TEXT: CORE GAME RULES
  Cover Artist: Les Dorscheid
  First Publication: BattleTech Manual
  Year: 1987
  
  It is the 31st century, a time of endless wars that rage 
  across human-occupied space. As star empires clash, 
  these epic wars are won and lost by BattleMechs,® 
  30-foot-tall humanoid metal titans bristling with lasers, 
  autocannons and dozens of other lethal weapons; 
  enough firepower to level entire city blocks. Your elite 
  force of MechWarriors® drives these juggernauts into 
  battle, proudly holding your faction’s flag high, intent 
  on expanding the power and glory of your realm. At 
  their beck and call are the support units of armored 
  vehicles, power armored infantry, aerospace fighters 
  and more, wielded by a MechWarrior’s skillful command 
  to aid him in ultimate victory. Will they become legends, 
  or forgotten casualties? Only your skill and luck will 
  determine their fate!
   
  The product of more than twenty years of gaming 
  experience, Total Warfare™ presents the rules of the 
  BattleTech® game system as never before. For the first time, 
  all the rules for various units that have a direct impact on 
  the deadly battlefields of the thirty-first century appear in a 
  unified rules set: from BattleMechs to ProtoMechs, Combat 
  Vehicles to Support Vehicles, infantry to aerospace fighters 
  and DropShips. Interwoven and meticulously updated, Total 
  Warfare provides the most detailed and comprehensive 
  rules set published to date for BattleTech—the perfect 
  companion for standard tournament play.
  Total Warfare is the single-source rulebook for people who play  
  BattleTech. It is not intended to teach new players the game, but 
  rather to serve as a reference work for people who know the 
  game, while introducing more technologies and expansive rules 
  than appear in the basic box set. The introductory game in the  
  BattleTech line is the BattleTech Introductory Box Set. New players 
  should pick up that product before diving into this one.
  Construction rules for the various units presented in Total Warfare 
  can be found in TechManual.™
  ©2007–2018 The Topps Company, Inc. All Rights Reserved. BattleTech Total Warfare, 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 Productions, LLC.  Printed in China.
  Under License From
  ®
  
  BATTLETECH
  TM
  TOTAL WARFARE
  • CATALYST GAME LABS •
  
  8
  20
  Colonel John Marik-Johns leads an assault against ‘Emperor’ Baranov’s Fourth Tikonov Republican Guards on the contested world of Hall.
  RA
  INTRODUCTION
   
  Fiction 
  8
   
   
  Fiction vs. Rules 
  9
   
   
  Fiction and Art 
  9
   
  3-D Terrain vs. Paper Maps 
  9
   
  Standard vs. Advanced Rules 
  10
   
   
  Rule Levels 
  10
   
  Reader Response 
  10
   
  BattleTech: More than a Game 
  10
   
   
  Core Rulebooks 
  10
   
   
  Technical Readouts 
  10
   
   
  The Jihad 
  11
   
   
  Handbooks 
  11
   
   
  Historicals 
  11
   
   
  Map Sets 
  11
   
   
  Record Sheets 
  11
   
  Where to Order? 
  11
   
  Other Avenues 
  12
   
   
  Iron Wind Metals 
  12
   
   
  Catalyst Demo Teams 
  12
   
   
  Classicbattletech.com 
  12
   
   
  Battlecorps 
  12
   
   
  HeavyMetal Software 
  13
   
   
  Camo Specs Online 
  13
   
   
  Fighting Pirannha Graphics 
  13
   
   
  Virtual World Entertainment 
  13
   
   
  Armorcast 
  13
   
   
  WizKids 
  13
  A TIME OF WAR 
  14
  COMPONENTS
   
  Units 
  20
   
   
  BattleMechs 
  20
   
   
  IndustrialMechs 
  21
   
   
  ProtoMechs 
  21
   
   
  Combat Vehicles 
  22
   
   
  Infantry 
  23
   
   
  Conventional Fighters 
  23
   
   
  Aerospace Fighters 
  23
   
   
  Small Craft 
  24
   
   
  DropShips 
  24
   
   
  Support Vehicles 
  25
   
  Other Units 
  26
   
   
  Aerospace Units 
  26
   
   
  Support Vehicles 
  26
   
   
  Mobile Structures 
  26
   
  Record Sheets 
  26
   
   
  ’Mech Record Sheet 
  27
   
   
  IndustrialMech Record Sheet 
  27
   
   
  ProtoMech Record Sheet 
  28
   
   
  Combat Vehicle Records Sheets 
  28
   
   
  Generic Conventional Infantry Record Sheet 
  29
   
   
  Battle Armor Record Sheet 
  29
   
   
  Aerospace Record Sheets 
  30
   
   
  Support Vehicle Record Sheets 
  31
   
  Mapsheets 
  31
   
   
  Clear 
  32
   
   
  Light Woods 
  32
   
   
  Heavy Woods 
  32
   
   
  Rough 
  32
   
   
  Water 
  32
   
   
  Pavement 
  32
   
   
  Roads 
  32
   
   
  Bridges 
  33
   
   
  Buildings 
  33
  
  3
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  36
  48
  74
  98
   
   
  Railroads 
  33
   
  Counters 
  33
   
   
  Buildings and Bridges 
  33
   
   
  Rubble 
  33
   
  Dice 
  33
  MILITARY ORGANIZATION 
  34
  PLAYING THE GAME
   
   
  A Note on Scale and the Rules 
  36
   
   
  Individual Unit Rules 
  36
   
  Sequence of Play 
  37
   
   
  Initiative Phase 
  37
   
   
  Movement Phase (Ground) 
  37
   
   
  Movement Phase (Aerospace) 
  37
   
   
  Weapon Attack Phase 
  37
   
   
  Physical Attack Phase 
  38
   
   
  Heat Phase 
  38
   
   
  End Phase 
  38
   
  Unequal Numbers of Units 
  39
   
  Warriors 
  39
   
   
  Skills 
  39
   
   
  Skill Improvement 
  40
   
   
  Damaging a Warrior 
  41
   
   
  Consciousness Rolls 
  41
   
  Game Terms 
  42
   
   
  Base To-Hit Number 
  42
   
   
  Modified To-Hit Number 
  42
   
   
  Modified Piloting/Driving Skill 
  42
   
   
  Target Number 
  42
   
   
  Modified Target Number 
  42
   
   
  Attacker Movement Modifier 
  42
   
   
  Target 
  42
   
   
  Target Movement Modifier 
  42
   
   
  Margin of Success/Failure (MoS/MoF) 
  42
   
   
  Damage Value 
  43
   
   
  Armor Value 
  43
   
   
  Level, Elevation, Altitude 
  43
   
   
  Attack Path/Flight Path 
  43
   
   
  Mapsheet 
  43
   
   
  Playing Area 
  43
   
   
  Scenario 
  43
   
   
  Mechanized 
  43
  WOLF ON THE MOUNTAIN 
  44
  GROUND MOVEMENT
   
  Movement Basics 
  48
   
   
  Level Change 
  48
   
   
  Minimum Movement 
  49
   
   
  Prone ‘Mech Movement 
  49
   
   
  Stacked Terrain 
  49
   
   
  Movement Direction 
  49
   
   
  Dropping to the Ground 
  49
   
   
  Lateral Shift 
  50
   
   
  Standing Up 
  50
   
  Facing 
  50
   
   
  Facing Change 
  50
   
  Movement Modes 
  53
   
   
  Standing Still 
  53
   
   
  Walking/Cruising 
  53
   
   
  Running/Flanking 
  53
   
   
  Jumping 
  53
   
   
  VTOL Movement 
  54
   
   
  Wing-in-Ground-Effect (WiGE) Movement 
  55
   
   
  Naval Movement 
  56
   
   
  Underwater Movement (Non-Naval Units) 
  56
   
  Stacking 
  57
   
   
  Unit and Terrain Rules 
  57
   
   
  Elevation and Depth Rules 
  58
   
  Piloting/Driving Skill Rolls 
  59
   
   
  Making Piloting/Driving Skill Rolls 
  59
   
  Movement on Pavement 
  61
   
   
  Bridge Movement 
  62
   
   
  Skidding 
  62
   
   
  Sideslipping 
  67
   
  Falling 
  68
   
   
  Determining Location After a Fall 
  68
   
   
  Facing After a Fall 
  68
   
   
  Falling Damage to a ’Mech 
  68
   
   
  Falling Damage to the MechWarrior 
  69
  TRIAL OF POSSESSION 
  70
  AEROSPACE MOVEMENT
   
   
  Game Terms 
  74
   
   
  Mapsheets 
  75
   
   
  Scale 
  76
   
  Space Movement 
  76
   
   
  Movement Direction 
  76
   
   
  Movement Subphases 
  76
   
  Thrust Points 
  76
   
   
  Using Thrust Points 
  76
   
  Facing 
  77
   
   
  Facing Change 
  77
   
  Special Movement Modes 
  77
   
   
  Evasive Action 
  77
   
   
  Rolling 
  77
   
  High-G Maneuvers 
  78
   
  Stacking 
  78
   
  Atmospheric Movement 
  78
   
   
  Turn Sequence 
  78
   
   
  Space/Atmosphere Interface 
  78
   
   
  High-Altitude Movement 
  79
   
   
  Gravity 
  80
   
   
  Low-Altitude Movement 
  80
   
   
  Launching/Recovering Fighters/Small Craft 
  86
   
   
  Landing and Liftoff 
  87
   
   
  Carrying Units 
  89
   
  Matching Mapsheets to Low-Altitude Hexes 
  91
   
   
  Aerospace Units on Ground Mapsheets 
  91
   
  Control Rolls 
  92
   
   
  Out-of-Control Effects 
  93
  FIGHTING WITHDRAWAL 
  94
  COMBAT
   
   
  Game Terms 
  98
   
  Attack Declaration 
  98
   
   
  Torso Twist/Turret Rotation 
  98
   
  Line of Sight 
  99
   
   
  Levels and Height 
  99
   
   
  Intervening Terrain 
  100
   
   
  Partial Cover (’Mech Only) 
  102
   
   
  Water Hexes 
  102
   
  WEAPON ATTACKS 
  103
   
   
  Ammunition Expenditure 
  103
   
  Firing Arcs 
  104
   
   
  Forward Arc 
  105
   
   
  Left Side Arc 
  105
   
   
  Right Side Arc 
  105
   
   
  Rear Arc 
  105
   
   
  Rotating the Firing Arcs 
  105
   
   
  Reversing (Flipping) Arms 
  106
   
  Firing Weapons 
  106
   
   
  Base To-Hit Number 
  106
   
   
  Modified To-Hit Number 
  106
   
   
  To-Hit Modifiers 
  106
   
   
  Specialized Attacks 
  110
   
   
  Prone ’Mechs 
  113
  
  158
  166
  184
  192
   
   
  Weapons and Equipment 
  113
   
   
  To-Hit Roll 
  114
   
   
  Hit Location 
  119
   
   
  Damage 
  121
   
   
  Recording Damage 
  121
   
   
  Damage Resolution 
  122
   
   
  Transferring Damage 
  123
   
  Critical Damage 
  123
   
   
  ’Mech Critical Hits 
  124
   
   
  ’Mech Critical Hit Effects 
  125
   
  Destroying a Unit 
  128
   
   
  ’Mechs 
  128
   
   
  ProtoMechs 
  128
   
   
  Vehicles 
  128
   
   
  Infantry 
  128
   
   
  Aerospace Units 
  128
   
  Other Combat Weapons and Equipment 
  129
   
   
  Active Probe 
  129
   
   
  Anti-Missile System 
  129
   
   
  Anti-Battle Armor Pods 
  130
   
   
  Anti-Personnel Pods 
  130
   
   
  Artemis IV FCS 
  130
   
   
  Backhoe 
  130
   
   
  Bridge-layer 
  130
   
   
  Bulldozers 
  131
   
   
  C3 Computer 
  131
   
   
  Improved C3 Computer 
  133
   
   
  Cargo Bays 
  133
   
   
  CASE 
  133
   
   
  Chainsaw 
  134
   
   
  Combine 
  134
   
   
  Dual Saw 
  134
   
   
  Dumper 
  134
   
   
  ECM Suite 
  134
   
   
  Endo Steel 
  134
   
   
  Extended Fuel Tanks/Cells 
  135
   
   
  Ferro-Fibrous Armor 
  135
   
   
  Gauss Rifle 
  135
   
   
  Heavy-Duty Pile Driver 
  136
   
   
  Lift Hoists 
  136
   
   
  Machine Gun Array 
  137
   
   
  MASC 
  137
   
   
  Mining Drill 
  138
   
   
  Missile Launchers 
  138
   
   
  Nail-Rivet Gun 
  138
   
   
  Narc Missile Beacon 
  138
   
   
  Retractable Blade 
  139
   
   
  Plasma Weapons 
  139
   
   
  Rock Cutter 
  140
   
   
  Rotary Autocannon 
  140
   
   
  Special Munitions 
  140
   
   
  Salvage Arm 
  142
   
   
  Spot Welder 
  142
   
   
  Stealth Armor System 
  142
   
   
  TAG 
  142
   
   
  Targeting Computer 
  143
   
   
  Tracks 
  143
   
   
  TSM  
  143
   
   
  Wrecking Ball 
  143
   
  PHYSICAL ATTACKS 
  144
   
   
  Base To-Hit Number 
  144
   
   
  Modified To-Hit number 
  144
   
  Punch Attacks 
  145
   
  Club Attacks 
  145
   
   
  Finding a Club 
  146
   
  Physical Weapon Attacks 
  146
   
  Push Attack 
  147
   
  Kick Attacks 
  147
   
  Charge Attacks 
  148
   
   
  Damage 
  148
   
   
  Location after Attack 
  148
   
   
  Falls 
  148
   
  Death from Above Attacks 
  149
   
   
  Weapon Attack Phase 
  149
   
   
  Damage to Target 
  150
   
   
  Location After Attack 
  150
   
   
  Falls 
  150
   
  Different Levels 
  150
   
  Physical Attacks by Prone ’Mechs 
  151
   
   
  Physical Attacks Against Prone ’Mechs 
  151
   
  Unit Displacement 
  151
   
   
  Accidental Falls From Above 
  152
   
   
  Domino Effect 
  152
  MUTUAL ADVANTAGE 
  154
  HEAT
   
  Heat Points 
  158
   
   
  Building Up Heat 
  158
   
   
  Recording Heat Build-Up 
  159
   
  Effects of Heat 
  159
   
   
  Movement 
  159
   
   
  Weapon Attacks 
  160
   
   
  Shutdown 
  160
   
   
  Ammunition 
  160
   
   
  ICE-Powered ’Mechs 
  160
   
   
  Damage to MechWarriors 
  160
   
  Aerospace Units 
  160
   
   
  Heat Effects 
  161
   
   
  Large Craft 
  161
  JUST ANOTHER DAY AT THE OFFICE 
  162
  BUILDINGS
   
  Building Types 
  166
   
   
  Construction Factor 
  166
   
   
  Building Levels 
  167
   
  Movement Effects 
  167
   
   
  Moving Through Buildings 
  167
   
  Combat Effects 
  171
   
   
  Attacking Buildings 
  171
   
   
  Attacking Units Inside Buildings 
  171
   
   
  Area Effect Weapons 
  172
   
   
  Combat Within Buildings 
  175
   
   
  Collapse 
  176
   
  Basements 
  179
  CHIAROSCURO 
  180
  PROTOMECHS
   
  Playing the Game 
  184
   
   
  Movement 
  184
   
   
  Combat 
  184
   
   
  Damage 
  185
   
   
  Frenzy 
  187
   
   
  Physical Attacks 
  187
   
  Other Combat Equipment 
  187
   
   
  ProtoMech Myomer Booster 
  187
  EISENJÄGER 
  188
  COMBAT VEHICLES
  Movement 
  192
   
  Combat 
  192
   
   
  Ground Combat Vehicles 
  192
   
   
  VTOL Combat Vehicles 
  196
   
   
  Naval Combat Vehicles 
  198
   
   
  WiGE Combat Vehicles 
  199
  
  5
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  204
  212
  234
  256
  280
  300
  303
  SIMPLE FARMER 
  200
  SUPPORT VEHICLES
   
  Special Movement Rules 
  204
   
   
  Airships 
  204
   
   
  Tractors 
  205
   
   
  Trailers 
  205
   
  Additional Combat Rules 
  206
   
   
  To-Hit Modifiers 
  206
   
   
  Hit Location 
  206
   
   
  Damage 
  206
   
  Carrying Units 
  207
   
   
  Mounting 
  207
   
   
  Dismounting 
  207
  PROPER WORK 
  208
  INFANTRY
   
  Infantry Movement 
  214
   
  Infantry Combat 
  214
   
   
  Conventional Infantry 
  214
   
   
  Battle Armor 
  217
   
  Anti-’Mech Attacks 
  220
   
   
  Leg Attacks 
  220
   
   
  Swarm Attacks 
  220
   
  Infantry Carriers 
  223
   
   
  Mounting 
  223
   
   
  Dismounting 
  225
   
  Mechanized Battle Armor 
  226
   
  Other Combat Weapons and Equipment 
  228
   
   
  Active Probe 
  228
   
   
  Armor 
  228
   
   
  Bomb Rack 
  228
   
   
  Camo System 
  228
   
   
  ECM Suite 
  228
   
   
  Improved Sensors 
  228
   
   
  Magnetic Clamps 
  228
   
   
  Manipulators 
  228
   
   
  Narc 
  229
   
   
  Pop-up Mine 
  229
   
   
  Special Munitions 
  229
   
   
  Squad Support Weapon 
  229
   
   
  TAG, Light 
  229
  ANGELS ON OUR SHOULDERS 
  230
   AEROSPACE UNITS
   
   
  Scale 
  234
   
   
  Large Craft Weapon Bays 
  234
   
   
  Aerospace Units vs. Ground Units 
  234
   
  Space Combat 
  235
   
   
  Line of Sight 
  235
   
   
  Firing Arcs 
  235
   
   
  Firing Weapons 
  235
   
   
  Damage 
  238
   
  Collisions and Ramming 
  241
   
   
  Ramming Attacks 
  241
   
   
  Damage from Collisions 
  241
   
  Atmospheric Combat 
  241
   
   
  Air-to-Air Attacks 
  241
   
   
  Air-to-Ground Attacks 
  242
   
   
  Ground-to-Air Attacks 
  247
   
   
  Attacks By and Against Spheroid DropShips in Atmosphere 
  248
   
   
  Damage to Aerospace Units in Atmosphere 
  249
   
   
  Attacks by Grounded Aerospace Units 
  249
   
  Other Combat Weapons and Equipment 
  251
   
   
  Screen Launchers 
  251
   
   
  Tele-Operated Missiles 
  251
  THE CIRCLE 
  252
  CREATING SCENARIOS
   
   
  General Rules 
  256
   
   
  Number of Players 
  256
   
   
  Set-Up 
  256
   
   
  Movement and Retreat 
  257
   
   
  Ending the Game 
  257
   
   
  Determining Victory 
  257
   
  Forced Withdrawal 
  258
   
   
  Crippling Damage 
  258
   
  Types of Scenarios 
  258
   
   
  Standup Fight 
  259
   
   
  Hide and Seek 
  260
   
   
  Hold the Line 
  260
   
   
  Extraction 
  260
   
   
  Breakthrough 
  261
   
   
  Chase 
  262
   
  Selecting Mapsheets 
  262
   
   
  Using the Mapsheet Tables 
  262
   
  Unit Generation 
  264
   
   
  Force Composition 
  264
   
   
  Assigning ’Mechs 
  266
   
   
  Experience Rating and Skills 
  272
   
   
  Finishing Touches 
  273
   
  Clan Honor 
  273
   
   
  Honor Levels 
  273
   
   
  Zellbrigen 
  274
  BACK END OF NOWHERE 
  276
  PAINTING MINIATURES
   
  Materials and Tools 
  280
   
  Painting to Match Cover Art 
  281
   
   
  The BattleMaster and Battle Armor 
  281
   
   
  The Harasser 
  284
   
   
  The Infantry 
  285
   
  Additional Advice 
  286
   
   
  Paints and Brushes 
  286
   
   
  Hobby Knife Safety Tips 
  286
   
   
  Using Spray Primer 
  286
   
   
  Basic Techniques 
  286
   
   
  Finishing Touches 
  288
   
   
  Mistakes 
  288
   
   
  A Final Note 
  288
   
  Kitbashing 
  289
   
   
  Concept and Planning 
  289
   
   
  Tools and Equipment 
  290
   
   
  Techniques 
  291
   
   
  Finishing 
  295
   
  Preparing Terrain 
  296
   
   
  Clear 
  296
   
   
  Hills 
  296
   
   
  Trees 
  296
   
   
  Water 
  297
   
   
  Roads/Bridges 
  297
   
   
  Buildings 
  298
   
   
  Rubble 
  298
   
   
  Rough Ground 
  299
   
   
  Assembling the Playing Area 
  299
  INDEX
  TABLES
  
  BattleTech Original Design
   Jordan K. Weisman
   L. Ross Babcock III
   Sam Lewis
   
  Project Concept 
   Randall N. Bills
  Project Development
   Randall N. Bills
   
  Assistance Development
    
  Herb Beas
  Writing
  Fiction
   Herb Beas
   Randall N. Bills
   Dan C. Duval
   Kevin Killiany
   Jason M. Hardy
   David L. McCulloch
   Steve Mohan, Jr.
   Jason Schmetzer
   Phaedra M. Weldon
  Painting Miniatures
   Drew Williams
  Kitbashing
   Ray Arrastia
  Product Editing
   Diane Piron-Gelman
   Keith Hann
  BattleTech Line Developer
   Brent Evans
  Production Staff
  Art Direction
   Randall N. Bills
  Cover Art
   Franz Vohwinkel
  Cover Design
   Matt Heerdt
  BattleTech Logo Design
   Shane Hartley, Steve Walker, and Matt Heerdt
  Evolved Faction Logos Design
   Jason Vargas
  Graphic Presentation
   David M. Stansel-Garner
   Troy Stansel-Garner
  Layout
   Adam Jury (Rules)
   David M. Stansel-Garner (Fiction)
   David Kerber (Update)
  Illustrations
  Chris Lewis
   Klaus Scherwinski
  Miniatures Painting & Photography
   Ray “Adrian Gideon” Arrastia
   William “sounguru” Burt
   Mike “Chewie” DuVal
   Paul M. Eckes 
   Dave Fanjoy
   Ross Hines
   Leigh-Alexandra Jacob
   David “Dak” Kerber 
   Steve “MadDoc” Livingston
   Mark “Hyena” Maestas
   Lance “Jal Phoenix” Scarinci
   Drew Williams
  2005 Origins International Games Expo Diorama
  Ray “Adrian Gideon” Arrastia, Chad “Urbiemech” Derrenbacker, 
  Ross “Savage Coyote” Hines, David “Dak” Kerber, Mark “Hyena” 
  Maestas, Steve “Insane Kangaroo” McCartney, Ryan “F15CFlyer” 
  Peterson, Robert “Cabal” Pidgeon, Ben “Ghostbear” Rome, Paul 
  Sjardijn, Allen “Papoose” Soles, Joe “Minidragon” Wiedeman
  Terrain
  Blair Line Signs, Busch, GHQ Miniatures, Ground Zero Games, 
  Herpa Miniature Models, Iron Wind Metals, Joker’s Terrain, 
  JR Miniatures, Kato USA, Marklin, Old Crow Models, Pegasus 
  Hobbies’ Platformer Terrain, Talon Games’ BattleHex Terrain
  Map of the Inner Sphere
   Øystein Tvedten
  Map Diagrams
   Ray Arrastia
  Record Sheets
   David L. McCulloch
  Index
   Rita Tatum
  Additional Design and Development
  The following people have been involved in the creation and 
  development of BattleTech rules, either by writing material that was 
  assimilated into the main body of the rules, serving as the BattleTech 
  line developer in the past, or otherwise contributing to the game in 
  a major way.
  Samuel B. Baker, Herb Beas, Randall N. Bills, Forest G. Brown, 
  Chuck Crain, Chris Hartford, Clare Hess, Scott Jenkins, J. Andrew 
  Keith, James R. Kellar, Dale Kemper, L.R. “Butch” Leeper, Bryan 
  LiBrandi, Jim Long, David McCulloch, Jim Musser, Bryan Nystul, 
  Mike Nystul, Blaine Pardoe, Boy F. Peterson Jr., Rick Raisley, Jerry 
  Stenson, Christoffer Trossen, Wm. John Wheeler.
  Acknowledgements
  To Herb Beas for helping to make the new core rulebooks possible 
  by tackling the primary development of the Jihad sourcebooks and 
  more and being an all-round excellent development assistant.
  To the core group of people who, to one extent or another, 
  have significantly contributed to keeping BattleTech not simply 
  alive these last five years, but thriving once more: Ray Arrastia, 
  Herb Beas, Loren Coleman, Warner Doles, David M. Stansel-
  Garner, Diane Piron-Gelman, Jason Hardy, Chris Hartford, Jason 
  CREDITS
  
  7
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Knight, Chris Lewis, David McCulloch, Ben Rome, Matt Plog, 
  Paul Sjardijn, Peter Smith, Scott Taylor, Christoffer Trossen, 
  Øystein Tvedten, and Jason Vargas.
  To David Stansel-Garner for being the primary vision behind 
  the new re-branded graphic presentation of BattleTech.
  To Eberhard von Massenbach who is always there to find 
  the obscure rules minutia and who is keeping the flame lit by 
  Christoph Nick alive across the pond. 
  To Rob Boyle for constantly putting up with my endless 
  demands and allowing me to go absolutely wild with the re-
  branding of BattleTech.
  To all the Commandos…simply too many to name, but 
  thanks for your commitment!
  To Adam Jury and Ray Arrastia, who took on the assault lance 
  at the last second to save our hides (we’re even for SR4, Adam!)
  To Franz Vohwinkel, Klaus Scherwinski and Chris Lewis for all 
  the great BattleTech art over the years (and the years that will 
  come) and for outdoing themselves this time around.
  To Peter LaCasse for quickly generating the Random 
  Assignment Tables found in the Creating Scenarios section.
  To Ray Arrastia, Jason Hardy, Eberhard von Massenbach, 
  Jason Schmetzer, Chris Smith, Andrew Timson, and Patrick 
  Wynne for those last frantic, late night proof checks.
  Playtesters/Proofers/Fact Checkers
  The playtesters for any game line are a necessary component in 
  the creation of a solid product. However, when tackling something 
  on the scope of Total Warfare, which involves the melding of 
  twenty years worth of rules into a unified whole that far exceeds 
  it constitute parts (particular when set against the millions-of-
  words background of the vast scale of BattleTech history and 
  continuity) their roles are not only greatly expanded, but become 
  vital. A testament to the strength of the BattleTech community, their 
  dedication knew no bounds: the product is far superior due to their 
  significant contributions.
  Joel Agee, Brian Alter, Ray Arrastia, Ron Barter, Terren “Tel Hazen” 
  Bruce, Rick Casarez, Doug Davidhizar, Brent Dill, Benjamin Disher, 
  John “Quentil” Dzieniszewski, Dave Fanjoy, David Ferguson, Thomas 
  Ferrell, Bruce Ford, Eugen Fournes, John “AngelRipper” Frideres, 
  Aaron “Bear” Gregory, Eric Hawkins, Glenn Hopkins, Ken’ Horner, 
  John “Bleusman” Hudson, Darryl Hunt, Stephen “Blayde” King, Rod 
  Klatt, Nadine Klatt, Michael “Konan” Koning, Peter LaCasse, Edward 
  “Tenaka Fury” Lafferty, Mark Maestas, Eberhard “Rote Baron” von 
  Massenbach, Brian McAuliffe, Tim McAuliffe, Mike Miller, Jeffrey 
  “Fej” Morgan, Darrell “FlailingDeath” Myers, Lou “Nukeloader” Myers, 
  Andrew Norris, Mike Pfister, Max “Medron Pryde” Prohaska, Ben 
  Rome, Richard Sardiñas, Christopher K. Searls, Chris Sheldon, Alyson 
  Sjardijn, Paul Sjardijn, Scott Stansbury, Joel “Septicemia” Steverson, 
  Rob Strathmann, Terry Sweetapple, Dr. Geoff “97jedi” Swift, Lee 
  Thoms, Roland Thigpen, Todd “BlueWeasel” Thrash, Andrew 
  Timson, John Unchelenko, Chris Wheeler, Paul Wolf, Patrick Wynne; 
  Gravedigger Arms Limited: James Humpula, Darlene Morgan, Aaron 
  “Gravedigger” Pollyea, Jeff Skidmore, Charles “IronSphinx” Wilson; 
  The Singapore Longshoremen: Jason Chodara, Leonard Conklin, Dan 
  Eastwood, Tom Evans, Rick “Rick Steele” Remmer, Chris “Chungalo” 
  Smith, Sam “Wasp” Snell, Jeremy Zuvich; Seacoast BattleTech Society: 
  Debra Atkinson, David Baughman, James Bernard, Josh Carter, Alex 
  Ellis, Korac MacArthur, Clayton Poland; Steel City MechWarriors: Rich 
  Cencarik, Rich Darr, Brian Golightly, Dave Lang, Drew Martin.
  And to all the players that fought through the endless delays 
  to get on-line questions answered over the years; your questions 
  generated numerous FAQs off of which much clarification came 
  about in this book.
  Additional Thanks
  To the BattleTech Community who through thick and thin 
  have supported the game and universe we all love, making 
  this book possible. 
  Special Thanks
  To Iron Wind Metals, who has staunchly supported 
  BattleTech for long years, continues to do so and significantly 
  donated to the cause of Total Warfare; to Fighting Pirannha 
  Graphics for their support and contributions; finally to the 
  artists from Camo Specs Online—specifically Ray Arrastia, 
  Mike DuVal, Dave Fanjoy, Ross Hines, Steve Livingston, Mark 
  Maestas and Lance Scarinci—for instantly taking on the 
  scope of the mission, and giving their all to take the visuals of 
  BattleTech to a whole new level.
   
  Randall’s Thanks and Dedication
  Friends have always meant the world to me. While I add 
  new friends that are as close as family as the years move on, 
  I’m blessed to still stay in touch with friends from twenty years 
  ago. While there are so many who have touched my life, when 
  it comes to BattleTech, two in particular were there twenty 
  years ago when I first pulled the cover off the BattleTech box 
  set: Chad Dean and Tony Liddle. Thanks for all the years we’ve 
  had and all the years to come
  To my magnificent family and wife…there wouldn’t be a 
  Total Warfare without Tara’s unflagging support.
  Finally, this book is dedicated to Bryan Nystul: thanks for 
  being a great sensei when my work in the industry began and 
  for showing me the possibilities. I hope you find what you’re 
  looking for.
  ©2006-2018 The Topps Company, Inc. All Rights Reserved. BattleTech, 
  Total Warfare, TechManual, Tactical Operations, Strategic Operations, 
  Interstellar Operations, A Time of War: The BattleTech RPG, MechWarrior, 
  ’Mech, BattleMech and BattleForce are registered trademarks and/or 
  trademarks of The Topps Company, Inc., in the United States and/or other 
  countries. No part of this work may be reproduced, stored in a retrieval 
  system, or transmitted in any form or by any means, without the prior 
  permission in writing of the Copyright Owner, nor be otherwise circulated 
  in any form other than that in which it is published.
  Corrected Fifth Printing.  
  Fourth Printing by Catalyst Game Labs.
  Published by Catalyst Game Labs,  
  an imprint of InMediaRes Productions, LLC
  113 Cherry Street #93897 • Seattle, Washington 98104-2205
  FIND US ONLINE:
  Precentor_martial@classicbattletech.com
   (e-mail address for any BattleTech questions)
  http://bg.battletech.com
   (official BattleTech web page)
  http://www.CatalystGameLabs.com
   (Catalyst Game Labs web page)
  http://store.CatalystGameLabs.com
   (online ordering)
  
  Total Warfare (TW) has been carefully reworked from previous 
  BattleTech rules (BT) editions to clarify confusing or contradictory 
  information, folding in many years of Frequently Asked Questions 
  (FAQs), play testing and game play. In addition, for the first time 
  in well over a decade, all the various rules sets that directly affect 
  BattleTech ground warfare—including aerospace rules covering units 
  that can enter a planet’s atmosphere—appear in a single volume, 
  woven together to make sure that all rules function seamlessly 
  with one another. Total Warfare also includes additional material to 
  expand and enhance game play. Along with the rules of BattleTech, 
  this book contains an easy-to-use scenario creation system, as well as 
  a painting section that will have players quickly painting the plastic 
  miniatures in the BattleTech Introductory Box Set, as well as priming 
  them for the complete BattleTech line of metal miniatures from Iron 
  Wind Metals. 
  This book contains a number of rules changes from previous 
  editions. We feel confident that these are the most complete, 
  clear and concise rules for BattleTech ever presented.
  As noted in the back cover text of this book, unlike previous 
  editions of the BattleTech rulebook, no construction rules appear 
  in Total Warfare; those rules are in the TechManual (see Core 
  Rulebooks, p. 10). 
  The rules in this book supersede all previously pub-
  lished rules, including the BattleTech Manual, the BattleTech 
  Compendium, BattleTech Compendium: The Rules of Warfare, 
  BattleTech Master Rules (standard and revised editions) and 
  older editions of the BattleTech boxed set. Where applicable, 
  these rules also supersede sections of various other rules 
  expansions, including AeroTech 2, Revised; Maximum Tech, 
  Revised; and so on. In other words, if a rule in Total Warfare 
  directly conflicts with rules in a previously published rulebook 
  or expansion, Total Warfare takes precedence. 
  To play BattleTech, players will need dice, maps and counters or 
  miniatures to represent the BattleMechs and/or other units used 
  by each side. All of these items can be found in the BattleTech 
  Introductory Box Set, the recommended product for beginning 
  BattleTech players. For more information about the availability 
  and use of these items, see Components, page 20 of this book.
  FICTION
  Fiction has always played an important role in BattleTech, 
  with more than eighty novels published to date (and well over a 
  hundred sourcebooks) fleshing out and expanding the universe 
  into its current, vibrant form.
  BattleTech uses two different types of fiction to convey its story. 
  “Story fiction” includes novels, novellas, short stories and so on; 
  fiction that puts the reader inside the heads of the characters 
  that populate the universe. “Sourcebook fiction”—which appears 
  in the various Handbooks, Historicals, Technical Readouts and so 
  on (see BattleTech: More Than a Game, p. 10)—presents story ele-
  ments as though the reader were a character transplanted into 
  the game universe, reading military documents, historical texts, 
  secret security briefs, intercepted personal communications, local 
  newspapers and so on. These two methods work hand-in-hand to 
  bring the BattleTech universe to life.
  Every BattleTech sourcebook published by Catalyst (or FanPro) 
  includes a short story. In addition, www.battlecorps.com pub-
  lishes numerous BattleTech stories every month that support 
  product releases (sourcebooks and rulebooks), as well as the 
  current Jihad story arc (see p. 11).
  Because it hurls the players directly into the BT universe, Total 
  Warfare includes more “story fiction” than any core rulebook 
  
  9
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  previously published for BattleTech. Twelve short stories offer 
  a taste of the core factions with which players will come to 
  associate, while conveying the theme of a given section of the 
  rulebook; players can also use these stories to launch endless 
  games and campaigns, whether set in the current Jihad era or 
  in the rich history of BattleTech.
  Finally, A Time of War (see p. 14) and Military Organization 
  (see p. 34) provide two examples of the many different types 
  of “sourcebook fiction” players will discover in the various 
  sourcebooks published for BattleTech.
  FICTION VS. RULES
  It is important to note that fiction, though essential in 
  making the game universe come alive, should never be 
  construed as rules. While BattleTech fiction usually attempts 
  to adhere to the aesthetics established by the rules, authors 
  often use creative license to accomplish the needs of a given 
  story. 
  To eliminate confusion in Total Warfare about which sec-
  tions are fiction and which are rules, the fiction sections have 
  a unique look. In addition, all fiction sections are italicized in 
  the Table of Contents.
  FICTION AND ART
  From the moment of BattleTech’s inception, it was con-
  ceived as a visually intensive universe. Though the Technical 
  Readout series is one of the better examples of the importance 
  of art in conveying the universe to a reader, every sourcebook 
  employs art to work hand-in-hand with the fiction to bring 
  the universe to life: from a stunning cover to the smallest illus-
  tration buried on a last page.
  Even the graphic layout of rulebooks and sourcebooks—
  the borders around the edges of a page, how the words are 
  placed on the page and so on—are specifically designed to 
  accentuate the universe.
  For Total Warfare, the graphic design concept is that of a 
  computer interface. Specifically speaking, it is a computer 
  from House Steiner’s (see A Time of War, p. 14) Nagelring; one 
  of their premier military academies (for more information 
  on House Steiner and specifically on the Nagelring, players 
  should check out Handbook: House Steiner).
  To further cement this concept directly into a reader’s 
  mind, the art at the beginning of this section shows the very 
  Nagelring military computer represented “in universe” by the 
  text and layout of this rulebook.
  Note that as with fiction, players should never construe art 
  as rules. In a similar vein, while the diagrams used through-
  out this book are rules, players should note that the graphic 
  icons within each diagram only represent specific unit types 
  (‘Mechs, vehicles, infantry and so on). As such, players should 
  not be confused by a specific unit image (such as the Mad Cat 
  for the ‘Mech) used in an example, when its game stats do not 
  mirror the example.
  3-D TERRAIN VS. 
  PAPER MAPS
  BattleTech at its core is a board game; players move pieces 
  on a hex-grid mapsheet. Unlike tabletop miniatures games, 
  which use three-dimensional (3-D) terrain and rulers to 
  approximate movement and combat, the core BattleTech 
  game rules use specific, codified movement and combat 
  ranges within a mapsheet’s hex grid. 
  Nevertheless, any game system that uses three-dimen-
  sional miniatures (such as the complete line of BattleTech 
  miniatures sold by Iron Wind Metals; see p. 12) looks better 
  when played on 3-D terrain—hence the photos in this rule-
  book. Three-dimensional terrain also enhances the feel of the 
  game. When using 3-D terrain, however, players should note 
  that BattleTech requires hex-grids.
  While Total Warfare and other rulebooks all require the 
  playing area (whether mapsheets or 3-D terrain) to be 
  a hex grid, some players may wish to learn how to play 
  BattleTech as a table-top miniatures game (using rulers 
  and without the hex grid on 3-D terrain). Players can visit 
  bg.battletech.com to download a free conversion rules 
  set—BattleTech Miniatures Rules—covering the differences 
  between the two types of play.
  WSB 
  WSB
  WSB 
  WSB
  
  STANDARD VS.  
  ADVANCED RULES
  The rules presented in Total Warfare are considered the stan-
  dard rules of BattleTech. They represent all tournament-appropri-
  ate rules: the “big” BattleTech tournaments run directly by Catalyst 
  Game Labs at the Origins International Games Expo®, any Gen 
  Con Game Fair® and many other conventions all use the rules 
  presented in Total Warfare.
  Advanced rules—as found in Tactical Operations, Strategic 
  Operations (see Core Rulebooks, at right) and so on—provide more 
  depth for virtually every aspect of play. However, the additional 
  complexity makes such rules inappropriate for tournament play.
  RULE LEVELS
  Previously, BattleTech split its rules into levels. However, with 
  the introduction of several new units and their construction 
  systems (notably IndustrialMechs and Support Vehicles), the lines 
  between the levels became blurred. The current rules are simply 
  classified as standard or tournament and advanced or non-tour-
  nament, as appropriate.
  READER RESPONSE
  We hope this product will help you better enjoy your 
  BattleTech games. If you have questions or comments about 
  BattleTech or any other Catalyst Game Labs (or FanPro/FASA)  
  product, please write to Catalyst Game Labs, PMB 202, 303 91st 
  Ave NE, E502, Lake Stevens, WA 98258, or send an e-mail to 
  precentor_martial@classicbattletech.com. While we read all cor-
  respondence, we simply do not have the time to indulge in the 
  luxury of writing detailed answers to general questions. To make 
  it easier for us to answer you quickly, provide us with multiple-
  choice questions or phrase your query so that we can answer yes 
  or no. Please include a self-addressed, stamped envelope with 
  your letter for our reply.
  Alternatively, players can visit the forums at bg.battletech.com 
  where they can post reviews of products, ask rules and universe 
  questions and more (see bg.battletech.com, p. 13).
  BATTLETECH:  
  MORE THAN A GAME
  BattleTech is much more than a board game as presented in the 
  BattleTech Introductory Box Set. Vibrant, strong and still growing 
  after twenty years, the fictional universe and the valiant struggles 
  of its dynamic human characters, set against a far-future battle-
  field, has endeared it to millions of fans and will continue to do 
  so into the future.
  To convey the universe to the BattleTech community (as well as 
  demonstrate how players can take that universe and integrate it 
  into the game system), Catalyst publishes several different lines of 
  rulebooks, sourcebooks, campaign packs and so on. While not an 
  all-inclusive list, the following provides an overview of the primary 
  series of products published by Catalyst (or FanPro) for BattleTech.
  As players encounter BattleTech sourcebooks and rulebooks 
  beyond this rulebook, they will encounter books that bear the 
  title “BattleTech” and others that bear the title “Classic BattleTech.” 
  What’s the difference? BattleTech was originally published by 
  FASA Corporation. When FASA Corporation closed its doors the 
  BattleTech property was purchased by WizKids LLC, who licensed 
  the rights to continue to produce books in the same vein as  
  FASA Corporation to FanPro LLC. WizKids leapt the timeline forward 
  to create MechWarrior: Dark Age, a collectible miniatures game set 
  65 years into BattleTech’s future. To help 
  ensure there was no brand confusion, 
  the word “Classic” was added to the 
  BattleTech title, though the game and 
  its fictional setting remained the same.  
  To celebrate the 25th anniver-
  sary of BattleTech, Catalyst Game 
  Labs, the current publisher of 
  BattleTech, has secured the rights 
  to 
  revert 
  “Classic 
  BattleTech”  
  to “BattleTech.” However, regardless 
  of what title a book bears, it’s all 
  BattleTech!
  CORE RULEBOOKS
  Following the introduction to 
  the game through the BattleTech 
  Introductory Box Set, the core rulebooks 
  are the foundation of game play (and 
  the universe) for the various aspects 
  of BattleTech. Total Warfare is the first 
  in this new series of core rulebooks, 
  delivering a breadth and a visual pre-
  sentation never before achieved, while 
  TechManual (construction rules for the 
  various units found in Total Warfare) is 
  the second in this series. These two core 
  rulebooks are followed by four more core rulebooks, which act 
  as the bedrock for any type of game players may wish to under-
  take: Tactical Operations (advanced rules, equipment and units, 
  including construction rules, for planetary conquests), Strategic 
  Operations (advanced rules and units, including construction rules, 
  for system conquests and campaigns) A Time of War: The BattleTech 
  RPG (a complete game system for roleplaying) and Interstellar 
  Operations (a rules framework for building and running any type of 
  force through everything from small-scale campaigns to multiwar 
  clashes between stellar empires).
  TECHNICAL READOUTS
  The ultimate guidebooks to the 
  weaponry and war machines of the 
  31st century, BattleTech technical 
  readouts describe the BattleMechs, 
  Combat Vehicles, Support Vehicles, 
  aerospace fighters, DropShips, 
  WarShips, infantry and more of the 
  BattleTech universe. Each fully illus-
  trated entry in these reference books 
  contains complete BattleTech game statistics. 
  Pre-filled record sheets for the various units found in the techni-
  cal readouts are published separately (see Record Sheets).
  ISBN-10: 1-932564-79-9
  ISBN-13: 9781932564792 
  $39.99
  How does a MechWarrior interface with a 
  BattleMech? How does a ProtoMech really work? 
  When was the Gauss rif e or the Particle Projector 
  Cannon developed? Or how can I just make my own, 
  cool and unique BattleMech design? If you’ve ever 
  been plagued by these questions, then get on your 
  coveralls and make sure you’ve got your astech 
  certification, because you’re about to dive into 
  BattleTech construction!
   
  A companion volume to Total Warfare™, the 
  Classic BattleTech TechManual™ combines all the 
  construction rules for the various units presented 
  in that core rules set. Streamlined and updated, it 
  contains all the core weaponry and equipment 
  from previous rules set, as well as the newest, 
  bleeding edge technologies. More than just a 
  rulebook, however, the TechManual presents 
  numerous sourcebook-style treatises, providing 
  the in-universe context for these units and the 
  technologies of their development. A must have 
  resource for any BattleTech af cionado!
  ©2007 WizKids, Inc. All Rights Reserved. Classic BattleTech TechManual, Classic BattleTech, BattleTech, BattleMech, ’Mech, and WK 
  Games are registered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Printed in Thailand.
  ISBN-10: ???
  ISBN-13: ??? 
  $39.99
  WEBSITE:  CATALYSTGAMELABS.COM
  Under License From
  THE CORE CONSTRUCTION RULES
  XXXXX
  THE CORE CONSTRUCTION RULES
  XXXXX
  
  11
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  THE JIHAD
  BattleTech has always been a 
  dynamic universe with progress-
  ing storylines that shake things up, 
  uniting and shattering factions, 
  developing characters into beloved 
  (or despised) icons that wage a 
  valiant struggle or die a glorious 
  death. Such events breathe life not 
  only into the fiction players read, 
  but the games they play. 
  The recently completed universe-shaking storyline is the 
  Word of Blake’s Jihad, begun in 2005 with the publication of 
  Dawn of the Jihad and Jihad Hot Spots: 3070 (currently in print 
  as a combined volume, Blake Ascending) and concluded in 
  2012 with the publication of Jihad: Final Reckoning.  Look for 
  future books in the following Dark Age era that will continue 
  to shock, amaze and entertain for years to come.
  HANDBOOKS
  The The Inner Sphere At a Glance 
  book in the BattleTech Introductory 
  Box Set provides a taste of the 
  Great Houses of the Inner Sphere. 
  Each House represents a fully 
  fleshed-out star-spanning realm, 
  with its own history, cultural iden-
  tity, fighting style and so on. Each 
  volume in the series is filled with 
  the essential histories, politics, 
  culture and industry that makes 
  up the Great Houses as well as other factions, such as the wild 
  frontiers of the Periphery; the books include rules for personal 
  equipment, creatures, campaign ideas and more for BattleTech 
  and A Time of War: The BattleTech RPG.
  HISTORICALS
  The Historical series delves 
  into the pivotal wars of the Inner 
  Sphere’s thousand-year history, 
  with important personalities, 
  maps of individual attack waves 
  and regiment listings, along with 
  a campaign framework that allows 
  players to enact every aspect of 
  each of these important events. 
  War of 3039, Brush Wars and 
  Operation Klondike are currently 
  available. More such sourcebooks will appear in the future, 
  allowing players to explore the historical wars that have 
  shaped every faction to date.
  HEXPACKS
  The BattleTech Introductory Box Set contains two playing map-
  sheets, each with a different map printed on either side. Once 
  players begin using the maps, they’ll quickly find that one of the 
  easiest ways to make an already played scenario fresh and new 
  is to play it on a different map. In addition, the style of a playing 
  map (mountain, forest, city and so on) can reinforce the flavor of 
  a given scenario or campaign.
  HexPacks are the easiest 
  way to expand a player’s 
  terrain options. Each con-
  tains one mapsheet with 
  a different map printed on 
  either side. Additionally, 
  each HexPack includes 
  numerous punch-out-and-
  use hex templates that 
  allow players to quickly and 
  easily modify pre-existing mapsheets from scenario to scenario.
  Previous companies (FanPro and FASA Corporation) pub-
  lished a host of paper mapsheets for BattleTech, which may 
  still be found in some stores. While the thinness of those paper 
  mapsheets compared to the Introductory Box Set and HexPacks 
  thick mapsheets may be a little disconcerting, they are 18” x 22” 
  mapsheets and the hex sizes are identical; they can all be used 
  interchangeably without issue.
  RECORD SHEETS
  While players can use the blank 
  record sheets found in TechManual 
  to fill out any number of units, 
  pre-filled record sheets (such 
  as those found in the BattleTech 
  Introductory Box Set) allow players 
  to jump directly into the action.
  A selection of print Record 
  Sheet books are available, con-
  taining the primary variants 
  found within the corresponding 
  Technical Readout. Additionally, 
  players can order various pre-
  filled, PDF record sheet books from battlecorps.com/catalog. 
  This includes unabridged PDF versions of the print Record 
  Sheet books, but they differ in that they contain all variants 
  found within the corresponding Technical Readout.
  E-PUBLICATIONS
  Beyond the printed source material for BattleTech, a host 
  of electronic publications further expands the universe in a 
  host of directions, available at store.catalystgamelabs.com. 
  From out-of-print vintage products now available in PDF 
  format, to brand new PDF-only series such as Experimental 
  Technical Readouts, Turning Points and Field Reports, to 
  classic BattleTech novels now available in epub format for 
  use on any electronic reader: a galaxy of electrons is avail-
  able to explore!
  WHERE TO ORDER
  Visit your local game store to purchase the item 
  you’re looking for; if they do not have an item, order 
  it through them (feel free to let the store know about 
  www.CatalystGameLabs.com, where they can find a com-
  plete list of distributors used by Catalyst Game Labs).
  TM
  A JIHAD PLOT SOURCEBOOK COMPILATION
  BLAKE ASCENDING: A JIHAD COMPILATION  •  A CLASSIC BATTLETECH SOURCEBOOK
  35300
  ISBN-13: xxx 
  $24.99
  WEBSITE: CATALYSTGAMELABS.COM
  ©2010 WizKids, Inc. All Rights Reserved. Historical: Operation Klondike, Classic BattleTech, BattleTech, BattleMech, ’Mech, and WK 
  Games are registered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries.  
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Printed in Canada.
  Under License From
  STAR LEAGUE ERA 
  SUCCESSION WARS ERA
  CLAN INVASION ERA
  JIHAD ERA
  DARK AGE
  CIVIL WAR ERA
  www.catalystgamelabs.com
  HISTORICAL: OPERATION KLONDIKE  •  A BATTLETECH SOURCEBOOK
  35xxx
  DAFDASUrero commodolent nulla 
  feu feuisl init alisit ad modip euipi-
  sis nonummy nonumsan ullutat. 
  Ut velisis nulput wisci et nullamc 
  ommodol oborercin henim aute 
  dolobore dolestrud exeros alis acip 
  eu feu faciliquisl elis dunt nismodi 
  psumsan heniatio odolore raestrud 
  magnis nis nostrud tie facilit wis ea 
  cor iure dolorem veliquat lobore 
  con henim vulla facidunt vendiam, 
  conulluptat wisim quat ullaortin 
  hendreet utet incinciduip eriure vel-
  iquipis amet inisim vulla consenit 
  aliquipis nis alis do od magna facilit 
  nos nos delis augait ing essi.
  Putpatum incil ut volor ipit ver sim 
  in veliquating eugiationsed doleni-
  si blamcore cortis augiamcor illaor 
  ilit wis euguer ad magna acipsum 
  aliquam quat lutat. Nulputpat. Min-
  isl illum inis nullum endip eugiat 
  praesed digna aut vulpu
  
  BATTLETECH ERAS
  The BattleTech universe is a living, vibrant entity that grows 
  each year as more sourcebooks and fiction are published. A 
  dynamic universe, its setting and characters evolve over time 
  within a highly detailed continuity framework, bringing every-
  thing to life in a way a static game universe cannot match. 
  However, the same dynamic energy that makes BattleTech so 
  compelling can also make it confusing, with so many sourcebooks 
  published over the years. As people encounter BattleTech, get 
  hooked and start to obtain sourcebooks, they need to know where 
  a particular sourcebook is best used along the BattleTech timeline.
  To help quickly and easily convey the timeline of the BattleTech 
  universe—and to allow a player to easily “plug in” a given source-
  book—we’ve divided BattleTech into five major eras. (For those 
  that own the BattleTech Introductory Box Set, the year dates in 
  parentheses following each era’s title correspond to the maps 
  found in the Inner Sphere at a Glance sourcebook.)
  STAR LEAGUE (2570)
  Ian Cameron, ruler of the Terran Hegemony, concludes 
  decades of tireless effort with the creation of the Star League, a 
  political and military alliance between all Great Houses and the 
  Hegemony. Star League armed forces immediately launch the 
  Reunification War, forcing the Periphery 
  realms to join. For the next two centu-
  ries, humanity experiences a golden 
  age across the thousand light-years 
  of human-occupied space known as 
  the Inner Sphere. It also sees thecre-
  ation of the most powerful military 
  in human history.
  SUCCESSION WARS (3025, 3030, 3040)
  Every last member of First Lord Richard Cameron’s family is 
  killed during a coup launched by Stefan Amaris. Following the 
  thirteen-year war to unseat him, the rulers of each 
  of the five Great Houses disband the Star League. 
  General Aleksandr Kerensky departs with 
  eighty percent of the Star League Defense 
  Force beyond known space and the Inner 
  Sphere collapses into centuries of warfare 
  known as the Succession Wars that will 
  eventually result in a massive loss of tech-
  nology across most worlds.
  CLAN INVASION (3052, 3057)
  A mysterious invading force strikes the coreward region of the 
  Inner Sphere. The invaders, called the Clans, are descendants 
  of Kerensky’s SLDF troops, forged into a society dedicated to 
  becoming the greatest fighting force in history. 
  With vastly superior technology and war-
  riors, the Clans conquer world after world. 
  Eventually this outside threat will forge a 
  new Star League, something hundreds of 
  years of warfare failed to accomplish. In 
  addition, the Clans will act as a catalyst for 
  a technological renaissance.
  CIVIL WAR (3062, 3067)
  The Clan threat is eventually lessened 
  with the complete destruction of a Clan. 
  With that massive external threat appar-
  ently neutralized, internal conflicts explode 
  around the Inner Sphere. House Liao con-
  quers its former Commonality, the St. Ives 
  Compact; a rebellion of military units belong-
  ing to House Kurita sparks a war with their pow-
  erful border enemy, Clan Ghost Bear; the fabulously powerful 
  Federated Commonwealth of House Steiner and House Davion 
  collapses into five long years of bitter civil war.
  JIHAD (3067, CURRENT)
  Following the Federated Commonwealth 
  Civil War, the leaders of the Great Houses 
  meet and disband the new StarLeague,  
  declaring it a sham. The pseudo-religious 
  Word of Blake—a splinter group of ComStar, 
  the protectors and controllers of interstellar 
  communication—launch the Jihad: an inter-
  stellar war that will ultimately pit every faction 
  against each other and even against themselves, as weapons of 
  mass destruction are used for the first time in centuries while 
  new and frightening technologies are likewise unleashed.
  DARK AGE (3132+)
  Under the guidance of Devlin Stone, the 
  Republic of the Sphere is born at the heart of 
  the Inner Sphere following the Jihad. One 
  of the more extensive periods of peace 
  begins to break out as the 32nd century 
  dawns. The factions, to one degree or 
  another, embrace disarmament and the 
  massive armies of the Succession Wars begin 
  to fade. However, in 3132 eighty percent of 
  interstellar communications collapses, throwing the 
  universe into chaos. Wars almost immediately erupt and the fac-
  tions begin rebuilding their armies.
  SOURCEBOOKS
  As Catalyst Game Labs continues to publish new BattleTech 
  products (and reprint previously published products), easy ref-
  erence logos—corresponding to those above—will be printed 
  directly on their back covers. This will allow retailers and players 
  alike to know at a glance what eras are covered by a given 
  product. For additional ease of reference, era logos will also 
  appear on product’s sell sheet, on-line products page and so on. 
  If a Catalyst Game Labs BattleTech product does not contain 
  an era logo, then it is considered a core rulebook or supplement 
  to be used across all eras, such as the Introductory Box Set, Total 
  Warfare and so on.
  
  13
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  OTHER AVENUES
  From the moment of BattleTech’s inception, it proved flex-
  ible and dynamic enough to spawn a host of related products 
  and services that provide additional support to the gaming 
  community. Below are just a few of the most important.
  IRON WIND METALS
  Iron Wind Metals produces a complete line of metal min-
  iatures for almost any type of BattleTech play; all the minia-
  tures shown in this book are part of that line. As players have 
  discovered for years, assembling and painting miniatures is a 
  joy unto itself. The feel of a weighted, beautifully painted min-
  iature provides a whole new level of play experience.
  For more information, visit www.ironwindmetals.com.
  Ral Partha Europe
  For players in Europe (and other appropriate countries 
  outside the United States), BattleTech miniatures support is 
  provided by Ral Partha Europe.
  For more information visit www.ralparthaeurope.co.uk.
  BATTLECORPS
  BattleCorps.com is the premiere online fiction source for 
  BattleTech. Developed by InMediaRes Productions, LLC, to 
  actively support the BattleTech community, their BattleShop 
  offers everything from poster maps to PDF sourcebooks 
  to miniatures to software, and players can order the paper 
  product direct as well. BattleCorps is a one-stop shop for 
  any fan of the BattleTech/MechWarrior universe. The site’s 
  subscription-based services take the BattleTech experience to 
  a whole new level, featuring a stable of authors from national 
  best sellers to great new talent, new art, unique product pre-
  views, faction-specific message boards, moderated chats with 
  authors and developers, and more.
  For more information, visit www.battlecorps.com.
  CATALYST DEMO TEAMS
  The Catalyst Demo Team is the group of fans that work directly 
  with retailers worldwide to help promote the BattleTech game 
  system and universe. Whether running games at conventions or 
  at local retail stores, Catalyst Demo Teams help the gaming com-
  munity stay in touch through worldwide events and tournaments, 
  as well as supporting local retailers. Visit the Catalyst Demo Teams 
  website to find whether a local retailer in your area is a “Firebase” 
  and how you can become a Catalyst Demo Teams member.
  For more information, visit www.catalystdemos.com.
  BG.BATTLETECH.COM
  This is the official website for BattleTech, where players 
  can get the lowdown on what’s happening in the BattleTech 
  universe, be the first to preview new products, download 
  exclusive BattleTech files, exchange ideas with other fans from 
  around the world and more!
  For more information, visit bg.battletech.com.
  CAMO SPECS ONLINE
  Camo Specs Online is the official source for the camo 
  specs of the BattleTech universe. See more than 600 different 
  schemes already represented, with frequent updates; talk 
  directly to the artists; view never-before-seen canon schemes; 
  submit your own art and become a CSO artist!
  For more information, visit www.camospecs.com. 
  FIGHTING PIRANNHA GRAPHICS
  Fighting Pirannha 
  Graphics ships high 
  quality, 
  BattleTech 
  waterslide 
  decals 
  worldwide, with more 
  than 600 Clan, House, 
  Periphery and merce-
  nary insignias already 
  available. They’ll even 
  take original artwork and create custom decal sheets!
  For more information, visit fightingpirannhagraphics.com. 
  VIRTUAL WORLD ENTERTAINMENT
  Test-drive a ’Mech in adrenalin-pumping, full-tilt computer 
  game action as you face off against seven other pilots in the 
  world’s most sophisticated civilian combat simulator. 
  For more information, visit www.mechjock.com. 
  
  —Excerpt from Humanity’s Destiny (first year geopolitical curriculum text, condensed by Misha Auburn from Manifest Destiny: Humanity’s Star 
  Empires, by Misha Auburn, Commonwealth Press, 3067/3054) 
  For almost a thousand years, humans have journeyed into the far 
  reaches of space, colonizing thousands of worlds and forming star-
  spanning nations. From these grew the five vast star empires that make 
  up the Inner Sphere. 
  But the Inner Sphere was divided. Its ruling dynasties warred 
  constantly over colony worlds with valuable resources. These titanic 
  struggles led to the development of BattleMechs: gigantic, humanoid 
  battle machines bristling with lethal weapons. From the twenty-fifth 
  century onward, these walking tanks ruled the battlefields. BattleMechs 
  and their skilled pilots changed combat forever.
  As the price of conflict grew, the Inner Sphere tired of war. In 2571, 
  the five ruling Houses joined together with the Terran Hegemony in the 
  Star League, a federation led by a Hegemony First Lord and served by 
  its own army: the Star League Defense Force. For nearly two hundred 
  years, the Star League brought the Inner Sphere peace and prosperity.
  In 2751, the sudden death of its First Lord left the Star League in the 
  care of a child. Young Richard Cameron ruled in name, but the real power 
  lay with the five Council Lords, each a sovereign of the original five Great 
  Houses. Ambitious and distrustful, they plotted against one another, while 
  a Machiavellian prince from the Periphery named Stefan Amaris wormed 
  his way into Richard’s trusting heart. In 2766, Amaris assassinated the young 
  First Lord and took control of the Star League in a bloody coup d’etat.
  The Star League Defense Force, commanded by the brilliant General 
  Aleksandr Kerensky, refused to accept Amaris’ rule. For thirteen years, 
  they fought him in a bitter civil war that was the largest conflict yet 
  fought by humanity. Kerensky’s forces won, but at a terrible price. In the 
  chaos that followed, the Council Lords were each determined to step in 
  as First Lord. Despite Kerensky’s efforts to hold the failing Star League 
  together, it dissolved amid mutual hostility in 2781.
  Unable to halt the impending conflict between the five Great 
  Houses, Kerensky appealed to his soldiers to join him in leaving the 
  Inner Sphere. Nearly eighty percent of the Star League army heeded 
  Kerensky’s call to build a new Star League far beyond the explored 
  universe. In 2784, Kerensky and his followers abandoned their homes 
  and headed into uncharted space, presumably never to return.
  War followed war in the wake of Kerensky’s dramatic departure. For 
  nearly three centuries, the Houses of the Inner Sphere fought in vain 
  for the right to rule over all humanity. These Succession Wars brought 
  ever-shifting alliances and cost the Inner Sphere precious, irreplaceable 
  technology. Constantly maneuvering for position—including the 
  grand alliance of Houses Davion and Steiner signed in 3022 that 
  would eventually lead to the formation of the fearsome Federated 
  Commonwealth—the House Lords assumed that the most dangerous 
  enemy they would ever face was each other.
  They were wrong.
  Even as the Inner Sphere was blowing back its technological and 
  industrial base almost a thousand years, Kerensky’s followers built a new 
  society in the harsh environs beyond known space. They developed a 
  rigid caste system, designed to produce the ultimate warriors. For nearly 
  three centuries, the separate castes of Kerensky’s Clans were unified 
  by one burning ideal: that when the time was right, they would return 
  home and conquer the Inner Sphere. They would become the saviors of 
  humanity, rebuilding the Star League in their own image. 
  In 3048, the warlord Khans of the Clans decided the time had come 
  to launch their invasion. With their powerful ’Mechs and MechWarriors, 
  they drove straight toward Terra, the birth world of humanity.
  Faced with a common enemy, the empires of the Inner Sphere united 
  against the threat, establishing a new Star League. Finally victorious 
  in 3060, the Star League halted the Clan invasion. A new era of peace 
  beckoned, but it was not to be. Before long, war once again swept 
  through every House and Clan, with the most vicious fighting centered 
  around the FedCom Civil War between Houses Davion and Steiner.
  Following the FedCom Civil War, the leaders of the Great Houses 
  met, declared their Star League a sham and disbanded. The pseudo-
  religious Word of Blake—a splinter group of ComStar, the protectors 
  and controllers of interstellar communication—had been on the verge 
  of joining the Star League in fulfillment of their ancient prophecies. 
  Cheated of their dream, they took swift vengeance and launched the 
  Jihad:  an interstellar war that would ultimately pit every faction against 
  each other and even against themselves.
  
  GREAT HOUSES
  The Great Houses have dominated most of the Inner Sphere’s two thousand star systems for centuries. Each House is ruled by a single individual 
  who wields immense power, shaping the futures of trillions of people. These dictatorships, benign or otherwise, sprang up in direct response to 
  humankind’s expansion to the stars. After the collapse of the central government that supported humanity’s first wave of expansion, regional power 
  brokers arose. They wrought the empires that exist today, binding nearby planets together with various forms of feudalism.
  The vast distances between planets made interstellar travel a rarity. Until humans developed the HPG system in 2630, interstellar communication 
  was extremely difficult and unreliable. This meant that each world enjoyed considerable autonomy. The warlords who ruled the planets rarely 
  faced the risk of overthrow by an invading military force. Variations on this feudal system remain in place today, resulting in a patchwork of mostly 
  independent local governments overseen by a neo-feudal lord.
  In keeping with their feudal origins, all the Inner Sphere nations include a noble class. Many noble titles are common to several nations. Terran 
  nobility originated with the feudal system of government most prevalent in the European Middle Ages, when a sovereign delegated responsibility 
  and authority over an area to select subjects in exchange for a personal oath of fealty. These subordinate leaders received a patent of nobility 
  allowing them to use a title commensurate with their importance.
  Nobility in the thirty-first century is largely hereditary, with the designated heirs of nobles inheriting their parents’ rights, estates and responsibilities. 
  Though most sovereigns can grant titles to their subjects, this practice is relatively rare—even for MechWarriors, the modern equivalent of knights.
  THE CLANS
  While most of the peoples and social groups in the Inner 
  Sphere are culturally descended from ancient forebears that 
  originated on Terra and brought their cultures with them (along 
  with attendant ideologies, passions, bigotry and more) during the 
  colonization of space over the past thousand years, the Clans are 
  culturally unique. Made up of descendants from the original Star 
  League Defense Force, the warriors of the Clans excel in battle and 
  all things military.
  The Clans came into being when the Star League Defense Force 
  fled the Inner sphere almost 300 years ago, following the fall of the 
  Star League. Under the direction of General Aleksandr Kerensky 
  and his son Nicholas, the army left and formed its own society on 
  what we now call the Clan homeworlds, located approximately 
  one thousand light-years from the edge of the Inner Sphere. 
  Clan society resembles that of ancient Sparta, focusing on the 
  warrior ethic and dedicated to advancing the technology of war, 
  specifically the BattleMech.
  Each of the different Clans has its own flavor—all bound to 
  honor, some more, some less. In general, the Clans divide into two 
  camps: the Crusaders, who believe it their destiny to conquer the 
  Inner Sphere and Terra, and the Wardens, who believe their role 
  is to protect the Inner Sphere against an as yet unrealized threat. 
  While most of the Clans are secular, a few are given to mysticism. The 
  common spoken tongue among the Clans is based on Star League 
  English, but they have enhanced it with a rich collection of unique 
  words. Clansmen also rarely use contractions, considering such 
  shortened speech vulgar and lazy. 
  The most powerful Crusader Clans returned to the Inner Sphere 
  in the year 3050, in hopes of conquering it and reestablishing 
  the Star League. The combined armies of the Great Houses 
  stopped them, and they have since gradually become permanent 
  inhabitants of many Inner Sphere worlds. Other Clans, not wanting 
  to be kept from the planets they see as paradise, have contrived to 
  return to the Inner Sphere as well.
  Though these Inner Sphere Clans strive to retain their unique 
  ways, various elements of Clan life have begun to erode through 
  continued contact with the Inner Sphere.
  PERIPHERY STATES
  Beyond the boundaries of the Inner Sphere lie the endless 
  reaches of the Periphery, traditionally home to independent-
  minded souls who sought escape from the often repressive 
  regimes of the Great Houses. The Periphery is the Inner Sphere’s 
  frontier, keeping the spirit of exploration and discovery alive 
  and well. The less savory aspects of frontier living are equally 
  abundant; numerous pirate bands and petty bandit kingdoms 
  thrive in this almost lawless region of space. Largely unexplored 
  and sparsely populated compared with the Inner Sphere, the 
  Periphery has nonetheless played a pivotal role in several major 
  interstellar events, including the fall of the Star League.
  The Periphery’s reputation as backward and technologically 
  inferior is only partly true. Though many areas in it are 
  underdeveloped industrially and well behind the technology 
  curve compared with the Inner Sphere, it includes scattered 
  regions that boast cultural and technological advancement. The 
  Taurian Concordat is well known for its excellent educational 
  system and high literacy rate, while the Magistracy of Canopus 
  exemplifies some of the most progressive views on human rights 
  in known space.
  PIRATES
  Throughout humankind’s history, rogue elements have always 
  lived outside the confines of civilization, willing to do whatever it 
  takes to survive. In practice, that usually means taking what they 
  need from someone else.
  Though pirates are generally associated with the Periphery, 
  interested readers can dig into the history of any Great House 
  and find small-time, planet-bound pirates, or pirates that made 
  a name for themselves in a few close star systems. Some pirates 
  have become legends, feared and reviled (and sometimes 
  romanticized) across known space: Lady Death, the Band of the 
  Damned and the New Belt Pirates are a few examples.
  MERCENARIES
  In a universe at war, some will always be willing to sell out to the highest bidder and fight someone else’s battles. From the legendary (Wolf’s 
  Dragoons, the Kell Hounds, the Eridani Light Horse, the Northwind Highlanders) to the unknown (the Medusans, the Stone Ponies), from mere 
  ad-hoc lances to multi-regiment commands, mercenaries are a staple of the Inner Sphere. Though not technically a power unto themselves, they—
  perhaps more than any private army—have raised and toppled empires.
  
  Coreward
  Spinward
  Anti-spinward
  Rimward
  MAXIMUM  JUMP: APPROXIMATELY 30 LIGHT YEARS
  30 LIGHT YEARS
  120 LIGHT YEARS OR 26,8 PARSECS
  Map compiled by COMSTAR.
  From information provided from the COMSTAR EXPLORER CORPS 
  and the STAR LEAGUE ARCHIVES on Terra.
  © 3067 COMSTAR CARTOGRAPHIC CORPS
  L E G E N D
   
  HOUSE STEINER (LYRAN ALLIANCE)
  RULER:
  Archon Peter Steiner-Davion
  GREAT HOUSE
  GOVERNMENT:
  Constitutional Monarchy  
  (with German Feudal stylings)
  CAPITAL  
  (CITY, WORLD)
  Tharkad City, Tharkad
  DOMINANT 
  LANGUAGE(S):
  English and German (official), 
  Scottish Gaelic, Italian, French
  DOMINANT 
  RELIGION(S):
  Christianity (protestant), 
  Judaism, Islam
  Inhabited 
  Worlds
  368
  Founding Year
  2341
  Currency
  Kroner
  CLAN JADE FALCON OCCUPATION ZONE
  RULER:
  Khan Marthe Pryde
  CLAN
  GOVERNMENT:
  Clan (Caste-driven,  
  Warrior-dominant hierarchy)
  CAPITAL  
  (CITY, WORLD)
  Hammarr, Sudeten
  DOMINANT 
  LANGUAGE(S):
  English (official)
  DOMINANT 
  RELIGION(S):
  None
  Inhabited 
  Worlds
  59
  Founding Year
  3050
  Currency
  Kerensky
  HOUSE MARIK (FREE WORLDS LEAGUE)
  RULER:
  Captain-General Thomas Marik
  GREAT HOUSE
  GOVERNMENT:
  Parliamentary Confederacy
  (operating under military rule)
  CAPITAL  
  (CITY, WORLD)
  Atreus City, Atreus
  DOMINANT 
  LANGUAGE(S):
  English (official), Spanish, 
  Greek, Romanian, Urdu
  DOMINANT 
  RELIGION(S):
  Christianity (Catholic), Judaism, 
  Islam
  Inhabited 
  Worlds
  334
  Founding Year
  2271
  Currency
  Eagle
  CLAN WOLF (IN-EXILE)
  RULER:
  Khan Phelan Kell
  CLAN
  GOVERNMENT:
  Clan (Caste-driven,  
  Warrior-dominant hierarchy)
  CAPITAL  
  (CITY, WORLD)
  Wolf City, Arc-Royal
  DOMINANT 
  LANGUAGE(S):
  English (official)
  DOMINANT 
  RELIGION(S):
  None
  Inhabited 
  Worlds
  N/A
  Founding Year
  3057
  Currency
  Kerensky
  CLAN DIAMOND SHARK
  RULER:
  Khan Barbara Sennet
  CLAN
  GOVERNMENT:
  Clan (Caste-driven,  
  Warrior-dominant hierarchy 
  with mercantile stylings)
  CAPITAL  
  (CITY, WORLD)
  Camora, Twycross
  DOMINANT 
  LANGUAGE(S):
  English (official)
  DOMINANT 
  RELIGION(S):
  None
  Inhabited 
  Worlds
  3
  Founding Year
  3067
  Currency
  Kerensky
  Inner Sphere: General term used to  
  describe a region of space roughly one 
  thousand light-years across, composed 
  of more than two thousand populated 
  planets, with Terra (Earth) at the center. 
  This area is further divided into geopolitical 
  regions, where one power or another holds 
  sway. For most of the centuries since human-
  kind took to the stars, the vast majority 
  of these worlds have belonged to one 
  of the five Great Houses. Smaller powers 
  have come and gone over this same time 
  period. Any world or geopolitical power 
  outside the Inner Sphere is said to lie in the 
  Periphery, considered the frontier of the 
  known universe.
  —Encyclopedia Galactica
  
  CLAN WOLF OCCUPATION ZONE
  RULER:
  Khan Vlad Ward
  CLAN
  GOVERNMENT:
  Clan (Caste-driven,  
  Warrior-dominant hierarchy)
  CAPITAL  
  (CITY, WORLD)
  Tamar City, Tamar
  DOMINANT 
  LANGUAGE(S):
  English (official)
  DOMINANT 
  RELIGION(S):
  None
  Inhabited 
  Worlds
  80
  Founding Year
  3050
  Currency
  Kerensky
  CLAN NOVA CAT
  RULER:
  Khan Santin West
  CLAN
  GOVERNMENT:
  Clan (Caste-driven,  
  Warrior-dominant hierarchy)
  CAPITAL  
  (CITY, WORLD)
  New Barcella, Irece
  DOMINANT 
  LANGUAGE(S):
  English (official)
  DOMINANT 
  RELIGION(S):
  None
  Inhabited 
  Worlds
  14
  IN STEWARDSHIP
  Founding Year
  3060
  Currency
  Combine Ryu
  CLAN SNOW RAVEN
  RULER:
  Khan Lynn McKenna
  CLAN
  GOVERNMENT:
  Clan (Caste-driven,  
  Warrior-dominant hierarchy)
  CAPITAL  
  (CITY, WORLD)
  None
  DOMINANT 
  LANGUAGE(S):
  English (official)
  DOMINANT 
  RELIGION(S):
  None
  Inhabited 
  Worlds
  2
  Founding Year
  3064
  Currency
  Kerensky
  GHOST BEAR DOMINION
  RULER:
  Khan Bjorn Jorgensson
  CLAN
  GOVERNMENT:
  Clan (Caste-driven,  
  Warrior-dominant hierarchy)
  CAPITAL  
  (CITY, WORLD)
  Silverdale, Alshain
  DOMINANT 
  LANGUAGE(S):
  English (official)
  DOMINANT 
  RELIGION(S):
  None
  Inhabited 
  Worlds
  51
  Founding Year
  3050
  Currency
  Kerensky
  HOUSE KURITA (DRACONIS COMBINE)
  RULER:
  Coordinator Theodore Kurita
  GREAT HOUSE
  GOVERNMENT:
  Autocracy 
  (Japanese feudal stylings)
  CAPITAL  
  (CITY, WORLD)
  Imperial City, Luthien
  DOMINANT 
  LANGUAGE(S):
  Japanese (official), Arabic, 
  English
  DOMINANT 
  RELIGION(S):
  Shinto (official), Buddhism, 
  Islam
  Inhabited 
  Worlds
  323
  Founding Year
  2319
  Currency
  Ryu
  HOUSE LIAO (CAPELLAN CONFEDERATION)
  RULER:
  Chancellor Sun-Tzu Liao
  GREAT HOUSE
  GOVERNMENT:
  Dictatorship  
  (Chinese feudal stylings)
  CAPITAL  
  (CITY, WORLD)
  Zi-jin Cheng (Forbidden City), 
  Sian
  DOMINANT 
  LANGUAGE(S):
  Chinese (Mandarin, official), 
  Chinese (Cantonese), Russian, 
  English, Hindi
  DOMINANT 
  RELIGION(S):
  Buddhism, Taoism, Hinduism
  Inhabited 
  Worlds
  167
  Founding Year
  2366
  Currency
  Yuan
  HOUSE DAVION (FEDERATED SUNS)
  RULER:
  Princess-Regent  
  Yvonne Steiner-Davion
  GREAT HOUSE
  GOVERNMENT:
  Constitutional Aristocracy  
  (Western European feudal stylings)
  CAPITAL  
  (CITY, WORLD)
  New Avalon City, New Avalon
  DOMINANT 
  LANGUAGE(S):
  English (official), French, 
  German
  DOMINANT 
  RELIGION(S):
  Christianity (Catholicism), 
  Buddhism, Judaism
  Inhabited 
  Worlds
  515
  Founding Year
  2317
  Currency
  Pound
  
  Coreward
  Spinward
  Anti-spinward
  Rimward
  MAXIMUM  JUMP: APPROXIMATELY 30 LIGHT YEARS
  30 LIGHT YEARS
  120 LIGHT YEARS OR 26,8 PARSECS
  Map compiled by COMSTAR.
  From information provided from the COMSTAR EXPLORER CORPS 
  and the STAR LEAGUE ARCHIVES on Terra.
  © 3067 COMSTAR CARTOGRAPHIC CORPS
  L E G E N D
   
  NUEVA CASTILE    
  Umayyad Caliphate (C) & Castilian Principalities (P)
  RULERS:
  Caliph Lise Burrill (C)
  King Joseph Noye (P)
  DEEP PERIPHERY STATE
  GOVERNMENTS:
  Feudal Monarchy (C)
  Monarchy (with Spanish 
  stylings, P)
  CAPITAL (WORLDS)
  Granada (C)
  Asturias (P)
  DOMINANT 
  LANGUAGE(S):
  Arabic, English & Russian (C)
  Spanish & German (P)
  DOMINANT 
  RELIGION(S):
  Islam (C) 
  Christianity (P)
  Inhabited 
  Worlds
  2 (C) 
  7 (P)
  Founding Year
  2830 (C)
  2392 (P)
  Currency
  None (Barter)
  MARIAN HEGEMONY
  RULER:
  Caesar Julius O’Reilly
  PERIPHERY STATE
  GOVERNMENT:
  Dictatorship (with Romanesque 
  republican stylings)
  CAPITAL  
  (CITY, WORLD)
  Nova Roma, Alphard
  DOMINANT 
  LANGUAGE(S):
  English and Latin (official), 
  German, Spanish, Greek
  DOMINANT 
  RELIGION(S):
  Christianity (Lutheran), 
  Judaism, Islam
  Inhabited 
  Worlds
  26
  Founding Year
  2920
  Currency
  Talent
  CIRCINUS FEDERATION
  RULER:
  President Calvin McIntyre
  MINOR PERIPHERY STATE
  GOVERNMENT:
  Military Dictatorship
  CAPITAL  
  (CITY, WORLD)
  Zachariah, Circinus
  DOMINANT 
  LANGUAGE(S):
  English, German, Spanish, 
  Greek
  DOMINANT 
  RELIGION(S):
  Christianity, Judaism, Islam
  Inhabited 
  Worlds
  8
  Founding Year
  c. 2775
  Currency
  Skull
  MAGISTRACY OF CANOPUS
  RULER:
  Magestrix Emma Centrella
  PERIPHERY STATE
  GOVERNMENT:
  Monarchy (Matriarchal)
  CAPITAL  
  (CITY, WORLD)
  Crimson, Canopus IV
  DOMINANT 
  LANGUAGE(S):
  English (official), Spanish, 
  Greek, Romanian, Chinese 
  (Mandarin)
  DOMINANT 
  RELIGION(S):
  Buddhism, Christianity, Wicca, 
  Judaism
  Inhabited 
  Worlds
  44
  Founding Year
  2530
  Currency
  Dollar
  THE HANSEATIC LEAGUE
  RULER:
  The Council of Merchants
  DEEP PERIPHERY STATE
  GOVERNMENT:
  Mercantile Alliance (with 
  German feudal stylings)
  CAPITAL  
  (CITY, WORLD)
  Commerce, Bremen
  DOMINANT 
  LANGUAGE(S):
  German (official), English, 
  Spanish
  DOMINANT 
  RELIGION(S):
  Christianity (Protestant), 
  Judaism
  Inhabited 
  Worlds
  24 
  (EST)
  Founding Year
  2891
  Currency
  None (Barter)
  RIM COLLECTION
  RULER:
  President William Roberts
  MINOR PERIPHERY STATE
  GOVERNMENT:
  Democracy
  CAPITAL  
  (CITY, WORLD)
  New Promise, Gillfillan’s Gold
  DOMINANT 
  LANGUAGE(S):
  English, German, Scottish 
  Gaelic, Italian, Greek
  DOMINANT 
  RELIGION(S):
  Christianity (Protestant), 
  Judaism, Islam
  Inhabited 
  Worlds
  6
  Founding Year
  3048
  Currency
  Lyran Kroner
  
  WORD OF BLAKE
  RULER:
  Precentor William Blane,  
  Ruling Conclave
  MINOR POWER
  GOVERNMENT:
  Corporate Confederacy 
  (with mystical trappings)
  CAPITAL  
  (CITY, WORLD)
  Hilton Head Island, Terra
  DOMINANT 
  LANGUAGE(S):
  English (official), others by 
  realm of birth
  DOMINANT 
  RELIGION(S):
  Word of Blake
  Inhabited 
  Worlds
  6
  Founding Year
  3052
  Currency
  C-Bill
  COMSTAR
  RULER:
  Primus Sharilar Mori
  MINOR POWER
  GOVERNMENT:
  Corporate (with reformed 
  mystical trappings)
  CAPITAL  
  (CITY, WORLD)
  Memoria, Tukayyid
  DOMINANT 
  LANGUAGE(S):
  English (official), others by 
  realm of birth
  DOMINANT 
  RELIGION(S):
  None
  Inhabited 
  Worlds
  N/A
  Founding Year
  2785
  Currency
  C-Bill
  TAURIAN CONCORDAT
  RULER:
  Protector Grover Shraplen
  PERIPHERY STATE
  GOVERNMENT:
  Constitutional Monarchy
  (with democratic sub-government)
  CAPITAL  
  (CITY, WORLD)
  Samantha, Taurus
  DOMINANT 
  LANGUAGE(S):
  English (official), Spanish, 
  French
  DOMINANT 
  RELIGION(S):
  Deism (official), Christianity 
  (Catholic), Judaism, Islam
  Inhabited 
  Worlds
  47
  Founding Year
  2335
  Currency
  Bull
  FREE RASALHAGUE REPUBLIC
  RULER:
  Elected Prince Regent  
  Christian  Månsdottir
  MINOR POWER
  GOVERNMENT:
  Representative Democracy
  CAPITAL  
  (CITY, WORLD)
  Erinyes, Orestes
  DOMINANT 
  LANGUAGE(S):
  Swedish (official), English, 
  Japanese, German, Swedenese
  DOMINANT 
  RELIGION(S):
  Christianity (Protestant), Shinto, 
  Judaism
  Inhabited 
  Worlds
  7
  Founding Year
  3034
  Currency
  Krona
  OUTWORLDS ALLIANCE
  RULER:
  President Mitchell Avellar
  PERIPHERY STATE
  GOVERNMENT:
  Parliamentary Confederacy
  CAPITAL  
  (CITY, WORLD)
  Farmindas, Alpheratz
  DOMINANT 
  LANGUAGE(S):
  English (official), Japanese, 
  French
  DOMINANT 
  RELIGION(S):
  Christianity (Gregorian), 
  Muslim, Agnostic, Shinto
  Inhabited 
  Worlds
  37
  Founding Year
  2417
  Currency
  Escudo
  CALDERON PROTECTORATE
  RULER:
  (Regent) Baron Cham Kithrong
  MINOR PERIPHERY STATE
  GOVERNMENT:
  Constitutional Monarchy
  (currently under military regency)
  CAPITAL  
  (CITY, WORLD)
  New Taurus, Erod’s Escape
  DOMINANT 
  LANGUAGE(S):
  English (official), Spanish, 
  French
  DOMINANT 
  RELIGION(S):
  Deism (official), Christianity 
  (Catholic), Judaism, Islam
  Inhabited 
  Worlds
  6
  Founding Year
  3066
  Currency
  Protectorate Bull
  
  BattleTech simulates combat between BattleMechs, Combat 
  Vehicles, ProtoMechs, infantry and aerospace units (and any 
  other vehicles that might get caught in the crossfire) on a variety 
  of terrain. This chapter describes the various combat units that 
  compete on the BattleTech battlefield and the record sheets and 
  maps needed to play the game.
  While Total Warfare provides a comprehensive rules set for all 
  unit types detailed within this section, players should remember 
  they are free to select which ever forces they wish to use in any 
  given game.
  UNITS
  In these rules, the term “unit” refers to any mobile element that 
  can be fielded in a BattleTech game—BattleMech, IndustrialMech, 
  ProtoMech, Combat Vehicle, conventional infantry platoon/Point, 
  battle armor squad/Point, small craft, conventional fighter, aero-
  space fighter, DropShip or any Support Vehicle. Each unit moves 
  and attacks individually on the map.
  During game play, each unit is represented by a counter or min-
  iature. A complete line of BattleTech miniatures is available from 
  Iron Wind Metals (see Iron Wind Metals, p. 12), not to mention the 
  plastic miniatures available in the BattleTech Introductory Box Set. 
  If the correct miniature is unavailable, players may use whatever 
  miniature they have on hand or any other counter or item to 
  represent each unit, as long as it is clear what unit the counter 
  represents and which direction it is facing (if it has a facing).
  Terminology: Unless specifically stated otherwise, the follow-
  ing terminology applies where appropriate (i.e., wherever the 
  rules allow the specific unit types to be used):
  • 
  The word “’Mech” refers to BattleMechs/OmniMechs and 
  IndustrialMechs (bipedal and four-legged). “’Mech” never 
  refers to ProtoMechs.
  • 
  The word “Omni” refers to OmniMechs and OmniVehicles.
  • 
  The word “fighter” refers to conventional and aerospace fighters.
  • 
  The word “vehicle” refers to all Combat and Support vehicles.
  • 
  The word “infantry” refers to conventional and battle armor 
  infantry.
  • 
  The term “aerospace unit” refers to all types of aerospace 
  units: conventional fighters, aerospace fighters, small craft, 
  DropShips and Fixed-Wing/Airship Support Vehicles.
  • 
  The term “ground unit” refers to ’Mechs (BattleMechs, OmniMechs 
  and IndustrialMechs); ProtoMechs; hover, tracked, VTOL, wheeled 
  and WiGE Combat Vehicles; hover, tracked, VTOL, wheeled and 
  WiGE Support Vehicles; battle armor and conventional infantry.
  • 
  The term “ground vehicle” refers to hover, wheeled and 
  tracked Combat and Support vehicles. 
  • 
  “Large Craft” is a general description used to refer to any aero-
  space unit that weighs more than two hundred tons.
  BATTLEMECHS
  BattleMechs—the most powerful ground-based war machines 
  ever built—dominate the battlefields of the thirty-first century. 
  These huge, mostly humanoid vehicles stand eight to fourteen 
  meters tall and weigh as much as one hundred tons. They are 
  faster, more maneuverable, better armored and more heavily 
  armed than any other ground combat unit. Equipped with parti-
  cle projector cannons, lasers, rapid-fire autocannons and missiles, 
  these behemoths pack enough firepower to flatten city blocks.
  Armies of the thirty-first century field two classes of 
  BattleMechs: those used primarily by the Inner Sphere, repre-
  senting variations of and improvements on the original ’Mech 
  RA 
  RA
  A rare Davion BattleMech Repair Facility on Marlette is abuzz with activity. 
  
  Light ´Mechs
  Medium ´Mechs
  Heavy ´Mechs
  Assault ´Mechs
  IndustrialMechs
  ProtoMechs
  21
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  technology, and the modular machines 
  known as OmniMechs that gave the Clans 
  their initial edge. ´Mechs are classified as 
  light, medium, heavy or assault.
  BattleMechs also come in two primary 
  chassis configurations: the significantly more 
  common bipedal (humanoid) design and a 
  four-legged (quad) design. 
  Light ’Mechs
  Light ’Mechs range in weight from 20 to 
  35 tons. On the battlefield, light ’Mechs serve 
  most often in reconnaissance roles. Their 
  above-average speed and jump capability 
  make them well suited to efficiently avoiding 
  heavy fighting while maneuvering to assess 
  enemy troop formations. Despite their many 
  assets, however, light ’Mechs rarely manage 
  to stand against heavier units, even with the 
  advantage of numerical superiority.
  Medium ’Mechs
  The workhorses of the Inner Sphere armies, 
  medium BattleMechs range in weight from 
  40 to 55 tons. On the battlefield, medium 
  ’Mechs form the core of almost every unit 
  or formation. While light ’Mechs scout out 
  battlefield terrain and enemy forces, medium 
  ’Mechs wade in and slug it out with opposing 
  troops until the heavy and assault units arrive.
  Heavy ’Mechs
  Heavy ’Mechs weigh from 60 to 75 tons. 
  Usually piloted by commanders and experi-
  enced MechWarriors, they play a major role 
  on the battlefields of the Inner Sphere. Heavy 
  ’Mechs can dish out and take immense 
  amounts of damage, and so only another 
  heavy or an assault ’Mech usually can suc-
  cessfully take on a typical heavy BattleMech.
  Assault ’Mechs
  Assault ’Mechs, weighing from 80 to 100 
  tons, are the kings of the 31st-century battle-
  field. So fearsome are these behemoths in 
  battle that one assault ’Mech is often equal 
  to an entire lance of lighter ’Mechs. The pilot 
  of a well-designed assault ’Mech fears no 
  opponent in the field, and the ’Mech’s physi-
  cal attacks can cripple nearly any target.
  INDUSTRIALMECHS
  BattleMechs are the best-known ’Mechs 
  of the thirty-first century, but other types 
  of ’Mechs still exist. During the Star League 
  era, IndustrialMechs played a role in various 
  aspects of life, from farming to loading 
  DropShip cargo bays, from construction to 
  police work and so on. After the fall of the 
  Star League, these IndustrialMechs (also 
  known as UtilityMechs or WorkMechs) fell 
  into disuse, their parts often scavenged 
  to repair BattleMechs. As the Succession 
  Wars raged on, the technology needed 
  to build and repair ’Mechs declined and 
  the Successor States concentrated their 
  dwindling technological resources on the 
  BattleMechs they needed to continue 
  fighting. However, with the technological 
  renaissance of the past few decades finally 
  reaching beyond the military sector, these 
  rare machines are making a comeback, as 
  the civilian demand for their use drives the 
  market and companies rush to fill the void.
  It is not unheard of for poorer worlds, and 
  the militias that struggle to keep them safe, 
  to jury-rig weapons on IndustrialMechs for 
  that last-ditch, desperate measure. While 
  no match for a BattleMech, such modified 
  IndustrialMechs can prove effective against 
  infantry and even many Combat Vehicles.
  IndustrialMechs use the same weight clas-
  sifications as BattleMechs, except that light 
  IndustrialMechs weigh from 10 to 35 tons.
  PROTOMECHS
  Fielded exclusively by the Clans, 
  ProtoMechs stand four to six meters tall and 
  weigh from two to nine tons. The pilot rides 
  in a small compartment in the upper chest of 
  the the torso contains the engine, weapons 
  and motive systems. 
  Larger than a battle armor suit but smaller 
  than a BattleMech, a ProtoMech has abilities 
  in common with both types of units. Their 
  small stature permits them to hide where 
  BattleMechs cannot, and they can even 
  move through buildings without causing 
  excessive collateral damage.
  Though tiny compared to even the small-
  est BattleMech, ProtoMechs can carry an 
  impressive arsenal. Because they operate in 
  Points of five, their coordinated fire compen-
  sates for each Proto’s individual shortcom-
  ings. ProtoMechs are also extremely durable. 
  Though they carry little armor compared 
  to BattleMechs, they can survive the loss of 
  limbs and even the head and remain effective.
  The pilot controls the ProtoMech through 
  a direct neural interface as though it were his 
  own body, and so all ProtoMech designs are 
  humanoid. To supplement their firepower, 
  ProtoMechs often carry large hand-held 
  weapons called main guns. These weapons 
  are braced to the torso but fired with both 
  hands, allowing the pilot accurate control of 
  the gun, as if firing a large support weapon 
  by hand. Because the weapon fires similarly 
  to standard infantry weapons, plus the 
  integration between ProtoMech and pilot 
  
  through the Clans’ enhanced imaging technol-
  ogy, ProtoMech pilots enjoy a significant advan-
  tage in training and combat accuracy. While 
  BattleMech and battle armor pilots must learn 
  to accurately fire weapons directly mounted 
  on their war machine’s “body”—which is not a 
  natural state of affairs—ProtoMechs wield the 
  main gun almost as easily as a person uses a 
  handgun or rifle, allowing for a more flexible 
  firing arc.
  COMBAT VEHICLES
  Most armies use their BattleMech resources 
  sparingly when they can, and so maintain forces 
  of Combat Vehicles to serve in low-intensity 
  conflicts and as auxiliaries to BattleMech units. 
  Like BattleMechs, vehicles can be constructed as 
  modular OmniVehicles. Vehicles are classified by 
  weight in the same manner as BattleMechs, and 
  also by type of locomotion.
  Light Vehicles: Light vehicles have a 
  maximum weight of 35 tons. Primarily used for 
  reconnaissance, the light vehicle is almost exclu-
  sively designed for speed. Though tracked and 
  wheeled light vehicles exist on the battlefield, 
  hovercraft—with their greater speeds—domi-
  nate this weight class. 
  Medium Vehicles: Medium vehicles weigh 
  from 36 to 55 tons. Used as skirmishers, medium 
  vehicles are fielded by the various House militar-
  ies of the Inner Sphere to harass and pin down an 
  enemy until heavier forces can be brought to bear.
  Heavy Vehicles: Heavy vehicles range from 56 
  to 75 tons. Mirroring the medium ’Mech weight 
  class, heavy vehicles are the workhorse vehicle 
  of all Successor State armies. Packing a serious 
  punch with armor to match, a heavy vehicle can 
  stay in the fight longer than some medium ’Mechs.
  Assault Vehicles: Assault vehicles weigh from 
  76 to 100 tons. Though they lack the mobility 
  of their ’Mech counterparts, the sheer volume 
  of firepower that an assault vehicle carries can 
  be the downfall of even a heavy ’Mech if the 
  MechWarrior piloting it fails to exercise caution.
  Ground Vehicles
  The armies of the thirty-first century deploy 
  three types of ground vehicles: tracked, wheeled 
  and hovercraft. 
  Not all types of ground vehicles can be built 
  using the full weight gamut of 5 to 100 tons. As 
  such, though a vehicle’s name might include 
  the word “heavy” (for example, the Condor 
  Heavy Hover Tank), unless it falls within the 56- 
  to 75-ton weight range, it is not considered a 
  heavy vehicle. 
  Tracked: A tracked vehicle’s maximum weight 
  is 100 tons. Because they move using caterpillar 
  treads, these vehicles are normally referred to as 
  tanks, though the original meaning of this term 
  has been lost in antiquity. Commonly armed 
  with turret-mounted heavy weapons, some of 
  the heaviest vehicles of this class can inflict a 
  great deal of damage, even on a BattleMech.
  Wheeled: A wheeled vehicle’s maximum 
  weight is 80 tons. Wheeled vehicles move faster 
  than tracked vehicles while still mounting 
  effective weapons. These vehicles suffer serious 
  terrain restrictions, however, so commanders 
  usually assign them to relatively open terrain 
  and cities to serve as convoy escorts or fire-
  support vehicles for dismounted infantry.
  Hovercraft: A hovercraft’s maximum weight 
  is 50 tons. Hovercraft are designed for speed 
  and rely on that feature for protection rather 
  than their weak armor and light armament. 
  Hovercraft also cost more and require a more 
  advanced technological base than tracked or 
  wheeled vehicles. Their ability to rapidly close 
  with the enemy and just as rapidly break contact, 
  however, makes these units highly valued for 
  reconnaissance and screening missions.
  Vertical Takeoff and Landing (VTOL)
  The maximum weight of a VTOL vehicle is 
  30 tons. Fast, deadly and highly vulnerable to 
  damage, VTOLs and their pilots suffer the highest 
  mortality rate of any Combat Vehicle type. The 
  term VTOL refers to a variety of vertical takeoff 
  and landing vehicles whose primary mission is 
  to support the battle on the ground, including 
  conventional rotary-wing craft (helicopters) and 
  tilt-rotor aircraft (the engine mountings rotate 
  in a 90-degree arc). Because of the high torque 
  required for their operation, VTOL rotors cannot 
  be heavily armored and so cannot absorb much 
  combat damage. More VTOLs are destroyed by 
  rotor hits than by any other type of damage.
  WiGE
  A WiGE (Wing in Ground Effect) vehicle’s 
  maximum weight is 80 tons. Wing in ground 
  effect—or near ground effect—describes a 
  phenomenon first observed in the twentieth 
  century, where a craft flying close to a surface 
  receives additional lift from the cushion of air 
  trapped between that surface and the craft’s 
  lifting surfaces, making them almost a cross 
  between a hovercraft and a true aircraft.
  While more common in its support role, a 
  combat version has begun to see deployment, 
  though it remains a rare sight on the battlefield.
  Naval Vessels
  High-tonnage military naval vessels long ago 
  gave way to superior conventional and aero-
  space fighters. However, small combat naval 
  vessels still serve in counterinsurgency missions 
  and defending underwater command posts. The 
  maximum weight of a naval vehicle (surface or 
  Tracked Vehicle
  Wheeled Vehicle
  Hovercraft
  Vertical Takeoff and 
  Landing (VTOL)
  Wing in Ground Effect 
  (WIGE)
  Surface Naval Vessel
  
  Submarine
  Foot Infantry
  Motorized Infantry
  Jump Infantry
  Mechanized Infantry
  Battle Armor
  23
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  submarine) is 300 tons, except for hydrofoils, 
  which have a maximum weight of 100 tons.
  Surface Naval Vessels: As the name 
  implies, this class of vessel operates only on 
  bodies of water. Surface vessels come in two 
  types: those with a displacement hull and 
  hydrofoils. Vessels built with a displacement 
  hull represent the cheapest, best protected 
  and best armed naval vessels, but their 
  conventional rounded hull prevents them 
  from attaining the speed necessary to close 
  quickly with an elusive enemy. Hydrofoils 
  offer speed with firepower that displace-
  ment-hulled vessels lack. Featuring wings 
  that lift the vessel’s hull out of the water, 
  these naval assets usually patrol coastlines 
  and guerrilla-infested river deltas. 
  Submarines: Technological advances 
  allowed manufacturers to create ever-
  smaller submarines over the past several 
  centuries, and these underwater vessels still 
  reign supreme in the oceans of most worlds. 
  In their home environment, these expen-
  sive and specialized vessels can reasonably 
  expect to defeat an equivalent-weight 
  BattleMech. Their commanders usually 
  assign them to protect underwater installa-
  tions and command centers.
  INFANTRY 
  The Inner Sphere and the Clans deploy 
  two types of infantry: conventional and 
  battle armor.
  Conventional Infantry
  Both the Clans and Inner Sphere deploy 
  platoons of varying size depending on 
  type, weapon use and so on; the Inner 
  Sphere’s standard maximum size platoon is 
  28-man, while the Clans is a 25-man Point. 
  Conventional infantry units fall into one of 
  the following categories: foot, motorized, 
  jump and mechanized. 
  Foot: Foot infantry have no transporta-
  tion beyond their own legs, carry light arms, 
  and cannot hope to successfully assault 
  or defend against even the lightest ’Mech. 
  Foot infantry generally provide population 
  control, man city garrisons and mount coun-
  terinsurgency operations. Though the start-
  up price for such units seems relatively high, 
  they cost very little to maintain. In addition, 
  most planets can call up and arm thousands 
  of foot infantry on short notice.
  Motorized: Equipped with a variety of light 
  unarmored vehicles, motorized infantry move 
  around the battlefield more readily than foot 
  infantry, but are still no match for BattleMechs. 
  Motorized infantry units serve the same duties 
  as foot infantry and also serve as forward 
  observers or reconnaissance personnel.
  Jump: Jump infantry troopers are 
  equipped with jump packs. In open, flat 
  terrain, this equipment makes jump infantry 
  as mobile as motorized troops. In built-up 
  areas, jump-capable troops are more mobile 
  than any other type of infantry. Their jump 
  capabilities allow these troops to close 
  quickly with enemy units, but a close assault 
  of this type can devastate defender and 
  attacker equally.
  Mechanized: These troops work in close 
  conjunction with vehicles and rely on them 
  to move around the battlefield. A wide 
  variety of mechanized forces see battlefield 
  service from hover-sleds or armored jeeps 
  to intrinsic APC or IFV transport, providing 
  mechanized infantry with unprecedented 
  maneuvering capabilities.
  Battle Armor
  Battle-armored infantrymen wear powered 
  suits of armor equipped with various 
  weapons. Clan battle armor troopers, known 
  as Elementals, are organized into 5-man 
  Points. Their individually powered battle suits 
  mount missiles, small lasers and anti-per-
  sonnel weapons. Because Elemental armor 
  can survive direct hits from BattleMech-class 
  weapons, a single Point of battle armor can 
  often disable or destroy a ’Mech.
  Inner Sphere forces also field battle-
  armored infantry in 4- to 6-man squads, 
  depending on faction. Such equipment, 
  though more diverse, remains rare and less 
  powerful than Clan battle armor.
  Most battle-armored infantry soldiers 
  receive extensive anti-’Mech training.
  CONVENTIONAL FIGHTERS 
  Conventional fighters weigh from 10 to 50 
  tons. Though weak compared to aerospace 
  fighters, and unable to fly in the vacuum of 
  space, conventional fighters are considerably 
  cheaper to build and require a much lower 
  base technology level. This means that most 
  worlds, especially backwater planets, field at 
  least a small conventional fighter force.
  AEROSPACE FIGHTERS
  Often possessing the firepower of a 
  BattleMech, the aerospace fighter is far 
  more resilient than its conventional coun-
  terpart, and its ability to operate both 
  in-atmosphere and in space gives it a 
  versatility that commanders have used for 
  centuries. Able to screen for or participate 
  in an incoming assault, aerospace fighters 
  
  play an integral role in any objective raid or full-
  blown planetary invasion. Only their extreme 
  expense, high technology level and relative 
  fragility compared with BattleMechs keep 
  aerospace fighters from unseating BattleMechs 
  as the kings of the battlefield.
  In the thirty-first century, two classes of 
  aerospace fighters are used: those employed 
  primarily by the Inner Sphere, representing 
  variations of and improvements on the original 
  aerospace fighter technology, and the modular 
  OmniFighters that gave the Clans their initial 
  edge. Both are divided into light, medium and 
  heavy weight categories.
  Light Fighters
  Light fighters weigh between 20 and 45 tons. 
  Their incredible speed and agility enables them 
  to fill a variety of roles, from reconnaissance to 
  surgical strikes to dogfights. The first to deploy 
  and the last to return to base, the light fighter is 
  the workhorse of aerospace fighters.
  Medium Fighters
  Ranging in weight from 50 to 70 tons, the 
  medium fighter specializes in dogfights. Though 
  flexible enough to fill multiple combat roles, the 
  medium fighter excels at attacking and defeat-
  ing an enemy’s air support.
  Heavy Fighters
  Heavy fighters weigh from 75 to 100 tons. 
  Too large and cumbersome for dogfights, the 
  heavy fighter can be equally well employed 
  as a long-range bomber or as an escort for 
  DropShips. Additionally, their superior armor 
  and firepower enable heavy fighters to attack 
  DropShips and WarShips, where protection and 
  firepower rather than speed and agility are the 
  keys to victory.
  SMALL CRAFT
  “Small craft” is a catchall category for any 
  spacegoing vessel weighing from 100 to 200 
  tons. Ranging from near orbit to far, shuttling 
  between DropShips and JumpShips and even 
  between planets and moons within a system, 
  small craft represent a myriad of vessels of every 
  type and size not covered by aerospace fighters 
  or DropShips. Like DropShips, small craft are cat-
  egorized by shape, either aerodyne or spheroid.
  DROPSHIPS
  DropShips fill a broad range of mission roles, 
  ranging from simple cargo supply ships to 
  massive assault craft. Many military DropShips 
  serve as specialized troop transports that can 
  bridge the gulf between a JumpShip and a 
  target planet during a military campaign to 
  land a substantial combined-arms force. Most 
  DropShips also mount an impressive array of 
  weaponry and armor, making them mobile 
  weapons platforms in their own right. Whether 
  for military conquest or simple commerce, 
  DropShips are a key link in humanity’s inter-
  stellar empires. They are categorized by the 
  frequently extreme differences in their design, 
  size and use. 
  Size: Primary size designations are small, 
  medium or large, though assault ships fall 
  outside these standard size categories. 
  Role: The intended role of a DropShip results 
  in six classifications: troop carriers, BattleMech 
  carriers, fighter carriers, assault ships, cargo car-
  riers and passenger liners. 
  Shape: DropShips can be aerodyne (relying 
  on wings and aerodynamic hull shapes to 
  provide lift for atmospheric flight) or spheroid 
  (so named for their distinctive spherical hulls, 
  relying on their fusion drives to provide lift).
  Small DropShips
  Weighing from 200 to 2,499 tons, small 
  DropShips are employed during small-unit 
  actions. Small DropShips can quickly insert or 
  redeploy forces—a company of infantry or a 
  lance of ’Mechs or vehicles—when a long dis-
  tance must be covered quickly.
  Medium DropShips
  Weighing from 2,500 to 9,999 tons, medium 
  DropShips are the mainstay of any naval fleet 
  and can be found in every navy of the Inner 
  Sphere and Clans. Medium DropShips enable 
  every military to transport significant assets to 
  any target.
  Large DropShips
  Weighing from 10,000 tons to a gargantuan 
  100,000 tons, large DropShips enable a military 
  to transport massive quantities of assets, per-
  sonnel and supplies between the stars. With 
  only three or four of these monstrous ships 
  needed to transport an entire regiment, they 
  are primarily employed in planetary assaults. 
  Because of practical limitations, military/combat 
  DropShips weigh 20,000 tons or less.
  Assault Ships
  Not a true weight-class designation (meaning 
  that they can weigh any tonnage), Inner Sphere 
  militaries employ assault ships to destroy enemy 
  DropShips before they can land and disembark 
  their troops. Exceptionally powerful, some 
  assault ships pack enough firepower to even 
  threaten small WarShips.
  Conventional Fighter
  Light Fighter
  Medium Fighter
  Heavy Fighter
  Small Craft
  Small DropShip
  Medium DropShip 
  
  Large DropShip 
  Wheeled Support
  Tracked Support
  Hover Support
  VTOL Support
  Airship Support
  Fixed Wing Support
  Naval Support
  25
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  SUPPORT VEHICLES
  No battle can be waged or won without 
  the mammoth numbers of Support Vehicles 
  that feed the war machines of the Great 
  Houses. From cargo trucks to tanker airships, 
  from airborne M.A.S.H. units to communi-
  cation satellites, from armored transport 
  trains to coastal patrol boats, from hauler 
  exoskeletons to LoaderMechs, and even 
  hover and wheeled police cruisers or civil-
  ian vehicles conscripted into the military, 
  the Support Vehicle is the backbone of any 
  military machine. Support Vehicles may 
  be custom-designed for inclusion in the 
  support apparatus of a military organization 
  or conscripted into service as the need arises. 
  Though usually not intended for direct use in 
  combat, Support Vehicles often end up there. 
  Support Vehicles belong to one of eight 
  chassis types: wheeled, tracked, hover, VTOL, 
  WiGE, Airship, Fixed-Wing and Naval vehicles. 
  Within each chassis type, all Support 
  Vehicles fall into one of three size classes: 
  small, medium and large.
  Aerospace Units: For game purposes, 
  Airship and Fixed-Wing Support Vehicles 
  are considered types of conventional fighter 
  (aerospace unit). 
  Ground Vehicles: For game purposes, 
  wheeled, tracked and hover Support Vehicles 
  are also defined as ground vehicles (see p. 22).
  Wheeled Vehicles
  Wheeled Support Vehicles weigh from 
  0.1 to 160 tons. Simple and inexpensive, 
  wheeled units operate most efficiently on 
  established road networks, though some 
  special models possess off-road capabilities.
  Tracked Vehicles
  Tracked Support Vehicles weigh from 0.1 
  to 200 tons. A vehicle equipped with tracks 
  has a distinct advantage over a wheeled 
  vehicle when crossing soft or rough terrain. 
  The expense, maintenance requirements 
  and oversized tonnage that can inflict 
  damage on roads sometimes limit the use of 
  tracked vehicles.
  Hover Vehicles
  Hover Support Vehicles weigh from 0.1 to 
  100 tons. Supported on a cushion of air, hov-
  ercraft can cross land and water with equal 
  ease. Sometimes referred to as “skimmers,” 
  hover vehicles see extensive use on water-
  rich planets.
  VTOLs
  VTOL Support Vehicles weigh from 0.1 
  to 60 tons. Rotary wings or vectored-thrust 
  vehicles can achieve Vertical Take Off and 
  Landing (VTOL). The high thrust-to-weight 
  ratio required limits the maximum weight of 
  such flying machines.
  WiGE Craft
  WiGE Support Vehicles weigh from 0.1 to 
  240 tons. With a larger frame than its military 
  counterpart, the WiGE Support Vehicle can 
  achieve a larger overall size and carrying 
  capacity. Though not common, this type of 
  Support Vehicle still sees use.
  Airships
  Airship Support Vehicles weigh from 0.1 
  to 1,000 tons. These vehicles use lighter-
  than-air gases (usually inert helium) to fill 
  lifting cells that keep them aloft, and propel-
  lers for maneuvering and station keeping. 
  Airships are an attractive form of low-tech 
  bulk cargo transport for locations that lack 
  rail or sea links.
  Only small and medium Airships are 
  covered in these rules. Large Airships (weigh-
  ing from 300.5 to 1,000 tons) are covered in 
  Tactical Operations.
  Fixed-Wing Craft
  Fixed-Wing Support Vehicles weigh from 
  0.100 to 200 tons. Lacking the flexibility of 
  VTOLs because of their need for prepared 
  runways, Fixed-Wing Support Vehicles can 
  operate at higher altitudes, are more rugged 
  and can be larger.
  Naval Vessels
  Naval Support Vessels weigh from 0.1 
  to 100,000 tons. Often eclipsed by the 
  DropShip, these naval vessels are nonethe-
  less a cost-effective means of transporting 
  bulk cargo. Primitive paddle-wheel steam-
  ers still exist, their unsophisticated design 
  an asset on backwater worlds. Elsewhere, 
  more advanced (and efficient) propulsion 
  methods are employed.
  These rules cover only Small and Medium 
  Naval Support Vessels. Large Naval Vessels 
  (weighing from 300.5 to 100,000 tons) are 
  covered in Tactical Operations. 
  
  OTHER UNITS
  Additional units—combat, support and otherwise—exist 
  in the BattleTech universe. However, these units are generally 
  outside the scope of one-off games played on mapsheets, and 
  are either space-only units or are better suited for campaign 
  play. Rules for using these aerospace units appears in Strategic 
  Operations while rules for using these Support Vehicles (and 
  Mobile Structures) appears in Tactical Operations, but this book 
  provides a brief description for interested players.
  AEROSPACE UNITS
  JumpShips, WarShips and space stations also exist in the 
  BattleTech universe.
  JumpShips
  JumpShips provide the only means of transportation between the 
  far-flung star systems of the Inner Sphere, the Periphery and beyond. 
  These vessels make interstellar leaps of 30 light-years at a time by 
  harnessing the radiant energy of the stars with their huge solar-
  energy sails and Kearny-Fuchida hyperdrive technology. JumpShips 
  are primarily used to transport DropShips between star systems.
  WarShips
  Heavily armored, massively armed and highly mobile, the mili-
  tary JumpShips known as WarShips generally have the firepower 
  to destroy even an assault DropShip with a single volley. They 
  usually need only fear another WarShip.
  Space Stations
  Numerous orbital facilities, colloquially known as space sta-
  tions, serve multiple functions throughout the Inner Sphere. 
  From factories to habitats, shipyards to system-defense stations, 
  all of these facilities fall into one of three broad groups: low-orbit, 
  geosynchronous-orbit or stable-point stations.
  SUPPORT VEHICLES
  In addition to the Support Vehicles already described, the 
  BattleTech universe also includes satellites and rail systems.
  Satellites
  Used for communications, surveying and information-gather-
  ing, satellites rely on station-keeping drives and lack the powerful 
  propulsion systems that would make them true spacecraft. 
  Rail
  Rail systems transport cargo and passengers over land. 
  Standard rail requires little technology to produce or maintain, 
  but advanced maglev systems (which require a much higher 
  level of technology) achieve far greater speed by suspending 
  the train above the track and propelling it with powerful mag-
  netic fields.
  MOBILE STRUCTURES
  An exceptionally rare sight in the BattleTech universe, mobile 
  structures represent super-large units and mobile buildings. Such 
  unique constructs are usually reserved for specialized planetary 
  environments, where the costs of construction and maintenance 
  are outweighed by the needs of survival, or the desire to plumb 
  harsh environmental locations for rare minerals and so on.
  RECORD SHEETS
  Players use the following record sheets to track various 
  types of information while playing BattleTech. Each type of 
  unit (’Mech, ProtoMech, Combat Vehicle, infantry, battle armor, 
  aerospace fighter, and so on) uses a unique record sheet, while 
  the Support Vehicles use Combat Vehicle record sheets appro-
  priate to the unit type. A complete description of each record 
  sheet appears below.
  Total Warfare introduces a new look to all the record sheets 
  for the various unit types of BattleTech. While the following 
  descriptions cover the layout of the new record sheets, in form 
  and function they are similar enough that players should have no 
  problems utilizing older record sheets.
  Finally, new pre-generated record sheets include an illustration 
  of the unit represented by the record sheet. However, the illus-
  trations on each record sheet do not represent the exact variant 
  of the unit detailed. Instead, those illustrations are from various 
  SL 
  SL
  The FWLS Santorini and FWLS Galahad (Athena- and Eagle-class WarShips) of House Marik deploy for maneuvering exercises. 
  
  1
  2
  34
  5
  27
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  technical readouts and represent the stock design of the unit 
  in question (i.e., while weapons and equipment may change, 
  the basic look of a given unit always stays the same).
  Note: Record sheets are not provided with this rulebook. 
  Players will find blank, generic record sheets for the units 
  presented in Total Warfare in the TechManual. Alternatively, 
  players can find pre-generated record sheets for various units 
  in other sourcebooks, or online (see Record Sheets, p. 11). 
  ’MECH RECORD SHEET
  Players use the ’Mech Record Sheet to track damage done 
  to a BattleMech during combat. The same record sheet repre-
  sents regular ’Mechs and OmniMechs. A different record sheet 
  is provided for four-legged ’Mechs. The following paragraphs 
  describe each section of the record sheet.
  Armor Diagram 
  The Armor Diagram on the top right-hand side of the record 
  sheet shows the arrangement of a BattleMech’s armor plating, 
  while the Internal Structure Diagram directly below it shows 
  the arrangement of a ’Mech’s internal structure. Each circle 
  on the Armor Diagram represents a point of armor. Circles 
  in excess of a specific BattleMech’s armor rating are filled in 
  prior to play. As weapon hits destroy the armor, the player 
  checks off the appropriate circles. When all the circles in one 
  location are filled in, damage transfers to the appropriate 
  internal structure location, as shown on the Internal Structure 
  Diagram. When all the circles in an internal structure location 
  are filled in, that location is destroyed.
  The Armor Diagram also shows the front and rear armor of 
  the BattleMech’s torso (the arms, legs and head do not have 
  rear armor locations). The Damage Transfer Diagram, which 
  appears at the bottom of the Critical Hit Table, shows where 
  the player must transfer damage when an already destroyed 
  location takes additional damage.
  For ease of reference during game play, next to the name of 
  each location on both the armor diagram, as well as the inter-
  nal structure diagram, a line is provided to fill in that section’s 
  starting Armor Value (or in the case of the internal structure, 
  the starting internal structure value).
  ’Mech Data
  Located in the upper left-hand corner, this section of the 
  record sheet lists the BattleMech’s most important statistics, 
  including type, tonnage, movement, and weapons inventory.
  Warrior Data
  This section lists the name, skills and condition of the 
  MechWarrior piloting the BattleMech.
  Critical Hit Table
  The Critical Hit Table shows the physical location of the 
  BattleMech’s critical equipment, weapons and ammunition. 
  Each part of the ’Mech’s body, such as the left arm, right leg or 
  center torso, is referred to as a location. Each line in a location 
  (six in the head and legs, twelve in other locations) is referred 
  to as a critical slot, or a slot. Each slot usually represents a 
  particular weapon or other piece of equipment susceptible to 
  destruction. Most equipment occupies so much space in the 
  ’Mech that it requires multiple slots on the table.
  Heat Data and Heat Scale
  Located in the bottom right-hand corner, the Heat Data 
  and Heat Scale help the player track each ’Mech’s internal 
  heat buildup, as well as indicate how many heat sinks a ’Mech 
  mounts (circles underneath the numerical value in the Heat 
  Data section allow players to mark off heat sinks as they are 
  damaged). As heat builds up, the player checks off the boxes 
  in the Heat Scale from low to high (usually with a pencil, as 
  heat will fluctuate up and down the Heat Scale all through 
  a game). At certain levels of heat buildup (those heat levels 
  with asterisks), corresponding information in the Heat Data 
  describes the heat’s effect on the ’Mech’s operation. The blank 
  space marked Heat Overflow at the top of the Heat Scale is 
  used to record heat generated in excess of 30 points.
  INDUSTRIALMECH RECORD SHEET
  IndustrialMechs use ’Mech record sheets.
  ’MECH RECORD SHEET
  © 2011 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:  
  BV:  
  Walking: 
  Running: 
  Jumping: 
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit 
  4.
  5.
  Sensors
  6.
  Life Support
  1-3
  1.
  Engine 
  2.
  Engine 
  3.
  Engine 
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine 
  3.
  Engine 
  4.
  Engine 
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Damage Transfer
  Diagram
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modifier to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modifier to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modifier to Fire
  10
  –2 Movement Points
   8
  +1 Modifier to Fire
   5
  –1 Movement Points
  Heat Sinks:
  (       )
  Single
  Double
  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
  Center
  Torso
  Rear (     ) 
  ARMOR DIAGRAM
  Right Torso
  (     )
  Torso Rear
  (     )
  Right
  Left
  Torso Rear
  (     )
  Right
  Leg
  (     )
  Left Arm
  (     )
  Right Arm
  (     )
  Center
  Torso
  (     )
  Left Torso
  (     )
  Head (     )
  Left
  Leg
  (     )
  Head
  Center
  Torso
  (     )
  Right
  Leg
  (     )
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (     )
  Right
  Arm
   (     )
  Left Torso (     )
  Right Torso (     )
  Left
  Leg
  (     )
  1
  2
  3
  4
  5
  
  1
  23
  4
  5
  1
  2
  PROTOMECH RECORD SHEET
  ProtoMech record sheets come five to a page, allowing players 
  to track damage done to each individual ProtoMech in a Point.
  ProtoMech Data
  Though not named specifically on the record sheet, this 
  section—located at the left-hand side of each ProtoMech record 
  sheet—lists the ProtoMech’s type, tonnage, and movement.
  Pilot Data
  This section lists the name, gunnery skill and condition of the 
  pilot.
  Armor Diagram
  The Armor Diagram on the right-hand side of the record sheet 
  shows the arrangement of each ProtoMech’s armor plating and 
  internal structure. Each circle represents a point of armor; white 
  circles represent armor, while shaded circles represent internal 
  structure. Circles in excess of a specific ProtoMech’s armor rating 
  are filled in prior to play. As weapon hits destroy the armor, the 
  player checks off the appropriate circles. When all the circles in 
  one location are filled in, that location is destroyed.
  Hit Locations and Critical Hits
  This section includes a Hit Location Table for each ProtoMech, 
  as well as a list of specific effects from multiple critical hits to 
  each location on the ProtoMech. The player marks off the boxes 
  by each effect when a critical hit occurs. Shaded boxes represent 
  damage to the MechWarrior.
  Weapons Inventory
  Located in the middle of each record sheet, this section includes 
  a detailed inventory of weapons carried by each ProtoMech.
  COMBAT VEHICLE RECORD SHEETS
  Vehicle record sheets allow players to track damage done to 
  individual vehicles during combat. Each type of vehicle (ground, 
  VTOL and naval) uses a different record sheet, but they all 
  share the features described below (with the exceptions of the 
  Elevation and Depth tracks, as noted below).
  Armor Diagram
  The Armor Diagram on the right-hand side of the record 
  sheet shows the arrangement of the vehicle’s armor plating and 
  internal structure. Each circle represents a point of armor. Circles 
  in excess of a specific vehicle’s armor rating are filled in prior to 
  play. As weapon hits destroy the armor, the player checks off the 
  appropriate circles. When all the circles in one location are filled 
  in, damage transfers to the adjacent internal structure, indicated 
  on the sheet by shaded areas.
  For ease of reference during game play, next to the name of 
  each location on the armor diagram, a line is provided to fill in 
  that section’s starting Armor Value.
  Vehicle Data
  The Vehicle Data section lists the vehicle’s other important sta-
  tistics, including its tonnage, movement, weapons inventory and 
  other components. 
  GROUND VEHICLE RECORD SHEET
  © 2011 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  VEHICLE DATA
  GROUND COMBAT VEHICLE HIT LOCATION TABLE
  GROUND COMBAT VEHICLE CRITICAL HITS TABLE
  MOTIVE SYSTEM DAMAGE TABLE
  CREW DATA
  CRITICAL DAMAGE
  NOTES
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Dmg Min Sht Med Lng
  Tonnage:  
  BV:  
  Movement Type:
  Engine Type:
  Cruising: 
  Flank: 
  Turret Locked
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Turret
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3 D
  Rear
  Crew:
  Gunnery Skill:
  Driving Skill:
  Driver Hit
  Commander Hit
  Modifier to Driving 
  Skill rolls
  Modifier to all Skill rolls
  +1
  +2
   
   
   
  ATTACK DIRECTION 
   
  2D6 Roll  
  FRONT  
  REAR 
   SIDE§ 
   
  2* 
  Front (critical)  
  Rear (critical)  
  Side (critical)  
   
  3  
  Front†  
  Rear†  
  Side†  
   
  4  
  Front†  
  Rear†  
  Side†  
   
  5  
  Right Side† 
  Left Side† 
  Front†  
   
  6  
  Front  
  Rear  
  Side  
   
  7  
  Front  
  Rear  
  Side  
   
  8  
  Front  
  Rear  
  Side (critical)* 
   
  9  
  Left Side†  
  Right Side†  
  Rear†  
   
  10  
  Turret  
  Turret 
  Turret 
   
  11  
  Turret  
  Turret 
  Turret  
   
  12*  
  Turret (critical) 
   Turret (critical)  
  Turret (critical)  
  *A result of 2 or 12 (or an 8 if the attack strikes the side) may inﬂict a critical hit on the vehicle. For each result of 2 or
  12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls
  once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfare for more information).
  A result of 12 on the Ground Combat Vehicles Hit Location Table may inﬂict critical hit against the turret; if the vehicle has 
  no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
  †The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in 
  that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in 
  Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect.
  §Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results 
  strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
   
  2D6 Roll  
  EFFECT*
   
  2–5 
  No effect
   
  6–7 
  Minor damage; +1 modiﬁer to all Driving Skill Rolls
   
  8–9 
  Moderate damage; –1 Cruising MP, +2 modiﬁer to all 
   
  Driving Skill Rolls
   
  10–11 
  Heavy damage; only half Cruising MP (round fractions up), 
   
  +3 modiﬁer to all Driving Skill Rolls
   
  12+ 
  Major damage; no movement for the rest of the game. 
   
  Vehicle is immobile.
  Attack Direction Modiﬁer: 
   
  Vehicle Type Modiﬁers:
  Hit from rear 
  +1 
  Tracked, Naval 
  +0
  Hit from the sides  
  +2 
  Wheeled 
  +2
   
   
  Hovercraft, Hydrofoil 
  +3
   
   
  WiGE 
  +4
  *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
  modiﬁer can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inﬂicting 
  a +1 modiﬁer, that is the only time that particular +1 can be applied; a subsequent roll of 6-7 
  has no additional effect. This means the maximum Driving Skill Roll modiﬁer that can be 
  inﬂicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
  to 0, it cannot move for the rest of the game, but is not considered an immobile target. In 
  addition, all motive system damage takes effect at the end of the phase in which the damage 
  occurred. For example, if two units are attacking the same Combat Vehicle during the 
  Weapon Attack Phase and the ﬁrst unit inﬂicts motive system damage and rolls a 12, the –4 
  immobile target modiﬁer would not apply for the second unit. However, the –4 modiﬁer would 
  take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 
  over a Depth 1 or deeper water hex, it sinks and is destroyed.
   
  LOCATION HIT
   
  2D6 Roll  
  FRONT  
  SIDE  
  REAR  
  TURRET
   
  2–5 
  No Critical Hit  
  No Critical Hit  
  No Critical Hit  
  No Critical Hit
   
  6 
  Driver Hit  
  Cargo/Infantry Hit  
  Weapon Malfunction  
  Stabilizer
   
  7 
  Weapon Malfunction  
  Weapon Malfunction  
  Cargo/Infantry Hit  
  Turret Jam
   
  8 
  Stabilizer  
  Crew Stunned  
  Stabilizer 
   Weapon Malfunction
   
  9 
   Sensors  
  Stabilizer  
  Weapon Destroyed  
  Turret Locks
   
  10 
  Commander Hit  
  Weapon Destroyed  
  Engine Hit  
  Weapon Destroyed
   
  11 
  Weapon Destroyed  
  Engine Hit  
  Ammunition**  
  Ammunition**
   
  12 
  Crew Killed  
  Fuel Tank*  
  Fuel Tank*  
  Turret Blown Off
  *If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
  ** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
  ARMOR DIAGRAM
   Left Side Armor (      ) 
   Right Side Armor (      ) 
   Front Armor
  (      ) 
  Rear Armor
  (      ) 
  Turret Armor
  (      ) 
  BAR:
  1
  2
  3
  4
  6
  PROTOMECH
  RECORD SHEET
  TM
  © 2011 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  PROTOMECH 1
  Type: 
  ARMOR DIAGRAM
  Tons:
  Movement Points:
  BV:
  Cost:                                     C-bills
  Walk/Run/Jump
           /      /
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  PROTOMECH 2
  Type: 
  ARMOR DIAGRAM
  Tons:
  Movement Points:
  Walk/Run/Jump
           /      /
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  PROTOMECH 3
  Type: 
  ARMOR DIAGRAM
  Tons:
  Movement Points:
  Walk/Run/Jump
           /      /
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  PROTOMECH 4
  Type: 
  ARMOR DIAGRAM
  Tons:
  Movement Points:
  Walk/Run/Jump
           /      /
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  PROTOMECH 5
  Type: 
  ARMOR DIAGRAM
  Tons:
  Movement Points:
  Walk/Run/Jump
           /      /
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  BV:
  Cost:                                     C-bills
  BV:
  Cost:                                     C-bills
  BV:
  Cost:                                     C-bills
  BV:
  Cost:                                     C-bills
  1
  2
  3
  4
  5
  
  34
  6
  1
  23
  1
  29
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Crew Data
  This section lists the name, skills and condition of the 
  vehicle crew.
  Critical Damage
  This section allows players to track the critical damage that 
  occurs to a vehicle during a game.
  Elevation and Depth Tracks
  Located on VTOL and naval record sheets (for use on sub-
  marines), this sections includes a Turn Row and an Elevation/
  Depth Row, which the player uses to track the VTOL’s 
  elevation or the submarine’s depth at the end of the vehicle’s 
  movement. The current elevation of a VTOL cannot be lower 
  than the level of the terrain over which the VTOL is moving, 
  nor can the current depth of a submarine be greater than 
  the water’s depth or water’s surface (see VTOL Movement and 
  Naval Movement, pp. 54 and 56 respectively).
  BAR
  Barrier Armor Rating (BAR) is only used for support vehicles 
  (see Support Vehicle Record Sheets, p. 31), and represents the 
  fact that support vehicles are more susceptible to critical 
  damage than Combat Vehicles (see Damage, p. 206, in the 
  Support Vehicles section).
  GENERIC CONVENTIONAL INFANTRY RECORD SHEET
  Each generic conventional infantry record sheet includes 
  five infantry platoons and are used for all conventional (non-
  battle armor) infantry types, with each box representing an 
  individual trooper. Any excess armor boxes (i.e. troopers) 
  are crossed off based upon the standard size of the platoon 
  type used.
  Movement MP and Type
  This area of the record sheet covers the specific movement 
  and type of infantry: i.e. 3 Ground MP, LRM (mechanized/
  wheeled); 1 Ground MP, Rifle, Ballistic (foot); and so on.
  Skills
  This area lists the specific skills of each infantry platoon. 
  Tables
  A series of tables are located on every record sheet and 
  provide the data for all generic conventional infantry types; 
  players are free to highlight specific sections of each table 
  once infantry types have been assigned to aid in quick refer-
  encing during a game.
  BATTLE ARMOR RECORD SHEET
  Each battle armor record sheet can record the information 
  for five Points or squads of battle armor. Each of the Point/
  squad’s six rows represents a single trooper.
  Armor
  Each circle represents a point of armor. As a trooper takes 
  damage, the player checks off the circles in that trooper’s 
  row, right to left, with the final shaded circle representing the 
  trooper. When all the circles (including the shaded circle) are 
  checked off, that trooper is out of the game (eliminated). 
  GENERIC CONVENTIONAL
  INFANTRY RECORD
  SHEET
  CLASSiC
  TM
  © 2006 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  CONVENTIONAL INFANTRY DAMAGE TABLE
  CONVENTIONAL INFANTRY RANGE MODIFIER TABLE
  NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
  NUMBER OF TROOPERS
  Rifle, Ballistic 12 12 11 11 10 10 10
  9
  9
  8
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  4
  3
  3
  2
  2
  2
  1
  1
  0
  MAX WEAPON DAMAGE
  PER PLATOON/POINT TYPE 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Rifle, Energy 8
  8
  8
  8
  7
  7
  7
  6
  6
  6
  6
  5
  5
  5
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  1
  1
  1
  1
  0
  Machine Guns 13 12 12 12 11 11 10 10
  9
  9
  9
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  3
  3
  3
  2
  2
  1
  1
  0
  SRM 14 14 13 13 12 12 11 11 11 10 10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  0
  LRM 10 10 10
  9
  9
  9
  8
  8
  7
  7
  7
  6
  6
  6
  5
  5
  5
  4
  4
  4
  3
  3
  3
  2
  2
  2
  1
  1
  1
  0
  Flamer 11 11 11 10 10 10
  9
  9
  8
  8
  8
  7
  7
  6
  6
  6
  5
  5
  5
  4
  4
  3
  3
  3
  2
  2
  2
  1
  1
  0
  WEAPON TYPE 
  RANGE IN HEXES (TO-HIT MODIFIER)
   
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Riﬂe, Ballistic 
  –2 
  0 
  +2 +4 — — — — — —
  Riﬂe, Energy 
  –2 
  0 
  0 
  +2 +2 +4 +4 — — —
  Machine Guns 
  –2 
  0 
  +2 +4 — — — — — —
  SRM 
  –1 
  0 
  0 
  +2 +2 +4 +4 — — -—
  LRM 
  –1 
  0 
  0 
  0 
  +2 +2 +2 +4 +4 +4
  Flamer 
  –1 
  0 
  +2 +4 — — — — — —
   
  NUMBER OF CONVENTIONAL
  WEAPON TYPE* 
  TROOPERS HIT†
  Direct Fire (Ballistic or Energy) 
  Damage Value / 10§
  Cluster (Ballistic) 
  Damage Value / 10 + 1§
  Pulse 
  Damage Value / 10 +2§
  Cluster (Missile) 
  Damage Value / 5§
  Area-Effect (AE) 
  Damage Value / .5
  Burst-Fire 
  See Burst-Fire Weapons
  *See Combat, p. XX, for weapon terminology.
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of
   
  armor protection. Attacks by non-infantry weapons against mechanized infantry double
   
  the number of troopers eliminated. 
  §Round all fractions up.
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 1
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 2
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 3
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 4
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 5
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 6
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  GENERIC CONVENTIONAL
  INFANTRY RECORD
  SHEET
  © 2011 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  CONVENTIONAL INFANTRY DAMAGE TABLE
  BURST-FIRE WEAPON DAMAGE VS. CONVENTIONAL INFANTRY TABLE
  CONVENTIONAL INFANTRY RANGE MODIFIER TABLE
  NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
  NUMBER OF TROOPERS
  Rifle, Ballistic 16
  15
  15
  14
  14
  13
  12
  12
  11
  11
  10
  10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  MAX WEAPON DAMAGE
  PER PLATOON/POINT TYPE* 30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Rifle, Energy
  8
  8
  8
  8
  7
  7
  7
  6
  6
  6
  6
  5
  5
  5
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  1
  1
  1
  1
  0
  Machine Gun
  17
  16
  16
  15
  15
  14
  13
  13
  12
  12
  11
  11
  10
  10
  9
  8
  8
  7
  7
  6
  6
  5
  4
  4
  3
  3
  2
  2
  1
  1
  SRM
  15
  14
  14
  13
  13
  12
  12
  11
  11
  10
  10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  0
  LRM
  13
  12
  12
  11
  11
  11
  10
  10
  9
  9
  9
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  3
  3
  3
  2
  2
  1
  1
  0
  Flamer
  14
  14
  14
  13
  12
  12
  12
  11
  11
  10
  10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  0
  WEAPON TYPE 
  RANGE IN HEXES (TO-HIT MODIFIER)
   
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Riﬂe, Ballistic 
  –2 
  0 
  +2 
  +4 
  — 
  — 
  — 
  — 
  — 
  —
  Riﬂe, Energy 
  –2 
  0 
  0 
  +2 
  +2 
  +4 
  +4 
  — 
  — 
  —
  Machine Guns 
  –2 
  0 
  +2 
  +4 
  — 
  — 
  — 
  — 
  — 
  —
  SRM 
  –1 
  0 
  0 
  +2 
  +2 
  +4 
  +4 
  — 
  — 
  -—
  LRM 
  –1 
  0 
  0 
  0 
  +2 
  +2 
  +2 
  +4 
  +4 
  +4
  Flamer 
  –1 
  0 
  +2 
  +4 
  — 
  — 
  — 
  — 
  — 
  —
   
  NUMBER OF CONVENTIONAL
  WEAPON TYPE* 
  TROOPERS HIT†
  Direct Fire (Ballistic or Energy) 
  Damage Value / 10
  Cluster (Ballistic) 
  Damage Value / 10 + 1
  Pulse** 
  Damage Value / 10 + 2
  Cluster (Missile) 
  Damage Value / 5
  Area-Effect (AE) 
  Damage Value / .5
  Burst-Fire 
  See Burst-Fire Weapons Table
  Physical Attacks†† 
  Damage Value / 10
  Heat-Effect Weapons 
  See Heat-Effect Weapons‡
  *See Combat, p. 113 in Total Warfare, for weapon terminology.
  **Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons.
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of armor protection.  Attacks by 
   non-infantry weapons against mechanized infantry double the number of troopers eliminated; round all fractions up.
  ††Unless the physical attack weapon has a stated anti-infantry value (like the Combine), treat any physical 
   attack as a Damage Value/10.
  ‡Each Heat-Effect Weapon has speciﬁc damage against conventional infantry, as noted on either the  appropriate Weapon and 
   Equipment Tables or in Other Combat Weapons and Equipment (see p. 129 inTotal Warfare).
  ’MECHS, PROTOMECHS AND VEHICLES
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  AP Gauss Riﬂe 
  2D6
  Light Machine Gun 
  1D6
  Machine Gun 
  2D6
  Heavy Machine Gun 
  3D6
  Small/Micro Pulse Laser 
  2D6
  Flamer 
  4D6
  BATTLE ARMOR
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  Light Machine Gun 
  1D6/2 (round up)
  Machine Gun 
  1D6
  Heavy Machine Gun 
  2D6
  Flamer 
  3D6
  Light Recoilless Riﬂe 
  1D6
  Medium Recoilless Riﬂe 
  2D6
  Heavy Recoilless Riﬂe 
  2D6
  Light Mortar 
  1D6
  Heavy Mortar 
  1D6
  Automatic Grenade Launcher 
  1D6/2 (round up)
  Heavy Grenade Launcher 
  1D6
  *Damage is always applied
  in 2-point Damage Value
  groupings
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 1
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 2
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 3
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 4
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 5
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  BATTLE ARMOR
  RECORD SHEET
  © 2011 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  LEG ATTACKS TABLE
  SWARM ATTACKS TABLE
  SWARM ATTACK MODIFIERS TABLE
  SWARM ATTACKS HIT LOCATION TABLE
  TRANSPORT POSITIONS TABLE
   2D6 
  BIPEDAL 
  FOUR-LEGGED
   ROLL 
  LOCATION 
  LOCATION
   
  2 
  Head 
  Head
   
  3 
  Rear Center Torso 
  Front Right Torso
   
  4 
  Rear Right Torso 
  Rear Center Torso
   
  5 
  Front Right Torso 
  Rear Right Torso
   
  6 
  Right Arm 
  Front Right Torso
   
  7 
  Front Center Torso 
  Front Center Torso
   
  8 
  Left Arm 
  Front Left Torso
   
  9 
  Front Left Torso 
  Rear Left Torso
   
  10 
  Rear Left Torso 
  Rear Center Torso
   
  11 
  Rear Center Torso 
  Front Left Torso
   
  12 
  Head 
  Head
   
   
  FRIENDLY MECHANIZED BATTLE
   
   
  ARMOR TROOPERS ACTIVE
   
   
  1 
  2 
  3 
  4 
  5 
  6
   
  6 
  +0 +0 +0 +0 +1 +2
   
  5 
  +0 +0 +0 +1 +2 +3
   
  4 
  +0 +0 +1 +2 +3 +4
   
  3 
  +0 +1 +2 +3 +4 +5
   
  2 
  +1 +2 +3 +4 +5 +6
   
  1 
  +2 +3 +4 +5 +6 +7
  BATTLE ARMOR EQUIPMENT
  Claws with magnets 
  –1
   
  SITUATION*
  ’Mech prone  
  –2
  ’Mech or vehicle immobile 
  –4
  Vehicle 
  –2
  *Modiﬁers are cumulative
   TROOPER 
  ’MECH  
  VEHICLE
   NUMBER 
  LOCATION 
  LOCATION
   
  1 
  Right Torso 
  Right Side
   
  2 
  Left Torso 
  Right Side
   
  3 
  Right Torso (rear) 
  Left Side
   
  4 
  Left Torso (rear) 
  Left Side
   
  5 
  Center Torso (rear) 
  Rear
   
  6 
  Center Torso 
  Rear
  TROOPER 
  LARGE SUPPORT
   NUMBER 
  VEHICLE LOCATION*
   
  1 
  Right Side (Unit 1/Unit 2)
   
  2 
  Right Side (Unit 1/Unit 2)
   
  3 
  Left Side (Unit 1/Unit 2)
   
  4 
  Left Side (Unit 1/Unit 2)
   
  5 
  Rear (Unit 1/Unit 2)
   
  6 
  Rear (Unit 1/Unit 2)
  *Unit 1 and Unit 2 represent two battle armor units
   
  BATTLE ARMOR 
  BASE TO-HIT
   TROOPERS ACTIVE 
  MODIFIER
   
  4–6 
  0
   
  3 
  +2
   
  2 
  +5
   
  1 
  +7
   
  BATTLE ARMOR 
  BASE TO-HIT
   TROOPERS ACTIVE 
  MODIFIER
   
  4–6 
  +2
   
  1–3 
  +5
  ATTACKING ENEMY
   BATTLE ARMOR
   TROOPERS ACTIVE
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Armor:
  (       /      /      )
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 1
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 5
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 3
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 4
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 2
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Armor:
  (       /      /      )
  Armor:
  (       /      /      )
  Armor:
  (       /      /      )
  Armor:
  (       /      /      )
  1
  2
  3
  1
  2
  3
  4
  
  3
  4
  2
  3
  4
  1
  2
  5
  Circles in excess of a specific battle armor’s armor rating are 
  filled in prior to play; excess troopers are also crossed off if using 
  a faction that deploys less than six troopers per battle armor unit.
  Underneath the rows of armor representing each trooper, 
  players can note the specific armor type mounted, as well as any 
  to-hit modifiers that might apply.
  Data
  This area lists the battle armor unit’s other important statistics, 
  including type, movement, skills, weapons inventory and other 
  components. 
  Mechanized and Anti-’Mech Attacks
  For ease of referencing during a game, players check the boxes 
  indicating whether the battle armor unit can make Swarm or Leg 
  Anti-’Mech attacks, an AP attack or can mount other units using 
  the Mechanized Battle Armor rules. 
  Tables
  A series of tables applicable to the specific abilities of battle 
  armor units are included on every sheet. 
  AEROSPACE RECORD SHEETS
  Though conventional and aerospace fighters, small craft 
  and DropShips all use different record sheets, the forms share 
  common features. 
  Armor Diagram
  The Armor Diagram on the top right-hand side of the record 
  sheet allows players to track damage sustained by the armor 
  plating on the various facings of each unit. Each circle on the 
  Armor Diagram represents a point of armor. Circles in excess of a 
  specific aerospace unit’s armor rating are filled in prior to play. As 
  weapon hits destroy the armor, the player checks off the appro-
  priate circles. When all the circles in a location are filled in, that 
  location is destroyed.
  The number of armor sections varies by ship class. 
  Each armor facing has a Damage Threshold. If the damage 
  from a successful attack exceeds this threshold, critical damage 
  may result (see Damage Thresholds, p. 239). 
  Critical Damage
  The Critical Damage section allows players to record the status 
  of various vital components that are vulnerable to weapons fire. 
  Most systems have a number of boxes, one of which is crossed 
  off each time the system suffers a critical hit. In most cases, a 
  system’s abilities deteriorate as boxes are crossed off, as noted by 
  the modifiers printed in each box. When all the boxes for a system 
  have suffered critical damage (the system has taken multiple hits), 
  the system is destroyed.
  Fighter Data
  The Fighter Data section contains important statistics, such 
  as Safe and Maximum thrust values and Structural Integrity, as 
  well as the weapons carried by each unit and their firing arcs, 
  heat build-up (for aerospace fighters and small craft), range and 
  damage. This section also lists the name(s), skills and conditions 
  of the pilot/crew piloting the aerospace unit.
  Velocity Record
  This section provides space to record the thrust spent each 
  turn, the current Velocity, as well as altitude when operation on 
  a low-altitude map. 
  Heat Scale
  Only aerospace fighters and Small Craft track heat and so have 
  a Heat Scale on their record sheets.
  Located in the bottom right-hand corner, the Heat Data and 
  Heat Scale help the player track each aerospace’s internal heat 
  buildup, as well as indicate how many heat sinks an aerospace 
  unit mounts (circles underneath the numerical value in the Heat 
  Data section allow players to mark off heat sinks as they are 
  damaged). As heat builds up, the player checks off the boxes in 
  the Heat Scale from low to high (usually with a pencil, as heat 
  will fluctuate up and down the Heat Scale all through a game). 
  At certain levels of heat buildup (those heat levels with asterisks), 
  corresponding information in the Heat Data describes the heat’s 
  effect on the aerospace unit’s operation. The blank space marked 
  Heat Overflow at the top of the Heat Scale is used to record heat 
  generated in excess of 30 points.
  AEROSPACE FIGHTER RECORD SHEET
  © 2011 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  FIGHTER DATA
  CRITICAL DAMAGE
  NOTES
  VELOCITY RECORD
  HEAT DATA
  ARMOR DIAGRAM
  EXTERNAL STORES/BOMBS
  PILOT DATA
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   +1 
   2 
   5 
   +2 
   3 
   7 
   +3 
   4 
   10 
   +4 
   5 
   11 
   +5 
   6 
  Dead
  Consciousness #
  Hits Taken
  Modiﬁer
  Type:
  Thrust:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  Qty Type
  Loc. Ht
  Tonnage:  
  BV:  
  Safe Thrust: 
  Maximum Thrust: 
  SRV MRV LRV
  ERV
  (0–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Key:-
  HE - High Explosive
  LG - Laser Guided
  C - Cluster
  RL - Rocket Launcher
  FCS
  +2
  +4
  D
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Engine
  2
  4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  Random Movement,
   avoid on 10+
  24
  +4 Modifier to Fire
  23
  Ammo Exp. avoid on 6+
  21
  Pilot Damage, avoid
   on 6+
  27
  Pilot Damage, avoid
   on 9+
  22
  Shutdown, avoid on 8+
  20
  Random Movement,
   avoid on 8+
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modifier to Fire
  15
  Random Movement,
   avoid on 7+
  14
  Shutdown, avoid on 4+
  13
  +2 Modifier to Fire
  10
  Random Movement,
   avoid on 6+
   8
  +1 Modifier to Fire
   5
  Random Movement,
   avoid on 5+
  Heat Sinks:
  (       )
  Single
  Double
  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
  Nose Damage 
  Threshold (Total Armor)
        (     )
  Right Wing
  Damage Threshold
  (Total Armor)
         (     )
  Aft Damage
   Threshold
  (Total Armor)
         (     )
  Left Wing
  Damage Threshold
  (Total Armor)
         (     )
  Structural
  Integrity:
  1
  2
  3
  4
  5
  
  31
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  SUPPORT VEHICLE RECORD SHEETS
  Support Vehicle record sheets, depending on the unit in 
  question, are identical in usage to the various record sheets 
  described above (see Barrier Armor Rating below for the 
  exception). Use the appropriate descriptions above when 
  reviewing a Support Vehicle record sheet for use.
  Barrier Armor Rating (BAR)
  As described under Combat Vehicle Record Sheets, the 
  armor of a Support Vehicle has a unique Barrier Armor Rating 
  (BAR). This rating represents the fact that Support Vehicles are 
  not Combat Vehicles and so their armor is more susceptible to 
  damage (see Damage, p. 206).
  MAPSHEETS
  The 18-by-22 inch mapsheets used in BattleTech are divided 
  into six-sided areas called hexes (short for hexagon); whether 
  paper or game board-style, both are called “mapsheets” and 
  treated identically in the rules. The players use these hexes to 
  regulate movement and combat by moving units from hex to 
  hex during a turn. Each hex on the mapsheet represents an 
  area of ground 30 meters across (roughly 100 feet). 
  The forests, rivers, hills, buildings and rough areas on a 
  BattleTech mapsheet represent a typical mixture of terrain 
  found on the habitable worlds of the Inner Sphere. The fol-
  lowing symbols represent each type of terrain as described, 
  and the accompanying text gives an overview of the terrain’s 
  effects in the game. Specific rules regarding the effect of 
  terrain on movement and combat appear in the Movement 
  and Combat sections.
  Note: Only full hexes are considered legal in game play. 
  Players may not move into or through, or end their movement 
  in, a half hex. Units that do so (voluntarily or not) are consid-
  ered destroyed for the remainder of the scenario. 
  Level
  The level of a hex is the height to which it rises above the 
  prevailing terrain. All terrain has a level, but each hex’s level is 
  independent of the type of terrain it contains, such as woods 
  or water. Hexes with levels higher than 0 are also referred to 
  as hills. If it is not marked on the map, assume a hex’s level 
  is 0.
  This height is expressed in terms of levels. Level 1 is 
  approximately six meters high, waist-high to a ’Mech. A ’Mech 
  (bipedal or four-legged) standing behind a Level 1 hill may 
  be partially hidden, and a vehicle, ProtoMech or infantry unit 
  behind a Level 1 hill is completely hidden. Level 2 terrain is 
  approximately twelve meters high, roughly the same height 
  as a ’Mech. A ’Mech standing behind Level 2 terrain is com-
  pletely hidden. Level 3 terrain is approximately eighteen 
  meters high, and so on. The level of a hex is considered equal 
  to the highest level present in it.
  Sublevels: Hexes with levels lower than 0 are referred to 
  as sinkholes. These hexes are marked in sublevels that cor-
  respond to levels in reverse. For example, a Sublevel 1 hex is 
  six meters deep, while a Sublevel 2 hex is twelve meters deep, 
  and so on.
  RA 
  RA
  The forces of the Allied Mercenary Command and the rogue “Emperor” Baranov clash on the planet Hall.
  
  5
  6
  1
  2
  3
  7
  4
  If any part of a hex contains a sublevel, the entire hex is consid-
  ered to be the deepest sublevel marked in it. The exception to this 
  rule occurs if the hex also contains a level greater than 0, in which 
  case the level of the hill takes precedence as described above.
  CLEAR
  Clear terrain represents fields, meadows and other grasslands. 
  The ground is firm and may be gently rolling, but its level does 
  not change significantly from one side of the hex to the other.
  If a hex is not clearly marked as containing another terrain type, 
  assume it is clear.
  LIGHT WOODS
  Light woods terrain is covered with sparse trees up to twelve 
  meters tall. Most units cannot cross this terrain as easily as clear 
  terrain. Unless the wood is relatively large (i.e., covers numerous 
  hexes), units may have line of sight through light woods. When 
  light woods affect line of sight, they do so for 2 levels above the 
  level of their hex. (See Intervening Terrain, p. 100.)
  HEAVY WOODS
  Heavily wooded terrain is covered thickly with twelve-
  meter-tall trees, making movement through these areas very 
  difficult. Light woods often border heavy woods. It is difficult 
  to see through heavy woods. As with light woods, heavy woods 
  affect line of sight for 2 levels above the level of their hex (see 
  Intervening Terrain, p. 100).
  ROUGH
  Rough terrain represents broken, rocky and jumbled ground. 
  Though firm, the uneven surface makes it more difficult to cross 
  than clear terrain. Commonly encountered near cliffs and bluffs, 
  rough ground may also be formed by the destruction of woods.
  WATER
  Water hexes are covered by streams, rivers, swamps, ponds or 
  lakes. A water hex is defined by depth (see Level Change, p. 48). 
  Depth 0 water is very shallow, only ankle-deep on a ’Mech, and 
  represents terrain such as streams, swamps or shallow ponds. 
  Depth 1 water is six meters deep, or one level below ground level 
  (about waist-high on a ’Mech). Depth 2 water is twelve meters 
  deep, enough to just cover a ’Mech. Depth 3 water is eighteen 
  meters deep, and so on. Even when a shallow stream fills only 
  part of a hex, that entire hex is considered a water hex.
  Water hexes effectively have two levels, the surface of the 
  water and the bed (or floor) of the body of water they represent. 
  The surface level is equal to the level of the hex. The bed level is 
  equal to the level of the hex minus the depth of the water. For 
  example, for a Depth 2 river in a Level 3 hex, the surface is at Level 
  3 while the riverbed is at Level 1.
  PAVEMENT
  A paved hex offers a fairly smooth and very hard surface. Paved 
  hexes typically include roads, sidewalks and landing fields made 
  of asphalt, cement or even cobblestone. This terrain increases 
  the speed of ground vehicles, but running ’Mechs and ground 
  vehicles moving at flank speed may skid on paved hexes (see 
  Movement on Pavement, p. 61).
  ROADS
  Roads are narrow strips of pavement that pass through other 
  terrain. All the rules that apply to a paved hex apply to a road 
  hex, except that units must move from one road or paved hex 
  to another road or paved hex to be considered “on” the road. A 
  unit not on the road in a hex is considered to be moving on the 
  underlying terrain type.
  4
  6
  5
  7
  8
  9
  2
  1
  1
  2
  3
  • sample mapsheet and terrain hexes •
  
  8
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  bm
  33
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  BRIDGES
  When a road passes over water or over terrain that is lower 
  than the road level, that road is considered a bridge. Units 
  moving along a road may use a bridge and so ignore the 
  normal terrain restrictions and movement penalties they 
  otherwise would suffer while moving through the underlying 
  terrain (for example, through a water hex or across changes 
  of level). The Construction Factor of a bridge represents the 
  amount of weight each hex of the bridge can bear. Any bridge 
  not strong enough to support the weight of the crossing unit 
  will collapse. (See Collapse, p. 176 in Buildings.)
  BUILDINGS
  Buildings are usually multi-hex terrain, representing 
  a variety of different structures, as described below (see 
  Buildings, p. 166, for specific rules covering buildings). A build-
  ing hex has the structure’s type and level printed on it.
  Light Buildings 
  Light buildings generally represent small wooden or sheet-
  metal structures through which most ’Mechs and vehicles can 
  move with little trouble.
  Medium Buildings
  Constructed from stone, heavy wood and metal, medium 
  buildings represent light industrial structures that offer more 
  substance than light buildings. Their heavier construction 
  materials mean they can take more damage than light build-
  ings before being reduced to rubble.
  Heavy Buildings
  Usually part of industrial complexes, heavy buildings are 
  constructed of reinforced concrete, built to bear large loads. 
  All but the heaviest ’Mechs can jump onto heavy buildings 
  without collapsing the structure.
  Hardened Buildings
  The builders intentionally strengthen hardened buildings 
  to withstand combat. Of all types of buildings, hardened 
  structures can bear the most weight and sustain the most 
  damage before being reduced to rubble.
  RAILROADS
  This terrain type represents a variety of tracks, from tradi-
  tional steel rails on wooden ties to advanced extruded fer-
  rocrete troughs for maglevs and more. All ground vehicles 
  and ´Mechs treat railroad hexes as rough terrain, but railroad 
  hexes have no effect on any other unit’s movement and do 
  not affect line of sight. 
  COUNTERS
  Certain terrain features, such as rubble—or buildings, if 
  players wish to add buildings to a mapsheet that does not have 
  building hexes already printed on it—can be represented on 
  the map by cardboard or paper counters. You can make your 
  own, or purchase generic counters for such use. Rather than 
  printing these kinds of features on the maps, using counters 
  to represent them allows the players to alter their locations 
  before the game begins, based on the requirements of the 
  scenario being played or on mutual player agreement.
  The following text offers an overview of counters used in 
  the game and their effects. Specific rules regarding effects on 
  movement and combat appear in the appropriate sections 
  later in this book.
  HexPacks: HexPacks (see p. 11) come with a variety of 
  different HexTiles that can be used as counters. For example 
  HexPack: Lakes and Rivers includes rubble HexTiles, as well as 
  a single building HexTile.
  BUILDINGS AND BRIDGES
  Buildings and bridges represented on a map by counters—
  as opposed to already printed on a map sheet—function just 
  like other types of buildings and bridges (see Buildings and 
  Bridge Movement, pp. 166 and 62, respectively).
  RUBBLE
  Weapons fire, fire damage and physical damage inflicted by 
  BattleMechs can reduce a building to rubble. A rubble hex is 
  difficult to move through. 
  Only the destruction of a building results in a rubble hex. 
  The reduction of terrain other than a building results in a 
  rough hex (see Clearing Woods, p. 112).
  DICE
  BattleTech requires players to use two six-sided dice, pref-
  erably of two different colors. If the situation requires the 
  player to roll one die, the rules indicate this in shorthand as 
  1D6. Unless otherwise noted, the abbreviation 2D6 means the 
  player rolls both dice and adds the results together.
  DF 
  DF
  Gal-1GLS Gallowglas, Fourth Donegal Guards (House Steiner)
  
    —From Modern Warfare: A Manual of Tactics and Strategy, 2nd Edition, by 
  permission of the College of Military Arts, New Avalon Institute of Science
   
  Most Great House militaries organize their forces along the 
  Star League model described below. Irregular forces such as mer-
  cenary commands and Periphery armies often use organization 
  schemes designed to maximize their limited resources, bolstering 
  their main forces with vehicles and/or infantry.
  LANCE/PLATOON/SQUAD 
  A lance consists of four BattleMechs or combat vehicles com-
  manded by a lieutenant. The standard aerospace lance (com-
  monly called a flight) consists of two fighters. 
  The infantry equivalent of a lance is a platoon, which can consist 
  of anywhere between eight and 28 men depending on infantry 
  type. The smallest—and most rarely deployed—infantry organiza-
  tion is a squad, usually consisting of seven men. Battle armor infan-
  try typically deploy in squads of four to six troopers, and are formed 
  into platoons of four to six squads for administrative purposes.
  COMPANY 
  The standard company consists of three lances (twelve 
  BattleMechs or combat vehicles) commanded by a captain. 
  A fourth lance of aerospace fighters may be assigned to the 
  company to support the primary BattleMech force. 
  A company of aerospace fighters is often referred to as a 
  squadron and consists of three lances/flights (six fighters). An 
  infantry company consists of three platoons, often with an 
  attached command squad.
  BATTALION 
  A standard battalion consists of three companies (36 
  BattleMechs or combat vehicles) commanded by a colonel or 
  major. Battalions may include a command lance that provides 
  mobile command and logistical support. Some battalions orga-
  nize attached aerospace lances as separate companies or squad-
  rons. Though the standard Star League organization included a 
  command lance at the battalion level, this is not current stan-
  dard practice and varies with each military. 
  A battalion of aerospace squadrons is often referred to as 
  a wing and consists of three squadrons (eighteen fighters), 
  often with an attached command lance/flight. An infantry 
  battalion consists of three companies, often with an attached 
  command squad.
  REGIMENT 
  A standard regiment consists of three to five battalions (108 
  to 180 BattleMechs and/or combat vehicles) commanded 
  by a general or colonel. DropShips or JumpShips are usually 
  attached to regiments, as are support battalions such as infan-
  try or tank forces. 
  A regiment of aerospace fighters consists of two to three 
  wings, with an attached command lance/flight. An infantry regi-
  ment consists of three to four battalions, often with an attached 
  command squad.
  REGIMENTAL COMBAT TEAM (RCT) 
  Commanded by a general, the modern regimental combat 
  team (RCT) consists of one BattleMech regiment, three regi-
  ments of combat vehicles, five infantry regiments, one artillery 
  battalion and two aerospace fighter wings.  
  Federated Suns military leaders introduced RCTs to modern 
  warfare during the Succession Wars. Though most Great Houses 
  now use RCTs to some extent, the Federated Suns and Lyran 
  Alliance use this form of organization almost exclusively. 
  Father, 
  While current events have conspired to keep me away from this 
  project, your words return to me all too often and I strive to find 
  the time to update and expand my Secret History of the Clans. In 
  an attempt to calm my mind following the most recent fighting, I 
  reread a passage I have perused at least a dozen times, only to spot 
  an error that should have been caught long ago. 
  Below is a supposed direct excerpt from Nicholas Kerensky’s own 
  papers, and yet the timeline is off. We have irrefutable proof that 
  the OmniMech debuted in 2854, while battle armor saw its first use 
  in 2868, and then the Horses first fielded their genetically enhanced 
  Elementals in 2870. And yet Nicholas died in 2834, a decade before 
  dedicated research initiated the development of the OmniMech. 
  Is this simply an overzealous scientist casteman transcribing 
  material and updating it appropriately? Or, as you and I have 
  surmised on numerous occasions, is this a move of later ilKhans to 
  make sure that the all-powerful Founder remained all-knowing in 
  word as well as deed? 
  I know such thoughts are trivial next to the horrors unfolding, but 
  in such minutiae sanity can be found. 
  Take care, father.
  Phelan
  Arc-Royal, 14 July, 3069 
  Excerpted from the papers of Nicholas Kerensky:
   
  We must eradicate all vestiges of the tainted past so that we 
  can forge ourselves into a people worthy of our destiny. We must 
  kill the traditions that blinded and crippled us for so long, for the 
  old ways are like shackles that hinder our true strength. We are 
  a new people, reborn in the fire, and we must follow new ways. 
  Henceforth, our eight hundred warriors will be divided into 
  twenty Clans. And they will no longer fight as lances, companies, 
  battalions or regiments. Instead, they will enter battle in Points, 
  Stars, Binaries, Clusters and Galaxies. 
   
  
  SMALL FORMATIONS: POINT, STAR AND NOVA 
  Each MechWarrior shall form a Point. In the absence of an OmniMech, two aerospace fighters or five battle-armored Elementals 
  shall comprise a Point. (Editor’s Note: Nicholas may not have liked vehicles, but the Clans use them, with two in a Point.) Five Points shall 
  form a Star and follow the orders of a Star Commander. 
  A Star of OmniMechs and a Star of Elementals shall together form a Nova. Each OmniMech will carry a Point of Elementals 
  into battle. 
  BINARY/TRINARY/SUPERNOVA 
  Two Stars shall form a Binary. Three shall form a Trinary. 
  Star Captains shall lead these forces. Nova pairs shall fight as 
  Supernova Binaries, and three Novas shall form a Supernova 
  Trinary.
  LARGE FORMATIONS: CLUSTER AND GALAXY 
  A Cluster shall contain three to five Binaries, Trinaries or 
  Supernovas. A Star Colonel shall command each Cluster. Three to 
  five Clusters shall comprise a Galaxy, led by a Galaxy Commander. 
  —From Field Manual: ComStar, a military readiness report on Com 
  Guards forces, commissioned by Precentor Martial Victor Steiner-
  Davion, 3062. Second Printing (3065). Used with Permission.
  FORCE STRUCTURE 
  ComStar forces diverge from the Star League-originated 
  system of lances, companies, battalions and so forth. Instead, 
  they use a system based on multiples of six that offers enormous 
  flexibility for deployments. Both the Com Guards and the Word 
  of Blake Militia make use of combined-arms forces, for which this 
  system is ideally suited. 
  The smallest formation is a Level I, which comprises a single 
  BattleMech, fighter, tank or infantry platoon. Such forces are 
  the building blocks of ComStar armies. The next formation, a 
  Level II, contains six Level Is and is thus roughly analogous to 
  a reinforced lance or a demi-company. In many cases a Level II 
  contains forces of the same type (for example, BattleMechs), but 
  combined-arms groups are also possible at this level. 
  The next formation, a Level III, contains six Level II formations 
  and is the ComStar equivalent of a battalion (and is frequently 
  referred to as such). Level IIIs are almost all combined-arms for-
  mations. Level IIIs are usually the largest formation to operate 
  together on a regular basis. 
  Level IV formations, known as divisions, contain six Level III 
  formations, making them equivalent to two SLDF-style regi-
  ments. Divisions are the largest permanent formation and form 
  the backbone of the administrative network. The Com Guards 
  also use a larger formation, the Level V or army that contains 
  between four and six divisions. Though principally administra-
  tive, Level V formations can form field commands, as demon-
  strated on Tukayyid in 3052. 
  Composition
  Each ComStar/Word of Blake formation is a combined-arms 
  force and uses a Greek letter to denote the proportion of ’Mech, 
  armor and infantry forces it contains (aerospace forces are 
  more or less constant). Letters closer to the start of the alpha-
  bet contain a higher proportion of ’Mechs and are intended for 
  offensive operations, while letters toward the end of the alpha-
  bet imply a higher proportion of armor and infantry and are 
  generally used by garrison or city-fighting formations. 
  —Partial transcript of Caradoc Trevena’s seminar of ’66, Focht 
  War College.
   
  Most military forces in known space organize in multiples of 
  four, five or six: lance, Star or Level II. And while I could bore you 
  with well-known parlance, I leave the standard lance, company, 
  battalion and so forth discussion for another day. And hopefully 
  another speaker.  
  However, some military vernacular isn’t in common usage. I’ll 
  quickly cover those. 
  A brigade is formed from a group of three or more regi-
  ments, usually of a similar composition. Though not often used 
  in modern military combat operations (or parlance), a division 
  is made up of two or more brigades. Don’t confuse this with a 
  ComStar division; again, see another day and another speaker 
  for that information. A corps is composed of five to ten divisions, 
  and finally an army consists of three to five corps. 
  The term “combat command” usually refers to a temporar-
  ily organized force—generally larger than a regiment—that 
  combines smaller, cohesive ’Mech, armored and infantry forces 
  from several different commands into a unified force. These for-
  mations give a commander flexibility and capabilities beyond 
  what the independent components of the combat command 
  can muster. Rare for small-scale battles, such commands come 
  into their own during large-scale operations. Of course, the rarity 
  of such commands applies only to the Great Houses, not to the 
  Com Guards; one might argue that every Com Guards Level III is 
  a combat command. 
  Continuing, a combat organization represents any and all 
  forces—whether a single regiment or multiple regiments—that 
  fall under the same administrative chain of command, such as 
  the Davion Brigade of Guards, House Kurita’s Sword of Light or 
  the Marik Militias. 
  Now, with your pens scribbling furiously over these grandiose 
  military terms, don’t forget that not every force strictly adheres 
  to such regimentation.  
  First off, you’ve got your down-on-their-luck forces—merce-
  naries, forgotten planetary militias or Periphery troops—that 
  simply lack the training and/or resources to field such orga-
  nized military commands. Ad-hoc is generally the name of 
  their game—these types of forces put together whatever they 
  can. They can show you some unpleasant surprises if you’re not 
  careful. 
  Then there are the oddball militaries that organize along 
  unique lines. We see the most famous example in the legions of 
  the Marian Hegemony, which organize in five ’Mechs or vehicles 
  to a century, two centuries to a maniple, three maniples to a 
  cohort and three to five cohorts to a legion. 
  
  This section provides the sequence of play for BattleTech 
  and presents the basic rules for playing the men and women 
  (MechWarriors, aerospace pilots, vehicle crews, infantry troopers 
  and so on) who pilot or crew the machines of war in BattleTech.
  To begin a game, the players lay out the BattleTech mapsheet(s) 
  on a table or on the floor in a way agreed to by all players, or, if 
  using a Catalyst (or FanPro/FASA)-published scenario, according 
  to the game setup given for the scenario to be played. This step 
  may include placing buildings of varying height and type on the 
  mapsheets, or placing other types of counters. Guidelines for 
  creating your own scenarios appear in Creating Scenarios, p. 256.
  Next, players should fill out the appropriate record sheets 
  for each of their units involved in the battle. The ’Mech, vehicle, 
  aerospace fighter and DropShip descriptions required to fill out 
  various unit record sheets can be found in any BattleTech techni-
  cal readout, or players may purchase pre-filled out record sheets 
  from www.battlecorps.com. 
  If all players agree, they can create one-of-a-kind units or make 
  minor tweaks to existing units using the various construction 
  rules found in TechManual. 
  A NOTE ON SCALE AND THE RULES
  BattleTech turns represent ten seconds of real time, while each 
  hex on a mapsheet represents thirty meters of a battlefield (for the 
  exception, see Aerospace Movement, p. 74). However, players should 
  note that such “real world” terms are abstractions when applied to 
  the board game. BattleTech is a game, not a detailed simulation. 
  Therefore, the real world must take a back seat to game play—for 
  simplicity, length of play, space required and simple enjoyment.
  For example, while only a single ’Mech can occupy a hex, it does 
  not actually take up the entire hex. A 30-meter-wide hex offers 
  plenty of room for a twelve-meter-tall ’Mech to move around 
  and avoid fire. In real-world terms, another ’Mech could easily fit 
  in that space as well. However, for ease of play, a ’Mech tactically 
  controls the hex it occupies even though it does not physically fill 
  that space. Therefore, only a single ’Mech is allowed in a hex.
  Weapon ranges provide another example. Players will quickly 
  realize that the longest-range standard weapon in the game can 
  only hit targets out to thirty hexes (900 meters) from the attacker. 
  Real-world primary main battle tank weapons have operational tar-
  geting ranges in excess of 4,000 meters. Because BattleTech map-
  sheets are only seventeen hexes long, recreating real-world ranges 
  on a table would require more than seven mapsheets laid end to 
  end, for a playing space greater than twelve feet in length. Not 
  many people have that type of table space, nor would it provide 
  players with any tactical maneuvering room. Anywhere a player 
  might move a unit on the map, an attacker could hit that unit.
  Finally, the abstractions of real-world factors such as firing 
  distance often can enhance the aesthetic of the game universe. 
  BattleTech has always been about “in-your-face” combat, which 
  works best with closer ranges. Players are encouraged to remem-
  ber such abstractions and not get bogged down in real-world 
  mechanics and physics. Just enjoy the game!
  INDIVIDUAL UNIT RULES
  Beginning with Playing the Game and proceeding through 
  Buildings, the following sections present the rules as they apply 
  to all units equally, with specific exceptions noted in each section 
  under appropriate headers. ProtoMechs, infantry, Combat 
  Vehicles, Support Vehicles and aerospace units have additional 
  specific rules, which appear in their respective sections. 
  Because BattleMechs are the primary focus of BattleTech, the rules 
  often focus on ´Mechs first (movement, combat and so on), and then 
  provide specifics for other types of units. 
  LS 
  LS
  Though almost annihilated during the FedCom Civil War, a lance of Davion Assault Guards show their indomitable will to defend their realm. 
  
  37
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  SEQUENCE OF PLAY
  A BattleTech game consists of a series of turns. During each 
  turn, all units on the map have an opportunity to move and 
  fire their weapons.
  Each turn consists of several smaller segments of time, 
  called phases. During each phase, players may take one type 
  of action, such as movement or combat. The players execute 
  the phases in a given order. Specific actions, movement, 
  effects of damage and so on are fully explained in separate 
  sections later in this book.
  Each turn includes the following phases, performed in the 
  following order:
  1. Initiative Phase
  2. Movement Phase (Ground)
  3. Movement Phase (Aerospace)
  4. Weapon Attack Phase
  5. Physical Attack Phase
  6. Heat Phase
  7. End Phase
  INITIATIVE PHASE
  One player from each side rolls 2D6 and adds the results 
  together to determine his team’s Initiative. The team with the 
  higher result has Initiative throughout the turn. Re-roll all ties.
  MOVEMENT PHASE (GROUND)
  The team that lost Initiative chooses one ground unit (non-
  aerospace; this includes VTOLs) and moves it first. If this team 
  has more ground units than the team that won Initiative, it 
  may need to move more than one ground unit, as described 
  in Unequal Numbers of Units, p. 39.
  The team that won Initiative then moves one ground unit. 
  If this team has more ground units than the team that lost 
  Initiative, it may need to move more than one ground unit 
  (see Unequal Numbers of Units).
  Movement alternates between sides until all ground units 
  have been moved. Each time a player must move a ground 
  unit, he may designate movement for any ground unit that 
  has not been destroyed, even if a unit is completely immo-
  bile, as long as it is not destroyed it can still be given a “move” 
  action, and it will remain in its hex. For example, units whose 
  warriors are unconscious are not destroyed and can be desig-
  nated to remain immobile. 
  MOVEMENT PHASE (AEROSPACE)
  The team that lost Initiative chooses one aerospace 
  (non-ground) unit and moves it first. If this team has more 
  aerospace units than the team that won, it may need to 
  move more than one aerospace unit (see Unequal Numbers 
  of Units).
  The team that won Initiative then moves one aerospace 
  unit. If this team has more aerospace units than the team that 
  lost, it may need to move more than one aerospace unit.
  Movement alternates between sides until all aerospace units 
  have been moved. Each time a player must move an aerospace 
  unit, he may designate movement for any aerospace unit that 
  has not been destroyed, even if the move is to expend no 
  thrust. Aerospace units whose warriors are unconscious are 
  not destroyed and can be designated to expend no thrust, 
  even if the unit is currently out of control; see Out-of-Control 
  Effects, p. 93.
  Any aerospace units that are grounded or that crashed but 
  survived are considered a ground unit. Players may move 
  them during the Movement Phase (Ground). 
  WEAPON ATTACK PHASE
  The team that lost Initiative chooses a unit (ground or 
  aerospace) to declare fire first. If this team has more units than 
  the team that won Initiative, the players may need to declare 
  attacks for more than one unit as described in Unequal 
  Numbers of Units, p. 39. The player controlling the firing unit 
  declares whether it will twist its torso or flip its arms or turn its 
  turret, and in which direction. He must declare any attacks he 
  plans to make using his unit’s weapons—or the type of attack 
  in the case of aerospace units—specifying which weapons he 
  will fire and at what target(s). If a weapon uses special ammo 
  loads, such as LB-X cluster munitions, or can make special 
  types of attacks, such as double-firing an Ultra autocannon, 
  or can produce any other unusual effects, the player must 
  declare those effects at this time.
  The team that won Initiative then chooses a unit (ground 
  or aerospace) to declare fire. If this team has more units than 
  the team that lost Initiative, the players may be required to 
  declare attacks for more than one unit (see Unequal Numbers 
  of Units). The player controlling the firing unit declares any 
  torso or turret twists and attacks he plans to make using that 
  unit’s weapons, as described above.
  The act of declaring attacks alternates between players 
  until all fire has been declared. Each time a player must 
  declare an attack, he may do so for any unit that has not been 
  destroyed, even if the declaration is to make no attack. 
  Torso/Turret Twist
  Torso or turret twists are made when declaring a weapon 
  attack, but the torso or turret remains pointed in the same 
  direction throughout the remainder of the turn. This affects 
  physical attack firing arcs as well; the torso or turret returns 
  to its forward-facing position during the End Phase (see 
  next page).
  Resolving Weapons Fire
  Players resolve weapons fire one unit at a time. The order 
  in which each unit’s successful attacks are resolved is up to 
  that unit’s controlling player. All weapons attacks by one unit 
  should be resolved before those of the next unit in order for 
  the players to more easily track which weapons have fired.
  All declared attacks must be made, even if the intended 
  target is destroyed before all attacks against it have been 
  resolved. Also, players must resolve all declared weapons 
  fire for the purpose of tracking ammunition and heat. In 
  addition, players may not change an attack declaration once 
  made, as the time-scale (and the general confusion of battle) 
  makes it impossible to do other than follow through with a 
  declared attack. 
  
  Determining Damage
  Damage from weapon attacks takes effect next. Players record 
  damage as attacks are resolved, but this damage does not affect 
  the unit’s ability to attack during this phase. This means a unit 
  may make its declared attacks in the same phase even if that unit 
  or its weapons are destroyed. 
  At the end of the phase, all damage takes effect simultaneously. 
  Players must make any Piloting Skill Rolls and/or Control Rolls 
  required according to the effects of weapon attacks. Damage 
  taken by a unit during the Weapon Attack Phase takes effect 
  before the start of the same turn’s Physical Attack Phase. As 
  needed, Piloting Skill Rolls, Control Rolls and Consciousness Rolls 
  may be required at the end of the Weapon Attack Phase.
  Note that even though damage does not take effect until the 
  end of the phase, destroyed sections take effect immediately 
  for the purposes of assigning damage. For example, if a ’Mech’s 
  torso is destroyed during the Weapon Attack Phase, the appro-
  priate arm falls off immediately, and so any other damage in 
  the same Weapon Attack Phase that strikes the arm automati-
  cally transfers.
  PHYSICAL ATTACK PHASE
  Players repeat the steps given for the Weapon Attack Phase, 
  with all damage from physical attacks taking effect before the 
  Heat Phase. As needed, Piloting Skill rolls, Control rolls and 
  Consciousness rolls may be required at the end of the Physical 
  Attack Phase.
  HEAT PHASE
  Players adjust their units’ heat scales for units that track heat, 
  to reflect any heat built up or lost during the turn. Resolve any 
  temporary or permanent damage caused by excessive internal 
  heat at this time. Heat effects may also damage a warrior, result-
  ing in a Consciousness roll (see p. 41).
  ProtoMechs, infantry, and Combat and Support Vehicles do not 
  keep track of heat. See Heat, p. 158, for specific rules regarding 
  such units during this phase.
  END PHASE
  Players whose warriors were unconscious during the Initiative 
  Phase of this turn now roll 2D6 to see if the pilot regained con-
  sciousness during this turn. Players may also execute any miscel-
  laneous actions remaining in the turn, such as switching heat 
  sinks on or off. The specific rules for such actions state whether or 
  not they take place during the End Phase. 
  Players repeat all the steps given above until one team meets 
  its victory conditions for the scenario. Under normal circum-
  stances, the team with the last surviving unit(s) left on the map 
  wins. If the last units from each team are destroyed simultane-
  ously in the same turn, or if the last units from each team cannot 
  move and have no ability to damage one another, the game is 
  a draw. The players may set other victory conditions by mutual 
  agreement before play begins or by using the victory condi-
  tions given in a Catalyst (or FanPro/FASA) published scenario. 
  See Creating Scenarios, page 256, for guidelines on setting up 
  unique scenarios.
  Torso/Turret Twist: Torsos and turrets that were turned or 
  twisted return to a forward-facing position during the End Phase. 
  Turrets jammed by damage (see Ground Combat Vehicle Critical 
  Hit Effects, p. 193) do not return to a forward-facing position, but 
  remain in their current facing for the remainder of the game. 
  BattleMech torsos cannot be jammed in this fashion.
  MM 
  MM
  A Mad Cat Mk II and Phoenix Hawk IIC from House Kurita’s Ryuken-ni brave a lava flow to corner their prey. 
  
  39
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  UNEQUAL NUMBERS  
  OF UNITS
  The Movement Phase (Ground), Movement Phase 
  (Aerospace), Weapon Attack Phase and Physical Attack Phase 
  require each player to alternate moving or declaring attacks 
  with his or her units. When both sides have an equal number 
  of units, each player simply takes a turn moving or declaring a 
  single unit’s action, then the other player declares movement 
  or an action for one unit, and so on. If the number of units on 
  each side is not equal, however, this procedure must be altered.
  If, prior to any pair of movement or attack declarations, one 
  team has at least twice as many units left to declare for as the 
  other team, the team with twice as many units declares for 
  two units rather than one. If one team has at least three times 
  as many units, it declares for three each time, and so on. 
  See the example below for how to handle unequal 
  numbers of units.
  At the beginning of the Movement Phase (Ground), Side 
  A has eight units and Side B has five units. Side A wins 
  Initiative. Before the first pair of movements, Side A does 
  not have double or more the number of units Side B has 
  remaining to move, and so Side B moves one unit, then 
  Side A moves one unit. Now Side A has seven units left to 
  move, while Side B has four units left to move. Because 
  Side A still does not have twice as many units left, each side 
  again moves one unit. Before the third pair of movements, 
  Side A has six units left to move, twice as many as the three 
  units remaining for Side B. This means Side A must now 
  move two units for every one that Side B moves.
  The following table shows how many units each side 
  moves during this Movement Phase (Ground).
  WARRIORS
  The soldiers who pilot BattleMechs are called MechWarriors; 
  aerospace and conventional fighter jockeys are simply called 
  pilots. A BattleMech or fighter is knocked out of action if its 
  MechWarrior or pilot is killed or seriously injured, even if the 
  machine itself suffers only minor damage.
  Vehicles and DropShips are piloted by crews (several indi-
  viduals who work together to make a unit function properly), 
  and infantry units represent a platoon of individual soldiers. 
  The battlefield performance of these unit types degrades 
  as their crews or platoons take damage. For purposes of 
  BattleTech game rules, the term “warrior” represents the 
  human element of any unit, whether a single individual or a 
  crew of many. 
  SKILLS
  Though warriors possess different skills, for purposes of 
  BattleTech they use only two skills in combat: Piloting/Driving 
  and Gunnery. Skills have a rating; the lower the skill rating, the 
  better the warrior is at the skill.
  Piloting Skill represents a warrior’s ability to control his 
  machine’s movements. This skill includes keeping a ’Mech 
  from falling down (see Piloting/Driving Skill Rolls, p. 59), 
  keeping an aerospace fighter from tumbling out of control 
  (see Control Rolls, p. 92), keeping a vehicle from skidding (see 
  Skidding, p. 62, Sideslipping, p. 67) and so on. 
  Gunnery Skill helps determine how easy or difficult it is for 
  the warrior to make a successful shot using his unit’s weapons. 
  See Firing Weapons, p. 106.
  Vehicles: Vehicle crews have Driving Skill, used in the same 
  way as Piloting Skill.
  RA 
  RA
  Leftenant Terrero of the Third Crucis Lancers suits up and prepares to board his Davion AS7-D Atlas. 
  Move  
  No.
  Side B Units 
  Left to Move
  Side A Units  
  Left to Move
  Side B  
  Moves
  Side A  
  Moves
  1
  5
  8
  1
  1
  2
  4
  7
  1
  1
  3
  3
  6
  1
  2
  4
  2
  4
  1
  2
  5
  1
  2
  1
  2
  
  Infantry: Infantry units have Gunnery Skill, but no Piloting Skill. 
  In addition, only infantry units may also have Anti-’Mech Skill.
  ProtoMechs: The unique capabilities of ProtoMechs mean that 
  ProtoMech pilots never need to make Piloting Skill Rolls, and so 
  these pilots have only Gunnery Skill (see Piloting Skill Rolls, p. 59).
  Default Skill Ratings
  Inner Sphere and Clan warriors have different average Piloting 
  and Gunnery skills, depending on the type of unit. Though these 
  skill ratings can change (see Skill Improvement, below), unless 
  otherwise stated in the scenario being played, assume all warriors 
  have average skills as shown on the Average Skills Table below. 
  Rather than defaulting to these skill ratings, players may use the 
  Experience Ratings and Skills rules on page 273.
  Piloting/Driving Skill and Control Rolls
  When a unit (piloted by a warrior with Piloting or Driving skill) 
  attempts a potentially dangerous maneuver, or whenever the 
  warrior might lose control of the unit, that warrior’s controlling 
  player must make a Piloting or Driving Skill Roll, or Control roll 
  in the case of aerospace units (see Piloting/Driving Skill Rolls and 
  Control Rolls, pp. 59 and 92 respectively).
  Additionally, a unit’s base to-hit number for physical attacks 
  is equal to its Piloting Skill rating. When modified for movement, 
  terrain and other factors, this number 
  becomes the modified to-hit number for 
  such attacks (see Physical Attacks, p. 144).
  Shutdown and Unconscious Units: A 
  shutdown unit or one with an unconscious 
  pilot cannot make a Piloting/Driving Skill or 
  Control roll, and fails it automatically (see 
  Shutdown, p. 160).
  Gunnery Skill Rating
  A unit’s base to-hit number is equal to 
  its Gunnery Skill Rating. When modified 
  for range, terrain and other factors, this 
  number becomes the modified to-hit 
  number (see Firing Weapons, p. 106).
  Anti-’Mech Skill Rating
  During anti-’Mech attacks (see p. 220), an 
  infantry’s base to-hit number is equal to its 
  Anti-’Mech Skill rating. When modified for 
  movement and other factors, this number 
  becomes the modified to-hit number.
  SKILL IMPROVEMENT
  Players may want to use the warriors they 
  create in future scenarios or in BattleTech 
  campaign games—assuming, of course, that 
  the warrior survives the current battle. If so, 
  they may wish to improve their soldiers’ skills. 
  Optional rules for skill improvement should 
  only be used if all players agree and will keep 
  track of skill advancement for their forces.
  Players should keep track of Experience 
  Points for each warrior who survives a 
  scenario. Each surviving warrior earns 1 
  Experience Point. In addition, each player 
  must award a bonus Experience Point to 
  one surviving warrior on the enemy team 
  (if there were any), based on his opinion 
  of which warrior performed most bravely, 
  scored the most damage or any other 
  desired criteria. If a player group is oppos-
  ing a force run by a gamemaster, then it falls 
  to the gamemaster to decide which warrior 
  will receive the bonus point.
  AVERAGE SKILLS TABLE
  Warrior/Crew Type
  Gunnery 
  Skill
  Piloting 
  Skill
  Driving 
  Skill
  Anti-
  ’Mech  
  Skill
  Inner Sphere
  MechWarrior
  4
  5
  —
  —
  Combat Vehicle crew
  4
  —
  5
  —
  Support Vehicle crew
  5
  —
  5
  —
  Conventional infantry*
  4
  —
  —
  8
  Conventional infantry (anti-’Mech)
  Foot
   4
  —
  —
  5
  Jump/Motorized
   4
  —
  —
  6
  Battle armor infantry
  4
  —
  —
  5
  Aerospace fighter pilot
  4
  5
  —
  —
  Conventional fighter pilot
  4
  5
  —
  —
  Small craft crew
  4
  5
  —
  —
  DropShip crew
  4
  5
  —
  —
  Clan
  MechWarrior
  3
  4
  —
  —
  ProtoMech pilot
  4
  —
  —
  —
  Combat Vehicle crew
  5
  —
  6
  —
  Support Vehicle crew
  6
  —
  6
  —
  Conventional infantry*
  5
  —
  —
  8
  Conventional infantry (anti-’Mech)
  Foot
   5
  —
  —
  5
  Jump/Motorized
   5
  —
  —
  6
  Battle armor infantry
  3
  —
  —
  4
  Aerospace fighter pilot
  4
  5
  —
  —
  Conventional fighter pilot
  5
  5
  —
  —
  Small craft crew
  5
  5
  —
  —
  DropShip crew
  4
  5
  —
  —
  *Mechanized infantry cannot make anti-’Mech attacks.
  
  41
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  After each scenario, any warrior may spend accumulated 
  Experience Points on skill improvement. Improving Piloting/
  Driving Skill costs 4 points per rating, improving Gunnery Skill 
  costs 8 points, and improving Anti-’Mech Skill costs 6 points. 
  Each improvement reduces the improved skill’s rating by 1. 
  For example, spending eight points to improve a warrior’s 
  current Gunnery Skill of 4 would lower the skill rating to 3.
  A Time of War: The BattleTech RPG, the roleplaying game for 
  the BattleTech universe, offers a comprehensive character cre-
  ation and skill advancement system that can be used in place 
  of these rules.
  Maximum Skill Ratings: No skill Rating can be improved 
  beyond 0. 
  DAMAGING A WARRIOR
  The following section provides a brief overview of how 
  damage affects warriors piloting or driving different units. For 
  greater detail, see the appropriate Combat sections.
  MechWarriors
  Three types of damage to a ’Mech can also damage the 
  MechWarrior inside: head hits, falling and internal ammuni-
  tion explosions. In addition, excessive heat buildup can harm 
  the MechWarrior if the ’Mech’s life support system takes 
  damage. A MechWarrior can take up to 5 points of damage 
  before dying from injuries. The sixth point of damage kills 
  the warrior.
  Head Hits: The MechWarrior takes 1 point of damage 
  whenever the ’Mech’s head suffers 1 or more points of 
  damage, even if the hit does not penetrate the ’Mech’s armor.
  Falling: If a ’Mech falls, the controlling player must make 
  a Piloting Skill Roll for the MechWarrior. If the roll fails, the 
  warrior takes 1 point of damage. (If the MechWarrior is uncon-
  scious or the ’Mech is shutdown, such a fall automatically 
  damages the warrior.)
  Ammunition Explosions: An internal ammunition 
  or Gauss explosion causes 2 points of damage to the 
  MechWarrior as a result of the electric shock he receives 
  through his neurohelmet.
  Excess Heat: When life support systems take a critical hit, 
  the MechWarrior suffers 1 point of damage every turn that 
  the ’Mech’s internal heat is 15 or higher on the heat scale at 
  the end of the Heat Phase. Every turn that the heat is 26 or 
  higher causes 2 points of damage to the MechWarrior if his or 
  her life support system is down.
  ProtoMech Pilots
  The pilot of a ProtoMech can sustain the same amount of 
  damage as a MechWarrior, and the damage has the same 
  effects. Rather than taking damage as described above, 
  however, the ProtoMech pilot takes a point of damage each 
  time the controlling player fills in a shaded critical hit box (see 
  Damage, p. 185). 
  The ProtoMech warrior does not automatically take a point 
  of damage when an attack hits the head.
  Vehicle Drivers
  Unlike ’Mechs, damage against a vehicle does not directly 
  affect its warrior. Instead, if the vehicle takes damage to its 
  internal structure (see Critical Damage, p. 192), a roll on the 
  Ground Vehicle Critical Hits Table may give a Crew Stunned or 
  Crew Killed result. 
  Support Vehicles: Depending on the type of armor they 
  mount, every hit against a Support Vehicle may result in a 
  penetrating critical hit; see Damage, p. 206.
  Infantry
  Damage to infantry is applied directly to a unit, with a 
  trooper’s armor marked off first (if appropriate). The player 
  next marks off an individual trooper within the unit, with 
  the damage transferring to the next trooper (depending on 
  weapon type) and so on until all the damage of an attack is 
  expended (see Infantry, p. 212).
  Battle Armor: Damage does not transfer between troopers 
  in battle armor units (see Attacks Against Battle Armor, p. 219).
  Aerospace Pilots
  The pilots of conventional fighters, aerospace fighters, small 
  craft, DropShips, Airships and Fixed-Wing Support Vehicles all 
  sustain damage in the same manner. Each aerospace unit’s 
  warrior can take up to 5 points of damage before dying from 
  injuries; the sixth point of damage kills the warrior.
  Critical Hit: Each time one of these units sustains a Crew 
  Critical Hit (see Damage, p. 238), the warrior takes 1 point 
  of damage.
  Ammunition Explosions (aerospace fighters and small 
  craft only): An internal ammunition or gauss explosion 
  causes 1 point of damage to the warrior.
  Excess Heat (aerospace fighters and small craft only): 
  Warriors may suffer 1 point of damage every turn that the 
  unit’s internal heat is 21 or higher on the heat scale at the end 
  of the Heat Phase (see Damage to the Warrior, p. 161).
  CONSCIOUSNESS ROLLS
  Warriors who pilot ’Mechs, ProtoMechs, fighters and small 
  craft can survive up to 5 points of damage, but may be 
  knocked unconscious long before taking that much. Every 
  time such a warrior takes a point of damage, the player 
  must roll 2D6 immediately and consult the Consciousness 
  Table below (the Warrior/Pilot Data section of the appropri-
  ate record sheet also contains the information on this table). 
  The player makes this roll for every point of damage taken, 
  so in the case of an ammunition explosion in a ’Mech, that 
  MechWarrior will need two consecutive Consciousness Rolls.
  If the roll result is equal to or greater than the warrior’s 
  consciousness number, the warrior remains conscious. If the 
  result is less than the consciousness number, the warrior is 
  knocked unconscious. The unit becomes an immobile target; 
  a non-grounded aerospace unit goes out of control. The unit 
  cannot move, fire or take any other action, but its player can 
  still declare that it is not moving (see p. 53).
  Once a warrior has been knocked unconscious, no other 
  Consciousness roll need be made in the same turn, regardless 
  of additional damage. Only in the End Phase of a subsequent 
  turn can a controlling player attempt to awaken the warrior. 
  Equipment: All equipment that does not require action 
  by the warrior to operate still functions while the warrior 
  is unconscious.
  
  Immobile Target: A unit with an unconscious pilot is an immo-
  bile target, and may be targeted by aimed shots as described on 
  page 110.
  Piloting Skill/Control Rolls: If a Consciousness Roll and a 
  Control or Piloting/Driving Skill Roll is required at the same time, 
  the Consciousness Roll always comes first. Any Piloting Skill or 
  Control rolls that the player must make for the unit while the 
  warrior is unconscious automatically fail.
  Recovering Consciousness: During the End Phase of each 
  turn after the turn in which the warrior lost consciousness, the 
  player rolls 2D6. If the result is equal to or greater than the con-
  sciousness number for the warrior’s current degree of damage, 
  the warrior regains consciousness. The player need not roll again 
  to determine consciousness until the warrior takes new damage. 
  A warrior that has taken 6 points of damage is dead and cannot 
  regain consciousness.
  In Turn 3, a Grasshopper takes a head hit from an attack with a 
  medium laser. Though the laser does not penetrate the head’s pro-
  tective armor, the Grasshopper’s warrior takes 1 point of damage. 
  He took 2 points of damage in previous attacks, and so now has 3 
  points of damage. The player consults the Warrior Consciousness 
  Table and rolls against a target number of 7. He gets a 6, one point 
  less than his warrior needed to remain conscious. Because the 
  warrior fell unconscious immediately during the Weapon Attack 
  Phase, the Grasshopper is considered an immobile target for the 
  Physical Attack Phase of Turn 3. The Grasshopper cannot move or 
  fire and is still considered an immobile target during Turn 4. In the 
  End Phase of Turn 4, the player rolls 2D6 again. If he gets a 7 or 
  higher, the warrior regains consciousness and his BattleMech can 
  move and fire normally during Turn 5. 
  If an action requires a Piloting Skill Roll while the warrior is 
  unconscious, the roll automatically fails and the Grasshopper 
  falls. The warrior automatically takes another point of damage. 
  If the Grasshopper had fallen during the Physical Attack Phase 
  of Turn 3, or at any time during Turn 4, the player would need 
  to roll a 10 or higher for the warrior to regain consciousness 
  during Turn 4’s End Phase, because the warrior would have 
  taken a fourth point of damage from the fall.
  GAME TERMS
  The following terms describe important concepts used in the 
  BattleTech rules.
  BASE TO-HIT NUMBER
  A unit’s base to-hit number equals its Gunnery Skill rating (see 
  Gunnery Skill Rating, p. 40).
  MODIFIED TO-HIT NUMBER
  When a unit’s base to-hit number is modified for range, terrain 
  and other factors, it becomes the modified to-hit number (see 
  Firing Weapons, p. 106).
  MODIFIED PILOTING/DRIVING SKILL
  When a unit’s Piloting Skill (see Piloting Skill Rating, p. 40) 
  is modified for events that take place during a turn—for pre-
  existing damage and so on—this number becomes the Modified 
  Piloting Skill (see Making Piloting/Driving Skill Rolls, p. 59).
  TARGET NUMBER
  Any action in BattleTech that requires a dice roll has an 
  associated target number, representing the difficulty of the 
  action. If the roll result equals or exceeds this target number, 
  the action succeeds. If the result is less than the target number, 
  the action fails.
  MODIFIED TARGET NUMBER
  A target number may be modified up or down (consequently 
  making the action more or less difficult), based on various cir-
  cumstances such as terrain, range, damage to the unit taking the 
  action and so on. The final number against which a player makes 
  a dice roll is called the modified target number.
  Note: Gunnery, Piloting/Driving and Anti-’Mech Skill actions 
  may use such terminology. For example, when forced to make 
  a Piloting Skill Roll, the player rolls against the final modified 
  Piloting Skill target number.
  ATTACKER MOVEMENT MODIFIER
  When an attacking unit has moved during the same turn, the 
  target number is modified (making a successful attack more difficult) 
  to reflect the attacker’s movement type: walking/cruising, running/
  flanking, jumping and so on (see Attacker Movement, p. 108).
  TARGET
  A target is defined as anything a unit may attack, whether 
  with a weapon or physically. This can be another enemy unit (a 
  friendly can never be the target of a direct attack, though it can 
  be damaged through the effects of another attack), a structure 
  (such as a building), terrain (such as woods) or even a clear hex. 
  Anything can be the target of an attack, as long as the rules for 
  the type of attack in question do not disallow it.
  TARGET MOVEMENT MODIFIER
  If a target has moved during the turn in which an attack is 
  made against it, the number of hexes entered may modify the 
  target number. The more hexes moved, the more difficult it is to 
  hit the target; see Target Movement, p. 108.
  MARGIN OF SUCCESS/FAILURE (MOS/MOF)
  Most actions in BattleTech have simple pass/fail results. The 
  outcomes of some actions, however—most notably those involv-
  ing aerospace units—depend on the amount by which the roll 
  succeeds or fails. To determine the Margin of Success or Margin of 
  Failure, compare the roll result to the target number. If the result 
  is greater, the difference is the Margin of Success. If the result is 
  less, the difference is the Margin of Failure. If the dice roll matches 
  the target number, that result is a simple success. 
  WARRIOR CONSCIOUSNESS TABLE
  Total Damage Points
  Consciousness Number 
  1
  3
  2
  5
  3
  7
  4
  10
  5
  11
  6
  Dead
  
  43
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  DAMAGE VALUE
  Damage Value is defined as the specific amount of damage 
  each weapon inflicts on a target. The Weapon and Equipment 
  Tables list the Damage Values of each weapon.
  Some weapons do not deal their full Damage Value to 
  a single location. Instead, the points of damage from the 
  weapon are divided into Damage Value groupings (each 
  weapon has its own way to determine how the Damage Value 
  is divided up) and then each grouping is assigned to a sepa-
  rate location (see Cluster Weapons, p. 113).
  ARMOR VALUE
  Armor Value is defined as the total number of armor circles 
  (or boxes, depending upon the unit type) in a location on a 
  unit’s record sheet. Some rules also use the terms “points of 
  armor” or “armor points,” or “armor points remaining” to refer-
  ence the number of armor circles in a location, or the number 
  of remaining armor circles in a location.
  Note that in a Technical Readout, Armor Value denotes total 
  number of armor circles in all locations.
  LEVEL, ELEVATION, ALTITUDE
  These three terms are used to define the heights of various 
  units and terrain within the game as follows:
  • 
  Level refers to the height of ground terrain; i.e. a Level 
  2 hill hex, a Level 5 building hex, woods rising 2 levels 
  above the underlying level of the hex and so on (all 
  printed maps published by Catalyst (or FanPro) have hill 
  and building terrain marked in terms of Levels); see Level 
  Change, p. 48. The term will also be used when referring 
  to the height of a ground unit; i.e. a ’Mech rises 2 Levels 
  above the underlying level of the hex.
  • 
  Elevation refers to the height of non-aerospace units 
  when they are airborne; i.e. a VTOL Vehicle is 3 elevations 
  above the underlying level of the hex. In other words, 
  elevation is synonymous with level, but used to refer to 
  such airborne units.
  • 
  Altitude refers to the height of aerospace units when 
  they are airborne and are fixed; i.e. unlike elevations for 
  airborne non-aerospace units, which rely on the under-
  lying level of the hex to determine the total height of a 
  unit, altitudes have fixed, un-changing values (see Low-
  Altitude Table, p. 81).
  It is important to note that these terms are used exclusively. 
  Anytime ‘altitude’ is used in the rules, it is referring to airborne 
  aerospace units, while ‘elevation’ refers to airborne non-
  aerospace units and ‘levels’ refers to the height of terrain, or 
  ground units, as appropriate.
  Heat: The only exception to this rule is heat, which is mea-
  sured in levels (see p. 158).
  Sublevels and Depths
  A subset of levels, Sublevel refers to any level below 0, while 
  Depth refers to water hexes. 
  ATTACK PATH/FLIGHT PATH
  These two terms are used for aerospace units moving in 
  relation to ground mapsheets (and non-aerospace units) and 
  are used interchangeably. Whether the term attack path or 
  flight path is used, in both instances it refers to a single row 
  of hexes across a ground mapsheet over which an aerospace 
  unit flies, as well as along which an aerospace unit can attack 
  non-aerospace units on the ground.
  MAPSHEET
   This general term refers to a single 18” x 22” playing map 
  as published by Catalyst (or FanPro/FASA) in the various map 
  sets (see p. 11)
  PLAYING AREA
  This general term refers to the total playing area of a given 
  game—anywhere from a single mapsheet to dozens. 
  SCENARIO
  This term usually describes a game with specific forces and 
  set-up conditions (see Creating Scenarios, p. 256). It can also 
  be used to describe a single game—for example, the one-off 
  game currently involving the players. 
  MECHANIZED
  The term Mechanized is used in two specific, yet distinct 
  ways. Mechanized Infantry refers to a specific type of con-
  ventional infantry (see p. 23), while Mechanized Battle Armor 
  refers to rules governing battle armor riding on other units 
  during a scenario (see p. 227).
  MD 
  MD
  Forces in the Chaos March are constantly on alert for trouble.
  
  NEW 
  HAMPSHIRE CITY
  NORTHERN 
  OUTSKIRTS, ORKNEY
  15 SEPTEMBER 3069
  The jagged side of the mountain be-
  trayed her as she stepped to the left along 
  the ninety-degree slope with her Linebacker 
  Prime. One hundred and eighty meters away 
  stood the enemy Hellbringer. Green, leathery cactus-
  shaped trees the size of ‘Mechs stood in clumps all around 
  them, towering sentinels to the chunks of crystalline formations 
  that broke apart beneath the weight of her stumbling machine. 
  Star Commander Shayla of Striker Star Kappa Alpha powered 
  back her Linebacker’s offensive as the ground gave way. The sixty-
  five ton ‘Mech skittered downward several meters, sending up 
  dust, rocks and the carcasses of groups of spires that resembled 
  batches of dried coral. 
  “Savashri!” Shayla hissed. A wrong move in her descent and she 
  could topple over, careening end over end, likely crashing into 
  one of the cactus trees before hitting bottom. 
  Her left foot and leg found a stable ledge against a clump 
  of the odd trees. Just as the ‘Mech stopped, the Jade Falcon 
  Hellbringer above her fired two of its medium lasers. A larger 
  cluster of trees thirty meters higher on the mountainside took 
  most of the damage. 
  Fibrous, asparagus-like 
  strands spiraled to either 
  side of her Linebacker, ac-
  companied by sprays of thick 
  red liquid.
  Orkney represented a key world in the corridor 
  to Terra for the Jade Falcons. Taking Orkney would 
  imperil the remaining Falcon worlds of Jabuka, Rasalgethi 
  and Tomans—all prime staging planets for the race to reclaim 
  humanity’s birthworld. The Falcons were too busy attacking the 
  Lyrans to guard their takings. Such careless strategy, so common 
  among the Pigeons—it was laughable.
  Shayla’s Star was part of a larger force sent in to take the 
  busiest of Orkney’s spaceport cities. Four of them already lay 
  under Clan Wolf’s control. New Hampshire was the last. The city 
  rested amid the crystal mountain passes, its defenses dependent 
  on the planet’s natural landscape.   
  Shayla smiled as the enemy’s laser fire went wild. In keeping 
  the skidding Linebacker in sight, the Hellbringer had reached an 
  unsteady ledge of granite and crystal. The Falcon ‘Mech wobbled, 
  almost backpedaling. She watched as it found better footing fifty 
  meters closer to her Linebacker, but still one hundred and fifty 
  meters away. Her grin widened. Orkney belongs to Clan Wolf. 
  Heat encased her in the cockpit of her ‘Mech. She reveled in 
  the sensation. Cleansing. Victorious. 
  Phaedra M. Weldon
  
  Her heads-up showed the other members of her team 
  nearby. Daryna in her Nova Prime was engaging a Jade Falcon 
  Black Lanner. Turan had neatly dispatched an Adder Prime with 
  his Kit Fox Prime. The enemy Adder lay in a smoking heap near 
  the lake below. Some of the cactus trees reached higher than 
  the ‘Mechs, with rounded tops that resembled giant green 
  mushrooms, each decorated with silver spikes as large as a 
  man’s head. The Star’s battlesuits used this on both sides for 
  hide and strike moves.  
  The Hellbringer steadied itself on the treacherous footing. 
  Nearly hugging the mountainside, Shayla could not launch 
  her Streak SRM-4. She braced the Linebacker up on its right 
  elbow just enough to target the Hellbringer. Firing at a target 
  within one hundred and fifty meters, the missiles’ accuracy 
  would be sketchy at best. A range of two hundred and ten 
  meters would be preferable, but ideal situations came rarely 
  in battle.
  Shayla fired the LRMs from her left torso. Several went 
  wild, as she had expected, but one detonated against the 
  enemy’s left leg, throwing the Hellbringer off balance. Fire 
  sizzled around the Hellbringer’s leg as it re-evaluated its 
  precarious position. 
  “By my hand you die, freebirth,” came Warren’s voice from 
  the cockpit of his Adder. Shayla nodded at her warrior’s work. 
  The enemy Nova Prime came tumbling down the 
  mountainside, losing metal along with mounted 
  weapons as its armor smashed into jutting granite 
  and thick cactus-trees. An arm bolted free and 
  stuck against the base of a large trunk that 
  clung to the mountainside. 
  Targeting klaxons filled Shayla’s cockpit as 
  the Hellbringer fired on her.  SRMs flew at 
  her position. One of them hit a nearby Wolf 
  battlesuit, sending the suit and its wearer 
  into an airborne pirouette. Another missile 
  struck the rocks, sending granite shrapnel 
  into the Linebacker’s right side. Shayla heard 
  the clanging of rock on armor as the shards 
  lodged in place.
  Two of the enemy missiles struck her ‘Mech, 
  smashing into the left stabilizing actuator joint 
  of the leg she had been using to cement her 
  position against the ninety-degree slope. The 
  computer warned her of imminent joint failure. 
  She silenced it with a slap of her hand. If she lost 
  that joint, she would fall. 
  She refused to end up at the bottom of the 
  mountain. With an eye on her HUD to track the 
  Hellbringer’s movements, she scanned the mountain-
  side around her. Her Linebacker’s left foot was braced 
  against a cactus tree, her right leg up with its knee 
  bent and foot pressed into the side of the mountain. 
  She had to reverse the stress on each leg without 
  straining the damaged joint. One wrong move and 
  the leg would buckle. 
  A voice came through her neurohelmet’s speakers, 
  cold and haughty, issuing a batchall. “Once again the Jade 
  Falcons have shown our mettle on the battlefield against the 
  unweaned cubs who seek to take what is ours. I will defeat 
  
  you, Star Commander. In a few seconds I will send you down the 
  mountain.”
  Surat. Shayla sneered at the Hellbringer through the ferroglass 
  of her cockpit. Beyond it she could see the movement of battle-
  suits, popping up and down like grasshoppers in a spring field as 
  they engaged their jump jets.
  “Only your arrogance, little pigeon, leads you to believe you 
  have won. A single victory is but a drop in the whole of the 
  mightiest of Clans. The Wolves own this world—this battle is the 
  last of our victories here before we scour the Jade Falcon infesta-
  tion from this corridor of space. It is you who are defeated, Star 
  Commander. Bow to the might of Clan Wolf!” 
  His response to her rebuke was to swing around with his re-
  maining medium lasers. As she had anticipated, the Hellbringer’s 
  aim was less than accurate. He struck one of the larger nearby 
  cactus trees, with a root stalk as thick as her Linebacker’s ankle. 
  The thick skin split as chunks of it flew in several different direc-
  tions. Most of it hit Shayla’s ‘Mech, splattering it with viscous 
  red fluid. 
  Now was her best chance to move. The HUD gave stress 
  points in flowing numbers. She overlaid her internal readout 
  with a look at all systems on her schematic. The left actuator 
  flashed orange, not yet critical, but close. She had two move-
  ments at best before it gave. 
  She needed to create her own cover in case her antagonist 
  realized what she intended and fired again at her leg. Shayla 
  targeted the Falcon ‘Mech’s right leg, which now stood in the 
  same position as her left and showed damage. She would hit that 
  leg as she made two swift moves, shifting the stress off her own 
  damaged joint onto her right leg. 
  She swiveled the rear-mounted small laser, its sighting limited 
  by her tilted position, and targeted the crystalline granite at the 
  Hellbringer’s foot. The laser’s initial hit caused the encased air 
  and gas that formed the crystal to explode, sending up spears 
  of shrapnel into the Hellbringer’s torso. The laser’s heat also 
  melted the crystal, which flattened beneath the enemy ‘Mech’s 
  supporting foot. 
  She could not afford to hit one of the trees. She had seen a 
  PPC strike to a tree when a Jade Falcon ‘Mech fired at it. The tree 
  had shredded into rubbery strips that clung to the crystalline 
  rocks like green webbing. The resulting mess had tripped both 
  machines, entangling their limbs and sending them down the 
  mountainside. No—Shayla wanted a clear shot at her target. She 
  wanted to see the Pigeon’s eyes widen when he knew a Wolf had 
  claimed her prize. 
  The Hellbringer slid as the crystals turned to molten rock.  
  Shayla slammed down her right footpedal while pressing her 
  joysticks forward to support her weight, shifting the Linebacker’s 
  position while maintaining balance. The ‘Mech felt sluggish, and 
  she gritted her teeth. The horizon dials tilted dangerously to the 
  left, toward the drop. She threw all the ‘Mech’s weight onto the 
  left joint, angled the hip and then moved the right leg down and 
  back. The left knee bent as the huge machine’s weight transferred 
  swiftly from left to right.
  The horizon dials steadied. She powered up both PPCs as she 
  glanced at her heads-up to see the Hellbringer—
  The cactus-tree below her right foot gave, weakened by the 
  Hellbringer’s earlier fire. The Linebacker lurched backward. 
  “Savashri!” Shayla threw the joysticks and pedals forward, 
  pushing her ‘Mech into the mountainside. If she tipped away 
  from the mountain, her own weight would destroy her. 
  The ploy worked. The Linebacker skidded a few meters down-
  ward on its belly until the right foot found purchase against the 
  base of another cactus tree. Now she was in front of one instead 
  of behind it. She stopped, clouds of dust surrounding her cockpit. 
  She heard the plink of rocks as they bounced off the cockpit and 
  shoulders and tumbled to the lake below. 
  She lay on her stomach, her ‘Mech’s arms out at its sides. Only 
  the harness held her in her couch. It bit into her sternum between 
  her breasts. Orange, red and green lights illuminated her controls. 
  She took several deep breaths before pushing forward with her 
  joysticks, moving the ‘Mech out from the mountain on its elbows. 
  The HUD showed both PPC cannon mounts intact and fully 
  charged. But she was in no position to fire them. 
  The Hellbringer was attempting to close the distance between 
  them. Shayla could see the massive ‘Mech in the upper right 
  corner of her shield, its fully charged PPCs glowing white. Three 
  hundred and forty meters lay between her and the Falcon. Every 
  step  brought the Hellbringer closer.
  The Falcon’s voice came again, arrogant as ever. “Again I show 
  you the might of the Jade Falcon, little milk-cub. Once in range, 
  I will send your ‘Mech down the mountain where you belong. 
  Wolves should not dare the lofty heights—they are reserved for 
  the Falcons that fly above you. Order your men to surrender.”
  Shayla almost laughed at the demand. This surat had de-
  feated nothing. She could still see on her HUD the movement 
  of all her ‘Mechs, a full roll call. Of her antagonist’s Star, there 
  remained only four. 
  “Star Commander,” came the stern, deep voice of Joachim over 
  the private channel. “You look like you could use support, quiaff?” 
  “You have dispatched your enemy, quiaff.” Shayla knew he had. 
  She had seen it on the HUD. 
  “Aff.” 
  “Aff.” 
  What they were about to do broke zellbrigen. But as a Wolf, 
  Shayla knew that at some moments, she could honorably accept 
  aid given by other members of her Star. 
  The enemy Star Commander—as inflexible as he was ar-
  rogant—did not expect a third combatant. He had no defense 
  prepared against the Alpha Adder’s large pulse laser as it melted 
  armor along his left arm and torso. Joachim followed up with a 
  spear of fire across the Falcon’s path, between the Hellbringer and 
  Shayla.  She used this distraction to push the Linebacker onto its 
  right shoulder until it faced the Hellbringer, which had begun 
  returning fire at the Adder.  Along with it, the enraged Falcon 
  sent a stream of curses and insults through the open channel. 
  “Freebirth! Surat! You have broken zellbrigen!”
  Shayla checked her PPCs, then set her firing reticule over the 
  Hellbringer’s chest. Joachim’s fire had loosened the Hellbringer’s 
  position and sent it closer to her. Two hundred and ten meters. 
  “You are right, little pigeon,” she said after opening her own 
  channel. “Without the mountainside, I would have beaten you 
  fairly in a batchall of equals. But we are not in the realm of fair-
  ness—not with the Word of Blake winning on all fronts. Your 
  ineptitude at understanding your enemy once again is your 
  undoing. To invade Lyran space is a waste of power and shows 
  the stupidity of Clan Jade Falcon. Clan Wolf will take back Terra 
  
  and crush those who stand in our way.”  She fired without waiting 
  for an answer. 
  Both PPCs engulfed the Hellbringer. The blast forced the ‘Mech 
  backward as lancing arcs of blue and white rippled over its armor. 
  The ground shook as it struck the crystalline terrain and began 
  rolling down the slope. It slammed into another thick cactus tree, 
  this one as tall as an Adder. The force of the impact cracked the 
  Hellbringer in half. 
  Shayla needed to right her BattleMech and check for damage. 
  They still had a barrier to breach—and from the looks of her HUD, 
  three more BattleMechs to defeat. 
  “Wolf Star Commander,” a new voice boomed through her 
  open channel. 
  Shayla tested her Linebacker’s right foot. The cactus trunk 
  seemed firm enough to support any movement she wished. She 
  bounced once, then pushed back with the right foot from the 
  mountainside. Looking at her HUD, she saw a Jade Falcon Nova 
  Prime approaching from her right, its armor gleaming in the sun, 
  a stark contrast to the green, spiraling forest. 
  She did not bother to respond, instead checking her heads-up 
  and horizon signals. 
  “I am Star Commander Ballar, slayer of Wolves, Steel Vipers and 
  Snow Ravens alike! I challenge the Wolf cub in the Linebacker 
  Prime to a duel of equals. In this solemn matter, let no one else 
  interfere!”
  Shayla pursed her lips and checked the position of her closest 
  Star members. Turan had taken on a Black Lanner several hundred 
  meters to her left. Daryna had decided to amuse herself by 
  picking off enemy battlesuits, swatting at them like errant bugs, 
  aiming them so they exploded against the cactus trees. Some 
  stuck, the pointed spindles skewering the armor as well as the 
  soft flesh inside. 
  She switched channels. “Joachim—keep on point.”
  “Aff.” 
  Shayla checked her diagnostics. Her left actuator could not last 
  long, and she preferred to do mountain battle if her movement 
  was limited—but movement was what they needed. To drive the 
  Jade Falcons backward, inside the city. Corral them. 
  Even if she won the battle, though, the Linebacker would not 
  make it up the mountain. Not without jump jets—and even if she 
  had those, the landing would be tricky with a shot leg. 
  She needed a new machine. A jump-capable one.
  “Challenge accepted,” Shayla said. “Term and condition.”
  “Aff.” 
  With a glance at Joachim, and a feral grin she knew he could 
  not see, Shayla said, “I claim your ‘Mech as my prize.” 
  There was a pause. Shayla knew she was taking a big risk. 
  The sizes of the ‘Mechs were comparable, but not even. On 
  an even field in battle, the Nova Prime would barely have a 
  chance against a Linebacker.  But here, fighting on a near-per-
  pendicular slope against a damaged opponent—the Falcon 
  ‘Mech could take her. If so, Shayla could only hope her codex 
  was found intact. 
  She wiped the sweat from her face when the challenger said, “Aff.”
  With the Nova Prime’s schematics pulled up on her computer, 
  Shayla made a quick assessment. She had few LRMs left, and 
  even fewer SRMs. She also saw an error light on her right PPC. Of 
  course, she only needed one to knock her enemy back. But the 
  Nova Prime, though it carried twelve extended-range medium 
  lasers, was jump capable. Even in as treacherous a field as this 
  one, the jump jets offered a slight advantage. 
  As challenger, the enemy Nova Prime took the first shot, firing 
  half his medium lasers into the neck and cockpit area of Shayla’s 
  Linebacker. Heat sinks worked overtime as the red and orange 
  beams burned into armor, seals and gears beneath. 
  Shayla pushed her Linebacker up and shifted her left leg to the 
  right on the nearest boulder. Her HUD gave a distance of two 
  hundred meters. She fired LRMs from her left torso and swiveled 
  the rear-mounted small laser to fire at the ground. It struck di-
  rectly in front of the Nova. Shayla wanted to get close enough to 
  the ‘Mech to stop it, but not damage it too much. 
  She targeted one of the larger trees near the Nova, explod-
  ing it into a tangle of rubbery strands and blood-red fluid that 
  showered the enemy ‘Mech. The Linebacker moved sluggishly 
  as it drew a little closer to increase the aim of her working PPC. 
  The Nova had started firing medium lasers at Shayla and the 
  cactus webbing draped over its torso and right arm. The shots 
  mostly missed Shayla, though some glanced off her shoulder. 
  The enemy was aiming where the Linebacker had been, not 
  where it was now. 
  The HUD read a pulse of energy from the Nova. Star 
  Commander Ballar was planning on using jets to get airborne, 
  above the smoke and plants to see the area. But Shayla had a 
  better idea. If the Nova did not shoot out her cockpit, if she did 
  not misstep, if her actuator held until she was finished... . 
  Using her HUD as a guide, Shayla pushed the footpedals, 
  pressed the joysticks forward and reached into the smoke. She 
  counted, felt the first vibration of jets igniting and pushed 
  off from her feet, using the cactus-tree trunk as a springboard. 
  Not quite a death-from-above attack, but close enough. Inside, 
  Shayla slammed forward, caught and held against the couch by 
  the harness. Warnings clanged around her. She heard the crack of 
  ferro-glass as her cockpit smashed against the rock. 
  “Commander,” came Joachim’s voice. “Nova Prime is down. Again 
  the Wolf Clan reigns supreme.” 
  Shayla wiped her forehead, blinking as the stinging, salty sweat 
  coursed down her cheeks. Her internal systems remained online, 
  but her cockpit was dimmed, the light cut out by the Nova Prime’s 
  feet beneath her. She had done it—landed on top of the enemy 
  ‘Mech before it could jump. She hoped she had not damaged it 
  too badly. 
  “Wolf Star Commander,” came Ballar’s voice—low and flat, as if 
  through gritted teeth. “I accept my defeat.”
  Shayla hit her harness release and lowered herself to the 
  cracked ferro-glass. She removed her helmet and smiled. Ballar 
  could destroy them both by firing his lasers directly into the 
  Linebacker holding him down. It depended on the position of the 
  Nova Prime. 
  But perhaps Ballar wanted off the side of this mountain as 
  much as she did.  
  
  BattleTech units change position and location on the mapsheet 
  by performing any one of several movements. 
  During the Movement Phase (Ground) of each turn, players 
  must choose a movement mode for each unit they intend to 
  move in that turn: walking/cruising, running/flanking or jumping. 
  Units with VTOL/UMU movement, depending on the specific 
  units in question, may choose cruising/flanking or may simply 
  have a set number of VTOL/UMU MPs to spend. When it is the 
  player’s turn to move a unit, the player must announce its move-
  ment mode or that the unit is staying still. The player always 
  chooses how a unit moves, within the limits set by the rules.
  Aerospace Units: All aerospace unit movement is described in 
  Aerospace Movement (see p. 74). Airships and Fixed-Wing Support 
  Vehicles are considered aerospace units.
  MOVEMENT BASICS
  As shown at the top of the Movement Cost Table, p. 52, a unit 
  must spend 1 movement point (MP) to enter a hex. The type of 
  terrain within a hex adds more MP costs, as shown under the MP 
  Cost Per Hex/Terrain Cost column of the table. A unit can also take 
  any of three other movement actions—facing change, dropping to 
  the ground and standing up—at the MP cost shown on the table.
  The controlling player always starts with a base cost of 1 MP for 
  a unit to enter a new hex. The player then consults the Movement 
  Cost Table and adds any MP required, based on the type of hex 
  being entered and/or the action being taken. Such additional 
  modifiers are cumulative. For example, a unit entering a Clear hex 
  only spends the base 1 MP for entering a new hex. However, a 
  unit entering a heavy woods hex two levels above its current hex 
  would spend 5 MP (1 base MP for entering a new hex, +2 for the 
  two-level change and another +2 for heavy woods). A unit enter-
  ing a heavy woods hex and making a one-hexside facing change 
  spends 4 MP (the base 1 MP for entering a new hex, +2 MP for 
  heavy woods and +1 MP for the facing change).
  Water: Water hexes have a depth that functions like a level 
  change (see below). However, units entering Water hexes must 
  pay the MP cost for entering water, plus the cost of entering 
  the hex, plus the cost for the level change (if any), except for 
  hover, WiGE and naval vehicles (see Movement Cost Table, p. 
  52). Submerged units use slightly different movement rules (see 
  Underwater Movement, p. 56). 
  Difficult or Prohibited Terrain: For some terrain, a player must 
  make a successful Piloting/Driving Skill Roll (see p. 59) in order 
  for a BattleMech to remain standing once it enters that terrain. 
  Also, certain kinds of units may not enter certain types of terrain. 
  These terrain types and movement restrictions appear on the 
  Movement Cost Table.
  Support Vehicles: If a wheeled Support Vehicle lacks the Off-
  Road chassis modification, then movement costs an additional 1 
  MP per hex, unless the hex is pavement or the unit is following 
  a road.
  LEVEL CHANGE
  While moving forward, a ’Mech may change level or depth 
  by only 1 or 2 levels per hex, at a cost of 1 MP per level. Ground 
  vehicles, infantry and ProtoMechs may only change 1 level per 
  hex (this rule does not apply to jumping, VTOL or WiGE units. See 
  Jumping, p. 53; VTOL Movement, p. 54; and Wing-In-Ground-Effect 
  Movement, p. 55). Level changes greater than these are consid-
  ered prohibited terrain. No unit may “voluntarily fall” from a 
  greater level in order to circumvent the maximum allowable level 
  change in a single hex. 
  RA 
  RA
  A Beta Galaxy Nova from Clan Wolf marches through an abandoned research facility on Quarell.
  
  49
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  ProtoMechs, VTOLs and Submarines: ProtoMechs, VTOLs 
  and submarines must spend 1 MP to change their level by 1 level. 
  Ground Vehicles and Infantry: Ground vehicles must 
  spend 2 MP to change level by 1 level. If using ground move-
  ment (not jumping or VTOL), infantry must likewise spend 2 
  MP (see Infantry Movement, p. 214). 
  Conflicting Terrain and Levels: Even though all Catalyst- 
  (or FanPro-) published mapsheets have level and terrain 
  clearly marked, situations may arise that involve conflicting 
  levels or terrain. For example during a tournament, one player 
  may place a map normally, while another places a map with 
  the blank side up—effectively creating a single map filled 
  with Level 0, clear hexes. Players may also face this situation 
  when using maps they have created.
  In such cases, if any part of a hex contains Level 0 terrain, 
  the entire hex is considered at Level 0. If no part of the hex 
  contains Level 0 terrain, the entire hex is considered at the 
  level closest to 0. In the case of different levels, the level of the 
  entire hex is the lowest level marked. In the case of sublevels 
  or water, the entire hex is at the highest-marked level or the 
  shallowest depth, in addition to whatever other terrain may 
  be present (see Stacked Terrain, below). 
  MINIMUM MOVEMENT
  A unit must possess sufficient MP to pay the cost of entering 
  each new hex. A unit can always move into the hex directly in 
  front of it, regardless of the terrain cost, provided such move-
  ment is the only MP expenditure the unit makes in that turn 
  (i.e. the unit cannot make any facing changes in the same turn 
  it uses the Minimum Movement rule). The controlling player 
  can only make this kind of move if the unit has at least 1 MP to 
  spend (meaning it is mobile) and is not prohibited from enter-
  ing that terrain (see Level Change, p. 48); all units reduced 
  to 1 MP either due to heat or damage can still make use of 
  the minimum movement rule. A unit that enters a hex under 
  these conditions is considered to have used running/flanking 
  movement. Units using this rule can enter hexes that normally 
  could not be entered by a running unit (for example, water 
  hexes). Any Piloting Skill Rolls for running still apply. 
  ’Mechs: A prone ’Mech with only 1 MP available can make a 
  single attempt to stand using the Minimum Movement rule. If 
  a ’Mech has only 1 MP because it is missing a leg, attempting to 
  stand will require only a single Piloting Skill Roll, with a +5, plus 
  any modifiers for other damage (see Leg Destruction, p. 122).
  PRONE ’MECH MOVEMENT
  A ’Mech lying prone at the beginning of its movement may 
  declare walking or running movement, but may not jump. 
  The ’Mech expends MP to attempt to stand (see Standing Up, 
  p. 50). Though a prone ’Mech cannot crawl into another hex, it 
  may expend MPs, and change its facing in the hex it occupies 
  at the standard cost of 1 MP per hexside while it still remains 
  prone, attacker movement modifier is based on what type of 
  movement mode the player selected.
  STACKED TERRAIN
  Though all Catalyst- (or FanPro-) published mapsheets have 
  all level and terrain clearly marked, and never mix terrain 
  types, situations may arise where multiple terrain types occur 
  in the same hex. For example, at the start of a game, players 
  might place building counters on rough hexes, which become 
  rubble during the game.
  In such situations, all appropriate modifiers are cumulative. In 
  the example above, to enter a rough/rubble hex would cost 3 
  MP (1 for the hex, 1 for the rubble and 1 for the underlying rough 
  terrain). If the entering unit is a ´Mech, its controlling player must 
  make a Piloting Skill Roll to avoid falling on the rubble.
  MOVEMENT DIRECTION
  A unit can move forward into the hex it is facing or back-
  ward into the hex directly to its rear. It cannot move into any 
  other hex unless it first changes its facing (see below). The 
  diagram above shows the two hexes that a unit may enter 
  without changing its facing. 
  Four-Legged ’Mechs: Four-legged ’Mechs are the excep-
  tion to this rule (see Lateral Shift, p. 50).
  Infantry: Because infantry units have no facing, they may 
  enter any of the six hexes surrounding the hex they occupy, 
  subject to terrain restrictions.
  Backward Movement
  During the course of its movement, a unit can move 
  forward and backward (i.e. it can make both moves within the 
  same Movement Phase) and change direction in any manner 
  the player chooses, as long as the unit possesses the required 
  number of MP. However, if a ’Mech or vehicle declares at the 
  beginning of its turn that it will use running/flanking mode, it 
  cannot move backward at any time during that turn.
  Units moving backward may not change levels; this includes 
  water hexes where a level change is required to enter the hex. 
  VTOL Vehicles and submarines, or units expending 
  VTOL or UMU MPs, may change elevations/depths while 
  moving backwards.
  DROPPING TO THE GROUND (’MECHS ONLY)
  A player may choose to have his ’Mech drop to the ground 
  during combat, as long it did not jump that turn—usually at 
  the end of movement to hide or to make attacks against the 
  ’Mech more difficult. This action creates no additional heat, 
  causes no falling damage and costs 1 MP, but the ’Mech can 
  only change its facing in the hex until it stands once more. The 
  ’Mech drops with the same facing it had while standing and is 
  automatically facedown, as in an unintentional fall (see Falling, 
  p. 68). The ’Mech is thereafter considered prone. To regain its 
  feet, it must attempt to stand, as described below.
  • movement direction diagram • 
  
  LATERAL SHIFT (FOUR-LEGGED ’MECHS ONLY)
  Four-legged ’Mechs may also move laterally, or sideways, 
  without changing their facings. A quad ’Mech making a lateral 
  shift moves into an adjacent hex that is not directly to its front or 
  rear, while retaining its original facing.
  A lateral shift costs 1 Movement Point in addition to the cost of 
  moving into the target hex. A two-legged ’Mech can perform a 
  similar action using facing changes for 1 MP more.
  A backwards lateral shift—moving into hexes C or D in the 
  diagram above—is considered backward movement (see 
  Running/Flanking, p. 53). 
  STANDING UP (’MECHS ONLY)
  The player may have a ’Mech attempt to regain its feet after 
  falling or dropping to the ground. Each attempt to stand costs 
  2 MP. A prone ’Mech with only 1 MP available at the beginning 
  of its turn may make one attempt to stand using the Minimum 
  Movement exception on p. 49. 
  A ’Mech may stand during the same Movement Phase that it 
  fell, as long as it still has sufficient MP to make the attempt and 
  was not jumping that turn. ’Mechs may only attempt to stand 
  during the Movement Phase. A ’Mech may attempt to stand 
  even if missing one leg, or one arm and one leg, or both arms, 
  but can never stand if missing all its legs. A ’Mech missing one 
  leg and both arms cannot attempt to stand. If a ’Mech begins the 
  Movement Phase prone, it must declare whether it will walk or 
  run before it attempts to stand.
  For a fallen ’Mech to stand up, the player must make a suc-
  cessful Piloting Skill Roll (see p. 59). If the roll fails, the ’Mech falls 
  again and takes falling damage. Use the same facing it had on the 
  ground as its initial facing when rolling on the Facing After a Fall 
  Table (see p. 68). The ’Mech may make repeated attempts to stand 
  as long as it has MP available. 
  Once the ’Mech successfully stands, it may face in any direction 
  at no cost, regardless of its facing while on the ground, and may 
  continue to use MPs as per the movement mode restrictions appro-
  priate to the mode the player selected before attempting to stand.
  Four-Legged ’Mechs: After a quad ’Mech falls down or drops 
  to the ground, the player need not make a Piloting Skill Roll to 
  stand unless one or more legs have been destroyed (see Leg 
  Destruction, p. 122). The usual MP cost and heat generation apply.
  Heat: Each attempt to stand creates 1 point of heat, in addition 
  to the standard heat for movement.
  FACING
  Every hex on the map has six edges, called hexsides. In 
  BattleTech, every unit must face one of those six hexsides. A 
  BattleMech is considered to be facing the way its feet are point-
  ing. A vehicle is considered to be facing in the direction of its front 
  side. Infantry units have no facing. 
  A unit’s facing affects movement (see below) and combat (see 
  Combat, p. 98), and can only be voluntarily changed during the 
  Movement Phase.
  Units not clearly facing a hexside at the end of the Movement 
  Phase can be realigned to one of the two closest hexsides by the 
  opposing player. 
  FACING CHANGE
  Changing a unit’s facing costs 1 MP per hexside changed, 
  regardless of the terrain type in the hex. For example, a 180-
  degree turn costs a unit 3 MP.
  Possible lateral shifts (1 additional mP to enter hexes)
  • lateral shift diagram • 
  • facing change diagrams • 
  • figure 1 • 
  • figure 2 • 
  
  51
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  In the facing Change diagram on p. 50, a player wants to 
  move the BattleMech from Hex A to Hex B. However, the 
  BattleMech is currently facing Hex C, and so cannot legally 
  move to Hex B. If the BattleMech changes its facing, as shown 
  in Figure 2, it can legally move into Hex B. This facing change 
  costs 1 MP.
  If the player wanted to move the BattleMech into Hex D 
  (without going backward), the BattleMech would have to 
  make a two-hexside facing change, at a cost of 2 MP.
  In the Movement Basics diagram at left, the BattleMech 
  in Hex A on the Wide River map has a Walking MP of 5 and 
  a Running MP of 8. The controlling player declares that the 
  BattleMech will walk this turn. 
  It costs 4 of the BattleMech’s available Walking MP to 
  change facing one hexside to the left (1 MP), move forward 
  into the clear hex (1 MP) and then, after climbing 1 level (1 
  MP), enter clear Hex B (1 MP).
  It costs 6 MP for the BattleMech to move to Hex C: 
  straight forward into the clear hex (1 MP), then change 
  facing one hexside to the left (1 MP), then move forward 
  into the clear hex (1 MP) and then, after climbing two 
  levels (2 MP), enter clear Hex C (1 MP). As this move costs 
  more than the Walking MP of the BattleMech, the control-
  ling player cannot make it.
  Likewise, the controlling player cannot move the 
  BattleMech to Hex D. Doing so would require 7 MP: 
  straight forward into a clear hex (1 MP), then straight 
  forward again into a clear hex (1 MP), then change facing 
  one hexside to the left (1 MP) and then, after climbing one 
  level (1 MP), enter a heavy woods hex (3 MP).
  The ’Mech can enter Hex E, moving straight forward into 
  the clear hex (1 MP), then straight forward again into the 
  clear hex (1 MP) and then moving straight forward a final 
  time into the light woods Hex E (2 MP). Similarly, the ’Mech 
  can enter Hex F by spending 5 MP: straight forward into the 
  clear hex (1 MP), straight forward again into the clear hex 
  (1 MP), change facing one hexside to the right (1 MP) and 
  move straight forward into the light woods Hex F (2 MP).
  Finally, the BattleMech can change one hexside to the 
  right (1 MP), then one more hexside to the right (1 MP), and 
  then enter the Depth 1 water hex (2 MP), which requires an 
  additional 1 MP for the level change (total 5 MP). As noted 
  on the Movement Cost Table, however, the controlling 
  player would need to immediately make a Piloting Skill 
  Roll to avoid falling after entering the water hex.
  DF 
  DF
  A Griffin IIC from Clan Blood Spirit’s Omega Galaxy hunts for Clan Star Adder raiders on York.
  • movement basics diagram • 
  
  MOVEMENT COSTS TABLE
  Movement Action/Terrain Type
  MP Cost Per Hex/Terrain Cost
  Prohibited Units
  Cost to Enter Any Hex
  1
  Terrain Cost When Entering Any New Hex
  Clear
  +06
  Naval vessel
  Paved/Bridge
  +0
  Naval vessel
  Road
  +03
  Naval vessel
  Rough
  +1 
  Wheeled, naval vessel
  Light woods
  +110 
  Wheeled9, hover9, VTOL12, WiGE12, naval 
  vessel
  Heavy woods
  +211 
  Vehicles12, naval vessel
  Water
  Depth 0
  +0
  Naval vessel
  Depth 1
  +11 (Level change MP cost not included)
  Infantry14, vehicles4, 7
  Depth 2+
  +31 (Level change MP cost not included)
  Infantry14, vehicles4, 7, IndustrialMechs8
  Level change (up or down)
  1 level
  +1 (’Mechs, VTOLs, subs, ProtoMechs)
  +2 (infantry, ground vehicles)
  —
  2 levels
  +2 (’Mechs, VTOLs, subs)
  Infantry, ground vehicles, 
  WiGE13, ProtoMechs
  3+ levels
  +1/level (VTOLs, subs)
  ’Mechs, ProtoMechs, infantry, 
  ground vehicles, WiGE13
  Rubble
  +11
  Wheeled, Naval vessel
  Light building
  +12
  VTOL, WiGE, Naval vessel
  Medium building
  +22
  VTOL, WiGE, Naval vessel
  Heavy building
  +32
  VTOL, WiGE, Naval vessel
  Hardened building
  +42
  VTOL, WiGE, Naval vessel
  Additional Movement Actions
  Facing change
  1/hexside5
  Dropping to the ground (’Mech only)
  1
  Standing up (’Mech only)
  2/attempt
  1 MP cost to move along the bottom of the water hex; Piloting Skill Roll required to prevent falling.
  2 Piloting Skill Roll required to prevent damage; infantry pays only 1 MP (except mechanized infantry, which pays 2 MP) to enter any building hex.
  3 If traveling along road; otherwise cost of underlying terrain.
  4 Hovercraft and WiGEs may enter all water hexes along the surface and may enter such hexes using flanking movement.
  5 No cost for infantry.
  6 If a wheeled Support Vehicle lacks the Off-Road chassis modification, then movement costs 1 additional MP per hex.
  7 Wheeled or tracked Support Vehicles with the Amphibious chassis modification can move through any water hex on the surface at a cost of 2 MP (see p. 56).
  8 IndustrialMechs can enter a Depth 2 or greater water hex. However, the IndustrialMechs must mount either a fuel cells, fission or fusion power plant and must mount the 
  Environmental Sealing chassis modification to do so. If the IndustrialMech does not meet those requirements, it is considered destroyed if they remain in a Depth 2 or greater 
  water hex (or prone in a Depth 1 water hex) in the End Phase of the turn immediately following the turn in which they entered it.
  9 Hover and Wheeled Support Vehicles with either the Monocycle or Bicycle chassis modification can enter a light woods hex.
  10 Infantry pays only 1 MP (except permitted mechanized infantry, which pays 2 MP) to enter any light woods hex.
  11 Infantry pays only 2 MP to enter any heavy woods hex.
  12 VTOL and WiGE vehicles can enter a woods hex provided their elevation is higher than the level of the woods in the hex.
  13 This only applies to WiGE units entering a hex whose level is higher than the unit’s current hex; see Wing-In-Ground-Effect, p. 55, for rules governing entering hexes whose level 
  is lower than the unit’s current hex.
  14 Infantry can enter a water hex of Depth 1 or deeper if they are noted as having UMU MPs.
  
  53
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  MOVEMENT MODES
  At the beginning of each unit’s movement, a player must 
  select one of the following movement modes. A unit may not 
  combine movement modes during a turn. 
  STANDING STILL
  If the player declares that a unit will “stand still”, the unit 
  stays in the hex in which it started the turn. It may expend 
  no MP during that turn. It does not move, not even to change 
  facing. Standing still generates no heat, gives no penalty to 
  weapons fire and allows attackers to fire on the unit without 
  target movement modifiers.
  A unit that stands still is not considered immobile, and so 
  that to-hit modifier does not apply (see Firing At Immobile 
  Targets, p. 110).
  WALKING/CRUISING
  Generally speaking, units with legs walk or run, while units 
  without legs cruise or flank; the record sheet or Technical 
  Readout game stats of each unit will indicate which type of 
  movement it can make. 
  If the player declares that a unit will walk or cruise, the unit 
  may expend a number of MP up to its walking/cruising MP 
  rating. A walking/cruising unit suffers a +1 to its to-hit number 
  when making attacks. As a moving target, a walking/cruising 
  unit may also be harder to hit. These combat effects appear 
  on the appropriate To-Hit Modifier tables in the Combat 
  section, p. 98, and are explained in that section.
  Heat: Walking creates 1 point of heat for BattleMechs.
  RUNNING/FLANKING
  A unit can move further in a turn when running (or moving 
  at flank speed) than it can walking. The player may spend up 
  to the unit’s Running/Flanking MP rating each turn. A unit 
  that is running or flanking suffers a +2 to-hit modifier when 
  making attacks, but its speed may make it a more difficult 
  target to hit. These effects are explained in the Combat section, 
  p. 98. In addition, a unit using running/flanking movement on 
  a paved surface risks skidding (see Skidding, p. 62). No unit 
  can move backward while running/flanking. 
  Critical Damage: After the end of its movement, a ’Mech 
  that runs with damaged hip actuators or gyros must make a 
  Piloting Skill Roll to avoid falling. See Piloting/Driving Skill Rolls, 
  p. 59.
  WiGE, VTOL, and Hover Vehicles: VTOL, WiGE, or hover 
  units risk sideslipping any time it uses flanking movement 
  (see Sideslipping, p. 67). 
  ’Mech Heat: Running creates 2 points of heat for BattleMechs.
  MP Reduction: With the exception of infantry, a unit’s 
  Running/Flank MP rating is always equal to its Walking/
  Cruising MP times 1.5, rounding up. If damage to a non-infan-
  try unit reduces its Walking/Cruising MP rating, the player 
  must recalculate the unit’s running/flank speed.
  Water: No unit except hover, VTOL, WiGE and naval vessels 
  can enter Depth 1 or deeper water hexes while running/flank-
  ing, though a running unit may leave or change facing in a 
  water hex. 
  JUMPING
  Jumping allows the most flexibility in movement, but gen-
  erates a great deal of heat (for those units that track heat). A 
  Jumping unit suffers a +3 to-hit modifier when making attacks, 
  but a jumping unit makes a more difficult target. These effects 
  are explained in the Combat section, p. 98. Any jump-capable 
  unit has Jumping MP listed among its game statistics, or is 
  described as jump-capable in the rules specific to that unit.
  ’Mechs must be standing at the start of the turn in order to 
  jump. When a unit jumps, it can move 1 hex for every available 
  Jumping MP. It may jump in any direction, regardless of its origi-
  nal facing. The player chooses a target hex for the unit to jump 
  to (this may the same hex the unit is standing in), and then the 
  unit travels to that hex along the shortest path (i.e. the fewest 
  number of hexes required to get there), landing with any facing 
  desired. A unit can jump over and into any hex, regardless of 
  terrain type. If this path crosses a level higher than the sum of the 
  unit’s Jumping MP plus the level of the hex in which the jump 
  started, then the unit cannot make the jump. If more than one 
  possible path exists between the unit and its goal hex, the player 
  may declare which path his unit takes.
  A unit with at least one Jumping MP may jump down any 
  number of levels.
  Critical Damage: BattleMechs that jump with destroyed hip or 
  leg actuators or a damaged gyro must make a Piloting Skill Roll to 
  avoid falling when they land (see Piloting/Driving Skill Rolls, p. 59). 
  Heat:  Jumping generates 1 heat point for every hex jumped, 
  with a minimum cost of 3 heat points. If a ’Mech mounts 
  improved jump jets, the heat from jumping is reduced by 
  half (1 heat point per 2 hexes or portion thereof jumped), to 
  a minimum of 3 heat points. Regardless of what type of jump 
  jets are mounted, if a ’Mech only jumps 1 hex, it builds up 3 
  heat points for that jump.
  Water: Jump jets cannot be fired while submerged in water, 
  and so a ’Mech standing in Depth 2 or deeper water (or a 
  ProtoMech in Depth 1 or deeper water) cannot jump. A ’Mech 
  standing in Depth 1 water may not fire jump jets located in its 
  legs, but it may use jets located in the torso, each one provid-
  ing 1 Jumping MP. For example, a ’Mech with a Jumping MP 
  of 5 that has one jump jet in each leg and each torso location 
  may only use 3 MP when jumping out of Depth 1 water.
  DF 
  DF
  Goshawk 3 (custom), First Division (Word of Blake) 
  
  In the Jumping diagram above, the BattleMech in Hex A 
  on the Lake Area map has a Jumping MP of 6 and a Walking/
  Running MP of 6/9. The BattleMech jumps to Hex B, four hexes 
  away. Because the BattleMech is using jump movement, it 
  spends only 1 MP for every hex that it moves, ignoring all 
  terrain costs for the hexes it passes over and for the hex in 
  which it lands. As it lands, the player can face the BattleMech 
  in any direction he chooses, at no extra cost. To reach Hex B 
  with the facing shown by walking or running, the BattleMech 
  would have had to spend at least 10 MP. The ’Mech is starting 
  in Depth 1 water (Hex A), giving it a level of –1. Two of the jump 
  jets are mounted in the legs (one in each leg) and so cannot be 
  used as they are submerged; its other jump jets are located in 
  the torsos, however, so it can still jump with a Jumping MP of 4. 
  At first, it looks like the BattleMech could have jumped into 
  Hex B by at least four different hex paths that are equally short 
  (four hexes), as indicated on the diagram. There are actually 
  two additional paths (1-5-6-B and 4-5-3-B), but for the purposes 
  of this example, only the primary four paths will be discussed.
  Path I: 1, 2, 3, ending Hex B.
  Path II: 1, 5, 3, ending Hex B.
  Path III: 4, 5, 6, ending Hex B.
  Path IV: 4, 7, 6, ending Hex B. 
  The player cannot choose Path I and II, however, because a 
  hill in the intervening terrain (Hex 3) has a level of 4. The ’Mech 
  only has 4 Jumping MP, and that plus its –1 starting level only 
  equals 3 (4 + –1 = 4 – 1 = 3). Four is higher than 3, and so the 
  ’Mech cannot jump over Hex 3. 
  While the trees in Hex 5 rise two levels above the underlying 
  terrain, they only rise to Level 3 (1 (underlying terrain) +2 (trees) = 3). 
  While the jumping MP of the ’Mech equals or exceeds that level (4 
  (Jumping MP) –1) = 3), the ’Mech could cross that path regardless 
  of the height of the trees as trees do not affect jumping movement. 
  As such, the player may still choose either Paths III or IV. 
  If the ’Mech had a Jumping MP of 5 or higher (i.e. it had a 
  higher over-all Jumping MP, or if the two jump jets mounted 
  in the legs were mounted in the torsos), then it could have 
  traveled to its destination along Paths I or II, because the unit’s 
  Jumping MP (5) plus the level of the starting hex (–1) would 
  equal or exceed the level of the intervening hilly terrain (4).
  VTOL MOVEMENT 
  Though this type of movement is primarily reserved for VTOLs, 
  other units may share this movement type, such as Sylph battle 
  armor; the rules governing that unit type will cover any additional 
  rules beyond VTOL Movement that apply to movement. As with 
  jumping, a unit using VTOL movement is harder to hit, but finds 
  it more difficult to make an attack (see Combat, starting on p. 98). 
  Like other vehicles, a VTOL may move at cruising or flank speed 
  during the Movement Phase (Ground). To make a facing change or 
  enter a new hex, regardless of the underlying terrain type, costs 1 MP. 
  In order to make a facing change or enter a new hex, the VTOL must be 
  at least one elevation above the level of the hex it currently occupies. 
  A VTOL may move vertically at a cost of 1 MP per elevation that the 
  unit ascends or descends. A VTOL can move any number of elevations 
  up and down in a single hex, as long as it has sufficient MP. Players 
  must record the elevation of each VTOL on its record sheet’s Elevation 
  Track at the end of the Movement Phase (Ground). A VTOL is a Ground 
  Combat Vehicle and is always considered to be on the ground map-
  sheet. It is not an aerospace unit, does not fly using Altitudes, and does 
  not use the Low Altitude mapsheet in Total Warfare play. A VTOL may 
  achieve a maximum elevation of 500 levels. 
  VTOLs cannot fly at or below the tops of trees while in wooded 
  hexes (2 levels high), and cannot fly at or below the building’s 
  level in a building hex unless they are landing on the building. The 
  only movement a VTOL can make while at ground level (landed) 
  is to ascend at least one elevation above the ground. A VTOL that 
  begins or ends its movement at an elevation equal to the terrain’s 
  level has landed. VTOLs may only land in clear, paved or building 
  hexes (on the roof; see Collapse, p. 176, for additional rules con-
  cerning a unit’s interaction with a building hex), or on the helipad 
  on a Large Naval Vessel Support Vehicle. If they attempt to land 
  in any other hex, even if using vertical movement, they automati-
  cally crash (see VTOL and WiGE Crashes, p. 68); if a unit attempts 
  to land in a hex occupied by a DropShip or Large Support Vehicle, 
  they automatically charge the unit (see Collisions, p. 67). 
  Roads: VTOLs can choose to move along a road, allowing them 
  to traverse woods hexes at a level below the treetops. In order to 
  do this, a VTOL must begin the movement through the woods on 
  a road and stay on the road for the entire movement. Of course, 
  at any point the VTOL can increase its elevation to rise above the 
  trees and continue its movement off the road. 
  Sideslipping and Crashes: A VTOL vehicle using flanking 
  movement may sideslip (see Sideslipping, p. 67). If a VTOL side-
  slips, it may crash. VTOL vehicles that enter a hex horizontally (as 
  opposed to vertically, which means it would land) at or below 
  the level of that hex’s terrain likewise crash (see VTOL and WiGE 
  Vehicle Crashes, p. 68). Additionally, if a VTOL vehicle horizontally 
  enters a hex that contains ground units at the same level as the 
  VTOL’s current elevation (whether through voluntary movement, 
  or through a sideslip), may accidentally charge said unit (see 
  Collisions, p. 67).
  Water: A VTOL cannot land on water hexes unless the unit has 
  the Amphibious chassis modification, nor can it descend below 
  Depth 0 in a water hex. A VTOL that makes either of these move-
  ments crashes and is destroyed.
  • jumping diagram • 
  
  55
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  In the VTOL Movement diagram 
  at right, a VTOL is landed in Hex A on 
  the BattleForce 2 map. The controlling 
  player decides to move the VTOL to Hex 
  B, four hexes away. It costs the VTOL 3 
  MP to rise high enough in the starting 
  hex to fly over the Level 2 hill in Hex 
  1. However, the trees in Hex 2 rise two 
  levels above the underlying terrain, 
  which is Level 1, making the height of 
  the trees Level 3. The controlling player 
  spends 1 more MP to raise the VTOL to 
  Elevation 4. He then expends 4 MP to 
  move to Hex B, and then 3 MP to land 
  again, for a total of 11 MP.
  WING-IN-GROUND-EFFECT
  (WIGE) MOVEMENT
  Though this type of movement is 
  primarily reserved for WiGE vehicles, 
  other units may also move in this 
  way; the rules governing that unit 
  type will cover any additional rules 
  beyond WiGE Movement that apply to 
  movement. As with jumping and VTOL 
  movement, a unit using WiGE move-
  ment is harder to hit, but finds it more 
  difficult to make an attack (see Combat, 
  starting on p. 98).
  For WiGE vehicles, takeoff costs 5 MP, which must be spent 
  in a single turn, and places the vehicle at one elevation above 
  the level of the underlying terrain in the hex from which it 
  took off. While airborne, WiGE vehicles fly one elevation above 
  the ground, and so are unaffected by water, rubble or rough 
  terrain.
  A WiGE vehicle must move at least 5 hexes per turn to 
  remain airborne (this minimum movement requirement does 
  not apply on the turn the WiGE takes off) or else it is forced to 
  land at the end of its movement (landing for a WiGE vehicle 
  does not cost any MP). WiGE vehicles may only land in clear 
  or paved hexes. If they attempt to land in any other hex, they 
  automatically crash (see VTOL and WiGE Crashes, p. 68); if 
  a unit attempts to land in a hex occupied by a DropShip or 
  Large Support Vehicle, they automatically charge the unit 
  (see Collisions, p. 67).
  While grounded, a WiGE vehicle has 1 Ground MP, and is con-
  sidered a hover vehicle for terrain restrictions. A grounded WiGE 
  vehicle can enter a hex using the Minimum Movement rule (see 
  p. 49), provided it is not prohibited from entering that hex.
  Buildings: A WiGE moving over a building immediately col-
  lapses that building if its tonnage x 0.25 exceeds the building’s 
  current CF (see Collapse, p. 176).
  Roads: WiGE vehicles can choose to move along a road, 
  allowing them to traverse woods hexes at a level below the 
  treetops. In order to do this, a WiGE must begin the move-
  ment through the woods on a road and stay on the road for 
  the entire movement. 
  Sideslipping and Crashes: A WiGE vehicle using flanking 
  movement may sideslip (see Sideslipping, p. 67). If a WiGE side-
  slips, it may crash. WiGE vehicles entering a hex greater than one 
  level above their current hex likewise crash (see VTOL and WiGE 
  Vehicle Crashes, p. 68). Entering a woods hex (either because of a 
  sideslip or deliberately) automatically causes the WiGE to crash. 
  In addition, if damage reduces an airborne WiGE vehicle’s MP 
  to 0 at any time during a turn, it automatically crashes in the 
  hex where the damage occurred. Additionally, if a WiGE vehicle 
  enters a hex horizontally, through a sideslip, that contains 
  ground units at the same level as the WiGE’s current elevation, 
  may accidentally charge said unit (see Collisions, p. 67).
  Water: All WiGE vehicles float on water and so treat water 
  hexes as clear terrain, including when taking off and landing, 
  though they cannot descend below Depth 0. When landed on 
  water, these units are treated as naval vessels for purposes of 
  line of sight, etc.
  Backwards Movement: WiGE Vehicles cannot move back-
  wards (see Backward Movement, p. 49).
  Elevation Changes
  A WiGE vehicle entering a hex whose level is one higher 
  than its current hex automatically maintains its one elevation 
  of clearance above the terrain, and expends no additional MP 
  to do so. A WiGE vehicle cannot enter a hex whose level is two 
  or more higher than its current hex.
  A WiGE entering a hex with a level lower than its current 
  hex automatically descends to maintain the standard one 
  elevation above the underlying terrain, regardless of the 
  difference in levels between the two hexes, at no additional 
  MP expenditure. However, in certain circumstances, a WiGE 
  vehicle may prefer to avoid such a descent. A WiGE vehicle 
  may maintain the same elevation in a new hex (regardless of 
  how many level changes occur in the lower level hex entered) 
  by expending 2 additional MP per hex that it crosses. If the 
  WiGE does not reach a hex within 1 level difference than 
  the one it exited from by the end of its Movement Phase, it 
  automatically descends to the standard elevation above the 
  underlying terrain in the final hex of its movement. 
  MM 
  MM
  • vtol movement 
  diagram • 
  NDA-1K No-Dachi, Otomo (House Kurita) 
  
  In the WiGE Movement 
  diagram above, a WiGE 
  vehicle is airborne at the start of its 
  Movement Phase in Hex A on the Deep Canyon 
  #2 map. The controlling player wants to move the 
  WiGE to Hex B. He expends 1 MP moving into Hex 1 (1 to 
  enter the hex; it automatically climbs an elevation). The WiGE 
  is now at Level 5, one level above the Level 4 hex. Normally, if 
  the player moved into Hex 2, the WiGE would automatically 
  descend to Level 1 (one level above the underlying terrain, 
  which is Level 0). However, the player does not want to 
  descend to that level, because after his vehicle moves into Hex 
  3, he would not be able to enter Hex 4. (Because he has not yet 
  moved 5 hexes in the turn, he would land in Hex 3 unless he 
  keeps moving, and the player does not wish to land there.) 
  Making a facing change risks a sideslip and a crash into the 
  higher level of Hex 4. 
  Upon entering Hex 2, the player expends 3 MP, and also 
  expends 3 MP in Hex 3. Upon entering Hex 4, the player only 
  expends 1 MP. The WiGE automatically descends to one level 
  above the Level 3 underlying terrain, putting it at Level 4 in Hex 
  4. The player then expends 1 MP to enter Hex 5 and 3 MP to 
  enter Hex 6. The player once again expends 3 MP to enter Hex 
  7 (because the player wants to reach Hex B and, more impor-
  tantly, the WiGE would crash if it entered the wooded hex at an 
  elevation equal to or less than the level of the trees). Finally, the 
  player expends 1 MP to enter Hex B, and the WIGE automati-
  cally descends to one level above the underlying Level 1 terrain. 
  It is now at Level 2 in Hex B. Because it moved for more than 5 
  hexes, it stays airborne at the end of the Movement Phase. The 
  total cost to move from Hex A to Hex B was 16 MP.
  NAVAL MOVEMENT
  Naval movement applies only to Naval Vessels (Combat and 
  Support) and hovercraft/WiGE units. This type of movement 
  includes moving on and below the water’s surface. Surface naval 
  units may only move through Depth 1 or deeper water hexes, at 
  a cost of 1 MP per hex entered, regardless of depth. Unlike other 
  units, naval units moving on the surface can use flank speed in 
  Depth 1 or deeper water. For line of sight purposes, a surface 
  vessel is at Level 0 (on the water’s surface).
  Hovercraft and WiGE Units: Treat hovercraft and WiGE units 
  moving over Depth 1 or greater water hexes like surface units. 
  Submarines
  Regardless of depth, a submarine (including Support Vehicles 
  with the Submersible chassis modification) expends only 1 MP to 
  enter a water hex.
  A submarine unit can move vertically at a cost of 1 MP per depth 
  that it ascends or descends. A submarine can move any number 
  of depths up and down at cruising speed in a single water hex as 
  long as it has sufficient MP. If a submarine changes more depths 
  (up or down, or in combination) than 
  its Cruising MP during a single Movement 
  Phase, it must automatically roll once on the Motive 
  System Damage Table, see p. 193.
  A submarine cannot descend to a depth greater than that of 
  its hex or ascend above the water’s surface (Depth 0). In order to 
  move horizontally or change facing, the submarine must be at a 
  vertical depth higher than the depth of the hex it occupies—in 
  other words, it cannot move along the bottom. If a submarine is 
  at the depth of the hex it occupies and/or enters, it is considered 
  to be resting on the bottom. Players should record the depth of 
  each submarine on the Depth Track on its record sheet at the end 
  of the Movement Phase (Ground).
  UNDERWATER MOVEMENT (NON-NAVAL UNITS)
  Underwater movement—moving across the bottom of a water 
  hex, as opposed to moving through the water itself—while rare, 
  does occur, though few units not classified as naval vessels can 
  survive complete submersion and still function. In addition to the 
  movement effects described below, only specific types of weapons 
  may be used and their ranges significantly decrease. Units must 
  also deal with hull integrity and possible hull breaches (see 
  Underwater Units, p. 121). To be considered underwater, a unit must 
  be completely submerged. It cannot be in Depth 0 water; ’Mechs 
  must be in at least Depth 2 water, or at least Depth 1 if prone.
  Unless a unit’s write-up or record sheet describes it as having 
  Underwater Movement MP (Underwater Maneuvering Units, or 
  UMUs), the following rules apply for movement underwater. Note 
  that these rules apply only for Depth 1 to 15 water. Rules for water 
  hexes of Depth 16 or greater are covered in Tactical Operations. 
  A unit must pay 4 MP (base MP of 1 for entering a hex, +3 for 
  Depth 2 or greater water) for each hex it enters and must make a 
  Piloting Skill Roll (if applicable) using the appropriate modifiers 
  for each Depth 2 or deeper water hex. In addition, a ’Mech must 
  pay all standard MP for moving from one level (depth) to another 
  (see Movement Cost Table, p. 52). If the Piloting Skill Roll fails, the 
  unit automatically falls.
  • wige movement diagram • 
  
  57
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Falling Damage: If a unit below the water’s surface falls, it 
  suffers normal falling damage divided by 2, rounding the final 
  damage down (see Falling, p. 68). A unit above the water’s 
  surface suffers normal falling damage divided by 2 for hitting 
  the water’s surface and normal falling damage divided by 2 
  for the fall from the water’s surface to the bottom of the water 
  hex. Normal damage for hitting the water’s surface equals 
  tonnage/10 (round up) x (# of levels fallen + 1)/2. Normal 
  damage for hitting the bottom of the water hex equals 
  tonnage/10 (round up) x (depth of water hex + 1)/2. Damage 
  is resolved separately.
  Hull Integrity: Whenever an underwater unit takes 
  damage through movement (such as falling), it must immedi-
  ately check for hull integrity as though it took damage from a 
  weapon attack. Use the underwater Hull Integrity rules under 
  Damage (see p. 121) to resolve such situations. A unit above 
  the surface of a water hex that falls into a water hex does not 
  check for hull integrity, but would check for hull integrity 
  when the unit strikes the bottom of the water hex.
  Minimum Movement: A unit can use the Minimum Movement 
  rule (see p. 49) to enter a hex when moving underwater; this is the 
  only time a unit can use running movement to enter a water hex.
  Prohibited Units: Only ’Mechs and ProtoMechs may move 
  underwater using these rules. (An IndustrialMech must be 
  specifically equipped, or such movement might destroy the 
  unit; see Movement Cost Table, p. 52.) No other unit may 
  move underwater unless it has Underwater Movement MP. 
  Mechanized Battle Armor: While battle armor cannot nor-
  mally enter water of depth 1 or greater, they can still be moved 
  into and underwater by other units as per the normal rules (see 
  p. 227). Mechanized battle armor being transported in such a 
  fashion cannot voluntarily abandon their transport; if forcibly 
  removed or their transport is destroyed, they immediately sink 
  to the bottom of the hex and are rendered immobile.
  Underwater MP: If a unit has Underwater Movement MP, 
  the unit suffers none of the movement penalties of other units 
  capable of underwater movement—i.e. it is not moving across 
  the bottom of a water hex, but is instead moving akin to a sub-
  marine—but suffers targeting penalties as normal and remains 
  subject to hull integrity rules (see Underwater Units, p. 121).
  STACKING
  At the end of each Movement Phase, up to two units from 
  each side may occupy a single hex (a maximum of four). These 
  units can consist of any combination of vehicles and infantry, 
  but only one of the four can be a ’Mech. This maximum is 
  called the stacking limit.
  During the Movement Phase, a unit may move through 
  hexes occupied by other friendly units. Though a unit can enter 
  a hex occupied by an enemy unit, it may not leave that hex 
  in the same turn; entering an enemy hex automatically ends a 
  unit’s movement. 
  Regardless of the conditions noted above, no unit may vol-
  untarily end its movement in a hex if that movement would 
  violate the stacking limit.
  If a unit inadvertently violates the stacking rules, the result 
  is a domino effect (see Domino Effect, p. 152). Most often, this 
  occurs when a ’Mech moves into a hex with a friendly unit 
  and the terrain requires a Piloting Skill Roll. If the roll fails, the 
  entering ’Mech falls. The domino effect results if it cannot 
  manage to stand up and move out of the hex. 
  UNIT AND TERRAIN RULES
  The following specific unit and terrain rules modify the 
  basic stacking rules as noted above.
  ’Mechs
  If the enemy unit(s) located in the hex are only infantry a 
  ’Mech may exit that hex in the same turn it entered. If the enemy 
  unit(s) are any other units, then the ’Mech must stop in the hex 
  as noted above.
  Infantry
  Infantry mounted on or in a vehicle (see Infantry Carriers, p. 
  223) and battle armor riding on a unit using the Mechanized 
  Battle Armor rules (see p. 226)—as well as infantry swarming 
  a unit (see Swarm Attack, p. 220)—do not count against the 
  stacking limit. This includes infantry using VTOL or underwa-
  ter movement. Infantry dismounts into an adjacent hex of 
  its controller’s choice if dismounting in the same hex as the 
  carrier would violate the stacking limit. 
  Large Support Vehicles
  No other unit may move through or occupy a hex(es) occu-
  pied by a Large Support Vehicle, except for infantry (in this 
  case, a single friendly infantry unit and two enemy infantry 
  units may occupy the hex of a Large Support Vehicle). 
  ProtoMechs
  A ProtoMech counts as a vehicle for stacking purposes. 
  Trailers
  One small or one medium Support Vehicle trailer acts 
  as part of a tractor for purposes of stacking; two small, two 
  medium, or one small and one medium trailers together act as 
  a single Support Vehicle. Treat Large Support Vehicle trailers 
  as individual units for stacking purposes. See Trailers (p. 205 of 
  Support Vehicles) for more information. 
  Airborne Non-Aerospace Units
  These ground stacking limits do not apply to airborne units 
  such as WiGE and VTOL Vehicles, or other units expending 
  such MPs (such as a battle armor unit expending VTOL MP). 
  Instead, apply the limits to each elevation within a hex; see 
  Elevation and Depth Rules, p. 58, for the exception.
  Grounded Aerospace Units
  If an aerospace unit is grounded (either because it landed 
  or crashed) in a ground hex(es), the following rules apply for 
  stacking purposes:
  • 
  Aerospace and conventional fighters (this includes Fixed-
  Wing Support Vehicles), are considered vehicles.
  • 
  Small craft are considered ’Mechs.
  • 
  Airships are considered Large Support Vehicles.
  • 
  DropShips are considered Large Support Vehicles for the 
  target hex and the six surrounding adjacent hexes.
  • 
  Units mounted in grounded aerospace units do not 
  count against the stacking limit (see Carrying Units, p. 89, 
  in the Aerospace Movement section.)
  
  Buildings
  These stacking rules do not apply to units in the same 
  building hex on different levels. Within a building hex, apply 
  the unit stacking limits to each level of the building hex (see 
  Building Levels, p. 167).
  ELEVATION AND DEPTH RULES
  All the above stacking rules apply to the elevation or depth 
  of every hex, with the exceptions noted below.
  Airborne Aerospace Units
  The stacking rules do not apply to aerospace altitude move-
  ment (see Stacking, p. 78, in Aerospace Movement).
  Unit Heights
  Various units rise a number of levels above 
  the level of the underlying hex they are in, 
  depending on the unit type (see Unit Heights, 
  p. 99, in Combat). These heights must be taken 
  into consideration when dealing with the 
  stacking limits of each elevation (or depth) in 
  a hex.
  Jumping: The only exception to this rule is when jumping 
  movement is used. Any time jumping movement is used, the 
  jumping unit may ignore the heights of all ground units for the 
  purposes of moving through a hex occupied by an enemy unit. 
  The only exception to this rule is grounded DropShips, which act 
  as terrain Levels for purposes of how many Jump MP a unit must 
  have to jump over a grounded DropShip. 
  During the Movement Phase, controlling Player A wishes to 
  move his units on the Open Terrain #1 map. He has a ’Mech, and 
  battle armor unit in Hex F, which is the maximum amount of 
  units one player can have in a hex. At Elevation 2 in the same hex, 
  player A also has a VTOL Vehicle, which is also the maximum 
  amount of units one player can have in a hex, since the ’Mech 
  rises two levels above the level of the underlying hex (which 
  is Level 0), making its height equal to that of the VTOL; i.e. the 
  ’Mech counts in both Levels 1 and 2, which equates to Elevations 1 
  and 2. Furthermore, Player A could not have the VTOL Vehicle in 
  that hex at Elevation 1, as that equates to the Level 1 of the battle 
  armor unit already in that hex, and the player can only have two 
  units at a Level/Elevation, in the same hex.
  Arrayed against him are controlling player B’s units (in all 
  cases, the level of the underlying terrain is Level 0): a grounded, 
  spheroid DropShip in Hex A (and 6 additional hexes) occupying 
  Levels 1 to 10 of those hexes; a Large Support VTOL Vehicle in 
  Hex B occupying Elevations 2 and 3 of that hex; a ’Mech and 
  ground vehicle in Hex C occupying Level 1 of that hex (the ’Mech 
  also occupies Level 2 of that hex); a battle armor unit (expend-
  ing VTOL MPs) and a VTOL Vehicle in Hex D occupying Elevation 
  2 of that hex; a battle armor unit and conventional infantry 
  unit in Hex E occupying Level 1 of that hex; finally, an aerospace 
  fighter using Aerospace Units on Ground Mapsheets (see p. 
  91), is in Hex E as well, flying at Altitude 1 (NOE).
  First Player A notes that regardless of what unit type he is 
  moving or where, non-aerospace units (including grounded 
  aerospace units) never interact for height, stacking or move-
  ment purposes with airborne aerospace units. As such, even 
  though the aerospace fighter in Hex E is flying at it’s lowest 
  altitude, no matter how many elevations high a non-aerospace 
  unit (such as a VTOL Vehicle) might occupy, he will never have to 
  worry about stacking limits against the airborne aerospace unit.
  Player A first moves his ’Mech (without using jumping MP). 
  If the ’Mech moves into Hex D, it cannot then exit that hex; the 
  enemy units at Elevation 2 overlap the Level 2 height that the 
  ’Mech occupies, so that it can enter the hex occupied by the 
  enemy units, but cannot exit; if the VTOL were at an elevation 
  higher than 2, then the ’Mech could exit Hex D as the only 
  enemy unit to occupy the hex (and appropriate overlapping 
  Levels/Elevations) is an infantry unit. If the ’Mech moves into 
  Hex E, it could continue its movement this turn as the only 
  enemy units that occupy that hex are infantry. However, the 
  ’Mech cannot enter Hex A, as it cannot enter a hex occupied 
  by a grounded DropShip. It cannot enter Hex B as a Large 
  Support Vehicle occupies Elevation 2, which overlaps with the 
  Level 2 height of the ’Mech, and it cannot enter a hex occupied 
  by a Large Support Vehicle. Finally, it cannot enter Hex C, as 
  it cannot enter a hex occupied by an enemy ’Mech. Perhaps 
  player A should’ve taken a different route.
  Player A then attempts to move the infantry (without using 
  jumping MP). If the infantry enters Hex D, it can continue its 
  movement, as the enemy unit’s Elevation of 2 does not overlap 
  with the infantry’s Level 1 height. If the infantry unit enters hex E, 
  it also must stop and cannot exit the hex as both Player A’s and 
  enemy’s units are at ground level, occupying Level 1 of that hex. 
  If there were no units in Hex E, the infantry unit would have the 
  following additional movement options this turn (provided it 
  had the MPs available): it could actually enter Hex A, as infantry 
  can enter the same hex as a grounded DropShip, but it would 
  • stacking diagram • 
  
  59
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  not then be able to exit Hex A this turn; it could enter Hex B 
  and actually exit Hex B as its Level 1 height doesn’t overlap 
  with the Elevation 2 occupied of the Large Support Vehicle 
  (even if the Large Support Vehicle occupied Elevation 1 or 
  was landed, the infantry unit would still be able to enter the 
  hex, it simply could not exit it this turn); finally it could enter 
  Hex C, but would be unable to exit.
  Finally player A moves his VTOL. The VTOL could enter 
  Hex D, but since it occupies the same elevation (Elevation 
  2) as an enemy unit, it cannot then exit; if it changed its 
  Elevation up or down by one before entering the hex, it 
  could then continue its movement this turn. It could enter 
  Hex E, and then exit this turn as its elevation does not 
  overlap with the level occupied by the enemy infantry units. 
  However, it cannot enter Hex A because it cannot enter the 
  hex at an elevation occupied by a grounded DropShip; 
  provided it had the MP available, if the VTOL changed its 
  elevation in Hex E to Elevation 11, it could then enter Hex A. 
  It cannot enter Hex B, as it occupies the same elevation as 
  the Large Support VTOL Vehicle; if it changed its Elevation 
  to 1 or 4 (the Large Support VTOL Vehicle occupies Both 
  Elevations 2 and 3), it could not only enter the hex, but exit 
  it this turn. Finally, if it entered Hex C, it could not exit as 
  its Elevation 2 overlaps with the Level 2 of the ’Mech; once 
  again, if it changed its elevation in Hex E to 3 or greater, it 
  could then enter Hex C and exit Hex C this turn.
  In the case of both Player A’s ’Mech and battle armor, if 
  the units had been using jumping movement when enter-
  ing Hexes B, C, D or E, they could’ve continued towards 
  their destination hex without stopping even though those 
  hexes are occupied by enemy units, as jumping units 
  ignore the heights of other units for movement and stack-
  ing purposes (though they must still adhere to the stacking 
  rules in their destination hex). The one exception is the 
  DropShip in Hex A; the only way for the ’Mech to enter 
  Hex A using Jumping MP is if the unit had a Jumping MP 
  of 10, allowing it to jump over the Level 10 height of the 
  grounded DropShip. 
  PILOTING/DRIVING  
  SKILL ROLLS
  Players must make Piloting/Driving Skill Rolls for their war-
  riors under a variety of treacherous circumstances, usually 
  to avoid falling (for ’Mechs). All of the events that require a 
  Piloting/Driving Skill Roll are listed in the Piloting/Driving Skill 
  Roll Table on p. 60. 
  Four-Legged ’Mechs: A four-legged ’Mech adds a –2 
  modifier to all Piloting Skill Rolls made to avoid falls, as long 
  as none of its four legs are destroyed.
  Immobile ’Mechs and Unconscious Warriors: Immobile 
  ’Mechs or ’Mechs with an unconscious warrior forced to make 
  a Piloting Skill Roll automatically fail (see Falling Damage to 
  the MechWarrior, p. 69).
  IndustrialMechs: When an ICE-powered ’Mech fails a 
  Piloting Skill Roll, the controlling player must make a second 
  unmodified Piloting Skill Roll to prevent the engine from stall-
  ing. A stalled ’Mech is treated as if shut down (see Shutdown, p. 
  160), and the player may try to restart it during the End Phase 
  of the next turn by making a successful unmodified Piloting 
  Skill Roll. 
  Infantry: Infantry units have no Piloting Skill and so never 
  need Piloting Skill Rolls. 
  ProtoMechs: ProtoMechs never need Piloting Skill Rolls. 
  They cannot fall down, drop prone or skid. Even the destruc-
  tion of a ProtoMech’s legs will not cause it to fall, though it will 
  be unable to move. 
  Vehicles: Vehicle crews make Driving Skill Rolls only to 
  avoid skids or sideslips and to avoid taking damage when 
  entering buildings.
  MAKING PILOTING/DRIVING SKILL ROLLS
  The Piloting/Driving Skill Roll Table lists the events 
  that require a player to make a Piloting Skill Roll for his 
  MechWarrior. Each time one of these events occurs, the player 
  adds the following modifiers to his MechWarrior’s Piloting 
  Skill: all indicated modifiers for the event, plus additional 
  modifiers from any other events taking place in the same 
  phase, including those listed under Preexisting Damage 
  on the Piloting Skill Roll Table. The resulting number is the 
  Modified Piloting Skill.
  To make the Piloting Skill Roll, the player rolls 2D6. If the 
  result is equal to or greater than the Modified Piloting Skill, 
  the ’Mech avoids falling. If the result is less than the Modified 
  Piloting Skill, the ’Mech falls.
  You can never choose to automatically fail a Piloting/
  Driving Skill Roll.
  Movement Phase: Piloting Skill Rolls required because 
  of movement (entering water, trying to stand up, entering 
  rubble, avoiding falling damage and so on) must be made 
  immediately following the action. Multiple rolls may be 
  required during the ’Mech’s movement for a turn. For example, 
  if a ’Mech is moving through three hexes of Depth 1 water, the 
  player must make a Piloting Skill Roll when the ’Mech enters 
  each water hex. If the ’Mech falls during the Movement Phase 
  and has at least 2 MP remaining, it may attempt to regain its 
  feet that turn.
  LS 
  ENF-6M Enforcer III, Fifth Syrtis Fusiliers (House Davion) 
  
  Situation
  Modifier
  Damage to ’Mech
  ’Mech takes 20+ damage points in one phase
  +1
  ’Mech fusion (or fission) reactor shuts down
  +31
  Leg/foot actuator destroyed
  +1
  Hip actuator destroyed
  +2
  Gyro hit
  +3
  Gyro destroyed
  Automatic fall2
  Leg destroyed
  Automatic fall3
  Physical Attacks Against ’Mech
  ’Mech was kicked
  0
  ’Mech was pushed
  0
  ’Mech was successfully charged/hit by death 
  from above
  +2
  Unit’s Actions
  ’Mech missed kick
  0
  ’Mech made a successful charging attack
  +2
  ’Mech made death from above attack
  +44
  ’Mech entered Depth 1 water hex
  –1
  ’Mech entered Depth 2 water hex
  0
  ’Mech entered Depth 3+ water hex
  +1
  ’Mech attempted to stand
  0
  ’Mech entered rubble hex
  0
  Running/flanking unit moved after facing 
  change while on pavement
  See Skidding, 
  p. 62
  Flanking VTOL/WiGE/Hover Vehicle moved 
  after facing change
  See Sideslipping, 
  p. 67
  ’Mech jumped with damaged gyro or leg/foot/
  hip actuators
  per Preexisting 
  Damage, at right
  ’Mech jumped with destroyed leg
  per Preexisting 
  Damage, at right
  ’Mech ran with damaged hip or gyro
  per Preexisting 
  Damage, at right
  Special Cases
  MechWarrior trying to avoid damage when his 
  ’Mech is falling
  +1/every level 
  above 1
  IndustrialMech trying to avoid critical damage 
  when falling
  +1/every level 
  above 1
  IndustrialMech with ICE power plant fails PSR 
  (see Piloting/Driving Skill Rolls, p. 59)
  0 (no additional 
  modifiers)
  Situation
  Modifier
  Special Cases (Continued)
  Four-legged ’Mech with intact legs
  –2
  Unintentional charge
  +3
  ’Mech mounts small cockpit
  +1
  Preexisting Damage
  Per leg/foot actuator previously destroyed
  +1
  Per hip actuator previously destroyed
  +25
  Gyro previously hit
  +3
  Leg previously destroyed
  +56
  Skidding Movement
  Hexes moved in turn
  0–2
  –1
  3–4
  0
  5–7
  +1
  8–10
  +2
  11–17
  +4
  18–24
  +5
  25+
  +6
  Building Movement7
  Unit entering/leaving light building hex
  0
  Unit entering/leaving medium building hex
  +1
  Unit entering/leaving heavy building hex
  +2
  Unit entering/leaving hardened building hex
  +5
  Hexes moved in turn
  1–2
  0
  3–4
  +1
  5–6
  +2
  7–9
  +3
  10–17
  +4
  18–24
  +5
  25+
  +6
  PILOTING/DRIVING SKILL ROLL TABLE
  1Only during the phase that the reactor shuts down. If the MechWarrior must make a 
  Piloting Skill Roll for a ’Mech with a shutdown reactor, the ’Mech automatically falls; 
  in either case, if the ’Mech falls, the warrior automatically takes 1 point of damage 
  (see Falling Damage to the MechWarrior, p. 69).
  2The modifier for a destroyed gyro is +6 when making a Piloting Skill Roll to avoid 
  damaging the MechWarrior during an automatic fall.
  3The modifier for a destroyed leg is +5 when making a Piloting Skill Roll to avoid 
  damaging the MechWarrior during an automatic fall.
  4Automatic fall if death from above attack is unsuccessful.
  5Ignore all modifiers from previous critical hits on that leg.
  6Do not add modifiers for other damaged actuators in the leg.
  7To avoid damage only. Does not result in a fall if Piloting Skill Roll fails. See Buildings, p. 
  166. Add an additional +1 modifier if unit is charging or being charged (in addition 
  to the +2 modifier normally required in that situation).
  
  61
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  If a Piloting Skill Roll is required in the Movement Phase 
  due to weapon attacks, such rolls are made immediately.
  Weapon Attack Phase: All Piloting Skill Rolls required 
  because of weapons attacks must be made at the end of 
  the Weapon Attack Phase. A ’Mech only makes one Piloting 
  Skill Roll for taking 20+ damage points in a single phase, 
  regardless of how many points of damage over 20 it takes. 
  All weapons attacks are resolved before the players make 
  any required Piloting Skill Rolls. ’Mechs that fall during the 
  Weapon Attack Phase begin the turn’s Physical Attack Phase 
  in a prone position. This means that Death From Above 
  and Charging attacks automatically fail if the ’Mech fails its 
  Piloting Skill Roll before the beginning of the Physical Attack 
  Phase (see p. 38).
  Physical Attack Phase: All Piloting Skill Rolls required 
  because of physical attacks are made at the end of the 
  Physical Attack Phase. Resolve all physical attacks before 
  making any Piloting Skill Rolls. 
  During the Weapon Attack Phase, a ’Mech whose 
  MechWarrior has a Piloting Skill of 5 takes 40 points of 
  damage and loses two leg actuators. The player makes 
  one Piloting Skill Roll for taking 20 or more points of 
  damage, and two more for losing two leg actuators. The 
  modified Piloting Skill target number for each of the three 
  rolls is 8 [5 (Piloting Skill) + 1 (20+ points of damage) + 1 
  (damaged leg actuator) +1 (damaged leg actuator)].
  During the Physical Attack Phase, the same BattleMech 
  is kicked in the leg by two other ’Mechs, losing another 
  actuator and taking 23 more points of damage. The player 
  must make four more Piloting Skill Rolls: two for getting 
  kicked twice, one for losing a leg actuator and one for the 
  23 points of damage. The modified Piloting Skill target 
  number for each of the four rolls is 9 [5 (Piloting Skill) + 
  2 (existing actuator damage) + 1 (another damaged leg 
  actuator) + 1 (20+ points of damage)].
  MOVEMENT ON 
  PAVEMENT 
  Movement on pavement is handled in the same way as 
  movement through clear terrain, with a few important excep-
  tions. Units may skid when moving on pavement, and roads 
  may allow passage through prohibited or difficult terrain. 
  A road is simply a narrow strip of pavement that passes 
  through terrain of some other type. All ground units travel-
  ing on roads pay only 1 MP per hex regardless of the hex’s 
  underlying terrain. A ground unit is considered to be travel-
  ing on a road if it moves from one hex to the next on that 
  road. Ground units may move through prohibited terrain 
  while traveling on a road, but they must begin and end their 
  movement through such terrain on the road and remain on 
  it while traversing the terrain. A ground unit traveling on 
  a road must pay any costs required to change levels while 
  entering a hex.
  Ground Vehicles: Ground vehicles moving on pavement 
  may receive a movement bonus of 1 MP, regardless of whether 
  the vehicle uses cruising or flanking movement. To gain the 
  extra MP, the unit must begin its turn on a paved hex and con-
  tinue to travel on pavement for the entire Movement Phase. 
  This does not apply to motorized or mechanized infantry.
  SL 
  SL
  An Atrean Dragoons’ LCT-5M Locust chances a fall as it races down a city street towards a developing battle. 
  
  BRIDGE MOVEMENT
  Roads that cross a water hex (or span a distance where the 
  underlying terrain of the hex is lower than the level of the bridge) 
  are considered bridges. Bridges are classified as light, medium, 
  heavy or hardened in the same manner as buildings, and have 
  the same range of Construction Factors (CF) as light, medium, 
  heavy and hardened buildings (see Buildings, p. 166). If the type 
  of bridge is not marked or defined by the scenario being played, 
  assume it is a medium bridge with CF 40.
  Bridges can also be attacked like buildings. When a bridge’s CF 
  is reduced to 0, it has collapsed. 
  Maximum Capacity: Just like buildings, each hex of a bridge 
  will only support units with a total tonnage equal to or less than 
  the bridge’s current CF. If the total tonnage of units in a bridge 
  hex exceeds the bridge’s current CF, that bridge hex collapses, and 
  units on it must take normal falling damage. In the case of bridges 
  that cover more than a single hex, CF values are assigned to each 
  hex. The destruction of a single hex of a multi-hex bridge does not 
  affect any other hex in the same bridge, unless more than half the 
  total hexes have been destroyed. In this case, the entire rest of the 
  bridge collapses. If the collapse of the final hex that destroys the 
  whole bridge occurs because of movement, it happens immedi-
  ately; if from weapon or physical attacks, the bridge collapses at 
  the end of the appropriate phase (see Collapse, p. 176).
  Under Bridge Movement: A unit may enter a bridge hex and 
  be considered underneath the bridge, provided the level of the 
  underlying hex, plus the height of the unit, is equal to or less than 
  the level of the bridge: for surface naval vessels, the level of the 
  underlying hex is the surface of the water hex; for submarines or 
  units expending UMU MPs, the level of the underlying hex is their 
  current Depth; for ‘Mechs, the level of the underlying hex is the 
  bottom of the hex.
  If a unit cannot move on top of the bridge, or underneath the 
  bridge, the bridge is treated as a building hex for the purposes of 
  movement (see Buildings, p. 166).
  SKIDDING
  If a ground unit using running/flanking movement makes a 
  facing change in a paved hex (including a road or bridge) at any 
  point in the turn and then attempts to enter a new hex in the 
  same turn, before that unit actually enters the hex, the player 
  must make a Piloting Skill Roll to see if the unit skids. 
  The player must modify the roll by a factor based on the total 
  number of hexes moved in the turn so far, using the Skid Modifier 
  Table (see p. 63). If the die roll result equals or exceeds the ground 
  unit’s modified Piloting Skill target number, the unit does not skid 
  and may enter the hex and continue its movement. If the result is 
  less than the modified Piloting Skill target number, the ’Mech falls 
  (see Falling, p. 68). It suffers normal falling damage and then skids.
  A ground unit skids for a number of hexes equal to the number 
  of hexes it has moved in the turn so far divided by 2 (round up), 
  continuing in the direction it was traveling before making the 
  facing change that caused it to skid. For every hex that a ’Mech 
  skids, it suffers damage equal to one-half its normal falling 
  damage, rounded up; after the skid has ended, add up all damage, 
  then apply it in 5-point groups (see Falling, p. 68). Use the column 
  of the ’Mech Hit Location Table determined by the fall (see p. 119 
  in Combat) to determine the location of this damage.
  After a skid, the ground unit’s movement ends, even if it had 
  MP remaining.
  Skidding in Combat 
  Add +2 to the to-hit modifier for all weapons fire and physi-
  cal attacks made against a skidding ground unit during the turn 
  in which it skid. In addition, apply a +1 to-hit modifier for all 
  weapons fire and physical attacks made by a skidding ground 
  unit during the turn in which it skids.
  These modifiers are in addition to all the standard attacker and 
  target movement modifiers. 
  Ground Vehicles (Except Hover Vehicle)
  Ground Vehicles (except hover vehicles) that fail a Driving Skill 
  Roll lose control and skid as described above. In addition, they 
  must make one immediate roll on the Motive System Damage 
  Table (see p. 193). No further damage occurs unless the vehicle 
  hits something or moves into a hex that is more than one level 
  below its current level (if this occurs, use the Accidental Falls from 
  Above rules, p. 152). 
  Hover vehicles do not skid but instead sideslip; any time a 
  hover unit uses flanking movement, regardless of underlying 
  terrain, it risks sideslipping (see Sideslipping, p. 67). 
  Collisions
  If an obstacle (a unit, terrain, a building and so on) lies in the 
  path of the skid, the skidding unit may crash into it; the following 
  rules cover how to resolve the various situations a skidding unit 
  may encounter.
  Note that the falling (if any) and skidding damage to a unit 
  should be applied first before any damage from a collision is 
  applied, then any further damage that might result from a skid 
  is applied. If a unit continues to skid after a collision, then that 
  additional damage is applied after all the resulting damage from 
  a collision is applied. For example, if a ’Mech falls and skids for 
  four hexes, but runs into a building hex in the second hex of its 
  skid—which it destroys and so continues to skid—the damage 
  from the fall and two hexes of skid would be applied first, then 
  the damage from the collision would be applied, then the 
  damage from the collapsing building would be applied, then the 
  damage from the additional hexes skid (if any) would be applied. 
  If at any time during a collision and the application of damage 
  the skidding unit is destroyed, the skid ends immediately, with no 
  further effects applied or resolved.
  Buildings: Skidding units automatically crash into buildings if 
  entering a building hex. The building hex takes damage as if the 
  skidding unit had executed a successful charge attack (see Charge 
  Attacks, p. 148). The unit takes damage equal to the building hex’s 
  current CF divided by 10 (round up). If the building hex is not 
  destroyed, the unit’s skidding ends, with the unit occupying the 
  building hex. If the building hex is destroyed and the skidding unit 
  still has hexes it is required to skid, look at the MP Cost column on 
  the Building Modifiers Table, p. 167, and subtract that number of 
  MPs for the type of building hex destroyed from the remaining 
  hexes to be skid. After subtracting, if there are still hexes to be 
  skid, the skid continues. For example, if a unit skid into a Medium 
  Building hex and destroyed the building hex and still had 4 more 
  hexes to skid, the controlling player would subtract 2 (after looking 
  at the MP cost column of the Building Hex Table), leaving the unit 
  to skid only 2 more hexes. In either case (i.e. if the building hex was 
  not destroyed, or if the subtraction of the MP cost from the build-
  ing type reduced the remaining hexes to be skid to 0), the skid 
  ends, with the skidding unit now occupying the building hex.
  
  63
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Other Units: A skidding unit must make a successful 
  charge attack (meaning an unintentional charge), with all 
  the standard modifiers (including those for unintentional 
  charges), against any unit in the path of its skid. The skidding 
  unit takes damage from the target unit as if the target unit 
  had executed a successful Kick attack. In addition to multiple 
  units in different hexes, if two or more units occupy a single 
  hex, a successful charge attack must be made against each 
  unit; randomly determine the order in which such uninten-
  tional charge attacks occur. An unintentional charge is not 
  modified for differences in Piloting Skill between the attacker 
  and potential target units.
  If the unintentional charge is successful, the skidding unit 
  applies damage as for a standard charge (see Charge Attacks, 
  p. 148). For target ’Mechs, the damage is rolled on the ’Mech 
  Kick Location Table (unless the ’Mech is prone, in which case 
  use the appropriate column of the ’Mech Hit Location Table). 
  The charge is resolved immediately and, unlike standard 
  charge attacks, can affect a unit that has not yet moved. Use 
  the distance the skidding unit moved before the skid to cal-
  culate damage. After the crash is resolved, the skid continues 
  if the target unit was destroyed. Otherwise, adjust both units’ 
  positions on the map as for a successful charge, and the skid 
  ends. This could result in an additional displacement from the 
  target hex when the skidding unit is placed in it, if that hex 
  contained multiple units, or a domino effect in the hex where 
  the displaced unit ends up (see Unit Displacement, p. 151).
  If the unintentional charge is unsuccessful (if the skidding 
  unit struck no other units in the hex), the skidding unit con-
  tinues its skid.
  Note that a skid is one of the few instances when a unit can 
  enter and exit a hex occupied by an enemy unit in the same 
  Movement Phase.
  Levels: If the levels of the hex to be entered is one or more 
  higher than the level of the skidding unit’s current hex, the 
  skidding unit automatically crashes into it and stops, taking 
  1 point of damage for every 20 tons the skidding unit weighs 
  (round fractions up). Group the resulting damage into 5-point 
  groupings, then roll once for each grouping on the appropri-
  ate Hit Location Table (based on the attack direction: see p. 
  119). Treat the attack as if it came from the hex that the skid-
  ding unit crashed into. If the level of the hex to be entered is 
  one level lower than the level of the skidding unit’s current 
  hex, the level change has no effect on the skid. For ’Mechs, if 
  the level is one or two levels lower, the change has no addi-
  tional effect on the skid.
  Accidental Falls From Above: If a unit skids into a hex 
  whose level is lower and greater than the maximum allow-
  able level change for that unit (see Level Change, p. 48), the 
  unit experiences an accidental fall from above (see p. 152). 
  Regardless of the results of the accidental fall, the unit’s skid 
  ends in that hex. 
  Terrain: If a unit skids into any terrain hex (not including 
  buildings, level changes or water), other than clear and/or 
  paved hexes (such as woods, rough terrain and so on), that 
  terrain affects the duration of the skid. For each such hex 
  entered, subtract the Movement Points required to enter 
  that terrain type from the remaining hexes to be skid, as 
  shown on the Movement Cost Table, p. 52, with no additional 
  damage applied (unless the terrain is prohibited; see below). 
  For example, if a unit in the process of skidding through six 
  hexes enters a light woods in the third hex, it would subtract 
  an additional one from the hexes left to skid (plus the one for 
  entering the hex), leaving it two hexes to skid. If a unit would 
  enter a hex that would reduce its remaining hexes to skid to 
  0 (or less), it would still enter that hex, ending its movement 
  in that hex. In the example above, the unit has 2 hexes still to 
  skid. If the next hex it entered were a heavy woods hex, that 
  would subtract 2 hexes (plus the one for entering the hex), 
  which it doesn’t have, but it would skid into that hex regard-
  less (as above, with no additional damage applied), ending 
  the skid in the heavy woods hex.
  Prohibited Terrain: If a unit skids into prohibited terrain—
  such as a hover vehicle sideslipping into woods or a wheeled 
  vehicle skidding into rough—the unit takes 1 point of 
  damage for every 5 tons it weighs (round fractions up). Group 
  the resulting damage into 5-point groupings, then roll once 
  for each grouping on the appropriate Hit Location Table 
  (always use the Front/Rear column). The unit is considered 
  immobile for the remainder of the game. If a unit prohibited 
  from entering water skids into Depth 1 or greater water, it is 
  automatically destroyed.
  Water: Units not prohibited from entering a water hex 
  automatically end their skid if they enter Depth 1 or greater 
  water (except hover vehicles, which continue sideslipping). 
  No additional damage is applied in this case. If a hover vehicle 
  suffered critical damage that rendered it immobile during a 
  sideslipping (see Combat, p. 98), it is destroyed when it enters 
  a Depth 1 or greater water hex. 
  Avoiding a Collision: A unit that has not yet moved during 
  the current Movement Phase can attempt to dodge a skid-
  ding unit that has made a successful unintentional charge 
  attack to-hit roll against it. In order to get out of the way, the 
  player controlling the target unit must make a successful 
  Piloting/Driving Skill Roll just before the skidding unit enters 
  the target’s hex. A successful roll means the target unit may 
  make its entire movement immediately, before the skidding 
  unit stops. Failure means the target remains in its hex (though 
  a failed roll does not cause the target unit to fall). Units moved 
  in this way have expended their movement (by walking/cruis-
  ing) and may not move again later in the Movement Phase. 
  Once the skidding unit’s movement is completely resolved, 
  make sure to immediately adjust for the number of units 
  shifted per side (see Unequal Numbers of Units, p. 39).
  SKID MODIFIERS TABLE 
  Hexes Moved
  Piloting Skill Modifier
  0-2
  –1
  3-4
  0
  5-7
  +1
  8-10
  +2
  11-17
  +4
  18-24
  +5
  25
  +6
  
  Infantry: Infantry that has not yet moved can automatically 
  dodge a skidding unit. If a unit skids into infantry, the infantry 
  takes damage equal to the skidding unit’s tonnage divided by 
  5, and the skidding unit continues its skid even if the infantry 
  survives. 
  Large Support Vehicles: Large Support Vehicles may never 
  attempt to avoid a collision with a skidding unit.
  ProtoMechs: ProtoMechs that have not yet moved can auto-
  matically dodge a skidding unit; the ProtoMech stays in the same 
  hex and is not required to make a Piloting Skill Roll. If this would 
  violate the stacking rules, however, then it cannot automatically 
  dodge, and the skidding unit may strike the ProtoMech.
  In Skidding Diagram 1, the controlling player wants his 
  BattleMech in Hex A to end its turn in Hex H, facing the num-
  bered hexside on the City (Skyscraper) map. To spend the 
  required 10 MP, this BattleMech must run (it has a Walking 
  MP of 7 and a Running MP of 11). It runs to Hex C and makes 
  a facing change toward Hex D. No Piloting Skill Roll is required. 
  However, when the BattleMech attempts to enter Hex D, still 
  running, the player must make a Piloting Skill Roll before 
  entering the hex because the BattleMech will be running as it 
  moves into a new hex after making a facing change on pave-
  ment. So far, the BattleMech has moved 2 hexes, and so the 
  modifier for the Piloting Skill Roll is –1 (there are no additional 
  modifiers due to damage to the ’Mech). The player needs to roll 
  a 4 or higher to avoid skidding. The player rolls a 10, and the 
  BattleMech continues to run toward Hex H.
  The BattleMech makes another facing change in Hex E 
  toward Hex F. In order to move safely from Hex E to Hex F while 
  running on pavement, the player must make another Piloting 
  Skill Roll, this time modified by 0 because the BattleMech has 
  moved 4 hexes. The modified target number is 5 (5 + 0). 
  If the player rolls a 4 or less, the warrior failed to maintain 
  control of the BattleMech and it skids down the 1A-1B hex row. 
  Normally the ’Mech would skid for two hexes (4 / 2 = 2), placing 
  it in Hex 1B. However, the light woods in Hex 1A must be taken 
  into consideration. The Movement Point Cost Per Hex for light 
  woods is 1, so that is subtracted from the total amount of hexes 
  to be skid, meaning the ’Mech only skids 1 hex into 1A. The 
  BattleMech, which weighs 55 tons, suffers 6 points of damage 
  falling into hex E where it failed its Piloting Skill Roll (55 tons 
  divided by 10 is 5.5, rounded up to 6) and 3 points of damage 
  per hex it enters during the skid (half the falling damage of 5.5, 
  rounded up) for a total of 9 (6 + 3 = 9); it only skid 1 hex and the 
  woods do not cause any additional damage. Once the skid is 
  finished, the player rolls two times to determine the locations 
  of the falling/skid damage: one 5-point Damage Value group-
  ing and one 4-point Damage Value grouping. Both groupings 
  are applied to the appropriate location determined through 
  the fall (see Falling, p. 68).
  If the light woods had not been in Hex 1A, then the ’Mech 
  would’ve skid into the building Hex of 1B, which would’ve 
  required the controlling player to resolve the damage to both 
  the ’Mech and the building hex as though the ’Mech had 
  charged the building (see Charge Attacks, p. 148).
  If the player rolls a 5 or greater, then the BattleMech con-
  tinues to run towards Hex H. The ’Mech makes another facing 
  change in Hex G towards Hex H. Once more, in order to move 
  safely from Hex G to Hex H while running on pavement (even 
  though the hex the ’Mech is moving into is not pavement), the 
  player must make another Piloting Skill Roll, this time modi-
  fied by +1 because the ’Mech has moved 6 hexes. The modified 
  target number if 6 (5 + 1).
  If the player rolls a 5 or less, the warrior failed to maintain 
  control of the BattleMech and it skids down the 2A-2D hex 
  row. Normally the ’Mech would skid for three Hexes (6 / 2 = 
  3), placing it in Hex 2C. However, the units in hexes 2A and 2B 
  might modify the total number of hexes skid before the unit 
  reaches Hex 2C. 
  If the ’Mech collided with the ProtoMech in Hex 2A, the 
  controlling player would first apply the damage (a 5-point and 
  4-point Damage Value groupings) from the fall and skid to the 
  hex occupied by the ProtoMech and then would resolve the 
  damage from the collision; this might result in the ’Mech being 
  destroyed in Hex 2A, before it actually unintentionally charges 
  the ProtoMech in Hex 2A, which would mean that no collision 
  or further damage is resolved for the ’Mech or ProtoMech. Of 
  course a charging resolution doesn’t need to be resolved at 
  this point because the ProtoMech has not yet moved in this 
  Movement Phase and so automatically avoids the skidding 
  unit. As such, the player does not yet apply its falling or skid-
  ding damage.
  As the skidding ’Mech enters Hex 2B, there are two units 
  it must avoid; a vehicle and ’Mech— the vehicle has already 
  moved, but the ’Mech has not yet moved in the current 
  phase. The controlling player of the skidding unit randomly 
  • skidding diagram 1 • 
  
  65
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  determines to first roll to see if the skidding unit strikes the 
  vehicle. The Modified To-Hit Number for the unintentional 
  charge attack is 12 (5 (base to-hit number) +2 (attacker 
  ran), +2 (vehicle moved 5 hexes), +3 (unintentional 
  charge)). The player rolls a 10 and so doesn’t hit the vehicle.
  The controlling player must then determine if the 
  skidding unit strikes the ’Mech. The Modified To-Hit 
  Number for the unintentional charge attack is 10 (5 
  (base to-hit number) + 2 (attacker ran) + 0 (no target 
  movement modifier, as the target has not yet moved in 
  this phase) + 3 (unintentional charge)). The controlling 
  player rolls a 10!
  Because the target unit has not yet moved, it can avoid 
  the successful charging attack by making a successful 
  Piloting Skill Roll (in this case, a result of 4 or better). 
  However, before the player makes the Piloting Skill Roll, 
  the controlling player of the skidding unit first applies 
  the falling damage and skidding damage to the skidding 
  unit. The BattleMech, which weighs 55 tons, suffers 6 
  points of damage falling into Hex G, where it failed its 
  Piloting Skill Roll (55 tons divided by 10 is 5.5, rounded 
  up to 6) and 6 points of damage for skidding into Hex 
  2A and 2B (half the falling damage of 5.5, rounded up) 
  for a total of 12 (6 + 6); the controlling player applies the 
  two 5-point and one 2-point Damage Value groupings 
  to the appropriate location as determined by the fall (see 
  Falling, p. 68).
  This damage is applied before the controlling player 
  of the enemy ’Mech makes its Piloting Skill Roll to dodge 
  the skidding unit, because if the falling and skidding 
  damage destroys the ’Mech, then the charge would not 
  occur and the dodging unit would still be able to move 
  normally this turn. The controlling player, however, rolls 
  a 3, which means it failed to dodge. In addition, because 
  it has now moved, it cannot move again later in the 
  Movement Phase. 
  The skidding unit strikes the target unit doing 33 points 
  of damage: 5.5 (55 tons divided by 10) x 6 (the number of 
  hexes the skidding unit entered during the turn, not count-
  ing skidding hexes), rounding up (if needed). The control-
  ling player then rolls seven times for each of the six 5-point, 
  and the single 3-point, Damage Value groupings on the 
  front side of the ’Mech Kick Hit Location Table. 
  The skidding ’Mech also takes damage from the success-
  ful charge equal to 1 point of damage for every 10 tons that 
  the target weighs (round fractions up), applied in 5-point 
  Damage Value groupings on the Front/Rear column.
  At the end of the successful charge, the skidding unit is 
  in Hex 2B (even though it would normally have skid for 1 
  more hex, because it unintentionally charged another unit, 
  it ends its movement in that hex), while the target ’Mech is 
  moved into Hex 2C. The skidding unit is already prone, and 
  so its player need not make a Piloting Skill Roll to avoid a 
  fall, but the target unit must make the standard Piloting 
  Skill Roll to avoid a fall after impact; it fails, the target 
  ’Mech will fall into Hex 2C.
  Finally, the displacement of the ’Mech in Hex 2B to Hex 
  2C automatically causes a domino effect to the ’Mech in 
  Hex 2C. If it had not yet moved this turn, it could attempt 
  to get out of the way (see Domino Effect, p. 152); if it has 
  already moved, it will be moved to Hex 2D, after which 
  both ’Mechs in Hexes 2C and 2D must make Piloting Skill 
  Rolls to avoid falling.
  If the ‘Mech had fallen and skid at any time in the turn, 
  regardless of whether the ‘Mech still had MP to expend, its 
  movement would be over.
  SL 
  SL
  The MechWarrior of a Masakari Prime demonstrates his piloting acumen on the dangerous ferrocrete of a city. 
  
  In Skidding Diagram 2, Player 1 wants his 55-ton BattleMech 
  to end its movement in Hex 1F on the Large Mountain #2 map. 
  To spend the required 8 MP, this BattleMech must run (it has a 
  Walking MP of 6 and a Running MP of 9). The BattleMech runs 
  to Hex 1D. When it attempts to enter Hex 1E, the controlling 
  player must make a Piloting Skill Roll (due to the road) against 
  a Modified Target Number of 5 (5 for the MechWarrior’s 
  Piloting Skill +0 because the ’Mech has only moved 3 hexes at 
  this point). If the roll is successful, the ’Mech can move to Hex 
  1F. There, the controlling player—thinking ahead to where he 
  wants his unit to be in the next turn—will spend the ’Mech’s 
  remaining 1 MP to turn to Hexside 6, in preparation for moving 
  to the light trees in Hex 3A. If the roll in Hex 1D fails, the ’Mech 
  skids into Hex 4A. Hex 1E has a level of 4, while Hex 4A has a 
  level of 0. This four-level drop means that the controlling 
  player must consult the Falling rules (see p. 68) to determine 
  damage and results. In this case, the ’Mech takes 36 points of 
  damage (6 for the initial fall—there is no damage for the 1-hex 
  skid as the unit skids ‘into air’ when it enters hex 4A—and 
  30 for the accidental fall from the level change). The player 
  assigns the damage in 5-pont Damage Value groupings, using 
  the appropriate column of the table once the facing has been 
  determined (see Facing After a Fall, p. 68).
  Once Player 1 has successfully moved his ’Mech to Hex 1F, 
  Player 2 wants his 50-ton hover vehicle (Cruising 6 MP, Flanking 
  9 MP) to end its movement in 
  Hex 2F. As the hover vehicle 
  does not have a turret and 
  wants to get into the ’Mech’s 
  rear arc for an attack during 
  the Weapon Attack Phase, it 
  must end up facing Hexside 
  6, and so it must use flanking 
  movement to get there. The 
  hover vehicle flanks to Hex 
  2E. When it attempts to enter 
  Hex 2F, Player 2 must make 
  a Driving Skill Roll (unlike 
  other ground vehicles, a 
  hover vehicle always requires 
  a Driving Skill Roll to avoid a 
  sideslip when flanking, regard-
  less of terrain; see Sideslipping, 
  p. 67). The modified target 
  number for the roll is 4 (4 for 
  the vehicle’s Driving Skill, with 
  no additional modifiers as there is no damage to the vehicle). 
  The controlling player rolls a 2. Because no obstructions exist 
  to automatically block its path, the hover vehicle sideslips for 2 
  hexes (Margin of Failure for the Driving Skill is 2 (4 (the target 
  number) –2 (dice roll result) = 2); as the unit is a hover vehicle, it 
  does not need to make an immediate roll on the Motive System 
  Damage Table for the sideslip. 
  It first sideslips into Hex 1F, which means it might strike 
  the ’Mech that Player 1 just moved. Because that ’Mech has 
  already moved for the turn, it cannot attempt to dodge the 
  hover vehicle. To determine if the vehicle strikes the ’Mech, 
  the vehicle’s player must make a Charging Attack to-hit roll 
  against a Modified To-Hit Number of 11: 4 for the base to-hit 
  number (driving skill) +0 (charge attack modifier) + 2 (attacker 
  flanked) + 2 (target movement modifier) + 3 (unintentional 
  charge). Even though the target unit’s Piloting Skill rating is 
  two higher than the sideslipping unit, the standard –2 modifier 
  for the difference between attacker and target Piloting Skills 
  does not apply for an unintentional charge. 
  The vehicle’s player rolls an 8, which means the vehicle 
  missed the ’Mech. The change in level when the hover vehicle 
  entered Hex 1F was only one level lower, which has no 
  effect, and so the vehicle moves into Hex 5A. That hex is five 
  levels below Hex 1F, and so the player must consult the Unit 
  Displacement rules (see p. 151) to determine damage. In this 
  case, the vehicle takes 30 points of damage. The player assigns 
  the damage in 5-point Damage Value groupings, using the 
  appropriate column of the table once the facing has been 
  determined (see Facing After a Fall, p. 68).
  Had any ground units been located in Hexes 4A or 5A, 
  respectively, when the ’Mech and the hover vehicle fell off the 
  cliff—or if airborne vehicles were in those hexes at or below 
  the elevation equal to the level of Hexes 1D and 1F (Levels 4 
  and 5, respectively)—a collision might have occurred, which 
  would have required the players to use the Accidental Falls 
  From Above rule (see p. 152). 
  • skidding diagram 2 • 
  
  67
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  SIDESLIPPING
  While superficially similar to skidding, sideslipping units do 
  not use any of the rules for skidding unless specified otherwise. 
  Most notably, the to-hit modifiers that occur as a result of a unit 
  skidding are not applied, and as a sideslipping unit is not actu-
  ally touching the ground as it moves, it incurs no damage by 
  sideslipping unless it runs into something.
  If a VTOL, WiGE or hover vehicle using flanking move-
  ment makes a facing change at any point in the turn and 
  then attempts to enter a new hex in the same turn, before 
  that vehicle actually enters the hex, the player must make a 
  Driving Skill Roll to see if the unit sideslips. 
  If the Driving Skill Roll is successful, the vehicle follows its 
  desired course. If the Driving Skill Roll fails, the vehicle sideslips 
  a number of hexes equal to the Margin of Failure in the direc-
  tion of the hex that it would have moved to without the facing 
  change; regardless of the MoF, a vehicle can only sideslip for a 
  number of hexes equal to one less than the number of hexes 
  entered in the turn prior to a sideslip. For example if a unit has 
  moved for 3 hexes and then is forced to make a Driving Skill Roll 
  with a resulting Margin of Failure of 4 or more, the vehicle could 
  only sideslip for 2 hexes. A Driving Skill Roll is not required if the 
  vehicle does not move after it changes facing.
  The player has no opportunity to change the elevation of a 
  VTOL or WiGE vehicle (see WiGE below for the exception) that 
  sideslips before it enters the new hex. Therefore, it is possible 
  for a vehicle to sideslip into an obstacle that causes it to crash. 
  If the sideslip does not result in a crash, the vehicle may move 
  normally (continue in the direction of the facing change) after 
  the failed turn. The sideslip, no matter how many hexes are 
  traversed during a sideslip, costs no MP.
  WiGE: Even during a sideslip, if a WiGE enters a hex that is 
  only 1 level higher than the level of the underlying hex the 
  WiGE exits from, the WiGE vehicle will automatically rise 1 
  elevation above the level of the new hex (see WiGE Movement, 
  p. 55). If the terrain is greater than 1 level difference, then a 
  collision occurs.
  In the Sideslipping Diagram above right, a VTOL Vehicle 
  with a Driving Skill of 5 is at Elevation 2 in Hex A on the 
  Wide River map. The controlling player declares that it 
  will move at flank speed during the Movement Phase, and 
  moves 2 hexes without changing elevation. When the 
  VTOL arrives in Hex B, the VTOL changes facing and then 
  declares that it will move into Hex C; though the Hex is at 
  Level 1, the Elevation 2 of the VTOL would allow it to enter 
  that hex without forcing a landing or a crash. The player 
  makes a Driving Skill Roll with a result of 3. Because he 
  needed a 5 to succeed, the VTOL sideslips into Hex D, Light 
  Woods. The Margin of Failure is 2, however, since the unit 
  only moved 2 hexes prior to making the Driving Skill Roll, 
  the unit does not sideslip 2 hexes, but only sideslips 1 hex.
  However, even if the unit had moved more than 2 hexes 
  prior to making the Driving Skill Roll, as the tops of the 
  trees are at Level 2 and the VTOL is at Elevation 2—i.e. 
  they overlap—the VTOL crashes in the hex; it couldn’t 
  have sideslipped for two hexes. Because the right side of 
  the VTOL faced the terrain it crashed into, the VTOL Vehicle 
  takes the crashing damage on its right side.
  If the VTOL had climbed to Elevation 3 before attempt-
  ing the turn, then it would have risen above the trees and 
  could have continued to move normally into Hex E.
  Collisions
  VTOL, WiGE and hover vehicles use all the standard rules for 
  collisions during a sideslip as described under skidding (see p. 
  62), with the following exceptions.
  Other Units: VTOL and WiGE vehicles only encounter an 
  accidental charge during a sideslip if the level of the hex 
  they sideslip into (i.e. the level of the underlying terrain, plus 
  the level of the unit) is at or higher than the elevation of the 
  sideslipping unit (see Stacking, p. 57, for the heights of various 
  units). If a VTOL or WiGE vehicle sideslips into a hex where it 
  could potentially charge an infantry unit, then the elevation 
  of the sideslipping unit is at the level of that hex’s underlying 
  terrain and automatically crashes (see VTOL and WiGE Vehicle 
  Crashes below).
  Buildings, DropShips, Large Support Vehicles and 
  Levels: VTOL and WiGE vehicles that sideslip into a hex whose 
  MD 
  MD
  Yellow Jacket Gunship, Tikonov Republican Guards (House Steiner) 
  • sideslipping diagram • 
  
  level is at or higher than the elevation of the sideslipping unit, 
  automatically crash (see VTOL and WiGE Vehicle Crashing below). If 
  such vehicles sideslip into a hex containing a building, DropShip 
  or Large Support Vehicle, and the level of the hex (i.e. the level of 
  the underlying terrain, plus the level of the unit or building) is at 
  or higher than the elevation of the sideslipping unit, it automati-
  cally charges the unit or building hex (see Stacking, p. 57) for the 
  heights of Large Support Vehicles and grounded DropShips.
  Accidental Falls from Above: VTOL vehicles ignore the rules 
  for sideslipping into a hex that would cause a normal ground 
  vehicle to incur an accidental fall from above.
  WiGE vehicles, provided they have the MP available, can avoid 
  an accidental fall in such a situation (see Wing-In-Ground-Effect 
  Movement, p. 55).
  VTOL and WiGE Vehicle Crashes
  Sideslipping VTOL and WiGE vehicles that crash take damage 
  from crashing on whatever side impacted the terrain. The 
  damage is equal to the number of hexes that the vehicle moved 
  in that turn times its tonnage, divided by 10 (rounded up). Group 
  the damage into 5-point Damage Value groupings. The control-
  ling player then rolls once on the VTOL Vehicle Hit Location Table 
  (or Ground Combat Vehicle Hit Location Table, for WiGE vehicles) 
  for each grouping of damage (see pp. 196 and 193 respectively).
  If the vehicle is still functional after taking damage from the 
  crash and it can normally land in the terrain of the hex in which it 
  crashed, the vehicle is considered to have landed in the hex and 
  can move as normal in the next turn. Otherwise, the vehicle is 
  considered destroyed. 
  The vehicle may not attack in the turn that it crashes.
  Accidental Falls from Above: If a VTOL or WiGE vehicle crashes 
  during a sideslip and there are units occupying the hex in which 
  the vehicle crashes, all the standard rules for an Accidental Fall 
  from Above apply (see p. 152).
  FALLING
  Whenever a ’Mech falls, it suffers damage and its warrior 
  may suffer damage. The amount of damage taken by the ’Mech 
  depends on its weight and the distance it falls. Whether or not 
  the MechWarrior suffers an injury depends on a Piloting Skill Roll.
  Other types of units do not fall. If they are moved out of their 
  hexes for any reason, they are considered displaced and use the 
  Unit Displacement rules (see p. 151). 
  DETERMINING LOCATION AFTER A FALL
  To determine a ’Mech’s location after a fall, players must use 
  their judgment and the following guidelines to create a reason-
  able outcome. The action that caused the fall should determine 
  location afterward.
  If the fall occurs during the Movement Phase on level ground, 
  the ’Mech falls in the hex it was entering. If a fall occurs because 
  of weapons fire, a physical attack or any other combat-related 
  reason, the ’Mech falls in the hex it currently occupies. To find the 
  number of levels the ’Mech fell, subtract the level of the hex into 
  which it fell from the level of the hex from which it began the fall.
  Falling and Collisions: If a ’Mech falls into a hex occupied by 
  another unit, that unit might also take damage. If the first ’Mech 
  fell from a hex two or more levels above the landing hex, use the 
  Accidental Falls from Above rules, p. 152. If the ’Mech fell from a 
  hex one level higher or at the same level, use the Domino Effect 
  rules, p. 152. 
  FACING AFTER A FALL
  When a ’Mech falls, it takes damage and its facing may change. 
  This facing change determines the ’Mech Hit Location Table used 
  when assigning damage from the fall. To determine the unit’s facing 
  after the fall and the area of the ’Mech that takes damage, roll 1D6 
  and consult the Facing After a Fall Table.
  A fallen ’Mech lies prone and face down. 
  ’Mechs that fall on their sides or back auto-
  matically roll over to lie face down after 
  taking damage. Any damage to the prone 
  ’Mech from outside sources such as weapons 
  fire or physical attacks is treated as if the 
  ’Mech was standing facing its current facing.
  In the falling diagram at right, the control-
  ling player wants his BattleMech in Hex A to 
  move into Hex B on the City (Suburbs) map. 
  Hex B was originally part of a multi-hex build-
  ing, but damage has reduced it to rubble; the 
  players placed a rubble counter on the hex to 
  signify the change in terrain. As soon as the 
  player enters the rubble hex, he must make 
  a Piloting Skill Roll. The roll fails, and so the 
  controlling player rolls 1D6. He gets a result 
  of 3 and consults the Facing After a Fall Table. 
  The BattleMech is now facing two hexsides to 
  the right (clockwise) of its original facing and 
  takes the damage from the fall on its right 
  side (i.e. it uses the right side column of the 
  ’Mech Hit Location Table). It lies prone and 
  face down in the rubble hex.
  FALLING DAMAGE TO A ’MECH
  A ’Mech always takes damage from a fall equal to 1 point for 
  every 10 tons that the ’Mech weighs (rounding up) times the 
  number of levels plus 1 that the ’Mech fell; this is the level of the 
  underlying terrain and not the height of the ‘Mech. If a ’Mech 
  that jumped that Movement Phase falls as the result of a failed 
  Piloting Skill Roll, the ’Mech is considered to have fallen 0 levels. If 
  it fell into a water hex, use the rules described in Falling Damage, 
  p. 57, in Underwater Movement.
  • falling diagram • 
  FACING AFTER FALL TABLE 
  Die Roll (1D6)
  New Facing
  Hit Location
  1
  Same Direction
  Front
  2
  1 Hexside Right
  Right Side
  3
  2 Hexsides Right
  Right Side
  4
  Opposite Direction
  Rear
  5
  2 Hexsides Left
  Left Side
  6
  1 Hexside Left
  Left Side
  
  69
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Divide the damage into groupings of 5 points each, assign-
  ing any remaining points to one smaller group, and deter-
  mine a hit location for each grouping. For example, a ’Mech 
  that suffers 33 points of falling damage takes six groupings 
  of 5-point hits and one 3-point hit. To determine the location 
  of the damage, use the appropriate column of the ’Mech Hit 
  Location Table, p. 119 in Combat, as specified by the Facing 
  After a Fall Table. If the fall occurs during the Movement Phase, 
  resolve the damage as it happens.
  IndustrialMechs: During the End Phase of any turn in 
  which an IndustrialMech falls or is the target of a success-
  ful physical attack (see p. 144), roll 2D6 and consult the 
  Determining Critical Hits Table (see p. 124). Apply a +1 modi-
  fier to the result for each level above 1 fallen. To determine the 
  location of any resulting critical hits, roll once on the Front/
  Rear column of the ’Mech Hit Location Table (see p. 119). The 
  controlling player makes only one roll per turn, regardless 
  of the number of falls (or successful physical attacks) the 
  IndustrialMech suffers.
  A Grasshopper in a Level 1 hex attempts to stand during 
  the Movement Phase. The MechWarrior fails his Piloting Skill 
  Roll, and the BattleMech falls again in the same hex. This 
  means the BattleMech fell 0 levels. The player rolls a 1 on 
  the Facing After a Fall Table and finds that the BattleMech 
  landed on its front, so it takes the falling damage on its 
  front. The Grasshopper suffers 7 points of damage (70 tons 
  divided by 10 equals 7; the number of levels fallen plus 1 
  equals 1; 7 x 1 = 7). The player divides the 7 points into one 
  5-point grouping and one 2-point grouping. He then uses 
  the Front column of the BattleMech Hit Location Table to 
  determine the exact location of the damage.
  FALLING DAMAGE TO THE MECHWARRIOR
  To determine if the warrior took damage when the ’Mech fell, 
  the player makes a second Piloting Skill Roll after every fall. First, 
  apply all appropriate modifiers to the target number (including 
  all pre-existing damage modifiers, as well as any current situ-
  ational modifiers such as taking 20+ points of damage in the 
  current phase, and so on). Then add +1 to the MechWarrior’s 
  Piloting Skill target number for every level above 1 fallen. If the 
  die roll result is equal to or greater than this modified target 
  number, the MechWarrior avoided taking damage. If the result 
  is less, the MechWarrior takes 1 point of damage. 
  Automatic Damage: The only ways in which automatic 
  damage occurs to a warrior whose ’Mech falls is if the warrior 
  is unconscious at the time of the fall, if the ’Mech is consid-
  ered immobile (for example it is shut down) or if the modi-
  fied to-hit number for the Piloting Skill Roll to avoid warrior 
  damage is greater than 12. In those three instances, the 
  warrior automatically takes 1 point of damage. In any other 
  instance, there is always a chance that the Piloting Skill Roll 
  can stop damage to the warrior.
  The Grasshopper in the previous example has a Piloting 
  Skill of 5. It does not have any pre-existing damage, it 
  did not take 20 points of damage in this turn, and it fell 0 
  Levels, and so no modifiers apply to the Piloting Skill target 
  number. The controlling player therefore need only roll 5 or 
  better to avoid damaging the MechWarrior.
  RA 
  RA
  A Davion BattleMaster from the Third Crucis Lancers rights itself after skidding into a building. 
  
  NEAR ORBIT, DEHRA DUN
  CIRCE, PENTAGON WORLDS
  CLAN HOMEWORLDS
  16 SEPTEMBER 3057
  Falling around the planet would 
  have been better. An object in motion, 
  circling helplessly in the grip of blind 
  physics, would have been less noticeable 
  than a bit of refined metal hanging in geo-
  synchronous orbit.
  No matter how null its energy signature.
  Ilya flexed his muscles, rippling them through 
  a series of isometrics designed to keep him from 
  growing stiff as he sat long hours at the controls of 
  his Bashkir. The flight suit hugged his body close, the 
  sensation hovering at the edge of feeling trapped. 
  Extra layers of insulation had been worked into the 
  already heavy flight suits for the orbital pickets. There 
  was no dishonor in harboring as much body heat as pos-
  sible, to keep reflexes sharp. To hang without energy at 
  the edge of the absolute cold of space required intelligent 
  marshalling of resources as well as a predator’s patience.
  A predator. Ilya clung to that image. 
  It was better than imagining himself a buffalo. He had seen 
  herds of the dull herbivores with the males standing, back to 
  the herd, staring blankly over the waving grasses. Positioned by 
  instinct to face threats they lacked the wit to imagine.
  Unlike those food beasts grazing on prairies thirty-six thousand 
  kilometers below, Ilya could imagine the threat bearing down on 
  Circe. The Galaxy Commander of the Jade Falcons’ Sigma Galaxy 
  had bid the First Falcon Dragoons to take the genetic repository 
  at Dehra Dun. The Fifteenth Raven Garrison Cluster had been 
  bid to defend. Neither Galaxy Commander had cut down, each 
  committing the full five Trinaries of 
  his force to the battle. 
  The Jade Falcons had been accorded 
  safcon in system. Neither side would risk 
  WarShips in a naval battle. But once the 
  DropShips slipped their moorings, they 
  would become rightful prey. Which suited 
  Ilya well. Safcon to the surface would have 
  left him with no opportunity to accrue honor. 
  The Jade Falcons were attempting to cripple 
  the Snow Ravens; claiming they had the right 
  to retake genetic material traded to that Clan. 
  Their raid would threaten the entire repository and 
  set a precedent for other Clans to raid as well. The 
  Snow Raven genetic store was made up of material 
  traded and won from other Clans in the centuries since 
  the Not-Named Clan had destroyed Dehra Dun with a 
  nuclear strike. 
  Ilya deactivated his neurohelmet’s visor. Sliding the 
  viewscreen up out of his way, he looked directly at the stars—
  pinpoints of pure light etched on the ferroglass canopy of his 
  cockpit. Circe lay below him, its presence betrayed by a faint 
  glow and the haze of upper atmosphere barely visible beyond 
  the prow of the Bashkir.
  The twenty-ton craft was new to him, yet familiar. His first 
  fighter had been a Bashkir, mounted with lasers—paired large 
  and small—for the close personal combat he loved. The ship 
  around him now was armed with a pitiful small laser and twin 
  long-range missile racks. Not a weapons mix he would have 
  chosen. But the defeat that had placed him in this cockpit had 
  also robbed him of the status to demand better. That would 
  come after this day’s battle.
  The proper showing here would earn him the right to demand 
  more than sharper claws for a tiny fighter.
  Kevin Killiany
  
  Ilya had earned a proper fighter nearly a decade ago. A 
  Stooping Raven. Despite Uniform Designation Protocols 
  requiring the craft be called an Issus, not a single Snow Raven 
  aerospace pilot ever failed to call the swift and nimble war bird 
  by its proper name.
  A mere week ago he had challenged for a new prototype of 
  the Stooping Raven—one that mounted an ATM-9 and a heavy 
  laser for close combat—and lost. Lost through a subtlety of 
  strategy on the other pilot’s part that bordered on dishonor-
  able subterfuge. Yet even as he formed the partial excuse, Ilya 
  dismissed it. He’d been out-thought and out-fought in the 
  simulator dogfight. His opponent, a Bloodnamed warrior, had 
  defeated him honorably.
  Not so the pilot who had challenged Ilya for his own 
  Stooping Raven within hours of his defeat. She had been a 
  giant among the aerospace subcaste—a freakish one point 
  seven meters tall and heavily muscled. She had not challenged 
  him to a simulator duel, which would have measured their 
  piloting skills, but to unaugmented combat.
  Ilya had been foolish to accept so quickly, but the sting of 
  his earlier defeat prodded him to rashness. And more defeat. 
  He would never forget his feet kicking uselessly clear of the 
  floor as she held him aloft from behind, the arm clamped 
  around his throat stopping blood from reaching his brain. Nor 
  would he forget the faces of the watching warriors in the Circle 
  of Equals growing dim as his consciousness fled.
  That she had broken nothing, had left no permanent mark, 
  made the humiliation all the more bitter.
  Now he knew she waited below, ready to scramble the 
  Stooping Raven that had been his, while he hung here in the 
  Bashkir, which had been hers. Though he dared to hope the 
  Star to which he’d been relegated would prevent the Jade 
  Falcon onslaught, he knew their purpose was to slow the 
  invaders while Circe’s true defenders rose to the challenge. 
  “Pirate point insertion.”
  The terse information came with no hooting alarms, no 
  frantic orders. The opponents’ arrival was expected, the war-
  riors ready.
  Ilya slapped the neurohelmet’s visor in place. 
  Instantly open space replaced his view of the stars 
  from a darkened cockpit. Tied to the Bashkir’s 
  passive sensor array, the visor of the Snow Raven 
  flight suit presented all directions in hyperfocused 
  clarity. Glancing down, he saw Circe, to his left and 
  right the silvery curve of the upper atmosphere 
  pressing against the vault of space. Behind him, in the 
  reverse view just above his line of sight, he could see the 
  golden halo of the dawn line retreating toward the far 
  horizon. Only the pressure of the harness and the array of 
  controls suspended against the stars before him defeated 
  the illusion of flying unaugmented above his homeworld.
  Information flowed across the bottom of his view: hard data 
  and images broadcast by automated satellites to the dark and 
  silent aerospace fighters. 
  A Sovetskii Soyuz had appeared at the lunar Lagrange point. 
  To choose the most obvious arrival point indicated either that 
  the Jade Falcons lacked imagination or were eschewing point-
  less misdirection. Ilya cared only that their choice placed his 
  Point closest to their landing vector. The WarShip’s screen of 
  
  aerospace fighters—two full Stars—deployed even as three of the 
  four suckling DropShips slipped from their docking rings. 
  The satellite’s sensors could not discern individual aerospace 
  fighters at range, but as they cleared the WarShip, the larger 
  moving vessels were tagged as a Lion and a brace of Union-Cs. 
  Subscreens opened with attack/defense data on each vessel as it 
  was identified. 
  A Star of aerospace fighters launched from the fourth DropShip, 
  prompting the computer to identify it as a Carrier. Despite its 
  formidable weapons, the Jade Falcons were not willing to bid the 
  valuable vessel in today’s assault.
  Ilya did nothing, touched nothing, activated nothing. The Jade 
  Falcon forces would be committed to their path before the ten 
  Bashkirs on high patrol announced their presence
  None of the aerospace assets held back to defend the WarShip—
  they were freed to attack by the safcon that protected the Sovetskii 
  Soyuz. The thirty fighters did not arrow immediately for the surface 
  of Circe, but formed a complex screen between the ships and the 
  planet. Or tried to. Though the satellite image could not resolve 
  details at distance, there seemed to be some confusion concerning 
  attack order. 
  The two smaller spheroid DropShips formed on the Lion with 
  apparent reluctance, maneuvering much closer to the WarShip 
  than sound navigation would dictate. Ilya’s readout on the Soyuz 
  blanked for a moment as the DropShips occluded the larger vessel 
  from the satellite’s sensors. A second array activated immedi-
  ately—more distant and thus less exact, but clear enough. 
  For twenty minutes Ilya sat motionless, watching the disorga-
  nized milling. At first he found himself embarrassed on their behalf 
  as they stumbled through what should have been a simple forma-
  tion. Then it occurred to him that the apparent blundering was a 
  ruse intended to draw impatient defenders out of position with the 
  promise of easy prey.
  A few moments later, the Jade Falcon force confirmed his sus-
  picions. The confusion evaporated and the wandering mass of 
  aerospace fighters resolved itself into a crisp battle array.
  Ilya dismissed the WarShip with the still-docked Carrier and 
  focused on the descending assault force. A Star of fighters fell 
  ahead—but not too far ahead. A curved shield to sweep high-alti-
  tude defenders aside. The other two Stars enclosed the DropShips, 
  their formation folding back to cup them in a tight defensive 
  bubble. A classic formation. 
  It assumed the planetary defenders would not allow the invad-
  ers to pass, then stoop to attack from the unguarded space above.
  The first shield of escorts descended and swept past Ilya’s orbit. 
  Scythas, Visigoths, and a point of Sabutais—rare so far from the 
  Crusade to redeem the Inner Sphere—heavy fighters, all. No target-
  ing sensors pinged the Bashkir’s passive array. The fighters of the 
  forward shield were not so much hunting as deterring interference 
  while they rushed to establish air superiority over the landing zone.
  Ilya knew that somewhere below him his beloved Stooping 
  Raven was rising—the mad giantess at the controls—to destroy the 
  heavy Star. Though he did not wish her to distinguish herself, he 
  mentally marked the leading Scytha as his Raven’s prey. Twice the 
  mass would not avail the Jade Falcon design against the superior 
  war bird. The tactician within him admitted that the ninety-ton 
  Scytha would more likely fall to an eighty-five-ton Xerxes than his 
  forty-ton Stooping Raven. 
  His former Stooping Raven.
  Ideally the enemy would fly completely past—unaware of any 
  threat—before the high defenders revealed their presence. But 
  physics cared little for the ideal. To attack, the Bashkirs had to be in 
  motion, vectoring in before the invading DropShips traveled too 
  deep into the atmosphere.
  Through his neurohelmet visor, Ilya saw tiny sparks come to life: 
  the blue-white markers of his own Star’s IFF transponders coming 
  online as aerospace fighter fusion reactors powered up, their 
  energy signatures making them targets. Those farthest from the 
  invaders’ line of flight fired up first, but the others swiftly followed 
  suit. The blue-white sparks rippled forward in a wave.
  Ilya kicked his Bashkir’s extralight 220 reactor to full fire, giving 
  the drive systems the bare minimum of warm-up before leaping 
  to maximum thrust. The heavy Snow Raven flight suit, which had 
  felt restrictive at zero gravity, snugged tighter. Hundreds of capil-
  lary tubes rushed fluid support to his limbs, a massaging cycle of 
  constrictions that kept blood flowing against angular accelerations 
  that would have killed an unaugmented Elemental.
  To his right and slightly below him, Ilya’s Point mate fired up, 
  matching vectors. Patir, a man half again his age whom he knew 
  not at all.
  Attacking DropShips and their escorts with light Bashkirs 
  required cooperation—a concept at odds with personal honor, 
  but necessitated by the overwhelming firepower of their enemy. 
  When aerospace fighters engaged capital ships, the honor of the 
  individual warrior flowed through the whole.
  The other Bashkir, armed with extended-range lasers, would 
  target an escort, stripping away the protector. Ilya would then 
  drive through the gap, fighting past the DropShip’s defenses to 
  deliver his long-range missiles. 
  A single Bashkir could not bring down a DropShip, but it 
  could do significant damage. The bay doors and thinner armor 
  of the vessel’s aft were the targets of choice. Particularly the bay 
  doors. A door breached in flight would force a slow and cautious 
  landing. Simple damage might prevent it opening properly when 
  the ship was down, delaying—or even preventing—BattleMech 
  deployment.
  Chance or fate selected their target as the Falcon formation 
  rotated to bring the Lion close.
  For half a heartbeat, a warning beep distracted Ilya. A new 
  subscreen opened to announce the Carrier had separated from 
  the Soyuz and was accelerating toward them. According to the 
  satellites’ long-range scan, it was too far away to be a factor for 
  several minutes. 
  Refocusing on the target at hand, he dismissed the DropShip’s 
  odd behavior. The battle would be over before it arrived.
  Counting on his Point mate to know his job, Ilya snapped his 
  craft through a half roll. For a moment the gold and dun globe of 
  Circe hung above him. Then he pulled back on the yoke, diving in 
  behind the trailing edge of the fighter cover. The maw of the Lion’s 
  forward battery seemed to fill his viewscreen. 
  
  Ilya threw his nimble fighter through asymmetric spirals, varying 
  thrust randomly.
  If even half the weapons from the Lion’s nose weapon bays 
  struck they would vaporize his fighter, not to mention the escorts. 
  Those were his Point mate’s responsibility, however.
  Ignoring everything but the prey before him, Ilya calculated 
  ranges and vectors. Not consciously, of course; there was not 
  enough time. Rather, a lifetime of training enabled him to inte-
  grate the targeting data flowing across the bottom of his visor, 
  his ersatz sight and the coded audio tones of status readouts into 
  a three-dimensional gestalt of the world around him. The entire 
  battle—his entire life—was reduced to this one moment, guiding 
  his war bird to its target. 
  The bow of the DropShip was useless to him. He needed to get 
  past its waist, past the escorting fighters, to hit the thinner armor 
  of the aft quarters and the vital bay doors.
  A staccato vibration rose through his acceleration couch as the 
  first faint wisps of upper atmosphere snatched at him. Without 
  wasting focus, part of his conditioned mind registered his Point 
  mate engaging a Tyre, pulling it far enough from position to open 
  a hole in the screen protecting the Lion’s midsection.
  Choosing his final attack vector, Ilya flared wide. Far enough to 
  give him vantage on a bay door, but not far enough to give the 
  DropShip’s batteries a clear shot. At the peak of his arc—the most 
  dangerous point—he matched velocities briefly and lined up on 
  his target. Good tone was useless—the targeting computer could 
  not differentiate one part of the DropShip from another. Ilya had to 
  narrow its options, coax it into aiming for the bay door by pointing 
  the nose of the Bashkir directly at the portal. 
  Factoring lead in concert with the targeting computer, he 
  unleashed both batteries of long-range missiles in a staggered 
  salvo. As soon as the second flight cleared the launch tubes, Ilya 
  shoved the throttle to maximum thrust. Acceleration slammed him 
  into his couch as the Bashkir leapt in pursuit of the missiles. His 
  target lock alarm sounded and faded as sheer speed carried him 
  through the weapons arc of a second Tyre before the other craft 
  could fire.
  Space exploded.
  Blinding flash after blinding flash—four, six, ten white-hot fire-
  balls—as the Lion’s aft quarter anti-missile battery destroyed Ilya’s 
  opening salvo. 
  Ilya grinned.
  The thin air reduced the shockwaves to vibrations. The dust of 
  debris rattled and whistled off his invisible canopy as the Bashkir 
  powered through the expanding cloud of destruction. So close 
  the main guns would have difficulty tracking him, too fast for the 
  anti-missile system to react and retarget, Ilya drove in, closer than 
  reason allowed, and unleashed a double flight at minimum range. 
  He saw a snapshot image of the impacts stitching across the 
  armored portal. Then he was flying for his life.
  Collision alarms hooted as he sideslipped, passing close enough 
  to the aft laser battery to count its rivets. The massive column of 
  superheated plasma slowing the giant DropShip’s descent nearly 
  blinded him before the visor compensated. Established strategy at 
  this point was to pull out and away, to gain distance for another 
  run as the DropShips landed.
  Ilya pulled back on the yoke. Angular acceleration became a tidal 
  surge, pulling blood and consciousness from his brain. Even as his 
  vision faded to red-shot grey, he kept the throttle to the limit. A 
  Sulla flashed past, momentarily attracting his targeting computer, 
  but he overrode, focusing on a second DropShip. 
  Rising beneath a Union-C, he physically aligned his fighter with 
  a set of bay doors. A clear shot with no anti-missile batteries in the 
  way. Three heartbeats and the salvo was away—ten long-range 
  missiles detonating against the hull and door even as he snap-
  rolled right, peeling away and down, diving into the gravity well 
  the behemoths above him were fighting. 
  Circe spread out before him. His tactical display showed swirl-
  ing sparks of red and blue-white as the first wave of Jade Falcon 
  aggressors broke against the rock of the Snow Raven defenders.
  Kilometers slipped under his wings as he turned, as tightly 
  as the aerodynamics of the thickening atmosphere allowed. 
  The mighty DropShips shrank to toys, to insects, as his fighter 
  clawed for position. He still had time for a second pass at the 
  Union-C. One run straight in, at speed, minimal evasion. A single 
  salvo, ripping into the bay doors. He hoped the same bay he’d 
  hit before would present itself, but he had no way to anticipate 
  how the DropShip would—
  Weapons lock.
  Ilya sideslipped without thought as three laser beams slashed 
  down from above.
  His right wing diagnostic flashed red, the missile launcher going 
  black. Air screamed, tearing at the raw edge of fresh wounds.
  The targeting computer identified a Vandal matching speeds 
  from above, closing for the kill. Ilya stared. There had been no 
  Vandals in the escort Stars. 
  Weapons lock. Ilya tried a snap roll, but the Bashkir wallowed, 
  its airframe moaning. Fully operational, he’d be hard pressed by a 
  Vandal with position on him. Now...
  A Vandal from above? Even as he fought his wounded craft and 
  physics, staggering through evasive maneuvers that should have 
  been easy as thought, Ilya wrestled with the mystery. 
  A trio of medium lasers burned into the rear edge of the ravaged 
  wing, all but severing it. Giving up all hope of evasion, Ilya strug-
  gled to keep his craft aloft. He didn’t need his diagnostics to know 
  it was futile. He could feel the Bashkir dying around him.
  The Carrier. The Sovetskii Soyuz had carried the Vandals as cargo. 
  Under cover of what he’d mistaken for confusion, they’d been 
  transferred to the Carrier and brought in for close launch. 
  The Bashkir’s stuttering flight became a spiral, the horizon 
  replaced by the plains of Circe. Sure of its victory, the Vandal broke 
  off, not even granting him the honor of a final salute as the pilot 
  went in search of other prey.
  Three defeats in the space of seven days. First by superior tactics, 
  then by superior strength, and now by both in concert.
  Ilya looked at the ejection lever and considered whether his life 
  was worth saving.
  
  Movement for aerospace units is more complex than for 
  ground units. Different movement systems apply depending 
  on whether a unit is operating in space, in high atmosphere 
  or in low atmosphere. Aerospace movement in atmosphere 
  is a subset of these units’ standard movement in micrograv-
  ity (space); the following rules apply to movement in space 
  and also provide the basis for all other aerospace movement. 
  BattleTech aerospace units (including conventional fighters, 
  Airships and Fixed-Wing support craft) change their position 
  and location on the mapsheet by applying thrust to control 
  their velocity. During the Movement Phase (Aerospace) of 
  each turn, each player must choose how he will apply thrust 
  to control his unit’s position. As with ground units, the player 
  must announce what movement mode he is using when it 
  is his turn to move an aerospace unit. Unlike ground units, 
  aerospace units must move in a specific order during the 
  Movement Phase (Aerospace). All DropShip movement is 
  completed before any other aerospace unit moves. Next, 
  small craft, Fixed-Wing and Airship Support Vehicles move. 
  Aerospace and conventional fighters move last. Conventional 
  fighters, Airships and Fixed-Wing Support Vehicles can only 
  operate in atmosphere (see Atmospheric Movement, p. 78).
  GAME TERMS
  The following terms describe important concepts in aerospace 
  movement rules.
  Additionally, players should once again familiarize themselves 
  with the definition of level, elevation and altitude (see Game 
  Terms, p. 43).
  Atmospheric
  The term “atmospheric” serves as a prefix to other game 
  terms—atmospheric movement, atmospheric map, atmospheric 
  turn and so on—to describe any portions of a turn, or any actions 
  that occur, in a planet’s atmosphere at high or low altitude.
  Ground Map
  A ground map represents the mapsheets used by BattleTech 
  ground units. 
  Large Craft
  As defined in the Components section, “Large Craft” is a general 
  description used to refer to any aerospace unit that weighs more 
  than two hundred tons (such as a DropShip or WarShip).
  The term “Large Craft” is used in these rules when the rules 
  apply to more than one type of Large Craft, in order to make the 
  integration of additional Large Craft (such as WarShips, which are  
  described in Strategic Operations) simpler. Whenever the rules 
  only apply to DropShips, the term DropShip is used; WarShips 
  cannot operate in atmosphere, and so all rules for atmospheric 
  movement use the term DropShip. 
  Low-Altitude Map
  A low-altitude map is where aerospace unit movement is 
  tracked whenever such units are interacting directly with ground 
  units; the aerospace units are not on a space map, or in an atmo-
  spheric hex on a high-altitude map (see High-Altitude Movement, 
  p. 79). Each hex on the low-altitude map is roughly equivalent to 
  one BattleTech mapsheet.
  PME 
  PM
  A lance of Corsairs joins a combined aerospace fighter force from House Kurita’s Galedon Regulars, along with local militia support, to intercept incoming raiders. 
  
  75
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Space
  The term “space” serves as a prefix to other game terms—
  space movement, space map, space turn and so on—to 
  describe any portions of a turn, or any actions that occur, 
  in space.
  Space Map vs. High-Altitude Map
  The only difference between a space map and a high-alti-
  tude map (as shown above) is that the high-altitude map has 
  a planet and its corresponding atmosphere noted on one of 
  its edges; i.e. the space map is just that, hexes that represent 
  space (the high-altitude map also has hexes that represent 
  space beyond the atmosphere and planet/ground hexes). 
  Structural Integrity
  A unit’s structural Integrity (SI) determines its general resil-
  ience, indicating how well it performs at high Gs and when 
  damaged. A unit’s SI is noted either in its Technical Readout 
  entry or on its record sheet.
  Velocity
  The velocity of a unit equals the number of hexes that unit 
  must travel during the Movement Phase (Aerospace) of a 
  turn, unless the controlling player spends Thrust Points at the 
  beginning of movement to brake (see Changing Velocity, p. 76). 
  MAPSHEETS
  Aerospace units may operate on space maps or atmo-
  spheric maps. Not every type of aerospace unit may operate 
  on each map. Players can use the back of any BattleTech map-
  sheet to represent space.
  Atmospheric maps may be high-altitude and low-altitude. 
  As noted under Game Terms, see p. 74, the high-altitude map 
  is similar to the space map except that one row of hexes rep-
  resents the planet’s surface and additional hex rows represent 
  atmosphere (see Atmospheric Movement, p. 78). The low-
  altitude map can be represented by any BattleTech mapsheet 
  (see Low-Altitude Movement, p. 80).
  • space map • 
  • high-altitude map • 
  
  SCALE
  Space turns—those where the aerospace action does not occur 
  in atmosphere—represent one minute of “real time,” meaning 
  that six ground turns occur between each space turn. Each hex 
  on a space map represents roughly eighteen kilometers. 
  An atmospheric turn equals a ground turn of ten seconds, with 
  each atmospheric hex representing five hundred meters (roughly 
  corresponding to one BattleTech mapsheet).
  This information is provided solely for reference. Players should 
  remember to not let these “real-world” numbers come between 
  them and having fun.
  SPACE MOVEMENT
  Unlike ground units, aerospace units do not expend Movement 
  Points (MP) to enter hexes. Instead, aerospace units have a velocity 
  that indicates the number of hexes through which they must travel. 
  In the frictionless vacuum of space, a moving unit continues in 
  a straight line at a constant speed unless affected by an outside 
  force. This application of force can alter velocity or direction. It 
  may be a natural force, such as gravity, or a generated force, such 
  as the thrust from a unit’s engines. A similar principle applies in 
  atmosphere, with momentum carried forward from one turn 
  to the next. However, atmospheric friction drag will steadily 
  decrease a unit’s velocity unless engine thrust is applied. 
  MOVEMENT DIRECTION
  An aerospace unit can move forward into the hex it is facing. 
  It cannot move backward or into any other hex unless it first 
  changes its facing (see below). 
  MOVEMENT SUBPHASES
  Within the Movement Phase (Aerospace), each type of unit 
  moves within its own subphase. All units of a single type (fight-
  ers, DropShips and so on), regardless of the controlling player(s), 
  move only in their subphase. Within each subphase, the Unequal 
  Number of Units rule applies (see p. 39). The following list shows 
  the movement subphases in order (all players start at 1, resolve 
  all movement, move to 2 and so on).
  1. DropShips
  2. Small Craft
  3. Fighters 
  THRUST POINTS
  Each unit capable of movement has two thrust values. Safe 
  thrust is the number of Thrust Points a unit can spend in a single 
  turn without suffering adverse effects. Maximum thrust is the 
  total number of Thrust Points a unit can spend in one turn and 
  is equal to 1.5 times the safe thrust value (round up). Spending 
  a number of Thrust Points greater than the safe thrust value 
  degrades the unit’s handling, making it harder to control and 
  increasing the difficulty of targeting enemy units (see Aerospace 
  Attack Modifies Table, p. 237). 
  Airship Support Vehicles: Airship Support Vehicles also use 
  fractional thrust; see Airships, p. 204.
  USING THRUST POINTS
  In space, each unit travels at a constant speed and heading unless 
  thrust from the engines is used or the unit is affected by the pull of a 
  planet’s gravity (see p. 80). At the beginning or end of a unit’s move-
  ment, it can spend Thrust Points to change its velocity or facing. For 
  simplicity, spending thrust does not consume a unit’s fuel. 
  Changing Velocity
  Each Thrust Point spent increases or decreases the unit’s veloc-
  ity by 1. Aerospace units have no maximum velocity, though the 
  size of the playing area creates practical limits. A unit’s velocity 
  cannot be reduced below zero, because aerospace craft cannot 
  move backward.
  Velocity changes made before movement affect the current 
  turn’s movement. Velocity changes made at the end of movement 
  take effect in the following turn. A unit that changes velocity at 
  the end of one turn cannot change velocity again at the start of 
  the next turn.
  John’s fighter has a Safe Thrust of 5 and a Maximum Thrust 
  of 8. He accelerated the fighter in the same direction for the 
  first two turns of the game, spending 5 Thrust Points in the first 
  turn and 6 Thrust points in the second; the unit ends the second 
  turn with a Velocity of 11.
  During the Movement Phase (Aerospace) of Turn 3, John’s 
  fighter still has a Velocity of 11. He can spend Thrust Points 
  at the start or at the end of the unit’s movement. If he spends 
  Thrust Points at the beginning to brake, the number of points 
  spent will subtract from the unit’s velocity this turn.
  John realizes he needs to move in the opposite direction 
  quickly, but doesn’t want to chance forcing a Control Roll. He 
  spends 5 Thrust Points at the start of his turn (his maximum 
  Safe Thrust) to bring his unit’s Velocity down to 6; now he must 
  move the fighter six hexes. Unless he spends additional thrust to 
  change facing, the fighter must move forward in a straight line.
  If John had chosen to spend his fighter’s Thrust Points at 
  the end of the unit’s movement, the fighter would need to 
  move 11 hexes, after which it would end the movement with a 
  Velocity of 6. That means the fighter would start the following 
  Movement Phase (Aerospace) with Velocity 6.
  Finally, John can choose not to spend any Thrust Points, 
  moving his fighter the required 11 hexes in a straight line for 
  Turn 3’s movement and ending the turn with Velocity 11. His 
  fighter then starts Turn 4 with that velocity.
  PME 
  PME
  A pair of Clan Snow Raven Carrier-class DropShips on maneuvers. 
  
  77
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  FACING
  As with ground units on ground mapsheets, aerospace units 
  in space use a hex map to regulate movement, and every unit 
  must face one of the six sides of the hex in which it is placed. 
  A unit’s facing—the direction in which its nose points—deter-
  mines where it can fire and where attacks against the unit 
  strike. Under standard aerospace unit movement rules, a unit’s 
  facing and heading (direction of movement) are the same. 
  FACING CHANGE
  Thrust Points are used to change a unit’s facing during 
  movement by 60 degrees (one hexside). The Thrust Point cost 
  to change facing depends on the unit’s current velocity, as 
  shown in the Changing Facing Cost Table. Critical damage to 
  the unit can increase this cost. Each point of velocity above 
  10 increases the cost of a facing change by one Thrust Point. 
  If a unit does not have enough thrust to change facing at its 
  current velocity, it cannot change facing. Aerospace fighters 
  and other units with a Velocity of 0 can change facing as many 
  hexsides within a single hex as their available thrust allows. When 
  moving, DropShips and small craft can change facing a maximum 
  of two hexsides before moving forward at least one hex.
  Forward Movement: Each unit must move a number of 
  hexes equal to its velocity. Unless it has a Velocity of 0, an 
  aerospace unit must move forward at least one hex before it 
  makes any facing changes. 
  At the start of Turn 4, John’s fighter has a Velocity of 6. 
  Checking the Changing Facing Cost Table, he must spend 
  3 Thrust Points to turn one hexside. However, he needs to 
  turn two hexsides, requiring him to spend 6 Thrust Points. 
  He decides he doesn’t want to do that; he’s lining up a 
  good shot at a target for the Weapon Attack Phase and 
  doesn’t want the modifier that using maximum thrust will 
  add to the target number.
  Instead, at the beginning of his fighter’s movement, 
  he spends 1 Thrust Point to brake, which changes its 
  Velocity from 6 to 5. Now each facing change will cost 2 
  Thrust Points. Before John can make any facing changes, 
  he must move at least one hex forward. He does so, and 
  then spends 4 more Thrust Points, 2 for each facing that 
  he wants to change. John changes his fighter’s facing 
  two hexsides to the left and then moves forward 4 more 
  hexes (4 + 1 = Velocity 5), ending the Movement Phase 
  (Aerospace) of Turn 3 with a Velocity of 5.
  But that’s okay, because he’s got a great shot lined up!
  SPECIAL MOVEMENT 
  MODES
  Aerospace units can use certain optional special movement 
  modes. Unlike ground units, aerospace units may combine 
  normal movement with special movement. 
  EVASIVE ACTION
  Any aerospace unit listed on the Evasive Action Modifier 
  Table can spend 2 Thrust Points to undertake evasive maneu-
  vers, making it harder for an opponent to target it. Increase 
  the to-hit number for attacks against any unit engaged in 
  evasive action as indicated on the table below. 
  Airships: Airships cannot evade. 
  Capital Missiles: Capital missiles (standard and tele-
  operated versions) suffer no to-hit penalties when fired by an 
  evading unit.
  Fighters and Small Craft: Fighters and small craft engaged 
  in evasive action may not fire any weapons during the turn 
  they evade (not counting defensive systems). 
  Large Craft: Large Craft making evasive maneuvers may 
  still fire at their opponents, but suffer a +2 to-hit penalty. 
  ROLLING
  Any aerospace unit can spend one Thrust Point to roll, a 
  move that effectively reverses the unit’s right and left sides. 
  A unit may make this maneuver at the beginning or the end 
  of the Movement Phase (Aerospace). Only one roll can be 
  safely made in each Movement Phase (Aerospace). A second 
  rolling maneuver in the same phase forces the player to make 
  a Control Roll (see p. 92). A unit cannot roll in any other phase 
  of a turn.
  The rolling maneuver is roughly equivalent to a ground 
  unit’s torso/turret twist in that it increases the unit’s flexibility, 
  particularly when damaged. In combat, this means weapons 
  mounted in a left-side arc fire into their right-side equivalents, 
  and vice versa. Hits to locations on the left side armor are 
  applied to the right side armor facings. Similarly, any critical 
  CHANGING FACING COST TABLE
  Current Velocity
  Thrust Point Cost
  0-2
  1
  3-5
  2
  6-7
  3
  8-9
  4
  10
  5
  11
  6
  12+
  +1 per point
  EVASIVE ACTION MODIFIERS TABLE
  Target’s Evasive 
  Action Modifier
  Attacker’s Evasive 
  Action Modifier
  Evading Unit is: 
  Fighter 
  +3 
  N/A
  Small craft,  
  Fixed-Wing 
  Support Vehicle 
  +2 
  N/A
  DropShip
  +2 
  +2
  Airship
  N/A
  N/A
  
  damage that limits turns in one direction limits turns in the oppo-
  site direction after a unit rolls.
  Atmospheric Flight: A unit may not roll in atmosphere, but may 
  execute a half-roll special maneuver (see Special Maneuvers, p. 84).
  Normally, a fighter with one box of thruster damage on 
  the left side would pay normal costs to turn left, but one extra 
  point to turn right (see Damage, p. 238). If the unit rolls, it 
  must pay an extra Thrust Point to turn left and normal costs 
  to turn right.
  HIGH-G MANEUVERS
  Aerospace units and their pilots can sustain only a certain 
  amount of G-forces before suffering adverse effects. If a single 
  expenditure of Thrust Points (in a single hex) to turn or change 
  velocity exceeds a unit’s current structural integrity (SI), the 
  maneuver might damage the unit. If the Thrust Points spent on 
  a single maneuver exceed twice the number of pilot/crew boxes 
  not crossed off, the maneuver might damage the pilot/crew. If 
  the thrust spent exceeds both values, then the player must roll to 
  determine if both the unit and the pilot/crew sustained damage.
  If the amount of thrust spent exceeds the Structural Integrity, 
  the controlling player must make a Control Roll (see p. 92), adding 
  the Thrust Points spent in excess of the unit’s SI to the target 
  number. If the roll succeeds, the maneuver is completed normally. 
  If the roll fails, the maneuver is completed but the unit suffers 1 
  point of SI damage. For example, an aerospace fighter with an SI 
  of 6 attempts a maneuver that uses 8 Thrust Points. Because this 
  is 2 points higher than the fighter’s SI, the pilot must make a suc-
  cessful Control Roll with a +2 modifier (Target Number 7) or suffer 
  1 point of damage to the unit’s SI.
  If the amount of thrust exceeds twice the number of pilot/crew 
  boxes not crossed off, the controlling player must roll 2D6 against 
  a target number equal to 2 + (2 x number of pilot/crew boxes 
  crossed off) + excess Thrust Points. Success indicates the pilot/
  crew is unharmed. Failure inflicts 1 box of pilot/crew damage, and 
  a fighter pilot must make a Consciousness roll (see p. 41).
  An uninjured warrior in an aerospace fighter with an SI of 7 
  executes a maneuver that uses 14 Thrust Points. This exceeds 
  the fighter’s SI, so the player must make a Control Roll with a 
  +7 modifier. Because this is also more than double the number 
  of boxes not crossed off (2 x 6 =12), the player must roll 2D6 
  to determine whether the warrior suffers damage. The Base 
  Target Number is 2, modified by +2, the difference between 
  the Thrust Points the warrior can sustain (12) and the points 
  spent (14). He rolls 2D6 against Target Number 4, and unfor-
  tunately gets a 3. He suffers a point of damage and must make 
  a Consciousness roll against Target Number 3. If the aerospace 
  fighter has to make another such dice roll anytime afterward, 
  the controlling player must add +2 to the target number to 
  reflect that 1 point of damage.
  STACKING
  Any number of units can stack in the same hex on the space 
  map, high-altitude or low-altitude map, regardless of the player 
  to whom they belong. Units in the same hex can collide if one or 
  more of them is out-of-control (see Control Rolls, p. 92).
  Landed Aerospace Units: If an aerospace unit is landed on a 
  ground map—either because it landed or, because it crashed—it 
  follows specific ground stacking rules (see Stacking, p. 57 of 
  Ground Movement).
  ATMOSPHERIC 
  MOVEMENT
  Engagements fought in a planet’s near orbit almost inevita-
  bly spill over into the atmosphere. The following rules reflect 
  this occurrence. 
  Atmospheric movement can occur at high altitude or low 
  altitude. High-altitude movement is effectively beyond any inter-
  action with ground units, and so is more abstract. Low-altitude 
  movement brings aerospace units into contact with ground units, 
  and so the rules governing it are more complex. 
  When fighting an engagement near a planet, make the fol-
  lowing changes to the space map (to create a high-altitude map) 
  and rules. Nominate one edge of the space map as the planet’s 
  surface. Treat the four hex rows above the ground as the planet’s 
  high-altitude atmosphere, with the ground row representing 
  low-altitude atmosphere (see Low-Altitude Movement, p. 80). The 
  fifth row is the space/atmosphere interface. The Close Up of High-
  Altitude Map (see p. 79) illustrates the planet to near-orbit setup. 
  TURN SEQUENCE
  Because space turns represent one minute, six atmospheric 
  turns take place for each space turn. During play, the six atmo-
  spheric turns come first, followed by one space turn. Units moving 
  between the space map and low-altitude map are removed from 
  the current map at the end of their turn and enter the new map 
  at the beginning of the next appropriate Movement Phase. For 
  example, a unit on the low-altitude map moves to Altitude 11 in 
  the Movement Phase (Aerospace) of Turn 3. At the end of that 
  turn, it is removed from that map. It enters the space map on 
  Row 1 of the atmosphere during the next space Movement Phase, 
  which takes place after the sixth atmospheric turn.
  SPACE/ATMOSPHERE INTERFACE
  The space/atmosphere interface marks the divide between 
  the vacuum of space and the increasingly dense planetary atmo-
  sphere on a high-altitude map. Because it acts as a barrier, the 
  interface can damage or destroy a craft that enters an interface 
  hex. When crossing from a space hex to an interface hex, a unit 
  must make a Control Roll, applying the appropriate modifiers 
  from the Re-Entry Table (to a maximum of 6) in addition to any 
  other applicable modifiers.
  If the result is equal to or higher than the target number, re-entry 
  is successful. The unit enters its destination hex and continues its 
  movement. If the result is less than the target number, re-entry has 
  
  79
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  failed. The unit’s Velocity drops to 0 and it remains in the hex 
  from which it tried to enter the interface; its movement turn is 
  over. In addition, for each point of the margin of failure, apply 5 
  points of damage to the nose of the craft (see Damage, p. 238).
  Only craft that can currently spend 4 or more Thrust Points 
  can move from an interface hex to a space hex. An out-of-
  control unit (including fighters) that enters the interface 
  suffers 250 points of damage to its nose per point of Velocity; 
  the specific location determined via a 2D6 roll on the Hit 
  Location Table. 
  Apply this damage as a single hit to the affected section 
  (transferring to structural integrity as appropriate). If an 
  out-of-control unit enters the interface with a Velocity of 0, 
  the craft suffers 50 points of damage to its nose (or forward 
  facing); the specific location determined via a 2D6 roll on the 
  Hit Location Table.
  Bomb Critical Hits: For every bomb critical hit an aero-
  space fighter has received, apply a +1 modifier to the Control 
  Roll (see Critical Hit Effects, p. 239, in Aerospace Units).
  Door Critical Hits: For every door critical hit a Small Craft 
  or DropShip has received, apply a +1 modifier to the Control 
  Roll (see Critical Hit Effects, p. 239, in Aerospace Units).
  Gravity: Gravity (see p. 80) affects any unit within ten hexes 
  of the space-atmosphere interface.
  HIGH-ALTITUDE MOVEMENT
  In the atmosphere hexes of the space map, lift and drag 
  alter flight dynamics considerably, giving fighters, aerodyne 
  DropShips and aerodyne small craft a distinct performance 
  edge over spheroid DropShips and spheroid small craft. The 
  following rules reflect this reality and only apply to the atmo-
  spheric hex rows 1 through 4 of the space map.
  For every unit operating in atmosphere hexes, increasing 
  velocity by 1 costs 2 Thrust Points. Every unit in an atmo-
  sphere hex automatically decreases velocity by 1 in the 
  End Phase of every turn. Use the standard rules to decrease 
  velocity by more than 1 point in a turn. If a unit exceeds the 
  safe velocity for the altitude (see High-Altitude Table, p. 80), 
  • close up of high-altitude map • 
  
  it automatically suffers 5 points of damage to its nose armor for 
  each point by which its speed exceeds the safe velocity.
  Restricted Units: Airships and VTOLs are prohibited from 
  entering the low- or high-altitude maps. Such a prohibited move 
  automatically fails and the unit’s controlling player must immedi-
  ately make a Control Roll.
  Conventional fighters and Fixed Wing Support Vehicles can 
  enter the high-altitude map, but are restricted to the ground row 
  and atmospheric row 1 (see the High-Altitude Map diagram, p. 
  75). Propeller-driven Fixed Wing Support Vehicles may only move 
  1 hex per turn when on the high-altitude map.
  Aerodyne Units
  Aerodyne DropShips, small craft and fighters can operate at 
  higher speeds than spheroid craft by using wings and other lifting 
  surfaces to fly and by using ailerons, flaps and rudders to maneu-
  ver. As atmospheric density and friction increase with proximity to 
  the surface, a craft’s maximum speed in atmospheric hexes on the 
  space map will decrease, as shown on the Altitude Table. 
  If a fighter, aerodyne small craft or aerodyne DropShip has 
  Velocity of 0, it will be affected by gravity (see below).
  Airship Support Vehicles: Airships maneuver in the same 
  fashion as aerodyne DropShips, but they may also hover like 
  spheroid small craft (see below).
  Spheroid Units
  Because spheroid DropShips and small craft must use their 
  thrusters to provide lift, control and velocity, they are impractical 
  for atmospheric combat. A spheroid unit in an atmospheric hex 
  on the space map must end its movement facing away from the 
  planet—meaning that its nose is facing either of the two hex-
  sides that point away from the planetary surface map edge—or 
  else make an immediate Control Roll. However, a spheroid unit 
  can hover by pointing its nose to face one of the two hexsides 
  facing away from a planet and reducing its Velocity to 0. The unit 
  must spend 2 Thrust Points each turn to offset gravity. While the 
  spheroid unit is hovering, this thrust will not increase the unit’s 
  velocity. A hovering spheroid may move into adjacent hexes 
  without changing facing at a cost of 3 Thrust Points per hex (and 
  without having to pay to offset gravity).
  GRAVITY
  Gravity influences the position of any units on the same high-
  altitude mapsheet as the planetary surface, provided they are 
  within ten hexes of the space-atmosphere interface. This game 
  mechanic represents a “standard” world; individual scenarios may 
  extend or reduce this area of effect.
  In the End Phase, displace any units in the area affected by 
  gravity one hex row closer to the planetary surface. If a unit can 
  move into two possible hexes, the controlling player selects the 
  hex in which the unit ends the turn. Units displaced into the inter-
  face hex must make a Control Roll for re-entry.
  Gravity does not influence units in the interface, in atmosphere 
  or in a ground (low-altitude) hex unless their Velocity is 0. Units in 
  a ground hex with a Velocity of 0 must either hover (at a cost of 2 
  MP) if allowed, land (see Landing, p. 87) or crash at the end of the 
  Movement Phase (Aerospace). A unit that crashes may damage 
  ground targets (see Crashes, p. 81).
  LOW-ALTITUDE MOVEMENT
  The following rules apply to movement on a low-altitude map, 
  modifying the standard rules where appropriate. Units entering a 
  ground hex on the high-altitude map move to the low-altitude map. 
  In each turn, a unit must move a number of hexes equal to its veloc-
  ity, though special maneuvers (see p. 85) can reduce this number.
  Terrain and Altitude
  Low-altitude atmospheric operations use the BattleTech hex-
  based maps, either the terrain side or the blank side. Each hex 
  of the low-altitude map roughly corresponds to one BattleTech 
  ground mapsheet.
  DF 
  DF
  RE-ENTRY TABLE
  Situation 
  Modifier (Maximum 6)
  Craft has engine damage
  +1 per box crossed out
  Craft has damage to thrusters 
  +1 per box crossed out
  Craft has no thrust*
  +6
  *A craft has no thrust if it cannot generate any due to critical engine damage or 
  lack of fuel.
  HIGH-ALTITUDE TABLE
  Hex Row 
  Altitude (km) 
  Max. Safe Velocity
  Ground
   0–17
   2
  Row 1
   18–35
   3
  Row 2
   36–53
   6
  Row 3 
  54–71
   9
  Row 4 
  72–89 
  12
  Interface 
  90–107 
  15
  Clan Ghost Bear Beta Galaxy aerospace fighters. 
  
  81
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Atmospheric operations divide mapsheets into ten hori-
  zontal layers (altitudes), from the ultra-low Altitude 1 ( NOE) 
  (Nape-of-the-Earth) to very high. Each unit in the atmosphere 
  operates at one of these altitudes. As noted in A Note on Scale 
  and the Rules, p. 36, the “real-world” heights quoted for these 
  altitude bands should not distract players from having fun—
  the information is provided solely for reference.
  If players choose to use the printed side of a BattleTech map-
  sheet for low-altitude movement (as opposed to using the 
  Aerospace Units with Ground Mapsheets; see p. 91), the terrain 
  determines where units fly. (Unlike ground mapsheets, which 
  represent human-scale hills, copses of trees and so on, when 
  aerospace units use such maps for low-altitude movement, 
  the various terrain represents continent-scale features; each 
  hill is a mountain range, each woods a giant forest and so on.)
  Each level on a ground mapsheet hex corresponds to an 
  aerospace altitude. For example, a hill marked Level 2 equals 
  Altitude 2. Units can enter that hex only if flying at Altitude 3 
  or higher (or 2 if landing; see p. 87). Wooded hexes rise one 
  altitude above the underlying terrain. For simplicity sake, 
  building hexes do not rise above the underlying terrain and 
  are ignored by aerospace units (unless the unit is attempting 
  to land, see p. 87).
  Units with damaged sensors cannot fly at Altitude 1 (NOE). 
  Units dropping from Altitude 1 (NOE) to Altitude 0, or enter-
  ing a hex with a level equal to the unit’s altitude, must land 
  or crash (see pp. 87 and 81 respectively). A unit entering a 
  hex with a level higher than its own altitude automatically 
  crashes. Units that move from Altitude 10 to Altitude 11 have 
  climbed into space (Row 1 of the atmosphere on the space 
  map). Any unit doing so that is prohibited from space opera-
  tions remains at Altitude 10 and must immediately make a 
  Control Roll.
  Crashes
  If a unit’s altitude matches the level of the hex it occupies 
  and it does not attempt to land (see Landing, p. 87), it crashes. 
  If the unit was Out of Control when the crash happened and 
  is a DropShip or larger craft, it is destroyed. Otherwise, the 
  unit’s controller rolls 2D6, multiplying the result by 10 and 
  then multiplying again by the current velocity of the unit. 
  If the unit had no velocity when it crashed, use a value of 2 
  for velocity when calculating damage. The final result is the 
  number of damage points the unit suffers.
  Apply damage to randomly determined locations in ten-
  point groups. If the unit is a fighter, aerodyne DropShip or 
  aerodyne small craft, use the Nose Hit Location Table for the 
  appropriate unit class. If the unit is a spheroid DropShip or 
  small craft, use the Aft Hit Location Table instead.
  If an aerospace unit crashes into a low-altitude hex, it may 
  strike units or buildings on the BattleTech mapsheet. If an 
  aerospace unit crashes into a hex occupied by another unit 
  or a building, those targets also take damage. The type of 
  damage and the number of hexes affected depend on the 
  type of unit that crashes, as described below. 
  Players must make several dice rolls to determine the 
  crash hex on the BattleTech mapsheet. Roll 2D6: the result 
  is the number of random movement rolls the controlling 
  player must make to determine the crash hex (see Random 
  Movement, p. 93). Beginning with your current hex and 
  direction of travel, move the craft according to the random 
  movement chart until all random movement rolls have been 
  made; all results are multiplied by 8 as the unit is now operat-
  ing on ground mapsheets. The end result of this movement is 
  the crash hex; if the random movement moves the crashing 
  unit off the playing area, it is automatically destroyed. Non-
  aerospace units (or grounded aerospace units) near a crash 
  site are unaffected unless they are in the crash hex, or the six 
  adjacent hexes if the crashing unit is a DropShip.
  LS 
  LS
  LOW-ALTITUDE TABLE
  Altitude
  Minimum  
  (in meters) 
  Maximum  
  (in meters) 
  High-Altitude Table 
  18,000+
  10 
  5,001 
  18,000
  9 
  2,001
   5,000
  8 
  1,001 
  2,000
  7 
  751
   1,000
  6
   501 
  750
  5 
  251 
  500
  4 
  151
   250
  3
   101
   150
  2 
  51
   100
  1 (NOE) 
  1
   50
  0 (Ground)
   0 
  0
  STU-K5 Stuka, Twentieth Avalon Hussars (House Davion) 
  
  Airship Support Vehicles: Airship Support Vehicles cause less 
  damage to other units and buildings when crashing. Calculate 
  the damage as normal, then reduce it by half. 
  Fighters, Small Craft and Fixed-Wing Support Vehicles: 
  These unit types only affect the crash hex. For a building hex, 
  apply the same amount of damage the aerospace unit received 
  to the structure’s CF; a hardened building hex doubles the stan-
  dard crashing damage applied to the aerospace unit. 
  DropShips: DropShips affect the crash hex and the six adja-
  cent hexes surrounding it. Any building hexes the unit hits are 
  automatically destroyed; a hardened building hex doubles the 
  standard crashing damage applied to the DropShip. This is not 
  cumulative; for example, if a DropShip crashes into three hard-
  ened building hexes, the damage remains only double, rather 
  than six times the standard crash damage. Any unit in the crash 
  hex automatically takes damage, as described below. Units other 
  than ´Mechs in the crash hex are automatically destroyed.
  A crashing DropShip also alters levels in the affected hexes; the 
  crash hex and the six adjacent hexes surrounding it are lowered 
  by two levels. Any adjacent hexes higher than the crash hex are 
  automatically reduced to the level of the crash hex; this takes 
  effect after all ground units in those hexes have taken damage 
  and been displaced. 
  Avoiding or Taking Damage: All units in hexes affected by 
  a crash have a chance to avoid damage. The controlling player 
  of the crashing unit rolls 1D6 for each unit in the affected hexes. 
  Non-infantry units take no damage on a result of 1–2. On a result of 
  3–6, non-infantry units take damage. For each such unit damaged, 
  divide by 2 the damage received by the aerospace unit and apply 
  the result to each of the target units in five-point Damage Value 
  groupings. If the crashing unit is a large Fixed-Wing Support Vehicle, 
  double the damage done to the target. When applying damage, 
  use the Punch-Hit Location Table for ’Mechs and the Front column 
  for vehicles. Any unit in the target hex, regardless of whether or not 
  it took damage, is automatically displaced in the direction opposite 
  to the direction the crashing unit was travelling (provided it sur-
  vived; see Unit Displacement, p. 151).
  Infantry units take no damage on a result of 1–3. On a result 
  of 4–6, infantry takes damage like non-infantry units. For battle 
  armor, apply each five-point group of damage points randomly 
  to the troopers within the squad or Point; for conventional infan-
  try in clear terrain, double the damage. 
  All units can likewise avoid damage from a crashing DropShip 
  if they are in one of the six adjacent surrounding hexes with the 
  exception of ‘Mechs noted below, all other unit types in the target 
  hex of a crashing DropShip are automatically destroyed. The 
  craft’s controlling player rolls 1D6 for each unit. On a result of 1–2, 
  non-infantry units take no damage. On a result of 3–6, they take 
  damage. Apply the amount of damage taken by the aerospace unit 
  to each of the other units in five-point groups. Use the Punch-Hit 
  Location Table for ’Mechs and the Front/Rear column for vehicles.
  Infantry units take no damage from a crashing DropShip on a 
  result of 1–3. On a result of 4–6, infantry takes damage just like 
  non-infantry units. For battle armor, apply each 5-point Damage 
  Value grouping randomly to the troopers in the squad or Point; 
  for conventional infantry in clear terrain, double the damage.
  Any ’Mech in the DropShip crash hex, as well as any units in the 
  six adjacent hexes, are automatically displaced (with the exception 
  of infantry, which can occupy the same hex as a DropShip; if two 
  infantry units on the same side occupy such a hex, one of them 
  will be displaced, see Stacking, p. 57)—provided they survived 
  the damage. This can mean that a unit gets displaced two hexes 
  (see Unit Displacement, p. 151); in a case where a unit is displaced 
  two hexes, the unit must roll twice to avoid damage. A unit that is 
  displaced must, where possible, move into a hex other than the 
  crash hex or one of the six surrounding hexes, even if this means 
  moving into prohibited terrain (which may destroy the unit); a unit 
  displaced two hexes cannot move from the impact hex to one 
  of the surrounding hexes then back to the impact hex, nor may 
  it move from one of the hexes surrounding the impact hex of a 
  DropShip to another hex immediately adjacent to the impact hex.
  Buildings: Any aerospace unit other than a DropShip that sur-
  vives a crash into a building hex is considered immobile for the 
  rest of the game. Surviving units inside a destroyed building hex 
  must resolve damage caused by the collapse of the building, as 
  described in Collapse, starting on p. 176, before resolving damage 
  from the crashing unit.
  Woods and Water: With two exceptions, aerospace units that 
  crash into woods hexes reduces the terrain in the crash hex: heavy 
  woods become light woods, and light woods become rough 
  terrain. Regardless of the type of woods in the crash hexes, a 
  crashing DropShip reduces the woods in the target hex and the six 
  adjacent hexes to rough; the target hex and six adjacent hexes are 
  also lowered by two levels. In both instances, a rough hex remains 
  a rough hex. Airship Support Vehicles do not change the terrain.
  With the exception of DropShips, an aerospace unit that 
  crashes into Depth 1 or greater water is automatically destroyed. 
  If the central hex where a DropShip crashes is Depth 1 water hex, 
  it is immobile for the rest of the game. If the central hex where a 
  DropShip crashes is a Depth 2 or greater water hex, it is automati-
  cally destroyed. 
  In the Low Altitude Crash Diagram 1 above, during the 
  Movement Phase (Aerospace), an aerospace fighter has a 
  Velocity of 6 and is at Altitude 6 on the Large Mountain #1 map 
  when it enters Hex A, using low-altitude atmosphere rules. As 
  the unit’s altitude is one lower than the level of Hex A (Level 7), 
  the fighter crashes; if the hex had been Level 6, the aerospace 
  fighter could’ve attempted a landing. The player must now 
  resolve the damage before play continues.
  Because Hex A is a low-altitude hex, it represents a 
  BattleTech mapsheet. Unfortunately, ground units are active 
  on the mapsheet, so the player must first determine the exact 
  crash location and then determine if he struck any ground 
  units. In this example, the mapsheet represented by Hex A is 
  the Open Terrain #1 map. 
  • low-altitude crash diagram 1 • 
  
  83
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  As shown on the Low-Altitude Crash Diagram 2 above, 
  the player rolls 1D6 and gets a result of 3, indicating an 
  initial direction of travel. He then rolls 2D6 and gets a 4, 
  indicating that he must make four random movement rolls 
  to determine the crash hex for his aerospace fighter; at this 
  point the player also remembers that he has to multiply all 
  results by 8, as the fighter is now operating on a ground 
  mapsheet. Starting in Hex 0909 (marked as A in the 
  diagram), he faces his aerospace fighter toward hexside 
  3 and makes his first random movement roll. He gets a 2, 
  consults the random movement chart, and then moves his 
  fighter into Hex B (which is actually on the adjacent Open 
  Terrain #2 map) and turns one hexside to the left to face 
  hexside 2. His second random movement roll is a 1, and so 
  he moves the fighter into Hex C and turns two hexsides to 
  the left to face hexside 6. His third random movement roll 
  is another 1; the player moves the fighter into Hex D and 
  turns two hexsides to the left to face hexside 4. His final roll, 
  a 4, determines that the fighter actually crashes in Hex B. 
  As luck would have it, a ‘Mech and battle armor unit from 
  side A and a conventional infantry rifle (foot) platoon from 
  side B currently occupy that hex. 
  The controlling player applies damage from the crash 
  to his own unit. He rolls 2D6 and gets a 7, which he mul-
  tiplies by 10 for a running total of 70. He then multiplies 
  70 by his fighter’s current Velocity of 6, for a total of 420 
  damage points! Because the unit is an aerospace fighter, 
  the player will roll 42 ten-point hits on the Nose column of 
  the Aerospace Hit Location Table. Perhaps he should have 
  flown a little more cautiously!
  Next, regardless of whether the aerospace fighter sur-
  vives the crash damage, the player must resolve damage 
  to the other units in the hex. The player first determines 
  whether or not he damaged the ’Mech by rolling 1D6. 
  He gets a 5: the fighter hit the ’Mech! The player divides 
  the fighter’s total damage of 420 by 2 and gets 210. The 
  player now rolls 42 five-point hits on the Punch Hit 
  Location Table. 
  Next, the player rolls to determine whether or not he 
  damaged each infantry unit. He gets a 1 for the battle 
  armor unit, which escapes unscathed, and a 4 for the con-
  ventional infantry unit. That unit is in clear terrain, and so 
  it takes double the fighter’s 420 points of damage, for a 
  grand total of 840 points. Talk about overkill!
  If the crashing aerospace unit had been a DropShip, it 
  would have destroyed both infantry units, while the ’Mech 
  would have to make two avoid rolls or take 420 points of 
  damage, applied in 84 five-point hits on the Punch Hit 
  Location Table. No ’Mech can survive such damage, and 
  so the player would not need to consult the displacement 
  rules. As a final note, the player marks on the map that the 
  target hex and the six adjacent hexes are now Sublevel 2.
  • low altitude crash diagram 2 • 
  • low-altitude crash diagram 2 • 
  
  Velocity Loss, Stalling and Overspeed
  Units moving on the low-altitude map steadily lose speed 
  unless they spend Thrust Points to offset the atmospheric resis-
  tance. At the beginning of each turn, reduce the velocity of atmo-
  spheric units by half (rounding fractions down). For example, a 
  unit ending the turn at Velocity 6 starts the next turn at Velocity 3, 
  while one ending a turn at Velocity 5 begins the next at Velocity 2 
  (2.5, rounded down).
  Fighters, aerodyne DropShips and aerodyne small craft that 
  drop to a Velocity of 0 stall. Stalled units fall one altitude and must 
  make a Control Roll. Units equipped with VSTOL do not stall if their 
  Velocity is 0, provided they can still expend thrust. If the aerospace 
  fighter, aerodyne small craft or DropShip still has unspent thrust for 
  this turn they may expend thrust to hover, requiring 2 Thrust Points 
  to do so. If insufficient thrust is available to hover then the craft will 
  stall. If hovering thrust expenditure causes the craft to exceed safe 
  thrust for the turn a control roll is required.
  Units may not fly at a velocity greater than twice their safe thrust 
  in atmosphere. If forced to do so by damage or circumstances (for 
  example, a unit at high velocity suffering damage and finding itself 
  at more than twice its safe thrust) must make a Control Roll, apply-
  ing a +1 modifier for each point of excess velocity.
  Facing Changes
  While operating in a atmosphere hex, fighters, aerodyne 
  DropShips and aerodyne small craft need not spend Thrust Points 
  to change facing. Instead, they use control surfaces built into 
  their wings to change facing and altitude. These surfaces allow 
  the unit to make a number of free facing changes, depending 
  on unit type and velocity. The faster a unit moves, the fewer free 
  facing changes it receives.
  Before it can make a facing change on the low-altitude map, 
  a unit must move in a straight line at least the number of hexes 
  shown on the Straight Movement Table below. In both cases, this 
  movement may be split across two turns. For example, an aero-
  space fighter traveling at Velocity 7 must move two hexes forward 
  before making a facing change. A conventional fighter at the same 
  effective velocity would need to move only one hex between 
  facing changes. An aerodyne DropShip would need to move three 
  hexes. Regardless of velocity, a unit can only make one facing 
  change one side in each hex.
  Additional Facing Changes: Aerospace fighters and aerodyne 
  DropShips and small craft can also spend Thrust Points to gain 
  additional facing changes. At any point in their movement, such 
  units may spend Thrust Points equal to half their current velocity 
  (round up) to change facing one hexside. However, they may not 
  do so if they have already changed facing in that hex or if this is 
  the first hex of their movement on the low-altitude map. On the 
  ground map, each such change must be preceded by at least 
  eight hexes of movement, which may be split across two turns. For 
  example, the pilot of an aerospace fighter with a Velocity of 7 wants 
  to make an additional facing change. This will cost 4 MP (half the 
  fighter’s current velocity, rounded up). 
  Fixed-Wing Support Vehicles: These units must move double the 
  minimum straight movement requirement of a conventional fighter. 
  Rolling Maneuvers: Units in atmosphere cannot roll simply by 
  spending Thrust Points. They must instead perform the maneuver 
  as a half-roll (see the Special Maneuvers Table, p. 85).
  Airships: Airships make facing changes like aerodyne DropShips.
  Small Craft: When consulting the Straight Movement Table, 
  treat aerodyne small craft as aerospace fighters and spheroid 
  small craft as spheroid DropShips.
  Changing Altitude
  Units may also spend Thrust Points to change altitude. Aside 
  from the obvious limits of the ground and the boundaries of the 
  low-altitude and space maps, as well as rules regarding prohib-
  ited units, a unit may ascend or descend any number of altitudes 
  in a single turn. Climbing one altitude costs 2 Thrust Points. Units 
  may descend altitudes for no Thrust Point cost, and a fighter that 
  descends two or more altitudes in a turn gains an additional point 
  of velocity (to a maximum Velocity of 12) for that turn. If a unit 
  descends more than two altitudes in a single turn, it must make 
  a Control Roll, with a modifier equal to the number of altitudes 
  descended. A unit attempting an air-to-ground attack this turn 
  must declare it, and any corresponding altitude changes and skill 
  rolls required, during the Movement (Aerospace) Phase.
  A unit that ascends when at Altitude 10 leaves the low-altitude 
  map and should be placed in Row 1 of the atmospheric hexes 
  on the space map (unless prohibited from doing so, see High-
  Altitude Movement, p. 79), in the specific hex that corresponds to 
  its present location. If players are not using the space map, such a 
  unit is assumed to have left the engagement.
  Spheroid DropShips
  Spheroid DropShips handle facing differently from fighters, aero-
  dyne DropShips, and aerodyne small craft; see Attacks By and Against 
  Spheroid DropShips in Atmosphere on page 250. In order to maintain 
  altitude, spheroid DropShips must spend 2 Thrust Points to hover. 
  They can spend thrust to change altitude in the same way aerodyne 
  craft can, except that they do not gain velocity for decreasing alti-
  tude. In addition, spheroid Dropships can spend up to 1 thrust point 
  to move to an adjacent hex. Spheroid DropShips do not carry over 
  velocity between rounds.
  Airship Support Vehicles
  Though Airships are treated as conventional fighters under 
  these rules, these units have specialized movement. For more 
  information, see Support Vehicles, page 204.
  Special Maneuvers
  As shown on the Special Maneuvers Tables, an aerodyne unit’s 
  pilot can exploit his craft’s agility and the three-dimensional playing 
  area to execute a number of acrobatic maneuvers. Each maneuver 
  has a minimum or maximum velocity at which it can be executed, as 
  well as a Thrust Point cost. All special maneuvers require a Control 
  Roll with the indicated modifiers. A successful result means the 
  maneuver succeeds. Failure means the unit must move forward in 
  a straight line a number of hexes equal to half its current velocity, 
  rounded up, for a minimum of one hex. With the exception of a side-
  slip, which can be executed at any time during movement, special 
  maneuvers occur at the start of the Movement Phase (Aerospace). 
  Each unit can make only one special maneuver per turn. 
  Support Vehicles: Airship and Fixed-Wing Support Vehicles 
  cannot make any special maneuvers.
  STRAIGHT MOVEMENT TABLE
  Minimum Straight Movement (in hexes)
  Effective
  Velocity 
   Aerospace 
  Fighter 
  Conventional 
  Fighter 
  Aerodyne
  DropShip
  1–3 
  1
  1 
  1
  4–6 
  1
  1
  2
  7–9 
  2
  1
  3
  10–12
  3
  2 
  4
  13–15
  4 
  3 
  5
  16+
  5
  4
  6
  
  85
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  SPECIAL MANEUVERS TABLE
  Min/Max 
  Velocity 
  Thrust
  Cost 
  Control
  Modifier 
  Maneuver 
  Effect
  Loop 
  Min 4 
  4 
  +1 
  The unit spends its first 4 points of velocity in the loop, though the actual veloc-
  ity remains unchanged. It ends in the same hex where it started the move, then 
  spends the remainder of its velocity normally.
  Immelmann 
  Min 3 
  4 
  +1
  The unit gains two altitudes and ends the maneuver facing any hexside. 
  Velocity drops by 2. The remainder is spent normally.
  Split-S 
  Any 
  2
  +2
  The unit loses two altitudes and ends the maneuver facing any hexside. Velocity 
  increases by 1.
  Hammerhead 
  Any 
  Velocity 
  +3 
  The unit remains in the hex it started, but changes facing 180 degrees.
  Half-roll 
  Any 
  1 
  –1
  The unit rolls 180 degrees, reversing left and right sides and up/down facings.
  Barrel roll
   Min 2 
  1
   0 
  The unit rolls 360 degrees, ending with the same facing. Velocity drops by 1.
  Side-slip 
  Any 
  1
   0/–1 
  (VSTOL 
  units only)
  Instead of moving into the hex directly ahead, the unit moves into the front-left 
  or front-right hex without changing facing. (Modifier is –1 for conventional 
  VSTOL-equipped fighters only.) When using Aerospace Units on Ground 
  Mapsheets rules (see p. 91), the unit moves 8 hexes in the front-left or front-right 
  hex direction and then an additional 8 hexes directly forward.
  VIFF
   Any* 
  Velocity 
  +2 
  +2 
  Successfully using this “Vector in Forward Flight” maneuver, any VSTOL unit 
  halts its forward momentum and gains one altitude.
  • special maneuvers diagram • 
  
  LAUNCHING/RECOVERING FIGHTERS/SMALL CRAFT
  Small craft and fighters may take off (called launching while air-
  borne) and land (called recovering while airborne) on an airborne 
  Large Craft that is equipped with a small craft or fighter bay. 
  Launching
  Fighters and small craft may launch from a carrier only at the 
  end of that carrier’s movement. Two fighters or small craft can exit 
  each fighter/small craft bay door each turn at no risk; the number 
  of fighter/small craft bay doors on the Large Craft will be noted 
  in either the unit’s technical readout or record sheet game stats. 
  Additional fighters/small craft may attempt to launch from the 
  same bay door in a turn, but if they do, each unit (including the 
  first two) must make a Control Roll with a +1 penalty per additional 
  fighter/small craft launched beyond the first two. 
  If this roll succeeds, that fighter/small craft launches successfully, 
  and occupies the same hex, with the same heading and velocity as the 
  carrying unit; it may expend its standard Thrust MP in the same turn it 
  launches and may make attacks during the Weapon Attack Phase of 
  the same turn (this may require players to revisit the order of move-
  ment determined by Initiative and Unequal Number of Units (see p. 39). 
   If it fails, the fighter/small craft still launches, but suffers 10 points of 
  standard-scale damage to the nose (the specific location determined 
  via a 2D6 roll on the Hit Location Table) per point of MoF. 
  A fighter or small craft should not launch from a unit that is out-of-
  control or operating in atmosphere at a velocity higher than 2. If they 
  attempt to do so they suffer 2D6x10 points of standard-scale damage 
  to the nose. Fighters or small craft with destroyed landing gear cannot 
  launch at all. Damaged landing gear has no effect on launches unless 
  more than two units are attempting to launch from the same bay door 
  in a single turn, as per above, in which case the +5 modifier for having 
  damaged gear is applied to the Control Roll as normal.
  When more than two fighters/small craft attempt to launch 
  from a single bay door in a single turn, for every unit that launches 
  beyond the first two, the controlling player rolls 2D6 (this roll is also 
  made if a fighter/small craft launches while the carrying unit is out 
  of control). On a result of 2, while the unit successfully launches, the 
  door is damaged and cannot be used for the rest of the scenario (it 
  is considered to have been critically hit; see Critical Hit Effects, p. 239, 
  in the Aerospace Units section). 
  Recovering
  Fighters and small craft may only be recovered by a carrier at 
  the end of that carrier’s movement. Each operational fighter/small 
  craft bay door allows two fighters or small craft every five turns to 
  be recovered; this process cannot be accelerated. For example, on 
  Turn 1, the Large Craft recovers a single fighter. That single fighter 
  takes up one of the two ‘recovering slots’ for an operational fighter/
  small craft bay door for five turns. In Turn 1, 2, 3, 4 or 5 another 
  fighter/small craft may be recovered by that same door. So if in 
  turn 3, another fighter is recovered through that same door, both 
  “recovering slots” are occupied and no other fighter/small craft may 
  be recovered by that door until turn 6, when the “recovering slot” 
  occupied by the first fighter has passed its five turns.
  To be recovered, a small craft or fighter must end its turn in the 
  same hex as the transport unit, with the same heading and velocity. 
  Make a Control Roll for each individual small craft or fighter in the 
  turn of recovery. If the transport unit spends Thrust Points during the 
  turn in which the recovery takes place, increase the target number 
  by +5. The unit is successfully recovered if the Control Roll succeeds. 
  If the result is less than the target number, the recovery fails. Apply 
  2 points of standard-scale damage to the fighter or small craft to the 
  LANDING MODIFIERS TABLE
  Condition
   Modifier 
  Unit has damaged thrusters 
  +4
  Unit is out-of-control 
  Automatic failure  
  (assume MoF of 10)
  Unit is attempting vertical landing 
  +1 per point of Velocity above 1
  Unit is attempting horizontal landing +1 per point of Velocity above 2
  Landing gear damaged 
  +5
  Condition
  Modifier
  Nose armor destroyed (fighters and aerodyne units)
  +2
  Unit reduced to 50% or less of starting thrust 
  +2
  No thrust available (aerodyne) 
  +4
  No thrust available (spheroid)* 
  +8
  Runway too short for unit 
  +2
  Aerospace fighter making vertical landing   
  +2/+0†
  Conventional fighter making vertical landing  
  NA/NA†
  Conventional fighter with VSTOL making vertical landing 
  +0/NA†
  Fixed-Wing Support Vehicle making vertical landing 
  NA/NA†
  Fixed-Wing Support Vehicle w/VSTOL making vertical landing 
  +2/0†
  Aerodyne small craft and DropShips making vertical landing 
  NA/+0†
  Spheroid small craft and DropShips making vertical landing 
  +0/+0†
  Terrain Modifiers‡
  Unit landing at manned, friendly airfield‡‡
  –2
  Unit landing at unmanned, friendly airfield‡‡
  –1
  Unit landing on road or paved hex 
  0
  Unit landing at unfriendly airfield‡‡ 
  +1
  Unit landing in clear hex 
  +2
  Unit landing in water hex 
  +3
  Unit landing in rough or rubble hex 
  (landing gear damaged, cross off 1 box)
  +3
  Unit landing in elevated hex (non-vertical landing)§
  +3
  Unit landing in building hex (non-vertical landing)§§
  +3
  Unit landing in light woods hex 
  +4
  Unit landing in heavy woods hex
  +5
  * 
  Only applies if spheroid unit lost thrust this turn, otherwise the unit falls and is destroyed 
  (see Crashes, p. 81).
  † Number on left applies to atmospheric vertical landings, number on right applies to vacuum 
  vertical landings (see Vacuum, p. 55, TO). NA means the craft cannot land vertically; use 
  stalling rules (see p. 84).
  ‡ Determine all appropriate modifiers based on the hexes of the landing area and then apply 
  only the highest modifier (if there are multiple “highest” modifiers, still only add a single 
  hex modifier). These modifiers are halved for vertical landings.
  ‡‡ The placement of such features, which do not appear on BattleTech maps, depends on the 
  scenario being played or a designated gamemaster.
  § If the hex is greater than a one level change, the unit automatically crashes in the elevated hex (see 
  Crashes, p. 81); determine all damage normally, than reduce to half (round down) before applying.
  §§ The unit automatically crashes in the building hex (see Crashes, p. 81); determine all damage 
  normally, than reduce to half (round down) before applying. If a unit makes a successful 
  vertical landing into a building hex, immediately check for a collapse (see Collapse, p. 176).
  
  87
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  nose for each point of MoF; the specific location determined 
  via a 2D6 roll on the Hit Location Table. The fighter must wait 
  another turn before attempting another recovery.
  If the dice roll result of the Control Roll was a 2, the door is 
  damaged and cannot be used for the rest of the scenario (it is 
  considered to have been critically hit; see Critical Hit Effects, p. 
  239, in the Aerospace Units section).
  Fighters and small craft cannot launch or be recovered 
  directly by a landed DropShip (see Carrying Units, p. 89).
  LANDING AND LIFTOFF
  The following rules cover how aerospace units land or lift 
  off during game play.
  Note that “In-universe” DropShips range in size from forty-
  two meters wide and fifty meters in length to two hundred 
  and seventy-seven meters in width and length. However, for 
  simplicity, all DropShips use the same “footprint” when landed, 
  as noted above.
  Similarly, aerodyne units (from DropShips to fighters) 
  present widely differing appearances, from the more spheroid-
  like, to ships that mount landing skids in place of wheels and 
  so on. For simplicity, the landing rules center on the concept 
  of a wheeled model and apply that template to all aerodyne 
  units, regardless of their artistic portrayal—or how the source-
  book fiction describes said units—in a technical readout.
  Landing
  Any units beginning the movement phase one altitude 
  above the underlying terrain can attempt to land on any 
  available ground hex on a map. They may make either a 
  vertical or horizontal landing. The landing replaces the unit’s 
  normal movement for the turn, preventing any other air or 
  ground movement. Units using the Aerospace Units on Ground 
  Mapsheets rules, page 91, must use the hex they currently 
  occupy instead of choosing any hex on the mapsheet.
  Vertical landings require the least amount of space, but 
  cause significant damage to the ground. All spheroid 
  small craft and spheroid DropShips must land vertically. 
  Conventional fighters mounting VSTOL equipment may also 
  attempt vertical landings in atmosphere, as may all aerospace 
  fighters. Units making vertical landings reduce by half (round 
  down) the terrain modifiers on the Landing Modifiers Table, p. 
  86. If the hex in which a DropShip lands is not a paved, road 
  or water hex, the landing hex and the six adjacent hexes are 
  reduced by 1 level; any adjacent hexes higher than the central 
  hex are automatically reduced to the level of the central hex. 
  If any of the seven hexes were building hexes, they are auto-
  matically reduced to rubble, while woods hexes are automati-
  cally reduced to rough.
  Conventional Fighters (without VSTOL), aerodyne small 
  craft, and aerodyne DropShips must make horizontal land-
  ings. To make such a landing safely, a DropShip requires a 
  flat surface on the ground map three hexes wide and fifteen 
  hexes long (referred to as a landing strip). Conventional fight-
  ers and small craft need a landing strip only a single hex wide 
  and eight hexes long. Fighters equipped with VSTOL require 
  five ground-map hexes in which to land. 
  This landing strip must be in a continuous line, unob-
  structed by level changes, buildings or other units. An airfield 
  or other continuous strip of paved hexes is preferred, but any 
  other terrain types listed on the Landing Modifier Table above 
  may be present along the landing strip (for DropShips, this 
  means any such terrain types anywhere in the width or length 
  of the landing strip). In such a case, note all applicable terrain 
  types appearing along the landing strip, adding each appro-
  priate modifier once. For example, if there are 3 light woods 
  hexes in the landing strip, the modifier is +4 for light woods 
  terrain, not +4 for each hex of light woods.
  The pilots of aerodyne DropShips can attempt to reduce 
  the landing distance by up to half the base distance by tilting 
  the nose of the craft upward, cutting the aft drive and using 
  the bottom-mounted drive to provide braking thrust. To 
  accomplish this maneuver, the pilot must make a Control 
  Roll (see p. 92) with a +4 modifier. If the roll succeeds, reduce 
  the required landing distance by 1 ground-map hex for every 
  point of the MoS, to a minimum of half the standard landing 
  distance. If the roll fails, consult the Failed Braking Maneuver 
  Table, below.
  For every landing attempt, the pilot must make a Control 
  Roll to determine the success of the landing, applying 
  modifiers for critical damage and failed braking maneuvers 
  if necessary, and any appropriate modifiers from the Landing 
  Modifiers Table. If the landing roll is successful, the craft 
  touches down safely. If the roll fails, the unit suffers 10 points 
  of standard-scale damage on the nose (or aft, for spheroid 
  units) per point of MoF.
  Once an aerospace unit finishes landing, if it occupies a 
  water hex (or if the central hex for DropShips is a water hex), 
  use the rules for crashing into a water hex (see Woods and 
  Water, p. 82).
  Once grounded (provided it was not destroyed), regardless 
  of spheroid or aerodyne shape, all DropShips occupy a central 
  hex and the six adjacent hexes, while fighters and small craft 
  occupy only a single hex (see Stacking and Line of Sight, pp. 57 
  and 99 respectively, for the height of such grounded units as 
  it applies to both rules).
  FAILED BRAKING MANEUVER TABLE
  Margin of 
  Failure
  Effect
  1–4 
  Landing requires full distance. The pilot 
  can attempt to land normally or abort the 
  landing, circle and try again in a subse-
  quent turn.
  5 
  The unit must land. However, the unit 
  becomes harder to control, adding 1 to the 
  landing Control Roll target number.
  6+ 
  The unit must land and requires 20 hexes 
  of runway to do so, regardless of unit 
  type. The unit suffers 20 points of damage 
  on the nose and the landing gear is 
  destroyed. Add 2 to the landing Control 
  Roll target number.
  
  Liftoff
  Aerodyne DropShips, fighters and small craft can lift off from a 
  ground map during the Movement Phase (Ground) by accelerat-
  ing along a runway or open ground until they reach liftoff velocity. 
  The distance required for all units is twenty clear or paved hexes 
  in a continuous line that do not change levels at any point. Any 
  VSTOL-equipped units can take off in ten hexes. Players need not 
  make a Control Roll for a horizontal liftoff. A horizontal liftoff takes 
  2 Thrust Points, and places the aerospace unit on the appropriate 
  hex of the atmospheric map at Velocity 1 heading in the direction 
  the landing strip was oriented on the ground map, and may not 
  spend further thrust points that turn. The unit is not subject to 
  Gravity (see p. 80) this turn.
  Aerospace fighters and VSTOL-equipped conventional fighters 
  may lift off or land vertically. Aerodyne small craft and DropShips 
  may land and takeoff vertically only in a vacuum (see Vacuum, p. 
  55, TO); all spheroid DropShips and spheroid small craft lift off 
  vertically. A vertical liftoff requires a Control Roll with modifiers as 
  shown on the Vertical Liftoff Modifiers Table. If the roll succeeds, 
  place the unit in the appropriate hex on the atmospheric map. If 
  the roll fails, calculate the Margin of Failure (MoF) and refer to the 
  Failed Liftoff Table. The unit is placed on the appropriate hex of 
  the atmospheric map at Velocity 1, heading in any appropriate 
  direction desired by the pilot, and may not spend further thrust 
  points that turn.
  In both cases, destroyed landing gear prevents any liftoff 
  attempt.
  Taxiing: Grounded aerospace fighters, aerodyne small craft 
  and aerodyne DropShips may need to taxi along the ground after 
  landing (or a crash) to find a suitable stretch of hexes for liftoff. 
  All such units are considered wheeled vehicles for the purpose 
  of terrain restrictions, with a Cruising MP rating equal to one-half 
  (round down) their Safe Thrust. They may not expend any greater 
  movement.
  Spheroid small craft and spheroid DropShips cannot move 
  along the ground once landed. Destroyed landing gear prevents 
  taxiing altogether (merely damaged landing gear has no effect).
  Proximity Damage
  The fusion exhaust of a DropShip can cause immense damage 
  to units too close to the ship when it lands or takes off. Any unit 
  within six hexes of a spheroid unit as it lands or takes off suffers 
  damage according to the DropShip Exhaust Damage Table below, 
  broken into 5-point Damage Value groupings and applied using 
  the appropriate hit location table; that is, the “attack” occurs 
  along the line of sight between the DropShip’s center hex and the 
  affected unit’s hex. Spheroid DropShips inflict this damage on any 
  unit within six hexes of the ones adjacent to the central landing 
  hex, rather than on units within six hexes of the central hex.
  This damage only applies to units in the rear arc of an aerodyne 
  DropShip when it takes off.
  Fighters: The exhaust of a fighter landing or taking off causes 
  no damage.
  VERTICAL LIFTOFF MODIFIERS TABLE
  Conditions 
  Modifier
  Landing gear damaged 
  +1
  Maneuvering thrusters damaged
  +3
  Unit lifting off from a crater
  +3
  Unit lifting off from an airfield or landing pad
  –1
  Non-spheroid making vertical liftoff
  +2
  FAILED LIFTOFF MANEUVER TABLE
  Margin of 
  Failure
  Effect
  1–2 
  Unit lifts off. Landing gear damaged.
  3–4 
  Landing gear damaged. The pilot must make 
  an additional Control Roll with no modifiers. 
  If the roll is successful, the unit has lifted off. If 
  the roll fails, the unit falls back to the ground, 
  suffering 20 points of standard-scale damage 
  on the aft side.
  5 
  The landing gear is damaged and the unit 
  strikes the ground, causing 50 points of 
  standard-scale damage to the aft side.
  6+ 
  The landing gear is damaged and the unit 
  strikes the ground, causing 100 points of 
  standard-scale damage to the aft side.
  DROPSHIP EXHAUST DAMAGE TABLE
  Distance 
  Damage 
  Same Hex
   Destroyed
  1 Hex 
  12D6
  2 Hexes
  10D6
  3 Hexes
  8D6
  4 Hexes
  6D6
  5 Hexes
  4D6
  6 Hexes
  2D6
  
  89
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  CARRYING UNITS
  The following rules cover how non-aerospace units mount 
  and dismount grounded Small Craft and DropShips.
  Carrying units do not suffer reductions in Thrust for hauling 
  units. Units may not mount enemy aerospace units using 
  these rules. 
  Mounted units may not fire weapons, spot for indirect fire 
  or take any action other than dismounting from the carrier 
  and any electronic equipment that might interfere with an 
  enemy unit does not function. 
  Infantry: Infantry mount and dismount from carrying Small 
  Craft and DropShips as though the units were Large Support 
  Vehicles (see Infantry Carriers, p. 223). The carrying unit’s capac-
  ity is limited to the tonnage of its cargo area. The Generic 
  Conventional Infantry Units and Battle Armor Organization/
  Weight Table (see pp. 213 and 214 respectively) indicate how 
  much tonnage each type of infantry unit occupies. Do not 
  reduce these tonnages for units that have suffered casualties.
  Infantry are the only unit type that may mount or dis-
  mount a fighter during a game, provided the fighter has 
  dedicated cargo space (as above, the carrying unit’s capacity 
  is limited to the tonnage of its cargo); infantry mount and 
  dismount fighters as though the fighters were vehicles (see 
  Infantry Carriers, p. 223).
  Dropping Troops: While non-infantry units can be dropped 
  from airborne aerospace units, those rules are beyond the 
  scope of Total Warfare and are found in Strategic Operations.
  Hot Zone: It is important to remember that these rules 
  approximate the mounting and dismounting of units 
  directly within the “hot zone” of a scenario; in other words 
  fast and furious, with weapons blazing on all sides. Outside 
  of a scenario (i.e. outside of direct combat), when forces 
  have the time to dedicate to mounting and dismounting, 
  many of the restrictions noted below do not apply; for 
  example units can be mounted into cargo holds, no roll 
  is made to see if a door is damaged and so on. Rules for 
  mounting and dismounting units outside of game play are 
  found in Strategic Operations. 
  Mounting
  To mount a carrying unit during a turn, the carrying Small 
  Craft or DropShip must have grounded (either crashed or 
  landed) in a previous turn and must still be operational; i.e. it 
  is not destroyed.
  A carrying Small Craft or DropShip can mount a number of 
  units each turn equal to its operational door capacity (i.e. if a 
  door is damaged either through critical damage or through 
  RA 
  RA
  Victor Steiner-Davion and his Tenth Lyran Guards disembark from a grounded Leopard-class DropShip.
  SMALL CRAFT/DROPSHIP BAY TABLE
  Unit Type
  Bay
  ’Mech
  ’Mech Bay
  ProtoMech
  ProtoMech Bay or Vehicle Bay
  Vehicle
  Light, Heavy, or  
  Super-Heavy Vehicle Bay
  Infantry
  NA
  Fighters and 
  Small Craft
  Fighter or Small Craft Bay
  
  mounting and dismounting a unit that results in critical damage, 
  no units can use that door for the remainder of the scenario). 
  Doors noted as pure cargo bay doors, or fighter/small craft bay 
  doors, cannot be used; the number of ’Mech/ProtoMech/vehicle 
  bay doors a Small Craft or DropShips has will be noted in either 
  the unit’s technical readout or record sheet game stats.
  Additionally, the carrying Small Craft or DropShip must contain 
  an appropriate bay for the type of unit mounting, as shown on 
  the Small Craft/DropShip Bay Table (see p. 89). If a Small Craft or 
  DropShip does not contain an appropriate bay that a unit can 
  use, that unit cannot mount the Small Craft or DropShip; as with 
  the bay doors, the type of bays each Small Craft or DropShip 
  mounts will be noted in either the unit’s technical readout or 
  record sheet game stats. 
  The mounting unit must be in an adjacent hex to the Small Craft 
  or DropShip (any adjacent hex, though the hex must be within two 
  levels of the level of the underlying hex(s) of the aerospace unit), 
  and then expend half its standard Walking/Cruising MP to enter 
  the carrying Small Craft or DropShip. Units cannot have declared 
  Running/Flank in a turn they will mount a Small Craft or DropShip. 
  If a unit enters an adjacent hex using Walking/Cruising MP and 
  then does not have sufficient Walking/Cruising MPs to enter the 
  Small Craft or DropShip hex, it must wait until the following turn’s 
  Movement Phase (Ground) to enter the Small Craft or DropShip. If 
  a unit starts its Movement Phase in an adjacent hex and still does 
  not have sufficient Walking/Cruising MP (i.e. for any reason, such as 
  damage, heat and so on), the unit may use the Minimum Movement 
  rule (see p. 49) to enter the Small Craft or DropShip hex.
  Every time a unit mounts a Small Craft or DropShip, the control-
  ling player rolls 2D6. On a result of 2, while the unit successfully 
  mounts the Small Craft or DropShip, the door is damaged and 
  cannot be used for the rest of the scenario (it is considered 
  to have been critically hit; see Critical Hit Effects, p. 239, in the 
  Aerospace Units section).
  VTOLs, Small Craft and Fighters: These units cannot expend 
  MP to mount an aerospace unit; i.e. they cannot mount a Small 
  Craft or DropShip under their own power. Instead, they must be 
  in an adjacent hex (within two levels of the level of the underlying 
  hex of the carrying Small Craft or DropShip) during the End Phase 
  of a turn. It then takes four subsequent turns for the DropShip 
  to use cranes to load the units into the carrying aerospace unit; 
  during the End Phase of the fourth turn after the turn in which 
  the units were in an adjacent hex, they are loaded and strapped 
  down. Doors are not occupied when loading units in this fashion..
  Carrying Aerospace Unit Attacks: Fighters and Small Craft 
  can only make weapon attacks with weapons mounted in the 
  nose or aft arcs when mounting non-aerospace units; DropShips 
  can make any kind of weapon attack. 
  Critical Damage: Critical damage that occurs to a carrying 
  aerospace unit affects its cargo in different ways (see Critical Hit 
  Effects, p. 239, in the Aerospace Units section).
  Destruction: If an aerospace unit is destroyed in the air or in a 
  crash, all units mounted in it are also destroyed. If an aerospace 
  unit survives a crash, roll 1D6 for each mounted unit. On a result 
  of 1-2, the unit survives and may move and fire normally in the 
  turn after the crash; on a result of 3-6, the unit is destroyed.
  If at the end of the phase in which the carrying aerospace unit 
  was destroyed, any surviving units violate stacking rules, the 
  controlling player must move those non-aerospace units into an 
  adjacent hex using the following rules:
  • 
  Only the minimum number of units are moved to ensure 
  that the stacking rules are not violated in the hexes where 
  the carrying aerospace unit was destroyed.
  • 
  The adjacent hex that requires the least expenditure of MP 
  to enter is used first, with the next lowest MP expenditure 
  second, and so on.
  • 
  If a unit cannot be moved into an adjacent hex because 
  of prohibited movement, lack of available MP, or because 
  it would violate the stacking rules, the unit is destroyed 
  (though such a unit may use the minimum movement rule to 
  enter a hex; see p. 49).
  Non-aerospace units in this situation may move and fire nor-
  mally in the turn after the aerospace unit is destroyed.
  Lift-off: A carrying aerospace unit can lift off at any time during 
  the Movement Phase (Ground), even if units are still attempt-
  ing to mount the carrying unit (see Lift-off, p. 88). However, the 
  exhaust of an aerospace unit taking off can cause tremendous 
  damage to any units (friendly or enemy) caught in the blast (see 
  Proximity Damage, p. 88). 
  Additionally, a Small Craft or DropShip must wait for the 
  mounting units to be secured, or they will cause damage. A 
  Small Craft or DropShip must wait until the Movement Phase 
  (Ground) of the turn immediately following the turn when the 
  last unit mounted.
  If the Small Craft or DropShip lifts-off in the same turn as 
  it mounted a non-infantry unit, the controlling player must 
  automatically roll once on the Above/Below column of the 
  Aerospace Units Hit Location Table and apply the critical hit. Any 
  PME 
  PM
  A squadron of Corsairs from House Kurita’s Galedon Regulars.
  
  91
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  non-infantry units that mounted the carrying Small Craft or 
  DropShip in the same turn in which it takes off must apply 25 
  points of damage in 5-point Damage Value groupings to the 
  front column of the appropriate Hit Location Table.
  Dismounting
  To dismount a carrying Small Craft or DropShip during a 
  turn, the carrying aerospace unit must have grounded (either 
  crashed or landed) in a previous turn.
  A carrying Small Craft or DropShip can dismount a number 
  of units each turn equal to its operational door capacity (i.e. if 
  a door is damaged either through critical damage or through 
  mounting and dismounting a unit, no units can use that door 
  for the remainder of the scenario). Doors noted as pure cargo 
  bay doors, or fighter/small craft bay doors cannot be used; 
  the number of ’Mech/ProtoMech/vehicle bay doors a Small 
  Craft or DropShips has will be noted in either the unit’s techni-
  cal readout or record sheet game stats.
  To dismount, a unit must spend half its standard Walking/
  Cruising MP; units cannot declare Running/Flank in a turn 
  they will dismount a Small Craft or DropShip. Units carried by 
  Small Craft and DropShips dismount into adjacent hexes (any 
  adjacent hex, though the hex must be within two levels of the 
  level of the underlying hex(s) of the aerospace unit), with a 
  facing of their choice, and the dismounting unit must be able 
  to enter the terrain (though a unit may use the Minimum 
  Movement rule, p. 49, to enter a hex, but it still cannot be 
  prohibited from entering that hex). The dismounting unit may 
  not violate the stacking limits. 
  Units can, once they have successfully entered an adjacent 
  hex, continue their movement provided they have sufficient 
  MP remaining to continue movement (this may require 
  players to revisit the order of movement determined by 
  Initiative and Unequal Number of Units (see p. 39). The move 
  of the dismounting unit from the carrying Small Craft or 
  DropShip to an adjacent hex is considered a single hex of 
  movement for purposes of target movement modifier. 
  Every time a unit dismounts a Small Craft or DropShip, the 
  controlling player rolls 2D6. On a result of 2, while the unit 
  successfully dismounts the Small Craft or DropShip, the door 
  is damaged and cannot be used for the rest of the scenario (it 
  is considered to have been critically hit; see Critical Hit Effects, 
  p. 239, in the Aerospace Units section).
  VTOLs, Small Craft and Fighters: These units cannot 
  expend MP to dismount a grounded aerospace unit; i.e. they 
  cannot dismount an aerospace unit under their own power. 
  Instead, it takes three turns for cranes to unload the units 
  from the carrying aerospace unit; during the End Phase of the 
  third turn after the turn in which the units began to dismount, 
  they are dismounted into an adjacent hex (the hex must be 
  within two levels of the underlying level of the hex occupied 
  by the aerospace unit), with a facing of their choosing. In the 
  turn following, such units may move and fire normally.
  Carrying Aerospace Unit Attacks: Fighters and Small Craft 
  can only make weapon attacks with weapons mounted in 
  the nose or aft arcs when dismounting non-aerospace units; 
  DropShips can make any kind of weapon attack. 
  MATCHING MAPSHEETS 
  TO LOW-ALTITUDE HEXES
  Though each ground mapsheet roughly corresponds to 
  one hex on a low-altitude map, the rectangular mapsheets 
  and the hexagons do not precisely match. Players can approx-
  imate the relationship between BattleTech mapsheets and 
  low-altitude map hexes by arranging the ground mapsheets 
  as shown in the diagram below.
  AEROSPACE UNITS ON GROUND MAPSHEETS 
  The most exciting way to use aerospace units in the game 
  is to fly them directly onto the ground maps playing area, 
  moving them and engaging the enemy in the same way as 
  other battlefield units. 
  It is important to note, however, that aerospace units still 
  operate (with the few exceptions noted below) as though 
  they were moving on the low-altitude map. This means that 
  they operate using altitudes (as defined in Game Terms, see 
  p. 43; aerospace units, even if operating directly on ground 
  maps, never use elevations). More importantly, the speed of 
  aerospace units when translated from a low-altitude map to 
  moving directly on ground mapsheets—a ground map hex 
  equals 30 meters, while a low-altitude hex equals 500 meters 
  (roughly the size of an entire ground map)—means that aero-
  space units move substantial distances (see Movement below). 
  With that in mind, to use aerospace units directly on ground 
  maps requires a very large playing area; ideally an arrange-
  ment of nine, twelve, sixteen or more mapsheets. These 
  should be laid out 3 x 3, 3 x 4 and so on to provide enough 
  room for the aerospace units to maneuver.
  At anytime during their movement on a low-altitude map, 
  a player can choose to have their aerospace unit exit a low-
  altitude map and enter the corresponding ground mapsheet. 
  Before moving to the ground mapsheet, the orientation of 
  the ground mapsheet to the low-altitude map must be deter-
  mined (if it hasn’t already; see Matching Ground Mapsheets 
  to Low-Altitude Hexes diagram, p. 91). Next, the player must 
  nominate a hex the fighter will first enter along the ground 
  mapsheet edge; the edge of the mapsheet must be parallel 
  to the final facing of the aerospace fighter on the low-altitude 
  map (if there are two edges that are equally appropriate, the 
  player can choose either edge). As soon as the aerospace 
  fighter appears on the ground mapsheet it moves according 
  to the rules governing such movement.
  • matching ground mapsheets to low-altitude hexes • 
  
  Movement
  Aerospace units operating on ground maps ignore all terrain fea-
  tures for movement (and combat, see Air-to-Ground Attacks, p. 242) 
  and are not counted for ground units’ stacking purposes in any way. 
  At anytime during their movement, a player can choose to 
  have their aerospace unit exit a ground map edge (even if the 
  ground map edge leads to another ground map), and appear on 
  the corresponding low-altitude map hex and move according to 
  the appropriate rules. Or, if an aerospace unit leaves a ground 
  playing area edge (i.e. there is no new ground map to enter), the 
  unit automatically appears on the corresponding low-altitude 
  map hex and moves according to the appropriate rules.
  Aerodyne Units: Aerodyne units use the rules for low-altitude 
  movement (see p. 80) when operating on ground maps, except 
  that an aerodyne unit must move sixteen BattleTech hexes for 
  each point of Velocity. Aerodyne units also use the facing changes 
  rules for low-altitude movement, except that the straight move-
  ment required before making a facing change has a greater effect 
  at this scale. See the column appropriate for the unit’s class on 
  the Straight Movement on Ground Maps Table, below, for the 
  minimum number of ground map hexes a unit must move in a 
  straight line between one-hexside facing changes. This move-
  ment may be split across two turns. For example, a fighter with a 
  Velocity of 1 finished its movement in Turn 6 by moving straight 
  ahead five hexes. If it does not change its velocity in Turn 7, it can 
  make a facing change after moving straight for three hexes.
  Spheroid Units: Spheroid units may move into any ground 
  hex within eight hexes of their current position at a cost of 1 MP.
  Large Support Vehicles: Airborne Large Support Vehicles use 
  the Small Craft column on the Straight Movement on Ground 
  Maps Table.
  CONTROL ROLLS
  Some situations or types of damage can cause an aerospace 
  unit to crash or make it difficult for the pilot to control the unit. 
  Aerospace units use Control Rolls (similar to Piloting Skill rolls for 
  ground units) to represent a pilot’s attempts to handle a unit’s 
  movement in difficult situations.
  To make a Control Roll, a player rolls 2D6 against a target 
  number based on Piloting Skill, damage and environmental 
  factors, per the Control Roll Table. If the result is equal to or 
  greater than the target number, the unit remains in control. 
  Otherwise, the unit is considered out of control. Control Rolls are 
  made in the End Phase of the turn in which the conditions creat-
  ing the potential loss of control occurred, unless the specific rule 
  in question requires the Control Roll to be made immediately. 
  Some game mechanics use Control Rolls to determine success 
  or failure of an action, rather than determining whether or not a 
  unit is out of control. The Control Roll actions that may result in 
  the unit going “out of control” are shown in the Situation column 
  of the Control Roll Table.
  You can never choose to automatically fail a Control Roll.
  Shutdown Units: Shutdown units are automatically out of control.
  OUT-OF-CONTROL EFFECTS
  An out-of-control unit cannot spend Thrust Points. It cannot 
  change velocity or facing and must continue on its present 
  heading, moving the appropriate number of hexes in a straight 
  line for its velocity.
  Out-of-control units also risk colliding with other units. If an 
  out-of control unit enters the same hex as another unit, friendly or 
  enemy, roll 2D6; only a single roll is made, regardless of how many 
  units are in the hex. On a result of 11 or higher—10 or higher if 
  either or both units are Large Craft—the out-of-control unit may 
  collide with that unit. If multiple units are in the hex, use the 
  Movement Subphases (see p. 76) to determine which unit gets 
  hit first; i.e. a DropShip will always be struck before a small craft, 
  which will always be struck before a fighter. If the units in the hex 
  are all the same type (or there are two or more of the same type), 
  randomly determine which one gets hit. After determining the 
  target, if that unit has not yet moved in a turn and has at least 1 
  Thrust Point, the controlling player may attempt to avoid the col-
  lision. To do so, the controlling player makes a standard Control 
  Roll. If successful, the unit avoids the collision, but expends all its 
  available Thrust Points in getting out of the way. This expenditure 
  PME 
  PME
  House Kurita Slayer aerospace fighters pass overhead.
  STRAIGHT MOVEMENT ON GROUND 
  MAPS TABLE (AERODYNE CRAFT ONLY)
  Minimum Straight Movement (in hexes)
  Velocity 
  Fighter 
  Small Craft 
  DropShip
  1
   8
  8 
  8
  2 
  12
  14 
  16
  3
  16 
  20 
  24
  4
  20
  26
  32
  5 
  24 
  32
  40
  6 
  28
  38
  48
  7 
  32
  44 
  56
  8 
  36
  50
  64
  9 
  40
  56
  72
  10
  44
  62
  80
  11
  48
  68
  88
  12
  52
  74
  96
  Units on ground maps cannot reach a velocity above 12. If required to gain a 
  velocity above 12 (through special maneuvers, for example) the unit remains 
  at Velocity 12 and must make a Control Roll.
  
  93
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  does not effect a unit’s velocity or heading. The out-of-control 
  unit continues moving. If the Control Roll fails, a collision 
  occurs as normal, ending the out-of-control unit’s movement. 
  See Collisions and Ramming, p. 241, for details of the damage 
  suffered by both units.
  In addition, out-of-control units suffer a +2 modifier on 
  to-hit numbers and cannot attempt to land, launch or recover 
  fighters, or dock with other units. If an out-of-control unit 
  attempts to re-enter the atmosphere, it takes damage (see 
  Space/Atmosphere Interface, p. 78).
  Airships: In addition to the normal effects, out-of-control 
  Airships roll once on the Airship Random Altitude Change 
  Table each turn that they are out-of-control (see p. 205).
  Recovering Out-Of-Control Units: During the End Phase of 
  each turn after the turn in which the unit went out-of-control, 
  the controlling player rolls 2D6. If the result is equal to or 
  greater than a standard Control Roll with all applicable modi-
  fiers from the Control Roll Table, the unit regains control and 
  can move normally at the start of the following turn.
  Random Movement
  When a Control Roll fails by a margin of 5 or more points, or 
  when indicated by critical hits or heat effects, a unit might suffer 
  random movement in its next Movement Phase. For each point 
  of velocity, roll 1D6 instead of moving the unit forward and 
  compare the result to the Random Movement Table, carrying 
  out the indicated movement. This movement occurs regardless 
  of what type of unit is out of control, or whether the unit is oper-
  ating on the space map, high-altitude map or low-altitude map. 
  The starting hex for a unit’s random movement is either the hex 
  closest to the unit that shot at it (essentially, the hex it was in 
  when it was struck), or the hex it performed an air-to-ground 
  attack in, whichever is further along its flight path. If multiple 
  hexes apply (such as if the unit attacked multiple hexes or was 
  attacked by multiple ground units), use the hex furthest along 
  the flight path. If the aerospace unit in question did not interact 
  with ground units in any way (such as one struck solely by air-
  to-air fire), use the hex closest to the flight path’s midpoint. Out 
  of Control aerospace units using the Aerospace Units on Ground 
  Mapsheets rules, see p. 91, multiply the distances moved by 8 
  hexes and roll twice per velocity point. Repeat this process until 
  all points of velocity have been used. 
  The controlling player should note the number of Thrust 
  Points he would normally spend to carry out each maneuver 
  at the unit’s current velocity (effective Thrust Points) and apply 
  the appropriate effects for high-G maneuvers (see High-G 
  Maneuvers, p. 78). Random movement allows units to execute 
  maneuvers normally considered impossible for their class or 
  velocity (i.e. a unit with Velocity 10 and only 5 thrust points 
  making a two-hexside turn). In such cases, double the effec-
  tive Thrust Point cost when calculating the effects for high-G 
  maneuvers. For example, a unit undertaking an “impossible” 
  manuever that exceeds its SI by 3 would apply a +6 modifier 
  to the Control Roll rather than the usual +3, making it unlikely 
  that the unit or crew will avoid further damage. A unit expe-
  riencing random movement may exceed its maximum thrust 
  for purposes of calculating these effects.
  Simon makes a Control Roll for his Shilone fighter 
  and fails by a margin of 6, meaning the unit undergoes 
  random movement. The fighter has a Velocity of 4 and 
  so Simon must make four rolls on the Random Movement 
  Table. The first result is a 3; the fighter moves forward one 
  hex. The second result is a 4, and the unit moves forward 
  another hex. The third result is a 6, which means the fighter 
  moves forward one hex, then turns right two hexsides—a 
  maneuver that normally costs 4 Thrust Points. The final 
  result is a 5; the unit moves forward one hex and turns 
  another hexside right, which would normally cost 2 Thrust 
  Points. The Shilone has an SI of 6, and so neither of the 
  maneuvers exceeds the restrictions on high-G maneuvers.
  CONTROL ROLL TABLE
  Base Target Number: Piloting Skill
  Situation*
  Movement
  Exceed normal operational ceiling (conventional 
  fighters, Airships and Fixed Wing Support Vehicles)
  Rolling more than once in a turn
  Using thrust in excess of current SI rating
  Unit with velocity over 2x Safe Thrust in a atmo-
  sphere hex
  Stalling
  Descending 3+ altitudes in a single turn
  Damage
  Avionics critical
  Control critical
  Sustaining damage while in atmosphere
  Modifiers
  Pilot/crew damage 
  +1 per crossed box
  Avionics damage 
  +1 per crossed box
  Life support damage
  +1 per crossed box
  Atmospheric operations 
  +2
  Above safe thrust 
  +1
  Above 2x Safe Thrust
  +1 per velocity point 
  above 2x Safe Thrust
  *Requires a Control Roll; apply all appropriate modifiers
  RANDOM MOVEMENT TABLE
  1D6 Result
  Effect
  1 
  Forward 1 hex, turn left 2 hexsides
  2 
  Forward 1 hex, turn left 1 hexside
  3–4 
  Forward 1 hex
  5 
  Forward 1 hex, turn right 1 hexside
  6
  Forward 1 hex, turn right 2 hexsides
  
  LAKE CARANTHA, ALRAKIS
  DIERON MILITARY DISTRICT
  DRACONIS COMBINE
  24 APRIL 3039
  The powerful crump of Tai-sa Esau Olivares’ heavy artillery 
  rolled over the sparkling blue water of Lake Carantha like a 
  peal of thunder heralding the coming of a great storm. It was a 
  unique sound, deeper and more substantial than the crack of a 
  tank’s gun, more sonorous and stately than the deadly rattle of a 
  ’Mech’s autocannon.
  To Olivares it was the sound of salvation.
  The rain of carefully placed shells ripped into the Lyran striker 
  company, forcing back the light, fast ’Mechs. Buying his support 
  troops precious time to evac.
  Time.
  From this point on, everything would be measured in time.
  Olivares stalked his Dragon forward, toward the whistle of 
  falling shells. It was a dangerous, desperate maneuver, but now 
  was the time for dangerous, desperate maneuvers. He came 
  upon a flat white Locust, the light ’Mech painted in the colors 
  of the Twenty-third Arcturans—the Frost Giants. The battered 
  Locust was moving back, pushing its way through spruce and 
  beech, and some trees that looked like giant orange willows. 
  Trying to get clear.
  Olivares pulled his reticle over the light ’Mech’s back. The 
  symbol flashed gold and his finger curled around his secondary 
  trigger. His autocannon/5 tore into the Locust’s rear armor, fol-
  lowed by twin beams of emerald fire. Heat spiked in his cockpit, 
  but he held the shot despite the sweat that stung his eyes and 
  made his hand slippery on the trigger. Despite the shrill cry of 
  the heat alarm.
  The Locust shuddered and went down, with a crash that shook 
  the trees and drowned out the roar of artillery.
  Olivares studied the fallen machine for an instant. The pilot 
  would be rattled, dazed.
  Ignoring the shells falling all around him, Olivares strode 
  forward, crouched down and pointed his left arm at the Locust’s 
  canopy. He never decided to fire, but suddenly emerald light 
  was melting through the ferroglass and blasting the cockpit into 
  smoldering wreckage.
  Olivares spared no thought for the pilot whose life he’d just 
  brutally ended. He planned to give the Twenty-third Arcturan a 
  bloody nose. Faced with such savagery, the Steiner commander 
  might hesitate: a minute, five, maybe even ten.
  And everything was measured in time.
  He glanced down at his tactical schematic. Blue triangles were 
  falling back through the forest. The plan was working. But it 
  could only work for so long.
  Olivares stepped back out of his own artillery’s fire zone, 
  pulling out of the woods and taking station with his regiment 
  north of the woodland. What was left of his regiment.
  Olivares was a big man, two meters of lean muscle crammed 
  into his Dragon’s tight cockpit. He rubbed his chin, feeling the 
  stubble against his palm. During his long journey to respect-
  ability he’d given up the nose stud and the blood-red scharacki 
  feather. But shave?  That was asking too damn much. 
  He glanced out his canopy. Fate had sent them a gorgeous 
  summer day. Sunlight glistened on the surface of the blue lake 
  like spun gold. Sigmundrac’s white skyline was visible on the far 
  side. Olivares knew if he cracked his hatch he’d catch the perfume 
  of blooming wildflowers carried on a cool breeze.
  Only the desperate roar of combat marred the illusion.
  Eight days before, a surprise attack by the Elsies had pushed 
  his troops out of Sigmundrac. Olivares had lost a company of 
  ’Mechs and a battalion of infantry. And now the Lyrans were 
  driving him toward the Caradhradene Mountains, where they’d 
  Steven Mohan, Jr.
  
  crush his force like a piece of iron worked between a hammer 
  and an anvil. 
  The battle was over. But with the planetary HPG in ene-
  my-held territory, Olivares could not request permission to 
  retreat off-world. He pushed the thought away. Allowing his 
  troops to be slaughtered was no way to serve the Dragon. So 
  he’d ordered a fighting withdrawal. That order had been the 
  beginning of his troubles rather than the end. Somehow he 
  had to hold his line while the bulk of his troops embarked 
  their DropShips, leaving a rapidly shrinking force to fight a 
  horribly dangerous delaying action.
  Olivares saw movement and looked down. A pair of troop-
  ers was moving left. His artillery spotters, brave souls who had 
  crept up on the Steiner line to call in the deadly rain of shells.
  A Steiner Phoenix Hawk pushed through the trees. The 
  ’Mech was slim and humanoid. Except for its immense size, it 
  might’ve been a soldier in heavy armor.
  Olivares scarred the flat white paint on the Hawk’s chest 
  with his lasers, melting the armor below. Two 
  other gray and red Combine ’Mechs stepped 
  forward to help, but the enemy ’Mech ignored 
  them. It raised the laser clutched in its right 
  hand and the spotters disappeared in a flash 
  of ruby light. Then the Phoenix Hawk rose on its 
  jump jets, fleeing its enemies.
  Olivares stepped his Dragon forward and released a flight 
  of LRMs. The missiles caught the Hawk in the back. A plume 
  of plasma stuttered out and the Phoenix Hawk tumbled out 
  of the sky. 
  Which didn’t solve Olivares’ main problem. Suddenly, his 
  artillery had lost its eyes.
  For a moment he considered calling a light ’Mech forward 
  to spot, and then thought better of it. At some point his artil-
  lery would have to withdraw anyway. “Artillery Actual, this is 
  Legion Actual. Tiger Six Orange.”
  “Tiger Six Orange,” answered the artillery commander. “Hai, 
  Olivares-sama.”
  And just like that, the heavy crump of the big guns 
  fell silent.
  Olivares keyed the loadmaster’s frequency. “Sho-sa, 
  report status.”
  Static flared briefly before Olivares heard Sho-sa Leonardo 
  Nicosia’s deep voice. “At least an hour, Tai-sa.”
  Olivares’ heart sank. “Come again, Sho-sa.”
  “We require six zero minutes for evac.”
  Olivares closed his eyes. His forces couldn’t hold out that 
  long. “Dammit, Nicosia, that ain’t gonna cut it.”
  “It requires time to load and secure equipment,” Nicosia 
  said stiffly. Then, perhaps remembering who he was talking 
  to: “The Snow Crane is fully loaded. I could order her to boost.”
  “Hell, no,” Olivares snapped. “I mean, iie.” He’d need the 
  Leopard’s guns later. “Just hurry it up. Load the people first. If 
  necessary we’ll spike the guns and leave them.”
  “Hai, Tai-sa.”
  He glanced toward the city and saw one of his Lightnings 
  dropping like a stone. Suddenly the sleek fighter pulled out 
  of its power dive and shot away fifty meters off the deck. 
  Incandescent white fire rippled along the ground in the 
  Lightning’s wake.
  
  The Elsie commander was trying to bring up his armor and 
  artillery. Olivares’ aerospace forces were fighting a desperate 
  holding action to keep them out of the fight, buying precious 
  minutes with their daring attacks. But their efforts wouldn’t turn 
  the battle. Olivares didn’t have many support forces either—his 
  were boarding DropShips. 
  Damn it, he needed those minutes.
  As he watched, one of the Lightnings dove for the ground, 
  pursued by an Elsie Stuka. Coherent light sparked between 
  them. The Lightning never pulled up. An immense orange fire-
  ball rose on the horizon.
  “Iie,” Olivares whispered fiercely. “I will not break.”
  The Lyrans were advancing through the evergreen forest 
  that shadowed the lake’s shore line. Smart move. It prevented 
  Olivares from deploying his armor. He considered detaching 
  his lance of Manticores, then thought better of it. The tanks 
  would only end up waiting to embark. He’d leave them at the 
  border between the woods and the grassy plain that separated 
  him from his DropShips to the north, waiting to pound the first 
  Lyran ’Mech to poke its head out of the trees. But he still had to 
  slow the Lyrans down.
  Olivares keyed his tactical channel. “Armor, wheel about and 
  stand by to engage at Grid Six Four One. All ’Mechs, press into 
  the forest.” 
  A chorus of hais sounded over the tactical channel as his war-
  riors threw themselves into the teeth of the Lyran advance.
  Olivares stalked his Dragon forward. A quick glance at 
  his schematic told him his artillery had cut the Lyran striker 
  company down to size. A limited victory. His warbook identi-
  fied a Victor, a Zeus, two Crusaders and a Grasshopper. The Elsie 
  commander had brought up his assault battalion.
  He saw a flash of white against dark green and charged 
  forward. The Quickdraw pilot didn’t see him until the last minute. 
  By then it was too late.
  Olivares rushed forward at full speed, pulling up at the last 
  minute and clipping the Quickdraw in the leg. The limb wasn’t 
  designed to take a 60-ton ’Mech smashing into it at eighty 
  kph. It snapped like a dry twig. The Quickdraw tumbled to the 
  ground. Olivares knelt and gutted the cockpit with laser fire. 
  Then he turned and ran in the direction the Quickdraw had 
  been heading.
  He found Gunsho Lukin’s gray and red Trebuchet shudder-
  ing under the attack of an Elsie Marauder. For a second the 
  Marauder pilot must have thought the ’Mech moving in on his 
  back was the friendly Quickdraw.
  That second was all Olivares needed. He let loose with lasers 
  and autocannon. The Marauder staggered under the brutal 
  assault. Lukin darted toward the bigger machine and took a 
  point-blank shot at its knee.
  The Lyran pilot ejected before his Marauder went down. 
  Olivares clubbed him out of the air with his ‘Mech’s left arm. A 
  glance at his tactical schematic told him they’d stopped the 
  Lyran advance cold, but the victory had come at a fearsome 
  price. A third of the Combine ’Mechs were down. And it was 
  only going to get worse.
  A flicker of orange light at Olivares’ feet caught his attention. 
  A stray laser beam had ignited the underbrush. 
  Suddenly he had an idea.
  He sprayed laser fire into a pine tree. For a heartbeat the 
  tree withstood the assault, and then it exploded in a shower 
  of burning embers. It had been a beautiful summer, and the 
  branches and needles that littered the forest floor were dry 
  and brittle. 
  Ready to burn.
  The flames caught. Suddenly, a thousand fires bloomed 
  where there had only been one.
  “All ’Mechs, this is Olivares. Withdraw west toward the lake. 
  Fire the forest as you go. Keep your backs to the water. No 
  Elsies get past you.” He listened to his commanders acknowl-
  edge the order. Then he switched frequencies. “Armor Actual, 
  this is Legion Actual. We’re sending them to you one at a time. 
  Hurt them.”
  “Hai, Tai-sa.”
  Yellow-orange flames danced along the ground, carpeting 
  the forest floor with fire. A light breeze carried burning embers 
  to the branches. The trees were starting to catch. A pine to 
  Olivares’ left popped as its needles caught, flashing into orange 
  flame. Soon the forest would blaze with a crown of fire, racing 
  from tree to tree and roaring with the fury of a thousand ’Mechs. 
  Olivares and Lukin came across Smith’s Warhammer trying 
  to hold back an Awesome. Olivares pounded the assault ’Mech 
  with his autocannon to give the pilot something to think about 
  while the world around him burned.
  The Awesome broke and ran. Nothing terrified MechWarriors 
  more than fire.
  Olivares tied into his armor’s tactical channel just to hear 
  the whine of the tanks’ PPCs. His Manticores were picking off 
  the panicked Lyran ’Mechs one at a time. A glance at his rear 
  monitor showed patches of blue through the burning branches. 
  He turned, stepped out of the forest and crossed a short beach, 
  the mud giving under his Dragon’s 60-ton weight. Then he was 
  in the water, where seventeen of his ’Mechs waited for him.
  His cockpit temperature dropped five degrees in thirty 
  seconds. The heat alarm fell silent.
  An Elsie Stinger came stumbling out of the forest and pulled 
  back as every Combine ’Mech targeted it at the same time. 
  Jeweled lines marked the air: ruby, emerald and sapphire ener-
  gies slicing into the little ’Mech. It fell forward into the lake.
  “Legion Actual, this is Armor Actual, we are engaging a large 
  enemy force.”
  “On our way,” Olivares shouted. “’Mechs, one hundred meters 
  north and cut right. Now.”
  His pilots slogged through the lake, then cut across the plain 
  to the north of the woodland. Olivares turned a corner and 
  saw his two remaining Manticores pulling back, firing all the 
  way. Two more of his tanks were gutted hulks, but the Lyrans 
  had paid a heavy price for those tank kills. Five Elsie ’Mechs lay 
  crumpled on the grass. And now a force of Combine ’Mechs 
  lurked at their rear.
  Olivares keyed his transmitter. “All units, fire.”
  Autocannons, lasers and missiles rippled out from the 
  Combine line. The Lyrans buckled under the sudden volley of 
  fire from behind. One ’Mech fell. Then a second. Some of the 
  Lyrans turned to face the new threat, while others continued 
  to work the tanks. Now they were the ones caught between 
  hammer and anvil.
  
  They started to fall back, to regroup.
  Olivares had won a temporary advantage. He was still out-
  gunned and outmanned, and once the Lyrans formed up, 
  they’d slaughter his troops, but he had the opening he’d been 
  looking for.
  “Eleventh Legion of Vega, all forces, this is Legion Actual. Fall 
  back to the DropShips. I say again, FALL BACK TO THE DROPSHIPS.”
  It was a race. A running firefight all the way back to the LZ, 
  until Olivares lumbered up over a shallow ridge and saw his 
  waiting DropShips below: a Leopard, two Unions, his Fortress-
  class flagship and more descending to provide fire support.
  A Lyran Stalker followed him up over the ridge. The big guns 
  on all four DropShips opened up. The Elsie ’Mech dissolved.
  At that moment, Olivares knew the Eleventh Legion of Vega 
  would survive the battle of Alrakis.
  FORTRESS-CLASS DROPSHIP ASTRINGENT BEAUTY
  EN ROUTE TO NADIR JUMP POINT, ALRAKIS
  DIERON MILITARY DISTRICT
  DRACONIS COMBINE
  24 APRIL 3039
  Tai-sa Esau Olivares centered the elegant rice paper on the 
  desk and taped it down so it would not flit away during the 
  many odd accelerations that came to a DropShip. The same 
  message was recorded in his command log, but it might matter 
  that he had composed the note in his own hand.
  It might matter a great deal.
  He lighted a candle, trusting the ship’s ventilation system 
  to filter out the trace of smoke. His white silk kimono shifted 
  against his skin as he carefully arranged the ceremonial items:  
  the large white cushion on a tatami mat, a second piece of rice 
  paper resting on a black tray along with a brush and ink block, a 
  lacquered cup, a flask of sake.
  His wakizashi. The sword’s blade was carefully wrapped in rice 
  paper and bound with a red cord.
  He knelt on the white cushion and drew a deep breath, com-
  posing himself for what must come next.
  This was not how seppuku was supposed to be. He should 
  have been attended by his officers and family. But he took on 
  the added burden of performing the ritual alone as a message 
  to the Coordinator, the same message written in delicate kanji 
  calligraphy on the rice paper taped to the desk.
  I alone am responsible for the debacle on Alrakis.
  For centuries, no Combine commander could retreat off-
  world without the Coordinator’s explicit permission. The penal-
  ties were harsh: death for the commander, his staff and a third 
  of the unit’s soldiers.
  And so Olivares had compounded his shame with a lie. In his 
  note he had said he’d quieted his officers’ objections by telling 
  them he had permission to withdraw. In truth, the subject had 
  never come up.
  But perhaps the lie would be enough to save his people.
  A small ding told him there was someone at his stateroom hatch. 
  “Go,” Olivares snapped.
  The hatch swung open. Sho-sa Leonardo Nicosia entered. 
  “Gomen nasai, Tai-sa, but I—” The man’s eyes widened as he took 
  in the scene. Shock warred with despair on his face, but then 
  he got control of himself. “Tai-sa, perhaps if you petition the 
  Coordinator—”
  “Silence,” Olivares roared. “I left orders not to be disturbed.”
  Nicosia bowed his head. “Hai, Tai-sa. But we just received this.” 
  He handed Olivares a message.
  The Tai-sa took the paper without looking at it. “Get out.”
  “Sir, it’s a transmission from an ISF operative who managed to 
  get to the Sigmundrac HPG—”
  “Get out.”
  Nicosia blanched. “Hai, Tai-sa.” He bowed from the waist and 
  quickly departed, shutting the hatch softly behind him.
  Olivares fingered the printout. Perhaps Nicosia was right. The 
  Coordinator might not forgive an unauthorized retreat, but his 
  son? Theodore Kurita was more pragmatic. Less bound by tra-
  dition. And as Gunji-no-Kanrei, Deputy for Military Affairs, his 
  influence within the Draconis Combine Mustered Soldiery was 
  considerable. Maybe...
  Iie.
  Olivares had served with Theodore, owed his command to 
  Theodore. It was the Kanrei’s example that had caused him 
  to fight so long and hard to regain his honor. He would not 
  abandon it now.
  He drew a deep breath. His gaze fell across the message.
  A chill took him.
  The message was brief, a list of worlds: Alnasi, Kessel, Vega. 
  Athenry, New Mendham, An Ting. It went on from there. Alrakis 
  was not alone. The Federated Commonwealth had launched a 
  massive assault along four separate axes, striking at the heart of 
  the Draconis Combine.
  Ten years before, during the Fourth Succession War, 
  Hanse Davion had digested large chunks of the Capellan 
  Confederation. Now it was the Combine’s turn.
  The message revealed the work of the yellow bird, the mythi-
  cal creature capable of killing the Dragon.
  He let the paper fall from his hand. If the yellow bird truly 
  threatened the Combine, then she would need all her warriors 
  to survive. Perhaps a small role remained for him to play. 
  Olivares rose to his feet, crossed the room and detached 
  the piece of rice paper he’d taped to his desk. He touched it to 
  the candle flame, allowing the yellow fire to consume his final 
  words.
  Perhaps he was wrong. Perhaps the Coordinator would still 
  order him to commit seppuku. If that day came, he would face 
  it like the samurai he was. But until it did, he would fight the 
  yellow bird with all his strength, all his will.
  And if he were wrong, the sword would still be there.
  Hai.
  The sword would always be there.
  
  After all players complete Movement Phase (Ground) and 
  Movement Phase (Aerospace) of a turn, units engage in combat. 
  BattleTech units use two forms of combat: weapon attacks and 
  physical attacks. Units make weapon attacks using armaments 
  such as missiles, lasers and autocannons. For physical attacks, 
  each unit has a variety of options. Most physical attacks rely on 
  the weight of the attacking unit to inflict damage.
  In BattleTech, weapon and physical attacks (as well as any other 
  type of damage, such as falling) first inflict damage on the outer 
  armor that protects every unit (except conventional infantry). 
  When an attack or series of attacks destroys all of a location’s 
  Armor Points, any remaining damage affects the unit’s internal 
  structure in that location (or eliminates the trooper, in the case of 
  battle armor). Anytime a unit’s internal structure takes damage, a 
  critical hit may result that can knock out a weapon or movement 
  system or even destroy the unit.
  Infantry: Infantry units absorb damage differently than other 
  units (see Infantry, p. 212).
  Non-’Mech Special Combat Rules: As discussed in Individual 
  Unit Rules (see p. 36), the primary focus of BattleTech is ’Mechs. 
  The Combat section fully covers ’Mech combat, but also includes 
  rules that can apply to multiple unit types. Specific combat rules 
  unique to ProtoMechs, Combat Vehicles, Support Vehicles, infan-
  try and aerospace units appear on pages 184, 192, 204, 212 and 
  234, respectively. Unless specifically stated otherwise in those 
  specific rules, the following rules apply equally to all units.
  Aerospace Units: This section only touches on aerospace 
  combat as it applies to ground units, and assumes the aerospace 
  unit is in flight. For rules governing aerospace units vs. aerospace 
  units in atmosphere or space (and for landed or crashed aero-
  space units), see Aerospace Movement and Aerospace Units, pp. 74 
  and 234, respectively.
  GAME TERMS
  Before reading this section, players should revisit the defini-
  tions of the most important game terms in BattleTech, which will 
  provide a solid framework from which the rules in this section 
  can build (see Game Terms, p. 42). Players should also familiarize 
  themselves with the record sheets of the various units (especially 
  ’Mechs), paying particular attention to the definitions of location, 
  internal structure, slot and so on (see Record Sheets, p. 11).
  ATTACK DECLARATION
  As described in Playing the Game (see p. 36), all attacks are 
  declared before any are resolved. Only weapon attacks declared 
  during weapon attack declaration are resolved in the Weapon 
  Attack Phase. Likewise, only physical attacks declared during 
  physical attack declaration are resolved in the Physical Attack 
  Phase (except Charging and Death From Above, which are 
  declared during the Movement Phase). 
  All declared attacks must be resolved, even if the intended 
  target is destroyed before all attacks against it have been made 
  (though an attack may be aborted if the Modified To-Hit Number 
  is greater than 12; see Modified To-Hit Number, p. 42). Likewise, 
  attacks not declared cannot be made, even if the opportunity 
  presents itself during play.
  TORSO TWIST/TURRET ROTATION
  As part of each unit’s weapon attack declaration, players can 
  twist the torsos of their ’Mechs (except for four-legged ’Mechs, 
  which cannot torso twist) or rotate the turrets of any turreted 
  vehicles. This twist or rotation lasts for the remainder of the turn, 
  MM 
  MM
  A lance of Otomo, led by Chu-sa Lainie Shimazu in her NG-C3A Naginata, confront rebels from the Second Sword of Light outside of Imperial City. 
  
  99
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  affecting firing arcs for the Weapon Attack and Physical Attack 
  phases. The torso or turret returns to its forward position in 
  the End Phase (unless the turret jams, see Ground Combat 
  Vehicle Hit Location Table, p. 193 of Combat Vehicles).
  ’Mechs: A ’Mech can twist its torso one hexside (60 degrees) 
  to the left or right of the direction in which its feet are point-
  ing. This new alignment modifies a ’Mech’s upper body firing 
  arc as described in Firing Arcs, p. 104, but for movement and 
  hit location purposes the ’Mech is still considered to be facing 
  in its pre-twist direction.
  Vehicles: Vehicles with turrets may align the turrets to any 
  hexside. Rotating its turret modifies a vehicle’s firing arc as 
  described in Firing Arcs, p. 104.
  LINE OF SIGHT 
  In order to attack a target, a clear line of sight (LOS) must 
  exist between the target and the attacker. A straight line 
  running from the center of the attacking unit’s hex to the 
  center of the target unit’s hex defines the LOS between two 
  units (see Attacks by Grounded Aerospace Units, p. 249, for the 
  exception). Any hexes through which this line passes lie along 
  the LOS, even if the line barely crosses a given corner of a hex. 
  If the LOS passes exactly between two hexes, the player 
  controlling the targeted unit decides which of the two hexes 
  lie along the LOS. This choice can also affect the attack direc-
  tion for incoming attacks (see Attack Direction, p. 119). The 
  chosen hexside is used for all attacks between those two units 
  for the remainder of the turn (see Line of Sight Between Two 
  Hexes diagram on p. 101). 
  The hexes containing the attacking and target units are 
  not considered when determining LOS, and they almost 
  never interfere with LOS (see Water Hexes, p. 102, and Terrain 
  Modifiers, p. 108, for the sole exceptions to this rule).
  Adjacent Ground Units: Units in adjacent hexes always 
  have LOS to each other, unless one unit is completely under-
  water and a unit in an adjacent hex is not (see Terrain Modifiers, 
  p. 109). Likewise, if both units are in adjacent building hexes 
  but at different levels, LOS may not exist (see Combat Within 
  Buildings, p. 175).
  Airborne Aerospace Units and LOS: Airborne aerospace 
  units always have LOS to one another, unless players are using 
  the printed side of a BattleTech map for low-altitude move-
  ment, in which case terrain intervenes in the same manner 
  as for non-aerospace units (see Low-Altitude Movement, p. 80, 
  and Air-to-Air Attacks, p. 241). 
  Airborne Aerospace Units vs. Non-Aerospace Units: All 
  non-aerospace units (including grounded aerospace units) 
  not submerged in a water hex always have LOS to airborne 
  aerospace units that are operating anywhere from Altitude 1  
  (NOE) to Altitude 8 on the low-altitude map, provided the 
  aerospace units ended the Movement Phase (Aerospace) in 
  a low-altitude map hex corresponding to the unit’s ground 
  mapsheet. Ground units do not have LOS to aerospace units 
  flying at Altitude 9 or 10 (or on any row of the atmosphere 
  on a high-altitude map; see p. 79) and so cannot attack them.
  The same LOS rules apply if using the Aerospace Units on 
  Ground Mapsheets rules (p. 91), except that LOS always exists 
  regardless of the size of the playing area, or where the aero-
  space units ended their movement in relation to the non-
  aerospace units.
  Aerospace units can only attack non-airborne units along 
  their nominated attack path (see Air-to-Ground Attacks, p. 242)
  LEVELS AND HEIGHT
  Terrain and units apply the following height rules for pur-
  poses of LOS (unit heights are also summarized on the Unit 
  Heights Table).
  Unit Heights
  Unit height applies to LOS in the following manner:
  ’Mechs: Standing ’Mechs rise 2 levels above the level of the 
  underlying hex; prone ’Mechs rise 1 level above the underly-
  ing hex.
  ProtoMechs, Vehicles and Infantry: ProtoMechs, vehicles 
  and infantry rise 1 level above the level of the underlying hex.
  Submarines: While submerged, submarines subtract their 
  depth from the surface of the water hex they occupy (nor-
  mally Depth 0), but add 1 depth to the depth of the hex they 
  occupy; a submarine at Depth 1 is still considered underwater. 
  A vessel on the surfaces rises 1 level above the level of the hex.
  Large Support Vehicles: Large Support Vehicles rise 2 
  levels above the level of the underlying hex(s).
  Airborne Non-Aerospace Units: VTOLs and WiGE vehicles, 
  or other units expending such MP (such as a battle armor unit 
  expending VTOL MP), add their elevation +1 to the level of 
  the underlying hex; airborne Large Support Vehicles add their 
  elevation +2. 
  Grounded Aerospace Units: For purposes of LOS, treat 
  grounded aerospace units as follows: 
  • 
  Fighters rise 1 level above the level of the underlying hex 
  they occupy
  • 
  Small craft rise 2 levels above the underlying hex
  • 
  Aerodyne DropShips rise 5 levels above the levels of the 
  underlying hexes they occupy 
  • 
  Spheroid DropShips rise 10 levels above the underlying 
  hexes they occupy.
  UNIT HEIGHTS TABLE 
  Type
  Heights*
  ’Mech
  2 levels**
  ProtoMechs, vehicles, infantry and fighters
  1 level
  Submarines
  1 depth
  Large Support Vehicles and small craft
  2 levels
  Aerodyne DropShips
  5 levels
  Spheroid DropShips
  10 levels
  *A unit’s height levels (or elevations, if airborne) must be included in the 
  level of the underlying hex for determining a unit’s total height; the 
  height of aerospace units for LOS purposes is irrelevant while airborne.
  **Prone ’Mechs rise one level above the level of the underlying hex.
  
  Terrain Height and Depth
  A hex’s level is marked on the map. Hexes with 
  levels higher than 0 are also referred to as hills. 
  Hexes with levels lower than 0 are also referred to 
  as sinkholes. All affect LOS in the same way. 
  If targeting a hex, the level of the adjacent hex 
  along the LOS between the attacker and target is 
  considered to be 1 level lower.
  Woods: Woods rise 2 levels above the level of 
  the underlying hex they occupy. Units occupy-
  ing woods hexes are standing on the underlying 
  terrain, not on top of the trees (see VTOL Movement, 
  p. 54, for an exception to this rule).
  Buildings: Buildings rise above the level of 
  the underlying hex they occupy for a number of 
  levels equal to the level listed for the building. For 
  example, a Level 2 building on a Level 4 hex makes 
  Level 6 the total height of the hex.
  Water: Water hexes descend to a specific depth 
  below the surface; the surface of the water is actu-
  ally at the same level as the surrounding terrain. 
  The depth represents the bottom of the body of 
  water. This means that water intervenes for LOS 
  purposes as if it is at the level of the surrounding 
  terrain, while a ’Mech in the water stands on the 
  bottom, at the depth level of the hex, and rises 2 
  levels above that depth.
  INTERVENING TERRAIN
  Terrain along the LOS between the attacker and the target 
  that actually lies within the LOS (not including the hexes 
  occupied by the attacker and target) has the potential to 
  be intervening terrain. The terrain of these hexes may or 
  may not intervene in LOS, depending on the terrain’s level 
  relative to the attacker and target. Likewise, features of the 
  terrain in the hexes along the LOS (buildings, water, woods 
  and so on) may or may not intervene in LOS, depending on 
  their level relative to the attacker and target. Only terrain 
  features that have levels, such as trees and buildings, can 
  intervene in LOS. For example, rubble would not intervene, 
  though the hex containing the rubble might (depending on 
  its underlying level).
  Terrain along the LOS between two units intervenes if:
  • 
  The level of the terrain or feature is equal to or higher 
  than the level of both units; or
  • 
  The terrain or feature is adjacent to the attacker and 
  equal to or higher than the attacker’s level; or 
  • 
  The terrain or feature is adjacent to the target and equal to 
  or higher than the target’s level.
  Effects of Intervening Terrain
  Intervening terrain has the following effects on LOS.
  Buildings and Bridges: Intervening building hexes block LOS; 
  bridges, however, do not.
  Heavy Woods: Two or more hexes of intervening heavy woods 
  block LOS. One hex of intervening heavy woods combined with 
  one or more hexes of intervening light woods will also block LOS.
  Hills: Intervening hills block LOS.
  Light Woods: Three or more hexes of intervening light woods 
  block LOS. One hex of intervening light woods combined with 
  one or more hexes of intervening heavy woods also block LOS.
  Water: Intervening water blocks LOS unless attacker and target 
  are completely submerged and no other terrain intervenes. See 
  also Water Hexes, p. 102; Terrain Modifiers, p. 108; and Partial Cover, 
  p. 102 (see Torpedo Launcher, p. 138, and Multi-Purpose Missiles, 
  p. 229, for the exceptions).
  Other Units: Except for grounded DropShips, intervening units 
  have no effect on LOS or attacks; grounded DropShips block LOS. 
  • line of sight diagram • 
  
  101
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  The LOS diagram on p. 100 of numerous units on the 
  Large Mountain #1 map illustrates many of the principles 
  governing line of sight. 
  The BattleMech in Hex A wants to attack in this turn. It 
  is standing in a Level 6 hex, and is therefore considered 
  to be at Level 8 for purposes of LOS. Checking LOS for the 
  BattleMech in Hex A to the other units shown, we find the 
  following conditions:
  ’Mech A has a clear LOS to several of the B hexes occupied 
  by the DropShip. The ship is considered to be at Level 8 for 
  purposes of LOS; the original central hex on the map was 
  Depth 1, but a landing spheroid DropShip increases that 
  depth by 1 for a total Depth of 2; 10 (height of a spheroid 
  DropShip) – 2 (depth of underlying hex) = Level 8. 
  LOS to the infantry unit in Hex C passes through one hex 
  of light woods, and so is not blocked.
  The WiGE vehicle in Hex D is at Elevation 8 (1 elevation 
  above the Level 7 of the underlying hex) and since it rises 
  one level above its underlying terrain, for purposes of LOS 
  it is considered to be at Elevation 9. However, as the woods 
  in Hex 4 are equal to or higher than the attacker and also 
  adjacent to the attacker, and since the LOS from the ’Mech 
  in Hex A to the WiGE in Hex D passes directly between the 
  clear hex and that light woods hex, the target WiGE’s con-
  trolling player decides that the LOS is affected by the light 
  woods; they do not block LOS, however.
  LOS to the ’Mech in Hex E passes through one light 
  woods and one heavy woods hex, and so is blocked. 
  Likewise, LOS to the ground vehicle in Hex F is blocked 
  because it passes through one light woods and one heavy 
  woods hex.
  LOS to the ’Mech in Hex G passes through two light 
  woods and a heavy woods hex, and so is blocked.
  The ’Mech in Hex H is standing in a Level 7 hex, and is 
  therefore considered to be at Level 9 for LOS purposes. Even 
  though the LOS passes through hexes 1 and 2, those woods 
  are at Level 8 for purposes of LOS and so do not intervene. 
  The woods in Hex 3, however, are in the LOS and are at 
  Level 9 for purposes of LOS. Because these woods are equal 
  to or higher than both attacker and target, they intervene. 
  As with the LOS to the WiGE, the woods in Hex 4 are equal 
  to or higher than the attacker and adjacent to the attacker, 
  and so they intervene as well; only two of these light woods 
  hexes intervene, however, and so they do not block LOS.
  The VTOL in Hex I is at Elevation 14, and because it only 
  rises one elevation above its terrain, it is considered to be at 
  Elevation 15 for the purposes of LOS. However, as with the 
  units in Hexes D and H, the woods in Hex 4 are equal to or 
  higher than the attacker and adjacent to the attacker, and 
  so they intervene. Only 1 light woods hex intervenes, which 
  does not block LOS.
  Finally, the ’Mech in Hex J is in a Level 9 hex and so is at 
  Level 11 for LOS purposes. LOS is not blocked.
  Use the diagram to practice finding LOS with the other 
  units. Try to determine how many targets each unit can 
  see, and compare your results to the correct results that 
  follow: Hex B has 9 targets, Hex C has 8 targets, Hex D has 
  9 targets, Hex E has 7 targets, Hex F has 7 targets, Hex G 
  has 7 targets, Hex H has 8 targets, Hex I has 8 targets and 
  Hex J has 5 targets.
  In the LOS Between Two Hexes diagram, Controlling 
  Player 1 wants his ’Mech and conventional LRM (Foot) 
  Platoon in hex A and Combat Vehicle in Hex B to attack 
  Controlling Player 2’s ’Mech in Hex C on the Woodland map. 
  Fortunately for Player 1, Player 2 lost the Initiative 
  and so must make his weapon declaration before 
  Player 1 must announce any attacks from his three units. 
  Unfortunately for Player 1, however, Player 2 is well 
  aware of what he’s doing and declares an attack against 
  the conventional LRM (Foot) Platoon in Hex A. As the LOS 
  between the attacker and target falls exactly between 
  two sets of paired hexes (1 and 2 on the diagram), it is up 
  to Player 1—who controls the targeted unit in Hex A—to 
  determine which side of those hex pairs the LOS will pass. 
  He cannot choose one hexside (Side I on the diagram) in 
  the first pairing and then another hexside in the second 
  pairing (Side II on the diagram), but must instead choose 
  one hexside that will affect all such hex pairings. Player 1 
  knows that such an attack is likely to hit the infantry unit 
  hard, especially as it is in a clear hex, but he is desperate 
  to try to damage Player 2’s ’Mech again, as it is already 
  heavily damaged and any additional damage might 
  destroy it. He also knows that once the defender chooses 
  the path for the LOS, it is “locked in” between those two 
  units for the rest of that turn. He therefore chooses Side 
  I for the LOS to pass, allowing Player 2’s ’Mech to attack 
  him, but knowing his infantry can counterattack. If he 
  had chosen Side II, the LOS would have passed through 
  two intervening light woods hexes and an intervening 
  heavy wood hex, blocking LOS and making an attack 
  between either unit impossible for this turn. 
  When the infantry attacks the ´Mech, any damage 
  inflicted will be rolled on the Front column of the ’Mech 
  Hit Location Table to determine location, as the attack is 
  striking the front (see Attack Direction, p. 119).
  After Player 2 announces his attack, Player 1 is free to 
  announce attacks for his three units. The LOS between 
  the LRM (Foot) Platoon and the enemy ’Mech is already 
  “locked in” and so he announces that attack. 
  However, even though the infantry in Hex A can fire at 
  the target in Hex C, when Player 1 announces an attack 
  from the ’Mech in Hex A to the ’Mech in Hex C, Player 2 
  controls the targeted unit, and so can choose Side I or Side 
  • line of sight between two hexes diagram • 
  
  II of the paired hexes (1 and 2 in the diagram). In an attempt to 
  protect his ’Mech as much as possible, he chooses Side II for the 
  LOS to pass through. Two light woods hexes and a heavy wood 
  hex intervene between the attacker and target, blocking LOS 
  and making an attack between either unit impossible for this 
  turn. (Had Player 2 chosen Side II, the Level 1 hill next to the tar-
  geted ’Mech would have provided partial cover from attacks by 
  the ’Mech in Hex A, if the woods hexes had not already blocked 
  LOS; see Partial Cover, below.)
  Player 1 then announces that his Combat Vehicle in Hex B is 
  attacking the target ’Mech in Hex C. Once again, as the LOS passes 
  between the single pairing of hexes (1 in the diagram), the target 
  ´Mech’s controlling player may choose Side I or Side II for the LOS 
  to pass through. Once again, Player 2 chooses Side II in order to 
  protect his ´Mech. This means that only a single light woods hex 
  intervenes between attacker and target; however, because the 
  Combat Vehicle is considered to be at Level 1 (the underlying hex 
  is Level 0), and the Level 1 hex adjacent to the Combat Vehicle lies 
  between attacker and target and is higher than the attacker, LOS 
  is completely blocked, leaving only the attacks between Player 1’s 
  infantry and Player 2’s ’Mech to be resolved.
  If Player 2 had chosen Side I, any damage inflicted by the 
  attack would have been rolled on the Front column of the ’Mech 
  Hit Location Table to determine location, as the attack is hitting 
  the front. If no Level 1 hill existed between attacker and target 
  and the target’s player chose Side II, any damage from the attack 
  would have been rolled on the Left Side column of the ’Mech Hit 
  Location Table to determine location, because the attack would 
  have struck the left side (see Attack Direction, p. 119).
  If no one moves during the next turn’s Movement Phase 
  (Ground), both players may choose different paths than in the 
  previous turn for each attacker and target unit during attack 
  declaration in the Weapon Attack Phase. 
  Finally, Player 2 could have announced that he was making 
  no attacks in the turn, which would have left Player 1 announc-
  ing an attack from his LRM (Foot) Platoon to the target ’Mech 
  in Hex C. Player 2 could then have chosen Side II for the LOS, 
  thus blocking all attacks in that turn.
  PARTIAL COVER (’MECH ONLY)
  Only a standing ’Mech can receive partial cover from terrain. Even 
  though Large Support Vehicles, grounded small craft and grounded 
  DropShips rise more than a single level above the underlying terrain 
  of the hexes they occupy, they never receive partial cover.
  To receive partial cover, a ’Mech must be adjacent to a hex one 
  level higher than the level of the underlying hex it occupies, and 
  that hex must lie between it and the attacking unit. For example, 
  a ’Mech standing on Level 0 terrain is at Level 2 for determining 
  LOS. An adjacent Level 1 hex lying between the attacker and 
  the target would provide partial cover. The firing unit must 
  also have an LOS level equal to or lower than the defending 
  unit’s LOS level in order for the target to receive partial cover. 
  In other words, an attacker firing downhill (regardless of how 
  many hexes lie between attacker and target) negates its target’s 
  partial cover. 
  The intervening level can be a hill, a building (but not a bridge, 
  which does not provide partial cover), a DropShip or any combi-
  nation. Partial cover does not block LOS, but it adds a +1 modifier 
  to the attacker’s to-hit number. The attack is then resolved nor-
  mally, but if the hit location roll indicates a leg, the attack strikes 
  the cover instead. If the partial cover is a building or grounded 
  DropShip, the hit damages the building or DropShip; see Buildings 
  and Attacks by Grounded Aerospace Unit , pp. 166 and 249 respec-
  tively. For four-legged ’Mechs, a leg hit means any leg at all, front 
  or rear. For further explanation, see To-Hit Modifiers, p. 106.
  ProtoMechs: Because they are only the height of vehicles, 
  ProtoMechs never benefit from partial cover.
  Woods: A ’Mech does not receive partial cover from woods.
  WATER HEXES
  A Depth 1 Water hex provides partial cover for a standing ’Mech 
  occupying that hex. Because the water surrounds the ’Mech, the 
  partial cover applies even if the attacker is at a higher level than 
  the target. 
  Depth 2 or deeper water completely blocks LOS to and from 
  the ’Mech standing in that hex, while LOS is blocked to a prone 
  ’Mech in Depth 1 or deeper water. This means that units above 
  the water, such as hover or WiGE vehicles, never have LOS to a 
  submerged unit, even if they occupy the same water hex.
  Vehicles: Hovercraft moving over water and surface naval 
  vessels rise 1 level above the surface level of the water hex. 
  Submarines can be at any depth on or under the water (see Naval 
  Movement, p. 56). Other types of vehicles cannot enter water 
  hexes (except for a Support Vehicle with the Amphibious chassis  
  modification).
  Underwater Attacks: Special rules apply to attacks that travel 
  through water. See Terrain Modifiers, p. 108.
  The Line of Sight diagram on p. 100 illustrates some exam-
  ples of partial cover. 
  The ’Mech in Hex G has partial cover from the units in Hexes 
  A, B, C and E because it is adjacent to a level that is one level 
  below its own LOS height, along the LOS between the ’Mech 
  and those three units, and the LOS height of those three units is 
  equal to or less than the LOS height of the ’Mech. 
  The ’Mech in Hex H has partial cover from the units in Hexes 
  A, B, C, D and E for the same reason. In the case of the ’Mech in 
  Hex E, the target ’Mech in Hex H would only receive partial cover 
  if the ’Mech in Hex E declared its attacks first—the LOS passes 
  exactly between the hexes that would allow the partial cover to 
  intervene, which means the target can choose the partial cover 
  hex. Even though the WiGE in Hex D is at Elevation 9 for LOS 
  purposes (all WiGEs are one elevation above the level of their 
  underlying hex, which is Level 8), the WiGE’s LOS height is not 
  greater than that of the target, and so partial cover still applies.
  Finally, the ’Mech in Hex J has partial cover from the units in 
  Hexes A, B, C, D and E. For the units in Hexes A, C, D and E, the 
  partial cover comes from the terrain in Hex 5, which is one level 
  MM 
  MM
  Cauldron-Born, Second Sword of Light (House Kurita) 
  
  103
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  below the LOS height of the ’Mech in Hex J, and is adjacent 
  to the ’Mech in Hex J along the LOS. For the DropShip in Hex 
  B, whose LOS does not pass through Hex 5, the ’Mech still 
  has partial cover because it is standing in Depth 1 water.
  WEAPON ATTACKS
  During the Weapon Attack Phase, players use their units’ 
  armaments to attempt to inflict damage on targets. Players 
  should not consider the list below a hard-and-fast set of rules 
  for exactly how to resolve weapon attacks, but instead as a 
  way to lay the framework, from which the specific rules in the 
  rest of this section can easily build a full understanding of 
  how to resolve combat in BattleTech.
  The rough order of such actions is as follows:
  • 
  An attacking unit fires a weapon at an enemy target unit; 
  • 
  If the weapon hits, it inflicts a certain amount of damage;
  • 
  The attacker rolls a hit location; 
  • 
  The targeted player marks off in that location a number 
  of armor circles equal to the amount of damage inflicted;
  • 
  If no more armor circles remain in a location and damage 
  from the attacking weapon remains, that damage affects 
  the location’s internal structure;
  • 
  The targeted player marks off a number of internal struc-
  ture circles equal to the remaining damage inflicted;
  • 
  The attacker rolls to determine critical hits;
  • 
  Critical hits, if any, are applied;
  • 
  If a location is destroyed and damage from the attacking 
  weapon remains, that damage is transferred to the next 
  location inward;
  • 
  This basic procedure repeats until all weapons fire is resolved.
  For one unit to fire at another, the attacking unit must 
  have a valid line of sight to the target, and the target must be 
  within the range and firing arc of the weapons the attacking 
  player wishes to use. The attacking player then calculates the 
  likelihood of a shot hitting the target based on range to the 
  target, target and attacker movement, intervening terrain and 
  other factors.
  Players fire each weapon on a unit individually (see Infantry 
  and Large Craft Weapon Bays for the exceptions, pp. 212 and 
  234 respectively), and can fire as many or as few of their unit’s 
  weapons at the target as they wish, within the restrictions 
  described below. Unless otherwise stated, each weapon may 
  be fired only once per turn. Each weapon only gets one to-hit 
  roll per turn, even though some weapons may inflict damage 
  more than once against the target.
  If the attack hits the target, the attacking player determines 
  the damage location and the target player records the result 
  on the damaged unit’s record sheet.
  The rules for weapon attacks provide general guidelines 
  for ’Mech firing arcs, inflicting damage and critical hits (the 
  specific rules governing such situations for other units are 
  covered in those units’ respective sections). These rules also 
  apply to physical attacks (see p. 144).
  AMMUNITION EXPENDITURE
  Units carry a limited amount of ammunition for missile 
  launchers, machine guns, autocannons and other ballistic and 
  missile weapons. Weapons that require ammunition indicate 
  the number of shots available for that weapon in the Ammo 
  column of the Weapons and Equipment Tables (see p. 303). A 
  “shot” in this case represents a single use of the weapon in a 
  single turn, not a single missile or round of ammunition. For 
  example, an LRM-20 with one ton of ammo has six shots, so 
  the weapon can be fired six times (once a turn, for a total of 
  six turns), each shot launching twenty missiles. Every time 
  one of these weapons is fired, one shot of ammo is expended.
  The exception to this rule is rapid-fire weapons (such 
  as Ultra autocannons, rotary autocannons and so on; they 
  are noted as such in the Type column of the Weapon and 
  Equipment Tables). Such weapons can fire multiple shots in a 
  single use in one turn. For example, a rotary AC/5 can fire any-
  where from one to six shots in a single turn, as designated by 
  the player. A rotary AC/5 with one ton of ammo has 20 shots. 
  This weapon can be fired at a rate of one shot per turn for 
  twenty turns, or fired three times at a rate of six shots in three 
  different turns, which would consume 18 shots—meaning it 
  could then only fire two single shots in two separate turns, or 
  two shots in a single turn, or any combination thereof (see 
  Rapid-Fire Weapons, p. 114). 
  The record sheet for each unit indicates the available 
  number of shots for each weapon in the actual ammo slot(s) 
  on the Critical Hit Table (older record sheets included that 
  information in the Weapons Inventory as well). The player 
  should keep a tally of shots fired using the Critical Hit Table, 
  making a hash mark (when the attack is declared) next to the 
  appropriate ammo slot every time he fires the corresponding 
  weapon. When the number of marks equals the amount of 
  ammo carried in that slot, that ammo bin is empty. If no other 
  bins in the unit carry that type of ammo, the weapon is out of 
  ammunition and cannot be fired for the rest of the game. 
  MM 
  MM
  OBK-M10 O-Bakemono, Fifth Sun Zhang Cadre (House Kurita) 
  
  Each weapon can draw ammo from any ammo bin that carries 
  the right ammunition for that weapon. The ammo need not be 
  carried in the same location as the weapon. For example, an 
  LRM-15 in the left arm of a ’Mech can use LRM-15 ammo carried in 
  any location, but cannot use LRM-5, -10, or -20 ammo. In addition, 
  provided the weapon is drawing from the correct ammo slot and 
  multiple ammo slots of the correct type exist, a player can draw 
  ammo from whichever slot he wants in a given turn, switching 
  around each turn at his discretion. For example, a ’Mech mount-
  ing an LRM-15 has three LRM-15 ammo slots, one in the right arm, 
  one in the left torso and one in the left arm. In three consecutive 
  turns the player fires the LRM-15. In each turn, the player can put 
  a hash mark next to a different ammo slot (one for each turn); 
  three hash marks in one location (again, one for each turn); two in 
  one slot and one in another slot; and so on. This rule also applies 
  to rapid-fire weapons; a ’Mech mounting a rotary AC/5 with three 
  different ammo slots of the correct type can “rapid-fire” six shots 
  in a single turn and then mark off all six shots in any combination 
  in the three different ammo slots (two shots in each, all six shots 
  in one, three shots in two and so on).
  Infantry: Infantry units do not need to keep track of ammuni-
  tion, with the exception of certain battle armor missile attacks 
  (see Battle Armor Attacks, p. 217).
  Dumping Ammunition
  During a game, a player might wish to dump the ammunition 
  carried by his ’Mech or vehicle. He accomplishes this by opening 
  the ammo loading doors on the back of the ’Mech or rear of the 
  vehicle and allowing the ammunition to feed out.
  During the End Phase of a turn, a player can announce that his 
  unit will dump ammunition in the next turn. The unit may dump 
  any or all of the ammunition it carries, but ammunition must be 
  dumped by slot (or by ton on vehicles; .5 tons if it is the only MG 
  ammo on the vehicle); if any ammo in a slot is dumped, all of it 
  must be dumped (for vehicles, the entire ton must be dumped). 
  Dumping is carried out during the following turn.
  When a player announces that his unit will dump ammuni-
  tion, that ammunition is immediately unavailable for use, and so 
  that weapon may not be fired from this point on (unless there is 
  another ammo slot, or ton, of the same type of ammo available). 
  However, the ammunition is not actually gone from the unit until 
  the End Phase of the following turn. For that one turn, the ammu-
  nition remains onboard in its normal location and critical slot, and 
  can suffer critical hits (or heat build-up for ’Mechs).
  A unit dumping ammunition cannot run/flank or jump in that 
  turn. Any hit against the dumping unit on any rear location during 
  the Weapon Attack or Physical Attack phases inflicts normal 
  damage, but it also causes all dumping ammunition that can 
  explode to do so. (Rear locations include the rear torso on ´Mechs, 
  but not the turret on a vehicle that mounts one.) Ammunition can 
  be stored in many different ’Mech locations, but it is loaded and 
  unloaded through the rear torso.
  Ammunition dumped in a hex cannot be exploded or used for 
  any type of attack.
  Aerospace Units: Grounded aerospace units dump ammu-
  nition like vehicles; airborne aerospace units may not expend 
  Maximum Thrust, and any hit against a dumping unit’s aft armor 
  causes the ammunition to explode.
  Prohibited Units: Only ProtoMechs cannot dump ammunition.
  Underwater: Units may not dump ammunition when sub-
  merged. If a unit submerges during the turn it is dumping 
  ammunition, all three torso locations automatically flood (see 
  Underwater Units, p. 121).
  FIRING ARCS
  If an attacking unit has LOS to its intended target, the attack-
  ing player can then check the firing arcs of his unit’s weapons to 
  see which weapons can hit the target. There are four firing arcs as 
  shown on the Firing Arcs diagram: the forward arc (in yellow), left 
  side arc (in blue), right side arc (also in blue), and rear arc (in red). 
  Note that the firing arcs extend from the firing unit to the edge 
  of the playing area. The maximum ranges for different weapons 
  are described in the Weapons and Equipment Tables, beginning 
  on p. 303.
  Infantry: Infantry do not have firing arc restrictions.
  ProtoMechs: ProtoMechs use the firing arcs for ’Mechs and can 
  twist their torsos according to the standard rules (see Rotating the 
  Firing Arc, p. 105). If the ProtoMech is carrying a main gun, that 
  weapon can be fired at targets in the forward, right side and 
  left side firing arcs. The weapon is rotated if the torso is twisted, 
  giving it a potential 360-degree field of fire.
  Vehicles: Vehicles use the firing arcs for ‘Mechs. If a vehicle has 
  a turret, weapons mounted in that location fire into the forward 
  arc, though this firing arc can be rotated as described in Rotating 
  the Firing Arcs, p. 105.
  Aerospace Units: Aerodyne units have four arcs: nose, left, 
  right and rear (see Aerodyne Firing Arcs, p. 236.
  Spheroid units have six arcs: nose, front left, front right, aft left, 
  aft right and aft (see Spheroid Firing Arcs, p. 235).
  Grounded aerospace units have specific rules for firing arcs (see 
  Attacks By Grounded Aerospace units, p. 249).
  Non-Aerospace Units to Airborne Aerospace Units: When 
  non-aerospace units attack airborne aerospace units, normal 
  firing arcs apply. 
  LS 
  LS
  TSH-7S Tai-sho, Twenty-second Dieron Regulars (House Kurita) 
  
  105
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Whether the airborne aerospace unit is operating on a low-
  altitude map, or whether it is using the Aerospace Units on 
  Ground Mapsheets rules, LOS to the target from the attacker 
  is drawn to the hex on the designated flightpath that is 
  closest to the attacker. If the attacker is on the flightpath, LOS 
  is drawn to the hex the fighter would be in prior to entering 
  the hex of the attacker. The attacker must take the angle of 
  attack into account when firing at an airborne aerospace unit 
  (see Angle of Attack, p. 236). 
  FORWARD ARC
  Weapons mounted in the three forward torso locations, 
  the legs or the head of a ’Mech may fire only at targets in the 
  forward arc. Arm-mounted weapons may fire into the forward 
  arc plus the appropriate side arc.
  Leg-Mounted Weapons: Leg-mounted weapons may not 
  fire through a hex that provides the firing ’Mech with partial 
  cover. The firing arc is always “forward” for forward-mounted 
  leg weapons, and is not affected by torso twisting.
  Vehicles: Weapons mounted on the front location of a 
  vehicle may only fire into the front arc. Weapons mounted in 
  the turret can also fire into the forward arc, though this firing 
  arc can be rotated as described in Rotating the Firing Arcs, below.
  Prone ’Mechs: The standard arcs for attacker and target do 
  not change if either one is a prone ’Mech.
  LEFT SIDE ARC
  Weapons mounted in a ’Mech’s left arm may fire at targets 
  in the left side arc and forward arc. 
  Vehicles: Weapons mounted on the left side of vehicles 
  may only fire at targets in the left side arc.
  RIGHT SIDE ARC
  Weapons mounted in a ’Mech’s right arm may fire at targets 
  in the right side arc and forward arc.
  Vehicles: Weapons mounted on the right side of vehicles 
  may only fire at targets in the right side arc.
  REAR ARC
  Weapons mounted in any of a ´Mech’s three rear torso loca-
  tions may only fire into the rear arc. Weapons may also be rear-
  mounted on the head and legs (rear legs only for four-legged 
  ’Mechs). All rear-mounted weapons are indicated by an (R) on a 
  unit’s record sheet and may only fire at targets in the rear firing arc.
  Leg-Mounted Weapons: Leg-mounted weapons may not 
  fire through a hex that provides the firing ’Mech with partial 
  cover. The firing arc is always to the rear for rear-mounted leg 
  weapons, and is not affected by torso twisting.
  Vehicles: Weapons mounted on the rear of vehicles may 
  only fire at targets in the rear arc.
  ROTATING THE FIRING ARCS
  During weapon attack declaration, a ’Mech can rotate its 
  torso one hexside to the left or right while keeping its feet 
  pointed straight ahead. This means that a ’Mech can move in 
  one direction while firing in another. A ’Mech’s upper-body 
  firing arcs are determined by the direction in which its torso is 
  turned, not by the ’Mech’s facing; leg-mounted weapon firing 
  arcs, including kick attacks, are always aligned with the feet.
  When the ’Mech’s torso rotates, all upper-body firing arcs 
  rotate with it as shown on the diagram.
  • ´mech firing arcs diagram • 
  • rotating firing arcs diagram • 
  
  Four-Legged and Prone ’Mechs: These units cannot torso twist.
  Vehicles: Turret-mounted weapons in vehicles can be posi-
  tioned to fire through any hexside, per the Torso/Turret Twist rules, 
  p. 37. Treat turret arcs as the forward arc, except that they are 
  defined by the hexside at which the turret is currently pointing, 
  not the hexside toward which the vehicle is facing.
  REVERSING (FLIPPING) ARMS
  ’Mechs constructed without hand and lower arm actuators in 
  both arms and which do not have any weapons split between 
  torso and arm locations can flip their arms over and fire backward. 
  This ability only applies to ’Mechs originally constructed without 
  those actuators (or OmniMechs that remove their hand and 
  lower-arm actuators for a certain configuration), not ’Mechs that 
  lose them due to critical damage.
  A ’Mech that intends to reverse its arm-mounted weapons must 
  flip both arms during weapon attack declaration. This maneuver 
  takes the place of a torso twist (a ’Mech cannot torso twist and 
  reverse its arms simultaneously). After flipping its arms, the ’Mech 
  may then fire any arm-mounted weapon into the rear firing arc 
  instead of the usual firing arcs for those weapons.
  If a ’Mech that can reverse its arms loses one during a game, 
  it can still reverse the remaining arm. During the End Phase, 
  reversed arms automatically return to the standard front arc.
  Prone ’Mechs and ProtoMechs: Neither of these units may 
  reverse their arms.
  FIRING WEAPONS
  After a player has determined that a target lies within LOS and 
  has determined the firing arc of his weapons, the unit may make a 
  weapon attack. The player counts the range in hexes to the target 
  to find the base to-hit number for the attack. For each weapon he 
  fires, the player determines if the shot is more or less difficult than 
  normal by factoring in terrain, movement, specific weapon effects 
  and other conditions. These factors add modifiers to the base to-hit 
  number, creating a modified to-hit number. The more difficult the 
  shot because of distance, concealment by terrain or movement, 
  the higher the modified to-hit number. The player then rolls 2D6 
  to see if the attack hits the target. If the result is equal to or greater 
  than the modified to-hit number, the attack hits. 
  Each weapon may be fired only once per turn, including 
  weapons that can fire more than one shot in a single turn (see 
  Rapid-Fire Weapon, p. 114).
  A unit cannot make a weapon attack against another unit occu-
  pying the same hex. See Point-Blank Weapon, p. 114, and Infantry, 
  p. 212, for exceptions.
  As defined under Game Terms (see p. 42), a target can be 
  another unit, or a clear hex, or almost anything in between. 
  Players can fire weapons at almost anything, even if the result will 
  not inflict any damage. For example, a player can shoot at a hex 
  to heat up his ’Mech so that it can use triple-strength myomer 
  (see p. 143), or a player may simply wish to expend ammunition. 
  Regardless of why or what target is chosen, if a weapon is fired, 
  all its effects must be taken into account (ammunition must be 
  expended, heat tracked, specific weapon effects dealt with and 
  so on, as appropriate for each weapon).
  BASE TO-HIT NUMBER
  The base to-hit number for a weapon attack is equal to the 
  firing unit’s Gunnery Skill Rating (see Skills, p. 39).
  MODIFIED TO-HIT NUMBER
  The modified to-hit number equals the base to-hit number 
  plus all applicable modifiers for range, minimum range, move-
  ment, terrain and other factors discussed in To-Hit Modifiers. 
  If the modified to-hit number is greater than 12, the shot auto-
  matically misses. If a player determines that his unit’s declared 
  attack will automatically miss, he can choose not to make the 
  attack, thereby avoiding a waste of ammunition and some heat 
  build-up. He may not switch his attack to another target. 
  If the modified to-hit number is 2 or less, the shot automatically 
  hits. Because some weapons have additional effects based on the 
  to-hit roll result, even automatic hits may require the player to 
  make a to-hit roll (see Weapons and Equipment, p. 113).
  TO-HIT MODIFIERS
  The base to-hit number may be modified by several factors, 
  including range, terrain, movement, multiple targets, heat 
  and damage, and prone or immobile targets. All modifiers are 
  cumulative.
  Range Modifier
  The farther away the target is from the firing unit, the more 
  difficult it is to hit. The range to the target, which is the distance 
  between the target and the attacking unit, determines the 
  range modifier for an attack. To determine range, find the short-
  est path to the target and count the hexes between target and 
  attacker, starting with the hex adjacent to the attacker’s hex 
  along the line of sight and including the target’s hex. This total 
  number of hexes between attacker and target (including the 
  target’s hex) is the range.
  The ranges for all available weapons appear in the Weapons and 
  Equipment Tables, beginning on p. 303. A weapon’s maximum 
  range is divided into short, medium and long distances. Find the 
  DF 
  DF
  SCB-9A Scarabus, Brock’s Buccaneers (Mercenary) 
  
  107
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  distance to the target in the row for the appropriate weapon, 
  and determine if the unit’s current range is short, medium, 
  long or out of range. A shot at short range requires no to-hit 
  modifier. A medium-range shot has a +2 to-hit modifier, while 
  a shot at long range has a +4 modifier. 
  Weapons cannot hit a target at a distance greater than the 
  weapon’s long range.
  Non-Aerospace Units Attacking Airborne Aerospace 
  Units: The range from any attacking non-aerospace unit, or 
  grounded aerospace unit, to an airborne aerospace unit is 
  based on the distance from the attacker’s hex to the hex of 
  the airborne unit’s designated flight path (see p. 242) that is 
  closest to the attacker, regardless of whether the airborne 
  aerospace unit is operating on a low altitude map (see p. 80) 
  or is using the Aerospace Units on Ground Mapsheets rules 
  (see p. 91).
  Add two hexes to this range for each altitude the target is 
  operating at. (For example, a fighter flying at Altitude 3 on the 
  low-altitude map, whose flight path lies 4 hexes away at its 
  closest point to the attacker, would add 6 hexes to the 4-hex 
  attack range for altitude, for a final attack range of 10 hexes.) 
  Weapon minimum ranges are not taken into account when 
  attacking airborne aerospace units.
  If the attacking unit lies within the airborne aerospace 
  unit’s flightpath, the base range to the target is considered to 
  be 1 hex, plus 2 hexes for each altitude level the aerospace 
  unit is operating at.
  Airborne Aerospace Units: Airborne aerospace units do 
  not use weapon ranges when making attacks against non-
  aerospace units (including grounded aerospace units). Instead, 
  they select from a specific list of attacks, each with its own 
  rules for determining targets, success or failure, damage and 
  so on. For more information, see Air-to-Ground Attacks, p. 242.
  Airborne aerospace units also use different rules when 
  figuring ranges against other airborne units (see Air-to-Air 
  Attacks, p. 241).
  Equipment: Some equipment can increase the range 
  modifiers against a target (see Other Combat Weapons and 
  Equipment, p. 129).
  Underwater Ranges: In addition to the special-case rules 
  that apply to attacks traveling through water (see Terrain 
  Modifiers, p. 108), water greatly reduces the ranges of all 
  energy weapons. When a submerged unit makes an attack 
  (in Depth 2+ water, or Depth 1 for a prone ’Mech), use the 
  weapon ranges shown on the Underwater Range Table to 
  determine range modifiers. If a weapon listed in the Weapons 
  and Equipment Tables does not appear on the Underwater 
  Range Table, it cannot be used underwater; see Torpedo 
  Launchers, p. 138, for the sole exception.
  Minimum Range Modifier
  Some weapons, such as particle projector cannons, auto-
  cannons and long-range missiles (LRMs), are designed to be 
  fired at long-range targets. Close-range, targets are more 
  difficult to hit. The minimum effective range of each available 
  weapon, the range at which the weapon becomes less effec-
  tive than normal, appears in the Weapons and Equipment 
  Tables, p. 303.
  UNDERWATER RANGE TABLE 
  Weapon
  Min.
  Short
  Medium
  Long
  Small Laser
  0
  1
  2
  —
  Medium Laser
  0
  1–2
  3–4
  5–6
  Large Laser
  0
  1–3
  4–6
  7–9
  Light PPC
  3
  1–4
  5–7
  8–10
  PPC
  3
  1–4
  5–7
  8–10
  Heavy PPC
  3
  1–4
  5–7
  8–10
  Snub-nose PPC
  0
  1–6
  7–8
  9
  Support PPC
  0 
  1 
  2–3 
  4–5
  ER Micro Laser
  0
  1
  2
  —
  ER Small Laser (Clan)
  0
  1
  2
  3–4
  ER Small Laser (IS)
  0
  1
  2
  3
  ER Medium Laser (Clan)
  0
  1–3
  4–7
  8–10
  ER Medium Laser (IS)
  0
  1–3
  4–5
  6–8
  ER Large Laser (Clan)
  0
  1–5
  6–10
  11–16
  ER Large Laser (IS)
  0
  1–3
  4–9
  10–12
  ER PPC (Clan and IS)
  0
  1–4
  5–10
  11–16
  Micro Pulse Laser
  0
  1
  2
  —
  Small Pulse Laser (Clan)
  0
  1
  2
  3–4
  Small Pulse Laser (IS)
  0
  1
  2
  —
  Medium Pulse Laser (Clan)
  0
  1–3
  4–5
  6–8
  Medium Pulse Laser (IS)
  0
  1–2
  3
  4
  Large Pulse Laser (Clan)
  0
  1–4
  5–10
  11–14
  Large Pulse Laser (IS)
  0
  1–2
  3–5
  6–7
  Small Heavy Laser
  0
  1
  2
  —
  Medium Heavy Laser
  0
  1–2
  3–4
  5–6
  Large Heavy Laser
  0
  1–3
  4–6
  7–9
  DF 
  DF
  Jagatai, Beta Galaxy (Clan Ghost Bear) 
  
  Players can use the following formula to determine the 
  minimum range modifier: [Min. Range] – [Target Range] + 1 = 
  Minimum Range Modifier.
  In the Minimum Range diagram above , a ’Mech on the 
  Open Terrain #1 map mounts a particle projector cannon 
  (PPC), which has a minimum effective range of three hexes. If 
  the ’Mech is firing the PPC at a target unit three hexes away, 
  the modifier would be +1 (3 (minimum range) – 3 (target 
  range) +1 = 1). If the target unit is only two hexes away, the 
  modifier is +2 (3 (minimum range) – 2 (target range) +1 = 2). 
  If the target is one hex away, the modifier is +3 (3 (minimum 
  range) – 1 (target range) +1 = 3); these numbers assume a 
  Gunnery Skill of 4.
  If the ’Mech in the above example allows its target to move 
  to within two hexes of its position, the player must modify 
  the ’Mech’s to-hit number because the target stands inside its 
  weapon’s minimum effective range. The Base To-Hit Number is 
  4 because the MechWarrior’s Gunnery Skill Rating is 4, and the 
  Minimum Range Modifier is +2. This gives the attacking ’Mech 
  a Modified To-Hit Number of 6, the same as if the target were 
  at medium range.
  Attacker Movement
  A moving attacker must constantly adjust his aim to compen-
  sate for his movement, so an attacking unit’s to-hit number is 
  modified by its own movement using the values in the Attack 
  Modifiers Table. The attacker movement modifier is based on the 
  movement mode the attacking unit used in the turn, regardless 
  of the actual MP expended or distance moved.
  Infantry: Attacker movement modifiers do not apply to infan-
  try units when they attack.
  Target Movement
  A moving target is harder to hit, and so an attacking unit’s 
  to-hit number is modified by its target’s movement using the 
  values in the Attack Modifiers Table. The target movement modi-
  fiers are based on the hexes traversed rather than the number 
  of Movement Points spent. If the target moved backward and 
  forward in the turn (regardless of facing changes), base the move-
  ment modifier on the number of hexes moved from the hex in 
  which the unit last reversed its movement. For example, if the 
  target moved backward three hexes and then forward two hexes, 
  the target movement modifier would be based only on the final 
  two hexes of movement, resulting in a Target Movement Modifier 
  of 0. If the target jumped in the current turn, the player must add 
  a jump modifier in addition to the modifier for the number of 
  hexes moved.
  The Target Movement diagram on p. 109 diagram of units 
  on the Open Terrain #1 map illustrates the to-hit modifiers 
  discussed so far. The Jenner has used its Walking movement 
  of 7 MP to move from Hex A to Hex B. Though it expended 7 
  MP in the move, it actually traveled five hexes, as shown. The 
  JagerMech had to run to get from Hex C to Hex D facing the 
  Jenner. It spent a total of 5 MP but only traveled two hexes. 
  Finally, the Atlas remained standing in Hex E. All of the ’Mechs 
  have standard Gunnery Skills of 4.
  The Jenner is firing four medium lasers at the Atlas. The target 
  is four hexes away, which is in the medium range for the lasers, 
  adding a Range Modifier of +2. The Jenner used Walking move-
  ment this turn, so the Attacker Movement Modifier is +1. The target 
  did not move. The Base To-Hit Number is 4, so the Modified To-Hit 
  Number is 7 (Base 4 + Range 2 + Attacker Movement 1 = 7).
  The JagerMech is attacking the Jenner with its AC/5s. The 
  JagerMech used Running movement this turn, so it must add 
  an Attacker Movement Modifier of +2 to its to-hit number. The 
  target traveled five hexes, creating a +2 Target Movement 
  Modifier. The range to the target is two hexes, which is in short 
  range for the AC/5s. However, the AC/5 has a minimum range 
  of 3. This means an attack at a range of three hexes would be 
  modified by +1, while an attack made at two hexes—such as 
  this attack—is modified by +2. The Modified To-Hit Number 
  for the JagerMech’s AC/5s is 10 (Base 4 + Attacker Movement 2 
  + Target Movement 2 + Minimum Range 2 = 10).
  The Atlas is launching its LRMs at the JagerMech. The 
  range to the target is four hexes, which is short range for that 
  weapon, but the LRMs have a minimum range of 6. This means 
  a +3 Minimum Range Modifier applies to the attack. The 
  Atlas did not move, and so no attacker movement modifier is 
  applied. The JagerMech spent 5 Running MP, but only trav-
  eled two hexes, and so no target movement modifier applies. 
  The Modified To-Hit Number for the LRM attack is 7 (Base 4 + 
  Minimum Range modifier 3 = 7).
  Terrain Modifiers
  Terrain can affect the probability of a successful shot by forcing 
  the attacker to account for intervening land features and partial 
  cover. Specific terrain modifiers appear below.
  Light Woods: Add a +1 terrain modifier if the target occupies 
  a light woods hex. In addition, modify the to-hit number by +1 
  per hex of light woods intervening between the attacker and the 
  target. (The woods must be intervening as defined in Line of Sight, 
  p. 99. If the treetops lie below the LOS between the units, do not 
  apply this modifier.)
  Heavy Woods: Add a +2 terrain modifier if the target occupies 
  a heavy woods hex. In addition, modify the to-hit number by +2 
  per hex of heavy woods intervening between the attacker and 
  its target. (The woods must be intervening as defined in Line of 
  Sight, p. 99.) If more than one heavy woods hex intervenes, the 
  woodland blocks LOS.
  • minimum range diagram • 
  
  109
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Partial Cover: Partial cover only applies 
  to standing ’Mechs. Add a +1 terrain modi-
  fier to the to-hit number if the target ’Mech 
  is partially concealed (see Line of Sight, 
  p. 99). When a ’Mech receives the partial 
  cover modifier, resolve damage using the 
  standard ’Mech Hit Location Table, but 
  any hits against the target’s legs strike the 
  intervening terrain. Remember that an 
  attacker firing downhill negates its target’s 
  partial cover (see Partial Cover, p. 102).
  Depth 1 Water: ’Mechs in Depth 1 water 
  receive partial cover (see Partial Cover, p. 
  102). 
  A ’Mech standing in Depth 1 water 
  may make underwater attacks with leg-
  mounted weapons, as well as attacks from 
  weapons mounted in any other location 
  against units not underwater, provided the 
  target unit meets the normal requirements 
  for each type of attack. 
  Other underwater units can attack a standing 
  ’Mech in Depth 1 water; the target has partial cover, and 
  an attack striking any location except for a leg strikes the 
  intervening terrain.
  A battle armor unit in Depth 1 water carrying multi-purpose 
  missiles can attack non-submerged targets (see p. 229).
  Depth 2+ Water: A unit underwater cannot fire on or take 
  fire from other units unless those units are also underwater, 
  with the two exceptions listed below. (For ’Mechs, being 
  underwater means standing in a Depth 2 or deeper water hex, 
  or lying prone in a Depth 1 water hex.) 
  • 
  Other units can attack a standing ’Mech in Depth 1 
  water; the target has partial cover, and an attack striking 
  any location except a leg strikes the intervening terrain.
  • 
  An attack against a surface vessel can always be made. 
  Regardless of whether or not the vessel has a turret, treat 
  it as though it has no turret.
  Calculate line of sight normally, treating depth as negative 
  numbers. For example, Depth 1 is at Level –1 and so is two 
  levels below a Level 1 hill.
  Units without a clear line of sight cannot attack one another. 
  The Underwater Line of Sight Table below summarizes which 
  units can fire at each other, and with what modifications.
  Only lasers and PPCs may be used in an underwater attack; 
  torpedo launchers (see p. 138) are the sole exception (see 
  Underwater Range Table, p. 107). 
  Multiple Targets Modifier
  A player may declare that his unit will engage more than 
  one target in a turn and allocate different weapon systems to 
  fire at different targets. The only real limit on the number of 
  targets is how many weapons a unit mounts.
  The player designates one of the targets as the primary 
  target. If any of the declared targets are in the attacker’s 
  forward arc, one of those must be the primary target. If the 
  attacker is declaring attacks only against targets in the side 
  and rear arcs, he may choose any target as the primary target. 
  • target movement diagram • 
  UNDERWATER LINE OF SIGHT TABLE 
  Attacker is:
  Target is:
  Underwater1
  Surface Naval
  Airborne
  Ground2
  ’Mech at Depth 1
  Underwater1
  Yes
  Yes
  No
  No
  Yes4
  Surface Naval
  Yes
  Yes
  Yes
  Yes
  Yes3
  Airborne
  No 
  Yes
  Yes
  Yes 
  Yes3
  Ground2
  No
  Yes
  Yes
  Yes
  Yes3
  ’Mech at Depth 1
  Yes6
  Yes7
  Yes5
  Yes5
  Yes8
  6Can only fire leg weapons.
  7Can fire any weapon, but hit location and damage to target may vary (see Depth 1 Water above, as well as Hull Integrity, p. 198, in the Combat Vehicles section).
  8Can only fire leg weapons at legs and upper-body weapons at upper bodies; +1 for partial cover (see Depth 1 Water, above).
  1Includes standing ’Mechs at Depth 2+ and 
  prone ’Mechs at Depth 1; see Multi-Purpose 
  Missiles for exception, p. 229.
  2Includes ’Mechs standing at Level 0+.
  3At +1 for partial cover; use the appropriate 
  column of the ’Mech Hit Location Table, 
  with any leg hits striking the water and 
  inflicting no damage.
  4At +1 for partial cover; use the appropriate 
  column of the ’Mech Hit Location Table, 
  with any location hit but leg hits striking 
  the water and inflicting no damage.
  5Can only fire torso, arm or head weapons.
  
  The remaining targets are considered secondary, and the player 
  must add a multiple targets modifier to the to-hit numbers for 
  those attacks. Against secondary targets in the forward arc, the 
  modifier is +1; against secondary targets in the side and rear arcs, 
  the modifier is +2. This modifier is not cumulative—the modifier 
  for the third and each subsequent target remains only +1 (or +2).
  All the rules above apply regardless of where the weapons are 
  mounted. For example, a ’Mech with three medium lasers in the 
  right arm fires one medium laser at a target in the front arc, desig-
  nated as the primary target; the second medium laser at a target 
  in the right side arc; and the third medium laser at another target 
  in the right side arc. The primary target receives no additional 
  modifier at this stage, while the secondary target in the right side 
  arc receives a +2 to-hit modifier and the second target in the right 
  side arc also receives a +2 to-hit modifier.
  Multiple Firing Arcs: Through torso twisting, a ’Mech with 
  both upper-body and leg-mounted weapons may have more 
  than one firing arc at once. Regardless of its number of firing arcs, 
  a ’Mech may only have one primary target each turn.
  Physical Attacks: The multiple targets modifier does not apply 
  to physical attacks.
  Aerospace Units: Aerospace units handle multiple targets dif-
  ferently than ground units (see Aerospace Units, p. 234).
  Battle Armor: As battle armor units do not have firing arcs, 
  they only apply a +1 modifier for secondary targets (never a +2 
  modifier for secondary targets).
  Conventional Infantry: Conventional infantry may only 
  engage one target per turn.
  Vehicles: Treat turret rotation on a vehicle exactly like a ’Mech’s 
  torso twist for purposes of multiple target modifiers.
  Heat and Damage Modifiers
  The attacking ’Mech may need to modify its base to-hit number 
  for current combat damage and heat build-up. Modifiers for 
  these conditions are discussed in ’Mech Critical Hits, p. 124, and 
  Building Up Heat, p. 158. The Heat Data section of the record sheet 
  summarizes the modifiers for the effects of heat build-up.
  Lower Arm and Hand Actuators: Certain ’Mechs are designed 
  without lower arm actuators in one or both arms. Such ’Mechs do 
  not suffer actuator damage modifiers to weapon attacks because 
  they do not include that actuator, though the missing actuator 
  still affects physical attacks.
  Physical Attacks: Though damage modifiers apply, heat to-hit 
  modifiers never apply to physical attacks (see Physical Attacks, p. 144).
  IndustrialMech Modifier
  IndustrialMechs suffer a +1 to-hit modifier to all weapon 
  attacks. If an IndustrialMech mounts advanced fire control, this 
  to-hit modifier does not apply.
  Support Vehicles Modifier
  Support Vehicles also suffer additional to-hit modifiers unless 
  they mount additional fire control systems (see To-Hit Modifiers, p. 
  206).
  SPECIALIZED ATTACKS
  Several specialized attacks have their own rules and to-hit 
  modifiers, as outlined below.
  Firing at Immobile Targets
  Players may aim for a specific hit location, but only against 
  immobile targets (unless the attacker has a Targeting Computer; 
  see below). The following attack types cannot be aimed shots: Area-
  Effect, Cluster, or Flak (a weapon’s type may be found by consulting 
  the Weapon and Equipment tables, beginning on p. 303; see p. 113 
  for an explanation of each type). Additionally, indirect fire attacks 
  and Rapid-Fire weapons firing more than one shot cannot be aimed 
  shots. Otherwise, any ranged weapon may be used.
  When firing on an immobile ’Mech or vehicle (this includes 
  grounded fighters or small craft that are shut down or whose war-
  riors are unconscious), the attacking player can make an aimed shot 
  by naming a target location. Against any hit location except a head, 
  the player makes the to-hit roll using the standard –4 to-hit modifier 
  for firing at an immobile target.
  Aimed Shots: Players may make aimed shots against units that 
  are shut down or whose warrior is unconscious, using any weapons 
  other than missile launchers, LB-X autocannon firing cluster muni-
  tions, Hyper-Assault Gauss Rifles, or Rapid-Fire weapons firing 
  more than one shot. When firing on an immobile ’Mech or vehicle 
  (this includes grounded fighters or small craft that are shut down 
  or whose warriors are unconscious), the attacking player can make 
  an aimed shot by naming a target location. Against any hit location 
  except a head, the player makes the to-hit roll using the standard 
  –4 to-hit modifier for firing at an immobile target.
  If the attack is successful, the player rolls again. On a result of 6, 
  7 or 8, his shot hits the designated location. For any other result, 
  the player rolls normally on the appropriate Hit Location Table. 
  (This roll may still result in the attack striking the desired location.)
  If the attacker is taking an aimed shot at a target ’Mech’s head, 
  modify the to-hit number by +3 rather than the normal –4. If the 
  shot hits, the player rolls 2D6. On a result of 6, 7 or 8, the shot 
  hits the head. For any other result, roll normally on the ’Mech Hit 
  Location Table.
  Players cannot use the Aimed Shots rule to make physical attacks.
  Targeting Computer: A warrior can use a targeting computer 
  to make an aimed shot against an active target (see Targeting 
  Computer, p. 143). If using a targeting computer to make an aimed 
  shot against an immobile target, the player adds a –1 modifier 
  (representing the targeting computer) to the –4 immobile target 
  modifier. (All other rules remain the same.)
  Attacks Against Large Support Vehicles and Grounded Small Craft
  All weapon attacks against Large Support Vehicles (including 
  Airships and Fixed-Wing craft) and grounded small craft receive a  –1 
  to-hit modifier, while all physical attacks receive –2 to-hit modifier.
  Firing at Grounded DropShips
  Treat all weapon attacks against grounded DropShips as 
  though firing at an immobile target, applying the standard –4 
  to-hit modifier (see Firing at Immobile Targets, above). See Attacks 
  by Grounded Aerospace Units, p. 249, for more information on 
  making attacks against Grounded DropShips.
  Non-Aerospace Units Firing at Airborne Aerospace Units
  The number of Thrust Points expended by an aerospace unit, or 
  the number of hexes entered, does not affect the to-hit modifier 
  of any non-aerospace unit firing at an airborne aerospace unit 
  (including grounded aerospace units).
  Apply a +3 to-hit modifier against any aerospace unit at 
  Altitude 1 (NOE), unless the attacking non-aerospace unit lies in 
  the attack/flight path of the aerospace fighter, or within one hex 
  of the flight path, in which case apply a +1 modifier. Players must 
  take the angle of attack into account when firing at an airborne 
  aerospace unit (see Angle of Attack, p. 236).
  
  111
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Non-aerospace units firing at airborne aerospace units cannot fire 
  at other non-aerospace units (including grounded aerospace units) in 
  the same turn. Also, a non-aerospace unit cannot attack more than one 
  airborne aerospace unit in a turn. See Attacks by Grounded Aerospace 
  Units, p. 249, for the exception.
  For an extensive example of non-aerospace units attacking an air-
  borne aerospace unit, see p. 247 in the Aerospace Units section.
  Airborne Non-Aerospace Units Firing at Airborne Aerospace 
  Units: Airborne non-aerospace units (VTOL and WiGE vehicles, for 
  example) firing at airborne aerospace units use all the standard rules for 
  ground units. 
  Infantry: Unless the platoon has Special Feature “A” (see p. 215), or 
  unless specifically stated otherwise by the rules for that unit, infantry 
  cannot attack airborne aerospace units.
  Firing at Buildings
  Treat all weapon attacks against building hexes as though firing 
  at an immobile target, applying the standard –4 to-hit modifier (see 
  Attacking Buildings, p. 171).
  LRM Indirect Fire
  Units armed with LRM-type weapons may fire those missiles indi-
  rectly. Indirect fire allows a unit without a direct line of sight to a target 
  to attack that target, though a friendly ground unit must have a valid 
  line of sight to the target (this unit is referred to as the spotter). In order 
  to serve as a spotter, the unit must not have charged or launched a 
  Death From Above attack that turn. An attacker with a valid LOS to 
  a target cannot make an LRM indirect fire attack, even if that attack 
  would have a better to-hit modifier.
  Resolve LRM indirect fire attacks in the turn they are launched. The 
  base to-hit number is the firing unit’s Gunnery Skill. Use the following 
  modifiers: 
  • 
  Range modifier based on the range between the target and the 
  firing unit, including minimum range modifiers;
  • 
  +1 for indirect fire;
  • 
  All standard modifiers for target movement;
  • 
  All standard modifiers for attacker movement and a modifier for 
  the spotter’s movement (infantry have no attacker movement 
  modifier for spotting);
  • 
  Terrain modifiers based on line of sight from the spotting unit; 
  this includes the +1 modifier if partial cover exists between the 
  spotting unit and the target. If no spotting unit is required (due to 
  an attached Narc beacon, for example), no terrain modifiers apply. 
  (Regardless of whether partial cover shields the target from either 
  the spotting unit or the attacking unit, Damage Value groupings 
  from LRM indirect fire always strike the target and not the partial 
  cover, even if they hit a leg location. The exception is if the partial 
  cover is provided by water: in this case, the indirect fire strikes the 
  water and does no damage, unless it is an area effect weapon (see 
  Partial Cover, p. 102, and Area-Effect Weapon, p. 113).
  Finally, if a unit makes any attacks during the Weapon Attack Phase 
  of a turn that it also spots for another unit, apply a +1 modifier to those 
  attacks, as well as a +1 modifier to the indirect fire attack. If the spot-
  ting unit makes no attacks, do not apply these additional modifiers. The 
  spotter can spot for any number of attacking units to a single target, 
  but it cannot spot for multiple targets.
  Aerospace Units: Aerospace units (with the exception of grounded 
  spheroid DropShips) cannot spot for LRM indirect fire unless they strike 
  a target with Target Acquisition Gear (since TAG automatically spots the 
  target for indirect fire as well).
  In the LRM Indirect Fire Diagram at right on the 
  Woodland map, Controlling Player 1 has walked 
  his ’Mech into Hex A, and wishes to attack the 
  enemy ’Mech in the light woods Hex B; the enemy 
  ’Mech did not move this turn. Normally, as the LOS 
  between the attacker and target passes through 
  a hex whose elevation is equal to or greater than 
  either unit (the Level 2 hill in Hex 1A), neither 
  ’Mech could attack the other. However, the ’Mech 
  in Hex A mounts LRMs and the ’Mech in Hex B is 
  within their range. Player 1 also has two friendly 
  units on the board that have LOS to the target: 
  the VTOL in Hex C (which expended Flanking MP 
  this turn) and the infantry in Hex D that did not 
  move this turn. The player can choose which of 
  these units will spot for LRM indirect fire.
  • lrm indirect fire diagram • 
  
  For VTOL spotting, the modified to-hit number is 11: 4 (´Mech 
  A’s Gunnery Skill) + 2 (medium range for the LRMs) +1 (indirect 
  fire modifier) +1 (’Mech A walked) + 2 (VTOL spent Flanking MP 
  this turn) +1 (light woods in target hex) = 11.
  For infantry spotting, the modified to-hit number is 10: 4 
  (´Mech A’s Gunnery Skill) + 2 (medium range for the LRMs) +1 
  (indirect fire modifier) +1 (’Mech A walked) +1 (intervening 
  light woods between spotter and target) +1 (light woods in 
  target hex) = 10.
  Even though the infantry is spotting through an extra 
  intervening light woods hex compared to the spotting VTOL, 
  because the attacker movement modifier does not apply to 
  infantry units, the spotting infantry has a better modified 
  to-hit number. If Player 1 chose to have the infantry spot 
  for the LRM indirect fire and make an attack of its own, a +1 
  to-hit modifier would apply to the indirect attack (making 
  the Modified To-Hit Number 11) and to the attack by the 
  infantry unit.
  If the target occupied Hex 2A, it would lie within the LRM’s 
  minimum range. Assuming the infantry spotted again, the 
  modified to-hit number would be 8: 4 (´Mech A’s Gunnery 
  Skill) +0 (short range for the LRMs) +2 (6 [minimum range] – 5 
  [target range] + 1 = 2 [minimum range modifier]) +1 (indirect 
  fire modifier) +1 (’Mech A walked) = 8.
  Clearing Woods
  Units can use weapon attacks to clear wooded hexes. Each type 
  of woods hex is rated to describe the damage it can withstand.
  The Terrain Factor (TF) determines the number of damage points 
  a woods hex can take before being reduced from heavy to light, 
  or cleared of trees completely (the fallen trees convert the hex to 
  rough rather than clear terrain). Regardless of when it occurs, this 
  damage is tracked across a game until the TF of the woods hex 
  drops below the threshold required to reduce the woods. 
  Regardless of a woods hex’s current Terrain Factor, its type does 
  not change until the TF falls below the value of the reduced hex 
  shown on the Terrain Factor column of the Terrain Factor and 
  Conversion Table. For example, a heavy woods hex that takes 35 
  points of damage remains a heavy woods hex; if the same hex 
  takes 6 more points of damage it is automatically reduced to light 
  woods. A heavy woods hex can be changed to a rough hex in a 
  single Weapon Attack Phase, provided enough damage is inflicted. 
  Finally, clearing woods requires a conscious effort. If an attack 
  against a unit passes through or into wooded hexes, the attack 
  does not reduce that hex’s TF.
  Area-Effect Weapons: As Area-Effect weapons target the hex, 
  AE weapons always damage a woods hex; double the Damage 
  Value of these weapons against woods hexes.
  Cluster Weapons: For weapons that use the Cluster Hits Table, 
  use the weapon’s total Damage Value.
  Infantry: Infantry cannot clear woods.
  LOS: When trying to clear a woods hex, treat the woods as a 
  standing ‘Mech. If the “’Mech” would have partial cover from the 
  attack (see p. 102), than the attacker cannot attempt to clear 
  the woods.
  TERRAIN FACTOR  
  AND CONVERSION TABLE 
  Terrain Factor
  Former Terrain
  New Terrain
  Heavy Woods: 90
  Heavy Woods
  Light Woods
  Light Woods: 50
  Light Woods
  Rough
  Rough: 0
  All others
  No change
  RA 
  RA
  A ForestryMech clears back undergrowth to allow a Davion military caravan quick passage along a seldom used road. 
  
  113
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  PRONE ’MECHS
  Prone ’Mechs may still make weapon attacks. Because they 
  are largely stationary, they also often make better targets.
  Firing When Down
  A ’Mech that has fallen or dropped to the ground may fire 
  some of its weapons as long as neither of its arms has been 
  destroyed. The warrior uses one arm to support the ’Mech 
  as it fires, and so the weapons on that arm cannot fire. The 
  warrior may fire all weapons mounted on the other arm, and 
  the ’Mech may fire any weapons mounted in its head or torso 
  (including rear-mounted weapons). A prone ’Mech may not 
  fire any leg-mounted weapons. 
  Add a +2 to-hit modifier for firing when down, in addition 
  to any other standard modifiers. For example, if a ’Mech runs 
  and then drops prone, it receives a +4 to-hit modifier for any 
  attacks (+2 modifier for running + 2 for firing when prone = 4), 
  in addition to any other modifiers that might apply.
  Four-Legged ’Mechs: A prone four-legged ’Mech (pro-
  vided it has 4 legs, and has taken no hip critical hits) fires as 
  though it were standing; the +2 to-modifier does not apply.
  Attacking Prone Targets
  A ’Mech that has fallen or dropped prone makes an easier 
  target for an opponent in an adjacent hex and a more difficult 
  target at longer ranges. 
  Apply a –2 modifier to the to-hit number of any physical 
  or weapon attack made against a prone ’Mech from an adja-
  cent hex. Add a +1 to-hit modifier for all other attacks made 
  against a prone ’Mech. Both modifiers are in addition to any 
  other standard modifiers. For example, if a ’Mech runs seven 
  hexes and then drops prone, it receives a +4 to-hit modifier 
  for attacks made by non-adjacent units (+3 for entering seven 
  hexes + 1 for firing at non-adjacent prone ’Mech = 4), or a 
  +1 to-hit modifier for attacks made by adjacent units (+3 for 
  entering seven hexes – 2 for firing at an adjacent prone ’Mech 
  = 1). In both instances, these modifiers are cumulative with 
  any other modifiers that might apply.
  WEAPONS AND EQUIPMENT
  Once a player has determined the to-hit modifiers for 
  terrain, target and attacker movement and so on—as well 
  as the modifiers for any specialized attacks—the player then 
  determines if the weapon also has additional special effects. 
  To fire a weapon at a target, the player should determine 
  if the weapon in question has additional to-hit modifiers, 
  or other special rules that might affect the way it is fired or 
  interacts with the target, before making the final to-hit roll. 
  These special rules might include other equipment tied to the 
  weapon that can also affect to-hit modifiers, how the weapon 
  is fired and interacts with the target and so on. Look on the 
  unit’s record sheet to verify what weapon is being fired and 
  then consult the Weapons and Equipment tables beginning 
  on p. 303. Remember to look on the appropriate technology 
  table, Inner Sphere or Clan. The player should also consult the 
  appropriate unit table (battle armor and aerospace units have 
  their own tables). All the tables use a standardized abbre-
  viation (found in the Type column, directly to the right of the 
  Item column) for the type of weapon used: direct-fire energy, 
  missile, rapid-fire and so on. The type of weapon determines 
  what additional effects the weapon may have beyond a 
  simple “point and fire.” Additional rules, if any, are noted on 
  the table. 
  Players should also consult Other Combat Weapons and 
  Equipment (see p. 129) at the end of this section, to determine 
  if any other equipment the unit may carry might affect the 
  weapon(s) the attacker is firing, or affect any weapon attacks 
  against the unit. Finally, the player should consult with the 
  target unit’s controlling player to determine if the target unit 
  mounts any equipment that might affect the attack.
  Below is a complete list of abbreviations, along with the 
  description of the weapons’ effects. Many weapons fall under 
  multiple types, so make sure to verify the various effects of 
  each weapon.
  • 
  AE: Area-Effect Weapon. Area-effect weapons damage all 
  units in the target hex. Some AE weapons can also damage 
  all the surrounding hexes adjacent to the target hex. Area-
  effect weapons always deal their full damage to each 
  trooper in a battle armor unit, and deal double damage 
  to conventional infantry (this damage doubles again if 
  the conventional infantry unit is located in a clear hex). If 
  an area-effect weapon strikes a water hex, treat the water 
  hex as though it were a building hex and resolve damage 
  as appropriate. For example, an AE weapon that damages 
  a single water hex would apply its standard damage to all 
  units on the surface of that water hex (this includes any 
  hover vehicles in that hex), while it would deal half its stan-
  dard damage (round up) one elevation above the surface of 
  the water (which would damage a WiGE Vehicle, if it were in 
  the target hex), and Depth 1 below the surface of the water. 
  See Resolving Damage, p. 173, for full details.
  • 
  C: Cluster Weapon. Cluster weapons roll on the Cluster 
  Hits Table to determine damage, with each type of 
  weapon dividing its damage into different Damage Value 
  groupings. The groupings are then assigned separate hit 
  locations (see Cluster Hits, p. 116). LB-X weapons may fire 
  as a direct-fire ballistic or cluster weapon.
  • 
  DE/DB: Direct-Fire Energy or Ballistic Weapon. These 
  weapon types (except flamers and machine guns) can 
  use a targeting computer when making attacks (see 
  Targeting Computer, p. 143).
  • 
  P: Pulse Weapon. Apply a –2 to-hit modifier to all 
  weapon attacks. This weapon type can use a targeting 
  computer when making attacks, except for aimed shots 
  (see Targeting Computer, p. 143).
  • 
  H: Heat-Causing Weapon. This weapon type may inflict 
  additional heat, damage or both—the additional heat 
  applies to ’Mechs and aerospace fighters/small craft only, 
  as indicated in the notes on the appropriate Weapon and 
  Equipment tables (see also Outside Heat Sources in the 
  Heat section, p. 159, for the effects of such weapons).
  • 
  M: Missile Weapon. Missile weapons use the following rules:
  o Missile weapons deliver damage equal to the number 
  of individual missile hits, times the damage per missile 
  (abbreviated as “X/Msl” on the Weapon and Equipment 
  tables, where “X” is the damage of each missile). 
  o Once the attacker has determined the specific number 
  of missiles that struck the target by rolling on the 
  Cluster Hits Table, missile weapons divide the damage 
  
  that actually struck the target into specific Damage Value 
  groupings before assigning them to the target; the specif-
  ics of how each missile weapon determines its Damage 
  Value groupings are indicated in the Damage column 
  on the appropriate Weapons and Equipment tables. The 
  number to the left of the slash indicates the maximum 
  damage per grouping. The number to the right of the 
  slash indicates what column of the Cluster Hits Table is 
  used (see Cluster Hits, p. 116).
  • 
  R: Rapid-Fire (Multi-Firing) Weapon. Rapid-fire weapons 
  use the following rules:
  o Rapid-fire weapons may fire more than one shot in a 
  single Weapon Attack Phase. The number after “R” in 
  the Damage column of the appropriate Weapons and 
  Equipment tables indicates the total number of rapid-fire 
  shots that can be made (for example, an R2 weapon may 
  fire one or two shots in a single turn, while an R6 weapon 
  may fire anywhere from one to six shots in a single turn). 
  o When using the rapid-fire option, the weapon consumes 
  ammo and creates heat equal to the shots fired, times the 
  single-shot ammo/heat costs. 
  o Each time a rapid-fire weapon fires more than a single 
  shot in a single turn, the weapon may jam, making it 
  useless for the rest of the game (see Rotary Autocannon, 
  p. 140, for the exception); the shots are still fired, however. 
  When firing two or three shots, if the to-hit roll result is 
  a 2, the weapon is useless for the rest of the game; for 
  every two additional shots fired, add 1 to that number. 
  This means that for two or three shots, the jamming only 
  occurs on a to-hit result of 2, for four to five shots the 
  jamming occurs on a to-hit result of 3 or less, and so on. 
  o Rapid-fire weapons deliver damage as cluster weapons, 
  resolved using the appropriate column of the Cluster 
  Hits Table (see Cluster Hits, p. 116). Each Damage Value 
  grouping is based on the single-shot damage of the 
  rapid-fire weapon (abbreviated as “Sht” on the Weapon 
  and Equipment tables). 
  o A rapid-fire weapon is only a cluster weapon, and so the 
  attacker rolls on the Cluster Hits Table when making an 
  attack that fires more than a single shot. 
  o Rapid-fire weapons can use a targeting computer when 
  making attacks, but cannot use the targeting computer 
  to make an aimed shot if firing more than one shot in a 
  turn (see Targeting Computer, p. 143).
  • 
  V: Variable Damage Weapon. Damage declines over range, 
  assigned in order of short to long (V25/20/10 = 25 damage 
  points at short range, 20 at medium, 10 at long).
  • 
  AI: Anti-Infantry Weapon. Anti-infantry weapons deliver 
  special damage to conventional infantry in place of stan-
  dard damage (see Burst-Fire Weapons under Attacks Against 
  Conventional Infantry, p. 215).
  • 
  OS: One-Shot Weapon. One-shot weapons can only be fired 
  once in a scenario. The single shot carried by an OS launcher 
  may be of any munition type available to that launcher 
  type. OS type weapons do not explode due to critical hits or 
  excess heat.
  • 
  PB: Point-Blank Weapon. Point-blank weapons can only be 
  used against targets in the same or adjacent hexes. 
  • 
  E: Electronics. ECM systems may jam electronic equipment 
  (see ECM Suite, p. 134). Any Type E item may be turned either 
  on or off in the End Phase of a turn.
  • 
  CE: Counter-Electronics. These systems negate electronics 
  noted as “E” (see ECM Suite, p. 134).
  • 
  T: Targeting System. This equipment allows for better tar-
  geting (see Targeting Computer, p. 143).
  • 
  S: Switchable Ammo Supply. This type of weapon may 
  choose from multiple ammo types (see Special Munitions,  
  p. 140). 
  • 
  PE: Performance Enhancement. This equipment is 
  designed to enhance the performance of a specific aspect of 
  a unit, such as improving its speed.
  • 
  F: Flak. When used against a unit that presently has an 
  Altitude or Elevation, or that expended any VTOL or WiGE MP 
  or Thrust Points that turn (even if it landed at the end of that 
  Movement Phase), apply a –2 to-hit modifier in addition to 
  any other modifiers such weapons might convey. However, 
  flak conveys no bonus above low altitude. 
  • 
  X: Explosive Weapon. Weapon explodes when damaged 
  (see Gauss rifle, p. 135).
  TO-HIT ROLL
  Once the player has determined all the modifiers for the attack 
  (including any special effects provided by the weapon or other 
  equipment mounted by the attacker or target), he makes a to-hit 
  roll. For each weapon attack, the player rolls 2D6. If the result is 
  equal to or greater than the modified to-hit number, the attack 
  succeeds.
  Players choose the order in which they resolve the to-hit rolls 
  for all their unit’s announced attacks; resolve all attacks against 
  one target before moving on to attacks by the same unit against 
  another target. From turn to turn this order can differ at the play-
  er’s discretion. For example, in Turn 1, the controlling player of an 
  AS7-D Atlas fires all its forward-mounted weapons. He chooses to 
  make the to-hit roll first for the AC/20, then the SRM-6, then the 
  two medium lasers and finally the LRM-20. The player may also 
  fire the rear-mounted medium lasers at a second target, but he 
  must first resolve all the aforementioned weapons fire against 
  the first target. In Turn 2, after announcing that he is firing all the 
  Atlas’ forward-mounted weapons again, the controlling player 
  can decide to resolve the to-hit roll for the LRM-20 first, then the 
  SRM-6, then two medium lasers, then the AC/20 and finally the 
  rear medium lasers.
  In practice, to avoid confusion and ease the tracking of which 
  to-hit rolls have been resolved and which remain, most players 
  simply start at the top of a unit’s Weapon and Equipment 
  Inventory on the record sheet and resolve to-hit rolls top to 
  bottom. They need not stick to this order, however.
  After looking through the TechManual, Ray created a new 
  configuration for the Daishi OmniMech in Technical Readout: 
  3050 Upgrade—the Daishi X, which mounts the following 
  weapons and equipment:
  • Ultra AC/10
  • Large Pulse Laser
  • 2 ER Micro Lasers
  • Heavy Medium Laser
  • LB 5-X AC
  • Streak SRM-2
  • SRM-4 with Artemis IV FCS
  • ATM-6
  • LRM-15 with Artemis IV FCS
  • Targeting computer 
  
  115
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Ray takes his creation into a game on the BattleForce 
  2 map, piloted by a MechWarrior with Gunnery Skill 4, as 
  shown on the To-Hit Roll diagram. During the Movement 
  Phase (Ground) of a turn, Ray walked the ’Mech to enter 
  Hex A, while the enemy tank in the light woods Hex C 
  moved two hexes and the enemy ’Mech in Hex B moved 
  five hexes. During the Weapon Attack Phase of the same 
  turn, Ray decides to fire all his weapons. The weapons can 
  reach the vehicle in Hex C, but Ray considers the ’Mech in 
  Hex B a much more dangerous enemy. Even though it is 
  further away and harder to hit, he nominates the enemy 
  ’Mech as his own ´Mech’s primary target, while the enemy 
  vehicle becomes the secondary target. He also decides to 
  torso twist to the right to bring the enemy vehicle into his 
  front firing arc, so that all the weapons mounted in his left 
  arm can strike the vehicle as well.
  With a Clan Weapons and Equipment Table at hand, 
  Ray gets to work figuring out his to-hit numbers; he has 
  already determined that he has LOS to both targets.
  The range to the enemy ’Mech is thirteen hexes, which 
  means the following weapons can strike that target: Ultra 
  AC/10 (long range), Large Pulse Laser (medium range), 
  LB 5-X AC (medium range) and LRM-15 (medium range). 
  Looking at the ATM (after reviewing its description in the 
  Other Combat Weapons and Equipment section, p. 129), 
  he knows that because he mounted three tons of ammu-
  nition for the ATM-6 and designated each ton a different 
  type of submunition before play began, he can use either 
  standard, ER or HE ammo. He cannot use the HE ammo if 
  he wants to attack the ’Mech, as the range is only 9. If he 
  uses standard ammo (which inflicts more damage than 
  extended-range ammo), the weapon will fire at long range, 
  while the ER ammo fires at medium range. 
  The range to the enemy vehicle is four hexes. After think-
  ing about it, Ray decides to switch the ATM to target the 
  vehicle and use HE ammo (medium range). He can also 
  fire the rest of his weapons at the vehicle: Heavy Medium 
  Laser (medium range), Streak SRM-2 (short range), SRM-4 
  (medium range) and two ER Micro Lasers (long range).
  After carefully looking at each weapon on the Weapons 
  and Equipment Table (and reviewing the Other Combat 
  Weapons and Equipment section) to make sure he has all 
  the applicable modifiers for the various weapon types in mind, 
  Ray determines the modified to-hit numbers for his weapons.
  Against the ’Mech:
  • The Ultra AC/10 has a Modified To-Hit Number of 11: 
  4 (Gunnery Skill) + 4 (long range) +1 (attacker move-
  ment) + 2 (target movement) +1 (partial cover) – 1 
  (targeting computer) = 11.
  • The large pulse laser has a Modified To-Hit Number of 
  7: 4 (Gunnery Skill) + 2 (medium range) +1 (attacker 
  movement) + 2 (target movement) +1 (partial cover) – 
  2 (pulse weapon modifier) – 1 (targeting computer) = 7.
  • The LB 5-X AC has a Modified To-Hit Number of 9: 4 
  (Gunnery Skill) + 2 (medium range) +1 (attacker move-
  ment) + 2 (target movement) +1 (partial cover) – 1 
  (LB-X firing cluster ammo) = 9.
  • The LRM-15 has a Modified To-Hit Number of 10: 4 
  (Gunnery Skill) + 2 (medium range) +1 (attacker move-
  ment) + 2 (target movement) +1 (partial cover) = 10.
  Against the vehicle:
  • The Streak SRM-2 has a Modified To-Hit Number of 7: 
  4 (Gunnery Skill) + 0 (short range) +1 (attacker move-
  ment) + 0 (target movement) +1 (light woods) +1 
  (secondary target modifier) = 7.
  • The SRM-4 has a Modified To-Hit Number of 9: 4 
  (Gunnery Skill) + 2 (medium range) +1 (attacker move-
  ment) + 0 (target movement) +1 (light woods) +1 (sec-
  ondary target modifier) = 9.
  • The ATM-6 has a Modified To-Hit Number of 9: 4 
  (Gunnery Skill) + 2 (medium range) +1 (attacker move-
  ment) + 0 (target movement) +1 (light woods) +1 (sec-
  ondary target modifier) = 9.
  • The two ER micro lasers each have a Modified To-Hit 
  Number of 10: 4 (Gunnery Skill) + 4 (long range) +1 
  (attacker movement) + 0 (target movement) +1 (light 
  woods) +1 (secondary target modifier) – 1 (targeting 
  computer) = 10.
  • The heavy medium laser has a Modified To-Hit Number 
  of 9: 4 (Gunnery Skill) + 2 (medium range) +1 (attacker 
  movement) + 0 (target movement) +1 (light woods) +1 
  (secondary target modifier) +1 (heavy laser modifier) – 
  1 (targeting computer) = 9.
  Everyone’s jaw hits the floor as Ray makes a successful 
  to-hit roll for all weapons to both targets!
  • to-hit roll diagram • 
  
  Cluster Hits
  If a weapon includes a “C” in its Type column on the appropri-
  ate Weapons and Equipment Table, it is a cluster weapon. Use the 
  following rules after each successful to-hit attack against a target 
  using a cluster weapon.
  On a successful attack, the player determines what size weapon 
  was fired (or the number of shots fired for a rapid-fire weapon), 
  rolls 2D6 and compares the result to the appropriate column of 
  the Cluster Hits Table (see below). First, find the weapon size (or 
  number of shots) fired on the top row of the table; for example, 
  the 4 column for an SRM-4, the 6 column for a Rotary AC/5 rapid-
  firing six shots, the 12 column for an ATM-12, the 30 column for 
  an MRM-30 and so on. Cross-reference this number to the die roll 
  result in the left column. The result is the actual number of indi-
  vidual shots (whether rounds from an Ultra autocannon, missiles, 
  flechettes from an LB-X autocannon and so on) that hit the target. 
  Unless otherwise noted, once the number of shots is known, the 
  player rolls a separate hit location for each shot.
  Some advanced weapon systems modify this roll to reflect their 
  greater accuracy (see Other Combat Weapons and Equipment, p. 113). 
  Anti-Missile System: The target’s anti-missile systems may 
  reduce the number of missiles from a missile launch (see Other 
  Combat Weapons and Equipment, p. 129).
   Infantry: Infantry also use the Cluster Hits Table to resolve 
  damage (see Infantry Combat section, p. 214).
  From the To-Hit Roll diagram and example, Ray notes that 
  the LRM-15, SRM-4 and ATM-6 each have a “C” in the Type 
  column on the Weapons and Equipment Table. After reviewing 
  Cluster Weapons under Weapons and Equipment (see p. 113), 
  he knows that those weapons always use the Cluster Hits Table 
  to determine how much damage actually strikes the target.
  He also notes that the Ultra AC/10 and LB 5-X both have a 
  “C” in the Type column, but they also have a “DB” (Direct-Fire 
  CLUSTER HITS TABLE 
  Die 
  Roll
  (2D6)
  Weapon Size
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 40
  2
  1
  1
  1
  1
  2
  2
  3
  3
  3
  4
  4
  4
  5
  5
  5
  5
  6
  6
  6
  7
  7
  7
  8
  8
  9
  9
  9
  10
  10
  12
  3
  1
  1
  2
  2
  2
  2
  3
  3
  3
  4
  4
  4
  5
  5
  5
  5
  6
  6
  6
  7
  7
  7
  8
  8
  9
  9
  9
  10
  10
  12
  4
  1
  1
  2
  2
  3
  3
  4
  4
  4
  5
  5
  5
  6
  6
  7
  7
  8
  8
  9
  9
  9
  10
  10
  10
  11
  11
  11
  12
  12
  18
  5
  1
  2
  2
  3
  3
  4
  4
  5
  6
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  13
  14
  15
  16
  16
  17
  17
  17
  18
  18
  24
  6
  1
  2
  2
  3
  4
  4
  5
  5
  6
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  13
  14
  15
  16
  16
  17
  17
  17
  18
  18
  24
  7
  1
  2
  3
  3
  4
  4
  5
  5
  6
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  13
  14
  15
  16
  16
  17
  17
  17
  18
  18
  24
  8
  2
  2
  3
  3
  4
  4
  5
  5
  6
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  13
  14
  15
  16
  16
  17
  17
  17
  18
  18
  24
  9
  2
  2
  3
  4
  5
  6
  6
  7
  8
  9
  10
  11
  11
  12
  13
  14
  14
  15
  16
  17
  18
  19
  20
  21
  21
  22
  23
  23
  24
  32
  10
  2
  3
  3
  4
  5
  6
  6
  7
  8
  9
  10
  11
  11
  12
  13
  14
  14
  15
  16
  17
  18
  19
  20
  21
  21
  22
  23
  23
  24
  32
  11
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  40
  12
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  40
  Ballistic) annotation (plus an R2 notation for the Ultra AC/10). 
  After reviewing the appropriate sections, he knows he can fire 
  both weapons either as direct-fire ballistic or cluster weapons. 
  He had already chosen to switch the ammo supply on the LB 
  5-X to cluster ammo in order to get the –1 to-hit modifier, and 
  so he must now use the Cluster Hits Table. For the Ultra AC/10, 
  R2 means he can fire a single shot or two shots in the same 
  turn; if he fires two shots, he must use the Cluster Hits Table 
  (Ray made this decision before the to-hit roll, and so he will use 
  the Cluster Hits Table for this weapon as well).
  Finally, he notes that while a Streak SRM launcher applies 
  the damage from each missile to a separate location, it does 
  not apply its damage using the Cluster Hits Table; if the to-hit 
  roll succeeds, all the missiles strike the target.
  Once again, after a review of the appropriate tables, Ray 
  determines the exact damage his cluster weapons inflict against 
  each target by rolling 2D6 for each weapon and comparing the 
  result to the appropriate column of the Cluster Hits Table.
  Against the ’Mech:
  • Roll result for the Ultra AC/10 is a 4; only one 10-point 
  Damage Value shot strikes the target.
  • Roll result for the LB 5-X AC is a 5; three 1-point Damage 
  Value flechettes strike the target.
  • Roll result for the LRM-15 is a 7; Ray applies a +2 modifier 
  for the Artemis IV FCS and gets a total of 9, meaning twelve 
  missiles strike the target.
  Against the vehicle:
  • Roll result for the SRM-4 is a 2; Ray applies a +2 modifier 
  for the Artemis IV FCS and gets a total of 4, meaning two 
  missiles strike the target.”. 
  • Roll result for the ATM-6 is a 9; Ray applies a +2 modifier for 
  the integral Artemis IV FCS and gets a total of 11, meaning 
  all six missiles strike the target.
  
  117
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  ATTACK MODIFIERS TABLE 
  *Does not apply to infantry units.
  **See Terrain Modifiers, p. 108, for exceptions.
  ***If the IndustrialMech mounts advanced fire control, this modifier does not apply.
  † Does not necessarily apply to Four-legged ‘Mechs (see Firing When Down, p. 113).
  All Attacks: Weapons and Physical 
  Modifier
  Attacker
  Movement (modifiers are cumulative)*
  Stationary 
  None
  Walked/Cruised 
  +1
  Ran/Flanked
  +2
  Jumped 
  +3
  Prone
  +2 (does not apply to four-legged ’Mechs)
  Skidding
  +1
  Terrain (modifiers are cumulative)
  Light Woods 
  +1 per intervening hex; +1 if target in light woods
  Heavy Woods 
  +2 per intervening hex; +2 if target in heavy woods
  Water**
  Depth 1
  +1; see Partial Cover, p. 102
  Depth 2 
  Underwater units cannot target units that are not underwater (see 
  Terrain Modifiers, p. 108).
  Partial Cover 
  +1; see Partial Cover, p. 102
  Target (modifiers are cumulative)
  Prone 
  –2 from adjacent hex; +1 from all others†
  Immobile
   –4 (Includes Grounded DropShips)
  Skidding
  +2
  Movement
  Moved 0–2 hexes 
  0
  Moved 3–4 hexes 
  +1
  Moved 5–6 hexes 
  +2
  Moved 7–9 hexes
  +3
  Moved 10–17 hexes 
  +4
  Moved 18–24 hexes
  +5
  Moved 25+ hexes
  +6
  Jumped/Airborne (non-aerospace units)
  +1 additional
  Battle armor unit 
  (only applies to non-infantry attackers)
  +1
  Airborne aerospace unit at Altitude 1 (NOE)
  (attacker in attack/flight path)
  +1
  Airborne aerospace unit at Altitude 1 (NOE)
  (attacker not in attack/flight path)
  +3
  Weapon Attacks Only
  Modifier
  Attacker
  ’Mech Damage
  Sensor hit 
  +2
  Shoulder hit 
  +4 for weapons in arm, disregard other damaged actuators in arm
  Upper or lower arm actuator (each) 
  +1 for weapons in arm
  
  ATTACK MODIFIERS TABLE (CONTINUED) 
  Weapon Attacks Only
  Modifier
  Heat
  0–7 
  None
  8–12 
  +1
  13–16 
  +2
  17–23 
  +3
  24+ 
  +4
  Making indirect LRM attack 
  +1
  Attacker is IndustrialMech***
  +1
  Grounded DropShip
  –2
  Range and Terrain
  Range
  Short 
  None
  Medium 
  +2
  Long 
  +4
  Minimum range 
  [Minimum] – [Target Range] +1 (see Minimum Range Modifier, p. 107)
  Each Intervening Hex/Level between 
  Attacker and Target (as well as target’s hex) 
  in same multi-hex building
  +1 per hex/level (maximum +3; see Combat Within Buildings, p. 175)
  Target
  Secondary target in forward arc 
  +1
  Secondary target in side or rear arc 
  +2
  Large Support Vehicle or 
   Grounded Small Craft
  –1
  Physical Attacks Only
  Attacker
  ’Mech Damage
  Shoulder hit 
  No punching or physical weapon attack with arm; no clubbing attacks; +2 to 
  pushing attack (each)
  Upper or lower arm actuator hit (each) 
  +2 to punching and physical weapon attack with arm; half damage for punch-
  ing attack with arm; +2 to clubbing attacks
  Hand actuator hit 
  +1 to punching attack with arm; no clubbing attacks; no physical weapon 
  attack with arm
  Hip actuator hit 
  No kicking attacks
  Upper or lower leg actuator hit (each) 
  +2 and half damage to kicking attack with that leg
  Foot actuator hit 
  +1 to kicking attack with that leg
  Target
  Infantry 
  +3 to kicking and death from above attacks
  Large Support Vehicle or  
  Grounded Small Craft 
  –2
  Other Modifiers
  Charging attack: Modify for relative Piloting Skills (see p. 40)
  Death from above attack: Modify for relative Piloting Skills (see p. 40)
  *Does not apply to infantry units.
  **See Terrain Modifiers, p. 108, for exceptions.
  ***If the IndustrialMech mounts advanced fire control, this modifier does not apply.
  † Does not necessarily apply to Four-legged ‘Mechs (see Firing When Down, p. 113).
  
  119
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  HIT LOCATION
  When an attack hits its 
  target, the firing player 
  must determine precisely 
  where the attack struck. Hit 
  location is determined by 
  the attack direction and the 
  target’s facing.
  Attack Direction
  When an attack hits a non-infantry unit, it hits from the 
  target’s front, rear, left or right side. Lay a straightedge from 
  the center of the attacker’s hex to the center of the target’s 
  hex. Compare the hexside crossed by the straightedge to the 
  appropriate unit diagram to find the side of the unit hit by the 
  attack. If the straightedge crosses at the intersection of two 
  hexsides, the target chooses which side is hit by the attack 
  before the attacking player makes the hit location roll. 
  ’Mechs: Use the ’Mech Attack Direction diagram, above. 
  To determine which side of a ’Mech is hit, use the facing of a 
  standing ’Mech’s feet to determine its front side, regardless 
  of torso twist. If the target ’Mech is prone, use the hexside 
  toward which its head is pointing as its facing.
  ProtoMechs: Regardless of attack direction, ProtoMechs 
  use only a single Hit Location Table (see p. 185).
  Vehicles: Use the Vehicle Attack Direction diagram, p. 192. 
  The side on which a vehicle is hit depends on the alignment 
  of its front side.
  Grounded Aerospace Units: Grounded aerospace units 
  use slightly different attack direction diagrams (see Attacks By 
  Grounded Aerospace Units, p. 249).
  ’MECH HIT LOCATION TABLE
  Die Roll
  (2D6) 
  Biped (Four-legged)
  Left Side 
  Front/Rear 
  Right Side
  2* 
  Left Torso [critical]
  Center Torso [critical]
  Right Torso [critical]
  3 
  Left Leg (Left Rear Leg)
  Right Arm (Right Front Leg)
  Right Leg (Right Rear Leg)
  4
   Left Arm (Left Front Leg)
  Right Arm (Right Front Leg)
  Right Arm (Right Front Leg)
  5 
  Left Arm (Left Front Leg)
  Right Leg (Right Rear Leg)
  Right Arm (Right Front Leg)
  6 
  Left Leg (Left Rear Leg)
  Right Torso 
  Right Leg (Right Rear Leg)
  7 
  Left Torso 
  Center Torso 
  Right Torso
  8 
  Center Torso 
  Left Torso 
  Center Torso
  9 
  Right Torso 
  Left Leg (Left Rear Leg)
  Left Torso
  10 
  Right Arm (Right Front Leg)
  Left Arm (Left Front Leg)
  Left Arm (Left Front Leg)
  11 
  Right Leg (Right Rear Leg)
  Left Arm (Left Front Leg)
  Left Leg (Left Rear Leg)
  12 
  Head 
  Head 
  Head
  *A result of 2 may inflict a critical hit. Apply damage to the armor in that section in the normal manner, but the attacking player also rolls once on the Determining 
  Critical Hits Table, p. 124.
  Non-Aerospace Units to Airborne Aerospace Units: Use 
  the Above/Below column on the Aerospace Units Hit Location 
  Table p. 237, for attacks from non-aerospace units (including 
  grounded aerospace units) to airborne aerospace units. 
  Infantry and Buildings: Hits on infantry and buildings do 
  not rely on attack direction. Players who make a successful 
  attack against these targets need not determine attack direc-
  tion or hit location. Detailed explanations for assigning damage 
  to infantry and buildings appear in their respective sections.
  In the To-Hit Roll diagram and example on p. 115, Ray 
  draws a straight line between the center of Hex A (where 
  his ’Mech is located) to the centers of Hex B and C to 
  determine attack directions. After looking at the attack 
  direction diagram for the ’Mech above, Ray determines 
  that the attacks cross the left side, meaning that all his 
  attacks against the ’Mech will use the Left Side column of 
  the ’Mech Hit Location Table. After consulting the attack 
  direction diagram for the ground Combat Vehicle (see p. 
  192), Ray determines that the attacks cross the vehicle’s left 
  side as well, and so all his attacks against the vehicle will 
  use the Left Side column of the Ground Combat Vehicle Hit 
  Location Table.
  Determining Hit Location
  To determine the exact location of a hit, the player rolls 2D6 
  and consults the appropriate column of the Hit Location Table 
  for each unit type. ’Mechs use the ’Mech Hit Location Table, 
  above (specific locations for four-legged designs appear in 
  parentheses on the table); other units have their own Hit 
  Location tables, found in their respective sections.
  As with resolving to-hit rolls, the players choose the order 
  in which they determine hit locations (and resolve damage to 
  the target) for all of their unit’s announced attacks. From turn 
  • ’mech attack  
  direction diagram • 
  
  to turn, players can change this order. However, to avoid confu-
  sion and ease the tracking of which hit locations and damage 
  have been resolved, most players simply resolve hit locations and 
  target damage in the same order that they resolved to-hit rolls—
  starting at the top of a unit’s Weapon and Equipment Inventory 
  on the record sheet and moving to the bottom. 
  Cluster Weapons: As defined under Weapons and Equipment 
  (see p. 113), cluster weapons assign their damage as follows:
  • 
  LB-X Weapons: If an LB-X weapon is fired as a cluster 
  weapon (using cluster munitions, rather than acting as a 
  direct-fire ballistic weapon and using standard munitions), 
  once the actual Damage Value that struck the target is deter-
  mined, the controlling player makes a different hit location 
  roll for each 1-point Damage Value grouping.
  • 
  Missile Weapons: Once the Damage Value that actually 
  struck the target is determined, the division of damage into 
  Damage Value groupings and their assignment to the target 
  depend on weapon type, as described under Weapons 
  and Equipment, p. 113. Any time damage remaining from 
  a cluster weapon attack does not equal the Damage Value 
  as indicated in the Damage column of the appropriate 
  Weapons and Equipment tables, this leftover damage is 
  assigned to the target as its own “remainder” grouping. 
  • 
  Rapid-Fire Weapons: If a rapid-fire weapon is used as a 
  cluster weapon (firing multiple shots in a single use rather 
  than firing a single shot), once the controlling player has 
  determined the actual Damage Value that struck the target, 
  he makes a different hit location roll for each Damage 
  Value grouping (each grouping is based on the single-shot 
  damage of the rapid-fire weapon, abbreviated as “Sht” on 
  the Weapon and Equipment tables).
  Grounded Aerospace Units: Aerospace Units Hit Location 
  Tables appear in Aerospace Units, p. 237.
  Non-Aerospace Units to Airborne Aerospace Units: 
  Aerospace Units Hit Location Tables appear in Aerospace Units, p. 
  237; use the Above/Below column.
  ProtoMechs: ProtoMech Hit Location Tables appear in 
  ProtoMechs, p. 185.
  Vehicles: Vehicle Hit Location Tables appear in Combat Vehicles 
  and Support Vehicles, pp. 193 and 206, respectively.
  Now it’s time for Ray to determine the locations struck for 
  each weapon from the To-Hit Roll diagram and example. He 
  knows cluster weapons have specific rules when determining 
  location, and so he determines hit locations for the non-
  cluster weapons first (not because he has to—he knows he can 
  choose any order—but simply because it’s easier right now).
  Against the ’Mech:
  • Hit Location result for the Large Pulse Laser is a 4: 10 points 
  of damage are applied to the left arm.
  • Hit Location result for the Ultra AC/10 is a 3, meaning a 
  left-leg location. Because the target has partial cover, the 
  attack strikes the terrain instead of the ’Mech, and so the 
  10 points of damage is lost (even though the Ultra AC/10 
  rolled on the Cluster Hits Table because it fired two shots, 
  the damage of each shot always equals the standard 
  Damage Value of the weapon).
  Against the vehicle:
  • Hit Location result for the first ER Micro Laser is a 7: 2 points 
  of damage are applied to the left side. 
  • Hit Location result for the second ER Micro Laser is an 11: 2 
  points of damage are applied to the turret.
  • Hit Location result for the Heavy Medium Laser is a 9: 10 
  points of damage are applied to the rear. 
  Next, Ray moves on to the cluster weapons. 
  For the LB-X AC, Ray knows that cluster ammo is always 
  applied as 1-point Damage Value groupings against the target.
  For the LRM and its twelve-missile Damage Value, Ray looks 
  at the Damage Column of the Clan Weapons and Equipment 
  Table, and finds the following annotation: 1/Msl, C5/15. From 
  consulting the Weapons and Equipment Type abbreviations 
  section, Ray knows that those abbreviations mean each missile 
  does 1 point of damage (1/Msl) and that each Damage Value 
  grouping is no more than 5 points (C5); he’s already aware that 
  fifteen missiles are fired as a single shot because this weapon is 
  an LRM-15 (the second part of the “C5/15” abbreviation). With 
  12 points of damage, and no more than 5 points assigned to 
  a single Damage Value grouping, that leaves Ray with two 
  Damage Value groupings of 5 and one grouping of 2 to assign 
  to the target.
  For the Streak SRM-2 and SRM-4, the annotations in the 
  Damage Value column are as follows, respectively: “2/Msl, 
  C2/2” and “2/Msl, C2/4.” This means that for both weapon 
  systems each missile delivers 2 points of damage, and that the 
  Cluster Damage Value is always 2 no matter how many mis-
  siles strike the target.
  Finally, for the ATM-6 HE ammo, the annotation in the 
  Damage Value column is the following: 3/Msl, C5/6. As all six 
  missiles struck the target, the total Damage Value is 18 points: 
  3 (Damage Value of each missile) x 6 (number of missiles that 
  struck the target). That means Ray has three 5-point Damage 
  Value groupings and one 3-point Damage Value grouping.
  With all that in mind, he makes the following rolls to deter-
  mine hit location.
   
  Against the ’Mech:
  • Hit location results for the LB 5-X AC are 5, 9 and 12; a 1-point 
  Damage Value grouping is assigned to the left arm, right torso 
  and head (the 12 result  will cause a Consciousness Roll).
  • Hit location results for the LRM-15 are 7, 6 and 8; a 5-point 
  Damage Value grouping is assigned to the left torso, the 
  second 5-point grouping strikes the hill and does no 
  damage, and the final 2-point grouping is assigned to the 
  center torso.
   
  Against the vehicle:
  • Hit location results for the Streak SRM-2 are 5 and 6; a 
  2-point Damage Value grouping is assigned to the front 
  and side.
  • Hit location results for the SRM-4 are 11 and 11; two 2-point 
  Damage Value groupings are assigned to the turret. 
  • Hit location results for the ATM-6 are 4, 8, 9 and 12; two 
  5-point Damage Value groupings are assigned to the left 
  side, the third 5-point grouping is assigned to the rear and 
  the 3-point grouping is assigned to the turret (the hit loca-
  tion roll results of 8 and 12 will cause automatic rolls on the 
  Ground Combat Vehicle Critical Hits Table).
  
  121
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  DAMAGE
  Each attack that hits the target does damage to the target. 
  Every weapon does a specific amount of damage, defined 
  as Damage Value, which appears under the Damage Value 
  column on the appropriate Weapons and Equipment tables, 
  beginning on p. 303.
  Cluster Weapon: Certain weapons use the Cluster Hits 
  Table, and can hit multiple locations. Each cluster is resolved 
  as its own separate hit.
  Underwater Units: Whenever an underwater unit takes a 
  hit that inflicts damage, the controlling player rolls 2D6. On a 
  result of 10 or greater, the unit’s hull has been breached. The 
  unit has lost integrity in that location, and it fills with water. 
  Only make this roll for flooding at the moment an underwater 
  unit takes damage, not for a damaged unit that later enters 
  the water. If all of a location’s armor is destroyed (whether this 
  occurred before the unit entered the water hex or while it is 
  submerged), that location is automatically breached. 
  Treat all of a unit’s components in a breached location as 
  nonfunctional. None of that location’s actuators, weapons 
  or other equipment works. If the breached location contains 
  engine slots, the engine functions as if it took as many critical 
  hits as engine critical slots in that location; if the breached 
  location is the head, the ’Mech is considered destroyed and 
  the MechWarrior killed. If a side torso is flooded, the cor-
  responding arm and all of its equipment are considered 
  nonfunctional as well. Even if a unit exits the water, all the 
  equipment in the flooded location remains non-functional.
  These effects are not technically critical hits, and will not cause 
  ammunition to explode. Equipment and components in the 
  breached location can still take critical hits per standard rules, 
  even though the component is temporarily out of commission. 
  RECORDING DAMAGE
  Follow the step-by-step procedure outlined in Damage 
  Resolution below to determine the effects of damage.
  IndustrialMechs: IndustrialMechs that mount commercial 
  armor are assigned damage like Support Vehicles, with a 
  Barrier Armor Rating (BAR) of 5; this means IndustrialMechs 
  using commercial armor may suffer penetrating critical hits 
  (see Damage in the Support Vehicles section, p. 206).
  ProtoMechs: Hits against ProtoMechs follow the same 
  general procedure as hits against ’Mechs. See ProtoMechs, p. 184.
  Vehicles: Hits against vehicles follow the same general pro-
  cedure as hits against ’Mechs, though vehicles cannot survive 
  the destruction of a location and damage does not transfer. 
  In addition, some differences exist between Combat Vehicles 
  and Support Vehicles. See Combat Vehicles and Support 
  Vehicles, pp. 192 and 204 respectively.
  Aerospace Units: Hits against aerospace units follow the 
  same general procedure as hits against ’Mechs. See Aerospace 
  Units, p. 234.
  Infantry and Buildings: Hits against infantry and buildings 
  are recorded differently from hits on ’Mechs and vehicles. See 
  Infantry, p. 212, and Buildings, p. 166, for details.
  Torso Destruction
  If a ’Mech’s right or left torso has all of its internal struc-
  ture destroyed, the corresponding arm (or, in the case of 
  four-legged ’Mechs, the corresponding front leg) is blown 
  off immediately and sustains no further damage for the rest 
  of the game (see ’Mech Critical Hit Effects, p. 125). The corre-
  sponding leg is not damaged. If the center torso is destroyed, 
  the entire unit is destroyed (see Destroying a Unit, p. 128).
  MM 
  MM
  Spear-headed by an ARC-8M Archer, a Second Davion Guards’ fire lance moves into position. 
  
  Leg Destruction
  When a ’Mech loses one leg, either through a critical hit or the 
  destruction of the leg’s internal structure, a standing ’Mech auto-
  matically falls. The controlling player makes an immediate Piloting 
  Skill Roll, with a +5 modifier for the destroyed leg (plus any modifi-
  ers for other damage; the +5 modifier for leg destruction replaces 
  all pre-existing modifiers for damage to that leg), to avoid damag-
  ing the MechWarrior during the fall. Regardless of how or in what 
  phase a ’Mech loses its leg, its movement is over for that turn.
  In subsequent turns, during the Movement Phase (Ground), 
  the ’Mech may attempt to stand on its remaining leg by making 
  a Piloting Skill Roll with a +5 modifier, plus any modifiers for other 
  damage. It may only make one attempt per turn. If the ’Mech 
  manages to stand, it has a Walking MP of 1 (this overrides all MP 
  increases) and cannot run. To take into account the missing leg, add 
  +5 to any Piloting Skill Roll made thereafter. The ’Mech may still jump 
  (minus the power of the jump jets on the missing leg, if any), but the 
  pilot must make a Piloting Skill Roll each time the ’Mech lands.
  For purposes of attacker movement, such an attempt to stand 
  is considered a run.
  If the ’Mech stays prone, it can still change its facing one hexside 
  per turn; it is considered to have walked if it changes its facing.
  A ’Mech that loses both of its legs cannot move. If it wasn’t 
  prone, it automatically falls and has 0 MP available. The ’Mech 
  cannot change hexsides or attempt to stand, though it can still 
  attempt to prop itself up to fire if it has both arms.
  Four-Legged ’Mechs: The effects of loss of legs are applied to 
  a quad ’Mech as follows:
  • 
  One destroyed leg: Immediately falls and loses all move-
  ment and combat bonuses gained from being four-legged: 
  it can no longer make lateral shifts, it loses its –2 modifier 
  to Piloting Skill Rolls, it must make a successful PSR to stand 
  after falling, and it suffers a +2 modifier to Target Numbers 
  for firing when prone. In addition, a –1 MP penalty replaces 
  any penalties associated with damaged leg actuators in 
  the destroyed leg. If the ’Mech jumps, it still must make the 
  usual PSR required for jumping and missing a leg, with a +5 
  modifier.
  • 
  Two destroyed legs: Functions with the same restrictions 
  described above for a biped ’Mech that has lost one leg: it 
  immediately falls, has only 1 MP, and so on. 
  • 
  Three destroyed legs: Functions with the same restrictions 
  described above for a biped ’Mech that has lost both legs: it 
  immediately falls, has only 0 MP, and so on.
  • 
  Four destroyed legs: Automatically falls (if not already 
  prone) and is immobile (see p. 110).
  DAMAGE RESOLUTION
  To apply damage from an attack, begin with the amount of 
  damage the attack inflicts and its hit location, and start at Step 1. 
  Answer each question yes or no, and follow the instructions.
  1. Does the location have armor?
  Yes: Check off one armor circle on the Armor Diagram in the 
  appropriate location for every point of damage taken, until all 
  damage is applied or all armor in the location is destroyed. Go 
  to Step 2.
  No: Proceed to Step 3.
  2. Is there damage remaining?
  Yes: Go to Step 3 to allocate remaining damage.
  No: Attack is finished.
  3. Does the location have an internal structure?
  Yes: Check off one internal structure circle on the Internal 
  Structure Diagram in the appropriate location for every point of 
  damage taken, until all damage is applied or all internal structure 
  in the location is destroyed. Go to Step 4.
  No: Proceed to Step 6.
  4. At the beginning of the current phase, did the location 
  contain any components that could sustain a critical hit?
  Yes: Roll once on the Determining Critical Hits Table, p. 124. 
  Apply the effects of any critical hits to the location. Excess critical 
  hits that cannot be applied are not transferred. Go to Step 5.
  No: Roll once on the Determining Critical Hits Table. Any critical 
  hits are applied to the next location inward (see Damage Transfer 
  Diagram). Go to Step 5.
  5. Does any internal structure remain in the location?
  Yes: Attack is finished.
  No: The location and all components contained in it are 
  destroyed; any armor remaining at that location (whether front 
  or rear) is also destroyed. The destruction of components in 
  this fashion does not cause ammunition or other components 
  to explode, but otherwise all components in the location are 
  affected as though critically hit (see Transferring Criticals, p. 125). 
  Go to Step 6.
  6. Is there damage remaining?
  Yes: Go to Step 7 to allocate remaining damage.
  No: Attack is finished.
  7. Did the damage result from an ammunition (or other 
  internal component) explosion?
  Yes: Go to Step 8.
  No: Damage transfers to the armor of the next location inward 
  (see Damage Transfer Diagram). Go to Step 1.
  SL 
  LS
  NJT-2 Ninja-To, Ryuken-yon (House Kurita) 
  
  123
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  8. Is the location protected by CASE?
  Yes: The remaining damage is lost. The attack is finished.
  No: The remaining damage transfers to the next location 
  inward (see Damage Transfer Diagram), directly to the internal 
  structure. Go to Step 3.
  TRANSFERRING DAMAGE
  BattleMechs can survive the destruction of any body section 
  except the head or center torso. If a section is destroyed and 
  the same location takes another hit, or excess damage remains 
  from the shot that destroyed the location, that damage trans-
  fers to (affects) the outer armor of the next location inward. 
  Excess ammunition explosion damage transfers directly to the 
  internal structure of the next location inward. This principle is 
  illustrated on the Damage Transfer Diagram.
  Damage to a missing arm or leg transfers to the torso on the 
  same side (left leg or arm damage is transferred to the left torso, 
  right arm or leg damage to the right torso). Additional damage 
  to a destroyed side torso location transfers to the center torso. 
  Damage from a destroyed head or center torso does not transfer.
  Damage from the rear firing arc that hits a missing limb is 
  transferred to the appropriate rear torso location. For example, 
  damage from the rear that hits a missing left leg is transferred 
  to the left rear torso.
  Blown-Off Arms: As soon as a torso is destroyed, the cor-
  responding arm is blown off. This means additional damage 
  in the same phase that would normally have struck the arm 
  is automatically transferred to the appropriate torso (which is 
  destroyed, so the damage ultimately transfers to the center torso).
  A Grasshopper’s left arm is hit by an attack from a PPC 
  (Damage Value 10), a large laser (Damage Value 8) and 
  two 5-point groups of long-range missiles (Damage Value 
  1 per missile hit, for 5 points per Damage Value grouping). 
  Before this turn, the BattleMech had its full Armor Value of 
  22 in that arm.
  The PPC hit reduces the Armor Value by 10, so the 
  Grasshopper’s player fills in ten armor circles. The laser 
  hit does 8 points of damage, and so the player fills in 
  eight more circles, leaving four. The first cluster of missiles 
  reduces the Armor Value by another 5 points, but since the 
  Grasshopper’s remaining Armor Value is 4, that leaves 1 
  point of damage that the hit location cannot absorb.
  The remaining 1 point of damage from the first cluster 
  of missiles transfers to the ’Mech’s internal structure, and 
  so the player fills in one circle on the Internal Structure 
  Diagram, leaving ten circles out of the original eleven. The 
  last group of missiles reduces the internal structure by 
  another 5 points. The player fills in five more circles on the 
  Internal Structure Diagram, leaving five. (The attacking 
  player would make two rolls on the Determining Critical 
  Hits table, p. 124, because two different hits damaged the 
  internal structure of the left arm.)
  If the Grasshopper’s left arm takes a hit from a 
  weapon that inflicts 5 or more points of damage, the arm 
  will be destroyed.
  CRITICAL DAMAGE
  Every time the internal structure of a ’Mech, ProtoMech, or aero-
  space unit takes damage (from a weapon attack, physical attack, 
  falling, ammo explosions and so on), an internal component may 
  take critical damage; vehicles determine critical damage differ-
  ently (see Critical Damage, p. 192, in Combat Vehicles).
  To determine whether a unit takes critical damage from a 
  hit that damages the internal structure, the player rolls 2D6 
  and consults the Determining Critical Hits Table. On a result of 
  8 or higher, the target unit takes critical damage. The higher 
  the result, the more serious the internal damage. If the unit 
  takes critical damage, the target player rolls 1D6 or 2D6 
  depending on the location and unit, and consults the unit’s 
  Critical Hit Table to determine the precise critical damage (as 
  described in ’Mech Critical Hits).
  Each hit that damages internal structure creates only one 
  opportunity for the attacker to inflict a critical hit, regardless 
  of the number of internal structure circles destroyed by a 
  single hit or other event (see Hit Location Critical Hits, p. 124, 
  for an exception). The attacking player rolls 2D6 once for each 
  potential critical hit.
  The location of the damage determines the exact nature 
  of the critical hit. Several types of critical hits can affect each 
  section of a unit. Furthermore, every type of ’Mech can suffer 
  different critical hits, depending on the array of weapons and 
  other equipment it carries. The Critical Hit Table for each type 
  of ’Mech appears on the record sheet for that type. A partially 
  blank Critical Hit Table that players can customize for all 
  ’Mechs is provided on all blank ’Mech record sheets.
  • transfer damage diagram • 
  
  Multiple Locations: If a single hit damages the internal struc-
  ture of multiple different locations, the attacker makes a roll to 
  determine critical damage for each of those locations.
  IndustrialMechs: When rolling on the Determining Critical 
  Hits Table for damage inflicted on an IndustrialMech, add +2 to 
  the dice roll result. Treat a modified result of 13 as 12. On a modi-
  fied result of 14, the IndustrialMech’s head or limb is blown off. If 
  the hit struck a torso location, make four critical hit rolls.
  A CattleMaster IndustrialMech is on the wrong end of a 
  COM-5D Commando and has already sustained significant 
  damage. The Commando hits the CattleMaster on the right 
  arm with both missiles from its SRM-2 launcher, finally overcom-
  ing the armor there. For the first missile, the critical hit roll results 
  are 1 and 4, giving a final result of 1 + 4 + 2 = 7. No critical hit. 
  The second critical hit roll gives results of 4 and 3. Normally this 
  would not generate a critical hit, but the modified result is 4 + 3 
  + 2 = 9. The CattleMaster suffers one critical hit in its right arm.
  ProtoMechs: Though ProtoMechs have different weapons per dif-
  ferent designs, the base Critical Hit Table found on every ProtoMech 
  record sheet is the same for every ProtoMech. ProtoMechs have 
  additional rules for resolving critical hit effects (see p. 185).
  Vehicles and Aerospace Units: Unlike ’Mechs, which have a 
  unique Critical Hit Table for every design, all vehicles and aerospace 
  units use a standard set of Critical Hit tables. The Critical Hit tables 
  for the various types of vehicles and aerospace units appear in 
  Combat Vehicles, and Aerospace Units, pp. 192 and 234, respectively.
  Infantry: Infantry units never suffer critical damage. Once any 
  armor is removed from an infantry unit (provided the unit mounts 
  armor), the trooper is eliminated.
  Hit Location Critical Hits: Certain results on the hit location 
  tables provide the chance for a critical hit, even if the attack did 
  not damage internal structure (though the attack must still have 
  dealt at least 1 point of damage). Resolve these by rolling on the 
  Determining Critical Hits Table just as for other critical hit rolls. 
  This chance is in addition to the normal roll for a critical hit pro-
  vided by damage to the internal structure. For example, a hit loca-
  tion result of 2 against a ’Mech with no torso armor left requires 
  two rolls on the Determining Critical Hits Table. If the ’Mech had 
  armor in the location hit, the attacker would still have at least one 
  chance for a critical hit.
  If the chance for a hit location critical hit occurs in a location 
  that has already been destroyed (for example, an attacker scores 
  a chance for a critical hit against a ’Mech by rolling a 2 on the 
  Left Side hit location table, but the left torso has already been 
  destroyed), then that chance for a critical hit transfers to the next 
  location inwards along with the damage from the attack (in the 
  example above, to the center torso).
  Destroyed Location: When a location is destroyed, rather 
  than just damaged, no check for critical hits in that location is 
  made unless it contains one or more explosive slots. In that case, 
  any resulting critical hits that strike explosive slots in that loca-
  tion are resolved as normal (see Ammunition, p. 125); hits that 
  do not are always discarded without transferring.
  Advanced Weapons and Equipment: If a unit mounts any 
  weapons and/or equipment not found on the appropriate 
  Weapons and Equipment Tables (see p. 303) or in Other Combat 
  Weapons and Equipment (see p. 129), the weapon/equipment in 
  question still takes damage. 
  ’MECH CRITICAL HITS
  When an attacker inflicts a critical hit on a target, he rolls dice 
  for each critical hit and the target player marks off the damage 
  inflicted on the Critical Hit Table.
  Head or Leg Hits: If the critical hit strikes the ’Mech’s head or 
  legs, roll 1D6, find the result on the Critical Hit Table and mark off 
  the damaged location. If the critical location rolled cannot take a 
  critical hit or has already been destroyed by a critical hit, roll the 
  die again.
  Torso or Arm Hits: If the critical hit strikes the ´Mech’s torso 
  or arms, the player rolls both dice. The result of the first die tells 
  which half of the Critical Hit Table for that location is affected, and 
  the second die result identifies the location hit. The Critical Hit 
  Table for these locations is divided into two sets of six critical slots, 
  labeled 1–3 and 4–6.
  The first die result identifies which set of slots takes the hit. 
  On a result of 1, 2 or 3, the shot hits a location in the first set of 
  critical slots. On a result of 4, 5 or 6, the attack hits a location in 
  the second set of critical slots. The result of the second die roll 
  identifies the specific critical slot that takes the hit.
  If a location has twelve slots, but a critical hit can only strike the 
  first set (the first six), players can simply roll 1D6, instead of rolling 
  the first die to determine the first or second set of critical slots 
  and then another 1D6 to determine the specific critical slot that 
  takes the hit. If a roll result on the bottom half occurs, the con-
  trolling player simply re-rolls. This can occur at any time during 
  the game that all the specific slots in the first or second set have 
  taken critical hits; players can then simply roll 1D6 to save time.
  A Grasshopper takes a critical hit to its left arm. The 
  defending player rolls the first die with a result of 3. This 
  means the critical hit affects a slot in the first half of the 
  Critical Hit Table for the left arm (labeled 1–3). The player 
  rolls the second die and gets a 2, inflicting a critical hit on the 
  ’Mech’s upper arm actuator.
  Each weapon and other piece of equipment fills at least one 
  slot on the Critical Hit Table. If the player rolls damage for a slot for 
  which no component exists; a slot that cannot take critical damage, 
  such as endo steel, CASE or ferro-fibrous armor; or a slot that 
  has already taken a critical hit, he rolls both dice again. (On pre-
  generated record sheets, the words in equipment slots that cannot 
  take critical damage always appear more faint than the words in 
  a critical slot filled with equipment that can take critical damage.)
  DETERMINING CRITICAL HITS TABLE
  Die Roll (2D6)
  Effect
  2–7
  No Critical Hit
  8–9
  Roll 1 Critical Hit Location
  10–11
  Roll 2 Critical Hit Locations
  12
  Head/Limb Blown Off; Roll 3 Critical Hit 
  Locations*
  *Roll 3 critical hit locations if the attack strikes the torso.
  
  125
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Some weapons, double heat sinks and other equipment 
  take up multiple slots on the Critical Hit Table. A single criti-
  cal hit disables any weapon or equipment except the engine, 
  gyro and sensors. (A heat sink critical hit destroys only the 
  specific heat sink hit.) Critical hits on additional slots occupied 
  by the weapon, double heat sink and so on have no further 
  effect, but soak up the critical damage; the critical is assigned 
  to the slot, but no further effects occur.
  Transferring Criticals: If all the possible slots in the 
  damaged location took critical hits in previous phases, or if no 
  items in the location can be affected by critical hits, the criti-
  cal hit transfers to the next location per the Damage Transfer 
  Diagram (this diagram also appears on every ’Mech record 
  sheet). Critical hits to the center torso and head do not trans-
  fer. However, if all the possible slots in the damaged location 
  were not hit in a previous phase, any excess critical hits do not 
  transfer and are lost.
  For example, during the Weapon Attack Phase of Turn 6, 
  an attacking unit damages the internal structure of a target 
  ’Mech’s right torso. The controlling player must immediately 
  roll to determine critical hits before resolving any further 
  weapons fire. The player rolls a 12, resulting in three critical 
  hits. The right torso of that ’Mech mounts two medium lasers, 
  one of which was destroyed during Turn 4, and so one critical 
  hit destroys the final medium laser. The two remaining critical 
  hits do not transfer and are lost. However, during the Physical 
  Attack Phase of the same turn, the same controlling player 
  damages the internal structure of the same target ’Mech’s 
  right torso. He rolls a 10 for determining critical hits, result-
  ing in two critical hits. As all possible slots in the damaged 
  location took critical hits in a previous phase, both critical hits 
  transfer to the target ’Mech’s center torso.
  ’MECH CRITICAL HIT EFFECTS
  Each type of critical hit affects a ’Mech’s performance in a 
  specific way, as described below. The critical hit locations are 
  arranged alphabetically by item; the location of the item on 
  the ´Mech (head, leg, torso, arm) is noted in parentheses.
  Four-Legged ’Mechs: Consider all leg critical hit damage 
  cumulative. Each hip critical hit reduces the quad’s Walking 
  MP by half. Three destroyed hips cut the quad’s Walking MP 
  to an eighth of its normal rate, and the pilot must modify the 
  Piloting Skill Roll target number by +4 (+6 for three destroyed 
  hips and –2 for four intact legs).
  Ammunition
  If a critical hit destroys a slot carrying explosive ammuni-
  tion, the ammo explodes (all ammunition is explosive unless 
  specifically noted otherwise in Other Combat Weapons and 
  Equipment, starting on p. 129). The MechWarrior automatically 
  takes 2 Damage Points as a result of the feedback received 
  through his neurohelmet. In addition, the ’Mech takes damage 
  to its internal structure; CASE does not prevent this damage.
  Calculate the total Damage Value of all ammo currently 
  carried in the slot and apply that total to the Internal Structure 
  Diagram (ammunition explosion damage starts the damage 
  resolution process at Step 3, as described on page 122). If the 
  location is not protected by CASE, any excess damage trans-
  fers to the internal structure of the next location. For locations 
  protected by CASE, vent any remaining damage without 
  further harm. See Other Combat Weapons and Equipment, p. 
  129, for details.
  A critical hit to an ammo slot only explodes the ammo in 
  that slot. It explodes with a force equal to the ammo’s Damage 
  Value times the shots remaining. Missile ammo explodes with 
  a force equal to the number of missiles remaining times their 
  Damage Value. For example, 1 full ton of machine gun ammo 
  explodes with a force of 400 points of damage (2 x 200), while 
  1 full ton of SRM-2 ammo explodes with a force of 200 points 
  of damage (2 x 2 x 50).
  If an ammunition slot has been emptied (the hash marks 
  of weapons fire next to the slot equal the number of shots 
  in that slot), then the slot takes the critical hit, but no further 
  damage or effects occur.
  Because an ammunition explosion damages the internal 
  structure of the location where it explodes, a roll to determine 
  critical hits is necessary.
  Arm Blown Off (Arm)
  This critical hit occurs when the player rolls a 12 on the 
  Determining Critical Hits Table, if the location hit is an arm, and 
  is automatic (the player rolling the critical hits cannot choose 
  to roll the three critical hits instead). The hit blows the arm off, 
  and the weapons and equipment mounted in that arm are no 
  longer available to the ’Mech. The arm may be picked up and 
  used as a club per the rules for Club Attacks, p. 145.
  Explosive Components: When an arm is blown off in this 
  way, any explosive components in that section do not explode.
  Cockpit (Head)
  A critical hit to the cockpit destroys that slot, kills the 
  MechWarrior and puts the ’Mech out of commission for the game.
  DF 
  DF
  Heavily modified Thunder fielded by Periphery pirates.
  
  Small Cockpit: A critical hit against a small cockpit has the 
  same effects as for a standard cockpit.
  Engine (Torso)
  ’Mech fusion engines have 3 points of shielding. Each critical 
  hit to an engine slot destroys 1 point of shielding. As shielding is 
  destroyed, the amount of heat escaping from the ’Mech’s fusion 
  drive increases.
  The first hit increases the ’Mech’s heat build-up by 5 points 
  per turn. The second hit results in 10 (total) points of added heat 
  build-up per turn, and the third critical hit to an engine slot shuts 
  down the engine and puts the BattleMech out of commission for 
  the rest of the game. Though XL and light engines take up addi-
  tional slots (in the side torsos), critical hits to any three engine 
  slots also shut down XL and light engines.
  A ´Mech is considered destroyed and out of the game if it 
  suffers three engine hits (remember to count engine slots in the 
  side torso if the torso is destroyed).
  Compact Engines: Critical hits against compact engines have 
  the same effects as for a standard engine.
  ICE: Engine critical hits on ICE-equipped ’Mechs do not gener-
  ate additional heat. Instead, the ´Mech’s controlling player makes 
  a 2D6 roll to see if the engine explodes, at the end of the phase 
  in which its ICE is hit. Apply a +3 modifier to the target number if 
  this is the second hit, or +6 if this is the third such hit. On a result 
  of 10 or greater, the engine explodes, destroying the unit. For pur-
  poses of game play, three or more internal-combustion engine 
  hits destroy the ’Mech, regardless of whether or not the engine 
  explodes. An ICE explosion destroys the ’Mech but has no effect 
  on other units.
  Fuel Cell Engines: Like ICE-equipped ’Mechs, engine hits on 
  fuel cell engines do not generate additional heat. Instead, roll to 
  see if the damage causes an uncontrolled combination of reac-
  tants that results in an explosion, destroying the unit. The rules 
  for ICE explosions above apply to engine explosion rolls for fuel 
  cell engines.
  Fission Engines: In game play, fission engines function exactly 
  like their fusion counterparts, but in addition to the normal heat 
  effects of an engine critical hit, a damaged fission power plant also 
  has a detrimental impact on the ’Mech’s operator because of radia-
  tion leakage. The first critical hit to a fission engine causes the pilot 
  to suffer one hit every six turns (beginning six turns after the turn 
  in which the original damage was caused). A second engine hit 
  decreases this damage interval to one pilot hit every three turns.
  Foot Actuator (Leg)
  This critical hit destroys the muscle (actuator) in the foot. The 
  controlling player must make a Piloting Skill Roll at the end of 
  the phase in which the critical hit occurred, with a +1 modifier 
  (in addition to any other standard modifiers); see Making Piloting/
  Driving Skill Rolls, p. 59.
  For each foot actuator damaged, reduce the ’Mech’s Walking 
  MP by 1 and add a +1 modifier to any subsequent Piloting Skill 
  Roll. (The player must refigure the Running MP as well; multiply 
  the new Walking MP by 1.5, rounding up.) A Piloting Skill Roll is 
  required whenever the ’Mech jumps; the roll is made at the end 
  of the ’Mech’s movement. For each foot actuator critical, apply a 
  +1 to-hit modifier to a kick attack.
  These effects are cumulative with other leg and foot actuator 
  damage.
  Gyro (Torso)
  The gyroscope is a ’Mech’s most sensitive piece of machinery. It 
  keeps the ’Mech upright and able to move. The gyro can survive 
  only one critical hit; the second destroys it. 
  After the first critical hit to the gyro, the controlling player must 
  make a Piloting Skill Roll at the end of the phase in which the 
  critical hit occurred, with a +3 modifier (in addition to any other 
  standard modifiers); see Making Piloting/Driving Skill Rolls, p. 59. 
  In addition, the player must make a Piloting Skill Roll every time 
  the damaged ’Mech runs or jumps, with a +3 modifier; the roll is 
  made at the end of the ’Mech’s movement.
  When a ’Mech’s gyro is destroyed (after a second critical hit), the 
  ’Mech automatically falls and cannot stand up again; the control-
  ling player makes an immediate Piloting Skill Roll, with a +6 modi-
  fier for the destroyed gyro (plus any modifiers for other damage), 
  to avoid damaging the MechWarrior during the automatic fall. 
  ’Mechs with a destroyed gyro may make weapon attacks per 
  Firing When Down, p. 113, and may change facing by one hexside 
  per turn provided they have at least 1 MP available. A ’Mech with 
  a destroyed gyro is not considered immobile.
  Compact Gyros: Critical hits against compact gyros have the 
  same effects as against a standard gyro.
  Heavy-Duty Gyros: Critical hits against a heavy-duty gyro 
  are identical to those against a standard gyro, with the follow-
  ing exceptions: it takes three critical hits to destroy a heavy-duty 
  gyro; on the first critical hit, a +1 modifier applies to all Piloting 
  Skill Rolls, but no such rolls are required when the ’Mech runs or 
  jumps; treat the second critical hit to a heavy-duty gyro as the 
  first critical hit to a standard gyro; the third critical hit destroys the 
  heavy-duty gyro with all the standard effects.
  XL Gyros: Critical hits against XL gyros have the same effects 
  as a standard gyro.
  Hand Actuator (Arm)
  A critical hit to the hand actuator destroys the muscles control-
  ling the ’Mech’s wrist and hand. Add a +1 to-hit modifier to all 
  punches made with this arm. In addition, the ’Mech can no longer 
  make physical weapon or clubbing attacks with this arm. This 
  effect is cumulative with the effects of destroyed arm actuators.
  Head Blown Off (Head)
  A hit blows off a ’Mech’s head when the player rolls a 12 on 
  the Determining Critical Hits Table for the head hit location. This 
  DF 
  DF/MD
  Griffin IIC 4, Omega Galaxy (Clan Blood Spirit) 
  
  127
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  critical hit destroys the ’Mech’s head, kills the MechWarrior 
  and puts the ’Mech out of commission for the rest of the game.
  Heat Sinks
  One critical hit to a heat sink destroys the heat sink and 
  reduces the ’Mech’s ability to dissipate heat. For example, if a 
  ’Mech is designed to dissipate 16 points of heat per turn and 
  three of its heat sinks have been destroyed, it can now only 
  dissipate 13 points of heat per turn.
  A double heat sink takes up more than one slot on the 
  Critical Hit Table but is destroyed by a single critical hit. 
  Additional critical hits to a multi-slot heat sink produce no 
  further effects. Each double heat sink destroyed reduces the 
  ’Mech’s ability to eliminate heat by 2 points.
  The loss of any heat sinks take effect at the beginning of the 
  Heat Phase of the turn in which they occur, meaning they will 
  not dissipate any heat in the turn they are destroyed.
  Hip (Leg)
  A hip critical hit freezes the affected leg in a straight posi-
  tion. The controlling player must make a Piloting Skill Roll at 
  the end of the phase in which the critical hit occurred, with a 
  +2 modifier (in addition to any other standard modifiers); see 
  Making Piloting/Driving Skill Rolls, p. 59.
  The ’Mech’s Walking MP is cut in half (round up; apply 
  before any leg or foot actuator damage MP reductions). Add 
  a +2 modifier to any Piloting Skill Rolls required, and make a 
  Piloting Skill Roll every turn that the damaged ’Mech runs or 
  jumps; the roll is made at the end of the ’Mech’s movement. 
  The ’Mech cannot make kick attacks.
  After a hip critical hit, ignore all modifiers from previous 
  critical hits on that leg. This means it is possible for a ’Mech’s 
  performance to improve after a hip critical hit if it had suf-
  fered previous critical damage to the same leg. Since the leg 
  becomes locked in a straight position, it serves as a sort of 
  crutch, making movement easier in some cases than moving 
  on a number of free-flexing damaged actuators.
  A critical hit to the second hip reduces the ’Mech’s MP to 0 and 
  adds another +2 modifier to its Piloting Skill Roll target number 
  (the ’Mech is not considered immobile, however). For four-
  legged ’Mechs, the fourth hip critical hit reduces the ’Mech’s MP 
  to 0 and adds another +2 modifier to all Piloting Skill Rolls.
  Four-legged ‘Mechs: A four-legged ‘Mech with a single hip 
  critical loses its ability to ignore the modifier for firing while 
  prone (see p. 113)
  Jump Jet (Leg/Torso)
  When a jump jet exhaust port takes a critical hit, that jump 
  jet can no longer deliver thrust. This decreases the distance 
  the ’Mech can jump. For each exhaust port hit, reduce the 
  ’Mech’s Jumping MP by 1.
  Leg Blown Off (Leg)
  This critical hit occurs when the player rolls a 12 on the 
  Determining Critical Hits Table for a leg hit location hit, and is 
  automatic (the player rolling the critical hits cannot choose to 
  roll the three critical hits instead). When a ’Mech’s leg is blown 
  off, the ’Mech automatically falls and takes normal falling 
  damage, though it might be able to stand up again. See Leg 
  Destruction, p. 122. The leg may be picked up and used as a 
  club per the rules for Club Attacks, p. 145.
  Explosive Components: When a leg is blown off in this way, 
  any explosive components in that section do not explode.
  Life Support (Head)
  Any critical hit knocks out this system permanently and 
  leaves the pilot vulnerable to increased heat; the other critical 
  location can still take damage, but this has no additional effect.
  The MechWarrior takes 1 point of damage every Heat Phase 
  that the ’Mech’s internal heat ranges from 15–25, and 2 points 
  of damage for every turn that its internal heat is 26+ on the 
  Heat Scale.
  A life-support critical hit also eliminates the ’Mech’s internal 
  air supply. If the ’Mech is submerged (in Depth 2 or deeper 
  water, or prone in Depth 1 or deeper water) in the End Phase 
  of any turn, the pilot takes 1 point of damage.
  Lower Arm Actuator (Arm)
  This critical hit destroys the actuator in the ’Mech’s lower 
  arm. Add a +1 modifier to the to-hit number for weapons 
  firing from that arm and a +2 modifier for all clubbing attacks 
  and any punches or physical weapon attacks with this arm. 
  Damage from punches with this arm is halved (round down).
  These effects are cumulative with other arm and hand 
  actuator damage in the same arm.
  Missing Actuators: Some ’Mechs are designed without 
  one or both lower arm actuators. These ’Mechs do not suffer 
  the weapon attack modifier for the missing actuators, though 
  the modifiers for physical attacks still apply.
  Lower Leg Actuator (Leg)
  This critical hit destroys the muscle (actuator) in the lower 
  leg. The controlling player must make a Piloting Skill Roll at 
  the end of the phase in which the critical hit occurred with a 
  +1 modifier (in addition to any other standard modifiers); see 
  Making Piloting/Driving Skill Rolls, p. 59.
  For each lower leg actuator damaged, reduce the ’Mech’s 
  Walking MP by 1 and add a +1 modifier to any subsequent 
  Piloting Skill Roll. (Refigure the Running MP as well; multiply 
  the new Walking MP by 1.5, rounding up.) The player must 
  make a Piloting Skill Roll whenever the ’Mech jumps; the roll is 
  made at the end of the ’Mech’s movement. For each lower leg 
  actuator critical, apply a +2 to-hit modifier to a kick attack to-hit 
  modifier and inflict half the standard damage (round down).
  RA 
  RA
  Shadow Cat Prime, Beta Galaxy (Clan Wolf) 
  
  These effects are cumulative with all other leg and foot actua-
  tor damage.
  Sensors (Head)
  When a ’Mech takes a critical hit to its sensors, add a +2 modi-
  fier to the to-hit number every time the ’Mech fires its weapons. 
  A second sensor hit makes it impossible for the ’Mech to fire its 
  weapons. Critical hits to sensors do not affect physical attacks or 
  other electronic equipment mounted by the unit (such as ECM 
  suites, C3 computers and so on).
  IndustrialMechs: The sensors on an IndustrialMech are com-
  pletely disabled after taking a single critical hit, rather than the 
  two hits necessary in a BattleMech. The other critical location can 
  still take damage, but this has no additional effect.
  Shoulder (Arm)
  A critical hit to this location freezes the shoulder joint. The 
  ’Mech may not punch or make physical weapon attacks with 
  that arm, nor may it make clubbing attacks, and a +2 modifier 
  applies to pushing attack to-hit numbers for each damaged 
  shoulder. Add a +4 modifier to the to-hit number for all weapon 
  attacks made with weapons mounted on that arm. After a shoul-
  der critical hit, ignore all other weapons fire modifiers from criti-
  cal hits to that arm.
  Upper Arm Actuator (Arm)
  This critical hit destroys the actuator in the ’Mech’s upper arm. 
  Add a +1 modifier to the to-hit number for weapons firing from 
  that arm and a +2 modifier for all clubbing attacks as well as any 
  punches or physical weapon attacks with that arm. Damage from 
  punches with the arm is halved (round down).
  These effects are cumulative with other arm and hand actuator 
  damage in the same arm.
  Upper Leg Actuator (Leg)
  This critical hit destroys the muscle (actuator) in the upper leg. 
  The controlling player must make a Piloting Skill Roll at the end 
  of the phase in which the critical hit occurred, with a +1 modifier 
  (in addition to any other standard modifiers); see Making Piloting/
  Driving Skill Rolls, p. 59.
  For each upper leg actuator damaged, reduce the ’Mech’s 
  Walking MP by 1 and add a +1 modifier to any subsequent 
  Piloting Skill Roll. (Refigure the Running MP as well; multiply the 
  new Walking MP by 1.5, rounding up.) The player must make a 
  Piloting Skill Roll whenever the ’Mech jumps; the roll is made at 
  the end of the ’Mech’s movement. Kick attacks made with the 
  affected leg have a +2 to-hit modifier and inflict half the standard 
  damage (round down).
  These effects are cumulative with all other leg and foot actua-
  tor damage.
  Weapons and Equipment
  Weapon systems are surprisingly delicate, and so a single criti-
  cal hit disables a weapon or other internal component. Though 
  some weapon systems occupy more than one slot on the Critical 
  Hit Table, the first critical hit knocks out the weapon. Additional 
  critical hits to a multi-slot weapon have no further effect, other 
  than to make the equipment more difficult to repair. For example, 
  a particle projector cannon fills three critical slots. However, the 
  PPC is disabled as soon as one of its three critical slots takes a hit.
  Explosive Components: Certain non-ammo components such 
  as gauss rifles can explode when they suffer critical hits. The spe-
  cific rules for the equipment state whether this is the case, and 
  how much damage is inflicted (see Other Combat Weapons and 
  Equipment, p. 129). These explosions are handled in the same way 
  as ammunition explosions.
  DESTROYING A UNIT
  Under the specific conditions described below, a unit is con-
  sidered destroyed. Destroyed units are removed from the map in 
  the end of the phase in which they were destroyed, and have no 
  further effect on game play.
  ’MECHS
  A ´Mech is considered destroyed and out of the game if 
  its MechWarrior dies or the ´Mech suffers three engine hits 
  (remember to count engine slots in the side torso if that torso is 
  destroyed). The destruction of the head, cockpit or center torso 
  has the same effects and renders a ’Mech destroyed. 
  MechWarrior Survival: The MechWarrior dies when the 
  destruction/loss of the head or cockpit occurs, or if the center 
  torso is destroyed by an ammunition explosion or area-effect 
  weapon. If the center torso is destroyed in any other fashion, the 
  MechWarrior does not automatically die. CASE mounted in the 
  center torso does not protect a MechWarrior from a center torso 
  ammo explosion.
  PROTOMECHS
  A ProtoMech is considered destroyed and out of the game if 
  its pilot dies or the ProtoMech suffers three critical torso hits. The 
  destruction of the center torso has the same effect. A ProtoMech 
  pilot is killed when the ProtoMech is destroyed.
  VEHICLES
  A vehicle is considered destroyed and out of the game when 
  all of its internal structure circles in one location (including 
  the turret, if any) are marked off, or when its Critical Hit Effects 
  indicates that it is destroyed. A vehicle’s crew is killed when the 
  vehicle is destroyed.
  INFANTRY
  Conventional infantry platoons are considered destroyed when 
  all circles in the unit row have been marked off. Battle armor units 
  are destroyed when all circles in each unit member’s row have 
  been marked off.
  AEROSPACE UNITS
  All aerospace units are considered destroyed and out of the 
  game if their Structural Integrity (SI) is reduced to 0 or if the unit 
  in question is destroyed through a critical hit (see Aerospace 
  Units, p. 234).
  If an aerospace unit is destroyed while airborne, it breaks up 
  in the air and so does not crash to the ground, or have any other 
  effects in game play. A pilot/crew is killed if the aerospace unit 
  is destroyed.
  
  129
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  OTHER COMBAT 
  WEAPONS AND 
  EQUIPMENT
  If a unit’s Technical Readout or record sheet game statistics 
  indicate that it carries one of the following equipment types, 
  it may significantly affect game play. Players should consult 
  the unit’s game statistics and familiarize themselves with the 
  appropriate equipment rules below before play begins.
  Note that if a weapon or equipment’s rules for playing the 
  game can be covered with the stats that appear on the appro-
  priate Weapons and Equipment Tables, then it will not appear 
  in this section. Weapons and equipment will only appear in 
  this section if they have additional rules for playing the game 
  that cannot be covered on the appropriate Weapons and 
  Equipment Tables and under Weapons and Equipment, p. 113
  Advanced Weapons and Equipment: If a unit mounts 
  any weapons and/or equipment not found here, or on the 
  appropriate Weapons and Equipment tables (see p. 303), then 
  the weapon/equipment in question is either advanced (not 
  appropriate for standard tournament play) and is covered 
  in  Tactical Operations, or has no direct impact on BattleTech 
  game play, only affecting construction (such weapons and/or 
  equipment that are not considered advanced are described 
  in TechManual).
  Specific Units: Multiple unit types can use the following 
  weapons and equipment. Some weapons and equipment that 
  might appear on a given unit’s record sheet (or in Technical 
  Readout game statistics) may only be mounted on a specific 
  type of unit. If a weapon or equipment does not appear here 
  or on the appropriate Weapons and Equipment Tables (see 
  p. 303), look in the appropriate section for that unit (Combat 
  Vehicles, Support Vehicles, Infantry and Aerospace Units).
  Terminology: Some equipment below uses the standard-
  ized abbreviations on the Weapons and Equipment tables to 
  explain its effects (see Weapons and Equipment, p. 113).
  ACTIVE PROBE
  An active probe only affects game play if players are using 
  the Hidden Units rules from the Creating Scenarios section (see 
  p. 256). Otherwise, the active probe has no effect, though its 
  slot can soak up a critical hit (such a critical hit has no effect).
  Under the Hidden Units rules, an active probe can detect any 
  hidden ’Mech, battle armor or vehicle (but not conventional 
  infantry, or battle armor infantry equipped with any type of 
  stealth armor), if at the end of a Ground Movement Phase 
  the concealed unit lies inside the probe’s range (see Weapons 
  and Equipment tables, p. 303) and line of sight would exist 
  between the unit carrying the probe and the hidden unit (if 
  that unit were not concealed). 
  Water: If an active probe is in a location of a unit that is above 
  the surface of a water hex, it cannot detect a unit hidden underwa-
  ter. In other words, for an active probe to work underwater, it must 
  have a clear LOS to the hidden unit that passes only through under-
  water hexes. The one exception are naval vessels. If an active probe 
  is located in the “body” of a naval vessel, on the surface, the probe 
  can be used to locate hidden units both above and below the water.
  ANTI-MISSILE SYSTEM
  Any time a successful to-hit attack is made with a Missile 
  Weapon (see p. 113) against a unit carrying an AMS, and 
  strikes in the attack direction covered by the firing arc where 
  the AMS is mounted, the defending player can choose to 
  engage the AMS. Each AMS cannot engage more than one 
  missile attack per turn. The result is as follows:
  • 
  The attacking player applies a –4 to the die roll result 
  when rolling on the Cluster Hits Table (an AMS never 
  reduces a roll on the table below 2)
  • 
  If the missile weapon is a Streak launcher, treat the 
  launcher as though the controlling player rolled an 11 
  on the appropriate column of the Cluster Hits Table, then 
  apply the –4 modifier to determine how many missiles 
  struck the target.
  • 
  If the missile weapon attack is only a single missile (such 
  as a Narc Missile Beacon), roll 1D6: on a result of 1-3 the 
  missile is destroyed, on a result of 4-6 the missile strikes 
  the target. 
  MM 
  MM
  The personal guards of the Coordinator of the Combine, an Otomo lance marches to face its enemies in honorable combat. 
  
  The player cannot choose for the AMS to not engage, as it is always 
  active until it runs out of ammo or is destroyed; 1 shot of ammuni-
  tion is marked off each time the AMS engages a missile weapon.
  If, in a single Weapon Attack Phase, more than one missile weapon 
  successfully strikes the target in the attack direction covered by 
  the firing arc where an AMS is mounted, the defending player can 
  choose which missile weapon to inflict the modifier against.
  Only 1 AMS can engage 1 missile weapon in a turn, regardless 
  of how many AMS cover the attack direction. If a unit mounts 
  more than 1 AMS that covers the same attack direction, the 
  defender chooses the order in which they activate and against 
  which missile weapons they inflict their modifiers. 
  AMS only works against weapons that are Type M (Missile 
  Weapons: see p. 113). Weapons that lack this Type, regardless of 
  their name or any other factor, are unaffected.
  Cluster Hit Table Modifiers: The AMS Cluster Table modifier 
  is cumulative with other Cluster table modifiers, for instance the 
  bonus generated by NARC or Artemis IV-equipped missiles. In 
  that instance, the net effect on the Cluster Table would be –2.
  Critical Hits: Anti-missile system ammo explodes for Damage 
  Value 2 per shot of ammo. 
  Aerospace Units: AMS against missile attacks from aerospace 
  units operates as described above, with the following excep-
  tions: for each AMS in the appropriate attack direction from an 
  attacking aerospace unit, roll 1D6 and subtract that number 
  from the missile’s standard-scale Attack Value before generating 
  Damage Value groupings (see Determining Hit Location, p. 238, in 
  Aerospace Units); AMS has no effect against Capital Missiles.
  ANTI-BATTLE ARMOR PODS (B-PODS)
  When a ’Mech is targeted by infantry for a leg or swarm attack, 
  the controlling player can activate one or more B-Pods, with each 
  activated B-Pod targeted at the same infantry unit, or against 
  multiple units at the controlling player’s discretion.
  The activation of a B-Pod occurs and is resolved before the leg or 
  swarm attack to-hit roll is made, which could affect the to-hit roll 
  (for example, troopers might be eliminated). B-Pods mounted in 
  the legs or center torso can be used against leg attacks, while those 
  on the arms, head, or any torso location can engage swarm attacks.
  Each B-Pod automatically hits and inflicts damage equivalent 
  to a 20-point attack—split into groups of 5-point Damage Value 
  groupings—against battle armor. Conventional infantry receive 
  1D6 points of damage (double if in clear terrain). Swarming infan-
  try are forced off the ’Mech as if the ’Mech had fallen (see p. 222).
  B-Pods mounted in a ’Mech’s legs (or any location on a vehicle) can 
  also be used against infantry located in the same hex; as above, mul-
  tiple B-Pods can be used in the same turn in this fashion against the 
  same target, or against multiple targets. In such a case, the damage to 
  a battle armor unit is equivalent to a 10-point attack, split into 5-point 
  groups of Damage Value groupings, while an attack against conven-
  tional infantry receives 1D6/2 (round down) points of damage (1D6/3, 
  rounding down, against mechanized infantry) to a minimum of 1.
  Damage from a B-Pod is only applied to a single infantry unit, 
  never to multiple infantry units. B-Pods have no effect on any 
  other type of unit.
  Critical Hits: Unexpended B-Pods that take a critical hit 
  explode for 2 points of damage. Expended B-Pods can still be 
  affected by a critical hit in the same way as empty ammo bins.
  One-Shot: B-Pods are single-shot weapons, meaning they can be 
  fired once and then cannot be used for the remainder of the game. 
  ANTI-PERSONNEL POD (A-POD) 
  When infantry units make anti-’Mech attacks or point-blank 
  shots from hiding (see rules for Anti-’Mech Attacks, p. 220, and 
  Hidden Units, p. 259 in Creating Scenarios), a ’Mech with an A-pod 
  can defend itself by detonating the pod before the infantry player 
  makes the to-hit roll. If the defender triggers an A-pod, any con-
  ventional infantry unit (friendly or enemy) in the same hex as the 
  ’Mech takes 1D6 – 1 (minimum 1) points of damage before resolv-
  ing its own attack. A-pods do not affect battle armor.
  Critical Hits: Unexpended A-pods that take a critical hit do 
  not explode, but simply become inoperative. Critical hits can still 
  affect expended A-pods in the same way as empty ammo bins.
  One-Shot: A-Pods are single shot weapons, meaning they 
  can be fired once and then cannot be used for the remainder 
  of the game.
  ARTEMIS IV FCS
  Add +2 to the die roll when rolling on the Cluster Hits Table 
  for attacks by standard LRM/SRM launchers, as well as MML 
  launchers, using this system and firing Artemis-equipped mis-
  siles (see p. 140).
  Special Munitions: Artemis IV cannot be used with Streak SRM 
  or Narc missile beacon munitions. It can be used with any other 
  kind of special munitions, but those munitions do not gain any 
  benefits from the Artemis IV. The system may be used with one-
  shot (OS) missile packs.
  Ammunition: If the launcher is loaded with normal ammo, it 
  can still be used but functions as a normal launcher.
  Critical Hits: If the Artemis system assigned to a specific 
  launcher is destroyed, the missile launcher can still be fired as a 
  normal launcher.
  LRM Indirect Fire: The Artemis system has no effect on LRM 
  missiles fired indirectly.
  BACKHOE
  This equipment can be used to make a physical attack; see 
  Physical Weapon Attacks, p. 146. A Support Vehicle cannot use the 
  backhoe to make any kind of attack against another unit, but it 
  can be used to attack a building hex.
  Buildings: A backhoe attack inflicts 1D6 points of damage 
  (in addition to its standard Damage Value, see Physical Weapon 
  Attacks, p. 146) to a building hex.
  BRIDGE-LAYER (LIGHT, MEDIUM, HEAVY) 
  While a unit is carrying this one-hex-long folding bridge, any 
  attacks that otherwise would have hit the locations where the 
  bridge is mounted will hit the bridge instead, reducing its CF by 
  a like amount of damage. Once the bridge’s CF has fallen to 0, it 
  is considered destroyed, and the location takes attack damage 
  normally. Critical hits to the bridge disable the mechanism that 
  deploys it. Additional critical hits have no effect. If the bridge has 
  not yet been deployed, the unit cannot make attacks from any 
  weapons mounted in its location.
  The bridge-layer’s controlling player may declare that the unit 
  is deploying the bridge during any End Phase. The unit must 
  remain stationary during the following turn. At the end of that 
  turn, the bridge is placed in the hex directly in front of the bridge-
  layer, along the same facing as the unit. (The bridge cannot 
  extend away from the bridge-layer at an angle. A bridge may be 
  placed in any water hex, but must be adjacent to at least one land 
  hex or another bridge).
  
  131
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  The bridge is made of a strong, lightweight material and 
  is supported by flotation devices when deployed on water. 
  A bridge can support units weighing up to twice its current 
  CF before collapsing. This limit is the total weight of all units 
  occupying the bridge in a particular hex.
  Alternatively, the bridge can be placed between two 
  elevated hexes to cover a gap, provided no more than a one-
  level difference exists between the two hexes. 
  Support Vehicles: A Support Vehicle mounting a bridge-
  layer uses the rules above, except any attack that otherwise 
  would have hit the turret location hits the bridge.
  BULLDOZERS
  A bulldozer can clear a path through a rubble hex, allowing 
  units to move through it as if traversing a clear hex. This process 
  takes a varying amount of time, based on the type of structure 
  the rubble represented before it was destroyed. Rubble from 
  a light structure takes two turns to clear. Each heavier class of 
  structure doubles the required time, so a medium structure 
  takes four turns, a heavy structure takes eight turns, and the 
  rubble from a hardened structure takes sixteen turns to clear. 
  A vehicle with a bulldozer can clear a rubble hex even if the 
  type of vehicle the bulldozer is mounted on would normally 
  be prohibited from entering rubble. While clearing rubble, the 
  vehicle must remain in the hex, though it can make facing 
  changes as usual. It can also make weapon attacks, though 
  the vehicle is treated as if it were moving at Flank speed when 
  calculating its attacker to-hit modifiers.
  Also, a bulldozer takes half the standard damage (round 
  down) when it charges (it takes standard damage from being 
  charged). Each time the bulldozer takes damage to its front 
  armor, roll 2D6. On a result of 2, the bulldozer blade is destroyed.
  Buildings: Double the standard charging damage against the 
  target when a vehicle with a bulldozer charges a building hex.
  C3 COMPUTER (MASTER/SLAVE) 
  The C3 computer system can link up to twelve ’Mechs or 
  vehicles together—utilizing a series of C3 Master and C3 
  Slaves—in a communications network that will share target-
  ing information.
  To make an attack using a C3 computer network, calculate 
  the to-hit number using the range to the target from the net-
  worked unit nearest the target. Use the firing unit’s modifiers 
  for movement, terrain effects, minimum range and so on. A 
  weapon attack using a C3 network must conform to standard 
  LOS restrictions and cannot fire beyond its maximum range, 
  though a well-placed lancemate may allow the firing unit to 
  use his weapon’s short-range to-hit number at long range.
  The C3 network itself has no maximum range, but only units 
  actually on the playing area can benefit from the network, 
  and the C3 Master (or C3 Masters if using a company-sized 
  network) must be on the playing area.
  While a unit may mount both a C3 Master and a C3 Slave, it 
  may not use both at once. For units so equipped, at the start 
  of game designate which C3 system is operational.
  While a unit may mount both a C3 Master and a C3 Slave, it 
  may not use both at once. For units so equipped, at the start 
  of game designate which C3 system is operational. A unit may 
  only belong to a single network.
  TAG: The C3 Master (but not the C3 Slaves) exactly dupli-
  cates the function of target acquisition gear (see TAG; p. 142).
  LOS: While units must have LOS to a target to make an 
  attack using a C3 system, the C3 system itself need not have 
  LOS. For example, in the C3 Diagram on page 132, if there 
  were a Level 2 hill in hex 0409 (blocking LOS between the unit 
  in Hex B and the target in Hex A), the units in Hexes C and D 
  would still be able to target the ’Mech in Hex A as though they 
  were at a Range of 2 (see Water, below, for the exception).
  LRM Indirect Fire: A C3 network does not help when 
  launching or spotting targets for indirect fire (see p. 111). 
  Note that TAG (which conveys the benefits of spotting if it 
  hits) does benefit, however.
  Minimum Ranges: Minimum range is always determined 
  from the attacking unit to the target.
  Variable Damage Weapons: The range, to determine the 
  Damage Value of a Variable Damage Weapon, is always deter-
  mined from the attacking unit to the target.
  Stealth Armor: Armor that inflicts range modifiers against 
  attacking units does not confuse a C3 network. Only apply 
  the additional range modifiers based on the range between 
  the target and the nearest unit in the network; do not apply 
  modifiers based on the range between the target and the 
  attacking unit in the network. The only modifiers to consider 
  between the attacking unit and the target are Minimum 
  Range modifiers.
  Water: If a C3 of any kind is in a location of a unit that is 
  above the surface of a water hex, it cannot be linked to a C3 
  system underwater. In other words, for a C3 of any kind to be 
  linked underwater, it must be able to draw an LOS to the other 
  units in the C3 system that passes only through underwater 
  hexes (note that this need not be a clear LOS, as noted above). 
  The one exception are naval vessels. If a C3 of any kind is 
  located in the “body” of a naval vessel, on the surface, the C3 
  can be linked to units both above and below the water.
  BRIDGE-LAYER TABLE
  Type
  Weight
  Crits.
  CF
  Light
  1
  2
  8
  Medium
  2
  4
  20
  Heavy
  6
  12
  45
  DF 
  DF
  Forces from the Word of Blake’s First Division surround a Steel Viper Goshawk 3. 
  
  In the C3 diagram, the BattleMech in Hex A on the Open 
  Terrain #2 map is facing enemy units in Hexes B, C, D and 
  E, which are connected to a C3 network. The VTOL vehicle in 
  Hex B is closest to the enemy, at a Range of 2; even though it 
  is at Elevation 10, elevations are never taken into consider-
  ation when determining range to target. The ’Mech in Hex 
  C can attack as though it were at a Range of 2, provided the 
  weapons it fires have a Maximum Range of 4 or more. The 
  Combat Vehicle in Hex D can also fire as though at a Range of 
  2, but must add the terrain modifier for firing through the light 
  woods in Hex F. The BattleMech in Hex E cannot attack the 
  ’Mech in Hex A because no line of sight exists between the two 
  units. In all cases, if the ’Mechs in Hex C, D or E fired weapons 
  with minimum ranges, those ranges must be taken into con-
  sideration, with the range determined from the attacker to the 
  target, not the range from the VTOL in Hex B to the target. 
  Designating A C3 Network
  Prior to the start of play, the controlling player of a C3 network 
  must clearly designate on his unit’s record sheets which C3 
  Masters controls which C3 Masters and/or C3 Slaves, and which C3 
  Master connects three C3 Masters together to form a company-
  level (12 unit) C3 network; as noted above, the C3 network can 
  never be extended beyond 12 units. 
  To designate a C3 network, use the following rules:
  • 
  A C3 Master can only control one to three C3 Slaves or one to 
  three C3 Masters.
  • 
  While a C3 Master controls another C3 Master, it cannot 
  control a C3 Slave.
  • c3 diagram • 
  • c3 configuration diagram • 
  
  133
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  The C3 Configuration diagram illustrates the only four ways 
  (see All C3 Master Network below for the exception) a C3 network 
  can be created (while there are additional ways a network can 
  be created, for Standard Rules gameplay these are the only 
  four). In each of the four diagrams, a circle represents either 
  a ’Mech or vehicle; an “S” represents a C3 Slave, while an “M” 
  represents a C3 Master. The arrows show the network links 
  between C3 Masters and C3 Slaves, while the colors differenti-
  ate between each lance-level (4 unit) C3 network. 
  In Configuration 1, two of the three C3 lance-level networks 
  are built with a single C3 Master controlling three C3 Slaves 
  (the maximum number a C3 Master can control). In the third 
  lance, a C3 Master is networked to two C3 Slaves, while the 
  fourth and final unit of the lance carries the C3 Master that 
  networks the three C3 Masters of each lance (the maximum 
  number a C3 Master can control) into a twelve unit C3 network; 
  the unit carrying the C3 Master that links the three lances is 
  automatically networked into the system.
  In Configuration 2, everything remains the same, but 
  instead of a separate unit carrying the C3 Master that links 
  the three lances, a single unit carries two C3 Masters; in the 
  third lance, the C3 Master can control three C3 Slaves now, as 
  opposed to the two C3 Slaves it controlled in Configuration 1, 
  maintaining a twelve unit C3 network.
  In Configuration 3, three of the C3 Masters are carried by a 
  single unit, with a single C3 Master carried by a separate unit. 
  As a C3 Master cannot control more than three C3 Masters or 
  three C3 Slaves, the network is down to only eleven units.
  Finally, in Configuration 4, all four of the C3 Masters are 
  carried by a single unit. As with Configuration 3, since a C3 
  Master can only control three C3 Masters or three C3 Slaves, the 
  network is down to only ten units.
  All C3 Master Network: The only allowable variation on 
  those four configurations is to replace C3 Slaves with C3 
  Masters. For example, in Configuration 1, if the controlling 
  player replaced any of the C3 Slave in the red lance with a C3 
  Master, then all three C3 Slaves in that lance would have to 
  be replaced with C3 Masters, as a C3 Master cannot control 
  another C3 Master and control a C3 Slave simultaneously. Such 
  an exchanging of C3 Slaves for C3 Masters can happen at the 
  lance-level, without affecting the company-level. In the cited 
  example, even if the entire red lance was composed of C3 
  Masters, the blue and green lances could still be composed of 
  networks consisting of a C3 Master and three C3 Slaves.
  Multiple Networks: If multiple C3 networks are established 
  at the start of the game and they are not designated as con-
  nected before play begins, they can never share targeting 
  information during the scenario, regardless of destroyed units. 
  For example, if a controlling player fielded Lances A and B, and 
  each lance of four units are connected by a C3 network, but 
  the lances were not designated at the start of play as being 
  part of the same network (regardless of whether they could be 
  connected), even if a unit in Lance A is destroyed during the 
  game, a unit in Lance B could not join the network in Lance A.
  Losing a C3 Network
  The destruction of a ’Mech or vehicle carrying a C3 Master, 
  or a critical hit to the C3 Master, eliminates the portion of the 
  network it controlled. If the ’Mech carrying the C3 Master 
  that connects the three C3 Masters together to form a twelve 
  unit C3 network is destroyed (or if that designated C3 Master 
  is destroyed due to a critical hit), than the three lance-level 
  networks still function, but can no longer share targeting 
  information, one lance to another.
  The destruction of a unit carrying a C3 Slave has no effect on 
  the rest of the C3 network.
  For example, in the C3 Configuration 1 diagram, if the C3 
  Master in the red lance is destroyed (either through the 
  destruction of the carrying unit or through a critical hit), the 
  three C3 Slave carrying units would be severed from the C3 
  network completely. In the same configuration diagram, if 
  the C3 Master in the yellow lance that links all three lances 
  together is destroyed through a critical hit, all three lance-
  level C3 networks would still operate, but the lances could not 
  share information, and the unit that carried that C3 Master 
  would be severed completely from the network.
  IMPROVED C3 COMPUTER
  The C3i computer follows the standard C3 computer rules 
  above, with the following changes.
  In place of a “master” C3i computer, every unit in an 
  improved C3i network must mount a C3i computer. Up to six 
  units may be linked in a single C3i network. Multiple networks 
  cannot be linked together.
  Because no master computer exists in an improved C3i 
  network, the entire network cannot be shut down by the loss 
  of a single unit. Only those units in the effect radius of enemy 
  ECM or whose C3i computer is destroyed by a critical hit are 
  isolated from the network. 
  Improved C3i computers are not compatible with standard 
  C3 Masters/C3 Slaves and do not have the TAG capability of the 
  standard C3 Master.
  CARGO BAYS
  If a critical slot containing cargo is hit, all cargo in that loca-
  tion is destroyed.
  CASE 
  (CELLULAR AMMUNITION STORAGE EQUIPMENT)
  If ammo (or any other explosive component, such as a gauss 
  rifle) in a CASE-equipped location explodes, it still damages 
  the internal structure in that location as normal. However, any 
  excess damage simply dissipates, rather than transferring to 
  • c3i diagram • 
  
  an additional internal structure location. Remember that the loss 
  of all internal structure in a side torso location also blows off the 
  corresponding arm, though the arm is not damaged by the explo-
  sion and can still be used as a club (see p. 145).
  If an ammo explosion transfers into a location protected by CASE, 
  the internal structure in that location takes damage as normal. All 
  excess damage is dissipated, as above. For example, if an Inner 
  Sphere ’Mech suffered an arm ammo explosion and damage trans-
  ferred to a side torso equipped with CASE, the internal structure of 
  the side torso would suffer damage as normal, and then the excess 
  damage would harmlessly blow out the CASE panels.
  Critical Hits: Critical hits on slots occupied by CASE have no 
  effect and should be re-rolled.
  Vehicles: See Ammunition under Ground Combat Vehicle 
  Critical Hit Effects in the Combat Vehicles section, p. 193.
  Aerospace Fighters: See Heat, p. 161.
  CHAINSAW 
  A chainsaw can be used to make a physical attack; see Physical 
  Weapon Attacks, p. 146.
  A chainsaw can clear a path through wooded hexes. Instead of 
  having to make multiple weapon attacks and track Terrain Factor 
  (see Clearing Woods, p. 112), using a chain saw simply takes two 
  turns to reduce a wooded hex from its current state to one lower; 
  heavy woods become light woods, and light woods become rough 
  terrain. Two units can combine to reduce this time to one turn.
  While clearing woods, the unit must remain in the hex, though 
  it can make facing changes as usual. It can also make weapon 
  attacks, though all shots receive a +2 modifier as though the unit 
  were moving at Running/Flank speed.
  Buildings: A chainsaw attack inflicts 1D6 points of damage 
  (in addition to its standard Damage Value, see Physical Weapon 
  Attacks, p. 146) to a building hex.
  Support Vehicles: Two Support Vehicles mounting chainsaws 
  can reduce a wooded hex in one turn.
  The chainsaw mounted on a Support Vehicle can also be used 
  in a charge attack with a +1 to-hit modifier, plus applicable move-
  ment and terrain modifiers. A successful attack inflicts 5 points 
  of damage to ’Mechs, vehicles and battle armor. Against ’Mechs, 
  use the appropriate Kick Location Table or the appropriate full Hit 
  Location Table if the ’Mech is prone. Against conventional infan-
  try, the chainsaw delivers 1D6 damage; this damage is applied as 
  though the attack came from another infantry unit (see Attacks 
  Against Conventional Infantry, p. 215). 
  COMBINE
  A combine can be used to make a physical attack; see Physical 
  Weapon Attacks, p. 146. A Support Vehicle cannot use a combine 
  to make any kind of attack.
  Against conventional infantry, the combine delivers 1D6 damage; 
  this damage is applied as though the attack came from another 
  infantry unit (see Attacks Against Conventional Infantry, p. 215).
  DUAL SAW
  A dual saw can be used to make a physical attack; see Physical 
  Weapon Attacks, p. 146.
  Buildings: A dual saw attack inflicts 2D6 points of damage 
  (in addition to its standard Damage Value, see Physical Weapon 
  Attacks, p. 146) to a building hex.
  Support Vehicles: A dual saw can clear a path through wooded 
  hexes, using the rules for a chainsaw (see Chainsaw, above).
  The dual saw can also be used in a modified charge attack with 
  a +1 to-hit modifier, plus applicable movement and terrain modi-
  fiers. A successful attack inflicts 7 points of damage to all units 
  (use the Kick Location Table for a standing ’Mech, or the appropri-
  ate full Hit Location Table against a prone ’Mech). Against conven-
  tional infantry, the dual saw delivers 1D6 damage; this damage 
  is applied as though the attack came from another infantry unit 
  (see Attacks Against Conventional Infantry, p. 215). A successful 
  attack against a ’Mech forces a Piloting Skill Roll as though the 
  ’Mech had been charged (see Charge Attacks, p. 148).
  DUMPER
  A unit equipped with a dumper can empty all the cargo in the 
  dumper’s location at the end of the Movement Phase, at no MP 
  cost. Any equipment or personnel dumped take damage equiva-
  lent to a Level 1 fall (see Falling, p. 68, or Unit Displacement, p. 151, 
  for infantry). 
  A unit cannot dump cargo on top of another unit in the same 
  hex, unless transferring the cargo to a friendly unit.
  ECM SUITE 
  An ECM suite has an effect radius of six hexes that creates a 
  “bubble” around the carrying unit. The ECM’s disruptive abilities 
  affect all enemy units inside this bubble, as well as any line of 
  sight traced through the bubble. It has no effect on units friendly 
  to the unit carrying the ECM.
  In the ECM diagram, the ’Mech in Hex A on the Open Terrain 
  #1 map is equipped with an ECM suite, which has an effect radius 
  of six hexes (shown as the shaded area). The suite affects any 
  enemy unit in this area or any enemy LOS traced through it. The 
  ’Mech in Hex B is affected because it falls inside the effect radius. 
  A shot from Hex C to Hex D would also be affected because LOS 
  passes through the radius. A shot from Hex C to Hex E would not 
  be affected because LOS does not pass through the radius.
  Within its effect radius, an ECM suite has the following effects on 
  the following systems. The ECM suite does not affect other scan-
  ning and targeting devices, such as TAG and targeting computers.
  Active Probe: Active probes cannot penetrate the ECM’s 
  area of effect. The probing unit would notice that it is being 
  jammed, however.
  Artemis IV FCS: ECM blocks the effects of Artemis IV fire 
  control systems. Artemis-equipped launchers may be fired as 
  normal missiles through the ECM, but they lose the Cluster Hits 
  Table bonus.
  Narc Missile Beacon: Missiles equipped to home in on an 
  attached Narc pod lose the Cluster Hits Table bonus for that 
  system if the pods themselves lie within an ECM “bubble.” The 
  Narc launcher itself (standard and iNarc) is not affected by ECM.
  C3 and C3i Computer: ECM has the effect of “cutting off” any C3- 
  equipped unit from its network. If a C3 master unit is isolated from 
  the network because it ventures inside the ECM radius, the entire 
  portion of the network below it is effectively shut off (all units 
  subordinate to it on the diagram on p. 132). Only those C3 units 
  able to draw an LOS to the master unit that does not pass through 
  the ECM radius can access the network. If the master unit that con-
  nects the lances of a company lies inside the ECM effect radius, the 
  
  135
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  link between the lances is lost, though each lance’s network 
  functions normally (unless the ECM also interferes with them 
  individually).
  Water: If an ECM Suite is in a location of a unit that is above 
  the surface of a water hex, it cannot affect units underwater. 
  In other words, for an ECM Suite to affect units underwater, it 
  must be in a location that is underwater. The one exception 
  are naval vessels. If an ECM Suite is located in the “body” of a 
  naval vessel, on the surface, the ECM Suite can affect units both 
  above and below the water.
  Using the C3 diagram on p. 132, the situation becomes 
  quite different if the BattlMech in Hex A is equipped with an 
  ECM Suite. The units in Hexes B, C and D would be cut off from 
  the network because they are within six hexes of the ECM unit.
  ENDO STEEL
  Critical hits against an endo steel critical slot have no effect 
  and should be re-rolled.
  EXTENDED FUEL TANKS/CELLS 
  Extended Fuel Tanks that are filled or partially filled fuel 
  tanks explode like ammunition (such that CASE may mitigate 
  the effects of this blast as normal) for 20 points of damage. 
  Empty Extended Fuel Tanks are treated as empty ammunition 
  bins (see p. 125).
  FERRO-FIBROUS ARMOR
  Critical hits against any type of ferro-fibrous armor (standard, 
  light or heavy) critical slot have no effect and should be re-rolled.
  GAUSS RIFLE
  If a slot containing any type of gauss ammunition takes a 
  critical hit, the ammo does not explode, but the hit destroys 
  the ammo-feed mechanism, rendering the rest of the ammu-
  nition in that slot useless. 
  A critical hit on the Gauss rifle itself destroys the capacitors 
  that power the weapon, causing a catastrophic discharge of 
  the capacitor’s stored energy with results identical to an ammu-
  nition explosion; only mark off as destroyed the critical slot that 
  was hit. If a Gauss rifle takes a critical hit, treat the result as a 
  20-point ammunition explosion in the location containing the 
  rifle. The Gauss rifle is immediately powered down and further 
  hits to other critical slots have no effect during game play.
  Heat: Excess heat does not cause a gauss rifle or its ammu-
  nition to explode
  Anti-Personnel Gauss Rifle
  Treat a critical hit against an anti-personnel Gauss as a 3-point 
  ammunition explosion in the location containing the rifle.
  • ecm diagram • 
  
  Light Gauss Rifle
  Treat a critical hit against a light gauss rifle as a 16-point ammu-
  nition explosion in the location containing the rifle.
  Heavy Gauss Rifle
  The heavy Gauss rifle follows all the rules for Gauss rifles, with 
  the following exceptions.
  A ’Mech expending any MP and firing a heavy Gauss rifle in the 
  same turn requires the attacker to make a Piloting Skill Roll at the 
  end of the Weapon Attack Phase, with the following modifiers 
  based on the unit’s weight class: Assault –1, Heavy 0, Medium 
  +1 and Light +2. Unlike other Piloting Skill Roll effects, this is 
  not cumulative; if the same unit fires two heavy Gauss rifles in 
  the same turn, two rolls would be required, but only the single 
  modifier would apply to each roll. Other standard modifiers (such 
  as 20+ points of damage inflicted in the Weapon Attack Phase, 
  damage to actuators and gyros and so on) apply to the Piloting 
  Skill Roll as usual.
  Critical Hits: Treat a critical hit against a heavy Gauss rifle as 
  a 25-point ammunition explosion in the location containing the 
  critical slot struck. If a heavy Gauss rifle is split between the center 
  torso and side torso, CASE located in the side torso that contains 
  the heavy Gauss rifle stops any transfer of damage to the center 
  torso; if the Gauss rifle is struck in the center torso, however, a 
  25-point ammunition explosion applies to the center torso.
  Fighters and Small Craft: Fighters and Small Craft apply a +1 
  to-hit modifier to any attack made with a heavy Gauss rifle.
  Hyper-Assault Gauss Rifle
  When an HAG hits a target, roll on the appropriate column of 
  the Cluster Hits Table, but apply a +2 modifier at short range and 
  a –2 modifier at long range. Treat a result of less than 2 as 2, and a 
  result of greater than 12 as 12. 
  Once the Damage Value has been determined from the Cluster 
  Hits Table, damage from an HAG is divided into 5-point Damage 
  Value groupings (any remainder damage assigned to a final 
  grouping), with each grouping assigned to a different location 
  using the appropriate Damage Location Table (provided the 
  target has separate locations).
  Critical Hits: Treat a critical hit against a hyper-assault Gauss 
  rifle as an ammunition explosion in the location containing the 
  critical slot struck: HAG 20 as a 10-point explosion; HAG 30 as a 
  15-point explosion; HAG 40 as a 20-point explosion.
  Flak: When used against an eligible target (see p. 114), apply 
  a –1 modifier plus the standard –2 Flak modifier to the to-hit 
  number (for a total –3 modifier).
  Targeting Computer: This weapon can use a targeting com-
  puter when making attacks, except when using the Flak weapon 
  effect or for aimed shots (see Targeting Computer, p. 143).
  HEAVY-DUTY PILE DRIVER 
  A pile-driver can be used to make a physical attack; see Physical 
  Weapon Attacks, p. 146.
  Buildings: A pilediver attack inflicts 1D6 points of damage 
  (in addition to its standard Damage Value, see Physical Weapon 
  Attacks, p. 146) to a building hex.
  Support Vehicles: Support Vehicles can use this powerful con-
  struction equipment to make a modified charge attack with a +3 
  to-hit modifier, plus applicable movement and terrain modifiers. 
  A successful attack inflicts 9 points of damage against the target 
  (use the Kick Location Table for a ’Mech, or the full Hit Location 
  Table for a prone ’Mech). A successful attack against a ’Mech 
  forces a Piloting Skill Roll as though the ’Mech had been charged 
  (see Charge Attack, p. 148).
  LIFT HOISTS
  Each lift hoist allows a unit to lift cargo equal to half its tonnage 
  (or 200, whichever is lower). These limits can be combined—for 
  example a 30-ton IndustrialMech mounting two lift hoists can lift 
  cargo weighing up to 30 tons. 
  MM 
  MM
  On Itabaiana, forces from House Kurita’s Ryuken-ni attempt to challenge ’Mechs from Diamond Shark’s Omega Galaxy to another Trial of Possession for Clan supplies. 
  
  137
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Units suffer no movement penalty when carrying cargo up 
  to half their tonnage. When carrying cargo greater than half 
  its tonnage, reduce the unit’s Walking/Cruising MP by 1. (Also 
  refigure the Running/Flank MP, multiplying the new Walking 
  MP by 1.5 and rounding up.) 
  A ’Mech mounting TSM can lift double the usual cargo 
  (cargo equal to its full tonnage for each lift hoist mounted). 
  However, when carrying cargo that weighs more than the 
  ´Mech’s tonnage, reduce the ’Mech’s Walking MP by 2 (this also 
  means refiguring the Running MP; multiply the new Walking 
  MP by 1.5 and round up). While Industrial TSM is always “on” 
  (see Industrial TSM, p. 143), standard TSM requires the unit to 
  raise its heat scale to 9 or more before receiving this benefit.
  In both instances above, if the recalculated Walking/
  Cruising MP is reduced to zero or less, then the unit is con-
  sidered to have a Walking/Cruising MP of 1 and cannot run or 
  flank; it can, however, use the Minimum Movement Rule (see p. 
  49) to enter a hex.
  Carrying vs. Loading or Unloading Cargo: If a unit 
  simply carries cargo in the lift hoists, as opposed to loading 
  or unloading it into cargo bays, the unit can lift or set down 
  its cargo in a single turn, though all the rules for cargo carriers 
  still apply (see p. 261). The unit stops to lift or set down the 
  cargo in a Movement Phase (Ground), and sets down or lifts 
  said cargo by the End Phase of the same turn.
  If a unit mounts sufficient dedicated cargo capacity (see 
  Cargo Bays, p. 133), all the cargo lifted in the hoists can be 
  transferred to the internal cargo bays in two turns, though all 
  the rules for cargo carriers still apply for (see p. 261). The unit 
  stops to lift the cargo into (or set it down from) its bays in a 
  Movement Phase (Ground), and loads or unloads said cargo 
  by the End Phase of the following turn. In this case, the carrier 
  incurs no movement penalty.
  Combat: For purposes of combat, treat cargo in a lift hoist 
  as unprotected cargo; resolve damage per the Cargo Carrier 
  rules in the Creating Scenarios section (see p. 261).
  Units Carrying Non-Infantry Units: Lift hoists cannot be 
  used to lift another unit of any kind during combat. However, 
  a unit can begin the scenario transporting another non-
  infantry unit (infantry units are carried as normal cargo). A 
  transported unit is inactive and so cannot perform any action. 
  A dropped unit does not risk destruction as cargo does, but 
  instead suffers damage as if it fell a number of levels equal to 
  the distance between the transporting unit and the surface 
  directly below it (minimum 1).
  Area effect attacks damage both the carrying unit and its 
  transported unit equally; any other attacks may strike either 
  the carried unit or the transport. Roll a D6 after each such suc-
  cessful attack on the carrying unit: on a 1-3 the transported unit 
  is hit instead, with the direction of attack determined as if the 
  transported unit was facing the same direction as its carrier.
  MACHINE GUN ARRAY (MGA)
  The range of a given MGA is the same as for the appropriate 
  machine gun type, grouped (light, standard or heavy).
  When an MGA hits a target, roll on the appropriate column 
  of the Cluster Hits Table (an MGA 3 rolls on the 3 column, an 
  MGA 4 on the 4 column and so on). The result is the number 
  of hits that struck the target, with each hit’s damage equal 
  to the Damage Value of the appropriate machine gun type, 
  grouped (light, standard or heavy).
  Once the number of hits has been determined, roll once 
  on the appropriate Hit Location Table and apply all hits to 
  that location as separate damage groups (such damage may 
  result in multiple critical hit rolls when damaging a target). 
  This means that if an MGA 4 rolls on the Cluster Hits Table, 
  with three machine guns hitting, and then rolls the target 
  ’Mech’s head as its hit location, the weapon causes 3 points 
  of damage to the MechWarrior and subsequently forces three 
  Consciousness Rolls. 
  Shutting Off MGAs: Like heat sinks, the MGA can be 
  turned off during the End Phase of a turn. In any subsequent 
  turn, the grouped machine guns can be fired individually. The 
  MGA can then be turned back on during the End Phase of any 
  turn, after which it functions as described above.
  Critical Damage: If a machine gun is destroyed (such as 
  through a critical hit), use the next appropriate column of the 
  Cluster Hits Table to determine damage. If the MGA critical 
  slot is destroyed (such as through a critical hit), the machine 
  guns revert to individually fired weapons.
  ProtoMechs: A ProtoMech can only fire a MGA into the 
  front firing arc.
  Conventional Infantry: After a successful MGA attack 
  against conventional infantry, the controlling player does 
  not roll on the Cluster Hits Table. Instead, all machine guns 
  grouped in the array hit the target; the controlling player 
  rolls the appropriate number of damage dice for the type 
  of MGA (light, standard and heavy) times the number of 
  machine guns in the array. For example, the player rolls 2D6 
  x 4 for an MGA 4 to determine how much damage the infan-
  try unit takes.
  MASC (MYOMER ACCELERATOR SIGNAL CIRCUITRY)
  Any ’Mech with MASC can activate the system as it declares 
  which movement mode it will use. The player declares that he 
  is using the MASC system and immediately rolls 2D6 (before 
  the ’Mech moves). 
  On a result of 3 or higher, the ’Mech can run that turn at a 
  speed equal to double its current Walking MP. 
  On a result of 2, the player automatically assigns one 
  critical hit to each leg that has not yet been destroyed; the 
  player does not roll on the determining critical hits table. For 
  a biped with both functioning legs, two critical hits would 
  be assigned, one to each leg, while a four-legged ’Mech 
  would assign a total of four critical hits, one to each leg; 
  this damage is applied before the ’Mech moves. Any speed 
  reductions that occur apply immediately, with the control-
  ling player recalculating the appropriate Walking MP and 
  then doubling that new number to determine how many 
  total MPs the ’Mech may expend that turn due to the MASC 
  system activation. 
  The player must roll 2D6 every turn the ’Mech is using 
  MASC to determine whether or the system delivers a critical 
  hit to each leg. On the second consecutive turn of MASC use, 
  a result of 4 or less inflicts a critical hit to each leg. A result of 6 
  or less inflicts a critical hit to each leg on the third consecutive 
  turn, 10 or less on the fourth, and the fifth turn of MASC use, a 
  critical hit is automatically assigned to each leg.
  
  For each turn in which the system is not used, reduce the 
  target number at which critical hits are assigned by one interval, 
  but never below 3. For example, a player using MASC for three 
  consecutive turns needs a result of 7 or higher on the third turn to 
  avoid inflicting critical damage. After an intervening turn of not 
  using the system, the player needs a 5 or higher to avoid inflict-
  ing critical hits on the ’Mechs legs. Two turns without using MASC 
  reduces the threshold number to the original 3.
  Piloting Skill Rolls: Any Piloting Skills that might result from the 
  critical hits are resolved immediately, before the ’Mech moves. 
  Critical Hits: When a MASC slot suffers a critical hit, the equip-
  ment ceases to function for the remainder of the game. If the critical 
  damage occurs during the Movement Phase (Ground) while the ’Mech 
  is using MASC (for example, because of a fall), the MASC immediately 
  stops functioning and the player must recalculate the unit’s MP. If this 
  recalculation results in the unit having already expended more MP 
  than it has available, its movement ends.
  MINING DRILL 
  A mining drill can be used to make a physical attack; see 
  Physical Weapon Attacks, p. 144.
  Buildings: A mining drill attack inflicts 1D6 points of damage 
  (in addition to its standard Damage Value, see Physical Weapon 
  Attacks, p. 144) to a building hex.
  Support Vehicles: A Support Vehicle can use the mining drill 
  to make a modified charge attack with a +0 to-hit modifier, plus 
  applicable movement and terrain modifiers. A successful attack 
  inflicts 4 points of damage to the target (use the Kick Location 
  Table for ’Mechs, or the full Hit Location Table for a prone ’Mech). 
  A successful attack against a ’Mech forces a Piloting Skill Roll as 
  though the ’Mech had been charged (see Charge Attack, p. 148).
  MISSILE LAUNCHERS
  The following rules cover missile launchers that fall outside the 
  standard rules for such weapons.
  ATM (Advanced Tactical Missile System)
   Resolve an attack with an ATM system in the same way as a 
  standard LRM attack, with the following exceptions.
  The ATM includes an integral Artemis IV targeting system at no 
  cost in space or tonnage; add +2 to the Cluster Hits Table die roll 
  for the weapon. The integral system functions exactly like stan-
  dard Artemis IV, and may be jammed by enemy ECM. In addition, 
  ATM launchers cannot use any special missile munitions, aside 
  from the two variants specifically designed for them.
  An ATM can use two custom-made ammunition loads: 
  extended-range (ER) and high-explosive (HE). These are unique 
  to the ATM; other launchers cannot use them. Like other special 
  munitions, they must be carried in full-ton lots, and the control-
  ling player must announce the missile type to be used during 
  weapon attack declaration.
  Damage from ATM hits is divided into 5-point Damage Value 
  groupings, regardless of missile type used. Multiply the Cluster 
  Hits Table result by the damage per missile, then divide the total 
  damage into 5-point groupings for hit location.
  The ATM may not fire indirectly using the LRM Indirect Fire rules.
  Multi-Missile Launcher
  The multi-missile launcher can fire SRMs or LRMs, and each 
  missile type retains its characteristic damage and ranges.
  MMLs can use standard SRM or LRM ammunition, as well as 
  all missile special munitions that can be used by either LRM 
  or SRM launchers (see p. 140). This includes Artemis and Narc-
  compatible missiles.
  Damage is assigned per the type of missile fired; LRMs fired 
  from an MML are divided into 5-point Damage Value groupings, 
  while SRMs are divided into 2-point groupings.
  Missile Ammo: A unit can carry LRM and SRM ammo slots for 
  the MML, announcing during attack declaration which ammo 
  type will be used. A one-shot MML may have for its single shot 
  any munition type available to MML.
  Streak SRMs (Short-Range Missiles)
  A player attempting to lock a Streak missile on target must 
  make a standard to-hit roll during the Weapon Attack Phase as 
  if he were firing a standard SRM. If successful, the player immedi-
  ately fires his Streak SRM at the locked-on target. All Streak mis-
  siles automatically hit (no roll on the Cluster Hits Table is required), 
  and the player rolls as normal to determine the hit locations. If the 
  roll fails, the player does not achieve a lock and so does not fire 
  the SRMs or build up any heat.
  The player must roll for a targeting lock each turn, even if he 
  achieved a lock in the previous turn. The player must make a 
  separate to-hit roll for each individual Streak system being fired.
  Torpedo Launcher
  Torpedo launchers can be any size SRM or LRM launcher and 
  are designed to function underwater; they use the same statis-
  tics as any SRM or LRM launcher, as found on the Weapons and 
  Equipment tables (see p. 303). Torpedoes may only be fired from 
  or into a water hex of Depth 1 or greater, and the attacker must 
  trace LOS through water hexes of Depth 1 or greater. When using 
  torpedo launchers, a submerged attacker may fire on a target on 
  the surface of the water, or an attacker on the surface may fire at a 
  submerged target, in exception to the normal rules on Intervening 
  Terrain (see p. 100).
  If a torpedo hits a location that is not submerged or in the 
  water (a turret, for example), re-roll the location.
  NAIL/RIVET GUN 
  A nail/rivet gun only inflicts damage against conventional infan-
  try and Support Vehicles with a Barrier Armor Rating (BAR) of less 
  than 5; a nail/rivet gun attack inflicts 1D6 points of damage. If the 
  location struck does not contain armor (meaning the nail/rivet gun 
  hits internal structure), apply its standard Damage Value to the 
  struck location; ignore any damage transfer to an armored location.
  Critical Hits: If a location containing nail/rivet gun “ammuni-
  tion” takes a critical hit, the ammo does not explode, but the hit 
  destroys the ammo-feed mechanism, rendering the rest of the 
  ammunition in that slot useless. 
  NARC MISSILE BEACON
  If a Narc missile beacon attack hits, the Narc pod is attached to 
  the target unit; the target’s player should still roll a hit location 
  to determine exactly where the pod attaches. If that location is 
  destroyed during any subsequent turn, the pod is also destroyed 
  and its effects are lost during the end of the phase in which the 
  location was destroyed.
  
  139
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
   In all following combat phases, any unit attacking with 
  Narc-equipped missiles adds +2 to the result of the roll on 
  the Cluster Hits Table. This modifier remains in effect for the 
  targeted unit throughout the rest of the battle. 
  Other Narc pods attached to a target have no additional 
  effect. Other Narc beacons in the target hex do not confuse 
  Narc-guided missiles. The Narc system can be used to aid 
  narc-equipped  SRM and LRM missile attacks, but does not 
  affect attacks made with special munitions or launchers. 
  Critical Hits: Exploding Narc ammo causes 2 points of 
  damage per pod. 
  Buildings: Narc pods cannot be fired into or inside buildings. 
  ECM: Narc-guided missiles function like conventional 
  missiles if the narc pod they are homing in on is within the 
  “bubble” of an active enemy ECM suite; they do not receive the 
  +2 modifier when rolling on the Cluster Hits Table (See ECM 
  Suite, p. 134).
  Indirect LRM Fire: Once a Narc pod is attached to a target, 
  all Narc-equipped missiles may be fired indirectly at that 
  target without a spotter; all other standard modifiers for 
  Indirect LRM fire apply (see p. 111). In addition, if used in this 
  manner, the Narc-equipped missiles lose their +2 modifier to 
  the roll result on the Cluster Hits Table.
  Infantry: A Narc missile beacon cannot be used to attack 
  infantry.
  Improved Narc Launcher
  The iNarc functions just like a standard Narc missile beacon, 
  with the following exceptions.
  The improved pods launched by the iNarc are larger than 
  standard Narc pods, and can be brushed off in the same way 
  as swarming anti-’Mech infantry (see p. 220). A successful roll 
  destroys one pod of the target’s choice. Unlike swarming infantry, 
  jumping movement or falling does not knock off iNarc pods. 
  Because they have no arms, vehicles cannot brush off the pods, 
  but if a vehicle does not move or fire for an entire turn and its 
  crew is not stunned, all attached iNarc pods can be removed in 
  that turn’s End Phase (this rule has no effect on standard Narc 
  pods, which cannot be removed during game play).
  Critical Hits: If a slot containing iNarc ammo is critically hit, 
  the resulting ammo explosion inflicts 3 points of damage per 
  shot remaining in the bin.
  PLASMA WEAPONS
  If a location containing plasma weapon ammunition takes 
  a critical hit, the ammo does not explode, but the hit destroys 
  the ammo-feed mechanism, rendering the rest of the ammu-
  nition in that slot useless. (A critical hit against the plasma 
  weapon does not cause the weapon to explode.)
  Heat: Excess heat does not cause a plasma weapon or its 
  ammunition to explode.
  Underwater Operations: Plasma weapons cannot be fired 
  underwater.
  Woods and Buildings: Once the Damage Value of a 
  plasma weapon has been determined for an attack, double 
  the damage it inflicts against a woods or building hex.
  Aerospace Units: Plasma weapons, while considered 
  energy weapons, have ammunition and so cannot be used in 
  a strafing attack, only in strike attacks (see p. 245). 
  Battle Armor: Battle armor units that mount fire-resistance 
  armor are immune to damage from the heat of a plasma 
  weapon. The armor also reduces any standard Damage Value 
  by half, rounded down (see Fire Resistant Armor, p. 228). For 
  example, a plasma rifle inflicts 10 points of damage, plus an 
  additional 2D6 damage from heat against any unit that does 
  not track heat; against a battle armor unit mounting fire resis-
  tance armor, the plasma rifle only inflicts a 5-point Damage 
  Value grouping (10 / 2 = 5).
  Conventional Infantry: Against infantry, the damage dealt 
  by plasma weapons (both the base damage, if any, as well as 
  any variable damage rolled) is not reduced due to the weap-
  on’s Type. For example, though it is a Direct Energy weapon, a 
  Plasma Rifle hit deals its full 10+2D6 damage.
  Plasma Cannon
  A plasma cannon delivers no damage, aside from 2D6 points 
  of heat, to ’Mechs, aerospace fighters and small craft during 
  the Heat Phase (see Outside Heat Sources, p. 159). For any other 
  unit type, apply 3D6 damage. After determining Damage 
  Value by rolling 3D6, divide the damage from a plasma cannon 
  into 5-point Damage Value groupings (assign any remaining 
  damage to a final grouping), with each grouping assigned to 
  a different location using the appropriate Damage Location 
  Table (provided the target has separate locations).
  Plasma Rifle
  In addition to its standard Damage Value of 10, a plasma rifle 
  delivers 1D6 points of heat to ’Mechs, aerospace fighters, and 
  small craft during the Heat Phase (see Outside Heat Sources, 
  p. 159). For any other unit type, add 2D6 extra damage. After 
  determining the extra Damage Value by rolling 2D6, combine 
  that damage with the standard 10-point Damage Value. Then 
  divide that total into 5-point Damage Value groupings (assign-
  ing any remaining damage to a final grouping), with each 
  Goshawk 3, Beta Galaxy (Clan Steel Viper)
  DF 
  DF
  
  grouping assigned to a different location using the appropriate 
  Damage Location Table (provided the target has separate loca-
  tions; in the case of battle armor, apply each grouping as per the 
  normal rules for attacks against battle armor: see p. 219).
  RETRACTABLE BLADE 
  During the Movement Phase (Ground), the controlling player 
  must designate whether the blade is extended or retracted before 
  moving the unit on which it is mounted. When retracted, the unit 
  can use the hand actuator on the same arm as normal. When 
  extended, the hand actuator cannot be used to carry items or 
  execute a punch or push attack. 
  The retractable blade can be used to make a physical attack; 
  see Physical Weapon Attacks, p. 144.
  ROCK CUTTER 
  A rock cutter can be used to make a physical attack; see Physical 
  Weapon Attacks, p. 146.
  Buildings: A rock cutter attack inflicts 3D6 points of damage 
  (in addition to its standard Damage Value, see Physical Weapon 
  Attacks, p. 146) to a building hex.
  Support Vehicles: A Support Vehicle can make a modified 
  charge attack with a +2 to-hit modifier, plus applicable move-
  ment and terrain modifiers. A successful attack inflicts 5 points of 
  damage to all units (use the Kick Location Table for ’Mechs, or the 
  full Hit Location Table against a prone ’Mech). A successful attack 
  against a ’Mech forces a Piloting Skill Roll as though the ’Mech 
  had been charged (see Charge Attack, p. 148).
  ROTARY AUTOCANNON
  A player wishing to clear a jammed a rotary autocannon (see 
  Rapid-Fire Weapons, p. 114) during a game must declare in the 
  End Phase of any turn that he or she will attempt to clear the 
  weapon in the next turn. During the turn in which the player is 
  attempting to clear the weapon, the unit that suffered the jam 
  must stand still or expend Walking/Cruising MP (the unit may not 
  run/flank or jump). The unit also cannot make weapon attacks 
  (including TAG attacks or spotting for indirect LRM fire, though 
  all other electronics, such as C3 and Guardian ECM suites, operate 
  normally). At the end of the Weapon Attack Phase, the player 
  controlling the unit should make a Gunnery Skill Roll with a +3 
  modifier. A successful roll indicates the weapon is cleared and can 
  be used in successive turns; a failure means the jam is not cleared 
  (though the player may attempt to clear the weapon in a sub-
  sequent turn). Any rotary autocannon that jams may be subject 
  to a clearing attempt, though each individual weapon may only 
  be the subject of a single clearing attempt per turn (a separate 
  Gunnery Skill Roll is made for each attempt).
  Critical Hits: If a rotary autocannon suffers a critical hit while 
  jammed, the hit causes an ammo explosion with a Damage Value 
  equal to a single shot for the weapon.
  SPECIAL MUNITIONS
  Some weapons (standard autocannons, standard LRM and 
  SRM launchers and NARC missile beacons) can use different sub-
  munitions. Before play begins, a player should determine what 
  weapons his or her units mount and then, based on the informa-
  tion below, what submunitions (if any) those weapons may use.
  Special munitions must be assigned in full-ton lots and clearly 
  marked on the carrying unit’s record sheet. For example, if an 
  ammo slot on a record sheet reads “Ammo (LRM 5) 24”, a player 
  can review the submunitions below before play begins to find 
  those that can be used in LRMs and then assign all 24 shots in 
  that slot to the selected special munition (except for special 
  munitions that assign only half the ammo per ton (round down) 
  to each critical slot).
  The player must announce the type of special munition to be 
  used during weapon attack declaration. If the player makes no 
  announcement, assume that he or she is firing normal munitions 
  (provided the weapon in question has a corresponding ammo 
  slot available).
  The following list does not cover ammunition that comes 
  standard with a given ammo-fed weapon type: autocannon, 
  Gauss, LRM, SRM, Streak, Narc and so on. Those standard muni-
  tions are either covered in the description for a given launcher on 
  the appropriate Weapons and Equipment tables (beginning on 
  p. 303), under Missile Launchers (see p. 138) or under the specific 
  weapon description in this section.
  No launcher may combine more than one special munition or 
  other special property (Streak, Artemis and so on) in a single shot 
  unless specifically allowed by the rules for that item.
  Infantry: Unless stated otherwise, infantry may not carry 
  special munitions.
  Armor-Piercing Ammunition 
  Every attack with armor-piercing ammunition that successfully 
  damages armor provides a chance for a critical hit, even if the 
  internal structure took no damage. After marking off the armor 
  damage for the attack, roll once on the Determining Critical Hits 
  Table. Apply a modifier to the die roll based on the type of auto-
  cannon used: –1 for an AC/20, –2 for an AC/10, –3 for an AC/5 or 
  –4 for an AC/2. If the initial attack damages the internal structure, 
  make the standard roll for possible critical hits. Armor-piercing 
  ammunition has no additional effect for attacks that damage 
  internal structure.
  The weight of armor-piercing ammunition means that a ton 
  of armor-piercing ammo contains half as many shots as a ton 
  of standard ammo (rounded down). In addition, armor-piercing 
  rounds are harder to aim, adding a +1 modifier to the to-hit 
  number at all ranges.
  Aerospace Units: Armor-piercing ammo has no effect against 
  aerospace units.
  Vehicles: Every successful attack against a vehicle auto-
  matically causes a roll on the appropriate column of the Vehicle 
  Critical Hits Table, corresponding to the location damaged; in the 
  case of Support Vehicles with a BAR less than 10, apply a +2 modi-
  fier to the die roll. In both cases, the standard modifiers inflicted 
  by armor-piercing ammunition for determining critical hits still 
  apply when rolling on the Vehicle Critical Hits Table (see p. 192).
  Weapon Type: Standard and light ACs 
  Technology Base: Inner Sphere
  Artemis-Equipped Missiles 
  Artemis-equipped missiles used in conjunction with an Artemis 
  IV FCS (see p. 130) gain a +2 modifier when rolling on the Cluster 
  Hits Table.
  Weapon Type: Standard LRMs/MMLs/SRMs
  Technology Base: Clan or Inner Sphere 
  
  141
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Cluster Ammunition 
  For attacks made with cluster munitions, apply a –1 
  modifier to the to-hit number at all ranges. Resolve successful 
  attacks as a cluster weapon (see LB-X Weapons, p. 120).
  When firing cluster munitions, LB-X autocannons cannot 
  make aimed shots, and they also lose the benefits of the firing 
  unit’s targeting computer (if any); see Targeting Computer, p. 143.
  Flak: Cluster ammo can be used to make flak attacks (see 
  Flak, p. 114).
  Weapon Type: LB-X ACs 
  Technology Base: Clan or Inner Sphere 
  ECM Pod 
  On a successful attack, treat the target as if within a hostile 
  ECM field (see ECM Suite, p. 134). The ECM pod has no effect 
  radius of its own, and thus does not affect other units—it only 
  works on targets to which it is attached. ECM pods have no 
  effect against infantry units.
  Weapon Type: iNarc
  Technology Base: Inner Sphere
  Explosive Pod 
  On a successful attack, the target suffers 4 points of 
  damage (6 for iNarcs); if ammunition is critically hit, the result-
  ing ammo explosion inflicts 4 points of damage (6 for iNarcs) 
  per shot remaining in the ammo bin slot.
  Weapon Type: Narc/iNarc 
  Technology Base: Inner Sphere
  Flechette Ammunition 
  Apply the standard Damage Value of the autocannon to 
  conventional infantry as though the attack were from an 
  infantry unit; half damage to all other units (round down). 
  This damage is in addition to the doubling of damage against 
  conventional infantry in a clear hex. In addition, double the 
  standard damage against woods hexes.
  Weapon Type: Standard and light ACs
  Technology Base: Inner Sphere
  Fragmentation Missile 
  Apply the standard Damage Value of the missile launcher 
  (do not roll on the Cluster Hits table) to conventional infantry 
  as though the attack were from an infantry unit; no damage 
  to all other units or building hexes. This damage is in addition 
  to the doubling of damage against conventional infantry in 
  a clear hex. In addition, double the standard damage against 
  woods hexes.
  Weapon Type: Standard LRMs/SRMs 
  Technology Base: Inner Sphere
  Haywire Pod 
  On a successful attack, the target suffers a +1 to-hit modi-
  fier to all weapon attacks (including TAG) and may not spot 
  for indirect LRM attacks. Multiple pods are not cumulative and 
  have no further effect. Haywire pods have no effect against 
  infantry units.
  Weapon Type: iNarc
  Technology Base: Inner Sphere
  Homing Pod 
  The homing pod has an improved ability to attract Narc-
  equipped missiles (see Narc-Equipped Missile, p. 142). In addi-
  tion to the usual +2 modifier when rolling on the Cluster Hits 
  Table, apply a –1 to-hit modifier to all Narc-capable missile 
  attacks made against a target that has been hit with an iNarc 
  homing pod. Homing pods have no effect against infantry units.
  Weapon Type: Narc/iNarc
  Technology Base: Inner Sphere
  Infernos 
  Infernos deliver no standard Damage Value. Instead, depend-
  ing on the target unit type, they deliver heat or automatic chances 
  for critical damage, or they automatically eliminate troopers.
  Building Hexes: Each missile that strikes a building hex 
  inflicts 2 points of damage to the hex. Additionally, each 
  missile that strikes a building hex may also affect units 
  inside the building on the level of the building that was hit 
  by inferno missiles. For every unit on the level of the build-
  ing that was hit, roll 1D6. On a result of 1-4, the missile has 
  no effect against that unit. On a result of 5-6, the missile also 
  strikes the unit, with the following rules for each unit type in 
  effect. It is possible for one missile to strike multiple units on 
  the same level of the building hex. Note that inferno missiles 
  are an exception to the Attacking Units Inside Buildings rules 
  (see p. 171) for all unit types except infantry. If an infantry unit 
  inside a building is struck as described above, consult the 
  Infantry Damage in Buildings Table (see p. 172) to see what per-
  centage of missiles also affect the infantry (round normally).
  Woods: Every missile that strikes a woods hex inflicts 4 
  points of damage to the hex.
  ProtoMechs: Every three missiles that strike a ProtoMech unit 
  potentially destroy a ProtoMech location. After all inferno attacks 
  against a ProtoMech have been resolved, add together the total 
  number of inferno missiles that struck the target. For each three 
  missiles, roll once on the ProtoMech Hit Location Table; note 
  that a result of a near miss is still a near miss and so the infernos 
  would have no effect. That location is destroyed; automatically 
  mark off the shaded box furthest to the right in that location on 
  the Hit Locations and Critical Hits section of the record sheet.
  Infantry: After all inferno attacks against an infantry unit 
  have been resolved for the turn, add together the total 
  number of inferno missiles that struck the unit. In neither 
  case is this modified by terrain or infantry type. Every missile 
  that strikes a conventional infantry unit automatically elimi-
  nates three troopers; every three missiles that strike a battle 
  armor unit automatically eliminate one randomly determined 
  trooper (unless the unit mounts fire resistant armor; see Fire 
  Resistant Armor, p. 228). In neither case is this further modified 
  by terrain or infantry type.
  INFERNO AMMO EXPLOSION TABLE
  Heat Level
  Avoid Number
  10 
  4+
  14 
  6+
  19
   8+
  Heat Level
  Avoid Number
  23 
  10+
  28
   12
  
  For example, if two separate SRM attacks utilizing inferno mis-
  siles result in a total of five missiles striking a battle armor unit, 
  only a single trooper would be eliminated; if those same five mis-
  siles strike a conventional infantry platoon, 15 troopers would be 
  eliminated.
  ’Mechs, Aerospace Fighters, and Small Craft: For every 
  missile that strikes the target, increase the unit’s heat level by 2 
  points during the Heat Phase of the turn in which the infernos 
  hit (see Outside Heat Sources, p. 159). The additional Heat lasts for 
  only 1 turn.
  Conventional Fighter: Every three missiles that strike a con-
  ventional fighter inflict 1 point of SI damage; after all inferno 
  attacks against the unit have been resolved, add together the 
  total number of inferno missiles that struck the target and then 
  determine how much damage is inflicted against the SI.
  DropShips: No effect.
  Vehicles: Every missile that strikes the target automatically 
  causes a roll on the appropriate column of the appropriate unit’s 
  Critical Hits Table, corresponding to the location hit (see Ground 
  Combat Vehicle Critical Hit Effects, p. 193), with the following modi-
  fiers to the dice roll result: –2 for Combat Vehicles; no modifier 
  for Support Vehicles (unless the Support Vehicle has the Armored 
  chassis modification and a BAR of 10, in which case it is treated as 
  a Combat Vehicle).
  Attacks by Battle Armor: In addition to the standard rules for 
  infernos described in this section, battle armor making use of 
  inferno missiles that do not also mount fire resistant armor have 
  additional rules (see Infernos, p. 229).
  Attacks by SRM Infantry: An SRM infantry platoon that hits 
  its target does so with a number of inferno missiles equal to its 
  Damage Value after rolling on the Cluster Hits Table, divided by 2 
  (round fractions down).
  Tracking Heat: ’Mechs, aerospace fighters, and small craft that 
  carry infernos must make an additional set of Heat Scale Avoid 
  Rolls to determine whether or not the inferno ammo explodes per 
  the Inferno Ammo Explosion Table. The inferno Avoid Rolls at 19, 
  23 and 28 heat points must be made in addition to the normal 
  Avoid Rolls required at these heat levels. If the inferno ammo 
  explodes, it inflicts 2 heat per missile to the carrying unit, to a 
  maximum of 30 heat, along with the standard damage from an 
  SRM explosion.
  Weapon Type: Standard SRMs
  Technology Base: Clan or Inner Sphere 
  Narc-Equipped Missile 
  Narc-equipped missiles gain a +2 modifier when rolling on the 
  Cluster Hits Table, when fired on any unit hit by a friendly Narc-
  Equipped beacon. Friendly iNarc beacons also apply a –1 modifier 
  to the to-hit roll for attacks using Narc-equipped missiles.
  Weapon Type: Standard LRMs/SRMs
  Technology Base: Clan or Inner Sphere 
  Nemesis Pod 
  A successful attack tags the target. Units friendly to a tagged 
  target that fire Artemis IV-capable missiles, semi-guided missiles 
  or Narc-equipped missiles will attack the Nemesis-tagged unit 
  instead of their enemy, if it is along the LOS between the attacker 
  and the target, and LOS exists between the attacker and the 
  Nemesis-tagged unit and the Nemesis-tagged unit is not under-
  water. Apply a +1 modifier to such unintentional attacks, starting 
  with the closest Nemesis-tagged friendly if more than one unit 
  meets the criteria. Nemesis pods have no effect against infantry.
  Weapon Type: iNarc
  Technology Base: Inner Sphere
  Precision Ammunition 
  When firing precision ammunition, reduce the target move-
  ment modifier by 2 to a minimum of zero.
  A ton of precision ammo contains half as many shots as a ton of 
  standard ammo (rounded down).
  Weapon Type: Standard and light ACs 
  Technology Base: Inner Sphere
  Semi-Guided Missile 
  When firing semi-guided missiles at any target in range suc-
  cessfully designated by a friendly TAG (below), the attacker 
  ignores the target movement modifier (if firing indirectly, also 
  ignore indirect fire, terrain and spotter movement modifiers).
  Once a successful to-hit roll has been made, use the rules for 
  standard LRMs to determine the number of missiles that struck 
  the target, hit locations and so on.
  Weapon Type: Standard LRMs 
  Technology Base: Inner Sphere
  SALVAGE ARM 
  A unit mounting a salvage arm cannot use it to make any kind 
  of attack. A ’Mech that makes a punch or push attack with an arm 
  that mounts a salvage arm should treat the attack as though the 
  arm in question has no hand actuator.
  SPOT WELDER
  A spot welder can be used to make a physical attack; see 
  Physical Weapon Attacks, p. 146.
  STEALTH ARMOR SYSTEM
  A ’Mech with the stealth armor system must also mount an 
  ECM suite. When the stealth armor system is not engaged, the 
  ECM suite functions normally. When the stealth armor system 
  is engaged, the ECM does not function, but the ’Mech suffers 
  effects as if in the radius of an enemy ECM suite (see p. 134). If the 
  ECM suite is destroyed, the stealth armor system cannot function.
  A player may turn the stealth armor system on or off during the 
  End Phase of any turn. A ’Mech may also start the game with the 
  system engaged; this must be indicated on the unit’s record sheet.
   While the system is engaged, attacks against a unit equipped 
  with stealth armor receive additional to-hit modifiers of +1 at 
  medium range and +2 at long range. In addition, a ’Mech with its 
  stealth armor system engaged cannot be attacked as a secondary 
  target (see Multiple Targets Modifier, p. 109).
  Finally, while engaged, the stealth armor system generates 10 
  heat points per turn.
  Aerospace Units: Stealth armor has no effect on attacks by 
  aerospace units.
  Critical Hits: Critical hits against a stealth armor critical slot 
  have no effect and should be re-rolled.
  Infantry: A unit that is carrying or being swarmed by infan-
  try of any type does not lose its stealth modifiers. Transported 
  battle armor does not receive any benefits from a carrying unit’s 
  stealth armor.
  TAG (TARGETING ACQUISITION GEAR)
  Targeting acquisition gear designates (or “paints”) an enemy 
  unit to be struck by another unit’s weapons. Instead of making 
  a to-hit roll for TAG during the Weapon Attack Phase, all units 
  needing to make TAG to-hit rolls do so after the end of the 
  Movement Phase (Aerospace), but before the beginning of the 
  Weapon Attack Phase (initiative is still followed, however).
  To use TAG equipment for target designation, calculate the 
  to-hit number as for a standard weapon attack. As using TAG 
  
  143
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  occurs before the Weapon Attack Phase, it does not count 
  towards the number of targets a unit engages in the Weapon 
  Attack Phase.
  If the to-hit roll fails (meaning the TAG spotter fails to 
  designate the target), TAG has no further effect. If the to-hit 
  roll is successful, the system designates the target for that 
  turn’s Weapon Attack Phase; the target unit is designated for 
  any number of attacks from any number of units using TAG-
  guided ammunition, such as semi-guided missiles (p. 142).
  Successful TAG designation also spots the target for Indirect 
  LRM Fire (see p. 111), but as it occurs before the Weapon 
  Attack Phase, no spotting to-hit modifier is incurred if the unit 
  also fires weapons in the Weapon Attack Phase. This counts as 
  the one target a unit can spot each turn.
  A TAG system cannot designate infantry, but can designate 
  any other target, such as a building or other hex and so on 
  (see Target, p. 42 of Playing the Game). 
  ProtoMechs: The five ProtoMechs of a ProtoMech Point may 
  declare different targets for any mounted TAGs. For example, if all 
  the ProtoMechs in a ProtoMech Point mounted a TAG, they could 
  declare up to five different targets with TAG in the same turn.
  Vehicles: TAG mounted in a vehicle’s body location is con-
  sidered to have a front firing arc.
  TARGETING COMPUTER
  To make an attack using the targeting computer, follow all 
  standard rules for weapons of that type, but modify the to-hit 
  number for any attacks using the unit’s weapon by –1 (see DE/
  DB: Direct-Fire Energy or Ballistic Weapon, p. 113, to find which 
  weapons can be used with a targeting computer).
  The controlling player may use the targeting computer to 
  attempt to attack a specific hit location on an active unit. To do 
  so, an attacking unit ignores the standard –1 to-hit modifier 
  for the targeting computer and uses the Aimed Shots rule (see 
  p. 110), but applies an additional +3 to-hit modifier. The target 
  need not be immobile when using a targeting computer to 
  make such an aimed shot; if the target is not immobile, then 
  the –4 to-hit modifier for an attack against an immobile target 
  does not apply. An attacker cannot target a ’Mech’s head 
  when making an aimed shot with a targeting computer.
  If using a targeting computer to make an aimed shot against 
  an immobile target, apply an additional –1 modifier (represent-
  ing the targeting computer) to the –4 immobile target modifier. 
  All other rules for an aimed shot remain the same.
  Hyper-Assault Gauss Rifles: Hyper-Assault Gauss Rifles may 
  not use a targeting computer to make an aimed shot.
  LB-X Autocannons: When firing cluster munitions, LB-X 
  autocannons lose the benefits of the firing unit’s targeting 
  computer.
  Pulse and Rapid-Fire Weapons: Pulse and rapid-fire 
  weapons may not use a targeting computer to make an 
  aimed shot, unless a rapid-fire weapon is firing a single shot, 
  in which case it can make an aimed shot as described above).
  TRACKS 
  During the Movement Phase, the controlling player of a 
  ’Mech equipped with tracks must declare what movement 
  mode the ´Mech will use throughout the turn—foot or 
  tracked. These modes cannot be combined.
  Tracks provide Track MP equal to the ’Mech’s Walking MP, 
  but do not provide a corresponding Running MP. Actuator 
  critical hits do not reduce tracked movement, but a critical hit 
  on a track—or the loss of a leg containing a track—reduces 
  the Track MP by half for a humanoid chassis (or by a quarter 
  for quad chassis designs). While moving in tracked mode, 
  leg actuator and gyro critical hits do not require a Piloting 
  Skill Roll, though Piloting Skill Rolls for suffering 20 points 
  of damage or sustaining kick, charge or push attacks are still 
  required and should be modified appropriately for compo-
  nent damage.
  While using tracked movement, ’Mechs receive all the MP 
  bonuses (including the +1 MP for paved surface movement) 
  and terrain restrictions (including those for heavy woods 
  and Depth 1+ water, not changing more than one level in a 
  hex and so on) that apply to tracked vehicles. Tracked move-
  ment generates heat as normal for a walking ’Mech (as with 
  walking, ICE-equipped ’Mechs generate no heat), but TSM 
  movement modifiers do not apply for a ’Mech using tracked 
  movement.
  If a ’Mech is using tracked movement in the turn when its 
  gyro is destroyed, it does not automatically fall. In addition, it 
  can continue to use tracked movement provided it starts a 
  Movement Phase on its feet.
  ’Mechs mounting tracks are more vulnerable to anti-’Mech 
  infantry. Any leg attacks receive a –2 to-hit modifier. 
  TSM (TRIPLE-STRENGTH MYOMER)
  Triple-strength myomer provides a benefit only when a 
  BattleMech is running hot. If a BattleMech is equipped with 
  triple-strength myomer, for each turn that it ends with a heat 
  level of 9 or higher, the following effects take place the next 
  turn; apply other modifiers that decrease movement, such as 
  heat and damage, normally.
  • 
  Increase the ’Mech’s Walking MP by 2 and recalculate its 
  Running MP; multiply the new Walking MP by 1.5, round-
  ing up. Triple-strength myomer does not affect Jumping 
  MP.
  • 
  Double the ’Mech’s lifting ability (see Cargo Carriers in the 
  Creating Scenarios section, p. 261).
  • 
  Double the damage for punch, kick and club attacks, as 
  well as some physical weapon attacks (see p. 146).
  Critical Hits: Critical hits against slots containing triple-
  strength myomer have no effect and are re-rolled.
  Industrial TSM 
  Industrial TSM follows the rules above, with the exceptions 
  given below.
  • 
  Industrial TSM is always on; it operates regardless of a 
  ’Mech’s heat level.
  • 
  All physical attacks receive a +2 to-hit modifier.
  • 
  A ’Mech using industrial TSM gains no additional MPs. 
  • 
  Apply a +1 modifier to all Piloting Skill Rolls.
  WRECKING BALL
  A wrecking ball can be used to make a physical attack; see 
  Physical Weapon Attacks, p. 146.
  Buildings: A wrecking ball attack inflicts 4D6 points of 
  damage (in addition to its standard Damage Value, see 
  Physical Weapon Attacks, p. 146) to a building hex.
  Support Vehicles: A Support Vehicle can make a physical 
  attack with a wrecking ball against a target in the arc corre-
  sponding to the location where the wrecking ball is mounted, 
  with a +2 to-hit modifier, plus applicable movement and 
  terrain modifiers. A successful attack inflicts 8 points of 
  damage to all units (use the full Hit Location Table against 
  ’Mechs). A successful attack against a ’Mech forces a Piloting 
  Skill Roll as though the ’Mech had been charged (see Charge 
  Attack, p. 148).
  
  PHYSICAL ATTACKS
  ’Mechs can make seven different types of physical attacks: 
  punching, clubbing, pushing, kicking, charging, death from 
  above or physical weapon attacks (this last attack requires that 
  the ’Mech mount a specific physical attack weapon, such as a 
  hatchet, sword and so on). 
  In order to make a physical attack, the unit must be adjacent 
  to its target and the target must be within the attacking ’Mech’s 
  forward firing arc (see Punch Attacks, Charge Attacks and Death 
  from Above Attacks for exceptions).
  The rules for physical attacks assume that attacker and target 
  are ’Mechs standing at the same level. Special rules regarding 
  other types of units, different levels and prone ’Mechs appear 
  starting on p. 150.
  Aerospace Units: Aerospace units cannot make physical 
  attacks. They have their own special physical attack akin to charg-
  ing, called ramming (see p. 241), but it only applies to aerospace 
  units ramming other aerospace units. Aerospace units cannot 
  intentionally ram a ground unit.
  IndustrialMechs: During the End Phase of any turn in which 
  an IndustrialMech is the target of a successful physical attack, 
  roll 2D6 and consult the Determining Critical Hits Table (p. 124). 
  To determine the location of any resulting critical hits, roll once 
  on the Front/Rear column of the ’Mech Hit Location Table (see 
  p. 119). The controlling player makes only one roll per turn, 
  regardless of the number of successful physical attacks the 
  IndustrialMech suffers.
  Infantry: Infantry units cannot make physical attacks; they 
  have their own unique attacks (see Anti-’Mech Attack, p. 220).
  ProtoMechs: ProtoMechs cannot make physical attacks; they 
  can, however, make a single “frenzy” attack (see p. 187).
  Vehicles: The only physical attack a vehicle can make is a 
  charge (ram).
  Attacks Against Large Support Vehicles and Grounded 
  Small Craft: As noted on p. 110, all physical attacks against Large 
  Support Vehicles (including Airships and Fixed-Wing Support 
  Vehicles) and grounded DropShips receive a  –2 to-hit modifier.
  Initiative and Displacement: If one unit’s charge, push or DFA 
  attack would displace the target of another unit’s physical attack, 
  the unit with the lower Initiative resolves its physical attack first. 
  If both attacking units are on the same team, the controlling 
  player may determine which attack is resolved first. If the target 
  of an attack is subsequently displaced before the attack can be 
  resolved, and another unit is in the hex that can become the 
  target of the attack, apply an additional +1 modifier and resolve 
  the attack against the new target normally. If no valid target 
  exists, the attack automatically fails.
  Multiple Physical Attacks: A ‘Mech may only make a single 
  type of physical attack in a single turn: charging, clubbing, death 
  from above, kick, punch, push or physical weapon attack. Even 
  if a ’Mech mounts two physical weapons (identical or otherwise), 
  it can only make a single physical weapon attack. When making 
  a single punch attack, a player can punch with one or two arms 
  (see Punch Attacks, p. 145).
  Shutdown Targets: For the purposes of determining targets 
  for Charge, Ram, Death From Above, and similar attacks, a unit 
  that begins the turn shutdown or unconscious should be treated 
  as though it automatically took its movement action first.
  Water
  The following rules apply to physical attacks between units 
  that occupy water hexes. 
  Any successful physical attack that occurs underwater inflicts 
  half its standard damage (round down), including a ramming 
  attack by a surface naval vessel. A physical attack against a 
  surface vessel is only considered underwater if the attack origi-
  nated underwater, so a ramming attack by a surface vessel would 
  not be considered underwater.
  Depth 1 Water: A ’Mech standing in Depth 1 water may make 
  any physical attack, provided the unit meets the normal require-
  ments for each type of attack. However, the physical attack cannot 
  be made against a unit that is underwater, unless the attack begins 
  underwater as well. For example, a ’Mech standing in Depth 1 
  water adjacent to a submerged submarine in Depth 1 water can 
  only make a kick attack, since the kick attack occurs completely 
  underwater. The ´Mech cannot make any other attack, including a 
  charge or death from above attack, against the adjacent submarine 
  because a portion of the attack would take place outside the water.
  Depth 2+ Water: A ’Mech standing in Depth 2 (or deeper) water 
  can make any of the following physical attacks, provided the unit 
  meets the normal requirements for each type of attack: charging, 
  clubbing, kicking, punching, pushing or a physical weapon attack.
  BASE TO-HIT NUMBER
  The base to-hit number for a physical attack is equal to the 
  attacking unit’s Piloting Skill Rating (see Skills, p. 39).
  MODIFIED TO-HIT NUMBER
  The modified to-hit number equals the base to-hit number 
  plus the modifier for the specific physical attack as noted on the 
  Physical Attack Modifiers Table. All other standard modifiers for 
  weapon attacks also apply, such as attacker movement modifier, 
  target movement modifier, damage to actuators, terrain and 
  so on, unless specifically stated otherwise by the rules for each 
  attack type. The sole exceptions are heat and sensor modifiers, 
  which never apply.
  Physical attacks are not Piloting Skill Rolls, and as such, Piloting 
  Skill Roll modifiers do not affect physical attacks.
  PHYSICAL ATTACK MODIFIERS TABLE
  Attack Type
  Modifier
  Charging
  +0*
  Clubbing
  –1
  Death From Above (DFA)
  +0*†
  Kicking
  –2
  Punching
  +0
  Pushing
  –1
  *Whenever one unit charges or DFAs another, compare their Piloting Skill Ratings and use 
  the difference between the two skill ratings as a modifier to the to-hit number. If the tar-
  get’s skill rating is lower, add the modifier to the to-hit number. If the attacker’s Piloting 
  Skill Rating is lower, subtract the modifier from the to-hit number.
  †All the normal attack modifiers apply, including the attacker’s jumping movement, but the 
  roll is not modified for terrain. For DFA attacks against infantry targets, apply an additional 
  +3 to-hit modifier (because infantry units have no Piloting Skill, neither player needs to 
  add a modifier for relative Piloting Skill Rating).
  
  145
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  As with weapon attacks, if the modified to-hit number is 
  greater than 12, the physical attack automatically misses. If 
  a player determines that his unit’s declared physical attack 
  will automatically miss, he can choose not to make the attack, 
  thereby avoiding the need to make a Piloting Skill Roll for a 
  failed attack. If the modified to-hit number is 2 or less, the 
  physical attack automatically hits. 
  PUNCH ATTACKS 
  (’MECH ONLY)
  In a single turn, a ’Mech may punch with one or both arms; 
  a separate to-hit roll is made for each arm. It can deliver 
  a punch using its arm or fire the weapons on that arm, but 
  it may not do both. Weapons mounted in the torso, legs or 
  head may be fired in the same turn as a punch attack is made 
  without affecting the punch.
  All punch attacks must be made against targets in the attack-
  ing ’Mech’s forward or side firing arcs. If the target is in the right 
  or left arc, only the right or left arm, respectively, may punch. 
  A ’Mech cannot make a punch attack using a shoulder that 
  suffered critical damage. Likewise, any arm actuator damage 
  on the punching arm makes success more difficult and 
  reduces the damage inflicted.
  See Modified To-Hit Number, p. 144, to determine the target 
  number for a punch attack.
  A punch attack has a Damage Value of 1 for every 10 tons 
  (or fraction of 10 tons) that the attacker weighs. Reduce 
  the damage by half for each upper or lower arm actuator 
  damaged or not present, with these effects being cumulative. 
  In other words, if both arm actuators are missing or damaged, 
  reduce the attack damage to one-quarter of its original value 
  (round fractions down, to a minimum of 1).
  Determine damage location by rolling 1D6 and consulting 
  the appropriate column of the ’Mech Punch Location Table 
  based on whether the ’Mech is a biped or four-legged design.
  Multiple Targets: A ‘Mech can make two punches at two 
  different targets and ignores the secondary target modifier.
  Missing Actuators: A ’Mech does not need hands (or hand 
  actuators) to punch. However, ’Mechs not equipped with a 
  hand on the punching arm must add the +1 modifier as for a 
  hand actuator critical hit. Likewise, ’Mechs that do not come 
  equipped with a lower arm actuator on the punching arm 
  must add a +2 modifier to the to-hit number, and the punch 
  inflicts only half the standard damage (round down).
  A Grasshopper with Piloting Skill Rating 5 and a 
  damaged upper arm actuator punches a JagerMech (a 
  biped design) standing in light woods on its right side with 
  one fist. Because the Grasshopper has a damaged arm 
  actuator, the player adds a +2 to-hit modifier and reduces 
  the normal damage by half (rounding down). Neither unit 
  moved, and so the Modified To-Hit Number is 8: 5 (Piloting 
  Skill Rating) + 0 (punching attack modifier) + 2 (damaged 
  upper arm actuator) +1 (light woods) = 8. The player rolls 
  an 8 and hits the target. The Grasshopper weighs 70 tons, 
  so its punch has a normal Damage Value of 7 (70 divided 
  by 10), but the damaged actuator reduces this to 3.
  The attacking player rolls a 3 on the ’Mech Punch Location 
  Table, which means the attack hits the target’s center torso.
  CLUB ATTACKS  
  (’MECH ONLY)
  To attack another unit with a club, both the ’Mech’s shoul-
  der actuators must be undamaged and it must have two 
  undamaged hand actuators. The ’Mech can also not have 
  fired any arm-mounted weapons in that same turn, though 
  it may fire weapons mounted in the torso, legs and head. The 
  target must be in the forward firing arc.
  See Modified To-Hit Number, p. 144, to determine the target 
  number for a club attack.
  A successful attack with a club does 1 point of damage for 
  every 5 tons that the attacking ’Mech weighs. Roll normally 
  on the ’Mech Hit Location Table.
  ’MECH PUNCH LOCATION TABLE
  D6 Roll 
  Result
  Biped
  Four-Legged
  Left Side
   Front/Rear
  Right Side
  D6 Roll 
  Result
  Left Side
  Front/Rear
  Right Side
  1
  Left Torso
  Left Arm
  Right Torso
  1
  Left Torso
  Left Front Leg/
  Left Rear Leg
  Right Torso
  2
  Left Torso
  Left Torso
  Right Torso
  2
  Left Torso
  Left Torso
  Right Torso
  3
  Center Torso
  Center Torso
  Center Torso
  3
  Center Torso
  Center Torso
  Center Torso
  4
  Left Arm
  Right torso
  Right Arm
  4
  Left Front Leg
  Right Torso
  Right Front Leg
  5
  Left Arm
  Right Arm
  Right Arm
  5
  Left Rear Leg
  Right Front Leg/
  Right Rear Leg
  Right Rear Leg
  6
  Head
  Head
  Head
  6
  Head
  Head
  Head
  
  Missing Actuators: A ’Mech must have hands (or hand actua-
  tors) to use a club. ’Mechs with damaged upper or lower arm 
  actuators must add a +2 modifier to the to-hit number for each 
  damaged actuator.
  FINDING A CLUB
  Whenever an attack blows off a ’Mech’s leg or arm, the limb 
  remains lying in the hex where the ’Mech took the damage. 
  ’Mechs that later occupy the hex may pick up the arm or leg and 
  use it as a giant club. A ’Mech may not fire weapons or make 
  physical attacks during the turn that it picks up a club.
  Other objects may also be used as clubs. If the ’Mech is in a 
  wooded hex (or a hex that has been reduced to a rough hex by 
  a chainsaw or dual saw), it may uproot a tree and use it as a club. 
  Uprooted trees may be used for only one successful club attack. 
  Girders from rubbled medium, heavy or hardened buildings 
  may also be used as clubs. To search the rubble in the hex a unit 
  occupies for a suitable girder, the player must roll 2D6 during the 
  Weapon Attack Phase of a turn. A result of 7 or greater is needed 
  to find a girder in a rubbled medium building, 6 or greater for a 
  rubbled heavy building, and 5 or greater for a hardened building. 
  Girders may be reused again and again, regardless of the number 
  of successful club attacks.
  Beyond what is noted above, carrying a club has no affect other 
  than to occupy both ‘Mech’s hands.
  PHYSICAL WEAPON 
  ATTACKS (’MECHS ONLY)
  ’Mechs can be equipped with a variety of external heavy equip-
  ment. Though some of this equipment is tailor-made to inflict 
  damage—such as a hatchet or sword—most such equipment has 
  other uses. However, the agility and strength of ’Mechs means 
  that they can use any such equipment in a physical weapon 
  attack against a potential target. As with all physical attacks, the 
  base to-hit number is equal to the MechWarrior’s Piloting Skill 
  Rating (see Base To-Hit Number, p. 146). 
  A ’Mech can either deliver a physical weapon attack using its 
  arm or fire the weapons on that arm, but it may not do both.
  The Physical Weapon Attacks Table below shows all the various 
  equipment that ´Mechs can use to make a physical weapon attack, 
  along with relevant information such as to-hit modifiers, Damage 
  Value, the To-Hit Location Table to be used and so on.
  Critical Hits: Like weapons, a critical hit to any slot for any 
  equipment shown on the table below destroys the equipment, 
  rendering it useless for the rest of the game.
  Grounded Spheroid Dropships: Physical attacks made 
  against grounded spheroid DropShips are resolved as Side hits, 
  re-rolling any Nose locations.
  PHYSICAL WEAPON ATTACKS TABLE
  Weapon Type
  To-Hit 
  Modifier
  Damage Value
  To-Hit 
  Location Table
  Firing Arc**
  Affected by 
  TSM
  To-Hit/Damage Value 
  Affected by Actuator 
  Damage
  Backhoe
  +1
  6
  Standard
  Arm
  Yes
  Yes/Yes
  Chainsaw
  +0
  5†
  Standard
  Arm
  No
  Yes/No
  Combine
  –2
  3†
  Standard
  Arm
  No
  Yes/No
  Dual Saw
  +0
  7†
  Standard
  Arm
  No
  Yes/No
  Hatchet
  –1
  1/per 5 tons††
  Standard*
  Arm
  Yes
  Yes/Yes
  Heavy-Duty Pile Driver
  +2
  9
  Standard
  Forward
  No
  Yes/No
  Mining Drill
  –1
  4
  Standard
  Arm
  No
  Yes/No
  Retractable Blade
  –2
  1/per 10 tons‡
  Standard*
  Arm
  Yes
  Yes§§/Yes
  Rock Cutter
  +1
  5
  Standard
  Arm
  No
  Yes/No
  Spot Welder
  +0
  5‡‡
  Punch
  Arm
  No
  Yes/No
  Sword
  –2
  1/per 10 tons +1‡
  Standard*
  Arm
  Yes
  Yes/Yes
  Wrecking Ball
  +1
  8§
  Standard
  Forward
  No
  Yes/No
  * Roll normally on the ’Mech Hit Location Table. Alternatively, when the controlling 
  player announces the physical weapon attack, he may also announce that he will 
  use the Punch or Kick Hit Location Table to resolve damage if the attack succeeds, in 
  which case apply a +4 modifier in addition to all the standard modifiers, including the 
  standard to-hit modifier for the weapon (this modifier does not apply when attacking 
  on a Punch/Kick Location Table due to attacks from different levels; see p. 150)
  ** Forward: the target of a physical weapon attack can only be in the ’Mech’s forward arc. 
  Arm: the target of a physical weapon attack can be in the ’Mech’s forward arc or in the 
  side arc corresponding to the arm in which the equipment is mounted.
  † 1D6 against conventional infantry.
  †† A successful attack does 1 point of damage for every 5 tons that the attacking ’Mech weighs. 
  ‡ A successful attack does 1 point of damage for every 10 tons that the attacking ’Mech 
  weighs (round up); +1 to that Damage Value for a sword.
  ‡‡ Whenever the spot welder is used in a physical weapon attack, it generates 2 points 
  of heat.
  §  On any to-hit roll result of 2, the ball has successfully delivered a self-inflicted hit 
  against the attacker rather than the target. Such a self-inflicted strike causes half the 
  normal damage and is resolved using the Front Hit Location Table. Immediately after 
  sustaining damage from a self-inflicted wrecking ball hit, the player must make a 
  Piloting Skill Roll to avoid falling from being thrown off-balance by this critical failure.
  §§ Damage to the hand actuator (or the absence of a hand actuator) in the arm mounting 
  this equipment does not modify the to-hit number of the attack.
  
  147
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  PUSH ATTACKS  
  (’MECH ONLY)
  A ’Mech uses both arms to make a push attack against its 
  target, which must be another standing ’Mech. The target 
  ’Mech cannot be performing a charge or death from above 
  attack this turn.
  A ’Mech may make no arm-mounted weapon attacks in 
  the turn that it makes a push attack. All torso-, leg- and head-
  mounted weapons may be fired normally. Pushing attacks 
  can be made against a target in the hex directly in front of 
  the attacker (based on the orientation of its feet, not its upper 
  body, as in the case of a torso twist). 
  See Modified To-Hit Number, p. 144, to determine the target 
  number for a push attack.
  A successful push attack does not damage the target. 
  Instead, it moves the defending ’Mech into the adjacent hex 
  in the direction that the attacker pushes it. If the push is suc-
  cessful, the attacking ’Mech advances into the hex formerly 
  occupied by its target (unlike a charge attack, this does not 
  require additional MP expenditure). At the same time, the 
  defender must make a successful Piloting Skill Roll or fall. See 
  also Unit Displacement, p. 151. 
  Multiple Pushes: Only one push attack may be declared 
  against a single target per turn. If two ’Mechs are pushing 
  each other, resolve both attempts and apply the net effect. 
  If both attacks fail, nothing happens. If both attacks succeed, 
  neither ’Mech moves, and both must make Piloting Skill Rolls 
  or fall. If only one push attack succeeds, resolve it as usual.
  Prohibited Terrain: If the hex to which the target unit would 
  be displaced is prohibited terrain 
  (except into a hex more than two 
  levels lower than the target’s 
  current hex, which would 
  result in an auto-
  matic fall; see Unit 
  Displacement, p. 151), 
  neither the attacker 
  nor the target move; 
  all other effects occur, 
  however, including 
  any Piloting Skill Rolls 
  to avoid falling. 
  Shoulder Actuators: Each damaged shoulder actuator 
  adds +2 to the pushing ’Mech’s target number.
  If in the Pushing diagram, below left, the ’Mech in Hex A 
  on the Open Terrain #1 map is successfully pushed by the 
  BattleMech in Hex B, it moves into Hex C. If the ’Mech in 
  Hex A is successfully pushed by a BattleMech in Hex D, it 
  is forced into Hex E. In both cases, the pilot of the target 
  ’Mech must make a Piloting Skill Roll to remain standing, 
  and its attacker advances into Hex A. The ’Mech in Hex 
  A cannot push either of its opponents because neither of 
  them lies directly in front of it.
  KICK ATTACKS  
  (’MECH ONLY)
  No weapons mounted on a kicking leg can fire in the turn in 
  which a ’Mech kicks. To make a kicking attack, both hips must 
  be undamaged, and the ’Mech’s target must be in one of the 
  three forward-arc hexes, based on the facing of the attacker’s 
  feet (not the upper body, as in the case of a torso twist). 
  See Modified To-Hit Number, p. 144, to determine the target 
  number for a kick attack.
  Kicks have a Damage Value of 1 point for every 5 tons of the 
  attacking ’Mech’s weight. For example, a 70-ton Grasshopper’s 
  kick inflicts 14 Damage Points. Determine the damage loca-
  tion by rolling 1D6 and consulting the appropriate column of 
  the ’Mech Kick Location Table, based on whether the ’Mech is 
  a biped or four-legged design.
  A kicked ’Mech (regardless of what location took the 
  damage) must make a Piloting Skill Roll. If the attacking ’Mech 
  misses its kick, it must make a Piloting Skill Roll.
  Critical Damage: Reduce damage from kick attacks by 
  half for each upper and lower leg actuator damaged on the 
  kicking leg, with these effects being cumulative. For example, 
  if two leg actuators are missing, reduce the damage to one-
  quarter its original value, rounding fractions down.
  Four-Legged ’Mechs: A quad ’Mech can kick into its rear 
  arc (provided the hip actuators of both legs used in the kick 
  are undamaged), but cannot kick into the front and rear arc 
  in the same turn. Resolve the kick exactly like a standard kick, 
  but with an additional +1 to-hit modifier. A quad ’Mech may 
  not make a rear-arc kick attack if it has fired rear leg-mounted 
  weapons in the same turn.
  Infantry: A ’Mech may kick or stomp an infantry unit in the 
  hex it occupies; apply a +3 to-hit modifier for such an attack.
  Vehicles: A ’Mech can kick or stomp a vehicle in the hex 
  it occupies; randomly determine the side on which a vehicle 
  takes damage.
  • pushing diagram • 
  MECH KICK LOCATION TABLE
  D6 Roll 
  Result
  Left Side
  Biped
  Right Side
  D6 Roll 
  Result
  Left Side
  Four-legged
  Right Side
  Front/Rear
  Front/Rear
  1–3
  Left Leg
  Right Leg
  Right Leg
  1-3
  Left Front Leg
  Right Front Leg/Right Rear Leg
  Right Front Leg
  4–6
  Left Leg
  Left Leg
  Right Leg
  4-6
  Left Rear Leg
  Left Front Leg/Left Rear Leg
  Right Rear Leg
  
  CHARGE ATTACKS
  Charging attacks must be declared during the Movement 
  Phase (Ground), when the charging unit is directly in front of the 
  target’s hex, but like all other physical attacks, they are resolved 
  during the Physical Attack Phase. This means the charging unit 
  can only attack units that have finished their movement. It also 
  means a charging unit cannot be the target of a charge or death 
  from above attack, because its movement will not be finished 
  until the end of the Physical Attack Phase.
  In order for a unit to charge, it must not have jumped that turn 
  and its target must be in the hex directly in front of the charging 
  unit (disregarding torso twists) at the beginning of the Physical 
  Attack Phase. The charging unit may not make any weapon 
  attacks in the same turn.
  The charging unit must spend MP to enter the target hex 
  regardless of whether or not the charge is successful. If a unit 
  does not have enough MP in the Movement Phase (Ground) to 
  enter the target hex, it may not make a charging attack. 
  See Modified To-Hit Number, p. 144, to determine the target 
  number for a charge attack.
  If the attacking ’Mech takes damage during the Weapon 
  Attack Phase that forces the warrior to make a Piloting Skill Roll, 
  the player should roll as normal. A failed roll means the attack 
  automatically misses. Resolve the fall normally at the end of the 
  Weapon Attack Phase. An exception occurs if the unit falls into a 
  paved hex, in which case it is treated as a skidding ’Mech (this is 
  resolved at the end of the Weapon Attack Phase). It will skid for 
  a number of hexes equal to half the hexes it entered during the 
  Movement Phase; when it skids into the hex containing the unit 
  it was attempting to charge, it makes an unintentional charging 
  attack (see Skidding, p. 62).     
  If the target takes damage during the Weapon Attack Phase 
  that requires a Piloting Skill Roll and the roll fails, resulting in a fall, 
  the charge attack cannot be made (see Physical Attacks Against 
  Prone ’Mechs, p. 151). 
  MP Loss: A charging unit that loses MP due to damage can still 
  make a charging attack that turn.
  Multiple Attacks: A unit may only be the target of one charg-
  ing or death from above attack in a given turn.
  Prohibited Terrain: If the target unit occupies prohibited terrain 
  for the attacking unit, the attacker cannot charge (meaning the 
  player cannot declare a charge attack during the Movement Phase).
  Unusual Targets: A vehicle or ’Mech may charge a building 
  hex, or may be forced to accidentally charge a building or hill hex 
  under certain circumstances.
  Infantry: Infantry units may not charge or be the target of 
  standard charge attacks.
  ProtoMechs: ProtoMechs cannot be targets of charging 
  attacks.
  Vehicles: All vehicles except VTOLs, WiGEs, Airships and Fixed-
  Wing Support Vehicles may make charging attacks. Vehicles may 
  charge other vehicles, but may not be charged by ’Mechs.
  DAMAGE
  If the attack succeeds, both units take damage from the colli-
  sion. To determine damage to the defender, divide the charging 
  unit’s weight by 10, then multiply the result by the number of 
  hexes moved by the attacker in the Movement Phase (the hexes 
  moved do not count the hex containing the target). Round 
  fractional damage up. If the attacker moved both backward and 
  forward that phase, base the number of hexes it moved from the 
  hex in which the ’Mech last reversed its movement. If the attacker 
  fell in the Movement Phase, no hexes it moved before the fall 
  apply. The charging unit takes 1 point of damage for every 10 
  tons the target weighs (round fractions up).
  Divide the damage from charging attacks into 5-point Damage 
  Value groupings. The attacking player rolls once on the appropri-
  ate Hit Location Table for each grouping.
  If a unit charges a target in a building hex, the building hex 
  absorbs damage as normal (see Attacking Units Inside Buildings, 
  p. 171). The charging warrior also must make a Piloting/Driving 
  Skill Roll modified by +3 in addition to the building modifier to 
  avoid taking damage from entering the building hex (see Moving 
  Through Buildings, p. 167). If the charging unit crashes through 
  multiple building hexes, the warrior must make all appropriate 
  Piloting/Driving Skill Rolls upon entering each building hex.
  Vehicles: When a vehicle charges a standing ’Mech, allocate 
  damage according to the ’Mech Kick Location Table. Against a 
  ’Mech in Depth 1 water, use the Punch Location Table if the vehicle 
  was on the surface of the water, and the Kick Location Table if the 
  vehicle was at Depth 1. Against another vehicle or a prone ’Mech, 
  the normal hit location rules apply.
  Regardless of whether a vehicle executes a successful charge 
  or is the target of a successful charge, in addition to any rolls that 
  might occur due to damage, the vehicle must make an immedi-
  ate roll on the Motive System Damage Table (see p. 193). 
  Buildings: A unit that charges a building hex automatically 
  fails its Piloting/Driving Skill Roll required to avoid damage when 
  entering a building hex and takes damage equal to the current 
  CF of the building/10 (rounded up). This takes the place of the 
  normal damage to the attacker caused by a charge.
  Unusual Targets: If a charge attack is made against a target 
  with no tonnage other than a building (such as a hill, for example, 
  due to a skid), calculate damage to the attacker using the attack-
  er’s tonnage rather than the target’s. For the purposes of charge 
  attacks, DropShips are considered unusual targets.
  A 65-ton JagerMech moves 5 hexes and declares a charg-
  ing attack against another BattleMech. If the charging attack 
  is successful, the target takes 33 points of damage (6.5 for the 
  JagerMech’s tonnage multiplied by 5 for the number of hexes 
  it moved, rounded up).
  LOCATION AFTER ATTACK
  If the charging attack succeeds, the target unit must move as 
  if it had been pushed, and the attacker advances into the target’s 
  hex. (See Unit Displacement, p. 151). If the attacker misses the 
  target, the attacking player places his unit in the hex to the right 
  or left of the attacker’s forward arc.
  Prohibited Terrain: If the hex into which the target unit 
  would be displaced is prohibited terrain (except a hex more 
  than two levels lower than the target’s current hex; see Unit 
  Displacement, p. 151), neither the attacker nor the target units 
  move; all other effects occur, however, including any Piloting 
  Skill Rolls to avoid falling. 
  FALLS
  After any successful charging attack, the attacking and target 
  ’Mechs must make Piloting Skill Rolls modified by +2, plus all 
  other applicable modifiers, or fall in the hex they currently occupy.
  
  149
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  DF 
  WB
  DEATH FROM ABOVE 
  ATTACKS (’MECH ONLY)
  A desperate MechWarrior piloting a jump-capable ’Mech 
  can literally leap onto his target, bringing the full weight of his 
  machine crashing down on the victim’s head. This type of attack, 
  known among MechWarriors as “death from above,” is extremely 
  difficult and always results in some damage to the attacker 
  (’Mech legs were not designed to take this kind of stress), and 
  so MechWarriors rarely attempt it except as a last-ditch measure.
  In order to execute a DFA, the attacker must be able to 
  legally enter the hex the target occupies. The attacker must 
  expend only the usual Jumping MP needed to reach that hex, 
  but must have enough Jumping MP available to clear any 
  height requirement (this is the level of the hex the target is in, 
  plus two if the target ’Mech is standing, as a standing ’Mech 
  is always two levels high). For example, to make a DFA attack 
  from a Level 0 hex against a ’Mech standing one hex away on 
  a Level 3 hill would only cost 1 MP, but the attacking ’Mech 
  must have at least 5 Jumping MP available to make the attack.
  DFA attacks must be declared during the Movement Phase, 
  but like all other physical attacks, they are resolved during the 
  Physical Attack Phase. This means the attacking unit can only 
  attack units that have finished their movement. It also means 
  a unit making a DFA cannot be the target of a charge or DFA, 
  since its movement will not be finished until the end of the 
  Physical Attack Phase.
  A ’Mech making a DFA cannot be the target of physical 
  attacks, but may be the target of weapon attacks.
  Multiple Attacks: A unit may only be the target of one 
  charging or DFA attack in a given turn.
  Submerged Naval Vessels and Aerospace Units: These 
  units cannot be the target of a death from above attack.
  Stacking: A ’Mech does not count as stacked in a hex while 
  executing a death from above attack until it completes the 
  attack. As soon as it lands, normal stacking limits apply (see 
  Stacking, p. 57).
  WEAPON ATTACK PHASE
  The attacking unit cannot make any weapon attacks during 
  a turn in which it is executing a DFA.
  During the Weapon Attack Phase, the attacking unit is 
  considered adjacent to the target hex along the path that 
  the attacking unit will travel during the jump, and facing the 
  target hex. If the path of the jump passes exactly between 
  two hexes adjacent to the target, the attacker must choose 
  which one he will occupy. For purposes of determining LOS, 
  the attacking unit is considered to be in the air above the hex, 
  standing two levels higher than either the target hex or the 
  level of the hex the attacker occupies, whichever is higher.
  See Modified To-Hit Number, p. 144, to determine the target 
  number for a death from above attack.
  If the attack is successful, both BattleMechs take damage 
  as determined below. If the attack fails, the jumping ’Mech 
  crashes to the ground and takes damage (see Falls, below).
  Falls: If the attacking ’Mech takes damage during the 
  Weapon Attack Phase that forces the pilot to make a Piloting 
  Skill Roll, the player should roll as normal. A failed roll (or auto-
  matic fall) means the attack automatically misses. Resolve the 
  attacker’s fall and ending location per the rules below.
  In the DFA Diagram at left, the Jenner is making a 
  death from above attack from Hex A against an Atlas on 
  the Woodland map. The Jenner’s path during the jump is 
  shown in the illustration. During the Weapon Attack Phase, 
  the Jenner is considered to be in Hex C, as though it were 
  standing on a Level 2 hill (the target hex’s level +1). The 
  Atlas may fire against the Jenner’s front side with any 
  weapons it can bring to bear at a range of 1. Other units on 
  the map can check for LOS and fire as though the Jenner 
  were in Hex C with an LOS height of Level 4.
  Busosenshi Seyla Teresa Martinez from House Kurita’s Sorenson’s Sabres initiates a Death From Above. 
  • death from above diagram • 
  
  WB 
  WB
  DAMAGE TO TARGET
  To determine damage to the target inflicted by a death from 
  above attack, divide the weight of the attacking ’Mech by 10 and 
  multiply the result by 3, rounding fractions up. For example, a 
  Jenner weighing 35 tons inflicts 11 points of damage.
  Divide the damage into 5-point Damage Value groupings. 
  Determine attack direction as though the attack had come from 
  the attacking ’Mech’s starting hex, then determine the hit loca-
  tion of each damage grouping by rolling 1D6 and consulting the 
  ’Mech Punch Location Table, p. 145.
  Vehicles: Resolve successful death from above attacks against 
  a vehicle on the Front column of that vehicle’s Hit Location Table.
  Prone ‘Mech: Resolve successful death from above attacks 
  against a prone ‘Mech on the rear column of the ‘Mech Hit 
  Location Table (see p. 151).
  DAMAGE TO ATTACKER
  The attacker takes damage as if from a successful attack on its legs. 
  To determine the amount of damage, divide the attacker’s weight 
  by 5. Then divide the result into 5-point Damage Value groupings. 
  Roll 1D6 for each damage grouping and consult the Front column 
  of the ’Mech Kick Location Table to find the hit location.
  LOCATION AFTER ATTACK
  At the end of a death from above attack, the attacker lands in 
  the target’s hex. If the DFA is successful, the target is pushed one 
  hex in the direction opposite the attack. If the attack fails, the 
  target chooses an adjacent hex and moves to it, even if immo-
  bile or prone. This motion might result in an accidental fall from 
  above or a domino effect or even a Piloting Skill Roll for entering 
  a building hex; see Unit Displacement, p. 151.
  If the target unit cannot be displaced into the appropriate hex 
  (for example, if the terrain is prohibited), the hex chosen must be 
  as close as possible to the original hexside through which the 
  target unit would have moved. For example, if the direction of the 
  attack would have pushed the ’Mech through Hexside A, the con-
  trolling player then looks at hexsides B or F to see if those hexes 
  are passable, then at hexsides C or E, then finally at hexside D. If 
  two equally distant hexes, such as B or F, are open, the appropri-
  ate player may choose either one, as described above.
  If all the surrounding hexes contain impassable terrain, the 
  target unit cannot be displaced. For example, the target ’Mech 
  may be on Level 0 terrain surrounded by Level 3 or higher hills. 
  In this case, if the attack succeeds, the target is destroyed. If the 
  attack fails, the attacker is destroyed. 
  FALLS
  A successful death from above attack may cause both ’Mechs 
  to fall. Both MechWarriors must make Piloting Skill Rolls, the 
  target adding a +2 modifier and the attacker adding a +4 modi-
  fier. If either unit fails this roll, the unit takes damage as from a 
  0-level fall.
  On an unsuccessful attack the attacker automatically falls, 
  taking damage as though it had fallen 2 levels. Roll on the 
  Facing After Fall Table to determine facing (see p. 68), but the Hit 
  Location for this damage is always the rear.
  DIFFERENT LEVELS
  The rules for punching, clubbing, physical weapon, kicking 
  and charging attacks assume that the opposing ’Mechs are at the 
  same level. Most physical attacks against vehicles occur only if the 
  vehicle is attacked by a unit at the same level. See Physical Attacks 
  Against VTOLs, p. 198, for exceptions.
  A ’Mech may make a physical attack against another ’Mech only 
  if the level of the underlying hexes of both ’Mechs are within one 
  level of each other. The Different Levels Table shows which types 
  of physical attacks can be made in various situations. Players 
  must use different Hit Location tables to determine the location 
  of damage from punching, clubbing, physical weapon or kicking 
  attacks against an opponent on various levels.
  ’Mechs cannot make punch attacks against ground vehicles or 
  infantry unless the ’Mech is one level lower than normal because 
  it is prone, on lower terrain or standing in Depth 1 water.
  DIFFERENT LEVELS TABLE
  Target is:
  Allowed Physical Attack
  Standing ’Mech 1 level higher
  Charge, Punch (Kick Table), Club (Kick Table), Physical Weapon (Kick Table)
  Standing ’Mech 1 level lower
  Charge, Kick (Punch Table), Club (Punch Table), Physical Weapon (Punch Table)
  Prone ’Mech, ProtoMech, Vehicle 
  or infantry 1 level higher
  Punch, Club, Physical Weapon
  Prone ’Mech, ProtoMech, Vehicle 
  or infantry 1 level lower 
  None
  Note: A ´Mech can always make a death from above attack if it has the necessary Jumping MP, provided the target is valid.
  Captain Ian McKinnon prepares to hatchet a Thunder Hawk from the Thirty-second Lyran Guard. 
  
  151
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  PHYSICAL ATTACKS BY 
  PRONE ’MECHS
  Prone ’Mechs can make only two types of physical attacks; 
  punches against ground vehicles in the same hex and thrash-
  ing attacks against infantry.
  Punching While Prone
  In order to punch while prone, a ’Mech may not have a 
  destroyed arm. As with Firing When Down (see p. 113), the 
  ’Mech props itself up on one arm and may punch once with 
  the other arm. Vehicles take punch damage from attacks by 
  prone ´Mechs against a randomly determined side.
  Thrashing Attack
  When a prone ’Mech and an infantry unit occupy the same 
  hex, the ’Mech may make a thrashing attack by wildly waving 
  its arms and legs in hopes of striking the infantry. The ´Mech 
  can only make this attack in a clear or paved hex, and it auto-
  matically succeeds. This attack inflicts damage on the infantry 
  equal to the ’Mech’s tonnage divided by 3 (round up at .5 or 
  greater). Against battle armor, divide this damage into 5-point 
  Damage Value groupings and determine hit location for each 
  grouping (see Attacks Against Battle Armor, p. 219). If a ’Mech 
  makes a thrashing attack, it cannot make any other attack in 
  that turn, and the MechWarrior must make a Piloting Skill Roll 
  to prevent damage to his ’Mech. If the pilot fails this roll, the 
  ’Mech suffers normal falling damage as though it had failed an 
  attempt to stand.
  Anti-’Mech Infantry: Thrashing attacks cannot be made 
  against an infantry successfully executing a swarming attack. 
  Swarming infantry must be dislodged according to the Anti-
  ’Mech Attacks rules on p. 220.
  PHYSICAL ATTACKS AGAINST PRONE ’MECHS
  The only physical attacks that can be made against a prone 
  ’Mech are kicks and death from above, plus charge attacks 
  made by vehicles. ’Mechs cannot charge prone ’Mechs. Prone 
  ’Mechs are always treated as adjacent to their attacker for 
  these purposes.
  Determine the location of successful attacks using the 
  appropriate column of the ’Mech Hit Location Table, p. 119. 
  Determine damage inflicted by death from above attacks 
  against prone ’Mechs using the Rear column of the table, 
  regardless of the attack direction. Prone ’Mechs ignore 
  Piloting Skill checks required to avoid falls.
  Different Levels: A prone ’Mech one level higher than the 
  attacking ’Mech can also be hit by punch, club and physical 
  weapon attacks. These attacks also use the ’Mech Hit Location 
  Table (unless noted otherwise for physical weapon attacks).
  UNIT DISPLACEMENT
  Units moved from their hexes as a result of their opponent’s 
  actions are displaced. Displacement can result from charging, 
  pushing and death from above attacks. It can also result from 
  a so-called domino effect that displaces a string of units.
  Displacement (including any resulting Piloting Skill Rolls 
  and damage) is resolved immediately after the action that 
  caused it, regardless of what phase it is. If any damage was 
  inflicted by that action, apply it before resolving the displace-
  ment, even though the phase has not yet ended.
  A unit cannot be displaced into a hex it is prohibited from 
  entering (see Movement Cost Table, p. 52). This includes hexes 
  at higher levels than the displaced unit can move upward in 
  a single hex. Units can be displaced downward any number 
  of levels, though this results in an accidental fall (see p. 152).
  If the rules call for a unit to be displaced into an illegal hex, 
  the displacement cannot occur. Unless the specific rules of 
  the attack or action state otherwise, in these cases neither the 
  target nor the attacking unit moves. All other effects of the 
  displacing action occur, including damage and any required 
  Piloting Skill Rolls.
  Buildings: If a unit is displaced into a building hex, the 
  building and the unit are damaged as if the displaced unit 
  had voluntarily moved into it and failed its Piloting/Driving 
  Skill Roll (see Moving Through Buildings, p. 167). 
  INFANTRY FALLING DAMAGE TABLE
  Infantry Type
  Damage Per Every 2 Levels*
  Foot Platoon
  3D6
  Motorized  Platoon
  2D6
  Mechanized/Jump Platoon
  1D6
  Battle Armor
  1 point per trooper
  *Every 2 Levels or fractions thereof.
  WB 
  WB
  A Sabres’ Mongoose finds itself entangled in a physical melee with Word of Blake troops. 
  
  WB 
  WB
  Infantry: If an infantry unit is displaced into a hex at a level two 
  or more lower than the hex from which it was displaced, the unit 
  takes falling damage as shown on the Infantry Falling Damage 
  Table. 
  Vehicles: A vehicle can be displaced into water. If the water 
  is impassable for the vehicle type, the vehicle is destroyed. A 
  vehicle displaced into a hex 2 levels or more lower than its previ-
  ous hex takes 1 point of falling damage for every 10 tons that it 
  weighs (rounding up), times the number of levels plus 1 that it 
  fell. Divide the damage into 5-point Damage Value groupings and 
  determine a hit location for each grouping using the Facing After 
  Fall Table, page 68.
  ACCIDENTAL FALLS FROM ABOVE
  An accidental fall from above results when a unit is displaced 
  by a charge, push or death from above attack, or as a result of 
  another accidental fall from above or the domino effect into a hex 
  containing another unit, and the hex it is entering is two levels 
  or more lower than the hex from which it was displaced. If the 
  difference in hex levels is 1 or 0, a domino effect occurs instead.
  When a ’Mech accidentally falls two levels or more into a hex 
  occupied by another unit, make a to-hit roll with a Base To-Hit 
  Number of 7, modified by target movement and terrain. 
  A unit may not intentionally fall from above.
  Airborne Units: If an airborne unit occupies the hex where 
  an accidental fall occurs and the airborne unit is at or below the 
  elevation equal to the level of the hex where the unit began its 
  accidental fall, the falling unit may strike the airborne unit. In such 
  a situation, apply a +3 to-hit modifier. 
  Infantry: While infantry can be displaced so they fall more than 
  two levels, the Accidental Falls From Above rules do not apply, and 
  accidental falls by non-infantry units automatically miss infantry.
  Large Vehicles: Apply a –3 to-hit modifier if the hex of the 
  accidental fall is occupied by a Large Vehicle.
  ProtoMechs: Treat ProtoMechs as ’Mechs (see Special 
  Circumstances, p. 185 in the ProtoMechs section).
  Falling Unit Hits Target
  If the to-hit roll is successful, treat the accidental fall as a suc-
  cessful death from above attack with the following exceptions:
  If the “target” unit is a ’Mech, the falling ’Mech assigns damage 
  per the Punch Hit Location Table. 
  If more than one unit is in the target hex (friend or foe), deter-
  mine randomly which one is the target unit.
  To determine the amount of damage inflicted on the target 
  unit, divide the weight of the falling ’Mech by 10, multiplied by 
  the number of levels fallen at the point of impact. Divide the 
  damage into 5-point Damage Value groupings, then roll 1D6 for 
  each damage grouping and consult the ’Mech Punch Location 
  Table (or a randomly determined Hit Location Table for other 
  unit types). 
  Determine damage to the falling ’Mech as normal for a fall, 
  with the ’Mech landing on its back.
  Airborne Units: If the to-hit roll is successful striking airborne 
  unit, and another airborne unit occupies the same hex at a lower 
  elevation, or if a ground unit also occupies the hex, the control-
  ling player of the falling unit must still make the standard to-hit 
  roll, potentially causing further damage to those additional 
  targets and itself.
  If airborne units occupy the same hex below the elevation of 
  the struck airborne unit, or ground units occupy the same hex, 
  the controlling player of that airborne unit must make the stan-
  dard to-hit roll(s) using the Accidental Falls From Above rules to 
  resolve the fall.
  If any airborne units are struck by an accidentally falling unit 
  and they crash, resolve the accidental fall (and any displacement 
  that might occur), before resolving any other crashes. If multiple 
  airborne units crash during a single accidental fall of a ground 
  unit, completely resolve the crash and potential accidental falls 
  of the unit at the highest altitude unit, and then proceed to any 
  lower units.
  Falling Unit Misses Target
  If the to-hit roll fails (or rolls, for multiple targets), the falling 
  unit lands in an adjacent hex as close as possible to the hex from 
  which it fell, and takes the standard damage from falling. No 
  other units take damage. If multiple adjacent hexes lie equally 
  close to the hex from which the unit fell, randomly determine 
  which hex it enters.
  Airborne Units: If the to-hit roll is unsuccessful for an airborne 
  unit, and another airborne unit occupies the same hex at a lower 
  elevation, or if a ground unit occupies the hex, the controlling 
  player of the accidentally falling unit must still make the standard 
  to-hit roll, potentially causing damage to those additional targets 
  and itself.
  DOMINO EFFECT
  A domino effect only results if a new unit entering the hex 
  would exceed the stacking limit (see Stacking, p. 57).
  A domino effect usually results when a unit is displaced into 
  a hex containing another unit by a charge, push or death from 
  above attack, or as a result of another domino effect or accidental 
  fall from above, and the hex it is entering is 1 or 0 levels lower or 
  higher than the hex from which it was displaced. A domino effect 
  might also occur if a building hex collapses with units on Level 0 
  and Level 1, or when a ´Mech dislodges a swarming infantry unit. 
  A Clan Ghost Bear Arcas crashes down into a Marik Militia BattleMaster.
  
  153
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  If a unit accidentally falls one level or less, or is forced into a 
  hex occupied by another unit that violates the stacking rules 
  (such as a ’Mech entering a hex that contains another ’Mech, 
  or friendly vehicles and so on), a unit already in the hex is 
  forced out of it in the direction opposite the hexside of where 
  the accidentally falling unit entered the hex. The second unit 
  can avoid this by deliberately moving out of the hex, as long 
  as it is neither facing the first unit nor facing directly away 
  from it. 
  If either unit is a ’Mech, both players must make a Piloting 
  Skill Rolls to avoid falling. When the domino effect originates 
  from one of a unit’s four side hexes, however, the unit can 
  avoid the domino effect by moving one hex directly forward 
  or backward, assuming it has sufficient Ground MP remaining 
  from the Movement Phase (meaning it cannot have jumped), 
  it is mobile (standing, if a ’Mech), and the player made a 
  successful Piloting/Driving Skill Roll (as appropriate) for that 
  unit. It cannot move backward, however, if its player declared 
  running movement for the turn.
  If the Piloting/Driving Skill Roll was not successful, the unit 
  does not move out of the way. The domino effect continues 
  as long as ’Mechs remain in hexes adjacent to one another in 
  the direction of the effect, and none of them manages to step 
  out of the way.
  If more than one unit occupies a hex where a domino effect 
  will occur, the entering unit dislodges the same type of unit 
  first; randomly determine what units are dislodged if they are 
  not the same type.
  For example, a ’Mech carrying mechanized battle armor 
  falls into a hex containing a friendly vehicle and infantry unit 
  that have already moved (and the ´Mech has no remaining MP 
  to attempt to stand and continue moving). The hex now con-
  tains two more units than are allowed (the mechanized battle 
  armor troops are knocked off when the ’Mech falls). The battle 
  armor unit automatically displaces the infantry unit, while the 
  ’Mech displaces the vehicle, as it is the only unit left to displace. 
  Because both of these units had moved before the displace-
  ment occurred, neither can attempt to move out of the way.
  In the Unit Displacement diagram above, the ’Mech in 
  Hex A on the Woodland map has fallen 1 level into Hex B. 
  The BattleMech standing in Hex B will be forced into Hex 
  C and must make a Piloting Skill Roll to avoid falling. The 
  BattleMech in Hex C can try to avoid the domino effect by 
  moving. First, the player must make a Piloting Skill Roll. If 
  the roll fails, the ’Mech is forced into Hex D and must make 
  another Piloting Skill Roll to avoid falling. If another ’Mech 
  occupied that hex, the domino effect continues. If the roll 
  is successful and the ’Mech has at least 1 MP left from the 
  previous Movement Phase, it may move one hex directly 
  backward, into Hex E, ending the domino effect. If the 
  BattleMech had 2  or more MP left, it could move forward 
  into the light woods in Hex F. 
  A Blakist Viking and Scarabrus are about to discover the devastating affects of a fall from above and forced displacement.
  MM 
  MM
  • unit displacement diagram • 
  
  IN THE SHADOW OF FEUERBERG
  BROKEN LANDS, SÜDLAND, RIGA
  HANSEATIC LEAGUE, DEEP PERIPHERY
  4 APRIL 3067
  Waves of emerald static washed over Merchant 
  saFactor Mark Sennet’s thermal display, one more 
  unwanted gift from the vengeful God who had made the 
  Broken Lands: Feuerberg.
  Fire Mountain.
  The cinder cone rose out of a fractured landscape the color of 
  night. None could doubt that it ruled here. The volcano filled the 
  air with the stink of sulfur, lent the land the heat that pulsed in 
  its angry heart.
  Mark had never fought in a worse place.
  Aside from clouding his sensors, the heat sapped agility from 
  his ’Mech. The brittle landscape made it nearly impossible to 
  maneuver beyond the single ferrocrete road that curled through 
  this accursed place.
  He pounded the useless display. Where were the stravags 
  hiding? He could abandon passive sensors, initiate a radar sweep. 
  But that would reveal his own position. 
  Neg. 
  He was a Diamond Shark, a predator of the dark seas of Strana 
  Mechty. He would strike without warning.
  He selected a VHF channel to ensure 
  he had line-of-sight comms, then turned 
  back to the Dire Wolf that shadowed him. 
  “Stay here.” No reason for both of them to risk a 
  crippling fall.
  “Aff, saFactor,” Star Captain Anna Borghev answered crisply.
  Mark took a careful step off the road and onto the 
  shattered landscape. He felt the jagged outcroppings of 
  basalt lava crack and give under the sixty-five ton weight of his 
  borrowed Ha Otoko. 
  This was a dangerous course. Step wrong and he would crash 
  through the brittle surface to one of the hollow lava tubes that 
  riddled the Broken Lands. But he would never find Watanabe’s 
  lance if he kept to the safety of the road.
  Sometimes the most lucrative trades required the most risk.
  He made his way toward a ridge, labored up its side. 
  And saw a lone Hunchback.
  It stood four hundred meters out, painted dark blue with gold 
  and red trim. The colors of RDF 4.
  Mark pulled his reticle down over the Hunchback’s left knee. The 
  icon flashed gold and he let go with a flight of Short Bow LRMs.
  Realizing he was being hunted, the Hunchback’s pilot turned 
  as the missiles hit. Multiple explosions wrenched the knee joint 
  just as the pilot put his weight on it. The Hunchback toppled over.
  Mark drew back.
  Steven Mohan, Jr.
  
  He could have chosen to use exercise rounds for this 
  demonstration, but he wanted to bloody the Hansa, prove 
  the worth of the Ha Otoko.
  One down, three to go.
  He crossed the road and headed east, Star Captain 
  Borghev trailing behind him. She held back far enough to 
  keep her radar signature distinct from his. She was not to 
  take part in the live fire exercise. Four to one, those were the 
  odds Mark had agreed to with Major Hohiro Watanabe.
  He stumbled as the ground shook. A harmonic tremor, a 
  sign of the coming eruption. A careful study of the seismic 
  traces would give an approximate idea of when it was 
  coming. Mark hoped it wouldn’t come soon.
  He pointed his ’Mech’s right arm at a distant hill. “That  
  will give me a commanding view of the landscape.” He 
  started forward, Anna behind him. Brittle rock crunched 
  under their feet.
  The land itself was a mixture of volcanic forms: meter-wide 
  blisters where lava had hardened around upwellings of gas, 
  tree molds where molten rock had taken on the twisted 
  shape of the trees it had killed, fumaroles where the earth 
  belched poisonous hydrogen sulfide.
  None dared live in the shadow of this great beast. The 
  closest village—Kepten, a hamlet so small it did not even 
  appear on local maps—lay a good twenty klicks away. Mark 
  glanced up. A plume of black ash marked Riga’s gunmetal 
  sky. He wondered if twenty klicks was far enough.
  “I see nothing on my scanners, saFactor,” Anna reported. “A 
  Hansa trick, quiaff.”
  “Neg,” answered Mark, “A Hansa negotiation tactic. It is 
  important to know the difference.”
  Anna was a fine warrior, which was why Mark had chosen 
  her to escort him on this venture, but she had much to learn 
  about the art of trading. She made a small hmm sound 
  that was neither challenge nor agreement, inviting him 
  to read into it whatever he wished.
  Mark smiled. Perhaps she had potential after all.
  “We are here to show them the value of the Ha Otoko,” 
  he said. “This is why I agreed to four to one odds. 
  When my single machine defeats Watanabe’s lance, 
  the Hansa will be forced to acknowledge the ’Mech’s 
  value. But our ‘Bladed Man’ is a missile carrier. If it cannot 
  see, it cannot fight. The Hansa force us to battle in this 
  wasteland, thinking to gain an advantage and therefore 
  a lower price.”
  “Perhaps, saFactor. But I do not trust the Hansa.”
  “And I do? Why do you think you are here, Star Captain?”
  “How do we know they will not just take what they want?”
  “All trade relationships are built on trust.”
  “Meaning . . . ?”
  Mark laughed. “Meaning that the other side 
  understands the cost of cheating you well enough 
  that they would never try it.”
  “I still would feel better if Razor Tooth were here.”
  After much pressing the Hansa had finally allowed 
  Mark’s DropShip to inspect the inner belt processing 
  plant that was to supply the germanium quota the Hansa 
  were offering in trade. The Razor Tooth had left just before 
  commencement of the live fire exercise.
  
  “It is not important that Razor Tooth is nine days out. It is 
  important that the Hansa know she will be back.”
  “We have battled them often, quiaff?”
  “Aff. But that is why this contact is so valuable. If the Hansa 
  acknowledge the value of our trade goods, their resistance to our 
  merchant caste will wither away and we can deploy our WarShips 
  and Galaxies to more profitable markets.”
  “It sounds like a flanking movement.” Mark could hear the 
  sudden understanding in her voice.
  “Trade is war by another name,” he said.
  “Still, it is risky.”
  “All things of value are.”
  In truth, this venture was risky for another reason. Many within 
  Clan Diamond Shark opposed trading military technology with 
  Periphery states. Mark meant to change that view. And why not 
  start with the Ha Otoko? It was a solid second-line design, one 
  that any Periphery military would be happy to have.
  The name Ha  Otoko meant “bladed man,” and the ’Mech did 
  have sharp lines. It looked very much like a Japanese samurai 
  complete with helmet and armor, a design specifically intended 
  to entice the followers of bushido.  No surprise the Combine had 
  purchased the ’Mech.  Nor that a second Spheroid power, the 
  Lyran Alliance, had followed the first.
  In the end, who could argue against also selling them to the 
  Hanseatic League?
  He set his sensors on passive and stalked his ’Mech partway up 
  the hill, proceeding just far enough for his cockpit to peek above 
  the crest. No reason to make this easy for Watanabe.
  What he saw chilled his blood.
  He had found the Hansa, all right. They were half a klick east, 
  but not the rest of Watanabe’s lance.
  A company.
  Some kind of scout company, a collection of light, swift ’Mechs. 
  Which meant Watanabe’s lance of heavies was elsewhere. That 
  meant sixteen to two, deadly odds even for Bloodnamed Clan 
  warriors fighting Periphery barbarians.  Worse if Watanabe had 
  also managed to pry infantry or armor out of his RDF commander.
  It also meant they had been betrayed.
  Mark ducked down and turned toward Anna’s Dire Wolf. “I ask 
  for surkairede, Star Captain.”
  Anna understood his meaning at once. “They lied,” she said grimly.
  “Aff. I saw a company beyond the hill.”
  “Very well, saFactor. What do we do now?”
  Mark’s mind raced with possibilities. He did not believe the 
  Hansa had the courage to destroy a Clan DropShip, not when 
  it would only earn them a visit from a WarShip. It followed that 
  whatever Watanabe was planning had to look like an accident.
  Which meant witnesses would pose a problem.
  “We head for the village.”
  “You expect help from the villagers, quineg?”
  “Neg. But Watanabe cannot very well cover up a firefight within 
  a population center.”
  “And knowing this, he may choose not to have one at all,” Anna 
  said. “Very well, saFactor. To the village, but not by the road.”
  “Agreed,” Mark said. He glanced at a map. “If we head off at zero 
  seven eight, we can thread our way between the Hansa forces.”
  The two ’Mechs set out across the fractured landscape, making 
  as much speed as they dared. It was a nerve-wracking transit, 
  knowing that any wrong step could hobble them. After fifteen 
  minutes Mark was drenched with sweat, and not just because of 
  the high ambient temperature.
  “We are fortunate,” Anna said. “We have managed to avoid 
  the Hansa.”
  Mark’s lips tightened. 
  His skill as a trader had earned him the new rank of 
  saFactor, but before joining the merchant caste he had been a 
  Bloodnamed warrior—and those instincts never went away. 
  Something did not feel right. “Hardly fortunate, I think. This is a 
  Hansa world, Anna.  And the Hansa have more wealth than most 
  Periphery states.  Do you really believe Watanabe would not have 
  taken the precaution of placing satellites in orbit to track us?”
  “Perhaps there is not one due for an overhead.”
  Mark offered her a humorless laugh. “Watanabe has planned 
  everything else.”
  She kept silent for a long moment. “A trap, then.”
  “Aff.”
  “What do we do?”
  “What can we do? Keep your eyes open.”
  After another twenty minutes they saw Kepten on the horizon. 
  A jumble of concrete boxes, nothing taller than two stories. As 
  close to a refuge as Mark could imagine.
  He guessed they would be ambushed before they reached it.
  Minutes ticked by, but the ambush did not materialize. Could 
  they be that lucky? 
  They rejoined the road as it passed through Kepten. No traffic 
  moved in or out of the hamlet. They saw no one on the streets, 
  as if the village knew they were coming. An ugly feeling crept 
  through Mark’s gut. “Do you see anyone moving?”
  “I see people inside some of the buildings,” Anna answered.
  “But are they moving?”
  A long pause. “Neg. And my thermal scan says none of them are 
  warmer than ambient.”
  Mark tried to swallow in a dry mouth. He stopped next to a bar, 
  enhanced the image of a shape behind a window. It was a man, 
  a scorpion tattoo on his bulging left bicep. Lady Death’s symbol. 
  His head lolled forward, but he sat upright. As if he had been tied 
  to the chair.
  “Watanabe’s Regional Defense Force,” Mark said slowly. “They 
  hunt pirates, quiaff?”
  “Aff.”
  Mark screwed his eyes shut against the horror of this place. 
  “We are in very big trouble.”
  “I do not—”
  “Ask yourself: how could the Hansa keep our ’Mechs in such a 
  way that the theft would not invite retaliation? What if they could 
  convince Razor Tooth that we had been destroyed, swallowed by 
  the earth itself?”
  Her Dire Wolf turned, seemed to consider the monstrous shape 
  of Feuerberg. “Our warriors would never believe it.”
  “They will if they see an entire Hansa town destroyed by the 
  volcano. Think, Anna. This town does not exist on Hansa maps. 
  I would wager quite a bit that this town is populated by pirate 
  corpses, but once it is flooded with lava none of that will be 
  obvious. It will look like a tragedy.”
  “But we are Clan. Surely the Hansa know we will fight to the 
  death, that we will not allow them to take our ’Mechs.” 
  Mark frowned. She was right about that. Had Watanabe made 
  one fatal mistake? “I do not—”
  
  The angry warble of an alarm interrupted him. 
  He ducked left as a beam of green light flashed by him. Anna 
  stepped forward and answered with her Ultra-5 autocannon, 
  ripping into the lead Jenner that raced toward them. The scout 
  company was upon them, the fastest ’Mechs only half a klick out.
  “Up ahead,” Anna shouted. “An unpaved spur vees off the main 
  road. It runs through a defile. It will slow them down, force them 
  to come at us one at a time.”
  Mark did not like it, but they were out of options.  “Very well. 
  Keep behind me. I will hit them as long as they are in range.”
  He fought his ’Mech through a clumsy pivot. Damn the heat. 
  Mark dropped his reticle over the fleet Jenner and pulled into his 
  triggers as the icon burned gold. A flight of LRMs smashed into 
  the Jenner’s delicate chicken leg. Then he hit it again.
  And again.
  The leg snapped under the furious assault of three flights of 
  LRM-20s. The Jenner smashed to the ground, partially blocking 
  the road. The Hansa’s light ’Mechs would have to pick their way 
  around the Jenner, costing them precious seconds.
  The heat alarm screamed for attention. He slapped the override 
  and wiped sweat from his face with the back of his arm. What he 
  would not give for an autocannon right now.
  A Spider came upon the Jenner. Mark hit it with a flight of 
  missiles. He gasped at the sudden bloom of heat that washed 
  through his cockpit, flash-drying the sweat on his skin. He could 
  not sustain this rate of fire much longer.
  The Spider trembled under the assault. But it did not fall, until Anna 
  tore into it with her large laser. “SaFactor, we must make it to the defile.”
  “Aff,” Mark rasped. He put his ’Mech into a slow backward walk, 
  he and Anna firing as their sinks dissipated the terrible heat.
  A Hansa Panther fell. And then they were off the main road. 
  “You go first,” Anna said. “I will back in to protect our rear.”
  It made sense. The Dire Wolf was far more effective in close-
  quarters combat. “Aff.”
  Mark turned and lumbered toward the defile’s entrance. The 
  maddening screech of his heat alarm cut out.  Finally. He started 
  down the defile, hemmed in on both sides by walls of black 
  volcanic basalt. Forward and down he went—eighty, ninety 
  meters downward for every 150 meters forward.
  He gasped in the superheated air of his cockpit. The shrill bleat 
  of the heat alarm sounded again. It was getting hotter, if such 
  a thing were possible. He glanced at the ambient temperature 
  display. It read 38°C. Not much higher than before. He panted for 
  breath. It felt hotter, no matter what the sensor said.
  Stravag. The heat had damaged his electronics.
  Suddenly, Mark understood everything. He stopped.
  “What are you doing?” Anna shouted. “Keep going. Keep going.”
  “It is a trap. Stay here.”
  “But—”
  “For the love of your Clan, stay here.”
  Without another word, he stalked forward, moving as fast as 
  he dared.
  Moving down.
  He turned a corner and came to a quick halt, then backed up a 
  step. The defile opened up onto a small valley, a lake of bubbling, 
  glowing lava at its center.
  Across the little circle of molten rock was another opening. 
  Mark could not see into it, but he did not doubt what lay hidden 
  behind that black wall.
  The rest of Watanabe’s heavies.
  Mark turned his ’Mech and lumbered back the way he had 
  come. A few more steps and his Ha Otoko would have locked up. 
  He would have been trapped like a fly in amber.
  “We must withdraw, saFactor,” Anna called to him. “I cannot hold 
  much longer.”
  “Anna. They maneuvered us into this place so our ’Mechs would 
  lock up from the heat. So we could be captured. We cannot go 
  down the defile.”
  “But there are two lances of light ’Mechs out there. We cannot 
  hope to stand against so many.”
  The land suddenly shook under their feet. Rocks cascaded 
  down from the defile’s walls. Mark staggered and braced himself 
  against the black stone to keep from falling. Then, just as quickly 
  as it had come, the earthquake passed.
  “Harmonic tremor. I would guess the Hansa have been watching 
  the seismic activity closely. Watanabe needs a volcanic eruption 
  to hide his crimes, and he is about to get one.”
  “What does that mean?”
  “It means we have some leverage.”
  Mark stalked his ’Mech forward, twisted past Anna’s Dire Wolf.
  “What are you doing?” Anna hissed.
  “This battle will not be won by weapons.”  Thinking of Watanabe, 
  he selected a VHF circuit so as not to be overheard.
  “This is saFactor Mark Sennet for the scout company 
  commander. We have not fallen into your trap. We will not yield.”
  He marched up to the mouth of the defile. For a moment the 
  ’Mechs clustered outside did not fire.
  A Javelin stalked toward him. He heard the hiss of static, and 
  then a woman’s voice said, “I am Commander Hanna Pence. If you 
  will not yield, we’ll destroy you.”
  “Then destroy us. We are Clan warriors. We do not fear death. 
  But we will kill many of you, and you will lose your prize.”
  She had no answer to that.
  “And,” Mark said, “our brothers and sisters will not be fooled.”
  “They will,” she answered quickly. Mark heard the thread of 
  desperation through the steel in her voice.
  “Perhaps, but that is a slender assurance on which to rest the 
  future of a world.”
  “What do you propose?”
  “This is not your plan, Hanna Pence. And I would guess your 
  superiors do not sanction such recklessness. So withdraw. Report 
  Watanabe’s actions to the Hansa and let the consequences of his 
  betrayal fall on him alone, rather than on your whole nation.”
  “I cannot withdraw,” she said softly.
  “Already the lava below rises out of its prison. Soon Watanabe’s 
  lance will be cut off. Who could blame you for retreating before 
  the fury of a volcano?”
  For a long moment the Javelin faced him. Then it made a little bow. 
  One by one, the remnants of the scout company began to retreat.
  Anna’s Dire Wolf made its way up the defile. “You really believe 
  the Hansa did not know of Watanabe’s actions, quiaff?” she asked 
  over an encrypted channel.
  “Neg,” answered Mark. “But they will say so. The lie will help 
  them out of this mess and also save our lives.”
  “Incredible,” Anna whispered.
  “Not at all, Star Captain. Trade is a contest where the contestants 
  find victory by working together. In the end, the wise merchant 
  can always find mutual advantage.”
  
  HEAT POINTS
  Players track a ´Mech’s internal heat by the number of heat 
  points it builds up. The greater the number of heat points, the 
  greater the ’Mech’s internal heat. The player keeps track of his 
  ’Mech’s heat points using the column of boxes on the ’Mech record 
  sheet labeled Heat Scale. The Heat Scale records heat levels from 
  0 to 30 heat points. The Heat Overflow box is used to track heat 
  levels above 30. As the ’Mech’s internal heat reaches various levels 
  on the Heat Scale, the ’Mech suffers the adverse effects listed for 
  those levels.
  BUILDING UP HEAT
  Different activities build up heat at different rates. A good 
  MechWarrior balances the tactical value of an action against the 
  heat it will add to his ’Mech. The Heat Point Table indicates the 
  number of heat points generated by various actions and damage. 
  It also shows the number of heat points a ’Mech can dissipate 
  through its heat sinks and by standing in a water hex.
   Heat Sink Types: Heat sinks may be standard or double, 
  though not all unit types can mount double heat sinks. Standard 
  heat sinks dissipate 1 point of heat per turn, and double heat 
  sinks dissipate 2 points of heat per turn.
  Fuel Cell and ICE-Powered IndustrialMechs: These units 
  generate no heat from walking or running, a side effect of their 
  engine and structural designs.
  Jumping: Jumping generates more heat than walking or running. 
  Jump jets generate 1 heat point per Jumping MP expended, with a 
  minimum of 3 heat points. For example, when a ’Mech jumps 1, 2 or 
  3 hexes, it generates 3 heat points. If it jumps 4 hexes, it generates 4 
  heat points; if it jumps 6 hexes, it generates 6 heat points; and so on.
  One of the most severe problems facing any ’Mech in combat 
  is internal heat build-up. Though every ’Mech can dissipate heat 
  through its heat sinks (devices designed to pump heat away from 
  heat-generating systems) or by standing in water, the ’Mech 
  builds up heat whenever it moves or fires its weapons.
  Even when using both of those methods to cool its systems, a 
  high rate of activity commonly produces more heat than a ’Mech 
  can dissipate. An overheated ’Mech can continue to function, but 
  a warrior who pushes his ’Mech past its limits eventually must 
  pay the price. As a ’Mech’s internal heat increases, it moves more 
  slowly and its weapons fire becomes less accurate. If its internal 
  heat reaches a certain level, the ammunition it carries may 
  explode. The ’Mech’s fusion reactor may even shut down, making 
  the ’Mech inactive and immobile until the heat drops below a 
  certain point.
  Aerospace Units: Aerospace units (except conventional fight-
  ers), which don’t track heat treat heat somewhat differently than 
  ’Mechs. See Heat Effects under Aerospace Units, p. 160 of this section. 
  ProtoMechs and Infantry: ProtoMechs never build up heat. 
  They are specifically designed to dissipate all the energy-weapon 
  heat they can build up, and do not generate heat for movement 
  or for firing non-energy weapons. Likewise, infantry never builds 
  up heat or tracks heat from movement, weapons fire and so on. 
  Vehicles and Conventional Fighters: Vehicles (including 
  Airship and Fixed-Wing Support Vehicles) and conventional fight-
  ers do not generate heat in the same manner as ’Mechs. Such 
  units must be designed with enough heat sinks to fire all of their 
  energy weapons at once. Also, because of their more open (and 
  flimsier) structure, vehicles and conventional fighters automati-
  cally shed all heat built up from movement and from firing non-
  energy weapons.
  MM 
  MM
  Even as the colossal machines of Clan Diamond Shark and House Kurita collide, they have to be weary of nature’s fury and the excessive heat of a coastal lava flow. 
  
  159
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Water: Heat sinks dissipate twice as much heat when 
  underwater during the Heat Phase. When a ’Mech is stand-
  ing in Depth 1 water, only heat sinks mounted in the legs are 
  underwater. A ’Mech standing in Depth 2 or deeper water or 
  prone in Depth 1 or deeper water is completely submerged, 
  so all of its heat sinks are considered underwater. Regardless 
  of how many heat sinks are underwater, however, the ’Mech 
  can shed no more than an additional 6 points of heat per turn.
  Shutting Off Heat Sinks: A MechWarrior may actually wish 
  to build up heat in some situations, particularly if his ’Mech is 
  equipped with triple-strength myomer (see p. 143). Building 
  up heat is most easily accomplished by shutting off as many 
  heat sinks as desired during the End Phase of any turn. Shut-off 
  heat sinks dissipate no heat in the following Heat Phase, and 
  may only be switched back on during a subsequent End Phase.
  Outside Heat Sources
  Outside factors can also build up a unit’s heat. Different 
  heat-causing weapons (see Weapons and Equipment, p. 113), 
  as well as environmental conditions (hostile environments 
  and fire, both of which are covered in Tactical Operations), add 
  heat to whatever a unit builds up with its own activities.
  All such outside heat sources—meaning any heat that 
  does not come from a unit’s own movement and weapons 
  fire—are tracked somewhat differently before being added 
  to a unit’s own heat. These heat sources are cumulative, to a 
  maximum of 15 heat points. 
  For example, during a Weapon Attack Phase, ’Mech A is 
  struck with an Inner Sphere Plasma Rifle (see Weapons and 
  Equipment Table, p. 303), as well as an SRM-6 loaded with 
  inferno submunitions (see Infernos, p. 141). After rolling the 
  heat generation for the Plasma Rifle (6 heat points) and rolling 
  on the Cluster Hits Table for the amount of infernos that struck 
  the target (a 9, resulting in 5 missiles hitting the target), ´Mech 
  A’s controlling player tallies the heat generated: 6 for the 
  Plasma Rifle +10 for the infernos (2 heat points per missile x 5) 
  = 16. However, such outside heat sources can only inflict a total 
  of 15 heat points in a turn, and so 1 point is wasted. After the 
  controlling player determines the heat for ’Mech A’s movement 
  and weapons fire, he adds the two numbers together.
  RECORDING HEAT BUILD-UP
  During the Heat Phase of every turn, each player adds up 
  the heat points built up by his ’Mech, as well as any heat from 
  outside sources (see Outside Heat Sources above). He then 
  subtracts the heat dissipated by heat sinks and any additional 
  dissipation if his ’Mech occupies a water hex. The result may 
  be positive or negative. Add this number to the current level 
  of heat shown on the Heat Scale. If the result is negative, 
  adjust the Heat Scale downward; if the result is positive, adjust 
  it upward. The Heat Scale cannot drop below 0. We suggest 
  that players mark the Heat Scale with a pencil, because the 
  heat level will rise and fall many times during the game.
  Extremely High Heat: Heat higher than 30 causes a 
  ´Mech’s power plant to shut down, but has no additional 
  effect. Restarting the ´Mech takes longer, however, because 
  the heat level must drop below 30 before the ’Mech’s reactor 
  can function. Mark any heat generated beyond 30 in the Heat 
  Overflow box on the record sheet. If the record sheet has no 
  Heat Overflow box, write the extra heat points at the top of the 
  Heat Scale. When dissipating heat, the heat overflow must be 
  dissipated before a player can reduce the Heat Scale below 30. 
  EFFECTS OF HEAT
  Excessive heat causes a ’Mech to function less efficiently. It 
  moves more slowly, fires less accurately and may shut down 
  or even explode. Some of these effects are permanent; others 
  disappear when the ’Mech cools.
  The ’Mech suffers the effects listed below after players have 
  adjusted the heat level for the turn as described in Recording 
  Heat Build-up.
  MOVEMENT 
  At 5, 10, 15, 20 and 25 heat points, subtract the number indi-
  cated from the ’Mech’s Walking MP. For example, at anywhere 
  from 5 to 9 heat points, subtract 1 from the ’Mech’s Walking 
  MP. Remember that Running MP is 1.5 times the current 
  Walking MP; if the Walking MP is reduced, the player must also 
  recalculate his ’Mech’s Running MP, rounding fractions up.
  This effect is not cumulative with any previous heat-caused 
  loss of movement points. When a ’Mech’s heat build-up 
  reaches 5 on the Heat Scale, its Walking MP is only reduced 
  by 1. When the build-up reaches 10 on the Heat Scale, reduce 
  Walking MP by 2 total, not by 2 more movement points.
  When heat build-up drops below the point at which these 
  effects occur, the ’Mech regains 1 Walking MP, though previ-
  ous applicable losses remain in force. For example, if the heat 
  falls below 10 on the Heat Scale but remains at or above 5, the 
  ´Mech continues to suffer–1 MP until the heat drops below 5. 
  Jumping: Reductions in Walking MP from heat build-up do 
  not affect a ’Mech’s Jumping MP.
  HEAT POINT TABLE 
  Activity 
  Heat Points
  Walking
  +1 per turn 
  Running
  +2 per turn
  Jumping
  +1 per hex (min. of 3 per turn)
  Attempting to stand +1 per attempt 
  Weapons fire
  Per Weapons and Equipment 
  Tables, p. 303
  Heat-Causing  
  Weapons 
  Per Weapons and Equipment 
  Tables, p. 303, or Other Combat 
  Weapons and Equipment, p. 129
  Heat sink
  –1 per operational heat sink
  –2 per operational double  
  heat sink
  –1 additional per operational 
  single heat sink under water 
  (maximum 6 points)
  –2 additional per operational 
  double heat sink underwater 
  (maximum 6 points)
  First engine hit
  +5 per turn
  Second engine hit
  +10 (total) per turn
  
  WEAPON ATTACKS
  At 8, 13, 17 and 24 heat points, add the number indicated to 
  the ’Mech’s base to-hit number for weapon attacks. For example, 
  at 8 heat points, add 1 to all base to-hit numbers for as long as 
  the heat remains at or above 8. As with movement, these effects 
  are not cumulative, and disappear when heat build-up is reduced.
  SHUTDOWN
  At 14, 18, 22, 26 and 30 heat points, a ’Mech attempts to shut 
  down its power plant automatically as a safety procedure. Until 
  the MechWarrior restarts the reactor, the ’Mech is shut down.
  When a ’Mech shuts down, it is considered immobile, and 
  its equipment ceases to function except for heat sinks and life 
  support. (See also Piloting/Driving Skill Table, p. 60.) It cannot 
  make attacks or move, and cannot build up more heat by its own 
  actions. Even engine critical hits will not generate extra heat while 
  the ’Mech is shut down. Outside influences, such as weapons hits 
  that generate heat, can create heat build-up, however. 
  A shutdown ’Mech’s heat sinks continue to dissipate excess heat. 
  For every turn that the ’Mech is shut down, the heat sinks dissipate 
  as normal, and the player may attempt to restart the power plant 
  during each Heat Phase. To do this, the player rolls 2D6. If the result 
  is equal to or greater than the highest current Avoid number, the 
  player can restart the power plant. A ’Mech may move and fire in 
  the turn following the turn in which the power plant is restarted. 
  When the heat drops below 14 on the Heat Scale, the power plant 
  restarts automatically, even if the pilot is out of action.
  A conscious MechWarrior can override the power plant’s safety 
  shutdown procedure, as indicated by the Avoid number listed 
  with the effect, though shutdown cannot be avoided at 30 or 
  more heat points. If his ´Mech’s heat is at or above 14, the player 
  rolls 2D6 once during the Heat Phase. If the roll result is equal to 
  or greater than the highest Avoid number corresponding to the 
  ’Mech’s heat level, the pilot avoids shutdown for that turn. If heat 
  accumulation reaches two or more trigger levels in one turn, roll 
  2D6 only once, against the highest Avoid number.
  Aimed Shots: Other players can target a shutdown ´Mech with 
  aimed shots (see p. 110). 
  A Hatamoto-Chi begins a turn with a Heat Scale reading of 
  4. During the turn, it fires both its PPCs and walks (generating 21 
  heat points). The BattleMech only has sixteen standard heat sinks 
  working. They dissipate 16 heat points, leaving 5 to build up. During 
  the Heat Phase, these 5 points are added to the 4 already on the Heat 
  Scale, bringing the total to 9. In the next turn, the ’Mech must reduce 
  its Walking MP by 1 (giving it a Walking MP of 3 and a Running MP 
  of 5) and add +1 to its to-hit number for weapon attacks.
  If the BattleMech repeats these actions in the next turn, the 
  player must add 5 more heat points to the Heat Scale, bringing 
  the total to 14. Now the player must make a 2D6 roll of 4 or higher 
  to avoid shutdown. Even if he manages this, he must reduce the 
  Hatamoto-Chi’s Walking MP by 1 more, to 2, until its heat falls 
  below 10 on the Heat Scale. At the same time, the ’Mech fires its 
  weapons with a +2 to-hit modifier. 
  Voluntary Shutdown: Players may elect to voluntarily shut 
  down a unit during any End Phase. They may then restart the 
  power plant in any subsequent End Phase, provided they first 
  pass any Shutdown Avoid checks due to heat (if needed), and 
  provided there is no damage (such as three or more Engine 
  Shielding criticals) that prevents a restart.
  AMMUNITION
  If the heat level reaches or exceeds an Ammo Explosion thresh-
  old of 19, 23, or 28 heat points, the ammunition a ’Mech carries 
  may explode. The explosion can be avoided by pure luck, as 
  indicated by the Avoid number. If the ´Mech’s heat is at or above 
  19, the player rolls 2D6 once during the Heat Phase. If the roll 
  result is equal to or greater than the highest Avoid number cor-
  responding to his ’Mech’s heat level, the pilot avoids an ammuni-
  tion explosion for that turn. If heat accumulation reaches two or 
  more trigger levels in one turn, roll 2D6 only once, against the 
  highest Avoid number.
  When an overheated ’Mech’s ammo explodes, the ammunition 
  critical slot with the most destructive ammo per shot explodes first. 
  Ammo per shot is defined as the Damage Value done by one turn’s 
  worth of shots. For example, the ammo per shot of a machine gun 
  slot has a Damage Value of 2, an AC/10’s Damage Value is 10, an 
  LRM-15 has a Damage Value of 15, and an SRM-6 has a Damage 
  Value of 12. When the ’Mech carries two ammo slots with equiva-
  lent per-shot Damage Values, the ’Mech’s controlling player chooses 
  which ammo explodes. All of the appropriate ammo type in a 
  single critical slot explodes. If more than one critical hit slot holds 
  the appropriate ammo type, the one with the most shots remain-
  ing explodes. If two or more locations have an equal number of 
  shots remaining, randomly determine which one explodes. Resolve 
  the explosion following the rules in ’Mech Critical Hit Effects, p. 125.
  An ammunition explosion has no effect on any unit other than 
  the one that suffered it
  Exploding Weapons and Single-Shot Weapons: Exploding 
  weapons and their ammunition (such as Gauss rifles), as well as 
  all single-shot weapons, do not explode from overheating.
  MechWarrior Damage: Ammunition explosions automatically 
  injure the MechWarrior, inflicting 2 points of damage and requir-
  ing a Consciousness roll (see p. 41).
  ICE-POWERED ’MECHS
  In addition to possible ammunition explosions avoid rolls, 
  ICE-powered ’Mechs must make Fuel Explosion checks when 
  their heat levels exceed 19, 23 and 28 points. The target number 
  to avoid these explosions is the same as that required to avoid 
  ammunition explosions at those heat levels. Failure results in an 
  engine explosion, destroying the ’Mech.
  DAMAGE TO MECHWARRIORS
  If life-support systems take a critical hit, the MechWarrior suffers 
  1 point of damage for every turn that the ’Mech’s internal heat 
  reaches 15 or more. For every turn that the heat rises to or remains 
  higher than 25, the MechWarrior suffers 2 points of damage.
  AEROSPACE UNITS
  Game mechanics for heat generation and dissipation in small 
  craft and aerospace fighters are based on those for ’Mechs, with 
  the following exceptions. Large Craft use a more abstract system 
  to track heat; see Large Craft, p. 161.
  Aerospace fighters and small craft generate heat points 
  only through weapons fire, taking damage from heat-causing 
  weapons, or taking critical engine damage, as shown in the Heat 
  Point Table. They build up no heat through movement.
  HEAT EFFECTS
  Aerospace fighters and small craft follow the same basic 
  rules as ’Mechs for heat effects on weapon attacks, shutdown, 
  
  161
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  ammunition and pilots, using target numbers and Avoid 
  rolls based on the Heat Scales found on the Aerospace 
  Fighter and Small Craft record sheets. The following effects 
  and expansions on existing rules also apply.
  Random Movement
  At 5, 10, 15, 20 and 25 heat points, the unit’s navigation 
  and piloting systems may malfunction. A malfunction means 
  the aerospace fighter or small craft cannot voluntarily spend 
  Thrust Points in the following turn. The unit is treated as out-
  of-control and suffers random movement (see p. 93). 
  A pilot can avoid this effect if he can keep the naviga-
  tion and piloting systems on-line, as indicated by the Avoid 
  number listed with the corresponding effect. If the unit’s heat 
  is 5 or greater, the controlling player rolls 2D6 once during 
  the Heat Phase. If the roll result is equal to or greater than the 
  highest Avoid number corresponding to the unit’s heat level, 
  the pilot avoids random movement for the following turn. If 
  heat build-up reaches two or more trigger levels in one turn, 
  roll 2D6 only once, against the highest Avoid number.
  If the roll fails, the unit undergoes random movement in the 
  subsequent turn. To bring the unit back under control, the player 
  must make a successful Control Roll during the End Phase of the 
  subsequent turn. The unit remains subject to the trigger event 
  and the player must make a successful random movement Avoid 
  roll in each subsequent End Phase until the Control Roll succeeds 
  or the heat drops below the lowest trigger (5 heat points).
  Shutdown
  If a unit shuts down in space, it drifts at its current velocity 
  and heading until the pilot can restart the power plant by 
  making a successful shutdown Avoid roll in a subsequent 
  turn. The power plant automatically restarts when the heat 
  drops to 13 or less. The unit is considered out-of-control for 
  purposes of determining collisions, but it does not suffer 
  random movement.
  In atmosphere, a shutdown unit likewise continues in a 
  straight line, but runs the risk of stalling and losing altitude 
  (see Atmospheric Movement, p. 78). A shutdown unit that 
  moves from a space hex to the space/atmosphere interface is 
  automatically destroyed.
  Ammunition Explosions
  High heat levels can cause ammunition to explode, inflict-
  ing immense damage to the unit. Avoid rolls are required at 
  19, 23, and 28 heat. If the Avoid Roll fails, the ammunition with 
  the most destructive ammo per shot explodes first. A machine 
  gun inflicts 2 points of damage, an SRM 2 inflicts 4 points, an 
  AC/10 inflicts 10, and so on. This means that a fighter with 
  machine gun and AC/10 ammo would suffer an AC/10 ammo 
  explosion. Gauss rifle ammunition, as well as the Gauss rifle 
  itself, are not subject to explosion caused by heat.
  If an explosion takes place, multiply the damage caused by 
  a single shot of the weapon by the number of rounds remain-
  ing, divided by ten (rounding down, to a minimum of 1). Apply 
  this damage to the unit’s SI. If a fighter equipped with CASE 
  suffers an ammo explosion, divide the total damage by 20 
  (rounding down, to a minimum of 1) The rest of that weapon’s 
  ammo is destroyed, but inflicts no additional damage.
  For example, a Slayer aerospace fighter has a full ton of 
  AC/10 ammunition that explodes. This inflicts 100 points of 
  damage , divided by 10 for a total of 10 points assigned to 
  the SI—10 points per shot x 10 shots per ton / 10—which 
  destroys the unit, as its SI is only 8. Had the fighter been 
  equipped with CASE it would have sustained only 5 points of 
  damage, allowing it to survive.
  Ammunition explosions automatically injure the unit’s pilot, 
  inflicting 1 point of damage and requiring a Consciousness 
  Roll (see p. 41). 
  Damage to Warriors
  High heat levels can injure a warrior; Avoid Rolls must be 
  made at 21 and 27 heat. When a heat damage Avoid Roll fails, 
  the warrior suffers 1 point of damage and a fighter pilot must 
  make a Consciousness Roll (see p. 41).
  LARGE CRAFT
  Large Craft work on a zero-net-heat principle that prevents 
  them from generating heat in excess of their ability to dis-
  sipate it. This simplifies heat management for units that can 
  have dozens of weapons and thousands of heat sinks, and 
  also reflects the fact that “heat” for such units represents more 
  than excess temperature. It includes the resources required to 
  power weapon and targeting systems and the superstructure 
  to support crew to operate those systems.
  Large Craft generate heat points per firing arc, rather than 
  per weapon or bay. Players should calculate the total heat for 
  all weapons in each firing arc and write down that informa-
  tion on the appropriate record sheet. Firing all or some of the 
  weapons in that arc is considered to generate the full heat of 
  all weapons in the arc.
  A Large Craft that lacks sufficient heat sinks to fire the weapons 
  in an arc may still fire all the weapons in that arc. This is the only 
  weapons fire the unit may make in that turn, and the player must 
  make an immediate Control Roll, applying a +1 penalty for every 
  100 heat (or part thereof) in excess of what the unit can dissipate. 
  The unit may not fire weapons from other arcs.
  A Lion-class (Clan) DropShip generates 76 heat points in 
  its nose arc, 76 in each of the front left and front right arcs, 
  48 in the aft left and aft right arcs and 44 in the aft arc—a 
  total of 368 heat points. It can only dissipate 110 heat points. 
  The DropShip cannot generate more than 110 points in a 
  single turn, and so the controlling player cannot fire all the 
  weapons at once. In a given turn, the controlling player can 
  only fire a combination of arcs that does not exceed 110 
  heat points.
  AEROSPACE FIGHTER/SMALL CRAFT
  HEAT POINT TABLE 
  Activity 
  Heat Points
  Weapons fire 
  Per Weapons and Equipment Tables, 
  p. 303
  Heat-causing 
  weapons
  Per Weapons and Equipment Tables, 
  p. 303, or Other Combat Weapons 
  and Equipment, p. 129
  Heat sink 
  –1 per operational heat sink
  –2 per operational double heat sink
  Engine damage
  +2 per hit
  
  BASINGSTOKE 
  CITY
  PRESTON
  FREE WORLDS LEAGUE
  21 JUNE 3068
  Emile Aiello’s teeth rattled as another tremor 
  shook the dilapidated office building. Fine dust 
  drifted down, adding a light frosting to the mottled 
  grays of the Marik urban camouflage field uniform that 
  clad his squat and muscular frame. The dust obscuring his 
  corporal’s stripes puffed upward into the air as he absently 
  brushed the grit from the cold metal-and-plastic AX-22 assault 
  rifle cradled in his left arm. Hard, dark eyes set in a scarred face 
  stared into the grey dawn light. In the gloom around him, tense 
  figures crouched unmoving at the third floor windows as another 
  tremor rippled through the building. Chunks of yellowing plaster 
  clattered onto the piles of tired furniture stacked against walls 
  covered in peeling wallpaper. The wallpaper had long since 
  abandoned its pristine whiteness for the faded color of old bones.
  Somewhere out in the city, BattleMechs were on the move.
  The nice recruitment 
  officer in his spotless uniform 
  with the chest full of medals 
  had missed some important details, 
  Aiello mused sourly as he checked 
  his spare magazines for the tenth time 
  that morning. Little incidentals—like being 
  expected to place one’s soft and fragile body in 
  the path of towering metal avatars of war. The sort of 
  thing that probably would have dissuaded even gullible 
  farm boys like sixteen-year-old Emile from joining the army. 
  Even ten years ago, he’d had at least that much sense.
  Another tremor shook the heavy building. Whatever caused 
  them was getting closer.
  “Get ready! Stay calm!” Behind Aiello, Lieutenant (Junior Grade) 
  Santorini was pacing up and down the platoon’s position, with 
  Sergeant Isaacs at his shoulder. In the dusty twilight the lieutenant’s 
  olive skin had a marked greenish cast to it. “You all know the plan!”
  Yes, Aiello thought as he continued to scan the roofline across the 
  street. They did. More important, so did Santorini—after Isaacs had 
  spent the better part of the previous evening telling the lieutenant 
  David L. McCulloch
  
  just what the plan was going to be. The iron-haired sergeant 
  might not afford junior officers the level of respect considered 
  appropriate from a noncom in FWLM service, but she was a 
  real wizard when it came to small unit tactics—the reason she 
  was still in the service. Few officers lasted long in Third Platoon, 
  Delta Company, Second Battalion of the 97th Marik Infantry 
  Regiment. Some of the more skilled (or lucky) ones got promoted 
  rapidly and went on to greater things. Others had been killed or 
  wounded in gruesome ways that FWLM recruitment literature 
  never talked about. Two had been cashiered. One had simply dis-
  appeared. The task of breaking in the replacements fell to Isaacs—
  which probably went a long way toward explaining her attitude.
  The unmistakable tearing sound of a heavy autocannon cut 
  into the ponderous silence between titanic footfalls.
  Aiello pondered just how long Santorini would last. He 
  was not alone; in whispers, PFCs Ferrier and Hendman were 
  running a book with the rest of his squad. “Hendman! Ferrier! 
  Shut it!” he hissed as Santorini came back up the line. Aiello 
  wished Isaacs could make the lieutenant just stand still for a 
  moment and shut up.
  “Now remember, our orders are to maintain the foothold on 
  this side of the river. The Nineteenth Megrez Home Guard is 
  on our flank, so don’t go ruining their day with stray rounds!” 
  Santorini delivered his typical pre-battle pep talk, while Isaacs 
  kept busy whispering into the lieutenant’s ear. 
  “Those pukes from Megrez couldn’t maintain a foothold on 
  a pile of Branth droppings!” Hendman grunted as Santorini 
  passed out of earshot. For the tenth time in as many minutes, 
  he checked the missile loaded into the SRM launcher braced 
  on Ferrier’s shoulder.
  “None of that, now! We’re all one big happy Free Worlds 
  League!” Ferrier delivered this last in a fair imitation of Lieutenant 
  Santorini without taking his eye from the sights of Second 
  Squad’s one and only support weapon. Aiello’s squad mates 
  fought to stifle their laughter. Then the building trembled again, 
  bombarding them with more misshapen chunks of discolored 
  plaster. Mirth evaporated as hands tightened on weapons.
  Aiello spotted movement on the Irian Media Interstellar 
  building across the abandoned street. Snapping the lens 
  protectors open, he pressed the rubber eyepieces of his 
  binoculars to his face and trained them on the high roof. PFC 
  Valdez came into focus. Aiello waved to signal that she had 
  his attention. Valdez raised her right hand in a fist, then raised 
  four fingers. A pause, then she held up six fingers, and then 
  five. Finally she signed two fingers walking, then made a sharp 
  gesture across the throat. 
  “Sarge!” Aiello called back over his dust-encrusted shoulder. 
  “Valdez says we’ve got BattleMechs coming! Four bandits! 
  Sixty-five tons plus!” 
  His shout brought Isaacs striding up, a surprised Lieutenant 
  Santorini scurrying in her wake. “What about support?” 
  Isaacs’ drawl sounded calm, almost bored.
  “She says no support.” 
  If correct, that was good—very good. If 
  the Lyrans were coming in without infan-
  try support, Third Platoon might 
  survive the next half hour. 
  Some of them, at least.
  
  Isaacs pondered this information. “Just a probe, then. Better tell 
  our lookouts to come on in.” 
  Aiello nodded in agreement. If the Elsies were serious they’d 
  be sending in the big stuff. Considering that the Lyrans, either 
  through luck or design, were about to hit the Marik line at its 
  weakest point—the junction between Second Battalion and 
  the displaced Megrez Home Guard—the sergeant had sounded 
  almost cheerful.
  The savage rip of an autocannon echoed again as Aiello 
  signaled to Valdez and O’Flagherty to abandon their exposed 
  lookout position. This time the roar of weapons fire was accom-
  panied by the sound of breaking glass and falling masonry. As 
  far as Aiello knew, there were no troops forward of their posi-
  tion. Perhaps the approaching Lyran was shooting at shadows. 
  Aiello took a sip of tepid water from his canteen to wash away 
  the chalky taste of dust and spat on the cracked tile floor. Better 
  at shadows than at him.
  With a tornado’s roar, BattleMech jump jets rattled the grimy 
  windows and broken light tubes as the distinctive hunched form 
  of a Skye Jaegers’ Axman, its five-ton club held menacingly aloft, 
  rose into view. It alighted on the IMI building’s flat roof with a 
  teeth-rattling impact. Now more than dust was making Aiello’s 
  mouth so dry. Third Platoon would be lucky to scratch the paint-
  work on that BattleMech, let alone penetrate the ten tons of 
  ferro-fibrous armor protecting it.
  Sergeant Isaacs, though, had avoided the IMI building as 
  the best place for Third Platoon to dig in for good reason. Even 
  though its height afforded an excellent view of the surrounding 
  streets, all of its structural strength was concentrated in its core. 
  The outer sheathing of emerald glass would become a whirlwind 
  of glass shards just as deadly to lurking infantry as any autocan-
  non or missile. It was also the tallest building in the neighbor-
  hood, attracting jump-capable BattleMechs like Andurien moths 
  to flame. Indeed, Third Platoon was counting on it.
  Aiello didn’t have to wait for the order Isaacs barked a moment 
  later. “Semis! Target the fourth floor! Fire!” First and Fourth squads’ 
  semi-portable autocannons roared into life, belching meter-long 
  tongues of malevolent yellow flame. The air filled with the acrid 
  taste of propellant as the crews raked the frontage across the 
  street. The rest of Third Platoon added to the weight of fire with 
  their AX-22s, blowing ten-meter tall sheets of glass into ruin. In 
  seconds the street was littered with cruel emerald blades as Third 
  Platoon’s assault ripped open gaping black scars to expose the 
  building’s interior.
  “Missiles! Fire! Hit the dirt!” Aiello screamed above the pande-
  monium of the semis’ roar. 
  “Fire in the hole!” Ferrier’s call was echoed by Morris in Fourth 
  Squad. As Aiello joined his squad on the floor, he caught sight 
  of Isaacs pulling Lieutenant Santorini out of harm’s way. In this 
  confined space the launchers were deafening. As their brace 
  of HE missiles streaked across the street like miniature comets, 
  Ferrier and Morris joined their comrades and became one with 
  the ancient tiles.
  The warheads found their mark with deadly accuracy. The 
  detonation blew out the few windows that had survived their 
  first murderous attack on the IMI building. Spectacular as the 
  blast appeared, it was the damage wrought inside that counted. 
  Normally even that damage would have been little more than 
  cosmetic...until some overly confident MechWarrior parked sixty-
  five tons of BattleMech on the roof.
  Aiello heard the shriek of metal stressed beyond endurance, 
  punctuated by the staccato snapping of cross-supports as they 
  gave way under a strain the building’s architects had never fac-
  tored into their design. With appalling suddenness, the build-
  ing collapsed onto itself, as if in slow motion. The fifth floor 
  went first, the damaged structure on the floor below unable 
  to support the weight above it. Structural failure rippled up 
  through the sixth, seventh and eighth floors. Then the whole 
  disintegrating mass hammered into the lower floors like a 
  titanic pile driver.
  The sound was indescribable. Vast clouds of dust billowed 
  outward from the seat of destruction, enveloping Third Platoon’s 
  refuge like a tsunami, blasting in through the glassless windows 
  and coating everything in gray.
  Coughing, Aiello pulled himself up to peer at the destruction. 
  Smoke and dust filled the air, choking breath and making eyes 
  tear.  He could just see a fresh mound of still-settling wreckage 
  across the street. Somewhere beyond the veil of dust came the 
  sound of battle. The other ‘Mechs must have run into Second 
  Battalion’s picket line. Aiello hoped they were having as much 
  luck as Third Platoon. A ragged cheer swelled to full voice, joined 
  by whoops of victory as Third Platoon pulled themselves to their 
  feet and surveyed the altered cityscape. 
  “Well, now,” Aiello said. “That went about as well as could be 
  expected.”
  Unfortunately, their celebrations proved premature.
  With a grating sound of protest—as if some monster were 
  drawing titanic metal fingernails with vindictive delight across an 
  unimaginably gigantic blackboard—the Axman levered itself up 
  from the center of the debris pile. Its hatchet was gone, its right 
  arm missing from the shoulder down. Only a mangled stump 
  remained—a raw wound of twisted metal, cables and tubing that 
  dripped sickly green coolant. Almost every square millimeter of 
  the Axman’s armored hide was caked in dust or dulled where the 
  distinctive checker-work paint scheme had been scoured down 
  to the Kallon Unity Weave ferro-fibrous armor. Only the Steiner 
  fist emblem miraculously remained, clenched as if in defiance of 
  their ambush attempt. 
  One final heave sent more rubble spilling out into the street 
  as the maimed BattleMech regained its footing. Perhaps the 
  MechWarrior had seen the spot from which they’d delivered the 
  fatal blow against the IMI building, or maybe he was still stunned 
  from the fall and lashed out blindly. Regardless, the result was 
  the same. 
  “Take cover!” Sergeant Isaacs shouted. Aiello and the rest of 
  the platoon dropped instinctively as the Axman opened up with 
  its heavy autocannon. A whirlwind of high explosives raked 
  the building, followed by a rain of coherent light as the Lyran 
  BattleMech brought its surviving laser weapons into play.
  Third Platoon weathered the storm of high-tech destruction, 
  for Isaacs had chosen their position with care. The squat edifice 
  of local granite and endo-steel might resemble a giant pillbox 
  and surely harked back to the heyday of the First Star League, but 
  unlike the snazzy glassed-in IMI building, it offered protection 
  from heavy weapons—for a while.
  
  The roar of the autocannon died. “I think we pissed him 
  off,” Ferrier said, bracing the SRM launcher into firing position. 
  Hendman slapped another missile into the launcher, then 
  slapped Ferrier’s helmet. A sharp squeeze of the trigger sent the 
  missile straight into the Lyran war machine’s broad chest. The 
  semis renewed their song of destruction accompanied by the 
  sharp crack of AX-22s as Third Platoon scoured their foe with a 
  tide of near-impotent bullets. 
  As if to ridicule their feeble attacks, the Axman fired its auto-
  cannon again. Further down the room, two figures flew back 
  from the windows, as if jerked by invisible strings.
  Aiello looked up at Hendman and slapped a fresh magazine 
  into his AX-22, oblivious to a cut sliced across his left cheek by 
  a flying shard of granite. “Yup. I’d say so!” Two more from First 
  Squad were down now. So was Lieutenant Santorini. The air was 
  thick with the smell of cordite and coolant, cooked meat and 
  blood.
  Once more the Axman’s autocannon fell silent. Swinging up his 
  reloaded weapon, Aiello sprayed fire into the ‘Mech’s elongated 
  head, more in the hope of distracting the MechWarrior than 
  doing any real damage. The BattleMech shifted its feet, leaning 
  forward. Aiello’s experienced eye read the move. “Sarge!” he 
  called to Isaacs. “Think we’re going to have company in here!”
  The Lyran MechWarrior had to realize by now that he couldn’t 
  blast Third Platoon out of their building. Not quickly. Not if he 
  wanted his Axman fit to deal with the Marik BattleMechs that 
  Aiello prayed were rushing to intercept the Lyran thrust at this 
  very moment. The Axman’s pilot had two choices: bypass this 
  stubborn infantry position and find something else to molest, 
  or physically root out the infuriating insects impudent enough 
  to challenge the king of the battlefield. So how angry had they 
  made that MechWarrior? Aiello hosed down the Axman’s cockpit 
  once more for good measure.
  The Axman lunged at the building.
  The collision threw Aiello to the floor so hard, he wondered if 
  it was worthwhile getting back up. The structure shook a second 
  time as sixty-five tons of BattleMech slammed into the ferrocrete 
  outside. What remained of the ceiling plaster finally gave up its 
  battle against gravity. It came crashing down in ragged sheets, 
  throwing white powder everywhere. Aiello crawled out from 
  under crumbling bits of roof and pulled himself up to the window. 
  In the rubble-strewn street, the Axman was struggling to regain 
  its feet—an operation hampered by its missing arm. Whether 
  from its encounter with the building or the sidewalk, plates of 
  armor had been torn away from the left thigh, exposing myomer 
  bundles that writhed as the ‘Mech continued to struggle. Aiello 
  thought he spotted actuator damage, too. With all the shifting 
  rubble, the ‘Mech couldn’t get its left leg under it. 
  “Oops!” Aiello muttered as the Axman overbalanced and fell 
  forward. It crashed into the building and then slid back to the 
  street, jolting the structure once more.
  “This place can’t take much more of this. Time for us to go.” 
  Isaacs spoke from behind Aiello’s shoulder. “OK, people! Grab 
  your gear! We’re falling back to the first rally point. Cho! Wilson! 
  You two bring the lieutenant.”
  Ominous grinding sounds told of movement in the street as 
  they ran for the emergency stairwell.
  Stumbling in the dark on uneven floors, Aiello expected the 
  building to disintegrate around him as sixty-five tons of infuriated 
  BattleMech came crashing through the walls. Panting now, he led 
  the platoon down the stairwell with reckless haste. The others came 
  scrambling after him—half carrying, half dragging the wounded.
  Aiello hit the fire door at a run. After the dread-infested dark, 
  the dim light from the overcast sky that lit the litter-strewn alley-
  way hit him like a drink of sweet spring water. No time to stop 
  and admire the scenery, though. With Second Squad in the van, 
  Aiello raced down the alley toward the river. 
  He had gone perhaps fifty meters when the sounds he’d been 
  dreading came from behind—the thud of impact and falling 
  masonry. The Axman had broken through the building’s stone 
  façade at last. 
  He endured a moment of endless silence before the dark ferro-
  crete convulsed under him. Aiello found himself thrown into the 
  air with the rest of Third Platoon. He landed on his left side. Hard. 
  His shoulder exploded in pain and a yawning blackness sucked 
  at his consciousness.
  He came to on a cold surface, gazing up at an empty gray sky 
  as he tried to remember who he was. Then memory came rushing 
  back, along with throbbing agony in his shoulder. He was lying 
  on his back in the center of the grimy alley. Fighting to ignore his 
  screaming shoulder, he pushed himself up to a sitting position 
  with his right arm. He saw Sergeant Isaacs kneeling next to him, 
  blood streaming from her nose. 
  “Looks like he found the basement,” she croaked.
  “I didn’t even know that building had a basement.” Aiello got his 
  legs underneath him on the second attempt. Around him, Third 
  Platoon’s dazed survivors were beginning to regain their feet.
  Isaacs stood up, looking as shaky as Aiello felt. She nodded 
  toward the ruins of their hastily abandoned refuge. “Neither did he.”
  The grating sound that came from beneath their feet was felt 
  more than heard. Aiello shot an incredulous glance at Isaacs. 
  “You’ve got to be kidding me! What does it take to stop this guy?”
  Isaacs didn’t answer. “Third Platoon! Everyone move it! Now!” 
  She grabbed Aiello’s good arm and pushed him down the alley. 
  “Quick! Take the first right. Head for the storm drain.” Then she was 
  gone, shoving stragglers in the same direction.
  Waving Ferrier and Hendman ahead of him, Aiello began to 
  jog unsteadily. He could hear grunts and curses mixed with the 
  sounds of the entombed BattleMech’s struggles behind him. He 
  fought the urge to look back. Rounding the corner, he immedi-
  ately saw the storm drain. But it was not the sight of Isaacs’ sanc-
  tuary that brought a sudden grin to a face caked with dust and 
  blood. The squat shape of an FWLM SRM carrier was parked just 
  beyond the ferrocrete spillway.
  As Third Platoon piled into the ready-made trench, thunder-
  ous footfalls made it abundantly clear that the Axman had freed 
  itself once more. Bringing up the rear, a sprinting Isaacs leaped 
  down into cover. Spraying wild shots from its remaining lasers, 
  the BattleMech came staggering round the corner—straight into 
  a firestorm of sixty short-range missiles. The high-explosive war-
  heads ate into the heavy ‘Mech like a shoal of high-tech piranhas. 
  Armor shattered and internal structural components were blown 
  clear. For a moment the ravaged titan stood motionless. Then it 
  collapsed backward into a two-story garage.
  Wiping his face, Aiello noticed the blood for the first time. He 
  looked across to where Isaacs lay panting. “Can we go home now?”
  
  The rampant destruction caused during the early Succession 
  Wars appalled even the most hardened soldiers. Until the Jihad, 
  recent decades saw the evolution of a common practice to avoid 
  combat in populated areas, especially among the warrior Clans, 
  who consider the collateral damage caused by such battles 
  unacceptable. Despite this unwritten law, combat still had a 
  tendency to drift from the intended battlefield into urban areas. 
  There is also no shortage of less than noble commanders who 
  set ambushes in cities, counting on the unspoken truce in those 
  areas to offer an extra measure of surprise. The Jihad has opened 
  up a whole new chapter of brutal combat within cities.
  Historically, the buildings and irregular terrain in urban areas 
  made it difficult for Combat Vehicles to successfully achieve their 
  objectives. Though ’Mechs have superior flexibility, cities still com-
  plicate warfare in the thirty-first century. Battles fought in long, 
  narrow streets filled with buildings that block line of sight, provide 
  enemy hiding places and offer limited protection from weapons 
  fire require a change in tactics and operations. In urban combat, 
  even conventional infantry may substantially damage a ’Mech.
  Note: The rules in this section represent a simplified system for 
  integrating basic buildings into BattleTech play. A more comprehen-
  sive system for other kinds of structures (such as hangars, railway 
  stations and so on, as well as how different units deal with those 
  larger, more unique structures) are covered in Tactical Operations.
  BUILDING TYPES
  BattleTech divides buildings into four types: light, medium, 
  heavy and hardened. Each type is rated to describe the damage 
  it can withstand, the protection it provides and the weight it 
  can bear. Two numbers describe buildings in BattleTech: the 
  Construction Factor (CF) and levels.
  Default Values: If a scenario does not specify a building’s type, 
  treat it as medium, Level 2.
  CONSTRUCTION FACTOR
  The Construction Factor (CF) determines how a building’s 
  physical structure affects the play of the game. Specifically, the 
  CF is the number of damage points a building hex can take 
  before being reduced to rubble; this damage, regardless of when 
  it occurs, is tracked across a game until the building hex CF is 
  reduced to 0. This number applies to the hex as a whole; each 
  level of a building hex (regardless of how many) does not have 
  its own CF, even though damage can be inflicted on different 
  levels of a building hex under some circumstances (such as Area 
  Effect Weapons; see p. 172). The CF also represents the number of 
  tons of additional weight each level of a building hex can support 
  without collapsing. 
  The range of possible CF values for each building type appears 
  on the Building Modifiers Table, p. 167. Regardless of a build-
  ing hex’s current Construction Factor, its type never changes. A 
  damaged heavy building hex with a current CF of 15 remains a 
  heavy building hex.
  Several map sets published by FanPro/FASA have buildings 
  printed directly on mapsheets (for example, Classic BattleTech 
  Map Set 7 and Classic BattleTech Map Set Compilation #2). Players 
  can also use counters to represent buildings on a mapsheet. Any 
  type of counter will do, but the building’s type and level should 
  be clearly marked (players can use the pre-printed buildings on 
  the above-mentioned mapsheets as an example of how best to 
  designate the counters), and the counter should fit appropriately 
  within the hex or hexes it will occupy on the mapsheet.
  SL 
  SL
  House Marik’s First Atrean Dragoons deploy to secure a city on a world in House Davion’s Sarna March during Operation Guerrero. 
  
  167
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Default Values: If the scenario does not specify a build-
  ing’s CF, assume that a light building hex has CF 15, a medium 
  building hex has CF 40, a heavy building hex has CF 90 and a 
  hardened building hex has CF 120.
  Multiple-Hex Buildings: For buildings that cover more 
  than one hex, each hex has its own CF value. The destruction 
  of a single hex in a multi-hex building does not affect any 
  other hex within the same structure, unless more than half 
  the total hexes have been destroyed. At that point, the rest of 
  the building collapses. For example, if four hexes of a seven-
  hex building are destroyed, the remaining three hexes will 
  collapse. For more information, see collapse (p. 176).
  Current CF: The Current CF of a building is defined as the CF 
  at the instant an action takes place. For example, if two ‘Mechs 
  enter the same building hex at different times in the same 
  Movement phase, the current CF for both units will be differ-
  ent (as the first ‘Mech will have damaged the building hex).
  BUILDING LEVELS
  Treat building levels exactly like other terrain levels for line 
  of sight and movement, with each level of a building measur-
  ing roughly six meters high. These levels do not represent a 
  specific number of floors, but rather are an abstraction of the 
  building’s interior. 
  This means that even though a ’Mech stands two levels tall, 
  when inside a building hex it only occupies a single level at 
  a time. However, it still is considered to rise two levels above 
  the underlying level it occupies in a building hex for purposes 
  of LOS to any hex that is not a non-adjacent building hex. For 
  more information, see Changing Levels in a Building, p. 169. 
  MOVEMENT EFFECTS
  Units can move into, through or onto buildings. Building 
  levels affect movement in the same way as all other terrain 
  levels. In other words, a unit can move to the roof of a build-
  ing hex, change levels as though the building were a hill 
  (provided the unit does not change more than its maximum 
  allowed level changes in a single hex and the CF of the hex 
  can support the unit). Of course units may also enter a build-
  ing rather than climbing on top (see Moving Through Buildings, 
  below). The Building Modifiers Table below summarizes 
  movement costs and modifiers for each type of building.
  If the total tonnage of units on any single level of a building 
  hex exceeds the hex’s current CF (except Level 0, the ground 
  floor; see Basements, p. 179), the entire building hex immedi-
  ately collapses (see Collapse, p. 176).
  Prohibited Units: Aerospace units, VTOLs, WiGEs, Fixed 
  Wing and Airship Support Vehicles, and naval vessels may not 
  voluntarily enter a building hex.
  MOVING THROUGH BUILDINGS
  Note that the rules in this section cover entering building 
  hexes below the level of the roof; i.e. movement actually 
  inside the building in a hex, as opposed to entering a hex on 
  the roof of the building. For example, when the rules talk of 
  making a Piloting/Driving Skill Roll for entering a building hex, 
  it refers to below the level of the roof.
  All units can enter a building hex at ground level (Level 0), 
  provided that other terrain in adjacent hexes does not block 
  such movement. Units that involuntarily enter a building hex 
  (such as during a skid or after being displaced by another 
  unit’s actions) should use Skidding and Unit Displacement 
  rules to resolve such movement (pp. 62 and 151, respectively). 
  Collapse: If a building hex sustains enough damage to col-
  lapse during a unit’s movement, the collapse is resolved imme-
  diately, before the unit exits the hex (such as in a continuing 
  skid) or expends any more MP in any way (either to change 
  facing, attempt to exit the buildings and so on); this includes 
  assigning all damage to all units, resolving any accidental falls 
  and/or displacement and so on. See Collapse, p. 176. 
  ’Mechs and Vehicles
  A ’Mech may enter a building hex at a level higher than 
  ground level only if entering from an adjacent hex with a level 
  equivalent to the building level being entered; i.e. a ´Mech 
  may enter a building, but only at a level equal to that of the 
  last hex the ´Mech entered. A ’Mech cannot use Jumping 
  MP to enter a building hex, though it can enter the hex by 
  jumping on top of the building (it lands on the building’s roof). 
  However, a ’Mech can use Jumping MP to leave a building hex, 
  provided it does not enter another building hex, below the 
  level of that building hex’s roof, at any point in the rest of that 
  ’Mech’s current Movement Phase.
  Every time a ’Mech or vehicle enters a building hex (not 
  including movements onto the roof), the warrior must 
  make a Piloting/Driving Skill Roll, adding all appropriate 
  modifiers from the Piloting/Driving Skill Roll Table, (see p. 60).  
  BUILDING MODIFIERS TABLE
  Building Type
  Original CF
  MP Cost 
  Per Hex*
  Piloting/Driving 
  Skill Modifier
  Light
  1–15
  +1
  0
  Medium
  16–40
  +2
  +1
  Heavy
  41–90
  +3
  +2
  Hardened
  91–150
  +4
  +5
  Cost to Enter Any Hex
  1
  *Infantry (except mechanized infantry) pay only 1 MP to enter a building hex 
  regardless of building type; ProtoMechs and mechanized infantry only 
  pay 2 MP to enter a building hex.
  BUILDING MOVEMENT  
  MODIFIERS TABLE
  Hexes Moved 
  In Turn
  Piloting/Driving 
  Skill Modifier
  Hexes Moved  
  In Turn
  Piloting/Driving 
  Skill Modifier
  1–2
  0
  10–17
  +4
  3–4
  +1
  18–24
  +5
  5–6
  +2
  25+
  +6
  7–9
  +3
  
  In addition, modify the roll for the unit’s movement per the Building 
  Movement Modifiers Table, above. If the roll is successful, the unit 
  takes no damage. If the roll is unsuccessful, the unit takes damage 
  equal to the building hex’s current CF divided by 10 (round up). 
  This damage hits from the front if the unit was moving forward into 
  the hex, from the rear if the unit was moving backward into the 
  hex. The damage hits from the left or right side as appropriate for a 
  four-legged ’Mech entering a building using a lateral shift. 
  A failed roll does not cause a ’Mech to fall. In addition, when-
  ever a ’Mech or vehicle enters a building hex, the hex suffers 
  damage equal to the unit’s tonnage divided by 10 (rounded up), 
  regardless of the Piloting/Driving Skill Roll result.
  WiGEs: While WiGEs cannot enter a building, a WiGE moving 
  over a building immediately collapses that building if its tonnage 
  x 0.25 exceeds the building’s current CF (see Collapse, p. 176).
  Vehicles: Vehicles that fail their Driving Skill Roll when enter-
  ing a building hex must make one immediate roll on the Motive 
  System Damage Table (see p. 193).
  Large Support Vehicles: Large vehicles inflict double the stan-
  dard damage against buildings when entering a building hex. 
  Falling: If a ’Mech falls inside a building hex, it inflicts the same 
  damage on the building hex as though the unit entered the 
  building hex.
  Infantry and ProtoMechs
  Infantry enter building hexes as though entering clear terrain, 
  paying only 1 Ground MP to enter a building hex, regardless of 
  building type. Mechanized infantry must pay 2 Ground MP to enter 
  a building hex, but a mechanized infantry unit with only 1 Ground 
  MP available may still enter the building if it qualifies under the 
  Minimum Movement rule (see p. 49). Infantry units may enter a 
  building at a higher level, just like a ’Mech. When moving from one 
  building hex to an adjacent building hex (including when inside 
  a multi-hex building), infantry may only use Ground MP. Jump-
  capable infantry that wish to enter a building using their Jumping 
  MP follow the procedure for jumping Battle Armor, below.
  ProtoMechs enter and move through buildings according to 
  the rules for infantry, except that ProtoMechs must pay an addi-
  tional 1 MP (for a total of 2) to enter each building hex and cannot 
  enter buildings using the rules for battle armor with Jumping MP. 
  In addition, whenever a ProtoMech enters a building hex, the hex 
  suffers 1 point of damage.
  Battle Armor
  A battle armor unit with Jumping MP may enter a building at 
  any level higher than ground level (Level 0), provided that level 
  is equal to or less than the sum of the battle armor’s Jumping MP 
  plus the level of the battle armor unit in the hex where the jump 
  started. The unit must have sufficient Jumping MP to allow it to 
  enter the target building hex (1 MP); it must have line of sight 
  to the target building hex level before starting movement; and 
  it cannot enter such a hex if that would violate the stacking rules. 
  Finally, when using Jumping MP to enter a building hex below 
  the level of the roof, the battle armor unit’s movement ends 
  immediately upon entering the first building hex.
  When the battle armor unit jumps into a building hex (not 
  including the roof), it must make an Anti-’Mech Skill roll. The 
  controlling player should first consult the Piloting Skill Modifier 
  column of the Building Modifiers Table and apply the appropriate 
  target number modifier for the building type. If the roll is suc-
  cessful, the battle armor unit takes no damage. If unsuccessful, 
  the battle armor unit takes a single hit, with damage based on 
  the building type. A light building inflicts 2 points of damage; a 
  medium building, 3 points; a heavy building, 4 points; and a hard-
  ened building, 5 points. Regardless of the roll result, the building 
  never takes damage from battle-armored infantry movement.  
  A battle armor unit does not make an Anti-’Mech Skill roll when 
  using Jumping MP to leave a building hex.
  A battle armor unit with VTOL MP may enter a building hex at a 
  level higher than ground level (Level 0). The unit simply moves into 
  the target building hex at the same building level as the level of the 
  adjacent hex it left. The battle armor unit must have sufficient VTOL 
  MP to allow it to enter the target building hex (1 MP), and it cannot 
  enter such a hex if that would violate the stacking rules. Finally, 
  when using VTOL MP to enter a building hex below roof level, the 
  battle armor unit’s movement ends immediately upon entering the 
  first building hex. Unlike Jumping MP, a battle armor unit using VTOL 
  MP to enter a building hex does not make an Anti-’Mech Skill roll.
  In the Entering Building Hex Diagram 1 below, two enemy 
  units on the City (Downtown) map are moving through or into 
  building hexes.
  Player 1 wants to move his 65-ton JagerMech (Piloting Skill 
  5) through a medium building (CF 40) hex to fire at units on 
  the other side. The JagerMech starts in Hex A and will move 
  to Hex C. The ’Mech runs one hex so that it is adjacent to the 
  building hex (Hex B), then spends 3 MP to enter Hex B. As the 
  ’Mech enters Hex B, the player must make a Piloting Skill Roll, 
  modified by +1 because this is a medium building. This gives 
  Player 1 a modified target number of 6 (5 + 1 = 6). As shown 
  on the Building Movement Modifiers Table, the player need 
  not add another modifier for the unit’s movement because 
  the JagerMech only moved two hexes so far. The player rolls 
  2D6 and gets a result of 10, a success. The BattleMech suffers 
  no damage, but the building hex takes 7 points of damage (the 
  JagerMech’s 65 tons divided by 10, rounded up), leaving it with 
  a current CF of 33. The JagerMech then moves into Hex C.
  Had Hex C had been a building hex, Player 1 would need to 
  make another Piloting Skill Roll to enter it. This time he would 
  add a +1 building movement modifier, because the ’Mech 
  LEVEL 0
  LEVEL 1
  LEVEL 2
  LEVEL 3
  LEVEL 4
  0405
  • entering building hex diagram 1• 
  
  169
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  would be moving into its third hex, thereby raising the 
  target number to 7 (5 + 1 + 1 = 7). On a die roll result of 6 or 
  less, the JagerMech would suffer 4 points of damage (Hex 
  C’s current CF of 40 divided by 10, rounded up. Hex C would 
  suffer 7 points of damage, reducing its current CF to 33. 
  Player 2 has an Elemental battle armor unit (Anti-’Mech 
  Skill 4) in Hex D, at Level 3 (on the top floor of that build-
  ing). The unit is out of short-range missile ammo, and so 
  if Player 2 wants to fire on the JagerMech he’ll need to 
  move the battle armor unit within three hexes of the target 
  (the range of the unit’s small laser). While Player 2 doesn’t 
  wish to leave his battle armor unit out in the open, he also 
  doesn’t want to enter the target hex at Level 3 of the build-
  ing in Hex B; his opponent’s infantry unit on that level has 
  already moved in the current Ground Movement Phase. 
  Player 2 verifies that he has line-of-sight to the target hex 
  building level from the battle armor’s current location, and 
  that the unit has sufficient Jumping MP. The player wants 
  to move his battle armor to Level 4 in the building hex, 
  and the unit is already at Level 3, so Player 2 needs only 1 
  Jumping MP to make the vertical move. The battle armor’s 
  Jumping MP is 3; adding that to its current level makes 
  6. Level 4 in the target hex building is less than 6, and so 
  Player 2 can make the jump (the player will expend all of 
  the Jumping MP of the battle armor to actually traverse 
  the three hexes to enter Hex B).
   As the battle armor unit enters the building hex, the 
  player must make an Anti-’Mech Skill roll. Player 2 checks 
  the Piloting Skill Modifier column on the Building Modifiers 
  Table and applies the +1 modifier for a medium building, 
  and another +1 because the unit is jumping. This gives him 
  a modified target number of 6 (4 + 1 + 1 = 6). The player 
  rolls 2D6 and gets a result of 3. The battle armor unit 
  suffers 3 points of damage, but is now inside the building 
  at Level 4 and ready to attack the JagerMech during the 
  Weapon Attack Phase.
   Because battle armor is a type of infantry unit, the build-
  ing takes no damage from the unit’s movement. Finally, 
  even if the unit had spare MP and Player 2 wished to move it 
  further, the use of Jumping MP to enter a building hex at a 
  level below the roof immediately ends that unit’s movement.
  Changing Levels in a Building
  Once inside a building, a ’Mech may not change levels, 
  except as noted under Basements, p. 179. Vehicles cannot 
  move beyond the ground floor (Level 0).
  Infantry and ProtoMechs may change levels in a building 
  hex as though entering clear terrain. Infantry pays 1 Ground 
  MP to move up or down one level regardless of building 
  type, except for mechanized infantry, which must pay 2 
  Ground MP to change levels. If a mechanized infantry unit 
  only has 1 Ground MP available, it can still change levels 
  in a building using the Minimum Movement rule (see p. 49). 
  Provided the unit has the necessary MP, infantry can enter a 
  building hex and change levels in that hex during the same 
  turn. ProtoMechs follow the rules for mechanized infantry 
  when changing levels in a building hex, but inflicts 1 point of 
  damage to the building hex for each level it enters.
  Stacking: Normal stacking limits are in effect at each level 
  in a building, in each hex. Players should remember that each 
  level of a building hex can support tonnage equal to the hex’s 
  current CF.
  In the Entering Building Hex 
  Diagram 2 at left, two ’Mechs 
  are on the City (Downtown) 
  map. The ’Mech in Hex B is adja-
  cent to the Level 5 building in 
  Hex C. The ’Mech may attempt 
  to enter the building hex at 
  ground level, or it may jump up to the roof 
  (provided it has 5 or more Jumping MP). The 
  ’Mech on the roof of the adjacent Level 3 build-
  ing hex (Hex A) may jump or climb to the roof 
  of the building in Hex C, or it may use ground 
  movement to enter Hex C at Level 3.
  • entering building hex diagram 2 • 
  RA 
  RA
  A Beta Galaxy Mad Cat from Clan Wolf’s Thirteenth Battle Cluster searches abandoned buildings for isorla. 
  
  Exiting Building Hexes
  In addition to the rules in Moving Through Buildings (p. 167) for 
  entering a building hex, when a unit exits a building into a non-
  building hex, the following rule applies.
  Unless a unit is using Jumping or VTOL MP, it cannot enter a 
  new hex with a level more than one level higher or lower than 
  the unit’s current level (more than two for BattleMechs). If using 
  VTOL or Jumping MP, the restrictions on level changes for those 
  movement types apply (see pp. 54 and 53, respectively).
  In the Exiting Buildings Diagram 1 below, the controlling 
  player has several units on the City (Skyscraper) map that he 
  wishes to move off of their buildings (the buildings are close 
  to collapsing).
  Unfortunately for the infantry platoon, infantry can only change 
  one level per hex. In addition, this infantry unit cannot use the 
  Minimum Movement rule, because such a move is prohibited per 
  the Movement Cost Table (again, it cannot change more than one 
  level per hex). The controlling player has no choice but spend the 
  infantry unit’s 1 MP to move to Level 1 in the building during this 
  Ground Movement Phase. He would then move the unit to Level 0 in 
  a subsequent turn, and finally exit the building during the Ground 
  Movement Phase of the turn after that.
  A ’Mech in Hex B is at Level 7, and so its controlling player can 
  make two moves. The ’Mech can use ground movement to enter 
  Hex 4; because the ’Mech is moving onto the roof, it can make the 
  level change. From there, the ’Mech can enter hexes 5 or 6 at Level 6. 
  Because no additional adjacent building roofs are within two levels 
  of the ’Mech’s current level, however, the controlling player chooses 
  a different move. He has the ’Mech use its jump jets 
  to move out of Hex B and into a non-building hex 
  (a ’Mech cannot enter a building hex if it uses jump 
  jets, except to land on a roof). 
  In Hex C, a ’Mech and an Elemental battle armor 
  unit are at Level 28 in the building. If the ’Mech had 
  jump jets, it could exit the building hex through 
  hexes 7, 8 or 9 (a unit can jump down any number 
  of levels using jump jets). If the ’Mech has no jump 
  jets, he is stuck at that level of the building for the 
  rest of the game; the player will know next time 
  not to start the game with the ’Mech in a building 
  level it cannot exit.
  A ’Mech and a rifle (ballistic) foot platoon are on the roof 
  in Hex A (Level 2). The controlling player wishes to move his 
  ’Mech off of the building as quickly as possible. Hexes 1, 2 and 
  3 all have levels within the two-level limit on level changes 
  for ’Mechs, and so the ’Mech can enter any of them provided it 
  has sufficient MP available. If it had jump jets, the ’Mech could 
  simply jump to its target hex, as none of the hexes into which 
  it might move contain buildings (a ’Mech cannot enter a build-
  ing hex using jump jets, except to land on a roof). 
  LEVELS 0-6
  LEVELS 0-27
  LEVELS 8-24
  0804
  0802
  LEVEL 7
  LEVEL 30
  LEVEL 29
  LEVEL 28
  LEVELS 0-3
  LEVEL 4
  0804
  LEVELS 5-8
  • exiting buildings diagram 1 • 
  • exiting buildings diagram 2 • 
  
  171
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  The battle armor, also using its jump jets, could exit Hex C 
  through hexes 7, 8 or 9. As with the ’Mech, it can jump down 
  any number of levels. However, unlike the ’Mech, if another 
  building hex lies within range of its Jumping MP, the 
  Elemental battle armor unit could enter that hex, using its 
  Anti-’Mech Skill (see Moving Through Buildings, p. 167).
  Also in Hex C, a Sylph battle armor unit is at Level 29. 
  The unit has VTOL MP 5, so it cannot move to Level 0 in 
  hexes 7, 8 or 9, but it can spend 1 MP to move into any of 
  those hexes and then 4 more MP to descend to Level 25 
  (or continue at the same level for four more hexes, or any 
  combination thereof). As with the Elemental battle armor, 
  if an appropriate building hex is in range, the Sylph can 
  enter that building.
  In Exiting Buildings Diagram 2 on p. 170, a ’Mech in Hex 
  D is at Level 4. Any new hex the ’Mech attempts to enter is a 
  building hex, and so it cannot use jumping movement this 
  turn. The controlling player can move the ’Mech to hexes 
  a, b, c, d or e this turn, with the idea of jumping out of any 
  of those hexes in the following turn’s Ground Movement 
  Phase. Depending on its facing, the ’Mech can also use 
  ground movement to enter hexes f or g on the roof of either 
  building hex; provided the ’Mech has sufficient MP avail-
  able, the player can make such a move in this turn. If the 
  ’Mech moved to hexes I, II, III or IV, it could not use Jumping 
  MP to exit any of those hexes, as it would immediately 
  enter another building hex below roof level.
  The ’Mechs in hexes A, B and C, if they move using any 
  of the options listed above, do not enter a building hex at 
  below the level of the roof and so do not need to make any 
  Piloting Skill Rolls to avoid damage and do not damage 
  the building. Any move the ’Mech in hex D makes will 
  automatically damage the building hex the unit enters 
  and force the ’Mech to make an immediate Piloting Skill 
  Roll to avoid damage.
  COMBAT EFFECTS
  Combat in and around buildings may damage the buildings 
  and the units inside. Players may attack units inside buildings, 
  or the buildings themselves.
  ATTACKING BUILDINGS
  Units firing directly at a building hex add a –4 to-hit modi-
  fier for firing at an immobile target. Weapon attacks targeted 
  at a building hex from adjacent hexes always hit (use the full 
  Damage Value for Cluster Weapons; i.e. Cluster Weapons do not 
  use the Cluster Hits Table when determining damage against an 
  adjacent building hex), as do all physical attacks (though players 
  must still roll for weapon effects such as jamming if firing an 
  Ultra autocannon at double the standard rate, and so on).
  When a building hex suffers damage, subtract the damage 
  points from the building hex’s current CF and write the 
  resulting number in pencil on the back of the counter or on 
  a piece of scratch paper (with the hex number, to keep track 
  of which building hexes have been damaged). When the 
  cumulative damage equals or exceeds the building hex’s CF, 
  flip the counter over to the rubble side, or generate a rubble 
  counter for use with buildings pre-printed on mapsheets. The 
  building hex stays rubble for the rest of the game. If it is part 
  of a multi-hex building, this may or may not result in the rest 
  of the building hexes collapsing (see Collapse, p. 176).
  ATTACKING UNITS INSIDE BUILDINGS
  Players may make attacks against units inside a building 
  hex. Any attacker must have a valid LOS to the building hex, 
  as well as the level within the building hex occupied by the 
  target unit. Like woods, building hexes block line of sight, 
  but the building hex a unit occupies is not considered when 
  determining LOS. A unit firing at non-infantry units inside a 
  building hex does not modify the to-hit number to represent 
  this situation, but the building provides some protection 
  against damage to the non-infantry units.
  Attacks against infantry in a building hex use different rules; 
  see Infantry Inside Buildings, p. 172. 
  From each attack that hits a unit inside the building, the hex 
  absorbs an amount of damage equal to its CF at the begin-
  ning of the current phase, divided by 10 (round up). For this 
  purpose, treat as a separate attack each individual Damage 
  Value grouping for which the attacker would make a hit loca-
  tion roll, including all cluster weapons (LRMs, individual LB-X 
  autocannon flechettes from Cluster Ammo and so on) as well 
  as individual conventional infantry Damage Value groupings. 
  The building hex absorbs the same amount of damage from 
  each attack. Resolve the damage (reducing the CF) only after 
  all weapons fire is complete.
  All missed shots aimed at a target inside a building hex 
  do not damage the building hex; in addition, when a cluster 
  weapon successfully strikes a target inside a building hex 
  (unless the attacker is adjacent, in which case all missed shots 
  automatically strike the building hex), any damage that does 
  not strike the target as indicated by a roll on the Cluster Hits 
  Table also does not damage the building hex. 
  ’Mechs and LOS: Because a ’Mech only occupies a single 
  level inside a building, for purposes of LOS within the same 
  multi-hex building, a ’Mech only rises one level above the 
  level of the underlying hex. 
  Physical Attacks: Physical attacks cannot be made against 
  targets in a building hex by units outside the hex, unless the 
  attacker is located in the same multi-hex building and is adja-
  cent to the target, on the same level of the building hex (see 
  Combat Within Buildings, p. 175). Charges are the one excep-
  tion (see Charge Attacks, p. 148).
  Several opponents make successful attacks against a 
  Hunchback inside a medium building hex, hitting it with 
  an AC/10, a small laser, a large laser and nine missiles from 
  an LRM-15. The building hex has a current CF of 38. Each 
  attack’s damage is reduced by 4 (38 ÷10 = 3.8, rounded 
  up to 4). The AC/10 inflicts 6 points of damage on the 
  Hunchback. The small laser inflicts no damage, while the 
  large laser inflicts 4 damage points. The LRM damage is 
  divided into a 5-point grouping and a 4-point grouping. 
  One point of the 5-point grouping reaches the Hunchback, 
  while the 4-point grouping is entirely absorbed by the build-
  ing (the six missiles from the LRM-15 that did not strike the 
  target do not damage the building hex). The Hunchback 
  takes a total of 11 points of damage, while the building 
  hex’s CF is reduced from 38 to 19 (38 – 4 – 3 – 4 – 4 – 4 = 19).
  
  Infantry Inside Buildings
  Because infantry are comparatively small and are trained to 
  use even the least bit of concealing terrain to their advantage, 
  units outside a building hex cannot fire directly at infantry units 
  inside a building. They must fire at the building hex instead. As 
  with other units, the attacker must have a valid line of sight to 
  the building hex, as well as the level within the building occupied 
  by the target infantry unit. Damage applied to the building hex 
  from an attacker that did not have LOS to the level occupied by 
  the infantry has no effect on the infantry unit and only damages 
  the hex’s CF. 
  Damage done to a building hex that affects the infantry 
  units inside the building hex, does so according to the Infantry 
  Damage in Buildings Table (round .5 fractions up). Players should 
  use this table only when damage is intentionally inflicted on the 
  building hex from a weapon or physical attack, or from a ’Mech 
  or vehicle entering a building hex (whether intentionally or due 
  to a skid), corresponding to the level the infantry occupies. For 
  damage to battle armor infantry inside a building hex, divide the 
  damage into 5-point groupings and roll 1D6 for each grouping to 
  determine hit location (see Attacks Against Battle Armor, p. 219).
  If more than one infantry unit is affected by such damage, the 
  damage is applied equally to all affected infantry units.
  If an attacker is inside a building hex and in the same hex as an 
  infantry unit, the attacker may make a weapon attack against the 
  infantry, may fire at the building or may make a direct physical 
  attack against the infantry unit (see Combat Within Buildings, p. 175). 
  Burst-Fire Weapons: Burst-fire weapons apply their standard 
  damage value against building hexes, not their damage vs. con-
  ventional infantry (see Attacks Against Conventional Infantry, p. 215).
  A controlling player wishes his ’Mech to attack a conven-
  tional infantry unit hiding in a medium building hex, so the 
  ’Mech must strike the building rather than the infantry. However, 
  the ’Mech still only inflicts damage as per the Non-Infantry 
  Weapon Damage against Infantry Table (see p. 216). The ’Mech 
  fires a large pulse laser (Pulse Weapon) and an Autocannon 20 
  (Direct-Fire Ballistic Weapon). 
  From the large pulse laser 10 points of damage is applied 
  to the CF of the building hex, while 50 percent of the damage, 
  Damage Value 5, is passed on to the infantry unit. The player 
  than compares the Damage Value 5 to the Non-Infantry 
  Weapon Damage Against Infantry Table, and notes that 3 
  troopers are eliminated. 
  From the AC/20 20 points of damage is applied to the CF of 
  the building hex, while once again 50 percent of that damage, 
  Damage Value 10, is passed on to the infantry unit. After con-
  sulting the table once again, he determines that the remaining 
  damage eliminates a single trooper.
  AREA EFFECT WEAPONS
  Area-effect (AE) weapon types (as defined under Weapons 
  and Equipment, p. 113) affect building hexes in a unique fashion. 
  Because such weapons are designed to blanket an entire hex, 
  effectively creating a “sphere of damage,” AE weapons do not 
  simply damage the target hex or hexes, but also damage the 
  building (and any units inside it) at levels above and below the 
  level where the weapon struck. 
  Making the Attack
  AE weapons can be targeted at a specific level of a building 
  hex, as well as at the hex. However, LOS must exist between the 
  attacker and the target level. This means an attacker may not be 
  able to target the hex itself (Level 0) due to blocking terrain, but it 
  may have LOS to higher levels of the building in that hex and so 
  can make a valid attack against them.
  AE weapons that use a scatter diagram on a failed to-hit roll 
  must also determine what level of a building hex is struck (if 
  the final hex where the AE weapon hits is a building hex). Once 
  the target hex has been determined, the player first divides the 
  margin of failure (MoF) for the to-hit roll by 2 (rounding up). This 
  number represents the difference in levels between the original 
  level targeted and the actual level struck. Finally, the player ran-
  domly rolls 1D6. On a result of 1 to 3, the difference in levels is 
  down; on a result of 4 to 6, the difference in levels is up. 
  In the target hex, the target level for AE weapon damage can 
  never go below Level 0 (unless a basement already exists in that 
  hex; see Basements, p. 179), or above the building hex’s highest 
  level. If the difference in levels would make the target level higher 
  than the roof, the damage is applied to the roof of the building. 
  If elevated terrain (for example, a hill) or a building is in the 
  hex adjacent to the target hex along the LOS between the 
  attacker and the target building hex, the AE weapon may strike 
  the adjacent hex instead. Once the players have determined the 
  difference between the target level and the actual level struck, 
  compare that to the level of the building in the adjacent hex. If 
  the level in the adjacent hex is greater than the targeted level 
  in the target hex, the attack strikes the adjacent hex instead. 
  Regardless of the height of the building in the adjacent hex, the 
  damage is always applied to the roof in that hex. 
  RA 
  RA
  Clan Wolf Elementals finish securing a building.
  INFANTRY DAMAGE IN BUILDINGS TABLE
  Building Type
  Damage to Infantry is:
  Light
  75 percent of damage to building
  Medium
  50 percent of damage to building
  Heavy
  25 percent of damage to building
  Hardened
  None
  
  173
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Resolving Damage
  When an AE weapon strikes a building hex, use the follow-
  ing rules to resolve damage. In all cases, building hexes do not 
  absorb any damage until after it is applied to units occupying 
  a building hex. Players should apply the full damage value for 
  an AE weapon to all affected units.
  It is important to note that while the assignment of damage 
  is tracked per level within a building hex to determine what 
  units (if any) are damaged and how much damage is applied 
  over all to a building, the total CF of a building hex is tracked 
  per hex, not per level.
  If an AE weapon damages a single hex: 
  • 
  In the target hex and at the target level, standard AE 
  weapon damage is applied to all units per the rules for the 
  AE weapon in use.
  • 
  Damage is also applied one level above and one level below 
  the target level in the same building hex; the weapon’s 
  standard damage is divided by 2 (rounded up) and applied 
  to all units in those two additional levels (use the Special 
  Hit Location Table when determining damage location for 
  ’Mechs in the levels above and below the target level).
  • 
  Damage to the building hex’s CF is two times the stan-
  dard damage value for the target level, and equal to the 
  standard damage value for the levels above and below 
  the target level (if any).
  If an AE weapon damages a target hex and the six adja-
  cent hexes:
  • 
  In the target hex and the six adjacent hexes (at the target 
  level in all seven hexes), standard AE weapon damage is 
  applied to all units per the rules for the AE weapon in use.
  • 
  In the target hex, damage is also applied to two levels 
  above and two levels below the target level. For the 
  first levels above and below the target level, standard 
  damage is applied. For the second levels above and 
  below the target level, the weapon’s standard damage 
  is divided by 2 (rounded up). In both cases, damage is 
  applied to all units in those levels (use the Special ’Mech 
  Hit Location Table when determining damage location 
  for ’Mechs in the levels above and below the target level).
  • 
  In the adjacent six hexes to the target hex, damage is 
  also applied one level above and one level below the 
  target level; the weapon’s standard damage is divided 
  by 2 (rounded up) and applied to all units in those two 
  additional levels (use the Special Hit Location Table when 
  determining damage location for ’Mechs in the levels 
  above and below the target level).
  • 
  Damage to the building hexes’ CF is three times the 
  standard damage value for the target hex and level, two 
  times the standard damage value for the six adjacent 
  hexes as well as the levels above and below the target 
  hex level, and the standard damage value for the levels 
  above and below the six adjacent hexes as well as the 
  second levels above and below the target hex level.
  In the AE Weapons Diagram on p. 174, on the City 
  (Downtown) map, Player 2 has parked an entire Star of 
  Golem battle armor in buildings and is causing havoc for 
  Player 1’s ground units: two battle armor units at Level 2 
  in Hex A, a battle armor at Level 0 in Hex A, one in Hex B 
  at Level 3 and the final unit at Level 0 in Building Hex C. A 
  single Sylph battle armor unit has also just left Hex A at 
  Level 2 and is now in Hex D at Level 2. 
  Player 1 might use some of his ground units to snipe 
  at the enemy battle armor—specifically, his Tempest 
  and a rifle (energy) mechanized platoon in Hex G—or he 
  could attempt to destroy the building hexes in which the 
  Golem battle armor are taking cover. However, he has to 
  deal with the opponent’s other ground units in the open. 
  Also, destroying multiple building hexes takes significant 
  amounts of time and energy. Player 2 would likely move 
  the Golem battle armor from building hex to building 
  hex, forcing Player 1 to spend more time and dividing his 
  firepower: a sure recipe for losing the battle. Instead, Player 
  1 decides to bring in area effect weapons.
  At the end of the Aerospace Movement Phase on a low-
  altitude map, Player 1’s Shiva aerospace fighter (Gunnery 
  4) is in the atmospheric hex corresponding to the City 
  (Downtown) ground mapsheet. He designates an attack 
  path over the map that includes the building hexes in 
  question (see Air-To-Ground Attacks, p. 242); if the player 
  was using the Aerospace Units on Ground Mapsheets 
  rules, see p. 91, the attack path would have to correspond 
  to the actual flight path across the map. 
  During the Weapon Attack Phase, Player 1 announces that 
  the Shiva will dive-bomb Hex A. While Hex C along the flight 
  path has a Level of 5, the Shiva is higher than the intervening 
  terrain and so Player 1 can designate any level of Hex A as the 
  target. He cannot, however, designate any level except Level 
  9 (the roof) of Hex B, as Hex A and B along the Shiva’s line of 
  sight are in the same multi-hex building. In the end, Player 1 
  announces the Shiva will drop one HE (high explosive) and 
  two cluster bombs, targeted at Level 2 in Hex A.
  The modified to-hit target number for the dive-bombing 
  attack is 6 (4 Gunnery + 2 for the dive-bombing modifier). 
  Roll once for each bomb used in the attack.  If the rolls are 
  successful, that bomb hits the target building hex at the 
  level designated.
  The order of bomb damage resolution has no effect, and 
  so Player 1 simply starts with the first HE bomb. It inflicts 10 
  points of damage against all units in the target hex and 
  levels. In the case of battle armor, area effect weapons inflict 
  all their damage against each trooper in a unit, and so all 
  SL 
  SL
  Galedon Regulars Reivers finish a straffing attack run in a city. 
  
  ten troopers in both Golem battle armor 
  units at Level 2 in Hex A take 10 points 
  of damage. The HE bomb also delivers 5 
  points of damage to all units in levels 1 
  and 3 of Hex A, but no units are in those 
  locations. Weapon damage to buildings 
  does not take effect until the end of the 
  phase, and so Player 1 decides to continue 
  allocating damage from the rest of the 
  bombs to enemy units. Afterward, he will 
  sum up the appropriate CF damage for all 
  the building hexes involved.
  Next, Player 1 resolves the first cluster 
  bomb. It deals 5 points of damage to all 
  ten troopers in both Golem battle armor 
  units at Level 2 in hex A. As with the HE 
  bomb, it does 5 points of damage to levels 
  1 and 3 as well, but no units are there to 
  take damage. The cluster bomb does 3 
  points of damage (5 divided by 2, round 
  up) to levels 0 and 4 in Hex A, and so all 
  the troopers in the Golem battle armor 
  unit at Level 0 take 3 points of damage.
  In addition to damaging the target 
  hex, a cluster bomb does 5 points of 
  damage in each adjacent hex. Therefore, 
  any units in hexes B, C, D, E, F, and G 
  at Level/Elevation 2 take 5 points of 
  damage. The only unit in those hexes is 
  the Sylph battle armor, at Elevation 2 in Hex D. Each of the five 
  troopers in that battle armor unit takes 5 damage points. 
  Finally, because this area effect weapon exploded above 
  Level 0, it inflicts 3 additional points of damage (5 divided by 
  2, rounded up) to each level above and below the adjacent six 
  hexes (twelve total levels/elevations). First, all five troopers in 
  the Golem battle armor unit in Hex B, Level 3, take 3 points 
  of damage. The Golem battle armor unit at Level 0 in Hex C is 
  out of the blast radius and so does not take damage. The rifle 
  (energy) mechanized platoon at Level 0 in Hex G likewise takes 
  no damage. Because ’Mechs rise two levels above the underly-
  ing terrain, however, the upper half of the Tempest is at Level 1 
  and so takes 3 points of damage (assigned using the Shot From 
  Above column of the Special ’Mech Hit Location Table).
  The second cluster bomb is resolved in the same manner. 
  This final bomb does enough damage to the Golem battle 
  armor units at Level 2 in Hex A for the 
  total to equal 20 points, eliminating 
  both units. Ten total points (from both 
  cluster bombs) are then assigned to the 
  Sylph battle armor unit at Elevation 
  2 in Hex D, which destroys that unit 
  as well. Three points of damage are 
  then assigned to each trooper in the 
  Golem battle armor unit located at 
  Level 3 in Hex B (for a total of 6 points 
  per trooper). Finally, 3 more points are 
  assigned to the Tempest (using the 
  Shot From Above column of the Special 
  ’Mech Hit Location Table).
  Now that the damage to units has 
  been resolved, Player 1 moves on to 
  calculating the CF of the damaged 
  building hexes. On a separate piece 
  of paper, he notes that the HE bomb 
  inflicts 10 points of damage at Level 2 
  and 5 points each at levels 1 and 3 for 
  a total of 20 points of damage to Hex A. 
  Area effect weapons inflict double their 
  standard damage against buildings, 
  and so the HE bomb inflicts 40 points of 
  damage against Hex A.
  Next, Player 1 notes that the 
  first cluster bomb deals the following damage: three times 
  standard damage at Level 2 (5 x 3 = 15), two times standard 
  damage at levels 1 and 3 (5 + 5 = 10 x 2 = 20), and finally stan-
  dard damage at Levels 0 and 4 (5 + 5 = 10). That damage adds 
  up to 45, bringing the running total to 85 points of damage. 
  The cluster bomb also deals two times standard damage to 
  each adjacent building hex at Level 2 (5 x 2 = 10 per hex), and 
  standard damage at levels 1 and 3 (5 + 5 = 10 per hex). This 
  means that hexes C, B and E each take 20 points of damage. 
  Player 1 repeats this process for the second cluster bomb, 
  which gives a running total of 130 damage points to Hex A and 
  40 points each to building hexes C, B and E.
  At the end of the Weapon Attack Phase, hexes A and C will 
  collapse, causing Player 2 to resolve the damage of a building 
  falling onto his Golem battle armor units at Level 0 in those 
  hexes. Because hexes A and C do not amount to more than half 
  LEVEL 0
  LEVEL 1
  LEVEL 2
  LEVEL 0
  LEVEL 0
  LEVEL 1
  LEVEL 2
  LEVEL 3
  • ae weapons diagram • 
  
  175
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  of either building’s hexes, their collapse does not affect the 
  rest of the hexes for both buildings.
  While Player 1’s Tempest took friendly fire (6 points 
  of damage), he eliminated three enemy battle armor 
  units and damaged three more (either directly with the 
  area effect weapons or through the collapse of building 
  hexes), while eliminating two building hexes as hiding 
  spots and severely damaging the other nearby building 
  hexes, making them easier to knock down should Player 2 
  attempt to move units into them again.
  Of course, if the Shiva had missed, the bombs would 
  have scattered and could very well have ended up striking 
  Player 1’s own units…but such are the choices in battle. 
  This time, at least, the plan worked as intended.
  COMBAT WITHIN BUILDINGS
  Units fighting in the same building (including units occupy-
  ing different hexes in a multi-hex building) must do so accord-
  ing to the following special rules. Units on a building’s roof use 
  the rules given above under Attacking Units Inside Buildings. 
  Unlike standard combat, units in the same building hex (and 
  even at the same level in the same hex) can attack one another. 
  If the attacking unit is in the same building hex and on the 
  same level as the target, use the normal weapon and physical 
  attack rules, but do not modify the to-hit number for the terrain.
  When units on different levels inside a building hex—or in 
  different hexes (and/or levels) of a multi-hex building—fire at 
  each other, use the standard to-hit procedures, with the fol-
  lowing modifications: 
  • 
  Each building hex and level acts like light woods for pur-
  poses of the to-hit modifier: a unit inside a target build-
  ing hex being fired upon by another unit inside the same 
  building receives +1 to-hit modifier, and line of sight is 
  blocked if more than two building hexes and/or levels 
  intervene between the attacker and target hex.
  • 
  Do not add a level to a ’Mech’s height when it is inside a 
  building hex for line of sight purposes.
  • 
  If a shot from a different level than the level a ‘Mech occu-
  pies hits that ‘Mech, roll 1D6 and consult the appropriate 
  section of the Special ’Mech Hit Location Table. If the ’Mech 
  is prone, use the Front/Rear column of the standard ’Mech 
  Hit Location Table (see p. 119). 
  • 
  If a shot from a different level hits a vehicle, consult that 
  vehicle’s Hit Location Table. The shot (meaning every 
  individual weapon attack, including damage-point 
  groupings) hits a randomly determined side of the 
  vehicle. If a shot from the same level hits a vehicle, the 
  vehicle’s facing in relation to the shot determines which 
  column to use on the vehicle’s Hit Location Table.
  • 
  Some attack damage against infantry units may be 
  assigned to the building hex the infantry unit occupies, 
  depending on the building type (see Infantry Damage 
  From Attacks Inside Buildings Table, at left).
  Burst-Fire Weapons and Conventional Infantry: When 
  burst-fire weapons are used against conventional infantry 
  in a building hex, assign damage per the Burst-Fire Weapon 
  Damage Vs. Conventional Infantry Table (p. 217), but reduce 
  the damage by half (round as normal). Damage assigned to 
  the building is per the weapon’s non-burst-fire damage; see 
  Attacks Against Conventional Infantry, page 215.
  RA 
  RA
  AS7-D Atlas, Third Crucis Lancers (House Davion)
  SPECIAL ’MECH HIT LOCATION TABLE
  Shot from Above
  Die Roll (1D6)
  Hit Location (Four legged)**
  1
  Left Arm (Left Front Leg)
  2
  Front/Rear Left Torso*
  3
  Front/Rear Center Torso*
  4
  Front/Rear Right Torso*
  5
  Right Arm (Right Front Leg)
  6
  Head
  Shot from Below
  Die Roll (1D6)
  Hit Location (Four legged)**
  1
  Left Leg (Left Front Leg)
  2
  Left Leg (Left Rear Leg)
  3
  Front/Rear Left Torso*
  4
  Front/Rear Right Torso*
  5
  Right Leg (Right Rear Leg)
  6
  Right Leg (Right Front Leg)
  *The attack hits the front if from the front or the side. It hits the rear if from 
  the rear.
  **Location in parenthesis are for a four-legged ’Mech.
  INFANTRY DAMAGE FROM ATTACKS 
  INSIDE BUILDINGS TABLE
  Building Type
  Damage to Infantry is:
  Light
  100% (building absorbs 0%)
  Medium
  100% (building absorbs 0%)
  Heavy
  75% (building absorbs 25%)
  Hardened
  50% (building absorbs 50%)
  
  In the Building Combat Diagram above, on the City 
  (Residential) map, Player 1 has a Siren 2 ProtoMech (Gunnery 
  4) on the hunt for infantry and has run to enter Building Hex 
  A at Level 0. Player 2 has three infantry units: a rifle (energy) 
  jump platoon that did not move this turn at Level 4 (the roof) 
  in Hex A, a Kobold (TAG) battle armor unit that jumped 3 hexes 
  to Level 1 of Hex B, and an LRM jump platoon (Gunnery 5) that 
  moved from Level 3 to Level 2 in Hex C.
  During the Weapon Attack Phase, Player 1 determines 
  which infantry unit the Siren 2 will attack. He sees that 3 
  building hex levels are between the Siren 2 (Level 0, Hex A) and 
  the rifle (energy) jump platoon (Level 4, Hex A). Three or more 
  hexes and/or levels of intervening building between attacker 
  and target means line of sight is not valid, and so Player 1 
  cannot attack the rifle jump platoon.
  The modified to-hit target number for the Kobold is 13 (4 
  Gunnery, + 2 because the Siren ran, + 2 for medium range 
  using the Siren’s machine guns, + 2 for the target movement 
  modifier, +3 for the building hex between the Siren and the 
  target, the building hex the target occupies and the difference 
  in levels). Player 1 cannot make this attack, either. 
  The modified to-hit target number for the LRM jump 
  platoon is 8 (4 Gunnery, + 2 because the Siren ran, + 2 for the 
  building hex the target occupies and the difference in levels), 
  making that unit the only one suitable for attack. However, 
  even if the attack strikes the infantry unit, the Siren’s machine 
  guns will only do their standard 2 points of damage to the 
  platoon rather than the brutal 2D6 points of damage each, if 
  the LRM jump platoon was not in a building hex. In addition, 
  the 2 points will be reduced to 1 point because the infantry 
  unit occupies a hardened building hex; a quick check of the 
  Infantry Damage From Attacks Inside Buildings Table shows 
  that the building absorbs 50 percent of any damage dealt to 
  an infantry unit.
  COLLAPSE
  A building hex will collapse if it takes total damage equal to or 
  greater than its CF, or if the combined tonnage of units occupying 
  any one level of a building hex above the ground floor exceeds 
  the current CF of that building hex; regardless of whether a 
  building has a basement or not, this never includes Level 0 of a 
  building hex (see Basements, p. 179). (This tonnage rule applies 
  to infantry; use the Tons of Cargo Space Occupied column on 
  the Generic Conventional Infantry or Battle Armor Organization/
  Weight Tables for this calculation.)
  Because CF is tracked per hex of a multi-hex building, the 
  collapse of one hex will not affect any other hex in that building, 
  unless it brings the total of collapsed hexes to more than half, in 
  which case the entire building collapses.
  When a building hex (or a multi-hex building) collapses 
  because its maximum weight limit has been exceeded, or 
  because of damage from unit movement, it falls immediately. If it 
  collapses due to damage from attacks, the collapse occurs at the 
  end of the attack phase in which the damage was inflicted.
  When a building hex collapses, any unit inside suffers damage 
  equal to the hex’s CF at the beginning of the current phase 
  divided by 10, multiplied by the number of levels of building 
  above the affected unit (round up). In a multi-hex building where 
  the remaining hexes collapse simultaneously, the CF per hex may 
  vary, depending upon the course of the game, what damage 
  has been tracked per hex and so on. Units on top of a collapsing 
  building hex suffer damage as though they were on the highest 
  level inside it.
  Players divide this damage into 5-point groupings, with any 
  remaining points assigned to a final grouping. Each grouping is 
  then assigned to a different hit location. For ’Mechs on the roof 
  of a building hex, use the Front column of the ’Mech Hit Location 
  Table; for ’Mechs inside a building hex, use the Front column of the 
  ’Mech Punch Hit Location Table; for ProtoMechs, use the Special 
  ProtoMech Hit Location Table; for vehicles, use the Front column 
  of the Ground Vehicle Hit Location Table; for conventional infantry, 
  apply the damage as though it were an attack from another infan-
  try unit (see Attacks Against Conventional Infantry, p. 215). 
  Basements and Collapse: When a building hex collapses, the 
  rules assume that the resulting rubble will fill in any basement the 
  building might have had. A building with a basement becomes 
  a rubble hex equal to the level of the terrain underneath the 
  building, not a sublevel rubble hex. If the collapse occurs as a unit 
  moves into the building hex at Level 0 for the first time in the sce-
  nario, the controlling player need not make a basement roll (see 
  Basements, p. 179). If a unit occupies a basement when a building 
  hex collapses, that unit is destroyed. 
  LEVEL 0
  LEVEL 1
  LEVEL 2
  LEVEL 3
  LEVEL 4
  LEVEL 0
  LEVEL 1
  LEVEL 0
  LEVEL 1
  LEVEL 2
  1311
  1309
  1410
  • building combat diagram • 
  
  177
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Extra Damage to Infantry: Conventional infantry suffers 
  three times the normal damage caused by a collapsing build-
  ing hex. Battle armor and mechanized infantry suffer twice 
  the normal damage. 
  Falling: Any units occupying a building level higher than 0 
  (including the roof) suffer standard falling damage (see Unit 
  Displacement, p. 151) in addition to the damage caused by 
  the collapse.
  Damage and Displacement
  Damage from moving into a hex is applied first, if the unit 
  fails its Piloting Skill Roll for entering a hex. All damage from 
  the collapsing building hex or hexes is resolved next for all 
  units involved, followed by falling damage (if any; see Falling 
  Damage to a ’Mech, p. 68) and then unit displacement (acci-
  dental falls from above, domino effect and so on; see Unit 
  Displacement, p. 151). When determining unit displacement, 
  the units located in the lowest levels are dealt with first, then 
  units in higher levels. If multiple units occupy a level, randomly 
  determine which unit’s fall and displacement is resolved first. 
  If enough units are occupying different levels of a multi-
  level building hex when it collapses, and those units survive 
  the collapse, some units may be displaced multiple times. If a 
  unit cannot be displaced (for example, all the adjacent hexes 
  are prohibited terrain), the unit is destroyed.
  In the Building Collapse Diagram at left, on the City 
  (Residential) map, Player 1 wants the following to happen 
  by the end of the same Ground Movement Phase: a Locust 
  to walk from Hex A to Level 2 of a building in Hex B, two 
  infantry units to move to Hex B, and a Spider to jump to 
  Hex B. (Because a ’Mech cannot enter a building hex using 
  Jumping MP, the Spider must land on the roof, and so it 
  will end up at Level 3). Player 1 lost the initiative, and so 
  Player 2 plans to move his Marauder last, walking from 
  Hex C through Hex D to Level 0 of Hex E. 
  The building itself has taken significant damage. Each 
  hex with an X represents a collapsed building hex that 
  is now rubble, while hexes D and E each only have 8 CF 
  remaining. Hex B has taken 1 point of damage, leaving it 
  with a CF of 39.
  As the Locust enters Hex B, Player 1 must make a 
  Piloting Skill Roll to avoid damage against a modified 
  Target Number of 7: 5 (Piloting Skill) + 1 (four hexes moved, 
  including the building hex the unit is attempting to enter) 
  + 1 (Medium Building). Regardless of whether the roll 
  is successful, Hex B takes 2 points of damage (20 for the 
  tonnage of the Locust divided by 10), leaving the building 
  hex with a current CF of 37.
  Following the Locust’s move, Player 1 moves a rifle (bal-
  listic) foot platoon from Hex C to Hex B using Ground 
  MP, ending up at Level 0 inside the building. Because 
  it is the first unit to enter this building hex at Level 0 
  in the scenario, Player 1 must immediately roll 2D6 
  for a basement. He gets a 9, indicating a small base-
  ment. Next, Player 1 moves the other infantry unit, a 
  standard Inner Sphere battle armor unit. It jumps to 
  the roof of Hex B.
  After the infantry units move, the Spider jumps 
  to the roof of the building in hex B. An infantry unit 
  can occupy the same hex as a ’Mech, so this does 
  not violate the stacking limit. No Piloting Skill Roll is 
  required to enter the hex, nor is the hex damaged. 
  The combined weight of the Locust (20 tons), 
  Spider (30 tons), battle armor (5 tons) and rifle 
  platoon (3 tons) is 58 tons, more than the building’s 
  current CF of 37. (The infantry unit on Level 0 does not 
  add its weight whether there is a basement or not.) 
  However, because all these units are located on three 
  different levels in the hex, their combined weight does 
  not collapse the hex. (The combined weight of the 
  Spider and the battle armor—the only two units on 
  the same level—is 35 tons, 2 less than the current CF.)
  Player 2 can now make his planned move. His 
  Marauder first walks from Hex C to Hex D, ending up at 
  Level 0 inside the building in Hex D. As with the Locust, 
  Player 2 must make a Piloting Skill Roll to avoid damage 
  upon entering the building hex, against a modified Target 
  Number of 6: 5 (Piloting Skill) + 1 (medium building). 
  Regardless of the roll’s success or failure, the building hex 
  LEVEL 0
  LEVEL 1
  LEVEL 2
  LEVEL 3
  • building collapse diagram • 
  
  takes 8 points of damage (75 for the tonnage of the Marauder 
  divided by 10 = 7.5, rounding up to 8). 
  Hex D has a current CF of 8, and so it collapses. Before any 
  other action is taken in the game, that collapse must be resolved. 
  Because the building collapses as the Marauder is entering 
  the hex, no roll is needed to determine if the building hex 
  has a basement. The collapse of Hex D does not exceed more 
  than half the total hexes of the multi-hex building. The entire 
  building spans eighteen hexes, of which Hex D is the ninth to 
  collapse; the rest of the building hexes remain unaffected.
  Player 2 applies damage from the collapse after any 
  damage received from entering the hex, if the Marauder failed 
  its Piloting Skill Roll. At the beginning of the Ground Movement 
  Phase, Hex D’s CF was 8; divided by 10, this gives a base damage 
  of 0.8. The building had 3 levels above the Marauder, and so 
  the ´Mech takes 3 points of damage (base damage 0.8 x 3 = 2.4 
  (rounded up to 3). Player 2 assigns the 3 damage points using 
  the Front/Back column of the ’Mech Punch Hit Location Table.
  Having applied all appropriate damage, Player 2 can con-
  tinue the Marauder’s movement into Hex E. As before, he must 
  make a Piloting Skill Roll to avoid damage upon entering this 
  building hex, against a modified Target Number of 6. If the roll 
  fails, damage is taken immediately. Regardless of success or 
  failure, Hex E takes 8 points of damage (75 for the tonnage of 
  the Marauder divided by 10 = 7.5, rounding up to 8). Like Hex 
  D, Hex E has a current CF of 8, and so the Marauder’s entrance 
  collapses it. The collapse occurs as the Marauder entered the 
  hex, meaning no basement roll is required.
  The collapse of hex E means that ten of the building’s eigh-
  teen hexes have collapsed. Ten is more than half, and so the 
  rest of the building hexes automatically collapse as well. These 
  events must be resolved before the players take any other 
  action in the game.
  First, the players apply damage inflicted by the collapsing 
  building. In the case of the Marauder, at the beginning of 
  the Ground Movement Phase, Hex E had a CF of 8. Divided 
  by 10, this gives a base damage of 0.8. The building had 3 
  levels above the Marauder, and so the ´Mech takes 3 points of 
  damage (base damage 0.8 x 3 = 2.4, rounded up to 3). Player 2 
  assigns the damage using the Front/Back column of the ’Mech 
  Punch Hit Location Table.
  Player 1’s units, all in Hex B, fare somewhat worse. At the 
  beginning of the Ground Movement Phase, Hex B had a CF of 
  39; divided by 10, this gives a base damage of 4 (3.9, rounded 
  up). Luckily, the Spider is on the roof, meaning that no build-
  ing levels are above it. It therefore takes 4 points of damage, 
  assigned against the Front/Back column of the ’Mech Hit 
  Location Table. The battle armor is likewise on the roof, but 
  battle armor takes double damage from buildings: in this 
  case, a 5-point and a 3-point hit. The Locust is at Level 2 in Hex 
  B. With only 1 level above the ’Mech, it also takes 4 points of 
  damage, applied against the Front/Back column of the Punch 
  Hit Location Table. 
  The unluckiest unit is the rifle platoon on Level 0. It has three 
  building levels above it, and as a conventional infantry unit, it 
  takes three times standard damage from a building collapse. 
  The platoon takes 36 total points of damage (base damage of 
  4, x 3 for the number of levels above the unit, x 3 = 36). The unit 
  only has 28 troopers, and so is destroyed.
  Next, the players resolve falling damage. The Locust falls 
  two levels and so takes 6 points of damage: 20 tons divided 
  by 10, multiplied by the number of levels fallen +1 (2 levels 
  +1 = 3). Player 1 rolls on the Facing After a Fall Table (see p. 
  68) and gets a 1 (same direction, front). He assigns damage 
  to the front of the Locust in one 5-point grouping and one 
  1-point grouping, using the Front/Back column of the ’Mech 
  Hit Location Table. The Locust ends its fall prone at Level 0 in 
  Hex B (now a rubble hex). 
  The battle armor unit and the Spider occupy the same level, 
  and so Player 1 chooses which unit’s damage to resolve first. 
  He decides on the battle armor. Battle armor troopers take 1 
  point of damage per trooper for every two levels (or fractions 
  thereof) they fall. A three-level fall inflicts 2 points of damage 
  to each trooper.
  Player 1 next resolves the Spider’s fall. The Spider was at 
  Level 3, more than two levels higher than the Level 0 hex it’s 
  falling into. Also, the hex contains another non-infantry unit, 
  and so Player 1 must use the Accidental Falls From Above rule. 
  The battle armor unit in the hex cannot be hit by an accidental 
  fall, and so Player 1 need only determine if the Spider strikes 
  the Locust. The modified Target Number is 6 (7 for the base 
  to-hit number +1 for the target movement modifier, – 2 (target 
  is prone and adjacent)). 
  If the roll result equals or exceeds 6, the Spider strikes the 
  Locust and inflicts 9 points of damage (the weight of the falling 
  DF 
  DF
  RFL-8D Rifleman, Twenty-sixth Lyran Guard (House Steiner) 
  
  179
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  ’Mech divided by 10 x 3 for levels fallen) on the Locust’s rear, 
  using the Front/Back column of the ’Mech Hit Location 
  Table. Player 1 then randomly determines an adjacent 
  hex into which the Locust is displaced. If the result is less 
  than 6, the Spider does not strike the Locust, but instead is 
  displaced into a randomly determined hex adjacent to Hex 
  B. (If a building were still standing in that hex, the Spider 
  would take additional damage, but since every adjacent 
  building hex is rubble, the ’Mech is off the hook.)
  Regardless of whether or not the Spider struck the 
  Locust, the Spider takes the same 12 points of falling 
  damage: 30 tons (weight of the Spider) divided by 10, mul-
  tiplied by the number of levels fallen, +1 (3 levels +1 = 4). 
  Player 1 assigns the damage to the back of the Spider (per 
  the standard rules for damage resolution after an acciden-
  tal fall from above, see p. 152) in two 5-point groupings 
  and one 2-point grouping, using the Front/Back column 
  of the ’Mech Hit Location Table. The Spider ends the fall 
  prone at Level 0 with a new facing. Its exact hex placement 
  depends on whether the Spider struck the Locust or not.
  If the Locust were struck and randomly displaced into a 
  hex that contained another unit—or if the Spider missed 
  and were randomly displaced into such a hex—and if 
  the entrance of either unit into that hex would violate 
  the stacking limit, a domino effect would occur, requiring 
  immediate resolution.
  Had the Spider instead been any ’Mech heavier than 30 
  tons, Hex B would have collapsed when the Spider made 
  its jump, as the combined weight of the heavier ’Mech and 
  the Inner Sphere battle armor would be greater than the 
  building’s current CF after the damage inflicted by the 
  Locust. In this scenario, when the Marauder moved into 
  Hex D, that hex’s collapse would have demolished the rest 
  of the hexes in the multi-hex building before the Marauder 
  could continue its movement into Hex E, meaning that the 
  Marauder would have moved into a rubble hex.
  BASEMENTS
  Most building hexes have basements, which can work to a 
  unit’s advantage or disadvantage. For example, a heavy ’Mech 
  might enter a light building hex and unexpectedly crash 
  through the floor, suffering damage. On the other hand, a 
  ’Mech might use a basement hex for partial cover. 
  Frequently, a building’s description in the scenario being 
  played will state whether or not it has a basement. Under 
  other circumstances, players can determine if a building has 
  a basement—and the effect of a unit falling into it—by rolling 
  2D6 and consulting the Basements Table below whenever 
  a unit enters a building hex at Level 0 for the first time in a 
  scenario. Only one basement roll is made for each building 
  hex per scenario.
  A unit automatically falls through the floor into a basement 
  if the combined tonnage of all units located on Level 0 is 
  greater than the building hex’s CF at the start of the current 
  Ground Movement Phase. This rule also applies to infantry; 
  use the Tons of Cargo Space Occupied column on the Generic 
  Conventional Infantry or Battle Armor Organization/Weight 
  tables for this calculation. A collapsed basement creates a 
  sublevel below the ground floor of the building hex, with 
  a depth equal to the number of basement levels (1 or 2). A 
  collapsed basement will not automatically collapse the build-
  ing hex but the building hex will take damage equal to the 
  tonnage of the falling units divided by 10 (round fractions up) 
  double the damage for a two-level basement—for infantry 
  use the Tons of Cargo Space Occupied column on the Generic 
  Conventional Infantry or Battle Armor Organization/Weight 
  tables for this calculation.
  ProtoMechs, Vehicles and Infantry: ProtoMechs, vehicles 
  and infantry take normal falling damage (see Falling, p. 68) 
  when they fall into a basement; their facing remains as it 
  was before they fell. To determine damage locations for 
  ProtoMechs and vehicles, use the Special ProtoMech Hits 
  Table (see p. 185) or the Ground Combat Vehicle Hit Location 
  Table (p. 193), respectively. Vehicles that moved forward 
  into the basement use the Front column, while vehicles that 
  backed into the basement use the Rear column.
  Trapped Vehicles: Any vehicle that falls into a double 
  basement is trapped there for the rest of the game, unless an 
  adjacent hex is also a building hex and becomes a single base-
  ment through a roll on the Basements Table at some point in 
  the scenario (before or after the vehicle falls into the double 
  basement). 
  See the Basements Table for additional effects.
  BASEMENTS TABLE
  Die Roll 
  (2D6)
  Effect
  2
  Double basement. The unit falls 2 levels. 
  3-4
  Basement. The unit falls 1 level.
  5-8
  No basement.
  9
  Small basement. Infantry may move into 
  the basement as though it were a new level 
  of the building (Sublevel 1); ProtoMechs 
  cannot enter this level. No effect on ’Mechs 
  or vehicles.
  10-11
  Basement. The unit falls 1 level.
  12
  Double basement. The unit falls 2 levels. 
  DK 
  DK
  Gorgon ProtoMech, Tau Provisional Galaxy (Clan Blood Spirit) 
  
  JADE FALCON CLAN HALL, SUDETEN
  JADE FALCON OCCUPATION ZONE
  30 OCTOBER 3063
   “Report.” Khan Marthe Pryde’s voice rang through the large 
  Clan Hall. 
  Scientist Joach’s hands twitched as he smoothed his immacu-
  late white smock. He bowed to those gathered in the multi-tiered 
  chamber, acknowledging the conclave of Bloodnamed warriors 
  of the Jade Falcon Clan Council on Sudeten. “Scientist-General 
  Renata bids me report that the Olivetti Weapons factory is fully 
  upgraded and on-line,” he said. He suppressed a shiver at the 
  momentary quiver in his voice. They are warriors, but I am a scientist. 
  I serve the Clan, just as they do. “The first run of Spirit BattleMechs is 
  undergoing field-testing to assure quality control.”
  “Excellent. The time comes soon when the Falcon will spread its 
  wings to blood a new flock of warriors.” Khan Pryde turned away 
  to discuss something with saKhan Clees. 
  Though he knew his Khan considered his report delivered, 
  Joach nervously cleared his throat.
  Marthe looked back, cool eyes biting. 
  Despite misgivings about some of the decisions made in design-
  ing the new ProtoMech (who was he to question), he finished his 
  report. “The Erinyes will also be ready for combat by the end of the 
  year.”
  He repressed a desire to raise his arms at the rustling that swept 
  the room; an impression of a flock of raptors taking wing in angry 
  surprise and zeroing in on the disturbance: Joach.
  Khan Pryde’s gaze turned colder. “Then we shall see if the new 
  trinket is worth Falcon effort, or if Clan Blood Spirit and those who 
  follow their lead are as deluded as ever.”
  Joach bowed and backed out of the room.
  ORBITAL INSERTION , MELISSIA
  LYRAN ALLIANCE
  15 AUGUST 3064
  Nikol ignored the heavy vibrations of re-entry as 
  the Broadsword-class DropShip plowed through 
  the thick atmosphere of Melissia, and finished 
  suiting up in the cramped corner of the cargo 
  bay. The one-piece suit flowed like liquid 
  metal (instantly warm to the touch), the Clan 
  copper composite mesh woven with biosyn-
  thetic fiber ribbings into a second skin. 
  “Five minutes to combat drop,” an electronic 
  voice echoed. 
  “You mean second combat drop,” Nikol snapped 
  to a bay that contained only strapped-down cargo 
  and a labor casteman in a loader exoskeleton 
  moving an ammo crate. During combat operations? 
  Brave, or stupid? She shook her head at questions that 
  could easily apply to her, stomped the two paces to the leg of her 
  ProtoMech and scrambled up the lean-to ladder. Nikol couldn’t 
  believe that Star Colonel Uvin Buhallin had actually ordered two 
  Clusters of Elementals, along with her Point of ProtoMechs, to 
  cram into every available space in order to fool the Lyrans into 
  thinking only a Star of ’Mechs were about to combat-drop onto 
  their fortified base.
  Yet what flared white-hot next to such a pale annoyance was 
  that her Clan appeared at every step to throw up a roadblock 
  to defeat her and her protokin. Whether Khan Pryde knew of 
  Buhallin’s order or not didn’t matter. They drop the Elementals 
  and then move to a second pass to drop us? The fighting will be over 
  before we even arrive. It will be too late! Stravag!
  At least I managed to keep my Roc, instead of being assigned our 
  newest over-sized Erinyes battle armor. 
  The vibrations through the deck plating changed in cadence and 
  worked up through the ladder, tickling skin as the seconds ticked 
  down. With little choice, Nikol set aside her annoyance. Anticipation 
  spiked as she slid into the ProtoMech’s chest cavity, kicking away 
  the ladder, pulled down the skein of wires connecting the neu-
  rohelmet and positioned it properly on her scalp. She quickly 
  stripped the padding from a row of small monitors to her right as 
  she ran a final course diagnostic. Then she activated the remote 
  control they’d rigged for the makeshift gantry that held her Roc’s 
  chest plate. The machine trembled and finally heaved toward her. 
  Replacing the heavy padding over the monitors, she folded into a 
  fetal-like position in the padded cavity as the chest plate banged 
  into place. Locking mechanisms clanged, while ear drums popped 
  with equalizing pressure. As the ProtoMech gained life, dozens of 
  overlapping plates of the enclosure expertly adjusted to her size 
  and weight until she eventually floated as though in the synthetic 
  amniotic fluid of a Trueborn gestation chamber. 
  Randall N. BIlls
  
  Power surged to the neurohelmet, which synched with the 
  enhanced imaging circuitry along her shaved scalp. The first 
  waves of pleasure swept through and warmth blossomed in the 
  pit of her stomach. Three prongs snapped down from the back 
  edge of the neurohelmet, just piercing neck skin, completing 
  the circuit between the neurohelmet, her suit and the enhanced 
  imaging circuitry that ran the length of her exposed skin. The 
  pleasure surge broke in a torrent…
  …and the world ballooned and expanded. Dull existence fell 
  away, as though she stepped out of her body, beyond a transpar-
  ent pane into another reality. She enlarged and expanded until 
  she stood a giant. Meters taller. Stronger. Solid, metal legs and 
  arms now her own; she knew her expression never changed, but 
  the true inner ferocity of her warrior’s visage was now etched in 
  steely glowing eyes and a sharp, hooked alloy beak: she perceived 
  her new metallic corporeal existence sheathing her conscious-
  ness as she never could her frail flesh. 
  Her blood flowed like magma, hot and demanding, her need 
  for more and more a hot knife twisting her gut. She swam in 
  raging ecstasy, her awareness expanded exponentially with 
  wracking pleasure/pain. As ever, the ecstasy moved in crescendo 
  as Nikol sensed another veil of existence behind her. And another 
  beyond that. And another. Levels of perfect integration and inter-
  face. Levels of ecstasy and agony. Of understanding and percep-
  tions. Mirrors within mirrors within mirrors; planes of knowledge 
  and existence marching off in an endless corridor, beckoning.
  In a small corner of her mind, Nikol recalled the pain she would 
  experience upon interface termination until she could inject 
  the drugs to keep her sanity in the dull existence outside of her 
  ProtoMech…knew at this moment it mattered not at all.
  The surging ecstasy finally gained equilibrium and her senses 
  focused down to a razor wire: her body stood rock solid, ready 
  to rend armor, to tear enemies—to become the ultimate warrior.
  Her mind willed her ProtoMech into motion. It instantly 
  responded, a hungry predator stalking toward a swift decapita-
  tion that would sunder the Lyran defender’s head from its body 
  and cede the Falcons the world of Melissia.
  It is not too late. MechWarriors believe they are the ultimate 
  warriors in their twelve-meter tall giants. Yet they know nothing. 
  They scorn our half-sized ’Mechs, but they have no understanding 
  of what we bring to the strength of Falcon’s talons and beak. They 
  bring death. But I am become death.
  A God of War.
  SCIENTIST CASTE TESTING STATION, LAST CHANCE
  JADE FALCON OCCUPATION ZONE
  15 MAY 3065
  Though she knew the building scrubbed the air of any partic-
  ulates from the Torrence Iron Mines located a half-hundred kilo-
  meters away, her nose twitched as her brain told Nikol she could 
  still smell it. The dust coated the exterior of the scientific outpost, 
  turning to clumpy, blackened streaks in the near-constant rains 
  of spring that reminded her of the congealed blood slicking the 
  burned remains of her protokin’s Erinyes. She distantly noted 
  her dirty fingertips rasping a nervous rat-a-tap-tap on the worn 
  vinyl of her chair’s arm rest, but couldn’t bring herself to chas-
  tisement as her mind grasped at straws.
  
  I am a warrior. Death shadows my footsteps, a constant compan-
  ion. I must accept. But her words were as hollow now as when first 
  spoken more than a half year ago. 
  Nikol started slightly as a scientist casteman entered the room. His 
  light hair and immaculate white coat caused her to squint, forced her 
  further back into the chair; the creak of rusty bolts and too-stressed, 
  old metal legs an audible personification of her wounded state.
  Moving to the other side of the table, he sat down, smile reach-
  ing eyes and lips with equal ease. “Hello, Nikol.”
  She stared sullenly behind the caged bars of her body and mind’s 
  desperate need and her soul’s desire to forget.
  “My name is Joach.”
  She tried to still her nervous tics, but gave up after several tense 
  seconds. At least she had managed to keep her lips sealed; small 
  victories were important.
  “How are you?”
  How do I look, surat.
  “Can I get you anything?”
  You know what I need. 
  “A drink, perhaps?” He raised his hand as though to signal an 
  unseen camera.
  She tried to marshal the piercing eyes of a warrior to put him in 
  his place and found only hollowness. The ache intensified.
  “How long have you been here?”
  The affront of this man to question a warrior, someone above his 
  station, un-stopped her tongue before she could resist. “You would 
  know better than I, surat.”
  “Ah, so you can still talk,” he rejoined, eyes searching her face. “I 
  was beginning to think you might have fallen too far into an 
  episode.”
  A sneer bared teeth and cracked too-dry lips; the pinpricks of pain 
  and the teasing of copper to tongue brought some renewal. She 
  leaned forward, with intensity. “Call it what it is, surat. Withdrawal. I 
  need integration.” 
   He reached into his pocket and pulled something out, placed 
  it on the table. The room seemed to unfocus as a halo of light 
  engulfed the self-applicable syringe-ampoule, focusing her atten-
  tion like the razor-wire of integration. The clear liquid seemed to 
  shine, scintillating as the few precious drops rocked gently back 
  and forth with residual motion. She bared teeth until her lips felt 
  like they might peel from her face. Then she glanced back at Joach. 
  “I said integration. I will no longer accept your synthetic substitute.”
  “But the ProtoMech program has been canceled by official decree,” 
  he said, shrugging, voice coated in sympathy. “Our Khan has spoken. 
  The performance of the ProtoMechs on Melissia was…less than 
  adequate in our Khan’s eyes. She—”
  Rage blossomed past despondency and all her unspoken justifi-
  cations of her own Clan cutting her off at the knees. She slashed the 
  air with a hand. “You have told me that. Told me so many times…I 
  do not care any more! Have all remaining pilots been consigned to 
  this death as well?!” She lurched forward, slamming her fist into the 
  desk. The ampoule skittered and danced, a siren to her body shriek-
  ing its need. “Have we Falcons become Spheroids to waste such 
  resources? If so, then I shall welcome death, glad I’ll not see the fall 
  of my Clan! Will not see what you have done to Kerensky’s dream.” 
  The shout still echoing, she collapsed back into her chair, all energy 
  draining from her body, uncaring of her lazy use of a contraction as 
  the last of her will seemingly flowed away into nothingness.
  Joach did not move during the entire episode. Respect, sympathy 
  and revulsion warred, creating his own turmoil. How could our Clan do 
  this? How can a warrior be reduced to such a shadow? He just managed 
  to avoid thinking about the most important question of all.
  He slowly reached forward to stop the still-spinning ampoule, 
  then pocketed the drug. His revulsion crested at the relief that 
  peeked through her angry mien. Marveled at how so short a 
  time could pass and yet perceptions could alter so unequivocally. 
  Warriors are not infallible. Joach’s own anger flared. You speak of loss? 
  I have been consigned to this hell-hole of a world at the edge of the 
  Periphery because of my advocacy of the program. My advocacy of 
  you! Have I not lost as well?
  She closed her eyes, her pain etching her skin muscle-deep. “All I 
  want is…to be a warrior. To serve my Clan.” 
  As her anger drained away, his flowed with it and sympathy 
  returned. We have done this to you. He took a breath. The stench of 
  her unwashed body and defeat-filled sweat almost curled his nose. 
  I follow orders now. Orders of a man I never thought to see again, but 
  orders nonetheless. He barely kept a cynical chuckle trapped behind 
  tight lips. Orders a bone that I might find a path to serve again. A bone 
  I throw to you, warrior.
  “There is another way,” he finally responded. He watched warring 
  emotions cross her face and sympathy flowed to empathy. I am sorry.
  “Tell me.”
  WATCH COMMAND CENTER, SUDETEN
  JADE FALCON OCCUPATION ZONE
  21 JANUARY 3066
   “Why do we allow this? And why do you keep the stravag light-
  ing so low?” Khan Marthe Pryde asked. 
   Loremaster Kael Pershaw’s deep voice seemed to come from 
  every direction in the darkened office. “I find warriors can accept my 
  orders more readily when they cannot see that I am more machine 
  than man…or see my age.”
  Marthe slashed the air. “I care not for such useless vanities. I know 
  your value.”
  “Of course, my Khan. Mere habits.”
  “You did not answer the question.”
  “Of course, my Khan. We allow it, because if we do not…well, 
  better to know what part of the garden houses the snake, than not 
  to know where the snake is.”
  She shook her head, hating such philosophical talk. “But we 
  should simply destroy the snake. After the scientists’ machinations 
  surrounding the Pryde Bloodname…” She snapped her jaw shut, all 
  too aware of what Kael would say, yet unable to say it herself.
  “Yet we cannot survive without them. And despite their…airs…of 
  late, they have been a vast asset to the Clan over the centuries. We are 
  where we are in no small part thanks to their contributions, quiaff?
  “Aff,” she ground out. “Yet I still should have killed him when I replaced 
  him with Renata. What is he up to? Is he pulling Renata’s strings?”
  “I do not know. But we will continue to reap the rewards of a rela-
  tively unfettered scientist caste, while waiting for the ex-Scientist-
  General, and those that still follow his lead, to wrap the noose 
  around their throats. Quiaff?”
  She ground her teeth harder, but knew there could be only one 
  response. Kael had painted all too stark a picture of the possible 
  internal rebellion that a harsh crackdown might precipitate, now 
  that her lower castes had drunk the base freedoms offered by 
  Spheroid societies. An event that might even force us down the path 
  
  of the Ghost Bears and their vile integration with the Inner Sphere. If 
  she must accept an affront to her honor to safeguard her Clan and 
  the Founder’s vision…so be it.
  “Aff.”
  SCIENTIST CASTE TESTING STATION, LAST CHANCE
  JADE FALCON OCCUPATION ZONE
  1 SEPTEMBER 3066
  The upgraded Centaur shot forward with the aid of the new 
  myomer booster, fluid grace and precision a BattleMech could 
  never hope to match, slicing through the other training Erinyes with 
  exquisite beauty.
  “Nikol seems to have adapted well to the newest interfaces, 
  quiaff?” Joach said while monitoring the steady stream of data 
  flowing across his computer terminal.
  “Nikol?” Etienne Balzac responded, straightening from his own 
  hunch over a monitor, rubbing a sore back. His ancient features 
  matched his infamous reputation. Despite their close work over 
  the last year and more, Joach’s resolve to question the ex-Scientist-
  General concerning Nikol and their work here died against the 
  emptiness of Etienne’s black-eyed stare.
  Why are we doing this? What are we doing? Why do we try to create 
  a superior ProtoMech and pilot if the Jade Falcon program has been 
  eliminated? The questions hammered relentlessly against his inabil-
  ity to confront Etienne. He cleared his throat. “The subject.”
  Etienne nodded. “Aff, the subject is adapting very well.”
  Silence descended except for the tapping of keys as two addi-
  tional scientists in the control room continued diligent work. Joach 
  grew increasingly uncomfortable as Etienne continued to stare at 
  him. Warmth flushed his cheeks as a smile played at the corners of 
  the older man’s lips. “You have a question?”
  Joach started, surprised. In all the time they’d worked together, 
  the man never asked him that. “A question?”
  “Aff. You have a question.”
  Joach licked his lips as he glanced away. Can I ask? He saw the 
  ProtoMech, and for a moment the haunted look of a tortured 
  warrior overlaid everything before him. He took a deep breath and 
  spoke. “Why are we doing this? The program has been canceled. 
  Why do we continue to increase ProtoMech capabilities and to 
  adapt the pilots even more to their integration?” Why do we torment 
  Nikol? The final question hovered, unasked. Joach knew it would 
  cross the line, despite Etienne’s apparent good mood.
  The other man’s half-smile stayed in place as he smoothed wrin-
  kled hands across his bald pate. “Joach, I continue to work because 
  my work is needed.”
  “But the Scientist-General has agreed with the Khan,” Joach 
  responded. “They failed during the Falcon Incursion into House 
  Steiner. And failure is discarded.”
  “Of course it is.”
  “What?” A feeling in the depths percolated. A feeling he’d had for 
  years, but could never articulate. Could never allow articulation.
  “Of course I knew the program would be canceled.”
  “You could not have expected it?!”
  “Of course I did.”
  “But…” Words failed.
  The other man stood silent for a moment, then chuckled. “We 
  Falcons are ever traditionalists, Joach. Ever warriors adherent to 
  the Founder’s strictest precepts. It is our greatest strength…and 
  our greatest weakness. And all too often we do not bend without 
  breaking. That leads to animosity toward anything out of the norm.”
  “Such as ProtoMechs?”
  “Precisely.”
  “But she has canceled the program.”
  “She has canceled the Jade Falcon ProtoMech program. We no 
  longer have an officially sanctioned Falcon program for developing 
  new ProtoMech designs, or for turning failed aerospace pilots into 
  ProtoMech warriors.” 
  He paused. Joach struggled against a rising answer he did not 
  wish to face and found another answer. “And by canceling official 
  Falcon sanction, any such testing run on ProtoMechs falls one 
  hundred percent within the authority of the scientist caste, quiaff?”
  “Aff. Like any of half a hundred experimental programs we have 
  in development, we need not report any part of it to Khan Pryde or 
  the Clan Council.” 
  “Yet I still do not understand. Why do we keep experimenting? 
  And how could you know she would cancel the program?” The 
  sinking feeling in the pit of his stomach opened like the fabric of 
  reality torn asunder during a hyperspace jump. He knew…had 
  known for years and refused to believe, until now. The horrid reality 
  burned, and yet what sliced through it all like a hot energy beam 
  was the crystal-clear knowledge that even the monstrousness of 
  the act would not drive him away. Would not drive him from this 
  bone that might eventually pull him out of this hell-hole. He’d sold 
  his soul and everything with it to Etienne Balzac and his endless 
  machinations. I am sorry, Nikol….
  “Because I made sure of it.”
  Etienne enjoyed the stunned flush that swept Joach’s features. 
  The game of cat and mouse was almost more enjoyable at times 
  than scientific research. It was art. The way he used and placed 
  emphasis in his actions to highlight only what he wanted them to 
  see. Making an object appear important to him, to hide the truth; a 
  flat object made round. Chiaroscuro.
  You think I will hang myself, Kael, but I know you watch. And I hide my 
  actions in plain sight, right underneath your mechanically deformed nose.
  Joach stammered. “You manipulated the Khan into canceling the 
  ProtoMech program.” 
  Though it came from the younger man as an accusation, the 
  words flowed past Etienne without a ripple. “Of course.”
  “And Renata Salk?”
  “An innocuous bureaucrat.” He waved his hand. “If the Khan wishes 
  the Scientist-General not to be manipulated by outside forces, she 
  should not fill such a vital role with a sycophant.”
  Joach opened his mouth. Nothing came out for long seconds as 
  the full impact of Etienne’s words settled in.
  You must learn to ask your questions, Joach. Questions are what 
  make us human.
  “I fail to see…” Joach finally choked out.
  “You will.” Etienne crossed over to him, gripping his arm in an 
  unusual display of physical contact. “When you piece the puzzle 
  together, you will be ready. I am confident you will find it eventually.” 
  Etienne turned aside, glancing at the monitors as the ProtoMech 
  finished the course and raised its arms triumphantly. Looked at 
  what his machinations had wrought and knew it as one more step 
  along the path…and smiled.
  
  The expense of manufacturing BattleMechs—combined with 
  the general disdain that the Clans hold for combat vehicles—led 
  the hence destroyed Clan Smoke Jaguar to develop a completely 
  new piece of technology: the lightweight, agile quasi-’Mechs 
  called ProtoMechs. Piloted by aerospace phenotype warriors—
  who use the Clans’ advanced enhanced-imaging technology to 
  literally become one with their machines—ProtoMechs work 
  in five-unit Points that allow them to bring their larger cousins 
  down. The relatively cheap cost to produce them, along with their 
  combined effectiveness against ’Mechs, has insured that at least 
  some of the more resource-starved Clans will always find a home 
  for this unique BattleTech unit.
  Most of the rules for ProtoMechs appear in the Movement and 
  Combat sections. This section offers additional rules for these 
  units in game play. Though ProtoMechs share many characteris-
  tics with vehicles and infantry, they follow all the standard rules 
  for ’Mechs, unless otherwise noted.
  Deployment: ProtoMechs are always deployed in Points con-
  sisting of five units, though circumstances may leave a Point with 
  less. Each record sheet provides space for five Protos, but each 
  ProtoMech is represented as an individual unit on the playing 
  area. The player may choose to make all members of a Point the 
  same type of ProtoMech or different types, unless otherwise dic-
  tated by the set-up of the scenario being played.
  PLAYING THE GAME
  Each of the five ProtoMechs in a Point is an individual unit 
  for weapon attacks and damage resolution. However, the entire 
  Point moves when the player declares his ProtoMechs’ move-
  ment, and the Point’s fire declaration counts as if for a single 
  unit. The player resolves all attacks for a Point before moving on 
  to another unit.
  MOVEMENT
  During the Movement Phase, when a controlling player 
  chooses to move a ProtoMech Point, he must move all ProtoMechs 
  in that Point before going on to the next unit. However, each 
  ProtoMech is still moved separately, without regard for how 
  the other ProtoMechs in the Point move. If damage reduces the 
  number of ProtoMechs in a Point, the controlling player moves 
  the remaining ProtoMechs in that Point; multiple ProtoMech 
  Points that each have less than five ProtoMechs due to damage 
  do not combine for movement purposes.
  Skidding: ProtoMechs cannot skid, regardless of what move-
  ment they use or the terrain they traverse.
  COMBAT
  ProtoMechs make attacks and are targeted by attacks in the 
  same way as ’Mechs, with the following exceptions. 
  Weapon Attacks
  All standard rules for ’Mech weapon attacks apply to 
  ProtoMechs, except that ProtoMechs may not fire arm-mounted 
  weapons in the same turn that the main gun is fired.
  Firing Arcs
  ProtoMechs use the same firing arcs as ‘Mechs (see Firing Arcs, 
  p. 104).
  Hit Location
  Players determine hit location against a ProtoMech by rolling 
  on the ProtoMech Hit Location Table. This table appears on 
  the ProtoMech record sheet and is duplicated on p. 185. Hits 
  RH 
  RH
  During the Falcon Incursion into the Lyran Alliance, a Falcon Night Gyr and two Points of ProtoMechs face off against a Sixth Donegal Guard Atlas. 
  
  185
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  against ProtoMechs are not affected by attack direction, and 
  ProtoMechs have no rear armor locations. Both legs are con-
  sidered a single hit location, as is the torso.
  Near-Misses: ProtoMechs make difficult targets because 
  of their small size and extreme agility. They are constantly in 
  motion, and their limbs are especially narrow and difficult to 
  hit. As a result, an attack (or part of an attack, in the case of 
  missiles and similar weapons) that would have hit a ’Mech 
  might miss a ProtoMech. As shown on the ProtoMech Hit 
  Location Table, a hit location roll result of 3 or 11 is considered 
  a near-miss. This damage has no effect on the ProtoMech, 
  even though the to-hit roll result indicated a hit.
  Special Circumstances: Regardless of their small size and 
  agility, ProtoMechs cannot avoid certain types of damage 
  using the Near-Miss rule. Players should consult the Special 
  ProtoMech Hit Location Table below when determining 
  damage under the following circumstances: area-effect 
  weapons, building collapse, crashing aerospace units, falling 
  and collisions with skidding and sideslipping units. See also 
  Weapons and Equipment, p. 113; Collapse, p. 176; Crashes, p. 81; 
  Unit Displacement, p. 151; Skidding, p. 62; and Sideslipping, p. 67.
  Targeting Computers: ProtoMechs are so small that tar-
  geting computers cannot be used to make attacks against 
  specific hit locations. The standard –1 to-hit modifier for a 
  targeting computer still applies.
  DAMAGE
  As with attacks against ´Mechs, damage first destroys the 
  armor in the location hit (white circles), and then inflicts 
  internal structure damage (shaded circles) in the same loca-
  tion. Damage transfers normally when a location is destroyed; 
  damage from all locations transfers to the torso, including 
  damage from the head.
  Roll on the Determining Critical Hits Table (see p. 124) 
  whenever the internal structure in a location is damaged. Each 
  location has a number of critical hit boxes on the record sheet. 
  Players mark these off from left to right as the ProtoMech takes 
  critical hits. Each time an attack forces a player to cross off one 
  or more critical hit boxes, the warrior takes a point of damage. 
  When a location is destroyed, all of the location’s critical hit 
  boxes are automatically crossed off and all equipment in the 
  location is destroyed. Critical hits do not transfer, and excess 
  critical hits to a location have no further effect.
  Effects for specific critical hits and location destruction 
  appear below.
  RH 
  RH
  Fully embracing ProtoMechs, Clan Blood Spirit’s Iota Galaxy fields a Point of Centaurs along side a Shamash and Crimson Langur.
  PROTOMECH HIT LOCATION TABLE 
  2D6 Result
  Hit Location
  2
  Main Gun
  3
  * Near Miss
  4
  Right Arm
  5
  Legs
  6
  Torso
  7
  Torso
  8
  Torso
  9
  Legs
  10
  Left Arm
  11
  * Near Miss
  12
  Head
  *A result of 3 or 11 inflicts no damage on the target. In the case of a kick 
  attack from a ’Mech, a Near Miss on the ProtoMech Hit Location Table does 
  not force the attacking ’Mech to make a Piloting Skill Roll.
  SPECIAL PROTOMECH HIT
  LOCATION TABLE 
  2D6 Result
  Hit Location
  2
  Main Gun
  3
  Legs
  4
  Legs
  5
  Right Arm
  6
  Torso
  7
  Torso
  8
  Torso
  9
  Left Arm
  10
  Legs
  11
  Legs
  12
  Head
  
  Arm Hits
  For the first critical hit to an arm, add a +1 modifier to the 
  to-hit number for attacks made with that arm, for the weapons 
  mounted there and for the main gun. The second hit destroys 
  the arm, along with its weapon (if any). After one arm has been 
  destroyed, add a +2 modifier to attacks with the main gun.
  After both arms have been destroyed, the main gun may not 
  be fired.
  Leg Hits
  The first critical hit to the legs reduces the ProtoMech’s Walking 
  MP by 1 (which means the player must also recalculate Running 
  MP). The second hit reduces the Walking MP by half, rounding up. 
  The third hit blows the legs off and makes movement impossible. 
  The ProtoMech cannot use Jumping MP, though it can still make 
  a single-hexside facing change during each Movement Phase 
  provided that it still has at least one arm. When doing so, it is 
  considered to have used Running Movement. If the ProtoMech 
  has lost both arms, it cannot make this move. 
  Legs Destroyed: After the legs are destroyed, the ProtoMech 
  can no longer torso twist, but it can fire its weapons. A ProtoMech 
  whose legs are destroyed is not considered prone. 
  Torso Hits
  The first critical torso hit reduces Jumping MP by 1, and may 
  also destroy a torso-mounted weapon. To determine if a torso 
  critical hit destroys a weapon, roll 1D6. On a result of 1 or 2, Torso 
  Weapon A (as shown in the Weapons Inventory) is destroyed. On 
  a 3 or 4, Torso Weapon B is destroyed. A result of 5 or 6 has no 
  additional effect. If the result indicates an empty or destroyed 
  weapon slot, do not roll again.
  The second critical hit reduces Jumping MP by half (round 
  up), and may also destroy a torso-mounted weapon. Roll as 
  described above. The third critical hit destroys the engine and the 
  ProtoMech, killing the pilot.
  Main Gun Hits
  The main gun cannot suffer a critical hit, but is affected by criti-
  cal hits to the arms. All effects from arm damage are cumulative 
  when determining to-hit modifiers for firing the main gun. For 
  example, if the right arm has been destroyed (+2) and the left 
  arm has suffered one critical hit (+1), the total modifier for attacks 
  with the main gun is +3. 
  Head Hits
  The first critical head hit damages the sensors, adding a +1 
  to-hit modifier to all weapon and physical attacks. The second 
  critical hit destroys the head, resulting in +2 to-hit modifier to all 
  attacks. In addition, the ProtoMech may make no attacks against 
  targets at long range for any of its weapons. For example, after a 
  Roc’s head is destroyed, it can attack targets up to ten hexes away 
  with its extended-range medium laser (at short and medium 
  range for that weapon), but cannot attack units eleven to fifteen 
  hexes away (at long range for that weapon).
  Because the pilot is in the torso, a ProtoMech can survive head 
  destruction.
  RH 
  RH
  In a final effort to prove (or disprove) the battle worthiness of ProtoMechs, Clan Jade Falcon fields them in a Trial of Possession against Clan Blood Spirit. 
  
  187
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  FRENZY
  As noted in Physical Attacks (see p. 144), ProtoMechs cannot 
  make such attacks. However, a ProtoMech can make a single 
  “frenzy” attack that combines a punch, a kick and anything 
  else the ProtoMech can muster. The net effect of this effort is 
  a single attack with a Damage Value of 1 for ProtoMechs that 
  weigh two to five tons, or 2 for ProtoMechs that weigh six to 
  nine tons. 
  The base to-hit number for this attack is 4, with the stan-
  dard modifiers for a kick. The attack can only be made against 
  targets in the same hex as the ProtoMech. This attack never 
  forces the target to make a Piloting Skill roll, because the 
  ProtoMech does not have Piloting Skill.
  If the attack hits, consult the ’Mech Kick Location Table (see 
  p. 147) for a target on the same level. If the target is a ’Mech 
  one level lower than the ProtoMech, the attack uses the ’Mech 
  Punch Location Table (see p. 145). When making this attack 
  against vehicles, use the appropriate hit location table for the 
  attack direction.
  PHYSICAL ATTACKS
  A ProtoMech can be the target of physical attacks as 
  though it were a vehicle: a kick if on same level as attacker, a 
  punch if one level higher than attacker, a club or a hatchet 
  in either case. It cannot be charged, though it may be the 
  target of a death-from-above attack. These attacks use 
  the standard ProtoMech Hit Location Table to determine 
  damage locations.
  OTHER COMBAT 
  EQUIPMENT
  If ProtoMech’s Technical Readout or record sheet game 
  statistics indicate that it carries this equipment, it may sig-
  nificantly affect game play. Players should consult the unit’s 
  statistics, then familiarize themselves with the equipment rule 
  below before play begins.
  Advanced Weapons and Equipment: If a unit mounts any 
  weapons and/or equipment not found below or on the appro-
  priate Weapons and Equipment Tables (see p. 303), then the 
  weapon/equipment in question is either advanced (not appro-
  priate for standard tournament play) or is covered in Tactical 
  Operations, or it only affects construction and so has no direct 
  impact on BattleTech game play. Any such weapons and/or equip-
  ment that is not considered advanced are covered in TechManual.
  PROTOMECH MYOMER BOOSTER
  The system increases the Running MP of a given ProtoMech 
  by double its standard Walking MP (i.e. a 6 Walking MP/9 
  Running MP ProtoMech with a ProtoMech Myomer Booster 
  would have a 6 Walking MP/12 Running MP). A ProtoMech 
  unit can choose to engage the booster as it declares what 
  movement mode it will use. Upon doing so, it must roll 2D6 
  (this is a single roll made for any amount of MP used in excess 
  of standard movement in a single turn). On a result of 2, the 
  warrior immediately takes a single point of damage.
  RH 
  RH
  Masters of the ProtoMech, Clan Blood Spirit allows the battle to devolve into a brutal maelstrom of infighting, pushing the Falcons at every step. 
  
  SEMIER DATA TRON 
  FACTORY RUINS
  MAKO CITY OUTSKIRTS, 
  THARKAD
  LYRAN ALLIANCE
  13 JANUARY 3071
  With thunderous, delib-
  erate strides, the Blue Flame 
  trampled the earth, pound-
  ing through meter-thick 
  ice-encrusted snow only three 
  shades lighter than the whitewash 
  covering each of its four cloven feet. 
  The footfalls shook the earth despite the snow’s cushioning effect, 
  sending icicles raining down from the blackened skeletons of 
  nearby structures. Red-tinged cockpit glass lent the 45-ton quad-
  ruped an otherworldly look, like the eyes of a ghostly mechanical 
  hellhound, searching the charred factory ruins for prey.
  And all the while, its prey watched back.
  Through the rangefinder on his targeting display, Sergeant 
  Major Rolf Solomon watched the Blakist monster with a steady 
  gaze. His breath, tinged with the stink of stale coffee, puffed frosty 
  clouds in the cabin despite the woolen black scarf that covered 
  most of his face. Even with the insulation built into the armored 
  hide of his Manteuffel attack tank—so new Rolf could still smell 
  the factory welds over his own stench—the effort to keep out the 
  bite of another Tharkan winter was relentless. Hiding beneath two 
  days’ worth of drifting snow, with only a Magna 350 Extralight—
  set to low idle to avoid discovery—for heat…
  Sometimes, playing dead came too close to the real thing.
  The Flame slowed right in front of him, the armored beast sud-
  denly hesitant about moving forward. Solomon frowned.
  “They know we’re here!” Though spoken barely louder than 
  a whisper, and carried over a hundred meters to his headset 
  earphones, the morose 
  tone of the tinny voice 
  made the veteran tank 
  gunner cringe. Leutnant 
  Kramer, stating the 
  patently obvious as usual.
  More than two years 
  of occupation—two 
  years spent hiding from 
  the fanatics’ fire, dodging 
  BattleMech and fighter 
  patrols, seeking shelter in 
  burned-out cities, popping 
  up only long enough to 
  scavenge for food, parts, and 
  maybe a little revenge along the way—had taught the survivors 
  of the Blakist Ragnarok that the invaders had eyes everywhere.
  Even when help came from outside, it had invariably failed. The 
  Word was always one step ahead. All-knowing. All-powerful. They 
  had kept an Archon imprisoned on his throne world, stymied 
  every effort to reclaim the Alliance, crushed the Lyran spirit with 
  victory after bloody victory.
  Conventional wisdom now held that they could not be stopped.
  And Kramer was entirely too full of conventional wisdom right now.
  “Halt die Klappe, Leutnant,” another voice hissed back, harsh and 
  stern, yet echoing softly within the Manteuffel and Solomon’s 
  earpiece. Hauptmann Stella Heigl occupied the tank’s command 
  station directly behind him. Silent for hours, her sudden reaction 
  to Kramer’s defeatism startled Solomon, but he did not dare flinch 
  from the targeting display. His reticule settled over the Blue Flame’s 
  stubby snout.
  They may know we’re here, Solomon told himself, but they don’t 
  know exactly where.
  “Jäger One,” a new voice chimed in, barely above a mutter. This 
  one came from Sergeant Isaka, whose older Pegasus hid beneath 
  Herbert A. Beas II
  
  a drift in the shadow of a ruined Buccaneer DropShip half a 
  kilometer further east. “Forward shows a new contact inbound. 
  Support-model Legacy, with black skull markings.”
  Solomon’s eyes narrowed.
  The Marauder of Mako Valley, at last…
  “That’s him,” Heigl replied. “Everyone get ready.”
  Solomon sucked in a breath and nodded imperceptibly as his 
  fingers tensed on the trigger and the engines thrummed to life 
  behind him. 
  The Legacy appeared on Solomon’s tactical display as a simple 
  red dot on the far right edge of the board, while the Blue Flame 
  stood due north, barely a finger’s breadth away. Surrounding 
  the Flame were six blue dots, the hidden members of half 
  his company. Six armored hunters, hidden among the ruins, 
  beneath snow and ice.
  The EISENJÄGER—Iron Hunters.
  Solomon grinned inwardly. Finally, Precentor Roman 
  McKinnsey, the Marauder of Mako Valley, would be the 
  Jäger’s prey.
  Suddenly, the Blue Flame shifted, kicking up snow as its body 
  swung around. Its menacing glare turned straight toward the 
  Manteuffel. Solomon released his breath with a hiss..
  Come back to tour your latest atrocity, monster? He thought 
  bitterly, remembering the hard-fought battle here that pitted 
  a hodgepodge of corporate security, mercenary troops and a 
  remnant of LAAF forces against a wall of Blakist shock troops. 
  The Jägers missed the fight, but all of Tharkad heard of the 
  outcome, saw the mangled ruins of the factory complex, the 
  smoking remains of DropShip hulls and the twisted, blackened 
  hulks of BattleMechs and hastily converted WorkMechs—the 
  pitiful wreckage that remained after the Marauder of Mako 
  Valley called in another orbital weapons strike from the cap-
  tured WarShip above. Captives taken from the battle went to 
  gods-only-knew-where, but Solomon remembered the Blakists’ 
  propaganda-vids showing lines of civvies and military prison-
  ers being dragged from the rubble and escorted at gunpoint by 
  ’Mechs and battle-suit squads after McKinnsey’s forces mopped 
  up the remaining defenders.
  Another “glorious” victory for the Word of Blake. Solomon had 
  to force his jaw to unclench. 
  Kramer’s voice cursed on the tactical channel. With no further 
  warning, the earth around the Flame’s hindquarters exploded 
  amid the roaring blasts of autocannon fire. One burst caught 
  the Blakist ’Mech square on its right rear flank, gouging 
  away armor and clawing at the SRM housings that 
  rode just above the hip. Shaken by the loss 
  of more than a ton of armor, but far too 
  stable and skilled to fall down, the 
  ghostly hound twisted toward 
  Kramer’s Fortune wheeled 
  assault tank—unseen 
  f ro m  
  S o l o m o n’s 
  vantage point—and 
  unleashed a pair 
  of angry sapphire 
  laser bolts.
  
  “Scheiße!” Heigl spat, her voice carrying over to the tactical 
  channel as well. “Kramer, you Arschloch! ECM, now! EISENJÄGER 
  open fire!”
  With a savage growl, Solomon mashed down his triggers, 
  unleashing a trio of ruby laser bolts that flashed a triangular 
  chunk of armor away from the Flame’s broad left side even as the 
  Manteuffel’s turret-mounted rotary autocannon screamed to life. 
  The fast-rotating barrels poured fire and tracers into the Blakist’s 
  armored hide even as missiles, lasers and autocannon fire con-
  verged on the same target from no less than four different direc-
  tions. Explosions and fire scattered snow, ice and mangled metal 
  in all directions while the armored hellhound writhed under the 
  onslaught, its pristine white hide chewed to pieces in seconds.
  Conventional wisdom held that the BattleMech was the king 
  of the battlefield, but even the king had to bow beneath the 
  combined might of enough tanks—especially with surprise on 
  their side. An explosion erupted along the Blue Flame’s right side, 
  possibly coming from the hole opened by Kramer’s panicked 
  weapons fire. With a blossom of golden flame and a blast that 
  practically spun the machine around ninety degrees, the ’Mech’s 
  missile bins ruptured. Lacking the benefit of CASE, secondary 
  explosions quickly tore the Flame open from end to end, until 
  the machine’s death throes ended in a blast powerful enough to 
  produce a ring of scattering ice and steam. Two ruined hangars 
  nearby collapsed as well.
  On the tactical channel, Kramer was screaming incoherently 
  and Heigl was barking orders, but Solomon barely registered 
  any of it as the Manteuffel lurched forward. The vehicle’s treads 
  clawed their way free of its hiding place of snow and ice, throw-
  ing him hard against his gunnery chair. Lurching into the open, 
  the tank tore past the corpses of secondary machine shops and 
  the twisted, blackened remains of two forgotten LoaderMechs, 
  already swinging away from the bonfire of burning metal that 
  had once been a Blue Flame. 
  With the landline broken, the communicators automatically 
  switched to standard tactical channels, which laced each trans-
  mission with the pops and static caused by the Manteuffel’s own 
  Guardian ECM suite. Even so, Solomon caught up quickly with the 
  action beyond this little intersection, and the news was not good:
  The Marauder’s Legacy had brought more friends.
  “Forward taking fire here!” Isaka’s voice called out. “Now count 
  two Thugs, in support of target Legacy! We have lost Forward 
  Three and Four!”
  “We’re coming, Forward!” Heigl reassured him, her voice clipped. 
  “EISENJÄGER, ignore those Thugs. Focus all fire on the priority 
  target. That bastard’s not getting away this time.”
  Solomon nodded again, more to himself than to anyone. With 
  Kramer’s panicked fire, they had lost the element of surprise, 
  and already, two hovertank crews—whose vehicles sacrificed 
  armor for speed—had paid the ultimate price. Now three assault  
  ‘Mechs--one the assault ‘Mech—the Marauder’s own Legacy—
  stood against a depleted company of vehicles.
  But EISENJÄGER always got their man.
  The Marauder had to die.
  Jorg brought the Manteuffel around and slammed the vehicle 
  to full throttle, coaxing almost eighty kilometers per hour out of 
  the tracks to lead the eastward charge, sending chunks of hard-
  packed snow and ice flying back in the tank’s wake. Solomon 
  let out a grunt as he was thrown back in his seat. He swiveled 
  the turret through a complete 360-degree rotation, sweeping 
  the entire field before his rangefinders while brushing away the 
  48-hour accumulation of snow and ice.
  Hot on the trail of his Manteuffel, Solomon saw the twin 
  Manticores commanded by sergeants Donovan and Resse, fol-
  lowed by Kramer’s Fortune, wheels wildly whipping up slush in 
  an almost comical effort to keep up. The ruins of the DropShip 
  factory grounds, the half-buried wreckage of buildings and 
  blackened ’Mechs—every one a Lyran machine—created an 
  eerie, skeletal labyrinth of cold death that sent an involuntary 
  shiver down Solomon’s spine. The chill was forgotten by the time 
  he reset the turret forward and caught a glimpse of azure PPC fire 
  in the distance ahead.
  The Thug that fired it was at a full run, chasing down Isaka’s 
  slate-gray Pegasus as it darted over a mound of wreckage. Instead 
  of hitting the fast-moving hovercraft, the particle cannon dis-
  charge struck the debris mound, vaporizing snow and setting 
  what looked like the arm of some dead and unrecognizable 
  ’Mech twitching. Just behind the Thug, Solomon spotted the hated 
  Legacy, its V-shaped torso so similar to that of the Thug, and yet so 
  much more sinister with twin 20-pack LRM launchers sprouting 
  up from the shoulders. And there, riding high on the ’Mech’s left 
  chest, was the telltale mark—the broadsword logo of the Word of 
  Blake superimposed on the black silhouette of a giant skull.
  At the extreme range for the Manteuffel’s autocannon, 
  Solomon let loose with one screaming burst. The stream of tracer 
  fire chased the Legacy, but the MechWarrior within dodged the 
  hasty shots with a strangely graceful sidestep.
  The Marauder retaliated with a double flight of LRMs that 
  showered the Manteuffel with bone-jarring explosions.
  The ripple of warhead blasts rattled the vehicle’s five-man 
  crew, and Solomon felt the bite of his four-point harness even 
  through the padded armor of his vest. The thrum of the fusion 
  plant became a brief stutter and the cabin lights flickered.
  “Schweinehund!” he spat, even as he heard the loaders chamber 
  the next volley.
  Outside, two PPC bolts converged on the Legacy, fired from the 
  turret muzzles of Donovan’s and Resse’s Manticores. Though inca-
  pable of penetrating the armor with a single hit, the two bolts 
  staggered the ’Mech just long enough for Solomon’s second 
  burst of autocannon fire to track in on its torso, marring the black 
  skull logo beyond recognition.
  “Got you!” Solomon hissed.
  “Damage!” Heigl snapped.
  At the sudden request, Solomon became aware of a strange 
  new smell, the oily stench of fused electronics, and a rattling 
  sound somewhere outside that sent a harsh vibration through 
  the cabin. Had one of those missiles penetrated after all?
  “It’s a drive wheel,” Corporal Reuben came back, his voice piped 
  in from the rear section. “Left flank number three. We’re slipping, 
  but not too badly.”
  “Not too badly?” Jorg echoed in a voice laced with contempt. 
  “This thing’s dragging like a stuck pig now! Verdammtes StarCorps 
  engineering!” 
  “Keep us on that Legacy!” Heigl yelled.
  Solomon ground his teeth as he swiveled the turret to keep the 
  Legacy bracketed on the rangefinders. The red reticule of a partial 
  weapon lock flashed gold as the targeting sensors gained confi-
  dence in his bead, incidentally noting that the range had closed 
  
  to less than 360 meters—close enough to add the Manteuffel’s 
  trio of medium lasers to his next volley. Even as the image of the 
  Legacy bounced before his eyes to the irregular rhythm of the 
  vehicle’s inhibited ride, he squeezed the triggers again, unleash-
  ing a fresh stream of depleted uranium shells and a triple-bolt of 
  coherent light at the Marauder’s ’Mech.
  Only to miss with half of it when a spine-tingling jolt of electric-
  ity stunned him.
  Reuben’s pain-filled cry filled Solomon’s ears, even as he screwed 
  his eyes shut to clear his vision.
  PPC hit! his mind screamed. The metallic scent of ozone filled 
  his lungs. 
  “Thug!” Jorg called out. “Port flank!”
  “Ignore it!” Heigl snapped.
  Solomon glanced at the tactical display and cursed.
  “Two more Blakies,” he called out. “One klick and closing! Looks 
  like assaults!”
  “Stay on the mark!”
  “Take that, you bastards!” came Kramer’s voice again, exul-
  tant as his Fortune finally reached range and opened up with its 
  Disintegrator LB 20-X cannons. Once more opting for the heavy 
  punch of solid bursts over the sandblasting effect of cluster muni-
  tions, his vehicle’s fire tore over a ton of armor off the ’Mech’s right 
  arm, twisting it violently sideways and spoiling its aim. A volley of 
  LRMs streaked out from the Legacy’s right-side missile rack, only to 
  splash harmlessly in the battle-churned snow.
  Two flights of missiles showered the stricken machine next, 
  adding insult to injury by rending ghost-white armor in clusters 
  that rained on the ground. A lesser MechWarrior would almost 
  certainly have lost his balance, but the Legacy seemed to absorb 
  its punishment, bracing its doglegs against the incoming storm of 
  missiles and shells.
  Straightening, it fired back with a fusillade of missiles and laser fire 
  that—this time, at least—did not focus on the incoming Manteuffel.
  Kramer’s terrified scream told Solomon who the target was.
  “Jäger One!” Sergeant Donovan’s voice cut in over the scream, 
  “Striker Three is pouring smoke! I think that last one hit his engine!”
  “Kramer,” Heigl growled, her voice sounding only within the 
  cabin “so help me! Don’t you flake out on us now!”
  “Die, you motherless schwein!” Kramer’s shriek filled the channel 
  as the scream of autocannon fire once more resounded across 
  the battlefield.
  This time, both streams of tracers caught the Legacy in its right leg, 
  tearing through armor to claw away at the endo-steel bones within.
  Go down! Solomon willed the hated machine, but again, the 
  Legacy kept its feet.
  The PPCs flashed again, and this time Solomon felt the hits as a 
  thunderous pounding that shook the entire cabin. A fiery tingle 
  made his fingers spasm and set his skin crawling along the back of 
  his neck. His vision blanked for a moment—he was sure it was only a 
  moment—and popping sounds echoed around him. He opened his 
  eyes to find sparks still dancing across the targeting panels, telltale 
  signs of a hit that had penetrated armor to touch the deli-
  cate electronics.
  But it was Heigl’s low moan that finally tore Solomon’s eyes 
  away from his flickering targeting displays.
  She was hunched over her boards, the right side of her neck 
  and the shoulder of her uniform shredded by shrapnel from an 
  exploding monitor. Her eyes, already half-glazed, found his as her 
  blood-slicked fingers clutched at the wound. Solomon began to 
  move, but she shook her head.
  Her mouth opened, but no words came out. She glanced past 
  Solomon, at his weapons console. Her eyes narrowed.
  Solomon nodded and returned to his post, turning away and trying 
  to ignore the wet coughing that suddenly racked his commander.
  Nothing else mattered now.
  The targeting system placed the Legacy to the left, limping 
  away from the ruins of Kramer’s Fortune. Only two friendly blue 
  discretes remained on the tactical displays—Resse and Donovan, 
  he figured, but how did they get ahead of him? He tried to swing 
  the weapons around, only to see the red idiot lights flash beneath 
  the targeting displays: turret jam.
  Were we out? he wondered. How long?
  “Jorg!” he croaked after a moment, “bear left!”
  A low groan answered, but the Manteuffel’s engine still 
  thrummed. With jerks that shook him in his chair, the tank fought 
  its own damage and came about. Solomon spared only a moment 
  to consider just how crippled they were, before the tracking 
  systems again found the Legacy’s silhouette. Its armor in tatters, its 
  leg gimped and missing its right arm, the BattleMech was strug-
  gling to get between its barely damaged partners—two Thugs 
  trying to play bodyguard for their wounded commander.
  But a BattleMech could only cover another BattleMech so well 
  from the firepower of a dedicated Jäger…
  At last, the jerky motions of the Manteuffel’s awkward turn 
  brought the reticule over the Legacy’s heart, where its forward-
  thrust cockpit gleamed in the overcast afternoon light. In that 
  instant, Solomon unleashed one last blast, pouring every last shell 
  and kilojoule of lethal force out of his weapons, even as the Thugs 
  retaliated on their battered commander’s behalf.
  Even as manmade lightning sprang forth from the muzzles of 
  the twin Thugs, Solomon let out a triumphant whoop as his auto-
  cannon fire scored a direct hit on the Marauder’s cockpit, shatter-
  ing the ferroglass canopy and—if there was any justice in the uni-
  verse—the MechWarrior within.
  A heartbeat later, a quartet of PPC bolts washed over his crip-
  pled Manteuffel, boiling away armor to flash-fry the crew inside 
  in a blinding burst of white-hot particles. But even in 
  death, Sergeant Major Rolf Solomon knew one 
  last moment of victory. 
  At the end of the day, the 
  EISENJÄGER got their man.
  
  BattleMechs reign supreme on the battlefield, but Combat 
  Vehicles can hold their own in battle. Though not as tough as 
  BattleMechs, they are generally much cheaper and easier to build. 
  BattleTech provides rules for four types of vehicles: ground, VTOL, 
  WiGE and naval, as defined in Components (see p. 20). 
  Most of the rules regarding the use of Combat Vehicles in the 
  game are contained in the Movement and Combat sections. Those 
  rules are not repeated here; instead, this section covers rules that 
  only apply to specific Combat Vehicles, along with hit location 
  and critical hits tables used exclusively for Combat Vehicles.
  MOVEMENT
  Combat Vehicles move on the map like ’Mechs, with the restric-
  tions and differences addressed in the Movement section. Keep 
  in mind that any time a ground vehicle (except hover vehicles) 
  fails a Driving Skill Roll that results in a skid, that vehicle must 
  make an immediate roll on the Motive System Damage Table; see 
  Skidding, p. 62.
  COMBAT
  Combat Vehicles use the standard rules for multiple targets and 
  to-hit modifiers; a turret rotation is treated exactly like a ’Mech torso 
  twist for purposes of multiple target modifiers. They follow the stan-
  dard rules for firing arcs as well, with two exceptions: side-mounted 
  weapons never fire into the front arc, and turrets have a three-hex 
  wide arc that resembles the front arc (see Firing Arcs, p. 104). 
  Combat Vehicles use slightly different rules for taking damage.
  GROUND COMBAT VEHICLES
  Ground Combat Vehicles use the standard rules for resolving 
  hit locations, with the following exceptions.
  Attack Directions
  The diagram shows the front, 
  side and rear attack directions 
  for all Combat Vehicles.
  Determining Hit Location
  Combat Vehicles take hits 
  to four or five locations: Front, 
  Right Side, Left Side, Rear and 
  Turret or Rotor (if applicable). 
  When a Combat Vehicle takes a hit, roll 2D6 and consult the 
  Ground Combat Vehicle Hit Location Table for that vehicle type 
  to determine the location that took damage, using the appropri-
  ate column based on the attack direction. Other results may also 
  apply, as noted on the table. 
  Armor-Piercing Special Munitions: Every successful attack 
  against a vehicle automatically causes a roll on the appropriate 
  column of the appropriate Vehicle Critical Hits Table, correspond-
  ing to the location damaged. The standard modifiers indicted 
  by armor-piercing ammunition for determining critical hits still 
  apply when rolling on the Vehicle Critical Hits Table (see Armor 
  Piercing Ammo, p. 140).
  Turret Hits: If the Combat Vehicle has no turret, a turret hit 
  strikes the armor on the side attacked.
   
  Critical Damage
  A Combat Vehicle may take critical damage under two circum-
  stances, both of which require an immediate roll on the Ground 
  Combat Vehicle Critical Hits Table on the following page.
  • attack directions • 
  MD 
  MD
  In the Chaos March, a Tikonov Republican Guard mixed force deploys in the hopes of catching Word of Blake insurgents. 
  
  193
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  • 
  As described on the Ground Combat Vehicle Hit Location 
  Table, critical damage occurs when a specific roll on that 
  table indicates a roll on the Ground Combat Vehicle 
  Critical Hits Table.
  • 
  A critical hit occurs whenever a location’s internal struc-
  ture is damaged; the controlling player automatically 
  rolls on the appropriate column of the Ground Combat 
  Vehicle Critical Hits Table.
  Ground Combat Vehicle Critical Hit Effects
  Critical hits only affect items in the location struck. If the 
  item listed on the Ground Combat Vehicle Critical Hits Table 
  does not apply in that location (the item doesn’t exist, only one 
  such critical hit can occur per location and so on), simply move 
  down the column until an applicable critical result is achieved. 
  For example, a dice roll result of 9 for the Rear location indi-
  cates Weapon Destroyed. If the vehicle mounts no weapons 
  MD 
  MD
  Alacorn Mk VI Heavy Tank, Tikonov Republican Guard (House Steiner) 
  GROUND COMBAT VEHICLE  
  HIT LOCATION TABLE
   
  Attack Direction
  2D6 Roll 
  Front 
  Rear
   Side§
  2* 
  Front 
  (critical) 
  Rear  
  (critical) 
  Side  
  (critical) 
  3 
  Front† 
  Rear† 
  Side† 
  4 
  Front† 
  Rear† 
  Side† 
  5 
  Right Side†
  Left Side†
  Front† 
  6 
  Front 
  Rear 
  Side 
  7 
  Front 
  Rear 
  Side 
  8 
  Front 
  Rear 
  Side 
  (critical)*
  9 
  Left Side† 
  Right Side† 
  Rear† 
  10 
  Turret 
  Turret
  Turret
  11 
  Turret 
  Turret
  Turret 
  12* 
  Turret 
  (critical)
   Turret 
  (critical) 
  Turret 
  (critical) 
  *A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit 
  on the vehicle. For each result of 2 or 12 (or 8 for side attacks), apply damage 
  normally to the armor in that section. The attacking player then automati-
  cally rolls once on the Ground Combat Vehicle Critical Hits Table, p. 194. A 
  result of 12 on the Ground Combat Vehicle Hit Location Table may inflict a 
  critical hit against the turret; if the vehicle has no turret, a 12 indicates the 
  chance of a critical hit on the side corresponding to the attack direction.
  †The vehicle may suffer motive system damage even if its armor remains 
  intact. Apply damage normally to the armor in that section, but the attack-
  ing player also rolls once on the Motive System Damage Table, at right. 
  Apply damage at the end of the phase in which the damage takes effect.
  §Side hits strike the side as indicated by the attack direction. For example, if 
  an attack hits the right side, all Side results strike the right side armor. If 
  the vehicle has no turret, a turret hit strikes the armor on the side attacked.
  MOTIVE SYSTEM DAMAGE TABLE
  2D6 Roll
    Effect*
  2–5
  No effect
  6–7  
  Minor damage; +1 modifier to all Driving 
  Skill Rolls 
  8–9
   Moderate damage; –1 Cruising MP, +2 
  modifier to all Driving Skill Rolls
  10–11
  Heavy damage; only half Cruising MP 
  (round fractions up), +3 modifier to all 
  Driving Skill Rolls
  12+ 
  Major damage; no movement for the rest of 
  the game. Vehicle is immobile.
  Attack Direction Modifier:
  Hit came from rear
  +1
  Hit came from the sides 
  +2
  Vehicle Type Modifiers:
  Tracked, Naval 
  +0
  Wheeled 
  +2
  Hovercraft, Hydrofoil 
  +3
  WiGE
   
  +4
  *All movement and Driving Skill Roll penalties are cumulative. However, each 
  Driving Skill Roll modifier can only be applied once. For example, if a roll 
  of 8-9 is made for a vehicle, inflicting a +2 PSR modifier, that is the only 
  time that particular +2 can be applied; a subsequent roll of 8-9 has no 
  additional PSR effect, but the additional –1 Cruising MP would still be 
  applied. This means the maximum Driving Skill Roll modifier that can be 
  inflicted from the Motive System Damage Table is +6. If a unit’s Cruising 
  MP is reduced to 0, it cannot move for the rest of the game, but is not 
  considered an immobile target. In addition, all motive system damage 
  takes effect at the end of the phase in which the damage occurred. For 
  example, if two units are attacking the same Combat Vehicle during the 
  Weapon Attack Phase and the first unit inflicts motive system damage 
  and rolls a 12, the –4 immobile target modifier would not apply for the 
  second attacker. However, the –4 modifier would take effect during the 
  Physical Attack Phase. If a hover vehicle is rendered immobile while over a 
  Depth 1 or deeper water hex, it sinks and is destroyed.
  
  in that location, the player moves down to the Rear result for 10: 
  Engine Hit. If a player reaches 12 without achieving a critical result, 
  start over at 6 and continue down again. If a vehicle has already 
  taken all the critical damage in a column, ignore the critical hit.
  Ammunition: This result means the Combat Vehicle’s ammuni-
  tion explodes. Unlike a ’Mech, where only a single slot explodes, 
  the Combat Vehicle loses all its ammunition (see p. 125), except-
  ing one-shot weapons. Count the total damage for all ammuni-
  tion carried and apply the damage directly to the vehicle’s inter-
  nal structure in the location struck. If the vehicle has CASE, apply 
  the damage instead to its rear armor, with any excess damage 
  ignored and the vehicle suffers a Crew Stunned result.
  Cargo/Infantry Hit: The Combat Vehicle’s internal cargo and/
  or infantry troops are hit. (This result applies to items in a dedi-
  cated cargo bay, not carried using the Cargo Carriers rules on p. 
  261.) Infantry suffers damage as though the weapon that caused 
  the critical hit had struck the infantry unit; apply the weapon’s 
  full damage. For example, if an SRM causes the critical hit, the 
  infantry unit suffers 2 points of damage, while a Gauss rifle inflicts 
  15 points of damage. Cargo is destroyed. If the Combat Vehicle 
  carries more than one type of cargo or more than one infantry 
  unit, randomly determine which one gets hit.
  Commander Hit: The vehicle’s commander is injured, causing 
  confusion among the crew equivalent to a Crew Stunned critical 
  hit. In addition, for the rest of the game the vehicle suffers a +1 
  modifier to all to-hit rolls and Driving Skill Rolls. Treat successive 
  Commander Hit results as Crew Stunned.
  Crew Killed: The critical hit penetrates the crew cabin, killing 
  or severely injuring the entire crew. The Combat Vehicle remains 
  intact, but is considered destroyed for purposes of determining 
  victory. Without its crew it cannot move, fire or take any other 
  action for the remainder of the game and is considered immobile. 
  (VTOLs and WiGEs crash and are considered destroyed). However, 
  all its electronics function until the vehicle is destroyed (see 
  Destroying a Unit, p. 128). This result has no effect on any infantry 
  the vehicle is carrying. 
  Crew Stunned: Damage from the critical hit shakes the crew 
  compartment, disorienting the crewmen. During the follow-
  ing turn, the Combat Vehicle may move no faster than Cruising 
  speed, and may take no other actions (firing weapons and so on).  
  MD 
  MD
  Pegasus, Tikonov Republic Guard (House Steiner) 
  GROUND COMBAT VEHICLE CRITICAL HITS TABLE
   
  Location Hit
  2D6 Roll 
  Front 
  Side 
  Rear 
  Turret
  2–5 
  No Critical Hit 
  No Critical Hit 
  No Critical Hit 
  No Critical Hit
  6 
  Driver Hit 
  Cargo/Infantry Hit 
  Weapon Malfunction 
  Stabilizer
  7 
  Weapon Malfunction Weapon Malfunction 
  Cargo/Infantry Hit 
  Turret Jam
  8 
  Stabilizer 
  Crew Stunned 
  Stabilizer
  Weapon Malfunction
  9
   Sensors 
  Stabilizer 
  Weapon Destroyed 
  Turret Locks
  10 
  Commander Hit 
  Weapon Destroyed 
  Engine Hit 
  Weapon Destroyed
  11 
  Weapon Destroyed 
  Engine Hit 
  Ammunition** 
  Ammunition**
  12 
  Crew Killed 
  Fuel Tank* 
  Fuel Tank* 
  Turret Blown Off
  *If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
  **If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
  
  195
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  After that, the vehicle may act normally. Multiple Crew 
  Stunned results in the same turn extend the number of 
  turns for which these effects last. If the vehicle has suffered 
  Commander Hit and Driver Hit results, and then takes a Crew 
  Stunned hit (even if all this occurs in the same phase), treat 
  the latter result as Crew Killed. This outcome has no effect on 
  any infantry units the vehicle carries.
  Driver Hit: The vehicle’s driver is injured. For the remainder 
  of the game, apply a +2 modifier to all Driving Skill Rolls. Treat 
  successive Driver Hit results as Crew Stunned.
  Engine Hit: The vehicle’s engine is severely damaged. The 
  vehicle may not move or change facing for the remainder of 
  the game and is considered an immobile target. However, its 
  electronics still function; any Direct-Fire Energy and Pulse 
  Weapons no longer work; also treat as a turret lock.
  Fuel Tank: The fuel tank is breached, causing the entire 
  Combat Vehicle to explode in a spectacular fashion. Any cargo 
  or infantry carried is destroyed. This critical hit only affects ICE 
  engines; if the vehicle has a fusion engine, treat this result as 
  Engine Hit.
  Sensors: Each critical hit to the vehicle’s sensors adds a +1 
  modifier to all to-hit rolls, with multiple hits being cumula-
  tive. The fourth sensor hit makes it impossible for the vehicle 
  to fire weapons.
  Stabilizer: A vehicle’s weapon stabilizers help it fire straight 
  while moving. When this system takes a critical hit, double 
  the attacker movement modifier for all attacks from weapons 
  mounted in the location struck. Weapons mounted elsewhere 
  in the vehicle are not affected. Second and subsequent hits to 
  the stabilizer in the same location have no further effect.
  Turret Blown Off: The Combat Vehicle’s turret gets blown 
  off, effectively destroying the vehicle. 
  Turret Jam: The turret rotation mechanism temporarily 
  freezes, leaving the turret stuck in its current facing until 
  the crew spends a Weapon Attack Phase fixing the jam. The 
  Combat Vehicle may not fire any weapons while the jam is 
  being fixed. Treat a second or subsequent Turret Jam critical 
  hit—regardless of whether the crew cleared first jam—like a 
  Turret Locks critical hit.
  Turret Locks: The turret rotation mechanism is severely 
  damaged, locking the turret in its current facing for the 
  remainder of the game. Additional critical hits of this type—or 
  Turret Jam critical hits—have no further effect.
  Weapon Destroyed: One weapon mounted in the 
  damaged location suffers major damage and ceases to func-
  tion. The attacking player then rolls 1D6. On a result of 1–3, 
  the player controlling the target unit chooses which weapon 
  in that location stops working. On a 4–6, the attacking player 
  chooses which weapon stops working. The vehicle cannot fire 
  that weapon for the remainder of the game.
  If a weapon is destroyed that can explode (such as a Gauss 
  rifle, see p. 135), it is treated as an ammunition explosion for the 
  location where the weapon is mounted (see Ammunition, p. 125).
  Weapon Malfunction: This critical hit causes a weapon 
  mounted in the location struck to malfunction. If a Combat 
  Vehicle has multiple weapons in that location, randomly 
  determine which one takes the hit. The vehicle cannot fire 
  that weapon until the malfunction is fixed. The vehicle crew 
  must spend one Weapon Attack Phase clearing the malfunc-
  tion, during which the vehicle may make no weapon attacks 
  RA 
  RA
  A lance of Davion Patton tanks in their shed, awaiting maintenance. 
  
  (though it may move normally during the Ground Movement 
  Phase). The crew may only fix one weapon malfunction per 
  Weapon Attack Phase.
  VTOL COMBAT VEHICLES
   BattleTech VTOLs represent a wide range of vehicles, from the 
  standard rotor-helicopter to tilt-wing craft and so on; they include 
  any airborne craft designed for atmospheric flight that can make 
  vertical take-offs and landings. However, for simplicity, the follow-
  ing rules center on the standard rotor-helicopter and apply that 
  template to all VTOLs for game purposes, regardless of any VTOL’s 
  artistic portrayal or how the sourcebook fiction describes a VTOL 
  in a technical readout.
  Combat VTOLs use the same rules as ground Combat Vehicles 
  for firing arcs, multiple targets, to-hit modifiers, taking damage 
  and so on, with the following exceptions.
  Attack Declaration
  A VTOL vehicle may not fire at a target in the same hex it occu-
  pies, regardless of its elevation.
  Line of Sight
  Resolve line of sight as if the VTOL occupies a clear hex at a 
  level equal to the VTOL’s present elevation; see LOS example on 
  p. 101.
  To-Hit Modifiers
  Because a VTOL flies above woods, it does not benefit from 
  woods modifiers for the hex it occupies while in flight.
  Apply an additional +1 target movement modifier when 
  making attacks against airborne VTOLs (this includes non-vehi-
  cles airborne and expending VTOL MPs). Even when a VTOL is air-
  borne, attacker movement modifiers remain +1 or +2 depending 
  on whether the VTOL expended Cruising or Flank MP.
  VTOL COMBAT VEHICLE  
  HIT LOCATION TABLE
  2D6 Roll 
  Front
  Rear
  Side
  2* 
  Front (critical)
  Rear  
  (critical)
  Side  
  (critical)
  3 
  Rotors†
  Rotors†
  Rotors†
  4 
  Rotors†
  Rotors†
  Rotors†
  5 
  Right Side 
  Left Side 
  Front
  6 
  Front 
  Rear 
  Side
  7 
  Front 
  Rear 
  Side
  8 
  Front 
  Rear 
  Side (critical)*
  9
  Left Side 
  Right Side 
  Rear
  10 
  Rotors†
  Rotors†
  Rotors†
  11 
  Rotors†
  Rotors†
  Rotors†
  12* 
  Rotors 
  (critical)†
  Rotors 
  (critical)†
  Rotors 
  (critical)†
    
   
  *A result of 2 or 12 (or 8 if the attack strikes the side) may inflict a critical hit on 
  the VTOL. For each such attack, apply damage normally to the armor in that 
  section. The attacking player then immediately rolls once on the VTOL Combat 
  Vehicle Critical Hits Table, below.
  †Damage Value / 10 (round up); see Rotor Hits, p. 197. Additionally, damage to 
  the rotors slows down the VTOL. Each hit reduces the VTOL’s Cruising MP by 1, 
  meaning that the controlling player must also recalculate Flank MP; multiply 
  the new Cruising MP by 1.5 and round up. As with all damage, such movement 
  penalties do not apply until the end of the phase in which the damage occurred.
  VTOL COMBAT VEHICLE  
  CRITICAL HITS TABLE
  Hit Location
  2D6 Roll 
  Front 
  Side 
  Rear 
  Rotors
  2–5 
  No Critical Hit 
  No Critical Hit 
  No Critical Hit 
  No Critical Hit
  6 
  Co-Pilot Hit 
  Weapon Malfunction 
  Cargo/Infantry Hit 
  Rotor Damage
  7 
  Weapon Malfunction 
  Cargo/Infantry Hit 
  Weapon Malfunction 
  Rotor Damage
  8 
  Stabilizer 
  Stabilizer 
  Stabilizer 
  Rotor Damage
  9 
  Sensors 
  Weapon Destroyed 
  Weapon Destroyed 
  Flight Stabilizer Hit
  10 
  Pilot Hit 
  Engine Damage 
  Sensors 
  Flight Stabilizer Hit
  11 
  Weapon Destroyed 
  Ammunition** 
  Engine Damage 
  Rotors Destroyed
  12 
  Crew Killed 
  Fuel Tank* 
  Fuel Tank* 
  Rotors Destroyed
  *Only if the VTOL has an ICE engine. For VTOLs with fusion engines, treat this result as Engine Damage.
  **If the VTOL carries no ammunition, treat this result as Weapon Destroyed.
  
  197
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  MD 
  MD
  Motive System Damage
  If at any time during a turn a VTOL vehicle is 
  airborne when damage reduces its MP to 0, treat 
  it as if it had received an Engine Damage critical 
  hit, see below. The engine itself remains func-
  tional, but the VTOL cannot move for the rest of 
  the game.
  Determining Hit Location
  When a combat VTOL takes a hit, roll 2D6 and 
  consult the VTOL Combat Vehicle Hit Location 
  Table to determine the location that took 
  damage, using the appropriate column based 
  on the attack direction. Other results may also 
  apply, as noted on the table.
  Rotor Hits
  For each attack that strikes a rotor location, 
  for every 10 points (or fraction there of) of 
  a weapon’s Damage Value, apply 1 point of 
  damage. For example, a 5-point medium laser 
  and a 10-point PPC would both inflict 1 point 
  of damage each, while a heavy Gauss Rifle at 
  short range (25-points of damage) would inflict 
  3 points of damage to the rotors.
  Any source of damage without a weapon 
  Damage Value is not modified in this manner. 
  In addition, any successful physical attack by 
  a ’Mech automatically destroys the VTOL’s rotor 
  (and thus the VTOL).
  Cluster Weapons: When determining the damage to a 
  rotor, each Damage Value grouping is considered separately. 
  For example an LRM 20 that stuck a VTOL with 12 missiles, 
  and all three groupings (5, 5 and 2) struck rotors, would inflict 
  a total of 3 points of damage to the rotors (1 point for each 
  Damage Value grouping).
  Critical Damage
  A VTOL may take critical damage under two circumstances, 
  both of which require an immediate roll on the VTOL Combat 
  Vehicle Critical Hits Table below:
  • 
  As described on the VTOL Combat Vehicle Hit Location 
  Table, critical damage occurs when a specific roll on that 
  table indicates a roll on the VTOL Combat Vehicle Critical 
  Hits Table.
  • 
  A critical hit occurs whenever a location’s internal struc-
  ture is damaged; the controlling player automatically 
  rolls on the appropriate column of the VTOL Combat 
  Vehicle Critical Hits Table. At least 1 point of damage 
  must have been dealt to trigger this.
  VTOL Combat Vehicle Critical Hit Effects
  Unless stated otherwise in this section, critical hits against a 
  VTOL are the same as those for ground Combat Vehicles (see 
  p. 192).
  Co-Pilot Hit: The VTOL’s co-pilot or gunner is injured. For 
  the rest of the game, apply a +1 modifier to all to-hit rolls. 
  Treat a subsequent Co-Pilot Hit as Crew Killed.
  Engine Damage: If a landed VTOL’s engine takes damage, 
  the unit cannot move for the rest of the game. If a flying 
  VTOL’s engine takes damage over a clear, paved, rough or 
  building hex, make a Driving Skill Roll with a +4 modifier (plus 
  any additional modifiers that might apply). If the roll succeeds, 
  the VTOL lands in that hex and is rendered immobile. If the roll 
  fails, the VTOL is destroyed. If the VTOL takes engine damage 
  while flying over other terrain, it is automatically destroyed.
  Per standard rules for buildings, if a VTOL is forced to land 
  in a building hex that cannot support the VTOL’s weight, the 
  hex collapses (see Construction Factor and Collapse, pp. 166 
  and 176 respectively).
  Fuel Tank: A fuel tank hit causes the VTOL to explode; see 
  VTOL Explosions, p. 198. If the VTOL mounts a fusion engine, 
  treat this result as an Engine Hit.
  Pilot Hit: The VTOL’s pilot is injured. For the remainder 
  of the game, apply a +2 modifier to all Driving Skill Rolls. In 
  addition, the controlling player must immediately make a suc-
  cessful Driving Skill Roll or the VTOL drops one elevation. The 
  drop may cause the vehicle to crash. Treat a subsequent Pilot 
  Hit as Crew Killed.
  Rotor Damage: Damage to the rotors slows down the 
  VTOL. Each critical hit reduces the VTOL’s Cruising MP by an 
  additional 1, meaning that the controlling player must also 
  recalculate Flank MP (multiply the new Cruising MP by 1.5, 
  rounding up). This results in a loss of 2 MP, one for the critical 
  hit and one for the actual rotor damage (see VTOL Combat 
  Vehicle Hit Location Table, p. 196).
  Rotors Destroyed: The VTOL’s rotor is destroyed, destroy-
  ing the vehicle.
  Yellow Jacket Gunboat, Tikonov Republican Guard (House Steiner) 
  
  Flight Stabilizer: The VTOL suffers damage to its flight stabi-
  lizer, making it difficult to turn steadily or fly straight. The VTOL 
  may move no faster than Cruising speed for the remainder of the 
  game; also apply a +3 modifier to all Driving Skill Rolls. Finally, 
  apply a +1 to-hit modifier to all attacks. Additional critical hits to 
  the flight stabilizers have no further effect.
  VTOL Explosions
  If any part of a VTOL’s internal structure takes damage from 
  a crash, the VTOL explodes and is destroyed. A VTOL may also 
  explode as a result of a critical hit, as noted on the VTOL Combat 
  Vehicle Critical Hits Table. The latter rule does not apply to a 
  vehicle mounting a fusion, fission or fuel cell engine.
  Physical Attacks Against VTOLs
  ’Mechs may make physical attacks against landed VTOLs in 
  the same manner as against ground vehicles. A ’Mech may also 
  physically attack a flying VTOL per the Physical Attacks Against 
  VTOL Vehicles Table. The first column lists the difference in levels 
  between the ’Mech’s hex and the VTOL; to find this number, 
  subtract the ’Mech’s hex level from the VTOL’s elevation. Any 
  successful physical attack by a ’Mech automatically destroys the 
  VTOL’s rotor.
  Death From Above: A ’Mech may only make a death from 
  above attack against a VTOL if the ´Mech’s Jump MP equals or 
  exceeds the difference in levels between the two units.
  In the Physical Attacks Vs. VTOLS Diagram at above, a 
  BattleMech in Hex A is on a Level 3 hill facing a VTOL in 
  Hex B at Elevation 2 on the BattleForce 2 map. The level 
  difference between the BattleMech’s hex and the VTOL’s 
  elevation is –1 (2 – 3). The BattleMech may not physically 
  attack the VTOL. However, if the BattleMech has not yet 
  moved and is jump-capable, and the VTOL has finished its 
  movement, the BattleMech can make a death from above 
  attack. If the VTOL were 1 elevation higher, the level differ-
  ence would be 0 and the BattleMech could make a kick, club 
  or physical weapon attack.
  Note that if the VTOL were a Large Support Vehicle, even if 
  it were at Elevation 2, a Large Support Vehicle rises one level 
  (in this case elevation) above its underlying elevation, meaning 
  in this example it occupies both Elevation 2 and Elevation 3 of 
  Hex B, which means the ’Mech could make a kick, club or physi-
  cal weapon attack against the VTOL.
  NAVAL COMBAT VEHICLES
  Naval Combat Vehicles use the standard rules for ground 
  Combat Vehicles with respect to firing arcs, multiple targets, to-hit 
  modifiers, taking damage and so on, with the exceptions below. 
  Use the same rules and tables as for ground Combat Vehicles 
  when rolling for hit locations, taking critical damage and so on. 
  Hull Integrity
  Naval Combat Vehicles that take damage may require a Hull 
  Integrity roll, as described in the Underwater section of Damage 
  (see Combat, p. 98). Submarines follow all the standard rules for 
  hull integrity. 
  Surface Vessels: Surface vessels follow all the rules for hull 
  integrity, except that only damage to such a vehicle’s front, side or 
  rear armor locations requires a Hull Integrity roll. A strike against 
  a unit’s turret—provided the unit mounts one—does not require 
  a roll. 
  Finally, attacks against a surface vessel from an underwater 
  unit use the standard rules for the Hull Integrity roll, while attacks 
  from units that are not underwater must roll a 12 for a hull breach 
  (to represent the fact that the weapon strike will more often hit a 
  section above the waterline).
  PHYSICAL ATTACKS AGAINST  
  VTOL VEHICLES TABLE
  Difference in Levels
  Type of Physical Attack Allowed
  –1 or lower
  None
  0
  All except Punch
  1–2
  All except Kick
  3
  Club and Physical Weapons only
  4+
  None
  • physical attacks vs. vtols diagram • 
  
  199
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  MD 
  MD
  WIGE COMBAT VEHICLES
  WiGE Combat Vehicles use the standard rules for ground 
  Combat Vehicles with regard to firing arcs, multiple targets, 
  to-hit modifiers, taking damage and so on, with the excep-
  tions described below. Use the same rules and tables as for 
  ground Combat Vehicles when rolling for hit locations, taking 
  critical damage and so on. 
  BattleTech WiGE vehicles are effectively low-flying airplanes 
  (see Technical Readout: Vehicle Annex for a sample of what 
  such vehicles look like). An entire series of rules could merge 
  the effects of conventional aircraft with hovercraft, but for 
  simplicity WiGE in combat are treated as vehicles. They have 
  some unique characteristics; they are tougher than VTOLs, 
  but more fragile than standard ground vehicles, with a few 
  unusual movement options (see Wing-in-Ground-Effect, p. 55).
  Attack Declaration
  A WiGE Combat Vehicle may not fire at a target in the hex it 
  occupies, regardless of its level.
  Line of Sight
  Resolve line of sight as if the WiGE vehicle occupies a clear 
  hex one elevation above the level of the underlying hex it 
  occupies.
  To-Hit Modifiers
  Since a WiGE vehicle operates one elevation above the 
  ground, it remains below the level of a woods hex, and so 
  gains the modifier from woods as would a VTOL at the same 
  elevation. If a WiGE vehicle follows a road through a woods 
  hex, it also gains this bonus by being in the hex. Apply an 
  additional +1 target movement modifier when making 
  Too late, Word of Blake soldiers realize they’ve fallen into a Tikonov Republic Guard ambush. 
  attacks against airborne WiGEs. Even when a WiGE vehicle is 
  airborne, the attacker movement modifiers remain +1 or +2 
  depending on whether the WiGE vehicle expended Cruising 
  or Flank MP.
  Motive System Damage
  If damage reduces a WiGE vehicle’s MP to the point that 
  it cannot enter at least five hexes in a turn, it must land at 
  the end of its movement. Landing does not cost MP, and 
  WiGE vehicles may only land in clear or paved hexes. WiGE 
  units cannot land on water hexes unless the unit has the 
  Amphibious chassis modification, nor can they descend 
  below Depth 0 in a water hex. A WiGE vehicle that makes 
  either of these movements crashes and is destroyed.
  In addition, if at any time during a turn a WiGE vehicle is 
  airborne when damage reduces its MP to 0, it automatically 
  crashes in the hex where the damage occurred.
  Engine Damage
  If a landed WiGE vehicle’s engine is critically damaged, the 
  unit cannot move for the rest of the game. If a flying WiGE 
  vehicle’s engine takes damage over a clear, paved, rough or 
  building hex, make a Driving Skill Roll to avoid crashing. If the 
  roll is successful, the WiGE vehicle lands in the hex but may 
  not move for the rest of the game. If the roll fails, the WiGE 
  vehicle crashes. If the WiGE unit takes engine damage while 
  flying over other terrain, it automatically crashes.
  Buildings: Per the standard rules for buildings, if a WiGE 
  unit is forced to land in a building hex that cannot support 
  its weight, the hex automatically collapses (see Construction 
  Factor and Collapse, pp. 166 and 176 respectively).
  
  The Twelfth Deneb Light Cavalry on David was attacked by the Ninth Dieron 
  Regulars and Brion’s Legion. ... The early stages of the fight for David were 
  inconclusive. The efforts of Combine forces to pin down the Deneb ’Mechs were 
  thwarted repeatedly by a determined militia and the actions of civilians, who 
  aided the AFFS forces whenever possible.
  —From Fourth Succession War Military Atlas, Volume 1, by Doctor B. Banzai 
  (copyright March 3029), by permission of the New Avalon Institute of Science
  OREGON PLAINS
  ANDROPO, DAVID
  DRACONIS MARCH, FEDERATED SUNS
  17 APRIL 3029
  Ty pretended he couldn’t see the Dragon standing at the edge of 
  the field as he finished his final pass. He kept his head turned, looking 
  back over one shoulder at the whirling disks of metal as they pulver-
  ized the ground cover, shredding the thick sod and driving it down into 
  the topsoil. The ground and vegetation were too moist for a dust cloud.
  He glanced forward again, keeping his head low. He hoped the 
  hat brim shielding his eyes from the reddish sun would give the 
  impression he was only checking his ancient tractor’s alignment 
  with previous swaths. 
  A second BattleMech had come out of the sandalwoods to 
  stand behind the other’s right shoulder. It was bigger than the 
  Dragon. Given the Dracs’ passion for appearances, Ty would have 
  expected the bigger boss to drive the bigger machine, but its po-
  sition indicated the newcomer was of lower rank. 
  As if rank mattered when two BattleMechs confronted a simple 
  farmer driving his tractor.
  Ty decided the big guy wasn’t a Drac design. It had hulking 
  rotator shoulders like the Dragon, but its cockpit was lower and 
  thrust forward, making it resemble a lowlife brawler more than 
  the noble warrior look the Dracs preferred. It looked tougher to 
  Ty’s untrained eye, but he knew it made Drac sense for the boss to 
  drive a Drac ’Mech even if a better one was available.
  Coming up on the end of the pass, Ty could see he was running 
  out of field. The Combine BattleMechs were standing between 
  him and the access road. He’d either have to drive straight into 
  one or admit he could see them.
  Tough choice. At the last moment he snapped his head back, 
  dropping his jaw in amazement as he stared up at the towering 
  war machines.
  Yes, folks, the local yokel is an idiot.
  The driver of the Dragon said something over his external 
  speakers. Maybe her external speakers. Ty couldn’t tell for sure 
  over the yammer of his tractor’s aging diesel. He made a show of 
  cupping his ear and gaping while gunning the engine just a bit.
  He’d laid it on too thick. The Drac ’Mech jockey let him know 
  he—or she—wasn’t buying it by pointing the Dragon’s left arm at 
  the tractor’s nose.
  Not anxious to see what a medium laser could do to a six-hundred-
  year old Deere, Ty—with much comic fumbling—shut his machine 
  down. Any way he could waste these guys’ time was a victory.
  “This is the wrong time of year to harrow,” the MechWarrior’s 
  voice boomed in the sudden silence. Definitely a woman. “This 
  field should be left fallow.”
  A hundred Drac ‘Mech jockeys on David, and Ty had to draw the 
  only farmer.
  Kevin Killiany
  
  “Killing dung voles, Captain,” he called back, then kicked 
  himself for revealing that he’d recognized the blue katana “five” 
  badge on the Dragon’s breast. He could also read the unit desig-
  nations—four weeks of resistance had taught him a little about 
  the invaders. Commander of Second Company, First Battalion 
  of the Ninth Dieron Regulars would be—Ty flipped through his 
  mental files—Tai-i  Lisa Montgomery.
  “Trying to, anyway,” he went on, hoping she hadn’t noticed the 
  pause during his mental gymnastics. “Once they get in a field like 
  this, the only way to keep them from spreading to the crops is burn 
  ‘em out or chop ‘em up. They don’t dig deep,” he added helpfully.
  The Dragon kept its medium laser leveled at his tractor. Ty sus-
  pected the first indication he’d have that Montgomery knew no 
  dung voles existed would be a bolt of coherent light burning 
  him to smoke.
  “Did a group of BattleMechs pass this way?”
  You mean the Twelfth Deneb’s recon lance? Ty thought. I was just 
  covering their tracks.
  “No, ma’am,” he said. “Until you two popped up, I hadn’t seen 
  a soul.”
  On the heels of his words, two more Combine BattleMechs 
  stepped out of the forest—both good, solid, predictably Drac-
  built Lancelots. 
  Ty felt his mouth go dry as he realized one had come from 
  the north. He waited out the silence as Second Company’s First 
  Lance chose not to include him in their deliberations.
  “What is the metal building to the north?” Montgomery asked. 
  Ty wished she’d point her laser elsewhere.
  “That’d be my tractor shed,” he said. No point in playing too dumb, 
  particularly with the tai-i clearly not buying his innocence. “It’s full 
  of tractors, harvesters, stuff like that. Half of it doesn’t work.” Then, 
  making no effort to hide his pride: “The Jones farm has been here 
  ever since folks colonized David.”
  “Jones farm?”
  “What you’re standing on,” Ty said, then swept his arms to illus-
  trate. “From Mount Shasta to the Sometimey River; from Taylor east 
  to the desert. Grains, vegetables, koi ponds and timber. That’s Jones 
  farm and I’m Tybalt Jones.”
  “The owner of such an estate plows the 
  fields like a common hand?”
  “The owner of such a working farm.” 
  Ty had no trouble putting an appro-
  priate level of pride-fueled heat into 
  his words. “I spend twelve hours a 
  day, seven days a week, keeping ev-
  erything running right.”
  Pause. Unmoving laser.
  “Show us this tractor shed.”
  The shed—which Ty had to admit was 
  actually an extensive garage that covered 
  a good quarter of an acre—stood at the north 
  end of Home Ridge, a long hill named by the third-
  generation Jones. Ty didn’t imagine his long-dead 
  ancestor had put much thought into naming 
  the place after building the family home-
  stead on its highest point. 
  Building high was a David tradition 
  without explanation, as far as Ty knew. On 
  such an arid world, everyone built their 
  
  houses as high above the plains as they could, as though expect-
  ing floods momentarily.
  The badlands began just north of Home Ridge, the abrupt 
  transition to rocky hardpan demarking the end of the Jones fam-
  ily’s terraforming efforts. The ground was not stone, but even the 
  Drac assault ‘Mech failed to mark the packed clay with its passing.
  The treeless land was rumpled like a coarse blanket thrown 
  on the ground, a place of blind arroyos and abrupt escarpments. 
  The broad shape of Danson’s Hill was visible to the northeast and 
  the rugged white cone of Mount Shasta dominated the northern 
  horizon. Ty made certain not to glance toward the peak, crowned 
  with white mineral deposits that gave the illusion of year-round 
  snow—and that reflected most active sensors. 
  He made a production of working the clumsy mechanical 
  combination lock that secured the shed’s double doors. They 
  should not have been locked at midday. In fact, they had been 
  wide open, giving Sid and the boys light and air while they’d 
  stripped a harvester when Ty had taken the harrow out. No 
  doubt his mechanic and farm hands had run for the woods when 
  they’d got wind of the Dracs.
  The doors were high enough and wide enough for the Dragon 
  to enter. Montgomery didn’t wait for the sodium lights far over-
  head to heat up. Instead, she turned on external spotlights, 
  probing the shadows as she moved through the cavernous shed. 
  One of the Lancelots filled the doorway, the muzzles of its two 
  large lasers casting about in a vague search for targets. 
  Ty would have stood back and waited for something to flush 
  while the guys getting paid for it beat the underbrush, but the 
  Dracs worked backward. Or maybe it was a military thing. He 
  suspected their sensors had already told them there were no 
  BattleMechs present, but from the way the tai-i was examining 
  every truck and fruit gondola, there were probably enough simi-
  larities between farm equipment and military vehicles to make 
  eyes-on inspection necessary.
  From the way she was peering at everything, Ty guessed the 
  Drac captain wasn’t as familiar with tractors as she was with 
  growing seasons. He felt his pulse quicken as she spent several 
  long seconds considering a rounded cylinder—the size of a ten-
  thousand-liter water tank—protruding from a pile of parts and 
  vehicle panels.
  “This is built for underwater,” Montgomery said, her amplified 
  voice echoing off the corrugated metal walls.
  “It’s one of the oldest things in here,” Ty shouted back. “Maybe 
  they needed to be sealed while terraforming?”
  He got no answer. No doubt more convinced by the encum-
  bering mound of dust-covered debris than Ty’s words, the Drac 
  captain moved away from his multiple-great grandfather’s most 
  beloved treasure to examine a combine.
  Ty didn’t draw an easy breath until he saw the backs of the four 
  BattleMechs leaving his land, heading south.
  MOUNT SHASTA, ANDROPO, DAVID
  DRACONIS MARCH, FEDERATED SUNS
  22 APRIL 3029
  “Thank God.”
  The captain made no effort to hide her delight as Ty threw 
  back the tarp, revealing the crates of Combine MREs. 
  Ty grinned, bending to lift the first case out of the trailer.
  There had not been enough vaccine—or enough time—for 
  the FedSuns MechWarriors and troops to have been immunized 
  against David’s native microorganisms. Though the water could 
  be boiled and irradiated to purity, the Twelfth Deneb had been 
  forced to live on hoarded battle rations, dependent on local sup-
  porters for fresh supplies.
  One man could not work fast enough, and Ty found himself 
  politely moved aside as a squad of volunteers took over food 
  distribution. Stepping back, he looked up at the narrow sliver of 
  grey sky visible past the overhanging roof of the shallow cave—
  more an alcove, he thought—that shielded Second Battalion 
  from sight of any Drac overflights.
  “Any news, Tybalt?”
  Ty turned to find Major Marcia Teon at his elbow. Almost liter-
  ally. At maybe fifty kilos and a hundred and sixty centimeters, she 
  was the smallest MechWarrior he’d ever seen.
  She smiled at his startled reaction, her chocolate-brown 
  cheeks squeezing her grey-green eyes nearly shut. Ty suspected 
  that if she ever gave up the military’s strict physical training she’d 
  turn plump. The thought of a butterball MechWarrior made him 
  smile in return.
  Then he sobered as he remembered his news.
  “The Dracs have figured out that if they can’t find you any-
  where, you must be somewhere their sensors don’t work,” he said. 
  “They’re eliminating the Badlands one area at a time.”
  “Any chance they’re saving us for last?”
  Ty shook his head.
  “The Brion mercenaries are a few days east of here, headed this 
  way,” he said. “The Ninth Dieron are farther south—they went 
  after the flats south of the Sometimey first—but it’s a sure bet 
  they’ll get here pronto once the mercs call for help.”
  Teon nodded. Her eyes scanned the shallow cave, one of 
  several in the flanks of Mount Shasta that concealed elements of 
  the Twelfth Deneb. 
  Ty had no idea what her orders were, but he couldn’t imagine 
  this mountain as a good place for a last stand. The narrow gorges 
  and shallow caverns might favor the Deneb’s light ’Mechs, but 
  they were easily blocked. A relatively small portion of the 
  Combine forces could keep the Federated Suns warriors from 
  breaking free while the rest of them methodically blasted the 
  mountain to rubble around them.
  Or not. Just contain them until their food supply ran out and 
  they either surrendered or starved to death. 
  Teon didn’t share her thoughts with Ty, of course. But it didn’t 
  take a genius to guess the Twelfth’s job was to stay alive and 
  keep the Dracs tied up until some kind of reinforcements got 
  here. The staying alive part meant Teon’s boss needed to get his 
  people out of this hidey-hole before they got trapped. 
  With the ocean to the north and most of Andropo’s civilian 
  population to the west, east and south were their only options. 
  Take what was left of a regiment of light ’Mechs through the 
  Dracs or through the mercs—both units as big as the Twelfth 
  used to be and both made up of heavy and assault ’Mechs.
  “We need intel,” Teon said, then looked quickly at Ty as though 
  startled she’d spoken. “Sorry. You guys are doing one hell of a job. 
  But getting news a day or two old isn’t the same as hard numbers 
  real time.”
  It was Ty’s turn to look startled. But he only nodded as an idea 
  formed in the back of his mind.
  
  OREGON PLAINS, ANDROPO, DAVID
  DRACONIS MARCH, FEDERATED SUNS
  07 MAY 3029
  “Look alive,” Ty called down into the control cabin. “We got four 
  coming out of the woods up ahead.”
  “We got eight more in the woods,” Sid answered. “It’s spooky. I 
  can give you temperature, range, speed—I don’t know what all 
  these numbers mean. I think that’s the pilot’s shoe size.”
  Ty pulled his head down into the cabin, still gripping the rim 
  of what Sid called the skylight with both hands. His eyes couldn’t 
  adjust to the dim interior after the noon glare, but he could see 
  the glow of a dozen screens.
  “Shut those things down,” he said. “We don’t know how well 
  those guys can see us.”
  He heard a series of slaps and clicks, and the screens went dark. 
  The only light was the smoky grey glow from the heavily polar-
  ized windscreen. The kid driving peered straight ahead through 
  the thick ferroglass, oblivious to the activity behind him. Billy was 
  driving because that job required the least imagination.
  Ty pulled his head back up into the sunlight and tried to make 
  balancing at the top of a truncated ladder look like relaxing in the 
  catbird seat. According to the schematics loaded into the comput-
  er, he should have been head and shoulders inside a turret mount-
  ing a small laser. 
  The turret, the laser and half the waldos built into the hide of 
  the ancient Cortez explorer had disappeared over the past half-
  millennium. Ty had no clue where to look for them and he didn’t 
  care. All that mattered was the Beagle Active Probe, which was in 
  place and working—just enough—after Ty and Sid took apart the 
  pieces they didn’t recognize, cleaned them all carefully and put 
  them back exactly the way they’d found them.
  Ty raised his hand, ordering his little caravan to stop. No use pretend-
  ing he didn’t see the quartet of heavy ’Mechs striding toward them.
  He didn’t need to see the bear paw badge to know these weren’t 
  Dracs. These ‘Mechs hailed from Brion’s Legion, the merc unit he’d 
  heard about but never seen. The Twelfth had moved up to Danson’s 
  Hill, a better place to make a stand and from which to make a quick 
  break. From the way the mercs had been moving in these last few 
  days, they had a pretty good idea where the Twelfth was. 
  He hoped Brion didn’t field any farmers—or historians—among 
  his MechWarriors.
  One ’Mech—a high-shouldered fireplug Ty thought might be 
  a JagerMech—stepped ahead of the others and leveled its arm-
  mounted cannon at his head. 
  Ty could see from the markings that he’d drawn another captain. 
  With a total of twelve ‘Mechs around, that meant this was another 
  company commander. He guessed the habit of having the head 
  man check things out wasn’t restricted to the Dracs.
  “Name and business,” the mercenary captain demanded over his 
  loudspeaker.
  “Ty Jones, farmer,” he shouted cheerfully, fighting the urge to 
  duck down inside the explorer. “Just taking the harvesters and 
  processor over to the Lattimer place.”
  Sarah and Jenny, each perched atop a fruit picker and dressed to 
  risk sunburn and wind chill, smiled and waved at the BattleMech 
  on cue. Ty knew he’d taken a risk betting on male ‘Mech jockeys, 
  but the odds were in his favor. Dressed as they were, he was 
  betting his niece and Sid’s wife were pretty enough to keep the 
  merc from looking too closely at the “processor.” 
  “Stick to the main roads,” the merc’s voice grated. “When you get 
  where you’re going, stay put until you’re told you can travel.”
  “The way Marge cooks, that’ll be a pleasure,” Ty said as though that 
  were the best news ever. He waved to the departing BattleMechs.
  A trailer with a conveyor leading into the rear cargo bay wasn’t 
  much of a disguise.  But it was enough to fool folks who couldn’t 
  tell a Cortez explorer from a farm truck.
  “Jones, how did you get these readings?”
  “Colonel, my great-great-gran laid some old tech away for a 
  rainy day,” Ty grinned at the radio speaker as though the Twelfth 
  Deneb’s commander could see him. 
  Outside the skylight was as dark as the Cortez’s interior. After a 
  day of casting back and forth in front of the mercenaries’ position, 
  he’d sent everything the Beagle Active Probe had recorded over the 
  off frequency the resistance used to communicate with the Twelfth.
  “Don’t suppose you tagged Brion?” the colonel asked. “Chop the 
  head off a personal merc group like this and they usually fall apart.”
  “No, sir,” Ty admitted. 
  Figuring out that the equipment worked had been the extent of 
  their success. They hadn’t a clue how to analyze the data they’d re-
  corded. He should have rolled his Cortez right up into the middle 
  of the mercs, and then head honcho Brion would have stepped 
  forward to look them over himself—
  Ty straightened abruptly, hitting his head on an unnamed box 
  of electrics.
  “Sid,” he said, holding his head and wondering if he felt blood. 
  “The soil analysis augers work?”
  “We can dig holes and throw rocks with the best of them,” Sid 
  assured him. “What do we need with soil samples?”
  Keying open the mike so the colonel could hear him as well, Ty 
  laid out his plan.
  As [Brion’s Legion] advanced up a gentle slope toward the Deneb Light Cavalry, a Legion MechWarrior 
  noticed that the ground ahead had been dug up and strewn about. Suspecting vibrabombs, Colonel 
  Pythonius Brion’s Dragon moved to examine the freshly dug ground more closely. Finding no mines, 
  an irritated Colonel Brion gave the order to advance. The Davion trick had succeeded, however, for 
  Colonel Brion had identified himself to the watching Twelfth Deneb by moving to investigate the sup-
  posed minefield. An entire battalion trained its weapons on the commander as Brion’s Legion moved 
  within range. In a moment, Colonel Brion’s ’Mech exploded, leaving only its legs standing on the 
  field. The sudden loss of their commander demoralized the warriors of Brion’s Legion. When they 
  broke and retreated, the ’Mechs of the Deneb Light Cavalry were in hot pursuit.
  —From Fourth Succession War Military Atlas, Volume 2, by Doctor B. Banzai (copyright February 
  3031), by permission of the New Avalon Institute of Science
  
  While ’Mechs and Combat Vehicles receive all the glory, no 
  battle could be waged or won without the mammoth appara-
  tus of Support Vehicles that feed the war machines of the Great 
  Houses. From cargo trucks to tanker airships, patrol boats to 
  fixed-wing aircraft, even hover and wheeled police cruisers and 
  civilian vehicles conscripted into the military, the Support Vehicle 
  is the backbone of any military machine.
  BattleTech provides rules for several different types of Support 
  Vehicles, as defined in Components (see p. 20). Most of the rules 
  for using Support Vehicles in the game appear in the Movement, 
  Combat and Combat Vehicles sections. This section covers addi-
  tional rules that only apply to specific Support Vehicles.
  SPECIAL MOVEMENT RULES
  In general, Support Vehicles move on the map like other units, 
  with the restrictions already addressed in the Movement section. 
  Two types of these vehicles require unique sets of movement 
  rules: Airship Support Vehicles and Support Vehicles with the 
  Tractor and Trailer chassis modification.
  AIRSHIPS
  As a special class of conventional aircraft, Airships fly and 
  maneuver in the same fashion as aerodyne DropShips (see p. 80), 
  but they may also hover like spheroid small craft and must use 
  the Spheroid Small Craft rules for landing and takeoff. Hovering 
  maneuvers only cost an Airship 1 Thrust Point rather than 2, and 
  landing maneuvers only require 1 Thrust Point (see p. 87). Because 
  of their unique construction, Airships move far more slowly than 
  most other conventional air vehicles and can be designed using 
  fractional Thrust Points.
  Rather than tracking fractional velocity, Airships instead must 
  “stockpile” their thrust over a cycle of four game turns and may 
  not change the rate at which they expend Thrust Points until 
  the end of each cycle. If an Airship suffers damage that makes 
  it impossible to maintain its current thrust rate, it must reduce 
  its thrust appropriately at the end of the four turns. During each 
  cycle, Airships using Thrust Points at their current rate may apply 
  their accumulated points in each turn of the cycle as indicated 
  RA 
  RA
  Sergeant Berlanga returns his Davion BLR-4S BattleMaster to its hangar, followed by a Light Utility Truck. 
  AIRSHIP VELOCITY TABLE
  Current 
  Velocity 
  Thrust Points per Cycle Turn
  1
   2 
  3 
  4
  0.25 
  1
   —
   —
   —
  0.5 
  1 
  — 
  1 
  —
  0.75 
  1
  — 
  1
   1
  1 
  1 
  1 
  1 
  1
  1.25 
  2
   1
   1 
  1
  1.5 
  2
   1 
  2 
  1
  1.75 
  2
   1
  2 
  2
  2
   2 
  2 
  2 
  2
  2.25 
  3 
  2 
  2
   2
  2.5 
  3 
  2
   3
  2
  2.75 
  3
   2
   3 
  3
  3 
  3 
  3 
  3 
  3
  
  205
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  RA 
  RA
  under the Thrust Points per Cycle Turn column on the Airship 
  Velocity Table. Special maneuvers that normally use more 
  than 1 Thrust Point (such as landing) must be announced at 
  the beginning of each cycle. Unused Thrust Points are lost at 
  the end of each cycle.
  When using the Aerospace Units on Ground Mapsheet rules 
  (see p. 91), an Airship moves the equivalent of four ground 
  map hexes for every 0.25 points of velocity.
  At the start of a game, the controlling player of an 
  Airship sets its Velocity at 0.5. The vehicle must maintain 
  this velocity for turns 1 through 4 (the four-turn cycle). 
  After looking at the 0.5 Velocity row on the Airship Velocity 
  Table, the player sees that in the first and third turns of 
  each cycle, his Airship may expend 1 Thrust Point. The 
  player may choose to apply that thrust in forward move-
  ment, or spend each point to hover, or even announce at 
  the start of the cycle that the Airship will be landing, and 
  may stockpile the first Thrust Point so that the vehicle 
  can execute the landing maneuver in Turn 3. At the start 
  of the Movement Phase (Aerospace) in the fifth turn, the 
  Airship’s controlling player can decrease its velocity to 0.25 
  or increase it to 0.75 for the next four-turn cycle.
  Airships attempting to travel at a Velocity greater than 
  3 automatically go out of control. Airships that go out-of-
  control after being struck by weapons fire do not lose 1d6 
  Altitude Levels, but instead roll on the Airship Random 
  Altitude Change Table (above). Airships cannot operate 
  beyond the limits of an atmosphere. When landed, Airships 
  occupy a single ground hex. 
  AIRSHIP RANDOM ALTITUDE 
  CHANGE TABLE
  2D6 
  Result
  2 
  Altitude reduced by 3*
  3 
  Altitude reduced by 2*
  4 
  Altitude reduced by 1*
  5 
  Altitude reduced by 1*
  6 
  Altitude remains the same
  7 
  Altitude remains the same
  8 
  Altitude remains the same
  9 
  Altitude remains the same
  10
   Altitude increased by 1*
  11 
  Altitude increased by 1*
  12 
  Altitude increased by 2*
  *Airships may only climb as high as Altitude 10 on a low-altitude map (see 
  Low-Altitude Movement, p. 80).
  TRACTORS
  Wheeled and tracked Tractors may pull one or more Trailers 
  whose combined weight is less than or equal to the Tractor’s 
  own weight. The weight of the Trailers reduces the Tractor’s 
  speed as follows: if the Trailers weigh up to a quarter of the 
  Tractor’s own weight, the Tractor must subtract 3 from its 
  Cruising MP or half of its Cruising MP (round down), which-
  ever is less. If the Trailers weigh more than a quarter of the 
  Tractor’s tonnage, the Tractor may only move at half its 
  Cruising MP (round down). Once the player has calculated 
  the Tractor’s modified Cruising MP, he must also recalculate 
  its Flank MP, multiplying that number by 1.5 and rounding to 
  the nearest whole number (round .5 up). Wheeled or tracked 
  Tractors always pull Trailers from the front.
  A player may announce that a Tractor is detaching its Trailer 
  at the end of the Movement Phase. In the following turn, the 
  player can recalculate the Tractor’s Cruise and Flank MP. The 
  detached Trailer or Trailers become immobile targets. 
  TRAILERS
  A Trailer may be towed by a Tractor or by another Trailer, 
  but any Trailer intended to tow another must mount Tractor 
  and Trailer chassis modifications. A Trailer cannot move under 
  its own power; it must be towed by a Tractor or be part of a 
  series towed by a Tractor.
  Small and medium Trailers act as part of the Tractor Support 
  Vehicle for purposes of movement, stacking and firing (two 
  small and medium Trailers together act as a single Support 
  Vehicle). Large Trailers are treated as individual units for pur-
  poses of stacking (see p. 57), and they must always follow the 
  movement of the Tractor (or Trailer) in front of them.
  If LOS falls across the hexside through which a Trailer/
  Tractor is connected to another Trailer/Tractor, no attack can 
  be made. A turret mounted on the Tractor may fire as usual.
  When attacking a Support Vehicle in a hex consisting of a 
  Tractor and one or more large Trailers, or two or more small/
  medium Trailers, the attacker announces the intended tar-
  get—a specific Trailer or the Tractor. The target must be visible 
  to the attacking unit per standard LOS rules. For example, an 
  attack from the sides may aim for any target, but an attack 
  into the front firing arc can only be made against the Tractor, 
  while one from the rear will strike the rearmost Trailer. In addi-
  tion, a Tractor may be visible, while terrain obscures all or part 
  of its Trailers.
  Destroying a Trailer effectively detaches all Trailers behind it 
  in a chain, rendering them immobile targets. 
  A Davion BattleMech technician scurries across the grounds of the massive Crucis Lancers base. 
  
  ADDITIONAL COMBAT RULES
  Support Vehicles use the standard rules as Combat Vehicles for 
  firing arcs, multiple targets, to-hit modifiers, taking damage and 
  so on, with the following exceptions.
  Fixed-Wing Support Vehicles: Fixed-Wing Support Vehicles 
  are treated as conventional fighters (see Aerospace Units p. 242) for 
  the purpose of making attacks and determining hit locations and 
  critical hits. However, damage to the armor of Fixed-Wing Support 
  Vehicles is resolved according to the rules under Damage, below.
  TO-HIT MODIFIERS
  Support Vehicles must take into account the following to-hit 
  modifiers when making weapon attacks.
  Fire Control Systems
  If a Support Vehicle does not mount a fire control system, the 
  unit suffers a +2 to-hit modifier. A Support Vehicle with a basic fire 
  control system suffers a +1 to-hit modifier. If the vehicle mounts 
  an advanced fire control system, no additional to-hit modifiers for 
  weapon attacks apply.
  Large Support Vehicles
  Large Support Vehicles ignore the multiple targets modifier 
  when firing at more than one unit.
  HIT LOCATION
  Support Vehicles use the stan-
  dard rules for resolving hit locations, 
  with the following exceptions.
  Attack Direction
  Large Ground Support Vehicles 
  take damage to more armor loca-
  tions than standard vehicles. Use 
  the adjacent diagram to determine 
  attack direction for these units.
  Determining Hit Location
  When rolling to determine hit 
  location, Support Vehicles use the same tables as Combat Vehicles. 
  Large Ground Support Vehicles, however, use the Large Ground 
  Support Vehicle Hit Location Table.
  If the attack hits the front right side, all Front Side results strike 
  the front right side armor, while Rear Side results strike the rear 
  right side armor. If the Support Vehicle has no turret, a turret hit 
  strikes the armor on the side attacked. 
  Airship Support Vehicles: Airships use the aerodyne DropShip 
  hit locations on the Aerospace Units Hit Location Tables (see p. 
  237). However, players must re-roll all critical hits to the K-F boom, 
  docking collar or gear until an applicable critical hit occurs. 
  VTOL Large Support Vehicles: VTOL Large Support Vehicles 
  use the same Hit Location Table as Combat VTOLs (see p. 196).
  DAMAGE
  Support Vehicles handle damage differently than Combat 
  Vehicles. Every time a Support Vehicle suffers a hit that exceeds 
  its BAR rating, a chance exists for a critical hit (called a penetrat-
  ing critical hit), even if armor remains in that location. Penetrating 
  critical hits are rolled in the same fashion as standard critical hits 
  (see Critical Damage p. 192), with the following exceptions.
  Armor-Piercing Ammunition: Every successful attack against 
  a vehicle automatically causes a roll on the appropriate column of 
  the appropriate Vehicle Critical Hits Table, corresponding to the 
  location damaged; in the case of Support Vehicles with a BAR less 
  than 10, apply a +2 modifier to the die roll. The standard modifiers 
  indicated by armor-piercing ammunition for determining critical 
  hits still apply when rolling on the Vehicle Critical Hits Table (see 
  Armor Piercing Ammo, p. 140). 
  Fixed-Wing Support Vehicles: Any location on a Fixed-Wing 
  Support Vehicle without additional armor beyond the basic BAR 
  of 2 receives a Damage Threshold of 0. Any location protected by 
  armor with a BAR rating of up to 9 receives a Damage Threshold 
  of 1 regardless of the amount of armor carried. When using armor 
  with a BAR 10 rating, calculate Damage Threshold values per stan-
  dard Damage Threshold value rules (see p. 239).
  Modifications: If the Support Vehicle possesses the Armored 
  Chassis modification and a BAR of 10, it is immune to penetrating 
  critical hits. Treat the unit as a Combat Vehicle when resolving 
  critical damage. If the Support Vehicle possesses the Armored 
  Chassis modification but has a BAR of less than 10, modify the roll 
  for penetrating critical hits by –1.
  LARGE GROUND SUPPORT VEHICLE 
  HIT LOCATION TABLE
  Attack Direction
  2D6 Roll 
  Front 
  Rear
   Front Side§
  Rear Side§
  2* 
  Front 
  (critical) 
  Rear 
  (critical) 
  Side 
  (critical) 
  Side 
  (critical)
  3 
  Right 
  Side† 
  Left Side† 
  Front† 
  Rear†
  4 
  Front†
  Rear† 
  Side† 
  Side†
  5 
  Front†
  Rear† 
  Side 
  Side
  6 
  Front 
  Rear 
  Side 
  Side
  7 
  Front 
  Rear 
  Side 
  Side
  8 
  Front 
  Rear 
  Side 
  (critical)*
  Side 
  (critical)*
  9 
  Front† 
  Rear† 
  Side† 
  Side†
  10 
  Turret 
  Turret
  Turret 
  Turret
  11 
  Turret 
  Turret
  Turret
  Turret
  12* 
  Turret 
  (critical)
   Turret 
  (critical) 
   Turret 
  (critical) 
  Turret 
  (critical)
  *A result of 2 or 12 (or 8 if the attack strikes the side) may inflict a critical hit. 
  For each such roll result, apply damage normally to the armor in that section. 
  The attacking player then rolls once on the Ground Combat Vehicle Critical Hits 
  Table, p. 194. A result of 12 on this roll may inflict a critical hit against the 
  turret. If the vehicle has no turret, a 12 indicates the chance of a critical hit on 
  the side corresponding to the attack direction.
  †The vehicle may suffer motive system damage even if its armor remains intact. 
  Apply damage normally to the armor in that section, but the attacking player 
  also rolls once on the Motive System Damage Table, p. 193 (applying damage 
  at the end of the phase in which the damage takes effect).
  §If the attack hits the front right side, all Front Side results strike the front right 
  side armor, while Rear Side results strike the rear right side armor. If the vehicle 
  has no turret, a turret hit strikes the armor on the side attacked.
  • attack direction 
  diagram • 
  
  207
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  RA 
  RA
  Mobile Army Surgical Hospital (MASH), Third Crucis Lancers (House Davion) 
  Penetrating critical hits may occur in addition to any normal 
  critical hits due to location or internal structure damage. The 
  Armored Chassis modification does not affect rolls for these 
  normal critical hits.
  A tracked Support Vehicle with an Armored Chassis 
  modification and a BAR of 7, with 12 armor points per side, 
  takes a hit from a large laser to its front side (Hit Location 
  Roll result of 7). Because the laser’s 8 points of damage 
  exceeds the Support Vehicle’s BAR, a penetrating critical 
  hit has occurred, even though 4 points of armor remain in 
  the front.
  Because the Support Vehicle has an Armored Chassis 
  modification, however, the roll for the penetrating critical 
  is modified by –1. When the attacker rolls for the critical, 
  his result of 6 becomes a 5, narrowly saving the unit from 
  a possible critical hit.
  In a later turn, the same Support Vehicle takes a second 
  large laser hit to its front, in this case from a Hit Location 
  Roll result of 2. The laser causes a penetrating critical hit, has 
  breached the armor, and has struck a location that gives the 
  attacker an additional possible critical hit. The attacker rolls 
  three times for critical hit effects, modifying only the first 
  roll—the one for penetrating critical hits—by –1. 
  If, on the other hand, the Support Vehicle were struck by 
  an AC/5 using armor-piercing rounds, it would be forced to 
  make a critical hit check regardless of its BAR (see Armor-
  Piercing Ammunition, p. 206). If it had a BAR of less than 10, 
  the vehicle would add a +2 modifier to this check.
  If, on the other hand, the Support Vehicle were struck by 
  an AC/5 using armor-piercing rounds, the vehicle would be 
  treated as if it had a BAR of 4 (7 / 2 = 3.5, rounding up to 
  4) rather than 7 for purposes of determining penetrating 
  critical hits. Both hits might do critical damage because the 
  autocannon’s damage points exceed the unit’s effective BAR, 
  even though together the two autocannon hits would only 
  eliminate 10 of the Support Vehicle’s 12 armor points.
  CARRYING UNITS
  The following rules cover how units mount and dismount 
  from Support Vehicles.
  Unless specifically noted otherwise, units use the same 
  rules to mount and dismount from Support Vehicles as for 
  mounting and dismounting from grounded aerospace units 
  (see Carrying Units, p. 89, in the Aerospace Movement section). 
  The number of cargo doors and the type of bays a particular 
  Support Vehicle may have will appear in the unit’s technical 
  readout or record sheet game statistics. 
  Infantry: Use the Infantry Carriers rules (see p. 223) for 
  infantry mounting and dismounting from Support Vehicles.
  MOUNTING
  To mount a Support Vehicle during a turn, a unit must start 
  its Ground Movement Phase in the same hex as the carrier 
  (or an adjacent hex for Large Support Vehicles; the adjacent 
  hex must be at the same elevation as the Support Vehicle’s 
  underlying hex). The unit may mount only at the end of the 
  carrier’s movement. Carrying units suffer no reductions in MP 
  for hauling other units as long as those units’ weight does not 
  exceed the carrier’s own weight or cargo capacity (see Cargo 
  Carriers, p. 261).
  A Support Vehicle must spend 1 MP to mount a number of 
  units in a turn equal to the number of doors it contains. For 
  example, a Support Vehicle with three doors would spend 1 
  MP to mount three units in a turn. If a vehicle has 0 MP to 
  expend, it cannot mount any units.
  Units may not mount enemy Support Vehicles using these rules.
  Critical Damage: Critical damage to a carrying Support 
  Vehicle affects its cargo in different ways (see Ground Combat 
  Vehicle Critical Hit Effects, p. 193 of Combat Vehicles).
  DISMOUNTING
  As with mounting, a Support Vehicle must spend 1 MP at 
  the end of its movement to dismount a number of units in a 
  turn equal to the number of doors it contains. If a carrying unit 
  has 0 MP to expend, the carrier may only dismount a number 
  of units equal to half its doors, rounded down (to a minimum 
  of 1). For example, if a support vehicle has three doors but 
  has had its Movement reduced to 0 through damage, it can 
  dismount only one unit in a turn.
   If a unit’s movement is cut short—for example, if a vehicle 
  fails a skid and slides into an object, thereby ending its move-
  ment phase prematurely—no unit may dismount even if the 
  carrier has not expended all of its MP.
  
  BERKDALE, BRIGHTON
  XIN SHENG COMMONALITY 
  CAPELLAN CONFEDERATION
  13 SEPTEMBER 3060
  The screen showed translucent image 
  layered over translucent image. Determining 
  where one item ended and another began 
  was not always easy, and occasionally Si-ben-bing 
  Siu pressed a button on his terminal that told the 
  vehicle outside to go even slower. He leaned forward 
  and explained to Shia-ben-bing Lawson just what he 
  was looking for.
  “If you mean to do this job properly, the first 
  thing you must remember is that many people are 
  coming down from the mountain mines, and can 
  therefore be expected to have many of the tools 
  you’d expect to see in such an operation. Do not 
  mistake those tools for any sort of weapon.
  “At the same time, be aware that potential insur-
  gents know mining equipment is regularly coming 
  through the city’s checkpoints, and they seek to 
  smuggle in weapons by disguising them as mining 
  equipment. Pay particular attention to such items.”
  So you’re telling me something that looks like 
  mining equipment may or may not be mining equip-
  ment, and that I should ignore it while simultaneous-
  ly paying particular attention to it, Lawson thought. 
  Part of him wanted to say the words aloud, but as 
  Siu’s trainee he didn’t dare.
  Lawson sat in the small yellow kiosk, perched on 
  an unpadded metal stool, surrounded by screens 
  and weapons and buttons. His uniform, with its 
  long Liao-green sleeves, felt too warm for the 
  Brighton sun. He tried to ignore his discomfort 
  and absorb Siu’s instruction while more vehicles 
  passed through. The drivers waved their identifica-
  tion cards at the reader while the scanners gave 
  their vehicles a thorough look. Some of them 
  looked bored, some nervous, some strained to 
  look casual. None of them looked happy. Lawson 
  couldn’t blame them.
  Fifteen more minutes went by. Then Siu abruptly 
  leaned forward and pressed a black button on his 
  terminal. The checkpoint outside filled with flash-
  ing red lights, and an automated voice—a pleasant 
  but firm female tone—came on.
  “Please pull over to the green square on your right. 
  Please pull over to the green square on your right. 
  Please pull over to the green square on your right.”
  The voice did not mention what would happen if 
  the vehicle didn’t comply, but by this point it didn’t 
  need to. The residents of the St. Ives Compact (or, 
  as Chancellor Sun-Tzu Liao had renamed it, the 
  Xin Sheng Commonality) were by this point quite 
  familiar with the lengths to which the soldiers of 
  the Confederation would go to enforce law and 
  order. The car pulled into the square.
  Siu stood. “Shia-ben-bing, come with me. You’ll 
  need to learn how to work this side of the opera-
  tion as well.”
  Lawson obediently followed Siu outside.
  “Keep your hand near but not on your weapon,” 
  Siu instructed as they walked. “You don’t want to 
  make the subjects nervous, but you also don’t 
  want them to be able to shoot faster than you.”
  “Yes, sir,” Lawson said. Maybe someday Siu will give 
  me a completely unambiguous piece of advice.
  Jason M. Hardy
  
  The car in the green square was small and blue, a four-
  seater. A woman sat behind the steering wheel, a man in the 
  passenger seat to her left. Siu walked up to the woman.
  “Ngh on,” he said politely, his long face dour. “May I ask your 
  business in Berkdale today?”
  “We live here,” the woman said shortly. Her black hair was 
  chin length, plastered to her head like a helmet, the front 
  ends curling in toward her mouth.
  “Then what took you out of the city?”
  “Business.”
  “I’ll need you to be more specific.”
  “A meeting with potential clients in Verdure. We run a cater-
  ing business. We were discussing the terms of a job.”
  “I see. What sort of job?”
  “I don’t see how …”
  “I’m not asking you to see how it matters,” Siu said, his voice 
  level but firm. “I’m asking you what sort of a job it was.”
  “A wedding reception.”
  “At a private residence?”
  “Yes.”
  “Family of the bride or groom?”
  “Friend. Of the bride’s family.”
  “Will it be held indoors or outdoors?”
  “Now, this is too …”
  “Indoors or outdoors?”
  “Outdoors. The wedding is in October. The weather should 
  warm up nicely.”
  “What do you plan to serve?”
  “Pastries, cakes, cookies. Assorted sweets.”
  “The groom likes sweets?” Lawson noticed that Siu was 
  talking faster and faster.
  “The bride. These are friends of the bride.”
  “Of course. And how many people are they going to be 
  expecting?”
  “About two hundred.”
  “And their living room is large enough to hold all 
  those people?”
  “Yard. Their yard is big enough. The reception is 
  outdoors.”
  “Ah, yes, I believe you said that. Well, the yards 
  in Corson Creek are usually quite large.”
  “Verdure,” the woman said, her right hand 
  drumming a rapid rhythm on the door of 
  her car. “We were in Verdure.”
  “Fine. You may proceed.”
  The woman scowled at Siu as he 
  walked away. She looked ready to fly 
  away from the checkpoint with a 
  scream of burning rubber. Instead, 
  she pulled smoothly out of the 
  green box and drove off. 
  Siu began offering more point-
  ers as soon as the woman’s car 
  started moving. “Never apologize 
  for pulling someone over. Never 
  thank them for their time. They 
  should never feel like they are doing 
  you a favor. Ask them enough questions 
  to make them repeat their facts a couple of 
  
  times, but don’t rely on that. Any insurgents with even a small 
  degree of skill will have a good cover story worked out that you 
  can’t easily shred. You need to use the interrogation time to look 
  for visual clues as well as listening to their responses.”
  “What kind of clues?”
  Siu, true to form, responded with contradictions as he walked 
  back toward their kiosk. “Be cautious of anyone who does not 
  display any items that reflect the spirit of Xin Sheng. All Capellan 
  citizens should take part in this rebirth, especially those citizens 
  of the newly christened Xin Sheng Commonality. Resisting this 
  movement could be a sign of someone who harbors dangerous 
  thoughts. However, you must also beware of those who cover 
  themselves in Xin Sheng items. Such a rapid assimilation of the 
  ideals of their conquerors is suspicious and is likely insincere. 
  People who seem overly dedicated to the rebirth could be con-
  cealing treasonous tendencies.”
  Lawson dared venture a question. “Is there a specific number 
  of Xin Sheng-related items that would be considered neither too 
  many nor too few?”
  He tried to make his tone as innocent as possible. It wasn’t in-
  nocent enough. Siu stopped and pivoted, hands on hips, glaring 
  at Lawson.
  “Impertinence is not accepted in any branch of the Chancellor’s 
  gwan deuih,” Siu snapped. “Perform your duty with a proper de-
  meanor or you will not be in the service for long.”
  Lawson knew better than to attempt a response.
  The rest of the day did nothing more to assuage his growing 
  dissatisfaction. He managed to contain his frustration until 
  the next morning, when Siu wandered to another kiosk in the 
  checkpoint to enlighten another recruit with his unique wisdom. 
  Lawson was left with Shia-ben-bing Lin, and Shia-ben-bing Lin 
  was left to listen to Lawson’s rants.
  He covered his irritation with Siu, his dislike of the glares he 
  regularly got from the citizens of Brighton, then moved on to his 
  annoyances with his general assignment.
  “Is this what you thought you were signing up for? Is this 
  what you thought you’d be doing?” he asked—though, as he 
  hadn’t given Lin a chance to speak in the past twenty minutes, 
  the questions were purely rhetorical. “There’s a major offensive 
  going on all around us, in systems just a jump away, and we’re 
  sitting here in a glorified tollbooth. We were trained to destroy, 
  and they’ve got us acting like bloody thought police—like we’re 
  the tian sha de Maskirovka or something.”
  Lin’s eyes widened. “Watch what you say!”
  “Oh, who cares? You’re not Maskirovka, are you? Of course 
  not. And I’m not. So I can call them tian sha de if I want to. They 
  wouldn’t put me in irons just for a simple epithet, would they?”
  Both of them knew the answer to that question was likely “Yes,” 
  but neither of them said so.
  He hadn’t succeeded in calming Lin. Her eyes darted back and 
  forth; her right hand scratched her thigh. He knew she wasn’t just 
  nervous for his sake. For all she knew, he could be Maskirovka, 
  and his little utterance could be an on-the-spot loyalty test. If 
  she didn’t adequately rise to the Maskirovka’s defense, she might 
  be the one in irons before the end of the day.
  “It’s just … not the best thing to say,” Lin said. “They’ve got a part in 
  this struggle just like we do. We shouldn’t treat them like an enemy.”
  “Okay, fine. Sorry,” Lawson said. “I guess it’s our part in the 
  struggle that really bothers me. More than anything they do.”
  “We’re infantry,” Lin said. “We do the things the big machines 
  can’t. Sometimes that’s house-to-house combat. Sometimes 
  open field operations. And sometimes—” she shrugged “—it’s 
  sitting in a kiosk helping keep a planet under control.” She smiled. 
  “Couldn’t really put a Ti Ts’ang on the roadside, could we?”
  “I dunno,” Lawson said. “Could have a good effect on traveler 
  morale. Good for us, I mean. Just seeing it hovering over the 
  highway would keep people in line.”
  “But it would put them on their guard,” Lin countered. 
  “Everyone would clam up on us. Bad for business.”
  Lawson gave a dissatisfied snort. But there wasn’t much to 
  be gained by complaining anymore. At least, not out loud. He 
  kept a running internal monologue going, most of it complaints. 
  All the while, he imagined himself sitting by the checkpoint in 
  the cockpit of a Ti Ts’ang, blasting anyone who didn’t follow his 
  instructions to smithereens.
  Ten more days passed before Lawson got to lead his first ques-
  tioning. Siu didn’t like his trainees to think of it as interrogation, 
  as he believed that made them come off too heavy-handed. The 
  driver, identified by his papers as Roderick Hirt, was a square-
  headed man with a short, flat haircut. He looked ready to rip 
  Lawson in two. Lawson stood 1.7 meters, and he guessed the 
  driver was 1.9 and about 120 kilos. If the encounter turned physi-
  cal, it could get bad—except, of course, for the fact that Lawson 
  had his rifle.
  “Ngh on, sir. Where are you coming in from?” He cringed as 
  soon as he delivered the sentence, waiting for Siu to correct his 
  poor grammar. His superior said nothing.
  “Been out of the city for a few days.”
  “Yes, sir.” The computers at the checkpoint had scanned the car, 
  an Avanti Starfire that wore its newness with pride, as soon as it 
  came through. They had alerted Lawson that the car had been 
  out of the city for exactly five days. “And where were you?”
  “Different places. St. Simon, Paulson, Friedlander.”
  All mining towns, Lawson thought—like pretty much every 
  small town in the area around Berkdale. “And what brought you 
  out to those towns?”
  “Business.”
  Unwilled, one of Siu’s “guidelines” came to Lawson’s mind. “Be 
  suspicious of people who provide a bare minimum of information 
  in reply to your questions. It often means they have something to 
  hide. At the same time, remember to respect the privacy of loyal 
  citizens of the Confederation. If you encounter people who wish 
  to withhold information from you in order to preserve their own 
  dignity, you owe them a certain amount of respect. Though that 
  respect should never compromise your pursuit of the truth.”
  Lawson tried to push all thoughts of Siu out of his mind.
  “What sort of business?”
  “Research. I’m with a commodities brokerage. Never hurts to see 
  how the actual mining and production of commodities is going.”
  “Looking into the silver production in Paulson?”
  “No silver in Paulson. Big copper mine there.”
  
  “Yes, yes, of course. Which brokerage firm did you say you 
  work for?”
  “I didn’t.”
  “Then please do.”
  “Waterman and Clask.”
  “On Fifteenth Street?”
  “Ninth.”
  “I assume you slept in hotels on your trip?”
  “Of course.”
  “Which ones?”
  “I’m pretty sure I don’t need to tell you that.”
  “Actually, sir, you do. The names of the hotels, please.”
  Hirt squinted. “The Accord, the Yu Yang, and the Deep Valley Inn.”
  “That’s three.”
  “Right.”
  “But you were gone five days. Four nights.”
  “That’s not true. I was gone for three nights.”
  “Not according to our records.”
  “Then your records are wrong.”
  “I’m afraid that’s not possible.”
  “It is.”
  “Sir, you left Berkdale four nights ago. I need to know where 
  you spent that fourth night.”
  “There was no fourth night!”
  Lawson put both hands on his automatic rifle. “Sir, I have to 
  ask you to step out of your car.”
  “This is ridiculous!”
  “Step out of the car!”
  “All right, all right.”
  Hirt reached for the door handle. Then the Starfire’s engine 
  gunned, its tires squealed, and the sporty red car shot off toward 
  Berkdale.
  Alarms blared across the checkpoint. Red lights flashed. 
  Monocycle engines roared to life, ready to give pursuit.
  Lawson leveled his rifle and fired several rounds into the 
  back of the red car. Clear shots at someone who was clearly 
  an enemy.
  The first rounds bounced off the back window, but Lawson 
  wasn’t the only one firing at the fleeing vehicle, and eventu-
  ally the rounds had an impact. Glass flew away in chips, then 
  in chunks, then the entire back window fell inward like hail. 
  The rounds kept coming, and some of them found the driver. 
  The Starfire skidded off the road before it had traveled three 
  hundred meters.
  Siu, who had been firing right along with Lawson, turned to 
  his recruit once the red car came to a complete stop.
  “It’s unfortunate that your interrogation came to this,” Siu said. 
  “Perhaps you could have handled the situation in other ways, 
  ways we will discuss in the near future. But I believe you’ll be 
  able to clear this as a good shooting.”
  Lawson kept his head tilted down, looking at his hands. It 
  might make him look downcast, which he wasn’t, but it also 
  might make Siu follow his gaze downward. 
  It worked. Siu looked curiously at his recruit for a moment, 
  then glanced down at Lawson’s hands. Then he saw something 
  Lawson thought he needed to see.
  Siu’s expression didn’t change, but when he spoke, the conde-
  scension in his voice was gone.
  “I’m certain it was a good shooting,” he said.
  The incident made Lawson’s life better and worse. As it turned 
  out, Roderick Hirt really did work for the wealthy brokerage firm 
  of Waterman and Clask; in fact, he was a well-regarded vice-pres-
  ident. In the wake of his death, rumors about why he had been 
  killed, what he might have been involved in and what, by exten-
  sion, his firm might have been involved in spread across the city. 
  Wealthy clients, understandably nervous about having any of 
  their money attached to a firm with a trace of disloyalty, pulled 
  their money by the millions. Almost overnight, Waterman and 
  Clask’s business dried up. One of the most powerful brokerages 
  in the city became little more than a shell that had investments 
  from Mr. Waterman, Mr. Clask and pretty much no one else.
  The whole thing, Lawson thought, made an effective dem-
  onstration. He regretted that he had to reveal his true position 
  to Siu, but his superiors had authorized the move. Not only had 
  Lawson shut down Waterman and Clask’s financing pipeline 
  to St. Ives loyalists, but he’d effectively controlled Siu. The sup-
  posed superior officer was now quite deferential to his trainee, 
  and he no longer offered a hint of his “wisdom.” Lawson had long 
  ago learned questioning techniques Siu had never even heard of, 
  so Siu’s new silence on the subject was welcome. 
  It didn’t matter, though. He likely wouldn’t stay at the 
  checkpoint for long. He had shown the Maskirovka his worth in 
  carrying out the assignment quickly and cleanly. Everything he 
  planned—the computer tampering that made it look like Hirt 
  had been gone for four days instead of three, the gizmo in the car 
  that locked the doors and made the vehicle accelerate away when 
  Hirt was getting ready to exit—had worked to perfection. Lawson 
  didn’t even have to pull any strings to get the shooting cleared.
  He’d get into the battlefield soon. The front lines, 
  the heart of the ongoing battle. He was sure of it. He 
  could fight both sides then—using his Maskirovka 
  skills to weed out disloyalty in the Confederation 
  while aiming his weapon squarely at the faces of 
  foreign foes. When he wasn’t doing the agency’s 
  dirty work, he’d be firing rounds at the enemy. 
  He knew well the importance of enforcing 
  loyalty—what Maskirovka agent didn’t?—
  but he’d recently gained an appreciation 
  for the simple clarity of shooting people 
  whose very uniform told you they were 
  your enemy. He’d spent years developing his 
  own rules for intelligence work, rules that made 
  Siu’s paradoxes seem cut-and-dried by comparison. 
  He would, of course, keep following those rules, but 
  when he needed to get away from them for a time, 
  when he needed a black-and-white world, the 
  battlefield would be waiting for him. Dividing his 
  time between enforcing loyalty to the Chancellor 
  and smiting the enemies of the Confederation—
  could any agent ask for more proper work? 
  
  BattleMechs and vehicles are expensive to manufacture 
  and difficult to maintain. In addition, the process of training 
  MechWarriors and vehicle crews is time-consuming and costly. 
  By comparison, infantry can be recruited and given rudimen-
  tary training and equipment rapidly and inexpensively. There 
  is almost no limit to the number of infantry troops that can be 
  thrown, willing or unwilling, into battle.
  Though many stellar empires regularly include infantry as 
  part of integrated ’Mech and vehicle forces, the strength of 
  infantry reveals itself most in defensive operations, which 
  bypass the difficulty of transporting and feeding a mass 
  interstellar army. Infantry forces also rarely last long against 
  BattleMechs, being heavily outgunned by those behemoths of 
  the battlefield. Even in offensive operations, however, infan-
  try can sometimes inflict enough damage to turn the tide of 
  battle, and can become a serious threat in confined areas such 
  as dense woods and urban zones.
  Just as there is no limit to the number of troops that can be 
  thrown into battle, there are few limits to the composition of 
  such conventional infantry, with every faction fielding troop-
  ers bearing specific, faction-made weapons, armor and so on. 
  Though basic unit types and organization apply across factions, 
  conventional infantry are too varied to cover fully in a technical 
  readout. While such differences rarely change the basic game 
  statistics of a particular conventional infantry platoon, they 
  can increase the enjoyment of the game as a player further 
  immerses himself in the unique aspects of a given faction. This 
  makes conventional infantry unique compared with any other 
  unit type in BattleTech. 
  A detailed design system for conventional infantry platoons 
  appears in TechManual, allowing players to build faction-specific 
  infantry units sporting a myriad of weapons and armor types. 
  Total Warfare presents a set of generic conventional infantry 
  units, as noted on the Generic Conventional Infantry Units Table 
  (see p. 213). The table also notes Movement Points and the 
  number of men in a full-strength unit of each type. The basic 
  units under each infantry type—a Rifle (Ballistic) Foot Platoon, 
  Machine Gun (Ballistic, Support) Motorized Platoon and so 
  on—can represent different kinds of weapons, though they all 
  fall under the general description of the unit type in question. 
  For example, a Rifle (Ballistic) Platoon can field standard rifles, 
  Gauss rifles, gyrojet rifles, needlers and so on (or any combina-
  tion thereof). 
  Finally, it should be noted that the specific number of troop-
  ers per platoon are for game purposes, regardless of how the 
  sourcebook or story fiction has previously described the number 
  of troopers per a given platoon type.
  Record Sheets: As noted under Record Sheets, p. 11, blank, 
  generic record sheets for conventional infantry are found in 
  TechManual. Players can also locate generic sheets (as well as 
  pre-generated generic conventional infantry platoon record 
  sheets) online at bg.battletech.com. Using the informa-
  tion in this section, players can quickly fill out the infantry 
  record sheet with a variety of conventional infantry units,  
  as needed.
  Though conventional infantry using the infantry platoon 
  construction rules found in the TechManual can be armored 
  beyond the single point of armor represented by the trooper, 
  all the generic infantry units presented below have a single box 
  of armor per trooper (representing the trooper’s actual body, 
  as depicted by the infantryman in each box). That means each 
  point of damage inflicted against these infantry units eliminates 
  a single trooper, with the exception of mechanized infantry (see 
  Attacks Against Conventional Infantry, p. 215). 
  LS 
  LS
  A Fifth Syrtis Fusiliers Enforcer III defends against anti-’Mech attacks by elite House Liao battle armor infantry. 
  
  213
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  GENERIC CONVENTIONAL INFANTRY UNITS TABLE
  Type
  MP
  Number of Troopers (Inner Sphere/Clan)
  Tons of Cargo Space Occupied
  Foot Infantry Platoon
  3
  Rifle (Ballistic)
  1 Ground
  28/25
  Rifle (Energy)
  1 Ground
  28/25
  Machine Gun (Ballistic)*
  0 Ground**
  28/25
  SRMs (Missile/Ballistic)
  0 Ground**
  24/25
  LRMs (Missile/Ballistic)
  0 Ground**
  20/25
  Flamers (Energy)†
  0 Ground**
  28/25
  Motorized Infantry Platoon
  6
  Rifle (Ballistic)
  3 Ground
  28/25
  Rifle (Energy)
  3 Ground
  28/25
  Machine Gun (Ballistic)*
  2 Ground
  28/25
  SRMs (Missile/Ballistic)
  2 Ground
  24/25
  LRMs (Missile/Ballistic)
  2 Ground
  20/25
  Flamers (Energy)†
  2 Ground
  28/25
  Jump Infantry Platoon
  4
  Rifle (Ballistic)
  3 Jump/1 Ground
  21/20
  Rifle (Energy)
  3 Jump/1 Ground
  21/20
  Machine Gun (Ballistic)*
  2 Jump/1 Ground
  21/20
  SRMs (Missile/Ballistic)
  2 Jump/1 Ground
  18/20
  LRMs (Missile/Ballistic)
  2 Jump/1 Ground
  15/15
  Flamers (Energy)†
  2 Jump/1 Ground
  21/20
  Mechanized Infantry Platoon††
  Hover‡
  20
  Rifle (Ballistic)
  5 Ground
  20/20
  Rifle (Energy)
  5 Ground
  20/20
  Machine Gun (Ballistic)*
  4 Ground
  20/20
  SRMs (Missile/Ballistic)
  4 Ground
  16/15
  LRMs (Missile/Ballistic)
  4 Ground
  12/15
  Flamers (Energy)†
  4 Ground
  20/20
  Wheeled‡
  24
  Rifle (Ballistic)
  4 Ground
  24/25
  Rifle (Energy)
  4 Ground
  24/25
  Machine Gun (Ballistic)*
  3 Ground
  24/25
  SRMs (Missile/Ballistic)
  3 Ground
  20/20
  LRMs (Missile/Ballistic)
  3 Ground
  16/15
  Flamers (Energy)†
  3 Ground
  24/25
  Tracked‡
  28
  Rifle (Ballistic)
  3 Ground
  28/25
  Rifle (Energy)
  3 Ground
  28/25
  Machine Gun (Ballistic)*
  3 Ground
  28/25
  SRMs (Missile/Ballistic)
  3 Ground
  24/25
  LRMs (Missile/Ballistic)
  3 Ground
  20/20
  Flamers (Energy)†
  3 Ground
  28/25
  *Machine Gun Infantry Platoons inflict an additional 1D6 damage against conven-
  tional infantry platoons (see Attacks Against Conventional Infantry, p. 215).
  **Units with 0 Ground MP can either move or make a weapon attack in a turn, but 
  not both (see Anti-’Mech Attacks, p. 220, for the exception). 
  †Flamers can cause either heat or damage at the discretion of the controlling 
  player. Some weapons have the capacity to do both at the same time (see 
  Heat-Effect Weapons, p. 113).
  ††Double the damage from all infantry attacks each mechanized infantry trooper 
  can sustain (see Attacks Against Conventional Infantry, p. 215). 
  ‡Mechanized infantry have the movement type and prohibited terrain of their 
  vehicle type, as shown on the Movement Cost Table (see p. 52).
  
  Terminology: Conventional Infantry units use the same weapon 
  terminology as other units, as defined in Combat (see p. 113), and 
  all applicable rules apply. 
  Conventional and Battle Armor Infantry: As defined under 
  Units (see Components, p. 20), in these rules the term infantry 
  refers to any infantry unit, whether conventional or battle armor. 
  If the rules refer to only one type of infantry, the text will stipulate 
  either conventional or battle armor infantry.
  INFANTRY MOVEMENT
  Infantry units have no facing and can move in any direction 
  unless blocked by impassable terrain. In general, infantry must 
  pay the same Movement Point costs as other units (as noted on 
  the Movement Cost Table, p. 52).
  Changing Level: Infantry may only climb 1 level per hex when 
  using ground movement.
  Jump infantry and jump-capable battle armor move per the 
  jumping rules for ’Mechs, with the exception that infantry cannot 
  enter a water hex of Depth 1 or deeper (see Jumping, p. 53); Inner 
  Sphere battle armor units with body-mounted missile launchers 
  cannot use Jumping MP until they jettison such launchers (the 
  controlling player can announce he is ejecting the missile launch-
  ers at any time, marking them off on the appropriate record 
  sheet). Infantry with VTOL and UMU MP move per the rules for 
  those types of movements (see VTOL and Underwater Movement, 
  pp. 54 and 56, respectively). 
  Buildings: Infantry units enter building hexes and change 
  levels within a building as though entering Clear terrain, paying 
  only 1 Ground MP to enter a building hex regardless of building 
  type. Mechanized infantry must pay 2 Ground MP to enter a build-
  ing hex. If a mechanized infantry unit only has 1 Ground MP avail-
  able, it can still enter the building using the Minimum Movement 
  rule (see p. 49). See Buildings, p. 166, for more information.
  Mechanized Infantry: Mechanized infantry have the move-
  ment type and prohibited terrain of their vehicle type (see the 
  Movement Cost Table, p. 52). For example, hovercraft-based 
  mechanized infantry may traverse water of any depth, but cannot 
  move through woods of any type.
  Water: Infantry may not move into Depth 1 or deeper water 
  unless the rules regarding a particular type of infantry specifically 
  state otherwise, such as a battle armor unit with UMU MPs.
  Woods: To enter any light woods hex, infantry pay only 1 MP 
  (except for permitted mechanized infantry units, which pay 2 MP). 
  Infantry pay only 2 MP to enter any heavy woods hex. 
  INFANTRY COMBAT
  Rules for infantry combat are divided into two categories: con-
  ventional infantry and battle armor. 
  Arcs: All types of infantry have a 360-degree arc of fire and may 
  fire at units occupying the same hex; when determining damage, 
  assume such attacks strike from the front. 
  Attacker Movement Modifier: Infantry units never add 
  attacker movement modifiers to their to-hit numbers.
  Weapons and Equipment: As with the rules under Weapons 
  and Equipment (see p. 113) of the Combat section, players should 
  determine if a given conventional infantry platoon or weapon 
  on a battle armor unit has additional to-hit modifiers, or other 
  special rules that might affect the way the weapon is fired, by first 
  reviewing the record sheet and then consulting the appropriate 
  Weapons and Equipment Table. Players should also consult Other 
  Combat Equipment at the end of this section, to determine if any 
  other equipment the unit might carry can affect the weapons the 
  unit is firing or any weapon attacks against the unit.
  CONVENTIONAL INFANTRY
  The following rules apply to conventional infantry in combat. 
  Unless specifically stated otherwise, conventional infantry follow 
  all the standard applicable rules for weapons fire, to-hit proce-
  dures and so on (see the Combat section, p. 98). 
  Conventional Infantry Attacks
  While conventional infantry use the same range modifiers 
  as ’Mechs and vehicles, unlike those units, infantry can attack 
  another unit in the same hex. The Conventional Infantry Range 
  Modifier Table (see p. 215) shows the to-hit modifiers for each 
  platoon type at 0 range; for convenience, the table also lists the 
  range to-hit modifiers for every generic platoon type, out to their 
  maximum range in hexes. Because conventional infantry units 
  only have a single weapon attack, they can only target a single 
  unit for a weapon attack during a given Weapon Attack Phase. 
  LS 
  LS
  BATTLE ARMOR ORGANIZATION/WEIGHT TABLE
  Type
  Number of Troopers 
   (Inner Sphere)
  Number of Troopers  
  (Clan)
  Number of Troopers  
  (ComStar/WoB)
  Tons of Cargo  
  Space Occupied
  Battle armor 
  4
  5
  6
  1 per trooper
  Rifle, Ballistic (Foot) Platoon, Prefectorate Guard (House Liao) 
  
  215
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  All platoons have a Damage Type, which specifies the Type 
  of damage they inflict:
  • 
  “B” (Ballistic): The platoon’s attacks are of the Direct-Fire 
  Ballistic Type (see p. 113)
  • 
  “E” (Energy): The platoon’s attacks are of the Direct-Fire 
  Energy Type (see p. 113)
  • 
  “M” (Missile): The platoon’s attacks are of the Missile Type 
  (see p. 113)
  • 
  “P” (Point-Blank Weapon): See TechManual, page 148
  A platoon might also have Special Features, also detailed via 
  letter code: 
  • 
  “A” (Anti-Aircraft Weapon): The platoon can attack air-
  borne aerospace units
  • 
  “B” (Heavy Burst Weapon): The platoon deals additional 
  damage vs. Conventional Infantry; see TechManual, page 
  148
  • 
  “F” (Flame-Based Weapon): The platoon’s attacks are also 
  of the Heat-Causing Type (see p. 113)
  • 
  “N” (Non-Penetrating Weapon): The platoon’s weapons 
  can affect only other Conventional Infantry
  The amount of damage that a standard infantry platoon can 
  inflict is based on its current number of troopers and the type 
  of weapons with which it is armed, modified by a roll on the 
  Cluster Hits Table. After making a successful attack, the control-
  ling player cross-references the current number of active troop-
  ers in the unit to the appropriate column on the table (see p. 
  116); for example, a platoon with 19 surviving troopers would 
  roll on the Cluster Hits Table using the 19 column (for a platoon 
  with only one trooper remaining the result is always “1”).
  After determining the appropriate column, the controlling 
  player rolls 2D6 and consults the Cluster Hits Table to deter-
  mine how many troopers actually struck the target. The player 
  then cross-references the number of troopers that struck the 
  target with the appropriate Maximum Weapon Damage Per 
  Platoon Type column on the Generic Conventional Infantry 
  Damage Table (see p. 216) to determine the actual damage 
  dealt to the target; players can also find this information on 
  the Generic Conventional Infantry record sheet. Finally, the 
  controlling player divides the damage into as many 2-point 
  Damage Value groupings as possible and rolls that number of 
  separate hit locations. If a single damage point remains, roll 
  that separate hit location by itself. If the target is a conven-
  tional infantry platoon, the damage is instead simply applied 
  all at once. 
  Machine Gun Platoons: An attacking Machine Gun 
  Platoon inflicts an additional 1D6 of damage against any con-
  ventional infantry unit.
  Stealth Equipment: To-hit modifiers generated by 
  BattleMech, basic, improved, prototype and standard stealth 
  armor systems (regardless of which unit mounts the equip-
  ment) have no effect on conventional infantry (see Stealth 
  Armor, p. 142, and Other Combat Equipment, p. 228). To-hit 
  modifiers from mimetic armor and camo systems do apply to 
  conventional infantry.
  Jim has a Gunnery Skill 4 Inner Sphere LRM (Jump) 
  Platoon that begins the Weapon Attack Phase with 
  its standard complement of 15 troopers. Jim makes a 
  successful to-hit roll against an opposing unit, and so 
  must determine how many troopers actually strike the 
  target. Jim rolls 2D6 and gets a result of 7. Consulting the 
  15 column of the Cluster Hits Table, Jim finds that nine 
  troopers actually struck the target. Jim now consults the 
  Generic Conventional Infantry Damage Table and finds 
  that 9 troopers, cross-referenced with the LRM column, 
  provide a final result of 4. Jim now rolls two to-hit loca-
  tions (two 2-points ) against the target; if the target is a 
  conventional infantry platoon, Jim can simply apply the 
  4 points of damage. 
  Attacks Against Conventional Infantry 
  Unlike other units, conventional infantry are spread across 
  a hex, with each man finding maximum protection using the 
  terrain. This means that damage from a single weapon does 
  not magically transfer from one trooper to the next; that is, 
  the infantry unit does not simply take damage equal to the 
  weapon’s damage value. Instead, the damage from a single 
  weapon to a conventional infantry unit depends on the type 
  and size of the weapon fired.
  Once a non-conventional infantry unit has made a success-
  ful attack against a conventional infantry unit, consult the 
  Number of Conventional Troopers Hit column on the Non-
  Infantry Weapon Damage Against Infantry Table (see p. 216) 
  and compare it to the type and damage value of each weapon 
  that successfully strikes the target to determine how many 
  troops have been eliminated. Use the maximum damage 
  potential for cluster weapons, instead of rolling on the Cluster 
  Hits Table for damage. Successful non-conventional infantry 
  attacks against conventional mechanized infantry double the 
  number of troopers eliminated in this fashion.
  CONVENTIONAL INFANTRY RANGE MODIFIER TABLE
  Weapon Type
  Range in Hexes (To-Hit Modifier)
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Rifle, Ballistic
  –2
  0
  +2
  +4
  —
  —
  —
  —
  —
  —
  Rifle, Energy
  –2
  0
  0
  +2
  +2
  +4
  +4
  —
  —
  —
  Machine Gun
  –2
  0
  +2
  +4
  —
  —
  —
  —
  —
  —
  SRM
  –1
  0
  0
  +2
  +2
  +4
  +4
  —
  —
  —
  LRM
  –1
  0
  0
  0
  +2
  +2
  +2
  +4
  +4
  +4
  Flamer
  –1
  0
  +2
  +4
  —
  —
  —
  —
  —
  —
  
  Burst-Fire Weapons: When a conventional infantry platoon takes 
  a hit from any burst-fire weapon (noted as Type AI on the Weapon 
  and Equipment Tables), the attacking player rolls for damage based 
  on the type of weapon used; see the Burst-Fire Weapon Damage 
  Vs. Conventional Infantry Table, p. 217. Battle armor units equipped 
  with burst-fire weapons that fire on a conventional infantry platoon 
  should roll the appropriate number of dice per the Burst-Fire 
  Weapon Damage Vs. Conventional Infantry Table for each successful 
  hit rolled on the Cluster Hits Table (see Battle Armor Attacks, p. 217). 
  Add the die roll result for each hit to create a running total. This total 
  represents the damage inflicted on the unit. As damage is taken, 
  mark off the boxes indicating troopers on the platoon’s record sheet, 
  left to right, one for each damage point inflicted. When an attacker 
  uses burst-fire weapons against conventional infantry located in 
  a building hex, treat such weapons as direct-fire ballistic weapons, 
  with their standard Damage Values as noted on the appropri-
  ate Weapons and Equipment Tables (see Attacking Units Inside 
  Buildings, p. 171). Assign damage as appropriate according to the 
  Non-Infantry Weapon Damage Against Infantry Table. 
  Clear Terrain: Conventional infantry hit while in Clear terrain 
  suffer twice the normal damage. This includes damage received 
  from infantry and burst-fire weapons, as well as other non-con-
  ventional infantry-mounted weapons, Area Effect weapons and 
  so on.
  Damage from Other Infantry Units: Damage done by one 
  conventional infantry unit to another always equals the standard 
  damage inflicted; it cannot be reduced by using the Non-Infantry 
  Weapon Damage Against Infantry Table. As damage is taken, 
  mark off the boxes indicating troopers on the platoon’s record 
  sheet, left to right, one for each damage point inflicted.
  GENERIC CONVENTIONAL INFANTRY DAMAGE TABLE
  *Damage is always applied in 2-point Damage Value groupings
  Maximum Weapon Damage Per Platoon Type*
  Number 
  of 
  Troopers
  Rifle, 
  Ballistic
  Rifle, 
  Energy
  Machine 
  Gun
  SRM
  LRM
  Flamer
  1
  1
  0
  1
  0
  0
  0
  2
  1
  1
  1
  1
  1
  1
  3
  2
  1
  2
  1
  1
  1
  4
  2
  1
  2
  2
  2
  2
  5
  3
  1
  3
  2
  2
  2
  6
  3
  2
  3
  3
  3
  3
  7
  4
  2
  4
  3
  3
  3
  8
  4
  2
  4
  4
  3
  4
  9
  5
  3
  5
  4
  4
  4
  10
  5
  3
  6
  5
  4
  5
  11
  6
  3
  6
  5
  5
  5
  12
  6
  3
  7
  6
  5
  6
  13
  7
  4
  7
  6
  6
  6
  14
  7
  4
  8
  7
  6
  7
  15
  8
  4
  8
  7
  6
  7
  Maximum Weapon Damage Per Platoon Type*
  Number 
  of 
  Troopers
  Rifle, 
  Ballistic
  Rifle, 
  Energy
  Machine 
  Gun
  SRM
  LRM
  Flamer
  16
  8
  4
  9
  8
  7
  8
  17
  9
  5
  10
  8
  7
  8
  18
  9
  5
  10
  9
  8
  9
  19
  10
  5
  11
  9
  8
  9
  20
  10
  6
  11
  10
  9
  10
  21
  11
  6
  12
  10
  9
  10
  22
  11
  6
  12
  11
  9
  11
  23
  12
  6
  13
  11
  10
  11
  24
  12
  7
  13
  12
  10
  12
  25
  13
  7
  14
  12
  11
  12
  26
  14
  7
  15
  13
  11
  12
  27
  14
  8
  15
  13
  11
  13
  28
  15
  8
  16
  14
  12
  13
  29
  15
  8
  16
  14
  12
  14
  30
  16
  8
  17
  15
  13
  14
  NON-INFANTRY WEAPON DAMAGE 
  AGAINST INFANTRY TABLE
  Weapon Type*
  Number of Conventional Troopers Hit†
  BattleMech Physical Attack**
  Damage Value / 10
  Direct Fire (Ballistic or Energy)
  Damage Value / 10
  Cluster (Ballistic)
  Damage Value / 10 + 1
  Pulse***
  Damage Value / 10 + 2
  Cluster (Missile)
  Damage Value / 5
  Area-Effect (AE)
  Damage Value / .5
  Burst-Fire
  See Burst-Fire Weapons above
  Heat-Effect Weapons
  See Heat-Effect Weapons‡
  *See Combat, p. 113, for weapon terminology. If a weapon falls under multiple 
  types, use the type that inflicts the most damage. For example, a rotary AC/5 
  is defined as a direct-fire (ballistic) and a cluster (ballistic) weapon. A cluster 
  (ballistic) weapon does more damage than a direct-fire (ballistic) weapon, 
  and so players should use the statistics for cluster (ballistic) weapons when 
  determining damage against conventional infantry.
  **Not including Thrashing Attacks (see p. 151).
  ***Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons 
  (see Burst-Fire Weapons Damage Vs. Conventional Infantry Table, p. 217).
  †This equals the number of conventional infantry troopers hit and eliminated, 
  regardless of armor protection. Attacks by non-infantry weapons against mecha-
  nized infantry double the number of troopers eliminated; round all fractions up.
  ‡Heat-Effect Weapon each has specific damage against conventional infantry, 
  as noted on either the appropriate Weapon and Equipment Tables or in Other 
  Combat Weapons and Equipment (see p. 129).
  
  217
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Mechanized Infantry: Successful non-conventional infan-
  try attacks against conventional mechanized infantry double 
  the number of troopers eliminated unless they are made 
  with burst-fire weapons.
  Against successful conventional infantry and burst-fire 
  weapon attacks, double the damage each mechanized 
  infantry trooper can sustain before being eliminated. If such 
  a trooper is not eliminated, that unit’s record sheet always 
  retains at least one box of armor (which requires 2 points of 
  infantry damage to eliminate) until the trooper is crippled 
  or killed. 
  Suzanne’s Inner Sphere Machine Gun (Mechanized/
  Hover) Infantry Platoon and her Atlas attack Jim’s Inner 
  Sphere LRM (Jump) Platoon, which is located in light 
  woods. The Atlas declares it will attack with a Gauss rifle, 
  ER large laser and LRM-20. Much to Jim’s shock, Suzanne’s 
  infantry platoon and all three weapons fired by the Atlas 
  successfully strike his LRM (Jump) Platoon. 
  Suzanne declares damage from her infantry platoon 
  first. After rolling on the Cluster Hits Table and then 
  consulting the Generic Conventional Infantry Damage 
  Table, Suzanne sees that she has inflicted 11 points of 
  damage (20 troopers, corresponding to the Machine Gun 
  column). Because she is attacking a conventional infan-
  try unit with a Machine Gun Platoon, she rolls 1D6 for an 
  additional 4 points of damage. Jim marks off 15 troopers 
  killed out of 21, leaving him with 8 troopers.
  Suzanne then moves to her Atlas and compares 
  each type of weapon that hit the infantry unit against 
  the Non-Infantry Weapon Damage Against Infantry 
  Table. The Gauss rifle is a direct-fire ballistic weapon that 
  does 15 points of damage, eliminating 2 troopers (15/10 
  = 1.5, rounded up to 2). The ER large laser is a direct-fire 
  energy weapon that does 8 points of damage, taking out 
  1 trooper (8/10 = .8, rounded to 1). Finally, the LRM-20 is 
  a cluster/missile weapon that does 20 points of damage, 
  eliminating 4 troopers (20/5 = 4). The Atlas has cost Jim 
  7 of his remaining 8 troopers, leaving him with a single 
  trooper, eliminating that platoon’s offensive capability as 
  it can no longer deal damage. 
  If Jim’s platoon had been in clear terrain, it would 
  have taken 30 points of damage from Suzanne’s infantry 
  platoon alone, obliterating the jump platoon without 
  the Atlas’ weapons fire. If Jim had fielded a Mechanized/
  Tracked Infantry Platoon carrying ballistic rifles, Suzanne’s 
  platoon would have eliminated 7 troopers, because each 
  mechanized trooper absorbs double the standard damage. 
  The trooper taking the fifteenth damage point would 
  retain his armor and survive. Each successful strike by the 
  Atlas would double the number of troopers eliminated: 4 
  troopers for the Gauss rifle, 2 for the ER large laser and 8 for 
  the LRM-20. This would have cost Jim a total of 20 troopers, 
  leaving 8 alive.
  Had Jim’s Mechanized/Tracked Infantry Platoon been in 
  clear terrain, Suzanne’s platoon would have eliminated 15 
  troopers (15 x 2 = 30, with each trooper taking 2 points of 
  damage for a total of 15 eliminated). The Atlas’ weapons 
  would take out double again the number of troopers, for a 
  total of 28 troopers eliminated. 
  LS 
  LS
  Ying Long (Trinity) battle armor, Death Commandos (House Liao) 
  BURST-FIRE WEAPON DAMAGE VS. 
  CONVENTIONAL INFANTRY TABLE
  BattleMechs, ProtoMechs and Vehicles
  Weapon
  Damage vs. 
  Conventional Infantry
  AP Gauss Rifle
  2D6
  Light Machine Gun
  1D6
  Machine Gun
  2D6
  Heavy Machine Gun
  3D6
  Small/Micro Pulse Laser
  2D6
  Flamer
  4D6
  Battle Armor*
  Weapon
  Damage vs. 
  Conventional infantry
  Light Machine Gun
  1D6/2 (round up)
  Machine Gun
  1D6
  Heavy Machine Gun
  2D6
  Flamer
  3D6
  Light Recoilless Rifle
  1D6
  Medium Recoilless Rifle
  2D6
  Heavy Recoilless Rifle
  2D6
  Light Mortar
  1D6
  Heavy Mortar
  1D6
  Automatic Grenade Launcher
  1D6/2 (round up)
  Heavy Grenade Launcher
  1D6
  *Any burst-fire weapon available to battle armor but not listed on the “Battle 
  Armour” subtable (such as the small pulse laser) defaults to the burst-fire 
  damage listed on the “BattleMechs, ProtoMechs and Vehicles” subtable.
  
  BATTLE ARMOR
  The following rules apply to battle armor infantry in combat. 
  Unless stated otherwise, battle armor infantry follow all the stan-
  dard applicable rules for weapons fire, to-hit procedures and so 
  on as described in the Combat section (see p. 98).
  Battle Armor Attacks
  When the controlling player of an attacking battle armor 
  unit announces a weapon attack, all troopers in that unit fire 
  the same weapon at the same target. The number of weapon 
  attacks a battle armor unit can make depends on the number 
  of weapons it carries, with the controlling player making a sepa-
  rate to-hit roll for each type of weapon attack. For example, a 
  Clan Elemental battle armor unit may make an SRM-2 attack and 
  an attack with a small laser, flamer, machine gun, micro-pulse 
  laser, ER micro laser or heavy machine gun, depending on which 
  of the latter weapons the player chooses to deploy the unit with 
  in the game. A Golem battle armor unit can make an SRM-5 
  attack and two different “Bearhunter” superheavy autocannon 
  attacks; a Corona battle armor unit may only make a single 
  medium pulse laser attack, because it does not mount any other 
  weapons; and so on.
  Players should use all range and line of sight restrictions, 
  modifiers and so on as appropriate for each weapon. All weapon 
  attacks against units in the same hex as the battle armor unit are 
  considered to be at Range 1, except anti-personnel weapons, 
  which are at Range 0.
  Non-Missile Attacks: When a battle armor unit attacks with a 
  weapon other than a missile, roll 2D6 and consult the appropri-
  ate column of the Cluster Hits Table, based on the number of 
  troopers in the unit, to determine how many troopers scored a 
  hit. A single-trooper unit always hits on a successful to-hit roll. 
  Each trooper whose fire hits the target inflicts normal damage 
  for the weapon. 
  Determine a hit location separately for each hit. Attacks 
  with weapons other than missiles do not track ammunition 
  expenditures.
  Missile Attacks: When a battle armor unit makes a missile 
  attack, first determine the number of missiles fired by multiply-
  ing the number of troopers in the unit by the size of the launcher 
  mounted on each trooper. Then roll 2D6 and consult the Cluster 
  Hits Table (see p. 116). If a column does not exist for the number 
  of missiles fired, use the fewest columns to arrive at the appropri-
  ate number, without exceeding the number of missiles fired. For 
  example, if a battle armor unit mounts nine missiles in a six-man 
  squad, resulting in 54 missiles, the player rolls twice on the 27 
  column (27 x 2 = 54).
  Determine a hit location separately for each missile hit. Mark 
  off ammunition on the record sheet for each missile fired.
  Anti-Personnel Weapons: If a battle armor unit carries anti-
  personnel weapons, follow all the rules for conventional infantry, 
  using the Rifle, Ballistic column of the Generic Conventional 
  Infantry Damage Table and the number of active troopers in the 
  battle armor unit to determine range and assign damage. The 
  standard rules presume the mounting of a single Auto-Rifle as the 
  unit’s anti-personnel weapon. At the players’ option, the damage, 
  ranges and to-hit numbers of alternative anti-personnel weapon 
  types may be used as per TechManual, page 271. Regardless of the 
  anti-personnel weapon type or how many anti-personnel weapons 
  a battle armor unit mounts, the unit can only make one anti-per-
  sonnel weapon attack in a turn, using only a single anti-personnel 
  weapon per suit.
  Vibro-Claw Manipulators: Battle armor units equipped with 
  vibro-claws may make a melee-style attack against another infan-
  try unit during the Physical Attack Phase, provided the target is 
  located in the same hex. Calculate the to-hit number as if for a 
  non-missile attack, with the number of hits rolled as normal on 
  the Cluster Hits Table, based on the number of active troopers in 
  the attacking unit. 
  For battle armor units equipped with a single vibro-claw 
  manipulator, assign the number of hits as 1 point each; for units 
  equipped with two vibro-claws, assign the hits as 2 points each. 
  Against conventional infantry, the controlling player simply 
  applies the damage.
  SL 
  LS
  Grenadier battle armor, Davion Heavy Guards (House Davion) 
  
  219
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Secondary Targets: Unlike conventional infantry, battle 
  armor units can attack multiple targets, with the standard 
  modifiers as described in Combat (see p. 109); as battle armor 
  units do not have arcs, they never apply the +2 modifier, only 
  the +1 modifier. Different weapons can be targeted at differ-
  ent units, but all the troopers in the attacking unit fire the 
  same weapon at the same target, using a single to-hit roll. For 
  example, a Golem battle armor unit can fire at a target with 
  its SRM-5, at another target with a set “Bearhunter” super-
  heavy autocannon and a third target with its other set of 
  “Bearhunter” AC.
  A Golem battle armor unit (five-man Point) may make 
  three attacks in a single Weapon Attack Phase (provided 
  a target is within range of all three weapons, the modified 
  to-hit number makes a weapon attack possible and so 
  on). It can make a missile attack with its SRM-5 and two 
  non-missile attacks with its two “Bearhunter” superheavy 
  autocannons. During a Weapon Attack Phase, the control-
  ling player can make three separate to-hit rolls, one for the 
  missile and two for the two non-missile attacks. If all three 
  attacks are successful, the controlling player would then 
  roll two times on the 5 column of the Cluster Hits Table 
  (provided the Point still has five active troopers) to deter-
  mine the number of autocannon hits. Rolling a 4 and a 9 
  nets six total hits. The controlling player next rolls six dif-
  ferent hit locations against the target (provided the target 
  has different locations for sustaining damage). 
  Having finished with the two autocannon attacks, the 
  controlling player would then determine the number of 
  missiles in the missile attack (25, provided the Point still 
  has five active troopers), then roll and consult the Cluster 
  Hits Table. Rolling a 7 results in fourteen SRM hits, and so 
  the controlling player would roll fourteen different SRM hit 
  locations, applying a Damage Value grouping of 2 points 
  each time (provided the target has different locations for 
  sustaining damage). Finally, the controlling player marks 
  off a single ammunition shot for the SRM-5 launcher, 
  leaving one more shot for another turn.
  If the unit in question is a four-man Kanazuchi battle 
  armor squad, during the Weapon Attack Phase the con-
  trolling player can make four separate to-hit rolls: one 
  for the medium lasers, one for each of the two SRM-2s 
  and one for the anti-personnel weapons. (Even though 
  the Kanazuchi battle suit has two anti-personnel 
  weapon mounts, it can only make a single anti-per-
  sonnel attack in a turn.) Providing all the attacks struck 
  the target, the controlling player would consult the 4 
  column of the Cluster Hits Table (four being the number 
  of troopers) to determine how many medium lasers hit. 
  A roll result of 11 nets four medium laser hits, and so the 
  controlling player would roll four different hit locations. 
  For both missile attacks, the controlling player rolls on 
  the Cluster Hits Table—in this case, on the 8 column (2 
  SRMs per launcher x 4 troopers = 8). Results of 6 and 10 
  net eleven total SRM hits, and so the controlling player 
  would roll eleven different hit locations against the target, 
  applying a Damage Value grouping of 2 points each time 
  (provided the target has different locations for sustaining 
  damage). For the anti-personnel weapon, the control-
  ling player rolls on the 4 column of the Cluster Hits Table 
  and comes up with a 7. This means three troopers struck 
  the target. Cross-referencing three troopers with the Rifle, 
  Ballistic column of the Generic Conventional Infantry 
  Damage Table results in a final Damage value of 2 to be 
  assigned to a location (or simply assigned, if the target is a 
  conventional infantry unit). Finally, the controlling player 
  marks off a single ammunition shot for each trooper 
  launcher, leaving one more shot for another turn.
  If the unit in question is Afreet battle armor (five-man 
  Point), during the Weapon Attack Phase the controlling 
  player can make a to-hit roll for the light recoilless rifle, 
  while during the Physical Attack Phase the controlling 
  player could make a to-hit roll for the vibro-claws (the 
  target of the vibro-claw attack must be an infantry unit 
  located in the same hex as the Afreet unit). Providing 
  both attacks hit, the controlling player first rolls on the 5 
  column of the Cluster Hits Table to determine how many 
  recoilless rifles hit. He gets a result of 7, for a net three hits, 
  and rolls three different locations for damage. If the target 
  is a conventional infantry unit, the controlling player rolls 
  1D6 three times per the Burst-Fire Weapon Damage Vs. 
  Conventional Infantry Table, keeping a running total of 
  the damage, to arrive at the final damage value to assign 
  to the target. For the vibro-claws, the controlling player 
  rolls a 9 on the Cluster Hits Table, giving him a net 4 hits. 
  The controlling player then rolls four different 2-point hits 
  against a battle armor unit, or simply applies 8 points of 
  damage to a conventional infantry unit. (Had the Afreet 
  unit only mounted a single vibro-claw, a successful attack 
  would have meant four 1-point hits.)
  Attacks Against Battle Armor
  When a unit attacks a battle armor unit, the attack targets 
  the unit as a whole, though individual troopers take the 
  damage. A single member of a battle armor unit cannot be 
  the target of an attack; the trooper damaged by a successful 
  attack is determined randomly. Use all standard modifiers. 
  In addition, all non-infantry units must modify their to-hit 
  numbers by +1 for attacks against battle armor units to 
  account for the spread-out formation and tactics of battle 
  armor units.
  On a successful attack against a battle armor unit, roll 
  1D6 for each Damage Value grouping to determine which 
  battle armored troopers are hit. Each grouping strikes a dif-
  ferent, randomly determined trooper. Re-roll if the unit does 
  not have that number of troopers or if the result indicates 
  a trooper destroyed in the current or a previous phase. Any 
  excess damage from a single damage grouping is wasted.
  Armor Value: Each trooper of a battle armor unit has a 
  damage capacity consisting of its Armor Value +1 (represent-
  ing the soldier inside). A battle-armored trooper is destroyed 
  only after taking damage equal to its full damage capacity. 
  Even if all the “armor” has been destroyed from a trooper, 
  leaving only the “+1” representing the soldier, that battle 
  armor trooper still operates at full capacity.
  Area-Effect Weapons: Area-Effect Weapons always apply 
  their damage to every trooper in a battle armor unit.
  
  ANTI-’MECH ATTACKS
  Most infantry units can make specialized anti-’Mech attacks, 
  which involve closing with a ’Mech, climbing it and planting 
  satchel charges in strategic, vulnerable locations. However, for such 
  attacks to have any real hope of success, an infantry platoon must 
  be composed of dedicated, highly skilled troops that have under-
  gone significant training. Despite its near-suicidal aspect, this type 
  of attack successfully executed can quickly turn the tide of battle. 
  Resolve anti-’Mech attacks in the Weapon Attack Phase of the turn. 
  Body-Mounted Missile Launchers: Inner Sphere battle armor 
  units with body-mounted missile launchers cannot make anti-
  ’Mech attacks until they jettison such launchers (the controlling 
  player can announce he is ejecting the missile launchers at any 
  time, marking them off on the appropriate record sheet).
  Anti-´Mech Skill: Different types of infantry have different 
  base Anti-’Mech Skills, and so players should review the Average 
  Skills Table, p. 40, before making this kind of attack. 
  Prohibited Units: Mechanized infantry cannot make anti-
  ’Mech attacks.
  IndustrialMechs: Against IndustrialMechs, anti-´Mech attacks 
  receive a –1 to-hit modifier.
  ProtoMechs: ProtoMechs cannot be targeted by anti-´Mech 
  attacks.
  TAG: An infantry unit may not designate a target and make an 
  Anti-’Mech Attack in the same turn.
  Vehicles: Vehicles can be the target of a swarm attack, a type 
  of anti-´Mech attack (see Swarm Attacks, at right).
  LEG ATTACKS
  Infantry units that begin a Weapon Attack Phase in the same hex 
  and at the same elevation as the legs of an enemy ’Mech may choose 
  to attack the ’Mech’s legs instead of making a standard weapon 
  attack. During leg attacks, infantry troopers climb the ’Mech’s legs 
  and plant explosive charges in the joints to damage the actuators.
  The base to-hit number is the infantry unit’s Anti-’Mech Skill 
  Rating, modified by the number of troopers currently active in 
  the unit (as shown on the Leg Attacks Table, p. 221). The more 
  troopers, the greater the chance of success. Modify the infantry 
  unit’s base to-hit number as normal for target movement and 
  terrain, also if the ’Mech is prone or immobile. 
  If the to-hit roll is successful, the attacker rolls on the front-
  column of the appropriate ’Mech Kick Location Table—either 
  bipedal, or Four-legged—(see p. 147) and applies four points of 
  damage to the rolled location. 
  In addition to the 4 points of damage, the attacker rolls 2D6 
  and consults the Determining Critical Hits Table. If the result is 7 
  or less, the leg only takes the 4 points of damage already deter-
  mined. If the attack results in one or more critical hits, resolve 
  those normally (this may result in two rolls on the Determining 
  Critical Hits Table, one for the 4 points of damage if the attack hit 
  the ’Mech’s internal structure and one for the automatic roll made 
  for a successful leg attack). A ’Mech may only be the target of a 
  single leg attack in a given turn. 
  Aimed Shots: If the target unit is immobile, the infantry unit 
  may make an Aimed Shot (see p. 110). 
  Vibro-Claw Manipulator: Battle armor units equipped with a 
  single vibro-claw inflict 1 additional point of damage (for a total 
  of 5 points) during a leg attack. Units equipped with two vibro-
  claws inflict 2 additional points of damage, for a total of 6 points.
  SWARM ATTACKS
  Infantry units that begin a Weapon Attack Phase in the same 
  hex and at the same elevation(s) of an enemy ’Mech may choose 
  to swarm the ’Mech, rather than use their weapons or attack its 
  legs. Swarm attacks represent the boldest and most dangerous 
  attacks that infantry can perform against a ’Mech. A unit making a 
  normal swarm attack rushes a ’Mech, grapples and climbs it, and 
  then inflicts damage against the MechWarrior or the upper parts 
  of the ’Mech in the next turn. A unit can only be swarmed by one 
  infantry unit, and only one swarm attack can be made against a 
  target in a given turn.
  The base to-hit number is the attacking unit’s Anti-’Mech Skill 
  Rating, modified by the number of troopers currently active in 
  the unit (as shown on the Swarm Attacks Table). The more troop-
  ers, the greater the chance of success. Modify the infantry unit’s 
  base to-hit number as normal for target movement and terrain, 
  and if the ’Mech is prone or immobile. 
  The swarm attack to-hit roll determines only if the infantry unit 
  manages to gain secure footholds on the ’Mech. The infantry unit 
  does not inflict damage on the ’Mech during either the Weapon 
  or Physical attack phases of this turn. 
  A swarming unit cannot make attacks against any other target 
  other than the unit it is swarming, or mechanized battle armor 
  being carried by the unit it is swarming. In turn, a unit perform-
  ing a swarming attack may not be the target of weapon attacks. 
  A swarming unit may end a swarming attack during any subse-
  quent Weapon Attack Phase. It is then placed in the hex contain-
  ing the target ’Mech with no further effects. 
  Aimed Shots: As with leg attacks, if the target unit is immobile, 
  the infantry unit may make an Aimed Shot (see p. 110). 
  Magnetic Claw Manipulator: Battle armor units equipped 
  with magnetic claws receive a –1 modifier to any swarm attack 
  to-hit roll.
  Prohibited Attacks: Aerospace units, VTOLs and WiGEs cannot 
  be targets of swarm attacks unless they land. In addition, a unit 
  that has been successfully swarmed cannot be the target of 
  another swarm attack until the current attacking unit ends the 
  swarm, is removed or is destroyed. Lastly, swarming units are not 
  valid targets and thus cannot be attacked either.
  Stacking: While an infantry unit is swarming a target, it does 
  not count against the stacking limit of the hex. However, if a 
  swarmed ’Mech is in a hex containing two enemy units and is 
  destroyed, the swarming infantry unit automatically violates 
  the stacking rules if it survives. In this case, randomly determine 
  which of the two non-swarming enemy units will be displaced 
  using the Domino Effect rule (see Domino Effect, p. 152). 
  Mechanized Battle Armor: If the target unit is carrying a 
  friendly battle armor unit using the Mechanized Battle Armor rules 
  (see p. 227), the carrying unit can still be the target of a swarm 
  attack, but the attacking player must apply additional to-hit 
  modifiers based on the number of surviving troopers attacking, 
  versus the number of surviving troopers mounted on the car-
  rying unit. See the Swarm Attacks Modifier Table below; these 
  modifiers are in addition to all other standard modifiers applied 
  for such an attack.
  Vehicles: Vehicles can be targets of a swarm attack; all standard 
  modifiers as described above apply. The attacker also applies a –2 
  to-hit modifier, to reflect the inherently easier task of climbing a 
  vehicle rather than scaling a moving ´Mech.
  
  221
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Karla has an anti-’Mech trained Rifle (Ballistic) Foot 
  Platoon with eighteen remaining troopers and wants to 
  swarm an OmniMech that is carrying a friendly Point of 
  battle armor. The three remaining battle armor troop-
  ers are riding the ´Mech using the Mechanized Battle 
  Armor rules. The ’Mech is in light woods and moved 5 
  hexes this turn.
  The base to-hit number is 5 (the Anti-’Mech Skill Rating of 
  Karla’s infantry unit) +5 (Swarm Attack Modifier for number 
  of active troopers), modified as follows: +1 (light woods), +2 
  (target moved 5 hexes), +3 (eighteen attacking conventional 
  troopers versus three defending mechanized battle armor 
  troopers). The modified to-hit number for the swarm attack 
  is 16. Karla will need to wait until she has a stronger infantry 
  unit to make the attack, or until the OmniMech is no longer 
  protected by the mechanized battle armor.
  Fighting Off Swarm Attacks
  If an infantry unit successfully swarms a ’Mech, the ’Mech 
  can try to remove the swarming unit by using its arms during 
  the Physical Attack Phase of the turn, rather than making a 
  physical attack. The ’Mech’s controlling player can make up 
  to two Piloting Skill Rolls (one for each arm), adding a +4 
  modifier as well as any modifiers for damage or construction 
  normally applied to a punching attack (see Punch Attacks, p. 
  145). The ’Mech cannot make such an attempt with any arm 
  that fired a weapon during the Weapon Attack Phase in the 
  same turn, or with an arm that mounts any physical attack 
  weapon (see p. 146). 
  A ’Mech that attempts to remove a swarming unit in this 
  way may not make any other physical attack during the same 
  turn. If the ’Mech announced a death from above or charging 
  attack during the Movement Phase, then it cannot attempt to 
  remove swarming infantry with its arms during the Physical 
  Attack Phase of the same turn.
  A successful Piloting Skill roll forces the infantry unit off the 
  ’Mech and back into the hex, and the infantry unit takes damage 
  equal to a punch from that ’Mech. Unlike non-infantry weapon 
  attacks against conventional infantry, the damage from a 
  punch in this case is applied to the infantry unit as though from 
  an infantry attack, meaning that the unit takes full damage.
  LEG ATTACKS TABLE
  Active Troopers in 
  Conventional Platoon
  Battle Armor  
  Troopers Active
  Attack Modifier
  22 or more
  4–6
  0
  16–21
  3
  +2
  10–15
  2
  +5
  5–9
  1
  +7
  1–4
  —
  No attack possible
  SWARM ATTACKS TABLE
  Active Troopers in 
  Conventional Platoon
  Battle Armor  
  Troopers Active
  Attack Modifier
  22 or more
  4–6
  +2
  16–21
  1–3
  +5
  1–15
  —
  No attack 
  possible
  SWARM ATTACK MODIFIERS TABLE
  Attacking Enemy
  Friendly Mechanized
  Active Troopers in
  Conventional Platoon
  Battle Armor
  Troopers Active
  Battle Armor Troopers Active
  1
  2
  3
  4
  5
  6
  NA 
  6
  +0
  +0
  +0
  +0
  +1
  +2
  28–30 
  5
  +0
  +0
  +0
  +1
  +2
  +3
  24–27 
  4
  +0
  +0
  +1
  +2
  +3
  +4
  21–23 
  3
  +0
  +1
  +2
  +3
  +4
  +5
  18–20 
  2
  +1
  +2
  +3
  +4
  +5
  +6
  16–17 **
  1
  +2
  +3
  +4
  +5
  +6
  +7
  Battle Armor Equipment
  Situation*
  Claws with magnets
  –1
  ’Mech prone 
  –2
  ’Mech or vehicle immobile
  –4
  Vehicle
  –2
  *Modifiers are cumulatives
  **This line is also used for friendly battle armor attempting to mount a friendly unit being swarmed by 15 or fewer conventional infantry.
  
  If the Piloting Skill roll is unsuccessful, the ’Mech damages itself 
  in the attempt to get rid of the infantry and must take punching 
  damage from the appropriate arm (rather than falling from the 
  failed Piloting Skill roll). The infantry troopers stay attached. Roll 
  1D6 and consult the Front column of the ’Mech Punch Location 
  Table to determine the location of the damage. If a ’Mech makes 
  two attempts to remove the infantry, one may succeed and the 
  other may fail. If the player declares that his ’Mech will make two 
  attempts, he must resolve both, even if the first is successful (this 
  could result in the first attempt being successful, yet the second 
  attempt failing and still damaging the ’Mech).
  During the Movement Phase of the following turn, infantry 
  units that have not been knocked off travel with the ’Mech. Jump-
  capable ’Mechs may attempt to shake off their attackers during the 
  Movement Phase. If the ’Mech jumps, the controlling player makes 
  a Piloting Skill roll with a +4 modifier upon landing (in addition to 
  any other Piloting Skill Rolls required by the jump). On a successful 
  roll, the infantry unit falls off into the hex in which the ’Mech landed. 
  The infantry unit cannot move or shoot for the rest of the turn, and 
  each trooper takes 1 damage point for every Jump Movement Point 
  the ’Mech used in that phase. The damage is applied to the infantry 
  unit as if from an infantry attack. If the Piloting Skill roll for shaking 
  the infantry off fails, the infantry stays on and the ’Mech does not fall.
  Falling/Dropping Prone: If a swarmed ’Mech falls, the swarm-
  ing infantry unit falls off the ’Mech into that hex. As with infantry 
  shaken off by a jumping ’Mech, the infantry unit cannot move 
  or shoot for the rest of the turn. It also takes one hit consisting 
  of 2D6 damage points, applied to the infantry unit as if from an 
  infantry attack. A ’Mech may also intentionally drop prone (with 
  much more force than a standard going prone move) to shake off 
  its assailants, but doing so requires a successful Piloting Skill Roll. 
  If the rolls fails, the ’Mech goes prone but doesn’t dislodge the 
  infantry. If the roll succeeds, the infantry fall off and take damage 
  as though the ’Mech had fallen as described above; the ’Mech 
  that drops prone takes damage as from an accidental fall as well, 
  and the controlling player must make an additional Piloting Skill 
  roll to avoid pilot damage. If the fallen infantry unit violates the 
  stacking limit of the hex, a domino effect will occur (see Domino 
  Effect, p. 152). Any infantry unit prohibited from entering the 
  terrain into which it is knocked off is destroyed.
  Magnetic Claw Manipulator: Battle armor units equipped 
  with magnetic claws add a +1 modifier to the target unit’s Piloting 
  Skill roll for attempting to remove the battle armor.
  Water: If a swarmed ’Mech enters Depth 2 or deeper water, or 
  falls prone in Depth 1 or deeper water, the swarming infantry 
  unit is destroyed unless it has UMU MP. Likewise, any swarming 
  infantry unit that lacks UMU and is knocked off the target ’Mech 
  in Depth 1 or deeper water hex is destroyed.
  Aerospace Units: If an aerospace unit takes off, it automatically 
  shakes off a swarming infantry unit. The infantry unit is placed in 
  the first hex where the aerospace unit left the ground, and takes 
  one hit consisting of 4D6 damage, applied to the infantry unit as 
  if from an infantry attack. 
  Mechanized Battle Armor: A friendly battle armor unit may 
  attempt to mount a swarmed unit in order to aid in fighting off the 
  attacking enemy infantry. The battle armor unit must make a stan-
  dard swarm attack, with all appropriate modifiers. This includes 
  those from the Swarm Attack Modifiers Table for the number of 
  active enemy troopers swarming the friendly carrying unit versus 
  the number of active friendly battle armor troopers attempting 
  to mount; this modifier is applied as a negative number to the 
  target number. For example, if 21 enemy conventional infantry 
  were swarming a ’Mech and a 4 trooper friendly battle armor unit 
  attempted to mount the ’Mech in order to aid against the swarm-
  ing attack, in addition to all the standard modifiers, a –3 modifier 
  (the +3 from the table, turned into a negative modifier) would be 
  applied to the target number. If the attack succeeds, the mecha-
  nized battle armor may attack the enemy infantry directly during 
  the Weapon Attack Phase of the following turn, ignoring all target 
  movement and terrain modifiers.
  Vehicles: During the Movement Phase, a swarmed vehicle can 
  perform erratic maneuvers to fight off the swarming unit. The 
  vehicle must be capable of moving at flank speed; it is considered 
  to be at flank speed for the turn, but can spend only its Cruising 
  MP during the Movement Phase. All Driving Skill rolls receive a 
  +1 modifier while the vehicle is performing erratic maneuvers. At 
  the end of the vehicle’s movement, its controlling player makes a 
  Driving Skill roll with a +4 modifier (this includes the +1 modifier 
  already noted); this modifier drops to +2 if the vehicle is using 
  VTOL MP. If the roll is successful, the swarming infantry is shaken 
  loose as if knocked off by a jumping ’Mech , and each trooper 
  takes 1 damage point.
  VTOLs and WiGEs: VTOL and WiGE units can fight off swarm-
  ing infantry just like regular combat vehicles. Should they succeed, 
  or be destroyed while they are swarmed, the swarming infantry 
  is considered to be shaken loose as if knocked off by a jumping 
  ’Mech, and each trooper takes 1 damage point for every Elevation 
  above the terrain that the VTOL or WiGE unit is at. If the swarming 
  infantry has Jump or VTOL movement, it takes no damage, but 
  still cannot move or shoot for the remainder of the turn.
  Attacks Against Swarmed Units
  Though swarming infantry cannot be deliberately targeted by 
  weapon attacks, attacks against a swarmed unit may strike the 
  swarming infantry as well. When a swarmed ’Mech takes a hit on 
  any torso location—or a vehicle takes one in any location—roll 
  1D6. On a result of 1–4, the infantry unit does not take damage, and 
  the total value of the weapon damage is applied directly to the car-
  rying unit’s location; a result of 5–6 means the swarming infantry 
  unit is hit. 
  SWARM ATTACKS HIT LOCATION TABLE
  2D6 Roll
  Bipedal Location
  Four-legged Location
  2
  Head
  Head
  3
  Rear Center Torso
  Front Right Torso
  4
  Rear Right Torso
  Rear Center Torso
  5
  Front Right Torso
  Rear Right Torso
  6
  Right Arm
  Front Right Torso
  7
  Front Center Torso
  Front Center Torso
  8
  Left Arm
  Front Left Torso
  9
  Front Left Torso
  Rear Left Torso
  10
  Rear Left Torso
  Rear Center Torso
  11
  Rear Center Torso
  Front Left Torso
  12
  Head
  Head
  
  223
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  For battle armor, a randomly chosen trooper takes maximum 
  damage before the entire swarmed unit takes damage. Any 
  damage left after the trooper is destroyed is applied to the loca-
  tion hit. For conventional infantry, mark off damage as though 
  the attack came from another infantry unit (see Damage From 
  Infantry Units, p. 216).
  Swarm Attack Damage
  If the swarming infantry unit stays on the ’Mech, it may 
  make normal arm-mounted weapon attacks during the 
  Weapon Attack Phase of the turn after it successfully swarmed 
  the ’Mech. Only weapons mounted in the arms of a battle 
  armor unit can be used in swarm attacks. 
  All attacks automatically hit. The player rolls 2D6 and con-
  sults the appropriate Swarm Hit Location Table for a bipedal 
  or four-legged ’Mech to determine the damage location. 
  Swarm damage to vehicles uses a randomly determined side 
  column of the Vehicle Hit Location Table.  Swarm damage to 
  grounded aerospace units uses a randomly determined side 
  column of the appropriate column of the Aerospace Units Hit 
  Location Table.
  Damage from a swarm attack equals the attacking unit’s 
  total non-missile, arm-mounted weapon damage potential 
  (not counting anti-personnel weapons). Battle armor units 
  apply all damage to one hit location. For example, a full-
  strength Elemental battle armor Point equipped with small 
  lasers inflicts a single 15-point grouping of damage on one 
  location. A battle armor Point equipped with two small lasers 
  would inflict 30 points of damage. 
  Infantry units can continue to make weapon attacks on the 
  ’Mech in subsequent Weapon Attack Phases until the ’Mech is 
  destroyed or manages to shake off the attacking unit, or the 
  swarming unit chooses to end its swarming attack. 
  Critical Hits: A swarm attack may also result in one or 
  more critical hits. In addition to determining the normal 
  effects of its eligible weapons fire, the player rolls once on the 
  Determining Critical Hits Table (see p. 124), even if no internal 
  structure took damage in the attack. If internal structure does 
  take damage, this may result in two or more critical hits. 
  Vibro-Claw Manipulator: A battle armor unit with one 
  or more troopers equipped with a single vibro-claw adds 
  1 to its swarm attack damage; if the unit has one or more 
  troopers equipped with two vibro-claws, instead add 2 
  to its swarm attack damage. This damage is in no way 
  cumulative.
  Conventional Infantry: A conventional infantry unit 
  applies its standard damage of 2-point Damage Value group-
  ings and applies each to a location by rolling on the Swarm 
  Attacks Hit Location Table or the Hit Location Table for the 
  appropriate unit type. Conventional infantry do not roll on the 
  Determining Critical Hits table unless their attack damages 
  the target’s internal structure.
  Mechanized Battle Armor: If a target ´Mech or vehicle 
  is carrying mechanized battle armor, a swarming unit may 
  choose to make standard attacks against the battle armor 
  instead of damaging the ’Mech or vehicle. The attacker can 
  use any or all of its weapons as though the battle armor 
  unit were not mounted, ignoring all target movement and 
  terrain modifiers.
  INFANTRY CARRIERS
  Infantry may ride inside any non-’Mech unit during the 
  course of a game, provided the unit has dedicated cargo 
  space. The carrying unit’s capacity is limited to the tonnage 
  of its cargo area. The Generic Conventional Infantry Units and 
  Battle Armor Organization/Weight tables indicate how much 
  tonnage each type of infantry unit occupies. Do not reduce 
  these tonnages for units that have suffered casualties. 
  Charging and Death From Above Attacks: Even though 
  dismounting infantry are placed after all other movement has 
  occurred in a turn, ’Mechs can still declare charging and death 
  from above attacks against infantry-carrying units once those 
  units have resolved their movement in the turn. 
  Initiative and Stacking: Mounted infantry units do not 
  count toward initiative. Likewise, a mounted infantry unit 
  does not count toward stacking limits.
  As infantry cannot move or fire in the turn they dismount, 
  though each unit is placed on the board when they dismount, 
  they are not counted towards initiative until the beginning of 
  the next turn.
  Mechanized Infantry: Mechanized infantry can only be 
  carried by a Combat or Medium Support Vehicle over 100 
  tons or any Large Support Vehicle, small craft or Large Craft.
  ’Mechs: Though ’Mechs can mount and dismount some 
  infantry, additional rules apply; see Mechanized Battle Armor, 
  p. 227. 
  MOUNTING
  To mount a carrying unit during a turn, an infantry unit must 
  start its Ground Movement Phase in the same hex as the carrier. 
  The infantry unit may mount only at the end of the carrier’s 
  INFANTRY DESTROYED IF 
  CARRYING UNIT DESTROYED TABLE
  Die Roll Result
  Carrying Unit Type
  Survived
  Destroyed
  Vehicle
  1–4
  5–6
  VTOL/WiGE*
  1–3
  4–6
  Naval†
  Jumping MP
  1‡
  2–6
  VTOL MP
  1–2
  3–6
  UMU MP
  1–3
  4–6
  Submarine†
  UMU MP
  1
  2–6
  Aerospace Units*
  1
  2–6
  *Only if the VTOL and WiGE vehicle or aerospace unit survives the crash; if the 
  unit is destroyed while airborne, all carried units are destroyed.
  †All other infantry types are automatically destroyed.
  ‡See Jumping MP under Naval Carriers.
  
  movement. Carrying units do not suffer reductions in MP for hauling 
  infantry. Infantry may not mount enemy units using these rules. 
  Mounted infantry may not fire weapons, spot for indirect 
  fire or take any action other than dismounting from the carrier. 
  Equipment that does not require an action to use (such as an ECM 
  suite on a battle armor unit) does not function.
  When a carrying unit is destroyed, there is a chance it will 
  destroy any carried units as well. While such details are covered in 
  the rules below, the Infantry Destroyed if Carrying Unit Destroyed 
  Table summarizes the 1D6 rolls made to determine such results.
  Large Support Vehicles: Infantry units can be in adjacent 
  hexes to mount a Large Support Vehicle, but those hexes (and 
  the infantry attempting to mount) must be at the same level as 
  the vehicle. 
  Vehicles Carrying Infantry
  Vehicles must spend 1 MP to mount each infantry unit. If a 
  vehicle has 0 MP to expend in a turn, it can only mount a single 
  infantry unit in that turn.
  Damage from Movement: Any time a vehicle carrying infantry 
  takes damage from a fall, skid, sideslipping, collision or displace-
  ment, roll 1D6 for each mounted infantry unit. On a result of 1–4, 
  the infantry takes no damage; on a result of 5–6, the infantry unit 
  takes a single point of damage (for a battle armor unit, randomly 
  determine which trooper took the damage).
  Critical Damage: Critical damage that occurs to an infantry 
  carrying vehicle affects carried infantry in different ways. For a 
  complete list of vehicle criticals and how they apply to carried 
  infantry, see Ground Combat Vehicle Critical Hit Effects, p. 193, in 
  the Combat Vehicles section (for aerospace units—i.e. conven-
  tional fighters, and Fixed Wing and Airship Support Vehicles—see 
  Critical Hit Effects, p. 239 in the Aerospace Units section).
  Stacking: If, at the end of the phase in which the carrying 
  vehicle was destroyed, any surviving infantry units violate stack-
  ing rules, the controlling player must move those units into an 
  adjacent hex using the following rules:
  • 
  Only the minimum number of infantry units are moved to 
  ensure that the stacking rules are not violated in the hex 
  where the carrying vehicle was destroyed.
  • 
  The adjacent hex that requires the least expenditure of MP 
  to enter is used first, with the next lowest MP expenditure 
  second, and so on.
  • 
  If an infantry unit cannot be moved into an adjacent hex 
  because of prohibited movement, lack of available MP, or 
  because it would violate the stacking rules, the unit is 
  destroyed (though such a unit may use the minimum move-
  ment rule to enter a hex; see p. 49).
  Infantry in this situation may move and fire normally in the turn 
  after the vehicle is destroyed.
  VTOL/WiGE Carriers: VTOLs and WiGE follow the same rules 
  as other vehicles carrying infantry, with the following additions. 
  Infantry units that do not have VTOL MP cannot mount a VTOL 
  or WiGE vehicle unless it is landed. Infantry units with VTOL MP 
  can mount a VTOL or WiGE at the start of their Ground Movement 
  Phase, provided they are at the same elevation and in the same 
  hex as the VTOL or WiGE vehicle.
  If a VTOL or WiGE vehicle is destroyed in the air or in a crash, all 
  infantry units mounted in it are also destroyed. If a VTOL or WiGE 
  vehicle survives a crash, roll 1D6 for each mounted infantry unit. 
  On a result of 1–3, the infantry unit survives and may move and 
  fire normally in the turn after the crash; on a result of 4–6, the 
  infantry is destroyed. 
  Naval Carriers: Naval vessels follow all the rules for vehicles 
  carrying infantry, with the following additions. Naval vessels must 
  spend 2 MP to mount each infantry unit, unless the infantry uses 
  VTOL or Jumping MP to mount, in which case the naval vessel 
  only expends 1 MP. Infantry units without UMU MP cannot mount 
  a naval vessel unless the vessel is adjacent to the hex occupied by 
  the infantry unit at the start of the infantry’s Ground Movement 
  Phase. In this case, the infantry unit moves to the hex occupied by 
  the naval vessel and mounts. 
  Infantry units with UMU MP can mount a naval vessel at a cost 
  of 1 MP, provided they are at the same depth and in the same hex 
  as the naval vessel (either submerged or on the surface) at the 
  start of their Ground Movement Phase. Submerged submarines 
  must expend 3 MP to mount an infantry unit in this fashion.
  If a naval vessel on the surface of a water hex is destroyed by any-
  thing except an ammunition or fuel tank critical hit, any carried infan-
  try with VTOL, Jumping or UMU MP may survive (all other infantry is 
  destroyed). Roll 1D6 for each type of mounted infantry unit.
  • 
  Jumping MP: On a result of 1, the unit survives, but only if it 
  can dismount per the rules for naval vessels carrying infantry 
  with Jumping MP (see Dismounting, below). Otherwise, it is 
  destroyed. On a result of 2–6, the unit is destroyed outright.
  • 
  VTOL MP: On a result of 1–2, the unit survives and is placed 
  in the hex previously occupied by the destroyed naval vessel, 
  one level higher than the water’s surface; on a result of 3–6, 
  the unit is destroyed. 
  • 
  UMU MP: On a result of 1–3, the unit survives and is placed 
  on the surface in the hex previously occupied by the carrier. 
  On a result of 4–6, the unit is destroyed.
  If a submerged submarine is destroyed by anything but an ammu-
  nition or fuel tank critical hit, any carried infantry units with UMU 
  MP may survive (any other infantry is destroyed). For each infantry 
  unit with UMU MP, roll 1D6. On a result of 1, the unit survives and is 
  placed in the same hex and at the same depth previously occupied 
  by the destroyed carrier; on a result of 2–6, the unit is destroyed;.
  All such infantry units must adhere to the stacking rules, as 
  noted above.
  Aerospace Carriers: Aerospace units (including Airships and 
  Fixed-Wing Support Vehicles) need not expend any Thrust Points to 
  mount an infantry unit, but the aerospace unit must be landed. The 
  sole exceptions are Airship Support Vehicles and Infantry with VTOL 
  MP, in which case use the rules above for VTOLs carrying infantry.
  If an aerospace unit is destroyed in the air or in a crash, all 
  infantry units mounted in it are also destroyed. If an aerospace 
  unit survives a crash, roll 1D6 for each mounted infantry unit. On 
  a result of 1, the infantry unit survives and may move and fire 
  normally in the turn after the crash; on a result of 2–6, the infantry 
  unit is destroyed. 
  DISMOUNTING
  An infantry unit may dismount a carrier only during the 
  Movement Phase, at the end of that carrier’s move. A charging 
  carrier cannot dismount infantry. The infantry dismounts in the 
  same hex as the carrying unit. If the terrain is prohibited for that 
  infantry type, or if dismounting would violate stacking rules, the 
  infantry cannot dismount; also, no more than one infantry unit 
  can dismount into a target hex in a turn. An infantry unit may 
  not move or make attacks in the same turn that it dismounts. 
  
  225
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Attacks made against the dismounted unit are made as if the 
  unit had moved 0 hexes, rather than using the movement of 
  the carrying unit.
  If the infantry unit is not prohibited from entering a hex, 
  but lacks sufficient MP to enter it, it can enter the hex using 
  the Minimum Movement rule (see p. 49). Dismounting infan-
  try may not violate the stacking limits.
  Large Support Vehicles and DropShips: Infantry units 
  carried by Large Support Vehicles and DropShips dismount 
  into adjacent hexes. However, for Large Support Vehicles, 
  the adjacent hex level must be equal to the level of the 
  underlying hex the unit occupies; for DropShips, the adja-
  cent hex must be within two levels of the level of the under-
  lying hexes the unit occupies. 
  Dismounting From VTOLs
  Infantry units with Jump MP may dismount from a VTOL 
  that has not landed, regardless of the VTOL’s elevation. The 
  infantry unit is placed on the ground, in the hex occupied 
  by the VTOL. Battle armor units that must eject their missile 
  launchers (including detachable weapon packs) before they 
  are jump-capable, and that have not yet done so in the 
  course of the game, cannot dismount in this fashion; they 
  cannot eject their missile launchers while mounted on a 
  VTOL. Infantry units with VTOL MP may likewise dismount 
  from a VTOL that has not landed; they are placed in the same 
  hex occupied by the VTOL, at the same elevation.
  Attacks against infantry with Jump or VTOL MP dismount-
  ing from an airborne VTOL are made as though the infantry 
  moved 0 hexes, adding a +1 modifier for the jump.
  Dismounting From Naval Carriers
  Infantry units with only Ground MP cannot dismount from 
  a naval vessel unless it is on the water’s surface and is adja-
  cent to a non-water hex at the same level as the surface. In 
  this case, the infantry unit moves to the adjacent hex.
  Infantry units with UMU MP may dismount from a naval 
  vessel even if it is not adjacent to a non-water hex; they 
  occupy the same hex and depth as the carrying unit.
  Infantry units with VTOL MP may dismount from a naval 
  vessel not adjacent to a land hex, though the carrying unit 
  must be on the water’s surface. They are placed in the same 
  hex occupied by the naval vessel, one elevation level higher 
  than the surface of the water.
  Infantry units with Jumping MP may likewise dismount 
  from a naval vessel not adjacent to a land hex, provided 
  the infantry has sufficient Jumping MP to reach a land hex 
  whose terrain the unit can enter (players should remember 
  to account for differences in levels). The infantry unit moves 
  to the hex which requires the fewest MP to enter. If multiple 
  hexes fit this criterion, the controlling player may choose 
  the destination hex. Battle armor units that must eject their 
  missile launchers before they are jump-capable, and that 
  have not yet done so, can eject them in order to dismount in 
  this fashion. The controlling player announces he is ejecting 
  the missile launchers and marks them off on the appropriate 
  record sheet.
  Additional modifiers do not apply to attacks against 
  infantry with UMU MP dismounting in a water hex. Attacks 
  against dismounting VTOL/Jumping infantry units that do 
  not simply move to an adjacent hex are made as though the 
  unit only moved 0 hexes, but with a +1 modifier for the jump.
  Dismounting From Aerospace Carriers
  Infantry units cannot dismount from aerospace units 
  unless the aerospace carrier is landed. If an aerospace unit is 
  landed, use the rules for vehicles, Large Support Vehicles or 
  DropShips as appropriate.
  The only exceptions are Aerospace Fighters, Conventional 
  Fighters, and Fixed Wing and Airship Support Vehicles in 
  conjunction with infantry that have Jumping or VTOL MP. 
  The carrying unit must be flying at Altitude 1 (NOE). All 
  infantry units dismounting from an airborne aerospace unit 
  must be placed in any hex along the carrying unit’s flight 
  path in that turn (see p. 242). Jump-capable infantry units 
  are placed on the ground (if the infantry unit must eject any 
  missile launchers and/or detachable weapon packs to use its 
  jumping capability, and has not yet done so, it cannot eject 
  said equipment while still mounted on or in an aerospace 
  unit; the airborne transport must first land before these 
  units can dismount). Infantry units with VTOL MP that are 
  dropped by an aerospace unit are placed at an elevation 
  level of 8 (see p. 43). 
  Attacks against any infantry dismounting from an air-
  borne aerospace unit are made as though the infantry 
  moved 0 hexes, with a +1 modifier applied for infantry units 
  that possess either Jump or VTOL MP.
   
  In the Infantry Dismounting Diagram on page 226, 
  the controlling player has several different units on the 
  Archipelago #1 map, each with various infantry units he 
  wants to dismount.
  A modified Monitor naval vessel carrying a Point each of 
  Elemental, Sylph, Gnome and Undine battle armor is in Hex 
  A. The Sylph dismounts, and the controlling player notes 
  that the Sylph is in Hex A at Level 1. The Elemental unit also 
  looks to dismount; however, it cannot move into hexes 1 or 
  2, as the levels of those hexes are higher than the combined 
  total of the Elemental battle armor’s Jumping MP plus 
  the level of the naval carrier. The Elemental unit can only 
  enter Hex 3. Hex 3 is the nearest hex, so even though the 
  Elemental Point normally would have enough Jumping 
  MP to move to Hex 4, it ends the Movement Phase in Hex 3. 
  The Undine dismounts and is placed on the water’s surface 
  in Hex A. The Gnome unit cannot dismount; it does not 
  have UMU or VTOL MP, and with only 2 Jumping MP, it 
  cannot enter Hex 3.
  A cargo variant Anhur Transport VTOL is in Hex B at 
  Level 5, carrying a Point each of Elemental and Sylph battle 
  armor. The controlling player dismounts the Sylph, noting 
  that it is in Hex B at Level 5. The Elemental Point can dis-
  mount from a flying VTOL because it has Jumping MP, but 
  the Elemental unit is prohibited from entering the terrain 
  in Hex B (infantry cannot enter a water hex). This means it 
  cannot dismount this turn.
  Finally, a King Karnov Support Vehicle is in Hex C, car-
  rying eight Motorized Infantry Platoons. The controlling 
  player dismounts two units into Hex 6 and one into Hex 7. 
  If the King Karnov decides to remain in Hex C, in the fol-
  lowing turn it can only dismount one more infantry unit 
  into Hex 7 unless the three previously dismounted infantry 
  units move first. Hex 6 already contains two friendly units, 
  Hex 5 is water (and so prohibited terrain for infantry), and 
  
  Hexes 8, 9 and 10 are prohibited because entering them would 
  require a level change.
  If the King Karnov was destroyed upon landing in the hex, the 
  controlling player would need to redistribute the infantry units at 
  the end of the Movement Phase, in order to keep from violating the 
  stacking rules. Hex 6 requires the least number of MP to enter, and 
  so the controlling player moves two infantry units there first. He then 
  moves two more infantry units into Hex 7, and he can leave two more 
  infantry units in Hex C. This leaves him with two infantry units he 
  cannot redistribute, either because they are prohibited from entering 
  the hex or they would violate the stacking rules. These two units are 
  destroyed, leaving him with six Motorized Infantry Platoons to move 
  next turn.
  MECHANIZED BATTLE 
  ARMOR
  Battle armor units train to work closely with OmniMechs and 
  OmniVehicles in combat. Each OmniMech torso features hand-
  holds that allow up to six battle armor infantry troopers to attach 
  themselves for transport; OmniVehicle hand-holds are located on 
  the sides and rear.
  While riding on an Omni, each battle armor trooper is placed on a 
  specific location. This location never changes, regardless of troopers 
  eliminated by damage, mounting and dismounting multiple times in 
  a scenario and so on. On a Battle Armor Record Sheet, each trooper 
  is numbered from 1 to 6. This number indicates where on the Omni 
  unit each trooper rides during transport; see Occupied Locations on 
  OmniMechs and OmniVehicles, below. A battle armor unit mounts and 
  dismounts an Omni just like a conventional infantry unit mounting or 
  dismounting a vehicle (see p. 223). 
  Attacks by Carrying Units: An OmniMech cannot use any 
  torso-mounted weapons in a location occupied by a trooper (a 
  weapon that occupies multiple locations cannot be used if any 
  location it occupies is also occupied by a trooper); OmniVehicles 
  cannot use any weapon in the Left Side, Right Side or Rear loca-
  tions occupied by a trooper. An OmniVehicle can always use its 
  turret weapons, regardless of whether a trooper occupies that 
  location. 
  Carrying Limits: With the exception of Large Support Vehicles, 
  a carrier may only transport a single battle armor unit at any time 
  using these rules. Large Support Vehicles may carry two battle 
  armor units at a time; the battle armor troopers from both units 
  INFANTRY DISMOUNTING TABLE
  Carrying Unit Type
  MP Spent Per Unit Dismounted
  Ground vehicle
  1 MP
  VTOL
  1 MP*
  Surface naval vessel
  2 MP†
  Submarine
  3 MP‡
  Aerospace unit
  0 MP§
  *If an infantry unit does not have Jumping or VTOL MP, it cannot dismount from 
  an airborne unit; a carrying VTOL expends 1 MP for dismounting infantry units 
  using Jumping or VTOL MP.
  †If the dismounting infantry unit uses Jumping or VTOL MP, the carrying unit only 
  expends 1 MP (see Dismounting From Naval Carriers, p. 225).
  ‡Only if submerged and only if the infantry unit has UMU MP. If on the surface, the 
  submarine uses the same rules as surface naval vessels.
  §Cannot dismount units while airborne, except for Airship Support Vehicles; 
  landed aerospace units dismount infantry using the rules for vehicles, Large 
  Support Vehicles or DropShip, as appropriate. 
  DK
  A Dark Caste Bombardier searches for the last remaining survivors of a decisive raid.
  • infantry dismounting diagram • 
  
  227
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  occupy the locations shown on the Battle Armor Transport 
  Position Table, below. 
  Magnetic Clamps: Mechanized battle armor units 
  equipped with magnetic clamps can mount standard ’Mechs 
  and vehicles (with special movement restrictions listed below) 
  using the same rules as Omni units. Aerospace units, including 
  Fixed-Wing and Airship Support Vehicles, cannot be mounted 
  in this fashion.
  Movement Restrictions: Whether or not the battle armor is 
  equipped with magnetic clamps, no vehicle may expend UMU, 
  VTOL, WiGE, or Jumping MP while carrying mechanized battle 
  armor, and no ’Mech may expend UMU MP.
  MP Reduction: Omni units suffer no MP reduction for car-
  rying battle armor units. Standard units carrying battle armor 
  equipped with magnetic clamps receive a –1 MP modifier to 
  their Walking/Cruising MP. This modifier applies immediately; if 
  a non-Omni carrier only has 1 MP left to spend in a Movement 
  Phase, a battle armor unit cannot mount that carrier this turn. 
  The ’Mech Lifting Capabilities rules (see p. 261) do not affect this 
  MP penalty.
  Omni-Trailers: Each tractor and trailer is a separate vehicle 
  for the purposes of externally carrying battle armor. A trailer 
  hitch in use on the Rear of the tractor or trailer reduces the 
  ability of that tractor or trailer to carry battle armor squads by 
  two suits, from the maximum of six suits.
  Support Vehicles: Omni Support Vehicles of any kind 
  cannot carry mechanized battle armor.
  Occupied Locations on OmniMechs and OmniVehicles
  A six-trooper unit occupies all torso locations (front and 
  back) of an OmniMech. A five-trooper unit occupies all torso 
  locations except the front center torso, while a four-trooper 
  unit occupies the front and back side torsos, leaving the front 
  and back center torso free. A six-trooper unit places two troop-
  ers on each of the left, right and rear locations, while a five-
  trooper unit places two troopers on the left and right sides 
  and a single trooper on the rear. A four-trooper unit places 
  two troopers on the left and right sides (see the Battle Armor 
  Transport Position Table, p. 227). 
  Dumping Ammunition: A ‘Mech with battle armor troopers 
  occupying any rear torso location (or a vehicle with battle armor 
  troopers occupying the rear location) cannot dump its ammo.
  Falling and Dropping Prone
  When a unit carrying battle armor fails a Piloting Skill Roll 
  and falls, follow the same rules found under Falling/Dropping 
  Prone, p. 222, in the Swarm Attacks section.
  If a carrying ’Mech intentionally drops prone while carrying 
  infantry, the infantry is not knocked off and takes no damage.
  Skidding and Sideslipping
  Skidding units that collide with a carrier do not knock off 
  any carried infantry. In addition, carried infantry take no 
  damage from a vehicle that skids or sideslips, unless the unit 
  skids/sideslips into a building (see below).
  Infantry units are knocked off if the ’Mech that is carrying 
  them skids, however, because the ’Mech falls when it begins 
  its skid. 
  Buildings
  Whenever a unit carrying battle armor enters a building hex, 
  roll 1D6. On a result of 1–3, the infantry unit takes one hit con-
  sisting of 1D6 damage points but stays on the carrying unit. On 
  a result of 4–6, the infantry unit falls off into the building hex 
  and takes 2D6 points of damage. In both instances, damage 
  is applied as if from an infantry attack (2-point Damage Value 
  groupings; no damage reduction). The infantry unit cannot 
  move or shoot for the rest of the turn. If the infantry unit 
  cannot enter the terrain in the hex in which it is knocked off, 
  the unit is destroyed.
  Accidental Entry: If a carrying unit enters a building hex 
  accidentally—for example, during a skid—its infantry is 
  knocked off and takes damage as if the controlling player had 
  gotten 4–6 on the die roll described above.
  Attack Damage to Troopers
  Mechanized Battle Armor can only take damage when the 
  unit carrying them takes damage. When a unit carrying battle 
  armor takes a hit in a location where a surviving trooper is riding, 
  roll 1D6. On a result of 1–4, the trooper does not take damage; 
  the total damage value of the weapon used is applied directly 
  to the location on the carrier. On a result of 5–6, the trooper 
  takes damage before the carrying unit does; any damage left 
  after the trooper is destroyed is applied to the location struck. 
  Battle armor units riding on carriers cannot be targets of an 
  attack; only a successful attack against the carrier can inflict 
  damage on the battle armor. 
  When a location is destroyed, all troopers riding on that loca-
  tion (both front and rear for ’Mechs) are also destroyed. If the 
  entire unit is destroyed, roll 1D6. On result of 1–2, the infantry unit 
  survives (except for any troopers riding on a destroyed location); 
  on a result of 3–6, the infantry unit is destroyed. The infantry unit is 
  placed in the hex where the carrier was destroyed and may move 
  and fire normally in the next turn; its target movement modifier 
  for the current turn is equal to that of its destroyed carrier. If the 
  carrier was destroyed in a hex that the infantry unit is prohibited 
  from entering, the infantry is automatically destroyed.
  BATTLE ARMOR TRANSPORT 
  POSITION TABLE
  Troop
  Number
  ’Mech Location 
  Vehicle
  Location
  Large Support 
  Vehicle Location*
  1
  Right Torso
  Right Side
  Right Side  
  (Unit 1/Unit 2)
  2
  Left Torso
  Right Side
  Right Side  
  (Unit 1/Unit 2)
  3
  Right Torso 
  (rear)
  Left Side
  Left Side  
  (Unit 1/Unit 2)
  4
  Left Torso 
  (rear)
  Left Side
  Left Side  
  (Unit 1/Unit 2)
  5
  Center Torso 
  (rear)
  Rear
  Rear  
  (Unit 1/Unit 2)
  6
  Center Torso
  Rear
  Rear  
  (Unit 1/Unit 2)
  *Unit 1 and Unit 2 represent two battle armor units
  
  Area-Effect Attacks: When resolving an area-effect attack on 
  a hex with a unit carrying battle armor, the battle armor does not 
  take normal area effect damage, but suffers damage as described 
  above instead (roll 1d6 if the location a battle armor trooper takes 
  damage, etc.).
  Multiple Troopers in a Single Location: When determining 
  damage in a location with more than one trooper, roll 1D6 for 
  each trooper in that location to determine if any receive damage 
  before the carrier does. The controlling player determines which 
  trooper he will roll for first.
  OTHER COMBAT WEAPONS 
  AND EQUIPMENT
  If an infantry unit’s Technical Readout or record sheet game sta-
  tistics indicate that it carries one of the following equipment types, 
  the equipment may significantly affect game play. Players should 
  consult the unit’s statistics, then familiarize themselves with the 
  appropriate equipment rules below before play begins.
  Advanced Weapons and Equipment: If a unit mounts any 
  weapons and/or equipment not found below or on the appropri-
  ate Weapons and Equipment Tables (see p. 303), then the weapon/
  equipment in question is either advanced (not appropriate for stan-
  dard tournament play) and is covered in Tactical Operations, or it 
  only affects construction and so has no direct impact on BattleTech 
  game play. Any such weapons and/or equipment that is not consid-
  ered advanced is covered in TechManual.
  ACTIVE PROBE
  This equipment operates according to the rules for the Active 
  Probe suite (see p. 129).
  ARMOR
  The armor types listed below have the following game effects, 
  generally noted on record sheets and in technical readouts. All mod-
  ifiers are in addition to the standard target movement modifiers.
  Basic Stealth Armor
  Attacks against a unit equipped with basic stealth armor 
  receive additional to-hit modifiers of +1 at medium range and +2 
  at long range.
  Fire Resistant Armor
  Attacks from Heat-causing Weapons (see Weapons and Equipment, 
  p. 113) against a unit equipped with fire resistant armor do not 
  inflict any damage.
  Improved Stealth Armor 
  Attacks against a unit equipped with improved stealth armor 
  receive additional to-hit modifiers of +1 at short range, +2 at 
  medium range and +3 at long range.
  Mimetic Armor  
  Attacks against a mimetic-equipped unit receive an additional 
  to-hit modifier based on the number of hexes moved by the target 
  unit in the same turn as the attack: +3 for 0 hexes moved, +2 for 1 
  hex moved, +1 for 2 hexes and no modifier for 3+ hexes.
  Prototype Stealth Armor 
  Attacks against a unit equipped with prototype stealth armor 
  receive additional to-hit modifiers of +1 at medium range and +2 
  at long range.
  Standard Stealth Armor 
  Attacks against a unit equipped with standard stealth armor 
  receive additional to-hit modifiers of +1 at short range, +1 at 
  medium range and +2 at long range.
  BOMB RACK
  An attack by a Bomb Rack may only be declared against the hex 
  the unit occupies and only if the attacking battle armor unit is one 
  elevation above the level of the underlying hex. The to-hit number 
  is equal to the battle armor’s Gunnery Skill Rating, with no other 
  modifiers applied, including the –4 modifier for attacking a hex. 
  If the to-hit roll is successful, the attack is treated as a cluster 
  bomb attack (see Cluster, p. 246, in the Aerospace Units section), 
  with a Damage Value equal to the number of active troopers in the 
  unit x 2, applied in 5-point groupings. 
  If the to-hit roll fails, the attack scatters one hex; use the Dive-
  Bombing Scatter Diagram, p. 245.
  One-Shot: A Bomb Rack is a single shot weapon, meaning it can 
  be used once and then cannot be used for the remainder of the game.
  CAMO SYSTEM
  Attacks against a unit mounting a camo system receive a to-hit 
  modifier based on the number of hexes moved by the target unit 
  in the same turn as the attack: +2 for 0 hexes moved, +1 for 1 hex 
  moved and no modifier for 2+ hexes.
  ECM SUITE
  This equipment operates according to the rules for the ECM suite 
  (see p. 134), except that it only affects the hex occupied by the ECM-
  equipped unit.
  IMPROVED SENSORS
  This equipment uses the same rules as the Beagle Active Probe 
  (see p. 129), with the following exceptions: improved sensors have 
  a 2-hex range.
  MAGNETIC CLAMPS
  A battle armor unit equipped with magnetic clamps can mount 
  standard BattleMechs and vehicles as though the carrying units 
  were Omni units (see Mechanized Battle Armor, p. 227).
  MANIPULATORS
  The following manipulators have the following game effects, 
  generally noted on record sheets and in technical readouts.
  Armored Gloves
  Light and PA(L)/exoskeleton humanoid battle armor with two 
  armored gloves may use rules for mechanized battle armor (see p. 
  227), conduct anti-’Mech attacks (see p. 220) and make anti-person-
  nel weapon attacks (see Battle Armor Attacks, p. 217).
  Basic Manipulator 
  Medium, light and PA(L)/exoskeleton humanoid battle armor 
  with two basic manipulators may conduct anti-’Mech attacks; heavy, 
  medium, light and PA(L)/exoskeleton humanoid battle armor with at 
  least one basic manipulator may use mechanized battle armor rules.
  
  229
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Battle Claw/Heavy Battle Claw
  Medium, light and PA(L)/exoskeleton humanoid battle armor 
  with at least one battle claw or heavy battle claw may conduct 
  anti-’Mech attacks; heavy, medium, light and PA(L)/exoskeleton 
  humanoid battle armor with at least one such claw may use 
  mechanized battle armor rules (see p. 227).
  Cargo Lifter
  Cargo lifters only affect game play if players are using Cargo 
  Carriers rules from the Creating Scenarios section (see p. 261). 
  Otherwise, the cargo lifters have no affect.
  Vibro-Claw 
  Battle armor units equipped with vibro-claws inflict addi-
  tional damage during swarm and leg attacks (see Anti-’Mech 
  Attacks, p. 220). Battle armor units thus equipped can also make 
  an additional melee attack against an infantry unit located in 
  the same hex (see Battle Armor Attacks, p. 217).
  Magnetic Claws 
  Battle armor units equipped with magnetic claws receive a 
  –1 modifier to the to-hit roll for any swarm attack (see Swarm 
  Attacks, p. 220). Battle armor units thus equipped add a +1 mod-
  ifier to the Piloting Skill roll made by the target unit attempting 
  to remove the battle armor unit after a successful swarm attack 
  (see Fighting Off Swarm Attacks, p. 221).
  NARC 
  This equipment operates according to the rules for the Missile 
  Beacon (see p. 138), with the following exceptions:
  It may not use any submunitions.
  Unlike standard weapons mounted by a battle armor unit, 
  each trooper of a unit can fire a Narc individually rather than as 
  a salvo, but the unit still cannot attack more than a single target 
  in a turn with a Narc.
  POP-UP MINE 
  If a unit equipped with a pop-up mine begins the Weapon 
  Attack Phase in the same hex as ’Mech, vehicle or grounded 
  fighter, it may launch one or more magnetic mines instead of 
  making a standard weapon attack. Unlike missile attacks, the 
  controlling player chooses how many troopers in a unit will fire 
  mines and marks off the ammunition expenditure against each 
  battle armor trooper. If a trooper is destroyed before using any 
  mines, those mines are lost. Though battle armor troopers can 
  carry more than one pop-up mine, each trooper can only launch 
  one per turn.
  The base to-hit number for a magnetic mine attack is 8, 
  modified for target movement and terrain as normal. If the 
  attack hits, roll on the Cluster Hits Table (corresponding to the 
  appropriate number of troopers active in the unit who fired) 
  to determine how many mines have become attached to the 
  target. The mines automatically hit the center torso if the target 
  is a ’Mech, the front if the target is a vehicle, or nose if the target 
  is a grounded fighter: four points of damage are assigned per 
  mine that struck the location.
  In addition to those 4 damage points, the attacker rolls 2D6 
  for each pop-up mine that struck the target and consults the 
  Determining Critical Hits Table. If the result is 7 or less, the 
  location only takes the initial 4 points of damage. If the attack 
  results in one or more critical hits, resolve those normally (this 
  may mean making two rolls on the Determining Critical Hits 
  Table, one for the 4 points of damage if the attack hits internal 
  structure and one for the automatic roll made for a successful 
  pop-up mine attack).
  SPECIAL MISSILE MUNITIONS
  Battle armor units mounting standard SRM or LRM launchers 
  may make use of the following missile munitions. At the begin-
  ning of the scenario, provided the battle armor unit can carry 
  multiple shots for a given standard missile launcher, the control-
  ling player clearly marks which submunitions the battle armor 
  unit will be carrying. The controlling player can mix and match 
  standard and special missile munitions found below; the only 
  limitation is the ammo capacity of the battle armor unit.
  Infernos 
  Battle Armor units carrying infernos follow all the standard 
  rules for that special munition (see Infernos, p. 141). Additionally, 
  when ever a battle armor trooper that is not equipped with Fire 
  Resistent armor and is carrying inferno missiles at the moment 
  it is eliminated (regardless of how the damage is inflicted), the 
  controlling player must immediately roll 2D6. On a result of 8 or 
  more, the inferno detonates; all units within the hex are treated 
  as though they were successfully struck by a number of inferno 
  rounds equal to the number of inferno missiles the trooper 
  carried when eliminated.
  Weapon Type: Standard SRMs
  Technology Base: Clan or Inner Sphere
  Multi-Purpose Missiles
  Multi-Purpose Missiles can either be fired as a torpedo (see 
  Torpedoes, below), or it can also be launched as a standard 
  attack by a battle armor unit that occupies a Depth 1 water hex 
  against non-submerged unit. Determine LOS to the target as 
  though the battle armor unit rose 1 level above the surface of 
  the water hex it occupies; apply all standard modifiers. Enemy 
  units cannot make attacks against a battle armor making such 
  an attack unless the attacker is submerged and has a clear LOS 
  to the battle armor unit.
  Weapon Type: Standard LRMs
  Technology Base: Clan
  Torpedoes 
  Torpedoes use the same statistics as any standard SRM, LRM or 
  MRM the battle armor unit mounts, but may only be fired from 
  or into a water hex of Depth 1 or greater, and the attacker must 
  trace LOS through water hexes of Depth 1 or great to the target.
  Weapon Type: Standard LRMs/SRMs
  Technology Base: Clan or Inner Sphere
  SQUAD SUPPORT WEAPON 
  Only one trooper in a unit can use a squad support weapon 
  and is considered to be Trooper #1 on the record sheet. Until 
  that trooper is eliminated, the unit can attack with the squad 
  support weapon in addition to its other weapons each turn. 
  This is the one exception to battle armor troopers in the same 
  unit always mounting identical weapons.
  TAG, LIGHT 
  This equipment operates according to the same rules as TAG 
  (see p. 142), except that the range is 3/6/9.
  
  ORBITAL SPACE
  THULE
  GHOST BEAR DOMINION
  15 SEPTEMBER 3060
  Star Commander Marko rolled his Xerxes to port, bringing the 
  white-streaked brown orb of Thule into view through his cockpit 
  canopy. He and his Star hung two hundred kilometers above 
  the Fresdon Desert. He craned his neck, looking. Not even his 
  genetically perfect eyes could pierce the veil of distance and 
  see the battle raging below. His fingers twisted the controls in 
  frustration. Maybe Snow Ravens could deal with waiting better. 
  He knew the equations as well as any Raven; he knew he had to 
  wait for the window.
  “Star Commander,” his wingman said, “thirty seconds to de-
  orbit burn.”
  Marko rolled his fighter back to its previous orientation. He 
  checked his tactical display, noting the precise separation of the 
  other nine Xerxes in his Star. Each was where it belonged. Lucien 
  was on his wing, and the others staggered 
  behind for almost a kilometer. Marko nodded, 
  checked the timer and toggled the Star channel 
  on his comm systems.
  “Twenty-five seconds, Red Bears,” he said. “Right 
  now our Elementals are holding against stravag 
  bandits from the Inner Sphere. Right now, on the hal-
  lowed plains where we claimed this world ten years ago, 
  Ghost Bear warriors are fighting and dying.” He squeezed 
  his control yoke again and swallowed. “Not against scum. Not 
  any longer.” He sent a pre-arranged signal on another channel. 
  “We are the only support in range. We are the Red Bears.”
  “It is time.”
  As one the ten Xerxes, awash in the actinic white glare of 
  Thule’s sun, fired thrusters and flipped end for end, until they 
  were flying tail-first and canopy-down. Marko waited for the 
  last few seconds to tick off the chronometer that glowed on his 
  heads-up display. The 1 flickered and died. Marko jammed his 
  throttle forward, igniting the fusion-fired torch at the rear of his 
  fighter.
  The Star staggered, slowed and fell, flaming spears of righ-
  teous fury from the sky.
  Heat shuddered from the ground in waves, distorting the view 
  of the approaching BattleMechs until they looked like waver-
  ing shapes from a Nova Cat’s vision. Elemental Star Captain 
  Drew Kabrinski of the Fifty-fourth Provisional Garrison Cluster 
  lowered himself a few centimeters and looked around him. Beta 
  Point was still huddled around the fallen Commando. The three 
  remaining troopers of Gamma Point huddled with them, their 
  backpack missile launchers empty. The blasted corpse of the 
  bandit Valkyrie was still smoking, providing enough cover for the 
  Jason Schmetzer
  
  Elementals of Delta and Epsilon Points to hide. The rest of the 
  pirate scout lance had fled, but Drew didn’t doubt they’d be 
  returning with the rest of their stravag company.
  “Less than a minute, Star Captain,” his Point second said. 
  Timothy had the rest of Alpha Point concealed behind them. 
  They were the vanguard, the only Point not hidden amid the 
  shattered BattleMechs. They would stall the bandits’ advance 
  openly, and the rest of the Star could fall on them from ambush.
  “We cannot hold them all,” Timothy said. 
  Drew grinned in his helmet, safe from the other’s view. 
  “We are Ghost Bears, Timothy,” he said. He beckoned with his 
  small-laser arm. “We, all of us, are a pack. We will hunt, and 
  these dezgra pirates will feel the power of our jaws and claws.” 
  He lowered his arm and his voice. “It will be a battle worth 
  remembering. Perhaps I’ll include it in my Great Work.”
  Timothy’s armor stared at him, then bobbed its helmet. 
  “Aff, Star Captain.” The Star thought little of his chosen Work, 
  but not all warriors took the same path to enlightenment. 
  History was not well thought of in the Clan. He did not 
  mind; the Work was his, not theirs.
  Drew looked back at the approaching ’Mechs. 
  He saw the range counting down, watched it fall 
  beneath a kilometer. An amber signal burned to life 
  in the upper-left edge of his display, and his grin 
  widened. Worthy, indeed.
  “Four minutes,” he said. “We hold them for four 
  minutes.”
  The interference cleared from Marko’s display as 
  the fiery cocoon of ionization fell away. He heard 
  the shrill scream of air outside his canopy as his Star fell 
  through the ever-thickening atmosphere. The Xerxes began 
  to respond as he manipulated his rudder pedals, and the 
  brown desert below him took on definition. He saw a tiny 
  speck of black that his brain recognized as a pall of smoke. His 
  lips drew back from his teeth as he kept the throttle forward, 
  driving the 85-ton aerospace fighter faster down the gravity 
  well.
  “Star Commander!” Lucien shouted, but static and a rippling 
  boom cut off his words. Marko craned his neck, searching the 
  sky for his wingman’s aircraft, but saw only the gray-red-black 
  mussel shape of a falling explosion.
  “Fighters!” one of the other pilots called.
  “Savashri!” Marko spat, and jerked his yoke to port. He 
  kicked his starboard rudder and put the fighter into a spin, 
  trying to evade the weapons lock that screamed from his 
  computers. The sky lit with more explosions, and Marko 
  saw a white-painted hull flash by as the enemy fighters 
  climbed past them.
  “They caught us while we were in the ionization blanket.” 
  Marko knew his pilots knew that already, but he spoke the 
  words nonetheless. “Deal with these interlopers and then get 
  dirtside. Our people are counting on us.”
  Acknowledgments rang in his helmet as the Point 
  Commanders peeled away from the formation in pairs. Marko 
  manipulated his controls and flipped his Xerxes around, 
  venting plasma exhaust toward the surface while he dumped 
  
  velocity. The g meter rose, while the weight pressing on Marko’s 
  chest climbed. The Xerxes fought its away around gravity and 
  hurled itself after the offending enemy aerospace fighter. Lucien 
  would have done the same for him, Marko knew. This surat was 
  his, and his alone.
  The warbook computer flashed through wireframe schemat-
  ics in the lower right corner of his HUD. Marko waited until the 
  computer froze on one fighter model, then frowned. A Rapier. It 
  was rare to see a vintage fighter like that in the inventories of the 
  Inner Sphere. He pulled the Xerxes into a bank and followed the 
  enemy fighter around.
  “Star Commander!” Point Commander Devin shouted. “I have 
  a positive ID on markings. These are ComStar fighters! What is 
  ComStar doing supporting bandits?”
  “It. Does. Not. Matter.” Marko ground out the words as he 
  pushed his throttle to its limits. Acceleration crushed him 
  against his command couch, but he held the turn. The Rapier 
  bucked in the thin air, a few kilometers in front of him. Tones 
  sounded in Marko’s helmet as the targeting computers sought 
  a firing solution. The powerful extended-range large lasers in 
  the Xerxes’ nose locked on first, blaring their strident note in his 
  ears. Marko squeezed his triggers.
  Twin ruby flashes of laser light linked the two fighters for a few 
  milliseconds. Marko’s lasers burned armor from the Rapier’s aft 
  section and right wing. Quick-cooling shards of melted armor 
  pelted the Xerxes as Marko followed his prey. He was a Ghost 
  Bear, and he had the scent of his enemy.
  The hunt was on.
  Drew Kabrinski ducked his head as he fired the short-range 
  missiles mounted in the shoulders of his battle armor. The pair 
  of fat-bodied munitions spiraled in, both of them true on target, 
  and struck the bandit Sentinel on the right arm. He allowed 
  himself a grin as he straightened and triggered his jump jets, 
  trying to get clear of the return-fire zone.
  The remaining BattleMechs were moving cautiously, trying 
  to smoke out the Elemental ambush they knew had to be 
  waiting. The enemy commander was smart, but not that smart. 
  Their target had to be something in the depot at the edge of 
  the Fresdon Desert, but the bandit was allowing himself to be 
  slowed by a group of armored infantry.
  “If I were him,” Drew whispered as he landed, ninety meters 
  from where he’d been standing, “I would ignore us and move to 
  the objective.”
  “Then let us be glad you are not a bandit, Star Captain,” Timothy 
  said. His battlesuit landed a dozen meters or so away from Drew’s. 
  “Or else we would be chasing them, instead of evading them.”
  Drew sidestepped a barrage of cannon fire from the Sentinel 
  and glanced around the shattered stump of a BattleMech’s forearm 
  behind which he’d taken cover. “He will figure it out soon enough,” he 
  said. “Unless we can delay him, the Star Colonel will not have enough 
  time to get the rest of the Cluster in place to cut them off.”
  Drew leaned at the waist as far as the cumbersome armor 
  would allow and aimed carefully. The scars on the long barrel 
  of the KWI autocannon were plain, and he sighted on them. The 
  Sentinel moved, trying to get a shot around the armored bulk of 
  the mangled forearm. 
  Drew let out half a breath and squeezed the trigger. The 
  Sentinel’s autocannon exploded as the battlesuit’s laser reached 
  through the damage from the SRMs and detonated ammunition 
  waiting in the feed line.
  “Delay them we can,” Timothy said, taking advantage of the 
  momentary confusion to burn his own scar on the Sentinel’s 
  armor. “But for how long?”
  Drew looked to the sky, past the chronometer that stood 
  almost at zero, and wondered the same thing.
  They hung like a string of pearls on Marko’s tactical display: 
  himself, the Rapier he was pursuing, and the two Xerxes of 
  Epsilon Point that the Rapier was itself pursuing. The Ghost Bear 
  pilots were running, flying pure evasion routines, not because 
  they were scared, but to keep the Rapier occupied while their 
  Star Commander ripped its wings away.
  “Almost there,” he ground out, and squeezed.
  The massive autocannons slung beneath each wing hurled 
  a fusillade of high-explosive slugs that tracked straight up the 
  Rapier’s exhaust bell. The plasma exhaust, scintillatingly visible 
  in the thin air, flickered and filled with smoke. Marko ground his 
  teeth and pulled on his yoke, bringing the heavy fighter around. 
  He waited, his hawk’s eyes watching while his ears counted the 
  tones, until the shrill solid whine of a lock reverberated through 
  his helmet. He pulled the trigger again.
  This time his large lasers tore into the savaged Rapier’s tail, 
  eating away at armor and the structure beneath. The Rapier’s 
  port wing tore loose and fell, sending the 85-ton fighter into a 
  death spin that would last for almost a hundred kilometers. The 
  other intruding fighters had already been dealt with.
  Compliments rang on the Star channel, but Marko ignored 
  them. He allowed himself one victory roll and then flipped and 
  dove for the surface. The rest of the Star fell in behind him, and 
  together the nine remaining fighters embraced gravity.
  They were late.
  Drew grunted as he hit the Sentinel, the shock of the impact 
  almost smacking his head against the screens displayed in his 
  helmet. He managed to dig his battle claw into a rent on the 
  Sentinel’s armor and hold on. A series of clangs and double-click 
  signals on the radio told him his entire Point had managed to 
  attach itself to the 45-ton ’Mech.
  “Target the gyro,” he ordered, and suited action to word. 
  Bringing his laser around, he triggered the beam. The armor 
  began to smoke and run like water beneath the laser’s caress. 
  Drew narrowed his eyes against the glare.
  “Beta Point is bingo,” the Point Commander reported. They’d 
  used up all their missiles.
  “Gamma as well,” Drew heard.
  “Keep moving,” Drew ordered. “Harassment protocols, maximum 
  stress. I want them kept here.”
  
  The Sentinel began to run, trying to jostle the Elementals loose. 
  Drew released his claw just long enough to bury it in the still-
  glowing weal his laser had made before securing himself again. 
  He clenched his fist, forcing the claw to do the same, and held 
  on. The chronometer on his HUD had passed zero some time 
  ago. He began to feel frustrated, fearing that all his Elementals 
  had won would be tossed away because an aerospace pilot 
  couldn’t read a chronometer.
  The flaming wreck of an aerospace fighter crashed to the 
  ground three hundred meters behind the Sentinel, very near 
  where it had been when the Point had mounted. Drew stared 
  at it, ignoring the short-range missile fire from a nearby bandit 
  Javelin, then turned his visor toward the sky.
  Like great white arrows, contrails billowing behind them, a 
  cluster of fighters dove for the ground.
  “Get ready,” he called on the Star channel.
  At sixty kilometers, Marko’s heads-up display pinged and 
  painted green and red icons on the ground below. Marko had 
  to adjust the magnification before he could distinguish between 
  the green clusters—depleted Points of Elementals, he knew—
  and the red icons of pirate BattleMechs. He sent targeting data 
  to the rest of the Point and adjusted his descent, flaring out and 
  angling for a strafing run.
  “Shock barrage,” he ordered. “Show the surats we are here.”
  The Star fell into a staggered column, with Beta Point leading 
  and Marko in the second position. The Beta Point Commander 
  selected a targeting zone between the bulk of the ‘Mechs and 
  the largest concentration of Elementals. A red target indicator 
  appeared on Marko’s HUD. Beta Point fired. Marko fired. The rest 
  of the Star, stretched out behind them, fired.
  From the ground it looked as though a flickering red wall of 
  laser light divided the battlefield. Volley after volley of carefully 
  targeted cannon shells exploded into the desert sands, raising 
  massive clouds of dust and smoke. Some of the other Clans 
  might call such a display wasteful, but Marko knew the truth 
  that all Ghost Bears knew. Fear was a powerful weapon, not to 
  be wasted. From the brief scan his sensors had made, Marko saw 
  the battle had paused as the bandits eyed the line the fighters 
  had drawn. They must know they had already crossed it.
  “The Elementals have held,” he said, speaking to his pilots. 
  “Now it is our turn.”
  He spotted a concentration of enemy BattleMechs a safe 
  hundred meters away from the nearest Elemental Point. “Target,” 
  he said, and tapped in the data. “Epsilon, Gamma, move to the 
  east. Delta, Beta, from the west.” He selected a lone ’Mech, a 
  thirty-ton Javelin near a Sentinel crawling with Elementals, as his 
  own target.
  “Engage,” he said, and jerked back on his yoke. The Xerxes leapt 
  into a long climb. Marko held the stick back and let the fighter 
  turn over. It fell again into the gentle caress of Thule’s gravity, 
  and Marko adjusted his targeting. The Javelin was firing at the 
  Elementals on the Sentinel.
  “You threaten Ghost Bears,” he whispered, too low for his micro-
  phone to pick up. “Now we threaten back.”
  The single laser he fired missed low, melting a huge glisten-
  ing patch of sand into glass before it shattered. His cannons hit 
  dead-on, striking the lightweight ’Mech in the chest and oblit-
  erating it. He held back his other laser, not wanting to push his 
  heat curve too high this close to the ground. Already he could 
  feel the difference in his controls as the Xerxes drank heat from 
  the thick air near the sands. He banked, letting his sensors pick 
  through the data, and nodded at the few red icons remaining.
  The other Points were diving and rising in a macabre dance 
  too swift for the untrained to follow. The lone lance of ’Mechs 
  were the raiders’ heavier elements, and they stood up under 
  the Xerxes’ heavy guns. At first. As the Points stooped again and 
  again, however, the ’Mechs turned back the way they’d come 
  and ran, ignoring the fighters and dredging every last erg of 
  strength from their myomers as they fled.
  Marko let them go. He reduced his throttle and began a slow 
  orbit of the battlefield. “Epsilon,” he said, “high-altitude pursuit. 
  Keep an eye on the rest of those ’Mechs. Maybe we can catch 
  their DropShip, too.” He watched the two fighters peel away from 
  the orbiting cloud, then looked back at the ground. Only one red 
  icon remained.
  The Sentinel.
  Drew watched the other BattleMechs retreat from over the 
  Sentinel’s shoulder with satisfaction. It irked him to allow bandits 
  to escape, but he knew the Ghost Bear fighters would tail the 
  ’Mechs back to their DropShips. He turned his attention back to 
  his own task, and climbed the last meter to the Sentinel’s cockpit 
  hatch.
  His claw made short work of the entry locks, and he kicked the 
  hatch inward with one battlesuit boot. He had just enough room 
  to stick his right-arm laser in and fire.
  And fire.
  And fire again.
  The Sentinel collapsed, a marionette with cut strings. Drew 
  withdrew his laser and leaped, firing his jets for as long as they 
  would burn. Timothy and the Point Commanders were waiting 
  for him when he landed.
  “We could not have defeated them without the fighters, quiaff?” 
  Timothy asked.
  Drew reached back and unsealed his helmet. The hot, dry air stank 
  with burnt metal and overheated coolant, but it was fresh. “Aff.”
  “Then we were fodder for the fighter pilots?” said the Beta 
  Point Commander.
  “Neg,” Drew answered. “We did our part. The bandits died here, 
  and not closer to the depot.” He looked up as a single Xerxes 
  heavy fighter screamed overhead. It dipped its wings in salute 
  and then ripped the air as it climbed toward orbit. “The angels 
  did the rest.”
  “Angels?”
  “An ancient saying.” Drew turned his back to the downed 
  Sentinel. “From before humankind left Terra. Warriors on the 
  ground would refer to their supporting fighters as ‘angels on 
  our shoulders.’” Drew raised his battle claw toward the dwindling 
  fighter in salute. “Guardians from on high.”
  
  As with movement, combat involving aerospace units is 
  complex when compared to ground unit combat rules. Different 
  systems apply depending on whether a unit is operating in space, 
  in atmosphere against other aerospace units or in atmosphere 
  against ground units. Rules for aerospace combat in atmosphere 
  are a subset of the standard rules for combat in microgravity 
  (space). The following rules apply to combat in space and also 
  provide the basis for all other aerospace combat. 
  Some of the rules for aerospace combat against ground units 
  appear in the Combat section; this section fully fleshes out those 
  rules for aerospace units in game play. 
  SCALE
  Aerospace units encompass a vast range of sizes, from ten-ton 
  fighters to million-ton WarShips. Using the same scale for such 
  units is impractical, so weapons and armor are divided into two 
  categories—standard and capital. When standard-scale weapons 
  attack standard-scale armor, or capital-scale weapons attack 
  capital-scale armor, the effects follow the standard rules: one 
  point of damage destroys one box of armor. With weapons and 
  armor from different categories, several additional effects come 
  into play (see Damage, p. 238).
  While Total Warfare does not cover WarShips and similar Large 
  Craft that mount capital-scale armor as well as additional capital-
  scale weapons, the rules in this section make the integration of 
  such vessels simple and easy. These rules also define such units 
  to eliminate potential confusion when players are looking at 
  record sheets or technical readout statistics (such as Technical 
  Readout: 3057, Revised) and wondering why such large units 
  appear to have so little armor in comparison to DropShips and 
  fighters. (WarShips and similar Large Craft are covered in detail in 
  Strategic Operations.)
  LARGE CRAFT WEAPON BAYS
  Many Large Craft carry dozens of weapons, and so it is imprac-
  tical to make to-hit rolls for each individual laser, autocannon, 
  PPC and missile launcher. Instead, Large Craft use a system 
  that places similar weapons in a group, for which the control-
  ling player makes a single to-hit roll and hit location roll. This 
  system speeds up play involving heavily armed Large Craft. Such 
  weapon groups are known as “bays,” with each bay containing 
  a number of weapons of the same class. For example, different 
  types of lasers appear in the same bay.
  In the game description of a Large Craft (on a record sheet or 
  in a technical readout), each row in the Weapons Table represents 
  a bay of one or more weapons in the same class. A weapons bay 
  is fired as though it were a single weapon, generating heat and 
  inflicting damage in the same manner even though it may actu-
  ally consist of many individual weapons.
  AEROSPACE UNITS VS. GROUND UNITS
  Though Total Warfare integrates aerospace and ground units 
  as much as possible for ease of play, important differences exist 
  between the two because of inherent differences of design and 
  use. These are not simply small differences of modifiers between 
  units (as between different types of ground units), but core differ-
  ences in game mechanics that affect all aerospace units and are 
  distinct from similar rules governing ground units. The following 
  short list provides a quick thumbnail reference guide to these 
  differences. 
  Players should not consider this list a substitute for reading the 
  rules in this section, but instead as a way to lay the groundwork 
  of important differences from previous sections, from which the 
  rules in this section can easily build.
  DF 
  DF
  Aerospace fighters from Clan Ghost Bear’s Beta Galaxy begin an attack run against forces of Clan Nova Cat during the Combine-Ghost Bear War. 
  
  235
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  • 
  Aerospace units have an extreme range bracket
  • 
  Weapon Damage Values are fixed
  • 
  Weapon range brackets are standardized and 
  applied to all weapons equally
  • 
  The angle of attack from attacker to target may 
  inflict a to-hit modifier
  • 
  Large Craft group their weapons 
  into bays and make a single to-hit 
  and location roll
  • 
  Damage to warriors creates 
  to-hit modifiers
  • 
  Any successful to-hit roll that is 
  a natural 12 may cause critical 
  damage
  • 
  Multiple inflicted Damage Values 
  of 20 (20, 40, 60 and so on) are 
  cumulative for Control rolls
  SPACE 
  COMBAT
  Aerospace units use many of the 
  standard rules for attack declaration, 
  firing arcs, multiple targets, to-hit 
  modifiers and so on, as described 
  in the Combat section, along with the 
  expansions and exceptions given in the 
  paragraphs below.
  Attack Value: Aerospace units use the term 
  Attack Value instead of Damage Value for weapons 
  (see Damage Value, p. 43).
  LINE OF SIGHT
  Line of sight (LOS) is easy to determine in space. Other 
  units do not block it, and space has no terrain altitudes or 
  intervening terrain (meaning few obstacles exist in space). 
  Only the clouds generated when using the Screen Launchers 
  rule (see p. 251) block LOS. Measure a line from the center of 
  the attacker’s hex to the center of the target’s hex to deter-
  mine if LOS passes through these obstructions (as described 
  on p. 99).
  FIRING ARCS
  Aerospace units use slightly different firing arcs, depending 
  on the unit type.
  Aerodyne Units
  Fighters, aerodyne DropShips and aerodyne small craft use 
  four weapon arcs—nose, aft, right wing and left wing (see 
  Aerospace Firing Arcs Diagram, p. 236)
  Spheroid Units
  Spheroid DropShips and small craft have the least restricted 
  firing arcs: nose, aft, fore-right, fore-left, aft-right and aft-left. 
  (see Spheroid Firing Arcs Diagram, above)
  FIRING WEAPONS
  Aerospace units use the same rules as ground units for 
  firing weapons, with the expansions and exceptions noted 
  below and on the Aerospace Attack Modifiers Table.
  Range Modifier
  Aerospace units employ a modified version of the ground-
  unit rules to determine range to the target and range modi-
  fiers. Unlike ground units, where every weapon has its own 
  short, medium or long range, aerospace units use standard-
  ized ranges that apply to all weapons equally. The four range 
  brackets for all aerospace weapons are Short, Medium, Long 
  and Extreme, as shown on the Aerospace Weapon Range Table. 
  AEROSPACE WEAPON RANGE TABLE 
  Range Bracket
  Hexes (Standard)
  Hexes (Capital)
  Short
  0 –6
  0–12
  Medium
  7–12
  13–24
  Long
  13–20
  25–40
  Extreme
  21–25
  41–50
  • spheroid firing arcs diagram • 
  
  For example, any standard-scale weapon that has a maximum 
  range of Medium can hit a target within twelve hexes of the firing 
  unit, but cannot strike a target thirteen or more hexes away. 
  As noted under Scale (see p. 234), range works differently 
  depending on whether a standard-scale or capital-scale weapon 
  is being fired (also noted on the Aerospace Weapon Range 
  Table). In the above example, no standard-scale weapon with 
  a maximum range of Medium can hit a target thirteen or more 
  hexes away from the attacker; a capital-scale weapon with a 
  maximum range of Medium cannot strike a target more than 24 
  hexes away. 
  The Weapons and Equipment tables for aerospace units 
  (beginning on p. 303) list the maximum range for each weapon 
  system. (On record sheets and in technical readout stat blocks 
  for aerospace units, weapon ranges are denoted by listing the 
  weapon’s Attack Value out to the weapon’s range; for example, a 
  weapon with a maximum range of Medium and an Attack Value 
  of 5 would list a 5 in the Short Range Value (SRV) column and a 5 
  in the Medium Range Value (MRV) column.) 
  As with ground units, once a player has determined the range 
  bracket for an attack, he or she can assign the appropriate to-hit 
  modifier, as shown on the Aerospace Attack Modifiers Table. A 
  shot at short range requires no to-hit modifier. A medium-range 
  shot has a +2 to-hit modifier, a shot at long range has a +4 to-hit 
  modifier and an extreme-range shot has a +6 to-hit modifier.
  Angle of Attack
  The direction of the target’s movement relative to the 
  attacker—the angle of attack—can have a significant 
  impact on the accuracy of a shot. Firing at a target’s aft 
  offers the least amount of relative motion, while firing 
  at the target’s side as it flies past offers the greatest 
  difficulty. To determine the angle of attack, find 
  the attack direction and use the appropriate 
  modifier as shown on the Aerospace Attack 
  Modifiers Table.
  Targets in the Same Hex: If two units in the 
  same hex wish to attack one another, players 
  should first determine what unit types are 
  attacking. Treat the unit with the higher Initiative 
  as one hex back along its direction of travel. 
  Per the Movement Subphases rule (see p. 76), 
  for the purposes of attack angles, fighters are 
  considered to have a higher Initiative than 
  small craft, which have a higher Initiative than 
  DropShips. If the two units in the same hex are 
  identical (two DropShips, two aerospace fighters 
  or two small craft), then treat the unit with the 
  higher Current Velocity as one hex back along its 
  direction of travel. If two units of the same type 
  also have the same velocity, roll 2D6 and treat 
  the unit with the higher result as one hex back 
  along its direction of travel. Re-roll any ties. 
  Effects of Atmosphere
  Atmospheric distortion, clouds and winds dra-
  matically reduce the ranges of weapons carried by 
  fighters and DropShips. To reflect this, each atmosphere 
  and ground hex on a space map counts as six hexes for 
  range purposes. If this conversion results in a shot passing 
  through one attack range and into the next, use the longer range.
  The space/atmosphere interface also reduces the effective 
  ranges of weapons and counts as three hexes for purposes of 
  determining range. Standard-scale weapons can fire into or out 
  of but not through an interface hex. A unit must occupy an inter-
  face hex in order to fire at units in space and in the atmosphere. 
  These range modifications are in addition to the to-hit penalty 
  for firing through atmospheric hexes as shown on the Aerospace 
  Attack Modifiers Table (see p. 237). 
  Only capital-scale weapons can pass through a space/atmo-
  sphere interface hex, though the range modifiers still apply.
  Weapons and Equipment
  As with ground units (see Weapons and Equipment in the 
  Combat section, p. 113), once a player has determined the to-hit 
  modifiers for target and attacker movement and so on, he or she 
  then determines if the weapon has additional special effects. 
  Players should also consult Other Combat Weapons and Equipment 
  at the end of this section (see p. 251) to determine if any other 
  equipment the unit carries might affect the weapon being fired, 
  or any weapon attacks against the unit.
  Cluster Weapons: Aerospace units use cluster weapons differently 
  than non-aerospace units. Instead of variable damage rolled on the 
  Cluster Hits Table, aerospace units use the average Damage Value of 
  a cluster weapon to arrive at the specific weapon’s Attack Value. (The 
  Attack Values for all weapons that can be used by aerospace units 
  appear on the appropriate Weapons and Equipment Tables, begin-
  ning on p. 303.) 
  • aerodyne firing arcs diagram • 
  
  237
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  AEROSPACE UNITS HIT LOCATION TABLE 
  FIGHTERS
  2D6 Roll 
  Nose 
  Aft 
  Side 
  Above/Below
  2 
  Nose/Weapon 
  Aft/Weapon 
  Nose/Weapon 
  Nose/Weapon
  3 
  Nose/Sensors 
  Aft/Heat Sink 
  Wing/Gear 
  Wing/Gear
  4 
  Right Wing/Heat Sink 
  Right Wing/Fuel 
  Nose/Sensors 
  Nose/Sensors
  5 
  Right Wing/Weapon 
  Right Wing/Weapon 
  Nose/Crew 
  Nose/Crew
  6 
  Nose/Avionics 
  Aft/Engine 
  Wing/Weapon 
  Wing/Weapon
  7 
  Nose/Control 
  Aft/Control 
  Wing/Avionics 
  Nose/Avionics
  8 
  Nose/FCS 
  Aft/Engine 
  Wing/Bomb 
  Wing/Weapon
  9 
  Left Wing/Weapon 
  Left Wing/Weapon 
  Aft/Control 
  Aft/Control
  10 
  Left Wing/Heat Sink 
  Left Wing/Fuel 
  Aft/Engine 
  Aft/Engine
  11 
  Nose/Gear 
  Aft/Heat Sink 
  Wing/Gear 
  Wing/Gear
  12 
  Nose/Weapon 
  Aft/Weapon 
  Aft/Weapon 
  Aft/Weapon
  DROPSHIPS/SMALL CRAFT
  2D6 Roll 
  Nose 
  Aft 
  Side 
  Above/Below
  2 
  Nose/Crew 
  Aft/Life Support 
  Nose/Weapon 
  Nose/Weapon
  3 
  Nose/Avionics 
  Aft/Control 
  Nose/FCS
  Nose/FCS
  4 
  Right Side/Weapon 
  Right Side/Weapon 
  Nose/Sensors 
  Nose/Sensors
  5 
  Right Side/Thruster 
  Right Side/Door 
  Side/Thruster 
  Side/Thruster
  6 
  Nose/FCS 
  Aft/Engine 
  Side/Cargo 
  Side/Cargo
  7 
  Nose/Weapon 
  Aft/Weapon 
  Side/Weapon 
  Side/Weapon
  8 
  Nose/Control 
  Aft/Docking Collar
  Side/Door 
  Side/Door
  9 
  Left Side/Thruster 
  Left Side/Door 
  Side/Thruster 
  Side/Thruster
  10 
  Left Side/Weapon 
  Left Side/Weapon 
  Aft/Avionics 
  Aft/Avionics
  11 
  Nose/Sensors 
  Aft/Gear 
  Aft/Engine 
  Aft/Engine
  12 
  Nose/K-F Boom 
  Aft/Fuel 
  Aft/Weapon 
  Aft/Weapon
  Range
  Modifier
  Short 
  +0
  Medium 
  +2
  Long
  +4
  Extreme
  +6
  Target/Intervening Conditions
  Angle of Attack
  Attack against aft 
  +0
  Attack against nose 
  +1
  Attack against side 
  +2
  Attacker is an OmniFighter flying at 
  altitude 1 (NOE) attacking an air target
  +1
  Attacker is non-OmniFighter flying at 
  altitude 1 (NOE) attacking an air target
  +2
  Secondary target in forward arc
  +1
  Secondary target in side or rear arc
  +2
  Target is at 0 Velocity
  –2
  Target conducting air-to-ground attack 
  this turn
  –3
  Weapon is capital-scale  
  vs. unit less than 500 tons 
  +5†
  Firing through atmospheric hex* 
  +2 per hex
  Firing into or out of screen hex 
  +2
  Target is evading 
  Variable (see p. 77)
  Range
  Modifier
  Attacker Conditions
  Attacker exceeded Safe Thrust this turn 
  +2
  Attacker is out-of-control 
  +2
  Attacker has pilot/crew damage 
  +1 per box 
  crossed
  Attacker has CIC or FCS  
  critical damage 
  +2 per box 
  crossed
  Attacker has sensors  
  critical damage 
  +1 per box 
  crossed, or +5 if 
  sensors destroyed
  Attacker is evading 
  Variable (see p. 77)
  Special Weapons and Equipment
  Barracuda missile (not tele-operated) 
  –2§
  *This applies to atmospheric hexes on the high-altitude map, not to hexes on 
  a low-altitude map, or when using Aerospace Units on Ground Mapsheets 
  rules.
  †Modifier does not apply to capital missiles, which are designed to track 
  small targets.
  §Modifier does not apply if Barracuda missiles are fired in conjunction with 
  other capital missiles (see Large Craft Weapon Bays, p. 234).
  AEROSPACE ATTACK MODIFIERS TABLE
  
  ECM and Active Probes: Electronic countermeasures have no 
  effect on combat between aerospace units, but they still affect 
  other types of units.
  The area of effect of ECM mounted on an aerospace unit only 
  affects ground units (and vice versa) when the Aerospace Units 
  on Ground Mapsheet rules are in use (see p. 91), the affected unit 
  is within range, and the aerospace unit occupies NoE altitude. 
  However, the unit mounting ECM always receives the benefits of 
  ECM, even if the attack comes from beyond NoE altitude.
  NARC and TAG: Neither TAG nor NARC play a role in aerospace 
  combat, and they confer no advantage to the user when target-
  ing his opponents. Aerospace units may use such equipment 
  against non-aerospace units.
  Rapid-Fire Weapons: Rapid-fire weapons always fire at their 
  maximum rate, and so players must check for jamming every 
  time they use such weapons (see p. 114).
  Special Munitions: Aerospace units may not use special muni-
  tions, with the exception of Artemis-equipped missiles and LB-X 
  autocannons (in which they always use Cluster ammunition).
  Attack Direction
  The diagram shows the Nose, 
  Side and Rear attack directions 
  for all aerospace units.
  Determining Hit Location
  Aerospace units take hits to 
  only four locations: nose, right 
  side, left side and aft. When an 
  aerospace unit takes a hit from 
  a weapon or bay, roll 2D6 and 
  consult the appropriate section 
  of the Aerospace Units Hit 
  Location Table to determine the 
  location that took damage, using the appropriate column based 
  on the attack direction. Each entry on the table has two parts. The 
  first indicates the armor facing from which damage is subtracted. 
  The second is used for determining critical hits (see p. 237).
  Above/Below: The Above/Below column is only used in spe-
  cific situations (see Air-to-Air Attacks, p. 241). When determining 
  the side or wing affected by an above/below shot, roll 1D6. On a 
  result of 1–3, the right side or wing is affected; on a 4–6, the left.
  Cluster Weapons: Determining hit locations for cluster weapons 
  works differently with aerospace units than with other unit types. 
  The Attack Value of all cluster weapons except Plasma weapons 
  and Ultra Autocannons (or all cluster weapon bays except Ultra 
  Autocannon bays) is divided into 5-point Attack Value groupings, 
  with any remaining damage assigned to its own grouping. The 
  attacking player then makes a separate hit location roll for each 
  Attack Value grouping. Ultra Autocannon divide their published 
  Attack Value in half and apply each half as one of two separate 
  clusters. Plasma weapons function as non-cluster weapons against 
  heat-tracking units, applying heat normally. Against targets that 
  do not track heat, Plasma Rifles add 2D6 to their 10 point Attack 
  Value and Plasma Cannons roll 3D6 for an Attack Value, and both 
  weapons apply all damage in this manner as five-point clusters.
  A Marik Transgressor fires three large lasers and two 
  medium lasers at the nose of a Davion Corsair. Two large lasers 
  and one medium laser strike the target. The attacker elects to 
  determine the hit location of the two large lasers, followed by 
  the medium laser. The first 2D6 roll results in a 6, a nose hit for 
  8 points of damage, while the second results in a 10, inflict-
  ing 8 points of damage to the left wing. The final roll, for the 
  medium laser, results in an 11, another nose hit.
  DAMAGE
  Aerospace units use the same rules for resolving damage as non-
  aerospace units, with the following expansions and exceptions.
  Scale
  Before resolving the damage, determine whether the weapon 
  used is a standard-scale, or capital-scale weapon. Capital-scale 
  weapons inflict 10 boxes (i.e. points) of damage for every point of 
  their Attack Value against standard-scale armor. 
  Note that all aerospace units covered in Total Warfare only 
  mount standard-scale armor, but for reference, attacks by 
  standard-scale weapons against capital-scale armor and structure 
  are totaled then divided by 10 and rounded normally (.5 rounded 
  up) for each location once all to-hit rolls have been made from a 
  single attacker.
  Structural Integrity (SI) Damage
  All damage to a unit’s SI value is halved (round down). For 
  example, a large laser (Attack Value 8) strikes the wing of a fighter. 
  Only 3 armor boxes remain on the wing, and so 2 points (half the 
  remaining 5 damage points, rounded down) are subtracted from 
  the fighter’s SI.
  Capital-scale weapons inflict ten times as much damage 
  (rounded down) against a unit’s Structural Integrity.
  Critical Hits
  Aerospace units can sustain critical damage in one of the four 
  ways described below. If more than one of these conditions 
  applies, the attacking player must roll for each occurrence. For 
  example, if a single strike exceeds the Damage Threshold, causes 
  SI damage and is a natural 12, the player must roll three times for 
  critical hits.
  To determine if a unit takes a critical hit, roll 2D6 whenever one 
  of the four conditions below is met. 
  For attacks against units mounting standard-scale armor, on a 
  result of 8 or higher the appropriate critical hit for that location 
  takes effect, as shown on the Hit Location Table (see p. 237).
  PME 
  PM
  Clan Snow Raven Carrier-class DropShips prepare to deploy fighters. 
  • aerospace attack direc-
  tion diagram • 
  
  239
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Damage Thresholds: Each armor facing has a Damage 
  Threshold equal to 10 percent of its full armor value, rounded 
  up. If the damage from a single hit exceeds this threshold, crit-
  ical damage can result. (On Large Craft, a single hit means the 
  damage from all the weapons in a bay.) Damage Thresholds 
  are fixed values; they do not change regardless of how much 
  armor damage a location receives during a game.
  SI Damage: If a hit to a location inflicts 1 or more points of 
  damage to the SI, critical damage can result.
  Lucky Hits: Any successful to-hit roll that is also a natural 12 
  (a 6 on each die) also may cause critical damage. If an attack 
  targets multiple locations, such as with a cluster weapon, only 
  the first Attack Value grouping assigned to a location can 
  cause critical damage with a lucky hit.
  Capital Missiles: Every hit with a capital missile or missile 
  bay that strikes armor may inflict a critical hit, even if the 
  attack did not damage SI or meet any other standard critical 
  hit requirement. After marking off the armor damage for the 
  attack, roll 2D6 and compare the result to the Capital Missile 
  Critical Hit Table based on what type of capital missile was used.
  A player makes only one critical roll per missile bay. If a bay 
  contains multiple missile types (for example, a Barracuda and 
  a Killer Whale), use the highest modifier (11+ for the Barracuda 
  in the previous example). The chance of damage by an AR-10 
  launcher depends on the missiles it fires in the current turn.
  The nose armor of a Slayer is 94, giving it a Damage 
  Threshold of 10 in that location (94 ÷ 10 = 9.4, rounded up 
  to 10). Consequently, any single hit inflicting more than 10 
  points of damage may result in a critical hit. In stark con-
  trast, a Texas-class battleship has a nose Armor Value of 
  234, and so has a Damage Threshold of 24 points of capital-
  scale damage (or 234 points of standard-scale damage).
  Jon’s Slayer gets hit on the nose by a standard PPC that 
  inflicts 10 points of damage, equaling but not exceeding 
  the nose’s Damage Threshold. This means there is no risk 
  of critical damage from that hit unless the to-hit roll result 
  was a natural 12. In the following turn, a gauss rifle attack 
  strikes the nose (hit location result of 6). The 15 damage 
  points inflicted by the gauss rifle exceed the Damage 
  Threshold, so a critical hit may result. Jon’s opponent rolls 
  2D6 and gets an 8, sufficient for a critical hit to occur. The 
  critical damage associated with the hit location roll of 6 
  is an avionics hit, and so one avionics box is crossed off 
  on the Slayer’s record sheet. If the gauss rifle attack had 
  removed the last of the nose armor with enough damage 
  points left over to affect the Slayer’s SI, the attacking 
  player would roll another possible critical hit, also damag-
  ing the avionics if successful.
  A Killer Whale hits the nose of Michael’s Union-X, inflict-
  ing 4 points of capital damage (40 points of standard 
  damage) to Location 7 (Nose/Weapon). Because this 
  exceeds the Damage Threshold value of the Union-X’s 
  nose armor, the hit inflicts critical damage on a to-hit roll 
  result of 8 or better. Also, because the attack came from a 
  capital missile, a second critical hit may occur—this time 
  on a result 10 or better. Michael’s opponent rolls for the 
  first possible critical hit and gets a 9. He rolls for the second 
  and gets an 11. The Union-X DropShip sustains two critical 
  hits to its weapons.
  Critical Hit Effects
  A hit that inflicts critical damage has the following effects 
  per the hit location roll made for the attack (see Hit Location 
  Table, p. 237).
  Avionics: The flight computer is damaged. The first two hits 
  each impose a +1 penalty on all Control rolls. The third avion-
  ics critical hit destroys the system and imposes a +5 penalty 
  to Control rolls. Each avionics hit also forces the unit to make 
  a Control roll.
  Bomb: One bomb is rendered useless; it does not explode 
  nor causes damage. If the unit carries no bombs, the critical hit 
  has no effect. The controlling player determines which bomb 
  the critical hit affects. Bomb damage makes re-entry opera-
  tions more difficult (see Space/Atmosphere Interface, p. 78).
  Cargo: Part of the unit’s cargo sustains damage, deter-
  mined randomly between general cargo bays and unit bays.
  To determine the percentage of cargo destroyed, divide the 
  amount of damage that caused the critical hit by twice the 
  vessel’s SI. Multiply that number by 100, rounding fractions 
  up. For DropShips and small craft, use the standard-scale 
  damage value in this calculation. 
  When a cargo hit occurs, roll 1D6. On a result of 1–3, general 
  cargo suffers damage (if present). On a result of 4–6, unit bays 
  (if present) are affected. Round any fractions up.
  CAPITAL MISSILE CRITICAL HIT TABLE
  Missile
  Critical Hit Chance
  Barracuda
  11+
  White Shark 
  9+
  Killer Whale
  10+
  Kraken
  8+
  PME 
  PME
  Point of Jagatai, Alpha Galaxy (Clan Snow Raven) 
  
  If a PPC (Damage Value 10) inflicts a cargo critical hit 
  against a Mercer-class DropShip and the vessel has an SI of 
  30, 17 percent of the cargo is destroyed ([10 ÷ 60] x 100 = 16.6, 
  rounded up to 17). The Mercer carries ten ’Mechs and 586 tons 
  of general cargo. The PPC hit destroys either 100 tons of general 
  cargo (17 percent x 586 tons = 99.62 tons, rounded up) or two 
  ’Mechs (17 percent x 10 ’Mechs = 1.7 ’Mechs, rounded up to 2).
  CIC: The Combat Information Center is damaged. Apply a +2 
  to-hit modifier for each CIC critical hit. The third CIC critical hit 
  destroys the system and prevents the unit from making any 
  weapon attacks.
  Control: The crew must make a Control roll. If the roll fails, the 
  unit goes out-of-control (see p. 93).
  Crew: If a crew location takes a critical hit, cross off one pilot/
  crew status box. Each unit can sustain five pilot/crew hits. The 
  sixth hit kills the pilot or disables the crew. See Aerospace Pilots, p. 
  41, for additional effects.
  Docking Collar: A critical hit against the docking collar 
  damages the collar so that the ship cannot dock with a JumpShip 
  or WarShip.
  Door: A randomly determined cargo/vehicle door is damaged 
  and cannot be used for the rest of the scenario (see Carrying 
  Units, p. 89 in the Aerospace Movement section). Additionally, door 
  damage makes re-entry operations more difficult (see Space/
  Atmosphere Interface, p. 78).
  Engine: Against a fighter, each engine hit reduces the unit’s 
  Safe Thrust by 2 (meaning that the controlling player must also 
  recalculate the Maximum Thrust, multiplying the new Safe Thrust 
  by 1.5 and rounding up). Each engine hit also generates 2 points 
  of heat. If the Safe Thrust value is reduced to 0, the unit cannot 
  spend thrust and the heat penalty remains in effect. Three engine 
  critical hits destroy the fighter’s engine, permanently shutting 
  down the unit (see Shutdown Effects, p. 161).
  Against other types of aerospace units, each engine critical 
  hit reduces the unit’s Safe Thrust by 1 (meaning that the con-
  trolling player must also recalculate the Maximum Thrust, as 
  described above). If the unit suffers six engine critical hits, the 
  engine is destroyed.
  FCS: The Fire Control System is damaged. Apply a +2 to-hit 
  modifier to all weapon attacks for each FCS critical hit. The third 
  FCS critical hit destroys the system and prevents the unit from 
  making any weapon attacks.
  Fuel: Every time a fuel tank critical hit occurs, roll 2D6. On 
  a result of 10 or more, the fuel tank explodes and the unit is 
  destroyed.
  Gear: The landing gear is damaged. Apply a +5 modifier to all 
  Control rolls when attempting to land. Subsequent gear critical 
  hits have no additional effect.
  Heat Sink: For a standard-scale attack, this critical hit destroys 
  a heat sink, reducing the amount of heat the craft can dissipate 
  by 1 (or by 2 if the unit mounts double heat sinks). This critical hit 
  destroys 10 heat sinks if the attacker uses a capital-scale weapon.
  K-F Boom: The DropShip’s K-F boom is damaged and the craft 
  cannot be carried through hyperspace.
  Life Support: The life support system fails. Apply a +2 modifier 
  to all Control rolls. Subsequent life support critical hits have no 
  additional effect.
  Sensors: The unit’s sensors are damaged. Apply a +1 to-hit 
  modifier for each sensor box crossed off. The sensors can suffer 
  two hits and remain operational. The third sensor hit destroys 
  the system. Units with destroyed sensors can still make weapon 
  attacks, but must apply a +5 to-hit modifier.
  Thruster: The attitude control thrusters on the indicated side 
  are damaged, increasing by 1 the cost to turn in the direction 
  opposite the thruster’s location. For example, hits to the left-side 
  thruster increase the cost of turns to the right. Units can suffer 
  three hits to the thrusters on each side. The fourth hit renders the 
  thrusters inoperative and prevents turns in that direction (see the 
  Half-roll maneuver, p. 85).
  Weapon: One weapon (or one bay on Large Craft) mounted in 
  the damaged location suffers major damage and ceases to func-
  tion. The attacking player then rolls 1D6. On a result of 1–3, the 
  player controlling the target unit chooses which weapon in that 
  location stops working. On a 4–6, the attacking player chooses 
  which weapon stops working. If the location has no weapons, the 
  critical hit has no effect. The unit cannot fire that weapon (or bay 
  on Large Craft) for the remainder of the game.
  If a weapon is destroyed that can explode (such as a Gauss 
  rifle, see p. 135), it is treated as an ammunition explosion for 
  the location where the weapon is mounted (see Ammunition 
  Explosions, p. 161).
  PME 
  PM
  A lance of Kurita Galedon Regulars Corsair medium fighters patrol just outside atmospheric interface. 
  
  241
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  COLLISIONS AND 
  RAMMING
  The following rules provide a system for incorporating 
  ramming attacks and for resolving accidental collisions that 
  occur when aerospace units go out-of-control (see p. 93). 
  Resolve accidental collisions immediately, regardless of the 
  phase in which they occur.
  RAMMING ATTACKS
  To make a ramming attack, a unit must end its movement 
  in the same hex as the target and declare a ramming attack. 
  Like a charge attack (see p. 148), the target must already have 
  moved in the turn (or be incapable of manuevering), and a 
  unit executing a ramming attack cannot itself be rammed in 
  that turn. A ramming unit cannot fire weapons in the turn it is 
  ramming, though it can be fired upon.
  The aerospace pilot must next convince himself that a 
  ramming attack is the only option. Roll 2D6. If the result is 11 
  or 12, the warrior has steeled himself for the task and the unit 
  can ram the target. 
  Before it suffers a ramming attack, the target has already exe-
  cuted its standard movement between hexes. However, it can 
  still attempt to evade the oncoming unit by moving around 
  in the hex. For example, a fighter can jink back and forth in an 
  attempt to get out of the ramming unit’s way. Deliberate rams 
  are resolved at the end of the Weapon Attack Phase. In order 
  to successfully ram another unit, the attacker must roll 2D6 
  and compare the result to the Ramming Attacks Table below. 
  Calculate the base to-hit number, then apply any appropriate 
  modifiers from the table for the final to-hit number. 
  If the ramming unit is destroyed, the attack fails.
  DAMAGE FROM COLLISIONS
  To determine damage from a collision or ramming attack, 
  roll 1D6. On a result of 1–5, the two units collide and suffer full 
  damage as indicated below. A result of 6 indicates a glancing 
  collision that causes half the normal damage.
  The ramming or colliding unit suffers damage on its nose. 
  The target suffers damage on the armor facing that corre-
  sponds to the hexside from which the attacker entered its hex. 
  Each unit causes damage to the other equal to its own mass 
  divided by 10, multiplied by the net velocity of the impact.
  The net velocity of the impact is the attacker’s velocity 
  modified by the position and movement of the target (see 
  Facing, p. 77). If the target is moving directly toward the 
  ramming unit, add its velocity. If it is moving toward the 
  attacker diagonally, add half its velocity, rounded down. If it 
  is moving directly away from the ramming unit, subtract its 
  velocity. If it is moving diagonally away from the ramming 
  unit, subtract half its velocity (rounded down). If the net veloc-
  ity is less than 1, treat it as 1.
  Apply this damage (always standard-scale) in a single strike 
  to one location for both attacker and target, determined by 
  rolling 2D6 on the relevant Hit Location Table. If the damage 
  is more than twice the full armor value of the indicated loca-
  tion, the unit is automatically destroyed. Otherwise, apply the 
  damage and determine any critical hits normally.
  ATMOSPHERIC COMBAT
  Aerospace units that operate in an atmosphere can take 
  part in air-to-air dogfights or air-to-ground combat.
  AIR-TO-AIR ATTACKS
  Atmospheric combat uses the same rules as space encoun-
  ters, with the following exceptions.
  Units at the same altitude can fire at each other using the 
  standard rules. Units at different altitudes can fire at each 
  other, but they add one hex to the range for each different 
  level of altitude. For example, two fighters are ten hexes apart. 
  One is at Altitude 3 and the other is at Altitude 5. The effective 
  distance between the two units is 12 hexes (10 + [5 – 3]). Units 
  cannot aim into the area immediately above or below their 
  own hexes.
  A difference in altitude creates a “dead zone” around each 
  unit. If the attacker and target are one altitude apart, the target 
  must be at least two hexes away (the attacker cannot fire at a 
  target in an adjacent hex). If the attacker and target are two 
  altitudes apart, the target must be three hexes away, and so on. 
  If units are within two altitudes of each other, use the appropri-
  ate column of the Hit Location Table (see p. 237) based on the 
  attack direction. Otherwise, use the Above/Below column. 
  Aircraft flying at Altitude 1 (NOE) rely on their terrain-fol-
  lowing radar to hug the ground and constantly jink to make 
  use of available terrain as cover. As a result, all units flying 
  at Altitude 1 (NOE) suffer a +2 to-hit modifier when making 
  attacks against air targets.
  Units engaged in ground-attack missions cannot easily 
  dodge incoming attacks. Apply a –3 to-hit modifier for all 
  attacks by airborne aerospace units against such targets.
  RAMMING ATTACKS TABLE
  Base To-Hit Number:  
   
  6 + (target Piloting Skill – attacker Piloting Skill)
  Modifiers
  Attacker existing damage:
  Sensor damage 
  +1
  Avionics damage 
  +1 per box
  Target is:
  Fighter or small craft
  +4
  DropShip 
  +2
  Cannot spend thrust 
  –2
  Attacker is:
  Fighter or small craft
  –2
  DropShip
  –1
  
  OmniFighters: Because of their superior integration of FCS 
  and navigation computers, OmniFighters only suffer a +1 to-hit 
  modifier for flying at Altitude 1 (NOE) and attacking air targets.
  Low-Altitude Map
  If players choose to use the printed side of a BattleTech map-
  sheet for low-altitude movement, then they must also take terrain 
  into account. Use the rules for Intervening Terrain, p. 100.
  In the diagram above, during the Weapon Attack Phase 
  an aerospace fighter in Hex A on the Large Mountain #1 map 
  (which is being used as a low-altitude map) wants to attack the 
  aerospace fighter in Hex B. The fighter in Hex A is at Altitude 10, 
  while the fighter in Hex B is at Altitude 7. 
  First, the attacking player looks at the firing arcs on p. 236 
  for an aerospace fighter and determines that the target is in his 
  nose and right-wing arcs.
  Next, the attacking player draws a line from the center 
  of Hex A to the center of Hex B, and discovers that the line 
  crosses exactly between a pair of hexes (hexes labeled 1 on 
  the diagram). This means the player who controls the fighter 
  in Hex B (the target) can choose the hexside through which 
  the attack passes. The defending player chooses to have the 
  attack pass through Hex C, since Hex C is a Level 10 hex. This 
  equals Altitude 10 on the low-altitude map, which in turn 
  equals the altitude of the aerospace fighter in Hex A. Hex C 
  therefore contains intervening terrain, meaning that the 
  attacker cannot make a shot. 
  If the fighter in Hex A were at Altitude 11, it could make the 
  shot because it would be higher than the intervening terrain. 
  Of course, if it moved higher than Altitude 10, it would leave 
  the low-altitude map and enter Row 1 of the atmosphere on 
  the high-altitude map (see p. 79).
  Aerospace Units on Ground Mapsheets
  If players are using the Aerospace Units on Ground Mapsheets 
  rules (p. 91) and an airborne aerospace unit launches an attack 
  against another airborne aerospace unit, keep in mind that the 
  ranges for such weapon attacks must be multiplied by 16 to fall 
  into line with the necessary changes of scale. For example, the 
  standard-scale short range bracket would extend to 96 hexes, 
  while the standard-scale medium range bracket would extend to 
  192 hexes, and so on. Likewise, players would need to multiply 
  the capital-scale ranges by 16.
  Airborne Aerospace Units vs. Other Airborne Units
  Airborne aerospace units may only execute air-to-air attacks 
  against other airborne aerospace units. Against all other targets 
  (including airborne non-aerospace units such as WiGE and VTOL 
  vehicles, and other units expending VTOL MPs), airborne aero-
  space units may only execute air-to-ground attacks (see Air-to-
  Ground Attacks, below)
  AIR-TO-GROUND ATTACKS
  Though more fragile than ground-based units, aerospace units 
  can carry a massive array of weapons that allows them to cripple 
  or destroy ground units from the relative safety of the sky. Even a 
  handful of aerospace units can provide a devastating advantage 
  when supporting ground combat.
  When an aerospace unit ends its movement in an atmo-
  spheric hex of a high-altitude map (or any hex of a low-altitude 
  map) containing a ground mapsheet, it can attack targets on 
  that ground mapsheet. When an aerospace unit is declaring its 
  weapon attacks, the player must first nominate an attack path, 
  a row of hexes over which the fighter will pass. This row must 
  form a straight line and must be parallel to the final facing of the 
  aerospace fighter; it represents the fighter’s flight path across 
  the ground mapsheet (see diagrams on p. 243). Aerospace units 
  using the Aerospace Units on Ground Mapsheets rules use their 
  actual flight path (the hexes they moved through during that 
  turn’s Movement (Aerospace) Phase; see p. 37) to determine the 
  line of hexes, rather than designating an attack path.
  Aerospace units can only make one air-to-ground attack per 
  turn, and cannot make any air-to-air attacks in the same turn. 
  Air-to-ground attacks must be declared during the Movement 
  (Aerospace) Phase, including any change in altitude and skill rolls 
  that occur as a result.
  Types of Attack: Conventional and aerospace fighters and 
  fixed-wing support vehicles equipped with hardpoints can make 
  all the attacks described below. Spheroid DropShips/small craft 
  may only make strike attacks. Aerodyne DropShips/small craft 
  and fixed-wing support vehicles without hardpoints may only 
  make strike and strafing attacks.
  • low-altitude air-to-air attacks diagram • 
  
  243
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Non-Aerospace Airborne Units: Airborne aerospace units 
  make strafing and striking attacks against airborne non-aero-
  space units (WiGE and VTOL vehicles, or other units expend-
  ing VTOL MP, such as battle armor) just like any other ground 
  target. Such units cannot be subject to dive-bombing or level 
  bombing attacks, however, with the exception of bombs that 
  strike a building or water hex (in such a case, bombs poten-
  tially attack an area vertically as well as horizontally; see Area 
  Effect Weapons, p. 172).
  Firing Arcs: Fighters, aerodyne small craft and aerodyne 
  DropShips may only use the weapons in their nose and front 
  wing locations. Spheroid small craft and DropShips may only 
  use the weapons in their aft-left, aft-right and aft locations; 
  hovering (VSTOL-equipped) fighters and small craft may use 
  the weapons in their nose and front wing locations.
  Base To-Hit Number
  The base to-hit number for all air-to-ground attacks is equal 
  to the attacking unit’s Gunnery Skill Rating (see Skills, p. 39).
   
  Modified To-Hit Number
  The modified to-hit number equals the base to-hit number 
  plus the modifier for the specific air-to-ground attack as 
  noted on the Air-To-Ground Attack Modifiers Table. All other 
  standard modifiers used in weapon attacks—such as those 
  for target movement, terrain, damage to the aerospace unit 
  and so on—also apply, unless specifically stated otherwise. 
  Modifiers for being prone and for partial cover never apply.
  As with standard weapon attacks, if the modified to-hit 
  number is greater than 12, the air-to-ground attack automati-
  cally misses. If a player determines that his unit’s declared air-
  to-ground attack will automatically miss, he can choose not to 
  make the attack and avoid wasting ammunition or bombs. 
  If the modified to-hit number is 2 or less, the air-to-ground 
  attack automatically hits. 
  Rapid-Fire Weapons: As noted under Weapons and 
  Equipment, rapid-fire weapons always fire at their maximum 
  rate, and so players must check for jamming every time they 
  fire such weapons (see p. 114).
  Strafing
  Units flying within three altitudes of the ground on a low-
  altitude map (or within three altitudes of the ground if the 
  unit is flying directly on a ground playing area; see Aerospace 
  Units on Ground Mapsheets, p. 91) can make strafing attacks 
  against ground targets. Lacking the precision of a striking 
  attack, a strafing attack sprays a large area with weapons fire, 
  making it less likely to hit a specific target but potentially 
  damaging numerous targets.
  A unit making this type of attack chooses from one to five 
  consecutive hexes along the attack path. These hexes must 
  lie in a straight line. The unit may fire one, some, or all of its 
  non-ammo-dependent direct-fire energy and pulse weapons 
  when strafing. The player must roll for every target, hostile or 
  friendly, in all of the chosen hexes. See Modified To-Hit Number, 
  at left, to determine the target number for a strafing attack.
  The attacking player makes separate to-hit rolls for each 
  weapon against each target. No matter how many targets 
  are attacked, each weapon only fires once for the purposes of 
  heat and ammunition tracking. Apply weapon hits using the 
  standard rules for the appropriate unit type. Use the column 
  of the appropriate Hit Location Table that corresponds to 
  the attack direction, based on the direction from which the 
  fighter entered the target’s hex, rather than the fighter’s posi-
  tion at the end of the Movement Phase.
  Most strafing attacks must take into account only the terrain 
  in the target’s hex. However, units flying at Altitude 1 (NOE) 
  find it harder to establish a clear line of sight and so must also 
  take into account the terrain in the hex adjacent to the target 
  and along the flight path in the direction that the attacking 
  unit entered the target’s hex. If the hex in front of the target is 
  two or more levels higher than the level of the target unit, the 
  target is in a dead zone and cannot be attacked.
  AIR-TO-GROUND  
  ATTACK MODIFIER TABLE
  Attack Type
  Modifier
  Strafing
  +4*
  Striking
  +2‡
  Bombing
  +2†
  *Aerospace units flying at Altitude 1 (NOE) also suffer a +2 to-hit modifier as 
  described in Movement (see p. 80).
  †Terrain and target movement modifiers (including the –4 modifier for an 
  immobile target) do not apply to any type of bombing attack; fighters can 
  make altitude-bombing attacks from any altitude, but suffer a to-hit modifier 
  equal to their altitude (see Altitude-Bombing, p. 246).
  ‡As noted under Weapons and Equipment, rapid-fire weapons always fire at 
  their maximum rate, and so players must check for jamming every time 
  they fire these weapons (see p. 114).
  • legal map • 
  • illegal map • 
  • legal map • 
  • illegal map • 
  • attack/flight path diagram • 
  • strafing diagram • 
  
  In the Air-To-Ground Attack diagram at left, a primary Shiva 
  fighter (Gunnery Skill 4) ended its movement at Altitude 3 in a 
  hex on the low-altitude map that corresponds with the Canyon 
  map (the ground mapsheet). The enemy player has numer-
  ous units holed up in the canyon, tearing up the controlling 
  player’s ground troops: a vehicle (moved 3 hexes) and a con-
  ventional infantry unit (moved 1 hex) in Hex A; a battle armor 
  unit (jumped 3 hexes) and a ’Mech (moved 5 hexes) in Hex B; 
  a ProtoMech (jumped 5 hexes) in Hex C; an airborne VTOL at 
  Elevation 3 (moved 5 hexes) in Hex D; an airborne WiGE vehicle 
  at Elevation 1 (moved 7 hexes) in Hex 1; and another ’Mech 
  (moved 4 hexes) in Hex 2. The controlling player has brought in 
  the aerospace fighter to try to soften things up.
  Regardless of whether the controlling player decides to 
  launch a strafing, striking or bombing attack, he must first 
  select an attack path across the ground mapsheet. He chooses 
  his attack path (as noted on the diagram) so that he can fire on 
  as many enemy units as possible. 
  If the controlling player were using the Aerospace Units on 
  Ground Mapsheets rules (see p. 91), then the fighter’s actual 
  flight path—the specific hexes the fighter traversed across the 
  Canyon map during the Movement (Aerospace) Phase—would 
  need to coincide exactly with the selected attack path in the 
  diagram for the fighter to make the same attacks.
  The controlling player chooses to have his fighter make a 
  strafing attack, and so he selects five continuous hexes (in this 
  case, A, B, C, D and E). He also chooses to exploit the Shiva’s 
  four large pulse lasers. He must make a separate to-hit roll for 
  every target in the five nominated hexes.
  The modified to-hit numbers for all four pulse lasers against 
  the various units are as follows:
  Against the vehicle in Hex A: 7 (4 (base to-hit number) + 4 
  (strafing attack modifier) + 1 (vehicle movement) –2 (pulse 
  weapon modifier) = 7). If the attacks succeeds, the player 
  makes the hit location roll against the front side of the vehicle.
  Against the conventional infantry in Hex A: 6 (4 (base to-hit 
  number) +4 (strafing attack modifier) –2 (pulse weapon modi-
  fier) = 6. Infantry have no arcs, and so the attack direction does 
  not matter for applying damage. However, conventional 
  infantry take damage from non-infantry units in a unique way, 
  which would result in only three troopers eliminated per pulse 
  weapon (doubled to six troopers because the unit is in a clear 
  hex) that strikes (see Attacks Against Conventional Infantry, 
  p. 215).
  Against the battle armor in Hex B: 10 (4 (base to-hit number) 
  + 4 (strafing attack modifier) +2 (battle armor’s movement), +1 
  (attacks against battle armor modifier) +1 (light woods), – 2 
  (pulse weapon modifier) = 10). Infantry have no arcs, and so 
  the attack direction does not matter when applying damage. 
  Against the ’Mech in Hex B: 9 (4 (base to-hit number) + 4 
  (strafing attack modifier) +2 (’Mech’s movement) +1 (light 
  woods) –2 (pulse weapon modifier) = 9). If the attack suc-
  ceeds, the player makes a hit location roll against the right 
  side of the ’Mech.
  Against the ProtoMech in Hex C: 10 (4 (base to-hit number) 
  +4 (strafing attack modifier) + 3 (ProtoMech’s movement) +1 
  (light woods) –2 (pulse weapon modifier) = 10. As hits against 
  a ProtoMech are not affected by attack direction, the attacking 
  player would simply roll any successful hits on the ProtoMech 
  Hit Location Table.
  • air-to-ground attacks diagram • 
  
  245
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  For the VTOL in Hex D: 9 (4 (base to-hit number), +4 
  (strafing attack modifier) +2 (VTOL movement) +1 (air-
  borne target) -2 (pulse weapon modifier)). If the attack 
  succeeds, the player makes the hit location rolls against 
  the rear of the VTOL.
  Had the Shiva had been at Altitude 1 (NOE) when 
  making the strafing attack, the attack would have missed 
  the vehicle in Hex A, as the adjacent Hex 3 would have 
  blocked LOS.
  Striking
  An attacker flying at Altitude 5 or lower can make a preci-
  sion strike on a single ground unit or ground hex (a building, 
  woods and so on). The target must lie along the flight path. 
  A strike attack reduces the attacker’s altitude by one, applied 
  before any attacks are resolved that turn. Units flying at 
  Altitude 1 (NOE) cannot make strike attacks.
  The unit may fire one, some or all of its weapons at the 
  target, except for bombs (which cannot be used in a striking 
  attack). See Modified To-Hit Number, p. 243, to determine the 
  target number for a striking attack.
  The attacker must make separate to-hit rolls for each 
  weapon. Apply weapon hits using the standard rules for the 
  appropriate unit type. Use the column of the appropriate Hit 
  Location Table that corresponds to the attack direction, based 
  on the direction from which the fighter entered the target’s 
  hex, rather than its position at the end of the Movement Phase.
  In the strafing example above, the controlling player 
  of the Shiva could have decided to make a striking attack 
  instead. In this case, the controlling player nominates the 
  ’Mech in Hex B as the target of the attack, which allows him 
  to bring the Shiva’s LB 20-X autocannon, SRM-6, and small 
  laser to bear.
  First, the controlling player adjusts the Shiva’s altitude 
  from 3 to 2 on the fighter’s record sheet. The modified 
  to-hit number against the ’Mech is 7 for the four pulse 
  lasers and 9 for all other weapons (4 (base to-hit number) 
  + 2 (striking attack) +2 (’Mech’s movement) +1 (light 
  woods) –2 (pulse weapon modifier only) = 7 and 9). If the 
  attack succeeds, the attacker makes the hit location roll 
  against the right side of the ’Mech. The controlling player 
  also remembers that cluster weapons work differently for 
  aerospace units than for non-aerospace units. He splits 
  the Attack Value of 12 for the LB 20-X autocannon and the 
  Attack Value of 8 for the SRM-6 into 5-point Damage Value 
  groupings (5, 5 and 2 for the autocannon, 5 and 3 for the 
  SRM-6), then makes a damage location roll against the 
  ’Mech’s right side for each damage grouping (in place of a 
  roll on the Cluster Hits Table for each weapon).
  Bombing
  Most fighters are equipped to carry bombs, though capac-
  ity varies depending on the unit’s size and engine power. Each 
  unit can carry one bomb for every 5 tons of mass, but each 
  increment of 5 bombs (or part thereof) carried reduces the 
  unit’s Safe Thrust by 1. For example, a 20-ton unit can carry 
  four bombs (20 ÷ 5), but doing so reduces its Safe Thrust by 
  1. A 30-ton unit can carry six bombs (30 ÷ 5), but reduces its 
  Safe Thrust by 2. Recalculate Maximum Thrust based on the 
  adjusted Safe Thrust; multiply the new Safe Thrust by 1.5, 
  rounding up. All such ordnance uses the Nose arc for firing 
  purposes.
  A unit can make a bombing attack or a weapons attack in a 
  single turn. Bombs can be delivered by dive-bombing or alti-
  tude-bombing. Dive-bombing is more accurate, but requires 
  the attacker to lose altitude and exposes him to return fire. 
  Altitude-bombing is less precise, but allows attacks against 
  a strip of ground, much like a strafing run. See Modified 
  To-Hit Number, p. 243, to determine the target number for a 
  bombing attack.
  Dive-Bombing: A unit at Altitude 5 or lower can make a 
  dive-bombing attack against a single hex on the flight path, 
  though doing so requires the fighter to dive two altitudes. 
  This altitude drop is applied before any attacks are resolved 
  that turn. The fighter can drop one, some or all of its bombs 
  in the attack.
  • altitude bombing scatter diagram • 
  • dive bombing scatter diagram • 
  
  Roll once for each bomb being dropped in the attack. For each 
  attack that succeeds, the bomb impacts and explodes in the 
  target hex. If an attack fails, the bomb scatters before exploding. 
  To determine the direction of the scatter, roll 1D6 and consult the 
  Dive-Bombing Scatter Diagram below. The bomb scatters in that 
  direction, impacting a number of hexes from its intended target 
  hex equal to the attack roll’s margin of failure. (For example, if the 
  attack roll failed by 3 points, the missed bomb will strike 3 hexes 
  away from its intended target.)
  Altitude-Bombing: Altitude-bombing works similarly to straf-
  ing, allowing a fighter to attack a continuous row of hexes along 
  the flight path. Altitude-bombing can attack up to ten hexes, 
  but the fighter must drop at least one bomb and no more than 
  two bombs in each hex. All targeted hexes must be adjacent. If 
  the unit carries several types of bombs, the pilot chooses which 
  are targeted at which hexes. Finally, a to-hit modifier is applied, 
  which is equal to the Altitude of the aerospace unit.
  Roll once for each bomb being dropped in the attack. If a roll 
  succeed, that bomb lands in the designated hex. If the roll fails, 
  the bomb scatters before exploding. To determine the direc-
  tion of the scatter, roll 1D6 for each bomb dropped and consult 
  the Altitude-Bombing Scatter Diagram on page 245. The bomb 
  scatters in that direction, impacting a number of hexes from its 
  intended target hex equal to the attack roll’s margin of failure. 
  (For example, if the attack roll failed by 3 points, the missed bomb 
  will strike 3 hexes away from its intended target.)
  Area-Effect Weapons: All bombs are area-effect weapons (see 
  Weapons and Equipment, p. 113).
  The various types of bombs available are described below. 
  Players must designate the bomb types their fighters are carrying 
  before play begins, writing their choices clearly on each fighter’s 
  record sheet.
  Divide damage inflicted by bombs into 5-point Damage Value 
  groupings. Targets in the impact hex take damage in the front or 
  the back. Roll 1D6. On a result of 1–3, the attack hits the front; 
  on a result of 4–6, it hits the back. Some munitions also attack 
  units in surrounding hexes. Treat such attacks as originating in 
  the impact hex when determining attack direction. All external 
  ordnance uses the Nose Arc for firing purposes.
  • 
  High Explosive (HE): Each HE bomb causes 10 points of 
  damage to all units in the target hex.
  • 
  Cluster: A cluster bomb inflicts 5 points of damage on 
  targets in the impact hex and in the adjacent six hexes.
  • 
  Laser-Guided (LG): Laser-guided bombs act exactly like HE 
  bombs, except when targeted against a unit designated by a 
  friendly TAG (see below). Against such units, apply a –2 to-hit 
  modifier.
  • 
  Rocket Launchers: Inner Sphere forces may carry rocket 
  launchers on their wing pylons. One Rocket Launcher 10 
  occupies the same space as one bomb.
  • 
  TAG: Not a weapon in its own right, TAG (see p. 142) can 
  be used to designate targets for weapons like laser-guided 
  bombs or semi-guided LRMs. TAG units can be built into a 
  unit’s fuselage in the same way as a weapon or carried as an 
  external pod. A pod-mounted TAG occupies the same space 
  as one bomb. To designate a target, the fighter must be at 
  Altitude 5 or lower. Like a strike attack, the target must lie 
  along the flight path. The base to-hit number for the system 
  is the warrior’s Gunnery Skill +2. The designating aerospace 
  unit cannot make any other attacks while attempting to 
  designate a target. A grounded fighter’s TAG uses the same 
  firing arc as a weapon in the same location (see p. 236), and 
  uses all rules of TAG use as found on p. 142. A pod-mounted 
  TAG on a grounded aerospace fighter uses the nose firing arc. 
  DF 
  DF
  Clan Ghost Bear aerospace fighters provide close ground support for Beta Galaxy ground forces. 
  
  247
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  In the strafing example on p. 244, the controlling player 
  of the Shiva could have decided to make a bombing attack 
  in place of a strafing attack (provided the fighter has 
  bombs loaded). 
  As an 85-ton aircraft, the Shiva can carry up to 17 bombs 
  (one per 5 tons of mass) but doing so would reduce its Safe 
  Thrust by 4 (1 for every 5 bombs, rounded up), bringing it 
  all the way down to 1. The Shiva is currently carrying ten 
  cluster bombs, reducing its Safe Thrust by 2 for an effective 
  Safe Thrust of 3 and a Maximum Thrust of 5.
  The controlling player nominates Hex B for its dive-
  bombing attack and opts to drop half his bomb load (5 
  bombs) against the target hex. In this case, we’ll assume 
  the Shiva was at an altitude of 4. First, the player adjusts 
  the Shiva’s altitude by 2 (from 4 to 2), because it is making 
  a dive-bombing attack. The player then makes a to-hit 
  roll against the modified To-Hit Number 6 (4 (base to-hit 
  number) + 2 (dive-bombing attack modifier) = 6) for each 
  bomb. Unfortunately, all his rolls are less than 6 and so the 
  bombs miss their target. For each bomb, he must now roll 
  the direction and distance of deviation. If he’s lucky, they 
  may still land in another hex containing an enemy unit, 
  or—since they are cluster bombs—adjacent to an enemy 
  unit’s hex.
  If all the bombs had struck Hex B, the player would 
  apply the following damage. 
  Against the ‘Mech, the player rolls a 3, so the attack 
  strikes the front; the Shiva’s player would roll 5 different hit 
  locations for each of the five bombs (each with a 5-point 
  Damage Value) against the ’Mech’s front.
  Against the battle armor infantry, attack direction does 
  not matter. However, unlike standard weapon attacks 
  against battle armor units, area-affect weapons inflict 
  damage on every trooper in the unit. This means that 
  a total Damage Value of 25 points is assigned to each 
  trooper in the battle armor unit: 5 (number of bombs) x 
  5 (each bomb’s Damage Value) = 25. This damage elimi-
  nates the unit.
  Now that the bomb damage has been assigned in Hex 
  B, the Shiva’s controlling player moves to each adjacent 
  hex. With no specific order in mind, he starts with the 
  ProtoMech in Hex C. Once again, regardless of the attack 
  direction, a ProtoMech only has a single hit location table. 
  However, unlike standard weapons, which can get a Near 
  Miss result on a roll of 3 or 11, area-effect weapons always 
  damage a ProtoMech. The Shiva’s player rolls five times 
  for the location of each 5-point bomb, all on the Special 
  ProtoMech Hit Location Table (see p. 185).
  The player then moves to the WiGE in Hex 1. This unit is 
  airborne, and so the bombs have no effect; aerospace units 
  cannot make air-to-ground attacks against airborne units.
  Finally, the player moves to Hex A, where he first deals 
  damage to the vehicle. He rolls five times, once for the loca-
  tion of each 5-point bomb, all on the front of the vehicle.
  The player moves on to the final unit to take damage, 
  the conventional infantry in Hex A. As with the battle 
  armor in Hex B, this infantry unit has no arcs and so the 
  attack direction does not matter. Unlike other non-infan-
  try unit attacks, area-effect weapons double their damage 
  to conventional infantry units. The infantry is also in the 
  open, which doubles the damage again. This means that 
  the total Damage Value of 25 points becomes 100, elimi-
  nating the unit.
  AE weapons inflict double their damage against woods 
  for clearing purposes (see Clearing woods, p. 112); 50 
  points of damage is applied to the Terrain Factor of the 
  light woods in Hexes B and C, as well as 0810 and 1011, 
  which reduces each to rough terrain. 
  Finally, the player adjusts the Shiva’s altitude from 3 to 1 
  (NOE) on its record sheet.
  Dumping Bombs
  Units usually drop bombs only in the Weapon Attack Phase. 
  Some circumstances, such as engine critical hits, can require 
  the unit to jettison bombs in order to remain aloft. To carry 
  out an emergency bomb dump, the player specifies the 
  number of bombs to be dumped and makes a Control Roll, 
  with all applicable modifiers. 
  A successful roll indicates that the desired bombs are 
  dumped. A failed roll indicates all bombs remaining on the 
  craft are dumped. Dumped bombs do not inflict damage when 
  they land. Players can also carry out non-emergency bomb 
  dumps using the rules for Dumping Ammunition (see p. 104). 
  The fighter cannot exceed Safe Thrust during the turn in which 
  it is dumping its bombs. No ammunition explosion results if a 
  fighter dumping its bomb load is hit in the aft location.
  GROUND-TO-AIR ATTACKS
  The rules for ground units attacking airborne aerospace units 
  are covered in the appropriate areas of the Combat section 
  (see pp. 98 and 110). However, because the use of weapons by 
  aerospace units can differ significantly from the use of those 
  same weapons by non-aerospace units, an example of a non-
  aerospace unit attack against an airborne aerospace unit is 
  appropriate. 
  In the strafing example on p. 244, the controlling player 
  of the ground units wishes to attack the aerospace fighter. 
  The Shiva is at Altitude 3 in a hex on the low-altitude 
  map that corresponds with the Canyon map (the ground 
  mapsheet).
  First, all of the units on the ground mapsheet have line of 
  sight to the Shiva. (They would have LOS whether the fighter 
  was at Altitude 1 all the way up to Altitude 8; at Altitude 9 or 
  higher, the units on the ground mapsheet could not attack 
  the Shiva. See Line of Sight under Airborne Aerospace 
  Units Vs. Airborne Non-Aerospace Units, p. 99 of the 
  Combat section.)
  Next, the ground units’ player must take his units’ firing 
  arcs into consideration. The Shiva is operating on a low 
  altitude map, and so the line of sight is drawn from the 
  attacking hexes to the closest point on the Shiva’s flightline 
  to determine appropriate arcs as follows (see Firing Arcs 
  under Non-Aerospace Units to Airborne Aerospace Units, 
  p. 110 of Combat):
  1. Firing arcs do not apply to the infantry in hexes A and B.
  2. The vehicle in Hex A can only fire its front-mounted 
  weapons, or turret-mounted weapons if the unit 
  
  had a turret and rotated it appropriately during weapon 
  declaration.
  3. The fighter is in the right side arc of the ’Mech in Hex B. The 
  ’Mech may torso-twist to fire its front arc weapons on the 
  fighter.
  4. The fighter is in the ProtoMech’s rear arc, and so the 
  ProtoMech can only fire on the fighter if it mounts a main 
  gun or arm-mounted weapons.
  5. The VTOL in Hex D can only fire its rear-mounted weapons.
  6. The WiGE in Hex 1 can only fire right-side mounted weapons.
  7. Because the closest point on the Shiva’s flightline is equi-
  distant to the ’Mech in Hex 2’s front and left arm arcs, the 
  player controlling the player may choose what arc applies. 
  The player controlling the ’Mech in Hex 2 may elect to torso-
  twist towards the Shiva’s flightline, thus ensuring they may 
  use the weapons in their front firing arc.
  As the Shiva is operating on a low-altitude map, the range 
  of the fighter is drawn from the attacking unit’s hex to the 
  nearest hex on the Shiva’s flightline, minimum 0. In addition, 
  for each altitude, all attacking non-aerospace units add 2 hexes 
  to the range (see Non-Aerospace Units Attacking Airborne 
  Aerospace Units, p. 107). With that in mind, the ranges for each 
  unit are as follows:
  1. The vehicle in Hex A, the ’Mech in Hex B, the ProtoMech in 
  Hex C, and the VTOL in Hex D would all attack the Shiva 
  as though the range were 6 (all are on the flightline, plus 2 
  hexes of range per altitude).
  2. The range from the WiGE in Hex 1 is 7 (1 hex from the flight-
  line, plus 2 hexes of range per altitude).
  3. The range from the ’Mech in Hex 2 is 8 (2 hexes from the 
  flightline, plus 2 hexes of range per altitude).
  4. The two infantry units cannot make attacks against airborne 
  aerospace units.
  If the Shiva had been at Altitude 1 (NOE), the WiGE in Hex 1 
  would have applied a +1 to-hit modifier, while the ’Mech in Hex 
  2 would have applied a +2 to-hit modifier for terrain.
  Finally, the player must consider the angle of attack (see 
  Angle of Attack, p. 236). The units in hexes A, B, C and D are 
  attacking the aerospace fighter’s nose and so apply a +1 
  modifier for angle of attack. The WiGE in Hex 1 is attacking the 
  fighter’s right side and ’Mech in Hex 2 is attacking the left side, 
  and so both apply a +2 to-hit modifier.
  With the above information determined, the controlling 
  player of the ’Mech in Hex B (a Legacy) determines the exact 
  to-hit numbers for his weapons. The base range is 0 hexes, +2 
  hexes for each of the three altitudes for a net range of 6 hexes.
  This is medium range for the Legacy’s ER medium lasers and 
  its single Streak SRM-4. The ’Mech’s twin Ultra AC/10s (which the 
  controlling player opts to fire at double rate) are at short range. 
  The ER small laser has a maximum range of 5 and thus cannot 
  be used against the Shiva. The Legacy walked this turn, increas-
  ing the to-hit target number modifier at short range to 5 and at 
  medium range to 7.
  The player rolls a 6 and an 11 for the ER medium lasers (one 
  hit, one miss), an 8 for the SRM-4 (which inflicts four 2-point hits) 
  and a 6 and 7 for the Ultra AC/10. He rolls 2D6 twice to see how 
  many AC rounds struck the target and gets a 6 and a 10, which 
  he compares to the appropriate column of the Cluster Hits Table. 
  One round from the first autocannon and both rounds from the 
  second struck the Shiva, inflicting 43 total points of damage.
  Because the attacking unit is launching an assault from the 
  ground against an airborne aerospace unit, the player uses the 
  Above/Below column of the Aerospace Units Hit Location Table 
  (see p. 237). The ER medium laser hits the fighter’s aft and does 
  5 points of damage, exceeding the Damage Threshold of 4 and 
  possibly inflicting critical damage to the engine, while the SRM 
  rounds strike the right wing, left wing and aft (x2) for 2 points 
  each (no chance of a critical hit). Two AC rounds strike the right 
  wing for 10 damage points each and one AC round to the nose 
  for 10 points, all exceeding the Damage Thresholds in those 
  locations. The wing hits offer two possible critical hits—a gear 
  hit and a weapon hit—while the nose hit may have done critical 
  damage to sensors.
  The player rolls 2D6 for each possible critical hit. He gets 9 
  for the engine roll (critical), 7 for the gear (no critical), 11 for the 
  wing weapons (taking out one of the pulse lasers) and 7 for the 
  sensor (no critical). The damage takes effect immediately; not 
  enough to destroy the aircraft but enough to place it in great 
  danger.
  The Shiva’s player must make a Control Roll against a 
  Modified Target Number of 8 (5 (Base To-Hit Number) +2 (+1for 
  each 20 points of damage sustained), +2 (atmospheric flight), 
  –1 (aerospace fighter)). He rolls a 5—a failure—and the fighter 
  goes out of control. Next, he rolls 1D6 to determine the number 
  of altitudes lost and gets a 2. The aircraft drops to Altitude 1 
  (NOE), surviving—for now—to continue the fight.
  ATTACKS BY AND AGAINST  
  SPHEROID DROPSHIPS IN ATMOSPHERE
  Spheroid DropShips and spheroid small craft, at low alti-
  tude, use the same Firing and Attack Diagrams that Grounded 
  Spheroid Aerospace units use (see p. 250). A spheroid unit may 
  spend 1 MP of thrust to reverse their left and right side facing. 
  RA 
  RA
  A McGee’s Cutthroats’ Rifleman attempts to shoot down an over-flying spotter plane. 
  
  249
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  The player may elect to change the facing of the craft a full 
  180 degrees or any fraction there of, but the cost of such 
  movement is always 1 MP, no matter how much the craft 
  rotates, up to 180 degrees. 
  For any attack that strikes a spheroid from a firing unit at 
  the same altitude, roll 1D6. On a result of 1, the attack strikes 
  the Nose; on a result of 2-5, the attack strikes the Side; and 
  on a result of 6, the attack strikes the Aft. For any attack from 
  a firing unit at a higher altitude that strikes a spheroid, roll 
  1D6. On a result of 1-3, the attack strikes the Nose; on a result 
  of 4-6 the attack strikes the Side. For any attack from a firing 
  unit at a lower altitude that strikes a spheroid, roll 1D6. On a 
  result of 1-3, the attack strikes the Aft; on a result of 4-6 the 
  attack strikes the Side.
  For attacks by a spheroid unit, if the target unit is at the 
  same altitude as the spheroid, it may fire the Fore Side and 
  Aft Side weapons, facing the target. If the target is higher then 
  the spheroid unit, then it may fire the Nose and appropriate 
  Fore Side weapons, at the target. For units at a lower alti-
  tude, the spheroid may fire the Aft and appropriate Aft Side 
  weapons, at the target. 
  Spheroid craft may target units in their “dead zone” (see Air-To-
  Air Attacks, p. 241). For targets at a higher altitude, the spheroid 
  may fire its Nose weapons at the target. For targets at a lower 
  altitude, the spheroid may fire its Aft weapons at the target.
  DAMAGE TO AEROSPACE UNITS IN ATMOSPHERE
  An aerospace unit in atmosphere must make a Control roll 
  in the End Phase of every turn in which it suffers damage 
  (see p. 93). All appropriate target modifiers shown on the 
  Control Rolls Table (including the +2 modifier for Atmospheric 
  Operations), and the Atmospheric Control Modifiers Table 
  above, apply to this roll. A unit that goes out-of-control on the 
  low altitude map automatically loses 1D6 altitudes and may 
  crash if this causes it to enter a hex with an altitude higher 
  than its own (see Crashes, p. 81).
  ATTACKS BY GROUNDED AEROSPACE UNITS
  A grounded DropShip can provide a phenomenal amount 
  of firepower for the force employing it; these units often serve 
  as the focal point of a fixed defense. The following rules allow 
  the use of such powerhouses on the battlefield.
  Fighters: Fighters have the same firing arcs and attack 
  directions for incoming fire on the ground map as they do on 
  the space map; all weapon attacks by grounded fighters apply 
  a +2 to-hit modifier.
  ATMOSPHERIC CONTROL 
  MODIFIERS TABLE
  Condition
  Control Roll
  Per 20 points of damage
  +1
  Unit is spheroid DropShip 
  +1
  Unit is aerodyne DropShip
  0
  Unit is fighter or small craft
  –1
  Line of Sight
  Unlike airborne aerospace units, grounded aerospace units 
  rise above the level of the underlying hex(es) they occupy, which 
  is used when determining the LOS from an attacking grounded 
  aerospace unit to the target (see Unit Heights Table, p. 99).
  Unlike other units, a grounded DropShip determines 
  LOS from one of the six adjacent hexes it occupies to the 
  target; which ever hex provides the best LOS circumstances. 
  For example, in the LOS diagram on p. 100, the height of 
  the woods in both Hexes 1 and 2 equal the height of both 
  the DropShip and the ’Mech in Hex E (Level 8) and so both 
  hexes potentially intervene. If the controlling player of 
  that DropShip draws LOS from Hex 1115 to Hex E, it passes 
  through both hexes 1 and 2 and so both woods hexes inter-
  vene. However, if the player draws LOS from Hex 1014 to Hex 
  B, only the woods in Hex 1 intervenes.
  Attacks from the DropShip’s nose arc (see Firing Weapons 
  below) against airborne aerospace units, however, draw LOS 
  from the central occupied hex.
  Firing Arcs
  Aerodyne DropShips and Small craft have the same orienta-
  tion on a ground map as on a space map and so their firing 
  arcs do not change when grounded; simply use the Aerodyne 
  Firing Arcs Diagram on p. 236, blocking out a central hex and 
  six adjacent hexes to determine the ground-based firing arcs, 
  in particular which hexes the unit cannot fire into. Aerodyne 
  DropShips and Small craft cannot fire at targets in the hex 
  they occupy, nor can they fire at airborne aerospace units.
  Spheroid DropShips and Small craft land aft-first and so 
  use distinct firing arcs as shown on the Grounded Spheroid 
  DropShip Firing Arcs diagram on p. 250:
  • 
  Left Side Arc: All fore-left and aft-left weapons fire into 
  the Left Side Arc.
  • 
  Right Side Arc: All fore-right and aft-right weapons fire 
  into the Right Side Arc.
  • 
  Nose-Mounted Weapons: Nose-mounted weapons can 
  only target airborne aerospace units (see Firing Weapons 
  below).
  • 
  Aft-Mounted Weapons: Aft-mounted weapons can only 
  target units in the same hexes the spheroid DropShip or  
  Small craft occupies; it can target any of the 7 hexes it 
  occupies with any aft-mounted weapons (see Firing 
  Weapons below). 
  Note: The controlling player decides on the orientation of a 
  grounded spheroid DropShip’s or Small craft firing arcs after the 
  unit has landed (see Landing, p. 87), crashed (if it crashes and 
  survives, treat the spheroid DropShip or Small craft as though it 
  landed aft-first) or when placing it on the battlefield if part of a 
  scenario set-up. Firing arcs remain unchanged once determined 
  until the DropShip or Small craft lifts off.
  Firing Weapons
  Attacks by DropShips are carried out with the exceptions 
  noted above concerning firing arcs for grounded spheroid 
  DropShips. Resolve each individual weapon as a separate attack, 
  using ranges and damage values as found on pp. 303-304.
  Grounded DropShips apply a –2 to-hit modifier against all 
  non-aerospace targets (this includes grounded aerospace units).
  
  Multiple Targets: Grounded spheroid DropShips are the 
  only units that can attack both airborne aerospace units—using 
  nose-mounted weapons—while simultaneously attacking non-
  aerospace units (this includes grounded aerospace units—with 
  the weapons in their other arcs. Grounded DropShips ignore 
  the multiple targets modifier when firing at more than one unit.
  Attack Direction
  Attacks against a grounded aerodyne DropShip use the 
  Grounded Aerodyne DropShip Attack Direction diagram above.
  Attacks against a grounded spheroid DropShips use the 
  Grounded Spheroid DropShip Attack Direction diagram above. 
  As with Firing arcs, the controlling player decides on the orien-
  tation of the DropShips left and right side for attack direction 
  once the unit has landed, crashed or been placed in a scenario; 
  attack direction remains unchanged once determined until the 
  DropShip lifts off.
  LOS: Line of Sight from an attacking unit to a grounded 
  DropShip is drawn to one of the six adjacent hexes the DropShip 
  occupies, not the central hex.
  Immobile Target: As noted on p. 110, grounded DropShips are 
  considered immobile targets.
  Damage
  Damage to grounded aerospace units is resolved exactly like 
  damage to airborne aerospace units. 
  DropShip Combat
  DropShips take damage in the same way on the ground map 
  as on the space map. The angle of attack determines the facing 
  struck by incoming fire and the attack must exceed the Damage 
  Threshold to cause critical damage. Aerodyne DropShips use the 
  same facings as on the space map, while attacks against spheroid 
  DropShips always strike the side.
  Attacks by DropShips are carried out in the same manner as on 
  the space map.
  • grounded spheroid dropship firing arcs diagram • 
  • grounded spheroid dropship attack direction diagram • 
  • grounded aerodyne dropship attack direction diagram • 
  
  251
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  OTHER COMBAT 
  WEAPONS AND 
  EQUIPMENT
  If a unit’s technical readout or record sheet game statistics 
  indicate it carries one of the following equipment types, it 
  may significantly affect game play. Players should consult 
  the unit’s game statistics and familiarize themselves with the 
  appropriate equipment rules below before play begins.
  Advanced Weapons and Equipment: If a unit mounts 
  any weapons and/or equipment not found here, or on the 
  appropriate Weapons and Equipment tables (see p. 303), then 
  the weapon/equipment in question is either advanced (not 
  appropriate for standard tournament play) and is covered in 
  Tactical Operations, or it has no direct impact on BattleTech 
  game play, only affecting construction. Such weapons and/
  or equipment that are not considered advanced will be 
  described in TechManual.
  SCREEN LAUNCHERS
  Screen launchers may only be used in a space map hex 
  (a non-atmospheric or atmospheric-interface hex). A single 
  launcher can fire one canister per turn. Each canister may 
  be targeted against any hex in the appropriate firing arc and 
  within range, except for the firing unit’s own hex. No to-hit roll 
  is required. Once the canister is detonated, designate (with a 
  makeshift counter, written on a piece of paper and so on) that 
  the target hex is occupied by the chaff of a screen launcher.
  Any unit (including tele-operated missiles) in the target 
  hex at the time of a canister’s detonation suffers 15 points of 
  standard-scale damage, rolled on the Nose column of the Hit 
  Location Table, p. 237. If multiple screen launcher canisters 
  detonate in a hex, each one causes damage. 
  Hexes containing screen launcher chaff block line of sight, 
  though units can fire into or out of a hex containing a screen 
  launcher. Modify the to-hit number by +2 for attacks into or 
  out of a hex containing a screen launcher. Multiple screen 
  launchers in a hex have no impact on shots simply passing 
  through the hex (each canister blocks LOS), but additional 
  screen launchers in a hex influence shots into or out of that 
  hex. Each screen launcher after the first adds +1 to the to-hit 
  penalty. For example, two screen launchers give a +3 penalty, 
  +2 for the first and +1 for the second, while four screen 
  launchers give a +5 penalty (+2 for the first and +1 for each 
  additional canister).
  In the End Phase of each turn, roll 2D6 for each hex on the 
  space map that contains screen launcher chaff. On a result of 7 
  or greater, the hex is cleared of chaff, regardless of how many 
  screen launcher canisters may have detonated in it. On any 
  other result, the screen launcher chaff remains in the hex.
  TELE-OPERATED MISSILES
  Tele-operated missiles may only be fired from, and tar-
  geted at, units that occupy a space map hex. Whenever a 
  tele-operated missile is launched, place a makeshift counter 
  representing the missile in the attacker’s hex, with the same 
  heading and velocity as the firing unit.
  Tele-operated missiles move like fighters, executing their 
  movement after small craft and before fighters. Use the stan-
  dard rules for facing changes and acceleration; tele-operated 
  missiles have no G-force or SI movement restrictions.
  Missiles cannot decelerate but also do not have a maximum 
  Thrust Value. Instead, thrust is limited only by the amount of 
  fuel available. For example, a missile with 30 Fuel Points can 
  spend up to 30 Thrust Points. If the missile spends all of its 
  Fuel Points, it can no longer maneuver or accelerate. The 
  tele-operated missiles currently available have the following 
  Fuel Points: Kraken-T, 25; White Shark-T, 40; Killer Whale-T, 30; 
  Barracuda-T, 30. 
  A clear line of sight must be maintained between the firing 
  unit and the missile to facilitate the transmission of control 
  data. All objects that block LOS or inflict to-hit penalties 
  prevent the operator’s commands from reaching the missile. 
  Consequently, missiles without LOS to the operator may 
  not maneuver or accelerate. Instead, the missile continues 
  on its last heading and velocity. Likewise, if the firing unit is 
  destroyed, the missile cannot be controlled and continues on 
  its last heading and velocity.
  Tele-operated missiles cannot attack fighters, but are 
  treated as fighters when attacked. The Armor Value of a 
  tele-operated missile is equal to the amount of capital-scale 
  damage it may inflict. Missiles remain fully functional and are 
  not destroyed until all of their armor is destroyed.
  If a missile ends the Aerospace Movement Phase in the 
  same hex as an enemy unit—even if it is currently out of the 
  operator’s LOS—the missile’s targeting computer assumes 
  control and attempts to hit the “target” unit. Tele-operated 
  missiles use a Base To-Hit Number of 2. Modify this number 
  by +1 for each point of capital-scale damage taken by the 
  missile (i.e. each armor point lost) during the turn in which it 
  attacks, and for each point of thrust spent during that same 
  turn. A missile with no Fuel Points suffers an additional +6 
  to-hit modifier. If the firing unit has suffered critical hits that 
  affect to-hit numbers (such as FCS and CIC), these modifiers 
  also affect this to-hit number.
  A missile that misses its target remains on the space map 
  and can continue to maneuver until it hits a target, runs out of 
  fuel, is destroyed, enters an atmospheric-interface hex (which 
  destroys it) or leaves the playing area.
  Each tele-operated missile launcher can only control one 
  missile at a time. If a second tele-operated missile is launched 
  before the first is either destroyed, runs out of fuel or leaves the 
  playing area, that first missile can no longer be controlled and 
  continues on its last heading and velocity; if it ends any move-
  ment phase in a target’s hex, it can still attempt an attack.
  Tele-operated launchers may not fire standard (non-tele-
  operated) capital ammunition.
  
  ILLIUSHIN
  TAURIAN CONCORDAT
  7 OCTOBER 3067
  No windows glowed in the target 
  house as Subaltern Alan Noppadoi 
  waved two fingers to the left, then 
  to the right, sending agents to 
  cover the dwelling on either side. 
  Backup waited on the next block to 
  catch any runners. The houses on this 
  block faced almost onto the sidewalk, 
  with narrow strips of bushes or vines 
  between them and concrete.
  He wasn’t an old man at forty-two, but 
  rapidly running out of time if he wanted to 
  ever be more than a subaltern of security. 
  Capturing these Blakist spies was his way 
  up. So far that year, they had collected more 
  than twenty of them, across the various 
  planets that made up the Concordat.
  Blakists. Supposed allies.
  He hooked a finger over the whisker on 
  the side of his headset and pulled the micro-
  phone down to his cheek.
  “Close in. Slow. Quiet.”
  Noppadoi started walking across the street, 
  while the five agents that had remained behind 
  him ran past him, heading for the front door of 
  the target house.
  “Go, go, go,” he murmured. No need to shout. 
  No need to warn whomever else might be in 
  the house.
  As the two flanking teams came up on their 
  destination, they turned in between the houses,  
  lifting their SMGs into shooting position. Standard 
  procedure: the weapon points where the shooter 
  is looking.
  The door of the house was three steps up from 
  the sidewalk. The team crossing the street raised 
  their weapons from under their jackets, all but the 
  lead man. He’d stayed with Noppadoi. He moved 
  swiftly forward, then leaped and hit the door with 
  both feet. It flew open with a crash as the man fell 
  to the stoop and rolled out of the way, into the 
  bushes by the steps. The other four men rushed 
  through the door, one after the other.
  Noppadoi continued his stroll, barely reaching 
  the steps before the kicker was on his feet, fol-
  lowing the rest of the team in. Noppadoi stepped 
  through the doorway and stopped, turning 
  to face the outside. He drew his service pistol, 
  clicked the safety off and waited.
  Behind him, he heard the insertion team 
  moving through the house, announcing each 
  room as clear before they started up the stairs. 
  They made no effort at quiet. Quiet had ceased to 
  be part of the plan.
  Above him and to his right, Noppadoi heard 
  the near-silent scrape of a window opening, 
  plastic on plastic.
  He waited. Then he stepped back outside and 
  hopped off the stoop to his right, just in time to 
  stick the muzzle of the pistol into the face of the 
  man who had jumped from the window above.
  Proof that his anonymous source was reliable—
  at least enough that his score of captured agents 
  kept growing. As long as he could count on that, 
  Noppadoi didn’t give a damn who his source 
  really was.
  Dan C. Duval
  
  “Live or die,” Noppadoi said to the man squatting on the 
  ground. “It makes no difference to me.” 
  The man didn’t look like he came from the Concordat. He 
  looked more like a Magistracy dog. Regardless, as easy to 
  shoot him as not. Behind them, the house rumbled and shook 
  as the insertion team cleared the upstairs, then clattered back 
  downstairs. Agents took the man into custody, cuffing his hands 
  behind him.
  Grinding his molar down on the transmit key, Noppadoi 
  said, “Bring up the cart. Insertion team, hold the perimeter until 
  relieved.”
  His Number Two, Coronet Jaruwan, stopped at his side. 
  “Should be lots of intel in there. Lots of papers upstairs.”
   “Good.” Noppadoi nodded toward the captive. “What we 
  really need is in his head. We’ll get it.”
  Jaruwan grunted. “Then we recondition him, like the rest?”
  Noppadoi nodded. “Make him think he’s a double for FedCom, 
  then drop him in the Confederation.”
  Jaruwan grinned. “Break up this stupid alliance with Liao.”
  Report him as a FedCom spy rather than whatever he might 
  actually be, Noppadoi thought. Stir up Shraplen’s paranoia some 
  more. Move me another step up the chain.
  SAMANTHA
  TAURUS
  TAURIAN CONCORDAT
  Protector Grover Shraplen did not look happy, the demi-
  precentor thought. From the information given him by his 
  superiors at ComStar, Zwick assumed much of Shraplen’s ill 
  humor stemmed from the mere fact of this intelligence brief-
  ing. He also knew that much of it sprang from his presence, as a 
  representative of ComStar, in Shraplen’s inner sanctum. The 
  Word of Blake had succeeded brilliantly in turning Grover 
  Shraplen to their cause.
  Zwick prayed that whatever powers watched over 
  humanity would not let Shraplen know how desperate 
  things were for ComStar these days. Desperate enough 
  that Zwick had to get to Shraplen any way he could.
  What the Taurians called the Secure Room was empty 
  except for a conference table and eight chairs. The masonry 
  walls hid a set of tubes that surrounded the room, where 
  air bubbled through water, creating a white-noise screen 
  around the entire space. Even the door contained the tubes, 
  in a closed loop. With a Faraday cage and a double-core 
  induction electricity supply, no more secure place existed 
  anywhere on Taurus.
  Brellan Stark, Air Marshal 
  Senior Grade, was giving 
  this briefing. Tall, gaunt 
  and stiff, his informal 
  attire did not hide a mili-
  tary bearing. Stark was 
  one of the last partisans 
  ComStar could count on in the Concordat. Given Shraplen’s feel-
  ings about Taurian Military Intelligence, getting to him through 
  them was indeed an act of desperation.
  “I have asked, ah…” Stark turned slightly in his chair to indi-
  cate the ComStar officer in the corner. “…Mister Zwick to join us. 
  
  We have information on Blakist agents in the Concordat.“ Stark 
  cleared his throat. “Brought to us from our friends in ComStar.”
  Shraplen raised a hand, cutting Stark off. “I assume that 
  Subaltern Noppadoi is still capturing Blakist spies, then reporting 
  them to us as FedCom.”
  “Yes. Yes, exactly,” Stark said, visibly shaken at being interrupted.
  Zwick felt his insides twist. A bad situation to start with, it was 
  getting worse by the moment. “You know these agents all claim 
  to be from the Magistracy or from the Capellan Confederation?” 
  he said. He must remain calm. Cool. “That’s a lie. They are spies 
  from the Word of Blake. They claim to be your friends and yet 
  they send these agents, these provocateurs, to your worlds. The 
  Blakists are not your friends.”
  “Is Noppadoi getting them all?” Shraplen snapped.
  Stark paled. Zwick merely shrugged. “Our intelligence says 
  probably not.”
  Shraplen nodded.
  “And we know Noppadoi supports Marshal Kithrong,” Stark said, 
  attempting to regain some respect from Shraplen. “We can arrest 
  him most anytime, or transfer him elsewhere.”
  Shraplen shook his head. “No. For the time being, he’s where we 
  can watch him closely. We know who his subordinates are. We can 
  collect them anytime we want.” Raising a water glass, Shraplen took 
  a long drink. “And I will be long dead,” he said, “before Noppadoi 
  commands anything larger than a twenty-man security squad.”
  Shraplen did not care, Zwick realized, that the Word of Blake 
  was sending operatives into the Concordat. Shraplen cared more 
  about a single ambitious intelligence officer than about whatever 
  the Blakists might do. ComStar is doomed in the Concordat, he 
  thought. There is no hope.
  At least, not as long as men like Shraplen ruled in this realm.
  But if they were swept out of the way …
  NEW ABILENE
  MAGISTRACY OF CANOPUS
  The old rancho stood at the top of the tallest of several ridges 
  that marched down from the Stearns Mountains to the wide, 
  empty plains below. Tiny dots on those plains were cattle, feeding 
  on the last grass.
  The rancho itself was stone, with a red-tile roof, sprawling for 
  nearly fifty meters along the ridge top. All of the rooms on the 
  single floor faced either up toward the mountains or down across 
  the ridges. The main room spanned the whole house, giving views 
  of both. Inauspicious as the local headquarters of the Blakists’ True 
  Believers faction, but also inconspicuous. The Magistracy was not 
  yet under Blakist control, and so inconspicuous was best.
  At the picture window facing the plains, Demi-Precentor 
  Santiago Przbtesky watched the tiny dots in the grasslands. Their 
  pattern changed slowly, but it did change. Everything changes. He 
  must remember that.
  “Have you passed that report on to Precentor Blane, yet?” 
  Przbtesky said.
  “It has been done,” his aide replied.
  A mere adept, the boy already knew much too much. Przbtesky 
  knew he would have to dispose of him and find someone else. 
  He’d gotten rather fond of the youth—but as the old saying went, 
  two people may keep a secret if one of them is dead.
  “This Noppadoi,” Przbtesky said, “has taken many Toyama 
  agents. You are sure he has not captured any of ours?”
  “As of the last reports from the Concordat, our network remains 
  in place, while we feed the Toyama agents to Noppadoi as fast 
  as they arrive.” The young man spoke almost without emotion. A 
  good trait. A pity.
  And if that little farce worked, using Capellan and Canopian citi-
  zens as agents to divert attention away from the Word, so much 
  the better.
  The Magistracy was not ready for the Blakists to do much more 
  than attempt to steer them. When the time came, though, True 
  Believers would take charge in the Magistracy and the Concordat, 
  not the fools of the Toyama faction.
  It could be no other way.
  LANTAU ISLAND
  SIAN
  CAPELLAN CONFEDERATION
   “Jiang-jun Chi’n.” Chancellor Sun-Tzu Liao glided into the study. 
  His long, painted robe hid the movement of his feet, its long 
  sleeves concealing his hands. “I thank the deputy commander of 
  the Maskirovka for coming all this way for our discussions.” 
  Chi’n bowed at the waist until his upper body was parallel to 
  the floor. The motion almost made him drop the contents of the 
  thick leather folder under his arm. Without straightening up, he 
  said, “I am honored to serve, Chancellor.” He tried to ease the 
  papers back into the folder.
  Years before, Chi’n had been here, in the main room of the 
  Chancellor’s retreat. Then, overstuffed chairs and long plush 
  couches had filled the chamber. Now it held a single enameled 
  chair, the wood of the seat curving up to make armrests, with a 
  single embroidered pad for comfort. No other furniture broke up 
  the expanse of thick carpeting on the floor. Sun-Tzu Liao’s guests 
  had to sit on the floor. Or kneel.
  Sun-Tzu sat carefully in the chair, his robe rising enough to 
  reveal red slippers woven of goose quills, imported from Terra. 
  One hand slid out of a sleeve, motioning Chi’n down.
  His knees too old and stiff to kneel, Chi’n sank slowly to the floor, 
  cross-legged. He waited, carefully not looking the Chancellor in 
  the face.
  “Proceed,” Sun-Tzu said.
  “Yes, Chancellor. For the past year or so, we have intercepted 
  agents from the Concordat, Blakist agents who believe they are 
  also in the pay of the FedCom. Obviously conditioned.” He started 
  shuffling through the pages in his folder.
  Sun-Tzu held up a hand. “Don’t bother. Your verbal report is suf-
  ficient. You are still transferring these agents to the Combine, yes?” 
  At Chi’n’s nod, he added, “And you have made sure that an agent 
  known to the Combine performs the actual insertion for us?”
  Chi’n smiled. “Of course. In the Outworlds Alliance. He is suf-
  ficiently incompetent that they can easily trace it back to us.”
  Chancellor Liao nodded gravely. “Excellent. Blakists who are 
  double agents for the FedCom, but obviously tampered with, 
  set upon our good friends in the Combine ISF. Their intelligence 
  people will make themselves insane trying to determine what 
  we are doing, simply because we are doing nothing.” He gave a 
  hollow laugh. “It even saves us the cost of executing these Blakist 
  agents.” He almost spat the last words.
  Chi’n cleared his throat. He had been dreading this moment 
  ever since he had found out. Nothing for it but to dive in. And 
  
  hope. “During our interrogations, we determined that many of 
  these agents are from the Confederation. Our people.” 
  Sun-Tzu Liao did not move, not even a flick of an eyelid. When 
  he spoke, his voice was slow and deliberate. “What concern what 
  traitors do? They are traitors. These, in the end, will serve the pur-
  poses of their homeland.”
  The Chancellor clapped his hands loudly, once. A servant 
  hurried into the room. “Would you care to take tea, Chi’n,” Sun-Tzu 
  asked, “before we get to the real business of the day?”
  7 OCT 3067
  TO: PRESIDENT MITCHELL AVELLAR, OUTWORLDS ALLIANCE
  FROM: COORDINATOR STEVEN WOODWARD, OAI
  RE: YOUR MEMO OF 2 OCT 3067
  As ComStar Precentor Grieg has pointed out, the Capellan 
  Confederation has been feeding agents into the Draconis 
  Combine through the Alliance, by way of a merchant named 
  Allois Bauer, who operates from Quatre Belle.
  Regarding your concerns about an Alliance citizen being 
  involved with this smuggling of agents, Bauer uses a Marian 
  trader, Lucius Shute, who owns a merchant vessel and makes a 
  common run from Alpheratz to Galedon V in the Combine. Shute 
  sometimes makes unscheduled stops at Quatre Belle and, in the 
  Combine, at Sinope. Apparently the agent transfers take place at 
  these unscheduled stops.
  Our people have confirmed this information and sealed 
  off those sources, making it unlikely that Combine assets will 
  connect the Alliance to these people. We cannot yet determine 
  how long this pipeline has been in operation, though it appears 
  to have been running for at least twelve months.
  The Precentor also tells us this operation originates with the 
  Word of Blake, but I have not yet confirmed that. I will add prog-
  ress on this case to your regular briefings.
  HOUSE OF THE SCARLET HAND
  LUTHIEN
  DRACONIS COMBINE
  Louis Yamashi rocked his head in his hands. What could it mean?
  It was long past sunset. Only the desk lamp provided light to 
  Yamashi’s small office, much too small and plain for a tai-sa in the 
  Internal Security Force. But small meant nothing got lost here. 
  Unless immediately needed, it got moved out of the office.
  Near the lamp and a porcelain cup containing some very cold 
  tea, a single file occupied the desk. A very thick file. It contained 
  dossiers on nearly sixty men and women the ISF had come across, 
  a few at a time over the past several years, all with the exact same 
  conditioning: Blakist spies on top, with the conditioned belief that 
  they also served the Federated Suns. Yet the conditioning was so 
  obvious and these people so badly trained to fit into Combine 
  society—not to mention that they were so obviously gaijin.
  Half of them were certainly Capellan. So easily traced back to 
  House Liao and the Confederation. Maybe too easily. What other 
  hands might there be in this, targeting the Capellans?
  The agents themselves had all been quietly disposed of. But 
  Yamashi’s opposites in the Confederation had to know that these 
  agents would be picked up almost immediately and that such 
  sloppy conditioning would be noticed almost as quickly.
  Why? Why? Why?
  A knock sounded at the door. “Come,” Yamashi called.
  Chu-sa Moshima entered, his uniform bright and crisp, in con-
  trast to the rumpled tunic Yamashi wore. He bowed. “Yamashi-
  sama. The Coordinator’s office has requested a report on the 
  matter you were assigned.”
  His face still in his hands, Yamashi shook his head slowly. “I am 
  no further along than last week, Moshima. Or last month. It just 
  does not make sense.”
  Moshima looked at the small finger of Yamashi’s right hand. 
  The last joint was missing, the finger ending in a smooth cap of 
  skin. According to the stories, that was Yamashi’s apology for 
  missing the machinations of the Black Dragon Society, years ago 
  when Yamashi was a junior officer in the ISF. Many ISF senior intel-
  ligence officers were missing the same finger joint.
  Unconsciously, Moshima held his hands in front of him, his left 
  hand rubbing the small finger of his right.
  DARWIN DESERT
  BALTAZAR III
  CIRCINUS FEDERATION
  Sand scoured the single window of the training room, high 
  on the long wall opposite the sole door. At a table in the front, 
  between door and window, a demi-precentor stood, knuckles on 
  the tabletop. His height made him stoop to allow his hands to 
  reach the table. The stoop revealed hiking boots below the hem 
  of his dress robes.
  Behind him and to his left, near the door, two adepts stood 
  in somewhat cheaper robes, hands folded, trying hard to not 
  look proud and self-satisfied. In front of them, in two rows of 
  four chairs, robed acolytes sat, waiting for the demi-precentor 
  to speak. Five more rows of chairs sat empty. All of the acolytes 
  had been recruited from the Capellan Confederation or the 
  Magistracy of Canopus.
  “First of all,” the demi-precentor said, “I want to congratulate 
  you on completing the course. As you can see”—he waved at the 
  empty chairs behind them—“most of those who started did not 
  finish. You are the best, the ones who will carry our glorious vision 
  into the Concordat.
  “You have been trained in Concordat culture, in its history, in the 
  locals’ manner of speaking, until you can pass for Concordat citizens. 
  Soon you will be assigned to your stations, given your first missions. 
  Do not expect these to concern more than minor matters, but every 
  mission advances our holy cause, and so you must succeed.
  “You will have heard that other factions of the Word are also 
  operating in the Concordat. Remember that we are all trying to 
  bring the great Blake’s vision to fruition. If you encounter fellow 
  agents, do not associate with them, but do not interfere with 
  them, either. Let them do their work and they will let you do yours.
  “Remember that in the Concordat, there are those who wish 
  to cast us out. These are the people we must combat. You must 
  discover their identities, reveal their plans and thereby help us 
  thwart them.
  “Some will be ComStar agents. Winnow these out above all others.
  “I remind that you that, in the unlikely event of capture, you are 
  agents of your home nation, not of the Word. The Great Work 
  has only begun, but with your help, we, the followers of Conrad 
  Toyama, will lead the way to a future for humanity that will out-
  shine any previous civilization.
  “My heart goes with you.”
  
  This section is not part of the standard rules of BattleTech as 
  presented in previous sections of Total Warfare, and so Creating 
  Scenarios should not be considered part of standard/tournament 
  play. Instead, this section provides additional rules and tables 
  that players can use to quickly generate BattleTech scenarios once 
  they have a grasp of the game rules. Using the Creating Scenarios 
  system, players can generate relatively balanced scenarios in 
  short order. By combining the various scenario types with mixes 
  of units and mapsheets, players can create a nearly infinite 
  number of different scenarios.
  Battle Value System: The Battle Value (BV) system provides a 
  numerical rating (a “point system”) that represents the damage 
  capabilities and survival potential of every BattleTech unit. BV can 
  be combined with the Creating Scenarios section to generate an 
  even more balanced scenario, increasing every player’s enjoy-
  ment of the game.
  Unless otherwise stated the Battle Value of the skills of the 
  warrior should be included with the Battle Value of the unit.
  While the Battle Value system appears in TechManual, most 
  technical readouts and record sheets provide the BV of the unit 
  in question. If a BV is not readily available in either a technical 
  readout or on the unit’s record sheet, players can find a compre-
  hensive BV database at www.masterunitlist.info. Note that the 
  Battle Value system as featured in TechManual is a revised version. 
  Technical readouts and record sheet compilations published prior 
  to TechManual use a now-obsolete Battle Value system.
  GENERAL RULES
  Unless otherwise noted in the specific rules for each scenario 
  type, the following rules apply to all BattleTech scenarios created 
  with this system.
  NUMBER OF PLAYERS
  The mission-generation rules are written for two-player sce-
  narios. If more than two individuals are playing, simply divide all 
  the players into two opposing teams. Players can use these rules 
  to set up games involving three or more sides, but such games 
  tend to get complicated and the players must determine how to 
  apply the rules in various situations.
  SET-UP
  First, choose a scenario type (see p. 258). Next, select the map-
  sheets (see p. 262). Then determine the force composition (see p. 
  264), and finally both players roll 2D6 to begin. The player with 
  the higher result chooses his home map edge—the edge of the 
  map where his units will enter. The opposite edge becomes the 
  opposing player’s home map edge. A player’s units can safely exit 
  the map only through that player’s home edge.
  Roll Initiative for the first turn per standard rules. All units start 
  play off the map, unless a specific scenario states otherwise. A 
  player’s units may enter the map on any hex along the player’s 
  home edge, regardless of terrain, provided the unit can legally 
  enter that hex. Each unit must enter the map on a full hex nearest 
  the home edge, and that hex counts as its first hex of movement.
  Aerospace Units
  If players choose to use aerospace units—whether on their 
  own or in conjunction with ground units—they need to set up 
  a separate mapsheet that represents either the low-altitude 
  map, high-altitude map or space map. The rules above for map 
  edges and movement onto the map also apply to aerospace units. 
  However, before an aerospace unit enters the map, the control-
  ling player must announce its starting velocity.
  DF 
  DF
  A Goshawk 3 from Clan Steel Viper’s Beta Galaxy is cornered by a Word of Blake Level II from the First Division. 
  
  257
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Whether the aerospace units begin on a space map or 
  atmospheric map is left up to the players. Both sides must 
  agree before play can begin.
  MOVEMENT AND RETREAT
  Scenario maps are fixed once play begins. No new maps will 
  be added to the play area during the game. Unless otherwise 
  noted, units that exit the map at any edge other than their 
  home edge are considered destroyed. Units that exit the map 
  through their home edge have retreated—they remain out 
  of play for the remainder of the scenario and cannot return. 
  Retreated units do not count as destroyed when determining 
  victory. Units may exit the map intentionally or unintentionally 
  (such as a skid), or may be forced off by an opposing unit—for 
  example through a push, charge or death-from-above attack.
  Half-hexes along the edge of the map—even those with 
  hex numbers in them—are not considered part of the map. 
  A unit that enters one of these half-hexes for any reason is 
  considered to have exited the map.
  ENDING THE GAME
  Generally, a scenario ends when all of one player’s units 
  have been destroyed or have retreated off the map. At that 
  point, the opposing player wins. Depending on the specific 
  scenario type, however, a player may need to achieve addi-
  tional or alternative goals to claim victory.
  DETERMINING VICTORY
  Victory in each scenario goes to the side that survives at the 
  end, or to the side that fulfills specific victory conditions. Most 
  scenarios include different levels of victory as well: decisive, 
  substantial or marginal. A given player may win a decisive, 
  substantial or marginal victory depending on how well he 
  meets the victory conditions.
  Depending on the scenario being played, victory levels 
  may be determined in various ways. Players can also score 
  Victory Points by achieving certain goals in a scenario (see 
  Types of Scenarios, following). 
  Beyond the absolute win/lose victory conditions listed 
  with each scenario type, players may include additional 
  victory conditions. While this requires a little more work on 
  the players’ part, additional victory conditions can make a 
  scenario more varied and challenging when replayed. For 
  example, the standard win/lose victory condition for the 
  Standup Fight is simply to eliminate all opposing forces. 
  However, players might stipulate that if Player A eliminates 
  all of Player B’s forces but loses more than half his own forces 
  in the process, Player A achieves a substantial rather than a 
  decisive victory. Whatever additional victory conditions are 
  used, all players must agree to their use in a given scenario 
  before play begins. 
  Battle Value: Players using the Battle Value system can 
  also use an alternate method of determining who wins and 
  the level of victory. Both players start with 0 Victory Points. 
  For every enemy unit destroyed, add twice its point value to 
  your total (include the points for the pilot, if any). For each of 
  your units destroyed, deduct the point value of the unit (plus 
  the pilot) from your score. At the end of the scenario, the side 
  with the most points wins. If the difference between the two 
  players’ scores is greater than the number of points used to 
  purchase forces for the winning side, the victory is decisive. 
  Otherwise, it is marginal. If the players’ scores are tied at the 
  end of the scenario, the game is considered a draw.
  Players A and B are playing a scenario in which the 
  fighting forces consist of four ’Mechs on each side. All of the 
  ’Mechs are worth 1,000 BV points each, for a total of 4,000 
  points per side. The scenario ends with Player A destroying 
  DF 
  DF
  A Word of Blake Level II from First Division deploys a salvaged Goshawk 3, field-repaired with on-hand Inner Sphere technology. 
  
  all four of Player B’s ’Mechs. Player B has only destroyed two 
  of Player A’s Mechs. Player A scores twice the point value of 
  each enemy ’Mech he destroyed (2 x 1,000 = 2,000 points each). 
  Because he destroyed all four of his opponent’s ’Mechs, he 
  scores 8,000 points (2,000 x 4 = 8,000). However, his opponent 
  destroyed two of his ’Mechs, so Player A must deduct their 
  point value from his score. Two ’Mechs at 1,000 points each 
  equals 2,000 points, reducing Player A’s final score to 6,000.
  The two ’Mechs that Player B managed to destroy give him 
  4,000 points (2 x 1,000 = 2,000, 2,000 x 2 = 4,000). However, Player 
  B lost all four of his own units. Subtracting 1,000 points each for 
  the four destroyed ’Mechs leaves Player B with zero points.
  Player A wins this scenario. Because the difference between 
  the players’ scores is greater than the 4,000 points each player 
  used to purchase his forces, the victory is decisive. If Player B 
  had managed to destroy three of Player A’s units, Player A 
  would have won only a marginal victory.
  FORCED WITHDRAWAL
  Most military forces will not fight to the last man. Instead, 
  once they have taken appreciable amounts of damage, they will 
  begin to retreat. The forced withdrawal rules help simulate this 
  situation. Players are free to play any of the scenarios without the 
  forced withdrawal rules; the scenarios are enjoyable to play as 
  described under Types of Scenarios (at right). However, the forced 
  withdrawal rules add variety for enjoyable replay, heighten the 
  human element and bind players to the warriors represented by 
  the playing pieces in a game.
  Under forced withdrawal, crippled units must retreat from the 
  battlefield when damage has rendered them useless or they are 
  in imminent danger of being destroyed (see Crippling Damage, 
  below). A unit making a forced withdrawal must move toward 
  its home map edge as designated by a scenario. However, a unit 
  need not spend Running, Flanking or Maximum Thrust MP; it can 
  also move backward if the controlling player wishes. Also, a unit 
  equipped with MASC need not engage that system when forced 
  to withdraw.
  Withdrawing units may still attack an enemy unit that closes within 
  range of a weapon or physical attack. The following guidelines cover 
  the many circumstances that may occur. Within these guidelines, 
  the gamemaster’s decision is final. If no gamemaster is present and 
  players cannot come to a consensus, simply roll 1D6 to determine a 
  resolution and get back to play. All players should agree to the use 
  of the forced withdrawal rules in a given scenario before play begins.
  CRIPPLING DAMAGE
  Any unit that suffers crippling damage must withdraw from the 
  map board. (Clan units must follow Clan honor rules if they are 
  being used; see Clan Honor, p. 273.) Crippling damage is defined 
  as follows:
  • 
  A ’Mech is considered crippled when a side torso location is 
  destroyed; the ’Mech takes two engine critical hits; one gyro 
  and one engine critical hit; or loses the use of its sensors. 
  Internal structure damage in either three or more limbs or 
  two or more torso locations (the torso internal structure 
  damage does not count towards crippling damage if that 
  location still has front armor), or four or more pilot hits, also 
  render a ’Mech crippled, as does the loss of all the ’Mech’s 
  weapons to damage or ammunition depletion. If all of a 
  ’Mech’s weapons are destroyed and it can no longer move, 
  the ’Mech is considered destroyed.
  • 
  With the exception of infantry, all of a unit’s weapons are 
  considered destroyed if it loses all weapons with a range 
  greater than five hexes and if it can no longer cause more 
  than 5 points of combined weapons damage. If the unit did 
  not start with the ability to do 5 or more damage, or the 
  ability to do damage at a range greater than five hexes, the 
  unit is never considered to have all its weapons destroyed.
  • 
  A ProtoMech is considered crippled if all its weapons are lost 
  to damage or ammunition depletion, or if the pilot suffers four 
  or more hits. A ProtoMech Point will not begin to withdraw 
  until three or more of its component ProtoMechs are crippled 
  or destroyed, in which case the entire Point must withdraw.
  • 
  A vehicle is considered crippled if it loses all its armor in a 
  single location or if all its weapons are destroyed.
  • 
  An aerospace unit is considered crippled if it suffers a critical 
  hit to its engine or fuel tank; if all its weapons are destroyed; 
  if it loses more than half its original Structural Integrity; or if 
  its pilot/crew suffers four or more hits.
  • 
  A conventional infantry platoon is considered crippled if it 
  loses 75 percent (round down) or more of its troopers.
  • 
  A battle armor unit (Point or squad) is considered crippled if 
  it loses half or more (round up) of its members.
  TYPES OF SCENARIOS
  If desired, one player may randomly generate a type of sce-
  nario by rolling 1D6 and consulting the Scenario Type Table. 
  Alternatively, players may simply select a scenario type. These 
  general types represent only a few of the possible scenarios that 
  BattleTech players can create. You can use these as models to 
  create your own scenarios.
  The following paragraphs contain brief descriptions and 
  victory conditions for each type of scenario. Each description 
  includes the special rules used to play that scenario type, along 
  with guidelines for force composition and victory conditions.
  Note: Many of the scenarios mention using equal numbers of 
  units. This is a general rule of thumb to help balance a scenario 
  that applies to an equal number of the same type of units. For 
  example, if Player A has four ’Mechs and Player B has four combat 
  vehicles, most likely Player A will have an unfair advantage. To 
  correct this problem, players should work to make sure that each 
  side has an appropriate number of the same type of units when 
  choosing and assigning forces.
  Aerospace Units
  Most of the scenarios are tailor-made for ground forces, making 
  them slightly more difficult to use when incorporating aerospace 
  units. Though some scenario types (particularly the Standup 
  Fight) can be used with aerospace units only, players should be 
  inventive when adopting some scenario types for aerospace units.
  Infantry
  In most cases, infantry units—even those with high Gunnery and 
  Anti-’Mech skill levels—are valued well below the lightest ’Mech 
  and even most combat vehicles. To reflect this, players should be a 
  flexible in balancing a force when using infantry. For example, in a 
  Hold the Line scenario, the attacking player has twice the number of 
  units as the defender—and, if using the Battle Value system, twice 
  the number of points. If both players are randomly determining 
  
  259
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  forces and the defending player rolls an infantry unit, the attack-
  ing player will find it difficult to balance his forces to twice that 
  of the defender’s force. The easiest way to solve this dilemma is 
  to have the attacking player randomly switch one of his units for 
  an infantry unit as well. 
  As players get a feel for how games play out with various 
  unit types, it becomes easier to know during set-up and 
  force creation when flexibility is needed in massaging players’ 
  forces appropriately so that everyone has an enjoyable time.
  STANDUP FIGHT
  In a stand-up fight, the simplest and most common sce-
  nario, two forces of roughly equal size square off against each 
  other. Only one side leaves the field alive.
  Force Composition
  Both sides should have the same number of units. 
  Battle Value: If you are using the BV system, each side 
  should have an equal allotment of points. For example, an 
  appropriate number of points for each side in a lance-on-
  lance battle is 4,000 to 6,000 points.
  Victory Conditions
  The scenario ends when all the units on one side have been 
  destroyed or retreated off the map. The surviving side at the 
  end of the scenario wins. 
  Battle Value: If you are using BV to build forces, the stan-
  dard Victory Points and victory levels described in Determining 
  Victory (p. 257) apply.
  HIDE AND SEEK
  In the hide-and-seek scenario, the defending player is “it”—his 
  forces hide, and the attacker attempts to find and destroy them.
  Use half the number of mapsheets (rounded up) recom-
  mended in the Selecting Mapsheets rules, p. 262. If possible, 
  avoid using the Wetland or Coastal Terrain mapsheets. Light 
  Urban and Heavy Urban Terrain mapsheets are ideal, but only 
  if buildings are used. Otherwise, avoid these mapsheets as well, 
  because they provide few hiding places for the defender’s units.
  After the attacking player selects a home map edge, the 
  defending player sets up his units using the Hidden Units rules 
  below. Defending units may be placed anywhere on the map, 
  except for clear and paved hexes. 
  Hidden Units
  At the start of the scenario, the defender may hide their units 
  on the map. Any player doing so writes down the number of 
  each hex in which they hide a unit or units (stacking limits must 
  be observed). They must also designate the facing of each, and 
  if it is prone. A unit remains hidden until it is revealed (placed 
  on the map).
  Hidden units are not counted when making movement or 
  fire selections. However, if a player plans to move a hidden 
  unit, they must reveal it at the start of the Movement Phase. 
  If a player plans to attack with a hidden unit (not including a 
  pointblank shot; see below), they must reveal it at the start of 
  the Weapon Attack Phase.
  If a unit attempts to enter a hex containing a hidden enemy 
  unit, it stops next to that hex instead (unless jumping; see 
  below). However, if it is skidding or is being displaced into that 
  hex, those rules take priority and the unit does not stop. Either 
  way, the hidden unit is revealed. Additionally, a unit that ends 
  its move next to a hex containing a hidden unit reveals that 
  hidden unit. Hidden units revealed in these ways cannot move 
  that phase.
  Hidden units may not attack, but may spot for indirect fire 
  and/or act as part of a C3 network.
  Active Probes: At the end of the Movement Phase, any 
  hidden unit within range of an enemy unit’s active probe and 
  with line of sight to that enemy unit is revealed.
  Airborne Units: Airborne units (including VTOLs and WiGEs) 
  cannot be hidden using these rules unless grounded at the 
  start of the scenario. Even then, DropShips cannot be hidden.
  Area-Effect Attacks: Area-effect attacks automatically reveal 
  any hidden unit in the blast area, and damage them as normal. 
  Units revealed by this act as normal in subsequent phases.
  Battle Armor: Mechanized battle armor is hidden only if 
  the unit they are riding on is hidden as well. If the unit they are 
  riding on is hidden, the battle armor must also be hidden.
  Buildings: If hiding a unit in a building, its controller must 
  note the level it is hidden on (this must be a level the unit could 
  normally access). A unit that moves into or ends its move adja-
  cent to a building hex reveals every hidden enemy unit in that 
  building, regardless of the level a hidden unit is on.
  Forbidden Hexes: A unit can only be hidden in a hex/level 
  it can legally enter and could normally access if not hidden. No 
  unit may hide in a paved or road/bridge hex. ’Mechs and Large 
  Support Vehicles cannot be hidden in clear hexes. Units may 
  only be hidden in water hexes if fully submerged.
  DF 
  DF
  ’Mechs from the Twenty-sixth Lyran Guards face down a Word of Blake Exterminator. 
  SCENARIO TYPE TABLE
  1D6
  Scenario Type
  1
  Standup Fight
  2
  Hide and Seek
  3
  Hold the Line
  4
  Extraction
  5
  Breakthrough
  6
  Chase
  
  Jumping: Jumping over hexes does not reveal units hidden in 
  them. If jumping into a hex would reveal a unit hidden there, the 
  jumping unit still lands in that hex, causing a domino effect (see 
  p. 152).
  Pointblank Shots from Hidden Units: A hidden unit revealed 
  by enemy movement may immediately make a special pointblank 
  weapon attack against the unit that revealed it. It may first torso 
  twist or rotate its turret, and uses a Range of 1. Ignore Target 
  Number modifiers for movement or terrain. Any damage dealt and 
  Piloting Skill Rolls required take effect immediately. If the target 
  unit is still capable of moving, has MP remaining, and isn’t jumping, 
  it may continue its move after the attack. If the damage from a 
  pointblank shot triggers a forced withdrawal and the damaged 
  unit has MP remaining, its forced withdrawal begins immediately.
  If an enemy unit skids, jumps, or is displaced into a hidden 
  unit, any pointblank shot made occurs before any collision or 
  displacement.
  A unit making a pointblank shot cannot perform any other 
  action for the remainder of that turn.
  Force Composition
  Set the attacking force at twice the size of the defending force. 
  For example, if the defending force fields four units, the attack-
  ing force should field eight units. Players should also attempt to 
  make the total tonnage of the attacking force roughly double 
  that of the defender; if the defending player controls a single 
  lance, the attacking player uses two lances. Players may use any 
  size forces they wish, as long as the attacker’s force is twice the 
  size of the defender’s.
  Battle Value: If using the BV system, the point value of the 
  attacking force should be double that of the defending force.
  Victory Conditions
  The scenario ends when all of one player’s units have been 
  destroyed or retreated off the map. The player whose forces 
  control the map or simply survive at the end wins the scenario.
  Battle Value: When using the BV system, standard rules for 
  victory conditions apply.
  HOLD THE LINE
  In a hold-the-line scenario, the defending player must fend off 
  a larger attacking force. The defending units may not intentionally 
  leave the boundaries of the playing area for any reason; ground 
  forces may not leave the ground map playing area, and aerospace 
  units may not leave the space or atmospheric map—though they 
  may move between playing area maps as they change altitude 
  during normal movement maneuvers.
  Force Composition
  Set the attacking player’s force at twice the size of the defend-
  er’s force. Players may use any size forces they wish, as long as the 
  attacker’s force is twice as large as the defender’s. Set the experi-
  ence levels of the defending player’s forces at one level higher 
  than those of the attacker. For example, if the attacking force 
  consists of regular units, the defender uses veteran units.
  Battle Value: If you are using the BV system, the point value of 
  the defending force equals that of the attacking force, though the 
  defending force must be only half as large as the attacking force. 
  In addition, each defending unit receives a 1-point improvement 
  in Piloting and Gunnery skills at no cost in points, rather than the 
  experience-level increase.
  Victory Conditions
  The scenario ends when all the units on one side have been 
  destroyed or retreated off the map. 
  If the defenders destroy a number of opposing units equal to 
  or greater than the number of defending units that started the 
  scenario, the defending player wins. For example, if the defend-
  ing player begins with a single lance (four units), he can claim 
  victory if he manages to destroy four or more attacking units. In 
  all other cases, the player whose forces survive or control the map 
  at the scenario’s end wins.
  Battle Value: If using the BV system, standard rules for deter-
  mining victory apply.
  EXTRACTION
  In an extraction scenario, the attacking player attempts to 
  extract a target, such as a secret weapon, an important diplomat 
  or a computer memory core, from behind the defender’s lines.
  After the players roll dice and select their home map edges, 
  the attacker secretly chooses a target hex for the extraction. The 
  target hex must be within four hex rows of the defender’s home 
  edge and cannot be within four hexes of any other map edge. The 
  attacker then writes down the target hex’s number and mapsheet 
  name on a slip of paper, which he folds and gives to a neutral 
  party for safekeeping (or the defending player can simply put the 
  paper in his pocket without looking at it).
  The attacking player can reveal the target hex to the defender 
  during any End Phase, but must reveal the target hex if an attack-
  ing unit ends the turn in the target hex. Any attacking unit can 
  pick up the extraction target by occupying the target hex during 
  an End Phase. In addition, a unit that retrieves the target can pass 
  it to any friendly unit in the same hex or an adjacent hex during 
  any End Phase.
  If a unit carrying the extraction target is destroyed, place the 
  slip of paper in the hex previously occupied by the unit. Any unit 
  in play can retrieve the target by occupying the target hex during 
  any End Phase.
  Variations
  A variation on the Extraction scenario is to designate the 
  object as having a specific tonnage; this would be done before 
  play begins. Then, during the extraction scenario, the players use 
  the Cargo Carriers rule below to provide additional variety. This 
  rule can also be used to increase the difficulty of the scenario; 
  depending on the tonnage of the item to be carried, players 
  DF 
  DF
  With the Blakist’s violation of Clan honor, Clan Steel Viper surrounds a lone ’Mech. 
  
  261
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  may need an assault ’Mech or even a large support vehicle to 
  move the item, making it harder to achieve victory.
  Cargo Carriers
  In addition to the cargo a unit can carry in a dedicated 
  cargo bay, a ’Mech or vehicle may also carry unprotected 
  cargo (in slings, strapped to the top, in lightweight containers 
  and so on) equal to its own tonnage. 
  Movement Penalties: Unlike cargo in a dedicated cargo 
  bay, a unit carrying external cargo must modify its movement. 
  Cargo weighing up to a quarter of the carrying unit’s weight 
  subtracts 3 from—or cuts in half, rounding down—the car-
  rier’s Walking/Cruising MP, whichever reduction is less. A 
  unit carrying a load weighing more than a quarter of its 
  own tonnage may only move at half its Walking/Cruising MP 
  (round down). No unit can use Jump Movement while carry-
  ing cargo, unless the cargo is being carried using the ’Mech 
  Lifting Capabilities rules, at right.
  Loading and Unloading: Unless it mounts a lift hoist (see 
  p. 136) or is a ’Mech carrying the cargo in its hands (see ’Mech 
  Lifting Capabilities, below), a unit can only load or unload cargo 
  during a scenario if friendly infantry is present in the same hex.
  To load or unload cargo, a unit must end its Movement 
  Phase in the same hex as the cargo (or adjacent hex if Large 
  Support Vehicle). It may make no weapon or physical attacks 
  for that turn and three subsequent turns (meaning it cannot 
  expend any MP in those three subsequent turns) for each 20 
  tons of cargo (or fractions thereof). A friendly infantry unit 
  must be present in the same hex for the duration of loading. 
  If the infantry unit is eliminated or moves out of the hex, the 
  clock stops for loading or unloading. If another friendly infan-
  try unit ends the Movement Phase in the same hex as the unit 
  loading or unloading cargo, the clock starts once again, for as 
  long it takes to load each 20 tons of cargo (or fractions thereof). 
  The carrying unit cannot expend any MP during this time, or 
  the cargo is considered to not be loaded and the clock stops.
  The controlling player of a unit unloading cargo announces 
  that he is beginning to unload at the end of any Movement 
  Phase. The cargo is considered to be in the same hex as the 
  unloading unit during the End Phase of the final turn in the 
  unloading process.
  The following conditions cut down on the number of turns 
  it takes to load and unload cargo (to a minimum of 1 turn). 
  These conditions are cumulative: 
  • 
  Subtract 1 turn if two friendly conventional infantry units 
  occupy the same hex
  • 
  Subtract 1 turn for every friendly battle armor unit that 
  occupies the same hex.
  • 
  Subtract 1 turn if any of the battle armor units mount 
  cargo lifter manipulators (see p. 229).
  • 
  Subtract 1 turn if the cargo is being loaded or unloaded 
  into or from a dedicated cargo bay (as opposed to 
  strapped or slung on as unprotected cargo).
  Dropping Cargo: A hauling unit may drop its cargo 
  (as opposed to unloading, as described above) during its 
  Movement Phase by expending 1 MP and declaring that it is 
  dumping all its cargo. The dropped cargo remains in the hex 
  where it was dropped, regardless of whether the dropping 
  unit is grounded or airborne.
  Cargo dumped in this fashion may be destroyed. For 
  ground units dumping cargo, roll 1D6. On a result of 1–3, all 
  the dumped cargo is destroyed; on a result of 4–6, the cargo is 
  undamaged. For airborne units dumping cargo, roll 1D6. On a 
  result of 1–5, all the dumped cargo is destroyed; on a result of 
  6, the cargo is undamaged. Undamaged cargo may be picked 
  up in a subsequent turn using the rules above.
  Combat: Any successful attack on a unit carrying unpro-
  tected cargo also strikes the cargo. If the cargo is infantry, 
  the attacking weapon applies its damage as though it were 
  an attack from another infantry unit (see p. 216). Determine 
  hit location and damage against the carrying unit as normal; 
  unprotected cargo does not reduce this damage. For every 
  point of damage applied to the carrying unit, a ton of cargo 
  is destroyed.
  ’Mech Lifting Capabilities: In some situations, a 
  MechWarrior may want his machine to lift and carry a piece 
  of equipment. A ’Mech may not pick up another unit. Only 
  ’Mechs with functioning hand actuators may pick up an object. 
  To pick up an object, a ’Mech must end its Movement Phase in 
  the same hex as the object, it must have an undamaged hand 
  actuator in both arms and it may make no weapon or physical 
  attacks that turn. A ’Mech can pick up objects weighing up to 
  ten percent of its tonnage (this is increased to 20 percent of 
  the ’Mech mounts operating Triple Strength Myomer, see p. 
  143). While the ’Mech is carrying the object, it cannot fire any 
  arm or forward-firing torso-mounted weapons, make punch-
  ing or pushing attacks, use a club or make physical weapon 
  attacks, though it may charge, kick and execute death-from-
  above attacks. In addition, the ’Mech suffers the limitations 
  described in Cargo Carriers, above. Note that ‘Mechs suffer no 
  movement penalties provided that they are carrying no more 
  than 10% of their constructed weight (20% with active Triple-
  Strength Myomer).
   
  Force Composition
  Both sides start with an equal number of units. 
  Battle Value: If using the BV system, each side should be 
  worth an equal number of points.
  Victory Conditions
  If the attacker can move a unit carrying the extraction target 
  off his home map edge, he wins the scenario. Otherwise, the 
  defender wins.
  Battle Value: If using the BV system, determine victory as 
  follows. The defender scores points normally. However, the 
  attacker scores only the point value for each opposing ’Mech 
  he destroys (instead of twice their point value, as normal). The 
  attacker loses points normally for each of his ’Mechs that the 
  defender destroys. If the attacking player manages to move 
  the extraction target off his home map edge, he scores points 
  equal to the total points used to buy forces for the defender’s 
  side in the scenario.
  BREAKTHROUGH
  In a breakthrough scenario, the attacking player’s forces have 
  become trapped behind enemy lines. To reach safety, the units 
  must cross the map and break through the defender’s forces.
  Use one more mapsheet than the standard single map for 
  every four units (see Selecting Mapsheets, p. 262). For example, 
  
  if eight units will be in play, use three mapsheets rather than two. 
  If you have fewer than the needed number of mapsheets, simply 
  use all available mapsheets. Place the mapsheets in a single, long 
  row with their short edges touching.
  Next, both players roll 2D6. The player who gets the higher 
  result may choose to play the defender or the attacker. The 
  attacker then chooses one of the narrow edges of the map as the 
  place from which his forces will enter. The attacker’s home edge is 
  the one opposite the entry edge. The attacker’s objective is to exit 
  his forces at his home map edge.
  The defender may set up his forces in any hexes on the map, 
  and may position up to half of his units (round down) using the 
  Hidden Units rules, p. 259.
  Force Composition
  Both sides should have the same number of units. 
  Battle Value: If using the BV system, each side should be worth 
  the same number of points.
  Victory Conditions
  The scenario ends when all the defending units have been 
  destroyed or retreated off the map, or when all attacking units 
  have retreated, been destroyed or been crippled. For this type 
  of scenario, units become crippled when they lose one or more 
  legs or their gyros are destroyed. Attacking units may intention-
  ally exit the map only at their home edge; a unit exiting from any 
  other edge has retreated.
  If all the attacking units survive and exit at their home edge, 
  the attacking player wins a Decisive victory. If all the attacking 
  forces are destroyed or crippled, or none exit at their home edge, 
  the defending player wins a Decisive victory. If the players meet 
  neither of these conditions, consult the Breakthrough Victory 
  Points Table to determine each player’s Victory Points. The player 
  with the most points wins a Marginal victory. 
  If both players score the same number of Victory Points, the 
  scenario ends in a draw. 
  Battle Value: If players are using the BV system to buy their forces, 
  Victory Points are allocated somewhat differently. The defender 
  scores points normally, though he gains only half the listed points 
  for enemy units forced off the wrong edge of the map. The attacker 
  scores the unmodified point value for destroying opposing ’Mechs, 
  instead of twice their point value. He also scores the unmodified 
  point value for each attacking unit that exits the map via the attack-
  er’s home map edge. The attacker loses points normally for any of 
  his own ’Mechs that the defender destroys. Determine the level of 
  victory as normal, based on each side’s final score.
  CHASE
  In a chase scenario, the attacker’s forces must race across the 
  map to reach their DropShip before a larger force of pursuing 
  defenders can reach them. Chase scenarios use the same rules 
  and victory conditions as breakthrough scenarios, with the fol-
  lowing exceptions.
  The defending player does not deploy his forces until Turn 2. 
  During Turn 1, attacking units may enter and move unopposed per 
  standard rules. The defending units enter during the Movement 
  Phase of Turn 2, from the same map edge as the attacking units.
  Force Composition
  Set the defender’s force at twice the size of the attacking force. 
  For example, if the attackers form a single lance, the defending 
  force should contain two lances. 
  Battle Value: Under the BV system, the defending force should 
  be worth twice the point value of the attacker’s force.
  SELECTING MAPSHEETS
  After selecting a scenario type, determine the terrain by select-
  ing mapsheets. Certain scenarios require specific types of map-
  sheets according to their descriptions. In most scenarios, however, 
  players can simply select whichever mapsheets they like or make 
  random dice rolls and consult the appropriate mapsheet tables. 
  Before selecting mapsheets, determine how many you want 
  to use. For most BattleTech play, an appropriate ratio is one map-
  sheet for every four units. For example, a scenario that pits one 
  lance of attackers against one lance of defenders (eight units 
  total) works best with two mapsheets. A scenario that pits one 
  company of attackers against a company of defenders (twenty-
  four total units) works best with six mapsheets. Different sce-
  narios may work best with other mapsheet/unit ratios, so check 
  the scenario type description.
  USING THE MAPSHEET TABLES
  Players may either select a terrain type and then roll 1D6 to 
  determine each map used, or roll 2D6 to determine the terrain type 
  for the scenario and then roll 1D6 to determine the specific maps. 
  DF 
  DF
  BREAKTHROUGH VICTORY  
  POINTS TABLE
  Attacker
  2 points for each attacking unit that safely exits at home edge
  1 point for each defending unit destroyed
  Defender
  3 points for each attacking unit destroyed or crippled
  2 points for each attacking unit forced to retreat off the map
  A Castillian Brigada Vulcan and Pegasus on patrol in the Deep Periphery. 
  
  263
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  MAPSHEET TABLES
  2D6
  Terrain
  2
  Hills
  3
  Badlands
  4
  Wetlands
  5
  Light Urban
  6
  Hills
  7
  Flatlands
  8
  Wooded
  9
  Heavy Urban
  10
  Coastal
  11
  Wooded
  12
  Mountains
  Table 1: Flatlands Terrain
  1D6
  Mapsheet
  1
  Open Terrain #1 (MS5, MSC1)
  2
  Open Terrain #2 (BT, MS5, MSC1)
  3
  Desert Hills (MS2, MSC1)
  4
  City Ruins (MS2, MSC1)
  5
  CityTech Map (MS2, MSC1)
  6
  Scattered Woods (MS2, MSC1)
  Table 2: Hill Terrain
  1D6
  Mapsheet
  1
  Desert Hills (MS2, MSC1)
  2
  Rolling Hills #1 (MS3, MSC1)
  3
  Rolling Hills #2 (MS3, MSC1)
  4
  Woodland (MS6, MSC2)
  5
  Box Canyon (MS6, MSC2)
  6
  BattleForce (MS6, MSC2)
  Table 3: Mountain Terrain
  1D6
  Mapsheet
  1
  Mountain Lake (MS2, MSC1)
  2
  River Valley (MS2, MSC1, HPLR)
  3
  Desert Mountain #1 (MS3, MSC1)
  4
  Desert Mountain #2 (MS3, MSC1)
  5
  Large Mountain #1 (MS5, MSC1)
  6
  Large Mountain #2 (MS5, MSC1)
  Table 4: Badlands Terrain
  1D6
  Mapsheet
  1
  Desert Sinkhole #1  
  (MS3, MSC1)
  2
  Desert Sinkhole #2  
  (MS3, MSC1)
  3
  Moonscape #1 (MS5, MSC1)
  4
  Moonscape #2 (MS5, MSC1)
  5
  Desert Mountain #1  
  (MS3, MSC1)
  6
  Desert Mountain #2  
  (MS3, MSC1)
  Table 5: Wetlands Terrain
  1D6
  Mapsheet
  1
  Wide River (BT, MS6, MSC2)
  2
  Lake Area (BT, MS2, MSC1)
  3
  Large Lakes #1 (MS4, MSC1)
  4
  Large Lakes #2 (MS4, MSC1, 
  HPLR)
  5
  River Delta/Drainage Basin #1 
  (MS4, MSC1)
  6
  River Delta/Drainage Basin #2 
  (MS4, MSC1)
  Table 6: Wooded Terrain
  1D6
  Mapsheet
  1
  Scattered Woods (MS2, MSC2)
  2
  BattleTech (BT, MS2, MSC1)
  3
  Woodland (MS6, MSC2)
  4
  Rolling Hills #1 (MS3, MSC1)
  5
  Heavy Forest #1 (MS4, MSC1)
  6
  Heavy Forest #2 (MS4, MSC1)
  Table 7: Light Urban Terrain
  1D6
  Mapsheet
  1
  City (Residential) (MS6, MSC2)
  2
  City (Suburbs) (MS6, MSC2, HPCR)
  3
  City (Hills/Residential) #1 (MS3, 
  MSC1)
  4
  City (Hills/Residential) #2 (BT, 
  MS3, MSC1)
  5
  City Street Grid/Park #1 (MS4, 
  MSC1)
  6
  City Street Grid/Park #2 (MS4, 
  MSC1)
  Table 8: Heavy Urban Terrain
  1D6
  Mapsheet
  1
  Military Base #1 (MS7)
  2
  Military Base #2 (MS7)
  3
  Drop Port #1 (MS7)
  4
  Drop Port #2 (MS7)
  5
  City (Skyscraper) (MS6, MSC2, 
  HPCR)
  6
  City (Downtown) (MS6, MSC2)
  Table 9: Coastal Terrain
  1D6
  Mapsheet
  1
  Archipelago #1 (MS7)
  2
  Archipelago #2 (MS7)
  3
  Coast #1 (MS7)
  4
  Coast #2 (MS7)
  5
  Seaport (MS7)
  6
  River Delta/Drainage Basin #1 
  (MS4, MSC1)
  Abbreviations: MS = Map Set, MSC = Map Set Compilation,  
  BT = 25th Anniversary BattleTech Introductory Box Set,
  HPLR = HexPack: Lakes and Rivers, HPCR = HexPack: Cities and Roads
  
  Before play begins, one player rolls 2D6. The result indicates which 
  terrain table is used. For example, on a result of 7, use the Flatlands 
  Terrain Table; on a result of 6, the Hill Terrain Table; and so on. Players 
  may simply select a specific Terrain Table and skip this step. 
  Next, select mapsheets from the appropriate table by rolling 
  1D6. If using two mapsheets, roll twice; if using four mapsheets, 
  roll four times; and so on.
  HexPacks: Each HexPack (see p. 11) includes rules for how 
  players can modify maps with Tiles. After players have selected 
  their mapsheets, if they wish to further modify them with Tiles, 
  they should all agree on how that will be accomplished. For 
  example, placing a building Tile on the Open Terrain #2 map 
  somewhat violates the theme of “Flatland Terrain.” However, if 
  your playing group likes the idea, by all means!
  Note: All of the mapsheet tables assume that players possess 
  at least one copy each of BattleTech Map Sets 2–6 (or one set 
  each of BattleTech Map Set Compilation 1 and BattleTech Map Set 
  Compilation 2), as well as Map Set 7. (For easy reference, each 
  mapsheet name is followed by an abbreviation of the map set 
  or boxed game that contains the mapsheet.) However, as noted 
  under HexPacks (see p. 11), various mapsheets may not be avail-
  able. If any roll result indicates an unavailable mapsheet, repeat 
  the roll (or simply choose a similar mapsheet that’s available).
  Laying Out Mapsheets
  To begin laying out mapsheets, the players roll 2D6. The player 
  with the higher result places the first selected mapsheet on the 
  table or floor. The other player then places the next selected 
  mapsheet. The players continue to alternate laying out the 
  remaining mapsheets.
  Each mapsheet must be placed with one of its short edges 
  touching the short edge of a mapsheet already placed or with 
  one of its long edges touching the long edge of a mapsheet 
  already placed. In addition, unless players agree otherwise or the 
  specifics of a scenario call for an unusual set-up, the mapsheets 
  must form a continuous rectangular or square playing area. 
  Within these and any guidelines provided in the scenario type 
  description, players may arrange the mapsheets as they see fit.
  UNIT GENERATION
  After selecting the scenario type and mapsheets, generate the 
  units that will take part in the scenario. Players can generate their 
  forces in three ways. They may simply assemble any units they 
  wish, perhaps based on the unit descriptions provided in the 
  Field Manual series. A unit’s battlefield strength is determined by 
  its size, weight class, equipment and experience level, so players 
  who want to create evenly matched battles should take note of 
  these factors when assembling their forces. Players should also 
  select appropriately sized forces for the chosen scenario.
  Alternatively, players may use dice rolls to randomly gener-
  ate forces. When using this system, players first determine their 
  forces’ composition, then assign units and finally set unit experi-
  ence levels. This system may not always produce evenly matched 
  forces, but players may increase the likelihood of generating bal-
  anced forces by setting a specific weight class, equipment rating 
  and experience level for both sides before rolling the dice.
  Battle Value: The most accurate method of force generation is 
  to purchase forces for each side using Battle Value points (see p. 
  256). By setting a point level for each side, the players are free to 
  choose any forces they wish within the point limit and need not 
  rely on luck. 
  The following tables assist mainly in assigning forces randomly, 
  though players can also use them with the BV point system. 
  Players should not use these tables to construe what constitutes 
  a standard lance weight (or even composition) for various fac-
  tions within the fictional universe. They are provided here simply 
  as a quick and convenient way to help players generate forces 
  and jump into playing the game.
  FORCE COMPOSITION
  Begin assembling forces by determining the size of each force. 
  Often, the specific conditions of a scenario may suggest a par-
  ticular size. Players may wish to consider available playing time 
  as well—larger engagements may take considerably longer to 
  complete than smaller ones. Most engagements pit lance against 
  lance, whether ’Mechs, vehicles, aerospace fighters, infantry or a 
  combination of various units (though combination battles tend 
  to be company-sized or larger), but players may use any size 
  forces they desire.
  After determining the size of each force, determine its weight 
  class. For lance-sized forces, roll 2D6 and consult the Lance Type 
  section on the Random Weight Class Tables. For company-sized 
  forces, roll 1D6 and consult the Company Type section of the 
  table. If a company-sized force contains more than three lances, 
  use the Lance Type section to determine the weight class of the 
  extra lances.
  • map combinations • 
  allowable: 1, 2
  not allowable: 3, 4
  1
  2
  3
  4
  
  265
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  2D6 Result
  Star Weight Classes (Binary)
  Star Weight Classes (Trinary)
  2–4
  2 Light
  3 Light
  5–6
  2 Medium
  1 Light, 1 Medium, 1 Heavy
  7
  1 Light, 1 Medium
  2 Light, 1 Heavy
  8
  1 Medium, 1 Heavy
  1 Light, 1 Heavy, 1 Assault
  9
  1 Heavy, 1 Assault
  2 Heavy, 1 Assault
  10–11
  2 Heavy
  1 Medium, 1 Heavy, 1 Assault
  12
  Supernova Binary (roll again for weight classes)
  Supernova Trinary (roll again for weight classes)
  LANCE WEIGHT COMPOSITION TABLE
  1D6 Roll
  Light Lance
  Medium Lance
  Heavy Lance
  Assault Lance
  1
  4 Light
  1 Light, 2 Med., 1 Heavy
  1 Medium, 3 Heavy
  1 Medium, 1 Heavy,  
  2 Assault
  2–3
  3 Light, 1 Medium
  4 Medium
  4 Heavy
  2 Heavy, 2 Assault
  4–5
  2 Light, 2 Medium
  3 Medium, 1 Heavy
  1 Med., 2 Heavy, 1 Assault
  1 Heavy, 3 Assault
  6
  2 Light, 1 Med., 1 Heavy
  2 Medium, 2 Heavy
  3 Heavy, 1 Assault
  4 Assault
  STAR WEIGHT COMPOSITION TABLE
  1D6 Roll
  Light Star
  Medium Star
  Heavy Star
  Assault Star
  1
  5 Light
  1 Light, 4 Medium
  2 Med., 3 Heavy
  1 Med., 2 Hvy, 2 Assault
  2–3
  4 Light, 1 Medium
  5 Medium
  1 Med., 4 Heavy
  4 Heavy, 1 Assault
  4–5
  3 Light, 2 Medium
  4 Med., 1 Heavy
  5 Heavy
  3 Heavy, 2 Assault
  6
  2 Light, 2 Med., 1 Heavy
  3 Med., 2 Heavy
  1 Med., 3 Hvy, 1 Assault
  2 Heavy, 3 Assault
  RANDOM WEIGHT-CLASS TABLES
  RANDOM BINARY/TRINARY TYPE
  Unit Type
  1D6 Result
  Unit
  1
  Battle armor/Infantry
  2–4
  Combat vehicle
  5
  ’Mech
  6
  Aerospace fighter
  Random Lance Type
  2D6 Result
  Weight Class
  2–3
  Battle armor
  4–5
  Light
  6–7
  Medium
  8–9
  Heavy
  10–11
  Assault
  12
  Aerospace fighter
  Random Star Type
  2D6 Result
  Weight Class
  2
  Battle armor
  3
  ProtoMech
  4–5
  Light
  6–7
  Medium
  8–9
  Heavy
  10
  Assault
  11
  Aerospace fighter
  12
  Nova (roll again for 
  weight class)
  Random Company Type
  1D6 Result
  Lance Weight Classes
  1
  1 Light, 2 Medium
  2
  1 Light, 1 Medium,  
  1 Heavy
  3
  2 Medium, 1 Heavy
  4
  1 Light, 2 Heavy
  5
  3 Heavy
  6
  2 Heavy, 1 Assault
  
  In an Inner Sphere force, some or all of the units may be 
  combat vehicles and infantry instead of BattleMechs. Normally, 
  the players make this choice, though they can also randomly 
  generate each unit’s type using the Unit Type Table. Keep in mind 
  that using the Unit Type Table will likely result in high numbers 
  of combat vehicles, as such units are far more common than 
  BattleMechs in Inner Sphere armies. Clan units usually consist 
  of ’Mechs and battle armor unless a scenario specifically calls for 
  other types of units or players are using the point system.
  Finally players should note that while ‘Mechs remain the kings 
  of the battlefield, often a combined-arms approach is the best 
  allocation of forces, as it allows infantry to deal with infantry and 
  vehicles with vehicles, while ‘Mechs take the most dangerous 
  enemy on the board: another ‘Mech. In the end, of course, it is 
  ultimately up to the players to decide what is most enjoyable.
  After determining the weight classes of the lances or Stars in 
  each force, use the Lance or Star Weight Composition Table to 
  determine the weight classes of the units in each lance or Star. 
  Aerospace Units: Aerospace fighters do not have an assault 
  class, so players should simply take a heavy fighter. DropShips 
  represent a special case, as they are significantly more powerful 
  than any other ground-based force. Players should not choose 
  DropShips unless the scenario specifically calls for it, or both 
  players agree to their inclusion in the game.
  Clans: To reflect the unique configuration of Clan forces, use 
  the following guidelines. For Star-sized forces, roll 2D6 and consult 
  the Star Type section on the Random Weight Class Tables. A result 
  of 12 indicates a Nova, consisting of a Star of OmniMechs and a 
  Star of battle armor. Roll again to determine the weight class of 
  the ’Mechs in the Nova, re-rolling a result of 2 or 12; also roll to 
  determine which specific battle armor units are deployed in the 
  Nova. Nova ´Mech Stars must contain OmniMechs, so second-line 
  units should re-roll Nova results. For Binary- and Trinary-sized 
  forces, roll 2D6 and consult the Random Binary/Trinary Type Table.
  ComStar and Word of Blake: The table on p. 265 provides 
  weight classes and compositions for standard Inner Sphere and 
  Clan forces. For ComStar and Word of Blake forces (which operate 
  in formations of six), use the Inner Sphere tables, modified as 
  follows: for a Level II formation (6 units), start with a random lance 
  weight and add one additional unit of the heaviest and lightest 
  weight classes. For example, a Lance Type roll result of 1 on the 
  Medium Lance Composition Table normally results in 1 Light, 2 
  Medium and 1 Heavy ’Mech. A ComStar Level II formation adds a 
  light and a heavy ’Mech to this configuration. 
  Bidding
  When playing a game involving Clan forces on both sides, 
  players can add the element of batchall to the force selection 
  process. First, the players set the size of the defending force. Then, 
  starting with the number of units that the attacker would nor-
  mally be allowed in the scenario, the players take turns bidding 
  away units from the attacking force to determine which of them 
  will have the honor of being the attacker. The lowest bidder 
  becomes the attacker. If neither player is willing to bid away any 
  portion of the attacking force, determine the attacker randomly.
  As long as the attacker bids away some portion of his starting 
  force, he receives the following bonuses. He may add +1 to the 
  dice roll result when rolling on the Random Experience Rating 
  Table, and he gains a +1 Initiative bonus for the entire scenario, 
  in addition to any other Initiative bonuses to which he may be 
  entitled. If the attacker bids away half or more of his starting force, 
  double these bonuses to 2.
  ASSIGNING ’MECHS
  After determining the weight classes of the units in each force, 
  use the appropriate Random Assignment Tables to determine the 
  specific unit designs.
  To use the Random Assignment Tables, roll 2D6 and cross-
  reference the result with the appropriate weight class of the unit 
  involved (if the unit has a weight class) on the appropriate faction 
  column. Often, scenarios determine which factions are involved, 
  but players can choose whatever faction they like as well; feel free 
  to peruse the various fiction pieces in Total Warfare to see if the 
  “feel” of a faction grabs your interest.
  Weight: For ease of reference, every unit on the Random 
  Assignment Tables has its weight in brackets following the name. 
  In the case of battle armor, the information in brackets represents 
  their weight class.
  Note: The units on the Random Assignment Tables represent 
  a simplified, “quick and dirty” approximation of a faction’s force, 
  circa 3070. Players can generate much more detailed faction-
  specific units using faction-specific tables from the various Field 
  Manuals, or they can use the comprehensive Faction Force Tables 
  at bg.battletech.com to select appropriate units. Players can also 
  use the Battle Value system, in conjunction with these tables, the 
  tables in the various Field Manuals, or the Faction Force Tables, to 
  determine the force they wish to deploy.
  For ease of use, the tables have been annotated to show which 
  technical readouts contain which units: (3039) is Technical Readout: 
  3039; (3050) is Technical Readout: 3050 Upgrade; (3055) is Technical 
  Readout: 3055 Upgrade; (3057) is Technical Readout: 3057, Revised; 
  (3058) is Technical Readout: 3058 Upgrade; (3060) is Technical 
  Readout: 3060; (3067) is Technical Readout: 3067; (3075) is Technical 
  Readout: 3075; and (3085) is Technical Readout: 3085.
  The units on the tables below represent the stock design as 
  presented in the various technical readouts. Almost all units 
  have numerous variants that provide a different assortment of 
  weapons and so on, many of them faction-specific, which can be 
  found in various record sheet books (see Record Sheets, p. 11).
  If players do not have a specific technical readout or record 
  sheet for said unit, they can substitute another unit of equal 
  weight from another portion of the table. Players should stay 
  within the same faction (using the Faction Force Tables, as noted 
  above, as a guide), or at least stay on an Inner Sphere table if 
  rolling for an Inner Sphere faction and on the Clan table if rolling 
  for a Clan faction.
  
  267
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  RANDOM ’MECH ASSIGNMENT TABLE: INNER SPHERE 1
  Light ’Mechs
  2D6
  House Kurita
  House Davion
  House Liao
   House Marik
  2
  HM-1 Hitman [30] (3055)
  RTX1-O Raptor [25] (3058)*
  JA-KL-1532 Jackal [30] (3055)
  ZPH-1A Tarantula [25] (3055)
  3
  JR7-D Jenner [30] (3039)
  HNT-171 Hornet [20] (3050)
  JR7-D Jenner [35] (3039)
  ZPH-1A Tarantula [25] (3055)
  4
  OW-1 Owens [35] (3058)*
  ALM-7D Fireball [20] (3055)
  RVN-3L Raven [35] (3050)
  JA-KL-1532 Jackal [30] (3055)
  5
  PN-10K Panther [35] (3050)
  JVN-10P Javelin [30] (3050)
  UM-R63 UrbanMech [30] (3050)
  HER-3S Hermes [30] (3050)
  6
  RTX1-OC Raptor [25] (3058)*
  WLF-2 Wolfhound [35] (3050)
  FS9-S Firestarter [35] (3050)
  SDR-7M Spider [30] (3050)
  7
  RTX1-O Raptor [25] (3058)*
  JVN-10P Javelin [30] (3050)
  RVN-3L Raven [35] (3050)
  HMR-3M Hammer [30] (3055)
  8
  SDR-9K Venom [35] (3055)
  COM-5S Commando [25] (3050)
  SDR-5V Spider [30] (3039)
  HMR-3M Hammer [30] (3055)
  9
  JR7-K Jenner [35] (3050)
  VLK-QD1 Valkyrie [30] (3085)
  C-SK1 Cossack [20] (3060)
  JR7-D Jenner [35] (3039)
  10
  SDR-7M Spider [30] (3050)
  DRT-3S Dart [25] (3055)
  ZPH-1A Tarantula [25] (3055)
  HER-3S Hermes [30] (3050)
  11
  KBO-7A Kabuto [20] (3067)
  BH-305 Battle Hawk [35] (3055)
  JVN-10N Javelin [30] (3039)
  FNHK-9K Falcon Hawk [35] (3058)
  12
  PTN-9R Panther [35] (3039)
  SPR-5F Spector [35] (3058)
  UM-R60 UrbanMech [30] (3039)
  ZPH-1A Tarantula [25] (3055)
  Medium ’Mechs
  2D6
  House Kurita
  House Davion
  House Liao
   House Marik
  2
  KTO-20 Kintaro [55] (3055)
  ENF-6M Enforcer III [50] (3060)
  BJ2-OE Blackjack [50] (3058)*
  FS9-OF Firestarter [45] (3058)*
  3
  BSN-3K Bishamon [45] (3060)
  FS9-O Firestarter [45] (3058)*
  SYU-2B Sha Yu [40] (3067)
  APL-1M Apollo [55] (3055)
  4
  WFT-1 Wolf Trap [45] (3050)
  STH-1D Stealth [45] (3055)
  HUR-WO-R4L Huron Warrior [50] (3055)
  CDA-3M Cicada [40] (3050)
  5
  DMO-1K Daimyo [40] (3055)
  BJ-2 Blackjack [45] (3050)
  VND-3L Vindicator [45] (3050)
  HER-2S Hermes II [40] (3039)
  6
  BJ2-O Blackjack [50] (3058)*
  WTH-2 Whitworth [40] (3050)
  DV-7D Dervish [55] (3050)
  TBT-7M Trebuchet [50] (3050)
  7
  FS9-O Firestarter [45] (3058)*
  ENF-5D Enforcer [50] (3050)
  VND-3L Vindicator [45] (3050)
  HER-5S Hermes II [40] (3050)
  8
  SR1-OD Strider [40] (3058)*
  HCT-5S Hatchetman [45] (3050)
  BJ-2 Blackjack [45] (3050)
  HBK-5M Hunchback [50] (3050)
  9
  KIM-2 Komodo [45] (3055)
  CN9-D Centurion [50] (3050)
  CLNT-2-3U Clint [40] (3050)
  B1-HND Bloodhound [45] (3067)
  10
  WFT-1 Wolf Trap [45] (3050)
  NGS-4S Nightsky [50] (3055)
  SNK-1V Snake [45] (3055)
  TBT-7M Trebuchet [50] (3050)
  11
  WVR-8K Wolverine [55] (3085)
  SNT-04 Sentry [40] (3060)
  HUR-WO-R4L Huron Warrior [50] (3055)
  TR1 Wraith [55] (3055)
  12
  LNX-9C Lynx [55] (3058)
  SR1-O Strider [40] (3058)*
  MS1-O Men Shen [55] (3060)*
  BJ2-OE Blackjack [50] (3058)*
  Heavy ’Mechs
  2D6
  House Kurita
  House Davion
  House Liao
   House Marik
  2
  NJT-2 Ninja-To [65] (3067)
  TNS-4S Thanatos [75] (3067)
  THR-1L Thunder [70] (3055)
  TDR-9M Thunderbolt [65] (3085)
  3
  DGR-3F Dragon Fire [75] (3058)
  OTL-6D Ostsol [60] (3085)
  ON1-K Orion [75] (3039)
  ANV-3M Anvil [60] (3055)
  4
  AV1-OA Avatar [70] (3058)*
  AXM-1N Axman [65] (3050)
  LHU-2B Lao Hu [75] (3067)
  GLT-5M Guillotine [70] (3050)
  5
  BHKU-O Black Hawk-KU [60] (3058)*
  CES-3R Caesar [70] (3050)
   TSG-9H Ti Ts’ang [60] (3060)
  TMP-3M Tempest [65] (3055)
  6
  DAI-01 Daikyu [70] (3055)
  PTR-4D Penetrator [75] (3055)
   JN-G8A Jinggau [65] (3060)
  ON1-M Orion [75] (3050)
  7
  DRG-5K Grand Dragon [60] (3050)
  JM6-DD JagerMech [65] (3050)
  MAD-5L Marauder [75] (3085)
  ON1-M Orion [75] (3050)
  8
  DRG-5K Grand Dragon [60] (3050)
  FLC-8R Falconer [75] (3055)
  GHR-5H Grasshopper [70] (3039)
  CPLT-C1 Catapult [65] (3039)
  9
  MTR-5K Maelstrom [75] (3058)
  JM6-D3 JagerMech III [65] (3060)
  CPLT-C1 Catapult [65] (3039)
  GLT-5M Guillotine [70] (3050)
  10
  SJA-7D Shugenja [75] (3060)
  WHM-8D Warhammer [70] (3085)
  ANV-3M Anvil [60] (3055)
  YMN-6Y Yeoman [65] (3060)
  11
  CDR-5K Crusader [65] (3085)
  CTF-3D Cataphract [70] (3050)
  OSR-4L Ostroc [60] (3085)
  HRC-LS-9000 Hercules [70] (3055)
  12
  NDA-1K No Dachi [70] (3067)
  RFL-8D Rifleman [60] (3085)
  HEL-3D Helios [60] (3060)
  P1 Perseus [75] (3067)*
  Assault ’Mechs
  2D6
  House Kurita
  House Davion
  House Liao
   House Marik
  2
  TSH-7S Tai-sho [85] (3060)
  DVS-02 Devastator [100] (3058)
  SRC-3C Sirocco [95] (3060)
  ALB-3U Albatross [95] (3055)
  3
  NG-C3A Naginata [95] (3055)
  TLR1-O Templar [85] (3067)*
  AWS-9M Awesome [80] (3050)
  CGR-1A1 Charger [80] (3039)
  4
  HTM-27T Hatamoto-Chi [80] (3050)
  AWS-8Q Awesome [80] (3039)
  MR-V2 Cerberus [95] (3055)
  T-IT-N10M Grand Titan [100] (3055)
  5
  SD1-O Sunder [90] * (3058)
  GUN-1ERD Gunslinger [85] (3055)
  AS7-K Atlas [100] (3050)
  STK-5M Stalker [85] (3050)
  6
  AS7-K Atlas [100] (3058)
  VTR-9K Victor [80] (3050)
  EMP-6A Emperor [90] (3058)
  AS7-D Atlas [100] (3039)
  7
  HTM-27T Hatamoto-chi [80] (3050)
  VTR-9K Victor [80] (3050)
  AWS-8Q Awesome [80] (3039)
  AWS-9M Awesome [80] (3050)
  8
  MAL-1R Mauler [90] (3050)
  AS7-K Atlas [100] (3050)
  STK-5M Stalker [85] (3050)
  AWS-9M Awesome [80] (3050)
  9
  CRK-5003-2 Katana [85] (3050)
  VTR-9B Victor [80] (3039)
  PLG-3Z Pillager [100] (3058)
  AS7-K Atlas [100] (3050)
  10
  CGR-3K Charger [80] (3050)
  LGB-12C Longbow [85] (3085)
  T-IT-N10M Grand Titan [100] (3055)
  MR-V2 Cerberus [95] (3055)
  11
  SD1-OB Sunder [90] (3058)*
  BNC-5S Banshee [90] (3050)
  CP-11-A Cyclops [90] (3050)
  LGB-7Q Longbow [85] (3055)
  12
  AKU-1X Akuma [90] (3060)
  SGT-8R Sagittaire [95] (3067)
  Y-H9G Yu Huang [90] (3060)
  GRN-D-01 Grand Crusader [80] (3055)
  *OmniMech
  
  RANDOM ’MECH ASSIGNMENT TABLE: INNER SPHERE 2
  Light ’Mechs
  2D6
  House Steiner
  ComStar
  Word of Blake
  Periphery
  2
  OSR-3D Osiris [30] (3067) 
  SPR-5F Spector [35] (3058)
  RDS-2A Red Shift [20] (3067)
  NTK-2Q Night Hawk [35] (3058)
  3
  STO-4A Stiletto [35] (3060)
  HSR-200-D Hussar [30] (3050)
  HSR-200-D Hussar [30] (3050)
  THE-S Thorn [25] (3039)
  4
  BZK-F3 Hollander[35] (3055)
  THE-N Thorn [20] (3050)
  MON-66 Mongoose [25] (3050)
  ABS-3L Anubis [30] (3067)
  5
  WLF-2 Wolfhound [35] (3050)
  MCY-99 Mercury [20] (3050)
  MCY-99 Mercury [20] (3050)
  PNT-9R Panther [35] (3039)
  6
  COM-5S Commando [25] (3050)
  HER-1S Hermes [30] (3050)
  SDR-7M Spider [30] (3050)
  JR7-D Jenner [35] (3039)
  7
  FS9-S Firestarter [35] (3050)
  RTX-O Raptor [25] (3058)*
  NXS2-A Nexus II [25] (3055)
  MON-67 Mongoose [25] (3039)
  8
  NTK-2Q Night Hawk [35] (3058)
  OW-1 Owens [35] (3058)*
  HMR-3M Hammer [30] (3055)
  FS9-H Firestarter [35] (3039)
  9
  DRT-3S Dart [25] (3055)
  HM-1 Hitman [30] (3055)
  EGL-2M Eagle [25] (3055)
  JVN-10N Javelin [30] (3039)
  10
  RZK-9S Razorback [30] (3067)
  RTX1-O Raptor [25] (3058)*
  GUR-2G Gurkha [35] (3067)
  STG-5R Stinger [20] (3085)
  11
  ALM-7D Fireball [20] (3055)
  C-SK1 Cossack [20] (3060)
  LCT-5M Locust [20] (3085)
  HMR-3M Hammer [30] (3055)
  12
  TLN-5W Talon [35] (3058)
  OTT-9CS Ostscout [35] (3085)
  TLN-5W Talon [35] (3058)
  LDT-1 Brigand [25] (3067)
  Medium ’Mechs
  2D6
  House Steiner
  ComStar
  Word of Blake
  Periphery
  2
  GRF-6S Griffin [55] (3085)
  LNX-9Q Lynx [55] (3055)
  BJ2-OA Blackjack [50] (3058)*
  HCT-3F Hatchetman [45] (3039)
  3
  BTZ-3F Blitzkrieg [50] (3060)
  BJ2-OD Blackjack [50] (3058)*
  APL-1M Apollo [55] (3055)
  HBK-4G Hunchback [50] (3039)
  4
  ENF-5D Enforcer [50] (3050)
  CLNT-2-3U Clint [40] (3050)
  GRM-R-PR29 Grim Reaper [55] (3055)
  DV-6M Dervish [55] (3039)
  5
  HCT-5S Hatchetman [50] (3050)
  END-6Q Enfield [50] (3058)
  LGH-4W Lightray [55] (3067)
  TBT-5N Trebuchet [50] (3039)
  6
  STH-1D Stealth [45] (3055)
  BEO-12 Beowulf [45] (3060)
  INI-02 Initiate [40] (3060)
  VL-2T Vulcan [40] (3039)
  7
  NGS-4S Nightsky [50] (3055)
  BJ-2 Blackjack [45] (3050)
  FS9-O Firestarter [45] (3058)*
  WTH-1 Whitworth [40] (3039)
  8
  HBK-4G Hunchback [50] (3039)
  HBK-4G Hunchback [50] (3039)
  HBK-4G Hunchback [50] (3039)
  HBK-4G Hunchback [50] (3039)
  9
  UZL-3S Uziel [50] (3060)
  FS9-O Firestarter [45] (3058)*
  BCN-3R Buccaneer [55] (3060)
  ASN-21 Assassin [40] (3039)
  10
  CN9-D Centurion [50] (3050)
  TSN-1C Tessen [50] (3067)
  RJN-200-A Raijin II [50] (3055)
  BJ-1 Blackjack [45] (3039)
  11
  STY-3C Starslayer [50] (3058)
  GRM-R-PR29 Grim Reaper [55] (3055)
  TBT-7M Trebuchet [50] (3050)
  BJ-1 Blackjack [45] (3039)
  12
  SCP-12S Scorpion [55] (3085)
  DV-6M Dervish [55] (3039)
  BLF-21 Blue Flame [45] (3067)
  MHL-X1 Marshal [55] (3060)
  Heavy ’Mechs
  2D6
  House Steiner
  ComStar
  Word of Blake
  Periphery
  2
  CTS-6Y Cestus [65] (3058)
  BMB-12D Bombardier [65] (3050)
  MAD-5L Marauder [75] (3085)
  JM6-S JagerMech [65] (3039)
  3
  AXM-1N Axman [65] (3050)
  CHP-3N Champion [60] (3050)
  YMN-6Y Yeoman [60] (3060)
  QKD-4G Quickdraw [75] (3039)
  4
  CES-3R Caesar [70] (3050)
  GLT-3N Guillotine [70] (3050)
  ANV-3M Anvil [60] (3055)
  DRG-1N Dragon [60] (3039)
  5
  GAL-1GLS Gallowglas [70] (3055)
  FLC-8R Falconer [75] (3055)
  TMP-3M Tempest [65] (3055)
  BL-7-KNT Black Knight [75] (3039)
  6
  PTR-4D Penetrator [75] (3055)
  BL-6-KNT Black Knight [75] (3050)
  FLS-8K Flashman [75] (3050)
  MLN-1A Merlin [60] (3058)
  7
  FLC-8R Falconer [75] (3055)
  FLS-8K Flashman [75] (3050)
  BL-6-KNT Black Knight [75] (3050)
  GHR-5H Grasshopper [70] (3039)
  8
  DRG-3F Dragon Fire [75] (3058)
  AV1-OE Avatar [70] (3058)*
  TYM-1A Toyama [75] (3060)
  GLT-4L Guillotine [70] (3039)
  9
  MTR-5K Maelstrom [75] (3058)
  HEL-3D Helios [60] (3060)
  WFB-3B White Flame [70] (3067)
  ON1-K Orion [75] (3039)
  10
  BGS-1T Barghest [70] (3060)
  ST-8A Shootist [70] (3058)
  AV1-OE Avatar [70] (3058)*
  CPLT-C1 Catapult [65] (3039)
  11
  VR5-R Verfolger [65] (3067)
  EXT-4D Exterminator [65] (3050)
  ARC-8M Archer [70] (3085)
  JM6-S JagerMech [65] (3039)
  12
  TNS-4S Thanatos [75] (3067)
  EXC-B2 Excalibur [70] (3058)
  TDR-9M Thunderbolt [65] (3085)
  QKD-4G Quickdraw [75] (3039)
  Assault ’Mechs
  2D6
  House Steiner
  ComStar
  Word of Blake
  Periphery
  2
  BLR-4S BattleMaster [85] (3085)
  KGC-000 King Crab [100] (3050)
  KGC-000 King Crab [100] (3050)
  CGR-1A1 Charger [80] (3039)
  3
  BRZ-A3 Berzerker [100] (3055)
  T-IT-N10M Grand Titan [100] (3055)
  AWS-8Q Awesome [80] (3039)
  KGC-0000 King Crab [100] (3039)
  4
  PPR-5S Salamander [85] (3055)
  AWS-8Q Awesome [80] (3039)
  MR-V2 Cerberus [95] (3055)
  HGN-733 Highlander [90] (3039)
  5
  HA1-O Hauptmann [95] (3060)*
  THG-11E Thug [80] (3050)
  GRN-D-04 Grand Crusader II [80] (3055)
  BNC-3E Banshee [95] (3039)
  6
  AS7-K Atlas [100] (3050)
  HGN-732 Highlander [95] (3050)
  AWS-9M Awesome [80] (3050)
  THG-10E Thug [80] (3039)
  7
  ZEU-9S Zeus [80] (3050)
  AS7-K Atlas [100] (3050)
  THG-11E Thug [80] (3050)
  AWS-8Q Awesome [80] (3039)
  8
  BNC-5S Banshee [95] (3050)
  MR-V2 Cerberus [95] (3055)
  VNQ-2A Vanquisher [100] (3067)
  CRK-5003-1 Crockett [85] (3039)
  9
  TDK-7X Thunder Hawk [100] (3058)
  VKG-2F Viking [90] (3060)
  LGC-01 Legacy [80] (3067)
  VTR-9B Victor [80] (3039)
  10
  GUN-1ERD Gunslinger [85] (3055)
  PPR-5S Salamander [85] (3055)
  T-IT-N10M Grand Titan [100] (3055)
  AS7-D Atlas [100] (3039)
  11
  MR-V2 Cerberus [95] (3055)
  STK-5M Stalker [85] (3050)
  ALB-3U Albatross [95] (3055)
  AS7-D Atlas [100] (3039)
  12
  FNR-5 Fafnir [100] (3067)
  TDR-7K Thunder Hawk [100] (3058)
  PLG-3Z Pillager [100] (3058)
  ZEU-6S Zeus [80] (3039)
  *OmniMech
  
  269
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  RANDOM ’MECH ASSIGNMENT TABLE: CLAN
  Light ’Mechs
  2D6
  Clan Wolf
  Jade Falcon
  Ghost Bear
  Snow Raven
  Diamond Shark
  2
  Locust IIC 4 [20] (3085)†
  Locust IIC 4 [20] (3085)†
  Locust IIC 4 [20] (3085)†
  Baboon 2 [20] (3085)†
  Hellion Prime [30] (3067)
  3
  Puma A [35] (3050)
  Cougar C [35] (3060)
  Solitaire [25] (3067)†
  Dasher A [20] (3050)
  Solitaire [25] (3067)†
  4
  Koshi B [25] (3050)
  Hellion Prime [30] (3067)
  Koshi B [25] (3050)
  Puma C [35] (3050)
  Hankyu Prime [30] (3058)
  5
  Puma B [35] (3050)
  Fire Falcon H [25] (3058)
  Puma A [35] (3050)
  Puma A [35] (3050)
  Fire Moth Prime [20] (3050)
  6
  Dasher D [20] (3050)
  Cougar Prime [35] (3060)
  Dasher A [20] (3050)
  Dasher Prime [20] (3050)
  Hankyu C [30] (3058)
  7
  Puma Prime [35] (3050)
  Fire Falcon Prime [25] (3058)
  Dasher Prime [20] (3050)
  Uller D [30] (3050)
  Puma Prime [35] (3050)
  8
  Uller C [30] (3050)
  Uller Prime [30] (3050)
  Kit Fox C [30] (3050)
  Uller Prime [30] (3050)
  Hellion A [30] (3067)
  9
  Uller A [30] (3050)
  Uller A [30] (3050)
  Puma C [35] (3050)
  Uller B [30] (3050)
  Koshi Prime [25] (3050)
  10
  Puma C [35] (3050) 
  Fire Falcon B [25] (3058)
  Puma D [35] (3050)
  Koshi Prime [25] (3050)
  Hankyu H [30] (3058)
  11
  Koshi A [25] (3050) 
  Hellion B [30] (3067)
  Pack Hunter [30] (3060)†
  Peregrine 4 [35] (3085)†
  Piranha [20] (3058)†
  12
  Icestorm [25] (3060)†
  Spirit [35] (3067)†
  KBO-7A Kabuto [20] (3060)†
  UrbanMech IIC [30] (3060)†
  Pack Hunter [30] (3060)†
  Medium ’Mechs
  2D6
  Clan Wolf
  Jade Falcon
  Ghost Bear
  Snow Raven
  Diamond Shark
  2
  Arctic Wolf [40] (3060)†
  Pinion [45] (3067)†
  Stooping Hawk Prime [55] (3060)
  Crimson Langur Prime [50] (3067)
  Shadow Hawk IIC 4 [45] (3085)†
  3
  Fenris H [45] (3050)
  Ryoken Prime [55] (3050)
  Fenris Prime [45] (3050)
  Dragonfly A [40] (3050)
  Hellhound 2 [50] (3055)†
  4
  Ryoken Prime [55] (3050)
  Fenris A [45] (3050)
  Dragonfly H [40] (3050)
  Fenris Prime [45] (3050)
  Black Hawk Prime [50] (3050)
  5
  Black Hawk Prime [50] (3050)
  Dragonfly A [40] (3050)
  Dragonfly A [40] (3050)
  Dragonfly Prime [40] (3050)
  Fenris Prime [45] (3050)
  6
  Phantom C [40] (3055)
  Black Lanner C [50] (3058)
  Black Hawk Prime [50] (3050)
  Black Hawk C [50] (3050)
  Grendel Prime [45] (3058)
  7
  Fenris Prime [45] (3050)
  Black Lanner Prime [50] (3058)
  Dragonfly Prime [40] (3050)
  Black Hawk Prime [50] (3050)
  Ryoken Prime [55] (3050)
  8
  Pouncer Prime [40] (3055)
  Ryoken B [55] (3050)
  Dragonfly B [40] (3050)
  Grendel Prime [45] (3058)
  Grendel A [45] (3058)
  9
  Phantom Prime [40] (3055)
  Black Hawk A [50] (3050)
  Ryoken C [55] (3050)
  Ryoken D [55] (3050)
  Fenris D [45] (3050)
  10
  Pouncer D [40] (3055)
  Grendel Prime [45] (3050)
  Dragonfly C [40] (3050)
  Shadow Cat B [45] (3058)
  Shadow Cat Prime [45] (3058)
  11
  Phantom H [40] (3055)
  Hunchback IIC [50] (3058)†
  Ursus [50] (3060)†
  Phantom H [40] (3055)
  Nobori-nin A [50] (3058)
  12
  Lobo [40] (3067)†
  Phantom C [40] (3055)
  Arctic Wolf [40] (3060)†
  Clint IIC [40] (3060)†
  Griffin IIC 4 [40] (3085)†
  Heavy ’Mechs
  2D6
  Clan Wolf
  Jade Falcon
  Ghost Bear
  Snow Raven
  Diamond Shark
  2
  Linebacker D [65] (3055)
  Night Gyr D [75] (3058)
  Arcas [65] (3067)†
  Guillotine IIC [70] (3060)†
  Ha Otoko [60] (3060)†
  3
  Mad Cat D [75] (3050)
  Night Gyr B [75] (3058)
  Thresher [60] (3058)†
  Cauldron-Born C [65] (3058)
  Nova Cat D [70] (3060)
  4
  Vulture Prime [65] (3050)
  Loki B [65] (3050)
  Vulture C [60] (3050)
  Linebacker D [65] (3055)
  Mad Cat Prime [75] (3050)
  5
  Mad Cat B [75] (3050)
  Thor A [70] (3050)
  Vulture B [60] (3050)
  Mad Cat C [75] (3050)
  Summoner [Thor] D [70] (3050)
  6
  Loki B [65] (3050)
  Loki Prime [65] (3050)
  Thor Prime [70] (3050)
  Thor D [70] (3050)
  Vulture A [60] (3050)
  7
  Mad Cat Prime [75] (3050)
  Thor Prime [70] (3050)
  Vulture Prime [60] (3050)
  Mad Cat Prime [75] (3050)
  Cauldron-Born Prime [65] (3058)
  8
  Mad Cat A [75] (3050)
  Thor D [70] (3050)
  Vulture A [60] (3050)
  Vulture B [60] (3050)
  Cauldron-Born H [65] (3058)
  9
  Thor Prime [70] (3050)
  Night Gyr Prime [75] (3058)
  Thor C [70] (3050)
  Loki Prime [65] (3050)
  Vulture Prime [65] (3050)
  10
  Mad Cat C [75] (3050)
  Night Gyr A [75] (3058)
  Cauldron-Born Prime [65] (3058)
  Loki A [65] (3050)
  Nova Cat Prime [70] (3060)
  11
  Linebacker Prime [65] (3055)
  Loki A [65] (3050)
  Nova Cat A [70] (3060)
  Vulture A [60] (3050)
  Rifleman IIC 3 [65] (3085)†
  12
  Orion IIC [75] (3060)†
  Night Gyr C [75] (3050)
  Grizzly [70] (3058)†
  Grizzly [70] (3058)†
  Predator [60] (3060)†
  Assault ’Mechs
  2D6
  Clan Wolf
  Jade Falcon
  Ghost Bear
  Snow Raven
  Diamond Shark
  2
  Man O’ War H [80] (3050)
  Man O’ War Prime [80] (3050)
  Warhammer IIC 4 [80] (3085)†
  Man O’ War A [80] (3050)
  Warhammer IIC 4 [80] (3085)†
  3
  Daishi H [100] (3050)
  Gladiator Prime [95] (3050)
  Kodiak [100] (3058)†
  Gladiator A [95] (3050)
  Masakari H [85] (3050)
  4
  Masakari C [85] (3050)
  Masakari C [85] (3050)
  Man O’ War B [80] (3050)
  Masakari B [85] (3050)
  Gladiator A [95] (3050)
  5
  Gladiator D [95] (3050)
  Turkina B [95] (3058)
  Masakari B [85] (3050)
  Masakari C [85] (3050)
  Daishi S [100] (3050)
  6
  Daishi C [100] (3050)
  Turkina Prime [95] (3058)
  Daishi Prime [100] (3050)
  Kingfisher Prime [90] (3058)
  Masakari C [85] (3050)
  7
  Man O’ War Prime [80] (3050)
  Masakari Prime [85] (3050)
  Gladiator A [95] (3050)
  Daishi Prime [100] (3050)
  Masakari Prime [85] (3050)
  8
  Gladiator Prime [95] (3050)
  Masakari B [85] (3050)
  Gladiator Prime [95] (3050)
  Gladiator D [95] (3050)
  Gladiator D [95] (3050)
  9
  Man O’ War A [80] (3050)
  Daishi Prime [100] (3050)
  Kingfisher Prime [90] (3058)
  Man O’ War C [80] (3050)
  Daishi C [100] (3050)
  10
  Daishi Prime [100] (3050)
  Daishi A [100] (3050)
  Gladiator D [95] (3050)
  Masakari Prime [85] (3050)
  Masakari B [85] (3050)
  11
  Masakari Prime [85] (3050)
  Masakari A [85] (3050)
  Kingfisher B [90] (3058)
  Daishi A [100] (3050)
  Daishi A [100] (3050)
  12
  Supernova [90] (3058)†
  Mad Cat Mk. II [90] (3067)†
  Mad Cat Mk. II [90] (3067)†
  Daishi C [100] (3050)
  Phoenix Hawk IIC 4 [80] (3085)†
  †Non-OmniMechs
  
  RANDOM COMBAT VEHICLE ASSIGNMENT TABLE: INNER SPHERE
  2D6
  Light
  Medium
  Heavy
  Assault
  2
  Hunter [35] (3058)
  Goblin [45] (3058)
  Manticore [60] (3058)
  Demolisher II [100] (3060)
  3
  J. Edgar [25] (3039)
  Blizzard [25] (3058)
  LRM Carrier [60] (3058)
  Behemoth [100] (3039)
  4
  Scorpion [25] (3039)
  Hetzer [40] (3039)
  LRM Carrier [60] (3039)
  Ontos [95] (3058)
  5
  Savannah Master [5] (3039)
  Drillson [50] (3039)
  Po [60] (3039)
  Ontos [95] (3039)
  6
  Skulker [20] (3039)
  Myrmidon [40] (3060)
  Patton [65] (3039)
  Schrek PPC Carrier [80] (3039)
  7
  Pegasus [35] (3039)
  Vedette [50] (3039)
  Manticore [60] (3039)
  Demolisher [80] (3039)
  8
  Hunter [35] (3039)
  Maxim [50] (3039)
  Rommel [65] (3039)
  Partisan [80] (3039)
  9
  Saracen [35] (3039)
  Condor [50] (3039)
  Von Luckner [75] (3039)
  Partisan [80] (3058)
  10
  Scimitar [35] (3039)
  Vedette [50] (3058)
  SRM Carrier [60] (3039)
  Heavy LRM Carrier [80] (3060)
  11
  Saladin [35] (3039)
  Maxim [50] (3058)
  SRM Carrier [60] (3058)
  Challenger X MBT [90] (3058)
  12
  Mobile HQ [25] (3039)
  Regulator [45] (3058)
  Von Luckner [75] (3058)
  Alacorn Mk. VI [95] (3058)
  RANDOM COMBAT VEHICLE ASSIGNMENT TABLE: CLAN
  2D6
  Light
  Medium
  Heavy
  Assault
  2
  Beagle [15] (3050)
  Epona C [50] (3060)*
  Demon [60] (3050)
  Heimdall A [95] (3067)*
  3
  Hephaestus C [30] (3067)*
  Hachiman [50] (3060)
  Burke [75] (3050)
  Fury [80] (3050)
  4
  Odin [20] (3067)
  Ku [50] (3060)
  Shoden [70] (3067)
  Rhino [80] (3050)
  5
  Zorya [35] (3060)
  Ares [40] (3060)
  Ishtar [65] (3060)
  Mars [100] (3060)
  6
  Mithras [25] (3060)
  Enyo [55] (3067)
  Athena [75] (3060)
  Morrigu [80] (3067)
  7
  Indra [35] (3060)
  Epona Prime [50] (3060)*
  Oro [60] (3060)
  Mars [100] [3060)
  8
  Svantovit [35] (3060)
  Tyr [45] (3067)
  Ishtar [65] (3060)
  Morrigu [80] (3067)
  9
  Asshur [20] (3060)
  Epona A [50] (3060)*
  Athena [75] (3060)
  Alacorn Mk IV [95] (3058)
  10
  Shamash [11] (3060)
  Hachiman [50] (3060)
  Shoden [70] (3067)
  Morrigu [80] (3067)
  11
  Hephaestus Prime [30] (3067)*
  Epona B [50] (3060)*
  Oro [60] (3060)
  Heimdall Prime [95] (3067)*
  12
  Hephaestus A [30] (3067) *
  Zephyr [40] (3050)
  Magi [70] (3050)
  Puma [95] (3050)
  *OmniVehicle
  RANDOM PROTOMECH AND INFANTRY ASSIGNMENT TABLE
  2D6
  ProtoMech*
  Clan BA†
  Inner Sphere BA†
  Conventional Infantry‡
  2
  Harpy [2]
  Sylph [L]
  Kage [L]
  Mechanized, Hover Platoon
  3
  Siren [3]
  Sylph [L]
  Infiltrator Mk. II [M]
  Mechanized, Wheeled Platoon
  4
  Satyr [4]
  Salamander [M]
  Fa Shih [M]
  Mechanized, Wheeled Platoon
  5
  Centaur [5]
  Salamander [M]
  Achileus [L]
  Jump Platoon
  6
  Hydra [6]
  Elemental [M]
  Gray Death Standard [M]
  Motorized Platoon
  7
  Roc [7]
  Elemental [M]
  Inner Sphere Standard [M]
  Foot Platoon
  8
  Roc [7]
  Elemental [M]
  Raiden [M]
  Foot Platoon
  9
  Gorgon [8]
  Gnome [H]
  Longinus [M]
  Motorized Platoon
  10
  Gorgon [8]
  Gnome [H]
  Purifier [M]
  Jump Platoon
  11
  Minotaur [9]
  Undine [M]
  Fenrir [A]
  Mechanized, Tracked Platoon
  12
  Minotaur [9]
  Undine [M]
  Kanazuchi [A]
  Mechanized, Hover Platoon
  *All ProtoMechs are from Technical Readout: 3060.
  †All battle armor is from Technical Readout: 3058 Upgrade.
  ‡After rolling an infantry platoon, roll an additional 1D6 to determine the specific type: 1 Rifle, Ballistic; 2 Rifle, Energy; 3 Machine Gun; 4 SRMs; 5 LRMs; 6 Flamers.
  
  271
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  RANDOM AEROSPACE ASSIGNMENT TABLE: INNER SPHERE
  2D6
  Light Fighter
  Medium Fighter
  Heavy Fighter
  DropShip
  2
  SL-21 Sholagar [25] (3039)
  DARO-1 Dagger [45] (3067)*
  SL-15 Slayer [80] (3039)
  Nekohono’o (3067)
  3
  SPR-H5 Sparrowhawk [30] (3039)
  CMT-3T Troika [65] (3067)
  SHV-O Shiva [85] (3067)*
  Fortress (3057)
  4
  F-10 Cheetah [25] (3039)
  DFC-O Defiance [55] (3067)*
  F-100 Riever [100] (3039)
  Excalibur (3057)
  5
  F-10 Cheetah [25] (3039)
  LCF-R15 Lucifer [65] (3039)
  F-100 Riever [100] (3039)
  Union-X (3067)
  6
  SPR-H5 Sparrowhawk [30] (3039)
  CSR-V12 Corsair [50] (3039)
  TR-13 Transgressor [75] (3039)
  Leopard (3057)
  7
  SL-21 Sholagar [35] (3039)
  TR-10 Transit [50] (3039)
  SL-15 Slayer [80] (3039)
  Union (3057)
  8
  TR-7 Thrush [25] (3039)
  SL-17 Shilone [65] (3039)
  CHP-W5 Chippewa [90] (3039)
  Overlord (3057)
  9
  SYD-21 Seydlitz [20] (3039)
  F-90 Stingray [60] (3039)
  STU-K5 Stuka [100] (3039)
  Triumph (3057)
  10
  SYD-21 Seydlitz [20] (3039)
  LX-2 Lancer [55] (3067)
  HSCL-1-O Huscarl [75] (3067)*
  Seeker (3057)
  11
  TR-7 Thrush [25] (3039)
  ON-1 Oni [55] (3067)
  EST-O Eisensturm [85] (3067)*
  Overlord A3 (3067)
  12
  Corax [30] (3067)*
  MIK-O Tatsu [70] (3067)*
  CHP-W5 Chippewa [90] (3039)
  Conquistador (3067)
   *OmniFighter
  RANDOM AEROSPACE ASSIGNMENT TABLE: CLAN
  2D6
  Light Fighter
  Medium Fighter
  Heavy Fighter
  DropShip
  2
  Vandal [30] (3055)
  Jagatai [70] (3055)
  Xerxes [85] (3067)†
  Noruff (3057)
  3
  Avar [35] (3055)
  Turk [50] (3055)
  Sabutai [75] (3055)
  Outpost (3067)
  4
  Charonea [25] (3067)†
  Visigoth [60] (3055)
  Scytha [90] (3055)
  Confederate (3057)
  5
  Bashkir [20] (3055)
  Ammon [65] (3067)†
  Kirghiz [100] (3055)
  Carrier (3057)
  6
  Sulla [45] (3055)
  Turk [50] (3055)
  Jengiz [80] (3055)
  Union-C (3057)
  7
  Batu [40] (3055)
  Visigoth [60] (3055)
  Scytha [90] (3055)
  Overlord-C (3057)
  8
  Bashkir [20] (3055)
  Visigoth [60] (3055)
  Hydaspes [95] (3067)†
  Broadsword (3057)
  9
  Batu [40] (3055)
  Turk [50] (3055)
  Kirghiz [100] (3055)
  Mercer (3067)
  10
  Issus [40] (3067)†
  Tyre [55] (3067)†
  Scytha [90] (3055)
  Arcadia (3067)
  11
  Vandal [30] (3055)
  Issus [40] (3067)†
  Jengiz [80] (3055)
  Sassanid (3057)
  12
  Corax [30] (3067)
  Jagatai [70] (3055)
  Sabutai [75] (3055)
  Miraborg (3057)
  †Not an OmniFighter
  EXPERIENCE RATING AND SKILLS
  After determining the units employed by each force, the 
  players determine their forces’ experience ratings: Green, 
  Regular, Veteran or Elite. If the players are using elements of 
  specific units, they can consult the appropriate field manual. 
  Alternatively, the players may simply set any experience 
  ratings they wish, or use the Random Experience Rating Table. 
  (Players can help ensure a balanced battle by setting the same 
  level for both forces.)
  After determining his forces’ experience, each player 
  determines the Gunnery and Piloting skills of his warriors. 
  If the players agree, they can simply assign all warriors the 
  standard starting skill ratings (see p. 39). Alternatively, each 
  player may use the Random Skills Table to randomly deter-
  mine skill ratings. To do so, each player makes two 1D6 rolls 
  for each warrior in his force. The first die roll result deter-
  mines the MechWarrior’s Piloting Skill; the second, his or her 
  Gunnery Skill.
  For Clan MechWarriors, add 2 to each roll result; subtract 2 
  for Clan combat vehicle warriors. 
  DF 
  DF
  Highlander IIC, Beta Galaxy (Clan Ghost Bear) 
  
   
  2005 Origins International Games Expo Diorama
  ENDGAME: THE FINAL PUSH
  
  273
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  FINISHING TOUCHES
  If all players agree, they can fine-tune their forces by shift-
  ing units between lances and Stars after they have generated 
  all units and skills, though warriors may not be removed 
  from their assigned units. Fine-tuning a force in this manner 
  enables a player to group units with similar movement capa-
  bilities in lances and so on. 
  Commanders
  In some cases, players may wish to designate lance, 
  company, battalion or regiment commanders within their 
  forces. Usually, the MechWarrior with the highest skills and/
  or heaviest BattleMech in a given formation is its commander, 
  but players may use any criteria when designating such offi-
  cers. After selecting commanders, each player should identify 
  command units as such on those units’ record sheets.
  CLAN HONOR
  The Clan codes of honor, or zellbrigen, also known 
  as rules of engagement, are not part of the standard 
  BattleTech game rules as presented in the previous sec-
  tions of Total Warfare. However, players can use these 
  codes to enhance the roleplaying aspect of BattleTech, 
  creating a richer game experience more closely linked to 
  the fictional BattleTech universe. 
  Using Clan honor puts Clan units at a distinct disadvantage. 
  To compensate, in scenarios where the Clans must abide by 
  these rules of engagement, the Clan side should have stron-
  ger forces or higher skills than it might otherwise have. This 
  change helps offset the limitations that the honor codes place 
  on Clan tactics. 
  Players should be aware, however, that it is generally dif-
  ficult to accurately balance BattleTech games, even under 
  the rules in this section; the use of Clan honor codes makes 
  absolute game balance almost impossible. Through game 
  play you will discover what works best for you and your fellow 
  players. Because everyone plays Clan honor a little differently 
  and each Inner sphere commander opposes it differently, no 
  two games are alike.
  As the very concept of the Clan honor rules brings more of 
  a roleplaying style to the game (as opposed to the explicitly 
  defined rules of standard play presented previously in this 
  book), the exact way to integrate Clan honor rules with a 
  given scenario type is up to the players. If the players wish to 
  incorporate these rules into a scenario, they should be pre-
  pared to make adjudications on the fly, as Clan honor codes 
  can generate numerous unforeseen circumstances. Players 
  should agree before play begins that if a situation arises about 
  which they cannot come to a consensus, they will roll 1D6 to 
  determine the decision and get back to game play.
   All players should agree to the use of Clan honor rules in a 
  given scenario before play begins.
  HONOR LEVELS
  Clan honor codes fall into four categories, each dealing with 
  a different part of combat: batchall, zellbrigen, physical attacks 
  and retreat. Because the batchall (bidding) takes place before 
  the scenario begins, guidelines for its use appear on p. 266. 
  Within each of the other three categories, a number from 1 
  to 4 represents the level of commitment to Clan honor. Honor 
  Level 1 means strict conformity to the Clan codes; Level 2 and 
  3 require conformity only under certain circumstances; and 
  Level 4 throws Clan honor out the airlock.
  Normally, a fighting force’s overall commitment to Clan 
  honor is rated at Level 1, 2, 3 or 4. However, scenarios may 
  include more than one honor level. For example, Honor Level 
  1 may apply to physical attacks and retreat, while Honor Level 
  2 applies to zellbrigen. Each honor level is determined by the 
  circumstances of the scenario and the particular Clan fighting 
  in it; see Clan Honor Interpretation, below.
  Clan dueling rules and restrictions on physical attacks 
  apply only to enemy ’Mechs. Clan MechWarriors may attack 
  vehicles and unarmored infantry targets without reference to 
  Clan honor. Likewise, Clan unarmored infantry and vehicles 
  need not follow the rules of engagement. Battle armor and 
  ProtoMechs follow the code of zellbrigen, with each Point 
  considered a single unit for dueling purposes.
  Clan Honor Interpretation
  While players may assign whatever honor levels they deem 
  appropriate for a given scenario, the following material pro-
  vides a guideline for the honor levels to which a given Clan 
  will default in a scenario.
  The Clan Honor Interpretation Table gives a general idea 
  of how each Clan interprets zellbrigen. The table shows two 
  different time periods. Pre-Invasion describes the prevalent 
  interpretation prior to the start of Operation Revival (the 
  RANDOM EXPERIENCE RATING TABLE
  2D6 Roll
  Experience Rating
  2-5
  Green
  6-9
  Regular
  10-11
  Veteran
  12
  Elite
  RANDOM SKILLS TABLE (EXPANDED)
  1D6 
  (Green)
  1D6  
  (Regular)
  1D6  
  (Veteran)
  1D6  
  (Elite)
  Piloting
  Gunnery
  0
  —
  —
  —
  7
  7
  1
  —
  —
  —
  7
  6
  2–3
  0
  —
  —
  6
  5
  4–5
  1–2
  0
  —
  6
  4
  6–7
  3–4
  1–2
  0
  5
  4
  8
  5–6
  3–4
  1–2
  4
  3
  —
  7–8
  5–6
  3–4
  3
  2
  —
  —
  7–8
  5–6
  2
  1
  —
  —
  —
  7–8
  1
  0
  
  invasion of the Inner Sphere) in 3049; Post-Invasion reflects each 
  Clan’s view after the Battle of Tukayyid in 3052. During the Inner 
  Sphere invasion (and subsequent events up through the Refusal 
  War), each Invading Clan and many Home Clans experienced an 
  ideological shift that caused changes in their view of zellbrigen. 
  Depending on the time frame in which a given scenario is run, 
  players can use the table as a guide to determine what Clan 
  honor levels are in effect before game play begins.
  The table gives three different levels of interpretation. A strict 
  interpretation means that the Clan’s warriors generally follow 
  zellbrigen against almost all opponents (except those considered 
  extremely dishonorable, such as bandits and pirates, or against a 
  long-hated enemy). An opportunistic interpretation means that 
  the warriors follow zellbrigen unless mitigating circumstances 
  dictate otherwise (they are outnumbered/outgunned, they think 
  they can get away with it, and so on). Clans following a liberal 
  interpretation use zellbrigen only against other Clans, and then 
  only if they have the advantage.
  ZELLBRIGEN
  Under the rules for ritual dueling, or zellbrigen, Clan players 
  must declare a target for each of their dueling ’Mechs. A typical 
  declaration might sound something like, “I am MechWarrior 
  Seth of Clan Steel Viper. I pilot the sole Summoner in Alpha Star. 
  I hereby invoke the ritual of zellbrigen and challenge the pilot of 
  the Orion adorned with the unit designation eleven to a duel of 
  warriors. In this solemn manner, let no one interfere!”
  During a duel, no other Clan warrior may attack either of the 
  dueling ’Mechs. If a third unit interferes with a duel, the dueling 
  Clan warrior may attack the interfering unit, provided that 
  another Clan ’Mech has not already challenged the interloper to a 
  duel. A duel ends when one combatant is destroyed, disabled or 
  retreats from the battlefield.
  At Honor Level 1, the Clan warrior upholds all the rules of 
  dueling regardless of his opponent’s actions. 
  At Honor Level 2, the Clan warrior follows the rules of dueling 
  until the Inner Sphere side takes an action that violates the Clan 
  honor codes (a third party interfering, a unit involved in one 
  duel firing on a ’Mech involved in another duel, and so on). If 
  this happens, the duel immediately degenerates into a free-for-
  all. During the Weapon Attack Phase, if a player declares that his 
  unit will fire on a target already involved in a duel, any Clan player 
  whose declaration of zellbrigen follows the Inner sphere player’s 
  declaration of a “dishonorable attack” may attack that Inner 
  Sphere ’Mech without regard for honor rules. Only the violator 
  may be attacked in this way.
  At Honor Level 3, any infringement of Clan honor in the dueling 
  rules renders the entire ritual of zellbrigen null and void, leaving 
  the Clan ’Mechs free to attack any enemy unit without restraint 
  for the remainder of the game. At Honor Level 4, dueling rules do 
  not apply.
  Using zellbrigen in a game requires a certain degree of coop-
  eration between players. A crafty Inner sphere player can exploit 
  the rules of engagement to deny the Clan player any targets. Not 
  only is this grossly unfair, but it is also inaccurate in terms of the 
  BattleTech universe (plus, it’s not much fun for the Clan player).
  Finally, the Clan player should not be expected to adhere to the 
  rules of engagement when it would be foolish to do so, as in the 
  following example:
  You are playing the Clans in a scenario with Honor Level 
  1. You have one Daishi and your opponent has four ’Mechs: 
  a Banshee, an Orion, an Atlas and a Spider. The Spider 
  challenges the Daishi to a duel, which the Daishi accepts. The 
  Spider then uses its superior movement rate to hide behind 
  hills and heavy woods so that the Daishi never gets line of 
  sight to it. Meanwhile, the other three members of the Spider’s 
  lance pound the Daishi to dust. The Daishi cannot retaliate 
  because its player must adhere to Clan honor, which in this 
  case means he can only attack the ’Mech that challenged him 
  to a duel. He vainly attempts to chase the Spider, while “off-
  limits” enemies destroy his BattleMech.
  Requiring the Daishi in this example to strictly obey the rules of 
  engagement means that the Clan player must sit back and allow 
  his unit to be destroyed. To give players some options in such 
  situations, use the following guidelines to adjudicate the use of 
  zellbrigen in game play.
  1. Making the Challenge: One of the most important parts of 
  a duel is the challenge. This takes place during the Weapon Attack 
  Phase, when attacks are declared. When a Clan unit declares an 
  attack on a unit that it has not attacked before, it is effectively 
  CLAN HONOR INTERPRETATION TABLE
  Clan Name
  Pre-Invasion
  Post-Invasion
  Blood Spirit
  Strict
  Opportunistic
  Cloud Cobra
  Opportunistic
  Opportunistic
  Coyote
  Strict
  Strict
  Diamond Shark
  Liberal
  Liberal
  Fire Mandrill
  Varies (Strict)*
  Varies 
  (Opportunistic)*
  Ghost Bear
  Strict
  Liberal
  Goliath Scorpion
  Strict
  Strict
  Hell’s Horses
  Opportunistic
  Opportunistic
  Ice Hellion
  Opportunistic
  Opportunistic
  Jade Falcon
  Strict
  Opportunistic
  Nova Cat
  Opportunistic
  Opportunistic
  Snow Raven
  Opportunistic
  Opportunistic
  Star Adder
  Strict
  Opportunistic
  Steel Viper
  Strict
  Strict
  Wolf
  Liberal
  Opportunistic
  Wolf (in-Exile)
  N/A
  Liberal
  *Clan Fire Mandrill’s internal divisions make it difficult to classify the entire Clan; 
  each Kindraa follows its own interpretations. As such, players can either use 
  the general classification given in parentheses, or based on information pro-
  vided about the Kindraas in various sourcebooks, modify as appropriate.
  
  275
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  announcing its intention to duel—the Clan player should ver-
  bally issue his challenge at this time. Dueling makes Initiative 
  even more important, as Initiative also determines the order 
  of attack declaration and challenges.
  If the Inner Sphere side outnumbers the Clan side, it is 
  considered bold (but acceptable) for a single Clan ’Mech to 
  challenge more than one opponent at the same time. All of 
  a single ’Mech’s opponents are considered part of the same 
  duel and may fire on the lone challenger. However, at least 
  one target must be left for each ’Mech on the Clan side (this 
  tradition does not apply to non-’Mech Clan units). In fact, Clan 
  MechWarriors greedy for battlefield glory may force their own 
  armored vehicles, infantry units or even Elementals out of 
  combat in this way. 
  Though a single Clan ’Mech may challenge more than one 
  Inner sphere ’Mech, additional Inner Sphere ’Mechs cannot 
  invite themselves into an onging duel even if the Clans out-
  number their side. Such an action is a breach of zellbrigen.
  2. Refusing a Challenge: A Clan warrior need not accept 
  a challenge issued by an Inner Sphere warrior, especially if 
  he suspects the challenge is a ploy to abuse zellbrigen and 
  achieve victory through deceit. As a general rule, a Clan 
  warrior can refuse a challenge from a ’Mech of a different 
  weight class than his own, as long as he issues a challenge 
  against another Inner Sphere ’Mech instead.
  Also, though Inner Sphere warriors are not expected to 
  accept or refuse challenges, the Inner Sphere side must abide 
  by Clan honor when Honor Levels 2 or 3 are in effect or else 
  risk touching off a melee. In these cases, the Inner Sphere 
  player can refuse challenges from Clan ’Mechs outside the 
  challenged ’Mech’s weight class as long as an alternate chal-
  lenge is made.
  Finally, any challenge must be accepted if no alternate 
  targets are in play.
  3. Declaring a Duel Void: Certain situations may render 
  a duel void, even if strict adherence to the rules of engage-
  ment (Honor Level 1) is in force. In these cases the judgment 
  of the players must prevail; however, the gamemaster can 
  use the following simple penalty system to judge these situa-
  tions. The penalty system is intended to enforce the idea that 
  dueling ’Mechs must actively fight one another for the duel 
  to be valid. Because Clan warriors call people without honor 
  dezgra, the penalties are referred to as dezgra points.
  Each of the infractions listed below earns the violator a 
  dezgra point, unless the violator’s opponent declines the 
  penalty (which he might do if he decides that the action 
  was tactically appropriate). If a dueling ’Mech accumulates 
  3 dezgra points, it is clear that the duel is dishonorable, and 
  so it becomes void in the End Phase of the turn in which the 
  third point was earned. No dueling ’Mech can earn more than 
  1 dezgra point per End Phase.
  If a dueling unit intentionally moves out of its opponent’s 
  line of sight, the unit earns 1 dezgra point.
  If a dueling unit has line of sight to its opponent but 
  intentionally fails to fire at the enemy, the unit earns 1 dezgra 
  point. This guideline assumes that at least one shot is possible, 
  meaning that the enemy unit is within the firing arc and range 
  of the weapon being fired.
  If a dueling unit moves out of firing range of all its weapons, 
  the unit earns 1 dezgra point.
  If the unit earns no dezgra points in a turn, it may remove 
  1 dezgra point in the End Phase of that turn. A unit can not, 
  however, reduce its dezgra points to zero in this way.
  Once a unit has accumulated 3 dezgra points, any Clan unit 
  may freely fire on it for the remainder of the scenario without 
  violating the dueling rules.
  Area-Effect Weapons: Area Affect Weapons (as well as 
  any system that requires multiple units to operate, such as 
  TAG, C3, semi-guided LRMs and so on) by their nature violate 
  Zellbrigen. No Clan warrior will use any area-effect weapon 
  system or special munitions while fighting at Honor Levels 1, 
  2 or 3. Only at Honor Level 4, when dueling rules do not apply, 
  will a Clan warrior use such systems.
  A Clan warrior’s response to an Inner Sphere unit declaring 
  an attack using such a system against a Clan unit depends 
  on the honor level in use. At Honor Level 1, the Clan warrior 
  upholds all the rules of dueling, regardless of the type of 
  weapon used. At Honor Level 2, the duel degenerates into a 
  free-for-all, with the violators—the unit that fired the area-
  effect weapon, designated with TAG or used a C3 system—
  open to attack by any Clan unit. At Honor Level 3, the use of 
  area-effect systems renders the entire ritual of zellbrigen null 
  and void.
  Physical Attacks
  Unlike dueling, the Clans’ dislike of physical attacks in ’Mech 
  combat is an informal, if widespread, custom. No explanation 
  is yet known for this distaste, though some experts suspect 
  that Nicholas Kerensky chose to encourage a long-range 
  fighting style among the Clans.
  At Honor Level 1, a Clan warrior never makes physical 
  attacks in ’Mech combat. At Honor Level 2, a Clan warrior may 
  make a physical attack only if an enemy unit makes one first. 
  During the Physical Attack Phase, if the Inner Sphere player 
  declares a physical attack, any Clan unit whose declaration 
  follows that violation of Clan honor may freely engage that 
  ’Mech in physical combat.
  At Honor Level 3, a single physical attack by an Inner Sphere 
  ’Mech allows all Clan warriors to retaliate in kind against all 
  enemy units for the remainder of the game. At Honor Level 4, 
  the taboo against physical attacks no longer applies.
  Retreat
  Clan MechWarriors despise their Inner Sphere counterparts 
  because they consider Inner Sphere armies dishonorable 
  warriors fighting in inferior ’Mechs. Therefore, Clan warriors 
  consider retreating from Inner Sphere opponents a disgrace 
  almost beyond redemption. When allowed to choose whether 
  or not to flee a losing battle, many Clan warriors prefer to fight 
  to the death.
  At Honor Level 1, a Clan warrior never retreats. At Honor 
  Level 2, Clan warriors may retreat from enemy ’Mechs that are 
  using advanced technology, but never from ’Mechs, vehicles 
  or infantry units using 3025 (introductory) technology. At 
  Honor Level 3, Clan warriors may retreat from any vintage of 
  enemy ’Mech, but will not retreat from vehicles or infantry 
  units. At Honor Level 4, Clan warriors may retreat at will.
  
  COCHRAN VALLEY
  RANDALL’S REGRET
  THE PERIPHERY
  11 APRIL 3065
  Tendrils of black smoke curled into the chill azure of the 
  morning sky—hazy tombstones around which blue-tailed 
  buzzards circled. The Jameson place had been hit two days ago, 
  the third ranch to be raided in the past week. The hammering 
  started up again, making Mathew Garret wince as he scanned 
  the horizon with blood-shot blue eyes. Stooping at the rough-
  hewn water trough, he splashed icy water over sandy hair and a 
  face weathered by years toiling under the blowtorch sun.
  Perhaps it had been a mistake to drink quite so much of 
  cousin Errol’s home-brewed liquor last night.
  The night before, Garret had been creeping through Satan’s 
  ruddy moonlight. The silvery face of Gabriel was cresting the 
  horizon when he reached the smoking ruins of the Jameson 
  ranch. He’d smelled the stink of death everywhere. Dead cattle. 
  Dead pigs. Dead nurfers. Dead people. Garret had not lingered 
  in that charnel house. The main building had been blasted apart. 
  Giant footprints traced a path of destruction. The feed store he 
  had helped the Jamesons erect two summers ago was unrec-
  ognizable. The barn that had served as a DropShip in childhood 
  games was a smoldering pile of wreckage.
  It looked like the raiders had at least one ‘Mech, an armed 
  IndustrialMech or maybe a BattleMech. Not good.
  The closest law was in Fort McNeil, and Sheriff Brandon 
  packed nothing more lethal than a gopher gun. The nearest 
  BattleMech was way over in Silverpeak. Marshal Hancock and his 
  deputies could be here in three weeks—perhaps two with luck.
  More hammering pounded at Garret’s throbbing head. After 
  splashing more water on his unshaven face, he pulled on a shirt 
  of green homespun wool as he walked across the yard. Echoes 
  from two nights before were everywhere he looked. A low-built 
  house with thick walls that was supposed to keep storm and 
  bandit at bay. Weighty tiles of red clay on the roof. A veranda 
  to shade the women from the burning sun as they sewed and 
  wove. The barn Garret and his brothers had built three years ago. 
  The Jamesons had helped. A string of outbuildings arranged in 
  a defensible square on a solid base of ferrocrete to keep the lion 
  moles—burrowing predators colloquially known as “gophers”—
  at bay.
  Leaning on a doorpost that had taken two days to carve 
  from the trunk of a titan palm, Garret observed the frenzied 
  activity inside. Errol couldn’t read too well, but the skinny man 
  was exceptionally skilled with his hands. The air was thick with 
  the odor of coolant and spirits, cut with the ozone tang of an 
  arc-welder. Errol had completed mating a boxy missile launcher 
  to the chassis of Garret’s CattleMaster—a tired and battered 
  IndustrialMech brought to the Regret by Randall’s original colo-
  nists fleeing the chaos of the Succession Wars. Now Errol’s atten-
  tion had turned to the squat form of the Kerns’ faded yellow 
  HarvesterMech. He was working to dismount a wide-throated 
  combine unit from the front of the quadruped’s chassis.
  David L. McCulloch
  
  “How’s it going?”  Garret looked over to where Jonathan Kerns 
  was propping up the other doorpost, shouting to be heard.
  “Your cousin says he reckons he can get those guns onto 
  our Harvester.” Jonathan’s face bore the scars of a run-in 
  with a lion mole five summers back. Garret looked at the 
  mismatched machine guns leaning against the barn’s 
  rough-plank wall. He didn’t know where his eternally grease-
  smeared cousin had come by all these weapons. Right now 
  he wasn’t going to ask.
  With a hollow clanging that drove spikes of pain through 
  Garret’s brain, the combine unit dropped away at last. Errol 
  turned, his grin of triumph shockingly white against a wide, 
  grimy face. Garret gestured toward the guns. “How long do 
  you reckon?”
  Errol glanced over his shoulder at the IndustrialMech he 
  was tearing apart. “Say three or four hours. More time and I 
  could maybe tack on some metal plating around the cockpit. 
  Maybe give Jonathan here a might bit more protection.” He 
  flashed another grin at Kerns. “Don’t think they maybe put 
  this critter together with combat in mind.”
  “I’d appreciate it.” Kerns smiled back, then looked at Garret. 
  “What do you figure we’re looking at? How many gun hands? 
  How many ’Mechs?”
  “Hard to say. They made a real mess of the Jamesons’.” 
  Garret thought for a moment. “Nobody’s seen any 
  BattleMechs wandering around. Reckon they must be holing 
  up somewhere out of sight. About the only place you can 
  hide something that big would be over by Cedar 
  Creek.” He nodded toward the foothills in the 
  west. “Reckon I’ll go have a look.”
  No doubt about it. Things 
  were getting more dangerous by 
  the day. Ringo sat cross-legged on 
  the foot of his faithful Bessie, back 
  against the cool armor of her right leg. 
  The tree-dotted hills offered little cover from the elements, 
  but the winding canyons made a perfect place to plan his 
  next move without getting bothered by the locals. It had 
  not rained for several days, and the air was thick with the 
  scent of tree resin and nose-tingling pollen. He scratched 
  absently at a scraggly ginger beard that had been 
  growing since he first set foot on the sorriest excuse for 
  a planet it had ever been his misfortune to see.
  He had picked off all the easy marks. Outlying farms 
  and ranches that lacked support from the others. Worse, 
  by now the locals would have some idea what they were 
  up against—probably gone hollering for help to Silverpeak 
  and Marshal stinking Gregor God-damned Hancock.
  Ringo spat on the mossy ground.
  Hancock had run Bessie and him out of Southfield, and 
  now word was that the grizzled Marshal was none too happy 
  about Ringo shooting out some of his right leg actuators. 
  Spare parts were hard to come by all the way out here—
  they’d cost a body an arm and a leg. No, he didn’t want 
  to cross trails with Hancock and his deputies again.
  
  Tugging at the collar of his cooling vest, Ringo wondered 
  whether he should ditch the bulky garment. It had quit on 
  him three weeks ago, and only the protection offered by 
  the rough ballistic cloth armor covering had prevented him 
  from throwing it away on the spot. Ammo was becoming a 
  problem, too. The local dirt farmers made a good enough 
  source for food, drink, clothing, women and a little coin if he 
  was lucky. But Ringo was barely scratching a living out here 
  in the boonies. He needed one good caper. One big payoff, 
  and Bessie and he could get themselves off this rock. Maybe 
  he could even get Bessie a much-needed refit. She’d been 
  barely operational when he won her in that smoky poker 
  game on Tortuga. To think! His mother had said he’d never 
  amount to anything. But he’d proved her wrong. If only she 
  could see him (wherever she was now). He was a high and 
  mighty MechWarrior now! Not some two-bit stick-up artist 
  or petty thief.
  Now all he had to do was get himself off this accursed rock 
  to someplace where the real action was.
  Randall’s Regret. Ringo snorted in disgust. Randall 
  (whoever the hell he was) doubtless regretted even landing 
  on the Blake-forsaken place. Ringo certainly did. Damned 
  system wasn’t even on the charts. Maybe he should’ve lis-
  tened to that Precentor back on Herotitus. The Robes had 
  been scurrying around the back streets like mice in a cheese 
  factory. Looking for a few good men (and women), they’d 
  said. Good pay, they’d said. Chance to be part of something 
  special, they’d said. Ringo had always stayed well clear of 
  religion. It had never helped his mother and sisters. Weekly 
  visits to the rickety old church had certainly never done him 
  or his family a single shred of good. Some of the stories about 
  the toaster-worshipers had made him a might bit nervous, 
  though. But now that he was stuck on an elbow of a planet, 
  signing on with the Wobbies looked like a much more attrac-
  tive proposition.
  Pulling a scrap of paper from the breast pocket of his 
  cooling vest, Ringo unfolded the rough map he had sketched 
  out during the week he’d spent scouting out the region. The 
  three farmsteads he had already visited were spread out along 
  the edge of a river valley fertile enough to attract enough 
  families to create a self-sufficient community. After last night, 
  those farmers would probably expect him to strike further 
  north. Probably some hotheads would have gotten the idea of 
  concentrating their meager firepower up there in the hope of 
  giving him a bad case of lead poisoning or (if he were really 
  unlucky) fitting him for an uncomfortably tight rope necktie.
  Better to break from his previous pattern. Visit somewhere 
  near the last place. Don’t go at night. Go now, perhaps. One 
  last caper, and then move on before Marshal elbow-sucking 
  Hancock came looking for him and Bessie.
  More than two hours’ hard riding had carried Garret to 
  where the hills broke like a sea of stone on the rocky shore of 
  the river valley’s edge. Bringing a second nurfer had allowed 
  him to switch mounts every few kilometers and make good 
  time, but the ride had left his rawhide coat and knee-length 
  boots coated in dust. Scaly, ugly and smelly, the hexapedal 
  nurfers were native to the Regret. Once domesticated, they 
  had proven to be excellent draft animals, despite a strangely 
  jointed backbone that gave them a swaying side-to-side 
  gait guaranteed to invoke nausea (or worse) in a novice 
  rider. Resting the barrel of his wide-bore gopher gun at the 
  ready across the pommel of his saddle, Garret threaded his 
  way between thick gray cedar trunks and under the sprawl-
  ing canopy of titan palms as he worked his way into the hills, 
  following the familiar game trails to the accompaniment of 
  chattering stone squirrels.
  His quarry proved ridiculously easy to find. Garret was sure 
  even a deaf man could have heard the rhythmic thumping of 
  ‘Mech footfalls.
  Beneath the winding trail Garret was following, a lone 
  BattleMech plodded laboriously along a narrow gully, follow-
  ing the bed of a dried-out wash. Half-obscured by the cedars, 
  the outline of the machine’s bulbous body was broken up 
  with a peeling gray-and-tan camouflage paint scheme—and 
  by the cargo nets stuffed with a bizarre collection of items. 
  Mixed in with the crates and barrels, Garret could see farm 
  implements, furniture, even a glossy black stove that had 
  been Mrs. Jameson’s pride and joy. 
  He was unfamiliar with the design—Garret was no expert 
  when it came to BattleMechs. Jack would know, perhaps. 
  His sister’s ten-year-old son was fanatical about everything 
  connected with the combat versions of the IndustrialMechs 
  the colonists had brought with them. This machine lacked 
  the humanoid profile of the half a dozen BattleMechs he 
  had ever seen. It moved slowly, kicking up dust from the dry 
  wash. Garret cussed. Slow meant big. Perhaps too big for him 
  to deal with, even with all his neighbors along for the ride. 
  The only good thing was that the BattleMech appeared to be 
  alone. No vehicles or hordes of gun-toting bandits on foot.
  Garret considered taking a shot at the ’Mech, but then 
  thought better of it. His gun had the stopping power to put 
  down a three-meter hexapedal lion mole at close range, but 
  it’d hardly scratch the paint on that manmade monster out 
  there. More likely, all he’d do was get himself killed. Then who 
  would tell everyone where the BattleMech was?
  Garret spat another curse into the afternoon heat. He 
  remembered where this particular wash ran out of the hills. 
  Muttering a string of expletives, he hauled both nurfers around 
  on the narrow trail and nudged his mount into a foolhardy 
  canter. It looked like his own ranch was next on the bandit’s 
  list of targets. If he pushed his luck—and his mounts even 
  
  further—he could cut across the hills and beat the bandit back 
  to the ranch.
  He coaxed more speed from his mount.
  Garret’s last nurfer was yowling piteously as it staggered 
  through the gates. Under normal circumstances he never would 
  have dreamed of pushing a valuable animal on that final run. The 
  other nurfer lay dead on the trail twelve kilometers back.
  Tossing the reins to young Jack, Garret dismounted with 
  haste. “Look after him, boy. He’s had a long run.” Seeing his 
  sandy-haired nephew’s nod of understanding, Garret walked 
  with a gait stiff from hours in the saddle toward the barn, 
  brushing trail dust from his clothes and beckoning his broth-
  ers George and Paul to join him.
  “We got trouble coming,” he told the others as they gathered 
  at the doorway. “A BattleMech, headed this way. An hour behind 
  me. Maybe less.” Ignoring the confusion of shouted questions, 
  Garret snatched up a printed technical readout. Dog-eared and 
  battered, the disreputable-looking book was missing its cover 
  and several pages. It belonged to his nephew, who’d been 
  sulking since the adults had appropriated it. Flicking through 
  the pages, Garret jabbing a finger at the book. “That’s it.”
  Jonathan Kerns took the readout. “An Imp? One hundred tons.” 
  He glanced at the others as they gathered round to read. “PPCs. 
  Lasers. Missiles. You think we can stop this thing? All we’ve got 
  here are two IndustrialMechs and a bunch of rifles. We haven’t 
  got everybody organized yet.”
  “I don’t see that we have any choice, Jon. If we run for it now, 
  maybe we could get everyone away before that ‘Mech gets 
  here—but we’d lose everything. This is my home, and I don’t 
  feel like giving it up without a fight.” Garret looked steadily at 
  Kerns. “If you want out, I’ll understand. You’ve got your own 
  folks to look out for.” Kerns stared at the ground, scratching his 
  matted hair. “Maybe you can get the others organized better 
  and stop the next raid.”
  “No. I said I’d stand with you.” Kerns met Garret’s gaze. “I’ll stick 
  with you.”
  Garret was the first to break the silence. “Let’s do it. How are 
  we set, Errol?”
  “Well, now. I’ve got Jon’s HarvesterMech patched together. 
  Center of gravity’s shifted some after the hack job I did on her, 
  but she’ll fight.” Errol threw a thumb over his shoulder at the 
  CattleMaster.  “Just fueling up your rig now. You’ve got twenty 
  missiles onboard, but watch it—fire control is going to be 
  by guess and by gosh. Don’t know how close you’re maybe 
  gonna have to get to hit anything.”
  Garret pulled off his dusty coat and threw it aside as he 
  strode over to the foot of his CattleMaster. “You let me worry 
  about that. Just finish getting me fueled up. Everyone else, 
  mount up.” Climbing the chain-link ladder that trailed down 
  from the IndustrialMech like a necktie, Garret looked down to 
  see Errol lift a large earthenware jug and pour the contents 
  into a rusty old funnel protruding from the ‘Mech’s engine pack. 
  As he clambered into the cramped cockpit, the roar of Kerns’ 
  HarvesterMech starting up was joined by the growl of a second 
  engine as George and Paul drove up in a four-by-four. George 
  had their father’s hunting rifle. Paul had taken up the gopher 
  gun that Garret had been carrying.
  Pulling the canopy shut, Garret fastened the seat-harness 
  straps before settling the heavy bulk of the battered neurohel-
  met on his shoulders. Without a cooling vest, he had to depend 
  on homemade pads of cloth stuffed with nurfer hair to carry the 
  weight of the thing. 
  “You’re good to go!” Errol had to scream to get Garret’s atten-
  tion. Waving Errol clear, he thumbed the starter and listened as 
  the IndustrialMech’s IC power plant spluttered into life. Greasy 
  black smoke smelling worse than Errol’s outhouse poured from 
  the CattleMaster’s twin exhaust stacks. 
  “Real smooth!” Errol bellowed, taking a swig from the jug 
  before joining George and Paul in the four-by-four.
  Following the HarvesterMech out of the barn, Garret glanced 
  at the house. Mother was watching from the veranda. Next to 
  her was Emma, holding tight to young James to keep him out 
  from under the crushing ‘Mech feet. He was too far away to see 
  their faces clearly. That made it a bit easier. “Let’s go kick some!”
  Throttling up to walking speed, Garret led them into the west 
  to fight for their home.
  Ringo yawned and stretched mightily before tossing another 
  chunk of broken roof-beam onto the fire. A constellation of 
  sparks erupted into the night sky. The smell coming from the 
  pig suspended on a makeshift spit over the fire was mouthwa-
  tering. Taking another pull from an earthenware jug, Ringo sat 
  back against Bessie’s right leg and flicked through the crumpled 
  pages of a book he had found when picking through the wreck-
  age. Finding nothing of interest, he tossed the remains of the 
  dog-eared book into the flames.
  Things were definitely getting harder.
  A pair of cobbled-together IndustrialMechs and a jeep full 
  of yokels armed with popguns were no match for his mighty 
  UrbanMech. He’d left the quad lying on its back like a dead 
  mechanical spider, and a single burst from Bessie’s small laser 
  has seen to the yahoos in the four-by-four. The CattleMaster had 
  burned. But even as it died, it had made that one last lunge—
  trying to catch his BattleMech in a dying embrace. That had 
  been too close.
  Leaning forward, Ringo retrieved the spit without burning 
  himself too badly. He cut a chunk of meat free with his belt 
  knife, blew on it, and then stuffed it in his mouth.
  Not too shabby a haul, though. Some coin and even a 
  compact roll of C-bills—someone’s savings for a rainy day that 
  would never come. Maybe his luck would hold and he could get 
  enough to buy passage off this rock.
  The pig tasted very good.
  
  by Drew Williams
  Total Warfare is filled with photos of painted miniatures by a 
  variety of talented artists. Perhaps “there is a fine line between 
  inspiration and intimidation,” but don’t be intimidated! The artists 
  who painted these miniatures wanted to inspire you to paint. Feel 
  free to try painting your minis to match the photos you like. This 
  is how most painters improve and learn. Experimenting is also an 
  excellent way to learn how to paint. If you don’t like how it turned 
  out, you can strip the paint off in a bath of Pine-Sol and try again. 
  This guide provides the specific information you’ll need to 
  paint miniatures in a particular style, based on the art of Franz 
  Volwinkel. We all see his cover art from numerous BattleTech prod-
  ucts and say, “I wish my ’Mechs looked like that.” Well, this guide 
  is an attempt to mimic his style on miniatures and teach you how 
  to do it as well. Also included is advice on materials, paints and 
  brushes, and various techniques. Inspiration and guidance can 
  also be found online at the battlecorps.com, classicbattletech.
  com and of course camospecs.com websites. Many fan sites and 
  miniatures painter sites have tutorials and forums as well. 
  If you’re a “green” painter, you may want to stock up on some 
  supplies. Below is a list of handy items. Given the right tools, 
  inspiration and motivation, you can work your way up to being a 
  “gunslinger” with a paintbrush.
  MATERIALS AND TOOLS
  Here’s a list of materials and tools you’ll find useful. Those 
  marked with an asterisk were used for the miniatures in this guide. 
  You can find most of these items at hobby, craft or art stores:
  Size 5/0 (for the smallest details)
  Size 000 brush* (useful for small details and final highlights)
  Size 00 brush* (primary detail and highlight brush)
  Size 0 brush* (good for coverage and base coats)
  Size 8 round brush* (for dry-brushing)
  Palette* (for mixing paints; this can be a simple piece of cardboard, 
  plastic or a palette paper pad)
  Water container* (for rinsing paint brushes)
  Paper towels/clean rag* (for cleaning and drying paint brushes)
  Old newspaper (for covering your work surface)
  Modeling knife* (the type with the replaceable blades, such as an 
  x-acto with #11 blades)
  Super glue* (also called gap filling CA, or cyanoacrylate)
  Set of small jeweler’s files* (fingernail files, aka emery boards, and 
  foam sanding blocks are also handy)
  Sand, flock and ground cover materials*
  Bottle of PVA glue * (Elmer’s, Mrs. Glue or any white glue will work)
  Modeling putty (optional, useful for filling gaps or converting 
  minis)
  Spray varnish* (spray Testor’s Dullcote, Krylon Crystal Clear, etc.)
  Primer spray paint (black, gray and white are the most common)
  Selection of acrylic paints*
  Selection of “water mixable” oil paints*
  DF 
  DF
  A Castilian Brigada force defends ancestral holdings against a raid by un-identified pirates. 
  
  281
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  PAINTING TO MATCH 
  COVER ART
  To match cover art, the first thing you need to do is collect 
  your references. For this project I printed the cover art for Total 
  Warfare. This print will serve as reference for the BattleMaster, 
  Inner Sphere standard battle armor and conventional infantry. 
  I also used my CD case for HeavyMetalPlus design software; 
  I’ve always liked the color scheme on the Scimitar vehicle and 
  wanted to paint a Harasser to match. 
  Next, assemble and clean the minis to be painted. Refer to 
  Kitbashing (see p. 289) for advice on cleaning, assembly and 
  converting the miniatures if you desire. 
  Before jumping right in and experimenting with painting, 
  green painters may wish to consult Additional Advice (see p. 
  286) for general guidelines on the basic painting techniques 
  used for the miniatures below, as well as some safety tips that 
  should always be observed.
  THE BATTLEMASTER AND BATTLE ARMOR
  The mottled appearance of the BattleMaster in the art 
  presents a challenge, but can be approximated using a compli-
  cated but effective method. Most of the techniques described 
  can also be used to paint the battle armor, though you can skip 
  some steps because of the battle armor’s smaller size. 
  Clean and Assemble the ’Mech (BM-1, BA-1)
  First, clean and assemble the ’Mech miniature. Scrape 
  off mold lines with a sharp blade and do touch-ups with a 
  combination of emery boards and jeweler’s files. For the hex 
  base, press each face flat against a sheet of fine sandpaper 
  and sand in a figure-eight pattern (first clockwise and then 
  an equal amount counter-clockwise). If the arms do not fit 
  well, drill matching holes where the arms and shoulders fit 
  together and insert pins and glue (see Pinning, p. 293). 
  After gluing the miniature together with Superglue, posi-
  tion it in the hex base. Carefully add more Superglue to fill the 
  gaps in the hex base and spritz a little zap-a-gap to accelerate 
  the cure of the Superglue. You can also use putty to fill these 
  gaps. Once the miniature is assembled, carefully wash it in 
  warm soapy water and let it dry. 
  Prime the Miniature (BM-2, BA-2)
  Prime the miniature with Krylon Gray Primer spray. Warm 
  the can under hot tap water, and then shake it thoroughly. 
  Position the miniature face down on a piece of scrap card-
  board. Spray the mini in a well-ventilated area with a light 
  but even coat. I find that spraying from about eight inches 
  away works well. It’s also useful to spray at a 45-degree angle 
  from the bottom of the figure, so you can get all those hard 
  to reach places. Once the paint is dry, flip the miniature on its 
  back and do it again. Spray the third and final coat with the 
  figure standing straight up. It works better to spray a minia-
  ture with a few light coats than one thick coat.
  Undercoat with Wash (BM-3, BA-3)
  Create a wash using Vallejo Game Color #816 and water and 
  apply it to the miniature. I expected this wash to be darker 
  than the primer because it’s a much darker gray. However, 
  the wash turned out to be lighter with a blue splotchiness. I 
  still don’t understand why it did that, but it turned out to be a 
  happy accident, so I went with it. 
  Paint Body (BM-4, BM-5, BM-6, BA-4)
  Squeeze a bit of titanium white onto your palette (Windsor 
  and Newton, Artisan, water mixable oil). Take care; even though 
  titanium white can be mixed with acrylic and cleans up with 
  water, it still behaves like oil paint. It takes a long time to dry 
  and if it accidentally gets on something, the paint will transfer 
  to everything it touches. 
  Dab a large paintbrush (#8 round; it’s huge!) into the white 
  oil and create a mixing area on your palette. Now add Vallejo 
  #816 until it’s a little lighter than the primer. Once mixed, wipe 
  most of the paint off the brush onto the palette. Start brush-
  ing this mix all over the mini with downward or side strokes 
  (see Figure 4).
  With the paint still wet, add a little more white to the mix 
  and do it again. This time, don’t cover the miniature quite as 
  much (see Figure 5).
  Finally, add a little more white to the mix (it should be very 
  light gray) and do it again. This final application will be lighter 
  than the last and should only catch highlights (see Figure 6 
  and Figure 6A)
  Let the mini sit for a couple of hours. The paint will still be wet, 
  so be careful handling it. Spray a coat of Testor’s Dullcote on the 
  miniature. This sets the paint while forming a protective barrier. 
  If you are proficient at dry brushing and feel more comfort-
  able doing that, you can substitute dry-brushed layers of stan-
  dard acrylic for the technique described above. The miniature 
  will not look the same, but should be close.
  Dry-Brush Highlights (BM-7, BA-5)
  For the final highlight, dry-brush the miniature with white 
  acrylic using a medium flat-tipped brush. IWM white works 
  well for this. To dry-brush, first dip the brush into the paint, 
  then wipe off most of the paint on a paper towel until the 
  brush is almost dry. Lightly brush the miniature to catch 
  raised detail and create highlights.
  Preparing to Paint
  
  For additional mottling, mix some Vallejo 
  #816 with glaze medium. Carefully add 
  areas of darker gray in small angular pat-
  terns to further discolor the overall gray. 
  Brown Body (BM-8, BA-6)
  Paint all areas that you’d like to be brown 
  with GW Bestial Brown. Use a fine-tipped 0 
  brush and take care to “keep it in the lines.” 
  Brown Highlights (BM-9, BA-7)
  Thin some GW Snakebite Leather with 
  water and make random triangular patterns 
  with a 00 brush. Then mix a little Vallejo 
  white with the Snakebite Leather and 
  carefully paint the highlights (sharp upper 
  edges and details).
  Yellow Highlights (BM-10, BA-8)
  Paint all areas intended to be warning 
  stripes with GW Golden Yellow. You can 
  highlight this yellow by adding a little white 
  to the mix and using a 00 brush.
  Metallic Touches (BM-11, BA-8)
  Paint all areas intended to look metallic 
  with GW Boltgun Metal using a 00 brush. 
  Black Wash (BM-12, BA-9)
  At this point, apply a targeted black wash 
  (also referred to as black lining). The most 
  common method is to thin black paint with 
  water and apply it only to deep engraved 
  details or joints to create shadow. You can 
  also achieve this by adding glaze medium 
  to black or using future floor finish with 
  black. I used a mix of turpentine and stan-
  dard black oil paint for this miniature. Be 
  warned—turpentine plus oil paint is not 
  only smelly, it’s flammable and toxic, so 
  take precautions! I prefer this type of wash 
  because it works so well on an acrylic base. 
  Use a 5/0 or 000 brush to carefully create 
  shadows and panel lines. The mix will flow, 
  so take care not to apply too much at a time.
  Finishing Touches (BM-13, BA-10 Final)
  In this stage, finishing touches are added 
  to the miniature. Paint the black checkers 
  on the leg, black stripes on the warning 
  panels, black canopy and numbers with 
  appropriate brushes. The checks can be 
  traced out using a sharpened mechanical 
  pencil to make painting easier. You can use 
  decals from Fighting Piranha Graphics for 
  unit insignia, and for numbers and checks 
  as well. The unit insignia, numbers and 
  checks on the BattleMaster pictured were 
  hand-painted.
  BattleMaster-3
  BattleMaster-1
  BattleMaster-2
  BattleMaster-4
  BattleMaster-7
  BattleMaster-8
  BattleMaster-6
  BattleMaster-5
  BattleMaster-10
  BattleMaster-11
  BattleMaster-12
  BattleMaster-9
  
  283
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  Style the Base (BM-Final, BA-10 Final)
  I finished the base in the following 
  manner. First, I painted the edges 
  painted black. Then I painted the top 
  Bestial Brown. Once dry, I painted the 
  top again with a white glue and water 
  mix. While the glue mix was wet, I 
  dropped a few small rocks in place, 
  then added fine ballast around these 
  rocks. Finally, I covered the base in 
  fine sand and then turned it to dump 
  off the excess. This combination looks 
  realistic and didn’t need to be painted. 
  Once the glue was dry, I carefully 
  applied another layer of white glue 
  where I wanted the flock to be, then 
  sprinkled it with flock.
  BattleMaster-13
  BattleMaster-14 Final 
  BattleArmor-3
  BattleArmor-6
  BattleArmor-2
  BattleArmor-5
  BattleArmor-8
  BattleArmor-1
  BattleArmor-4
  BattleArmor-7
  BattleArmor-9
  BattleArmor-10 Final
  
  THE HARASSER
  The method used to paint the harasser is straightforward and 
  simple. It takes a steady hand and good brush control, but is a 
  faster way to paint. In my opinion, it is also the best method for 
  mimicking the art of Franz Volwinkel in miniature form. It also 
  makes an efficient method for painting multiple miniatures at once.
  Clean and Assemble the Miniature (H-1)
  Clean and assemble the miniature.
  Prime the Miniature (H-2)
  Prime the miniature with Krylon Gray Primer in a manner 
  similar to the BattleMaster.
  Blackline (H-3) 
  Mix black paint with glaze medium or future. Carefully black-
  line the entire tank.
  Paint the Panels Blue (H-4, H-5)
  Using a fine-tipped brush (0 or 00), start painting the panels 
  with GW Enchanted Blue. Take care not to paint all the way to the 
  edges. The effect we want is worn paint, so feel free to leave tiny 
  unpainted areas. These will represent chipped paint later on.
  Harasser-4
  Harasser--6
  Harasser-5
  Harasser-7
  Harasser-8
  Harasser-9 Final
  Harasser-1
  Harasser-2
  Harasser-3
  Paint Panel Edges Gray (H-6)
  The remaining gray now gets highlighted with GW Chainmail 
  where light would collect or along panel edges. These fine lines 
  need not be uniform; in fact, they look better if broken and varied.
  Add Further Gray Highlights (H-7)
  At this stage, paint certain areas light gray for accent. GW 
  Codex Gray works well for this. Add some white to the mix and 
  highlight this gray.
  Add Light Blue Highlights (H-8)
  Mix some white with the Enchanted Blue and glaze medium 
  in a puddle on your palette. Paint a thin outline around the blue 
  areas as a highlight. If the paint is kept thin and transparent, you’ll 
  get a subtle effect. You can do additional highlighting for more 
  contrast; I chose not to for this Harasser. 
  Add Warning Stripes, Mount on Base (H-9 Final) 
  Paint or use decals to make yellow and black warning stripes 
  and white numbers. Paint the canopy black. Mount the miniature 
  on its hover stand with Superglue. Dullcote the miniature and 
  you’re done.
  
  285
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  THE INFANTRY
  Conventional infantry are tiny, but can be painted. We rec-
  ommend 2x reading glasses or some other form of magnifica-
  tion for this. 
  Clean and Assemble the Miniatures (I-1)
  Clean up the miniatures and cut the base between each 
  figure. I glued them to a popsicle stick using a little Superglue 
  for each miniature. Gluing them to a stick makes it much 
  easier to paint many figures at once.
  Prime the Miniatures (I-2)
  Prime the miniatures with GW Chaos Black spray paint. I 
  warmed the can under hot tap water and painted the front, 
  back and standing in the same manner as a ’Mech. 
  Paint Arms and Legs (I3, I4)
  Using a 000 or 5/0 brush, paint the arms and legs with GW 
  Snakebite Leather. Be sure to leave some black in the shadows 
  to function as blacklining. After painting this color on all the 
  figures, I added a bit of white to the puddle to make a lighter 
  brown and touched the highlights on the arms and legs. 
  Highlighting something this tiny is optional. 
   Paint the Bodies (I-5)
  The body armor or torso of the miniature gets a coat of GW 
  Vermin Fur brown. Again, add a tiny bit of white to lighten the 
  color for highlights (if you want them).
  Paint Flesh and Highlight (I-6)
  Use GW Dwarf Flesh to paint all flesh areas. Another round 
  of optional highlighting.
  Paint Weapons and Metals(I-7)
  Paint the weapons with GW Boltgun Metal. 
  Paint Highlights and Base (I-8)
  Paint the bottom GW Bestial Brown. Mix a little GW Shadow 
  Gray with black and paint the highlights on the helmets. Paint 
  the hexbase black.
  Attach to Base and Style Base (I-9 Final)
  Carefully remove the finished miniatures from the popsicle 
  stick and glue them to the hex base. Once all figures are on 
  the hex base, the gaps between them are filled with Superglue. 
  Once the glue dries, the “ground” is painted brown. Use the 
  same method for sanding and flocking as for the BattleMaster. 
  Next, hand-paint unit insignias and—just kidding—you’re done!
  Infantry-1
  Infantry-2
  Infantry-3
  Infantry-4
  Infantry-5
  Infantry-6
  Infantry-7
  Infantry-8
  Infantry-9 Final
  
  ADDITIONAL ADVICE
  The following section provides some general advice on the 
  equipment needed for painting and how to take care of it, as well 
  as additional techniques that will prove useful in your painting.
  PAINTS AND BRUSHES
  Your paints and brushes are the most important materials and 
  tools you’ll be using, so it’s worth saying a little more about them.
  Though other types of paints are available, most modelers favor 
  water-based—or acrylic—paints. Acrylics dry much more quickly 
  than most other types of paints and produce “cleaner” colors. And 
  because they are water-based, you can use water to clean your 
  brushes and thin your paints. Acrylics are waterproof once they 
  dry, and they also tend to be kinder to your brushes than other 
  types of paints. Acrylic glaze medium can be used to extend 
  the drying time of acrylic paints and makes an excellent mixing 
  medium for washes. Future floor finish also works for mixing and 
  washes, but leaves a glossy sheen.
  Acrylics come in a wide variety of colors from many manufac-
  turers. For this guide, I used only three brands of paint, each of 
  which is described below. Feel free to try any acrylic paints and 
  find what works best for you.
  • 
  Vallejo makes two ranges of paints, model color and game 
  color. Model color covers better and the colors are more 
  military-looking. Game color is vibrant and excellent for 
  blending. This manufacturer also makes additional items like 
  glaze medium, slow dry and other useful additives for acrylics.
  • 
  Games Workshops paints are rich in color but dry out quickly. 
  The inks are fantastic but can stain paint, so it’s best to thin 
  them down. These mix well with most other paints.
  • 
  Iron Wind Paints are excellent for dry brushing. IWM Ivory is 
  one of the most useful paints I have ever worked with, and is 
  my primary weathering paint for dry brushing.
  Brushes can be the most expensive tools you use, so be sure to 
  take good care of them. Wash them in warm soapy water or use 
  brush soap between colors, and do not leave them in the water 
  cup or the bristles will curl. The more a brush is used, the better it 
  becomes. You can paint a very fine line with a well cared for 0 brush.
  Most brushes used for this guide were Windsor and Newton Series 
  7. Other brushes should work fine. Like paints, the choice of brush 
  should be up to the painter. Store them with bristles facing up.
   
  HOBBY KNIFE SAFETY TIPS
  Hobby knives are very sharp, and it’s easy to give yourself a bad 
  cut if you’re not careful. To avoid accidents, follow the safety tips. 
  If you’ve never used a hobby knife before, ask for some help.
  • 
  ALWAYS cut AWAY from yourself! It may seem easier to 
  scrape the blade back toward your thumb, but sooner or 
  later your blade will slip and you’ll give yourself a deep cut.
  • 
  Always cover the blade and store your hobby knife when 
  you’re done using it. Don’t leave the blade exposed, and 
  don’t leave the knife laying on your work surface. It’s too 
  easy to forget it’s there, and you’re likely to lean onto the 
  blade or knock it off the work surface.
  • 
  Never use excessive force when working with a hobby 
  knife. Go slow and trim any imperfections a little bit at a 
  time. If you try to trim away large pieces, you’re more likely 
  to slip and injure yourself, break the knife blade and damage 
  the miniature. 
  USING SPRAY PRIMER
  Primers are usually available in brush-on and spray types. 
  Spraying produces thinner and more even undercoats than 
  brushing. Here are a few tips to remember when spraying:
  • 
  Always spray in a well-ventilated area. You can get very 
  sick if you breathe in fumes from the spray can, so it’s best to 
  spray outside if possible. Some painters spray in garages or 
  sheds. If you spray in an enclosed area, keep the doors and 
  windows open.
  • 
  Use a spray booth. Using a spray booth will keep the paint 
  from getting on things you don’t want painted. You can 
  make a spray booth out of a cardboard box. Simply remove 
  the flaps from the top and set the box on its side. Place the 
  miniatures inside the box. The excess paint that misses the 
  miniatures when you spray will stay inside the box.
  • 
  Check with your parents, your spouse or whoever is in 
  charge before spraying. Make sure the place where you’ll 
  be spraying is okay.
  • 
  Read the instructions on the can. Ask for help if you don’t 
  understand the instructions on the can. When you’re set up 
  and ready to start, hold the can about 10–12 inches away 
  from the miniatures and spray with light, smooth strokes. 
  Don’t try to drench them in one fell swoop! Once this first 
  coat has dried, turn the miniatures around and spray the 
  backs. You can use brush-on primer to touch up any small 
  areas the spray missed.
  BASIC TECHNIQUES
  Here are some common painting techniques and terms. Most 
  of them are used in the examples provided in this guide.
  Washes
  A wash is a thin layer of color, usually applied on top of another 
  color that has already dried. The wash is semi-transparent, so that 
  the base color under it still shows through. For example, a red 
  wash applied over a black base color will produce a dark red tone. 
  The black base provides the darkness, while the wash adds color 
  to the final tone. A dark wash may also be applied to a lighter 
  base color. In this case, the thin wash color will seep into the 
  deeper details of the painted section, accentuating the surface 
  texture of the miniature.
  The simplest way to create a wash is by thinning paint with 
  water. The consistency of the wash—how thin or thick it is—
  determines how much of the base color shows through. The 
  consistency of a wash will also affect how easily the wash flows, 
  or bleeds. 
  To apply a wash, first mix a little black paint into a puddle of 
  the base coat color. Add water to this puddle until it turns semi-
  transparent. Now you have a choice: you can do a coverage wash 
  or a detail wash. A coverage wash will often darken, or stain, the 
  basecoat. A coverage wash is good to use before you block in the 
  panels or dry-brush the miniature. For detail washing, you use a 
  fine-tipped brush such as a 0 or 5/0 to paint the wash into panel 
  
  287
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  lines, crevices and details. Detail washing is similar to blacklin-
  ing/outlining. Detail washing works best after dry brushing 
  but may be used before. Another use for detail washing is to 
  “clean up” panels and large areas that have been dry-brushed. 
  Refer to the banding technique, but use a wash that is the 
  same as the base coat. 
  Vary the consistency of your washes, and watch how the 
  wash affects the final color.
  Dry Brushing
  Dry brushing lets you apply small bits of color, usually 
  highlights, to a section already painted. This method is used 
  to apply colors to the raised surfaces of the miniature, rather 
  than the recessed details. Dry brushing can be hard on the 
  bristles of a brush, so use your roughest brush (in this case, 
  the Size 2 brush) or an old/cheap brush. Many painters 
  reserve specific brushes for dry brushing. Size 8 is an example 
  of a dedicated dry brush.
  To apply a dry-brushed highlight, first mix a little white 
  paint into a puddle of base coat color. Always use a different 
  brush for mixing in order to keep your dry brush dry. It may 
  be a good idea to let the paint sit for a few minutes, giving it 
  a chance to thicken and making it easier to apply. When the 
  paint is the right consistency, tap the dry brush into the paint. 
  You want only a little paint on the tip of the brush. 
  Wipe the excess paint onto a paper towel or piece of paper 
  until almost no paint comes off the brush. With angled strokes, 
  brush the figure to catch panel edges and details. If the lighter 
  color isn’t catching the details, then dip your brush again. 
  Once the entire figure is highlighted this way, you can add a 
  little more white to the mix. This lighter mix should be applied 
  with less pressure than the last one. This technique is easy 
  to learn but difficult to master. Practice and do what you are 
  comfortable with. 
  Experiment by leaving differing amounts of paint on the 
  bristles and altering the amount of pressure you apply with the 
  brush. You’ll soon see what looks right and what looks messy.
  Panel Painting and Blending
  Panel painting and blending are two advanced techniques 
  used to accentuate the three-dimensional surface features of 
  a miniature ´Mech or vehicle. In our examples, we used the 
  panel painting technique when adding our middle tones.
  When panel painting or blending a section of a miniature, 
  first paint the entire section a darker shade of the base color; 
  a coverage wash will suffice for this purpose. After this coat of 
  paint or wash has dried, paint each panel with the base color. 
  Be sure to use a size 0 brush for this so you get a clean, even 
  coat on each panel. If you make a mistake and paint outside 
  the line, just wipe it off and try again. Clean your brush after 
  applying the base color. (In our examples, the base color is the 
  middle tone of each section.) 
  If you are blending, you can paint onto the base color 
  before it dries. Paint the edges of the panels with a lighter 
  shade of the base color. Blend the edges where the highlight 
  and the base color meet, so that the edges disappear.
  After applying the highlight, clean your brush. If you like, 
  you can add a second highlight to the section. Simply go 
  back to your palette and add a touch of white to the color to 
  lighten it more. Then apply this third tone to the edge of the 
  panels. Leave a band of the second tone showing, or blend 
  the edges between the second and third tones.
  DF 
  DF
  VL-2T Vulcan and QKD-4G Quickdraw, Castilian Brigada (Nueva Castile)
  
  Panel painting and blending can be a bit tricky, so it’s a good 
  idea to practice on an old miniature before you try these tech-
  niques on your favorites. In addition to changing the tone of each 
  successive layer, you can change the consistency of the paint by 
  mixing in a bit of water to thin it.
  Blacklining
  Blacklining requires a steady hand and fine brush control, so 
  you may want to wait to try this technique until you’ve had a 
  bit more experience. Blacklining consists of painting fine lines 
  between different parts of the miniature to separate one area 
  from another. Often this is done as one of the last jobs on the 
  figure. Many modelers use black to do their outlining (hence the 
  term blacklining), but you can also use dark grays and browns.
  When blacklining, the consistency of the paint is the most 
  important factor. Generally, the paint must be thinned a little so 
  that it flows freely and can be applied in thin lines. If the paint 
  is too thin, however, it will run, making it difficult to paint con-
  trolled lines. Acrylic inks and fine permanent ink pens also work 
  well for blacklining. Inks can be purchased at local hobby stores; 
  most paint lines have a selection of inks. Art and craft stores also 
  carry artists’ ink. If you use this ink, it’s advisable to thin it before 
  applying it to the miniature. Ultra-fine 005 permanent pens can 
  be found at art and/or craft stores and come in a variety of colors.
  Adding Details 
  Details are the really small areas and features of the miniature, 
  such as the cockpit, gun and jump jet ports. Details also include 
  any “extras” that don’t show on the unpainted miniature, such as 
  divisional and unit insignias, rank insignias and “kill” markers.
  Usually, details are added after all the other painting is finished. 
  Painting details requires a steady hand and fine brush control, so 
  it’s best for beginners to add only a few. You can also add details 
  using commercially available decals. Licensed BattleTech decals 
  are available online at http://fightingpirannhagraphics.com/.
  FINISHING TOUCHES
  Unless you plan to lock your miniature away in a glass display 
  case, you should probably finish it with a coat of protective 
  varnish or sealer. The varnish will enhance and protect the paint 
  job (If you use an unvarnished miniature in games, parts of the 
  paint will eventually start rubbing away).
  You can find protective varnish at your local hobby shop, 
  available in brush-on or spray varieties. If you plan to use spray 
  varnish, be sure to apply it in a well-ventilated area. For best 
  results, tell your hobby dealer what kind of paints you used 
  on your miniature (acrylic paints, in this case) and ask him to 
  recommend a varnish or sealer formulated to work with that 
  type of paint. Acrylic brush-on lacquers are the safest and can 
  be found at local game stores.
  MISTAKES
  Even the best figure painters in the world make the occasional 
  blunder, and everyone makes mistakes when they’re first paint-
  ing. Don’t let mistakes discourage you. Mistakes are an important 
  way of learning, and sometimes a mistake may look better than 
  what you intended to paint or give you an idea for something you 
  wouldn’t have thought of otherwise!
  Also, keep in mind that you can fix most mistakes by painting 
  over them. Most of your mistakes will probably involve getting 
  paint from one part of the miniature onto an area where you 
  don’t want it. If you get a bit of light-colored paint on a dark area, 
  you can fix it by painting it over with a darker color. If you get a 
  bit of dark paint on a light area, you may need to paint over the 
  dark color with a little white before retouching the area with the 
  original light color.
  Most often, you’ll make mistakes when you’re getting tired. This 
  is a sign to stop painting and start fresh the next day or evening. 
  Otherwise, you’re likely to make more mistakes and get frustrated, 
  which is the last thing you want. Painting miniatures is supposed 
  to be fun; don’t get so caught up in the challenge of the work that 
  you forget about the fun part.
  A FINAL NOTE
  Hopefully, this section offers you enough guidance to paint 
  some cool miniatures. However, you don’t need to rely on this 
  information alone. Ask other painters how they like to paint their 
  miniatures. Ask the people at your local hobby shop how they do 
  it. Most people will be happy to talk about their hobby. Online 
  BattleTech forums often have good tips and discussions about 
  painting and modeling, and most painters online are happy to 
  help as well.
  As you continue to paint miniatures, you’ll get better and better 
  at it. You’ll probably learn new techniques and new skills. Pretty 
  soon, people will be asking you for advice. Just remember to be 
  patient. You may not be the greatest painter when you start, but 
  if you keep at it you’ll get better.
  DF 
  DF
  SDR-9K Venom (un-identified mercenary)
  
  289
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  KITBASHING
  by Ray Arrastia
  Kitbashing is a term coined by model kit builders to 
  describe the process of building a model with altered or addi-
  tional pieces (including parts from multiple kits) to achieve a 
  completely different model than the original. The term applies 
  equally well to the miniature gaming hobby, and to BattleTech 
  in particular. Kitbashing techniques are invaluable for creat-
  ing ’Mech and vehicle variants not currently in production, as 
  well as miniatures of your own design. We’ll be looking at a 
  few different projects as we go along to help illustrate the 
  various stages and skills involved in kitbashing.
  CONCEPT AND PLANNING
  Before you grab any tools and start cutting up miniatures, 
  you need a concept and a plan of action. Decide what your 
  finished product is, what your starting point will be and what 
  parts, tools and techniques are necessary to complete the 
  project. Below are a few sample kitbashing projects that we’ll 
  describe throughout this section. Additional details and tech-
  niques for these projects will appear in later sections.
  Light Utility Truck (LUT) 
  When I saw this vehicle in the Technical Readout: Vehicle 
  Annex (TRO:VA), I was struck by the similarity between it and 
  the Mobile HQ [IWM stock # 20-743]. The LUT looks like an 
  intermediary between the Mobile HQ and the more common 
  command van, making the Mobile HQ the perfect basis for 
  the LUT. Kitbashing the LUT requires cutting the Mobile HQ’s 
  tractor to six wheels and shortening the cabin to match. Some 
  paneling needs sculpting and minor details should be added.
  Land Train Cargo Transport (LCT)
  This kitbash is loosely based on the vehicle by the same 
  name from TRO:VA. The compact design of the Swift Wind 
  scout car [IWM stock # 20-306] can be used as the basis for the 
  six-wheeled pod-like cars of the LCT. For the three cargo pods, 
  we can remove the crew compartments, detach the wheels 
  from the discarded crew segments and affix them to the 
  cargo pods. A Swift Wind can stand in for the LCT’s crew car 
  with a minor modification—adding an extra pair of wheels to 
  bring its total to eight.
  Heavy Truck 
  The heavy truck from TRO:VA can be approximated by once 
  again using the versatile Mobile HQ miniature as a base. Like 
  the LUT, this modification requires cutting the chassis down 
  to six wheels. Also, walls for the truck bed can be created from 
  cut-down parts of the body, and some additional sculpting 
  will be necessary. 
  Completed Light Utility Truck (LUT).
  Mobile HQ parts used in the creation of the LUT and Heavy Truck.
  Completed Land Train Cargo Transport (LCT).
  Swift Wind Scout Car, used in the creation of the LCT.
  Completed Heavy Truck.
  
  Daishi (Dire Wolf) Widowmaker 
  All OmniMechs have several standard configurations, and the 
  Widowmaker is among the more unique configurations for the 
  Daishi (Dire Wolf) OmniMech [IWM stock # 20-607RE]. Kitbashing a 
  Widowmaker may pose a bit of a challenge, but the modular nature 
  of OmniMech weaponry and design principles makes project 
  planning and acquisition of parts relatively simple. The current 
  arm weapons should be replaced, the left top torso filled to cover 
  the unneeded SRM slot, the right torso filled out and an AC/20 
  installed, medium lasers positioned on either side of the nose, and 
  the chin box modified or replaced in order to house a small laser. 
  TOOLS AND EQUIPMENT
  In kitbashing, the old 
  adage, “use the right tools 
  for the right job” proves true. 
  For minor work you can get 
  away with almost no tools at 
  all—but if you plan on lots of 
  kitbashing or intricate work, 
  it’s a good idea to expand 
  the collection of tools at your 
  disposal. Always keep in mind 
  the need to take proper safety 
  precautions.
  Knives and Saws
  A hobby knife with an inter-
  changeable blade is an ideal 
  kitbashing tool. Besides minor 
  cutting, some blade replace-
  ments are suitable for sawing, 
  and a few are even helpful 
  when sculpting small details. 
  Hobby knives are extremely 
  sharp; always cut away from 
  yourself and use caution 
  when cutting. Some hobby 
  saws are good for cutting 
  styrene and balsa wood, and 
  jeweler’s saws allow for very 
  fine cutting. A pair of hobby 
  clippers is also useful for 
  cleanly removing items from 
  sprues and for cutting though 
  hunks of unwanted material. 
  Files and Sandpaper 
  Use jeweler and needle files 
  for metal or for hard-to-reach 
  areas; sandpaper is more useful 
  for larger surfaces or non-
  metallic items. Use finer (high-
  grit) sandpaper to smooth sur-
  faces and clean up any imper-
  fections created by rougher 
  filing or sanding. When doing 
  heavy filing or sanding, wear a 
  protective mask. 
  Pin Vise 
  The old stand-by tool for 
  drilling into plastic or metal 
  miniatures, a pin vise is 
  basically a hand-powered 
  drill. It fits in your hand as 
  you turn it, just like a screw-
  driver. The force from your 
  palm helps push the drill bit 
  deeper. Most pin vises allow 
  for interchangeable drill bits, 
  completely compatible with 
  CAD Rendering of Daishi Widowmaker
  Cutting Tools
  Files
  Pin Vise and Rotary Tool
  Final Assembled and Painted Daishi Widowmaker
  
  291
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  smaller power tool drill bits. A rotary tool can be useful for 
  more intensive work, or to give your poor wrist a break (see 
  Rotary Tool, below). 
  Rotary Tool
  A Dremel rotary tool can be indispensable for kitbashers. 
  This item alone often replaces all the aforementioned tools, 
  saving you lots of time and effort. However, using a Dremel 
  for simpler or finer jobs is overkill and can potentially ruin 
  your work. Some forethought is needed when deciding what 
  equipment to use. Take extreme caution, as this is a power 
  tool. Always use proper safety equipment such as protective 
  goggles/glasses and mask, and a vise for holding your work.
  Adhesives and Gap-fillers 
  Glues and epoxies are used as adhesives and to fill gaps. 
  For kitbashing BattleTech miniatures, there aren’t too many 
  adhesives to worry about. Cyanoacrylate glues and gels (AKA 
  Superglue) are the bare minimum required for gluing metal 
  to metal, or styrene plastic to metal. On the rare occasion 
  that you’ll glue plastic to plastic, a styrene glue or cement is 
  preferred. Both types of adhesives are fast acting. Products 
  known as “kickers” are available for cyanoacrylate glue that 
  can accelerate the curing process and strengthen the bond. 
  Epoxies are cold-welding compounds that hobbyists some-
  times use as alternatives to glues, and are much more versa-
  tile gap-fillers than cyanoacrylate glue (styrene glues are not 
  recommended for gap-filling). In addition, most hobby shops 
  carry putties specifically suited for gap filling.
  Green Stuff, Brown Stuff and Sculpting Tools
  Sometimes in kitbashing, sculpting is required. The 
  majority of miniature hobbyists use a two-part epoxy called 
  Kneadatite®, which comes in a green or brown variety (uni-
  versally known as green stuff and brown stuff). Both epoxies 
  have their uses, but brown stuff is better suited for working 
  on BattleTech ’Mechs and vehicles. Some hobbyists also use 
  traditional modeling clays. When deciding what to use as 
  sculpting tools, the possibilities are vast: fingers, hobby knives, 
  toothpicks, erasers, pen nibs, nails and pins, dental tools and 
  so on. Many professional hobby sculptors make their own 
  tools by combining the previously listed items. Through trial 
  and error, you’ll discover what tools work best for you. 
  Bits
  “Bits” is the term applied to the parts and pieces used in your 
  kitbash that are drawn from other sources, though it usually 
  means parts from other miniatures. The more kitbashing 
  projects you undertake, the more discarded bits you wind up 
  with. Eventually, you’ll build up a “bits box,” which becomes 
  your first resource when kitbashing. If you have a part in mind 
  but don’t have it in your bits box, you can always call up Iron 
  Wind Metals and request the bit directly; please make sure 
  you have the product number of the miniature the bit came 
  from, and be as specific as possible. In addition to raiding your 
  bits box, you can create new bits from styrene plastic, which 
  is sold in a wide variety of sheet thicknesses, rods, tubes and 
  other architectural and engineering shapes. Pins, needles and 
  florist wires are also handy for some projects, as are washers 
  of all sizes. 
  Hobby Vise 
  A vise or hobby vise is a necessity for complex modifications. 
  Any work involving heavy sanding, filing, cutting, sawing or 
  drilling greatly benefits from using a vise; it allows you to have 
  both hands free while keeping the miniature perfectly steady. 
  If using a rotary tool, a vise is an absolute safety must-have. 
  TECHNIQUES
  Now that we’re familiar with the requisite tools, we can go 
  over some of the tips and techniques used in kitbashing. Many 
  of these techniques overlap. For ease of reference, we have 
  separated the techniques in a logical fashion, with specific 
  examples from the four kitbashing projects mentioned earlier.
  Cutting
  Whether you’re removing unwanted parts from your minia-
  ture or scavenging parts off another, cutting is the most basic 
  procedure involved in kitbashing. You can do most cutting 
  with a hobby knife, but you’ll want to use more efficient tools 
  for arduous tasks. For thin or frail pieces, or removal of surface 
  details, a hobby knife is sufficient. Brace the piece on your 
  work mat, and make sure to cut away from yourself. Use only 
  moderate pressure—too much force and you may send the 
  detached piece (and possibly the blade tip) hurtling through 
  the air. 
  Adhesives and Green Stuff
  Hobby Vise
  
  In our four kitbashing projects, I chose to use the standard 
  hobby knife blade only while trimming flash and the large lasers 
  off the right and left arm of a Vulture (Mad Dog) for later use on 
  the Daishi. I also used the knife to scrape off the nubs under the 
  Daishi’s nose, as that area must be flat in order to attach the small 
  laser housing. 
  When dealing with a slightly larger cut, or one that requires a 
  little more control, swap out the standard blade in your hobby 
  knife for a saw blade. At this point, we recommend you use a vise 
  to hold the mini, as the sawing motion may throw off your cut 
  otherwise. Lubricating the blade with water or petroleum jelly 
  helps ensure a steady back and forth motion. Depending on 
  how you position the piece in the vise, you may need to remove 
  it and flip it once you reach a halfway point. Keep in mind that 
  saw blades destroy a lot of material where the cut is made. In 
  our sample kitbashing projects I used the saw blade on the Swift 
  Wind cars to remove the wheels from the crew segments, as well 
  as cut the crew segments from the rest of the vehicle. 
  For pieces that require a longer cut, or are thicker in diameter, 
  you can use a jeweler’s saw or hobby saw. Use the same technique 
  as when using saw blades; however, these blades tend to do less 
  damage, and you can use them with a little more finesse. On the 
  other hand, jeweler’s saw blades are very fine and can snap if too 
  much pressure is applied or if they get stuck. Luckily, the blades 
  are easy enough to replace. 
  Extremely thick pieces might require a rotary tool. The rotary 
  tool’s cutting discs do a lot of excess damage, so you should only 
  resort to a rotary if you don’t care about damaging the piece 
  you’re removing. Even then, proceed cautiously. You can also 
  use the cutting wheel to shave away large amounts of unwanted 
  material, but this requires patience, and again must be done with 
  caution. When using the rotary tool, secure the miniature in a vise, 
  and wear protective goggles and a mask. Using a rotary even 
  briefly on pewter miniatures heats them up a lot, so you’ll need to 
  wait for them to cool down before handling them. 
  In our sample kitbashing projects, I found the rotary quite 
  useful in removing the Daishi’s weapon pods at its “wrist,” and 
  for removing an AC/20 from the left arm of a Ryoken (Stormcrow) 
  [IWM stock # 20-611] for later use. I also cut the Daishi’s right torso 
  vent and “subtracted” extraneous material from that area, in order 
  to create a flat vertical surface later on. I also had to use the rotary 
  to cut down the two Mobile HQ cabs, shortening one to form the 
  LUT cab and the other to form the walls of the Heavy Truck bed.
  You can use hobby clippers as a quick-and-dirty way to cut 
  through lots of unwanted metal, but the clippers will flatten and 
  Cutting with a Knife Blade
  Cutting with a Saw Blade
  The pink areas were removed to create the Heavy Truck and the LCT, respectively.
  The pink areas were removed to create the LUT.
  Attaching the Legs
  
  293
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  push material away from them-
  selves. Clippers are really only 
  suitable for brute force removal 
  of material, and only if you 
  don’t have a rotary tool at hand.
  Attaching Parts
  Before permanently attach-
  ing pieces, make sure to test-fit 
  everything. Take note of how 
  all the parts connect with each 
  other and make sure all the 
  pieces have clearance. To help 
  strengthen the bond between 
  two pieces, we recommended 
  that you roughen their surfaces, 
  either by using very low grit 
  (rough) sandpaper or scoring 
  the surface in a criss-cross 
  pattern with the hobby knife. 
  This creates small grooves, 
  nooks and crannies where your 
  adhesive can go. 
  Follow the directions for 
  the glue or epoxy you are 
  using, and allow for the recommended curing time before 
  handling the newly connected parts again. You can speed 
  up the curing process if desired. For cyanoacrylate glue, you 
  can use “kickers” to cure the bond almost instantly. With green 
  or brown stuff, place the piece under a hot lamp for about 
  30 minutes—closely monitored, as too much exposure will 
  cause it to warp and bubble. You can also use small clamps 
  or a vise to secure the connection while the bond cures. If the 
  bond will be fighting gravity as it cures (as when attaching 
  legs to feet in a hexbase, or setting an upraised arm), you can 
  use modeling clay to secure the miniature in its pose. 
  Pinning: Pinning refers to the practice of strengthening a 
  bond by drilling into both pieces and inserting a metal pin 
  or rod. I use brass rods for most pinning, but straightened 
  paperclips work just as well and are usually at hand. Before 
  you drill, put a small dot of paint on one of the pieces where 
  you plan to drill. Carefully test-fit it with the piece you’re 
  attaching it to—now the other surface has picked up the 
  paint showing you where to drill so that the pin will be cor-
  rectly aligned. A pin vise is sufficient for most jobs, but at 
  times you may want to drill deeper, and the rotary tool will 
  make things easier. Make sure you don’t drill clean through 
  the other side of the piece! Once you have your pinholes, test 
  the length of pin you’ll need, and cut it to size using hobby 
  clippers. From there, follow the steps for attaching parts. In 
  our sample kitbashing projects, most of the Daishi’s limbs 
  and weapons needed pinning. 
  Gap Filling: Regardless of whether you’re attaching stan-
  dard parts or fitting kitbashed pieces to your miniature, you 
  are often left with small gaps that need to be filled. Though 
  there are excellent products made specifically to fill gaps, we 
  can manage just fine with material on hand. Very small or thin 
  cracks can be filled with Superglue. Use a kicker to quickly 
  cure the glue, and see if more is needed. Sometimes the 
  gaps are significantly larger, longer or deeper, such as when 
  two parts cannot be attached flush, or you have “obsolete” 
  weapon ports or slots that need to be covered. In these cases, 
  use some brown stuff to seal the gap, scraping off excess and 
  smoothing the seal with a lubricated tool or your finger. If nec-
  essary, you can file or sand the seal smooth after the brown 
  stuff cures.
  Sculpting
  Most kitbashes are simple, requiring little more than replac-
  ing parts and filling a few gaps. Other modifications result 
  in large gaps or transitions that seem illogical, are visually 
  not pleasing, or that do not match your concept. In these 
  cases you may have to resort to sculpting to rebuild the area. 
  Typically, green stuff or brown stuff is used; green stuff has 
  an elasticity that suits it well for more organic sculpts, while 
  brown stuff can hold sharp edges better and can be filed and 
  sanded after it cures. Brown stuff (or a mixture of green and 
  brown) is better suited for modeling machinery. 
  When working with brown stuff, keep your fingers and 
  tools well lubricated, or they will stick to the epoxy. The most 
  convenient lubricant is water—keep a small dish of water 
  close by to dip your tools or fingers as you work. Petroleum 
  jelly is slightly better, but requires you to wash the piece after 
  the epoxy cures to remove the grease. Once the epoxy is 
  mixed, break off a piece, roll it into a ball or a sausage shape 
  and smooth it into the area you need to cover. (If you mix 
  more epoxy than you think you’ll need, it can be stored in 
  the freezer and reused for up to 24 hours.) Work on creating a 
  smooth transition between the miniature and the brown stuff 
  area. Once you’re satisfied with the transition, allow the epoxy 
  to cure for about 15-20 minutes, or place it under the heat 
  of a lamp for about 5 minutes. At that point you may select 
  the appropriate tools to create panel lines and details. If the 
  area you’re covering is especially deep, it’s best to fill the area 
  Daishi arm, with “pin”.
  Shoulder drilled to receive pin.
  Assembled Light utility Vehicle (LUT).
  Assembled Heavy Truck
  
  first, allow the brown stuff to fully cure, and then apply a layer of 
  brown stuff over top for detailing. The same goes for when you 
  need to create layered details.
  In our sample kitbashing projects, attaching the LUT’s cabin to 
  the trailer left a gap between the crew cab and the main cabin. I 
  used brown stuff to fill the breach and sculpted details to match 
  the cabin. As for the heavy truck, the truck bed walls looked fine, 
  but there was no rear wall, so I created a thin rear wall with brown 
  stuff. After it cured, I added a second layer for detailing. I also used 
  brown stuff to sculpt a tarpaulin over the truck bed. 
  I used brown stuff on the Daishi torso, to fill in the slot on the 
  left torso where the SRM normally goes. I smoothed out the area 
  using a blade-tool and created some panel details with the flat 
  edge of a hobby knife. After it cured, I used the knife to trim away 
  excess and then filed to blend the transition. The Daishi’s right 
  torso “underhang” needed to be flush with the overhang, and I 
  needed a flat area in the front right torso (where the AC/20 will 
  sit). Accomplishing this was easy; I filled the area slightly to excess, 
  and then trimmed and filed it down flush after curing.
  Reposing
  Reposing can be 
  considered a subset of 
  kitbashing—using any 
  or all the techniques 
  above, you can create 
  a miniature represent-
  ing the exact same unit 
  you began with, but 
  in poses ranging from 
  slightly to radically dif-
  ferent than the original. 
  A simple but effective 
  technique used in reposing is bending. Bending an arm or a leg, or 
  twisting a torso just a few degrees, can have a major impact on the 
  miniature’s overall stance and attitude. Prior to bending, the piece 
  should be warmed up, either in your hands or by running it through 
  some warm water. Find the best way to leverage the piece in your 
  hands (or using a clamp or vise), and apply firm but slow pressure. 
  Pewter can be unstable, so pay close attention and feel for any 
  cracking. You can use a little brown stuff to sculpt over any cracks or 
  unnatural-looking results. In our sample kitbashing projects, I bent 
  the Daishi’s right leg slightly back at the knee to make a running 
  pose. An approximately 1mm crack opened at the knee, which I 
  repaired with brown stuff.
  Using Bits
  The 
  first 
  place 
  to check when you 
  need to produce new 
  weapons or equipment 
  is your bits box. Your 
  bits collection may be 
  modest at first, but as 
  you put together more 
  and more miniatures 
  and kitbashes, your 
  bits box will grow. After 
  all, bits are nothing 
  more than the unused 
  pieces of your past projects, including hacked-up remains of 
  whole miniatures. You can even keep interesting or flat pieces of 
  sprue on hand in your bits box for later use. If your set of bits is 
  small, or you don’t have the right part for the job, take some time 
  to peruse the BattleTech section of the Iron Wind Metals catalog 
  at www.ironwindmetals.com or the CamoSpecs Gallery at www.
  camospecs.com. You might find a piece that perfectly suits your 
  needs. You can order the individual piece directly from IWM, or 
  pick up the whole miniature and throw the superfluous parts 
  in your bits box. You can be as staid or imaginative as you like 
  when using bits. You can transplant a laser from one miniature to 
  another, and feel confident that other players will recognize it as 
  such; or you can take an entire limb from a small ’Mech and use it 
  as a cannon on a larger ’Mech, and create a completely convinc-
  ing result.
  In our sample kitbashing projects, the Daishi Widowmaker used 
  a number of modified bits. An AC/20 from a Ryoken left arm was cut 
  down to size, and a casing created from brown stuff. The weapon 
  was pinned and glued to the flat forward area of the Dire Wolf that I 
  had created earlier. To represent the ’Mech’s large lasers, I cut down 
  a Mad Dog’s lasers and pinned them to the Dire Wolf’s wrists. 
  The LUT and heavy truck required little in the way of extra 
  bits. The LUT needed a small antennae dish, so I used one of the 
  discarded Swift Wind dishes. The base of the antennae had to be 
  cut down to sit at the proper angle, and I had to drill a new hole 
  in the LUT’s roof to allow for the antennae’s peg. The heavy truck 
  merely required a small wedge-shaped device on its roof. I cut off 
  the tip of the Mobile HQ’s laser and mounted that on top of the 
  heavy truck.
  While recycled bits are the primary source for parts in kitbash-
  ing, they’re not always suitable. Styrene plastic sheets, rods and 
  tubes, brass rods and tubes, and other basic hobby building 
  materials make a good secondary resource for parts and are 
  readily available at hobby shops. Styrene is versatile and easy to 
  use, though somewhat fragile. Drilling holes in styrene with a pin 
  vise is quick and painless, and cutting styrene is a simple matter 
  of scoring your cut lines with a hobby knife and a straight edge, 
  then bending it at the mark until it snaps. Styrene can be easily 
  carved, filed or sanded into any shape. Using a rotary tool on 
  styrene is not recommended, as even the briefest use can melt 
  the plastic. If you feel you must use a rotary, use it at the lowest 
  possible speeds and pause it frequently so that the styrene stays 
  cool. 
  For the Daishi’s arm-mounted particle projector cannons 
  (PPCs), I originally intended to use PPC tips from a Masakari 
  (Warhawk), but found they were too short compared to the con-
  ceptual art. Instead, I took a styrene rod of compatible diameter 
  (2.5mm) and cut two 
  pieces to the desired 
  length. I hollowed out 
  these barrels about 
  a quarter of the way 
  through and filled 
  them with brown stuff, 
  which I then detailed 
  to match the inner 
  barrel of a PPC. When 
  cured, I pinned and 
  glued them to the 
  Daishi’s wrists. 
  Torso gap filled in.
  Styrene and a paperclip become a laser. 
  The weapons are recycled bits and styrene. 
  
  295
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  The Daishi also needed a small laser and housing to fit just 
  under its nose. I cut a rectangle from a 2mm-thick styrene sheet, 
  and carved and filed it into shape. I used a small pin to recreate 
  the small laser, pinning and gluing it under the Dire Wolf’s nose. 
  I made the lasers on either side of the ’Mech’s cockpit from plain 
  metal rod—first I carefully drilled a hole and groove on each side, 
  then glued and fitted the rods into place.
  Limb-Swapping and Magnets
  The differences between some ’Mech variants are so minor 
  that you can achieve them simply by swapping out a limb or 
  weapon for another that is similarly equipped. This is espe-
  cially true with OmniMechs, given the uniform appearance 
  of their limbs and weaponry. You can even go a step further 
  and outfit a miniature with multiple limbs and weapons that 
  swap out. The way to achieve this is similar to pinning. Drill a 
  hole on each of the connecting surfaces, test-fit a pin or rod, 
  and then glue the pin to the limb instead of gluing the parts 
  together. You may need longer pins and deeper drilling to 
  create good temporary holds. 
  If you are seriously interested in limb swapping, the most 
  useful items at your disposal are rare earth magnets. These 
  powerful, compact magnets are not rare despite their name 
  and can be obtained from numerous vendors, as revealed by 
  a simple Internet search. Rare earth magnets not only make 
  limb swapping a breeze, they also allow you to attach or 
  detach other external equipment at will. Numerous shapes 
  and sizes are available, but I find the 1/8” x 1/16” and 1/16” x 
  1/32” discs the most useful.
  Once you determine the size of the disc you’ll need and 
  where it will be placed, choose a drill bit a little larger in diam-
  eter than the disc. Drill a little and test-fit the magnet. It should 
  lie flush against the surface; if it doesn’t, drill a little further 
  and repeat. Once the magnet fits perfectly, use Superglue to 
  set it in place, and fill any gaps as you normally would. Once 
  the glue and/or epoxy are cured, you may repeat the process 
  for the other surface. Before gluing the second magnet in 
  place, make certain the polarities are properly aligned. Allow 
  the loose magnet to attach itself to the first magnet. Then 
  paint or mark the exposed face of the loose magnet. Now you 
  know that the non-painted side of the second magnet must 
  face outward. In our sample kitbashing projects, I installed 
  magnets in all the component cars of the LCT, allowing the 
  vehicle some modularity.
  FINISHING
  Once you’ve completed your kitbashing, you can use the 
  techniques described earlier in the section under Painting 
  Miniatures to paint your miniatures, allowing you to place 
  your own creations on the field of battle. For examples of the 
  final results for the sample kitbashing vehicles, see the photos 
  in the Support Vehicles section, beginning on p. 204.
   
  Your standard friendly neighborhood ForestryMech.
  A ForestryMech armed and ready for combat.
  Magnets allow for on the fly miniature customization.
  
  PREPARING TERRAIN
  Once the miniatures are ready, players will need to construct 
  the terrain on which their miniatures will fight. We recommend 
  creating a playing surface that measures at least three feet square. 
  That size allows you to add enough terrain to make the battlefield 
  interesting. An ideal playing surface measures six feet by four feet 
  or larger.
  For beginners, virtually any objects found around the house 
  can be used as miniature terrain. Foam packaging, small boxes 
  and a piece of felt spread out over stacked books for hills can be 
  used to represent a useful (if not realistic) playing surface. Once 
  you have gotten accustomed to 3-D gaming, see the following 
  suggestions for ways to represent various terrain features more 
  realistically on the tabletop.
  CLEAR
  For clear terrain, we recommend a flocked gaming table. The 
  most common type of game table is a four-foot by six-foot piece 
  of flocked hardboard or plywood with one-by-two battens. If 
  space is limited, you can use commercially available flocked mats, 
  which have the bonus of being portable. The most inexpensive 
  playing surface can be made by covering the table with a felt 
  cloth of the appropriate color.
  HILLS
  Make hills out of blue or pink insulation foam measuring from 
  half an inch to three-quarters of an inch thick, or out of white 
  Styrofoam (also called expanded polystyrene). Each piece of foam 
  represents one elevation level. Construct hills of various levels by 
  cutting and shaping successively smaller contour levels and then 
  stacking them on top of each other. The result should resemble 
  a contour map. Each contour of a hill should be cut and shaped 
  individually, then stacked to make hills of various sizes. A good 
  utility knife will work, or you can use a purpose-built foam cutter. 
  A foam cutter is an electric device that heats up a wire, and is the 
  cleanest and quickest way to cut foam. Be careful, though, as the 
  wire gets quite hot.
  When stacking the levels together, leave enough ledge 
  exposed on the lower levels to allow a mounted miniature to 
  easily stand on them. If the exposed area is not large enough for a 
  mounted miniature, that section represents a cliff face.
  The advantage of Styrofoam is the ease of cutting it to a desired 
  shape and size. We recommend that you paint and flock the hills 
  to match your playing surface. Use latex paint of the appropriate 
  color to seal the hills; this gives a good undercoat for the flock 
  and helps protect the hillsides. Flock or model railroad grass 
  can be found at your local hobby store and should be glued to 
  your hills with a 50/50 mix of white glue and water. If using a felt 
  playing surface, simply glue a piece of extra felt to the hilltop and 
  cut around its edge with scissors. You can find white Styrofoam 
  at hobby and craft stores. Local home improvement or hardware 
  stores carry blue and pink insulation foam.
  To get a rock-like texture around your hill, apply sculptamold 
  papier maché to the edge. Crumple some aluminum foil and then 
  open it back up. Wrap the edge of the hill with the foil so the crum-
  pled surface of foil makes a pattern on the sculptamold. Once the 
  sculptamold is hard, you can peel off the foil and paint your hill. 
  Paint washes are an excellent way to paint the rock texture.
  TREES
  Hobby and model railroading shops carry a large variety of 
  trees. To make tree stands, mount individual trees on hex bases or 
  large washers. You can use trees mounted in this way on woods 
  templates, and also on hill levels to denote whether a hill is 
  wooded. When placed next to water, marsh templates and roads, 
  these individual tree stands add realism.
   Model railroad trees that measure between 1 and 1 1/2 inches 
  tall can be purchased at local hobby stores. Tree making kits for 
  deciduous trees can also be purchased, or you can make realistic 
  trees from various floral products found at your local craft store. 
  Below is a step-by-step guide for making and using both types 
  of trees. 
  To create light woods, make a woods template base and mount 
  it with a group of trees, spacing them about three inches apart. 
  You can make the template of any material sturdy enough to 
  Preparing Terrain
  Single Trees
  Tree Template
  
  297
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  support the trees. Gator board is among the best materials 
  and can be found at your local art and craft store. Paint the 
  template the same shade of green as your ground cloth. For 
  a more realistic look, paint the template and sprinkle land-
  scaping material over it before the paint dries to represent 
  grass. Alternatively, you can cover the template with a coat 
  of Durham’s water putty and mix various grades of ballast or 
  sand into it. When dry, it becomes rock-hard and very durable. 
  Paint and flock after the putty dries.
  An excellent way to demonstrate the type of woods the 
  template represents is to use the woods template together 
  with the tree stands. Use light green trees for light woods, 
  medium for medium, and so on. If all your trees are the same 
  color, then the number of tree stands on a woods template 
  makes a useful way to identify woods: one stand for light, two 
  for medium, and so on.
  WATER
  To create rivers, streams and lakes, use one of the follow-
  ing methods. The simplest is to use pieces of blue felt or 
  cloth to represent water. Some model railroading suppliers 
  sell ready-made plastic sheets of “water” that can be cut to a 
  specific shape. If using this method, you can create a realistic 
  shoreline for your rivers and lakes by gluing sand around the 
  edge. Then you can paint the entire thing and glue flock on 
  the edge as well. Be sure to leave a thin strip of the bank 
  showing between the water and the flock. 
  If you used gator board for your woods, you have a simple 
  and effective way to make water templates. Cut the template 
  as you would for woods. Then mark where you want the water 
  to be. Carefully cut the wood veneer in that pattern and pull 
  the veneer away. Scrape the foam away from the bottom 
  veneer to create the depression where your water will be (see 
  examples below). Use thinned-down water putty to create 
  the “water” (go figure…). Once dry, this can be painted blue 
  and gloss-coated for a realistic water template.
  ROADS/BRIDGES
  Hobby and railroad modeling shops carry all kinds of 
  appropriate materials for representing roads and bridges, 
  including simulated road materials ranging from flexible cork 
  roadways to rolls of paper roadway. Often the rolled roadway 
  is the most realistic because of its texture and printed lines, 
  and is usually the least expensive to boot. Use “Z gauge” 
  scaled bridges—these most closely match the scale Iron Wind 
  Metals uses for its BattleTech miniatures.
  Water
  Road
  Simple Building
  Complex Building
  
  BUILDINGS
  Foam and plastic packaging, painted and detailed, is an inex-
  pensive and convincing way to make your own buildings. Plastic 
  caps for spray paint as well as many other household items that 
  would otherwise be tossed out can be put to use on the battle-
  field. A little imagination can go a long way
  Buildings appropriate for BattleTech miniatures play can also 
  be found at hobby and model railroading shops. We recom-
  mend products scaled for micro-armor or “Z-gauge” scale model 
  railroading. Resin-cast buildings produced especially for micro-
  armor gaming are also available, as are kits that allow you to fabri-
  cate buildings in plaster to your own specifications (these require 
  quite a bit of time and effort).
  If the BattleMechs in your game jump a lot, you might prefer 
  buildings with flat roofs. Remember that each half- to three-
  quarter-inch of height represents one elevation level. Mark the 
  Construction Factor (CF) on the bottom of each building model, 
  preferably with a pencil so it can be easily changed from scenario 
  to scenario.
  RUBBLE
  You can use anything you have lying around to represent 
  rubble. Broken buildings, pieces left over from making other 
  parts of the terrain, or even other models can be “distressed” 
  using woodworking tools, a soldering iron and/or a hot knife. 
  Please be very careful using such tools. The result should look like 
  something that got blasted apart or burned down. You can also 
  make rubble with gravel, sand, leftover foam, bits of plastic and 
  even BattleMech parts from your bits box. 
  Rough Ground
  Rubble
  This tank shed was easily constructed out of molded/textured styrene sheets and foam core board.
  
  299
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  ROUGH GROUND
  Rough ground can be represented by gluing small rocks 
  or model railroad ballast to a gator board, plastic or card 
  template. Gravel, sand and flock can be added to make it 
  more realistic. We recommend that you paint the template 
  and then glue flock around its edge so it looks good on your 
  playing surface. If using a felt surface, cut some extra felt and 
  place a couple of small rocks on it.
  You can make rocky outcroppings using extra bits of foam 
  and papier maché.
  ASSEMBLING THE 
  PLAYING AREA 
  Now that you’ve created all the necessary terrain, it’s time 
  to assemble a playing area and start a game. Enjoy! 
  Terrain table ready for play.
  
  • A •
  Accidental entry, battle armor, 228
  Accidental falls from above, 63
  sideslipping, 68
  Active probe, 129, 134, 228, 238
  Adhesives, 291
  Adjacent ground units, LOS, 99
  Advanced weapons, equipment, 
  124, 129
  aerospace units, 251
  mounting, 228
  Aerodyne units, 235
  high-altitude movement, 80
  movement, 92
  Aerospace assignment, random, 272
  Aerospace attack modifiers table, 237
  Aerospace carriers, 225
  dismounting from, 226-27
  Aerospace fighter/small craft heat 
  point table, 161
  Aerospace fighters, 23-24
  infernos, 141
  Aerospace movement phase, 37
  atmospheric, 78-84, 86-91
  control rolls, 92-93
  evasive action, 77
  facing, 77
  high-G maneuvers, 78
  mapsheets, 75
  matching mapsheets to low-
  altitude hexes, 91-92
  rolling, 77-78
  scale, 76
  space, 76
  stacking, 78
  terms, 74-75
  thrust points, 76
  Aerospace pilots damage, 41
  Aerospace record sheets, 30
  Aerospace units, 20, 25, 26, 234-
  35, 266
  armor-piercing ammunition, 140
  atmospheric combat, 240-50
  atmospheric damage, 249
  collisions, ramming, 240
  combat, 98
  critical damage, 124
  damage recording, 121
  death from above, 149
  destruction, 128
  dumping ammunition, 104
  ground mapsheets, 242
  ground units and, 234-35
  heat, 158, 160-61
  hit location table, 237
  movement, 91-92
  multiple targets modifier, 110
  other weapons, equipment, 251
  physical attack, 144
  plasma weapons, 139
  scenario set-up, 256
  scenarios, 258
  space combat, 235-36, 238-40
  stealth armor system, 142
  swarm attack, 222
  vehicles, firing arcs, 104
  Aerospace weapon range table, 235
  Aimed shots
  heat, 160
  leg attacks, 220
  specialized attacks, 110
  swarm attacks, 220
  Airborne aerospace units, 242
  attack direction, 119
  firing arcs, 104-5
  hit location, 120
  LOS, 99
  specialized attacks, 110
  stacking, 58
  weapons firing, 107
  Airborne non-aerospace units
  height, 99
  specialized attacks, 111
  stacking, 57
  Airborne units, 242
  accidental falls, 152
  falling units and, 152
  hiding, 259
  Airship random altitude change 
  table, 205
  Airship support vehicles
  crashes, 81
  high-altitude movement, 80
  hit location, 206
  movement, 84
  thrust points, 76
  Airship velocity table, 204
  Airships, 25, 204-5
  evasive action, 77
  Air-to-air attacks, 241-42
  Air-to-ground attack modifier table, 243
  Air-to-ground attacks, 242-47
  Altitude, 43 
  bombing, 246
  changing, 84
  Ammunition
  critical hit effects, 125
  dumping, 104
  expenditure, 103-4
  explosions, 41, 161
  ground combat vehicle, 194
  heat, 160
  Angels on our shoulders, 230-33
  Anti-’Mech attacks, 30
  infantry, 220-23
  skill, 220
  skill level, 40
  Anti-battle armor pods, 130
  Anti-missile system, 129-30
  cluster hits, 116
  Anti-personnel Gauss rifle, 135
  Anti-personnel pod, 130
  Anti-personnel weapons, battle 
  armor, 218
  Area-effect (AE) weapons, 112, 172-75, 
  219, 246-47, 275
  Arm 
  blown off, 125
  critical hit, 126
  hits, 124-25, 186
  Armor, 29-30, 228-29 
  data, 30
  diagram, 27, 28, 30
  value, 219, 43
  Armored gloves, 229
  Armor-piercing ammunition, 140
  ground combat vehicles, 192
  Art, fiction and, 9
  Artemis IV FCS, 130, 134
  Artemis-equipped missiles, 140
  Assault ’Mechs, 21
  Assault ships, 24
  Assault vehicles, 22
  ATM (advanced tactical missile) 
  system, 138
  Atmosphere effects, 236
  Atmospheric, 74
  Atmospheric combat, 241-50
  Atmospheric control modifiers 
  table, 249
  Atmospheric movement, 78-84, 86-91
  Attack angle, aerospace units, 236
  Attack declaration, 98-99
  VTOL, 196
  WIGE, 199
  Attack direction, 119
  aerospace units, 238
  ground combat vehicles, 192
  support vehicles, 206
  Attack modifiers table, 117-18
  Attack path, 43
  Attack value, space combat, 235
  Attacker movement, 108
  Attacker movement modifier, 42
  Attacks, battle armor, 217-18
  Attacks, By and Against Spheroid 
  DropShips in Atmosphere, 248
  Automatic damage, ’Mech falling, 69
  Avionics, 239
  • B •
  Backend of nowhere, 276-79
  Backhoe, 130
  Backward movement, 49
  BAR (Barrier Armor Rating), 29, 31
  Base to-hit number, 42, 106, 144, 243
  Basements, 179
  collapse and, 176
  table, 179
  Battle armor, 23, 217-19, 281
  attacks against, 219 
  damage, 41
  moving through buildings, 168-69
  multiple targets modifier, 110
  organization/weight table, 214
  plasma weapons, 139
  record sheet, 29-30
  transport position table, 227
  Battle claw, 229
  Battle Value (BV) system, 256, 257-59, 
  260, 261, 262, 264
  BattleMaster, 281
  BattleMechs, 20-21
  Bidding, 266
  Bits, 291
  Bits use, 294
  Blacklining, 288
  Blending, 287-88
  Blown-off arms, 123
  Bomb, 239 
  critical hits, 79
  dumping, 247
  Bombing, 245-47
  Breakthrough, 261-62
  Breakthrough victory points table, 262
  Bridge, 33, 297
  intervening terrain, 100 
  maximum capacity, 62
  movement, 62
  Bridge-layer, 130-31
  Bridge-layer table, 131
  Brown stuff, 291
  Building modifiers table, 167
  Building movement modifiers table, 167
  Buildings, 33, 100, 297
  attack direction, 119
  attacking, 171
  attacking units inside, 171-72
  backhoe damage, 130
  basements, 179
  battle armor, 228
  bulldozer damage, 131
  chainsaw damage, 134
  collapse, 176-79
  combat effects, 171-79
  crashes, 81
  damage recording, 121
  displacement, 151
  dual saw damage, 134
  exiting, 170-71
  firing at, 111
  heavy-duty pile driver damage, 136
  infantry, 214
  infernos, 141
  intervening terrain, 100
  mining drill, 138
  movement effects, 167-71
  NARC missile beacon, 139
  rock cutter, 140
  sideslipping, 67-68
  skidding, 62-63
  stacking, 58
  types, 166-67
  VTOL, 197
  WIGE landings, 199
  wrecking ball, 143
  Bulldozers, 131
  Burst-fire weapon 
  damage vs. conventional infantry 
  table, 217
  infantry, 215-16, 217
  inside buildings, 172, 175-76
  • C •
  C3 computer, 131-33, 134
  Camo system, 228
  Capital missiles
  aerospace units, 239
  evasive action, 77
  Cargo, 239-40
  Cargo bays, 133
  Cargo carriers, extraction, 261
  Cargo dropping, 261
  Cargo hit, ground combat vehicle, 194
  Carrying 
  aerospace unit attacks, 90, 91
  limits, 227
  unit attacks, 227
  units, 89-91
  CASE (Cellular ammunition storage 
  equipment), 122, 133-34
  Chainsaw, 134
  Challenge
  making, 274-75
  refusing, 275
  Charge attacks, 148
  Charging attacks, 223
  Chase, 262
  Chiaroscuro, 180-83
  CIC, 240
  Circle, 252-55
  Clan honor, 273-75
  interpretation table, 274
  Clans, 206
  aerospace assignment, 272
  combat vehicle assignment, 271
  ‘Mech assignment table, 269
  BattleTech, 10-11
  Clear terrain, 32, 216, 295
  Clearing woods, 112
  Club attacks, 145-46
  Cluster ammunition, 141
  Cluster hits table, 116
  Cluster weapons
  aerospace units, 236, 238
  hit location, 120
  specialized attacks, 112
  Cockpit, critical hit, 125
  Collapse, buildings, 167
  Collisions
  aerospace units, 241
  avoiding, 63-64
  falling and, 68
  sideslipping, 67-68
  skidding, 62-64
  Combat, 98 
  attack declaration, 98-99
  cargo carriers, 261
  charge attacks, 148
  critical damage, 123-28
  death from above attacks, 149-50
  different levels, 150
  effects, buildings, 171-79
  firing arcs, 104-6
  infantry, 214-19
  inside buildings, 175-76
  kick attacks, 147
  lift hoists, 137
  line of sight, 99-102
  other weapons, equipment, 129-43
  physical attacks, 144-45
  physical attacks by prone ‘Mechs, 151
  physical weapon attacks, 146
  ProtoMechs, 184
  punch attacks, 145
  push attacks, 147
  skidding in, 62
  terms, 98
  unit destruction, 128
  unit displacement, 151-53
  weapon attacks, 103-4
  Combat Vehicles, 22-23
  combat, 192-99
  movement, 192
  random assignment, 271
  record sheet, 28-29
  Combine, 134
  Commander hit, ground combat 
  vehicle, 194
  Commanders, 273
  Compact engine, critical hit, 126
  Compact gyros, 126
  ComStar, 266
  Conflicting terrain, levels, 49
  Consciousness 
  rolls, 41-42
  recovering, 42
  Construction 
  factor, 166-67
  rules, 8
  Control, 240
  Control roll table, 93
  Control rolls, 42
  aerospace movement, 92-93
  Conventional fighters. See Fighters
  Conventional infantry. See Infantry
  Co-pilot hit, VTOL, 197
  Counters, 33
  Crashes, 54-55, 81-83
  Crew, 240
  data, 29
  killed, ground combat vehicle, 194
  stunned, ground combat vehicle, 
  194-95
  Critical damage, 29, 30, 53
  carrying units, 90
  ground combat vehicles, 192-94
  infantry carriers, 224
  support vehicles, 207
  VTOL, 197
  Critical hits, 28, 41
  aerospace units, 238-39
  swarm attacks, 223
  transferring, 125
  Critical hits table, 27, 124
  Cruising, 53
  Cutting, 291-92
  • D •
  Damage, 121-22
  aerospace units, 238-40
  attacker, 150
  building collapse, 177-79
  charge attacks, 148
  crashes, 81
  crippling, 258
  determination, 38
  modifiers, 110
  other infantry units, 216
  ProtoMechs, 185-86
  recording, 121-22
  resolution, 122
  support vehicles, 206-7
  target, 150
  thresholds, 239
  value, 43
  warrior, 41
  Death from above 
  attacks, 149-50
  infantry carriers, 223
  VTOL, 198
  Depth 1 water
  physical attack, 144
  terrain modifiers, 109
  Depth 2+ water
  physical attack, 144
  terrain modifiers, 109
  Depth rules, stacking, 58-59
  Depth tracks, 29
  Depths, 43
  Destroyed location, 124
  Destruction, carrying units, 90
  Details, 288
  Dice, 33
  Different levels table, 150
  Dismounting, 225-27
  carrying units, 91
  support vehicles, 207
  Displacement, building collapse, 
  177-79
  Dive-bombing, 245-46 
  scatter diagram, 245
  Docking collar, 240
  Domino effect, 152-53
  Door, 240
  critical hits, 79
  Driver hit, ground combat vehicle, 195
  Driving skill, 40 
  roll table, 60
  rolls, 59-61
  Dropping prone, 49
  battle armor, 228
  swarm attack, 222
  DropShip, 24 
  bay table, 89
  combat, 250
  crashes, 81
  dismounting, 225
  exhaust damage table, 88
  infernos, 141
  sideslipping, 67-68
  Dry brushing, 287
  Dual saw, 134
  Duel voiding, 275
  Dumper, 134
  • E •
  ECM, 238 
  pod, 141
  NARC missile beacon, 139
  suite, 134-35, 229
  Eisenjagers, 188-91
  Elevation, 29, 31-32, 43 
  changes, 55-56
  rules, stacking, 58-59
  End phase, 38
  Endo steel, 135
  Engine, 240
  critical hit, 126
  ground combat vehicle hit, 195
  Engine damage
  VTOL, 197
  WIGE, 199
  Equipment, 113-14
  Equipment
  aerospace units, 236, 238
  critical hit, 128
  infantry, 214
  warrior unconscious, 41
  weapons firing, 107
  Evasive action, 77
  Evasive action modifiers table, 77
  Excess heat, 41
  Exploding weapons, heat, 160
  Explosions, VTOL, 198
  Explosive components, critical hit, 128
  Explosive pod, 141
  Extended fuel tanks/cells, 135
  Extraction, 260-61
  • F •
  Facing 
  aerospace movement, 77
  after fall, 68
  change, 50-51, 84
  change cost table, 77
  Failed braking maneuver table, 87, 88
  Falling, 41, 68-69
  battle armor, 228
  
  301
  INTRODUCTION
  COMPONENTS
  PLAYING  
  THE GAME
  GROUND 
  MOVEMENT
  AEROSPACE 
  MOVEMENT
  COMBAT
  HEAT
  BUILDINGS
  PROTOMECHS
  COMBAT 
  VEHICLES
  SUPPORT 
  VEHICLES
  INFANTRY
  AEROSPACE 
  UNITS
  CREATING 
  SCENARIOS
  PAINTING 
  MINIATURES
  INDEX
  inside building, 168
  swarm attack, 222
  Falling unit 
  hits target, 152
  misses target, 152
  Falls, 148
  accidental, 152
  death from above, 149, 150
  Ferro-fibrous armor, 135
  Fiction, 8-9
  Fighter return table, 92
  Fighters, 20, 23, 249, 250
  carrying units, 90
  crashes, 81
  dismounting, 91
  evasive action, 77
  heat, 158
  infernos, 141
  launching, 84, 86
  proximity damage, 88
  recovering, 86
  return table, 92
  Fighting withdrawal, 94-97
  Files, 290
  Finishing, 295
  Fire control systems, support 
  vehicles, 206
  Fire resistant armor, 228
  Firing arcs, 243, 249-50
  rotating, 105-6
  space combat, 235
  Firing at grounded DropShips, 110
  Firing at immobile targets, 110
  Firing weapons, 106-16, 119-23
  aerospace units, 235-36, 238
  Fission engine, critical hit, 126
  Fixed-wing craft, 25
  Fixed-wing support vehicles, 206
  crashes, 81
  damage, 206
  facing changes, 84
  Flak, 114, 136, 141
  Flanking, 53
  Flechette ammunition, 141
  Flight path, 43
  Flight stabilizer, VTOL, 197
  Flipping arms, 106
  Foot actuator hit, 126
  Foot infantry, 23
  Force 
  composition, 262, 264, 266
  experience level, skills, 272
  Forced withdrawal, 258
  Forward arc, 105
  Forward movement, 77
  Four-legged ‘Mechs, 32, 49, 50
  critical hit effects, 125
  kick attacks, 147
  piloting, driving skill, 59
  rotating firing arcs, 106
  specialized attacks, 113
  torso destruction, 122
  Fragmentation missile, 141
  Frenzy, ProtoMechs, 187
  Fuel cell engine, critical hit, 126
  Fuel, 240
  Fuel tank
  ground combat vehicle, 195
  VTOL, 197
  • G •
  Gap filling, 293
  Gap-fillers, 291
  Gauss rifle, 135-36
  Gear, 240
  Generic conventional infantry 
  record sheet, 29
  Gravity, 79, 80
  Green stuff, 291
  Ground combat vehicle critical hits 
  table, 194
  Ground combat vehicle hit location 
  table, 193
  Ground combat vehicles, 192-96
  Ground map, 74
  Ground mapsheets, aerospace units 
  on, 242
  Ground movement 
  basics, 48-50
  costs table, 52
  facing, 50-51
  modes, 53-57
  pavement, 61-68
  phase, 37 
  stacking, 57-59
  Ground unit, 20
  aerospace units and, 234-35
  Ground vehicle, 20, 22, 25, 49
  pavement movement, 61
  skidding, 62
  Grounded aerospace units
  attack direction, 119
  attacks by, 249-50
  height, 99
  hiding, 259
  hit location, 120
  stacking, 57
  Grounded DropShips
  firing at, 110
  physical attack, 144
  Grounded small craft, attacks 
  against, 110
  Ground-to-air attacks, 247-49
  Gunnery skills, 40
  Gyro, critical hit, 126
  • H •
  Hand actuator, critical hit, 126
  Handbooks, 11
  Harasser, 284
  Hardened buildings, 33
  Haywire pod, 141
  Head blown off, 126-27
  Head hits, 41, 124, 125, 186
  Heat, 50, 53
  aerospace units, 160-61
  data, 27
  effects of, 159-60
  gauss rifle, 135
  modifiers, 110
  outside sources, 159
  phase, 38
  plasma weapons, 139
  point table, 159
  points, 158-59
  recording build-up, 159
  scale, 27, 30
  tracking, 141-42
  Heat sinks, 240 
  critical hit, 127
  shutoff, 159
  types, 158
  Heavy ’Mechs, 21
  Heavy buildings, 33
  Heavy fighters, 24
  Heavy Gauss rifle, 136
  Heavy truck, 289
  Heavy vehicles, 22
  Heavy woods, 32
  intervening terrain, 100
  terrain modifiers, 108-9
  Heavy-duty gyros, 126
  Heavy-duty pile driver, 136
  Height, LOS, 99-100
  Hex levels, skidding, 63
  Hidden units, 259
  Hide and seek, 259-60
  High-altitude 
  map, 75
  movement, 79-80
  table, 80
  High-G maneuvers, 78
  Hills, 296
  intervening terrain, 100
  Hip critical hit, 127
  Historicals, 11
  Hit location, 28, 119-20
  aerospace units, 238
  critical hits, 124
  determining, 119-20
  ground combat vehicles, 192
  ProtoMechs, 184-85
  support vehicles, 206
  VTOL, 197
  Hobby knife safety, 286
  Hobby vise, 291
  Hold the line, 260
  Homing pod, 141
  Hot zone, 89-90
  Hover vehicles, 25, 53, 62
  Hovercraft, 22, 56
  Hull integrity, 57, 198
  Hyper-assault Gauss rifle, 136
  • I •
  ICE-powered IndustrialMechs, 158
  ICE-powered ’Mechs, 160
  Immobile ’Mechs, piloting, driving 
  skill, 59
  Immobile target, 42
  Improved C3 computer, 133, 134
  Indirect LRM fire, NARC missile 
  beacon, 139
  Individual unit rules, 36
  Industrial TSM, 143
  IndustrialMech, 21
  damage recording, 121
  falling, 69 
  modifier, 110
  physical attack, 144
  piloting, driving skill, 59
  record sheet, 27
  sensors critical hit, 128
  Infantry, 20, 23, 49, 212, 214, 285 
  accidental falls, 152
  ammunition expenditure, 104
  anti-‘Mech attacks, 220-23 
  assignment, 271
  attack direction, 119
  attacker movement, 108
  attacks, 214-15
  attacks against, 215-17
  basements, 179
  carrying units, 89
  charge attacks, 148
  cluster hits, 116
  collision avoidance, 64
  combat, 98, 214-19
  destroyed if carrying unit 
  destroyed table, 223
  destruction, 128
  dismounting table, 226
  displacement, 151
  falling damage table, 151
  firing arcs, 104
  heat, 158
  height, 99
  hit, 194
  infernos, 141
  inside buildings, 172, 175-76
  kick attacks, 147
  machine gun array, 137
  mechanized battle armor, 
  227-28
  movement, 49, 214
  moving through buildings, 168
  NARC missile beacon, 139
  other combat equipment, 228-29
  physical attack, 144
  piloting, driving skill, 59
  range modifier table, 215
  scenarios, 259
  special munitions, 140
  specialized attacks, 111, 112
  stacking, 57
  support vehicles, 207
  swarm attacks, 223
  units table, 213
  Infantry carriers, 223-27
  Infantry damage, 41, 124 
  from attacks inside buildings 
  table, 175
  building collapse, 177
  in buildings table, 172
  recording, 121
  table, 216
  Inferno ammo explosion table, 141
  Infernos, 141-42
  Initiative phase, 37
  Initiative, infantry carriers, 223
  Inner Sphere 1
  aerospace assignment, 272
  ‘Mech assignment table, 267, 271
  Inner Sphere 2
  ‘Mech assignment table, 268, 270
  Intervening terrain, 100-102
  • J •
  Jihad, 11
  Jump infantry, 23
  Jump jet critical hit, 127
  Jumping, 53-54 
  heat, 158, 160
  MP, 225
  stacking, 58
  JumpShips, 26
  Just another day at office, 162-65
  • K •
  K-F boom, 240
  Kick attacks, 147
  Knives, 290
  • L •
  Lance weight composition table, 
  265
  Land train cargo transport, 289
  Landed aerospace units, stacking, 
  78
  Landing, 87 
  modifiers table, 86
  Large craft, 20, 74
  evasive action, 77
  heat, 161
  weapon bays, 234
  Large DropShips, 24
  Large ground support vehicle hit 
  location table, 206
  Large support vehicles, 99
  attacks against, 110
  collision avoidance, 64
  dismounting, 225
  mounting, 224
  physical attack, 144
  sideslipping, 67-68
  stacking, 57
  Large vehicles
  accidental falls, 152
  moving through buildings, 168
  Lateral shift, 50
  Launching, fighters, small craft, 84, 86
  LB-X autocannons, 143
  Left side arc, 105
  Leg 
  attacks, 220 
  attacks table, 221
  blown off, 127
  critical hit, 126, 127
  hits, 124, 186
  Leg-mounted weapons
  forward arc, 105
  rear arc, 105
  Legs destroyed, 186
  Level, 43
  change, 48-49, 169, 214
  Level-bombing scatter diagram, 
  245
  Levels
  building, 167 
  different, 150
  LOS, 99-100
  sideslipping, 67-68
  Life support, 240 
  critical hit, 127
  Lift hoists, 136-37
  Liftoff, 88
  carrying units, 90
  Light ’Mechs, 21
  Light buildings, 33
  Light fighters, 24
  Light Gauss rifle, 136
  Light utility truck, 289
  Light vehicles, 22
  Light woods, 32
  intervening terrain, 100
  terrain modifiers, 108
  Limb swapping, 294-95
  Line of sight. See LOS
  Location 
  after attack, 148, 150
  after fall, 68
  LOS (line of sight), 99-102
  ‘Mechs attacking inside, 171
  space combat, 235
  specialized attacks, 112
  VTOL, 196
  WIGE, 199
  Low-altitude map, 74, 242
  Low-altitude movement, 80-84
  Low-altitude table, 81
  Lower arm actuator critical hit, 127
  Lower arm and hand actuators, 110
  Lower leg actuator critical hit, 127
  LRM indirect fire, 111-12, 130, 131
  Lucky hits, aerospace units, 239
  • M •
  Machine gun array, 137
  Machine gun platoons, 215
  Magnetic clamps, 227, 228
  Magnetic claw manipulator, 229
  swarm attack, 220, 222
  Magnets, 294-95
  Main gun hits, 186
  Manipulators, 229
  Map sets, 11
  Mapsheets, 31-33, 43, 75, 91-92
  selection, 262, 264
  tables, 263
  Margin of success/failure  
  (MOS/MOF), 42
  MASC (myomer accelerator signal 
  circuitry), 137
  ’Mech, 20 
  attack direction, 119
  attacking inside, 171
  club attacks, 145-46
  cluster hits against, 116
  critical hits, 124-28
  data, 27
  death from above attacks, 149
  destruction, 128
  dropping to ground, 49
  falling damage to, 68-69
  heat, 53
  height, 99
  hiding, 259
  hit location, 120
  hit location table, 119
  infernos, 141
  kick attacks, 147
  kick location table, 147
  lifting capabilities, 261
  minimum movement, 49
  moving through buildings, 
  167-68
  partial cover, 102
  physical weapon attacks, 146
  punch attacks, 145
  punch location table, 145
  push attacks, 147
  random assignment, 266-71
  record sheet, 27
  stacking, 57
  to-hit roll against, 115
  torso twist, 99
  Mechanized attacks, 30
  Mechanized battle armor, 227-28
  swarm attack, 220, 222, 223
  Mechanized infantry, 23, 216-17
  carriers, 223
  MechWarriors 
  damage, 41, 160
  survival, 128
  Medium ‘Mechs, 21
  Medium buildings, 33
  Medium fighters, 24
  Medium vehicles, 22
  Military organization, 34-35
  Mimetic armor, 228
  Miniatures
  additional advice, 286-88
  finishing touches, 288
  kitbashing, 289-95
  materials and tools, 280
  painting to match cover art, 
  281-85
  Minimum movement, 49, 57
  Minimum range modifier, 107-8
  Mining drill, 138
  Missile ammunition, 138
  Missile attacks, battle armor, 218
  Missile launchers, 138
  Missing actuators, 127
  Mobile structures, 26
  Modifications, support vehicles, 206-7
  Modified piloting/driving skill, 42
  Modified target number, 42
  Modified to-hit number, 42, 106, 
  144-45, 243
  Motive system damage 
  table, 193
  WIGE, 199
  Motorized infantry, 23
  Mounting
  carriers, 223-25
  support vehicles, 207
  Movement
  combat vehicles, 192 
  costs table, 52
  damage, infantry carriers, 224
  direction, 49
  effects, buildings, 167-71
  heat and, 159-60
  infantry, 214
  MP, type, 29
  phase, 37
  phase, piloting skill, 59, 61
  ProtoMechs, 184
  scenarios, 257
  MP loss, 148
  MP reduction, 53, 225, 227
  Multi-missile launcher, 138
  Multiple targets modifier, 109-10
  Multiple-hex buildings, 167
  Mutual advantage, 154-57
  • N •
  Nail/rivet gun, 138
  NARC, 229
  aerospace units, 238 
  missile beacon, 134, 138-39
  NARC-equipped missile, 142
  Naval carriers, 225
  dismounting from, 225-26
  Naval combat vehicles, 198
  Naval movement, 56
  Naval vessels, 22-23, 25
  
  Near-misses, ProtoMech, 184-85
  Nemesis pod, 142
  Non-’Mech special combat rules, 98
  Non-aerospace airborne units, 243
  attack direction, 119
  attacking airborne aerospace 
  units, 107
  firing arcs, 104
  hit location, 120
  LOS, 99
  specialized attacks, 110
  Non-infantry weapon damage against 
  infantry table, 216
  Non-missile attacks, battle armor, 218
  • O •
  Omni, 20
  OmniFighters, 242
  OmniMechs/OmniVehicles, 227-28
  Ordering, 11
  Out-of-control effects, 93
  Overspeed, 84
  • P •
  Panel painting, 287-88
  Paper maps, 9
  Partial cover, 102
  terrain modifiers, 109
  Parts attachment, 292
  Paved hexes, 259
  Pavement, 32 
  movement, 61-68
  Physical attack, 144-45, 275
  against VTOL vehicles table, 198
  heat damage modifiers, 110
  inside buildings, 171 
  modifiers table, 144
  multiple targets modifier, 110
  phase, 38
  phase, piloting skill, 61
  ProtoMechs, 186
  VTOL, 198
  Physical weapon attacks table, 146
  Pilot 
  data, 28
  hit, VTOL, 197
  Piloting skill, 39, 40, 42 
  roll table, 60
  rolls, 59-61
  Pin vise, 290
  Pinning, 293
  Plasma cannon, 139
  Plasma rifle, 140
  Plasma weapons, 139-40
  Playing, 36-37
  terms, 42-43
  unequal numbers of units, 39
  Playing area, 43 
  assembly, 299
  Playing sequence, 37-38
  Pointblank shots from hidden units, 260
  Pop-up mine, 229
  Precision ammunition, 142
  Prohibited attacks, swarm, 220
  Prohibited terrain
  charge attacks, 148
  location after attack, 148
  push attacks, 147
  skidding into, 63
  Prohibited units
  anti-’Mech attacks, 220
  dumping ammunition, 104
  high-altitude movement, 80
  underwater movement, 57
  Prone ’Mechs
  flipping arms, 106
  forward arc, 105
  movement, 49
  physical attacks by, 151
  rotating firing arcs, 106
  specialized attacks, 113
  Prone target attacks, 113
  Proper work, 208-11
  ProtoMech, 21,22, 40, 49
  accidental falls, 152
  anti-’Mech attacks, 220  
  assignment, 271
  attack direction, 119
  basements, 179
  charge attacks, 148
  collision avoidance, 64
  critical damage, 124
  damage recording, 121
  data, 28
  destruction, 128
  firing arcs, 104
  flipping arms, 106
  game playing, 184-86
  heat, 158
  height, 99
  hit location, 120
  hit location table, 185
  machine gun array, 137
  moving through buildings, 168
  myomer booster, 187
  other combat equipment, 187
  partial cover, 102
  physical attack, 144
  piloting, driving skill, 59
  pilots damage, 41
  record sheet, 28
  stacking, 57
  TAG, 142
  Proximity damage, 88, 250
  Pulse weapons, 113, 143
  Punch attacks, 145
  Punching, 151
  Push attacks, 147
  • R •
  Rail systems, 26
  Railroads, 33
  Ramming, 241
  Ramming attacks table, 241
  Random binary/trinary type, 265
  Random experience level table, 273
  Random movement, 93, 161
  table, 93
  Random skills table, 273
  Random weight-class tables, 265
  Range modifier, 106-7
  aerospace units, 235-36
  Rapid-fire weapons, 143, 243
  aerospace units, 238
  Rear arc, 105
  Record sheets, 11, 26-31
  infantry, 212
  Recovering, fighters, small craft, 86
  Re-entry table, 80
  Reposing, 294
  Retractable blade, 139
  Retreat, 275
  scenarios, 257
  Reversing arms, 106
  Right side arc, 105
  Roads, 32, 54, 55, 297
  Rock cutter, 140
  Rolling, 77-78
  Rolling maneuvers, facing changes, 84
  Rotary autocannon, 140
  Rotary tool, 290
  Rotor 
  damage, VTOL, 197
  destruction, VTOL, 197-98
  Rough terrain, 32, 299
  Rubble, 33, 297
  Rule levels, 10
  Rulebooks, 10
  Rules, 36
  fiction and, 9
  standard vs. advanced, 10
  Running, 53
  • S •
  Salvage arm, 142
  Sandpaper, 290
  Satellites, 26
  Saws, 290
  Scale, 36, 76, 234 238
  Scenarios, 43
  clan honor, 273-75
  determining victory, 257-58
  ending game, 257
  forced withdrawal, 258
  general rules, 256
  mapsheet selection, 262-64
  movement, retreat, 257
  number of players, 256
  set-up, 256
  type table, 259
  types of, 258-62
  unit generation, 264, 266, 272-73
  Screen launchers, 251
  Sculpting, 293
  Sculpting tools, 291
  Secondary targets, battle armor, 219
  Sensors, 240 
  critical hit, 128
  ground combat vehicle, 195
  improved, 229
  Shoulder 
  actuators, push attacks, 147
  critical hit, 128
  Shutdown unit, 40, 92
  aerospace units, 161
  heat, 160
  Sideslipping, 54-55, 67-68
  battle armor, 228
  Simple farmer, 200-203
  Single-shot weapons, heat, 160
  Skid modifiers table, 63
  Skidding, 62-66
  battle armor, 228
  ProtoMechs, 184
  Skills, 29
  default levels, 40
  improvement, 40-42
  table, 40
  warriors, 39-40
  Small cockpit, critical hit, 126
  Small craft, 24 
  bay table, 89
  carrying units, 90
  crashes, 81
  dismounting, 91
  evasive action, 77
  launching, 84-86
  recovering, 86
  Small DropShips, 24
  Space, 75
  atmosphere interface, 78-79
  combat, 235-36, 238-40
  map, 75
  movement, 76
  stations, 26
  turn sequence, 78
  Special ‘Mech hit location table, 175
  Special circumstances, ProtoMechs, 185
  Special maneuvers, 84 
  table, 85
  Special munitions, 140-42
  aerospace units, 238
  Special ProtoMech hit location 
  table, 185
  Specialized attacks, 110-13
  Specific units, aerospace, 251
  Spheroid DropShips, 84
  Spheroid units, 235
  firing arcs, 104
  high-altitude movement, 80
  Spot welder, 142
  Spray primer, 286
  Squad support weapon, 229
  SRM infantry attacks, 141
  Stabilizer, ground combat vehicle, 195
  Stacked terrain, 49
  Stacking
  aerospace movement, 78
  death from above, 149
  infantry carriers, 223, 224
  inside building, 169
  swarm attacks, 220
  Stalling, 84
  Standing still, 53
  Standing up, 50
  Standup fight, 259
  Star weight composition table, 265
  Stealth armor, 131, 142, 228-29
  Stealth equipment, infantry, 215
  Strafing, 243-45
  Straight movement, 92
  table, 84
  Streak SRMs (short-range missiles), 138
  Striking, 245
  Structural integrity (SI), 75, 238, 239
  Sublevels, 31, 43
  Submarines, 23, 49, 56
  Submarines, height, 99
  Submerged naval vessels,  
  death from above, 149
  Support Vehicles, 25, 26, 48
  armor-piercing ammunition, 140
  carrying units, 207
  chainsaw damage, 134
  combat rules, 206-7
  damage, 41
  dual saw damage, 134
  heavy-duty pile driver damage, 136
  mining drill, 138
  modifier, 110
  movement rules, 204-5
  record sheet, 31
  rock cutter, 140
  special maneuvers, 84
  wrecking ball, 143
  Surface naval vessels, 23
  naval combat vehicles, 198
  Swarm attack, 220-21 
  damage, 223
  fighting off, 221-22
  hit location table, 222
  modifiers table, 221
  table, 221
  Swarmed units, attacks against, 222
  • T •
  Tables, 29, 30
  TAG (targeting acquisition gear), 131, 
  142 229
  aerospace units, 238
  Target, 42
  in same hex, 236
  Target movement, 108 
  modifier, 42
  Target number, 42
  Targeting computer, 110, 142-43
  ProtoMechs, 185
  Technical readouts, 10-11
  Tele-operated missiles, 251
  Terrain
  altitude, 80-81
  difficult or prohibited, 48 
  factor, conversion table, 112
  height and depth, 99-100
  modifiers, 108-9
  preparation, 295-97, 299
  rules, stacking, 57
  skidding into, 63
  3-D, 9
  Thrashing attack, 151
  Thrust points, 76
  Thruster, 240
  Time of War, A, 14-19
  To-hit modifiers, 106-10
  support vehicles, 206
  VTOL, 196-97
  WIGE, 199
  To-hit roll, 114-16
  Torpedo launchers, 138
  Torso 
  critical hit, 126
  destruction, 121-22
  hits, 124-25, 186
  twist, 37, 38, 98-99
  Tracked vehicle, 22, 25
  Tracks, 143
  Tractors, 205
  Trailers, 205
  stacking, 57
  Trapped vehicles, basements, 179
  Trees, 296
  Trial of possession, 70-73
  Troop drops, 89
  Troopers, attack damage, 228
  TSM (triple-strength myomer), 143
  Turret 
  blown off, ground combat 
  vehicle, 195
  hits, ground combat vehicles, 192
  jam, ground combat vehicle, 195
  rotation, 98-99
  twist, 37, 38
  • U •
  UMU MP, 225
  Unconscious unit, 40
  piloting, driving skill, 59
  Underwater 
  attacks, 102
  dumping ammunition, 104
  movement, 56-57
  MP, 57
  operations, plasma weapons, 139
  range table, 107
  units, damage, 121
  Units, 20-26
  carrying, 207 
  destruction, 128
  displacement, 151-53
  heights stacking, 58
  heights table, 99
  rules, stacking, 57
  skidding, 63
  unequal numbers of, 39
  Unusual targets
  charge attacks, 148
  damage, 148
  Upper arm actuator critical hit, 128
  • V •
  Vehicles, 20
  anti-’Mech attacks, 220
  armor-piercing ammunition, 140
  attack direction, 119
  basements, 179
  CASE damage, 134
  charge attacks, 148
  cluster hits against, 116
  critical damage, 124
  damage, 148
  data, 28
  destruction, 128
  displacement, 151
  drivers damage, 41
  forward arc, 105
  heat, 158
  height, 99
  hit location, 120
  infernos, 141
  kick attacks, 147
  moving through buildings, 167-68
  multiple targets modifier, 110
  physical attack, 144
  piloting, driving skill, 59
  rear arc, 105
  rotating firing arcs, 106
  skills, 39
  swarm attacks, 220-21, 222
  to-hit roll against, 115
  turret rotation, 99
  water hexes, 102
  Velocity, 75
  changing, 76 
  loss, 84
  record, 30
  Vertical liftoff modifiers table, 88
  Vessel data, 30
  Vibro-claw manipulator, 229
  battle armor, 218
  leg attacks, 220
  swarm attacks, 223
  VTOL (Vertical ta keoff and landing), 
  22, 25, 49
  carriers, 224
  carrying units, 90
  combat vehicle, 196-98
  combat vehicle critical hits 
  table, 196
  combat vehicle hit location 
  table, 196
  crashes, 68
  dismounting from, 91, 225
  driving skill, 67
  large support vehicles, hit 
  location, 206
  movement, 54-55
  MP, 225
  • W •
  Walking, 53
  Warriors, 39-42
  consciousness table, 42
  data, 27
  Warriors, 39-42
  WarShips, 26
  Washes, 286-87
  Water, 32, 53, 100, 296-97 
  active probe, 129
  crashes, 81
  heat, 159
  hexes, 48, 102
  intervening terrain, 100
  movement, 55
  physical attack, 144
  skidding into, 63
  swarm attack, 222
  Weapons, 113-14, 240
  aerospace units, 236, 238 
  attacks, 37-38, 103-4, 149
  critical hits, 128
  destroyed, 195
  firing, 37, 106-16, 119-23
  heat, 160
  infantry, 214
  inventory, 28
  malfunction, 196
  piloting skill, 61
  ProtoMechs, 184
  Wheeled vehicle, 22, 25
  WIGE (Wing in Ground Effect), 22, 25
  carriers, 224
  crashes, 68
  movement, 55-56
  vehicles, 199
  Wolf on Mountain, 44-47
  Woods, 100
  crashes, 81
  infantry, 214
  partial cover, 102
  Word of Blake, 266
  Wrecking ball, 143
  • X-Z •
  XL gyros, 126
  Zellbrigen, 274
  
  INNER SPHERE WEAPONS AND EQUIPMENT TABLE
  Damage
  Minimum
  Short
  Medium
  Long
  Ammo
  Aero Attack
  Aerospace
  To-Hit
  Item
  Type*
  Heat
  Value
  Range
  Range
  Range
  Range
  Per Ton
  Value††
  Range‡
  Modifier
  Direct-Fire Ballistic Weapons†††
  Autocannon/2
  DB, S
  1
  2
  4
  1–8
  9–16
  17–24
  45
  2
  Long
  0
  Autocannon/5
  DB, S
  1
  5
  3
  1–6
  7–12
  13–18
  20
  5
  Medium
  0
  Autocannon/10
  DB, S
  3
  10
  0
  1–5
  6–10
  11–15
  10
  10
  Medium
  0
  Autocannon/20
  DB, S
  7
  20
  0
  1–3
  4–6
  7–9
  5
  20
  Short
  0
  Light Gauss Rifle
  DB, X
  1
  8
  3
  1–8
  9–17
  18–25
  16
  8
  Extreme
  0
  Gauss Rifle
  DB, X
  1
  15
  2
  1–7
  8–15
  16–22
  8
  15
  Long
  0
  Heavy Gauss Rifle
  DB, X, V
  2
  25/20/10
  4
  1–6
  7–13
  14–20
  4
  25/20/10
  Long
  0
  LB 2-X AC
  DB, C/S/F‡‡
  1
  2
  4
  1–9
  10–18
  19–27
  45
  2
  Extreme
  0, –1†
  LB 5-X AC
  DB, C/S/F‡‡
  1
  5
  3
  1–7
  8–14
  15–21
  20
  3
  Long
  0, –1†
  LB 10-X AC
  DB, C/S/F‡‡
  2
  10
  0
  1–6
  7–12
  13–18
  10
  6
  Medium
  0, –1†
  LB 20-X AC
  DB, C/S/F‡‡
  6
  20
  0
  1–4
  5–8
  9–12
  5
  12
  Medium
  0, –1†
  Light AC/2
  DB, S
  1
  2
  0
  1–6
  7–12
  13–18
  45
  2
  Medium
  0
  Light AC/5
  DB, S
  1
  5
  0
  1–5
  6–10
  11–15
  20
  5
  Medium
  0
  Light Machine Gun
  DB, AI§
  0
  1
  0
  1–2
  3–4
  5–6
  200
  1
  Short
  0
  Machine Gun
  DB, AI§
  0
  2
  0
  1
  2
  3
  200
  2
  Short
  0
  Heavy Machine Gun
  DB, AI§
  0
  3
  0
  1
  2
  —
  100
  3
  Short
  0
  Nail/Rivet Gun
  DB, AI**
  0
  0**
  0
  1
  —
  —
  300
  0**
  —
  0
  Rotary AC/2
  DB, R/C
  1/Sht
  2/Sht, R6
  0
  1–6
  7–12
  13–18
  45
  8
  Medium
  0
  Rotary AC/5
  DB, R/C
  1/Sht
  5/Sht, R6
  0
  1–5
  6–10
  11–15
  20
  20
  Medium
  0
  Ultra AC/2
  DB, R/C
  1/Sht
  2/Sht, R2
  3
  1–8
  9–17
  18–25
  45
  3
  Extreme
  0
  Ultra AC/5
  DB, R/C
  1/Sht
  5/Sht, R2
  2
  1–6
  7–13
  14–20
  20
  7
  Long
  0
  Ultra AC/10
  DB, R/C
  4/Sht
  10/Sht, R2
  0
  1–6
  7–12
  13–18
  10
  15
  Medium
  0
  Ultra AC/20
  DB, R/C
  8/Sht
  20/Sht, R2
  0
  1–3
  4–7
  8–10
  5
  30
  Medium
  0
  Direct-Fire Energy Weapons
  ER Large Laser
  DE
  12
  8
  0
  1–7
  8–14
  15–19
  —
  8
  Long
  0
  ER Medium Laser
  DE
  5
  5
  0
  1–4
  5–8
  9–12
  —
  5
  Medium
  0
  ER Small Laser
  DE
  2
  3
  0
  1–2
  3–4
  5
  —
  3
  Short
  0
  Flamer 
  DE, H, AI§
  3
  2§§
  0
  1
  2
  3
  —
  2§§
  Short
  0
  Flamer (Vehicle)
  DE, H, AI§
  3
  2§§
  0
  1
  2
  3
  20
  2§§
  Short
  0
  Large Laser
  DE
  8
  8
  0
  1–5
  6–10
  11–15
  —
  8
  Medium
  0
  Medium Laser
  DE
  3
  5
  0
  1–3
  4–6
  7–9
  —
  5
  Short
  0
  Small Laser
  DE
  1
  3
  0
  1
  2
  3
  —
  3
  Short
  0
  Plasma Rifle
  DE, H
  10
  10**
  0
  1–5
  6–10
  11–15
  10
  10**
  Medium
  0
  Light PPC
  DE
  5
  5
  3
  1–6
  7–12
  13–18
  —
  5
  Medium
  0
  PPC
  DE
  10
  10
  3
  1–6
  7–12
  13–18
  —
  10
  Medium
  0
  Heavy PPC
  DE
  15
  15
  3
  1–6
  7–12
  13–18
  —
  15
  Medium
  0
  ER PPC
  DE
  15
  10
  0
  1–7
  8–14
  15–23
  —
  10
  Long
  0
  Snub-Nose PPC
  DE, V
  10
  10/8/5
  0
  1–9
  10–13
  14–15
  —
  10/8
  Medium
  0
  Pulse Weapons
  Large Pulse Laser
  P
  10
  9
  0
  1–3
  4–7
  8–10
  —
  9
  Medium
  –2
  Medium Pulse Laser
  P
  4
  6
  0
  1–2
  3–4
  5–6
  —
  6
  Short
  –2
  Small Pulse Laser
  P, AI§
  2
  3
  0
  1
  2
  3
  —
  3
  Short
  –2
  Missile Weapons‡‡‡
  LRM 5
  M, C, S
  2
  1/Msl, C5/5
  6
  1–7
  8–14
  15–21
  24
  3/4
  Long
  0
  LRM 10
  M, C, S
  4
  1/Msl, C5/10
  6
  1–7
  8–14
  15–21
  12
  6/8
  Long
  0
  LRM 15
  M, C, S
  5
  1/Msl, C5/15
  6
  1–7
  8–14
  15–21
  8
  9/12
  Long
  0
  LRM 20
  M, C, S
  6
  1/Msl, C5/20
  6
  1–7
  8–14
  15–21
  6
  12/16
  Long
  0
  MML 3**
  M, C, S
  LRM ammo
  —
  2
  1/Msl, C3/3
  6
  1–7
  8–14
  15–21
  40
  2/2
  Long
  0
  SRM ammo
  —
  2
  2/Msl, C2/3
  0
  1–3
  4–6
  7–9
  33
  4/4
  Short
  0
  MML 5** 
  M, C, S
  LRM ammo
  —
  3
  1/Msl, C5/5
  6
  1–7
  8–14
  15–21
  24
  3/4
  Long
  0
  SRM ammo
  —
  3
  2/Msl, C2/5
  0
  1–3
  4–6
  7–9
  20
  6/8
  Short
  0
  MML 7**
  M, C, S
  LRM ammo
  —
  4
  1/Msl, C5/7
  6
  1–7
  8–14
  15–21
  17
  4/6
  Long
  0
  SRM ammo
  — 
  4
  2/Msl, C2/7
  0
  1–3
  4–6
  7–9
  14
  8/12
  Short
  0
  MML 9**
  M, C, S
  LRM ammo
  —
  5
  1/Msl, C5/9
  6
  1–7
  8–14
  15–21
  13
  5/7
  Long
  0
  SRM ammo 
  —
  5
  2/Msl, C2/9
  0
  1–3
  4–6
  7–9
  11
  10/14
  Short
  0
  MRM 10
  M, C
  4
  1/Msl, C5/10
  0
  1–3
  4–8
  9–15
  24
  6
  Medium
  +1
  MRM 20
  M, C
  6
  1/Msl, C5/20
  0
  1–3
  4–8
  9–15
  12
  12
  Medium
  +1
  MRM 30
  M, C
  10
  1/Msl, C5/30
  0
  1–3
  4–8
  9–15
  8
  18
  Medium
  +1
  MRM 40
  M, C
  12
  1/Msl, C5/40
  0
  1–3
  4–8
  9–15
  6
  24
  Medium
  +1
  Narc Missile Beacon
  M, E, S
  0
  **
  0
  1–3
  4–6
  7–9
  6
  **
  **
  0
  Improved Narc Launcher
  M, E, S
  0
  **
  0
  1–4
  5–9
  10–15
  4
  **
  **
  0
  Rocket Launcher 10
  M, C, OS
  3
  1/Msl, C5/10
  0
  1–5
  6–11
  12–18
  OS
  6
  Medium
  +1
  Rocket Launcher 15
  M, C, OS
  4
  1/Msl, C5/15
  0
  1–4
  5–9
  10–15
  OS
  9
  Medium
  +1
  Rocket Launcher 20
  M, C, OS
  5
  1/Msl, C5/20
  0
  1–3
  4–7
  8–12
  OS
  12
  Medium
  +1
  SRM 2
  M, C, S
  2
  2/Msl, C2/2
  0
  1–3
  4–6
  7–9
  50
  2/4
  Short
  0
  SRM 4
  M, C, S
  3
  2/Msl, C2/4
  0
  1–3
  4–6
  7–9
  25
  4/6
  Short
  0
  SRM 6
  M, C, S
  4
  2/Msl, C2/6
  0
  1–3
  4–6
  7–9
  15
  8/10
  Short
  0
  Streak SRM 2
  M, C**
  2
  2/Msl, C2/2
  0
  1–3
  4–6
  7–9
  50
  4
  Short
  0
  Streak SRM 4
  M, C**
  3
  2/Msl, C2/4
  0
  1–3
  4–6
  7–9
  25
  8
  Short
  0
  Streak SRM 6
  M, C**
  4
  2/Msl, C2/6
  0
  1–3
  4–6
  7–9
  15
  12
  Short
  0
  Equipment
  A-Pod
  PB, OS, AI
  0
  **
  —
  —
  —
  —
  OS
  **
  —
  —
  B-Pods
  PB, OS, AI, X
  0
  **
  —
  —
  —
  —
  OS
  **
  —
  —
  Anti-Missile System
  PB
  1
  **
  —
  —
  —
  —
  12
  **
  —
  —
  Beagle Active Probe
  E
  —
  —
  —
  —
  —
  4
  —
  —
  **
  —
  Guardian ECM Suite
  E
  —
  —
  —
  —
  —
  6
  —
  —
  **
  —
  Machine Gun Array
  T
  **
  **
  **
  **
  **
  **
  **
  **
  **
  0
  TAG 
  E
  0
  —
  0
  1–5
  6–9
  10–15
  —
  —
  **
  —
  *See the Weapon and Equipment Types Table, p. 304, for abbreviation explanations, or Weapons and Equipment, p. 113, for 
  complete details. If weapon types are separated by a slash, then those weapon types all apply at once. For example, an 
  LB-X can either be fired as a Direct-Fire Ballistic Weapon, or as Cluster Weapon, which means it also has switchable ammo 
  and is flak capable. 
  **See Other Combat Weapons and Equipment, p. 129; for aerospace units, see Weapons and Equipment, p. 236.
  †When fired as a Cluster Weapon by non-aerospace units; aerospace units always apply the –1 to-hit modifier.
  ††For Missile Weapons, the number after the slash represents a missile weapon linked to Artemis IV FCS (see p. 130).
  †††Rapid-Fire Weapons display their Damage Value uniquely; i.e. an Ultra AC/2 is “2/Sht, R2”, meaning each shot that is fired 
  deals 2 points of damage (2/Sht) and it can fire a total of two shots in a turn (R2). 
  ‡Maximum range for weapons mounted on aerospace units; see Range Modifier, p. 235, in the Aerospace Units section.
  ‡‡May use Cluster Ammunition; see LB-X Weapons and Cluster Ammunition, pp. 120 and 141 respectively.
  ‡‡‡Missile Weapons display their Damage Value uniquely; i.e. an LRM 20 is “1/Msl, C5/20”, meaning each missile does 1 point 
  of damage (1/Msl), the largest Damage Value grouping is 5 (C5), and that 20 missiles are fired with each shot (/20).
  §See Burst-Fire Weapon Damage Vs. Conventional infantry Table, either p. 217 or p. 310.
  §§Against ’Mech/aerospace fighter/small craft targets only, every time the weapon is fired, before the to-hit roll is made, 
  the player may announce he is applying the Damage Value as heat to the target, in place of damage (see Heat-Causing 
  Weapon, p. 113).
  PAGE 303 
  
  CLAN WEAPONS AND EQUIPMENT TABLE
  Damage
  Minimum
  Short
  Medium
  Long
  Ammo
  Aero Attack
  Aero
  To-Hit
  Item
  Type*
  Heat
  Value
  Range
  Range
  Range
  Range
  Per Ton
  Value††
  Range‡
  Modifier
  Direct-Fire Ballistic Weapons†††
  LB 2-X AC
  DB, C/S/F‡‡
  1
  2
  4
  1–10
  11–20
  21–30
  45
  2
  Extreme
  0, –1†
  LB 5-X AC
  DB, C/S/F‡‡
  1
  5
  3
  1–8
  9–15
  16–24
  20
  3
  Long
  0, –1†
  LB 10-X AC
  DB, C/S/F‡‡
  2
  10
  0
  1–6
  7–12
  13–18
  10
  6
  Medium
  0, –1†
  LB 20-X AC
  DB, C/S/F‡‡
  6
  20
  0
  1–4
  5–8
  9–12
  5
  12
  Medium
  0, –1†
  AP Gauss Rifle
  DB, X, AI§
  1
  3
  0
  1–3
  4–6
  7–9
  40
  3
  Short
  0
  Gauss Rifle
  DB, X
  1
  15
  2
  1–7
  8–15
  16–22
  8
  15
  Long
  0
  HAG 20
  DB, X, C, F
  4
  C5/20**
  2
  1–8
  9–16
  17–24
  6
  16/12/12
  Long
  0
  HAG 30
  DB, X, C, F
  6
  C5/30**
  2
  1–8
  9–16
  17–24
  4
  24/18/18
  Long
  0
  HAG 40
  DB, X, C, F
  8
  C5/40**
  2
  1–8
  9–16
  17–24
  3
  32/24/24
  Long
  0
  Light Machine Gun
  DB, AI§
  0
  1
  0
  1–2
  3–4
  5–6
  200
  1
  Short
  0
  Machine Gun
  DB, AI§
  0
  2
  0
  1
  2
  3
  200
  2
  Short
  0
  Heavy Machine Gun
  DB, AI§
  0
  3
  0
  1
  2
  —
  100
  3
  Short
  0
  Nail/Rivet Gun
  DB, AI
  0
  0**
  0
  1
  —
  —
  300
  0**
  —
  0
  Ultra AC/2
  DB, R/C
  1/Sht
  2/Sht, R2
  2
  1–9
  10–18
  19–27
  45
  3
  Extreme
  0
  Ultra AC/5
  DB, R/C
  1/Sht
  5/Sht, R2
  0
  1–7
  8–14
  15–21
  20
  7
  Long
  0
  Ultra AC/10
  DB, R/C
  3/Sht
  10/Sht, R2
  0
  1–6
  7–12
  13–18
  10
  15
  Medium
  0
  Ultra AC/20
  DB, R/C
  7/Sht
  20/Sht, R2
  0
  1–4
  5–8
  9–12
  5
  30
  Medium
  0
  Direct-Fire Energy Weapons
  ER Large Laser
  DE
  12
  10
  0
  1–8
  9–15
  16–25
  —
  10
  Extreme
  0
  ER Medium Laser
  DE
  5
  7
  0
  1–5
  6–10
  11–15
  —
  7
  Medium
  0
  ER Small Laser
  DE
  2
  5
  0
  1–2
  3–4
  5–6
  —
  5
  Short
  0
  ER Micro Laser
  DE
  1
  2
  0
  1
  2
  3–4
  —
  2
  Short
  0
  Flamer 
  DE, H, AI§
  3
  2§§
  0
  1
  2
  3
  —
  2§§
  Short
  0
  Flamer (Vehicle)
  DE, H, AI§
  3
  2§§
  0
  1
  2
  3
  20
  2§§
  Short
  0
  Heavy Large Laser
  DE
  18
  16
  0
  1–5
  6–10
  11–15
  —
  16
  Medium
  +1
  Heavy Medium Laser
  DE
  7
  10
  0
  1–3
  4–6
  7–9
  —
  10
  Short
  +1
  Heavy Small Laser
  DE
  3
  6
  0
  1
  2
  3
  —
  6
  Short
  +1
  Plasma Cannon
  DE, H
  7
  0**
  0
  1–6
  7–12
  13–18
  10
  0**
  Medium
  0
  ER PPC
  DE
  15
  15
  0
  1–7
  8–14
  15–23
  —
  15
  Long
  0
  Pulse Weapons
  Large Pulse Laser
  P
  10
  10
  0
  1–6
  7–14
  15–20
  —
  10
  Long
  –2
  Medium Pulse Laser
  P
  4
  7
  0
  1–4
  5–8
  9–12
  —
  7
  Medium
  –2
  Small Pulse Laser
  P, AI§
  2
  3
  0
  1–2
  3–4
  5–6
  —
  3
  Short
  –2
  Micro Pulse Laser
  P, AI§
  1
  3
  0
  1
  2
  3
  —
  3
  Short
  –2
  Missile Weapons‡‡‡
  ATM 3**
  M, C, S
  2
  2/Msl, C5/3
  4
  1–5
  6–10
  11–15
  20
  4
  Medium
  0
  ATM 6**
  M, C, S
  4
  2/Msl, C5/6
  4
  1–5
  6–10
  11–15
  10
  10
  Medium
  0
  ATM 9**
  M, C, S
  6
  2/Msl, C5/9
  4
  1–5
  6–10
  11–15
  7
  14
  Medium
  0
  ATM 12**
  M, C, S
  8
  2/Msl, C5/12
  4
  1–5
  6–10
  11–15
  5
  20
  Medium
  0
  ATM ER Ammo
  —
  **
  1/Msl, C5/**
  4
  1–9
  10–18
  19–27
  **
  §§§
  Extreme
  0
  ATM HE Ammo
  —
  **
  3/Msl, C5/**
  0
  1–3
  4–6
  7–9
  **
  §§§
  Short
  0
  Narc Missile Beacon
  M, E, S
  0
  **
  0
  1–4
  5–8
  9–12
  6
  **
  **
  0
  LRM 5
  M, C, S
  2
  1/Msl, C5/5
  0
  1–7
  8–14
  15–21
  24
  3/4
  Long
  0
  LRM 10
  M, C, S
  4
  1/Msl, C5/10
  0
  1–7
  8–14
  15–21
  12
  6/8
  Long
  0
  LRM 15
  M, C, S
  5
  1/Msl, C5/15
  0
  1–7
  8–14
  15–21
  8
  9/12
  Long
  0
  LRM 20
  M, C, S
  6
  1/Msl, C5/20
  0
  1–7
  8–14
  15–21
  6
  12/16
  Long
  0
  SRM 2
  M, C, S
  2
  2/Msl, C2/2
  0
  1–3
  4–6
  7–9
  50
  2/4
  Short
  0
  SRM 4
  M, C, S
  3
  2/Msl, C2/4
  0
  1–3
  4–6
  7–9
  25
  4/6
  Short
  0
  SRM 6
  M, C, S
  4
  2/Msl, C2/6
  0
  1–3
  4–6
  7–9
  15
  8/10
  Short
  0
  Streak SRM 2
  M, C**
  2
  2/Msl, C2/2
  0
  1–4
  5–8
  9–12
  50
  4
  Medium
  0
  Streak SRM 4
  M, C**
  3
  2/Msl, C2/4
  0
  1–4
  5–8
  9–12
  25
  8
  Medium
  0
  Streak SRM 6
  M, C**
  4
  2/Msl, C2/6
  0
  1–4
  5–8
  9–12
  15
  12
  Medium
  0
  Equipment
  A-Pod
  PB, OS, AI
  0
  **
  —
  —
  —
  —
  OS
  **
  —
  —
  B-Pods
  PB, OS, AI, X
  0
  **
  —
  —
  —
  —
  OS
  **
  —
  —
  Anti-Missile System
  PB
  1
  **
  —
  —
  —
  —
  24
  **
  —
  —
  Active Probe
  E
  —
  —
  —
  —
  —
  5
  —
  —
  **
  —
  Light Active Probe
  E
  —
  —
  —
  —
  —
  3
  —
  —
  **
  —
  ECM Suite
  E
  —
  —
  —
  —
  —
  6
  —
  —
  **
  —
  Machine Gun Array
  T
  **
  **
  **
  **
  **
  **
  **
  **
  **
  0
  TAG
  E
  0
  —
  0
  1–5
  6–9
  10–15
  —
  —
  **
  —
  Light TAG
  E
  0
  —
  0
  1–3
  4–6
  7–9
  —
  —
  **
  —
  WEAPON AND EQUIPMENT TYPES TABLE
  See Weapons and Equipment, p. 113, for complete details of weapon and equipment types.
  AE: Area-Effect Weapon
  C: Cluster Weapon
  DE: Direct-Fire Energy Weapon
  DB: Direct-Fire Ballistic Weapon
  H: Heat-Causing Weapon
  M: Missile Weapon
  R: Rapid-Fire (Multi-Firing) Weapon
  V: Variable Damage
  AI: Anti-Infantry
  OS: One-Shot Weapon
  P: Pulse Weapon
  PB: Point-Blank Weapon
  E: Electronics
  CE: Counter-Electronics
  T: Targeting System
  S: Switchable Ammo Supply
  PE: Performance Enhancement
  F: Flak
  X: Explosive Weapon
  *See the Weapon and Equipment Types Table, below, for abbreviation explanations, or Weapons and Equipment, p. 113, for 
  complete details. If weapon types are separated by a slash, then those weapon types all apply at once. For example, an 
  LB-X can either be fired as a Direct-Fire Ballistic Weapon, or as Cluster Weapon, which means it also has switchable ammo 
  and is flak capable. 
  **See Other Combat Weapons and Equipment, p. 129; for aerospace units, see Weapons and Equipment, p. 236.
  †When fired as a Cluster Weapon by non-aerospace units; aerospace units always apply the –1 to-hit modifier.
  ††For Missile Weapons, the number after the slash represents a missile weapon linked to Artemis IV FCS (see p. 130).
  †††Rapid-Fire Weapons display their Damage Value uniquely; i.e. an Ultra AC/2 is “2/Sht, R2”, meaning each shot that is fired 
  deals 2 points of damage (2/Sht) and it can fire a total of two shots in a turn (R2). 
  ‡Maximum range for weapons mounted on aerospace units; see Range Modifier, p. 235, in the Aerospace Units section.
  ‡‡May use Cluster Ammunition; see LB-X Weapons and Cluster Ammunition, pp. 120 and 141 respectively.
  ‡‡‡Missile Weapons display their Damage Value uniquely; i.e. an LRM 20 is “1/Msl, C5/20”, meaning each missile does 1 point 
  of damage (1/Msl), the largest Damage Value grouping is 5 (C5), and that 20 missiles are fired with each shot (/20).
  §See Burst-Fire Weapon Damage Vs. Conventional infantry Table, either p. 217 or p. 310.
  §§Against ’Mech/aerospace fighter/small craft targets only, every time the weapon is fired, before the to-hit roll is made, the player 
  may announce he is applying the Damage Value as heat to the target, in place of damage (see Heat-Causing Weapon, p. 113).
  §§§Non-Bays: When using ER ammo, increase the range bracket to extreme and half the Attack Value (round up). When using 
  HE ammo, reduce the range bracket to short and then multiply the Attack Value by 1.5 (round up). Bays: If all the ATMs in a 
  given bay have at least one ton of each ammo type, the bay’s short range bracket Attack Value is multiplied by 1.5 (round 
  up), the medium range bracket remains the same, and it also has a long and extreme range brackets, with an Attack Value 
  that is halve (round up) the standard value. 
  AEROSPACE WEAPONS AND EQUIPMENT
  Item
  Heat
  Attack Value*
  Aerospace Range‡
  To-Hit Modifier
  Killer Whale
  20
  4
  Extreme
  0
  White Shark
  15
  3
  Extreme
  0
  Barracuda
  10
  2
  Extreme
  –2
  AR10
  †
  †
  †
  †
  Kraken-T‡
  50
  10
  Extreme
  0
  Killer Whale-T‡
  20
  4
  Extreme
  0
  White Shark-T‡
  15
  3
  Extreme
  0
  Barracuda-T‡
  10
  2
  Extreme
  0
  *Capital-scale damage; see p. Damage, p. 238
  †AR10 can fire Killer Whale, White Shark, or Barracuda missiles (but not tele-operated missiles) as long as the appropriate ammunition 
  is available.
  ‡See Tele-Operated Missiles, p. 251.
  PAGE 304 
  
  ADDITIONAL INNER SPHERE WEAPONS AND EQUIPMENT  FOR BATTLE ARMOR
  Item
  Type
  Damage 
   Value
  Minimum  
  Range
  Short  
  Range
  Medium  
  Range
  Long  
  Range
  To-Hit  
  Modifier
  Direct-Fire Ballistic Weapons
  “Firedrake” Support Needler
  DB, AI‡‡
  1
  0
  1
  2
  3
  0
  “David” Light Gauss Rifle
  DB
  1
  0
  1–3
  4–5
  6–8
  0
  “King David” Light Gauss Rifle
  DB
  1
  0
  1–3
  4–6
  7–9
  0
  Grand Mauler Gauss Cannon
  DB
  1
  0
  1–2
  3–4
  5
  0
  Magshot Gauss Rifle
  DB
  2
  0
  1–3
  4–6
  7–9
  0
  Tsunami Gauss Rifle
  DB
  1
  0
  1–2
  3–4
  5
  0
  Micro Grenade Launcher
  DB, AI, S§
  1
  0
  1
  2
  —
  0
  Heavy Grenade Launcher
  DB, AI, S§
  1
  0
  1
  2
  3
  0
  Light Mortar
  DB, AI, S§
  3
  1
  1
  2
  3
  0
  Heavy Mortar
  DB, AI, S§
  3
  2
  1-2
  3-4
  5-6
  0
  Light Recoilless Rifle
  DB, AI§
  2
  0
  1–2
  3–4
  5–6
  0
  Medium Recoilless Rifle
  DB, AI§
  3
  0
  1–2
  3–4
  5–6
  0
  Heavy Recoilless Rifle
  DB, AI§
  3
  0
  1–3
  4–5
  6–7
  0
  Direct-Fire Energy Weapons
  Flamer
  DE, H, AI§
  2§§
  0
  1
  2
  3
  0
  Man-Portable Plasma Rifle
  DE, H
  2§§
  0
  1–2
  3–4
  5–6
  0
  Support PPC
  DE
  2
  0
  1–2
  3–5
  6–7
  0
  Missile Weapons
  Compact Narc
  M, E
  **
  0
  1–2
  3–4
  5
  0
  LRM 1
  M, C, S
  1/Msl, C5/‡
  6
  1–7
  8–14
  15–21
  0
  LRM 2
  M, C, S
  1/Msl, C5/‡
  6
  1–7
  8–14
  15–21
  0
  LRM 3
  M, C, S
  1/Msl, C5/‡
  6
  1–7
  8–14
  15–21
  0
  LRM 4
  M, C, S
  1/Msl, C5/‡
  6
  1–7
  8–14
  15–21
  0
  LRM 5
  M, C, S
  1/Msl, C5/‡
  6
  1–7
  8–14
  15–21
  0
  MRM 1
  M, C, S
  1/Msl, C5/‡
  0
  1–3
  4–8
  9–15
  +1
  MRM 2
  M, C
  1/Msl, C5/‡
  0
  1–3
  4–8
  9–15
  +1
  MRM 3
  M, C
  1/Msl, C5/‡
  0
  1–3
  4–8
  9–15
  +1
  MRM 4
  M, C
  1/Msl, C5/‡
  0
  1–3
  4–8
  9–15
  +1
  MRM 5
  M, C
  1/Msl, C5/‡
  0
  1–3
  4–8
  9–15
  +1
  Rocket Launcher 1
  M, C
  1/Msl, C5/‡
  0
  1–3
  4–7
  8–12
  +1
  Rocket Launcher 2
  M, C
  1/Msl, C5/‡
  0
  1–3
  4–7
  8–12
  +1
  Rocket Launcher 3
  M, C
  1/Msl, C5/‡
  0
  1–3
  4–7
  8–12
  +1
  Rocket Launcher 4
  M, C
  1/Msl, C5/‡
  0
  1–3
  4–7
  8–12
  +1
  Rocket Launcher 5
  M, C
  1/Msl, C5/‡
  0
  1–3
  4–7
  8–12
  +1
  SRM 1
  M, C, S
  2/Msl, C2/‡
  0
  1–3
  4–6
  7–9
  0
  SRM 2
  M, C, S
  2/Msl, C2/‡
  0
  1–3
  4–6
  7–9
  0
  SRM 3
  M, C, S
  2/Msl, C2/‡
  0
  1–3
  4–6
  7–9
  0
  SRM 4
  M, C, S
  2/Msl, C2/‡
  0
  1–3
  4–6
  7–9
  0
  SRM 5
  M, C, S
  2/Msl, C2/‡
  0
  1–3
  4–6
  7–9
  0
  SRM 6
  M, C, S
  2/Msl, C2/‡
  0
  1–3
  4–6
  7–9
  0
  Equipment
  Light Probe
  E
  —
  —
  —
  —
  3
  —
  Light TAG
  E
  —
  0
  1–3
  4–6
  7–9
  —
  Pop-Up Mine ††
  E
  4
  —
  —
  —
  0
  —
  ADDITIONAL CLAN WEAPONS AND EQUIPMENT  FOR BATTLE ARMOR
  Item
  Type
  Damage 
   Value
  Minimum  
  Range
  Short  
  Range
  Medium  
  Range
  Long  
  Range
  To-Hit  
  Modifier
  Direct-Fire Ballistic Weapons
   “Bearhunter” Superheavy AC
  DB, AI‡‡
  3
  0
  0
  1
  2
  +1
  Heavy Grenade Launcher
  DB, C, AI§
  1
  0
  1
  2
  3
  0
  Light Recoilless Rifle
  DB, AI§
  2
  0
  1–2
  3–4
  4–6
  0
  Medium Recoilless Rifle
  DB, AI§
  3
  0
  1–2
  3–4
  4–6
  0
  Heavy Recoilless Rifle
  DB, AI§
  3
  0
  1–3
  4–5
  6–7
  0
  Direct-Fire Energy Weapons
  Flamer
  DE, H, AI§
  2§§
  0
  1
  2
  3
  0
  Support PPC
  DE
  2
  0
  1–2
  3–5
  6–7
  0
  Missile Weapons
  Compact Narc
  M, E
  **
  0
  1–2
  3–4
  5
  0
  LRM 1
  M, C, S
  1/Msl, C5/‡
  0
  1–7
  8–14
  15–21
  0
  LRM 2
  M, C, S
  1/Msl, C5/‡
  0
  1–7
  8–14
  15–21
  0
  LRM 3
  M, C, S
  1/Msl, C5/‡
  0
  1–7
  8–14
  15–21
  0
  LRM 4
  M, C, S
  1/Msl, C5/‡
  0
  1–7
  8–14
  15–21
  0
  LRM 5
  M, C, S
  1/Msl, C5/‡
  0
  1–7
  8–14
  15–21
  0
  SRM 1
  M, C, S
  2/Msl, C2/‡
  0
  1–3
  4–6
  7–9
  0
  SRM 2
  M, C, S
  2/Msl, C2/‡
  0
  1–3
  4–6
  7–9
  0
  SRM 3
  M, C, S
  2/Msl, C2/‡
  0
  1–3
  4–6
  7–9
  0
  SRM 4
  M, C, S
  2/Msl, C2/‡
  0
  1–3
  4–6
  7–9
  0
  SRM 5
  M, C, S
  2/Msl, C2/‡
  0
  1–3
  4–6
  7–9
  0 
  SRM 6
  M, C, S
  2/Msl, C2/‡
  0
  1–3
  4–6
  7–9
  0
  Advanced SRM 1†
  M, C
  2/Msl, C2/‡
  0
  1–4
  5–8
  9–12
  0
  Advanced SRM 2†
  M, C
  2/Msl, C2/‡
  0
  1–4
  5–8
  9–12
  0
  Advanced SRM 3†
  M, C
  2/Msl, C2/‡
  0
  1–4
  5–8
  9–12
  0
  Advanced SRM 4†
  M, C
  2/Msl, C2/‡
  0
  1–4
  5–8
  9–12
  0
  Advanced SRM 5†
  M, C
  2/Msl, C2/‡
  0
  1–4
  5–8
  9–12
  0
  Advanced SRM 6†
  M, C
  2/Msl, C2/‡
  0
  1–4
  5–8
  9–12
  0
  Equipment
  Light Probe
  E
   —
  —
   —
  —
  3
  —
  —
  *See the Weapon and Equipment Types Table, p. 304, for abbreviation explanations, or Weapons and Equipment, p. 113, for complete details.
  **See Other Combat Weapons and Equipment, p. 129
  †Add +1 to the die roll when rolling on the Cluster Hits Table.
  †† See p. 229 for the full rules for Pop-Up Mines.
  ‡See Missile Attacks, p. 218
  ‡‡Treat as Flamer on Burst-Fire Weapon Damage Vs. Conventional Infantry Table, see either p. 217 or p. 310.
  §See Burst-Fire Weapon Damage Vs. Conventional infantry Table, either p. 217 or p. 309.
  §§Against ’Mech/aerospace fighter/small craft targets only, every time the weapon is fired, before the to-hit roll is made, the player may 
  announce he is applying the Damage Value as heat to the target, in place of damage (see Heat-Causing Weapon, p. 113).
  PAGE 305 
  
  MOVEMENT COSTS TABLE
  1Only during the phase that the reactor shuts down. If the MechWarrior must make a Piloting Skill Roll for a ’Mech with a shutdown reactor, the ’Mech automatically falls; 
  in either case, if the ’Mech falls, the warrior automatically takes 1 point of damage (see Falling Damage to the MechWarrior, p. 69).
  2The modifier for a destroyed gyro is +6 when making a Piloting Skill Roll to avoid damaging the MechWarrior during an automatic fall.
  3The modifier for a destroyed leg is +5 when making a Piloting Skill Roll to avoid damaging the MechWarrior during an automatic fall.
  4Automatic fall if death from above attack is unsuccessful.
  5Ignore all modifiers from previous critical hits on that leg.
  6Do not add modifiers for other damaged actuators in the leg.
  7To avoid damage only. Does not result in a fall if Piloting Skill Roll fails. See Buildings, p. 166. Add an additional +1 modifier if unit is charging or being charged (in 
  addition to the +2 modifier normally required in that situation).
  PILOTING/DRIVING SKILL ROLL TABLE
  Situation
  Modifier
  Damage to ’Mech
  ’Mech takes 20+ damage points in 
  one phase
  +1
  ’Mech fusion (or fission) reactor shuts 
  down
  +31
  Leg/foot actuator destroyed
  +1
  Hip actuator destroyed
  +2
  Gyro hit
  +3
  Gyro destroyed
  Automatic fall2
  Leg destroyed
  Automatic fall3
  Physical Attacks Against ’Mech
  ’Mech was kicked
  0
  ’Mech was pushed
  0
  ’Mech was successfully charged/hit by 
  death from above
  +2
  Unit’s Actions
  ’Mech missed kick
  0
  ’Mech made a successful charging 
  attack
  +2
  ’Mech made death from above attack
  +44
  ’Mech entered Depth 1 water hex
  –1
  ’Mech entered Depth 2 water hex
  0
  ’Mech entered Depth 3+ water hex
  +1
  ’Mech attempted to stand
  0
  ’Mech entered rubble hex
  0
  Running/flanking unit moved after 
  facing change while on pavement
  See Skidding, 
  p. 62
  Situation
  Modifier
  Flanking VTOL/WiGE/Hover Vehicle 
  moved after facing change
  See 
  Sideslipping, 
  p. 67
  ’Mech jumped with damaged gyro or 
  leg/foot/hip actuators
  per Preexisting 
  Damage, below
  ’Mech jumped with destroyed leg
  per Preexisting 
  Damage, below
  ’Mech ran with damaged hip or gyro
  per Preexisting 
  Damage, below
  Special Cases
  MechWarrior trying to avoid damage 
  when his ’Mech is falling
  +1/every level 
  above 1
  IndustrialMech trying to avoid critical 
  damage when falling
  +1/every level 
  above 1
  IndustrialMech with ICE power plant 
  fails PSR (see Piloting/Driving Skill 
  Rolls, p. 59)
  0 (no additional 
  modifiers)
  Four-legged ’Mech with intact legs
  –2
  Unintentional charge
  +3
  ’Mech mounts small cockpit
  +1
  Preexisting Damage
  Per leg/foot actuator previously 
  destroyed
  +1
  Per hip actuator previously destroyed
  +25
  Gyro previously hit
  +3
  Leg previously destroyed
  +56
  Situation
  Modifier
  Skidding Movement
  Hexes moved in turn
  0–2
  –1
  3–4
  0
  5–7
  +1
  8–10
  +2
  11–17
  +4
  18–24
  +5
  25+
  +6
  Building Movement7
  Unit entering/leaving light building hex
  0
  Unit entering/leaving medium 
  building hex
  +1
  Unit entering/leaving heavy building 
  hex
  +2
  Unit entering/leaving hardened 
  building hex
  +5
  Hexes moved in turn
  1–2
  0
  3–4
  +1
  5–6
  +2
  7–9
  +3
  10–17
  +4
  18–24
  +5
  25+
  +6
  Movement Action/ 
  Terrain Type
  MP Cost Per Hex/Terrain 
  Cost
  Prohibited Units
  Cost to Enter Any Hex
  1
  Terrain Cost When Entering Any New Hex
  Clear
  +06
  Naval vessel
  Paved/Bridge
  +0
  Naval vessel
  Road
  +03
  Naval vessel
  Rough
  +1 
  Wheeled, Naval vessel
  Light woods
  +110 
  Wheeled9, Hover9, VTOL12, WiGE12, Naval vessel
  Heavy woods
  +211 
  Vehicles12, Naval vessel
  Water
  Depth 0
  +0
  Naval vessel
  Depth 1
  +11 (Level change MP cost not 
  included)
  Infantry14, Vehicles4, 7
  Depth 2+
  +31 (Level change MP cost not 
  included)
  Infantry14, Vehicles4, 7, IndustrialMechs8
  Level change (up or down)
  Movement Action/ 
  Terrain Type
  MP Cost Per Hex/Terrain 
  Cost
  Prohibited Units
  1 level
  +1 (’Mechs, VTOLs, subs, 
  ProtoMechs)
  +2 (infantry, ground vehicles)
  —
  2 levels
  +2 (’Mechs, VTOLs, subs)
  Infantry, Ground Vehicles, 
  WiGE13, ProtoMechs
  3+ levels
  +1/level (VTOLs, subs)
  ’Mechs, ProtoMechs, Infantry, 
  Ground Vehicles, WiGE13
  Rubble
  +11
  Wheeled, Naval vessel
  Light building
  +12
  VTOL, WiGE, Naval vessel
  Medium building
  +22
  VTOL, WiGE, Naval vessel
  Heavy building
  +32
  VTOL, WiGE, Naval vessel
  Hardened building
  +42
  VTOL, WiGE, Naval vessel
  Additional Movement Actions
  Facing change
  1/hexside5
  Dropping to the ground (’Mech only)
  1
  Standing up (’Mech only)
  2/attempt
  1 MP cost to move along the bottom of a water hex; Piloting Skill Roll required to prevent falling.
  2 Piloting Skill Roll required to prevent damage; infantry pays only 1 MP (except mechanized infantry, which pays 2 MP) to enter any building 
  hex.
  3 If traveling along road; otherwise cost of underlying terrain.
  4 Hovercraft and WiGEs may enter all water hexes along the surface and may enter such hexes using flanking movement.
  5 No cost for infantry.
  6 If a wheeled Support Vehicle lacks the Off-Road chassis modification, then movement costs 1 additional MP per hex.
  7 Wheeled or tracked Support Vehicles with the Amphibious chassis modification can move through any water hex on the surface at a cost 
  of 2 MP (see p. 56).
  8 IndustrialMechs can enter a Depth 2 or greater water hex. However, the IndustrialMechs must mount either a fuel cells, fission or fusion 
  power plant and must mount the Environmental Sealing Chassis and Controls modification to do so. If the IndustrialMech does not meet 
  those requirements, it is considered destroyed if they remain in a Depth 2 or greater water hex (or prone in a Depth 1 water hex) in the End 
  Phase of the turn immediately following the turn in which they entered it.
  9 Hover and Wheeled Support Vehicles with either the Monocycle or Bicycle chassis modification can enter a light woods hex.
  10 Infantry pays only 1 MP (except permitted mechanized infantry, which pays 2 MP) to enter any light woods hex.
  11 Infantry pays only 2 MP to enter any heavy woods hex.
  12 VTOL and WiGE vehicles can enter a woods hex provided their elevation is higher than the level of the woods in the hex.
  13 This only applies to WiGE units entering a hex whose level is higher than the unit’s current hex; see Wing-In-Ground-Effect, p. 55, for rules 
  governing entering hexes whose level is lower than the unit’s current hex.
  14 Infantry can enter a water hex of Depth 1 or deeper if they are noted as having UMU MPs.
  PAGE 52
  PAGE 60
  FACING AFTER FALL TABLE 
  Die Roll (1D6)
  New Facing
  Hit Location
  1
  Same Direction
  Front
  2
  1 Hexside Right
  Right Side
  3
  2 Hexsides Right
  Right Side
  4
  Opposite Direction
  Rear
  5
  2 Hexsides Left
  Left Side
  6
  1 Hexside Left
  Left Side
  PAGE 68
  PAGE 306 
  
  ATTACK MODIFIERS TABLE 
  All Attacks: Weapons and Physical 
  Modifier
  Attacker
  Movement (modifiers are cumulative)*
  Stationary 
  None
  Walked/Cruised 
  +1
  Ran/Flanked
  +2
  Jumped 
  +3
  Prone
  +2 (does not apply to four-legged ’Mechs)
  Skidding
  +1
  Terrain (modifiers are cumulative)
  Light Woods 
  +1 per intervening hex; +1 if target in light woods
  Heavy Woods 
  +2 per intervening hex; +2 if target in heavy 
  woods
  Water**
  Depth 1
  +1; see Partial Cover, p. 102
  Depth 2 
  Underwater units cannot target units that are not 
  underwater (see Terrain Modifiers, p. 108).
  Partial Cover 
  +1; see Partial Cover, p. 102
  Target (modifiers are cumulative)
  Prone 
  –2 from adjacent hex; +1 from all others†
  Immobile
   –4 (Includes Grounded DropShips)
  Skidding
  +2
  Movement
  Moved 0–2 hexes 
  0
  Moved 3–4 hexes 
  +1
  Moved 5–6 hexes 
  +2
  Moved 7–9 hexes
  +3
  Moved 10–17 hexes 
  +4
  Moved 18–24 hexes
  +5
  Moved 25+ hexes
  +6
  Jumped/Airborne (non-aerospace units)
  +1 additional
  Battle armor unit 
  (only applies to non-infantry attackers)
  +1
  Airborne aerospace unit at Altitude 1
  (NOE) (attacker in attack/flight path)
  +1
  Airborne aerospace unit at Altitude 1
  (NOE) (attacker not in attack/flight path)
  +3
  Weapon Attacks Only
  Modifier
  Attacker
  ’Mech Damage
  Sensor hit 
  +2
  Shoulder hit 
  +4 for weapons in arm, disregard other damaged 
  actuators in arm
  Upper or lower arm actuator (each) 
  +1 for weapons in arm
  Heat
  0–7 
  None
  8–12 
  +1
  13–16 
  +2
  17–23
  +3
  24+
  +4
  CLUSTER HITS TABLE 
  Die Roll
  (2D6)
  Weapon Size
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  40
  2
  1
  1
  1
  1
  2
  2
  3
  3
  3
  4
  4
  4
  5
  5
  5
  5
  6
  6
  6
  7
  7
  7
  8
  8
  9
  9
  9
  10
  10
  12
  3
  1
  1
  2
  2
  2
  2
  3
  3
  3
  4
  4
  4
  5
  5
  5
  5
  6
  6
  6
  7
  7
  7
  8
  8
  9
  9
  9
  10
  10
  12
  4
  1
  1
  2
  2
  3
  3
  4
  4
  4
  5
  5
  5
  6
  6
  7
  7
  8
  8
  9
  9
  9
  10
  10
  10
  11
  11
  11
  12
  12
  18
  5
  1
  2
  2
  3
  3
  4
  4
  5
  6
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  13
  14
  15
  16
  16
  17
  17
  17
  18
  18
  24
  6
  1
  2
  2
  3
  4
  4
  5
  5
  6
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  13
  14
  15
  16
  16
  17
  17
  17
  18
  18
  24
  7
  1
  2
  3
  3
  4
  4
  5
  5
  6
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  13
  14
  15
  16
  16
  17
  17
  17
  18
  18
  24
  8
  2
  2
  3
  3
  4
  4
  5
  5
  6
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  13
  14
  15
  16
  16
  17
  17
  17
  18
  18
  24
  9
  2
  2
  3
  4
  5
  6
  6
  7
  8
  9
  10
  11
  11
  12
  13
  14
  14
  15
  16
  17
  18
  19
  20
  21
  21
  22
  23
  23
  24
  32
  10
  2
  3
  3
  4
  5
  6
  6
  7
  8
  9
  10
  11
  11
  12
  13
  14
  14
  15
  16
  17
  18
  19
  20
  21
  21
  22
  23
  23
  24
  32
  11
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  40
  12
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  40
  Weapon Attacks Only
  Modifier
  Making indirect LRM attack 
  +1
  Attacker is IndustrialMech***
  +1
  Grounded DropShip
  –2
  Range and Terrain
  Range
  Short 
  None
  Medium 
  +2
  Long 
  +4
  Minimum range 
  [Minimum] – [Target Range] +1 (see Minimum Range 
  Modifier, p. 107)
  Each Intervening Hex/Level between 
  Attacker and Target (as well as target’s 
  hex) in same multi-hex building
  +1 per hex/level (maximum +3); see Combat Within 
  Buildings, p. 175
  Target
  Secondary target in forward arc 
  +1
  Secondary target in side or rear arc 
  +2
  Large Support Vehicle or 
   Grounded Small Craft
  –1
  Physical Attacks Only
  Attacker
  ’Mech Damage
  Shoulder hit 
  No punching or physical weapon attack with arm; no 
  clubbing attacks; +2 to pushing attack (each)
  Upper or lower arm actuator hit 
  (each) 
  +2 to punching and physical weapon attack with 
  arm; half damage for punching attack with arm; +2 
  to clubbing attacks
  Hand actuator hit 
  +1 to punching attack with arm; no clubbing attacks; 
  no physical weapon attack with arm
  Hip actuator hit 
  No kicking attacks
  Upper or lower leg actuator hit 
  (each) 
  +2 and half damage to kicking attack with that leg
  Foot actuator hit 
  +1 to kicking attack with that leg
  Target
  Infantry 
  +3 to kicking and death from above attacks
  Large Support Vehicle or  
  Grounded Small Craft 
  –2
  Other Modifiers
  Charging attack: Modify for relative Piloting Skills (see p. 40)
  Death from above attack: Modify for relative Piloting Skills (see p. 40)
  *Does not apply to infantry units.
  **See Terrain Modifiers, p. 108, for exceptions.
  ***If the IndustrialMech mounts advanced fire control, this modifier does not apply.
  † Does not necessarily apply to Four-legged ‘Mechs (see Firing When Down, p. 113).
  PAGE 116
  PAGES 117-118
  PAGE 307 
  
  ’MECH HIT LOCATION TABLE
  Die Roll
  (2D6) 
  Biped (Four-legged)
  Left Side 
  Front/Rear 
  Right Side
  2* 
  Left Torso [critical]
  Center Torso [critical]
  Right Torso [critical]
  3 
  Left Leg (Left Rear Leg)
  Right Arm (Right Front Leg)
  Right Leg (Right Rear Leg)
  4
   Left Arm (Left Front Leg)
  Right Arm (Right Front Leg)
  Right Arm (Right Front Leg)
  5 
  Left Arm (Left Front Leg)
  Right Leg (Right Rear Leg)
  Right Arm (Right Front Leg)
  6 
  Left Leg (Left Rear Leg)
  Right Torso 
  Right Leg (Right Rear Leg)
  7 
  Left Torso 
  Center Torso 
  Right Torso
  8 
  Center Torso 
  Left Torso 
  Center Torso
  9 
  Right Torso 
  Left Leg (Left Rear Leg)
  Left Torso
  10 
  Right Arm (Right Front Leg)
  Left Arm (Left Front Leg)
  Left Arm (Left Front Leg)
  11 
  Right Leg (Right Rear Leg)
  Left Arm (Left Front Leg)
  Left Leg (Left Rear Leg)
  12 
  Head 
  Head 
  Head
  *A result of 2 may inflict a critical hit. Apply damage to the armor in that section in the normal manner, but the attacking player also rolls once 
  on the Determining Critical Hits Table, p. 124.
  DETERMINING CRITICAL HITS TABLE
  Die Roll (2D6)†
  Effect
  2–7
  No Critical Hit
  8–9
  Roll 1 Critical Hit Location
  10–11
  Roll 2 Critical Hit Locations
  12
  Head/Limb Blown Off;  
  Roll 3 Critical Hit Locations*
  *Roll 3 critical hit locations if the attack strikes the torso.
  †When rolling for damage inflicted on an IndustrialMech, add +2 to the dice 
  roll result. Treat a modified result of 13 as a 12. On a modified result of 
  14, the IndustrialMech’s head or limb is blown off. If the hit struck a torso 
  location, make four critical hit rolls.
  Attack Type
  Modifier
  Charging
  +0*
  Clubbing
  –1
  Death From Above (DFA)
  +0*†
  Kicking
  –2
  Punching
  +0
  Pushing
  –1
  ’MECH PUNCH LOCATION TABLE
  D6 Roll 
  Result
  Left Side
  Biped
   Front/Rear
  Right Side
  D6 Roll 
  Result
  Left Side
  Four-Legged
  Front/Rear
  Right Side
  1
  Left Torso
  Left Arm
  Right Torso
  1
  Left Torso
  Left Front Leg/
  Left Rear Leg
  Right Torso
  2
  Left Torso
  Left Torso
  Right Torso
  2
  Left Torso
  Left Torso
  Right Torso
  3
  Center Torso
  Center Torso
  Center Torso
  3
  Center Torso
  Center Torso
  Center Torso
  4
  Left Arm
  Right torso
  Right Arm
  4
  Left Front Leg
  Right Torso
  Right Front Leg
  5
  Left Arm
  Right Arm
  Right Arm
  5
  Left Rear Leg
  Right Front Leg/
  Right Rear Leg
  Right Rear Leg
  6
  Head
  Head
  Head
  6
  Head
  Head
  Head
  DIFFERENT LEVELS TABLE
  Target is:
  Allowed Physical Attack
  Standing ’Mech 1 level 
  higher
  Charge, Punch (Kick Table), Club (Kick 
  Table), Physical Weapon (Kick Table)
  Standing ’Mech 1 level 
  lower
  Charge, Kick (Punch Table), Club (Punch 
  Table), Physical Weapon (Punch Table)
  Prone ’Mech, 
  ProtoMech, Vehicle or 
  infantry 1 level higher
  Punch, Club, Physical Weapon
  Prone ’Mech, 
  ProtoMech, Vehicle or 
  infantry 1 level lower 
  None
  Note: A ´Mech can always make a death from above attack if it has the necessary Jumping 
  MP, provided the target is valid.
  TERRAIN FACTOR AND CONVERSION TABLE 
  Terrain Factor
  Former Terrain
  New Terrain
  Heavy Woods: 90
  Heavy Woods
  Light Woods
  Light Woods: 50
  Light Woods
  Rough
  Rough: 0
  All others
  No change
  HEAT POINT TABLE 
  Activity 
  Heat Points
  Walking
  +1 per turn 
  Running
  +2 per turn
  Jumping
  +1 per hex (minimum of 3 per turn)
  Attempting to 
  stand
  +1 per attempt 
  Weapons fire
  Per Weapons and Equipment Tables, p. 303
  Heat-Causing  
  Weapons 
  Per Weapons and Equipment Tables, p. 303, or 
  Other Combat Weapons and Equipment, p. 129
  Heat sink
  –1 per operational heat sink; –2 per operational 
  double heat sink
  –1 additional per operational single heat sink under 
  water (maximum 6 points)
  –2 additional per operational double heat sink 
  underwater (maximum 6 points)
  First engine hit
  +5 per turn
  2nd engine hit
  +10 (total) per turn
  UNIT HEIGHTS TABLE 
  Type
  Heights*
  ’Mech
  2 levels**
  ProtoMechs, vehicles, infantry and fighters
  1 level
  Submarines
  1 depth***
  Large Support Vehicles and small craft
  2 levels
  Aerodyne DropShips
  5 levels
  Spheroid DropShips
  10 levels
  *A unit’s height levels (or elevations, if airborne) must be included in the level of the 
  underlying hex for determining a unit’s total height; the height of aerospace units 
  for LOS purposes is irrelevant while airborne.
  **Prone ’Mechs rise one level above the level of the underlying hex.
  ***A vessel on the surface rises 1 level above the level of the hex.
  PHYSICAL WEAPON ATTACKS TABLE
  Weapon Type
  To-Hit 
  Modifier
  Damage Value
  To-Hit Location 
  Table
  Firing 
  Arc**
  Affected by 
  TSM
  To-Hit/Damage Value 
  Affected by Actuator Damage
  Backhoe
  +1
  6
  Standard
  Arm
  Yes
  Yes/Yes
  Chainsaw
  +0
  5†
  Standard
  Arm
  No
  Yes/No
  Combine
  –2
  3†
  Standard
  Arm
  No
  Yes/No
  Dual Saw
  +0
  7†
  Standard
  Arm
  No
  Yes/No
  Hatchet
  –1
  1/per 5 tons††
  Standard*
  Arm
  Yes
  Yes/Yes
  Heavy-Duty Pile Driver
  +2
  9
  Standard
  Forward
  No
  Yes/No
  Mining Drill
  –1
  4
  Standard
  Arm
  No
  Yes/No
  Retractable Blade
  –2
  1/per 10 tons‡
  Standard*
  Arm
  Yes
  Yes§§/Yes
  Rock Cutter
  +1
  5
  Standard
  Arm
  No
  Yes/No
  Spot Welder
  +0
  5‡‡
  Punch
  Arm
  No
  Yes/No
  Sword
  –2
  1/per 10 tons +1‡
  Standard*
  Arm
  Yes
  Yes/Yes
  Wrecking Ball
  +1
  8§
  Standard
  Forward
  No
  Yes/No
  *Whenever one unit charges or DFAs another, compare 
  their Piloting Skill Ratings and use the difference 
  between the two skill ratings as a modifier to the 
  to-hit number. If the target’s skill rating is lower, 
  add the modifier to the to-hit number. If the 
  attacker’s Piloting Skill Rating is lower, subtract the 
  modifier from the to-hit number.
  †All the normal attack modifiers apply, including the 
  attacker’s jumping movement, but the roll is not 
  modified for terrain. For DFA attacks against infantry targets, apply an additional +3 to-hit modifier (because 
  infantry units have no Piloting Skill, neither player needs to add a modifier for relative Piloting Skill Rating).
  PHYSICAL ATTACK MODIFIERS TABLE
  ’MECH KICK LOCATION TABLE
  D6 
  Roll 
  Result
  Left Side
  Biped
  Right Side
  Front/Rear
  1–3
  Left Leg
  Right Leg
  Right Leg
  4–6
  Left Leg
  Left Leg
  Right Leg
  Four-legged
  1-3
  Left Front Leg
  Right Front Leg/
  Right Rear Leg
  Right Front 
  Leg
  4-6
  Left Rear Leg
  Left Front Leg/
  Left Rear Leg
  Right Rear Leg
  PAGE 119
  PAGE 144
  PAGE 112
  PAGE 124
  PAGE 145
  PAGE 150
  PAGE 99
  PAGE 147
  PAGE 159
  PAGE 146
  *Roll normally on the ’Mech Hit Location Table. Alternatively, when the controlling player announces the 
  physical weapon attack, he may also announce that he will use the Punch or Kick Hit Location Table to 
  resolve damage if the attack succeeds, in which case apply a +4 modifier in addition to all the standard 
  modifiers, including the standard to-hit modifier for the weapon (this modifier does not apply when 
  attacking on a Punch/Kick Location Table due to attacks from different levels; see p. 150)
  **Forward: the target of a physical weapon attack can only be in the ’Mech’s forward arc. Arm: the target 
  of a physical weapon attack can be in the ’Mech’s forward arc or in the side arc corresponding to the 
  arm in which the equipment is mounted.
  †1D6 against conventional infantry.
  ††A successful attack does 1 point of damage for every 5 tons that the attacking ’Mech weighs. 
  ‡A successful attack does 1 point of damage for every 10 tons that the attacking ’Mech weighs (round up); 
  +1 to that Damage Value for a sword.
  ‡‡Whenever the spot welder is used in a physical weapon attack, it generates 2 points of heat.
  § On any to-hit roll result of 2, the ball has successfully delivered a self-inflicted hit against the attacker 
  rather than the target. Such a self-inflicted strike causes half the normal damage and is resolved using 
  the Front Hit Location Table. Immediately after sustaining damage from a self-inflicted wrecking ball 
  hit, the player must make a Piloting Skill Roll to avoid falling from being thrown off-balance by this 
  critical failure.
  §§Damage to the hand actuator (or the absence of a hand actuator) in the arm mounting this equipment 
  does not modify the to-hit number of the attack.
  PAGE 308 
  
  PROTOMECH  
  HIT LOCATION TABLE 
  2D6 Result
  Hit Location
  2
  Main Gun
  3
  * Near Miss
  4
  Right Arm
  5
  Legs
  6
  Torso
  7
  Torso
  8
  Torso
  9
  Legs
  10
  Left Arm
  11
  * Near Miss
  12
  Head
  *A result of 3 or 11 inflicts no damage on the target. In 
  the case of a kick attack from a ’Mech, a Near Miss on 
  the ProtoMech Hit Location Table does not force the 
  attacking ’Mech to make a Piloting Skill Roll.
  SPECIAL PROTOMECH  
  HIT LOCATION TABLE 
  2D6 Result
  Hit Location*
  2
  Main Gun
  3
  Legs
  4
  Legs
  5
  Right Arm
  6
  Torso
  7
  Torso
  8
  Torso
  9
  Left Arm
  10
  Legs
  11
  Legs
  12
  Head
  *Use Special ProtoMech Hit Location Table when determining 
  damage under the following circumstances: area-affect 
  weapons, building collapse, crashing aerospace units, falling 
  and collisions with skidding units.
  GROUND COMBAT VEHICLE HIT LOCATION TABLE
   
  Attack Direction
  2D6 
  Roll 
  Front 
  Rear
   Side§
  2* 
  Front (critical) 
  Rear (critical) 
  Side  (critical) 
  3 
  Front† 
  Rear† 
  Side† 
  4 
  Front† 
  Rear† 
  Side† 
  5 
  Right Side†
  Left Side†
  Front† 
  6 
  Front 
  Rear 
  Side 
  7 
  Front 
  Rear 
  Side 
  8 
  Front 
  Rear 
  Side (critical)*
  9 
  Left Side† 
  Right Side† 
  Rear† 
  10 
  Turret 
  Turret
  Turret
  11 
  Turret 
  Turret
  Turret 
  12* 
  Turret (critical)
   Turret (critical) 
  Turret (critical) 
  *A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. 
  For each result of 2 or 12 (or 8 for side attacks), apply damage normally to the armor in that 
  section. The attacking player then automatically rolls once on the Ground Combat Vehicle 
  Critical Hits Table, p. 194. A result of 12 on the Ground Combat Vehicle Hit Location Table 
  may inflict a critical hit against the turret; if the vehicle has no turret, a 12 indicates the 
  chance of a critical hit on the side corresponding to the attack direction.
  †The vehicle may suffer motive system damage even if its armor remains intact. Apply 
  damage normally to the armor in that section, but the attacking player also rolls once 
  on the Motive System Damage Table, at right. Apply damage at the end of the phase in 
  which the damage takes effect.
  §Side hits strike the side as indicated by the attack direction. For example, if an attack hits 
  the right side, all Side results strike the right side armor. If the vehicle has no turret, a 
  turret hit strikes the armor on the side attacked.
  MOTIVE SYSTEM DAMAGE TABLE
  2D6 Roll
    Effect*
  2–5
  No effect
  6–7  
  Minor damage; +1 modifier to all Driving 
  Skill Rolls 
  8–9
  Moderate damage; –1 Cruising MP, +2 
  modifier to all Driving Skill Rolls
  10–11
  Heavy damage; only half Cruising MP (round 
  fractions up), +3 modifier to all Driving 
  Skill Rolls
  12+ 
  Major damage; no movement for the rest of 
  the game. Vehicle is immobile.
  Attack Direction Modifier:
  Hit came from the rear
  +1
  Hit came from the sides
  +2
  Vehicle Type Modifiers:
  Tracked, Naval 
  +0
  Wheeled 
  +2
  Hovercraft, Hydrofoil 
  +3
  WiGE
   
  +4
  *All movement and Driving Skill Roll penalties are cumulative. However, each 
  Driving Skill Roll modifier can only be applied once. If a unit’s Cruising MP is reduced 
  to 0, it cannot move for the rest of the game, but is not considered an immobile 
  target. In addition, all motive system damage takes effect at the end of the phase 
  in which the damage occurred. For example, if two units are attacking the same 
  Combat Vehicle during the Weapon Attack Phase and the first unit inflicts motive 
  system damage and rolls a 12, the –4 immobile target modifier would not apply 
  for the second attacker. However, the –4 modifier would take effect during the 
  Physical Attack Phase. If a hover vehicle is rendered immobile while over a Depth 1 
  or deeper water hex, it sinks and is destroyed.
  GROUND COMBAT VEHICLE CRITICAL HITS TABLE
   
  2D6 
  Roll 
  Hit Location
  Front 
  Side 
  Rear 
  Turret
  2–5 
  No Critical Hit 
  No Critical Hit 
  No Critical Hit 
  No Critical Hit
  6 
  Driver Hit 
  Cargo/Infantry Hit 
  Weapon Malfunction 
  Stabilizer
  7 
  Weapon 
  Malfunction 
  Weapon 
  Malfunction 
  Cargo/Infantry Hit 
  Turret Jam
  8 
  Stabilizer 
  Crew Stunned 
  Stabilizer
  Weapon 
  Malfunction
  9
   Sensors 
  Stabilizer 
  Weapon Destroyed 
  Turret Locks
  10 
  Commander Hit 
  Weapon Destroyed 
  Engine Hit 
  Weapon 
  Destroyed
  11 
  Weapon Destroyed 
  Engine Hit 
  Ammunition** 
  Ammunition**
  12 
  Crew Killed 
  Fuel Tank* 
  Fuel Tank* 
  Turret Blown Off
  *If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
  **If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
  LARGE GROUND SUPPORT VEHICLE HIT LOCATION TABLE
  Attack Direction
  2D6 Roll 
  Front 
  Rear
   Front Side§
  Rear Side§
  2* 
  Front (critical) 
  Rear (critical) 
  Side (critical) 
  Side (critical)
  3 
  Right Side† 
  Left Side† 
  Front† 
  Rear†
  4 
  Front†
  Rear† 
  Side† 
  Side†
  5 
  Front†
  Rear† 
  Side 
  Side
  6 
  Front 
  Rear 
  Side 
  Side
  7 
  Front 
  Rear 
  Side 
  Side
  8 
  Front 
  Rear 
  Side (critical)*
  Side (critical)*
  9 
  Front† 
  Rear† 
  Side† 
  Side†
  10 
  Turret 
  Turret
  Turret 
  Turret
  11 
  Turret 
  Turret
  Turret
  Turret
  12* 
  Turret (critical)
   Turret (critical) 
   Turret (critical) 
  Turret (critical)
  *A result of 2 or 12 (or 8 if the attack strikes the side) may inflict a critical hit. For each such roll result, apply damage normally to the 
  armor in that section. The attacking player then rolls once on the Ground Combat Vehicle Critical Hits Table, p. 194. A result of 12 
  on this roll may inflict a critical hit against the turret. If the vehicle has no turret, a 12 indicates the chance of a critical hit on the 
  side corresponding to the attack direction.
  †The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in that section, 
  but the attacking player also rolls once on the Motive System Damage Table, p. 193 (applying damage at the end of the phase in 
  which the damage takes effect).
  §If the attack hits the front right side, all Front Side results strike the front right side armor, while Rear Side results strike the rear right 
  side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
  PAGE 193
  PAGE 193
  VTOL COMBAT VEHICLE  
  HIT LOCATION TABLE
  2D6 
  Roll 
  Front
  Rear
  Side
  2* 
  Front (critical)
  Rear (critical)
  Side (critical)
  3 
  Rotors†
  Rotors†
  Rotors†
  4 
  Rotors†
  Rotors†
  Rotors†
  5 
  Right Side 
  Left Side 
  Front
  6 
  Front 
  Rear 
  Side
  7 
  Front 
  Rear 
  Side
  8 
  Front 
  Rear 
  Side (critical)*
  9
  Left Side 
  Right Side 
  Rear
  10 
  Rotors†
  Rotors†
  Rotors†
  11 
  Rotors†
  Rotors†
  Rotors†
  12* 
  Rotors 
  (critical)†
  Rotors 
  (critical)†
  Rotors (critical)†
   
   
   
  *A result of 2 or 12 (or 8 if the attack strikes the side) may inflict a critical hit on the 
  VTOL. For each such attack, apply damage normally to the armor in that section. 
  The attacking player then immediately rolls once on the VTOL Combat Vehicle 
  Critical Hits Table, below.
  †Damage Value / 10 (round up); see Rotor Hits, p. 197. Additionally, damage to the 
  rotors slows down the VTOL. Each hit reduces the VTOL’s Cruising MP by 1, meaning 
  that the controlling player must also recalculate Flank MP; multiply the new Cruising 
  MP by 1.5 and round up. As with all damage, such movement penalties do not apply 
  until the end of the phase in which the damage occurred.
  PAGE 196
  VTOL COMBAT VEHICLE CRITICAL HITS TABLE
   2D6 
  Roll 
  Hit Location
  Front 
  Side 
  Rear 
  Rotors
  2–5 
  No Critical Hit 
  No Critical Hit 
  No Critical Hit 
  No Critical Hit
  6 
  Co-Pilot Hit 
  Weapon Malfunction 
  Cargo/Infantry Hit 
  Rotor Damage
  7 
  Weapon Malfunction 
  Cargo/Infantry Hit 
  Weapon Jam 
  Rotor Damage
  8 
  Stabilizer 
  Stabilizer 
  Stabilizer 
  Rotor Damage
  9 
  Sensors 
  Weapon Destroyed 
  Weapon Destroyed 
  Flight Stabilizer Hit
  10 
  Pilot Hit 
  Engine Damage 
  Sensors 
  Flight Stabilizer Hit
  11 
  Weapon Destroyed 
  Ammunition** 
  Engine Damage 
  Rotors Destroyed
  12 
  Crew Killed 
  Fuel Tank* 
  Fuel Tank* 
  Rotors Destroyed
  *Only if the VTOL has an ICE engine. For VTOLs with fusion engines, treat this result as Engine Hit.
  **If the VTOL carries no ammunition, treat this result as Weapon Destroyed.
  PAGE 196
  PAGE 194
  PAGE 206
  PAGE 185
  PAGE 185
  PHYSICAL ATTACKS AGAINST  
  VTOL VEHICLES TABLE
  Difference in Levels
  Type of Physical Attack Allowed
  –1 or lower
  None
  0
  All except Punch
  1–2
  All except Kick
  3
  Club and Physical Weapons only
  4+
  None
  PAGE 198
  PAGE 309 
  
  INFANTRY DAMAGE 
   IN BUILDINGS TABLE
  Building 
  Type
  Damage to Infantry is:
  Light
  75 percent of damage to building
  Medium
  50 percent of damage to building
  Heavy
  25 percent of damage to building
  Hardened
  None
  GENERIC CONVENTIONAL INFANTRY DAMAGE TABLE
  Maximum Weapon Damage Per Platoon Type*
  Number of 
  Troopers
  Rifle, 
  Ballistic
  Rifle, 
  Energy
  Machine 
  Gun
  SRM
  LRM
  Flamer
  1
  1
  0
  1
  0
  0
  0
  2
  1
  1
  1
  1
  1
  1
  3
  2
  1
  2
  1
  1
  1
  4
  2
  1
  2
  2
  2
  2
  5
  3
  1
  3
  2
  2
  2
  6
  3
  2
  3
  3
  3
  3
  7
  4
  2
  4
  3
  3
  3
  8
  4
  2
  4
  4
  3
  4
  9
  5
  3
  5
  4
  4
  4
  10
  5
  3
  6
  5
  4
  5
  11
  6
  3
  6
  5
  5
  5
  12
  6
  3
  7
  6
  5
  6
  13
  7
  4
  7
  6
  6
  6
  14
  7
  4
  8
  7
  6
  7
  15
  8
  4
  8
  7
  6
  7
  16
  8
  4
  9
  8
  7
  8
  17
  9
  5
  10
  8
  7
  8
  18
  9
  5
  10
  9
  8
  9
  19
  10
  5
  11
  9
  8
  9
  20
  10
  6
  11
  10
  9
  10
  21
  11
  6
  12
  10
  9
  10
  22
  11
  6
  12
  11
  9
  11
  23
  12
  6
  13
  11
  10
  11
  24
  12
  7
  13
  12
  10
  12
  25
  13
  7
  14
  12
  11
  12
  26
  14
  7
  15
  13
  11
  12
  27
  14
  8
  15
  13
  11
  13
  28
  15
  8
  16
  14
  12
  13
  29
  15
  8
  16
  14
  12
  14
  30
  16
  8
  17
  15
  13
  14
  *Damage is always applied in 2-point Damage Value groupings
  BattleMechs, ProtoMechs and Vehicles
  Weapon
  Damage vs. 
  Conventional 
  Infantry
  AP Gauss Rifle
  2D6
  Light Machine Gun
  1D6
  Machine Gun
  2D6
  Heavy Machine Gun
  3D6
  Small/Micro Pulse Laser
  2D6
  Flamer
  4D6
  Battle Armor*
  Weapon
  Damage vs. 
  Conventional 
  infantry
  Light Machine Gun
  1D6/2 
  (round up)
  Machine Gun
  1D6
  Heavy Machine Gun
  2D6
  Flamer
  3D6
  Light Recoilless Rifle
  1D6
  Medium Recoilless Rifle
  2D6
  Heavy Recoilless Rifle
  2D6
  Light Mortar
  1D6
  Heavy Mortar
  1D6
  Automatic Grenade 
  Launcher
  1D6/2 
  (round up)
  Heavy Grenade Launcher
  1D6
  BURST-FIRE WEAPON DAMAGE VS.
  CONVENTIONAL INFANTRY TABLE
  PAGE 216
  PAGE 172
  INFANTRY DAMAGE FROM  
  ATTACKS INSIDE BUILDINGS TABLE
  Building 
  Type
  Damage to Infantry is:
  Light
  100% (building absorbs 0%)
  Medium
  100% (building absorbs 0%)
  Heavy
  75% (building absorbs 25%)
  Hardened
  50% (building absorbs 50%)
  PAGE 175
  Shot from Above
  Die Roll (1D6)
  Hit Location (Four legged)**
  1
  Left Arm (Left Front Leg)
  2
  Front/Rear Left Torso*
  3
  Front/Rear Center Torso*
  4
  Front/Rear Right Torso*
  5
  Right Arm (Right Front Leg)
  6
  Head
  Shot from Below
  Die Roll (1D6)
  Hit Location (Four legged)**
  1
  Left Leg (Left Front Leg)
  2
  Left Leg (Left Rear Leg)
  3
  Front/Rear Left Torso*
  4
  Front/Rear Right Torso*
  5
  Right Leg (Right Rear Leg)
  6
  Right Leg (Right Front Leg)
  SPECIAL ’MECH HIT LOCATION TABLE
  *The attack hits the front if from the front or the side. It hits the rear if from the rear.
  **Location in parenthesis are for a four-legged ’Mech.
  PAGE 175
  BASEMENTS TABLE
  Die Roll 
  (2D6)
  Effect
  2
  Double basement. The unit falls 2 levels. 
  3-4
  Basement. The unit falls 1 level.
  5-8
  No basement.
  9
  Small basement. Infantry may move into the basement as though it were a new 
  level of the building (Sublevel 1); ProtoMechs cannot enter this level. No effect on 
  ’Mechs or vehicles.
  10-11
  Basement. The unit falls 1 level.
  12
  Double basement. The unit falls 2 levels. 
  PAGE 179
  PAGE 217
  BUILDING MODIFIERS TABLE
  Building Type
  Original 
  CF
  MP Cost 
  Per Hex*
  Piloting/Driving 
  Skill Modifier
  Light
  1–15
  1
  0
  Medium
  16–40
  2
  +1
  Heavy
  41–90
  3
  +2
  Hardened
  91–150
  4
  +5
  Cost to Enter Any Hex
  1
  *Infantry (except mechanized infantry) pay only 1 MP to enter a building hex regardless 
  of building type; ProtoMechs and mechanized infantry only pay 2 MP to enter a 
  building hex.
  PAGE 167
  BUILDING  
  MOVEMENT  
  MODIFIERS TABLE
  1–2
  0
  3–4
  +1
  5–6
  +2
  7–9
  +3
  10–17
  +4
  18–24
  +5
  25+
  +6
  PAGE 167
  NON-INFANTRY WEAPON DAMAGE
  AGAINST INFANTRY TABLE
  Weapon Type*
  Number of Conventional Troopers Hit†
  BattleMech Physical Attack**
  Damage Value / 10
  Direct Fire (Ballistic or Energy)
  Damage Value / 10
  Cluster (Ballistic)
  Damage Value / 10 + 1
  Pulse***
  Damage Value / 10 + 2
  Cluster (Missile)
  Damage Value / 5
  Area-Effect (AE)
  Damage Value / .5
  Burst-Fire
  See Burst-Fire Weapons above
  Heat-Effect Weapons
  See Heat-Effect Weapons‡
  *See Combat, p. 113, for weapon terminology. If a weapon falls under multiple types, use the type that inflicts the most 
  damage. For example, a rotary AC/5 is defined as a direct-fire (ballistic) and a cluster (ballistic) weapon. A cluster 
  (ballistic) weapon does more damage than a direct-fire (ballistic) weapon, and so players should use the statistics for 
  cluster (ballistic) weapons when determining damage against conventional infantry.
  **Not including Thrashing Attacks (see p. 151).
  ***Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons (see Burst-Fire Weapons Damage Vs. 
  Conventional Infantry Table, p. 217).
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of armor protection. Attacks by non-
  infantry weapons against mechanized infantry double the number of troopers eliminated; round all fractions up.
  ‡Heat-Effect Weapon each has specific damage against conventional infantry, as noted on either the appropriate Weapon 
  and Equipment Tables or in Other Combat Weapons and Equipment (see p. 129).
  PAGE 216
  *Any burst-fire weapon available to battle armor but not listed 
  on the “Battle Armor” subtable (such as the small pulse laser) 
  defaults to the burst-fire damage listed on the “BattleMechs, 
  ProtoMechs and Vehicles” subtable.
  PAGE 310 
  
  RAMMING ATTACKS TABLE
  Base To-Hit Number: 6 + (target 
  Piloting Skill – attacker Piloting Skill)
  Modifiers
  Attacker existing damage:
  Sensor damage 
  +1
  Avionics damage 
  +1 per box
  Target is:
  Fighter or small craft
  +4v
  DropShip 
  +2
  Cannot spend thrust 
  –2
  Attacker is:
  Fighter or small craft
  –2
  DropShip
  –1
  ATMOSPHERIC CONTROL 
  MODIFIERS TABLE
  Condition
  Control Roll
  Per 20 points of 
  damage
  +1
  Unit is spheroid 
  DropShip 
  +1
  Unit is aerodyne 
  DropShip
  0
  Unit is fighter or 
  small craft
  –1
  CHANGING FACING COST TABLE
  Current 
  Velocity
  Thrust 
  Point Cost
  Current 
  Velocity
  Thrust 
  Point Cost
  0-2
  1
  8-9
  4
  3-5
  2
  10
  5
  6-7
  3
  11
  6
  12+
  +1 per 
  point
  EVASIVE ACTION MODIFIERS TABLE
  Evading Unit is: 
  Target’s Evasive 
  Action Modifier
  Attacker’s Evasive 
  Action Modifier
  Fighter 
  +3 
  N/A
  Small craft, Fixed-Wing 
  Support Vehicle 
  +2 
  N/A
  DropShip
  +2 
  +2
  Airship
  N/A
  N/A
  HIGH-ALTITUDE TABLE
  Hex Row 
  Altitude (km) 
  Max. Safe Velocity
  Ground
   0–17
   2
  Row 1
   18–35
   3
  Row 2
   36–53
   6
  Row 3 
  54–71
   9
  Row 4 
  72–89 
  12
  Interface 
  90–107 
  15
  STRAIGHT MOVEMENT TABLE
  Minimum Straight Movement (in hexes)
  Effective
  Velocity 
   Aerospace 
  Fighter 
  Conventional 
  Fighter 
  Aerodyne
  DropShip
  1–3 
  1
  1 
  1
  4–6 
  1
  1
  2
  7–9 
  2
  1
  3
  10–12
   3
  2 
  4
  13–15
   4 
  3 
  5
  16+
  5
  4
  6
  STRAIGHT MOVEMENT ON GROUND 
  MAPS TABLE (AERODYNE CRAFT ONLY)
  Minimum Straight Movement (in hexes)
  Velocity 
  Fighter 
  Small Craft 
  DropShip
  1
   8
  8 
  8
  2 
  12
  14 
  16
  3
  16 
  20 
  24
  4
  20
  26
  32
  5 
  24 
  32
  40
  6 
  28
  38
  48
  7 
  32
  44 
  56
  8 
  36
  50
  64
  9 
  40
  56
  72
  10
  44
  62
  80
  11
  48
  68
  88
  12
  52
  74
  96
  Units on ground maps cannot reach a velocity above 12. If required to gain 
  a velocity above 12 (through special maneuvers, for example) the unit 
  remains at Velocity 12 and must make a Control Roll.
  CONTROL ROLL TABLE
  Base Target Number: Piloting Skill
  Situation*
  Movement
  Exceed normal operational ceiling (conventional fighters, Airships and Fixed Wing Support Vehicles)
  Rolling more than once in a turn
  Using thrust in excess of current SI rating
  Unit with velocity over 2x Safe Thrust in a atmosphere hex
  Stalling
  Descending 3+ altitudes in a single turn
  Damage
  Avionics critical
  Control critical
  Sustaining damage while in atmosphere
  Modifiers
  Pilot/crew damage 
  +1 per crossed box
  Avionics damage 
  +1 per crossed box
  Life support damage
  +1 per crossed box
  Atmospheric operations 
  +2
  Above safe thrust 
  +1
  Above 2x Safe Thrust
  +1 per velocity point above 2x Safe Thrust
  *Requires a Control Roll; apply all appropriate modifiers
  AEROSPACE UNITS HIT LOCATION TABLE 
  FIGHTERS
  2D6 
  Roll 
  Nose 
  Aft 
  Side 
  Above/Below
  2 
  Nose/Weapon 
  Aft/Weapon 
  Nose/Weapon 
  Nose/Weapon
  3 
  Nose/Sensors 
  Aft/Heat Sink 
  Wing/Gear 
  Wing/Gear
  4 
  Right Wing/Heat Sink 
  Right Wing/Fuel 
  Nose/Sensors 
  Nose/Sensors
  5 
  Right Wing/Weapon 
  Right Wing/Weapon 
  Nose/Crew 
  Nose/Crew
  6 
  Nose/Avionics 
  Aft/Engine 
  Wing/Weapon 
  Wing/Weapon
  7 
  Nose/Control 
  Aft/Control 
  Wing/Avionics 
  Nose/Avionics
  8 
  Nose/FCS 
  Aft/Engine 
  Wing/Bomb 
  Wing/Weapon
  9 
  Left Wing/Weapon 
  Left Wing/Weapon 
  Aft/Control 
  Aft/Control
  10 
  Left Wing/Heat Sink 
  Left Wing/Fuel 
  Aft/Engine 
  Aft/Engine
  11 
  Nose/Gear 
  Aft/Heat Sink 
  Wing/Gear 
  Wing/Gear
  12 
  Nose/Weapon 
  Aft/Weapon 
  Aft/Weapon 
  Aft/Weapon
  DROPSHIPS/SMALL CRAFT
  2D6 
  Roll 
  Nose 
  Aft 
  Side 
  Above/Below
  2 
  Nose/Crew 
  Aft/Life Support 
  Nose/Weapon 
  Nose/Weapon
  3 
  Nose/Avionics 
  Aft/Control 
  Nose/FCS
  Nose/FCS
  4 
  Right Side/Weapon 
  Right Side/Weapon 
  Nose/Sensors 
  Nose/Sensors
  5 
  Right Side/Thruster 
  Right Side/Door 
  Side/Thruster 
  Side/Thruster
  6 
  Nose/FCS 
  Aft/Engine 
  Side/Cargo 
  Side/Cargo
  7 
  Nose/Weapon 
  Aft/Weapon 
  Side/Weapon 
  Side/Weapon
  8 
  Nose/Control 
  Aft/Docking Collar
  Side/Door 
  Side/Door
  9 
  Left Side/Thruster 
  Left Side/Door 
  Side/Thruster 
  Side/Thruster
  10 
  Left Side/Weapon 
  Left Side/Weapon 
  Aft/Avionics 
  Aft/Avionics
  11 
  Nose/Sensors 
  Aft/Gear 
  Aft/Engine 
  Aft/Engine
  12 
  Nose/K-F Boom 
  Aft/Fuel 
  Aft/Weapon 
  Aft/Weapon
  RE-ENTRY TABLE
  Situation 
  Modifier (Maximum 6)
  Craft has engine damage
  +1 per box crossed out
  Craft has damage to thrusters 
  +1 per box crossed out
  Craft has no thrust*
  +6
  *A craft has no thrust if it cannot generate any due to critical engine 
  damage or lack of fuel.
  FAILED BRAKING MANEUVER TABLE
  Margin of Failure
  Effect
  1–4 
  Landing requires full distance. The pilot can attempt to land normally or 
  abort the landing, circle and try again in a subsequent turn.
  5 
  The unit must land. However, the unit becomes harder to control, adding 1 
  to the landing Control Roll target number.
  6+ 
  The unit must land and requires 20 hexes of runway to do so, regardless of 
  unit type. The unit suffers 20 points of damage on the nose and the landing 
  gear is damaged. Add 2 to the landing Control Roll target number.
  PAGE 77
  PAGE 77
  PAGE 84
  PAGE 80
  PAGE 80
  PAGE 92
  PAGE 93
  PAGE 249
  PAGE 241
  PAGE 237
  PAGE 87
  PAGE 311 
  
  AEROSPACE ATTACK MODIFIERS TABLE
  Range
  Modifier
  Short 
  +0
  Medium 
  +2
  Long
  +4
  Extreme
  +6
  Target/Intervening Conditions
  Angle of Attack
  Attack against aft 
  +0
  Attack against nose 
  +1
  Attack against side
  +2
  Attacker is an OmniFighter flying at 
  altitude 1 (NOE) attacking an air target
  +1
  Attacker is non-OmniFighter flying at 
  altitude 1 (NOE) attacking an air target
  +2
  Secondary target in forward arc
  +1
  Secondary target in side or rear arc
  +2
  Range
  Modifier
  Target conducting air-to-ground 
  attack this turn
  –3
  Target is at 0 Velocity
  –2
  Weapon is capital-scale
  vs. unit less than 500 tons
  +5†
  Firing through atmospheric hex* 
  +2 per hex
  Firing into or out of screen hex 
  +2
  Target is evading 
  Variable (see p. 77)
  Attacker Conditions
  Attacker exceeded Safe Thrust this turn 
  +2
  Attacker is out-of-control 
  +2
  Attacker has pilot/crew damage 
  +1 per box crossed
  Attacker has CIC or FCS critical damage 
  +2 per box crossed
  Range
  Modifier
  Attacker has sensors critical damage 
  +1 per box crossed,  
  or +5 if sensors destroyed
  Attacker is evading 
  Variable (see p. 77)
  Special Weapons and Equipment
  Barracuda missile (not tele-operated) 
  –2§
  *This applies to atmospheric hexes on the high-altitude map, not to hexes on a low-
  altitude map, or when using Aerospace Units on Ground Mapsheets rules.
  †Modifier does not apply to capital missiles, which are designed to track small targets.
  §Modifier does not apply if Barracuda missiles are fired in conjunction with other capital 
  missiles (see Large Craft Weapon Bays, p. 234).
  AEROSPACE FIGHTER/SMALL CRAFT HEAT POINT TABLE 
  Activity 
  Heat Points
  Weapons fire 
  Per Weapons and Equipment Tables, p. 303
  Heat-causing weapons
  Per Weapons and Equipment Tables, p. 303, or Other Combat Weapons and Equipment, p. 129
  Heat sink 
  –1 per operational heat sink; –2 per operational double heat sink
  Engine damage
  +2 per hit
  SPECIAL MANEUVERS TABLE
  Maneuver 
  Min/Max 
  Velocity 
  Thrust
  Cost 
  Control
  Modifier 
  Effect
  Loop 
  Min 4 
  4 
  +1 
  The unit spends its first 4 points of velocity 
  in the loop, though the actual velocity 
  remains unchanged. It ends in the same 
  hex where it started the move, then spends 
  the remainder of its velocity normally.
  Immelmann 
  Min 3 
  4 
  +1 
  The unit gains two altitudes and ends the 
  maneuver facing any hexside. Velocity 
  drops by 2. Remainder is spent normally.
  Split-S 
  Any 
  2
  +2 
  The unit loses two altitudes and ends the 
  maneuver facing any hexside. Velocity 
  increases by 1.
  Hammerhead 
  Any 
  Velocity 
  +3 
  The unit remains in the hex it started, but 
  changes facing 180 degrees.
  Half-roll 
  Any 
  1 
  –1
  The unit rolls 180 degrees, reversing left 
  and right sides and up/down facings.
  Barrel roll
   Min 2 
  1
   0 
  The unit rolls 360 degrees, ending with 
  the same facing. Velocity drops by 1.
  Side-slip 
  Any 
  1
   0/–1* 
  Instead of moving into the hex directly 
  ahead, the unit moves into the front-left 
  or front-right hex without changing 
  facing. (Modifier is –1 for conventional 
  VSTOL-equipped fighters only.) When 
  using Aerospace Units on Ground 
  Mapsheets rules (see p. 91), the unit 
  moves 8 hexes in the front-left or front-
  right hex direction and then an additional 
  8 hexes directly forward.
  VIFF
   Any* 
  Velocity 
  +2 
  +2 
  Successfully using this “Vector in Forward 
  Flight” maneuver, any VSTOL unit halts its 
  forward momentum and gains one altitude.
  *VSTOL units only
  LANDING MODIFIERS TABLE
  Condition
   Modifier 
  Unit has damaged thrusters 
  +4
  Unit is out-of-control 
  Automatic failure (assume MoF of 10)
  Unit is attempting vertical landing 
  +1 per point of Velocity above 1
  Unit is attempting horizontal landing 
  +1 per point of Velocity above 3
  Landing gear damaged 
  +5
  Condition
   
  Modifier
  Nose armor destroyed (fighters and aerodyne units)
  +2
  Unit reduced to 50% or less of starting thrust 
  +2
  No thrust available (aerodyne) 
  +4
  No thrust available (spheroid)* 
  +8
  Runway too short for unit 
  +2
  Aerospace fighter making vertical landing   
  +2/+0†
  Conventional fighter making vertical landing  
  NA/NA†
  Conventional fighter with VSTOL making vertical landing 
  +0/NA†
  Fixed-Wing Support Vehicle vehicle making vertical landing 
  NA/NA†
  Fixed-Wing Support Vehicle with VSTOL making vertical landing 
  +2/0†
  Aerodyne small craft and DropShips making vertical landing 
  NA/+0†
  Spheroid small craft and DropShips making vertical landing 
  +0/+0†
  Terrain Modifiers‡
  Unit landing at manned, friendly airfield‡‡
  –2
  Unit landing at unmanned, friendly airfield‡‡
  –1
  Unit landing on road or paved hex 
  0
  Unit landing at unfriendly airfield‡‡ 
  +1
  Unit landing in clear hex 
  +2
  Unit landing in water hex 
  +3
  Unit landing in rough or rubble hex  (landing gear damaged, cross off 1 box)
  +3
  Unit landing in elevated hex (non-vertical landing)§
  +3
  Unit landing in building hex (non-vertical landing)§§
  +3
  Unit landing in light woods hex 
  +4
  Unit landing in heavy woods hex
  +5
  *Only applies if spheroid unit lost thrust this turn, otherwise the unit falls and is destroyed (see Crashes, p. 81).
  †Number on left applies to atmospheric vertical landings, number on right applies to vacuum vertical landings (see Vacuum, p. 55, 
  TO). NA means the craft cannot land vertically; use stalling rules (see p. 84).
  ‡Determine all appropriate modifiers based on the hexes of the landing area and then apply only the highest modifier (if there are 
  multiple “highest” modifiers, still only add a single hex modifier). These modifiers are halved for vertical landings.
  ‡‡The placement of such features, which do not appear on BattleTech maps, depends on the scenario being played or a designated gamemaster.
  §If the hex is greater than a one level change, the unit automatically crashes in the elevated hex (see Crashes, p. 81); determine all 
  damage normally, than reduce to half (round down) before applying.
  §§The unit automatically crashes in the building hex (see Crashes, p. 81); determine all damage normally, than reduce to half (round down) 
  before applying. If a unit makes a successful vertical landing into a building hex, immediately check for a collapse (see Collapse, p. 176).
  AIR-TO-GROUND  ATTACK MODIFIER TABLE
  Attack Type
  Modifier
  Strafing
  +4*
  Striking
  +2‡
  Bombing
  +2†
  *Aerospace units flying at Altitude 1 (NOE) also suffer a +2 to-hit modifier as 
  described in Movement (see p. 80).
  †Terrain and target movement modifiers (including the –4 modifier for an immobile 
  target) do not apply to any type of bombing attack; an additional 8 hexes directly 
  forward. fighters can make altitude-bombing attacks from any altitude, but suffer a 
  to-hit modifier equal to their altitude (see Altitude-Bombing, p. 246).
  ‡As noted under Weapons and Equipment, rapid-fire weapons always fire at their 
  maximum rate, and so players must check for jamming every time they fire 
  these weapons (see p. 114).
  AEROSPACE WEAPON RANGE TABLE 
  Range Bracket
  Hexes (Standard)
  Hexes (Capital)
  Short
  0 –6
  0–12
  Medium
  7–12
  13–24
  Long
  13–20
  25–40
  Extreme
  21–25
  41–50
  PAGE 235
  CAPITAL MISSILE CRITICAL HIT TABLE
  Missile
  Critical Hit Chance
  Barracuda
  11+
  White Shark 
  9+
  Killer Whale
  10+
  Kraken
  8+
  PAGE 239
  RANDOM MOVEMENT TABLE
  1D6 Result
  Effect
  1 
  Forward 1 hex, turn left 2 hexsides
  2 
  Forward 1 hex, turn left 1 hexside
  3–4 
  Forward 1 hex
  5 
  Forward 1 hex, turn right 1 hexside
  6
  Forward 1 hex, turn right 2 hexsides
  PAGE 93
  PAGE 237
  PAGE 161
  PAGE 243
  PAGE 85
  PAGE 86
  PAGE 312 
  
SOURCE: textdata/thevault/BattleTech [multi]/Core Rulebooks/BattleTech - Total Warfare [Bookmarked, 5th Print].pdf