TEXT: AN ALPHA STRIKE SOURCEBOOK
  
  ©2016 The Topps Company, Inc. All Rights Reserved. Combat Manual: Kurita, Alpha Strike, BattleTech, BattleMech, ’Mech 
  and MechWarrior are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other 
  countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Printed in USA.
  WEBSITE: CATALYSTGAMELABS.COM
  S
  ome soldiers fight for money, some 
  to spread their version of liberty, still 
  others for a sense of adventure. For 
  the men and women of the Draconis 
  Combine Mustered Soldiery there is only one 
  reason for service: the honor of the Dragon.
  From the moment Shiro Kurita raised the 
  Dragon’s banner, the soldiers of House Kurita 
  have remained dedicated to the warrior’s path 
  above all others. For seven centuries they have 
  spread fear and respect in equal measure, 
  expanding and protecting the Dragon with 
  loyalty and honor tempered by the ancient 
  code of bushido and forged in battles on a 
  hundred worlds.
  BattleTech Combat Manual: Kurita contains information 
  on these warriors. This manual examines the combat 
  commands of the Draconis Combine, detailing their 
  histories, tactics, unit crests, paint schemes, and notable 
  personnel. This Alpha Strike expansion includes special 
  rules for unique character abilities, faction-specific 
  rules, force-building, and a mini-Technical Readout—
  everything you need to field your favorite Draconis 
  Combine unit on the tabletop, or create your own.
  to honor 
  the dragon
  ®
  Used under license from
  For Use With
  
  combat manual:
  KURITA
  
  Table of ConTenTs
  Table of ConTenTs
  2
  TEST OF HONOR 
  5
  REALM OF THE DRAGON 11
  FOUNDING 
  12
  THE STAR LEAGUE 
  14
  THE SUCCESSION WARS 
  15
  THE FREE RASALHAGUE REPUBLIC 
  16
  THE RONIN WAR 
  18
  THE WAR OF 3039 
  19
  THE PRESENT 
  20
  THE PILLAR OF STEEL 
  23
  Pillar of Okane 
  25
  KURITA  
  COMBAT COMMANDS 
  27
  SWORD OF LIGHT 
  28
  First Sword of Light 
  28
  Second Sword of Light 
  28
  Fifth Sword of Light 
  29
  Sorenson’s Sabres 
  29
  Seventh Sword of Light 
  30
  Eighth Sword of Light 
  30
  The Kessel Run 
  31
  DIERON REGULARS 
  32
  Eighth Dieron Regulars 
  32
  Eighteenth Dieron Regulars 
  33
  Twenty-second Dieron Regulars 
  34
  Regular Scouting
  Other Dieron  
  Regulars Sub-Commands 
  35
  GALEDON REGULARS 
  36
  Eighth Galedon Regulars 
  36
  Nineteenth Galedon Regulars 
  36
  Other Galedon  
  Regulars Sub-Commands 
  37
  BENJAMIN REGULARS 
  38
  Third Benjamin Regulars 
  38
  Ninth Benjamin Regulars 
  39
  Other Benjamin  
  Regulars Sub-Commands 
  39
  PESHT REGULARS 
  40
  Third Pesht Regulars 
  40
  Other Pesht Regulars Sub-Commands 41
  RASALHAGUE REGULARS 
  42
  Eighth Rasalhague Regulars 
  42
  Ninth Rasalhague Regulars 
  43
  Seventeenth Rasalhague Regulars 
  43
  Twentieth Rasalhague Regulars 
  44
  Other Rasalhague  
  Regulars Sub-Commands 
  45
  Quarry Of Honor 
  45
  ALSHAIN REGULARS 
  46
  Fourth Alshain Regulars 
  46
  Other Alshain  
  Regulars Sub-Commands 
  46
  GENYOSHA 
  48
  First Genyosha 
  48
  Other Genyosha Sub-Commands 
  48
  OTOMO 
  49
  SUN ZHANG TRAINING CADRE 
  50
  First Sun Zhang Training Cadre 
  50
  Other Sun Zhang  
  Cadre Sub-Commands 
  51
  Training Run 
  51
  AN TING LEGION 
  52
  Second An Ting Legion 
  52
  Other An Ting  
  Legion Sub-Commands 
  53
  Island Invasion 
  53
  GAME SETUP 
  53
  AMPHIGEAN LIGHT ASSAULT GROUP 54
  First Amphigean Light Assault Group 54
  Other Amphigean 
  Light Assault Group Sub-Commands 54
  ARKAB LEGION 
  55
  Second Arkab Legion 
  55
  Other Arkab Legion Sub-Commands 55
  NIGHT STALKERS 
  56
  Second Night Stalkers 
  56
  Other Night Stalker Sub-Commands 56
  SHIN LEGION 
  57
  First Shin Legion 
  57
  Other Shin Legion Sub-Commands 
  57
  PROSERPINA HUSSARS 
  58
  Third Proserpina Hussars 
  58
  Other Proserpina  
  Hussars Sub-Commands 
  59
  Clash On Cassandra 
  59
  GHOST REGIMENTS 
  60
  First Ghost 
  60
  Sadalbari Pursuit 
  61
  Eighth Ghost 
  62
  Other Ghost  
  Regiment Sub-Commands 
  62
  LEGION OF VEGA 
  63
  Fourteenth Legion of Vega 
  63
  Other Legion of Vega Sub-Commands 63
  RYUKEN 
  64
  Ryuken-ni 
  64
  Ryuken-go 
  65
  Other Ryuken Sub-Commands 
  65
  FRR-KUNGSARMÉ 
  66
  DRAKØNS 
  67
  First Drakøns 
  67
  Other Drakøns Sub-Commands 
  67
  HUSARS 
  68
  Third Husars 
  68
  Other Husars Sub-Commands 
  68
  Brazen Raid 
  68
  FREEMEN 
  69
  Second Freemen 
  69
  Other Freemen Commands 
  69
  KAVALLERI 
  70
  First Kavalleri 
  70
  Other Kavalleri Sub-Commands 
  70
  GUNZBURG EAGLES 
  71
  RULES ADDENDUM 
  73
  FORCE BUILDING 
  74
  Force Building Terms 
  74
  SELECT  
  POINT VALUE TOTAL 
  74
  CHOOSE AN ERA 
  74
  CHOOSE A FACTION 
  74
  CHOOSE A  
  COMBAT COMMAND 
  75
  Unit Organizations 
  76
  BattleMech Organization 
  76
  Aerospace Organization 
  76
  Armor Organization 
  76
  Infantry Organization 
  76
  Artillery Organization 
  77
  Aviation Organization 
  77
  BUILD A COMPANY 
  77
  BUILD FORMATIONS 
  78
  Step 1: Choose Formation Type 
  78
  Step 2: Choose Units  
  for the Formation 
  78
  Standard Lances 
  78
  Availability Lists 
  78
  What if I Just Want to Start Playing? 
  79
  Step 3: Select Skill and Modify PV 
  81
  Step 4: Assign Special Pilot Abilities 
  81
  ASSIGNING  
  SPECIAL COMMAND ABILITIES 
  81
  Determine Force Experience Rating 
  81
  Determine Number of  
  Special Command Abilities 
  81
  Assign Special Command Abilities 
  81
  SUPPLEMENTAL MERCENARIES 
  82
  KURITA SPECIAL  
  COMMAND ABILITIES 
  84
  Environmental Specializations 
  84
  Optional Game Setup:  
  Environment Conditions 
  84
  Enemy Specializations 
  84
  New Special Command Abilities 
  84
  KURITA LANCES (FORMATIONS) 
  86
  New Lance (Formation) Types 
  86
  Horde 
  86
  Order Lance 
  86
  Berserker Lance (Close Combat Lance) 86
  Anti-‘Mech Lance 
  86
  Standard Lances 
  86
  MECHWARRIORS OF THE DCMS 
  91
  TECHNICAL READOUT 
  93
  WSP-1A Wasp 
  94
  PXH-1 Phoenix Hawk 
  96
  WVR-6R Wolverine 
  98
  BLR-1G BattleMaster 
  100
  SAMURAI AND RONIN 
  102
  KURITA FACTION LISTS 
  110
  
  CrediTs
  CrediTs
  3
  Special Thanks to our Review Team
  Joel Bancroft-Connors, Roy Carl, Rich Cencarik, Brent Enzel, Stephan Frabartolo,  
  William Gauthier, Keith Hann, Jason Hansa, John Haward,Ross Hines, Alex Kaempen, Chris Marti, 
  Josh McCarthy, Mike Miller, Chris Negelein, William J. Pennington, Joshua Perian, Luke Robertson,  
  Andreas Rudolph, Rick Sardiñas, Jason Schmetzer, Colin Toenjes, Chris Wheeler,  
  Matthew Wilsbacher, Peter Wort.
  Miniatures Painting & Photography
  CamosSpecs Online: Ray Arrastia, George Bluoin, William Burt, Roy Carl, Chris Dolega, 
  Paul Eckes, Matt Edwards, Dave Fanjoy, Todd Farnholtz, Matt Frederiksen, Joel Hardwick, Phil 
  Hays, Ross Hines, Michael Holzapfel, David Kerber, Frederic Lagoanere, Steve Livingston, Mark 
  Maestas, Ryan Peterson, Brian Plunkitt, Mike Raper, Ben Rome, Lance Scarinci, Agustín Siero, 
  Paul Sjardijn, Edward Smith, Allen Soles, Drew Williams, and Peter Wort.
  Printed in USA.
  Published by Catalyst Game Labs,an imprint of InMediaRes Productions, LLC.
  PMB 202 303 91st Ave NE E502 • Lake Stevens, WA 98258
  FIND US ONLINE:
  Web Site: bg.battletech.com/  •  CatalystGameLabs.com
  Online Store: battlecorps.com/catalog
  Facebook: fb.com/battletechgame  •  Twitter: @CGL_BattleTech
  ©2016 The Topps Company, Inc. All Rights Reserved. Combat Manual: Kurita, Alpha Strike, Classic 
  BattleTech, BattleTech, ’Mech, BattleMech, MechWarrior and Topps logo are registered trademarks and/or 
  trademarks of The Topps Company, Inc. in the United States and/or other countries. No part of this work 
  may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the 
  prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that 
  in which it is published. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes 
  Productions, LLC.
  CREDITS
  Development
  Ray Arrastia
  Development Assistance
  Joshua Franklin
  Writing
  Geoff Swift
  Rules and Additional Writing
  Ray Arrastia
  Joshua Franklin
  Editing
  Aaron Cahall
  BattleTech Line Developer
  Randall Bills
  Assistant Line Developer
  Ben H. Rome
  Products Developer
  Ray Arrastia
  Art Direction
  Brent Evans
  Cover Art
  Anthony Scroggins
  Illustrations
  Ray Arrastia
  Mark Hayden
  Alexander Immerzeel
  David Allen Kerber
  Chris Lewis
   Florian Mellies
  Anthony Scroggins
  Design and Layout
  Ray Arrastia
  Evolved Faction  
  Logos Design
  Ray Arrastia, Matt Heerdt,  
  Jason Vargas
   
  
  4
  
  Barryland Spaceport
  Nowhere
  Draconis Combine
  14 April 3039
  C
  hu-sa Branek “Nek” Meiyo swiped a hand past the few wisps of 
  hair left on his scalp, then flicked away the sweat that had beaded 
  atop his head. He gulped down another of the foul-tasting pills 
  and grimaced away the abdominal pain. He focused his anger on 
  the incoming enemy.
  His command lance from the Sixth Pesht Regulars’ Third Battalion stood 
  between the spaceport and the pirate DropShip grounded in the vast plain 
  east of the city of Barryland. Third Battalion’s First and Second Companies 
  stumbled along in the wake of the pirates’ retreat to their DropShip. The 
  inexperienced MechWarriors would be laughable if their performance were 
  viewed in an entertainment holo. 
  However, these were Nek’s charges. He was supposed to forge them into 
  a legitimate fighting force. But every MechWarrior he trained to even the 
  barest level of competence was quickly transferred out of the Pesht Regulars 
  and replaced with another green warrior. Meiyo was missing the war with 
  the invading Federated Commonwealth to shepherd these warriors-to-
  be; only the occasional pirate raiders lit the fading fire of his warrior spirit. 
  These pirates would pay for all the indignities heaped upon Nek since his 
  “retirement” from the Second Sword of Light into the Sixth Pesht. Instead of 
  the graceful transition from combat to command to retirement among the 
  greatest warriors in the Combine, he was saddled with playing nursemaid 
  to a bunch of overeager tenderfeet. That was bad enough. Then came the 
  diagnosis of his illness.
  Test of 
  Honor
  5
  
  TesT of Honor
  TesT of Honor
  6
  Nek shook his head and glared through his cockpit canopy at 
  the oncoming enemy. He tied his Catapult’s PPCs into his right-
  hand trigger and his medium lasers into his left. The extended 
  range of Nek’s PPCs, purchased with his personal funds to 
  upgrade his Catapult, allowed him to hit even further out than 
  his lancemates’ missiles. He’d had another pair of medium lasers 
  installed to replace the machine guns on his father’s Kurita-
  variant Catapult. The pirates were closing range quickly. The 
  cloud cover in the darkling sky was thrown into stark relief as 
  the sun set behind the spaceport, silhouetting the enemy into 
  perfect targets. Nek bared his gap-toothed smile like some 
  cave-dwelling savage. He thumbed the comm channel for his 
  command lance, and gave the order. “Fire.”
  Unlike the rest of the battalion, whose only experienced 
  warriors commanded the three companies, Nek’s battalion 
  command lance consisted entirely of veteran officers. The four 
  of them had more time under fire than the entire rest of the 
  regiment combined. They were about to put it to good use 
  against the dregs of humanity foolish enough to raid a world 
  under his protection.
  Long-range missiles and PPCs beams lit the dusk with rocket 
  contrails and licking blue tracers. The front rank of the company 
  of pirates, all light- and medium-class ’Mechs, staggered under 
  the unexpected onslaught. Nek gasped against the sudden 
  waste heat flooding his cockpit from the PPC discharge. Sweat 
  poured again into his eyes. He blinked furiously against the 
  stinging blur.
  Three of those ’Mechs, a Wasp and two Locusts, crashed to 
  the ground and did not rise again. The lightest—and thus the 
  lightest-armored—’Mechs were out front, leading the panicked 
  retreat to their DropShip. Their flimsy armor was no match for 
  the firepower of the heavy ’Mechs waiting for them. 
  Nek could imagine the cries flitting back and forth over the 
  pirate comm channels. Impending night helped conceal Nek’s 
  lance from view, but it was the advanced ECM systems on the 
  Nightshade VTOLs flying parallel or darting back and forth 
  above the pirates that kept their sensors from detecting the 
  enemies their eyes could not. The VTOLs were among the gifts 
  of Star League-era combat equipment from ComStar. Unlike 
  the gifted BattleMechs, which were put into front-line service 
  
  TesT of Honor
  TesT of Honor
  7
  immediately, vehicles like the Nightshades were shipped to rear-
  echelon units. Nek realized that the ancient rotor-wing aircraft 
  still possessed advanced electronic countermeasures far beyond 
  anything currently manufactured in the Inner Sphere—and 
  certainly beyond the technology of mere pirate raiders, whose 
  BattleMechs were often on the verge of collapsing into wreckage 
  on the best of days.
  Nek’s smile was short-lived, however, as pain lanced through 
  his belly again. He grunted involuntarily and tightened his finger 
  on the trigger once more. Another purifying wash of heat blasted 
  over him, and an enemy Commando stumbled and was knocked 
  down by the pirates close on its heels. It attempted to rise, but 
  its arms, trampled by its fellows, snapped under the strain and 
  the ’Mech belly-flopped back to the flattened grass.
  Nek shoved his throttle controls forward and charged 
  into the onrushing enemy. He could not fire the PPCs again 
  without risking shutdown, but his lasers generated a far 
  smaller heat load. The members of his lance could follow if 
  they chose. Nek did not micro-manage his officers in combat; 
  he trusted them to apply themselves where they could do 
  the most good. They knew what he sought, and would not 
  attempt to interrupt it.
  He wondered if one of these pirates could give him what he 
  wanted. Nek was not just a warrior, he was a Warrior. A Warrior’s 
  duty was death, whether the enemy’s, or his own. Nek’s entire 
  life had been lived in service to the Dragon. He could not bear to 
  die in a hospital. Somewhere among the Dragon’s enemies was 
  one worthy of Nek, one who could give him the good death, one 
  earned in combat against an enemy of comparable skill. Nek had 
  considered seppuku, but it seemed a cowardly way out for one 
  who had no loss of honor to redeem. It would simply be fleeing 
  the battle his body waged against itself. Nek would not allow his 
  legacy to be cowardice. He had never fled from an enemy, and 
  he would not begin when the enemy was within.
  As he waded into the enemy, throwing them into further 
  disarray, he knew his good death would not come from any of 
  these wretches. Their warrior spirit was pathetic. 
  Nek singled out the most imposing of the pirate ’Mechs. 
  The Marauder had seen better days, but it was the heaviest of 
  the enemy units. Nek’s Catapult possessed back-canted legs 
  similar to those of the Marauder; unlike humanoid ’Mechs, 
  bowing one of these two ’Mechs was far from simple. He 
  slewed to a stop on the sward, canting his right foot forward. 
  His gyro whined as he tipped the nose of his ’Mech forward 
  and dipped nearly to ninety degrees before pausing for a two-
  count. He threw himself against the back of the command 
  couch, letting his neurohelmet send a signal from his inner ear 
  to the gyro and stabilize the nine-meter lord of the battlefield 
  before it flopped onto its face.
  The enemy ’Mech might be piloted by a mere pirate, but it was 
  clearly the leader of the raiding group. Nek offered the bow as the 
  traditional request for a duel, a show of respect rarely bestowed on 
  such an opponent by a warrior of the Draconis Combine.
  The Marauder’s pilot had no such honor. As Nek straightened, 
  the Marauder opened fire. Lasers and PPCs lanced into Nek’s 
  Catapult. If Nek had been less-experienced, his ’Mech would 
  likely have toppled under such an onslaught. However, while 
  he possessed honor and offered respect for his enemy, he never 
  expected to receive the same in return and was ready for the 
  attack. Nek had to be true to himself. He sought out the greatest 
  of his enemies for single combat, and he would not be denied.
  Nek charged forward and pulled his left trigger. A quartet of 
  lasers converged on the rotation ring between the Marauder’s 
  torso and leg assembly. The component was vulnerable to 
  crippling damage. The pirate, though, had cannily installed 
  improvised armor over the linkage site. Its presence was all that 
  allowed the Marauder to lumber forward in a late attempt at a 
  dodge, as more than a ton of armor ablated under the assault. 
  Nek danced forward and to the left as the pirate lurched right.
  His lasers cycled green and he poured another salvo into the 
  pirate. Nek was on top of the enemy now. The Marauder spun 
  to face him and bracketed him with another brace of lasers and 
  PPCs. Unlike Nek’s PPCs, the pirate’s were of the more common 
  vintage from the past few centuries, and were notoriously 
  inaccurate at close ranges. The lasers battered Nek as the particle 
  beams blasted past harmlessly.
  Rather than fire again, Nek rushed the Marauder. He spun his 
  torso to the left at the last second, plowing the shoulder cowling 
  over his right PPC into the Marauder’s nose. The unexpected 
  impact shook the enemy as surely as it did Nek himself. But Nek 
  was prepared, and fought his control sticks hard enough to stay 
  upright. The Marauder crashed to the ground. 
  The Marauder’s legs and arms flailed as it tried to roll onto its 
  belly and stand back up. Had the MechWarrior shown a speck 
  of honor, Nek might allow it that luxury. Since the pilot had 
  revealed his true colors, however, Nek had no mercy to spare. 
  He kicked and stomped the Marauder’s arms to ruin, then poured 
  megajoules of laser energy into its cockpit. He’d never know the 
  name or nature of his enemy. He didn’t care.
  Nek turned back to the battlefield, such as it was. The enemy 
  company was strewn about the field in heaps of wreckage. His 
  command lance had matched his savagery, giving no ground 
  to the criminals. Stalled in their retreat, the pirates were then hit 
  from behind by Nek’s pursuing battalion. The green warriors may 
  have given the pirates longer lives than they deserved thanks to 
  errant weapons fire, but none of the enemy had escaped. It was 
  an acceptable result.
  Another stab of pain reminded Nek that today was anything 
  but a good day.
  
  TesT of Honor
  TesT of Honor
  8
  District Headquarters
  Canube, Pesht
  Draconis Combine
  4 May 3039
  Nek stood at perfect parade-ground attention before Tai-
  shu Teyasu Ashora, Warlord of the Pesht Military District. The 
  Warlord sat behind a desk large enough to serve as a drill field 
  for a BattleMech company. Ashora wore a severe expression 
  on his bland face, and his widow’s-peak thrust forward from 
  his scalp like a spear poised to impale Nek. The Warlord leaned 
  forward in his immense chair, seeming prepared to leap over the 
  gargantuan desk at the merest hint of a threat, so that he might 
  meet it on even terms.
  Standing to the Warlord’s left was Kagoshima Prefecture 
  commander Tai-sho Elena Pajari. Pajari was a striking beauty 
  with the barest hint of Asian ancestry reaching her eyes. Her 
  long black hair was tied back in a practical ponytail, exposing 
  the shorn sides and back of her head, a reminder to all of her 
  MechWarrior training and experience. Pajari was a formidable 
  warrior, whose position as aide to Ashora made her second in 
  command of the district. She radiated a sort of sardonic calm, 
  a firm counterpoint to Ashora’s barely-restrained hostility. Nek 
  was glad for her presence.
  Over the Warlord’s right shoulder stood Tai-sa Ano Rentoshi, 
  commander of the First Sword of Light. His visage was stern but 
  compassionate, the perfect blend of warrior and poet espoused 
  by bushido. While he exuded neutrality, his hands rested calmly 
  on the handle of his katana. As a consummate warrior, Rentoshi 
  was always prepared for combat, even in so innocuous a setting 
  as the Warlord’s office, surely the most secure room on Pesht.
  The trio served as the hands of fate for Nek. He awaited their 
  decision regarding his request to transfer out of the Sixth Pesht 
  Regulars. In the Sixth, he would miss the war entirely. And he 
  needed to go to war. He needed his good death.
  Ashora spoke first. “If you leave, what’s to stop every other 
  officer requesting a transfer? If I let you leave, I will have to let 
  them leave, too!”
  Nek wisely kept his mouth closed. Arguing with one’s superior 
  was inappropriate. He would abide by the decision rendered, 
  not argue with it. They all knew why he was making the request. 
  It fell to their honor to grant or deny his request, hopefully in 
  consideration of how they themselves would wish to meet the 
  end of their service to the Dragon.
  Rentoshi looked to his left and met Pajari’s gaze. He raised 
  his eyebrows inquisitively and she offered a slight nod 
  in reply. Rentoshi looked back at Nek and appeared 
  thoughtful for a moment. “This warrior still wishes to 
  serve the Dragon. As a veteran of the Second Sword, 
  he knows what awaits him, no matter our decision. 
  I would grant his request. The First Sword of Light is preparing 
  to depart for the front, and we would be honored if Chu-sa 
  Meiyo accompanied us.”
  Ashora inhaled a deep and telling breath, prepared to 
  breathe forth his venom in rebuttal. Before he could vent his 
  fury, Pajari spoke.
  “I would wish to end my service in combat with the enemy. 
  Who among us would not? Look into his eyes, Tai-shu. He will not 
  return to the Sixth. If we refuse his transfer, I expect hara-kiri will 
  be his fate, perhaps this very night. That loss serves no one. Letting 
  him dispatch our enemies serves the Dragon and Chu-sa Meiyo 
  simultaneously.” Her voice was lilting, like the soothing tones of a 
  harp plucked before a reflecting pool during a full moon.
  Nek swallowed hard at the shadow that darkened the 
  Warlord’s eyes. He had ultimate authority in this decision. But 
  the other two officers had offered 
  logical and reasonable thoughts 
  on the matter. The Warlord’s 
  breath sighed out of him. He 
  shrank back into his seat, losing 
  immediately the threatening 
  presence he’d had a moment 
  before. Disagreeing with 
  the two officers was his 
  right, but Ashora also 
  understood the reality of 
  the situation. Pajari was 
  right, and he knew it.
  When the Warlord 
  looked back into Nek’s 
  eyes, Nek knew he 
  would get his wish. 
  He restrained his 
  smile. It would not do 
  to antagonize the 
  Warlord.
  
  TesT of Honor
  TesT of Honor
  9
  Industrial Area 4-73-A
  Halstead Station
  Draconis Combine
  12 September 3039
  The battle for Halstead Station was already won, but some 
  of the enemy warriors had yet to realize it. Tai-i Branek Meiyo 
  lamented that the enemy had broken so quickly. His condition 
  was deteriorating quickly. If he didn’t find his good death in the 
  next week, he knew he would never do so. He’d accepted a lower 
  rank to gain a place in the counterattack. He couldn’t fail now.
  Tracking down those enemies who had escaped the Dragon’s 
  wrath was complicated by the company of Twenty-second 
  Avalon Hussars that had arrived from Telos IV to aid the retreating 
  Fifth FedCom RCT. Nek charged ahead of his lance in pursuit 
  of the Fifth FedCom lance he’d spotted breaking away from his 
  company’s ambush.
  The enemy ducked into a ruined industrial district, and Nek 
  lost their sensor returns amidst the steel beam-filled rubble. He 
  issued curt orders to his lance to follow him into the sensorial 
  murk, then charged forward, seeking visual contact with the 
  enemy. He paused after cresting a treacherous pile of wreckage 
  that was once a foundry, squinting through the dust cast into 
  the air from the enemy’s passage. A hint of movement a hundred 
  meters away across a great plaza choked with the flotsam of 31st 
  century warfare brought him charging ahead again. His lance fell 
  behind, counseling caution. He ignored them.
  He rounded the corner and saw the foot of an enemy Crusader 
  disappearing around the ruined wall of the next building. Nek 
  slipped in the unsure footing as he throttled up to maximum. 
  His Catapult slewed around the next turn and found... nothing. 
  The enemy had gotten away.
  A broken transmission echoed in his neurohelmet. “Did 
  not copy. Repeat,” he said. More broken static came through, 
  punctuated by the distinct sound of weapons fire.
  Nek spun about and retraced his steps. He’d led his men into 
  an ambush. Perhaps the enemy commander would be a worthier 
  enemy than the worthless fodder of the Fifth FedCom. Nek 
  returned to the rubble-filled plaza, where his lance was waiting 
  for him.
  They would be waiting forever. The wreckage of their 
  BattleMechs stained the dusty air with greasy black smoke from 
  ruined engines and shattered gyros. Standing over them was a 
  Crusader. The ’Mech was painted light gray. On its chest was a 
  white sword overlaid on a gold shield, over the numeral 22, the 
  insignia of the Twenty-second Avalon Hussars. Nek saw, off to 
  the right, at least a lance of enemy ’Mechs vanishing into the 
  dust cloud.
  As Nek prepared to charge, the Crusader did the last thing Nek 
  ever expected.
  The Crusader’s head twisted slightly to the left and up, as 
  though considering the Catapult that had stumbled upon it. It 
  straightened its arms down to its sides. Then it bowed.
  Nek gaped in amazement. The enemy ’Mech bent at the waist 
  to nearly ninety degrees, the warrior within keeping Nek in view 
  through the canted head. The Crusader slowly straightened back 
  to vertical.
  Nek stepped forward slowly, stopping fifty meters from his 
  enemy. He turned to face the Crusader directly. He moved his 
  left foot forward and tipped his pointed nose toward the ground, 
  holding the pose for a beat longer than the enemy had. He keyed 
  his comm to an open channel, hoping his enemy was listening.
  “I am Tai-i Branek Meiyo. I’ve sought you my entire life.” Nek 
  reached up and over his shoulder. Strapped to the back of his 
  command couch, as always, was his daisho, the katana and 
  wakizashi. He’d resigned himself to using the blades himself rather 
  than succumb to the cancer eating him alive. But now he’d finally 
  found a worthy enemy. “Let us seek the good death together!”
  So saying, the two began the dance of death in the ruins of a 
  murderous world.
  
  10
  
  F
  or centuries, the warriors of House Kurita have been regarded as the greatest 
  individual soldiers in the Inner Sphere. This tradition was recognized 
  even during the Star League era, when Kurita MechWarriors bested Star 
  League Defense Force MechWarriors in martial contests. In the Draconis 
  Combine, the key tenets of honor and duty are the core of the warrior class. The 
  dishonor of retreat in battle drives Kurita warriors to sell their lives dearly, sometimes 
  resulting in lost causes, but other times in glorious victories against impossible odds. 
  MechWarriors have long occupied the top tier of Kurita society, but the political and 
  military reforms of Gunji-no-Kanrei Theodore Kurita, heir to Coordinator Takashi Kurita, 
  threaten the warrior establishment. While strife exists within, House Kurita’s ancient 
  enemies remain a significant threat without.
  The centuries-long series of conflicts dubbed the Succession Wars killed billions as 
  the Successor States vied with each other for dominion over the Inner Sphere. But while 
  they were focused on one another, a greater threat was forming beyond the Periphery. 
  The Clans are unlike anything the Inner Sphere has ever seen and their invasion will 
  force a true test upon the troops of House Kurita, who must pit their warrior code and 
  dedication to the Dragon against overwhelmingly superior technology. Many will fail 
  that test, while others will triumph thanks to the commitment to honor and duty for 
  which House Kurita is renowned, aided by the military reforms of recent decades. 
  Welcome to the next volume in a new series of BattleTech game supplements. 
  This installment, Combat Manual: Kurita, provides crucial information and rules for 
  the soldiers of the Draconis Combine and its breakaway nation, the Free Rasalhague 
  Republic. With the information contained in this volume, players will be able to create 
  a Kurita Force for use in their Alpha Strike games.
  Combat Manual: Kurita covers just a sample of House Kurita’s Combat Commands, 
  because there are simply too many to list them all individually. Those presented here 
  represent a range of Combat Commands, some with specialized roles and others with 
  long traditions of honor and excellence.  Players should feel free to modify what they 
  read to suit the needs of their game. Nothing contained in these pages should be 
  considered so restrictive as to reduce or eliminate the fun of the Alpha Strike game itself.
  Realm of the 
  Dragon
  11
  
  realm of THe Dragon
  realm of THe Dragon
  12
  foUnDIng
  Shiro Kurita founded the Draconis Combine in 2319. Shiro’s 
  ascent began with his brother Urizen at his side, as the two rose 
  to power in one of the many city-states on New Samarkand, and 
  took power over the entire world in 2295. Shiro adeptly handled 
  the political aspects of their agenda, while Urizen proved himself 
  a military mastermind who forged the various armies of New 
  Samarkand into a unified force.
  Shiro’s ambitions did not end with rule over a single planet, 
  however. A significant obstacle to his desires was the Ozama 
  Mercantile Association, which controlled trade over a vast 
  stretch of interstellar space. The merchants’ incredible wealth 
  represented a threat to Shiro’s quest for power, and he knew he 
  needed a means to oppose the OMA’s trade dominance. In hopes 
  of staving off their influence, Shiro to contacted the nearby, 
  mineral-rich Galedon V. Through deft political maneuvering—
  and copious flattery—he gained their entry into the “Alliance of 
  Galedon,” whose very name belied the fact that it existed solely 
  due to his own machinations. By naming the alliance after his 
  new partner, he disguised his own ambitions and gained the 
  support of additional systems for his rule. Urizen supervised the 
  cohesion of the new members’ military forces into a single army 
  possessed of fierce loyalty to him.
  The OMA reacted to the threat of Shiro’s alliance by increasing 
  transport fees to and between these worlds to exorbitant 
  levels. In turn, this tactic enabled Shiro to focus the Alliance’s 
  collective anger at the merchants. Galedon’s ships began to arm 
  themselves, boarding OMA vessels and seizing goods. Proceeds 
  from these seizures allowed the alliance to expand its fleet. 
  When the OMA responded in kind, outright battles between the 
  opposing fleets ignited. As OMA began to lose engagements, 
  they turned to a new front and started a propaganda war. Shiro’s 
  public image suffered greatly under the character assassination 
  of the OMA public relations army.
  Shiro reacted in unique fashion. Rather than abandon his 
  envisioned path, he began assaulting OMA facilities directly. 
  Multiple worlds experienced terrorist attacks against these bases, 
  stunning OMA leadership with their unexpected savagery. Shiro 
  followed the attacks with the first interstellar military operation 
  in Inner Sphere history, when he invaded the neutral world of 
  Sverdlovsk. The unprecedented conquest drove many nearby 
  worlds to join the Alliance of Galedon without significant 
  coaxing. Loyalty to Shiro’s burgeoning empire was instilled by 
  forcing natives of multiple worlds into education programs 
  on New Samarkand. Finally, Shiro cemented his popularity by 
  joining his brother Urizen in combat on numerous worlds being 
  brought into the fold.
  Shiro began adding worlds with larger populations and 
  greater influence by simply fooling their leaders into believing 
  that aggressive neighbors were prepared to invade and annex 
  their planet. Naturally, only Shiro’s military was suitably large 
  HOW TO USE THIS BOOK
  This chapter, Realm of the Dragon, and sidebars located 
  throughout this Combat Manual will ground players in the 
  history of House Kurita and its significant contribution to 
  Inner Sphere history. Particular focus is given to its military, the 
  Draconis Combine Mustered Soldiery, and how the DCMS came 
  to be perhaps the most feared armed force in the Inner Sphere.
  Combat Commands presents information about specific 
  Draconis Combine and Free Rasalhague Republic Combat 
  Commands. Due to the number of commands, however, 
  these represent a mere cross-section of the DCMS and the 
  KungsArmé. Included are command histories and Force 
  composition, along with noteworthy moments from their past 
  and notable warriors from their ranks.
  The Rules Addendum introduces special rules for Alpha Strike 
  games which include Combine Forces. This chapter provides 
  Force Building rules for House Kurita and the Free Rasalhague 
  Republic, and includes a review of Kurita Special Command 
  Abilities. Pre-made Draconis Combine Standard Lances, as 
  well as Unaffiliated MechWarriors, are supplied for players who 
  simply want to jump straight into a game. Finally, the Technical 
  Readout section details four venerable BattleMechs in service 
  to the Combine and other Combat Commands throughout the 
  Inner Sphere.
  Samurai and Ronin showcases the myriad paint schemes 
  of the DCMS. Players may use this section as a reference if 
  they choose to paint their miniatures to match one or more 
  of the Combat Commands presented in this Combat Manual. 
  Additional examples of many other Draconis Combine 
  paint schemes can be found on the CamoSpecs website at 
  CamoSpecs.com.
  Finally, House Kurita Faction Lists offers detailed Unit listings 
  available to DCMS and KungsArmé Combat Commands. These 
  should be used as a guideline when constructing a Force based 
  on those featured in this Combat Manual.
  
  realm of THe Dragon
  realm of THe Dragon
  13
  and well-trained to protect them from this fate. Each world added to his territory 
  increased the military proportionally, thanks to conscriptions into the academies on 
  New Samarkand.
  When Shiro’s machinations were inevitably exposed, the world of Altair left the fold and 
  joined the Terran Hegemony. Most rulers cared little for the revelation, while others were 
  incensed at the deception. To cement his power base, Shiro invited hundreds of various 
  lords from worlds in his region of space to New Samarkand. He gave an impassioned 
  speech espousing the notion of mutual defense and cooperation for the betterment and 
  safety of all. Those who voted in support of him were free to go. The rest were murdered, 
  and those worlds which resisted his takeover efforts were invaded by Urizen’s fanatical 
  troops. Sheer ruthlessness coerced many to surrender, and planetary rulers were soon 
  swearing personal oaths of loyalty to Shiro. By 2319, Shiro controlled worlds stretching 
  from Terra to New Samarkand, with a branch extending as far as Pesht. He cast off the 
  so-called “Alliance” and renamed his realm after the Draconis Rift, which stymied further 
  outward expansion. Thus was born the Draconis Combine. Shiro installed himself as 
  Coordinator of his new star empire.
  Ensuing decades saw the Combine expand both by enveloping unaffiliated worlds near 
  Combine territory, and by the conquest of the interstellar nation known as the Principality 
  of Rasalhague. The restive Rasalhague peoples would be a thorn in the Dragon’s side for 
  centuries to come, as some never accepted subjugation by the Combine.
  In 2571, Coordinator Hehiro Kurita was the first of the Great House leaders to sign the 
  Star League Accords, the terms of which were hammered out over two years by Hehiro’s 
  tense negotiations with the other Great Houses. This agreement allowed each House 
  complete control over its own territory and non-interference in its rights of succession. 
  When the Houses were called on to provide troops for the Star League Defense Force, all 
  Combine troops remained under the command of a Combine officer and retained their 
  cultural identity. As the Star League endured, it became clear that the long history of 
  excellence in the Draconis Combine Mustered Soldiery produced greater warriors than 
  those of the other Houses, and of the SLDF itself. Meanwhile, a period of prolonged peace 
  caused paradoxical unrest on many Combine worlds.
  As time passed, the culture now identified as Combine society emerged. Coordinator 
  Sanethia Kurita relocated the Combine’s capital to Luthien, three years before she 
  abdicated in favor of her son, Urizen II. The new Coordinator instituted the rise of the 
  Japanese influence throughout the Combine. Regardless of a world’s ethnic history, all 
  worlds integrated Japanese revival culture elements into their makeup. Gone was welcome 
  tolerance of differing ancestral cultural influences, in favor of a uniform adherence to 
  traditional Japanese mores which had been extinct for nearly a millennium. Society 
  was stratified into distinct levels of citizenship: Nobility, led by House Kurita; Warriors, 
  defending the Dragon, its territory, and its peoples; Workers, producing the goods and 
  providing the services necessary for the Combine to function; and Unproductives, those 
  whose lives are not focused on serving the Dragon, including beggars, criminals, rejects, 
  refugees, and assassins.
  Just as Combine society adopted Japanese cultural traditions, so too did the DCMS. 
  Instead of the English ranks used by the Star League and most Great Houses, the 
  Combine instituted Japanese names for military ranks. While English is commonly 
  spoken throughout the Combine and the DCMS, many orders are written in classical 
  Hiragana, Kanji, or Katakana characters, and communications during combat are carried 
  out in Japanese. In the former Rasalhague Military District, a peculiar pidgin of Japanese 
  and Swedish called Swedenese became the dominant language. The KungsArmé and 
  Republic citizenry still employ the blended language.
  THE STAR LEAGUE
  The Star League was founded 
  in 2571 when the Terran 
  Hegemony and the five Great 
  Houses united. This stopped the 
  warfare between the Houses, but 
  only by focusing their military 
  efforts elsewhere. One of the 
  League’s first orders of business 
  was to launch the Reunification 
  War against the Periphery 
  nations. Through force of arms, 
  the Magistracy of Canopus, 
  Outworlds Alliance, the Rim 
  Worlds Republic, and the Taurian 
  Concordat were conquered. 
  The Star League Era is often 
  referred to as humanity’s Golden 
  Age. Technology, especially 
  military hardware but also 
  medical, manufacturing, and 
  scientific applications, reached 
  its zenith under the Star League. 
  Despite the great advances, 
  humanity remained ever the 
  same: those seeking power 
  worked to foment rebellions and 
  internecine warfare, culminating 
  with the assassination of the last 
  in the Cameron line of First Lords. 
  The League fell as it ascended: in 
  bloody ruin.
  
  realm of THe Dragon
  realm of THe Dragon
  14
  THE ORDER OF  
  FIVE PILLARS
  The Order of Five Pillars, or O5P, was 
  formed in the mid-twenty-fourth cen-
  tury to assist the Keeper of the House 
  Honor as the custodian of the Combine’s 
  religious, ideological, and social codes.
  The organization began life as 
  a means to control the ivory trade 
  and boost the power of the Keeper, 
  usually a female member of the 
  Kurita family. It soon evolved into 
  an intelligence-gathering apparatus 
  due to the proliferation of offices and 
  agents throughout the Combine. The 
  members themselves evolved from 
  simply overseeing the ivory guild to 
  becoming members of a paramilitary 
  force answering to the Keeper rather 
  than to the Coordinator.
  The ISF took great exception to 
  the order’s growing power, but 
  was powerless due to the Keeper’s 
  influence. Unable to break the O5P, 
  the ISF infiltrated the organization 
  and found it to be a great source of 
  information. The O5P became a cover 
  for many ISF operations through the 
  centuries. As time passed, however, 
  the O5P has in some ways become a 
  check on the power of the ISF; as the 
  O5P stands in opposition to any change 
  in the nation’s culture, it guards against 
  any attempt by an ISF Director to install 
  him or herself as Coordinator.
  Primary among the O5P’s duties is 
  maintaining the Dictum Honorium. 
  This massive multi-tome volume lays 
  down specifics regarding the proper 
  behavior of Combine peoples, from 
  individual behavior while in foreign 
  nations, to proper means to offer or 
  accept surrender, and protocols for all 
  other situations that might arise.
  THe sTar leagUe
  The machinations of House Kurita ensured that each member nation of the Star 
  League had complete authority within its own borders. This allowed the Draconis 
  Combine to restrict the presence of foreign elements that might interfere with the 
  harmonious stratification of the nation’s society. It also prevented foreign agents 
  from infiltrating the Combine’s rungs of power. More importantly, though, it kept the 
  Combine’s economy isolated from the other nations. This was essential to maintaining 
  independence in all things, rather than relying on another Great House who might 
  one day become an enemy and hold influence over the Combine.
  A Combine MechWarrior inadvertently started the Reunification War by killing 
  or wounding dozens of civilians in a gathering-turned-riot while on peacekeeping 
  duty in the Outworlds Alliance. The Periphery nations had refused to join the Star 
  League willingly, and were now going to be forced under its yoke. House Kurita was 
  the only one of the Member States enthusiastic for the war, eager to demonstrate 
  its superiority with a military conquest. Some sixty Combine regiments, including 
  ’Mechs, tanks, and infantry, were assigned permanently to the newly-formed Star 
  League Defense Force. The First Lord agreed to let these troops serve under Combine 
  officers, thus staving off a potential rebellion in the SLDF’s ranks.
  The Dragon’s isolated economy kicked into high gear for the Reunification War. 
  Output at all levels of industry rivalled that of the Combine’s initial expansionist 
  era under Shiro Kurita. The war lasted two decades, until the capitals of the Taurian 
  Concordat and Rim Worlds Republic were captured. Peace then reigned for 150 years.
  When Stefan Amaris of the Rim Worlds Republic murdered the Cameron family 
  and usurped the throne of the Star League, the DCMS had already been doubled in 
  size thanks to Coordinator Takiro Kurita. News that his grand-nephew, Drago, and his 
  family were being held hostage on Terra to ensure the Combine’s cooperation with 
  the Usurper gave Takiro a fatal heart attack. His son, Minoru, became Coordinator 
  and went against his instincts, honoring his father’s final wish that the hostage 
  situation be resolved through negotiation rather than through force. Minoru was 
  thus restricted in his actions during General Aleksandr Kerensky’s liberation of Terra. 
  His restraint was for naught, as the Usurper murdered Drago and his family in the 
  hours before Terra fell.
  Minoru pushed the Star League Council to remove Kerensky as Commanding 
  General of the SLDF, and backed the installation of Jerome Blake as Minister of 
  Communications before the Council parted ways for the last time. Minoru immediately 
  put the Combine on a war footing, foreseeing the conflict following the League’s 
  breakup. Meanwhile, Kerensky gathered his SLDF loyalists in the New Samarkand 
  system, sparking fears of an imminent attack. Instead, the general and his forced 
  departed the Inner Sphere. It was centuries before their fate was known.
  In December 2786, Minoru formally declared himself First Lord of the Star League, 
  igniting the First Succession War. The honor of planning the invasion of the Federated 
  Suns, the Dragon’s only neighbor capable of providing a true test for the DCMS, was 
  given to Jinjiro Kurita, the Coordinator’s son and heir. The effects of Jinjiro’s invasion 
  would be among the most far-reaching in human history.
  
  realm of THe Dragon
  realm of THe Dragon
  15
  FEDERATED SUNS
  The Federated Suns has long 
  been the Dragon’s greatest 
  enemy. The largest Successor 
  State, the Suns repelled multiple 
  invasions in the early Succession 
  Wars. Under First Prince Hanse 
  Davion, the FedSuns grew so 
  powerful and canny that its 
  fortunes were reversed, and 
  it invaded enemy nations and 
  conquered new territory.
  In many ways, the Federated 
  Suns is the counterpoint to the 
  Combine. The FedSuns relies 
  heavily on mercenaries, while the 
  Dragon has all but banned them. 
  The Suns espouses freedom 
  for its peoples and is generous 
  to civilians. The Combine 
  closely monitors its peoples 
  and sets strict requirements 
  for the achievement of mere 
  citizenship. It is no wonder the 
  two diametrically-opposed 
  philosophies have spawned some 
  of the greatest battles in human 
  history, as these two nations seek 
  dominance over the other.
  THe sUCCessIon Wars
  The First Succession War began when Coordinator Minoru Kurita declared himself First 
  Lord of the Star League—followed in short order by similar declarations from the other 
  House Lords—and invaded the Federated Suns. Prior to the invasion, the DCMS used the 
  SLDF’s massing in Combine space to mask the redeployment of troops to the FedSuns 
  border. Initially, the Dragon succeeded beyond all expectations. System after system fell, 
  and the fall of New Avalon was at hand. Victory over the Dragon’s greatest enemy seemed 
  assured, until the Coordinator dismounted his BattleMech while overseeing operations 
  on Kentares IV and unknowingly exposed himself to a sniper. Assuming the mantle of 
  Coordinator, an enraged Jinjiro ordered a series of atrocities directed against civilians 
  which became known as the Kentares Massacre. When ComStar leaked the horrors of that 
  action, the AFFS was galvanized into action. The Combine thrust was stopped cold, and 
  counterattacks exposed the vulnerability of the Dragon’s efforts to consolidate its new 
  territory. Conquered systems were liberated, and the Dragon was thrown back to its pre-war 
  borders. The First Succession War ended 34 years after it began, with billions of casualties.
  THE DRACONIS COMBINE,  c. 3025
  LYRAN 
  COMMONWEALTH
  FEDERATED SUNS
  LUTHIEN
  PESHT
  RASALHAGUE
  GALEDON V
  BENJAMIN
  0
  DISTANCE IN LIGHT YEARS
  INNER SPHERE
  30
  60
  90
  120
  DIERON
  TERRA
  MAXIMUM  JUMP: 
  APPROXIMATELY 30 LIGHT YEARS
  
  realm of THe Dragon
  realm of THe Dragon
  16
  The Successor States furiously rebuilt their militaries, and the 
  brief piece was shattered only a few years later. The Second 
  Succession War lasted another 34 years. The Combine was driven 
  to invade its neighbors after ComStar conspired to leak DCMS 
  troop movements to the Steiners and Davions. Like the other 
  Great Houses, Combine leaders were focused less on conquest 
  and more on destroying the ability of their enemies to wage 
  war. The Federated Suns and Lyran Commonwealth responded 
  in kind: factories were destroyed in staggering numbers, 
  taking with them those who understood the technology they 
  employed. Technology was lost, and no one with the appropriate 
  training remained to recover it.
  Unlike the first two Succession Wars, the Third Succession War 
  lasted more than a century and a half. Rather than seeing colossal 
  armies contesting the ownership of vast swathes of territory, the 
  Third War was marked instead by constant, low-level conflict. 
  Because none of the Houses possessed the means to construct 
  new factories for war materiel, all militaries restricted their 
  actions to preserve the precious technology that had survived 
  the prior wars. 
  The Fourth Succession War was the shortest of the post-
  Star League conflicts, but also the most significant in 
  terms of territorial shift. Houses Davion and Steiner united 
  through marriage and invaded the Capellan Confederation, 
  leaving only a remnant of that nation by the time ComStar’s 
  interdiction of their interstellar communications ended the 
  campaign. The Combine, meanwhile, lost a grand opportunity 
  for conquest due to the Coordinator’s personal feud with 
  the mercenary unit Wolf’s Dragoons. Theodore Kurita, the 
  Coordinator’s estranged son, stalled the Commonwealth’s 
  invasion of the Combine with his innovative leadership of 
  the lowly Legion of Vega.
  THe free  
  rasalHagUe 
  rePUBlIC
  By the late twenty-third century, 
  Rasalhague and several neighboring 
  worlds had been heavily colonized by 
  Scandinavian peoples seeking freedom from 
  crushing war damage taxes on Terra. Seeking 
  to escape the bonds of Terra and be free to determine their 
  own fates, they founded the Rasalhague Consortium, a joint 
  government to oversee their territory. Each world was ruled 
  by a varldherren who all sat on the Consortium, along with 
  members of wealthy and powerful families. Over time the 
  Consortium became the Principality of Rasalhague, ruled by 
  an Elected Prince.
  THE KENTARES MASSACRE
  Coordinator Minoru Kurita was 91 when he accompanied 
  the Sixth Sword of Light to Kentares IV. They had almost 
  pushed the Seventh Crucis Lancers off the planet when 
  Minoru took an ill-advised sightseeing trip outside his 
  BattleMaster. A sniper with the Seventh’s infantry spotted 
  a legitimate military target and killed the Coordinator, not 
  knowing whom he’d shot.
  Jinjiro Kurita traveled to Kentares IV as soon as he received 
  word of his father’s death, with the Second Sword of Light 
  in tow. His order to the DCMS forces present was to “bathe 
  accursed Kentares in blood,” to “kill them all.” For five months, 
  the DCMS troops systematically rounded up the inhabitants 
  of Kentares and murdered them in cold blood. By the second 
  month, even the renowned stoicism of Combine warriors 
  faltered at the prospect of killing hundreds of unarmed 
  civilians daily. Some soldiers began assisting the Kentarans’ 
  escape, while others committed seppuku rather than live 
  with such dishonor.
  Jinjiro felt no such compunction. He began attending mass 
  executions, sometimes ordering his men to use their personal 
  sidearms or swords rather than BattleMechs. When Jinjiro left, 
  Kentares IV was all but depopulated. Over 90 percent of its 
  population, some 52 million victims, had been murdered. The 
  Kentares Massacre remains the greatest war crime in history.
  The ComStar adept in charge of the Kentares HPG leaked 
  footage of the massacre. The revelation shocked the entire 
  Inner Sphere, but especially the Federated Suns. Faced with 
  the fate awaiting worlds that fell to the Combine, the AFFS 
  finally found its mettle. Many commands launched their 
  own offensives, shocking the DCMS occupiers on conquered 
  FedSuns worlds. The battle cry “Remember Kentares” rallied 
  Suns troops and drove the invaders back.
  The AFFS counteroffensives were buoyed by the DCMS’ 
  collective guilt over the massacre. No adherence to duty or 
  honor could overcome the shame of being a party, no matter 
  how remote, to such an unforgiveable act.
  
  realm of THe Dragon
  realm of THe Dragon
  17
  LYRAN 
  COMMONWEALTH
  The Lyran Commonwealth has 
  always offered a lesser enemy for 
  the Combine, and inferior tactics 
  and warriors should have caused 
  the Commonwealth to fall long 
  ago. Only the Piranha Principle, 
  in which the Federated Suns 
  would likely attack undefended 
  Combine worlds should the 
  Dragon devote its forces to a true 
  invasion of the Lyrans, has saved 
  the Commonwealth.
  While is the Suns are respected 
  as a nation of worthy—though 
  still inferior—adversaries, 
  the Commonwealth receives 
  no such consideration from 
  the Dragon. The presence of 
  political appointees leading 
  military commands, rather 
  than true soldiers, makes the 
  Lyran Commonwealth Armed 
  Forces laughable. However, the 
  influence of House Davion under 
  the Federated Commonwealth 
  alliance worries the High 
  Command. Should the LCAF 
  become as formidable as the 
  AFFS, the Dragon would face a 
  true threat.
  The Principality was isolationist and neutral, but the expansionist Draconis 
  Combine attacked the insular region nonetheless, seeking to add the valuable, 
  developed worlds and their large population base to House Kurita’s holdings. 
  The conquest of Rasalhague was completed in 2330. The Combine christened the 
  region the Rasalhague Military District, but the reality of daily life in the new district 
  changed little. Despite encouraging Asian peoples to emigrate to the District, the 
  Scandinavian peoples remained the clear majority on their worlds, preserving their 
  customs, language, and culture despite the machinations of House Kurita and the ISF. 
  Even before the conquest of the Principality was complete, pockets of rebellion had 
  formed, including secret societies dedicated to overthrowing Combine rule. Among 
  these was the Tyr, the primary resistance group against Kurita rule during the late 
  Succession Wars.
  This status persisted throughout the Star League era and the centuries of the Succession 
  Wars. However, during the Fourth Succession War, Katrina Steiner hosted a secret meeting 
  on Tamar attended by members of the Tyr movement. They met the members of the Lyran 
  Commonwealth’s secret Tyr Regiment, an assault ’Mech regiment comprised entirely 
  of Rasalhague exiles. The meeting resulted in an agreement for the Tyr movement to 
  coordinate uprisings on Rasalhague worlds, to be followed by LCAF invasions. In exchange, 
  Katrina Steiner officially recognized the Tyr movement as the government-in-exile of 
  Rasalhague. The Tyr operatives spent the rest of the war feeding military information to 
  the Lyrans and performing covert commando missions behind Combine lines.
  The Lyrans failed to conquer all of the worlds the Tyr movement expected, falling short 
  of the goal of a free Rasalhague. The discontent of the rebels was exacerbated when Duke 
  Selvin Kelswa installed Lyran governors on the annexed Rasalhague worlds instead of Tyr 
  representatives. Kelswa abused his authority and imprisoned the Tyr leaders on Tamar, 
  while brutally oppressing riots and uprisings on the captured worlds. Katrina tried and 
  failed to mollify the disaffected Tyr leaders.
  Intending to stop the drain on resources caused by the constant need to put down 
  rebellions in the Rasalhague Military District, the Dragon opted for a new path: the 
  Draconis Combine announced its support for a free Rasalhague nation. The move would 
  also deprive the Commonwealth of nearly all the worlds it seized from the Combine in 
  the Fourth Succession War. On 13 March 3034, Haakon Magnusson, a leader in the Tyr 
  movement, declared the formation of the Free Rasalhague Republic and announced 
  himself as its first Elected Prince. ComStar officially recognized the new nation, and the 
  Draconis Combine did so the next day. Katrina Steiner had no choice but to recognize 
  the new state too, and cede to it the worlds the Commonwealth conquered in the 
  Fourth War. Had she not, her own status as a peacemaker and stateswoman would 
  have been greatly impacted, especially given the acknowledgment of the Republic by 
  the oppressive Combine.
  However, when the Gunji-no-Kanrei ordered DCMS troops to quit their postings in 
  the new Republic’s territory, his authority was openly challenged. Many regiments 
  refused to accept such an order, or the loss of the Dragon’s territory. Instead, they 
  followed the lead of Marcus Kurita, a rebellious member of the ruling family filled with 
  delusions of grandeur. Marcus ordered these rogue troops to occupy the worlds of 
  the new Republic. Theodore Kurita had no choice but to declare those who disobeyed 
  his orders as ronin. These troops were stunned at the labelling; despite their open 
  refusal to follow orders, they believed they were operating in the best interest of 
  the Combine.
  Thus began the Ronin War.
  
  realm of THe Dragon
  realm of THe Dragon
  18
  FEDERATED 
  COMMONWEALTH
  The Federated Commonwealth 
  was born on Terra on 20 August 3028, 
  when First Prince Hanse Davion of 
  the Federated Suns married Archon-
  Designate Melissa Steiner, heir to the 
  Lyran Commonwealth. The Fourth 
  Succession War also began that day 
  when the First Prince toasted his wife 
  by saying, “I give you the Capellan 
  Confederation!” When the war ended 
  seventeen months later, the new 
  alliance possessed of nearly a third of 
  the Confederation, plus a number of 
  worlds from the Free Worlds League 
  and Draconis Combine.
  Uniting the nations has proved 
  more difficult than uniting their 
  two ruling families. The Lyran 
  military has greatly benefited from 
  “Davionization,” but many Lyrans 
  dislike the Davion influence. House 
  Kurita defeated the Federated 
  Commonwealth in the War of 3039, 
  showing the power of the Dragon 
  against even this gargantuan 
  enemy. The last decade has seen 
  further integration between the 
  Suns and the Commonwealth, 
  including new FedCom RCTs 
  intended to foster unification with 
  troops lacking affiliation for one 
  nation or the other.
  THe ronIn War
  Among the Combine troops declared ronin for their refusal to leave Rasalhague 
  territory were all eight regiments of the Rasalhague Regulars. Joining the Regulars 
  were the First Proserpina Hussars, the First and Twelfth Sun Zhang Cadres, the Fifth 
  Amphigean Light Assault Group, the First Night Stalkers, and the Altenmarkt Militia.
  Defending the new nation was the fledgling KungsArmé, numbering eight regiments. 
  The Republic troops were mostly green recruits, though their senior officers were 
  largely former DCMS warriors who defected. The exception was the First Tyr, whose 
  elite MechWarriors served as the Republic’s shock troops. Supporting the KungsArmé 
  were eight mercenary commands. However, the canny but unscrupulous commanders 
  of these mercenary units used the Rasalhagians’ inexperience to leverage contract 
  terms allowing them to avoid the combat necessary to defend the Republic’s people. 
  This created an ingrained hatred and distrust for mercenaries in the young nation, one 
  that remains in place today.
  With Prince Magnusson’s permission, the Gunji-no-Kanrei sent eleven regiments of 
  loyal DCMS troops to put down his rebellious forces. These included the elite Second 
  Sword of Light and the First Genyosha. By using these premier commands, Theodore 
  demonstrated to the rest of the DCMS and the Combine as a whole that his efforts to put 
  down the ronin were serious. It also showed the other Great Houses that he respected 
  the existence of the Republic enough to risk the lives of loyal DCMS troops to protect it.
  Sporadic fighting occurred between elements of the Lyran Commonwealth and its 
  mercenary forces on several worlds in the Republic. The conflicts were due largely the 
  varldherren put in place by Duke Kelswa, who dragged their feet withdrawing. On Kandis, 
  two of these mercenary commands fell afoul of the First Shin Legion, who were eager 
  to prove their loyalty to the Kanrei. The First forced the Dragonslayers to surrender, then 
  exterminated Meriadoc’s Malcontents before moving on to Skandia. They garrisoned that 
  world until the conflict was over, obeying the Kanrei’s recall order in October 3035. The 
  AFFS’ famed Fox’s Teeth Company was stationed on Tukayyid to train the First Drakøn 
  when the Altenmarkt Militia raided the world’s grain supplies. While the First and half of 
  the Fox’s Teeth mauled a small portion of the Militia, the rest of the ronin force attacked 
  the allied base in force, wiping out the balance of the AFFS company. Despite a burning 
  desire for vengeance, the Fox’s Teeth obeyed the Republic order to remain in place. They 
  continued their work with the First Drakøn for the duration of the conflict.
  The Ronin War ended in just a few months, a short span saw the ronin forces put 
  to shame on every world. All rogue commands were either destroyed or forced to 
  surrender after sustaining heavy casualties. The KungsArmé showed its inexperience, 
  but its troops also displayed a notable ferocity. After the war, the Kanrei allowed any 
  DCMS warriors who wished to forsake their position in the Combine to claim citizenship 
  in the Republic and membership in the KungsArmé. The order came too late to save 
  some DCMS officers who were tempted to join their newly-free homeland, and came 
  under fire from comrades who took offense at their disloyalty to the Dragon.
  Besides firming up the new nation’s right to exist, the Ronin War marked two major 
  changes. First, the remaining worlds of the Rasalhague Military District were linked 
  with worlds from the Benjamin Military District into the new Alshain Military District. 
  This district was formed as a buffer zone between the new nation and the Combine 
  interior. The other lasting effect came about because of an incident on Diosd, in which 
  the local HPG was attacked by ronin DEST troopers who slaughtered the entire ComStar 
  complement. ComStar used this heinous crime to justify revealing the true size of their 
  Com Guards and using the troops to garrison HPGs in all nations, not just the Federated 
  Suns, where they were first deployed during the Fourth Succession War.
  
  realm of THe Dragon
  realm of THe Dragon
  19
  COMSTAR
  ComStar has been the guardian of 
  interstellar communications since the fall 
  of the Star League. For centuries, they were 
  considered neutral in all political concerns 
  and a non-factor militarily. This changed 
  in the Fourth Succession War when the 
  organization unveiled its Com Guards.
  The Com Guards were not just a massive 
  military force, but one built along unique 
  lines. Instead of lances, companies, and 
  battalions, they used formations called 
  Levels, reflecting the number of individual 
  units in each. These forces were deployed 
  to protect ComStar’s assets, unsettling 
  many leaders. House Davion, especially, 
  was unhappy having foreign military 
  assets deployed on its worlds.
  ComStar gained the Dragon’s favor by 
  aiding the Combine in the War of 3039. 
  The Star League BattleMechs and tanks 
  provided by the Order greatly bolstered 
  the DCMS’ efforts against the Davion 
  invaders. On more than one occasion, the 
  longer range of Star League-era weapons 
  caused discord among the Davion 
  aggressors and turned the tide of battle.
  As with any ally of convenience, the 
  Dragon is only pleased while aid is 
  being rendered. Since the War of 3039, 
  the Dragon is indifferent to ComStar and 
  the Com Guards.
  THe War of 3039
  With regard to Hanse Davion’s mystique, the War of 3039 was the counterpoint 
  to the Fourth Succession War. While the Fourth Succession War caught the Capellan 
  Confederation off-guard and cut it in half as the invading AFFS captured system 
  after system, the War of 3039 did not involve an ill-equipped or ill-prepared victim. 
  The Dragon did not sleep lightly with the massive Federated Commonwealth 
  forming across their long shared border.
  Hanse Davion’s timing of the 3039 invasion was excellent, as FedCom units 
  stormed across the border along both the Lyran and Suns fronts. Many border 
  worlds fell due to the sheer immensity of the attack. Quick follow-up attacks in 
  the invasion’s second wave delivered similar victories. However, the Dragon had 
  several surprises to deploy that would turn the tide.
  First, as an incentive to gain Combine support for the creation of the Free 
  Rasalhague Republic, and furthering a cooperative relationship that began in the 
  Fourth Succession War, ComStar supplied a huge number of BattleMechs, tanks, 
  and fighters to the DCMS. Though the units themselves dated to the Star League 
  era, ComStar did its best to downgrade the equipment installed on them to the 
  lower technology of the late Succession Wars era. However, the sheer number 
  of units involved resulted in a large number of valuable Star League weapons 
  remaining installed on various ’Mechs and tanks. These weapons were superior to 
  prototypes only then being recovered through a combination of the Helm Memory 
  Core and diligent research efforts. Greater range and harder-hitting power stunned 
  the FedCom invaders on several worlds, in some cases causing panic among enemy 
  troops in some cases.
  Second, as part of his military reforms, Gunji-no-Kanrei Theodore Kurita formed 
  the Ghost Regiments. These commands were staffed by elements of Combine 
  society long deemed unsuitable for military service. The organized criminal 
  elements of the yakuza demonstrated their loyalty to the Kanrei, though their 
  ruling oyabun usually profited from the Ghost Regiments’ actions through looting, 
  kidnaps for ransom, and other unsavory activities. Twelve BattleMech regiments 
  that appeared on no official DCMS military roster proved to be too great an obstacle 
  for the vaunted Hanse “The Fox” Davion to overcome. After DEST troops stopped 
  the Lyran portion of the invasion by eliminating its leadership, the Kanrei had only 
  to deal with the Federated Suns front.
  The Ghost Regiments proved their worth on several worlds. Their first engagement 
  was actually a defeat, as the Eighth Donegal Guards and two mercenary commands 
  drove back the First and Second Ghosts from Altais in the invasion’s opening wave. 
  While the Combine troops were inexperienced and faltered in the face of the 
  enemy, the delay they created in the AFFS’ timetable proved sufficient to disrupt the 
  invasion. Theodore Kurita then did the unthinkable—instead of simply attacking 
  the invaders on Combine worlds, he counterattacked into Suns territory itself.
  The sudden reversal caused Hanse Davion to sue for peace. Theodore agreed, 
  as his counterinvasion was in truth a show of strength he didn’t really possess. The 
  Dragon ended up in possession of several valuable Federated Suns worlds; though 
  Hanse Davion acquired more worlds in the war than were taken, they were of 
  lesser quality than those lost to the Combine. Both leaders claimed victory, though 
  Davion’s was Pyrrhic at best.
  
  realm of THe Dragon
  realm of THe Dragon
  20
  FREE WORLDS 
  LEAGUE
  The Free Worlds League is a 
  collection of loosely allied nation-
  states which are somewhat 
  distrusting of outsiders, especially 
  after the Capellan Confederation 
  encouraged the Marik Civil War of 
  the early thirty-first century. 
  As an ally of the Dragon through 
  the Concord of Kapteyn (see p. 
  37), House Marik’s considerable 
  military-industrial complex and 
  its position opposite the Lyran 
  Commonwealth could be a great 
  asset to the Combine. However, 
  internal political issues often 
  prevent the League from acting in 
  unison, as some provinces refuse to 
  cooperate with others. Such a weak 
  central government is anathema 
  to House Kurita, who would swiftly 
  educate any dissidents about the 
  error of their ways.
  THe PresenT
  The middle of the thirty-first century finds the Dragon’s strength waxing. The DCMS 
  boasts twenty-five percent more BattleMech regiments than it fielded prior to the Fourth 
  Succession War. That this comes after losing nearly an entire military district and the 
  forces that defended it, the Fourth Succession War, the Ronin War, and the War of 3039, 
  is no mean feat.
  Prior to the formation of the Federated Commonwealth, the Dragon had two primary 
  adversaries: the Lyran Commonwealth and the Federated Suns. Of the pair, the Suns 
  represented the greater threat, due in no small part to Hanse Davion, perhaps the greatest 
  First Prince in history. However, the threat posed by the Fox was diminished greatly after 
  Theodore Kurita used unconventional tactics, a new military paradigm, and not a little of 
  his own guile to outfox the cunning Davion. Though many at first believed the conquest 
  of the entire Inner Sphere by the gargantuan FedCom was a foregone conclusion, that 
  outcome is now deemed unlikely at best. The Dragon was prepared for the surprise 
  assault of 3039, and remains prepared today. As ever, the Dragon longs for combat with 
  a worthy foe. While the FedCom alliance strengthens the Lyran portion of the realm’s 
  military, it merely means the Dragon has a worthier enemy near its border than before. 
  Truly, these are days of glory for the Dragon.
  Compared to the FedCom border, the Free Rasalhague Republic front might as well 
  be a tea party. The Republic has no ambition to expand its borders; its residents merely 
  wish to be left alone to govern themselves, as was ever their desire. For now, it suits the 
  Dragon to allow them this luxury. But as happened before, the Dragon’s avarice will 
  surely one day spell the end of the Republic. The small nation should consider itself 
  secure for the nonce, but eventually the need for a buffer state between the Dragon 
  and the weaker portion of the Federated Commonwealth, and its precious BattleMech 
  factories, will fade. Few military analysts expect the détente between the Combine and 
  the Republic to persist forever.
  
  realm of THe Dragon
  realm of THe Dragon
  21
  CAPELLAN 
  CONFEDERATION
  The Capellan Confederation 
  shares a common enemy with 
  the Draconis Combine. The 
  Federated Suns all but eradicated 
  the Confederation in the Fourth 
  Succession War, while the 
  Combine was occupied with the 
  Coordinator’s personal feud with 
  Wolf’s Dragoons. Prior to the war, 
  the Confederation was loosely 
  allied with the Combine and 
  the Free Worlds League in the 
  Concord of Kapteyn. However, 
  compared to the Federated 
  Commonwealth treaty, forged 
  through marriage, the Concord 
  did little to counter the FedCom 
  juggernaut. The Combine looks 
  down upon the Confederation; 
  as long as they offer nothing to 
  aid the destruction of the hated 
  Federated Suns, the Combine 
  has little time to spend on this 
  shattered Successor State.
  The reforms of the DCMS instituted by the Kanrei remain foremost in the minds of the 
  Combine’s peoples. Theodore’s notions run counter to the traditions of the nation and its 
  powerful military. While those traditionalists are also supposed to adhere to the wishes 
  of their superiors, the conflict remains palpable. Some commanders have embraced the 
  changes to the military, especially after they delivered the unexpected gains of the War 
  of 3039. Others are secure in the knowledge that the Dragon would have been victorious 
  in any case. That elements of both factions took part in that war and both found success 
  only guaranteed that the dispute would continue.
  While the Combine’s Inner Sphere borders vary from actively hostile to essentially 
  peaceful, the Periphery border remains as it has always been. The Outworlds Alliance 
  knows its place and avoids arousing the Dragon’s ire. The Combine knows not to expect 
  any threat of consequence to arise from that quarter, unless insanity takes root. The vast 
  frontier beyond the Combine’s borders remains filled with pirates, though these have 
  never been more than a minor threat. Defensive attitudes in that region have grown lax, 
  especially compared to the rest of the DCMS. Should a true threat arise in the Periphery, 
  even the mighty Dragon could find itself hard-pressed to survive. 
  THE DRACONIS COMBINE,  C. 3050
  0
  DISTANCE IN LIGHT YEARS
  30
  60
  90
  120
  MAXIMUM  JUMP: 
  APPROXIMATELY 30 LIGHT YEARS
  INNER SPHERE
  LUTHIEN
  ALSHAIN
  PESHT
  GALEDON V
  BENJAMIN
  DIERON
  FREE RASALHAGUE
  REPUBLIC
  FEDERATED
  COMMONWEALTH
  
  realm of THe Dragon
  realm of THe Dragon
  22
  BUSHIDO
  Bushido was the code of honor 
  and chivalry of the ancient 
  samurai of feudal Japan. Bushido, 
  or “the way of the warrior,” is 
  the axis around which Combine 
  society revolves. For the Warrior 
  class, bushido is more important 
  than simple loyalty or faith.
  In the Combine, the bushido 
  code is derived from three 
  sources. The stereotypical 
  stoicism, endurance, and 
  contempt for both death and 
  suffering which Combine 
  warriors possess come from 
  Zen teachings. Utter loyalty, 
  bordering on worship, to the 
  nation and to the Coordinator 
  comes from Shintoism. An 
  adherence to social ethics is 
  drawn from Confucianism.
  Bushido requires constant 
  training, both mental and physical, 
  a regimen which maintains and 
  improves a warrior’s fighting skills. 
  The code also requires the strictest 
  discipline to develop the character, 
  confidence, and self-control so 
  critical to enabling a warrior to 
  face enemies without fear.
  The code ensures that all 
  Combine samurai are supremely 
  loyal to the Coordinator until 
  death. Warriors from other 
  nations all too often seek above 
  all to preserve their own lives, 
  while the Dragon’s warriors often 
  and willingly sacrifice their lives 
  without hesitation in service to 
  their liege.
  
  realm of THe Dragon
  realm of THe Dragon
  23
  INTERNAL  
  SECURITY FORCE
  In existence nearly as long as the 
  Combine itself, the Internal Security 
  Force (ISF) is renowned throughout 
  the Inner Sphere. When Coordinator 
  Urizen II ordered the nation to 
  adopt Japanese cultural elements, 
  the ISF was tasked with enforcing 
  his edict. Those resisting the change 
  were quickly dealt with; many were 
  never seen again.
  The ISF is a constant source of fear 
  for all peoples in the Combine. The 
  organization’s task to safeguard the 
  nation from threats both external 
  and internal gives it incredible 
  powers. Anyone deemed disloyal 
  for any reason may never recover 
  from their treatment at the hands 
  of the ISF, if they survive at all.
  Since the Third Succession 
  War, Subhash “the Smiling One” 
  Indrahar has served as ISF Director. 
  He wields nearly as much power as 
  the Coordinator, and only his fierce 
  loyalty to House Kurita prevents the 
  vast ISF from attempting a coup.
  The ISF has infiltrated to varying 
  degrees every organization in 
  the Combine, and many others 
  outside it. This gives the Dragon 
  incredible power, both overt and 
  covert, to manipulate individuals, 
  corporations, or other organizations 
  in the Combine’s best interests.
  The ISF controls the Draconis Elite 
  Strike Teams commandos and is 
  charged with ensuring the loyalty of 
  all members of the DCMS, especially 
  those tasked with protecting the 
  capital and the Coordinator.
  THe PIllar of sTeel
  The foundation of Draconis Combine society rests upon the Five Pillars. Each pillar 
  represents a vital aspect of the Combine’s success, and all five are critical to the nation’s 
  survival. The Pillar of Gold is embodied by House Kurita and the rest of the governing 
  body, including the nobility. The Pillar of Jade is represented by the nation’s trade and 
  commerce. The Pillar of Teak encompasses the Combine’s people and culture. The Pillar 
  of Ivory encompasses the Combine’s religion and philosophy. But arguably the most 
  important—after the Pillar of Gold, of course—is the Pillar of Steel, represented by the 
  Draconis Combine Mustered Soldiery.
  The Pillar of Steel supports, and is in turn supported by, the other four pillars. Without 
  the military, there would be no one to defend the nation. But without the Pillar of 
  Jade, for example, to fund production of war materiel and research into advanced 
  technology, the DCMS would not survive. In truth, however, all of Combine society 
  revolves around the military, which is why soldiers in general, and MechWarriors in 
  particular, are accorded higher respect than the Worker class.
  The DCMS fielded 80 regiments of BattleMechs prior to the Fourth Succession War. 
  Deft economic manipulation and draconian measures applied to the Worker class 
  rebuilt the nation’s military after that conflict. Even after the loss of the Rasalhague 
  Military District and the many regiments lost in the Ronin War, the DCMS stopped 
  cold the Federated Commonwealth invasion in the War of 3039. Less than a quarter 
  century after the Fourth Succession War, the DCMS fields nearly 100 BattleMech 
  regiments. Some of this increase was driven by the technological recovery of recent 
  years, though the desperate drive to ensure the Dragon’s survival in the face of the 
  massive FedCom military played a huge part.
  The heart of the DCMS is the indoctrination programs of the Combine’s educational 
  system. From the earliest age, dedication to the nation through military service is 
  exalted. The increased status accorded to soldiers drives many of the lower classes to 
  seek military service, in the hope that they might improve their lot in life. Too often, 
  these troops amount to mere cannon fodder among the conventional forces of the 
  DCMS. None of them complain, though, for even these lowest of troops hold higher 
  status than the Worker or Unproductive classes.
  The aspiration of all soldiers, pilots, and MechWarriors in the DCMS is to embody the 
  code, honor, and skill of the ancient samurai. As the samurai held his blade sacred and 
  viewed it as the embodiment of his honor, so too does House Kurita (and Combine 
  society as a whole) consider the DCMS sacred. In feudal Japan, fathers often passed 
  their swords on to their sons. This is mirrored in the passing down of BattleMechs 
  within Combine families. Those warriors wealthy or influential enough to own their own 
  ’Mech wish to preserve the status this bestows to the family. Ensuring a continuation 
  of MechWarrior service guarantees that status will not be lost.
  The DCMS focuses heavily on obedience to superiors. Orders must be obeyed 
  for honor to be sustained. However, there is a competing element, in that warriors 
  aspire to individual glory to ensure advancement. In other militaries, these 
  conflicting drives might result in chaos. In the DCMS, though, they combine to 
  deliver superior battlefield performance. If a warrior is ordered to achieve something 
  deemed impossible, he might die in the effort to complete the task set before him 
  and thus be accorded honor for his self-sacrifice. If he manages to succeed despite 
  the recognized difficulty, then he increases his status through his heroism. It is this 
  harmonious dichotomy that makes individual Combine warriors superior to those of 
  
  realm of THe Dragon
  realm of THe Dragon
  24
  other militaries. The notion of defeat is so hateful 
  to them that they prefer death in the attempt 
  to achieve victory. Retreat has only recently 
  become acceptable, as preserving valuable 
  combat forces for future use was accepted as a 
  sufficient means to justify withdraw in the face 
  of an enemy. Still, this alteration of traditional 
  Combine culture, driven by the Gunji-no-Kanrei, 
  has met resistance among older warriors. 
  Combine history is replete with bold last stands 
  that achieved nothing, and the Coordinator’s 
  son wishes to reduce the dishonor associated 
  with tactical withdrawals from 
  untenable positions. This very 
  shift in doctrine was critical to 
  victory in the War of 3039.
  The bushido code is embraced 
  by all DCMS warriors, but 
  samurai status is not for everyone; 
  that level of honor and achievement is 
  reserved for only the best of the best. It is in 
  the nation’s military academies that the greatest 
  drilling in bushido takes place. Graduates of the 
  academies are granted recognition as samurai. This 
  is not just a status but a duty. In all ways, these elite 
  warriors must cleave closely to bushido.
  In much the same way that samurai of feudal 
  Japan were the greatest component of their 
  shogun’s forces, the BattleMech is the most 
  important part of the DCMS. Conventional 
  forces are in fact more numerous, but the 
  general inferiority of these forces to BattleMechs 
  relegates them to lesser status, just as the 
  common foot-soldier was held in lower regard 
  than the samurai over a millennium ago. Infantry 
  and vehicle elements are always suborned to 
  BattleMech forces in combat. There is never 
  any debate or question of who is in command 
  between different unit types. However, the 
  drive to achieve glory sometimes causes friction 
  between regiments of BattleMechs from different 
  brigades. For example, a Sword of Light regiment 
  is always considered superior to regiments 
  of other brigades, and so the Sword of Light 
  regiment’s commander assumes leadership of all 
  forces in a given battle. Being relegated to lower 
  status sometimes rankles the commander of the 
  other BattleMech regiment. Such occurrences 
  cause disharmony in strategy and affect the 
  combat performance of the disparate units. In 
  these cases, defeat is more common than when 
  
  realm of THe Dragon
  realm of THe Dragon
  25
  THE DRAGON’S 
  HIRELINGS
  The following is a list of notable  
  mercenary commands which 
  once served the Combine prior 
  to Coordinator Takashi’s Death to 
  Mercenaries decree.
  7th Cavalry
  28th Heavy Horse Regiment
  52nd Heavy Assault Regiment
  104th Striker Regiment
  The Bandersnatches
  The Black Sharks
  Brion’s Legion
  Fuchida’s Fusiliers
  Helmut’s Hermits
  Kingston’s Caballeros
  Lone Star Regiment
  The Longhorns
  McGee’s Cutthroats
  The Paul Bunyan Regiment
  The Plague Boys
  Porter’s Mortars
  The Shady Ladies
  Srec’s Wrecks
  St. Cyr Heavy Assault Group
  Sunn’s Guns
  Vandelay’s Valkyries
  Waco’s Rangers
  Wolf’s Dragoons
  different commands integrate willingly to their superior’s doctrine. More than once 
  in Combine history, defeat was snatched from the jaws of victory due to such petty 
  jealousy. Commanders who survive these situations are likely to choose seppuku rather 
  than endure the dishonor of their actions. Even in cases where conflicting tactical 
  approaches still achieve success, the lack of discipline causes a loss of honor and may 
  result in demotion or transfer to a less honorable command, such as the Legion of Vega. 
  Ritual suicide to avoid this disgrace is all too common.
  Since the Third Succession War, the Coordinator has begun according honor 
  comparable to that for MechWarriors upon aerospace fighter pilots. This measure 
  was motivated primarily to encourage warriors to train as pilots to replenish the 
  heavy losses suffered by aerospace elements in combat. MechWarriors may choose 
  seppuku if they lose their BattleMech, but unlike pilots whose fighters are shot down, 
  MechWarriors have a far greater survival rate when shot out of their ’Mech. This 
  recognition increased morale among pilots, but caused discontent in MechWarriors, 
  who feel their special status is threatened.
  PILLAR OF OKANE
  Before the Fourth Succession War, the Draconis Combine employed mercenaries 
  of all stripes much like the other Successor States. While the circumstances of that 
  war changed the Combine’s relationship with mercenaries, the nation was once 
  considered a destination for mercenaries who hoped to elevate their skills by 
  training with the Combine’s renowned MechWarriors. Those who compared well 
  with these peerless MechWarriors saw their own fame and fortune enhanced by the 
  association. Because these hired warriors did not follow the precepts of bushido, they 
  were often looked down upon by the warriors of the DCMS. Often, mercenaries were 
  contemptuously referred to as the Pillar of Okane because of their pursuit of money. 
  Even this derisive term is an improvement over “mercenary scum,” the preferred term 
  of Coordinator Jinjiro Kurita.
  After Kerensky’s Exodus, several former Regular Army commands were hired to 
  augment the DCMS. This enabled an immediate increase in force size, without the 
  time required to indoctrinate from youth. Without that indoctrination, however, these 
  warriors were never fully trusted. The Dragon often sought to coerce these masterless 
  warriors into permanent service via the Company Store method. Initially, these 
  methods were clumsily transparent. Over time, though, and after several mutinies, 
  the Office of Professional Soldiery Liaison—which oversaw mercenary commands 
  for the DCMS—perfected the technique. Mercenaries were slowly indebted to the 
  Dragon and often forced to sell their command to the Combine to settle their debts.
  Mercenary commands in service to the Dragon were never allowed independent 
  command. Even Wolf’s Dragoons had a tight rein while serving Coordinator Takashi. 
  The DCMS maintained strict control over the mercenaries in its employ. This allowed 
  actions to be properly coordinated to achieve the Dragon’s aims. This often entailed 
  serving as cannon fodder, but sometimes it simply fell to mercenaries to perform 
  actions that honorable samurai might balk at. These missions included covert 
  operations to gather intelligence, carrying out dishonorable raids (such as attacking 
  civilian targets rather than military ones), or serving as diversionary forces (sometimes 
  by impersonating other commands while attacking enemy worlds).
  Regardless of the mistreatment mercenaries serving the Dragon often experienced, 
  they were an essential component of the Combine’s defensive and offensive military 
  actions for centuries. Only a personal affront ended the official sanction of such 
  warriors operating as adjunct forces to the DCMS.
  
  26
  
  T
  he Combat Command entries below include a short history and Alpha Strike 
  information for some of the Inner Sphere’s most famous or interesting 
  Draconis Combine and Free Rasalhague Republic Combat Commands in 
  existence circa 3049. These briefs will help players assemble the correct 
  Force to represent their favorite commands on the tabletop. Note that, for the purposes 
  of these rules, a Kurita Force is considered any Force constructed from Combat Commands 
  included in Combat Manual: Kurita, whether they hail from the Draconis Combine or the 
  Free Rasalhague Republic.
  In Alpha Strike, a player fields Units, defined as any playing piece with a Point 
  Value in the Master Unit List (www.masterunitlist.info), whether that playing piece 
  represents a single ’Mech or an entire Point of Elementals. Units are the building 
  blocks for Formations. The term Formation may refer to the next-highest echelon of 
  organization, such as a lance, Star, or Level II; or it may refer to a larger grouping 
  of those Formations, such as a company, battalion, Cluster, Galaxy, or regiment. Any 
  organization of Units, whatever the size, is considered a Formation.
  The Combat Manual series presents the militaries of the Inner Sphere and Clans as 
  lists of Combat Commands, which are further broken into Sub-Commands possessing 
  various experience levels, Force compositions, and special command abilities. For 
  example, the Ryuken, a famed multi-regiment Combat Command, includes the 
  Ryuken-go, a Sub-Command. Smaller Combat Commands might only possess one 
  Sub-Command.
  ComBaT CommanD BrIefs
  Each brief includes the Combat Command’s name and a summary of their history. 
  Their Common Enemies list which factions the Combat Command have battled against.
  Alpha Strike game information for each Sub-Command follows this history. 
  Experience Level: The average Skill of each Unit; see Point Value Skill Rating table 
  (p. 167, Alpha Strike)
  Force Composition: The Formations which constitute the Sub-Command. Note 
  that the weight description is an average for the constituent Formations; the average 
  Size for all the Units comprising the Formation must round down or round up to the 
  equivalent Size for that weight. For example, a medium ’Mech regiment must field 
  Units whose average Size does not exceed 2.49. Additional restrictions to the types 
  of Formations the Sub-Command is allowed to field may also apply, as detailed in 
  each brief.
  Special Command Abilities: The special benefits which apply to the Sub-
  Command; see Special Command Abilities (p. 44, Alpha Strike Companion). Brand-new 
  abilities making their debut in Combat Manual: Kurita are listed in italics, and are 
  detailed on p. 84.
  Force Building Rules: Special advantages or prohibitions which apply during Force 
  creation, intended to convey the flavor of each unique Kurita Command and Sub-Command.
  Special Rules: Any additional rules text which applies to the Sub-Command.
  Finally, certain Combat Commands include a notable warrior which may be fielded 
  as part of the Force.
  Note that several Standard Lances are capitalized in the rules below, such as 
  Command Lance, or Battle Lance. Their capitalization is intended to remind players 
  that these Formations possess special abilities under Ground Formation Types (see p. 
  150, Alpha Strike Companion) and Formations (see p. 60, Campaign Operations), and 
  also that they are available for purchase as ready-to-play Lance Packs. 
  oTHer sUB-CommanDs
  Several multi-regiment brigades, such as the District Regulars, are simply too large 
  to allow each Sub-Command to be detailed in full. Instead, the various Other Sub-
  Commands tables list bare-bones details to allow their use on the battlefield. 
  In addition to each Sub-Command’s designation, nickname, and experience 
  rating, these tables also list their Force Composition in shorthand form of Weight/
  Type/Organization. In a few cases, a Sub-Command’s weight is not specified, so only 
  Type and Organization will be listed. A key to each follows:
  Kurita  
  Combat Commands
  27
  WEIGHT
  TYPE
  ORGANIZATION
  L
  light
  BM
  BattleMech
  L
  lance
  M
  medium
  AF
  aerospace fighter
  C
  company
  H
  heavy
  CV
  combat vehicle
  B
  battalion
  A
  assault
  CI
  conventional infantry
  R
  regiment
  MI
  motorized infantry
  S
  squadron
  BA
  battle armor
  W
  wing
  AR
  artillery
  (r)
  reinforced
  (d)
  demi
  
  sWorD of lIgHT
  sWorD of lIgHT
  28
  The Sword of Light brigade was formed during General Aleksandr Kerensky’s regency of the Star League. 
  Coordinator Takiro Kurita foresaw the League’s fall, and wanted to ensure the Draconis Combine possessed 
  a superior corps of warriors to secure his own position. He created a BattleMech legion answerable to him 
  directly, and instructed that they were to have the best of everything; equipment, training, and personnel. 
  All warriors joining the unit would be tested for fanatical loyalty to the Coordinator and no one else. Thus 
  was born the Sword of Light.
  The five regiments of the brigade were to stand as symbols of the Five Pillars, the tenets on which the 
  Combine was built. Throughout the three centuries of the Sword of Light’s existence, its regiments have 
  been the premiere combat commands of the DCMS. There is no greater honor for a Combine warrior than a 
  posting to the Sword of Light—but such a posting does not come easily. All warriors must have a minimum 
  of five years of exemplary service in another DCMS regiment. Most inductees are the finest graduates of the 
  Combine’s elite academies, though some few, notable exceptions hail from poorer families with lesser educations.
  The tai-sas who command the regiments answer directly to the Coordinator. On rare occasions, a Warlord or 
  Prefect might be given command of a Sword of Light regiment stationed in his or her territory, but ultimately the tai-sa is 
  responsible for the performance of their regiment. Whenever a Sword of Light regiment is operating in a theater with another 
  DCMS command, the Sword of Light’s tai-sa automatically assumes overall command of the operation.
  Though Sword of Light warriors receive whatever equipment they wish, a few are notable for opting not to upgrade their 
  equipment with modern or recovered technology. Some are unwilling to alter their families’ heirloom BattleMechs, while others 
  prefer equipment with which they are intimately familiar, as opposed to untested components that have yet to stand the test of time. Still, most 
  Sword of Light BattleMechs possess modern weapons and heat sinks, though engines and internal structures are rarely changed. All Sword of Light 
  ’Mech regiments are reinforced regiments of four battalions, allowing each to deliver unparalleled firepower against any enemy.
  fIrsT sWorD of lIgHT
  The Ivory Dragon is the Sword of Light regiment most focused on bushido. Their fanatical devotion to the code and 
  to the Coordinator is unmatched. The First Sword has long specialized in night combat, though it sees less action than 
  the other Sword of Light regiments due its posting on Luthien to safeguard the Coordinator. However, this has not 
  dulled the First Sword’s edge. In the War of 3039, the First spearheaded the assault on Halstead Station, joining the 
  Seventh Sword of Light to wrest the world from the Fighting Urukhai and the Fifth FedCom RCT. The reinforced ’Mech 
  regiment contains two battalions of medium ’Mechs, one of heavy ’Mechs, and one of assault ’Mechs. Conventional 
  forces are attached to the First Sword as needed for their mission or posting.
  seConD sWorD of lIgHT
  The Steel Dragon has long been the flagship regiment of the DCMS. The Second Battalion of the Second Sword’s ’Mech 
  regiment participated in the Kentares Massacre, and its MechWarriors still paint the flag of Kentares IV on their ’Mechs’ 
  backs to reflect their predecessors’ sacrifice of personal honor to carry out their assigned duty—such is the devotion of the 
  Second Sword of Light. Coordinator Takashi Kurita himself commanded the Second Sword’s assault battalion before he was 
  transferred to the Otomo. It was the Second that nearly captured Mallory’s World in 3014, when Tai-sa Yorinaga Kurita killed 
  First Prince Ian Davion in single combat. Later, the Second engaged the elite Wolf’s Dragoons when the mercenaries invaded 
  Dromini VI. The Second took heavy losses, but were the first combat command of any Successor State to deal similarly severe 
  casualties on the Dragoons. In the Ronin War, the Second turned the tide against ronin forces on multiple worlds, aiding the 
  newborn KungsArmé forces in protecting their new nation. The Second liberated Kessel from Lyran conquerors in the War of 3039, leading two Sun Zhang 
  Cadres against three Lyran regiments. The Second is the only Sword of Light combat command with permanently-attached conventional forces, and includes 
  twice as many Aerospace fighters. The reinforced ’Mech regiment contains one battalion of light ’Mechs, two of heavy ’Mechs, and one of assault ’Mechs.
  Experience Rating
  Veteran
  Force Composition
  1 heavy reinforced ’Mech regiment, 2 heavy aerospace fighter wings
  Special Command Abilities
  Banking Initiative, Environmental Specialization (Night), Esprit de Corps, Focus (Nightwalker)
  Force Building Rules
  First Sword Units with a Skill Rating of 3 or lower may select any Unit from their Availability Lists for 2 fewer FPs (minimum of 0 FP).
  Common Enemies
  Clan Smoke Jaguar (Early Clan Invasion), Clan Nova Cat (Early Clan Invasion)
  Experience Rating
  Elite
  Force Composition
  1 heavy reinforced ’Mech regiment, 2 heavy aerospace fighter wings
  Special Command Abilities
  Esprit de Corps, Forcing the Initiative, Strategic Planning, Tactical Adjustments
  Force Building Rules
  Units with a Skill Rating of 3 or lower may select any Unit from their Availability Lists for 2 fewer FPs (minimum of 0 FP).
  Common Enemies
  Clan Ghost Bear (Early Clan Invasion)
  
  sWorD of lIgHT
  sWorD of lIgHT
  29
  fIfTH sWorD of lIgHT
  The Fourth Succession War and War 
  of 3039 were particularly harsh to the 
  Gold Dragon. The Fifth long had the 
  reputation of utilizing any dirty tactic 
  that would guarantee victory; for them, 
  the end always justified the means. Their 
  mentality only delivered results, however, 
  against enemies incapable of adapting to 
  changing conditions. In the Fourth Succession War, Fifth Sword of Light 
  Tai-sa Conti Palmer orchestrated the introduction of a deadly virus on 
  Northwind that killed thousands. The Fifth was later seriously mauled 
  by the elite Kell Hounds on Nusakan. On Pike IV in the War of 3039, the 
  Fifth Sword dealt significant damage to Hansen’s Roughriders, but then 
  suffered mightily at the hands of the Seventeenth Skye Rangers, who 
  obliterated the Kuritan troops with aerospace fighters. By the end of 
  the war, the once-elite Fifth was a bitter remnant of its former glory. The 
  command is only now being rebuilt, and its former fearsomeness in urban 
  fighting no longer strikes fear into enemy cockpits. The ’Mech regiment 
  possessed one battalion of light ’Mech, one of medium ’Mechs, and two 
  of heavy ’Mechs. Conventional and aerospace forces are attached to the 
  Fifth Sword as needed for their mission or posting.
  sorenson’s saBres
  Sorenson’s Sabres is an independent company formed in 3021 when Third Company, Second Battalion of the Fifth Sword 
  of Light was sent to raid multiple worlds in the Lyran Commonwealth. The command’s unique composition included an 
  aerospace fighter and a Land-Air ’Mech providing close air support for ten BattleMechs. During their raiding actions, the 
  Sabres were used to poison the city of Cromarty’s reservoir without the warriors’ knowledge. The birth of the Free Rasalhague 
  Republic sundered the Sabres, as some warriors went rogue to join the new nation. After the Ronin War, the Sabres were 
  disgraced by failing to stop a pirate raid and exiled to garrison the Periphery border. After rebuilding and preventing a major 
  pirate invasion, the Sabres recovered their honor and were reposted to the Fifth as it reformed. Since 3047, the company 
  has honed its skills by raiding along the Davion border. 
  BUSOSENSHI SHARRON BURGOZ
  Assigned to Sorenson’s Sabres as an ISF informant, Burgoz 
  eventually grew closer to her unit than her handlers anticipated. 
  Her custom Trebuchet TBT-7K (nicknamed “Snowball”) was a special 
  variant undergoing testing by the DCMS. This version was an 
  attempt to see if direct weapons fire-support could be a viable alternative to the more traditional indirect missile support in the long term, both in combat 
  and logistically. Her ’Mech replaces the conventional Trebuchet weaponry with an autocannon, particle projection cannon, and a single SRM-2 pack. 
  Experience Rating
  (Pre-3040): Elite; (3040-): Green
  Force Composition
  (Pre-3040): 1 medium reinforced ’Mech regiment, 2 light aerospace fighter wings; (3040-): 1 heavy ’Mech battalion
  Special Command Abilities
  Environmental Specialization (Urban), Esprit de Corps, Focus (Street Fighter) 
  Force Building Rules
  Units with a Skill Rating of 3 or lower may select any Unit from their Availability Lists for 2 fewer FPs (minimum of 0 FP).
  Experience Rating
  Elite
  Force Composition
  1 ’Mech company including 1 aerospace fighter and 1 LAM
  Special Command Abilities
  Per Fifth Sword of Light (Pre-3040)
  Force Building Rules
  Per Fifth Sword of Light (Pre-3040)
  BUsosensHI sHarron BUrgoZ
  PV: 25 (35)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Trebuchet TBT-7K
  2
  BM
  3
  10
  2
  2/2/2
  0
  4/4
  REAR1/1/-
  Special Pilot Abilities: Melee Master, Melee Specialist
  
  sWorD of lIgHT
  sWorD of lIgHT
  30
  BASIC 
  REGIMENTAL 
  STRUCTURE
  House Kurita’s combat Formations 
  are similar to those of other House 
  militaries, with some differences 
  in aerospace fighter organization. 
  House Kurita’s Formations are 
  homogeneous by Unit type, unlike 
  other Houses (or ComStar) which 
  sometimes integrate Unit types into 
  combined-arms Formations. Some 
  House Kurita Combat Commands 
  are “reinforced” Formations, 
  meaning they contain one or two 
  additional Formations from the 
  next lower echelon of organization. 
  A reinforced company, for example, 
  may contain one or two more lances 
  than a normal company. However, 
  a command Formation (such as a 
  command lance) does not usually 
  contribute to making a Formation 
  reinforced, since such Formations see 
  combat only infrequently due to their 
  administrative duties.
  Lance: A lance contains four 
  BattleMechs or vehicles. Armor lances 
  are often called platoons. Aerospace 
  lances contain two fighters. It is very 
  rare within the DCMS for the two 
  lance types to join as an AirLance.
  Flight: A flight contains three 
  aerospace lances (six fighters). This 
  is sometimes referred to as a demi-
  company.
  Company: A company contains 
  three lances/flights (twelve ’Mechs, 
  fighters, or vehicles).
  Battalion: A battalion contains 
  three companies (thirty-six ’Mechs 
  or vehicles). ’Mech battalions often 
  contain an additional command 
  lance. The aerospace equivalent is a 
  wing (thirty-six fighters), which often 
  contains a command lance.
  seVenTH sWorD of lIgHT
  The Teak Dragon has strongly resisted Gunji-no-Kanrei Theodore 
  Kurita’s military reforms. As the Sword of Light regiment representing 
  Combine culture, the Seventh believes its duty is to preserve the 
  traditional Kurita style of organization and combat unless the Combine 
  as a whole embraces the change, thus altering its culture. The Seventh 
  executed an exemplary combat drop into enemy territory on Halstead 
  Station in the War of 3039 and attacked the occupying Fifth FedCom RCT 
  from the rear, crushing them against the First Sword of Light. Like the 
  First Sword, the Seventh is stationed on Luthien, a fitting post to defend 
  not just the nation’s culture but also the Coordinator and his family. The reinforced ’Mech regiment 
  includes two battalions of light ’Mechs, one of medium ’Mechs, and one of assault ’Mechs. Conventional 
  and aerospace forces are attached to the Seventh Sword as needed for their mission or posting.
  TaI-I sHellY WeBsTer
  Tai-i Shelly Webster commands Second Company, Third Battalion of the Seventh Sword of Light, a light 
  ’Mech company which specializes in forest combat. Her Jenner, “Crow,” is painted all black, unlike most 
  Sword of Light ’Mechs. Having overcome the typical bias against female MechWarriors in the Sword of Light, 
  Webster’s steady hand at the controls belies her reckless approach to combat. She devolves into savagery 
  in combat, often allowing her to take down heavier enemy ’Mechs. As a reward for crushing a Deneb Light 
  Cavalry lance, her ’Mech’s heat sinks were upgraded to double-strength versions, and additional jump jets 
  were added to “Crow,” making Webster even more deadly in combat.
  eIgHTH sWorD of lIgHT
  The Jade Dragon represents the economy of the Draconis Combine. 
  Unlike the other Sword of Light commands, the Eighth chooses to remain 
  generalists in all forms of combat rather than specialize in any particular 
  terrain or environment. The Eighth’s battalions are rarely all in one place 
  at the same time. Instead, each battalion patrols the Combine’s borders 
  on a randomized schedule to better surprise raiders. The rotation also 
  familiarizes the Eighth with multiple worlds, allowing it to better defend 
  the Dragon’s territory. This dispersal almost cost the regiment dearly 
  when Davion forces invaded Delacruz in the War of 3039 and faced only 
  one battalion of the Eighth. That battalion was mauled by Davion aerospace fighters, but survived the 
  occupation until their errant comrades returned to liberate the world from the invaders. The reinforced 
  ’Mech regiment fields two battalions of medium ’Mechs and two of assault ’Mechs. Conventional forces 
  are attached to the Eighth Sword as needed for their mission or posting.
  Experience Rating
  Veteran
  Force Composition
  1 medium reinforced ’Mech regiment, 2 light aerospace fighter wings
  Special Command Abilities
  Environmental Specialization (Urban), Focus (Demoralizer, Melee Master, Slugger)
  Common Enemies
  Clan Smoke Jaguar (Early Clan Invasion)
  Experience Rating
  Regular
  Force Composition
  1 heavy reinforced ’Mech regiment, 2 heavy aerospace wings
  Special Command Abilities
  Tactical Adjustments
  Force Building Rules
  Units with a Skill Rating of 3 or lower may select any Unit from their Availability Lists for 2 
  fewer FPs (minimum of 0 FP).
  TaI-I sHellY WeBsTer
  PV: 24 (34)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Jenner JR7-D (Webster)
  2
  BM
  1
  14j
  3
  3/3/0
  0
  2/3
  ENE
  Special Pilot Abilities: Terrain Master (Forest Ranger). Tai-i Shelly Webster grants any Force she leads up to a company in size the 
  ability to select the Highlander Burial Special Command Ability (see Combat Manual: Mercenaries, p. 91).
  Available to: Sword of Light
  
  sWorD of lIgHT
  sWorD of lIgHT
  31
  BASIC 
  REGIMENTAL 
  STRUCTURE 
  (CONTINUED)
  Regiment: Regiments contain 
  three battalions (108 ’Mechs or 
  vehicles). ’Mech regiments often 
  contain an additional command 
  lance or command company. An 
  aerospace regiment contains three 
  battalions (108 fighters).
  Infantry formations vary slightly 
  from ’Mech, vehicle, and aerospace 
  formations.
  Squad: A squad contains seven 
  troopers.
  Platoon: A platoon contains four 
  squads (twenty-eight troopers). 
  Jump platoons contain three squads 
  (twenty-one troopers).
  Company: A company contains 
  three platoons (eighty-four troopers, 
  or sixty-three for jump infantry), often 
  with an additional command squad.
  Battalion: A battalion contains 
  three companies (252 troopers, or 
  189 for jump infantry), often with an 
  additional command squad.
  Regiment: A regiment contains 
  three battalions (756 troopers, or 
  567 for jump infantry), often with 
  an additional command squad or 
  command company. 
  THe Kessel rUn
  Western Heights, Gershtad
  Kessel
  Draconis Combine
  9 August 3039
  The Second Sword of Light arrived on Kessel with supporting regiments to 
  eject the Lyran occupiers. While two Sun Zhang Cadres occupied the Second 
  Donegal Guards and Fourth Skye Rangers, it fell to the Eleventh Lyran Regulars 
  to stop the Second Sword from penetrating their lines and destroying the Lyran 
  command post at the spaceport. Reinforcements were on the way, but would 
  they arrive in time to aid the beleaguered Eleventh?
  game seTUP
  Recommended Terrain: Rolling Hills, Open Terrain
  If using terrain, the game table should be divided equally between open terrain 
  on one half and rolling hills on the other.
  If using hex maps, arrange two maps with their long edges touching; one 
  should be open terrain, while the other should include rolling hills. 
  The Defender chooses one long edge of the playing surface as their home 
  edge; the Attacker’s home edge is the opposite edge.
  Both sides should have the same number of Units. Only BattleMechs took part 
  in this battle.
  Victory Conditions: Per Hold the Line (see p. 165, ASC).
  aTTaCKer
  Second Sword of Light (Elite)
  The Attacker consists of the Second Sword of Light, which seeks to capture 
  the Lyran headquarters. The Attacker enters from their home edge on Turn 1. 
  The Attacker’s objective is to exit half their units via the Defender’s home edge 
  before Turn 12.
  DefenDer
  Eleventh Lyran Regulars (Green), Second Donegal Guards (Veteran)
  The Defender consists of one patrolling company of the Eleventh Lyran 
  Regulars that enters the table on Turn 1. A lance of the Second Donegal Guards 
  enters the table via Defender’s home edge on Turn 6. The Defender must prevent 
  half of the Attacker’s units from exiting via the Defender’s home edge before 
  Turn 12.
  
  DIeron regUlars
  DIeron regUlars
  32
  The Dieron Military District has long been the most militarily active segment of the Draconis Combine. 
  The district’s territory resembles a dagger poised at Terra and borders both the Federated Suns and Lyran 
  Commonwealth, ensuring constant raids and attacks by both those nations. The excess of combat makes 
  the Dieron Regulars the most experienced and highly skilled of all District Regulars brigades. The Dieron 
  Regulars also boast more combat commands than any of their counterparts.
  There has been no major conflict in which the Dieron Regulars were not a primary player. Their actions 
  in defense of the Combine have preserved the Dragon’s territory through the centuries. The brigade is 
  the single largest source of experienced warriors for other DCMS regiments, due both to the size of the 
  Dieron Regulars and to their constant combat experience. The Dieron Regulars are experts in the terrain 
  and conditions of all worlds in their military district as well as those just across the border in the Federated 
  Commonwealth. They rarely leave the confines of their own district, but when they do, they are the most 
  effective of the Regulars.
  eIgHTH DIeron regUlars
  The Wrath of the Spurned, as the Eighth is known, is a medium ’Mech regiment specializing in night combat. The 
  Eighth earned the displeasure of the Coordinator in the Third Succession War when they chose to attack a vulnerable 
  point in an enemy fortification, unlike their Sword of Light comrades who insisted on attacking the enemy’s strongest 
  point as honor demanded. When the enemy force successfully repelled the attack, the Eighth’s commander accepted 
  the blame, but declined the chance to commit seppuku. He was then tried and convicted of cowardice, souring the 
  relationship between the Eighth and the Coordinator. This falling out has affected the Eighth’s supply priority, forcing 
  them to field improperly repaired equipment. The Eighth Dieron Regulars Aerospace is fervently anti-Davion, and seeks 
  to engage Davion fighters at every opportunity. The makeup of the Eighth’s Heavy Armor regiment has changed nearly 
  every year since the command’s disgrace in the Third Succession War, but usually consists of a hovercraft formation to complement the Eighth’s fast 
  ’Mechs. The Eighth Dieron Regulars infantry’s First Battalion is a fearsome anti-’Mech force called Carmen’s Commando.
  CHU-sa ZaKoTa “Karma” KITa
  Chu-sa Zakota “Karma” Kita commands a battalion of the Dieron Regulars, and her command lance consists entirely of 55-ton medium ’Mechs. 
  She has replaced her own Griffin numerous times since the War of 3039, each time salvaging one from the enemy to serve as her new ride. She 
  drove a GRF-1N in the War of 3039, but lost it on Ancha. Her new GRF-1S was captured in that same battle, and served her for the next five years. 
  It too was later lost and replaced with an uncommon GRF-2N, whose previous mercenary owner had scavenged it from a lost Star League depot. 
  Her uncanny good fortune on the heels of bad fortune earned her the nickname “Karma.”
  CHU-sa ZaKoTa “Karma” KITa
  PV:  29 (35) | 29 (35) | 35 (42)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Griffin GRF-1N (pre-3040)
  3
  BM
  2
  10j
  2
  1/2/2
  0
  5/5
  IF1
  Griffin GRF-1S (3040-3051)
  3
  BM
  2
  10j
  2
  2/2/0*
  1
  5/5
  IF0*
  Griffin GRF-2N (3052+)
  3
  BM
  2
  10j
  2
  3/3/1
  0
  6/5
  CASE,ECM,SRM2/2
  Special Pilot Abilities: Lucky (4)
  Available to: Dieron Regulars
  Experience Rating
  Veteran
  Force Composition
  1 medium ’Mech regiment, 1 heavy aerospace fighter wing, 1 medium vehicle regiment, 1 infantry battalion
  Special Command Abilities
  Environmental Specialization (Night), Enemy Specialization (Davion), Focus (Nightwalker)
  Special Rules
  Prior to play, mark off one point of Armor, Structure, and Ammo for all of the Eighth’s ground Units of Skill Rating 4 or higher to reflect the command’s poor 
  supply situation. If a Force is comprised solely of Eighth Dieron Regulars Units and one-third of those Units possesses a Skill Rating of 4 or higher, those Units 
  receive the Nightwalker SPA in addition to any others granted by their Skill Rating. In the Early Clan Invasion era, one infantry unit of Skill Rating 2 or lower, if 
  present, may add the TAG special unit ability and reduce its S damage value to 0* and M and L range damage values to 0.
  
  DIeron regUlars
  DIeron regUlars
  33
  MECHWARRIOR 
  FAMILIES
  When Kerensky departed 
  on his Exodus, the former SLDF 
  MechWarriors who stayed behind 
  retained ownership of their 
  BattleMechs. Because of the 
  longevity of these kings of the 
  battlefield, the BattleMechs often 
  outlived their MechWarriors, leading 
  to the rise of MechWarrior families. 
  House militaries and even mercenary 
  commands benefited from the long-
  term service of these families, as 
  MechWarrior aptitude was hereditary 
  in many cases.
  When a MechWarrior died, his 
  ’Mech passed to an heir. Knowing 
  this, parents began training their 
  children in BattleMech operation 
  at very young ages. Those who 
  showed the most promise received 
  intense training in their teen years, 
  including simulator training, mock 
  battles, and live-fire drills. The best 
  of these teenagers were admitted to 
  prestigious MechWarrior academies.
  Many Combine families spent 
  generations serving the Dragon, and 
  passed down their ’Mechs through a 
  centuries-long lineage of loyal DCMS 
  recruits. Often, these MechWarrior 
  families were rewarded for their 
  service with landholds and noble 
  titles, especially when their members 
  displayed gallantry or exceptional 
  valor. These financial rewards in turn 
  enabled the family to keep their 
  ’Mechs operational, ensuring a steady 
  supply of well-trained troops for the 
  Succession Wars.
  eIgHTeenTH DIeron regUlars
  The Eighteenth is known as Pride of Dieron, and is built around a 
  heavy ’Mech regiment who are terrors in urban combat. The Eighteenth 
  put this expertise to use on Ancha in the War of 3039. In relief of the 
  First Shin Legion they mauled the Fighting Urukhai before driving into 
  the planetary capital of New Summit, capturing a vital hospital and its 
  supply of anti-viral drugs necessary to prevent infection of the FedCom 
  troops by the hostile environment of Ancha itself. This tactic forced 
  the FedCom troops to abandon the world. The Eighteenth Dieron was 
  destroyed in 3051 by Clan Nova Cat, defending the LexaTech LAM factory on Irece. The Eighteenth 
  Dieron Armor is an all-assault tank command that shares the Eighteenth’s urban combat skills. The 
  Eighteenth Urban infantry not only specializes in urban operations, but also in anti-’Mech attacks. 
  The Eighteenth’s Sky Assault Wing’s pilots are all extraordinary ground attackers.
  sHo-sa KonamI maKI
  Sho-sa Konami Maki commands Third Battalion of the Eighteenth Dieron Regulars. She earned 
  her command by conceiving the tactic that drove the Sixth FedCom RCT from Ancha in the War of 
  3039. In return, she was promised upgrades to her OTL-4D Ostsol; it took a decade, but the Dragon 
  does not leave debts unpaid. Her ’Mech was rebuilt from the inside out, but Maki disliked the 
  weapon placement and made some modifications after testing it in combat. She is pleased that 
  the ’Mech’s internal alterations have not affected its performance on pavement.
  Experience Rating
  Elite
  Force Composition
  1 heavy ’Mech regiment, 1 medium aerospace fighter wing, 1 assault vehicle regiment, 1 
  infantry battalion
  Special Command Abilities
  Brawlers, Environmental Specialization (Urban), Focus (Ground-Hugger), Focus (Ride the 
  Wash), Focus (Shaky Stick), Focus (Urban Guerilla)
  sHo-sa KonamI maKI
  PV: 30 (42) | 36 (50)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Ostsol OTL-4D (Late Succession Wars)
  2
  BM
  3
  10
  2
  3/3/0
  0
  5/5
  ENE,REAR1/1/- 
  Ostsol OTL-5M (Maki) (Early Clan Invasion)
  2
  BM
  3
  10
  2
  4/4/2
  1
  6/3
  ENE, REAR1/1/- 
  Special Pilot Abilities: Hot Dog, Speed Demon
  Available to: Eighteenth Dieron Regulars
  
  DIeron regUlars
  DIeron regUlars
  34
  TWenTY-seConD DIeron regUlars
  The Twenty-second, “Vengeance of Dieron,” is a light ’Mech regiment whose warriors are experts in reconnaissance 
  operations. In the War of 3039, the Twenty-second held out on Konstance against three regiments: the FedCom’s Fourth 
  Lyran Regulars and Fourth Crucis Lancers, as well as the Mobile Fire mercenary command. The Twenty-second used 
  their light, fast units to great advantage by raiding supplies, ambushing patrols, and generally making life miserable 
  for the numerically-superior occupation force. When relief finally arrived in the form of the Third Dieron Regulars, the 
  two commands fought the invaders to a stalemate until a recall order ended the enemy presence on Konstance. The 
  Twenty-Second Aerospace is terrifying when providing close air support for the command’s ground units. The Devil 
  Dogs, the Twenty-second’s vehicle regiment, is composed primarily of light tanks, with some fast medium tanks, and 
  shares the ’Mechs’ expertise at reconnaissance. They routinely spring from ambush to exterminate careless enemy patrols and recon elements. The 
  Twenty-second Dieron Regulars infantry is also an excellent scout force which routinely infiltrates enemy positions to pinpoint targets for incoming 
  fighters or ground forces.
  regUlar sCoUTIng
  Lazarus Bay
  Konstance
  Draconis Combine
  11 May 3039
  A company of the Twenty-second Dieron Regulars is patrolling the lines of the Fourth Lyran Regulars outside the city of Lazarus 
  Bay when they run into a Commonweath lance. A running battle breaks out, with both scout forces trying to eliminate the other.
  game seTUP
  Recommended Terrain: Open Terrain
  If using terrain, the game table should be primarily open terrain.
  If using hex maps, arrange two maps of Open Terrain with their long edges touching.
  The Defender chooses one short edge of the playing surface as their home edge; the Attacker’s home edge is the opposite edge.
  Victory Conditions: Per Stand-Up Fight (p. 161, ASC)
  aTTaCKer
  Second Company, Second Battalion, Twenty-second Dieron Regulars (Veteran)
  The Attacker consists of one company of medium (Size 2) ’Mechs of the Twenty-second Dieron Regulars. The Attacker enters 
  from the Defender’s home edge on Turn 1. The Attacker’s objective is to exit via the Attacker’s home edge, while preventing the 
  Defender from exiting via the Defender’s home edge.
  DefenDer
  Fourth Lyran Regulars (Regular)
  The Defender consists of one company of the Fourth Lyran Regulars that enters from the Attacker’s home edge on Turn 1. The 
  Defender’s objective is to exit via the Defender’s home edge, while preventing the Attacker from exiting via Attacker’s home edge.
  Experience Rating
  Veteran 
  Force Composition
  1 light ’Mech regiment, 1 light aerospace fighter wing, 1 light vehicle regiment, 1 infantry regiment
  Special Command Abilities
  Focus (Cross-Country), Focus (Foot Cavalry), Focus (Maneuvering Ace), Focus (Swamp Beast), Ground Attack Specialists, Off-Map Movement
  Force Building Rules
  All ’Mechs and vehicles must light (Size 1) or medium (Size 2); however, one heavy (Size 3) ’Mech with a minimum Move of 10” may be included in each lance
  
  DIeron regUlars
  DIeron regUlars
  35
  TaI-I VInnY loWenBraU
  Tai-i Vinny Lowenbrau stands out among the light and medium MechWarriors of the Twenty-second. His “souped-up” Hatamoto-Chi is the heaviest 
  ’Mech in the regiment. In order to keep up with the fast, mobile members of his company, he added a number of upgraded components, including 
  MASC and double heat sinks. His skill at the controls enables him to match the speed and agility of his much-lighter comrades, while shrugging 
  off enemy fire and closing with any opponent who threatens his recon company’s mission. He commands Second Company, Second Battalion of 
  the Twenty-second Dieron Regulars.
  oTHer DIeron regUlars sUB-CommanDs
  TaI-I VInnY loWenBraU
  PV: 38 (54) | 44 (62)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Hatamoto-Chi HTM-26T (Late Succession Wars)
  2
  BM
  4
  8
  1
  2/3/2
  1
  8/6
  Hatamoto-Chi HTM-27T (Lowenbrau) (Early Clan Invasion)
  2
  BM
  4
  10
  2
  4/4/2
  0
  8/6
  CASE, SRM2/2
  Special Pilot Abilities: Speed Demon, Maneuvering Ace
  Available to: Twenty-second Dieron Regulars
  *Destroyed in 3052
  †Destroyed in 3052
  ‡Formed in 3035
  §Formed in 3037, destroyed in 3052
  || Formed in 3040, destroyed in 3050
  seConD DIeron regUlars
  The Pride of Shionoha
  Veteran
  L/BM/R, 2x L/AF/C 2x M/CV/B, CI/R
  Environmental Specialization (Mountains), False Flag,  
  Off-Map Movement, Tactical Specialization (Hidden Units)
  TWenTY-seVenTH DIeron regUlars†
  The Claws of the Tigers
  Regular
  M/BM/R, 2x L/AF/C, CV/B, CI/R
  Forcing the Initiative
  nInTH DIeron regUlars*
  The Will of the Dieron
  Regular
  H/BM/R, M/AF/W, 2x CV/R, CI/B
  Banking Initiative
  forTIeTH DIeron regUlars‡
  Shield of True Belief
  Green
  L/BM/R, M/AF/W, CV/B, CI/B
  Enemy Specialization (Steiner)
  fIfTeenTH DIeron regUlars
  Devotion Through Combat
  Regular
  A/BM/R, M/AF/C, CV(Artillery)/B, CI/R
  Environmental Specialization (Urban), Tactical Specialization (Attack)
  forTY-seConD DIeron regUlars||
  The Swordbreakers
  Green
  L/BM/R, M/AF/C, CV/R, CI/R
  Brawlers
  THIrD DIeron regUlars
  The Ever-Vigilant of Kessel
  Regular
  M/BM/R, M/AF/C, CV/B, CI/R
  Environmental Specialization (Urban)
  THIrTY-sIXTH DIeron regUlars
  The Hungry Ghosts
  Green
  L/BM/R, M/AF/C, CV/(r)R, CI/R
  Environmental Specialization (Clear)
  TWelfTH DIeron regUlars
  Arm of Unswervable Power
  Green
  M/BM/R, 2x M/AF/F, CV/R, 2x CI/R
  Off-Map Movement
  forTY-fIrsT DIeron regUlars§
  The Zen Masters
  Green
  M/BM/R, 2x L/AF/F, CV/R, CI/R
  TWenTY-foUrTH DIeron regUlars
  Collector of Heads
  Green
  H/BM/R, M/AF/C, CV/R, 2x CI/B
  Brawlers, Ground Attack Specialists
  
  galeDon regUlars 
  galeDon regUlars 
  36
  The Galedon Regulars have spent the last few decades attempting to recover from 
  the stain on their honor left by the actions of Warlord Grieg Samsonov. Samsonov’s 
  machinations, intended to increase his power base and elevate his status in the Combine, 
  led not only to defeat on Galtor late in the Third Succession War but also alienated Wolf’s 
  Dragoons and led directly to the vendetta between the Coordinator and Jaime Wolf.
  Because of this recent history and the Galedon District’s cultural and military importance 
  to the Combine, the ISF investigates all candidates before they are approved to join the 
  Galedon Regulars. The Galedon Military District is the Combine’s oldest district and home 
  to the nation’s first capital, New Samarkand. The Regulars’ ranks are filled with graduates of 
  the Sun Zhang MechWarrior Academy and the Galedon Military Academy.
  Tai-shu Li Dok To is the Warlord of Galedon. His devotion to the Galedon District and to 
  the Coordinator ensures he will not succumb to personal ambition like Samsonov.
  The Galedon Regulars are a permanent thorn in the side of the Federated Suns and 
  the Outworlds Alliance. The latter they raid with impunity, the former with deadly intent. 
  Casual disregard for the typical tenets DCMS honor has earned many Galedon Regulars 
  MechWarriors the label of war criminal.
  eIgHTH galeDon regUlars
  The warriors of the Fate of Enemies, as the Eighth is known, consider themselves the “Liberators of Marduk” for 
  outlasting the Davion invaders—though the Suns forces had all but secured the world when First Prince Hanse Davion 
  ordered them to depart. The Eighth specializes in fast, hard-hitting combat. Their ’Mechs and tanks are either heavily-
  armed mediums, fast heavies or assaults. The fighters of the Galedon Starmasters are air superiority experts whose 
  mastery of the skies allows the ground forces to operate without fear. The Galedon Kneecappers infantry regiment is a 
  heavy motorized command with anti-’Mech training.
  CHU-sa saraH maY mCDanIels
  Chu-sa Sarah May McDaniels commands a battalion of the Galedon Regulars. She is a savage combatant with no regard for civilian casualties, 
  and gladly leads her battalion into and through cities in pursuit of her objective. She received her Quickdraw fresh off the Luthien Armor Works 
  lines, and complains that it hasn’t been “broken in” yet—by which she means it has yet to shed enemy blood.
  nIneTeenTH galeDon regUlars
  The Pride of New Samarkand is a heavy ’Mech regiment, and is unusual among the DCMS in that they are defensive 
  specialists. Bad News has been their homeworld for decades, and their expertise is especially keen when defending 
  the former Outworlds planet that they know so well. While their heavy ’Mechs hold the center, faster tanks attempt to 
  turn enemy flanks and infantry seeks to bypass enemy lines via fast VTOL deployments.
  Experience Rating
  Veteran 
  Force Composition
  1 heavy ’Mech regiment, 1 aerospace fighter wing, 1 vehicle regiment, 1 motorized infantry regiment
  Special Command Abilities
  Brawlers, Off-Map Movement, Tactical Experts (Dogfighting), Tactical Specialization (Attack)
  Force Building Rules
  The Eighth’s ’Mechs and vehicles must be either medium (Size 2), or heavy (Size 3) with a minimum Move of 10”. 
  Experience Rating
  Regular 
  Force Composition
  1 heavy ’Mech regiment, 1 medium aerospace fighter wing, 1 medium vehicle regiment, 1 infantry regiment
  Special Command Abilities
  Regional Specialization (Bad News), Tactical Specialization (Defense) 
  Force Building Rules
  A Nineteenth Galedon Force must include least one heavy (Size 3) ’Mech for every non-Heavy ’Mech in the force, and may 
  not include light (Size 1) ’Mechs. The Nineteenth can replace any Special Pilot Abilities they receive from their Lance Type 
  with the Demoralizer SPA, once per Lance.
  CHU-sa saraH maY mCDanIels
  PV: 29 (41) | 30 (42)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Quickdraw QKD-4G
  2
  BM
  3
  10j
  2
  2/3/1
  0
  4/5
  IF1,REAR1/1/-
  Quickdraw QKD-5K
  2
  BM
  3
  10j
  2
  3/3/0
  0
  5/5
  REAR1/1/-
  Special Pilot Abilities: Fist Fire, Jumping Jack
  Available to: Galedon Regulars
  
  galeDon regUlars 
  galeDon regUlars 
  37
  CONCORD OF 
  KAPTEYN
  The FedCom Accords of 3022 established 
  the alliance between the Federated Suns 
  and Lyran Commonwealth and led to the 
  formation of the Federated Commonwealth. 
  ComStar was instrumental in the negotiation 
  of the FedCom Accords, details of which were 
  leaked to the other three Successor States. This 
  spurred an agreement intended to counter the 
  end of the centuries-old status quo.
  The Concord of Kapteyn was signed by 
  the Draconis Combine, Free Worlds League, 
  and Capellan Confederation a few months 
  after the FedCom Accords. The purpose of the 
  Concord was to end hostilities between the 
  signatories, and unite them in opposition to 
  the newborn Federated Commonwealth. The 
  Concord provided for military cooperation, 
  technological exchange, intelligence sharing, 
  and trade of military and other items.
  While sensible in conception, the Concord 
  was ineffective in practice. In the Fourth 
  Succession War, the Free Worlds League 
  chose to focus only on their own defense 
  while the Capellan Confederation lost 
  dozens of worlds. The League eventually 
  launched an offensive against the Lyran 
  Commonwealth after the Coordinator 
  offered various incentives and threats.
  The Concord is still technically in effect, 
  though it’s clear that the agreement was 
  poisoned from the start. With no blood ties 
  to hold the signatories tightly together, 
  unlike the Davion-Steiner marriage at the 
  heart of the Federated Commonwealth, 
  there is no true incentive to honor the 
  treaty. Lip service has been paid through the 
  sharing of some intelligence and technology, 
  but the War of 3039 drew no aid from the 
  League or the Confederation to stop the 
  FedCom invasion of the Draconis Combine.
  TWelfTH galeDon regUlars
  The Avengers of Crimes
  Green
  L/BM/R, L/AF/W, CV/R, CI/R
  Off-Map Movement, Tactical Specialization (Hidden Units)
  THIrTY-fIrsT  galeDon regUlars*
  Flesh Sunderers
  Green
  BM/R, AF/W, CV/R, CI/R
  sIXTeenTH galeDon regUlars
  The Keepers of Treasures
  Green
  M/BM/R, L/AF/W, CV/R, CI/R
  Brawlers
  seVenTeenTH galeDon regUlars
  Protectors of Karma
  Green
  H/BM/R, H/AF/W, CV/R, CI/R
  Environmental Specialization (Urban), Off-Map Movement
  seConD galeDon regUlars
  The Wrath of History
  Veteran
  L/BM/R, L/AF/W, CV/R, CI/R
  Environmental Specialization (Clear), Sharp Shooters
  THIrTY-seConD galeDon regUlars†
  Center of Mind
  Green
  L/BM/R, L/AF/W, CV/R, CI/R
  Zone of Control
  TWenTY-fIrsT galeDon regUlars
  The Dragon’s Tail
  Regular
  L/BM/R, M/AF/W, CV/R, CI/R
  Tactical Specialization (Attack)
  fIfTH galeDon regUlars
  Pride of Galedon
  Regular
  M/BM/R, AF/W, CV/R, CI/R
  Environmental Specialization (Mountain), Focus (Oblique Attacker) 
  THIrTY-THIrD galeDon regUlars‡
  Shadow Strikers
  Green
  BM/R, AF/W, CV/R, CI/R
  Environmental Specialization (Night)
  THIrTY-foUrTH galeDon regUlars§
  Marching Boldly
  Green
  L/BM/R, M/AF/W, CV/R, CI/R
  Tactical Specialization (Defense)
  *Formed in 3026
  †Formed in 3028
  ‡Formed in 3042
  §Formed in 3045
  2
  33
  34
  Second Galedon 
  Regulars Pennent
  oTHer galeDon regUlars sUB-CommanDs
  
  BenjamIn regUlars
  BenjamIn regUlars
  38
  The Benjamin Regulars are the most tactically-flexible of any of the District Regulars. 
  While the other Regulars can expect to be deployed only within their own district, the 
  Benjamin Regulars must also be prepared for redeployment to any of the other districts 
  as needed. This role as an emergency reserve force, along with their duties securing the 
  Benjamin Military District, ensures the Benjamin Regulars are a robust, flexible force. They 
  are excellent both on attack and defense, and they have developed an exceptional affinity 
  for cavalry tactics.
  The Benjamin Regulars showed their mettle in the War of 3039. It took the combined 
  efforts of three crack Davion regiments to defeat the Sixth on Marduk; the regiment rebuilt 
  from their few survivors but have yet to return to their former status. The Second held 
  strong against Gamma Regiment of the Twelfth Vegan Rangers on Telos IV, despite losing a 
  battalion of ’Mechs during planetfall. The Ninth needed only a battalion to deal with three 
  regiments of infantry and tanks on Cartago in a radically successful diversionary raid. The 
  Third was the pivotal command in the final battle of that conflict. The regiment spent over 
  a year tracking down and destroying the Clifton Rangers mercenary command on Galtor 
  III, after the mercenaries broke their contract with House Davion to serve the planetary 
  government directly against House Kurita. The final shot in the war was fired more than a 
  year after the war ended.
  The supply situation for the Benjamin Regulars is not as bad as it is for the Pesht Regulars. However, they do experience delays in obtaining 
  needed supplies; they are not lacking for necessary parts, but are unable to rebuild to full strength quickly after suffering losses. Some regiments 
  are still at reduced strength compared to their pre-War of 3039 levels.
  THIrD BenjamIn regUlars
  The Pride of Benjamin is a heavy ’Mech regiment optimized for open-field combat. The surviving core of Marduk 
  veterans shared their expertise with the replacements in the command. A raid by FedCom mercenaries against the 
  Third’s base on Irurzun in 3048 showcased the Third’s skills. They initially ignored the raiding forces and made for 
  the mercenary DropShips. After cutting off the invaders’ retreat, they pressed back towards their headquarters and 
  crushed the raiders between the advancing ’Mechs and the Third’s conventional forces. The Third’s tanks are all 
  heavy or assault-class vehicles.
  sHo-sa HarUTo WaKaHIsa
  Sho-sa Haruto Wakahisa is one of the Third’s survivors from Marduk. He specializes in mobile combat and is extraordinary at firing when moving. 
  He commands a battalion, though he delegates all administrative duties to his company commanders—combat is his specialty. His upgraded 
  Marauder is one of the first to roll off the assembly lines, and he considers it a significant upgrade from his old CPLT-K2 Catapult.
  Experience Rating
  Veteran 
  Force Composition
  1 heavy ’Mech regiment, 1 medium aerospace fighter company, 1 heavy vehicle battalion, 1 infantry battalion
  Special Command Abilities
  Environmental Specialization (Clear), Tactical Specialization (Engineers)
  Force Building Rules
  The Third Armor is entirely heavy (Size 3) and assault (Size 4) tanks
  Common Enemies
  Clan Smoke Jaguar (Early Clan Invasion)
  sHo-sa HarUTo WaKaHIsa
  PV: 32 (44) | 37 (51)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Catapult CPLT-K2 (pre-3048)
  3
  BM
  3
  8
  1
  3/3/2
  0
  6/5
  Marauder MAD-5D (post-3048)
  3
  BM
  3
  8j
  1
  4/4/2
  1
  7/3
  CASE
  Special Pilot Abilities: Hot Dog, Jumping Jack
  Available to: Benjamin Regulars
  
  BenjamIn regUlars
  BenjamIn regUlars
  39
  CHAIN GANGS
  After the First Succession War 
  ended, Coordinator Jinjiro Kurita 
  knew his enemies in the Lyran 
  Commonwealth and Federated Suns 
  were rebuilding, just as the Draconis 
  Combine was. He sought to inhibit 
  their efforts, but he did not wish to 
  commit valuable warriors to missions 
  almost certain to end in their deaths. 
  Thus were born the Chain Gangs.
  Rather than waste his true 
  warriors, Jinjiro ordered that 
  criminals, Unproductives, and 
  failed officers be rounded up and 
  formed into three cobbled-together 
  regiments of barely-functioning 
  BattleMechs. They were given the 
  barest of BattleMech training and 
  assembled into small strike teams. 
  These so-called troops were loaded 
  aboard DropShips and sent to enemy 
  systems to disrupt, damage, or—
  ideally—destroy enemy military 
  infrastructure. They were promised 
  extravagant rewards, including full 
  pardons, citizenship, and wealth, 
  none of which were ever intended to 
  be fulfilled. After delivering the Chain 
  Gangs to their targets, the DropShips 
  and JumpShips simply abandoned 
  them there.
  Many of these conscripts had to 
  be drugged with the Kurita battle 
  stimulant ChemCourage to carry 
  out their mission; even then, most 
  surrendered at the first sight of 
  enemy ’Mechs. The most successful 
  Chain Gang was a mere two lances 
  that laid waste to vast swaths of 
  Tamar in the Lyran Commonwealth, 
  including damaging three factories, 
  destroying a city, and incapacitating 
  a spaceport. In the end, Jinjiro only 
  slowed his enemies’ rebuilding efforts 
  by a few months.
  nInTH BenjamIn regUlars
  The Ninth is known as the Wrath of the Common People. They prefer 
  to be on the attack rather than on defense—even when nominally 
  the defending force, they take the fight to the enemy. Their reliance 
  on speed gives them an average medium-weight profile. They are 
  indifferent to organization, and may reorganize in any fashion at any 
  time at any level. The Tears of Proserpina is the Ninth’s aerospace wing, 
  and are fearsome ground attack experts. The Ninth Armor is entirely 
  made up of hovercraft; they specialize in flanking enemies while the ’Mechs drive straight at them.
  eleVenTH BenjamIn regUlars
  Comfort of the Poor
  Green
  L/BM/R, 2x M/AF/C, CV/B, 2x CI/B
  Hit and Run
  fIfTeenTH BenjamIn regUlars
  The Tribute of the Unproductives
  Green
  M/BM/R, L/AF/W, CV/R, CI/B
  seVenTeenTH BenjamIn regUlars
  The Power of Proper Religion
  Green
  H/BM/R, M/AF/C, CV/B, CI/R
  Focus (Oblique Attackers), Sharp Shooters
  seConD BenjamIn regUlars
  Defenders of the Combine
  Regular
  L/BM/R, H/AF/C, L/CV/R, CI/B
  Environmental Specialization (Urban), Intelligence Specialists, Tactical Specialization (Attack)
  TWenTY-fIrsT BenjamIn regUlars*
  Revelation through Service
  Green
  M/BM/R, L/AF/C, CV/R, CI/R
  Off-Map Movement
  TWenTY-seConD BenjamIn regUlars†
  Perseverance of the Soul
  Green
  L/BM/R, M/AF/C, H/CV/R (Veteran), CI/R
  Overrun Combat
  sIXTH BenjamIn regUlars
  Lord Kurita’s Hopes
  Regular
  L/BM/R, L/AF/W, CV/B, CI/R
  Focus(Blood Stalkers), Tactical Specialization (Attack)
  Experience Rating
  Veteran
  Force Composition
  1 Medium ’Mech regiment, 1 Medium aerospace fighter wing, 1 vehicle regiment,  
  1 infantry regiment
  Special Command Abilities
  Flexible Command
  Force Building Rules
  At least two ’Mechs in each lance must be medium (Size 2). The Ninth Armor must all be hovercraft.
  *Formed in 3043, Destroyed in 3052  †Formed in 3048
  6
  oTHer BenjamIn regUlars sUB-CommanDs
  
  PesHT regUlars
  PesHT regUlars
  40
  KURITA RANK 
  STRUCTURE
  While the DCMS employs the 
  same military organizational 
  structure as the rest of the Inner 
  Sphere, it uses a slightly different 
  system of Japanese ranks.
  Tai-shu (Warlord): Tai-shu is the 
  rank accorded to those appointed 
  warlord of a military district. Prior 
  to Gunji-no-Kanrei Theodore Kurita’s 
  reforms, the title of warlord was 
  simply an administrative position 
  and carried no military rank. A tai-
  shu commands all regiments of their 
  district’s Regulars, and is often given 
  command of floating regiments 
  stationed there.
  Tai-sho (General/Admiral): A tai-
  sho is often a member of the High 
  Command, and may be a prefecture 
  commander or senior regimental 
  commander.
  Sho-sho (Brigadier General): 
  A sho-sho may command one or 
  more regiments, or serve as aide to 
  a warlord or general. The admiralty 
  equivalent is cho-sho (commodore), 
  and commands a flotilla of 
  JumpShips and/or DropShips.
  Tai-sa (Colonel): A tai-sa typically 
  commands a regiment. The admiralty 
  equivalent is captain, and commands 
  a JumpShip or DropShip.
  Chu-sa (Lieutenant Colonel): A 
  chu-sa may be a tai-sa’s executive 
  officer, or may command a battalion 
  (or aerospace wing) in a regiment-
  sized force. The admiralty equivalent 
  is sho-sa (commander), and is either a 
  vessel’s executive officer, or the senior 
  officer overseeing department heads.
  Sho-sa (Major): A sho-sa 
  commands a battalion (or wing). 
  The admiralty equivalent is dai-i 
  (lieutenant commander), and leads 
  a large department.
  The Pesht Regulars is considered a laughable 
  brigade by the other District Regulars. While the 
  Pesht Military District is the largest in the Combine, 
  it shares no border with an enemy nation. Only the 
  Periphery border is exposed, with minor pirate 
  raiding on the worlds along that frontier. The 
  Pesht Regulars were formed before the First 
  Succession War, and in all that time no enemy has 
  ever penetrated Combine territory far enough to 
  reach any world in the District. The prospect of 
  combat is not a worry for the Pesht Regulars.
  The Pesht Regulars while away their days in 
  parade formation with perfect paint jobs—but the 
  paint merely hides the reality. Because the Pesht Regulars 
  are not expected to engage in combat, they are among 
  the lowest priorities for supplies in the entire DCMS. Many 
  of their BattleMechs are jury-rigged wrecks, always at risk of 
  imminent and permanent failure. Their weapons are rarely operational, 
  and their ammo bays are hardly ever filled.
  Insulation from combat has turned the Pesht Regulars into a combination retirement command 
  and training command. Commanders are all combat veterans with a minimum of fifteen years of 
  experience outside the Pesht Regulars, but otherwise the Regulars are all green warriors, fresh from 
  academies or—more frequently—proving grounds, and are expected to learn from the veterans. 
  However, they learn little more than marching in formation and polishing their tanks and ’Mechs. 
  Some officers are assigned to the Pesht Regulars as a form of punishment. When the Coordinator 
  or a high-ranking officer finds reason for displeasure with an officer, transfer to the Regulars is a 
  formidable sanction. Many have committed seppuku rather than be disgraced by such a posting. 
  Only transfer to the Legion of Vega would be considered a greater disgrace to a true warrior.
  THIrD PesHT regUlars
  The Gray Panthers, as the Third is known, is the best combat 
  command in the Pesht Regulars—a distinction that does not really 
  account for much. Their posting to Pesht itself is the primary reason 
  for their greater expertise and preparedness. The district capital is an 
  important world and merits the best that the Regulars can deliver, such 
  as it is. The Third specializes in recon and scouting. The Third Pesht 
  Aerospace is the highlight of the command; the pilots were all born 
  on Pesht and graduated from the Aerospace and Interstellar Institute on Midway, specializing in 
  both air superiority and ground support.
  2
  Experience Rating
  Regular
  Force Composition
  1 light ’Mech regiment, 1 light aerospace fighter company, 1 vehicle battalion,  
  1 infantry battalion
  Special Command Abilities
  Focus (Ground Attack Specialists), Focus (Maneuvering Ace), Focus (Ride the Wash)
  Force Building Rules
  Two lances of each company must contain only light (Size 1) or medium (Size 2) Units. Each 
  company commander is Veteran (Skill 3) and battalion commander or higher is Elite (Skill 2). 
  All other units are Green (Skill 5) or Regular (Skill 4). The fighter company’s pilots are Elite 
  (Skill 2) or Veteran (Skill 3).
  Special Rules
  Prior to play, all ’Mechs, fighters, and vehicles in the Pesht Regulars must mark off one point 
  of damage to both Armor and Structure, and mark one Weapons Critical Hit (unless the it has 
  the ENE Special). This reflects the poor state of supply and lack of replacement parts in the 
  Pesht Regulars.
  
  PesHT regUlars
  PesHT regUlars
  41
  KURITA RANK 
  STRUCTURE 
  (CONTINUED)
  Tai-i (Captain): A tai-i commands 
  a company (or flight). The equivalent 
  admiralty rank is chu-i (lieutenant), 
  and serves as an aide to the captain 
  or oversees a small department or 
  large work center.
  Chu-i (Lieutenant): A chu-i typically 
  commands a lance. The equivalent 
  admiralty rank is sho-i (ensign), who 
  leads a small work center. Infantry 
  lieutenants command platoons.
  Kashira (Talon Sergeant): This 
  rank is held by new warriors who 
  have yet to prove themselves worthy 
  of officer rank, but either are of 
  noble birth or own their BattleMech 
  or fighter. Such warriors are called 
  “MechWarrior” or “pilot” rather than 
  by their rank.
  Gunsho (Sergeant): A gunsho 
  is often the senior enlisted rank 
  in a command, though some 
  commands may have a shujin (master 
  sergeant), or at most one sho-ko 
  (sergeant major), overseeing other 
  sergeants and reporting directly 
  to the commanding officer. Armor 
  sergeants command vehicle platoons 
  and infantry sergeants lead squads, 
  but in a lance or flight they would be 
  MechWarriors or pilots.
  Go-cho (Corporal): Corporals 
  serve as go-betweens for sergeants 
  and privates. A corporal might lead 
  an infantry squad or command a 
  tank crew. A gunjin (lance corporal) is 
  merely a senior heishi earning greater 
  pay but lacking the responsibility of 
  a go-cho.
  Heishi (Private): Privates are 
  entry-level enlisted personnel. 
  However, the individual’s role is often 
  used as an address instead (crewman, 
  for example, on a tank). 
  TaI-I PUCK raBInoWITZ
  Tai-i Puck Rabinowitz commands a company in the Pesht Regulars. He fought with the 
  Second Sword of Light in the War of 3039, but fell from grace after a dalliance with his battalion 
  commander’s daughter. Rabinowitz was known as “The Oak” by the Second Sword for his uncanny 
  skill in forested terrain.
  TaI-I PUCK raBInoWITZ
  PV: 28 (34)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Shadow Hawk SHD-2K
  3
  BM
  2 10/6j
  2
  1/2/2
  0
  5/5
  IF0*
  Special Pilot Abilities: Lucky (1), Terrain Master (Forest Ranger)
  Available to: Sword of Light (pre-3040), Pesht Regulars (3040+)
  foUrTH PesHT regUlars
  The Evening Warriors
  Green
  M/BM/R, M/AF/C, CV/R
  4
  nInTH PesHT regUlars
  The Pride of Pesht
  Green
  H/BM/R, H/AF/C, CV/R
  9
  sIXTH PesHT regUlars
  The New Hopes
  Green
  H/BM/R, H/AF/C, CV/R, CI/R
  Banking Initiative, Forcing the Initiative
  6
  TenTH PesHT regUlars
  The Red Dawn
  Green
  A/BM/R, H/AF/C, CV/R
  Tactical Specialization (Combined Arms)
  seVenTH PesHT regUlars
  The Future Guards
  Green
  L/BM/R, L/AF/C, CV/R, CI/B
  7
  eleVenTH PesHT regUlars*
  The Sleeping Dragon
  Green
  BM/R, AF/C, CV/B, CI/B
  11
  oTHer PesHT regUlars sUB-CommanDs
  *Formed in 3030, Destroyed in 3052
  
  rasalHagUe regUlars
  rasalHagUe regUlars
  42
  The Rasalhague Regulars were the fearsome defenders of the Rasalhague Military District for 
  centuries. Despite their status as DCMS regular forces, though, the Regulars were usually considered 
  problematic for the Dragon. The populace of the worlds subjugated in the formation of the district 
  were often a source of open or more subtle rebellion. The Regulars were formed to placate the 
  peoples of the district by investing their fellow citizens in the defense of their territory. The fiercely 
  independent streak that dominated the minds of the district’s people was barely suppressed in the 
  troops of the Regulars. These warriors were no less deadly than their fellows in the other district 
  regular brigades, but they were more prone to acting without official sanction. The devastation of 
  the Second Succession War was visited upon the Regulars and their worlds as with most others, 
  but their own casual disregard for civilized conduct in warfare became legendary. Individual 
  companies and battalions were known to disappear weeks or months before Lyran factory worlds 
  were savagely attacked by unrelenting and unidentified warriors. In the Third Succession War, 
  often with little direction from Duke Hassid Ricol, the Regulars were instrumental in capturing and 
  holding numerous worlds from the Lyran Commonwealth.
  The bulk of the Rasalhague Military District was lost during the formation of the Free Rasalhague 
  Republic. The District Regulars were faced with a choice: accept the new status quo, heed the 
  Dragon’s decision, and find themselves reassigned to worlds not their own; or disobey the 
  Coordinator and seek to reassert control over the former District worlds. Some troops departed the 
  brigade and the DCMS entirely, seeking freedom in the lands of their birth, which in turn brought 
  many into the newly-formed KungsArmé. Those who remained elected, one and all, to refuse to acknowledge the Coordinator’s orders. Ostensibly, 
  this was to protect persons of Combine heritage and loyalty being left behind the new border. In truth, many simply followed the commands of 
  their former leader, Marcus Kurita. They followed him into ruin. All these troops were declared ronin. This declaration stunned most, who believed 
  they were fulfilling their duty. Being cast out in such a fashion led many to commit seppuku for the loss of honor. Those who fought against the 
  Republic soon found themselves also fighting their former comrades. None of the Rasalhague Regulars survived the Ronin Wars of 3034, putting 
  a firm end to a brigade that once knew honor and glory in equal measure.
  eIgHTH rasalHagUe regUlars
  The Executioners were at one time unofficially known as 
  Ricol’s Roughnecks. Whenever the duke had an objective 
  beyond the capabilities of his personal forces, the Eighth 
  was sent in. On the rare occasion they failed to achieve their 
  assigned objective, they resorted to dishonorable tactics by 
  inflicting wanton collateral damage.
  The Executioners began the Ronin Wars. When they and 
  the Twelfth Sun Zhang Cadre were ordered to assume custody of Marcus Kurita on 
  Rasalhague and deliver him to Luthien, they refused. Instead, they attacked the ISF 
  operatives who had arrested Kurita. The Twelfth’s attack on First Tyr troops began 
  an outright riot that cost many of the Eighth their lives. The remnants of the Eighth 
  were caught by the First Tyr on Predlitz. They surrendered after their commander was 
  killed. Most of the survivors were killed in a prison riot a few weeks later. The Eighth 
  was a cavalry regiment, relying on fast, light ’Mechs and tanks for breaking through 
  or circumventing enemy lines. The Eighth Rasalhague Aerospace was a heavy fighter 
  company feared by enemy pilots.
  Experience Rating
  Elite
  Force Composition
  1 light ’Mech regiment, 1 heavy aerospace fighter company,  
  1 light vehicle battalion, 1 infantry battalion
  Special Command Abilities
  Focus (Maneuvering Ace), Focus (Ride the Wash), Focus (Sniper),  
  Hit and Run, Sharpshooters
  Force Building Rules
  All ’Mechs and tanks must have minimum Move of 8”. The controlling player 
  may choose any one light (Size 1) ’Mech desired for each lance, for 0 FPs, 
  from the House Steiner Late Succession Wars Availability List.
  
  rasalHagUe regUlars
  rasalHagUe regUlars
  43
  THE ALTENMARKT 
  MILITIA 
  In 3019, Coordinator Takashi 
  sought to appease the restive 
  populace of Altenmarkt, in the 
  Rasalhague Military District. He 
  accomplished this by founding a 
  command entirely from young men 
  and women native to that world. He 
  promptly sent them off to a Periphery 
  garrison post, thus removing them 
  from their home. This served two 
  purposes. First, it removed potential 
  rebels from their home base. Second, 
  it invested the population directly 
  in the Dragon’s interest. After all, 
  MechWarriors in the DCMS were 
  the pinnacle of Combine society. 
  Nevermind that these warriors had 
  even worse equipment and supply 
  issues than the Legion of Vega.
  Despite the machinations which 
  led to the Militia’s formation, the 
  command proved more than capable. 
  The fighting spirit of the restive 
  Rasalhagian natives was never in 
  question. They destroyed more than 
  one contemptuous pirate band with 
  impunity. However, the command 
  never had a true chance to thrive. 
  Without any recognized insignia or 
  paint scheme, the command was 
  shattered during the Ronin War when 
  the Third Drakøns attacked Orestes. 
  As the foundation for the Free 
  Rasalhague Republic had already 
  been laid, the Coordinator saw no 
  need to reconstitute the command. 
  They passed into history as a fairly 
  successful alternative to heavy 
  reliance on the ISF to moderate a 
  population’s attitudes.
  nInTH rasalHagUe regUlars
  The Ninth was renowned for urban combat. In the Second Succession 
  War, the Ninth was known equally for fighting in urban areas and for 
  leveling cities where enemies were hiding. This remorseless drive to 
  destroy their enemies at all costs earned them the nickname Pride of 
  Rasalhague. The criminal conduct that earned them their commendations 
  was of course censored throughout the Combine.
  The Third and Fourth Succession War saw the Ninth continue their 
  dominance in urban terrain. In 3030, the Ninth raided the Eire ’MechWorks of Arc-Royal right 
  under the noses of the Kell Hounds. This audacious action brought a reprisal raid from the Hounds 
  six weeks later. The Ninth detected the incoming Hounds and entered prepared positions. The 
  ambush would have been perfect, save that the canny Hounds completely avoided Ferleitin’s 
  cities and instead raided outlying areas. While the crops the Hounds made off with were far less 
  militarily significant than the ’Mechs the Ninth took from Arc-Royal, it was clear that each command 
  outclassed the other in their respective specialties.
  The Ninth’s end was far removed from the pride they once embodied. After capturing Engadin 
  without effort, the Second Genyosha caught the Ninth by surprise. The Pride of Rasalhague never 
  mounted an effective defense, having fallen into a false sense of security after their easy conquest. 
  Their destruction took less than a week. 
  seVenTeenTH rasalHagUe regUlars
  The Veterans of Tamar were once a much heavier command. It was 
  the Seventeenth’s determined but futile attempt in 3016 to seize Tamar 
  from the Lyrans at the behest of Duke Hassid Ricol that both reaffirmed 
  the command’s centuries-old nickname and shattered the regiment 
  such that it was rebuilt with light ’Mechs. This necessitated a change in 
  tactics. Instead of the head-on attacks the Seventeenth had been known 
  for generations, the command adjusted to their new equipment and 
  specialized in reconnaissance and mobile operations. 
  The command’s BattleMech companies alternately prefer hit and run attacks or horde tactics. An 
  enemy never knows which mindset the Seventeenth will employ against them until it’s too late. The 
  Seventeenth’s vehicle regiment remains a heavy formation and serves as the anvil against which 
  the speedy ’Mechs often drive their enemies.  
  The Altenrnarkt Wolves
  Veteran
  M/BM/2x B, AF/C, CV/B, CI/B
  Environmental Specialization (Clear)
  Experience Rating
  Veteran
  Force Composition
  1 heavy ’Mech regiment, 1 heavy aerospace fighter wing, 1 vehicle regiment,  
  1 infantry battalion
  Special Command Abilities
  Environmental Specialization (Urban), Focus (Oblique Attackers)
  Experience Rating
  Elite (pre-3017); Regular (3017-3034)
  Force Composition
  1 heavy ’Mech regiment (pre-3017); 1 light ’Mech regiment (3017-3034) 
  1 medium aerospace fighter flight, 1 vehicle regiment, 1 infantry regiment
  Special Command Abilities
  Hit and Run
  Special Rules
  May use Horde Formation (see p. 86), but lose Hit and Run SCA.
  
  rasalHagUe regUlars
  rasalHagUe regUlars
  44
  KINGS OF THE 
  BATTLEFIELD
  BattleMechs have long been 
  recognized as the kings of the 
  battlefield. Their combination of 
  firepower, armor, and maneuverability 
  in all terrain types makes them the 
  optimum battlefield asset.
  BattleMechs are constructed of 
  the most advanced materials known 
  to man. Their chassis is a skeleton 
  of extremely strong and tough 
  composite materials, including 
  foamed aluminum cores, titanium-
  steel alloys, and ceramic fibers which 
  often require zero-G processing for 
  proper fabrication.
  The engine and gyro are the most 
  important components, and are 
  attached to the chassis before other 
  parts are installed. The fusion engine 
  powers the ’Mech’s systems, from 
  weapons and sensors to the motive 
  system itself. The gyro stabilizes the 
  ’Mech, while actuators make up the 
  joints and motor controllers that power 
  the ’Mech’s limbs and allow it to move. 
  These include the myomer bundles, 
  artificial muscles driven by the electric 
  power supplied by the engine. 
  The MechWarrior operates the 
  ’Mech from the cockpit. A neuro-
  helmet links the MechWarrior to the 
  gyro and ensures the ’Mech stays up-
  right. Neurohelmets sometimes also 
  contain advanced electronics which 
  relate information about the location 
  and orientation of the ’Mech’s limbs
  .
  TWenTIeTH rasalHagUe regUlars
  The Torturers were an excellent command in the Regulars. In the Fourth 
  Succession War, the Twentieth spearheaded an attack into the Lyran 
  Commonwealth. Their looping route into the Commonwealth saw them 
  rout militia and mercenary forces on half a dozen worlds. This attempt to 
  alleviate the rampant conquest of the district by the invaders was successful, 
  but only in proximity to their thrust. Had their effort been supported by 
  similar actions along the border, fewer worlds might have been lost.
  The command ruled Memmingen for all of two days in the Ronin Wars before the First Sword of 
  Light arrived to contest their control. The First offered duels to the Twentieth’s officers, killing all 
  but three of the ronin leaders. The rest of the command fled into the wilderness. The few survivors 
  finally surrendered after two months. The Twentieth’s medium-’Mech formations were a terror 
  on open terrain, though in urban confines they were much less effective. The Twentieth’s fighter 
  wing excelled at ground attacks, which made them easy prey when the First Sword of Light’s elite 
  fighters engaged them over Memmingen. 
  CHU-sa  
  rafael esPInoZa
  Chu-sa Rafael Espinoza com-
  manded Second Battalion in the 
  Twentieth Rasalhague Regulars. He 
  was especially adept at negotiating 
  difficult terrain. His command lance 
  shared this talent. Unlike the rest of 
  the Twentieth, his command lance 
  enjoyed urban fighting, though his 
  battalion was not as fortunate. He 
  won his duel on Memmingen against 
  a First Sword of Light officer. After-
  ward, however, when his comrades 
  fled into the wilderness, he surren-
  dered to the First. He was imprisoned 
  and interrogated heavily. When it 
  was learned he was unaware of the 
  true orders issued to his command, 
  he was allowed to re-enter the DCMS, 
  as a member of the Second Legion 
  of Vega.
  Experience Rating
  Elite
  Force Composition
  1 medium ’Mech regiment, 1 heavy aerospace fighter wing, 1 vehicle regiment,  
  1 infantry battalion
  Special Command Abilities
  Environmental Specialization (Clear), Ground Attack Specialists 
  Special Rules
  The Twentieth suffers a –2 Initiative penalty if any urban terrain is present on the battlefield. 
  CHU-sa rafael esPInoZa
  PV: 36 (50)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Kintaro KTO-20
  2
  BM
  2
  10
  2
  4/4/0*
  0
  6/5
  IF0*,SRM2/2
  Special Pilot Abilities: Terrain Master (Forest Ranger), Terrain Master (Mountaineer)
  Special Rules: If Espinoza is present in a Force of Twentieth Rasalhague Regulars including a company or less of ‘Mechs (and any number of non-‘Mech units), the Force does not suffer a –2 Initiative 
  penalty for urban terrain being present. If Espinoza is present in a Force meeting the rest of the conditions, but fielding more than a company of ’Mechs, the modifier is reduced to a –1 Initiative penalty.
  Available to: Rasalhague Regulars (pre-3036), Legion of Vega (3036+)
  
  rasalHagUe regUlars
  rasalHagUe regUlars
  45
  KINGS OF THE 
  BATTLEFIELD 
  (CONTINUED)
  ’Mechs are layered in armor and 
  bristle with weaponry. BattleMech 
  armor is incredibly strong and tough; 
  it is ablative in nature and can absorb 
  tremendous energy before breaking, 
  thus sparing the internal components 
  from damage. Like the internal 
  structure, ’Mech armor is an advanced 
  composite combining strength, 
  thermal conductivity, and toughness.
  The weaponry installed on 
  BattleMechs is among the most 
  powerful ever developed. Lasers and 
  particle cannons rely on the engine 
  for power, while ammunition bins feed 
  missile launchers and autocannons. 
  Some ’Mechs rely on anti-personnel 
  weaponry, such as flamers and 
  machine guns, though these are less 
  effective against other BattleMechs.
  Some ’Mechs also mount jump 
  jets. Jump jets divert power from 
  the fusion engine to superheat the 
  nearby atmosphere and allow the 
  ’Mech to rocket short distances. This 
  increases the already-impressive 
  maneuverability of the ’Mech and 
  allows it to clear obstacles, flank 
  enemies, or penetrate fortifications.
  Combining these advances of 
  science and technology into one 
  machine, it is no wonder BattleMechs 
  are the kings of the battlefield.
  QUarrY of Honor
  Isasaki Gravel Quarry 32B-Z
  Memmingen
  Free Rasalhague Republic
  31 July 3034
  The last major battle for the Twentieth Rasalhague Regulars was on Memmingen 
  against the First Sword of Light. A battalion of Regulars surprised a Sword of Light 
  battalion on the edge of the Boru Mountain Range.
  game seTUP
  Recommended Terrain: Open Terrain
  If using terrain, the game table should be primarily open terrain.
  If using hex maps, arrange two maps of open terrain with their long edges touching. 
  The Defender chooses one short edge of the playing surface as their home edge; 
  the Attacker’s home edge is the opposite edge.
  Victory Conditions: Per Stand-Up Fight (see p. 161, ASC).
  aTTaCKer
  Twentieth Rasalhague Regulars
  The Attacker consists of up to one battalion of medium (Size 2) ’Mechs of the 
  Twentieth Rasalhague Regulars. Half of the Attacker’s force may deploy to the map as 
  Hidden Units (see p. 102, AS) prior to play. The rest of Attacker’s force enters from their 
  home edge on Turn 1. The Attacker’s objective is to destroy as many First Sword of 
  Light ’Mechs as possible. The Attacker is subject to Forced Withdrawal (see p. 27, AS).
  DefenDer
  First Sword of Light (Veteran)
  The Defender consists of a patrolling force of the First Sword of Light equal in size 
  to the Defender’s force. Defender’s units enter the table from their home edge on 
  Turn 1. The Defender must destroy more units than it loses.
  fIfTH rasalHagUe regUlars
  Crushers of Insurrections
  Veteran
  M/BM/R, L/AF/S, CI/R
  Environmental Specialization (Urban), Focus (Multi-taskers)
  TWenTY-seConD rasalHagUe regUlars
  Krushers of Kobe
  Veteran
  H/BM/R, 2x H/AF/S, 2x CV/R, 2x CI/B
  Sharp Shooters
  THIrTeenTH rasalHagUe regUlars*
  Bane of the Commonwealth
  Green
  H/BM/R, M/AF/S, 5x CV/B, 2x CI/B
  Berserkers
  TWenTY-fIfTH rasalHagUe regUlars
  The Juggernaut
  Green
  M/BM/R, M/AF/F, CV/B, 2x CI/R
  oTHer rasalHagUe regUlars sUB-CommanDs
  *Destroyed in 3028; rebuilt in 3032
  
  alsHaIn regUlars 
  alsHaIn regUlars 
  46
  The Alshain Military District was founded from those worlds of the former Rasalhague Military District which 
  the Dragon did not surrender to the newborn Free Rasalhague Republic. To these were added ten worlds of 
  the Buckminster Prefecture. The Alshain Regulars were first raised from these worlds in 3035, making them 
  among the youngest regiments in the Regular brigades. Even so, the persistence of raiding in and around 
  their border district has improved the skills of some of these warriors beyond many of those in Pesht Regulars, 
  due to the much more peaceful nature of the Pesht Military District.
  Eleven commands have been raised for the Alshain Regulars. Each of these is more uniform in composition 
  compared to the older commands of the other Regulars brigades, because each Alshain Regulars regiment 
  is geared toward a specific mode of combat. The Eleventh, for example, is a raiding force whose ’Mechs and 
  vehicles are all light and medium units with high top speeds. The Fifth specializes in stealth tactics, while the 
  Second uses medium and heavy ’Mechs to carry out cavalry tactics.
  The Alshain Regulars cut their teeth in the War of 3039. Their inexperience showed, and Tai-shu Ricol was 
  chastised for their performance. He subsequently instituted an intense training regime which includes frequent 
  practice raids against one another and into both the Free Rasalhague Republic and the Lyran Commonwealth. 
  Further, he has assigned some of the brigade’s better MechWarriors into a special training battalion. These 
  officers are intended to replace battalion and regimental commanders when those positions open up either 
  due to retirement or dismissal for incompetence. The ISF is monitoring this unusual arrangement for any 
  attempt to plant personally-loyal officers across the brigade’s regiments.
  The Alshain Regulars are not available prior to 3035.
  foUrTH alsHaIn regUlars
  The Fourth Alshain Regulars is an assault force; all ’Mechs and tanks are heavy- and assault-class. The Fourth Alshain Aerospace is the 
  only full wing in the brigade, and its fighters specialize in tactics by company. Vehicle companies answer to individual ’Mech company 
  commanders, usually entering battle alongside the ’Mechs. The infantry battalion is a fierce, anti-’Mech force of jump laser troops.
  TaI-I TaKaKo osHIro
  Tai-i Takako Oshiro’s skills are among the best in the command. The Sun Zhang graduate specifically requested posting to the Alshain Regulars 
  after completing his service in the Twelfth Sun Zhang Cadre, as his father was a member of the Fourth who was killed in the War of 3039. Oshiro 
  considered it his duty to take his father’s place. He is already a company commander and is likely to ascend to battalion command soon. Oshiro 
  pilots the Banshee that his father disabled just before he was killed by Lyran troops.
  Experience Rating
  Veteran
  Force Composition
  1 heavy ’Mech regiment, 1 medium aerospace fighter wing, 1 heavy vehicle regiment, 1 infantry battalion
  Special Command Abilities
  Environmental Specialization (Space), Overrun Combat, Zone of Control
  4
  TaI-I TaKaKo osHIro
  PV: 45 (63)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Banshee BNC-3S
  2
  BM
  4
  6
  1
  4/4/2
  2
  8/8
  Special Pilot Abilities: Stand Aside, Multi-tasker
  Available to: Sun Zhang Cadre (pre-3040), Alshain Regulars (3040+)
  oTHer alsHaIn regUlars sUB-CommanDs
  fIrsT alsHaIn regUlars*
  The Duke’s Own
  Regular
  M/BM/R, 2x L/AF/C, CV/R
  Esprit de Corps
  THIrD alsHaIn regUlars
  The Dragon’s Memory
  Regular
  M/BM/R, L/AF/C, CV/R, CI/R
  Tactical Specialization (Defense), Tactical Specialization (Engineers)
  3
  seConD alsHaIn regUlars*
  Pride of Soverzene
  Regular
  H/BM/R, M/AF/C, CV/R, CI/R
  Brawlers, Forcing the Initiative
  2
  fIfTH alsHaIn regUlars†
  Steel Ninjas
  Regular
  L/BM/R, L/AF/C, AR/B
  Environmental Specialization (Woods, Urban)
  5
  
  alsHaIn regUlars 
  alsHaIn regUlars 
  47
  DUKE HASSID RICOL
  Hassid Ricol—known in some circles as “The 
  Red Duke” or “The Red Hunter”—has been one 
  of the most influential individuals in recent 
  Draconis Combine history. He was born to a 
  noble family in 2977. He graduated with honors 
  from the Sun Zhang MechWarrior Academy and 
  earned a position in the prestigious Second 
  Sword of Light after distinguished service in 
  the Fifth Sun Zhang Cadre. He was on a path 
  to regimental command when his parents were 
  killed in a DropShip crash in 3002. Then-Sho-
  sa Ricol requested and was granted permanent 
  detached duty from the DCMS to assume his 
  position as Duke of the Rasalhague Military 
  District. Normally, the Coordinator would 
  appoint a new civilian Duke rather than accept 
  one so young, but he felt the military-minded 
  Ricol might prove a nice change of pace.
  Ricol succeeded in his post far beyond the 
  Coordinator’s expectations. Using his military 
  connections, he built a personal military force 
  to protect his interests in the district. He used 
  these troops to capture and occupy more than 
  a dozen Lyran Commonwealth worlds in the 
  first quarter of the 31st century. This elevated 
  him greatly in the Coordinator’s eyes, such that 
  Ricol was actually recognized as an Archduke 
  and considered the ruler of the worlds he 
  personally conquered in addition to overseeing 
  his district.
  Not all Ricol’s efforts bore fruit; at least, 
  not immediately. The unsuccessful conquest 
  of Verthandi spawned the Gray Death Legion 
  mercenary command, who embarked on 
  an ongoing feud with Ricol. However, this 
  feud ended somewhat amicably when Ricol 
  saved his former enemies from Marik forces 
  on Helm. The price of his assistance was a 
  copy of the recovered Helm Memory Core. 
  Ricol later traded this copy to the Combine in 
  exchange for the post of Warlord of the new 
  Alshain Military District. Tai-shu Ricol remains 
  an ambitious man, especially since so many of 
  his personal holdings were lost in the formation 
  of the Free Rasalhague Republic. Among the 
  district’s forces is an off-the-rolls training 
  battalion that answers directly to him, much 
  like his old personal forces once did.
  sIXTH alsHaIn regUlars‡
  Fang and Talon
  Regular
  M/BM/R, M/AF/C, 2x CV/B
  Enemy Specialization (Steiner), Environmental Specialization (Mountains)
  6
  eIgHTH alsHaIn regUlars
  Ancient Hate
  Veteran
  H/BM/R, M/AF/C, 2x CI/R
  Off-Map Movement, Rapid Strike
  8
  TenTH alsHaIn regUlars*
  Death Before Retreat
  Green
  M/BM/R, M/AF/C, CV/R, CI/R
  Esprit de Corps
  10
  seVenTH alsHaIn regUlars
  To the Knife
  Veteran
  H/BM/R, 2x M/AF/F, CV/R
  Brawlers, Environmental Specialization (Urban), Focus (Street Fighters) 
  7
  nInTH alsHaIn regUlars*
  The Conquerors
  Green
  M/BM/R, L/AF/F, CV/B, 2x CI/B
  Sharp Shooters
  9
  eleVenTH alsHaIn regUlars
  Loyal Unto Death
  Green
  L/BM/R, H/AF/C, CV/R, CI/R
  Brawlers, Forcing the Initiative
  11
  *Destroyed in 3050
  †Disbanded in 3053
  ‡Destroyed in 3051
  Duke Hassid Ricol’s Marauder
  
  genYosHa
  genYosHa
  48
  YORINAGA KURITA
  Yorinaga Kurita, distant cousin 
  to the Coordinator, has gone down 
  in legend as one of the greatest 
  MechWarriors of all time. As the 
  commander of the elite Second 
  Sword of Light, he spearheaded the 
  invasion of Mallory’s World in 3013. 
  The Sun Zhang graduate killed First 
  Prince Ian Davion, who had led a 
  relief force to the planet. Yorinaga 
  then encountered Morgan Kell for 
  the first time when the mercenary 
  commander prevented Yorinaga from 
  claiming the First Prince’s body. 
  Yorinaga encountered Kell again 
  on Mallory’s World in 3016. The 
  two dueled and Kell won when, 
  despite his ’Mech remaining barely 
  functional, he bowed toward 
  Yorinaga. The display so humbled the 
  bloodthirsty Yorinaga that he ordered 
  all Combine forces off Mallory’s 
  World. The Coordinator ordered the 
  disgraced Yorinaga to a monastery 
  for eleven years. In 3027, he called 
  Yorinaga back to duty to found and 
  lead the Genyosha.
  In the Fourth Succession War, 
  Yorinaga again encountered Morgan 
  Kell. Again they dueled, and Kell 
  was again victorious in the same 
  manner as the first duel. This time, 
  though, Yorinaga committed seppuku 
  rather than live any longer with the 
  dishonor. Those witnessing his 
  suicide included Morgan Kell, the Kell 
  Hounds, and the Genyosha.
  Yorinaga’s son, Akira Brahe, 
  resigned from the Genyosha and 
  joined the Kell Hounds at that 
  moment, and a number of Genyosha 
  warriors accompanied him.
  On the eve of the Fourth Succession War, Coordinator 
  Takashi Kurita ordered his disgraced cousin Yorinaga to 
  form a new combat regiment. He could redeem himself by 
  personally selecting fifty of the DCMS’ finest warriors and 
  training them to his own skill level, and allowing them in 
  turn to train fifty more. The new command was named the 
  Genyosha, or Black Ocean.
  The Genyosha reported directly to the Coordinator upon 
  their formation. However, after Yorinaga committed seppuku, 
  his successor, Narimasa Asano, swore personal loyalty to the 
  Coordinator’s son, Theodore. Thus the Genyosha fell into 
  disfavor until Theodore was named Gunji-no-Kanrei, at which 
  time he ordered the Genyosha to report directly to him.
  The Second Genyosha regiment was founded after the Fourth Succession War. Both regiments 
  were active in the Ronin Wars and in the War of 3039, using their particular tactics to overwhelm 
  all enemies in their path. As taught by Yorinaga, the Genyosha prefer to concentrate fire upon 
  enemies, focusing on the most dangerous opponents first. Such losses often demoralize the enemy 
  and allow the Genyosha to claim easy victories by putting the enemy to flight.
  fIrsT genYosHa
  The First Genyosha embodies their nickname, “Legacy of Yorinaga.” The First devastates the enemy 
  by concentrating fire on individual enemies—it is rare for only a single Genyosha warrior to fire on 
  an enemy. Entire lances of BattleMechs typically target the same enemy until it flees or is destroyed.
  TaI-sa narImasa asano
  Tai-sa Narimasa Asano commands the First Genyosha. He was one of Yorinaga Kurita’s first recruits 
  for the Genyosha before the Fourth Succession War, having served under Yorinaga in the Second 
  Sword of Light years earlier. Asano assumed command of the Genyosha after Yorinaga’s seppuku, 
  and soon after swore personal fealty to Theodore Kurita. Asano is an extraordinary MechWarrior, 
  like all those in the Genyosha, with equal skill at command and combat.
  oTHer genYosHa sUB-CommanDs
  Experience Rating
  Elite
  Force Composition
  1 heavy ’Mech regiment, 1 heavy aerospace fighter wing, 1 heavy vehicle regiment,  
  1 infantry regiment
  Special Command Abilities
  Focus (Demoralizer), Forcing the Initiative, Sharp Shooters, Tactical Experts (Combined Fire)
  Special Rules
  The First Genyosha pays 2 fewer FPs for any Unit (minimum 0 FPs).
  Common Enemies
  Clan Smoke Jaguar (Early Clan Invasion)
  Force Building Rules
  From 3039 onward, both Genyosha Regiments can access the Kurita: Special Availability List 
  for 3 FPs.
  TaI-sa narImasa asano
  PV: 34 (48) |  32 (44)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Crusader CRD-3K (before 3035)
  2
  BM
  3
  8
  1
  3/3/2
  1
  6/5
  IF1,LRM1/1/1,SRM1/1
  Warhammer WHM-6K (after 3035)
  2
  BM
  3
  8
  1
  3/3/2
  1
  5/6
  Special Pilot Abilities: Sharpshooter, Tactical Genius
  Available to: Sword of Light (pre-3017), Rasalhague Regulars (3017-3026), Genyosha (3027+)
  seConD genYosHa
  Lord Theodore’s Vanguard
  Elite
  H/BM/R, M/AF/W, M/CV/R, CI/R
  Environmental Specialization (Urban, Mountains), Off-Map Movement, Tactical Specialization (Defense)
  
  oTomo
  oTomo
  49
  MARCUS KURITA
  Marcus Kurita was a cousin of 
  Coordinator Takashi Kurita and was 
  once the Warlord of the Rasalhague 
  Military District. In 3019, Marcus 
  was implicated in an assassination 
  attempt on the Coordinator’s life. 
  Marcus had long coveted his cousin’s 
  position, but there was insufficient 
  proof of his part in the attempt. The 
  fact that Marcus’ mother, Florimel 
  Kurita, was Keeper of the House 
  Honor made it distasteful simply to 
  have Marcus executed along with the 
  known conspirators.
  Marcus was removed from his 
  position as Warlord of Rasalhague 
  largely due to his popularity 
  among the common peoples of 
  the District. He was installed on 
  Luthien, mainly so the Coordinator 
  could ensure Marcus was closely 
  monitored. Marcus passed every ISF 
  test and was named commander of 
  the Otomo, and commanded the 
  regiment until the Fourth Succession 
  War, when the Coordinator named 
  him Warlord of the Pesht Military 
  District. However, Marcus had not 
  abandoned his ambitions.
  Marcus moved when the Free 
  Rasalhague Republic was officially 
  formed. He had many supporters in 
  his former power base who resented 
  the Coordinator for abandoning 
  them and refused to acknowledge 
  the new government. Marcus hoped 
  to carve his own kingdom from the 
  new nation during the resulting 
  Ronin War, but he was killed on 
  Predlitz on 24 May 3034 by the ISF, 
  who left evidence implicating Lyran 
  Loki agents.
  The Otomo is the personal guard of the 
  Coordinator. The Otomo serves on Luthien 
  and elements of the command always 
  accompany the Coordinator when he leaves 
  the world, though they never abandon the 
  Unity Palace or the Coordinator’s family 
  during such times.
  If any command in the Combine surpasses 
  the Sword of Light in terms of prestige, 
  fanatical devotion to the Coordinator, and 
  sheer combat acumen, it is the Otomo. The 
  Otomo’s ranks are filled by only the greatest, 
  most loyal warriors in the Combine. Most of 
  them, in fact, are drawn from the Sword of Light, 
  though many also hail from the District Regulars. 
  However, one cannot aspire to join the Otomo, as such 
  ambition is seen as self-aggrandizing. Instead, one must be 
  chosen for the post. The Coordinator personally selects potential members from the elite of 
  the elite, including highly-decorated veterans. Such warriors have shown their dedication not 
  through ambition, but through exemplary service to the Dragon.
  Being selected for candidacy is just the first step, however. The ISF then evaluates every candidate 
  in great depth, ferreting out any potential for treason or lapse of dedication. Only those who survive 
  these interrogations may receive final, personal approval of the Coordinator to become members 
  of the Otomo.
  The Otomo is unique in the DCMS. Unlike the floating regiments and District commands, the 
  Otomo is a purely defensive force. Their sole purpose is to protect the Coordinator and all that 
  belongs to him. The Otomo is always prepared to secure a retreat, particularly for the Coordinator 
  in the event of an assassination attempt, and they are always the last to depart the field of battle. 
  The Otomo is perhaps the most flexible command in the DCMS, preferring to prepare for combat 
  in any conditions rather than expect to fight in any particular terrain or weather condition. Otomo 
  warriors, samurai all, will gladly sacrifice their lives to save the Coordinator, especially if such an 
  action also eliminates one or more enemies. The commander of the Otomo is often a member 
  of the Kurita family, with the expectation that their loyalty is beyond reproach, though they are 
  vetted as harshly as any other candidate. Coordinator Takashi Kurita was once the commander 
  of the Otomo.
  oTomo
  The Otomo is adept at all forms of combat, from large-scale engagements to small-unit actions. 
  This belies the fact that the command has not engaged the enemy in war during the lives of any 
  of its current members. This does not affect the training regime of the Otomo’s warriors, who 
  constantly drill in personal and BattleMech combat.
  Experience Rating
  Elite
  Force Composition
  1 ’Mech regiment, 1 infantry regiment
  Special Command Abilities
  Esprit de Corps, Focus (Iron Will), Tactical Adjustments 
  Special Rules
  Otomo Forces may select any Unit available to them on any of their Availability Lists for 2 
  fewer FPs (minimum of 0 FPs). No Otomo Unit may have a rating worse than Veteran (Skill 3). 
  The Otomo may not retreat from a battlefield (leave via their home edge) while there are any 
  other non-Otomo friendly Units on the field.  
  
  sUn ZHang CaDre
  sUn ZHang CaDre
  50
  WARRIOR CLASS
  The Warrior Class is second in the 
  Draconis Combine caste system. 
  Only the small Noble Class ranks 
  higher, though many nobles are also 
  warriors in the DCMS. The warriors 
  receive great respect from all classes, 
  including the Coordinator, who reigns 
  at the top stratum of Combine society.
  Warriors are the lifeblood of 
  the realm, primarily through their 
  defense of the culture and its 
  peoples. Unlike the lower classes 
  (the Middle Class, Worker Class, and 
  the Unproductives), warriors have 
  a great degree of freedom, both of 
  movement and of position. Warriors 
  are able not just to advance in 
  rank within the military, but within 
  Combine society. Many nobles attain 
  their position after long, exemplary 
  service in the DCMS.
  The Warrior Class, though, is 
  rigid of thought. Confucianism 
  demands that the warrior’s loyalty 
  to the Coordinator passes through 
  their commanding officers. Bushido 
  demands that a warrior’s duty to 
  the Coordinator is death, whether 
  his own or the enemy’s. Zen teaches 
  the warrior to strive for a state of 
  “no-mind” in which emotion and 
  thoughts of one’s self are absent, 
  allowing the warrior to become a 
  remorseless killer in service to the 
  Coordinator. Such a state precludes 
  guilt in one’s actions, since one 
  performed any heinous, dishonorable 
  acts without conscious thought or 
  desire to do so.
  Warriors are the most important 
  class in Combine society, in the 
  minds of many, and in many places 
  receive adulation tantamount to 
  worship. But warriors are often 
  above such things, which only 
  enhances their mystique to the 
  lower classes who serve their needs.
  The Sun Zhang MechWarrior Academy 
  is the finest in the Draconis Combine and 
  perhaps the best in the Inner Sphere. Four 
  years of intense education and constant 
  training are followed by a nine-month 
  assignment to one of the Cadres. These nine 
  months are filled with training missions, 
  though during times of war they operate as 
  part of the DCMS. These training missions, 
  it should be noted, often include raids 
  against enemy nations in addition to live-
  fire training with DCMS Regulars or floating 
  regiments. If at the end of the nine-month 
  period a cadet’s superiors deem him or her 
  in need of further training, another nine-
  month term is assigned.
  The Cadres are similar to the Sword of 
  Light regiments in that they do not fall 
  under the command of any particular Warlord. Instead, the Cadres, like the Sword of Light, answer 
  directly to the Coordinator. On occasion, the Cadres will be placed under command of a prefecture 
  commander or district commander while stationed in that commander’s district.
  Cadres are composed of cadets from both the MechWarrior and fighter pilot programs. Each 
  cadre includes both a ’Mech regiment and a fighter wing. Depending upon the Cadre’s posting, 
  local conventional forces may be attached for the duration of their stay. In times of war, a Cadre 
  may be tasked to support another DCMS regiment. During these times, conventional forces may 
  be assigned as support elements while the conflict continues.
  fIrsT sUn ZHang TraInIng CaDre
  The First Cadre, known as Vigilance, was all but destroyed by the Second Kavalleri on Kempten 
  in the Ronin Wars. The command was rebuilt after that conflict ended. The Cadre was instrumental 
  in reclaiming Alnasi, alongside the Sixth Alshain Regulars and ISF agents, taking heavy casualties 
  in the process.
  Experience Rating
  Green
  Force Composition
  1 light ’Mech regiment, 1 light aerospace fighter wing
  Special Rules
  Individual cadets of Green (5) Skill Rating, may possess greater skills than their training has 
  previously exposed. After selecting a Sun Zhang Force, but before setting up Units on the 
  game area, roll 2d6 for each Unit. On a roll of 9+, the Unit gains an SPA. Roll 2d6, add the Size 
  of the Unit, and consult the table below to see which SPA the Unit receives.
  Roll Result
  Special Pilot Ability
  3
  Marksman
  4
  Maneuvering Ace
  5
  Speed Demon (or Golden Goose)
  6
  Hot Dog
  7
  Lucky (1)
  8
  Human TRO
  9
  Lucky (2)
  10
  Weapon Specialist
  11
  Terrain Master (choose one)
  12
  Melee Master (or Ground Attack Specialist)
  13
  Range Master (pick Short or Long)
  14
  Sharpshooter
  15+
  Sniper
  
  sUn ZHang CaDre
  sUn ZHang CaDre
  51
  THE ARES 
  CONVENTIONS
  The Ares Conventions were signed 
  by the rulers of the Inner Sphere on 
  13 June 2412. The Conventions’ six 
  articles stipulate moral conduct in 
  wartime, with numerous appendices 
  and addenda specifying details 
  affecting the six articles. The Star 
  League rescinded the Conventions 
  in 2579 to eliminate restrictions in 
  the coming Reunification War, and 
  they were never restored to legal 
  status. Later, the horrors of the first 
  two Succession Wars eventually led 
  the Houses to follow the Conventions 
  in spirit. However, a number of 
  mercenary commands held the 
  Conventions sacred and obeyed them 
  throughout the decline of civilization 
  and loss of technology. This is 
  especially true among commands 
  descended from SLDF forces, which 
  strive to preserve the honor and 
  traditions of their ancestors.
  Article I: Nuclear weapons shall 
  not be used within 75,000km of any 
  planetary surface.
  Article II: Orbital bombardment is 
  only allowed against military targets 
  far from civilian population centers.
  Article III: Surrender must be 
  accepted by any unit that offers the 
  universal standard.
  Article IV: Safe passage shall be 
  granted to any person, vehicle, or 
  vessel bearing the universal standard 
  of surrender.
  Article V: Battles shall not be 
  waged in urban areas, unless a 
  military objective is within and efforts 
  are made to limit collateral damage.
  Article VI: The use, development, 
  and production of biological and 
  chemical weapons is forbidden.
  oTHer sUn ZHang CaDre sUB-CommanDs
  fIfTH sUn ZHang TraInIng CaDre
  Perseverance
  Green
  M/BM/R, L/AF/W
  nInTH sUn ZHang TraInIng CaDre*
  Determination
  Green
  L/BM/R, L/AF/W
  TWelfTH sUn ZHang TraInIng CaDre*
  Humility
  Green
  L/BM/R, L/AF/W
  *Destroyed 3051
  TraInIng rUn
  Outskirts of Gantarius
  Alnasi
  Draconis Combine
  29 July 3039
  The First Sun Zhang Cadre executed an overnight forced march to flank the occupying 
  Twenty-sixth Lyran Guards holding the city. The Guards hastily deployed an armor battalion 
  to hold off the attack from the unexpected direction.
  game seTUP
  Recommended Terrain: Open Terrain, Urban Terrain
  If using terrain, the game table should be mostly open terrain, with buildings on one half 
  representing the edge of Gantarius.
  If using hex maps, arrange two maps with their long edges touching. One map should 
  be open terrain and the other urban terrain.
  The Defender’s home edge is the urban edge. The Attacker’s home edge is the opposite edge.
  Victory Conditions: Per Hold the Line (see p. 164, ASC)
  aTTaCKer
  First Sun Zhang Cadre (Regular)
  The Attacker consists of one company of First Sun Zhang Cadre BattleMechs that enter 
  via their home edge on Turn 1.
  DefenDer
  Twenty-sixth Lyran Guards (Veteran)
  The Defender consists of two companies of the Twenty-sixth Lyran Guard combat 
  vehicles. The Defender’s units enter via home edge on Turn 1. The defender must prevent 
  the Attacker’s units from exiting via the Defender’s home edge.
  
  an TIng legIon
  an TIng legIon
  52
  HELM  
  MEMORY CORE
  The eve of the Fourth Succession 
  War found the Gray Death Legion 
  fighting for their lives against 
  conspirators connected to ComStar 
  and the Free Worlds League, after 
  the Legion’s new base on Helm was 
  destroyed and their landhold seized. 
  While hiding in the mountains, 
  Colonel Carlyle discovered the Star 
  League Nagayan Mountain Facility, 
  the prize sought by the Legion’s new 
  enemies. ComStar Precentor Rachan 
  sought to continue his order’s policy 
  of eliminating advanced technology 
  outside its control by destroying the 
  library core located at the facility 
  before it could be analyzed.
  The facility was a treasure trove 
  of priceless lostech. BattleMechs 
  not seen since the First Succession 
  War, mounting Star League-quality 
  weapons, were secured by the 
  Legion and their unexpected ally 
  Duke Hassid Ricol—the Kuritan 
  lord originally responsible for the 
  destruction of Carlyle’s Commandos 
  and the Legion’s founding.
  In addition to the weapons, 
  the Legion found the library core. 
  Fortunately, Carlyle prioritized 
  copying the core, as the Marik troops 
  activated the facility’s self-destruct 
  when they blasted their way in. 
  Carlyle gave a copy of the core to 
  Ricol in appreciation for his aid and 
  also gave it away to various traders 
  and other powers. The information 
  contained in the core ignited a 
  technological renaissance across the 
  Inner Sphere. Lost technologies could 
  once more be manufactured thanks 
  to the specifications and schematics 
  in the core, while agricultural 
  techniques and medical treatments 
  of the time took great leaps forward.
  The An Ting Legions were founded to aid Coordinator 
  Jinjiro Kurita’s prosecution of the Second Succession War. 
  The prosperous world An Ting raised five full BattleMech 
  regiments, each with accompanying conventional forces. The 
  overwhelming destruction of that war, however, shattered 
  the First, Third, and Fifth Legions. The Second and Fourth 
  barely survived. By combining their survivors with those of 
  the destroyed legions, their regiments were rebuilt.
  The Second and Fourth deteriorated further during the 
  Third Succession War, especially after a feud between the 
  An Ting Academy (the source of the Legions’ excellent 
  MechWarriors, fighter pilots, and special forces infantry) and 
  the Sun Zhang MechWarrior Academy led to the former’s 
  destruction. Without an easy source of excellent replacement 
  troops, the Legions fell further in overall skill.
  The Fourth Legion invaded Niles in the Fourth Succession 
  War. Despite being held off for a week by the planetary militia, 
  a display of the Legion’s poor quality, they finally conquered 
  the world for the Combine. The constant maneuvering and 
  flanking attacks of the medium-’Mech regiment that finally 
  eliminated the last resistance on Niles.
  seConD an TIng legIon
  The Second An Ting, The Light of Enlightenment, is one of the rare 
  combined arms formations in the DCMS. However, unlike the Com 
  Guards, non-’Mech units are not integrated with the BattleMechs. 
  Instead, each subcommand operates per orders from the ’Mech 
  commander, but is free to pursue independent operations in support 
  of victory. One company of infantry is skilled in anti-’Mech attacks. The 
  armor battalion is entirely heavy (Size 3) and assault (Size 4) tanks, while 
  the fighters are skilled in ground attacks.
  TaI-I neg olIVaW
  Tai-i Neg “2-2-2” Olivaw commands Second Company, Second Battalion in the Second An Ting 
  Legion. His Shadow Hawk, the “Black Heart,” is painted flat black rather than the Second’s usual 
  deep blue with silver highlights. 
  Experience Rating
  Veteran
  Force Composition
  1 medium ’Mech regiment, 1 Light aerospace fighter wing, 1 Heavy vehicle battalion,  
  1 infantry battalion
  Special Command Abilities
  Environmental Specialization (Night), Flankers, Focus (Multi-Tasker)
  Force Building Rules
  BattleMechs must be medium (Size 2) or have a minimum Move of 8”.
  TaI-I neg olIVaW
  PV: 28 (40)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Shadow Hawk SHD-2K
  2
  BM
  2 10/6j
  2
  1/2/2
  0
  5/5
  IF0*
  Special Pilot Abilities: Melee Master, Terrain Master (Nightwalker)
  Available to: An Ting Legions
  
  an TIng legIon
  an TIng legIon
  53
  DRACONIS ELITE 
  STRIKE TEAMS
  DEST Commandos rarely appear  
  on the battlefield, but the collection 
  of infiltrators, saboteurs, and 
  assassins are among the most 
  devastating operatives in the Inner 
  Sphere. The DEST teams fall under 
  ISF authority and undergo extensive 
  testing and training.
  Typically operating behind enemy 
  lines and/or in advance of ground 
  operations, DEST Commandos 
  smooth the way for the DCMS as 
  needed, or sometimes simply kidnap 
  or assassinate their assigned target. 
  Other missions directed to the DEST 
  teams are collecting valuable intel, 
  destroying supply dumps, attacking 
  rear echelon bases, and eliminating 
  enemy commanders. These troopers 
  are cross-trained in all types of 
  combat, from piloting ’Mechs or 
  fighters, to driving tanks or trains, to 
  operating JumpShips.
  After General Nondi Steiner 
  conquered Vega in the War of 3039, 
  a DEST strike team that infiltrated 
  and attacked her command post, 
  incapacitating her and forcing 
  her evacuation. This single action 
  changed the course of history by 
  stalling the Lyran thrust into the 
  Combine. The DEST troopers were 
  all eliminated, but their mission was 
  accomplished. Like ancient ninjas or 
  samurai, DEST members will commit 
  suicide to avoid capture.
  IslanD InVasIon
  Goi-pa
  Delacruz
  Draconis Combine
  18 August 3039
  The Third Lyran Regulars stationed on the island Goi-pa knew the newly-arrived 
  An Ting Legions and Eighth Sword of Light would mount an attack soon. They 
  never expected the attack to come from below and from above at the same time! 
  The DCMS troops have come to retake the island’s military installation.
  game seTUP
  Recommended Terrain: Coastal Terrain
  If using terrain, the game table should be coastal, with one edge representing 
  the shoreline.
  If using hex maps, arrange two maps with their long edges touching.
  The Defender chooses one long edge as home edge. The Attacker’s home 
  edge is the opposite edge.
  Victory Conditions: Per Hold the Line (see p. 164, ASC).
  aTTaCKer
  Second An Ting Legion (Regular), Eighth Sword of Light (Regular)
  The Attacker consists of one company of Second An Ting Legion ’Mechs that 
  enter from the water’s edge on Turn 1. Four lances (two from the Second An Ting 
  and two from the Eighth Sword of Light, see p. 30) enter via combat drop (they 
  must target the mid-line of the map between the two home edges) on Turn 1d6.
  DefenDer
  Third Lyran Guards (Regular)
  The Defender consists of two companies of the Third Lyran Guards. The 
  Defender’s units may be placed anywhere on the map before Turn 1; half the 
  units may be placed as Hidden Units. The Defender must prevent the Attacker’s 
  units from exiting via the Defender’s home edge.
  *Destroyed in 3052
  oTHer an TIng legIon sUB-CommanDs
  foUrTH an TIng legIon*
  The Buddha’s Light
  Regular
  M/BM/R, M/AF/W, CV/B, CI/B
  Environmental Specialization (Urban)
  
  54
  amPHIgean lIgHT assaUlT groUP 
  amPHIgean lIgHT assaUlT groUP 
  The Amphigean Light Assault Group regiments were first formed by Amphigean Agriculture, Inc. as a less 
  expensive means to secure their holdings than paying for mercenary protection. AAI started building 
  their Amphigean Security Group in 2811. It was more economically feasible to purchase light ’Mechs 
  than heavier ones, thus expanding the Security Group’s size significantly. Swarms of light ASG ’Mechs 
  burst upon enemies in hordes, protecting AAI’s territory with great effectiveness throughout the 
  Combine. Because the ASG incidentally protected other Combine sites while defending AAI’s, the 
  DCMS allowed the ASG to expand and operate independently of DCMS oversight.
  When Jinjiro Kurita launched the Chain Gang Missions in the Second Succession War, privately-
  employed MechWarriors were dragooned into service alongside convicts to be used as cannon 
  fodder. Unlike their convict brethren, the ASG forces were highly skilled. They operated in packs, 
  overwhelming enemies through sheer weight of numbers or speeding past front lines to raid enemy 
  rear areas. These dragooned ASG troops were dubbed the Amphigean Light Assault Groups after 
  excellent performances on Strawn, Kessel, and Kobe. DCMS commanders found it useful to have a 
  force not bound by the strictures of bushido, enabling the LAGs to perform in ways that an honor-bound 
  samurai would find distasteful at best.
  Those warriors who survived the Chain Gangs returned to AAI service. AAI rebuilt the ASG and sold their services 
  as mercenaries to other corporations—even occasionally outside the Combine, but never placed them under contract 
  to Houses Davion or Steiner. The force grew to six full battalions by 2952, in addition to smaller formations stationed at individual AAI sites, when the 
  DCMS approached AAI to hire the ASG as long-term mercenaries. The First and Second Light Assault Groups were formed, supplied and supported by 
  the Combine but staffed by AAI. AAI rebuilt their own ASG and reformed them into the Third and Fourth Light Assault Groups. When the initial contract 
  period for the First and Second came up for renewal, it was renewed—and has been renewed in perpetuity by the DCMS, thus exempting the LAG 
  forces from the Death to Mercenaries decree several decades later. A Fifth LAG was formed at this time. The Third and Fourth were still battalion-size 
  and in service to AAI directly. AAI raised a Sixth ASG battalion after the War of 3039 with DCMS permission after AAI’s faultless support of the Dragon.
  The Amphigean LAGs remain a light ’Mech force, specializing in swarm tactics against enemies of all sizes and types. Each ’Mech regiment is supported 
  by a fighter wing. District warlords or planetary administrators often attach vehicle or infantry elements to the LAGs stationed in their territory.
  The Amphigean Light Assault Groups modify their Panthers for speed.  
  To make room for the larger engine, the jump jets were removed. This Panther 
  is available only to the Amphigean Light Assault Groups at a cost of 1 FP.
  fIrsT amPHIgean lIgHT assaUlT groUP
  The Legacy of Blood uses primarily light ’Mechs, though faster medium ’Mechs fill a number of slots in their roster. 
  The First focuses on outmaneuvering their enemy regardless of terrain or situation. The command commonly upgrades 
  even their light ’Mechs with larger engines to coax even greater speed, often at the cost of firepower. Because they 
  utilize comparatively inexpensive light ’Mechs, such costs are mitigated despite the use of advanced technology. The 
  First Amphigean’s aerospace wing, the Starwalkers, is known for great individual pilot skill but poor adherence to tactical 
  doctrine. Instead of supporting ground forces or achieving air superiority, pilots are likely to be distracted by a target of 
  opportunity and may abandon an assigned mission for a quick kill.
  oTHer amPHIgean lIgHT assaUlT groUP sUB-CommanDs
  Unit Type
  TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Panther PNT-9ALAG
  BM
  1
  10
  2
  2/2/1
  0
  3/3
  —
  Experience Rating
  Veteran
  Force Composition
  1 light ’Mech regiment, 1 medium aerospace fighter wing
  Special Command Abilities
  Off-Map Movement, Tactical Specialization (Attack), Focus (Dodge), Focus (Maneuvering Ace), Focus (Golden Goose)
  Special Rules
  At least three ’Mechs in each Formation must be a light (Size 1), while the other may be medium (Size 2) or light. Before selecting Units for any scenario, roll 2d6.  
  On an 8+, the Starwalkers are unavailable for that battle, and no aerospace units may be selected from the First Amphigean Light Assault Group. The Amphigean 
  regiments do not pay extra FPs for duplicate ’Mech models if they are light ’Mechs on the Kurita or General Availability Lists, or the PNT-9ALAG (see above).
  *Destroyed in 3051
  seConD amPHIgean lag*
  High Noon
  Veteran
  L/BM/R, M/AF/W
  Off-Map Movement, Tactical Experts (Combined Fire)
  2
  fIfTH amPHIgean lag*
  Shadow Strikers
  Regular
  L/BM/R, M/AF/W
  Off-Map Movement
  5
  
  arKaB legIon 
  arKaB legIon 
  55
  The Arkab Legions have served the Dragon well and ably for centuries. However, because they 
  hail from the Azami Worlds, which came into the Combine via treaty following to the Azamis’ fierce 
  defense, they are regarded as potentially disloyal despite their spotless service record. That the Arkab 
  warriors do not paint the Dragon crest on their ’Mechs and tanks is emblematic of this distrust. The 
  CO of each Legion voluntarily paints the crest on the upper left arm of his or her ’Mech, though when 
  the Procurement Department withholds necessary materiel, the crest is removed until restitution 
  is made. The Arkab Legions hold true to their faith and trust their fate in battle to Allah rather than 
  holding blind faith in the Coordinator.
  The Arkab Legions have always favored speed over armor. The nascent technological recovery 
  has enabled the Legions to increase the overall weight of their ’Mechs without sacrificing speed. The 
  Legions still eschew assault ’Mechs but are increasing their use of heavy ’Mechs. Most of their forces, 
  though, are light and medium ’Mechs. Even before the War of 3039, the Second Arkab maintained a 
  tight grasp on Star League technology. The presence of Star League-era ’Mechs in their TO&E never 
  ended despite the attrition of the Succession Wars.
  The Fourth Arkab Legion was part of the Combine’s counter-raiding strategy in the War of 3039. 
  The Fourth mounted attacks on Ganshoren, Auldhouse, and Arcturus. These spoiling attacks did little 
  more than tie up Lyran forces, but those delays were instrumental in stopping the invading forces from rampaging deeper into the Combine before 
  the DCMS could stop them. The Second was instrumental in ejecting the Eridani Light Horse from Fellanin II, while the Sixth, as usual, remained as 
  the garrison force of Arkab. This garrison posting is an acknowledgment of the Azami distrust of the Combine in general, and serves as a defense 
  against any attempt to subjugate the Azami people.
  seConD arKaB legIon
  The Second Arkab Legion’s reliance on lightly-armored ’Mechs precludes its ability to fight a stand-up engagement. 
  Instead, the Defenders of the Faithful specialize in flanking attacks and hit-and-run tactics. The Second uses no assault (Size 
  4) ’Mechs. Twenty percent of their ’Mechs are heavy (Size 3), with the rest split evenly between light (Size 1) and medium 
  (Size 2) ’Mechs. Hard Air, the Legion’s aerospace wing, uses medium fighters exclusively. The Second Arkab Armor regiment 
  protects the Legion’s flanks with fast hovercraft and light tanks.
  TaI-sa omar aKBanI
  Tai-sa Omar Akbani commands a recon company in the Second’s third battalion. His Kintaro has been passed down through the generations, though 
  severe damage in the War of 3039 was repaired with recovered technology instead of Star League components. The LRM and NARC systems were replaced 
  with an ER PPC, while the heat sinks were upgraded. His long experience in the ’Mech allows him to exert greater speed than enemies might expect.
  oTHer arKaB legIon sUB-CommanDs
  Experience Rating
  Veteran
  Force Composition
  1 medium ’Mech regiment, 1 medium aerospace fighter wing, 1 light vehicle regiment, 1 infantry regiment
  Special Command Abilities
  Fast Withdrawal, Hit and Run, Off-Map Movement, Overrun Combat
  Force Building  Rules
  The Second Arkab Legion may select Units from the Kurita: Special List for 1 FP. At least half of the Second Arkab’s ’Mechs must be light (Size 1) and medium (Size 2) 
  ‘Mechs; assault (Size 4) ’Mechs may not be fielded. All aerospace Units must be medium. All vehicle units must be light or medium.
  2
  TaI-sa omar aKBanI
  PV: 34 (41)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Kintaro KTO-19 (Omar)
  3
  BM
  2
  10
  2
  3/3/1
  1
  6/5
  SRM1/1
  Special Pilot Abilities: Maneuvering Ace, Speed Demon
  Available to: Arkab Legions
  foUrTH arKaB legIon
  Allah’s Blessings
  Regular
  L/BM/R, M/AF/W, CV/R, CI/R
  Focus (Forward Observers)
  sIXTH arKaB legIon
  Desert Nomads
  Regular
  L/BM/R, L/AF/W, CV/R, CI/R
  Hit and Run
  6
  
  nIgHT sTalKers 
  nIgHT sTalKers 
  56
  The Night Stalkers were founded in 3020 by Tai-sa Lloyd McGavin. McGavin had been forced into retirement but 
  knew he had more to offer in service to the Dragon, and gained permission from the High Command to raise a 
  new regiment. Personal funds and support from mercantile concerns allowed McGavin to build two regiments 
  of Night Stalkers from the ranks of other disgruntled retirees and failed MechWarriors. The regiments were 
  dismissed by contemptuous DCMS commanders until the Night Stalkers distinguished themselves through 
  hit-and-run tactics against Lyran Commonwealth forces late in the Third Succession War.
  Success in battle went to the heads of the Night Stalkers. When orders did not meet with McGavin’s 
  approval, he would ignore them and implement a better plan. Such disobedience was unacceptable 
  to Coordinator Takashi Kurita. To punish their disloyalty, the Coordinator separated the two 
  regiments between two districts. The First Night Stalkers paid the ultimate price during the 
  Fourth Succession War when the Coordinator ordered them into an untenable battle as a mere 
  diversion. Tai-sa McGavin and the First stalled a Lyran reinforced heavy ’Mech regiment, redeeming 
  their honor by dying to the last man.
  The Second Night Stalkers remained in the Coordinator’s disfavor by refusing to offer blind 
  obedience, and they were sent to remote Matamoras in the Pesht Military District. Over time, 
  the older warriors died and were replaced, though their independent streak kept them stationed 
  on Matamoras.
  Senior officers are drawn only from the ranks of retired DCMS officers. Most Night Stalkers officers once held a higher rank than their current 
  posting, but their desire to remain in the cockpit motivates them to accept a lower rank despite their years of loyal service. A third of the command 
  is composed of such retired warriors, with the rest recruited from proving grounds and other less-than-prestigious places.
  seConD nIgHT sTalKers
  The Second Night Stalkers—nicknamed Johiro’s Regiment originally, then later Henderson’s Regiment—lost their skill at hit-and-run operations 
  due to the combat-free posting on Matamoras. CO Tai-sa Okubo Henderson instead specialized in night operations, which he felt was in keeping 
  with the command’s name. Most of the command remains in light (Size 1) and medium (Size 2) ’Mechs, though poor supply priority forces them to 
  use whatever they can get. Each company has one lance of heavy ’Mechs (size 3), and each battalion has one assault ’Mech (size 4). The Storm Clouds 
  armor regiment spent years fighting pirates on the Periphery border. They were assigned permanently to the Night Stalkers at Tai-sa Henderson’s 
  request after years of cooperation. The Second Night Stalkers Aerospace specializes in atmospheric air-to-air combat, aiming to protect the Night 
  Stalkers on the ground.
  TaI-I jerICHo ToYoma
  Tai-i Jericho Toyoma commands Third Company, First Battalion. He was cashiered after the War of 3039 
  for refusing to fight alongside the Ghost Regiments and made his way to Matamoras. He possesses an 
  uncanny affinity for his Phoenix Hawk and is able to manipulate it like a yogi contorts his body.
  oTHer nIgHT sTalKer sUB-CommanDs
  Experience Rating
  Veteran
  Force Composition
  1 light ’Mech regiment, 1 light aerospace fighter Wing, 1 medium vehicle regiment
  Special Command Abilities
  Environmental Specialization (Night), Hit and Run, Tactical Specialization (Dogfighting)
  Force Building  Rules
  The Storm Clouds use only light and medium (Size 1 and 2) vehicles.
  TaI-I jerICHo ToYoma
  PV: 27 (32)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Phoenix Hawk PXH-1K
  3
  BM
  2
  12
  2
  3/2/0
  0
  5/4
  ENE
  Special Pilot Abilities: Natural Grace, Hopper
  Available to: Any Kurita Force except Night Stalkers (pre-3040), Night Stalkers (3040+)
  fIrsT nIgHT sTalKers*
  McGavin’s Regiment
  Veteran
  L/BM/(r)R, L/AF/W, L/CV/R
  Gun It, Hit and Run
  *Destroyed in 3029
  
  sHIn legIon 
  sHIn legIon 
  57
  The Shin Legion regiments were originally Capellan Confederation forces dragooned at the end of the 
  Fourth Succession War. The years following the war, however, saw Chancellor Romano Liao order the 
  arrest and execution of anyone whom she deemed disloyal. The quantification of this disloyalty was 
  arbitrary at best, and many loyal and honorable civilians and soldiers lost their lives for no reason.
  The Shin Legions wished to avoid such treatment. The three regiments elected to flee their home 
  nation rather than be executed for crimes they did not commit. Before they made good their 
  escape, Maskirovka agents in their ranks betrayed their plans, and the Third Legion was caught 
  before it could escape. The men and women of the Third sold their lives dearly, but none survived.
  The First and Second Shin Legions made their way to the Draconis Combine. They saw the Combine 
  as the only viable option, since the Federated Commonwealth and Free Worlds League would not 
  welcome their former enemies. Indeed, the Coordinator accepted the two regiments, though as a 
  foreign combat command they were treated as mercenaries were once treated: with suspicion.
  The Legions proved their loyalty in the War of 3039 when the First on Ancha and the Second on 
  Sadalbari suffered severe casualties at the hands of FedCom forces in defense of Combine territory. 
  While the general distrust was not fully alleviated, the Shin Legions at least were granted a modicum of 
  respect. The Legions are stationed in the Dieron Military District, and they have no illusions that the Coordinator 
  will use them as cannon fodder again against FedCom aggression. 
  A rivalry exists between the Ghost Regiments and the Shin Legions. The Legions consider the yakuza—and therefore, the Ghost Regiments—as 
  little more than criminals and thugs, while the Ghosts consider the Legions traitors to their own people and culture. The Gunji-no-Kanrei has been 
  careful to isolate the two forces from one another to avoid a destructive internecine conflict.
  Few of the command’s original members survived the War of 3039. Replacements have of necessity been drawn from Combine nationals. These 
  are almost exclusively warriors from poor families that show promise through proving grounds. Academy graduates must specifically request a 
  billet in the Shin Legions to be allowed to join the brigade.
  The Shin Legion is unavailable prior to 3035.
  fIrsT sHIn legIon
  The First Shin Legion is a heavy ’Mech regiment that has specialized in defensive operations since relocating to the Combine. This specialization emerged 
  because the Combine wishes to use the Legion to secure its territory, but does not entirely trust it to operate in the Dragon’s name outside the Combine. 
  CHU-sa emma WU
  Chu-sa Emma Wu commands Second 
  Battalion of the First Shin Legion. She is 
  nearly suicidal in combat, often charging 
  ahead of her command lance into the 
  enemy’s midst. She lives for physical 
  combat, and enjoys smashing her 
  Thunderbolt’s fists through enemy cockpits. 
  Her old Eridani Light Horse variant, captured 
  by her grandfather in the Third Succession War, was lost in the War of 3039. She piloted a CRD-3K Crusader until House Kurita obtained a number 
  of House Marik’s new Thunderbolts as part of the Concord of Kapteyn trade agreement.
  oTHer sHIn legIon sUB-CommanDs
  Experience Rating
  Veteran
  Force Composition
  1 heavy ’Mech regiment
  Special Command Abilities
  Environmental Specialization (Clear), Tactical Specialization (Defense)
  Force Building  Rules
  Shin Legion Forces can access the House Liao Late Succession War Availability List for 0 FPs. In the Early Clan Invasion, this cost increases to 1 FP. This rule also applies 
  to Forces from the Second Shin Legion.
  CHU-sa emma WU
  PV: 35 (49) | 34 (48) | 39 (55)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Thunderbolt TDR-5SE (pre-3040)
  2
  BM
  3
  8j
  1
  3/3/1
  0
  7/5
  IF1
  Crusader CRD-3K (3040-3049)
  2
  BM
  3
  8
  1
  3/3/2
  1
  6/5
  IF1,LRM1/1/1,SRM1/1
  Thunderbolt TDR-7M (Early Clan Invasion)
  2
  BM
  3
  8
  1
  4/4/2
  0
  7/5
  CASE,IF1
  Special Pilot Abilities: Stand Aside, Street Fighter, Zweihander
  Available to: Shin Legion
  seConD sHIn legIon
  Veteran
  L/BM/R
  Hit and Run, Tactical Specialization (Attack)
  
  ProserPIna HUssars
  ProserPIna HUssars
  58
  DEATH TO 
  MERCENARIES
  Mistreatment by Warlord Grieg 
  Samsonov led Wolf’s Dragoons 
  to allow their contract with the 
  Draconis Combine to expire. 
  Coordinator Takashi Kurita, unaware 
  of Samsonov’s machinations, 
  felt dishonored by the Dragoons’ 
  decision. The dispute led to a terrible 
  battle on Misery that cost the 
  Dragoons half their force. But it was 
  Warlord Grieg Samsonov’s attempt to 
  murder the Dragoons’ families that 
  ensured mutual hatred.
  The Federated Suns’ Draconis 
  March border became the focal point 
  for the ongoing feud. Wolf deployed 
  his remaining Dragoons across three 
  worlds, per his new contract with 
  the Suns. He challenged Takashi 
  to come take the worlds from him 
  by confronting the Coordinator 
  at the wedding of Hanse Davion 
  and Melissa Steiner. As the Fourth 
  Succession War broke out across the 
  Inner Sphere, Takashi and Wolf fought 
  their own war on the Suns border.
  The Dragoons faced massively 
  superior DCMS numbers, but they 
  ground down the Coordinator’s 
  samurai with every assault. Still, the 
  Combine replenished its troops while 
  the Dragoons dwindled. A rescue out 
  of a holodrama saved the remnants 
  of the Dragoons from four regiments 
  of Galedon Regulars. As the Combine 
  retreated, Coordinator Takashi lashed 
  out in rage and declared, “Death to 
  Mercenaries!” His edict banished 
  mercenaries from DCMS employ for 
  decades. Those not fast enough to 
  cross the borders were put to death. 
  After nearly two decades, Theodore 
  Kurita’s influence has begun to ease 
  this harsh policy.
  The Proserpina Hussars are the 
  elite command among House 
  Kurita’s floating regiments. 
  Warfare is all that matters 
  to Hussar warriors. Political 
  correctness or blind adherence to 
  any code are secondary concerns 
  to living, fighting, and dying.
  The regiments have long 
  specialized in hit-and-run tactics, 
  preferring to avoid direct stand-
  up fights. This battle doctrine 
  runs contrary to the standard 
  House Kurita “stand and deliver” 
  combat philosophy. Thus, the Hussars are often paired with a Regulars command so that the 
  complementary natures of the two will overwhelm the enemy. In such cases, the Hussars are usually 
  accorded the right of overall command, save when a district Warlord or the Coordinator assumes 
  overall command. This very arrangement led to the destruction of the Sixteenth 
  Galedon Regulars on Thestria in the War of 3039. Tai-sa Leonard Kobayashi of 
  the Sixteenth refused to accept orders from Tai-sa Henry Sobiroff of 
  the First Proserpina. Sobiroff wished to end the wanton destruction 
  of the capital, Rashômon, so he offered to let the mercenary Dioscuri 
  retreat from Thestria under standard terms. Kobayashi refused 
  to allow such an offer, given the Death to Mercenaries decree, 
  and launched a suicidal attack on the Dioscuri positions. The 
  First Hussars watched from the sidelines as the Sixteenth was 
  destroyed to its last ’Mech. Sobiroff allowed the Dioscuri to 
  collect salvage from the destroyed Sixteenth before departing 
  Thestria, leaving the First holding the planet. The First used the 
  remaining salvage from the Sixteenth to add a fourth battalion 
  of ’Mechs and become a reinforced regiment.
  The War of 3039 nearly destroyed the Fourth Hussars. Fellanin 
  II saw the Fourth ground down to a single battalion, plus two 
  battalions of supporting forces, by two regiments of the 
  Eridani Light Horse mercenary command. Aided by the 
  Second Arkab Legion, the Fourth held out and joined in 
  the final push that drove the Light Horse forces off-world. 
  The Fourth rebuilt slowly after the war, and is thus the lowest 
  quality Hussars regiment.
  THIrD ProserPIna HUssars
  The Third, known as Kurita’s Vampires, specializes in hit-and-run 
  tactics. Thus their ’Mechs are mostly light (Size 1) and medium (Size 2), 
  with occasional heavy (Size 3) and assault (Size 4) ’Mechs used to anchor 
  pivot points and destroy enemy flankers.
  Experience Rating
  Elite
  Force Composition
  1 medium ’Mech regiment, 2 regular aerospace fighter wings
  Special Command Abilities
  Environmental Specialization (Night), Hit and Run,  
  Off-Map Movement, Tactical Specialization (Attack)
  
  ProserPIna HUssars
  ProserPIna HUssars
  59
  THE RETURN OF 
  KERENSKY
  In the centuries since the Exodus, the 
  militaries and mercenaries of the Inner Sphere 
  wondered if and when Kerensky’s forces would 
  return. Amid the catastrophes of the Succession 
  Wars, no one was sure if the departed SLDF 
  would have suffered a similar decline and loss 
  of technology that so greatly affected the Inner 
  Sphere nations. If they returned, would they be 
  benefactors or conquerors? The sheer number 
  of troops that departed might be enough to 
  demolish any two or more House militaries. 
  Could the Successor States stand up to the 
  enormous military force that departed the Inner 
  Sphere so long ago?
  Those questions were largely academic, as 
  few thought the departed troops would ever 
  return after being gone so long. But in late 
  3049, communication ceased from numerous 
  systems in the Coreward Periphery. Soon 
  after, invaders of unknown origin appeared 
  on the edge of the Draconis Combine, Free 
  Rasalhague Republic, and Lyran portion of the 
  Federated Commonwealth. These invaders 
  possessed technology that far outclassed even 
  the recovered weapons and components of the 
  best Inner Sphere military units. Some even 
  speculated that the invaders might be aliens, 
  due to the ease with which they initially sliced 
  through Inner Sphere defenders.
  The invaders progressed almost without 
  challenge, wiping away House units and 
  mercenary commands of the highest caliber 
  with ease. Eventually, the invaders revealed 
  their origins to ComStar: they are the heirs to 
  Kerensky, they call themselves the Clans, and 
  their goal is to re-establish the Star League in 
  their new image, eradicating the long decay 
  that set in after the Exodus. The Clans possess a 
  strange sort of honor that guides their conduct 
  in battle, but they are also military dictatorships 
  bent on subjugating all others to their will.
  The Federated Commonwealth, Free 
  Rasalhague Republic, and Draconis Combine 
  are mobilizing their forces to stop this new 
  threat. But unless a sheer weight of numbers 
  plays in their favor, it is unknown if anything 
  can truly stop the Clans.
  ClasH on CassanDra
  Outskirts of New Cassandra
  Capra
  Draconis Combine
  25 July 3039
  The First Crucis Lancers were bottled up in the capital city, New Cassandra, 
  by the Third Proserpina Hussars and Fifth Galedon Regulars. Lancers CO Major 
  General Grissom Miller launched a breakout attack at the Hussars, hoping the 
  raiding command would not adapt quickly to being put on the defensive.
  game seTUP
  Recommended Terrain: Open Terrain
  If using terrain, the game table should be primarily open terrain.
  If using hex maps, arrange two maps of primarily open terrain with their 
  short edges touching. 
  The Defender chooses one short edge of the playing surface as their 
  home edge; the Attacker’s home edge is the opposite edge.
  Victory Conditions: Per Hold the Line, (see p. 164, ASC)
  aTTaCKer
  First Crucis Lancers (Regular), Albion Training Battalion (Green)
  The Attacker consists of one lance of medium (Size 2) and heavy (Size 3) 
  ’Mechs and two lances of light (Size 1) and medium (Size 2) hovercraft of the 
  First Crucis, as well as one lance of medium (Size 2) ’Mechs of the Albion. The 
  Attacker enters from their home edge on Turn 1. The Attacker’s objective is 
  to exit via the Defender’s home edge.
  DefenDer
  Third Proserpina Hussars (Elite)
  The Defender consists of four lances of Third Proserpina Hussars. The 
  Third’s units are placed on the map at least 12” or six hexes from the 
  Attacker’s home edge. The defender must prevent the Attacker’s units from 
  exiting via the Defender’s home edge.
  fIrsT ProserPIna HUssars
  Blood Suckers
  Veteran
  M/BM/(r)R, L/AF/W, M/CV/R, MI/R
  Hit and Run, Off-Map Movement
  foUrTH ProserPIna HUssars*
  The Luthien Leeches
  Veteran
  M/BM/R, H/AF/W, CV/R
  Hit and Run, Off-Map Movement
  oTHer ProserPIna HUssars sUB-CommanDs
  *Destroyed in 3051
  
  gHosT regImenTs 
  gHosT regImenTs 
  60
  The Ghost Regiments were born of the Fourth Succession War. Theodore Kurita knew the Dragon 
  needed not just to rebuild, but to increase the size of the DCMS. However, he understood that 
  military academies can only expand their enrollment to a point before they begin to turn out 
  inferior warriors. Thus, Theodore sought aid from those parts of Combine society typically 
  shunned by the DCMS. He sought new warriors from among the lower classes and criminals, 
  along with a greater number of women than most DCMS commanders would consider 
  appropriate. Theodore’s Tiger Programs were created to train these would-be warriors along 
  the lines of FedCom RCTs rather than typical, staid DCMS regiments.
  Funding such an enterprise was problematic. Few wished to have their funds expended 
  on such Undesirables, even if the resulting regiments would help defend the Dragon. 
  Thus, Theodore turned to the yakuza. He convinced the yakuza oyabun that it was 
  in their best interest not only to fund the formation of these regiments, but also to 
  allow their members to be recruited to serve in the new commands. In part to keep 
  their existence and numbers a secret, but also because the DCMS wished them to 
  remain off the official rolls, the new commands were dubbed the Ghost Regiments.
  The warriors in these new regiments were now burdened with conflicting loyalty 
  to their oyabun and to Theodore. Even more alarming was the lack of discipline 
  among 
  these new warriors. Rather than exhibiting the typical Combine warrior reserve, instilled 
  after a lifetime of training and discipline, the former yakuza soldiers were quick to fall into looting and 
  excess. These actions put the new regiments at odds with the rank and file of the DCMS, who refused 
  to associate with those whom they considered wretches beneath contempt. Some oyabun maintained 
  their influence over their former thralls and used the regiments as mere fronts to augment their power 
  base and wealth. Some, though, gave up their authority over the warriors and allowed them to 
  serve the Dragon. Even in these cases, though, the regiments remain under their former oyabun’s 
  influence, as all the Ghost Regiments must use the black market for their supply needs—the Bureau 
  of Procurement refuses to disburse materiel to them.
  The Ghost Regiments played a large role in the War of 3039. Because they were unknown to the 
  military strategists in the Federated Suns and Lyran Commonwealth, the invading FedCom forces 
  were surprised and sometimes overwhelmed by unexpected numbers of enemy warriors. The Ghosts’ 
  lack of discipline mitigated what might have been an even worse experience for the invaders; if the Ghosts were comparable to Sword of Light or 
  even some Regulars regiments, the invasion might have been curtailed even sooner with a greater loss for the FedCom forces.
  There is no Ghost brigade crest and most Ghost Regiments eschew regimental logos, instead painting their machines with elaborate designs.
  fIrsT gHosT “manY-ColoreD WInDs of faTe”
  The First Ghost embodies their yakuza heritage as fearsome city fighters. Because of the nature of city fighting, the First are experts at close 
  combat, and their armaments are geared more toward short-range engagements than long. The First is one of the Ghost Regiments whose warriors 
  have all but forsaken loyalty to their former oyabuns and instead give allegiance to Theodore Kurita and the kuramaku. The First Ghost Aerospace 
  possesses no upgraded equipment but nonetheless excels at ground attacks. The First Ghost Infantry is an unruly mob at best, though the regiment 
  replaces a company of troops with a company of VTOLs in each battalion.
  Experience Rating
  Veteran
  Force Composition
  1 medium ’Mech regiment, 1 medium aerospace fighter wing, 1 vehicle regiment, 1 infantry regiment
  Special Command Abilities
  Brawlers, Environmental Specialization (Urban), Focus (Ground-Hugger) 
  Force Building  Rules
  First Ghost Units may replace any SPA granted by a Formation Bonus Ability with a cost of 2 or more with either Melee Specialist, Melee Master or Sandblaster. If 
  Sandblaster is chosen, the SPA only provides its benefits at Short or Medium Range.  
  Total Warfare: If a randomly-rolled ’Mech has a variant equipped with SRMs, and/or small/medium lasers, that variant must be taken before one with LRMs and 
  large lasers/PPCs. 
  Force Building  Rules
  All Ghost Regiments can access the Kurita: Special Availability List from 3039 onward for 3 FPs. The Ghost Regiments are unavailable prior to 3033.
  
  gHosT regImenTs 
  gHosT regImenTs 
  61
  THE YAKUZA
  The yakuza is the name for orga-
  nized crime in the Draconis Com-
  bine. Such criminal organizations 
  existed in Japan on pre-space-
  flight Terra and followed that na-
  tion’s culture to the stars. They 
  ingrained themselves into the  
  Draconis Combine as the nation  
  itself assumed a traditional Japanese  
  class-based society.
  The yakuza earn their money 
  through various illegal activities, 
  including gambling, racketeering, 
  smuggling, kidnapping for ransom, 
  theft, extortion, and blackmail. 
  The yakuza possesses its own code 
  of honor and is self-policing of its 
  members. In some cases, those who 
  violate the code are turned over to the 
  authorities, but only to quell a general 
  outrage by providing a scapegoat 
  and thus forestalling intensive 
  investigation and arrests; usually such 
  violators are simply killed.
  The yakuza is not a single entity. 
  Rather, there are numerous branches 
  and organizations, all of which fall 
  under the umbrella term of yakuza. 
  A single organization is led by an 
  oyabun, the supreme boss. Like 
  other crime organizations, there are 
  different tiers of lieutenants and 
  bosses and advisors. The oyabun, 
  however, holds supreme authority 
  over those in his syndicate. When 
  different syndicates must meet, 
  it falls to a kuramaku to arrange 
  the meeting. It was kuramaku that 
  negotiated between various gangs 
  to recruit members for the Ghost 
  Regiments. For the Ghost Regiments, 
  the kuramaku remains a powerful 
  figure, enabling those from different 
  gangs to operate in conjunction with 
  one another under the auspices of 
  their oyabun and serving as a sort of 
  overseer for the regiment.
  TaI-I BrYan KasIgI
  Tai-i Bryan Kasigi has been with the First since their defeat on Altais in the War of 3039. He was among 
  those who remained behind on the world to mount guerrilla attacks on the Lyran and mercenary occupation 
  forces. He rejoined the First after the war and was recognized for his performance with a promotion to 
  tai-i and given command of Third Company, First Battalion. His complete disregard for his own safety in 
  performance of his duty sets him apart from almost every other warrior in the Ghosts. His subordinates 
  sometimes refer to him as the Steel Dragon, joking that he is the closest thing to the Second Sword of Light 
  in the Ghost Regiments. Kasigi’s Catapult is a unique variant of the K2 cobbled together from various old 
  and new components due to the poor supply state of the First. The machine guns have been dropped, 
  the heat sinks upgraded to freezers, and the jump jets reinstalled. The PPCs were upgraded to ER versions.
  TaI-I BrYan KasIgI
  PV: 32 (44) | 33 (47)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Catapult CPLT-K2 (Late Succession Wars)
  2
  BM
  3
  8
  1
  3/3/2
  0
  6/5
  Catapult CPLT-K2 (Kasigi) (Early Clan Invasion)
  2
  BM
  3
  8j
  1
  3/3/2
  0
  6/5
  ENE
  Special Pilot Abilities: Street Fighter, Weapon Specialist
  Available to: Ghost Regiments
  saDalBarI PUrsUIT
  Origian Military Reservation
  Sadalbari
  Draconis Combine
  26 July 3039
  Federated Commonwealth occupiers fled the Origian Military Reservation when 
  Kurita partisans, holding out on the world until reinforcements arrived, mounted an 
  attack to aid the relieving Ghost Regiments. The FedCom forces fled the base, with 
  their First ’Mech Battalion throwing up a hasty rear-guard action to allow the escape.
  game seTUP
  Recommended Terrain: Open Terrain
  If using terrain, the game table should be primarily open terrain.
  If using hex maps, arrange two maps of open terrain with their short edges touching.
  The Defender chooses one short edge of the playing surface as their home edge; 
  the Attacker’s home edge is the opposite edge.
  Victory Conditions: Per Hold the Line, (see p. 164, ASC).
  aTTaCKer
  Eighth Ghost Regiment (Green)
  The Attacker consists of elements of the Eighth Ghost Regiment pursuing the fleeing 
  Commonwealth invaders. The Attacker may choose any number and type of ground 
  Units for this battle. The Attacker enters via their home edge on Turn 1.
  DefenDer
  Third FedCom RCT (Regular)
  The Defender consists of BattleMechs of the Third FedCom RCT equal to the total 
  number of Units fielded by the Attacker. The Third is holding a rear-guard action, 
  seeking to delay at least half of the Attacker’s units from exiting via the Defender’s 
  home edge before Turn 12. The Defender is placed on the map within 18” or nine hexes 
  of the Attacker’s home edge.
  
  gHosT regImenTs 
  gHosT regImenTs 
  62
  PerIPHerY
  The militaries of the Inner 
  Sphere generally look down on 
  their counterparts in the Periphery. 
  The Draconis Combine Mustered 
  Soldiery in particular holds 
  Periphery troops in contempt. This is 
  partially due to their lack of contact 
  with most such forces, save for 
  pirates and the Outworlds Alliance.
  Taurian Concordat 
  The Taurian Concordat is well-
  known to the Combine. The 
  Concordat and the Combine share a 
  common enemy, but not a common 
  border, leading to talks in the past 
  regarding cooperative actions. 
  However, reticence on the part of 
  the Taurians to prosecute an actual 
  invasion in concert with the Combine 
  guarantees the DCMS’ contempt for 
  the Taurians will continue.
  Magistracy of Canopus 
  The Canopians might as well be 
  a myth to the DCMS—the great 
  distance between their nations 
  ensures they will never meet in 
  combat, so the DCMS pays them 
  no heed.
  eIgHTH gHosT
  The Eighth Ghost led the assault on the Federated Commonwealth forces garrisoning Sadalbari 
  in July of 3039. Along with the Seventh Ghost, the Eighth pushed the Third FedCom RCT out of 
  Solus City and into a fall-back position. They continued the assault and shattered the Third with 
  assistance from the Combine defenders who survived the invasion, then held their ground against 
  the Fifth Davion Guards. Even after the Fifth Davion rallied the Third FedCom, the Ghosts held strong 
  and pushed the Commonwealth forces off Sadalbari. The Eighth’s success stemmed from their 
  excellent combined-arms skill; they had learned Theodore’s reforms well and put them into practice 
  on Sadalbari. Though they account for individual regiments like most other DCMS commands, the 
  Eighth integrates their ground forces at the company level, using one company of each Unit type 
  (’Mech, vehicle, and infantry) in concert to provide a balanced attack. This, combined with the 
  Eighth’s Star League-era ’Mechs, made the difference in the War of 3039.
  oTHer gHosT regImenT sUB-CommanDs
  Experience Rating
  Veteran
  Force Composition
  1 medium ’Mech regiment, 1 heavy aerospace fighter wing, 1 vehicle regiment,  
  1 infantry regiment
  Special Command Abilities
  Tactical Specialization (Combined Arms), Zone of Control
  Force Building  Rules
  The Eighth Ghost can access the Kurita: Special List for 2 FPs.
  seConD gHosT regImenT*
  Honor of the Ancestors
  Regular
  BM/R, AF/W, MI/R
  Hit and Run, Off-Map Movement
  foUrTH gHosT regImenT†
  Found and Made Whole
  Green
  BM/R, AF/W, CV/R
  Hit and Run
  nInTH gHosT regImenT
  Heruzu Enjeruzu
  Regular
  BM/R, AF/W, CV/R
  Esprit de Corps
  eleVenTH gHosT regImenT
  Bringers of Light and Life
  Green
  L/BM/R, L/AF/W, CV/R
  Tactical Experts (Combined Fire)
  sIXTH  
  gHosT regImenT
  Life Through Service
  Regular
  M/BM/R, M/AF/W, CV/R
  Hit and Run, Off-Map Movement
  THIrD gHosT regImenT
  The Many Rains of Spring
  Regular
  M/BM/R, L/AF/W, CV/R
  Hit and Run
  fIfTH gHosT regImenT
  The Mirrored Edge of Dedication
  Regular
  H/BM/R, L/AF/W, CV/R
  Intelligence Specialists, Tactical Specialization (Defense)
  TenTH gHosT regImenT
  Flames of Kindred Spirits
  Regular
  M/BM/R, L/AF/W, CV/R
  Off-Map Movement
  TWelfTH gHosT regImenT
  Slow Death of the Moon
  Regular
  L/BM/R, L/AF/W, CV/R
  Sharp Shooters
  seVenTH gHosT regImenT
  Cleansed by Dragon’s Dark Passing
  Veteran
  H/BM/R, M/AF/W, H/CV/R
  Environmental Specialization (Urban), Tactical 
  Specialization (Defense)
  *Destroyed in 3052
  †Disbanded in 3040
  
  legIon of Vega 
  legIon of Vega 
  63
  Outworlds Alliance 
  The Outworlds Alliance does not 
  even get a first thought, much less a 
  second, from the DCMS. Occasional 
  raids across the border are almost 
  exclusively carried out by the 
  Combine, as the Outworlders do not 
  wish to provoke the irritable Dragon. 
  These raids are conducted usually to 
  blood green troops before sending 
  them against “worthy” opponents 
  from the Federated Suns or the 
  Lyran Commonwealth.
  Bandit Kingdoms
  The Bandit Kingdoms, and all 
  pirates operating on the edge of 
  the Inner Sphere, have long been 
  a thorn in the Combine’s side. A 
  never-ending cycle of bandits 
  seeks to increase their power until 
  they believe themselves capable 
  of raiding the Combine with 
  impunity, only to have the Combine 
  send a reprisal force on punitive 
  operations to smash the bandits 
  back to subsistence living.
  The Legion of Vega was founded in 3011 by Coordinator Takashi Kurita 
  as a final stop for discipline cases, cowards, dishonored warriors, and 
  other misfits from the ranks of the DCMS. The Legion of Vega was 
  closely monitored by the ISF, since the Vegans, in the eyes of 
  the Dragon, were already verging on treason due to dereliction 
  of duty. Being assigned to the Legion was not just the least 
  prestigious assignment in the DCMS, it was career-ending to 
  those warriors consigned to the Legion’s ranks.
  In 3024, the Coordinator assigned his son Theodore to 
  command the Legions. The move was not a test to see if his 
  son could redeem the wastrels in the Legions. Instead, it was 
  a punishment that clearly demonstrated the Coordinator’s 
  contempt for his wayward, disobedient son. Unlike other 
  commanders, though, Theodore was greeted by the Legion as a 
  kindred spirit due to the obvious disregard Theodore received from the 
  High Command and his father.
  Because he was “one of them,” Theodore succeeded in re-establishing a sense of pride and responsibility 
  in the Legion’s warriors. The Legions then became the test-bed for Theodore’s envisioned reforms to 
  improve the DCMS. Since the Legion’s warriors were already considered honorless, they lost nothing by 
  implementing new tactics. They repaid Theodore’s trust in the Fourth Succession War and the War of 3039 
  by defeating the Dragon’s enemies and showing that those in the Legion were capable of redemption. 
  Now, instead seeing an end to their careers, warriors in the Legion can transfer to other DCMS postings, 
  but only after four years of flawless service to the Dragon.
  foUrTeenTH legIon of Vega
  “The Boozers” were part of the successful defense of Vega in the Fourth Succession War, then 
  reluctantly gave up the world to Lyran invaders in the War of 3039 after surviving a six-week siege 
  by the Third Lyran Guards and three mercenary commands. The Fourteenth is primarily a light ’Mech 
  and tank force which is better on defense than attack. In March 3050, the Fourteenth was destroyed 
  on Turtle Bay by Clan Smoke Jaguar. 
  CHU-sa HoHIro KUrITa
  Chu-sa Hohiro Kurita is the oldest son of Gunji-no-Kanrei Theodore Kurita. Hohiro graduated with 
  honors from the Sun Zhang MechWarrior Academy at eighteen years of age. While there, he exceeded 
  both his father   ’s and grandfather’s combat skills and intellectual ability. He was assigned to the 
  Fourteenth in 3049 and placed in command of Third Battalion. His Grand Dragon is the first of its kind in 
  the Fourteenth, being an advanced prototype built before full production began.
  Experience Rating
  Regular (Late Succession Wars); Veteran (Early Clan Invasion)
  Force Composition
  1 light ’Mech regiment, 1 light vehicle regiment, 1 infantry regiment
  Special Command Abilities
  Environmental Specialization (Desert), Tactical Experts (Hidden Units),  
  Tactical Specialization (Defense) 
  CHU-sa HoHIro KUrITa
  PV: 30 (48)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Grand Dragon DRG-5K
  1
  BM
  3
  12
  2
  2/3/2
  0
  5/3
  CASE,IF1,REAR1/1/-
  Special Pilot Abilities: Lucky (4), Iron Will
  Available to (Early Clan Invasion era only): Legion of Vega, Pesht Regulars
  seConD legIon of Vega
  The Pillagers
  Regular
  M/BM/R, H/AF/W, CV/R, CI/R
  Brawlers, Environmental Specialization (Urban, Mountains, Woods)
  eleVenTH legIon of Vega
  The Looters
  Veteran
  H/BM/R, M/CV/R, CI/R
  Environmental Specialization (Urban), Off-Map Movement
  oTHer legIon of Vega sUB-CommanDs
  
  rYUKen 
  rYUKen 
  64
  The Ryuken has a checkered past with the DCMS. When Wolf’s Dragoons began serving the Dragon in 3023, none 
  could deny their fantastic battlefield skill, despite their mercenary nature. Coordinator Takashi Kurita wished to 
  increase such skill in his DCMS, and decided to create a new regiment modeled after the Dragoons both tactically 
  and organizationally.
  Tai-sa Minobu Tetsuhara was a samurai in service to the Dragon as the liaison officer to the mercenaries. Tetsuhara 
  was placed in command of the new formation, dubbed the Ryuken, meaning “Sword of the Dragon.” Tetsuhara 
  formed a close friendship with Colonel Jaime Wolf, CO of the Dragoons, while the Ryuken trained alongside the 
  mercenaries. The new regiment proved successful at duplicating the Dragoons’ battlefield performance. The 
  Coordinator then ordered its nine companies to split and each serve as the foundation of a new regiment. The nine 
  regiments were still newly-formed when the Dragoons’ contract expired. The multi-regiment mercenary command 
  would no longer tolerate the abuse they suffered from the machinations of Warlord Grieg Samsonov of the Galedon 
  Military District. Neither Warlord Samsonov nor Coordinator Takashi were willing to let the Dragoons leave, and 
  sent four of the new Ryuken regiments to interdict the Dragoons.
  The Dragoons’ intense training made the Ryuken fine soldiers, but they were no match for those who had applied 
  such tactics in the field for years. The Dragoons were mauled, but the four Ryuken regiments that attempted to 
  prevent their departure were destroyed. The Ryuken bore the blame for the defeat, as Samsonov’s plotting was 
  not generally known. The Ryuken developed an inherent distrust of the DCMS High Command and troops from 
  the Galedon Military District that has not dissipated. Their steadfast loyalty to the Coordinator, however, was not 
  tarnished in the slightest.
  The Ryuken regiments report directly to the Coordinator, though sometimes they will report to the Warlord in 
  whose district they are stationed if their assignment requires such. 
  rYUKen-nI
  The Ryuken-ni is considered the senior Ryuken regiment and assumes nominal command over the brigade’s 
  other regiments on occasions when they operate in conjunction. The Dutiful Suns embody the lessons of Minobu 
  Tetsuhara, whose personal devotion to the bushido code overruled his desire to live. The –ni prefers open field 
  battles, where they can put their adaptable, fluid tactics to best use without encumbering terrain. The infantry 
  regiment includes a battalion of artillery. The –ni always enters combat with both vehicle and infantry elements, 
  unless the situation absolutely prevents it.
  CHU-sa masaYosHI KITaKYUsHo
  Chu-sa Masayoshi Kitakyusho is an exceptional warrior. He was a member of the Ryuken-ni during the defeat on Misery and left the command 
  after that battle, vowing to become its commander one day. He won the Kansai Kami competition in 3049 and received the Bushido Blade. He 
  commands Second Battalion in the finest tradition of Minobu-sensei. Kitakyusho’s upgraded Orion was awarded to him for his superior performance.
  Experience Rating
  Veteran
  Force Composition
  1 medium ’Mech regiment, 1 light aerospace fighter wing, 1 vehicle regiment, 1 infantry regiment
  Special Command Abilities
  Focus (Demoralizer), Overrun Combat, Strategic Command, Tactical Experts (Combined Arms)
  Special Rules
  If a scenario only allows ’Mechs, the –ni may replace ’Mech Units one-for-one with vehicle and infantry platoon Units.
  Force Building Rules
  All Ryuken Regiments can access the Kurita: Special Availability List from 3039 onward for 3 FPs.
  CHU-sa masaYosHI KITaKYUsHo
  PV: 39 (63) | 36 (57)
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Orion ON1-VA (Late Succession Wars)
  1
  BM
  3
  8
  1
  4/4/0
  0
  8/6
  AC1/1/-, SRM1/1
  Orion ON1-M (Early Clan Invasion)
  1
  BM
  3
  8
  1
  3/4/2
  0
  7/3
  CASE, FLK1/1/1, IF1, LRM1/1/1, SNARC
  Special Pilot Abilities:  Iron Will, Sandblaster
  Available to: Sword of Light (pre-3017), Rasalhague Regulars (3017-3026), Genyosha (3027+)
  
  rYUKen 
  rYUKen 
  65
  MINOBU TETSUHARA
  Tai-i Minobu Tetsuhara commanded a 
  company of the Second Sword of Light 
  on Dromini VI in 3021 when he first 
  encountered Jaime Wolf. Wolf’s Archer 
  had shut down due to excessive heat, but 
  rather than claim the easy prize, Tetsuhara 
  spared the unknown MechWarrior.
  Tetsuhara was relieved of his post 
  after the defeat on Dromini VI. He was 
  forbidden to pilot a BattleMech and 
  given only administrative duties. When 
  the Dragoons entered Combine service, 
  Tetsuhara was their first liaison officer. 
  After saving Wolf’s life again, they both 
  realized he had done so once before. 
  The two became fast friends. Tetsuhara 
  helped the Dragoons stymie Warlord 
  Grieg Samsonov’s efforts to subjugate 
  the mercenaries, earning both he and 
  the Dragoons the Warlord’s hatred.
  In 3025, the Coordinator conceived 
  the Ryuken and named Tetsuhara its 
  first commander, primarily due to his 
  friendship with Wolf. When Tetsuhara 
  was severely wounded on the Ryuken’s 
  first operation, the regiments were 
  placed under Samsonov’s command and 
  expanded to multiple regiments. Each 
  was stationed on a world along with a 
  Dragoons regiment.
  After the Dragoons defeated the 
  forces seeking to prevent their departure 
  from Combine space, Tetsuhara was 
  given command of all Ryuken regiments 
  and ordered to destroy the Dragoons. 
  Despite his friendship with Wolf, he 
  obeyed his order as a dutiful samurai. 
  The Dragoons defeated the Ryuken 
  on Misery and Tetsuhara accepted 
  full responsibility. He committed 
  seppuku on 27 May 3028, with Dragoon 
  regimental and battalion commanders 
  in attendance.
  The wasteful death of his dear friend 
  led Wolf to declare a personal feud with 
  the Coordinator on the eve of the Fourth 
  Succession War.
  rYUKen-go
  The Spirit of Steel Edge focuses as much on piloting as gunnery, 
  given their motto: There is no combat without movement. Half 
  of the –go’s ’Mechs are light (Size 1), with the rest split equally 
  between medium (Size 2) and heavy (Size 3). The –go’s peculiar 
  tactics ensure enemies target their ’Mechs even when vehicles or 
  infantry are easier prey. 
  TaI-I CaTmar lee
  Tai-i Catmar “Char” Lee came to the Ryuken by way of the proving ground system. Unlike 
  academy graduates, he was once from the lower classes. Lee grew up piloting WorkMechs on 
  his parents’ farm and proved to be an exceptional pilot. The Ryuken-go took notice and brought 
  him into the ranks despite his poor gunnery. A decade of action and constant practice has 
  improved his skills considerably, and he now commands a recon company that doubles as an 
  unconventional warfare unit. Forests on multiple worlds are piles of ash thanks to his flamers—
  ashes which contain the wreckage of enemies that sought concealment in the forests.
  Experience Rating
  Regular
  Force Composition
  1 light ’Mech regiment, 1 heavy aerospace fighter wing, 1 vehicle regiment,  
  1 infantry regiment
  Special Command Abilities
  Focus (Combat Intuition), Focus (Natural Grace), Off-Map Movement, Shielding
  TaI-I CaTmar lee
  PV: 18 (22) 
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Firestarter FS9-K
  3
  BM
  2
  12j
  2
  2/1/0
  0
  3/3
  ENE
  Special Pilot Abilities:  Speed Demon, Terrain Master (Forest Ranger)
  rYUKen-san
  Strength of the Dragon
  Veteran
  H/BM/R, H/AF/W, CV/R, CI/R
  Communications Disruption, Tactical Experts (Combined Fire)
  rYUKen-Yon
  Midnight Sun
  Veteran
  H/BM/R, H/AF/W, CV/R, CI/R
  Environmental Specialization (Night), Off-Map Movement
  rYUKen-roKU
  Flawless Victory
  Veteran
  M/BM/R, M/AF/W, CV/R, CI/R
  Focus (Human TRO), Sharp Shooters
  oTHer rYUKen sUB-CommanDs
  
  frr-KUngsarmé
  frr-KUngsarmé
  66
  KUNGSARMÉ  
  RANK STRUCTURE
  The KungsArmé was founded 
  upon the birth of the Free Rasalhague 
  Republic. Its rank structure is based 
  upon the standard Star League rank 
  structure, though ranks are based in 
  Swedish instead of English.
  General: Generals command all 
  military forces in a region or province. 
  The admiralty equivalent rank is 
  Amiral for officers commanding all 
  space vessels in a region or province.
  Generalmajor: Generalmajors 
  (Major generals) are only found in 
  multi-regiment mercenary commands 
  as the commanding officer of the 
  entire unit. The admiralty equivalent 
  rank is konterameral for officers 
  commanding a fleet of space vessels.
  Överste: An överste (colonel) 
  commands a regiment. The admiralty 
  equivalent is kommendör (captain), 
  who commands a JumpShip or 
  DropShip.
  Överste-löjtnant: An överste-
  löjtnant (lieutenant colonel) is 
  often an överste’s executive officer, 
  but may command a battalion (or 
  aerospace wing) in a regiment-sized 
  force. The admiralty equivalent is 
  kommendörkapten (commander), 
  either the executive officer or 
  the senior officer overseeing 
  department heads.
  Major: A major commands a 
  battalion (or wing). The admiralty 
  equivalent is örlogskapten (lieutenant 
  commander), who leads a large 
  department.
  Kapten: A kapten (captain) 
  commands a company (or flight). 
  The equivalent admiralty rank is 
  löjtnant (lieutenant), who would 
  oversee a small department or large 
  work center, or serve as an aide to 
  the kommendör.
  The fledgling Free Rasalhague Republic was ostensibly born in 
  peace, but the Ronin Wars showed that peace must be purchased 
  at the point of the sword. Thus the Royal Rasalhague Army, more 
  commonly known as the KungsArmé, was founded to defend 
  the small nation. In its first fifteen years of life, the KungsArmé 
  has shown dramatic progress. Despite their enthusiasm, though, 
  it is only through the goodwill of their neighbors and considerable 
  aid from ComStar that the nation remains free. Still, the KungsArmé 
  is a formidable force which would inflict severe damage on any 
  military seeking to subdue the Republic. All told, the KungsArmé 
  accounts for 15 BattleMech regiments (plus five mercenary commands), 
  32 tank regiments, 97 infantry regiments (50 of which are mechanized), 
  and 62 militia regiments. Given the fanatical bent of even the militia forces, 
  any aggressor would pay a high price for attempting conquest.
  The KungsArmé is patterned after the Lyran Commonwealth Armed Forces, being composed of 
  twelve departments. These are: the Command Council, Administration Department, Medical Corps, 
  Warriors’ Ombudsmen, Mercenary Relations, Reservist Readiness Department, Strategy and Tactics 
  Department, Intelligence Department, Transportation Department, Quartermaster Department, 
  Justice Department, and Military Education.
  The KungsArmé is headquartered on Rasalhague in the Citadel, a large military complex built in 
  the old Rasalhague Principality prior to the Draconis Combine conquest. The Citadel was expanded 
  significantly during the centuries under the Draconis Combine. Regional headquarters are located 
  on Skandia and Radstadt. These installations serve to coordinate deployments and oversee all 
  troops within their regions.
  General Christian Månsdottir is the Chief of Staff of the Command Council. Technically he 
  reports to the Prince, who is the Öberbefälvhavare (Commander in Chief). Since the Prince takes 
  no direct hand in the KungsArmé, General Månsdottir is the de facto head of the Republic’s military. 
  Reporting to Månsdottir are Generalmajor Margrethe Minuit and General Gustaf Mannerheim, 
  commanding the KungsArmé forces within the Skandia and Radstadt provinces, respectively.
  Many military terms use Swedish words in the KungsArmé, in addition to the rank structure. 
  These positions include Kavellrist (MechWarrior), regemente (Regiment), bataljon (battalion), and 
  besättning (company).
  The KungsArmé’s primary occupation is repelling and hunting pirates. The constant raiding forced 
  the KungsArmé to hire mercenaries, despite a general distrust for the profession after Vinson’s Vigilantes 
  would not fight in support of the First Kavalleri due to a contract clause. While the Vigilantes were not 
  in violation of their contract, their refusal to render aid poisoned the minds of the new nation’s peoples 
  against soldiers for hire. They are considered a necessary evil to secure the important installations and 
  protect the people where the KungsArmé lacks the experience and manpower. As a result, mercenaries 
  are confined to reservations. They are only permitted to leave them with escorts and extensive 
  paperwork. This protects the soldiers of fortune from the vengeful population while also allowing the 
  republic to sell supplies to the mercenaries at severely inflated prices. Thus the republic is able to recoup 
  some of the exorbitant contracts extorted by the mercenary commands from the desperate nation.
  lÖjTnanT ragnar magnUsson
  Löjtnant Ragnar Magnusson is the son of elected Prince Haakon Magnusson. He is a Kavellrist 
  prodigy and already commands a recon lance in the Third Drakøns. He was unhappy with his 
  Jenner and replaced it with a heavier ’Mech at his first opportunity. That opportunity came with 
  his promotion to Kapten and the command of the Vargjagare (Wolf Hunter) Company. The Ostsol’s 
  rear-firing lasers were moved to a forward-firing mount, fitting the young Prince’s temperament.
  lÖjTnanT ragnar magnUsson
  PV: 39 (63) | 31 (37) 
  Unit Type
  Skill TP
  SZ
  MV TMM
  S/M/L
  OV
  A/S
  Specials
  Jenner JR7-D (Late Succession Wars)
  3
  BM
  1 14/10j
  3
  2/2/0
  1
  2/3
  Ostsol OTL-4D (Ragnar) (Early Clan Invasion)
  3
  BM
  3
  10
  2
  3/3/0
  1
  5/5
  ENE
  Special Pilot Abilities:  Hot Dog, Lucky (1), Speed Demon 
  
  DraKøns 
  DraKøns 
  67
  KUNGSARMÉ  
  RANK STRUCTURE 
  (CONTINUED)
  Löjtnant: A löjtnant (lieutenant) 
  typically commands a lance. The 
  equivalent admiralty rank is fänrik, 
  who commands a small work center. 
  Infantry löjtnants command platoons.
  Fanjunkare: Fanjunkare (Sergeant 
  Major) is the highest noncommis-
  sioned rank in the KungsArme. They 
  are responsible for the conduct and 
  discipline of enlisted men and non-
  commissioned officers, and there is 
  one in every regiment.
  Sergeant: A sergeant is often the 
  senior enlisted rank in a command 
  (though many commands have förste 
  sergeant or fanjunkare (sergeant 
  major) overseeing sergeants and 
  reporting directly to the commanding 
  officer). Armor sergeants command 
  vehicle platoons and infantry 
  sergeants lead squads, but in a lance 
  or flight they would be MechWarriors 
  or pilots. The admiralty equivalent is 
  styrman (again, denoted by Förste-
  styrman and Flagg-styrman).
  Korpral: Korprals (corporals) 
  serve as go-betweens for sergeants 
  and menigs. A korpral might lead an 
  infantry squad or command a tank 
  crew. The equivalent admiralty rank 
  is petty officer.
  Menig: Menigs (privates) are entry-
  level enlisted personnel. The equivalent 
  admiralty rank is spaceman (or spacer). 
  However, the person’s responsibility 
  is often used as address instead 
  (crewman, for example, on a tank).
  The Drakøns are the KungsArmé’s heavy ’Mech regiments and are 
  at the forefront of all major actions. Like most of the KungsArmé 
  regiments, the Drakøns rely heavily on combined-arms tactics. 
  This derives from the brigade’s earliest days when the 
  sudden onslaught of rogue DCMS regiments forced the 
  newborn KungsArmé into combat with all the resources 
  they possessed. They had far more tanks and infantrymen 
  than ’Mechs, and most of their warriors were green or 
  had no familiarity with their new comrades. Using every 
  available resource meant relying on conventional forces.
  Because of the Combine’s disdain and contempt 
  for conventional forces, the KungsArmé  combined-
  arms approach was not considered a legitimate threat. 
  Devastated ronin forces often had insufficient time to rectify 
  their flawed opinions before their departure from the mortal 
  coil.
  Each Drakøns combat command includes a ’Mech regemente, fighter 
  wing, and two regementen each of tanks and infantry. One of the infantry 
  regiments is motorized infantry, including a battalion of artillery. The heavy conventional force complement 
  is often used for anchoring lines, guarding bases, or flanking enemies. However, every ’Mech besättning 
  trains intensely with a vehicle besättning and an infantry besättning and preferentially enters battle together 
  as a single combined-arms bataljon.
  fIrsT DraKøns
  The First Drakøns was trained by the elite Fox’s Teeth, also known as 
  McKinnon’s Raiders, an independent company of the Seventh Crucis Lancers 
  of the AFFS and one of the finest small-unit combat formations in the Inner 
  Sphere. Because of the Fox’s Teeth’s long experience in the AFFS, which 
  focuses much on combined-arms, the First Drakøns developed the finest 
  integration of disparate unit types in the KungsArmé. Unfortunately, the 
  command’s inexperience at large unit operations makes them better at 
  engagements of battalion-size or smaller.
  The First Drakøns were posted to defend the world of Rasalhague, and it was there that they met Clan 
  Wolf in 3050. After it became clear the world would fall, the regiment fought to safeguard the Elected 
  Prince’s escape, and then fought to the last to inflict as much damage upon the Wolves as possible, even 
  if it meant destroying their own cities. The furious Wolves destroyed the First Drakøns.
  Experience Rating
  Elite
  Force Composition
  1 Heavy ’Mech regiment, 1 medium aerospace fighter wing, 2 vehicle regiments,  
  2 infantry regiments
  Special Command Abilities
  Focus (Golden Goose), Focus (Marksman), Tactical Specialization (Combined Arms)
  Force Building Rules
  The First Drakøns must have one Unit of each ground type (‘Mech, vehicle, infantry), or they 
  receive no Special Command Abilities. If a scenario only allows ’Mechs, the First Drakøns may 
  replace individual ’Mech Units one-for-one with vehicle and infantry Units.
  oTHer DraKøns sUB-CommanDs
  *Destroyed in 3050
  1
  seConD DraKøns*
  Drakkrigare
  Veteran
  H/BM/R, H/AF/W, 2x CV/R, 2x CI/R
  Esprit de Corps, Overrun Combat
  2
  foUrTH DraKøns*
  Raseri Oden
  Regular
  H/BM/R, M/AF/W, 2x CV/R, 2x CI/R
  Esprit de Corps, Tactical Experts (Dogfighting)
  4
  THIrD DraKøns
  Hela Andedräkt
  Veteran
  H/BM/R, H/AF/W, 2x CV/R, 2x CI/R
  Brawlers, Melee Specialists, Tactical Experts (Physical)
  3
  
  HUsars
  HUsars
  68
  The Husars are the light ’Mech regiments of the KungsArmé. Casual observers might suspect that statement 
  indicates that the Husars are weak and easy prey. They would be mistaken.
  Each province is home to one Husar regiment. These commands form the quick response force for that province. Intense 
  training in rapid redeployment has brought the Husars to parity with any similar Inner Sphere combat command. Their 
  speed at breaking combat with one enemy, withdrawing to their DropShips, and redeploying against the same enemy 
  (from a different direction or in a different theater) or a new one, is a point of pride of the Husars warriors.
  The heavy presence of vehicles in the Husars is another key identifier of their membership in the KungsArmé. 
  Because of the nature of the Husars, though, they possess few heavy and assault tanks. Each battalion has one lance 
  of such tanks, used only for base defense and serving as the hammer to the rest of the command’s speedy anvil. 
  Fast hovercraft compose the bulk of the vehicle regiments. The infantry regiments are jump infantry rather than 
  mechanized. They are the only anti-’Mech infantry in the KungsArmé.
  THIrD HUsars
  The Third Husars specialize 
  in hit-and-fade operations. 
  Their constant training on 
  various worlds in Skandia 
  Province gives them an 
  advantage over those less familiar with the terrain. Every component of the Third is focused on maneuverability and 
  speed. Their ’Mechs, fighters, and vehicles fall largely in the light weight class; the heaviest of each weighs 50 tons.
  oTHer HUsars sUB-CommanDs
  BraZen raID
  Slagna Slätt
  Satalice
  Free Rasalhague Republic
  17 May 3039
  A company of pirate ’Mechs has been raiding various mines and ore 
  processors on Satalice. The Third Husars arrived too late to stop the 
  latest theft, but they caught up to the fleeing raiders on the Slagna 
  Slätt outside Gruvan Läger Tre, a large mining installation.
  game seTUP
  Recommended Terrain: Open Terrain
  If using terrain, the game table should be primarily open terrain.
  If using hex maps, arrange two maps of open terrain with their 
  short edges touching.
  The Defender chooses one short edge of the playing surface as 
  their home edge; the Attacker’s home edge is the opposite edge.
  Victory Conditions: Per Hold the Line, (see p. 164, ASC).
  aTTaCKer
  The Brazen Raiders pirate band
  The Attacker consists of one company of medium (Size 2) and heavy 
  (Size 3) ’Mechs of the Brazen Raiders. The Attacker enters from their 
  home edge on Turn 1; each MechWarrior has the Heavy Lifter SPA and 
  is carrying its maximum cargo accordingly. The Attacker’s objective is 
  to exit via the Defender’s home edge without losing the loot.
  DefenDer
  Third Husars
  The Defender consists of one company of Third Husars light (Size 
  1) and medium (Size 2) ’Mechs that enter the table on Turn 2 via the 
  Attacker’s home edge. The defender must prevent the Attacker’s units 
  from exiting via the Defender’s home edge, or at least prevent them 
  making off with the loot.
  Experience Rating
  Regular
  Force Composition
  1 light ’Mech regiment, 1 light aerospace fighter flight, 1 light vehicle regiment,  
  1 infantry regiment
  Special Command Abilities
  Hit and Run, Regional Specialization (Skandia Province)
  Special Rules
  The Third Husars reduce the time required to enter or exit a DropShip by half.
  fIrsT HUsars
  Hastighet Demoner 
  Regular
  L/BM/R, L/AF/L, L/CV/R, CI/R
  Overrun Combat
  seConD HUsars
  Brutna Fält Löpare
  Regular
  L/BM/R, L/AF/F, L/CV/R, CI/R
  Off-Map Movement
  
  freemen
  freemen
  69
  The Freemen regiments are the medium ’Mech regiments of the KungsArmé. The First and Second Freemen began life 
  as infantry regiments with limited vehicle support. They suffered heavy casualties in the Ronin Wars, but were eventually 
  rebuilt into ’Mech regiments with excellent conventional elements. The Third Freemen combat command was formed 
  after the Ronin Wars, founded as a ’Mech regiment first with conventional forces added later.
  The Freemen are the workhorse regiments of the KungsArmé. The combination of mobility and firepower 
  characteristic of medium ’Mechs makes them ideal forces for any mission. Their conventional forces seek the same 
  combination of speed and power. By eschewing light tanks for heavier hovercraft and ground vehicles, they 
  are able to operate in conjunction with the BattleMechs. The infantry regiments are motorized regiments 
  relying on fast hovercraft APCs to keep up with the rest of the command. Aerospace flights focus on 
  either ground support operations or dogfighting, one for each combat command.
  None of the Freemen commands has ever retreated in battle. This began with their refusal to 
  break when they were just conventional forces being attacked by rogue Draconis Combine ’Mech 
  regiments. Defeat is never an option, but death surely is. The warriors in the Freemen will all die 
  before accepting defeat.
  seConD freemen
  The Second Freemen, called the Valhalla-Bunden, are the shock troops of the KungsArmé. Whether pirates need to be 
  hunted, or hostages need to be rescued, or a reprisal raid is called for, the Second Freemen can do it all. The harder the 
  mission, the better, as far as the Second is concerned. The Second takes high casualties on every operation, but that’s 
  considered a necessary evil for getting the job done. Rather than improve the overall skill of the command through attrition 
  of the less-experienced, it’s more often the better warriors who are killed by attempting to do too much by themselves. The 
  Second’s unit cohesion is lacking compared to some other combat commands, and this is evident in operations of greater 
  than besättning size. Kavellrists often suffer target fixation and leave themselves vulnerable to attack by other enemies.
  major Helga almsTeDT
  Major Helga Almstedt commands Third Bataljon of the Second Freemen ’Mech regemente. She is a fierce warrior who gives no quarter in battle. 
  This tendency has earned Almstedt seven official reprimands since she joined the Second; she would have command of the regemente if she could 
  control her bloodlust. Fortunately, Almstedt only enters this state after entering battle in her Griffin, “Grensax”. Grensax is a modern Griffin variant 
  obtained from House Steiner. However, she has modified it to suit her preference for brutal melee combat, replacing the LRM-20 with an LRM-15, 
  dropping one ton of ammunition, and installing a custom hatchet in the left hand.
  Experience Rating
  Regular
  Force Composition
  1 medium ’Mech regiment (3036+), 2 medium aerospace fighter flights, 1 vehicle regiment, 1 infantry regiment
  Special Command Abilities
  Esprit de Corps
  Special Rules
  If more than one company of the Second (counting all Unit types) is present at the start of a scenario, they suffer a –1 Initiative penalty for the entire battle. 
  MechWarriors all possess the Blood Stalker SPA, save that any attack against a target other than the chosen enemy suffers a +4 to-hit modifier. 
  2
  major Helga almsTeDT
  PV: 26 (36) 
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Griffin GRF-1DS (Almstedt)
  2
  BM
  2
  10j
  2
  2/2/1
  0
  5/3
  CASE, IF1, MEL
  Special Pilot Abilities:  Dodge, Melee Master, Melee Specialist
  Special Rules: If any enemy lands a melee attack against Almstedt, she gains a modified Blood Stalker SPA in which she may only make melee attacks, and only against her chosen target until the 
  target is destroyed (or is otherwise removed from play); she may not fire her weapons until that enemy is out of the fight. The first enemy that caused this effect is automatically the chosen enemy.
  fIrsT freemen*
  Orädd
  Green
  M/BM/R, 2x M/AF/F, CV/R, CI/R
  Foot Cavalry
  1
  3
  THIrD freemen*
  Hedrad Bärsärkagång
  Regular
  M/BM/R, 2x M/AF/F, CV/R, CI/R
  Hit and Run
  *Destroyed in 3050
  oTHer freemen CommanDs
  
  KaVallerI 
  KaVallerI 
  70
  The Kavalleri serve several roles in the KungsArmé. Using fast BattleMechs, mostly light- and 
  medium-class, the Kavalleri regiments, as their name might imply, are the cavalry commands 
  in the Free Rasalhague Republic. When any part of the KungsArmé is beset and cannot break 
  the ranks of the enemy, the Kavalleri charge to the rescue.
  Bailing out their fellows is not the Kavalleri’s only occupation. Since before the Star League 
  fell, the nations that became the Successor States raided one another. These raids were not 
  purely economic, but intended to determine military deployments, state of readiness, and 
  pre-determine military operations should the need arise to enact them. These raids also 
  serve to alert one’s neighbors that theirs are not the only forces capable of crossing borders 
  with impunity. Other times, these raids are in response to those committed by other powers. 
  These reprisal raids sometimes breed counter-raids and reprisals ad infinitum. The Kavalleri 
  is the primary command in the KungsArmé  tasked both to carry out such raids and to repel 
  them from other nations.
  Accomplishing the Kavalleri’s mission requires ’Mechs, tanks, and troops with high speed, 
  terrain indifference, and tactical flexibility. To that end, the Kavalleri ’Mechs enter battle alongside one or two vehicle regiments. One vehicle regiment 
  is entirely composed of VTOLs, which hit the enemy hard and fast from all directions. The second vehicle regiment is composed of fast hovercraft 
  and wheeled tanks, the better to keep up with the ’Mechs and VTOLs as needed.
  fIrsT KaVallerI
  The First Kavalleri, called the Smyga Tjuvar, is stationed in Radstadt Province. Their proximity to the Alshain 
  Military District ensures they remain ever-vigilant given the frequent raids from the remaining worlds of the 
  former Rasalhague Military District. The First is thus the most experienced of the Kavalleri combat commands. 
  The First Kavalleri Sky Rangers, a VTOL regemente, trains alongside both the fighters and the ground forces, 
  seeking to aid both as needed. The ’Mechs and tanks train both separately and in concert, ensuring their 
  ability to coordinate in battle. The Hästkarls, the First’s infantry regemente, is a fully-motorized command, 
  which enables the troops to redeploy alongside the tanks and hovercraft wherever aid is needed.
  lÖjTnanT mIna HarKness
  Löjtnant Mina Harkness claims she stole her ’Mech from the Kell Hounds, which earned her considerable admiration in the mercenary-hating First 
  Kavalleri, despite a lack of proof to support her claim. Others suggest it was a gift to smooth over family tension after a member of that mercenary 
  command impregnated her sister. However it came to pass, she is a wizard at the Wolfhound’s controls. She has dubbed it “Huggtand,” because it 
  “likes to take a bite out of the enemy.” Her skill at closing on the enemy without taking damage is gaining repute beyond even the KungsArmé.
  oTHer KaVallerI sUB-CommanDs
  Experience Rating
  Veteran
  Force Composition
  1 light ’Mech regiment, 1 light aerospace fighter company, 1 VTOL regiment, 1 light vehicle regiment, 1 motorized infantry regiment
  Special Command Abilities
  Ground Attack Specialization, Off-Map Movement
  lÖjTnanT mIna HarKness
  PV: 22 (26) 
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Wolfhound WLF-1
  3
  BM
  1
  12
  2
  2/2/0
  1
  4/3
  ENE,REAR1/1/-
  Special Pilot Abilities:  Dodge; if Harkness does not make a weapons attack, the benefits of the SPA also apply to incoming weapons fire.
  seConD KaVallerI
  Kaptener Modiga
  Green
  L/BM/R, L/AF/C, 2x M/CV/R, CI/R
  Hit and Run
  foUrTH KaVallerI
  Tomtens Släde
  Regular
  L/BM/R, L/AF/C, 2x CV/R, CI/R
  Hit and Run
  THIrD KaVallerI*
  Renar Spel
  Regular
  L/BM/R, L/AF/C, 2x CV/R, CI/R
  Off-Map Movement
  *Destroyed in 3050
  
  gUnZBUrg eagles 
  gUnZBUrg eagles 
  71
  FIRST TYR
  The First Tyr was founded prior 
  to the Fourth Succession War by 
  House Steiner, and was comprised 
  of exiles and refugees from the 
  Rasalhague Military District. Thanks 
  to the generosity of House Steiner, 
  the entirety of the regiment fielded 
  assault-class BattleMechs. The 
  regiment’s commander was Överste 
  Christian Månsdottir.
  The First Tyr cut its teeth in the 
  Fourth Succession War. The command 
  captured Kirchbach without its nature 
  being revealed. The Rasalhague 
  resistance movement, Tyr, agreed to 
  cooperate with the Lyrans in part due 
  to this success. The Tyr movement was 
  eventually betrayed by the Lyrans, 
  when Commonwealth loyalists were 
  placed in charge of liberated worlds 
  instead of Tyr members: they had 
  traded one foreign ruler for another. 
  This only pushed the independence 
  movement harder, leading to the 
  ComStar-brokered deal which created 
  the Republic.
  When rogue Draconis Combine 
  forces went rogue and invaded the 
  new Free Rasalhague Republic, the 
  First Tyr had just become one of the 
  Republic’s first combat commands, 
  under General Månsdottir. The 
  assault regiment fought on multiple 
  worlds against the ronin forces, and 
  exterminated the Twelfth Sun Zhang 
  Cadre on Rasalhague in the opening 
  stages of the conflict. The First 
  acquitted itself admirably alongside 
  the Second Sword of Light on Predlitz.
  The heavily-damaged command 
  was split into smaller parts and played 
  a major role on both Radstadt and 
  Gunzburg. After the conflict, the First 
  was stood down and removed from the 
  rolls. The unit’s veterans were dispersed 
  among the KungsArmé to train and 
  lead the many, many willing recruits.
  The Gunzburg Eagles possess the only 
  assault ’Mech regiment in the KungsArmé, 
  as the expense of assault BattleMechs 
  has prevented the raising of any others. In 
  combat, the Eagles are anything but subtle: 
  they drive into and through their enemies. 
  Unlike the rest of the KungsArmé, the Eagles 
  were founded after the Ronin Wars, a conflict 
  which illustrated the need for an assault-
  class force, given the ease with which such 
  formations stormed through lesser forces.
  The Gunzburg Eagles are a young 
  formation; while a number of First Tyr veterans 
  were among the command’s original officers, 
  most of those have since retired. Most of the 
  Eagles’ ’Mechs, all assault-class, are antiquated 
  models that survived the Succession Wars. A 
  third of the ’Mechs were received as gifts from various entities, including ComStar, House Steiner, 
  and House Davion. Conspicuously, House Kurita offered no such gifts to their former countrymen.
  gUnZBUrg eagles
  Of all the commands in the KungsArmé, the Eagles rely the least upon combined arms tactics, but 
  not for lack of desire. Rather, the heavy damage that assault ’Mechs weather on their way to destroy 
  enemy fortifications is less likely to cripple them along the way. Even assault tanks are commonly 
  rendered immobile under the concentrated fire of dozens of enemies. Instead, the Eagles use their 
  conventional elements in much the same way as Combine regiments: as support elements. While 
  the ’Mechs bull straight ahead, the tanks of the Eagles Armor are trusted to protect the flanks and the 
  infantry the rear. The Eagles Wings, the command’s fighter wing, relies entirely upon heavy fighters. 
  These pilots specialize in ground attacks, especially bombing to soften up the enemy for the ’Mechs. 
  The first vehicle regiment is an assault tank formation, while the second is an artillery regiment.
  KaPTen eK olanDer
  Kapten Ek Olander left his homeworld, New Caledonia. for the mercenary life in 3032. He became 
  a member of the Northwind Highlanders and commanded a lance in Stirling’s Fusiliers when the 
  Free Rasalhague Republic was recognized by ComStar. Highlander officers graciously granted 
  Olander leave not just to return home, as the Highlanders had done only a few years before, but 
  to take his ’Mech, “Bergfalk,” with him as their gift. He joined the Eagles as a company commander. 
  Rather than accept promotion to higher rank, Olander has elected to remain a kapten so that he 
  needn’t bother with administrative duties. He commands First Besättning, Second Bataljon in the 
  Eagles; all his Kavellrists pilot jump-capable ’Mechs.
  Experience Rating
  Regular
  Force Composition
  1 assault ’Mech regiment, 1 heavy aerospace fighter wing, 1 assault vehicle regiment, 
  1 artillery regiment, 1 infantry regiment
  Special Command Abilities
  Brawlers, Focus (Cluster Hitter), Ground Attack Specialization
  Force Building Rules
  All ’Mechs are assault-class (Size 4), all vehicles are heavy (Size 3) or assault (Size 4) and all 
  fighters are heavy (Size 3).
  KaPTen eK olanDer
  PV: 48 (58) 
  Unit Type
  Skill TP
  SZ MV TMM
  S/M/L
  OV
  A/S
  Specials
  Highlander HGN-732
  3
  BM
  4
  6j
  1
  3/4/3
  1
  9/7
  CASE,IF2
  Special Pilot Abilities:  Kapten Ek Olander and his company possess the Highlander Burial SCA  
  (see p. 89, Combat Manual: Mercenaries).
  Available to: Gunzburg Eagles
  
  72
  
  73
  rules 
  addendum
  T
  he following rules allow players to build Draconis Combine and Free 
  Rasalhague Republic Forces for their Alpha Strike games set in the 
  Late Succession Wars or Early Clan Invasion eras. 
  Force Building, when used in conjunction with the Alpha Strike 
  Force Building rules (see p. 146, ASC), guides players on the assembly of 
  House Kurita Forces ranging from lances to companies to even larger 
  Sub-Commands. Note that, for the purposes of these rules, a Kurita Force 
  is considered any Force constructed from Combat Commands included in 
  Combat Manual: Kurita, whether they hail from the Draconis Combine or the 
  Free Rasalhague Republic.
  The Kurita Special Command Abilities section expands on the Special 
  Command Abilities (SCAs) from the Alpha Strike Companion (see p. 44, ASC), 
  and introduces several new abilities.
  Two new types of Formations are included in Kurita Lances, along with 
  Standard Lances for players to “grab and go” and field in quick pickup games, 
  or for players who wish to ease into the Force Building rules. In similar fashion, 
  the MechWarriors listed in the Available MechWarriors section are provided 
  for players to include in their Force, regardless of the Combat Command the 
  choose to field.
  The Technical Readout provides an overview on a selection of venerable 
  BattleMechs in use by armies across the Inner Sphere: The Wasp, Phoenix 
  Hawk, Wolverine and Battlemaster.
  
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  forCe BUIlDIng
  Combat Manual: Kurita uses the rules for Force Building 
  as presented in the Alpha Strike Companion (see pp. 146-
  157, ASC) and Formation Building as presented in Campaign 
  Operations (see p. 56, CO) adds several new options. In 
  addition to Point Values, Special Command Abilities and 
  Formations, Combat Manual: Kurita adds a system for creating 
  a Kurita-specific Force. 
  When building a Force, the Force Building Sheet (see p. 125) 
  may be used to record each Formation choice. Each sheet covers 
  one company, with overall Force information noted in the upper 
  boxed area. If a Force has multiple companies, a different sheet 
  will be required for each company, and the boxed information 
  would be the same for each company.
  forCe BUIlDIng Terms
  Unit: During gamplay, a Unit moves and attacks singly and is 
  represented by a separate Unit Card. A Unit is usually a single 
  ’Mech, vehicle, etc, but infantry may include multiple soldiers 
  operating as a single Unit.
  Formation: The smallest organization of Units. For most 
  Inner Sphere factions, this is a lance of 4 Units. Formations 
  known as Standard Lances meet certain criteria to fulfill 
  specific roles on the battlefield, and in return grant Bonus 
  Abilities. Standard Lances available to all Factions are listed 
  in Ground Formation Types (see p. 150, ASC) and Formations 
  (see p. 60, CO).
  Force: The combined Formations fielded by one player in 
  an Alpha Strike game. A player may build a larger Force before 
  gameplay begins, such as a Force devised for a campaign, and 
  then select a portion of that Force to meet the requirements of 
  a single scenario. However, the player’s Force is the Formations 
  the player is fielding in that game only.
  Combat Command: A military group that trains and works 
  together to receive access to Special Command Abilities. Combat 
  Commands are listed in the Kurita Combat Commands chapter.
  Sub-Command: A Combat Command is further broken down 
  into Sub-Commands. Formations in a Sub-Command share 
  training so that they can receive the benefits of their Combat 
  Command’s Special Command Abilities. 
  Era: A group of years defined by the Force Building rules 
  as sharing common technology and historical events. The 
  chosen Era of a Force limits which Units are available to  
  that Force.
  Faction: Each Combat Manual details at least one Faction. Any 
  Force built using rules contained in Combat Manual: Kurita are 
  considered members of the Kurita Faction. Factions may access 
  Units from the general list and their Faction-specific list.
  Availability List: A collection of Units from which a Force may 
  be selected. An Availability List usually relates to a particular 
  Era, Faction, or Combat Command. The choice of Faction and 
  Combat Command, combined with the Era of play, determines 
  the Availability Lists from which a Force may select Units, and 
  whether or not an associated Faction Points (FPs) cost is required 
  to select a particular Unit.
  Faction Points (FPs): Faction Points limit access to Availability 
  Lists from which a Faction would not otherwise be able to select 
  Units. FP could be considered combat salvage, luck, political 
  influence, favors, or simply money that a Force expends to 
  acquire Units not commonly available to their Faction (see 
  Faction Points, p. 78). 
  seleCT  
  PoInT ValUe ToTal
  Point Values remain the balancing system for Alpha Strike. The 
  rules for Point Values are described in Alpha Strike (see Force 
  Balancing, p. 24, AS). As you add Units to your Force, remember 
  that the base Unit PV may need to be adjusted for the Skill Rating 
  of the Unit (see Adjusting for Skill, p. 24, AS).
  CHoose an era
  The selection of an Era affects which Factions are available, 
  and also the general tech level and Units available to a Force. 
  Combat Manual: Kurita lists options for the Late Succession Wars 
  (3025-3049) and Early Clan Invasion (3050-3054) eras.
  CHoose a faCTIon
  The Faction is the House or Clan with which the Force is 
  associated, and determines the Force’s available equipment and 
  its organization. Combat Manual: Kurita includes options for the 
  Kurita Faction. The choice of Faction determines the Standard 
  Lances (see p. 86) and Availability Lists (see pp. 110-124) from 
  which a Force may be assembled.
  
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  CHoose a  
  ComBaT CommanD
  Every Alpha Strike Force belongs to (or may be the entirety 
  of) a Combat Command. These large military organizations 
  are usually regiments, or even brigades consisting of multiple 
  regiments. The choice of Combat Command bestows Special 
  Command Abilities on a Force, and may also dictate the Skill 
  Ratings assigned to Units in later steps (see Force Composition 
  below). A Combat Command may also provide special rules for 
  Force Building, such as giving access to or modifying FP costs of 
  Units on certain Availability Lists, or requiring average weights 
  for constituent Formations. A selection of House Kurita’s most 
  famous or interesting Combat Commands are listed in the Kurita 
  Combat Commands chapter.
  Unlisted Kurita Forces: A Force may also be fielded from an 
  unlisted Kurita Combat Command. These forces are generally 
  militia, garrisons or the large number of unlisted conventional 
  (non-‘Mech) commands. Doing so does not provide access 
  to non-Kurita Availability Lists or Unique Characters, and any 
  Special Command Abilities must be rolled randomly (see p. 81).
  Force Composition: This entry for each Combat Command 
  or Sub-Command lists the organization, Unit types and average 
  Size and Experience Rating of the Combat Command or Sub-
  Command. If a player’s Force consists of one-half or more of 
  the listed Unit Composition for a Combat Command, then the 
  Force must match both the Experience Rating (average Skill 
  Rating, see Determine Force Experience Rating, p. 81) and 
  average Size of that Command, rounding normally, as well as 
  any other specifications. 
  Many Commands list multiple Unit Compositions for different 
  Unit types, including ’Mechs, vehicles, aerospace fighters, 
  infantry, and artillery. The composition for each Unit type is 
  considered separately when determining if a player’s Force must 
  adhere to the Command’s Unit Composition. For example, if a 
  Unit Composition lists one ’Mech battalion, and a player’s force 
  includes more than six ’Mech lances, then that Force’s ’Mech 
  units must possess an average Skill Rating and average Size that 
  matches the Combat Command.
  If a Command’s Force Composition does not list a particular 
  Unit type, then that Unit type cannot be added to a Force 
  from that command. (See Sub-Command Formations and 
  Supplemental Formations, p. 80, for an exception to this rule.)
  Brian is building a Force based on the Twenty-Second 
  Dieron Regulars, a Combat Command with an Experience 
  Rating of Veteran. Brian will field 3 ’Mech Formations, 
  a Company. This is far less than half of the Command’s 
  listed Unit Composition (1 light ’Mech regiment for 
  ’Mechs); therefore the final Experience Rating (average 
  Skill Rating) of the Force does not have to be Veteran and 
  the listed light weight of the ‘Mech regiment does not 
  have to be followed either. However, under Special Rules, 
  the Twenty-second Dieron Regulars have restrictions 
  on Size for all ‘Mechs that must be followed. All ’Mechs 
  are light (Size 1) or medium (Size 2); one heavy ’Mech is 
  allowed per lance, but only if its Move is 10” or greater. 
  These special rules must be followed regardless of the size 
  of the Force.
  If Brian wished to add Assault ‘Mechs, he would 
  be able to do so using the rules for Supplemental 
  Formations (p. 80).
  
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  UnIT organIZaTIons
  The Force Composition rules use standard terms in identifying the 
  organization of the Force and the Unit types of which it is composed.
  BattleMech Organization
  BattleMech Formations consist entirely of BattleMechs. 
  Aerospace Organization
  Aerospace Formations consist entirely of aerospace fighters; 
  however, some desperate DCMS commands may field conventional 
  fighters in place of aerospace fighters. They may also include fixed 
  wing support vehicles (support vehicles with the “a” movement type).
  Armor Organization
  Armor Formations can include any combat vehicle or support 
  vehicle as well as conventional fighters. No more than a third of 
  an armor Formation may be conventional fighters.
  If any Units in an armor Formation have the Infantry Transport 
  (IT#) special ability, infantry Units may be included in the armor 
  Formation. No more than one-third of the total armor Formation 
  may carry attached infantry Units, and these infantry Units do 
  not count toward the Component Formations of the armor 
  Formation as long as they may be carried by the transport, up 
  to one infantry Unit per transport. 
  For example, a lance of Goblin Medium Tanks each have IT1. 
  Sniper infantry have CAR1. The lance may include the four Goblin 
  Medium Tanks and four Sniper infantry.
  Infantry Organization
  Infantry Formations can include any infantry (or battle armor if 
  available). They may also include conventional fighters, combat 
  vehicles and support vehicles. No more than a third of the 
  infantry Formation may be non-infantry Unit types. 
  If the Formation is a mechanized infantry Formation, then 
  combat vehicles or support vehicles with the Infantry Transport 
  special ability (IT#) do not count toward the non-infantry Unit types 
  limit of a Sub-Command or toward the Component Formations 
  of the infantry Formation, as long as the Force includes infantry 
  they have the ability to transport (IT# equal or more than the CAR# 
  rating of the infantry). All of the infantry in a mechanized infantry 
  organization should either be mechanized or motorized infantry, 
  or have vehicles capable of transporting them.
  For example, a Maxim Heavy Hover Transport has IT3. A 
  company of mechanized infantry could contain three foot 
  platoons of infantry (CAR3) and three Maxim transports.
  sTanDarD DCms BaTTlemeCH organIZaTIon
  Unit
  Component Formations
  Total Strength
  Lance
  —
  4 BattleMechs
  Company
  3 lances
  12 BattleMechs
  Reinforced Company
  4 lances
  16 BattleMechs
  Battalion
  3 companies + 1 command lance
  40 BattleMechs
  Reinforced Battalion
  4 companies + 1 command lance
  52 BattleMechs
  Regiment
  3 battalions + 1 command lance
  124 BattleMechs
  Reinforced Regiment
  4 battalions + 1 command lance
  164 BattleMechs
  sTanDarD DCms armor organIZaTIon
  Unit
  Component Formations
  Total Strength
  Lance
  —
  4 vehicles
  Company
  3 lances
  12 vehicles
  Battalion
  3 companies + 1 command lance
  40 vehicles
  Regiment
  3 battalions + 1 command company
  132 vehicles
  Reinforced Regiment
  4 battalions + 1 command company
  172 vehicles
  sTanDarD DCms aerosPaCe organIZaTIon
  Unit
  Component Formations
  Total Strength
  Lance
  —
  2 aerospace fighters
  Flight
  3 lances
  6 aerospace fighters
  Company
  2 flights
  12 aerospace fighters
  Wing
  3 companies
  36 aerospace fighters
  Regiment
  3 wings
  108 aerospace fighters
  sTanDarD DCms InfanTrY organIZaTIon
  Unit
  Component Formations
  Total Strength*
  Company
  —
  3 platoons (120 troops)
  Reinforced Company
  —
  4 platoons (160 troops)
  Battalion
  3 companies
  9 platoons (360 troops)
  Reinforced Battalion
  4 companies
  12 platoons (480 troops)
  Regiment
  3 battalions
  27 platoons (1080 troops)
  *Infantry Platoons vary in number of soldiers, so the total number of troops in an 
  infantry Formation will vary depending on the infantry type(s).
  INFANTRY SQUADS
  Infantry Squads are Conventional Infantry with a 
  Cargo (CAR) Special Ability of 1. They are smaller infantry 
  forces that accompany some combat vehicles as support. 
  Infantry with CAR1 are separate units for gameplay 
  and Point Value costs, but can be treated as part of the 
  combat vehicle (with Infantry Transport IT1) for force 
  building, using only the Combat Vehicle’s Role and Alpha 
  Strike stats for Formation requirements. Infantry Squads 
  can only be selected for a Force along with the IT1 Unit, 
  they can not be added to a Force on their own.
  InfanTrY fooT sQUaDs
  Unit Type
  TP SZ MV TMM S/M/L
  OV A/S PV Specials
  Flamer
  CI 1
  2f
  0
  0*/–/–
  0
  0/1
  1
  AM, CAR1
  MG
  CI 1
  2f
  0
  0*/–/–
  0
  0/1
  1
  AM, CAR1
  Rifle
  CI 1
  2f
  0
  0*/–/–
  0
  0/1
  1
  AM, CAR1
  Laser
  CI 1
  2f
  0
  0*/0*/–
  0
  0/1
  2
  AM, CAR1
  SRM
  CI 1
  2f
  0
  0*/0*/–
  0
  0/1
  2
  AM, CAR1
  
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  Artillery Organization
  Artillery Formations can include Units with the Artillery special 
  ability (ART). The battalion command lance can be any ground 
  Unit type. Some artillery organizations will include light vehicles 
  or infantry as integrated spotters and recon. These units replace 
  artillery Units in the organization, but no more than one-third of 
  the artillery Formation can be non-artillery units.
  Aviation Organization
  Aviation Formations are composed of combat vehicles, 
  support vehicles or conventional fighters with the VTOL or 
  Aerospace movement types, but which are not capable of 
  operating in space (do not have the SPC special ability). 
  BUIlD a ComPanY
  Multiple Formations in a Force are grouped together as larger 
  Formations, starting with companies. If enough companies are 
  fielded, those are in turn grouped into even larger Formations 
  (see Force Building Basics, p. 146, ASC). The Force Building Sheet 
  (see p. 125) has space for the Force Building of a single company. 
  Additional sheets are required if building multiple companies. 
  Several Force Building rules are limited per company: Faction 
  Points, Rare Units and multiples of the same variant for ’Mechs 
  only (see Build Formations below). Specific Combat Command 
  requirements or limits may occur at organizational levels higher 
  than the company level.
  A Force does not need 
  to include complete 
  companies, but at least 
  two complete Formations 
  within a company must 
  be fielded and comply 
  to their Sub-Command’s 
  specifications prior to the 
  start of play in order for the 
  Force to benefit from the 
  Sub-Command’s Special 
  Command Abilities or 
  Special Rules. 
  sTanDarD DCms arTIllerY organIZaTIon
  Unit
  Component Formations
  Total Strength
  Lance
  —
  4 artillery Units
  Company
  3 lances
  12 artillery Units
  Battalion
  3 companies + 1 command lance 36 artillery Units + 4 Units
  sTanDarD DCms aVIaTIon organIZaTIon
  Unit
  Component Formations
  Total Strength
  Lance
  —
  4 vehicles
  Company
  3 lances
  12 vehicles
  Battalion
  3 companies + 1 command lance
  40 vehicles
  Regiment
  3 battalions + 1 command company
  132 vehicles
  LANCE
  COMPANY
  LANCE
  LANCE
  LANCE
  COMPANY
  LANCE
  LANCE
  LANCE
  COMPANY
  LANCE
  LANCE
  BATTALION
  LANCE
  COMPANY
  LANCE
  LANCE
  LANCE
  COMPANY
  LANCE
  LANCE
  LANCE
  COMPANY
  LANCE
  LANCE
  BATTALION
  LANCE
  COMPANY
  LANCE
  LANCE
  LANCE
  COMPANY
  LANCE
  LANCE
  LANCE
  COMPANY
  LANCE
  LANCE
  BATTALION
  REGIMENT
  COMMAND
  COMMAND
  COMMAND
  HQ
  regImenTal TaBle of organIZaTIon
  ComPanY ComPosITIon
  0-1
  Command Lance
  0-2*
  Support Lances
  1-4
  Battle Lances
  Assault Lances
  Striker Lances
  Fire Lances
  Recon Lances
  Pursuit Lances
  New Kurita Lances (see p. 86)
  *Only 1 Support Lance per 1 core non-Support Lance.
  
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  BUIlD formaTIons
  The following steps are repeated for each Formation, which generally consists of three 
  lances per company. A company Formation may include fewer lances, or incomplete 
  lances. However, if a Formation does not include the full number of Units required prior 
  to the start of the game, it does not receive any benefits for a Formation of its type. For 
  example, a lance could include two assault ’Mechs, but it would not receive the Bonus 
  Abilities of the Assault Lance. 
  sTeP 1: CHoose formaTIon TYPe
  Formation Types are listed in Ground Formation Types (see p. 150, ASC) and Formations 
  (see p. 60, CO) and can be used by any Faction. The Combat Manual series presents new 
  and variant Formations related to each Faction. (see New Formation Types, p. 86). The 
  new Formations follow the same format as those in the Alpha Strike Companion. The 
  Units included in Formations must fulfill the requirements for that Formation to receive 
  the Bonus Abilities listed.
  sTeP 2: CHoose UnITs for THe formaTIon
  There are two methods for filling out a Formation with Units: selecting Units from 
  Availability Lists or using ready-made Standard Lances. A player may mix the two 
  methods, choosing some or all of their Formations from the Standard Lances and then 
  modifying them based on their Faction’s Availability Lists.
  Standard Lances
  Combat Manual: Kurita includes a list of Standard Lances with Units already assigned. 
  These Standard Lances include a correct Point Value. If a player selects a Standard Lance 
  and doesn’t wish to modify it, they may skip to Step 3 below.
  Availability Lists
  An Availability List details the Units that are readily available to a specific Faction in a 
  specific Era. For example, the Kurita Late Succession Wars Availability List is a list of units 
  available to Kurita Forces in the Late Succession Wars Era. 
  There are two Availability Lists available to all Kurita Forces: General and Kurita. Kurita 
  Forces can choose Units from either of these two Availability Lists, published in this 
  Combat Manual. If building a Late Succession Wars Force, a player is limited to the Late 
  Succession Wars General and Kurita Availability Lists. If building an Early Clan Invasion 
  Era Force, they may also use the Early Clan Invasion General and Kurita Availability Lists.
  The Units selected from the Availability Lists must meet any requirements for a Formation, 
  if included in one, as well as any Force Composition Rules for the Combat Command. 
  Faction Points (FPs): Faction Points are generated and spent at the company level. 
  A player receives 1 FP per Unit in the company, up to 12 FPs. Each Unit costs from 0 to 5 
  or more FPs to add to a Force. A player may not share FPs between different companies. 
  A player cannot exceed 12 FPs per company, but may spend as many or as few FPs per 
  company as they wish. A Force with many leftover FPs will clearly appear to belong to its 
  Faction, while a Force that spends all of its FPs will show evidence of prior combat salvage, 
  trade deals, or negotiations. Faction Points are not intended as a Force-balancing system; 
  rather, they help a Force maintain its Faction’s “flavor” while allowing some leeway—
  represented as the Force having acquired odd Units via trade and/or salvage. 
  A player should consult the Kurita Availability Lists Table below for the Era chosen. 
  Each Availability List has a Faction Point Cost associated with selecting a Unit from that 
  SALVAGE, 
  BIRTHRIGHTS AND 
  NEGOTIATION
  The armies of the Succession 
  Wars often fielded whatever 
  technology was available. A 
  majority of Units were centuries-
  old survivors that may have 
  changed hands multiple times. 
  ’Mechs destroyed in battle were 
  fought over and, when possible, 
  repaired and returned to service 
  regardless of who their previous 
  owners were. MechWarriors 
  handed down their personal 
  ’Mechs as family heirlooms 
  from generation to generation, 
  while family, feudal or national 
  allegiances changed. Allies 
  negotiated agreements to share 
  their military production. 
  Force commanders can 
  influence the Units assigned to 
  their force, either by petitioning 
  the Procurement Department, 
  negotiating transfers with other 
  forces, and using salvage acquired 
  in combat. Invariably, nearly any 
  Unit could be somewhere in a 
  Great House’s army. Faction Points 
  (FP) are a means of maintaining 
  the flexibility of the BattleTech 
  universe while still encouraging 
  Faction “flavor.” FP costs reflect 
  the general ease or difficulty of 
  acquiring a specific Unit.
  
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  list. Units on the General and Kurita Lists of the current era are 
  generally 0 FP. A player must use FPs to access another Faction’s 
  Availability List, representing an alliance, acquisition through 
  trade or enemies, or through salvage. The list of Units belonging 
  to the General and Kurita Availability Lists for the Late Succession 
  Wars and Early Clan Invasion are found at the end of this book 
  (see Kurita Faction Lists, pp. 110-123). Availability Lists for other 
  Factions can be found in their respective Combat Manuals.
  All Kurita Forces have Houses Davion and Steiner as Common 
  Enemies during the Late Succession Wars Era, and House Marik 
  as a Common Ally during the Early Clan Invasion Era. The Kurita 
  Combat Commands chapter may have other Availability Lists 
  included in the Combat Command’s Special Rules, including any 
  access to Clan Availability Lists in the Early Clan Invasion era. The 
  FP cost of selecting Units from Availability Lists of other Factions is 
  affected if those Factions are Allies or Enemies of a player’s Faction.
  Rare Units: A Unit with an * in the Availability Lists is 
  considered Rare. A player may only have one of any particular 
  Rare Unit in a company. For example, the Assassin ASN-21 is rare, 
  as is the Grasshopper GHR-5N. A player may include one ASN-21 
  and one GHR-5N in a single company, but cannot have two ASN-
  21s in the same company.
  Multiple of the Same Variant (’Mech-only): BattleTech 
  Forces tend to be ad-hoc, consisting of a mix of whatever 
  Units are available. A company may include more homogenous 
  lances, but at a cost of additional Faction Points (FPs). Each 
  copy of the same Unit in a company costs 1 FP. This applies 
  to specific Unit variants—two Thunderbolt TDR-5S Units in 
  the same company would cost an additional FP each, but a 
  Thunderbolt TDR-5S and a Thunderbolt TDR-7M would not. This 
  rule only applies to BattleMechs.
  Story Availability List: Ask where this Unit came from, and 
  you’ll need a seat while you hear the story.  Perhaps a MechWarrior 
  defected with his ’Mech. Perhaps each owner has had a string of bad 
  luck, with the Unit salvaged by a succession of owners.  Perhaps it 
  was found in a deserted Star League cache, or maybe the means by 
  which it was acquired are noticeably illegal. Whatever the rationale, 
  any Inner Sphere Faction can access Units from any of the following 
  Availability Lists for 6 FPs each. The Inner Sphere: Davion, Kurita Liao, 
  Marik, Steiner, Mercenary, Wolf’s Dragoons. Star League cache:  Star 
  League. The following may be accessed for 7 FPs. Star League cache: 
  Star League Royal. Invading Clans (Early Clan Invasion): Jade Falcon, 
  Ghost Bear, Wolf, Smoke Jaguar, Nova Cat.
  The Story Availability List can only be used once per company, 
  regardless of which other List it was then used to access. The 
  Story Availability List cannot be used to access an Availability List 
  for an Era later than the one in which play will occur; for example, 
  a Late Succession Wars Force cannot use the Story Availability 
  List to access a Unit on an Early Clan Invasion Era Availability List.
  Unique Characters: Unique Characters (as presented in the 
  Kurita Combat Commands chapter or the MechWarriors of the 
  DCMS section below) do not cost FPs, have a set Skill Rating, 
  an assigned Unit (often a unique Unit with specified stats) and 
  particular Special Pilot Abilities. The Unique Character must 
  be used as-is; the character’s Unit, Skill Rating, or Special Pilot 
  Abilities may not be changed. One Unique Character may be 
  included per Force. The Unique Character(s) may only be selected 
  from those listed among a Force’s Combat Command, or from 
  the Mechwarriors of the DCMS section (see p. 91).
  WHaT If I jUsT WanT To sTarT PlaYIng?
  The Standard Lances (see p. 86; p. 150, ASC; or p. 60, CO) are the quickest way. Just pick a few that match that the desired 
  way to play, or mix and match whatever sounds fun.
  Even if players want to hand-pick their Units, there are a few simple points that can help ease Force building.
  Faction Points: If Units are chosen from the Kurita Faction List in the back of this book, ignore Faction Points. They are 
  only needed if Units are added from another faction’s Availability List in other Combat Manuals. There’s no Availability List so 
  expensive that a player can’t have at least one Unit per company from any of the Availability List to which they have access. 
  Faction Points are for those wanting to push for a less “pure Faction” force.
  Formation Requirements: Most Formations have an Ideal Role. Choosing a Unit with the preferred role can meet Formation 
  requirements for that Unit. 
  For example, Assault Lances have an Ideal Role of Juggernaut. Select four Juggernauts from the Kurita Faction List in this 
  book, and that is a legal Kurita Assault Lance. Pick four Brawlers for a Battle Lance and four Strikers for a Striker Lance, and that 
  is a full Kurita company. Select Skill ratings to match up with the agreed PV limit, choose Special Command Abilities from the 
  formation’s Combat Command, and a complete Kurita Force is ready to play. 
  
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  Sub-Command Formations: Sub-Command Formations 
  are often used to add new Unit types, such as infantry, armor 
  or air Units. Supplemental Formations may be selected from 
  other Sub-Commands within the same Combat Command. 
  Each supplemental Sub-Command Formation must constitute 
  a separate company, but may itself be smaller than a company. 
  For example, a player cannot mix supplemental Sub-Command 
  Formations within a company, but may add only a lance from 
  another Sub-Command and must follow the Force Composition 
  and Force Building Rules of that Sub-Command for that lance. 
  Sub-Command abilities may not be mixed and matched. 
  For example, a Force includes Formations from two Sub-
  Commands. One Sub-Command has chosen a Special Command 
  Ability from its Combat Command list, and one from its Sub-
  Command List. The other Sub-Command must use the same SCA 
  from its Combat Command list, but may choose an SCA from its own 
  Sub-Command list. Likewise, any special rules or other abilities only 
  apply to the Sub-Command for which they are intended.
  Supplemental Formations: A Force may add supplemental 
  Formations from its Faction, defined as Formations that do not 
  belong to its chosen Combat Command or Sub-Commands. 
  These usually represent local militia, garrisons or other attached 
  forces. These Formations may not outnumber a Forces non-
  supplemental Formations, and they do not benefit from a Force’s 
  Special Command Abilities or special rules. These supplemental 
  Formations must be filled with Units from the General or Kurita 
  Availability Lists (or the Kurita Standard Lances), as they do not 
  receive Faction Points or access to any other Availability Lists. 
  KUrITa aVaIlaBIlITY lIsTs TaBle
  Late Succession Wars
  FP Cost
  Kurita Faction Lists (see pp. 110-124)
  General, Kurita: Late Succession Wars
  0
  Allied Lists
  Liao, Marik: Late Succession Wars
  4
  Enemy Lists
  Davion, Steiner: Late Succession Wars
  3
  Early Clan Invasion
  FP Cost
  Kurita Faction Lists (see pp. 110-124)
  General, Kurita: Late Succession Wars, Early Clan Invasion
  0
  Allied Lists
  Liao, Marik: Late Succession Wars 
  Liao: Early Clan Invasion
  Marik: Early Clan Invasion 
  3
  4
  2
  Enemy Lists
  Davion, Steiner: Late Succession Wars 
  Common Enemies for the Combat Command: Early Clan Invasion
  Common Enemies for the Combat Command: Early Clan Invasion (Clans)
  3
  3
  4
  rasalHagUe aVaIlaBIlITY lIsTs TaBle
  Late Succession Wars
  FP Cost
  Rasalhague Faction Lists (see pp. 110-124)
  General, Kurita, Rasalhague: Late Succession Wars
  0
  Allied Lists
  Liao, Marik: Late Succession Wars
  Steiner: Late Succession Wars
  4
  2
  Early Clan Invasion
  FP Cost
  Rasalhague Faction Lists (see pp. 110-124)
  Kurita: Late Succession Wars
  General, Rasalhague: Late Succession Wars, Early Clan Invasion
  0
  0
  Allied Lists
  Liao, Marik: Late Succession Wars
  Steiner: Late Succession Wars, Early Clan Invasion
  Kurita, Marik: Early Clan Invasion
  3
  2
  2
  Enemy Lists
  Clan Ghost Bear, Clan Wolf: Early Clan Invasion
  4
  eXPerIenCe raTIng / sKIll raTIng 
  eQUIValenCY TaBle
  Experience
  Skill
  Experience
  Skill
  Wet Behind the Ears
  7
  Veteran
  3
  Really Green
  6
  Elite
  2
  Green
  5
  Heroic
  1
  Regular
  4
  Legendary
  0
  alTernaTe mUnITIons
  The following Alternate Munitions are available during 
  the Late Succession Wars.  
  Artillery: Flechette, Illumination, Smoke 
  Autocannon: Flak, Tracer 
  Bombs: Inferno, Torpedo
  LRM/SRM:  Heat-seeking, Smoke, Tandem Charge
  Mines: Active, Command Detonated, Vibrabomb
  In addition to the Late Succession Wars Alternate 
  Munitions, the following become available during the 
  Early Clan Invasion.
  Artillery: Arrow IV Homing, Cluster, Copperhead, 
  Thunder (not Active) 
  Bombs: Arrow IV Homing, Arrow IV Non-Homing, 
  Thunder
  LRM/SRM:  Thunder
  
  rUles aDDenDUm
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  81
  sTeP 3: seleCT sKIll  
  anD moDIfY PV for THe UnIT
  For each Unit, select a Skill Rating and adjust the Unit’s PV for 
  that Skill Rating, as described in Adjusting for Skill (see p. 24, 
  Alpha Strike).
  sTeP 4: assIgn  
  sPeCIal PIloT aBIlITIes
  Up to one Unit per company may be assigned Special Pilot 
  Abilities (see pp. 50-58, ASC, and p. 70, CO). A Unique Character, 
  if any are included, does not count toward this limit. The number 
  of Special Pilot Abilities and the total SPA cost is limited by the 
  Skill Rating of that Unit (see p. 49, ASC or p. 70, CO).
  In addition, Standard Lances often bestow Bonus Special 
  Pilot Abilities that must be assigned during Force building (with 
  the exception of a handful of Formation Bonus Abilities which 
  specifically state that they are assigned during gameplay). Some 
  Combat Command entries include a Force Building Rules section 
  that may affect which SPAs are granted by a Formation’s Bonus 
  Ability. For replacement purposes, each 2 points of Lucky (from 
  the Battle Lance Bonus Ability) counts as one SPA.
  The Formation is now complete; repeat the above steps for 
  any additional Formations. As companies are completed, the 
  company steps may be repeated until the Point Value maximum 
  is reached.
  assIgnIng sPeCIal  
  CommanD aBIlITIes
  Special Command Abilities (see p. 44, ASC or p. 83, CO) apply 
  to the overall Force. They reflect the preferred tactics and 
  specialization training of a Combat Command. The better trained 
  a Force, the more Special Command Abilities the Force can select.
  Determine Force Experience Rating
  To find a Force’s average Experience Rating, add together 
  the Skill ratings for all Units in that Force, divide this sum by 
  the total number of Units, and round the result normally to 
  the nearest whole number. Use that number to determine the 
  Force’s final Experience Rating using the Point Value Skill Rating 
  Table (p. 24, AS).
  For example, a company of 12 ’Mechs includes four ’Mechs 
  with a Skill rating of 4, three with a Skill rating of 3, two with a 
  Skill rating of 2, and three more with a Skill rating of 5. The sum 
  of the company’s Skill ratings is 44 ([4 x 4] + [3 x 3] + [2 x 2] + 
  [3 x 5] = 44). With 12 units in total, this yields an average Skill 
  Rating of 3.67, which rounds normally to 4. At a rating of 4, the 
  Point Value Skill Rating Table defines the entire Force as having 
  a Regular Experience Rating.
  Determine Number of Special Command Abilities
  All Forces created to represent Combat Commands in the 
  Kurita Combat Commands chapter automatically receive one 
  Special Command Ability. Experienced Forces—those rated at 
  Veteran or Elite Experience Ratings—receive one additional SCA 
  (two total). Truly superior Forces—those with an Experience 
  Rating of Heroic or Legendary—receive two additional SCAs 
  (three total). 
  Assign Special Command Abilities
  After determining the number of Special Command Abilities a 
  Force possesses, it may choose from either its Combat Command 
  or Sub-Command Special Command Abilities. In addition, all 
  DCMS Commands have access to the Kurita-exclusive Warrior 
  Code Special Command Ability.
  Players using an unlisted Kurita Combat Command must roll 
  randomly for each Special Command Ability. For each SCA, roll 
  2d6 and consult the Special Command Ability Assignment Table 
  below. Reroll duplicate results. Several results require a second 
  1D6 roll to determine the type of specialization.
  sPeCIal CommanD aBIlITY  
  assIgnmenT TaBle
  2d6 Roll
  Special Command Ability
  2
   Communications Disruption
  3
   Banking Initiative
  4
   Firing Specialization  
  (1-2 Sharp Shooters, 3-4 Brawlers, 5 Anti-Air Specialists, 6 Ground Attack Specialists)
  5
   Overrun Combat
  6
   Enemy Specialization  
  (1-2 Mercenaries/Pirates/Clans, 3-4 Steiner, 5-6 Davion)
  7
   Warrior Code
  8
   Tactical Specialization (1-4 Attack, 5-6 Defense)
  9
   Environmental Specialists  
  (1 Woods, 2 Water, 3 Winter, 4 Vacuum, 5 Night, 6 Urban)
  10
   Forcing the Initiative
  11
   Off-Map Movement
  12
   Environmental Specialists (1-2 Hot, 3-4 Cold, 5 Low Gravity, 6 High Gravity)
  
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  82
  sUPPlemenTal 
  merCenarIes
  Many of the big-time mercenary Combat Commands like to 
  maintain their command integrity and fight battles on their own. 
  But for every Wolf’s Dragoons, there are a hundred no-name 
  mercenary outfits willing to fight under any terms that get them 
  paid. Sometimes even Wolf’s Dragoons will intentionally dispatch 
  a smaller Force to supplement a House Force—the Black Widow 
  Company being perhaps the most famous example. 
  Kurita Forces built using this Combat Manual may include 
  Mercenaries as up to one-third of their Formations. The 
  Mercenary Formations are built as if they were their own Force, 
  using the appropriate Availability Lists.
  Supplemental Mercenary Forces may not access the House 
  Force’s Special Command Abilities. However, they may roll for 
  SCAs—or choose from those listed with Mercenary Combat 
  Commands, if the usual requirements are met—as if they 
  were their own Force, at 1 Experience Rating lower than usual 
  (minimum Wet Behind the Ears/0 SCAs).
  Mercenaries fielded as part of a House Force in this fashion 
  receive are discounted 1 PV for every 10 PV spent on them. They 
  are also subject to Morale rules (see pp. 32-33, ASC), even if the 
  Morale rules are not in use for the other Forces.
  Michael is ready to build a Kurita Force. His group has 
  set a 400 PV limit, and are playing in the Late Succession 
  Wars. Thus, he has his Point Value total, Era and Faction 
  (400 PV, Late Succession Wars, Kurita). 
  Looking over the descriptions in this Combat Manual, 
  Michael likes the sound (and the lightning) of the Ryuken-
  ni (see p. 64). They are listed as possessing and Experience 
  Rating of Veteran. The Ryuken-ni are primarily a Medium 
  ’Mech regiment, but also have 1 light Aerospace Fighter 
  wing, 1 combat vehicle regiment, and 1 conventional 
  infantry regiment. 
  Michael begins building a company of Ryuken-ni. There 
  is no mention of an unusual company organization for 
  that Combat Command, so he plans to field three lances of 
  four ’Mechs per lance. The company starts with 12 Faction 
  Points from its 12 Units.
  The Ryuken-ni’s preference for medium ’Mechs suggests 
  some Standard Lances to use. Striker and Pursuit Lances 
  often include medium ’Mechs, and a Support or Fire Lance 
  might be interesting as well. Michael decides to go with 
  a Fire Lance as the third lance instead to provide some 
  firepower to the Striker and Pursuit Lances.
  Michael looks over the listing for a Striker Lance and 
  notices it matches the Striker Lance Alpha Strike Lance 
  Pack, which also showcases Kurita colors. Michael 
  decides that’s appropriate enough for his first Force and 
  marks down the units for the Striker Standard Lance as 
  his first Formation. 
  Next up is the Pursuit Lance. The Standard Lance 
  is a mix of lights and mediums, and Michael likes the 
  provided lineup, but likes the look of the Phoenix Hawk 
  shown in the Technical Readout even more. He finds a 
  PXH-1 on the General list, and a PXH-1K on the Kurita 
  list.  Michael likes the increased armor on the 1K, so he 
  chooses to replace the Hermes II with the Phoenix Hawk 
  PXH-1K. As it’s on the Kurita Availability List, it costs 0 FPs 
  to add to his Kurita Force.
  The last lance of the company is the Fire Lance. From the 
  Standard Fire Lance, the Grand Dragon and Panther are 
  iconic Kurita ’Mechs and the JagerMech and Whitworth 
  are likely salvage or relics, though both are common 
  enough to be on the General Availability List. Michael 
  decides he wants some good salvage, and notes he hasn’t 
  spent any Faction Points on any Units yet. So for the last 
  two Units he looks for Davion and Steiner Sniper or Missile 
  Boats (consulting the MUL and other sourcebooks until 
  Combat Manuals for those Factions are released) and likes 
  the Davion Rifleman RFL-4D to replace the JagerMech. As 
  Late Succession Wars enemies, Michael consults the Kurita 
  Availability Lists table (see pp. 110-124) and finds Units 
  from the Davion Availability List will cost 3 FPs. Three FPs is 
  
  rUles aDDenDUm
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  83
  one-quarter of his company’s available FPs, 
  but as he hasn’t spent any and this is his last 
  Unit, Michael has plenty.  
  Michael hadn’t intended to use a unique 
  pilot, but he considers the Ryuken-ni’s 
  Chu-sa Masayoshi Kitakyusho, ultimately 
  deciding that the elite warrior is too 
  expensive for now.
  Michael now calculates the PV of the Units 
  he has selected so far. 
  Striker Lance: Dragon DRG-1N (30), 
  Guillotine GLT-4L (37), Panther PNT-9R (20), 
  Quickdraw QKD-4G (30). 117 PV.
  Pursuit Lance: Phoenix Hawk PXH-1K 
  (27), Spider SDR-5V (16), Jenner JR7-D (20), 
  Jenner JR7-D (20). 83 PV.
  Fire Lance: Grand Dragon DRG-1G (31), 
  Rifleman RFL-4D (27), Panther PNT-9R (20), 
  Whitworth WTH-1 (26) 104 PV.
  Michael has only used 304 PV so far. With 
  96 PV left, Michael has to decide whether 
  to increase the Skill Ratings of his Units, 
  or add more Units. Michael decides on a 
  mix of both options. The Ryuken-ni have 
  both a light combat vehicle regiment and 
  a conventional infantry regiment, and 
  Michael decides to add a pair of infantry and 
  a lance of hovertanks to fulfill the possibility 
  of taking the Tactical Experts (Combined 
  Arms) SCA available to the Ryuken-ni. 
  Detachments:
  Hover Tanks: 2x Scimitar Medium Hover 
  Tank (30).
  Scouts: 2x Foot Infantry (Rifle) (8).
  These detachments bring Michael’s total 
  to 342 points. Raising all the ‘Mech units 
  to Skill 3 costs Michael 60 PV, which is 
  slightly over his 400 points. So he keeps the 
  Whitworth at Skill 4, and raises one of the Scimitars to Skill 
  3 instead. This makes the final total exactly PV 400.
  One Unit per company can be assigned Special Pilot 
  Abilities. Michael chooses the Veteran Grand Dragon to 
  have the Sharpshooter SPA. 
  Next, Michael notes the Bonus Abilities received from 
  the Lance Types he chose. Two Sniper Special Pilot Abilities 
  are available to the Fire Lance; they’re assigned during 
  gameplay, so he puts a note on the Fire Lance itself of 
  “2x Sniper”. For the Pursuit Lance, Michael assigns the 
  Bloodstalker SPA to the Phoenix Hawk and both Jenners. 
  In the Striker Lance, the Speed Demon SPAs are assigned 
  to the Guillotine, Panther and Dragon.
  Michael is now ready to add the Force’s Special 
  Command Abilities. First, he calculates his Force’s 
  Experience Rating as Veteran. This gives the force 
  three Special Command Abilities (one for building a 
  Force based on a noted Combat Command, and two 
  for possessing an Experience Rating of Veteran). Kurita 
  Forces always have Warrior Code available, and the 
  Ryuken-ni have Overrun Combat, Focus (Demoralizer), 
  Tactical Experts (Combined Arms) and Strategic 
  Command. Michael chooses Strategic Command, 
  Overrun Combat and Tactical Experts (Combined Arms) 
  and marks them down on the Company Force Sheet and 
  is done building his Force.
  COMPANY FORCE
  RECORD SHEET
  © 2016 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Lance:
  Skill
  Unit
  PV
  FP (List)
  Pilot Special Abilities
  Lance Special Abilities:
  Lance:
  Skill
  Unit
  PV
  FP (List)
  Pilot Special Abilities
  Lance Special Abilities:
  Lance:
  Skill
  Unit
  PV
  FP (List)
  Pilot Special Abilities
  Lance Special Abilities:
  Sub Command / Supplemental
  Skill
  Unit
  PV
  FP (List)
  Notes
  Faction:
  Experience Level:
  Command Special Abilities:
  Era:
  Company Name:
  Combat Command:
  Sub-Command:
  PV:
  © 2015 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  PV:
  Kurita
  Regular
  Strategic Command, Overrun Combat, Tactical Experts (Combined Arms).
  Michael’s Company
  Late Succession Wars
  400
  Ryuken-ni
  Striker Lance
  Pursuit Lance
  Fire Lance
  Sniper (2 units/turn)
  Dragon DRG-1N 
  4 
  0 (General) 30+6 Speed Demon
  Guillotine GLT-1N 
  4 
  0 (General ) 37+7 Speed Demon
  Panther PNT-9R 
  3 
  0 (General) 20+5 Speed Demon
  Quickdraw QKD-4G 
  4 
  0 (General) 30+6
  Phoenix Hawk PXH-1K 
  3 
  0 (Kurita) 
  27+5 Blood Stalker
  Spider SDR-5V 
  4 
  0 (General) 
  16+3
  Jenner JR7-D 
  3 
  0 (General) 20+4 Blood Stalker
  Jenner JR7-D  
  3 
  0 (General) 20+4 Blood Stalker
  Grand Dragon DRG-1G 3 
  0 (Kurita) 
  31+6
  Rifleman RFL-4D 
  3 
  3 (Davion) 
  27+5 Jumping Jack, Range Master (Long)
  Whitworth WTH-1 
  4 
  0 (General) 
  26 Jumping Jack, Cluster Hitter
  Panther PNT-9R 
  4 
  0 (General) 20+4 
  Hovertank Detachment 
    Scimitar Hover Tank 
  3 
  0 (General) 
  15+3
    Scimitar Hover Tank 
  4 
  0 (General) 
  15
   
  Scout Detachment 
    2x Foot Platoon (Rifle) 4 
  0 (General) 
  8
  
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  84
  KUrITa sPeCIal 
  CommanD aBIlITIes
  For the purposes of the Combat Manuals, several terrain 
  types and environmental conditions have been combined into 
  a single Special Command Ability specialization. Players should 
  generally be fairly lenient in deciding whether or not a given 
  map counts for the terrain. For example, a single tree does not 
  constitute Woods, but several small areas (or one large area) of 
  forested terrain should be counted as Woods for the purposes 
  of the SCA specialization.
  enVIronmenTal sPeCIalIZaTIons
  Clear: The bonuses for this Special Command Ability work 
  differently than the other Environmental Specializations.
  Desert: This specialization includes Sand, Rough and Rubble 
  terrain, as well as Wind of Wind Force 3+, Blowing Sand and Hot 
  Temperature environmental conditions.
  Urban: This specialization includes any pavement, building, 
  or bridge terrain. If this Force chooses the Improved Combat 
  option, attacks from this force halve the Damage Absorption of 
  any buildings (round up).
  Woods: This specialization includes Woods (as well as different 
  levels of Woods: Light Woods, Heavy Woods, Ultra-Heavy Woods) 
  and Jungle (and the different levels of Jungle).
  Vacuum: This specialization includes Trace Atmosphere.
  Winter: This specialization includes Snow, Ice, and Tundra 
  terrain areas, as well as any Cold environment conditions.
  Optional Game Setup: Environment Conditions
  Environmental Specializations are prominent Command 
  Abilities, yet aren’t often used outside of campaigns or detailed 
  scenarios. In order to allow for greater use of Environmental 
  Specializations (or to specifically deny an opponent’s use), 
  the following rule may be used. Before setup, each player rolls 
  2D6 and adds any Initiative bonus their Force would normally 
  receive in play. A result of 10+ allows the side to choose one 
  environmental condition (see AS, pp. 92-95) or underlying 
  terrain feature. If both players succeed in their roll, the player 
  with the higher result (roll 1D6 to break ties) chooses first. The 
  terrain or environmental condition cannot contradict scenario 
  or campaign conditions, nor can it contradict the choice of a side 
  that rolled higher.
  enemY sPeCIalIZaTIons
  Mercenary: In addition to individuals Houses or Clans, 
  Mercenaries may be selected as an Enemy Specialization; this 
  specialization applies against any Force constructed using 
  Combat Manual: Mercenaries.
  neW sPeCIal CommanD aBIlITIes
  In addition to the existing Special Command Abilities, the 
  following new Special Command Abilities are available for 
  Kurita Forces.
  Esprit de Corps: A Force with this ability is never subject to 
  Forced Withdrawal or Morale checks.
  False Flag: This Force must also have the Off-Map Movement 
  Command Ability. It may designate up to one-third of its Units 
  in a scenario as operating under a False Flag. These designated 
  Units are kept off-map until they enter the map on Turn 3 or later. 
  On the turn the controlling player declares the False Flag Units 
  are entering the map, before Initiative is rolled, roll 2d6. On an 
  8+, the Unit has not been discovered as false, and may enter on 
  any map edge, including the opposing player’s home edge. In 
  addition, the controlling player receives +2 to their Initiative rolls 
  on the turn the False Flag Forces enter the map. On a 7 or less, 
  the ruse was discovered and the Units must enter from an edge 
  on the half of the map containing their home edge.
  Fast Withdrawal: Units in the force may exit via any edge of 
  the map (save the opponent’s home edge) at any time, including 
  during Forced Withdrawal, without being considered destroyed 
  or captured, regardless of rules for the scenario.
  Flankers: When a scenario calls for the Force’s Units to enter 
  via a map edge, the Units may enter via any non-home map 
  edge instead.
  enVIronmenTal sPeCIalIsT (Clear) BenefITs lIsT
  Benefit
  Rules
  Improved Mobility
  If a Unit in a Force with this specialization starts its turn in Clear terrain, it may add 2” to its Move or one to its Movement Points for the turn, as long as it also ends its 
  movement in Clear terrain and does not change elevation during the movement.
  Improved Combat
  If a unit in a Force with this specialization is attacked while occupying Clear terrain, and there is no Terrain, Environmental or Cover To-Hit Modifier to the attack, the 
  attack receives a +1 To-Hit Modifier as a Terrain Modifier.
  Improved Initiative
  A Force cannot choose this option with Environmental Specialization (Clear).
  
  rUles aDDenDUm
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  85
  Flexible Command: A Force with Flexible Command never 
  suffers any penalty if any commander is killed or disabled in 
  battle. A new commander is instead assigned within the same 
  Formation. If a Unit has the Tactical Genius SPA granted as a 
  Formation Bonus Ability and that unit is destroyed, the Tactical 
  Genius SPA may be assigned to a new unit in the same Formation.
  Focus (Special Pilot Ability name): During setup, the Force 
  may assign one Unit out of every four (round down) the Special 
  Pilot Ability listed in parenthesis. This Special Command Ability 
  may be taken a second time to give twice the number of 
  SPAs, but only one SPA can be given by this Special Command 
  Ability per Unit. If the Combat Command has two different SPA 
  Command Abilities, it cannot give both SPAs to the same unit.
  Highlander Burial: Units in a Force with this ability receive a 
  –1 To-Hit Modifier and deal an additional point of damage when 
  making Death From Above attacks.
  Hit and Run: At the start of any turn that a Force with the 
  Hit and Run ability is outnumbered, its Units can ignore the To-
  Hit Modifier for jumping, or receive a –1 To-Hit Modifier if not 
  standing still or immobile.
  Intelligence Specialists: The Force can add the MHQ5 special 
  ability to one Unit in its force.
  Rapid Strike: In any scenario in which a Force with this ability 
  is the Attacker, its Units move onto the map as normal, but only 
  half of the opposing Force may deploy at the start of the game 
  or on the first turn. The remaining enemy Units are divided into 
  two equal-sized groups that move onto the map from their home 
  edge on Turns 2 and 3. The group moving onto the map is chosen 
  at random. The controlling player chooses the specific Units that 
  do not deploy in the first turn, as well as the composition of the 
  two undeployed groups.
  Regional Specialization: A Force with the Regional 
  Specialization ability has one region in which it favors fighting 
  above all others.  This region may be a single system (Bad News) or 
  a larger political division (Duchy, Prefecture, Military District, etc). 
  If fighting in its preferred Region, the Force receives a +1 Initiative 
  modifier and a –1 Morale modifier to Morale Checks. This Special 
  Command Ability may be taken twice, doubling the modifiers for 
  Initiative and Morale Checks when in the preferred region. 
  Shielding: Any opposing Unit must fire on a ’Mech before 
  targeting a vehicle or infantry Unit, as long as the ’Mech is closer 
  and in LOS.
  Strategic Command: The Force may alter the choices of home 
  edge, and move any terrain up to 6” from its Setup position. If 
  using mapsheets instead of terrain, the Force may rearrange the 
  mapsheets, as long as the final arrangement has the same overall 
  final shape. For example, if the Setup has two mapsheets aligned 
  with long edges touching, after rearranging the mapsheets, 
  there must still be two mapsheets aligned with long edges 
  touching.  However, which mapsheet goes where and which 
  edge face which direction may be changed.
  Strategic Planning: This force receives a +2 bonus to Initiative. 
  This SCA is only available to Forces with an average Experience 
  Rating of Veteran, Elite, Heroic, or Legendary.
  Tactical Adjustments: After Turn 3, the opposing Force does 
  not gain any bonuses to their Initiative rolls from Command 
  Abilities or Special Pilot Abilities.
  Tactical Experts (Combined Fire): If an entire Formation of 
  three or more Units attacks the same opposing Unit, their attacks 
  gain a –1 to-hit modifier.
  Tactical Experts (Dogfighting): A force with this ability gives 
  a –2 penalty to enemy units making Control Rolls for forming and 
  avoiding engagements.
  Tactical Experts (Engineers): During setup, this controlling 
  player of the Force with this ability may place light buildings 
  or minefields on the table during setup. The Engineers can 
  place one light building (2” diameter or 1 hex) or five points of 
  minefield density in 1-5 minefields per lance or larger Formation. 
  The buildings and minefields must be placed on the Engineers’ 
  half of the play area.
  Tactical Experts (Hidden Units): In any scenario that allows 
  Hidden Units, a Force with this ability may place twice as many 
  Hidden Units (to a maximum of 4 extra Units). If the scenario 
  does not provide for Hidden Units, this Force may place up to 
  four Hidden Units on their half of the map, at least 12” or six 
  hexes away from any enemy Units.
  Tactical Experts (Physical): The controlling player of a Force 
  with this ability may choose to have all its Units receive a +1 To-
  Hit Modifier for weapon attacks in order to receive a –1 To-Hit 
  Modifier for physical and melee attacks. This choice is made in 
  the Combat Phase each turn, before making any attacks.
  Tactical Specialization (Combined Arms): If the Force 
  contains at least one of each ground Unit type (‘Mech, vehicle, 
  and infantry), the force has a –1 to-hit modifier to Initiative. This 
  SCA can be taken a second time to grant the qualifying force 
  the effects of the Tactical Experts (Attack or Defense, choose 
  one) SCA.
  Warrior Code: House Kurita Forces prefer personal duels. 
  DCMS Forces with this Command Ability can designate one 
  Unit per legal Formation (consisting of 3 or more Units and 
  meeting the Formation requirements for its Formation Type) as 
  a Champion. The Champion receives the Blood Stalker Special 
  Pilot Ability. The chosen enemy must be of the same Size class 
  or larger. If a Champion is destroyed by the chosen enemy 
  of the Blood Stalker ability (all the damage to the Champion 
  must come from the chosen enemy), the Kurita Force receives 
  a –1 Initiative modifier. If a Champion destroys the chosen 
  enemy (all the damage to the chosen enemy coming from the 
  Champion), the Kuritan force receives a +1 Initiative modifier. The 
  Initiative modifier only applies to the first chosen enemy of each 
  Champion, but are stackable from multiple Champions defeating 
  or being defeated by their chosen enemy.
  
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  86
  KUrITa lanCes 
  (formaTIons)
  neW lanCe (formaTIon) TYPes
  In addition to the Standard Lances presented in the Alpha 
  Strike Companion (pp. 150-159) and Campaign Operations (p. 
  60), the following new Formations may be used.
  Horde
  Captain Mercer Ravannion was the most well-known 
  proponent of the idea of using large numbers of “bug” ’Mechs, 
  the very lightest and most common ‘Mechs, to swarm and 
  overwhelm larger ’Mechs. Ravannion himself was defeated 
  trying to prove his theory, but others often come along to “fix” 
  his mistakes and prove the effectiveness of swarming.
  Requirements: Must have 5 to 10 Units. All Units must be unit 
  size 1. No Unit may have a damage value, at any range or from 
  any special ability, greater than 2. 
  Bonus Ability: Swarm–When any Unit in this Formation is 
  targeted, the targeted Unit’s player may switch the target to any 
  other Unit in this Formation that is a legal target (within line of 
  sight) and at the same range (or less) from the attacker.
  Force Building Special Rules: This Formation still only 
  generates 4 Faction Points, regardless of the number of Units 
  the Formation contains.
  Order Lance
  The most well-organized of Formations, trained to work as if 
  synchronized. 
  Requirements: Exclusive to House Kurita Forces. All Units in 
  the Formation must be of the same Size and model (all Dragons/
  Grand Dragons, all Panthers, etc).
  Bonus Ability: Designate one Unit as the command Unit of the 
  Formation; it receives the Tactical Genius, Antagonizer or Sniper 
  SPA. All Units in the Formation receive the Iron Will or Speed 
  Demon SPA; the SPA chosen applies to all Units in the Formation.
  Force Building Special Rules: This Formation may ignore the 
  extra Faction Point (FP) cost for multiple of the same model.
  Berserker Lance (Close Combat Lance)
  Berserkers are trained to close with the enemy and smash 
  them with the sheer size and strength of a BattleMech. 
  Rasalhague Regulars and the later KungsArmé often fielded 
  Formations which specialized in physical attacks, calling 
  them Berserkers. With the Steiner invention of the hatchet, 
  close combat Formations became more common across the  
  Inner Sphere.
  Requirements: As Battle Lance.
  Bonus Ability: Two Units of the Formation receive the 
  Zweihander or Swordsman Special Pilot Ability; the same ability 
  must be assigned to both Units. Units in this formation may add 
  the MEL special ability, but must subtract 1 damage from all 
  weapon attacks.
  Anti-‘Mech Lance
  Infantry units are commonly found through the Inner Sphere 
  as garrison forces, peacekeepers and security. On the battlefield, 
  they are often overlooked. Trained Anti-‘Mech Formations can 
  not only hurt the enemy, but can be distracting to any ’Mech 
  trying to concentrate on a more massive foe. Some Houses prefer 
  to select elite infantry teams for Anti-‘Mech training, but House 
  Kurita often sends hastily trained “chain gangs” into battle to 
  support their MechWarriors.
  Requirements: All Units must be infantry.
  Bonus Ability: Enemy Units in base-to-base contact with 
  an Anti-‘Mech Lance suffer a –1 To-Hit Modifier penalty to any 
  weapon attacks made by that enemy Unit.
  sTanDarD lanCes
  The following Kurita Standard Lances are provided for players 
  who simply want to get straight into the action and not delve 
  into the Force Building rules. Standard Lances are provided for 
  the Late Succession War and the Early Clan Invasion Eras, and all 
  MechWarriors have a base skill of 4 (Regular). Skill Ratings can be 
  adjusted to fine-tune the lance’s overall PV within a Force. More 
  adventurous players may swap out one or more Units as long 
  as the Formation’s requirements are still met (see pp. 150-159, 
  ASC or p. 60, CO).
  LATE SUCCESSION  
  WARS
  sTanDarD KUrITa assaUlT lanCe
  Unit Type
  Role
  TP SZ
  MV TMM S/M/L OV
  A/S
  PV
  Specials
  Atlas AS7-D
  Juggernaut BM
  4
  6
  1
  5/5/2
  0
  10/8
  52
  AC2/2/-,IF1,LRM1/1/1,REAR1/1/-
  PV 
  156
  Grasshopper GHR-5H
  Skirmisher
  BM
  3
  8j
  1
  3/4/0.5
  0
  7/6
  39
  IF0*
  Victor VTR-9B
  Juggernaut BM
  4
  8j
  1
  4/4/0
  0
  6/6
  37
  AC2/2/-
  Hunchback HBK-4G
  Juggernaut BM
  2
  8
  1
  4/3/0
  0
  5/4
  28
  AC2/2/-
  EARLY CLAN 
  INVASION
  Atlas AS7-K
  Sniper
  BM
  4
  6
  1
  3/3/3
  2
  10/4
  45
  AMS,CASE,IF1,OVL,REAR1/1/-
  PV 
  152
  Victor VTR-9K
  Skirmisher
  BM
  4
  8j
  1
  4/4/2
  0
  7/6
  42
  CASE
  Grasshopper GHR-5J
  Skirmisher
  BM
  3
  8j
  1
  3/3/1
  0
  7/6
  38
  AMS
  Hunchback HBK-5M
  Juggernaut BM
  2
  8
  1
  3/3/0
  0
  5/4
  27
  AC2/2/-,CASE
  
  rUles aDDenDUm
  rUles aDDenDUm
  87
  LATE SUCCESSION  
  WARS
  sTanDarD KUrITa CommanD lanCe
  Unit Type
  Role
  TP SZ
  MV TMM S/M/L OV
  A/S
  PV
  Specials
  Cyclops CP-10-Z
  Juggernaut BM
  4
  8
  1
  3/3/1
  2
  5/7
  34
  AC1/1/-,IF1
  PV 
  117
  Catapult CPLT-C1
  Missile Boat BM
  3
  8j
  1
  2/3/2
  1
  5/5
  33
  IF1,LRM1/1/1
  Dragon DRG-1N
  Skirmisher
  BM
  3
  10
  2
  2/2/2
  0
  5/5
  30
  IF1,REAR1/1/-
  Panther PNT-9R
  Brawler
  BM
  1
  8j
  1
  2/2/1
  0
  3/3
  20
  EARLY CLAN 
  INVASION
  Hatamoto-Chi HTM-27T
  Brawler
  BM
  4
  8
  1
  3/3/2
  1
  8/6
  39
  CASE,SRM1/1
  PV 
  122
  Catapult CPLT-K3
  Sniper
  BM
  3
  8
  1
  4/3/2
  0
  6/5
  33
  Grand Dragon DRG-5K
  Skirmisher
  BM
  3
  12
  2
  2/3/2
  0
  5/3
  30
  CASE,IF1,REAR1/1/-
  Jenner JR7-K
  Striker
  BM
  1
  14/10j
  3
  2/2/0
  1
  2/3
  20
  CASE
  LATE SUCCESSION  
  WARS
  sTanDarD KUrITa BaTTle lanCe
  Unit Type
  Role
  TP SZ
  MV TMM S/M/L OV
  A/S
  PV
  Specials
  Grasshopper GHR-5H
  Skirmisher
  BM
  3
  8j
  1
  3/4/0.5
  0
  7/6
  39
  IF0*
  PV 
  128
  Orion ON1-K
  Brawler
  BM
  3
  8
  1
  3/3/1
  1
  8/6
  39
  IF1
  Dragon DRG-1N
  Skirmisher
  BM
  3
  10
  2
  2/2/2
  0
  5/5
  30
  IF1,REAR1/1/-
  Panther PNT-9R
  Brawler
  BM
  1
  8j
  1
  2/2/1
  0
  3/3
  20
  EARLY CLAN 
  INVASION
  Hatamoto-Chi HTM-27T
  Brawler
  BM
  4
  8
  1
  3/3/2
  1
  8/6
  39
  CASE,SRM1/1
  PV 
  136
  Marauder MAD-5D
  Skirmisher
  BM
  3
  8j
  1
  4/4/2
  1
  7/3
  39
  CASE
  Grasshopper GHR-5J
  Skirmisher
  BM
  3
  8j
  1
  3/3/1
  0
  7/6
  38
  AMS
  Panther PNT-10K
  Brawler
  BM
  1
  8j
  1
  2/2/1
  0
  3/3
  20
  CASE
  
  rUles aDDenDUm
  rUles aDDenDUm
  88
  LATE SUCCESSION  
  WARS
  sTanDarD KUrITa fIre lanCe
  Unit Type
  Role
  TP SZ
  MV TMM S/M/L OV
  A/S
  PV
  Specials
  Grand Dragon DRG-1G
  Skirmisher
  BM
  3
  10
  2
  2/2/2
  1
  5/5
  31
  IF1,REAR1/1/-
  PV 
  103
  JagerMech JM6-S
  Sniper
  BM
  3
  8
  1
  3/3/2
  0
  3/5
  26
  AC1/1/1
  Whitworth WTH-1
  Missile Boat BM
  2
  8j
  1
  2/2/2
  1
  4/3
  26
  IF1
  Panther PNT-9R
  Brawler
  BM
  1
  8j
  1
  2/2/1
  0
  3/3
  20
  EARLY CLAN 
  INVASION
  Charger CGR-3K
  Skirmisher
  BM
  4
  10j
  2
  4/5/2
  0
  6/4
  43
  CASE,IF2
  PV 
  135
  Archer ARC-5R
  Missile Boat BM
  3
  8
  1
  3/3/3
  1
  6/6
  38
  CASE,IF2,OVL
  JagerMech JM6-DD
  Sniper
  BM
  3
  8
  1
  3/3/2
  1
  4/3
  27
  CASE
  Whitworth WTH-2
  Missile Boat BM
  2
  8j
  1
  2/2/2
  1
  4/3
  27
  IF2
  
  rUles aDDenDUm
  rUles aDDenDUm
  89
  LATE SUCCESSION  
  WARS
  sTanDarD KUrITa orDer lanCe
  Unit Type
  Role
  TP SZ
  MV TMM S/M/L OV
  A/S
  PV
  Specials
  Panther PNT-9R
  Brawler
  BM
  1
  8j
  1
  2/2/1
  0
  3/3
  20
  PV 
  80
  Panther PNT-9R
  Brawler
  BM
  1
  8j
  1
  2/2/1
  0
  3/3
  20
  Panther PNT-9R
  Brawler
  BM
  1
  8j
  1
  2/2/1
  0
  3/3
  20
  Panther PNT-9R
  Brawler
  BM
  1
  8j
  1
  2/2/1
  0
  3/3
  20
  EARLY CLAN 
  INVASION
  Grand Dragon DRG-5K
  Skirmisher
  BM
  3
  12
  2
  2/3/2
  0
  5/3
  30
  CASE,IF1,REAR1/1/-
  PV 
  120
  Grand Dragon DRG-5K
  Skirmisher
  BM
  3
  12
  2
  2/3/2
  0
  5/3
  30
  CASE,IF1,REAR1/1/-
  Grand Dragon DRG-5K
  Skirmisher
  BM
  3
  12
  2
  2/3/2
  0
  5/3
  30
  CASE,IF1,REAR1/1/-
  Grand Dragon DRG-5K
  Skirmisher
  BM
  3
  12
  2
  2/3/2
  0
  5/3
  30
  CASE,IF1,REAR1/1/-
  LATE SUCCESSION  
  WARS
  sTanDarD KUrITa PUrsUIT lanCe
  Unit Type
  Role
  TP SZ
  MV TMM S/M/L OV
  A/S
  PV
  Specials
  Hermes II HER-2S
  Scout
  BM
  2
  12
  2
  2/1/1
  0
  4/3
  21
  PV 
  77
  Jenner JR7-D
  Striker
  BM
  1 14/10j
  3
  2/2/0
  1
  2/3
  20
  Jenner JR7-D
  Striker
  BM
  1 14/10j
  3
  2/2/0
  1
  2/3
  20
  Spider SDR-5V
  Scout
  BM
  1
  16j
  3
  1/1/0
  0
  2/3
  16
  ENE
  EARLY CLAN 
  INVASION
  Wolverine WVR-7K
  Skirmisher
  BM
  2
  10j
  2
  4/4/0
  0
  6/3
  34
  SRM2/2
  PV 
  100
  Wolf Trap (Tora) WFT-1
  Striker
  BM
  2
  12
  2
  2/3/2
  0
  4/2
  26
  CASE,FLK1/1/1,IF1
  Jenner JR7-K
  Striker
  BM
  1 14/10j
  3
  2/2/0
  1
  2/3
  20
  CASE
  Jenner JR7-K
  Striker
  BM
  1 14/10j
  3
  2/2/0
  1
  2/3
  20
  CASE
  LATE SUCCESSION  
  WARS
  sTanDarD KUrITa reCon lanCe
  Unit Type
  Role
  TP SZ
  MV TMM S/M/L OV
  A/S
  PV
  Specials
  Hermes II HER-2S
  Scout
  BM
  2
  12
  2
  2/1/1
  0
  4/3
  21
  PV 
  74
  Jenner JR7-D
  Striker
  BM
  1 14/10j
  3
  2/2/0
  1
  2/3
  20
  Assassin ASN-21
  Scout
  BM
  2
  14j
  3
  1/1/0.5
  0
  2/3
  17
  IF0*
  Spider SDR-5V
  Scout
  BM
  1
  16j
  3
  1/1/0
  0
  2/3
  16
  ENE
  EARLY CLAN 
  INVASION
  Jenner JR7-K
  Striker
  BM
  1 14/10j
  3
  2/2/0
  1
  2/3
  20
  CASE
  PV 
  72
  Assassin ASN-23
  Striker
  BM
  2
  14j
  3
  1/2/0.5
  0
  2/3
  19
  IF0*
  Spider SDR-7M
  Striker
  BM
  1
  16j
  3
  2/2/0
  0
  2/3
  19
  ENE
  Ostscout OTT-7K
  Scout
  BM
  1
  16j
  3
  0/0/0
  0
  2/3
  14
  ENE,TAG
  LATE SUCCESSION WARS/
  EARLY CLAN INVASION
  sTanDarD KUrITa HorDe lanCe
  Unit Type
  Role
  TP SZ
  MV TMM S/M/L OV
  A/S
  PV
  Specials
  Firestarter FS9-H
  Scout
  BM
  1
  12j
  2
  2/1/0
  0
  3/3
  19
  HT1
  PV 
  124
  Firestarter FS9-H
  Scout
  BM
  1
  12j
  2
  2/1/0
  0
  3/3
  19
  HT1
  Commando COM-2D
  Striker
  BM
  1
  12
  2
  2/2/0
  0
  2/2
  15
  SRM1/1
  Commando COM-2D
  Striker
  BM
  1
  12
  2
  2/2/0
  0
  2/2
  15
  SRM1/1
  Stinger STG-3R
  Scout
  BM
  1
  12j
  2
  1/1/0
  0
  2/2
  14
  Stinger STG-3R
  Scout
  BM
  1
  12j
  2
  1/1/0
  0
  2/2
  14
  Wasp WSP-1A
  Scout
  BM
  1
  12j
  2
  1/1/0
  0
  2/2
  14
  Wasp WSP-1A
  Scout
  BM
  1
  12j
  2
  1/1/0
  0
  2/2
  14
  
  rUles aDDenDUm
  rUles aDDenDUm
  90
  LATE SUCCESSION  
  WARS
  sTanDarD KUrITa sUPPorT lanCe
  Unit Type
  Role
  TP SZ
  MV TMM S/M/L OV
  A/S
  PV
  Specials
  Awesome AWS-8Q
  Sniper
  BM
  4
  6
  1
  3/3/3
  0
  8/6
  39
  ENE
  PV 
  104
  Vindicator VND-1R
  Brawler
  BM
  2
  8j
  1
  2/2/2
  0
  5/4
  28
  IF0*
  Firestarter FS9-H
  Scout
  BM
  1
  12j
  2
  2/1/0
  0
  3/3
  19
  HT1
  Charger CGR-1A1
  Scout
  BM
  4
  10
  2
  2/0/0
  0
  5/6
  18
  ENE
  EARLY CLAN 
  INVASION
  Awesome AWS-9M
  Brawler
  BM
  4
  8
  1
  4/4/3
  1
  8/4
  41
  PV 
  122
  Wolverine WVr-7K
  Skirmisher
  BM
  2
  10j
  2
  4/4/0
  0
  6/3
  34
  SRM2/2
  Crusader CRD-4K
  Missile Boat BM
  3
  8
  1
  2/3/2
  1
  6/5
  33
  IF1
  Ostscout OTT-7K
  Scout
  BM
  1
  16j
  3
  0/0/0
  0
  2/3
  14
  ENE,TAG
  LATE SUCCESSION  
  WARS
  sTanDarD KUrITa sTrIKer lanCe
  Unit Type
  Role
  TP SZ
  MV TMM S/M/L OV
  A/S
  PV
  Specials
  Guillotine GLT-4L
  Skirmisher
  BM
  3
  8j
  1
  4/4/0
  0
  6/6
  37
  PV 
  117
  Dragon DRG-1N
  Skirmisher
  BM
  3
  10
  2
  2/2/2
  0
  5/5
  30
  IF1,REAR1/1/-
  Quickdraw QKD-4G
  Skirmisher
  BM
  3
  10j
  2
  2/3/1
  0
  4/5
  30
  IF1,REAR1/1/-
  Panther PNT-9R
  Brawler
  BM
  1
  8j
  1
  2/2/1
  0
  3/3
  20
  EARLY CLAN 
  INVASION
  Quickdraw QKD-5K
  Skirmisher
  BM
  3
  10j
  2
  3/3/0
  0
  5/5
  32
  REAR1/1/-
  PV 
  112
  Grand Dragon DRG-5K
  Skirmisher
  BM
  3
  12
  2
  2/3/2
  0
  5/3
  30
  CASE,IF1,REAR1/1/-
  Phoenix Hawk PXH-3K
  Striker
  BM
  2
  12j
  2
  3/3/2
  0
  5/2
  30
  ENE
  Panther PNT-10K
  Brawler
  BM
  1
  8j
  1
  2/2/1
  0
  3/3
  20
  CASE
  
  rUles aDDenDUm
  rUles aDDenDUm
  91
  meCHWarrIors  
  of THe DCms
  The following DCMS MechWarriors never committed to any 
  one Combat Command. They can be used with any Kurita Combat 
  Command which does not already include a Unique Character. 
  Sergeant Lynn Woo
  A samurai striving to rise in the ranks, Woo takes great pride 
  in her reputation as a sharpshooter. Decorated for her pivotal 
  role in several battles, Woo has repeatedly demonstrated the 
  effectiveness of the humble Ostsol. As a reward for decades of 
  valorous service, her Ostsol was chosen to receive upgraded 
  technology, including better heat sinks and a mix of pulse and 
  extended range lasers. On Luthien, Woo found the ultimate test 
  of her skills against Clan Smoke Jaguar—and for once, she found 
  her match. This revelation has made her contemplate leaving 
  the DCMS, though so far her superiors keep her in service by 
  reminding her of her duty to see the DCMS rebuilt before she can 
  retire. She pushes her charges relentlessly, seeking to provide the 
  Dragon better warriors to defeat the Clans.
  Tai-i Barry Corman
  The commander of an assault company, Corman fields a mix 
  of Highlanders, King Crabs, and Thugs designed to slug it out 
  with heavy Lyran troops. However, during the War of 3039, the 
  company found themselves fighting Davion troops within the tri-
  cities on Matar. Corman’s company held onto one section of the 
  city while the First Kestrel Grenadiers attempted several times 
  to push the Eleventh Ghost out. 
  The Thugs and King Crabs eventually pushed into the 
  Grenadiers’ lines, finding pockets of Davion troops and holding 
  them in place while the Highlanders leaped out from behind 
  buildings and performed Highlander Burials on the pinned 
  units. Tai-i Corman was credited with three BattleMech kills, all 
  by Death From Above attacks, before the First retreated out of 
  the urban sprawl.
  Busosenshi Nakisawa Eldersage
  This unremarkable MechWarrior attached to the Third Dieron 
  Regulars is notorious for being the pilot who, while piloting a 
  Cyclops, actually managed to punch five Lyran Daboku pilots 
  out of their salvaged rides. Each time, Eldersage would close with 
  a Daboku and, once engaged in close-quarters combat, punch 
  the centerline sweet spot to eject the pilot. BattleROM footage 
  of this strange but humorous action can still be found on many 
  planetary computer networks.
  Busosenshi Orland Yamashita
  Dishonored after the discovery of his yakuza ties, Yamashita 
  was given a chance for redemption during Theodore’s reforms. 
  Assigned a “new” Hussar 300-D model from ComStar’s hidden 
  stockpiles, Yamashita was dropped behind Davion lines on 
  Konstance during the War of 3039 and assisted the Third Dieron 
  Regulars by spotting for their devastating artillery strikes. 
  His disregard for his own personal safety while deftly 
  maneuvering through the Lyran lines earned him honor and full 
  acceptance back among the ranks of his peers. 
  Chu-i Akihiro Fernandez
  For centuries, Fernandez’s family have dedicated themselves 
  to the revival of neo-Japanese culture in the Combine. Fernandez 
  seemed destined for the Sword of Light regiments, until a chance 
  meeting with a former member of the Ryuken. Fernandez was 
  impressed, and began training his lance to act as a single force 
  on the battlefield. The Chu-i’s embrace of the Kanrei’s reforms 
  have, at least temporarily, delayed any invitation to join the 
  Sword of Light brigade, but Fernandez believes the Kanrei is 
  the future of the Combine.  During the Clan Invasion, he was 
  rewarded with an experimental C3 Master to continue his search 
  for new combined fire tactics.
  sergeanT lYnn Woo
  PV: 30 (36) | 32 (38)
  Unit Type
  Skill TP SZ MV TMM S/M/L OV A/S Specials
  Ostsol OTL-4D
  3
  BM 3
  10
  2
  3/3/-
  0
  5/5
  ENE, REAR1/1
  Ostsol OTL-4D (Woo)
  3
  BM 3
  10
  2
  3/3/2
  0
  5/5
  ENE, REAR1/1/
  Special Pilot Abilities: Weapon Specialist (ENE), Lucky (1)
  CHU-I aKIHIro fernanDeZ
  PV: 20 (24) | 23 (28)
  Unit Type
  Skill TP SZ MV TMM S/M/L OV A/S Specials
  Panther PNT-9R
  3
  BM 1
  8j
  1
  2/2/1
  0
  3/3
  Panther PNT-CM
  3
  BM 1
  8j
  1
  1/1/1
  0
  3/3
  C3M, CASE, MHQ5
  Special Pilot Abilities: Marksman. Chu-i Akihiro Fernandez grants a force he leads (up to 
  a company in size) the ability to select the Tactical Experts (Combined Fire) SCA.
  TaI-I BarrY Corman
  PV: 46 (64)
  Unit Type
  Skill TP SZ MV TMM S/M/L OV A/S Specials
  Highlander HGN-733
  2
  BM 3
  6j
  1
  3/3/2
  1
  9/7
  IF1
  Special Pilot Abilities: Jumping Jack
  BUsosensHI orlanD YamasHITa
  PV: 12 (14)
  Unit Type
  Skill TP SZ MV TMM S/M/L OV A/S Specials
  Hussar HSR-300-D
  3
  BM 1
  18
  3
  1/1/-
  0
  1/3
  ENE
  Special Pilot Abilities: Jumping Jack
  BUsosensHI naKIsaWa elDersage
  PV: 34 (41) | 44 (53)
  Unit Type
  Skill TP SZ MV TMM S/M/L OV A/S Specials
  Cyclops CP-10-Z
  3
  BM 4
  8
  1
  3/3/1
  2
  5/7
  AC1/1/-, IF1
  Cyclops CP-11-C
  3
  BM 4
  8
  1
  3/4/2
  0
  6/7
  C3M, MHQ5, TAG
  Special Pilot Abilities: Slugger, Swordsman
  
  rUles aDDenDUm
  rUles aDDenDUm
  92
  Busosenshi Rachel Sakurai
  Rising from the streets of Styx to become a MechWarrior, 
  Rachel was very conscious of civilian casualties during the War of 
  3039. As a member of the Fourt h Ghost Regiment, she achieved 
  four kills while saving St. Christina’s Hospital, which was later 
  used by the DCMS to care for injured soldiers.
  The following MechWarriors are only available to Free 
  Rasalhague Republic Combat Commands.
  Kapten Harald Estriđsen
  Kapten Harald Estriđsen commands Third Besättning, First 
  Bataljon of the First Drakøns. His Guillotine was a gift from 
  ComStar in 3049. It has been altered from its original Star League 
  configuration with freezers and upgraded weaponry. It is the 
  only known example of this particular variant. Estriđsen suspects 
  it was a prototype for a new Com Guard variant that was supplied 
  to him on accident. Estriđsen prefers close combat, and coaxes 
  extra speed from his Guillotine to close with enemies.
  Lojtnant Hanssen Månsdottir
  Hanssen is the only son of the Chief-of-Staff of the KungsArmé, 
  and he struggles to deal with the political repercussions of his family 
  name. Fortunately, he does not have the same struggle living up the 
  military expectations, successfully leading a lance of assault ’Mechs 
  in battle against pirates and raiders. By the time of the Clan Invasion, 
  he had earned the rank of kapten. Rumors of nepotism followed him 
  until he successfully led his company against Clan Wolf. Månsdottir 
  lead from the front, placing his own long-range fire while carefully 
  directing the indirect fire of his lance mates upon unsuspecting 
  Clan warriors. Returning from battle, many expect him to receive a 
  promotion to major as soon as a suitable command can be found.
  Överste-löjtnant Heinrik Skogsarbetare
  Överste-löjtnant Heinrik Skogsarbetare commands Third Bataljon 
  of the Third Husars. He has uncanny skill operating in woodlands 
  and is training his subordinates in his unique methods.
  BUsosensHI raCHel saKUraI
  PV: 36 (50)
  Unit Type
  Skill TP SZ MV TMM S/M/L OV A/S Specials
  Kintaro KTO-20
  2
  BM 2
  10
  2
  4/4/0*
  0
  6/5
  SRM2/2, IF0*
  Special Pilot Abilities: Dodge, Street Fighter
  HeInrIK sKogsarBeTare
  PV: 25 (35)
  Unit Type
  Skill TP SZ MV TMM S/M/L OV A/S Specials
  Phoenix Hawk PXH-1D
  2
  BM 2
  12j
  2
  2/2/0
  0
  4/4
  ENE
  Special Pilot Abilities: Maneuvering Ace, Terrain Master
  lojTnanT Hanssen mÅnsDoTTIr
  PV: 35 (49) | 52 (62) 
  Unit Type
  Skill TP SZ MV TMM S/M/L OV A/S Specials
  Zeus ZEU-7S
  2
  BM 4
  8
  1
  3/3/2
  0
  6/6
  IF1, REAR1/1/-
  Atlas AS7-S (Hanssen)
  2
  BM 4
  6
  1
  4/5/4
  0 10/8 IF1, LRM1/1/1, 
  REAR1/1/-, TAG
  Special Pilot Abilities: Forward Observer, Tactical Genius
  KaPTen HaralD esTrIĐsen
  PV: 40 (48) 
  Unit Type
  Skill TP SZ MV TMM S/M/L OV A/S Specials
  Guillotine GLT-3N (Estriđsen)
  2
  BM 3
  8j
  1
  4/4/1
  4
  6/6
  CASE
  Special Pilot Abilities: Speed Demon, Zweihander
  
  rUles aDDenDUm
  rUles aDDenDUm
  93
  
  WsP-1a WasP 
  WsP-1a WasP 
  94
  Mass: 20 tons
  Chassis: 1A Type III
  Power Plant: GM 120
  Cruising Speed: 67 kph
  Maximum Speed: 95 kph
  Jump Jets: Rawlings 52
   
  Jump Capacity: 180 meters
  Armor: Durallex Light
  Armament:
   
  1 Diverse Optics Type 2 Medium Laser
   
  1 Bical SRM Twin-Rack
  Manufacturer: Majesty Metals and Manufacturing, Pinard 
  Protectorates Ltd, Alliance Defenders Ltd, Hellespont ’Mech 
  Works, Irian BattleMechs Unlimited, Kali Yama Weapons 
  Industries, Achernar BattleMechs, Defiance Industries
   
  Primary Factory: Canopus IV (Majesty), Perdition (Pinard), 
  Alpheratz (ADL), Sian (HMW), Shiro III (Irian), Kalidasa (KYWI), 
  New Avalon (Achernar), Furillo (Defiance)
  Communications System: Duoteck 65
  Targeting and Tracking System: Radcom TXX
  The Wasp is among the most common BattleMechs in existence. 
  First mass-produced as a recon ’Mech for the Terran Hegemony, the 
  Wasp has propagated throughout the entirety of human-occupied 
  space. The ’Mech is so ubiquitous that it finds its way into virtually 
  every roster eventually; the only commands which lack a Wasp in 
  their ranks are those that actively choose not to have one. House 
  and mercenary commands are frequently able to scavenge parts 
  for their Wasps from old battlefields on the planet on which they 
  happen to be stationed—they need only take the time to look.
  CaPaBIlITIes
  The Wasp was so successful at its role that the Stinger was put 
  into production using almost identical specifications. Optimized for 
  reconnaissance and armed for raiding undefended sites, the ’Mech 
  is able to conquer any terrain thanks to its eminently-reliable jump 
  jet system. However, maneuverability replaces armor on the Wasp, 
  and maintaining distance from enemies is well-advised. The Wasp 
  was never intended for direct combat, and wise MechWarriors do 
  not let the heat of battle cloud their judgment.
  DePloYmenT
  Chu-i Ryoko Kiyomizu’s recon lance of the Second Amphigean 
  Light Assault Group was on patrol near the Galtor Naval Yards 
  in 3047 when she surprised a Second Chisholm Raiders scout 
  lance. Kiyomizu immediately launched herself into the midst 
  of the Raiders. Her comrades were slower to react and found 
  themselves watching in disbelief as Kiyomizu crashed her Wasp 
  first into a Raider Locust in a picture-perfect Death From Above 
  attack, crushing its cockpit. Kiyomizu then began a furious 
  melee, smashing her fist and launching kicks into the stunned 
  enemies. When her lancemates finally joined the battle, the 
  outcome was already decided. One Raider escaped Kiyomizu’s 
  frenzy only to be gunned down by the rest of her lance. Two 
  Raider MechWarriors were eventually repatriated along with 
  the remains of their slain comrade. Kiyomizu was promoted to 
  Tai-i and command of Second Company, First Battalion of the 
  Second Amphigean. Her light company is a fierce raiding force 
  even more skilled at melee combat than with their weaponry.
  Media reports have dubbed the Wasp observed fighting 
  alongside the famed Bounty Hunter at least a dozen times in the 
  last decade as “Sheridan’s Ghost.” The name derives from the word 
  Sheridan emblazoned in bright crimson letters across the ’Mech’s 
  ghostly white paint-job. The Bounty Hunter brazenly appeared 
  on Marduk in 3045 in pursuit of a supposed war criminal from the 
  Sixth Benjamin Regulars. With typical expert timing, the Bounty 
  Hunter grounded less than a kilometer from a company of the 
  Sixth training in the wilderness. Tai-i Rej Mori was the target, 
  but Mori’s men attacked immediately when the Bounty Hunter 
  called for Mori to surrender himself. While the Bounty Hunter in his 
  Marauder and several other heavy and assault ’Mechs engaged the 
  company, Mori revealed his true colors and fled—but Sheridan’s 
  Ghost was waiting. Mori attempted to bull his way past the light 
  ’Mech, only to find himself hammered by weapons fire as the 
  Wasp dodged his every attack. Mori’s Dragon was unable to draw 
  a bead on the darting Wasp, which constantly found chinks in his 
  rear armor. The Dragon collapsed with a destroyed gyro, while 
  the Bounty Hunter and his cohort mopped up Mori’s company. 
  Sheridan’s Ghost melted back into the wilderness as Mori was 
  collected for transport to the Federated Commonwealth.
  VarIanTs
  The Wasp has been in production for so long that every 
  Successor House and even some mercenary commands have 
  developed their own variants. Some alter the ’Mech’s weaponry, 
  either for a modified role or to increase its armor. Modern variants 
  have leveraged recovered technology to improve the Wasp’s 
  armor and weaponry, given the well-known deficiencies of both.
  noTaBle PIloTs
  Chu-sa Leopold Hiraguchi: Then-Tai-i Hiraguchi was with 
  the Fifth Sword of Light when they engaged the Fifth Deneb 
  Light Cavalry on Northwind during the Fourth Succession War. 
  In one of the rare engagements in which light ’Mechs dominated 
  the battlefield, Hiraguchi outmatched his Davion enemies with 
  his exceptional piloting skill and unerring accuracy with his 
  weapons. He now commands Second Battalion in the Fifth and 
  pilots a modern Wasp variant captured from the Lyrans.
  CHU-sa leoPolD HIragUCHI
  PV: 15 (18) | 14 ( 17) 
  Unit Type
  Skill TP SZ MV TMM S/M/L OV A/S Specials
  Wasp WSP-1A
  3
  BM 1
  12j
  2
  1/1/0
  0
  2/2
  Wasp WSP-1S
  3
  BM 1
  12j
  2
  2/1/0
  0
  2/2
  ENE
  Special Pilot Abilities: Lucky (2), Jumping Jack
  Available to: Kurita/Sword of Light
  
  WsP-1a WasP 
  WsP-1a WasP 
  95
  
  PXH-1 PHoenIX HaWK 
  PXH-1 PHoenIX HaWK 
  96
  Mass: 45 tons
  Chassis: Orguss Stinger
  Power Plant: GM 270
  Cruising Speed: 67 kph
  Maximum Speed: 95 kph
  Jump Jets: Pitban 9000
   
  Jump Capacity: 180 meters
  Armor: Durallex Light
  Armament:
   
  1 Harmon Heavy Laser
   
  2 Harmon Medium Lasers
   
  2 M100 Machine Guns
  Manufacturer: Coventry Metal Works, Earthwerks-FWL,Inc.,
   
  Archenar Battlemechs, Gorton, 
   
  Kingsley and Thorpe Enterprises
   
  Primary Factory: Coventry (CMW), Keystone (EarthWerks), 
   
  New Avalon (Achernar), New Oslo (GKTE)
  Communications System: Tek BattleCom
  Targeting and Tracking System: Tek Tru-Trak
  Phoenix Hawks were manufactured in colossal numbers during 
  the Star League. The Phoenix Hawk is present in all militaries 
  and many combat commands, thanks to centuries of sustained 
  production—they are so common that Dispossessed MechWarriors 
  have sometimes been referred to as “Phoenix Hawk-bound.” Even 
  backwater worlds can be expected to have a Phoenix Hawk or two 
  in some state of repair, whether in a militia or a junkyard.
  CaPaBIlITIes
  The Phoenix Hawk was conceived as a heavier complement 
  to the Stinger and Wasp recon ’Mechs, and is built on a 
  strengthened version of the Stinger chassis. It matches speed 
  and jump capability with those lighter ’Mechs while offering 
  much greater firepower and armor, making it a superior scout 
  ’Mech—or a hunter of them. Phoenix Hawks are so versatile they 
  have been used in all phases of combat at one time or other, 
  from recon to raiding to escort duty to direct assault.
  DePloYmenT
  Chu-i Leviticus Hashimoto of the Fifth Sun Zhang Cadre 
  earned his reputation as a fierce MechWarrior on Kessel in the 
  War of 3039. When the Cadre was caught in a pincer between 
  the Second Donegal Guards and Fourth Skye Rangers, it was 
  only through the selfless actions of Hashimoto and others that 
  any of the Fifth escaped the trap. He was seemingly everywhere, 
  blocking a breakthrough on the flank, protecting the rear of 
  retreating comrades, opening a hole for a breakout, springing 
  an impromptu ambush from a brief moment of concealment, 
  and holding the line against the repeated, determined assaults. 
  Hashimoto was last seen by his desperately fleeing comrades. His 
  Phoenix Hawk stood alone on a small promontory, raining laser 
  fire upon the massed, hated Lyrans, with one arm missing and 
  both legs lamed from constant, brutal combat. He claimed no 
  less than ten kills, and was recognized for his heroism with the 
  Glory of the Fallen Samurai. His name is one of many engraved 
  on the Great Wall of Luthien from that conflict.
  A battalion of Ninth Pesht Regulars was hunting pirates in 
  3041 when they were ambushed by their prey in a Periphery 
  system three jumps away from their homeworld of Schwartz. 
  Despite outnumbering the pirates two-to-one, the Regulars’ 
  heavy ’Mechs were ill-suited to engage the speedy lighter 
  ’Mechs of the unnamed pirate band. The pirates fielded half a 
  dozen Phoenix Hawks, alongside Griffins and Wolverines. The 
  pirates outmaneuvered the Regulars at every turn, hitting and 
  fading into the rocky terrain. Despite common wisdom advising 
  such ’Mechs to avoid confrontation with heavier enemies, the 
  skilled pirates outclassed the green Regulars in every way. 
  Misguided pride kept the Regulars pursuing their prey, until the 
  pirates eventually tired of the games and sought an escape. The 
  Regulars laid claim to the battlefield, but the only salvage to 
  claim was their own; the pirates disabled or destroyed more than 
  a company of Regulars while losing none of their own.
  VarIanTs
  There are numerous House variants of the Phoenix Hawk. The 
  House Kurita variant is notable for removing the jump jets and 
  machine guns, making it more effective in combat but less able 
  to negotiate hindering terrain.
  noTaBle PIloTs
  Sho-sa David Kellam: Sho-sa Kellam is well-known among 
  the Second Night Stalkers. He has commanded a recon company 
  since he and his Phoenix Hawk, “Knife,” survived surviving the 
  First’s destruction in the Ronin Wars. However, severe damage 
  resulted in its modification to a –K variant incorporating 
  recovered technology. Kellam remains a taciturn individual who, 
  despite his age, he continues to react with violence to any slight 
  of his honor. He killed a fellow Night Stalker MechWarrior in a 
  duel in 3048, the seventh such incident since the War of 3039. 
  Kellam would be a battalion or regimental commander by now 
  if not for repeated demotions due to such incidents. He and his 
  company are experts at raiding, recon, and terror.
  sHo-sa DaVID Kellam
  PV: 27 (37) | 29 ( 41) 
  Unit Type
  Skill TP SZ MV TMM S/M/L OV A/S Specials
  Phoenix Hawk PXH-1K
  2
  BM 2
  12
  2
  3/2/0
  0
  5/4
  ENE
  Phoenix Hawk PXH-3K
  2
  BM 2
  12j
  2
  3/3/2
  0
  5/2
  ENE
  Special Pilot Abilities: Combat Intuition, Human TRO
  Available to: Kurita/Night Stalkers
  
  PXH-1 PHoenIX HaWK 
  PXH-1 PHoenIX HaWK 
  97
  
  WVr-6r WolVerIne 
  WVr-6r WolVerIne 
  98
  Mass: 55 tons
  Chassis: Crucis-A
  Power Plant: CoreTek 275
  Cruising Speed: 54 kph
  Maximum Speed: 86 kph
  Jump Jets: Northrup 12000
   
  Jump Capacity: 150 meters
  Armor: Maximillian 60
  Armament:
   
  1 Whirlwind Autocannon
   
  1 Harpoon-6 Missile Launcher
   
  1 Magna Mark II Medium Laser
  Manufacturer: Kallon Industries, Gibson Federated BattleMechs, 
   
  Victory Industries, Kallon Weapon Industries
   
  Primary Factory: Nanking (Kallon), Gibson (Gibson), 
   
   
  Marduk (Victory), Thermopolis (KWI)
  Communications System: Tek BattleCom
  Targeting and Tracking System: Garret T11b
  The Wolverine is an early, if relative, success at optimizing 
  speed and striking power. Wolverines are found throughout 
  the Inner Sphere and have taken part in every major battle 
  of the Succession Wars as well as numerous smaller conflicts. 
  Wolverines are utilized in many roles, from scout hunting to 
  assaulting prepared positions, thanks to their varied weaponry.
   
  CaPaBIlITIes
  Wolverines are often seen alongside Shadow Hawks and Griffins, 
  so much so that the lack of those other two models alongside a 
  Wolverine can momentarily stun opponents and make them 
  anticipate a flanking maneuver. Most MechWarriors know the 
  Wolverine combines armor, speed, and maneuverability to excellent 
  effect. Because Wolverines are fast and can hit from range or thrash 
  enemies in a melee, one never knows what to expect from them.
  DePloYmenT
  “The Wolverine Scrap” took place in 2901 on Marduk. The 
  Fierce, a company of mercenaries piloting only Wolverines, sent 
  a lance to raid the Victory Industries factory for spare parts. They 
  were opposed by a lance of Victory Corporate Security piloting 
  their own lance of factory-fresh Wolverines. The battle was 
  captured on film by the local media and eventually disseminated 
  throughout the Inner Sphere. The footage has been used in 
  various academies as an illustration of both proper and improper 
  application of the ’Mech by both sides. First, the Fierce moved 
  in without bothering to protect their flanks. The CorpSec force 
  spotted the raiders while patrolling and fired on them from 
  range while closing the distance. The mercenaries reacted to 
  the incoming fire by dispersing and concentrating fire on the 
  defenders. Rather than use the terrain to their advantage, the 
  CorpSec in near-unison launched Death From Above attacks on 
  the raiders. Two of the leaping defenders were swatted down by 
  massed fire and crashed short of their targets, never to rise again, 
  while the other two crushed their intended victims, who also 
  never rose. The last two raiders downed another defender before 
  dragging their comrades away from the battlefield in defeat. The 
  Fierce were quick to flee to the Periphery in shame, while the 
  CorpSec MechWarriors were cashiered for their incompetent 
  defense tactics and wasteful disregard for corporate property.
  The Hero of Land’s End was a retired Seventh Pesht Regulars 
  MechWarrior whose name has been forgotten. In 2984, he found 
  himself the only defender when raiders from Antallos paid a visit. 
  The lance of light ’Mechs swarmed his Kurita variant Wolverine, 
  which couldn’t match their maneuverability. He doggedly pursued 
  the enemy into a residential district where they loaded up with 
  agricultural goods. Once the enemy was slowed down by the 
  weight of their loot, his Wolverine was waiting. He battered the 
  invaders with lasers, taking down a Stinger and a Wasp before the 
  others thought to drop their ill-gotten gains. Instead of fleeing, 
  the last two pirates mounted a coordinated assault. The leaping 
  Panther and Spider wore down the Wolverine by constantly 
  hopping behind it, until a head shot from the Wolverine’s large 
  laser killed the Spider, leaving just the Panther. The two continued 
  to duel, neither considering retreat; the raid ended when both 
  MechWarriors were killed by simultaneously ruptured engines.
  VarIanTs
  The Wolverine’s success has resulted in fewer variants than 
  other centuries-old ’Mech types. House Kurita’s well-known 
  variant replaced the autocannon with lasers and removed the 
  jump jets for more armor and heat sinks. The only other common 
  variant was House Marik’s, which altered the ’Mech’s weaponry, 
  until the technological recovery enabled factories to incorporate 
  advanced components.
  noTaBle PIloTs
  Tai-i Hanfeld Plazmint: Tai-i Plazmint commands Third 
  Company in the Second Legion of Vega’s First Battalion. He was 
  assigned to the Legion after cowardly assaulting his commanding 
  officer in the Twelfth Dieron Regulars from behind in 3046, but 
  distinguished himself repelling Federated Commonwealth 
  raiders in 3048. He piloted a WVR-6K for five years, but is one 
  of a dozen members of the Second to receive a new -7K variant 
  from the factory on Marduk. The new ’Mech variant is entering 
  full production, and Plazmint and his fellow Legionnaires are 
  tasked with shaking down the ’Mech for any flaws.
  TaI-I HanfelD PlaZmInT
  PV: 32 | 33 
  Unit Type
  Skill TP SZ MV TMM S/M/L OV A/S Specials
  Wolverine WVR-6K
  4
  BM 2
  10
  2
  3/3/0
  0
  6/5
  Wolverine WVR-7K
  4
  BM 2
  10j
  2
  4/4/0
  0
  6/3
  SRM2/2
  Special Pilot Abilities: Fist Fire, Melee Master
  Available to: Kurita/Legion of Vega
  
  WVr-6r WolVerIne 
  WVr-6r WolVerIne 
  99
  
  Blr-1g BaTTlemasTer 
  Blr-1g BaTTlemasTer 
  100
  Mass: 85 tons
  Chassis: Hollis Mark X
  Power Plant: VOX 340
  Cruising Speed: 43 kph
  Maximum Speed: 64 kph
  Jump Jets: None
   
  Jump Capacity: None
  Armor: Star Guard IV
  Armament:
   
  1 Donal PPC
   
  6 Martell Medium Lasers
   
  2 Magna Small Lasers
   
  1 Holly Short Range Missile 6 Pack
   
  2 SperryBrowning Machine Guns
  Manufacturer: Red Devil Industries, Earthwerks Inc, 
   
  Trellshire Heavy Industries
   
  Primary Factory: Pandora (Red Devil),
   
   
  Keystone (EarthWerks), Twycross (THI)
  Communications System: HartfordCo COM 4000
  Targeting and Tracking System: HartfordCo XKZ 1
  The BattleMaster is among the most successful assault 
  BattleMechs in history. Hollis Industries set out to construct 
  the “largest and most powerful ’Mech ever fielded by the Star 
  League.” While later ’Mechs were larger and mounted more 
  weaponry, the BattleMaster was renowned for its ability to stand 
  fast in combat against all enemies, even formidable Atlases and 
  Awesomes. Few MechWarriors are foolish enough to engage a 
  BattleMaster in a head-on fight.
   
  CaPaBIlITIes
  BattleMasters carry a heavy arsenal. Centered around a 
  laser array, the ’Mech strikes enemies from range with its PPC, 
  while its SRMs exploit holes opened by its lasers. Because the 
  ’Mech is slow, infantry have been known to attempt to swarm 
  BattleMasters in tightly-packed urban areas; it dissuades such 
  attacks with its paired machine guns. Tremendous sheets of 
  armor cover the BattleMaster from head to toe, providing 
  superior protection from enemy fire of all types.
  DePloYmenT
  In 2999, Tai-sa Takashi Kurita commanded the assault battalion 
  of the Second Sword of Light. When Lyran forces assaulted 
  Kessel, the Second was sent to crush the invasion, and Kurita 
  surveyed the wilderness base of the invading Fifth Lyran 
  Guards. Ignoring common wisdom, and displaying nothing but 
  contempt for the Lyrans and their social generals, Kurita simply 
  charged his BattleMaster through the enemy, swatting aside 
  recon and screening elements along the way. With his battalion 
  command lance on his heels dealing with those he bypassed, 
  Kurita drove a wedge all the way through to the Lyran command 
  post, destroying the Fifth’s mobile headquarters and scattering 
  the security lance guarding it. He sustained terrific damage while 
  standing firm in the midst of the havoc he wrought, dealing 
  death and destruction to the would-be conquerors. An entire 
  lance of enemy assault ’Mechs fell to Kurita’s pinpoint weapons 
  fire before his subordinates finally reached his side. The Lyrans 
  were quick to quit the world and flee back to Commonwealth 
  space. Takashi’s BattleMaster limped in tatters back to his 
  DropShip, nearly destroyed but triumphant nonetheless.
  When mysterious raiders attacked New Avalon during the 
  Fourth Succession War, the surprise attack was detected by none 
  other than First Prince Hanse Davion. He piloted his BattleMaster 
  to the New Avalon Institute of Science alongside mercenaries 
  from Team Banzai. Davion engaged the raiders with every ounce 
  of elite skill he had developed over his MechWarrior career prior 
  to succeeding his brother as First Prince. He waded into the 
  enemy force, shrugging off their weapons fire as it shredded his 
  armor, and destroyed an enemy Marauder. Famously, the First 
  Prince was filmed ripping the fallen ’Mech’s arm free to serve as a 
  club against its comrades. The raid was stopped before the Helm 
  Memory Core, which was housed on the NAIS campus, could 
  be stolen or destroyed. The already-popular First Prince became 
  even more beloved for his self-sacrificing action to preserve the 
  precious technological treasure.
  VarIanTs
  Despite the BattleMaster’s age, there have been few variants, 
  as few wish to tamper with success. House Davion removed their 
  BattleMasters’ SRM racks to help increase their survival rates, since 
  the nation does not manufacture the model and cannot easily 
  replace them. House Steiner created a missile-heavy variant in 
  3025, while new variants have begun appearing using advanced 
  components to upgrade the weapons, heat sinks, or engine.
  noTaBle UnITs
  Tai-i Jonny Kondo: Tai-i Kondo commands Third Company, 
  First Battalion of the Second Genyosha. His first operation with 
  the regiment resulted in the shattering of the Ninth Rasalhague 
  Regulars on Engadin in the Ronin Wars. He personally destroyed 
  three Rasalhague ’Mechs, a Grasshopper, Rifleman, and 
  Warhammer, in that week of combat. He is renowned for his 
  incredible long-range accuracy with his PPC, taking the heads 
  off enemies before they know he’s engaged them.
  TaI-I jonnY KonDo
  PV: 40 (56) 
  Unit Type
  Skill TP SZ MV TMM S/M/L OV A/S Specials
  Battlemaster BLR-1G
  2
  BM 4
  8
  1
  3/3/1
  1
  8/7
  REAR1/1/-
  Special Pilot Abilities: Marksman, Range Master (Long)
  Available to: Kurita/Genyosha
  
  Blr-1g BaTTlemasTer 
  Blr-1g BaTTlemasTer 
  101
  
  samUraI anD ronIn
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  102
  4th An Ting Legion
  2nd An Ting Legion
  Sword of Light
  Dieron Regulars
  3rd Dieron Regulars
  Galedon Regulars
  Pesht Regulars
  Rasalhague Regulars 
  32nd Galedon Regulars
  Benjamin Regulars
  Sun Zhang
  Otomo
  
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  103
  Galedon Regulars
  16th Galedon Regulars
  12th Galedon Regulars 
  17th Galedon Regulars
  19th Galedon Regulars
  Alshain Regulars 
  Genyosha
  2nd Benjamin Regulars
  6th Benjamin Regulars
  15th Benjamin Regulars
  Arkab Legion
  Nighstalkers
  Shin Legion
  Amphigean LAG
  For additional 
  color schemes visit 
  CAMOSPECS.COM
  6
  
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  Proserpina Hussars
  1st Ghost Regiment
  1st Proserpina Hussars
  2nd Ghost Regiment
  3rd Ghost Regiment
  9th Ghost Regiment
  11th Ghost Regiment
  10th Ghost Regiment
  12th Ghost Regiment
  Legion of Vega
  4th Ghost Regiment
  6th Ghost Regiment
  5th Ghost Regiment
  7th Ghost Regiment
  8th Ghost Regiment
  Ryuken-ni
  Ryuken-yon
  Ryuken-san
  Ryuken-go
  Ryuken-roku
  
  105
  KUngsarmé
  KUngsarmé
  Freeman
  Drakøns
  Kavalleri 
  Hussars
  Gunzberg Eagles
  Members of the Free Rasalhague Republic’s 2nd Freemen—a Scarabus, Hitman, and a pair of Badger Tracked 
  Transports—patrol a fuel depot after receiving intelligence that an objective raid is imminent.
  
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  PaInTIng a sWorD of lIgHT formaTIon
  CamoSpecs artist Dave Fanjoy presents a 5th Sword of Light Marauder.
  1) Overview
  Many miniatures artists find red to 
  be a particularly difficult color to work 
  with. Nearly all brands of red paint do 
  not cover well, and so multiple coats are 
  needed. It is harder to lighten than most 
  colors because mixing with white turns 
  it pink. This tutorial is designed to take 
  advantage of the properties of red paint 
  to give a rich result using techniques 
  that are easy even for beginners. It is 
  also fairly fast and cheap, and is suitable 
  for painting an army of red miniatures.
  This article will walk you through 
  the process on a Marauder, painted for 
  Kurita’s 5th Sword of Light. 
  2) Primer
  When painting a mini, it’s important 
  to start with a coat of primer to add a 
  solid base color and to help the paint 
  stick. This is particularly important with 
  red, which is notorious for rubbing off 
  easily. The color of primer is also an 
  important choice, as it can influence 
  the final shade of a mini. For this 
  technique, I recommend using gray 
  primer (rust red primer will do in a 
  pinch). The result will not work as well 
  with black or white primer. 
  Here’s a photo of the primed and 
  ready Marauder mini.
  3) Base Coat
  I like to use a fairly large round 
  brush for the burgundy base coat. You 
  can use any brand of acrylic paint, just 
  make sure it’s not thick and gooey (or 
  add a bit of water to make it smooth). 
  Paint over the entire mini, making sure 
  not to have any areas of thick paint 
  build-up. It’s better to err on the side 
  of applying too thin of a coat because 
  you can easily fix that with a second 
  coat, whereas if the paint is too thick 
  it will hide detail and make the mini 
  look messy. If you want to apply a 
  second coat, make sure the first coat is 
  completely dry first. For this example, 
  I touched up a couple of areas with a 
  second coat but left bare some of the 
  parts I plan to paint silver later (you 
  can cover the entire mini if you prefer). 
  Because the burgundy can’t completely 
  cover darker colors, some of the gray 
  shade from the primer will probably be 
  noticeable under the base coat—and 
  that’s ok for this technique.
  Again, make sure the mini is 
  completely dry before continuing.
  Wait for the dark red to completely 
  dry, and then repeat for the bright red. 
  This time, rather than covering the 
  whole mini, concentrate on the upper 
  surfaces—the ones that that would 
  catch the most light from above. The 
  next two pictures show what it looks 
  like in progress and at the completion 
  of the step. Wait for the bright red to 
  dry completely before continuing.
  As it dries, you may see that the 
  dark red starts to show through more, 
  because the bright red has difficulty 
  covering a darker shade.
  Again, make sure the mini is 
  completely dry before continuing.
  4) Wet Brushing
  The next steps use a technique 
  called “wet brushing.” The idea is to 
  apply a thin coat of paint that remains 
  mostly on the raised surfaces, with 
  minimal paint covering the recesses 
  of the minis. (If you’re familiar with dry 
  brushing, wet brushing leaves behind a 
  lot more paint and gives a less uniform 
  appearance.) For this technique, I use a 
  large flat paint brush.
  We’ll start with the dark red paint. 
  Get enough of it on the brush to wet 
  the bristles, but not so much that you 
  have a blob of paint (see example 
  below).
  Then, gently brush over the surface 
  of your mini. Don’t try to get paint in 
  the shadowed areas (under the arms, 
  bottom of the torso, etc), but don’t 
  worry if some paint ends up there 
  anyway. Likewise, don’t try to fill in 
  the panel lines with paint, but don’t 
  worry if some paint gets in there. The 
  next two pictures show the progress 
  after doing the right arm and leg, and 
  when the whole thing is dry. Note that 
  when the red dries, it darkens up quite 
  a bit. Also, the burgundy color shows 
  through in a lot of places because the 
  red is unable to completely cover a 
  darker shade.
  Materials needed:
  • Brushes: big round (size 4), big flat (size 6), small round (size 0)
  • Paints: burgundy, dark red, bright red, chestnut ink
  • Other: clear acrylic floor polish, spray matte sealer
  
  samUraI anD ronIn
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  107
  Optional: Back Highlighting
  The mini looks pretty decent now, but it doesn’t 
  have highlights that really stand out—the bright 
  red has been toned down by the chestnut ink. As 
  an optional step, you can take a fine brush and 
  apply some bright red on the corners and edges 
  of the upper surfaces that would reflect the most 
  light. Don’t over do it, just a little bit will do.
  Then, paint the cockpit and any other details. 
  For markings to give your mini a sense of scale, I 
  recommend using decals to provide numbers and 
  unit insignia. Paint the base and add any terrain 
  features. Finally, I finish the whole thing off by 
  spraying it liberally with matte sealer.
  With practice, each of the steps in this article 
  can be accomplished quickly. Allowing ample 
  time to dry between steps, a half dozen or more 
  miniatures can be done in a weekend.
  6) Details and Basing
  At this point, the paint scheme is done and all 
  that’s left is the detailing. I like to use metallic silver 
  on the joints and weapon ports. This adds a sense 
  of realism, and it also helps break up the mini’s 
  color profile.
  5) Inking
  At this point, you’ve got a red mini that has a lot 
  of depth to it but it possibly looks a little rough. 
  That’s to be expected, because so far we’ve been 
  using very large brushes and working fairly quickly 
  (once you’ve experimented with the techniques up 
  to this point, they can be replicated rapidly and 
  with little concentration).
  The next step is to apply some ink that helps 
  blend the red shades together. A black ink would 
  simply make the mini look dirty, and a red ink 
  would end up making it look flat. So, we’ll choose 
  a chestnut ink, which is a sort of reddish-brown. It 
  will darken the recesses, and smooth out the color 
  transitions that resulted from the wet brushing of 
  two different shades.
  There are several methods to apply the ink, but 
  for this one we will do it in conjunction with an 
  agent to help it flow into the crevices of the mini. 
  I first prepare a small dish with some water and a 
  squirt of acrylic floor polish to break the surface 
  tension. I wet the bristles of a large round brush 
  in the water mix, then dip the brush in the ink to 
  absorb several drops of it. Then I gently smear 
  this very wet mixture onto the mini and paint it 
  around, allowing it to run into all of the crevices. 
  If the ink is too dark and covers up the red color, 
  dip the brush back into the water and then apply 
  to the mini to thin out the ink. Conversely, if there 
  is too much water and you can’t see the ink on the 
  mini, get a little more ink on the brush. Go over 
  the whole mini in this way until the entire surface 
  is damp with ink. 
  Then, pat the brush dry on a paper towel. Look 
  for areas where the ink is pooling excessively, 
  particularly on the lower extremities of the mini. 
  Dab the brush in such areas to absorb the excess 
  liquid, and then pat the brush dry and repeat. 
  When it looks like the mini is wet all over without 
  any large areas of build-up, set it aside to dry.
  This technique for inking is fairly tolerant of 
  errors, and with a little practice you can become 
  very quick and efficient at it. The floor polish added 
  to the water helps ensure that the ink stays in the 
  low points of the mini when the liquid dries. It also 
  adds a resilient finish to the mini, and a bit of a 
  glossy shine (we’ll discuss how to fix that in a bit).
  
  samUraI anD ronIn
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  Gifted a rare Highlander BattleMech, this Ryuken-roku 
  MechWarrior upholds an unblemished level of honor.
  Centuries ago the Sword of Light regiments battled against 
  House Kurita’s enemies just as they continue to do so today.
  Busosenshi Sandy “Turtle” Porter, 9th Ghost 
  Regiment, piloted a Hunchback named “Wild 
  Chances” during the War of 3039’s campaign on 
  Elidere IV. The ‘Mech wielded an extremely bulky 
  and unbalancing prototype Gauss rifle. 
  Once-despised mercenaries, honorless yakuza, and the highest-born samurais fought side by side in the Kado-guchi Valley to 
  defend the Draconis Combine from Clan Nova Cat and Clan Smoke Jaguar’s nearly unstoppable advance.
  Grace Shiro’s weathered Jenner 
  travels with an apparently wounded 
  gait, a side-effect of repeatedly 
  repaired hip actuators.
  
  samUraI anD ronIn
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  109
  A Clan Nova Cat Mist Lynx is crushed under the foot of a desperate Izanagi 
  Warrior piloting a Dragon. Such dishonorable treatment of the enemy 
  became more common as the capital city of Luthien was threatened.
  The Combine received shipments of Star League-era technology 
  from ComStar but other vintage ‘Mechs like this 3rd Night Stalker’s 
  Mongoose have been in service for hundreds of years.
  Developed at a time when new BattleMech 
  construction had recently been reacquired, the 
  Daboku suffered from numerous design flaws. Cast 
  off to less well-equipped units, and renamed Mauler, 
  it has found its way to this 1st Ghost Regiment pilot.
  
  110
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  laTe sUCCessIon Wars: BaTTlemeCHs (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  Archer ARC-2R
  Missile Boat BM
  3
  8"
  1
  2/3/3
  1
  7/6
  General
  39
  IF2,LRM1/2/2,REAR1/1/-
  Atlas AS7-D
  Juggernaut BM
  4
  6"
  1
  5/5/2
  0
  10/8
  General
  52
  AC2/2/-,IF1,LRM1/1/1,REAR1/1/-
  Atlas AS7-D-DC
  Juggernaut BM
  4
  6"
  1
  5/5/1
  0
  10/8
  General
  52
  AC2/2/-,IF1,MHQ1
  Atlas AS7-RS
  Juggernaut BM
  4
  6"
  1
  3/4/1
  1
  10/8
  General
  48
  IF1
  Awesome AWS-8Q
  Sniper
  BM
  4
  6"
  1
  3/3/3
  0
  8/6
  General
  39
  ENE
  Awesome AWS-8R
  Missile Boat BM
  4
  6"
  1
  2/3/2
  0
  8/6
  General
  38
  IF1,LRM1/1/1
  Awesome AWS-8T
  Missile Boat BM
  4
  6"
  1
  3/3/2
  0
  8/6
  General
  39
  IF1,LRM1/1/1
  Awesome AWS-8V
  Sniper
  BM
  4
  6"
  1
  3/3/2
  0
  8/6
  General
  39
  IF1
  Banshee BNC-3E
  Sniper
  BM
  4
  8"
  1
  2/2/2
  0
  8/8
  General
  38
  Banshee BNC-3M
  Brawler
  BM
  4
  8"
  1
  2/2/2
  1
  8/8
  General
  39
  ENE
  Banshee BNC-3Q
  Juggernaut BM
  4
  8"
  1
  3/2/0
  0
  8/8
  General
  37
  AC2/2/-
  BattleMaster BLR-1G
  Brawler
  BM
  4
  8"
  1
  3/3/1
  1
  8/7
  General
  40
  REAR1/1/-
  BattleMaster BLR-1G-DC
  Brawler
  BM
  4
  8"
  1
  3/3/1
  1
  8/7
  General
  41
  MHQ1
  Black Knight BL-7-KNT
  Brawler
  BM
  3
  8"
  1
  3/3/1
  2
  6/6
  General
  34
  ENE
  Black Knight BL-7-KNT-L
  Brawler
  BM
  3
  8"
  1
  3/3/0
  2
  6/6
  General
  33
  ENE
  Blackjack BJ-1
  Sniper
  BM
  2
  8"j
  1
  2/2/0*
  1
  5/4
  General
  27
  Catapult CPLT-C1
  Missile Boat BM
  3
  8"j
  1
  2/3/2
  1
  5/5
  General
  33
  IF1,LRM1/1/1
  Centurion CN9-A
  Brawler
  BM
  2
  8"
  1
  2/3/1
  0
  5/4
  General
  28
  AC1/1/-,IF1,REAR1/1/0
  Centurion CN9-AH
  Juggernaut BM
  2
  8"
  1
  3/3/1
  0
  5/4
  General
  29
  AC2/2/-,IF1
  Centurion CN9-AL
  Brawler
  BM
  2
  8"
  1
  2/2/1
  0
  6/4
  General
  28
  IF1,REAR1/1/-
  Charger CGR-1A1
  Scout
  BM
  4
  10"
  2
  2/0/0
  0
  5/6
  General
  18
  ENE
  Cicada CDA-2A
  Scout
  BM
  2
  16"
  3
  2/1/0
  0
  2/3
  General
  16
  ENE
  Cicada CDA-2B
  Scout
  BM
  2
  16"
  3
  2/1/0
  0
  2/3
  General
  16
  ENE
  Cicada CDA-3C
  Scout
  BM
  2
  14"
  3
  2/1/1
  0
  2/3
  General
  17
  Clint CLNT-2-3T
  Striker
  BM
  2
  12"j
  2
  2/2/1
  0
  2/3
  General
  19
  Commando COM-2D
  Striker
  BM
  1
  12"
  2
  2/2/0
  0
  2/2
  General
  15
  SRM1/1
  Cyclops CP-10-Z
  Juggernaut BM
  4
  8"
  1
  3/3/1
  2
  5/7
  General
  34
  AC1/1/-,IF1
  Dervish DV-6M
  Missile Boat BM
  2
  10"j
  2
  2/2/2
  1
  4/5
  General
  30
  IF1
  Dragon DRG-1N
  Skirmisher BM
  3
  10"
  2
  2/2/2
  0
  5/5
  General
  30
  IF1,REAR1/1/-
  Enforcer ENF-4R
  Skirmisher BM
  2
  8"j
  1
  3/2/0
  0
  5/4
  General
  27
  AC1/1/-
  Firestarter FS9-H
  Scout
  BM
  1
  12"j
  2
  2/1/0
  0
  3/3
  General
  19
  HT1/-/-
  Griffin GRF-1N
  Sniper
  BM
  2
  10"j
  2
  1/2/2
  0
  5/5
  General
  30
  IF1
  Guillotine GLT-4L
  Skirmisher BM
  3
  8"j
  1
  4/4/0
  0
  6/6
  General
  37
  Hermes II HER-2S
  Scout
  BM
  2
  12"
  2
  2/1/1
  0
  4/3
  General
  21
  Hunchback HBK-4G
  Juggernaut BM
  2
  8"
  1
  4/3/0
  0
  5/4
  General
  28
  AC2/2/-
  Hunchback HBK-4H
  Juggernaut BM
  2
  8"
  1
  4/3/0
  0
  5/4
  General
  28
  AC1/1/-
  Hunchback HBK-4J
  Missile Boat BM
  2
  8"
  1
  3/3/2
  1
  5/4
  General
  31
  IF1
  Hunchback HBK-4N
  Brawler
  BM
  2
  8"
  1
  3/3/2
  1
  5/4
  General
  31
  IF1
  Hunchback HBK-4P
  Brawler
  BM
  2
  8"
  1
  5/4/0
  0
  5/4
  General
  31
  ENE
  Hunchback HBK-4SP
  Brawler
  BM
  2
  8"
  1
  4/4/0
  0
  5/4
  General
  30
  SRM2/2
  JagerMech JM6-A
  Missile Boat BM
  3
  8"
  1
  2/2/2
  1
  4/5
  General
  27
  IF1
  JagerMech JM6-S
  Sniper
  BM
  3
  8"
  1
  3/3/2
  0
  3/5
  General
  26
  AC1/1/1
  Javelin JVN-10N
  Striker
  BM
  1
  12"j
  2
  2/2/0
  0
  2/3
  General
  18
  SRM2/2
  Jenner JR7-D
  Striker
  BM
  1
  14"/10"j
  3
  2/2/0
  1
  2/3
  General
  20
  King Crab KGC-0000
  Juggernaut BM
  4
  6"
  1
  3/3/1
  2
  9/8
  General
  44
  AC2/2/-,IF1
  Locust LCT-1V
  Scout
  BM
  1
  16"
  3
  1/1/0
  0
  2/2
  General
  14
  Longbow LGB-0W
  Missile Boat BM
  4
  8"
  1
  2/3/3
  0
  5/7
  General
  36
  IF3,LRM1/3/3
  Longbow LGB-7Q
  Missile Boat BM
  4
  6"
  1
  3/4/3
  0
  8/7
  General
  45
  IF3,LRM2/3/3
  Marauder MAD-3R
  Sniper
  BM
  3
  8"
  1
  2/3/3
  1
  6/6
  General
  35
  Orion ON1-K
  Brawler
  BM
  3
  8"
  1
  3/3/1
  1
  8/6
  General
  39
  IF1
  Orion ON1-V
  Brawler
  BM
  3
  8"
  1
  3/3/1
  2
  6/6
  General
  35
  IF1
  Orion ON1-VA
  Juggernaut BM
  3
  8"
  1
  4/4/0
  0
  8/6
  General
  39
  AC1/1/-,SRM1/1
  The following Faction Lists are presented in two formats. The first set of tables are grouped by Unit Type, then grouped by Era (with 
  BattleMechs the only Type with an Early Clan Invasion Era Table), and then sorted by Availability and finally listed in alphabetical order. 
  The next format set of Faction Lists group Units by Type and Era, but then sorts by Role and then Point Value (PV).
  
  111
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  HoUse KUrITa faCTIon lIsTs
  laTe sUCCessIon Wars: BaTTlemeCHs (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  Orion ON1-V-DC
  Brawler
  BM
  3
  8"
  1
  2/3/1
  1
  6/6
  General
  35
  IF1,MHQ1
  Ostroc OSR-2C
  Skirmisher BM
  3
  10"
  2
  3/3/0
  1
  5/5
  General
  31
  Ostroc OSR-2D
  Skirmisher BM
  3
  10"
  2
  4/4/2
  0
  5/5
  General
  35
  Ostroc OSR-3C
  Skirmisher BM
  3
  10"
  2
  2/2/0
  1
  5/5
  General
  28
  ENE
  Ostscout OTT-7J
  Scout
  BM
  1
  16"j
  3
  1/1/0
  0
  2/3
  General
  16
  ENE
  Panther PNT-8Z
  Brawler
  BM
  1
  8"j
  1
  2/2/0
  0
  4/3
  General
  21
  Panther PNT-9R
  Brawler
  BM
  1
  8"j
  1
  2/2/1
  0
  3/3
  General
  20
  Phoenix Hawk PXH-1
  Skirmisher BM
  2
  12"j
  2
  2/2/0
  0
  4/4
  General
  25
  Quickdraw QKD-4G
  Skirmisher BM
  3
  10"j
  2
  2/3/1
  0
  4/5
  General
  30
  IF1,REAR1/1/-
  Quickdraw QKD-4H
  Skirmisher BM
  3
  10"j
  2
  2/2/1
  1
  4/5
  General
  29
  IF1,REAR1/1/-
  Rifleman RFL-3N
  Sniper
  BM
  3
  8"
  1
  2/2/1
  2
  4/5
  General
  26
  Scorpion SCP-1N
  Skirmisher BM
  2
  12"
  2
  2/2/1
  0
  4/5
  General
  25
  Shadow Hawk SHD-2H
  Skirmisher BM
  2
  10"/6"j
  2
  2/2/1
  0
  5/5
  General
  30
  IF0*
  Spider SDR-5V
  Scout
  BM
  1
  16"j
  3
  1/1/0
  0
  2/3
  General
  16
  ENE
  Stalker STK-3F
  Juggernaut BM
  4
  6"
  1
  3/4/2
  3
  7/7
  General
  42
  IF1
  Stalker STK-3H
  Missile Boat BM
  4
  6"
  1
  3/4/2
  2
  7/7
  General
  42
  IF2,LRM1/1/2,SRM1/1
  Stinger STG-3G
  Scout
  BM
  1
  12"j
  2
  1/1/0
  0
  2/2
  General
  14
  ENE
  Stinger STG-3R
  Scout
  BM
  1
  12"j
  2
  1/1/0
  0
  2/2
  General
  14
  Thunderbolt TDR-5S
  Brawler
  BM
  3
  8"
  1
  3/3/1
  1
  7/5
  General
  36
  IF1
  Thunderbolt TDR-5SE
  Skirmisher BM
  3
  8"j
  1
  3/3/1
  0
  7/5
  General
  37
  IF1
  Thunderbolt TDR-5SS
  Brawler
  BM
  3
  8"
  1
  3/3/1
  1
  7/5
  General
  35
  Trebuchet TBT-5J
  Skirmisher BM
  2
  10"j
  2
  2/3/1
  0
  4/4
  General
  28
  IF1
  Trebuchet TBT-5N
  Missile Boat BM
  2
  10"
  2
  2/2/2
  1
  4/4
  General
  27
  IF1
  UrbanMech UM-R60
  Ambusher BM
  1
  4"j
  0
  2/1/0
  0
  3/3
  General
  12
  AC1/1/-
  Victor VTR-9A
  Skirmisher BM
  4
  8"j
  1
  3/3/0
  1
  5/6
  General
  33
  AC1/1/-
  Victor VTR-9A1
  Skirmisher BM
  4
  8"j
  1
  4/4/0
  0
  5/6
  General
  35
  AC2/2/-
  Victor VTR-9B
  Juggernaut BM
  4
  8"j
  1
  4/4/0
  0
  6/6
  General
  37
  AC2/2/-
  Vulcan VL-2T
  Scout
  BM
  2
  12"j
  2
  2/1/0*
  0
  3/3
  General
  19
  Vulcan VL-5T
  Striker
  BM
  2
  12"j
  2
  2/2/0
  0
  4/3
  General
  24
  Warhammer WHM-6R
  Brawler
  BM
  3
  8"
  1
  3/3/2
  1
  5/6
  General
  32
  Wasp WSP-1A
  Scout
  BM
  1
  12"j
  2
  1/1/0
  0
  2/2
  General
  14
  Whitworth WTH-1
  Missile Boat BM
  2
  8"j
  1
  2/2/2
  1
  4/3
  General
  26
  IF1
  Wolverine WVR-6R
  Skirmisher BM
  2
  10"j
  2
  2/2/1
  0
  5/5
  General
  29
  Wyvern WVE-6N
  Skirmisher BM
  2
  8"j
  1
  2/2/1
  1
  5/4
  General
  29
  IF1
  Zeus ZEU-6S
  Sniper
  BM
  4
  8"
  1
  3/3/2
  0
  6/6
  General
  35
  IF1,REAR1/1/-
  Assassin ASN-21
  Scout
  BM
  2
  14"j
  3
  1/1/0*
  0
  2/3
  General*
  17
  IF0*
  Bombardier BMB-10D
  Missile Boat BM
  3
  8"
  1
  2/2/2
  1
  7/5
  General*
  35
  IF2,LRM1/1/2
  Grasshopper GHR-5H
  Skirmisher BM
  3
  8"j
  1
  3/4/0*
  0
  7/6
  General*
  39
  IF0*
  Mongoose MON-67
  Striker
  BM
  1
  16"
  3
  2/2/0
  0
  3/2
  General*
  19
  ENE
  Sentinel STN-3K
  Striker
  BM
  2
  12"
  2
  2/2/1
  0
  3/3
  General*
  21
  Stalker STK-4N
  Juggernaut BM
  4
  6"
  1
  4/4/1
  2
  7/7
  General*
  41
  IF1,SRM1/1
  Stalker STK-4P
  Juggernaut BM
  3
  6"
  1
  3/4/1
  2
  7/6
  General*
  39
  IF1
  Archer ARC-2K
  Missile Boat BM
  3
  8"
  1
  2/2/2
  2
  6/6
  Kurita
  34
  IF2
  Catapult CPLT-K2
  Sniper
  BM
  3
  8"
  1
  3/3/2
  0
  6/5
  Kurita
  32
  Flashman FLS-7K
  Brawler
  BM
  3
  8"
  1
  4/3/0
  1
  7/6
  Kurita
  36
  ENE,REAR1/1/-
  Grand Dragon DRG-1G
  Skirmisher BM
  3
  10"
  2
  2/2/2
  1
  5/5
  Kurita
  31
  IF1,REAR1/1/-
  Hussar HSR-300-D
  Scout
  BM
  1
  18"
  3
  1/1/0
  0
  1/3
  Kurita
  12
  ENE
  Hussar HSR-350-D
  Striker
  BM
  1
  16"
  3
  2/2/0
  0
  1/3
  Kurita
  15
  ENE
  Kintaro KTO-18
  Skirmisher BM
  2
  10"
  2
  2/3/0*
  1
  6/5
  Kurita
  33
  IF0*,SRM1/1
  Lancelot LNC25-02
  Brawler
  BM
  3
  8"
  1
  3/3/1
  1
  5/5
  Kurita
  30
  ENE
  Phoenix Hawk PXH-1K
  Skirmisher BM
  2
  12"
  2
  3/2/0
  0
  5/4
  Kurita
  27
  ENE
  Shadow Hawk SHD-2K
  Sniper
  BM
  2
  10"/6"j
  2
  1/2/2
  0
  5/5
  Kurita
  30
  IF0*
  Spider SDR-5K
  Scout
  BM
  1
  16"/12"j
  3
  1/1/0
  0
  2/3
  Kurita
  16
  Thorn THE-S
  Striker
  BM
  1
  12"
  2
  2/2/0*
  0
  2/2
  Kurita
  16
  IF0*
  Warhammer WHM-6K
  Brawler
  BM
  3
  8"
  1
  3/3/2
  1
  5/6
  Kurita
  32
  
  112
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  earlY Clan InVasIon: BaTTlemeCHs (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  Assassin ASN-23
  Striker
  BM
  2
  14"j
  3
  1/2/0*
  0
  3-Feb
  General
  19
  IF0*
  Cyclops CP-11-A
  Sniper
  BM
  4
  8"
  1
  4/4/2003
  0
  7-May
  General
  38
  IF1
  Cyclops CP-11-A-DC
  Sniper
  BM
  4
  8"
  1
  3/4/2003
  0
  7-May
  General
  38
  IF1,MHQ1
  Grasshopper GHR-5J
  Skirmisher BM
  3
  8"j
  1
  3/3/2001
  0
  6-Jul
  General
  38
  AMS
  Quickdraw QKD-5A
  Skirmisher BM
  3
  10"j
  2
  3/3/2000
  0
  5-Apr
  General
  29
  REAR1/1/-
  Whitworth WTH-2
  Missile Boat BM
  2
  8"j
  1
  2/2/2002
  1
  3-Apr
  General
  27
  IF2
  Grasshopper GHR-5N
  Skirmisher BM
  3
  8"j
  1
  3/4/1
  0
  7/6
  General*
  39
  ENE
  Scorpion SCP-1O
  Brawler
  BM
  2
  12"
  2
  2/2/1
  0
  4/5
  General*
  25
  Archer ARC-5R
  Missile Boat BM
  3
  8"
  1
  3/3/3
  1
  6/6
  Kurita
  38
  CASE,IF2,OVL
  Atlas AS7-C
  Sniper
  BM
  4
  6"
  1
  3/4/4
  1
  10/4
  Kurita
  51
  AMS,C3S,CASE,IF1,MHQ1,OVL,REAR1/1/-
  Atlas AS7-CM
  Sniper
  BM
  4
  6"
  1
  3/4/4
  0
  10/4
  Kurita
  54
  AMS,C3M,CASE,IF1,LRM1/1/1, 
  MHQ5,REAR1/1/-,TAG
  Atlas AS7-K
  Sniper
  BM
  4
  6"
  1
  3/3/3
  2
  10/4
  Kurita
  45
  AMS,CASE,IF1,OVL,REAR1/1/-
  Atlas AS7-K-DC
  Sniper
  BM
  4
  6"
  1
  3/3/3
  1
  10/4
  Kurita
  46
  AMS,CASE,IF1,MHQ1,OVL,REAR1/1/-
  Catapult CPLT-K3
  Sniper
  BM
  3
  8"
  1
  4/3/2
  0
  6/5
  Kurita
  33
  Charger CGR-3K
  Skirmisher BM
  4
  10"j
  2
  4/5/2
  0
  6/4
  Kurita
  43
  CASE,IF2
  Charger CGR-C
  Skirmisher BM
  4
  10"j
  2
  3/4/2
  0
  6/4
  Kurita
  42
  C3S,CASE,IF2,MHQ1
  Crab CRB-27
  Skirmisher BM
  2
  10"
  2
  3/2/0
  1
  5/4
  Kurita
  27
  ENE
  Crusader CRD-4K
  Missile Boat BM
  3
  8"
  1
  2/3/2
  1
  6/5
  Kurita
  33
  IF1
  Cyclops CP-11-C
  Brawler
  BM
  4
  8"
  1
  3/4/2
  0
  6/7
  Kurita
  44
  C3M,MHQ5,TAG
  Dragon DRG-5N
  Skirmisher BM
  3
  10"
  2
  2/2/2
  0
  5/5
  Kurita
  30
  CASE,IF1
  Flashman FLS-7K
  Brawler
  BM
  3
  8"
  1
  4/3/0
  1
  7/6
  Kurita
  36
  ENE,REAR1/1/-
  Grand Dragon DRG-5K
  Skirmisher BM
  3
  12"
  2
  2/3/2
  0
  5/3
  Kurita
  30
  CASE,IF1,REAR1/1/-
  Grand Dragon DRG-5K-DC
  Skirmisher BM
  3
  12"
  2
  2/3/2
  0
  5/3
  Kurita
  31
  CASE,IF1,MHQ1,REAR1/1/-
  Grand Dragon DRG-C
  Skirmisher BM
  3
  12"
  2
  2/3/2
  0
  5/3
  Kurita
  32
  C3S,CASE,IF1,MHQ1,REAR1/1/-
  Grasshopper GHR-C
  Skirmisher BM
  3
  8"j
  1
  3/3/1
  0
  7/6
  Kurita
  40
  AMS,C3S,MHQ1
  Hatamoto-Chi HTM-27T
  Brawler
  BM
  4
  8"
  1
  3/3/2
  1
  8/6
  Kurita
  39
  CASE,SRM1/1
  laTe sUCCessIon Wars: BaTTlemeCHs (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  Wasp WSP-1K
  Scout
  BM
  1
  12"j
  2
  1/1/0
  0
  2/2
  Kurita
  14
  Thorn THE-T
  Striker
  BM
  1
  12"
  2
  2/2/0
  0
  2/2
  Kurita*
  15
  Trebuchet TBT-7K
  Sniper
  BM
  2
  10"
  2
  2/2/2
  0
  4/4
  Kurita*
  25
  Black Knight BL-6-KNT
  Brawler
  BM
  3
  8"
  1
  3/3/1
  2
  7/6
  Kurita Special
  39
  ENE,PRB,RCN
  Champion CHP-1N
  Skirmisher
  BM
  3
  10"
  2
  3/3/1
  0
  5/5
  Kurita Special
  31
  FLK1/1/1
  Charger CGR-1A9
  Skirmisher
  BM
  4
  8"j
  1
  3/4/2
  0
  5/6
  Kurita Special
  37
  IF1,LRM1/1/1
  Crab CRB-20
  Skirmisher
  BM
  2
  10"
  2
  3/2/0
  1
  5/4
  Kurita Special
  27
  ENE
  Exterminator EXT-4D
  Skirmisher
  BM
  3
  12"j
  2
  3/3/1
  0
  6/3
  Kurita Special
  35
  AMS,IF1
  Falcon FLC-4N
  Scout
  BM
  1
  12"j
  2
  2/1/0
  0
  3/3
  Kurita Special
  18
  Flashman FLS-8K
  Skirmisher
  BM
  3
  10"
  2
  4/4/0
  1
  7/3
  Kurita Special
  37
  AMS,REAR1/1/-
  Guillotine GLT-3N
  Skirmisher
  BM
  3
  8"j
  1
  4/4/0
  0
  6/6
  Kurita Special
  37
  CASE
  Highlander HGN-733
  Juggernaut BM
  4
  6"j
  1
  3/3/2
  1
  9/7
  Kurita Special
  46
  IF1
  Hussar HSR-200-D
  Scout
  BM
  1
  18"
  3
  1/1/1
  0
  1/3
  Kurita Special
  13
  ENE
  Katana CRK-5003-2
  Juggernaut BM
  4
  6"j
  1
  4/3/1
  1
  8/8
  Kurita Special
  40
  FLK1/1/1,SRM1/1
  King Crab KGC-000
  Juggernaut BM
  4
  6"
  1
  3/3/1
  2
  10/8
  Kurita Special
  46
  AC2/2/-,CASE,IF1
  Kintaro KTO-20
  Skirmisher
  BM
  2
  10"
  2
  2/3/0*
  0
  6/5
  Kurita Special
  33
  IF0*,SNARC,SRM1/1
  Lancelot LNC25-01
  Skirmisher
  BM
  3
  12"
  2
  3/3/1
  1
  5/3
  Kurita Special
  30
  ENE
  Mercury MCY-99
  Scout
  BM
  1
  20"
  4
  2/1/0
  0
  2/2
  Kurita Special
  16
  ENE
  Sentinel STN-3M
  Striker
  BM
  2
  12"
  2
  2/2/1
  0
  3/3
  Kurita Special
  21
  Thorn THE-N
  Striker
  BM
  1
  12"
  2
  2/2/0*
  0
  2/2
  Kurita Special
  16
  CASE,IF0*
  Thug THG-11E
  Brawler
  BM
  4
  8"
  1
  4/4/2
  0
  8/6
  Kurita Special
  41
  CASE,SRM2/2
  Wyvern WVE-5N
  Brawler
  BM
  2
  8"j
  1
  2/2/1
  1
  5/4
  Kurita Special
  29
  CASE,IF1
  Bombardier BMB-12D
  Missile Boat BM
  3
  10"
  2
  2/3/2
  0
  7/3
  Kurita Special*
  36
  AMS,CASE,IF2,LRM1/2/2
  Highlander HGN-732
  Sniper
  BM
  4
  6"j
  1
  3/4/3
  1
  9/7
  Kurita Special*
  50
  CASE,IF2
  Vindicator VND-1AA "Avenging Angel"
  Skirmisher BM
  2
  10"j
  2
  2/2/2
  0
  2/4
  Rasalhague
  22
  IF0*
  
  113
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  earlY Clan InVasIon: BaTTlemeCHs (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  Hatamoto-Hi HTM-27U
  Brawler
  BM
  4
  8"
  1
  3/3/2
  2
  8/6
  Kurita
  40
  ENE
  Hatamoto-Hi HTM-C
  Brawler
  BM
  4
  8"
  1
  3/3/2
  2
  8/6
  Kurita
  42
  C3S,ENE,MHQ1
  Hatamoto-Hi HTM-CM
  Brawler
  BM
  4
  8"
  1
  2/3/2
  1
  8/6
  Kurita
  45
  C3M,ENE,MHQ5,TAG
  Hatamoto-Kaze HTM-27V
  Sniper
  BM
  4
  8"
  1
  2/3/3
  0
  8/6
  Kurita
  39
  CASE,IF1
  Hatamoto-Ku HTM-27W
  Sniper
  BM
  4
  8"
  1
  2/3/3
  0
  8/6
  Kurita
  38
  Hatamoto-Mizo HTM-27Y
  Sniper
  BM
  4
  8"
  1
  2/3/3
  0
  8/6
  Kurita
  38
  ENE
  Jenner JR7-C
  Striker
  BM
  1
  14"/10"j
  3
  2/2/0
  1
  2/3
  Kurita
  22
  C3S,CASE,MHQ1
  Jenner JR7-K
  Striker
  BM
  1
  14"/10"j
  3
  2/2/0
  1
  2/3
  Kurita
  20
  CASE
  Kintaro KTO-C
  Skirmisher BM
  2
  10"
  2
  4/4/0*
  0
  6/5
  Kurita
  38
  C3S,IF0*,MHQ1,SRM2/2
  Marauder MAD-5D
  Skirmisher BM
  3
  8"j
  1
  4/4/2
  1
  7/3
  Kurita
  39
  CASE
  Mauler MAL-1R
  Sniper
  BM
  4
  6"
  1
  2/3/3
  2
  7/4
  Kurita
  37
  CASE,IF1,LRM1/1/1,OVL
  Mauler MAL-C
  Sniper
  BM
  4
  6"
  1
  2/3/3
  2
  7/4
  Kurita
  39
  C3S,CASE,IF1,LRM1/1/1,MHQ1,OVL
  Ostscout OTT-7K
  Scout
  BM
  1
  16"j
  3
  0/0/0
  0
  2/3
  Kurita
  14
  ENE,TAG
  Panther PNT-10K
  Brawler
  BM
  1
  8"j
  1
  2/2/1
  0
  3/3
  Kurita
  20
  CASE
  Panther PNT-C
  Brawler
  BM
  1
  8"j
  1
  2/2/1
  0
  3/3
  Kurita
  22
  C3S,CASE,MHQ1
  Phoenix Hawk PXH-3K
  Striker
  BM
  2
  12"j
  2
  3/3/2
  0
  5/2
  Kurita
  30
  ENE
  Quickdraw QKD-5K
  Skirmisher BM
  3
  10"j
  2
  3/3/0
  0
  5/5
  Kurita
  32
  REAR1/1/-
  Raptor RTX1-O
  Missile Boat BM
  1
  14"
  3
  3/2/1
  0
  2/1
  Kurita
  18
  IF1,OMNI
  Raptor RTX1-OA
  Striker
  BM
  1
  14"
  3
  3/2/0
  0
  2/1
  Kurita
  16
  ENE,OMNI
  Raptor RTX1-OB
  Striker
  BM
  1
  14"
  3
  3/3/0
  0
  2/1
  Kurita
  18
  OMNI,SRM2/2
  Raptor RTX1-OC
  Striker
  BM
  1
  14"
  3
  4/3/0
  0
  2/1
  Kurita
  20
  AMS,OMNI
  Raptor RTX1-OD
  Striker
  BM
  1
  14"
  3
  3/2/0
  0
  2/1
  Kurita
  21
  C3S,MHQ1,OMNI,PRB,RCN,TAG
  Venom SDR-9K
  Striker
  BM
  1
  16"j
  3
  2/2/0
  1
  2/2
  Kurita
  19
  ENE
  Victor VTR-9K
  Skirmisher BM
  4
  8"j
  1
  4/4/2
  0
  7/6
  Kurita
  42
  CASE
  Wolf Trap (Tora) WFT-1
  Striker
  BM
  2
  12"
  2
  2/3/2
  0
  4/2
  Kurita
  26
  CASE,FLK1/1/1,IF1
  Wolverine WVR-7K
  Skirmisher BM
  2
  10"j
  2
  4/4/0
  0
  6/3
  Kurita
  34
  SRM2/2
  Archer ARC-5R
  Missile Boat BM
  3
  8"
  1
  3/3/3
  1
  6/6
  Rasalhague
  38
  CASE,IF2,OVL
  Panther PNT-10K
  Brawler
  BM
  1
  8"j
  1
  2/2/1
  0
  3/3
  Rasalhague
  20
  CASE
  Phoenix Hawk PXH-3K
  Striker
  BM
  2
  12"j
  2
  3/3/2
  0
  5/2
  Rasalhague
  30
  ENE
  laTe sUCCessIon Wars: VeHICles (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  TMM
  S/M/L
  OV
  A/S
  Availability
  PV
  Specials
  AC/2 Carrier
  Sniper
  CV
  3
  6"t
  1
  1/1/1
  0
  2/3
  General
  12
  AC1/1/1,EE,SRCH
  APC (Hover LRM)
  Missile Boat CV
  1
  20"h
  4
  0*/0*/0*
  0
  1/1
  General
  9
  EE,IF0*,SRCH
  APC (Hover MG)
  Scout
  CV
  1
  20"h
  4
  1/0/0
  0
  1/1
  General
  8
  EE,SRCH,TUR(1/-/-)
  APC (Hover Sensors)
  Scout
  CV
  1
  20"h
  4
  0/0/0
  0
  1/1
  General
  9
  EE,ENE,IT1,RCN,RSD1,SRCH
  APC (Hover SRM)
  —
  CV
  1
  20"h
  4
  0*/0*/0
  0
  1/1
  General
  8
  EE,IT1,SRCH
  APC (Hover)
  —
  CV
  1
  20"h
  4
  0*/0/0
  0
  1/1
  General
  7
  EE,IT1,SRCH,TUR(0*/-/-)
  APC (Tracked LRM)
  Missile Boat CV
  1
  12"t
  2
  0*/0*/0*
  0
  1/1
  General
  8
  EE,IF0*,SRCH
  APC (Tracked MG)
  Scout
  CV
  1
  12"t
  2
  1/0/0
  0
  1/1
  General
  6
  EE,SRCH,TUR(1/-/-)
  APC (Tracked SRM)
  Scout
  CV
  1
  12"t
  2
  0*/0*/0
  0
  1/1
  General
  7
  EE,SRCH
  APC (Tracked)
  —
  CV
  1
  12"t
  2
  0*/0/0
  0
  1/1
  General
  6
  EE,IT1,SRCH,TUR(0*/-/-)
  APC (Wheeled LRM)
  Missile Boat CV
  1
  12"w
  2
  0*/0*/0*
  0
  1/1
  General
  7
  EE,IF0*,SRCH
  APC (Wheeled MG)
  Scout
  CV
  1
  12"w
  2
  1/0/0
  0
  2/1
  General
  8
  EE,SRCH,TUR(1/-/-)
  APC (Wheeled SRM)
  —
  CV
  1
  12"w
  2
  0*/0*/0
  0
  2/1
  General
  9
  EE,IT1,SRCH,TUR(0*/0*/-)
  APC (Wheeled)
  —
  CV
  1
  12"w
  2
  0*/0/0
  0
  2/1
  General
  8
  EE,IT1,SRCH,TUR(0*/-/-)
  Ballista Self-Propelled Artillery Tank
  Missile Boat CV
  2
  6"t
  1
  0*/0/0
  0
  4/3
  General
  19
  ARTS-1,EE,REAR0*/-/-
  Behemoth Heavy Tank
  Juggernaut CV
  4
  4"t
  0
  6/6/2
  0
  7/5
  General
  39
  AC2/2/-,EE,IF1,LRM1/1/1,SRCH,SRM2/2, 
  TUR(4/4/-,SRM2/2,AC2/2/-)
  Behemoth Heavy Tank (Armor)
  Juggernaut CV
  4
  4"t
  0
  5/5/2
  0
  11/5
  General
  44
  AC2/2/-,EE,IF1,LRM1/1/1,SRCH,SRM2/2, 
  TUR(4/4/-,SRM2/2,AC2/2/-)
  Behemoth Heavy Tank (Flamer)
  Juggernaut CV
  4
  4"t
  0
  6/5/2
  0
  7/5
  General
  39
  AC2/2/-,EE,HT2,IF1,LRM1/1/1,SRCH, 
  SRM2/2,TUR(4/4/-,SRM2/2,AC2/2/-)
  Demolisher Heavy Tank (Defensive)
  Juggernaut CV
  4
  6"t
  1
  5/4/0
  0
  4/4
  General
  26
  AC4/4/-,EE,SRCH,TUR(4/4/-,AC4/4/-)
  Devastator Heavy Tank
  Juggernaut CV
  4
  6"t
  1
  6/5/0
  0
  5/4
  General
  31
  AC4/4/-,SRCH,TUR(5/4/-,AC4/4/-)
  
  114
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  laTe sUCCessIon Wars: VeHICles (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  TMM
  S/M/L
  OV
  A/S
  Availability
  PV
  Specials
  Drillson Heavy Hover Tank
  Striker
  CV
  2
  18"h
  3
  2/2/1
  0
  3/3
  General
  21
  IF1,SRCH,TUR(2/2/-)
  Drillson Heavy Hover Tank (SRM)
  Striker
  CV
  2
  18"h
  3
  3/2/0
  0
  3/3
  General
  20
  SRCH,SRM1/1,TUR(2/2/-)
  Heavy Hover APC
  —
  CV
  1
  16"h
  3
  0*/0/0
  0
  2/1
  General
  8
  EE,IT6,SRCH
  Heavy Hover APC (LRM)
  Scout
  CV
  1
  16"h
  3
  1/0*/0*
  0
  2/1
  General
  11
  EE,IF0*,IT3,SRCH
  Heavy Hover APC (MG)
  —
  CV
  1
  16"h
  3
  1/0/0
  0
  2/1
  General
  9
  EE,IT3,REAR0*/-/-,SRCH
  Heavy Hover APC (SRM)
  Scout
  CV
  1
  16"h
  3
  1/1/0
  0
  2/1
  General
  11
  EE,IT3,SRCH
  Heavy Tracked APC
  —
  CV
  1
  10"t
  2
  0*/0/0
  0
  2/1
  General
  5
  EE,IT6,SRCH
  Heavy Tracked APC (LRM)
  Scout
  CV
  1
  10"t
  2
  1/0*/0*
  0
  2/1
  General
  7
  EE,IF0*,IT3,SRCH
  Heavy Tracked APC (MG)
  Scout
  CV
  1
  10"t
  2
  1/0/0
  0
  2/1
  General
  6
  EE,IT3,REAR0*/-/-,SRCH
  Heavy Tracked APC (SRM)
  Scout
  CV
  1
  10"t
  2
  1/1/0
  0
  2/1
  General
  10
  EE,IT3,SRCH
  Heavy Wheeled APC
  —
  CV
  1
  12"w
  2
  0*/0/0
  0
  2/1
  General
  8
  EE,IT6,SRCH
  Heavy Wheeled APC (LRM)
  Scout
  CV
  1
  12"w
  2
  1/0*/0*
  0
  2/1
  General
  10
  EE,IF0*,IT3,SRCH
  Heavy Wheeled APC (MG)
  Scout
  CV
  1
  12"w
  2
  1/0/0
  0
  2/1
  General
  8
  EE,IT3,REAR0*/-/-,SRCH
  Heavy Wheeled APC (SRM)
  Scout
  CV
  1
  12"w
  2
  1/1/0
  0
  2/1
  General
  10
  EE,IT3,SRCH
  Hi-Scout Drone (NapFind)
  Scout
  CV
  1
  30"h
  4
  0/0/0
  0
  0/1
  General
  5
  DRO,EE,ENE,SRCH
  Hi-Scout Drone (PathTrak)
  Scout
  CV
  1
  16"t
  3
  0/0/0
  0
  0/1
  General
  4
  DRO,EE,ENE,SRCH
  Hi-Scout Drone Carrier
  —
  CV
  3
  8"t
  1
  0*/0*/0
  0
  3/3
  General
  9
  CT15,DCC5,EE,SRCH,TUR(0*/0*/-)
  Hunter Light Support Tank (LRM10)
  Brawler
  CV
  1
  10"t
  2
  3/2/1
  0
  3/2
  General
  19
  IF1,SRCH
  Hunter Light Support Tank (LRM15)
  Missile Boat CV
  1
  10"t
  2
  2/1/1
  0
  3/2
  General
  16
  IF1,SRCH
  J-27 Ordnance Transport
  —
  CV
  1
  10"t
  2
  0*/0/0
  0
  0/1
  General
  2
  CT3,EE,HTC,SRCH,TUR(0*/-/-)
  J-27 Ordnance Transport (Armor)
  —
  CV
  1
  10"t
  2
  0*/0/0
  0
  1/1
  General
  4
  CT3,EE,HTC,SRCH,TUR(0*/-/-)
  J-27 Ordnance Transport (Fusion)
  —
  CV
  1
  10"t
  2
  0*/0/0
  0
  0/1
  General
  2
  CT3,HTC,SRCH,TUR(0*/-/-)
  J-27 Ordnance Transport (Trailer)
  —
  CV
  1
  0"t
  0
  0/0/0
  0
  1/1
  General
  3
  CT8,EE,ENE,HTC,SRCH
  Karnov UR Gunship
  Striker
  CV
  1
  22"v
  4
  2/0/0
  0
  1/2
  General
  10
  ATMO,EE,SRCH
  Karnov UR Transport
  —
  CV
  1
  22"v
  4
  0/0/0
  0
  1/2
  General
  8
  ATMO,CT6,EE,ENE,SRCH
  Laser Carrier
  Ambusher
  CV
  3
  6"t
  1
  4/4/0
  0
  2/3
  General
  20
  EE,ENE,SRCH
  LRM Carrier
  Missile Boat CV
  3
  6"t
  1
  2/3/3
  0
  2/3
  General
  22
  EE,IF3,LRM(1/3/3),SRCH
  M.A.S.H. Truck
  —
  CV
  1
  10"w
  2
  1/0/0
  0
  2/1
  General
  6
  ENE,MASH5,SRCH,TUR(1/-/-)
  M.A.S.H. Truck (ICE)
  —
  CV
  1
  10"w
  2
  0/0/0
  0
  2/1
  General
  7
  EE,ENE,MASH5,SRCH
  Manticore Heavy Tank
  Brawler
  CV
  3
  8"t
  1
  3/3/2
  0
  6/3
  General
  28
  IF1,SRCH,TUR(2/3/2,IF1)
  Maxim Heavy Hover Transport
  —
  CV
  2
  16"h
  3
  3/2/1
  0
  3/3
  General
  22
  EE,IF1,IT3,SRCH,SRM1/1,TUR(2/1/-)
  Maxim Heavy Hover Transport (SRM2)
  —
  CV
  2
  16"h
  3
  3/2/1
  0
  3/3
  General
  22
  EE,IF1,IT3,SRCH,SRM1/1,
  TUR(2/2/-,SRM1/1)
  Maxim Heavy Hover Transport (SRM4)
  —
  CV
  2
  16"h
  3
  3/2/0
  0
  3/3
  General
  20
  EE,IT3,SRCH,SRM2/2,TUR(2/1/-)
  Mobile Headquarters
  —
  CV
  1
  12"w
  2
  1/1/0
  0
  3/2
  General
  20
  CT1,ENE,MHQ7,SRCH,TUR(1/1/-)
  Mobile Headquarters (ICE - LL)
  —
  CV
  1
  6"w
  1
  1/1/0
  0
  1/2
  General
  10
  EE,ENE,MHQ2,SRCH
  Mobile Headquarters (ICE - LRM)
  —
  CV
  1
  10"w
  2
  1/1/1
  0
  3/2
  General
  17
  CT1,EE,IF1,MHQ2,SRCH,TUR(1/1/1,IF1)
  Mobile Headquarters (ICE)
  —
  CV
  1
  12"w
  2
  1/1/0
  0
  3/2
  General
  15
  CT1,EE,ENE,MHQ2,SRCH,TUR(1/1/-)
  Mobile Headquarters (LL)
  —
  CV
  1
  12"w
  2
  1/1/0
  0
  3/2
  General
  16
  ENE,MHQ3,SRCH,TUR(1/1/-)
  Mobile Headquarters (LRM)
  —
  CV
  1
  12"w
  2
  1/1/1
  0
  3/2
  General
  17
  IF1,MHQ2,SRCH,TUR(1/1/1,IF1)
  Mobile Long Tom Artillery LT-MOB-25
  Missile Boat CV
  2
  4"t
  0
  1/0/0
  0
  2/3
  General
  37
  ARTLT-1,EE,HTC,MHQ2,SRCH
  Packrat LRPV PKR-T5
  Scout
  CV
  1
  14"w
  3
  1/1/0
  0
  2/1
  General
  10
  IT1,SRCH
  Packrat LRPV PKR-T5 (ICE)
  Scout
  CV
  1
  14"w
  3
  1/1/0
  0
  2/1
  General
  10
  EE,IT1,SRCH
  Partisan Heavy Tank
  Sniper
  CV
  4
  6"t
  1
  2/2/2
  0
  3/4
  General
  19
  AC2/2/2,EE,SRCH,TUR(2/2/2,AC2/2/2)
  Partisan Heavy Tank (AC2)
  Sniper
  CV
  4
  6"t
  1
  2/1/1
  0
  3/4
  General
  16
  AC1/1/1,EE,SRCH,TUR(AC1/1/1)
  Partisan Heavy Tank (LRM)
  Missile Boat CV
  4
  6"t
  1
  3/4/4
  0
  3/4
  General
  30
  EE,IF4,LRM2/4/4,SRCH, 
  TUR(2/4/4,LRM2/4/4,IF4)
  Pegasus Scout Hover Tank
  Striker
  CV
  1
  16"h
  3
  2/2/0
  0
  3/2
  General
  17
  EE,SRCH,SRM1/1,TUR(2/2/-,SRM1/1)
  Pegasus Scout Hover Tank (Missile)
  Striker
  CV
  1
  16"h
  3
  3/3/0
  0
  3/2
  General
  20
  EE,SRCH,SRM2/2,TUR(3/3/-,SRM2/2)
  Pegasus Scout Hover Tank (Unarmed)
  Scout
  CV
  1
  16"h
  3
  0/0/0
  0
  3/2
  General
  11
  CT12,EE,ENE,SRCH
  Pike Support Vehicle
  Sniper
  CV
  3
  6"t
  1
  1/1/1
  0
  5/3
  General
  18
  EE,SRCH,TUR(1/1/1)
  Pike Support Vehicle (AC5)
  Sniper
  CV
  3
  6"t
  1
  2/2/1
  0
  5/3
  General
  21
  AC1/1/1,EE,SRCH,TUR(1/1/1,AC1/1/1)
  Pike Support Vehicle (Missile)
  Missile Boat CV
  3
  6"t
  1
  2/3/2
  0
  5/3
  General
  26
  EE,IF2,LRM1/2/2,SRCH, 
  TUR(1/2/2,LRM1/2/2,IF2)
  Saladin Assault Hover Tank
  Striker
  CV
  1
  16"h
  3
  2/2/0
  0
  1/2
  General
  13
  AC2/2/-,EE,SRCH
  Saladin Assault Hover Tank (Armor)
  Striker
  CV
  1
  16"h
  3
  2/2/0
  0
  2/2
  General
  15
  AC2/2/-,EE,SRCH
  
  115
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  laTe sUCCessIon Wars: VeHICles (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  TMM
  S/M/L
  OV
  A/S
  Availability
  PV
  Specials
  Saracen Medium Hover Tank
  Striker
  CV
  1
  16"h
  3
  1/2/1
  0
  4/2
  General
  21
  EE,IF1,SRCH,TUR(1/2/1,IF1)
  Schrek AC Carrier
  Sniper
  CV
  4
  6"t
  1
  3/2/2
  0
  5/4
  General
  24
  AC1/2/2,EE,SRCH,TUR(2/2/2,AC1/2/2)
  Schrek PPC Carrier
  Sniper
  CV
  4
  6"t
  1
  3/3/3
  0
  4/4
  General
  25
  ENE,SRCH,TUR(3/3/3)
  Schrek PPC Carrier (Anti-Infantry)
  Sniper
  CV
  4
  6"t
  1
  3/3/3
  0
  3/4
  General
  23
  SRCH,TUR(3/3/3)
  Scimitar Medium Hover Tank
  Striker
  CV
  1
  16"h
  3
  1/1/1
  0
  3/2
  General
  15
  EE,SRCH,TUR(1/1/1)
  Scimitar Medium Hover Tank (Missile)
  Missile Boat CV
  1
  16"h
  3
  1/2/1
  0
  3/2
  General
  18
  IF1,SRCH,TUR(1/2/1,IF1)
  Scorpion Light Tank
  Brawler
  CV
  1
  8"t
  1
  1/1/1
  0
  2/2
  General
  11
  EE,SRCH,TUR(1/1/1)
  Scorpion Light Tank (LRM)
  Missile Boat CV
  1
  8"t
  1
  1/1/1
  0
  3/2
  General
  14
  EE,IF1,SRCH,TUR(1/1/1,IF1)
  Scorpion Light Tank (ML)
  Juggernaut CV
  1
  8"t
  1
  2/2/0
  0
  2/2
  General
  13
  CT1,EE,SRCH,TUR(2/2/-)
  Scorpion Light Tank (SRM)
  Juggernaut CV
  1
  8"t
  1
  2/2/0
  0
  2/2
  General
  13
  EE,SRCH,SRM2/2,TUR(2/2/-,SRM2/2)
  SRM Carrier
  Ambusher
  CV
  3
  6"t
  1
  6/6/0
  0
  2/3
  General
  26
  EE,SRCH,SRM6/6
  Thumper Artillery Vehicle
  Missile Boat CV
  3
  8"w
  1
  0/0/0
  0
  6/3
  General
  22
  ARTT-1,EE,REAR0*/-/-,SRCH
  Vedette Medium Tank
  Brawler
  CV
  2
  10"t
  2
  1/1/1
  0
  3/3
  General
  15
  EE,SRCH,TUR(1/1/1)
  Vedette Medium Tank (AC2)
  Brawler
  CV
  2
  10"t
  2
  1/1/0*
  0
  3/3
  General
  15
  EE,SRCH,TUR(1/1/0*)
  Vedette Medium Tank (Liao)
  Striker
  CV
  2
  10"t
  2
  2/1/0
  0
  3/3
  General
  15
  EE,SRCH,TUR(1/1/-)
  Warrior Attack Helicopter H-7
  Scout
  CV
  1
  18"v
  3
  1/1/0*
  0
  1/1
  General
  9
  ATMO,EE,SRCH
  Warrior Attack Helicopter H-7A
  Scout
  CV
  1
  18"v
  3
  1/1/1
  0
  1/1
  General
  10
  ATMO,EE,SRCH
  Warrior Attack Helicopter H-7C
  Sniper
  CV
  1
  18"v
  3
  1/2/1
  0
  1/1
  General
  13
  ATMO,EE,IF1,SRCH
  Bulldog Medium Tank
  Brawler
  CV
  3
  8"t
  1
  3/2/0
  0
  3/3
  Kurita
  17
  EE,SRCH,SRM1/1,TUR(2/2/-,SRM1/1)
  Bulldog Medium Tank (AC2)
  Brawler
  CV
  3
  8"t
  1
  2/2/0*
  0
  3/3
  Kurita
  17
  EE,SRCH,SRM1/1,TUR(2/2/0*,SRM1/1)
  Bulldog Medium Tank (LRM)
  Missile Boat CV
  3
  8"t
  1
  2/3/2
  0
  3/3
  Kurita
  21
  EE,IF1,LRM1/1/1,SRCH,SRM1/1, 
  TUR(2/3/2,SRM1/1,LRM1/1/1,IF1)
  Condor Heavy Hover Tank
  Striker
  CV
  2
  16"h
  3
  2/2/1
  0
  3/3
  Kurita
  20
  EE,SRCH,TUR(2/2/1)
  J. Edgar Light Hover Tank
  Scout
  CV
  1
  22"h
  4
  1/1/0
  0
  3/2
  Kurita
  16
  SRCH,TUR(1/1/-)
  J. Edgar Light Hover Tank (Flamer)
  Scout
  CV
  1
  22"h
  4
  1/1/0
  0
  3/2
  Kurita
  17
  HT1/-/-,SRCH,TUR(1/1/-)
  J. Edgar Light Hover Tank (ICE)
  Scout
  CV
  1
  16"h
  3
  1/1/0
  0
  3/2
  Kurita
  14
  EE,SRCH,TUR(1/1/-)
  J. Edgar Light Hover Tank (MG)
  Scout
  CV
  1
  22"h
  4
  2/1/0
  0
  3/2
  Kurita
  17
  SRCH,TUR(2/1/-)
  Neptune Submarine (Hunter-Killer)
  Juggernaut CV
  4
  6"s
  1
  0/0/0
  0
  7/4
  Kurita
  20
  CT3,EE,SEAL,SRCH,TOR4/5/1
  Skulker Wheeled Scout Tank
  Scout
  CV
  1
  14"w
  3
  1/1/0
  0
  2/1
  Kurita
  10
  EE,SRCH
  Skulker Wheeled Scout Tank (MG)
  Scout
  CV
  1
  14"w
  3
  0*/0/0
  0
  2/1
  Kurita
  8
  EE,IT2,SRCH
  Skulker Wheeled Scout Tank (SRM)
  Scout
  CV
  1
  14"w
  3
  1/1/0
  0
  2/1
  Kurita
  10
  EE,SRCH
  Tokugawa Heavy Tank TKG-150
  Brawler
  CV
  3
  8"w
  1
  2/2/0
  0
  6/3
  Kurita
  22
  AC1/1/-,EE,SRCH,TUR(2/2/0,AC1/1/-)
  Tokugawa Heavy Tank TKG-151
  Sniper
  CV
  3
  8"w
  1
  2/2/0*
  0
  6/3
  Kurita
  22
  EE,SRCH,TUR(2/2/0*)
  Von Luckner Heavy Tank VNL-K65N
  Juggernaut CV
  3
  6"t
  1
  5/4/0
  0
  6/4
  Kurita
  30
  AC2/2/-,REAR0/1/1,SRCH,SRM2/2, 
  TUR(4/4/-,SRM2/2,AC2/2/-)
  Von Luckner Heavy Tank VNL-K70
  Juggernaut CV
  3
  6"t
  1
  3/3/1
  0
  6/4
  Kurita
  27
  AC1/1/-,REAR0/1/1,SRCH, 
  TUR(3/3/1,AC1/1/-)
  Axel Heavy Tank Mk 1
  Juggernaut CV
  3
  6"t
  1
  3/3/1
  0
  6/4
  Rasalhague
  28
  AC2/2/0,EE,IF1,SRCH, 
  TUR(3/3/1,AC2/2/0,IF1)
  Axel Heavy Tank Mk 2
  Juggernaut CV
  3
  6"t
  1
  3/3/1
  0
  6/4
  Rasalhague
  28
  AC2/2/0,EE,IF1,SRCH,
  TUR(3/3/1,AC2/2/0,IF1)
  laTe sUCCessIon Wars: InfanTrY (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  Foot Platoon (Flamer)
  Ambusher
  CI
  1
  2"f
  0
  1/0/0
  0
  2/1
  General
  4
  AM,CAR3,HT1/-/-
  Foot Platoon (Laser)
  Ambusher
  CI
  1
  2"f
  0
  1/1/0
  0
  2/1
  General
  7
  AM,CAR3
  Foot Platoon (MG)
  Ambusher
  CI
  1
  2"f
  0
  1/0/0
  0
  2/1
  General
  4
  AM,CAR3
  Foot Platoon (Rifle)
  Ambusher
  CI
  1
  2"f
  0
  1/0/0
  0
  2/1
  General
  4
  AM,CAR3
  Foot Platoon (SRM)
  Ambusher
  CI
  1
  2"f
  0
  1/1/0
  0
  2/1
  General
  7
  AM,CAR3
  Hover Platoon (Flamer)
  Ambusher
  CI
  1
  8"h
  1
  1/0/0
  0
  1/1
  General
  6
  CAR20,HT1/-/-
  Hover Platoon (Laser)
  Ambusher
  CI
  1
  10"h
  2
  1/1/0
  0
  1/1
  General
  9
  CAR20
  Hover Platoon (MG)
  Ambusher
  CI
  1
  8"h
  1
  1/0/0
  0
  1/1
  General
  5
  CAR20
  Hover Platoon (Rifle)
  Ambusher
  CI
  1
  10"h
  2
  1/0/0
  0
  1/1
  General
  5
  CAR20
  Hover Platoon (SRM)
  Ambusher
  CI
  1
  8"h
  1
  1/1/0
  0
  1/1
  General
  9
  CAR20
  Jump Platoon (Flamer)
  Ambusher
  CI
  1
  4"j
  1
  1/0/0
  0
  2/1
  General
  5
  AM,CAR4,HT1/-/-
  Jump Platoon (Laser)
  Ambusher
  CI
  1
  6"j
  1
  1/1/0
  0
  2/1
  General
  11
  AM,CAR4
  
  116
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  laTe sUCCessIon Wars: InfanTrY (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  Jump Platoon (MG)
  Ambusher
  CI
  1
  4"j
  1
  1/0/0
  0
  2/1
  General
  4
  AM,CAR4
  Jump Platoon (Rifle)
  Ambusher
  CI
  1
  6"j
  1
  1/0/0
  0
  2/1
  General
  7
  AM,CAR4
  Jump Platoon (SRM)
  Ambusher
  CI
  1
  4"j
  1
  1/1/0
  0
  2/1
  General
  8
  AM,CAR4
  Mechanized Field Artillery (Thumper)
  Missile Boat CI
  1
  2"w
  0
  1/0/0
  0
  1/1
  General
  11
  ARTT-1,CAR40
  Motorized Artillery Platoon (Sniper)
  Missile Boat CI
  1
  2"m
  0
  1/0/0
  0
  2/1
  General
  15
  ARTS-1,CAR23
  Motorized Platoon (Flamer)
  Ambusher
  CI
  1
  4"m
  0
  1/0/0
  0
  2/1
  General
  4
  AM,CAR6,HT1/-/-
  Motorized Platoon (Laser)
  Ambusher
  CI
  1
  6"m
  1
  1/1/0
  0
  2/1
  General
  10
  AM,CAR6
  Motorized Platoon (MG)
  Ambusher
  CI
  1
  4"m
  0
  1/0/0
  0
  2/1
  General
  4
  AM,CAR6
  Motorized Platoon (Rifle)
  Ambusher
  CI
  1
  6"m
  1
  1/0/0
  0
  2/1
  General
  6
  AM,CAR6
  Motorized Platoon (SRM)
  Ambusher
  CI
  1
  4"m
  0
  1/1/0
  0
  2/1
  General
  7
  AM,CAR6
  Tracked Platoon (Flamer)
  Ambusher
  CI
  1
  6"t
  1
  1/0/0
  0
  1/1
  General
  5
  CAR28,HT1/-/-
  Tracked Platoon (Laser)
  Ambusher
  CI
  1
  6"t
  1
  1/1/0
  0
  1/1
  General
  8
  CAR28
  Tracked Platoon (MG)
  Ambusher
  CI
  1
  6"t
  1
  1/0/0
  0
  1/1
  General
  5
  CAR28
  Tracked Platoon (Rifle)
  Ambusher
  CI
  1
  6"t
  1
  1/0/0
  0
  1/1
  General
  5
  CAR28
  Tracked Platoon (SRM)
  Ambusher
  CI
  1
  6"t
  1
  1/1/0
  0
  1/1
  General
  8
  CAR28
  Wheeled Platoon (Flamer)
  Ambusher
  CI
  1
  6"w
  1
  1/0/0
  0
  1/1
  General
  5
  CAR24,HT1/-/-
  Wheeled Platoon (Laser)
  Ambusher
  CI
  1
  8"w
  1
  1/1/0
  0
  1/1
  General
  9
  CAR24
  Wheeled Platoon (MG)
  Ambusher
  CI
  1
  6"w
  1
  1/0/0
  0
  1/1
  General
  5
  CAR24
  Wheeled Platoon (Rifle)
  Ambusher
  CI
  1
  8"w
  1
  1/0/0
  0
  1/1
  General
  5
  CAR24
  Wheeled Platoon (SRM)
  Ambusher
  CI
  1
  6"w
  1
  1/1/0
  0
  1/1
  General
  8
  CAR24
  DEST Heavy Jump Platoon
  Ambusher
  CI
  1
  6"j
  1
  1/1/0
  0
  2/1
  Kurita
  11
  AM,CAR4,LMAS
  laTe sUCCessIon Wars: aerosPaCe (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  S/M/L/E OV
  A/S
  TH
  Availability
  PV
  Specials
  Lightning LTN-G15
  Dogfighter
  AF
  2
  6a
  4/4/0/0
  0
  6/3
  2
  General
  28
  BOMB2,FUEL20,REAR1/1/-,SPC,VSTOL
  Lucifer II LCF-R16K
  Dogfighter
  AF
  2
  6a
  4/3/1/0
  1
  3/3
  1
  Kurita
  24
  BOMB2,FUEL16,PNT2,REAR1/1/-,SPC,VSTOL
  Riever F-100B
  Attack
  AF
  3
  5a
  4/4/2/0
  0
  7/5
  3
  Kurita
  35
  BOMB3,FUEL20,SPC,VSTOL
  Shilone SL-17
  Fire-Support
  AF
  2
  6a
  3/3/2/0
  0
  6/3
  2
  Kurita
  27
  BOMB2,FUEL20,REAR1/1/-,SPC,VSTOL
  Shilone SL-17AC
  Dogfighter
  AF
  2
  6a
  3/3/1/1
  0
  6/3
  2
  Kurita
  26
  BOMB2,FUEL20,REAR1/1/-,SPC,VSTOL
  Sholagar SL-21
  Interceptor
  AF
  1
  10a
  2/2/0/0
  0
  3/5
  1
  Kurita
  20
  BOMB1,FUEL20,SPC,VSTOL
  Sholagar SL-21L
  Interceptor
  AF
  1
  10a
  2/2/0/0
  0
  3/5
  1
  Kurita
  20
  BOMB1,ENE,FUEL20,SPC,VSTOL
  Slayer SL-15
  Dogfighter
  AF
  3
  6a
  4/4/0/0
  0
  8/4
  3
  Kurita
  34
  BOMB3,FUEL40,REAR1/1/-,SPC,VSTOL
  Slayer SL-15A
  Dogfighter
  AF
  3
  6a
  4/5/1/0
  0
  8/4
  3
  Kurita
  37
  BOMB3,FUEL40,REAR1/1/-,SPC,VSTOL
  Slayer SL-15B
  Dogfighter
  AF
  3
  6a
  3/4/1/0
  0
  8/4
  3
  Kurita
  34
  BOMB3,FUEL40,REAR1/1/-,SPC,VSTOL
  Slayer SL-15C
  Dogfighter
  AF
  3
  6a
  4/4/0/0
  0
  8/4
  3
  Kurita
  34
  BOMB3,FUEL40,REAR1/1/1,SPC,VSTOL
  Sparrowhawk SPR-H5K
  Interceptor
  AF
  1
  10a
  2/0/0/0
  0
  4/5
  2
  Kurita
  20
  BOMB1,ENE,FUEL20,PNT2,SPC,VSTOL
  earlY Clan InVasIon: InfanTrY (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  Combat Engineer
  Ambusher
  CI
  1
  6"m
  0
  1/0/0
  0
  2/1
  General
  8
  AM,CAR5,TRN
  HALO Paratrooper
  Ambusher
  CI
  1
  2"f
  0
  1/1/0
  0
  3/1
  General
  8
  AM,CAR4,PARA
  VTOL Infantry
  Striker
  CI
  1
  10"v
  2
  1/0/0
  0
  2/1
  General
  8
  CAR32
  earlY Clan InVasIon: aerosPaCe (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  S/M/L/E OV
  A/S
  TH
  Availability
  PV
  Specials
  Sai S-3
  Fast Dogfighter AF
  1
  8a
  3/3/0/0
  0
  4/4
  2
  Kurita
  23
  BOMB1,ENE,FUEL20,SPC,VSTOL
  Sai S-4X
  Fast Dogfighter AF
  1
  8a
  3/3/1/0
  0
  4/4
  2
  Kurita
  24
  BOMB1,ENE,FUEL20,SPC,VSTOL
  Slayer SL-15R
  Dogfighter
  AF
  3
  6a
  4/4/1/0
  0
  8/4
  3
  Kurita
  35
  BOMB3,FLK1/1/1,FUEL40,REAR1/1/-, 
  SPC,VSTOL
  Shilone SL-17R
  Fire-Support
  AF
  2
  6a
  3/3/2/0
  0
  6/3
  2
  Kurita
  27
  BOMB2,FUEL20,REAR1/1/-,SPC,VSTOL
  Lucifer II LCF-R16KR
  Dogfighter
  AF
  2
  6a
  5/5/3/0
  0
  4/3
  2
  Kurita
  32
  BOMB2,FUEL20,PNT1,REAR1/1/-, 
  SPC,VSTOL
  
  117
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  laTe sUCCessIon Wars: ConVenTIonal fIgHTers & aIrBorne sUPPorT VeHICles  
  (sorTeD BY aVaIlaBIlITY, THen alPHaBeTICal)
  Unit Name
  Role
  TP SZ
  MV
  S/M/L/E OV
  A/S
  TH
  Availability
  PV
  Specials
  Heavy Strike Fighter Meteor
  Attack
  CF
  1
  5a
  3/3/0/0
  0
  1/3
  1
  General
  15
  ATMO,BOMB1,VSTOL
  Light Strike Fighter Angel
  Interceptor
  CF
  1
  10a
  1/1/0/0
  0
  0/5
  0
  General
  12
  ATMO,BOMB1,VSTOL
  Medium Strike Fighter Defender
  Fire-Support
  CF
  1
  6a
  1/1/1/0
  0
  1/3
  1
  General
  11
  ATMO,BOMB1,EE,VSTOL
  Heavy Strike Fighter Inseki
  Attack
  CF
  1
  5a
  3/3/0/0
  0
  1/3
  1
  Kurita
  15
  ATMO,BOMB1,VSTOL
  Heavy Strike Fighter Inseki II
  Attack
  CF
  1
  5a
  2/3/3/0
  0
  1/3
  1
  Kurita
  17
  ATMO,BOMB1,VSTOL
  Light Strike Fighter Suzume 
  ("Sparrow")
  Fast Dogfighter CF
  1
  7a
  0*/0*/0*/0
  0
  0/4
  0
  Kurita
  8
  ATMO,BOMB1,VSTOL
  Manazuru (Planetlifter) Air Transport
  Transport
  CF
  2
  4a
  0/0/0/0
  0
  2/3
  1
  Kurita
  7
  ATMO,BOMB2,CT20,EE,VSTOL
  Mechbuster
  Attack
  CF
  2
  5a
  2/2/0/0
  0
  1/3
  1
  Kurita
  13
  ATMO,BOMB2,EE,VSTOL
  Mechbuster (Laser)
  Attack
  CF
  2
  5a
  2/2/0/0
  0
  1/3
  1
  Kurita
  13
  ATMO,BOMB2,EE,VSTOL
  Mechbuster (SRM)
  Attack
  CF
  2
  5a
  3/3/0/0
  0
  2/3
  1
  Kurita
  17
  ATMO,BOMB2,EE,VSTOL
  Shuriken Spotter Plane
  Recon
  SV
  1
  4a
  0/0/0/0
  0
  0/4
  0
  Kurita
  5
  ENE,FUEL13,RCN,VSTOL
  laTe sUCCessIon Wars: BaTTlemeCHs (sorTeD BY role, THen PoInT ValUe)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  UrbanMech UM-R60
  Ambusher BM
  1
  4"j
  0
  2/1/0
  0
  3/3
  General
  12
  AC1/1/-
  Panther PNT-9R
  Brawler
  BM
  1
  8"j
  1
  2/2/1
  0
  3/3
  General
  20
  Panther PNT-8Z
  Brawler
  BM
  1
  8"j
  1
  2/2/0
  0
  4/3
  General
  21
  Centurion CN9-A
  Brawler
  BM
  2
  8"
  1
  2/3/1
  0
  5/4
  General
  28
  AC1/1/-,IF1,REAR1/1/0
  Centurion CN9-AL
  Brawler
  BM
  2
  8"
  1
  2/2/1
  0
  6/4
  General
  28
  IF1,REAR1/1/-
  Wyvern WVE-5N
  Brawler
  BM
  2
  8"j
  1
  2/2/1
  1
  5/4
  Kurita Special
  29
  CASE,IF1
  Hunchback HBK-4SP
  Brawler
  BM
  2
  8"
  1
  4/4/0
  0
  5/4
  General
  30
  SRM2/2
  Lancelot LNC25-02
  Brawler
  BM
  3
  8"
  1
  3/3/1
  1
  5/5
  Kurita
  30
  ENE
  Hunchback HBK-4N
  Brawler
  BM
  2
  8"
  1
  3/3/2
  1
  5/4
  General
  31
  IF1
  Hunchback HBK-4P
  Brawler
  BM
  2
  8"
  1
  5/4/0
  0
  5/4
  General
  31
  ENE
  Warhammer WHM-6R
  Brawler
  BM
  3
  8"
  1
  3/3/2
  1
  5/6
  General
  32
  Warhammer WHM-6K
  Brawler
  BM
  3
  8"
  1
  3/3/2
  1
  5/6
  Kurita
  32
  Black Knight BL-7-KNT-L
  Brawler
  BM
  3
  8"
  1
  3/3/0
  2
  6/6
  General
  33
  ENE
  Black Knight BL-7-KNT
  Brawler
  BM
  3
  8"
  1
  3/3/1
  2
  6/6
  General
  34
  ENE
  Orion ON1-V
  Brawler
  BM
  3
  8"
  1
  3/3/1
  2
  6/6
  General
  35
  IF1
  Orion ON1-V-DC
  Brawler
  BM
  3
  8"
  1
  2/3/1
  1
  6/6
  General
  35
  IF1,MHQ1
  Thunderbolt TDR-5SS
  Brawler
  BM
  3
  8"
  1
  3/3/1
  1
  7/5
  General
  35
  Thunderbolt TDR-5S
  Brawler
  BM
  3
  8"
  1
  3/3/1
  1
  7/5
  General
  36
  IF1
  Flashman FLS-7K
  Brawler
  BM
  3
  8"
  1
  4/3/0
  1
  7/6
  Kurita
  36
  ENE,REAR1/1/-
  Banshee BNC-3M
  Brawler
  BM
  4
  8"
  1
  2/2/2
  1
  8/8
  General
  39
  ENE
  Orion ON1-K
  Brawler
  BM
  3
  8"
  1
  3/3/1
  1
  8/6
  General
  39
  IF1
  Black Knight BL-6-KNT
  Brawler
  BM
  3
  8"
  1
  3/3/1
  2
  7/6
  Kurita Special
  39
  ENE,PRB,RCN
  BattleMaster BLR-1G
  Brawler
  BM
  4
  8"
  1
  3/3/1
  1
  8/7
  General
  40
  REAR1/1/-
  BattleMaster BLR-1G-DC
  Brawler
  BM
  4
  8"
  1
  3/3/1
  1
  8/7
  General
  41
  MHQ1
  Thug THG-11E
  Brawler
  BM
  4
  8"
  1
  4/4/2
  0
  8/6
  Kurita Special
  41
  CASE,SRM2/2
  Hunchback HBK-4G
  Juggernaut BM
  2
  8"
  1
  4/3/0
  0
  5/4
  General
  28
  AC2/2/-
  Hunchback HBK-4H
  Juggernaut BM
  2
  8"
  1
  4/3/0
  0
  5/4
  General
  28
  AC1/1/-
  Centurion CN9-AH
  Juggernaut BM
  2
  8"
  1
  3/3/1
  0
  5/4
  General
  29
  AC2/2/-,IF1
  Cyclops CP-10-Z
  Juggernaut BM
  4
  8"
  1
  3/3/1
  2
  5/7
  General
  34
  AC1/1/-,IF1
  Banshee BNC-3Q
  Juggernaut BM
  4
  8"
  1
  3/2/0
  0
  8/8
  General
  37
  AC2/2/-
  Victor VTR-9B
  Juggernaut BM
  4
  8"j
  1
  4/4/0
  0
  6/6
  General
  37
  AC2/2/-
  Orion ON1-VA
  Juggernaut BM
  3
  8"
  1
  4/4/0
  0
  8/6
  General
  39
  AC1/1/-,SRM1/1
  Stalker STK-4P
  Juggernaut BM
  3
  6"
  1
  3/4/1
  2
  7/6
  General*
  39
  IF1
  Katana CRK-5003-2
  Juggernaut BM
  4
  6"j
  1
  4/3/1
  1
  8/8
  Kurita Special
  40
  FLK1/1/1,SRM1/1
  Stalker STK-4N
  Juggernaut BM
  4
  6"
  1
  4/4/1
  2
  7/7
  General*
  41
  IF1,SRM1/1
  Stalker STK-3F
  Juggernaut BM
  4
  6"
  1
  3/4/2
  3
  7/7
  General
  42
  IF1
  King Crab KGC-0000
  Juggernaut BM
  4
  6"
  1
  3/3/1
  2
  9/8
  General
  44
  AC2/2/-,IF1
  Highlander HGN-733
  Juggernaut BM
  4
  6"j
  1
  3/3/2
  1
  9/7
  Kurita Special
  46
  IF1
  
  118
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  laTe sUCCessIon Wars: BaTTlemeCHs (sorTeD BY role, THen PoInT ValUe)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  King Crab KGC-000
  Juggernaut BM
  4
  6"
  1
  3/3/1
  2
  10/8
  Kurita Special
  46
  AC2/2/-,CASE,IF1
  Atlas AS7-RS
  Juggernaut BM
  4
  6"
  1
  3/4/1
  1
  10/8
  General
  48
  IF1
  Atlas AS7-D
  Juggernaut BM
  4
  6"
  1
  5/5/2
  0
  10/8
  General
  52
  AC2/2/-,IF1,LRM1/1/1,REAR1/1/-
  Atlas AS7-D-DC
  Juggernaut BM
  4
  6"
  1
  5/5/1
  0
  10/8
  General
  52
  AC2/2/-,IF1,MHQ1
  Whitworth WTH-1
  Missile Boat BM
  2
  8"j
  1
  2/2/2
  1
  4/3
  General
  26
  IF1
  JagerMech JM6-A
  Missile Boat BM
  3
  8"
  1
  2/2/2
  1
  4/5
  General
  27
  IF1
  Trebuchet TBT-5N
  Missile Boat BM
  2
  10"
  2
  2/2/2
  1
  4/4
  General
  27
  IF1
  Dervish DV-6M
  Missile Boat BM
  2
  10"j
  2
  2/2/2
  1
  4/5
  General
  30
  IF1
  Hunchback HBK-4J
  Missile Boat BM
  2
  8"
  1
  3/3/2
  1
  5/4
  General
  31
  IF1
  Catapult CPLT-C1
  Missile Boat BM
  3
  8"j
  1
  2/3/2
  1
  5/5
  General
  33
  IF1,LRM1/1/1
  Archer ARC-2K
  Missile Boat BM
  3
  8"
  1
  2/2/2
  2
  6/6
  Kurita
  34
  IF2
  Bombardier BMB-10D
  Missile Boat BM
  3
  8"
  1
  2/2/2
  1
  7/5
  Kurita Special*
  35
  IF2,LRM1/1/2
  Longbow LGB-0W
  Missile Boat BM
  4
  8"
  1
  2/3/3
  0
  5/7
  General
  36
  IF3,LRM1/3/3
  Bombardier BMB-12D
  Missile Boat BM
  3
  10"
  2
  2/3/2
  0
  7/3
  Kurita*
  36
  AMS,CASE,IF2,LRM1/2/2
  Awesome AWS-8R
  Missile Boat BM
  4
  6"
  1
  2/3/2
  0
  8/6
  General
  38
  IF1,LRM1/1/1
  Archer ARC-2R
  Missile Boat BM
  3
  8"
  1
  2/3/3
  1
  7/6
  General
  39
  IF2,LRM1/2/2,REAR1/1/-
  Awesome AWS-8T
  Missile Boat BM
  4
  6"
  1
  3/3/2
  0
  8/6
  General
  39
  IF1,LRM1/1/1
  Stalker STK-3H
  Missile Boat BM
  4
  6"
  1
  3/4/2
  2
  7/7
  General
  42
  IF2,LRM1/1/2,SRM1/1
  Longbow LGB-7Q
  Missile Boat BM
  4
  6"
  1
  3/4/3
  0
  8/7
  General
  45
  IF3,LRM2/3/3
  Hussar HSR-300-D
  Scout
  BM
  1
  18"
  3
  1/1/0
  0
  1/3
  Kurita
  12
  ENE
  Hussar HSR-200-D
  Scout
  BM
  1
  18"
  3
  1/1/1
  0
  1/3
  Kurita Special
  13
  ENE
  Locust LCT-1V
  Scout
  BM
  1
  16"
  3
  1/1/0
  0
  2/2
  General
  14
  Stinger STG-3G
  Scout
  BM
  1
  12"j
  2
  1/1/0
  0
  2/2
  General
  14
  ENE
  Stinger STG-3R
  Scout
  BM
  1
  12"j
  2
  1/1/0
  0
  2/2
  General
  14
  Wasp WSP-1A
  Scout
  BM
  1
  12"j
  2
  1/1/0
  0
  2/2
  General
  14
  Wasp WSP-1K
  Scout
  BM
  1
  12"j
  2
  1/1/0
  0
  2/2
  Kurita
  14
  Cicada CDA-2A
  Scout
  BM
  2
  16"
  3
  2/1/0
  0
  2/3
  General
  16
  ENE
  Cicada CDA-2B
  Scout
  BM
  2
  16"
  3
  2/1/0
  0
  2/3
  General
  16
  ENE
  Ostscout OTT-7J
  Scout
  BM
  1
  16"j
  3
  1/1/0
  0
  2/3
  General
  16
  ENE
  Spider SDR-5V
  Scout
  BM
  1
  16"j
  3
  1/1/0
  0
  2/3
  General
  16
  ENE
  Spider SDR-5K
  Scout
  BM
  1
  16"/12"j
  3
  1/1/0
  0
  2/3
  Kurita
  16
  Mercury MCY-99
  Scout
  BM
  1
  20"
  4
  2/1/0
  0
  2/2
  Kurita Special
  16
  ENE
  Cicada CDA-3C
  Scout
  BM
  2
  14"
  3
  2/1/1
  0
  2/3
  General
  17
  Assassin ASN-21
  Scout
  BM
  2
  14"j
  3
  1/1/0*
  0
  2/3
  General*
  17
  IF0*
  Charger CGR-1A1
  Scout
  BM
  4
  10"
  2
  2/0/0
  0
  5/6
  General
  18
  ENE
  Falcon FLC-4N
  Scout
  BM
  1
  12"j
  2
  2/1/0
  0
  3/3
  Kurita Special
  18
  Firestarter FS9-H
  Scout
  BM
  1
  12"j
  2
  2/1/0
  0
  3/3
  General
  19
  HT1/-/-
  Vulcan VL-2T
  Scout
  BM
  2
  12"j
  2
  2/1/0*
  0
  3/3
  General
  19
  Hermes II HER-2S
  Scout
  BM
  2
  12"
  2
  2/1/1
  0
  4/3
  General
  21
  Vindicator VND-1AA "Avenging Angel"
  Skirmisher BM
  2
  10"j
  2
  2/2/2
  0
  2/4
  Rasalhague
  22
  IF0*
  Phoenix Hawk PXH-1
  Skirmisher BM
  2
  12"j
  2
  2/2/0
  0
  4/4
  General
  25
  Scorpion SCP-1N
  Skirmisher BM
  2
  12"
  2
  2/2/1
  0
  4/5
  General
  25
  Enforcer ENF-4R
  Skirmisher BM
  2
  8"j
  1
  3/2/0
  0
  5/4
  General
  27
  AC1/1/-
  Phoenix Hawk PXH-1K
  Skirmisher BM
  2
  12"
  2
  3/2/0
  0
  5/4
  Kurita
  27
  ENE
  Crab CRB-20
  Skirmisher BM
  2
  10"
  2
  3/2/0
  1
  5/4
  Kurita Special
  27
  ENE
  Ostroc OSR-3C
  Skirmisher BM
  3
  10"
  2
  2/2/0
  1
  5/5
  General
  28
  ENE
  Trebuchet TBT-5J
  Skirmisher BM
  2
  10"j
  2
  2/3/1
  0
  4/4
  General
  28
  IF1
  Quickdraw QKD-4H
  Skirmisher BM
  3
  10"j
  2
  2/2/1
  1
  4/5
  General
  29
  IF1,REAR1/1/-
  Wolverine WVR-6R
  Skirmisher BM
  2
  10"j
  2
  2/2/1
  0
  5/5
  General
  29
  Wyvern WVE-6N
  Skirmisher BM
  2
  8"j
  1
  2/2/1
  1
  5/4
  General
  29
  IF1
  Dragon DRG-1N
  Skirmisher BM
  3
  10"
  2
  2/2/2
  0
  5/5
  General
  30
  IF1,REAR1/1/-
  Quickdraw QKD-4G
  Skirmisher BM
  3
  10"j
  2
  2/3/1
  0
  4/5
  General
  30
  IF1,REAR1/1/-
  Shadow Hawk SHD-2H
  Skirmisher BM
  2
  10"/6"j
  2
  2/2/1
  0
  5/5
  General
  30
  IF0*
  Lancelot LNC25-01
  Skirmisher BM
  3
  12"
  2
  3/3/1
  1
  5/3
  Kurita Special
  30
  ENE
  Ostroc OSR-2C
  Skirmisher BM
  3
  10"
  2
  3/3/0
  1
  5/5
  General
  31
  
  119
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  laTe sUCCessIon Wars: BaTTlemeCHs (sorTeD BY role, THen PoInT ValUe)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  Grand Dragon DRG-1G
  Skirmisher BM
  3
  10"
  2
  2/2/2
  1
  5/5
  Kurita
  31
  IF1,REAR1/1/-
  Champion CHP-1N
  Skirmisher BM
  3
  10"
  2
  3/3/1
  0
  5/5
  Kurita Special
  31
  FLK1/1/1
  Victor VTR-9A
  Skirmisher BM
  4
  8"j
  1
  3/3/0
  1
  5/6
  General
  33
  AC1/1/-
  Kintaro KTO-18
  Skirmisher BM
  2
  10"
  2
  2/3/0*
  1
  6/5
  Kurita
  33
  IF0*,SRM1/1
  Kintaro KTO-20
  Skirmisher BM
  2
  10"
  2
  2/3/0*
  0
  6/5
  Kurita Special
  33
  IF0*,SNARC,SRM1/1
  Ostroc OSR-2D
  Skirmisher BM
  3
  10"
  2
  4/4/2
  0
  5/5
  General
  35
  Victor VTR-9A1
  Skirmisher BM
  4
  8"j
  1
  4/4/0
  0
  5/6
  General
  35
  AC2/2/-
  Exterminator EXT-4D
  Skirmisher BM
  3
  12"j
  2
  3/3/1
  0
  6/3
  Kurita Special
  35
  AMS,IF1
  Guillotine GLT-4L
  Skirmisher BM
  3
  8"j
  1
  4/4/0
  0
  6/6
  General
  37
  Thunderbolt TDR-5SE
  Skirmisher BM
  3
  8"j
  1
  3/3/1
  0
  7/5
  General
  37
  IF1
  Charger CGR-1A9
  Skirmisher BM
  4
  8"j
  1
  3/4/2
  0
  5/6
  Kurita Special
  37
  IF1,LRM1/1/1
  Flashman FLS-8K
  Skirmisher BM
  3
  10"
  2
  4/4/0
  1
  7/3
  Kurita Special
  37
  AMS,REAR1/1/-
  Guillotine GLT-3N
  Skirmisher BM
  3
  8"j
  1
  4/4/0
  0
  6/6
  Kurita Special
  37
  CASE
  Grasshopper GHR-5H
  Skirmisher BM
  3
  8"j
  1
  3/4/0*
  0
  7/6
  General*
  39
  IF0*
  Trebuchet TBT-7K
  Sniper
  BM
  2
  10"
  2
  2/2/2
  0
  4/4
  Kurita*
  25
  JagerMech JM6-S
  Sniper
  BM
  3
  8"
  1
  3/3/2
  0
  3/5
  General
  26
  AC1/1/1
  Rifleman RFL-3N
  Sniper
  BM
  3
  8"
  1
  2/2/1
  2
  4/5
  General
  26
  Blackjack BJ-1
  Sniper
  BM
  2
  8"j
  1
  2/2/0*
  1
  5/4
  General
  27
  Griffin GRF-1N
  Sniper
  BM
  2
  10"j
  2
  1/2/2
  0
  5/5
  General
  30
  IF1
  Shadow Hawk SHD-2K
  Sniper
  BM
  2
  10"/6"j
  2
  1/2/2
  0
  5/5
  Kurita
  30
  IF0*
  Catapult CPLT-K2
  Sniper
  BM
  3
  8"
  1
  3/3/2
  0
  6/5
  Kurita
  32
  Marauder MAD-3R
  Sniper
  BM
  3
  8"
  1
  2/3/3
  1
  6/6
  General
  35
  Zeus ZEU-6S
  Sniper
  BM
  4
  8"
  1
  3/3/2
  0
  6/6
  General
  35
  IF1,REAR1/1/-
  Banshee BNC-3E
  Sniper
  BM
  4
  8"
  1
  2/2/2
  0
  8/8
  General
  38
  Awesome AWS-8Q
  Sniper
  BM
  4
  6"
  1
  3/3/3
  0
  8/6
  General
  39
  ENE
  Awesome AWS-8V
  Sniper
  BM
  4
  6"
  1
  3/3/2
  0
  8/6
  General
  39
  IF1
  Highlander HGN-732
  Sniper
  BM
  4
  6"j
  1
  3/4/3
  1
  9/7
  Kurita Special*
  50
  CASE,IF2
  Commando COM-2D
  Striker
  BM
  1
  12"
  2
  2/2/0
  0
  2/2
  General
  15
  SRM1/1
  Hussar HSR-350-D
  Striker
  BM
  1
  16"
  3
  2/2/0
  0
  1/3
  Kurita
  15
  ENE
  Thorn THE-T
  Striker
  BM
  1
  12"
  2
  2/2/0
  0
  2/2
  Kurita*
  15
  Thorn THE-S
  Striker
  BM
  1
  12"
  2
  2/2/0*
  0
  2/2
  Kurita
  16
  IF0*
  Thorn THE-N
  Striker
  BM
  1
  12"
  2
  2/2/0*
  0
  2/2
  Kurita Special
  16
  CASE,IF0*
  Javelin JVN-10N
  Striker
  BM
  1
  12"j
  2
  2/2/0
  0
  2/3
  General
  18
  SRM2/2
  Clint CLNT-2-3T
  Striker
  BM
  2
  12"j
  2
  2/2/1
  0
  2/3
  General
  19
  Mongoose MON-67
  Striker
  BM
  1
  16"
  3
  2/2/0
  0
  3/2
  General*
  19
  ENE
  Jenner JR7-D
  Striker
  BM
  1
  14"/10"j
  3
  2/2/0
  1
  2/3
  General
  20
  Sentinel STN-3K
  Striker
  BM
  2
  12"
  2
  2/2/1
  0
  3/3
  General*
  21
  Sentinel STN-3M
  Striker
  BM
  2
  12"
  2
  2/2/1
  0
  3/3
  Kurita Special
  21
  Vulcan VL-5T
  Striker
  BM
  2
  12"j
  2
  2/2/0
  0
  4/3
  General
  24
  earlY Clan InVasIon: BaTTlemeCHs (sorTeD BY role, THen PoInT ValUe)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  Panther PNT-10K
  Brawler
  BM
  1
  8"j
  1
  2/2/1
  0
  3/3
  Kurita
  20
  CASE
  Panther PNT-10K
  Brawler
  BM
  1
  8"j
  1
  2/2/1
  0
  3/3
  Rasalhague
  20
  CASE
  Panther PNT-C
  Brawler
  BM
  1
  8"j
  1
  2/2/1
  0
  3/3
  Kurita
  22
  C3S,CASE,MHQ1
  Scorpion SCP-1O
  Brawler
  BM
  2
  12"
  2
  2/2/1
  0
  4/5
  General*
  25
  Flashman FLS-7K
  Brawler
  BM
  3
  8"
  1
  4/3/0
  1
  7/6
  Kurita
  36
  ENE,REAR1/1/-
  Hatamoto-Chi HTM-27T
  Brawler
  BM
  4
  8"
  1
  3/3/2
  1
  8/6
  Kurita
  39
  CASE,SRM1/1
  Hatamoto-Hi HTM-27U
  Brawler
  BM
  4
  8"
  1
  3/3/2
  2
  8/6
  Kurita
  40
  ENE
  Hatamoto-Hi HTM-C
  Brawler
  BM
  4
  8"
  1
  3/3/2
  2
  8/6
  Kurita
  42
  C3S,ENE,MHQ1
  Cyclops CP-11-C
  Brawler
  BM
  4
  8"
  1
  3/4/2
  0
  6/7
  Kurita
  44
  C3M,MHQ5,TAG
  Hatamoto-Hi HTM-CM
  Brawler
  BM
  4
  8"
  1
  2/3/2
  1
  8/6
  Kurita
  45
  C3M,ENE,MHQ5,TAG
  Raptor RTX1-O
  Missile Boat BM
  1
  14"
  3
  3/2/1
  0
  2/1
  Kurita
  18
  IF1,OMNI
  Whitworth WTH-2
  Missile Boat BM
  2
  8"j
  1
  2/2/2002
  1
  3-Apr
  General
  27
  IF2
  Crusader CRD-4K
  Missile Boat BM
  3
  8"
  1
  2/3/2
  1
  6/5
  Kurita
  33
  IF1
  
  120
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  earlY Clan InVasIon: BaTTlemeCHs (sorTeD BY role, THen PoInT ValUe)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  Archer ARC-5R
  Missile Boat BM
  3
  8"
  1
  3/3/3
  1
  6/6
  Kurita
  38
  CASE,IF2,OVL
  Archer ARC-5R
  Missile Boat BM
  3
  8"
  1
  3/3/3
  1
  6/6
  Rasalhague
  38
  CASE,IF2,OVL
  Ostscout OTT-7K
  Scout
  BM
  1
  16"j
  3
  0/0/0
  0
  2/3
  Kurita
  14
  ENE,TAG
  Crab CRB-27
  Skirmisher BM
  2
  10"
  2
  3/2/0
  1
  5/4
  Kurita
  27
  ENE
  Quickdraw QKD-5A
  Skirmisher BM
  3
  10"j
  2
  3/3/2000
  0
  5-Apr
  General
  29
  REAR1/1/-
  Dragon DRG-5N
  Skirmisher BM
  3
  10"
  2
  2/2/2
  0
  5/5
  Kurita
  30
  CASE,IF1
  Grand Dragon DRG-5K
  Skirmisher BM
  3
  12"
  2
  2/3/2
  0
  5/3
  Kurita
  30
  CASE,IF1,REAR1/1/-
  Grand Dragon DRG-5K-DC
  Skirmisher BM
  3
  12"
  2
  2/3/2
  0
  5/3
  Kurita
  31
  CASE,IF1,MHQ1,REAR1/1/-
  Grand Dragon DRG-C
  Skirmisher BM
  3
  12"
  2
  2/3/2
  0
  5/3
  Kurita
  32
  C3S,CASE,IF1,MHQ1,REAR1/1/-
  Quickdraw QKD-5K
  Skirmisher BM
  3
  10"j
  2
  3/3/0
  0
  5/5
  Kurita
  32
  REAR1/1/-
  Wolverine WVR-7K
  Skirmisher BM
  2
  10"j
  2
  4/4/0
  0
  6/3
  Kurita
  34
  SRM2/2
  Grasshopper GHR-5J
  Skirmisher BM
  3
  8"j
  1
  3/3/2001
  0
  6-Jul
  General
  38
  AMS
  Kintaro KTO-C
  Skirmisher BM
  2
  10"
  2
  4/4/0*
  0
  6/5
  Kurita
  38
  C3S,IF0*,MHQ1,SRM2/2
  Grasshopper GHR-5N
  Skirmisher BM
  3
  8"j
  1
  3/4/1
  0
  7/6
  General*
  39
  ENE
  Marauder MAD-5D
  Skirmisher BM
  3
  8"j
  1
  4/4/2
  1
  7/3
  Kurita
  39
  CASE
  Grasshopper GHR-C
  Skirmisher BM
  3
  8"j
  1
  3/3/1
  0
  7/6
  Kurita
  40
  AMS,C3S,MHQ1
  Charger CGR-C
  Skirmisher BM
  4
  10"j
  2
  3/4/2
  0
  6/4
  Kurita
  42
  C3S,CASE,IF2,MHQ1
  Victor VTR-9K
  Skirmisher BM
  4
  8"j
  1
  4/4/2
  0
  7/6
  Kurita
  42
  CASE
  Charger CGR-3K
  Skirmisher BM
  4
  10"j
  2
  4/5/2
  0
  6/4
  Kurita
  43
  CASE,IF2
  Catapult CPLT-K3
  Sniper
  BM
  3
  8"
  1
  4/3/2
  0
  6/5
  Kurita
  33
  Mauler MAL-1R
  Sniper
  BM
  4
  6"
  1
  2/3/3
  2
  7/4
  Kurita
  37
  CASE,IF1,LRM1/1/1,OVL
  Cyclops CP-11-A
  Sniper
  BM
  4
  8"
  1
  4/4/2003
  0
  7-May
  General
  38
  IF1
  Cyclops CP-11-A-DC
  Sniper
  BM
  4
  8"
  1
  3/4/2003
  0
  7-May
  General
  38
  IF1,MHQ1
  Hatamoto-Ku HTM-27W
  Sniper
  BM
  4
  8"
  1
  2/3/3
  0
  8/6
  Kurita
  38
  Hatamoto-Mizo HTM-27Y
  Sniper
  BM
  4
  8"
  1
  2/3/3
  0
  8/6
  Kurita
  38
  ENE
  Hatamoto-Kaze HTM-27V
  Sniper
  BM
  4
  8"
  1
  2/3/3
  0
  8/6
  Kurita
  39
  CASE,IF1
  Mauler MAL-C
  Sniper
  BM
  4
  6"
  1
  2/3/3
  2
  7/4
  Kurita
  39
  C3S,CASE,IF1,LRM1/1/1,MHQ1,OVL
  Atlas AS7-K
  Sniper
  BM
  4
  6"
  1
  3/3/3
  2
  10/4
  Kurita
  45
  AMS,CASE,IF1,OVL,REAR1/1/-
  Atlas AS7-K-DC
  Sniper
  BM
  4
  6"
  1
  3/3/3
  1
  10/4
  Kurita
  46
  AMS,CASE,IF1,MHQ1,OVL,REAR1/1/-
  Atlas AS7-C
  Sniper
  BM
  4
  6"
  1
  3/4/4
  1
  10/4
  Kurita
  51
  AMS,C3S,CASE,IF1,MHQ1,OVL,REAR1/1/-
  Atlas AS7-CM
  Sniper
  BM
  4
  6"
  1
  3/4/4
  0
  10/4
  Kurita
  54
  AMS,C3M,CASE,IF1,LRM1/1/1, 
  MHQ5,REAR1/1/-,TAG
  Raptor RTX1-OA
  Striker
  BM
  1
  14"
  3
  3/2/0
  0
  2/1
  Kurita
  16
  ENE,OMNI
  Raptor RTX1-OB
  Striker
  BM
  1
  14"
  3
  3/3/0
  0
  2/1
  Kurita
  18
  OMNI,SRM2/2
  Assassin ASN-23
  Striker
  BM
  2
  14"j
  3
  1/2/0*
  0
  3-Feb
  General
  19
  IF0*
  Venom SDR-9K
  Striker
  BM
  1
  16"j
  3
  2/2/0
  1
  2/2
  Kurita
  19
  ENE
  Jenner JR7-K
  Striker
  BM
  1
  14"/10"j
  3
  2/2/0
  1
  2/3
  Kurita
  20
  CASE
  Raptor RTX1-OC
  Striker
  BM
  1
  14"
  3
  4/3/0
  0
  2/1
  Kurita
  20
  AMS,OMNI
  Raptor RTX1-OD
  Striker
  BM
  1
  14"
  3
  3/2/0
  0
  2/1
  Kurita
  21
  C3S,MHQ1,OMNI,PRB,RCN,TAG
  Jenner JR7-C
  Striker
  BM
  1
  14"/10"j
  3
  2/2/0
  1
  2/3
  Kurita
  22
  C3S,CASE,MHQ1
  Wolf Trap (Tora) WFT-1
  Striker
  BM
  2
  12"
  2
  2/3/2
  0
  4/2
  Kurita
  26
  CASE,FLK1/1/1,IF1
  Phoenix Hawk PXH-3K
  Striker
  BM
  2
  12"j
  2
  3/3/2
  0
  5/2
  Kurita
  30
  ENE
  Phoenix Hawk PXH-3K
  Striker
  BM
  2
  12"j
  2
  3/3/2
  0
  5/2
  Rasalhague
  30
  ENE
  laTe sUCCessIon Wars: VeHICles (sorTeD BY role, THen PoInT ValUe)
  Unit Name
  Role
  TP SZ
  MV
  TMM
  S/M/L
  OV
  A/S
  Availability
  PV
  Specials
  J-27 Ordnance Transport
  —
  CV
  1
  10"t
  2
  0*/0/0
  0
  0/1
  General
  2
  CT3,EE,HTC,SRCH,TUR(0*/-/-)
  J-27 Ordnance Transport (Fusion)
  —
  CV
  1
  10"t
  2
  0*/0/0
  0
  0/1
  General
  2
  CT3,HTC,SRCH,TUR(0*/-/-)
  J-27 Ordnance Transport (Trailer)
  —
  CV
  1
  0"t
  0
  0/0/0
  0
  1/1
  General
  3
  CT8,EE,ENE,HTC,SRCH
  J-27 Ordnance Transport (Armor)
  —
  CV
  1
  10"t
  2
  0*/0/0
  0
  1/1
  General
  4
  CT3,EE,HTC,SRCH,TUR(0*/-/-)
  Heavy Tracked APC
  —
  CV
  1
  10"t
  2
  0*/0/0
  0
  2/1
  General
  5
  EE,IT6,SRCH
  APC (Tracked)
  —
  CV
  1
  12"t
  2
  0*/0/0
  0
  1/1
  General
  6
  EE,IT1,SRCH,TUR(0*/-/-)
  M.A.S.H. Truck
  —
  CV
  1
  10"w
  2
  1/0/0
  0
  2/1
  General
  6
  ENE,MASH5,SRCH,TUR(1/-/-)
  APC (Hover)
  —
  CV
  1
  20"h
  4
  0*/0/0
  0
  1/1
  General
  7
  EE,IT1,SRCH,TUR(0*/-/-)
  M.A.S.H. Truck (ICE)
  —
  CV
  1
  10"w
  2
  0/0/0
  0
  2/1
  General
  7
  EE,ENE,MASH5,SRCH
  
  121
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  laTe sUCCessIon Wars: VeHICles (sorTeD BY role, THen PoInT ValUe)
  Unit Name
  Role
  TP SZ
  MV
  TMM
  S/M/L
  OV
  A/S
  Availability
  PV
  Specials
  APC (Hover SRM)
  —
  CV
  1
  20"h
  4
  0*/0*/0
  0
  1/1
  General
  8
  EE,IT1,SRCH
  APC (Wheeled)
  —
  CV
  1
  12"w
  2
  0*/0/0
  0
  2/1
  General
  8
  EE,IT1,SRCH,TUR(0*/-/-)
  Heavy Hover APC
  —
  CV
  1
  16"h
  3
  0*/0/0
  0
  2/1
  General
  8
  EE,IT6,SRCH
  Heavy Wheeled APC
  —
  CV
  1
  12"w
  2
  0*/0/0
  0
  2/1
  General
  8
  EE,IT6,SRCH
  Karnov UR Transport
  —
  CV
  1
  22"v
  4
  0/0/0
  0
  1/2
  General
  8
  ATMO,CT6,EE,ENE,SRCH
  APC (Wheeled SRM)
  —
  CV
  1
  12"w
  2
  0*/0*/0
  0
  2/1
  General
  9
  EE,IT1,SRCH,TUR(0*/0*/-)
  Heavy Hover APC (MG)
  —
  CV
  1
  16"h
  3
  1/0/0
  0
  2/1
  General
  9
  EE,IT3,REAR0*/-/-,SRCH
  Hi-Scout Drone Carrier
  —
  CV
  3
  8"t
  1
  0*/0*/0
  0
  3/3
  General
  9
  CT15,DCC5,EE,SRCH,TUR(0*/0*/-)
  Mobile Headquarters (ICE - LL)
  —
  CV
  1
  6"w
  1
  1/1/0
  0
  1/2
  General
  10
  EE,ENE,MHQ2,SRCH
  Mobile Headquarters (ICE)
  —
  CV
  1
  12"w
  2
  1/1/0
  0
  3/2
  General
  15
  CT1,EE,ENE,MHQ2,SRCH,TUR(1/1/-)
  Mobile Headquarters (LL)
  —
  CV
  1
  12"w
  2
  1/1/0
  0
  3/2
  General
  16
  ENE,MHQ3,SRCH,TUR(1/1/-)
  Mobile Headquarters (ICE - LRM)
  —
  CV
  1
  10"w
  2
  1/1/1
  0
  3/2
  General
  17
  CT1,EE,IF1,MHQ2,SRCH,TUR(1/1/1,IF1)
  Mobile Headquarters (LRM)
  —
  CV
  1
  12"w
  2
  1/1/1
  0
  3/2
  General
  17
  IF1,MHQ2,SRCH,TUR(1/1/1,IF1)
  Maxim Heavy Hover Transport (SRM4)
  —
  CV
  2
  16"h
  3
  3/2/0
  0
  3/3
  General
  20
  EE,IT3,SRCH,SRM2/2,TUR(2/1/-)
  Mobile Headquarters
  —
  CV
  1
  12"w
  2
  1/1/0
  0
  3/2
  General
  20
  CT1,ENE,MHQ7,SRCH,TUR(1/1/-)
  Maxim Heavy Hover Transport
  —
  CV
  2
  16"h
  3
  3/2/1
  0
  3/3
  General
  22
  EE,IF1,IT3,SRCH,SRM1/1,TUR(2/1/-)
  Maxim Heavy Hover Transport (SRM2)
  —
  CV
  2
  16"h
  3
  3/2/1
  0
  3/3
  General
  22
  EE,IF1,IT3,SRCH,SRM1/1,TUR(2/2/-,SRM1/1)
  Laser Carrier
  Ambusher
  CV
  3
  6"t
  1
  4/4/0
  0
  2/3
  General
  20
  EE,ENE,SRCH
  SRM Carrier
  Ambusher
  CV
  3
  6"t
  1
  6/6/0
  0
  2/3
  General
  26
  EE,SRCH,SRM6/6
  Scorpion Light Tank
  Brawler
  CV
  1
  8"t
  1
  1/1/1
  0
  2/2
  General
  11
  EE,SRCH,TUR(1/1/1)
  Vedette Medium Tank
  Brawler
  CV
  2
  10"t
  2
  1/1/1
  0
  3/3
  General
  15
  EE,SRCH,TUR(1/1/1)
  Vedette Medium Tank (AC2)
  Brawler
  CV
  2
  10"t
  2
  1/1/0*
  0
  3/3
  General
  15
  EE,SRCH,TUR(1/1/0*)
  Bulldog Medium Tank
  Brawler
  CV
  3
  8"t
  1
  3/2/0
  0
  3/3
  Kurita
  17
  EE,SRCH,SRM1/1,TUR(2/2/-,SRM1/1)
  Bulldog Medium Tank (AC2)
  Brawler
  CV
  3
  8"t
  1
  2/2/0*
  0
  3/3
  Kurita
  17
  EE,SRCH,SRM1/1,TUR(2/2/0*,SRM1/1)
  Hunter Light Support Tank (LRM10)
  Brawler
  CV
  1
  10"t
  2
  3/2/1
  0
  3/2
  General
  19
  IF1,SRCH
  Tokugawa Heavy Tank TKG-150
  Brawler
  CV
  3
  8"w
  1
  2/2/0
  0
  6/3
  Kurita
  22
  AC1/1/-,EE,SRCH,TUR(2/2/0,AC1/1/-)
  Manticore Heavy Tank
  Brawler
  CV
  3
  8"t
  1
  3/3/2
  0
  6/3
  General
  28
  IF1,SRCH,TUR(2/3/2,IF1)
  Scorpion Light Tank (ML)
  Juggernaut CV
  1
  8"t
  1
  2/2/0
  0
  2/2
  General
  13
  CT1,EE,SRCH,TUR(2/2/-)
  Scorpion Light Tank (SRM)
  Juggernaut CV
  1
  8"t
  1
  2/2/0
  0
  2/2
  General
  13
  EE,SRCH,SRM2/2,TUR(2/2/-,SRM2/2)
  Neptune Submarine (Hunter-Killer)
  Juggernaut CV
  4
  6"s
  1
  0/0/0
  0
  7/4
  Kurita
  20
  CT3,EE,SEAL,SRCH,TOR4/5/1
  Demolisher Heavy Tank (Defensive)
  Juggernaut CV
  4
  6"t
  1
  5/4/0
  0
  4/4
  General
  26
  AC4/4/-,EE,SRCH,TUR(4/4/-,AC4/4/-)
  Von Luckner Heavy Tank VNL-K70
  Juggernaut CV
  3
  6"t
  1
  3/3/1
  0
  6/4
  Kurita
  27
  AC1/1/-,REAR0/1/1,SRCH,TUR(3/3/1,AC1/1/-)
  Axel Heavy Tank Mk 1
  Juggernaut CV
  3
  6"t
  1
  3/3/1
  0
  6/4
  Rasalhague
  28
  AC2/2/0,EE,IF1,SRCH,TUR(3/3/1,AC2/2/0,IF1)
  Axel Heavy Tank Mk 2
  Juggernaut CV
  3
  6"t
  1
  3/3/1
  0
  6/4
  Rasalhague
  28
  AC2/2/0,EE,IF1,SRCH,TUR(3/3/1,AC2/2/0,IF1)
  Von Luckner Heavy Tank VNL-K65N
  Juggernaut CV
  3
  6"t
  1
  5/4/0
  0
  6/4
  Kurita
  30
  AC2/2/-,REAR0/1/1,SRCH,SRM2/2, 
  TUR(4/4/-,SRM2/2,AC2/2/-)
  Devastator Heavy Tank
  Juggernaut CV
  4
  6"t
  1
  6/5/0
  0
  5/4
  General
  31
  AC4/4/-,SRCH,TUR(5/4/-,AC4/4/-)
  Behemoth Heavy Tank
  Juggernaut CV
  4
  4"t
  0
  6/6/2
  0
  7/5
  General
  39
  AC2/2/-,EE,IF1,LRM1/1/1,SRCH,S-
  RM2/2,TUR(4/4/-,SRM2/2,AC2/2/-)
  Behemoth Heavy Tank (Flamer)
  Juggernaut CV
  4
  4"t
  0
  6/5/2
  0
  7/5
  General
  39
  AC2/2/-,EE,HT2,IF1,LRM1/1/1,SRCH, 
  SRM2/2,TUR(4/4/-,SRM2/2,AC2/2/-)
  Behemoth Heavy Tank (Armor)
  Juggernaut CV
  4
  4"t
  0
  5/5/2
  0
  11/5
  General
  44
  AC2/2/-,EE,IF1,LRM1/1/1,SRCH,S-
  RM2/2,TUR(4/4/-,SRM2/2,AC2/2/-)
  APC (Wheeled LRM)
  Missile Boat CV
  1
  12"w
  2
  0*/0*/0*
  0
  1/1
  General
  7
  EE,IF0*,SRCH
  APC (Tracked LRM)
  Missile Boat CV
  1
  12"t
  2
  0*/0*/0*
  0
  1/1
  General
  8
  EE,IF0*,SRCH
  APC (Hover LRM)
  Missile Boat CV
  1
  20"h
  4
  0*/0*/0*
  0
  1/1
  General
  9
  EE,IF0*,SRCH
  Scorpion Light Tank (LRM)
  Missile Boat CV
  1
  8"t
  1
  1/1/1
  0
  3/2
  General
  14
  EE,IF1,SRCH,TUR(1/1/1,IF1)
  Hunter Light Support Tank (LRM15)
  Missile Boat CV
  1
  10"t
  2
  2/1/1
  0
  3/2
  General
  16
  IF1,SRCH
  Scimitar Medium Hover Tank (Missile)
  Missile Boat CV
  1
  16"h
  3
  1/2/1
  0
  3/2
  General
  18
  IF1,SRCH,TUR(1/2/1,IF1)
  Ballista Self-Propelled Artillery Tank
  Missile Boat CV
  2
  6"t
  1
  0*/0/0
  0
  4/3
  General
  19
  ARTS-1,EE,REAR0*/-/-
  Bulldog Medium Tank (LRM)
  Missile Boat CV
  3
  8"t
  1
  2/3/2
  0
  3/3
  Kurita
  21
  EE,IF1,LRM1/1/1,SRCH,SRM1/1, 
  TUR(2/3/2,SRM1/1,LRM1/1/1,IF1)
  LRM Carrier
  Missile Boat CV
  3
  6"t
  1
  2/3/3
  0
  2/3
  General
  22
  EE,IF3,LRM(1/3/3),SRCH
  Thumper Artillery Vehicle
  Missile Boat CV
  3
  8"w
  1
  0/0/0
  0
  6/3
  General
  22
  ARTT-1,EE,REAR0*/-/-,SRCH
  Pike Support Vehicle (Missile)
  Missile Boat CV
  3
  6"t
  1
  2/3/2
  0
  5/3
  General
  26
  EE,IF2,LRM1/2/2,SRCH,TUR(1/2/2, 
  LRM1/2/2,IF2)
  Partisan Heavy Tank (LRM)
  Missile Boat CV
  4
  6"t
  1
  3/4/4
  0
  3/4
  General
  30
  EE,IF4,LRM2/4/4,SRCH,TUR(2/4/4, 
  LRM2/4/4,IF4)
  
  122
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  laTe sUCCessIon Wars: VeHICles (sorTeD BY role, THen PoInT ValUe)
  Unit Name
  Role
  TP SZ
  MV
  TMM
  S/M/L
  OV
  A/S
  Availability
  PV
  Specials
  Mobile Long Tom Artillery LT-MOB-25
  Missile Boat CV
  2
  4"t
  0
  1/0/0
  0
  2/3
  General
  37
  ARTLT-1,EE,HTC,MHQ2,SRCH
  Hi-Scout Drone (PathTrak)
  Scout
  CV
  1
  16"t
  3
  0/0/0
  0
  0/1
  General
  4
  DRO,EE,ENE,SRCH
  Hi-Scout Drone (NapFind)
  Scout
  CV
  1
  30"h
  4
  0/0/0
  0
  0/1
  General
  5
  DRO,EE,ENE,SRCH
  APC (Tracked MG)
  Scout
  CV
  1
  12"t
  2
  1/0/0
  0
  1/1
  General
  6
  EE,SRCH,TUR(1/-/-)
  Heavy Tracked APC (MG)
  Scout
  CV
  1
  10"t
  2
  1/0/0
  0
  2/1
  General
  6
  EE,IT3,REAR0*/-/-,SRCH
  APC (Tracked SRM)
  Scout
  CV
  1
  12"t
  2
  0*/0*/0
  0
  1/1
  General
  7
  EE,SRCH
  Heavy Tracked APC (LRM)
  Scout
  CV
  1
  10"t
  2
  1/0*/0*
  0
  2/1
  General
  7
  EE,IF0*,IT3,SRCH
  APC (Hover MG)
  Scout
  CV
  1
  20"h
  4
  1/0/0
  0
  1/1
  General
  8
  EE,SRCH,TUR(1/-/-)
  APC (Wheeled MG)
  Scout
  CV
  1
  12"w
  2
  1/0/0
  0
  2/1
  General
  8
  EE,SRCH,TUR(1/-/-)
  Heavy Wheeled APC (MG)
  Scout
  CV
  1
  12"w
  2
  1/0/0
  0
  2/1
  General
  8
  EE,IT3,REAR0*/-/-,SRCH
  Skulker Wheeled Scout Tank (MG)
  Scout
  CV
  1
  14"w
  3
  0*/0/0
  0
  2/1
  Kurita
  8
  EE,IT2,SRCH
  APC (Hover Sensors)
  Scout
  CV
  1
  20"h
  4
  0/0/0
  0
  1/1
  General
  9
  EE,ENE,IT1,RCN,RSD1,SRCH
  Warrior Attack Helicopter H-7
  Scout
  CV
  1
  18"v
  3
  1/1/0*
  0
  1/1
  General
  9
  ATMO,EE,SRCH
  Heavy Tracked APC (SRM)
  Scout
  CV
  1
  10"t
  2
  1/1/0
  0
  2/1
  General
  10
  EE,IT3,SRCH
  Heavy Wheeled APC (LRM)
  Scout
  CV
  1
  12"w
  2
  1/0*/0*
  0
  2/1
  General
  10
  EE,IF0*,IT3,SRCH
  Heavy Wheeled APC (SRM)
  Scout
  CV
  1
  12"w
  2
  1/1/0
  0
  2/1
  General
  10
  EE,IT3,SRCH
  Packrat LRPV PKR-T5
  Scout
  CV
  1
  14"w
  3
  1/1/0
  0
  2/1
  General
  10
  IT1,SRCH
  Packrat LRPV PKR-T5 (ICE)
  Scout
  CV
  1
  14"w
  3
  1/1/0
  0
  2/1
  General
  10
  EE,IT1,SRCH
  Skulker Wheeled Scout Tank
  Scout
  CV
  1
  14"w
  3
  1/1/0
  0
  2/1
  Kurita
  10
  EE,SRCH
  Skulker Wheeled Scout Tank (SRM)
  Scout
  CV
  1
  14"w
  3
  1/1/0
  0
  2/1
  Kurita
  10
  EE,SRCH
  Warrior Attack Helicopter H-7A
  Scout
  CV
  1
  18"v
  3
  1/1/1
  0
  1/1
  General
  10
  ATMO,EE,SRCH
  Heavy Hover APC (LRM)
  Scout
  CV
  1
  16"h
  3
  1/0*/0*
  0
  2/1
  General
  11
  EE,IF0*,IT3,SRCH
  Heavy Hover APC (SRM)
  Scout
  CV
  1
  16"h
  3
  1/1/0
  0
  2/1
  General
  11
  EE,IT3,SRCH
  Pegasus Scout Hover Tank (Unarmed)
  Scout
  CV
  1
  16"h
  3
  0/0/0
  0
  3/2
  General
  11
  CT12,EE,ENE,SRCH
  J. Edgar Light Hover Tank (ICE)
  Scout
  CV
  1
  16"h
  3
  1/1/0
  0
  3/2
  Kurita
  14
  EE,SRCH,TUR(1/1/-)
  J. Edgar Light Hover Tank
  Scout
  CV
  1
  22"h
  4
  1/1/0
  0
  3/2
  Kurita
  16
  SRCH,TUR(1/1/-)
  J. Edgar Light Hover Tank (Flamer)
  Scout
  CV
  1
  22"h
  4
  1/1/0
  0
  3/2
  Kurita
  17
  HT1/-/-,SRCH,TUR(1/1/-)
  J. Edgar Light Hover Tank (MG)
  Scout
  CV
  1
  22"h
  4
  2/1/0
  0
  3/2
  Kurita
  17
  SRCH,TUR(2/1/-)
  AC/2 Carrier
  Sniper
  CV
  3
  6"t
  1
  1/1/1
  0
  2/3
  General
  12
  AC1/1/1,EE,SRCH
  Warrior Attack Helicopter H-7C
  Sniper
  CV
  1
  18"v
  3
  1/2/1
  0
  1/1
  General
  13
  ATMO,EE,IF1,SRCH
  Partisan Heavy Tank (AC2)
  Sniper
  CV
  4
  6"t
  1
  2/1/1
  0
  3/4
  General
  16
  AC1/1/1,EE,SRCH,TUR(AC1/1/1)
  Pike Support Vehicle
  Sniper
  CV
  3
  6"t
  1
  1/1/1
  0
  5/3
  General
  18
  EE,SRCH,TUR(1/1/1)
  Partisan Heavy Tank
  Sniper
  CV
  4
  6"t
  1
  2/2/2
  0
  3/4
  General
  19
  AC2/2/2,EE,SRCH,TUR(2/2/2,AC2/2/2)
  Pike Support Vehicle (AC5)
  Sniper
  CV
  3
  6"t
  1
  2/2/1
  0
  5/3
  General
  21
  AC1/1/1,EE,SRCH,TUR(1/1/1,AC1/1/1)
  Tokugawa Heavy Tank TKG-151
  Sniper
  CV
  3
  8"w
  1
  2/2/0*
  0
  6/3
  Kurita
  22
  EE,SRCH,TUR(2/2/0*)
  Schrek PPC Carrier (Anti-Infantry)
  Sniper
  CV
  4
  6"t
  1
  3/3/3
  0
  3/4
  General
  23
  SRCH,TUR(3/3/3)
  Schrek AC Carrier
  Sniper
  CV
  4
  6"t
  1
  3/2/2
  0
  5/4
  General
  24
  AC1/2/2,EE,SRCH,TUR(2/2/2,AC1/2/2)
  Schrek PPC Carrier
  Sniper
  CV
  4
  6"t
  1
  3/3/3
  0
  4/4
  General
  25
  ENE,SRCH,TUR(3/3/3)
  Karnov UR Gunship
  Striker
  CV
  1
  22"v
  4
  2/0/0
  0
  1/2
  General
  10
  ATMO,EE,SRCH
  Saladin Assault Hover Tank
  Striker
  CV
  1
  16"h
  3
  2/2/0
  0
  1/2
  General
  13
  AC2/2/-,EE,SRCH
  Saladin Assault Hover Tank (Armor)
  Striker
  CV
  1
  16"h
  3
  2/2/0
  0
  2/2
  General
  15
  AC2/2/-,EE,SRCH
  Scimitar Medium Hover Tank
  Striker
  CV
  1
  16"h
  3
  1/1/1
  0
  3/2
  General
  15
  EE,SRCH,TUR(1/1/1)
  Vedette Medium Tank (Liao)
  Striker
  CV
  2
  10"t
  2
  2/1/0
  0
  3/3
  General
  15
  EE,SRCH,TUR(1/1/-)
  Pegasus Scout Hover Tank
  Striker
  CV
  1
  16"h
  3
  2/2/0
  0
  3/2
  General
  17
  EE,SRCH,SRM1/1,TUR(2/2/-,SRM1/1)
  Condor Heavy Hover Tank
  Striker
  CV
  2
  16"h
  3
  2/2/1
  0
  3/3
  Kurita
  20
  EE,SRCH,TUR(2/2/1)
  Drillson Heavy Hover Tank (SRM)
  Striker
  CV
  2
  18"h
  3
  3/2/0
  0
  3/3
  General
  20
  SRCH,SRM1/1,TUR(2/2/-)
  Pegasus Scout Hover Tank (Missile)
  Striker
  CV
  1
  16"h
  3
  3/3/0
  0
  3/2
  General
  20
  EE,SRCH,SRM2/2,TUR(3/3/-,SRM2/2)
  Drillson Heavy Hover Tank
  Striker
  CV
  2
  18"h
  3
  2/2/1
  0
  3/3
  General
  21
  IF1,SRCH,TUR(2/2/-)
  Saracen Medium Hover Tank
  Striker
  CV
  1
  16"h
  3
  1/2/1
  0
  4/2
  General
  21
  EE,IF1,SRCH,TUR(1/2/1,IF1)
  
  123
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  laTe sUCCessIon Wars: InfanTrY (sorTeD BY role, THen PoInT ValUe)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  Foot Platoon (Flamer)
  Ambusher
  CI
  1
  2"f
  0
  1/0/0
  0
  2/1
  General
  4
  AM,CAR3,HT1/-/-
  Foot Platoon (MG)
  Ambusher
  CI
  1
  2"f
  0
  1/0/0
  0
  2/1
  General
  4
  AM,CAR3
  Foot Platoon (Rifle)
  Ambusher
  CI
  1
  2"f
  0
  1/0/0
  0
  2/1
  General
  4
  AM,CAR3
  Jump Platoon (MG)
  Ambusher
  CI
  1
  4"j
  1
  1/0/0
  0
  2/1
  General
  4
  AM,CAR4
  Motorized Platoon (Flamer)
  Ambusher
  CI
  1
  4"m
  0
  1/0/0
  0
  2/1
  General
  4
  AM,CAR6,HT1/-/-
  Motorized Platoon (MG)
  Ambusher
  CI
  1
  4"m
  0
  1/0/0
  0
  2/1
  General
  4
  AM,CAR6
  Hover Platoon (MG)
  Ambusher
  CI
  1
  8"h
  1
  1/0/0
  0
  1/1
  General
  5
  CAR20
  Hover Platoon (Rifle)
  Ambusher
  CI
  1
  10"h
  2
  1/0/0
  0
  1/1
  General
  5
  CAR20
  Jump Platoon (Flamer)
  Ambusher
  CI
  1
  4"j
  1
  1/0/0
  0
  2/1
  General
  5
  AM,CAR4,HT1/-/-
  Tracked Platoon (Flamer)
  Ambusher
  CI
  1
  6"t
  1
  1/0/0
  0
  1/1
  General
  5
  CAR28,HT1/-/-
  Tracked Platoon (MG)
  Ambusher
  CI
  1
  6"t
  1
  1/0/0
  0
  1/1
  General
  5
  CAR28
  Tracked Platoon (Rifle)
  Ambusher
  CI
  1
  6"t
  1
  1/0/0
  0
  1/1
  General
  5
  CAR28
  Wheeled Platoon (Flamer)
  Ambusher
  CI
  1
  6"w
  1
  1/0/0
  0
  1/1
  General
  5
  CAR24,HT1/-/-
  Wheeled Platoon (MG)
  Ambusher
  CI
  1
  6"w
  1
  1/0/0
  0
  1/1
  General
  5
  CAR24
  Wheeled Platoon (Rifle)
  Ambusher
  CI
  1
  8"w
  1
  1/0/0
  0
  1/1
  General
  5
  CAR24
  Hover Platoon (Flamer)
  Ambusher
  CI
  1
  8"h
  1
  1/0/0
  0
  1/1
  General
  6
  CAR20,HT1/-/-
  Motorized Platoon (Rifle)
  Ambusher
  CI
  1
  6"m
  1
  1/0/0
  0
  2/1
  General
  6
  AM,CAR6
  Foot Platoon (Laser)
  Ambusher
  CI
  1
  2"f
  0
  1/1/0
  0
  2/1
  General
  7
  AM,CAR3
  Foot Platoon (SRM)
  Ambusher
  CI
  1
  2"f
  0
  1/1/0
  0
  2/1
  General
  7
  AM,CAR3
  Jump Platoon (Rifle)
  Ambusher
  CI
  1
  6"j
  1
  1/0/0
  0
  2/1
  General
  7
  AM,CAR4
  Motorized Platoon (SRM)
  Ambusher
  CI
  1
  4"m
  0
  1/1/0
  0
  2/1
  General
  7
  AM,CAR6
  Jump Platoon (SRM)
  Ambusher
  CI
  1
  4"j
  1
  1/1/0
  0
  2/1
  General
  8
  AM,CAR4
  Tracked Platoon (Laser)
  Ambusher
  CI
  1
  6"t
  1
  1/1/0
  0
  1/1
  General
  8
  CAR28
  Tracked Platoon (SRM)
  Ambusher
  CI
  1
  6"t
  1
  1/1/0
  0
  1/1
  General
  8
  CAR28
  Wheeled Platoon (SRM)
  Ambusher
  CI
  1
  6"w
  1
  1/1/0
  0
  1/1
  General
  8
  CAR24
  Hover Platoon (Laser)
  Ambusher
  CI
  1
  10"h
  2
  1/1/0
  0
  1/1
  General
  9
  CAR20
  Hover Platoon (SRM)
  Ambusher
  CI
  1
  8"h
  1
  1/1/0
  0
  1/1
  General
  9
  CAR20
  Wheeled Platoon (Laser)
  Ambusher
  CI
  1
  8"w
  1
  1/1/0
  0
  1/1
  General
  9
  CAR24
  Motorized Platoon (Laser)
  Ambusher
  CI
  1
  6"m
  1
  1/1/0
  0
  2/1
  General
  10
  AM,CAR6
  Jump Platoon (Laser)
  Ambusher
  CI
  1
  6"j
  1
  1/1/0
  0
  2/1
  General
  11
  AM,CAR4
  DEST Heavy Jump Platoon
  Ambusher
  CI
  1
  6"j
  1
  1/1/0
  0
  2/1
  Kurita
  11
  AM,CAR4,LMAS
  Mechanized Field Artillery (Thumper)
  Missile Boat CI
  1
  2"w
  0
  1/0/0
  0
  1/1
  General
  11
  ARTT-1,CAR40
  Motorized Artillery Platoon (Sniper)
  Missile Boat CI
  1
  2"m
  0
  1/0/0
  0
  2/1
  General
  15
  ARTS-1,CAR23
  earlY Clan InVasIon: InfanTrY (sorTeD BY role, THen PoInT ValUe)
  Unit Name
  Role
  TP SZ
  MV
  TMM S/M/L OV
  A/S
  Availability
  PV
  Specials
  Combat Engineer
  Ambusher
  CI
  1
  6"m
  0
  1/0/0
  0
  2/1
  General
  8
  AM,CAR5,TRN
  HALO Paratrooper
  Ambusher
  CI
  1
  2"f
  0
  1/1/0
  0
  3/1
  General
  8
  AM,CAR4,PARA
  VTOL Infantry
  Striker
  CI
  1
  10"v
  2
  1/0/0
  0
  2/1
  General
  8
  CAR32
  
  124
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  laTe sUCCessIon Wars: ConVenTIonal fIgHTers & aIrBorne sUPPorT VeHICles  
   (sorTeD BY role, THen PoInT ValUe)
  Unit Name
  Role
  TP SZ
  MV
  S/M/L/E OV
  A/S
  TH
  Availability
  PV
  Specials
  Heavy Strike Fighter Inseki
  Attack
  CF
  1
  5a
  3/3/0/0
  0
  1/3
  1
  Kurita
  15
  ATMO,BOMB1,VSTOL
  Heavy Strike Fighter Inseki II
  Attack
  CF
  1
  5a
  2/3/3/0
  0
  1/3
  1
  Kurita
  17
  ATMO,BOMB1,VSTOL
  Heavy Strike Fighter Meteor
  Attack
  CF
  1
  5a
  3/3/0/0
  0
  1/3
  1
  General
  15
  ATMO,BOMB1,VSTOL
  Mechbuster
  Attack
  CF
  2
  5a
  2/2/0/0
  0
  1/3
  1
  Kurita
  13
  ATMO,BOMB2,EE,VSTOL
  Mechbuster (Laser)
  Attack
  CF
  2
  5a
  2/2/0/0
  0
  1/3
  1
  Kurita
  13
  ATMO,BOMB2,EE,VSTOL
  Mechbuster (SRM)
  Attack
  CF
  2
  5a
  3/3/0/0
  0
  2/3
  1
  Kurita
  17
  ATMO,BOMB2,EE,VSTOL
  Light Strike Fighter Suzume  ("Sparrow")
  Fast Dogfighter
  CF
  1
  7a
  0*/0*/0*/0
  0
  0/4
  0
  Kurita
  8
  ATMO,BOMB1,VSTOL
  Medium Strike Fighter Defender
  Fire-Support
  CF
  1
  6a
  1/1/1/0
  0
  1/3
  1
  General
  11
  ATMO,BOMB1,EE,VSTOL
  Light Strike Fighter Angel
  Interceptor
  CF
  1
  10a
  1/1/0/0
  0
  0/5
  0
  General
  12
  ATMO,BOMB1,VSTOL
  Manazuru (Planetlifter) Air Transport
  Transport
  CF
  2
  4a
  0/0/0/0
  0
  2/3
  1
  Kurita
  7
  ATMO,BOMB2,CT20,EE,VSTOL
  Shuriken Spotter Plane
  Recon
  SV
  1
  4a
  0/0/0/0
  0
  0/4
  0
  Kurita
  5
  ENE,FUEL13,RCN,VSTOL
  earlY Clan InVasIon: aerosPaCe (sorTeD BY role, THen PoInT ValUe)
  Unit Name
  Role
  TP SZ
  MV
  S/M/L/E OV
  A/S
  TH
  Availability
  PV
  Specials
  Lucifer II LCF-R16KR
  Dogfighter
  AF
  2
  6a
  5/5/3/0
  0
  4/3
  2
  Kurita
  32
  BOMB2,FUEL20,PNT1,REAR1/1/-, 
  SPC,VSTOL
  Slayer SL-15R
  Dogfighter
  AF
  3
  6a
  4/4/1/0
  0
  8/4
  3
  Kurita
  35
  BOMB3,FLK1/1/1,FUEL40,REAR1/1/-, 
  SPC,VSTOL
  Sai S-3
  Fast Dogfighter AF
  1
  8a
  3/3/0/0
  0
  4/4
  2
  Kurita
  23
  BOMB1,ENE,FUEL20,SPC,VSTOL
  Sai S-4X
  Fast Dogfighter AF
  1
  8a
  3/3/1/0
  0
  4/4
  2
  Kurita
  24
  BOMB1,ENE,FUEL20,SPC,VSTOL
  Shilone SL-17R
  Fire-Support
  AF
  2
  6a
  3/3/2/0
  0
  6/3
  2
  Kurita
  27
  BOMB2,FUEL20,REAR1/1/-,SPC,VSTOL
  laTe sUCCessIon Wars: aerosPaCe (sorTeD BY role, THen PoInT ValUe)
  Unit Name
  Role
  TP SZ
  MV
  S/M/L/E OV
  A/S
  TH
  Availability
  PV
  Specials
  Riever F-100B
  Attack
  AF
  3
  5a
  4/4/2/0
  0
  7/5
  3
  Kurita
  35
  BOMB3,FUEL20,SPC,VSTOL
  Lightning LTN-G15
  Dogfighter
  AF
  2
  6a
  4/4/0/0
  0
  6/3
  2
  General
  28
  BOMB2,FUEL20,REAR1/1/-,SPC,VSTOL
  Lucifer II LCF-R16K
  Dogfighter
  AF
  2
  6a
  4/3/1/0
  1
  3/3
  1
  Kurita
  24
  BOMB2,FUEL16,PNT2,REAR1/1/-,SPC,VSTOL
  Shilone SL-17AC
  Dogfighter
  AF
  2
  6a
  3/3/1/1
  0
  6/3
  2
  Kurita
  26
  BOMB2,FUEL20,REAR1/1/-,SPC,VSTOL
  Slayer SL-15
  Dogfighter
  AF
  3
  6a
  4/4/0/0
  0
  8/4
  3
  Kurita
  34
  BOMB3,FUEL40,REAR1/1/-,SPC,VSTOL
  Slayer SL-15A
  Dogfighter
  AF
  3
  6a
  4/5/1/0
  0
  8/4
  3
  Kurita
  37
  BOMB3,FUEL40,REAR1/1/-,SPC,VSTOL
  Slayer SL-15B
  Dogfighter
  AF
  3
  6a
  3/4/1/0
  0
  8/4
  3
  Kurita
  34
  BOMB3,FUEL40,REAR1/1/-,SPC,VSTOL
  Slayer SL-15C
  Dogfighter
  AF
  3
  6a
  4/4/0/0
  0
  8/4
  3
  Kurita
  34
  BOMB3,FUEL40,REAR1/1/1,SPC,VSTOL
  Shilone SL-17
  Fire-Support
  AF
  2
  6a
  3/3/2/0
  0
  6/3
  2
  Kurita
  27
  BOMB2,FUEL20,REAR1/1/-,SPC,VSTOL
  Sholagar SL-21
  Interceptor
  AF
  1
  10a
  2/2/0/0
  0
  3/5
  1
  Kurita
  20
  BOMB1,FUEL20,SPC,VSTOL
  Sholagar SL-21L
  Interceptor
  AF
  1
  10a
  2/2/0/0
  0
  3/5
  1
  Kurita
  20
  BOMB1,ENE,FUEL20,SPC,VSTOL
  Sparrowhawk SPR-H5K
  Interceptor
  AF
  1
  10a
  2/0/0/0
  0
  4/5
  2
  Kurita
  20
  BOMB1,ENE,FUEL20,PNT2,SPC,VSTOL
  
  125
  HoUse KUrITa faCTIon lIsTs
  HoUse KUrITa faCTIon lIsTs
  COMPANY FORCE
  RECORD SHEET
  © 2016 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Lance:
  Skill
  Unit
  PV
  FP (List)
  Pilot Special Abilities
  Lance Special Abilities:
  Lance:
  Skill
  Unit
  PV
  FP (List)
  Pilot Special Abilities
  Lance Special Abilities:
  Lance:
  Skill
  Unit
  PV
  FP (List)
  Pilot Special Abilities
  Lance Special Abilities:
  Sub Command / Supplemental
  Skill
  Unit
  PV
  FP (List)
  Notes
  Faction:
  Experience Level:
  Command Special Abilities:
  Era:
  Company Name:
  Combat Command:
  Sub-Command:
  PV:
  
  Master Unit List
  WWW.MASTERUNITLIST.INFO
  The Master Unit List is the free online 
  database that provides BattleTech fans with 
  a comprehensive list of game units and their 
  corresponding Battle Values. 
  For use with Total Warfare and Alpha Strike 
  rule sets, it offers more than 3,500 variants for 
  well over 900 individual combat units!
  Updates ensure you’ll be 
  provided with the latest configurations.
  Like the Eras filters, another array of sorting 
  options includes the many BattleTech factions—
  from the Star League, Great Houses, Clans, and 
  of course the Mercenaries and Pirates.
  The Master Unit List draws its data from Official 
  Catalyst Game Labs supplements and rulebooks.
  Vast functionality has been incorporated to give 
  you the tools necessary for building accurate 
  and dynamic forces. The database can be sorted 
  by BattleTech Eras spanning the history of the 
  game’s many rich time periods.
  
  Master Unit List
  THE ONLINE DATABASE
  Use the Master Unit List website to build 
  custom Alpha Strike forces selecting the 
  war machines you choose. Once selected 
  and added to your force, you can assign 
  pilot skills (adjusting the Point Value ac-
  cordingly) and even generate a custom PDF 
  that you can download and print. This PDF 
  comes with freshly generated Alpha Strike 
  Unit Cards to accompany your force!
  That’s right, you can download Alpha 
  Strike Unit Cards to print out for free!
  Even more tools are available 
  at the free Master Unit List site. 
  Beyond helpful walkthroughs to 
  get you started, you’ll find dice 
  roll aids for cluster hits, force 
  balanced assignment tables, 
  Battle Value skill options can be 
  calculated, and you can even 
  generate random planet systems.
  ©2016 The Topps Company, Inc. All Rights Reserved. Alpha Strike, Classic BattleTech, BattleTech, BattleMech, ’Mech  
  and MechWarrior are registered trademarks and/or trademarks of The Topps Company, Inc. in the United States and/or other countries.
  Visit WWW.MASTERUNITLIST.INFO today!
  
  Artillery
  Recon or Cavalry
  L
  M
  H
  Light Aerospace Medium Aerospace Heavy Aerospace
  Paramedics
  Engineers
  MVO
  Battle Armor
  Dropship or 
  Small Craft
  Jumpship
  Space Station
  Warship
  Satellite
  Aviation
  (Fixed Wing)
  Aviation
  (VTOL)
  Transport
  Maintenance
  Naval (Water)
  Supply
  HQ
  Light ’Mech
  Medium ’Mech
  Heavy ’Mech
  Assault ’Mech
  L
  M
  H
  A
  Land-Air-Mech
  Tracked Vehicle
  Wheeled Vehicle
  Hover Vehicle
  Infantry
  Motorized 
  Infantry
  Mechanized* 
  Infantry (Tracked)
  Mechanized* 
  Infantry (Wheeled)
  Mechanized *
  Infantry (Hover)
  Jump Infantry Airborne/Paratroops
  Air Defense
  regimental table of organization
  For more information on BattleTech Warfare Symbology, see pp. 336-341, Strategic Operations.
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Handbooks & Manuals/BattleTech - Combat Manual - Kurita.pdf