TEXT: THE CAMPAIGN PLAY RULES
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  ©2016 The Topps Company, Inc. All Rights Reserved. Campaign Operations, BattleTech, BattleMech, ’Mech and MechWarrior are registered 
  trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries. Catalyst Game Labs and the  
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Printed in USA.
  WEBSITE: CATALYSTGAMELABS.COM
  ®
  Forge your forces and prepare to fight any battle 
  across the Inner Sphere! Campaign Operations 
  completes the core rulebook series begun 
  in Total Warfare. While previous rulebooks 
  detailed game play at various levels—from a 
  single MechWarrior, to a BattleMech company, 
  to entire armies—this final volume focuses on 
  the forces a player will build and run through 
  any level of play.
  Campaign Operations contains rules for creating and 
  running forces, whether a down-on-their-luck mercenary 
  battalion, or a fully-supplied House regiment. The volume 
  also contains complete rules for devising solar systems, 
  allowing players to recreate existing star systems or 
  craft all-new worlds to challenge each other. The final 
  sections of the book bring several options to the table for 
  campaign play. Building off of previous sections in Total 
  Warfare and Strategic Operations, the Narrative Campaign, 
  Map-Based Campaign and Chaos Campaign rules allow 
  players to build exciting, fun campaigns of almost any 
  stripe for their newly-minted forces! 
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  BATTLETECH
  TM
  CAMPAIGN OPERATIONS
  • CATALYST GAME LABS •
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  INTRODUCTION
  FORCE CREATION
  The Steps of Force Creation 
  8
  STAGE 1: DEFINE THE FORCE 
  9
  Step 1: Select Force Type 
  9
  Step 2: Select Force Background 
  9
  STAGE 2: SELECT FORCE SIZE 
  10
  Step 1: Determine the Basic Budget 
  10
  Step 2: Modify Budget 
  11
  STAGE 3: PROCURE EQUIPMENT AND HIRE PERSONNEL 
  12
  Step 1: Buy all the Stuff! 
  12
  Step 2: Acquire Large Spacecraft 
  17
  Step 3: Determine Special Abilities 
  20
  Step 4: Leftover Funds 
  20
  Step 5: Determine Support Personnel & Officers 
  20
  Technical Personnel 
  20
  Administrative Personnel 
  21
  Officers 
  21
  STAGE 4: DETERMINE OPERATING EXPENSES 
  24
  Step 1: Complete the TO&E 
  24
  Step 2: Calculate Peacetime Operating Costs 
  29
  OPTIONAL CONSTRUCTION RULES 
  30
  Alternate Flexible Force Construction 
  30
  Player Character Influences 
  30
  Dependents 
  30
  Random Backgrounds 
  31
  Taking on Debt 
  31
  FORCE OPERATIONS
  REPUTATION 
  32
  Finding the Reputation Score 
  33
  HIRING AND CAMPAIGNS 
  38
  Stage 1: Contract Offers 
  38
  Stage 2: Determine Employer 
  39
  Stage 3: Determine The Mission 
  40
  Stage 4: Negotiate Terms 
  40
  Base Payment 
  41
  Length of Mission 
  41
  Operations Tempo 
  43
  Employer Multiplier 
  43
  Reputation Factor 
  43
  Transport Payment 
  43
  Support Payment 
  44
  Final Payment 
  45
  Command Rights 
  45
  Salvage Rights 
  45
  ADDITIONAL RULES 
  46
  Wartime Definition and Costs 
  46
  Contract Breaches and Mission Failures 
  46
  Mission Failure & Partial Failure 
  47
  Contract Breach 
  47
  Resolving Mercenary Contract Breaches 
  47
  Resolving Government Contract Breaches 
  48
  Changing Force Type 
  48
  Debt During a Campaign 
  48
  Loans 
  49
  “Company Store” 
  50
  Repaying Debts by Shorting Salaries 
  50
  Procuring Equipment and Personnel During a Campaign 
  51
  Keeping Fit 
  51
  Training 
  51
  Maintenance 
  52
  Administration 
  53
  Chaos Campaign Conversions 
  53
  Housing and Base Building 
  53
  Step 1: Obtain Land 
  54
  Step 2: Base Construction 
  54
  FORMATION BUILDING
  FORMATION BUILDING BASICS 
  56
  Step 1: Select Battle Value Total 
  57
  Step 2: Build a Formation 
  57
  Step 3: Select Skills and Modify Unit’s BV 
  57
  Step 4: More Formations 
  57
  Step 5: Special Pilot Abilities 
  57
  Step 6:  Special Command Abilities 
  57
  UNIT ROLE 
  57
  Ground Unit Roles 
  57
  Ambusher 
  57
  Brawler 
  57
  Juggernaut 
  57
  Missile Boat 
  58
  Scout 
  58
  Skirmisher 
  58
  Sniper 
  58
  Striker 
  58
  Aerospace Unit Roles 
  58
  Attack Fighter 
  58
  Dogfighter 
  58
  Fast Dogfighter 
  58
  Fire Support 
  58
  Interceptor 
  58
  Transport 
  58
  LANCES, STARS AND LEVEL IIS 
  58
  FORMATIONS 
  60
  Formation Compositions 
  60
  Formation Requirements 
  60
  Ideal Role 
  60
  Bonus Abilities 
  60
  Variations 
  61
  Naming Conventions 
  61
  Ground Formation Types 
  61
  Air Lance 
  61
  Anti-’Mech Lance 
  61
  Assault Lance 
  61
  Battle Lance 
  62
  Command Lance 
  63
  Fire Lance 
  64
  Nova 
  64
  Pursuit Lance 
  65
  Recon Lance 
  65
  Security Lance 
  65
  Striker/Cavalry Lance 
  66
  Support Lance 
  66
  Urban Combat Lance 
  67
  Aerospace Formation Types 
  67
  Aerospace Superiority Squadron 
  67
  Electronic Warfare Squadron 
  67
  Fire Support Squadron 
  68
  Interceptor Squadron 
  68
  Strike Squadron 
  68
  Transport Squadron 
  68
  6
  8
  32
  56
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  3
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  COMPANIES, BINARIES AND BEYOND 
  68
  SPECIAL PILOT ABILITIES 
  70
  Assigning Special Pilot Abilities 
  70
  Animal Mimicry 
  72
  Antagonizer 
  73
  Blood Stalker 
  73
  Cluster Hitter 
  73
  Combat Intuition 
  73
  Cross-Country 
  73
  Demoralizer 
  74
  Dodge 
  74
  Dust-Off 
  74
  Eagle’s Eyes 
  74
  Environmental Specialist 
  74
  Fist Fire 
  75
  Forward Observer 
  75
  Foot Cavalry 
  75
  Golden Goose 
  75
  Ground-Hugger 
  75
  Heavy Horse 
  75
  Heavy Lifter 
  76
  Hopper 
  76
  Hot Dog 
  76
  Human Tro 
  76
  Iron Will 
  76
  Jumping Jack 
  76
  Light Horseman 
  76
  Lucky 
  77
  Maneuvering Ace 
  77
  Marksman 
  77
  Melee Master 
  77
  Melee Specialist 
  77
  Multi-Tasker 
  78
  Natural Grace 
  78
  Oblique Artilleryman 
  78
  Oblique Attacker 
  78
  Range Master 
  78
  Ride The Wash 
  79
  Sandblaster 
  79
  Shaky Stick 
  79
  Sharpshooter 
  79
  Slugger 
  80
  Sniper 
  80
  Speed Demon 
  80
  Stand-Aside 
  80
  Street Fighter 
  80
  Swordsman 
  80
  Tactical Genius 
  80
  Terrain Master  
  81
  Urban Guerrilla 
  82
  Weapon Specialist 
  82
  Wind Walker 
  82
  Zweihander 
  82
  SPECIAL COMMAND ABILITIES 
  83
  Determining Experience Rating 
  83
  Commanders and Command Abilities 
  83
  Anti-Aircraft Specialists  
  83
  Banking Initiative 
  83
  Berserkers 
  83
  Brawlers 
  83
  Camouflage 
  83
  Combat Drop Specialists 
  84
  Communications Disruption 
  84
  Enemy Specialization 
  84
  Environmental Specialization 
  84
  Esprit de Corps 
  84
  False Flag 
  84
  Forcing The Initiative 
  85
  Ground Attack Specialists 
  85
  Highlander Burial 
  85
  Hit and Run 
  85
  Off-Map Movement 
  85
  Overrun Combat 
  86
  Rapid Strike 
  86
  Savages 
  86
  Special Pilot Ability Specialization 
  86
  Sharp Shooters  
  86
  Tactical Adjustments 
  87
  Tactical Experts (Engineers) 
  87
  Tactical Experts (Hidden Units) 
  87
  Tactical Experts (Physical) 
  87
  Tactical Specialization 
  87
  Zone Of Control  
  87
  INNER SPHERE AT WAR  
  CONVERSIONS
  Converting ISW Combat Commands  
  to ACS Formations, Combat Units and Teams 
  88
  Abstract Combat System Formations 
  88
  Determine ACS Combat Units 
  89
  Determine ACS Combat Teams 
  90
  Converting ACS Combat Teams to SBF Formations and Units 
  90
  Determine SBF Formations 
  90
  Determine SBF Units 
  90
  Converting SBF Units to Battleforce,  
  Alpha Strike and Total Warfare Elements 
  91
  Random Method 
  91
  PV Method 
  91
  Converting Back From Battleforce,  
  Alpha Strike And Total Warfare to SBF and ACS 
  91
  SOLAR SYSTEM  
  GENERATION
  The Primary 
  98
  Star Type 
  99
  Stellar Subtype 
  102
  The Planets 
  102
  Step 1: Generating Number of Orbits 
  102
  Step 2: Placing Orbits 
  102
  Step 3: Filling Orbital Slots 
  103
  Step 4: Planetary Details 
  104
  Common Details 
  104
  Asteroid Belts 
  106
  Moons And Rings 
  106
  Size Of Moons 
  107
  Distribution Of Moons And Rings 
  107
  Atmospheric Pressure And Composition 
  108
  Planetary Temperatures 
  110
  Habitable Planet Details 
  111
  Special Features And Occupancy 
  114
  Options 
  115
  Brown Dwarfs 
  115
  Exotic Moons 
  115
  Eccentric Planetary Orbits 
  116
  88
  98
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  High Axial Tilts 
  116
  Hot, Hot, Hot! 
  116
  “It’s Life, but Not as We Know It” 
  117
  Multi-Star Systems 
  117
  Realistic Planetary Placement 
  118
  Variable Stars 
  118
  Very Young and Very Old Systems 
  118
  Water, Water Everywhere 
  119
  Planetary Location Versus Density and Exotic Densities 
  119
  Math Guidance 
  120
  Transit Times 
  120
  Density Calculations 
  120
  Surface Gravity Calculations 
  120
  Escape Velocity Calculation 
  120
  Planetary Year Length 
  121
  Planetary Temperatures 
  121
  COLONY CREATION 
  122
  Step 1: Population 
  122
  Population 
  122
  Step 2: Usilr Codes 
  123
  Exceptions 
  129
  Step 3: Governments 
  129
  Government Definitions 
  130
  Step 4: Other Features 
  132
  NARRATIVE CAMPAIGNS 
  CAMPAIGN BACKGROUND 
  134
  Player Unit Rosters 
  135
  WEBBING THE CAMPAIGN 
  135
  SCENARIO HOOKS 
  137
  Mission Balancing 
  139
  Mission Creation & Webbing 
  139
  MISSION WRAP UP 
  139
  Salvage 
  139
  Repair Cost and Time 
  140
  Results and Follow Up 
  140
  NARRATIVE AND MAP-BASED CAMPAIGNS 
  141
  FINAL TIPS & TRICKS 
  141
  MAP-BASED CAMPAIGN
  CAMPAIGN SCALE 
  142
  RULES COMPLEXITY  
  143
  CAMPAIGN SETUP 
  143
  Determining Campaign Objectives 
  143
  Determining Map Objectives 
  144
  Valuing Map Objectives 
  147
  Force Building 
  147
  Deployment 
  147
  PLAYING/RUNNING THE CAMPAIGN 
  148
  Map-Scale Turns  
  148
  Formation Orders  
  148
  Battles 
  149
  Choosing Mapsheets or Terrain 
  150
  Scenarios 
  150
  Battle Wrap-Up 
  153
  Key Locations 
  154
  WINNING THE CAMPAIGN 
  154
  OPTIONAL RULES 
  155
  Multi-Force Campaigns 
  155
  Double-Blind Rules  
  155
  Dynamic Campaign Scaling 
  155
  CUSTOM CHAOS:  
  CAMPAIGN CREATION
  HOW TO USE THE CHAOS CAMPAIGN RULESET 
  157
  Tracks 
  157
  Situation and Game Setup 
  157
  Player Force Size 
  158
  Opposing Forces 
  158
  Warchest and Objectives 
  160
  Special Rules 
  160
  Aftermath And Next Track 
  160
  Warchest Point System 
  160
  Getting Started 
  160
  Warchest Debt 
  160
  Warchest Points Between Tracks 
  160
  Optional Rule: Support Points 
  161
  Purchase/Repair 
  162
  Skill Advancement 
  164
  Changing Force Commands and Formation Types 
  164
  Warchest Campaign Record Sheet 
  164
  CUSTOM CHAOS: BUILDING YOUR OWN CAMPAIGN 
  165
  Game Setup 
  165
  Additional Forces 
  165
  Objectives 
  166
  Victory Conditions (Optional) 
  169
  OPTIONS 
  169
  Warchest 
  174
  Special Rules 
  174
  Situation 
  180
  Aftermath 
  180
  Next Track 
  180
  BUILDING A TRACK 
  180
  Game Setup 
  182
  Attacker 
  182
  Defender 
  182
  Warchest 
  182
  Options:  
  182
  Objectives: 
  182
  Special Rules 
  182
  Forced Withdrawal 
  182
  Tinderbox 
  182
  Aftermath 
  182
  Victory 
  182
  Failure 
  182
  Next Tracks 
  182
  RECORD SHEETS & TABLES
  134
  142
  156
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  5
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Project Concept
   Randall N. Bills
  Project Development
   Ray Arrastia
   Ben H. Rome
  Writing
   Ray Arrastia
   Randall N. Bills
   Brian Bunch
   Johannes Heidler
   Joshua K. Franklin 
   Mike Miller
   Ben H. Rome
   Elliotte Want
  Product Editing
   Aaron Cahall
  BattleTech Line Developer
   Randall N. Bills
   
  Assistant Line Developer
    Ben H. Rome
   
  Products Developer
    Ray Arrastia
  Production Staff
   
  Art Director
    Brent Evans
   
  Assistant Art Director
    Ray Arrastia
   
  Cover Art
    Marco Mazzoni
   
  Cover Design
    Ray Arrastia
   
  BattleTech Logo Design
    Shane Hartley, Matt Heerdt 
    and Steve Walker
   
  Evolved Faction Logos Design
    Jason Vargas
   
  Layout
    Ray Arrastia 
    David Allen Kerber
   
  Illustrations
    Jeff Porter
   
  Miniatures Painting & Photography
    Camospecs Online
  Additional Design and Development 
  The following people have been involved in the creation and development of BattleTech rules, either 
  by writing material that was assimilated into the main body of the rules, serving as the BattleTech line 
  developer in the past, or otherwise contributing to the game in a major way. 
  Ray Arrastia, Samuel B. Baker, Herb Beas, Randall N. Bills, Forest G. Brown, Chuck Crain,  
  Chris Hartford, Clare Hess, Scott Jenkins, J. Andrew Keith, James R. Kellar, Dale Kemper, L.R. “Butch” Leeper,  
  Bryan Li- Brandi, Jim Long, David McCulloch, Jim Musser, Bryan Nystul, Mike Nystul, Blaine Pardoe,  
  Boy F. Peterson Jr., Rick Raisley, Ben H. Rome, Paul Sjardijn, Jerry Stenson, Christoffer Trossen,  
  Wm. John Wheeler.
  Playtesters/Proofers/Fact Checkers
  In addition, the following people have been involved in the thankless task of playtesting, proofing, 
  and factchecking BattleTech rules since the start of the core rulebook series, beginning with Total 
  Warfare. Anyone we may have missed, we apologize in advance.
  Matt Alexander, Sebastian Brocks, Brian Bunch, Aaron Cahall, Rich Cencarik, Bill Derer, Brent 
  “Moonsword” Ezell, Bruce Ford, Eugen Fournes, Stephan Frabartolo, Joshua K. Franklin, William 
  “MadCapellan” Gauthier, Keith Hann, Jason Hansa, Térence Harris, John “Worktroll” Haward, Matt Heerdt, 
  Johannes Heidler, Ross Hines, Ken’ Horner, Daniel Isberner, Alex Kaempen, David Kerber, Stephen C. 
  King, Chris Marti, Mike Miller, William Pennington, Jan Prowell, Craig “Turboturtle” Reed, Luke Robertson, 
  Andreas Rudolf, Eric Salzman, Chris Sheldon, Cameron Smith, Lee Thoms, Mike Timbers, Colin Toenjes, 
  Drew Triebe, Øystein Tvedten, John Unchelenko, Elliotte Want, Chris Wheeler, Matthew Wilsbacher, 
  Andreas Zuber.
  Special Thanks
  To BattleTech fans worldwide, your neverending addiction to this venerable game never ceases to 
  amaze. The clamor for building campaigns has been constant for several years, and we’re glad to finally 
  present them to you in the last of the core rulebook lineup.
  A special thanks to Paul Sjardijn, who helped develop the initial Chaos Campaign ruleset that debuted 
  in Dawn of the Jihad and has morphed into an essential game aid for fans wanting to participate in 
  iconic universe-setting campaigns.
  Ben wishes to thank Randall for taking a chance way back when, giving him the chance to play 
  “behind the scenes” with the game line and universe for so many years. And he also thanks his wife Ri, 
  who continues to provide support and encouragement with all his creative endeavors. 
  Ray would like to thank Randall, Herb, Ben, Paul, Scott, and David—individuals who over the years 
  have allowed and encouraged him to contribute to a game and universe that has always given him so 
  much in return, as well as his wife Ibis for always cheering him on.
  Dedication 
  To all the BattleTech fans that have kept the faith for so many years…thank you. Keep watch for the 
  “next big thing!”
  ©2016 The Topps Company, Inc. All Rights Reserved. Campaign Operations, Classic BattleTech, BattleTech, 
  ’Mech, BattleMech, MechWarrior and Topps logo are registered trademarks and/or trademarks of The Topps 
  Company, Inc. in the United States and/or other countries. No part of this work may be reproduced, stored in 
  a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the 
  Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Catalyst Game 
  Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. 
  Printed in USA
  Published by Catalyst Game Labs,
  an imprint of InMediaRes Productions, LLC.
  PMB 202 303 91st Ave NE E502 
  Lake Stevens, WA 98258
  FIND US ONLINE:
   classicbattletech@catalystgamelabs.com
    
  (e-mail address for any BattleTech questions)
   http://bg.battletech.com/
    
  (official BattleTech web pages)
   http://www.CatalystGameLabs.com
    
  (Catalyst web pages)
   http://www.battlecorps.com/catalog
    
  (online ordering)
  CREDITS
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  The Total Warfare (TW) and TechManual (TM) rulebooks present the 
  core game and construction rules for BattleTech (BT), otherwise referred 
  to as the standard rules. These two volumes encompass eight core 
  unit types—several of which contain numerous subunit types—and 
  a host of weapons and rules, as well as covering many different game 
  situations. However, despite the breadth of play covered, many game 
  situations still fall outside those rules, not to mention a plethora of 
  more advanced equipment, as well as a few advanced units.
  ADVANCED RULES
  Beyond the standard rules, a legion of advanced rules exists, 
  allowing players to expand their games in any direction they desire.
  In an effort to bring these rules to players in the most logical form 
  possible, the advanced rules are contained in three “staging” core 
  rulebooks, each one staging up and building off of the previous 
  rules set. Additionally, each one focuses on a particular “in-universe 
  time frame” that will allow players to easily grasp where a given 
  rulebook will “plug into” their existing game play.
  TACTICAL OPERATIONS
  SitRep:
  Forces on-world.
  Conflict expected to last mere hours to achieve object.
  Tactical Operations (TO) is the is the first in the “staging” Advanced 
  Rulebooks. Its focus is during game play, and applies directly to a 
  game as it unfolds on a world in the BattleTech universe; its rules 
  represent hours in-universe, the time frame it takes for a single, 
  moderate-sized battle to play out on a gaming table.
  Building on Total Warfare and TechManual, Tactical Operations 
  conveys numerous advanced rules for movement and combat 
  across various units, while expanding core rules such as those 
  for buildings, and implementing a host of advanced terrain and 
  weather rules. Rules for the construction and use of advanced 
  Support Vehicles are presented, as well as advanced and prototype 
  construction options and weapons for use by almost every unit.
  STRATEGIC OPERATIONS
  SitRep:
  Forces in solar system.
  Beginning burn to planet.
  Conflict expected to last weeks to achieve object.
  Strategic Operations (SO) is the second “staging” Advanced 
  Rulebook. It stages a player up to the next logical area of play, 
  focusing on “in a solar system” and multi-game play; its rules 
  represent weeks within the BattleTech universe, the time frame 
  needed for several battles to conquer an entire solar system.
  Strategic Operations contains advanced movement and combat 
  operations emphasizing the importance of aerospace units, while 
  extensive rules cover combat drops of numerous troop types into any 
  situation. Linked scenarios and comprehensive maintenance, salvage, 
  repair and customization rules provide an easy format for players to 
  turn multiple games into an interconnected campaign to capture a 
  target system, where the support crew of technicians and doctors 
  and their skills can be just as important as any warrior. Complete 
  game play and construction rules for advanced aerospace units are 
  also included. Finally, a complete game system—BattleForce—allows 
  players to use their existing miniatures and mapsheets to play quick, 
  fast-paced BattleTech games, from small-scale skirmishes to large-
  scale planetary invasions.
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  7
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  INTRODUCTION
  SOLAR SYSTEM 
  GENERATION
  INTERSTELLAR OPERATIONS
  SitRep:
  Forces marshaled.
  Flotillas assigned to target solar systems.
  Conflict expected to last months to achieve objectives.
  Interstellar Operations (IO) is the final “staging” Advanced 
  Rulebook. Players are staged up to the final level of play, 
  where they can assume the roles of a House Lord or Clan Khan 
  and dominate the galaxy; IO rules represent months in the 
  BattleTech universe, the time frame for conquering numerous 
  star systems. 
  Interstellar Operations contains rules for the running of an 
  entire faction’s military as a player tries to conquer (or defend) 
  numerous solar systems. More importantly, the system contains 
  rules that allow players to stage any large-scale conflict back 
  through the various rule sets, as they desire—from BattleForce 
  or Alpha Strike as detailed in Strategic Operations, Alpha Strike 
  and the Alpha Strike Companion, all the way up to the simple, 
  easy-to-use rules of conflict at the largest scale. Players have 
  complete flexibility for any type of conflict in which they wish 
  to engage.
  CAMPAIGN OPERATIONS
  SitRep:
  Prepare forces.
  Assign objectives, targets, and plans of attack across a 
  world or a swath of interstellar space.
  Wage war to achieve your final objective.
  Campaign Operations (CO) is the rulebook you are holding 
  in your hands and the foundational book to prepare 
  players for campaigns that can encompass all of the three 
  “staging” Advanced Rulebooks. 
  Incorporating elements from all 
  of the previous rulebooks, as well 
  as Alpha Strike and the Alpha Strike 
  Companion, CO represents an 
  entire campaign, scenario, or story 
  arc within the BattleTech universe. 
  Players can assume the roles of 
  any unit within the universe or 
  create their own iconic force.
  Campaign Operations 
  contains rules for the 
  construction and detailing 
  of solar systems, building an 
  opposing force to put in conflict 
  with the players, crafting specialized 
  scenario and campaign arcs, and 
  constructing a stylized Chaos Campaign 
  that fits a group’s play style. Players 
  and gamemasters can use these rules 
  with Total Warfare (and subsequent 
  Advanced Rulebooks), A Time of War 
  RPG, and the Alpha Strike system.
  CHOOSE WHAT 
  YOU LIKE
  As previously noted, Campaign Operations encapsulates 
  a myriad of advanced rules. In effect, all the rules in this 
  volume are optional. This means you can use as many or as 
  few of the rules in this book as you want. (In fact, this book 
  contains so many new rules that we recommend you try them 
  out a few at a time, rather than attempting to use them all at 
  once.) Furthermore, most of the new rules here can be added 
  individually to a standard game—most of the rules do not rely 
  on other rules in this book to work in existing BattleTech games. 
  This allows you to tailor your BattleTech game to your taste 
  by including only those rules that you find make the game 
  more interesting or fun. Use whatever new rules you want and 
  disregard the rest. Given the scope of the rules and the fact that 
  they are optional, all players in a group should read through and 
  agree to the use of any of these rules and weapons/equipment. 
  PLAYER ADJUDICATION
  An advanced-rules book for any game is, almost by definition, 
  more complex. In a game system with such a long and rich 
  heritage as BattleTech—this rulebook alone draws from 
  dozens of different sources across a large number of years—
  that complexity is even greater. Developers and writers have 
  gone to great effort to make these rules as comprehensive as 
  possible—not only from one section to the next in this book, but 
  in how such advanced weapons and rules interact with the core 
  game and construction rules as presented in Total Warfare and 
  TechManual. However, the sheer scope of Campaign Operations 
  (as with Tactical Operations, Strategic Operations, and Interstellar 
  Operations) and the plethora of options provided means 
  that it is not possible to cover all potential situations. Once 
  this product reaches the players’ hands, they’ll envision 
  scenarios and create situations on a game board that 
  never crossed the minds of the developers or the 
  legion of authors and playtesters that thoroughly 
  worked over this product. 
  With that in mind, when players encounter 
  situations not covered in the rules as 
  they integrate the contents of 
  Campaign Operations into 
  their playing group, 
  they are encouraged to 
  adjudicate each situation 
  appropriately; make up the rules that work for you. If 
  in the process a playing group runs into an argument, 
  feel free to let a die roll resolve any disputes so you 
  can return to playing the game and having fun. 
  Finally, the forums on bg.battletech.com are an 
  excellent resource. Players can tap into a strong 
  and vibrant online community, tapping a wide 
  selection of players for different ideas on how 
  best to adjudicate a particular situation. 
  ������������������������������
  
  FORCE  
  CREATION
  This chapter is intended to allow players to produce military 
  Forces of almost any type, and to do so relatively quickly. Significant 
  freedom is granted in the process, requiring some restraint on the 
  part of the players. On the other hand, the resulting Forces are 
  considered to be the products of Advanced Rules and thus not 
  suited for tournament play, so if players are happy with the resulting 
  Forces, that is all that matters.
  Terminology: These rules use the same terminology as Total 
  Warfare: a “unit” refers to any mobile element that can be fielded 
  in a BattleTech game, such as a BattleMech or a tank. Meanwhile, a 
  “Force” denotes all units of a “named” organization. For example, 
  Snord’s Irregulars circa 3067 consisted of two battalions, while 
  the Star League Defense Force Second Army circa 2767 consisted 
  of 4 Corps (6 BattleMech divisions, 17 infantry divisions 
  and 9 independent regiments), yet both are considered a 
  “Force.” Regardless of type or size, a “Force” denotes all units 
  a player incorporates into the organization they will create  
  and play.
  THE STEPS OF FORCE CREATION
  Force creation follows four stages, with several steps in each.
  Stage 1: Define the Force
  Step 1: Select Force Type
  Step 2: Select Force Background
  Stage 2: Select Force Size
  Step 1: Determine Basic Budget
  Step 2: Modify Budget
  Stage 3: Procure Equipment and Hire Personnel
  Step 1: Procure Equipment and Hire Personnel
  Step 2: Acquire Large Spacecraft
  Step 3: Force Specialties
  Step 4: Leftover Funds & Post-Creation Purchases
  Step 5: Determine Support Personnel
  Stage 4: Determine Operating Expenses
  Step 1: Complete the TO&E
  Step 2: Calculate Peacetime Costs
  In Stage 1, the controlling player selects the Force they want 
  from one of three types (government, mercenary, or pirate) and 
  determines the Force’s background (era, faction or originating 
  faction, etc.). These decisions affect the subsequent stages.
  DAK 
  XX
  Arrayed for battle, a reinforced company of the Eridani Light Horse presents an armored wall bristling with destructive weaponry.
  ������������������������������
  
  9
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  paycheck and, lacking the economies of scale of a government 
  Force, have proportionally higher administrative costs. That lack 
  of certainty also tends to limit the size of a mercenary Force to 
  a regiment or less, with most Forces smaller than a battalion 
  of BattleMechs (conventional merc Forces tend to be slightly 
  larger). Mercenary Forces larger than a regiment have certainly 
  existed in the BattleTech universe, some totaling five regiments 
  or more, but these are very rare. Finally, the private guardsmen 
  of most nobles and security Forces of corporations are treated 
  as mercenaries due to their relatively small size.
  Pirate: Pirates are handled similarly to mercenaries, but differ 
  in a few major points. First, pirates are virtually unemployable 
  (though some may find work from undiscriminating employers) 
  and thus must be “self-employed,” raiding for the supplies and 
  spare parts they need to keep operating. Second, pirates rarely 
  have contracts and thus need not share salvage with employers. 
  They also can often operate without paying wages (because 
  pirate troops are not in a position to find transport elsewhere, 
  not to mention that they face execution on many worlds). 
  Problems develop when pirates cannot get enough spare parts 
  and munitions to sustain their operations.
  Arnold wants to build a small House Davion rapid-
  response combined arms company, something big 
  enough to include all his friends in his BattleTech 
  gaming group and able to handle interesting missions, 
  but small enough to be easily managed (he hopes). 
  Hence, he decides on a government Force.
  Hannah is interested in a flexible Force that isn’t tied 
  down to one employer if a battle goes bad. She decides 
  on a mercenary Force, a group of Terran ComStar 
  veterans scarred by Tukayyid and the Schism.
  Jason wants to try something different: a “sand 
  box” campaign in the Periphery where he can build 
  up an impoverished, independent planet into a force 
  to be reckoned with…or at least not quite so pitied. 
  Defending the world will require far more military 
  firepower than it can afford, so the only way to support 
  the Force will be extralegal liberation of military supplies 
  from the Periphery’s House oppressors. (Jason decides 
  on a pirate group.)
  STEP 2: SELECT FORCE BACKGROUND
  Several background details strongly affect Force creation: the 
  Force’s originating faction and the era of game play. The options 
  differ between Force types selected in Step 1.
  Government Forces determine faction specifically: a House, a 
  Clan, a major Periphery state, a minor Inner Sphere state (St. Ives 
  Compact, Chesterton Trade League, etc.), the militia of a major 
  planet or minor multi-world Periphery state (if the population is 
  over 100 million or the planet has a military factory), or the SLDF 
  (new or old).  A list factions per Era may be found in the Alternare 
  Eras section of Interstellar Operations, pp. 14-17.  Government 
  Forces select their era from the Force Creation Era Table (p. 10).
  In Stage 2, the player rolls randomly to determine the Force’s 
  basic budget. A number of modifiers alter the basic budget to 
  calculate a final budget.
  In Stage 3, the player buys their desired equipment or hires 
  infantry, within their available budget. Most procurement is 
  handled with straight C-bill costs, but some large items such 
  as JumpShips are purchased through rolls against availability 
  charts. Also in this stage, players may add any Force specialties. 
  Because the amount of equipment and personnel may differ 
  from the size selected in Step 2 (due to under- or over-spending), 
  the requirements for support personnel (administrators, techs, 
  etc.) are determined at the end of this stage.
  In Stage 4, the player tallies up equipment, personnel, and 
  other costs. This is the most laborious stage in Force creation 
  and is important only if the player wishes to realistically manage 
  Force costs and supplies.
  STAGE 1: DEFINE 
  THE FORCE
  Start by defining the Force.
  STEP 1: SELECT FORCE TYPE
  At the start of game play, the controlling player first 
  determines whether their Force will be a government Force, 
  a mercenary Force, or a pirate Force. Prior to the start of game 
  play, the Force might have been a different type at some point 
  in its history—for example, a government Force that was once 
  mercenary but “went regular. ” The Force Operations chapter (see 
  p. 32) discusses changing the Force type during game play (for 
  example, a government Force that turns to piracy). But for this 
  step, what matters is the current Force type.
  Government Force: Government Forces are those that 
  report to an established national government, limited to a 
  House, a major planet within a House, a Periphery state, or a 
  Clan. Specifically excluded from government Forces are private 
  troops belonging to a corporation and the personal guard of 
  a noble (defined as nobles of lower stature than a national 
  or planetary leader). Government Forces have a number of 
  advantages over other Force types. First, it is quite reasonable 
  to build government Forces up to multi-regimental levels (a 
  Federated Suns RCT, an old Star League division, or a Clan 
  Galaxy), though Forces much larger than the battalion/cluster 
  level will be unwieldy in game play. Second, government Forces 
  have somewhat lower administrative costs than mercenaries 
  and pirates, reflecting administrative support by government 
  departments external to the Force. Third, and perhaps most 
  importantly, government Forces can usually depend on regular 
  income and support. The disadvantage is that government 
  Forces lack the freedom to pick their employer or missions.
  Mercenary Force: Mercenary Forces have the freedom to 
  pick and choose employers, at least as much as their bank 
  account allows. In exchange for that freedom comes a lack 
  of certainty. Mercenaries cannot always depend on the next 
  ������������������������������
  
  Mercenary Forces select their era from the Force Creation 
  Era Table. (These eras are specific to Force creation, reflecting 
  significant changes in technology, industry, and overall wealth.) 
  Mercenary Forces also determine an originating faction; this is 
  the faction from which a majority of their equipment came (if the 
  mercs departed the service of a government within the past 10 
  to 15 years), which influences the amount of starting funds and 
  available equipment. Viable originating factions include minor 
  governments unsuitable for government Forces, and “nondescript” 
  for mercenaries with origins too diverse or too distant to easily be 
  associated with one originating faction. For the purposes of these 
  rules, mercenaries cannot have Clan origins; Clan Forces are always 
  built as government Forces. It would require a unique campaign 
  for Clans to become mercenaries, a lifestyle they abhor.
  Pirates select era and originating faction like mercenaries, and 
  likewise may not have Clan origins for purposes of these Force 
  creation rules. Clan Forces may become pirates in the course of play.
  Arnold’s friends are having a burst of nostalgia, so as 
  much as he’d prefer to use the fun toys available in the 
  3070s and stomp WoBblies into the mud, he sets his Force in 
  3025. The others don’t have a preference, so Arnold indulges 
  his inner Davionista and selects the Federated Suns as his 
  Force’s originating Faction.
  Hannah, on the other hand, wants access to a wider range 
  of technology and threats, so she sets her Force in 3071.
  Jason, on the gripping hand, prefers an era where there’s 
  a more level technological playing field between his planned 
  House victi-…generous donors and hosts, and his own 
  independent Periphery planet. Being so impoverished is an 
  obvious artifact of the Star League’s collapse, but the Inner 
  Sphere gets a real jolt of technology beginning in the 3030s. 
  Jason settles on 2990. If his campaign goes well, the planet 
  will ring in the new millennium in a much better state.
  STAGE 2: SELECT 
  FORCE SIZE
  STEP 1: DETERMINE THE BASIC BUDGET
  This step may be used in one of two ways. The default method 
  is to roll 3D6 on the Basic Budget Table and taking the funds 
  on the corresponding row of the table. Alternately, if the Force’s 
  player interested in less randomness, then the controlling player 
  may simply select a starting budget from the table, assuming 
  other players in the group, and if present, the gamemaster 
  (GM), agrees. (If this is insufficient funding or flexibility for the 
  controlling players’ needs, see Alternative Force Construction in 
  Optional Rules, p. 30.) 
  While different currencies are used in different eras, C-bills 
  are used throughout the Force Construction rules as a matter 
  of compatibility with other core rulebooks. Players may convert 
  them into currencies suiting their era and faction after Force 
  creation is complete.
  FORCE CREATION ERA TABLE
  Inner Sphere / 
  Periphery Eras
  Description
  2100-2412
  Early Interstellar States and unrestricted Age of 
  War, marked by small and novice militaries
  2412-2570
  Age of War under the Ares Conventions, an era 
  of growing prosperity and industrial capacity
  2571-2650
  Reunification War and Early Star League
  2651-2750
  High Star League, an era of stability and ever-
  growing technology and military strength.
  2751-2820
  Fall of the Star League, First Succession War. 
  Despite the grim period, this is, in fact, the peak 
  of human military strength, technology, and 
  prosperity.
  2821-2900
  Second Succession War and early Third 
  Succession War, where population, industrial, 
  and technological declines really take hold. The 
  average wealth and technology are higher than 
  the Third Succession War until the end of this 
  period.
  2901-3049
  Third and Fourth Succession Wars. The great 
  malaise of the Succession Wars defines most of 
  the era; the technological revolution seen at the 
  end of this period truly takes hold in the next.
  3050-3067
  Clan Invasion. Technological recovery sweeps 
  the Inner Sphere, increasing standards of 
  living—and military firepower—dramatically.
  3068-3085
  Jihad. The impact of the Helm Memory Core 
  reaches its peak in this period before the Jihad 
  wipes the progress away.
  3085-3130
  Late Jihad and Brush Wars. While civilians 
  recover through this period, militaries remain 
  much-reduced in size.
  Clan Eras
  2800-2840
  Exodus Civil War, Pentagon Campaign. The SLDF 
  batters itself into warring fragments and then 
  “reunites” into the balkanized Clans. In this era, 
  the Clans are at their smallest and weakest.
  2840-3025
  Golden Century and beyond. The Clans’ 
  population grows from a few million refugees 
  and thus is militarily and industrially smaller 
  than the Clans of the Invasion period.
  3025-3072
  Invasion-era Clans. The Clans reach the peak of 
  their strength.
  3072-3130
  Post-Wars of Reaving. This era only applies to 
  Homeworld Clans; Clans in the Inner Sphere and 
  Periphery use the Inner Sphere/Periphery eras.
  ������������������������������
  
  11
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Jason rolls the 18 he wasn’t expecting 
  for a financially-starved pirate Force. 
  Well, the backstory can always expand to 
  include a disgraced House battalion. The 
  300 million CB could also cover a sizable 
  group of conventional Forces needed to 
  garrison the many population centers on 
  a planet, perhaps a militia raised on the 
  planet before the game begins.
  Next, determine the size of the Force.
  STEP 2: MODIFY BUDGET
  The Basic Budget Table supplies funds 
  based on approximate estimates for 3025-era 
  Inner Sphere equipment and personnel. The 
  basic budget is then multiplied by a Faction 
  Multiplier and an Era Multiplier from the 
  tables on p. 12. 
  Selecting a Faction Multiplier requires 
  some judgment, because the breadth and 
  depth of BattleTech history (and the rise 
  and fall of each faction’s strength over time) 
  precludes an itemized listing of all factions 
  by era, and thus generalized examples are 
  given. The controlling player may opt to 
  use a x1.0 multiplier for faction instead 
  of multipliers from the Faction Budget 
  Multiplier Table.
  When selecting multipliers from the 
  Faction Budget Multiplier Table, note that a 
  specific multiplier may only be applied once. 
  For example, a Terran Hegemony planetary 
  militia of 2600 is part of a Super Power twice over (the Terran 
  Hegemony and the Star League), but the Faction Multiplier for 
  Super Power is not applied for both the Hegemony and Star 
  League, just one of them. Similarly, only one faction type may 
  be applied (a Force may not be both from a Super Power and 
  a Major Power).
  After all the faction and era modifiers are determined, 
  multiply the basic budget by each in sequence. For example, a 
  Force that has multipliers of 1.50, 1.25, and 0.75 would multiply 
  its basic budget by 1.50, and then multiply the result by 1.25, 
  and then multiply the second result by 0.75.
  This step does not address particularly well-connected 
  or wealthy Force founders, as the basic Force creation rules 
  may be used without roleplaying input from A Time of War. 
  Optional rules for roleplaying modifiers are provided in 
  Optional Rules, p. 30.
  Note that large spacecraft (DropShips, space stations, 
  JumpShips and WarShips) are not directly purchased in the 
  same way as other Forces due to their rarity and expense. 
  Rather, they are handled in Stage 3 with random rolls. Also 
  note that these budgets are scaled against classic BattleMech 
  Forces. Forces consisting predominantly of infantry or vehicles 
  will probably be larger for the same budget.
  Arnold makes a 3D6 roll, getting a 7: 50 million CB. At 
  approximately 5 million CB per ’Mech, that’d be about a 
  company. Arnold starts to get an idea for a mixed arms 
  company. A lance of BattleMechs will allow Arnold and 
  his two friends to play MechWarriors, while a lance of 
  tanks and a platoon of infantry will open up missions 
  not suited for BattleMechs alone.
  Hannah gets a 10, for 90 million CB. In an earlier era, 
  that could be an assault ’Mech company. In an era of 
  XL engines, not so much. With that budget, she wants 
  something different than her past Forces of companies 
  and battalions: a simple lance. A simple lance of assault 
  ’Mechs, hired by other Forces that need some heavy 
  punch in their missions.
  BASIC BUDGET TABLE
  Roll
  Funds
  Equivalent Force (Approximate)
  3
  10,000,000 CB
  3025-era light BattleMech lance
  4
  20,000,000 CB
  3025-era medium BattleMech lance
  5
  30,000,000 CB
  3025-era heavy / mixed BattleMech lance
  6
  40,000,000 CB
  3025-era well-funded assault BattleMech lance
  7
  50,000,000 CB
  8
  60,000,000 CB
  3025-era mixed BattleMech company
  9
  75,000,000 CB
  3025-era assault BattleMech company
  10
  90,000,000 CB
  11
  105,000,000 CB
  12
  120,000,000 CB
  13
  140,000,000 CB
  14
  160,000,000 CB
  15
  180,000,000 CB
  3025-era mixed BattleMech battalion
  16
  210,000,000 CB
  17
  240,000,000 CB
  3025-era assault BattleMech battalion
  18
  300,000,000 CB
  ������������������������������
  
  STAGE 3: PROCURE 
  EQUIPMENT AND 
  HIRE PERSONNEL
  This step is used both in Force creation and for the procurement 
  of new personnel and equipment during game play.
  Before diving into purchases, it is recommended that players 
  review Stage 4. As items and personnel are acquired, it will save 
  work later to enter them into a TO&E sheet during Stage 3.
  STEP 1: BUY ALL THE STUFF!
  This step is straightforward: the controlling player rolls to see 
  if a unit can be acquired, and then spends money from their final 
  budget calculated in Stage 2. The Master Unit List, or MUL, is an 
  online resource for BattleTech available at MasterUnitList.info and 
  lists costs for most combat units. That resource should be consulted 
  first when purchasing units. If a cost for desired personnel or 
  equipment is not listed in that database, it may be calculated 
  using the construction rules in TechManual, Tactical Operations, 
  and Strategic Operations, and found in the equipment lists in A 
  Time of War.  If those sources are not available, or the players do 
  Arnold’s mathematical skills are challenged by the 
  complications his Force’s background imposes on his 
  budget. Playing a 3025-era (x1.0) Force aligned to a major 
  Inner Sphere power (x1.0), his basic budget is unchanged 
  from 50 million CB.
  Hannah wants her mercenary Force to be ex-Com 
  Guard troops, and hailing mostly from Terra, just to be 
  different. Since her game is set in the 3068-3084 period, 
  there is a x2.0 multiplier. Since the Force separated from 
  the Com Guards shortly after the Schism (3058) and is 
  starting play in 3071, it has a x1.0 Faction Type modifier. 
  Hannah’s 90 million becomes 180 million.
  Jason’s windfall gets smaller with two consecutive hits: 
  his Force is from an independent world (x0.80) and a poor 
  Periphery world (x0.80). He decides on the origins now: 
  his pirate Force will have its roots in a long-independent 
  mercenary Force (x1.00) that hit a rough patch. That 
  brings his budget to 192 million CB.
  ERA BUDGET 
  MODIFICATION  TABLE
  Inner Sphere Era
  Era Budget 
  Multiplier
  2100-2412
  x0.75
  2412-2570
  x1.25
  2571-2650
  x1.50
  2651-2750
  x2.00
  2751-2820
  x2.50
  2821-2900
  x1.50
  2901-3049
  x1.00
  3050-3067
  x1.50
  3068-3084
  x2.00
  3084-3130
  x1.00
  Clan Eras
  2800-2840
  x0.50
  2840-3025
  x1.25
  3025-3072
  x1.50
  3072-3130
  x1.25
  FACTION BUDGET MODIFICATION TABLE
  Faction Type
  Faction Budget 
  Multiplier
  Examples or Definitions
  Super Power
  x1.50
  BattleTech has only had three super powers: the Terran 
  Hegemony (2450 – 2780), the First Star League, and the 
  Federated Commonwealth.
  Major Power
  x1.20
  Inner Sphere Great Houses, Republic of the Sphere, Terran 
  Alliance, Second Star League, Inner Sphere Clans (Wolf, 
  Jade Falcon, Ghost Bear), pre-Schism ComStar, and similar 
  large nations
  Minor Power
  x1.00
  Most Clans, Capellan Confederation (3030 – 3060), St. Ives 
  Compact, major Periphery States, Inner Sphere micro-
  states before 2600 (e.g., Chesterton Trade League, United 
  Hindu Collective), Duchy of Andurien, and similar nations 
  with smaller territories and populations
  Independent 
  Worlds,  
  Small States
  x0.80
  Any independent planet or minor Periphery power, such 
  as the Rim Collection or a Chaos March nation
  Independent 
  Mercenary and 
  Pirate Forces
  x1.00
  Any mercenary or pirate Force that has been independent 
  from a faction for over 5 years
  Faction Modifiers
  Wealthy Faction
  x1.20
  Lyran Commonwealth, Terran Hegemony, First Star League
  Poor Faction
  x0.80
  Capellan Confederation (after 2860), Outworlds Alliance, 
  most independent Periphery planets
  ������������������������������
  
  13
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Several notes apply. For Omni-units, the primary 
  configuration is acquired. Additional pods may be purchased 
  with Leftover Funds (see p. 20). If a player is attempting to 
  acquire a homogenous squad or Point of battle armor or 
  ProtoMechs, then only one unmodified availability roll is 
  required for the squad or Point. Cost, of course, is multiplied 
  by the number of battle armor or ProtoMechs acquired. 
  If the player attempts to acquire a custom-built unit, they 
  may only acquire units addressed by the Custom Vehicle Trait 
  (see p. 112, AToW). This also imposes a high availability and 
  cost penalty. The availability is increased by a value equal to 
  the Trait Point value of the Custom Vehicle Trait (e.g., a player-
  designed Inner Sphere vehicle is 4 Trait Points, so it adds +4 to 
  the availability), and the price is multiplied by the Trait Point 
  value (e.g., a player-designed Clan ’Mech costs x6 normal.)
  With the above in mind, procurement proceeds as follows: 
  the controlling player decides on a unit (or rolls randomly on 
  any era- and faction-appropriate Random Assignment Tables 
  in BattleTech products) and the desired experience level, and 
  then rolls 2D6 against the base availability plus any modifiers 
  to see if the unit may be acquired. If the result is equal to or 
  greater than the modified availability, the unit is acquired. 
  The player then subtracts the cost of the unit from the 
  remaining budget. If more than one cost multiplier applies, 
  they are applied in sequence (e.g., an Inner Sphere Force 
  attempting to acquire a player-designed Clan OmniMech 
  will find it costs 30 times normal.) 
  Only one Availability Roll may be made per unit, and the 
  player cannot go into debt while building the Force. While 
  limited to only one Availability Roll per unit, players may still 
  roll for close variants, or roll for the same unit with a crew of 
  different experience. However, if players are that interested 
  in getting a specific unit, it is recommended they use the 
  Flexible Force Creation rules instead of these rules (see p. 30).
  not feel like calculating the detailed costs, the Equipment 
  Availability & Cost Table includes some generic unit prices 
  and modifiers (which are likely to be more expensive than the 
  exact prices) that may be used instead of the exact values.
  To simplify acquisition, the personnel associated with 
  units (for example, MechWarriors) are acquired at the time 
  of purchase. This also affects availability for purposes of these 
  rules. (The actual equipment procurement and Force hiring 
  may happen at different times if the process is roleplayed 
  out.) Green troops are simply worth less than regulars, and 
  Elite troops can be worth their weight in gold—which makes 
  them unfortunately hard to hire. As a result, the availability 
  of a unit is raised or lowered by the Experience Rating of 
  the personnel associated with it. These rules are also based 
  on the assumption of “one unit, one crew.” Hiring multiple 
  crews for one vehicle or allowing one crew to have multiple 
  vehicles is up to the discretion of the players.
  In addition to basic availability, modifiers may apply to 
  the availability of equipment and personnel in this step. 
  For the most part, these modifiers are self-explanatory 
  and represent the ease or difficulty of acquiring certain 
  hardware. The modifier for Clan equipment held by a non-
  Clan Force is simple: whether manufactured, salvaged, stolen 
  or bought, Clan equipment is very expensive for non-Clan 
  factions to purchase in any era. Likewise, old Star League-era 
  technology was very difficult for non-Clan Forces to acquire 
  during much of the Succession Wars, while the Clans had 
  large stockpiles in their Brian Caches that were distributed 
  to second-line Forces. 
  The cross-faction modifier requires some research on the 
  part of the controlling player, because it reflects a non-Clan 
  faction attempting to acquire proprietary equipment from 
  another faction. The window during which the equipment 
  (be it specific weapons or entire ’Mechs) is proprietary is 
  often quite small, particularly during the middle of the  
  31st century. 
  If the sum of modifiers and the base availability is above 
  12, the unit is not obtainable in Force Creation (unless using 
  the optional Flexible Force Creation Rule). This tends to 
  occur with elite, powerful units, such as assault ’Mechs with  
  Elite pilots.
  Finally, cost multipliers apply to certain types of 
  equipment when using the generic costs in the Equipment 
  Availability & Cost Table. These represent somewhat 
  above-average costs for (primarily) Third Succession War 
  equipment, such as assuming standard fusion engines in 
  BattleMechs and internal combustion engines in vehicles. 
  Advanced equipment (Tech Rating E or F, per equipment 
  availability codes in TechManual and Tactical Operations) are  
  also expensive.
  Note that these rules do not assign ownership of 
  equipment: the Force might be recruiting a MechWarrior 
  with a personally-owned ’Mech or hiring a Dispossessed 
  MechWarrior to pilot a House-owned ’Mech. For purposes of 
  building the Force, the costs are the same. Ownership of the 
  equipment is up to the players to decide.
  A mercenary clears out the last resistance to a captured MechBay.
  ������������������������������
  
  EQUIPMENT AVAILABILITY & COST TABLE
  Example Unit
  Availability
  Cost
  Light BattleMech or Aerospace Fighter, any Satellite
  4
  3,000,000
  Medium BattleMech or Aerospace Fighter
  5
  6,000,000
  Heavy BattleMech or Aerospace Fighter
  6
  9,000,000
  Assault BattleMech, any Small Craft
  8
  12,000,000
  Light Combat Vehicle
  3
  500,000
  Medium Combat Vehicle
  4
  1,000,000
  Heavy Combat Vehicle
  5
  1,500,000
  Assault Combat Vehicle
  7
  2,000,000
  Conventional Fighter
  5
  1,000,000
  Battle Armor, Single*
  5
  750,000
  Conventional Infantry Platoon, Foot
  2
  1,200,000
  Conventional Infantry Platoon, Motorized
  3
  2,000,000
  Conventional Infantry Platoon, Jump or Mechanized
  4
  2,800,000
  ProtoMech, Single*
  6
  1,000,000
  Support Vehicle, Light (<5 tons)
  2
  250,000
  Support Vehicle, Medium (6 to 100 tons)
  3
  750,000
  Support Vehicle, Heavy (101 to 1,000 tons)
  5
  2,250,000
  Support Vehicle, Super Heavy (1,001 to 100,000 tons)
  7
  20,000,000
  Exotic unit (LAM, Super-Heavy ’Mechs, etc.)
  10
  50,000,000
  Availability Modifiers
  Clan equipment for non-Clan Force (after 3070)
  +3
  Tech E and F Equipment for non-Clan, non-ComStar Force between 2860 and 3040
  +5
  First Star League equipment for Clan Force
  -2
  Cross-faction: Acquiring another faction’s exclusive equipment (includes Clan 
  acquisition of Inner Sphere equipment)
  +2
  Green Experience
  -2
  Regular Experience
  0
  Veteran Experience
  +2
  Customized unit
  +TP Value
  Elite Experience
  +5
  Cost Modifiers
  Fusion engine in combat vehicle
  x2.0
  XL engine in any unit
  x2.5
  Light fusion engine in any unit
  x1.5
  Clan equipment for non-Clan Force (3049-3070)
  x5.0
  Clan equipment for non-Clan Force (3070+)
  x4.0
  Tech E and F Equipment for non-Clan, non-ComStar Force between 2860 and 3040
  x5.0
  Tech Rating E equipment
  x1.1
  Tech Rating F equipment
  x1.25
  Customized unit
  xTP Value
  ������������������������������
  
  15
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  easy roll at Availability 5, and Arnold has no trouble 
  getting four Bulldogs. Four of them total 4,515,200 CB. 
  Arnold enters them into the TO&E sheet.
  Next, Arnold settles on a platoon of laser foot infantry. 
  The base Availability is an easy 2, which Arnold can’t 
  fail to roll, and they’re a steal at 1,200,000 CB (though 
  anti-’Mech training would raise their cost unacceptably 
  high). Arnold has no plans to use his infantry on an 
  open battlefield in any case, instead applying them in 
  roleplaying situations like hostage rescues. To transport 
  them, he selects a lance of Regular Packrats (Availability 
  3, also easily rolled with 6, 7, 5, and 11) at 408,680 CB 
  each, for 1,634,720 CB.
  Finally, still anticipating a Union DropShip, he spends 
  4,587,916 CB on a pair of classic Davion fighters with 
  Regular pilots: CSR-V12 Corsairs.
  Arnold’s company totals 34,422,104 CB, leaving him 
  with 15,577,896 CB for parts, ammunition, fuel, and 
  other sundries.
  Hannah initially considers trying to restrict her 
  mercenaries to Com Guard units, but the premise of the 
  Force is a group of veterans who left ComStar. They would 
  probably need to rebuild with units available on the open 
  market, which seems like a good excuse to open up her 
  choice of ’Mechs to those connected to other factions.
  Since the rest of her gaming group isn’t handy when she’s 
  drafting the Force to choose their own ’Mechs, Hannah 
  selects some period-appropriate but mixed Inner Sphere 
  assault designs to reflect the motley origins of the Force. 
  She first tries rolling for a Veteran IMP-3E Imp (because if 
  ever there was an assault Urbie, it’s the Imp), a FNR-5 Fafnir 
  (because being able to double-tap with heavy Gauss rifles 
  should be mandatory), a SGT-8R Sagittaire (pulse lasers + 
  targeting computer!), and a BLR-2D Warlord (because it 
  was the Rolling Thunder cover art that lured her into her 
  first game, and the Warlord is a solid 3070 implementation 
  of the BattleMaster). Each assault ’Mech has a base 
  Availability of 8, Veteran pilots add 2, requiring a 10: she 
  rolls a 3, 9, 5, and 10, netting only the Warlord.
  In the next round of rolls for the remaining three slots, 
  Hannah tries to roll for a Veteran AS7-K Atlas, a HA1-O 
  Hauptmann (Omnis are great on campaigns), and 
  another Warlord. After rolling 7, 4, and 10, her lance is 
  half complete with two Warlords. To complete her lance, 
  she looks through her Technical Readout sourcebooks 
  for some Veteran-piloted assault ’Mechs she hasn’t tried 
  to roll for yet. Hannah decides on the Y-H9G Yu Huang 
  and DVS-2 Devastator, but strikes out again. The only 
  thing she’s had luck with are Warlords, so on a whim, 
  Hannah rolls for two more Veteran Warlords…and gets 
  both. Well, that’ll simplify logistics. 
  Since she’s planning to have a Leopard-class 
  DropShip, there’ll be room for an aerospace fighter 
  lance, so Hannah rolls for a couple of Veteran LTN-G15 
  Lightning medium aerospace fighters (target 8). With 
  an 8 and a 12, the Lightnings are hers.
  After acquiring a unit, it is recommended the player enter 
  it promptly into a TO&E sheet to simplify work in Stage 4.
  Also, players should bear in mind that certain combinations 
  of units may work better together. These combinations, called 
  Formations, may bestow special abilities to the constituent 
  units (see Formation Building, p. 56).
  It is also recommended that mercenary Forces reserve at 
  least 10 percent of their starting budget for operating costs. 
  A contract is not guaranteed immediately at the beginning 
  of a campaign.
  It’s now time to see if Arnold’s idea for a combined 
  arms company will fit his budget. He starts with the 
  fun units—BattleMechs. Since he’s only going to have 
  a lance of them, he wants to put some money into 
  solid heavy ’Mechs. He starts by attempting to acquire 
  some Veteran Marauders—Miller’s Marauders is an 
  inspiration to Arnold—and sees that the modified 
  Availability is 8 (6 for a heavy ’Mech and 2 for Veteran 
  status.) To his amazement, his 2D6 rolls are 7, 4, 3, 
  and 5. No Marauders, then. His next attempt for a 
  lance is something more versatile: a pair of Regular 
  Thunderbolts and a pair of Regular Grasshoppers. As 
  regulars, the Availability for each is only 6, which Arnold 
  is handily able to roll with a 9, 7, 8, and 7.
  After confirming the ’Mechs are available, Arnold 
  has to pay for them. The TDR-5S Thunderbolts are 
  5,268,560 CB each (per the Master Unit List), and the pair 
  of GHR-5H Grasshoppers are 5,973,574 CB each. That’s 
  22,484,268 CB spent. He enters them into the TO&E sheet 
  and subtracts their cost from his budget.
  Arnold next selects the vehicles. He spots the Bulldog, 
  which is an affordable 1,128,800 CB. It has an ammo-
  independent main gun and effective secondary 
  weapons. Heavy vehicles with a Regular crew are an 
  FORCE CREATION WOR
   
   
   
  Ammo 
  Spare Parts 
  Spare Parts
  Subforce 
  Experience 
  Ammo Tons 
  Cost 
   Tons 
  Cost 
  Fuel Tons 
  Fuel Cost 
  Personnel 
  Force Name:
  TDR-5S Thunderbolt 
  Regular
  TDR-5S Thunderbolt 
  Regular
  GHR-5H Grasshopper 
  Regular
  GHR-5H Grasshopper 
  Regular
  Bulldog 
  Regular
  Bulldog 
  Regular
  Bulldog 
  Regular
  Bulldog 
  Regular
  Foot Laser Platoon 
  Regular
  Packrat 
  Regular
  Packrat 
  Regular
  Packrat 
  Regular
  Packrat 
  Regular
  CSR-V12 Corsair 
  Regular
  CSR-V12 Corsair 
  Regular
  • arnold’s worksheet • 
  ������������������������������
  
  have some importance, but the crews were probably raised 
  from the Periphery planet’s populace and haven’t seen that 
  much action, so he decides on regulars: Availability 3. In 
  a dozen Availability rolls, Jason dodges every 2 and gets 
  his company of Regular J. Edgars. The standard models 
  are 688,750 CB (exact, rather than generic values from the 
  Equipment Availability & Cost Table), so the scout company 
  totals 8,265,000 CB.
  For the third part, a company of standard-model, Regular 
  Manticores seems like something that would inexpensively 
  bolster defenses around the capital while having the 
  endurance granted by fusion engines and PPCs. Heavy, 
  Regular combat vehicles have Availability 5, and after a 
  dozen rolls Jason has eight Regular Manticores. He considers 
  rolling up a lance of Green Manticores or some other potent 
  vehicle (Demolishers?), but leaves the Manticores as a demi-
  company. At 2,549,600 CB apiece, the eight heavy tanks are 
  20,396,800 CB. Jason notes that if he’d used the generic 
  heavy vehicle cost from the Equipment Availability and 
  Cost Table they’d have run 3,000,000 CB each (1,500,000 
  CB for a heavy vehicle, x2 for fusion power).
  BattleMechs are the next component of the Force. A quick 
  total shows Jason has spent less than half of his budget and 
  could afford an impressive BattleMech Force, but he wants 
  it to fit entirely in one DropShip and be appropriate to a late 
  thirtieth-century pirate Force. Also, since paydays are going to 
  be few and far between, a large cash reserve may be helpful. 
  Further, examples like the 3025 Black Widow Company 
  suggest the pirate Force should include a lot of the “bug 
  ’Mechs” (Locusts, Stingers, and Wasps) of Regular skill. So 
  Jason first rolls for six light, Regular BattleMechs (Availability 
  4): two LCT-1V Locusts, two STG-3R Stingers, and two WSP-
  1A Wasps, getting a 5, 12, 3, 7, 8, and 6. Missing one Stinger, 
  Jason decides to roll for a third Wasp and gets it.
  The assault lance costs 35,412,960 (8,853,240 x 4). Hannah 
  doesn’t have exact prices for the LGT-G15 Lightnings, so she 
  uses the generic medium aerospace fighter cost of 6,000,000 
  CB from the Equipment Availability and Cost Table. As purely 
  3025 designs, there are no cost modifiers, so the lance costs 
  12,000,000 CB.
  Total procurement price: 47,412,960 CB leaving 
  132,587,040 CB for other expenses. It’d be easy to buy 
  another lance or three, but Hannah’s Force (which she dubs 
  “Heavy Metal Thunder”) is meant to stay a lance.
  Jason’s been thinking about his 2990 pirate Force 
  and decides he wants it to represent former mercenary 
  BattleMechs and some low-budget armored units that 
  have been acquired to bolster the planet’s militia. That 
  way he doesn’t have to address the numerous, ill-equipped 
  infantry units that provide a modicum of security for the 
  world’s scattered, minor settlements. (The players in his 
  group agree that any House pirate-hunting attacks on the 
  planet would focus on the capital, starport, and perhaps 
  some vital industrial installations rather than every little 
  farming hamlet. No need to get into detail about militia 
  that will never be involved in the game.)
  Accordingly, he decides to break the armored component 
  of the Force into three parts: inexpensive, disposable tanks 
  to guard important facilities on the planet; fast, high-
  endurance scouts to patrol its wastes and support the 
  BattleMechs; and some heavier tanks to help protect the 
  capital. 
  For the first part, he wants three battalions of green 
  Scorpions, because nothing says “bandit kingdom militia” 
  quite like a swarm of Scorpion light tanks. With a modified 
  Availability of 1 (base 3, -2 for Green crews), the Scorpions 
  are automatically acquired. 108 of the standard models 
  (320,834 CB each, using their exact prices rather than the 
  generic prices) cost 34,650,072 CB.
  For the second part, Jason picks a company of J. Edgar 
  light hover tanks. They have fusion engines and lasers, 
  making them an inexpensive choice both for long-range 
  patrols on a lightly-inhabited planet and interstellar piracy. 
  He’s tempted to pursue Veteran crews since the vehicles 
  FORCE CREATION WO
  NOTES
   
   
   
  Ammo 
  Spare Parts 
  Spare Parts
  Subforce 
  Experience 
  Ammo Tons 
  Cost 
   Tons 
  Cost 
  Fuel Tons 
  Fuel Cost 
  Personnel 
  Totals:
  Force Name:
  © 2016 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.Catalyst Game Labs and the
  Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
  BLR-2D Warlord 
  Veteran
  BLR-2D Warlord 
  Veteran
  BLR-2D Warlord 
  Veteran
  BLR-2D Warlord 
  Veteran
  LTN-G15 Lightning 
  Regular
  LTN-G15 Lightning 
  Regular
   
    2 LRM, 5.5 SRM,  
  211,120 
  22.62 
  335,560 
  36.8P,  
  1,939,550 
  210 total 
   
    0.75 MG, 0.112 PP 
   
   
   
  126.85H
  • hannah’s worksheet • 
   
   
   
  Ammo 
  Subforce 
  Experience 
  Ammo Tons 
  Cost 
  Totals:
  Force Name:
  BScorpion x108 
  Green
  J. Edgar x12 
  Regular
  Manticore x8 
  Regular
  BNC-3M Banshee 
  Veteran
  GRF-1N Griffin 
  Regular
  GRF-1N Griffin 
  Regular
  STG-3R Stinger 
  Regular
  SHD-2K Shadow Hawk Veteran
  PHX-1 Phoenix Hawk 
  Regular
  HER-2S Hermes II 
  Regular
  LCT-1V Locust 
  Regular
  LCT-1V Locust 
  Regular
  WSP-1A Wasp 
  Regular
  WSP-1A Wasp 
  Regular
  WSP-1A Wasp 
  Regular
   
    2 LRM, 5.5 SRM,  
  211,120 
  • jason’s worksheet • 
  ������������������������������
  
  17
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  For the next five ’Mechs, he decides on some mediums: 
  a SHD-2K Shadow Hawk, two GRF-1N Griffins, a PHX-
  1 Phoenix Hawk, and a HER-2S Hermes II. Jason tries 
  his luck on a Veteran Shadow Hawk (Availability roll 7), 
  but leaves the other ’Mechs with Regular MechWarriors 
  (Availability 5). With rolls of 8, 6, 7, 10, and 8, he gets them.
  Because he figures pirates are the sort of people who 
  are ruled by the guy with the biggest ’Mech rather than 
  the biggest brain, Jason decides to roll for an Elite AS7-D 
  Atlas…no, that would be Availability 13. A Veteran, 
  then, at Availability 10. Jason gets a 9, so no Veteran 
  Atlas. Instead of trying to re-roll at a Regular Skill 
  Rating, he decides to try something more appropriate 
  to pirates, a despised and unwanted assault ’Mech: the 
  BNC-3M Banshee. He rolls a 10 for a Veteran-piloted 
  Banshee, getting it.
  The Locusts (1,511,200 CB each), Stinger (1,614,240 
  CB), Wasps (1,614,240 CB each), Shadow Hawk 
  (4,498,307 CB), Griffins (4,864,107 CB each), PHX-1 
  Phoenix Hawk (4,066,090 CB), Hermes II (3,159,380 
  CB), and Banshee (9,824,328 CB) all total 40,755,679 CB.
  At the GM’s urging, Jason decides not to purchase 
  any aerospace fighters on the basis that they would 
  be too hard for the pirates to maintain. The pirates are 
  going to have enough trouble keeping their JumpShip 
  and DropShip working.
  Total procurement costs are 104,067,551 CB, leaving 
  Jason with almost 90 million CB unspent. Maybe he 
  can afford a Force specialization while keeping a large 
  cash reserve.
  STEP 2: ACQUIRE LARGE SPACECRAFT
  Acquiring a DropShip, JumpShip, space station or 
  WarShip is handled differently than the acquisition of 
  smaller units. As in prior publications addressing mercenary 
  Force creation, large spacecraft are procured with only a 
  2D6 roll rather than cash expenditures. Because of the vast 
  range of possible spacecraft over the many eras of human 
  history, and different levels of their availability, a formula 
  is used to find the target number for the roll.
  The formulas contain several factors. Each one starts with 
  a base equation, usually based on the cost or mass of the 
  spacecraft. After this equation, which is used for every faction 
  and era, other factors apply. Rarity factors will require careful 
  review of Technical Readout sourcebooks; some suggestions 
  are provided in the Large Spacecraft Procurement Table. 
  Another modifier is the skill of the vessel’s crew.
  WarShips are only available to government Forces 
  under these rules. Mercenaries and pirates can only 
  acquire WarShips through gameplay with a generous GM.
  Players should keep in mind that pirate Forces are not 
  very viable without a DropShip and JumpShip unless 
  they plan to operate on one planet (though un-ambitious 
  pirates may note that single-planet piracy is millennia 
  older than interstellar piracy).
  LARGE SPACECRAFT TABLE
  Type
  Base Equation
  DropShip
  (Cost in CB / 50,000,000), round up to the nearest whole 
  number + 5
  JumpShip
  (Cost in CB / 100,000,000), round up to the nearest 
  whole number + Number of Docking Collars + 3
  WarShip
  (Square Root of [Tonnage / 5,000]), round up to the 
  nearest whole number + (Square Root of Number of 
  Docking Collars), round up to the nearest whole number
  Space Station
  (Cost in CB / 50,000,000), round up to thr nearest  
  whole number
  Miscellaneous
  Unique
  +10. Applies if less than 10 of the spacecraft exist in an 
  given era. (Example: most Inner Sphere WarShips in the 
  thirty-first century)
  Very Rare
  +6. Applies is less than 100 of the spacecraft exist in 
  an era (Example: Monolith DropShips in the thirty-first 
  century, almost all WarShips)
  Rare
  +3. Applies to less common spacecraft for an era 
  (Example: Scouts, Tramps, Mammoths, Star Lords in the 
  thirty-first century).
  Average
  +0. Applies to most spacecraft by default.
  Common
  –1. Applies to particularly prolific spacecraft (Examples: 
  Mules, Invaders, Merchants.)
  Lithium-
  Fusion Battery
  +2
  Military
  +1. Military spacecraft are more controlled and more 
  difficult to acquire than civilian vessels.
  Government 
  Force
  –2. Government Forces have better access to large space-
  craft than others. This only applies to non-Clan factions.
  Clan Force
  –4. Clans have maintained a large inventory of space-
  craft from the Exodus and a high level of technology.
  Cross-Faction
  +2. Spacecraft built or used primarily by one faction are 
  harder for others to acquire. This includes a Clan Force 
  acquiring Inner Sphere equipment or vice versa.
  Inner Sphere/ Periphery era
  Modifier
  Crew Skill
  Modifier
  2100-2412
  –3
  Green
  –1
  2412-2570
  –4
  Regular
  0
  2571-2650
  –5
  Veteran
  +1
  2651-2750
  –6
  Elite
  +3
  2751-2820
  –6
  2821-2900
  –2
  2901-3049
  +0
  3050-3067
  –1
  3068-3084
  -2
  3084-3130
  +0
  ������������������������������
  
  laser variant of the Invader and 
  calculates its cost using Strategic 
  Operations as 670,797,750 CB. 
  Running it through the basic 
  JumpShip equation, he gets:
  [(690,797,750CB / 
  100,000,000), round up to the 
  nearest whole number] + 3 
  collars + 3 = 13
  On the basic equation alone, 
  Arnold could not acquire an 
  Invader. However, the Invader 
  is 
  distinctly 
  common—
  DropShips & JumpShips claims 
  it is the most common JumpShip 
  operating in the Inner Sphere in 
  3025, so that’s a –1. Arnold is 
  making a government Force, 
  so that’s another –2, and the 
  era modifier is 0, so the current 
  target number is 10. That’s not 
  impossible, so Arnold decides to 
  gamble for a Veteran crew (+1), which takes the target to 11. 
  Arnold rolls exactly an 11 (and makes a mental note to tell 
  the rest of the group that it only took one roll—he wouldn’t 
  cheat on this!), acquiring the Invader. That, too, goes into 
  the TO&E. Noting the Invader has a pair of small craft bays, 
  Arnold considers going back to Step 1 to purchase another 
  pair of fighters, but decides to save that for later.
  Players with older rulebooks and Technical Readout sourcebooks 
  should note that Strategic Operations increased the cost of KF 
  drive vessels somewhat, so costs published in supplements prior 
  to Strategic Operations are unlikely to be correct. Fortunately, the 
  modifier is a fixed cost based on vehicle tonnage and should be 
  simple to include.
  For this mobile, independent troubleshooting company, 
  Arnold figures a DropShip and a JumpShip are required. 
  He’s been fiddling with the DropShip construction rules 
  in TechManual and decides a modified Union would 
  be perfect, but Arnold’s GM is resistant to the notion of 
  rebuilding DropShips on a whim (especially in 3025, when 
  bottle rockets are more the speed of Inner Sphere shipyards). 
  They compromise on the Seeker, which is noted for its 
  flexible vehicle bays. Arnold runs up the cost of the Seeker 
  using Tech Manual, finding it to be 225,829,968 CB. He puts 
  it through the DropShip equation:
  [(225,829,968 CB / 50,000,000 CB) rounded up] + 5 = 10
  The Seeker is not particularly rare or common (at least, 
  Technical Readout: 3057 does not indicate it is rare), so 
  there is no availability modifier. In 3025, the Inner Sphere / 
  Periphery era modifier is +0. As Arnold is making an Inner 
  Sphere government Force, he has a –2 bonus. On the other 
  hand, the Seeker is definitely a military vessel, so there is a 
  +1 penalty. In total, Arnold needs to roll a 9 or better on 2D6 
  to get the Seeker. He rolls an 11, so his Force gets the Seeker 
  and he enters that into the Force’s TO&E.
  Next: a JumpShip. The common military transport is the 
  Invader, so Arnold rolls for that. Figuring he already has 
  a bunch of large lasers in the company, he picks the large 
  Forces lacking their own  transport rely on their employer—a potentially deadly reliance if the winds of war change abruptly.
  NOTES
   
   
   
  Ammo 
  Subforce 
  Experience 
  Ammo Tons 
  Cost 
  Totals:
  Force Name:
  TDR-5S Thunderbolt 
  Regular
  TDR-5S Thunderbolt 
  Regular
  GHR-5H Grasshopper 
  Regular
  GHR-5H Grasshopper 
  Regular
  Bulldog 
  Regular
  Bulldog 
  Regular
  Bulldog 
  Regular
  Bulldog 
  Regular
  Foot Laser Platoon 
  Regular
  Packrat 
  Regular
  Packrat 
  Regular
  Packrat 
  Regular
  Packrat 
  Regular
  CSR-V12 Corsair 
  Regular
  CSR-V12 Corsair 
  Regular
  Seeker DropShip 
  Regular
  Invader JumpShip 
  Veteran
   
    2 LRM, 5.5 SRM,  
  211,120 
   
    0.75 MG, 0.112 PP 
   
  • arnold’s worksheet • 
  ������������������������������
  
  19
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Jason rolls for a Union with a Regular crew 
  (Availability 10), getting a 10 and the Union. Jason next 
  crunches out the cost of the Mule: 163,312,800 CB. The 
  base availability for that:
  [(159,734,400 CB / 50,000,000 CB) rounded up] + 5 = 9
  The Mule is also common (-1), and Jason wants it to 
  have a Regular crew (+0). The era modifier is again +0, 
  and no other modifiers apply. He needs an 8, rolls an 
  11, and jots down the second DropShip on his TO&E.
  Next: a hyperspace conveyance. A Merchant or Invader 
  would be appropriate for pirates due to their commonality, 
  but a Star Lord gives some room for the pirate Force to 
  grow. After glancing at the Availability equation for 
  JumpShips (+6 for 6 docking collars!), it seems distinctly 
  wiser to stick with an Invader or Merchant. Three collars 
  are better than two, so Jason first rolls for a large laser-
  equipped Invader with a Regular crew, getting a 3. At 
  690,797,750 CB, 3 collars, and a Regular crew, the Invader 
  has a base Availability of 13. Because it is common, that 
  drops to a 12. Jason’s recent undergraduate statistics 
  course is sufficient to confirm that 3 is less than 12.
  The next choice is a Merchant.
  [(548,291,800 CB / 100,000,000), round up to the 
  nearest whole number] + 2 collars + 3 = 11
  The Merchant is also common, giving a final 
  Availability of 10 for a Regular crew. This time Jason 
  rolls a 12 (that would’ve been nice on the Invader’s 
  Availability Check), and gets the Merchant. Perhaps 
  some piracy on the spacelanes will expand his shipping 
  fleet during the campaign, but for now he can at least 
  transport his troops to the House planets he plans to 
  plunder. Jason annotates his TO&E sheet.
  Hannah wants to keep Heavy Metal Thunder’s 
  baggage light, so the plan is to have a Leopard DropShip, 
  which her quick calculation via TechManual indicates 
  is in the vicinity of 171,300,000 CB (any price between 
  150,000,001 and 200,000,000 CB will result in the same 
  base Availability of 9, so what’s a few digits?) The Leopard 
  is military (+1), but common (-1), so only crew skill will 
  further modify the Availability beyond 9. An Elite crew 
  would be a challenge to get (Availability 12) but after 
  failing four rolls for an Elite Leopard, Veteran (Availability 
  11), Regular (9), and even Green (8), respectively, the 
  model appears to be entirely out of reach.
  So, another DropShip: the classic Union would also 
  be suitable and it gives the Thunder room to grow. Also, 
  it manages militarily-useful VTOL landings much more 
  easily than Leopards. So, Hannah runs the 237,704,200 
  CB Union through the Availability equation:
  [(237,704,200 CB / 50,000,000 CB) rounded up] + 5 = 10
  The “military” and “common” modifiers again cancel 
  out. An Elite crew is out of reach, but a Veteran only 
  needs an 11 and…yes, she makes the roll. Heavy Metal 
  Thunder rides in a Union.
  Jason’s pirates are not going to get to the grog and 
  booty supplies they need to keep operating and help 
  their adopted planet without JumpShips and DropShips. 
  A Union is an obvious choice for a company of ’Mechs, 
  but it is starved for cargo and combat vehicle space. 
  A Fortress would do, but those are rare, expensive, 
  and challenging to maintain. Plan B: two DropShips, 
  splitting roles. The common Union would handle troop 
  transport while the common Mule would handle the 
  loot. Neither have light vehicle bays for the planned J. 
  Edgar raiders, but Jason’s group is open to modifying 
  the Mule during game play using customization rules 
  (see p. 189, SO) during the campaign. Sacrificing a small 
  portion of thousands of tons of cargo space for some 
  vehicle bays (raiders and loot transporters alike) seems 
  reasonable enough.
  FORCE CREATION WOR
  NOTES
   
   
   
  Ammo 
  Spare Parts 
  Spare Parts
  Subforce 
  Experience 
  Ammo Tons 
  Cost 
   Tons 
  Cost 
  Fuel Tons 
  Fuel Cost 
  Personnel 
  Totals:
  Force Name:
  © 2016 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.Catalyst Game Labs and the C
  Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
  BLR-2D Warlord 
  Veteran
  BLR-2D Warlord 
  Veteran
  BLR-2D Warlord 
  Veteran
  BLR-2D Warlord 
  Veteran
  LTN-G15 Lightning 
  Regular
  LTN-G15 Lightning 
  Regular
  Union 
  Regular
   
    2 LRM, 5.5 SRM,  
  211,120 
  22.62 
  335,560 
  36.8P,  
  1,939,550 
  210 total 
   
    0.75 MG, 0.112 PP 
   
   
   
  126.85H
  • hannah’s worksheet • 
   
   
   
  Ammo 
  Spar
  Subforce 
  Experience 
  Ammo Tons 
  Cost 
   
  Totals:
  Force Name:
  Scorpion x108 
  Green
  J. Edgar x12 
  Regular
  Manticore x8 
  Regular
  BNC-3M Banshee 
  Veteran
  GRF-1N Griffin 
  Regular
  GRF-1N Griffin 
  Regular
  STG-3R Stinger 
  Regular
  SHD-2K Shadow Hawk Veteran
  PHX-1 Phoenix Hawk 
  Regular
  HER-2S Hermes II 
  Regular
  LCT-1V Locust 
  Regular
  LCT-1V Locust 
  Regular
  WSP-1A Wasp 
  Regular
  WSP-1A Wasp 
  Regular
  WSP-1A Wasp 
  Regular
  Union DropShip 
  Regular
  Mule DropShip 
  Regular
  Merchant JumpShip 
  Regular
   
    2 LRM, 5.5 SRM,  
  211,120 
  2
  • jason’s worksheet • 
  ������������������������������
  
  For ProtoMechs, battle armor and infantry, calculate the number 
  of total units in each force, then divide that sum by the listed 
  number (5 ProtoMechs, 4 battle armor troopers, 112 infantry), 
  rounding normally to the nearest whole number. That figure is the 
  number of tech teams required. For example, a Force with 3 Inner 
  Sphere battle armor squads (4 battle armors each for 12 total battle 
  armor troopers) would require 12 / 5 = 2.4 tech teams, rounding 
  down to 2 tech teams to meet its battle armor needs. A Force with 
  a single battle armor squad of 4 armors would require 4 / 5 = 0.8 
  tech team, rounding up to 1 tech team.
  Large support vehicles and large spacecraft do not require 
  separate technical support personnel as this is a function of 
  their crew.
  Technical support personnel have, by default, a Skill Rating of 
  Regular. The controlling player may freely alter this to Green to 
  reduce salaries, but raising the skill to Veteran or Elite requires a 
  roll for each tech team seeking these improved skills. Making a 
  tech team Veteran requires a 2D6 roll of 9 or higher, while making 
  the tech team Elite requires a roll of 11 or higher. The controlling 
  player may roll for a higher Skill Rating once for each tech team; a 
  roll to get an Elite tech team cannot be used to get a Veteran tech 
  team, or vice versa.
  Technical support personnel teams also address logistics support 
  for their associated combat Forces. No personnel are better for 
  hauling tons of ammunition across a battlefield in thinly armored 
  support vehicles than junior astechs, a fact all MechWarriors and 
  senior techs agree on.
  After calculating the basic number of technical personnel 
  required, the controlling player may opt to reduce that number 
  by having combatants pull double duty supplying technical 
  support. For example, it is quite common in some factions and 
  eras for MechWarriors to maintain their own ’Mech, or tank crews 
  to perform basic maintenance on their own vehicles. Combat 
  personnel serving as technical personnel are less efficient 
  because of their doubled work load. Combat personnel pulling 
  double duty as technical personnel act as an astech if they 
  have an appropriate Technician subskill (see p. 157, AToW) of 3 
  or higher, or a full tech if they have an appropriate Technician 
  subskill of 6 or higher. During combat operations a double-duty 
  combatant may only count as an astech (never a full tech) if 
  they possess an appropriate Technician subskill of 3 or higher. 
  If combatant NPCs have not been detailed as A Time of War 
  characters and their Technician Skill Rating is thus unknown, 
  only a quarter (round up) of all combat personnel may pull this 
  double duty and may only serve as astechs, because not all 
  combatants are suited or trained for it. 
  The controlling player selects how many, if any, combat 
  personnel pull double duty, multiplies them appropriately for 
  peacetime or combat operations (rounding up), and subtracts 
  that from the basic number of technical personnel. (It is 
  recommended that double duty personnel be calculated as 
  being in combat operations to avoid overestimating available 
  technical support personnel.) The resulting number is the 
  amount of dedicated technical personnel, which is needed for 
  subsequent salary calculations in Stage 4.
  STEP 3: DETERMINE SPECIAL ABILITIES
  As noted above, certain combinations of units may qualify as 
  Formations, which bestow Special Pilot Abilities on some or all of 
  those units (see Formations, p. 60 and Special Pilot Abilities, p. 70). 
  In addition, the overall Experience Rating of the Force may entitle it 
  to Special Command Abilities (see Special Command Abilities, p. 83).
  If playing with Special Pilot Abilities and Special Command 
  Abilities, players should note any such bonuses during this step.
  STEP 4: LEFTOVER FUNDS
  After spending funds in Step 1, the controlling player should 
  note leftover funds. These may be used to cover excessive 
  expenses, purchase supplies, and support the Force during lulls 
  in employment. These funds may not be used to purchase units 
  or hire infantry (except to purchase small support vehicles that 
  are presumably utility vehicles), and thus it is recommended that 
  players expend these funds before any profits from operations.
  Arnold notes from Step 1 he has 14,793,092 CB left. He’s 
  going to determine his operating expenses in Stage 4 before 
  spending these funds on supplies.
  Hannah has 132,587,040 CB remaining.
  Jason has 87,932,449 CB, which might be inventively used for 
  some teachers, doctors, and supplies for his Periphery planet. 
  But first: figure out the operating expenses of his large Force.
  STEP 5: DETERMINE SUPPORT PERSONNEL & OFFICERS
  A Force consists of more than frontline soldiers. It also requires 
  administrators for everything from contract negotiation to payroll 
  to procurement to medical services, as well as technicians and 
  logistics personnel. This step addresses the minimum mandatory 
  “behind the scenes” support personnel. Players interested in combat 
  engineers, MASH Forces, and other non-mandatory supporting 
  personnel may acquire them under Step 1. 
  Support personnel are calculated in two sub-steps: technical 
  support personnel and administrative personnel.
  These personnel are not purchased like infantry, but are 
  automatically assigned per the calculations below. Later, in Stage 
  4, support personnel will require salaries, and they will also require 
  transport along with combatant personnel to new assignments 
  (see Force Operations, p. 32). Both of these factors may incline the 
  controlling player to trim the number of support personnel, even 
  at the risk of compromising Force performance and costs.
  After determining support personnel, a number of combatant 
  personnel are designated as officers, which impacts salaries.
  Technical Personnel
  The minimum technical support personnel are outlined in Support 
  Personnel (see p. 168, SO). A technician team consisting of a tech 
  and six astechs is required for each unit, and for purposes of Force 
  creation one tech team is rigidly assigned to each of the following:
   • ’Mech (BattleMech, OmniMech, IndustrialMech)
   • Fighter (Aerospace, Conventional)
   • ProtoMech Point (5 ProtoMechs)
   • Vehicle
   • Battle Armor squad (5 troopers)
   • 4 Infantry Platoons (112 troopers)
  ������������������������������
  
  21
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
   • Mixed-unit small Forces (stars or lances) receive one officer 
  per small Force
   • No additional officers for large spacecraft; large spacecraft 
  include officers in their crew calculations
  Once the officers are identified (and marked on the unit 
  sheet with an “O”), note their salary is increased per the Salary 
  Table (p. 23).
  Arnold has 4 ’Mechs, 8 vehicles, 2 fighters, 1 infantry 
  platoon, 1 Seeker-class DropShip, and 1 Invader-class 
  JumpShip. The 14 fighters, ’Mechs, and vehicles each 
  require 1 tech and 6 astechs, for a total of 14 techs and 
  84 astechs. The infantry platoon is not large enough to 
  require a tech team (28 infantry / 112 = 0.25, rounded 
  to 0). The JumpShip and DropShip do not require 
  separate technical support personnel. Arnold notes 
  the 14 techs and 84 astechs on the TO&E sheet in the 
  support personnel section. He decides to gamble on 
  making the tech teams Elite; Elite techs are worth their 
  weight in gold. He rolls 14 times, getting two successes 
  for the first Grasshopper’s tech team and for the second 
  Corsair. The other 12 teams are left as Regular.
  Next, he begins filling in the personnel column for 
  the TO&E in preparation for calculating the number of 
  administrative personnel. Each ’Mech and fighter has 
  one MechWarrior or pilot, respectively, while the four 60-
  ton Bulldogs have four personnel each. The four 20-ton 
  Packrats have two crewmen each, and their associated 
  foot infantry platoon represents 28 infantry. The Seeker 
  has a crew of 20 (not counting the bay personnel, which 
  are the rest of the Force’s non-JumpShip personnel). 
  The Invader has a crew of 24, again not counting bay 
  personnel (Arnold hasn’t assigned any small craft or 
  fighters to the Invader). That’s 102 combatants. 
  With the 98 technical personnel, Arnold’s Davion 
  company thus has a total of 200 personnel so far. 
  According to the rules, a Force requires one administrator 
  per ten non-administrative personnel (rounded up), so 
  the company needs 20 administrative personnel. Being 
  a government Force, this can be cut in half (rounded up) 
  to 10. Arnold enters the number of administrators into 
  the TO&E as well.
  Arnold next looks to identify officers. He designates 
  one of the ’Mechs as having an officer; if that individual 
  becomes a PC in A Time of War, he’ll have to remember to 
  create the PC with the Rank trait. (With equal Experience 
  Ratings, the officer’s salary will be the same regardless 
  of which ’Mech actually has the officer, so he randomly 
  applies the officer to the first Thunderbolt.) The Bulldog 
  and Packrat platoons also require one officer each and, 
  again, they have equal skills throughout the platoons 
  so it doesn’t matter vehicles are assigned the officer. 
  The infantry platoon requires one officer. The fighter 
  lance is not large enough to merit a separate officer, 
  and the Seeker and Invader already have their officers 
  (which Arnold notes on the record sheet to simplifying 
  the upcoming accounting).
  Administrative Personnel
  The basic administration requirements are one dedicated 
  administrator per ten non-administrative members of the Force, 
  rounded up. These “administrators” include not just “paper 
  pushers” and “bean counters,” but also doctors, intelligence, 
  communications, quartermasters, lawyers and other supporting 
  noncombatant personnel. To determine the number of non-
  administrative personnel, add together the following:
   • Technical personnel calculated above
   • 1 person per ’Mech
   • 1 person per fighter
   • 1 person per ProtoMech
   • 1 person per 15 tons of combat vehicle, round up (calculate 
  each vehicle separately)
   • 1 person per crewman required by support vehicle (see 
  appropriate Technical Readout)
   • 1 person per crewman required by large spacecraft (see 
  appropriate Technical Readout)
   • 1 person per trooper in a battle armor Force
   • 1 person per infantryman in an infantry Force
  Combat personnel can supply some administrative work, 
  but combat personnel serving such double duty are less 
  efficient than dedicated administrators. During peacetime 
  (see Force Operations, p. 32, for definitions of peacetime and 
  combat conditions), a combatant can act as half a dedicated 
  administrator, or one-third of a dedicated administrator 
  during combat operations. Further, only a quarter (round up) 
  of all combat personnel may pull this double duty (less any 
  combatants pulling technical double duty; see above), as not 
  all combatants are suited or trained for it. 
  The controlling player selects how many, if any, combatant 
  personnel pull administrative double duty, multiplies them 
  appropriately for peacetime or combat operations (rounding 
  up), and subtracts that from the basic number of administrators. 
  (It is recommended that double duty personnel be calculated as 
  being in combat operations to avoid overestimating available 
  administrative personnel.) The resulting number is the amount 
  of dedicated administrators, which is needed for subsequent 
  salary calculations in Stage 4.
  Administrative personnel do not have a Skill Rating (in a 
  manner that affects game play); they are treated as Regular 
  for salary purposes in Stage 4.
  Finally, government Forces may reduce their administrative 
  personnel needs by 50 percent (round up to the nearest whole 
  number), reflecting support from the rest of the government.
  Officers
  The number of officers in a Force impacts salaries, as officers 
  get a larger salary for the heavy burdens they shoulder. (The 
  rank-and-file may have other opinions about the size of that 
  burden.) If the controlling player does not have a preference 
  for the number of officers in the Force, the following guidance 
  is provided:
   • 1 officer per ’Mech lance or star
   • 1 officer per fighter squadron or star
   • 1 officer per ProtoMech point
   • 1 officer per Battle Armor squad or point
   • 1 officer per combat or support vehicle platoon
   • 1 officer per infantry platoon or point
  ������������������������������
  
  FORCE CREATION WORKSHEET
  NOTES
   
   
   
  Ammo 
  Spare Parts 
  Spare Parts
  Subforce 
  Experience 
  Ammo Tons 
  Cost 
   Tons 
  Cost 
  Fuel Tons 
  Fuel Cost 
  Personnel 
  Salaries
  Totals:
  Force Name:
  © 2016 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.Catalyst Game Labs and the Catalyst 
  Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
  BLR-2D Warlord 
  Veteran  
   
   
   
   
   
  1 MW (O)
  BLR-2D Warlord 
  Veteran  
   
   
   
   
   
  1 MW
  BLR-2D Warlord 
  Veteran  
   
   
   
   
   
  1 MW
  BLR-2D Warlord 
  Veteran  
   
   
   
   
   
  1 MW
  LTN-G15 Lightning 
  Regular 
   
   
   
   
   
   
  1 pilot
  LTN-G15 Lightning 
  Regular 
   
   
   
   
   
   
  1 pilot
  Union 
  Reguar 
   
   
   
   
   
   
  11 Crew, 4 O
   
   
   
   
   
   
   
   
  Support Personnel 
   
   
   
   
   
   
   
  12 Tech Teams 
  Regular 
   
   
   
   
   
   
  6 techs, 36 astechs
  Administrators 
  Regular 
   
   
   
   
   
   
  6 admins
   
   
   
   
   
   
   
   
  6 combatants, 
   
   
   
   
   
   
   
   
  63 support
  • hannah’s worksheet • 
  FORCE CREATION WORKSHEET
  NOTES
   
   
   
  Ammo 
  Spare Parts 
  Spare Parts
  Subforce 
  Experience 
  Ammo Tons 
  Cost 
   Tons 
  Cost 
  Fuel Tons 
  Fuel Cost 
  Personnel 
  Salaries
  Totals:
  Force Name:
  © 2016 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.Catalyst Game Labs and the Catalyst 
  Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
  TDR-5S Thunderbolt 
  Regular 
   
   
   
   
   
   
  1 MW (O)
  TDR-5S Thunderbolt 
  Regular 
   
   
   
   
   
   
  1 MW
  GHR-5H Grasshopper 
  Regular 
   
   
   
   
   
   
  1 MW
  GHR-5H Grasshopper 
  Regular 
   
   
   
   
   
   
  1 MW
  Bulldog 
  Regular 
   
   
   
   
   
   
  3 crew, 1 O
  Bulldog 
  Regular 
   
   
   
   
   
   
  4 crew
  Bulldog 
  Regular 
   
   
   
   
   
   
  4 crew
  Bulldog 
  Regular 
   
   
   
   
   
   
  4 crew
  Foot Laser Platoon 
  Regular 
   
   
   
   
   
   
  27 infantry, 1 O
  Packrat 
  Regular 
   
   
   
   
   
   
  1 crew, 1 O
  Packrat 
  Regular 
   
   
   
   
   
   
  2 crew
  Packrat 
  Regular 
   
   
   
   
   
   
  2 crew
  Packrat 
  Regular 
   
   
   
   
   
   
  2 crew
  CSR-V12 Corsair 
  Regular 
   
   
   
   
   
   
  1 pilot
  CSR-V12 Corsair 
  Regular 
   
   
   
   
   
   
  1 pilot
  Seeker DropShip 
  Regular 
   
   
   
   
   
   
  16 crew, 4 O
  Invader JumpShip 
  Veteran  
   
   
   
   
   
  20 crew, 4 O
   
   
   
   
   
   
   
   
  Support Personnel 
   
   
   
   
   
   
   
  12 Tech Teams 
  Regular 
   
   
   
   
   
   
  12 techs, 72 astechs
  2 Tech Teams 
  Elite 
   
   
   
   
   
   
  2 techs, 12 astechs
  Administrators 
  Regular 
   
   
   
   
   
   
  10 admins
   
   
   
   
   
   
   
   
  102 combatants, 
   
   
   
   
   
   
   
   
  108 support
  • arnold’s worksheet • 
  ������������������������������
  
  23
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Jason has 128 tanks, 12 ’Mechs, 2 DropShips, a 
  JumpShip, and suspects there might be a partridge in 
  a sort of fruit tree. The 12 ’Mechs and 128 vehicles each 
  require 1 tech and 6 astechs, for a total of 140 techs 
  and 840 astechs. The JumpShip and DropShips do not 
  require separate technical support personnel. There’s 
  a temptation to roll for some Elite or Veteran techs, but 
  Jason figures that if his pirates had great tech support 
  while they were mercs, they might not be huddling in 
  the Periphery. Also, the paperwork is starting to look a 
  bit daunting if he tries to maintain split tech Skill Rating. 
  Next, he begins filling in the personnel column for 
  the TO&E in preparation for calculating the number of 
  administrative personnel. One MechWarrior per ’Mech; 
  two crew for each of the 120 25-ton vehicles; and four 
  crew for each of the 60-ton Manticores: 284 personnel. 
  The Union has 4 officers and 11 crew; the Mule has 4 
  officers and 16 crew; the Merchant has a crew of four 
  officers and 17 crew. That’s 340 combatants. 
  For the 340 combatants and 980 technical personnel, 
  Jason’s pirate band has a total of 1,320 personnel so 
  far. At the one-for-10 ratio, he needs 132 administrators.
  Jason applies officers evenly throughout the Force, 
  one per lance. There’s a little emphasis on the veterans 
  among the ’Mech Force, but that’s it.
  Hannah’s merc Force has 4 ’Mechs and 2 fighters. 
  The 6 ’Mechs and fighters each require 1 tech and 6 
  astechs, for a total of 6 techs and 36 astechs. The Union’s 
  crew (3 officers, 11 enlisted/gunners) takes care of its 
  maintenance needs. Hannah notes the 6 techs and 36 
  astechs on the TO&E sheet in the support personnel 
  section. Before determining if they are particularly 
  skilled, she checks to see how much aid her combatant 
  personnel could provide. Being largely from Terra, they 
  should be more technically literate than most Inner 
  Sphere military personnel. However, this handful of 
  personnel (few with detailed stats) aren’t going to dent 
  the technician requirements of the lance. Since the 
  backstory of her Force has the Veteran MechWarriors 
  departing Com Guard service without their original 
  techs (who had an unhealthy fixation with toasters), 
  she simply pencils in 6 tech teams of Regular skill.
  Next, she fills out the TO&E to calculation of the number 
  of administrative personnel. The combat units have 
  merely 6 crew total. The Union has 3 officers and 11 other 
  crew. With the 42 technical personnel, Hannah’s Force 
  has a total of 56 personnel. According to this step, a Force 
  requires one administrator per ten non-administrative 
  personnel (rounded up), the company needs six 
  administrative personnel. This isn’t a government Force, 
  so Heavy Metal Thunder needs the full set. Hannah enters 
  the number of administrators into the TO&E.
  • jason’s worksheet • 
  FORCE CREATION WORKSHEET
  NOTES
   
   
   
  Ammo 
  Spare Parts 
  Spare Parts
  Subforce 
  Experience 
  Ammo Tons 
  Cost 
   Tons 
  Cost 
  Fuel Tons 
  Fuel Cost 
  Personnel 
  Salaries
  Totals:
  Force Name:
  © 2016 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.Catalyst Game Labs and the Catalyst 
  Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
  Scorpion x108 
  Green 
   
   
   
   
   
   
  189 crew, 27 O 
  J. Edgar x12 
  Regular 
   
   
   
   
   
   
  21 crew, 3 O 
  Manticore x8 
  Regular 
   
   
   
   
   
   
  30 crew, 2 O 
  BNC-3M Banshee 
  Veteran  
   
   
   
   
   
  1 MW (O) 
  GRF-1N Griffin 
  Regular 
   
   
   
   
   
   
  1 MW 
  GRF-1N Griffin 
  Regular 
   
   
   
   
   
   
  1 MW 
  STG-3R Stinger 
  Regular 
   
   
   
   
   
   
  1 MW 
  SHD-2K Shadow Hawk Veteran  
   
   
   
   
   
  1 MW (O) 
  PHX-1 Phoenix Hawk 
  Regular 
   
   
   
   
   
   
  1 MW 
  HER-2S Hermes II 
  Regular 
   
   
   
   
   
   
  1 MW 
  LCT-1V Locust 
  Regular 
   
   
   
   
   
   
  1 MW 
  LCT-1V Locust 
  Regular 
   
   
   
   
   
   
  1 MW (O) 
  WSP-1A Wasp 
  Regular 
   
   
   
   
   
   
  1 MW 
  WSP-1A Wasp 
  Regular 
   
   
   
   
   
   
  1 MW 
  WSP-1A Wasp 
  Regular 
   
   
   
   
   
   
  1 MW 
  Union DropShip 
  Regular 
   
   
   
   
   
   
  11 Crew, 4 O 
  Mule DropShip 
  Regular 
   
   
   
   
   
   
  16 Crew, 4 O 
  Merchant JumpShip 
  Regular 
   
   
   
   
   
   
  17 Crew, 4 O 
   
   
   
   
   
   
   
   
   
  Support Personnel 
   
   
   
   
   
   
   
   
  140 Tech Teams 
   
   
   
   
   
   
   
  140 techs, 
   
   
   
   
   
   
   
   
  840 astechs 
  Administrators 
   
   
   
   
   
   
   
  132 admins 
   
   
   
   
   
   
   
   
   
  340 combatants, 
   
   
   
   
   
   
   
   
  1112 support
  ������������������������������
  
  are lightly stressed vehicles, only use 0.01 percent of their mass in 
  spare parts per month. 
  The cost of the generic spare parts is 10,000 CB per ton for ’Mechs 
  and infantry, 8,000 CB per ton for vehicles, and 15,000 CB per ton 
  for fighters and large spacecraft. This cost is multiplied by the cost 
  multipliers listed on the Equipment Availability & Cost Table (see 
  p. 14). Players operating more advanced equipment will generally 
  find their spare parts to be more expensive.
  Battle damage that results in specific losses (for example, engine 
  damage to a BattleMech) may be debited from this monthly 
  average spare part tonnage and costs before incurring extra costs.
  units with the “Easy to Maintain” quirk (see p. 193, SO) multiply 
  the cost of their spare parts (per ton) by 0.8. units with the “Difficult 
  to Maintain quirk (see p. 198, SO) multiply the cost of their spare 
  parts by 1.25, and units with the “Non-Standard Parts” quirk (see p. 
  198, SO) multiply the of their spare parts by 2.0. These multipliers 
  are applied to the unit’s spare cost sequentially. For example, a 
  hypothetical BattleMech (10,000 C-bills per ton of spare parts base) 
  that is both easy to repair (x0.8) and yet uses rare, hard-to-find 
  parts (x2.0) would have a final spare parts cost of 10,000 x 0.8 x 2.0 
  = 16,000 CB per ton.
  Fuel: Monthly fuel consumption is based on a Force’s fuel capacity 
  and usage rate. Fuel capacity is fairly easy to determine, except for 
  jump-capable battle armor and infantry. Fighters, large spacecraft, 
  IndustrialMechs, and support vehicles have clearly established 
  fuel tonnages listed in their respective Technical Readout. Combat 
  vehicles (see p. 34, SO) have a fuel capacity equal to 10 percent of 
  their engine mass. Jump, mechanized, and motorized conventional 
  infantry use fuel equal to 2 percent of the mass of the infantry 
  compartment able to carry them. Jump-capable battle armor use 
  fuel equal to 2 percent of their mass.
  Fuel costs are listed on p. 179, SO. Conventional fighters use 
  petrochemicals (turbine) or hydrogen (fusion); combat vehicles 
  use petrochemicals (internal combustion) or hydrogen (fuel cell); 
  support vehicles use fuel as listed in their TRO; and aerospace 
  fighters and large spacecraft use hydrogen. Infantry and battle 
  armor use petrochemicals.
  Peacetime fuel usage rates are assumed to be four times the 
  fuel capacity of the ’Mech, vehicle, fighter and infantry Forces, 
  representing the relatively limited operations of combat Forces in 
  training and minimal maneuvering for maintenance. DropShips 
  and WarShips are assumed to use 15 burn-days of fuel per month, 
  while JumpShips and space stations are assumed to use 3 burn-
  days per month for station-keeping. (This may vary depending on 
  actual operations. For example, a DropShip that is kept running 
  on a side job as a merchant freighter will spend more burn-days 
  of fuel. As another example, a JumpShip that recharges with its 
  fusion engine once in a month will spend 13 burn-days of fuel [10 
  for recharging, 3 for station-keeping] rather than 3.)
  To determine combat operation fuel usage, see pp. 34-35, SO, 
  with the controlling player tracking the number of maintenance 
  cycles that the units are in operation.
  Salaries: After assigning the peacetime monthly costs to each 
  element in the TO&E sheet, total the number of personnel by 
  type (noting the supporting personnel calculated in Stage 3, Step 
  5) and multiply each type of personnel (by position and skill as 
  STAGE 4: 
  DETERMINE 
  OPERATING 
  EXPENSES
  STEP 1: COMPLETE THE TO&E
  The player now determines the costs (monetary and material) 
  the Force incurs regardless of its actual income. 
  This is not a difficult step, but it is detailed and, for larger Forces 
  (especially those with complicated compositions), time consuming. 
  However, it provides a detailed and accurate representation of the 
  Force’s operating costs and supply consumption.
  Each unit should be entered into the TO&E sheet individually (not 
  by lance, platoon, etc.), and each infantry element (conventional or 
  battle armor) should be entered at the squad/Point level. Several 
  calculations follow for each unit’s ammunition, spare parts, fuel 
  and salaries.
  Ammunition: The peacetime consumption of ammunition 
  by ammunition-using units in the Force is one-quarter of the 
  vehicle’s or infantry Force’s ammunition capacity. This represents 
  ammunition spent to maintain the skills of the Force. Divide a 
  unit’s ammunition tonnage and cost of ammunition by 4 to get 
  the monthly peacetime ammunition expenditure. This cost is based 
  on standard ammunition even if the unit normally uses alternate 
  ammunition types (e.g., armor-piercing autocannon ammunition or 
  Artemis IV-compatible LRMs). This represents inexpensive training 
  ammunition being expended. 
  During combat operations, the controlling player must decide 
  what type of ammunition (if alternates are available) each ammo-
  expending vehicle and infantry Force is utilizing. For example, a 
  player with an ARC-2R Archer in a 3067-era Force may select the 
  Archer to carry two tons of Thunder LRMs and two tons of semi-
  guided LRMs. This expenditure must then be tracked.
  Ammunition weights for any unit other than conventional 
  infantry may be found in the appropriate Technical Readout. 
  Conventional infantry should refer to rules for ammunition costs 
  and weights (see pp. 260-285, A Time of War) and are assumed to 
  carry five reloads for their weapons as a standard combat load. If 
  the infantry are armed with non-plasma energy weapons and are 
  often stationed with fission- or fusion-powered vehicles (i.e., they 
  spend a maintenance cycle with such a vehicle after a maintenance 
  cycle involving combat), then the ammunition cost is divided by 
  10, because their power packs may be recharged for free and only 
  worn or damaged packs need replacing.
  Spare Parts: Unlike ammunition, fuel and salaries, peacetime 
  consumption of spare parts is generally abstract (unless an incident 
  during Force operation results in distinct damage). Monthly generic 
  spare part consumption (by tonnage) is 0.1 percent of a ’Mech, 
  fighter, vehicle, DropShip, WarShip, or battle armor unit’s mass. 
  Conventional infantry consume 1 percent of a squad infantry 
  compartment’s mass (even foot infantry: they have equipment 
  that sees wear and tear). Space stations and JumpShips, which 
  ������������������������������
  
  25
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  appropriate) by the salaries listed in the Salary Table. This is 
  the Force’s monthly salary requirement.
  Note that the Salary Table presented here is a 
  simplification of the Base Salary Table (see p. 335, A Time 
  of War), particularly with respect to technicians. Players 
  interested in additional detail may use that table instead 
  of the Salary Table presented here.
  Arnold figured that a small Force would be easier 
  to manage, and he was correct, but the mixed bag of 
  vehicles and weaponry makes for some work calculating 
  expenses. The two TDR-5S Thunderbolts each carry 2 
  tons of LRM ammo, 1 ton of SRM ammo, and 1 ton of MG 
  ammo. Noting that peacetime usage of ammo is one-
  quarter of a ’Mech’s capacity per month, Arnold enters 
  0.5 tons of LRM ammo, 0.25 tons of SRM ammo, and 
  0.25 tons of MG ammo for each Thunderbolt. Arnold 
  realizes the decision to make this a 3025-era Force is 
  saving him work because he doesn’t have to address 
  the wide range of ammunition introduced after 3050, 
  like Thunder mines or semi-guided missiles, and what 
  mix the Thunderbolts would carry in a given month. 
  The cost for the Thunderbolt ammunition is 30,000 CB 
  per ton of LRM ammunition, 27,000 CB per ton of SRM 
  ammunition, and 1,000 CB per ton of MG ammunition: 
  22,000 CB per Thunderbolt per month. Arnold enters 
  this into the TO&E sheet for each Thunderbolt.
  After practicing with the Thunderbolts, Arnold finds 
  the rest of the Force fills in faster. The Grasshoppers are 
  simple: they carry 1 ton of LRM ammunition each, so 
  Arnold enters 0.25 tons for each into the sheet at 7,500 
  CB each per month. The Bulldogs have 2 tons of SRM and 
  1 ton of MG ammunition each, which Arnold quarters 
  as he enters into the TO&E sheet (for 13,750 CB per tank). 
  The Packrats have 3 tons of SRM ammunition each, 
  which becomes 0.75 tons and 20,250 CB in the TO&E 
  sheet. The Corsairs are mercifully ammunition-free, 
  which makes an entry in the TO&E sheet Arnold likes a 
  lot and provides a lesson for the next Force he creates. 
  The Seeker, to Arnold’s surprise, only has 2 tons of LRM 
  ammunition; he’s used to DropShips with a wide array 
  of ammunition-guzzling weaponry. Arnold notes 0.5 
  tons of LRM ammunition in the TO&E for the Seeker. The 
  Invader is also a no-brainer, being an energy-only unit. 
  Per the example of a motorized laser platoon’s 
  construction in TechManual, pp. 145-155, Arnold notes 
  each trooper in his infantry platoon has a standard 
  laser rifle, which may have a range of “ammunition” 
  types (p. 267, A Time of War). Consulting the power 
  pack entries (p. 306, A Time of War), Arnold figures 
  the Standard Military Power Pack would apply, and 
  each infantryman (per Step 4b) should carry 5 of those 
  heavy packs. Doubling that consumption per month to 
  represent training, Arnold notes that consumption is 400 
  CB and 40kg per trooper per month: 11,200 CB and 1.12 
  tons per month for the platoon. Fortunately, Arnold’s 
  SALARY TABLE
  Position
  Monthly Salary
  MechWarrior
  1,500
  Aerospace Pilot
  1,500
  Vehicle/Artillery Crewman
  900
  Aircraft Pilot
  900
  Regular Infantry
  750
  Specialist/Armor Infantry
  960
  Vessel Crewman (DropShip)
  1,000
  Vessel Crewman (JumpShip)
  750
  Vessel Crewman (WarShip)
  1,200
  Technician
  800
  Astech
  400
  Administrator
  500
  Quality/Expertise
  Multiplier
  Green
  x0.6
  Regular
  x1.0
  Veteran
  x1.6
  Elite
  x3.2
  Anti-BattleMech Training (Infantry only)
  x1.5
  Rank
  Multiplier
  Officer
  x1.2
  Rank
  (Rank Trait 
  Points/3)+1, 
  minimum 1
  A few (very few) warriors have been known to retire to lofty material comfort.
  ������������������������������
  
  and the Invader (at 0.01 percent of its mass) uses 15.2 tons 
  (228,000CB) per month. Arnold enters all these into the 
  TO&E sheet.
  Fuel is simple for the ’Mechs, foot infantry and Packrats: 
  Arnold fills in 0 for all of those. The spacecraft and fighters 
  are also easy. The Corsairs each hold 5 tons of fuel and 
  peacetime usage is four times that per month: 20 tons of 
  hydrogen each. The Seeker uses 1.84 tons of fuel per day 
  spent burning at 1 G and thus uses 27.6 tons per month, 
  while the Invader has 19.75 tons per burn-day and uses 
  59.25 tons per month holding station against the local star’s 
  gravity. Hydrogen runs 15,000 CB per ton, making Arnold 
  wince. He consults p. 179, SO, and decides he’s definitely 
  going to have to exploit the ability of military Forces to 
  convert local water supplies into hydrogen or keep his 
  DropShip on the landing pad.
  The Bulldogs take a little more work, since their fuel isn’t 
  specified. Arnold looks up their engine mass (23 tons). Ten 
  percent of that is 2.3 tons each, and the tanks use 4 full fuel 
  loads per month: 9.2 tons per month each. The engines 
  are internal combustion, so the fuel is petrochemicals at 
  1,000 CB per ton: 9,200 CB. Arnold enters those results into 
  the TO&E.
  infantry platoon will be stationed with the fusion-powered 
  Packrats and thus the consumption is divided by 10: 1,120 
  CB and 0.112 tons per month.
  Arnold moves on to spare parts. The BattleMechs, at 65 
  and 70 tons each, use 0.065 and 0.070 tons of spare parts 
  per month (0.1 percent of their mass), respectively. At 10,000 
  CB per ton, that’s 650 and 700 CB per ’Mech. Arnold enters 
  that into the TO&E sheet. This isn’t much, but Arnold notes 
  it only represents replacement of normal “wear parts” in a 
  ’Mech. A pratfall by a ’Mech during training could wreck a 
  ton of armor or cripple an important component, which 
  would be much heavier and more expensive.
  The Bulldogs each use 0.060 tons of spares per month, 
  while the Packrats use 0.020 tons. Vehicle spare parts are less 
  expensive than ’Mech parts at 8,000 CB per ton. The infantry 
  platoon would fit in a 3-ton foot infantry compartment, 
  so it uses 0.03 tons of spare parts per month (at 1 percent 
  of the compartment’s mass, not 0.1 percent) and costing 
  10,000 CB per ton. Arnold figures this represents weapon 
  components, broken body armor, and other equipment 
  that an infantry platoon would regularly draw. The 50-ton 
  Corsairs consume 0.050 tons per month at 15,000 CB per 
  ton of the pricey, high-tech aerospace components, while 
  the 6,700-ton Seeker uses 6.7 tons (100,500 CB) per month 
  FORCE CREATION WORKSHEET
  NOTES
   
   
   
  Ammo 
  Spare Parts 
  Spare Parts
  Subforce 
  Experience 
  Ammo Tons 
  Cost 
   Tons 
  Cost 
  Fuel Tons 
  Fuel Cost 
  Personnel 
  Salaries
  Totals:
  Force Name:
  © 2016 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.Catalyst Game Labs and the Catalyst 
  Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
  TDR-5S Thunderbolt 
  Regular 
  0.5 LRM, 0.25 SRM,  
  22,000 0.065 
  650 
  0 
  0 
  1 MW (O) 
  1,800
   
   
  0.25 MG
  TDR-5S Thunderbolt 
  Regular 
  0.5 LRM, 0.25 SRM, 
  22,000 0.065 
  650 
  0 
  0 
  1 MW 
  1,500
   
   
  0.25 MG
  GHR-5H Grasshopper 
  Regular 
  0.25 LRM 
  7,500 
  0.070 700 
  0 
  0 
  1 MW 
  1,500
  GHR-5H Grasshopper 
  Regular 
  0.25 LRM 
  7,500 
  0.070 700 
  0 
  0 
  1 MW 
  1,500
  Bulldog 
  Regular 
  0.5 SRM, 0.25 MG 
  13,750 
  0.060 480 
  9.2P 
  9,200 
  3 crew, 1 O 
  3,780
  Bulldog 
  Regular 
  0.5 SRM, 0.25 MG 
  13,750 
  0.060 480 
  9.2P 
  9,200 
  4 crew 
  3,600
  Bulldog 
  Regular 
  0.5 SRM, 0.25 MG 
  13,750 
  0.060 480 
  9.2P 
  9,200 
  4 crew 
  3,600
  Bulldog 
  Regular 
  0.5 SRM, 0.25 MG 
  13,750 
  0.060 480 
  9.2P 
  9,200 
  4 crew 
  3,600
  Foot Laser Platoon 
  Regular 
  0.112 power packs 
  1,120 
  0.030 300 
  0 
  0 
  27 infantry, 1 O 
  21,150
  Packrat 
  Regular 
  0.75 SRM 
  20,250 
  0.020 160 
  0 
  0 
  1 crew, 1 O 
  1,980
  Packrat 
  Regular 
  0.75 SRM 
  20,250 
  0.020 160 
  0 
  0 
  2 crew 
  1,800
  Packrat 
  Regular 
  0.75 SRM 
  20,250 
  0.020 160 
  0 
  0 
  2 crew 
  1,800
  Packrat 
  Regular 
  0.75 SRM 
  20,250 
  0.020 160 
  0 
  0 
  2 crew 
  1,800
  CSR-V12 Corsair 
  Regular 
  0 
  0 
  0.050 750 
  20H 
  300,000 
  1 pilot 
  1,500
  CSR-V12 Corsair 
  Regular 
  0 
  0 
  0.050 750 
  20H 
  300,000 
  1 pilot 
  1,500
  Seeker DropShip 
  Regular 
  0.5 LRM 
  15,000 
  6.7 
  100,500 27.6H 
  414,000 
  16 crew, 4 O 
  20,800
  Invader JumpShip 
  Veteran 0 
  0 
  15.2 
  228,000 59.25H 
  888,750 
  20 crew, 4 O 
  29,760
   
   
   
   
   
   
   
   
   
  Support Personnel 
   
   
   
   
   
   
   
   
  12 Tech Teams 
  Regular 
  0 
  0 
  0 
  0 
  0 
  0 
  12 techs, 72 astechs 38,400
  2 Tech Teams 
  Elite 
  0 
  0 
  0 
  0 
  0 
  0 
  2 techs, 12 astechs 
  20,480
  Administrators 
  Regular 
  0 
  0 
  0 
  0 
  0 
  0 
  10 admins 
  5,000
   
    2 LRM, 5.5 SRM,  
  211,120 
  22.62 
  335,560 
  36.8P,  
  1,939,550 
  210 total 
  166,850
   
    0.75 MG, 0.112 PP 
   
   
   
  126.85H
  • arnold’s worksheet • 
  ������������������������������
  
  27
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Each of the units in the Force—’Mech to DropShip—
  uses 0.1 percent of their mass in replacement parts per 
  month. That’s easy enough to fill in. BattleMech spare 
  parts cost 10,000 CB per ton, while aerospace Forces’ 
  cost 15,000 CB per ton. Hannah fills in those cells in 
  the TO&E.
  Fuel. The ’Mechs need none. The Lightnings use four 
  times their fuel capacity (5 tons) per month in peacetime, 
  or 20 tons each. The Union uses 15 burn-days (1.84 tons) 
  of fuel per month, or 27.6 tons per month.
  Salaries. The one MechWarrior (1,500 CB base) 
  officer (x1.2) is a Veteran (x1.6) who would like 2,880 
  CB per month. The others are veterans, paid 2,400 CB 
  per month. The Regular (x1.0) aerospace fighter pilots 
  collect a flat 1,500 CB per month. DropShip crew get 
  1,000 CB per month, except for the handful of officers 
  (x1.2) who get 1,200 CB per month. Techs collect 800 
  a month (no modifier for Regular skills), while the 
  numerous astechs pull in 400 a month. Administrators 
  pull in a bit more at 500 a month.
  Hannah finishes penciling in the individual cells and 
  then sums them at the bottom of each column.
  Finally, salaries. Since a majority of his combatants 
  are Regular, Arnold quickly references the Salary Table. 
  His MechWarriors and fighter pilots earn 1,500 CB per 
  month (1,800 for the one designated officer, and this 
  might change for PCs with the Rank benefit), his vehicle 
  crews earn 900 a month each (1080 for each of the 2 
  officers), infantry 750 a month (900 for the single officer), 
  DropShip crew 1,000 a month (1,200 for the 4 officers), 
  12 Regular techs 800 a month, 72 Regular astechs 400 
  a month, and 10 administrators 500 a month. The 
  JumpShip crew’s base salary (750 a month, or 900 for 
  the 4 officers) is multiplied by 1.6 because the crew is 
  Veteran (to 1200 / 1440 a month), and the two Elite tech 
  teams have their pay multiplied by 3.2 (to 2,560 for the 
  techs and 1,280 for the astechs). He totals these values 
  for each unit on the TO&E sheet.
  Hannah’s accidental lance of Warlords are ammo-
  independent. The LTN-G15 Lightnings carry two tons 
  of AC/20 each, which means they use 0.5 tons of ammo 
  each per month. Her Union has 5 tons of AC/5 and 12 
  tons of LRM ammo, so peacetime usage is 1.25 tons 
  of AC/5 ammo and 3 tons of LRM ammo per month. 
  TechManual supplies the costs per ton.
  FORCE CREATION WORKSHEET
  NOTES
   
   
   
  Ammo 
  Spare Parts 
  Spare Parts
  Subforce 
  Experience 
  Ammo Tons 
  Cost 
   Tons 
  Cost 
  Fuel Tons 
  Fuel Cost 
  Personnel 
  Salaries
  Totals:
  Force Name:
  © 2016 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.Catalyst Game Labs and the Catalyst 
  Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
  BLR-2D Warlord 
  Veteran 0 
  0 
  0.080 800 
  0 
  0 
  1 MW (O) 
  2,880
  BLR-2D Warlord 
  Veteran 0 
  0 
  0.080 800 
  0 
  0 
  1 MW 
  2,400
  BLR-2D Warlord 
  Veteran 0 
  0 
  0.080 800 
  0 
  0 
  1 MW 
  2,400
  BLR-2D Warlord 
  Veteran 0 
  0 
  0.080 800 
  0 
  0 
  1 MW 
  2,400
  LTN-G15 Lightning 
  Regular 
  0.5 AC-20 
  5,000 
  0.050 750 
  20H 
  300,000 
  1 pilot 
  1,500
  LTN-G15 Lightning 
  Regular 
  0.5 AC-20 
  5,000 
  0.050 750 
  20H 
  300,000 
  1 pilot 
  1,500
  Union 
  Regular 
  1.25 AC-5, 3 LRM 
  95,625 
  3.6 
  54,000 
  27.6H 
  414,000 
  11 Crew, 4 O 
  15,800
   
   
   
   
   
   
   
   
   
  Support Personnel 
   
   
   
   
   
   
   
   
  12 Tech Teams 
  Regular 
  0 
  0 
  0 
  0 
  0 
   
  6 techs, 36 astechs 
  19,200
  Administrators 
  Regular 
  0 
  0 
  0 
  0 
  0 
   
  6 admins 
  3,000
   
  1 AC-20, 1.25 AC-5, 3 LRM 
  105,625 
  4.02 
  58,700 
  67.6H 
  1,014,000 
  69 
  51,080
  • hannah’s worksheet • 
  ������������������������������
  
  ton for ’Mechs, 15,000 per ton for aerospace (fighters to 
  JumpShips), and 8,000 per ton for the vehicles. Jason puts 
  all this into a TO&E spreadsheet and watches the costs swell.
  Fuel. Now the fusion-powered ground units shine: they 
  use none, effectively. The Scorpions, though, have 6-ton 
  engines, which means they carry 0.6-ton fuel loads and use 
  four tanks a month: 2.4 tons of petroleum distillates per tank 
  per month. The Union uses 15 burn days per month at 1.84 
  tons each, which isn’t bad compared to the civilian Mule 
  DropShip at 4.22 tons per burn-day (63.3 tons of hydrogen 
  per month). The Merchant uses 1.975 tons for each of its 
  0.1G burn-days and 15 per month: 29.625 tons per month. 
  The 259.2 tons of petroleum per month will cost (see p. 179, 
  Strategic Operations) 259,200 CB, while the hydrogen will 
  be 1,807,875 CB unless Jason finds a modest water source.
  When it comes to salaries, it helps that most of the 
  personnel are Regular. The great mass of Scorpions have 
  Green crews raised from the Periphery planet (x0.6), so 
  they’re a bit cheaper than most personnel. The techs prove 
  the most expensive: 140 Regular techs (112,000 CB per 
  month) and 840 astechs (336,000 CB per month.)
  It was so easy to buy that regiment of Scorpions and 
  mixed ’Mech company, but Jason sees where this Force is 
  going to be really expensive.
  For ammunition, the Scorpions each carry one ton of 
  AC-5 ammo and one ton of machine gun ammo, needing 
  a quarter of that to stay in fighting form per month. 108 
  Scorpions need 27 tons of each ammo per month. The J. 
  Edgars carry one ton of SRM ammunition each, and thus 
  need three tons per month. The diverse armament of the 
  eight Manticores calls for two tons each of SRM and LRM 
  ammo. It was easy to handle the large, uniform vehicle 
  Forces, but the ’Mechs are move diverse. The Banshee 
  is energy-only, but the Griffins like their LRM ammo (2 
  tons each, so 0.5 tons per Griffin per month). The Stinger, 
  Phoenix Hawk, and Locusts need machine gun ammo, 
  the SHD-2K Shadow Hawk needs LRM ammo, the Wasps 
  need SRM ammo, and the Hermes II (odd man out) needs 
  AC/5 ammo. The DropShips need their share, too. Only the 
  Merchant is unarmed.
  Spare parts are straightforward. Every unit except the 
  JumpShip simply divides their tonnage by 1,000 for their 
  monthly spare part consumptions. Costs are 10,000 per 
  FORCE CREATION WORKSHEET
  NOTES
   
   
   
  Ammo 
  Spare Parts 
  Spare Parts
  Subforce 
  Experience 
  Ammo Tons 
  Cost 
   Tons 
  Cost 
  Fuel Tons 
  Fuel Cost 
  Personnel 
  Salaries
  Totals:
  Force Name:
  © 2016 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.Catalyst Game Labs and the Catalyst 
  Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
  Scorpion x108 
  Green 
  27 AC-5, 27 MG 
  175,500 
  2.7 
  21,600 
  259.2P 
  259,200 
  189 crew, 27 O 
  119,556
  J. Edgar x12 
  Regular 
  3 SRM 
  81,000 
  0.3 
  2,400 
  0 
  0 
  21 crew, 3 O 
  22,140
  Manticore x8 
  Regular 
  2 SRM, 2 LRM 
  114,000 
  0.48 
  3,840 
  0 
  0 
  30 crew, 2 O 
  29,160
  BNC-3M Banshee 
  Veteran 0 
  0 
  0.095 
  950 
  0 
  0 
  1 MW (O) 
  2,880
  GRF-1N Griffin 
  Regular 
  0.5 LRM 
  15,000 
  0.055 550 
  0 
  0 
  1 MW 
  1,500
  GRF-1N Griffin 
  Regular 
  0.5 LRM 
  15,000 
  0.055 550 
  0 
  0 
  1 MW 
  1,500
  STG-3R Stinger 
  Regular 
  0.25 MG 
  500 
  0.020 200 
  0 
  0 
  1 MW 
  1,500
  SHD-2K Shadow Hawk Veteran 0.25 LRM 
  7,500 
  0.055 550 
  0 
  0 
  1 MW (O) 
  1,800
  PHX-1 Phoenix Hawk 
  Regular 
  0.25 MG 
  500 
  0.045 
  450 
  0 
  0 
  1 MW 
  1,500
  HER-2S Hermes II 
  Regular 
  0.25 AC-5 
  1,125 
  0.040 400 
  0 
  0 
  1 MW 
  1,500
  LCT-1V Locust 
  Regular 
  0.25 MG 
  500 
  0.020 200 
  0 
  0 
  1 MW 
  1,500
  LCT-1V Locust 
  Regular 
  0.25 MG 
  500 
  0.020 200 
  0 
  0 
  1 MW (O) 
  1,500
  WSP-1A Wasp 
  Regular 
  0.25 SRM 
  6,750 
  0.020 200 
  0 
  0 
  1 MW 
  1,500
  WSP-1A Wasp 
  Regular 
  0.25 SRM 
  6,750 
  0.020 200 
  0 
  0 
  1 MW 
  1,500
  WSP-1A Wasp 
  Regular 
  0.25 SRM 
  6,750 
  0.020 200 
  0 
  0 
  1 MW 
  1,500
  Union DropShip 
  Regular 
  1.25 AC-5, 3 LRM 
  95,625 
  3.6 
  54,000 
  27.6H 
  414,000 
  11 Crew, 4 O 
  15,800
  Mule DropShip 
  Regular 
  0.5 AC-5, 0.5 SRM 
  15,750 
  11.2 
  168,000 
  63.3H 
  949,500 
  16 Crew, 4 O 
  20,800
  Merchant JumpShip 
  Regular 
  0 
  0 
  12 
  180,000 29.625H 
  44,375 
  17 Crew, 4 O 
  21,800
   
   
   
  0 
  0 
  0 
  0 
  0 
   
  0
  Support Personnel 
   
   
  0 
  0 
  0 
  0 
  0 
   
  0
  140 Tech Teams 
  Regular 
  0 
  0 
  0 
  0 
  0 
  0 
  140 techs,  
  448,000
   
   
   
   
   
   
   
   
  840 astechs
  Administrators 
  Regular 
  0 
  0 
  0 
  0 
  0 
  0 
  132 admins 
  66,000
   
  29 AC-5, 28 MG, 6.25 SRM,  
  542,750 
  30.745 434,490 
  259.2P,  
  1,667,075 
  1452 
  762,,936
   
  5.75 LRM 
   
   
   
  120.525H
  • jason’s worksheet • 
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  29
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  STEP 2: CALCULATE PEACETIME OPERATING COSTS
  After filling out the TO&E sheet, total the ammunition, 
  spare parts, and fuel costs and salaries. These are the 
  peacetime operating costs of the Force. These costs must 
  be updated for any changes in personnel, ammunition,  
  and vehicles. 
  Arnold has already done this, as he finished Step 
  1 when filling out the TO&E sheet. He notes that 
  his Force consumes about 8 tons of mixed ammo a 
  month, almost 23 tons of parts (mostly keeping the 
  vital DropShip and JumpShip operating), and over 
  130 tons of fuel (though admittedly, a lot of that he 
  can supply given a pond or river near the Force’s 
  base). Expenses are eye-opening: as important as 
  salaries (166,850 CB) are to the characters of the 
  Force, they’re the least of his costs. The company 
  will be paying nearly two million in fuel costs per 
  month (though that drops to 36,800 CB if Arnold finds 
  a sizable body of water), 335,560 CB per month to 
  keep the equipment in functional shape, and 211,120 
  CB to keep the Force’s skills in fighting trim with 
  ammunition expenditures.
  Arnold now gives the 14,793,092 CB left in 
  Stage 3, Step 3 a good look. He can certainly 
  stockpile a good amount of ammunition and 
  spare parts, and perhaps look through 
  Technical Readout: Vehicle Annex for some 
  jeeps and other utility vehicles. Or he 
  can leave it as a cash reserve 
  for the Force’s lean times.
  Hannah’s mercs are not 
  close to denting their unspent 
  cash reserves with monthly expenses. 
  Again, fuel is a large expense, but entirely 
  for hydrogen. Otherwise, ammunition is her 
  greatest cost, and entirely from her DropShip—
  perhaps the GM will be friendly and allow some 
  energy-only modifications to the Union, which 
  would cut out half her costs. Even with no cost 
  reductions, her cash reserve would last several 
  years. Maybe the campaign could start with a 
  year-long sabbatical on Mizar.
  Jason’s pirates need almost four million CB 
  per month in supplies, fuel, and salaries. Jason 
  had understood why pirates raided— they’d be 
  stuck as farmers on Periphery planets without 
  their ’Mechs and JumpShips—but this final 
  number brings it home. They’ll need a 
  steady stream of loot with an emphasis on 
  spacecraft parts and ammunition (forget 
  grog and bullion) to remain operational, never 
  mind helping their host planet.
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  PLAYER CHARACTER INFLUENCES
  Player character traits may influence the starting budget of a 
  Force, adding another multiplier to the budget in Stage 2, Step 2. 
  Only the PC (or NPC) designated as the Force’s leader influences the 
  starting budget. To calculate the influence modifier, add together 
  the trait points (see p. 107, A Time of War) of each of the following 
  positive or negative traits: Connections, Gregarious, Rank, Property, 
  Reputation, Wealth, Introvert, and Enemy. Add to that sum the 
  leader’s Skill Ratings in Administration and Negotiation. Divide 
  the result by 10 and increase the result to 1 if lower than 1. The 
  final result is a multiplier applied to the starting budget after era 
  and faction multipliers.
  DEPENDENTS
  Some Forces may relocate from garrison to garrison with some or 
  all of their dependents—spouses, children, other family members, 
  war brides, servants, camp followers, and/or slaves as the case may 
  be—and these pose an additional logistical burden.
  This optional rule presents guidance on recommended 
  numbers of dependents, and how those numbers affect transport 
  and consumable requirements. Housing, feeding, clothing, and 
  employing dependents are beyond the scope of these rules, 
  though it is suggested that if Force personnel associated with the 
  dependents are making an adequate wage, their pay will provide 
  for their dependents. (Obviously, dependents may hold their own 
  jobs outside the Force, but that does not affect the Force’s budget.)
  Dependents rarely, if ever, travel with a Force on a combat 
  mission. They only pose a transport issue when the Force is 
  relocating to a new base where it will remain for an extended period 
  of time. Furthermore, many soldiers do not bring dependents with 
  them, understanding that after some months or years the soldier 
  can individually (separate from the Force) return home to a family 
  far from harm’s way. Pirates leave their dependents at their pirate’s 
  den; government Forces may leave dependents scattered across 
  the many worlds of their realm; and mercenaries, drawn from 
  thousands of settled worlds, may leave their dependents behind. 
  In fact, usually only very large, cohesive, long-lasting military Forces 
  such as Wolf’s Dragoons, making a very permanent move, uproot 
  close dependents (spouses, children, and/or servants); in many eras, 
  the commonality of interstellar travel means few Forces bother to 
  budget for such moves.
  To reflect this, the number of dependents for any Force is handled 
  somewhat randomly. Roll 1D6, divide the result by 2, round up to 
  the nearest whole number, and multiply that by the number of 
  combatant and support personnel in the unit. The final result is 
  the number of dependents that the Force travels with from base 
  to base.
  These dependents are added to the total personnel in the Force 
  for transportation purposes (see Transportation Rating under 
  Reputation, p. 33). Furthermore, Forces with limited budgets for 
  consumables (see p. 155, SO) also need to consider dependents 
  and the type of quarters in which they are transported.
  OPTIONAL 
  CONSTRUCTION 
  RULES
  Players may use the following optional rules at their discretion.
  ALTERNATE FLEXIBLE FORCE CONSTRUCTION
  The basic Force budget assumes the controlling player does 
  not have a particularly strong opinion about what size and type 
  of Force is being built. A random roll also neatly addresses the 
  difficulty of producing balanced rules for creating Forces ranging 
  from lances to divisions, in eras ranging from the 2300s to 3100s, 
  for multitudes of factions and with widely varying technology.
  Other players may have very specific ideas about their personal 
  military Forces. Maybe they’re hand-built Forces resulting from years 
  of roleplaying or just a spur-of-the-moment fulfillment of a wish 
  to see a customized regiment of giant, stompy robots marching 
  across a TO&E sheet. In either event, they’re not something that can 
  be generated through the restrictions of random availability rolls. 
  Instead of following Stages 2 and 3 of Force Construction, a 
  controlling player using this rule selects whatever equipment and 
  personnel suits him, making the Force as large or small, rich or poor 
  as desired. Two considerations provide restrictions and guidance 
  on this apparent “blank check”:
  1. 
  If there is a GM for the campaign, they must approve the 
  Force. If there is no GM, then other players who will be using 
  and facing the Force must approve it.
  2. 
  Starting cash is not unlimited. Roll 1D6. If the result is an 
  odd number, treat it as –1. If the result is even, treat it as 
  1. Multiply that –1 or 1 by 2D6 and then by the Force’s 
  peacetime monthly operating costs. The final number is 
  the current amount of money in the bank (or debt, if the 
  result is negative) the Force possesses.
  Hanse doesn’t like random starting budgets and decides 
  to build a giant government Force of about 100 ’Mech 
  regiments, 300 tank regiments, 500 infantry regiments, 
  and scores of DropShips and JumpShips, calling it “the 3020 
  AFFS.” While it’s fun to build the Force of your dreams, you 
  might still end up in debt. Per the flexible Force construction 
  rules, Hanse first rolls 1d6 to see if his 3020 AFFS Force is in 
  debt or has a credit. He rolls a 3: an odd numbered result 
  that means he’s in debt. He then rolls 2d6 to see how big that 
  balance is (in terms of the 3025 AFFS’s peacetime monthly 
  operating costs): an 11. Well, darn. Hanse’s dream Force, 
  which he hopes to use to crush the Capellan Confederation, 
  is running in the red to the tune of 11 months of peacetime 
  operating costs. Hanse will probably have to marry some 
  rich banker’s daughter or something to keep this munchy 
  “3020 AFFS” Force running.
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  31
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  controlling player may double the budget. (Pirates cannot 
  take on debt at Force creation, being too disreputable to 
  receive loans.)
  Taking on debt has two disadvantages. First, it applies a 
  negative modifier to the Force’s starting Reputation Score (see 
  Force Operations, p. 32). Second, it must be paid off.
  Paying off debt adds to the Force’s peacetime operating 
  costs. The simplistic method presented here is that the lender 
  adds 1 percent of the debt to the monthly peacetime operating 
  cost until a value equal to 150 percent of the original debt is 
  paid off. If the Force comes into extra funds, the debt may be 
  paid off earlier, but the payoff must still be equal to 150 percent 
  of the initial debt.
  Forces unable to make their debt payments refer to the debt 
  rules in Force Operations, page 32.
  Players are welcome to use more realistic payment plans, 
  such as continuously compounded interest rates or different 
  repayment schedules, and incorporate the effects of early 
  principal payoffs, so long as a GM (if present) or other players 
  in the group agree.
  RANDOM BACKGROUNDS
  If players do not have a fully formed idea for their Force’s 
  background, or prefer some background that will influence the 
  Force’s capabilities, they may make a couple of rolls to see what 
  sort of background results they obtain from the Force Random 
  Background Table.
  The first roll to make is 1D6 ÷ 2. The result determines how 
  many times the Force may roll on the Force Random Background 
  Table, which uses 3D6 for each roll.
  The primary effects of the random background are to modify 
  the Force’s Reputation Score (see Force Operations, p. 32). It is up 
  to the controlling player (or GM, if present) to fill in the details 
  of the resulting events.
  TAKING ON DEBT
  If a mercenary or government Force’s budget in creation 
  is insufficient, the controlling player may go into debt to buy 
  additional equipment. The limit of starting debt is equal to 
  the Force’s final budget determined in Stage 2, Step 2 (noting 
  the influence of Force Specialties in Stage 3). That is, the 
  FORCE RANDOM BACKGROUND TABLE
  3D6 
  Result
  Background
  3
  Atrocity. The Force committed a mass murder of innocents. –50 Reputation.
  4
  War criminals. The Force committed a serious crime, accidentally killing many civilians; committed rape, or indulged in 
  kidnapping. –25 Reputation.
  5
  Contract breach. The Force violated a contract (if mercenary) or orders (if government). –25 Reputation. Ignore this 
  result if a pirate Force.
  6
  Textbook warriors. The Force got into a rut, favoring fighting in certain conditions over others. The Force now suffers a 
  –1 Initiative in a specific terrain type (e.g., woods).
  7
  Poor discipline. The Force launched an unauthorized raid or indulged in looting. –5 Reputation.
  8
  Debt. The Force loses any leftover funds from Force creation and starts in debt at an amount equal to 1D6 times its 
  peacetime monthly operating cost. -10 Reputation.
  9-12
  The Force had a quiet year in a garrison or cadre mission.
  13
  Profitable year. After completing some missions successfully, the Force’s bank account is in the black. Delete any debt 
  from Force creation and give the Force a bonus equal to 1D6 times its monthly operating cost.
  14
  Out-of-the-box thinkers. After repeated campaigns in unusual terrain, the Force gains a +1 Initiative bonus in a 
  specific terrain type.
  15
  Hard training and experience pay off. The Force gains a +1 Piloting/Driving Skill bonus in a specific terrain type.
  16
  The Force has a string of successful missions and gains 1D6 x 5 Reputation points.
  17
  The Force has a string of successful missions against one foe, learning best how to kill them dead. The Force has a +1 
  Gunnery Skill bonus against that faction.
  18
  They came, they saw, they conquered. The Force is almost unbeaten after years of hard combat, gaining 2D6 x 5 
  Reputation points.
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  FORCE 
  OPERATIONS
  This section details operation issues players may encounter as 
  they take a Force they have created (see Force Creation, p. 8) through 
  a campaign. These include:
  Reputation: This section supports future hiring and campaign 
  choices. While mercenaries have formal quality rankings for 
  their Forces, these rules allow similar rankings to be applied to 
  government and pirate Forces so players can determine their 
  government support and employability, respectively. Reputation 
  can rise and fall during campaigns.
  Hiring and Campaigns: This section settles the terms of 
  employment and generates missions for a Force. It starts with 
  tendering offers, negotiating contracts, and addressing other 
  potential income sources. While government Forces are guaranteed 
  employment, a poor reputation can cost them support; though 
  pirate Forces are almost unemployable, they may find contracts 
  from less discriminating employers. This section also supports play 
  through the mission, wraps up costs and addresses possible changes 
  to a Force’s reputation. Additional campaign rules are found in the 
  Narrative Campaign section (see p. 134), Map-Based Campaign 
  section (see p. 142) and Chaos Campaign rules (see p. 156).
  Additional Rules: This section covers other rules applicable to 
  running a Force, such as developing specialties.
  Terminology: These rules use the same terminology as Total 
  Warfare: a  “unit” refers to any mobile element that can be fielded 
  in a BattleTech game. Meanwhile, a “Force” denotes all units of a 
  “named” organization. For example, Snord’s Irregulars circa 3067 
  consisted of 2 battalions, while the Star League Defense Force Second 
  Army circa 2767 consisted of 4 corps (6 BattleMech divisions, 17 infantry 
  divisions and 9 independent regiments), yet both are considered a 
  “Force.” Regardless of type or size, a “Force” denotes all units a player 
  incorporates into the organization they will create and play.
  REPUTATION
  A Force’s Reputation Score plays a role in several aspects of 
  its operations, and will rise and fall over a Force’s history. The 
  various BattleTech publications on mercenaries have established 
  the value of Force reputation for mercenaries; those with better 
  reputations obviously benefit from better negotiating positions 
  during hiring. The concept is used in a similar way here for 
  government and pirate Forces. Pirates are occasionally hired by 
  unscrupulous employers, though such employers will (usually) only 
  consider pirates capable of some level of discipline. (“Discipline” 
  meaning, “able to fulfill mission objectives,” though those 
  CSO 
  XX
  Outweighed by 275 tons, light Marik Militia ’Mechs have no choice but to be corralled be a Davion Guards assault lance.
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  33
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORCE 
  OPERATIONS
  SOLAR SYSTEM 
  GENERATION
  objectives may involve the most despicable 
  terror, destruction, and mayhem wrought on 
  enemies through the deniable medium of 
  pirates.) And government Forces, while not 
  subject to the hiring process for mercenaries, 
  use their Reputation Score to determine access 
  to support (such as equipment upgrades and 
  more plentiful supplies). A government Force 
  with a particularly poor reputation, depending 
  on the reason, may be broken up or even see 
  its personnel jailed.
  As a convenience, the Mercenary Review 
  and Bonding Commission-style ratings are 
  used in these rules across all eras of play and 
  Force types, whether or not such reputation 
  systems were used “in-universe” for such 
  Forces or their era.
  FINDING THE REPUTATION SCORE
  A Force’s Reputation Score is found by adding 
  up its Experience Rating, Command Rating, 
  Combat Record Rating, Transportation Rating, 
  Support Rating, and Crimes against a base 
  score of 0. These components are recalculated 
  every time the Force returns from a mission.
  To find the value of each of these ratings, 
  consult the Reputation Score Calculation Table 
  below and add all results that apply to the Force. 
  Any sub-Forces within a command that operate 
  independently (such as an individual company 
  or battalion within a multi-regimental command) 
  should be calculated separately. Sub-Forces hired 
  or assigned to the Force (such as JumpShips 
  assigned to transport a mercenary Force by their 
  government employer) do not contribute to its 
  Reputation Score.
  Average Experience Rating:  Players find 
  a force’s average Experience Rating from the 
  Experience Ratings of the force’s combatant 
  units (i.e., anything except JumpShips, 
  administrators, and technical personnel; 
  count each infantry or battle armor squad 
  as a single combatant). 
  To determine a combatant unit’s (WarShip, 
  tank, BattleMech, etc.) Experience Rating from 
  its skills, sum the values of all the combatants’ 
  Piloting and Gunnery Skills (or Gunnery and 
  Anti-’Mech Skills for infantry squads, or Driving 
  and Gunnery for vehicles), then divide this sum 
  by the total number of combatants multiplied 
  by 2. (The multiplication by two accounts for 
  each combatant unit having two skills.) Round 
  the result half-down (.5 and below rounds to the 
  next lowest integer, .6 and above rounds to the 
  next highest integer) and cross reference the 
  rounded value against the Skill Average column 
  in the Force Experience Rating Table on p. 34. 
  REPUTATION SCORE CALCULATION TABLE
  Average Experience Rating
  Value
  Green, Very Green, Wet Behind the Ears
  5
  Regular
  10
  Veteran
  20
  Elite, Heroic, Legendary
  40
  Commander Rating
  Value
  Positive Trait (each)
  +1
  Negative Trait (each)
  –1
  Leadership Skill
  As Skill Rating
  Negotiations Skill
  As Skill Rating
  Strategy Skill
  As Skill Rating
  Tactics Skill
  As Skill Rating
  Combat Record
  Value
  Each Successful Mission
  +5
  Each Partially Successful Mission
  0
  Each Failed Mission
  –10
  Each Contract Breach
  –25
  Transportation Rating
  Value
  Excess Transportation Capacity for Combatants (1 – 100% excess)
  +5
  Excess Transportation Capacity for Combatants (100%+ excess)
  +10
  Insufficient Transportation Capacity for Combatants (1 – 99%)
  –5
  Lacks any DropShips
  –5
  Insufficient Transportation Capacity for Support Personnel
  –3
  Possesses JumpShips
  +10
  Possesses WarShips 
   
                     +10 (+15 after 2800)
  Sufficient KF transport capacity for all DropShips
  +5
  Support Rating
  Value
  Sufficient Technical Support Personnel
  0
  Sufficient Administrative Personnel
  0
  Sufficient Large Spacecraft Crew
  0
  Insufficient Technical Support Personnel
  –5
  Insufficient Administrative Personnel
  –5
  Insufficient Large Spacecraft Crew
  –5
  Excess Technical Support Personnel (150-175%)
  +5
  Excess Technical Support Personnel (176-200%)
  +10
  Excess Technical Support Personnel (201%+)
  +15
  Financial Rating
  Value
  Force is in Debt
  –10
  Crime Rating
  Value
  Robbery/Looting
  –5
  Slaughter
  –25
  Mass Murder
  –50
  Rape
  –25
  Kidnapping/Slavery
  –25
  Unauthorized Mission
  –5
  Other Crimes
  –10 or more
  Force is a Pirate Force
  –100
  Other Reputation Modifiers
  Value
  Time Spent Without Missions
  See text
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  Command Rating: To determine a 
  Force’s Command Rating, simply add up its 
  commander’s Leadership, Tactics, Strategy and 
  Negotiation Skill Ratings. Then add 1 point for 
  each positive Trait the commander possesses, 
  and subtract 1 point for each negative Trait. 
  For purposes of this calculation, positive 
  Traits are: Combat Sense, Connections, a 
  positive Reputation, Wealth 7+, and CHA of 
  7+. Negative Traits are: a negative Reputation, 
  Combat Paralysis, Unlucky, or CHA of 3 or less. 
  Treat any final results of less than 1 as 1.
  If the player has not created a leader using 
  the rules presented in A Time of War, the 
  player can designate one of the combatants 
  on his TO&E as the Force’s commander. The 
  player then rolls 1D6 each to determine the 
  commander’s Leadership, Tactics, Strategy and 
  Negotiations Skills (or Investigation instead 
  of Negotiation, for pirate Forces). Add 1 if the 
  commander has a Regular Skill Rating, 2 for a 
  Veteran Rating and 4 for Elite. The final result is the commander’s 
  Skill Rating in that Skill. Once the player has determined all of his 
  commander’s Skill Ratings, they can add them up to find the Force’s 
  Command Rating.
  Arnold’s group has three players, including himself, and 
  since all of them wanted their PC to be the commander, 
  none of them got to play the commander. As a result, the 
  second Grasshopper (which was to be piloted by an NPC) 
  is designated as being the commander’s ride. The NPC 
  commander for the group is thus a MechWarrior of Regular 
  experience. Arnold rolls 1D6 and adds 1 (for the character’s 
  Regular Rating) for each of Leadership, Tactics, Strategy, 
  and Negotiations, getting totals of 4, 2, 2, and 5. Arnold adds 
  those together to get 13 for the Force’s Command Rating. He 
  adds that total to the Force’s Reputation Score, for a current 
  total of 23 prior to the campaign’s start.
  Hannah hasn’t been able to talk her group into an AToW 
  campaign, so her mercenary Force’s ’Mechs are all piloted 
  by NPCs. The veteran commander rolls 1d6+2 for each of 
  Leadership, Tactics, Strategy, and Negotiations, getting 
  4, 7, 8, and 4, for a Command Rating of 23. The Force’s 
  Reputation Score climbs to 33.
  Jason does have a PC commander for his pirate Force. The 
  idea of a Banshee-jockeying blowhard (who presumably 
  only wears leather briefs and a metal hockey mask) has 
  inspired him to create a PC, tentatively named Gigantus. 
  In addition to an Elemental-like stature, this pirate leader 
  has Leadership, Tactics, Strategy, and Investigation skills of 
  3, 2, 1, and 3. The total is 9, bringing the Force’s Reputation 
  Score to 14.
  The final average Experience Rating adds 
  5 points to a Force’s reputation score for Wet 
  Behind the Ears, Very Green, and Green; 10 
  for Regular; 20 for Veteran; and 40 for Elite, 
  Heroic, and Legendary. (At the high and low 
  ends, the differences blur to outsiders trying 
  to rate the Force.)
  Since Arnold has purchased entirely 
  regular units, this step is quite easy for him: 
  all his combatants are regulars (everyone 
  but his administrators, techs, and Invader 
  crew). This adds 10 points to his Reputation 
  Score, for a total (thus far) of 10.
  However, after an extended campaign 
  with seven successful missions (and, 
  conveniently for this example, no 
  changes to the TO&E), Arnold finds the 
  four MechWarriors have their Gunnery 
  and Piloting Skills drop to 3 and 4, 2 
  and 5, 4 and 3, and 4 and 4, totaling 29. 
  The Bulldog crews have Skill Ratings of 4 and 4, 4 and 
  4, 2 and 4, and 4 and 5, totaling 31. The Packrats have 
  hardly changed for lack of combat kills, still having 
  4/5 Skill Ratings for all four Packrats: a total of 36. The 
  four infantry platoons have Gunnery and Anti-’Mech 
  Skill Ratings of 5 and 6, a total of 11. The Corsairs have 
  improved somewhat to 3 and 4 each: 14 total. Finally, the 
  Skill Rating of the Seeker’s crew have remained at 4 and 
  5, totaling 9. Altogether, the Force’s Skill Rating total 29 + 
  31 + 36 + 11 + 14 + 9 = 130 for the 19 units. 130 / (19 x 2) 
  = 3.42. This rounds half-down to 3. Looking at the chart, 
  Arnold finds his unit has improved to Veteran, which adds 
  20 to his Reputation Score rather than 10.
  Hannah’s lance has four veteran (Gunnery 3, Piloting 
  4) MechWarriors and two regular (4/5) pilots. Those Skill 
  Ratings total to 46. Divided by six combatants and then two, 
  the combined Skill Rating average is 3.834, which rounds 
  half-down to 4, which qualifies as Regular. The lance picks 
  up 10 points for its Reputation score.
  Jason didn’t think his pirates needed to pay attention to a 
  Reputation Score much, but others in his group pointed out 
  there might be a chance to scare off defenders by reputation 
  alone. And Bandit Kingdoms do sometimes get hired by 
  Houses to trouble their rivals.
  The green (Gunnery 5, Piloting 6) Scorpion regiment 
  is going to weigh down the results, Jason can see. There 
  are two veteran MechWarriors (3/4), 10 regular (4/5) 
  MechWarriors, 20 regular vehicle crews, and a horde o’ 
  green Scorpions. The 1,472 Skill Rating points divided by 
  140 combat units multiplied by 2 is 5.257, which rounds 
  half-down to 5: Green. Jason notes down the 5 bonus to 
  the pirates’ Reputation Score.
  FORCE EXPERIENCE 
  RATING TABLE
  Average* of 
  All Gunnery/
  Piloting Skills
  Force  
  Experience  
  Rating
  7 or more
  Wet Behind  
  the Ears
  6
  Very Green
  5
  Green
  4
  Regular
  3
  Veteran
  2
  Elite
  1
  Heroic
  0 or less
  Legendary
  *Round half-down.
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  35
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORCE 
  OPERATIONS
  SOLAR SYSTEM 
  GENERATION
  After the aforementioned campaign where the Force 
  completed seven successful missions, Arnold is able to 
  add 35 points to the score. With the veteran Experience 
  Rating, that’s a total of 68.
  Despite the varied, sometimes veteran backstories of 
  their Forces, Hannah and Jason likewise have no combat 
  records to modify their starting Reputation Scores.
  Transportation Rating: To determine a Force’s Transportation 
  Rating, first determine if the Force’s own transports (DropShips, 
  JumpShips, and WarShips) are sufficient to convey the Force, 
  including its noncombatants (technicians, administrators, 
  specialist infantry, etc.). 
  Determining whether there is enough transport capacity for 
  the combatants is fairly simple: compare the number of ’Mech, 
  fighter, infantry, small craft, and other transport bays listed 
  for the Force’s transport assets to the number of units in the 
  Force. The unit’s personnel get to ride in the quarters associated 
  with those bays and any spare passenger quarters. If there is 
  excess transport capacity for combatants, add 5 to the Force’s 
  Reputation Score, or 10 if the capacity is more than double that 
  required for the combatants. Subtract 5 if the transport capacity 
  is insufficient, or 10 if the Force lacks any DropShips. If the Force 
  has transport capacity for a type of unit that it does not possess 
  (e.g., fighter bays but no aerospace fighters), it does not add 
  or subtract any points, which avoids destroying the universe 
  by dividing by zero.
  After assessing transport capacity for combatants, 
  determining whether enough transport capacity exists for 
  support personnel may take a few more steps. A shortcut 
  is to determine the number of bay personnel the Force’s 
  transports can carry and compare that to the total number 
  of non-transport personnel (anyone but DropShip, WarShip, 
  and JumpShip crews) in the Force. If this is insufficient to 
  address all non-transport personnel, include passenger 
  quarters (if any). If the Force’s transportation assets are 
  capable of transporting its support personnel, add 3 to 
  the Force’s Reputation Score. If they cannot transport all 
  support personnel, but the Force has adequate transport 
  for its combatants, subtract 3 from its Reputation Score. If 
  the Force has inadequate transport for its combat units, do 
  not also subtract the 3-point penalty for lacking transport 
  for its non-combatants. The Force has bigger problems to 
  worry about.
  It should be noted that most transport bays lack quarters 
  for more than the unit’s crew (or the crew plus one technician 
  for BattleMech, aerospace fighter, and small craft bays.) Forces 
  with a full complement of administrators and technicians may 
  need to consider a DropShip designed for infantry transport.
  Add 10 points if the Force has any JumpShips or WarShips. 
  This is a one-time bonus regardless of the number of 
  JumpShips and WarShips the Force possesses. Add 5 more 
  if the JumpShip/WarShip docking collar capacity is sufficient 
  for all the Force’s DropShips.
  Combat Record Rating: To calculate the effects of a Force’s 
  battle history (after game play starts), use the guidelines below. 
  These rules only apply to government Forces (which receive 
  orders) or merc Forces (which have contracts to complete). 
  Pirates generally get no reputation bonuses for completing 
  a mission, because no one is impressed with their pillaging. 
  However, pirates hired as a merc Force will get the same 
  bonuses as a merc Force.
  Simply add 5 points for every mission the command has 
  successfully completed after Force creation. (Past missions 
  the controlling player has written into the Force’s history do 
  not count, except for any bonuses under Optional Random 
  Background rules, p. 31.)
  Subtract 10 points from the reputation for each failed mission 
  and subtract 25 points for any breach of contract/mission orders. 
  To successfully complete a mission, a merc or government 
  Force must achieve all the primary objectives defined in the 
  mission contract/orders. If the Force achieves none of the 
  primary objectives, the mission has failed. If the Force achieves 
  some—but not all—of the primary objectives, the mission is 
  considered a partial success and does not affect reputation.
  Every completed non-garrison/non-retainer contract/order, 
  or every three years of uneventful garrison duty/retainer 
  contract/orders, counts as a single completed mission and 
  is worth a 5-point increase in the Force’s Reputation Score 
  regardless of how long the contract actually runs. If a contract 
  or set of orders covers several missions, treat each mission 
  separately for purposes of determining a Force’s reputation.
  Typically, only the gamemaster (GM) can determine if a Force 
  has committed a breach of contract/orders. If playing without a 
  GM, the players involved should select a neutral judge or panel 
  of judges to decide the matter, present their cases to the judge 
  or panel, and then abide by their decision. In either case, when 
  resolving a contract breach, consult the rules under Mission 
  Failures and Contract Breaches (see p. 46). 
  For mercenaries, a breach of contract on any single mission 
  of a multi-mission contract nullifies the entire contract, and 
  the single contract breach penalty applies in place of any 
  mission completion or failure modifiers. Government Forces 
  that breach orders do not have a contract to nullify, but officers 
  and personnel may be court martialed.
  The above rules refer only to conventional contracts. Any 
  accepted contracts or missions that include covert operations, 
  because they are less well known and less overtly advertised by 
  employers and mercenaries alike, bestow only half the standard 
  amount for success, failure or breach of contract. Note that 
  when pirates are hired for missions, the missions tend to be 
  covert because the employer does not want to be associated 
  with the pirates.
  Again, at Force creation Arnold’s Force has no combat 
  experience. (He’s written up a great back story of the 
  Force’s epic battles and heroic victories over the years, 
  but that doesn’t count.) So, for now, there’s nothing to 
  add or subtract to their starting reputation of 23.
  ������������������������������
  
  If the Force has excess technical support (often a valuable 
  commodity), it may gain a bonus to its Reputation. First, refer to 
  the number of technical personnel required (see Force Creation, p. 
  20). Then divide the number of technical personnel in the Force by 
  the number required and multiply by 100 (to get a percentage), 
  rounding to the nearest whole percent. If the Force has 150 to 175 
  percent of required technical personnel, it gains 5 points. If it has 
  176 to 200 percent more technical personnel, it gains 10 points. If 
  it has more than 200 percent of the required technical personnel, 
  it gains 15 points. (These bonuses for excess technical personnel 
  are not cumulative.)
  This isn’t a hard calculation for Arnold: he has as many 
  technical personnel as required and asked no combatants 
  to pull double duty. He has no modifier here. It’s a thought 
  to acquire some extra technician squads to get a bonus, 
  but that’d be 49 more personnel at a minimum—more to 
  squeeze into the DropShip, and more salaries to pay. The 
  Force’s starting reputation remains 46 (or 91 after the seven 
  successful missions.)
  Hannah and Jason likewise see modifiers at this point. 
  Hannah considered trying to use some of her combatants 
  as support personnel, but it didn’t seem worthwhile. 
  Jason does not want to risk crippling his Force so far from 
  civilization due to maintenance or medical problems. Their 
  Reputation Scores remain unchanged at 38 and 9.
  Financial Rating: A Force’s Financial Rating indicates whether 
  a mercenary command is financially solvent or operating in debt. 
  If a mercenary command’s current war chest is below 0 C-bills, the 
  command is considered in debt and loses 10 points from its Rating 
  as a one-time penalty. If a mercenary command pays off all its debts 
  at any point, the 10-point penalty is removed.
  Without any starting Force drawbacks (see Optional rules 
  in Force Creation, p. 30), and with some leftover funds in 
  Step 3, Arnold’s Force has no debt. Its starting reputation 
  remains 46 (or 91 after the seven successful missions.) 
  Likewise, Hannah’s and Jason’s Forces’ reputations are 
  unchanged at 38 and 9.
  Crimes: This is a difficult modifier to apply, and as a matter 
  of simplicity it is generally either 0 (for non-pirate Forces) or 
  –100 (for pirate Forces). Generally, the crimes in a Force’s past 
  (before the start of play) do not apply unless the optional rules 
  for a Force’s background are used (see Random Backgrounds, p. 
  31). A pirate Force’s past misdeeds are factored into the blanket 
  pirate Force penalty.
  If there is a GM or the players are agreeable, penalties for 
  crimes may be applied to the Force’s Reputation Score. Generally, 
  crimes by individual members do not reflect on the Force. Rather, 
  the crimes below refer to misdeeds performed by some or all of 
  the Force’s members working in concert. (A key point is that the 
  crimes must be associated with the Force by ratings agencies and/
  or governments. Like covert operations, unsolved crimes do not 
  apply to a reputation.)
  The (Obsolete-model) Seeker is a versatile DropShip. 
  Arnold uses the Seeker’s option to trade 12 of the light vehicle 
  bays for 4 ’Mech cubicles, and trades 6 more light vehicle slots 
  for the 2 fighters. The 4 Bulldogs occupy 8 more light vehicle 
  bays and 4 Packrats use 4, leaving 10 light vehicle bays. The 
  Seeker has 4 infantry platoon bays; its infantry platoon 
  occupies 1, of course. Arnold notes the Seeker had 312 bay 
  personnel (in its base configuration). His Force, less the 44 
  DropShip and JumpShip crews, has 166 personnel. 
  With 10 of 40 light vehicle bays and 3 of 4 infantry bays left, 
  the Seeker has excess capacity, but not enough to carry the 
  Force twice over. This nets 5 points for the Force’s reputation. 
  It can carry all the personnel, too (without touching the bay 
  personnel capacity of the Invader), so that’s 3 more points. 
  The Force has a JumpShip adequate to carry the Seeker and 
  unused docking collars, for 15 more points. Arnold notes 
  the Force’s reputation at creation climbs by 23 points, to 
  46. Being able to easily deploy a Force to battle is worth a 
  lot to a Force’s reputation.
  After seven successful missions and no change in Force 
  size or loss of transport, the Force’s Reputation Score is 91.
  Hannah’s Union is not entirely oversized for the Force. True, 
  the four ’Mechs and two fighters have plenty of elbowroom, 
  but the mercs also have 63 support personnel. Less the 15 
  DropShip crew, there are 48 techs and administrators to carry. 
  The Union’s 28 bay personnel cover six combatants and six 
  techs, which leaves 32 support personnel in a lurch. Noting the 
  Union has a long history of modifications, Hannah’s group is 
  amiable to converting two ’Mech bays to 40 steerage-class 
  quarters and 100 tons of cargo.
  The end result is that the mercs do not quite have twice 
  the capacity necessary to carry the six combatants, so the 
  Force adds 5 to its Reputation Score. No other modifiers 
  apply, so their Reputation Score is now 38.
  Jason’s large Force is never going to move on its own in 
  one spacelift unless most of it is packed into the Mule as 
  cargo. Even the regular raiding party (12 light vehicles, 12 
  ’Mechs) is only going to make it if the Mule is modified with 
  light vehicle bays, and Jason notes adding some infantry 
  bays or quarters to the Mule might be wise for the required 
  24 tech teams. Whatever modifications are made, his pirates 
  still get a 5-point penalty for having insufficient transport 
  for all combatants. Since the transport is insufficient 
  for combatants, Jason does not need to apply an extra 
  3-point penalty for lacking transport space for the support 
  personnel. His Reputation Score is now 9.
  Support Rating: To determine a Force’s Support Rating, refer to 
  its technical and administrative support needs in terms of number of 
  technicians and administrators, and any JumpShip/DropShip crew 
  requirements. If the Force has sufficient technicians, administrators, 
  and Large Spacecraft crew for its needs, then no modifier applies to 
  the Support Rating. For each category (technician, administrator, 
  crew) that has an insufficient number of personnel, subtract 5 from 
  the Force’s Reputation.
  ������������������������������
  
  37
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORCE 
  OPERATIONS
  SOLAR SYSTEM 
  GENERATION
  the group slipped in an A Time of War roleplaying session. 
  The GM had the Force’s NPC quartermaster, portrayed as 
  a sleazebag, drop hints that it’d be very profitable for all 
  concerned if their next behind-the-lines raid detoured a 
  few kilometers to a planetary gold repository. The plan for 
  the mission had been to wrap up the campaign and allow 
  the characters to retire to tropical planets with loose dress 
  codes and no extradition treaties, but the GM noticed the 
  player characters were bragging loudly of their exploits 
  in a bar within earshot of other AFFS troops. The next 
  roleplaying session entailed the characters turning over 
  all the gold to the employer (except for some they cleverly 
  hid as reactor shielding on their Invader) and narrowly 
  avoiding joining the NPC quartermaster in jail. Accordingly, 
  their Reputation Score was marked down 5 points. After 
  seven missions, it is now 86 (and the Invader has some of 
  the most expensive engine shielding in human space—
  though it has become rather radioactive.)
  While Hannah is considering saying that her Force 
  got its start by going AWOL from the Com Guards, this 
  is part of the Force’s backstory and does not influence 
  the starting Reputation Score. It remains 38.
  Jason, on the other hand, is playing a pirate Force 
  and takes an automatic –100 penalty to plummet 
  to a starting Reputation Score of –91. That doesn’t 
  really appear to be a hole he can get out of, since 
  the campaign will probably involve a fair amount of 
  “Robbery/Looting.” Since the campaign’s goal is to 
  improve the lot of a Periphery planet with imported 
  medicines, skilled personnel, industrial equipment, 
  and so on, Jason actually plans on “clean” raids rather 
  than attracting retaliatory House attacks for war crimes, 
  but the repeated robberies (aggravated circumstances: 
  BattleMechs) aren’t going to help.
  Other Modifiers: Time is also a factor in reputation, as 
  memories of past deeds—good and bad—fade. A Force with 
  a positive Reputation Score that sits idle without a combat 
  mission (any mission other than garrison or cadre) loses 5 
  points per full year spent idle. Similarly, a Force with a negative 
  Reputation Score that does not commit any further crimes 
  regains 2 points per full year in which it remains crime-free.
  Final Reputation Score: Sum up all the different applicable 
  bonuses and penalties to get the final Reputation Score. A 
  related and important value used in contract negotiations is 
  the Reputation Modifier, which is equal to the Reputation Score 
  divided by 10, rounded down to the nearest whole number.
  With all the Reputation Score steps complete, Arnold notes 
  his Force has a score of 46 at the campaign’s start (with a 
  corresponding reputation modifier of 4). After the aforementioned 
  campaign and looting incident, it will be 86, and the Force will have 
  a Reputation Modifier of 8).
  Another difficulty in applying these scores is the subjectivity 
  of crimes. One nation’s atrocity is another nation’s legal military 
  order. For that matter, opinions are likely to differ among players 
  as to whether an action constitutes a Reputation-diminishing 
  crime or not. The controlling player of the Force should keep 
  track of claimed offenses and the points associated with them 
  to address such disagreements.
  Finally, the penalties of crimes may no longer apply to a 
  Force if the offending member(s) are removed from it. If the 
  offenders re-form a new Force, a GM may rule that the new 
  Force carries the stigma of the old crime. Pirates will find many 
  of the actions they undertake to survive only continue to 
  depress their Reputation Rating.
  Conventional military crimes include the following:
  Robbery/Looting: The Force has looted a bank, a museum, 
  a military parts depot, or otherwise taken goods outside their 
  salvage rights. Each incident lowers the Force’s Reputation by 
  5 points.
  Slaughter: The Force has killed civilians unnecessarily, such 
  as an avoidable battle in a town that was not evacuated. This 
  can be a difficult crime to assess because normal urban combat 
  tends to kill civilians in any case. Generally, this crime applies 
  to deliberately killing civilians in the press of combat when the 
  deaths could have been avoided. The Age of War under the Ares 
  Conventions is particularly strict about this, seeing any civilian 
  deaths as a crime. Each incident of slaughter lowers the Force’s 
  Reputation by 10 points.
  Mass Murder: The Force has killed unnecessarily and in a 
  pre-planned fashion, such as executing prisoners who had 
  committed no capital crime or deliberately killing civilians 
  outside of combat. Each incident of mass murder lowers the 
  Force’s Reputation by 15 points.
  Rape: The Force has participated in the rape of one or more 
  victims. Each incident of rape lowers the Force’s Reputation 
  by 10 points.
  Kidnapping/Slavery: Outside the bounds of a personnel 
  extraction mission, the Force has kidnapped and perhaps enslaved 
  one or more people. This is a 10-point Reputation penalty.
  Unauthorized Mission: This applies to a mercenary Force 
  with a current contract or a government Force that launches a 
  mission on their own without approval from their employer/
  government, such as an unplanned cross-border raid. Each 
  incident lowers the Force’s Reputation by 5 points.
  Other Crimes: This is a catchall category that usually 
  addresses vandalism and other unnecessary acts of 
  destruction. Examples include terrorizing the populace (in a 
  way not addressed by the above crimes), destroying important 
  resources (water filters, hospitals, religious monuments,) etc. 
  The standard Reputation penalty is 10 points, but particularly 
  egregious crimes (i.e., destroying a water filter that endangers 
  a entire population) might be worth a much higher penalty at 
  the discretion of the GM or other players.
  At Force creation, Arnold has nothing to add here. His 
  Force has a spotless record, so its Reputation Rating is still 
  46. However, during the Force’s fourth successful mission, 
  ������������������������������
  
  STAGE 1: CONTRACT OFFERS
  The term “offer” refers to any opportunity for a mission or series 
  of missions, a holdover from Force operation rules generally 
  meant for mercenary Forces. In the case of pirates, the “offer” 
  is actually an opportunity for action identified by the pirates’ 
  own information gathering efforts. Within the game universe, 
  government Forces generally aren’t given options about their 
  assignments but, as a convenience for gaming, the controlling 
  player may still roll up a series of offers to improve their chance 
  of getting an entertaining mission. How offers are generated 
  differs slightly by Force type.
  Mercenaries: Mercs (and pirates seeking mercenary-style 
  employment) seek offers on a monthly basis, with each month 
  generating a different number of offers (and sometimes none). Time 
  spent between contracts must be tracked, as Forces have salaries 
  to pay, parts to replace, and ammo to use in training regardless of 
  employment status (see Peacetime Operating Costs, p. 29).
  Hunting for offers is generally done on hiring worlds (or “Hiring 
  Halls”). The entire Force need not journey to a hiring world, only 
  the Force’s negotiators. However, Forces 
  between contracts generally find hiring 
  worlds more tolerant of large numbers 
  of heavily armed personnel than  
  other planets. 
  To determine how many Contract 
  Offers are available, make 1 Negotiation 
  Skill Check each month. To this roll, 
  apply the modifiers applicable to 
  the Negotiation Skill, and also those 
  applicable to both the Hiring Hall world 
  (if any) as well as the Force’s Reputation 
  Modifier. Then compare the Margin of 
  Success (or Failure) to the Contract Offers 
  Table on p. 39. 
  The Hiring Hall portion of the table is a 
  generic listing that differs from prior Force 
  creation rules because these rules are 
  meant to address any era of game play, 
  and there has been high turnover in Hir-
  ing Halls in the thirty-first century alone. 
  “Questionable” Hiring Halls are the likes 
  of Antallos (Port Krin) and Astrokaszy; 
  minor halls are worlds such as Fletcher, 
  Herotitus, and Solaris VII; standard halls 
  are those like Arc Royal; and great halls 
  are on par with 3025-era Galatea and 
  3060-era Outreach. In many eras, there 
  are no examples of Hiring Halls, so players 
  will need to improvise.
  Pirates: Pirates, as noted above, do not 
  seek offers per se. Instead, they are look-
  ing for raiding opportunities to make up 
  any shortfalls of spare parts, ammunition, 
  salaries, even food and water.
  HIRING AND 
  CAMPAIGNS
  Once the Force’s reputation is determined, the Force may seek 
  employment. The general process for this is: 
  Stage 1: Find the number of offers
  Stage 2: Determine the employer behind each offer
  Stage 3: Determine the type of contract 
  Stage 4: Negotiate terms 
  Though pirates do not have employers and government units 
  have guaranteed employment, the above four steps often apply 
  to all Force types.
  For groups not incorporating A Time of War play into their 
  campaigns, note that the base target number for Negotiation 
  Checks is 8 on 2D6.
  The choice of a world to garrison, or attack, can be the deciding factor of a unit’s future success.
  ������������������������������
  
  39
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORCE 
  OPERATIONS
  SOLAR SYSTEM 
  GENERATION
  modified roll. For example, if a player made a modified roll of 7, 
  the player could specify that the employer behind the offer was 
  any entry on the Employer Table of 7 or less. A good reputation 
  or good Hiring Hall gives the Force more opportunities to 
  connect with the employer of their choice.
  The Employer column in the Employer Table refers to the 
  same factions as on the Faction Budget Modification Table (see 
  Force Creation, p. 12)
  In the Independent Employer column, the “Corporation” result 
  refers to any Inner Sphere or Periphery corporation. Contracts 
  with them are usually prized as they often result in repeat work if 
  the Force’s performance is satisfactory, and because corporations 
  often pay well to ensure deniability (at the expense of making 
  the mission “covert,” and thus worth less to improve a reputation 
  score). Not all corporate employers want covert operations, of 
  course. Some seek the deterrence value of posting a reputable 
  military Force at an important installation.
  The “Planetary Government” result refers to any planetary 
  government in the Inner Sphere or Periphery that has a problem 
  not being dealt with by their interstellar government. 
  The “Noble” result refers to missions where a noble or wealthy 
  individual (or family) hires the Force. 
  The “Mercenary” result refers to a contract in which another 
  mercenary command is hiring the Force as a subcontractor.
  Pirates: This step is not so much determining an employer 
  as selecting a victim. Pirates roll in the same manner as a 
  mercenary Force with the “No Hall” modifier. The result is the 
  victim targeted by each raid opportunity. 
  Government: A government Force’s employer is always their 
  chosen government; no roll is necessary or possible.
  Pirates do not generate 
  these opportunities at Hiring 
  Halls. Instead, they roll in the 
  same way as mercenaries to 
  generate “offers,” using the “No 
  Hall” option and their leader’s 
  Investigation skill instead of 
  Negotiation. This number 
  of offers is then taken to the 
  next step to determine what 
  sort of raiding opportunities 
  are available that month.
  Government: Government 
  Forces also do not generate 
  offers at Hiring Halls. Instead, 
  they roll for opportunities as if using a Great Hall (generally, 
  governments have no trouble finding missions for their militaries).
  Within the universe, the characters and their government 
  Force will not actually be given a selection of missions; 
  governments rarely provide their military Forces with a menu of 
  missions in which they might be interested. Instead, this roll for 
  opportunities is strictly “out of character” between the players 
  and, if present, the GM to give players with government Forces 
  a more entertaining range of missions. The mission may even be 
  an opportunistic raid that the government Force’s commander 
  has found without input from higher command.
  Unlike pirates and mercs, government Forces are not left 
  without income between assignments. By default, a government 
  Force is assigned to garrison duty between other missions.
  STAGE 2: DETERMINE EMPLOYER
  The next step is to determine the prospective employer for each 
  offer received. This step varies markedly between Force types.
  Mercenaries: Mercenaries (and pirates seeking mercenary 
  work) make a 2D6 roll, with modifiers applicable to both the 
  Hiring Hall world (if any), as found on the Contract Modifiers 
  Table, plus the Force’s Reputation Modifier. A result of 
  “Independent” requires a second roll on the Independent 
  Employer column, using the same modifiers.
  If using AToW rules, Connections may also be called upon; the 
  Equip value acts as a modifier to all the Determine Employer 
  rolls for the offers that month.
  The result of the 2D6 roll is not necessarily the matching 
  row on the Employer Table. Rather, the player may select 
  one employer on a row with a value equal to or less than the 
  CONTRACT MODIFIERS TABLE
  Hiring Hall
  Offers
  Employers
  Missions
  Questionable Hall
  0
  –2
  –2
  Minor Hall
  +1
  0
  0
  Standard Hall
  +2
  +1
  +1
  Great Hall
  +3
  +2
  +2
  No Hall
  -3
  –2
  –2
  CONTRACT 
  OFFERS TABLE
  Margin
  Offers
  0 or less
  0
  1 – 2
  1
  3 – 5
  2
  6 – 8
  3
  9 – 10
  4
  11 – 12
  5
  13 or more
  6
  CONTRACTS EMPLOYERS TABLE
  Modified 
  2D6 Roll 
  Employer 
  Independent Employer
  2 or  
  less
  Independent Worlds 
  or Small State
  Noble
  3
  Independent Worlds 
  or Small State
  Noble
  4 
  Independent Worlds 
  or Small State
  Planetary  
  Government
  5 
  Independent Worlds 
  or Small State
  Planetary  
  Government
  6 
  Minor Power
  Mercenary
  7 
  Minor Power
  Major Periphery State
  8 
  Major Power
  Major Periphery State
  9 
  Major Power
  Minor Periphery State
  10 
  Major Power
  Minor Periphery State
  11 
  Major Power*
  Corporation
  12 or 
  more
  Major Power*
  Corporation
  *Or Super Power, if one exists in the era  (see Stage 2, Step 2: Modify a Budget 
  under Force Creation, p. 11)
  ������������������������������
  
  Government: Government Forces roll in the same way 
  mercenary Forces. Use the column appropriate to the government: 
  Inner Sphere/Clan or Independent.
  STAGE 4: NEGOTIATE TERMS
  After assessing the options, a Force then selects one. Mercenaries 
  must negotiate a contract; pirates settle on a target to raid; and 
  government Forces determine their level of funding and support 
  (rather like mercs) before going on their new mission. See the 
  Campaign section for a description of mission types.
  The process for negotiating a contract (or determining support, 
  or determining the target) differs somewhat by Force type.
  Mercenaries: Once the employer and Mission Type are known, 
  the specific terms need to be determined. Mercenary contracts 
  (including contracts for pirates operating as mercenaries) address 
  seven payment terms: Base Payment, Length, Operations Tempo, 
  Employer Factor, Reputation Factor, Transport Costs and Final 
  Payment. Most steps produce a number that is added or multiplied 
  together as follows:
  Final Payment = (Base Payment x Length of Mission x Operations 
  Tempo x Employer Factor x Reputation Factor) + (Base Payment x 
  Transport Period x Employer Factor x Reputation Factor) + Support 
  Payment + Transport Payment
  In addition to the payment terms, Command Rights and Salvage 
  Rights must also be resolved. 
  Use the Master Contract Terms and Supplemental Contract 
  Terms tables below for reference in the negotiating process, 
  and refer to the description of each contract term (following the 
  tables) for explanations of how to roll each term. In most cases, 
  the default method to determine a contract term is to roll 2D6 
  against the appropriate column of the Supplemental Contract 
  Terms Table, with the rolls modified by values found on the Master 
  Contract Terms Table.
  For example, command rights for a mercenary command with a final 
  Reputation Rating of 6 hired to stage an objective raid for the Draconis 
  STAGE 3: DETERMINE THE MISSION
  After determining the employer (or victim) for each opportunity, 
  the next step is to determine the type of mission offered. Again, 
  the details differ by Force type. Note that this negotiation may be 
  handled remotely; a Force commander needn’t physically travel 
  to a Hiring Hall if it possesses an A- or B-rated HPG. When a GM 
  is present, the players may agree to use a negotiator other than 
  the Force commander, including an NPC drawn from the Force’s 
  administrative staff.
  Mercenaries: To determine the mission, make 1 Negotiation Skill 
  Check per offer and apply both the Negotiation Skill modifiers and 
  the Hiring Hall modifiers. Then roll 2D6 again, and add the Margin 
  of Success of the Negotiation Skill Roll. The result determines the 
  Force’s mission, consulting the Missions Table below.
  If using AToW rules, Connections may also be called upon; the 
  Equip value acts as a modifier to all Determine Mission Rolls for 
  offers that month. If they wish, players may apply the Margin of 
  Success from the Negotiation Skill Roll and/or the modifier from 
  the Equip value of any Connections used as a negative modifier to 
  the 2D6 roll for determining the mission. This improves the odds 
  of finding covert assignments. 
  If the result of the roll is “Covert” and the Force is non-Clan, roll 
  again on the Covert column. If the result is “Special”, roll again on 
  the Special column. If the Force is Clan, ignore Special and Covert 
  results and re-roll on the Inner Sphere/Clan column. 
  For results with two entries (e.g., Cadre/Garrison Duty), the better-
  paying of the two missions serves as the basis for determining 
  payments. The mission simply entails duties of both entries (e.g., 
  Riot/Garrison duty will involve garrisoning a riotous population.)
  Pirates: Pirates roll 2D6 on the Pirate column of the Missions 
  Table. If using AToW rules, Connections may also be called upon; the 
  Equip value acts as a modifier to all the Determine Mission Rolls for 
  opportunities that month. Players may apply the Margin of Success 
  from the Negotiation Skill Roll and/or the modifier from the Equip 
  value of any Connections used as a negative modifier to the 2D6 
  roll. The ability to add or subtract the Connections modifier should 
  aid a pirate Force in finding a better target.
  MISSIONS TABLE
  Roll
  Inner Sphere/Clan
  Independent
  Corporation
  Special
  Covert
  Pirate
  2 or less
  Covert
  Covert
  Covert
  Covert
  Terrorism
  Recon Raid
  3
  Special
  Special
  Covert
  Guerrilla*
  Assassination
  Recon Raid
  4 
  Pirate Hunting
  Planetary Assault
  Special
  Guerrilla
  Assassination
  Recon Raid
  5 
  Planetary Assault
  Objective Raid
  Objective Raid
  Recon Raid*
  Espionage
  Recon Raid
  6 
  Objective Raid
  Extraction Raid
  Extraction Raid
  Extraction Raid
  Sabotage
  Objective Raid
  7
  Objective Raid
  Pirate Hunting
  Recon Raid
  Retainer
  Guerrilla
  Objective Raid
  8
  Extraction Raid
  Security Duty
  Objective Raid
  Recon Raid
  Recon Raid
  Objective Raid
  9
  Recon Raid
  Objective Raid
  Security Duty
  Relief Duty
  Diversionary
  Objective Raid
  10
  Garrison Duty
  Garrison Duty
  Garrison Duty
  Diversionary*
  Observation
  Objective Raid
  11
  Cadre Duty
  Cadre Duty
  Cadre/Garrison Duty
  Riot/Garrison Duty
  Mole Hunting
  Objective Raid
  12 or more
  Special
  Special
  Special
  Cadre/Garrison Duty
  Security
  Objective Raid
  *Offered with Planetary Assault contract, to begin immediately at termination of first contract.
  ������������������������������
  
  41
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORCE 
  OPERATIONS
  SOLAR SYSTEM 
  GENERATION
  If players do not regularly engage in aerospace battles 
  that endanger their Large Spacecraft, then the cost of the 
  Large Spacecraft is not factored into the Base Payment. If 
  players regularly play out aerospace engagements that would 
  endanger their Large Spacecraft, add 1 percent of the cost of 
  the regularly-threatened Large Spacecraft to the base payment. 
  In most games, this only means DropShip costs are added, but 
  campaigns featuring WarShips or played out in eras where 
  JumpShips and space stations are fair game may add 1 percent 
  of the cost of those vessels, too. This should be approved by 
  the GM or, lacking a GM, all players involved in the campaign.
  Furthermore, on some missions the fuel cost component of 
  the peacetime operating cost may be reduced. This occurs in 
  garrison and cadre contracts where the Force is able to generate 
  its own hydrogen, as hydrogen fuel costs are not considered in 
  the peacetime operating cost for contract purposes.
  The intent of this payment system is to give Forces reasonable 
  profits while allowing for catastrophic losses, such as the 
  destruction of a DropShip or loss of a majority of their ground 
  combatants in just a few battles. Mercenaries can become quite 
  rich if they avoid disaster, while pirates will be able to survive to 
  terrorize another planet, and government Forces will be secure in 
  the knowledge that their generous government pensions might 
  cover the property taxes on their half-hectare retirement farm 
  (government Force profits, of course, are never redistributed to 
  the soldiers, just retained for the government Force’s operations).
  Length of Mission
  The Master Contract Terms Table reflects the typical base 
  duration of the mission. After determining the base duration, 
  add in the length of time required for the Force to redeploy to 
  the mission site.
  Unless the mission is on the same planet, deployment time 
  is calculated as 2 weeks plus 1.1 weeks per jump to reach the 
  site of the mission, and then multiply by 2 (to calculate the 
  round-trip travel time). Divide the number of transit weeks by 
  4 and round up to the nearest whole number to determine the 
  number of transit months for the mission.
  The default number of jumps is calculated by plotting 
  a straight line between the Force’s current location and the 
  mission’s location on a map of the BattleTech universe such 
  as those in the Handbook series, then dividing by 30 light-
  years, multiplying the number of jumps by 1.2 to reflect 
  course deviations to stick to inhabited systems, and rounding 
  up to the nearest whole number. If such a straight course is 
  patently unwise (for example, it requires passing through a 
  hostile nation), the controlling player (and GM, if present) must 
  calculate the course that covers the next least distance.
  If players do not have a map covering the necessary regions of 
  space, they may simply roll 2d6 to determine the number of jumps.
  The final length of the contract is a major factor in calculating 
  payment (and a Force’s expenses), as it is multiplied by the 
  Force’s base payment and multipliers discussed below.
  Finally, the length of the Mission Period and Transport Period 
  should be noted separately. Some reimbursement calculations 
  only apply to the length of the mission, not the period in which 
  a Force is moving to the mission site.
  Combine (a major power noted to be stingy and controlling with 
  mercenaries) have a total modifier of –3 (0 for Major Power, –2 for 
  a Controlling Employer, –1 for Reputation 6). If the player then 
  rolls a 6 on the Supplemental Contract Terms Table for command 
  rights, the result becomes 3 (6 + –3 = 3), and thus the mercenary 
  Force is offered House command for this mission. 
  Forces with player characters involved in the negotiating 
  process may modify the dice roll results for several of the terms 
  (Command Rights, Salvage Rights, Support Costs, and Transport 
  Costs) by using a character as a negotiator. After finding the 
  result with the aforementioned 2D6 roll, players should take 
  the following steps:
  To negotiate one of those contract terms with PCs, make an 
  Opposed Negotiations Skill Check, modified by all applicable 
  Traits (Attractive, Impatient, Introvert, Patient, Reputation, and 
  Unattractive). Other Traits may also have an impact at the GM’s 
  discretion, and circumstances might also require modifiers to 
  be in effect.
  Using this PC-negotiated process, a given contract term can be 
  improved by 1 step on the Supplemental Contract Terms Table for 
  every 2 points of Margin of Success, or reduced by 1 per every 2 
  points of Margin of Failure. For example, if Command Rights had 
  initially been rolled as 5 (House command), a Margin of Success 
  of 6 would be needed for it to adjust upward to 8 (Liaison). If a 
  Margin of Failure of 6 or more occurred, the Command Rights 
  result instead would have become 2 (Integrated).
  Most employers take care to staff or hire skilled negotiators, 
  and in most cases a Soldier-level negotiator NPC is appropriate 
  (see pp. 336-339, AToW). For those without it, the NPC has a base 
  Negotiation value [6 intelligence +2 Skill Rating] of 8). In some 
  cases, the employer will have gone to the expense of making a 
  negotiator available that qualifies as a Savant or Boss NPC. This 
  is rarely done without some ulterior motive, or else an Enemy 
  has exercised some resources to make life more difficult. 
  Pirates: The process for arranging a pirate raid is basically the 
  same as setting up a mercenary contract. However, instead of 
  negotiating terms, the rolls made to build the contract represent 
  the pirates’ process of locating a target (competing against 
  security and intelligence agencies rather than negotiating), 
  and the value recovered from it.
  Pirates automatically retain 100 percent of all salvage and 
  have “independent” Command Rights, but must provide their 
  own transport and cover their own pay and supplies. Pirates 
  must hope that their raids are profitable; no one will reimburse 
  them, regardless of the outcome.
  Government: The government process is the same as the 
  mercenary process, differing only in superficial terminology 
  (“determining support” versus “negotiating a contract.”) 
  Between other missions, a government Force is automatically 
  assigned to garrison duty at a payment per month equal to 100 
  percent of their peacetime operating cost.
  Base Payment
  The Base Payment for a mission is 75 percent of 1 month of 
  the Force’s peacetime operating cost, plus 5 percent of the total 
  cost of combat units in the Force that are not Large Spacecraft. 
  This base payment is paid for each month of the contract.
  ������������������������������
  
  MASTER CONTRACT TERMS TABLE
  Mission Type
  Op. Tempo 
  Multiplier
  Base  
  Length
  Command 
  Modifier
  Salvage 
  Modifier
  Support 
  Modifier
  Transport 
  Modifier
  Assassination
  1.9
  3 months
  +2
  +1
  –1
  –3
  Cadre Duty
  0.8
  12 months
  0
  0
  +1
  0
  Diversionary Raid
  1.8
  3 months
  0
  +2
  +2
  +1
  Espionage
  2.4
  12 months
  –1
  +4
  –3
  –2
  Extraction Raid
  1.6
  3 months
  –1
  -1
  +2
  +1
  Garrison
  1.0
  18 months
  +1
  0
  +1
  0
  Guerrilla
  2.1
  24 months
  –2
  +3
  –2
  –1
  Mole Hunting
  1.2
  6 months
  –3
  0
  +2
  +1
  Objective Raid
  1.6
  3 months
  –1
  0
  +1
  +2
  Observation Raid
  1.6
  3 months
  –1
  –2
  +1
  –1
  Pirate Hunting
  1.0
  6 months
  +2
  +2
  –1
  –1
  Planetary Assault
  1.5
  9 months
  –2
  0
  +2
  +3
  Recon
  1.6
  3 months
  –1
  –2
  +1
  –1
  Relief Duty
  1.4
  9 months
  –1
  +1
  +1
  +1
  Retainer
  1.3
  12 months
  –2
  0
  +2
  +1
  Riot Duty
  1.0
  4 months
  –2
  +1
  +2
  0
  Sabotage
  2.4
  24 months
  –1
  +4
  –3
  –2
  Security Duty
  1.2
  6 months
  –3
  0
  +2
  +1
  Terrorism
  1.9
  3 months
  +2
  +1
  –1
  –3
  High Risk
  +0.5
  As mission
  –1
  –2
  +1
  0
  Covert Operation
  +0.3
  As mission
  +1
  +1
  –1
  –1
  Employer Modifiers  
  Employer
  Employment 
  Multiplier
  Command 
  Modifier
  Salvage 
  Modifier
  Support 
  Modifier
  Transport 
  Modifier
  Super Power
  1.3
  0
  0
  +1
  +2
  Major Power
  1.2
  0
  –1
  0
  +1
  Minor Power
  1.1
  0
  –2
  0
  0
  Independent World
  1
  0
  –1
  –1
  0
  Mercenary/Corporation
  1.1
  –1
  +2
  +1
  +1
  Typical Employer
  0
  0
  0
  0
  0
  Stingy Employer
  –0.2
  0
  –1
  –1
  –1
  Generous Employer
  +0.2
  0
  +1
  +2
  +1
  Controlling Employer
  0
  –2
  –1
  0
  0
  Lenient Employer
  0
  +1
  +1
  0
  0
  Pre-Succession Wars
  0
  0
  –2
  0
  0
  Post-Clan Invasion
  0
  0
  –2
  0
  0
  Unit Reputation Trait
  Reputation
  Payment 
  Multiplier
  Command 
  Modifier
  Salvage 
  Modifier
  Support 
  Modifier
  Transport 
  Modifier
  0 (Unrated)
  –2
  –1
  –1
  –3
  1
  –1
  –1
  –1
  –2
  2
  –1
  0
  0
  –2
  3
  –1
  0
  0
  –1
  4
  0
  0
  0
  –1
  5
  0
  0
  0
  0
  6
  +1
  +1
  0
  0
  7
  +1
  +1
  0
  0
  8
  +1
  +1
  +1
  0
  9
  +2
  +2
  +1
  +1
  10+
  +3
  +2
  +2
  +2
  ������������������������������
  
  43
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORCE 
  OPERATIONS
  SOLAR SYSTEM 
  GENERATION
  Manual series of sourcebooks. (The Lyrans, for example, are often 
  considered generous employers.) More obscure factions (for 
  example, the Chesterton Trade League) should leave this value as 1.
  Reputation Factor
  This is based on the Force’s final Reputation Rating. It is 
  equal to 20 percent of the final Reputation Modifier plus 0.5, 
  not rounded. This reflects a bonus to a Force’s payment for those 
  with an excellent reputation, and a penalty for those Forces 
  with a poor reputation. Pirates working as mercenaries will find 
  themselves hard-pressed to earn any funds.
  Transport Payment
  When a Force does not have its own DropShips and JumpShips, 
  employers customarily offer to reimburse the Force for a certain 
  percentage of the cost (which may represent the employer 
  loaning its vessels, or vessels the Force leases on its own.)
  When using the Contract Terms tables, the percentages shown 
  on the Supplemental Terms Table reflect the total cost of using 
  DropShips and JumpShips for which the employer will compensate 
  the Force in payment. The number represents the amount paid for 
  chartered transportation, in cases where the mercenary Force does 
  not have its own vessels and the employer does not offer any. Both 
  of these numbers are presented to the Force in the initial contract 
  offer and are generated on a single roll.
  The typical transport costs for military Forces are 0.5 percent 
  of a DropShip’s purchase price (rounded up to the nearest CB) 
  per month or fraction of a month, and 100,000 CB per docking 
  collar per jump on JumpShips. 
  Additional prices may apply for this transportation. Skilled 
  DropShip crews are valuable in combat situations and thus 
  command a premium; multiply the rental cost of a DropShip 
  by 1.5 for Veteran crews and by 2 for Elite crews. (Green crews 
  do not offer cost savings, as they still operate an invaluable 
  asset and charge for it.) JumpShips, meanwhile, profit from 
  Operations Tempo
  This is a basic multiplier of the peacetime operating cost for 
  the anticipated level of risk and effort a Force must put into a 
  mission. The multiplier is found on the Master Contract Terms 
  Table. There are a couple of modifiers added to the Operations 
  Tempo multiplier: high risk and covert operation.
  A high-risk mission is one where the opposing Forces have 
  significantly more firepower than the player’s Force (and any 
  NPC Forces it is working with). While the final judgment is up to 
  the GM (if present) or agreement of all players, a rule of thumb 
  is that if the Battle Value of the opposing Force is more than 
  double that of the player Force, then the mission is high risk.
  A covert operation is one where the employer is not publicly 
  associated with the player’s Force. Rescue, ransom, and aid are 
  not likely, and it is a contract breach (see p. 46) for the Force 
  to reveal its employer. In many cases, this entails keeping the 
  identity of the Force hidden, too.
  This cost multiplier is often handy for providing the Force with 
  some additional cash prior to expensive combat operations. 
  Reimbursement for combat expenses is handled separately, 
  and often received at the end of a mission.
  Employer Multiplier
  Certain employers pay more than others, and some pay 
  less. This generally depends on how wealthy and powerful the 
  nation is, but that varies. Examples of “super power,” “major 
  power,” “minor power,” and “independent world” are found in 
  the Faction Budget Modification Table (see p. 12).
  The Employment Factor is also found on the Master Contract 
  Terms Table. At the discretion of the GM or all the players involved, 
  the employer may be considered stingy or generous with the 
  type of Force (mercenary, government, or pirate). For factions 
  commonly in play (that is, the Houses of the thirty-first century), 
  this is usually determined from descriptions of how a faction treats 
  mercenaries or its own troops as detailed in the Handbook or Field 
  SUPPLEMENTAL CONTRACT TERMS TABLE
  2D6
  Command Rights
  Overhead Compensation
  Salvage Rights
  Support Rights
  Transport Terms
  1 or less 
  Integrated
  None
  None
  None
  None
  2
  Integrated
  None
  Exchange
  None
  20%
  3
  House
  Half
  Exchange
  Straight/20%
  25%
  4
  House
  Half
  10%
  Straight/40%
  30%
  5
  House
  Half
  20%
  Straight/60%
  35%
  6
  House
  Half
  30%
  Straight/80%
  45%
  7
  House
  Full
  40%
  Straight/Full
  50%
  8
  Liaison
  Full
  50%
  Battle/10%
  55%
  9
  Liaison
  Full
  60%
  Battle/20%
  60%
  10
  Liaison
  Full
  70%
  Battle/40%
  Full
  11
  Liaison
  Full
  80%
  Battle/60%
  Full
  12
  Independent
  Full
  90%
  Battle/80%
  Full
  13 or more
  Independent
  Full
  Full
  Battle/100%
  Full
  ������������������������������
  
  jumping as often as possible with as many DropShips as possible, and 
  thus will charge a hiring Force for any unused docking collars. JumpShips 
  will also charge for all docking collars at the rate of 100,000 CB per week 
  per docking collar when kept idle, waiting for a military Force to complete 
  its mission.
  These charges may also be used as price guidelines for a military Force with 
  excess transportation capacity looking for profit on the side.
  Wilma’s Wabid Wombats are a company-sized combined 
  arms Force hired on a “short and simple” (so the employer 
  says) raid on a star system one jump from the Wombats’ current 
  garrison. Lacking a DropShip or JumpShip, the Wombats 
  have to contract both. The mission is short: a week to reach 
  the JumpShip, the instantaneous jump, a week to the target 
  planet, two weeks of raiding mayhem, then a week back to 
  the JumpShip, and finally a week to the garrison planet. To 
  Wilma’s delight, she finds another military Force on her garrison 
  planet (Arnold’s Avengers, or something silly like that) who are 
  currently on R&R and are willing to loan the Wombats their idle 
  Seeker and Invader.
  The mission requires six weeks of use of the Seeker-class 
  DropShip (crew of average skill) for the round trip, so 
  Arnold bills the Wombats for 1.5 months at 0.5 percent 
  of the Seeker’s 225,829,968CB purchase price: 1,693,725 
  CB. The Wombats are conducting the raid alone and the 
  JumpShip is in use for two jumps over six weeks (from 
  the time the Seeker launches to the time it lands and 
  the Invader is recharged to take on a new client 
  DropShip). Arnold accordingly bills the Wombats for 
  three docking collars on two jumps (1,200,000 CB), plus 
  four weeks of enforced idleness while the Wombats 
  are transiting the target system and raiding the 
  planet (1,200,000 CB). The total transport bill 
  handed to the Wombats is 3,093,725 CB, which 
  Wilma will carry to her employer in negotiations.
  Support Payment
  Support denotes how much of the Force’s 
  combat operations costs the employer will 
  reimburse above and beyond peacetime 
  operating costs. Support costs include the cost 
  of replacement parts and materiel as well as outside 
  technical assistance. Customarily, employers offer either 
  straight support or battle-loss compensation. The level of 
  support is rolled from the Supplemental Contract Terms Table 
  after the negotiation roll.
  Under a straight support arrangement, the employer agrees 
  to pay a percentage of the command’s monthly peacetime 
  operating expenses as a bonus for the period of the mission 
  (not counting transport time). When combat is expected, 
  a straight support arrangement usually benefits the 
  employer, as the expenses of repairing battle damage can 
  quickly exceed normal maintenance costs. On cadre missions 
  and other light duty, such as garrison posts in “safe” zones, the 
  arrangement usually benefits the mercenary Force.
  ������������������������������
  
  45
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORCE 
  OPERATIONS
  SOLAR SYSTEM 
  GENERATION
  Under liaison command, the mercenary Force accepts 
  a liaison that represents the employer and accompanies 
  them during the mission. In exchange, the employer 
  assumes limited legal responsibility for the actions of the 
  mercenary Force during the length of the contract. The 
  liaison—usually a regular officer, or mercenary veteran—
  monitors all mercenary command decisions and generally 
  watches out for the employer’s interests. Depending on the 
  power of the employer and the strength of the contract, a 
  liaison can bring heavy pressure to bear on the mercenary 
  Force and can be a damaging witness in any post-mission 
  hearing. Corporations, most Periphery realms and smaller 
  states favor liaison command. However, most Great Houses 
  will use liaisons if pressed for it, depending on the needs of 
  the mission.
  Under House command, the mercenaries are placed 
  under the direct authority of a regular military officer 
  designated by the employer. This designated commander 
  may dictate tactics and strategies to the mercenary group, 
  but the Force otherwise retains command integrity. 
  Under this arrangement, the employer assumes full legal 
  responsibility for the mission and the mercenaries’ conduct 
  during the contract, unless the employer can demonstrate 
  that the mercenaries willfully disobeyed the orders of 
  their designated commander. The Successor States prefer 
  House command, and the Lyran Alliance usually agrees 
  to nothing less unless the mercenary command grants 
  severe concessions elsewhere in the contract. Furthermore, 
  certain closely coordinated raids, garrison and assault duties 
  virtually demand House command to ensure all participating 
  troops are properly deployed.
  Under integrated command, the employer assigns regular 
  officers to most of the mercenary Force’s command positions, 
  effectively making the mercenaries part of the regular House 
  troops for the duration of the contract. The employer assumes 
  full legal responsibility for the mission and the mercenaries’ 
  conduct during the contract, unless the employer can 
  demonstrate that the mercenaries willfully disobeyed the 
  orders of the designated commanders. Generally, employers 
  use this arrangement when hiring mercenaries to bolster 
  regular Forces for large assaults or raids, though most Great 
  Houses grant a mercenary group House command rights in 
  such situations if pressed. Understandably, mercenary leaders 
  shun integrated command because it requires them to give up 
  virtually all control over their troops.
  Salvage Rights
  Throughout the Succession Wars and especially in the 
  Clan Invasion era, salvage rights were one of the most closely 
  contested contract terms in a mercenary negotiation. Forces 
  have historically preferred to keep whatever they capture, as 
  battlefield salvage can dramatically increase the profit margins 
  for a successful mission. For many mercenaries and pirate Force, 
  salvage is the only way to earn a profit.
  Employers, on the other hand, see salvage rights as a way to 
  gain back some of the money they are spending on the Force, 
  to say nothing of the potential to reverse-engineer captured 
  With a battle-loss compensation arrangement, the 
  employer agrees to cover a percentage of the cost of repairing 
  or replacing the command’s battlefield losses and damage. 
  Customarily, the employer is required to compensate the 
  Force within six months of the date of loss. This compensation 
  is cumulative, so if a particular piece of equipment is destroyed 
  and replaced four times over the course of several battles, 
  the employer might owe a percentage of four replacements. 
  Compensation can be paid in C-bills or a combination of C-bills 
  and equipment, but a replacement item must exactly match 
  the destroyed item. 
  Withholding battle-loss compensation constitutes a 
  breach of contract and exposes an employer to severe fines. 
  Understandably, mercenaries expecting battle will push 
  for battle-loss compensation, while their employers prefer 
  straight-support terms (an employer will gladly agree to pay 
  all of a Force’s regular maintenance expenses rather than be 
  responsible for replacing a handful of ’Mechs, which may be 
  worth millions of C-bills each).
  Final Payment
  Final Payment for a mission by a mercenary or government 
  Force is calculated as stated above:
  Final Payment = (Base Payment x Length of Mission x 
  Operations Tempo x Employer Factor x Reputation Factor) 
  + (Base Payment x Transport Period x Employer Factor x 
  Reputation Factor) + Support Payment + Transport Payment
  Most of these terms are calculated in advance of the 
  mission, so the Force will know the potential profit or loss from 
  the mission. Support Payment is only determined afterward 
  based on what the employer is required to reimburse for 
  battlefield activities.
  Command Rights
  Command rights fall into four categories: independent, 
  liaison, House and integrated. Only mercenaries (and pirates 
  under a mercenary contract) roll for command rights. 
  Pirate Forces are otherwise automatically independent 
  commands, while government Forces are automatically  
  integrated commands.
  When rolling for command rights, players should first consult 
  the appropriate Handbook or Field Manual for an employer to 
  determine if the employer has a reputation for being lenient 
  or controlling toward mercenary commands. If that can’t be 
  determined, use a typical command per the Master Contract 
  Terms Table.
  Independent command allows a Force full battlefield 
  autonomy, with no interference from the employer, the 
  employer’s troops or an employer’s representatives (though the 
  mercenary Force remains bound to explain any questionable 
  actions to the employer and/or any outside authority or 
  arbitrator after the contract expires). Particularly during covert 
  missions, employers grant independent command rights 
  because doing so shields them from any legal responsibility 
  for the mercenaries’ actions under the contract.
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  ADDITIONAL 
  RULES
  The following miscellaneous rules cover contract breaches, 
  building bases, and procuring equipment after unit creation.
  WARTIME DEFINITION AND COSTS
  These rules use a simple, binary definition of peacetime and 
  wartime. A Force is considered to be in peacetime while executing 
  certain types of missions (garrison duty, cadre duty, and security 
  duty), being transported to a new mission, or while unemployed. 
  In other circumstances, the Force is in wartime.
  Wartime operating costs start at peacetime costs (for salaries, 
  fuel, ammunition, and spare parts), representing the assumption 
  that peacetime costs are a baseline for the Force’s activity on a 
  mission, including regular training outside of actual combat. 
  Additional costs are applied according to actual combat.
  Salaries will change as personnel are killed or hired. As a 
  simplification, the dead personnel will still be paid in full for the 
  month in which they die.
  Fuel consumption starts at the peacetime baseline. Units that 
  explicitly track fuel points as a function of movement (spacecraft 
  and fighters; see p. 34, SO) add fuel expended in combat missions 
  to the peacetime baseline. Other units determine the mass of fuel 
  expended in addition to the peacetime baseline (see p. 35, SO).
  Maintenance costs add repair and replacement costs above the 
  peacetime baseline. The cost to replace a component in a unit is 
  equal to the price listed on pp. 274-286, TM. Component repair 
  costs are one-fifth of the component purchase cost.
  Ammunition costs also start at the peacetime baseline. Additional 
  combat costs are simple: track ammunition expended in combat. 
  CONTRACT BREACHES AND MISSION FAILURES
  Sometimes, regardless of the players’ best efforts, a military 
  Force fails to complete a mission or perhaps even violates the 
  terms of its contract, resulting in a breach. Players with mercenary 
  Forces should avoid events like these whenever possible, as their 
  outcome can seriously harm a mercenary command’s standing (see 
  Reputation, p. 35).
  Pirates are exempt from contract breaches and mission failures 
  (unless operating under contract to an outside employer). A pirate 
  Force that fails its mission may, at the players’ or GM’s discretion, 
  face the wrath of its commander or Bandit King. 
  Finally, government Forces suffer negative results from mission 
  failure and contract breach just like mercenary Forces, though the 
  terms for contract breach are different (dereliction of duty and 
  disobeying orders being common examples). The final results also 
  differ. Whereas a mercenary Force will lose Reputation and may 
  be fined and/or face hiring bans, a government Force usually sees 
  punishment of its personnel (such as court-martials of its officers, 
  who will then likely be removed from the Force).
  enemy technologies. The method of assigning salvage rights has 
  varied over the centuries, but currently four main levels of salvage 
  rights are recognized by virtually every Force and employer in the 
  business: full, exchange, shared and none.
  Salvage rights apply to mercenary and government Forces, 
  not pirates. For mercenaries, the reasons to battle for control of 
  salvage are obvious. Government Forces likewise have issues with 
  salvage: their commanding government may take salvage away 
  from a victorious Force to share with others. Pirates automatically 
  have full salvage rights.
  Full salvage rights and no salvage rights are self-explanatory. 
  In the former case, Forces can cart off all equipment captured 
  during the mission, barring any objects or persons specially 
  designated by the contract (such as the targets of an extraction 
  or objective raid). Gaining full salvage rights generally takes some 
  hard bargaining, however. 
  No salvage rights means the employer is entitled to all salvage 
  the mercenary Force brings back. Employers rarely stipulate “no 
  salvage rights” in the absence of at least liaison command, as 
  the employer knows that a mercenary Force will not likely bring 
  anything home if it isn’t entitled to keep anything.
  A command with exchange rights must turn over all salvaged 
  items to its employer at the end of the mission, and in exchange 
  receives fair market value for a percentage of the items, paid 
  in C-bills or materiel. Exchange rights came into widespread 
  practice to address salvaged Clan technology, and employers 
  customarily provide an equivalent item of advanced Inner 
  Sphere technology when possible. As an ideal middle ground, 
  most employers are willing to settle for exchange rights when 
  it comes to salvage, as the employer generally gets first pick of 
  the equipment to be exchanged.
  Shared rights are an alternative to exchange rights that are 
  more common in the case of missions not directed against the 
  Clans. Under this arrangement, the mercenary command keeps 
  a certain percentage of all salvaged items (figured by tonnage), 
  while the employer receives the rest. Because the mercenaries 
  select the items they keep in this case, most employers prefer 
  exchange rights.
  With regard to the Contract Terms tables for salvage rights, 
  the player may need to make two rolls. If the roll result yields a 
  percentage or Full, the mercenary or government command is 
  offered that percentage of what are considered shared salvage 
  rights, meaning that the Force can keep that percentage of the 
  total monetary value of any equipment they capture during the 
  contract. (The remaining percentage goes to the employer.) Full 
  salvage means the mercenary command claims all captured 
  equipment during the contract. On a result of Exchange, the 
  player must make a second roll, throwing out any result that 
  does not yield a percentage or Full. The result kept is the amount 
  of all captured equipment for which a Force may receive fair 
  market value—in C-bills or equipment of equivalent (but 
  generally lower) technology. The remaining equipment goes 
  to the employer. 
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  47
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORCE 
  OPERATIONS
  SOLAR SYSTEM 
  GENERATION
  does not apply in the absence of a GM, or when fault is unclear. 
  An additional –2 penalty applies to the mercenary negotiator’s 
  roll if the contract was not handled through the MRBC (or other 
  recognized mercenary review board appropriate to the era). 
  A +1 bonus applies to the mercenary negotiator’s roll if the 
  mercenary command has a Reputation Modifier of 7 or higher, 
  while a –1 applies to mercenary commands with a Reputation 
  Modifier of 3 or lower. Compare the results of each negotiator’s 
  roll to determine the outcome of the hearings, based on which 
  side is leveling contract breach charges against the other.
  If the employer accused the mercenary command of contract 
  breach, and the employer’s roll result (or Margin of Success) 
  exceeds that of the mercenary command, the mercenary Force 
  has been found guilty of contract breach. The Force automatically 
  loses 25 points from its Reputation Score along with all remaining 
  payment under the contract. Furthermore, for every point 
  by which the employer negotiator’s roll exceeds that of the 
  mercenary command, the mercenary command must pay a 
  10,000 C-bill fine, and is placed under a one-month hiring ban.
  If the mercenary negotiator’s roll succeeds, the mission is 
  considered complete; no Reputation Score loss occurs, and the 
  mercenary command receives all remaining contract pay due. 
  If the mercenary negotiator’s roll succeeds by a margin of 5 or 
  more, the employer is found in violation of contract, and the 
  money due the mercenary command is multiplied by half of 
  this Margin of Success. A success by less than 5 means only 
  that the contract is considered null and void and is rated on the 
  command’s record as a successfully completed mission.
  If the mercenary command levels contract breach charges 
  against an employer, the employer’s negotiator must succeed 
  by a margin of 5 in order to declare the mercenary command in 
  breach of contract instead, with all fines and hiring bans (plus 
  the 25-point Reputation Score reduction) occurring per the 
  rules given above. The mercenary negotiator wins full payment 
  multiplied by half his Margin of Success (rounding up) if he 
  succeeds in his contract breach roll.
  After a disagreement with an assigned liaison officer 
  who attempts to order his mercenary command into a 
  suicide mission, Damon Kirkpatrick declares the Lyran 
  Alliance in breach of contract. Both the employer and the 
  mercenary command bring veteran negotiators before the 
  MRBC, which handled the original contract negotiations. 
  Because Kirkpatrick’s Invaders have a Reputation Modifier 
  of 7, a +1 bonus applies to the mercenary negotiator’s roll, 
  bringing the negotiator’s bonus to +6 (+5 for Veteran, +1 
  for a Reputation Modifier of 7 or higher).
  The GM, ruling that the liaison officer overstepped his 
  bounds, applies a –3 modifier to the Lyran negotiator’s 
  roll, leaving the Lyran negotiator with a +3 bonus (+5 
  Veteran, +1 Lyran, –3 employer at fault). The final 2D6 
  roll results for the Invaders and the Lyrans are 13 and 
  10, respectively. The Invaders’ negotiator has won with 
  a Margin of Success of 3 (13 – 10 = 3), which means 
  the Invaders’ mission was declared a success and the 
  remainder of the contract is nullified. If the Invaders’ 
  negotiator had rolled a 16, the Margin of Success would 
  have outdone the employer’s roll by 6, and the employer 
  would have been found guilty of a contract breach. The 
  employer would then be forced to pay three times the 
  remainder of the money due under the contract (6 / 2 = 3).
  Mission Failure & Partial Failure
  To successfully complete a mission, a mercenary or 
  government Force must achieve all the primary objectives 
  defined in the mission contract/orders. If the Force achieves 
  none of the primary objectives despite a credible effort to do 
  so, the mission has failed (but it is not a Contract Breach, see 
  below). If the Force achieves some—but not all—of the primary 
  objectives, the mission is considered a partial success.
  Heavy losses or a Forced withdrawal in the face of overwhelming 
  enemy reinforcements are the most common causes of mission 
  failure. Another frequent cause is a scorched-earth policy by a 
  defender, denying an attacker the objective when a mission calls 
  for capture. In any case where a Force has failed its mission despite 
  putting in a credible effort (meaning the Force did not retreat at 
  the first sight of the enemy or put up only token resistance), the 
  Force suffers a 10-point loss in its Reputation Score.
  Government and pirate Forces do not suffer any further 
  penalties for mission failure. Mercenary Forces that suffer 
  mission failure do not receive any remaining payment or 
  support, and their contracts may be considered terminated 
  upon the day of mission failure.
  A partial failure does not affect Reputation.
  Contract Breach
  Forces that do not even try to achieve the mission goals, or 
  Forces that try to flee with an employer’s funds, or that deliberately 
  violate the terms of their obligations to the employer, are guilty 
  of breaching their contract. By the same token, employers who 
  misrepresent a mission’s parameters, or who lure a command 
  into a compromising position that might Force its members to 
  violate the current rules of war (such as the Ares Conventions or 
  Outreach Accords), may also be found guilty of a contract breach. 
  In either case, a contract breach is a serious offense and often 
  requires legal action to resolve to anyone’s satisfaction.
  In the case of mercenary contracts, charges of contract 
  breach are submitted to a panel of the appropriate mercenary 
  review board of the era (such as the Mercenary Review and 
  Bonding Commission). Disputes without a neutral reviewer are 
  often left unresolved, but have been known to drive mercenary 
  Forces to defection or even piracy against employers they come 
  to perceive as an enemy. To avoid this potential outcome, along 
  with the bad publicity of poor employer-mercenary relations, 
  some non-review board contract disputes are settled through a 
  third-party arbitrator—for example, a ComStar representative—
  who judges the matter in a formal hearing.
  In the case of government Forces, the government usually 
  resolves the matter internally via a court-martial by higher-
  ranking military personnel or political leadership.
  Resolving Mercenary Contract Breaches
  Contract breach hearings may be handled by assigning 
  negotiators for both sides, similar to the contract negotiation 
  process. In a non-GMed campaign, the opposing player may 
  decide to invoke contract breach proceedings on behalf of the 
  employer, but only if the mercenary command has failed in its 
  mission or committed some war crime (see Crimes, p. 36). To 
  resolve the charge of contact breach, both negotiators must 
  roll 2D6 (adding Negotiation Skill modifiers, if using AToW 
  rules). The GM (if any) must then assess a –3 modifier against 
  the party that violated any terms of the contract. This modifier 
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  While turning into a pirate Force is simple, shedding the piracy 
  designation is much more difficult. It is usually accomplished by 
  restoring the Force’s Reputation Rating through years of good 
  behavior and successful missions without backsliding into more 
  piratical actions. If the Reputation Rating exceeds 0, then the pirate 
  Force may be treated as a mercenary Force under these rules. Due 
  to the difficulty of restoring a reputation, a pirate Force more often 
  has to be liquidated and reconstituted as an all-new Force (likely 
  mercenary) with the most-wanted pirate personnel left out of the 
  new Force. This is not likely to work if the entire pirate Force was 
  often involved in highly objectionable crimes like slavery or mass 
  murder of civilians. A GM, or the agreement of all participating 
  players, is required to determine if such a recreation of the pirate 
  Force works.
  Mercenary Forces may transition into permanent government 
  service. This most often happens at the extreme end of “company 
  store” abuse, when the mercenary Force can no longer pay its large 
  debts to a government employer. (This point is usually reached 
  when a Force’s potential monthly income from a mission is smaller 
  than its debt payments, and also usually when the Force’s military 
  equipment is being used as collateral.) Sometimes mercenary Forces 
  that have served with a specific nation for a long time (typically 
  decades) will also accept a permanent relationship with that 
  government, usually on much better terms than a Force trapped 
  through “company store” practices. Unlike transitioning to piracy, 
  becoming a government Force does not (necessarily) change the 
  Force’s Reputation, though it is usually accompanied by elimination 
  of debt, which may modify the Force’s Reputation Score. The exact 
  details of the transition into permanent government service are 
  best addressed by roleplaying, though for gamers not using A Time 
  of War, the transition may be handled with the agreement of all 
  players involved in the game.
  A rare transition of Force types is a government Force becoming 
  a mercenary Force. This is rare because governments seldom allow 
  military Forces to walk away with valuable and dangerous military 
  hardware. Governments usually regard an attempt to do so as 
  desertion and theft, and thus regard the Force as a pirate rather 
  than a mercenary Force. The best known cases of such transitions 
  into mercenary service occurred at the end of the first Star League, 
  when a quarter of the SLDF did not follow Kerensky on the Exodus. 
  With the collapse of the Terran Hegemony, those Forces that did 
  not join one of the Houses became mercenary Forces, some of 
  which remain in operation centuries later. As with mercenary 
  Forces turning into government Forces, there are no hard rules for 
  this sort of transition. A GM, or the agreement of all participating 
  players, is required to mediate the details, including the impact 
  on reputation. A government-turned-mercenary Force may face 
  legitimate charges of theft and breach of contract, lowering its 
  Reputation significantly.
  DEBT DURING A CAMPAIGN
  Sooner or later, it’s likely to happen. Through severe damage, 
  overextended loans or other disasters, financial and otherwise, a 
  military Force may find itself operating constantly beyond its means. 
  Indeed, many new mercenary Forces are often built only by the grace 
  of credit, with founder/commanders forced to pay off the command’s 
  start-up debts with whatever funds remain after paying their own 
  Resolving Government Contract Breaches
  Contract breach hearings may be handled by assigning 
  negotiators for both sides, similar to the contract negotiation 
  process. In a non-GMed campaign, the opposing player may 
  decide to invoke contract breach proceedings on behalf of the 
  government, but only if the government Force has failed in 
  its mission or committed some war crime (see Crimes, p. 36). To 
  resolve the charge of contact breach, both negotiators must roll 
  2D6 (adding Negotiation Skill modifiers, if using AToW rules). The 
  GM (if any) must then assess a –3 modifier against the party that 
  violated any terms of the contract. This modifier does not apply in 
  the absence of a GM, or when fault is unclear. A +1 bonus applies to 
  the Force negotiator’s roll if the government Force has a Reputation 
  Modifier of 7 or higher, while a –1 applies to government commands 
  with a Reputation Modifier of 3 or lower. Compare the results of each 
  negotiator’s roll to determine the outcome of the hearings, based 
  on which side is leveling contract breach charges against the other.
  If the government employer accused the command of contract 
  breach, and the employer’s roll result (or Margin of Success) exceeds 
  that of the command, the Force has been found guilty of contract 
  breach. The Force automatically loses 25 points from its Reputation 
  Score. Furthermore, for every point by which the employer 
  negotiator’s roll exceeds that of the command, the command 
  loses 1 of its personnel (starting with the highest ranking) to court-
  martials, reflecting officers being stripped of command, loss of rank, 
  imprisonment, and/or execution (depending on the government 
  and breach in question).
  If the Force negotiator’s roll succeeds, the mission is considered 
  complete; no Reputation Score loss occurs. If the Force negotiator’s 
  roll succeeds by a margin of 5 or more, the employer is found in 
  violation of contract. However, in most cases this has no measurable 
  impact. (If a high-ranking officer or politician outside the Force 
  is court-martialed or stripped of office, this rarely matters to the 
  government at large or the Force. However, a GM may use this as 
  an opportunity to remove a rival or enemy of the Force.)
  If the government Force levels contract breach charges against 
  the government, the government’s negotiator must succeed by 
  a margin of 5 in order to declare the Force in breach of contract 
  instead, with all reputation loss and removal of personnel occurring 
  per the rules given above. If the Force’s negotiator wins, the result 
  is the same as victory described in the above rules: likely nothing 
  other than sparing the Force a loss of reputation.
  CHANGING FORCE TYPE
  A Force can change types over the course of its existence. 
  The most common examples are a Force turning to piracy or a 
  mercenary Force becoming a government Force, but other changes 
  are possible.
  Turning to piracy is accomplished through actions. A mercenary 
  or government Force simply ceases to obey orders from its 
  employer/government and begins performing pirate missions. 
  After completing the first pirate mission, the Force is considered 
  a pirate Force. Its prior reputation score is erased and the Force 
  recalculates its reputation as a new pirate Force (see page 32). An 
  advantage is that any debt the Force carries is essentially wiped out, 
  though an enterprising GM may make a campaign of a determined 
  lender’s efforts to collect collateral from the wayward Force.
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  49
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORCE 
  OPERATIONS
  SOLAR SYSTEM 
  GENERATION
  in the Loan Table according to the Interest with Reduced Collateral 
  or Interest with Increased Collateral columns, as appropriate. As 
  a simplification, final interest is calculated at the beginning of a 
  year, including the first year in which a loan is taken out. 
  Establishing a payment plan consists of setting a payback 
  period (the period by which the loan must be fully paid off 
  or collateral is collected), a payment interval (how often the 
  Force makes payments on the loan), and a payment value. The 
  Payback Period column of the Loan Table sets the maximum 
  period to repay debt available to each Force type, and players 
  may select any period from one day to the maximum payback 
  period. Generally, mercenary and pirate Forces have only short 
  lives (mostly under 2 years) and thus lenders set short payback 
  periods. The payment intervals may be biweekly, monthly, or 
  quarterly at the player’s preference, though the interval must 
  always be shorter than the payback period. Lenders usually 
  prefer to start getting payments well before the end of the loan 
  to build confidence in their investment.
  The payment value of a loan is simple for loans of one year’s 
  length or less: it is the principal of the loan plus one year’s interest 
  (even if the loan is less than a year), divided by the number of 
  payment intervals within the payback period. For loans over a 
  year in length, the total value must be calculated in advance, 
  and the interest compounds annually. For example, a 2.5-year 
  loan of 1,000 CB with 10 percent interest would calculate its 
  total value as: 1,000 + 1,000 x 0.1 (first year’s interest) + 1,100 
  x 0.1 (second year’s interest) + 1,210 x 0.1 (third year’s interest, 
  calculated for a full year) = 1,331 CB. Then, as for shorter loans, 
  the payment value is calculated by dividing the total loan value 
  by the number of payment intervals in the payback period.
  Players will probably note this interest and payback system is 
  both simpler and harsher than what they encounter in real life. 
  This is to keep the calculations simple and reflect the fact that 
  most lenders view military Forces as risky investments. Players 
  are welcome to set up more realistic payment schemes if they 
  can convince their GM or other players in the group.
  Frederic’s mercenary Force is between employments 
  and is looking at several months of downtime while the 
  Force relocates to a planet with a Hiring Hall and finds 
  a sufficiently lucrative contract. His peacetime cost is 
  9,310,080 CB per month. Deciding to be better safe than 
  sorry, Frederic and his fellow players take out a loan for 
  a year of operating costs: 111,720,960 CB, rounded up to 
  112,500,000 CB. If that’s more than they need (hopefully 
  work will come soon), they can return the excess to 
  accelerate loan payoff.
  With a Reputation Modifier of 8 after several 
  campaigns, Frederic’s Force must come up with 
  collateral at least equal to 40 percent of the value of 
  the principal. After looking through the TO&E and player 
  characters’ personal assets, Frederic decides to put up 
  the Force’s Seeker-class DropShip as collateral. With a 
  value of 225,829,968 CB, this is 202 percent of the value 
  of the loan and 162 percent more than the minimum 
  collateral. The extra collateral allows the base interest 
  rate of 15 percent to be lowered by 16 percent (162 / 10, 
  troops. To whom this money is owed often varies wildly. Some 
  commands owe these massive sums to banks, while others may 
  owe them to the noble family that was gracious enough to invest 
  such a hefty sum in the Force’s creation. Because debt can occur 
  for many different reasons, how and to whom the debt is owed 
  are questions best handled by a GM. 
  Debt is largely handled similarly for each type of Force, 
  be it government, mercenary, or pirate. However, there are 
  some nuances in taking on loans and payback between the 
  different Force types.
  Loans
  Given the nature of their work, most mercenary commands 
  find obtaining loans from financial institutions difficult at 
  best, and often come away with enormous interest rates, 
  strict repayment deadlines or even a forced surrendering of 
  expensive assets. Mercenaries are often transient and easily 
  classified as high-risk, and so many banks require collateral to 
  assure the loan will be repaid eventually. This collateral may 
  include any number of the command’s most expensive assets, 
  from BattleMechs to DropShips or even JumpShips.
  Pirates are in an even worse situation, as the only lenders 
  available to pirates are usually loan sharks or their meaner 
  cousins (such as Bandit Kings). Such people are typically willing 
  to resort to violence (or tipping off a nearby House’s pirate-
  hunters) to collect on their debts, and so terms for loans to 
  pirate Forces are typically merciless.
  Government Forces are usually in a better position than 
  mercenaries or pirates with respect to taking on debt. Government 
  Forces are backed by large, usually stable governments; rarely 
  need to worry about seeing salaries paid even when deep in debt; 
  unlike mercenaries, they have no investors demanding profits 
  from their military operations; and unlike pirates, they usually 
  can depend on sufficient supplies to keep their vital equipment 
  running (such as getting enough food so their personnel don’t 
  starve). All together, this usually means government Forces can 
  acquire loans at generous rates, without collateral. Technically, 
  the loans may not even be on the Force’s accounts but rather 
  taken by the government, but for convenience the loan is tracked 
  on the government Force’s balance sheet.
  There are four steps to taking a loan: determining its 
  value, collateral, and annual interest rate, and establishing 
  a payment plan.
  Generally, without a GM’s agreement, a loan’s value cannot 
  be larger than the total value of a Force’s equipment (unless 
  personnel in the Force can offer collateral worth more than 
  the entire Force). This original value of the loan becomes the 
  initial principal.
  Collateral is a guarantee for the loan—that is, monies or 
  items that will be taken by the creditor if the Force cannot repay 
  the loan. This is typically equipment from the Force, though 
  characters in the Force may be able to offer other collateral, such 
  as personal estates, businesses, or even private cash holdings. 
  Collateral is determined as a percentage of the loan from the 
  Loan Table (see p. 50). 
  A loan’s annual interest rate is a percentage of the principal. 
  Interest is determined by modifying the Base Interest Rate given 
  ������������������������������
  
  particular form of employer-to-mercenary debt is widely known as 
  the “company store” syndrome. While often regarded as despicable, 
  is nonetheless an arrangement that remains common, as it allows 
  floundering mercenaries to tread water until their “next big break.”
  “Company store” is not applicable to government or pirate Forces.
  Repaying Debts by Shorting Salaries
  The following rule for reducing salaries to pay debts primarily 
  applies to mercenaries. Pirate Forces do not expect regular 
  salaries, being more concerned with keeping their vital equipment 
  operating and staying fed, and thus are not subject to these rules. 
  Government Forces, meanwhile, rarely have trouble providing 
  regular salaries because of their guaranteed employment, but if 
  the Forces are shortchanged salaries, these rules apply.
  Debts are commonly paid off from any profits for missions after all 
  combatants, support staff, travel expenses and any other operating 
  expenses are covered. Some more desperate Forces, however, may 
  sell off equipment to pay back a debt, and in more extreme cases 
  may even cut staff to reduce expenses. Other Forces may try to pay 
  off debt by skimping on expenses, including personnel salaries.
  Though certainly risky, in desperate times shortchanging the 
  Force’s personnel by a small percentage may be one way to clear 
  just enough C-bills to make a payment. Skimping in this fashion, 
  however, can cause a breakdown in morale if sustained long 
  enough (typically more than one month), resulting in penalties 
  during combat or repair as the troops and staff grow less motivated. 
  If sustained too long, mutinies may even occur, with a band of 
  lesser officers and staff deliberately undermining or usurping the 
  commander’s authority (and that of any loyal subordinates). When 
  or whether these events occur should be up to a GM or a neutral 
  third party player. If neither is available, the controlling player may 
  determine the amount of personnel lost to mutinies and defections 
  in the following manner. 
  For each month that the command’s personnel go without pay, 
  the commander must make a Leadership Roll against a Target 
  Number of 6 (3 for government Forces), with a cumulative +1 
  penalty per month of non-payment. If the roll result falls below 
  the modified target number, a number of personnel are lost 
  to mutiny or resignation equal to the Margin of Failure times 
  the number of lances or platoons employed by the Force. 
  The nature and positions of these lost personnel should be 
  rounding down), though at Reputation 8 the lowest annual 
  interest rate Frederic’s Force can find is 5 percent.
  Having the DropShip be repossessed would be a 
  painful loss, but a mercenary Force with a JumpShip and 
  BattleMechs is still in a good negotiating position with 
  employers, unlike a Force that put its JumpShip or, worse, 
  BattleMechs up as collateral.
  With a reputation modifier of 8, Frederic could find a loan 
  with a payback period of up to two years (or as little as one 
  day). Two years gives room for disaster, so he selects that, 
  and a payment interval of a quarter (three months) based 
  on the hope of having secured a sizable contract within 
  three months that will allow him to return most of the loan 
  unspent. With a two-year payment plan, Frederic has to deal 
  with two years’ annually compounded interest: 5 percent of 
  112,500,000 CB on the first year (5,625,000 CB) plus 5 percent 
  of 118,125,000 CB on the second year (5,906,250 CB), for a 
  total payment of 112,500,000 + 5,625,000 + 5,906,250 = 
  124,031,250 CB. A two-year payment plan and a quarterly 
  payment interval give 8 equal payments on the loan of 
  15,503,906.25 CB.
  Failure to produce the required C-bills on time may result 
  in confiscation of the assets put up as collateral, or legal action 
  (treated as a contract breach, with the lender substituting as the 
  employer, and with the same penalty to the Force’s Reputation 
  Score as any other contract breach). Military Forces that rack up 
  truly egregious debts in this fashion may even be hounded by 
  bounty hunters or mercenary groups hired by their creditors, with 
  orders to take the overdue balance from the truant debtors by Force 
  of arms—including the costs of hunting them down.
  “Company Store”
  Mercenary commands in debt may suddenly find their current 
  employer eager to lend a hand, supplying badly-needed equipment 
  and even support personnel at a substantial discount, possibly 
  even below list prices. The terms of these equipment loans often 
  include a stipulation that extends a mercenary command’s retainer 
  or forces it to accept subsequent contracts that may feature less-
  favorable terms than it would otherwise draw were finances not 
  so low, requiring the mercenary Force to work off its debt. This 
  LOAN TABLE
  Force Type
  Base  
  Annual Interest
  Base 
  Collateral
  Interest with  
  Reduced Collateral
  Interest with  
  Increased Collateral
  Minimum 
  Interest
  Maximum Payback 
  Period
  Government
  5%
  0%
  N/A
  –1% per +10%
  0%
  10 years
  Mercenary (Reputation 14+)
  7%
  15%
  +1% per –1%
  –1% per +10%
  4%
  5 years
  Mercenary (Reputation 10-13)
  10%
  25%
  +1% per –1%
  –1% per +10%
  5%
  3 years
  Mercenary (Reputation 5-9)
  15%
  40%
  +1% per –1%
  –1% per +10%
  5%
  2 years
  Mercenary (Reputation 1-4)
  20%
  60%
  +2% per –1%
  –1% per +15%
  10%
  1 year
  Mercenary (Reputation 0 or less)
  35%
  80%
  +2% per –1%
  –1% per +15%
  15%
  6 months
  Pirate
  50%
  100%
  +2% per –1%
  –1% per +20%
  25%
  6 months
  ������������������������������
  
  51
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORCE 
  OPERATIONS
  SOLAR SYSTEM 
  GENERATION
  there is a delivery delay. The delivery time is the same for other 
  equipment, treating fuel as having an Availability of 2.
  Spare parts are procured as if the Force were purchasing the 
  original vehicle, but at a –2 Availability modifier. Spare parts 
  must be purchased individually for each unit. Like ammunition, 
  Availability rolls are made for each 5-ton lot (or fraction thereof) 
  for a specific unit.
  KEEPING FIT
  A Force must perform a certain amount of training time and 
  meet its maintenance labor requirements or its capabilities will 
  begin to suffer.
  Training
  The base peacetime operating cost of a Force includes 
  a certain amount of ammunition, fuel, and spare parts 
  representing normal training consumption rates used to 
  maintain the Force’s fighting skills. The expenditure does 
  not necessarily represent ammunition expenditure—a Force 
  stuck on a DropShip for months continues to use the training 
  supplies—and may, instead, represent other training activities. 
  If this consumption rate is not met for an extended period, the 
  Force’s Piloting and Gunnery Skill Ratings (or equivalent) may 
  suffer. The risk of skill loss accrues under two conditions:
  First, if the Force goes three consecutive months without 
  paying for 100 percent of its monthly peacetime ammunition 
  costs or engaging in combat, then the Force must make a roll as 
  described below to see if Skill Rating loss occurs. This applies for 
  each three consecutive months the Force goes without meeting 
  its training requirements, though each additional three months 
  in a row adds a +1 modifier to the roll.
  determined randomly across all unit types and technical 
  support personnel. The number of people lost to this result 
  varies by unit type selected and accounts for one combat 
  unit (infantry squad, vehicle crew, MechWarrior, technician, 
  or administrator). If the initial roll’s Margin of Failure exceeds 
  6 (9 for government Forces), the departing units mutiny as 
  well, with a random number acting against the mercenary 
  command as their last, bitter stab at the commander they feel 
  has wronged them. Mercenary commands that are in debt also 
  suffer from a poorer overall business position than financially 
  solvent Forces, and have trouble recruiting, purchasing new 
  equipment and landing good contracts. Negotiations with 
  potential employers also suffer, as a poverty-stricken Force 
  simply cannot afford to turn down too many offers; this is 
  reflected in the Force’s Reputation Score.
  PROCURING EQUIPMENT  
  AND PERSONNEL DURING A CAMPAIGN
  Equipment procurement during a campaign involves two 
  parts. The first is rolling to see if the equipment can be found and 
  procured (see Stage 3: Procure Equipment and Hire Personnel, 
  Force Creation, p. 12). As in Force creation, a Force looking to 
  acquire new personnel and equipment must roll to see if the 
  equipment is available and pay for it. Unlike Stage 3 of Force 
  construction, Large Spacecraft must be purchased with cash in 
  addition to the Availability Roll. The price of Large Spacecraft 
  may be found with TechManual and Strategic Operations 
  construction rules. Each new unit purchased requires a separate 
  Availability Roll.
  The second step is determining how long the procured 
  equipment takes to arrive. Once ordered, equipment and 
  personnel take [7 – (1D6 + Availability)] ÷ 4 months to arrive, 
  as determined by the Availability values in Stage 3 of Force 
  Creation. No matter the dice roll result, it takes at least a month 
  to acquire the equipment and personnel.
  Ammunition, spare parts, and fuel are handled differently 
  because they are not addressed in Stage 3.
  Ammunition has a procurement Availability target 
  number based on the Tech Rating in TechManual and Tactical 
  Operations equipment lists. If the ammunition is Tech Rating 
  A, the Availability target is 2. Tech Rating B ammunition has 
  an Availability target of 3; Tech Rating C ammunition has 
  an Availability target of 4; Tech Rating D ammunition has 
  an Availability target of 6; Tech Rating E ammunition has an 
  Availability target of 8; and Tech Rating F ammunition has an 
  Availability target of 10. The target for the roll is lowered by 2 
  if the ammunition is tournament-legal equipment, by 1 if the 
  ammunition is advanced equipment. (Minimum Availability 
  Value is 2 and applies to delivery time.) Each 5 tons (or fraction 
  thereof) of ammunition is procured separately. Arrival time is 
  the same as for other equipment.
  Fuel is usually widely available if the Force is not on a combat 
  mission. Any fuel type may be procured with a lead time of 3 
  days at list price with no Availability rolls if the Force is not 
  on a combat mission. If the Force is on a combat mission, the 
  price is the same and no Availability rolls need be made, but 
  ������������������������������
  
  Maintenance
  The base peacetime operating cost of a Force includes a certain 
  amount of spare parts representing normal maintenance that keeps 
  the Force’s units in fighting shape. A Force should also include a 
  certain minimum number of technicians to perform maintenance. 
  Without either or both, a Force’s hardware will begin to degrade. 
  This ongoing maintenance is separate from repairing battlefield 
  damage, which has immediate and obvious problems. Rather, failure 
  to perform maintenance tends to result in a gradual degradation 
  of performance interrupted by the occasional spectacular failure.
  A Force that is short of spare parts will face breakdown rolls (as 
  described below) after the first month without spare parts. This is 
  handled on a unit-by-unit basis on the Force’s TO&E, which both 
  gives the controlling player an opportunity to concentrate spare 
  parts on key units and yet brings to the fore the differences between 
  unit types. As some examples, a BattleMech cannot be maintained 
  with aerospace fighter parts and combat vehicle spare parts do 
  nothing for JumpShips. (And if a unit has the “Non-Standard Parts” 
  quirk (see p. 198, SO), it does not even get to share spare parts with 
  units of its own type, only the same model.) The breakdown roll 
  for inadequate spare parts increases by +1 per additional month 
  without spare parts.
  A shortage of technicians (including any combatants assigned 
  to pull double duty) is also cause for breakdown rolls in units 
  other than Large Spacecraft. As with spare parts, tech teams are 
  assigned to each unit (see Technical Personnel, p. 20). Units that do 
  not have an assigned tech team face increasing chances of breaking 
  down as they only get desultory support from other tech teams, 
  if any. Again, players have the opportunity to protect core gear if 
  they have some tech support, but an insufficient quantity of tech 
  support. Unlike spare parts, technicians are not specific to a unit 
  type (unless players have fleshed out the technicians’ skills with A 
  Time of War Technician skill specializations). After the first month 
  with inadequate maintenance, begin making breakdown rolls. Each 
  additional month with inadequate support adds a +1 modifier to 
  a unit’s breakdown rolls.
  Large spacecraft with insufficient crew and officers (bay personnel 
  do not count) run the risk of breakdown rolls in approximately 
  the same manner as other units lacking tech teams. Add together 
  the ship’s current number of crew and officers and divide by the 
  sum of required number of crew and officers, and multiply by 100 
  to get a percentage of the current crew strength (rounding up to 
  the nearest full percent). If the ship has 90 percent or more of its 
  required crew size, it does not make breakdown rolls. If it has 70 
  to 89 percent of the required crew size, it must make a breakdown 
  roll once a month. If it has 60 to 69 percent of the required crew 
  size, it must make a breakdown roll once every two weeks. If it 
  has less than 50 percent of the required crew size, it must make a 
  breakdown roll every week (and a GM may rule that the ship cannot 
  operate at all). For each additional interval (month, two weeks, or 
  week) that the ship operates at reduced crewing levels, add a +1 
  modifier o the breakdown roll.
  The modifiers and breakdown rolls for a shortage of spare parts 
  and a shortage of technical support are not cumulative, but rather 
  rolled separately if they both apply in a month. That is, a ’Mech 
  that has gone for a month with both a shortage of spare parts and 
  Second, if the Force skips training for six months or more per 
  year (not consecutive), then a Skill Rating loss roll is made. If the 
  first condition also applies, then this adds a +1 modifier to the roll.
  The Skill Rating loss roll is 2D6 against a target of 12 and is made 
  for each combatant (counting infantry and battle armor platoons as 
  one combatant) in the Force whenever one of the above conditions 
  is met. If the roll equals or exceeds the target number, then apply 
  a +1 modifier to one of the unit’s Skill Ratings. If the penalized unit 
  has more than one skill (i.e., is not infantry), then the skill that is 
  penalized is determined randomly with a 1D6: on a roll of 1 to 3 
  the Gunnery Skill Rating increases by one, while on a roll of 4 to 6 
  the Piloting/Driving Skill Rating increases by one.
  The Skill Rating loss roll does not apply to a Force’s technicians 
  or other non-combatants. Players with some funds may opt to 
  designate which units in a Force get their training ammunition, 
  thus exempting them from the Skill Rating loss rolls if they want 
  the complication of tracking ammunition payments on a unit-
  by-unit basis.
  Improving Skill Ratings after such a loss is addressed through 
  combat experience (see p. 40, TW.)
  After several years of successful campaigning, Arnold’s 
  government Force hits a rough patch. Cutbacks in defense 
  spending means his combined arms company is short 
  funded. Arnold and the other players are able to cover 
  salaries and spare parts, meaning the Force remains 
  operational and in good physical shape, but find they have 
  to cut back on training funds (to zero) for three months. At 
  the end of three unbroken months of idleness, the Force 
  needs to make a Skill Rating loss roll. Since it has just been 
  three months, each unit in the Force only needs to roll under 
  12 on 2D6 (no modifier yet) to avoid skill penalties.
  Arnold goes through the TO&E of his Force, glad that the 
  chances of rolling a 12 are so low. He is able to skip rolling 
  for the technicians, administrators, and non-combatant 
  Invader JumpShip. The Seeker DropShip and Corsair 
  fighters breeze through with rolls of 3, 7, and 5, but Arnold 
  feels like this is game of Russian Roulette and skips ahead to 
  the key units, the BattleMechs, thinking (with an erroneous 
  understanding of statistics) that he should roll on them 
  before the dice “go bad.” The two Thunderbolts and two 
  Grasshoppers get a 12, a 7, an 8, and a 4. Oh, well. 
  The first TDR-5S Thunderbolt on the TO&E—the NPC 
  commander’s ride—took a Skill Rating loss. Arnold rolls a 
  1D6 to see which skill is affected and turns up a 5: Gunnery. 
  The commander’s Skill Ratings (which were at 3 Gunnery 
  and 4 Piloting after seven successful combat missions) have 
  just decreased to 4 Gunnery and 4 Piloting.
  Predictably, the Dice Gods laugh at Arnold as he rolls 
  below 12 for the remainder of the Force, his Bulldogs, 
  Packrats, and four infantry squads.
  If the company’s streak of short-funding continues another 
  three months, Arnold will have to roll again. This time, 
  though, he will be rolling with a +2 modifier: a +1 for the 
  second quarter in a row without training funds, and a +1 for 
  having at least six months out of the year without training.
  ������������������������������
  
  53
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORCE 
  OPERATIONS
  SOLAR SYSTEM 
  GENERATION
  the Force requires, and multiply that by 100 to make it a 
  percentage (rounding up to the nearest whole percentage). 
  If the Force has 90 percent or more of the required 
  administrators, then there is no failed administration roll. If the 
  Force has 70 to 89 percent of the required administrators for a 
  full six months, then it needs to make a failed administration 
  roll at the end of the six-month period. If the Force has 50 
  to 69 percent of the required administrators for a full three 
  months, then it needs to make a failed administration roll at 
  the end of the quarter. If the Force has less than 50 percent 
  of the required administrators for a full month, then it needs 
  to make a failed administration roll at the end of the month. 
  The failed administration roll applies every interval in which 
  the Force’s administration is short-staffed.
  The failed administration roll is made by rolling 2D6 
  against the Failed Administration Table (see below) and 
  taking the corresponding result. Some results on the Failed 
  Administration Table apply at “the next battle.” These results 
  accumulate until the next battle actually occurs. If present, a 
  GM may apply those results over several sequential battles 
  rather than one really miserable battle.
  CHAOS CAMPAIGN CONVERSIONS
  One Chaos Campaign SP converts to 10,000 C-bills.
  HOUSING AND BASE BUILDING
  For basic housing and shelter, most Forces tend to rely on the 
  provisions of their employers or—if fortunate—the facilities in 
  their own DropShips. Neither option, however, is particularly 
  convenient for larger Forces or those operating between 
  missions. Thus, many Forces have been known to invest in 
  bases—whether temporary or permanent—to house their 
  equipment, personnel, and dependents.
  inadequate technical support will make two breakdown rolls 
  for that month, one for each shortcoming.
  The breakdown roll is a 2D6 roll, modified as noted above. If 
  the final result is 10 or higher, the unit suffers a failure. 
  For units susceptible to critical hits, this failure is handled as a 
  modified critical hit roll appropriate to the unit’s type. First, roll 
  1D6-3 to determine how many critical hits strike the unit due 
  to a breakdown. Second, for each critical hit, make a normal hit 
  location roll against the rear arc of the unit to determine which 
  location is affected by the critical hit, and then follow critical 
  hit resolution as normal for the unit. (see p. 123, p. 193, p. 206, 
  and p. 238 TW, and p. 172, TO). For infantry, battle armor, and 
  ProtoMechs, roll 1D6-3: this is the number of infantry, battle 
  armor, or ProtoMechs in the squad/point that are not combat-
  ready due to equipment failure.
  In campaigns with GMs, GMs are encouraged to note any 
  failed rolls and consider saving the effects for the beginning of 
  combat. Machines pushed to full military limits are more likely 
  to fail than units idling in a garage.
  Administration
  A Force’s administration is critical for a number of reasons. 
  As noted in Force Creation, administrators are not just file 
  clerks who shuffle human resources forms (though some will 
  do that). They also include the Force’s intelligence personnel, 
  communications personnel, negotiators, quartermasters, cooks, 
  and so on. Having a fewer administrators than required by the 
  Force can thus cause all sorts of interesting breakdowns.
  If a Force has fewer than the required number of 
  administrators (including combatants pulling double-duty), 
  the Force faces a failed administration roll. The severity of 
  the roll is determined by the degree to which the Force’s 
  administration is understaffed. Divide the number of 
  administrators in the Force by the number of administrators 
  FAILED ADMINISTRATION TABLE
  Failed 
  Roll
  Result
  2-6
  No significant event. Combatants make negative jokes about REMF competency, hurting administrators’ feelings.
  7-8
  Poor legal or human resource paperwork handling results in a financial loss as the Force scrambles to cover missed 
  paydays, harassment lawsuits, workplace injuries, etc. The Force loses 1D6 x 10 precent of a month of peacetime 
  operating costs.
  9
  Lesson planner scrambles training schedule for a quarter before anyone notices how easy training has gotten. 
  All units in the Force make a Skill Rating loss roll as if they had missed a quarter of training, as discussed under 
  Training, p. 51.
  10
  Understaffed intelligence group means the Force is ill-prepared for the next battle. The Force suffers a –2 Initiative 
  modifier throughout the next battle.
  11
  Quartermaster gambles spare parts budget on sure-thing investment in recovered Star League myomer lubricant 
  (made with snake oil). All units in the Force must make a breakdown roll as if they had gone without spare parts for a 
  month, per Maintenance, above.
  12
  Legal officer misreads contract / orders and local laws, resulting in Force being charged with a Mission Failure. Refer to 
  Mission Failure (see p. 47) for reputation and budget penalties. Pirate Forces treat this result as a 10.
  ������������������������������
  
  For simplicity’s sake, these rules use the standard BattleTech map 
  scale of 30-meter hexes and 6-meter Levels, as well as Construction 
  Factors (CF) that denote the relative strength and damage capacity 
  of structures. Remember to note the purpose of each structure when 
  constructing a base, as each has its own features and special rules. 
  The time involved in construction represents the labor that 
  may be performed by the Force’s support personnel or (if on a 
  friendly/neutral world) by local hires. Costs listed under Building 
  and Mobile Structure Costs (see p. 418, TO) are assumed to include 
  a seven-person construction crew (if on a friendly/neutral world). 
  Construction times can be reduced by supplying extra labor per hex 
  of building, either performed by the Force’s personnel—meaning 
  they are not available for their normal duties—or (if on a friendly/
  neutral world) by local hires. Each additional seven-person team 
  comprised of the Force’s personnel multiplies the construction time 
  by 0.95, while each additionally hired professional team multiplies 
  the construction time by 0.80, rounded up to the nearest whole 
  day.  Regardless of whether they are hired or not, the maximum 
  number of work teams that may be added to construct a given 
  hex of buildings is five. For example, a base constructed using the 
  integral construction team requires 36 days to complete. Hiring 
  one additional construction team reduces the construction time 
  to 29 days. Adding another team reduces the construction time to 
  23 days. Adding a further two teams comprised of the Force’s staff 
  reduces the construction time to 21 days. 
  The first additional construction crew hired increases the cost of 
  the project by 5 percent, and each additional crew adds a further 1 
  percent to this value, reflecting mounting inefficiencies in adding 
  additional crews. For example, the first crew would add 5 percent 
  to a project’s cost. A second crew would add 6 percent, a third crew 
  would add 7 percent and the fourth crew would add 8 percent.
  The use of appropriate engineering equipment installed on 
  vehicles or IndustrialMechs (such as backhoes, bulldozers, drills, 
  dumpers, hoists, pile drivers, saws, rock cutters, and wrecking balls) 
  can reduce the manpower needed to clear land, build structures, and 
  such. Even standard BattleMechs that have at least one hand actuator 
  can carry loads and support construction processes. Only a single 
  vehicle, BattleMech or IndustrialMech may work on a particular hex 
  of a building project. When in doubt, allow a GM or other neutral 
  party to determine whether a support vehicle or IndustrialMech 
  qualifies as an appropriate engineering unit. The benefits vary: 
  a BattleMech with two hand actuators or an engineering vehicle 
  multiplies construction times for its hex by 0.90; an IndustrialMech 
  multiplies construction times by 0.85, and a BattleMech with one 
  hand actuator multiplies construction times by 0.95.
  For example, a base construction project building a 1-hex 
  hardened hangar in a rush uses five hired construction crews and 
  an IndustrialMech. The construction time is 4 days multiplied by 
  0.8 four times and 0.85 for the IndustrialMech, for a total of 1.39 
  days, which rounds up to 2 days. 
  Units operating on a hostile world, and not wanting the expense 
  of carrying trained building teams with them into combat, may 
  construct the base using only their support personnel but suffer 
  modifiers (x1.25) to the time required to construct the base.
  Finally, enterprising GMs should feel free to add other modifiers 
  to the construction times based on local conditions such as terrain, 
  atmospheric types and weather conditions.
  Bases vary with their roles, sizes, and other considerations. Outfits 
  working in the field for short durations tend to settle for a simple 
  series of large tents and/or enviro-bubbles with a comm center 
  and a perimeter of hastily strung barbed wire. Forces assigned a 
  more permanent multi-year garrison or those that are simply large 
  and brimming with dependents, on the other hand, need a base 
  that roughly equates to a small city of barracks and administrative 
  buildings, perhaps even including a miniature spaceport, weapon 
  emplacements, and independent power stations. With the above in 
  mind, the process for building bases for a Force (and its dependents) 
  can take as long and cost as much as the Force’s needs dictate. The 
  following rules provide a rough guide to the process.
  Step 1: Obtain Land
  For some Forces, the land area needed for a base may already 
  be within reach if the owner, commander, or other key officer has 
  significant property (see p. 123, AToW). For others, a tract of land may 
  be the first stage of the Force’s beachhead on a planet they have 
  been sent to conquer. Still others may be given a designated area 
  as part of their garrison contract, an out-of-the-way place provided 
  to park the outfit’s equipment and ships in lieu of employer-owned 
  facilities. If none of the above applies and the Force is in friendly or 
  neutral territory, the mercenaries may instead opt to lease or buy 
  a parcel of land for the purpose of base building.
  Doing so can be as difficult or as easy as the GM desires. The cost 
  of land can vary based on its area and value. In RPG campaigns, 
  this can be resolved by whatever means the GM wishes. Indeed, 
  acquiring the necessary land may be an adventure in itself. 
  Alternatively, the process may be abstracted into two dice rolls, 
  modified as the GM sees fit. For the first—the roll to locate suitable 
  land—the Force spends a week of searching, at the end of which the 
  Force’s controlling player rolls 2D6 against a Base Target Number 
  of 8 (modified as necessary for negotiation skills or employer/
  landowner conditions, at the GM’s discretion). If the result is equal 
  to or higher than the modified target number, the Force has found a 
  suitable tract of land within that week. Failed rolls simply mean that 
  an extra week of searching and negotiations is spent for every point 
  by which the roll misses its modified target. The cost of the land is 
  then determined by rolling 3D6 and subtracting the previous roll’s 
  Margin of Success (or adding the Margin of Failure). The result of this 
  second roll, multiplied by 10,000 for every square half-kilometer of 
  land desired (or portion thereof), represents the monthly cost to 
  lease the land, in C-bills. Quadruple this cost result if the Force is 
  buying the land instead of leasing. A square half-kilometer roughly 
  equates to the area of a standard CBT mapsheet (about 250 hexes).
  Step 2: Base Construction
  Under these rules, base construction is not a hit-or-miss affair but 
  a simple matter of investing the C-bills and time to construct the 
  facilities the Force needs. For full advanced building construction 
  rules, see p. 114-143, Tactical Operations.
  The Construction Table below provides the basic formulae for 
  each structure that may be constructed on a base, which are then 
  multiplied by any applicable options chosen from the Structural 
  Modifiers Table. Finally, the buildings can be outfitted with any 
  desired equipment and power sources using the Additional 
  Equipment and Power Generators tables, respectively. 
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  55
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORCE 
  OPERATIONS
  SOLAR SYSTEM 
  GENERATION
  BASE CONSTRUCTION TABLES
  CONSTRUCTION MODIFIERS
  Unit
  Multiplier
  BattleMech (2 hand actuators)*
  x0.90
  BattleMech (1 hand actuator)*
  x0.95
  Engineering Vehicle*
  x0.90
  IndustrialMech*
  x0.85
  Extra Hired Construction Team† 
  x0.80
  Extra Construction Team†‡ 
  x0.95
  No Trained Construction Team
  x1.25
  *Maximum of one BattleMech, engineering vehicle or IndustrialMech per hex.
  †Maximum of 5 teams per hex
  ‡Combat Engineers count as Hired Crews for time multipliers
  STRUCTURAL MODIFIERS
  Modifier
  Multiplier
  Environmental Sealing
  x2
  Heavy Metal superstructure
  x1.25
  High/Low Ceilings
  x1.1
  Open-Space Construction  
  (e.g., Hangar)
  x0.8
  Subsurface  
  (underwater or underground)
  x5
  ADDITIONAL EQUIPMENT
  Item
  Day per Item
  Weaponry
  Light / Medium
  20 weapons / day 
  Heavy
  20 tons of weapons / day 
  Turret
  2 tons of turret / day 
  Capital
  20 tons of weapons / day 
  Ammo
  25 tons ammo / day
  Heat Sinks
  50 heat sinks / day
  Armor
  1 / hex 
  Capital Armor
  10 / hex 
  Large Door
  7 doors / day
  Industrial Elevator* 
  5 Levels / day
  Other Equipment
  10 tons / day
  *Per hex
  POWER GENERATOR INSTALLATION 
  Generator Type
  Days per Level of building
  Steam
  1 day per ton of generator
  Internal Combustion
  1 day per ton of generator
  Fuel Cell
  1 day per ton of generator
  Solar
  1 day per ton of generator
  Fission
  3 day per ton of generator
  Fusion
  2 day per ton of generator
  External Source
  0.5 days per ton of generator
  CONSTRUCTION TIME TABLE
  Structure Type
  Days Per Hex and Per Level
  Road/Pavement/Rail line
  5 hexes / day
  Tent*
  10 hexes / day
  Hangar†
  Light
  1
  Medium
  2
  Heavy
  3
  Hardened
  4
  Standard Building
  Light
  2
  Medium
  5
  Heavy
  9
  Fence‡
  25 hexsides / day
  Wall‡
  Light
  5 hexsides / day
  Medium
  3 hexsides / day
  Heavy
  1.5 hexsides / day
  Hardened
  1 hexside / day
  Structure Type
  Days Per Hex and Per Level
  Bridge
  Light
  4
  Medium
  11
  Heavy
  18
  Hardened
  25
  Rail
  32
  Gun Emplacement
  Light
  7
  Medium
  11
  Heavy
  18
  Hardened
  32
  Fortress
  Medium
  11
  Heavy
  18
  Hardened
  32
  Castle Brian
  Heavy
  179
  Hardened
  321
  * Tents are purchased without a construction team, but suffer no penalties for being erected without one.
  †Hangars constructed as Tunnels multiply the construction times by 3.
  ‡Wall and Fence Man Hours are per hexside, rather than per hex/Level.
  ������������������������������
  
  FORMATION 
  BUILDING
  Though the rules in this section can be used in conjunction with 
  those in Force Creation (see p. 8), they are primarily focused on 
  building an effective force for a particular scenario. These rules 
  expand on the guidelines for creating a scenario presented in Total 
  Warfare—rather than rolling random units, players can identify 
  each unit’s Role and learn how to overlap them to create the most 
  effective fighting force possible.
  Formation: The term “formation” is used in various ways across 
  the BattleTech rulebooks:
   • Force Composition/Force Structure/Formation Structure: 
  All of these terms are used interchangeably to refer to the 
  military organizations employed by various factions: i.e. four 
  units in an Inner Sphere lance, five units in a Clan Star, six units 
  in a ComStar Level I, and so on.
   • Un-capitalized “formation”: This term is often used when 
  describing a large grouping of units, such as the Attacks 
  Against Large Infantry Formations rules (see p. 84, TO), or the 
  Fighter Squadrons rules (see p. 27, SO).
   • Formation: When capitalized, Formation has slightly different 
  definitions—though all of a theme— based upon the rules 
  set in question:
   • BattleForce: An organization of units Within a Force.
   • Alpha Strike: The organization of units within a player’s Force; 
  i.e. for an Inner Sphere Force, lances of 4 units, which combine 
  into companies of 3 lances, and so on.
   • Strategic BattleForce/ABS (Inner Sphere at War): The 
  individual playing pieces of these games represent a 
  Formation made up of one or more units, and are generally 
  regimental size.
   • Formation Type: As in the Ground Formation Types rules 
  presented in the Alpha Strike Companion (see p.150, ASC), this 
  term is used here to define a basic grouping of units defined 
  by their capabilities and intended combat roles: i.e. a Battle 
  Lance, an Assault Star, and so on.
  FORMATION 
  BUILDING BASICS
  Units (’Mechs, vehicles, battle armor squads, and others) 
  are organized into Formations (lances, Stars, and Level IIs) that 
  together comprise the player’s Force. Each unit has a Role which 
  reflects that unit’s battlefield specialization. The player organizes 
  their units into Formations, each with a Formation Type reflecting 
  its specialization. Roles are the easiest guide to placing units 
  into Formation Types, but not the only way. The Formation Type 
  PW 
  XX
  The Fourth Davion Guards stand ready to assault the highly contested Castle Brian, Glæsisvellir, on the planet Tyrfing during the First Succession War.
  ������������������������������
  
  57
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  The Combat Manual series of sourcebooks are designed to 
  add era and factional flavor to a ForceRoles for canon units, as 
  well as their Battle Values, can be found on the online Master 
  unit List (www.MasterunitList.info). If a particular Combat 
  Manual is unavailable, or play involves an era or faction not 
  yet covered by that series, Master unit List entries include each 
  unit’s availability to a faction in a particular era.
   
  UNIT ROLE
  A unit Role is the primary intended use of a unit on a battlefield. 
  While in reality a unit may be able to fulfill many functions, in 
  game terms its Role describes the mission for which it is most 
  “cost effective.” An Atlas can conduct a scouting mission, but its 
  slow speed and cost to construct and field make it an impractical 
  choice to fill that function. The units best suited for Roles may 
  change over time, especially with advances of technology—a 
  unit that was fast enough for a particular Role in the Succession 
  Wars may not be fast enough for that same Role during the Clan 
  Invasion. The unit Role is assigned based on the Role for which 
  the unit was first intended, or the Role for which it was most used. 
   
  GROUND UNIT ROLES
  Most ground unit Roles are based on three questions: how fast is 
  the unit, how tough is it, and at what range does it prefer to fight? 
  Ambusher
  Ambushers are typically slow, lightly armored, and prefer 
  short-range engagements. Due to their lighter armor, such 
  units often have to hide behind cover until their enemies are 
  within range. Many infantry units have this role, and a handful 
  of ’Mechs. Ambushers benefit from stealth, being able to 
  take cover, the ability to be easily transported, or just being 
  cheap enough to swarm the enemy. Ambushers are often very 
  successful in urban areas. The SRM Carrier and the UrbanMech 
  are examples of Ambushers.
   
  Brawler
  Brawlers are line units, commonly deployed among Battle 
  Lances. They are fast enough to keep up with a “standard” line, 
  have at least adequate armor, are usually able to do some 
  damage at longer ranges, and can deliver increasing amounts 
  of damage as they close in. Brawlers should not have to pull 
  out of a line to enter combat, but are able to hold the line if 
  it is charged. The Warhammer and Myrmidon Heavy Tank are 
  examples of Brawlers.
   
  Juggernaut
  Juggernauts are slow, very tough units that prefer close 
  combat and control their immediate area, but often face 
  difficulty getting where they need to be. Juggernauts are useful 
  for holding or taking territory, but fare poorly in running battles 
  with no clear terrain to control. The Atlas and Hunchback are 
  examples of Juggernauts.
  may bestow Special Pilot Abilities to some or all of the units. 
  Furthermore, the overall Experience Rating of the Force (based 
  on the average Skill Ratings or Piloting and Gunnery Skills of its 
  units, as applicable) may entitle it to Special Command Abilities. 
  Each step is presented below.
  STEP 1: SELECT BATTLE VALUE TOTAL
  Battle Values (BV) are the balancing system for BattleTech. The 
  rules for Battle Value are described in TechManual (see Battle 
  Value, p. 302, TM). Other methods of balancing Forces (C-bills, 
  tonnage, number of units, or a combination of any of these 
  with Battle Values) are acceptable by agreement of all players 
  participating.
  STEP 2: BUILD A FORMATION
  The Formation Type will describe the general combat 
  mission of the Formation and any Special Pilot Abilities it 
  earns as a result of its Type (see Formations, p. 60). Formations 
  must consist of at least three units to receive any Bonus 
  Abilities. The units included in Formations must fulfill the 
  requirements for that Formation Type to receive the Bonus 
  Abilities listed. 
  STEP 3: SELECT SKILLS AND MODIFY UNIT’S BV
  For each unit, either select the pilot’s Piloting and Gunnery 
  Skill Rating, use the standard ratings presented on the Average 
  Skills Table (see p. 40, TW), or assign an Experience Rating and 
  random skills using the Random Experience Rating Table and 
  Random Skills Table (Expanded) (see p. 273, TW). If using BV for 
  Force balance, adjust each unit’s BV as described in Constructing 
  a Battle Force (see p. 314, TM).
  STEP 4: MORE FORMATIONS
  Repeat Steps 2 and 3, building additional Formations, 
  assigning units to them, selecting pilot skills, and adjusting 
  their BVs for skill and other modifiers until you have reached 
  the BV total (or choose not to add another unit).
  STEP 5: SPECIAL PILOT ABILITIES
  Up to one unit per company (12 units) may be individually 
  assigned Special Pilot Abilities (see p. 70). The number of Special 
  Pilot Abilities and the total SPA cost is limited by the Experience 
  Rating of that unit.
  In addition, Formations usually 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). 
  STEP 6:  SPECIAL COMMAND ABILITIES
  Special Command Abilities (see p. 83) apply to the overall 
  Force based on its Experience Rating. 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.
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  Dogfighter
  Dogfighters are medium or heavy fighters equipped for extended 
  toe-to-toe engagements with fighters of comparable performance 
  and payload. Meant for the long haul, many dogfighters typically 
  feature energy-heavy armament and good heat-dissipation.
  Fast Dogfighter
  Fast Dogfighters are typically light or medium fighters. These 
  units are intended to act as “second shell interceptors,” able to 
  engage anything that gets past the normal Interceptors, or to assist 
  and support dedicated Interceptors once battle is joined.
  Fire Support
  Fire Support craft are usually medium or heavy fighters equipped 
  with long-range weapons. These units are intended to keep up with 
  dogfighters en route to the battle, and contribute meaningful amounts 
  of firepower at stand-off distances. Because many fire support units 
  are also heavy fighters with bomb-capable hard points, these units are 
  often conscripted for heavy ground support missions as well.
  Interceptor
  Interceptors are light, fast fighters intended to engage the enemy 
  at the furthest possible distance from friendly assets, cause early 
  attrition, and ideally hold the enemy at that maximum separation 
  for as long as possible.
  Transport
  Transports are airborne and aerospace units that carry units, 
  troops, or materiel to or from the battlefield. Unlike the other 
  aerospace unit Roles, Transports are generally not fighters, but 
  rather Small Craft, DropShips, and other large airborne units such 
  as Airship and Fixed-Wing support vehicles.
  LANCES, STARS 
  AND LEVEL IIS
  For the purposes of Force organization, players will want to be 
  familiar with the smallest combat Formations used by the various 
  factions of the BattleTech setting. Depending on their general 
  affiliation—Inner Sphere and Periphery, Clan, or ComStar/Word 
  of Blake—these are the lance, the Star, or the Level II, respectively. 
  From the perspective of the factions that employ them, these 
  Formations represent the building blocks of larger Forces.
  The various lance, Star, and Level II Formation Types are explained 
  below. A summary of these groups and the larger Formations they 
  build appears in the Standard Force Organization Schemes Table 
  on p. 59.
  Non-Infantry Ground units: Among the major realms of the 
  Inner Sphere and the Periphery, the lance is smallest ground 
  Formation in use. A lance consists of four BattleMechs or combat 
  vehicles, commanded by a lieutenant. The Clan equivalent of this 
  Formation, the Star, is composed of five ’Mechs or 10 combat 
  vehicles, led by a Star Commander. Finally, ComStar and the Word 
  of Blake use a six-unit group known as a Level II. These “ComStar 
  lances” are generally commanded by an Adept.
  Missile Boat
  Missile Boats are similar to Snipers, but the majority of their 
  long-range damage comes from weapons capable of indirect 
  fire, long-range missiles, mortars or artillery. Missile Boats are 
  often grouped together in order to optimize their ability to fire 
  indirectly without singling out part of the Formation as either 
  incapable of firing, or being the only unit in the Formation left to 
  take all of the return fire. The Archer and LRM Carrier are examples 
  of Missile Boats.
  Scout
  Scouts are fast, with light armor—or none at all—and very 
  little weaponry. They often employ advanced electronics. Scouts 
  are sometimes forced into combat by necessity, but are more 
  commonly spotters or support for other units in the Force. The 
  Raven and Swift Wind Scout Car are examples of Scouts.
  Skirmisher
  Skirmishers are fast, with adequate or even heavy armor. Their 
  flexibility to rely on both speed and armor for defense can give 
  Skirmishers the ability to take a great deal of incoming fire, but 
  they usually prefer not to have to sit still to hold an objective or to 
  deliver accurate fire. Skirmishers are often commanders of lighter 
  Strikers, can provide a flanking threat when paired with slower 
  Brawlers or Juggernauts, or are massed with other Skirmishers as 
  a heavy cavalry formation. The Wolverine and Dragon are examples 
  of Skirmishers.
  Sniper
  Snipers prefer to find a good “sniper’s nest,” sit still and fire 
  at long range. Some Snipers rely on range, stealth or cover for 
  defense, while others rely on armor. Few rely on speed, as excessive 
  movement is detrimental to their ability to hit at long range, though 
  some Snipers intended to provide fire support to faster units may 
  have enough speed to keep up with them. The Zeus and Schrek 
  PPC Carrier are examples of Snipers.
   
  Striker
  Strikers are fast, with light armor, and usually prefer short- or 
  medium-range engagements. They rely on their speed (or numbers) 
  to survive while threatening the rear or flanks of the enemy. The 
  Jenner and Harasser Missile Platform are examples of Strikers.
   
  AEROSPACE UNIT ROLES
  Even more so than with ground units, speed is often the defining 
  factor in an aerospace unit’s Role. The preferred range of slower 
  units differentiates them into separate Roles.
  Attack Fighter
  Attack Fighters are usually medium or heavy fighters that mount 
  heavy firepower at the expense of maneuverability and/or armor. 
  These units pack heavier weapons to achieve this punch, which 
  tends to leave them somewhat slower and lacking in long-range 
  power compared to other fighters. These features make them 
  particularly effective in air-to-ground attack missions.
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  59
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  will be 10-fighter Stars, and the smallest ComStar/Word of Blake 
  Formation will be the six-unit Level II. 
  Conventional Infantry Equivalents: Infantry is unique in 
  that their small size on the battlefield means even a single unit 
  already consists of several levels of organization. Conventional 
  infantry units in the Inner Sphere and Periphery consist of 
  platoons made up of three to four squads, which in turn can 
  number from two to seven troopers each, depending on their 
  equipment and motive systems. Thus, infantry units can number 
  between eight and 28 troopers in strength. The Clans use a five-
  man squad base, which results in conventional infantry units 
  (known to the Clans as Points) that typically number between 
  20 and 25 troopers. ComStar’s and Word of Blake’s base-six 
  Fighter Equivalents: Among the Inner Sphere realms and 
  Periphery states, two fighters of the same type represent a lance, 
  also known as a flight. Three flights (six fighters) constitute a 
  squadron. The Clans call a pair of fighters a Point; five such pairs 
  make up an aerospace Star. ComStar and the Word of Blake 
  employ their six-unit Level II organization for fighter groups, 
  making an aerospace Level II comparable to the standard Inner 
  Sphere squadron.
  Because of the variations in aerospace organization, these 
  Formation Building rules will consider the six-fighter squadron 
  the smallest aerospace Formation in use among Inner Sphere 
  and Periphery factions. The smallest Clan aerospace Formation 
  STANDARD FORCE ORGANIZATION SCHEMES TABLE
  GENERAL INNER SPHERE AND PERIPHERY FORCE GROUPS
  Organization
  Definition
  Command Rank
  Infantry Formations
  Squad (Battle Armor)
  4 troopers
  Sergeant*
  Squad (Conventional)
  2-8 troopers
  Corporal
  Platoon (Conventional)
  3-4 squads
  Sergeant*
  Aerospace/Conventional Fighter Formations
  Flight
  2 fighters
  Lieutenant
  Squadron
  3 flights
  Captain
  Wing
  3-4 squadrons
  Major
  Ground Formations
  Lance
  4 ground units
  Lieutenant
  Company
  3-4 lances
  Captain
  Battalion
  3-4 companies
  Major
  Regiment
  3-4 battalions
  Colonel
  Brigade
  3-6 regiments
  General
  COMSTAR AND WORD OF BLAKE FORCE GROUPS
  Organization
  Definition
  Command Rank
  Infantry Formations
  Level I (Battle Armor)
  6 troopers
  Acolyte*
  Level I (Conventional)
  30-36 troopers
  Acolyte*
  All Other Formations
  Level I
  1 unit
  Acolyte
  Level II (Demi-Company)
  6 Level Is
  Adept
  Level III (Battalion)
  6 Level IIs
  Adept  
  (Demi-Precentor)
  Level IV (Division)
  6 Level IIIs
  Precentor
  Level V (Army)
  6 Level IVs
  Precentor
  GENERAL CLAN FORCE GROUPS
  Organization
  Definition
  Command Rank
  Infantry and ProtoMech Formations
  Point (Battle Armor)
  5 troopers
  Point Commander*
  Point (Conventional)
  20-25 troopers
  Point Commander
  Point (ProtoMech)
  5 ProtoMechs
  Point Commander*
  ’Mech Formations
  Star
  5 ’Mechs
  Star Commander
  Nova
  5 ’Mechs, 5 
  infantry Points
  Star Commander or 
  Nova Commander
  Binary
  2 Stars
  Star Captain or Nova 
  Commander
  Supernova Binary
  2 Novas
  Star Captain or Nova 
  Captain
  Trinary
  3 Stars
  Star Captain
  Supernova Trinary
  3 Novas
  Star Captain or Nova 
  Captain
  Cluster
  3-5 Binaries or 
  Trinaries
  Star Colonel
  Galaxy
  3-5 Clusters
  Galaxy Commander
  Vehicle and Fighter Formations
  Point
  2 units
  Point Commander
  Star
  5 Points
  Star Commander
  Binary
  2 Stars
  Star Captain
  Trinary
  3 Stars
  Star Captain
  Cluster
  3-5 Binaries or 
  Trinaries
  Star Colonel
  Galaxy
  3-5 Clusters
  Galaxy Commander
  *Above this level of organization, these infantry unit types use the ’Mech 
  formation standards appropriate to their faction group (i.e. Lance for Inner 
  Sphere/Periphery, Star for Clan, Level II for ComStar/Word of Blake).
  ������������������������������
  
  FORMATION REQUIREMENTS
  Each of the Formation Types presented below have requirements 
  which must be met to earn their bonus abilities, including a specific 
  ratio or number of unit sizes, roles, movement capabilities, and 
  more. 
  If a Formation Type lists a requirement as a percentage, this refers 
  to the ratio of units in the Formation relative to its total. Because 
  these rules apply equally to Formations from four-unit ’Mech lances 
  to 10-unit Clan vehicle Stars, the number of units represented by 
  this percentage value may need to be rounded up as necessary. 
  For example, the requirements for a Battle Lance indicate that 
  50 percent of the Formation must be heavy (Size 3) or larger. In a 
  four-’Mech Inner Sphere lance, that translates to at least two heavy 
  ’Mechs (4 x 0.5 = 2). The Clan equivalent—a Battle Star—increases 
  this to three heavy ’Mechs (5 x 0.5 = 2.5, round up to 3). The same 
  minimum number of heavy units also apply to a Word of Blake Level 
  II seeking these Formation Type benefits (6 x 0.5 = 3).
  A Formation must choose a single Type for each scenario, even 
  if its composition fits the criteria for several Types. For instance, the 
  requirements of the Assault Lance also satisfy the less restrictive 
  criteria of the Battle Lance, but the player creating the Force 
  must designate the Formation as one or the other—never both. 
  A Formation Type can, however, be changed between scenarios 
  (provided all criteria are met), with the new designation and 
  associated benefits applying for the next scenario.
  IDEAL ROLE
  Some Formation Types list an “ideal role” in their descriptions. 
  Ideal roles serve as a special loophole to any other requirements 
  of that Type. If all of a Formation’s units possess the same Role 
  indicated by the Formation’s ideal role, then the Formation 
  Type’s requirements are considered to be met, even if they might 
  otherwise not be.
  For example, the ideal role for a Battle Lance is that of the Brawler. 
  As a result, the requirement that at least 50 percent of a Formation 
  must be heavy or larger to qualify as a Battle Lance can be waived 
  if all four units in that lance have the Brawler unit Role. 
  BONUS ABILITIES
  Each Formation Type grants at least one bonus ability, which 
  reflects the cooperative tactics and complementary weapons and 
  equipment present among its units. Bonus abilities remain as long 
  as three of the Formation’s units have not been destroyed or routed. 
  Unlike Special Pilot Abilities (see p. 70), the bonus abilities 
  granted by Formation Type are free. However, units wishing to 
  use the ability must still meet its requisites. For example, a unit in 
  a Fire Support Lance must have indirect fire or artillery capability 
  if it expects to make use of the free Oblique Attacker SPA provided 
  by its Formation.
  If the players are combining the standard Special Pilot Abilities 
  rules with the bonus abilities granted by Formation Type, duplicate 
  abilities cannot be stacked unless their rules specifically allow it.
  While the bonus abilities provided here are fairly balanced 
  across the various Formation Types, not all abilities work equally 
  well across specific units and unit roles. A unit that might excel in 
  a Fire Lance, for example, may not be as effective in a Striker Lance.
  system is once more strictly applied to infantry, creating ComStar 
  and Word of Blake platoons (Level I infantry units) that number 30 
  to 36 troopers strong. 
  Regardless of whether the conventional infantry is a platoon, a 
  Point, or a Level I, each is still treated as a single battlefield unit. 
  These units are in turn grouped into Formations of lances, Stars, 
  and Level IIs in keeping with their faction’s organizational scheme.
  Battle Armor Equivalents: Battle armor infantry units, are 
  deployed in squads of four identical battlesuits among Inner Sphere 
  and Periphery states, while the Clans use Points composed of five 
  identical battlesuits, and ComStar/Word of Blake uses Level Is made 
  up of six identical suits. As with conventional infantry platoons, these 
  battle armor groups—squad, Point, and Level I—each represent a 
  single unit, and are in turn arranged into formations of lances, Stars, 
  and Level IIs in keeping with their faction’s organizational scheme.
  Unusual Formations: A few factions use completely unique 
  organizational schemes, such as the Periphery’s Marion Hegemony. 
  Players will need to adjudicate how best to apply these rules to 
  those unusual Formations.
  FORMATIONS
  A Force’s component lances, squadrons, Stars, and Level IIs can 
  be assembled using just the scheme presented above. The various 
  militaries of the BattleTech universe, however, often prefer to build 
  their Formations around specific unit Roles to maximize their 
  effectiveness in battle.
  To represent this, Formation Types (see p. 61-68) outline the 
  mission-based lances, squadrons, Stars, and Level IIs in common 
  use, along with their composition requirements and benefits. These 
  Formation Types draw on the unique capabilities of the various 
  ’Mech, vehicle, and aerospace units available in BattleTech play, and 
  incorporate the new unit Roles above (see p. 57-58). 
  To further encourage their use, lances, squadrons, Stars, and 
  Level IIs built as specific Formation Types will receive Special Pilot 
  Abilities (see Special Pilot Abilities, p. 70-82). 
  FORMATION COMPOSITIONS
  For the most part, Inner Sphere lances are homogenous by unit 
  type, and are composed of four ’Mechs, four combat vehicles of 
  the same movement mode, or four groups of infantry of equivalent 
  type (battle armor squads or conventional platoons of the same 
  movement capabilities). Likewise, Inner Sphere squadrons are often 
  composed of three pairs of aerospace fighters or three pairs of 
  conventional fighters. 
  Clan Formations also generally group by unit and/or motive type, 
  with each Star composed of five ’Mechs, 10 vehicles of the same 
  movement mode, or five pairs of aerospace fighters. 
  ComStar and Word of Blake Level IIs buck this trend. Favoring 
  combined-arms capability at even the smallest levels of 
  organization, these Formations may be composed of any mix of 
  six ’Mechs, vehicles, infantry or aerospace fighters, though fighters 
  almost always operate in pairs. 
  Other exceptions to homogeneous lance/Star compositions 
  include specialized Formations such as the Support Lance, or 
  Clan Novas.
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  61
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  ANTI-’MECH 
  LANCE
  Infantry units are common throughout the Inner Sphere 
  as garrison forces, peacekeepers and security and are often 
  overlooked on the battlefield. But trained Anti-’Mech Infantry 
  Formations can wreak havoc on any ’Mech trying to concentrate 
  on a more massive foe. Some Houses assemble elite infantry 
  teams for Anti-’Mech training, while others, such as House 
  Kurita, send hastily-trained “chain gangs” into battle to support 
  their MechWarriors.
  Requirements: All units must be infantry.
  Bonus Ability: Distracting Swarm—units in an Anti-’Mech 
  Lance swarming an enemy unit (see p. 220, TW) cause a –1 To-
  Hit Modifier to any weapon attacks made by the enemy unit.
  ASSAULT LANCE
  Assault Lances are the powerhouses of any Force. Making 
  up for their reduced speed with massive firepower and armor, 
  these Formations rely on brute force to smash their way toward 
  the enemy, and demolish all that they find.
  Requirements: At least three units in a basic Assault Lance 
  must be heavy or larger, and the Formation may not include 
  light units. All units in an Assault Lance must have at least 
  135 armor points, and at least 75 percent of the units in the 
  Formation must be able to do at least 25 points of damage at 
  a range of 7 hexes. 
  An Assault Lance must contain at least one unit with the 
  Juggernaut Role, or two units with the Sniper Role.
  Ideal Role: Juggernaut
  Bonus Ability: At the beginning of play, the Assault Lance’s 
  controlling player must choose either the Demoralizer or the 
  Multi-Tasker SPAs (see pp. 74 and 78, respectively). At the 
  beginning of each turn, the player may designate up to two 
  units in the Assault Lance to receive the chosen ability for the 
  duration of the turn. The ability can be switched to other units 
  in the Formation each turn, but the SPA chosen at the start of 
  play cannot be changed during the scenario.
  Variations: The Assault Lance has three variants: the Anvil 
  Lance, the Fast Assault Lance, and the Hunter Lance
  VARIATIONS
  Each Formation Type includes a number of optional variations 
  which may carry different requirements and bestow different 
  bonus abilities. Unless otherwise stated, the requirements 
  and bonus abilities listed for these variant Formations replace 
  those described under the basic Formation Type. Furthermore, 
  variant Formations must meet their stated requirements; ideal 
  unit roles do not apply.
  NAMING CONVENTIONS
  As a final feature, players may wish to name their Formations 
  to give them more character. In the BattleTech universe, naming 
  conventions for small Formations tend to vary wildly. They may 
  be named generically, for their role (e.g. “Recon Lance”), after 
  the formation’s commander (e.g. “Roscoe’s Lance”), identified by 
  simple phonetic alphabet or numeric designators (e.g. “Bravo 
  Second Star”), their weight class (e.g. “Medium Lance”), or by 
  faction-specific nomenclature that can border on the esoteric 
  (e.g. “Alpha Talon 2”, or “Level II-Theta”).
  For the purposes of game play, whatever name is given to 
  a lance is secondary to the Formation Type, which must be 
  recorded during the force-building process. These game-specific 
  names will be clearly identified under appropriate Formation 
  Types, below. Thus, even if the player has named his force’s Fast 
  Assault Lance “Schmidt’s Savages,” they must still identify that the 
  Formation was built as a Fast Assault Lance. For the purposes of 
  fair play, it is recommended that players avoid names that are a 
  misuse of a Formation Type, even in jest. While a lance of Zeus 
  ’Mechs called “Lyran Recon Lance 1” might be amusing to that 
  player, it could cause undue confusion for other players.
  GROUND FORMATION TYPES
  The Formation Types described below include their basic 
  description, requirements, and bonus abilities, as well as alternate 
  variations. Formation Types which include the word “lance” in 
  their title may still be claimed by Clan Stars and ComStar/Word of 
  Blake Level IIs which meet the requirements for that Formation.
  AIR LANCE
  The Air Lance is a special Inner Sphere combined-arms 
  formation composed of a lance of BattleMechs and a pair of 
  aerospace or conventional fighters. Like the Nova, the Air Lance 
  actually just two Formations working in tandem, but are found 
  in many armies as a way of keeping close air support readily 
  available to ground forces.
  Composition: A lance of ground units (of any non-infantry 
  type), plus a lance of two aerospace or conventional fighters.
  Requirements: In addition to the requirements of the 
  Formation Type chosen by the ground units, the two attached 
  fighters must be identical units.
  Bonus Ability: No additional bonus ability is granted by 
  this Formation; the fighters do not benefit from the bonus 
  abilities gained by the ground units’ Formation Type, and are 
  not counted towards any of the Air Lance’s requirements.
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  BATTLE LANCE
  Battle Lances are the line troops of any large Force. Whether 
  holding the center of a combat group, or supporting a reinforced 
  assault, the Battle Lance is meant to close with the enemy, relying 
  on armor and sheer mass to sustain its units while its heavy 
  firepower pummels the enemy.
  Common Battle Lance Formations are those that are grouped 
  by their units’ weight classes. These weight-specific Battle Lances 
  usually drop the word “Battle” from their nomenclature, and thus 
  are often referred to by generic-sounding terms like “Heavy Lance” 
  or “Medium Star.”
  Requirements: At least 50 percent of the units in this Formation 
  must be heavy or larger. If the Battle Lance consists of combat 
  vehicles, there must be at least two matched pairs of heavy units. 
  At least three units in this Formation must have any combination 
  of the Brawler, Sniper and/or Skirmisher unit Roles.
  Ideal Role: Brawler
  Bonus Ability: The Battle Lance Formation receives the 
  equivalent of a 6-point Lucky Special Pilot Ability (see p. 77), except 
  that it may be used by any unit in the Formation. This ability need 
  not be assigned to a specific unit, and may be used a maximum of 
  six times. As with the Lucky SPA, only one re-roll per failed attack 
  or Piloting/Driving Skill Roll is possible. 
  This bonus ability may be stacked with a Lucky SPA assigned to 
  one or more of the Battle Lance’s member units. However, a Battle 
  Lance unit may not make more than four re-rolls in a single scenario, 
  between both the pilot’s ability and this Formation bonus.
  Variations: The Battle Lance has four variants: the Light Battle 
  Lance, Medium Battle Lance, Heavy Battle Lance and the Rifle Lance. 
  Anvil Lance
  Hammer and Anvil Lances are trained to work together: the 
  slower and tougher Anvil Lance holds in front of the enemy, 
  stopping their advance and maintaining the enemy’s attention.
  Requirements: Exclusive to House Marik Forces. All units must 
  be medium or larger, possess at least 40 points of armor, and at 
  least 50 percent of the units must have an autocannon, LRM or SRM.
  Ideal Role: Juggernaut
  Bonus Ability: At the beginning of each turn, up to two units in 
  this Formation may receive the Sandblaster or Cluster Hitter Special 
  Pilot Ability. The player may assign the same SPA to both units, or 
  one unit Sandblaster and the other unit Cluster Hitter.
  Fast Assault Lance
  Requirements: In addition to the requirements listed for the 
  basic Assault Lance above, all units must have a minimum ground-
  based Walk/Cruise speed of 5, or possess jump jets, to qualify as a 
  Fast Assault Lance. 
  Bonus Ability: In addition to the bonus ability granted for the 
  standard Assault Lance, at the beginning of each turn up to two 
  units per Fast Assault Lance may also receive the Stand Aside SPA 
  each turn (see p. 80). These units need not be the same ones that 
  are granted the Demoralizer or Multi-Tasker abilities.
  Hunter Lance
  Hunter Lances prefer to fight in heavy woods or urban terrain, 
  where they can ambush and destroy enemy forces.
  Requirements: At least 50 percent of the units in this Formation 
  must have the Ambusher or Juggernaut Role. 
  Ideal Role: Ambusher
  Bonus Ability: At the beginning of each turn, 50 percent of the 
  units in the Formation may be granted the Combat Intuition SPA.
  TF 
  XX
  House Davion has configured this Crucis Lancers light battle lance, consisting of a Wolfhound, Javelin, Quickdraw, and Jenner for fast reactions on the field.
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  63
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  COMMAND 
  LANCE
  As the name suggests, the Command Lance is built around 
  the Force’s commander or his key sub-commanders. As such, this 
  Formation typically boasts a diverse group of capabilities intended 
  to both support and protect their leader on the battlefield.
  Requirements: At least one unit in the Command Lance must 
  be designated as either the Force commander; if additional 
  Command Lances are included, one unit in each must be 
  designated as a key lieutenant. 
  At least 50 percent of the units in this Formation must have 
  one of the following unit roles: Sniper, Missile Boat, Skirmisher or 
  Juggernaut. One additional unit in the lance must be a Brawler, 
  Striker or Scout. The unit designated as the Force commander 
  may be any of these prerequisite units.
  Ideal Role: None 
  Bonus Ability: Prior to the beginning of play, two of the non-
  commander units in this formation receive one of the following 
  Special Pilot Abilities for free (each unit may receive a different 
  SPA): Antagonizer, Combat Intuition, Blood Stalker, Eagle Eyes, 
  Marksman or Multi-Tasker. 
  In addition to this, the commander’s unit receives the Tactical 
  Genius SPA. If the Special Pilot Abilities rules are in effect and 
  the commander already has the Tactical Genius SPA, instead 
  add a +1 modifier to the force’s Initiative roll results, including 
  any rerolls made as a result of the Tactical Genius SPA).
  Variations: The Command Lance has two variants: the Order 
  Lance, and the Vehicle Command Lance. 
  Order Lance
  The most well-organized of Formations, trained to work as 
  if synchronized. 
  Requirements: Exclusive to House Kurita Forces. All units 
  must be of the same weight class and model (all Dragons, Grand 
  Dragons, Panthers, etc.).
  Bonus Ability: Designate one unit as the Formation’s 
  commander; that unit receives the Tactical Genius, Antagonizer or 
  Sniper SPA. All units in the Formation receive the Iron Will or Speed 
  Demon SPA; the entire Formation must select the same ability.
  Force Building Special Rules: This Formation may ignore the 
  extra Faction Point (FP) cost for fielding multiples of the same 
  model (see Combat Manual series for rules on Faction Points).
  Vehicle Command Lance
  Requirements: As with the standard Command Lance, 
  one unit in the Vehicle Command Lance must be designated 
  as the Force commander’s unit. Apart from this requirement, 
  only one pair of vehicles needs to have the Sniper, Missile Boat, 
  Skirmisher, or Juggernaut unit Roles. 
  Bonus Ability: As per the Command Lance.
  Light Battle Lance
  Requirements: At least 75 percent of the units in this 
  Formation must be light, and no units of assault weight may 
  be included. If the Formation consists of combat vehicles, there 
  must be at least two matched pairs of light units.
  At least one of the units in a Light Battle Lance must have 
  the Scout unit Role.
  Bonus Ability: As per the standard Battle Lance.
  Medium Battle Lance
  Requirements: At least 50 percent of the units in this 
  Formation must be medium, and no units of assault weight 
  may be included. If the Formation consists of combat vehicles, 
  there must be at least two matched pairs of medium units.
  Bonus Ability: As per the standard Battle Lance.
  Heavy Battle Lance
  Requirements: At least 50 percent of the units in this 
  Formation must be heavy or larger, and no units of light 
  weight may be included. If the Formation consists of combat 
  vehicles, there must be at least two matched pairs of heavy 
  or larger units.
  Bonus Ability: As per the standard Battle Lance.
  Rifle Lance
  Requirements: Exclusive to House Davion Forces. At least 
  75 percent of the units in this Formation must be medium or 
  heavy; no units of light weight may be included. At least 50 
  percent of these units must have an autocannon (including 
  LB-X, Ultra, or Rotary autocannons) and all units must have a 
  minimum Walk/Cruise speed of 4.
  Bonus Ability: At the beginning of each turn, up to two units 
  in this Formation may receive either the Weapon Specialist or 
  Sandblaster SPA. The player may assign the same SPA to both 
  units, or one unit may receive Weapon Specialist and the other 
  unit Sandblaster.
  Berserker/Close Combat Lance 
  Berserkers are trained to close with the enemy and smash 
  them with the sheer size and strength of their BattleMechs. 
  The Rasalhague Regulars, and later, the KungsArmé, often 
  fielded Formations which specialized in physical attacks. 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 in this Formation receive the 
  Zweihander or Swordsman SPA. The same ability must be 
  assigned to both units. 
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  Requirements: No unit of heavy weight or larger may be included. 
  Bonus Ability: Coordinated Fire Support—If a unit in this 
  Formation hits a target with at least one of its weapons, other units 
  in this Formation making weapon attacks against the same target 
  receive a –1 modifier to their attack rolls. This bonus is cumulative 
  per attacking unit, up to a –3 To-Hit Modifier. 
  NOVA
  Novas are a special Formation Type used only by the Clans. These 
  Formations are composed of a Star of OmniMechs and a Star of 
  battle armor infantry units. While in practice they are often treated 
  as a single Formation, the fact that a Nova is actually two Stars in 
  one grants it an extra degree of tactical flexibility.
  Composition: A Clan ’Mech Star (which may be constructed to 
  claim any other applicable Formation Type), plus a Star of Clan 
  battle armor units.
  Requirements: All five ’Mechs in the Nova must be OmniMechs 
  (OMNI special ability in Alpha Strike), while all five battle armor units 
  must be mechanized battle armor (MEC special ability in Alpha Strike).
  Bonus Ability: The ’Mech units in this Formation receive the 
  bonus abilities appropriate to their Formation Type. The battle 
  armor units in a Nova do not receive these benefits, nor do they 
  count towards the ’Mech Star’s Formation requirements.
  Variations (Vehicle and Aerospace Novas): The Clans also 
  occasionally compose Novas using combat vehicle Stars or 
  aerospace fighter Stars in place of the ’Mech Stars. As with their 
  ’Mech-based equals these Vehicle Novas and Aerospace Novas 
  require that the battle armor units are mechanized battle armor, 
  while at least an equal number of units in the Vehicle and Aerospace 
  Stars possess have Omni capability. In all other aspects, these 
  formations are identical to the standard Novas.
  FIRE LANCE
  Fire Lances carry powerful, long-range weaponry which enables 
  them to stay away from enemy forces and rain down devastating 
  fire with less risk of facing an attack themselves.
  Requirements: At least 75 percent of the units in this Formation 
  must have either the Missile Boat or Sniper unit Roles.
  Ideal Role: Missile Boat
  Bonus Ability: At the beginning of each turn, up to two units in 
  this Formation may receive the Sniper Special Pilot Ability (see p. 
  80), which will affect their weapon attacks during that turn.
  Variations: There are five primary variants on the basic Fire 
  Lance: the Anti-Air Lance, Artillery Fire Lance, Direct Fire Lance, 
  Fire Support Lance, and Light Fire Lance.
  Anti-Air Lance
  Requirements: In addition to the requirements of the standard 
  Fire Lance, at least two units in an Anti-Air Lance must possess an 
  LBX autocannon, a standard autocannon, an artillery weapon, or 
  the Anti-Aircraft Targeting Quirk (see p. 193, SO, p. 60, ASC). 
  Bonus Ability: At the beginning of each turn, up to two units 
  in this Formation may receive the Anti-Aircraft Specialist Special 
  Command Ability (see p. 83). This Special Command Ability will affect 
  the weapon attacks made by the designated units during that turn.
  Artillery Fire Lance
  Requirements: At least two units in this Formation must have 
  an Artillery weapon.
  Bonus Ability: At the beginning of each turn, up to two units in 
  this Formation may receive the Oblique Artilleryman Special Pilot 
  Ability (see p. 87), which will affect their artillery weapon attacks 
  made during that turn.
  Direct Fire Lance
  Requirements: At least two units in this Formation must be 
  heavy or larger, and all units in this Formation must be able to 
  deliver at least 10 points of damage at a range of 18 hexes or more. 
  Bonus Ability: At the beginning of each turn, up to two units in 
  this Formation may receive the Weapon Specialist SPA (see p. 82). 
  This ability will affect the weapon attacks made by the designated 
  units during that turn.
  Fire Support Lance
  Requirements: At least three units in this Formation must have 
  a weapon capable of indirect fire. 
  Bonus Ability: At the beginning of each turn, up to two units in this 
  Formation may receive the Oblique Attacker Special Pilot Ability (see 
  p. 87), which will affect their indirect weapon attacks during that turn.
  Light Fire Lance
  Light ’Mechs are stereotyped as fast, short-range units, unable 
  to carry enough long-range weaponry to be an effective threat, at 
  least individually. A Light Fire Lance’s units train to combine their 
  fire in order to bring down larger targets. 
  The Inner Sphere eventually adopted similar formations to 
  the Clan Nova as they began to develop battle armor units 
  of their own. For the most part, the Inner Sphere, Periphery, 
  and mercenary groups that did so treated such groupings as 
  transient formations, and thus counted the composite ’Mech 
  and battle armor lances as separate formations working close 
  together, with one 4-’Mech lance playing transport for one 
  4-squad lance of battle armor troops. The Word of Blake did 
  much the same, but with a specialized 6-’Mech Level II formation 
  that combined with a 6-squad battle armor Level II to create 
  what they called a “Choir” formation.
  Aside from the different number of ’Mech units (to an equal 
  number of battle armor squads), these non-Clan Nova equivalents 
  differ from the Clan version in that they do not require all of their 
  ’Mechs to be OmniMechs. However, for every ’Mech that lacks the 
  OMNI special, a corresponding number of battle armor units must 
  have the XMEC special instead of the MEC special. 
  Other than these changes, non-Clan mechanized battle 
  armor combinations follow the same organizational and bonus 
  ability rules as the basic Clan Nova formation.
  NON-CLAN NOVA VERSIONS
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  65
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  Bonus Ability: At the beginning of play, the Recon Lance’s 
  controlling player must choose either the Eagle Eyes or 
  Maneuvering Ace SPAs (see pp. 74 and 77, respectively), and 
  apply the chosen ability to up to three units in the Formation. 
  The ability cannot be switched to other units in the Formation 
  during the game, nor can the SPA chosen at the start of play 
  be changed during the scenario.
  In addition, all units in this Formation receive the Forward 
  Observer SPA (see p. 75). 
  Variations: There are two variants on the basic Recon Lance: 
  the Heavy Recon Lance and the Light Recon Lance. 
  Heavy Recon Lance
  Requirements: All units in this Formation must have a Walk/
  Cruise speed of 4 or more, and at least two must have a Walk/
  Cruise of 5 or more; both requirements are regardless of jump 
  capability. At least one unit must be heavy or assault weight. At 
  least two units in this Formation must have the Scout unit Role.
  Bonus Ability: As per the standard Recon Lance, except that 
  only two units in this Formation may receive the chosen SPA. All 
  units in this Formation still receive the Forward Observer SPA.
  Light Recon Lance
  Requirements: All units in this Formation must be light, 
  with a minimum Walk/Cruise speed of 6, regardless of jump 
  capability. Furthermore, all units in this Formation must have 
  the Scout unit Role. 
  Bonus Ability: As per the standard Recon Lance, except all 
  units in this Formation receive the chosen SPA, in addition to 
  the Forward Observer SPA.
  SECURITY LANCE
  Security Lances are trained for independent operations to 
  defend a military installation, government building, civilian 
  factory or other important locations. They feature a range of 
  abilities focused on knowing the terrain they are defending 
  and chasing down raiders.
  Requirements: At least one unit in this Formation must have 
  the Scout or Striker unit Role, and at least one unit must have 
  the Sniper or Missile Boat unit Role. Only one assault unit may 
  be included in the Formation.
  Ideal Role: None.
  Bonus Ability: If acting as the Defender in a scenario, at the 
  beginning of play 75 percent of the units in this Formation are 
  assigned a Terrain Master or Environmental Specialist SPA of 
  their choice; the same variation of the SPA must be chosen for 
  each unit. If not acting as the Defender, 75 percent of the units 
  in this Formation are assigned the Speed Demon SPA at the 
  beginning of play.
  PURSUIT LANCE
  Pursuit Lances are built for a combination of speed and 
  offensive power that can be difficult to ignore. These Formations 
  were originally designed as scout-hunters, intended to chase 
  down recon units with enough firepower to cripple or destroy 
  them. However, they’ve also come to be used for “recon in force” 
  operations, where mobility is more critical than firepower.
  Requirements: All units in this Formation must be light or 
  medium, and 75 percent of the units in this Formation must 
  have a Walk/Cruise speed of 6 or more, regardless of jumping 
  capability. At least one unit in the Pursuit Lance must have a 
  weapon that can deal 5 or more points of damage at a range 
  of 15 hexes or more.
  Ideal Role: Skirmisher
  Bonus Ability: 75 percent of the units in this Formation 
  receive the Blood Stalker Special Pilot Ability (see p. 73).
  Variations: There are two variants on the basic Pursuit Lance: 
  the Probe Lance, and the Sweep Lance. 
  Probe Lance
  Requirements: No units of assault weight or larger may be 
  included, and 75 percent of the units in this Formation must 
  have a Walk/Cruise speed of 6 or more, regardless of jump 
  capability. All units must be able to deliver at least 10 points of 
  damage at a range of 9 hexes or more.
  Bonus Ability: As per the standard Pursuit Lance.
  Sweep Lance
  Requirements: All units in this Formation must be light or 
  medium, and have a Walk/Cruise speed of 5 or more, regardless 
  of jumping capability. All Sweep Lance units must be able to 
  deliver at least 10 points of damage at a range of 6 hexes or 
  more.
  Bonus Ability: As per the standard Pursuit Lance.
  RECON LANCE
  Recon Lances use extremely fast units that can rush ahead 
  of the main force, using their speed to scout objectives, 
  evade enemy fire, and harass or flank their opponents. This 
  Formation Type is particularly useful in campaign settings 
  where intelligence-gathering is important, but can be useful 
  in any scenario. 
  Requirements: All units in this Formation must possess a 
  minimum Walk/Cruise speed of 5. At least two units in this 
  Formation must have the Scout or Striker unit Roles.
  Ideal Role: Scout
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  Bonus Ability: Swarm—When any unit in this Formation is 
  targeted by an enemy attack, that unit’s player may switch the 
  target to any other unit in this Formation that is still a legal target 
  (e.g., within line of sight) and at the same range or less from the 
  attacker. This ability can only be used by units which spent Running, 
  Jumping, or Flank movement points that turn.
  Force Building Special Rules: This Formation still only generates 
  4 Faction Points, regardless of the number of units it contains (see 
  the Combat Manual series for rules on Faction Points).
  Light Striker/Cavalry Lance
  Requirements: All units in this Formation must have a minimum 
  Walk/Cruise speed of 5, regardless of jumping capability. No unit 
  may be heavy or larger, and at least two units in this formation 
  must have a weapon that can do at least 5 damage at a range of 
  18 hexes or more. 
  At least two members of the Light Striker/Cavalry Lance must 
  have the Striker or Skirmisher unit Roles. 
  Bonus Ability: As per the standard Striker/Cavalry Lance.
  Ranger Lance
  Ranger Lances are trained for combat in special terrain, favoring 
  heavy cover or terrain that would hinder other forces’ movement.
  Requirements: No unit in this Formation may be assault weight 
  or larger.
  Ideal Role: Skirmisher
  Bonus Ability: At the beginning of play, 75 percent of the units 
  in this Formation receive one Terrain Master SPA. The same Terrain 
  Master variation must be assigned to these units.
  SUPPORT LANCE
  Dedicated Support Lances are multi-role Formations that do not 
  excel at any one job, but instead back up other Formations.
  Requirements: None
  Ideal Role: None
  Bonus Ability: Before the start of play, each Support Lance must 
  designate one other Formation Type in the Force to support. For 
  every two units in the supported Formation that make use of 
  a bonus ability provided by its Formation Type, one unit in the 
  Support Lance receives the same ability. This bonus ability is 
  retained as long as the Support Lance still has three or more active 
  units on the field; it is not lost if the supported lance is reduced 
  below its own ability to retain the bonus ability. If the supported 
  Formation can choose from a selection of SPAs, the Support Lance 
  must select which SPAs it receives at the start of play, and may not 
  change the selection during game play.
  If the Support Lance is supporting a Command Lance, it receives 
  the two SPAs granted to the Command Lance’s non-commander 
  units, and may assign one SPA each to any Support Lance unit 
  which meets the requirements for that SPA. However, the Support 
  Lance does not receive the commander’s Tactical Genius Special 
  Pilot Ability.
  STRIKER/ 
  CAVALRY LANCE
  Striker Lance Formations, also known as Cavalry Lances, are 
  made up of fast-moving units that can quickly bring their firepower 
  into combat, while also possessing enough armor to survive an 
  engagement and withdraw—or to hold the line long enough for 
  the main force to arrive. 
  Requirements: All units in a Striker/Cavalry Lance must have 
  a minimum Walk/Cruise speed of 5, or a Jump movement of 4 or 
  more. No units in a Striker/Cavalry Lance may be of assault weight 
  class or above. 
  At least 50 percent of the Striker/Cavalry Lance must have the 
  Striker or Skirmisher unit Roles.
  Ideal Role: Striker
  Bonus Ability: 75 percent of the units in this Formation receive 
  the Speed Demon Special Pilot Ability (see p. 80).
  Variations: There are five variants of the basic Striker/Cavalry 
  Lance: the Hammer Lance, the Heavy Striker/Cavalry Lance, the 
  Horde, the Light Striker/Cavalry Lance and the Ranger Lance
  Hammer Lance
  Hammer and Anvil Lances are trained to work together, the faster 
  Hammer Lance hitting the enemy in the flank or rear while they are 
  distracted by the Anvil Lance.
  Requirements: Exclusive to House Marik Forces. All units must 
  have a minimum Walk/Cruise speed of 5.
  Ideal Role: Striker
  Bonus Ability: At the beginning of each turn, up to two Hammer 
  Lance units may receive either the Jumping Jack or Speed Demon 
  SPA. The player may assign the same SPA to both units, or one unit 
  may receive Jumping Jack and the other unit Speed Demon.
  Heavy Striker/Cavalry Lance
  Requirements: All units in this Formation must have a minimum 
  Walk/Cruise speed of 4, regardless of jumping capability. At least 
  three units must be heavy or larger; light units may not be included. 
  At least one unit in this Formation must have a weapon that can 
  do at least 5 damage at a range of 18 hexes or more. 
  At least two units in this Formation must have the Striker or 
  Skirmisher unit Roles.
  Bonus Ability: As per the standard Striker/Cavalry Lance.
  Horde
  Captain Mercer Ravannion was the most well-known proponent 
  of using large numbers of “bug” ’Mechs, the very lightest and most 
  common ’Mechs in existence, to swarm and overwhelm their larger 
  brethren. Ravannion himself was defeated trying to prove his 
  theory, but others occasionally try to “fix” his mistakes and prove 
  the effectiveness of swarming.
  Requirements: The Formation must consist of five to ten units; 
  all units must be light. No unit may have the ability to do more than 
  10 damage at a range of 9 hexes or more.
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  67
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  AEROSPACE
  SUPERIORITY 
  SQUADRON
  The Aerospace Superiority Squadron is the Battle Lance of 
  the skies. Intended primarily to engage and defeat opposing 
  aerospace units, these fighters combine an ideal mix of speed, 
  firepower, and armor.
  Requirements: More than 50 percent of the units in this 
  Formation must have the Interceptor or Fast Dogfighter unit Roles.
  Bonus Ability: Prior to the start of the scenario, up to two of 
  the following SPAs may be assigned to up to half the units in 
  this Formation, in any combination: Blood Stalker (see p. 73), 
  Ride the Wash (see p. 79), Hot Dog (see p. 68).
  ELECTRONIC
  WARFARE 
  SQUADRON
  Electronic Warfare Squadrons are dedicated to supporting 
  a force’s efforts to disrupt enemy communications while 
  simultaneously defeating hostile ECM. While the high-speed 
  nature of aerospace units tends to make such benefits transitory 
  at best, the right burst of scrambled signals in combat can 
  severely destabilize an enemy force.
  Requirements: Electronic Warfare squadrons do not have 
  a unit Role requirement, but more than 50 percent of the 
  fighters in this Formation must each possess one or more of 
  the following equipment: Beagle Probe, Active Probe, Angel 
  ECM, Guardian ECM, ECM Suite, Bloodhound Probe, Light Probe, 
  Light ECM, TAG, Light TAG, or Watchdog. 
  Bonus Ability: This squadron type receives the 
  Communications Disruption Special Command Ability (see p. 
  84), enabling it to disrupt the communications between the 
  units of one randomly-determined enemy lance or squadron 
  on a 1D6 roll of 6. This disruption roll is made at the start of the 
  Electronic Warfare Squadron’s turn, and persists for one turn only. 
  If the full Special Command Abilities rules are in use and the 
  Electronic Warfare Squadron is part of a Force that already has the 
  Communications Disruption SCA, the Formation instead gains 
  the ability to decide which enemy lance or squadron is affected 
  by the disruption, rather than determining its victim randomly.
  Note that ground units can only suffer Communications 
  Disruption effects if the Electronic Warfare squadron has a 
  unit currently flying over the map on which the ground units 
  are operating.
  URBAN COMBAT 
  LANCE
  The unique requirements of urban combat favor short-range, 
  intensive warfare and jump jets for jumping over and on top 
  of buildings. 
  Requirements: At least 50 percent of the units in this 
  Formation must have jump movement or be infantry 
  (Conventional or Battle Armor). At least 50 percent of the units 
  in this Formation must have a maximum Walk/Cruise speed of 4. 
  Ideal Role: Ambusher
  Bonus Ability: At the beginning of each turn, up to 75 
  percent of the units in this Formation may receive the Street 
  Fighter (if ’Mech or ProtoMech) or Urban Guerrilla (if infantry) 
  SPAs. Vehicles recieve the equivalent of 1-point of Luck and a 
  one-time use of the Marksman SPA. 
  AEROSPACE FORMATION TYPES
  Inner Sphere and Periphery squadrons are composed of three 
  pairs of aerospace fighters for a total of six aircraft per squadron. 
  The ComStar and Word of Blake also use six-fighter Formations, 
  which are identified as Level IIs. Among the Clans, an aerospace 
  Star is a formation comprised of 5 pairs of aerospace fighters, 
  for a total of 10 aircraft. 
  As the capabilities of these particular groupings—squadron, 
  aerospace Level II, and aerospace Star—are roughly on par with 
  each other, any can take advantage of the Formation Types below.
  Note that while most aerospace squadrons, Level IIs, and 
  Stars group their fighters in pairs of identical models, many 
  of the requirements listed for these Formation Types will likely 
  produce odd numbers of unit types. If players wish to maintain 
  the tradition of keeping their fighters in identical pairs, they may 
  swap out the unmatched pair of fighters in favor of a match that 
  meets the first listed requirement in the Formation’s description. 
  For example, the Fire Support Squadron calls for 50 percent 
  of its fighters to have the Fire Support unit Role, while the other 
  50 percent must have the Dogfighter Role. A player building 
  an Inner Sphere squadron could accept having 3 Fire Support 
  fighters and 3 Dogfighters, or could make the squadron with 4 
  Fire Support fighters and 2 Dogfighters instead.
  ������������������������������
  
  TRANSPORT 
  SQUADRON
  Unlike the other squadron types discussed above, Transport 
  Squadrons are aerospace Formations built around large airborne 
  or aerospace units intended to move heavy cargo or serve as troop 
  transports. Fighters operating as part of a Transport Squadron often 
  assume the role of escorts, while the typically-larger aerospace craft 
  are used to move materiel to, from, or through the battle zone. 
  Because they carry precious cargo, these squadrons often avoid 
  aerospace engagements, relying instead on interceptors and 
  aerospace superiority fighters to clear the skies first. 
  Requirements: This special Formation is one of the few that may 
  be made up of support aircraft (such as airships and fixed-wing 
  support vehicles), conventional fighters, aerospace fighters, small 
  craft, and/or DropShips. To qualify as a Transport Squadron at least 
  50 percent of the units in this formation must have the Transport 
  unit Role.
  Bonus Ability: Choose one of the following SPAs and apply it 
  to all units in this squadron with the Transport unit Role: Dust-Off 
  (see p. 74), Ride the Wash (see p. 79), or Wind Walker (see p. 82).
  COMPANIES, 
  BINARIES AND 
  BEYOND
  As shown in the Standard Force Organizational Schemes 
  Table (see p. 59), the various lance-sized Formations described 
  in the preceding pages, and their Clan, ComStar, and Word of 
  Blake equivalents, are the building blocks used to create larger 
  Forces. Lances combine to form companies, which in turn make 
  up battalions, then regiments, then brigades. Clan Stars and 
  Novas combine to create formations called Binaries, Trinaries, 
  and Supernovas, which in turn combine to form Clusters, and 
  then Galaxies. ComStar and Word of Blake Level IIs combine with 
  other Level IIs to form Level IIIs (battalions), Level IVs (divisions), 
  and Level Vs (armies).
  Much as the various Formation Types above have their own 
  mission roles, these larger Formations may be specialized toward 
  a given mission type, simply by including a preponderance of 
  the desired Formation Type. Whole companies or Trinaries, for 
  instance, can be built to serve as Fire Support forces by merely 
  having more Fire Lances and Stars in their total force than any 
  other Formation Type. If a little more variety is desired, some of the 
  incorporated Formations may be variants of the same type—so 
  the Fire Support Company may have one standard Fire Lance, and 
  an Anti-Air Lance with a Recon Lance (rather than just two Fire 
  Lances and a Recon Lance).
  FIRE SUPPORT 
  SQUADRON
  Fire Support Squadrons are the aerospace formations best suited 
  for ground attack operations, but thanks to their emphasis on long-
  range weapons, they can often double as back up for interceptors 
  and strike fighters as well.
  Requirements: At least 50 percent of the units in this Formation 
  must have the Fire Support unit Role. The remainder must have the 
  Dogfighter unit Role.
  Bonus Ability: Prior to the start of the scenario, one of the 
  following SPAs may be assigned to each of two pairs of fighters in 
  this Formation: Golden Goose (see p. 75), Ground Hugger (see p. 
  75), Hot Dog (see p. 76) or Shaky Stick (see p. 79). The two selected 
  fighter pairs may not receive the same SPA (e.g. if one pair of 
  fighters is assigned the Shaky Stick SPA, the second pair may not 
  also receive Shaky Stick SPA.)
  INTERCEPTOR 
  SQUADRON
  Interceptor Squadrons are fast aerospace combat groups meant 
  to deal with opposing aerospace threats before they get too close. 
  Because more emphasis is placed on speed, these squadrons often 
  do not have the firepower or armor for heavy fighting. Instead, their 
  goal is to deliver the first strike, in an effort to sow chaos in the enemy’s 
  ranks or possibly buy time for the heavier fighters to enter the fray.
  Requirements: More than 50 percent of the units in this 
  Formation must have the Interceptor unit Role.
  Bonus Ability: Any units in this Formation with a Thrust of 9 or 
  less receive the Speed Demon SPA (see p. 80). In addition, up to two 
  fighters in this Formation may receive the Range Master (Long) SPA.
  STRIKE 
  SQUADRON
  The Strike Squadron is well-suited for close air support and 
  air-to-ground operations alike. Units in these squadrons tend to 
  feature modest speed and maneuverability, combined with potent 
  firepower and reliable armor protection. Because units loaded for 
  ground-attack missions are often at a disadvantage against air-
  superiority fighters, these squadrons often divide their fighters 
  between ground-support and anti-air duties.
  Requirements: More than 50 percent of the units in this 
  Formation must have the Attack or Dogfighter unit Roles. 
  Bonus Ability: Up to 50 percent of the units in this Formation 
  may receive the Speed Demon SPA (see p. 80). The remaining 
  fighters receive the Golden Goose SPA (see p. 75).
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  69
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  COMPANY COMPOSITION
  Core Ground Force
  0-1
  Command Lance
  0-2*
  Support Lances
  1-4
  Battle Lances
  Assault Lances
  Striker Lances
  Fire Lances
  Recon Lances
  Pursuit Lances
  Detachments
  0-6
  Conventional Infantry Platoons
  0-4
  Battle Armor Squads
  0-3
  Vehicle Lances**
  0-1
  Aerospace Squadron
  Note: An Inner Sphere or Periphery company is composed of 2-4 lances 
  total, and may be supported by other forces (detachments). Lances listed 
  also include the Air Lance variant.
  *Only 1 Support Lance per 1 core non-Support Lance.
  **Or BattleMech lances if Core Ground Force is composed of vehicle lances.
  BINARY/TRINARY COMPOSITION
  Core Ground Force
  0-1
  Command Star
  0-1
  Support Star
  1-3
  Battle Stars
  Assault Stars
  Striker Stars
  Fire Stars
  Recon Stars
  Pursuit Stars
  Detachments
  0-5
  Battle Armor Points
  0-1
  Vehicle Stars
  0-1
  Aerospace Star
  Note: A Clan Binary is composed of 2 stars total; a Clan Trinary is composed 
  of 3 stars total; may be supported by other forces (detachments). Stars 
  listed also include the Nova variant; 2 Novas form a Supernova Binary, 
  3 Novas a Supernova Trinary.
  CLUSTER COMPOSITION
  Core Ground Force
  3-5
  Binaries and/or Trinaries
  Detachments
  0-2
  Battle Armor Stars
  0-3
  Vehicle Stars
  0-3
  Aerospace Star
  Note: A Clan Cluster is typically 3-5 Binaries and/or Trinaries in total 
  (including Supernova Binaries and Trinaries), and may be supported 
  by other forces (detachments).
  BATTALION COMPOSITION
  Core Ground Force
  0-1
  Command Lance
  3-4
  Ground Force Companies
  Detachments
  0-6
  Conventional Infantry Companies
  0-4
  Battle Armor Platoons
  0-3
  Vehicle Companies*
  0-3
  Aerospace Squadrons
  Note: An Inner Sphere or Periphery battalion is typically 9-13 lances 
  total, and may be supported by other forces (detachments).
  *Or BattleMech companies if Core Ground Force is composed of vehicle 
  companies.
  LEVEL III COMPOSITION
  Core Ground Force
  0-1
  Command Level II
  0-1
  Support Level II
  4-6
  Battle Level II
  Assault Level II
  Striker Level II
  Fire Level II
  Recon Level II
  Pursuit Level II
  Detachments
  0-3
  Aerospace Level IIs
  Note: A Level III is composed of 6 Level IIs.epending on the chosen Point 
  Value Total and size of the opposing force, it may be necesarry to 
  build up to 2 Level IIIs.
  ������������������������������
  
  Not all SPAs are created equal, however, so a point value has 
  also been assigned to these abilities to reflect their complexity 
  and effectiveness in battle. Low-level warriors and crews—those 
  identified as Green, Very Green, or Wet Behind the Ears—should 
  receive no special pilot abilities. Middle-grade units—those with a 
  Regular Skill Rating— may receive one special pilot abilities with a 
  point value of 2 or less. Experienced units—those rated as Veteran 
  or Elite— may receive up to two different special pilot abilities 
  with a combined point value of 4 or less. Truly superior units—
  those with a Skill Rating of Heroic or Legendary—may receive up 
  to three different special pilot abilities, with a combined point 
  value of 6 or less.
  Finally, unless the players are making use of the Formation Types 
  rules and their associated Bonus Special Pilot Abilities (see p. 60-
  68), the total number of warriors or crews that receive special pilot 
  abilities should also be limited, to avoid over-complicating the 
  game at hand. If not using the Formation Types rules, the rule of 
  thumb is that a player’s Force should try to avoid assigning SPAs 
  to more than 1 unit for every 4 units fielded in the scenario. These 
  special pilots may be part of the same Formation, or spread out 
  among several Formations, as the controlling player sees fit.
  If the players are using the Formation Types rules, the total 
  number of warriors or crews that receive Special Pilot Abilities 
  should be limited to 1 unit for every 12 units fielded in the scenario.
  All SPAs presented below are designed to modify already-
  existing features of the units that the pilot or crew is operating, 
  but will not fundamentally alter the unit’s 
  normal capabilities unless specifically noted 
  otherwise. Thus, they cannot be applied to 
  pilots or crews of unit types other than those 
  listed in their descriptions. 
  This means that SPAs that modify damage 
  for a specific type of attack—such as the 
  Swordsman SPA’s focus on units which possess 
  a physical weapon—require that the unit 
  actually possess that type of attack in order 
  to make use of the pilot’s talent. If the unit 
  cannot ordinarily meet that requirement—
  such as a Swordsman who finds himself 
  operating a ’Mech that lacks any physical 
  weapon—the SPA will simply not apply, as 
  there is nothing for it to modify.
  This same principle also applies to special 
  pilot abilities that modify movement, or which 
  do not list the unit in question among the unit 
  types for which the ability applies. Thus, a 
  special pilot ability designated for ’Mech units 
  only cannot be used with a vehicle unit type.
  Furthermore, movement modifications that 
  do not apply to the unit, such as abilities that 
  might modify wheeled ground movement on 
  a vehicle unit that has a tracked motive type, 
  cannot be granted, even if the special pilot 
  ability is otherwise compatible with the unit. 
  All terrain restrictions that affect the unit type 
  itself will remain in effect unless the special 
  ability notes otherwise. 
  SPECIAL PILOT 
  ABILITIES
  In the BattleTech universe, opposing forces sometimes clash at the 
  size of armies, and troops often share the same combat experiences, 
  but it remains possible for superlative warriors to emerge and set 
  themselves apart from the crowd. The abilities possessed by these 
  special warriors represent a unique combination of experience, 
  talent, and personal traits that can vary from individual to individual.
  For this reason, unless otherwise indicated, special pilot abilities 
  (SPAs) are assumed to apply to a single warrior, vehicle crew, or 
  infantry unit as appropriate, rather than to an entire Force. These 
  abilities will augment the warrior or crew’s unit, and can “move” 
  with them between machines—a particularly useful feature if 
  the players are involved in a campaign where salvage and unit 
  replacements are common.
  ASSIGNING SPECIAL PILOT ABILITIES
  If the players are interested in running a BattleTech game which 
  includes special pilot abilities, but without any of the notable 
  warriors found in published sources, they may choose to purchase 
  such abilities from the list below, based on the individual unit’s Skill 
  Rating, and the type of unit they control.
  B1B 
  XX
  Two desperate MechWarriors have drawn on every ounce of their skill and tenacity to reach the conclusion of this gritty battle.
  ������������������������������
  
  71
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  Ability
  Cost
  Brief Description
  Animal Mimicry
  2
  unit gains mobility bonus and ability to demoralize opponents
  Antagonizer
  3
  unit can enrage an opponent for a brief period
  Blood Stalker
  2
  unit may better focus its attacks on a preferred target 
  Cluster Hitter
  2
  unit can deliver extra damage in an attack using missiles or flak weapons
  Combat Intuition
  3
  unit may move and resolve fire before any other unit acts
  Cross-Country
  2
  Ground vehicle unit may enter some illegal terrain types, but at high Move cost
  Demoralizer
  3
  unit can intimidate an opponent for a brief period
  Dodge
  2
  unit can attempt to evade physical attacks
  Eagle’s Eyes
  2
  unit gains (or augments) its ability to spot hidden units and avoid mines
  Environmental Specialist
  2
  Reduces movement and combat modifiers in a preferred environment
  Fist Fire
  2
  unit delivers extra damage in physical attacks
  Forward Observer
  1
  unit improves accuracy of indirect fire when used as a spotter
  Heavy Lifter
  1
  Enables increased carrying capacity 
  Hopper
  1
  unit may attempt Piloting Skill Roll when leg blown off; may not be reduced below 2 MP
  Hot Dog
  2
  Helps avoid overheating effects
  Human TRO
  1
  Increases likelihood of critical hits
  Iron Will
  2
  unit can resist psychological attacks and receives a bonus during Morale Checks
  Jumping Jack
  2
  Improves accuracy of any attack made when the unit jumps 
  Lucky
  1-4
  unit may reroll a limited number of failed attacks and Piloting Skill/Control Rolls per scenario
  Maneuvering Ace
  2
  Enables or improves lateral shift movement
  Marksman
  2
  unit may make an Aimed Shot
  Melee Master
  2
  unit can deliver an additional physical attack
  Melee Specialist
  1
  unit delivers physical attacks with greater accuracy
  Multi-Tasker
  2
  Reduces penalty modifiers for attacks against multiple targets
  Natural Grace
  3
  Reduces MP costs through certain terrain, enables improved movement abilities
  Oblique Artilleryman
  1
  Improves accuracy and reduces scatter for all artillery weapon attacks
  Oblique Attacker
  1
  Improves accuracy for indirect fire, and enables indirect attacks without a spotter
  Range Master
  2
  unit gains bonus to attacks at preferred range
  Sandblaster
  2
  unit improves accuracy and damage when only using AC and missile weapons
  Sharpshooter
  4
  unit may make an Aimed Shot with additional chance for critical hit
  Slugger
  1
  unit may fire weapon while using an improvised club
  Sniper
  3
  unit reduces Medium, Long, and Extreme range modifiers by half
  Speed Demon
  2
  unit can move faster than normal
  Stand-Aside
  1
  unit can pass directly through enemy units with successful roll
  Street Fighter
  2
  unit may pre-empt an attack against it by enemies in base contact
  Swordsman
  2
  unit can deliver an Aimed Shot or improved damage in physical weapon attack
  Tactical Genius
  3
  Enables command unit to reroll Initiatives 
  SPECIAL PILOT ABILITIES
  ������������������������������
  
   • The disturbingly realistic “animalisms” of the ’Mech’s movement 
  adds a +1 modifier to any Morale Checks (see p. 211-213, TO)—
  or a –1 target modifier to the Demoralizer Piloting Skill Roll if 
  using the Demoralizer SPA (see p. 72).
  ANIMAL MIMICRY
  “If you think the bark’s bad, wait till you feel my bite…”
  Unit Type: See below
  SPA Cost: 2 points
  A pilot with the Animal Mimicry Ability has combined an 
  exceptional understanding of animal behavior with his natural 
  aptitude for ’Mech piloting to give his machine the uncanny—
  some would even say frighteningly— resemblance to a wild animal. 
  Animal Mimicry is available only to pilots of Quad BattleMechs 
  and ProtoMechs, and of ’Mech and ProtoMech designs that, by 
  agreement of all players, feature an animal look to them—such as 
  beastly Clan totem ’Mechs like the Kodiak and the Mandrill.
  Like Natural Grace (see p. 78), Animal Mimicry is open to 
  interpretation during gameplay, but can grant the following 
  additional capabilities:
   • The superior, naturally inspired gait provides a –1 target 
  modifier to all Piloting Skill Rolls required for Quad designs.
   • The animal-like flexibility, communicated into the ’Mech’s 
  movements, enables it to navigate wooded terrain at a cost 
  of –1 MP per hex of light, heavy, or ultraheavy woods and 
  jungle terrain.
  Ability
  Cost
  Brief Description
  Terrain Master 
  Drag Racer
  3
  Ground vehicle unit gains extra speed on ice or pavement; avoids skidding better
  Forest Ranger
  3
  unit moves more easily through (and gains extra cover from) woods and jungle
  Frogman
  3
  unit moves more easily than others while fully submerged
  Mountaineer
  3
  unit moves more easily through Level changes and rough terrain types
  Nightwalker
  3
  unit ignores modifiers for darkness
  Swamp Beast
  3
  unit moves more easily through mud and swamp terrain; ignores bog down in same
  Weapon Specialist
  3
  unit can deliver a more accurate attack with preferred weapon
  Zweihander
  2
  ’Mech unit delivers more damage in physical attacks
  Airborne Only Abilities
  Cost
  Brief Description
  Dust-Off
  2
  Enables airborne unit types to land or liftoff in non-clear terrain
  Golden Goose
  3
  Improves accuracy for air-to-ground strafing, strike, and bombing attacks
  Ground-Hugger
  2
  Airborne unit may execute a double-strafe or double-strike air-to-ground attack
  Ride the Wash
  4
  unit reduces atmospheric combat modifiers; may execute special air-to-air attack
  Shaky Stick
  2
  Airborne unit is harder to hit from the ground during air-to-ground attacks
  Wind Walker
  2
  unit ignores atmospheric combat modifiers and gains a bonus to landing and liftoff
  Infantry Only Abilities
  Cost
  Brief Description
  Light Horseman
  2
  Beast-mounted infantry unit moves faster, even through difficult terrain
  Heavy Horse
  2
  Beast-mounted infantry unit can inflict extra damage at point-blank range
  Foot Cavalry
  1
  Foot-based infantry unit moves faster, even through difficult terrain
  Urban Guerrilla
  1
  Infantry unit is harder to attack in urban terrain, and may “spawn” support
  SPECIAL PILOT ABILITIES (CONTINUED)
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  73
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  CLUSTER HITTER
  “Nothing but torso!”
  Unit Type: Any
  SPA Cost: 2 points
  The warrior who has the Cluster Hitter Ability has spent hours 
  mastering the focus of clustering weapons such as missile and 
  rocket launchers, ultra and rotary autocannons, and LB-X style 
  weapons. Able to more tightly group his shots, the Cluster Hitter 
  can make an Aimed Attack with any one of his unit’s cluster-
  type weapons using all of the rules for the Marksman SPA (see 
  p. 77). On a successful hit, this focused attack will deliver all of 
  the shot’s clustered rounds to the targeted location. When not 
  attempting this focused attack, the Cluster Hitter receives a +1 
  roll modifier on the Cluster Hits Table for all applicable weapons.
  The Cluster Hitter SPA cannot be used in conjunction with 
  the Oblique Attacker SPA (see p. 78), or the Sandblaster SPA 
  (see p. 79).
  COMBAT INTUITION
  “I hate it when I’m right...”
  Unit Type: Any
  SPA Cost: 3 points
  A MechWarrior, pilot, or vehicle crew commander with the 
  Combat Intuition SPA can accurately predict an opponent’s 
  actions by focusing intently on them. To use this special ability, 
  a player must declare that a pilot with this SPA is focusing on his 
  environment during the End Phase. This action is extremely taxing, 
  and inflicts 1 point of pilot damage to the pilot; no Consciousness 
  Roll is required when this damage is taken. Though Combat 
  Intuition may be used as often as every turn, this damage effect 
  can pose a danger to the warrior if the ability is overused.
  In the following turn, the unit whose pilot has Combat 
  Intuition may take all of its actions after all other units have 
  acted (as if the unit with Combat Intuition won Initiative over all 
  other units in the field). Alternatively, the combat intuitive unit 
  may “pre-empt” the actions of any other single unit that turn, 
  and perform all of its movement and combat actions before 
  its chosen target can do so. The effects of damage inflicted by 
  an attack made by Combat Intuition take place immediately.
  CROSS-COUNTRY
  “Stop crying! It’s only a little water…”
  Unit Type: Combat Vehicles (but only those that use ground 
  movement types)
  SPA Cost: 2 points
  A vehicle crew commander with the Cross-Country ability has 
  a knack for reading the terrain right in front of him and finding 
  the nooks, paths, and hidden folds that will enable him to pass 
  through area where most drivers wouldn’t dare. A Cross-Country 
  driver can pass through water terrain as though it were 1 depth 
  shallower, and can even move ground vehicles through woods, 
  rubble or rough terrain—even if his vehicle normally could not 
  do so. Passing through any terrain restricted by the vehicle’s 
  movement type, such as passing through woods terrain with a 
  hovercraft, costs the Cross-Country driver twice the normal MP 
  a BattleMech would pay under the same conditions.)
  ANTAGONIZER
  “Come on, you greasy tinspawn! I thought you puppies could 
  fight!”
  Unit Type: Any
  SPA Cost: 3 points
  The Antagonizer is a MechWarrior, pilot, or vehicle 
  commander who has the uncanny ability to get under an 
  enemy’s skin so much that the enemy forgets all other 
  considerations and concentrates solely on defeating the 
  Antagonizer. To use this ability, the Antagonizer must select a 
  single opponent within 10 hexes of his own unit and have line 
  of sight to that opponent. The Antagonizer must then make a 
  special “psychological” attack on the target in place of a normal 
  weapon attack, in the form of a Piloting Skill Roll with a +4 
  target modifier. If the Antagonizer-controlled unit succeeds in 
  this roll, the target unit becomes enraged at him for a number 
  of turns equal to the margin by which the roll succeeded. The 
  enraged opponent unit must move toward the Antagonizer at 
  its best possible speed, using the most direct, passable route 
  available. The enraged unit may not target any other unit during 
  this period; all weapons and physical attacks executed must 
  be directed at the Antagonizer alone. If the raging unit suffers 
  damage from a weapon or physical attack delivered by another 
  unit, or the Antagonizer moves more than 10 hexes away from 
  the raging unit, the rage will “break,” and the raging unit may 
  resume normal activity.
  The Antagonizer can attempt to taunt only one unit per turn, 
  but may enrage multiple units in this fashion. Attempting to 
  once again antagonize a unit that has already been enraged 
  in the current scenario results in a +4 target modifier to the 
  Antagonizer’s Piloting Skill Roll, reflecting the opposing 
  warrior’s realization that they are being toyed with.
  BLOOD STALKER
  “Oh, no! Oh, no! You are not getting away from me, you son of 
  a branth!”
  Unit Type: Any
  SPA Cost: 2 points
  A questionable, but strangely effective ability in many 
  situations, the Blood Stalker SPA reflects a character’s ability 
  to single-mindedly focus on one—and only one—enemy 
  target, whether for reasons of personal honor, rage or simply 
  an intense focus on a single tactical objective. This ability need 
  not be tapped in every scenario in which the character takes 
  part, but if used, it can only be focused on one enemy unit per 
  combat scenario.
  When used, the Blood Stalker Ability applies a –1 To-Hit 
  Modifier for all ranged attacks made by the warrior against 
  his designated target. In exchange, however, any attacks 
  directed against targets other than the one the Blood Stalker 
  has designated suffer a +2 To-Hit Modifier. These modifiers last 
  until the End Phase of the first turn after the designated target 
  retreats, or is otherwise defeated or destroyed. Afterwards, 
  the ability deactivates and the Blood Stalker modifiers no 
  longer apply.
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  DUST-OFF
  “It would probably be best for your ground-pounders not to look 
  where we’re going right now…”
  Unit Type: VTOLs (combat and support), Fighters (aerospace and 
  conventional), Small Craft, DropShips
  SPA Cost: 2 points
  An aircraft pilot with the Dust-Off Ability has developed skills 
  ideal for use in emergency medical and rescue evacuations, and 
  can “read” wooded areas to find hidden landing zones just barely 
  large enough for a vertical landing. Using this ability requires an 
  air vehicle capable of vertical landings (including Airships, VTOLs, 
  LAMs in AirMech mode, or fighters with VSTOL equipment). This 
  enables the Dust-Off pilot to take off from, land within, or hover 1 
  Level above the ground within wooded or jungle terrain—terrain 
  that such vehicles could not otherwise enter.
  Accomplishing this action requires a successful Piloting Skill Roll, 
  with a +1 target modifier for Light Woods/Jungle, +2 for Heavy 
  Woods/Jungle, or a +3 for Ultra-Heavy Woods/Jungle. If successful, 
  the craft accomplishes this maneuver without damage. A failure 
  in this roll means that the craft will suffer the effects of a crash—1 
  Level for every 3 points by which the roll failed.
  EAGLE’S EYES
  “I din’t need no fancy lostech to spot you, mate!”
  Unit Type: Any
  SPA Cost: 2 points
  The Eagle’s Eyes ability reflects the capability of a particularly 
  alert and sensor-savvy warrior who can practically detect threats 
  even before his battle computers identify them.
  This ability grants the unit the effective benefits of a Beagle Active 
  Probe with a range of 1 hex. If the unit already possesses advanced 
  sensors or other technology that provides active probe capabilities, 
  the Eagle’s Eyes ability stacks with this technology, adding 1 hex of 
  range to the probe’s radius. In addition to this, a warrior with Eagle’s 
  Eyes can quickly discern the presence of any static defense traps in the 
  immediate vicinity—including pit traps and minefields of any kind. This 
  capability adds a +2 target modifier to target numbers for minefields, 
  booby traps or similar attacks from traps. If the unit has the ability to 
  clear minefields or traps, the unit receives a –2 target modifier to do so.
  ENVIRONMENTAL SPECIALIST
  “What are you complaining about? When you’ve been on one 
  snowstorm, you’ve been in them all.”
  Unit Type: Any
  SPA Cost: 2 points
  The Environmental Specialist not only has learned to survive in a 
  harsh environment, but can actually thrive in it. Unlike the Terrain 
  Master ability, the Environmental Specialist ability only applies 
  to those weather and atmospheric conditions that would incur 
  modifiers to movement and targeting, such as constantly strong 
  winds, heavy rains, snow and ice conditions, and the like. 
  An Environmental Specialist reduces by half (rounding down) all 
  movement and Piloting Skill penalties related to the environment 
  they are specialized in, when operating under such conditions.
  Furthermore, if the environment affects weapon attacks in any 
  way, the Environmental Specialist receives a –1 target modifier for 
  all attacks he makes under these conditions.
  DEMORALIZER
  “Come and face me, little Spheroid—if you dare!”
  Unit Type: Any
  SPA Cost: 3 points
  A MechWarrior, pilot or vehicle crew commander with the 
  Demoralizer Ability can make his unit a holy terror on the battlefield, 
  projecting an intimidating presence that seems to manifest in the 
  way he operates his machine and taunts his enemy (with or without 
  the use of communications equipment).
  The Demoralizer Ability can be used against any single 
  opposing battlefield unit to which the Demoralizer’s unit has 
  a clear line of sight, at a range no greater than 10 hexes. The 
  Demoralizer must then make a special “psychological” attack on 
  the target in place of a normal weapon attack, in the form of a 
  Piloting Skill Roll with a +4 target modifier. If the Demoralizer-
  controlled unit succeeds in this roll, the target unit becomes 
  demoralized. During the following turn, the demoralized unit 
  cannot use any movement rate faster than Walking/Cruising/Safe 
  Thrust, and cannot deliberately move closer to the Demoralizer 
  (though factors such as momentum or the Demoralizer’s own 
  movement may still narrow the gap between the two units). In 
  addition, the demoralized unit suffers a +1 To-Hit Modifier to all 
  attack rolls made against the Demoralizer’s unit, reflecting the fear 
  the demoralizer has managed to instill in their opponent. These 
  effects last for only one turn, during which time the Demoralizer 
  may maneuver and execute attacks of his own as normal. If the 
  demoralizer’s psychological attack fails, both units act normally 
  in the following turn, though the Demoralizer may attempt to 
  use his ability again in the following turn.
  DODGE
  “Missed me again, you idiot!”
  Unit Type: ’Mechs, ProtoMechs
  SPA Cost: 2 points
  The Dodge SPA allows a pilot to execute a special evasive 
  maneuver when engaged in physical combat. This dodge—
  effective against physical attacks only—requires the dodging 
  warrior to make a special Piloting Skill Roll when his opponent 
  makes his physical attack roll. All of the usual Piloting modifiers 
  relevant to the unit’s condition apply to this roll. If the dodging 
  unit’s margin of success on this Piloting Skill Roll is higher than 
  that of the attacking unit’s physical attack roll, the physical attack 
  misses.
  The dodging unit does not make additional rolls for further 
  physical attacks in the same turn. Instead, margin of success of 
  the Dodge roll for the first attack is compared to that of all physical 
  attacks made against the dodging unit to determine whether each 
  attack hits or misses.
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  75
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  GOLDEN GOOSE
  “Mad Cat, corner pocket!”
  Unit Type: VTOLs (combat and support), Fighters (aerospace 
  and conventional), Small Craft
  SPA Cost: 3 points
  A pilot with the Golden Goose Ability is an intensely 
  dedicated air-to-ground precision attacker. Pilots with this 
  ability receive an additional –1 To-Hit Modifier when executing 
  air-to-ground Strike attacks, and a –2 To-Hit Modifier when 
  Bombing. In addition, if a Bombing attack misses, the Golden 
  Goose ability reduces the bomb’s scatter distance by 2 hexes 
  (to a minimum of 0).
  GROUND-HUGGER
  “One Line of Death coming up!”
  Unit Type: VTOLs (combat and support), Fighters (aerospace 
  and conventional), Small Craft
  SPA Cost: 2 points
  A pilot with the Ground Hugger Ability is an air-to-ground 
  attacker every bit as brave as they are good. In addition to 
  receiving a –1 To-Hit Modifier for all air-to-ground Strafing and 
  Striking attacks (but not Bombing attacks), the Ground Hugger 
  gains the following additional capabilities:
  Strafing: When executing an air-to-ground Strafing attack, 
  instead of the normal, single attack run of 1 to 5 continuous 
  hexes per pass over the battlefield, the Ground Hugger can 
  make up to two 1 to 3 continuous-hex Strafing runs in one turn. 
  Both strafing runs must lie along the craft’s flight line, and can 
  even be taken contiguously to produce a solid attack line of 6 
  hexes in length. This added capability does not affect the heat 
  generated by the Strafe. 
  Striking: When executing an air-to-ground Strike attack, the 
  Ground Hugger can deliver two such attacks in one turn. As 
  with Strafing, the targets for both Strike attacks must be along 
  the aircraft’s flight path over the battlefield. If any non-energy 
  weapons are used while performing this action, each Strike 
  must use a different weapon (energy weapons may be fired 
  twice—one for each Strike—but generate heat as if delivering 
  a single Strafe).
  HEAVY HORSE
  “Holy crap! Is that branth wearing a PPC!?”
  Unit Type: Infantry (conventional, must be beast-mounted)
  SPA Cost: 2 points
  Like the Light Horseman, the Heavy Horse Ability is only 
  effective when using Beast-Mounted Infantry (see p. 294-295, 
  TO). The Heavy Horseman has studied the use of riding animals 
  in combat for years, and has developed a few ways to maximize 
  their abilities. Heavy Horse warriors leading a beast-mounted 
  squad enable the unit to carry additional support weaponry; 
  the unit deals 50 percent more damage (rounded down), but 
  loses 1 MP.  
  FIST FIRE
  “Take that! And that!”
  Unit Type: ’Mechs, ProtoMechs
  SPA Cost: 2 points
  To use this ability, the ’Mech must have an arm that contains 
  full actuation (a functional shoulder, upper arm, lower arm 
  and hand), as well as at least one direct-fire energy or ballistic 
  weapon located in that arm. (Physical attack weapons may be 
  present as well, but are not required.) A Fist Fire attack may be 
  delivered against any non-infantry unit.
  To execute the Fist Fire attack, the aforementioned arm 
  must be used to deliver a punch or physical weapon attack, 
  per standard physical combat rules. If this attack is successful 
  and inflicts damage to the target, the Fist Fire warrior then fires 
  one of the arm-mounted weapons, resolving the attack per the 
  normal rules for the weapon, but with an additional –1 To-Hit 
  Modifier. If the weapon attack succeeds, the target sustains the 
  weapon’s damage to the same location as the physical attack.
  For example, if an HCT-5S Hatchetman makes a successful 
  hatchet attack using its right arm—where it also mounts a 
  medium pulse laser—to a target ’Mech’s left torso, it would 
  deliver 9 points of damage from the hatchet, plus an additional 
  6 points of damage to the same area if its medium pulse laser 
  also hits during a Fist Fire attack.
  FORWARD OBSERVER
  “Who needs TAG when you have me?”
  Unit Type: Any
  SPA Cost: 1 point
  The Forward Observer is a warrior whose finely-honed 
  direction sense, keen eyesight, and intelligence have made him 
  an invaluable asset for artillery direction. When this character 
  spots for an artillery unit, the artillery unit receives a –1 target 
  modifier on their artillery attack roll. Furthermore, when helping 
  the artillery gunner adjust his fire, the Forward Observer’s 
  ability applies an additional –2 target modifier until the artillery 
  gunner strikes his designated target area. The Forward Observer 
  can spot without giving a To-Hit Modifier to the artillery attack 
  for the spotter firing.
  FOOT CAVALRY
  “Move it, soldiers, or the enemy’ll be the least of your worries!”
  Unit Type: Infantry (conventional, must be of the foot motive 
  type)
  SPA Cost: 1 point
  The Foot Cavalry Ability is only effective with infantry squads 
  who are not equipped with vehicles or mounts to ride upon. The 
  Foot Cavalry squad leader has trained himself for endurance 
  running, even in full combat gear, and pushes his men hard to 
  keep them up to his level. Squads led by a Foot Cavalry character 
  gain an additional 15 meters (1 MP) of movement per turn, and 
  reduce by 1 MP the movement penalties for moving through 
  rough terrain, woods, jungle, and even buildings. Additionally, 
  a foot infantry squad with this ability that has a Move-or-Fire 
  rule can move and fire in the same turn.
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  HUMAN TRO
  “Sir, the warbook says there’s twenty different Marauders out there, 
  and I know of thirty; who do you want to believe?”
  Unit Type: Any
  SPA Cost: 1 point
  The Human TRO has studied the makes, models, and capabilities 
  of so many units of a given type (’Mech, combat vehicle, aerospace 
  fighter, battle armor, and so forth) that they can immediately 
  recognize the specific variant and rattle off the stats for that design 
  on sight. To perform this feat, the Human TRO must be versed in the 
  specific type of unit he is looking at, declared at the beginning of a 
  scenario. A warrior focused on BattleMechs cannot use this ability 
  to identify the configuration of an aerospace fighter, for example. 
  The Human TRO receives a +1 modifier to rolls on the Determining 
  Critical Hits Table (see p. 124, TW).
  IRON WILL
  “No, you move.”
  Unit Type: Any
  SPA Cost: 1 point
  This warrior knows no fear. A unit with this ability is resistant to 
  “psychological attacks” by opposing units, and can even overcome 
  the natural impulse to flee when all hope seems lost. When an 
  opponent uses the Animal Mimicry, Antagonizer, or Demoralizer 
  SPAs against a unit will Iron Will, apply a +2 target modifier to the 
  Piloting Skill Roll required to activate the ability.
  Furthermore, if Morale rules are in play (see p. 212, TO), a unit 
  controlled by a pilot or crew with this ability adds a –2 modifier to 
  avoid being routed or when recovering its nerve.
  JUMPING JACK
  “These legs exist purely as a suspension system…”’
  Unit Type: ’Mechs, ProtoMechs
  SPA Cost: 2 points
  Jump jet-equipped ’Mechs and ProtoMechs are among the most 
  agile battlefield combatants, but to call them graceful is an utter 
  fabrication. However, while most ’Mech jumps demonstrate the 
  brute-force-over-physics approach with every earth-shuddering 
  leap, some pilots have become astonishingly adept at such 
  maneuvers. The Jumping Jack SPA reduces the normal +3 to-hit 
  attacker movement modifier for using Jumping movement with 
  a +1 modifier.
  LIGHT HORSEMAN
  “Giddyap!”
  Unit Type: Infantry (conventional, must be beast-mounted)
  SPA Cost: 2 points
  The Light Horseman Ability is only effective when using Beast-
  Mounted Infantry (see p. 294-295, TO). An infantry squad leader 
  with the Light Horseman Ability has combined his natural talent 
  for working with animals with his skills an infantry leader to create 
  an infantry team capable of pushing its mounts to their limit. 
  Characters leading a Beast-Mounted unit can coax an additional 
  1 MP of movement per turn from their beasts, and can reduce by 
  1 MP the movement penalties for moving through wooded and 
  rough terrain.
  HEAVY LIFTER
  “Why, lookie here! I done caught me a Locust! Hey, Marcus! Go long!”
  Unit Type: ’Mechs
  SPA Cost: 1 point
  The Heavy Lifter SPA reflects a mastery of fine balance unique 
  among MechWarriors of any stripe. Where the lifting capabilities 
  of most BattleMechs and IndustrialMechs are derived from a 
  combination of the machine’s own mass and special equipment, the 
  Heavy Lifter has learned how to enhance these “rated maximums” 
  through creative balancing techniques and sheer determination.
  The Heavy Lifter SPA allows a ’Mech pilot to lift, carry, drag and 
  even throw objects (including basic cargo and even hostile units) 
  weighing up to 50 percent more than the machine’s normal limit. 
  This affects not only a ’Mech’s maximum lifting weights defined 
  in ’Mech Lifting Capacity (see p. 261, TW), but also the maximum 
  weight allowance and throwing distances defined in Picking Up 
  and Throwing Objects (see p. 92-99, TO).
  HOPPER
  “That’s right, you Clanner scum! Still standing! That all ya got!?”
  Unit Type: ’Mechs
  SPA Cost: 1 point
  When a ’Mech loses a leg, it normally surrenders instantly to 
  gravity and crashes to the ground—often injuring its pilot in the 
  process. A MechWarrior with the Hopper Ability possesses an 
  extremely fine sense of innate balance and is so skilled in handling 
  their machine that they can actually try and prevent this fall.
  To accomplish this, the warrior must make all necessary Piloting 
  Skill Rolls required for his unit in the turn that the leg is severed, 
  including the +5 target modifier for a missing leg. If these rolls 
  are successful, the ’Mech remains standing—but even if the roll to 
  remain standing fails, the warrior receives a –2 target modifier to 
  the subsequent Piloting Skill Roll required to avoid pilot damage 
  in the resulting fall.
  A Hopper that remains standing can also use 2 MP of movement 
  per turn with a ’Mech that has been reduced to one leg. This 
  “hopping” movement is treated as Running MP, however, and 
  cannot be performed in reverse (nor may the Hopper’s ’Mech use 
  Sprinting movement once reduced to a single leg).
  HOT DOG
  “If you can’t stand the heat, get out of the BattleMech!”
  Unit Type: ’Mechs, Aerospace Fighters
  SPA Cost: 2 points
  Heat, a unique danger to ’Mechs and aerospace fighters, has long 
  been a personal bane to the pilots of such units.
  Some pilots, however, have developed a knack for riding their 
  machines’ unique “heat envelopes,” and pushing their fighters 
  and ’Mechs to the limits of shutdown and even explosion just 
  to squeeze out every last gram of performance. A character with 
  the Hot Dog SPA is one such individual, and can apply a –1 target 
  modifier to any roll made to avoid overheating effects (including 
  Shutdown and Ammo Explosion checks, as well as Pilot Damage 
  and Random Movement checks from overheating).
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  77
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  MARKSMAN
  “Bam! Bullseye!”
  Unit Type: Any
  SPA Cost: 2 points
  The Marksman Ability enables a 
  MechWarrior, ProtoMech pilot, fighter pilot, 
  or vehicular crew gunner to potentially hit 
  any desired location on a target. A pilot or 
  gunner with the Marksman SPA can make 
  a special Aimed Shot attack as if using a 
  targeting computer (see p. 143, TW). The 
  pilot’s unit must remain stationary and 
  make no physical attacks during the round 
  in which he uses this ability. In addition, 
  only one of the unit’s weapons may be 
  used; no other weapon may be fired in the 
  same turn.
  The Marksman Ability may be combined 
  with a targeting computer or enhanced-
  imaging technology; if the warrior’s unit 
  is equipped with such items and they are 
  active when this ability is used, the Aimed 
  Shot attack receives a –2 To-Hit Modifier.
  MELEE MASTER
  “I’ll bet you didn’t see that one coming, did ya?”
  Unit Type: ’Mechs, ProtoMechs
  SPA Cost: 2 points
  A MechWarrior with the Melee Master Ability has elevated 
  physical combat to blinding new levels, achieving physical 
  combat speeds other warriors can only dream of. When 
  executing a physical attack, a MechWarrior with this ability can 
  deliver one extra punch, kick, club, or hatchet attack during 
  the physical attack phase (so long as all other restrictions are 
  met, such as not firing weapons in the attacking limb). This 
  attack may even be combined with a Charge or Death from 
  Above attack.
  For ProtoMechs, use of this Ability doubles the ProtoMech’s 
  total damage in a Frenzy attack.
  MELEE SPECIALIST
  “Awww, did you catch my fist with your face?”
  Unit Type: ’Mechs, ProtoMechs
  SPA Cost: 1 point
  A MechWarrior with the Melee Specialist Ability has 
  perfected the difficult art of melee combat using the arms, 
  legs, fists and feet of his BattleMech or ProtoMech, and is 
  a master of physical attacks of all kinds. Given the Clans’ 
  preferred fighting style, this ability is less common among Clan 
  MechWarriors than among their Inner Sphere counterparts, 
  but some ProtoMech warriors—who are trained to make the 
  most of their machines’ smaller stature—have been known 
  to embrace these “barbarian tactics.”
  When executing a physical attack, the warrior with this ability 
  receives a –1 To-Hit Modifier to the attack roll, and increases 
  by 1 point any damage dealt by a successful physical attack.
  LUCKY
  “Tell me somebody got a vid of that shot?”
  Unit Type: Any
  SPA Cost: 1-4 points
  It’s not really skill that’s placing this pilot’s shots, but 
  nobody cares as long as they get the job done. For every 
  point spent on this SPA, the unit may reroll 1 failed Attack 
  Roll or 1 failed Piloting Skill Roll per scenario. The second 
  roll result stands, even if it fails or is worse than the first; the 
  Lucky SPA may not be used again for that particular roll. This 
  ability may not be used to change the outcome of other roll 
  types, such as critical hit checks, hull breach checks, Initiative, 
  or Morale rolls.
  MANEUVERING ACE
  “My call sign isn’t Drifter because I wander from place to place…”
  Unit Type: Any non-infantry
  SPA Cost: 2 points
  MechWarriors and crews with the Maneuvering Ace SPA are 
  especially good at executing quick turns and maneuvering in 
  tight confines. Bipedal ’Mech units and VTOL units at Cruising 
  speed whose pilots possess this ability can perform the lateral shift 
  maneuver normally available only to four-legged ’Mechs (see p. 
  50, TW), while four-legged ’Mechs can perform the same action 
  for 1 less MP than usual. Vehicle crews receive a +1 target modifier 
  on any Piloting Skill Rolls required if the vehicle fails to fulfill the 
  requirements for a turn mode (see p. 25, TO), while aerospace units 
  reduce the Thrust Point costs for any special maneuvers by 1.
  In addition to the above, all units piloted by a Maneuvering 
  Ace receive a –1 target modifier for any Piloting Skill Rolls 
  needed to avoid skidding, sideslipping or, in the case of 
  aerospace units, out-of-control effects.
  DK 
  XX
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  OBLIQUE ARTILLERYMAN
  “They’re pulling back! How cute!”
  Unit Type: Any
  SPA Cost: 1 point
  The Oblique Artilleryman Ability grants the operator of any 
  artillery piece the ability to direct strikes against targets farther 
  away than the weapon is normally rated to reach. Able to quickly 
  sense the optimum trajectory and take weather conditions into 
  account, a gunner with this ability increases the range of his artillery 
  weapon by 10 percent (rounded up) in meters. (For reference: the 
  artillery weapon ranges given in Tactical Operations represent the 
  weapon’s range in BattleTech mapsheets, each of which represents 
  an area roughly 500 meters across. To find an artillery weapon’s 
  range in meters, simply multiply its Tactical Operations range by 
  500. Thus, the Inner Sphere Arrow IV Missile, with a range of 8, can 
  reach targets up to 4,000 meters away. This is extended to 4,400 
  meters by the Oblique Artilleryman Ability.)
  In addition to extending the weapon’s range, if an artillery attack 
  misses, the Oblique Artilleryman ability reduces the shot’s scatter 
  distance by 2 hexes (to a minimum of 0).
  OBLIQUE ATTACKER
  “I don’t have to see ’em to hurt ’em!”
  Unit Type: Any
  SPA Cost: 1 point
  A MechWarrior or gunner with the Oblique Attacker Ability is well 
  versed at executing indirect-fire attacks using LRMs and artillery 
  (see p. 111, TW, and p. 179-186, TO). In addition to receiving a –1 
  To-Hit Modifier to their attack when firing indirectly, this warrior 
  can identify the target’s location without the benefit of a spotter. 
  RANGE MASTER
  “Too close… Too far… Ah! Just right! Eat nickel, Clanner!”
  Unit Type: Any
  SPA Cost: 2 points
  The Range Master Ability grants the warrior mastery over any 
  range band except Short (Medium, Long and so forth). Any weapon 
  attacks made in the selected range band may swap range modifiers 
  between that range band and the Short range band.
  For example, a Range Master may select the Long range band 
  as their area of mastery (normally a +4 To-Hit Modifier), and would 
  receive a +0 modifier at that range, but would now suffer a +4 To-
  Hit Modifier for attack rolls made at Short Range. 
  MULTI-TASKER
  “Everyone deserves some love.”
  Unit Type: Any
  SPA Cost: 2 points
  While well-trained pilots and crews can perform multiple tasks 
  simultaneously, accurately targeting multiple foes isn’t something 
  many gunners can do with ease, resulting in the application of 
  a modifier for any secondary targets within the unit’s firing arcs. 
  The Multi-Tasker Ability reduces the penalty modifiers for attacks 
  against multiple targets (see p. 109-110, TW) by 1. Attacks against 
  secondary targets in the unit’s forward arc receive a +0 roll modifier, 
  while attacks against secondary targets in the unit’s rear and side 
  arcs receive a +1 To-Hit Modifier.
  In addition, crewed vehicles with multiple weapons can reduce their 
  recommended number of gunners by 1 for every 2 Ratings (or fraction 
  thereof) that the Multi-Tasker gunner has in his Gunnery Skill. A vehicle 
  cannot be reduced to less than 1 gunner in this fashion, however.
  NATURAL GRACE
  “Cut that out, Derek! This is a battle arena, not a disco!”
  Unit Type: ’Mechs, ProtoMechs
  SPA Cost: 3 points
  A MechWarrior or ProtoMech pilot with natural grace 
  has combined hundreds (if not thousands) of man-hours of 
  programming with their own knack for piloting his machine. As 
  a result, they have developed and perfected dozens of special 
  maneuvers and combinations that give an incredibly lifelike quality 
  to the way their BattleMech or ProtoMech moves.
  The special maneuvers a warrior with the Natural Grace Ability can 
  perform are limited primarily by the player’s imagination and the 
  gamemaster or opponent’s agreement, but may include the ability 
  to execute complex gestures, handle delicate objects, perform a 
  dance maneuver or execute an unusual acrobatic maneuver. While 
  these maneuvers have the effect of possibly amusing or annoying 
  one’s fellow players, the talent and grace involved do grant the 
  following bonus capabilities:
   • An additional –1 target modifier to any roll that involves 
  avoiding falls, damage from moving through buildings, pilot 
  damage from falls or setting off minefields.
   • An additional hexside of torso twisting range beyond the 
  ’Mech’s current abilities (regardless of chassis configuration). 
  This will allow most bipedal/humanoid ’Mechs to rotate 
  their torsos through 300 degrees (covering all facings except 
  directly to the rear), while four-legged ’Mechs can “twist” to 
  the left or right like humanoids.
   • The ability to perform an “arm flip” with only one arm, or with 
  an arm that also has lower arm and/or hand actuators.
   • Reducing the movement cost to pass through ultra-heavy woods, 
  ultra-heavy jungle, and buildings by 1 MP per hex traveled.
   • Reducing by 1 point the damage inflicted by a hostile physical 
  attack if the character also possesses the Dodge or Melee 
  Specialist SPAs.
   • The ability to use Running MP to move backward, if the 
  character has the Maneuvering Ace or Speed Demon SPAs.
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  79
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  SHAKY STICK
  “Don’t mind me; I’m just a really big bird, is all!”
  Unit Type: Any airborne unit
  SPA Cost: 2 points
  A pilot with the Shaky Stick Ability is an expert at performing 
  evasive maneuvers while conducting air-to-ground attacks. This 
  ability bestows a +1 To-Hit Modifier on any attacks made against 
  the pilot’s craft by units firing from the ground, but does not 
  affect the targeting ability of any airborne opponents.
  This ability may be used in conjunction with Golden Goose 
  or Ground Hugger Abilities.
  SHARPSHOOTER
  “See? That armor plate isn’t 110mm proof anymore!”
  Unit Type: Any
  SPA Cost: 4 points
  The Sharpshooter is a master marksman who can strike the 
  weakest spot on a ’Mech or vehicle by aiming for known weak 
  points or exploiting pre-existing damage. The Sharpshooter 
  Ability enables a MechWarrior, ProtoMech pilot, fighter pilot or 
  vehicular crew gunner to potentially hit any desired location on 
  a target. A pilot or gunner with the Sharpshooter SPA can make 
  a special Aimed Shot attack as if using a targeting computer 
  (see p. 143, TW). The pilot’s unit must remain stationary and 
  make no physical attacks during the round in which they use 
  this ability. In addition, only one of the unit’s weapons may be 
  used; no other weapon may be fired in the same turn.
  The Sharpshooter Ability may be combined with a 
  targeting computer or enhanced-imaging technology. If the 
  warrior’s unit is equipped with such items and they are active 
  when this ability is used, the Aimed Shot attack receives a 
  –2 To-Hit Modifier.
  A pilot or gunner with the Sharpshooter Special Ability is 
  granted an additional chance for a critical hit on any successful 
  Aimed Shot attack performed with this attack, even if the 
  targeted unit still has armor in the struck area. This additional 
  roll is made using the standard rules for determining critical 
  hits (see p. 123-124, TW), and occurs in addition to any other 
  Critical Hit checks the target unit would normally suffer from 
  armor loss, location of the hit, or the penetrating critical hit 
  rule (see p. 206, TW).
  For example, a Sharpshooter’s Aimed Shot attack is delivered 
  by their BattleMech’s PPC against a Support Vehicle with a 
  BAR of 7, and the attack destroys the last of that armor to hit 
  the internal structure below. The attacker makes three rolls 
  on the target’s Determining Critical Hits Table—once for the 
  penetrating critical attack damage that exceeds the Support 
  Vehicle’s BAR, a second roll for the damage that breached 
  the armor to hit the internal structure, and the third for the 
  Sharpshooter SPA.
  RIDE THE WASH
  “Ladies and gentlemen, we’re expecting some turbulence!”
  Unit Type: Any airborne unit except airships
  SPA Cost: 4 points
  A pilot with the Ride the Wash Ability has logged hundreds 
  of flight hours with his aerospace fighter, aircraft, VTOL, or 
  WiGE vehicle, and has learned to use the craft’s “wash” (wake 
  turbulence) to enhance his maneuverability, or even throw 
  off opposing aircraft that pass too close. Aside from airships 
  (which cannot make use of this ability) all aerospace, aircraft or 
  air vehicle types may only attempt to “Ride the Wash” at Altitude 
  20 or less. Furthermore, to generate sufficient turbulence, these 
  craft must use Flanking movement (or Maximum Thrust) when 
  doing so. The exact benefits of “Riding the Wash” vary with the 
  unit type, as described below.
  VTOLs and WiGE units: For VTOLs and WiGE vehicle units, 
  Riding the Wash allows the pilot to perform a 30-degree (1-hexside) 
  facing change per turn at no cost in MP. The pilot may also use this 
  ability to increase the aircraft’s flight elevation by 1 at no MP cost, 
  even if the craft is in the midst of an accidental sideslip.
  Aerospace Fighters, Aircraft: For aerospace fighters and 
  aircraft, Riding the Wash reduces the Thrust Point cost for any 
  special maneuvers by 1. In addition, the warrior can use his 
  aerospace unit’s turbulence to try and send other airborne units 
  out of control—as long as the targeted units are located along 
  their path, and operating within 0 to 10 elevations below it. Any 
  airborne units—friend or foe—that meet these conditions are 
  subjected to the Riding the Wash user’s turbulence, and must 
  make an immediate Piloting Skill Roll with a +3 target modifier 
  to maintain control. A failed roll results in an immediate loss of 1 
  elevation of altitude times the roll’s margin of failure. If this would 
  drop the unit to or below Elevation 1, treat the outcome as a crash.
  Because this latter use of the “wash” requires the fighter or 
  aircraft to execute precision flying at top speeds, any unit that 
  uses the Ride the Wash ability in this manner may not execute 
  weapon attacks while doing so, and must also make a Piloting 
  Skill Roll at the end of the movement phase in which this action 
  is taken. If the roll fails, the pilot’s unit will lose 1 elevation times 
  half the roll’s margin of failure (rounding up). If this would drop 
  the unit to or below Elevation 1, treat the outcome as a crash.
  SANDBLASTER
  “Let’s rock!”
  Unit Type: Any
  SPA Cost: 2 points
  Similar to the Cluster Hitter, the gunner with the Sandblaster 
  Ability has spent hours mastering the unique properties of one 
  type of clustering weapon, be it a missile or rocket launcher, an 
  ultra or rotary autocannon, or an LB-X style weapon, selected 
  at the beginning of a scenario. While the Cluster Hitter focuses 
  their shots for tighter grouping, the Sandblaster favors quantity 
  over quality. When using this ability with their favored weapon, 
  the Sandblaster receives a +2 roll modifier on the Cluster Hits 
  Table for any attack that hits at long or extreme range; a +3 
  modifier if the hit occurs at medium range; and a +4 modifier 
  if hitting a target at short range.
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  STREET FIGHTER
  “Hyaaah!!”
  Unit Type: ’Mechs, ProtoMechs
  SPA Cost: 2 points
  A pilot with the Street Fighter ability can conduct physical attacks 
  in the same space of time they fire ranged weapons, combining all 
  of these actions together to execute any punches, kicks, and other 
  melee combat actions before the end of the Weapon Attack Phase. 
  These physical attack maneuvers retain the same restrictions as 
  normal attacks of that type; weapons mounted in the limbs used 
  for physical attacks may not be fired, and weapon attacks may not 
  be attempted during movement-based physical attacks, such as 
  Death from Above and Charging.
  A Street Fighter who uses this ability may not execute a physical 
  attack in the same turn’s Physical Attack Phase after having already 
  used Street Fighter to deliver one in the Weapon Attack Phase.
  SWORDSMAN
  “The sword is still a sword, no matter the size—or how it is used.”
  Unit Type: ’Mechs, ProtoMechs
  SPA Cost: 2 points
  The pilot with the Swordsman SPA has taken their own advanced 
  understanding of melee weapons of outside the cockpit and fused 
  it with their mastery of the physical combat capabilities of their 
  BattleMech or ProtoMech. Swordsman are capable of delivering 
  ultra-precise attacks using any melee weapons mounted on their 
  machines—be they hatchets, swords, retractable blades, or even the 
  variety of ProtoMech-scale melee weapons. If the ’Mech or ProtoMech 
  lacks such weaponry, the Swordsman cannot use this ability in combat.
  The Swordsman can use his machine’s melee weapons to deliver 
  either an Aimed Shot attack or an armor-piercing strike. These two 
  special attacks may not be combined in the same action.
  Aimed Shot: When using melee weapons to deliver an Aimed Shot 
  attack, the Swordsman uses the rules for a targeting computer (see p. 
  143, TW) as if the melee weapon were a standard, direct-fire energy 
  weapon. Any modifiers associated with the melee weapon (such as the 
  –1 To-Hit Modifier for BattleMech swords, or the +1 To-Hit Modifier for 
  BattleMech maces) also apply to this attack. Any special Piloting Skill 
  Rolls for missed strikes and other requirements also apply.
  Piercing Strike: When using melee weapons to deliver a piercing 
  strike, the Swordsman applies a +2 To-Hit Modifier to their attack 
  roll. If the attack hits, the Swordsman makes an additional Critical 
  Hit check for the area struck after assessing the weapon’s normal 
  damage. Apply a –1 roll modifier to this bonus Critical Hit check if 
  the location is still protected by any armor.
  TACTICAL GENIUS
  “Trust me! It’ll work! They’re not going to see this one coming.”
  Unit Type: Any
  SPA Cost: 3 points
  A Force commander with the Tactical Genius SPA has a superior 
  grasp of the battlefield situation over and above his own innate 
  combat sense, and can tap into this ability to maintain control in 
  even the most chaotic firefights. This ability has no effect, however, 
  if the character is not the field commander for his Force.
  A commander with the Tactical Genius ability may re-roll his 
  force’s Initiative. However, this second roll stands, even if the result 
  is worse than the first. 
  SLUGGER
  “Walk softly, but carry a big tree!”
  Unit Type: ’Mechs
  SPA Cost: 1 point
  A pilot with the Slugger Ability has further refined their mastery 
  over their machine’s heavy lifting potential to the point where they 
  can find, lift, and wield improvised clubs one-handed. Aside from 
  reducing the required number of working hand actuators to one 
  when using an improvised club, this enables the Slugger to use any 
  weapons mounted in his ’Mech’s torso and free arm when wielding 
  an improvised club.
  This ability may not be used in conjunction with the 
  Zweihander Ability.
  SNIPER
  “I can ruin a trachazoi’s sex life at a quarter-klick.”
  Unit Type: Any
  SPA Cost: 3 points
  The Sniper Special Pilot Ability reduces all range attack modifiers 
  by half, so an attack delivered at Medium, Long or Extreme ranges 
  applies a +1 To-Hit Modifier at Medium Range (rather than +2), a +2 
  To-Hit Modifier at Long Range (rather than +4) and a +3 modifier 
  at Extreme Range (rather than +6).
  SPEED DEMON
  “Speed is life… and fun!”
  Unit Type: Any
  SPA Cost: 2 points
  A pilot with the Speed Demon SPA can really pour it on! As long 
  as his unit makes no weapon or physical attacks during a turn, a 
  vehicle piloted/driven by a character with the Speed Demon ability 
  adds 1 MP to the unit’s Running/Flanking movement and 2 MPs to 
  its Sprinting movement.
  STAND-ASIDE
  “It’s going to take more than a hundred tons of ugly to stop me, FedRat!”
  Unit Type: Any
  SPA Cost: 1 point
  A character with the Stand-Aside Ability uses skill and 
  determination to force their way through occupied terrain. Instead 
  of finding a hex impassable due to the presence of an opposing 
  unit, the Stand-Aside pilot may make a Piloting Skill Roll with a +2 
  target modifier. 
  For every weight class by which the opposing pilot’s machine 
  outweighs his own, the Stand-Aside pilot applies a +1 modifier to 
  this roll. If the Stand-Aside pilot’s machine is heavier, they receive 
  a -2 modifier to the roll for every weight class of difference instead.
  If the check succeeds, the pilot using the Stand-Aside Ability 
  passes through the enemy-occupied space at a cost of 1 additional 
  MP. Otherwise, the Stand-Aside pilot’s unit loses half of its remaining 
  MP (rounding down) and must move around the contested area.
  Regardless of the outcome, no damage is applied to either unit 
  for the use of this ability.
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  81
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  Terrain Master (Frogman)
  Unit Type: ’Mechs, ProtoMechs
  Can only be used by ’Mechs and ProtoMechs. Frogman 
  Terrain Masters are skilled at moving through water. This 
  ability subtracts 1 MP from all movement costs the ’Mech or 
  ProtoMech incurs when maneuvering through water terrain 
  deeper than Depth 1, and applies a –1 target modifier to any 
  Piloting Skill Rolls required when submerged, including those 
  used for physical attacks. 
  Furthermore, if using the Extreme Depth rules (see p. 42-43, 
  TO), the Frogman applies a +2 target modifier for any Crush 
  Depth Checks.
  Terrain Master (Mountaineer)
  Unit Type: Any non-airborne unit
  The Mountaineer Terrain Master has extensive experience 
  navigating the rocky features and sleep slopes common to 
  mountainous regions. The Mountaineer subtracts 1 MP from 
  all movement costs their unit incurs when crossing through 
  gravel piles, rough/ultra-rough, or rubble/ultra-rubble terrain, 
  and for any level changes, including those that involve sheer 
  cliffs. In addition, the Mountaineer Terrain Master applies a –1 
  target modifier to any Piloting Skill Rolls required when crossing 
  through such terrain.
  Terrain Master (Nightwalker)
  Unit Type: Any non-airborne unit
  The Nightwalker Terrain Master can ignore all night- or 
  darkness-based MP modifiers imposed by unusual light 
  conditions, including Dawn, Dusk, Glare, Full Moon, Night, 
  Moonless Night, Pitch Black, or Solar Flare, as long as the unit 
  maintains a Walk or Cruise movement rate. If the unit spends 
  Flank, Jumping, Running, or Sprinting MPs, the Nightwalker 
  may only reduce the MP costs imposed by these conditions 
  by 1 MP (to a minimum of 0). This ability does not affect the 
  Nightwalker’s Gunnery Skill.
  Terrain Master (Swamp Beast)
  Unit Type: Any non-airborne unit
  Swamp Beast Terrain Masters are used to the hindering 
  effects of muddy or swampy terrain. This ability subtracts 1 MP 
  from all movement costs the Swamp Beast’s unit incurs when 
  crossing through mud or swamp land, and applies a –1 target 
  modifier to any Piloting Skill Rolls required when crossing such 
  surfaces—including checks needed to avoid bogging down.
  In addition to this, if the Swamp Beast uses Running or Flank 
  movement rates, they can spend one extra MP per hex to throw 
  up a cloud of mud, muck, and loose brush around their unit, 
  the result of which imposes an additional +1 target modifier 
  against any attacks directed against the unit while it remains 
  within muddy or swampy terrain.
  TERRAIN MASTER 
  “‘Harsh terrain conditions?’ Shoot! Back home, we just called 
  that the evening drive!”
  Unit Type: Per Terrain specialty, see below
  SPA Cost: 3 points
  The Terrain Master ability is unique in that it represents a broad 
  range of “sub-abilities” tailored to the specific environments 
  or terrains a pilot might encounter. A character may purchase 
  the Terrain Master ability multiple times, but must select a 
  specialty at the time of each purchase. As choosing a specialty 
  is mandatory, Terrain Mastery grants no “universal” capability to 
  the character. Thus, the gameplay rules for each Terrain Master 
  specialty are also found in the sub-ability’s description.
  Unless otherwise noted in the specific sub-ability, Terrain 
  Mastery does not enable the pilot to enter terrain types 
  his vehicle would ordinary find restricted, such as taking a 
  hovercraft into wooded terrain. However, other abilities and 
  conditions—such as the Cross-Country SPA, or the presence 
  of special vehicle features like amphibious modifications—can 
  work in concert with the Terrain Master ability.
  Terrain Master (Drag Racer)
  Unit Type: Combat Vehicle (only if the unit has the tracked 
  or wheeled motive types)
  Can only be used by Tracked and Wheeled Vehicles. Drag 
  Racer Terrain Masters are the terror of urban environments. This 
  ability provides an extra +1 MP to the Drag Racer’s Cruise MP, 
  +2 to the unit’s Flank MP, and +3 to its Sprint MP as long as the 
  road surface is Paved, Ice, or even Black Ice. These modifiers 
  are cumulative with the effects of the Speed Demon SPA—see 
  p. 80. In addition, the Drag Racer receives a –2 target modifier 
  to all Driving Skill Rolls made while on such smooth surfaces, 
  including rolls made to avoid skidding. As a special maneuver, 
  Drag Racers moving at Flank speed or faster can also execute 
  a forward-only Lateral Shift maneuver, similar to four-legged 
  ’Mechs (see p. 50, TW).
  Terrain Master (Forest Ranger)
  Unit Type: Any non-airborne unit
  Forest Ranger Terrain Masters are skilled at making good 
  choices when moving their vehicles through light or heavy 
  foliage. This ability subtracts 1 MP from all movement costs the 
  Forest Ranger’s unit incurs when crossing through all woods and 
  jungle terrain, and applies a –1 target modifier to any Piloting 
  Skill Rolls required when crossing through jungle terrain. 
  Furthermore, if the Forest Ranger uses Walking or Cruising 
  movement rates, they can use the trees, brush, and uneven 
  ground for better cover than most, imposing an additional +1 
  To-Hit Modifier against any attacks directed against the unit 
  while it is within wooded or jungle terrain.
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  ZWEIHANDER
  “SMASH!”
  Unit Type: ’Mechs
  SPA Cost: 2 points
  A MechWarrior with the Zweihander Ability has mastered the 
  ability to use his ’Mech’s muscles, melee weapons, and mass to 
  their most devastating effect in close combat.
  Rather than focusing on speed like the Melee Master, the 
  Zweihander focuses on power attacks, especially when using melee 
  weapons such as clubs, swords, and hatchets. Though the brute 
  force they employ can potentially damage the attacker’s weapon, 
  the sheer force can easily cripple opponents in one blow.
  The Zweihander ability grants the MechWarrior the ability to 
  punch or use any one-handed physical attack weapons with both 
  of his BattleMech’s arms, as long as the warrior’s ’Mech is equipped 
  with hand actuators on both arms. A two-handed attack can only 
  be delivered to targets in the Zweihander’s front arc, and applies 
  all To-Hit Modifiers for any damage to actuators in both arms, in 
  addition to the normal modifiers for movement and terrain. If this 
  attack succeeds, it delivers additional damage equal to 1 point per 
  10 full tons of the attacker’s weight (2 if the attacker’s ’Mech has 
  Triple-Strength Myomer active). However, the attacker must then 
  make an immediate Critical Hit check against his own unit on the 
  arm where the attacking weapon is mounted (or on both arms, if 
  the Zweihander attack is delivered unarmed).
  Any critical hit effects that occur will apply in the End Phase of 
  the current turn, and will not affect the damage delivered by the 
  Zweihander attack itself.
  If a Zweihander attack fails, the MechWarrior must make an 
  immediate Piloting Skill Roll to avoid falling, as if the attacker failed 
  at a kick attack.
  This ability can be used with improvised clubs (see p. 145-146, 
  TW), but automatically destroys such clubs on a successful attack, 
  regardless of the club’s construction.
  URBAN GUERRILLA
  “Looks like we got some pigeons in the ’hood!”
  Unit Type: Infantry (conventional, battle armor)
  SPA Cost: 1 point
  The Urban Guerrilla ability is effective with 
  infantry squads that use any motive type, as long 
  as they can function within an urban environment 
  and enter buildings. Urban Guerrilla squad leaders 
  have trained their troops to use the ambient cover 
  of any urban or suburban setting, from buildings 
  and statues to parked vehicles and street lamps, 
  to maximum effect, enabling them to claim cover 
  even when out in the open. This ability applies a –1 
  roll modifier for all weapon attacks made against 
  members of an infantry squad led by an Urban 
  Guerrilla. It also reduces the damage from vehicular 
  weapons targeting infantry by eliminating the 
  double-damage effect for attacking infantry in 
  the open.
  Offensively, an Urban Guerrilla can call upon “local 
  support” within an urban area once per scenario—
  typically made up of armed residents ranging from 
  the neighborhood watch to local street thugs. When 
  called up, this “support” will take the form of a new 
  Rifle (Ballistic) Foot Platoon with a Skill Rating of Green.
  This “supporting infantry” will attack a target of the Urban 
  Guerrilla’s choice from any structure within 3 hexes of the Urban 
  Guerrilla’s position, but will scatter as soon as their numbers are 
  reduced to half or less.
  WEAPON SPECIALIST
  “Yeah, I see him. So how many particles do you want me to stitch 
  across him from my PPC?”
  Unit Type: Any
  SPA Cost: 3 points
  A MechWarrior, ProtoMech pilot, fighter pilot or gunner with the 
  Weapon Specialist ability is exceptionally proficient with a single 
  type of weapon system. When acquiring this ability, the warrior 
  must identify a specific weapon as their ultimate “weapon of choice” 
  in battle. For example, a MechWarrior can choose the medium laser, 
  while a vehicle gunner might choose the LRM 10. When making 
  attacks using their chosen weapon, the Weapon Specialist applies 
  a –2 To-Hit Modifier. 
  WIND WALKER
  “Soaring like a leaf on the wind…”
  Unit Type: Any airborne unit
  SPA Cost: 2 points
  The Wind Walker ability is most often used by aerospace, aircraft, 
  and WiGE vehicle pilots, but can also be employed by Land-Air 
  ’Mechs, and Glider ProtoMechs. Wind Walkers have the knack for 
  riding thermals and wind currents to produce a smoother ride. 
  This ability also translates to an additional –1 target modifier for all 
  Piloting Skill Rolls required to pass through the Space/Atmosphere 
  Interface (aerospace fighters only), or execute landings of any 
  kind—including crash landings.
  CSO 
  XX
  The Axman BattleMech is perfectly suited for a Stone’s Revenants pilot with the Zweihander ability.
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  83
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  designated as the Force’s overall commander, while the other 
  designated officers serve as sub-commanders. If the Force 
  has one or more Command Lances, the commander of each 
  Command Lance must be designated as the overall commander 
  or sub-commander before any other units are designated as 
  commander or sub-commanders.
  In game play, the loss of the Force’s senior commanding 
  officer will apply a –2 Initiative modifier to that Force for the 
  remainder of the scenario. In addition, if the commanding 
  officer and all of his sub-commanders are lost, the player’s Force 
  will lose all of its Special Command Abilities.
  ANTI-AIRCRAFT SPECIALISTS 
  A portion of the Force specializes in attacks against airborne 
  units. Any number of units in the Force may be designated as 
  Anti-Aircraft Specialists. All weapon attacks against airborne 
  units from Anti-Aircraft Specialists receive a –2 To-Hit Modifier. 
  Against all ground targets (including grounded aerospace 
  units), apply a +1 To-Hit Modifier. This ability can only be taken 
  by non-aerospace units; any aerospace units in a Force with this 
  ability do not gain its benefits.
  BANKING INITIATIVE
  Before either player makes their Initiative roll, the controlling 
  player of a Force with this SCA can choose to give the Initiative 
  to his opponent. For each two turns the controlling player elects 
  to lose Initiative in this manner, they may—at the start of a later 
  turn, and before making their Initiative roll—choose to take 
  the Initiative. The controlling player may only “bank” up to two 
  Initiative rolls (thus giving up four beforehand) in this way. For 
  purposes of any other special abilities, consider the opponent to 
  have won or lost the Initiative (as appropriate) by a margin of 1.
  BERSERKERS
  At the start of any turn, a Force with this ability may elect 
  to go berserk for the rest of the game. The Force gets a –1 To-
  Hit Modifier for all attacks, but their Target Movement Modifier 
  against enemy attacks is reduced by 1, to a minimum of 0.
  BRAWLERS
  A portion of the Force specializes in short range attacks 
  over long range. A third of the force, rounded down, may be 
  designated as Brawlers and uses the following range modifiers 
  in place of the standard range modifiers: Short –1, Medium 
  +2, Long +5, Extreme +10. If used in conjunction with another 
  ability that alters their range modifiers, Brawlers receive a –1 
  To-Hit Modifier at Short range, a +1 To-Hit Modifier at Long 
  range, and a +4 To-Hit Modifier at Extreme range.
  CAMOUFLAGE
  Ground units that are part of a Force with this ability and use 
  the Stand Still movement option receive a –2 Target Movement 
  Modifier, in place of the usual +0. Regardless of the scenario, the 
  Force may place half its starting units as Hidden units, even if it 
  is the Attacker. A Force with this ability may place Hidden units 
  even in terrain where ’Mechs cannot usually hide.
  SPECIAL 
  COMMAND 
  ABILITIES
  A Force is more than just the skills and abilities of its individual 
  units. Special Command Abilities, or SCAs, are the training and 
  specialization that a Force can call upon as a collection of units 
  all working together. 
  The Force receives a number of Special Command Abilities 
  based on the Force’s Experience Rating. Low-rated forces—those 
  identified as Green, Very Green, or Wet Behind the Ears—should 
  receive no Special Command Abilities (or may select one of 
  the environmental, tactical, or enemy specializations). Middle-
  grade forces—those with a Regular Experience Rating—may 
  receive one Special Command Ability. Experienced forces—
  those rated as Veteran or Elite—may receive up to two different 
  Special Command Abilities. Truly superior forces—those with 
  an Experience Rating of Heroic or Legendary—may receive up 
  to three different Special Command Abilities.
  DETERMINING 
  EXPERIENCE 
  RATING
  The Experience 
  Rating of a Force 
  is determined by 
  adding up the Skill  
  Ratings for all of the 
  units in the force, 
  then dividing by 
  the number of units 
  in the force, then 
  rounding that result 
  normally to the near-
  est whole number 
  and subtracting 1. 
  Compare the result 
  to the table at right. 
  COMMANDERS AND COMMAND ABILITIES
  Because they actually reflect an interaction of training, 
  experience, and—most importantly—leadership, the Special 
  Command Abilities assigned to a player’s Force are tied to the 
  presence of one or more field commanders. These officers must be 
  operating from the immediate vicinity, in order to provide direction 
  and inspiration to their troops. Because Special Command Abilities 
  are tied to the officers in this fashion, the loss of these officers—be 
  it from destruction, capture, or withdrawal—also costs their Force 
  the special abilities they provide.
  When assigning Special Command Abilities to their forces, 
  players must designate a key officer for every 6 units in their 
  total force (or fraction thereof). Of these officers, one must be 
  FORCE EXPERIENCE 
  RATING TABLE
  Average of 
  All Gunnery/
  Piloting Skills
  Force  
  Experience  
  Rating
  7 or more
  Wet Behind  
  the Ears
  6
  Very Green
  5
  Green
  4
  Regular
  3
  Veteran
  2
  Elite
  1
  Heroic
  0 or less
  Legendary
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  enemy Force’s Special Command Abilities at the beginning of a 
  scenario. If the Force is rated Heroic or Legendary, in addition to 
  the Initiative modifiers described above, it may negate two of the 
  preferred enemy Force’s Special Command Abilities, or may select 
  a Special Command Ability it may only use when facing its enemy 
  of choice.
  ENVIRONMENTAL SPECIALIZATION
  A Force with this Special Command Ability has mastered or 
  prefers combat in certain, specific types of terrain or environments. 
  Before game play begins, the specific nature of the Force’s 
  Environmental Specialization must be identified. The terrain types 
  chosen for this specialization may be any type except for clear, 
  and any other environmental conditions (including atmospheric 
  density, darkness, gravity, and other conditions described on p. 
  28-62, TO and p. 92-95, AS) must be of a nonstandard nature (e.g. 
  vacuum, night, high gravity, and so on).
  A Force’s Environmental Specialization must not include more 
  than one terrain type or environmental condition at a time.
  Once the specific terrain and/or environment is determined, the 
  player must then choose a number of rules that apply from the 
  Environmental Specialist Benefits List (p. 85), based on the Force’s 
  Experience Rating. 
  If the Force’s Experience Rating is Green, Very Green, or Wet 
  Behind the Ears, it will not receive any benefits for Environmental 
  Specialization, but will suffer a –1 Initiative modifier if the focus 
  of its specialization does not apply to the scenario, reflecting the 
  inexperienced Force’s focus on honing its skills to one particular 
  tactical area). If its Experience Rating is Regular, it receives one of 
  the listed benefits. If its Rating is Veteran or Elite, two different 
  benefits may be applied. If the average Skill Rating is Heroic or 
  Legendary, all three benefits may be applied, or two benefits may 
  be selected and one of them may be applied twice.
  In addition to applying any benefits for Environmental 
  Specialization, a Force with this Special Command Ability will also 
  suffer a –1 Initiative modifier when forced to play in a scenario 
  under which the environmental condition they specialized in is 
  not present.
  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 Special 
  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 the third turn or later. 
  On the turn the controlling player declares the False Flag units are 
  entering the map, before initiative is rolled, roll 2d6. On a result of 
  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 result of 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.
  COMBAT DROP SPECIALISTS
  Units in a Force with this ability always succeed on all Landing 
  rolls (see Dropping Troops, p. 23, SO). The Force receives a +2 
  Initiative Modifier the turn after making a Combat Drop of at least 
  half its units.
  COMMUNICATIONS DISRUPTION
  Before play begins, the player controlling a Force with this 
  SCA assigns numerical values to a number of lances in the 
  opposing force equal to the number of lances controlled by their 
  Force commander. For example, a lance commander could only 
  assign a numerical value to a single opposing lance, a company 
  commander could assign a numerical value to 3 different opposing 
  lances, a battalion commander could assign a numerical value to 
  9 different opposing lances, and so on. The specific lances chosen 
  are completely at the discretion of the player controlling a Force 
  with this SCA.
  At the beginning of each turn, the controlling player rolls 1D6. 
  On a result of 6, the player randomly determines the numerical 
  value corresponding to one of the lances in the opposing force; 
  this can be done with a die roll, pulling a number out of a hat, or 
  any other random method on which the players agree before the 
  start of the game. That unit may only expend Walking/Cruising/
  Safe Thrust during the Movement Phase of that turn. Units only 
  expending Jumping, VTOL or UMU MP are not affected.
  ENEMY SPECIALIZATION
  A Force with the Enemy Specialization Special Command 
  Ability has one enemy faction or group that it favors fighting 
  above all others, and makes a point to train heavily in dealing 
  with the common tactics and equipment found among that 
  particular enemy. Before game play begins, the specific focus of 
  this specialization must be identified. This can be either an entire 
  faction (e.g. a specific House, a specific Clan, or a specific Periphery 
  state), or a particular Combat Command (e.g. the Davion Heavy 
  Guards or the Wolf’s Dragoons).
  As with Environmental Specializations (see p. 84) and Tactical 
  Specializations (see p. 87), the benefits and drawbacks of Enemy 
  Specialization increase with the Force’s Experience Rating. A Force 
  rated Green, Very Green, or Wet Behind the Ears receives no benefits 
  from Enemy Specialization, but will still suffer a –1 Initiative modifier 
  if the focus of its specialization does not apply to the scenario 
  (reflecting the inexperienced Force’s focus on honing its skills to 
  one particular opponent). 
  If the force is rated Regular, it will receive a +1 Initiative modifier 
  when facing its selected enemy, but will suffer a –1 Initiative 
  modifier when facing any other opposing Force. If the Force is rated 
  Veteran, it may either gain a +2 Initiative modifier when facing 
  its selected enemy while suffering a –2 Initiative modifier against 
  opponents of other affiliations, or it may select a second preferred 
  enemy against which it also receives a +1 Initiative modifier. If the 
  latter option is chosen, the negative modifiers will not stack, so the 
  specialized force will receive a +1 Initiative modifier when facing 
  either of its two chosen enemies, but will only suffer a –1 Initiative 
  roll modifier against all other Forces.
  If the Force is rated Elite, in addition to the Initiative modifiers 
  described above, it may add the ability to negate one of its preferred 
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  85
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  To use this ability, the controlling player writes down the exit 
  hex and mapsheet of each unit moving off-map, these are the 
  unit’s “written orders.” The player then writes down the hex, 
  mapsheet and turn at which each unit will re-enter.
  Before re-entering the map, an existing unit must remain off 
  the map for the amount of time it would take to travel from its 
  exit hex to its entrance hex. To calculate this travel time, count 
  the number of blank half hexes along the map edges between 
  the entrance and exit hexes. Then divide this number by the 
  unit’s Running/Flanking MP (rounding fractions up). The result 
  is the minimum number of turns the unit must remain off the 
  map. The controlling player can delay the unit’s re-entry beyond 
  this period if he desires, but must select the turn on which the 
  unit will re-enter at the time it leaves the map.
  Each returning unit re-enters the map in the End Phase 
  of the turn noted on its “written orders.” At that time, the 
  opposing player can check the unit’s orders to make sure the 
  move was legal. If the move was illegal, the unit is considered 
  destroyed and removed from play. (A move is illegal if the unit 
  does not remain off the map for the required travel time or 
  does not enter at the location and turn noted on its written 
  orders.) In a campaign, these “destroyed” units may be brought 
  back into play for a later battle, since they were actually lost 
  rather than destroyed.
  If a returning unit would re-enter the map in a hex containing 
  an enemy unit, or containing a friendly unit that would violate the 
  stacking limits of the hex, the returning unit is placed in a hex of 
  the opposing player’s choice adjacent to the intended entry hex.
  Once the returning unit has re-entered the map, any enemy 
  unit adjacent to it may immediately attack it using the rules for 
  Point Blank Shots from Hidden units (see p. 260, TW). This attack 
  does not restrict the attacking unit’s ability to make attacks in 
  the following turn.
  Units off the map cannot engage in combat. If the opposing 
  force destroys all the units remaining on the map before off-
  map units return, the battle is lost.
  Initiative: Off-map units are not counted when determining 
  how many units each side must move or fire when alternating 
  turns during the Movement and Weapon Attack phases.
  FORCING THE INITIATIVE
  The player controlling a Force with this SCA can “force 
  the initiative” and gain bonuses to their Initiative rolls; the 
  controlling player announces at the start of every turn, before 
  the dice are rolled, whether they will use this ability or not. The 
  bonus is equal to the number of enemy units they destroyed 
  in the previous turn, reduced by the number of their own 
  destroyed units.
  For example, a Force with this capability receives a +2 
  Initiative bonus if it destroyed four enemy units and lost two 
  of its own during the previous turn.
  GROUND ATTACK SPECIALISTS
  A portion of the Force specializes in air-to-ground attacks. 
  Up to a third of the Force may be designated as Ground Attack 
  Specialists. All weapon attacks from Ground Attack Specialists 
  against non-airborne units receive a –2 To-Hit Modifier. 
  Against all airborne targets (including airborne ground units, 
  such as VTOLs and WiGEs), Ground Attack Specialists apply a 
  +1 To-Hit Modifier. This ability can only be taken by aerospace 
  units; any non-aerospace units in a Force with this ability do 
  not gain its benefits.
  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.
  OFF-MAP MOVEMENT
  A player may only use this ability if the scenario allows for 
  it. For example, an offensive force may not use this ability 
  in breakthrough scenarios; in a hold-the-line scenario, the 
  defending force cannot use off-map movement.
  ENVIRONMENTAL SPECIALIST BENEFITS LIST
  Benefit
  Rules
  Improved Mobility
  Reduce the MP cost for passing through any terrain of specialization by 1. However, this reduction may 
  never lower movement costs below 1 MP.
  Improved Combat
  Apply a –1 To-Hit Modifier for all attacks made into and/or through the terrain or environmental 
  condition of specialization (to a minimum modifier of +0). 
  Improved Initiative
  Receive a +1 Initiative roll modifier if the selected terrain or environment type covers at least half of the 
  map area.
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  SAVAGES
  All units in a Force with this Special Command Ability get the 
  Blood Stalker SPA. No enemy unit may be targeted by the Blood 
  Stalker ability by more than one unit in the Force. If there are not 
  enough enemy units to target, the remaining units with this ability 
  suffer the Blood Stalker SPA penalty for attacking another enemy 
  unit. When a unit without a Blood Stalker target declares its fire 
  during the Weapon Attack Phase, and there is an enemy no longer 
  targeted by a Blood Stalker ability, that unit may then declare a new 
  target for its Blood Stalker SPA.
  SPECIAL PILOT ABILITY SPECIALIZATION
  A Force with this Special Command Ability trains its units in 
  the use of special tactics, represented by assigning Special Pilot 
  Abilities to individual units. A player selecting the Special Pilot 
  Ability Specialization must choose a single Special Pilot Ability in 
  which to specialize. 
  The number of units which may be assigned the SPA to depends 
  on the cost of the ability. The Special Pilot Ability Assignment Table 
  shows how many units may be assigned the SPA based on its cost 
  and the number of units in the Force. For example, the Lucky (1) 
  SPA has a cost of 1, and may be assigned to one unit for every two 
  units in the Force. 
  The SPA Specialization ability may be taken multiple times. If 
  the same SPA is selected again, it may be assigned to units which 
  do not already possess it, in accordance with the table above. If a 
  different SPA is selected, it may be assigned using the table above, 
  but cannot be given to a unit already assigned an SPA through this 
  Special Command Ability.
  SHARP SHOOTERS 
  A portion of the Force with this SCA specializes in long-range 
  attacks at the expense of short-range accuracy. A third of the Force, 
  rounded down, may be designated as Sharp Shooters and uses the 
  following range modifiers in place of the standard range modifiers: 
  Short +1, Medium +2, Long +3, Extreme +4. If used in conjunction 
  with another ability that alters their range modifiers, Sharp Shooters 
  receive a +1 To-Hit Modifier at Short range and a –1 modifier at 
  Long and Extreme range.
  OVERRUN COMBAT
  When rolling Initiative for Overrun-capable forces, the controlling 
  player of a Force with this SCA notes the die roll result’s margin 
  of success. Divide this margin by 2, rounding fractions down. 
  The result equals the number of individual units that may move, 
  designate their targets and fire before any other units move and fire. 
  “Extra” successes, which occur when the player’s divided margin of 
  success exceeds the number of units available to move, do not carry 
  over to later turns. For example, an Overrun-capable force makes 
  an Initiative roll of 11, while its opponent rolls a 6. That gives the 
  Overrun-capable force a margin of success of 5, allowing two units 
  to move and fire before any opposing units may move (5 divided 
  by 2 is 2.5, rounded down to 2).
  Units employing Overrun Combat do not take part in the normal 
  move/fire sequence and so do not count when determining how 
  many units each side must move or fire when alternating turns 
  during the Movement and Weapon Attack phases. Overrunning units 
  make physical attacks as normal during the Physical Attack Phase.
  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. The remaining enemy 
  units are divided into two groups of equal number that move onto 
  the map from their home edge on Turns 2 and 3. The group which 
  moves onto the map is chosen at random. The opposing force’s 
  player chooses the specific units that do not deploy in the first 
  turn, as well as the composition of the two undeployed groups.
  SPECIAL PILOT ABILITY  
  ASSIGNMENT TABLE
  SP Cost of SPA
  SPA Assigned Per X Number of units
  1
  2
  2
  3
  3
  4
  4
  6
  DK 
  XX
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  87
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  FORMATION
  BUILDING
  SOLAR SYSTEM 
  GENERATION
  If the Force’s Experience Rating is Green, Very Green, or 
  Wet Behind the Ears, it may not select any benefits for Tactical 
  Specialization, but will still suffer a –1 Initiative modifier if 
  the focus of its specialization does not apply to the scenario 
  (reflecting the inexperienced Force’s focus on honing its skills to 
  one particular tactical area). If its Experience Rating is Regular, 
  it may select only one of the benefits listed under the Tactical 
  Specialist Benefits List (see below). If the Force’s Experience 
  Rating is Veteran or Elite, two benefits may be applied. If the 
  Force’s Experience Rating is Heroic or Legendary, all three 
  benefits may be applied, or two benefits may be selected and 
  one of them may be applied twice.
  Note that the Attack and Defense Specialization benefits may 
  both be taken at the same time, but will cancel each other out 
  when taken together. However, this only occurs when each is 
  taken once; if a Force of Heroic or Legendary Experience Rating 
  selects the Attack Specialization benefits twice, and Defense 
  Specialization benefits once, the result will be the equivalent 
  of taking one “level” of Attack Specialization.
  ZONE OF CONTROL 
  To create a “Zone of Control,” any unit in a Force with this 
  ability may enter an adjacent hex to an enemy unit that has not 
  moved yet this turn, must have at least 1 unused MP remaining 
  at the end of the Movement Phase, and must be directly facing 
  the enemy unit. If these conditions are met, the enemy unit 
  cannot enter either of the two hexes adjacent to its own and the 
  one occupied by the enemy unit exerting the Zone of Control; 
  this only applies to the current Movement Phase. Additionally, 
  this only applies to ground movement; a unit expending 
  Jumping or VTOL MPs can enter those hexes, though it cannot 
  end the Movement Phase in those hexes.
  Infantry: Infantry can only exert a zone of control against 
  another infantry unit.
  TACTICAL ADJUSTMENTS
  After Turn 3, enemy Forces do not gain any bonuses to 
  their Initiative rolls from Special Command Abilities or 
  Special Pilot Abilities.
  TACTICAL EXPERTS (ENGINEERS)
  During setup, this player controlling a Force with this ability 
  may place two light buildings on the table per full company. 
  These may be used for cover (as a fortification) or as a bridge.
  TACTICAL EXPERTS (HIDDEN UNITS)
  In any scenario that allows Hidden units, the player controlling 
  a Force with this ability may place twice as many Hidden units (to 
  a maximum of four 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 6 hexes away from any enemy units.
  TACTICAL EXPERTS (PHYSICAL)
  The player controlling a Force with this ability may choose 
  to have all its units receive a +1 To-Hit Modifier for weapon 
  attacks in exchange for a –1 To-Hit Modifier for physical and 
  melee attacks. This choice is made in at the beginning of the 
  Weapon Attack Phase, before making any attacks.
  TACTICAL SPECIALIZATION
  A Force with this Special Command Ability has mastered or 
  prefers combat under certain, specific mission parameters, with 
  predefined roles and options. Before game play begins, the 
  specific nature of this tactical specialization must be identified. 
  This can be either a preference for attacking over defending (or 
  vice versa), or a preference for specific scenario types. As with 
  the Enemy Specialization and Environmental Specialization, the 
  specific nature and extent of these specializations is limited by 
  the Force’s Experience Rating.
  TACTICAL SPECIALIST BENEFITS LIST
  Benefit
  Rules
  Attack Specialization
  The force receives a +1 Initiative roll modifier when acting as the Attacker in a scenario of any type, 
  but suffers a –1 Initiative roll modifier when acting as the Defender.
  Defense Specialization
  The force receives a +1 Initiative roll modifier when acting as the Defender in a scenario of any type, 
  but suffers a –1 Initiative roll modifier when acting as the Attacker.
  Scenario Specialization
  Receive a +1 Initiative roll modifier if the force is taking part in a specified scenario type. For all other 
  scenario types, the force suffers a –1 Initiative roll modifier.
  ������������������������������
  
  INNER SPHERE
  AT WAR 
  CONVERSIONS
  The following rules detail how to convert ISW Combat 
  Commands into playable units in the Abstract Combat System, 
  Strategic BattleForce, BattleForce, Total Warfare and Alpha Strike.
  Converting ISW Combat Commands to ACS Formations, 
  Combat Units and Combat Teams: Combat in ISW requires taking 
  Combat Commands—either from a detailed army list or created 
  during ISW game play—and converting them into ACS forces.
  Converting ACS Combat Teams to SBF Formations and Units: 
  ISW campaigns can be expanded by narrowing the scope and 
  “zooming in” by transferring ACS forces to SBF game play.
  Converting SBF Units to BattleForce, Alpha Strike and Total 
  Warfare Elements: Players can drill down even farther by taking 
  their ISW campaigns to familiar tactical levels in which every 
  Element is represented.
  The conversions tables provided at the end of this chapter cover 
  the Late/Third Succession War Era (“3025”). Conversion tables for 
  other Eras will appear in future supplements.
  CONVERTING ISW COMBAT COMMANDS TO ACS 
  FORMATIONS, COMBAT UNITS AND TEAMS
  Abstract Combat System Formations
  The first step in converting Combat Commands to Abstract 
  Combat System play is to select the Combat Command to be 
  converted. This Combat Command is the equivalent of the ACS 
  Formation. Place all Aerospace wings into an Aerospace Formation 
  and the rest of the components into a Ground Formation (see Type, 
  p. 305, IO). To determine the Formation’s Combat Units, the Combat 
  Command needs to be broken up into its constituent components. 
  If using a Combat Command from a detailed army list (such as the 
  Deployment Tables found in the Field Manuals), use the Standard 
  Combat Command Compositions Table (p. 348, IO) to break up the 
  BattleMech, Aerospace and conventional forces within the Combat 
  Command. If the Combat Command was created during gameplay 
  (see Creating Combat Commands, p. 353, IO), then the component 
  forces have already been determined.
  The Formation’s Skill Rating is equal to the Combat Command’s 
  Experience Value (see Experience Skill Value Table, p. 328, IO). To 
  determine the Formation’s Movement, Tactics and Morale values, 
  follow Steps 4C through 4E under Create ACS Formations (see p. 
  330, IO) after creating its component Combat Units (see Determine 
  ACS Combat Units, next page).
  Draconis Combine technicians work to retrofit captured HCT-3F Hatchetman ’Mechs at a well-equipped firebase.
  ������������������������������
  
  89
  INTRODUCTION
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  SOLAR SYSTEM 
  GENERATION
  Takashi is converting his First Sword of Light for 
  ACS play. Looking at the Draconis Combine row of the 
  Standard Combat Command Compositions Table 
  (see p. 348, IO), Takashi finds he has an ACS Ground 
  Formation containing 1 ’Mech regiment, 3 armor 
  regiments, 5 infantry regiments, 1 artillery battalion 
  and an ACS Aerospace Formation containing 3 
  aerospace wings. The Combat Command’s Experience 
  Rating is Elite, thus the Formation’s Skill Rating (for 
  both the Ground and Aerospace Formations) is 2. The 
  Formations’ Move, Tactics and Morale Values will be 
  determined after the Combat Units are assigned.
  Takashi’s ’Mech and armor regiments need to be 
  broken down further into battalions before they can be 
  assigned Combat Unit stats. Takashi consults the Random 
  Battalion Composition Table (see below) and rolls 1D6 
  for his ’Mech regiment. He gets a 2, and since the First 
  Sword of Light’s Weight is Heavy, that means its ’Mech 
  regiment is comprised of a medium, a heavy and an 
  assault battalion (Combat Units). Since the First Sword 
  of Light is usually listed at 133% Strength on Deployment 
  Tables, another heavy battalion is added (as it is the same 
  Weight as the Combat Command). Takashi rolls again 
  for each of his armor regiments and records the results. 
  For his aerospace wings, he rolls 1D6 for each, resulting 
  in a 3, 6 and a 1. The first and third wings are recorded as 
  heavy (the same as the parent Combat Command), but 
  since he rolled a 6 for the second wing, he can choose its 
  Weight, and decides on a light wing. Takashi’s infantry 
  regiments and artillery battalion do not need any further 
  breakdown or Weight designations. All Combat Units are 
  assigned a Skill Rating of 2 (the same as the Formations).
  With all his Combat Units recorded, Takashi can now 
  assign them stat blocks. Looking at the Draconis Combine 
  ISW Combat Command Conversion Tables (pp. 92-97), 
  and the Combat Units sub-table, he finds each of his 
  Combat Units and assigns them stats. His first Combat 
  Unit is his medium ’Mech battalion, so he finds that on 
  the table and records its stats as Size 2, Move 5, TMM 4, 
  ARM 36, Short 9, Medium 9, Long 3, no special abilities, 
  PV 102. If Julian (the gamemaster) needs the final PVs for 
  any reason, Takashi will have to calculate them—in the 
  case of his medium ’Mech battalion, it is PV 143 (102 x 1.4).
  Next Takashi determines Tactics and Morale values 
  for each Combat Unit. For his medium ’Mech battalion, 
  Tactics is 3 (10, – 5 for Move, – 2 for Skill) and Morale is 5 (3 
  + 2 for Skill Rating). The medium ’Mech battalion Morale 
  Triggers are 9, 6 and 3 (ARM of 12 at 75%, 50% and 25%).
  With all his Combat Units statted, Takashi can calculate 
  the parent Formation’s Movement, Tactics and Morale 
  values (using the rules found in Create ACS Formations, 
  p. 330, IO). For the Ground Formation, the Move value 
  is equal to its slowest Combat Unit, which is the artillery 
  battalion with a 3. Tactics is a 5 (10, – 3 for Move, – 2 for 
  Skill). Morale is 5 (3 + 2 for Skill Rating). The Aerospace 
  Formation values are calculated the same way, which 
  results in a Move of 6, Tactics 2 and Morale of 5.
  Determine ACS Combat Units
  In order to assign stat blocks to Combat Units, their individual 
  Weight stats must be derived. 
  BattleMech and Armor regiments: BattleMech and armor 
  regiments need to be broken down further into their component 
  battalions. Roll 1d6 and consult the Random Battalion 
  Composition Table below, cross-referencing the roll result with 
  the Weight of the overall Combat Command (or the Weight of the 
  regiment if it was created during gameplay, see Creating Combat 
  Commands, p. 353, IO). The result provides the Weights of the 
  component battalions. Note each battalion as a separate Combat 
  Unit. If a Combat Command is listed at 133% Strength on a TO&E 
  or Deployment Table, add one extra ’Mech battalion (Combat 
  Unit) with a Weight equal to that of the Combat Command.
  Aerospace wings: For each Aerospace wing, roll 1d6; on a result 
  of 6, the player may choose the Weight, while on a 1-5 the Weight is 
  equal to the Combat Command Weight. If the Combat Command 
  was created during gameplay (see Creating Combat Commands, p. 
  353, IO), then the Weight of each wing should have already been 
  determined. Note each wing as a separate Combat Unit.
  Infantry regiments and artillery battalions: Note each 
  Infantry regiment and each artillery battalion as a separate 
  Combat Unit. These units do not use a Weight statistic.
  Once each Combat Unit is noted and its Weight has been 
  derived, stat blocks can be assigned. For each Combat Unit, 
  check the ISW Combat Command Conversion Tables for the 
  appropriate faction (pp. 92-97) and go to the ACS Combat Unit 
  sub-table. Using the type and Weight of the Combat Unit, find the 
  corresponding row and use the listed stats for the Combat Unit.
  The Combat Unit’s Skill Rating is equal to the Combat 
  Command’s Skill Rating. To determine the Combat Unit’s Tactics 
  and Morale values, follow Steps 3G through 3H under Create 
  ACS Combat Units (see p. 330, IO). If a final PV is required by the 
  gamemaster, it is determined by multiplying it by the skill value 
  modifier. A Unit with a skill value of 4 does not modify its PV.
  Less Experienced Units: For each point that the Unit’s Skill 
  value is higher than 4, multiply the Unit’s PV by 1 – (0.1 per 
  Skill value above 4). Round normally; a Unit’s highest possible 
  Skill value is 7.
  More Experienced Units: For each point that the Unit’s Skill 
  value is lower than 4, multiply the Unit’s PV by 1 + (0.2 per Skill 
  value below 4). Round normally; the minimum PV increase is 
  1 point per point of Skill value improvement. A Unit’s lowest 
  possible Skill value is 0.
  RANDOM BATTALION COMPOSITION TABLE
  Roll
  Light
  Medium
  Heavy
  Assault
  1
  3 light
  1 light, 
  2 medium
  1 medium, 
  2 heavy
  1 heavy, 
  2 assault
  2-3
  3 light
  3 medium
  1 medium, 
  1 heavy, 1 assault 
  1 heavy, 
  2 assault
  4-5
  2 light, 
  1 medium 
  1 light, 
  1 medium, 1 heavy
  3 heavy
  3 assault
  6
  2 light, 
  1 medium 
  2 medium, 
  1 heavy
  2 heavy, 1 assault 3 assault
  ������������������������������
  
  The Formation’s Tactics is 6 (10 – 4 for Move and – 0 for Skill) 
  and Morale is 7 (3 + 4 for Skill Rating). Hanse fills in the top 
  box of the Strategic BattleForce Formation Record Sheet (see 
  p. 382, IO) with the stat block.
  Determine SBF Units
  After the stat block for each Formation is finalized, its component 
  Units can be determined as well. Each Formation stat block listed in 
  the ISW Combat Command Conversion Tables (see pp. 92-97) lists 
  the Weights of its constituent Units in the “Composition” column. 
  For each Unit listed in the composition column, consult the SBF 
  Unit sub-table and use the corresponding stat block.
  The Unit’s Skill Rating is equal to the Formation’s Skill Rating. The 
  Unit’s PV does not need to be modified for skill as the Formation’s 
  final PV has already been determined above.
  Optional—Random Skill Ratings: If players wish to add more 
  variety to the Experience/Skill Ratings of their SBF Formations and 
  Units, they may roll randomly for their Unit Ratings. Roll 1D6 for each 
  Unit, based on the Experience Rating of the Combat Command; the 
  result on the Random Skills Table above is the Unit’s Skill Rating. 
  Once new Skill Ratings for the Formation’s Units are determined, 
  average them together (round normally) and apply that Skill Rating 
  to the Formation. The Formation’s PV may need to be recalculated 
  from its initial PV (see Determine SBF Formations, at right).
  Next, Hanse needs stat blocks for the lances (Units) that 
  make up his Twenty-Second Avalon Hussars heavy ’Mech 
  company (Formation). He checks the “components” column 
  for a heavy ’Mech company on the Federated Suns ISW Combat 
  Command Conversion Tables (see p. 94), and sees that it is 
  comprised of 1 medium ’Mech lance and 2 heavy ’Mech lances. 
  Hanse creates an entry for each Unit. He uses the stats of the 
  medium and heavy ’Mech lances from the SBF Unit sub-table. 
  While Hanse can simply apply a Skill Rating of 4 (Regular) to 
  each of these lances (the same Rating as the parent Formation), 
  he decides he wants to mix things up a bit. He rolls a 6, 5 and 
  a 3, so one medium and one heavy lance are assigned a 3 
  (Veteran) Skill Rating and one heavy lance retains the 4 Skill 
  Rating. A side effect of these results is that the Unit’s parent 
  Formation, the heavy ’Mech company, is also upgraded to a 
  Veteran Experience Rating with a Skill Rating of 3, and Tactics 
  and Morale for the Formation are each lowered by 1. 
  Determine ACS Combat Teams
  After the stat block for each Combat Unit is en-
  tered, its component Combat Teams can be deter-
  mined. Each Combat Unit stat block listed in the 
  ISW Combat Command Conversion Tables (see pp. 
  92-97) includes a “Composition” column which lists 
  the Weights of its constituent Combat Teams. For 
  each Combat Team listed in the composition col-
  umn, consult the ACS Combat Team/SBF Formation 
  sub-table and use the corresponding stat block.
  The Combat Team’s Skill Rating is equal to the 
  Combat Command’s Skill Rating. The Combat 
  Team’s PV does not need to be modified for skill, 
  as the Combat Unit’s final PV has already been 
  determined above.
  In order to use his medium ’Mech battalion Combat 
  Unit in ACS play, Takashi needs to create stat blocks for its 
  constituent Combat Teams (companies). He checks the 
  “components” column for the medium ’Mech battalion on 
  the Draconis Combine ISW Combat Command Conversion 
  Tables (see p. 93), and sees that it is comprised of 3 medium 
  ’Mech companies. Takashi notes the 3 Combat Teams on 
  this Combat Unit’s record sheet (see p. 383, IO). For their stat 
  blocks, he copies the entry from the medium ’Mech company 
  row of the Combat Team sub-table—Size 2, Move 5, Jump 2, 
  TMM 2, ARM 12, Short 3, Medium 3, Long 1, no special abilities, 
  PV 34. The Skill Rating for each Combat Team is 2.
  CONVERTING ACS COMBAT TEAMS  
  TO SBF FORMATIONS AND UNITS
  Determine SBF Formations
  Converting forces to Strategic BattleForce gameplay from ACS is a 
  simple process. Each converted Combat Team directly corresponds to 
  an SBF formation and uses the stats as-is from ACS, with the exception 
  of PV and the addition of Tactics and Morale values. To determine the 
  Formation’s Tactics and Morale values, follow Steps 2H through 2I 
  under Create SBF Formations or ACS Combat Teams (see p. 329, IO). The 
  initial Formation PV is listed in the ACS Combat Team/SBF Formation 
  sub-tables (see pp. 92-97) in parenthesis. If a final PV is required by 
  the gamemaster, it is determined by multiplying it by the Skill value 
  modifier. A Unit with a Skill value of 4 does not modify its PV.
  Less Experienced Units: For each point that the Unit’s Skill value 
  is higher than 4, multiply the Unit’s PV by 1 – (0.1 per Skill value 
  above 4). Round normally; a Unit’s highest possible Skill value is 7.
  More Experienced Units: For each point that the Unit’s Skill value 
  is lower than 4, multiply the Unit’s PV by 1 + (0.2 per Skill value below 
  4). Round normally; the minimum PV increase is 1 point per point 
  of Skill value improvement. A Unit’s lowest possible Skill value is 0.
  Hanse is converting a Twenty-Second Avalon Hussars 
  heavy ’Mech company from ACS for use as a Formation 
  in Strategic BattleForce. He uses the same stats as in ACS, 
  except for the base PV (he uses the PV in parenthesis instead, 
  114 in this case). The SBF Formation has a Skill Rating of 4 
  (Regular), and so would not have to adjust PV due to skill). 
  RANDOM SKILLS TABLE
  1D6 
   (Wet Behind 
  the Ears)
  1D6 
   (Really 
  Green)
  1D6 
  (Green)
  1D6 
  (Regular)
  1D6 
   (Veteran)
  1D6 
   (Elite)
  1D6 
   (Heroic)
  1D6 
  (Legendary)
  Skill 
  Rating
  1-3
  1
  0
  —
  —
  —
  —
  —
  7
  4-5
  2-3
  1
  —
  —
  —
  —
  —
  6
  6
  4-5
  2-3
  —
  —
  —
  —
  —
  5
  —
  6
  4-6
  1-4
  —
  —
  —
  —
  4
  —
  —
  —
  5-6
  1-4
  1-2
  1
  —
  3
  —
  —
  —
  —
  5-6
  3-4
  2-3
  1-2
  2
  —
  —
  —
  —
  —
  5-6
  4-5
  3-4
  1
  —
  —
  —
  —
  —
  —
  6
  5-6
  0
  ������������������������������
  
  91
  INTRODUCTION
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  SOLAR SYSTEM 
  GENERATION
  Max is converting an SBF Unit for use in a Total Warfare-
  scale scenario. He feels more comfortable rolling the dice 
  and seeing what he gets, as opposed to fiddling around 
  with PVs. He has a Veteran Capellan assault ’Mech lance 
  from the Chesterton Reserves, so first he rolls 1D6 on the 
  Lance Weight Composition Table (p. 265, TW), resulting 
  in a 5. Cross-referenced with the assault lance sub-table, 
  he finds he has 1 heavy and 3 assault ’Mechs in the lance. 
  For each ’Mech, he rolls 2D6, and consults the appropriate 
  weight class table on the Capellan Confederation 
  Random Unit Assignment Table (using Brush Wars, 
  p. 132). The rolls yield him a CRD-3L Crusader, BLR-1G 
  Battlemaster, STC-2C Striker and an AWS-8Q Awesome.
  Max can assign each ’Mech a Veteran Skill Rating 
  (Gunnery 3/Piloting 4) and complete the process, or 
  he can roll randomly for the skills as well. He decides 
  he would rather have variety and rolls 1D6 for each on 
  the Random Skills Table—Expanded (see p. 273, TW) 
  against the Veteran column, and garners a 2, 3, 1, and 
  4. The Crusader and Battlemaster receive a 4 Gunnery/5 
  Piloting and the Striker and Awesome receive a 3 
  Gunnery/4 Piloting.
  Katrina has an SBF Unit—a Donegal Guards Regular 
  heavy ’Mech lance—that she wishes to convert into 
  Alpha Strike Elements. She decides to use the PV method 
  to choose her Elements, so she multiplies the Unit’s PV 
  of 44 by 4 for a total of 176 PV as her limit. She chooses 
  a MAD-3R Marauder (35 PV), ARC-2S Archer (36 PV),  
  TDR-5S Thunderbolt (43 PV) and a ZEU-6T Zeus (40 PV) 
  for a total PV of 154. She still has PV to spend, allowing 
  her to assign all the Elements a Veteran Skill Rating (3)—
  just one Rating away from the original Regular Rating—
  for a new PV total of 176, exactly the allowable PV total.
  CONVERTING BACK FROM BATTLEFORCE, ALPHA 
  STRIKE AND TOTAL WARFARE TO SBF AND ACS
  At the strategic scales of SBF and ACS, players will find lot 
  of simplicity and homogeny in the stat blocks. However, once 
  forces are converted to the tactical scales of BF, AS and TW, a 
  whole world of detail unfolds. If the GM agrees, players may use 
  the SBF and ACS conversion rules found in Interstellar Operations 
  (pp. 326-339) to bring any forces converted down to the tactical 
  scale during the campaign back “upward” to SBF and ACS scale. 
  The Marik is pleased with how his Sixth Orloff 
  Grenadiers have performed in the battles they’ve fought 
  in the Total Warfare scenarios of Operation DAGGER, 
  and feels that ’Mech for ’Mech and tank for tank, the 
  Grenadiers are an interesting Combat Command. He 
  would like to convert this Total Warfare force back into 
  SBF and ACS scale, replacing their default stat blocks as 
  shown in the ISW Combat Command Conversion Tables. 
  He asks the gamemaster, Julian, for permission to do so; 
  Julian denies his request, and places the Free Worlds 
  League under interdiction as a show of caprice.
  CONVERTING SBF UNITS TO BATTLEFORCE,  
  ALPHA STRIKE AND TOTAL WARFARE ELEMENTS
  Players may wish to zoom in on their campaign even further, 
  to BattleForce, Alpha Strike or Total Warfare levels. There are two 
  methods to do so: randomly or by using Point Values (PV). All 
  players must agree which method to use before the beginning 
  of the BF-, AS- or TW-scale game.
  Random Method
  The random method makes use of any era-appropriate 
  Random Unit Assignment Table for the campaign, as well as 
  several tables from Total Warfare. First, note the Weight of the 
  SBF Unit (lance) to be converted, and roll 1D6 on the Lance 
  Weight Composition Table (see p. 265, TW) to determine the 
  composition of the lance. Next, for each Element, roll on the 
  appropriate Faction RAT’s sub-table for the corresponding weight 
  class (including any applicable Combat Command modifiers). 
  Skill Ratings: Once all Elements are chosen, Skill Ratings 
  need to be assigned. For Elements to be used in Total Warfare 
  games, roll 1D6 twice on the Random Skills Table—Expanded 
  (see p. 273, TW) for each Element, cross-referencing the Unit’s 
  Experience Rating in order to determine the Element’s Gunnery 
  and Piloting Skills. Wet behind the Ears-rated Elements subtract 
  2 from each roll, and Really Green Elements subtract 1 from each 
  roll. Heroic Elements add 1 to each roll and Legendary Elements 
  add 2. Elements to be used in BattleForce or Alpha Strike play 
  roll 1D6 only once and consult the Random Skills Table (see p. 
  90). Repeat for every SBF Unit being converted.
  PV Method
  This method allows the most flexibility for players to fine-
  tune their Force as they see fit. Take the SBF Unit’s PV and 
  multiply by 4. This is the total PV allowed for the lance in  
  TW/AS/BF scale. The player may choose any Element of 
  appropriate type and Era, as long as the standard number of 
  Elements does not exceed the limit per Unit (typically four per 
  lance, five per star, etc.) and the total PV is not exceeded. 
  Skill Ratings: Each Element may have any Skill Rating 
  assigned, as long as it is within one step in either direction 
  of the SBF Unit’s Skill Rating; For example, an Element from 
  a Regular-rated SBF Unit can be Green, Regular or Veteran. 
  The PV for each Element must be modified by its Experience 
  Rating (see Adjusting for Skill, p. 24, AS), and the combined PV 
  of all the Elements still cannot the total PV allowed for the 
  lance. If the Elements are being used for Total Warfare play, 
  once the Experience Ratings are finalized, assign the Elements 
  the average Gunnery and Piloting Ratings for that Experience 
  Rating (eg. A Veteran-rated MechWarrior would be assigned a 
  3 Gunnery and 4 Piloting).
  Battle Value (BV): Note that Battle Value is not used in these 
  conversions. BV is used for balancing forces in Total Warfare 
  scenarios, and while PV is similarly used for BattleForce scale and 
  above, balancing forces in an ISW campaign is only achieved 
  through the supervision of the gamemaster. PV is used in these 
  conversion rules as a means to keep consistency between the 
  different scales of play.
  ������������������������������
  
  ACS COMBAT UNIT CONVERSION TABLE
  Battalion
  Size Move
  Transport 
  MP
  TMM
  ARM
  Short Medium Long
  E (Aero)
  PV
  Special
  Composition
  Light Mech
  1
  6
  NA
  4
  24
  6
  6
  0
  —
  72
  RCN
  3LM
  Medium Mech
  2
  5
  NA
  4
  34
  7
  7
  5
  —
  97
  1HM2MM
  Heavy Mech
  3
  4
  NA
  2
  42
  9
  10
  8
  —
  116
  1AM1HM1MM
  Assault Mech
  3
  4
  NA
  2
  46
  10
  11
  10
  —
  126
  1AM2HM
  Light Vehicle
  1
  8
  NA
  3
  18
  9
  9
  0
  —
  60
  IT9,RCN
  3LV
  Medium Vehicle
  2
  7
  NA
  3
  21
  9
  9
  3
  —
  63
  IT21
  3MV
  Heavy Vehicle
  3
  6
  NA
  2
  30
  12
  12
  3
  —
  81
  IT15
  3HV
  Assault Vehicle
  3
  5
  NA
  2
  31
  13
  13
  4
  —
  86
  IT11
  1AV2HV
  Artillery
  2
  3
  NA
  1
  30
  3
  0
  0
  —
  99
  ART-S12
  3 Art (SP)
  Light Aerospace
  1
  6
  NA
  3
  19
  4
  4
  0
  0
  43
  BOMB3, FUEL20
  1MA2LA
  Medium Aerospace
  2
  6
  NA
  2
  21
  6
  6
  1
  0
  50
  BOMB4, FUEL20
  1HA1MA1LA
  Heavy Aerospace
  3
  6
  NA
  2
  23
  8
  8
  2
  0
  57
  BOMB5, FUEL20
  2HA1MA
  DropShips
  2
  4
  NA
  1
  36
  9
  12
  9
  0
  75
  AT24,IT132,MT108,VT300 3 DS
  Infantry Regiment
  1
  1
  6w
  1
  18
  6
  3
  0
  —
  48
  CAR54,IT54
  3 Inf
  ACS COMBAT TEAM/SBF FORMATION CONVERSION TABLE
  Company
  Size Move
  Transport 
  MP
  Jump TMM ARM
  Short Medium Long E (Aero)
  PV  
  (PV SBF)
  Special
  Composition
  Light Mech
  1
  6
  NA
  2
  2
  8
  2
  2
  0
  —
  24 (72)
  RCN
  3L
  Medium Mech
  2
  5
  NA
  2
  2
  10
  2
  2
  1
  —
  29 (88)
  1L2M
  Heavy Mech
  3
  4
  NA
  1
  1
  14
  3
  3
  3
  —
  39 (118)
  1M2H
  Assault Mech
  4
  4
  NA
  1
  1
  18
  4
  5
  4
  —
  48 (144)
  FLK1
  3A
  Light Vehicle
  1
  8
  NA
  NA
  3
  6
  3
  3
  0
  —
  20 (60)
  IT3,RCN
  3L
  Medium Vehicle
  2
  7
  NA
  NA
  3
  7
  3
  3
  1
  —
  21 (64)
  FLK1,IT7
  1L2M
  Heavy Vehicle
  3
  6
  NA
  NA
  2
  10
  4
  4
  1
  —
  27 (80)
  FLK1,IT5
  1M2H
  Assault Vehicle
  4
  4
  NA
  NA
  1
  11
  5
  5
  2
  —
  32 (95)
  FLK1,IT1
  1H2A
  Artillery
  2
  3
  NA
  NA
  1
  10
  1
  0
  0
  --
  33 (99)
  ART-S4
  3 Art (SP)
  Light Aerospace
  1
  11
  NA
  NA
  4
  6
  1
  1
  0
  0
  13 (39)
  BOMB1, FUEL20
  3 LA
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  0
  0
  17 (51)
  BOMB1, FUEL20
  3 MA
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  1
  0
  20 (60)
  BOMB2, FUEL20
  3 HA
  DropShips
  2
  4
  NA
  NA
  1
  12
  3
  4
  3
  0
  25 (76)
  AT8,IT44,MT36,VT100
  4 DS
  Infantry Battalion
  1
  1f
  6w
  NA
  1
  6
  2
  1
  0
  —
  16 (47)
  CAR18, IT18
  3 TL, 2 Inf
  SBF UNIT CONVERSION TABLE
  Lance
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short Medium Long E (Aero)
  PV
  Special
  Light Mech
  1
  6
  NA
  2
  2
  8
  2
  2
  0
  —
  24
  RCN
  Medium Mech
  2
  5
  NA
  2
  2
  11
  2
  2
  1
  —
  32
  Heavy Mech
  3
  4
  NA
  1
  1
  16
  3
  4
  3
  —
  43
  IF1
  Assault Mech
  4
  4
  NA
  1
  1
  18
  4
  5
  3
  —
  48
  FLK1/0,IF1
  Light Vehicle
  1
  8h
  NA
  NA
  3
  6
  3
  3
  0
  —
  20
  IT1,RCN
  Medium Vehicle
  2
  7w
  NA
  NA
  3
  8
  3
  3
  1
  —
  22
  FLK1/0,IT3
  Heavy Vehicle
  3
  5t
  NA
  NA
  2
  11
  4
  4
  1
  —
  29
  FLK1/0,IT1
  Assault Vehicle
  4
  4t
  NA
  NA
  1
  11
  5
  5
  2
  —
  33
  FLK1/0
  Artillery
  2
  3t
  NA
  NA
  1
  10
  1
  0
  0
  --
  33
  ART-S4
  Light Aerospace
  1
  11
  NA
  NA
  4
  6
  1
  1
  0
  0
  13
  BOMB1, FUEL20
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  0
  0
  17
  BOMB1, FUEL20
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  1
  0
  20
  BOMB2, FUEL20
  DropShip
  2
  4
  NA
  NA
  1
  9
  1|1|1
  2|1|1
  1|1|0
  0
  19
  AT2, IT11, MT9, VT25
  Infantry Company
  1
  1f
  NA
  0
  1
  3
  2
  1
  0
  —
  7
  CAR9
  Infantry Transport Lance
  1
  6w
  NA
  0
  2
  4
  1
  0
  0
  —
  11
  IT6
  ISW COMBAT COMMAND CONVERSION TABLE: CAPELLAN CONFEDERATION (3025)
  ������������������������������
  
  93
  INTRODUCTION
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  SOLAR SYSTEM 
  GENERATION
  ACS COMBAT UNIT CONVERSION TABLE
  Battalion
  Size Move
  Transport 
  MP
  TMM
  ARM
  Short Medium Long
  E (Aero)
  PV
  Special
  Composition
  Light Mech
  1
  6
  NA
  4
  27
  9
  6
  0
  —
  78
  RCN
  3LM
  Medium Mech
  2
  5
  NA
  4
  36
  9
  9
  3
  —
  102
  3MM
  Heavy Mech
  3
  4
  NA
  2
  42
  9
  9
  9
  —
  120
  3HM
  Assault Mech
  4
  4
  NA
  2
  50
  11
  13
  11
  —
  136
  2AM1HM
  Light Vehicle
  1
  8
  NA
  3
  18
  6
  9
  0
  —
  63
  IT9,RCN
  3LV
  Medium Vehicle
  2
  7
  NA
  3
  21
  6
  9
  3
  —
  66
  IT21
  3MV
  Heavy Vehicle
  3
  6
  NA
  2
  27
  9
  12
  6
  —
  81
  IT15
  3HV
  Assault Vehicle
  3
  5
  NA
  2
  31
  11
  13
  7
  —
  87
  IT11
  1AV2HV
  Artillery
  2
  3
  NA
  1
  30
  3
  0
  0
  —
  99
  ART-S12
  3 Art 
  Light Aerospace
  1
  6
  NA
  3
  20
  4
  4
  1
  0
  43
  BOMB3, FUEL19
  1MA2LA
  Medium Aerospace
  2
  6
  NA
  2
  21
  6
  6
  2
  0
  52
  BOMB4, FUEL19
  1HA1MA1LA
  Heavy Aerospace
  3
  6
  NA
  2
  23
  8
  8
  3
  0
  61
  BOMB5, FUEL19
  2HA1MA
  DropShips
  2
  4
  NA
  1
  36
  9
  12
  9
  0
  75
  AT60,IT96,MT84,VT156
  3 DS
  Infantry Regiment
  1
  1
  6w
  1
  18
  6
  3
  0
  —
  48
  CAR54,IT54
  3 Inf
  ACS COMBAT TEAM/SBF FORMATION CONVERSION TABLE
  Company
  Size Move
  Transport 
  MP
  Jump TMM ARM
  Short Medium Long E (Aero)
  PV  
  (PV SBF)
  Special
  Composition
  Light Mech
  1
  6
  NA
  2
  2
  9
  3
  2
  0
  —
  26 (78)
  RCN
  3L
  Medium Mech
  2
  5
  NA
  2
  2
  12
  3
  3
  1
  —
  34 (103)
  1H1M1L
  Heavy Mech
  3
  4
  NA
  1
  1
  14
  3
  3
  3
  —
  40 (120)
  1M2H
  Assault Mech
  4
  4
  NA
  1
  1
  18
  4
  5
  4
  —
  48 (143)
  FLK1
  2A1H
  Light Vehicle
  1
  8
  NA
  NA
  3
  6
  2
  3
  0
  —
  21 (63)
  IT3,RCN
  3L
  Medium Vehicle
  2
  7
  NA
  NA
  3
  7
  2
  3
  1
  —
  22 (67)
  FLK1,IT7
  1L2M
  Heavy Vehicle
  3
  6
  NA
  NA
  2
  9
  3
  4
  2
  —
  27 (81)
  FLK1,IT5
  1M2H
  Assault Vehicle
  4
  4
  NA
  NA
  1
  11
  5
  5
  3
  —
  33 (99)
  FLK1,IT1
  1H2A
  Artillery
  2
  3
  NA
  NA
  1
  10
  1
  0
  0
  --
  33 (99)
  ART-S4
  3 Art 
  Light Aerospace
  1
  10
  NA
  NA
  4
  6
  1
  1
  0
  0
  13 (39)
  BOMB1, FUEL20
  3 LA
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  1
  0
  17 (51)
  BOMB1, FUEL19
  3 MA
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  1
  0
  22 (66)
  BOMB2, FUEL28
  3 HA
  DropShips
  2
  4
  NA
  NA
  1
  12
  3
  4
  3
  0
  25 (76)
  AT20,IT32,MT28,VT52
  4 DS
  Infantry Battalion
  1
  1f
  6w
  NA
  1
  6
  2
  1
  0
  —
  16 (47)
  CAR18, IT18
  3 TL, 2 Inf
  SBF UNIT CONVERSION TABLE
  Lance
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short Medium Long E (Aero)
  PV
  Special
  Light Mech
  1
  6
  NA
  2
  2
  9
  3
  2
  0
  —
  26
  RCN
  Medium Mech
  2
  5
  NA
  2
  2
  11
  3
  2
  1
  —
  34
  Heavy Mech
  3
  4
  NA
  1
  1
  16
  3
  4
  3
  —
  43
  IF1
  Assault Mech
  4
  4
  NA
  1
  1
  19
  4
  5
  3
  —
  50
  FLK1/0,IF1
  Light Vehicle
  1
  8h
  NA
  NA
  3
  6
  2
  3
  0
  —
  21
  IT1,RCN
  Medium Vehicle
  2
  7w
  NA
  NA
  3
  8
  2
  3
  1
  —
  23
  FLK1/0,IT3
  Heavy Vehicle
  3
  5t
  NA
  NA
  2
  10
  4
  4
  1
  —
  29
  IF1,IT1
  Assault Vehicle
  4
  4t
  NA
  NA
  1
  11
  5
  5
  2
  —
  35
  FLK1/0,IF1
  Artillery
  2
  3t
  NA
  NA
  1
  10
  1
  0
  0
  --
  33
  ART-S4
  Light Aerospace
  1
  10
  NA
  NA
  4
  6
  1
  1
  0
  0
  13
  BOMB1, FUEL20
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  1
  0
  17
  BOMB1, FUEL19
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  1
  0
  22
  BOMB2, FUEL28
  DropShip
  2
  4
  NA
  NA
  1
  9
  1|1|1
  2|1|2
  1|1|0
  0
  19
  AT5, IT8, MT7, VT13
  Infantry Company
  1
  1f
  NA
  0
  1
  3
  2
  1
  0
  —
  7
  CAR9
  Infantry Transport Lance
  1
  6w
  NA
  0
  2
  4
  1
  0
  0
  —
  11
  IT6
  ISW COMBAT COMMAND CONVERSION TABLE: DRACONIS COMBINE (3025)
  ������������������������������
  
  ACS COMBAT UNIT CONVERSION TABLE
  Battalion
  Size Move
  Transport 
  MP
  TMM
  ARM
  Short Medium Long
  E (Aero)
  PV
  Special
  Composition
  Light Mech
  1
  6
  NA
  4
  26
  9
  9
  1
  —
  85
  RCN
  1MM2LM
  Medium Mech
  2
  5
  NA
  4
  30
  9
  9
  3
  —
  99
  3MM
  Heavy Mech
  3
  4
  NA
  2
  38
  12
  12
  8
  —
  117
  1AM1HM1MM
  Assault Mech
  3
  4
  NA
  2
  40
  13
  13
  10
  —
  122
  1AM2HM
  Light Vehicle
  1
  7
  NA
  3
  21
  6
  9
  3
  —
  60
  IT9
  3LV
  Medium Vehicle
  2
  7
  NA
  3
  24
  6
  9
  3
  —
  66
  IT21
  3MV
  Heavy Vehicle
  3
  6
  NA
  2
  30
  9
  12
  3
  —
  84
  IT15
  3HV
  Assault Vehicle
  3
  5
  NA
  2
  32
  11
  13
  4
  —
  90
  IT11
  1AV2HV
  Artillery
  2
  3
  NA
  1
  30
  3
  0
  0
  —
  99
  ART-S12
  3 Art 
  Light Aerospace
  1
  11
  NA
  4
  18
  3
  3
  0
  0
  39
  BOMB3, FUEL18
  3LA
  Medium Aerospace
  2
  6
  NA
  2
  21
  6
  6
  0
  0
  54
  BOMB3, FUEL20
  3MA
  Heavy Aerospace
  3
  5
  NA
  2
  27
  9
  9
  3
  0
  69
  BOMB6, FUEL20
  3HA
  DropShips
  2
  4
  NA
  1
  36
  9
  12
  9
  0
  120
  AT24,IT36,MT84,VT96
  3 DS
  Infantry Regiment
  1
  1f
  6w
  3
  18
  6
  3
  0
  —
  48
  CAR54, IT54
  3 Inf
  ACS COMBAT TEAM/SBF FORMATION CONVERSION TABLE
  Company
  Size Move
  Transport 
  MP
  Jump TMM ARM
  Short Medium Long E (Aero)
  PV  
  (PV SBF)
  Special
  Composition
  Light Mech
  1
  6
  NA
  2
  2
  8
  3
  3
  0
  —
  26 (78)
  RCN
  3L
  Medium Mech
  2
  5
  NA
  2
  2
  10
  3
  3
  1
  —
  33 (99)
  1H1M1L
  Heavy Mech
  3
  4
  NA
  1
  1
  12
  4
  4
  3
  —
  38 (114)
  1M2H
  Assault Mech
  4
  4
  NA
  0
  1
  16
  5
  5
  4
  —
  46 (139)
  FLK1
  2A1H
  Light Vehicle
  1
  7
  NA
  NA
  3
  7
  2
  3
  1
  —
  20 (60)
  IT3
  3L
  Medium Vehicle
  2
  7
  NA
  NA
  3
  8
  2
  3
  1
  —
  22 (66)
  IT7
  1L2M
  Heavy Vehicle
  3
  6
  NA
  NA
  2
  10
  3
  4
  1
  —
  28 (85)
  FLK1,IT5
  1M2H
  Assault Vehicle
  4
  4
  NA
  NA
  1
  12
  5
  5
  2
  —
  34 (101)
  FLK2,IT1
  1H2A
  Artillery
  2
  3
  NA
  NA
  1
  10
  1
  0
  0
  --
  33 (99)
  ART-S4
  3 Art 
  Light Aerospace
  1
  11
  NA
  NA
  4
  6
  1
  1
  0
  0
  13 (39)
  BOMB1, FUEL18
  3 LA
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  0
  0
  18 (54)
  BOMB1, FUEL20
  3 MA
  Heavy Aerospace
  3
  5
  NA
  NA
  2
  9
  3
  3
  1
  0
  23 (69)
  BOMB2, FUEL20
  3 HA
  DropShips
  2
  4
  NA
  NA
  1
  12
  3
  4
  3
  0
  40 (120)
  AT8,IT12,MT28,VT32
  4 DS
  Infantry Battalion
  1
  1f
  6w
  0
  2
  6
  2
  1
  0
  —
  16 (47)
  CAR18, IT18
  2 Inf, 3 Transport
  SBF UNIT CONVERSION TABLE
  Lance
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short Medium Long E (Aero)
  PV
  Special
  Light Mech
  1
  6
  NA
  2
  2
  8
  3
  3
  0
  —
  26
  RCN
  Medium Mech
  2
  5
  NA
  2
  2
  10
  3
  3
  0
  —
  32
  Heavy Mech
  3
  4
  NA
  1
  1
  13
  4
  4
  3
  —
  41
  IF1
  Assault Mech
  4
  4
  NA
  0
  1
  17
  5
  5
  3
  —
  49
  FLK1/0,IF1
  Light Vehicle
  1
  7h
  NA
  NA
  3
  7
  2
  3
  1
  —
  20
  IT1
  Medium Vehicle
  2
  7w
  NA
  NA
  3
  8
  2
  3
  1
  —
  23
  IT3
  Heavy Vehicle
  3
  5t
  NA
  NA
  2
  11
  4
  4
  1
  —
  31
  FLK1/0,IT1
  Assault Vehicle
  4
  4t
  NA
  NA
  1
  12
  5
  5
  2
  —
  35
  FLK2/0
  Artillery
  2
  3t
  NA
  NA
  1
  10
  1
  0
  0
  --
  33
  ART-S4
  Light Aerospace
  1
  11
  NA
  NA
  4
  6
  1
  1
  0
  0
  13
  BOMB1, FUEL18
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  0
  0
  18
  BOMB1, FUEL20
  Heavy Aerospace
  3
  5
  NA
  NA
  2
  9
  3
  3
  1
  0
  23
  BOMB2, FUEL20
  DropShip
  2
  4
  NA
  NA
  1
  9
  1|1|1
  2|1|1
  1|1|0
  0
  30
  AT2, IT3, MT7, VT8
  Infantry Company
  1
  1f
  NA
  0
  1
  3
  2
  1
  0
  —
  7
  CAR9
  Infantry Transport Lance
  1
  6w
  NA
  0
  2
  4
  1
  0
  0
  —
  11
  IT6
  ISW COMBAT COMMAND CONVERSION TABLE: FEDERATED SUNS (3025)
  ������������������������������
  
  95
  INTRODUCTION
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  SOLAR SYSTEM 
  GENERATION
  ACS COMBAT UNIT CONVERSION TABLE
  Battalion
  Size Move
  Transport 
  MP
  TMM
  ARM
  Short Medium Long
  E (Aero)
  PV
  Special
  Composition
  Light Mech
  1
  6
  NA
  4
  25
  9
  6
  1
  —
  79
  RCN
  1MM2LM
  Medium Mech
  2
  6
  NA
  4
  27
  9
  6
  3
  —
  87
  3MM
  Heavy Mech
  3
  5
  NA
  3
  41
  11
  10
  7
  —
  121
  2HM1MM
  Assault Mech
  3
  5
  NA
  3
  43
  12
  11
  8
  —
  125
  1AM1HM1MM
  Light Vehicle
  1
  9
  NA
  3
  21
  6
  6
  0
  —
  66
  IT9, RCN
  3LV
  Medium Vehicle
  2
  7
  NA
  3
  21
  9
  9
  3
  —
  69
  IT21
  3MV
  Heavy Vehicle
  3
  5
  NA
  2
  27
  12
  12
  6
  —
  81
  IT15
  3HV
  Assault Vehicle
  4
  4
  NA
  1
  31
  14
  14
  8
  —
  91
  IT7
  2AV1HV
  Artillery
  2
  3
  NA
  1
  30
  3
  0
  0
  —
  99
  ART-S12
  3 Art 
  Light Aerospace
  1
  6
  NA
  3
  19
  4
  4
  0
  0
  43
  BOMB3, FUEL17
  1MA2LA
  Medium Aerospace
  2
  6
  NA
  2
  20
  5
  5
  0
  0
  47
  BOMB3, FUEL17
  2MA1LA
  Heavy Aerospace
  3
  5
  NA
  2
  25
  10
  10
  2
  0
  63
  BOMB5, FUEL20
  2HA1MA
  DropShips
  2
  4
  NA
  1
  33
  9
  9
  3
  0
  72
  AT48,IT84,MT60,VT60
  3 DS
  Infantry Regiment
  1
  1f
  6w
  3
  18
  6
  3
  0
  —
  48
  CAR54, IT54
  3 Inf
  ACS COMBAT TEAM/SBF FORMATION CONVERSION TABLE
  Company
  Size Move
  Transport 
  MP
  Jump TMM ARM
  Short Medium Long E (Aero)
  PV  
  (PV SBF)
  Special
  Composition
  Light Mech
  1
  6
  NA
  2
  2
  8
  3
  2
  0
  —
  25 (75)
  RCN
  3L
  Medium Mech
  2
  6
  NA
  2
  2
  9
  3
  2
  1
  —
  29 (87)
  1L2M
  Heavy Mech
  3
  5
  NA
  1
  2
  16
  4
  4
  3
  —
  46 (138)
  1A2H
  Assault Mech
  4
  4
  NA
  1
  1
  18
  5
  5
  4
  —
  50 (150)
  FLK1
  3A
  Light Vehicle
  1
  8
  NA
  NA
  3
  6
  3
  3
  0
  —
  22 (66)
  IT3, RCN
  3L
  Medium Vehicle
  2
  7
  NA
  NA
  3
  7
  3
  3
  1
  —
  23 (68)
  FLK1,IT7
  1L2M
  Heavy Vehicle
  3
  5
  NA
  NA
  2
  9
  4
  4
  2
  —
  27 (81)
  IT5
  1M2H
  Assault Vehicle
  4
  3
  NA
  NA
  1
  11
  5
  5
  3
  —
  32 (95)
  FLK1,IT1
  1H2A
  Artillery
  2
  3
  NA
  NA
  1
  10
  1
  0
  0
  --
  33 (99)
  ART-S4
  3 Art 
  Light Aerospace
  1
  11
  NA
  NA
  4
  6
  1
  1
  0
  0
  13 (39)
  BOMB1, FUEL17
  3 LA
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  0
  0
  17 (51)
  BOMB1, FUEL20
  3 MA
  Heavy Aerospace
  3
  5
  NA
  NA
  2
  9
  4
  4
  1
  0
  23 (69)
  BOMB2, FUEL20
  3 HA
  DropShips
  2
  4
  NA
  NA
  1
  11
  3
  3
  1
  0
  24 (72)
  AT16,IT28,MT20,VT20
  4 DS
  Infantry Battalion
  1
  1f
  6w
  0
  2
  6
  2
  1
  0
  —
  16 (47)
  CAR18, IT18
  2 Inf, 3 Transport
  SBF UNIT CONVERSION TABLE
  Lance
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short Medium Long E (Aero)
  PV
  Special
  Light Mech
  1
  6
  NA
  2
  2
  8
  3
  2
  0
  —
  25
  RCN
  Medium Mech
  2
  6
  NA
  2
  2
  10
  3
  2
  1
  —
  31
  Heavy Mech
  3
  5
  NA
  1
  2
  15
  4
  4
  2
  —
  44
  IF1
  Assault Mech
  4
  4
  NA
  1
  1
  18
  5
  5
  3
  —
  50
  FLK1/0,IF1
  Light Vehicle
  1
  8h
  NA
  NA
  3
  6
  3
  3
  0
  —
  22
  IT1, RCN
  Medium Vehicle
  2
  7w
  NA
  NA
  3
  8
  3
  3
  1
  —
  23
  FLK1/0,IT3
  Heavy Vehicle
  3
  4t
  NA
  NA
  1
  10
  4
  4
  1
  —
  29
  IF1,IT1
  Assault Vehicle
  4
  3t
  NA
  NA
  1
  11
  5
  5
  2
  —
  33
  FLK1/0,IF1
  Artillery
  2
  3t
  NA
  NA
  1
  10
  1
  0
  0
  --
  33
  ART-S4
  Light Aerospace
  1
  11
  NA
  NA
  4
  6
  1
  1
  0
  0
  13
  BOMB1, FUEL17
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  0
  0
  17
  BOMB1, FUEL20
  Heavy Aerospace
  3
  5
  NA
  NA
  2
  9
  4
  4
  1
  0
  23
  BOMB2, FUEL20
  DropShip
  2
  4
  NA
  NA
  1
  8
  1|1|1
  1|1|1
  1|0|0
  0
  18
  AT4, IT7, MT5, VT5
  Infantry Company
  1
  1f
  NA
  0
  1
  3
  2
  1
  0
  —
  7
  CAR9
  Infantry Transport Lance
  1
  6w
  NA
  0
  2
  4
  1
  0
  0
  —
  11
  IT6
  ISW COMBAT COMMAND CONVERSION TABLE: FREE WORLDS LEAGUE (3025)
  ������������������������������
  
  ACS COMBAT UNIT CONVERSION TABLE
  Battalion
  Size Move
  Transport 
  MP
  TMM
  ARM
  Short Medium Long
  E (Aero)
  PV
  Special
  Composition
  Light Mech
  1
  6
  NA
  4
  21
  6
  6
  0
  —
  75
  RCN
  3LM
  Medium Mech
  2
  5
  NA
  4
  33
  7
  7
  2
  —
  104
  1HM2MM
  Heavy Mech
  3
  4
  NA
  2
  43
  11
  11
  8
  —
  129
  1AM2HM
  Assault Mech
  4
  4
  NA
  1
  51
  15
  15
  12
  —
  147
  3AM
  Light Vehicle
  1
  7
  NA
  3
  19
  6
  9
  3
  —
  63
  IT13
  1MV2LV
  Medium Vehicle
  2
  7
  NA
  3
  24
  7
  9
  4
  —
  75
  IT19
  1HV2MV
  Heavy Vehicle
  3
  5
  NA
  2
  32
  10
  12
  6
  —
  93
  IT12
  1AV2HV
  Assault Vehicle
  4
  4
  NA
  1
  36
  12
  12
  6
  —
  105
  IT6
  3AV
  Artillery
  2
  3
  NA
  1
  30
  3
  0
  0
  —
  99
  ART-S12
  3 Art 
  Light Aerospace
  1
  11
  NA
  4
  18
  3
  3
  0
  0
  39
  BOMB3, FUEL15
  3LA
  Medium Aerospace
  2
  6
  NA
  2
  27
  6
  6
  0
  0
  57
  BOMB3, FUEL20
  3MA
  Heavy Aerospace
  3
  5
  NA
  2
  24
  9
  12
  6
  0
  69
  BOMB6, FUEL22
  3HA
  DropShips
  2
  4
  NA
  1
  36
  9
  12
  9
  0
  75
  AT24,IT96,MT96,VT180
  3 DS
  Infantry Regiment
  1
  1f
  6w
  3
  18
  6
  3
  0
  —
  48
  CAR54, IT54
  3 Inf
  ACS COMBAT TEAM/SBF FORMATION CONVERSION TABLE
  Company
  Size Move
  Transport 
  MP
  Jump TMM ARM
  Short Medium Long E (Aero)
  PV  
  (PV SBF)
  Special
  Composition
  Light Mech
  1
  6
  NA
  2
  2
  7
  2
  2
  0
  —
  25 (75)
  RCN
  3L
  Medium Mech
  2
  5
  NA
  2
  2
  10
  2
  2
  0
  —
  32 (96)
  3MM
  Heavy Mech
  3
  4
  NA
  1
  1
  13
  3
  3
  2
  —
  40 (120)
  1M2H
  Assault Mech
  4
  4
  NA
  0
  1
  17
  5
  5
  4
  —
  49 (146)
  FLK1
  2A1H
  Light Vehicle
  1
  7
  NA
  NA
  3
  6
  2
  3
  1
  —
  20 (60)
  IT3
  3L
  Medium Vehicle
  2
  7
  NA
  NA
  3
  7
  2
  3
  1
  —
  23 (68)
  IT7
  1L2M
  Heavy Vehicle
  3
  6
  NA
  NA
  2
  10
  3
  4
  2
  —
  29 (88)
  FLK1,IT5
  1M2H
  Assault Vehicle
  4
  4
  NA
  NA
  1
  12
  4
  4
  2
  —
  35 (104)
  FLK1,IT2
  1H2A
  Artillery
  2
  3
  NA
  NA
  1
  10
  1
  0
  0
  --
  33 (99)
  ART-S4
  3 Art 
  Light Aerospace
  1
  11
  NA
  NA
  4
  6
  1
  1
  0
  0
  13 (39)
  BOMB1, FUEL15
  3 LA
  Medium Aerospace
  2
  6
  NA
  NA
  2
  9
  2
  2
  0
  0
  19 (57)
  BOMB1, FUEL20
  3 MA
  Heavy Aerospace
  3
  5
  NA
  NA
  2
  8
  3
  4
  2
  0
  23 (69)
  BOMB2, FUEL22
  3 HA
  DropShips
  2
  4
  NA
  NA
  1
  12
  3
  4
  3
  0
  25 (76)
  AT8,IT32,MT32,VT60
  4 DS
  Infantry Battalion
  1
  1f
  6w
  0
  2
  6
  2
  1
  0
  —
  16 (47)
  CAR18, IT18
  2 Inf, 3 Transport
  SBF UNIT CONVERSION TABLE
  Lance
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short Medium Long E (Aero)
  PV
  Special
  Light Mech
  1
  6
  NA
  2
  2
  7
  2
  2
  0
  —
  25
  RCN
  Medium Mech
  2
  5
  NA
  2
  2
  10
  2
  2
  0
  —
  32
  Heavy Mech
  3
  4
  NA
  1
  1
  15
  4
  4
  3
  —
  44
  IF1
  Assault Mech
  4
  4
  NA
  0
  1
  18
  5
  5
  3
  —
  51
  FLK1/0,IF1
  Light Vehicle
  1
  7h
  NA
  NA
  3
  6
  2
  3
  1
  —
  20
  IT1
  Medium Vehicle
  2
  7w
  NA
  NA
  3
  8
  2
  3
  1
  —
  24
  IT3
  Heavy Vehicle
  3
  5t
  NA
  NA
  2
  11
  4
  4
  1
  —
  32
  FLK1/0,IF1,IT1
  Assault Vehicle
  4
  4t
  NA
  NA
  1
  12
  4
  4
  1
  —
  36
  FLK1/0,IF1
  Artillery
  2
  3t
  NA
  NA
  1
  10
  1
  0
  0
  --
  33
  ART-S4
  Light Aerospace
  1
  11
  NA
  NA
  4
  6
  1
  1
  0
  0
  13
  BOMB1, FUEL15
  Medium Aerospace
  2
  6
  NA
  NA
  2
  8
  2
  2
  0
  0
  19
  BOMB1, FUEL20,PNT1
  Heavy Aerospace
  3
  5
  NA
  NA
  2
  8
  3
  4
  2
  0
  23
  BOMB2, FUEL22
  DropShip
  2
  4
  NA
  NA
  1
  9
  1|1|1
  2|1|1
  1|1|0
  0
  19
  AT2, IT8, MT8, VT15
  Infantry Company
  1
  1f
  NA
  0
  1
  3
  2
  1
  0
  —
  7
  CAR9
  Infantry Transport Lance
  1
  6w
  NA
  0
  2
  4
  1
  0
  0
  —
  11
  IT6
  ISW COMBAT COMMAND CONVERSION TABLE: LYRAN COMMONWEALTH (3025)
  ������������������������������
  
  97
  INTRODUCTION
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  SOLAR SYSTEM 
  GENERATION
  ACS COMBAT UNIT CONVERSION TABLE
  Battalion
  Size Move
  Transport 
  MP
  TMM
  ARM
  Short Medium Long
  E (Aero)
  PV
  Special
  Composition
  Light Mech
  1
  6
  NA
  4
  21
  6
  6
  0
  —
  72
  RCN
  3LM
  Medium Mech
  2
  5
  NA
  4
  27
  6
  6
  3
  —
  87
  3MM
  Heavy Mech
  3
  4
  NA
  2
  36
  9
  9
  9
  —
  114
  3HM
  Assault Mech
  3
  4
  NA
  2
  40
  10
  10
  10
  —
  120
  1AM2HM
  Light Vehicle
  1
  7
  NA
  3
  18
  6
  6
  3
  —
  57
  IT9
  3LV
  Medium Vehicle
  2
  6
  NA
  2
  21
  6
  6
  3
  —
  63
  IT21
  3MV
  Heavy Vehicle
  3
  5
  NA
  1
  25
  8
  8
  5
  —
  77
  IT17
  2HV1MV
  Assault Vehicle
  3
  4
  NA
  1
  29
  11
  11
  6
  —
  90
  IT11
  1AV2HV
  Artillery
  2
  3
  NA
  1
  30
  3
  0
  0
  —
  99
  ART-S12
  3 Art 
  Light Aerospace
  1
  6
  NA
  3
  21
  4
  4
  0
  0
  43
  BOMB3, FUEL19
  1MA2LA
  Medium Aerospace
  2
  6
  NA
  3
  21
  5
  5
  0
  0
  47
  BOMB3, FUEL19
  2MA1LA
  Heavy Aerospace
  2
  5
  NA
  2
  23
  7
  7
  2
  0
  57
  BOMB4, FUEL20
  1HA2MA
  DropShips
  1
  4
  NA
  1
  63
  15
  21
  9
  0
  147
  AT48,IT120,MT96,VT48
  3 DS
  Infantry Regiment
  1
  1f
  6w
  3
  18
  6
  3
  0
  —
  48
  CAR54, IT54
  3 Inf
  ACS COMBAT TEAM/SBF FORMATION CONVERSION TABLE
  Company
  Size Move
  Transport 
  MP
  Jump TMM ARM
  Short Medium Long E (Aero)
  PV  
  (PV SBF)
  Special
  Composition
  Light Mech
  1
  6
  NA
  2
  2
  7
  2
  2
  0
  —
  24 (72)
  RCN
  3L
  Medium Mech
  2
  5
  NA
  2
  2
  9
  2
  2
  1
  —
  29 (86)
  1L2M
  Heavy Mech
  3
  4
  NA
  1
  1
  12
  3
  3
  3
  —
  38 (115)
  1M2H
  Assault Mech
  4
  4
  NA
  1
  1
  16
  4
  4
  4
  —
  44 (132)
  3A
  Light Vehicle
  1
  7
  NA
  NA
  3
  6
  2
  2
  1
  —
  19 (57)
  IT3
  3L
  Medium Vehicle
  2
  6
  NA
  NA
  2
  7
  2
  2
  1
  —
  21 (63)
  IT7
  1L2M
  Heavy Vehicle
  3
  4
  NA
  NA
  1
  9
  3
  3
  2
  —
  28 (84)
  FLK1,IT5
  1M2H
  Assault Vehicle
  4
  3
  NA
  NA
  1
  11
  5
  5
  2
  —
  34 (103)
  FLK2,IT1
  1H2A
  Artillery
  2
  3
  NA
  NA
  1
  10
  1
  0
  0
  --
  33 (99)
  ART-S4
  3 Art 
  Light Aerospace
  1
  11
  NA
  NA
  4
  7
  1
  1
  0
  0
  13 (39)
  BOMB1, FUEL19
  3 LA
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  0
  0
  17 (51)
  BOMB1, FUEL20
  3 MA
  Heavy Aerospace
  3
  5
  NA
  NA
  2
  9
  3
  3
  2
  0
  23 (69)
  BOMB2, FUEL21
  3 HA
  DropShips
  1
  4
  NA
  NA
  1
  21
  5
  7
  3
  0
  49 (148)
  AT16,IT40,MT32,VT16
  4 DS
  Infantry Battalion
  1
  1f
  6w
  0
  2
  6
  2
  1
  0
  —
  16 (47)
  CAR18, IT18
  2 Inf, 3 Transport
  SBF UNIT CONVERSION TABLE
  Lance
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short Medium Long E (Aero)
  PV
  Special
  Light Mech
  1
  6
  NA
  2
  2
  7
  2
  2
  0
  —
  24
  RCN
  Medium Mech
  2
  5
  NA
  2
  2
  10
  2
  2
  1
  —
  31
  Heavy Mech
  3
  4
  NA
  1
  1
  13
  3
  4
  3
  —
  42
  IF1
  Assault Mech
  4
  4
  NA
  1
  1
  17
  4
  4
  3
  —
  45
  IF1
  Light Vehicle
  1
  7h
  NA
  NA
  3
  6
  2
  2
  1
  —
  19
  IT1
  Medium Vehicle
  2
  6w
  NA
  NA
  2
  8
  2
  2
  1
  —
  22
  IT3
  Heavy Vehicle
  3
  4t
  NA
  NA
  1
  10
  4
  4
  1
  —
  31
  FLK1/0,IF1,IT1
  Assault Vehicle
  4
  3t
  NA
  NA
  1
  11
  5
  5
  1
  —
  36
  FLK2/0,IF1
  Artillery
  2
  3t
  NA
  NA
  1
  10
  1
  0
  0
  --
  33
  ART-S4
  Light Aerospace
  1
  11
  NA
  NA
  4
  7
  1
  1
  0
  0
  13
  BOMB1, FUEL19
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  0
  0
  17
  BOMB1, FUEL20
  Heavy Aerospace
  3
  5
  NA
  NA
  2
  9
  3
  3
  2
  0
  23
  BOMB2, FUEL21
  DropShips (2)
  1
  4
  NA
  NA
  1
  16
  2|2|1
  3|2|2
  2|1|0
  0
  37
  AT4, IT10, MT8, VT4
  Infantry Company
  1
  1f
  NA
  0
  1
  3
  2
  1
  0
  —
  7
  CAR9
  Infantry Transport Lance
  1
  6w
  NA
  0
  2
  4
  1
  0
  0
  —
  11
  IT6
  ISW COMBAT COMMAND CONVERSION TABLE: PERIPHERY (3025)
  ������������������������������
  
  SOLAR SYSTEM 
  GENERATION
  The following charts and rules provide gamemasters (GMs) with 
  guidelines for producing detailed star systems, planets, and even 
  inhabited worlds. They are not meant as firm rules, but simply 
  guidelines for GMs and players who do not feel like creating 
  systems purely from their own imagination.
  These guidelines are distinctly unrealistic in some ways to 
  support fun gaming, though care has been taken to include current 
  astronomical theory where possible. Notes in each step generally 
  explain where deviations from realism take place so that players 
  interested in a more realistic—or less realistic—approach to system 
  and planetary generation can modify the results or create their 
  own system from scratch. In particular, the provided dice rolling 
  methods tend to produce star systems lacking habitable planets, 
  so players should feel free to override the dice rolls if they want a 
  habitable planet or specific star system layout.
  In the following guidelines, references to “current knowledge,” 
  “modern astronomers” or the like refer to circa 2016 astronomy 
  and astrophysics.
  A blank star system and a blank planet construction sheet at the 
  end of the book (pp. 184-185) may be used as a template for filling 
  out important details.
  Finally, there is a fair amount of math in this chapter, but it is 
  intended as a guideline only. The math is presented for players who 
  want the detail it offers. Unlike an algebra or calculus test, this chapter 
  will not ask you to extract any variables from even the worst of its 
  equations. Players will find everything they need for the equations 
  and, in most cases, will have the option of bypassing the math by 
  using a real-world example or making an arbitrary selection. 
  Quick-Start Rules: For the quick-start version of these rules, see 
  Basic World Building, p. 140, A Time of War Companion.
  THE PRIMARY
  The defining feature of a star system is the star, also known 
  as the system primary. This star affects planetary formation and 
  determines the system’s possibility of having habitable planets. 
  Players should therefore determine the system primary first.
  The Great Houses attempt to exploit planets for whatever resources they have even when scraping the edge of a star's outer life zone.
  ������������������������������
  
  99
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Star Type
  Roll 2D6 and consult the desired Star Type column: 
  Realistic, Life-Friendly, or Hot Stars.
  The Realistic column is weighted to approximate the 
  real distribution of stars in the galaxy, which heavily favors 
  M-type stars (76 percent of stars). Type A, B and O stars, 
  representing about 1 in 160, 1 in 800 and 1 in 3,000,000 of 
  all stars, respectively, are too rare to be generated randomly 
  from this column and so are left to players’ arbitrary decisions 
  or the use of the Hot Stars column.
  The Life-Friendly column generates stars currently thought 
  to favor terrestrial-type life and planets.
  The Hot Stars column generates very rare hot stars, such 
  as class A and class B stars, though these may not be suitable 
  for hosting a star system. Because class O stars are so rare and 
  are not supported by existing system transit and JumpShip 
  rules, they are left as a special option (see Options, p. 115.)
  All stars generated in this table are, by default, class V (main 
  sequence) stars, as described in All the Pretty Colors (see above).
  Once selected, details of the star can be found in the 
  Primary Stats Table (see pp. 100-101).
  The rules for generating the system primary are based 
  on standard stellar classifications, as used by modern 
  astronomers. The basic stellar classification is a quick way of 
  describing a star’s key characteristics: surface temperature 
  and color (which is based on temperature), and size. From left 
  to right, a stellar classification (for example, G2V) consists of 
  a letter roughly describing the star’s temperature, a number 
  serving as a “decimal place” for the letter that more precisely 
  defines the temperature, and a Roman numeral defining the 
  star’s size. A full treatment of stellar classifications can be 
  found in astronomical reference books or on the Internet.
  The stellar classes used in these guidelines are O, B, A, F, 
  G, K, and M. Specialty designations like D, L, T, and Y classes 
  are a level of detail beyond the scope of these rules. In order 
  of temperature and their appearance on the Primary Stats 
  Table, M represents the “reddest,” coolest normal stars; Ks are 
  warmer orange-ish stars; Gs are yellow stars; Fs are yellow-
  white stars; As are white or bluish-white; Bs are blue; and 
  Os are deep blue (with most of their output actually in the 
  ultraviolet range). The colors are related to temperature: cool 
  stars are a deep red. As stars become hotter, their color shifts 
  through orange, yellow, white, and eventually to blue shades.
  After selecting the basic type, the other part of stellar 
  classification widely used in BattleTech (especially the JumpShip 
  recharging and system transit rules) is a suffix of 0-9 applied 
  to O, B, A, F, G, K and M-type stars. This is a “decimal place” for 
  the notation that helps gauge where a star is within its color 
  classification. This is used because not all stars of a given type are 
  created equal. For example, Tau Ceti (known as “New Earth” in 
  BattleTech) is a yellow, G-type star, but it is noticeably cooler and 
  dimmer than Earth’s G-type star, Sol. To make these distinctions, 
  0 is set at the hot end of a spectral class while 9 is the cool end. 
  Sol is a G2 star, meaning it verges on the whitish F-class, while 
  Tau Ceti is a G8 star, almost an orange-ish K-type star.
  BattleTech has mostly overlooked a third element of stellar 
  classification, a Roman numeral that describes the size of a 
  star (and, roughly, its stage in the stellar lifecycle). This value 
  is important because, for example, Betelgeuse and GJ 1046 
  are both (approximately) M2 stars, but Betelgeuse is a super 
  giant while GJ 1046 is a dwarf star. These Roman numerals, 
  those used in these rules, range from V (sub-dwarf) to I (super 
  giant stars). In between those values, V refers to the common 
  main sequent dwarfs (the longest phase of a star’s lifecycle) 
  and IV, III, and II refer to increasingly large giant stars that have 
  left the main sequence of the stellar life-cycle. (Several other 
  classes are used by astronomers, but are outside the scope 
  of these rules.) While planetary atlases in various BattleTech 
  publications do occasionally provide the size of the star, 
  the system transit and recharge rules overlook this aspect. 
  By default, the transit and recharge rules refer to a class V 
  main sequence star, and thus these guidelines refer only to 
  class V stars as well. Players should feel free to use non-main 
  sequence stars for their systems, but this will alter transit and 
  recharge times to values outside of the scope of existing transit 
  and recharge rules. The effect of larger luminosity classes is 
  discussed under Hot, Hot, Hot! (see p. 116).
  Combined, these guidelines provide three-value stellar 
  classifications. Betelgeuse’s full classification is M2Ia while 
  GJ 1046 is M2V, Sol is G2V and Tau Ceti is G8V. 
  Players should also note that some variation still exists 
  within specific classifications. For example, Sol and Alpha 
  Centauri-A (the brightest of the three Alpha Centauri stars) 
  are both G2V, but Alpha Centauri A is somewhat more 
  massive and brighter than Sol.
  ALL THE PRETTY COLORS
  i
  PRIMARY GENERATION TABLE
  Roll  
  2D6
  Star Type
  (Realistic)
  Star Type
  (Life-Friendly)
  Star Type 
  (Hot Stars)
  Stellar Subtype
  Roll 1D6
  Subtype 
  2
  F
  M
  B
  1
  1
  3
  M
  M
  B
  2
  2
  4
  G
  M
  A
  3
  4
  5
  K
  K
  A
  4
  6
  6
  M
  K
  A
  5
  8
  7
  M
  G
  A
  6
  0
  8
  M
  G
  A
  9
  M
  F
  A
  10
  M
  F
  A
  11
  M
  F
  B
  12
  F*
  F
  F
  *Or roll on the Hot 
  Stars column, at the 
  player’s option.
  ������������������������������
  
  PRIMARY SOLAR STATS  TABLE
  Spectral Class
  Charge  
  Time (hrs)
  Transit  
  Time (days)
  Safe Jump  
  Distance (km)
  Mass  
  Mstar/Msun
  Luminosity 
  Lstar/Lsun
  Radius  
  Rstar/Rsun
  Temp (K)
  Lifetime  
  (Million Years)
  Habitability 
  Modifier
  M9V Red
  210
  1.96
  75,004,186
  0.10
  0.00415
  0.20
  2,000.00
  5,524,271.73
  –3
  M8V
  209
  2.09
  82,196,817
  0.10
  0.00353
  0.24
  2,167.00
  1,641,124.84
  –3
  M7V
  208
  2.22
  90,202,821
  0.10
  0.00369
  0.28
  2,333.00
  839,223.62
  –3
  M6V
  207
  2.34
  99,120,198
  0.20
  0.0045
  0.32
  2,500.00
  494,825.15
  –2
  M5V
  206
  2.45
  109,082,750
  0.20
  0.00624
  0.36
  2,667.00
  290,112.63
  –2
  M4V
  205
  2.56
  120,212,270
  0.30
  0.0106
  0.39
  2,833.00
  202,860.21
  –2
  M3V
  204
  2.67
  132,669,349
  0.30
  0.0178
  0.41
  3,000.00
  148,355.18
  –2
  M2V
  203
  2.86
  146,630,886
  0.40
  0.0321
  0.47
  3,167.00
  112,341.70
  –1
  M1V
  202
  2.96
  162,304,787
  0.50
  0.0618
  0.51
  3,333.00
  87,473.55
  –1
  M0V
  201
  3.14
  179,917,035
  0.50
  0.125
  0.55
  3,500.00
  69,679.56
  –1
  K9V Orange
  200
  3.31
  199,737,005
  0.50
  0.144
  0.55
  3,640.00
  56,568.54
  –2
  K8V
  199
  3.47
  222,081,144
  0.60
  0.155
  0.55
  3,780.00
  48,900.17
  –2
  K7V
  198
  3.70
  247,343,861
  0.60
  0.187
  0.55
  3,920.00
  42,611.81
  –3
  K6V
  197
  3.91
  275,861,999
  0.60
  0.211
  0.56
  4,060.00
  35,860.96
  –2
  K5V
  196
  4.12
  308,167,706
  0.70
  0.266
  0.57
  4,200.00
  31,743.05
  –2
  K4V
  195
  4.31
  344,841,863
  0.70
  0.31
  0.60
  4,340.00
  27,215.29
  –1
  K3V
  194
  4.62
  386,486,041
  0.70
  0.335
  0.65
  4,480.00
  24,392.42
  0
  K2V
  193
  4.85
  433,890,326
  0.70
  0.401
  0.71
  4,620.00
  21,963.06
  0
  K1V
  192
  5.18
  487,899,662
  0.80
  0.443
  0.80
  4,760.00
  19,859.40
  0
  K0V
  191
  5.48
  549,564,113
  0.80
  0.543
  0.91
  4,900.00
  18,027.37
  0
  G9V Yellow
  190
  5.82
  620,061,930
  0.80
  0.57
  0.92
  5,010.00
  16,423.49
  0
  G8V
  189
  6.19
  700,990,216
  0.80
  0.65
  0.93
  5,120.00
  15,012.49
  0
  G7V
  188
  6.57
  793,654,769
  0.90
  0.68
  0.94
  5,230.00
  13,765.54
  0
  G6V
  187
  7.01
  900,260,278
  0.90
  0.79
  0.95
  5,340.00
  13,013.49
  0
  G5V
  186
  7.47
  1,023,057,406
  0.90
  0.84
  0.96
  5,450.00
  11,989.27
  0
  G4V
  185
  7.96
  1,164,589,626
  0.90
  0.98
  0.97
  5,560.00
  11,074.44
  0
  G3V
  184
  8.53
  1,328,301,833
  1.00
  1.15
  0.99
  5,670.00
  10,518.04
  0
  G2V
  183
  9.12
  1,517,879,732
  1.00
  1.23
  1.02
  5,780.00
  10,000.00
  0
  G1V
  182
  9.75
  1,737,804,380
  1.00
  1.46
  1.19
  5,890.00
  9,287.67
  0
  G0V
  181
  10.43
  1,993,326,049
  1.10
  1.72
  1.25
  6,000.00
  8,851.70
  0
  F9V Yellow-White
  180
  11.19
  2,290,901,666
  1.10
  2.03
  1.30
  6,140.00
  8,443.85
  0
  F8V
  179
  12.01
  2,638,513,835
  1.20
  2.41
  1.35
  6,280.00
  6,753.60
  0
  F7V
  178
  12.89
  3,044,526,612
  1.30
  2.62
  1.35
  6,420.00
  5,394.80
  –1
  F6V
  177
  13.87
  3,520,358,039
  1.30
  3.13
  1.41
  6,560.00
  4,469.95
  –1
  F5V
  176
  14.94
  4,079,039,960
  1.40
  3.75
  1.48
  6,700.00
  3,752.72
  –1
  F4V
  175
  16.10
  4,736,187,040
  1.40
  4.50
  1.56
  6,840.00
  3,136.95
  –2
  F3V
  174
  17.36
  5,510,895,632
  1.50
  4.94
  1.57
  6,980.00
  2,693.29
  –2
  F2V
  173
  18.75
  6,426,026,992
  1.50
  5.95
  1.65
  7,120.00
  2,332.75
  –3
  F1V
  172
  20.26
  7,509,968,038
  1.60
  6.56
  1.67
  7,260.00
  2,009.63
  –3
  F0V
  171
  21.94
  8,782,563,721
  1.60
  7.94
  1.77
  7,400.00
  1,767.77
  –4
  A9V White
  170
  23.75
  10,324,169,238
  1.70
  8.85
  1.75
  7,650.00
  1,510.26
  –4
  A8V
  169
  25.77
  12,147,011,068
  1.80
  10.90
  1.81
  7,900.00
  1,288.06
  –5
  A7V
  168
  27.98
  14,324,662,716
  1.80
  12.20
  1.81
  8,150.00
  1,097.64
  –5
  A6V
  167
  32.76
  16,931,308,504
  1.80
  15.10
  1.89
  8,400.00
  944.42
  –6
  A5V
  166
  33.12
  20,061,644,606
  1.90
  17.00
  1.89
  8,650.00
  804.68
  –6
  A4V
  165
  36.09
  23,844,066,419
  2.10
  23.20
  2.09
  8,900.00
  686.35
  –6
  A3V
  164
  39.38
  28,381,605,649
  2.40
  28.90
  2.20
  9,150.00
  586.27
  –7
  A2V
  163
  43.02
  33,849,108,637
  2.50
  39.40
  2.44
  9,400.00
  501.68
  –7
  A1V
  162
  47.06
  40,498,150,645
  2.70
  49.20
  2.59
  9,650.00
  427.13
  –7
  A0V
  161
  51.54
  48,582,277,772
  2.90
  67.40
  2.88
  9,900.00
  364.78
  –8
  B9V Blue-White
  160
  56.53
  58,430,461,862
  3.40
  119.00
  2.73
  11,710.00
  312.5
  –8
  B8V
  159
  62.07
  70,474,451,635
  3.80
  211.00
  2.73
  13,520.00
  178.89
  –8
  B7V
  158
  68.25
  85,203,218,902
  4.50
  404.00
  2.94
  15,330.00
  113.4
  –8
  B6V
  157
  75.15
  103,286,041,300
  5.20
  692.00
  3.07
  17,140.00
  77.14
  –9
  B5V
  156
  82.86
  125,563,499,718
  5.90
  1,160.00
  3.26
  18,950.00
  55.24
  –9
  B4V
  155
  91.48
  153,067,686,150
  6.70
  2,290.00
  3.82
  20,760.00
  31.62
  –9
  B3V
  154
  101.15
  187,115,967,958
  7.60
  4,890.00
  4.71
  22,570.00
  20.05
  –9
  B2V
  153
  112.00
  229,405,969,325
  10.90
  9,360.00
  5.59
  24,380.00
  13.64
  –10
  B1V
  152
  124.19
  282,066,836,091
  14.20
  19,400.00
  6.97
  26,190.00
  8.39
  –10
  B0V
  151
  137.91
  347,840,984,769
  17.5
  36,200.00
  8.34
  28,000.00
  5.59
  –10
  ������������������������������
  
  101
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  PRIMARY SOLAR STATS  TABLE (CONTINUED)
  Spectral Class
  Inner Life Zone Edge
  Outer Life Zone Edge
  Distance from star  
  (km/AU)
  Avg Temp  
  (K)
  Distance from star  
  (km/AU)
  Avg Temp  
  (K)
  M9V Red
  2,319,138
  0.016
  306.22
  4,638,276
  0.031
  275.40
  M8V
  3,208,345
  0.022
  309.01
  6,594,932
  0.044
  274.13
  M7V
  4,373,667
  0.029
  307.77
  8,929,569
  0.060
  273.95
  M6V
  5,735,514
  0.038
  307.88
  11,772,898
  0.079
  273.32
  M5V
  7,346,411
  0.049
  307.81
  15,048,294
  0.101
  273.55
  M4V
  8,957,198
  0.060
  308.21
  18,377,700
  0.123
  273.67
  M3V
  10,606,623
  0.071
  307.52
  21,613,496
  0.145
  274.00
  M2V
  13,437,355
  0.090
  308.81
  27,680,951
  0.186
  273.66
  M1V
  16,407,340
  0.110
  306.37
  33,187,574
  0.223
  273.99
  M0V
  19,622,213
  0.132
  305.51
  39,244,426
  0.263
  274.76
  K9V Orange
  21,060,769
  0.141
  306.69
  42,690,748
  0.287
  273.98
  K8V
  22,440,922
  0.151
  308.54
  46,062,946
  0.309
  273.90
  K7V
  24,000,141
  0.161
  309.39
  49,297,586
  0.331
  274.57
  K6V
  26,182,800
  0.176
  309.57
  53,743,641
  0.361
  274.83
  K5V
  28,624,229
  0.192
  309.01
  58,795,714
  0.395
  274.23
  K4V
  32,571,422
  0.219
  307.11
  65,978,008
  0.443
  274.45
  K3V
  37,332,074
  0.251
  308.21
  76,400,524
  0.513
  274.02
  K2V
  43,693,947
  0.293
  307.05
  89,287,631
  0.599
  273.20
  K1V
  51,915,431
  0.348
  308.07
  105,827,610
  0.710
  274.44
  K0V
  63,003,696
  0.423
  307.03
  128,218,049
  0.861
  273.74
  G9V Yellow
  66,581,180
  0.447
  307.05
  135,419,349
  0.909
  273.84
  G8V
  70,141,642
  0.471
  307.38
  142,701,962
  0.958
  274.09
  G7V
  74,433,863
  0.50
  306.43
  150,108,291
  1.01
  274.45
  G6V
  77,425,112
  0.52
  308.40
  158,854,972
  1.07
  273.84
  G5V
  82,535,447
  0.55
  306.45
  167,822,075
  1.13
  273.34
  G4V
  86,213,444
  0.58
  307.49
  175,399,766
  1.18
  274.19
  G3V
  91,688,535
  0.62
  307.18
  186,594,212
  1.25
  273.87
  G2V
  98,151,248
  0.66
  307.21
  199,629,657
  1.34
  273.98
  G1V
  119,622,155
  0.80
  306.29
  242,869,224
  1.63
  273.40
  G0V
  129,837,283
  0.87
  306.94
  263,609,029
  1.77
  273.98
  F9V Yellow-White
  141,053,288
  0.95
  307.33
  286,380,918
  1.92
  274.33
  F8V
  153,689,329
  1.03
  306.87
  312,035,911
  2.09
  273.92
  F7V
  160,245,499
  1.08
  307.23
  325,346,923
  2.18
  274.24
  F6V
  175,148,880
  1.18
  306.88
  355,605,301
  2.39
  273.92
  F5V
  191,712,676
  1.29
  306.92
  389,234,826
  2.61
  273.97
  F4V
  210,010,714
  1.41
  307.36
  426,385,389
  2.86
  274.36
  F3V
  220,038,497
  1.48
  307.40
  446,744,826
  3.00
  274.39
  F2V
  241,486,956
  1.62
  306.85
  490,291,699
  3.29
  273.90
  F1V
  253,563,720
  1.70
  307.19
  514,811,189
  3.46
  274.20
  F0V
  278,962,256
  1.87
  307.32
  566,377,913
  3.80
  274.33
  A9V White
  294,514,601
  1.98
  307.45
  597,953,886
  4.01
  274.44
  A8V
  326,849,966
  2.19
  306.51
  663,604,476
  4.45
  273.60
  A7V
  345,792,134
  2.32
  307.43
  702,062,818
  4.71
  274.42
  A6V
  384,701,313
  2.58
  306.97
  781,060,241
  5.24
  274.01
  A5V
  408,187,457
  2.74
  306.88
  828,744,231
  5.56
  273.93
  A4V
  476,847,145
  3.20
  307.20
  968,144,204
  6.50
  274.22
  A3V
  532,211,330
  3.57
  306.72
  1,080,550,276
  7.25
  273.79
  A2V
  621,417,251
  4.2
  307.10
  1,261,665,328
  8.5
  274.13
  A1V
  694,412,846
  4.7
  307.27
  1,409,868,505
  9.5
  274.28
  A0V
  812,765,280
  5.5
  307.26
  1,650,159,810
  11.1
  274.26
  B9V Blue-White
  1,079,962,499
  7.2
  306.96
  2,192,651,135
  14.7
  274.00
  B8V
  1,438,058,066
  9.7
  307.13
  2,919,693,648
  19.6
  274.15
  B7V
  1,989,875,373
  13.4
  307.22
  4,040,050,000
  27.1
  274.24
  B6V
  2,604,283,395
  17.5
  306.82
  5,287,484,468
  35.5
  273.88
  B5V
  3,371,818,500
  22.6
  307.21
  6,845,813,319
  45.9
  274.22
  B4V
  4,737,540,501
  31.8
  307.35
  9,618,642,836
  64.6
  274.35
  B3V
  6,922,924,960
  46.5
  306.94
  14,055,635,525
  94.3
  273.98
  B2V
  9,577,962,205
  64.3
  307.08
  19,446,165,689
  130.5
  274.11
  B1V
  13,789,104,394
  92.5
  307.00
  27,996,060,437
  187.9
  274.03
  B0V
  18,836,034,615
  126.4
  307.18
  38,242,858,157
  256.7
  274.20
  Legend
  Spectral Class: Spectral class (all main sequence); an Internet 
  search on “stellar classification” will explain these codes.
  Charge Time (hrs): Length of time in hours required for a 
  JumpShip to recharge by solar sail at the proximity limit 
  (including standard jump points) of the star system.
  Transit Time (days): Length of time in days required for a vessel 
  to transit from the standard jump points to the middle of the 
  life zone using the standard flight profile of 1G acceleration to 
  midpoint, followed by 1G braking to the destination. For most 
  stars, flight times to the inner and outer edges of the life zone 
  will vary only minimally. (See Transit Times, pp. 258-259, SO).
  Safe Jump Distance (km): This marks the proximity limit of 
  the star, as measured in kilometers from the star’s core. The 
  standard (zenith/nadir) jump points are at the north and 
  south “poles” of the proximity limit sphere.
  Temperature of Star (K): The surface temperature of the star in 
  degrees Kelvin. (Kelvin uses the same degrees as Celsius, but 
  sets 0 K at absolute zero, which is about –273oC.)
  Mass (Sol=1): Mass of the star as a multiple of Sol’s mass.
  Luminosity (Sol=1): Overall luminosity of the star (all frequencies: 
  visible, UV, IR, and others) as a multiple of Sol’s luminosity.
  Radius: Radius of the star as a multiple of Sol’s radius.
  Lifespan: How long the star will survive on the main sequence. 
  This figure has a significant impact on the habitability 
  modifier for planets, as it generally takes billions of years 
  for a planet to reach a stage suitable for terrestrial-style life 
  (without artificial intervention). A star that leaves the main 
  sequence rapidly (less than 2-3 billion years) is unsuited for a 
  naturally habitable planet, and giant phases are too turbulent 
  to sustain even terraformed planets for long.
  Habitability Modifier: This modifier is used in the dice rolls 
  to determine if a planet in the star’s life zone can support 
  Terran-type life. If the star’s lifespan is over 200 million 
  years, it may have planets that can be terraformed, but stars 
  with lifespans of less than 6 billion years are less likely to 
  be naturally habitable. The unusual “spike” in Habitability 
  Modifier penalties in the cooler K-type stars is due to high 
  UV levels at the ground resulting from increasing UV-A/B 
  light output compared to cooler stars but low UV-C output 
  (UV-C creates UV-shielding ozone in habitable atmospheres).
  Life Zone Inner Edge: This is the innermost distance from 
  the star that could host a habitable planet, given certain 
  assumptions about Bond Albedo (0.4) and a low greenhouse 
  factor, and acceptance of a high average surface temperature.
  Life Zone Maximum: This is the outermost distance from the 
  star that could host a habitable planet. It assumes a relatively 
  dark planet with a strong greenhouse effect (possibly 
  requiring toxic levels of CO2), and temperatures below even 
  the worst Ice Ages of Terra.
  Distance from star (km): The distance from the star for the 
  edge of the life zone (minimum or maximum).
  Avg. Temp (K): Average temperature of the planet in degrees 
  Kelvin. This is averaged from the poles to the equator. For 
  comparison, Terra’s average is currently about 287 K (14oC). 
  Terra’s noted peak during the Paleocene-Eocene Thermal 
  Maximum, when the Arctic Ocean saw tropical conditions, 
  had a planetary average of about 294 K (21oC). During the 
  most recent Terran Ice Age, the global average was about 
  279 K (6oC).
  ������������������������������
  
  p. 118), and the topic is evolving rapidly as observations of extra-
  solar planets improve and increase. In the absence of a succinct 
  and realistic guideline for distributing planets, these rules use an 
  arbitrary method based on a modified Titius-Bode relationship.
  To find the location of an orbital slot around a star (in terms of 
  AU from the star) multiply the value in the Orbital Placement Table 
  by the mass of the star (in multiples of Sol’s mass). Slot 1 is the 
  innermost orbit; slot 2 is the next orbit out, and so on. Continue 
  outward for as many orbits as were calculated in Step 1. It is worth 
  noting at this stage which orbits fall within the life zone of the star, 
  as defined on the Primary Stats Table (see pp. 100-101.)
  These orbits are assumed to be circular or nearly so (“low 
  eccentricity”). For more elliptical planetary orbits, see Options, p. 115.
  Chuck quickly jots down the positions of the 8 orbital slots. 
  Since the radii of the orbital slots are multiplied by the mass 
  of the primary (he’ll need to name the star soon…), he checks 
  the Primary Stats Table and finds that an F3V is 1.5 times as 
  massive as Sol. Slot 1 is thus an orbit 0.4AU x 1.5 = 0.6AU in 
  radius. Slot 2 is 1.05AU, slot 3 is 1.5AU, slot 4 is 2.4AU, slot 5 
  is 4.2AU, slot 6 is 7.8AU, slot 7 is 15AU, and slot 8 is 29.4AU.
  Chuck notes from the Primary Stats Table that the star’s 
  life zone ranges from about 220 to 446 million kilometers, 
  or 1.48 to 3 AU. Orbits 3 and 4 are inside the life zone.
  Transit Times: Once the orbital slots for a system are determined 
  in terms of AU, it is relatively simple to convert these values to 
  kilometers or meters to estimate transit times from the standard 
  jump points to any planet, or between any two planets. The 
  equations and supporting explanations players will need are found 
  in the System Transit rules. (see p. 259, SO).
  Transits from a zenith or nadir point to a planet in the life zone 
  may use the Transit Time column of the Primary Stats Table (see 
  p. 100). Transit times for planets outside the life zone (or players 
  who want a very accurate value for transit to a planet in the life 
  zone) need to use a little geometry, specifically the Pythagorean 
  Theorem (A2+B2=C2). The transit distance from a zenith or nadir 
  point to the planet is the hypotenuse of a right triangle formed by 
  the jump point, star, and planet. The Safe Jump Distance column 
  of the Primary Stats Table gives the distance from the jump point 
  Stellar Subtype
  As discussed in All the Pretty Colors (p. 99), there are additional 
  components to the stellar classification after the letter. To generate 
  the subtype from a selection of subtypes between 0 and 8, roll 1D6 
  and refer to the Subtype column of the Primary Generation Table. 
  Players should note that it is easy to substitute other types of dice 
  to generate a full range of subtypes between 0 and 9, such as a D10 
  or D20. Also note that simple summations of dice (e.g., 2D4 or 2D6) 
  do not generate an even distribution of results. For example, 2D6 
  is six times as likely to give a 7 as a 2.
  Chuck just finished reading Edgar Rice Burroughs’ Venus 
  series, so he wants a star system where he can put an Amtor 
  Mk II. (He’d be happy to use Venus in the Sol system, which 
  was terraformed by the Terran Alliance, but ComStar’s neglect 
  has ruined the planet and the whole system is infested with 
  Blakists. Chuck feels it’s better to make his own star system 
  than bother with Sol.) While Chuck has firm ideas about 
  Amtor Mk II, he’s less picky about the rest of the system and 
  decides to roll randomly. To improve the chances of Amtor Mk 
  II ending up in a habitable star system, Chuck uses the Life-
  Friendly column. He rolls 2D6 and gets a 10: an F-class star.
  He then moves to figure out the subtype of Amtor Mk II’s 
  star. Since Chuck has his gaming dice on hand, he throws a 
  D10, getting a 3. Amtor Mk II’s star is an F3.
  Chuck doesn’t want the headache of putting Amtor Mk 
  II around a giant star, so he’s happy to accept the default 
  size classification of main sequence dwarf. He notes the 
  star is an F3V, a hot, short-lived star that just might last 
  long enough to produce a habitable planet. Maybe. If it 
  doesn’t work out, Chuck can arbitrarily change the star to 
  something that suits his needs.
  THE PLANETS
  The following steps provide guidance on populating a star 
  system with planets, asteroids, and other objects.
  Step 1: Generating Number of Orbits
  To determine how many orbital slots a system has, roll 2D6 and 
  add 3. The result is the system’s number of orbital slots. The slots are 
  not necessarily occupied by planets; see Step 3, Filling Orbital Slots.
  Chuck hadn’t thought much about the rest of the star 
  system occupied by Amtor Mk II, so he is content to use the 
  guidelines’ suggestion of rolling 2D6+3 to find out how 
  many orbits are in the system. He rolls a 5, meaning there 
  are 8 orbits he needs to concern himself with (5 + 3 = 8).
  This is an arbitrary value for the number of orbital slots. Modern 
  astronomy cannot say if 5 to 15 is a realistic range, but it should 
  produce systems suitable for gaming purposes.
  Step 2: Placing Orbits
  Distribution of the orbits of objects around a star can be an 
  enormously complicated process, and a system’s layout may change 
  over time (millions of years) due to a variety of reasons. Some of 
  these issues are discussed under Realistic Planetary Placement (see 
  ORBITAL PLACEMENT TABLE
  Slot #
  Base Location 
  (AU)
  Slot #
  Base Location 
  (AU)
  1
  0.4
  9
  38.8
  2
  0.7
  10
  77.2
  3
  1.0
  11
  154
  4
  1.6
  12
  307.6
  5
  2.8
  13
  614.8
  6
  5.2
  14
  1229.2
  7
  10
  15
  2458
  8
  19.6
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  103
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Step 3: Filling Orbital Slots
  Beginning with the innermost orbital slot, roll 2D6 and refer 
  to the corresponding row of the Object Type Table. If the orbital 
  slot is in the life zone or closer to the primary, use the “inner 
  system” column to find which row is appropriate. If the orbital 
  is beyond the life zone, use the “outer system” column. Then 
  follow the guidelines below the Object Type Table to work out 
  the details of each object. Day Length is addressed under Step 4.
  In addition to empty slots, a number of objects can appear 
  in the primary orbital slots of a system:
   • An asteroid belt is a ring of debris circling the star and 
  includes rocky inner system belts and icy outer system 
  belts (i.e., Kuiper Belts and inner Oort Clouds). 
   • Dwarf terrestrial planets (in this document) are individual 
  small bodies of rock or ice separate from an asteroid belt, but 
  large enough to form a sphere due to their own gravity (for 
  example, Pluto or PSR B1257+12’s companion A). Note that 
  asteroid belts may come with dwarf terrestrials (see Step 3a). 
   • Terrestrial planets should not be confused with habitable 
  planets—the term “terrestrial planet” herein refers to any 
  sizable rocky or icy body larger than a dwarf terrestrial (for 
  example, Mercury, Mars, Venus, and Earth; Ganymede would 
  be an icy example if it were a planet and not a moon). 
   • Giant terrestrials (“Super Earths”) cover the unusual, large 
  extra-solar planets recently discovered (as of 2016). They do 
  not seem to be gas giants or ice giants, but may straddle 
  the divide between terrestrial planets and their larger, 
  fluid brethren. As such, a habitable surface is improbable 
  (though not entirely out of the question); giant terrestrials 
  may possess very dense atmospheres and “oceans” of water 
  hundreds of kilometers deep, in addition to crushing gravity. 
  (Probable real examples include Gliese 581c and 581d.) 
   • Gas giants address planets that are mostly hydrogen and 
  helium by mass and typically very large; Saturn and Jupiter 
  are examples.
   • Ice giants might be called “gas midgets.” They are large 
  planets with massive hydrogen/helium atmospheres 
  making up less than half their mass and thick mantles of 
  “ice” (actually super-heated stews of water and other light 
  compounds); Neptune and Uranus are two examples.
  to the star (distance A). Step 2: Placing Orbits above, will 
  determine distance from the star to the planet’s orbit (distance 
  B). Distances A and B must be converted to meters (multiplying 
  distances in kilometers by 1,000 and multiplying distances in AU 
  by 149,597,871,000). Then the distance from the jump point to 
  the planet is calculated using the following equation:
  Transit Distance = √[(Distance A)2 + (Distance B)2]
  Transit times may then be found using the Time equation (see 
  p. 259, SO). This process assumes the orbits are fairly circular, 
  but elliptical orbits are easy to handle. Players who have created 
  planets with elliptical orbits should simply use the actual 
  distance from the star to the destination planet at the time the 
  transiting vessel(s) would arrive there, rather than an average 
  distance value, for Distance B in the Transit Distance Equation.
  Transits between two planets are a bit trickier because 
  planets move with respect to each other, but it is convenient 
  to approximate planet separation as the average between 
  maximum and minimum. This average separation is 
  approximately the distance from the outer of the two planets to 
  the star. Players need only use the distance of the outer planet’s 
  orbital slot from its primary and convert that to meters, which 
  may then be used in the Time equation. Minimum separation 
  flights are also easy to calculate; the transit distance is simply 
  the difference between the inner planet’s and outer planet’s 
  distances from the primary. Maximum separation flights start 
  by adding the distances of the inner and outer planet from the 
  primary, and multiply that value by 20 percent to represent a 
  “dogleg” around the sun (a straight flight between planets at 
  maximum separation would otherwise involve a flight through 
  the star, which is challenging for most life support systems).
  Finally, transits from a planet to the nearest edge of the 
  Proximity Limit are relatively easy to calculate. Subtract the 
  planet’s orbital slot distance from the star from the distance 
  given in the Safe Jump Distance column of the Primary Stats 
  Table. (If the value is negative, then the planet is outside the 
  Proximity Limit of the system and a vessel only needs minutes or 
  hours to clear the planet’s own small Proximity Limit.) Examples 
  for the Sol System are found on p. 133, SO.
  OBJECT TYPE TABLE
  Type
  Inner  
  System 2d6
  Outer 
  System 2d6
  Base Diameter (km)
  Diameter Modifier (km)
  Density (g/cm3)
  Day Length (hours)
  Empty
  2-3
  2-3
  N/A
  N/A
  N/A
  N/A
  Asteroid belt
  4
  4
  See below
  See below
  1D61.15
  2D6
  Dwarf terrestrial
  5
  5
  400
  +100 x 3D6
  1D6
  3D6+12
  Terrestrial
  6-7
  9
  2,500
  +1,000 x 2D6
  2.5 + 1D60.75
  3D6+12
  Giant terrestrial
  8
  10
  12,500
  +1,000 x 1D6
  2 + 1D6
  4D6
  Gas giant
  9-10
  6-7
  50,000
  +10,000 x 2D6
  0.5 + 2D6÷10
  4D6
  Ice giant
  11+
  11+
  25,000
  +5,000 x 1D6
  1 + 2D6÷10
  4D6
  Note: Do not round density values.
  ������������������������������
  
  values at different locations on an asteroid may be calculated using 
  Newton’s Law of Universal Gravitation. (Gravitic acceleration in m/
  s2 = G x m / r2, where G is the universal gravitational constant, m 
  is the mass of the asteroid, and r is the radius from a given location 
  on the asteroid to its center of mass. The mass of an asteroid may 
  be calculated from the density of the asteroid and a volume based 
  on its average diameter.) 
  The effect of high spins is also beyond the scope of these rules, 
  but is a straightforward subtraction of centripetal acceleration 
  from local gravity. (Note that should the value ever be negative, 
  the object will probably fly apart, so keep the spin slow enough 
  for the object to stay in one piece.)
  Chuck is shamelessly copying Venus’s statistics for 
  Amtor-2, so he already knows the surface gravity (0.904 
  G). However, were he to calculate the gravity of Amtor-2, 
  the calculation would use Amtor-2’s density of 5.204 g/cm3 
  and diameter of 12,103.6 kilometers. Putting those into the 
  equation, Chuck would find:
  Gravity = (12,103.6 ÷ 12,742) x (5.204 ÷ 5.5153) = 0.896 G, 
  or pretty close to reality.
  Escape Velocity and Orbital Velocity: Though rarely an issue 
  due to the powerful, efficient fusion rockets found in the BattleTech 
  universe, these quick calculations can easily be performed once 
  the diameter and density of a planet are known.  Escape Velocity 
  affects atmospheric density and is used in later calculations, while 
  Orbital Velocity is “nice to know” information.
  The Escape Velocity of a planet (the minimum velocity at which a 
  coasting spacecraft will fly away from the planet, no longer tethered 
  by the planet’s gravity), in meters per second, may be calculated 
  with the following equation:
  Ve = 11,186 m/s x (Diameter ÷ 12,742) x √ (Density ÷ 5.5153)
  In this equation, Diameter is the diameter of the planet in 
  kilometers and Density is the density of the planet in g/cm3. Again, 
  this is a ratio with respect to Terra’s diameter (12,742 kilometers), 
  density, and escape velocity (11,186 m/s). To convert escape 
  velocity to hexes per turn, divide Ve by 300. To convert to kph, 
  multiply Ve by 3.6.
  The velocity of a circular, low-altitude orbit (within a few hundred 
  kilometers of the surface) may be found by dividing Ve by the square 
  root of 2 (1.414 as a quick approximation). While not related to Solar 
  System Generation, it is a useful value to begin determining how 
  long a spacecraft lingers near a given point over an object (such as 
  to determine how many turns may be spent orbitally bombarding 
  a map) or how long a coasting spacecraft takes to circle an object 
  for additional opportunities to de-orbit and attack ground targets.
  Since Amtor-2 is a copy of Venus in many ways, Chuck could 
  check handy online resources to find Venus’s escape velocity, 
  but not every planet he makes is going to copy something on 
  the Internet so he decides practice can’t hurt. He plugs the 
  diameter and density into the equation and obtains:
  Chuck has already decided Amtor-2 will be in Slot 4 
  (placing it in the life zone of the star), but that leaves 7 other 
  orbital slots. He notes that orbit slots 5 to 8 are beyond the 
  life zone, so their rolls will have a +2 modifier. Chuck quickly 
  rolls up the other slots just to see what’s in the system. He 
  rolls 2D6 repeatedly to get: 4, 8, and 7 for the inner orbital 
  slots, and modified (+2) rolls of 7, 10, 9, and 13. So Slot 1 is an 
  asteroid belt, Slot 2 is a giant terrestrial, Slot 3 is a terrestrial 
  planet, Slot 5 (beyond the life zone) is another terrestrial 
  planet, Slot 6 is a gas giant, Slot 7 is another gas giant, and 
  Slot 8 is an ice giant.
  For his own amusement, Chuck calculates the details on 
  the giant terrestrial in Slot 2, the terrestrial planet in Slot 3, 
  and the gas giant in Slot 6.
  Rolling the specified 1D6 and obtaining a 5 for the 
  diameter of the giant terrestrial, Chuck finds its diameter 
  to be 12,500 kilometers + 5 x 1,000 kilometers = 17,500 
  kilometers. The density calls for another 1D6 roll, which 
  gives a 3, so the planet’s density is 2 + 3 = 5 grams per cubic 
  centimeter.
  Chuck rolls 2D6 for the terrestrial planet’s diameter and 
  gets a 3, meaning it is 2,500 kilometers + 3 x 1,000 = 5,500 
  kilometers—pretty small, like Mars or Mercury. For its 
  density, Chuck rolls 1D6, getting a 4, and raises that to the 
  0.75 power. On a handy scientific calculator, 4^0.75 comes 
  to 2.83. The planet’s density is 2.5 + 2.83 = 5.33. The planet 
  turns out to be quite similar to Mercury in size and density.
  Finally, Chuck rolls up the gas giant. He rolls 7 for the 
  diameter and 9 for the density. The diameter is thus 50,000 
  kilometers + 7 x 10,000 = 120,000 kilometers, very similar to 
  Saturn. The density is 0.5 + 9÷10 = 1.4 g/cm3, a very dense 
  gas giant that probably has a large, rocky core.
  Step 4: Planetary Details
  Now determine the finer details of the objects in the system’s 
  orbital slots: number of moons, habitability, gravity, and so forth.
  Common Details
  Several features, like gravity, apply to any object in a system. Other 
  objects, like asteroid belts, have details that are handled separately.
  Surface Gravity: The gravity of a planet (or other spherical 
  object) in Gs may be calculated with the following equation:
  Gravity = (Diameter ÷ 12742) x (Density ÷ 5.5153)
  Diameter is in kilometers (km) and Density is in grams per cubic 
  centimeter (g/cm3). The equation is a simple ratio with Terra’s 
  equivalent diameter (12,742 kilometers) and density (5.5153 g/
  cm3). To find the surface gravity in meters per second squared, 
  multiply the value in Gs by 9.8 m/s2. In the case of ice and gas giants, 
  the diameter represents gravity at an altitude where atmospheric 
  pressure is 1 bar.
  This equation for gravity assumes the object is spherical and has 
  a relatively slow spin (i.e., its spin will not lower equatorial gravity by 
  more than 1-2 percent). If the object is not spherical (like a lumpy 
  asteroid) but still has a relatively slow spin, then the resulting 
  value can be taken as an average, overall value for gravity. Specific 
  ������������������������������
  
  105
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  fourth orbital slot, which is 2.4AU in radius, is in the life 
  zone of the star and suited to be warm Amtor-2.
  Chuck notes Amtor-2’s star is 1.5 times Sol’s mass 
  (totaling 3x1030kg), and 2.704AU is 3.6x1011 m. He plugs 
  these into the equation:
  2 x 3.14159 x √ [ (3.6x1011)^3 ÷ (6.674x10-11 x 3x1030) ] = 
  95,913,533 seconds
  96 million seconds is not a convenient number for 
  the length of a year, so Chuck converts that to Terran 
  years by dividing with 31,536,000. Amtor-2’s year is 3.04 
  Terran years long.
  Year Length, Alternate: A quicker conversion from orbital 
  distance to year length is the following equation:
  Ty = √ [ Ra3 ÷ Ms ]
  In this equation, Ty is the planet’s orbital period in terrestrial 
  years, Ra is the orbital radius in AU, and Ms is the mass of the 
  local star in multiples of Sol’s mass (taken from the Primary 
  Stats Table). The number resulting from this equation for year 
  length will vary slightly from the first equation due to small 
  approximations in this one.
  Day Length: Use the roll listed in the Object Type Table (see 
  p. 103) with the below notes and exceptions to determine 
  Day Length.
  Asteroids: Small and medium asteroids (see Asteroid Belts, 
  p. 106) generally have 2- to 12-hour rotations, with averages 
  of about 4-6 hours. Some asteroids have very long rotations, 
  with examples of up to 1,200 hours observed. Very slow and 
  very fast rotations may be implemented at players’ discretion. 
  Ve = 11,186 m/s x (12,103.6 ÷ 12,742) x √ (5.204 ÷ 
  5.5153) = 10,321 m/s
  When the Internet is accessible again, Chuck finds 
  the calculation was extremely close to the real value 
  of 10,460 m/s. For his notes, he divides his answer by 
  1.414 to find the velocity of a low altitude orbit around 
  Amtor-2: 7,300 m/s. (As one hex per turn on the high 
  altitude map is 300 m/s, this is a bit over 24 hexes per 
  turn.)
  Chuck is also curious about the giant terrestrial planet 
  in Slot 2, which has a diameter of 17,500 kilometers and 
  a density of 5 g/cm3. The result isn’t as high as he was 
  anticipating, but it’s still high enough to hold onto a 
  lot of atmosphere and challenge pre-fusion rocketry:
  Ve = (17,500 ÷ 12,742) x √ (5 ÷ 5.5153) x 11,186 m/s = 
  14,628 m/s
  Year Length: The time it takes a planet to circle its primary is:
  T = 769,107 x √ [ R3 ÷ (GxM) ]
  In this equation, T is the time in seconds (1 Earth year = 
  31,536,000 seconds), R is the orbital radius in meters (1 AU 
  = 149,597,871,000 meters), and M is the mass of the star in 
  kilograms. (Sol’s mass is 2x1030kg; use the multipliers on the 
  Primary Stats Table to find the local star’s mass.) Those numbers 
  involve some rounding; players may find more exact values 
  online or in a handy encyclopedia.
  The equation is versatile and will work for calculating the 
  orbits of moons and manmade satellites around objects other 
  than stars, assuming R and M are replaced 
  with the appropriate orbital radii and 
  mass of the orbited object. It will also 
  work for elliptical orbits if R is replaced 
  with the semi-major axis of the orbit.
  The above equation is a simplification 
  of the full orbital period equation, 
  condensing several constants. The 
  detailed equation, for interested players, 
  is: T = 2 x Pi x √ [ R3 ÷ (GxM) ], where G 
  is the universal gravitational constant of 
  6.674x10-11 m3 / (kg x s).
  Chuck considers calculating the 
  years for every planet in the system 
  since he can plug the equation into 
  a spreadsheet pretty quickly, but he’s 
  still got to write a lot of history behind 
  Amtor-2 (as he’s shortened the name) 
  before the game starts. So he only 
  calculates the year length of Amtor-2. 
  Jumping ahead a bit, he’s checked the 
  Primary Stats Table and finds that the 
  ������������������������������
  
  Sol’s belt. Keen-eyed observers on Amtor-2 will see fairly bright 
  zodiacal light near dusk and dawn.
  Chuck also takes time to note the location of the belt 
  (0.6AU around an F3V star). It will be scorching hot. If he rolls 
  densities for any asteroid of interest, he’ll have to take care to 
  avoid asteroids with low densities due to the presence of ice 
  or other volatile compounds (see Density in Options, p. 119).
  Once the numbers of each class of asteroid are generated, players 
  may calculate individual asteroid diameters and densities, but this 
  should be reserved for asteroids that characters will actually visit 
  or that serve a significant plot point. After all, there are going to 
  be a lot of asteroids in any belt.
   • Asteroids of dwarf terrestrial size use the dwarf terrestrial row 
  on the Object Type Table for generating density and diameter. 
   • Medium asteroid diameters may be generated randomly as 
  (1D6) x 100 kilometers. 
   • Small asteroid diameter may be generated by rolling 2D6. For 
  results of 2-10, subtract 1 from the roll and use the result as 
  the diameter of the asteroid in kilometers. For an 11, reroll 
  (ignoring results of 11 and 12) and multiply by 3 kilometers 
  for the diameter. For a 12, reroll (ignoring results of 11 and 12) 
  and multiply by 10 kilometers for the diameter. 
   • To calculate the density of a specific medium or small asteroid, 
  use the roll on the Asteroid Belt row of the Object Type Table. 
  As belts often represent mixed leftovers from the birth of a star 
  system, the composition of an asteroid belt will not be uniform, 
  so density should be rolled for each individual asteroid.
  Moons and Rings
  Larger objects tend to acquire natural satellites (moons) either 
  during planetary creation or in subsequent events (asteroid capture 
  or massive grazing impacts). Gas giants are particularly noteworthy 
  collectors of moons, with the known examples of Saturn and Jupiter 
  both possessing sixty or more moons at the writing of these rules. 
  In reality, retention of moons depends on a number of factors 
  and can make large, far-flung collections of moons a difficult 
  proposition due to various issues. Large neighboring planets are one 
  such problem; for example, Jupiter periodically flips Mars on its ear, 
  prevented the formation of a planet between Mars and Jupiter, and 
  prevents Saturn and Uranus from retaining many “Trojan” asteroids. A 
  close gas giant will likewise make a widespread moon system difficult 
  to retain for its neighbors. A nearby primary can present a similar 
  problem for inner planets. Further, a small planet (like Earth) with a 
  large moon (like Luna) is unlikely to keep other moons for long (on 
  time scales of mere centuries and millennia) because the large moon 
  ends up scattering other moons, usually driving them into collisions 
  with the planet or the larger moon. Planets may also collect and lose 
  moons over their lives, as might be the case with the Martian moons 
  and many of the outer moons of Sol’s giant planets. Players should 
  keep those factors in mind when using the random moon generation 
  rolls or when selecting moons without random rolls—it might be 
  appropriate to reduce the number or size of moons around a planet. 
  It should also be noted that planetary rings, while possibly quite 
  pretty, send a constant rain of debris onto a planet. This makes a 
  ringed planet less likely to be habitable.
  Because each asteroid in a belt will have a different rotational 
  period, it is recommended that rotational periods for asteroids are 
  only calculated as they are visited, thus protecting player’s sanities 
  from calculating millions of day lengths.
  Dwarf terrestrials (including those in asteroid belts) and terrestrial 
  planets likewise include some known extreme variations from 
  these guidelines. In fact, there are as many exceptions (Mercury 
  and pre-terraforming Venus) as examples (Terra, Mars), so players 
  are encouraged to consider alternate rotations. Planets close to 
  a star will tend to have rotations similar to their year length (like 
  Mercury), while habitable planets should have day lengths similar 
  to Terra to moderate day and night temperatures.
  Giant terrestrials, ice giants, gas giants: Unlike lesser planets, 
  these behemoths tend to keep the rotation imparted to them during 
  their formation, which seems to fall into the 8- to 16-hour range (based 
  on the limited sample of Jupiter, Saturn, Uranus, and Neptune).
  Chuck was going to pick 24 hours for Amtor-2, but decides 
  to roll. As a terrestrial planet, Amtor-2 has a day of 3D6+12 
  hours. Rolling, Chuck gets 16 for a 28-hour day, which allows 
  him to keep a Terran-standard week (with 6 rather than 7 
  days, and who couldn’t use an extra 4 hours per day?).
  Asteroid Belts
  Asteroid belts are generated through several steps. First, a belt’s 
  basic population multiplier is calculated compared to Sol’s asteroid 
  belt. Second, the number of significant asteroids is calculated based 
  on the belt’s density and its distance from the primary. These steps 
  are repeated for each asteroid belt in the system. The belt’s basic 
  population multiplier is calculated as follows: 
  Asteroid Population Multiplier = (Belt’s Orbit ÷ 2.8) x [1D6 ÷ 3]2
  In this equation, the belt’s orbit is the orbital distance from the 
  primary in AU. Do not round at any step in the calculation. 
  This value of asteroid population multiplier is then used to 
  multiply the following values to determine the number of these 
  classes of asteroids in the belt (rounding normally):
   • Dwarf terrestrials (500 kilometers+ diameter): 4
   • Medium Asteroids (100-500 kilometers diameter): 200
   • Small Asteroids (1-100 kilometers diameter): 1,200,000
  Since he wants a fairly advanced society that has nosed 
  around the system and might have some off-planet bases, 
  Chuck decides to work out the details of the asteroid belt in 
  Amtor-2’s system. He already knows that the belt is 0.6AU 
  from the star. He rolls [1D6÷3]2 and gets a 5, then divides 5 by 
  3 to get 1.667, and squares it to 2.778. The asteroid population 
  multiplier is [0.6 AU ÷ 2.8 AU] x 2.778 = 0.595. Applying the 
  multiplier, Chuck finds there are 2 dwarf terrestrials (4 x 0.595, 
  rounded), 119 medium asteroids (200 x 0.595, rounded), and 
  714,000 small asteroids (1,200,000 x 0.595, rounded). Chuck 
  notes that this belt will have about 60 percent as many 
  asteroids as Sol’s asteroid belt despite being about one-fifth 
  the diameter, indicating the density is quite a bit higher than 
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  107
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  medium moon orbital slots. Slot 1 is closest to the planet, 
  and slots are placed sequentially outward from the planet.
   • The spacing of the slots depends on the size class of the 
  moon. Small moons may be placed at 10,000-kilometer 
  intervals from the planet (in terms of distance above the 
  surface); medium moons use a 50,000-kilometer spacing; 
  large moons use a 250,000-kilometer spacing; and giant 
  moons use a 500,000-kilometer spacing.
   • Moon placement ignores moons of differing size classes 
  unless orbital slots overlap, in which case the smaller 
  moon’s slot is moved outward by a spacing equal to the 
  smaller moon’s interval.
   • A ring is treated as being the first two medium moon slots, 
  filling the area between those slots and displacing any actual 
  medium moons outward as discussed above. Small moons 
  may overlap the rings, carving a gap through the rings.
  Chuck hadn’t really intended to give Amtor-2 any 
  moons, since by the time the Venus series was written 
  it was known that Venus had no moons. However, when 
  detailing the giant terrestrial planet (he should name 
  that soon…) in Orbital Slot 2, Chuck rolls 2 medium and 5 
  small moons for it. The 5 small moons would be placed at 
  10,000 kilometers, 20,000 kilometers, 30,000 kilometers, 
  40,000 kilometers, and 50,000 kilometers. The medium 
  moons would be placed at 50,000 kilometers and 100,000 
  kilometers in altitude. Because of the overlap at 50,000 
  kilometers, the fifth of the small moons would be bumped 
  outward by a medium moon’s orbit (by 50,000 kilometers 
  to 100,000 kilometers). In this case, the small moon ends 
  up overlapping the orbit of the second medium moon, 
  so it again gets bumped outward to 150,000 kilometers.
  As an alternative to that arbitrary placement, players may 
  place moons as they like (with or without independent research 
  on realistic distributions). A suggestion is to refer to real-world 
  moon systems like those of Sol’s gas giants and liberally 
  plagiarize those distributions. (The gas giants have yet to retain 
  counsel to defend their intellectual property.)
  As another alternative, players can simply skip this step. The 
  exact distribution of moons around a planet in BattleTech rarely 
  matters, especially in randomly created star systems that will 
  be visited for the length of one gaming session.
  To determine the number of moons a planet possesses, refer to 
  the row of the Moon Generation Table appropriate to the planet’s 
  class (dwarf terrestrial, giant terrestrial, etc.). Then roll 1D6 and refer 
  to the corresponding column of that row, where the table will 
  indicate the roll to determine how many moons a planet possesses. 
  When rolling to determine the number of moons, any result of 
  less than 1 is treated as 0. Rings are handled as a one-time roll. 
  Each column holds the 1D6 chance of rolling a ring system, if any.
  For example, if a 3 is rolled for a terrestrial planet, the player 
  selects the 3-4 column. The planet will have 1D6 – 3 Medium 
  moons and 1D6 – 3 Small moons. A roll is then made for each 
  class of moon: 1D6 – 3 for Medium moons produces a 1, and 
  1D6 – 3 for Small moons produces a 2. The terrestrial planet has 
  1 Medium and 2 Small moons.
  Size of Moons
  The density and diameter of moons are calculated as follows:
   • Giant moons are generated using the terrestrial planet line 
  of the Object Type Table (see p. 103). By default, such a moon 
  is uninhabitable (just big), but players may refer to Options 
  (see p. 115) if they are interested in making a habitable 
  moon (around a gas giant in or near the life zone).
   • Large moons are generated using the dwarf terrestrial 
  line of the Object Type Table (see p. 103). These moons, 
  including the likes of Luna and the Galilean moons, are 
  too small to be naturally inhabitable.
   • Medium moons are generated in the same way as medium 
  asteroids (see Asteroid Belts, p. 106).
   • Small moons (such as Phobos and Deimos) are generated in 
  the same way as small asteroids (see Asteroid Belts, p. 106).
  Calculations for gravity and other physical qualities are 
  performed as for planets.
  Distribution of Moons and Rings
  Like distributing planets around a star, moon distribution is 
  a complicated process with many considerations. For example, 
  placing a sizable moon in the wrong spot would, in reality, make 
  a lot of orbital positions untenable for other moons. As another 
  example, an orbit too close to a planet may result in the moon 
  breaking up (“Roche’s Limit”). In the absence of a succinct version 
  of satellite distribution, the following guidelines are suggested:
   • For each size class of moon, there are orbital slots numbered 
  1 to N, where N is the number of moons of that size class. 
  For example, if a planet has 3 medium moons, then it has 3 
  MOON GENERATION  TABLE
  Planet Type
  1-2
  3-4
  5-6
  Dwarf terrestrial
  1D6 – 5 Medium and 1D6 – 3 Small
  1D6 – 2 Small
  No Moons
  Terrestrial planet
  1D6 – 5 Large
  1D6 – 3 Medium, 1D6 – 3 Small
  2D6 – 4 Small, 1 in 6 chance of rings
  Giant terrestrial
  1D6 – 5 Giant, 1D6 – 3 Small
  1D6 – 4 Large, 1D6 – 3 Medium, 1D6 –2 Small
  1D6 – 3 Medium, 2D6 Small, 2 in 6 chance of rings
  Gas giant
  1D6 – 4 Giant, 1D6 –1 Large, 1D6 – 2 
  Medium, 5D6 Small, 3 in 6 chance of rings
  1D6 – 3 Large, 1D6 – 2 Medium,  
  5D6 Small, 4 in 6 chance of rings
  1D6 – 4 Large, 1D6 – 3 Medium,  
  5D6 Small, 4 in 6 chance of rings
  Ice giant
  1D6 – 4 Giant, 1D6 – 3 Large, 2D6 Small
  1D6 – 3 Large, 1D6 – 2 Medium,  
  2D6 Small, 3 in 6 chance of rings
  1D6 – 4 Large, 1D6 – 3 Medium,  
  2D6 Small, 3 in 6 chance of rings
  ������������������������������
  
  are determined in a following section, while uninhabitable 
  atmosphere composition is detailed below.
  In this step of planet creation, even more than the others, players 
  should remember these rolls and tables are merely guidelines. If a 
  GM needs a new habitable planet for a campaign, they shouldn’t 
  keep rolling up new star systems until they get a habitable planet. 
  Instead, make a planet in the life zone habitable, and forget the dice. 
  These guidelines are to help players create a random star system 
  that is typical of the BattleTech universe (in which most star systems 
  are uninhabitable).
  It should also be noted that the incidence of habitable planets 
  using this chart is far above the norm for BattleTech, which is about 
  1 habitable planet per 1,000 systems in the Inner Sphere—let alone 
  reality. This is done for playability. For the same reason, players 
  should also feel free to declare a planet uninhabitable rather than 
  depending on dice rolls to create vast numbers of habitable worlds 
  in their explorations.
  For terrestrial planet atmospheres, two rolls are made using the 
  Terrestrial Planet Atmospheric Pressure and Habitability Table. One 
  roll, Atmospheric Pressure, is for all terrestrial planets in the star 
  system. The second roll, Habitability, is only for terrestrial planets 
  in the system’s life zones. (Atmospheres outside the life zone are 
  automatically treated as Toxic.)
  The Atmospheric Pressure Roll is 2D6, modified by two factors. 
  First, if the planet is closer to the star than the life zone, subtract 2 
  from the roll to reflect the fact hot planets tend to lose atmospheres. 
  Second, because escape velocity determines how well a planet 
  retains an atmosphere, divide the escape velocity of the planet (in 
  m/s) by 11,186 m/s (without rounding), multiply the result by the 
  (modified) die roll, and then round the final answer to the nearest 
  integer normally. Consult the Atmospheric Pressure Column of 
  the table to determine the planet’s atmosphere. The resulting 
  atmospheric pressure and its role in a BattleTech game are described 
  on pp. 54-55, TO.
  The Habitability roll is also based on 2D6, with the planet being 
  habitable if the result is 9 or higher and the planet has a low, normal 
  or high atmospheric pressure. No roll is required if this condition is 
  not met. The 2D6 roll is modified according to the Planet Features 
  listed in the Atmospheric Pressure & Habitability Table, while the 
  star’s habitability modifier is found on the Primary Stats Table. The 
  extreme penalties for brighter stars reflect the short lives of those 
  stars—sometimes too short for planets to even form, let alone 
  ecosystems to develop.
  Atmospheric Pressure and Composition
  The atmosphere of a planet depends to some extent on its size 
  class, which generally indicates how much atmosphere it might 
  retain. Dwarf terrestrials, for example, are too small to retain 
  atmospheres, while terrestrial planets are usually unable to retain 
  hydrogen/helium atmospheres.
  Dwarf terrestrials: Dwarf terrestrials will not have atmospheres in 
  the conventional sense. To be scientifically precise, they might have 
  some individual gas molecules flitting around them (as is the case 
  with Mercury’s and Luna’s “exospheres”), but this would constitute 
  a vacuum in BattleTech. Some ultra-cold, icy dwarf terrestrials like 
  Pluto may retain a slightly more detectable atmosphere, but this is 
  also a vacuum under BattleTech rules. Moons of this size may retain 
  atmospheres if they orbit a gas giant (see Options, p. 115).
  Gas and Ice Giants: Ice giants and gas giants have lots of hydrogen 
  and helium, plus traces of water, methane, etc. Giants closer to the 
  star than the life zone may exhibit extremely hot atmospheres with 
  unusual trace additions, like silicate and metal gases. In any case, 
  these are very high and toxic atmospheres (and no solid surface 
  to stand on, at least no surface that human technology can reach).
  Giant terrestrials: These large planets are likely to have a 
  considerable atmosphere by the standards of human-habitable 
  planets, but they are atmospheric (and “ice mantle”) lightweights 
  by the standards of ice and gas giants. To determine giant terrestrial 
  atmospheric composition, roll 1D6. On a result of 1-5, the giant 
  terrestrial has an atmosphere like a gas giant of hydrogen, helium, 
  and trace gases (see Gas Giant above), though the atmosphere is 
  “only” 1-5 percent of the planet’s mass (for comparison, Venus’s super-
  dense pre-terraforming atmosphere was 0.01 percent of Venus’s 
  mass). On a result of 6, the planet has an atmosphere like a terrestrial 
  planet, and thus uses the terrestrial planet section on atmospheres.
  Chuck has some curiosity about the giant terrestrial in 
  Amtor-2’s system, since he’s been seeing them appear in 
  the news as astronomers spot more and more of these 
  odd giants. So he rolls 1D6 to find out its atmospheric 
  composition. He gets a 6, meaning the planet does not 
  have a gas giant-like atmosphere. Instead, the details of its 
  atmosphere will be like those of a smaller terrestrial planet.
  Terrestrial Planets: This section details how to determine 
  the pressure of the atmosphere and whether the planet is 
  habitable or not. Habitable planet atmospheric characteristics 
  ATMOSPHERIC PRESSURE AND HABITABILITY  TABLE
  Pressure Roll
  Atmospheric Pressure
  Habitable: 9 or better on 2D6
  3 or less
  Vacuum
  Planet Feature
  Modifier
  4
  Trace
  Vacuum, Trace, Very High Pressures
  Not Habitable
  5-6
  Low
  Low, High Pressure
  –1
  7-8
  Normal
  Giant Terrestrial
  –2
  9-10
  High
  Star’s Habitability Modifier
  See Primary Stats Table
  11 or more
  Very High
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  109
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  of habitable planets are generated under Habitable Planet Details.) 
  The Uninhabitable Atmosphere Composition Table is also used 
  for giant terrestrials that have atmospheres like terrestrial planets 
  (otherwise they have the Atmospheric Composition described 
  under Atmospheric Pressure and Composition, p. 108), and for any 
  moons with atmospheres. These atmospheres assume a fairly 
  mature planet which is at least 200 million years old, at point at 
  which the planet, primary and atmosphere have stabilized.
  Roll 2D6 for each of the Base, Secondary, and Trace columns of 
  the Uninhabitable Atmosphere Composition Table. For each roll on 
  the Base and Secondary columns, apply the following modifiers: 
  –2 if the planet or moon is cold (further from the star than the 
  life zone), +2 if the planet or moon is hot (closer to the star than 
  the life zone), –1 if the planet is large (escape velocity over 12,000 
  m/s), or +1 if the planet is small (escape velocity under 7,000 m/s).
  To determine the percentage of each atmospheric component, 
  use the following rolls: 1D6 ÷ 2 percent for each trace or special 
  trace component (do not round) and 5D6 for the percentage 
  of the secondary component. The percentage of the primary 
  component is found by subtracting the percentages of the 
  secondary and trace components from 100. It is possible to have 
  the same base and secondary components (pre-terraforming 
  Venus would be a good example of a planet with carbon dioxide 
  primary and secondary components, while Saturn’s moon Titan 
  is an example of a moon with base and secondary nitrogen, plus 
  traces of methane and simple hydrocarbons).
  All of these uninhabitable atmospheres count as Toxic 
  (p. 56, TO). By default, such toxic atmospheres are of the 
  poisonous subtype. However, some trace compounds may 
  make the atmosphere caustic instead. While a number of 
  atmospheric trace compounds may make the atmosphere 
  seemingly flammable, these uninhabitable atmospheres lack 
  the oxidizers necessary to support combustion and thus will 
  not be of the flammable subtype no matter what percentage 
  of hydrocarbons or other flammable substance is present.
  Chuck intended to make Amtor-2 habitable with a 
  normal atmospheric pressure. But on a lark, he rolls.
  Starting with the atmosphere pressure, Chuck notes the 
  modifiers. Amtor-2 is in the life zone, so it does not have a –2 
  modifier for being a hot world. Second, its escape velocity 
  modifier is 10,321 ÷ 11,186 = 0.923. Finally, he rolls 2D6 and 
  gets an 11. Multiplied by 0.923, the result is 10.153, which 
  rounds to 10. This is a High atmospheric pressure. That 
  actually sounds interesting to Chuck, so he keeps it.
  Next, Chuck sees if this randomly generated Amtor-2 
  is habitable. The modifier for an F3 star is –2, since 
  these short-lived, hot stars are not friendly to habitable 
  planets. The high atmospheric pressure would add 
  another –1 penalty. Amtor-2 isn’t a giant terrestrial, so 
  the –2 modifier for that type of planet does not apply. 
  The total modifier, though, is –3. Looking across the 
  High Pressure row, Chuck would need to roll a 12 on 2D6 
  for Amtor-2 to be habitable. However, since he already 
  wants this planet to be habitable to fit his campaign, he 
  waves his hand and makes it so.
  While he’s trying out the guidelines for Amtor-2, Chuck 
  also wants to experiment on Amtor-2’s giant inner sibling 
  (which he still needs to name). The giant terrestrial is closer 
  to the star than the life zone, so it has a –2 modifier for being 
  a hot world. The escape velocity of 14,628 m/s becomes a 
  multiplier of 1.31. Rolling 2D6, Chuck gets a 9, which the –2 
  modifier reduces to 7, and is then multiplied by 1.31 to 9.17 
  and finally rounded to 9: high pressure. That’s actually not 
  bad—Chuck may have to host a few ’Mech battles on the 
  planet to experiment with the exotic environment.
  If the planet is not habitable, it still might be useful to 
  know the composition of the atmosphere. The atmospheres 
  of uninhabitable terrestrial planets are generated with the 
  Uninhabitable Atmosphere Composition Table. (The atmospheres 
  UNINHABITABLE ATMOSPHERE COMPOSITION TABLE
  Roll
  Base
  Secondary
  Trace
  Special Traces
  2 or less
  Methane
  Methane
  Chlorine†
  Helium
  3
  Methane
  Ammonia
  None
  Complex Hydrocarbons
  4
  Ammonia
  Ammonia
  Sulfur Dioxide†
  Nitric Acid†
  5
  Ammonia
  Ammonia
  Carbon Dioxide
  Phosphine
  6
  Nitrogen
  Ammonia
  Argon
  Hydrogen Peroxide†
  7
  Nitrogen
  Carbon Dioxide
  Methane
  Hydrochloric Acid†
  8
  Nitrogen
  Carbon Dioxide
  Water Vapor
  Hydrogen Sulfide
  9
  Nitrogen
  Carbon Dioxide
  Argon
  Simple Hydrocarbons
  10
  Carbon Dioxide
  Nitrogen
  Nitrous Oxide
  Sulfuric Acid†
  11
  Carbon Dioxide
  Nitrogen
  *
  Carbonyl Sulfide
  12 or higher
  Carbon Dioxide
  Nitrogen
  **
  Hydrofluoric Acid†
  *Roll again twice on this column, ignoring results of 11 or 12
  **Roll again once on this column (ignoring 11 or 12) and once on the Special Traces Table
  †Chemical makes the atmosphere Caustic (p. 56, TO). 
  ������������������������������
  
  Players may also be tempted to create worlds with exotic 
  atmospheres like pure chlorine, xenon, or sulfur hexafluoride, 
  but should keep several things in mind. First, the details of 
  nucleosynthesis in stars make lighter elements more common than 
  any element with more protons (a higher atomic number) than iron. 
  These details also make elements with odd atomic numbers, with 
  the exception of hydrogen, rarer than those with an even number. 
  Thus, halogens (fluorine, chlorine, etc.) tend to be rarer than elements 
  like oxygen and sulfur. The rarity of halogens is also increased by 
  their chemical aggressiveness, which makes them more likely to be 
  bound in minerals. Other chemical behaviors of the elements and 
  planetary evolution tend to limit the range of gases in atmospheres. 
  Oxygen, for example, prefers to form water, carbon dioxide and rocks 
  over existing as a free gas. In the absence of other observations, 
  the atmospheric gases found in the Sol system can be taken as 
  representative of gases elsewhere—the differences will be relative 
  quantity (percentages), not types of gas. An interesting and realistic 
  example of the range of terrestrial planet atmospheres can be found 
  by researching the evolution of Earth’s atmosphere from its primary, 
  to secondary, and finally modern compositions.
  Planetary Temperatures
  While the calculations for planetary surface temperatures are 
  relatively straightforward for airless planets (assuming the player knows 
  the planet’s albedo and solar illumination), planets with atmospheres 
  become quite complicated. Exact temperatures are rarely important 
  for most planets, and therefore the following guidelines apply:
   • The temperatures of habitable planets are found in the 
  Habitable Planet Details section.
   • The temperatures of giant terrestrials with very high 
  atmospheric pressures, ice giants, and gas giants are moot; 
  only aerospace vehicles can operate in their upper fringes, 
  and there is no surface for BattleMechs to operate on (and so 
  no need to worry about the multi-thousand degree heat of 
  what passes for the planet’s surface).
   • The temperatures of giant terrestrials, terrestrial planets, 
  dwarf terrestrials, asteroids, and moons with vacuum or trace 
  atmospheres use the following airless world temperature 
  calculation:
  T = 277 x (Luminosity)0.25 x √ (1÷R)
  In this equation the planet’s temperature T is in Kelvin, R 
  is the planet’s orbital distance from the primary in AU, and 
  Luminosity is a multiplier taken from the Primary Stats Table. 
  (Kelvin converts to Celsius simply by adding 273 to the Celsius 
  value.) Night-side temperatures will generally drop to about 
  50 to 100 K on an airless world, especially if rotation is slow 
  enough to shed heat from the sun-warmed ground.
   • As a simple expedient, planets with low atmospheric pressures 
  may use the airless world temperature calculation, but first 
  multiply their R value by 0.95 (without rounding); worlds 
  with normal atmospheric pressure multiply R by 0.9; high 
  atmospheric pressures by 0.8; very high atmospheres by 0.5. 
  Night-side temperatures on planets with atmospheres will 
  be relatively close to day-side temperatures (within 20-30 
  degrees) except under relatively extreme circumstances.
  While Chuck will handle Amtor-2’s atmosphere (that of 
  a habitable planet) in a following step, during this stage 
  he determines the composition of the giant terrestrial’s 
  atmosphere. It is a large (–1), hot (–2) planet for a net of –3 on 
  the base and secondary components. Chuck rolls 2D6 three 
  times, once each for the base component, the secondary 
  component, and the trace component. He gets 9, 10, and 
  12, respectively, which are modified to 6 and 7 while the 12 
  remains unchanged. 
  The giant terrestrial’s atmosphere is thus mostly 
  composed of nitrogen (base component roll of 6) with a 
  good amount of carbon dioxide (secondary roll of 7) and 
  Chuck needs to reroll twice (trace component roll of 12), once 
  on the Trace column and once for special traces.
  Rolling again (no modifiers for the Trace and Special 
  Trace columns), Chuck gets a 12 (why can’t he roll 12s this 
  often with his Gauss rifles?) and an 8. The 12 has to be 
  ignored and replaced with another roll: 8 this time. The giant 
  terrestrial has traces of water vapor and hydrogen sulfide in 
  the atmosphere. So this planet is a baking, uninhabitable 
  greenhouse hellhole that smells of rotten eggs and is a bit 
  toxic atop every other problem. Chuck makes a note to 
  have his MechWarrior PCs bring cockpit air fresheners and 
  use the excuse of “leaky seals” to cover any embarrassing 
  bodily fumes.
  Finally, Chuck checks the percentages. He rolls 1D6 ÷ 2 
  for the percentage of each trace component, getting 2.5 
  percent and 1 percent for water and hydrogen sulfide, 
  respectively. 5D6 for the carbon dioxide results in a rather 
  low 11 percent. The balance of the atmosphere (100 – 2.5% 
  –1% –11%) is 85.5 percent nitrogen.
  ������������������������������
  
  111
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  A common modifier used in the following rolls is the Life Zone 
  Position Modifier. This modifier is found by dividing a habitable 
  planet’s distance from its primary in AU by the difference in the 
  outer and inner edges of the life zone in AU (per the Primary 
  Stats Table); do not round this modifier.
  Life Zone Position Modifier =  
  (Planet Orbit – Life Zone Inner Edge) ÷ Life Zone Width
  Amtor-2 is a habitable planet around a bright F3V star. 
  Looking at the Primary Stats Table, Chuck finds the life 
  zone, which has an inner edge at 220 million kilometers 
  (1.467AU), and an outer edge of 447 million kilometers 
  (2.98AU), making it 227,000,000 kilometers (1.51AU) wide. 
  Amtor-2’s orbital slot is 2.4AU from the star (relatively close 
  to the outer edge of the life zone). This makes the planet’s 
  Life Zone Position Modifier = (2.4 – 1.467) ÷ 1.51 = 0.618.
  Percent Surface Water: Three modifiers apply to this 2D6 
  roll: the Life Zone Position Modifier, an Escape Velocity Modifier, 
  and a giant terrestrial bonus.
  Water coverage, like atmosphere, is partly dependent on the 
  escape velocity of the object. This modifier is equal to the object’s 
  escape velocity (in m/s) divided by 11,186 m/s, and is not rounded.
  The Giant Terrestrial Modifier adds +3 to the roll because 
  giant terrestrials tend to retain lots of light elements like 
  hydrogen and oxygen, and may be covered in a watery shell 
  averaging dozens of kilometers deep (and uninhabitable giant 
  terrestrials may have much more water).
  After making the 2D6 roll, multiply the roll by the Life Zone 
  Position Modifier and the Escape Velocity Modifier, then 
  round to the nearest integer and (if applicable) add the Giant 
  Terrestrial Modifier.
  The calculation is simplistic, inaccurate, and ignores albedo 
  and atmospheric composition. However, it will give a quick 
  value for a BattleTech board game using extreme environment 
  rules. Players are encouraged to research real-world examples 
  (like Mercury, Venus, Luna, Titan, and Earth) for ideas of 
  appropriate surface temperatures. The Primary Stats Table 
  has information sufficient for more detailed calculations of 
  surface temperatures.
  Since Amtor-2 is a habitable planet, it is handled in 
  a later step. However, Chuck continues his fascination 
  with the giant terrestrial in the system (Bob? No, Bob’s 
  getting a bit clichéd as a planetary name). Noting its 
  orbital radius is 1.05AU, Atmospheric Pressure is High, 
  and the star has a luminosity 4.94 times that of Sol, 
  Chuck runs the calculation:
  T = 277 x (4.94)0.25 x √ [1÷ (1.05 x 0.8)] = 450.6 K
  The average surface temperature would be 451 K 
  (178oC), which would stress any BattleMech’s heat 
  system and tone down even a battle fought with double 
  heat sinks. Chuck can’t wait to try.
  Habitable Planet Details
  If a planet turns out to be habitable (per the roll under 
  Atmospheric Pressure and Composition, p. 108), several additional 
  details should be determined with rolls on the following table. 
  All rolls are based on 2D6, with modifiers given in each step. 
  The table below assumes relatively short day lengths and axial 
  tilts of 0 to 30 degrees; more extreme conditions are addressed 
  under Options (see p. 115).
  HABITABLE PLANET FEATURES TABLE
  Modified Roll
  Percent Surface Water
  Atmospheric Composition
  Temperature
  Highest Life Form
  <0
  0
  Toxic
  Very High
  Microbes
  0
  5
  Toxic
  Very High
  Microbes
  1
  10
  Toxic
  High
  Plants
  2
  20
  Tainted
  High
  Insects
  3
  30
  Tainted
  High
  Fish
  4
  40
  Tainted
  High
  Fish
  5
  40
  Tainted
  Medium
  Amphibians
  6
  50
  Tainted
  Medium
  Amphibians
  7
  50
  Breathable
  Medium
  Reptiles
  8
  60
  Breathable
  Medium
  Reptiles
  9
  70
  Breathable
  Medium
  Birds
  10
  80
  Breathable
  Low
  Birds
  11
  90
  Breathable
  Low
  Mammals
  12+
  100
  Breathable
  Low
  Mammals
  ������������������������������
  
  Chuck rolls 2D6 again to find out what sort of atmosphere 
  Amtor-2 will possess. Again, the planet is not a giant 
  terrestrial so the –2 modifier does not apply. A natural 12 
  (…never happens with his heavy PPCs…) gives Amtor-2 a 
  completely breathable atmosphere.
  Temperature and Terrain: There are two modifiers to the 2D6 
  roll: the Life Zone Position Modifier and atmospheric pressure. 
  Multiply the 2D6 roll by the Life Zone Position Modifier and round 
  to the nearest integer, then add +1 for a Low atmospheric pressure 
  or –1 for a High atmospheric pressure.
  The resulting temperature hints at planetary albedo, atmospheric 
  composition, and other details beyond the scope of these rules but 
  that may be of interest to players. For example, a hot planet at 
  the outer edge of the life zone probably has nearly toxic levels of 
  greenhouse gases. As another example, a cold planet at the inner 
  edge of the life zone probably has a thin atmosphere, low surface 
  water coverage, and a high albedo.
  The resulting base temperature (low, medium, high, very high) 
  normally applies to the equator of the planet (see Options, High 
  Axial Tilts, p. 116). A low base temperature indicates an equatorial 
  average of 287 K; a medium base temperature has an equatorial 
  temperature of 297 K; a high base temperature indicates an 
  equatorial average of 307 K; and a very high base temperature 
  indicates an equatorial average of 317 K. 
  Chuck is tempted to pick a High or Very High temperature 
  for his steamy jungle world, but decides to roll just to see 
  how the table works out. Amtor-2 has a high atmospheric 
  pressure, so that’s a –1 modifier to the roll, and the Life 
  Zone Position Modifier is 0.618. Rolling a 6, Chuck applies 
  the Life Zone Position Modifier to get 3.702, rounding to 4. 
  The atmospheric pressure modifier then lowers the roll to 
  3: a planet with a High average temperature.
  Each planet is divided into climatic zones 1 to 6, with 6 being at the 
  equator and 1 at the poles. Each zone represents about 15 degrees 
  of latitude. Generally, each zone numbered lower than the equator 
  (zones 1 to 5) decreases in temperature by 5 K per zone.
  Amtor-2’s escape velocity is 10,321 m/s (per Chuck’s 
  calculation, rather than slavishly duplicating Venus’s 10,460 
  m/s) so the escape velocity modifier is 0.923. The planet is not 
  a giant terrestrial, so that modifier does not apply. With the 
  modifiers ready, Chuck rolls 2D6 and gets 5, which is multiplied 
  by 0.618 and then 0.923, for 2.85. That rounds normally to 3, 
  giving the planet 30 percent water coverage. This is not quite 
  the ocean-covered Amtor Chuck was after, but vast, burning 
  deserts give more room for BattleMech conflicts anyway.
  Atmospheric Composition: The only modifier to the 2D6 
  roll for this aspect of habitable planets is for giant terrestrials. 
  Giant terrestrial planets add –2 to this roll, reflecting their higher 
  volcanism and other factors that might lead to a less-habitable 
  atmosphere. The atmospheres of habitable planets will be largely 
  nitrogen with some oxygen and trace gases, like that of Terra.
  A toxic atmosphere on a habitable planet indicates that the 
  atmosphere is of generally tolerable temperature and pressure, 
  and the gases are not immediately damaging to exposed human 
  skin—the atmosphere is simply not breathable and requires 
  breathing aids (either heavy filters or completely self-contained 
  oxygen supplies). Tainted atmospheres are breathable, but need 
  filtration to remove some pollutant—carbon dioxide is the most 
  common, but extremely low oxygen levels or high pressures can 
  also make an atmosphere tainted. 
  Tainted and toxic atmospheres of habitable planets (see p. 56, TO) 
  will be of the poisonous subtype if the pollutant is naturally occurring. 
  Flammable conditions will only last briefly in an oxidizing habitable 
  atmosphere and are likely to be the result of human intervention (for 
  example, the rupture of large hydrogen storage tanks at a spaceport). 
  Similarly, caustic chemicals only last a short time in an oxidizing 
  atmosphere. While BattleTech has a long history of generating nuclear 
  wastelands, radiological atmospheres will actually only last a short 
  time—most lingering radiation from nuclear weapons is from fallout 
  (local soil and water irradiated into radioactive isotopes by a nuclear 
  explosion), and that fallout largely decays to a harmless state in mere 
  weeks. Even “salted” bombs produce fallout that is only a threat for 
  several decades, not centuries.
  TERRAIN TABLE
  Climate Zone Average Temperature
  Terrain Suggestions (Terran examples)
  Associated Weather Modifiers (see pp. 57-62, TO)
  267 K or less
  Snow field, glacier, arctic desert
  Fog, Hail, Snow, Wind, Extreme Temperatures (cold)
  268-277 K
  Tundra, steppe, evergreen forest, 
  swamp, arctic desert
  Fog, Hail, Rain, Snow, Wind, Extreme Temperatures (cold), 
  Blowing Sand
  278-287 K
  Plains, evergreen and deciduous forests, 
  cloud forest, swamp, desert
  Fog, Rain, Wind, Blowing Sand
  288-297 K
  Plains, forests, temperate rain forests, 
  swamp, desert
  Rain, Wind, Blowing Sand
  298-307 K
  Savannah, forest, jungle, swamp, desert
  Rain, Wind, Blowing Sand
  308-317 K
  Savannah, jungle, swamp, desert
  Rain, Wind, Extreme Temperatures (Hot), Blowing Sand
  318 K+
  Savannah, jungle, desert
  Rain, Wind, Extreme Temperatures (Hot), Blowing
  318 K+ and 80%+ native life
  All non-cold terrain above
  Wind, Extreme Temperatures (Hot), Blowing
  ������������������������������
  
  113
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
   • If the planet has over 60 percent water coverage, multiple 
  the number by 1.5.
  After applying all appropriate modifiers to the roll, round up 
  to the nearest whole number.
  Further, if players are ever tempted to make “an ice planet” or 
  “desert planet” or “jungle planet,” please take a moment to note 
  Earth’s endlessly varied terrain. Almost any planet will have a 
  vast and diverse array of environments despite some average 
  temperature trends. Even “icy” Tharkad has tropical islands, 
  warm seas, and large temperate regions, while the driest world 
  may have lush jungles and rain forests around its small bodies of 
  water. A planet (especially a habitable planet) that is dominated 
  by just a handful of terrains is improbable, even if it makes a 
  quick way to describe one.
  Chuck quickly notes the average temperatures of the 
  11 climate zones. As a hot planet, Amtor-2 has a 307 
  K equator (Zone 6), 302 K Zone 5, 297 K Zone 4, 292 K 
  Zone 3, 287 K Zone 2, and 282 K Zone 1. With an average 
  temperature of 11oC in the Arctic and Antarctic circles, he 
  notes the poles are unlikely to have permanent ice caps. 
  While he won’t fill in the details of the terrain in each 
  climate zone until the players venture beyond Amtor-
  2’s starport, he is mildly curious about the number of 
  continents. Burroughs discussed this about Amtor, but 
  Chuck wants to see the random results for Amtor-2. He 
  notes that Amtor-2 would not have a size modifier to 
  the number of continents (being between 9,000 and 
  15,000 kilometers diameter), but with 30 percent water 
  coverage Amtor-2’s number of continents will be halved. 
  Chuck rolls 1D6, getting a 3. Halved, that’s 2 after 
  rounding—the same as Burroughs’ Amtor, actually. 
  Highest Life Form: This 2D6 roll is only modified by the 
  habitability modifier of the star (see Primary Stats Table, p. 
  100), because the habitability modifier represents (partially) 
  the lifespan of the system and thus its opportunity to evolve 
  advanced life. The resulting categories (insect, mammal, etc.) 
  are approximations representing the depth and sophistication 
  of local biology; a planet that has evolved “mammals” may have 
  something completely bizarre and, well, alien of equivalent 
  intelligence and physiological sophistication to terrestrial 
  mammals, though the critters are not in the least bit mammalian.
  Despite a thousand years of interstellar exploration, no 
  sapient life has been found—the most intelligent animals yet 
  encountered have been somewhat in advance of Terra’s great 
  apes. Very frequently, humans have imported large quantities 
  of other plants and animals while shaping a planet to their 
  needs, resulting in native life being squeezed into niches. (In 
  BattleTech, terraforming is a broader industry than just turning 
  uninhabitable planets into habitable ones; the frequent re-
  engineering of ecosystems also counts as terraforming.) It 
  is left to player discretion how much native life remains; the 
  House sourcebooks and Handbook series offer a large selection 
  of planets which have anywhere from 0 percent (all imported) 
  to 100 percent (all native) ecosystems.
  These temperatures are gross averages. Ocean currents, 
  altitude, axial tilt, and other factors can heavily modify 
  temperature. For example, the British Isles usually stay above 
  freezing thanks to the Gulf Stream, particularly on their western 
  coasts, despite being at the same latitude as portions of Siberia 
  and Alaska. The equatorial Kenyan highlands are also much 
  more temperate than the lowlands around them, thanks to their 
  altitude. For some possible terrains in each climate zone, refer 
  to the Terrain Table on the previous page.
  Some guidelines for selecting terrains for a climate zone: 
   • If the planet’s average equatorial temperature is below 298 K 
  and water coverage is below 60 percent, much of the planet’s 
  terrain will be cool and arid in some way: tundra, plains, arctic 
  desert, etc. will be the norm (though far from universal).
   • If the planet’s average equatorial temperature is above 
  298 K and water coverage is below 60 percent, the planet 
  will also tend to be arid, but the terrains will lean toward 
  warmer options: plains, savannah, desert, etc. (Again, this 
  will not be universal.)
   • Worlds with less than 40 percent water coverage of any 
  temperature will be hyper-arid and likely have globe-
  spanning super-continents marked by vast sand and arctic 
  deserts, as the water coverage is not usually sufficient to 
  completely separate continents.
   • Worlds with equatorial temperatures below 287 K will be 
  understandably cold in most regions, though cold climes 
  do not greatly limit terrain possibilities: swamps, forests, 
  arctic deserts, tundra, and many more possibilities exist. 
  Just bring your long underwear, and note that increasing 
  water coverage will tend to produce more glaciers and 
  larger ice caps.
   • Worlds with average temperatures substantially above 318 
  K (for example, Hesperus II) would tend to have desert-like 
  terrain regardless of water coverage if populated with an 
  Earth-like ecosystem, but if the planet has a high percentage 
  of native life (80 percent plus) it may have non-arid terrains 
  like jungles, forests, plains, and swamps. These terrains 
  would be filled with native plant and animal life that could 
  survive temperatures that are lethal (or nearly so) to humans.
   • Other combinations of temperature and water coverage 
  will produce more varied terrain.
  A good start for describing the terrain of the planet is to 
  determine the number of continents. The number of continents 
  on a world depends on several factors. Smaller worlds are more 
  likely to have cooled and had their plate tectonics come to a 
  halt (for example, Mars and Mercury) so that they have few 
  continents, while planets with substantial hydrospheres are likely 
  to have more continents thanks to the complex effect of water 
  on plate movement. Larger, wet planets are thus likely to have 
  more continents than small, dry ones. To calculate the number of 
  continents on a planet, roll 1D6 and apply the following modifiers:
   • If the planet is less than 9,000 kilometers in diameter, 
  divide the number by 2.
   • If the planet has less than 30 percent water coverage, 
  divide the number by 2.
   • If the planet is over 15,000 kilometers in diameter, multiply 
  the number by 1.5.
  ������������������������������
  
  seismic activity than Terra. This doesn’t mean earthquakes 
  are an everyday occurrence, but many regions are akin to 
  Terra’s earthquake-prone zones, such as Los Angeles—big 
  earthquakes happen every few years or decades, and small 
  ones are more frequent. If players are interested in having one 
  of those earthquakes strike a battlefield, they should consult 
  the relevant rules (see p. 55, TO).
   • Disease/Virus: A native or imported microbe or virus has 
  found humans to be fertile ground despite humanity’s 
  advanced medicine. This pesky disease may be fatal or just 
  debilitating; examples of both can be found in prior BattleTech 
  publications (the Brisbane Virus, Cusset Crud, Fenris Flu, Laen’s 
  Regret, Eltanin Brain Fever, Black Marsh Fever, Waimalu Fever, 
  Skokie Shivers, etc.). This is primarily a roleplaying concern that 
  will not manifest in a BattleTech board game.
   • Incompatible Biochemistry: Quite frequently, humans have 
  found that native life forms are not edible and the ecosystem 
  may even resist human crops and animal imports. The problem 
  rarely lasts long if the planet is targeted for colonization—
  humans in BattleTech have a long history of replacing 
  (annihilating) local ecologies with those more favorable to 
  humans. (In fact, this ecological replacement is the most 
  frequent form of terraforming in BattleTech.) This is primarily 
  a roleplaying concern that will not manifest in a BattleTech 
  board game.
   • Hostile Life Form: This may range from human-devouring bug 
  swarms to pseudo-dinosaurs that can threaten a BattleMech, 
  to acid-blooded monsters that mostly come out at night, to 
  anything in between. Either way, the life forms are a problem 
  for human visitors. Except for ’Mech-eating dinosaurs, most 
  of these creatures will only affect roleplaying rather than 
  BattleTech board games, though there are exceptions such as 
  Bug Storms (see p. 41, TO). 
   • Star League Facility: A scientific, military, mining, or pre-
  colony base, this relatively small facility may still possess items 
  of interest (or resale value)—and may host inhabitants. 
  Amtor-2’s roll for highest native life form is a 4: it has fish 
  in the sea (and probably insects on the land), a raw planet 
  like Devonian-era Terra. Chuck decides that native life 
  will remain extensive (about 90 percent or so), and most 
  of the 10 percent losses will be due to imported Terran life 
  running wild amid the relatively defenseless, primitive 
  native ecosystem.
  If a planet is habitable, it will almost certainly have life unless 
  some natural disaster has occurred or humans recently destroyed 
  the ecosystem. (Note that mature ecosystem such as Terra’s 
  extends some kilometers into the crust and ocean floor—it takes 
  some effort to completely destroy an ecosystem). This is because 
  atmospheres with enough oxygen to support human life do not 
  last without artificial or biological intervention—oxygen is a 
  chemically aggressive element that will quickly bind itself into 
  rocks, depleting the world’s oxygen somewhere between millennia 
  and a few million years. Therefore, a habitable planet will have 
  either native or imported (terraformed) life able to support the 
  habitable environment.
  Special Features and Occupancy
  The following additional rules apply to Special Features and 
  Occupancy.
  Features: The following table generates unusual planetary 
  features and is applied to any planet. Some results may be 
  inappropriate for an object (a native disease is unlikely on an airless 
  moon) and others require interpretation to apply correctly to the 
  planet. (For example, a Star League observation facility on a high-
  gravity gas giant is most likely actually an orbiting space station.)
  Results on the table are generated by rolling 2D6. If the result is 
  8 or higher, then roll 2D6 on the Special Features Table, modified 
  as follows by the Habitability Modifier from the Primary Stats 
  Table: –4 for ice giants, gas giants, and giant terrestrials with gas 
  giant-type atmospheres; –3 for giant terrestrials with terrestrial but 
  uninhabitable atmospheres; and –2 for dwarf terrestrials.
   • Natural Disaster: A pending or recent large-scale disaster on 
  the planet, like an asteroid strike or super hurricane. Players 
  may refer to Terrain Conditions (see p. 54, TO) and Weather 
  Conditions (see p. 57, TO) for ideas.
   • Intense Volcanic Activity: The planet is experiencing high 
  levels of volcanism compared to Terra. This does not mean 
  there is an erupting volcano in every area of play, but 
  somewhere on the planet there are at least a few active 
  volcanoes affecting the climate and atmosphere. (If the 
  planet had a breathable atmosphere, this result may shift it to 
  tainted.) A planet with an ongoing traps-style eruption would 
  be an example of this trait. And, contrary to some portrayals 
  of traps volcanoes, this does not necessarily mean there are 
  thousands of square kilometers of open magma seas, but 
  rather a region with many, possibly small, volcanic vents active 
  over millions of years. Players interested in portraying volcanic 
  effects on a battlefield should refer to rules on magma terrain 
  and eruptions (see pp. 36-37, TO).
   • Intense Seismic Activity: A particularly common feature of 
  giant terrestrials (which have a lot of internal heat and thin 
  crusts), the planet (or the region players plan to visit) sees more 
  SPECIAL FEATURES TABLE
  Modified 
  Dice Roll
  Feature
  2 or less
  Nothing
  3
  Natural Disaster (e.g., asteroid strike)
  4
  Intense Volcanic Activity
  5
  Intense Seismic Activity
  6
  Disease/Virus (hostile to humans)
  7
  Incompatible Biochemistry (for humans)
  8
  Hostile Life Form
  9
  Star League facility (abandoned)
  10
  Star League facility (occupied)
  11
  Colony (1-3, occupied; 4-6, abandoned)
  12+
  Lost Colony (occupied)
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  115
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Exotic Moons
  A number of unusual moons exist beyond the scope of 
  the random rolls provided earlier. These include dual planets, 
  habitable moons, and asteroids that possess moons.
  Dual Planets: Dual planets are planets with a moon of the 
  same size class as the planet, typically at least 4 percent of the 
  planet’s mass. Four percent might seem small, but Terra’s “giant” 
  moon Luna is only one eighty-first of Terra’s mass, and even the 
  planet Mars is only 10 percent of Terra’s mass. Four percent is 
  quite sizable and is the point at which the L4 and L5 Lagrange 
  points no longer host stable orbits, so it seems like a reasonable 
  point to call a moon and its planet “dual planets.”
  A dual planet is created by skipping the usual moon creation 
  step—and, in fact, the super-sized moon is likely to prevent 
  the formation or accumulation of other moons). The players 
  designing the planet simply designate it as a dual planet.
  The moon (the slightly smaller of the dual planets) is created 
  by rolling randomly on the Object Creation Table for an object 
  the same size as the planet. If the resulting moon is larger and/
  or denser than the planet, reduce the moon’s diameter until it is 
  at least 5 percent smaller than the planet and lower the density 
  until it is equal to or denser than the planet.
  The moon is placed normally in orbit around the planet, though 
  players should feel free to move it out further. Players should avoid 
  moving the objects closer than 3 to 5 times that planet’s diameter 
  from the planet, to avoid breaking up one or both objects. It is fairly 
  important to calculate the length of time that the moon orbits its 
  planet (the detailed year length equation in The Planets, Step 4, p. 
  102 will suffice) because the dual planets will almost certainly be 
  tidally locked to face each other, so the time it takes for them to 
  circle their barycenter is the length of the dual planets’ day. This 
  could result in day-night cycles of several weeks.
  Players may be interested in Klemperer Rosettes, a circular 
  arrangement of multiple planets (3 or more) in the same orbit. 
  These are unstable, however; they will not exist in nature 
  and moving planets is beyond the capability of BattleTech’s 
  technology, so these rules do not address them. 
  Habitable Moons: A moon of at least terrestrial planet size 
  (a giant-class moon) may be habitable if the moon is in the life 
  zone. If the planet is a gas giant of at least Jupiter’s mass, it may 
  radiate enough heat to allow the moon to be habitable further 
  from the star than the life zone. This life zone extension should 
  be limited to about 20 percent further from the star than the 
  life zone’s outer edge, as gas giants are poor substitutes for a 
  stellar heat source and the rapidly dropping light levels will 
  make human-compatible ecologies difficult to sustain.
  Moons with Atmospheres: Because atmospheric retention 
  is significantly related to escape velocity, few moons can hold 
  onto an atmosphere. One exception is a giant-class moon more 
  than 5,000 kilometers in diameter, which may have a typical 
  terrestrial planet atmosphere. (Obviously, habitable moons 
  have habitable atmospheres by default.)
  Likewise, a moon of dwarf terrestrial or smallish terrestrial 
  planet size (less than 3,000 kilometers in diameter) may have 
  a trace atmosphere if its density is less than 2.5 g/cm3, and thus 
  likely contains a large amount of volatiles (ice, hydrocarbons, 
  etc.) to constantly replenish atmospheric losses. An example is 
  Neptune’s moon Triton. 
   • Colony: The planet has been settled by humans who 
  are in contact (infrequently, at least) with the outside 
  universe. Refer to Colony Creation, p. 122 for guidelines 
  on populating the planet.
   • Lost Colony: The planet has been settled by humans who 
  have lost contact with the Inner Sphere and “mainstream” 
  humanity. In the near Periphery, this usually occurs due to 
  the loss of space travel and being insufficiently interesting 
  for pirates and traders to visit. In the Deep Periphery, this 
  may be due to the loss of space travel or sheer distance 
  (Nueva Castile, for example, retained a few JumpShips 
  but never knew of the founding or collapse of the first 
  Star League until the thirty-first century). Also, the colony 
  may not be occupied at all, but may have failed or been 
  abandoned. Again, refer to Colony Creation p. 122 for 
  guidelines on populating the planet.
  OPTIONS
  The following options may be invoked by a player at-will, 
  rather than randomly rolling for them. They provide guidelines for 
  creating more exotic, but at least moderately realistic, star systems.
  Brown Dwarfs
  Brown dwarfs are a middle class of objects between the largest 
  planets and the smallest stars. They are (roughly) defined as objects 
  that were large enough to fuse deuterium (heavy hydrogen) in 
  their cores in the first few million years after their formation, but 
  not large enough to fuse normal hydrogen. This means brown 
  dwarfs fit into a mass range of about 13 to 75 times the mass of 
  Jupiter; anything smaller is a planet (or moon, or dwarf terrestrial, 
  or asteroid, or dust), while anything larger is a star (neglecting black 
  holes and other strange super-stellar objects).
  A number of classifications for brown dwarfs are extensions 
  of the stellar classes given in All the Pretty Colors (p. 99), but 
  the differences are primarily academic. It is generally enough 
  to understand that brown dwarfs only give a dim red visible 
  light glow (if any), somewhat more infrared light, and that older 
  brown dwarfs (those beyond their brief deuterium-burning 
  phases) will be dimmer. Their limited heat and light makes 
  them unsuited to be primaries for human-habitable planets. 
  Players may place a brown dwarf in a star system as a gas 
  giant, or may make one an independent “star.” A brown dwarf 
  cannot recharge a JumpShip via its solar sail, and transit times for 
  independent brown dwarfs are treated like that of an M9V star.
  While not suited to be primaries for habitable planets, brown 
  dwarfs can generate enough heat to make one or more of a 
  planet’s moons habitable beyond the outer limits of a star’s 
  life zone (about a 33 percent extension of the life zone’s outer 
  edge). For terrestrial-type ecologies, the limit to this life zone 
  extension is where sunlight drops too low to support sufficient 
  photosynthesis and when even the brown dwarf’s heat cannot 
  sufficiently warm the planet.
  On the other hand, finding a brown dwarf close to a star 
  (inside the life zone) likely means that the system will not have 
  habitable planets, since the brown dwarf would disrupt the 
  orbits of other planets as it settled into a close orbit around the 
  primary (see Realistic Planetary Placement, p. 118).
  ������������������������������
  
  Hot, Hot, Hot!
  Type B and O stars, and giant stars of any luminosity class (-V, 
  IV, III, II, Ia, and Ib), are largely beyond the scope of these rules. 
  (The Primary Stats Table, pp. 100-101, does address BxV stars.) If 
  players wish, they may build a system around a giant star, a B star 
  or an O star, but the details (beyond main-sequence B stars) are left 
  to independent research. Some suggestions are provided below:
  O-Class Stars: These stars are too short-lived, too hot, and too 
  violent to have planets. By the time hypothetical protoplanets 
  started looking like planets, the star would be in its death throes 
  and ready to explode as a supernova. However, it is unlikely 
  protoplanets would even begin to form around an O-class star 
  because the furious heat and solar winds would blast away any 
  material in the system that could form planets. Indeed, O-class stars 
  are noted for evaporating and clearing away material in nebulas 
  up to several light years away that might form nearby star systems. 
  The system of an O-class star is thus likely to resemble a particularly 
  raw and ill-formed asteroid belt at distances from the star where 
  one would normally find an Oort cloud.
  B-Class Stars: The systems of B-class stars are little better than 
  those of O-class stars. The dimmer main sequence B-class stars can 
  last long enough for planets to form, but the terrestrial planets 
  are unlikely to solidify significantly before the star dies, usually in 
  a supernova.
  Giant Stars: Giant stars are the aged form of what were once 
  main sequence stars that have largely exhausted hydrogen in their 
  cores and thus are going through a destructive sequence of burning 
  consecutively heavier elements in faster and faster cycles of fuel 
  exhaustion. Any human-habitable planets these stars may have 
  likely exist through artificial intervention (terraforming) because 
  the star will only briefly be in a giant form. Even giant stars with 
  seemingly long lifespans (for example, Sol should be a giant star 
  for more than 1 billion years) will go through drastic changes in 
  illumination (by factors of hundreds and thousands) on time scales 
  of mere millions or thousands of years as they turn into giants and 
  enter their death throes, seeing only a relatively brief period of 
  stability (about 100 million years as a true red giant in the case of 
  Sol). This is a faster rate of change than biological evolution can 
  cope with, even if the life zone was stationary and illumination 
  shifts were minor. But the changing stellar radius and illumination 
  means the life zones will move in and out from the star by huge 
  distances, stranding planets beyond the life zone (and perhaps 
  even inside the star itself). It is quite possible for a giant star to 
  greatly change in brightness during the course of a few centuries, 
  which would turn even a terraformed planet into a frozen lump or 
  scorched ball of lava.
  Because of this, stars under these rules are assumed to be main 
  sequence stars by default. However, BattleTech has placed habitable 
  worlds around stars of different sizes, particularly giant stars (size 
  class IV to Ia). A star system built around a giant star multiplies 
  the Luminosity by a factor of 4 over the value listed in the Primary 
  Stats Table, doubles the inner and outer radii of the life zone, and 
  reduces the habitability modifier by 2. 
  Transit and recharge times are not affected by giant stars, 
  though this is an unrealistic and arbitrary rule intended to prevent 
  retroactive continuity changes to many published BattleTech 
  planets (which orbit giant stars almost as often as not). In fact, 
  Third, if a moon is 2,000 to 5,000 kilometers in diameter, less 
  than 3 g/cm3 density, and orbits fairly close to a large gas giant 
  (Saturnian mass or larger, and within 10 planetary diameters), the 
  atmosphere may be of any density. In this circumstance, the moon 
  loses atmosphere but the stray gases cannot escape the planet’s orbit 
  and form a gas torus that constantly replenishes the atmosphere. 
  Saturn’s moon Titan is a prime example of this phenomenon.
  Asteroid Moons: Asteroids are, by default, generated without 
  moons. However, asteroids have been observed to possess moons 
  on occasion (Gaspra and Ida, for example). An asteroid’s moon (or 
  moons) will be at least one size class smaller than the asteroid. If 
  the asteroid is small to begin with, the moon(s) should be no more 
  than one-tenth the diameter of the asteroid.
  If players want an asteroid to have moons, the suggested limits are 
  1D6 ÷ 3 moons of one size smaller or 1D6 moons of two sizes smaller. 
  Eccentric Planetary Orbits
  By default, planets have a relatively circular orbit. However, 
  greater eccentricities are possible. In these rules, an eccentric 
  planetary orbit is defined as one that crosses more than one orbital 
  slot around the star, thus preventing planets from occupying those 
  other orbits (except in peculiar situations like Neptune and Pluto).
  A second effect applies to habitable planets. A habitable planet with 
  an eccentric orbit will have sharply varying temperatures throughout 
  its year. Seasonal variation is usually a result of axial tilt, not orbital 
  eccentricity, but for sufficiently large eccentricities the effect may not 
  be ignored. Calculating the degree of variation is beyond the scope 
  of these rules, but the rule of thumb is simple: further from the star = 
  cold, closer to the star = hot. Players should note that orbits are slowest 
  when furthest from the primary and fastest when closest. This means 
  that a planet with an eccentric orbit will not only have cold winters, 
  but it will have a much longer winter than summer.
  High Axial Tilts
  So far, these guidelines have assumed planetary tilts between 
  0 and 30 degrees. This is a fairly academic point for uninhabitable 
  planets, while for habitable planets (in circular orbits) it means 
  seasonal temperature variations range from nothing (0 tilt) to 
  Terran-like (low 20s) to vigorous (30 degrees), assuming orbital 
  eccentricity is not very high.
  More extreme axial tilts in a planet produce very odd circumstances 
  that deviate from this pattern. First, for half the year one of the poles 
  will be pointed at the star; for the other half of the year, the other 
  pole will be pointed at the star. For tilts between 40 and 60 degrees, 
  this results in oddities like an equatorial ice-belt and ice-free poles. At 
  more extreme tilts, one hemisphere will be shaded half the year and 
  thus locked in snowy darkness until switching roles with the other half. 
  Adapting to this can be difficult for Terran-derived plants and animals.
  While external influences can pull a planet into extreme tilts 
  (as Jupiter does to Mars) and endanger its habitability to humans, 
  external influences can also discourage such tilts. It is currently 
  thought that Luna’s tidal influence on Terra’s equatorial bulge helps 
  stabilize Terra’s tilt to about 20-25 degrees. This means that a planet 
  with a small moon (a moon less than 10 percent of the planet’s 
  diameter) is more likely to have an extreme axial tilt than a planet 
  with a sizable moon. Players should also consider a planet with an 
  extreme axial tilt to have a –1 Habitability Modifier (see p. 100).
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  117
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Multi-Star Systems
  The Primary Stats Table only deals with single stars, not binary 
  or multiple star systems. Though binary stars represent a slight 
  majority of the stellar population, they complicate the generation 
  of star systems and thus are left to player discretion. The following 
  are some pertinent points for adapting binaries to BattleTech:
  System Layout: Except in stellar clusters, combinations of 
  more than two stars tend to group into binaries. For example, 
  the real-life star system Capella consists of four stars. However, 
  this is not a system of four stars swirling around an area the 
  size of a star system. Rather, Capella consists of a pair of 
  giant yellow stars orbiting each other at about 100 million 
  kilometers and then a pair of close-orbiting red dwarf stars 
  about a light-year from the yellow giants.
  Distant Binaries Only: This system generation option also 
  “takes the easy way out” by only providing guidelines for “distant” 
  binaries, which in the context of these rules refers to stars 
  separated by sufficient distance to not significantly influence 
  the position of standard jump points or habitable zones. 
  As a rule of thumb, the stars need to be about four times as 
  far apart as the proximity jump limit of the larger star at the 
  closest point of their orbit. For example, a system consisting of 
  a G2V and a K2V star (such as Alpha Centauri or, as it’s known in 
  BattleTech, Rigil Kentarus from its Arabic name) would need the 
  stars to be separated by at least 40 AU to qualify, or else players 
  will be left trying to recalculate the position of the standard 
  jump points of both stars.
  this may mean (particularly in the case of M-class giants) that 
  the habitable planet and zenith/nadir jump points are inside 
  the bloated star, a detail that is deliberately overlooked when 
  keeping transit times fixed.
  “It’s Life, But Not As We Know It”
  Only human-habitable planets have an opportunity to 
  determine a highest life form. If players prefer, they can roll on 
  the Habitable Planet Features Table (see p. 111) to determine 
  the level of life on worlds with uninhabitable atmospheres. In 
  addition to the normal modifiers on the Highest Life Form roll, 
  a modifier of –4 applies to the roll.
  The probability of life in exotic environments is hard 
  to estimate; there are fair arguments for life in gas giant 
  atmospheres, and if the players embrace the science fiction 
  cliché of “silicon-based life,” you might argue reasonably for 
  life on pre-terraforming Venus, Mercury, or other hell-worlds. 
  The versatility of water and carbon-based combinations 
  compared to other chemical and environmental systems 
  argues that life elsewhere may not be as sophisticated as 
  life on terrestrial planets, hence the –4 modifier. If invoking 
  this option, then—as with all of these guidelines—players 
  should feel free to simply pick the type of highest life form 
  on the planet. After all, they’re the one who has to describe 
  this truly alien life.
  Players using this option may also want to refer to the option 
  Water, Water Everywhere (see p. 119).
  Stellar navigators often seem like the practitioners of mathematical wizardry to their fellow crew members.
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  This phenomenon applies to realistic planetary placement. A 
  wandering gas giant is a bull in a china shop, scattering or colliding 
  with smaller planets. By the time it settles into a close orbit around 
  the star, it is unlikely any terrestrial planets will be left between 
  the gas giant’s final orbit and the outer edge of the star’s life zone.
  Therefore, if a gas giant is placed in the life zone or closer to the 
  star, the only terrestrial planets or dwarf terrestrials will be either 
  in closer orbits to the star than the gas giant, or will be further 
  from the star than the life zone. The only possible occupants of 
  orbits in the “swept zone” are giant terrestrials, ice giants, or gas 
  giants (which might have followed the first gas giant’s migration) 
  or asteroid belts (lingering debris from the birth of the system or 
  from the trauma of the gas giant’s passage).
  Gas Giant Exclusion: Because of the strong influence of gas 
  giants, a gas giant should not be in an orbit next to a habitable 
  planet. It is recommended that the gas giant be moved to a more 
  distant orbit and replaced by either an empty orbit or an orbit 
  containing an asteroid belt, terrestrial planet, or dwarf terrestrial.
  No Titius-Bode Law: The default spacing of orbital slots in 
  these rules is based on a system that only addresses some of Sol’s 
  brood and does not work at smaller scales or in other observed 
  star systems (at least, not yet). Rather, planetary spacing seems to 
  be a result of original instabilities in the protoplanetary disk and 
  subsequent gravitational interactions between the forming planets, 
  the disk, and other influences. Players with a lot of time on their 
  hands are welcome to try to model likely spacings of gas giants, 
  terrestrial planets, and other objects in a system.
  Variable Stars
  Stars are not all steadily-burning fusion reactors. Some stars have 
  a variable output, falling into two categories: flare stars and long-
  term variables. Players that want a star to be variable may select 
  whether the star is a flare star or long-term variable, and apply the 
  following guidelines to the star.
  Long-term variable stars alter their luminosity over a period of 
  1D6 x 1D6 x 1D6 months (do not cube 1D6; multiply together the 
  results of three separate 1D6 rolls). During this period, the star will 
  increase its luminosity from the value on the Primary Stats Table 
  by [(4D6) ÷ 2] %. Temperatures of planets should be recalculated 
  (see p. 112). As a matter of simplicity, the luminosity of a variable 
  star increases linearly over the rolled period, and then decreases 
  back to the value on the Primary Stats Table in the same period, at 
  the same linear rate.
  Flare stars alter their luminosity in brief spurts lasting days. Every 
  1D6 months, roll a second 1D6: on a result of 1-3, the star flares. 
  During a flare, the star’s luminosity increases by 100 percent for 1D6 
  days (in a matter of minutes), increasing temperatures appropriately 
  (see p. 112), and then cools off just as suddenly.
  Very Young and Very Old Systems
  For main sequence stars of stellar classes M, K, and G, age can 
  offer an advantage or disadvantage in determining habitability.
  Very young systems of these types (under 1 billion years old) reduce 
  their Habitability Modifier by 1 for all planets in the life zone, reflecting 
  the higher quantity of debris, unsettled star, and other issues. On the 
  other hand, very old systems (those over 8 billion years) are generally 
  clear of such threats and gain a +1 bonus to their Habitability Modifier.
  Planet Spacing and Numbers: Players considering a binary or 
  multiple star system should note that planetary orbits are disrupted 
  if they are beyond one-third of the separation between stars. For 
  example, a pair of stars circling each other at 60 astronomical 
  units would each be able to support planets out to about 20 AU 
  around each star, and the gravity of the stars would prevent stable 
  planetary orbits in the central 20 AU region. (This varies depending 
  on the orientation of the planets with respect to the other star, 
  but one-third is a reasonable rule of thumb.) Therefore, ignore any 
  objects that would be placed in orbital slots beyond this distance.
  Another handy rule of thumb relates to the thermal effects of 
  one star on another. If the stars qualify as distant binaries, the 
  separation will prevent any climate disruptions from the other 
  star’s illumination. The inverse square effect quickly reduces the 
  level of illumination from other stars. The level of illumination from 
  another star (the secondary or tertiary of a system) can be quickly 
  confirmed using the following calculation:
  Illumination = Luminosity ÷ Distance2
  In this equation, luminosity is found on the Primary Stats Table 
  and distance is the closest separation between the other star and 
  the planet in AU. If the illumination is 0.05 or less, heating effects 
  of the other star(s) will be minor and, if below 0.001, negligible. 
  However, a secondary star might be quite bright—an illumination 
  of 0.005 is like a moderately bright, artificially lit room. Light on a 
  Terran night from a full Luna is equivalent to (approximately) an 
  illumination of 0.000001.
  A good example of a “life zone-compatible” binary star on which 
  to model multi-star systems is Alpha Centauri, a system of two sun-
  like stars with elliptical orbits and (probably) safe life zones. Details 
  of the two stars can be found at length on the Internet. The third 
  star of the system, Proxima Centauri (or Alpha Centauri-C), is about 
  one-fifth of a light-year from the other two stars and is an example 
  of a very distant “binary” that is virtually a single star unto itself.
  Realistic Planetary Placement
  The following paragraphs provide realistic planetary 
  placement guidelines.
  Asteroid Belts: Asteroid belts are usually the result of debris that 
  did not coalesce into a planet. This, of course, means something has 
  to prevent the system from coalescing, typically a nearby gas giant. 
  Therefore, an asteroid belt is likely to be adjacent to a gas giant or 
  brown dwarf (not counting any intervening empty orbital slots). If 
  a gas giant is not next to the asteroid belt (ignoring empty orbits), 
  players may wish to place a gas giant there instead of accepting 
  random rolls for filling that orbital slot.
  Migrating Gas Giants: Current models of star system formation 
  suggest it is improbable for gas giants to form close to a star because 
  the tantrums thrown by newborn stars tend to blast away the gases 
  needed for the giant planets. Gas giants are thus thought only to 
  form in colder regions of the system beyond the life zone. However, 
  astronomers have found gas giants, some very large, orbiting close 
  to stars. With new models of system formation, it seems possible 
  for interactions between protoplanetary disks and proto-gas giants 
  to rob the gas giants of momentum and send them spiraling into 
  the inner system.
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  119
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  are at the high end of this range, while Mars (3.93 g/cm3) and 
  Luna (3.35 g/cm3) are at the low end.
  The only non-stellar objects that might regularly be found 
  in the 6 to 8 g/cm3 range would be giant terrestrial planets 
  and metallic asteroids. Giant terrestrial planets can be large 
  enough to actually compress their solid cores, while metallic 
  asteroids are usually the cores (or parts of cores) of large, 
  primordial asteroids that were big enough to melt during their 
  formation and differentiate (dense materials sank to the core, 
  light material floated to the surface), and were small enough 
  to be subsequently blown apart by collisions.
  While asteroids might be as dense as solid iron, they generally 
  follow the density trends of terrestrial planets (if in the life zone 
  or closer to the star) when measuring their solid portions (3 to 
  6 g/cm3). Many asteroids are “rubble piles,” flying mounds of 
  gravel broken up by repeated impacts but lacking the gravity 
  to compress back into a solid form, and thus are less dense 
  than solid rock (perhaps 1-3 g/cm3). Asteroids further from the 
  star than the life zone will have increasing quantities of ice and 
  low-density carbonaceous materials, falling into the range of  
  1 g/cm3 to 4 g/cm3, depending on their specific mix of metals, 
  rocks, and ices. Further from the inner system, asteroids blur into 
  comets—the latter (generally 0.9-2 g/cm3) can be considered 
  very icy asteroids (or asteroids could be very dry comets).
  Ice giants cover a type of smallish gas giant (like Uranus and 
  Neptune) that are actually mostly water by mass, with a relatively 
  shallow hydrogen/helium shell (10-30 percent of the planet 
  by mass) covering a massive mantle of what astronomers call 
  ice (but that may actually be heated to thousands of degrees). 
  Densities of 1.1 to 2 g/cm3 are reasonable for ice giants.
  Gas giants cover a range of densities. Sol’s gas giants range 
  from 0.687 g/cm3 (Saturn) to 1.64 g/cm3 (Neptune); a reasonable 
  range is 0.6 to 1.5 g/cm3. Small and medium gas giants may be 
  quite low in density, less than water (as in the case of Saturn), 
  while larger gas giants tend to compress under their own weight. 
  The largest gas giants handled by the Planet Generation 
  Table are about 2.5 times Jupiter’s mass. More massive gas 
  giants begin behaving oddly: they cease growing in diameter 
  despite increasing mass. After some initial growth beyond 
  Jupiter’s diameter, gas giants then shrink as their mass increases. 
  For example, it is currently estimated that 14 Andromedae b 
  is about 4.8 times Jupiter’s mass and 99.5 percent of Jupiter’s 
  radius (about as dense as Earth, despite being mostly made of 
  hydrogen), while 18 Delphini b is about 10.3 times as massive 
  as Jupiter and only has about 75 percent of Jupiter’s diameter—
  the planet is denser than iron. 
  Brown dwarfs are only slightly larger than Jupiter, and might 
  be more compact, exhibiting great densities due to gravitational 
  compression. It is only with fusion heating that stars begin to 
  swell. (The smallest, dimmest red dwarfs are about 80 times 
  as massive as Jupiter, but only 30 percent larger in diameter.)
  These guidelines are not inclusive of all the oddities 
  astronomers have spotted in the heavens, but they cover the 
  majority. Players may select dramatically different densities or 
  diameters of planets to suit themselves, but should understand 
  that the result may be quite implausible. Of course, if “quite 
  implausible” means “quite fun,” go for it.
  Water, Water Everywhere
  Water on uninhabitable worlds is ignored by default, but 
  uninhabitable giant terrestrial planets with non-gas giant 
  atmospheres and terrestrial planets may have some water 
  coverage. This option refers to thin (1 to 5 kilometers deep) oceans 
  that do not completely cover a planet’s surface, like those of Terra, 
  not the thick water mantles of ice moons and giant planets.
  Planets with surface gravities below 0.5 G, atmospheric 
  pressures of vacuum or trace, and temperatures above 323 
  K/50oC are not eligible for water coverage, as they generally 
  will not retain open water for significant periods. (Astute players 
  may note that higher atmospheric pressures allow water to 
  remain liquid above 100oC, but the 50oC limit represents a rule 
  of thumb point where water—a powerful greenhouse gas—
  is likely to evaporate rapidly in a runaway greenhouse effect 
  under a variety of atmospheric pressures.) Planets with average 
  equatorial temperatures below 14oC will have significant ice 
  coverage on their oceans.
  If such conditions are met, then players should feel free to 
  roll on the Habitable Planet Details Table to determine water 
  coverage despite the planet being otherwise uninhabitable.
  Planetary Location Versus Density and Exotic Densities
  Players may wish to consider the following when creating 
  various objects in space.
  Density says a lot about objects in space: their possible origin, 
  their composition, where they can appear in a system, and 
  more. While the random rolls in the Planet Generation Table 
  should give realistic results, very low or very high results—or 
  players interested in arbitrarily selecting densities for their 
  planets—should consider the following information.
  A quick selection of densities to give a baseline: Liquid water 
  has a density of 1 gram per cubic centimeter (1 kilogram per 
  liter, 1 metric ton per cubic meter). Many rocks (silicates) range 
  from 2 to 4 g/cm3. Objects with increasing metal content will 
  push toward the density of iron (roughly 8 g/cm3). Because 
  denser materials (like lead, gold, and platinum) are very rare, 
  non-stellar objects denser than iron are unlikely. (Very massive 
  gas giants, brown dwarfs, red dwarfs, white dwarfs, neutron 
  stars, and black holes are exempt from this general rule—
  gravity compresses these objects to densities beyond those 
  normally found in their constituent materials.)
  Location matters. Low density objects are unlikely to be 
  found inside the life zone or closer to the star, and so players 
  should reroll if such a result occurs. The reason is that low 
  density materials are generally volatile; they evaporate easily, 
  like the ices that make up comets. There are exceptions, 
  however. Planets large enough to retain an atmosphere may 
  be low in density, such as ice giants and gas giants. Asteroids 
  made of rock and metal may also have low density deep in a star 
  system if they are “rubble piles” (a common form of asteroid, see 
  below): piles of shattered gravel and rubble with a significant 
  amount of space between each nugget.
  Terrestrial (rocky) planets generally range from about 3 g/
  cm3 to 6 g/cm3, depending on their percentages of silicaceous 
  (rock-like) materials versus metallic (primarily iron) materials. 
  Earth (5.51 g/cm3), Mercury (5.43 g/cm3) and Venus (5.2 g/cm3) 
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  annoying to others. Since D6 rolls fall outside the normal order of 
  mathematical operations, use the following procedure: first, make 
  the specified D6 roll (typically 1D6). Second, apply the exponent to 
  the D6 result. Third, add the specified value (if any).
  For asteroid belts, the roll is: 1D61.15. As an example, if the D6 roll 
  is 2, then the result is 2^1.15 = 2.219. If the D6 roll is a 6, then the 
  density is 6^1.15 = 7.850.
  For terrestrial planets, the roll is 2.5 + 1D60.75. First roll D6. As an 
  example, assume the result is a 3. Apply the exponent: 3^0.75 = 
  2.2795. Then add 2.5: 4.7795.
  Surface Gravity Calculations
  This equation is relatively straightforward if the order of 
  operations is observed. Applying the divisors in the wrong place 
  is the most likely cause of a problem:
  Gravity = (Diameter ÷ 12742) x (Density ÷ 5.5153)
  As an example, calculate Luna’s surface gravity. Luna has an 
  average diameter of 3,474.2 km, while it has an average density 
  of 3.3464  g/cm3. Inserting these values into the calculation gives:
  Gravity = (3,474.2 ÷ 12742) x (3.3464 ÷ 5.5153)
  Per the order of operations, perform the operations in 
  parentheses first:
   
  Gravity = (0.27266) x (0.60675)
  And then complete the equation:
  Gravity = 0.16544 G  
  (Which is quite close to the real value of 0.1654 G).
  Escape Velocity Calculation
  Escape velocity figures into some of the habitable planet 
  features, and is “nice to know” for the more aerospace-minded 
  players. The equation isn’t particularly complicated—no need to 
  resolve a differential equation—but it does have a number of steps.
  Ve = 11,186 m/s x (Diameter ÷ 12,742) x √ (Density ÷ 5.5153)
  Continuing to work with the example of Luna, first fill out the 
  equation with values for diameter and density:
  Ve = 11,186 m/s x (3,474.2 ÷ 12,742) x √ (3.3464 ÷ 5.5153)
  Perform math in parentheses first:
  Ve = 11,186 m/s x (0.27266) x √ (0.60675)
  The square root is handled before other remaining operators:
  Ve = 11,186 m/s x (0.27266) x (0.77894)
  And then apply all the multiplications:
  Ve = 2,376 m/s (rounded up),  
  which is quite close to the real value of 2,380 m/s.
  MATH GUIDANCE
  A number of calculations in the Solar System Generation rules 
  involve more complicated math than usually found in BattleTech. 
  However, the most intimidating calculations consist only of unusual 
  exponents and long, but simple equations. If players remember 
  mathematical parentheses and the order of operations (or take 
  a moment to look up mathematical order of operations on the 
  Internet), they should encounter few problems.
  The Object Type Table is a good example, as it includes raising 
  numbers to 1.15 and 0.75. Either exponent can be applied with 
  a typical scientific calculator or the calculator accessory program 
  commonly found on personal computers. The function is usually 
  displayed on common scientific calculators as “^”, “x^y,” or “yx.”
  In fact, the other significant math in this chapter is square roots, 
  which are a special case of exponents: applying a square root to 
  a number is the same as raising the number to the 0.5th power.
  Example problems for the larger equations used in these rules 
  are provided below.
  Transit Times
  BattleTech only supplies the pre-calculated transit times from 
  standard jump points to habitable planets in habitable orbits. These 
  rules allow the calculation of flights between standard jump points 
  to any planet in a system using the following equation:
  Transit Distance = √[(Distance A)2 + (Distance B)2]
  Sources for distances A and B are suggested under Transit 
  Times, p. 102. In this case, consider a flight between Sol’s zenith 
  (or nadir) point and Mars (Terra IV, to Spheroids not familiar with 
  the Terran system’s layout). The safe jump distance of a G2V star, per 
  the Primary Stats Table, is 1,517,879,732 km. The average distance 
  between Mars and Sol is, from an Internet search, 227,939,100 km. 
  These plug into the equation as follows:
  Transit Distance = √[(1,517,879,732 km)2 + (227,939,100 km)2]
  The squaring of A and B is worked first to become:
  Transit Distance = √[2,303,958,880,816,391,824 km2  
  + 51,956,233,308,810,000 km2]
  And then the remaining math operator (addition) inside the 
  parentheses is performed:
  Transit Distance = √[2,355,915,114,125,201,824 km2]
  And finally the operator outside the parentheses is applied:
  Transit Distance = 1,534,899,057 km  
  (rounded up to the nearest kilometer)
  Density Calculations
  Some of the random rolls for object density listed in the Object 
  Type Table (see p. 103) use some unusual exponents on a random 
  roll to get a distribution of object densities that gave the author 
  indecent frissons of scientific stimulation, but might be simply 
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  121
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Planetary Year Length
  The second method of calculating year length (p. 105) is the fastest, 
  but it still puts a modest order-of-operations challenge in a square root:
  Ty = √ [ Ra3 ÷ Ms ]
  A hypothetical planet orbiting a bright, hot A8V star (1.8 times 
  the mass of Sol, per the Primary Stats Table) at a distance of 4 AU 
  (near the outer edge of the life zone, per the Primary Stats Table) 
  has a year length of:
  Ty = √ [ (43) ÷ 1.8 ]
  The parenthetical operators are handled first, starting with  
  the exponent:
  Ty = √ [ 64 ÷ 1.8 ]
  And then the divisor:
  Ty = √ [ 35.556 ]
  And finally the square root:
  Ty = 5.963 years
  Planetary Temperatures
  The calculation for planetary temperatures has an unusual 
  exponent (effectively, a fourth root expressed as an exponent to 
  simplify calculation with scientific calculators) and an order of 
  operations question:
  T = 277 x (Luminosity)0.25 x √ (1÷R)
  Continuing the example with a planet in a 4 AU orbit 
  around an A8V star (luminosity 10.90 times that of Sol, 
  per the Primary Stats Table), calculating the average 
  temperature of the planet would start by filling out 
  the equation:
  T = 277 x (10.90)0.25 x √ (1÷4)
  And then handling the parenthetical math inside 
  the square root (since the square root would be 
  performed first):
  T = 277 x (10.90)0.25 x √ (0.25)
  And then the square root:
  T = 277 x (10.90)0.25 x  0.50
  And then the exponent:
  T = 277 x 1.8170 x  0.50
  And then the multiplication:
  T = 252 K, rounding up— 
  a cold planet in the absence of an atmosphere.
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  Population
  The Planetary Population Table below captures the general diffusion 
  and growth of humanity beyond the confines of Terra. Until the fall 
  of the Star League, the “borders” of the Inner Sphere were porous. 
  Coupled with habitable planets in the Periphery being no less common 
  than in the Inner Sphere, this led to humanity continuing to spread 
  away from Terra in ever-thinning density.  However, the Succession 
  Wars sharply curtailed the number of JumpShips available to the bulk 
  of humankind, either by destroying the ships outright or destroying 
  their shipyards, which the Star League had concentrated in the Inner 
  Sphere. The Clans, on the other hand, have a very restricted population 
  to work with, which limits the size of their colonies.
  The first row of the Planetary Population Table addresses a 
  special circumstance: an Inner Sphere world depopulated by 
  the Succession Wars and subsequently removed from the maps 
  by ComStar, who judged it uninhabited. More than 200 planets 
  experienced that fate after they were directly attacked by weapons 
  of mass destruction or suffered from collapsing technology, and 
  there are a rare few failed colonies from before the Succession Wars 
  that were likewise marked off the maps. However, humans are hard 
  to completely exterminate and some of those worlds may still host 
  small populations. Other worlds in the Inner Sphere would use the 
  second row of the Planetary Population Table.
  To determine a colony’s population, the Planetary Population 
  Table first requires players to select, either from the results of Step 
  1A or by their own choice, who settled the colony, when, and 
  how far the colony is from Terra in light-years. Once the founding 
  culture, era and distance is known, the player cross-references the 
  Distance row with the Founding Era column to find what dice rolls 
  are required to determine the population.
  The Planetary Population Table has two numbers for a given 
  combination of distance, era, and founding culture. The number to 
  the left of the colon is the result of a 1D6 roll that determines whether 
  the colony falls into a low or high population category; the number to 
  the right of the colon is the second roll that specifies the population. 
  For example, a planet inside the Inner Sphere settled during the Star 
  League lists 1-5: 50 million x 4D6, and 6: 500 million x 4D6. This means 
  a 1D6 roll of 1-5 requires a second roll of 4D6 multiplied by 50 million 
  to determine the population, while a 1D6 result of 6 requires a second 
  roll of 4D6 multiplied by 500 million. (This reflects the tendency of 
  most BattleTech planets to be modestly populated, while some thrive. 
  The average Inner Sphere planet has a population of several hundred 
  million, but a sizable minority boasts populations in the billions.)
  The population result may be multiplied with the Planet Condition 
  Modifiers listed on the Planetary Population Table. Each modifier that 
  applies to a planet is applied in sequence. For example, a planet that 
  initially rolled a population of 500 million but had 20 percent water 
  coverage and a tainted atmosphere would multiply the population 
  by 0.8 for both conditions, giving a final population of 320 million.
  The Planetary Population Table provides guidelines, not hard 
  rules for populations. It is meant to approximate population 
  distribution trends in BattleTech, but there are anomalies that it 
  does not capture and, of course, players may always feel free to 
  assign populations to their colonies as best suits their game. For 
  players interested in plotting out colonial histories with respect to 
  the populations, growth rates of 1 to 2% per year (averaged over 
  the colony’s history) are recommended. Rates much higher than 
  2% are improbable unless the colony is particularly primitive.
  COLONY 
  CREATION
  These guidelines are intended to help players describe populated 
  planets such as those found in the BattleTech universe. The process 
  involves several steps, beginning with determination of the 
  population, which will influence a number of subsequent steps.
  The second step provides guidelines to determine a planet’s 
  Universal Socio-Industrial Level Rating, or USILR. The USILR code 
  uses an A through F grading system to represent (in order): a 
  settled world’s level of technological sophistication; industrial 
  development; dependence on imported raw materials; industrial 
  output; and agricultural dependence (both of the latter relative 
  to population).
  The third step is to determine the planet’s style of government. In 
  cases where the planet is a member of an interstellar, multi-system 
  faction, the planetary government is sometimes different than the 
  interstellar government (many of which function as alliances or 
  confederacies and thus are tolerant of differences in member-
  planet governance).
  Finally, a number of secondary planetary characteristics such 
  as the presence of recharge stations and HPGs are determined.
  STEP 1: POPULATION
  Determining a planet’s population is a straightforward set of 
  three rolls. The results determine when the colony was settled and 
  by whom, and the population itself.
  Step 1A: History of Occupancy
  If the player does not have a preference for who settled the 
  colony (non-Clan or Clan) and when it was settled (Star League 
  era, earlier, or more recently), a 1D6 roll on the Occupancy History 
  Table will determine those aspects. Alternatively, players may use 
  a date and settling faction of their own choosing. The date and 
  settlement are then used in Step 1B.
  OCCUPANCY HISTORY TABLE
  Die Roll
  Occupants
  1
  Colonists who settled before  
  the founding of the Star League
  2
  Colonists who arrived during  
  the Star League’s heyday
  3
  Colonists who settled during the  
  Succession Wars, fleeing the Inner Sphere
  4
  Recently established colony/ 
  occupation force from the Periphery
  5
  Recently established colony/ 
  occupation force from the Inner Sphere
  6
  Recently established colony/ 
  occupation force from the Clans
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  123
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  of either 10,000,000 x 4D6 (on a first roll of 1-5) or 100 
  million x 4D6 (on a first roll of 6).
  Chuck rolls a 1D6 and gets a 3. With a 3, the population 
  formula he’ll use is 4D6 x 10 million, so Chuck rolls 
  4D6 and gets 15 for a base population of 150 million. 
  Looking through the modifiers, Chuck notes that the 
  only applicable modifier is for low water coverage, 0.8. 
  That lowers the population to 120 million.
  He’s not sure that’s populous enough for his needs, 
  but if he doesn’t like the roll he can always fudge it later 
  and adjust the planet’s history to explain the higher 
  population.
  STEP 2: USILR CODES
  The following guidelines for generating a planet’s USILR code 
  are primarily intended for independent planets with limited 
  interstellar commerce—in other words, a typical Periphery 
  planet, not typical Inner Sphere planets. Inner Sphere planets 
  tend to have higher Industrial Development and Output than 
  is suggested herein.
  Continuing from the System Generation chapter, 
  Chuck had a sketch of a background story for Amtor-2. 
  It was in the Periphery, once part of the Outworlds 
  Alliance but one of the 75 percent of the Outworlds’ 
  pre-Succession Wars planets that seceded during those 
  dark centuries. Amtor-2 was a place of several warring 
  ideologies, none of them anti-technological pacifism 
  like the Outworlds’ norm (hence the secession in disgust 
  when the Alliance could not protect Amtor-2 from 
  pirates during the Succession Wars). It would be on the 
  far fringes of the Alliance, which once spanned an area 
  nearly the size of the Combine, and is thus some 600 
  light-years from Terra. While Chuck isn’t certain which 
  year Amtor-2 was settled (something else to figure out 
  in addition to planetary names), he knows it predates 
  the Succession Wars.
  Looking at the line addressing 600 light-years (500 
  to 600) and the column “Founded in the Star League or 
  Earlier,” Chuck sees Amtor-2 might have a population 
  PLANETARY POPULATION TABLE
  Distance from Terra
  Founded in the Star 
  League and Earlier
  Founded More 
  Recently
  Comments
  Inside Inner Sphere  
  (<500LY from Terra)
  1-5: 10,000 x 2D6
  6: 100,000 x 2D6
  N/A
  A Lost Colony destroyed by the Succession Wars
  Inside Inner Sphere  
  (<500LY from Terra)
  1-5: 50 million x 4D6
  6: 500 million x 4D6
  1-5: 10,000 x 2D6  
  6: 100,000 x 2D6
  New colonies in the Inner Sphere are likely on barely 
  habitable planets, because few habitable planets are 
  left in the Inner Sphere for new settlement
  500 to 600LY
  1-5: 10 million x 4D6
  6: 100 million x 4D6
  1-5: 2 million x 2D6
  6: 20 million x 2D6
  —
  601 to 750LY
  1-5: 2.5 million x 4D6
  6: 25 million x 4D6
  1-5: 50,000 x 2D6
  6: 1 million x 2D6
  —
  751 to 1000LY
  1-5: 500,000 x 4D6
  6: 5 million x 4D6
  1-5: 20,000 x 2D6
  6: 200,000 x 2D6
  Few modern colonies are founded  
  this far from the Inner Sphere
  1001 to 1250LY
  1-5: 100,000 x 4D6
  6: 1 million x 4D6
  1-5: 5,000 x 2D6
  6: 50,000 x 2D6
  —
  1251 to 2000LY
  1-5: 10,000 x 4D6
  6: 200,000 x 4D6
  1-5: 500 x 2D6
  6: 10,000 x 2D6
  —
  2000LY+
  1-5: 2,500 x 4D6
  6: 50,000 x 4D6
  1-5: 100 x 2D6
  6: 2,500 x 2D6
  —
  Clan Colony,  
  any distance from Terra
  N/A
  1-4: 1,000 x 3D6
  5-6: 50,000 x 3D6
  —
  Outpost, any faction,  
  any distance from Terra
  1-4: 100 x 4D6
  5-6: 1,000 x 4D6
  1-4: 50 x 2D6
  5-6: 1,000 x 2D6
  —
  Planet Condition 
  Modifier
  Modifier Description
  Uninhabitable
  x0.05
  Planet has a toxic, very thick, vacuum, and/or trace atmosphere; gravity is over 1.5Gs
  Tainted Atmosphere
  x0.8
  —
  Very High Temperature
  x0.8
  —
  Gravity below 0.8 G or above 1.2G
  x0.8
  —
  Water coverage 40% or less
  x0.8
  —
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  technology base (C). Add together all applicable modifiers, then 
  apply the result to adjust the score. Each –1 modifier raises the 
  technology level by one letter up the alphabet (for example, D to C). 
  Each +1 modifier similarly reduces the Technological Sophistication 
  by one letter (for example, B to C). Modifiers are cumulative; a 
  colony of 100,000 would apply both +1 for a population under 
  100 million and +1 for a population under 1 million. As an example, 
  a planet with –3 in bonuses and +2 in penalties would have a final 
  modifier of –1, and so the Technological Sophistication would 
  improve from the base of C to B.
  While A and F officially mark the highest and lowest technology 
  levels available, it is possible to exceed either. The highest nominal 
  Technological Sophistication is A, but this score covers a broad 
  range of technologies from the peak of the Star League (equivalent 
  to Terra and advanced worlds of the Inner Sphere after 3050) and 
  the hyper-advanced aspects of Clan technology (Tech Ratings of 
  E and F). If the sum of modifiers would raise the Technological 
  Sophistication above A, and if the planet may reasonably be said to 
  host a center of Clan or Inner Sphere ultra-advanced research (like 
  New Avalon or a Clan homeworld capital), then its Technological 
  Sophistication code may be marked “Advanced” rather than A. 
  However, it is extremely unlikely to find such advanced technology 
  elsewhere. Players should note that few human planets have 
  more than Technological Sophistication B, so even if the modifiers 
  suggest an isolated Deep Periphery planet has Tech Level A, it 
  should probably be limited to B or C.
  It is also possible for a planet to regress below Technological 
  Sophistication F (a score of F corresponds to the early twentieth 
  century). If the modifiers would lower the Technological 
  Sophistication Level below F, do not use a letter. Instead, note 
  “Regressed” for the Technological Sophistication portion of the 
  USILR code. The specific level of technology on a Regressed planet 
  is open to player interpretation, but it is likely that the planet is at 
  a pre-steam or even a Stone Age level of technology.
  The USILR Technological Sophistication code is easy to convert 
  to the Total Warfare Tech Rating. A USILR score of A corresponds to 
  Tech Rating E, USILR B to Tech Rating D, USILR C to Tech Rating C, 
  USILR D to Tech Rating B, and USILR F to Tech Rating A. A Regressed 
  world remains regressed by any scale, while Advanced corresponds 
  to Tech Rating F.
  Special Note: Players may bypass the Technological Sophistication 
  calculation for previously published BattleTech planets. Instead, if the 
  planet produces a known unit (battle armor, BattleMech, fighter, etc.) 
  with a known availability code, the Tech Rating in the availability 
  code may be assumed to represent the planet’s Technological 
  Sophistication. According to the conversion given above, the 
  Technological Sophistication derives from the Tech Rating. For 
  example, in 3025 the Taurian planet New Vandenberg built Tech 
  Rating D BattleMechs almost entirely from on-planet factories. Tech 
  Rating D is equivalent to a Technological Sophistication of B, and thus 
  New Vandenberg may be given a USILR Technological Sophistication 
  score of B regardless of its other attributes. Likewise, GM of modern 
  Kathil produces Tech Rating E BattleMechs and other war machines 
  of many models, allowing Kathil’s Technological Sophistication to 
  be designated as A without using the USILR Table. On the other 
  hand, some planets may require a more nuanced assessment: an 
  Players should not take the results of these guidelines as 
  ironclad, particularly for planets with references in other BattleTech 
  publications. A degree of judgment and reference to other 
  BattleTech publications may be called for. If the Agricultural Output 
  result seems too high compared to prior descriptions of the “barren” 
  planet, feel free to lower it. If the Technological Sophistication 
  generated here seems too primitive for prior descriptions of an 
  industrialized planet, raise the Technological Sophistication. 
  If the planet is a generic Inner Sphere world and ends up more 
  industrialized and advanced than New Avalon, lowering the scores 
  is probably warranted. 
  Of course, it is a good idea to note the justifications. It’s one 
  thing to make a core Inner Sphere planet more industrialized than 
  initially suggested by these guidelines (because the core of the 
  Inner Sphere is heavily developed and industrialized), and another 
  to create a Deep Periphery planet with a score of A/A/A/A/A just 
  because you didn’t like the original D/D/C/C/B score. (Unless, of 
  course, you’re creating the 200-world, super-advanced Shadow 
  Wolverine Empire in the Deep Periphery. Fun comes first—this 
  is a game.)
  Technological Sophistication: The first part of the 5-letter 
  USILR code, Technological Sophistication, marks the level of 
  advancement a planet can locally sustain. (Much more advanced 
  technology may be found on the planet, but the code indicates 
  the technology that local facilities could produce when mostly 
  bereft of outside support). 
  A key element of maintaining advanced technology is a 
  large, educated, prosperous population. Technology exhibits 
  an exponentially increasing demand for population, at least 
  to be independently and economically sustainable. In certain 
  conditions (extreme automation or hand-built, cottage industries) 
  high technology can be more sustainable (Niops being a 
  notable example of the latter). However, the capability to truly 
  comprehend and be able to improve technology requires vast 
  numbers of educated citizens—early 21st-century Terra being a 
  prime example of a situation where the ability to build the most 
  advanced technologies is found in far fewer nations than actually 
  use (and support) those technologies. Likewise, the Terran Alliance 
  had to bankrupt its poorer member-nations to develop and support 
  some portions of Tech Levels C and D (notably JumpShips and 
  fusion power). The Clans found an interesting middle position by 
  simply duplicating Star League technology in most areas (with no 
  innovation or diversification) while using the 1.15 billion residents 
  of the Clan homeworlds to sustain an advanced military industry 
  for a limited warrior caste. The shortcoming is not in factory labor 
  either, so automation is a limited fix—there must be enough warm 
  bodies to provide sufficient consumers, thinkers and taxpayers to 
  support the technology, not necessarily enough just to staff the 
  factories and supporting industries.
  Note that isolated planets settled before 2450, even if possessing 
  advanced technology, may not necessarily possess BattleMechs 
  and battle armor. If they do, the units are likely independent 
  developments with odd characteristics.
  Once the population and founding faction is known, players can 
  determine the planet’s technology from the USILR Table. To use the 
  Technological Sophistication section of the table, note the starting 
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  125
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Special Note: When writing up a BattleTech planet with known 
  military factories, players can use established factories to 
  roughly judge the Industrial Development of a planet without 
  consulting the USILR table. A planet that builds aerospace 
  fighters probably has an Industrial Development of at least B, 
  while a planet building many different unit types (battle armor, 
  BattleMechs, and combat vehicles) probably has a score of A, 
  and a planet that can barely equip an infantry unit might have 
  an Industrial Development score of D or F (or is an advanced, 
  pacifist world).
  Raw Material Dependence: This rating indicates how 
  dependent the world is on off-world materials, which may 
  come from other planets and asteroids in the system or from 
  other star systems. However, the vast majority of planets 
  have a large amount of easily-accessed materials when first 
  settled (comparable to Earth before 2,000 BC), the placer 
  deposits and rich ores having never been pillaged by a 
  rapacious sapient species like humans. The degree of raw 
  material dependence also mostly refers to rare and heavy 
  elements; some elements (hydrogen, carbon, oxygen, 
  silicon, iron, aluminum, etc.) are simply too widespread in 
  the universe to ever really be deficient on a planet. As a 
  result, most planets are fairly resource independent (typically 
  possessing a rating ranging C to A).
  In BattleTech, humankind has grown jaded by this 
  abundance of materials on habitable planets. While humanity 
  explored the boundless mineral wealth of Terra’s asteroid 
  belt in the 21st century (a resource which is still hardly 
  tapped by the 31st century), it soon found habitable worlds 
  almost always preferable (meaning less expensive) sources 
  of raw materials than asteroids, deep mines, or other costly 
  extraction techniques. Hence, a score of A or B represents a 
  wealth of easily extracted resources on the planet, akin to 
  those rarely seen on Terra after the mid-twentieth century, 
  not the overall abundance of materials in the star system. 
  This focus on habitable planets reached the point that it was 
  economically worthwhile for Terra to import common ores 
  from planets in the Outworlds Alliance during the Star League, 
  and the Lyrans entered the Federated-Commonwealth treaty 
  in 3020 at least partly for the untapped planetary resources 
  of the Federated Suns despite already having vast resources 
  of their own among asteroid belts and uninhabitable systems 
  within the Commonwealth.
  In the modern era, civilizations must be largely independent 
  of off-world resources. JumpShips and DropShips are few and 
  far between, and they haul only small quantities of materials 
  (mere kilotons) compared to the needs of a well-developed 
  planet. Terra, for example, was consuming over a billion tons 
  each of iron, coal, and oil per year in the late 20th century. This 
  means that, one way or another, most planets in BattleTech 
  must be self-sufficient for common materials, reinforcing the 
  relatively high (independent) starting Resource Dependence 
  score. The planets that truly needed off-world resources largely 
  died in the Succession Wars.
  Outworlds Alliance planet that recently received a Clan Snow 
  Raven OmniMech factory does not automatically rate an A 
  (Advanced) score, but instead should reflect the technological 
  sophistication possessed by most of the population. 
  Industrial Development: This represents less a gauge of 
  how much the world produces and more the sophistication 
  and depth of its industry. During the Star League, some 
  Periphery colonies were so extremely specialized (such as in 
  the production of shoes) that they would score very low in 
  this USILR code, but would have very high Industrial Output 
  (producing shoes for many planets but little else, they likely 
  starved and collapsed when the Star League fell). The age of 
  such interstellar specialization disappeared along with most 
  of humanity’s JumpShips, but planets may still have very 
  backward levels of Industrial Development. As a result, scores 
  ranging from D to B are typical on developed worlds.
  This score is only weakly linked to the military complex, 
  which for the most part is an extremely specialized industry in 
  BattleTech—the production of medium lasers and BattleMech 
  chassis are not indicative of a planet’s ability to build home 
  computers, bicycles, bedpans, and modern medical scanners. 
  Rather, Industrial Development marks how likely a planet is to 
  support the full range of technologies for a specific Technological 
  Sophistication score. A planet of Technological Sophistication 
  A and Industrial Development D probably only builds a few 
  advanced technologies and may be deficient in whole sectors 
  of industry, like transportation or medicine. This can result in 
  typical Succession Wars technological incongruities, such as 
  a planet able to put advanced telecommunications in every 
  home while the majority of residents make do with animal-
  drawn conveyances and hand-operated home water pumps.
  Despite the weak link, some connection does exist between a 
  planet’s Industrial Development rating and military production. 
  A higher Industrial Development rating indicates an ability to 
  produce increasingly complicated war machines, which draw 
  on greater numbers of industries. While a score of F or D might 
  be sufficient for simple items like infantry weapons and simple 
  armored vehicles, scores of C, B, and A indicate the ability to 
  support more complicated units, like battle armor, BattleMechs, 
  aerospace fighters, and Large Spacecraft (in approximately 
  that order, as allowed by the Technological Sophistication of 
  the planet). A high Industrial Development score does not 
  guarantee military production is present, it only indicates what 
  the planet might accomplish if it possessed military factories.
  Like Technological Sophistication, the degree of Industrial 
  Development is highly sensitive to population. More consumers, 
  engineers, and taxpayers support a deeper, broader industrial 
  base than can a smaller population. Advanced technology also 
  helps, of course.
  Industrial Development is calculated in the same manner as 
  Technological Sophistication. The score starts at D and moves 
  toward A as each –1 modifier is applied, and decreases toward F 
  for each +1 modifier applied. Add together all modifiers before 
  applying them. Unlike Technological Sophistication, there is no 
  way to progress above A or below F.
  ������������������������������
  
  USILR TABLE
  TECHNOLOGICAL SOPHISTICATION
  Base Technological Sophistication: C
  Technological Sophistication Modifiers:
  –1 (i.e, C to B) for Star League or Earlier Settlement
  –1 for a population over 1 billion
  –1 for Clan settlement
  +1 if the planet is not part of an Inner Sphere House, Clan, or major Periphery nation
  +1 (i.e., C to D) for a population under 100 million
  +1 for a population under 1 million
  Technological Sophistication Ratings:
  Advanced: Ultra-Tech world. Hosts the most advanced research centers and universities in human space, 
  equivalent to New Avalon or Strana Mechty.
  A: High-tech world. Advanced research centers and universities; best medical care; cutting-edge 
  microelectronics industry
  B: Advanced world. Access to many new technologies; hosts universities; good medical care available (though 
  lacking in most cutting-edge medical tech); basic microelectronics industry.
  C: Moderately advanced world. Average local education and medical care; minimal microelectronics industry.
  D: Lower-tech world. Poor educational system; medical care equivalent to 21st- to 22nd-century levels; 
  nonexistent microelectronics industry (excepting possible isolated regions run by private concerns).
  F: Primitive world. Inhabitants live without dependence on technology; no advanced education; medical care 
  equivalent to twentieth-century level (at best).
  Regressed: Pre-twentieth century technology, maybe Stone Age.
  INDUSTRIAL DEVELOPMENT
  Base Industrial Development: D
  Industrial Development Modifiers:
  –1 for a population over 1 billion
  –1 for a population over 4 billion
  –1 for a Technological Sophistication of Advanced, A or B
  +1 for a population under 100 million
  +1 for a population under 1 million
  +1 for a Technological Sophistication of F or Regressed
  Industrial Development Ratings
  A: Heavily industrialized. Capable of manufacturing any 
  and all complex products.
  B: Moderately industrialized. May produce a limited 
  quantity and range of complex products.
  C: Basic heavy industry. Equivalent to roughly 22nd-
  century tech; fusion technology possible, but no 
  complex products (including BattleMechs).
  D: Low industrialization. Roughly equivalent to  
  mid-twentieth century level; fusion technology  
  must be imported.
  F: No industrialization.
  RAW MATERIAL DEPENDENCE
  Base Raw Material Dependence: B
  Raw Material Dependence Modifiers:
  –1: Technological Sophistication Advanced
  –1: Technological Sophistication A, B, or C
  –1: World’s density over 5.5 g/cm3
  +1: Population over 3 billion
  +1: Industrial Output Rating A or B
  +1: Settled over 250 years ago
  +1: World’s density under 4 g/cm3
  Raw Material Dependence Modifiers:
  A: Fully self-sufficient. System produces all needed raw 
  materials and may export in large quantities.
  B: Mostly self-sufficient. System produces all needed raw 
  materials and may export a small surplus.
  C: Self-sustaining. System produces some of its needed 
  raw materials and imports the rest.
  D: Dependent. System is poor in raw materials and must 
  import most of its material needs.
  F: Heavy dependent. System utterly reliant on imported 
  materials to maintain industry and population.
  INDUSTRIAL OUTPUT
  Base Industrial Output: C
  Industrial Output Modifiers:
  –1: Population over 1 billion
  –1: Technological Sophistication Advanced or A
  –1: Industrial Development A or B
  +1: Technological Sophistication D or F
  +1: Technological Sophistication Regressed
  +1: Industrial Development D or F
  Industrial Output Ratings:
  A: High output. World has wide industrial and commercial base capable of 
  exporting most of its excess output, if sufficient space transport is available.
  B: Good output. World’s industrial and commercial base sufficient for modest 
  product export.
  C: Limited output. World has a small industrial base which limits exports; 
  imported goods common.
  D: Negligible output. World’s industrial base insufficient for major exports; 
  reliant on imported goods.
  F: No output. World must import most—if not all—of its heavy industrial 
  and high-tech needs.
  AGRICULTURAL DEPENDENCE
  Base Agricultural Dependence: C
  Agricultural Dependence Modifiers:
  –1 for a Technological Sophistication of Advanced, A, or B
  –1 for a Technological Sophistication of C
  –1 for an Industrial Development of A, B, or C
  +1 for a Technological Sophistication of F or Regressed
  +1 for a population over 1 billion
  +1 for a population over 5 billion
  +1 for a Surface Water Percentage under 50%
  +1 for Tainted atmosphere or high pollution
  +2 for Toxic atmosphere
  Agricultural Dependence Ratings:
  A: Breadbasket. Planetary agro industries meet all local needs and 
  sustain a thriving export trade, as allowed by available space transport.
  B: Abundant world. Rich agricultural environment sustains local 
  needs and permits limited exports.
  C: Modest agriculture. Most food locally produced, though some 
  agricultural needs rely on imports.
  D: Poor agriculture. Minimal agricultural output forces heavy 
  reliance on off-world imports to sustain the local population.
  F: Barren world. World’s agricultural output cannot sustain the 
  local population without continuous off-world imports.
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  127
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Raw Material Dependence is calculated in the same manner 
  as Technological Sophistication. The score starts at B and moves 
  toward A as each –1 modifier is applied, and decreases toward F 
  for each +1 modifier applied. Add together all modifiers before 
  applying them. Unlike Technological Sophistication, there is no 
  way to progress above A or below F.
  Industrial Output: Simply put, this is how much a world can 
  produce from its non-agricultural, non-service industries. Industrial 
  Output is not particularly representative of military production 
  (unless the population is very small, as on Hesperus II), but rather 
  how well the world’s industry can sustain its population, because 
  military production on an average Inner Sphere planet is much, 
  much smaller than civilian industry. Industrial Output is also not 
  representative of Technological Sophistication; primitive nations 
  (like the “developed” Terran nations of the late 20th century) can 
  produce staggering quantities of goods. 
  This score is proportional to population: a planet of 100 
  million people with an Industrial Output of A does not produce 
  as many goods as a planet of 5 billion people with an Industrial 
  Output of A (or B, or C, or D, for that matter). Finally, even worlds 
  that are allegedly covered in factories and heavily industrialized 
  (terms involving a great deal of artistic license) are unlikely to 
  involve more than 10 percent of their populations in industry 
  unless their Technological Sophistication is F or Regressed. 
  Those who build goods for others are rarely a large percentage 
  of the population of even moderately advanced worlds; most 
  of the rest of the population is in the service industry.
  In turn, a planet that ends with a low score (D or F) probably 
  depends on imports of rarer, small-quantity materials—rhenium, 
  gallium, tungsten, platinum-group metals, germanium, and 
  so on—that can reasonably be delivered by JumpShips and 
  DropShips. If such a resource-starved planet is also deficient in 
  common substances (iron, petroleum, aluminum), it is unlikely 
  to actually import its needs. Rather, the low score means that the 
  planet is resorting to difficult and expensive mining techniques: 
  mines more than several hundred meters deep, ocean floor 
  mining, asteroid mining, chemical synthesis of fuels, and so on, 
  which make resources more expensive than on neighboring 
  planets that have not tapped out their easily accessed reserves. 
  Such resource-starved planets may occasionally import 
  common materials (iron ore and petroleum being published 
  examples), but this is mostly a case of individual merchants 
  exploiting local JumpShip availability and ore prices to get a few 
  kilotons at cut rates while their competitors get their megatons 
  at the usual prices. All the JumpShips in the Inner Sphere could 
  not actually transport enough iron or aluminum to meet the 
  demands of more than a few average Inner Sphere planets.
  Obviously, worlds that have been settled longer and 
  have higher populations will have a higher Raw Material 
  Dependence. Less dense worlds usually have lower percentages 
  of rare, heavy elements, while denser worlds have greater 
  mineral wealth in their crusts. Further, advanced technology 
  allows improved resource extraction and recycling, while lower 
  levels of technology hinder access to resources.
  Combining nations capable of interplanetary trade and worlds devoid of resources yields vibrant marketplaces trading in all manner of goods.
  ������������������������������
  
  Agricultural Dependence is calculated in the same manner as 
  Technological Sophistication. The score starts at C and moves 
  toward A as each –1 modifier is applied, and decreases toward 
  F for each +1 modifier applied. Add together all modifiers before 
  applying them. Unlike Technological Sophistication, there is no 
  way to progress above A or below F.
  Chuck had some ideas for the various warring factions on 
  Amtor-2, but he hadn’t put a lot of thought into the planet’s 
  overall state of development. The USILR Table is as good a 
  start as any for filling out the USILR code of Amtor-2.
  For Technological Sophistication, Chuck notes the base 
  code of C. Amtor-2’s first modifier is a –1 for having been 
  settled during or before the Star League, which would make 
  the score B. However, Amtor-2 is not part of a House, major 
  Periphery nation, or Clan (+1 modifier), so the final modifier 
  is 0: Amtor-2’s Technological Sophistication is thus C. That 
  gives Chuck a lot of the advanced technology he wanted, 
  like large fusion power systems, spacecraft and computers, 
  but he’s not sure he likes the absence of a domestic 
  BattleMech industry. Then again, it is a Periphery world that 
  seceded from the weakest of the major Periphery states—
  Chuck thinks he might be able to live with a Technological 
  Sophistication of C. After all, the need to import ‘Mechs 
  gives him an excuse to have interstellar traders visit distant 
  Amtor-2.
  Industrial Development of Amtor-2 starts at a base 
  of D, rather sparse and backward, and no modifiers 
  apply. Amtor-2 does not have high enough technology 
  or population to really support a complicated industrial 
  base. Chuck’s not entirely happy with that, but the planet 
  is supposed to host a lot of illiterate peasants toiling under 
  intellectual and political elites, which doesn’t encourage a 
  complicated industry. (And it is in the Periphery.) He might 
  revisit this code later.
  Raw Material Dependence starts at B. Chuck notes the 
  Technological Sophistication of Amtor-2 is sufficient to 
  improve resource extraction, but Amtor-2 has definitely 
  been settled over 250 years (since it predates the Star 
  League). The net result is B: a fairly independent planet that 
  has enough spare raw materials to trade a bit with visiting 
  merchants, probably funding those BattleMech imports.
  Chuck next looks over Industrial Output. It starts at a 
  modest level, C, enough to sustain Amtor-2’s basic needs, but 
  Amtor-2 does not have enough population or technology 
  to improve it (though the planet has enough technology 
  and population to prevent it from sliding). Thus, Industrial 
  Output remains at C.
  Finally, Chuck calculates Agricultural Dependence. Like 
  most post-Succession War worlds, Amtor-2 starts quite 
  independent at C. Agricultural output responds sharply 
  to technology, so Amtor-2’s Technological Sophistication 
  raises the Agricultural Dependence to B, which is plenty 
  for Chuck’s plans. He figures the water-sparse Amtor-2 will 
  have a number of heavily-defended breadbasket, water-rich 
  regions around which each faction clusters.
  In the modern era, many planets start off fairly independent 
  of outside industrial support unless relatively primitive or low 
  in population. The era of worlds supported by their neighbors 
  mostly ended at the dawn of the Succession Wars; today, there 
  are too few JumpShips to export all but the most critical of goods 
  between star systems. Even a planet with an Industrial Output of 
  A in the center of a Successor State will likely only devote a tiny 
  percentage of its industrial output to interstellar trade due to the 
  lack of transport (though it might be a critical percentage for the 
  economy if, for example, a dozen nearby worlds depend on ultra-
  advanced microchips only available from that single planet). As a 
  result, scores of C or B are typical in the Inner Sphere, and D or C 
  are the norm elsewhere.
  Industrial Output is calculated in the same manner as 
  Technological Sophistication. The score starts at C and moves 
  toward A as each –1 modifier is applied, and decreases toward 
  F for each +1 modifier applied. Add together all modifiers before 
  applying them. Unlike Technological Sophistication, there is no 
  way to progress above A or below F.
  Agricultural Dependence: This rating is a measure of how 
  much food the world needs to import to support its population. 
  In the modern era, the dearth of JumpShips has made virtually all 
  planets self-sustaining. (The Inner Sphere planets that could not 
  feed themselves died in the early Succession Wars.) Hence, scores 
  of C or B are the norm.
  Generally, only the smallest worlds, those possessing thousands 
  of inhabitants, can effectively be sustained by interstellar or even 
  interplanetary imports, though a few populous worlds of the Inner 
  Sphere that are extremely wealthy and powerful, such as Galax and 
  Irian, are able to survive on interstellar or at least interplanetary 
  imports. This is because feeding hundreds of millions of people (the 
  average planetary population of the Inner Sphere) calls for millions 
  of tons of daily food imports, which the JumpShips and DropShips 
  of BattleTech cannot easily deliver. If more than a few average Inner 
  Sphere planets had Agricultural Dependence scores of D or F, most 
  of the JumpShips and DropShips in the Inner Sphere would be 
  monopolized to keep them fed. The other side of this transportation 
  bottleneck is that even abundant worlds (with scores of A or B) can 
  only export a fraction of their food production (most often luxury 
  foods, seeds, and other compact, light agricultural products). 
  Finally, even “breadbasket” worlds with huge surpluses of food 
  are unlikely to involve more than 1 percent of the population in 
  agriculture (and perhaps quite a bit less) unless their Technological 
  Sophistication is F or Regressed. Likewise, agricultural regions 
  rarely cover more than a small percentage of land area on a planet, 
  despite dramatic fictional descriptions to the contrary. As with 
  Industrial Output, the Agricultural Dependence Rating of a planet 
  is related to its population. A planet with a population of 100 million 
  and an Agricultural Dependence of A produces far less total food 
  than a planet with a population of 5 billion and an Agricultural 
  Dependence of C.
  Technological Sophistication has an enormous impact on 
  Agricultural Dependence, with dependence dropping rapidly as 
  Technological Sophistication improves. A world’s population has 
  an opposite impact, as does a water-poor environment.
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  129
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Exceptions
  As always, the above are guidelines, not cast-in-stone rules. The 
  Clans have produced a knot of 30-odd worlds about 1,500LY from 
  Terra with an average planetary population of over 30 million, 
  at high levels of Technological Sophistication and Industrial 
  Development. On the other hand, quite a few notable worlds 
  closer to the Inner Sphere (or in it) have very small populations 
  and low technology, though the Inner Sphere average is several 
  hundred million per planet. The Hanseatic League also bucks the 
  trend for a Deep Periphery, post-Star League settlement (though 
  it might be a case of Lyran Hansa founders forming a nation out 
  of existing, pre-Star League colonies).
  On the gripping hand, the noteworthy Deep Periphery 
  nations have already been detailed in previous BattleTech 
  publications, so finding an unknown colony or multi-system 
  nation capable of constructing JumpShips and BattleMechs 
  is a stretch at best.
  STEP 3: GOVERNMENTS
  This section only applies to planetary governments, which 
  may vary from the style of their nation’s government.
  Examples and suggestions for planetary governments 
  are provided on p. 362, AToW. Independent Periphery and 
  Deep Periphery planets are likely to have representative 
  democracies or oligarchies more often than feudal systems; 
  feudal governments are an Inner Sphere development meant 
  to hold together far-flung interstellar nations amid the stresses 
  of slow communications and long travel times. In addition to A 
  Time of War, players may consult the Handbook series, especially 
  Handbook: Major Periphery States, for suggestions on planetary 
  government types appropriate to an existing faction.
  The USILR code of Amtor-2 is thus C/D/B/C/B.
  Chuck is rethinking the population of Amtor-2. A 
  population of over 1 billion would definitely improve a 
  number of the USILR codes, even though the population 
  would be hard to justify so far from Terra. Looking at 
  some of the planned factions (plagiarized from the Venus 
  series), Chuck can imagine they were founded by a large, 
  dedicated colonial program, probably fleeing the Inner 
  Sphere for their detestable eugenicist theories. A few 
  million people in the mid-2600s could grow to over 1 
  billion by 3050, and Amtor-2 is a quite habitable planet 
  that could support such growth. 
  If Chuck raised the population to a bit over 1 billion, 
  the world’s USILR codes would change in several 
  ways. Technological Sophistication would improve 
  to B; Industrial Development would improve to C for 
  the population and then B because of the improved 
  technology; Raw Material Dependence would be 
  unchanged; Industrial Output would climb to B; 
  and Agricultural Dependence would lower to C for 
  the population, then improve to B for the improved 
  technology, and then improve to A for the improved 
  industrial development. The more populous Amtor-2 
  would thus have a code of B/B/B/B/A. Chuck will have 
  to sleep on it before deciding if he wants an over-the-top 
  Deep Periphery world like that.
  BASE GOVERNMENT TABLE
  2D6 Roll
  Inner Sphere
  Periphery
  2 or 
  less
  Democracy (Athenian 
  or Representative)
  Anarchy
  3 – 6
  Democracy 
  (Representative)
  Democracy (Athenian 
  or Representative)
  7 – 8
  Democracy (Limited)
  Democracy 
  (Representative)
  9 – 10
  Autocracy/Oligarchy
  Democracy (Limited)
  11+
  Dictatorship
  Autocracy/Oligarchy
  Modifiers
  +/-
  Modifier Example
  Very Liberal Faction
  –3
  Outworlds Alliance, Free 
  Rasalhague Republic
  Liberal Faction
  –2
  Free Worlds League, 
  Magistracy of Canopus
  Typical Faction
  0
  Lyran Commonwealth, 
  Federated Suns,  
  Taurian Concordat
  Authoritarian 
  Faction
  +2
  Capellan Confederation, 
  Draconis Combine
  Very Authoritarian 
  Faction
  +3
  Clans
  DETAILED  GOVERNMENT TABLE
  Base 
  Government
  Acceptable Qualifiers
  Anarchy
  Constitutional, Socialist, Communist
  Democracy
  Athenian/Cyberdemocracy, Communist, 
  Confederacy/Alliance, Constitutional, 
  Corporate, Delegated Democracy, 
  Demarchic, Federal, Feudal,  
  Limited Democracy/Hybrid Regime, 
  Monarchy, Parliamentary,  
  Republic/Representative Democracy, 
  Socialist, Theocracy, Unitary
  Autocracy/
  Oligarchy
  Communist, Constitutional, Corporate, 
  Federal, Feudal, Monarchy, Parliamentary, 
  Socialist, Theocracy, Unitary
  Dictatorship
  Communist, Constitutional,  
  Corporate, Feudal, Monarchy,  
  Socialist, Theocracy, Unitary
  Clan
  Confederacy, Federation
  ������������������������������
  
  Autocracy/Oligarchy: These are highly authoritarian 
  governments with little input from the common citizen/subject. 
  Autocracies are ruled by one person (an absolute monarchy, 
  a hereditary dictatorship), while oligarchies are ruled by small 
  groups (a military junta, a religious council, a corporate board, 
  feudal lords).
  Clan: Clan governments are an unusual form of oligarchy. 
  Overall Clan government consists of five castes (warriors, scientists, 
  merchants, technicians, laborers), each with their own ruling 
  councils and ranks. The civilian castes handle most minutia of 
  running Clan society, with the warrior caste rubber-stamping 
  most civilian decisions except the overall direction of the Clan. Clan 
  government also comes with a peculiar Communist-style economic 
  system where the state controls all means of production, and 
  economic activities outside the bare necessities are suppressed. 
  Most invading Clans learned to rule their conquests with a light 
  hand, leaving planetary governments and economies untouched 
  due to significant disparity in populations, thus forming de facto 
  confederacies with a Clan central government and differing 
  planetary governments.
  Democracy: These governments grant electoral or even 
  legislative authority in varying levels to the citizenry. The 
  variations are vast: federal republics, confederations, constitutional 
  monarchies, and many more. 
  Dictatorship: These highly authoritarian governments are ruled 
  by a single individual. Long-lived dictatorships tend to evolve into 
  autocracies or oligarchies.
  Government Modifiers: The following terms further refine the 
  type of government.
  Athenian/Cyberdemocracy: An Athenian democracy directly 
  engages every member of the electorate in legislative and 
  sometimes executive decisions. The electorate may be extremely 
  small (for a historical example, this may be “all free male wealthy 
  landowners”), but each member of it participates in legislative 
  decisions. A cyberdemocracy is a minor variation on an Athenian 
  democracy where polling is handled electronically. This modifier 
  only applies to Democratic and Oligarchic governments.
  Communist: An ideal Communist society would be classless, 
  moneyless, and stateless. In practice (and for these rules), 
  Communism refers to governments where almost all businesses 
  are owned by the state. It is not a comment on how authoritarian 
  the government might be; after the twentieth century, humanity 
  did manage to create a few liberal Communist governments on its 
  many far-flung worlds.
  Confederacy/Alliance: Confederacies and commonwealths are 
  unions of smaller provincial governments that grant substantial 
  powers to those member-governments. Alliances are even looser 
  associations of governments. This contrasts with federations, 
  which tend to grant greater authority to the central government. 
  Confederacies and alliances may be applied to almost any type 
  of government. 
  Planets with clear governments based on published data do 
  not roll on the Base Government Table. The Clan homeworlds, 
  for example, automatically fall under Clan-style government (a 
  caste-driven, warrior-dominant hierarchy). Planets in the Capellan 
  Confederation and Draconis Combine are automatically oligarchies 
  or autocracies. Planets in most other existing multi-world factions 
  tend to allow some diversity in their planetary governments.
  Players determine a planet’s government by rolling 2D6 on 
  the Base Government Table. The roll may be modified using the 
  modifiers listed in the Base Government Table, depending on the 
  faction to which the planet belongs, though that may require a 
  judgment call based on limited data. For example, determining 
  whether ancient factions like the Chesterton Trade League were 
  liberal or authoritarian is difficult, and in such situations the player 
  should use a modifier of 0.
  The Base Government Table provides a handful of broad 
  government classes (base governments, sometimes with 
  preliminary qualifiers) listed roughly in order of the level of control 
  and freedom. After generating a result from the roll on the Base 
  Government Table, players may apply additional qualifiers. This is 
  done by looking at the base government’s row on the Detailed 
  Government Table and selecting modifiers (if any) that suit the 
  player’s concept of the colony’s government.
  Definitions of the base government types and government 
  qualifiers follow the Base and Detailed Government Tables.
  Government Definitions
  The following definitions are supplied in an absolute form. 
  That is, they are stripped of political stylings of their members. 
  They describe a planet’s government as it actually exists, not as 
  the government describes itself. (Many dictatorial governments 
  have described themselves as liberal democracies, but these 
  rules would call such governments dictatorships. Similarly, the 
  name of a major faction, like the Outworlds Alliance or Lyran 
  Commonwealth, says little about the actual form of government.)
  Base Governments: The definitions below form the basis for 
  most governments in human space. These base types may be 
  complemented by the modifiers listed in the Government Table.
  Anarchy: Not so much a government as a lack of one, these 
  “governments” rarely cover more area than a province, though the 
  post-Civil War Terran Hegemony was an interstellar anarchy until 
  conquered by the Houses. Anarchies rarely last long, generally 
  only surviving while potential leaders or power groups have no 
  advantage over each other. 
  At the player’s discretion, anarchies may also represent a 
  situation where the planet has multiple governments (each rolled 
  up and detailed separately per the steps above), but no overarching 
  planetary government. If the player does not have a preference, 
  roll 1D6. If a 1 or 2 results, then roll 1D6 again to determine the 
  number of governments. If this result is 3-5, then roll 2D6 x 10 to 
  determine the number of governments; if the result is a 6, roll 3D6 
  x 100 to determine the number of governments.
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  131
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  into governance. Civil rights are restricted and elections may 
  be frequently rigged. In some cases, this stems from corruption. 
  In others, it derives from a very limited electorate (for example, 
  only nobles or major landowners or corporate shareholders may 
  participate). Despite their limitations, these governments have 
  broader participation and more civil rights than autocracies 
  and oligarchies. 
  Monarchy: These governments consolidate their sovereignty 
  into one person. The difference between an autocracy (absolute 
  monarchy) and representative democracy (constitutional 
  monarchy, parliamentary democracy) depends on the level of 
  authority granted to the monarch. Long-lived monarchies tend 
  to be less authoritative (if not necessarily less powerful) than 
  younger monarchies because, as an ancient monarch once said, 
  “The buck stops here.” In other words, the more a monarch is 
  associated with unpopular legislation and executive decisions, 
  the shorter their term in office (and the greater the frequency 
  of regicide).
  Parliamentary: Parliamentary governments include 
  some executive powers (head of government) in their 
  legislative bodies, compared to governments that assign 
  both head of state (e.g., monarch, premier, president) 
  and head of government (e.g., president, prime minister) 
  duties to personnel outside the legislative body. Most 
  commonly, parliamentary systems are used in monarchies 
  and representative democracies.
  Republic/Representative Democracy: These governments 
  delegate the will of the electorate to representatives. When the 
  electorate is sufficiently small, such governments are better 
  described as oligarchies.
  Socialist: Socialist economic systems assign significant 
  (but not total) ownership of the means of production to the 
  state; socialist systems span a spectrum from near-complete 
  capitalism to Communism. Socialist economic systems are 
  applied to almost any form of government, from authoritarian 
  to Athenian democracies.
  Theocracy: While many governments incorporate some level 
  of religious or philosophical authority (e.g., state churches), 
  a theocracy is specifically governed (to a large extent) by a 
  church, or possibly multiple religions. Theocracies lean toward 
  autocracies or oligarchies, but more liberal and democratic 
  theocracies are possible.
  Unitary: Unitary governments are those of multiple 
  provinces (or planets) where governmental sovereignty is 
  fully vested in the central government, forming the far end 
  of the spectrum of federal, feudal, confederacy, and alliance 
  governments. Provinces simply serve as convenient regional 
  administrative districts for the central government. The 
  unitary nature of governments is by default; most often it 
  is a non-unitary element (federal, feudal, confederacy, etc.) 
  that is stated.
  Constitutional: A constitutional government imposes a 
  fundamental set of laws around which the government is 
  organized. This is a staple of most governments and thus 
  does not need to be stated, but some governments—
  like autocracies, dictatorships, and monarchies—are not 
  necessarily run to constitutional standards, and thus 
  it is worth noting when such governments adhere to  
  a constitution.
  Corporate: This type of government is overtly run 
  by corporations, with the government contracting 
  out most services to corporate entities. This definition 
  specifically applies to governments where corporations 
  supply most services, not to other types of governments 
  that are simply heavily influenced or informally ruled by 
  corporate/business interests (which are better classified 
  as oligarchies or autocracies). Corporate qualifiers 
  apply to almost any type of government, though  
  most commonly democracies.
  Delegated Democracy: A hybrid of Athenian and 
  representative democracies, this sort of government uses 
  representatives for the electorates (like a representative 
  democracy) but ties the representatives’ votes rigidly to the 
  preferences of the electorate. Like Athenian democracies, it 
  has rarely succeeded well on a large scale.
  Demarchic: Based on the premise that the best rulers do 
  not aspire to the throne, demarchic governments randomly 
  select citizens to serve as leaders, or (in more extreme 
  forms) treat time in government service as a tax. (The time 
  in government for such “tax”-type demarchies is typically 
  scaled in response to something the founders think should 
  be cause for giving back to society, such as large amounts of 
  wealth or amount of government services used.)
  Federal: Federal governments are unions of smaller 
  governments (provinces, states, planets, etc.) where a separation 
  of powers exists between the central government and sub-
  governments, but the central government has sovereignty. This 
  differs from confederacy/alliances where the sub-governments 
  retain greater powers.
  Feudal: Feudal governments in BattleTech are unions 
  of smaller states linked by personal, often hereditary ties 
  between leaders of member-states (rather than constitutional 
  hierarchies). Such governments are suited for decentralized 
  interstellar states where round-trip communications and 
  passenger (that is, military) transits may be weeks or months, 
  but are less common on planetary scales. The Lyran Alliance/
  Commonwealth, Free Worlds League, and Federated Suns often 
  have representative democracies on the planetary level that 
  use feudal ties to the central government.
  Limited Democracy/Hybrid Regime: These governments 
  include partial democracies, pseudo-democracies, hybrid 
  regimes, and related governments that are nominally 
  democratic but legally or unofficially limit actual public input 
  ������������������������������
  
  Chuck has no idea how to approach a zombie nation, 
  since zombies are (lamentably) not a part of the BattleTech 
  universe. He decides to replace them with the Vepajans. 
  The Vepajans are ruled by a monarch held in near-divine 
  reverence. The base government is thus an autocracy (a 
  long-lived government dominated by one person), with 
  the Monarchy qualifier. Chuck notes the Vepajans as a 
  monarchy (autocracy).
  The Thorists were modeled on Communists as seen 
  by an American writer in the 1930s. Chuck glances over 
  some reference material on the Soviet Union for the time 
  and decides that a base government of oligarchy (a small 
  group of party leaders autocratically ruling the population) 
  is appropriate, as is the Communist qualifier, so he notes the 
  Thorists as a Communist oligarchy.
  The Zani were modeled on mid-twentieth century fascist 
  governments near the outbreak of World War II. The Zanis 
  were ruled by a single dictator and were violently racist. 
  The base government is simple: dictatorship. Chuck sees 
  no qualifiers appropriate to the Zani, so he notes the 
  government as a dictatorship.
  STEP 4: OTHER FEATURES
  Finally, players may want to add other 
  features to their colony worlds such 
  as hyperpulse generators (HPGs) and 
  recharge stations.
  Hyperpulse Generators: Introduced 
  in 2630, the HPG substantially cut 
  communication times previously 
  bottlenecked by JumpShip transit. The 
  two types of HPGs available for star 
  systems are A-rated and B-rated. Both 
  classes of HPGs have a 50-light-year 
  range. Serving as communication hubs for 
  B-rated HPGs, an A-rated HPG transmits 
  to each B-rated HPG in range sequentially 
  every 12 to 24 hours (sooner for priority 
  messages and during the Star League). 
  B-rated HPGs transmit less frequently 
  than A-rated HPGs (every 12 hours during 
  the Star League, or every few days after 
  the fall of the Star League).
  ComStar also sometimes offers C- and 
  D-rated services for Periphery planets 
  near the Inner Sphere (within 550 light-
  years of Terra), which are not HPGs but 
  rather courier JumpShips that provided 
  scheduled message deliveries (visits every 
  3 months in the case of C-rated service, or 
  annually for D-rated service), plus offering 
  subsidized collars to traders’ DropShips.
  Chuck already knows what sort of a government he wants 
  on Amtor-2. His world is based on the Carson Napier of Venus 
  series by Edgar Rice Burroughs. The known governments 
  include the Havatoo (a technocratic oligarchy), Kormor 
  (zombies), Thorists (Communists), and Zani (fascists). Some 
  groups on Burroughs’ Amtor do not translate into fixed nations 
  (the displaced Vepajans, the Cloud People, and pirates), so 
  Chuck makes them footnotes as potential tormentors for his 
  players. So how does this translate into the rules?
  With no central government, Chuck notes Amtor-2 
  as an anarchy (4 regional governments) on the planet 
  construction sheet.
  The Havatoo are a technocracy led by a council of five 
  eugenicist super-scientists. The technocracy aspect has no 
  bearing (there are many forms of oligarchies: by engineers 
  in the case of a technocracy, by Communist party leaders, by 
  colonial first families, by a feudal court, etc.). The key feature 
  of such a government, Chuck sees, is that the Havatoo are 
  ruled by a small clique: this means the base government is 
  an oligarchy. No qualifiers seem to apply, so Chuck notes 
  Havatoo as simply an oligarchy.
  Historically a nexus of manufacturing, the orbital space over the Lyran world of Alarion once bustled with interstellar traffic.
  ������������������������������
  
  133
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  Determining whether an inhabited planet 
  has an HPG is simple for a majority of settled 
  planets. If the colony is Clan, it has an A-rated 
  HPG. No roll on the HPG Table below is required.
  In the Inner Sphere, a majority of planets 
  have a B-rated HPG while the remainder 
  (varying by era) have A-rated HPGs (about 
  200 in the Star League, about 50 for most of 
  the Succession Wars, and about 100 in the late 
  31st century).
  Planets in Major Periphery nations usually 
  have B-rated HPGs, with A-rated HPGs reserved 
  for capitals; a handful resorted to C- and D-rated 
  non-HPG service. Some independent Periphery 
  worlds within about 550 light-years of Terra 
  have B-rated HPGs or non-HPG communication 
  services, while most Periphery worlds have no 
  regular service except for what is passed along 
  by the occasional visiting trader JumpShip. 
  In cases where a planet is already cited in a 
  BattleTech publication as having an HPG, this 
  step is not necessary; simply give the planet 
  its published HPG.
  To determine whether a colony has an HPG, first review the 
  above discussion and determine if the planet automatically 
  has a specific type of HPG. Otherwise, roll 2D6, apply the 
  modifiers on the HPG Table, and compare the modified roll to 
  the appropriate column of the HPG Table.
  Recharge Stations: These space stations are deployed at 
  the zenith and nadir jump points of star systems to accelerate 
  and standardize recharge times (see p. 87, SO). They can 
  reduce the minimum safe recharge time of a JumpShip from 
  175 hours to 100 hours, and are even more useful at dim 
  K- and M-class stars.
  Recharge stations proliferated from the 2200s through 
  the Star League era, but the Succession Wars found them 
  easy targets. After 2820, less than one in four Inner Sphere 
  systems has a recharge station, and even fewer have stations 
  at both their zenith and nadir points. Recharge stations are 
  even rarer in the Periphery during the Succession Wars, 
  and scarce in the Deep Periphery (outside of Clan systems), 
  but are not dependent on ComStar and the Word of Blake  
  like HPGs.
  HPG TABLE
  2D6 Roll
  Inner Sphere
  Major Periphery State
  Other Periphery
  1 or less
  C-rated Service
  D-rated Service
  None
  2
  B-rated HPG
  C-rated Service
  None
  3-10
  B-rated HPG
  B-rated HPG
  None
  11
  A-rated HPG
  B-rated HPG
  C-rated Service
  12
  A-rated HPG
  A-rated HPG
  B-rated HPG
  Modifiers
  –1 per 100LY from Terra
  –1 if population under 1 billion
  –1 if Technological Sophistication of D or less
  –1 if Industrial Development of D or less
  +2 if the year is before 2800
  +1 if population over 2 billion
  +3 if national capital
  RECHARGE STATION TABLE
  2D6 
  Roll
  Inner 
  Sphere
  Major 
  Periphery 
  State
  Other 
  Periphery
  Clan
  2 or 
  less
  None
  None
  None
  None
  3–9
  None
  None
  None
  1 station
  10–
  11
  1 station
  1 station
  None
  2 stations
  12
  2 stations
  1 station
  1 station
  2 stations
  Modifiers
  –1 if population under 1 billion
  –1 if Technology Sophistication of D or less
  –1 if Industrial Development of D or less
  +2 if the year is before 2800
  +1 if population over 2 billion
  +1 if national capital
  ������������������������������
  
  NARRATIVE 
  CAMPAIGNS 
  In this chapter, gamemasters (GMs) will learn how to create 
  interlinked scenarios to form an overarching campaign. This system 
  is intended to guide GMs and players in telling a story, focuses less 
  on number crunching, and is more of a structured set of guidelines 
  than a detailed, strict rule set. GMs looking for a more numbers-
  oriented campaign system may prefer the Chaos Campaign section 
  of this book (see p. 156), the Linked Scenarios rules (see p. 47, SO) 
  or the Alpha Strike Campaign Rules (see p. 114, AS). 
  The two critical resources when crafting a narrative campaign, 
  above any others, are imagination and ingenuity —the most 
  important tools in any GM’s arsenal. A GM will need to plan out 
  in advance the paths the campaign may follow, and will need to 
  think about how to progress events. Players will be encouraged 
  to make their best guess on how to proceed with the information 
  the GM provides, which may vary in detail and could even be made 
  purposefully inaccurate, depending on the campaign!
  CAMPAIGN 
  BACKGROUND
  Similar to the Campaign Scale and Campaign Setup sections of 
  the Map-Based Campaign chapter (p. 142), it is important to first 
  determine the type of story the GM wants to craft for the players. 
  This obviously will greatly influence what the objectives and 
  opponents will look like. Are the players House troops defending 
  a border world against a rival Successor State’s invasion attempt? 
  Pirates performing a smash-and-grab operation? Clan forces 
  declaring a Trial of Possession for assets from a rival Clan? Who 
  they are is as important as their goals for their unit.
  Next, the GM should determine what the players’ mission will be, 
  and how long it will take to perform. A pirate raid is likely going to 
  be a relatively brief campaign. Taking too long during such a raid 
  could result in defenses being mobilized, so the focus will likely 
  be to simply get the job done and leave with as few distractions 
  as possible. However, a planetary invasion could take place over 
  multiple scenarios spanning all corners of the globe. This chapter 
  will be most useful in detailing these longer, interlaced campaigns. 
  Jaime Wolf, unshakable in his Archer, has weathered the fire of countless battles and will do so for decades to come.
  ������������������������������
  
  135
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  NARRATIVE 
  CAMPAIGNS
  Whichever method is used, the GM and player(s) may want 
  to select units that stand out among those their chosen Faction 
  usually fields. Placing a No-Dachi in the ranks of a mercenary 
  force formed in Marik space creates an opportunity to spice 
  up the background of the Force and break up the otherwise 
  predictable array of units. Where did it come from? Past 
  operations, salvage, a shrewd card game on Galatea—who 
  knows, but it does make for a richer and more interesting 
  unit. By and large, however, players should consider the Force 
  they’re building and its intended battlefield role—after all, the 
  Fourth Deneb Light Cavalry wouldn’t field a large number of 
  heavyweight units such as Stalkers and Awesomes.
  Another thing to remember: there’s more to BattleTech than 
  BattleMechs. Having armor, infantry, etc. can help flesh out a 
  Force, and provide assets and abilities that the players may not 
  otherwise have.
  Keep in mind that the Force’s full roster is likely never going to 
  all be on the field at once. While the recommended overall Force 
  size is a battalion, few missions will see more than a company’s 
  worth in play at any one time. Putting all of a Force’s eggs in 
  one basket can be a quick way to end a campaign. 
  WEBBING THE 
  CAMPAIGN
  In physics, every action has an equal and opposite reaction. 
  In a well-designed, well-planned campaign, the same rule 
  applies. Every action taken by the players could have positive 
  and negative effects on future operations. That means each 
  objective achieved and failed affects future games. At first 
  glance, this may seem like a lot to track and consider. But step 
  by step, it is not as bad as it sounds.
  Tying together these positive and negative results is known 
  as “webbing” together missions of a campaign.  Webbing 
  together a campaign is the most challenging portion of creating 
  the campaign, but it can also be the most rewarding. There 
  is no right or wrong way to web scenarios—trial-and-error is 
  often the best way to learn. The important thing is to try new 
  things, and learn from both good and bad results. Above all else: 
  be transparent and consistent. If something in the structure of 
  the campaign doesn’t work and needs changing, make sure 
  that the players are aware of the change (and unless absolutely 
  necessary, don’t make that change mid-game!).
  Webbing the campaign begins with devising several objectives 
  for the players to complete across a total of four to eight operations. 
  Inspiration for campaign objectives can come from many places, 
  such as history, other BattleTech campaigns, or even storylines from 
  other fictional universes. The goal in this search for inspiration is 
  the kind of objectives that are often seen in warfare.
  A good GM will weave the outcomes and impacts of these 
  scenarios together to form a campaign that is reactive to the 
  players’ actions in both positive and negative ways.
  After determining the scope of the campaign, the GM 
  should determine the planet(s) on which the campaign will 
  occur. A world can have wildly varying terrain (as with Terra), 
  but if a GM wishes to have planetary attributes in place such 
  as an unusually hot or cold climate (for example, Mars) or 
  high/low gravity, those attributes should be selected at 
  this time; see Planetary Conditions (p. 28, TO), Advanced 
  Options (p. 62, AS) and Solar System Generation (p. 98). 
  These conditions should be adhered to for all scenarios on 
  the planet, and players should be aware of these decisions 
  before the campaign begins. Unless there has been a recent, 
  drastic climate change (a possible plot idea), a competent 
  Force won’t invade a world without knowing in advance that 
  it has a toxic atmosphere!
  Next, the GM crafts the opposition Forces, keeping in mind 
  the overall tale he or she wishes to tell in the campaign. The 
  Force Building section of the Map-Based Campaign chapter 
  (p. 142) contains simplified guidelines for constructing 
  a non-player Force, if the GM doesn’t already have one in 
  mind. Unlike in map-based campaigns, it is not necessary 
  to construct all of the GM’s Force ahead of time. Sometimes 
  the player Force will be more successful than expected, 
  eliminating the GM’s Force too quickly for the story. In such 
  a situation a GM must adapt to the needs of the campaign, 
  either by crafting a creative explanation for the arrival of more 
  GM-controlled troops, or adjusting the story progression to 
  account for fewer opponents. 
  Finally, the GM creates the initial mission and outlines 
  the desired course of the campaign—and that’s where the 
  fun really begins. This step takes planning and forethought, 
  however—assembling campaign missions and guiding 
  players off the cuff can be very difficult. Before each mission 
  of a campaign, it is recommended that the GM plan out at 
  least one to four follow-up missions based on the potential 
  outcomes of that mission. This involves more than just 
  imagining the outlines of future battles; a GM should 
  consider how each potential mission might impact the 
  overall progression of the campaign.
  Player unit Rosters
  One method for generating the players’ roster of units is 
  simply for the GM to create it. Another is that the lineup may 
  consist of a roster carried over from previous campaigns. In 
  other situations, the roster can be assembled using Random 
  Assignment Tables found in sourcebooks. The unit roster can 
  be selected by the players using the Master unit List’s faction 
  availability lists (masterunitlist.info) and the Force Creation rules 
  (see p. 8).
  ������������������������������
  
  Fortress
  Reinforcements
  Fuel Depot
  Seaport
  Airfield
  Attack
  Enemy Airpower 
  Eliminated
  Reinforcements
  Fuel Depot
  Raid
  Seaport
  Airfield
  Enemy ICE Vehicles
  Cruise Speed Only
  Heavy 
  Air Support
  Fortress
  Heavy 
  Air Support
  Water Vessel 
  Support
  No 
  Reinforcements
  Fuel Depot
  Seaport 
  Raid
  Airfield
  Fortress
  Fortress
  Attack
  Heavy 
  Air Support
  No 
  Reinforcements
  Fuel Depot
  Seaport
  Airfield
  SAMPLE CAMPAIGN  
  WEBBING BREAKDOWN
  • campaign effects: airfield attack • 
  • campaign effects: fueld depot raid • 
  • campaign effects: seaport raid • 
  • campaign effects: fortress attack • 
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  137
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  NARRATIVE 
  CAMPAIGNS
  Not all objectives go according to plan, of course, and failure 
  can put the GM is a tough spot: the players’ inability to achieve 
  mission objectives usually entails consequences. The obvious 
  choice is to simply impose the negative web-effect rather than 
  the positive, but fair consideration is required.
  At the GM’s discretion, some scenario objectives may be re-
  attempted. This depends on the situation, and some objectives 
  may not be available for a second try. A botched assassination 
  job may result in the target going to ground somewhere that 
  the players can’t reach; on the other hand, a fortress which 
  withstood the players’ first attack isn’t going to get up and move 
  elsewhere. Before allowing players to reattempt a scenario, GMs 
  are encouraged to look at the scenario and determine what 
  went wrong. Was it too hard? Did the players not have enough 
  resources to perform the task? Did the players just have bad luck? 
  If mission failure frequently occurs, the GM needs to re-
  evaluate the structure and parameters of their campaign. Not 
  every battle is a perfectly fair fight—in fact, very few ever are—
  but the players shouldn’t be routinely placed in impossible 
  situations. A good GM should be fair to the players, and avoid 
  unnecessarily frustrating them.
  Anna’s players fail to knock out the airfield. By a strict 
  reading of her campaign plan, enemy planes continue 
  to control the skies, and the reinforcement convoy gets 
  through to the fortress. Anna realizes that this now 
  makes the hilltop fortress assault scenario virtually 
  impossible to win. She elects to allow her players a 
  second crack at the airfield—but if they can’t take care 
  of business this time, they’ll have to move forward as 
  best they can.
  Brian’s players couldn’t seem to roll anything but 
  snake eyes during their attack on the fuel depot, and 
  the mission fails largely due to bad luck. By failing to 
  destroy the depot, the players miss out on the benefit of 
  enemy vehicles suffering restricted movement options. 
  However, they won’t have to contend with the blue-
  water warship during the seaport raid. Brian decides 
  not to allow the group a second shot at the depot, and 
  moves forward with the seaport raid scenario.
  SCENARIO 
  HOOKS
  A few scenario hooks are provided below to inspire individual 
  missions. Each scenario is presented from one angle or one 
  side of a mission, but GMs should feel free to flip the roles as 
  described if players prefer to play the other side. Instead of 
  trying to capture or destroy an enemy airfield, the player’ Force 
  may be tasked with protecting and defending their own airfield 
  from the GM’s Force. Also, GMs may choose to use two or more 
  hooks together on a single mission. Sometimes the only way to 
  get a high value target out in public for an assassination attempt 
  is to allow the target an opportunity to capture a key location.
  Anna is serving as GM for a campaign she devised, 
  and her players are weighing whether to attack an 
  enemy airfield, or bypass the airfield and attack a hilltop 
  fortress immediately. A successful airfield attack may 
  cause fewer opposing aircraft to be sent on bombing 
  runs in the future. But there are potential negatives 
  as well. By hitting the airfield instead of attacking the 
  fortress, a reinforcement convoy has a chance to arrive 
  at the fortress, and the enemies at that location will be 
  tougher when the players do turn their attention to it.
  Brian’s players are considering an assault on an 
  enemy fuel depot. Again, the positives are clear—by 
  denying fuel to the enemy, units that rely on that type of 
  fuel may suffer. If the players are successful, Brian plans 
  to impose a penalty to all opposing units that are not 
  powered by fusion engines: for the rest of the campaign, 
  these units will not be able to use flank movement and 
  are capped at their max cruise speed. That represents a 
  big advantage for the players in situations where they’re 
  up against tough vehicles like Demolishers! But Brian’s 
  campaign also includes a seaport raid. If his players 
  succeed in their attack on the depot, Brian knows that 
  the lack of available fuel means the enemy’s blue-water 
  warship will be unable to go out on patrol. The warship 
  might have been out to sea if the players had gone to the 
  seaport first; instead, she’s tied to the docks and able to 
  provide fire support to the defenders at the port.
  It’s up to the GM to decide how much of these “web-effects” the 
  players should know. Some effects may be evident to the players, 
  some may be revealed prior to a battle by roleplaying intelligence 
  gathering efforts, and others may serve as total surprises, unknown 
  to all but the GM. The GM will have to devise explanations for what 
  the players know or find out through gameplay—perhaps the 
  players succeed in capturing a command center and discovering 
  the enemy’s operations schedule, and the GM allows them to learn 
  about some of these web-effects as a reward. 
  Anna concedes that her group’s grasp of basic 
  battlefield strategy makes it clear to them that 
  bypassing the airfield attack would expose them to 
  bombing runs during their assault on the hilltop fortress. 
  However, she decides that they have no way to know 
  that an immediate assault on the fortress would prevent 
  the reinforcement convoy from arriving.
  Brian isn’t feeling particularly generous, and decides 
  that his group simply has no way to know the exact 
  whereabouts of the enemy’s blue-water warship, as 
  their aerospace forces took unnecessarily heavy losses 
  ensuring their safe transit to the ground. However, 
  he includes an optional objective in the fuel depot 
  attack scenario: if the players can capture the enemy 
  commander alive, they can glean intelligence which 
  would let them know that the dangerous vessel will be 
  dockside due to a lack of fuel.
  ������������������������������
  
  A civilian population has been incited to riot, and an urban or industrial 
  area is being torn apart as a result. The rioters may or may not (at the GM’s 
  discretion) have been coerced or even actively assisted by an opposing irregular 
  Force (such as Death Commandos or ROM operatives). The players will be tasked 
  with assisting law enforcement in getting things under control, and inflicting 
  minimal casualties if possible. Alternatively, the players could have been hired 
  by the irregulars to provide added muscle to the rioters in their attempts to push 
  back law enforcement.
  RIOT CONTROL
  i
  A location the player Force wants is held by the enemy and needs to be 
  captured. The objective could be a standing building, such as a ‘Mech depot, or 
  simply a key terrain feature, such as a hilly region. Whatever it is, the players 
  need to capture it from the enemy guarding it—and inflict as little damage as 
  possible. What use is a captured ’Mech depot if it’s razed in the process? The GM 
  may also throw a counterattack at the players, sending in a fast-moving Force as 
  reinforcements to beat back, or even set a trap.
  LOCATION CAPTURE
  i
  Conversely, the players must prevent the enemy from capturing a strategic 
  point. This can take place as an expanded portion of the latter part of a capture, 
  with the enemy counterattacking to retake the objective. The GM should consider 
  letting the players have a few extra “treats” in this situation. A prepared defense 
  may include hidden units, mines, pre-sited artillery, and the like.
  LOCATION DENIAL
  i
  Denying control of the skies to the enemy is important, but not always feasible 
  for an attacking Force’s fighters. In this scenario, the players assault an enemy 
  airfield trying to knock out fighters and facilities on the ground in an effort to limit 
  their opponents’ airpower. Wrinkles to this scenario could include aircraft taking 
  off to attack the players if they don’t move quickly enough, turreted defenses, 
  perhaps even a grounded Dropship if the GM is particularly creative. 
  AIRFIELD ATTACK
  i
  Whether a refinery, storage site, refueling depot, or something else, the 
  important thing is that it needs to be destroyed. The mission is straightforward, 
  and the GM needs to carefully plan it out, lest a single Thumper shell or LRM salvo 
  end the game on the first turn of play. Perhaps the players start amongst some of 
  the fuel tanks, meaning that destroying the base too soon would destroy them in 
  the process! Another twist might be the presence of underground tunnels under 
  the depot to give both Force places to go to escape the hellfire topside—and a 
  chance to encounter each other in the tunnels. This can be a very chaotic game, 
  and one players will talk about for a long time to come!
  FUEL DEPOT FIREFIGHT
  i
  The capture of a small seaport area offers some unusual opportunities. Water will 
  play a big role, which can make things difficult for some unit types, and easier for others 
  (hovercraft, for example, are in heaven). Watercraft, rarely seen in many BattleTech 
  games, become a handy thing as well. This includes blue-water naval support-size 
  units if the GM desires. The scope of such units can range from cargo-type vessels like 
  freighters or tankers to massive oceangoing warships. Perhaps one objective is to capture 
  the port intact. If a blue-water naval vessel is firing at the players with artillery weapons, 
  they’ll be forced to find a way to kill the ship before they can complete their objective.
  SECURE THE SEAPORT 
  i
  This can take a number of forms, but the simple fact is one target has to be 
  destroyed, and all others are secondary at best. The target may be a politician in a 
  hoverlimo, a high-ranking military officer in an assault ‘Mech, or a home in an affluent 
  neighborhood. Whatever the specifics, the players need to kill the target and get past 
  a series of defenses to do it. In the reverse, defending the target from assassins can be 
  fun, too. For added difficulty, have a third party run the assassination target, so that 
  neither side can gain an advantage by having the target do what they want. A foolhardy 
  Lyran general’s best chance to survive the Jade Falcon headhunter Star would be to 
  retreat behind the players’ bodyguard Force, but he insists on wading into the midst 
  of the battle in his Zeus, and refuses to hear cowardly advice from mere bodyguards. 
  Or perhaps a hoverlimo driver refuses to have his passenger late for a dinner ball, and 
  insists on continuing down the roadway despite the players holding the bridge across.
  ASSASSINATION
  i
  In this offbeat scenario, a testing site for a prototype unit needs to be hit and 
  the prototype destroyed. Perhaps the players need to capture as much intel as 
  possible on it as well. This allows for experimental, cutting-edge gear to be used 
  in very limited quantities outside the particular historic era of play. Although the 
  Thunderbolt missile isn’t commonly seen on the battlefield until midway through 
  the Jihad, perhaps a Dervish modified to act as a testbed is being put through 
  its paces on a Federated Suns world. The first and only Jade Hawk is undergoing 
  live-fire trials on Sudeten, and a nearby Republic force is sent to “acquire” it. House 
  Kurita has captured a Hatchetman in 3024, and a Steiner unit goes in to make sure 
  that Luthien Armor Works technicians don’t have a chance to reverse-engineer it. 
  Creativity is key in this scenario, even moreseo than usual, so GMs should have fun. 
  Oddball units are welcome, as well—not every prototype is successful enough 
  to earn a full production run. Units like the famed Arrow IV UrbanMech can be 
  used to memorable effect.
  PROTOTYPE TESTING GROUNDS
  i
  SCENARIO HOOKS
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  139
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  NARRATIVE 
  CAMPAIGNS
  mission options, for example, clearing out a nearby military 
  depot or capturing a communication facility, just enough to 
  get the players used to selecting their units for each mission. 
  Then it’s time to move into the webbing. 
  Give the players their list of scenario options. It is not 
  necessary to go into enormous amounts of detail here, but offer 
  the basics; the mission objective, some general information 
  about the defenders (omitting any special surprises, obviously), 
  the likely terrain, the units that the players can field (for example, 
  400 tons of gear if that’s the chosen balancing method) and any 
  details about the effects on other missions (however, the GM 
  may wish to keep this completely secret). The players will select 
  a scenario, work out their Force, and the GM will do the same.
  After each scenario, figure out salvage, let the players know 
  the positive and negative effects of their actions, and make sure 
  to keep those effects in play for future scenarios. Sticky notes 
  stored with gaming materials are a great way to keep track 
  of this. Then, the players are ready to move on to their next 
  scenario. Along the way, feel free to experiment a bit: maybe 
  some of the Force’s techs got captured as a result of a mission 
  gone wrong, and now they need to be rescued. Perhaps an 
  enemy depot was abandoned due to the players’ successes and 
  the defenders were forced to consolidate; that depot no longer 
  needs to be dealt with, thus deleting a mission.
  When approaching the close of a campaign, finish with a 
  few final missions that aren’t webbed, but are the result of the 
  previous scenarios. For instance, enemy remnants that survived 
  the players’ missions have retreated into the capital city and need 
  to be rooted out. Perhaps the spaceport needs to be captured, 
  or it’s a race against the clock to capture an HPG before it is 
  destroyed by vengeful fanatics. These final missions can either 
  be easy if the players did well and have a lot of good bonuses 
  in their favor, or nightmares if things didn’t go so well earlier.
  At the conclusion of the campaign, GMs should ask for 
  feedback from all players, and use what they learn in the 
  future. Ask what each person liked, what was disliked, and what 
  everyone might have changed, and use that to form the next 
  campaign—whether a continuation of the same characters’ 
  adventures or a totally different setup.
  MISSION  
  WRAP UP
  SALVAGE
  With all the time and effort put into planning a webbed 
  campaign, adding a lot of repair rolls, component tracking, 
  and time management may not be something a GM looks 
  forward to after a mission. In general, providing a way for player 
  Forces to salvage enemy units helps better draw players into a 
  campaign and makes the story more than just a series of battles. 
  First, the obvious: a failed mission means the players likely 
  don’t control the battlefield at the end of the scenario. As a 
  result, any failed mission means no salvage. If players aren’t 
  happy about that, they will hopefully be motivated to fight 
  that much harder next time!
  MISSION BALANCING
  Balancing opposing Forces can be accomplished any number 
  of ways. Possibilities include Battle Value, Alpha Strike Point 
  Values, simple tonnage (Size in Alpha Strike or BattleForce), or 
  even the number of drop bays available on the transport. As 
  long as the method chosen is consistent and the players are 
  aware of the rules in this regard, it really is up to the GM. 
  If balancing Forces based on Size or tonnage, players may want 
  to add modifiers based on the unit’s tech base to compensate 
  for the simple fact that some units are more capable than others 
  within a weight class. At 75 tons (Size 3) there’s little comparison 
  between a Marauder MAD-3M and a Mad Cat A, so perhaps Clan 
  units cost an additional 25 percent of their weight (or +1 Size) 
  rounded up to the nearest five-ton allotment, making that Timber 
  Wolf actually 95 tons (Size 4) for selection purposes. 
  The Forces in a given scenario can vary wildly in size. A 
  small operation to infiltrate and scout an industrial park likely 
  won’t have a huge Force involved, simply because they will 
  more easily discovered. Likewise, a massive assault on a ’Mech 
  production facility’s main gates likely won’t succeed with only 
  a small special-ops team. Take time to think about not only the 
  scope of the operation planned, but about the players at the 
  table. If there are only three or four people, a huge operation 
  consisting of dozens of units on each side might bog down. 
  At the same time, a scenario wouldn’t be much fun if a player 
  runs a single unit and gets knocked out two turns in, becoming 
  a spectator the rest of the day. As with anything good in life, 
  success often comes from trial and error. Things can and likely 
  will go wrong sometimes; the GM has to simply shrug it off and 
  learn lessons for the future.
  Defending forces are the fun part for the GM. As with the 
  players’ roster, the GM must think about the Force being built 
  and what its job is. A fuel depot in the mountains of a backwater 
  world in the Capellan Confederation is unlikely to field Clan 
  OmniMechs, while a fast recon Star from Clan Ice Hellion likely 
  will leave the Masakaris at home. Have a real plan in mind for 
  the Force, not just in terms of which units are fielded, but how 
  they will be used. Units guarding a political prison on Skye are 
  probably not equipped with top-of-the-line equipment, and 
  likely aren’t the best-trained troops either. The troops’ Gunnery 
  and Piloting Skills may suffer as a result, and Morale Checks 
  could be tougher to succeed in the face of determined player 
  opposition. On the other hand, facing down Clan Jade Falcon’s 
  Turkina Keshik in ritual combat likely means cutting-edge, 
  perhaps even experimental, Clan technology for the era, and 
  the best warriors the Clan can field. A good GM will make sure 
  to run those Forces accordingly and to make sure the players 
  aren’t balanced too far one direction or the other. Sometimes 
  a rout happens, on one side of the game or the other, but in 
  general, players want to be challenged to win without it being 
  boringly easy or impossibly difficult.
  MISSION CREATION & WEBBING
  The initial missions should be simple static scenarios outside 
  the campaign webbing. Perhaps the players make a landing, a 
  simple job in which jump-jet capable units land and clear out 
  the enemy from the LZ. After that, the players are given two 
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  repairable, particularly in instances where the vehicle’s crew were 
  killed, or motive hits forced its abandonment. The GM will have to use 
  their discretion: would this unit be able to be repaired realistically in 
  a brief amount of time between missions? As with ‘Mechs, determine 
  what seems reasonable based on the damage the unit suffered. If 
  the vehicle only needs some armor patched up, and maybe a thrown 
  tread or flat tire fixed, it might be available immediately. Further 
  damage might require more time. As one can imagine, any unit 
  destroyed by an ammunition explosion or engine destruction should 
  be considered unsalvageable no matter the situation.
  RESULTS AND FOLLOW UP
  Once salvage has been claimed and repair times have been 
  determined, the GM must apply the results of the mission to 
  their webbed campaign plans, and note any effects. Once these 
  impacts are resolved, the GM presents the next set of missions for 
  the players to choose from. 
  There are a few options when it comes to the next mission, 
  depending on the storyline the GM wishes to tell. In some 
  circumstances, the player Force must successfully complete (or at 
  least attempt) all of the missions the GM plans out. In other cases, 
  the GM will devise separate branches of follow-up missions based 
  on the results of the current mission. For instance, if an assassination 
  attempt is successful, missions A, B, and C are available for the players 
  to choose, while a failure results in missions D and E as the only 
  options. In some circumstances, a GM may decide that a particular 
  scenario must come next, and the results of the current mission will 
  only determine force sizes or other particular conditions. 
  Jan wants to run an attempted invasion of a Capellan 
  Confederation planet by the Free Worlds League in the 
  years just after the Fourth Succession War. As a fan of the 
  Capellan Confederation, he will be playing the defenders, 
  and desiring to inspire his forces, Jan chooses the world 
  Repulse as the site of the campaign. 
  Because there is no known data about the planet from 
  previously published materials (such as the Touring the Stars 
  or Turning Points series), Jan is free to create the planetary data 
  as he sees fit. He could choose to have wildly varying terrain (as 
  with Terra), or have generally fixed planetary attributes such as 
  an unusually hot or cold climate (as with Mars). Jan can even 
  choose high, normal, or low gravity (see Terrain Conditions, 
  p. 54, TO or Environmental Conditions, p. 92, AS). Since 
  these planetary conditions will be used for all scenarios on the 
  planet, Jan considers his choices carefully and consults with 
  his players before the campaign setup is completed. After all, 
  no respectable force would invade a world without knowing 
  it has only 80 percent standard gravity!
  Next, Jan needs a roster for the players to use. Jan can create 
  this starting Force if he desires, or he can allow the players to 
  craft their own, so long as the players keep it reasonable for the 
  campaign background. The size of the Force in terms of raw 
  numbers depends on the size of the campaign and the players’ 
  and Jan’s comfort level. For this campaign, everyone agrees 
  a battalion is a good starting size and decide to determine 
  forces using Random Assignment Tables. The proper Random 
  Assignment Table for this faction/era is Free Worlds League 
  3039 (War of 3039, p. 150), but Jan wants to allow the players 
  REPAIR COST AND TIME
  Not everyone enjoys doing excessive paperwork between 
  missions, and keeping things simple can help a GM better enjoy 
  the fruits of their labors. The following table can be a handy way 
  to let the players determine repairs based on the costs. An even 
  easier method can be to simply have the GM declare how long it 
  will take for the players’ units to be repaired. While this can cause 
  some strife for players, as long as the GM is consistent and not 
  cruel, it is manageable.
  A ’Mech that survives a mission and sustains only armor damage, 
  with no internal components destroyed, would likely be available 
  for the next mission. Modest internal damage, such as small 
  weapons being damaged, actuators, or an engine hit might cause 
  a unit to miss a mission. Bigger problems, such as the destruction 
  of a head or limb, damage to a major system such as multiple hits 
  to its engine or gyro, a ruined larger weapon like an autocannon, 
  etc., could cause a ’Mech to miss two or even three missions. This 
  method may seem overly simplistic, but it allows the GM to justify 
  repair times without having to keep a whole spreadsheet of notes 
  handy. It is recommended that the GM keep a record of the number 
  of missions required to repair damaged units and to provide this 
  information to players before they choose the next mission.
  This simplified method works just as well for salvaged units, and 
  allows for the players to gain reinforcements or replacements for lost 
  units. The GM should be challenging the players, after all, so if they 
  lose a Wolverine but can gain a Clint, they’re at least keeping up with 
  their losses. They may even capture pristine or only lightly-damaged 
  gear as well. For instance, the successful capture of a ’Mech base from 
  Clan Nova Cat might yield a couple of OmniMechs that weren’t able 
  to mobilize before the fighting ended. Such considerations should 
  be a part of the GM’s webbing of the campaign.
  Non-’Mech units are simpler to handle due to their less robust 
  construction. A fighter shot down in the atmosphere is unlikely 
  to provide salvage, unless the GM can explain how it ended up in 
  salvageable condition. Infantry, armored or otherwise, aren’t really 
  salvageable at all. Combat vehicles such as tanks may very well be 
  REPAIR AND REFIT TABLE
  Repair Type
  Cost*
  Armor Repairs 
  Ammo Reloads*
  Free
  Full Repairs: Mech is not  
  crippled or destroyed
  20%  
  Full Repairs: Mech is crippled
  30% 
  Full Repairs: Mech is destroyed
  40% 
  Spot Repair: Internal Structure  
  (instead of Full Repairs)
  10% Per Location. This includes 
  replacing an entire limb or Torso
  Spot Repair: Critical Hit  
  (instead of Full Repairs)
  $20,000 Per each Weapon Critical 
  3%  Per each Actuator Critical 
  5% Per Engine or Gyro Critical 
  $5,000 Any other Critical (each) 
  Ejected from a Mech
  +5% (Does not apply to Crippled 
  or Destroyed Mechs)
  MechWarrior healing
  $50,000 Per wound
  *Percentages are determined from a unit’s base cost.
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  141
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  NARRATIVE 
  CAMPAIGNS
  mission is chosen second or third, the planned 
  reinforcements will be present at the start of the battle. 
  Jan and his players continue the campaign for a while. 
  Missions are attempted, many are completed, some are 
  failed, and some are reattempted. Some of the missions 
  that Jan created are not initially selected by the players, 
  and instead are redesigned and used later in the campaign. 
  NARRATIVE AND 
  MAP-BASED 
  CAMPAIGNS
  The rules and guidelines in this chapter can be combined 
  with the Map Based Campaign rules, p. 142. In a webbed, 
  map-based campaign, the GM must both run the opposing 
  Forces, and present the missions for the players to direct their 
  movements on the campaign map. The GM essentially serves as 
  the players’ higher headquarters, giving orders that direct the 
  overall structure of the campaign (conquer this planet, take that 
  city). In addition, the GM fulfills some roles of command staff, 
  presenting the players with potential options and missions to 
  get the job done (such as defending certain territory, destroying 
  enemy supplies, or assassinating the enemy commander).  
  During a webbed, map-based campaign, the GM prepares the 
  missions in the same way described above. The players then choose 
  and announce which Formations (see Map Based Campaign, p. 142) 
  are assigned to which missions. Using the campaign turns, the 
  players and GM move their units toward the completion of those 
  missions and advancement of the campaign storyline. 
  The extra work comes in the mission writing stage. Rather 
  than the mission objectives being “go on patrol,” the mission 
  objectives would instead be to “patrol these specific sections of 
  the map for (some number) of campaign turns.” Or, rather than 
  receiving a general order to attack the enemy, that Formation 
  is ordered to attack the enemy in a certain section of the map. 
  Integrating the two types of campaigns will likely take more 
  coordination for the GM, but this style of campaign play can create 
  a more realistic, more visual story as the players track their progress 
  in missions completed and movement across the campaign map.
  FINAL TIPS  
  & TRICKS
  Above all else, experiment! Try tying in A Time Of War 
  scenarios to fill in time between operations! Perhaps larger-
  scale battles can be conducts via the Abstract Combat System, 
  BattleForce or Strategic BattleForce instead of Total Warfare or 
  Alpha Strike. While the fight continues on the ground, up in orbit 
  the players’ transport units face problems of their own! There’s 
  no shortage of ways to play, and that’s what makes BattleTech 
  so much fun. These rules are not meant to be written in stone; 
  they are all intended to be easily modified, built up, and turned 
  into what the players and GM want them to be.
  to branch out and have fun. So he decides this particular 
  Marik unit has seen tough fighting along the Lyran border, 
  and one unit in every lance can be rolled on the Federated 
  Commonwealth (Lyran Commonwealth) 3039 Random 
  Assignment Table (War of 3039, p. 151). Jan reminds 
  the players a good mix of units is best, and can confer 
  additional special abilities (see Formation Building, p. 56).
  The next step will take Jan a bit of time, so he sits down 
  to plan one to four initial missions from which his players 
  may choose. Setting up the background, the players’ 
  Force will be landing on Repulse using an Overlord 
  DropShip and a couple of support vessels. Jan decides 
  on three different missions, each with a different landing 
  zone. The first option is a combat drop at a spaceport in a 
  major city. The second option is a landing point midway 
  between two major cities. The third option is a stealth 
  approach to a small area in a mountain valley. 
  Jan begins to build the webbing of his campaign, 
  deciding that each landing zone option has pluses 
  and minuses. The combat drop will face stiff resistance 
  (an extra lance) from the Liao defenders, but taking 
  such a large city will have big morale impact on the 
  defenders and will allow the players to launch attacks 
  more quickly. The second option will face a moderate 
  attack (equal Force size) from the Liao defenders, but 
  the separation will allow the players to deploy as much 
  of their Force as they wish. However, if their DropShips 
  take too much damage, they may lose repair facilities 
  and ammo supplies, hampering future operations. 
  The mountain landing zone offers minimal resistance 
  (defenders totaling one-third the size of the player 
  Force), but it places the players far from the enemy, 
  meaning there will be few opportunities for surprise 
  attacks later in the campaign.
  Once the players choose a landing zone mission, Jan 
  must plan future missions to occur once the players are 
  on the ground. Rather than throw away the unused 
  landing zone missions, Jan saves them just in case 
  conditions later in the campaign force the players to 
  relocate their ships and supplies, essentially trading one 
  set of benefits and consequences for another set. 
  The next set of missions Jan plans involve sending units 
  on a defensive patrol (securing the landing zone and 
  searching enemy scouts), sending out a scouting patrol 
  (attempting to locate the enemy base and supplies), and 
  a harassment mission (attempting to destroy or chase off 
  the enemy survivors of the landing mission). 
  Units engaging in the harassment mission will face 
  damaged opponents totaling two-thirds of the player 
  Force, but if they aren’t destroyed quickly enough, 
  enemy reinforcements totaling one-half the player Force 
  will arrive. The defensive patrol will (unbeknownst to 
  the players) encounter lightweight enemy units that 
  will attempt to escape through the players’ home edge. 
  Finally, the scouting patrol must send units to scan a 
  number of pre-selected areas and escape alive. The 
  player Force must attempt each mission before they 
  will be provided with new ones, but if the harassment 
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  MAP-BASED 
  CAMPAIGN
  In days of old, army commanders often kept a large map in their 
  headquarters, on which they tracked the movement of their forces 
  and the progress of the campaign. It was on this map that generals, 
  warlords, and kings planned out their strategy and issued orders 
  to their subordinates. 
  These map-based campaign rules allow players and gamemasters 
  (GMs) to similarly use a large-scale map to track the progress of their 
  campaign, direct the movement of their forces, and attempt to 
  win control of key locations. In this section, players will learn how 
  to how to run a campaign of any scale using a map to direct the 
  course of the campaign. 
  CAMPAIGN SCALE
  The first step in crafting a map-based campaign is to determine 
  the scale of the campaign. A campaign can be as large as total war 
  in a section of known space, such as the Amaris Civil War or the 
  Wars of Reaving, or consist of a single Clan fighting in the battle 
  of Tukayyid. The size and scope of the campaign is only bound by 
  the size and scale of the map used. 
  Maps can come in many different sizes and formats. A single 
  mapsheet could be used to represent a section of a planet to be 
  fought over. At this scale, each hex would itself represent a single 
  Total Warfare- or Alpha Strike-scale game area with key sites and 
  objectives placed on the map during planning stages. Going up 
  in scale, the planetary scale maps used in the Abstract Combat 
  System (see p. 324, IO) and found in the digital Turning Points series 
  products would apply to a planetary invasion or a series of raids 
  on a planet to grab key supplies. Taking another step up in scale, 
  the force deployment maps found in the Field Manual series can 
  be used to play out a House or Clan attempting to conquer their 
  neighbor. Using the largest scale maps of the entire Inner Sphere or 
  Clan Homeworlds allows multiple players to compete in a campaign 
  to control all of known space. 
  Large or small, there are maps available to allow players and 
  GMs to run a campaign of any scale. The rules that follow will 
  work at any scale, and can even allow for campaigns within a 
  campaign for those that want to explore a battle over a key 
  location in more detail.
  Many feel that their fate is to be a pawn in the ploys and gambits of the greater powers of the Inner Sphere.
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  143
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  MAP-BASED 
  CAMPAIGNS
  Brian is a storyteller at heart. He already has an idea 
  of how he wants his campaign to progress, so he decides 
  to use as few extra rules as possible, to prevent them 
  from getting in the way of his epic tale.
   
  CAMPAIGN 
  SETUP
  DETERMINING CAMPAIGN OBJECTIVES
  Much like setting the victory conditions for a single battle, 
  before beginning a map-based campaign, the campaign 
  objectives must be determined. In other board games that 
  feature map-based gameplay, victory is typically achieved 
  either through total control of the map, or through the 
  exhaustion of a player’s resources. In the BattleTech universe, 
  the populations and main industries of most planets or regions 
  of space are located in a few key locations. Many planets 
  feature wide open terrain that is great for hosting military 
  training or battles away from collateral damage. However, 
  these open spaces are of little value to the planetary rulers 
  or invaders. 
  The objective of most BattleTech map-based campaigns 
  is to capture or control key locations on the campaign map 
  while simultaneously destroying as much of the enemy Force 
  as possible. For some campaigns, such as a border raid, the 
  objective focuses on successfully raiding those key sites to 
  deny resources to the enemy and keep them off guard. In 
  other situations, players may be the defender in a campaign, 
  attempting to hold off the GM’s attacking hordes. The GM, in 
  conjunction with the players, determine the main objectives 
  of the campaign based on what type of campaign they wish 
  to run or what kind of story they wish to create.
  The GM and players may also score the campaign using an 
  objective point system (see Valuing Map Objectives, p. 147). 
  Becoming the most powerful Clan requires 
  territory, factories, and defeating your enemies. For 
  his campaign, Ben has determined his players must 
  not only control the largest territory, but also control 
  the most factories. 
  A planetary invasion seems simple enough to Chris; 
  he decides that a victory can only be achieved through 
  controlling every city. Realizing this might result in a 
  longer campaign does not bother Chris, it just assures 
  him plenty of battles in the future.
  Brian’s goal is to win a battle that previously resulted 
  in a draw. To win his campaign, he must capture the 
  cities of Olalla and Humtulips.
  Ben wants to run a campaign set after the end of 
  the Wars of Reaving. His players want to play as Clan 
  Stone Lion and see if they can build up this new Clan into 
  the most powerful Clan. Flipping through The Wars of 
  Reaving, Ben finds a map of the Clan Homeworlds that 
  he will use as the campaign map. 
  Chris will be creating his own story, running a Star 
  League planetary invasion on the world of New Dallas. 
  Chris recently purchased Historical Turning Points: New 
  Dallas, which includes the planetary map for New Dallas 
  with hexes marked on it.
  Brian wants to replay the Battle of Tukayyid, and 
  see if Clan Jade Falcon can earn a victory with some 
  better leadership at the helm. Since this takes place on 
  a portion of the planet, he simply selects an existing 
  mapsheet he will use as the campaign map.
   
  RULES 
  COMPLEXITY 
  After deciding the scale at which the campaign will be fought, 
  the next step is determining the complexity of rules the campaign 
  will employ. For some players and GMs, the campaign is merely 
  a tool to craft an epic story, and allows them to play through a 
  series of games while crafting that tale. These players prefer a 
  more flexible, less complex set of rules that won’t get in the way 
  of the storytelling. Other players and GMs want to make use of 
  as many rules from the BattleTech core rulebooks (Total Warfare, 
  TechManual, Tactical Operations, Strategic Operations, A Time of War, 
  and Interstellar Operations). These players want their campaign 
  to stick as closely to the various rulesets as possible. Still others 
  find some middle ground, picking and choosing the rules they 
  want to use. The rules included in this chapter will provide a basic 
  framework for the campaign, and note where more detailed rules 
  can be found for those who wish to incorporate them.
  The rules for map-based campaigns can be applied with any 
  level of game complexity, but before beginning a campaign, it is 
  best for all involved to discuss and agree upon which rules will and 
  will not be used. Map-Based campaigns can be easily adjusted to 
  fit any rules complexity which the players and GM agree upon. 
  Ben and his players have decided to only use some of 
  the rules throughout the various core rulebooks. After 
  group discussion they agree which particular rules the 
  campaign will use.
  Chris wants to use as many rules as he can fit into a 
  single campaign. He realizes this might take extra work, 
  but part of the enjoyment of running a campaign for 
  him is found in the details and the realism.
  ������������������������������
  
  campaign. Using the Technical Readout series, players and GMs can 
  identify the locations of factories and other crucial locations that 
  may be used in the campaign. From the Field Manual series, players 
  and GMs can sometimes find the location of large military bases or 
  headquarters that could be target sites in a campaign. 
  Using a BattleTech mapsheet to represent a section of a planet 
  requires a bit of extra work if it is to be used as a campaign map. 
  Typical mapsheets have lots of terrain features, but don’t have many 
  obvious key hexes to fight over. In this situation, players and GMs 
  must create the key sites that will determine the course of the 
  campaign. For instance, a road crossing a water hex might be a 
  key bridge that must be captured to control a river crossing. A road 
  through lots of woods hexes might be the only easy method of 
  DETERMINING MAP OBJECTIVES
  Most non-gameboard maps found in BattleTech products 
  highlight key locations and are identified in the map key. On 
  maps of a single planet, typically the capital, major cities, minor 
  cities, DropPorts, and other notable locations are shown using a 
  specific symbol. These maps give players and GMs a great start 
  at identifying the sites and areas that will feature prominently in 
  their campaign. 
  On larger scale maps that cover a House or Clan’s entire realm, 
  the capital planet, regional capitals, and regional boundaries are 
  shown. While these maps give some key locations, they do not 
  highlight other key planets that players might want to use in their 
  A01
  A01
  A01
  P01
  N03
  N06
  N08
  N08
  N11
  N13
  N13
  L03
  L05
  L06
  L07
  L08
  L08
  L10
  L11
  L12
  L13
  L13
  L15
  J03
  J04
  J05
  J06
  J07
  J08
  J09
  J10
  J11
  J12
  J13
  J14
  J15
  H02
  H03
  H04
  H05
  H06
  H07
  H08
  H09
  H10
  H11
  H12
  H13
  H14
  H15
  F01
  F02
  F03
  F04
  F05
  F06
  F07
  F08
  F09
  F10
  F11
  F12
  F13
  F14
  F15
  D01
  D03
  D04
  D06
  D06
  D08
  D09
  D11
  D11
  D13
  D14
  D16
  B01
  B06
  B06
  B11
  B11
  B16
  M03
  M05
  M06
  M08
  M08
  M10
  M11
  M13
  M13
  M15
  O03
  O08
  O08
  O13
  O13
  O18
  K03
  K04
  K05
  K06
  K07
  K08
  K09
  K10
  K11
  K12
  K13
  K14
  K15
  I02
  I03
  I04
  I05
  I06
  I07
  I08
  I09
  I10
  I11
  I12
  I13
  I14
  I15
  G01
  G02
  G03
  G04
  G05
  G06
  G07
  G08
  G09
  G10
  G11
  G12
  G13
  G14
  G15
  E01
  E02
  E04
  E05
  E06
  E06
  E07
  E08
  E09
  E11
  E11
  E12
  E13
  E14
  E16
  C01
  C03
  C06
  C06
  C08
  C11
  C11
  C13
  C16
  P01
  P01
  1
  3
  5
  7
  2
  4
  6
  N
  KEY
  Plains
  Desert
  Woods
  Water
  Mountains
  KEY
  PLAINS
  WATER
  FOREST
  ITEM OF 
  INTEREST
  DESERT
  DROPPORT
  MOUNTAINS
  CITY
  EPICENTER OF  
  METROPOLITAN  
  COMPLEX;  POPULATION 
  OF SURROUNDING 
  AREA > 50,000,000
  CITY
  POPULATION OF 
  SURROUNDING 
  AREA < 1,000,000
  ARCTIC
  R E U N I 
  E L L U M
  LAKE 
  GALVEZ
  Port 
  Vera
  Rockford
  Town 
  en 
  Dangle
  Galvez 
  City
  Paradiso
  Culver
  Washington
  Sequoyah
  Moonlight
  Castro
  New 
  N’Hampshire
  Sierra 
  Tercero
  Vítejte
  Fort 
  Jacinto
  Fortress 
  Bexar
  B R A Z O S 
  O C E A N
  • chris’ campaign map • 
  ������������������������������
  
  145
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  MAP-BASED 
  CAMPAIGNS
  Readouts to identify which planets have factories. In 
  a move to simplify things a bit while still keeping some 
  detail, Ben and his players agree to only worry about 
  ’Mech factories for purposes of the campaign. 
  Chris is in luck: his map specifies many cities and other 
  key locations already, saving him time with this step.
  Without a detailed map of Tukayyid, Brian must 
  identify the key locations. First he picks two Zones on his 
  selected campaign mapsheet to serve as his objective 
  cities. Next he places four supply depots that the enemy, 
  ComStar, will control. Last is a bridge over the Prezno 
  River, which cuts across his campaign map. 
  travel though a forest. On a city map, buildings can be chosen 
  as government or military command structures. In other 
  situations, adding buildings or other markers to the map can 
  designate military bases, DropPorts, factories, key travel routes, 
  or supply warehouses. 
  Alternatively, GMs and players can design their own maps, 
  sectioned off into Zones (not necessarily hex-shaped nor in 
  a patterned grid) containing key sites, terrain features or 
  open ground.
  Consulting The Wars of Reaving, on page 249, Ben 
  finds the distribution of planetary control among 
  the four surviving Clans. Next, he uses his Technical 
  A01
  A01
  A01
  N13
  N16
  N18
  N18
  N21
  N23
  N23
  N01
  N03
  L13
  L15
  L16
  L17
  L18
  L18
  L20
  L21
  L22
  L23
  L23
  L25
  L01
  L02
  L03
  J13
  J14
  J15
  J16
  J17
  J18
  J19
  J20
  J21
  J22
  J23
  J24
  J25
  J01
  J02
  J03
  H13
  H14
  H15
  H16
  H17
  H18
  H19
  H20
  H21
  H22
  H23
  H24
  H25
  H01
  H02
  F13
  F14
  F15
  F16
  F17
  F18
  F19
  F20
  F21
  F22
  F23
  F24
  F25
  F01
  D13
  D14
  D16
  D16
  D18
  D19
  D21
  D21
  D23
  D24
  D01
  B11
  B16
  B16
  B21
  B21
  B01
  M13
  M15
  M16
  M18
  M18
  M20
  M21
  M23
  M23
  M25
  M01
  M03
  O13
  O18
  O18
  O23
  O23
  O03
  K12
  K13
  K14
  K15
  K16
  K17
  K18
  K19
  K20
  K21
  K22
  K23
  K24
  K25
  K01
  K02
  K03
  I12
  I13
  I14
  I15
  I16
  I17
  I18
  I19
  I20
  I21
  I22
  I23
  I24
  I25
  I01
  I02
  G12
  G13
  G14
  G15
  G16
  G17
  G18
  G19
  G20
  G21
  G22
  G23
  G24
  G25
  G01
  E12
  E13
  E14
  E16
  E16
  E17
  E18
  E19
  E21
  E21
  E22
  E23
  E24
  E01
  C11
  C13
  C16
  C16
  C18
  C21
  C21
  C23
  C01
  P01
  P01
  P01
  0110
  0109
  0108
  0107
  0106
  0105
  0309
  0308
  0307
  0306
  0305
  0508
  0507
  0506
  0505
  0707
  0706
  0705
  0906
  0905
  1105
  1306
  1305
  1507
  1506
  1505
  0209
  0208
  0207
  0206
  0205
  0204
  0408
  0407
  0406
  0405
  0404
  0607
  0606
  0605
  0604
  0806
  0805
  0804
  1005
  1004
  1205
  1204
  1406
  1405
  1404
  7
  9
  6
  8
  10
  +0
  +0
  N
  +
  P
  +
  P
  R E U N I O N
  T R I N I T Y
  LAKE 
  GALVEZ
  Port 
  Vera
  Town 
  en 
  Dangle
  Galvez 
  City
  Culver
  Washington
  Sequoyah
  North 
  Jasper
  Moonlight
  San 
  Teresa
  Sparta
  Caddo 
  City
  Fortress 
  Goliad
  Fort 
  Resolute
  Fort 
  Jacinto
  B A J A 
  O C E A N
  New 
  Angelo
  CAPROCK 
  MIDLANDS
  • new dallas planetary map, turning points: new dallas • 
  ������������������������������
  
  Arcadia
  Babylon
  Barcella
  Bearclaw
  Brim
  Dagda
  Delios
  Foster
  Gatekeeper
  Glory
  Grant’s Station
  Hector
  Hellgate
  Hoard
  Homer
  Huntress
  Kirin
  Londerholm
  Niles
  Roche
  Sheridan
  Strana Mechty
  Strato Domingo
  Tamaron
  Tathis
  Tiber
  Tokasha
  Pentagon Worlds
  Clan Homeworlds (3085)
  0
  10
  20
  30
  40 50 lightyears
  Coreward
  Spinward
  Anti-spinward
  Rimward
  Nation Capital
  Clan Coyote
  Clan Stone Lion
  Clan Cloud Cobra
  Clan Star Adder
  • brian’s campaign map • 
  • ben’s campaign map  • 
  1
  1
  1
  3
  4
  4
  2
  2
  2
  2
  Landing Zone 
  Supply Depot 
  Bridge 
  Objective City
  2
  3
  4
  ������������������������������
  
  147
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  MAP-BASED 
  CAMPAIGNS
  FORCE BUILDING
  Building a starting Force for a campaign takes more planning 
  than for a single battle. For most campaigns, a good rule of thumb 
  is to first decide the size of the Force that will be used in a typical 
  battle (lance, company, battalion). The size of a campaign Force 
  will typically be one Force size larger. This method works best for 
  player Forces, as it allows the player to lose some Formations in a 
  battle without the casualties drastically affecting the campaign. 
  Determining any non-player Forces (such as a GM’s Force) is a 
  bit trickier. In-depth guidance can be found in Force Creation(see 
  p. 8). A quick and easy method is to take the Force size for a 
  typical battle (lance, company, etc.) and create one for each 
  map objective. In this manner, a basic campaign can have one 
  defending Force for each objective. 
  Ben begins by assisting his players in constructing the 
  Clan Stone Lion touman. Using the Military Commands 
  listing on page 171 of The Wars of Reaving, they have 
  7 Clusters of various size to construct. Since they want 
  gameplay to move quickly, Ben and his players decide 
  to play the campaign using the Alpha Strike ruleset. The 
  Master Unit List (MasterUnitList.info) is used as a guide for 
  creating a few basic Stars that are converted into Trinaries 
  using the Strategic BattleForce and Abstract Combat 
  System conversion rules in Interstellar Operations. 
  Then, using the Random Assignment tables found in 
  the The Wars of Reaving: Supplemental, Ben creates a 
  few typical Trinaries for the other three Clans and uses 
  these Trinaries to fill out the other Clans’ toumans.
  Seeing the number of sites he will have to control in his 
  quest to conquer New Dallas, Chris decides he will need a 
  full combined arms regiment at his command. Carefully, 
  Chris constructs the lances, companies, and battalions 
  that will form his regiment. At the end, he is proud of his 
  accomplishment and the details that went into each 
  decision. Like Ben, Chris uses the SBF and ACS conversion 
  rules to generate stats for his companies, even though 
  he plans to fight each battle under Total Warfare rules.
  In an effort to simplify things, Brian decides that his 
  campaign will be a scaled-down version of the battle 
  for Tukayyid, with the Falcon forces represented by only 
  4 Trinaries. He plans to use Alpha Strike rules in each 
  battle and he will use the generic movement rates for 
  his Formations, so he skips the SBF and ACS conversions. 
  DEPLOYMENT
  Deployment of the attacker’s Force begins with the opening 
  story of the campaign. A daring planetary invasion might begin 
  with a hot-drop of troops and DropShips landing directly at a 
  DropPort under fire. A more cautious attacker might instead 
  land his forces out away from the map objectives in order to 
  avoid taking damage from the planetary defenders. A border 
  raiding campaign would start with the raider’s force making a 
  jump across the border to a target planet. In a campaign that 
  VALUING MAP OBJECTIVES
  When it comes to winning a campaign, in some cases each 
  objective on a map will be valued equally, with victory simply 
  a matter of capturing them all. In other campaigns, different 
  key locations will have different values, sometimes even 
  different values depending on who controls the objective. 
  When determining the value of each objective on the map, 
  the overall objective of the campaign must be kept in mind. 
  For a border raiding campaign, each objective might be of 
  equal value. In a campaign of planetary conquest, capturing 
  the capital or controlling all the DropPorts would likely have 
  more value than holding a few small cities. 
  Returning to the planetary control table on p. 249 
  of The Wars of Reaving, Ben sees that the smallest 
  enclave of control is 5 percent of a planet. Therefore, 
  he decides each 5 percent control of a planet will be 
  worth 1 campaign point, making full control of a 
  planet worth 20 points. In order to simplify things 
  Ben and his players agree that controlling a factory 
  is equivalent to 10 percent control of a planet or 2 
  campaign points. After reviewing various Technical 
  Readouts, he finds that on Glory, the Stone Lions 
  control 70 percent of the planet, making it worth 14 
  campaign points. There aren’t any ’Mech factories 
  on Glory, however, so no points for that. Tokasha is 
  a planet that the Stone Lions control 100 percent, 
  making it worth 20 campaign points. It also has 4 
  active ’Mech factories, together worth an additional 
  8 campaign points. This process is repeated for the 
  rest of the surviving planets in Clan space.
  Totaling everything up, Chris finds 12 hexes with 
  a city, 4 hexes with a fort, 1 hex with a city and a 
  DropPort, 1 hex for the planetary capital, and 1 hex 
  with 4 cities and a DropPort in it centered around Lake 
  Galvez. Even though his objective is total planetary 
  dominance, Chris decides to give every objective on 
  the map a point value so he can judge his progress 
  along the way. Chris decides that each city will be 
  worth 1 campaign point, a city with a DropPort worth 
  2 points, and each fort (which includes a DropPort) 
  will be worth 3 points. This makes the megalopolis 
  around Lake Galvez worth 5 points. Lastly is the capital 
  (which also includes a DropPort), which will be worth 
  10 points. The total value of all the objectives on New 
  Dallas works out to 41 points. 
  Like Chris, Brian’s objectives are fairly straightforward, 
  capture both cities. He also wants to improve on the 
  previous performance of the Jade Falcons, a draw. With 
  this in mind he gives each of the 4 supply depots a value 
  of 1 campaign point. He also gives the bridge over the 
  Prezno River a value of 1 campaign point. Each city 
  is given a value of 10 points for a maximum possible 
  campaign score of 25 points. 
  ������������������������������
  
  MAP-SCALE TURNS 
  Battles take place within the framework of a Strategic Turn, which 
  encompasses one of a number of actions (including combat) within 
  a discrete period of time. This is usually a day, but if players agree, 
  the period of time may be increased (for example, to a week) or 
  shortened (perhaps to 6 hours) to reflect different tempos of combat 
  and different scales of campaign play. The main impact of changing 
  this timing is for players and GMs that wish to specify the amount of 
  time available when incorporating time-related mechanics, such as 
  maintenance, repairs, fatigue, and so on (see Maintenance, Repairs, 
  Customization and Salvage, p. 166, SO). Within each Strategic Turn, the 
  players take one or more actions that are notionally simultaneous. 
  Each player gives one action to each Formation (usually a company or 
  Trinary for planetary campaigns, though players may, if they all agree, 
  use lances and Stars instead) in his or her Force. No Element (’Mech, 
  vehicle, infantry platoon and so on) may be given more than one 
  order in a Strategic Turn. The potential actions fall into two categories: 
  combat orders and non-combat orders. If the campaign is Player 
  vs. Player (see p. 154), then orders should be written down by each 
  player and revealed simultaneously.
  Formation Orders 
  Combat orders come in three forms: Attack, Scout, and Defend. 
  Whenever multiple Formations in the same location are given the 
  same combat order, that player must specify if the Formations are 
  working together as one larger Formation or acting independently.
  Attack: A Formation with an Attack order actively seeks enemy 
  forces to engage in combat. 
  Scout: The Formation attempts to determine the size, composition, 
  and location of the enemy Force while avoiding full-scale combat. 
  Defend: When given a Defend order, a Formation is prepared for 
  battle, but not seeking out the enemy to engage in combat and 
  receives a +1 initiative bonus in any battle that occurs.
  Non-combat orders come in the form of Repair, Move, Fast Move, 
  and DropShip Move orders. 
  Repair: The Repair order allows units to be repaired using the 
  Maintenance, Repairs, Customization and Salvage rules (see p. 166, 
  SO). If players wish to use simplified repair rules, a Repair order 
  will repair all damage to all units in a Formation and all damage to 
  all pilots and crews in the Formation. Unfortunately, a simplified 
  Repair order will not revive warriors or crews that have been killed 
  in combat. However, a simplified Repair order will recruit Green Skill 
  Rating warriors and crew to fill any vacant units. 
  Move: Allows the units in a Formation to move at a rate of 1 x the 
  Formation’s Strategic Move Rate (see sidebar on p. 149). 
  Aerospace Formations may move to any friendly hex or Zone on 
  a planetary or sub-planetary map as long as the destination hex or 
  Zone has an airfield or friendly DropShip. Aerospace Formations 
  may move as part of an Attack or Scout order into any hex or Zone, 
  and then must return to their original location or any other friendly 
  hex or Zone with an airfield or DropShip.
  Fast Move: Allows a Formation to move at 1.5 x its Strategic Move 
  Rate (rounded up). A Formation moving between planets can only 
  make a Fast Move order if the WarShip or JumpShip transporting 
  it has a Lithium Fusion Battery (per the corresponding Technical 
  Readout entry). 
  takes place on a smaller section of a planet, the attacker would 
  simply start at one map edge like a typical battle. 
  Defending forces can begin wherever the defender desires. Some 
  locations could be more lightly defended than others, in favor of 
  tough defenses at key locations. In other situations, a defender’s 
  forces would be equally divided to defend each objective. Each 
  option has different merits and risks, and depends on the value of 
  each map objective and the overall campaign objective. The defender 
  can even deploy part of all of their Force as Hidden Units (see p. 256, 
  TW), writing down their deployment locations on a piece of paper.
  With so many enclaves and Formations, Ben and his players 
  decide to deploy at least one Trinary to each enclave a Clan 
  controls. The rest of the available Formations are deployed at 
  random to simplify the process.
  Chris’s GM uses the point value of each location as a 
  guide when deploying his defending Force. He deploys a 
  lance per point value for each location. A single city gets a 
  lance of defenders, while the capital gets a battalion of three 
  companies and a command lance, or 10 lances total. With a 
  campaign value of 41 for the planet, this gives the defenders 
  a regiment of 4 battalions, each with a command lance, and 
  a regimental command lance for the planet. 
  Needing to establish a solid beachhead on the planet, 
  Chris opts to send his entire Force to the continent of Ellum, 
  landing in hex K06. This places him outside of contact with 
  any city, allowing his forces time to deploy from their 
  DropShips before encountering the defenders. 
  Brian has his DropShips land in Zones next to each other 
  on the opposite end of the map from his target cities. The 
  ComStar Force is deployed in Level II Formations in and 
  around the cities and supply depots. 
  PLAYING/RUNNING 
  THE CAMPAIGN
  The Creating Scenarios rules (see p. 256, TW) and the Linked 
  Scenarios rules (see p. 47, SO) provide several scenarios that players 
  may use as the basis of their map-based campaign games. This 
  section expands on those rules, going beyond individual scenarios 
  to provide a mechanism by which those scenarios can be used 
  in a map-based campaign. The system also gives the players the 
  opportunity to achieve strategic goals that affect the campaign, in 
  addition to simply destroying their opponent’s Force. The rules in 
  this section define an Element as the smallest individual combat 
  unit (’Mech, tank, lance, company, etc) based on the scale of the 
  campaign. A Formation is defined as a grouping of Elements as 
  shown on the Standard Force Organization Schemes Table (see p. 
  233, IO). During play, Formations may be reorganized between 
  Strategic Turns at will as long as the new Formations are specified 
  before declaring any Formation orders for that turn. For those using 
  a more rigid set of rules, all units being reorganized must be at the 
  same location.
  ������������������������������
  
  149
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  MAP-BASED 
  CAMPAIGNS
  The Attacker and Defender for a scenario are determined 
  based on the order given to each Formation. A Formation given 
  an Attack order is the attacker for the scenario. A Formation 
  given a Defend order is the defender for the scenario. If one 
  Formation is given a Scout order and the other is given a 
  Defend or non-combat order, the Formation given the Scout 
  order is the attacker for the scenario. In any other pairing, 
  randomly determine which Formation is the attacker for that 
  scenario. If multiple Formations working independently (see 
  Formation Orders, p. 148) are within a hex or Zone, randomly 
  determine opposing Formations for the battle, with the 
  remaining Formations serving as reserves or reinforcements, 
  at the GM’s discretion.
  While two or more Forces engage in a battle, in the interest of 
  balanced play, the following scenarios will use some (if not all) 
  of the Forces committed to a battle. If the Force Composition 
  for a scenario uses unequal numbers of units, the side with the 
  smaller number of units must reduce the size of their Force for 
  that battle only. When a player must reduce the size of their 
  Force for a battle, that player chooses which units to use in the 
  battle, following any guidance found in the Force Composition 
  of that particular scenario. 
  The method of balancing the Forces is up to the GM and 
  player(s), and all are acceptable. Some players use Battle Value 
  or Alpha Strike Point Value for Force balancing. Others use 
  unit tonnage or simply the number of units to balance Forces 
  for a battle. 
  Formations given a Fast Move order may not be given a Move 
  order the following Strategic Turn. 
  DropShip Move: The last order type only applies for planetary 
  scale campaigns. A formation given this order will spend two 
  Strategic Turns to load into a DropShip, transport to any other 
  location on the map, and unload. When a DropShip is travelling 
  to or from a DropPort location, the facilities at the DropPort assist 
  in the rapid loading and unloading of the Formation, reducing 
  the total transit time to a single Strategic Turn. 
  Due to the large size of hexes or Zones, any number of 
  Formations, friendly or enemy, can stack in a single location 
  on a campaign map. Similarly, Formations can only engage in 
  combat with another Formation in the same location. 
  Ben’s players begin by giving Attack orders to elite 
  Trinaries on Bearclaw, Glory, and Kirin in hopes of winning 
  control of planets where the Stone Lions already have 
  enclaves. The rest of the Stone Lion forces are given Defend 
  orders, to prepare for any similar assaults by other Clans.
  When revealing their Formation orders, the players 
  find out that Ben had given some Formations on 
  Huntress, Londerholm, and Tamaron Attack orders, 
  while the rest of the Formations were given Defend 
  orders. Ben wants to keep things simple, but honest, 
  stating that more than one Clan is usually engaged in 
  combat. This also lets Ben’s players gain more experience 
  in campaign play without it impacting their own units.
  Chris gives Move orders to two company-sized 
  Formations, each with a Strategic Move Rate of 2 hexes, 
  one to move to hex J05, and the other to hex I07. The rest 
  of his Formations are given Defend orders to protect the 
  DropShips, and defend the territory he currently holds. 
  The GM issues Move orders to the Formations in the 
  cities of Castro and Sierra Tercero, and a Fast Move 
  order to the Formation in Vitejte, to move them all to 
  Fortress Bexar in hex H05. Each Formation has enough 
  movement speed to reach the Fortress. The rest of the 
  Formations are given Defend orders. 
  Having no fear and operating under the rules of 
  honorable Clan combat, Brian issues Move orders to his 
  formations, moving them the 1 Zone closer  towards the 
  Prezno River bridge.
  Battles
  As Formations move around a map, they will eventually 
  encounter an opposing Force and a battle will ensue. In 
  a campaign with a flexible rules set, the GM (with player 
  involvement if so desired) will determine the type of battle that 
  occurs. For those wishing to use a highly structured set of rules, 
  the Linked Scenarios rules (see p. 47, SO) provides guidance for 
  determining which type of scenario will occur. A middle group 
  between those two rules sets is the Scenario Type table (p. 150). 
  If any of the Formations involved were given the Scout order, 
  use the Scout column. Otherwise, use the Battle column.
  The Strategic Move Rate of a ground Formation varies 
  based on the scale of the map used and the complexity 
  of rules used. When conducting a campaign on a map of 
  interstellar scale, a Move order is limited to 30 light-years, 
  the maximum jump range of a Warship or JumpShip. In 
  campaigns for which a planetary-scale map is used, players 
  may use a simplified Strategic Move Rate of 2 map hexes 
  per strategic move. For sub-planetary maps, a Strategic 
  Move Rate of 1 Zone or hex is sufficient.
  General Map Scale
  Strategic Move Rate
  Interstellar
  1 Jump (30 LY)
  Planetary
  2
  Sub-planetary
  1
  If players desire a more detailed Strategic Move Rate on 
  a planetary map, they may use their ground Formations’ 
  Move rating from BattleForce, Strategic BattleForce or the 
  Abstract Combat System (depending on campaign scale). 
  To determine Strategic Move Rate on sub-planetary maps, 
  divide those rates by 3 (round normally). 
  STRATEGIC MOVE RATE
  i
  ������������������������������
  
  If playing with 3d terrain, use terrain appropriate to the hex or 
  Zone in which the battle occurs, and place the terrain as per the 
  scenario guidelines. 
  Starting with the non-Stone Lion battles, Ben’s players 
  look up the planetary info for Tamaron (see p. 263, The Wars 
  of Reaving. Under map tables it says Flatlands, Badlands, 
  Hill, Heavy Urban. This gives the players a choice of any of 
  those four tables, of which they decide on the Badlands 
  table. Since they will be playing under Alpha Strike rules, 
  they use the six maps of the Badlands table as inspirations 
  when crafting their battlefield terrain.
  After a few turns of movement, Chris’ enemy has retreated 
  into a stronger defensive stand in Fortress Bexar. The hex 
  containing the fortress is mountainous, so Chris uses a mix 
  of the Prairie and Urban/Ruins tables to better reflect the mix 
  of terrain on both sides of the fortress walls. Wanting to add 
  more to the environmental background to his campaign 
  story, Chris chooses to use the Storm, Low Gravity, and High 
  Atmosphere optional rules (see p. 4, Historical Turning 
  Points: New Dallas). 
  One of Brian’s Trinaries eventually encounters the 
  ComStar Level II, with the Level II retreating into a heavily 
  forested Zone on the campaign map to reduce the range 
  advantage of the Clan forces. Based on the underlying 
  terrain, Brian sets up his Alpha Strike terrain as mostly 
  wooded, with some trails and sections of open terrain. 
  He doesn’t want the location of his forces to overly restrict 
  the battle, so he chooses the terrain with an eye towards 
  creating an even, and interesting battle. 
  SCENARIOS
  The following wed the Map-Based Campaign rules to the 
  scenarios presented in Total Warfare (see p. 258, TW).
  On Tamaron, two Trinaries of Coyotes have engaged a 
  single Trinary of Star Adder defenders. Ben and his players 
  are eager to try out one of the campaign scenarios. Rolling 
  a d6 results in the Hide And Seek scenario, perfect for this 
  battle since the attacking Coyotes have twice the number 
  of units as the defending Star Adders. 
  Later in the campaign comes the battle for the Fortress 
  Bexar. Chris is using the Linked Scenarios rules from 
  Strategic Operations for his campaign battles. Since this 
  is the first battle of the campaign, a Standup Fight will be 
  the battle scenario. Chris sets his attacking Formations 
  against an equal number of defending Formations within 
  the Fortress. 
  A Trinary of Brian’s Jade Falcons has encountered a 
  Level II of ComStar units on patrol. The Jade Falcons were 
  given an Attack order, while the ComStar forces were given 
  a Scout order. Instead of a straight battle or a pre-made 
  scenario, Brian creates his own scenario in which a Star of 
  Jade Falcons attempt to locate and destroy the larger Level 
  II ComStar Force. 
  Choosing Mapsheets or Terrain
  The terrain chosen for the battlefield should be influenced by 
  information available on the campaign map. Look at the hex or Zone 
  on which the battle will occur, and those surrounding it. Using that as 
  a guide, use the Mapsheet Tables (see p. 263, TW), to determine which 
  mapsheets to use in the battle. If using a planetary scale hex map, 
  only look at the hex in which the battle is occurring for guidance on 
  which mapsheet table to use. When running a campaign on multiple 
  planets, the planetary conditions are typically less specified. Unless 
  a particular planet has been a part of a Turning Points product or 
  otherwise has specific mapsheet tables, use Mapsheet Tables (see 
  p. 263, TW), to determine the mapsheets for the battle.
  SCENARIO TYPE TABLE
  1D6
  Battle
  Scout
  1
  EX
  BK
  2
  EX
  BK
  3
  HTL
  PB
  4
  HTL
  PB
  5
  SU
  HS
  6
  SU
  HS
  7
  HS
  RR
  8
  BK
  RR
  9
  BK
  RR
  BK = Breakthrough 
  EX = Extraction
  HS = Hide and Seek  
  HTL = Hold the Line
  PB = Probe 
  RR = Recon Raid
  SU = Stand Up Fight
  SCENARIO TYPE ROLL MODIFIERS
  Modifier
  Orders
  +3 Battle 
  One Formation is given an Attack order and the other is given a non-combat 
  order (Repair, Move, or Fast Move)
  +1 Battle
  Both Formations are given Attack orders
  Modifier
  Orders
  +3 Scout
  One Formation is given a Scout order and the other is given a non-combat 
  order (Repair, Move, or Fast Move)
  +1 Scout 
  Both Formations are given Scout orders
  –3 Scout
  One Formation is given Attack orders
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  151
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  MAP-BASED 
  CAMPAIGNS
  HOLD THE LINE
  In a hold-the-line scenario, the Defender must fend off a 
  larger attacking Force. The defending units may only leave 
  the boundaries of the playing area under Forced Withdraw 
  conditions.
  Terrain: Players should take turns placing an equal number 
  of terrain features, leaving sufficient room for their units to 
  maneuver and deploy. Additional terrain should be added 
  along whichever sides of the table are not selected to act as 
  the players’ home edges.
  Force Composition
  The Attacker’s Force should be twice the size of the Defender’s 
  Force. If possible, the Experience Ratings of the Defender’s Force 
  should be one Rating higher than those of the Attacker. For 
  example, if the attacking Force consists primarily of regular 
  units, the Defender uses veteran units. If this is not possible, 
  the player(s) and GM should agree on some other bonus for 
  the Defender, such as increasing the size of the defending force 
  by 25 percent. 
  Victory Conditions
  The scenario ends when all units of one Force have been 
  destroyed or retreated off the map. If the Defender destroys a 
  number of opposing units equal to or greater than the number 
  of defending units that started the scenario, the defending 
  player wins. For example, if the defending player begins 
  with a single lance (four units), they can claim victory if they 
  manage to destroy four or more attacking units. In all other 
  cases, the player whose Force survives or controls the map at 
  the scenario’s end wins.
  STANDUP FIGHT
  In a stand-up fight, the simplest and most common scenario, 
  two Forces of roughly equal size square off against each other. 
  Only one leaves the field alive.
  Terrain: Players should take turns laying out an equal 
  number of terrain features, leaving sufficient room for their 
  units to maneuver and deploy.
  Force Composition
  Both Forces should have the same number of units.
  Victory Conditions
  The scenario ends when all units of one Force have been 
  destroyed or retreated off the map. The surviving Force at the 
  end of the scenario wins.
  HIDE AND SEEK
  In the hide-and-seek scenario, the Defender is “it”—his Force 
  hides, and the Attacker attempts to find and destroy it. 
  Use half the number of mapsheets (rounded up) 
  recommended in the Selecting Mapsheets rules (see p. 262, 
  TW). If possible, avoid using the Wetland or Coastal Terrain 
  mapsheets. Light Urban and Heavy Urban Terrain mapsheets 
  are ideal, but only if the Defender’s units can hide in buildings. 
  Otherwise, avoid these mapsheets as well, because they provide 
  few hiding places for the Defender’s units. 
  After the Attacker selects a home map edge, the Defender 
  sets up his units using the Hidden Units rules (see p. 259, TW). 
  Defending units may be placed anywhere on the map, except 
  for clear and paved hexes.
  Terrain: Players should take turns laying out an equal 
  number of terrain features, leaving sufficient room for their 
  units to maneuver and deploy. At least two buildings should 
  be placed for every Formation of ground units in play—on 
  both sides. No two buildings may be placed closer together 
  than 2 inches. No Attacker unit may begin play within 6 inches 
  of a building.
  Defending units may be placed within any terrain feature on 
  the map, using the Hidden Units rules (see p. 102, AS). 
  Force Composition
  The Attacker’s Force should be twice the size of the Defender’s 
  Force. For example, if the defending Force fields four units, the 
  attacking Force should field eight units. Players should also 
  attempt to make the total tonnage of the Attacker roughly 
  double that of the Defender. 
  Victory Conditions
  The scenario ends when at least half of one player’s units have 
  been destroyed or retreated off the map. The player more active 
  units on the map at the end wins the scenario.
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  BREAKTHROUGH
  In a breakthrough scenario, the attacking Forces have become 
  trapped behind enemy lines. To reach safety, the units must cross 
  the map and break through the Defender’s Force.
  Use one more mapsheet than the standard single map for every 
  four units (see Selecting Mapsheets, p. 262, TW). For example, if eight 
  units will be in play, use three mapsheets rather than two. If players 
  possess fewer than the needed number of mapsheets, simply use 
  all available mapsheets. Place the mapsheets in a single, long row 
  with their short edges touching.
  The Attacker then chooses one of the narrow edges of the joined 
  map as the place from which their Force will enter. The Attacker’s 
  Force enters opposite their home edge. The Attacker’s objective is 
  to exit from their home map edge.
  The Defender may set up their Force in any hexes on the map, 
  and may position up to half of their units (round down) using the 
  Hidden Units rules (see p. 259, TW).
  Terrain: Home edges should be the shorter edges of the 
  designated play area. Players should take turns placing an equal 
  number of terrain features, leaving sufficient room for their units 
  to maneuver and deploy. Additional terrain should be added 
  along the long edges of the play area (the non-home edges).
  Alternate Rules
  In a chase scenario, the Attacker’s Force must race across the 
  map to reach their DropShip before a larger force of pursuing 
  defenders can reach them. Chase scenarios use the same rules and 
  victory conditions as breakthrough scenarios, with the following 
  exceptions.
  The Defender does not deploy his forces until Turn 2. During Turn 
  1, attacking units may enter and move unopposed per standard 
  rules. The defending units enter during the Movement Phase of 
  Turn 2, from the same map edge as the attacking units.
  Force Composition
  Both sides should have the same number of units.
  Victory Conditions
  The scenario ends when all defending units have been destroyed 
  or retreated off the map, or when all attacking units have retreated, 
  been destroyed or been crippled. For this scenario, units become 
  crippled when they lose one or more legs, or their gyros are 
  destroyed. Attacking units may intentionally exit the map only at 
  their home edge; a unit exiting from any other edge has retreated.
  Alternative Victory Condition
  A key warrior or commander has been trapped behind enemy 
  lines alongside the attacking Force, and must be extracted at all 
  costs. The Attacker marks which unit represents the extraction 
  target on a piece of paper and keeps it hidden. If this unit escapes 
  across the Attacker’s home edge, the Attacker wins. If not, the 
  Defender wins. 
  EXTRACTION
  In an extraction scenario, the Attacker attempts to extract 
  a target, such as a secret weapon, an important diplomat or a 
  computer memory core, from behind the defender’s lines.
  After the players roll dice and select their home map edges, 
  the Attacker secretly chooses a target hex for the extraction. The 
  target hex must be within four hex rows of the Defender’s home 
  edge and cannot be within four hexes of any other map edge. The 
  Attacker then writes down the target hex’s number and mapsheet 
  name on a slip of paper, which he folds and gives to a neutral 
  party for safekeeping (or the Defender can simply put the paper 
  in their pocket without looking at it).
  The Attacker can reveal the target hex to the Defender during 
  any End Phase, but must reveal the target hex if an attacking 
  unit ends the turn in the target hex. Any attacking unit can pick 
  up the extraction target by occupying the target hex during an 
  End Phase. In addition, a unit that retrieves the target can pass 
  it to any friendly unit in the same hex or an adjacent hex during 
  any End Phase.
  If a unit carrying the extraction target is destroyed, place the 
  slip of paper as a marker in the hex previously occupied by the 
  unit. Any unit in play can retrieve the target by occupying the 
  target hex during any End Phase.
  Terrain: Players should take turns laying out an equal number 
  of terrain features, leaving sufficient room for their units to 
  maneuver and deploy. The Attacker secretly chooses a terrain 
  piece for the extraction. The target terrain piece must be within 
  twelve inches of the Defender’s home edge and cannot be within 
  four inches of any other map edge. 
  The Attacker can reveal the target location to the Defender 
  during any End Phase, but must reveal it if an attacking unit ends 
  the turn adjecent or within the location. Any attacking unit can 
  pick up the extraction target by occupying the target terrain 
  during an End Phase. In addition, a unit that retrieves the target 
  can pass it to any friendly adjacent unit during any End Phase.
  Force Composition
  Both Forces start with an equal number of units.
  Victory Conditions
  The Attacker can only win the scenario by moving a unit carrying 
  the extraction target off their home map edge. If the Defender can 
  move a unit carrying the extraction target off his home map edge, 
  or the Attacker otherwise fails to move the extraction target off his 
  home map edge, the Defender wins.
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  153
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  MAP-BASED 
  CAMPAIGNS
  Victory Conditions
  The scenario ends when all units of one Force have been 
  destroyed or retreated off the map. The attacker gains 1 Victory 
  Point for each defending unit he spots. To spot a defending unit, 
  an attacking unit must have LOS to it and be within 10 hexes 
  (20 inches). Hidden units may be spotted if an attacking unit 
  moves adjacent to them or if they fall within the operational 
  range of an attacking unit’s active probe. Each unit that is not 
  spotted by the end of the scenario gives 1 Victory Point to the 
  Defender. The side with the higher score is the winner. 
  BATTLE WRAP-UP
  The victor of a battle, in most situations, is the one who controls 
  the battlefield afterwards. If desired, the victor can claim salvage, 
  friendly warriors, and captured enemy warriors from the battlefield. 
  Salvaged units and warriors can be added to any Formation, or 
  may be added to a new Formation. Those units and warriors 
  could then be repaired/healed on a subsequent campaign turn 
  by the Formation being given a Repair order. Likewise, surviving 
  player units may change Formations and be repaired/healed on a 
  subsequent Strategic Turn. Reorganizing formations in this fashion 
  is a free action (i.e. it doesn’t require an order on a Strategic Turn), 
  but it must be completed prior to using Formation orders.
  After a Recon Raid, Breakthrough or Extraction scenario, if the 
  Attacker is the victorious, the victor cannot claim salvage or enemy 
  warriors. The victor in this situation may only recover friendly 
  warriors whose unit was destroyed. However, the Defender in 
  these scenarios may claim salvage even if lost the scenario. 
  A Formation that was given a Scout order and won a battle 
  may look at the record sheets for all Formations included in 
  the Force at that location, whether the Formation participated 
  in the battle or not. 
  Ben’s players have learned a lot from the battles on 
  Huntress, Londerholm, and Tamaron, and are ready to 
  fight Clan Stone Lion’s battles. After fighting their own 
  battles, they have won on Bearclaw and Glory, but lost 
  on Kirin. From their sourcebook reading, the Stone Lion 
  players know the Lions don’t have a lot of resources, so 
  they claim all the salvage and warriors they can. Since their 
  victories earned them total control of those planets, they 
  can dedicate a Strategic Turn to repairing those machines 
  and warriors without fear of immediate reprisal attacks. 
  The battle for Fortress Bexar complete, Chris takes 
  stock of his potential salvage. He even makes use of the 
  Destroyed vs. Truly Destroyed rules (see p. 175, SO) 
  to salvage some equipment that might not have been 
  repaired in a more simplified ruleset. 
  Victory for the Jade Falcons cost Brian most of his 
  Star, but he was able to salvage two ComStar ’Mechs, 
  one with an unconscious pilot, and the other which fell 
  when its MechWarrior was killed. Since it would make 
  for great story-telling, he decides that two of the pilots 
  of the destroyed Jade Falcon ’Mechs will take over the 
  captured ComStar ’Mechs. This allows him to keep his 
  Formation close to its starting size, and enhance his tale.
  PROBE
  In a probe, small Forces clash on the battlefield. While not 
  shirking from battle, neither Force wishes to sustain substantial 
  damage that they will be forced to repair.
  Terrain: Players should take turns laying out an equal 
  number of terrain features, leaving sufficient room for their 
  units to maneuver and deploy.
  Force Composition
  Both Force should consist of a lance, Star or Level II Formation 
  (as appropriate to their faction and scale of the campaign).
  Victory Conditions
  The scenario ends when all units of one Force have been 
  destroyed or retreated off the map. Each side gains 1 Victory 
  Point for each enemy Element destroyed and half a point for 
  every non-destroyed enemy Element that sustained crippling 
  damage (see p. 258, TW). However, each side loses 1 Victory 
  Point for every friendly Element destroyed and one-half of a 
  Victory Point for each friendly Element that sustained crippling 
  damage. The side with the higher score wins.
  RECON RAID
  In a recon raid, the Attacker is more concerned with 
  completing their mission than damaging the enemy Force, 
  though if they can do both, they will. In such missions, the 
  Attacker is a small Force sent to identify the composition of a 
  larger enemy group. 
  Mapsheets with hills and trees are ideal for recon raids, as are 
  urban maps if units can hide in buildings, because both provide 
  the Defender with concealment from the Attacker’s sight. After 
  the Attacker selects an entry edge, the Defender sets up his 
  Elements, as many as half of which can be concealed using the 
  Hidden Units rules (see p. 259, TW). No defending Elements may 
  withdraw from the map until at least a quarter of the defending 
  Force has been destroyed.
  Terrain: Players should take turns laying out an equal 
  number of terrain features, leaving sufficient room for their 
  units to maneuver and deploy. At least two terrain features 
  should be placed for every Formation of ground units in 
  play—on both sides. Up to have of the Defending units may 
  be placed within any terrain feature on the map, using the 
  Hidden Units rules (see p. 102, AS).  No defending Elements 
  may withdraw from the map until at least a quarter of the 
  defending Force has been destroyed.
  Force Composition
  The attacking Force should be half the size of the defending 
  Force. For example, if the Defender is a company-strength unit, 
  the Attacker should field 6 units.
  ������������������������������
  
  WINNING THE 
  CAMPAIGN
  A campaign is complete and a victor is declared once a player 
  has completed the campaign objectives as determined by the 
  player(s) and the GM. If using objective points, 80% of the total 
  possible points by the end of the campaign results in a victory. 
  Sometimes, the campaign may turn into a stalemate, with neither 
  side willing to admit defeat, but neither side able to defeat the 
  other. In the BattleTech universe these situations have occurred—
  and sometimes remained this way for a long time. Historically, 
  such stalemates are usually broken by the arrival of additional 
  troops from outside the campaign area, a cunning surprise attack 
  by one side, or a duel between Force commanders. There aren’t 
  any strict guidelines for resolving such a stalemate, other than 
  to keep in mind the enjoyment of all involved in the campaign 
  when doing so. 
  Through a long campaign Ben’s players have craftily 
  increased the size of the Stone Lion touman and the 
  territory it controls. They haven’t conquered all of Clan 
  space, but they have helped drive the Cloud Cobras to 
  the brink of annihilation and, together with their allies 
  in Clan Coyote, they have beaten the Star Adders down 
  to a smaller size. All involved have enjoyed the campaign 
  and felt it was a good learning experience. With a new 
  stalemate achieved, Ben and the players decide to end 
  the campaign, calling it a victory since the Stone Lions 
  succeeded in expanding.
  Chris has battled through New Dallas, conquering city 
  after city, fortress after fortress, even forcing the defending 
  Formations to abandon the capital of Caddo City and 
  retreat into the nearby Fort Resolute. His forces have been 
  whittled down and, while they are not enough to conquer 
  Fort Resolute and its defenders, they are enough to hold 
  the rest of the planet. Rather than use roleplaying to decide 
  which side gets to call in reinforcements or an orbital strike, 
  Chris counts up his objective points (32—exactly 80% of 
  the 41 total objective points) and declares the campaign 
  a victory. 
  With the last of the ComStar Formations fortified in the 
  city of Olalla and his remaining Formations outside, Brian 
  has reached a stalemate (with a total of 13 objective points). 
  Not satisfied with that ending to his story (and a similar 
  result to the historical events on Tukayyid), Brian invokes 
  roleplay, challenging the ComStar commander to a one-on-
  one duel to decide the fate of the campaign. Whoever wins 
  the battle will win the whole campaign. His commander, 
  fighting in a Hellbringer, emerges victorious—a fitting 
  ending for a truly epic story. 
  KEY LOCATIONS
  Players who capture a key location will gain game benefits and 
  other resources from that site. For example, if the site is a factory 
  (or a planet with a factory), that player receives some of that 
  factory’s output, equivalent to one size smaller than the player’s 
  Formation—in a campaign where a company was the standard 
  Formation size, capturing a factory would give a Lance to the 
  capturing player. When a player captures a city (or a planet), the 
  Formation that captured the city (or planet) receives a free Strategic 
  Turn of Repair. When a player captures a DropPort, that player gains 
  the ability to make a DropShip Move more quickly as described in 
  Formation Orders (p. 148). A DropPort also allows a player to bring 
  in new Formations from outside the campaign, if the player and 
  GM have previously agreed to it. Some examples are listed in the 
  Key Locations Benefits Table. GMs and players are encouraged to 
  ass their own Key locations and benefits to their campaigns.
  The victory on Bearclaw repaired the surviving Stone 
  Lion forces and won control of the Summoner factory for 
  the Stone Lions. Since Ben’s campaign uses Trinaries as the 
  base Formation size, the Stone Lions have added a Star of 
  Summoners to their forces on Bearclaw. 
  Chris decides to use the DropPort in Fortress Bexar to send 
  two of his Battalions to hex C23 on the continent of Trinity 
  while his remaining forces finish the cleanup operations 
  on Ellum. This allows him to speed up his conquest of New 
  Dallas, using the DropPort to transport and deploy his 
  Formations in the same turn. 
  Brian’s Jade Falcons captured a second supply depot in their 
  campaign. He decides that the supplies allow him to repair the 
  armor damage to his Force (but not any structure or critical 
  damage). If he had been playing under Total Warfare rules, 
  which also track ammunition usage, the depot’s capture would 
  have allowed his Force to refill their ammunition bins as well. 
  SAMPLE KEY LOCATIONS BENEFITS TABLE
  Key Location
  Benefit to Controlling Players
  Airfield
  AeroSpace may take off and land here.
  City
  Free Repair order.
  DropPort
  DropShip Move requires only one Turn.
  Factory
  Receive free unit one organizational level 
  below standard campaign Formation. 
  Usuable once per player per campaign.  
  Free Repair order.
  Fortress
  +1 initiative bonus for any battle within this, 
  or adjacent, hexes or Zones. 
  Free Repair order.
  Seaport
  Formation may move from here across water 
  hexes or Zones to any other Seaport at 
  standard Strategic Move Rate.
  Supply Depot
  Free Repair order  
  (armor and ammunition only).
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  155
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  CHAOS
  CAMPAIGN
  CREATION
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  MAP-BASED 
  CAMPAIGNS
  DYNAMIC CAMPAIGN SCALING
  The ultimate campaign is one that starts with a House 
  ruler or Clan Khan directing the movements of regiments 
  and Galaxies and can scale down to any level, even that of a 
  one-on-one ‘Mech duel, or any scale in between. As designed, 
  the Map-Based Campaign rules can function at any level with 
  most any size map or Formation. Using the unit conversion 
  rules in the Alpha Strike Companion (see p. 91, ASC), the 
  Strategic BattleForce and Abstract Combat System conversion 
  rules in Interstellar Operations (see p. 326, IO) and the Inner 
  Sphere at War Conversions rules (see p. 88), players can create 
  Formations as small as a Lance or Star and as large as a House 
  army or Clan touman. 
  As play progresses at a high scale, sometimes a player might 
  desire to play out a particular battle in more detail. Instead 
  of a simplified regiment versus regiment battle for control 
  of a planet using the ACS scale, the player and GM create a 
  campaign-within-a-campaign, turning that one battle into a 
  planetary invasion campaign at SBF or BattleForce scale. Then 
  when it comes time for the final key battle of the planetary 
  invasion campaign, the player and GM once again desire more 
  detail. The final battle is turned into a campaign of company-
  on-company battles for control of the planetary capital using 
  Total Warfare or Alpha Strike rules. When playing Clan forces 
  using zellbrigen, the scale can be taken one step further, 
  turning a Trinary versus Trinary battle into a campaign of 
  individual duels within a single battle. 
  Ben and his players so enjoyed their campaign that 
  they wish to replay it, but this time each of the Clans 
  will be controlled by a different player. The players have 
  decided that Ben will act as the Loremaster of their 
  Grand Council, the neutral arbiter of right and wrong 
  in the campaign.
  Chris has chosen to play a new planetary invasion 
  campaign on a different planet, this time using 
  Double-Blind Rules. He knows this will further add 
  to the complexity of the campaign, but adding details 
  and nuances has never deterred him from enjoying 
  a game.
  To play the one-on-one 
  duel to decide the ending of 
  his campaign, Brian wants 
  more detail for this final 
  battle. He chooses to zoom 
  in a level and use Total 
  Warfare rules instead of 
  the more simplified Alpha 
  Strike ruleset. 
  OPTIONAL RULES
  The rules provided in this section have laid out the basics 
  of map-based campaigns, but players may wish to add other 
  options to vary their gameplay. Nearly any type of rules or 
  special features can be added as long as everyone involved in 
  the campaign agrees. Included below are a few optional rules 
  for map-based campaigns.
  MULTI-FORCE CAMPAIGNS
  The basic map-based campaign is presented as a GM and 
  a single Force run by one or more players. This allows a GM to 
  setup the basics of the campaign story while the player(s) fill in 
  the details. However, the system plays just as well with player 
  vs player or multiple player Forces. Both types of campaigns 
  play similarly to the basic format and can lead to epic campaign 
  stories. Examples of these types of campaigns in the BattleTech 
  universe can be found on a planetary scale in Turning Points: 
  Irian, on a larger scale in the initial Clan invasion, and on a 
  smaller scale in the Dark Age era battles between Clan Wolf, 
  Clan Jade Falcon and the Lyran Commonwealth for Tharkad 
  and Hesperus II, or the five-way battle for the planet Tyrfing 
  during the First Succession War. 
  Double-Blind Rules 
  Players familiar with the Double-Blind Rules from Tactical 
  Operations (see p. 220, TO) may wish to engage in similar rules 
  for map-based campaign play. Double-blind campaign play 
  begins with all Formations deploying as normal, but instead of 
  placing units on the map, the location of the units is recorded 
  and kept secret. A neutral third party is required to check when 
  opposing Formations have entered the same location on a map. 
  In this instance both sides reveal to each other the size of their 
  Formation in that location. If one or both Formations leave the 
  location, they both return to a hidden state. The exception 
  is units that have been identified as a result of a successful 
  Scout mission; those units remain visible as long as they are in 
  the same hex or adjacent hex to the unit that completed the 
  successful Scout mission.
  ������������������������������
  
  CUSTOM CHAOS:
  CAMPAIGN 
  CREATION
  This section is broken into two parts: the Chaos Campaign rules, 
  which are considered the default ruleset for any official product 
  that utilizes this campaign style, such as the PDF Turning Points 
  series; and the Custom Chaos rules allowing players to create their 
  own customized track campaigns.
  The information presented in Custom Chaos can be used to 
  create specialized tracks for a specific gaming table and for 
  BattleTech games set during any era. Ultimately, there are no 
  “required” sourcebooks needed to create or play a track, though 
  it is recommended that Gamemasters (GMs) pick a ruleset and 
  stay with it through the entirety of their constructed track. Most 
  players use the Total Warfare, A Time of War, or Alpha Strike rules, 
  though tracks can also be constructed using the out-of-print 
  BattleTech Master Rules, BattleTech Maximum Tech, BattleSpace, and 
  any of the older BattleTech Box Set or Mechwarrior RPG editions. 
  Players who wish to use those older products can work them in 
  with minimal adjustment.
  Complete record sheets for all BattleMechs, vehicles, and 
  aerospace craft are available in the ready-to-play Record Sheet 
  PDFs for purchase at www.battlecorps.com/catalog, including any 
  of the previously published Record Sheet compilations by FASA 
  and FanPro. Illustrations and game statistics for most of these units 
  appear in the various BattleTech Technical Readouts published by 
  Catalyst Game Labs, FASA, or FanPro.
  Custom Chaos campaigns and rules can supersede previously 
  printed rules; this is ultimately determined by the GM—who, for 
  the purpose of this section, is considered both the creator and 
  conductor of the campaign. Any custom (or “house”) rules should 
  add variety to and enhance game play but should not give unfair 
  advantages. It is considered a best practice that GMs and players 
  agree on any supplemental rules before using them in play. All of 
  these rules are considered Advanced and should not be used in 
  official tournament play.
  If there is no rule for a particular situation, the GM should feel 
  free to come up with their own; all players must agree to its use. 
  As a last resort, roll a D6 to resolve any issues.
  Mapsheet Terrain: When a terrain type such as Urban, Wooded, 
  or Mountain is mentioned in these rules, the reference is to the 
  Terrain-Specific Mapsheet Tables in Total Warfare (see p. 263, TW). 
  If a rule specifies Light Urban Terrain, for example, it specifically 
  means the maps in Table 7: Light Urban Terrain Table (see p. 263, 
  The FedCom Civil War raged across an enormous swath of the Inner Sphere engulfing scores of units and worlds.
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  157
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  CHAOS
  CAMPAIGN
  CREATION
  HOW TO USE 
  THE CHAOS 
  CAMPAIGN 
  RULESET
  This updated version of the Chaos Campaign rules provides 
  an open-ended campaign framework that allows GMs and 
  players to use a variety of published tracks to create their own 
  unique gaming experiences using Forces of their own creation. 
  Each track is set up as a general framework to assist players 
  and GMs in creating the opposing Forces and adding other 
  battlefield effects specific to that track. In addition, using the 
  Warchest Points system (WP), player groups may choose what 
  direction the campaign takes.
  Because the player decides which route to take between 
  tracks, this campaign can be replayed often with different 
  tracks, Forces, and even outcomes. GMs and players decide 
  how much detail they wish to go into and may create further 
  scenarios to create sub-campaigns within the track framework. 
  Ultimately, the route, gameplay, and depth of detail are up to 
  the player.
  TRACKS
  Each track centers on a plot line focused on a single event. 
  Many of these tracks can be found in previously published 
  sourcebooks and digital products. Note that tracks can be used 
  from any previously published rulesets (including out-of-print 
  versions) with minor adjustments.
  Each track is broken into several sections: Situation, Game Setup, 
  Warchest, Objectives, Special Rules, Aftermath, and Next Track.
  SITUATION AND GAME SETUP
  Situation provides the where and when of the track, including 
  a short fiction entry to provide some context. Game Setup 
  indicates which Terrain Tables should be used in selecting 
  mapsheets for the track. If miniatures rules (such as hex-less 
  Alpha Strike game play) and terrain are being used instead, the 
  player should still roll on these tables and use the results to 
  craft a battlefield that gives the same sense of terrain as those 
  detailed on the maps.
  Each track defines the Force opposing the player, based on 
  a percentage of the side that contains the player’s deployed 
  Force. This percentage must be applied to whatever system is 
  used to balance the Forces. Players should feel free to use any 
  system they prefer, such as Battle Value (see p. 302, TM), total 
  tonnage, C-bill cost, and so on.
  The specific makes and models of most units a given Force 
  may field—whether supplemental Forces provided by the 
  scenario or the opposing Force—may be determined using 
  the appropriate Random Assignment Tables (RAT) published 
  in various sourcebooks to assist in designat ing Forces, though 
  no player should feel restricted to that medium. More detailed 
  recommendations and guidelines on Force selection may be 
  TW). Unless specifically stated otherwise in a track, the number 
  of maps used in play is up to the players involved. However, 
  in general it is recommended that players use a ratio of 1 
  map per 4 units. 
  The Total Chaos (TC) campaign book also introduces several 
  other terrain type tables: Ruins, Dense Urban, Industrial Zone, 
  Training Grounds, and Prairie. 
  Miniatures Rules: While BattleTech is a board game that 
  utilizes mapsheets, it is possible to play the game as a 3-D 
  miniatures game with miniatures mounted on hex bases from 
  Iron Wind Metals. Use the Miniatures Rules (see p. 386, SO) as 
  appropriate, with all of the players consenting. The GM and 
  players will have to make accommodations to set up similar 
  terrain to that found on the mapsheets mentioned in the track. 
  Accommodations should also be made to define and declare 
  how any special rules mentioned in the track will be handled 
  before the game.
  Terminology: The following rules use the term unit as it is 
  used in Total Warfare, referring to a single battlefield unit such 
  as a ’Mech or vehicle. Force denotes a large combat formation 
  such as a regiment. A player’s total Force refers to all of the 
  units (’Mechs, vehicles, infantry, aerospace fighters, etc.) that 
  the player brings to the whole campaign. A player’s deployed 
  Force refers to all of the player’s units brought to use in a track.
  When a third party (often listed as an accompanying neutral 
  or allied Force) is indicated, opponents calculate the size of 
  opposing Forces using the player’s deployed Force, never the 
  total Force the players have at hand (such as the player’s units 
  + allied units).
  Exceptions can be noted in the Game Setup description, or 
  within the Options or Special Rules sections.
  Ever since the introduction of the Chaos Campaign rules 
  in Dawn of the Jihad, there have been several different 
  “versions” presented in various products. Because the Chaos 
  Campaign rules are at their core a flexible track system, 
  each version is tailored to a particular product in order to 
  bring about a unique and replayable campaign for players. 
  For example, the rules as presented in Starterbook: Sword 
  and Dragon reflect the two particular Factions and the era 
  the campaign is set in, utilizing special rules, equipment, 
  and other variables that fit within the particular setting.
  This is important to keep in mind because as players 
  create their own track campaign, they will also tailor its 
  offerings and options to their setting, players, and playing 
  style. They’ll use whatever rules work best for them and their 
  group, which will create a unique and (hopefully) replayable 
  experience for their group. This may mean that various Track 
  costs, Support Points, and Warchest Points may vary even 
  within a campaign, reflecting player growth, play style, and 
  other difficulties specific to the campaign arc.
  WHAT’S WITH ALL THE VERSIONS?
  i
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  MAPSHEET TABLES
  Flatlands Terrain
  1D6
  Mapsheet
  1
  Open Terrain #1 (MS5, MSC1)
  2
  Open Terrain #2 (BT, MS5, MSC1)
  3
  Desert Hills (MS2, MSC1)
  4
  City Ruins (MS2, MSC1)
  5
  CityTech Map (MS2, MSC1)
  6
  Scattered Woods (MS2, MSC1)
  Hill Terrain
  1D6
  Mapsheet
  1
  Desert Hills (MS2, MSC1)
  2
  Rolling Hills #1 (MS3, MSC1)
  3
  Rolling Hills #2 (MS3, MSC1)
  4
  Woodland (MS6, MSC2)
  5
  Box Canyon (MS6, MSC2)
  6
  BattleForce (MS6, MSC2)
  Mountain Terrain
  1D6
  Mapsheet
  1
  Mountain Lake (MS2, MSC1)
  2
  River Valley (MS2, MSC1)
  3
  Desert Mountain #1  
  (MS3, MSC1)
  4
  Desert Mountain #2  
  (MS3, MSC1)
  5
  Large Mountain #1 (MS5, MSC1)
  6
  Large Mountain #2 (MS5, MSC1)
  Badlands Terrain
  1D6
  Mapsheet
  1
  Desert Sinkhole #1 (MS3, MSC1)
  2
  Desert Sinkhole #2 (MS3, MSC1)
  3
  Moonscape #1 (MS5, MSC1)
  4
  Moonscape #2 (MS5, MSC1)
  5
  Desert Mountain #1 (MS3, MSC1)
  6
  Desert Mountain #2 (MS3, MSC1)
  Wetlands Terrain
  1D6
  Mapsheet
  1
  Wide River (BT, MS6, MSC2)
  2
  Lake Area (BT, MS2, MSC1)
  3
  Large Lakes #1 (MS4, MSC1)
  4
  Large Lakes #2 (MS4, MSC1)
  5
  River Delta/Drainage Basin #1 
  (MS4, MSC1)
  6
  River Delta/Drainage Basin #2 
  (MS4, MSC1)
  Wooded Terrain
  1D6
  Mapsheet
  1
  Scattered Woods (MS2, MSC2)
  2
  BattleTech (BT, MS2, MSC1)
  3
  Woodland (MS6, MSC2)
  4
  Rolling Hills #1 (MS3, MSC1)
  5
  Heavy Forest #1 (MS4, MSC1)
  6
  Heavy Forest #2 (MS4, MSC1)
  Light Urban Terrain
  1D6
  Mapsheet
  1
  City (Residential) (MS6, MSC2)
  2
  City (Suburbs) (MS6, MSC2)
  3
  City (Hills/Residential) #1 (MS3, SC1)
  4
  City (Hills/Residential) #2  
  (BT, MS3, MSC1)
  5
  City Street Grid/Park #1 (MS4, MSC1)
  6
  City Street Grid/Park #2 (MS4, MSC1)
  Heavy Urban Terrain
  1D6
  Mapsheet
  1
  Military Base #1 (MS7)
  2
  Military Base #2 (MS7)
  3
  Drop Port #1 (MS7)
  4
  Drop Port #2 (MS7)
  5
  City (Skyscraper) (MS6, MSC2)
  6
  City (Downtown) (MS6, MSC2)
  Coastal Terrain
  1D6
  Mapsheet
  1
  Archipelago #1 (MS7)
  2
  Archipelago #2 (MS7)
  3
  Coast #1 (MS7)
  4
  Coast #2 (MS7)
  5
  Seaport (MS7)
  6
  River Delta/Drainage Basin #1 
  (MS4, MSC1)
  Unless otherwise described in a track, it is suggested to use 1 mapsheet for every 4 units used in the track, though this can 
  be adjusted to better suit the track’s needs or to better fit with whatever size playing field is normal for the players involved. 
  Some tracks may need bigger maps so that players can go around objectives or opposing units for a better approach, while 
  some tracks would be better served with the opposing Force within LRM range of the players. Careful consideration of the 
  number of maps used could help make the game enhanced or different from previous games.
  included in each track. Other RATs that appear in cur rent and older 
  publications, or even custom-built ones by the GM, are also valid 
  as long as all players agree to their use.
  For Forces that are not specific to the player, roll the Tech level 
  bonus to use when rolling on the appropriate RAT by referring to 
  the Tech Level Table on p. 160. Alternatively, a player may simply 
  choose their Tech level, provided all players are in agreement.
  Player Force Size
  Though the Chaos Campaign ruleset is designed primarily with 
  company-sized or smaller Forces in mind, any size and composition 
  should find it equally challenging. The Chaos Campaign rules are 
  scalable for a total Force of any size. Any type of Force—be it House, 
  Clan, pirate, corporate, or customized player unit—can participate 
  in track campaigns.
  Ultimately, GMs and players decide the details. Once the player 
  has determined their Force’s origins, the GM needs only spend a 
  little time adjusting various elements to tailor each track to their 
  players’ needs, such as the setting, the identity of the opposing 
  Forces, and even the time frame.
  Opposing Forces
  Most tracks list the player’s Force and the opposition in terms of 
  percentages of the player’s deployed Force, as opposed to a specific 
  roster. This allows individual campaign flexibility and keeps each 
  track fair and balanced within the storyline.
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  159
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  CHAOS
  CAMPAIGN
  CREATION
  MAPSHEET TABLES (CONTINUED)
  Dense Urban
  2D6
  Mapsheet
  2
  Military Base #1 (MS7)
  3
  Drop Port #1 (MS7)
  4
  City, Skyscraper (MS6, MC2)
  5
  City, Downtown (MS6, MC2)
  6
  City, Residential (MS6, MC2)
  7
  Seaport (MS7)
  8
  City, Suburbs (MS6, MC2)
  9
  Lake Area (MS2, MC1)
  10
  Heavy Forest #1 (MS4, MC1)
  11
  Drop Port #2 (MS7)
  12
  Military Base #2 (MS7)
  Industrial Zone
  2D6
  Mapsheet
  2
  City (Hills/Residential)* #1  
  (MS3, MSC1)
  3
  City Street Grid/Park* #1  
  (MS4, MSC1)
  4
  City, Downtown (MS6, MC2)
  5
  Military Base #1 (MS7)
  6
  Drop Port #1 (MS7)
  7
  City, Suburbs (MS6, MC2)
  8
  Drop Port #2 (MS7)
  9
  Military Base #2 (MS7)
  10
  City Street Grid/Park* #2  
  (MS4, MSC1)
  11
  City (Hills/Residential)* #2  
  (MS3, MSC1)
  12
  Seaport (MS7)
  *Place Heavy and Hardened buildings of varying 
  heights in each non-paved hex
  Training Grounds
  2D6
  Mapsheet
  2
  BattleTech (MS2, MC1)
  3
  Open Terrain #2 (MS5, MC2)
  4
  Desert Hills (MS2, MC1)
  5
  Rolling Hills #1 (MS3, MSC1)
  6
  Scattered Woods (MS2, MSC2)
  7
  Open Terrain #1 (MS5, MC2)
  8
  Open Terrain #2 (MS5, MC2)
  9
  Rolling Hills #2 (MS3, MSC1)
  10
  BattleTech (MS2, MC1)
  11
  Open Terrain #1 (MS5, MC2)
  12
  Desert Hills (MS2, MC1)
  Prairie
  2D6
  Mapsheet
  2
  City Street Grid/Park* #2  
  (MS4, MSC1)
  3
  Open Terrain #2 (MS5, MC2)
  4
  Scattered Woods (MS2, MSC2)
  5
  Rolling Hills #1 (MS3, MSC1)
  6
  Open Terrain #1 (MS5, MC2)
  7
  BattleTech (MS2, MC1)
  8
  Open Terrain #2 (MS5, MC2)
  9
  Rolling Hills #2 (MS3, MSC1)
  10
  Battleforce 2 (MS6, MC2)
  11
  Open Terrain #1 (MS5, MC2)
  12
  Desert Hills (MS2, MC1)
  *Place Light buildings of 1D6-2 (minimum 1) 
  heights in each non-paved hex.
  Ruins
  2D6
  Mapsheet
  2
  Military Base* #1 (MS7)
  3
  City Street Grid/Park* #1  
  (MS4, MSC1)
  4
  City, Downtown (MS6, MSC2)
  5
  City, Residential (MS6, MSC2)
  6
  City (Hills/Residential)* #1  
  (MS3, MSC1)
  7
  CityTech Map* (MS2, MSC1)
  8
  City (Hills/Residential)* #2  
  (MS3, MSC1)
  9
  City, Suburbs (MS6, MSC2)
  10
  City, Skyscraper* (MS6, MSC2)
  11
  City Street Grid/Park* #2  
  (MS4, MSC1)
  12
  Military Base* #2 (MS7)
  *Place Medium and Heavy buildings of varying 
  heights in each non-paved hex. Roll 2D6 for 
  every hex containing a building. On a result of 
  6+, that hex is reduced to Rubble.
  Abbreviations 
  MS = Map Set
  MSC = Map Set Compilation
  BT = BattleTech Introductory Box Set.
  The player’s total Force encompasses 
  all units at the player’s disposal, whether 
  ’Mechs, vehicles, aircraft, battle armor, or 
  infantry platoons; supplemental Forces 
  assigned by or granted in the track rules 
  do not count towards this number unless 
  specifically stated otherwise.
  The player’s deployed Force represents 
  the percentage of their total Force that 
  will be used in the current track. The 
  percentage listed in a given track is the 
  maximum percentage of the player’s 
  total Force that can be used in that track. 
  A player may elect to take fewer units at 
  their own discretion, however.
  Opponents should always calculate 
  the size of opposing Forces using the 
  player’s deployed Force, never the total 
  Force the players have at hand.
  In setting up Forces for the 
  track Another Day, Another 
  C-Bill (p. 41, TC), the player 
  determines their total Force 
  comprises 12 ’Mechs totaling 
  20,000 BV2 (not counting 
  Gunnery/Piloting Skills) and 
  worth 10 million C-bills. All 
  participants decide to use BV2 
  as the standard for building all 
  Forces. This means the player’s 
  deployed Force (25 percent) 
  may not exceed 5,000 BV2 in 
  selecting units. Alternatively, if 
  the group had decided to use 
  a numerical standard, then 
  the player would select up to 
  3 units from their total Force. If 
  the group instead used C-bills 
  TECH LEVEL TABLE
  2D6
  Opposing Tech Level
  2
  Player’s choice
  3
  F
  4
  A
  5
  B
  6
  D
  7
  C
  8
  C
  9
  D
  10
  B
  11
  A
  12
  Player’s choice
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  WARCHEST POINT SYSTEM
  The Warchest Point System is an abstraction of the rewards 
  and opportunities that arise out of combat. More than merely a 
  monetary concept, the Warchest also represents factors such as 
  renown, contacts, and being at the right place at the right time. 
  It represents opportunities, whether to participate in a particular 
  battle, fight under certain environmental modifiers, or acquire a 
  BattleMech.
  Getting started
  Regardless of how the group comes to the table, the player 
  begins their campaign with their chosen Force and a set number 
  of Warchest Points (WP), as determined by the GM. This starting 
  balance of WP is used only for purchasing the ability to play tracks 
  and make other Warchest purchases, not to purchase the player’s 
  beginning Force.
  Between tracks, a player may use their WP to increase personnel 
  experience, repair and rearm, and purchase other group abilities or 
  equipment. All WP expenditures must occur before the beginning 
  of the next track. The player may not spend WP during a track, even 
  if it is split into a mini-campaign. Keep in mind that the next track 
  must also be paid for from the Warchest.
  Warchest Debt
  If the player lacks enough WP to purchase any tracks available to 
  them, they may go into Warchest debt in order to participate in the 
  next track. The player may NOT purchase services and equipment 
  on Warchest debt.
  As the player gains WP during the track, they can use these points 
  to pay off the debt until the Warchest rises to a positive number. If 
  debt still exists after that track, the player must sell off assets until 
  the Force can purchase its next track. The player may not go into 
  Warchest debt for two successive tracks.
  If a Force is so far in debt that it cannot pay for a new track, 
  the player has two options. He may decide that the Force is too 
  damaged to maintain fighting cohesiveness. That Force is then 
  “retired” for the remainder of the story arc, but may be brought 
  back in the future arcs, as determined by player agreement.
  Conversely, the player may opt to spend a large amount of time 
  repairing and refitting by skipping an entire track in order to carry 
  out the necessary repairs. If the player decides on this course of 
  action, he may re-enter the current campaign arc at a point beyond 
  the skipped track where he was initially stuck. To do this, choose a 
  track from the options presented under the Next Track guidelines 
  for the track the player would have carried out. When ready to 
  play the next track, the player selects the most expensive bonus (if 
  more than one, choose randomly) listed in the Options section and 
  applies it to the track, but the player does not receive the bonus WP. 
  If the player selects additional Options, however, he will receive WP 
  for them as normal. In addition, all Objective rewards are halved 
  for this track.
  WARCHEST POINTS BETWEEN TRACKS
  Because the Warchest system is meant to be an abstract method 
  of accounting and Force management, spending WP between 
  tracks is simple. The GM is welcome to add however much detail 
  they desire for the players to manage their Force; these rules are 
  as the standard, then the total value of the player’s deployed 
  Force cannot exceed 2.5 million C-bills.
  Once the player’s deployed Force is determined, the 
  opponent figures out the attacking Force’s composition. 
  The track states that the Attacker must not exceed 75 
  percent of the Defender (player’s deployed Force), and so 
  the Attacker’s deployed Force cannot exceed 3,750 BV2 (or 
  as close as can be made). Because the group opted to not 
  account for Gunnery/Piloting Skills, those skills do not factor 
  into the composition of either Force. The opponent sees that 
  the Fifty-first Panzers are a Veteran unit and so assigns each 
  attacking unit a Veteran Skill set using the Average Skills 
  Table found on p. 271, TW.
  WARCHEST AND OBJECTIVES
  The Warchest section of a track describes in detail how many 
  Warchest Points (WP) a track costs and additional bonus options 
  that may be used to add difficulty, and as a result, earn the player 
  more WP upon track completion. The track cost is an abstract 
  number that reflects the combination of travel, distance, time, 
  reputation, and other intangibles considered at the time of the 
  track’s occurrence. The player must have enough WP to pay the cost 
  at the beginning of the track. If the player does not have enough 
  WP, they may either go into Warchest Debt (at right) or select a 
  different track.
  The player is not required to use the Option(s) listed and may run 
  the track as normal. However, if a player chooses to use an Option 
  in order to achieve a greater WP payout, that Option’s effects are 
  applied to the track. Multiple Options may be in effect during a 
  track, and all payouts for chosen Options are cumulative.
  Option bonuses are applied at the end of the track after 
  Objectives are calculated. The player receives the listed WP payout if 
  at least one Objective is reached, unless otherwise noted. If a player 
  chooses multiple Options for a track, only one Objective needs 
  to be achieved in order to receive all Option WP payouts in play.
  Objectives indicate the track goals the player must achieve. The 
  player receives the listed WP for each Objective reached. These 
  rewards are cumulative unless otherwise indicated. Note that 
  some Objectives have a negative reward, indicating that it is in 
  the player’s best interest to avoid “achieving” that objective.
  SPECIAL RULES
  The Special Rules section indicates which special rules, if any, 
  apply in that track. 
  AFTERMATH AND NEXT TRACK
  The Aftermath section shows additional goings-on at the end of 
  a track through the eyes of unit affected by the track events. GMs 
  use this information, combined with other era sourcebook data, to 
  create their own campaign flavor.
  The Next Track section indicates what track paths the player 
  may choose to follow. The player must have enough WP to move 
  onward to the selected track. Conversely, a player may choose to 
  play any designated Mission tracks, if available. The player may 
  then rejoin the campaign at a track after the one previously played; 
  while selecting one from the previous track’s Next Track section is 
  recommended, it is not required.
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  161
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  CHAOS
  CAMPAIGN
  CREATION
  If desired, players can then convert these points to C-bills 
  for use with more detailed systems of record keeping and 
  support. The Warchest system is intended as a quick and easy 
  way for players to track their logistics, rather than attempting 
  to encompass all logistical and accounting possibilities in the 
  BattleTech universe.
  Players interested in using units or possibilities not covered 
  by the Warchest system are encouraged to convert Support 
  Points to C-bills and use the various rule sets (or custom house-
  made rules) to provide the level of detail they desire. When 
  converting Support Points to C-bills, multiply the Support Point 
  total by 10,000. Likewise, C-bills can be converted to Support 
  Points (divide the total C-bills by 10,000).
  To convert WP to SP, first determine the Base Force Size 
  Modifier. This modifier is determined at unit creation and 
  remains constant throughout the campaign, even as the 
  player’s Force expands or decreases in number. To find the 
  modifier, a player calculates how many sub-Forces they can 
  make using their preferred organization method (lances, Stars, 
  or Level IIs). Round fractions up.
  A player Force contains thirteen ’Mechs and prefers 
  to organize in Stars. Its Base Force Size Modifier is 3 (5 
  units per Star, 2.6 Stars in the Force, rounded up). A 
  player Force of thirteen ’Mechs and twelve battle armor 
  Points, organized into Stars, would have a Base Force 
  Size Modifier of 5.
  Next, determine the Force’s Technology Rating Modifier as 
  shown in the Technology Rating Modifier Table. Round fractions 
  to the nearest whole number. The Technology Rating (TR) is 
  the percentage of a Force’s ’Mech, vehicle, and fighter tonnage 
  constructed with advanced technology (Inner Sphere or Clan 
  Standard Rules equipment; (i.e. weapons and equipment found 
  in TechManual). A unit is considered to fall under Standard Rules 
  (or Advanced/Experimental; i.e. weapons and equipment found 
  in Tactical Operations) if its equipment includes anything not 
  shown on the Introductory Rules Equipment Table, below. 
  (While Introductory Rules weapons and equipment are included 
  in the TechManual—as those rules are folded into the Standard 
  Rules— Introductory Rules specifically refers to weapons and 
  equipment found in the BattleTech Introductory Box Set.)
  provided for those players who wish to run a custom Force 
  through a campaign with minimal time in attending to Force 
  management detail. Note that the Support Point tables and 
  rules that follow are suggested guidelines; the GM should feel 
  free to adjust costs, rules, limitations, etc. as needed to best fit 
  their particular campaign and player group.
  A simplistic way to use WP between tracks is to assign basic 
  WP costs to various activities that players may opt to take. These 
  include activities such as repairing or purchasing new units, 
  hiring or training new crew, and acquiring additional perks, 
  traits, or skills. The GM can use the following WP tables as a 
  guideline. Note that the WP tables are not compatible with 
  the Optional Support Point rules and should not be combined.
  Optional Rule: Support Points
  For a richer level of detail, a player may choose to fine-tune 
  their Support Point levels to account for unit growth and 
  experience throughout their campaign. Once a WP is converted 
  into SP, it cannot be converted back to WP but may be saved 
  for future logistical needs. A maximum of 100 WP can be 
  converted for each month of campaign time the unit spends 
  not participating in a track.
  SUPPLY TABLE COST (WP)
  Ammunition*
  WP Cost
  Ballistic, per ton
  4
  Missile, per ton
  6
  Recruitment
  WP Cost
  Green (Piloting 6, Gunnery 5)
  15
  Regular (Piloting 5, Gunnery 4)
  30
  Veteran (Piloting 4, Gunnery 3)
  60
  Elite (Piloting 3, Gunnery 2)
  100
  unit Being Sold
  WP Gain
  BattleMech
  Tonnage x1
  Vehicle
  Tonnage/0.5
  Aerospace Fighter
  Tonnage x1
  Battle Armor (squad only)
  12
  *Reloads an ammo critical slot to full capacity.
  AVERAGE UNIT COST (WP)*
  unit Type 
  WP Cost
  BattleMech
  Tonnage x2
  Vehicle
  Tonnage x1
  Aerospace Fighter
  Tonnage x1
  Infantry unit
  10
  Battle Armor unit
  35
  *NOTE: double all costs of Clan Technology units.
  REPAIR COST TABLE (WP)
  Damage Type
  unit Weight Class
  Less Than Crippled
  Crippled
  Light
  15
  25
  Medium
  30
  45
  Heavy
  60
  75
  Assault
  80
  100
  Battle Armor
  5/unit
  10/unit
  NOTE: Cost includes full armor, internal structure, and critical component repair. 
  Destroyed units (see p. 128, TW or Salvage, p. 119 AS) are not repairable.
  ������������������������������
  
  The unit therefore has a 40-point Technology Rating. 
  Comparing the 40 points against the Equipment Rating 
  Table results in a D Equipment Rating.
  If players do not wish to spend the time to determine a Force’s 
  specific Equipment Rating, they can simply assume a D Rating for 
  purposes of determining Support Points.
  Finally, multiply the available WP by the Base Force Size Modifier 
  and then by the Technology Rating Modifier Table to determine 
  how many Support Points the players have available.
  Kim’s B-rated mercenary Force has a Base Force Size Modifier of 5. 
  She wishes to convert 100 WP into Support Points; her GM multiplies 
  100 by 5 and then by 1.5, which equals 750 Support Points. Kim now 
  has 750 SP to spend on whatever upgrades, purchases, and other 
  activities during this period between tracks. Any unused SPs are set 
  aside and can be used at a later time, and even added to additional 
  WP conversions.
  Purchase/Repair
  Players can use SP to make repairs and to purchase new units or 
  personnel. When repairing or purchasing units, use the SP Activity 
  unit Cost Table. For personnel, use SP Activity Personnel Cost Table. 
  All new personnel are considered Green unless the player spends 
  double or triple the cost as indicated in the table footnote.
  While a player generally has access to any RAT, for better 
  playability the following options are recommended when selecting 
  purchased units. The GM ultimately determines what RATs are 
  available at what time for purchasing 
  new units, or can construct their own 
  custom RAT that addresses their specific 
  campaign needs.
  Localized RAT: Use a RAT that is specific 
  to the region of space where the last track 
  occurred. [Example: A player purchasing 
  new units after recently completing a track 
  on Northwind in the Jihad era would select 
  a unit off of the Word of Blake RAT, as the 
  track takes place in the time period of the 
  Word of Blake Protectorate.]
  Origin RAT: The player uses a RAT that is 
  specific to the region of space from where 
  the unit originates. [Example: A player 
  using the First FedSuns Lancers would use 
  a House Davion/Federated Suns RAT.] 
  For-hire RAT: The player uses only 
  Mercenary, Militia, or Periphery RATs 
  to purchase units at the listed SP cost; 
  selecting any other RAT would be double 
  (or triple) the SP cost.
  SP can also be converted to C-bills 
  to allow for the purchase of other 
  components not expressly covered 
  by these rules, such as DropShips, 
  JumpShips, support vehicles, and their 
  attendant crews.
  To calculate a Force’s TR, determine the percentage of the Force’s 
  total number of combat units (excluding conventional infantry) 
  that use advanced technologies. Units that use Clan technology 
  are worth double their TR percentage value, so after computing the 
  percentage of units that carry Clan-made advanced technologies, 
  double that result, and add it to the percentage of non-Clan 
  advanced technologies units to find the Force’s overall Technology 
  Rating. Whether units employ Clan or Inner Sphere Standard Rules 
  technology, however, the maximum technology percentage cannot 
  exceed 100.
  Equipment Ratings sum up the level of technology in a similar 
  fashion to the TR formula. To find a Force’s Equipment Rating, simply 
  cross-reference the total percentage of Standard Rules units within 
  the Force against the Equipment Rating Table below.
  A mercenary command has four Introductory Rules 
  ’Mechs, six Standard Rules Inner Sphere ’Mechs and two 
  Standard Rules Clan ’Mechs.
  The percentages of these units in the Force are computed 
  as follows:
  Inner Sphere Standard Rules units = (6 / 12) x 100 x 1.5 = 
  75 percent
  Clan Standard Rules units = (2 / 12) x 100 = 16.67 x 2.2 = 
  36.67 percent
  Added together, the total percentage of units with 
  Standard Rules Inner Sphere/Clan technology is thus 111.67 
  percent (rounding down to 111 percent). This exceeds 30 
  percent by 81.67 percent, or eight full 10 percent increments.
  DK 
  XX
  Refreshed after a long deployment, a LMT-2R Lament steps away from a field repair gantry.
  ������������������������������
  
  163
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  CHAOS
  CAMPAIGN
  CREATION
  TECHNOLOGY RATING 
  MODIFIER TABLE
  Equipment  
  Rating 
  Technology Rating 
  Modifier
  A 
  2.0
  B 
  1.5
  C 
  1.25
  D 
  1.0
  F 
  0.5
  Clan Society
  3.0
  Clan Front-line 
  2.0
  Clan Second-line 
  1.5
  SUPPORT POINT ACTIVITY COST TABLE
  unit Activity
  SP Cost*
  Repair armor on ’Mech or Aerospace Fighter 
  Tonnage
  Repair armor on Vehicle 
  Tonnage/2
  Repair ProtoMech
  Tonnage x 5
  Repair Battle Armor 
  No. of suits x 2.5
  Repair armor on DropShip or JumpShip
  Tonnage x 2
  Repair internal structure on ’Mech or Aerospace Fighter
  Tonnage x 2
  Repair internal structure on Vehicle
  Tonnage
  Repair internal structure/SI on DropShip or JumpShip
  Tonnage x 5
  Reconfigure OmniMech, OmniVehicle, or OmniFighter 
  Tonnage/4
  Purchase ’Mech/Aerospace unit (Introductory Rules)† 
  Tonnage x 10
  Purchase ’Mech/Aerospace unit (Standard Rules)† 
  Tonnage x 20
  Purchase ProtoMech Point (Clan Force only)† 
  Tonnage x 5
  Purchase Vehicle (Introductory Rules)† 
  Tonnage x 5
  Purchase Vehicle (Standard Rules)† 
  Tonnage x 10
  Purchase Battle Armor† 
  No. of suits x 50
  Rearm unit (Introductory Rules ammo) 
  5
  Rearm unit (Standard Rules ammo) 
  10
  Rearm unit (Advanced/Experimental Rules ammo) 
  50
  Personnel Activity
  SP Cost**
  Hire new MechWarrior‡ 
  100
  Hire new Aerospace pilot‡
  50
  Hire new Vehicle crew‡ 
  200
  Acquire new ProtoMech pilot (Clan Force only)
  500
  Hire new Battle Armor squad/Point‡
  25
  Hire new Foot Infantry platoon 
  100
  Hire new Motorized Infantry platoon
  200
  Hire new Jump Infantry platoon 
  300
  Heal MechWarrior
  30 per Wound box; 1 per month
  Heal Vehicle Crew  
  (Commander hit or Driver hit results)
  60
  Heal Aerospace pilot
  30 per Wound box; 1 per month
  Heal DropShip/Jumpship/WarShip crew
  100 per member beneath vessel’s 
  crew complement
  Heal Infantry squad§
  20 per individual box
  Upgrade any pilot/crew/squad  
  to Manei Domini
  100,000; maximum of 1 upgraded 
  unit in entire Force at any one time
  Change Special Command Ability
  20 per ability
  Change Formation Type
  5 per surviving unit in Formation
  Organizing a new formation¶
  10 per unit in Formation
  Note: Player can only repair units that have not been Truly Destroyed (see p. 175, SO or Destroyed 
  Salvage, p. 173 ASC).
  *Double all costs for units with Clan technology base.
  †unit does not come with pilot/crew; must be hired/acquired separately.
  **Double all costs for Clan personnel.
  ‡Does not come equipped with weaponry, vehicles, or equipment (purchased separately). New 
  personnel begin with a Green Skill Rating; double the cost for Regular Skill Rating and triple the 
  cost for Veteran Skill Rating. Elite Skill Rating is not available for purchased personnel.
  §This is to refill a damaged infantry unit back to maximum personnel
  ¶Applies to units pulled from other Formations and/or newly purchased units that form a new, 
  additional Formation to the group.
  EQUIPMENT RATING TABLE
  Equipment  
  Rating 
  Technology Rating 
  Modifier
  15 or less 
  F
  16 to 45 
  D
  46 to 65 
  C
  66 to 85 
  B
  86 and up 
  A
  INTRODUCTORY RULES 
  EQUIPMENT TABLE
  Equipment
  AC/2, AC/5, AC/10, AC/20
  Armor (standard)
  Cockpit (standard)
  Engine (standard)
  Flamer, Flamer (vehicle)
  Gyro (standard)
  Hatchet
  Heat Sink (standard)
  Internal Structure (standard)
  Jump Jet (standard)
  Large Laser, Medium Laser, Small Laser
  LRM 5, LRM 10, LRM 15, LRM 20
  Machine Gun
  PPC
  SRM 2, SRM 4, SRM 6
  ������������������������������
  
  on the description of the contract/missions they may be 
  running, Tactical Specialization (Defense).
  He then assigns the three Lances of the Company as 
  Striker, Pursuit, and Fire. 
  After the first track, the Pursuit Lance isn’t working like 
  Joshua expected. He wants another Striker Lance instead. 
  He pays 20 SP (5 SP x 4 surviving units = 20 SP) to change 
  the Formation type from Pursuit Lance to Striker Lance.
  Joshua then does well on several tracks and fixes three 
  salvaged ‘Mechs. He then buys a new ‘Mech and decides 
  to build a new formation using those units. He pays 40 
  SP to create a new formation (10 SP x 4 new units = 40 
  SP), assigning it as a Pursuit formation.
  He then finishes the contract and moves to a new 
  campaign where the unit is no longer on defense. He 
  wants to change one of his Force’s Special Command 
  Abilities from TacSpec (defense) to Overrun Combat. 
  Joshua pays the 20 SP to change an SCA.
  After finishing that contract, the average Skill Rating 
  of the entire Force is now Veteran, granting a new Special 
  Command Ability to choose from the Pollux list (or roll 
  randomly if Pollux has no options left). Because the unit 
  is eligible for a new SCA, he gets to assign the new ability 
  at no extra cost.
  WARCHEST CAMPAIGN RECORD SHEET
  While players can track their campaigns in whatever form they 
  find most useful, the Campaign Record Sheet can be used to track 
  exactly what optional rules are in effect during a given track. The 
  sheet also allows for players to track the damage received in a track, 
  objectives achieved, salvage taken, and so on.
  SKILL ADVANCEMENT
  Between tracks, personnel that participated in the last track may 
  advance their Skill Ratings. Those that did not participate in the last 
  track may also advance their Skill Ratings, but at three times the 
  listed Support Point cost. This represents that while personnel can 
  advance their Skill Ratings outside of combat through training, it 
  is a more time consuming and financially expensive proposition.
  Personnel may only advance each Skill Rating one at a time. For 
  example, a MechWarrior can improve his Gunnery or Piloting Rating 
  by one, or improve both his Gunnery and Piloting Rating by one, 
  but he may not advance either Skill Ratings by two or more. For 
  skill advancement between tracks, use the Skill Advancement Table.
  Optional rule: If using the Pilot Special Abilities (see p. 70), 
  these can be purchased with the following restrictions. A pilot 
  must have received an advancement of one Skill Rating and not 
  had a special ability purchased in the previous 3 months of game 
  time. The 100 SP cost is in addition to any other advancement 
  costs applied at the time.
  CHANGING FORCE COMMANDS AND FORMATION TYPES
  A successful combat unit must be flexible in order to survive on 
  the battlefield. If using the Special Command Abilities or Formation 
  Types (see Formation Building, p. 56), these can be reassigned or 
  changed during the between-track period. The listed cost in the 
  SP Activity Cost Table 2 covers the changing of radio codes, unit 
  protocols, and training needs to help pilots and crews adjust to 
  their new roles before the next mission.
  Joshua is running a company from the Pollux Regiment of the 
  Dioscuri mercenary command. The Force’s average Skill is Regular, 
  so it assigns two Special Command Abilities from the Pollux list 
  (Overrun Combat, Tac Spec (Defense), Tac Experts (Hidden units), or 
  Off-Map Movement. Joshua selects Off-Map Movement and, based 
  SKILL ADVANCEMENT TABLE
  Skill Advancement
  SP Cost
  MechWarrior Gunnery Skill 
  200
  ProtoMech Gunnery Skill
  400
  MechWarrior Piloting Skill 
  150
  ProtoMech Piloting Skill
  400
  Aerospace/Aircraft Pilot Gunnery Skill
  200
  Aerospace/Aircraft Pilot Piloting Skill 
  150
  Vehicle/Support Vehicle Crew Gunnery Skill
  100
  Vehicle/Support Vehicle Crew Driving Skill 
  50
  DropShip/JumpShip Crew Gunnery Skill 
  1,000
  DropShip/JumpShip Crew Piloting Skill 
  1,500
  Battle Armor Squad/Point Gunnery Skill 
  800
  Infantry Platoon Gunnery Skill 
  500 
  New pilot Special Ability
  100 per ability; max 1 per 3 game 
  months and a change in Skill Rating
  NOTE: Pilot/crew must have actively participated in prior track to receive advancement. For those 
  who were idle or just hired, triple the Support Point Cost. Double cost for Clan personnel unless 
  player Force is Clan in origin.
  WARCHEST CAMPAIGN
  RECORD SHEET
  © 2016 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc.                     
  All rights reserved.Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
  CAMPAIGN NOTES
  Track Title:
  Starting WP:
  Track Cost:
  Options Used
  +/-
  +/-
  Force Name:
  Faction:
  Objectives Gained/WP Earned
  Downtime Costs
  Final WP:
  Date/Duration:
  +/-
  Track Title:
  Starting WP:
  Track Cost:
  Options Used
  +/-
  +/-
  Force Name:
  Faction:
  Objectives Gained/WP Earned
  Downtime Costs
  Final WP:
  Date/Duration:
  +/-
  Track Title:
  Starting WP:
  Track Cost:
  Options Used
  +/-
  +/-
  Force Name:
  Faction:
  Objectives Gained/WP Earned
  Downtime Costs
  Final WP:
  Date/Duration:
  +/-
  Track Title:
  Starting WP:
  Track Cost:
  Options Used
  +/-
  +/-
  Force Name:
  Faction:
  Objectives Gained/WP Earned
  Downtime Costs
  Final WP:
  Date/Duration:
  +/-
  • warchest campaign record sheet • 
  ������������������������������
  
  165
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  CHAOS
  CAMPAIGN
  CREATION
  GAME SETUP
  The next section is one of the most important, as this 
  is where both sides of the conflict are defined and the 
  battlefield constructed.
  Unless the GM has a particular battlefield setup in mind, 
  it is suggested that the players be allowed to randomly 
  determine the playing area. That area can be tailored to a 
  specific terrain table, such as woods, mountains, or desert. 
  Terrain tables provide map selections from the older BattleTech 
  Map Sets; if these products are not available, the tables can 
  instead provide inspiration as to how the battlefield may be 
  constructed using standard terrain pieces or through custom 
  map making software.
  Next, set up the Attacker and Defender selections. If the 
  group is running a Force through the campaign, assign them 
  to the side that works within the context of the mission. For 
  some examples, see the Attacker/Defender Assignment Tablet. 
  The opposite side will most likely be run by the GM or players 
  who do not have a vested interest in the success or failure of 
  the campaign Force.
  Note that the table is by no means a definitive list, but 
  one to provide direction and inspiration if the GM is unable 
  to determine to which side the campaign Forceunit should 
  be assigned.
  For tracks that do not have a campaign Force, the GM can 
  assign players to either side, or let them choose.
  ADDITIONAL FORCES
  After assigning the campaign Force to Attacker or Defender 
  positions, determine what the percentage of the Force will 
  be used to define the opposing side. This is done within the 
  context of the track story. For example, a mercenary Force run 
  by the player is about to be betrayed by their employer; the 
  track is being built as an ambush. The GM has determined the 
  campaign Force will be the Defender, so the Attacker will consist 
  of the employer’s units. The GM’s complete storyline is about the 
  CUSTOM CHAOS: 
  BUILDING YOUR 
  OWN CAMPAIGN
  The following rules are meant as a guide, and not a hard-and-
  fast ruleset for campaign construction. As always, players should 
  use whatever fits their particular group’s style of gameplay and 
  should feel free to adjust other material as needed.
  The best way to build your own Custom Chaos campaign 
  is to first construct your campaign arc using the Map-Based 
  Campaign or the Narrative Campaign rules presented elsewhere 
  in this book. This gives you a starting framework, which can 
  then be used to build your core track progression and work 
  out additional pathways, if needed.
  The guiding principle of Custom Chaos is to provide players with 
  a series of games that have a “choose your own adventure” feel to 
  them, giving options at various points both inside and outside of 
  the track. This customizes the experience for each player group, 
  and can also help allot for available time, Skill Rating, and other 
  factors that often impact overall gameplay. Because this principle 
  emphasizes “choice,” it is important that players are presented with 
  a minimum of two choices for various track sections. 
  If desired, a GM can add generic mission tracks such as those 
  found in Total Chaos (pp. 30-38) or the Starterbook series as part 
  of the campaign. These provide a twofold benefit: providing small 
  skirmishes that can provide extra salvage and WP opportunities, 
  and offering more varied detail for the player campaign.
  A Custom Chaos track typically contains the following 
  sections: Situation, Game Setup, Warchest, Options, Objectives, 
  Special Rules, Aftermath, and Next Track. Some track variants 
  also include Victory Conditions. 
  However, when building a track, the GM should proceed in 
  the following order: Game Setup, Objectives, Options, Warchest, 
  Special Rules, Situation, Aftermath, and Next Track. While not a 
  hard-and-fast rule, this progression will help a GM.
  If building a Mission-style track, there are a few changes 
  to the process that the GM should keep in mind to 
  streamline these more basic tracks. To start, eliminate the 
  Situation and Aftermath sections.
  Options should be restricted to one. In some cases, if the 
  GM feels it is needed due to the needs of the group or the 
  plot, one additional Option can be added.
  Keep Objectives simple, and often to no more than two.
  There should ideally be no more than one Special 
  Rule in play, not counting any “blanket” rules set for the  
  entire campaign.
  Lastly, the Next Track section should provide only one 
  or two track directions, often to get the players back into 
  the flow of the main plot of the campaign.
  BUILDING MISSION TRACKS
  i
  ATTACKER/DEFENDER ASSIGNMENT TABLE
  If the primary Force is…
  Then they should be 
  assigned as the…  
  Assaulting a base or position
  Attacker
  Performing a covert operation
  Attacker
  An escort
  Defender
  Transporting an object  
  or person of note
  Defender
  Ambushing a target
  Attacker
  Stealing or destroying a target
  Attacker
  Preventing theft or destruction  
  of a vital target
  Defender
  Protecting a position or base
  Defender
  ������������������������������
  
  Objectives are the goal of the track; what is it that you want 
  the players to accomplish to help move the story forward? Are 
  they on guard duty when an attack hits? Then their objectives 
  could be to protect a particular asset—a prototype machine, a 
  building, a person, a particular hex. Are they joining a planetary 
  invasion Forceand assigned a particular assault corridor? Then their 
  objectives might include seizing and holding a bridge, a depot, or 
  an airfield. Or they may be assigned a headhunter mission, where 
  their objective is to destroy a command and control center, or 
  assassinate an enemy commander. The potential is endless.
  The Sample Objectives Table provides a list of more common 
  objectives that are found in several BattleTech products, but it is by 
  no means exhaustive. Players should use these examples as ideas 
  or a quick way to fill in additional objectives that fit their current 
  track and campaign.
  mercenary unit’s fight through tough odds to escape the planet, 
  so the Attacker is determined to be bigger than the defending 
  players’ Force. As such, the GM makes note that the Attacker will 
  be 25 percent larger than the Defender, using the agreed-upon 
  measurement of Battle Value.
  OBJECTIVES
  While Options are usually listed before the Objectives, it’s 
  important to sort out the track’s end goals first. Often, the more 
  Objectives in place, the fewer Options should be allotted due to 
  a magnification of difficulty and the risk of overly-high rewards if 
  the group is successful. 
  A good rule of thumb is to have at least two Objectives for each 
  track, though three gives a lot more tactical variances to fit all kinds 
  of group dynamics.
  SAMPLE OBJECTIVES
  Objective Title
  WP Reward 
  (approx.)
  Details
  Advance Attack
  300
  Destroy/Cripple at least half of the opposing Force.
  Annihilate
  500
  Cripple/destroy all of the opposing Force.
  Asset Denial
  200
  Retain control of a designated unit, building, person, or other asset at the end of the track.
  Being Difficult
  400
  At least two-thirds of the player’s Force must be operational at the end of the track.
  Blitzkrieg!
  250
  Destroy/Cripple a certain number of opposing units (half or more) by a defined time limit.
  Boom!
  500
  Force the enemy to withdraw completely.
  Boxed In
  400
  Allow no more than half of the enemy Force to exit off their home edge. (Best when used with the setup 
  of the Force in question on the opposite side from their home edge.)
  Breakthrough
  200
  The players exit at least 25% of their Force through the opponent’s home edge.
  Bring the Pain
  600
  Destroy/Cripple at least 75% of the enemy Force.
  Bullet Time
  100
  The players must complete the track without a friendly pilot death caused by any means. For example: A 
  cockpit critical hit, MechWarrior damage through failed Piloting Skill Rolls, ammo explosions, falling, and 
  so forth.
  Burn the Flag
  500
  Locate and destroy the enemy Force’s headquarters unit/building/location.
  Cherry Picker
  400
  Pre-select no less than 30% of the opposing Force's units before setup. Cripple or Destroy all of these 
  units. These units do not have to be revealed to the opposing player.
  Clean House
  500
  Destroy all of the enemy Force’s specific unit types (BattleMechs, vehicles, battle armor, etc.) and hold a 
  specific building/location at the end of the track.
  Clear the Zone
  100
  Destroy all the buildings on the battlefield.
  Close the Door
  300
  Destroy, Cripple, or Force Withdrawal at least 75% of the enemy Force.
  Command and 
  Conquer
  100
  Destroy the opposing command post and retain a friendly command post by the end of the track.
  Containment
  *
  Stop as many vehicles as possible from exiting the battlefield. Points are given on a per-unit basis, often 
  +10, +25, or +50 depending on the track’s overall story goal.
  Cover Me!
  200
  The players must not have any units destroyed through attacks into the unit's rear arc. In other words, do 
  not die from getting shot in the back!
  Cut Off the Head
  100
  Destroy/Cripple the enemy commander.
  Dead…with 
  Prejudice
  1000
  Destroy/Cripple all of the enemy Force before a specified time limit.
  Delaying Tactics
  500
  Destroy/Cripple two or more commanders or officers, as designated by the GM, before a specified time limit.
  Denial
  400
  Keep the enemy Force from destroying a set number of buildings or CF before a set time limit or the end 
  of the track.
  Discourage 
  Pursuit
  *
  Destroy/Cripple the opposing Force’s fastest units; one unit per four fielded is an average number. WP 
  awarded per unit, often +50, +75, or +100.
  Drive the Nail
  300
  Destroy/Cripple at least half of the enemy Force.
  ������������������������������
  
  167
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  CHAOS
  CAMPAIGN
  CREATION
  Objective Title
  WP Reward 
  (approx.)
  Details
  End the Rivalry
  200
  The players’ commander defeats the enemy Force commander; typically, by either landing the killing 
  blow or through single combat.
  Escape
  200
  At least one-third of the players must survive and withdraw from the battlefield after a specific time limit 
  has expired.
  Even the Odds
  *
  Award a number of WP for each enemy Force’s unit destroyed. Awards can be +50, +100, or even 
  designated per unit type.
  Fast Recon
  150
  Exit one of the players’ units off the enemy Force’s home edge; a higher award can be given if a specified 
  time limit is indicated.
  Ferocity
  300
  The players must destroy 50% of the enemy Force with less than 50% losses.
  Fight  
  Another Day
  300
  The players suffer less than 50% losses.
  Fight On
  1000
  More than half of the players must survive by the end of the track, or by a specified time limit. Units 
  exiting the home edge under Forced Withdrawal count towards this objective.
  Forced March
  200
  The players’ commander exits through the enemy Force’s home or starting edge.
  Frugal  
  is the Word
  300
  The players limit their destroyed units to 10% or less.
  Gauntlet
  400
  Exit at least half of the players’ Force through the enemy’s home edge.
  Get Physical
  *
  The player must perform a set number of successful charges, pushes, or Death from Above attacks by the 
  end of the track. WP awards can also be given for each instance, rather than a complete total.
  Get the Intel
  300
  The players must scan a set number (or designated) of buildings, objective hexes, or specific unit types; 
  scanning rules should be detailed in the Special Rules section.
  Hammer
  400
  Destroy/Cripple at least two-thirds of the opposing Force.
  Headhunter
  500
  Destroy the enemy Force’s commander (not Cripple).
  Hearts and Minds
  600
  The players must not destroy or damage any buildings (or designated buildings) during the course of the track.
  Hit and Run
  150
  One of the players’ units enters (or moves adjacent) to a designated hex, and then exits from its home edge.
  Hold
  200
  Retain control of a designated battlefield edge, with no more than one functional enemy unit within two 
  hexes of that edge during the End Phase (or other designated time).
  Hold the Line
  300
  Destroy/Cripple at least half of all designated unit types on the opposing Force.
  Honorable 
  Combat
  500
  Cripple (do not destroy) at least half of the enemy’s Force.
  I Like These Odds
  *
  A set number of WP is awarded for every enemy unit destroyed without losing a friendly unit.
  I Spy…
  100
  Move at least one unit to within a specified number of hexes from the enemy’s home edge to verify there 
  are no hostile reinforcements coming.
  Identify and 
  Destroy
  100
  Locate (using Scanning, which should be detailed in Special Rules) and destroy a headquarters, an enemy 
  commander, specific unit types, buildings, or other objective. Multiple WP can be awarded if multiple 
  targets are in play during the track.
  Identify the 
  Opposition
  200
  Successfully scan at least half of the enemy Force. Scanning rules should be defined in the Special Rules 
  section. Higher WP can be awarded if the percentage of enemy Forces to be identified is increased (i.e. 
  two-thirds, 75%, etc.).
  Information
  250
  Capture or Cripple a GM-designated unit among the enemy Force.
  Interception
  700
  A third-party unit makes it across the players’ home or starting edge before or after a specified time.
  Interdiction
  500
  Destroy a third-party unit before it crosses the enemy’s home or starting edge before or after a specified time.
  Justice
  *
  Destroy/Cripple secretly designated units or unit types; WP can be awarded as a blanket total, or per unit. 
  The units or unit types can be revealed through scanning, intelligence, or GM-designated turns or other 
  trigger events during the track.
  Last Man 
  Standing
  100
  At the end of a designated time, the players have more tonnage (or other predetermined value) than 
  the enemy on the battlefield. This should only include units in functioning order and not under Forced 
  Withdrawal or Crippled status.
  Leave No  
  Man Behind
  700
  At least two-thirds of the players’ Force survives the track or is able to exit their home edge after a certain 
  time limit.
  Live to Kill Later
  *
  WP awarded per player unit that exits a designated battlefield edge, often before or after a time limit, and 
  not under Forced Withdrawal or Crippled status.
  SAMPLE OBJECTIVES (CONTINUED)
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  Objective Title
  WP Reward 
  (approx.)
  Details
  Master the Bid
  *
  WP awarded per unit that does not fire any weapon during the course of the track.
  New Toys
  50
  Capture a designated unit by Crippling (and not Destroying) it.
  No Witnesses
  400
  Destroy (not Cripple) all of the enemy’s Force.
  Pick Up
  300
  Capture a designated amount of cargo tonnage, typically within a building or cargo carrier. Rules for 
  capturing should be detailed in the Special Rules section.
  POW
  100
  Capture (not Destroy) the enemy commander by Crippling the unit and having a unit within two hexes of 
  it at the end of the track.
  Pre-emptive 
  Strike
  100
  Destroy/Cripple at least 25% of the enemy Force by a predetermined time limit, often close to the start of 
  the battle.
  Preserve  
  Your Force
  350
  Destroy/Cripple at least 50% of the enemy’s Force without losing more than 25% of the player’s Force.
  Professionals
  200
  Destroy/Cripple more than 75% of the enemy’s Force before reinforcements arrive at a designated time.
  Reduce 
  Effectiveness
  150
  Damage at least 75% of the enemy’s Force before a specified time limit.
  Research 
  Junkies
  150
  Cripple a GM-designated unit and keep it from exiting the battlefield so it can be salvaged.
  Run Them Down
  *
  Award WP for every enemy unit Destroyed. A higher WP can be given if a designated time limit is also imposed.
  Secure the Zone
  500
  Occupy at least 3 GM-designated locations by a designated time limit.
  Selective 
  Destruction
  *
  Before the start of the track, the enemy must secretly write down which of the player's units they 
  must destroy. The enemy must declare at least half of the player's Force (rounded down). For each unit 
  destroyed, the player loses a number of WP from their total. WP can also be awarded for each of the listed 
  targets survive the track.
  Shatter
  800
  Destroy/Cripple at least 80% of the enemy’s Force.
  Shatter Their 
  Will
  400
  Destroy a building/object secretly designated by the opponent. Building/object is selected before the 
  start of the game and is revealed at the end of the track.
  Stand Your 
  Ground
  250
  At least half of the player’s Force survives the end of the track.
  Stop Them Cold
  *
  WP are lost for every enemy unit that exits via their home edge that are not under Forced Withdrawal rules.
  Superior 
  Firepower
  200
  Destroy/Cripple the units of the two best enemy pilots or crews as determined by skill. If there are more 
  than two, the enemy may select which two pilots for the objective.
  Sustainability
  100
  At least 25% of a third party Force assisting the players survives the track.
  Symbolic Victory
  200
  At least one player unit occupies a GM designated hex at the end of the track or by a certain time limit.
  Take the Hill!
  350
  The player must seize an enemy-designated objective hex and occupy it for a set number of Turns (can be 
  consecutive or non-sequential and be the same unit or a combination of units, as determined by the GM 
  according to those that best fit the track story). Multiple objectives can be awarded WP per completion, 
  or a minimum number of objectives set before a blanket award is given.
  Target Acquired
  100
  Destroy a set number of buildings/locations by a set time limit.
  The Road to 
  Paradise
  500
  Destroy, drive off, or capture a set percentage of the opposing Force by a set time limit.
  Total Victory
  200
  Complete all other Objectives. Add +100 if done while a track Option is in effect.
  Training Day
  300
  At least one third-party Force that is allied with the player must suffer no more than 25% casualties.
  Turkey Shoot
  *
  Destroy as much of the enemy Force as possible. WP offered per unit Destroyed, typically +50, +100, 
  +200 depending on needs of the campaign.
  Undercut
  300
  Destroy/Cripple 100% of all third party Forces allied with the opponent.
  Vengeance
  500
  Destroy/Cripple 100% of the enemy Force while taking less than a certain percentage of damage, often 
  25% or 50%.
  World of Hurt
  500
  Destroy/Cripple at least two-thirds of the enemy Force.
  SAMPLE OBJECTIVES (CONTINUED)
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  169
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  CHAOS
  CAMPAIGN
  CREATION
  OPTIONS
  While the final track setup has these listed before the 
  Objectives, it is good practice for a GM to wait until they 
  have most of the track completed before deciding on what 
  Options they wish to offer. This is because Options will have 
  an overall impact on the entire track, and may skew the 
  difficulty against the players. Rewards should be scaled with 
  the challenge; Option WP rewards are given if just one of the 
  player Objectives is met.
  The Options Table presents a small sampling of the Options 
  that can be applied to a track. WP cited are a suggested range; 
  the GM is encouraged to change them to a reward that fits their 
  group, the track, and the overall story campaign. Additionally, 
  the GM should feel free to create customized Options that fit 
  the story their track is telling, adding atmosphere, difficulty, or 
  even new story elements.
  Note that a GM should not just randomly assign Options 
  to their track. Options are meant to enhance the story 
  atmosphere of the track, adding variables and challenges 
  that make sense to the particular situation. Examine each 
  Option against the “spirit” of the track—does it fit the 
  story goals the GM seeks? Does it add more detail to the 
  player experience? If all of the Options, or any combination 
  thereof, are used and the players achieve their Objectives, 
  are the rewards balanced? Nothing is more overbalanced 
  than offering an Option that has no bearing or effect on the 
  actual track, such as applying “High Speed Interception” to 
  a ground-based game.
  Options can easily be applied instead as a Special Rule; 
  these affect the track regardless and cannot be chosen, unlike 
  standard Options. 
  VICTORY CONDITIONS (OPTIONAL)
  One variation to the Warchest Objectives is to assign the WP 
  reward to the number of Objectives completed, rather than giving 
  set WP for each. This is a simpler system that allows players who 
  are not playing the campaign for tactical exercise, but more in the 
  “just have fun” dynamic. By having a few tiers in place, players can 
  mix and match Objective completion on the fly, adjusting for the 
  vagaries that often happen on the tabletop battlefield.
  The GM assigns between three and five Objectives to 
  the track without a listed WP award. Next, build the Victory 
  Condition hierarchy. Select each level of hierarchy that matches 
  the number of Objectives assigned to the track.
  Assign WP to each condition. As with Objectives, the WP cost 
  is ultimately determined by the GM to fit within the campaign 
  framework. Ideally, the Total Victory condition should be a sum 
  total of each individual Objective’s presumed WP award, and 
  break down from there. Players can only achieve one victory 
  condition; it is not a sum total of all conditions reached.
  RH 
  XX
  VICTORY CONDITIONS HIERARCHY
  Condition
  Definition
  Total Victory
  Complete all Objectives.
  Clear Victory
  Complete all but one Objective.
  Partial Victory
  Complete only half of the Objectives 
  (rounding up)
  Pyrrhic Victory
  Complete less than half of the 
  Objectives, but more than one.
  Partial Defeat
  Complete only one Objective.
  Total Defeat
  No objectives completed.
  ������������������������������
  
  Option Title
  WP Reward 
  (approx.)
  Details
  A Cut Above
  75-200
  The opponent’s units are exceptionally well trained and suited for the battle that lies ahead of them. The 
  Defender may improve the Piloting and Gunnery Ratings of all of their units by 1 point.
  Acid Water
  75-200
  Any water hexes use Hazardous Liquid rules (see p. 49, TO, p.65 AS). The water is considered Class 1: Slightly Hazardous.
  Aerospace 
  Incoming
  125-300
  The opponent adds a number of aerospace fighters to conduct strafing, striking, or bombing runs twice during the 
  track. Fighters may be of any weight class. Piloting Skill Ratings are equal to the Skill Rating of the opponent's Force. 
  Airless
  125-300
  There are 1D6x10 turns of air left. The battle must be completed in this time, or all non-battle armor units will 
  suffocate. (Best used on a battlefield with a breached dome or leaking atmosphere and has a greater weight on 
  using infantry and support Forces.)
  Air Support
  25-100
  Add one aerospace fighter of predetermined weight to the opponent’s Force to conduct a strafing, striking, 
  or bombing run one time during the track. This Option can be selected multiple times, to a maximum payout 
  determined by the GM.
  Artillery
  *
  The opponent can call upon 1-4 barrages. (The GM may select the artillery vehicle, distance, and number of 
  rounds; the reward should be scaled appropriately to the units, rounds, etc.)
  Ash Fall
  25-100
  This uses the same rules as Blowing Sand: All Direct and Pulse energy weapon attacks gain a penalty of 1 to hit 
  (see p. 62, TO).  (Alpha Strike, penalty of 2 to hit. See pp. 89 and 95, AS.)
  Asteroids
  100-250
  (Space only.) Use the Asteroids rules (see pp. 44-45, SO).
  Backs  
  Against the Wall
  200-450
  All units will fight to the death; at least 80% of the opponent's Force must be destroyed (not crippled) and one 
  Objective attained before this bonus may be applied.
  Bad Intel
  75-200
  Add one additional unit to the opponent’s Force. This unit has Veteran experience.
  Bad Weather
  75-200
  Player rolls on the General Weather Table (see p. 69, TO) and applies the result to the battlefield. If the weather is a 
  duplicate of one already in effect, reroll the result.
  Best of the Best
  150-350
  Add to the opponent's Force a commanding officer and escorts; the commander possesses a higher Skill Rating 
  than that of the opponent’s Force at setup.
  Black Gold
  100-250
  Treat all terrain, including any Water hex, as Flammable (Tainted) Atmosphere (see p. 56, TO).
  Black Ice
  75-200
  Use the Black Ice rules (see p. 40, TO).
  Blizzard
  75-200
  Use either Ice Storm (see p. 60, TO) or Blowing Sand rules (see p. 62, TO). (See pp. 89 and 95, AS.)
  Blowing Sand
  25-100
  All Direct and Pulse energy weapon attacks gain a penalty of 1 to hit (see p. 62, TO). (Alpha Strike, penalty of 2 to 
  hit. See pp. 89 and 95, AS.)
  Booby Trapped
  75-150
  The opponent secretly chooses up to four buildings prior to the start of the game to be rigged for explosions. These 
  building traps are command-detonated and explode as a 30-point minefield. Damage is resolved as an artillery 
  attack on that hex. Once detonated, the building is reduced to rubble.
  Brute Force
  150-350
  Add a number of mercenaries equal to 50% of the player’s total deployed Force. These units enter the track at a 
  time and battlefield edge determined by the GM.
  Bug Swarm
  100-250
  Swirling bug swarms in the wilderness are an unusual event—but not a wholly uncommon one. Randomly 
  place 1D6 bug storms (1 central hex and all adjacent hexes) for every mapsheet used. Multiple storms may not 
  share the same center hex. During the End Phase of each turn, each Bug Storm will move 1 hex in a random 
  direction. The bug storms extend up to four Levels above the underlying terrain in every hex covered. All non-
  energy ranged weapons that fire into or through a Bug Storm hex suffer a +1 to-hit modifier (regardless of the 
  number of hexes), while all energy weapons suffer a +2 to-hit modifier.
  Bullrush
  300-450
  Any player unit which declines to perform attacks during one fire phase gains 1 Running MP extra the next turn. 
  They are free to fire during the turn with the bonus MP, but lose that bonus until they again go one turn without 
  firing weapons.
  Caution-
  Flammable
  200-450
  Use the Fire and Smoke rules (see pp. 43-48, TO or pp. 100-101, AS). Energy weapons that miss a target situated 
  in a Woods hex roll 2D6; on a 5+, the hex ignites from the brittle timber.
  Chain Reaction
  200-450
  There are a series of mysterious underground explosions. In addition to the Unsteady Ground Special Rules (see 
  p.179), falling damage does an additional 10 points of damage.
  City Ruins
  25-75
  Mark half of the buildings present as destroyed. Each destroyed hex is converted into an Ultra Rubble terrain hex 
  (see TO, p. 39 or AS, p. 67).
  Civilians Amok
  300-450
  For every 2 units present, add a civilian vehicle or a crowd of civilians. Treat a crowd as a platoon of infantry (28 
  men) with no weapons. The civilians are panicked and move in a random direction each turn. If any civilians are 
  killed, assess a 600-point penalty to the player.
  Commanders
  100-250
  One of the units on each side is a field commander. Select one unit and assign it either a Gunnery Skill of 2 or 
  Piloting Skill of 1, rolling the other skill randomly on the Elite column. If the unit containing the commander is 
  destroyed, that player must apply a –2 modifier to all subsequent Initiative rolls. 
  OPTIONS TABLE
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  171
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  CHAOS
  CAMPAIGN
  CREATION
  Option Title
  WP Reward 
  (approx.)
  Details
  Complicated 
  Weather
  300-450
  Roll twice on the General Weather Table (see p. 69, TO) and apply both results to the battlefield; modifiers may stack.
  Concrete Maze
  100-250
  Treat all buildings as hardened structures with a CF of (10 x 1D6) + 100; determine each building’s CF separately.
  Could Have Sworn 
  There Were More
  100-250
  Up to a third of the opponent’s Force may be deployed at the start of the game using Hidden units rules  
  (see p. 259, TW or p. 102, AS).
  Cover Fire
  25-100
  The opponent has 6 rounds of artillery smoke land in Turn 1. Each round is treated as a standard Artillery attack (see p. 
  179, TO or p. 73, AS). The target hex and all adjacent hexes are filled with Light Smoke (see p. 47, TO or p. 101, AS).
  Debris
  100-250
  (Space only.) Add 2d6-2 (to a minimum of 2) DropShip wrecks to the board; use the Debris rules (see SO, p. 45).
  Desperation
  50-125
  Use the Extreme Range rules (see p. 85, TO or p. 99 ,AS).
  Don’t Slip
  25-75
  Convert all Woods and Water hexes to Ice (see p. 50, TO or p. 65, AS). Water hexes are covered in ice, not frozen solid.
  Dusk/Dawn
  75-200
  All units suffer a +1 modifier to hit to all weapons fire (see p. 58, TO, p. 89, AS).
  Earthquake
  125-300
  Use the Earthquake rules with a strength rating determined by the GM (see p. 55, TO or p. 92, AS).  
  The earthquake strikes on turn 1d6+2.
  Electrical Storm
  100-175
  Add a +1 modifier to all rolls involving electronic systems (including all Piloting, Gunnery, Sensor Operations, 
  bioware and so on).
  Elites
  125-300
  Assign half or more of the opponent’s Force with Elite Skill Ratings.
  Endgame
  125-300
  Use the Advance Firing rules (see pp. 84-87, TO).
  Excessive Force
  75-200
  The opponent sets 2D6 hexes of minefields (see p. 207, TO or p. 102, AS). GMs can select or randomly determine 
  the type of mines available.
  Expert Marksmen
  125-300
  Use the Bracing and Careful Aim rules (see p. 84, TO).
  Fanatics
  200-350
  All units will fight to the death; all opponents must be destroyed either through head or center torso 
  destruction. A ’Mech is not considered destroyed unless it is finished in this fashion.
  Fanatical 
  Opponents
  100-250
  Increase the Experience Rating of the opposing Force by one.
  Faulty 
  Preparation
  200-400
  All of a player's ammunition bays contain half its normal rounds. Roll 2d6 for each weapon not requiring ammunition; on 
  a 9 or higher, the weapon is considered nonfunctional until a time determined by the GM. (Alpha Stike: Roll 2D6 for each 
  unit; 10 or higher it begins play with a Weapons Critical Hit. Units with ART-, AC, BOMB, LRM or SRM add +2 to the roll.)
  Firestorm
  200-450
  Prior to the track start, aerospace bombing started more fires in the city. Randomly determine if any buildings 
  are alight, and automatically assign all wooded hexes as burning. Deal with smoke as normal.
  Flankers
  100-250
  The opponent’s units gain the Off-Board Movement Special Ability (see pp. 192-193, TO or p. 45, AS).
  Fuel Lines
  250-500
  Designate 20 hexes per mapsheet as Heavy Industrialized (see p. 31, TO or p. 65, AS). Whenever a ballistic 
  weapon misses its target in that hex, roll 2D6. On a roll of 11+, the ballistic shot hits an exposed fuel line, which 
  explodes in the hex for 5 points of damage. Apply all damage as if the unit had set off a 5 point minefield (see p. 
  207, TO; Alpha Strike, Density 2 Minefield, p. 102, AS). Make this roll for every missed ballistic attack to the hex.
  Hard Hitters
  25-75
  Use the Glancing Blows/Direct Blows rules (see pp. 80-81, TO or pp. 22, AS).
  Harsh Conditions
  150-450
  All equipment may malfunction because of lax technical crews and brutal weather. For any weapon system 
  that fails the to-hit roll (or has a Margin of Failure) by more than 3, roll 1D6. On a result of 5 or 6, consider that 
  weapon jammed/misaligned and unable to fire for the rest of the track (AS: unit receives a Weapon Critical Hit).
  Heavy Fog
  125-300
  As per the Heavy Fog rule (see p. 57, TO or pp. 89, 95, AS).
  Heavy Industry
  125-300
  Designate up to 16 hexes as Heavy Industrialized prior to play (see p. 31, TO or p. 65, AS). 
  Heavy Rainfall
  100-250
  Apply a +1 modifier to hit to all weapons fire and a +1 Piloting/Driving Skill modifier (see p. 59, TO).  
  Mud (see p. 50, TO or p. 66, AS) is as indicated. 
  High Speed 
  Interception
  25-100
  (Space or Aerospace only.) The players’ units enter the battlefield at a minimum Velocity of 7 and receives a +2 
  Initiative modifier for the first turn.
  High Winds
  75-200
  Apply a +2 To-hit modifier to all ballistic and missile weapons fire, as well as a +2 modifier to all Piloting Skills 
  Rolls. When rolling on the Missile Hits Table, subtract 4 from the die roll; on a modified result of less than 2, the 
  missile attack misses the target. (Alpha Strike: Wind Force 3. See p. 94, AS)
  Hot Drop
  25-75
  The player may choose to enter the battle as per the Dropping Troops (see SO, p. 22 or AS, p.90).
  Incoming
  *
  The opponent pre-designates 5 hexes for artillery fire. The GM decides the number of rounds, distance, and 
  which artillery units are available. The more power, rounds, etc., the higher the reward should be.
  Instant Upgrade
  800-1,000
  The Defender upgrades all pilots/ troops/crews using the Manei Domini creation rules (see pp. 76-85, IO or 27, ASC).
  It’s Been  
  a Long Battle
  150-250
  2D6 units from both sides receive 1D6-1 5-point clusters of damage, rolled on the front hit column. Reroll any 
  result that calls for a critical hit.
  OPTIONS TABLE (CONTINUED)
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  Option Title
  WP Reward 
  (approx.)
  Details
  It’s a Frog 
  Strangler
  125-300
  Use the Torrential Downpour rules (see p. 59, TO or pp. 89, 95, AS).
  It’s Quiet.  
  Too Quiet
  150-250
  Deploy up to two-thirds of the opponent’s Force as Hidden units (see p. 259, TW or p. 102, AS) anywhere  
  on the battlefield.
  Known 
  Unknowns
  75-200
  The opposing player publicly designates two units as the Force commander, secretly recording the identity of 
  which one is the actual commander.
  Kudzu 
  25-75
  Thick vines cover all forested areas. All woods hexes are considered Jungle Hexes of equal density (i.e. Light 
  Woods are considered Light Jungle and heavy Woods are considered Heavy Jungle) as described on p. 32, TO (p. 
  65, AS). If no woods hexes are present (playing in space or in desert-like terrain), each player may choose one 
  hex for each two units they control. These hexes are considered Light Jungle, or obstacles in the way in space 
  (use the asteroid rules on pp. 44-45, SO).
  Labyrinth
  300-450
  Use the Tunnel rules (see TO, p. 141) combined with Rolling Maps (see TO, p. 214). GM should designate tunnel 
  entry/exit hexes.
  Light Fog
  25-100
  All hexes cost an extra 1 MP to enter (see p. 57, TO).
  Light Rainfall
  25-100
  Use the Light Rain rules (see p. 57, TO or pp. 89, 95, AS).
  Lightfoot
  25-75
  Use the Low Gravity rules (see p. 55, TO or p. 93, AS). The gravity is determined by the GM.
  Lousy Weather
  25-100
  Use rules for Gusting Rain (see TO, p. 59). (Alpha Strike: Wind Force 3, p. 94 and Heavy Rain pp. 89, 95, AS)
  MegaFauna
  100-250
  Local fauna is attracted to ’Mechs on the battlefield. Randomly place 1D6–2 megafauna packs on the battlefield. 
  Each pack occupies one entire hex and is treated as a BattleMech unit for stacking purposes. Every odd turn, the 
  player controls each pack; every even turn, the opponent controls them; the packs always move after all other 
  units have moved. Megafauna packs may move one hex in any direction, block LOS, and cannot be destroyed 
  for game purposes.
  Meteor Shower
  150-300
  (Space only.) Prepare 2D6 asteroids to use as meteors. To determine when the meteor shower hits, roll 2D6 after 
  Turn 4. The shower occurs on a result of 8 or greater. When the shower happens, divide the number of meteors in 
  half. Each side picks a map edge and then enters a meteor at Velocity 6, alternating between the two sides until all 
  the meteors have entered. Treat the meteors as asteroids under the optional Asteroid rules (see p. 44-45, SO).
  Missed Shots
  100-250
  Use the Missed Shots rule (see p. 81, TO).
  Moderate Rainfall
  75-200
  Apply a +1 modifier to hit to all weapons fire (see p. 59, TO or p. 95, AS). Mud (see p. 50, TO or p. 66, AS) is as 
  indicated. Each player may choose 1 hex per unit deployed to designate as Mud.
  Moderate 
  Snowfall
  75-200
  All units suffer a +1 modifier to hit to all weapons fire. This automatically includes the effects of a temperature of 
  –50C (see pp. 60 and 62, TO or p. 94, AS).
  Muck
  75-200
  All Clear terrain hexes are composed of thick, viscous mud and will Bog Down any unit heavier than 40 tons (see 
  p. 62, TO or p. 70, AS). Hovercraft and WiGE units of any weight are unaffected by this terrain.
  Mud
  25-100
  Convert all Clear hexes to Mud (see p. 50, TO or p. 66, AS).
  Mushy Ground
  25-100
  Apply a +1 modifier to all Piloting Skill Rolls.
  Nest of Vipers
  150-300
  Add an additional 25% to the opponent’s Force; these units are of Elite Skill Rating. At least two objectives need 
  to be completed in order to gain this reward.
  Night Combat
  75-200
  A lack of ambient light degrades the ability of BattleMechs to target and hit an opposing unit. Apply a +2 To-hit 
  modifier to all weapon attacks.
  Nightfall
  75-200
  Use the Moonless Night and Night/Pitch Black rules (see p. 58, TO or p. 92, AS)
  No Cover
  75-200
  Convert all Woods hexes to Level 1 Foliage (see p. 37, TO) or Mud (see p. 50, TO or p. 66, AS).
  Opportunity 
  Knocks
  75-200
  Use Opportunity Fire and Opportunity Fire: Firing on the Move rules (see p. 86, TO).
  Orbital Defense
  300-500
  (Space only.) The GM places at least one space station (GM-determined size) at least three hexes "above" the 
  space-atmosphere interface. The station's gun crews are Veteran and operated by the opponent.
  Overdrive
  75-200
  Use the Advanced Movement Rules (see pp. 18-22, TO or pp. 62-63, AS).
  Prior Service
  200-450
  The player begins the track with only half of their normal ammunition load (round up) and 3D6 damage, 
  randomly assigned. Reroll any damage that would destroy or cripple a unit. (Alpha Strike: Apply 1D6 damage to 
  each Element,  and those with ART-, AC, BOMB, LRM or SRM specials take a Weapon Critical Hit.)
  Reinforcements
  125-300
  The opponent has an additional number of units that enter at a predetermined time from a predetermined side. Typically, 
  this is equal to 10% or 20% of the player’s Force. A higher percentage should yield a larger WP reward for the Option.
  Riots
  25-100
  Place two mob units (standard rifle infantry, Gunnery Skill of 6) per map sheet between the Attacker and 
  Defender Forces. Move them randomly before either side moves. They will attack any unit within range; if both 
  Forces are in range, they will attack the easier target.
  OPTIONS TABLE (CONTINUED)
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  173
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  CHAOS
  CAMPAIGN
  CREATION
  Option Title
  WP Reward 
  (approx.)
  Details
  Rough Ground
  25-75
  All rubble, rock, and mountain hexes are considered to be Rough (Ultra) hexes (see p. 39, TO or p. 67, AS).
  Sand
  25-100
  All hexes cost an extra 1 MP to enter. All Piloting Skill Rolls are given a penalty of 1 due to bad footing with the 
  shifting sand (see p. 39, TO or p. 67, AS).
  Sensor 
  Interference
  25-75
  Use the Electromagnetic Interference rules (see p. 55, TO or p. 93, AS).
  Sinkholes
  200-450
  Roll 2D6 for the first clear hex each 'Mech enters during a turn while using Running MP. If the roll is a 10 or 
  greater, a sub-Level 1 sinkhole opens beneath the unit. If the clear hex is next to an existing sinkhole, a new 
  sinkhole will open on a roll of 8 or greater. The player must then make a Piloting Skill Roll with a +1 modifier for 
  that unit to avoid falling into the hole. Players should mark that hex for future reference.
  Strong Gale
  600-750
  Apply a +2 to-hit modifier to all missile weapon attacks and a +1 to-hit modifier to all direct-fire ballistic 
  weapon attacks. Apply a +1 modifier to all Piloting Skill Rolls. The following restrictions also apply: 
  Airships: Apply a –1 modifier to Safe Thrust and a +3 modifier to all Control Rolls. 
  Hover, WiGE and VTOLs: Apply a +2 modifier to all Piloting Skill Rolls. 
  Aerospace units (except for Airships): Apply a +1 modifier to all Control Rolls. 
  Battle Armor: Apply –1 Ground MP to all battle armor, to a minimum of 0; any such units can either move or 
  make a weapon attack in a turn, but not both (see p. 213, TW). 
  Conventional Infantry: Apply –2 Ground MP to all conventional infantry, to a minimum of 0; any units reduced 
  to 0 MP can either move or make a weapon attack in a turn, but not both. No jumping movement allowed.
  (Alpha Strike: Use Wind Force 3, p. 94, AS)
  Stubborn Pride
  100-250
  No unit may withdraw from the battlefield under its own volition. Units exiting the battlefield under Forced Withdrawal 
  are considered destroyed for the purposes of this track, but may be repaired and used later in the campaign as normal.
  Surprised
  25-75
  The player rolls Initiative with a –4 modifier for the first 10 turns.
  Sweltering
  25-100
  Use the Extreme Temperature rules (see p. 55, TO or p. 94, AS). The temperature is set by the GM.
  Tangled Forest
  25-100
  Hexes with Heavy Woods terrain are considered impassable and block line of sight due to the tangled roots and 
  branches of the trees.
  Tangled Woods
  100-250
  All hexes with Light Woods are considered Heavy Woods, and all Heavy Woods terrain is considered Ultra-Heavy Woods 
  (see p. 40, TO or p. 70, AS). If there are less than 8 Woods hexes on the battlefield, this option cannot be selected.
  Terrible Day
  200-350
  Increase all opponent Skill Ratings to Elite
  These Aren’t 
  Amateurs
  75-200
  Half of the opponent’s units are increased to Gunnery Skill 3 and Piloting Skill 4. If the opponents already 
  possess these Skill Ratings, award them a permanent +1 Initiative modifier instead.
  This Is It
  100-250
  Use the Self-Destruct and Called Shot rules (see p. 78, TO).
  Time to Fly
  175
  Use Hurried Movement rules (see p. 20, TO).
  To the Death
  75-200
  The opponent does not follow Forced Withdrawal rules.
  Traitor
  75-200
  One player unit turns traitor at some point in the battle. Beginning on Turn 2, roll 2D6 for each functional 
  unit; on a result of 10+, that unit switches sides. Once a unit has switched sides, no more rolls are to be made. 
  Continue this search during each Initiative Phase until a unit has switched sides.
  Transport Glitch
  125-300
  Part of the player’s transportation gets separated from the main group or develops mechanical problems; 
  reduce the player’s Force build to a lower percentage, as determined by the GM.
  Traps
  150-275
  One-third of the buildings are set with traps. When a player unit comes in contact with the building or its rubble, 
  they explode, inflicting 20 damage in the building's hex and 10 damage in all adjacent hexes.
  Triangulation
  75-200
  The opponent may have any portion of their Forces enter from any edge of the maps, not just their home edge. 
  Units enter as determined by the GM.
  Treacherous 
  Terrain
  25-100
  Roll once on the General Terrain Table (see p. 69, TO) and apply the result to the battlefield.
  Under  
  the Full Moon
  100-250
  Use the Full Moon rules (see p. 58, TO or Night rules p. 95, AS).
  Weapon 
  Malfunction
  50-150
  On any failed to-hit roll result of 2, 3 or 4 (or a Margin of Failure of 4 or more), consider that weapon jammed/
  damaged for the rest of the track (Alpha Strike: Element takes a Weapon Critical Hit).
  Whiteout
  100-250
  Use Heavy Snowfall (see p. 60, TO or pp. 89, 95, AS) without the Extreme Temperature condition. All water hexes 
  are Ice (see p. 50, TO or p. 65, AS).
  Worn Down
  125-300
  Each player unit receives 3d6 damage (AS: 1D6 damage) prior to the start of the battle, distributed normally in 
  5-point groups. Re-roll any damage that would result in a crippled or destroyed unit.
  You’re Dead
  25-100
  The opponent may designate one unit to receive the Blood Stalker SPA (see p. 73) before the start of play.
  Zellbrigen
  75-200
  Both sides fight the track adhering to Level 1 Honor rules (see p. 273, TW or Zellbrigen, p. 133, AS).
  OPTIONS TABLE (CONTINUED)
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  WARCHEST
  Once the Objectives and Options have been decided, it’s time 
  to sort out the “cost” of the track and what its rewards will be. An 
  easy method is to simply add up all of the Objectives and Options 
  rewards as if the players would succeed at all of them, and then 
  make the track cost 75 percent of that total. The main downside 
  to this method is that if the players succeed, but don’t achieve all 
  of the offered Objectives and Options, the players’ victory may not 
  cover the cost of the track. This is usually acceptable for tracks in the 
  first half of the campaign, or if it fits the overall mood of the story 
  the GM is trying to tell. However, later tracks should have larger 
  rewards over the track cost, to account for more intense combat 
  situations as the climax of the campaign unwinds.
  One of the key points to proper rewards is to balance the payoff 
  versus where the player group is in the campaign, how much 
  material and technology they have, and how much fun the group 
  is experiencing. Lower payouts at the start of the campaign limits 
  the risk of a “Monty Haul” situation. Nothing is more painful for 
  a GM—and boring for a player—than having too much power, 
  skills, and gear early on so that they plow through the rest of the 
  campaign with no sense of danger or difficulty.
  Conversely, if a difficult track is crafted—often found in the middle 
  or near the end of the campaign—the GM is encouraged to make the 
  payout larger than normal, to give players a sense of victory. The WP 
  reward is one of the best ways to help control the flow and type of 
  campaign. Consistent, low-paying rewards gives the group a sense of 
  “on the edge of bankruptcy,” where one bad mission could sink a unit. 
  This often fits a group prone to over-preparation and caution, who 
  plan as much as possible for every event. Conversely, consistently 
  high-paying rewards can provide a group that is more interested in 
  playing with new technology or strategies, and don’t mind burning 
  through equipment and material in order to claim victory. GMs who 
  know their groups can tailor WP accordingly.
  For the purposes of these guidelines, it’s assumed that the GM 
  is constructing tracks for a typical wargaming group. Therefore, 
  rewards will be in the 10-25 percent range for normal difficulty.
  SPECIAL RULES
  After Options and Objectives are determined and the cost of the 
  track is decided, the Special Rules that will govern the track are put 
  into place. Note that tracks are not required to have Special Rules; 
  for simplistic tracks that contain standard Objectives and Options, 
  they are often not needed.
  As a rule of thumb, Special Rules are designed to add atmosphere, 
  a unique twist, or flavor to the track; often, these rules will affect 
  only one side or the other. If a particular side is not indicated in 
  the description, then it is applied to all units participating in the 
  track, regardless of side.
  A GM should examine the Objectives and Options they have put into 
  place; most of the time, these will determine what, if any, Special Rules 
  are applicable. For example, if one of the Objectives calls for successful 
  scanning, then rules for this should be defined in the Special Rules 
  section. If there are particular rules from Tactical Operations, Strategic 
  Operations, or Interstellar Operations that are required to run the track, 
  those should be referenced in this section as well.
  There is no hard-and-fast rule for determining Warchest 
  Point awards for Options or Objectives. Ultimately it is the GM’s 
  decision and should factor in a number of variables:
   • How difficult is the objective to complete?
   • How difficult does the Option make the battlefield for 
  units to function?
   • How many points is acceptable as a reward, assuming the 
  player selects all Options and wins all Objectives?
   • How crucial is the track to the overall campaign? More 
  points should be awarded if the track is a lynchpin or key 
  mission; “side trip” tracks should award less, but still enough 
  to provide the player a buffer or extra in case of need—
  assuming they can complete some or all of the Objectives.
   • Where is the track located in the overall campaign structure? 
  Typically, fewer points are awarded for tracks that occur in 
  the first half of the campaign, with larger payouts towards 
  the end. This is in part to help the players recover after a 
  brutal campaign, reinforcing and/or repairing equipment 
  and setting up for their next campaign.
  Successfully addressing these questions gives the GM a 
  better idea on how to assign WP awards.
  WP AWARDS
  i
  Salvage is the taking of destroyed or crippled equipment 
  remaining on the battlefield at the end of a track. In linked 
  sce narios, salvage may not occur until the end of the mini-
  campaign unless the players’ total Force includes units noted 
  for salvage operations and/or has lift hoists, at the agreement 
  of all players involved. 
  For Chaos Campaign tracks, and unless a track’s Special Rules 
  state otherwise, players who achieve at least one Objective in 
  a track may claim all battlefield salvage in any area where their 
  units participated. Players may not claim salvage after battles 
  in which their Forces did not participate. 
  Salvage may be sold at half the unit’s normal list price 
  using the GM’s determined tables or resources for Support 
  Points. Alternatively, vehicles, ’Mechs, and other salvaged units 
  may be repaired either by using the Warchest system or by 
  converting Support Points to C-bills and using an appropriate 
  rule set to spend C-bills for repairing or replacing equipment. 
  Players interested in more detailed Salvage rules can find 
  them beginning on p. 191 of Strategic Operations.
  In some instances, the GM can determine that salvage is 
  unavailable, due to time constraints within the campaign or 
  between tracks. If the Salvage rule is in overall effect (where 
  it is automatically awarded between tracks), the GM should 
  state in a track’s Special Rules if it is unavailable at that time, 
  or if other limitations are in play.
  SALVAGE
  i
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  175
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  CHAOS
  CAMPAIGN
  CREATION
  GMs can put as many Special Rules into play as they desire, 
  though it is recommended to limit them to only those necessary 
  to complete any Objectives or Options that may be selected. 
  A GM can also include special unit rules, if either the player or 
  the opponent (or both) are using a canon unit that has such 
  rules published.
  The Special Rules Table highlights only a small sample of 
  various rules that could be utilized in a campaign track. If the 
  GM sees a Special Rule they would like to use, it is best if they 
  formulate an Option or Objective that is reliant on the rule for 
  completion. Special Rules can also be adapted and modified 
  into Options or even Objectives, at the GM’s discretion.
  There are two fundamental Special Rules that are often 
  considered in play when it comes to Chaos Campaign tracks: 
  Forced Withdrawal and Salvage. The Forced Withdrawal rules 
  are found in Total Warfare as optional rules. GMs who wish to 
  have this rule in effect can lay out which units must operate by 
  it; this can be all units, just the player or opponent, or defined 
  even further by stipulating exact Formations or specific units.
  Salvage is a rule that is usually defined at the start of the 
  campaign and considered active for every track. However, 
  GMs can also stipulate only certain tracks that are subject 
  to it, and can even predetermine the amount of salvage 
  available, if desired.
  Rule Title
  Description
  AA Guns
  Place one AA gun for each aerospace unit fielded by the Attacker. Each emplacement is a Level 2 building with a CF of 30 
  and contains one LB 5-X autocannon on a 360-degree swivel mount. Each gun has 10 rounds of ammunition. AA guns can 
  also fire on ground targets with a +2 To-Hit modifier.
  Aerospace  
  Bomb Racks
  Aerospace units on both sides have access to time-delayed bombs, which function as bombs for purposes of rules and damages, 
  with the option of how deep the bomb may go underwater before exploding. Depth times may be changed during the End 
  Phase. If carrying split loads of ordinance, players should note which racks carry which bombs on their record sheets.
  Ambush
  Hidden units may make indirect attacks without a spotter with an additional +1 to-hit penalty and do not reveal 
  themselves when making an indirect attack
  Asteroids/Debris
  (Space only.) Add 2D6-2 asteroids or large debris in the battlefield (see p. 44, SO). Roll 1D6; a result of 6 indicates a large 
  piece of debris instead of an asteroid. For each object, roll 1D6. On a result of 3-6, the object is mobile. 
  Backs to the Wall
  With nowhere left to run the opponents are capable of fighting with greater levels of desperation and fervor. All 
  BattleMech physical attacks are made with a +1 to-hit modifier and all Defender MechWarriors add +1 to their 
  Consciousness Checks. However, no defending unit may voluntarily leave the map.
  Battlefield Morale
  If using multiple tracks for the assault, every track that is successfully completed grants the player a +1 Initiative modifier.
  Betrayal
  Up to half of the player's Force may betray their fellow warriors during a track. At the End Phase of Turn 5, roll 2D6 for each 
  unit. If the result is 10+, that unit switches to the opponent's side with the Initiative Phase of the next turn. The roll can be 
  modified using a GM-created modifier table.
  Biohazard Alert
  All Infantry units and unsealed Vehicles suffer –1 MP due to the biohazard protocols requiring chemical suits.
  Blow the Bridges
  The attack comes just before the bridges are rigged to blow. To determine when the explosives are ready, the Defender rolls 
  2D6+5; during the End Phase of this and subsequent turns, the Defender may detonate one non-tower bridge hex for each 
  combat engineer unit surviving, to a maximum of two per turn. Units on a detonating hex suffer a strike similar to a 20-point 
  conventional minefield (see p. 207, TO or Density 3 Minefield p. 102, AS) then a one-Level fall into the water below.
  Booby-trap Buildings
  The buildings are booby-trapped to explode if a unit gets too close or lingers too long near it. During the End Phase, 
  determine the number of enemy units within a two-hex radius of a building. If there is at least one unit, roll 2D6; on a 
  result of 11-12, the building explodes, causing 20 points of damage to units in the same hex, 10 points of damage to 
  adjacent units, and 5 points of damage to units 2 hexes away. Damage is applied in 5-point Damage Value groupings. For 
  every unit above two within proximity, add a +1 modifier to the roll. (Alpha Strike damage is as per an HE Bomb, p. 57, AS.) 
  Capturing Goods
  In order to capture goods from a target hex, the player must spend a full round with a unit in that hex (not counting the round 
  the unit enters or exits the hex). While a unit is spending the round "capturing goods", it may not make any weapon attacks, but 
  is not considered immobile. Once the full round is complete, the unit is considered to have somehow lashed or stolen the goods.
  Once a unit has captured goods, it must immediately withdraw per the normal Forced Withdrawal rules. If they are 
  destroyed while leaving, another unit must enter the destroyed unit's hex to pick up the goods as before.
  Castle Brian
  Use the Castles Brian Complexes rules (see p. 141, TO) when constructing the Castles Brian. It may contain structures up to 
  4 Levels above or below the map surface, and no more than 12 fixed weapon emplacements. At least 3 turrets must be 
  dedicated AA platforms.
  Civilian Vehicles
  In order to get a vehicle to stop, an attacking unit must move within one hex (or 50 meters) of a civilian unit and call for that 
  unit's surrender. During the End Phase, roll 1D6 for that civilian vehicle. On a result of 1 to 4, the unit ignores the command. 
  On a 5 or 6, the unit surrenders. The player may modify the roll by hitting the vehicle with a non-lethal attack (any attack that 
  causes damage of 3 points or less), which adds a +1 modifier. For each successive attempt, add +1 to the roll.
  Civilian vehicles may be any unit that has a motive system of Airship, VTOL, Hover, Wheeled, Tracked, or Fixed Wing. If in 
  space, then vehicles can be any DropShip, Small Craft, or Aerospace fighter.
  Units may only demand the surrender of one civilian unit per turn. Civilian vehicles that exit the battlefield are 
  considered escaped.
  SPECIAL RULES TABLE
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  Rule Title
  Description
  Clan Honor
  If a player is using a Clan Force, it must follow Clan Honor rules (see p. 273, TW or p. 132, AS). Forces that are not Clan in 
  nature begin the track with every unit receiving 2 dezgra points. Players may choose to maintain a record of dezgra points 
  for their unit throughout the campaign, but it is not required. If dezgra points are not tracked for a campaign, they are 
  reset to zero at the start of each track.
  Opponents using a Clan Force must also follow Clan Honor rules and keep record of dezgra points for the track.
  Command Center
  A Command Center confers bonuses to the Force that controls them. Each building is considered to have an inherit 
  Guardian ECM and allows the controller to move two units at the end of the Movement Phase, after all other Forces on 
  the battlefield have moved. If a Center is lost through destruction, the controlling player at the time automatically loses 
  Initiative for the next three turns. If both sides lose a Command Center, determine Initiative as normal.
  In order to take control of a command center, an operational unit (including units that are Crippled but not Destroyed) 
  must remain in an adjacent hex (infantry may occupy the hex) for at least 3 uncontested turns. If an enemy unit is 
  adjacent to the building, the turn does not count towards the 3 turns needed to seize control.
  Once controlled, the Center’s bonus transfers to its new owner at the start of the next turn. The track starts with the 
  Command Center under the Defender’s control.
  Command Officers
  Both the Attacker and Defender have the opportunity to use both a Command Officer and a Company Command 
  Officer. Both of these Officers have a Piloting and Gunnery Skill Rating 1 better than the Force of which they are a part. 
  In addition, if a player has both Officers fielded due to having enough units, then the Command Officer gains a random 
  Special Pilot Ability (see pp. 71-72).
  Command Posts
  Treat the locations of these posts as normal Hidden units (non-infantry) for purposes of discovery. Once discovered, 
  each location has a CF of 60 for the purposes of destruction, though it is not considered a building. (Buildings placed/
  designated as such are actually artificial facades and will collapse with any weight on them.)
  Commander
  One of the units on each side is a field commander. Select one unit and assign it a Skill Rating one better than the Force’s 
  average. If the unit containing the commander is destroyed, that player must apply a –2 modifier to all subsequent 
  Initiative rolls.
  Crops
  The opponent selects one map; the chosen map will have modified hexes. All Clear hexes that do not have another terrain 
  feature on the chosen map are considered Planted Fields (see p. 38, TO or p. 66, AS).
  Disable Pursuit
  Any chance of pursuit must be destroyed. In order to accomplish this, the Attacker must do the following:
  All opposing units capable of jump movement must be disabled or destroyed.
  All opposing VTOL units must be disabled or destroyed.
  All opposing units capable of faster movement than the Force’s current fastest unit must be disabled or destroyed.
  Duel
  If both players agree, the Attacker should roll 1D6; on a result of 4 or higher, both players may choose one champion each 
  from the Forces selected for battle to fight a duel. Whichever player destroys the other's unit first wins and receives the 
  Rewards for the track’s Objectives.
  Fanatical Devotion
  If a Force is reduced to a point at which a Forced Withdrawal is called for, that unit instead applies a –1 modifier to all 
  Gunnery and Piloting Skills and will fight until destroyed or unable to function; that Force does not follow the normal 
  Forced Withdrawal rules at any time thereafter.
  Firebase
  The Defender builds a mid-sized defensive fortification on the battlefield using the Advanced Building Construction rules 
  (see p. 128, TO), and sets up the fortification after Force selection but before the start of the track.
  Floodwaters
  A nearby dam has broken due to excessive nearby combat and is flooding the plains around it. Beginning in Turn 3, 
  expand all rivers present by two hexes on each bank (so a one-hex river becomes a five-hex river); the new hexes are at 
  Depth 1. Every odd turn thereafter, increase the river size by two hexes, with the new hexes at Depth 1 and all prior water 
  hexes increasing in depth by one.
  All terrain Level 1 and higher remains above water; the water is spreading, not rising, due to the soil erosion occurring 
  underneath the surface of the water. All woods hexes that are covered by water are cleared.
  All water hexes are affected by the Torrent rules (see p. 52, TO). The direction of water flow is determined by the Defender 
  at the beginning of Turn 3.
  Forced Withdrawal
  The Forced Withdrawal rules (see p. 258, TW or p. 27, AS) are in effect.
  Free-fire Zone
  Up to half the units on each side may turn traitor at some point in the battle. Beginning on Turn 2, roll 2d6 for each 
  functional unit; on a result of 10+, that unit switches sides. Once a unit has switched sides, that unit makes no more rolls. 
  Continue this search during each Initiative phase until half of a player's units have switched sides, or Turn 5 is reached. 
  This effect lasts through the end of the battle.
  Frequency Overload
  Radio frequency jamming by the opponent prevents communications until Turn 6, during which time the players suffer a 
  –1 modifier to all Initiative rolls.
  Gun Emplacements
  The static fortifications are considered single-hex, Level 1 Medium Buildings with a CF of 40 and an Armor Factor of 40. 
  Each building can have a turret-mounted Large Laser, a turret mounted LRM 20 with two tons of ammo, an LB 10-X AC 
  with two tons of ammo, or any other mix of weapons as determined by the GM. The gunnery crews have a Gunnery Skill 
  Rating also determined by the GM.
  SPECIAL RULES TABLE (CONTINUED)
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  177
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  CHAOS
  CAMPAIGN
  CREATION
  Rule Title
  Description
  Hand of God
  The opponents (or all sides) may use Orbit-to-Surface Fire (see pp. 103-104, SO or p. 84, ASC) using a GM-determined 
  WarShip or DropShip; the GM should place a limit on the number of salvos available.
  Industrial Nightmare
  Treat 3 hexes around each Hardened Building as a Heavy Industrial Zone (see p. 31, TO or p. 65, AS).
  Irradiated Terrain
  Excluding conventional infantry, units may pass through Irradiated hexes without penalty. Any unit ending its movement 
  in an Irradiated terrain hex suffers the following effects:
  Add a +1 to-hit modifier for any weapon attacks due to lingering electromagnetic interference and radiation.
  Add 5 heat during the Heat Phase (if applicable).
  ‘Mechs: For every two consecutive turns spent in Irradiated terrain, the unit’s MechWarrior takes one point of pilot 
  damage during the End Phase of the second turn.
  Ground vehicles: For every two consecutive turns spent in Irradiated terrain, the unit suffers the following critical hit 
  during the End Phase of the indicated turn (see p. 194, TW): Crew Stunned (2nd turn), Commander Hit (4th turn), Crew 
  Killed (6th turn).
  Battle armor: For every two consecutive turns spent in Irradiated terrain, the unit loses 1 randomly selected trooper 
  during the End Phase of the second turn.
  Conventional infantry: Conventional infantry units may neither move through nor end their movement in an Irradiated 
  hex. If a conventional infantry unit is forced into an Irradiated hex, it is considered destroyed.
  Isorla
  A Clan Force may claim all non-destroyed enemy units remaining on the battlefield at the end of the track as isorla. Players 
  claiming isorla must have successfully completed at least two Objectives and used at least one Option in the track.
  A pilot claimed as isorla is a bondsman and may be utilized by the Clan player in a future battle. A bondsman fights as 
  if his Skill Rating is one less than listed. A bondsman must earn their way back to warrior status with their new Clan; for 
  these rules, this is achieved by winning three duels as a bondsman. [NOTE: Clan Blood Spirit and Clan Steel Viper warriors 
  taken as bondsmen must win five duels before they can be accepted.] A bondsman who succeeds may join the Clan as 
  abtakha and regains their previous Skill Rating. Kills and other points towards advancement, if used, are not counted 
  during the warrior’s time as a bondsman.
  Players are not required to take enemy pilots as isorla; those not claimed are considered executed.
  If the track is played by two competing players, the winner is determined by the highest WP reward total and denies the 
  other side isorla or salvage.
  Equipment taken as isorla may be repaired using the Repair and Replacement rules.
  Lack of Discipline
  Each side is made up of untried warriors. Unless within 5 hexes of a Lance or Star CO, normal units will act as follows:
  Inner Sphere: Inner Sphere units that destroy or cripple an enemy unit will continue to target and fire upon that unit 
  until its Head or Center Torso Location Internal Structure is completely destroyed.
  Clan: Add a +1 To-hit modifier to all targets that use a minimum of 1 MP in the turn being targeted.
  Alpha Strike: Unless within 6” of their Formation or Force CO, units will act as if one Experience/Skill Rating worse.
  Live Fire Training
  The buildings are considered to be part of a C3 network; three turrets have fire control computers that function exactly 
  like a C3 Slave Module; the master control tower functions exactly like a C3 Master Computer. When attacking, each turret 
  is considered to have a Gunnery of 5. The turrets are part of an automated network and automatically attack the closest 
  unit (Attacker or Defender) within range and LOS of each turret. When multiple targets are present, the turret attacks the 
  heaviest target; in the case of ties, roll randomly to determine which unit to attack.
  Makeshift Minefield
  Out of conventional mines, the Defenders resort to unused missiles and artillery shells to create their minefields, making 
  their power and sensitivity an unknown quantity. When a minefield explodes, it does 3D6 damage (AS: 1D6 divided by 2) 
  in that hex, and half the amount of rolled damage to units in the adjacent hex. Location is determined normally.
  Monorail
  Set up the monorail line as a 1-hex-wide row of Rail terrain type (see p. 51, TO or p. 66, AS) from one edge of the map to 
  the opposite edge. The rail can follow terrain features as necessary and cannot bridge sublevel hexes. The rail line itself 
  is fortified and slightly elevated; treat those hexes as half-levels (see p. 31, TO) and as having a CF of 60 rather than the 
  standard CF 20 for Rail terrain. Any hex of the rail line that is destroyed becomes Ultra Rubble (see p. 39, TO or p. 67, AS). 
  This Special Rule can be combined with Pipelines, below.
  Morale
  Both sides use the in-game Morale rules (see p. 211, TO or pp. 32-34, ASC).
  No Holds Barred
  As long as the designated command unit is present, no friendly unit may be forced to withdraw.
  Off-Map Movement
  Both Forces may assign up to half its Force with Off-Map Movement orders (see p. 85). This may only occur once during 
  the track.
  Operational Timeline
  Some missions require objectives to be completed within a short amount of time. This special rule helps reflect that 
  battlefield condition.
  The player establishes a set number of turns to accomplish each Objective and write these down before the start of the 
  track. They do not need to be shared with the player’s opponent. If the Objective is completed in the time estimated, the 
  player receives the reward listed. For each turn under the established limit, the reward is increased by 25%. For each turn 
  past the established limit, the reward is diminished by 25%.
  SPECIAL RULES TABLE (CONTINUED)
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  Rule Title
  Description
  Pipelines
  Commonplace in most industrialized areas or across vast expanses of open terrain, the GM designates one or more 
  hexrows as containing a pipeline; these have no effect on unit Movement. Any missed shot within a hex containing a 
  pipeline has a chance to rupture the line. A result of 9 or higher on a 2D6 roll indicates a pipeline was struck. The pipelines 
  have CF 30 and contain a variety of interesting liquids. If a pipeline takes damage equivalent to its CF, it ruptures and 
  spews its contents onto the battlefield. Roll 1D6 to determine those contents: on a result of 1-3, the pipeline contains 
  water; on a 4-5, it contains oil; and on a result of 6, it contains hazardous chemicals. For ease of gameplay, each hex of the 
  line can only have a single breach at a time.
  Once a pipeline has ruptured, liquid begins pouring out onto the ground. Any BattleMech unit in the hex immediately 
  in front of the rupture must make a successful Piloting Skill Roll to avoid being knocked down by the pressurized stream 
  of liquid and displaced one hex. Vehicle units must make a successful Driving Skill Roll to avoid being displaced one hex. 
  Infantry units are automatically displaced one hex by the torrent of liquid. All units receive 20 points of damage, divided 
  into 5-point groups and randomly distributed.
  Starting with the hex immediately in front of the rupture, all affected hexes receive the Mud terrain modification 
  (see p. 50, TO or p. 64, AS) for the remainder of the track. In addition, oil and hazardous chemical spills also have the 
  following effects:
  Oil: Apply a –3 modifier to rolls made to determine if a fire starts in an affected hex.
  Hazardous chemicals: Use the Hazardous Liquid Pools rules (see p. 49, TO or p. 65, AS).
  If a hex contains a spill of two or more types (if, for instance, two breaches spread into contact), the later spill’s effects 
  supersede the prior. If both spills spread into the hex at the same time, determine randomly which one takes precedence.
  Each turn that a pipeline spews out liquid, expand the spill one ring of hexes. A pipeline will continue to spill for 5 Turns 
  before safety measures kick in and seal the breach. Once this happens, the breached hex is eligible for further breaches 
  as per the above rules. If an infantry unit is present on the rail line in the same hex and spends 2 Turns without moving or 
  attacking, the spill will end after those two Turns as they manage to manually activate the shutoff mechanisms.
  Prepared Defenses
  The opponent can place a GM-determined number of prepared defenses on the battlefield, represented by a counter. 
  These defenses function as Heavy Buildings with CF 25; attacks against defending units in these hexes must target the 
  Prepared Defense, just as targeting infantry in a building must target the building. However, reduce the damage passed 
  on to the target by half the normal amount.
  Prior Damage
  Prior to the start of the battle, each unit on both sides receives 3d6 damage (Alpha Strike: 1D6), distributed normally in 
  5-point groups. Reroll any damage that would result in a Crippled or Destroyed unit.
  Radio Emissions
  Any attacking BattleMech unit with undamaged Sensors can make a dedicated radio band scan once every two turns. 
  Scans are declared and resolved in the End Phase. When scanning, roll 2d6; on a result of 11 or 12, the location of a 
  targeted or objective unit is revealed.
  Relief Forces
  In a battle deemed so important, both sides find themselves being reinforced by various independent Forces as 
  commanders desperately try to sway the outcome.
  Starting on a turn designated by the GM, each side rolls 2d6 before the Initiative Phase. On a 10+, that side receives 
  reinforcements equal to 25% of their original Force. These reinforcements may be banked for future entrance into the battle. 
  Once reinforcements are rolled as available, no more rolls are made. For every turn after Turn 3, add +1 to the rolled result.
  Units may enter one at a time, in small groups or all at once; when a player wishes to use their reinforcements, they must 
  declare it during an End Phase when reinforcements are available. Declared units will then enter the battlefield during the 
  End Phase of the following turn either through the player’s home edge or via a combat drop (see p. 22, SO or p. 90, AS).
  Rockslides
  If a firing unit is adjacent to a hex that is at least one level higher than the unit's occupying hex and it fires a large ballistic 
  or missile weapon (one that does a possible 15 or more damage), there is a chance to trigger a rockslide. During the end 
  phase, roll 2D6; a rockslide occurs on a result of a 9 or better. The rockslide does 10 points of damage (1 point in AS) for 
  every level difference between the target and originating hex. Apply damage in 5-point groups to the unit's front facing.
  Running Silent
  (Space or Aerospace only.) All units that are not small craft must enter the board with a starting Velocity of 4 or less and 
  are considered "running silent." These craft may use up to half of its Thrust rating for maneuvering; if the unit uses more 
  than half of its Thrust, its Maximum Thrust rating, accelerates or decelerates, the unit is no longer considered silent and is 
  immediately detected by the opposing units and may be targeted and fired on as normal.
  Scanning
  Buildings may be scanned by units without an Active Probe; such units must end their movement within 2 hexes of the 
  target building and may not fire that turn. Units with an Active Probe must end their movement within 4 hexes of the 
  target building and may fire during the same turn as scanning.
  A scan is declared during the Fire Phase and takes place during the End Phase of the same turn, provided the unit remains 
  functioning and does not have any sensor critical hits. Only BattleMechs and vehicles may perform a sensor scan.
  Battle armor and infantry may conduct an interior search instead, using the Infantry in Building rules (see pp. 167-170, 
  TW). The unit must begin and end their turn in the same building hex in order to conduct a proper search.
  Scouting
  In order to consider an objective scouted, a unit must spend a full round in that objectives' hex, in other words, the round 
  in which the unit enters the hex does not count. While a unit is spending the round "scouting", the unit may otherwise act 
  normally and is not considered immobile.
  SPECIAL RULES TABLE (CONTINUED)
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  179
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  CHAOS
  CAMPAIGN
  CREATION
  Rule Title
  Description
  Seizing Buildings
  In order to take control of a building, an operational unit (including units that are Crippled but not Destroyed) must 
  remain in an adjacent hex for at least 5 turns. If any enemy units are adjacent to the same building during the End Phase 
  of a turn, that turn will not count towards the total. Units do not need to be in contact the entire time, but the player's 
  Force must maintain uncontested contact for a total of 5 full turns.
  Destroying a building has no effect on seizing the location for Objective purposes.
  Selective 
  Reinforcements
  Each side has a pool of reinforcements it can call upon in an attempt to sway the battle in their favor. During the 
  Initiative Phase of every fifth turn, each side may choose to call in one of their support options; these units will 
  arrive at the start of the following turn. Reinforcements may only be called in once during the battle. These Forces 
  are selected independently of the player's starting Force; it is recommended that players select and set aside their 
  reinforcements before beginning play.
  The player calling in reinforcements may choose two of the following three options.
  Ground: Ground Forces equal to 25% of their starting deployed Force enters their home edge at the start of the next turn.
  Artillery: One off-board Sniper tube for every four units the controlling player has initially deployed (round down) is 
  available to fire at the start of the next turn. . Each tube has one ton of ammunition and is considered eight boards away 
  from the centermost mapboard. The Sniper’s crew has a Gunnery Skill of 4. (Clan crews are considered to have a Gunnery 
  Skill of 5 and are only three boards away from the centermost mapboard.)
  Air: A combination of Aerospace Fighters, Conventional Fighters, and/or Small Craft equal to 20% of the starting 
  deployed Force enters the battlefield from the controlling player’s home edge starting the next turn at a Velocity of 6 
  or less (if applicable).
  Shielding
  Both sides are using the Shielding rules (see p. 19, SO or p.12, AS) when an enemy unit targets the Command unit.
  Time Limit
  The GM predetermines which Turn the track ends; this can be announced to one side, both sides, or remain hidden from 
  all Forces. The GM announces before the Initiative Phase of the penultimate Turn; the track finishes at the conclusion of 
  the following Turn’s End Phase.
  Tinderbox
  Grasslands can easily become a flaming inferno. Any missed weapons fire has a chance of igniting the grass and starting a 
  fire. Use the rules for Accidental Fires (see p. 43, TO or p. 100, AS).
  Traps
  The Defender receives 1 Trap per tunnel intersection, to a maximum of 12. The traps are of specific types, and the 
  defending player must record the location of Traps prior to the start of the track. The total number of traps must be 
  agreed to by both players before any are determined. The Defender can place the traps in any hex as desired. Traps are 
  set off when an attacking unit enters the hex, except in cases when the trap was successfully detected. The type of traps 
  should be randomly determined from the following by rolling 1D6:
  1-2: Tunnel Collapse. A Tunnel Collapse brings down the roof in the hex, permanently blocking the tunnel. Any infantry 
  unit in the hex is completely buried and its members killed. These traps are automatic.
  3-4: Pitfalls. Pitfalls drop any unit in the hex three levels onto something unpleasant. This can be spikes, explosives, or 
  some corrosive substance. Apply 1D6 damage to all members of an affected unit. Surviving units take three turns to climb 
  out from the pit or expend Jump Movement to exit in the next turn.
  5-6: Firetraps. Firetraps are incendiary devices that cover all members of a unit in the hex with Inferno gel. Treat the unit 
  as though covered in the gel except that it lasts only until the End Phase on the next turn after the trap was activated. 
  Otherwise the effects are the same as for being struck by an Inferno missile.
  When entering a hex, an Attacking unit may attempt to detect a trap. The Attacking player rolls 2D6. On a result of 9+, 
  any trap present was detected, and the Defending player must disclose the type of trap. Trap Detection rolls are made 
  immediately prior to entering the hex during the Movement Phase. Any unit that detects a trap may attempt to disarm it 
  per the rules for Clearing Minefields (see p. 210, TO). Disarming a trap requires occupying an adjacent hex and making no 
  weapon attacks. A disarming attempt can begin the same turn in which the trap was detected.
  Unsteady Ground
  Huge explosions have left large pockets of hollow ground and hidden sinkholes. Whenever a unit fails a Piloting/Driving 
  Skill roll while occupying a paved or rubble hex, roll 2d6 for a Sinkhole check. On a result of 8 or more, the pavement 
  weakens and a hole opens up (Sublevel 1) in the hex in which the failed Piloting Skill roll occurs. Because the unit already 
  failed its Piloting Skill Roll, the unit automatically falls; roll Falling Damage as normal. If the unit is a ground vehicle 
  skidding or sideslipping, it falls in the hex rather then skidding or sideslipping normally.
  Wages of War
  Use the Battlefield Wreckage rules (see p. 187, TO).
  Zellbrigen
  Clan Honor rules are considered to be in effect for this track at Honor Level 1 (see p. 273, TW or Zellbrigen, p. 133, AS).
  SPECIAL RULES TABLE (CONTINUED)
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  BUILDING  
  A TRACK
  Ben is creating a campaign for his local players, who have 
  decided to play a Periphery campaign as Clan Coyote warriors. 
  After some research, he decides to insert the players into the 3103 
  invasion of Navarre in the Escorpión Imperio. Using other rules 
  in this book, he creates the Navarre system and sketches out a 
  map of the world, designating six locations that will define the 
  crux of the campaign.
  Once the locations are selected, Ben decides on what kinds 
  of battles would occur at each location. He makes notes for 
  each one, as these will be helpful later in constructing the 
  six tracks of the campaign. In addition, he chooses several 
  generic Missions from Total Chaos that will help enhance 
  the invasion campaign.
  Ben then settles down to construct one of the tracks, the initial 
  assault on Navarre’s main DropPort and warehouse sector. 
  The selected location is partially urban and partially open, so 
  he creates two appropriate tables for the players to randomly 
  determine the maps to be used.
  Because the players’ campaign unit is assaulting a position, 
  they are the Attacker. He determines that the Imperio is aware 
  of the impending assault but did not have enough time to 
  prepare an adequate defense. Therefore, the Defender will 
  comprise only 75 percent of the campaign Force; Ben figures 
  that can be adjusted with some selective Options to give the 
  players a challenge.
  As the players will have their own custom-built Coyote Force, 
  he doesn’t designate Force RATs or builds for the Attacker. He 
  could designate particular Era RATs or custom-build a RAT 
  specifically for this track (or campaign) for the Defender; he 
  opts to select one from source material and assigns it in the 
  Game Setup section.
  SITUATION
  While not required, the Situation section can help lay out the 
  atmosphere and setting of the game. Here is where a GM provides 
  extraneous details such as the planetary system in which the battle 
  is taking place, or what the context is—perhaps it’s a localized 
  political feud, or the leading edge of a full-on faction assault—and 
  sets the “window dressing” of the coming conflict. It can also be a 
  way for a GM to link the previous track to the current one, giving 
  an update of the universe around the players’ unit and addressing 
  any lingering effects or fallout from the prior mission.
  These fictional interludes can take form in a number of ways. 
  They can be a simple, short narrative read aloud to the players, or 
  a longer piece that is provided to each side for context. Or perhaps 
  they take the form of a series of news articles showcasing events or 
  information that is relevant to the track’s primary objectives. Some 
  more imaginative GMs may work up mock screencaps or video to 
  introduce the next section of the story. However done, the primary 
  purpose of the Situation section is to set the tone and introduce 
  the urgency of the mission that is about to be presented.
  AFTERMATH
  Again, this is not a required section for a track, but one that 
  can help continue the GM’s story for the campaign. This section 
  often details what happens after the events that occur in the track. 
  GMs can prepare one or more versions, based on if the players are 
  successful or not; more common is a general summary that looks 
  more at the overall picture occurring within the system, region, or 
  area that the events took place. These summaries can be the form of 
  a journal, news articles, a short vignette or story, or other method.
  NEXT TRACK
  Finally, the GM determines what the next track in the campaign 
  should be. If the GM has mapped out the campaign arc, this can 
  be a fairly simple process. While only one track can be provided, 
  the GM should try to provide two or more tracks as alternatives. To 
  add variety, the GM can include generic tracks as possible avenues, 
  such as select Mission tracks like those found in Total Chaos (see 
  pp. 30-38) or any of the Starterbook publications.
  RH 
  XX
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  181
  INTRODUCTION
  INNER SPHERE 
  AT WAR 
  CONVERSIONS
  FORCE 
  OPERATIONS
  NARRATIVE 
  CAMPAIGNS
  FORMATION
  BUILDING
  MAP-BASED 
  CAMPAIGNS
  RECORD SHEETS
  FORCE 
  CREATION
  SOLAR SYSTEM 
  GENERATION
  CHAOS
  CAMPAIGN
  CREATION
  WARCHEST
  Track cost: 150
  Options: 
  Expert Marksmen. Use the Bracing and Careful Aim rules (see 
  p. 84, TO). [25]
  Light Rainfall. Use the Light Rain rules (see p. 57, TO). [50]
  Objectives:
  Frugal Is the Word. The players keep their destroyed units 
  to 10 percent or less of their deployed Force. [100]
  Hearts and Minds. The players must not destroy or damage 
  any buildings during the course of the track. [25]
  Turkey Shoot. Destroy as much of the enemy Force as 
  possible. [+10 WP per enemy unit destroyed]
  As a courtesy to the players running the Imperio’s Forces, 
  Ben writes down Objectives for that Force as well, which 
  are opposite of the ones set for the players. These are not 
  assigned points or are of any value other than to provide 
  direction for the Imperio players, so they can construct 
  tactics and strategy and make an appealing fight for the 
  Coyote players. 
  The Imperio’s unofficial directive is thus, “Destroy as much 
  of the invading Force as possible, using buildings as shields 
  and impromptu defenses, while avoiding wholesale unit 
  destruction.”
  The essential parts of the track now completed, Ben turns 
  to the Special Rules that will govern all Forces during the 
  battle. He established with his players ahead of time that 
  Salvage is considered “on” during the entire campaign, 
  unless otherwise noted. He also determines that because 
  this is the initial stages of the invasion, the two sides are not 
  willing to sacrifice units just for the sake of damage and thus 
  will require pragmatism from both commanders.
  As such, Ben puts the Forced Withdrawal rule into play 
  for both the Attacker and Defender. He also notices that 
  the terrain is open around the DropPort, which could be 
  interpreted as wide open grassland prairie. To give the track 
  a little bit of atmosphere, he adds the Tinderbox special rule, 
  giving a small chance for fires to ignite from missed shots.
  SPECIAL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Forced Withdrawal rules (see p. 258, TW) are in effect.
  Tinderbox
  Grasslands can easily become a flaming inferno. Any missed 
  weapons fire has a chance of igniting the grass and starting a 
  fire. Use the rules for Accidental Fires (see p. 43, TO).
  GAME SETUP
  Randomly determine two maps from each table. 
  The Defender sets up all units first on the battlefield; no more 
  than half are set up as Hidden units. All edges are considered 
  the Defender’s home edge. The Defender is 75 percent of the 
  Attacker’s deployed Force and uses the Escorpión Imperio RAT 
  from Interstellar Expeditions, p. 107.
  The Attacker designates their home edge; all units will enter the 
  battlefield during Turn 1 from that edge. The Attacker’s deployed 
  Force can be no more than 30 percent of their total Force.
  Now that the game is set up, Ben looks to decide on the 
  players’ Objectives. Because the opponent is not running 
  a concurrent campaign, the Objectives can be singularly 
  targeted towards the players’ aims. Looking over the 
  Objectives Table, he decides to assign three to the players: 
  Frugal Is the Word; Hearts and Minds; and Turkey Shoot. He 
  knows that they face a smaller opponent, so he wants to 
  make the players work for the victory by imposing some 
  restrictions. Because these restrictions mesh well with 
  Clan Coyote’s factional preferences—reduce loss, preserve 
  strategic resources, and crush the opposition—he makes 
  a note to address this in the construction of the Situation 
  and Aftermath.
  With his Objectives selected, he assigns WP rewards to 
  each, keeping in mind that because this is the first track of 
  the campaign, the WP reward will be lower. He discards the 
  suggested WP from the table and makes some adjustments. 
  Ben decides that Frugal is the most important Objective, and 
  makes that worth the most, scaling down the other two.
  Now he looks to add a couple of Options to the track. 
  Because the terrain is pretty open and the opponent 
  potentially weaker than the players, he decides to add a 
  weather condition and a slight boost to the opponent’s 
  units: Light Rainfall and Expert Marksmen. Ben also assigns 
  a modest reward to both.
  If the players achieve all objectives (assuming they defeat 
  a projected two lances worth of opposition), they could 
  garner a total reward of 280 points; only doing the objectives 
  would get them 205 WP. Therefore, Ben assigns a track cost 
  of 150. Even if they only net two objectives, they will still 
  clear the cost of the track. This result is in line with the story 
  he envisions for his campaign, in which the overall Coyote 
  assault meets little resistance at the start of their invasion.
  MAPS TABLE
  Flatlands
  Roll
  Map
  1-2
  Open Terrain #1
  3-4
  Scattered Woods
  5-6
  Open Terrain #2
  DropPort
  Roll
  Map
  1-2
  DropPort #2
  3-4
  Military Base #2
  5-6
  DropPort #1
  ������������������������������
  
  WARCHEST
  Track cost: 150
  Options: 
  Expert Marksmen. Use the Bracing and Careful Aim rules (see 
  p. 84, TO). [25]
  Light Rainfall. Use the Light Rain rules (see p. 57, TO). [50]
  Objectives:
  Frugal Is the Word. The players keep their destroyed units to 
  10% or less of their deployed Force. [100]
  Hearts and Minds. The players must not destroy or damage any 
  buildings during the course of the track. [25]
  Turkey Shoot. Destroy as much of the enemy Force as possible. 
  [+10 WP per enemy unit destroyed]
  SPECIAL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Forced Withdrawal rules (see p. 258, TW) are in effect for 
  both sides.
  Tinderbox
  Grasslands easily become a flaming inferno during a battle. Any 
  missed weapons fire has a chance of igniting the grass and starting 
  a fire. Use the rules for Accidental Fires (see p. 43, TO).
  AFTERMATH
  Victory
  A stunning daylight assault on the Navarre Interstellar Transport 
  yards ended in tragedy for local defense Forces. Enemy Forces, 
  identified as those of Clan Coyote, landed near the yards and 
  quickly overwhelmed the understaffed garrison Force. Less than 
  half of the garrison unit managed to withdraw, pulling back 
  towards Basepoint Ecola, though they did manage to evacuate 
  several outlying towns before being overrun.
  The assault is one of several reported around the planet today; 
  citizens are to report to their nearest emergency station for further 
  orders. All garrison and duty officers are to turn to channel zeta-four 
  for further instructions.
  Failure
  A stunning daylight assault on the Navarre Interstellar Transport 
  yards was repulsed earlier today by valiant garrison Forces. Though 
  severely outmatched, the heroic warriors managed to inflict 
  maximum casualties on the invasion Force in short order, forcing 
  the Clan Coyote troops to withdraw back to their landing zone. 
  Unfortunately, other assault across the planet were more successful, 
  with several hundred casualties being reported. 
  Citizens are to report to their nearest emergency station for 
  further orders. All garrison and duty officers are to turn to channel 
  zeta-four for further instructions.
  NEXT TRACKS
  Mission: Assault; Basepoint Ecola
  With the track essentials complete, Ben spends a little 
  time providing a fictional Situation, writing up the Galaxy 
  Commander’s briefing for all Coyote Forces participating in 
  the invasion. He also works up two brief news articles for the 
  Aftermath; both from the Imperio’s point of view: one for if 
  the players are successful, and an alternate version in case the 
  players fail the track. He then jots down two options for the 
  Next Track section, providing the players a choice between a 
  standard Assault Mission for a nearby warehouse target, or 
  the next campaign objective: the Imperio’s command firebase 
  outside the capital.
  With the track complete, Ben moves on to the next in the 
  campaign arc.
  SITUATION
  “Today is the day the Coyote stalks forward and carves our own 
  path. Today, we begin our quest to end that of the repugnant 
  Imperio. This Galaxy has won the honor of being the vanguard, 
  carrying forward our Khan’s vision of a new life, establishing 
  ourselves away from the shadow of the Adder Collective.
  “Take your objectives, seize them with the speed of our Founders. 
  But be warned; excessive casualties are not to be tolerated—both 
  within and without. We will establish our new home with care, 
  in a manner that outshines the paltry efforts of the once-mighty 
  Scorpions.
  “Seize the day, Coyote. And may our howls carry forth across 
  space and time to our distant blood, lost in the arrogance of their 
  own Taint.”
  —Beta Galaxy Commander Petr Winson; 15 March, 3103
  GAME SETUP
  Randomly determine two maps from each table. 
  Attacker
  The Attacker designates their home edge; all units will enter the 
  battlefield during Turn 1 from that edge. The Attacker’s deployed 
  Force can be no more than 30 percent of their total Force.
  Defender
  The Defender sets up all units first on the battlefield; no more 
  than half are set up as Hidden units. All edges are considered the 
  Defender’s home edge. The Defender is 75 percent of the Attacker’s 
  deployed Force and uses the Escorpión Imperio RAT from Interstellar 
  Expeditions, p. 107.
  MAPS TABLE
  Flatlands
  Roll
  Map
  1-2
  Open Terrain #1
  3-4
  Scattered Woods
  5-6
  Open Terrain #2
  DropPort
  Roll
  Map
  1-2
  DropPort #2
  3-4
  Military Base #2
  5-6
  DropPort #1
  ������������������������������
  
  FORCE CREATION WORKSHEET
  NOTES
   
   
   
  Ammo 
  Spare Parts 
  Spare Parts
  Subforce 
  Experience 
  Ammo Tons 
  Cost 
   Tons 
  Cost 
  Fuel Tons 
  Fuel Cost 
  Personnel 
  Salaries
  Totals:
  Force Name:
  © 2016 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.Catalyst Game Labs and the Catalyst 
  Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
  ������������������������������
  
  System Name:
  Star Name:
  Star Type:
   Recharge Time:
   Proximity Limit: 
  Number of Planets:
  STAR SYSTEM DATA
  SYSTEM LAYOUT
  NOTES
  Noble Ruler:
  Political Ruler:
  Recharge Stations:
  HPGs:
  Notable Military Units:
  © 2016 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  STAR SYSTEM 
  OVERVIEW SHEET
  ORBIT 1:
  ORBIT 2:
  ORBIT 3:
  ORBIT 4:
  ORBIT 5:
  ORBIT 6:
  ORBIT 7:
  ORBIT 8:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  ORBIT 9:
  ORBIT 10:
  ORBIT 11:
  ORBIT 12:
  ORBIT 13:
  ORBIT 14:
  ORBIT 15:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  Object Type:
  Orbit (km):
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  Object Type:
  Orbit (km):
  Notes:
  Gravity:
  Diameter: 
  No. of Moons/Objects:
  ������������������������������
  
  System Name:
  Star Name:
  Star Type:
  STAR SYSTEM DATA
  PLANETARY DATA
  PLANETARY MAP
  Inhabited Planet Details
  Planet Name:
  Position in System:
  Moons & Rings (Number, Names, Orbit):
  Diameter:
  Surface Gravity:
  Day Length:
  Habitable:      Yes        No
   Atmospheric Density:
   Surface Temperature:
   Percent Surface Water:
   Highest Life Form:
  © 2016 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  A01
  A01
  A01
  A01
  A01
  P01
  N03
  N06
  N08
  N08
  N11
  N13
  N13
  N16
  N18
  N18
  N21
  N23
  N23
  N01
  N03
  L03
  L05
  L06
  L07
  L08
  L08
  L10
  L11
  L12
  L13
  L13
  L15
  L16
  L17
  L18
  L18
  L20
  L21
  L22
  L23
  L23
  L25
  L01
  L02
  L03
  J03
  J04
  J05
  J06
  J07
  J08
  J09
  J10
  J11
  J12
  J13
  J14
  J15
  J16
  J17
  J18
  J19
  J20
  J21
  J22
  J23
  J24
  J25
  J01
  J02
  J03
  H02
  H03
  H04
  H05
  H06
  H07
  H08
  H09
  H10
  H11
  H12
  H13
  H14
  H15
  H16
  H17
  H18
  H19
  H20
  H21
  H22
  H23
  H24
  H25
  H01
  H02
  F01
  F02
  F03
  F04
  F05
  F06
  F07
  F08
  F09
  F10
  F11
  F12
  F13
  F14
  F15
  F16
  F17
  F18
  F19
  F20
  F21
  F22
  F23
  F24
  F25
  F01
  D01
  D03
  D04
  D06
  D06
  D08
  D09
  D11
  D11
  D13
  D14
  D16
  D16
  D18
  D19
  D21
  D21
  D23
  D24
  D01
  B01
  B06
  B06
  B11
  B11
  B16
  B16
  B21
  B21
  B01
  M03
  M05
  M06
  M08
  M08
  M10
  M11
  M13
  M13
  M15
  M16
  M18
  M18
  M20
  M21
  M23
  M23
  M25
  M01
  M03
  O03
  O08
  O08
  O13
  O13
  O18
  O18
  O23
  O23
  O03
  K03
  K04
  K05
  K06
  K07
  K08
  K09
  K10
  K11
  K12
  K13
  K14
  K15
  K16
  K17
  K18
  K19
  K20
  K21
  K22
  K23
  K24
  K25
  K01
  K02
  K03
  I02
  I03
  I04
  I05
  I06
  I07
  I08
  I09
  I10
  I11
  I12
  I13
  I14
  I15
  I16
  I17
  I18
  I19
  I20
  I21
  I22
  I23
  I24
  I25
  I01
  I02
  G01
  G02
  G03
  G04
  G05
  G06
  G07
  G08
  G09
  G10
  G11
  G12
  G13
  G14
  G15
  G16
  G17
  G18
  G19
  G20
  G21
  G22
  G23
  G24
  G25
  G01
  E01
  E02
  E04
  E05
  E06
  E06
  E07
  E08
  E09
  E11
  E11
  E12
  E13
  E14
  E16
  E16
  E17
  E18
  E19
  E21
  E21
  E22
  E23
  E24
  E01
  C01
  C03
  C06
  C06
  C08
  C11
  C11
  C13
  C16
  C16
  C18
  C21
  C21
  C23
  C01
  P01
  P01
  P01
  P01
  PLANETARY DETAILS
  RECORD SHEET
  Noble Ruler:
  Political Ruler:
  HPG Class:
  Recharge Stations:
  Population:
  USILR Code:
  Notable Military Units:
  Major Industries:
  Notes:
  ������������������������������
  
  PAGE 186
  WARCHEST CAMPAIGN
  RECORD SHEET
  © 2016 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc.                     
  All rights reserved.Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
  CAMPAIGN NOTES
  Track Title:
  Starting WP:
  Track Cost:
  Options Used
  +/-
  +/-
  Force Name:
  Faction:
  Objectives Gained/WP Earned
  Downtime Costs
  Final WP:
  Date/Duration:
  +/-
  Track Title:
  Starting WP:
  Track Cost:
  Options Used
  +/-
  +/-
  Force Name:
  Faction:
  Objectives Gained/WP Earned
  Downtime Costs
  Final WP:
  Date/Duration:
  +/-
  Track Title:
  Starting WP:
  Track Cost:
  Options Used
  +/-
  +/-
  Force Name:
  Faction:
  Objectives Gained/WP Earned
  Downtime Costs
  Final WP:
  Date/Duration:
  +/-
  Track Title:
  Starting WP:
  Track Cost:
  Options Used
  +/-
  +/-
  Force Name:
  Faction:
  Objectives Gained/WP Earned
  Downtime Costs
  Final WP:
  Date/Duration:
  +/-
  ������������������������������
  
  PAGE 187
  FORCE CREATION ERA TABLE
  Inner Sphere / 
  Periphery Eras
  Description
  2100-2412
  Early Interstellar States and unrestricted Age of 
  War, marked by small and novice militaries
  2412-2570
  Age of War under the Ares Conventions, an era 
  of growing prosperity and industrial capacity
  2571-2650
  Reunification War and Early Star League
  2651-2750
  High Star League, an era of stability and ever-
  growing technology and military strength.
  2751-2820
  Fall of the Star League, First Succession War. 
  Despite the grim period, this is, in fact, the peak 
  of human military strength, technology, and 
  prosperity.
  2821-2900
  Second Succession War and early Third 
  Succession War, where population, industrial, 
  and technological declines really take hold. The 
  average wealth and technology are higher than 
  the Third Succession War until the end of this 
  period.
  2901-3049
  Third and Fourth Succession Wars. The great 
  malaise of the Succession Wars defines most of 
  the era; the technological revolution seen at the 
  end of this period truly takes hold in the next.
  3050-3067
  Clan Invasion. Technological recovery sweeps 
  the Inner Sphere, increasing standards of 
  living—and military firepower—dramatically.
  3068-3085
  Jihad. The impact of the Helm Memory Core 
  reaches its peak in this period before the Jihad 
  wipes the progress away.
  3085-3130
  Late Jihad and Brush Wars. While civilians 
  recover through this period, militaries remain 
  much-reduced in size.
  Clan Eras
  2800-2840
  Exodus Civil War, Pentagon Campaign. The SLDF 
  batters itself into warring fragments and then 
  “reunites” into the balkanized Clans. In this era, 
  the Clans are at their smallest and weakest.
  2840-3025
  Golden Century and beyond. The Clans’ 
  population grows from a few million refugees 
  and thus is militarily and industrially smaller 
  than the Clans of the Invasion period.
  3025-3072
  Invasion-era Clans. The Clans reach the peak of 
  their strength.
  3072-3130
  Post-Wars of Reaving. This era only applies to 
  Homeworld Clans; Clans in the Inner Sphere and 
  Periphery use the Inner Sphere/Periphery eras.
  BASIC BUDGET TABLE
  Roll
  Funds
  Equivalent Force (Approximate)
  3
  10,000,000 CB
  3025-era light BattleMech lance
  4
  20,000,000 CB
  3025-era medium BattleMech lance
  5
  30,000,000 CB
  3025-era heavy / mixed BattleMech lance
  6
  40,000,000 CB
  3025-era well-funded assault BattleMech lance
  7
  50,000,000 CB
  8
  60,000,000 CB
  3025-era mixed BattleMech company
  9
  75,000,000 CB
  3025-era assault BattleMech company
  10
  90,000,000 CB
  11
  105,000,000 CB
  12
  120,000,000 CB
  13
  140,000,000 CB
  14
  160,000,000 CB
  15
  180,000,000 CB
  3025-era mixed BattleMech battalion
  16
  210,000,000 CB
  17
  240,000,000 CB
  3025-era assault BattleMech battalion
  18
  300,000,000 CB
  P. 10
  P. 11
  ERA BUDGET MODIFICATION  TABLE
  Inner Sphere Era
  Era Budget Multiplier
  2100-2412
  x0.75
  2412-2570
  x1.25
  2571-2650
  x1.50
  2651-2750
  x2.00
  2751-2820
  x2.50
  2821-2900
  x1.50
  2901-3049
  x1.00
  3050-3067
  x1.50
  3068-3084
  x2.00
  3084-3130
  x1.00
  Clan Eras
  2800-2840
  x0.50
  2840-3025
  x1.25
  3025-3072
  x1.50
  3072-3130
  x1.25
  P. 12
  ������������������������������
  
  PAGE 188
  FACTION BUDGET MODIFICATION TABLE
  Faction Type
  Faction Budget 
  Multiplier
  Examples or Definitions
  Super Power
  x1.50
  BattleTech has only had three super powers: the 
  Terran Hegemony (2450 – 2780), the First Star 
  League, and the Federated Commonwealth.
  Major Power
  x1.20
  Inner Sphere Great Houses, Republic of the Sphere, 
  Terran Alliance, Second Star League, Inner Sphere 
  Clans (Wolf, Jade Falcon, Ghost Bear), pre-Schism 
  ComStar, and similar large nations
  Minor Power
  x1.00
  Most Clans, Capellan Confederation (3030 – 3060), 
  St. Ives Compact, major Periphery States, Inner 
  Sphere micro-states before 2600 (e.g., Chesterton 
  Trade League, United Hindu Collective), Duchy 
  of Andurien, and similar nations with smaller 
  territories and populations
  Independent 
  Worlds,  
  Small States
  x0.80
  Any independent planet or minor Periphery power, 
  such as the Rim Collection or a Chaos March nation
  Independent 
  Mercenary and 
  Pirate Forces
  x1.00
  Any mercenary or pirate Force that has been 
  independent from a faction for over 5 years
  Faction Modifiers
  Wealthy Faction
  x1.20
  Lyran Commonwealth, Terran Hegemony, 
  First Star League
  Poor Faction
  x0.80
  Capellan Confederation (after 2860), Outworlds 
  Alliance, most independent Periphery planets
  P. 12
  EQUIPMENT AVAILABILITY & COST TABLE
  Example Unit
  Availability
  Cost
  Light BattleMech or Aerospace Fighter, any 
  Satellite
  4
  3,000,000
  Medium BattleMech or Aerospace Fighter
  5
  6,000,000
  Heavy BattleMech or Aerospace Fighter
  6
  9,000,000
  Assault BattleMech, any Small Craft
  8
  12,000,000
  Light Combat Vehicle
  3
  500,000
  Medium Combat Vehicle
  4
  1,000,000
  Heavy Combat Vehicle
  5
  1,500,000
  Assault Combat Vehicle
  7
  2,000,000
  Conventional Fighter
  5
  1,000,000
  Battle Armor, Single*
  5
  750,000
  Conventional Infantry Platoon, Foot
  2
  1,200,000
  Conventional Infantry Platoon, Motorized
  3
  2,000,000
  Conventional Infantry Platoon,  
  Jump or Mechanized
  4
  2,800,000
  ProtoMech, Single*
  6
  1,000,000
  Support Vehicle, Light (<5 tons)
  2
  250,000
  Support Vehicle, Medium (6 to 100 tons)
  3
  750,000
  Support Vehicle, Heavy (101 to 1,000 tons)
  5
  2,250,000
  Support Vehicle, Super Heavy (1,001 to 
  100,000 tons)
  7
  20,000,000
  Exotic unit (LAM, Super-Heavy ’Mechs, etc.)
  10
  50,000,000
  Availability Modifiers
  Modifier
  Clan equipment for non-Clan Force (after 3070)
  +3
  Tech E and F Equipment for non-Clan, non-ComStar 
  Force between 2860 and 3040
  +5
  First Star League equipment for Clan Force
  -2
  Cross-faction: Acquiring another faction’s exclusive 
  equipment (includes Clan acquisition of IS.. equipment)
  +2
  Green Experience
  -2
  Regular Experience
  0
  Veteran Experience
  +2
  Customized unit
  +TP Value
  Elite Experience
  +5
  Cost Modifiers
  Modifier
  Fusion engine in combat vehicle
  x2.0
  XL engine in any unit
  x2.5
  Light fusion engine in any unit
  x1.5
  Clan equipment for non-Clan Force (3049-3070)
  x5.0
  Clan equipment for non-Clan Force (3070+)
  x4.0
  Tech E and F Equipment for non-Clan, non-ComStar 
  Force between 2860 and 3040
  x5.0
  Tech Rating E equipment
  x1.1
  Tech Rating F equipment
  x1.25
  Customized unit
  xTP Value
  P. 14
  SALARY TABLE
  Position
  Monthly 
  Salary
  MechWarrior
  1,500
  Aerospace Pilot
  1,500
  Vehicle/Artillery Crewman
  900
  Aircraft Pilot
  900
  Regular Infantry
  750
  Specialist/Armor Infantry
  960
  Vessel Crewman (DropShip)
  1,000
  Vessel Crewman (JumpShip)
  750
  Vessel Crewman (WarShip)
  1,200
  Technician
  800
  Astech
  400
  Administrator
  500
  Quality/Expertise
  Multiplier
  Green
  x0.6
  Regular
  x1.0
  Veteran
  x1.6
  Elite
  x3.2
  Anti-BattleMech Training 
  (Infantry only)
  x1.5
  Rank
  Multiplier
  Officer
  x1.2
  Rank
  (Rank Trait 
  Points/3)+1, 
  minimum 1
  P. 25
  ������������������������������
  
  PAGE 189
  LARGE SPACECRAFT TABLE
  Type
  Base Equation
  DropShip
  (Cost in CB / 50,000,000), round up to the nearest whole 
  number + 5
  JumpShip
  (Cost in CB / 100,000,000), round up to the nearest 
  whole number + Number of Docking Collars + 3
  WarShip
  (Square Root of [Tonnage / 5,000]), round up to the 
  nearest whole number + (Square Root of Number of 
  Docking Collars), round up to the nearest whole number
  Space Station
  (Cost in CB / 50,000,000), round up to thr nearest  
  whole number
  Miscellaneous
  Unique
  +10. Applies if less than 10 of the spacecraft exist in an 
  given era. (Example: most Inner Sphere WarShips in the 
  thirty-first century)
  Very Rare
  +6. Applies is less than 100 of the spacecraft exist in 
  an era (Example: Monolith DropShips in the thirty-first 
  century, almost all WarShips)
  Rare
  +3. Applies to less common spacecraft for an era 
  (Example: Scouts, Tramps, Mammoths, Star Lords in the 
  thirty-first century).
  Average
  +0. Applies to most spacecraft by default.
  Common
  –1. Applies to particularly prolific spacecraft (Examples: 
  Mules, Invaders, Merchants.)
  Lithium-
  Fusion Battery
  +2
  Military
  +1. Military spacecraft are more controlled and more 
  difficult to acquire than civilian vessels.
  Government 
  Force
  –2. Government Forces have better access to large space-
  craft than others. This only applies to non-Clan factions.
  Clan Force
  –4. Clans have maintained a large inventory of space-
  craft from the Exodus and a high level of technology.
  Cross-Faction
  +2. Spacecraft built or used primarily by one faction are 
  harder for others to acquire. This includes a Clan Force 
  acquiring Inner Sphere equipment or vice versa.
  Inner Sphere/ Periphery era
  Modifier
  Crew Skill
  Modifier
  2100-2412
  –3
  Green
  –1
  2412-2570
  –4
  Regular
  0
  2571-2650
  –5
  Veteran
  +1
  2651-2750
  –6
  Elite
  +3
  2751-2820
  –6
  2821-2900
  –2
  2901-3049
  +0
  3050-3067
  –1
  3068-3084
  -2
  3084-3130
  +0
  P. 17
  FORCE RANDOM BACKGROUND TABLE
  3D6 
  Result
  Background
  3
  Atrocity. The Force committed a mass murder of 
  innocents. –50 Reputation.
  4
  War criminals. The Force committed a serious crime, 
  accidentally killing many civilians; committed rape, or 
  indulged in kidnapping. –25 Reputation.
  5
  Contract breach. The Force violated a contract (if 
  mercenary) or orders (if government). –25 Reputation. 
  Ignore this result if a pirate Force.
  6
  Textbook warriors. The Force got into a rut, favoring 
  fighting in certain conditions over others. The Force now 
  suffers a –1 Initiative in a specific terrain type (e.g., woods).
  7
  Poor discipline. The Force launched an unauthorized 
  raid or indulged in looting. –5 Reputation.
  8
  Debt. The Force loses any leftover funds from Force creation 
  and starts in debt at an amount equal to 1D6 times its 
  peacetime monthly operating cost. -10 Reputation.
  9-12
  The Force had a quiet year in a garrison or cadre mission.
  13
  Profitable year. After completing some missions 
  successfully, the Force’s bank account is in the black. 
  Delete any debt from Force creation and give the Force a 
  bonus equal to 1D6 times its monthly operating cost.
  14
  Out-of-the-box thinkers. After repeated campaigns in 
  unusual terrain, the Force gains a +1 Initiative bonus in a 
  specific terrain type.
  15
  Hard training and experience pay off. The Force gains a 
  +1 Piloting/Driving Skill bonus in a specific terrain type.
  16
  The Force has a string of successful missions and gains 
  1D6 x 5 Reputation points.
  17
  The Force has a string of successful missions against one 
  foe, learning best how to kill them dead. The Force has a 
  +1 Gunnery Skill bonus against that faction.
  18
  They came, they saw, they conquered. The Force is 
  almost unbeaten after years of hard combat, gaining 
  2D6 x 5 Reputation points.
  P. 31
  FORCE EXPERIENCE RATING TABLE
  Average of All Gunnery/Piloting Skills
  Force Experience Rating
  7 or more
  Wet Behind  
  the Ears
  6
  Very Green
  5
  Green
  4
  Regular
  3
  Veteran
  2
  Elite
  1
  Heroic
  0 or less
  Legendary
  P. 34
  ������������������������������
  
  PAGE 190
  REPUTATION SCORE CALCULATION TABLE
  Average Experience Rating
  Value
  Green, Very Green, Wet Behind the Ears
  5
  Regular
  10
  Veteran
  20
  Elite, Heroic, Legendary
  40
  Commander Rating
  Value
  Positive Trait (each)
  +1
  Negative Trait (each)
  –1
  Leadership Skill
  As Skill Rating
  Negotiations Skill
  As Skill Rating
  Strategy Skill
  As Skill Rating
  Tactics Skill
  As Skill Rating
  Combat Record
  Value
  Each Successful Mission
  +5
  Each Partially Successful Mission
  0
  Each Failed Mission
  –10
  Each Contract Breach
  –25
  Transportation Rating
  Value
  Excess Transportation Capacity for Combatants (1 – 100% excess)
  +5
  Excess Transportation Capacity for Combatants (100%+ excess)
  +10
  Insufficient Transportation Capacity for Combatants (1 – 99%)
  –5
  Lacks any DropShips
  –5
  Insufficient Transportation Capacity for Support Personnel
  –3
  Possesses JumpShips
  +10
  Possesses WarShips 
   
                     +10 (+15 after 2800)
  Sufficient KF transport capacity for all DropShips
  +5
  Support Rating
  Value
  Sufficient Technical Support Personnel
  0
  Sufficient Administrative Personnel
  0
  Sufficient Large Spacecraft Crew
  0
  Insufficient Technical Support Personnel
  –5
  Insufficient Administrative Personnel
  –5
  Insufficient Large Spacecraft Crew
  –5
  Excess Technical Support Personnel (150-175%)
  +5
  Excess Technical Support Personnel (176-200%)
  +10
  Excess Technical Support Personnel (201%+)
  +15
  Financial Rating
  Value
  Force is in Debt
  –10
  Crime Rating
  Value
  Robbery/Looting
  –5
  Slaughter
  –25
  Mass Murder
  –50
  Rape
  –25
  Kidnapping/Slavery
  –25
  Unauthorized Mission
  –5
  Other Crimes
  –10 or more
  Force is a Pirate Force
  –100
  Other Reputation Modifiers
  Value
  Time Spent Without Missions
  See text
  P. 33
  CONTRACT MODIFIERS TABLE
  Hiring Hall
  Offers
  Employers
  Missions
  Questionable Hall
  0
  –2
  –2
  Minor Hall
  +1
  0
  0
  Standard Hall
  +2
  +1
  +1
  Great Hall
  +3
  +2
  +2
  No Hall
  -3
  –2
  –2
  CONTRACT OFFERS TABLE
  Margin
  Offers
  0 or less
  0
  1 – 2
  1
  3 – 5
  2
  6 – 8
  3
  9 – 10
  4
  11 – 12
  5
  13 or more
  6
  CONTRACTS EMPLOYERS TABLE
  Modified 
  2D6 Roll 
  Employer 
  Independent 
  Employer
  2 or  
  less
  Independent Worlds 
  or Small State
  Noble
  3
  Independent Worlds 
  or Small State
  Noble
  4 
  Independent Worlds 
  or Small State
  Planetary  
  Government
  5 
  Independent Worlds 
  or Small State
  Planetary  
  Government
  6 
  Minor Power
  Mercenary
  7 
  Minor Power
  Major  
  Periphery State
  8 
  Major Power
  Major  
  Periphery State
  9 
  Major Power
  Minor  
  Periphery State
  10 
  Major Power
  Minor  
  Periphery State
  11 
  Major Power*
  Corporation
  12 or 
  more
  Major Power*
  Corporation
  *Or Super Power, if one exists in the era  (see Stage 2, Step 2: Modify a 
  Budget under Creating a Force, p. 11)
  P. 39
  P. 39
  P. 39
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  PAGE 191
  MASTER CONTRACT TERMS TABLE
  Mission Type
  Op. Tempo 
  Multiplier
  Base  
  Length
  Command 
  Modifier
  Salvage 
  Modifier
  Support 
  Modifier
  Transport 
  Modifier
  Assassination
  1.9
  3 months
  +2
  +1
  –1
  –3
  Cadre Duty
  0.8
  12 months
  0
  0
  +1
  0
  Diversionary Raid
  1.8
  3 months
  0
  +2
  +2
  +1
  Espionage
  2.4
  12 months
  –1
  +4
  –3
  –2
  Extraction Raid
  1.6
  3 months
  –1
  -1
  +2
  +1
  Garrison
  1.0
  18 months
  +1
  0
  +1
  0
  Guerrilla
  2.1
  24 months
  –2
  +3
  –2
  –1
  Mole Hunting
  1.2
  6 months
  –3
  0
  +2
  +1
  Objective Raid
  1.6
  3 months
  –1
  0
  +1
  +2
  Observation Raid
  1.6
  3 months
  –1
  –2
  +1
  –1
  Pirate Hunting
  1.0
  6 months
  +2
  +2
  –1
  –1
  Planetary Assault
  1.5
  9 months
  –2
  0
  +2
  +3
  Recon
  1.6
  3 months
  –1
  –2
  +1
  –1
  Relief Duty
  1.4
  9 months
  –1
  +1
  +1
  +1
  Retainer
  1.3
  12 months
  –2
  0
  +2
  +1
  Riot Duty
  1.0
  4 months
  –2
  +1
  +2
  0
  Sabotage
  2.4
  24 months
  –1
  +4
  –3
  –2
  Security Duty
  1.2
  6 months
  –3
  0
  +2
  +1
  Terrorism
  1.9
  3 months
  +2
  +1
  –1
  –3
  High Risk
  +0.5
  As mission
  –1
  –2
  +1
  0
  Covert Operation
  +0.3
  As mission
  +1
  +1
  –1
  –1
  Employer Modifiers  
  Employer
  Employment 
  Multiplier
  Command 
  Modifier
  Salvage 
  Modifier
  Support 
  Modifier
  Transport 
  Modifier
  Super Power
  1.3
  0
  0
  +1
  +2
  Major Power
  1.2
  0
  –1
  0
  +1
  Minor Power
  1.1
  0
  –2
  0
  0
  Independent World
  1
  0
  –1
  –1
  0
  Mercenary/Corporation
  1.1
  –1
  +2
  +1
  +1
  Typical Employer
  0
  0
  0
  0
  0
  Stingy Employer
  –0.2
  0
  –1
  –1
  –1
  Generous Employer
  +0.2
  0
  +1
  +2
  +1
  Controlling Employer
  0
  –2
  –1
  0
  0
  Lenient Employer
  0
  +1
  +1
  0
  0
  Pre-Succession Wars
  0
  0
  –2
  0
  0
  Post-Clan Invasion
  0
  0
  –2
  0
  0
  Unit Reputation Trait
  Reputation
  Payment 
  Multiplier
  Command 
  Modifier
  Salvage 
  Modifier
  Support 
  Modifier
  Transport 
  Modifier
  0 (Unrated)
  –2
  –1
  –1
  –3
  1
  –1
  –1
  –1
  –2
  2
  –1
  0
  0
  –2
  3
  –1
  0
  0
  –1
  4
  0
  0
  0
  –1
  5
  0
  0
  0
  0
  6
  +1
  +1
  0
  0
  7
  +1
  +1
  0
  0
  8
  +1
  +1
  +1
  0
  9
  +2
  +2
  +1
  +1
  10+
  +3
  +2
  +2
  +2
  P. 42
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  PAGE 192
  MISSIONS TABLE
  Roll
  Inner Sphere/Clan
  Independent
  Corporation
  Special
  Covert
  Pirate
  2 or less
  Covert
  Covert
  Covert
  Covert
  Terrorism
  Recon Raid
  3
  Special
  Special
  Covert
  Guerrilla*
  Assassination
  Recon Raid
  4 
  Pirate Hunting
  Planetary Assault
  Special
  Guerrilla
  Assassination
  Recon Raid
  5 
  Planetary Assault
  Objective Raid
  Objective Raid
  Recon Raid*
  Espionage
  Recon Raid
  6 
  Objective Raid
  Extraction Raid
  Extraction Raid
  Extraction Raid
  Sabotage
  Objective Raid
  7
  Objective Raid
  Pirate Hunting
  Recon Raid
  Retainer
  Guerrilla
  Objective Raid
  8
  Extraction Raid
  Security Duty
  Objective Raid
  Recon Raid
  Recon Raid
  Objective Raid
  9
  Recon Raid
  Objective Raid
  Security Duty
  Relief Duty
  Diversionary
  Objective Raid
  10
  Garrison Duty
  Garrison Duty
  Garrison Duty
  Diversionary*
  Observation
  Objective Raid
  11
  Cadre Duty
  Cadre Duty
  Cadre/Garrison Duty
  Riot/Garrison Duty
  Mole Hunting
  Objective Raid
  12 or more
  Special
  Special
  Special
  Cadre/Garrison Duty
  Security
  Objective Raid
  *Offered with Planetary Assault contract, to begin immediately at termination of first contract.
  P. 40
  FAILED ADMINISTRATION TABLE
  Failed 
  Roll
  Result
  2-6
  No significant event. Combatants make negative jokes about REMF competency, hurting administrators’ feelings.
  7-8
  Poor legal or human resource paperwork handling results in a financial loss as the Force scrambles to cover missed paydays, 
  harassment lawsuits, workplace injuries, etc. The Force loses 1D6 x 10 precent of a month of peacetime operating costs.
  9
  Lesson planner scrambles training schedule for a quarter before anyone notices how easy training has gotten. All units in the 
  Force make a Skill Rating loss roll as if they had missed a quarter of training, as discussed under Training, p. 51.
  10
  Understaffed intelligence group means the Force is ill-prepared for the next battle. The Force suffers a –2 Initiative modifier 
  throughout the next battle.
  11
  Quartermaster gambles spare parts budget on sure-thing investment in recovered Star League myomer lubricant (made 
  with snake oil). All units in the Force must make a breakdown roll as if they had gone without spare parts for a month, per 
  Maintenance, above.
  12
  Legal officer misreads contract / orders and local laws, resulting in Force being charged with a Mission Failure. Refer to Mission 
  Failure (see p. 47) for reputation and budget penalties. Pirate Forces treat this result as a 10.
  P. 53
  SUPPLEMENTAL CONTRACT TERMS TABLE
  2D6
  Command Rights
  Overhead Compensation
  Salvage Rights
  Support Rights
  Transport Terms
  1 or less 
  Integrated
  None
  None
  None
  None
  2
  Integrated
  None
  Exchange
  None
  20%
  3
  House
  Half
  Exchange
  Straight/20%
  25%
  4
  House
  Half
  10%
  Straight/40%
  30%
  5
  House
  Half
  20%
  Straight/60%
  35%
  6
  House
  Half
  30%
  Straight/80%
  45%
  7
  House
  Full
  40%
  Straight/Full
  50%
  8
  Liaison
  Full
  50%
  Battle/10%
  55%
  9
  Liaison
  Full
  60%
  Battle/20%
  60%
  10
  Liaison
  Full
  70%
  Battle/40%
  Full
  11
  Liaison
  Full
  80%
  Battle/60%
  Full
  12
  Independent
  Full
  90%
  Battle/80%
  Full
  13 or more
  Independent
  Full
  Full
  Battle/100%
  Full
  P. 43
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SOURCE: textdata/thevault/BattleTech [multi]/E-CAT35007_Campaign_Operations.pdf