TEXT: O O K
  l INI
  
  COMrCIMTS
  CONTENTS
  INTRODUCTION
  Components
  Counters
  Record Sheets
  Mapsheets
  Dice
  Game Terms
  Fire Factor
  Piloting Skill Rolls
  Other Rolls
  Margin of Failure
  PLAYING THE GAME
  Sequence of Play
  Initiative Phase
  Movement Phase
  Combat Phase
  End Phase
  Clan Rules of Engagement
  MOVEMENT
  Facing
  Thrust Points
  Using Thrust Points
  Stacklng Limit
  Gontröl Rolls
  Making Control Rolls
  Special Actions
  Evade
  Roll-Över
  Change Formation
  Hover
  Docking
  Launch/Recover
  Landing
  Jump
  COMBAT
  Detection
  Weapons Flre/Firing Åres
  WarShips
  Fighters
  Heat
  Range
  Making the Attack
  Damage
  Armor
  Applying Damage
  Determining Fighter Damage
  Damage to Fighters
  Crftical Damage
  Critical Damage Effects
  General Critical Damage
  4 
  JumpShip/WarShip Critical Systems
  4 
  Space Station Critical Damage
  4 
  OPTIONAL RULES
  6 
  Advanced Movement Rules
  6 
  Optional Thrust Point Use
  6 
  Optional Facing
  6 
  Atmospheric Operations
  7 
  Space/Atmosphere Interface
  7 
  Atmosphere
  7 
  Ground
  7 
  Asterolds
  8 
  Shuttlecraft
  8 
  Emergency Exit Systems
  8 
  Advanced Point Defense Weapons
  8 
  Docked DropShips
  9 
  Boarding Actions
  9 
  Debris
  9 
  Dropping Troops
  11 
  Attacking the Jump Sail
  11 
  Surface to Orbit Fire
  11 
  Weapons of Mäss Destruction
  11 
  Orbit to Surface Bombardment
  12 
  Nuclear Weapons
  12 
  CAMPAIGN OPERATIONS
  12 
  Hyperspace Travel
  13 
  Jump Point
  13 
  Jump Field Damage
  13 
  Making the Jump
  13 
  Jump Sail Recharging
  13 
  Physical Effects of Hyperspace Travel
  13 
  Detection
  13 
  Deep-Space Rendezvous
  13 
  Docking
  13 
  Moving Damaged Craft
  14 
  Launching/Recovering Small Craft
  14 
  Recovering Fighter Casualties
  14 
  System Transit
  16 
  Fuel Consumption
  16 
  In-Flight Refueling
  16 
  Pilot Modifiers
  16 
  Planetary Landing
  17 
  Liftoff
  17 
  Cargo
  17 
  Maintenance
  18 
  Support Points
  18 
  MPV (Small Craft)
  19 
  MPV (Large Craft)
  20 
  Effects of Maintenance
  22 
  Maintenance Costs
  23
  26
  29
  30
  30
  30
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  35
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  55
  56
  56
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  57
  57
  58
  60
  l
  
  Repalr
  Repair Modifiers
  Component Repair
  Armor Repair
  Jump Sail Repair
  Fighter Repair
  Crew
  Crew Quality
  Crew Requirements
  )NSTRUCTION RULES
  DropShlp Construction
  Determine Parameters
  Determine Propulsion
  Determine Structure
  Choose Weapons
  JumpShlp/WarShip Construction
  Determine Parameters
  Add K-F Drive
  Determine Propulsion
  Determine Structure
  Choose Weapons
  Space Statlons
  Calculating the Cost
  Converting AeroTech Craft
  Movement/Fuel
  Offensive Systems
  Armor
  Miscellaneous Stastics
  Fighter Units
  )BATTLE
  Fighter Engagements
  Modlfylng BattleSpace
  Armor Re-scale
  Weapons Split and Re-scale
  Expanded Combat Rules
  Low Atmosphere Rules
  Altitude Levels
  Map Scale
  Movement
  Air-to-Air Combat
  Air-to-Ground Fire
  Return Fire
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  84
  VTTLETECH, 'MECH, BATTLEMECH and MECHWARRIOR are
  frademarks of FASA Corporation, registered in the U. S. Patent and
  f rademark Office. BATTLESPACE is a Trademark of FASA Corpo-
  i. Copyright © 1993 FASA Corporation.
  l Rights Reserved. Printed in the United States of America.
  [Published by
  IFASA Corporation • P.O. Box 6930 • Chicago, IL 60680
  Design and Writlng
  Chris Hartford
  Development
  Scott Jenkins
  Levlathan Original Design
  L. Ross Babcock III
  Sam Lewis
  Jordan Weisman
  Jumpships and Dropships Original Design
  Clare Hess
  Editorlal Staff
  Senior Edltor
  Donna Ippolito
  Associate Editor
  Sharon Turner Mulvihill
  Editorial Assistants
  Diane Piron
  Rob Cruz
  Production Staff
  Art Director
  Jeff Laubenstein
  Project Manager
  Mike Neilsen
  CoverArt
  Peter Scanlon
  Cover Design
  Mike Neilsen
  Illustration
  Joel Biske, Earl Geier,
  Jeff Laubenstein, Larry MacDougall,
  Allén Nunis, Gary Thomas Washington
  Map and Counter Illustrations
  David Martin
  Layout
  Mark Ernst
  Steve Bryant
  Keyline and Pasteup
  Ernesto Hernandez
  Playtesting
  The Nottingham BattleTech Club
  Steve Bacon, Chris Cantrill, Neil Dale, Richard
  Eaton, Roger Gerrish, Darren Merriman,
  Karl Tebbutt
  Ariston Productions
  Mike Collins, Rick Cox, Greg Gbur, Jason
  Hansa, Gene McDonald, Christina Smith,
  Eric J. Smith, Chris Wagner
  AndAIso
  Scott Jenkins, David McCulloch, Stephane Matis
  3
  
  IlSirROOUCTfOM
  INTRODUCTION
  A burst of infrared radiation signals the invaders' arrival in-system. Space blurs, then resolves itselfinto the needle-\
  like shape of a JumpShip. As the vessel snaps solidly into existence, the crew seans the immediate vicinity for threats. j
  Nearby areas of space shimmer, marking the arrival of the rest of the fleet. As DropShips detach from their fragilel
  transports and accelerate toward the target planet, the ships of the fleet deploy huge, flexible, metallic discs to collect
  the rays of the nearby stars, recharging their Kearny-Fuchida drives.
  Having covered half the distance to the target, the fleet of DropShips turns end-over-end and fires their engines to
  reduce their velocity. As the attackers make a controlled approach to the target, both sides launch squadrons offighters
  to take up defensive positions and protect their larger cousins from the opposing forces.
  Unwilling to intercept in deep space, the defenders gather and wait in orbit around their planet. Fighters strain under
  multiple-G maneuvers while the DropShips travel steadily onward, moving like whales among darting minnows. The
  battle isjoined—the minnows become piranhas, biting ät the enemy DropShips. Alone, a fighter would be only a minoi
  nuisance to a DropShip, but like piranhas, fighters rarely attack alone. Half-a-dozen fighters break through to converge
  on a BattleMech transport, shredding armor and vital systems. Though badly damaged, the craft limps toward its goal
  with the help of a friendly fighter squadron.
  This is the large-scale action ofplanetary invasion, where the skill and daring of fighter pilots and the tactical training
  of captains of DropShips, JumpShips, and rare WarShips determine the fäte of planets and the tide of war.
  BattleSpace is a game for two or more players that simulates
  battles in space between the Houses of the Inner Sphere, and the
  invading Clans. Players command a range of craft, from DropShips,
  the workhorse vessels of transport and planetary travel, through
  fighter units, to the flimsy needle-like JumpShips, necessary for
  interstellar travel. BattleSpace also provides rules for the huge,
  deadly WarShips, powerf ul, jump-capable combat ships unseen in
  the Inner Sphere since the beginning of the Succession Wars.
  The rules for playing BattleSpace begin with Playing the
  Game. The Movement and Combat sections expand on the
  elements of the sequence of play. Optional Rules allows players
  to add more complexity to the basic BattleSpace game, and
  Campaign Operations covers situations likely to occur during a
  campaign. The Construction Rules section outlines the proce-
  i dure and formulas for creating custom-made craft of all sizes. The
  AeroBattle section incorporates fighter-to-fighter engagements
  into the larger scale of BattleSpace.
  i 
  BattleSpace was designed to allow players to run a campaign
  in space, playing out all those elements usually neglected in the
  rush to land BattleMechs and start slugging it out. This book
  supplements DropShips and JumpShips by streamlining the
  operations rules and expanding other sections, and provides an
  alternative to AeroTech by incorporating those rules into the
  BattleSpace sequence of play and construction rules. Players will
  need the BattleTech Compendium and MechWarrior, Second
  ; Editlon, to play BattleSpace.
  COJVIPONENTS
  BattleSpace provides the following components to play the
  game. As used here, the word unit refers to a single vessel of an|
  type or a squadron of fighters.
  COUNTERS
  BattleSpace provides a number of color counters to mark thd
  position and orientation of each unit on the map. The following
  counters represent shuttlecraft, DropShips, JumpShips, fighte
  units, WarShips, and space stations. Additional counters mari
  asteroids and other obstacles (such as destroyed units), mark j
  craft's heading (or orientation), and show the formation of a fighte
  unit.
  m A m. f st*A fm 4
  RULKBOOfC
  
  IIMTROOUCTfOlM
  BÄ TTt-CSPA CC
  5
  HULEBOOK
  
  flMTROOUCTIOM
  BattleSpace provides a record sheet for each unit, to keep
  track of any damage inflicted against the unit during the game.
  Each type of unit, DropShip, JumpShip, WarShip, space station,
  and fighter, has a unique record sheet. Every record sheet,
  regardless of the type of unit it represents, divides needed informa-
  tion into several common sections, described below.
  When the rules refer to a crossed-out box (a damaged area of
  the ship), that part of the ship has taken damage, which is indicated
  by X-ing out the appropriate boxes. Unmarked boxes refer to
  location boxes that remain intact (that part of the ship has taken no
  damage, and so the boxes are not crossed out).
  N
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  Armor Data
  The boxes on the left-hand side of each record sheet repre-
  sent the amount of armor plating on each f acing of the unit. Fighters
  use a single set of Armor boxes to represent the armor on each unit;
  DropShips have four armor facings, Före, Aft, Left Side, and Right
  Side. WarShips, JumpShips, and space stations have six armor
  facings, Före, Aft, Fore-Left, Aft-Left, Fore-Right, and Aft-Right.
  Successful attacks damage the armor (reduce the number of
  unmarked Armor boxes); when no Armor boxes remain unmarked,
  the unit will take critical damage if hit on that facing.
  Weapon Data
  The table in the upper right-hand side of the record sheet lists
  the weapons bays of each vessel. Each line provides data on the
  type of weapons in the bay, their firing are, and the damage they
  inflict ät a given range. See the Combat section, p.14, for more
  information on weapons. This table also gives the amount of heat
  generated by using that weapons bay.
  Unit Data
  Each record sheet also lists the unifs important statistics,
  including its Safe and Maximum Thrust (see Movement, p. 11).
  The same section provides space to record the amount of thrust
  currently available, and the unifs velocity and fuel reserves.
  Critical Damage Data
  The final section of the DropShip and WarShip Record Sheets
  provides a template of the unifs vulnerable internal components.
  Each class of ship has a different number and layout of Critical
  Damage boxes, and a different mix of internal components. The
  Fighter Record Sheets do not have a Critical Damage section; the
  amount of damage required to destroy a fighter is much smaller.
  See Critical Damage, p. 20 of Combat, for more information.
  BattleSpace provides two WarShip Record Sheets. The
  Small WarShip Record Sheet is for WarShips mässing less than
  750,000 tons. Heavier WarShips use the Large WarShip Record
  Sheet.
  IVUVPSHEETS
  The game provides two mapsheets printed with a grid of
  hexagons (or hexes). These hexes regulate movement in the
  game, and provide a quick means of calculating the distance
  between units. Each hex represents approximately 18 kilometers
  (just över 11 miles). This is the distance that a craft would cover
  every Game Turn (1 minute) after accelerating ät one-half gravity
  (5 meters/sec./sec.) for one minute (moving ät 1,080 kph or 670
  mph).
  DICE
  The BattleSpace game system often requires players to roll
  dice to determine their unifs success or failure ät certain maneu-
  vers. Whenever dice rolling is required, BattleSpace uses two
  standard six-sided dice, included in the game. The rules may ask
  the player to roll one six-sided die (1D6) or two six-sided dice (2D6).
  When rolling multiple dice, add the result of each die to get a single
  total. For example, rolling 1D6, that is, rolling one six-sided die, will
  produce a result between 1 and 6. Rolling 2D6 and adding the
  results will give a total between 2 and 12.
  GAME TERMS
  The following information reviews game terms introduced in
  previous products and defines terms used in BattleSpace. See
  MechWarrior, Second Edition and the BattleTech Compen-
  dium for more information.
  A mrnsfA em
  6
  KULtTBOOfr
  
  fMTftODUCTfOM
  FIRE
  In BattleSpace, weapons damage is grouped together in
  nglevaluescalled Fire Factors. Each weapons bay of a DropShip,
  jmpShip, WarShip, or space station has a single Fire Factor. The
  Fire Factor, or damage, of each weapons bay is different ät
  fferent ranges. (See Combat, p. 16, for more information.)
  »ILOTING SKILL
  Whenever a pilot attempts to execute a difficult maneuver or
  ; ship is exposed to circumstances that might cause the pilot to
  se control, the player makes a Piloting Skill Roll. The BattleSpace
  ules indicate when the player should make a skill roll, and also
  Dvide modifiers to this roll. Add any appropriate modifiers to the
  »iloting Skill Level.
  To make a Piloting Skill Roll, the player rolls 2D6. If the result
  sequal to orgreaterthan the modified Piloting Skill Level, the pilot
  naintains control of his craft. If the result is less than the modified
  sting Skill Level, the pilot löses control and suffers the conse-
  jnces given in the rules for each situation.
  ROLLS
  BattleSpace uses dice rolls to resolve other types of actions
  and situations. In these cases, the rules will instruct the players to
  make a Repair Roll, Landing Roll, and so on. The player rolls 2D6
  and compares the result to a base or modified number to determine
  the outcome of the action. For example, a player making a Repair
  Roll compares the result of the 2D6 roll to the repair difficulty (a
  target number provided for each component of a ship).
  Ml ARG l N OF FAILURE
  When a player makes a roll and fails (gets a result less than the
  target number), how badly he failed may affect the pilot and the
  craft. The difference between the dice roll result and the target
  number is called the Margin of Failure.
  l
  ttULMBOOK
  
  RLAYING THE GAM E
  PLAYING THE GAJVIE
  The BattleSpace game system allows players to run a cam-
  paign using allthe resources requiredtoapproachatargetsystem,
  evade or blast through the system defense, land ground troops on
  the target planet, and take the objective or effect an orderly retreat.
  The sequence of play provides a framework for the rules of
  BattleSpace, regulating the players' actions and giving structure to
  the game. The optional and campaign rules add complexity to the
  basic sequence of play. Players repeat the sequence of play until
  the action or battle is resolved. The sequence of play consists of:
  Initiative Phase
  Movement Phase
  Combat Phase
  End Phase
  INITIATIVE
  One player from each team rolls 2D6 to determine the teanYs
  Initiative. The team with the higher roll has the Initiative throughout
  the turn. Having the Initiative is an advantage; because the team
  with the Initiative moves last, those players see what moves their
  opponents intend to make in each turn, and can take advantage of
  those maneuvers and counter them if necessary.
  JVtOVEfVtENT PHASE
  Vessels move in the following order, according to size:
  JumpShips
  WarShips
  DropShips
  Fighter Units
  Escape Pods
  Lifeboats
  The player or team with the lowest Initiative chooses one unit
  and moves it. A unifs move may be to remain stationary, if the craft
  has a Velocity of 0.
  The player or team with the next lowest Initiative chooses one
  unit and moves it.
  The player or team with the highest Initiative chooses one unit
  and moves it. Movement alternates between sides until all units on
  the map have moved or chosen to remain stationary.
  If ät any stage during the Movement Phase a player or team
  has twice as many units left to move as the opposing sides, that
  player or team should move two units ät his next opportunity. If one
  side has three times as many units left to move, that player or team
  should move three units, and so on. The player or team with the
  lowest Initiative will always move the first unit, and the player or
  team with the highest Initiative will always move one of its units last.
  Where possible, each team should move an identical number of
  craft in each Movement Phase. If each teamTias a diff erent number
  of craft left to move, the players should determine the maximum
  number of turns required for the team with the lowest Initiative to
  move all its units. The teams with larger numbers of vessels should
  then move an appropriate number of units each turn to move an
  equal number of turns, starting with the largest group of craft. (See
  example below.)
  Players should only move units that can expend Thrust Points.
  Units that cannot expend Thrust Points, such as space stations,
  Out-of-Control units, or units suffering from serious engine dam-
  age, may not move to give the owning side an advantage. Ät the
  end of the Movement Phase, any Out-of-Control units should move
  straight forward a number of hexes equal to their velocity. All other
  units incapable of expending Thrust Points continue to move
  straight forward ät their current velocity. Resolve any potential
  collisions immediately.
  If ordered to abandon ship in the previous End Phase, the crew
  will leave the vessel using escape pods and lifeboats ät the
  beginning of the Movement Phase. (See Optional Rules, p. 36.)
  8
  ItULMBOQK
  
  ägagawoWBattleSpacp F-r^h tearn rp||j;
  ISfi.TganiBroiii-.rt i<:
  st Initiative*:T|
  C must moveorié of iti ulits fffst, l
  Team B.;. _
  . ...
  rriove 1 ^crafffirSt: TearriW:ll|i|||iSiclrlJiowest Initiatl
  must move ät least 1 craft nelp||J^||y;er, Team A's 3 craft do
  not divide equally between twi-BeJSjÖf nominations (the mir|w:i
  m.um number of turns it will ta:P':li||Sam;;Q;jojominate
  its movernent), and so they mové'ä|:i|l|lii|||il|i^sfti||^;
  tion. AfterTeam A moves its 2 unitsvTÄrif iEmövilf illj
  (halt of its total). The second round of nominations begins vill!
  _^_((aarnAthen
  moves its last unit, and Team B i
  The teams use an identical |
  then resolve the attacks after all teams haVitfiiii&ted their:
  targets. The order of resolution is unimportinlPfSecause all
  damage occurs ät the same time), but resolve all attacks from
  one ::cMft before starting those of::4oo||i6j, After the players
  remové all destroyed craft
  begins and each team rolls dice •
  In the Combat Phase, units declare any attacks and then
  Iresolve them.
  The player or team with the lowest Initiative should choose a
  unit and declare all the attacks that unit will make according to the
  rules in the Combat section, p. 14. This declaration should specify
  the targets to be fired upon and the weapons bays to be used in the
  attack. The player or team with the next lowest Initiative then
  selects a unit and declares the targets it will attack. Declaration
  rotates between the teams until the players have nominated
  attacks for all units.
  If ät any stage a player or team has twice as many units
  remaining to declare fire as the opposing sides, that player or team
  should declare the attacks of two units in the next nomination. If one
  side has three times as many units, it should declare the attacks of
  three units, and so on. The player or team with the lowest Initiative
  will always nominate the first attack, and the player or team with the
  highest Initiative will always declare the attack of its units last. Once
  a player nominates the targets for a unifs attack, that unit must fire
  ät the selected targets. The player may not change the target of that
  unifs attacks, even if other weapons fire destroys the target before
  the player's unit fires.
  After nominating the attacks for all units, resolve the attacks
  unit by unit. Resolve all fire from one unit before resolving another
  unifs attacks. Because all combat is simultaneous, with damage
  taking effect in the End Phase, a craft destroyed by fire from a unit
  with higher Initiative in the current turn may still carry out any
  nominated attacks.
  In the End Phase, players apply any damage and determine
  its effects, attempt to regain control of Out-of-Control units, and
  may order crews to abandon ship.
  After all units have resolved their attacks, damage lakes
  effect. Remove any destroyed units from the mapsheet.
  All Out-of-Control units may attempt to regain control. (See
  Control Rolls in Movernent, p. 12.) A successful Control Roll will
  end the effects of being Out-of-Control. A failed roll means the craft
  continues to suffer the effects of being Out-of-Control. The player
  may attempt another Control Roll in the next End Phase.
  A player may give orders for a crew to abandon ship. Linder
  those circumstances, escape pods and lifeboats eject ät the
  beginning of the next Movernent Phase.
  CLAN RULES
  OF ENGAGEJVIENT
  The idea of massed nåväl engagements is somewhat new to
  the Glans. Their society, though placing great emphasis on war-
  riors, has historically favored the ground-based military. Glan
  military philosophy decreed that only ground troops could seize
  and hold an objective. The Glans' system of honor and love of battle
  meant they always preferred a stand-up fight between 'Mechs and
  infantry. Only rarely did a commander appreciate that the bestway
  9
  KVLCBOOK
  
  RLAYING THE GAfAE
  to prevent a challenge to possession was to prevent the enemy
  force from arriving ät its destination. The Inner Sphere forces,
  drawing on the experience provided by more than two and a half
  centuries of continuous war, held no such reservations.
  The Glans did not lose any DropShips in their invasion into the
  Inner Sphere, mainly because the Glans mounted better arms and
  armor than their Inner Sphere counterparts, but the Inner Sphere's
  willingness to attack what the Glans considered essentially non-
  combatant craft forced the invaders to radically rethink their aero-
  space tactical procedures. One immediate result was that the
  Glans assigned more aerospace fighters to escort their DropShips
  insystem. Commanders also began assigning AeroStars to hunt
  down and destroy potential aerospace threats. The most important
  result of rethinking their aerospace strategy gave the Glans a new
  set of rules governing aerospace engagements.
  Rule 1. Once a Glan unit attacks an enemy unit, no other Glan
  unit may engage that target. Only if the original Glan attacker is
  destroyed, or under one of the conditions laid out in Rules 2 or 3 can
  another unit attack that target.
  Rule 2. A Glan unit may engage any unit that has fired on it,
  even if this contradicts Rule 1.
  Rule 3. Attacks against capital ships are exempt from the
  above rules. Any number of fighter units or DropShips can engage
  a single WarShip.
  Rule 4. A Glan unit will, by preference and ideology, always
  engage a single enemy unit until that unit is destroyed or Rule 2
  occurs. Attacking more than one target simultaneously changes7
  the nature of the engagement from a mäss of one-on-one duels to
  a huge "grand melee" (no restrictions). Few Glan commanders are
  willing to open a battle up to a grand melee. The punishment meted
  out to warriors who initiate such melees (if they survive) is severe.
  Rule 5. If a Glan AeroStar engages a smaller fighter unit, it will
  use offensive firepower appropriate to the number of fighters in the
  smaller unit. In other words, the Glan unit will fire as if it had as many
  fighters (rows of armor) as the target unit. For example, if an Inner
  Sphere unit has only four fighters, a Glan unit will fight as if it had
  only four fighters. Its firepower will still be greater, but the odds will
  go from the standard 10 to 6 (1 Står vs. 1 squadron) to 1 fighter vs.
  1 fighter.
  Rule 5 applies to most Glan engagements, but does not apply
  in some very specific situations. For example, the forces prosecut-
  ing a Trial of Annihilation will use maximum force to eliminate the
  tainted enemy; this trial represents a battle of total destruction.
  Units engaged in hunting bandits may also use maximum force,
  because they are fighting honorless scum.
  Glan pilots who disobey any of the above rules and survive the
  battle receive punishment ranging from a reprimand to execution.
  The specific punishment depends on the attitude held by the
  offender's commander and Glan.
  10
  KULMBOOIC
  
  MOVEMENT
  JVtOVEJVIENT
  In the frictionless vacuum of space, a moving craft will con-
  jnue in a straight line ät a constant speed unless acted upon by a
  'orce. The application of force may result in changes in velocity or
  direction. This force can be natural, such as the gravitational pull
  of a står or planet, or, as is more relevant to this game, can result
  f^-orn thrust applied by a craft's engines.
  Every unit, be it a DropShip, squadron of fighters, JumpShip,
  l so on, must face one of the six sides of the hex in which it is
  This facing (the direction in which the unifs nose is
  nting) not only determines the direction in which the unit moves,
  : also determines where the unit can fire, and where attacks
  linstthat unit will strike. In the basic BattleSpace rules, a unifs
  ding (the direction of the unifs motion) and facing are the same.
  Advanced Movement rules, p. 30 in Optional Rules, de-
  ribe additional rules for those players who prefer to use separate
  dings and facings.
  LEGAL
  THRUST POINTS
  Every unit in the game can use thrust to a greater or lesser
  degree. The thrust of space stations and JumpShips is used only
  for station-keeping, and so these craft are effectively immobile (see
  JumpShip/WarShip Construction, p. 68, for more information).
  Other craft can use varying amounts of thrust to accelerate,
  decelerate, or change direction. BattleSpace uses the term Thrust
  Point to indicate the thrust available to a unit. One Thrust Point is
  equal to approximately 5 meters per second per second accelera-
  tion (0.5 G).
  Each unit has two thrust values. Safe.Thrust is the amount of
  thrust, or number of Thrust Points, that the unit can expend without
  suffering any adverse effects. Maximum Thrust is the total number
  of Thrust Points that the unit can expend in one Game Turn (60
  seconds), and is equal to the Safe Thrust plus 50 percent. Spend-
  ing Thrust Points in excess of the Safe Thrust value degrades the
  unifs handling, making the unit harder to control if damaged (see
  Control Rolls, p. 12). The increased vibration created by operating
  the engines beyond "safe" limits also makes it harder to target
  enemy units accurately (see Combat, p. 17).
  USING THRUST POINTS
  Each moving unit will travel ät a constant speed, in a constant
  direction, using thrust from the engines only to change velocity or
  heading. Ät either the beginning or the end of the unifs movement,
  it may expend Thrust Points to increase or decrease velocity.
  Thrust Points used to change velocity ät the beginning of the
  movement affects the number of hexes the unit can move in that
  turn (see below). Because each moving unit travels ät a constant
  speed, Thrust Points used to change velocity ät the end of the
  movement will affect the starting velocity of the next turn.
  Each Thrust Point used will increase or decrease the unifs
  velocity by 1. Units in BattleSpace näve no maximum velocity, but
  the difficulty of changing heading ät high speed places a practical
  limit on operational velocity. A unifs velocity may be reduced to O,
  but it is not possible to reduce the velocity below zero (to a negative
  value): a unit may not move backward.
  Whether or not a unit accelerates or decelerates ät the
  beginning of the Movement Phase, the craft must move a number
  of hexes equal to the unifs velocity. Any remaining Thrust Points
  may be used to change the unifs heading by 60 degrees (one hex-
  side) any time during movement. The Thrust Point Cost to turn
  depends on the velocity of the unit (see Turning Cost Table, p. 12),
  though damage to the unit will also modify this cost (see Crltical
  Damage, p. 22 in Combat). If a unit does not have enough thrust
  to turn ät its current velocity, it may not turn unless it slows to a
  speed where its current thrust is sufficient to turn the craft. Fighter
  units may turn as many hex-sides in a hex as their movement
  allows. DropShips may turn a maximum of 2 hex-sides in any hex.
  JumpShips and WarShips may turn a maximum of 1 hex side in any
  11
  HULMBOOK
  
  A4OVEJVUEMT
  TURNING
  Current Velocity
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  COST TABLE
  Thrust Point Cost
  1
  1
  1
  2
  2
  2
  3
  3
  4
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  hex.
  Thefirstmovementofanyunit(unlessatVelocityO)mustbetomove
  forward 1 hex. Craft ät Velocity O may tum as many hex-sides in a single
  hex as the player wishes, ät a cost of 1 Thrust Point per hex-side.
  STACKING LIMIT
  Because BattleSpace takes place in the infinite reaches of
  space, the units have no stacking limit. This means that any
  number of units may occupy the same hex.
  Some situations or types of damage may cause a unit to
  handlepoorly, crash, orgenerallyfunction (ormalfunction) inaway
  that makes it difficult for the pilot to control the craft. BattleSpace
  uses Control Rolls (a dice roll result compared to a specif ic (target)
  number to decide whether the pilot of the craft in question maintains
  control) to represent these difficult and dangerous situations.
  JVIAKING CONTROL
  Any time the pilot is in a situation that requires a Control Roll
  (see the Damage and Atmospheric Operations sections on pp.
  17 and 32), the player rolls 2D6. If the result is equal to or greater
  than 6, the pilot remains in control of the craft. Modify the Target
  Number of 6 if the unit is damaged (consult the table below; see
  also Damage, p. 17), using more thrust than is safe, or operating
  in atmosphere (see Space/Atmosphere Interface, p.32). Make
  any required Control Rolls in the End Phase of the turn in which the
  CONTROL ROLL MODIFIER TABLE
  Note: Base Target Number 6
  Condition
  Bridge
  Damage
  Destroyed
  Life Support
  Damage
  Destroyed
  Atmospheric Operations
  Too much thrust
  Modifier
  +1 per crossed-out
  box
  Add +1 to Bridge
  Damage modifier
  +1 for second and each
  subsequent crossed-
  out box
  Add +1 to Life Support
  Damage modifier
  See page 32.
  +2
  conditions creating the potential loss of control arise.
  A successful Control Roll means that the unit suffers no
  adverse effects from damage, atmospheric conditions, and so on.
  A failed roll means the unit goes Out-of -Control. This prevents the
  unit from spending any Thrust Points in the following Game Turn
  and forces the unit to continue moving ät its current velocity along
  a straight line. The erratic movement of an Out-of-Control unit also
  makes target acquisition more difficult; add +2 to all to-hit rolls the
  Out-of-Control unit makes. These penalties remain in effect until
  the player makes a successful Control Roll, thus regaining control
  of his craft. The player may make another Control Roll in each
  subsequent End Phase. As well as the general adverse effects
  listed above, each class of unit also suffers a unique effect of being
  Out-of-Control.
  Fighters
  Fighter units may not attempt to "land" on a DropShip or
  JumpShip while Out-of-Control. The unit is destroyed if its move-
  ment forces it to re-enter the atmosphere.
  DropShips
  An Out-of-Control DropShip (or DropShip attached to an Out-
  of-Control JumpShip) may not attempt to launch or recover fight-
  ers, or dock with a JumpShip or space station. The unit is destroyed
  if its movement forces it to re-enter the atmosphere.
  12
  RUftCBOOK
  
  A/IOVEA/IEMT
  JumpShips/WarShips
  An Out-of-Control JumpShip or WarShip may not launch or
  i recover fighters, launch or dock DropShips, dock with a space
  station, deploy a jump sail, or attempt a jump. Any jump sail
  [deployed when the ship goes Out-of-Control is destroyed. Docked
  JDropShips may attempt to disembark from an Out-of-Control
  IjumpShip/WarShip, but must immediately make a Control Roll
  j (this is an exception to the usual requirements for Control Rolls).
  [On a failed roll, the launching unit also goes Out-of-Control. The
  i unit is destroyed if its movement forces it to re-enter the atmo-
  ; sphere.
  [SPECIAL ACTIONS
  Ät the beginning of a unifs movement, the player controlling
  i unit may announce that the unit is carrying out a Special Action.
  [The basic BattleSpace rules allow the special maneuvers of
  ading, rolling över, and changing formation. The additional
  cial actions listed below are optional or campaign rules, and are
  f described in detail in the appropriate section. Space stations may
  ot use any of the special actions listed except for Launch/
  cover Fighters.
  EVADE (ALL CRAFT)
  Any unit may evade by traveling an erratic path and constantly
  |varying its velocity. This maneuver makes it härd for an attacker to
  : an evading craft. However, the constant changes of heading
  velocity also affect the evading craft's ability to fire. See
  Aaking the Attack, p. 17 in Combat, for more information. A craft
  ordered to evade must spend ät least 1 Thrust Point in the turn in
  which it evades to receive the advantages of the maneuver.
  {ALL CRAFT EXCEPT FIGHTERS}
  DropShips, JumpShips, and WarShips sometimes roll along
  their horizontal axis. This movement allows them to effectively
  reverse their right and left sides, enabling them to shield a dam-
  aged side or bring undamaged weapons to bear on a target. Invert
  the counter of any unit carrying out such a maneuver so that
  "Rolled" appears on the top of the counter. When a ship rolls över,
  attacks against the left side of the ship strike the right side (and vice
  [ versa) for purposes of marking off damage and critical hits. For a
  rolled-över ship making an attack, the left-side weapon bays
  become the right-side bays, and vice versa.
  {FIGHTERS ONLY)
  Fighter units may change their formation between tight and
  loose, which affects their ability to fight. In tight formation, the
  fighters are close together and can concentrate all their fire on a
  single target (or targets). A unit in loose formation is harder to hit,
  but only part of the unit will be able to attack. See Fighters, p. 16
  in Combat, for more information on the effects of formations.
  HOVER
  {SPHEROID DROPSHIPS ONLY}
  Their unique construction allows spheroid DropShips to hover
  in atmosphere. See Atmospheric Operations, p. 32, for details on
  this optional rule.
  DOCKING
  {ALL CRAFT EXCEPT FIGHTERS}
  All units except fighters may attempt to dock with another unit
  in the same hex. The target of the docking attempt must have the
  same heading and velocity as the maneuvering unit. A boarding
  action may follow docking. For more information see Boarding
  Actions, p. 37 in Optional Rules.
  LAUNCH/RECOVER
  (LARGE CRAFT/STATIONS) 
  :
  During the Movement Phase, a unit may launch or recover
  fighters or small craft in the same hex. The player controlling the
  unit should issue this order to the unit and follow the procedures
  and restrictions outlined in Launching and Recovering Small
  Craft, p. 50 in Campaign Operations.
  LÄNDING
  Landing on a planet requires all the skill and concentration a
  ship's crew has to offer, and must prove hazardous. Any unit in a
  Ground hex with a Velocity of O may attempt to land. An order to
  land cannot be carried out outside a Ground hex, or by units with
  a Velocity greater than 0. Details of the landing procedure appear
  in Planetary Landing, p. 53 of Campaign Operations.
  JUJVIP
  (JUJVtPSHIPS/WARSHIPS ONLY}
  Any JumpShip or WarShip that has successfully made the
  navigation calculations for a jump and programmed them into the
  K-F drive may execute this order. This order initiates the jump
  program and commits the craft to the jump. The program will
  execute shortly thereafter, and the JumpShip will enter hyperspace.
  See Hyperspace Travel, p. 42 in Campaign Operations, for the
  exact procedure for entering hyperspace.
  13
  JVUlKBOOfC
  
  COJVtBAT
  The goal of ships fighting in BattleSpace is to kill any enemy
  units or render them ineffective (referred to as a mission kill). To
  accomplish this, units attempt to maneuver into the most advanta-
  geous firing position while limiting the possibilities for return fire.
  The primary combatants are usually fighter units and DropShips,
  though some engagements may include JumpShips, WarShips
  and space stations. The primary emphasis of BattleSpace combat
  is on engagements in space, usually near-orbit, but may include
  atmospheric operations and even ground-attack missions. This
  section provides the rules for conducting space combat. The rules
  for atmospheric and ground-attack combat appear in the Optional
  Rules section, p.30.
  Ät the beginning of combat, the players declare a target for
  each unifs attack. In the basic BattleSpace rules, units automati-
  cally detect all other units on the mapsheet. Then, taking into
  consideration their unifs firing arcs as related to the target, and
  their unifs capacity for dissipating the heat generated by firing its
  weapons, the players determine what weapons or weapons bays
  their unit will fire, and the angle of attack. The player makes a to-
  hit roll to make the attack and determine whether it nits the target,
  then determines the damage inflicted by the attack. Because all
  damage takes effect simultaneously, every unit that declares an
  attack will make that attack before taking damage.
  DETECTION
  The standard BattleSpace rules assume that because of
  electromagnetic emissions (usually radio traffic and ships' highly
  visible drive exhaust) and active sensors (mostly radar), all units
  automatically detect any craft on the mapsheet. Damage to a craft
  may reduce the range ät which it can detect and engage other units
  (see Damage, p. 17) or may prevent engagements altogether. See
  the Campaign Operations section for advanced detection rules
  that allow some units to remain undetected.
  WEAPONS FIRE/
  FIRING ARCS
  Each unit has an array of weapons, usually an assortment of
  energy (laser and PPC) and ballistic (autocannon, Gauss, and
  missile) types. Weapons bays, systems that group together similar
  weapons, simplify targeting and fire-control. Most ships use some
  or all of eight standard types of weapons bay: PPC, autocannon,
  LRM, SRM, laser, LB-X autocannon, pulse laser, and point-
  defense weapons. The WarShip section below provides rules for
  the nåväl bays of WarShips. Fighter units do not have weapons
  bays in the same sense as other units; in effect,- a fighter unit acts
  as a weapons bay when attacking. See Fighters, p. 16, for specific
  rules for fighter combat.
  BattleSpace weapons group their damage together into a
  single value called a Fire Factor. Unlike in AeroTech or Battle-
  Tech, where each weapon has an individual Damage Value that
  produces the same damage ät any range, four different numbers
  represent the capabilities of each bay, describing the Fire Factors
  (damage) for that bay ät snört, medium, long, and extreme ranges
  (see Range, p. 16). If the Fire Factor for a particular range bracket
  is O, that bay cannot engage targets ät that range.
  Nearly all craft in the game make use of the standard weapons
  bays, which have relatively small Fire Factors. In addition to
  standard bays, WarShips carry capital ship bays, bays containing
  huge nåväl weapons designed to engage very large targets. The
  Fire Factors of capital ship bays, called Capital Ship Factors, are
  generally much larger than those of standard bays.
  The area into which each weapons bay can fire, called a firing
  are (see the diagram below), remains fixed relative to the craffs
  nose, but changes as the unit moves and turns. Each unit type uses
  slightly different firing arcs. Fighters may fire into the före and aft
  arcs, and also have special "wing" arcs. Fighters cannot fire
  sideways. DropShip weapon bays may use any of the standard
  firing arcs, as can those of WarShips and space stations. WarShips
  have an additional "broadside" firing are.
  Because the standard firing arcs converge, a unit may attack
  a target from more than one are.
  14
  
  COMBAT
  FIRING ARCS
  15
  
  co/ue/ir
  The combat JumpShips known as WarShips first employed
  during the Står League era, currently fielded by the Glans, and in
  development in the Inner Sphere, carry huge nåväl weapons
  weighing many thousands of tons and capable of inf licting serious
  damage on large targets, in space or on a planefs surface.
  Mounted in capital ship bays, these weapons cannot track small,
  agile targets effectively; they can only engage targets of DropShip
  size or larger (i.e., mässing 500+ tons). See the Orbit to Surface
  Bombardment section, p. 41 of Optional Rules, for rules on using
  these weapons against surface targets.
  Some WarShips carry missiles in their capital ship bays,
  usually one of three main types: the huge Killer Whale, the medium-
  sized White Shark, and the small, but accurate Barracuda. Backed
  by a technologically advanced targeting system, these missiles
  may engage targets of any size. Only one missile may launch from
  each bay per turn, and it will hit the target in that same Game Turn.
  If the missile misses its target, it will self-destruct.
  FIGHTERS
  BattleSpace players control fighters in groups to simplify
  operations. Inner Sphere players use a squadron of six fighters.
  Clan players control an AeroStar of ten fighters. This configuration
  would seem to give the Clans an advantage, but their rigid rules of
  engagement (see Clan Rules of Engagement, p. 9 in Playing the
  Game) even up the odds slightly. ComStar uses a variety of f ighter
  unit configurations, but most often fields six-fighter squadrons.
  Though grouped together for movement and for recording
  damage to their armor, each fighter in the unit makes a separate
  attack. The player controlling the fighter unit makes one Attack Roll
  per are per fighter unit; each are may engage only a single enemy
  unit. The Fighter Record Sheet shows the Attack Values for each
  fighter in the unit. To determine how much damage the unifs attack
  inflicted, the player rolls additional dice and consults the Fighter
  Hits Table (see Determining Fighter Damage, p. 18) to determine
  how many of the fighters in the unit struck the target. Assume all
  fighters in a unit have the same general heading and facing. Capital
  ship weapons cannot engage fighter units.
  Fighters may operate in two types of formation, loose and
  tight. When in loose formation, thefightersdispersethroughoutthe
  hex, makingtheunithardertodamage. Modifytheto-hitnumberfor
  all attacks against a fighter unit in loose formation by +2. However,
  in loose formation the same unit brings less firepower to bear
  against an opposing unit, because only half the available fighters
  are in position to attack ät any one time. A fighter unit in tight
  formation may attack with all available fighters, but makes an
  easier target for opponents. For attacks made against fighters in
  tight formation, use the standard to-hit n< imber, modif ied according
  to the Attack Table, p. 17.
  If opposing fighter units end a turn in the same hex, they enter
  into a dogfight. Units involved in a dogfight concentrate on attempt-
  ing to shoot the enemy unit(s) involved while avoiding being shot.
  Consequently, any fighter involved in a dogfight that attempts to
  attack a unit not involved in that fight modifies its to-hit roll by +2.
  This modifier reflects the fäet that part of the pilofs attention is
  devoted to avoiding the enemy dogfighters. Other fighters in the
  dogfight modify their to-hit numbers by -2 against a unit firing ät a
  target outside the dogfight, as long as the unit is distracted. Assume
  all fighter units involved in a dogfight are in tight formation, though
  the swirling mäss of fighters allows the units to use all their
  weapons (including aft) against other units in the dogfight. In other
  words, all other units are automatically in all the firing arcs of the
  fighter unit.
  Dogfights can also be run using the AeroBattle rules, p. 80.
  HEAT
  The majority of weapons used in BattleSpace are very
  inefficient and generate massive amounts of heat every time they
  fire. It is very important that units disperse this heat efficiently, to
  avoid damaging the crew and the ship's fragile systems. All units
  carry a number of heat sinks, devices designed to disperse some
  (but rarely all) of the heat generated by weapons.
  Each weapons bay has a Heat Value based on the weapons
  in that bay. The combined heat of all bays used during combat in
  a single Game Turn must be equal to or less than the total number
  of heat sinks the unit carries. The Heat Value of fighter units equals
  the number of heat sinks per fighter, and each fighter unit can only
  fire a combination of weapons per turn that produce heat less than
  or equal to its total heat sinks.
  RANGE
  To shopt ät a target, first establish the range between the
  target and the attacker. Determine the range by counting the
  number of hexes between the attacker and the target, including the
  targefs hex, taking the shortest possible route. The range to the
  target determines the likelihood of the attack hitting the target, and
  which of the vessel's weapons can reach the target. The greater the
  distance to a target, the harder it is to hit. BattleSpace uses four
  weapon ranges: short, medium, long, and extreme. The table on p.
  17 shows the number of hexes in each range. If both the attacker
  and target are in the same hex, treat the Range as 1. Weapons
  classified as point defense use the short-range Fire Factor, but
  have a maximum range of 1 hex from the attacker.
  Consult the Master Weapons Table, p. 70, to determine how
  many Fire Factors can be fired by a weapon ät a given range. Very
  few units carry weapons effective ät extreme range.
  TTi.mSPACm 
  1 C
  HUIHOOK
  
  C O M B AT
  RANGE TABLE
  Range 
  Number of Hexes
  Snört 
  1-6
  Medium 
  7-12
  Long 
  13-20
  Extreme 
  21-25
  Out of Range 
  26+
  MAKING THE ATTACK
  The likelihood of making a successful attack, or hitting the
  et ät each range, is represented by a to-hit number. To make
  ack, roll 2D6. If the total is equal to or higher than the to-hit
  nber, the attack hits the target. Certain circumstances, such as
  \ attacker being Out-of-Control or the target evading, make it
  8 or less likely that the attack will hit the target. The Attack Table
  i/ides to-hit numbers for firing ät all four ranges, followed by to-
  ^modifiers for various circumstances. Adding or subtracting a
  fier to or from the to-hit number makes the target easier or
  s difficult to hit. All to-hit modifiers are cumulative.
  ATTACK TABLE
  Range
  Short
  Medium
  Long
  Extreme
  To-Hit Number
  6
  8
  10
  12
  Situation 
  To-Hit Modifler
  i Attacker used more thrust than was safe 
  +2
  l Attacker Out-of-Control 
  +2
  f Attacker damaged 
  See Critical Hit section
  LB-X type weapons bay 
  -1
  Pulse laser weapons bay 
  -2
  Barracuda missile 
  -2
  Target is fighter unit in loose formation 
  +2
  Target is evading 
  • 
  +2
  Attacker is evading 
  +2
  Target is ät O velocity 
  -2
  Unlike in BattleTech, the speed of the target in BattleSpace
  as little effect on to-hit numbers. All craft involved in space combat
  ! traveling ät thousands or tens-of-thousands of kilometers per
  our: slight changes of speed make little difference to these
  l vessels' targeting computers. The one exception to this general
  | rule is when firing ät a craft with a Velocity of O, usually JumpShips,
  space stations, or stationary DropShips.
  Bays in the same firing are may engage different targets.
  However, each bay may only engage one target per turn. Make
  separate Attack Rolls for each weapons bay, even if several bays
  are attacking the same target.
  Every successful attack damages the target. Each unit can
  withstand a certain amount of damage before the damage be-
  comes critical. Armor bonded to the hull of every craft provides this
  resilience. The Armor boxes on the record sheet represent this
  protection.
  Because of their small size, fighter units have only one set of
  Armor boxes that represents the total damage resistance of all the
  fighters in the unit. BattleSpace provides special rules for damage
  inflicted on fighters (see Damage to Fighters, p. 19).
  All other units have several sets of Armor boxes, each repre-
  senting the protection armor provides on each side of the craft.
  DropShips have Armor boxes for the före, aft, and both sides.
  WarShips, JumpShips, and space stations use separate sets of
  Armor boxes for each hexside; före, aft, före-right, fore-left, aft-right
  and aft-left. Dmamge is applied to the facing hit.
  Cross off one Armor box for each point of damage from the Fire
  Factor that hits the unit, starting with the box in the upper left corner
  and proceeding to the right along the row. For example, a unit hit
  by a 4-point Fire Factor must cross out 4 Armor boxes from the
  appropriate side. After crossing out all boxes in that row, mark
  additional damage in the left-hand box on the next row, then
  proceed to the right along that row. Apply any damage that occurs
  after the destruction of the last Armor box to the appropriate Critical
  Damage section (see Critical Damage, p. 20).
  D»«l_____l
  MIM
  BÄ TTLMSPA t m
  17
  ftULEBOOK
  
  APPLYING DAJVIAGE
  To determine the side damaged by a successful attack, draw
  a straight line (or place a straightedge) between the center of the
  hexes occupied by the attacker and the target. Apply the damage
  to the side of the vessel facing the hex-side crossed by that line. Fö
  example, if the line enters the targefs hex through the rear hex
  side, the target takes damage to the aft section. On large units tha
  have six armor facings, such as space stations, JumpShips, o
  WarShips, apply the damage directly to the hex-side indicated
  Because DropShips have only four armor facings, apply damage
  from a shot entering through either the före or aft sides of the hex
  occupied by the DropShip to the nose or aft armor of the unit. Apply
  any damage that enters the target hex through a side hex (includini
  före left and right or aft left and right) to the appropriate side. If the
  shot enters the targefs hex between two hex-sides (in a corner)
  the target may choose the side the shot hits. If an attacker can make
  multiple shots against a target, all attacks hit the same armo
  facing.
  NITS ON SMALLCRAFT 
  HITS ON DROPSHIPS,JUMPSHIPS
  O 
  Q 
  HIT FRONT
  ' ANY SIDE \
  V
  HIT
  LIFT
  HIT
  RIGHT
  TO LOCATION 
  HIT BACK
  _ HITS ON WARSHIPS
  HIT NOSE
  HIT FRONT
  LIFT
  HIT AFT
  LEFT
  HIT FRONT
  RIOHT
  HIT AFT
  RIOHT
  HIT AFT
  As they have no "sides," fighter units take damage according
  to a special rule (see below).
  DETERJVIINING FIGHTER DAJVIAGE
  When a fighter unit attack hits a target, the player for the
  attacking unit makes a second 2D6 roll for each are fired on and
  consults the Fighter Hits Table on p. 19, cross-referencing the
  result of the roll with the number of fighters remaining in the
  attacking unit. Thisnumber is the number of fighterswhose attacks
  hit and caused damage.
  18
  JtCflKBOOfC
  
  COMOAT
  FIGHTER HITS TABLE
  Number
  of Fighters
  1
  2
  3
  4
  5
  6
  7
  8
  g
  10
  Dle Roll Result
  2
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  3
  1
  1
  1
  1
  1
  1
  2
  2
  2
  2
  4
  1
  1
  1
  1
  2
  2
  2
  3
  3
  3
  5
  1
  1
  1
  2
  2
  2
  3
  4
  4
  4
  6
  1
  1
  2
  2
  3
  3
  3
  4
  4
  5
  7
  1
  2
  2
  2
  3
  3
  4
  5
  5
  5
  8
  1
  2
  2
  3
  3
  4
  4
  5
  5
  6
  9
  1
  2
  3
  3
  4
  4
  5
  6
  6
  7
  10
  1
  2
  3
  3
  4
  5
  5
  6
  7
  8
  11
  1
  2
  3
  4
  5
  5
  6
  7
  8
  9
  12
  1
  2
  3
  4
  5
  6
  7
  8
  g
  10
  [Multiply the unifs base Attack Value (the Fire Factor for the
  \ to the target) for each are fired in (consult the Attack Values
  the record sheet) by the number of fighters that hit to
  nine the actual damage of the attack. The target will take this
  3r of points of damage, either to the armor or the internal
  ure.
  i the
  ål:
  'Civ
  rfigt
  ths
  f B,
  inö
  Fa
  'prem
  of
  Dr<
  . siar
  The Clan rules of engagement will limit the number of fighters
  actively involved in any attack. In honorable combat, Clan units will
  only use their maximum strength against targets of equal or greater
  size. A Clan unit engaging a smaller unit will use only as many
  fighters as are in the smaller unit. (See Clan Rules of Engage-
  ment, p. 9.)
  FIGHTERS
  Unlike other units, the combat effectiveness of a fighter unit
  degrades for each row of Armor boxes crossed off. A fighter unit is
  considered destroyed for game purposes when no Armor boxes
  remain unmarked.
  The numberof fighters in a unit determines the number of rows
  of armor with which each unit begins the game. A Clan Står can
  have a maximum of 10 rows of armor (10 fighters); an Inner Sphere
  squadron can have a maximum of 6 rows of Armor boxes (6
  fighters). Divide the armor evenly between the rows. Place any
  short rows ät the top.
  19
  RUlCBOOJt
  
  Each unmarked armor row represents the combat readiness
  of one fighter, and affects the amount of damage a fighter unit can
  inflict. A fighter unit taking increasing damage suffers a steady
  reduction in its ability to inflict damage. See the Determining
  Fighter Damage section for more details.
  A full Squadron (6
  rows of arfiior) >wtil multiply the base:i:
  fighters to attack the target, and wpuld multiply the base
  damage for the attack in each are by 3. The fewer fighters left
  in the unit, the less damage the unit is likeiy to inflict on a target.
  Each row crossed off represents the effective (but not always
  actual) destruction of an individual fighter. The Campaign Opera-
  tions section, p. 50, provides a system for determining the actual
  status of each eliminated fighter. Though crossing off the final
  Armor box for a fighter unit means that that unit is destroyed for
  game purposes, this does not mean the individual fighters are
  destroyed, just that the unit ceases to exist as a cohesive fighting
  entity.
  CRITICAL DAMAGE
  When damage breaches an armor location (i.e., all Arme
  boxes for that location are crossed off), any subsequent damag
  to that facing is critical damage. Rather than applying the damaj
  row-by-row, as for armor, divide any penetrating Fire Factors in
  4-point groups. Apply each of these groups vertically to a random
  determined column of the Critical Damage box.
  To determine the affected column, roll 1D6 twice. The first di
  roll result determines whether the damage will be marked on the le
  (1 to 3) or right (4 to 6) side of the Critical Damage box. The secon
  die roll result determines which column takes the critical damag<
  For example, if the first die roll result is a 4 and the second die ro
  result is a 2, apply the damage to the second column of the lef
  hand side of the Critical Damage Box.
  The critical damage die roll results are also modified to tak
  into account the angle of attack and so shift the damage toward th
  attacked side. The modifier depends on the hex-side (or corne
  through which the shot entered the targefs hex. Consult t
  diagram below and apply the modifier (either +2, O, or -2) to eac
  roll as appropriate for the angle of attack. Treat a result of less tha
  1 as 1, and a result greater than 6 as 6.
  The Critical Damage box is laid out so that the left ha
  represents the forward of the craft and the right half represents th
  aft.
  FIGHTER RECOKD SHEET MK II
  UHtT 0lt»MAT10Nt.Å4&L5
  FMMYIM 
  AMWOK
  AP 
  FIOHTM ATTACK Viuui*
  1100
  FIGHTER RECORD SHEET IV»K II
  20
  *rt/f.»oo«r
  
  COAiB/ir
  tITICÄL HIT IOCATION MODIFIERS
  A DropShip is hit several times by another craft, and 7
  of damage penetrate the armor, The shot comes
  jgh the fore-right hex (-1, +2 modifier). Apply the damage
  >groups, one of 4 points, and the other of 3. The player
  1D6 to determine the location of the first group of
  age. He gets a result of 2, and subtracts -1. The final
  E of 1 indicates that the shot hit on the forward part of the
  (the left-hand side of the Critical Damage box). The
  ar rolls a second 1D6 for a result of 1 and adds 2 to it, for
  al of 3. This means that the first group of 4 points of
  age is applied to Row 3 of the left-hand side of the Critical
  age Box. By marking off 4 points in a vertical column, the
  sr sees that the attack damaged the KF-boom, the nose
  3ns, the computer, and the doors to Bay 1. The player
  eats the procedure for the second group of 3 points of
  age. Two 1D6 rolls produce results of 1 (modified to 0)
  • {modified to 5), indicating that the damage should be
  »lied to Column 5 of the left-hand section of the Critical
  nage box. This time the docking collar, the fore-right
  eapons, and the bridge all sustain damage.
  IE#1
  1 TO 3
  4 TO 6
  Apply the Group Damage Points (1-4 boxes) vertically down
  the indicated column, starting with the first undamaged box. Cross
  off one box for each point of damage. The section below lists the
  effects on the unifs functioning of each crossed-off box. The unit
  is destroyed if any damage penetrates to the Ship Destroyed row.
  Remove the counter of any destroyed units from the mapsheet
  during the End Phase.
  The damage inflicted by capital ship bays is usually greater
  than that caused by standard bays. If a weapons bay (capital ship
  or otherwise) inflicts 12 or more points of critical damage, divide the
  damage into groups of 12 points each, and apply each group as a
  block 3 points wide and 4 points deep, centered on the appropriate
  column (determined as above). If the total damage cannot be
  divided into 12-point groups, apply as many groups of 12 points as
  possible, and apply the remaining damage using the standard
  rules. If part of the area to be damaged has already been marked
  off as damage, the damage that would be applied to those boxes
  simply dissipates. Because the 12-point groups of damage are
  centeredon a column, very high or very low dice rolls could result
  in a portion of the damage missing any Critical Damage boxes. In
  this case, assume that the shot glanced off the target, and some of
  the weapons missed.
  BÄ TTLESPA CM
  21
  RUICBOOK
  
  COJUBAT
  A Lola destroyer hits an Overlord class DropShip with the
  nåväl autocannons mounted in its lett broadside and left
  rear. The damage strikes the previously undamaged
  Overlord on the nose, and a massive 58 points of damage
  penetrate the armor. This damage is applied in four 12-point
  groups, with the remaining damage applied as two 4-point
  columns and one column of 2 points. The first set of dice
  rolls näve a modified result of 2 and 5, indicating a hit to
  Column 5 of the left-hand side of the Critical Damage Box.
  The second block of 12 points of damage also hits on the
  left-hand side, this time centered on Column 3. Four points
  of damage are wasted, as the critical damage they would
  cause overlaps with boxes already crossed out. The third
  block strikes Column 1, but because part of the area
  affected is outside the Critical Damage box, and part
  overlaps an area already destroyed, the block of damage
  only affects 4 boxes. The fourth block again strikes Column
  1, this time wasting only 4 points. The fifth block of damage,
  a 4-point column, strikes Column 6, and the second 4-point
  column strikes Column 4. The last 2 points of damage are
  applied to Column 3. The DropShip has been wrecked, but
  its structure remains intact—for a few seconds. The de-
  struction of three-quarters of the craft's f uel tanks results in
  a huge explosion, destroying the drifting hujk. ; 
  „ ; ,
  CRITICAL DAMAGE EFFECTS
  The following section describes each part of a ship that maj
  take critical damage and how that damage affects the ship'i
  operations. The description of each critical ship component pro
  vides information on the effect of the damage, and the time
  location, and difficulty of repairing the component. The damagt
  effects for DropShips are followed by damage effects for compo
  nents unique to JumpShips, WarShips, and space stations.
  Critical systems are arranged in alphabetical order.
  Standard Name
  The first line of each component provides the common nam«
  for the critical system being affected. The name for the system a;
  given in the Critical Damage box appears first in parentheses
  immediately below, followed by the official name for the system.
  Effects
  This section provides a brief description of the internal systerr
  and gives details on how different degrees of damage to tha
  section affects the operation of the system and the ship.
  Repair
  The repair section provides a brief notation of the repai
  information and parameters f or the system. Repairs are effected by
  making a Repair Roll (rolling 2D6) against a modified targe
  number. For more information, see the Repair section, p. 60 ir
  CM
  ftULEBOOK
  
  COMBAT
  aign Operations. Time to repair is given in hours per box of
  ge unless otherwise noted. Difficulty of repair represents the
  t number to make a successful repair. The number to the left
  s slash is the target number to repair the system if damaged.
  >number to the right of the slash is the target number to repair
  |system if destroyed. A notation of NR following the difficulty
  t number means the repair cannot be repeated. A notation of
  ans the repair cannot be made. Repair location indicates
  3rthe repair can be made in the field or requires the ship to
  ek.
  ENERAL CRITICAL DAJVtAGE
  'Doors
  r Door)
  s: Each DropShip has several bays, each usually containing
  (e.g., general cargo, 'Mechs, fighters, passengers). Each
  i crossed off reflects damage to the doors of the cargo bays.
  hit increases the time required to load or unload the bay.
  all the boxes have been crossed off, that door no longer
  i and the relevant cargo bay is depressurized. See Cargo, p.
  i Campaign Operations for more information.
  ir
  1
  jlty: 7/7NR
  r. Dry Dock
  ge, Command Deck, Main Bridge)
  Each Bridge box crossed out represents damage to
  rient and injury to vital crew. For each box crossed out, add
  - any Control Rolls. After taking bridge damage, the player
  jlling the unit must make a Control Roll for any single
  suver using more than 2 Thrust Points. When all the boxes
  i been crossed out, the bridge is destroyed and the unit adds
  (additional +1 to the above penalties. A unit with a destroyed
  ge must make a Control Roll every time it expends a Thrust
  nt. As a precaution against the devastating effects of a de-
  yed bridge, some large craft maintain an auxiliary bridge that
  slicates the functions of the main bridge. A craft with both a main
  auxiliary bridge will suffer the above penalties only if both
  ations take damage. If both bridges take damage, use the least
  naged to judge the ship's operations. If both the main and
  xiliary bridges are destroyed, the unit may not expend Thrust
  uints. On smaller craft that are unable to carry an auxiliary bridge,
  i the Combat Information Center (CIC) as the auxiliary bridge,
  sing the CIC to control the craft does not eliminate the above
  nalties, but enables the craft to maneuver. If both the CIC and
  lin bridge are destroyed, the unit cannot expend thrust.
  spair
  fime: 8
  fficulty: 3/9
  cation: Dry Dock
  a A rn.mst*A cm 23
  Cargo Bay
  (Bay)
  Effects: Each Cargo Bay box crossed out destroys an appropriate
  portion of the cargo in that bay. When all the boxes are crossed out,
  the bay and its cargo are destroyed. Players cannot move cargo
  between bays. See Cargo, p. 56 in Campaign Operations.
  Repairing a bay does not allow the player to recover its cargo.
  Repair
  Time: 2
  Difficulty: 7NR/7NR
  Location: Dry Dock
  CIC
  (CIC, Combat Information Center)
  Effects: The Combat Information Center is the military brain of a
  vessel. Its primary function is to oversee and coordinate all opera-
  tions of the vessel during combat. Every box crossed out reduces
  the effectiveness of efforts to coordinate the different elements of
  the ship. To represent this difficulty, add+1 to all target numbers for
  rolls required to use this system. When all the boxes have been
  crossed off, add an additional +1 modifierto the above effects (due
  to the difficulty of local control).
  Repair
  Time: 2
  Difficulty: 6/7NR
  Location: Field
  Computer
  JCWICBOOJC
  
  COMBAT
  (Computer, Primary computer core)
  Effects: The main computer controls every internal system on the
  ship, and any damage inflicted on the computer will cause operat-
  ing problems for most other systems on the ship. For each box
  crossed off for damage, add a+1 penalty to the target numbers for
  using the following systems:
  Navigation systems, Bridge,
  Radar, and CIC. The com-
  puter being destroyed (all
  boxes crossed off) does not
  cause any additional penal-
  ties, as secondary systems
  will take över the computer's
  functions. However, the +1
  penalty to all target numbers
  fortheabove systems remains
  in effect. A ship whose main
  computer is destroyed can still
  operate, but with some diffi-
  culty. Some large craft carry
  an auxiliary computer core
  that duplicates the functions
  of the primary computer. For
  ships carrying an auxiliary
  core, the above penalties only
  apply if both the primary and
  auxiliary computers take dam-
  age. To determine effects of
  furtherdamageon operations,
  assume that a unit will use the
  least-damaged computer
  core.
  Repair
  Time: 6
  Difficulty: 6/7NR
  Location: Field
  Crew Quarters
  (Crew Quarters)
  Effects: Crossing off boxes
  from this critical location re-
  flects damage to the crew's
  livingquarters. Damage to this
  area has no combat effect,
  but a lack of rest facilities does
  affectthecrew's performance
  during a campaign. See Crew
  Quality, p. 62 in Campaign
  Operations, for more information.
  Repair
  Time: 2 .
  Difficulty: 7/7NR
  Location: Dry Dock
  Docking Collar
  (Dock coll, Docking collars)
  Effects: The docking collar consists of the servos and latches that
  enable a DropShip to dock with a space station, JumpShip, or
  another DropShip. The first box crossed off for damage doubles the
  time required to dock. The sec-
  ond hit destroys the mecha-
  nism, preventing the ship from
  docking.
  Because 
  JumpShips,
  WarShips, and space stations
  have multiple docking collars,
  they suffer different effects for
  docking collar critical damage.
  See the appropriate sections
  below for more information.
  Repair
  Time: 2
  Difficulty: 6NR/6NR
  Location: Field
  Fuel System
  (Fuel System Destroyed)
  Effects: Crossing out one of
  these critical damage boxes
  means the ship can no longer
  expend thrust. Because these
  boxes apply to the f uel transfer
  systems, each hit to the drive
  may result in an explosion.
  Every time the player crosses
  out a Fuel System Destroyed
  box, he should roll 2D6 against
  a Target Number of 4, adding
  +2 to the target number for
  each additional Fuel System
  Destroyed box crossed out. If
  the dice roll result is greater
  than the target number, the
  fuel does not explode. Make
  only one roll per turn to check
  föran explosion. An explosion
  destroys the craft and its con-
  tents.
  Repair
  Time: 2 months
  Difficulty: 6NR/XX
  Location: Dry Dock
  Fusion Plant
  (Fusion Plant)
  Effects: Damage to the fusion plant reduces the unifs ability to
  maintain its systems. The plant provides 8 Power Points, one
  allocated to each firing are (to powerthe weapons bays), one each
  to life support and the transit drive, plus two additional points.
  a A TTLMSPA cm 24
  RULEBOOK
  
  i to the fusion plant always knock out the excess points
  ach box of the fusion plant crossed off reduces the ship's
  > power, and means that fewer systems can be used. For
  e, crossing off 4 Fusion Plant boxes (2 excess points + 2
  | means that only six systems receive power.
  unifs commander may allocate power to different sys-
  i turn, but standard procedure requires that life support
  ast system taken off-line. When no boxes remain unmarked,
  > is without power. Treat unpowered systems as destroyed.
  ans that if the weapons system is off-line, the ship may not
  ^weapons; if the fuel system is off-line, the ship cannot use
  l Points; and so on.
  s fusion plants of WarShips and space stations provide 8
  • Points (2 boxes per 1 point of power) to run the internal
  s. However, the capital ship bays of each firing are require
  t of power.
  /: 5/7NR
  n: Dry Dock
  lapse
  illapse, Failure of structural integrity)
  Crossing out even one of these critical damage boxes
  lises the ship's structural integrity. The craft löses its
  atmosphere, and the crew must wear pressure suits. A hull
  result also destroys the power conduits (rendering weap-
  fative), and the engine and power plant cease operation.
  l all Hull Collapse boxes are crossed out, the craft is de-
  : 2 days
  y: 8NR/XX
  r. Dry Dock
  ing Gear
  ar)
  Each hit to the landing gear makes safe landings more
  It. Add a +3 modif ier to the target number of any Landing Rolls
  box crossed out. The landing gear has been destroyed
  i all boxes are crossed out. Because this makes landing safely
  more difficult, landings attempted by units whose landing
  r is destroyed must add an additional +6 modif ier to the Landing
  . If a craft with destroyed gear does manage to land, it cannot
  'again.
  b: 2
  Culty:6NR/12NR
  ätion: Dry Dock
  t Thruster/Right Thruster
  !/Rt Thruster, Left/Right Maneuvering Quad Thrusters)
  sets: Each Thruster box crossed out represents damage to the
  euvering thrusters on the hull. Each hit adds +1 to the number
  IThrust Points required to turn in the appropriate direction (for
  example, damage to the left thruster makes it harder to turn left).
  When the thruster on one side is destroyed (all the boxes crossed
  out), the craft can no longer turn in that direction.
  Repair
  Time: 1
  Difficulty: 6NR/6NR
  Location: Field
  Life Support
  (Life Support)
  Effects: Each hit to this system degrades the craft's life support.
  The first box of damage crossed out imposes no penalty, but for the
  second and subsequent boxes crossed out, add a +1 modifier to
  any Control Rolls. When the last box is crossed out, the unifs life
  support system has failed. The crew must put on pressure suits and
  add an additional +1 modifier to all ControlRolls. On civilian craft,
  where the crew usually have minimal training in suited operations,
  any maneuvers to change direction or velocity require extra time,
  and occur after a delay of 1 turn. In other words, the controlling
  player must announce the unifs movement 1 turn before it occurs.
  Repair
  Time: 2
  Difficulty: 7/8NR
  Location: Field
  Navigation Systems
  (Nav sys, In-system or Astro-navigation systems)
  Effects: This system provides the means for in-system navigation
  and navigation between stars on JumpShips. Any damage to this
  system makes the transit or jump more difficult. For more specific
  information, see System Transit, p. 52 in Campaign Operations.
  It is possible for a craft to operate successfully with a damaged or
  destroyed navigation system, but it is very difficult and time-
  consuming.
  Repair
  Time: 6
  Difficulty: 7/7
  Location: Field
  Plant Destroyed
  (Plant Destroyed, Fusion Plant Destroyed)
  Effects: Crossing out one of these critical damage boxes means
  the ship has löst power. It cannot fire weapons, expend thrust, or
  maintain life support. The crew must wear pressure suits to survive.
  Repair
  Time: 2 months
  Difficulty: 6NR/XX
  Location: Dry Dock
  Radar
  (Radar)
  Effects: The radar system allows the unit to track any nearby units
  or planetary bodies within 100,000 miles. The first box crossed off
  for damage makes it harder for the DropShip to detect an enemy,
  and makes precision maneuvers more difficult. In game terms, the
  25
  RISLCBOOK
  
  player adds +1 to the target number of all Detection Rolls (see
  Detection in the Campaign Operations section, p. 48), and +1 to
  all Docking Rolls. Crossing out a second box fordamage forces the
  unit to rely on inferior back-up systems. In this case, add +3 to the
  target number for all Detection and Docking Rolls.
  Repair
  Time: 2
  Difficulty: 6/6NR
  Location: Field
  Reaction Mäss
  (Reaction Mäss)
  Effects: Each hit to this location reduces the current amount of
  available fuel by 30 points, and reduces the total fuel reserves by
  the same amount. If all the Reaction Mäss boxes are crossed out,
  the ship can no longer store any fuel. Every time this location is hit,
  there is a chance the fuel may explode. The first time a unit carrying
  fuel is hit in this critical location, the player controlling the unit
  should roll 2D6 against a Target Number of 4. Add a +2 modif ier to
  the target number for each subsequent time the location is hit. If the
  dice roll result is greaterthan the target number, the fuel does not
  explode. A fuel explosion will destroy the ship and its contents. If
  the reaction mäss takes damage but does not explode, and if no
  fuel remains, the vessel may not expend Thrust Points. When all
  the Reaction Mäss boxes have been crossed out, the tank is
  destroyed and must be replaced in dry dock.
  Repair
  Time: 24
  Difficulty: 6NR/XX
  Location: Field
  Ship Destroyed
  (Ship Destroyed)
  Effects: A critical hit to this location means the unit is destroyed.
  Roll 1D6. On a result of 1-3 the ship explodes. On a result of 4-6
  it disintegrates.
  Transfer
  (Transfer)
  Effects: Nominally part of the docking collar, these critical damage
  locations represent the ship's umbilical cord, the access-ways for
  the transfer of fuel, cargo, and personnel. As soon as the first of
  these boxes is crossed out, double the time required to perform any
  transfer of fuel, materials, and so on. A second hit to this internal
  system prevents any transfers taking place.
  Repair
  Time: 2
  Difficulty: 6NR/6NR
  Location: Field
  Transit Drive
  (Transit, Transit Drive, Transit Drive and/or Maneuvering Drive)
  Effects: These critical damage locations represent the craft's
  engines. Each box crossed off reduces available thrust by 1 Thrust
  Point. When all the Transit Drive boxes have been crossed out the
  transit drive is destroyed and the craft can no longer expend Thrus
  Points. The player does not need to check for an explosion whe
  the drive is destroyed in this manner; this damage represent
  damage to the thrusters and exhaust nozzles, not fuel transfe
  systems or the reaction chamber.
  Repair
  Time: 5
  Difficulty: 7/9NR
  Location: Dry Dock
  Weapons Bays
  (WP, Weapons Bay)
  Effects: Each Weapons Bay box crossed out represents damag
  to the weapons bays and ammo or power feeds f or that are. The f irs
  hit destroys 50 percent of the bays in that. are (round up an<
  randomly determine those affected), preventing their use. A sec
  ond hit destroys the remaining bays, and the ship can no longer fin
  in that are.
  Repair
  Time: 2.5
  Difficulty: 6NR/6NR
  Location: Field
  Note: The Weapons Bay boxes for critical damage indicate
  the f iring are for that bay. AR = aft right, AL = aft left, FR = före right
  FL = före left. When repairing weapons bays, roll once for each bay
  in the are. On a failed Repair Roll, all of that bay's weapons mus
  be replaced.
  JUMPSHIP/WARSHIP
  CRITICAL SYSTEMS
  Capital Weapons Bays
  (Cap WP, Capital Weapons Bay)
  Effects: Each Capital Weapons Bay box crossed out represents
  damage to the weapons bays and ammo or power feeds of that are
  The first hit destroys 25 percent of the bays in that are (round upan(
  determine those affected randomly) and makes them useless
  Each additional hit destroys another 25 percent of the bays
  Crossing out all the boxes for an are means no weapons can fire
  in that are.
  Repair
  Time: 5
  Difficulty: 6NR/6NR
  Location: Dry Dock
  Note: The firing are is designated on the Critical Damage Box
  as AR = aft right, AL = aft left, FR = före right, FL = före left, R = Righ
  Broadside, L = Left Broadside. When repairing weapons bays, ro
  once for each bay in the are. A failed Repair Roll means all weapons
  in that bay must be replaced.
  Communications
  (Comm, Communication Systems)
  Effects: Many WarShips act as flagships for a fleet, and so carry
  additional Communications systems that allow them to communi
  cate with their fleet and with their bases. When centered on a
  26
  KULMBOOK
  
  CO/UBAT
  -jlse generator, as on the WarShips of the defunct Står
  -e (and the Glans), these systems provide an unrivaled
  - -nications advantage. The WarShips belonging to the Houses
  .on radio Communications, and so their Communications are
  to the speed of light. When a WarShip takes 1 box of
  5 to Communications, it löses contactwith itsbase. Crossing
  s second box for damage means the flagship löses contact
  i fleet.
  i\ 5/8NR
  n: Field
  i Quarters/Recreation Facilities
  rQuarters/Recreation, Recreation Facilities)
  s: Crossing off boxes from these critical damage locations
  • damage to the living and recreation areas of the vessel.
  ! areas have no importance in combat, but a lack of R&R
  > will make a difference in a campaign. See Crew Quality,
  ! in Campaign Operations for more information.
  .20
  jtty: 7/7NR
  n: Dry Dock
  ng Collar
  ; Coll or Docking Collars)
  s: Each JumpShip, WarShip, and space station supports a
  rof hardpoints ät which DropShips may dock. Each Docking
  r box crossed out will reduce the number of DropShips that
  ck with that craft by 12.5 percent (with a minimum of one,
  l all fractions up). Apply damage to unoccupied hardpoints
  hen docking collar damage applies to occupied hardpoints,
  * the affected hardpoints and roll 1D6. On a result of 1 to 3,
  apShip immediately undocks from the JumpShip. Emer-
  r doors prevent either craft from depressurizing. On a result
  )6, the docking mechanism locks, and the DropShip may not
  until the collar is repaired. If the mechanism cannot be
  i (see Repair, p.60 in Campaign Operations), the DropShip
  remain attached to the JumpShip until the JumpShip can
  i a dry dock.
  air
  :2 
  ' 
  .
  Jlty: 6NR/6NR
  ation: Field
  gineering
  gineering, Engineering Control Center)
  cts: The engineering control center coordinates the work of
  sdrive ar\d fusion plants of large vessels. Damage to engineering
  ill make it more difficult to control the ship's engines or plant. If the
  nt or drives are functioning normally, damage to engineering will
  ave little effect on those systems. However, if engineering is
  naged, and either the plant or drive systems take damage,
  double the effects of that damage for each Engineering box
  crossed out.
  Repair
  Time: 40
  Difficulty: 7/9
  Location: Field
  Engineering and the transit drive of a WarShip both take 1
  box of damage. Normally, the WarShip would decrease its
  Thrust Values by 1 for this damage, but because engineering
  is damaged, the transit drive thrust is reduced by 2. If 2
  Engineering Boxes had been crossed out (i,e., engineering
  was destroyed), thrust would be reduced by 4 points.
  Escape Systems
  (Esc Sys, Escape Systems, Emergency Exit Systems)
  Effects: JumpShips, WarShips, and space stations carry so many
  crewmen that the emergency escape systems require a sizable
  area of the craft. The escape systems critical location represents
  this important emergency system. For each box crossed out,
  reduce the number of functioning escape systems. On a space
  station, each box crossed out reduces the number of functioning
  systems by 25 percent. On a JumpShip or WarShip, each box
  crossed out indicates a reduction of 50 percent. When all damage
  boxes are crossed out, the crew of the vessel can no longer escape
  via escape pods or lifeboats. They must rely instead on the ship's
  small craft (if the small craft bays are intact). Ät first glance, this
  rapid degradation of the escape systems appears harsh; however,
  most ships carry only sufficient escape pods and lifeboats for one
  third of the crew, and so if even a few of the escape systems are
  destroyed, this loss will seriously affect the number of people who
  can escape.
  Repair
  Time: 6 per pod/boat
  Difficulty: 4/8
  Location: Field
  Grav Deck
  (Grav Deck, Artificial Gravity Deck)
  Effects: Prolonged exposure to zero gravity can prove detrimental
  to the health of crews stationed in space över prolonged periods.
  To counter the common problems of zero gravity, many large ships
  and space stations maintain a grav deck, an area of the ship that
  spins around the craft's axis, producing artificial gravity by means
  of centrifugal force. The drive motors and bearings creating this
  artificial environment are very delicate, and any damage to the
  deck will prevent its use. Grav decks cannot be used while a craft
  is in motion: any attempt to do so causes one box of damage to the
  grav deck for every minute it is in use.
  Repair
  Time: 10 days
  Difficulty: 8/11 NR
  Location: Dry Dock
  A TTLESPA fm
  JBUIEBOOK
  
  Jump Sail Array
  (Jump Sail Array)
  Effects: The jump sail array is the mechanism that stores, furls,
  andunfurlsthejumpsailusedbyJumpShips, WarShipsandspace
  stations. The material used to make the sail is very delicate and
  must be furled and unfurled carefully. Any damage to the mecha-
  nism that performs this task will drastically increase the lime
  needed for these operations. For each box crossed out, add 100
  percent to the time required to furl or unfurl a sail. For example, if
  the jump sail array takes 2 boxes of damage, add 200 percent to
  the base time to furl or unfurl the sail, making the minimum time
  required 8 hours. When all boxes are crossed out, the unit can no
  longer deploy or recover its jump sail.
  Repair
  Time: 40
  Difficulty: 5/8NR
  Location: Field
  K-F Drive Destroyed
  (KF Drive Destroyed)
  Effects: Crossing out one of these boxes for damage prevents the
  ship from making a hyperspace jump. All drive components must
  be replaced.
  Repair
  Time: 6 months
  Difficulty: Replace all components.
  Location: Dry Dock
  K-F Drive System
  See the Hyperspace Travel section, p. 42 of Campaign
  Operations, for the effects of damage to the K-F drive systems.
  The name of each component of that system, the Critical Damage
  box designation, and the repair codes follow.
  Drive Charging System
  (Charging System, K-F Drive Charging System)
  Repair
  Time: 2
  Difficulty: 8NR/9NR
  Location: Field
  Helium Tank
  (Helium Tank)
  Repair
  Time: 3
  Difficulty: 5NR/9NR
  Location: Field
  Field Initiator
  (Field Initiator, K-F Field Initiator)
  Repair
  Time: 2 months
  Difficulty: Must be replaced
  Location: Dry Dock
  <
  Drive Coil
  (Drive Coil, K-F Drive Coil)
  Repair
  Time: 2 months
  Difficulty: Must be replaced
  Location: Dry Dock
  Drive Controller
  (Drive Controller, K-F Jump Controller)
  Repair
  Time: 5
  Difficulty: 10NR/10NR
  Location: Field
  Lithium Fusion Battery
  (Lithium Battery, Lithium-fusion Battery)
  Repair
  Time: 2 months
  Difficulty: Must be replaced
  Location: Dry Dock
  KFFC Boom
  (KF Boom, Kearny-Fuchida field conducting-boom)
  Effects: The K-F boom allows a JumpShip to expand its K-F field
  around a DropShip it wishes to transport. As soon as the first
  damage box is crossed off, double the time needed to dock ships
  and prepare for jump. A second hit destroys the K-F boom, making
  it impossible to extend the field around the DropShip (thus prevent-
  ing the JumpShip from transporting that DropShip). A DropShip
  can dock with a JumpShip damaged in this way, but the JumpShip
  will be unable to jump with that DropShip.
  Repair
  Time: 6
  Difficulty: 6/6NR
  Location: Field
  Navigation Lights
  (Nav Lights, Navigation Lights, Running Lights)
  Effects: The navigation lights tell other ships the direction in which
  a ship is heading. Different colors and patterns distinguish port,
  starboard, före, and aft while a craft is maneuvering. Damage to
  this system makes little difference to the game, as the navigation
  lights are turned off or changed to create camouflage during
  combat.
  Repair
  Time: .5
  Difficulty: 4/5
  Location: Field
  Observation Deck
  (Obs Deck, Observation Deck)
  Effects: The observation deck provides a place for visiting senior
  officers to observe the activity on the craft's main bridge and still be
  out of the way. Damage to the observation deck has no effect on
  A TTLESPA cm 28
  KULfBOOK
  
  fs performance. On Glan WarShips, the observation deck is
  the site of the batchall between commanders, but this
  sny may also occur on the main bridge, the auxiliary bridge,
  SCIC.
  iir
  :8
  jlty: 3/6
  Don: Field
  jing
  ding, Ballistic Shielding)
  s: Found only on large WarShips, ballistic shielding consists
  ^additional layer of armor carefully positioned to provide extra
  DR for the bridge. Crossing outthe boxes of this system has
  : on the craffs performance.
  :2/4
  n: Field
  n-Keeping Drive
  n-Keeping Drive)
  s: Found only on JumpShips and space stations (WarShips
  nsit drives), this small drive allows the craft to maintain its
  i or move very short distances. Any damage to the system
  jce the ability of the craft to expend thrust, but as long as 1
  nains unmarked, the craft will be able to maintain position.
  \ JumpShip, each box crossed out reduces the ship's Thrust
  s by 0.1G (0.2 Thrust Points). Thus, the station-keeping drive
  ^take 5 boxes of damage to affect the ship's thrust by even 1
  i Point.
  /: 7/9NR
  an: Dry Dock
  »ACE STATION
  ITICAL DAIMAGE
  y, Energy Storage Banks, Energy Storage Batteries)
  ts: These huge banks of capacitors store the energy gath-
  by the station's jump sail. Each energy bank may store
  cient energy to charge one JumpShip's K-F drive. For each box
  l out, reduce the number of charges a station can store by
  3n all the damage boxes have been crossed out, the station
  l no longer store energy.
  air
  3:60
  culty:*6/10NR
  ation: Field
  Energy Transfer
  (Energy Transfer System)
  Effects: Only space stations have energy transfer systems, which
  allow for the transfer of power from the statiorVs batteriee to a
  Jumpsnip's K-F drive through either microwave transfer or direct
  hook-up. For each box crossed out, add 25 percent to the time
  needed to transfer power to a DropShip. When all damage boxes
  have been crossed out, the station can no longer transfer power.
  Repair
  Time: 60
  Difficulty: 5/8NR
  Location: Field
  Grav Deck
  (Grav Deck, Artificial Gravity Deck)
  Effects: For description of damage effects, see p. 29.
  Repair
  Time: 10
  Difficulty: 8/11 NR
  Location: Field
  Repair Facilities
  (Repair Facilities)
  Effects: Some large space stations maintain dry docks that
  provide repair facilities for DropShips and some JumpShips. Many
  of these facilities can be pressurized to provide atmosphere, which
  makes conducting repairs considerably easier. Any vessel that
  needs to make repairs requiring a dry dock may dock for such
  repairs ät any orbiting station with repair facilities. Repairs carried
  out in a dry dock require the standard repair time if the facility is
  depressurized (or cannot be pressurized), but repairs in pressur-
  ized facilities require only 75 percent of the stated repair time.
  Repairs that can be made in field facilities may also be made in dry
  dock, and require only 50 percent of the stated repair time. Any
  damage to the repair facility (crossing out boxes) will decompress
  the dry dock, and those facilities can no longer be used as a
  pressurized dry dock. If the bay contains atmosphere (is pressur-
  ized) when it takes damage, the damage results in explosive
  decompression and kills all unsuited personnel in the facility. The
  station may also take collateral damage from explosive decom-
  pression. Because of this possibility, most stations depressurize
  their repair facilities if combat is imminent.
  Repair
  Time: 40
  Difficulty: 8/9
  Location: Field
  Station-Keeping Drive
  (Station-Keeping Drive)
  Effects: For description of damage effects, see above.
  Repair
  Time: 5
  Difficulty: 7/9NR
  Location: Field
  BÄ TTLKSPA CM
  29
  RULfBOOK
  
  This section provides rules that add complexity to the game of
  BattleSpace. As with most advanced rules, these are best added
  to the game after all players feel comfortable playing the basic
  rules. The Optional Rules allow players to design their movement
  and attacks to achieve more specific goals, and add more realism
  to every facet of the game. The optional rules are divided into two
  types, movement and combat. Advanced Movement, Atmospheric
  Operations, Asteroids, Shuttlecraft, and Emergency Exit Systems
  all expand on the basic BattleSpace movement rules. The remain-
  ing sections expand on the basic combat rules, providing additional
  attack options and rules for dropping troops.
  JVIOVEJVIENT RULES
  The basic rules represent a massive simplification of the
  mechanics that govern movement in space. The following rules
  provide a more realistic situation.
  The first advanced movement rule allows players to spend
  Thrust Points över several turns, which allows low-thrust units such
  as JumpShips to pick up sufficient speed to move around the
  mapsheet, and allows faster vessels to turn ät higher speeds. The
  second advanced movement rule explains how high-thrust vessels
  may face a different direction than their heading indicates.
  OPTIONAL THRUST POINT USE
  Units may find it impossible to change their direction of travel
  ät their current velocity. This optional rule allows the unit to expend
  thrust över several turns and so gather enough momentum to
  perform maneuvers that, under normal circumstances, would be
  impossible. A player who intends to have his craft perform a high-
  thrust maneuver must expend maximum thrust for as many turns
  as the player wishes, recording the accumulated thrust on the
  record sheet. If, while attempting to accumulate thrust, the unit
  moves slower than maximum thrust, or uses thrust for any othe
  maneuver or velocity change, the unit löses all accumulated Thrus
  Points. All accumulated points must be used on a single maneuver.
  The unit must make the maneuver ät the end of its movement (after
  the unit nas moved a number of hexes equal to its velocity), and can
  perform only that single maneuver to expend the accumulatec
  Thrust Points. The maneuver uses up the accumulated Thrusl
  Points. JumpShips may use this stored thrust to accumulate the
  f ractional thrust values that enable them to accelerate, decelerate,
  and turn (see JumpShip/WarShip Construction, p. 68)
  OPTIONAL FACING
  In real space, a craffs heading (the direction of motion) does
  not always coincide with the direction in which the nose of the crafl
  is pointing. Forget the cinematic concept of space fighters, wher«
  craft swoop and dive like atmospheric fighters (the maneuvers o
  which form the basis of space-fighterfootage in movies). In reality
  a spacecraft must maneuver so that its main drive points away from
  the direction it wishes to move, and then expend sufficient thrust to
  offset its current momentum and change its vector to the desirec
  direction. (Of course, this is a gross simplification. Most physics
  textbooks provide a fuller explanation.) Most units can turn quitt
  easily—it is the thrust required to change vector that restricts a
  unifs movement. The following rules provide a crude analog to the
  above principles.
  Each ship has maneuvering thrusters designed to allow the
  craft to turn almost on the spöt. Spending 1 Thrust Point changes
  the unifs facing by one hex side. Damage to the maneuverinc
  thrusters means the craft must spend more Thrust Points to turr
  one hex side.
  Place a Heading counter (arrow) under the unit marker. This
  counter indicates the direction of travel, as opposed to the facing
  of the unit. Ät any point during its movement, a unit may change its
  heading by expending a number of Thrust Points equal to its
  current velocity. After spending the appropriate number of Thrus
  Points, the heading of the unit will change to match its facing. The
  unit then proceeds ät its current velocity along the new heading.
  Thrust applied to change heading does not increase the unifs
  acceleration. To decelerate when using this optional rule, a uni
  must be facing the opposite direction of its heading, and then apply
  thrust to accelerate the craft. This maneuver decreases the unifs
  velocity by the thrust applied to accelerate.
  In atmosphere, the heading and facing of a unit will always l
  the same (though technically not true for spheroid craft, this
  generalization will suffice for the game). Use the standard Move
  ment rules.
  30
  KULmmooic
  
  ORTIONAL RULES
  
  OPrfOfSTAL RULES
  A Union class DropShip is traveling ät a Velocity of 5. The pilot
  chooses to continue ät the same velocity, and moves 5 hexes
  forward. However, the pilot does decide to change the unifs
  facing, and tums one hex-side left. The craft must now use a
  Heading counter, as its facing and heading are not the same.
  In the following turn, the pilot decides to change the craffs
  heading again to match the facing. The DropShip must ex-
  pend 5 Thrust Points (the maximum thrust of a Union) to
  change heading, The pilot changes heading after the craft
  moves 4 of its 5 hexes, and the last hex of movement is along
  the new course. In the next turn the pilot decides to decelerate
  (see above), and thus turns the craft through 180 degrees
  (using 3 Thrust Points). The pilot uses the last 2 Thrust Points
  to reduce the ship's Velocity to 3. The DropShip then moves
  3 hexes in the direction of travel (which is "backward" to the
  DropShip).
  ADVANCED
  MOVEMENT EXAMPLE
  ATJVIOSPHERIC OPERATION!
  Engagements fought in near-orbit almost always spill över into tt
  upper atmosphere. When fighting an engagement near a plane
  atmosphere, make the following changes to the map and rules.
  Nominate one edge of the map as the surface of the plan<
  Treat the 4 hex-rows above the ground as the planefs atmospher
  Row 5 serves as the space/atmosphere interface.
  The proximity of ships to the planet makes the effects of gravi
  very important. Gravity affects any craft on the same mapsheet i
  the planefs surface. The following information describes the i
  fects of the space/atmosphere interface, atmosphere, and grou
  on ship operations.
  SPACE/ATJVIOSPHERE INTERFACI
  The space/atmosphere interface marks the börder betwee
  the effective vacuum of space and the denser planetary atn
  sphere. Because it acts as a barrier, the interface can damage i
  destroy any craft entering the Interface hex-row. When a ui
  moves from a Space hex to an Interface hex, the player makes
  Control Roll. Modify the Target Number of 4 for the followir
  existing conditions:
  INTERFACE TABLE
  Condition
  Craft has no thrust
  Craft has engine damage
  Craft has damage to
  maneuvering thrusters
  Craft has internal damage
  Bridge damage
  Modifier
  +4
  +1 per box of damage
  +1 per box of damage
  +1 per box of damage
  +1 per box of damage
  If the Control Roll result is equal to or greater than the targ
  number, the re-entry attempt succeeds. The craft then enters
  destination hex and continues its movement. If the result is le
  than the target number, the re-entry has failed. The unifs Veloo
  becomes O, and it must remain in the hex from which it tried to ent
  the interface. For each point by which the roll failed, apply 5 poin
  of damage to the nose of the craft (transferring any critical dama(
  as appropriate).
  The player need not make a Control Roll for a unit moving frö
  an Atmospheric hex to the interface, or from an Interface hex
  another Interface hex. Only craft capable of expending 4 or mö
  Thrust Points (2 Gs of acceleration) may move from an lnterfa<
  hex to a Space hex. JumpShips, WarShips, and Out-of-Contr
  units cannot safely enter the space/atmosphere interface. AI
  attempt by such units to do so destroys the unit (remove the count
  from the mapsheet in the End Phase).
  In atmosphere, certain additional factors influence movemer
  For example, lift and drag alter flight dynamics considerably, givirj
  aerodyne DropShips and fighters a distinct performance edge ov<
  spheroid DropShips.
  ItULMBOOK
  
  ut
  l types of units operating in atmosphere, the velocity of
  t decreases by 1 in the End Phase of every turn. For all
  srating in atmosphere, increasing a unifs velocity by 1
  É Thrust Points. Use the standard rules to decrease a unifs
  äuse spheroid DropShips must use their thrusters to
  t, control, and velocity, these craft are impractical for
  äric combat. Spheroid DropShips have a maximum Ve-
  f 2. However, they may "hover" in an Atmosphere hex by
  ptheir nose directly away from the planet and reducing their
  rto 0. The unit must then spend 2 Thrust Points per turn to
  avity and remain in place. As long as the DropShip is
  , this thrust will not increase the unifs velocity.
  /ne DropShips and fighter units may operate ät higher
  atmosphere than spheroids by using their wings and
  ng surfaces to provide the means of flight, and using
  flaps, and rudders to maneuver. Atmospheric density
  ! speed ät which these streamlined craft may travel. As
  lapproaches the surface of the planet, atmospheric density,
  friction, increases, and the maximum speed possible
  s. The table below gives the maximum safe speed in
  3re for each altitude above the planefs surface (each row
  apsheet).
  jcraft exceeds the Safe Thrust for the altitude, for each point
  t Safe Thrust it will automatically take 5 points of damage
  ! armor. Fighters and aerodyne DropShips cannot hover:
  sity of a fighter or aerodyne DropShip dröps to O, gravity
  jly affects the unit as described below (see Gravity).
  may enter Ground hexes in the same way as an
  are hex.
  MAXIMUM
  Mapsheet
  Location
  Interface
  Row4
  Row3
  Row2
  Row 1
  Ground
  ATMOSPHERIC
  Altitude
  (in kilometers)
  90-107
  72-89
  54-71
  36-53
  18-35
  0-17
  SPEED TABLE
  Thrust Points
  (Velocity)
  15(1 6,200 kph)
  12(12,960kph)
  9 (9,720kph)
  6 (6,480kph)
  3 (3,240 kph)
  2 (2,160 kph)
  A craft in atmosphere must make a Control Roll in every turn
  in which it takes damage. Use a Target Number of 6 and apply all
  applicable standard modifiers (see Control Rolls, p. 12 in Move-
  ment). When applicable, also apply any of the additional following
  modifiers to the target number:
  Per 5 points of critical damage 
  +1
  Unit is spheroid DropShip 
  +1
  Unit is aerodyne DropShip 
  O 
  ^
  Unit consists of fighters 
  -1
  An Out-of-Control unit in atmosphere automatically löses 1
  altitude level each turn it is Out-of-Control (see above), and
  crashes if it enters (or is in) a Ground hex.
  Atmospheric interceptors (e.g., the MechBusterfighter) may
  only operate in Ground hexes and the two hex-rows above the
  surface. Propeller-driven craft, such as the Karnov UR transport,
  may only operate in the Ground hexes and the first hex-row above
  the surface. These conventional craft may hover using the same
  rules as for spheroid DropShips, and may turn for half the normal
  cost in Thrust Points.
  Gravity
  Gravity influences the position of any units ät zero velocity on
  the same mapsheet as the surface of the planet. In the End Phase,
  move any units on the planetary mapsheet that have Velocity O one
  hex-row closer to the planetary surface. If there are two possible
  hexes into which a unit may move to represent the eff ects of gravity,
  the player controlling the unit chooses in which hex the unit ends
  the turn. Craft displaced into the Interface hex must make a Control
  Roll for re-entry. Gravity will not influence units in the interface, or
  Atmosphere or Ground hexes unless those units have a Velocity of
  0. A unit in a Ground hex with a Velocity of O must either land, hover,
  or crash.
  Combat
  Conflicts carried out within a planefs atmosphere use addi-
  tional rules to simulate the restricting effects of the atmosphere.
  Atmospheric distortion, clouds, and wind drastically reduce
  the ranges of fighter and DropShip weapons. To represent this
  reduced range, each Atmosphere hex counts as 4 hexes for range,
  m A TTi.mst*A em
  33
  JBUlCBOOfC
  
  reducing the maximum range of engagement to 5 hexes. Treat any
  hexes that fall on the boundary between ranges as the longer
  range. This means short range is in the same hex as or 1 hex away
  from the attacker, medium range is 2 or 3 hexes from the attacker,
  and long range is 4 or 5 hexes from the attacker.
  Combat in the space/atmosphere interface is similar to com-
  bat in the atmosphere. The atmospheric distortion in the interface
  also reduces the effective ranges of weapons: each Interface hex
  counts as 2 hexes for determining range. The row of Interface
  hexes also acts as a barrier between space and the atmosphere.
  Standard weapons bays may fire into but not through an Interface
  hex. Units in an Interface hex can fire ät units in space and in
  atmosphere, and can be attacked by units in space and atmo-
  sphere, but a unit in space cannot fire into the atmosphere, and a
  unit in atmosphere cannot attack a unit in space.
  Only capital ship Fire Factors may pass through the interface,
  and so these weapons bays can engage DropShips in atmosphere
  or bombard ground targets. The Orbit to Surface Bombardment
  section, p. 41, contains more information on space-to-surface fire.
  GROUND
  Any BattleSpace unit that ends its movement in a Ground hex
  may attack BattleTech units on one of the mapboards that make
  up that hex.
  The rules given here for attacking targets on the ground are
  somewhat abstract, and players may wish to use the AeroBattle
  rules, p. 80 to simulate more realistic situations in greater detail
  (such as strafing or bombing). Because one BattleSpace turn lasts
  60 seconds, and one BattleTech turn lasts 10 seconds, a
  BattleSpace turn takes place once every six BattleTech turns. On
  every sixth BattleTech turn, the BattleTech and BattleSpace
  Movement, Combat, and End Phases will coincide. The
  BattleSpace Initiative and Movement Phases take place sepa-
  rately from those of the BattleTech game. In the BattleSpace
  Combat Phase, any BattleSpace unit in a Ground hex may attack
  BattleTech units on an appropriate BattleTech mapboard.
  Ground Attacks
  A fighter unit may attack one ground target for each remaining
  fighter (each row of unmarked Armor boxes) in the unit. Individual
  fighters may target the same ground unit, but make separate Attack
  Rolls to determine if each fighter hits the target. DropShips in a
  Ground hex use the standard rules for multiple targets, and may
  split their fire between as many targets as they have Fire Factors.
  To determine line-of-sight, assume any unit attacking targets on
  the ground is in the center of the BattleTech mapboard (Hex 0808).
  This does not affect which targets fighter units can attack, but
  provides a reference point for determining the angle of attack and
  the position of a DropShip's firing arcs. The player controlling the
  DropShip chooses the ship's facing, which may be any of the hex's
  six sides.
  Roll 2D6 for each target against a Base To-Hit Number of 6.
  Modify the to-hitnumber fordamage to the attacking craft, for using
  more thrust than is safe, and for the terrain the unit is in (see the
  Modifiers to Weapons Fire Table, p. 25 in the BattleTech Gon
  pendium). Intervening terrain does not provide protection, as ar
  BattleSpace craft will be able to shoot över terrain. Resolv
  attacks normally against targets in Depth 1 wateroron the surfaa
  BattleSpace units cannot attack units submerged to Depth 2 an
  lower.
  All BattleSpace attacks against ground targets are consit
  ered short range. A successful hit will inflict a number of points <
  damage equal to the Fire Factors that hit the unit, multiplied by 11
  Apply the damage in 5-point groups as if the attack originated i
  Hex 0808 (to determine the hit location). Use the BattleMech H
  and Punch Locations Tables, pp. 27 and 31 in the BattleTec
  Compendium, to determine the specific location damaged. Th
  ground-attack Fire Factor of each fighter in a unit appears under th
  Velocity section ät the bottom of each Fighter Record Sheet.
  BattleSpace units may attack buildings using a To-Hit Mun
  ber of 4. A successful hit causes damage to the building equal l
  the Fire Factors that hit the building multiplied by 10.
  Ground units may fire ät any BattleSpace units makin
  attacks against the BattleTech mapboard by using any weapon
  with a Range of 6 or greater. Regardless of the weapon fired, th
  To-Hit Number for a ground unit to successfully return fire agains
  a BattleSpace unit is 10. Reduce this to-hit number by 1 for eac
  level of the attacker's Gunnery Skill below 4, and increase it by
  for each Gunnery Skill level above 4 (per BattleTech). For ei
  f A TTLfSfA 
  CM
  34
  MUlCBOOfC
  
  ot with a Gunnery Skill level of 3 would use a To-Hit
  > to return fire, and a pilot with a Gunnery Skill of 6 would
  t Number of 12 to return fire. Total all damage hitting
  »pace unit, and divide by 10. Apply a number of points
  [equal to the result to the nose of the unit.
  l units may only attack a BattleSpace unit during the
  l BattleTech/BattleSpace Combat Phase (every sixth
  fattack of a BattleTech unit that fires ät a BattleSpace
  (any other BattleTech turn has no effect.
  •ROIDS
  es do not occur in clear
  ^ia being fought in or
  l fields. These väst
  rocks can be
  i and a curse in
  ibat. Most
  and
  create an
  gnetic field
  dust and
  l obstacles,
  t a series of
  t(usually la-
  »PCs) de-
  destroy
  Jpiecesof
  owever, all
  craft must
  Janylargeob-
  object larger
  : meter).
  sible for a unit to
  a hex occupied by
  J. but any unit doing so
  sion. Make a Control Roll
  Number of 6 to determine
  collides with the asteroid. Apply the
  l modifiers to the target number for damage to the unit or
  jmore thrust than is safe. A failed roll (a result less than the
  l target number) means the ship and the asteroid collide;
  x 10 points of damage to the unifs nose armor. A
  l roll means the unit avoids a collision. Asteroids suffer no
  »effects in a collision.
  i may end the Movement Phase in the same hex as an
  . Doing so has advantages and disadvantages: neitherthe
  Dying the hex nor other units may trace a line-of-sight
  i a hex containing an asteroid. While thls prevents other
  i attacking a unit in a hex with an asteroid, the unit sharing
  k also cannot make any attacks.
  SHUTTLECRAFT
  Shuttlecraft represent the intermediate stage between fight-
  ers and DropShips. Though mässing only slightly heavier than the
  average fighter, shuttlecraft can carry a substantial load of cargo or
  passengers. Most shuttlecraft are aerodynamic and ideally suited
  to servicing vessels or stations in orbit, saving the expense of using
  a DropShip for such minor tasks. Many DropShips and JumpShips
  carry shuttlecraft to transfer cargo between vessels, thus avoiding
  the relative hazards of docking. Carried in the same type
  of bays as fighters, shuttlecraft use the fighter rules for
  maneuvering, launching, and landing. Each
  Shuttlecraft counter represents a single
  shuttlecraft.
  EJVIERGENCY
  EXIT SYSTEMS
  Most vessels of DropShip size
  and larger carry small craft for
  use in emergency evacuations,
  for example, if the craft is in
  imminent danger of destruc-
  tion. There are two distinct
  groups of craft. Escape pods
  are small, teardrop-shaped
  craft, capable of limited ma-
  neuvering and designed to sup-
  port four people (six ät a pinch)
  for between 12 and 20 days.
  Lifeboats are larger than escape
  pods, but cannot maneuver. Though
  designed to accommodate only 6
  people, lifeboats carry sufficientsupplies
  to support life for 24-30 days.
  When a unit launches escape pods
  and lifeboats, place an appropriate number (see
  the unit record sheet) of Escape Pod and Lifeboat
  counters (1 counterfor every 10 pods or boats) on the mapsheet
  in the launching unifs hex. Lifeboats will drift in the same direction,
  ät the same velocity, as the launching unit. Escape pods will launch
  with the same facing and velocity as the launching unit, but may
  change velocity and direction. Escape pods have a Safe and
  Maximum Thrust of 4. The pods have sufficient fuel to expend a
  total of 9 Thrust Points.
  Any standard weapons bay may attack flights of lifeboats or
  escape pods. Their poor (or nonexistent) mobility makes them
  easy targets. Any units attacking lifeboat units reduce the to-hit
  number for the attack by 2, and units attacking escape pod units
  reduce the to-hit number for the attack by 1. Both lifeboats and
  escape pods have 1 point of armor per five pods (or fraction of five)
  in the unit. Crossing out allithe Armor boxes of a lifeboat or escape
  pod unit means that unit is destroyed. Escape pod units maneuver
  as if they were a fighter unit. See Launching/Recovering Small
  m A TTi.msf*A em
  KULMBOOK
  
  OPTIONAL RULES
  Craft, p.50, for information on retrieving escape pods and lifeboats.
  See also Atmospheric Operations, p. 32.
  ADVANCED POINT DEFENSE
  WEAPONS
  The limited range of point defense weapons (machine guns,
  flamers, and small lasers) makes them almost useless in an
  offensive role. However, these weapons may engage and destroy
  incoming missiles and so help defend the unit. Point defense
  weapons cannot engage or destroy autocannon or Gauss rifle
  shells, as these projectiles travel too quickly for the targeting
  computers to track.
  If a unit is using its point defense weapons defensively, the
  player may subtract half of the point defense weapon's Fire Factors
  from all enemy missile attacks that pass through a hex within the
  point defense weapons' firing are. This represents how many
  missiles the point-defense weapons managed to destroy. Point
  defense weapons may also protect units other than the unit firing
  the weapons. If a missile attack passes along the line between two
  point-defense firing arcs, the point defense weapons can defend
  both arcs. A point-defense bay used for an attack cannot defend a
  unit in the same turn.
  DOCKED DROPSHIPS
  A DropShip docked with a JumpShip, WarShip, or space
  station may continue to f ire ät any attacking units. Treat any docked
  DropShips as if they are in the same hex as the transporting vessel
  and have the same orientation, i.e., the nose points the same way
  as that of the JumpShip. However, because the DropShip is so
  close to the transport (or station), it cannot use any weapons that
  fire directly aft. Attacks made against a JumpShip, WarShip, or
  station carrying docked DropShips may strike a docked unit.
  Attacks made against a space station carrying docked JumpShips
  or WarShips may hit a docked ship. To determine whether or not
  the attack hits a docked ship, roll 1D6. On a result of 1, the attack
  hits a docked ship. If the JumpShip or station has more than one
  docked unit, randomly determine the unit struck. Use the standard
  rules to determine the damaged side (see Applying Damage, p.
  f 18in Combat).
  BOARDING ACTIONS
  The nåväl tactic of boarding an enemy vessel is as old as nåväl
  warfare itself. Even in the 31st century, boarding is the only
  effective way to seize control of an enemy vessel short of destroy-
  ing it. Most DropShips and JumpShips carry personnel trained for
  such operations. On civilian DropShips and JumpShips, the secu-
  rity staff assigned to provide a minimum level of defense,are also
  trained in boarding procedures. On military DropShips and
  JumpShips, marines trained to attack as well as defend serve the
  "-role of security personnel. For ease of reference, this rulebook
  uses the term "marine" to refer to any personnel trained to fightj
  zero-G conditions aboard a spaceship.
  The f irst stage in any boarding attempt requires the attacke
  match velocity and heading with the defender, and then to eitl
  dispatch marines using a shuttle/assault craft, or to dock with
  target. Docking is generally very difficult, and particularly dang<
  ous to attempt with a hostile vessel. Few captains will risk t
  maneuver. To dock with a hostile craft, the attacking craft must fi
  cripple the defender (< »., prevent it from expending thrust), ort
  target will be able to maneuver and prevent docking indefinite
  Even a few meters-per-second difference in velocity can post
  major problem for the docking vessel. Thus, docking assai
  remain rare, usually restricted to actions against JumpShips (whi
  tend to surrender if given the option), space stations (unable to r
  away), or crippled DropShips and WarShips. Most military boa
  ing actions use assault craft to deliver troops onto the hull or ii
  the airlock of a defending craft.
  Most assault craft are shuttles modified to carry troops a
  weapons. Any shuttle may operate as an assault craft, with ea
  ton of cargo space holding five marines in pressure suits or o
  marine (or Elemental) in battle armor. Add a +2 modifier to any
  hit numbers for attacks against assault craft torepresent the err;
  maneuvers the craft must make to avoid being hit. To dep
  marines against an active (not crippled) target, the assault ci
  should maneuver to end the Movement Phase in the same hex
  its target, with the same heading and velocity. The assault craft
  attempt to attach grappling lines to the target, and if success
  may deploy forces to board the target. Roll 2D6 against a Ta
  POINT DEFENSE ARCS
  THE HEAVY BLACK LINE REPRESENTS THE
  MAXIMUM RANGE OF POINT DEFENSE WEAPONS
  a A TTLmsfA cm 36
  JtVlCBOOJt
  
  f of 8 to determine the success of grappling. A successful
  is the craft attachés a grapple to the target.
  stermine the result of a boarding action, establish the ratio
  ers to defenders. Marine Points are assigned to each
  i the vessel, providing a value that represents the strength
  cking and defending forces. The following table lists the
  jint values of various personnel.
  l the Marine Points for each side and determine the ratio
  5 to defenders. After determining the ratio, roll 2D6 and
  srence the result with the ratio on the Boarding Action
  3, p. 40. It is unlikely that the ratio will exactly match one
  on the table. In such circumstances, use the closest-
  I column that benefits the defender.
  MARINE POINT TABLE
  jnnel 
  Marine Points (each)
  Elemental in battle armor 
  5
  sr Sphere marine in power suit 
  4
  i Elemental (no armor) 
  2
  1
  i-combat ship crew/Fighter pilot. 
  .25
  sr service personnel
  g., MechWarriors/lnfantry). 
  .25
  rilians. 
  1
  he number to the left of the slash in each ratio column is the
  ntage of the defenders' total strength that should be sub-
  I from the attackers' strength as the result of a successful
  k. The number to the right of the slash is the percentage of the
  kers' total strength to be subtracted from the defenders'
  ith. Round up for results of .5 and above. If an E (eliminated)
  t appears to the left of the slash, eliminate the attacking force.
  i E is to the right of the slash, eliminate the defending force. An
  anal letter may appear in parentheses following some results.
  aret these as follows:
  = Attacker repulsed. The attacking force doubles any
  jalties taken this turn. If the defender wishes, they may take the
  nsive, and counter-board a docked DropShip or attack craft.
  P = Partial Control. The attacking force has seized control of
  arge portion of the ship, and the defenders must take the full
  nage indicated until an R result occurs or they eliminate the
  ekers.
  Until a P result occurs, the defending force will only take half
  indicated damage. When the defender's Marine Point total
  ches O (or the defender chooses to surrender) the attacker
  ptures the ship, and gains control of all systems. If an R result
  curs, Or the attacker's Marine Point total reaches O, the boarding
  bon fails.
  Boarding actions may also be played out using the rules for
  tleTroops or MechWarrior, Second Edition.
  player séttds a unit totaling 50 Marine Points to board a
  DropShip defended by crew totaling 20 Marine Points. The
  ratio of attackers to defenders is 2.5:1, rounded (in the
  defenders' favör) to 2:1. The player rolls 2D6 for a result of 8,
  indicating a 35/55 result in the boarding action. The attackers
  lose a number of Marine Points equal to 35 percent of the
  defenders' strength (7 Marine Points worth of personnel).
  The defenders lose a number of Marine Points equal to 55
  percent of the attacker's strength (27 Marine Points). How-
  ever, because there was no P result, the defenders only take
  half the losses and lose 13 Marine Points worth of personnel.
  IMow 7 Marine Points of troops face 43 (a greater than 3:1
  ratio). The player rolls 2D6, and attackers get an unlucky
  result of 3. The attackers lose 50 percent of the defenders'
  strength (4 points) butthe defenders lose 13 points (reduced
  to 6 for lack of a P result). One man survives, The odds are
  now 39:1, and the sole survivor surrenders.
  When any ship other than a fighter is destroyed, replace the
  unit counter with a Debris counter. The debris has the same
  velocity and heading as the destroyed unit. Units whose line-of-
  sight for an attack lies through a hex containing a Debris counter
  must add +1 to the to-hit number to make an attack that will pass
  through that hex. This modifier is cumulative for each Debris
  counter that line-of-sight passes through.
  BattleMechs may leave a DropShip while the ship holds one
  of three positions: on the ground, ät high altitude, or in space.
  Battle-suited infantry may exit a DropShip in atmosphere or on the
  ground.
  BattleMechs and battle-suited units that debark a DropShip ät
  high altitude will descend under the influence of gravity, falling 1
  hex perturn. Jump-capable BattleMechs and infantry in battle suits
  will use their built-in thrusters to control their descent. BattleMechs
  that lack jump jets are fitted with special, disposablethruster packs
  to allow them to land safely.
  Fighters or DropShips may attack a descending 'Mech or
  battle-suited unit. All standard combat rules apply. Multiply the
  number of Fire Factors that hit the target by 10 to determine the
  damage that affects the descending unit. Divide this damage into
  5-point groups and apply it to the unit using the BattleTech rules.
  All descending 'Mechs take damage to their backs.
  Upon reaching the Ground hex-row of the BattleSpace
  mapsheet, the player controlling the dropping unit should nominate
  a hex on the BattleTech mapboard on which to land. The player
  then rolls 2D6 against a Target Number of 4 to determine whether
  •A TTLMfPA f
  37
  KULIBOOK
  
  the landing was successful. Modify the target number for the
  following damage:
  Per gyro critical hit 
  +4
  Per head hit 
  +2
  Per 1 0 points of damage
  received during descent 
  +1
  Per leg actuator damaged 
  +1
  Per hip critical hit 
  +2
  Leg missing (ignore
  hip/actuator modifiers)
  Pilot unconscious
  +5
  +5
  The above modifiers are cumulative. If the die roll result is
  equal to or greaterthan the modified target number, the landing is
  successful. Any other result is a failure.
  If a landing fails, find the difference between the target number
  and the dice roll result. The 'Mech or battle-suited infantry will take
  damage equal to its tonnage divided by 1 0 (round up) for each point
  by which the roll fails. A failure resulting from a difference greater
  than 7 means the unit is automatically destroyed. A failed landing
  may also mean that the unit does not land on the target landing site.
  The unit will "scatter" 1 D6 hexes for every point by which the result
  falls below the target number. If the roll fails by 5 or more, the unit
  will miss its landing site by 1 D6 x (the number of points of failure
  greaterthan 4) mapboards. Battle-suited units will take 5 points of
  damage for each Elevation level fallen.
  BattleMech units may also launch from a DropShip in space,
  after being encased in a special ceramic cocoon to protect them
  during re-entry into the atmosphere. The cocoon provides no
  means for powered flight, and will fall toward the planefs surface
  under the influence of gravity (see Gravity, p. 33). Upon reaching
  the space-atmosphere interface, the player makes a Control Roll
  against a Target Number of 8. If the result is equal to or greaterthan
  8, the 'Mech survives re-entry, jettisons the cocoon, and falls
  toward the planefs surface as described above.
  N
  SCATTER DIAGRAM
  ATTAGKING THE JUJVtP SAlj
  The energy-collecting sail used by most JumpShips (coml
  or otherwise) to gather the energy needed to move throu
  hyperspace makes a prime target for attack. The tremendous si:
  of the sail, and the fäet that the JumpShip must remain station,
  when the sail is deployed, makes an attack against the jump sail ti
  easiest means of preventing a JumpShip's escape. Even a d<
  ployed sail will not prevent a JumpShip with a fully charged K-l
  drive from jumping out of the system, however.
  When an attacker fires on a deployed sail, reduce the standai
  to-hit numberforthe attack by 4. However, the size and fragilityi
  the jump sail limits the effectiveness of weapons used against
  Explosive rounds often pass straight through the sail becaus
  warheads fail to explode on such slight contact. Energy weapor
  simply burn holes. As a result, the maximum amount of dama
  that can be inflicted per successful hit is 1 point. However, ti
  physical integrity of most JumpShip sails is low, and even mini
  damage to a sail will allow the sail to rip itself apart.
  SURFACE TO ORBIT FIRE
  When ComStaropened its historical archives in 3052, the re;
  of the Inner Sphere learned that elements of the Terran Spac
  Defense System remained operational. Though badly damage
  during the final days of General Kerensky's campaign to libera^
  Terra from Amaris the Usurper in 2779, some weapons from 1
  formidable array of surface-to-space weaponry remained fun
  tional. ComStar still declines to reveal the location of these missÉ
  launchers, particle cannons, and laser batteries for fear that a wq
  will begin to win control of them, but willingly made data availab
  relating to the effectiveness of the weapons.
  Three primary types of surface-to-space weapons still exis
  Two of these systems can engage JumpShips and DropShips, an
  the third can engage targets of any size, which allows the SC
  systems to engage fighter units.
  Naval-grade lasers and particle projection cannons compris
  the anti-WarShip weaponry, with modified LRM missile batterie
  serving as the anti-fighter weaponry. The slow tracking speed i
  the nåväl lasers and PPCs limits the ability of these weapons l
  engage small, agile targets, and such weapons may only fire upo
  targets of DropShip size or larger. The missile batteries fire
  spread of missiles to saturate the target area, an ideal weapon typ
  to engage smaller targets. Missile units may engage any unit.
  Each SDS base mounts ät least one anti-WarShip weapo
  (laser or PPC) and three to ten missile batteries.
  The Ground Are Firing Diagram shows the firing are of grount
  based SDS weapons. The range of all weapons is 20 hexes. Us
  the standard modifiers for the effects of atmosphere.
  The weaponry of an SDS base may engage any unit in its firii>
  are. The To-Hit Number for these weapons is 6.
  If an SDS base is attacked, treat it as an attack against <
  standard ground base (see Atmospheric Operations, p. 32).
  BÄ TTLmSI*A Cm 38
  Jtl/LCBOOK
  
  OPTfOMAl. RULES
  GROUND FIRE ARC
  SPACt ATMOSPMCRi INTERFACE
  HEXES 
  MIX 
  HEXES
  SDS WEAPONS TABLE
  t Nåväl PPC
  i Nåväl PPC
  - Nåväl PPC
  t Nåväl Laser
  um Nåväl Laser
  r Nåväl Laser
  >iles
  Damage
  (in Fire Factors)
  7 each
  9 each
  15 each
  4 each
  5 each
  6 each
  5 per battery
  tPONS OF
  »S DESTRUCTION
  j fierce, uncontrolled warfare of the Age of War, character-
  the utter decimation created in the Tintavel systems by
  i and Free Worlds League forces in 2412, prompted the
  5 of the Inner Sphere to draw up rules for "civilized" warfare.
  sthat no House could continue to survive the terrible, bloody
  :tion of human lives and planetary economies created by the
  conflicts, the leaders of the Great Houses wrote the
  |Conventions. The Conventions banned warfare in heavily
  tted areas and prohibited military destruction of civilian
  economies. These two basic principles by definition also banned
  orbital bombardment of ground targets and the use of nuclear
  weapons. All Inner Sphere Houses abide by these precepts of the
  Conventions.
  On 12 May 3050, Glan Smoke Jaguar declared a Trial of
  Annihilation against Edo, a city on the Kurita world of Turtle Bay.
  The following day the Smoke Jaguar flagship, the Saber Cat (a
  Texas class battleship) fired a sustained laser and missile bom-
  bardment against the city, effectively wiping it off the map. More
  than one million people died. Most modern WarShips possess
  similar capability. Despite this incident, the Clans generally disdain
  weapons of mäss destruction. Their warrior code honors those who
  defeat an enemy or take a target with the least possible loss of life
  and property. They particularly shun the use of nuclear weapons
  because they abhor the genetic damage such weapons inevitably
  create.
  Players interested in exploring the use of such weapons of
  mäss destruction in any scenarios set during the First or Second
  Succession Wars may do so with the following rules. However, no
  Clan or Inner Sphere force will use these weapons in modern-day
  warfare: asTheodore Kurita wrote in Modem Tactics, published in
  3036, "[the use of weapons of mäss destruction] is unethical even
  by the loose standards of any military definition of right and wrong."
  Their use also completely destroys any semblance of game
  balance in BattleSpace.
  A WarShip in low orbit (just above the space/atmosphere
  interface) may fire its capita! ship bay Fire Factors ät surface
  targets. The 18-kilometerGround hex of the BattleSpace mapsheet
  (containing the 1-kilometer BattleTech mapboard) must be within
  the firing are of the bays used, and must be in range (allowing for
  the effects of atmosphere). Nominate a hex on the BattleTech map
  as the target for the bombardment, and roll 2D6 against a To-Hit
  Number of 10. If the result is equal to or greater than the to-hit
  number, the bombardment has landed directly on target.
  If the result is less than the to-hit number, the bombardment
  deviates from its intended point of impact. Roll 1D6 and consult the
  Scatter Diagram, p. 38, to determine the direction in which the
  bombardment missed.
  Find the distance in hexes by which the bombardment missed
  the target by rolling 1D6 and multiplying the result by the difference
  between the Attack Roll result and the to-hit number. For example,
  if the result of the Attack Roll was 6, the roll failed to hit by 4 (10 -
  6 = 4). The player rolls 1D6 for a result of 4. The strike missed its
  target by 16 hexes.
  Whether the bombardment lands on target or not, the blast will
  create damage över a large area. The damage from the bombard-
  ment will decrease with distance from the point of impact. Ät the
  impact point, the damage inflicted will be equal to the number of
  Fire Factors used for the attack, multiplied by 10. For each hex
  away from the impact, reduce the damage by 2 Fire Factors (20
  BATTLESPACf
  39
  JtUlCBOOMT
  
  Dice
  Roll
  2
  BOARDING ACTION RESULT TABLE
  Ratio of Attackers to Defenders
  1 to 3 
  1 to 3 
  1 to 2 
  2 to 3 
  1 to 1
  E / 1 ( R ) 
  E/1(R) 
  E/5(R) 
  E/10(R) 75/25 (R)
  3 
  E /3 (R ) 
  E /3 (R) 
  E17 (R) 
  E /15 (R) 70/30 (R)
  4 
  E/5(R) 
  E/5(R) 
  E/10(R) 
  65/20 
  65/35
  5 
  E/7(R) 
  E/7 
  E/15 
  60/25 
  60/40
  6 
  E/10 
  E/10 
  E/20 
  55/30 
  55/45
  7 
  E/15 
  E/15 
  E/25 
  50/35 
  50/50
  8 
  E/20 
  E/20 
  45/30 
  45/40 
  45/55
  9 
  E/25 
  E/25 
  40/35 
  40/45 
  40/60
  10 
  E/30 
  E/30 
  35/40 
  35/50 
  35/65
  11 
  E/35 30/35 
  30/45 (P) 
  30/55 (P) 30/70 (P)
  12 
  30/40 (P) 
  25/40 (P) 
  25/50 (P) 
  25/60 (P) 25/75 (P)
  Results given as: % of Defender's strength subtracted from Attacker's strength as casualties/% of Attacker's strength subtracted from
  Defender's strength as casualties.
  R = Attackers repulsed. The attacking force doubles any casualties taken this turn. The Defender may attempt to counter-board the
  Attacker's craft. (An R result also ends the effects of a (P) result, i.e. Defenders take only 50% casualties.)
  P = Attackers sieze partial control of the Defender's craft. The Defenders now take full casualties.
  E = Indicated force eliminated.
  Until a (P) result occurs, the Defenders will take 50% of the indicated casualties.
  3 to 2
  70/25 (R)
  65/30
  60/35
  55/40
  50/45
  45/50
  40/55
  35/60
  30/65 (P)
  25/E (P)
  20/E (P)
  2to1
  65/25 (R)
  60/30
  55/35
  50/40
  45/45
  40/50
  35/55
  30/60
  25/E (P)
  20/E (P)
  15/E(P)
  3to1
  60/25 (R)
  55/30
  50/35
  45/40
  40/45
  35/50
  30/55
  25/E (P)
  20/E (P)
  15/E(P)
  10/E (P)
  Greater than
  3to1
  55/25 (R)
  50/30
  45/35
  40/40
  35/45
  30/50
  25/55
  20/E (P)
  15/E(P)
  10/E (P)
  .5/E (P)
  points of BattleTech damage). To apply damage to any victims in
  the blast area, use the angle of attack for damage originating in the
  impact hex. Woods provide no protection against this type of
  damage, but if terrain 2 levels higherthan eitherthe impact ortarget
  hexes lies between the impact point and the target unit, the terrain
  shields the unit from damage. A victim in the hex of impact will take
  damage as if punched in the back.
  NUCLEAR WEAPONS
  Certain rumors are currently circulating about the use of a
  missile (code-named Alamo) designed to deliver a low-yield nuclear
  warhead against a target in space or on the ground. Unlike the Står
  League-vintage Davy Crockett ground-based missile, Alamos are
  carried on a centerline pylon by fighters. No records exist of an
  Alamo-type missile being used by any forces of the Står League
  era; still, it remains unclear whether these weapons come from an
  SLDF cache or are recent developments to counter the Clan
  WarShips.
  Any attempt to use an Alamo will require the fighter transport-
  ing it to enter the hex of the target (in space or on the ground). The
  player then rolls 2D6 against a To-Hit Number of 10. If the result is
  equal to or greater than the to-hit number, the attack succeeds. A
  successful attack against a target in space will automatically
  destroy the target, even if the target could normally survive the
  damage. Attacks against a ground target with an Alamo missile use
  the space-to-surface bombardment rules, with three exceptions:
  No terrain can protect against an atomic weapon.
  Remove any terrain features (including hills and lakes) or
  buildings within 25 hexes of ground zero (the point of impact).
  Buildings beyond the 25-hex area will take damage normally.
  Automatically destroy any infantry within 50 hexes of groun
  zero. Battle-suited units take damage normally.
  Alamo missiles have an effective Fire Factor of 100.
  40
  ftULKBOOK
  
  «***<*** « *
  
  CAMRAIGN OPERATIONS
  CAIVIPAIGN OPERATIONS
  - 
  The first four sections of this book provided rules for how to
  simulate space combat in the BattleTech universe, and how to
  integrate space combat with ground combat using the BattleTroops,
  MechWarrior, Second Edition, and BattleTech rules. But space
  combat involves much more than simply arriving in-system, de-
  ploying fighters, and dropping troops on the planefs surface. The
  campaign leader must take many factors into consideration. Arriv-
  ing in-system requires a certain amount of time and fuel, and the
  ship's pilot affects how much of both is required; certain procedures
  restrict the successful launch and recovery of fighters; and troop
  quality and availability and ship maintenance determine how
  smoothly a DropShip lands on the planet and debarks its troops.
  This section provides rules for determining how and if all of the
  above and more is accomplished.
  The rules for BattleSpace campaign operations expand on
  the basic and optional BattleSpace rules, and provide additions to
  the rules for MechWarrior, Second Edition and BattleTroops.
  Some elements of the rules assume that MechWarrior, Second
  Edition, statistics are available for a craffs pilot. If such statistics
  are not available, assume Gunnery and Piloting Skill Levels of 4.
  The rules in this section are arranged in roughly the same order as
  a planetary campaign takes place; the ships jump into the system,
  find out what else is there, rendezvous with the rest of their force,
  fight their way to the planefs surface, and dröp and retrieve troops.
  This section also covers the universal campaign concerns of carg(
  transfer, maintenance and repair, and crew.
  JumpShips travel through hyperspace by means of the Kearny
  Fuchida jump drive. The K-F drive operates by opening a hole int<
  hyperspace and moving the JumpShip through this hole to anothe
  location in rational (real) space. The Nåväl Technology section o
  the BattleSpace Sourcebook explains the principles by which th<
  K-F drive functions. A JumpShip may travel up to 30 light year
  every time it jumps.
  JUJVtP POINT
  To perform a jump safely, a JumpShip must be free o
  gravitational influences, and so must maintain a safe distancefrort
  a system's står and any planets. In fäet, all Kearny-Fuchida drives
  are manufactured with a built-in, tamper-proof safety mechanisrt
  that prevents a JumpShip from arriving in-system closer to th(
  primary starthan is safe. The terms "proximity point" or "jump point
  refer to points from which a JumpShip can safely enter hyperspace
  The minimum safe distance from a står varies considerably
  depending on the står type. The Proximity Point Table gives th<
  minimum safe distance from each class of står.
  
  CAMRAIGN OPERATIONS
  43
  RULMBOOK
  
  PROXIMITY POINT TABLE
  (Distances in billions of kilometers)
  Står
  Type
  M
  K
  G
  F
  A
  B
  Står Subtype
  0
  .18
  .55
  1.99
  8.80
  48.59
  347.84
  1
  .16
  .49
  1.74
  7.51
  40.51
  282.07
  2
  .15
  .43
  1.52
  6.43
  33.85
  229.40
  3
  .13
  .39
  1.33
  5.51
  28.36
  187.12
  4
  .12
  .34
  1.16
  4.74
  23.82
  153.06
  5
  .11
  .31
  1.02
  4.08
  20.06
  125.56
  6
  .10
  .28
  .90
  3.52
  19.63
  103.29
  7
  .09
  .25
  .79
  3.04
  14.32
  85.20
  8
  .08
  .22
  .70
  2.64
  12.15
  70.47
  9
  .07
  .20
  .62
  2.29
  10.32
  58.44
  For example, Sol is a class G2 står. To determine the distance
  from the står to the closest safe jump point, cross-index the G row
  with the 2 column on the table. The result is 1.52. Because the
  figures given are in billions of kilometers, the closest safe "jumping"
  distance from Sol is 1.52 billion kilometers.
  The two most commonly used jump points are ät the zenith
  and nadir of a system's gravity well, along the line that passes
  through the systerrTs gravitational center and which is perpendicu-
  lar to the plane of the står system. These two points lie ät the
  minimum safe jump distance from the main står, and are the
  easiest distances with which to perform navigational calculations.
  Pirate Points
  -, 
  A JumpShip may travel to any point in a
  står system that is ät least as far away
  from the står as the distance given in
  the Proximity Point Table. The
  zenith and nadir are the most
  commonly used points, espe-
  cially for civilian traffic, but
  are not the only options.
  Alternate jump points form
  a sphere around the står,
  though the gravitational
  fields of large planets
  may distort this sphere.
  A skillful navigatör can
  use information on a
  planetary system to cal-
  culate a jump point much
  closer to the intended
  destination than the ze-
  nith or nadir. This can dras-
  tically reduce transit times
  and fuel consumption, and will
  give defenders less time to react
  than would arriving ät a standard
  jump point. For example, the normal
  transit time from the zenith or nadir jump
  points of Luthien, capital of the Draconis Combine, is 8 day
  However, a pirate point exists only eleven hours out from th
  planet.
  Raiding forces, invaders, smugglers, and pirates mainly us
  these non-standard jump points, giving them their common nic
  name of pirate points. Using non-standard jump points has
  major disadvantages. First, the necessary calculations take a Id
  longer to perform because many more factors must be taken ini
  consideration than when calculating for a zenith or nadir poin
  Second, the almost infinite number of pirate points makes it vei
  unlikely that another ship would ever arrive ät or near that point. N
  rescuers will arrive to help a ship suffering drive failure i
  most pirate points.
  JUJVIP
  FIELD DAfVIAGE
  When a JumpShip opens
  hole into hyperspace, it place
  great stress on nearby object!
  These tidal stresses may cau^
  damageouttoasfaras2,0(
  v 
  meters away from H
  JumpShip, and may destrc
  closer objects. Standa
  operating procedure
  quires that a JumpSh
  must confirm that all oth<
  craft are more than 2,OD
  meters away before ti
  JumpShip makes a jump.
  The Jump Fie
  Damage Table below lists ti
  damage inflicted on objects
  craft occupying space ät varioi
  distances f rom a JumpShip ente
  ing or exiting a står system. App
  the damage equally to all armor faciru
  of the unit. Cross off one Armor box f<
  each point of damage, and apply any rema
  ing damage to the Critical Damage boxes.
  44
  JtUMBOOK
  
  CAMRAIGN OPERATIONS
  i fighter in a unit takes damage from proximity to a jump
  Dly the appropriate damage given in the table by the
  E of armor rows remaining.
  viduals on board vessels damaged by proximity to a
  J receive injuries. Each person takes a numberof points
  i equal to the ship's damage multiplied by 10.
  UNG THE JUJVIP
  3re a JumpShip enters hyperspace, the crew must perform
  tasks. The first is to make the navigation calculations
  and feed these calculations into the drive controller.
  •:; : Jations are much simpler when a craft jumps to or from
  or nadir jump points, and thus the calculation time is
  JUMP FIELD DAMAGE TABLE
  Distance from jump field 
  Points of
  fin meters) 
  Damage
  _essthan100 
  3D6
  100-249 
  2D6
  f250-499 
  1D6
  500-999 
  1D6/2(roundup)
  1.000-2,000 
  1D6/3 (round up)
  2,000+ 
  None
  > the drive controller receives the navigation calculations,
  äem initiates the jump program, and fires up the K-F drive.
  > point, it becomes impossible to abort the jump. Within just
  jminutes, the K-F drive is ready, and a warning klaxon sounds
  i the ship. Ten seconds låter, the K-F field expands around
  D, the ship moves into hyperspace, and then (if all goes as
  j) materializes ät the target point. Remove a JumpShip or
  »p from the mapsheet during the End Phase if it enters
  pace during a BattleSpace game.
  l Calculations for:
  [ Zenith or Nadir
  With computer
  Without computer
  Non-standard jump point
  With computer
  Without computer
  Drive Programming
  Program Initiation
  Jump Process
  Find the exact time required for the jump using the Hy-
  perspace Jump Time Table below. The minimum time to perform
  the navigation calculations is 10 minutes with a computer, and 1
  hour without.
  K-F Drive Damage
  Damage to the K-F drive mayincrease the time required forthe
  jump, or may decrease the likelihood of a successful jump. Five
  major systems can take damage.
  Drive Charging System: Damage to the drive charging
  system does not affect the jump itself, but will affect the time
  required to recharge the K-F drive to make the jump. For each
  Charging System box crossed out, add 10 percent to the recharg-
  ing time.
  Helium Tank: The K-F drive uses liquid helium in its power-
  storing system. Roll 2D6 against a Target Number of 5 to attempt
  a jump with a damaged helium tank. Add 2 to the target number for
  each Tank box crossed out. If the result is equal to or greater than
  the target number, the jump is successful. If the roll fails, the drive
  does not receive the necessary power, and the JumpShip goes
  nowhere. The failure caused by a damaged helium tank occurs
  before the drive uses any charge, and so the ship may attempt
  another jump as soon as all the jump systems are reset (one hour).
  Field Initiator: Damage to the field initiator may prevent the
  K-F field from activating properly. A functional drive controller will
  automatically abort a jump if it senses a fault in the initiator. If any
  Field Initiator boxes are crossed out, roll 2D6 against a Target
  Number of 8 when attempting a jump. If the result is 8 or greater,
  the jump occurs. If the roll fails, the controller aborts the jump and
  wastes 10 percent of the drive charge. The pilot may attempt the
  jump again after recharging the drive.
  Drive Coil: Any damage to the drive coil, the system that
  generates the K-F field, usually causes the jump to fail. If any Jump
  Coil boxes are crossed out, roll 2D6 against a Target Number of 9,
  modified by +1 for each box crossed out, when attempting a jump.
  If the result is equal to or greater than the target number, the craft
  jumps safely.lf the roll fails, the drive controller detects a fault in the
  K-F field and prevents the ship from entering hyperspace. The craft
  löses all its charge in this situation, and the crew suffers the
  physical effects of hy-
  perspace travel (see be-
  low).
  Drive Controller:
  Damage to this system,
  the "brain" of the vessel,
  is perhaps the most dan-
  gerous type of damage.
  This system contains all
  the hyperdrive regulating
  systems, and so ensures
  the safety of the craft and
  crew. Damage to the
  drive controller creates
  the possibility of a
  misjump. Whenever a
  HYPERSPACE JUMP TIME TABLE
  Time:
  2D6 x 10 minutes (-10 minutes per Navigation Skill Level)
  2D6 hours (-1 hour per Navigation Skill Level)
  2D6 x 30 minutes (-30 minutes per Navigation Skill Level)
  Impossible
  3D6 minutes
  2D6/2 minutes (round up)
  (Light years traveled/2) x maximum number of DropShips carried
  
  CAMRAIGN OPERATIONS
  ship with drive controller damage attempts to jump, roll 2D6 against
  a Target Number of 6, modified by +1 for each additional Drive
  Controller, Drive Coil, or Field Initiator box crossed out. If the roll
  succeeds, the JumpShip arrives safely ät its destination (other
  systems permitting). If the roll fails, determine the Margin of Failure
  and consult the Failed Jump Table.
  Margin of Failure
  1
  6+
  FAILED JUMP TABLE
  Effect
  Successful Jump. Drive coil takes
  1 box of damage.
  Successful jump. Drive coil takes 1
  box of damage. Drive controller
  destroyed.
  Off course. The jump was Successful,
  but the ship missed the destina-
  tion by a large margin. Add 2D6 x
  10 percent of the original calcu-
  lated in-system distance to the
  travel distance. Drive coil takes 1
  box of damage.
  Off course. The jump was Successful,
  but the ship missed the destina-
  tion by a large margin. Add 2D6 x
  10 percent of the original calcu-
  lated in-system distance to the
  travel distance. Drive coil de-
  stroyed.
  Misjump. The craft did not arrive ät its
  intended destination. Drive coil
  takes 1 box of damage. InaMech-
  Warrior, Second Edition game,
  the gamemaster should determine
  the distance to the nearest står
  system. Any craft that misjump
  during a BattleSpace game are
  destroyed.
  Misjump. The craft did not arrive ät its
  intended destination. Drive coil
  destroyed. In a MechWarrior,
  Second Edition game, the
  gamemaster should determine the
  distance to the nearest står sys-
  tem. Any craft that misjump dur-
  ing a BattleSpace game are de-
  stroyed.
  JUJVIP S Al L RECHARGING
  Under normal circumstances, a JumpShip recharges its K-
  drive with energy collected via its huge energy-collector sal
  Deploying the jump sail is a delicate procedure, as the sail is ve
  fragile. Deployment usually takes 80 minutes. Equal care must l
  given to furling the sail; this operation usually takes 160 minute
  When deploying (or furling) a sail, the controlling player should r<
  2D6. A result of 3 or more means the sail was successfu
  deployed (or furled). If the result is 1 or 2, the sail takes 1 point
  damage. Increase the target number by 3 for each 10 minutes les
  than the recommended time that is taken to deploy or retrieve tt
  sail. Reduce the target number by 1 for each 10 minutes added
  the recommended time.
  Find the amount of time required to recharge the K-F driv
  using the jump sail by cross-referencing the står type from whi<
  energy is being collected with its subtype on the Jump Sa
  Recharging Table. This time is the minimum required, and ii
  creases by 10 percent for each point of damage the chargir
  system or the jump sail is currently suffering.
  ftUlCBOOK
  
  CAMRAtGN OPFfZATfOJVS
  JUMP SAIL RECHARGING TABLE
  (Results in hours)
  Står
  Type
  M
  K
  G
  F 
  •
  A
  B
  Står Subtype
  0
  201
  191
  181
  171
  161
  151
  1
  202
  192
  182
  172
  162
  152
  2
  203
  193
  183
  173
  163
  153
  3
  204
  194
  184
  174
  164
  154
  4
  205
  195
  185
  175
  165
  155
  5
  206
  196
  186
  176
  166
  156
  6
  207
  197
  187
  177
  167
  157
  7
  208
  198
  188
  178
  168
  158
  8
  209
  199
  198
  179
  169
  159
  9
  210
  200
  190
  180
  170
  160
  QUICK CHARGE TABLE
  Time Spent Charging
  (in hours) 
  Target Number
  150+ 
  2
  125-150 
  3
  100-124 
  4
  75-99 
  5
  25-74 
  6
  22-24 
  7
  20-21 
  8
  19 
  9
  18 
  10
  17 
  11
  16 
  12
  15 or less 
  NA
  A JumpShip may recharge its drive using methods other than
  i jump sail. The same process can be accomplished using the
  hip's power plant. Charging this way may be faster than using a
  ar sail, and the råte of charging does not depend on the startype.
  delicate machinery of the K-F drive does not tolerate such
  eatment well, however, and may easily be damaged by this
  ethod of charging. Ships usually try to charge the drive ät the
  ne råte when using the power plant as when using the sail to
  M such damage. However, in some situations the ship may
  ed to charge its drive more quickly; for example, if they know they
  being pursued. If charging the drive using a råte faster than
  arging by sail, roll 2D6 after the ship commits to a jump, and
  isult the Quick Charge Table. This table provides a target
  iber for a successful jump based on the time taken to charge the
  irive with the ship's power plant.
  If the rfesult is equal to or greater than the target number, the
  jmp is successful. If the roll fails, consult the Quick Charge Failure
  Fable.
  A quick charge from the
  ship's power plant is not
  the only alternative to
  charging the drive by jump
  sail. A second alternative
  exists in many står sys-
  tems, where recharging
  stationsoffertheirservices
  ät the zenith or nadir jump
  points. These stations
  maintain huge power stor-
  age and collection facili-
  ties. Each station offers
  between fou r and six power
  banks, each capable of giv-
  ing a JumpShip one full charge. Power is transferred to the
  JumpShip one of two ways. In the first method, the JumpShip
  deploys its jump sail and the station beams the power to the
  JumpShip. This option takes 150 hours. The second method
  requires that the JumpShip dock with the station. Once docked, the
  station quick-charges the JumpShip, but with the same potential for
  damaging the drive as if the JumpShip used its power plant.
  One final option, which has been returning to use över the last
  decade, is the expensive lithium-fusion battery. This Står League-
  era system acts as a second energy storage system capable of
  directly powering a K-F drive. However, few military craft are so
  equipped, and no civilian vessels are known to carry this power
  system. Iffullycharged, a lithium-fusion battery enables a JumpShip
  to make a second hyperspace jump without recharging the K-F
  drive. The lithium-fusion battery can be charged using any of the
  above methods. If the battery is quick-charged, roll 2D6 and
  consult the Quick Charge Table. A failed roll means the battery is
  destroyed and its charge löst.
  QUICK CHARGE FAILURE TABLE
  2D6 Result
  2
  3
  4-5
  6-7
  i 
  8
  9
  10
  11
  12
  Effect
  40% charge löst
  60% charge löst
  80% charge löst
  100% charge löst
  100% charge löst. Charging sys-
  tem takes 1 box of damage.
  100% charge löst. Field initiator
  takes 1 box of damage.
  100% charge löst. Drive coil takes
  1 box of damage.
  100% charge löst. Drive control-
  ler takes 1 box of damage.
  100% charge löst. Drive coil de-
  stroyed.
  47
  JBUUBOOK
  
  PHYSICAL EFFECTS
  OF HYPERSPACE TRAVEL
  Some people suffer adverse effects whenever a craft jumps
  through hyperspace, even when the jump is successful. Roll 2D6
  for each character. If the dice roll result is a double (both numbers
  identical), that character becomes nauseous every time the ship he
  or she is on jumps. Such characters should make a Build Saving
  Roll. A failed roll indicates the character will suffer a +2 penalty on
  all skill rolls for 15 minutes after the jump. Characters who make a
  successful Build Saving Roll will suffer a +1 penalty for all skill rolls
  for 5 minutes after the jump. All characters suffer a +1 modifier to
  their skill rolls for 1 minute after a hyperspace jump.
  DETECTION
  When a JumpShip arrives in-system, it automatically adver-
  tises its presence with both an electromagnetic pulse and a
  localized infrared (IR) signature. Only craft in relatively close
  proximity to the arriving JumpShip (approximately 50,000 kilome-
  ters) candetectthe IR signature. Any combat-capable craft detect-
  ing the IR signature can easily pinpoint, identify, and engage any
  hostile vessels arriving in-system.
  The electromagnetic pulse can be detected ät much longer
  range. However, because the pulse radiates out from the ship's
  arrival point ät the speed of light, ground-based sensors may not
  detect a ship until several hours after it arrives in-system. As a
  result of this delay, a detected electromagnetic pulse only indicates
  the general position of the JumpShip and any DropShips it carries.
  In addition, as it spreads the signal becomes steadily more diffuse,
  and often cannot be detected beyond a distance of 15 AU (1
  Ångström Unit = about 150 million km). This phenomenon prompts
  most Housesto maintain small response-forcesaflistening" posts
  throughout key systems.
  DropShips are harder to detect than JumpShips, but if found,
  can be tracked. The active radar system of any vessel can detect
  and track any other craft within approximately 100,000 kilometers.
  However, it is possible to detect radar emissions out to approxi-
  mately 1,000,000 kilometers. The obvious solution would seem to
  be for DropShips to travel without using radar. After all, the radar
  system cannot "see" very far, but can be detected ät long distances.
  However, radar serves a more vital purpose than simply detecting
  hostile ships: it also serves to warn the operating crew of any
  obstacles in the ship's flight path. A collision with an object of any
  size when traveling ät tens of thousands of kilometers per hour is
  like being shot with a very large (and fast) Gauss rifle—the results
  would bedevastating. The DropShips use their radartoavoidthese
  obstacles and aim the meteorite-defense systems used to destroy
  very small space debris. Deactivating their radar also does not
  prevent anyone within 3,500,000 kilometers from detecting the
  electromagnetic emissions (radiation and light) of the DropShip's
  transit drive, and so only a stationary DropShip is likely to deacti-
  vate its radar.
  The following rules put the above principles to work in
  BattleSpace. To begin with, BattleSpace assumes that any
  military craft will not emit an identifying IFF (Identify Friend or Foe)
  signal, and will be operating under EMCON (EMission CONtrol,
  radio silence) orders. Any unit not operating under EMCON, or w
  an active IFF transponder may be tracked by any DropShips
  JumpShips in the same system. Fighter units' detection arrays la<
  the power needed to detect and track hostile units, and must
  "vectored" toward a target by the flight contrallers on their hon
  carrier. The radar unit carried by most fighters has an effectii
  range of approximately 1,000 kilometers (55 hexes).
  A JumpShip arriving in-system will be automatically detecfc
  by any units within 10,000 kilometers. Only military DropShips
  JumpShips can detect a JumpShip arriving ät greater distance
  For JumpShips arriving ät distances of greater than 10,000 kilom
  ters from any unit currently occupying the system, the players
  any military craft other than fighters must roll 2D6 to see if th<
  detect the arriving JumpShip. The target number is equal to 7 pil
  one-half the distance from the JumpShip (in AU), rounded L
  Modify the target number by subtracting a number equal to the SL
  of the arriving craffsK-Fdriveintegrity plus the numberof DropShi
  carried (see descriptions in Large Craft, p. 43 of the BattleSpa
  Sourcebook), divided by 10 (round up). Each unit may make or
  one attempt to detect each target unit. The maximum range
  which a ship can be detected is 15 AU. Detection may only occ
  after the JumpShip arrives in-system; because the electroma
  netic pulse travels ät the speed of light (314,000 km per secora
  it will take the pulse approximately 8 minutes to travel 1 AU.
  A DropShip is 3 AU from an arriving Invaderclass JumpShip.
  If the DropShip attempts to detect the JumpShip, it will suc-
  ceed on a 206 result equal to or exceeding the base Target
  Number of 7 plus 2 (1.5 for distance, in AU, rounded up) and
  • minus 1 (the sum of the Drive Integrity of 4 and the DropShip
  capacity of 3, divided by 10 and rounded up), for a modified
  Target Number of 8. If the DropShip successfully detects the
  JumpShip, it will become aware of its position 24 minutes (8
  minutes x 3 AU) after the JumpShip arrives.
  Any craft with an active radar system may attempt to dete
  any objects (including units) within 100,000 kilometers. Roll 21
  against a Target Number of 6. If the detecting unit is a milita
  DropShip, a WarShip, or a JumpShip attached to a military ur
  subtract-2 from the target number. Increase the target number l
  +1 for each Radar Critical Damage box crossed out. Once d
  tected, an object will remain detected as long as it remains witr
  100,000 kilometers of the detecting craft. Each unit may make or
  detection attempt against each target per hour.
  Military craft will automatically detect any craft with actf
  radar within 150,000 kilometers. Most civilian craft lack the nece
  sary ECM (Electronic CounterMeasure) systems to detect rad
  emissions, and may not detect ships using this method.
  Any unit may detect the exhaust plume of any other u
  actively using its drive. The plume, seen as a moving point of ligt
  provides information on the thrusting unifs heading, velocity, as
  
  C/IJUf>AfGM OPERATIONS
  t the detecting craft. The Target Number for detecting
  unit is 5, modified by +1 for every 50,000 kilometers of
  from the detecting craft. The detection limit for
  "•• - öoes not reflect how far a craft can "see," but the distance
  ,,-ie motion of the unit becomes apparent. Each unit may
  l to detect another unifs drive emission once per hour.
  ta unit has been detected, the player may send defending
  lintercept the hostile unit.
  for this maneuver. A ship attempting to dock must be in the same
  BattleSpace hex as the JumpShip, and with the same heading and
  velocity. Roll 2D6, using the pilofs Piloting/Spacecraft Skill as the
  target number, modified for the conditions listed below. A result
  equal to or greater than the target number means the docking
  attemptsucceeded.lf the result is lowerthan the target number, the
  docking attempt was unsuccessful, and the ship has caused
  damage. Determine the difference between the target number and
  the 2D6 dice roll result and consult the Docking Damage Table on
  p. 50 for the effects of the mishap.
  -space rendezvous is difficult for any DropShip pilot to
  successfully. Though similar to system transit, the
  is much smaller, and the destination point may be
  ause of the number of variables, it is almost impossible
  i a successful deep-space rendezvous without a ship's
  timate the time required to reach the destination and the
  , treat the target as stationary and use the system transit
  p. 52. The player makes a Piloting/Spacecraft Skill Roll,
  l to the pilofs target number (e.g., a Target Number of 4
  sa Target Number of 7). For every point by which the Skill
  t exceeds the target number, subtract 1 percent from all
  > and fuel usage. If the roll fails, add 5 percent for every
  Blure to the travel time and fuel consumption. For each box
  gation system crossed out, add +2 to the target number.
  Navigation boxes are crossed out, modify the target
  [by +5. For each box of damage to the computer system,
  i the target number. If the maneuvering DropShip main-
  nt radio contact with the target ship, reduce the target
  rbyl.
  :KING
  king with another vessel is one of the most difficult and
  LIS operations a JumpShip or DropShip can perform. One
  B target, remains stationary or maintains a constant velocity,
  j second unit does all the work. The following docking rules
  s that the two units wish to dock. Before making a hostile
  j attempt (see Boarding Actions, p.37 in Optional Rules),
  ker must disable the drive unit of the target craft. Even a
  l craft may resist boarding, as the crew may fight to avoid
  arded.
  king normally takes about 30 minutes, but may take
  jr, either because the docking collar is damaged, or because
  l chooses to dock more slowly to increase the likelihood of
  t and successful attempt. A ship may also attempt to dock
  jickly than half an hour, but this increases the difficulty.
  i DropShip docking with a JumpShip requires one docking
  nt for every 60,000 tons of mäss. Any DropShip docked
  ^JumpShip that has a working K-F boom may be transported
  i hyperspace.
  cking requires absolute accuracy; pilots always use the
  t computer and radar to provide the precise control required
  DOCKING MODIFIERS TABLE
  Target Number
  Modifier
  Docking Conditions
  Maneuvering thrusters
  damaged
  Docking during combat
  Docking unit is JumpShip
  Docking unit is WarShip
  Docking unit is DropShip
  över 20,000 tons
  Docking unit is DropShip
  under 5,000 tons
  Per 15 minutes added
  to docking time
  Per 5 minutes subtracted
  from docking time
  Radar damage
  Computer damage
  Trained docking pilot used
  Docking collar damaged
  +1 per box of damage
  +2
  +4
  +3
  +2
  -1
  -1
  +1
  +1 for one box of
  damage, +3 for two
  +1 per box of damage
  -2
  Double docking time
  fKSLVBOOK
  
  CAMRAiGN ORERATiONS
  Margin of
  Failure
  O
  1
  DOCKING DAMAGE TABLE
  Effect
  Docking successful.
  Docking successful.
  Both docking collars damaged
  (cross out one box).
  Docking unsuccessful. Craft
  miss each other. The pilot may
  attempt to dock again in 10 minutes.
  Docking unsuccessful. Both docking
  collars take damage (cross out one box).
  The pilot may attempt to dock again in
  10 minutes.
  Docking unsuccessful. Docking unittakes
  1 point of damage to its nose. Target unit
  takes 1 point of 
  damage to its side (if the
  target is a JumpShip, the controlling player
  decides which side takes damage)
  or nose (for a DropShip). The pilot
  may attempt to dock again in 10 minutes.
  Docking unsuccessful. Docking unit takes
  2 points of damage to its nose. Target unit
  takes 2 points of damage to its side
  (JumpShip), or nose (DropShip).The pilot
  may attempt to dock again in 10 minutes.
  Docking unsuccessful. Docking unit takes
  3 points of damage to its nose. Target unit
  takes 3 points of damage to its side
  (JumpShip), or nose (DropShip). Both
  docking collars take damage. If either craft
  is a JumpShip or WarShip, applyl point of
  damage to the helium tank (cross out any
  Helium Tank box).
  Docking unsuccessful. Docking unit takes
  5 points of damage to its nose. Target unit
  takes 5 points of damage to its side
  (JumpShip), or nose (DropShip). The
  impact destroys both docking coilars.
  If either craft is a JumpShip or WarShip,
  apply 2 points of damage to the helium
  tank (cross out any 2 Helium Tank boxes).
  Docking unsuccessful. Docking unit
  takes 10 points of damage to its nose.
  Target unit takes 10 points of damage to
  its side (JumpShip), or nose (DropShip).
  The impact destroys both docking col
  lärs. If either craft is a JumpShip or
  WarShip, apply 5 points of damage to
  the helium tank (cross out any 5 Helium
  Tank boxes).
  A successful contact between the docking ships means l
  docking collars lock the two ships together. Cargo and passeng^
  may transfer between the two craft.
  Un-docking requires no special rolls or rules. However, a i
  attempting to un-dock from an Out-of-Control unit must makt
  Control Roll to avoid adverse effects (see Control Rolls, p. 12
  Movement).
  JVIOVING DAJVtAGED CRAFT
  Badly damaged vessels commonly cannot travel under th
  own power to a dry dock for repairs, but must be "towed" te
  suitable facility. Because their superheated exhaust plume proh
  its towing, specially modified DropShips push crippled craft
  suitable facilities. These "tugs" attach themselves to the damag
  vessel using a special reinforced adapter that does not requirel
  target ship to have a functioning docking collär. Using its eng
  and thrusters to maneuver the two craft, the DropShip th
  carefullypushes the damaged DropShip (or occasionallyJumpS
  to a nearby orbiting facility, or to the nearest jump point. Becau
  of the risk of damage to both craft, a DropShip never expends ma
  than 1 Thrust Point per turn during this maneuvering, making 1
  a very slow operation. Players can calculate the tug's Safe Thr
  Value while pushing a damaged vessel by multiplying the tu
  tonnage by its Safe Thrust Value and dividing the result by '
  combined tonnage of the tug and load.
  Once it has maneuvered itself into position, the tug can th
  attach itself and its load to a JumpShip for transport to otl
  systems if required. For every 60,000 tons (round up) of combin
  weight, the tug and its load take up one docking collär on
  JumpShip. JumpShips may not transport other JumpShips. If
  needed repairs on a ship cannot be made in its current syste
  crews strip damaged JumpShips of all usable parts. The tug th
  pushes the remaining hulk into a decaying orbit around the syster
  står, so that it will eventually burn up on re-entry.
  LAUNCHING/RECOVERIN<
  SMALL CRAFT
  Small craft, i.e., fighters and shuttles, do not dock with lan
  units, but instead land on a launch-and-recovery bay within a lan
  unit. The transporting unit technically"recovers" these craft, andj
  BattleSpace uses the term recovery rather than the term lanc
  to refer to small craft returning to a larger unit. The term lar
  refers to craft landing on a planefs surface. While the transporl
  ship travels to and from its destination, these small craft remairi
  protective storage cubicles located in or near the launch-an
  recovery bay. These cubicles provide the necessary equipmentj
  refuel and rearm the craft, and load cargo and passengers.
  Cargo, p. 56, for rules for loading and unloading cargo.
  Refueling and re-supplying a craft takes about 10 minutes. i
  in any eff icient military operation, all small craft are refueled and i
  supplied each time they return to storage to reduce launch tin
  To launch a small craft, the transporting vessel must
  "coasting," moving without changing course or velocity. Small en
  50
  ttULCBOOK
  
  fe
  --J\l
  *•»!•*
  ,vhilethetransportingvesselisaccelerating,aslongas
  ,es straight ahead during the turn in which the craft
  effect of this maneuver on the small craft is similar to
  ig pushed off a cliff; the craft appear to fall away from
  It takes 5 minutes to launch a prepared craft, most of
  rit maneuvering the craft into the launch bay and
  it-minute checks. Two small craft may exit each bay
  i Game Turn. If launching a unit of fighters takes more
  i. place the unit on the mapsheet when the last fighter
  :h bay. Small craft may not launch from an Out-of-
  , or a unit operating in atmosphere ät a Velocity higher
  :h units also may launch from a DropShip and
  t so the planefs surface according to the procedure out-
  jping Troops, p. 39. 'Mech units may exit a DropShip
  :r £--nosphere, and will fall under the influence of gravity.
  r; jnits may only launch from DropShips in atmosphere.
  - Dving through atmosphere must have a Velocity of 2
  : ~-sr to launch 'Mechs or battle-suited infantry. It takes
  : : t a thruster pack to a non-jump-capable 'Mech, and
  -: fit a 'Mech into an ablative cocoon and dröp pod for
  An actual BattleMech launch takes 1 minute. In each
  - -~e prepared BattleMech may exit each f unctional bay
  jited units are automatically equipped to launch and
  5hip, usually by jumping out a cargo-bay door, ät the
  »Wantry per minute.
  To recover small craft, the unit on which the craft are to land
  must shut down its drive (expend no thrust) until all craft have
  landed. Most units prefer to recover small craft after rather than
  during combat, as a drifting ship is easy prey for enemy aerospace
  fighters and DropShips. Make a Control Roll by rolling 2D6 against
  a Target Number of 4 for each unit (individual shuttle or fighter unit)
  in the turn of recovery. Players make this roll for a fighter unit in the
  turn in which its last fighter lands. Increase the target number by 5
  for each turn during the landing in which the target (recovering) unit
  expends thrust. The unit lands successf ully if the Control Roll result
  is equal to or greater than the target number. If the result is less than
  the target number, apply 2 points of damage to the landing unit for
  each point of the Margin of Failure. Each operational bay door can
  accommodatetwo small craft landing per minute. Remove a fighter
  unit from the mapsheet when the last of the unifs fighters lands.
  The unit attempting to land must also maneuver to maintain a
  heading and velocity identical to the target craft. If the unit on which
  the craft are landing turns to a new heading, any craft attempting
  to land must make a Control Roll against a Target Number of 6 to
  avoid being destroyed. If a fighter unit has landed only some of its
  craft when the target unit turns, the player must make a Control Roll
  against a Target Number of 6 for the remaining fighters. A failed
  Control Roll means any fighters of that unit waiting to land are
  destroyed.
  51
  RULCBOOK
  
  In order for a shuttle to land on an accelerating DropShip,
  the player must make a Control Roll equal to or higher than
  a Target Number of 9 (Target Number 4 -f 5 for target unit
  thrusting). For afighter unit that must land during two turns on
  & a DropShip that is accelerating during both turns, the die roll
  • result must be equal to or higher than a Target Number of 14
  (the unit will automatically take 4 points of damage).
  A DropShip may maneuver to recover small craft that run out
  of fuel or lack thrust capability (e.g., lifeboats, escape pods). The
  unit attempting the recovery must enter the hex of the unit being
  recovered, and match velocity and heading. An attemptto recover
  one craft takes 5 minutes. Roll 2D6 ät the end of the five-minute
  recovery attempt. If the result is equal to or greater than 4, the craft
  is safely recovered. A result of less than 4 indicates some kind of
  delay in recovering the unit. The recovering unit can make another
  attempt in 5 minutes. No damage occurs to either unit.
  RECOVERING
  FIGHTER CASUALTIES
  Every row of armor crossed out on a Fighter Unit Record Sheet
  represents a fighter from that unit that may have been destroyed.
  To determine if a fighter survives and can be recovered, roll 1D6 for
  each armor row crossed off. If the result is a 5 or a 6, the fighter
  survives and can be repaired before the next major engagement.
  A result of 1 to 4 means the fighter was destroyed. To recover a
  damaged fighter, the recovering unit must enter the hex of the unit
  being recovered and match velocity and heading. An attempt to
  recover one fighter takes 5 minutes. Roll 2D6 against a Target
  Number of 4 to attempt the recovery. If the result is equal to or
  greater than 4, the fighter is safely recovered. A failed roll means
  the recovering unit must wait 5 minutes and try again. Players
  should also attempt to recover the pilots of destroyed units. Roll
  1D6. A result of 6 means the pilot survives and can be recovered
  with his fighter. Where records exist of the unit composition,
  determine the destroyed fighter randomly, and recalculate the
  actual strength of the fighter unit.
  SYSTEM TRANSIT
  After arriving in-system, a DropShip carrying troops or mate-
  riel must travel from its point of arrival to the target planet. This
  deep-space transit usually takes several days, depending on the
  distance between the point of arrival and the planet. Determine the
  transit time between two such points in space using the following
  formula:
  T = 2V (2 x (D/A))
  D is the distance from the starting point to the midway point (in
  kilometers), and A is the acceleration råte (in kilometers per hour
  per hour. 1G = 127,008 km/hr/hr (9.8 m/sec./sec.). The result
  is in hours. The Proximity Point Table in the Hyperspace Trä
  section, p. 44, provides the distance in billions of kilometers f
  a standard jump point to a planet.
  FUEL CONSUIVtPTION
  Though unimportant in tactical situations, fuel becomes
  important factor in a strategic campaign. Each DropShip
  carries a number of tons of fuel, which it must use to acceler
  decelerate, and change heading. Individual craft use fuel ät dif
  ent råtes. BattleSpace uses a unit called a burn-day to indicate
  råte of fuel consumption. One burn-day is the amount of
  consumed by a unit accelerating ät a constant råte of 1 G for
  day. Determine the amount of fuel used by DropShips in sys!
  transit using the following formula:
  F = TxA
  T is the total number of days that the engine nas been burni
  and A is the average acceleration, expressed in Gs. The result
  is the number of burn-days of fuel used. Consult the descriptioi
  each craft in Large Craft, p. 43 in the BattleSpace Sourcebo
  and multiply the result (F) by the indicated tons per burn-da
  determine how much fuel the ship used in system transit.
  Fuel (Optional Rule)
  Players may add the following fuel rules to the stånd
  BattleSpace rules. Each point of thrust used will consume
  point of fuel from the DropShip's reserve. The number of l
  Points available per ton of fuel varies from ship to ship. See La
  Craft, p. 43 in the BattleSpace Sourcebook, for specific infon
  tion for each craft. The fuel consumption determined in this man
  will seem excessive, especially compared to the amount of
  used during transit, but keep in mind that each DropShip has
  fuel systems.
  The first system is simple, requiring minimal maintenar
  This system pumps small amounts of fuel into heated ston
  tanks. The temperature causes the fuel to expand, and the res
  ing increase in pressure feeds fuel into both the engine cores
  the power planfs fusion reactor. This efficient system supplies
  ät a constant råte, as required during system transit, but can
  supply the surges in fuel demand required during combat man
  vering.
  The second fuel system uses high-speed pumps to maint
  the constant fuel pressure required by the fusion reaction. l
  system, functioning like a sports car's turbo-charger, supp
  enough fuel to provide the short bursts of high-G thrust require<
  maneuver the craft during combat, but ät the expense of
  efficiency.
  Fighters lack the fuel-efficient temperature/pressure syst
  of DropShips, and so cannot carry the fuel reserves necessary
  system transit. For game purposes, fighters are incapable
  system transit.
  52
  RUUBOOK
  
  >HT REFUELING
  lolds of some specially equipped DropShips and
  ,i converted to carry fuel tanks. Each cargo hold can
  rof tons of fuel equal to the number of tons of cargo
  e in that hold.
  ^. ~ay be fed directly into the DropShip or JumpShip's
  , effectively acting as a reserve tank; refuel fighters
  [landing on the vessel; or refuel docked DropShips
  ^.Asingle tanker mayfill all threeroles, ref uelingitself,
  l tt carries, and any craft that docks with it.
  i o fuel tank supplements the craffs own fuel tanks,
  -
  rs.~
  ; jel according to the ship's normal consumption. Use
  - e -eserve tanks before using any fuel from the DropShip's
  ~ - .e minutes to refuel a small craft or fighter from the
  : -2 ~ks, assuming the craft requires 5 tons or less of fuel.
  = s—all craft or fighter, the DropShip crew must hook the
  -» -to the DropShip's own fuel system, then pump that
  r" 'ighter bay. The DropShip may also refuel craft from
  --£-KS, keeping the cargo-hold fuel in reserve.
  -::ShiporJumpShipcan refuel f rom anothership of that
  - . sssels have functioning docking collars and transfer
  r_e transfers into the docking vessePs tanks (built-in or
  :i ät the råte of 1 ton per minute, unless the transfer
  js sustained damage. With a damaged transfer system,
  -ninutes to transfer each ton of fuel.
  argo bay containing fuel takes damage during combat,
  > bay as a reaction mäss critical location (see Critical
  t p. 20 in Combat).
  MIODIFIERS
  f ptot can take a ship through an interstellar journey with
  . However, experienced pilots may be able to reduce
  tänd fuel required.
  culate how much, if any, fuel and time the pilofs
  s saves the craft, roll 2D6 and compare the result to the
  töng/Spacecraft Skill. (If statistics are not available for the
  f a Piloting Skill of 4.) For every point by which the roll
  - exceeds the target number, subtract 1 percent from all
  BS and fuel usage. If the roll fails, add 1 percent for every
  ffailure to the ship's travel time and fuel consumption. For
  c of the navigation system crossed out for damage, add 2
  et number. If all Navigation boxes are crossed out, modify
  t number by 5. Damage to the computer will also affect the
  Jtransit time. For each Computer box crossed out, add +1 to
  et number (see Critical Damage, p. 20 in Combat).
  UNETARY LANDING
  f units with a Velocity of O that end the turn in a Ground hex
  ttempt to land on any available space on the BattleTech
  ät Ground hex covers. (Except see Atmospheric Opera-
  . 33, for hovering.) BattleSpace units may make two types
  3, vertical and horizontal.
  Vertical landing requires the least amount of space, but is the
  most difficult to perform, requires more fuel, and cäuses more
  ground damage. All spheroid DropShips and shuttles must land
  vertically. Aerodyne DropShips attempting to land on an aifless
  world may also make vertical landings. For craft making vertical
  landings, reduce the terrain modifiers given in the Failed Braking
  Maneuver Table below by half. A craft landing vertically expends
  1 ton of fuel hovering över the landing site. If a DropShip lands in
  any terrain other than an airfield, water, a road, or a concrete
  surface, the area becomes a Depth 1 crater.
  Only fighters and aerodyne DropShips and shuttles may make
  horizontal landings. A DropShip needs a 600-meter (20 Battle-
  Tech hexes) runway on a flat surface to land horizontally. Fighters
  and shuttlecraft may land in a distance of 300 meters (10 Battle-
  Tech hexes). Fighters land as a unit. Every pilot must make a
  successful Piloting/Spacecraft (Piloting/Aerospace for fighters)
  Skill Roll to land.
  Experienced pilots may safely land an aerodyne DropShip in
  a distance of less than 600 meters by tilting up the nose of the
  DropShip, cutting the aft drive, and using the bottom-mounted drive
  to provide braking thrust. To make this braking maneuver, the
  player controlling the pilot of the craft must roll 2D6 and compare
  the result to his character's Piloting/Spacecraft Skill. For a result
  greater than the skill level, reduce the required landing distance by
  50 meters for each point of the Margin of Success. If the dice roll
  result is less than the target number, consult the Failed Braking
  Maneuver Table.
  FAILED BRAKING MANEUVER TABLE
  Margin of Failure
  1-4
  6+
  Effect
  Landing requires full distance.
  The pilot may attempt to land
  normally, may circle and try
  again, or may attempt to land
  in a different area.
  The vessel must land. However,
  the DropShip becomes
  harder to control. Add 1 to
  the pilofs Piloting/Spacecraft
  Skill.
  The vessel must land, using all
  600 meters. The vessel au-
  tomatically takes 2 points of
  damage on the nose and the
  landing gear is destroyed.
  Add 2 to the pilofs Piloting/
  Spacecraft Skill.
  Whether or not he attempts a braking maneuver, the pilot must
  make a Piloting/Spacecraft Skill Roll (Piloting/Aerospace for fight-
  ers and shuttles) when landing. To make this skill roll, apply the
  53
  
  CAMRAiGN OPERATIONS
  appropriate modifiers from the failed braking maneuverto the skill
  level, plus any applicable modifiers from the Braking Maneuver
  Damage Table.
  BRAKING MANEUVER DAMAGE TABLE
  Modifier to
  Skill Level
  +4
  +3 per box of
  damage
  +2
  Condition
  Maneuvering thrusters damaged
  Landing gear damaged
  Nose armor destroyed
  Craft reduced to 50 percent or
  less of starting thrust 
  +2
  No thrust available (aerodyne craft) 
  +4
  No thrust available (spheroid DropShip) 
  +8
  Runway too short for craft 
  +2
  Craft landing ät manned,
  friendly airfield 
  -2
  Craft landing ät unmanned,
  friendly airfield 
  -1
  Craft landing on road or paved surface 
  O
  Craft landing on unfriendly airfield 
  +1
  Craft landing in Open hex 
  +2
  Craft landing in water or swamp 
  +3
  Craft landing in Rough or Rubble hex 
  +3
  Craft landing in Elevated/Building hex 
  +3
  Craft landing in light woods 
  +4
  Craft landing in heavy woods 
  +5
  FAILED LANDING TABLE (DROPSHIPS)
  Note: All spheroid craft take damage on the aft side rathe
  than the nose.
  Margin
  of Failure
  1
  8+
  Effect
  Landing gear destroyed. Craft takes 1 point
  of damage on its nose.
  Landing gear destroyed. Craft takes 2 points
  of damage on the nose. One bay door is
  destroyed.
  Landing gear destroyed. Craft takes 2 point!
  of damage on the nose, and 2 points on on<
  side. Two bay doors are destroyed.
  Crash. Any non-secured personnel take 2D6
  points of Lethal damage. The crew must
  spend 1D6 minutes to free each 'Mech
  or vehicle.
  Crash. All secured personnel take 2D6 pointso
  Lethal damage. Non-secured personnel take
  4D6 points of Lethal damage. Roll 2D6 for
  each 'Mech or vehicle. If the result is 10 or
  higher, the unit takes 8D6 + 10 points of
  damage, allocated in 10-point groups to the
  front of the unit. If the dice roll result is less
  than 10, the unit takes 2D6 points of damage
  The crew must spend 2D6 minutes to free
  each 'Mech and vehicle.
  Crash. All secured personnel take 6D6 points o
  Lethal damage. The crash kills any non-
  secured personnel. Roll 2D6 for each 'Mect
  or vehicle. If the result is 8 or higher, the uni
  takes 8D6 + 10 points of damage, allocated in
  10-point groups to the front of the unit. If the
  dice roll result is less than 8, the unit takes 2D6
  points of damage. The crew must spend 2D6
  minutes to free each 'Mech and vehicle.
  Crash. All secured personnel take 8D6 points o
  Lethal damage. The crash kills any non-se
  cured personnel. Roll 2D6 for each 'Mech 01
  vehicle. If the result is 7 or higher, the unit
  takes 10D6 + 10 points of damage, allocatec
  in 10-point groups to the front of the unit. If the
  dice roll result is less than 7, the unit takes 2D6
  points of damage. The crew must spend 3D(
  minutes to free each 'Mech and vehicle.
  Crash. The craft explodes on impact. No
  personnel or equipment survive.
  54
  RULEBOOK
  
  FAILED LANDING TABLE (FIGHTERS/SHUTTLES)
  jin of Failure 
  Effect
  1 
  Craftdamaged.Crafttakesl pointof
  damage.
  2 
  Craft damaged. Craft takes 2 points
  of damage.
  3 
  Craft damaged. Craft takes 4 points
  of damage.
  4 
  Craft crashes. Ship destroyed. Pas-
  sengersandcrewescape.Cargo
  is salvageable.
  5 
  Craft crashes. Ship destroyed. Pas-
  sengers and crew take 1 row of
  damage (per MechWarrior, Sec-
  ond Edition) as they escape.
  Cargo is salvageable.
  6 
  Craft crashes. Ship destroyed. Pas-
  sengers and crew take 3 rows of
  damage (per MechWarrior, Sec-
  ond Edition) as they escape.
  Cargo is destroyed.
  7 
  Craft crashes. Ship destroyed. Pas-
  sengers and crew take four rows
  of damage (per MechWarrior,
  Second Edition) as they escape.
  Cargo is destroyed.
  9 
  Craft explodes on impact.
  No survivors.
  flf the Piloting Skill Roll is successful, the craft touches down
  y. If the roll fails, consult the appropriate Failed Landing Table.
  | When the result of a failed fighter or shuttle landing is damage
  i craft or the craft is destroyed, apply the result given in the
  \ to each craft in the unit. For example, if a unit containing 4
  s fails to land safely, and the Margin of Failure was 3, apply
  rits of damage to the unit (4 points of damage x 4 fighters).
  [Aerodyne DropShips, fighters, and shuttles may lift off by
  srating along a runway (or otheropen ground) until they reach
  l velocity. All craft need a runway ät least 600 meters long.
  yne craft can use their bottom-mounted transit drives to
  je enough lift for takeoff. A craft may not lift off if it has a Thrust
  >or less, or cannot power its transit drive. Skill rolls are not
  sd for horizontal liftoff.
  /ertical liftoff is much more difficult, as DropShips tend to be
  j unstable ät low velocity. Spheroid DropShips must lift off
  illy; aerodyne DropShips may do so only on an airless world,
  al liftoff requires the pilot of the craft to make a Piloting/
  raft Skill Roll, modified by the following conditions.
  VERTICAL LIFTOFF MODIFIERS TABLE
  Condition
  Landing gear damaged
  Maneuvering thrusters damaged
  Craft lifting off from a crater
  Computer damaged
  Door damaged
  Drive damaged
  Craft lifting off from an airfield
  Modifier
  +1
  +3
  +3
  +1 per box of
  damage
  +1 
  per 
  door
  jammedopen
  +1 per box of
  damage
  -1
  FAILED LIFTOFF TABLE
  Margin of Failure 
  Effect
  1-2 
  Liftoff. Vessel lifts off, but uses
  1 additionaltonoffuel.
  3-4 
  Landing gear damaged. (Cross out 1
  box). The pilot makes an unmodif ied
  Piloting/Spacecraft Skill Roll. If the
  roll is successful, the craft has lifted
  off. If the roll fails, the craft falls back
  to the ground, taking 2 points of
  damage on the aft side.
  5 
  Landing gear is destroyed. The craft
  strikes the ground, causing 5 points
  of damage on the aft side. Each
  unsecured person on thecrafttakes
  2D6 points of Lethal damage. The
  craft may not attempt another liftoff.
  6+ 
  Landing gear is destroyed. The craft
  suffers the results given above, but
  takes 10 points of damage on the aft
  side. All secured personnel take
  1D6 points of Lethal damage. All
  unsecured personnel take 4D6
  points of Lethal damage. The craft
  may not attempt another liftoff.
  If the skill roll result equals or exceeds the pilofs skill level,
  place the unit in the appropriate Ground hex on the BattleSpace
  map. If the roll failed, determine the Margin of Failure and consult
  the Failed Liftoff Table.
  TTLmsi*A em
  55
  HULEBOOK
  
  Both merchant and military craft must regularly transfer cargo
  and passengers. Whether conducted in space or on the ground,
  the goal of such a transfer is to load or unload the ship quickly,
  efficiently, and safely.
  Most ships use crew members in industrial exoskeletons (lEs)
  to move cargo, though almost every cargo contains something that
  must be moved by hand. Some military units use BattleMechs to
  move cargo. To determine how quickly cargo can be moved out of
  or onto a ship (or between ships) under various conditions, consult
  the Cargo Transfer Table. Treat battle suits as industrial exoskel-
  etons. Maneuvering cargo in zero-G is very difficult unless the
  cargo comes with maneuvering devices, such as null-G packs,
  attached. The amount of cargo that can be moved during any given
  period depends on the means of transfer and the conditions that
  currently apply to the craft.
  CARGO TRANSFER TABLE
  Equipment Used:
  In zero-G
  IE with null-G packs
  10 men in pressure suits
  2 men in pressure suits
  w/null-G packs
  BattleMech in zero-G
  In gravity
  IE
  10 men
  Heavy cargo platform
  Light cargo platform
  BattleMech
  In gravity and vacuum
  IE
  10 men in pressure suits
  Heavy cargo platform
  Light cargo platform
  BattleMech
  Tons Transferred
  (per minute)
  .5
  .5
  1
  Weight of cargo/30
  1
  1
  2
  1
  Weight of cargo/20
  1
  .75
  2
  1
  Weight of cargo/20
  Unloading cargo from one ship and loading it onto another
  doubles the total time required for the operation.
  When working on the surface of a planet, BattleMechs, ve-
  hicles, and other military units may move out of the DropShip ät the
  råte of one unit (individual 'Mech or vehicle, point of battle-suited
  infantry, or platoon of infantry) every 30 seconds. This number of
  units may exit each operational bay door.
  A crew must unload 100 tons of cargo from a DropShip sitting
  on a planefs surface. Because the planet nas a breathable
  atmosphere, consult the In Gravity section of the table. Five
  battle suits are available for unloading, and 25 men. fyve
  men pilot the battle suits, leaving 20 men available to move
  cargo by hand. Each battle suit can move 1 ton of cargo per
  minute. The men can move 2 tons of cargo per minute, for a
  total of 7 tons moved per minute. It wil! lake 14.5 minutes to
  unload 100 tons of cargo.
  IVIAINTENANCE
  Spacecraft require almost constant maintenance. Many of t
  DropShips and JumpShips operating in the Inner Sphere ai
  decades old, held together by a prayer as much as by technic
  expertise. Though all crews know several ways to reduce ti
  maintenance requirement of a vessel, few ships can afford to tal
  these measures. Avoiding atmospheric operations and acth
  maneuvering will reduce stress on the hull and drive system
  reducing required maintenance. Shutting down the ship's pow
  plant and drive system reduces the ship's maintenance requin
  ment substantially, but also makes the craft uninhabitable. Tt
  most drastic option is to mothball the vessel. A mothballed vess
  requires no maintenance, but requires additional work in the we<
  before it is put into storage. The following table shows the acti
  maintenance reductions created by each of the above strategie
  Maintenance for each craft falls into three distinct elemenl
  Structure, Power and Life Support, and Weapons. The maint
  nance requirements of each element can be determined sep
  rately, then the crew required to perform the maintenance can al;
  be determined.
  MAINTENANCE REDUCTION TABLE
  Condition
  No atmospheric operations
  No active maneuvers
  Powered down
  Mothballed
  Percent of Standard
  Maintenance
  Required
  90
  70
  10
  0/double in week
  before mothballing
  SUPPORT POINTS
  BattleSpace uses a system of maintenance similar to th
  presented in the Mercenary's Handbook: 3055. A ship's technic
  crew (known as engineers, though they need not possess tt
  Engineer Skill) provides Support Points (SP), which indicate tt
  amount of work an engineer can accomplish in a given tim
  56
  RULfBOOK
  
  CAMRAIGN ORERATtONS
  Points are based on the skill level each engineer pos-
  i in an appropriate skill. The Support Points each engineer
  ss must be applied to an appropriate craft or system. For
  3, an engineer with the Tech/DropShip Skill must apply his
  »DropShip work. An engineer with the Tech/Weapons skill
  his SP on any type of craft, but only on the weapons
  for that craft. One Support Point repairs one point of
  l maintenance.
  engineers of each craft are divided into two groups.
  ary engineers make up the largest group on each craft, but
  i Skills of Level 3 or below. The second group, engineers,
  r act as team leaders, commanding a group of up to five
  engineers. Engineers usually possess ät least one
  till ät a level ranging from 4 to 7, with an average of Skill
  . One engineer on each ship commands all the rest. This
  ^Engineer (or Chief of Engineering) possesses Technician
  Hs of 6 and above. On average, the crewmen of Clan
  have an additional 2 levels in appropriate skills, with
  engineers possessing average skills of Level 5 or
  [engineers having an average Skill Level of 8, and chief
  ; having an average Skill Level of 8+.
  i engineer may work a maximum of 80 hours per standard
  |168 standard Terran hours). However, he or she will
  175 percent of his or her SP in the first 50 hours (2 percent
  . After 50 hours, fatigue reduces the number of Support
  i engineer can generate. See the Support Points Per Hour
  i to determine how many SP an engineer of each skill
  i produce in an hour. Most spacecraft crews expect long
  jrs (an average of 12 hours out of 24), and gladlyaccept
  ird of extended (and rowdy) shore leave on a frequent
  ^engineer with more than one Technician Skill may divide
  tbetween the two skills as he sees fit, but is still limited to
  um of 80 hours per week.
  gineer who spends some of his time on repairs will not
  his full Support Point value to maintenance, losing 2
  (of his potential SP for each hour on repair detail. An
  r who spends 50 hours or more on repair detail produces
  no SP toward maintenance, but will not create a negative SP value.
  For example, an engineer with Tech/Weapons Skill Level 3 nor-
  mally produces 1,238 SP in a 50-hour week. However, the engi-
  neer spends 5 hours repairing weapons after a battle, and so only
  produces 1,114 SP that week (1,238 SP x [.02 x 5] = 124.1,238 -
  124 = 1,11
  * 
  SUPPORT POINTS PER HOUR TABLE
  h 
  Work Week (in hours)
  vel 
  50
  563
  788
  1,238
  2,025
  2,700
  2,925
  3,038
  3,150
  60
  638
  893
  1,403
  2,295
  3,060
  3,315
  3,443
  3,570
  70
  713
  998
  1,568
  2,565
  3,420
  3,705
  3,848
  3,990
  80
  750
  1,050
  1,650
  2,700
  3,600
  3,900
  4,050
  4,200
  l 'Drops^p-filiisSSijsl
  JVtPV f SMALL CRAFT)
  The Combat Values provided in the Mercenary's Handbook,
  3055, may be used as the f ighter MPV (Maintenance Point Value).
  Players may also calculate an approximate MPV using the follow-
  ing formula:
  (Craft Tons x Heat Sinks) + (Craft Tons x Thrust) + (Total Fire
  Factors x 90) + (Armor Value x 15)
  A calculated MPV will only approximate the Combat Value in
  the Mercenary's Handbook, because the Combat Value involves
  a more detailed breakdown of the craft's systems.
  Each fighter requires maintenance equal to 20 percent of its
  MPV (or Combat Value) per week.
  MPV (LARGE CRAFT}
  Each craft of DropShip size or larger has a specific mainte-
  nance requirement (the Maintenance Point Value, or MPV). Each
  craft's total Maintenance Point Value is represented by three
  separate MPV, the Power and Life Support MPV, Structure MPV,
  and Weapons MPV, calculated using the following formulas.
  Please note that MPV are not the same as the Combat Value used
  to determine the maintenance requirement of ground units. One
  Support Point repairs one Maintenance Point.
  The Maintenance Table, p. 59, provides the maintenance
  requirements for each vessel of DropShip size or larger currently
  in use in the Inner Sphere (including occupying Glan vessels), not
  including space stations. The ships appear in alphabetical order
  within ship type for easy reference.
  Power/Life Support Systems
  Determine the Maintenance Point Value of the power and life
  support systems using the following formula:
  MPV = Engine MPV + K-F Drive MPV + Life Support MPV
  Consult the Power/Life Support MPV table, p. 59, for the
  individual values.
  JHH.MBOOK
  
  Structure
  Determine the Maintenance Point Value of the ship's structure
  using the following formula:
  MPV = Structural Integrity MPV + Bridge MPV + Sail MPV +
  Grav Deck MPV + Docking MPV + Bay MPV
  Consult the Structure MPV table for the individual values.
  POWER/LIFE SUPPORT MPV
  Engine MPV:
  Craft Mäss (in tons)
  Less than 9,000
  9,000-50,000
  50,001-400,000
  400,000+
  K-F Drive MPV:
  Type
  Standard Core
  Compact Core
  MPV
  Engine tonnage x 10
  Engine tonnage x 5
  Engine tonnage x 2
  Engine tonnage
  MPV
  K-F Drive tonnage/100
  K-F Drive tonnage/10
  Life Support MPV:
  Number of crew and passengers x 50
  Weapons
  Determine the Maintenance Point Value of the weapc
  systems using the following formula:
  MPV = Weapons MPV + Heat Sink MPV
  The weapons MPV is equivalent to the MPV value of
  weapons. Weapon MPVs appear in the Master Weapons Table,
  70-71. The heat sink MPV is equal to the number of heat sinksi
  the vessel x 10.
  STRUCTURE MPV
  (Note: MPV = Armor tons + Structure tons x a multiplier. The
  second column of the chart provides the multiplier for this j
  formula.)
  Structural Integrity MPV:
  Craft Mäss (in tons)
  DropShip:
  Less than 50,000
  50,000+
  JumpShips, WarShips, Stations:
  Less than 100,000
  100-200,000
  200-300,000
  300-400,000
  400-500,000
  500,000+
  Bridge MPV:
  Type
  DropShip
  JumpShip
  MPV Multiplier
  100
  80
  10
  8
  6
  4
  2
  1
  MPV
  Bridge tonnage x 10
  Bridge tonnage
  Miscellaneous MPV:
  Jump Sail = Sail tons x 10
  Grav Deck = Deck tonnage x 10
  Docking Hardpoints =100 each
  Tug Adapter = 500
  Cargo Bays:
  Vehicle/'Mech/fighter = Tonnage of bay
  Cargo = Tonnage of bay/100
  EFFECTS OF MAINTENANCE
  The Support Points generated by a ship's crew offset tti
  maintenance required on each craft by a ratio of 1:1; in other words
  using 1 SP cancels out 1 Maintenance Point. If the crew cann<
  generate enough Support Points to cover all the Maintenano
  Points, some systems may fail. Roll 2D6 for each system that doe
  not receive full maintenance, adding 1 to the result per 10 percei
  of shortfall. If a system that did not receive full maintenance als
  58
  RULEBOOIC
  
  CAMRAIGN OPERATIONS
  MAINTENANCE TABLE
  Life
  Structure 
  Support Weapons Total
  MPV 
  MPV 
  MPV
  Type
  tShips
  nter
  åder
  fchant
  nolith
  wt5,620
  rLord
  Stops
  ralles
  snger
  hemoth
  sadsword
  ccaneer
  irrier
  ndor
  nfederate
  calibur
  tress
  y 10,032
  zelle
  uder
  ipard
  prdCV
  bnoth
  sarch
  te22,653
  Biord
  jfcer
  (»51 ,900
  mph
  bn
  ngeance
  Ihips
  gis
  ick Lion
  g-Eye
  meron
  ngress
  sex
  a III
  Kenna
  temkin
  etskii
  1iZ
  as1 47,480
  cent
  MPV
  7,507
  10,030
  7,486
  14,828
  6,410
  10,673
  42,668
  13,424
  53,741
  1 1 ,380
  15,479
  30,875
  24,622
  8,626
  44,846
  26,300
  10,000
  12,262
  14,046
  9,033
  9,033
  20,821
  16,085
  1 1 ,400
  41,220
  13,860
  21,000
  20,980
  12,470
  46,600
  62,539
  68,569
  2,015
  76,924
  60,599
  38,557
  38,076
  201 ,440
  129,964
  74,260
  402,600
  34,222
  5,183
  7,522
  5,980
  16,930
  1,210
  12,100
  26,900
  7,300
  29,080
  6,392
  6,900
  16,850
  27,500
  4,670
  38,750
  21,300
  1,448
  6,850
  13,700
  5,600
  5,600
  22,050
  24,400
  1,255
  20,050
  22,100
  5,518
  23,100
  10,500
  13,325
  136,675
  196,250
  19,575
  174,185
  190,800
  151,300
  203,680
  488,200
  318,670
  2,100
  1,160
  980
  1,370
  13,240
  1,300
  4,097
  2,241
  2,194
  4,059
  883
  7,508
  1,878
  2,604
  2,420
  4,530
  21,479
  1,576
  3,713
  1,968
  1,968
  1,894
  760
  35,308
  4,371
  1,630
  78,418
  2,175
  2,990
  2,985
  300,904
  312,846
  1,035
  209,070
  84,738
  79.052
  81,420
  435,020
  192,188
  14,790
  18,712
  14,446
  33,128
  24,073
  73,665
  22,965
  85,015
  21,821
  23,262
  55,233
  54,000
  16,200
  86,016
  52,130
  20,688
  31,459
  16,601
  16,601
  44,765
  41,245
  65,641
  37,590
  46,255
  25,960
  62,910
  500,118
  577,655
  22,625
  460,179
  336,137
  268,909
  323,176
  1,124,660
  640,822
  155,t95 
  131,124 360,879
  233,470 
  783,550
  125,070 
  16,180 
  175,472
  had a maintenance shortfall in the previous week, add those
  modifiers to the dice roll result. Compare the total to the Systems
  Failure Table to determine the number of systems that fail.
  As might be expected on such venerable vessels, even if the
  craft receives full maintenance, a system still might malfunction.
  Once per week, roll 2D6 for each of the three areas of maintenance,
  Structure, Power and Life Support, and Weapons. A result of 12
  means a single system failed in that area.
  When a Structure or power/life support system malfunctions
  despite complete maintenance, roll 2D6 and consult the Affected
  Systems Table to determine the system that failed. Cross out one
  SYSTEMS FAILURE TABLE
  Modified 
  Number of
  2D6 Result 
  Systems Failing
  2-6 
  O
  7-9 
  1
  10-12 
  2
  13-15 
  3
  15-17 
  4
  18-19 
  5
  20 
  6
  21+ 
  1 additional system fails per point
  box of the affected system (Structure or Power/Life Support) as if
  it had been damaged by weapons fire (the player controlling the
  craft determines which maintenance area is affected). This dam-
  age can be repaired using the repair rules ratherthan the mainte-
  nance rules. If the randomly determined system is already de-
  stroyed, roll 2D6 again and apply one box of damage to another
  system.
  59
  JCWUBOOfC
  
  If a weapons system fails, apply one box of damage to a
  randomly determined weapons bay. Capital-ship bays always
  suffer system failure before standard weapons bays.
  If an aerospace craft suffers a system failure, cross out one
  Armor box per system failure. When no Armor boxes remain
  unmarked, the craft cannot be used, but may still be repaired.
  (Treat it as recovered. See Recovering Fighter Casualties, p.
  52.)
  JVtAINTENANCE
  Maintenance costs include the wages of the engineers and a
  steady stream of small, inexpensive parts to keep the vessel
  functioning. This cost averages out to 1 C-bill for every 100 points
  of maintenance required. On most craft, this cost is minor, but
  crews operating larger and more sophisticated vessels find that
  these minor expenses mount up!
  AFFECTED SYSTEMS TABLE
  2D6 Result
  DropShips
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Structure
  Hull Collapse
  Bay Door
  Cargo Bay
  Crew Quarters
  Right Thruster
  Transfer
  Left Thruster
  Docking Collar
  Docking Collar
  Landing Gear
  Bridge
  Power/Life Support
  Fusion Plant
  Fusion Plant
  Radar
  Life Support
  Bridge
  K-F Boom
  Computer
  Nav Sys
  Reaction Mäss
  Drive
  Drive
  JumpShips, WarShips, Stations
  2 
  Hull Collapse 
  Life Support
  3 
  Bay Door 
  Fusion Plant
  4 
  Cargo Bay 
  Computer*
  5 
  Crew Quarters 
  Bridge*
  6 
  Right Thruster 
  Radar
  7 
  Docking Collar 
  Communications 
  .
  8 
  Left Thruster 
  CIC
  9 
  Transfer 
  Engineering
  10 
  Jump Sail Array 
  Reaction Mäss
  11 
  Grav Deck** 
  Drive
  12 
  Bridge* 
  K-F Drive (see K-F Drive
  Failure Table)
  *Fifty percent of the time, the auxiliary system fails.
  "Fifty percent of the time, the systems of the recreation deck
  fail.
  K-F DRIVE FAILURE TABLE
  2D6 Result 
  Affected Component
  2 
  Drive Coil
  3 
  Charging System
  4 
  Lithium-Fusion Battery
  5 
  Helium Tank
  6 
  Helium Tank
  7 
  Helium Tank
  8 
  Helium Tank
  9 
  Helium Tank
  10 
  Lithium-Fusion Battery
  11 
  Field Initiator
  12 
  Drive Controller (battery system on
  space station)
  REPAIR
  Most parts of all types of ships can be repaired. Information
  the effects of damage to internal components and their ba
  repairability appear in the Combat section, p. 22. The informat
  below explains how to make these and other vital repairs to sh
  and small craft in BattleSpace. These rules assume that ur
  have the necessary tools and parts available to make all need
  repairs.
  Repairs are possible only if appropriate facilities are availat
  To attempt a repair, roll 2D6 and compare the result to the diffici
  (target number). If the result equals or exceeds the target numb
  the repair succeeds. If the result is less than the target number, l
  repair fails. Whether or not a repair succeeds, the time indicatefl
  make the repair elapses.
  Clan WarShips, JumpShips, and DropShips carry a hs
  sealing system that aids in all repairs. Reduce the target numb
  for the difficulty of any repairs to a Clan vessel by 1.
  Each repair requires the presence of ät least one engineera
  one secondary engineer. A good engineer may reduce the diffici
  of the repair, and reduce the time required.
  If the engineer supervising the repairs has a Base Tärt
  Number for the Tech/(Craft) Skill Roll of less than 4 (see Skill Roi
  p. 10, MW2), reduce the target number of the repair by 1 for ea
  point below 4. For example, if the Base Target Number is
  subtract 1; if it is 2, subtract 2; and so on. The player must increa
  the difficulty (target number) of the repair by 1 for each point
  which the Base Target Number for the Tech/(Craft) Skill of 1
  engineer supervising the repairs exceeds 4. For example, add 1
  the difficulty if the Base Target Number is 5; if it is 6, add 2; and
  on.
  Each point added to or subtracted from the difficulty of tt
  repair also adds or subtracts 10 percent from the base tirn
  required to perform a repair. For example, if the difficulty for tt
  repair is modified by +2, increase the repair time by 20 percent
  the difficulty modifier is -2, reduce the repair time by 20 perce»
  mATTLMSPACm
  itULfBOOK
  
  'an attempt to repair a destroyed component fails, that
  Tppnent must be replaced. The Construction section, p. 77,
  lÉtes the cost of new parts. Installing a new part requires 10
  -^ the base repair time, unless the text specif ies a replacement
  -- ~o inställ most new components, the player makes a Repair
  nstaTarget Number of 7. The Target Numberforinstalling
  K-F drive system is 9.
  LPONENT REPAIR
  i Critical Damage section, p. 22 in Combat, lists the time
  s), facilities required, and difficulty (represented by a target
  sr) of repairing internal components. To repair internal com-
  s, players must make a Repair Roll against one of two target
  When all boxes of a component are crossed out, that
  nent is considered destroyed; use the "destroyed" target
  rto attempt the repair. If some boxes remain unmarked, use
  naged" target number to attempt the repair. A result equal
  9ater than the target number indicates a successful repair
  i on a destroyed component). Unmark one box of damage
  ät component. If the Repair Roll result is less than the target
  r, the repair attempt failed. Failed repairs can be tried again
  »the repair cannot be repeated, indicated by NR. If a repair
  ds, but more boxes of damage remain crossed out on that
  nent, the player may attempt to repair more damage, even
  repair target number indicates that the repair cannot be
  ed.
  he rules for repairing weapons bays are slightly different. fö
  ra weapons bay, make a Repair Roll for each bay (not each
  Bay box) against the target number provided (see
  al Damage). If ät least one of the bays in a firing are remains
  anal (the Repair Roll is successful), unmark one box of
  3. If the repair attempts for all weapons bays are successful,
  ; both boxes.
  ARJVIOR
  Armor cannot be repaired, but damaged sections can be
  replaced. A field armor repair requires 20 minutes to replace each
  point of armor (assuming the craft is carrying spare armor). In dry
  dock, the same repair takes 10 minutes. No Repair Roll is required.
  JUJVIP SAIL
  A JumpShip's energy-collecting sail cannot be repaired, but
  damaged sections can be replaced ät a dry-dock facility. It takes 4
  hours to replace each damaged sail section (each point of sail
  integrity löst). No Repair Roll is required.
  FIGHTER REPAIR
  Any fighter or small craft that survives a battle may be repaired
  after the battle. Use a target Number of 6 to repair each crossed-
  out damage box, and a base repairtime of 6 hours. When the player
  can determine the exact type of fighter being repaired, each box of
  damage repaired costs 1 percent of the craffs purchase price.
  These repair attempts may be repeated. If the exact type of craft is
  unknown, the repairs cost 1 percent of the average price of the
  fighters in that unit. If the player cannot identify any of the fighter
  types in the unit, assume an average cost of 40,000 C-bills
  (aerospace fighter) or 200,000 C-bills (OmniFighter).
  Recovered small craft may also be repaired. Treat each
  recovered craft as having no unmarked Armor boxes remaining.
  Each box of damage may be recovered ät a cost of 5 percent of the
  craffs cost. If the player cannot identify the type of craft, assume
  a cost of 200,000 C-bills for an Inner Sphere craft or 1,000,000 C-
  bills for a Clan craft. The Target Number to repair each box of
  damage is 6, and the base repair time is 18 hours.
  BATTLESPACC 
  Cl 
  RUUBOOK
  
  CAMRAIGN OPERATIONS
  CREW
  The following information allows players to add another level
  of complexity to their BattleSpace game by further incorporating
  MechWarrior, Second Edition, and using the systems found in
  Mercenary's Handbook: 3055. The information on crew quality
  provides more definitive movement and attack modifiers for pilot
  actions during the game, and further refines the system for deter-
  mining how much it will cost to crew various vessels. The modifiers
  in the Crew Quality Table are cumulative with any other appropriate
  modifiers. The wages multiplier can be applied to the information
  in the Average Wage Report table, below.
  CREW QUALITY
  Most DropShip and JumpShip captains swear that their ves-
  sels' crew can make or break that craffs performance in battle. A
  good crew functions almost as a single entity, always anticipating
  the demands on the ship and increasing.efficiency and accuracy.
  On the other hand, members of a bad crew tend to get in each
  other's way, decreasing the craffs overall performance. In
  BattleSpace, the entire crew (or all the pilots in a fighter unit) use
  a single Experience Rating to reflect their abilities. A crew's
  Experience Rating modifies to-hit numbers and Control Rolls. Add
  all modifiers to the dice roll result; positive modifiers make success
  more likely, and negative modifiers reduce the likelihood of suc-
  cess. Glan and Inner Sphere vessels normally mount crews of
  Regular experience. The Clan's lack of DropShip combat experi-
  ence is the primary reason why their DropShip and JumpShip
  crews fall below the Veteran experience level that serves as the
  norm for their ground forces.
  CREW QUALITY TABLE
  Crew
  Experience
  Green
  Regular
  Veteran
  Elite
  To-Hit
  Modifier
  -1
  0
  +1
  +2
  Control Roll
  Modifier
  -1
  0
  +1
  +2
  Wages
  Multiplier
  1
  1.3 
  (
  1.7
  2
  Damage to a craffs crew quarters will ultimateiy affect the
  crew's performance as fatigue and other factors come into play.
  For every day the craft must continue to operate after having its
  crew quarters damaged, increase the difficulty of any to-hit num-
  bers or Control Rolls by 1 per 4 boxes of damage to the crew
  quarters (round all fractions up).
  CREW REQUIREJVIENTS
  The crews of all space-faring craft work in alternating shifts,
  eight hours working and eight hours resting. Usually only the senior
  crew, the pilots and engineers, hold a permanent contract with a
  DropShip. Other crewmen are hired on a casual basis, for a few
  months or a single journey. This arrangement means that en
  constantly move between vessels, and so most spaceports i
  tain a central area from which a DropShip's executive officer^
  hire crew. Major companies and other large organizations ofl
  support an agent ät each port who oversees the hiring of
  However, security reasons dictate that craft operated by milii
  units or state governments hire a permanent crew, whic
  security-screened by the appropriate intelligence agencies.
  The exact wages paid to a crewman vary from DropShip
  DropShip, and depend on the crewman's experience and positj
  As a point of reference, every month ComStar publishes a sti
  tical survey of the wages for a number of professions, based
  samples from each Inner Sphere state. This survey allows äg
  to observe national and regional trends when hiring, but the wa
  for spacecraft crews tend to be surprisingly uniform throughoL
  Inner Sphere. The June 3056 report gave the following minin
  wages for crewmen, plus or minus 2 percent.
  AVERAGE WAGE REPORT
  Average Wage
  Position
  Pilot
  Engineer
  Secondary Engineer
  (in C-bills per month)
  550
  450
  250
  The report also shows that the base wage varies accordin
  crew experience, with experienced senior crew receiving up to
  percent of the base wage (see the Crew Quality Table above
  The crew requirements of each craft depend on the compU
  of the vessel, but usually increase with the size of the craft.
  vessel usually supports sufficient engineers to meet its we
  maintenance requirements, though the exact number needed
  depend on the skill of the individual engineers. Each craft
  requires one, and occasionally two, pilots per shift. Unlike
  neers, pilots generally work one shift per24-hourperiod. Moste
  only require the pilot to supervise the computer-controlled öp
  tions, and many craft of various sizes manage with only two pil
  Larger vessels, most notably WarShips, maintain a Ig
  number of additional crew and junior officers, and so näve a l
  proportion of non-engineer crew. On average, these craft hai|
  non-engineer crewman for every 50,000 tons of the craft.
  The Crew Requirements Table contains crew requiremé
  for the major craft designs currently in service, arranged in alp
  betical order.
  62
  JfUUBOOK
  
  CREW REQUIREMENTS TABLE
  Number of Crew Type Required
  Secondary Avg. SP
  Ship Types
  JumpShips
  Munter
  Invader
  Merchant
  Monolith
  Scout
  Står Lord
  DropShips
  Achilles
  Avenger
  Behemoth
  Pilots
  2
  2
  2
  3
  1
  2
  6
  2
  6
  Broadsword (Glan) 
  2
  Buccaneer
  Carrier (Glan)
  Condor
  Confederate
  Excalibur
  Fortress
  Fury
  Gazelle
  Intruder
  Leopard
  Leopard CV
  Mammoth
  Monarch
  Mule
  Overlord
  Seeker
  Titan
  Triumph
  Union
  Vengeance
  2
  2
  2
  2
  2
  3
  2
  2
  3
  2
  2
  3
  3
  2
  3
  2
  3
  2
  2
  3
  Non-
  Engineers
  WarShips
  Aegis
  Black Lion
  Bug-Eye
  Cameron
  Congress
  Essex
  Lola III
  McKenna
  Potemkin
  Sovetskii Soyuz
  Texas
  Vincent
  45
  49
  3
  52
  46
  37
  41
  116
  90
  50
  94
  27
  Engineers
  2
  3
  2
  4
  1
  2
  5
  4
  8
  4
  4
  5
  4
  3
  10
  5
  4
  4
  5
  4
  4
  6
  4
  4
  5
  4
  10
  4
  4
  6
  Pilots/
  Engineers
  105
  120
  3
  40
  50
  30
  50
  150
  135
  50
  100
  21
  Engineers
  6
  7
  4
  9
  4
  7
  20
  9
  36
  2
  6
  10
  20
  5
  30
  30
  2
  2
  22
  3
  3
  26
  27
  12
  31
  12
  25
  9
  8
  25
  Secondary
  Engineers
  30
  39
  14
  195
  160
  141
  63
  312 
  1
  31
  101
  508 
  1
  65
  Produced
  17,700
  23,250
  14,400
  30,450
  10,500
  19,350
  52,500
  30,450
  90,600
  24,000
  25,500
  57,000
  48,600
  19,950
  88,500
  69,000
  18,900
  22,200
  55,800
  20,550
  20,550
  66,300
  60,150
  35,400
  70,650
  35,400
  80,250
  30,450
  28,800
  64,650
  Avg. SP
  Produced
  459,000
  532,350
  34,800
  477,750
  459,000
  349,650
  198,950
  099,800
  577,650
  361 ,650
  228,200
  189,150
  63 «•
  
  CONSTRUCTION RULES
  GONSTRUGTION RULES
  Though some Inner Sphere factories have begun to produce
  DropShips and JumpShips again, many of the techniques and
  tools to do so have changed över the last thousand years. Distinc-
  tions between technology bases, classified as pre-Succession
  Wars, Står League-era, and Glan technology, grossly oversimplify
  the real situation. No two classes of DropShip or JumpShip, and,
  in many cases, no two ships within a class, use exactly the same
  technologies or assembly techniques. Manufacturers have always
  used whatever they could get ät the time of construction, not always
  what was best; where a craft was built also affected its compo-
  nents. For example, a ship constructed ät a major facility in the
  Terran Hegemony would probably have a more eff icient propulsion
  system than a ship of similar mäss and design built in the Taurian
  Concordat.
  Because crews have been forced for centuries now to jury-rig
  their beloved spacecraft to keep them running, those ships listed
  as "Standard" technology are anything but. Most of the older ships
  listed in the BattleTech Technical Readouts were built one ät a
  time from whatever material was available.
  The dissemination of the Gray Death memory core created an
  almost uniform distribution of Står League-era nåväl technology
  throughout the Inner Sphere by 3056, and so players from all
  Houses and the Glans may use this single set of rules for construc-
  tion. The text explains how to modify ship construction based on the
  advanced technology of the Glans.
  DROPSHIP CONSTRUCTION
  Manufacturers construct DropShips in four major parts. Each
  part incorporates several important systems, but for construction
  purposes, players can concentrate on these four areas: para-
  meters, propulsion, structure, and weapons. The parameters de-
  termine the type, use, and mäss of the ship. The construction of the
  propulsion system determines how the ship is powered. The
  structure determines how much armor the ship can carry and how
  much damage it can withstand. The final step of construction is to
  mount weapons. Each of these basic areas of construction require
  several steps.
  DETERJVIINE PARAMETERS
  The parameters of a DropShip determine its type, use, and
  mäss.
  Technology
  De.cide what technology will be used to construct the craft,
  either Inner Sphere (including Står League) or Glan.
  Type
  Next, determine the type of DropShip to be construc
  spheroid (egg-shaped) or aerodyne (with wings). Spheroidsj
  cheaper to construct and simpler to operate in space; aerody
  operate better in atmosphere.
  Use
  Decide whether the craft is for military or civilian use. Mili
  craft are usually more powerful, with more efficient systems, l
  also cost more than civilian vessels.
  Mäss
  Finally, decide on a mäss for the craft. A spheroid Dröp
  may weigh anywhere between 100 and 100,000 tons. An aerod
  DropShip may weigh anywhere between 100 and 35,000 tons. 'l
  total mäss of all the ship's components must be equal to or less l
  the total mäss of the craft.
  Players must decide the mäss of their ship ät this
  because the plant size and other components are determined i
  the ship's mäss. However, because mäss also determines l
  many weapons a ship can carry and how well it will perfor
  function, players may want to take these factors into considen
  when choosing their ship's mäss. The Large Craft section i
  vides this type of information for all ships in current use;
  may find it useful to study this section to determine what each j
  mäss allows the ship to do before deciding on their ship's ma
  decfdés to construct a 5,000-fori f!
  iechnology. This DropShip will be a
  DETERJVtlN£ PROPULSION
  The propulsion system determines how the ship is powe
  its safe and maximum speed, and its maneuverability.
  Engine Size
  Determine the size of a DropShip's engine using its mäss
  intended Safe Thrust Value. A DropShip may use any Thrust V
  up to a maximum of 10, but the greater the Thrust Value, the la
  the engine. The engine takes up 6.5 percent of the craffs mas
  each Thrust Point. For example, the engine of a DropShip mas
  1,000 tons with a Thrust Value of 3 will weigh 195 tons.
  Glan DropShips run slightly more efficiently than their Ii
  Sphere counterparts, and each Thrust Point of the engine take
  6.1 percent of the ship's total mäss. For example, the engine
  Glan DropShip mässing 1,000 tons with a Thrust Value of 3
  weigh 183 tons.
  The Maximum Thrust of a craft is equal to the Safe TI
  multiplied by 1.5 (round fractions up).
  UlfBOONT
  
  COMSTRUCrtOM RULES
  o
  Ib
  > Fuel Efficiency
  ugh the engine and Safe Thrust determine the actual
  es of a craft, the size of a craft will determine the amount
  quired to maneuver. The number of Thrust Points per ton
  > fuel efficiency of a craft maneuvering during battle,
  jon a tactical level. This value is important for players
  l (Optional Rule), p.52 in Campaign Operations.
  sumption Table gives the number of Thrust Points
  l yields, based on the craft's mäss.
  Strategic Fuel Efficiency
  A ship accelerating ät a constant råte is usually conducting the
  strategic operation of system transit (see Campaign Operations).
  For this type of movement, DropShips can use their more efficient
  heat-expansion fuel system, which drastically reduces fuel con-
  sumption. On military DropShips, this system provides a Burn-day
  Value (the number of tons of fuel used in one day of constant 1G
  acceleration) of 1.84 tons per G per day. Players building civilian
  DropShips, which usually lack this efficient heat-expansion sys-
  tem, should consult the Civilian Fuel Consumption Table below for
  the Burn-day Value for various ship masses.
  FUEL CONSUMPTION TABLE
  i Mäss (in tons)
  100-399
  400-799
  800-1,199
  1,200-1,899
  1,900-2,999
  3,000-19,999
  20,000-39,999
  40,000+
  Thrust PointsATon
  16
  14
  12
  10
  8
  6
  4
  2
  CIVILIAN FUEL CONSUMPTION TABLE
  Ship Mäss (in tons)
  100-999
  1,000-3,999
  4,000-8,999
  9,000-19,999
  20,000-29,999
  30,000-39,999
  40,000-49,999
  50,000-69,999
  70,000-100,000
  Tons/Burn-day/G
  1.84
  2.82
  3.37
  4.22
  5.19
  6.52-
  7.71
  8.37
  8.83
  65
  KULBBOOK
  
  COfMSTRUCrfOfV RULES
  Fuel Tanks
  Reserve space in the ship for fuel tanks. The minimum space
  for fuel usually equals a number of tons of fuel equal to 20 times the
  Burn-day Value of the craft, but the actual space allocated is
  usually much larger (especially on military craft). Each ton of fuel
  requires 1 ton of ship space. Fuel pumps will take up a number of
  tons equal to 2 percent of the fuel tank space.
  DETERfVtlNE
  The ship structure determines how much armor the ship can
  carry and how much damage it can withstand. The structure also
  determines how efficiently the ship can use its weapons, depend-
  ing on the number of heat sinks the ship carries.
  Structural Mäss
  A ship's f ramework and bulkheads take up a certain proportion
  of the craft's mäss. The player should assign a numeric value
  (expressed in .5 G Thrust Points ) to the ship's structure. That
  value, the ship's Structural Integrity (SI), represents the G force the
  f rame can withstand. The Structural Integrity has a minimum equal
  to the maximum Thrust Value of a craft. Most designers, especially
  of military craft, provide a higher Structural integrity than required
  to allow the ship to compensate for the effects of extemal G forces
  (for example, weapons fire and collisions). A high Structural
  Integrity also will boost the craffs Armor Value (see Armor, p. 67).
  Find the weight of the framework using the following formula.
  DropShip Structural Mäss:
  Spheroid = (Integrity x Tonnage) / 500
  Aerodyne = (Integrity x Tonnage) / 200
  DropShip structure includes a standard docking collar and the
  appropriateairlocks, allowingthe DropShiptodockwith JumpShips,
  space stations, and other DropShips.
  A craft intended for use as a tug must have a reinforced
  structure. Add 10 percent to the required Structural mäss.
  Bridge
  The bridge of a DropShip takes up a relatively small portk
  the ship's mäss. The minimum mäss reserved for the bridge sh
  equal .75 percent of the ship's total tonnage. The bridge mc
  contains all the computers, sensors, and avionics needed te
  the ship.
  Heat Sinks
  The heat generated by weapons and the råte ät which j
  heat dissipates together limit how frequently BattleSpace
  can fire their weapons. Each ship has a certain number of l
  sinks built into the engine. The exact number depends on the i
  of the engine and the type of craft. The heat sinks built inte
  engine do not take up any extra mäss, and in terms of
  construction are considered "f ree" heat sinks. Most manufactu
  add more heat sinks (that take up mäss) in order to increas
  firing efficiency of a ship. Players should use the following tabk
  calculate the number of "free" heat sinks the ship they are i
  structing receives. For aerodyne DropShips, use the folloi
  formulas, with the result equal to the number of free heat sinks,
  spheroid DropShips, consult the Heat Sink Table below, divi
  the number in the left column into the ship's engine mäss ir
  appropriate column (round up). The result is the number of
  heat sinks for that ship and engine size.
  Aerodyne DropShip Heat Sinks:
  Military = Engine weight / 20
  Civilian = Engine weight / 60
  • UlVBOOJt
  
  COMSTRUCTIOM RULES
  HEAT SINK TABLE (SPHEROIDS)
  Engine Mäss (in tons)
  of the craft limits how many tons of armor the ship can support. Use
  the following formulas to determine the amount of armor each craft
  may carry. Consult the Armor Point Table for the number of Armor
  Mvisor
  1
  2
  3
  4
  5
  7
  8
  9
  kl°
  W**
  16
  \ 18
  i 20
  L25
  fe
  ^PTJrj
  40
  | 45
  f 50
  f 60
  r 70
  80
  90
  100
  Military
  0-19
  20-49
  50-99
  100-159
  1 60-229
  230-299
  300-389
  390-499
  500-619
  620-899
  900-1,239
  1 ,240-1 ,639
  1,640-2,099
  2,100-2,599
  2,600-4,099
  4,100-5,999
  6,000-8,499
  8,500-10,999
  11,000-13,499
  13,500-16,999
  17,000+
  —
  —
  —
  __
  —
  Civilian
  —
  —
  0-19
  20-39
  40-49
  50-69
  70-89
  90-119
  120-149
  150-219
  220-299
  300-389
  390-489
  490-519
  620-979
  980-1 ,399
  1,400-1,919
  1 ,920-2,499
  2,500-3,199
  3,200-3,999
  4,000-5,799
  5,800-7,799
  7,800-10,499
  10,500-12,999
  13,000-15,999
  16,000+
  Points per ton of ship that that armor provides.
  DropShip Armor:
  Aerodynes: Structural Integrity x 3.6 tons
  Spheroids: Integrity x 4.5 tons
  ARMOR POINT TABLE
  Ship Mäss (in tons) 
  Armor Points (per ton)
  Inner
  Spheroid 
  Aerodyne 
  Sphere 
  Clan
  100-12,499 
  100-5,999 
  1.6 
  2
  12,500-19,999 
  6,000-9,499 
  1.4 
  1.7
  20,000-34,999 
  9,500-12,499 
  1.2 
  1.4
  35,000-49,999 
  12,500-17,499 
  1 
  1.2
  50,000-64,499 
  17,500-24,999 
  0.8 
  1
  65,500-t- 
  25,000-35,000 
  0.6 
  0.7
  Determine the total Armor Points for the craft (round to the
  nearest whole number), then divide the total evenly between the
  four armor facings. Add additional Armor Points to each armor
  facing equal to the Structural Integrity divided by 10 (round to the
  nearest whole number).
  Other Structural Components
  Use the Miscellaneous Structural Components Table to add
  the remaining necessary Structural components to the DropShip.
  military spheroid DropShip with a 150-ton engine
  have 37,5 free heat sinks, rounded up to 38 (150/4). A
  spheroid DropShip with a 300-ton engine would have
  >f14 = 21.4) or 22 free heat sinks.
  alling additional heat sinks helps dissipate heat more
  l efficiently, allowing ships to use more weapons ät the
  s and in the same turn. Each heat sink takes up 1 ton of
  uble-strength heat sinks are also available; each double-
  i heat sink takes up the same mäss as a standard heat sink,
  three times the standard price (see Calculating the
  '6). Players may replace the free heat sinks in the engine
  )le heat sinks, but must pay the full cost of those heat
  lufacturers provide all DropShips with some armor protec-
  3 amount of protection each ton of armor provides depends
  isize and type of DropShip. In addition, the Structural integrity
  MISCELLANEOUS STRUCTURAL
  Component
  CASE (ammo storage)
  'Mech/Fighter/Small craft bay
  'Mech/Fighter/Small craft bay door
  Heavy vehicle bay (to 100 tons)
  Light vehicle bay (to 50 tons)
  Cargo bay
  Cargo bay doors
  Crew passenger/quarters
  Officer/First class
  passenger quarters
  tnfantry (foot)
  Infantry (jump)
  Infantry (motor)
  Elemental
  Tug docking/towing adapter
  Escape pod and mechanism
  Lifeboat and mechanism
  *Use any tonnage remaining after
  cargo.
  COMPONENTS l
  Mäss (in tons)
  1 (free on Clan craft)
  150
  Free (maximum of 8)
  100
  50
  *
  Free (maximum of 40)
  7 per person
  10 per person
  5
  6
  7
  10
  100
  7
  7
  installing weapons for
  67
  ftf/lCBOOfC
  
  CONSTftUCTfOfM RULES
  Bill gives his DropShip an SI of 10 (250 tons). The bridge
  takes up an additional 37.5 tons. Because the DropShip is a
  military aerodyne, the engine comes with 76 free heat sinks.
  Bill decides not to add any additional heat sinks, but converts
  all free heat sinks to double heat sinks. He also adds 40 tons
  of armor to the ship (less than the 45 tons allowed) providing
  a total of 84 Armor Points (21 each on the nose, sidesand aft).
  Then Bill adds the following miscellaneous structures:
  10 Fighterbays
  Crew quarters
  (2 pilot, 5 engineers,
  10 secondary engineers)
  Passeriger quarters
  (10 aerospace pilots,
  10fightertechs)
  3 Lifeboats
  1,500 tons
  220 tons
  140 tons
  21 tons
  WEAPONS
  The final stage in DropShip design is to add weapons. Most
  DropShips mount weapons, even if only for self-defense. Choose
  any weapons from the appropriate section of the Master Weapons
  Table, pp. 69-71.
  Each player must observe three restrictions when choosing
  weapons, aside from the consideration of available tonnage.
  1. Each ballistic weapon must be allocated one ton of ammu-
  nition.
  2. Assign the weapons to bays in each firing are of the craft.
  Allocate no more than eight weapons to each bay, and assign only
  one bay of each type of weapon perf iring are. Bay weapons consist
  of the following:
  Particle Projection Cannons (including ER versions)
  Autocannons (including Ultra versions and Gauss rifles)
  Long Range Missiles (including Artemis versions)
  Short Range Missiles (including Artemis and Streak versions)
  Laser Weapons (including ER versions)
  LBX Autocannons
  Pulse Lasers
  Point Defense Weapons (machine guns, flamers, small la-
  sers, anti-missile systems)
  3. Some side firing arcs must contain identical weaponry to
  maintain the ship's balance. These include the fore-left and fore-
  right arcs, and the aft-left and aft-right arcs.
  To determine the Fire Factor of each weapons bay, add
  together the Fire Factors of all the weapons in a bay and round the
  total to the nearest whole number. If a weapon fires fewer than 10
  snöts per round, add only 75 percent of its Fire Factor to this total.
  Recprd the bay Fire Factor for each range and the total heat
  generated by the weapons of each bay on the DropShip Record
  Sheet.
  Bill adds the following weapons to his DropShip:
  Weapon 
  Total Mäss 
  Location
  (in tons)
  6 SRM-6 Streak 
  18 
  Nose
  Ammo (SRM Streak) 90 
  6
  6 Anti-Missile Systems 
  3 
  Nose
  Ammo (Anti-Missile) 144 
  6
  5 ER Large Lasers 
  20 
  Nose
  3 Large Pulse Lasers 
  18 
  Rtght Wing
  4 Machine Guns 
  1 
  Right Wing
  Ammo (MG) 800 
  4
  5 ER Medium Lasers 
  5 
  Right Wing
  2 Gauss Rifles 
  24 
  Right Wing
  Ammo (Gauss) 18 
  2
  3 Large Pulse Lasers 
  18 
  Left Wing
  4 Machine Guns 
  1 
  Left Wing
  Ammo (MG) 800 
  4
  5 ER Medium Lasers 
  5 
  Left Wing
  2 Gauss Rifles 
  24 
  Left Wing
  Ammo (Gauss ) 18 
  2
  2 Gauss Rifles 
  24 
  Right Wing (
  Ammo (Gauss) 1
  8
  2
  2AC/10 
  20 
  Right Wing (
  Ammo (AC/10)20 
  2
  3 Medium Lasers 
  6 
  Right Wing (
  2 Gauss Rifles 
  24 
  Left Wing (a
  Ammo (Gauss) 18 
  2
  2 AC/10 
  20 
  Left Wing (a
  Ammo (AC/10)20 
  2
  3 Medium Lasers 
  6 
  Left Wing (a
  2 AC/20 Ultras 
  24 
  Aft
  Ammo (AC Ultra) 5 
  10
  5 ER Large Lasers 
  20 
  Aft
  Total 323 tons
  The remaining space, 599.5 tons, is reserved for cai
  Bill's completed DropShip betongs to the Carr/erclass (see
  statistics and description in the Large Craft section, p. 41
  A TTLESPA cm
  JtVUBOOJt
  
  COMSTRUCTfOM RULES
  •Sphere
  JLarge Laser
  l PPC
  mer
  large Laser
  eaium Laser
  5-all Laser
  ulse Laser
  Julse Laser
  Dulse Laser
  Missile
  3
  O
  ss Rifle
  0-X AC
  nine Gun
  AC5
  5
  10
  15
  .120
  ',] 5 + Artemis
  '.1 10 + Artemis
  '.1 15 + Artemis
  '.' 20 + Artemis
  Type
  Laser
  PPC
  Point Defense
  Laser
  Laser
  Point Defense
  PPC
  Pulse Laser
  Pulse Laser
  Point Defense
  Point Defense
  Autocannon
  Autocannon
  Autocannon
  Autocannon
  Autocannon
  LBXAC
  Point Defense
  Autocannon
  LRM
  LRM
  LRM
  LRM
  LRM
  LRM
  LRM
  LRM
  - 1 2 
  SRM
  : - .1 4 
  SRM
  : - .1 6 
  SRM
  i-"/l 2 +Artemis 
  SRM
  Wl 4 + Artemis 
  SRM
  l 6 + Artemis 
  SRM
  Streak 2 
  SRM
  Heat
  12
  15
  3
  8
  3
  1
  10
  10
  4
  2
  1
  1
  1
  3
  7
  1
  2
  O
  2
  2
  4
  5
  6
  2
  4
  5
  6
  O
  2
  3
  4
  2
  3
  4
  2
  Flre
  Factor
  .8
  1
  .2
  .8
  .5
  .3
  1
  .9
  .6
  .3
  .3
  .2
  .5
  1
  2
  1.5
  .6
  .2
  .7
  .3
  .6
  .9
  1.2
  .4
  .8
  1.2
  1.6
  .2
  .6
  .8
  .4
  .6
  1
  .4
  Max.
  Range
  Long
  Long
  Short
  Medium
  Short
  Short
  Medium
  Medium
  Short
  Short
  Long
  Medium
  Medium
  Short
  Long
  Medium
  Short
  Long
  Long
  Long
  Long
  Long
  Long
  Long
  Long
  Long
  Short
  Short
  Short
  Short
  Short
  Short
  Short
  Short
  POMS TABLE ^^^^B
  Shots/
  Ton
  _
  —
  —
  n 
  —
  —
  —
  i 
  —
  i 
  —
  —
  —
  12
  45
  i 
  20
  1 
  10
  5
  8
  i 
  10
  200
  20
  24
  12
  8
  6
  24
  12
  8
  6
  6
  50
  25
  15
  50
  25
  15
  50
  Tons
  5
  7
  1
  5
  1
  1
  7
  7
  2
  1
  1
  6
  8
  12
  14
  15
  11
  1.5
  9
  2
  5
  7
  10
  2
  5
  7
  10
  3
  1
  2
  3
  1
  2
  3
  2
  Cost
  (in C-bills)
  200,000
  300,000
  7,500
  100,000
  40,000
  1 1 ,250
  200,000
  175,000
  60,000
  16,000
  100,000
  75,000
  125,000
  200,000
  300,000
  300,000
  400,000
  5,000
  200,000
  30,000
  100,000
  175,000
  250,000
  130,000
  200,000
  275,000
  350,000
  100,000
  10,000
  60,000
  80,000
  110,000
  160,000
  180,000
  15,000
  Ammo Cost
  (in C-bills)
  _
  —
  —
  —
  —
  —
  —
  —
  —
  —
  2,000
  1,000
  4,500
  6,000
  10,000
  20,000
  16,000
  1,000
  9,000
  30,000
  30,000
  30,000
  30,000
  60,000
  60,000
  60,000
  60,000
  6,000
  27,000
  27,000
  27,000
  54,000
  54,000
  54,000
  54,000
  MPV
  108
  136
  4
  76
  31
  6
  110
  79
  82
  8
  40
  24
  61
  94
  123
  226
  128
  2
  144
  29
  58
  87
  117
  89
  118
  147
  177
  60
  17
  34
  51
  77
  94
  111
  25
  JKVlCAOOfC
  
  COMSrJfUCTfOJSf RULES
  ^^^^^^^^H MASTER WEAPONS
  Weapon
  C/ans
  Note: Multiply the
  ER Large Laser
  ER Medium Laser
  ER Small Laser
  ER PPC
  Flamer
  Large Laser
  Medium Laser
  Small Laser
  PPC
  Lg Pulse Laser
  Md Pulse Laser
  Sm Pulse Laser
  Anti-Missile
  AC2
  AC5
  AC10
  AC20
  Gauss Rifle
  LB 2-X AC
  LB 5-X AC
  LB10-XAC
  LB 20-X AC
  Machine Gun
  Ultra AC2
  Ultra AC5
  Ultra AC10
  Ultra AC20
  LRM 5
  LRM 10
  LRM 15
  LRM 20
  LRM 5 + Artemis
  LRM 10 + Artemis
  LRM 15 + Artemis
  LRM 20 + Artemis
  NARC
  SRM 2
  SRM 4
  SRM 6
  SRM 2 + Artemis
  SRM 4 + Artemis
  SRM 6 + Artemis
  Streak 2
  Streak 4
  Streak 6
  Type 
  Heat
  cost by 5 if purchased
  Laser
  Laser
  Laser
  PPC
  Point Defense
  Laser
  Laser
  Point Defense
  PPC
  Pulse Laser
  Pulse Laser
  Pulse Laser
  Point Defense
  Autocannon
  Autocannon
  Autocannon
  Autocannon
  Autocannon
  LBXAC
  LBXAC
  LBXAC
  LBXAC
  Point Defense
  Autocannon
  Autocannon
  Autocannon
  Autocannon
  LRM
  LRM
  LRM
  LRM
  LRM
  LRM
  LRM
  LRM
  —
  SRM
  SRM
  SRM
  SRM
  SRM
  SRM
  SRM
  SRM
  SRM
  on the
  12
  5
  2
  15
  2
  8
  3
  1
  10
  10
  4
  2
  1
  1
  1
  3
  7
  1
  1
  1
  2
  6
  0
  2
  2
  6
  14
  2
  4
  5
  6
  2
  4
  5
  6
  0
  2
  3
  4
  2
  3
  4
  2
  3
  4
  Fire
  Factor
  Max.
  Range
  Snöts/
  Ton
  TABLE ^^^^H
  Tons
  ^••M^^^^M
  Cost
  (in C-bills)
  Ammo Cost
  (in C-bilts)
  MPV
  black märket.
  1
  .7
  .5
  1.5
  .2
  .8
  .5
  .3
  1
  1
  .7
  .3
  .5
  .2
  .5
  1
  2
  1.5
  .1
  .3
  .6
  1.2
  .2
  .3
  .7
  1.5
  3
  .3
  .6
  .9
  1.2
  .4
  .8
  1.2
  1.6
  —
  .2
  .6
  .8
  .4
  .6
  1
  .4
  .8
  1.2
  Extreme
  Medium
  Short
  Long
  Short
  Medium
  Short
  Short
  Medium
  Long
  Medium
  Short
  —
  Long
  Medium
  Medium
  Short
  Long
  Extreme
  Long
  Medium
  Medium
  Short
  Extreme
  Long
  Medium
  Medium
  Long
  Long
  Long
  Long
  Long
  Long
  Long
  Long
  —
  Short
  Short
  Short
  Short
  Short
  Short
  Medium
  Medium
  Medium
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  24
  45
  20
  10
  5
  8
  45
  20
  10
  5
  200
  22
  10
  5
  2
  24
  12
  8
  6
  24
  12
  8
  6
  6
  50
  25
  15
  50
  25
  15
  50
  25
  15
  4 ,
  1
  1
  6
  '1
  6
  24
  1
  6 ;
  6
  2
  1
  1
  5
  7
  10
  12
  12
  5
  7
  10
  12
  .75
  5
  7
  10
  12
  1
  3"
  4
  5
  1
  3.
  4
  5
  2
  1
  1
  2
  1
  1
  2
  1
  2
  3
  200,000
  80,000
  11,250
  300,000
  7,500
  100,000
  40,000
  1 1 ,250
  200,000
  175,000
  60,000
  16,000
  100,000
  75,000
  125,000
  200,000
  300,000
  300,000
  150,000
  250,000
  400,000
  600,000
  5,000
  120,000
  200,000
  320,000
  480,000
  30,000
  100,000
  175,000
  250,000
  130,000
  200,000
  275,000
  350,000
  100,000
  10,000
  60,000
  80,000
  110,000
  160,000
  180,000
  15,000
  90,000
  120,000
  _
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  2,000
  1,000
  4,500
  6,000
  10,000
  20,000
  2,650
  12,000
  16,000
  27,000
  1,000
  1,000
  9,000
  12,000
  20,000
  30,000
  30,000
  30,000
  30,000
  60,000
  60,000
  60,000
  60,000
  6,000
  27,000
  54,000
  54,000
  54,000
  54,000
  54,000
  54,000
  54,000
  54,000
  166
  51
  21
  228
  4
  76
  31
  6
  110
  177
  74
  16
  40
  24
  51
  84
  123
  228
  42
  82
  123
  184
  2
  74
  144
  247
  329
  46
  91
  137
  183
  106
  151
  197
  243
  50
  17
  34
  51
  77
  94
  111
  25
  49
  74
  70
  ItULMBOOK
  
  COMSTRUCTfOM RULES
  ^^^^^^H MASTER WEAPOI
  pon
  ti Weapons
  M 0
  ;/20
  ;/25
  ;/so
  ;/35
  ;/4o
  J5
  15
  >5
  t NPPC
  NPPC
  NPPC
  1 N-Gauss
  N-Gauss
  N-Gauss
  rWhale
  Se Shark
  acuda
  n*
  Type
  Capital AC
  Capital AC
  Capital AC
  Capital AC
  Capital AC
  Capital AC
  Capital Laser
  Capital Laser
  Capital Laser
  Capital PPC
  Capital PPC
  Capital PPC
  Capital Gauss
  Capital Gauss
  Capital Gauss
  Capital Missile
  Capital Missile
  Capital Missile
  Capital Missile
  t AR10 system can fire any
  •i^H^i^^^^^^^^^^^^^^^^^^^^^^^^^
  Heat
  30
  60
  85
  100
  120
  135
  52
  70
  85
  105
  135
  225
  9
  15
  18
  20
  15
  10
  Fire
  Factor
  10
  20
  25
  30
  35
  40
  3.5
  4.5
  5.5
  7
  9
  15
  15
  25
  30
  4
  3
  2
  As missile 
  As missile
  of the three
  Max.
  Range
  Long
  Long
  Long
  Long
  Medium
  Medium
  Long
  Extreme
  Extreme
  Long
  Extreme
  Extreme
  Extreme
  Extreme
  Extreme
  Extreme
  Extreme
  Extreme
  As missile
  capital missile types as long
  MS TABLE ^^^^B
  Tons/
  Shot
  .2
  .4
  .6
  .8
  1
  1.2
  —
  —
  —
  —
  —
  —
  .2
  .4
  .5
  50
  40
  30
  *
  Tons
  2,000
  2,500
  3,000
  3,500
  4,000
  4,500
  700
  900
  1,100
  1,400
  1,800
  3,000
  4,500
  5,500
  7,000
  150
  120
  90
  250
  Cost
  (in C-bills)
  2,000,000
  5,000,000
  7,500,000
  10,500,000
  14,000,000
  18,000,000
  500,000
  850,000
  1,250,000
  2,000,000
  3,250,000
  9,050,000
  20,300,000
  30,350,000
  50,050,000
  150,000
  130,000
  90,000
  250,000
  Ammo Cost
  (in C-bills)
  30,000
  60,000
  75,000
  90,000
  105,000
  120,000
  —
  —
  —
  —
  —
  —
  45,000
  75,000
  90,000
  20,000 each
  14,000 each
  8,000 each
  As missile
  ^~
  MPV
  2,370
  4,740
  6,185
  6,200
  6,180
  5,885
  583
  1,145
  1,565
  1,675
  2,585
  4,275
  4,041
  6,735
  8,085
  1,160
  1,155
  690
  2,360
  as appropriate ammunition is available.
  BATTLfSfACf
  71
  MULEBOOK
  
  COMSTftUCTfOM RULES
  JUJVIPSHIP/WARSHIP
  CONSTRUCTION
  JumpShip and WarShip construction consists of five major
  steps. As with DropShips, each step of construction incorporates
  several important systems. Players construct JumpShips and
  WarShips using the same areas as for DropShips, but must also
  build the K-F drive, the system that allows these ships to jump
  through hyperspace. Each of the five steps, parameters, K-F drive,
  propulsion systems, structure, and weapons, require several smaller
  steps.
  DETERJVIINE PARAMETERS
  The parameters of a DropShip determine its type, use, and
  mäss.
  Type
  First decide whether the ship is to be a standard JumpShip or
  a WarShip (also known as a combat JumpShip).
  Mäss
  Decide the mäss of the ship. Because no K-F drive may be
  smallerthan 2,500 tons, this limits the minimum size of a JumpShip,
  which may mäss up to 500,000 tons. A WarShip may mäss up to
  2,500,000 tons. The total mäss of all the ship's components must
  be equal to or less than the total mäss chosen. (See the explanation
  under Mäss on p. 64 for guidelines for choosing mäss.)
  ADD K-F DRIVE
  The K-F drive consists of two elements: the drive itself, used
  to produce the massive power required to jump through hy-
  perspace, and the energy collecting sail, the most common tech-
  nique of recharging the drive.
  The K-F drive forms the core of all types of JumpShips, and
  comes in two types. The standard Kearny-Fuchida drive takes up
  95 percent of the ship's mäss (this mäss includes all helium tanks,
  controllers, and other vital components). WarShip construction
  requires a more compact drive, to allow the vessel to transport
  maneuvering engines and nåväl weapons in addition to DropShips.
  The compact core takes half the space of the standard core (45.25
  percent of the ship's mäss), but costs 100 times more than a
  standard core.
  Each K-F drive has an Integrity value that represents the
  fragility of the drive's largest component, the helium tank. Find the
  Integrity of the tank using the following formulas. Roundthe result,
  the Drive Integrity, to the nearest whole number. See Hyperspace
  Travel, p. 42 in Campaign Operations for the effects of drive
  integrity.
  K-F Drive Integrity:
  Standard Core Integrity = 1.2 + (K-F drive mäss/60 tons)
  Compact Core Integrity = 2 + (K-F drive mass/25,000)
  Jump Sail
  JumpShips normally recharge their K-F drives using a l
  jump sail, a device specially designed to gather energy from ne
  stars. The mäss of this sail depends on the size of the JumpS
  and the type of drive core. Use the following formulas to detern
  the required size for the jump sail. Round the sail mäss to l
  nearest whole number.
  Jump Sail Mäss:
  For Standard Drive = 30 + (JumpShip mass/7,500)
  For Compact Core = 30 + (JumpShip mass/20,000)
  Jump sails are designed to withstand a certain amoun
  damage and still function. Use the following formula to detern
  this tolerance, called the Sail Integrity. Round the Sail Integriti
  the nearest whole number.
  Sail Integrity = 1 + (Sail Mäss/20)
  — 72
  
  COlNTSTRUCrfOISf RULES
  •RJVtlNE PROPULSION
  umpShips and WarShips use different propulsion systems.
  JJumpShips use their engines for station-keeping only, and
  quire only a 0.1 - or 0.2-G thrust capability (0.2 to 0.4 Thrust
  B). WarShips, which need to maneuver in-system, usually
  |lhrust values comparable to a DropShip. The engine unit
  •> both the drive system and fusion plant for the craft.
  »ine Engine Size
  Brmine the size of a JumpShip's engine using its mäss and
  ded Safe Thrust Value. The engine lakes up 1.2 percent of
  D'S weight for each tenth of a G in thrust (or 0.2 Thrust
  K). For example, the engine of a WarShip weighing 500,000
  i a Thrust Value of 3 would weigh 90,000 tons.
  Maximum Thrust of a craft is equal to the Safe Thrust
  l by 1.5 (round fractions up).
  FUEL CONSUMPTION TABLE
  i Mäss (in tons)
  5,500-89,999
  90,000-109,999
  110,999-249,999
  250,000+
  Thrust Points/Ton
  4
  2
  1
  0.5
  al Fuel Efficiency
  Dugh the size of the ship's engine determines the craft's
  verability, the size of the ship itself determines the amount
  l required to maneuver. Ratherthan list the fractional amounts
  required to generate 5 meters per second per second
  eration (1 Thrust Point/0.5 Gs), the Fuel Consumption Table
  the number of Thrust Points per ton of fuel required to
  sr. This value is important for players using the advanced
  es (see Fuel (Optional Rule), p. 52 in Campaign Opera-
  jic Fuel Efficiency
  Vhen using the engine ät a constant råte for long periods,
  ST ät a low level to maintain station ät a jump point or to travel
  i a system, a ship can use its more efficient heat-expansion
  [system, drastically reducing fuel consumption. The exact
  nption (given in tons of fuel per day per G of acceleration)
  ds on the size of the ship. This value appears in the Heat-
  sion Fuel Table.
  HEAT-EXPANSION FUEL TABLE
  Ship Mäss (in tons)
  5,500-49,000
  50,000-99,000
  100,000-199,999
  200,000+
  Tons/Burn-day
  2.82
  9.77
  19.75
  39.52
  To determine the actual amount of fuel consumed for station-
  keeping or system transit, multiply the number of tons per burn-day
  by the acceleration in G. For example, a WarShip accelerating ät
  2 Gs would use twice the indicated number of tons per burn-day.
  A JumpShip holding its position by using 0.1 Gs of thrust would
  consume only one tenth of the fuel indicated.
  The player may assign any amount of the available space to
  fuel tanks. The minimum space for fuel usually equals a number of
  tons of fuel equal to 20 times the Burn-day Value of the craft, but
  is usually much larger than this. Each ton of fuel requires 1 ton of
  ship space. Fuel pumps will take up a number of tons of space
  equal to 2 percent of the fuel tank space.
  STRUGTURE
  The ship structure determines how much armor the ship can
  carry and how much damage it can withstand. The structure also
  determines how efficiently the ship can use its weapons, depend-
  ing on the number of heat sinks the ship carries.
  Structural Mäss
  A ship's framework and bulkheads take up a large proportion
  of the craffs mäss. The player assigns a numeric value to the ship's
  structure, representing the strength of the Structural framework
  and its ability to withstand G force and other stresses. This numeric
  value is the ship's Structural integrity (SI). The SI has a minimum
  value equal to the Maximum Thrust Value of a craft, but most
  designers provide a higher Structural integrity than required (up to
  thirty times the Maximum Thrust on WarShips) to allow the ship to
  compensate for those G forces resulting from an external source
  BÄ mmmt»A cm 73
  
  COMSrftUCTfOfM RULES
  (usually weapons fire). WarShips have a minimum Structural
  Integrity equal to their mäss divided by 22,000. A ship's Structural
  Integrity limits the amount of armor the ship can carry; a high
  Structural Integrity allows the ship to carry more armor and boosts
  the craffs Armor Value (see Armor, below).
  Find the weight of the ship's framework using the following
  formula.
  Structural Mäss:
  JumpShip (Standard Core) = Ship Mäss/150
  WarShip (Compact Core) = (SI/10) x (Ship Mäss/100)
  A 100,000-ton JumpShip will require 667 tons of struc-:
  ture (100,000/150). A 500,000-ton WarShip with a Maximum
  Thrust Vatue of 5 will need a minimum of 11,500 tons of
  structure (minimum SI of 23/10 multiplied by 500,000/100 =;,
  2.3 x 5,000). Note that except when dealing with small.;
  WarShips, the thrust value is irrelevant to this calculation. 
  /;
  Bridge
  The bridge of a JumpShip (or WarShip) takes up a relatively
  small part of the craft. Allocate 0.25 percent of the ship's mäss for
  the bridge.
  Heat Sinks
  The drive of a WarShip or JumpShip (either station-keeping or
  maneuvering) has a certain number of built-in heat sinks to help
  dissipate heat generated by the systerrTs operation and by firing
  weapons. The exact number provided depends on the size of the
  drive. The heat sinks built into the engine do not take up any extra
  mäss, and in terms of ship construction are considered "free" heat
  sinks. Most manufacturers add additional heat sinks (that take up
  mäss) in order to increase the firing efficiency of the ship. Players
  should use the following formula to determine the number of heat
  sinks the ship they are constructing receives.
  Free Heat Sinks = 45 + V(Engine weight x 2)
  Installing additional heat sinks helps dissipate heat more
  quickly and efficiently. Each heat sink takes up 1 ton of mäss.
  Double-strength heat sinks are also available; each double heat
  sink takes up the same mäss as a standard heat sink, but costs
  three times the standard price (see Calculating the Cost, p. 76).
  Players may replace the free heat sinks in the engine with double
  heat sinks, but must pay the full cost of those heat sinks.
  Armor
  Manufacturers provide all JumpShips with some armor pro-
  tection. The amount of protection each ton of armor provides varies
  depending on the size of the craft and its technology (Inner Sphere
  or Clan). On JumpShips, players may add a maximum of 1 ton of
  armor for every 12 tons of mäss dedicated to structure. WarShips
  can carry 1 ton of armor for each 50 tons of structure. Use the
  following table to determine the number of Armor Points (AP)
  provided per ton of armor for JumpShips and WarShips.
  Ship Mäss
  (in tons)
  5,500-14,999
  15,000-149,999
  150,000-249,999
  250,000+
  ARMOR POINT TABLE
  Armor Points (per ton)
  Inner Sphere 
  Clan
  1.6 
  2
  0.8 
  1
  0.6 
  0.7
  0.4 
  0.5
  WarShips using standard armor default to the AP valuesg™
  in the above table, but may improve their protection by us
  alternative types of armor. The alternatives listed below prov
  greater protection, but cost far more than standard armor
  Calculating the Cost, p. 76).
  ARMOR INCREASE TABLE
  Armor Type
  Ferro-Aluminum (improved)
  Ferro-Carbide
  Lamellor Ferro-Carbide
  Increase 
  Cost
  AP 
  Multiplier
  0.2 
  5
  0.4 
  25
  0.6 
  100
  Determine the total Armor Points for the craft (round to
  nearest whole number), then divide the total equally between
  six armor facings. Then add additional Armor Points to each arn
  facing equal to the Structural Integrity divided by 10 (round to
  nearest whole number).
  74
  RULEBOOK
  
  COMSTRUCTfOM RULES
  MISCELLANEOUS STRUCTURAL COMPONENTS II
  jnent 
  Mäss (in tons)
  jong Hardpoint (JumpShip collar) 
  1,000
  fDeck (less than 100 meters in diameter) 
  50
  F Deck (100-250 meters in diameter) 
  100
  n-Fusion Battery 
  1 % of ship's mäss (maximum 1 per ship)
  ii Use any tonnage remaining after installing weapons for cargo.
  [Components
  i the above table or the Miscellaneous Structural Com-
  s Table l, p. 67, to add the remaining necessary structural
  nts to the JumpShip or WarShip.
  /requirementsforJumpShipsandWarShipsdifferslightly
  se of DropShips. JumpShips and WarShips usually re-
  ^crew of two or three pilots, two to six engineers, and one or
  ndary engineers per engineer. Each weapons bay re-
  > engineers or an engineer and a secondary engineer. A
  top also assigns ät least four engineers or secondary
  srs to the K-F drive and two engineers or secondary
  ars to the fusion plant and station-keeping drive. WarShips
  iten engineers or secondary engineers to their transit drive.
  Bill devotes 633 tons of his JumpShip to the craffs
  cture, adding an additional 237.5 tons for the bridge.
  ship's drive comes with 93 heat sinks. Rather than
  ting more heat sinks, which would occupy mäss, Bill
  vetts the "free" heat sinks to double heat sinks (effec-
  My 186 heat sinks). Bill next adds armor to the ship, a
  ssive 40 tons (40 Armor Points) out of a possible 53 tons,
  ding it among the facings as follows: före 10, aft 10, each
  10. The low Structural Integrity of .1 fails to provide
  iitional Armor Points. The JumpShip then takes on the
  ving miscellaneous equipment.
  Docking coliar 
  1,000 tons
  Crew cabins (2 pilots/8 engineers) 
  70 tons
  Passenger quarters (10) 
  70 tons
  4 Lifeboats 
  28 tons
  »OSE WEAPONS
  s final stage in JumpShip/WarShip design is to add weapons.
  any weapons from the appropriate section of the Master
  ; Table on pp. 69-71.
  i player must observe three restrictions when choosing weap-
  s from the consideration of available tonnage.
  i Each ballistic weapon must be allocated ät least one ton of
  jn.
  | Assign the weapons to bays in each firing are of the craft. Each
  l mount any number of standard weapons, but capital ship bays
  l imit of 70 capital ship Fire Factors per capital ship bay. Bay
  ; consist of the following:
  Standard Bays
  Particle Projection Cannons (in-
  cluding ER versions)
  Autocannons (including Ultra
  versions and Gauss rifles)
  Long Range Missiles (including
  Artemis versions)
  Short Range Missiles (includ-
  ing Artemis and Streak
  versions)
  Laser Weapons (including ER
  versions)
  LBX Autocannons
  Capital Ship Bays 
  Pulse Lasers
  Nåväl Lasers 
  Point Defense Weapons
  Nåväl PPCs
  Nåväl Autocannons
  Nåväl Gauss
  Nåväl Missiles
  3) Some side firing arcs must contain identical weapons to
  maintain the ship's balance. These are the fore-left and fore-right
  arcs, aft-left and aft-right arcs, and the right and left broadsides
  (WarShips only).
  To determine the Fire Factor of each weapons bay, add
  togetherthe Fire Factors of all the weapons in a bay, and round the
  total to the nearest whole number. If a weapon fires fewer than 10
  shots per round, add only 75 percent of its Fire Factor to this total.
  Record the bay Fire Factor for each range and the total heat
  generated by the weapons of each bay on the appropriate record
  sheet.
  Bill adds the following weapons to the JumpShip:
  Weapon 
  Total Mäss (in tons)
  -1 Large Pulse Laser 
  6
  J1 SRM-4 Streak 
  2
  rAmmo (SRM Streak) 25
  S'1 Anti-Missile System
  Ammo (Anti-Missile) 72
  2 Large Pulse Lasers
  2 Large Pulse Lasers
  2 SRM-4 Streak
  Ammo (SRM Streak) 50
  2 SRM-4 Streak
  Ammo (SRM Streak) 50
  Location
  Nose
  Nose
  1
  1
  3
  12
  12
  4
  2
  4
  Fore-Left
  Fore-Right
  Aft-Left
  Aft-Right
  2
  Total 49 tons
  : 
  The remaining 1031.5 tons are reserved for cargo. Bill's
  eompleted JumpShip belongs to the Hunter class (see full
  statistics and description in the Large Craft section p. 43in the
  BattleSpace Sourcebook)
  75
  RULEBOOK
  
  COIMSTRUCriOM RULES
  SPACE STATIONS
  Players can use the JumpShip/WarShip construction rulesj
  construct space stations, with the following modifications.
  Stations do not use K-F drives, but may have an enen
  collectingsail (calculate size and lntegrityasforaJumpShip),<
  storage batteries, designed to collect charges of energy that can^
  transferred to JumpShips. Each battery weighs 100,000 tons.
  The bridge (or command deck) of a station takes up
  percent of the available mäss.
  Space stations do not use an engine, instead mounting
  station-keeping drive/power plant that takes up 1 percent of 1
  station's mäss. Space stations consume fuel ät one-tenth the t
  of a JumpShip of similar size.
  Stations maintain larger grav decks than ships, usually up|
  2,000 meters in diameter. Each 700 meters of diameter (or i
  thereof) weighs 500 tons.
  Some stations maintain pressurized dry-dock facilities. The
  facilities generally take up a number of tons equal to 7.5 percentj
  the mäss of the largest craft the dry dock can accommodate. Otl
  stations provide unpressurized dry-dock facilities, a framewd
  within which repairs (or construction) take place. Unpressuriz
  facilities take up tonnage equal to 2.5 percent of the mäss of 1
  largest craft the facility can accommodate.
  The Structural Integrity of a space station is equal to 1 perc
  of the station's mäss. The SI of a station does not limit the amoi
  of armor that may be added to the station.
  MISCELLANEOUS STRUCTURAL COMPONENTS III
  Component
  Grav Deck (250+ meters)
  Energy Storage
  Repair Facilities (pressurized)
  Repair Facilities (unpressurized)
  Mäss (in tons)
  500
  100,000/battery
  7.5% of the largest crafl
  accommodated
  2.5% of the largest era
  accommodated
  CALCULATING THE GOST
  To determine the total cost of any craft, find each compon
  on the table below and add the cost for all components togetl
  For ships larger than f ighters, consult the Labor Cost Table and i
  the appropriate cost to the cost of the components. The costl
  purchasing a ready-made craft usually runs approximately
  percent higher than the cost to assemble one. Fuel costs betwa
  500 and 3,000 C-bills per ton, depending upon availability. The c
  of fuel is not included in the price of the craft.
  76
  • UIBBOOMT
  
  COMSrftUCTfOM RULES
  CONSTRUCTION COST TABLE
  Component
  Altitude thruster
  Armor
  CASE
  Bridge
  Computer
  Docking collar
  Docking hardpoint/JumpShip docking collar
  Tug docking/towing adapter
  Door
  Double heat sinks
  Heat sinks
  Drive unit
  Energy storage batteries
  Engine (power plant)
  Engine control equipment
  Escape pod
  Fire control
  Fuel tank
  Grav deck (less than 100 meters)
  Grav deck (100-250 meters)
  Grav deck (250+ meters)
  Gunnery control
  K-F drive
  Coil
  Initiator
  Controller
  Tank
  Sail
  Charging system
  Compact core
  Landing gear
  Life support
  Lifeboat
  Lithium-fusion battery
  Lithium-fusion battery (compact core)
  'Mech/Fighter storage cubicle
  Vehicle storage cubicle
  Radar
  Repair facilities (pressurized)
  Repairfacilities (unpressurized)
  Structure
  Weapons/Ammo
  Cost (in C-bills)
  25,000
  1,000/ton
  50,000
  200,000 + (10 x craft tonnage)
  200,000
  10,000
  100,000 each
  100,000
  1,000 each
  6,000 each
  2,000 each
  500 x Thrust x (craft tonnage/100)
  1,000,000
  1,000/ton of engine
  1,000
  5,000 each
  100,000
  200/ton
  5,000,000
  10,000,000
  40,000,000
  10,000 per are with weapons
  60,000,000 + (75,000,000 x max num. DropShips carried)
  25,000,000 + (5,000,000 x max num. DropShips carried)
  50,000,000
  50,000/point of Integrity
  50,000/ton
  500,000 + (200,000 x max num. DropShips carried)
  Multiply total cost of K-F drive components by 100
  10 x Ship Mäss
  50,000 x (passengers + crew/10)
  5,000 each
  Multiply total cost of K-F drive components by 10
  Multiply total cost of K-F drive components by 1,000
  20,000 each
  10,000/vehicle
  80,000
  10,000/ton of facility
  5,000/ton of facility
  100,000/Slpoint
  See Master Weapons Table, pp. 69-71
  BÄ TTLMSPA CM
  11
  JtWlCBOOJC
  
  COMSrftUCTfOM RULES
  LABOR COST TABLE
  Craft Type
  Spheroid DropShip
  Aerodyne DropShip
  JumpShip
  WarShip
  Space Station
  Labor Cost (in C-bills)
  Total Component cost x 7
  Total Component cost x 9
  Total Component cost + 25%
  Total Component cost + 100%
  (eslimated)
  Total Component cost + 400%
  (built on site)
  CONVERTING
  CRAFT
  Players may have existing ships and fighters that they would
  like to convert to use in BattleSpace. Use the following conversion
  rules to change AeroTech craft statistics to BattleSpace specs.
  iVtOVEfVlENT/FUEL
  The easiest AeroTech statistics to convert to BattleSpace
  are those relating to the craft's performance. The AeroTech Thrust
  Value becomes the Safe Thrust Value for BattleSpace. The
  Overthrust Value becomes the Maximum Thrust Value. The fuel
  tonnage and the number of Thrust Points per ton remain the same.
  OFFENSIVE SYSTEMS
  Divide the weapons of each craft into the firing arcs appropri-
  ate to the craft. The table below shows the relationship between the
  AeroTech aerospace are (i.e., their location on the craft), and the
  appropriate BattleSpace are.
  WEAPON LOCATION TABLE
  AeroTech Are
  Fighters
  Nose or fuselage
  Wing (R/L)
  Aft and aft wings
  DropShips
  Nose and fuselage
  Front side or wing (R/L)
  Aft side or Aft wing (R/L)
  Aft
  WarShips/JumpShips
  Nose
  Nose side (R/L)
  Side (R/L)
  Engine side (R/L)
  Engine
  BattleSpace Are
  Före
  Wing Are (R/L)
  Aft
  Före
  Före side (R/L)
  Aft side (R/L)
  Att
  Före
  Före side (R/L)
  Broadside (R/L)
  Aft side (R/L)
  Aft
  Assign the weapons to the appropriate bays. Each standaj
  weapons bay contains a single type of weapon. Each capital äU
  bay may only contain a total of 70 Fire Factors (700 AeroTa
  points) of damage. Because of that restriction, there may
  several of each type of capital ship bay in each are. Weapons i
  grouped into the following types of bays.
  Standard Weapons Bays
  Particle Projection Cannons (including ER versions)
  Autocannons (including Ultra versions and Gauss rifles)
  Long-Range Missiles (including Artemis versions)
  Short-Range Missiles (including Artemis and Streak versia
  Laser Weapons (including ER versions but not small lase
  except where noted)
  LBX Autocannons
  Pulse Lasers
  Point-Defense weapons (machine guns, flamers, small \s
  and anti-missile systems). AMS may do damage if the targe
  close enough because it functions as a Gatling rotary cannoi]
  Capital Ship Bays
  Nåväl Autocannons
  Nåväl Particle Projection Cannons
  Nåväl Lasers
  Nåväl Gauss Rifles
  Nåväl Missiles
  Determine the total Fire Factor of each weapon in a bay
  each range ät which the weapons can fire. All weapons
  weapons bay can fire ät short range. For weapons with an AeroT^
  range of 9+ (medium range in BattleSpace) add those value
  the bay's medium range Fire Factor. Weapons with an AeroTl
  range of 18+ (long range) are included in the bay's long range f
  Factor. Weapons with an AeroTech range of 24+ are include
  the extreme range Fire Factor. The BattleSpace Fire Factor ofj
  weapons is equal to the AeroTech/BattleTech Damage Va
  divided by ten. The Master Weapons Table, pp. 69-71, provi^
  the BattleSpace damage, heat, and range values of all availa
  weapons. These values may be modified by the following sil
  tions.
  Weapons that scatter (SRMs, LRMs, and LBX autocanno
  do not inflict their maximum damage. The weapons inflict
  average Fire Factor, which is the value given in the Mas
  Weapons Table.
  For any weapons that fire fewer than 10 shots per round, i
  only 75 percent of their normal Fire Factors to the bay.
  For a fighter equipped with a targeting computer, add 1 to
  Fire Factor of each are that contains weapons.
  Round fractions to the nearest whole number.
  Total and record the Heat Values of all weapons in a bay
  the appropriate record sheet.
  ARINAOR
  Divide the armor assigned to each craft evenly between a
  of the sides appropriate to the craft. The table below shows
  relationship between aerospace armor locations and BattleSps
  armor locations. To f ind the BattleSpace Armor Values, divide
  result of the formula by ten, rounding to the nearest whole numt
  A mmspA cm 78
  
  COIMSTRUCTIOM RULES
  ARMOR CONVERSION TABLE
  AeroTech Location
  - ghters/Small Craft
  5 ngle Armor Value
  I-opShips
  ~ des
  JumpShips/WarShips
  Nose
  Före Side
  Att Side
  Aft
  BattleSpace Armor Value
  Total Annor Value/4 (does not
  include 10 free points for
  cockpit)
  Före armor + 25% of structure
  Wing or side armor + 25% of
  structure
  Aft armor + 25% of structure
  Före + 33% of side + SI
  Före (Side) + 33% of total (both)
  sides + SI
  Aft (Side) + 33% of total (both)
  sides + SI
  Aft + 33% of side + SI
  AAISCELLANEOUS STATISTICS
  Record other important statistics for the craft, such as cargo
  capacity, heat sinks, K-F drive integrity, sail integrity, and the
  number of crew. These numbers do not change from AeroTech to
  BattleSpace.
  FIGHTER UNITS
  To convert AeroTech fighters to BattleSpace statistics, use
  the following special rules.
  The Armor Value of the unit is the total of all the fighters' Armor
  Values.
  The weapons values used for each fighter equal the average
  values of all the fighters; in other words, total the Fire Factors of
  each are ät each range, then divide the result by the number of
  fighters, rounding to the nearest whole number.
  Use the lowest Safe Thrust, Maximum Thrust, and thrust
  values of all fighters in the unit, rather than the average.
  Determine the total number of heat sinks in the unit and divide
  by the number of fighters to find the average number of heat sinks
  per fighter.
  Inner Sphere squadrons usually contain 6 fighters. Glan
  AeroStars usually field 10 fighters each, but are bound by the Glan
  rules of engagement (see Playing the Game, p. 9). ComStar
  usually organizes its fighters in units of 6.
  79
  
  This section combines the wide-ranging conflicts of
  BattleSpace with the close-quarters fighting and detailed atmo-
  spheric combat of AeroTech. The rules below provide the informa-
  tion needed to integrate AeroTech rules with BattleSpace. These
  rules supersede equivalent AeroTech rules for purposes of this
  game.
  FIGHTER ENGAGEJVIEIMTS
  BattleSpace simulates engagements between fleets of craft
  and squadrons of fighters. However, players may wish to use the
  rules of engagement for only a handful of fighters. The basic
  BattleSpace rules can be used in this way by placing only one
  f ighter in each unit, but players may also use the following optional
  rules to add detail to such engagements. This section also provides
  additional rules for atmospheric engagements and ground attacks.
  JVIODIFYING BATTLESPACE
  Modify the basic BattleSpace rules according to the rules
  below in order to play out space or atmospheric dogf ights and other
  f ighter combat in BattleSpace. These rules begin by adjusting the
  armor and weapons statistics to provide greater detail in small-
  scale fighter engagements. These rules also assume that a Mech-
  Warrior, Second Edition character is available for each pilot.
  Players can add detail to a small-scale fighter versus fighter
  scenario by dividing the craft's armor between several locations,
  rather thanusing a single armor statistic. The total number of Armor
  Points on the craft is equal to the craft's Armor Point Value (APV)
  multiplied by 40. For example, a fighter with a BattleSpace APV of
  3 would have a total of 120 Armor Points.
  Divide these Armor Points among the 4 armor locations using
  the percentages indicated below.
  Nose 
  20%
  R/L Wings 
  30% (15% each)
  Aft 
  20%
  Fuselage 
  30%
  In the above example, the fighter with the APV of 3 mounts a
  total of 120 Armor Points, divided as follows: Nose 24; wings 18
  each; aft 24; fuselage 36.
  See Expanded Combat Rules, below, to determine
  effects of weapons fire on these armor locations.
  WEAPONS SPLIT AND RE-SCALEl
  When the Armor Points are changed to add detail, the f ighte
  weaponry should also increase. To create this effect, rather th
  having one attack per are, divide the Fire Factors of each firing i
  into a number of individual mounts. Each fighter has a diffen
  number of mounts per are, corresponding to the number of ir
  vidual weapons in the are.
  Multiply the total Fire Factors of the are by 10, and then div
  them equally between the number of mounts in that are. The H«
  Value of the arc's weapons will not increase, but should be divic
  evenly between the new mounts.
  »Space. a SYD-Z3 Seydlitz uses the following
  str its forward bay:
  COJVIBAT RULES
  AeroBattle uses the same basic combat rules as BattleSpa
  but the modified armor and weapons adds more complexity
  attacks and damage.
  When firing weapons in combat, roll separately for each att.
  with each weapon mount, rather than for each are. Use the sai
  ranges and to-hit modifiers as for BattleSpace (see Combat,
  14), but also modify those numbers based on the pilofs Gunrn
  Skill Level. For every point that the pilofs Gunnery Skill Leve
  higher than 4, the base to-hit number increases by 1. For ew
  point that the Pilofs Gunnery Skill Level is less than 4, the base
  hit number decreases by 1. The lowerthe Gunnery Skill Level,
  lower the base to-hit number, and the easier it is to hit the tarj
  Unlike weapons fire directed against a DropShip, atta<
  against a fighter usually hit in several locations. Determine
  exact location in which attacks strike their target by rolling 1D6 i
  consulting the Random Hit Location Table below. Cross-referei
  the result of the dice roll with the angle of attack to determine
  location hit. Determine the angle of attack as if the fighter craft
  a DropShip (see Weapons Fire/Firing Åres, p. 14 in Combat]
  the indicated location has already been destroyed, transfer
  damage to the fuselage.
  nATTt.mmfak.cm
  •UUBOOJC
  
  81
  MW&CBOOK
  
  RANDOM HIT LOCATION TABLE
  Die Roll
  Result
  1
  2
  3
  4
  5
  6
  Före
  Nose
  Nose
  Nose
  LWing
  RWing
  Fuselage
  Angle
  Att
  Aft
  Aft
  Aft
  LWing
  RWing
  Fuselage
  of Attack
  LSide
  Nose
  LWing
  Fuselage
  Fuselage
  LWing
  Aft
  RSide
  Nose
  RWing
  Fuselage
  Fuselage
  RWing
  Aft
  Above/Below
  Nose
  LWing
  Fuselage
  Fuselage
  RWing
  Aft
  Roll 1D6 for each weapon that strikes a fighter. On a result of
  6, the fighter sustains critical damage. Roll a second 1D6 and
  cross-reference the result with the appropriate column in the
  Critical Damage Table below.
  CRITICAL DAMAGE TABLE
  Dice Roll
  Result
  1
  2
  3
  4
  5
  6
  Nose
  Weapon
  Weapon
  Weapon
  FCS Radar
  No Crit
  No Crit
  Wing
  Weapon
  Weapon
  Weapon
  Control
  No Crit
  No Crit
  Aft
  Weapon
  Weapon
  Control
  Engine
  Engine
  No Crit
  Fuselage
  Pilot
  Landing
  Gear
  Fuel Tank
  Life Support
  Avionics
  No Crit
  Critical Damage Table Key
  A hit that does critical damage to a fighter has the following
  effects.
  Weapon: One weapon mounted in that location suffers major
  damage and no longer works. The controlling player may choose
  which weapon in the are stops functioning. If there are no weapons
  in the location suffering a critical hit, treat the result as No Crit (see
  below).
  Pilot: The pilot takes damage. Cross out 1 row of points
  (MechWarrior, Second Edition) and make the appropriate Con-
  sciousness Rolls.
  FCS Radar: The radar system linked to the fire control system
  suffers damage. Modify all to-hit rolls by +2 per damage box
  crossed out. The FCS can take 3 critical hits before being de-
  stroyed.
  Control: The pilot must make a Piloting Skill Roll. If he fails this
  roll, the craft goes out of control. If the craft is ät low altitude (or
  lower), a failed skill roll means that the aircraft crashes (see Low
  Atmosphere Rules, p.82).lnanyothercircumstances,afailedroll
  forces the craft to continue in a straight line, losing 2 altitude levels
  if in atmosphere. The pilot may attempt to eject by rolling 2D6 (see
  below for more details).
  Engine: Every successful hit to the engine causes the en
  lose 1 Thrust Point until the craft is repaired. If the numt
  available Thrust Points reaches O, the craft will continue on i
  straight line ät its current velocity (or ät a Velocity of 1 if in |
  atmosphere). A craft in atmosphere with a critically dama<|
  engine löses 1 altitude level per turn.
  Landing Gear: Landing becomes difficult. Add +5 to the tatj
  number for all skill rolls made to land.
  Fuel Tank: Each hit to this location drains the craft of:
  points of fuel. Every time the craft löses fuel, roll 2D6. On a re
  of 10 or more, the fuel tank explodes, destroying the craft.
  Life Support: The life-support system fails and the pilot t
  use the craft's flight suit reserves, which provide 30 minutes of \
  support. Any unsuited passengers will fall unconscious and (
  within five minutes unless the craft is ät high altitude or lower. j
  Avionics: A critical hit to this location indicatesdamagetol
  flight computer. The avionics system can take up to 3 critical l
  before being destroyed, but for each hit, add+1 to all Control Ro
  When all three damage boxes have been crossed out, add +51
  Control Rolls. A fighter with a damaged avionics system may J
  fly ät Nape of the Earth (NOE) level.
  No Crit: The shot penetrates the armor in that location, j
  does not damage any critical systems. Lucky!
  Miscellaneous Critical Damage
  In space, a fuel tank explosion (all the armor boxes of l
  fuselage are crossed out) destroys the fighter. If all damage bo)i
  on the wing and nose are crossed out, the weapons in tho
  locations are destroyed. A critical hit that destroys the craft's i
  armor prevents the craft from expending thrust.
  When operating in atmosphere, a craft will fall Out-of-Cont
  if all the armor boxes in any one location are crossed out. For i
  location destroyed this way otherthan the fuselage, the pilot t
  attempt to eject from the craft. The player rolls 2D6. On a resultj
  8 or more, the pilot ejects safely. If the result is 7 or less, the |
  ejects but takes damage. For every point by which the roll fails |
  less than 8) the pilot must cross out one damage box (or 1
  points), and must make a Consciousness Roll. A pilot may ,
  eject from his craft in space, but must be rescued within 30 minu
  (the duration of the flight suifs power and oxygen).
  82
  JtVLCBOOfC
  
  >W ATfVtOSPHERE RULES
  ' BattleSpace, as the name suggests, deals with space en-
  ements. The BattleSpace rulesforatmosphericengagements
  ain abstract; atmosphere is considered as a vertical slice of the
  ijround, and air-to-ground combat is drastically simplified.
  :tion provides rules for those players who want to view the
  sphere in three dimensions, as a series of horizontal layers.
  LTITUDE LEVELS
  These rules only apply to the low atmosphere, that area ät an
  j of 18 kilometers or less which comprises the Ground hexes
  tleSpace. The following table provides the parameters of
  altitude level. The Altitude Level (similar to an Elevation
  column also provides a general description of the level.
  »rs fighting in the medium to very high regions of the atmo-
  te should use the standard BattleSpace rules.
  ALTITUDE LEVEL TABLE
  Lrtitude
  £vel
  »Very High
  /High
  /Medium
  /Low
  Very Low
  /NOE
  Minimum
  (in meters)
  5,001
  1,001
  501
  101
  26
  0
  Maximum
  (in meters)
  18,000
  5,000
  1,000
  500
  100
  25
  i Most craft will fly no lower than low altitude. Only fighters on
  d-attack missions or those attempting to land fly ät very low
  | NOE altitudes. Fighters flying ät altitudes below 100 meters
  ally increase their risk of hitting a structure on the ground.
  [ When flying ät NOE (Nape of the Earth), the aircraft skims the
  often flying as low as 10 meters above the surface
  ation Level 2 in BattleTech). This tactic allows the aircraft to
  te terrain to mask itself from return fire (see Return Fire,
  »). However, many BattleTech mapboards have terrain of
  snt elevation to interfere with such a flight path. For a fighter
  l ät NOE altitude, treat the fighter as being 2 elevation levels
  the actual elevation of the underlying terrain (or 1 level
  j a wooded hex). For example, treat a fighter crossing a Level
  i as if it were ät Elevation Level 2. Treat a fighter crossing a
  12 hill as if it were flying ät Elevation Level 4. A fighter crossing
  l hex on Level O terrain is ät Level 3, one level above the
  s, not ät level 4 (2 levels above the trees). A fighter whose
  ; system is damaged may not fly ät NOE.
  SCALE
  ' Modify the time and distance scale of BattleSpace engage-
  conducted in the lower atmosphere to better fit with the
  eTech mapboard and turn. Game Turns played out in low
  Dhere become 10 seconds long, one-sixth of a BattleSpace
  turn. Each BattleSpace hex represents 500 meters, approxi-
  mately 1 BattleTech mapboard. The maximum velocity of craft
  becomes 12 hexes per 10-second turn (equal to 36 kilometers per
  minute, the same maximum speed as in BattleSpace). Six
  AeroBattle tums occurduringeach BattleSpace turn. BattleSpace
  Movement and Combat Phases occur every six AeroBattle turns.
  JVIOVEJVIENT
  Unlike in the standard BattleSpace rules, fighters using the
  low atmosphere rules do not maintain a record of their velocity.
  Instead, they must expend Thrust Points to maintain their speed.
  Each fighter must spend 1 Thrust Point for each hex it wishes to
  move, and must move ät least 1 hex per turn. If the craft does not
  move forward 1 hex, it has stalled and will fall one altitude level.
  VTOL craft need not move, but must expend a Thrust Point to
  hover. Ät the end of every turn, reduce the velocity of each craft to
  0.
  For low altitude maneuvers, fighters need not expend Thrust
  Points to turn (change facing). Fighters use control surfaces built
  into their wings to facilitate turning, diving, and climbing. These
  control surfaces allow the craft to make a number of "free" turns,
  that is, turning maneuvers that do not require thrust; but the faster
  the craft moves, the fewer free turns it receives. Each craft must
  travel in a straight line for a number of hexes before it may make
  a free turn. The Straight Movement Table below provides the
  number of hexes a fighter must move before turning.
  STRAIGHT MOVEMENT TABLE
  Velocity
  1-3
  4-6
  7-9
  10-12
  Fighter Type
  Aerospace
  1
  2
  3
  4
  Conventional
  1
  1
  2
  3
  For example, an aerospace fighter traveling ät a Velocity of 5
  must move 2 hexes forward before making a turn, but that turn
  costs no Thrust Points. A conventional fighter traveling ät the same
  velocity need move only 1 hex forward before turning.
  LOW ALTITUDE TURNS
  Velocity 
  Minimum Number of Hexes
  of Straight Movement
  (Aero Fighter) 
  (Conv. Fighter)
  1-3 
  1 
  1
  4-6 
  2 
  1
  7-10 
  3 
  2
  11-15 
  4 
  3
  16+ 
  5 
  4
  •A TTLMSfA fM
  83
  
  Aerospace fighters may use thrust to gain additional turns
  (facingchanges), making upfortheirrelatively poormaneuverabil-
  ity in atmosphere. Aerospace fighters may expend 2 Thrust Points
  in order to make an additional turn of one hex-side. The pilot can
  apply this thrust ät any point during the Movement Phase, and may
  do so multiple times, so long as the craft has sufficient Thrust
  Points. However, a fighter may only make one turn, free or
  otherwise, in each hex.
  A fighter may also expend Thrust Points to change its altitude
  level. A craft must spend 2 Thrust Points for each altitude level
  climbed, and can climb as many levels as it has available Thrust
  Points in one turn. The craft may also descend altitude levels,
  which costs no Thrust Points. If the fighter löses more than one
  altitude level in a turn, it gains an additional, free Thrust Point for
  that turn only. However, a fighter that gains a point of velocity this
  way still may not exceed a velocity of 12 hexes per turn.
  Using thrust uses Fuel Points ät the råte of 1 Fuel Point per 5
  Thrust Points. When a fighter's Fuel Points reach O, the fighter may
  no longer expend thrust.
  AIR-TO-AIR COMIBAT
  Fighters ät the same altitude level may fire ät each other per
  the Expanded Combat rules above. Fighters ät different altitude
  levels may fire ät each other, but may not aim into the area directly
  above and below their hex. If the attacker and target are one
  altitude level apart, the f i rer may only engage targets more than one
  hex away. If two altitude levels separate the fighters, the target
  must be more than 2 hexes away from the attacker, and so on.
  The Random Hit Location Table, p. 81, provides a column of
  information for attacks from above and below, to be used when the
  attacker and target are ät different altitude levels.
  When flying ät NOE, the terrain-following radar of fighter craft
  constantly "jinks" under computer control to make the most of
  ground cover. This movement adds +2 to all to-hit rolls. The more
  sophisticated radar and flight computers of Glan OmniFighters tie
  directly into the fire control computers, and so these craft only add
  +1 to the to-hit number when operating ät NOE.
  If a fighter engages a second fighter that is attacking a ground
  target, reduce the to-hit number of the first fighter by -3, to reflect
  the advantage of attacking an engaged opponent.
  AIR-TO-GROUND FIRE
  The BattleMech may be the king of the battlefield, but even that
  powerful machine mustfear the firepower of fighters. Though more
  fragile than their ground-based opponents, most fighters carry
  sufficient weaponry to cripple or destroy a ground vehicle or 'Mech,
  and an intelligently used fighter unit can destroy a much larger
  ground force.
  Fighters can attack ground targets three ways. The most
  common form of attack is the strafing run, in which the craft uses
  its energy weapons to attack a "line" of ground hexes. The next
  most common is the strike, in which a craft targets all its weapons
  on a single vehicle or building. The least common form of attack,
  bombing, is also the most deadly. A good pilot can skillfully deliver
  several tons of ordnance into a relatively small area, causing
  extreme damage.
  When a fighter ends its movement in a low-altitude
  containing a BattleTech mapboard, it may attack targets on •
  map. Regardless of the type of attack the fighter decides to ma
  (and even if the fighter decides not to attack), the fighter mi
  nominate a line of hexes över which it will pass, called the "åtta
  line." This row must form a straight line, and must lie directly åla
  the craft's direction of travel.
  The attack line determines which hexes the fighter may åtta»
  and which ground vehicles may fire back (see Return Fire, p. 8
  LEGAL
  ILLEGAL
  Strafing
  Craft flying ät low, very low, or NOE altitude levels may i
  a strafing attack. A fighter making this type of attack should chc
  5 of the hexes along the attack row as the target hexes. Thes
  hexes must form a cohesive block, and may not be separate
  other hexes.
  LEGAL
  ILLEGAL
  The pilot may choose to fire one, some, or all of its ene
  weapons during a strafing run (lasers, pulse lasers, or PPCs), j
  the weapons may strike any ground units (hostile or friendli
  these 5 hexes. The Base To-Hit Number for such attacks is
  modified by the Gunnery Skill of the pilot, the targefs BattleTe
  modifiers (see p. 25, BattleTech Compendium) for mover
  and terrain (except partial cover, see below), and any modifier
  damage to the strafing craft. A fighter flying ät NOE also suffersj
  movement penalties outlined above. Make separate to-hit rolls
  each target. Divide the damage from any weapons hitting the ta
  RWlVBOOfC
  
  5-point groups, and apply the damage to the target using the
  -opriate column of the standard BattleTech Hit Locations
  e p. 27 of the BattleTech Compendium.
  "der normal circumstances, a ground vehicle is only pro-
  oy the terrain of the hex it occupies. However, fighters flying
  I generally find it harder to establish a clear LOS, and so
  ;ke into account Kie terrain in the targefs hex and the terrain
  _.., in front of the targéfs~hex,along the attacker's LOS. If the
  directly in front of the target fé^uhill two or more elevation
  higher than the targefs hex, the target is in the "dead zone"
  hill, and may not be attacked. A hill ttiree levels higher than
  lin in the targefs hex and up to 2 hexes away protects the
  A hill four elevation levels higher provides iShelter for a target
  hexes away, and so on. 
  l
  s attacker must be flying ät low, very low, or NOE to make
  s attack. Rather than strafing a row of hexes, a fighter may
  3, some, or all of its weapons, energy and ballistic, ät a single
  unit (or building). The pilot should designate one unit or
  3, located on the attack line, as the target of the strike. The
  ay fire all the weapons it carries ät the target, making a
  ite to-hit roll for each weapon. The Base To-Hit Number for
  ^attacks is 8, modified by the Gunnery Skill of the pilot, the
  t~s BattleTech modifiers for movement and terrain, and any
  ers for damage to the attacking craft. Hill terrain may provide
  st with protection from a strike attack (see Strafing). A
  • attacking ät NOE will suffer the penalties indicated above.
  »target of the attack is a building or other immobile structure,
  s the Base To-Hit Number to 4.
  vide the damage from strike attacks into 5-point groups, and
  l it to the target using the appropriate column of the Battle-
  i Hit Location Table, p. 27 of the BattleTech Compendium.
  Bombing
  Most fighters are equipped to carry a number of bombs,
  though the capacity varies depending on the size of the fighter.
  Each fighter can carry one unit of bombs for each 5 tons of the
  fighter's mäss. For example, a 20-ton fighter could carry 4 units of
  bombs; a 100-ton fighter could carry a maximum of 20 units of
  bombs. However, every 5 units (or part thereof) of bombs carried
  reducesthefighter'sthrustby 1 point, andaddsa+1 penaltytoany
  Control or Landing Rolls. These penalties decrease as the craff s
  payload lightens.
  BattleSpace makes the following types of bomb available. A
  fighter can carry several types ät once.
  High Explosive (HE): Each unit of HE bombs inflicts 10 points
  of damage to any units in the hex of impact.
  Cluster: Each unit of duster bombs inflicts 5 points of damage
  to each unit in the hex of impact, and in each of the surrounding 6
  hexes.
  vf 
  Inferno: One inferno bomb creates a fire in the hex of impact
  \ (even in Open or Water hexes) which will burn for 30 turns. Use the
  fire rules on p. 53, BattleTech Compendium, to determine the
  effects of the fire.
  Mines: Similar to FASCAM submunitions, a mine-type bomb
  lays a 20-point minefield in the hex of impact and in each of the
  surrounding 6 hexes.
  Arrow IV: Fighters may carry either version of the Arrow IV
  missile system. This system can attack any unit on the target map,
  and may fire ät a target on a nearby mapboard (up to the Arrow IVs
  range). Use the standard Arrow IV rules on p. 117, BattleTech
  Compendium. A fighter ät NOE or very low altitude may not launch
  an Arrow IV missile. An Arrow IV missile occupies 5 bomb units.
  TAG: Though not a weapon in its own right, some fighters
  carry the TAG system in an external pod or have it built into the
  fuselage. This allows them to designate, or paint, targets for
  artillery fire and for bombing. The pilot must make a to-hit roll
  against a Target Number of 6 to align the TAG system with the
  target. The pilot may not make any other attacks while attempting
  to align the TAG system. The fighter must be ät medium altitude (or
  higher) to paint a target, and the target must be on the BattleTech
  mapboard corresponding to the low-altitude hex the fighter occu-
  pies. Homing Arrow-IV missiles may attack a designated target
  using the rules on p. 117, BattleTech Compendium, and will use
  the BattleMech Punch Locations table, p. 31 in the Compendium,
  to determine the damage inflicted by a successful hit. Fighters
  making bombing and artillery attacks against designated targets
  reduce their to-hit number by 2. An external TAG system occupies
  1 bomb unit.
  Fighters can deliver bombs one of two ways. Dive-bombing
  allows the fighter to precisely target a small area, but exposes the
  fighter to excessive amounts of return fire. Ripple bombing makes
  for less precise targeting, but allows attacks against a strip of
  ground, much like a strafing run.
  85
  BULMBOOK
  
  DIVE BOMBING
  SCATTER DIAGRAM
  t
  o
  Es5
  Dive Bombing
  A fighter ät low or medium altitude may make a dive-bombing
  attack against a single hex (on the attack line) on the target
  mapboard. The fighter may dröp one, some, or all of its bombs in
  the attack. Make a single to-hit roll, with a Base To-Hit Number of
  6. Modify the target number for the Gunnery Skill of the pilot and
  damage to the attacking craft. Modifiers for the movement of the
  target or the terrain do not apply.
  If the result is successful, all bombs will explode in the
  designated target hex. If the roll fails, the bombs scatter before
  exploding. On a failed dive-bombing roll, roll 1D6 and consult the
  Dive-bombing Scatter Diagram below to determine the direction of
  scatter. Roll a second 1D6 to determine the distance in hexes the
  bomb rolled from the target hex. The resulting hex becomes the
  impact hex, and the bombs will "attack" any units in that hex.
  Ripple Bombing
  Ripple bombing is less precise than dive-bombing, but allows
  attacks against a larger area. Fighters can make ripple bomb
  attacks from any altitude level, but may suffer penalties to hit if the
  attack originates from altitude levels above very low.
  Ripple bombing works in a similar manner to strafing, where
  a fighter attacks a continuous strip of hexes along the attack line.
  Ripple bombing may attack up to 10 hexes, but the fighter must
  dröp a minimum of one unit of bombs anda maximum of two in ea
  hex. All targeted hexes must be adjacent. If the craft carries seven
  types of bomb, the pilot chooses which bombs are aimed ät whic
  hexes.
  For example, if a fighter dröps only two units of bombs,
  craft can only attack one hex or two adjacent hexes. A fighö
  dropping 10 units of bombs can target between 5 and 10 adjac
  hexes.
  The Base To-Hit Number for ripple bombing is 8, modified l
  the Gunnery Skill of the pilot and any damage to the attacking er
  Also modify the target number by +1 for each altitude level abc
  very low ät which the attacker is flying. Do not apply modifiers fd
  the movement of the target or for the terrain, but apply the standa
  penalties for fighters flying ät NOE. Make a to-hit roll for each ha
  targeted.
  If a to-hit roll succeeds, the bombs targeted on that hex '
  explode in the designated area. If the die roll result means
  attack failed, the bombs in the relevant target hex will scatter befor
  exploding. On a failed ripple-bombing roll, roll 1D6 and consult th
  Ripple Bombing Scatter Diagram below to determine the directic
  of scatter. Roll 1D6 again to determine the distance in hexes tfn
  bomb rolled from the target hex. The resulting hex becomes tt*
  impact hex, and the bombs "attack" any units in that hex.
  RIPPLE BOMBING
  SCATTER DIAGRAM
  Damage from Bombs
  Divide the damage inflicted by bombs into 10-point groups.
  Targets in the hex of impact will take damage as if punched in the
  front/back. (Roll 1D6. On a result of 1-3, the attack hits the front;
  on a result of 4-6, it hits the back.) Cluster munitions also affe
  units in surrounding hexes. Treat such attacks as originating in th
  hex of impact to determine angle of attack.
  RETURN FIRE
  Any vehicle, BattleMech or installation (not infantry or battle-
  suited troops) on a BattleTech mapboard may fire ät any AeroBattle
  craft ending its turn över that map. The target must be ät medium
  altitude or lower. The fighter need not have made a ground attack
  that turn. The Base To-Hit Number is 10, regardless of the weapon
  JVULCBOOK
  
  modified by the firer's Gunnery Skill and the targefs move-
  A vehicle or BattleMech lying along the fighter's attack line
  . a Base To-Hit Number of 8.
  A unit that fires ät an airborne target may not fire ät any other
  t nät turn. The weapons fired must have sufficient range to
  - a hex on the f ighter's attack line (even if it did not attack), plus
  -exes per the targefs altitude level (+2 to attack a target ät
  f4 for a fighter ät very low, +6 for low, and +8 for medium),
  nd units engaging targets ät NOE must deal with additional
  dications (see below).
  the standard BattleTech rules to apply damage to the
  from return fire, using the Above/Below column of the
  Hit Location Table, p. 81.
  Rghters flying ät NOE level are much harder for ground units
  et (which is why good pilots fly so low), and ground units must
  j fighters moving through a certain number of hexes ät NOE
  ; firing. Ground units must have line-of-sight to the fighter for
  exes along the fighter's attack line. Treat the fighter as being
  ation levels above the ground (or 1 level above woods) in the
  > of the attack line. Any terrain (including woods) of Elevation
  t 2 or greater will obstruct line of sight. If the ground-based
  ker does not lie on the f ighter's attack line and cannot trace line
  of sight for 10 hexes along that line, it cannot attack the fighter. If
  a ground unit lying along the attack line cannot trace line of sight for
  10 hexes of the attack line, it may still fire, but must add +2 to the
  to-hit number.
  SPECIAL MANEUVERS
  AT LOW ALTITUDES
  87
  JIUlffBOOK
  
  ™
  
  FRSR
  
  •v..
  
  O O K
  iTICJINI
  
  HISTORY OF NÅVÄL WARFARE
  Current Events
  War on the Seas
  From Sea to Space
  A New World Order
  Settling the Stars
  Interstellar Nations
  Age of War
  Blrth of the Står League
  End of an Age
  Exodus
  Foundlng of the Clans
  Succession Wars
  Explorer Corps
  War Renewed
  Clan Invasion
  Radstadt
  Tukayyid
  NÅVÄL TECHNOLOGY
  DropShips
  DropShip Systems
  JumpShips
  JumpShip Systems
  WarShips
  Fighters
  Weapon Systems
  Ballistic Weapons
  Energy Weapons
  Ship Construction
  Fighters
  DropShips
  JumpShips and WarShips
  Space Stations
  Clan Navies
  BATTLESPACE SCENARIOS
  m A TT LM si*A cm l
  SOUJCCVBOOfC
  
  IMTROOUCriOISf
  INTRODUCTION
  :OIVISTAR CLASSIFIED
  tEPORTSANCTUJVl
  (ETA LEVEL CLEARANCE
  XHD
  ROM: Nicholas Hallam-Coyne, Precentor V-Eta
  ): Cadets of the Sandhurst Royal Military Academy
  ^ATE: 23 September 3056
  Greetings to the warriors of Blake's true vision. This classified
  port provides an understanding of nåväl combat vital to the
  ptimum efficiency of the Gom Guard, the Inner Sphere's best
  ope of resistance to the depredations of the invading Glans. All
  om Guard cadets are required to read this report. Though many
  i may go on to serve with the infantry, armor, or BattleMech
  anches of the Gom Guard, an understanding of the pivotal role
  ayed by the pilots and crewsofJumpShips, DropShips.WarShips,
  nd aerospace fighters confers an
  dvantage on members of other
  anches of military service. Never
  jirget that the pilots' struggles
  gainst the enemy in the void of
  ace can open or close the way for
  aund forces to reach the surface
  i planet.
  In the wake of the battle of
  ukayyid in 3052, where so many
  ave Gom Guard warriors sacri-
  ed their lives to stop the invading
  ans in their bloody advance to-
  I Terra, the aerospace service
  is stepped forward to assume a
  eater share of ComStar's military
  irden.Asourgroundforcesslowly
  cover from the mauling they received on Tukayyid, the once-
  sregarded aerospace branch continues to provide increasing
  vels of support to the remaining ground divisions, whenever
  »ssible intercepting and dealing with enemy forces before they
  »se a threat to ground troops. Despite the victory on Tukayyid,
  »wever, the Gom Guard cannot afford to relax. Tukayyid halted
  e Glan invasion for f ifteen years of truce, of which f ive years have
  •eady elapsed. Before the truce ends and the Glans resumé their
  ive toward Terra in what they call the Stacalkas-Nomen, the year
  judgment, the Gom Guard must accomplish two vital tasks. We
  ust rebuild our strength, forging all branches of the Gom Guard
  > a weapon the Glans cannot overcome, and we must use the
  i ät our disposal to carry the fight to the Glan invaders.
  To that end, ComStar's Explorer Corps has recently begun a
  nt venture with Coordinator Theodore Kurita of the Draconis
  nbine, to seek out and destroy the capability of those left behind
  k the Glan homeworlds to enter the fray. Unable to muster either
  enthusiasm or troops for such exploration from his fellow Succes-
  sor Lords, the Coordinator wisely turned to ComStar and found a
  willing ally. Because certain highly placed individuals in the DCMS
  believe that that House's strength lies in defense rather than
  offense, the Coordinator is building his strike force with mercenary
  units, keeping the ComStar/Combine joint military venture secret
  from all but a few of his most trusted commanders. l need hardly
  remind cadets that this venture must remain secret if we are to have
  any hope of success.
  Whether or not the Explorer Corps succeeds in its mission, the
  Gom Guard's space-combat forces must swing the balance of any
  battle in our favör, using the unique capabilities of nåväl warfare to
  eliminate the enemy's current advantages of size, speed, and
  technology. We must strike ät the Glans' weak points, especially
  their supply routes and command centers. Using our WarShips,
  JumpShips, DropShips, and fighters to their fullest capabilities, the
  Gom Guard must destroy the Glans' ability to fight before they can
  take advantage of the technological gap that still exists between
  Glan and Inner Sphere forces. By
  completely integrating all arms of
  the Gom Guards, from WarShip to
  BattleMech, ComStar can defend
  the Inner Sphere with a unified force
  capable of meeting any threat on the
  ground, in atmosphere, or in space.
  Space combat plays a vital role in
  such a force, and all Com Guard
  soldiers must possess a thorough
  understanding of the principles of
  nåväl warfare.
  This report includes an ex-
  amination of the history of nåväl war-
  fare from ancient times to the present
  crisis. That section opens with an
  analysis of the present situation in
  the Inner Sphere, providing a f rame of reference for past events. It
  also contains complete descriptions of current technologies for
  every class of ship, from propulsion techniques to the latest
  weapons. Each section of this report includes up-to-date informa-
  tion on the Glans, received through those agents still in place and
  capable of completing their missions, even in our present state of
  disarray. This report also provides scenarios, based on historic
  engagements, that will allow cadets to explore the uses of space-
  faring vessels in military actions.The final sections of this report
  provide specs for all space-faring and airborne units currently in
  use in the Inner Sphere, including Glan units.
  Read all sections of this report carefully. Only by using al
  available resources to the best of our ability does the Com Guart
  have a chance of standing against a renewed Glan onslaught—c
  forestalling it with an Inner Sphere blitzkrieg. On ComStar and it
  noble warriors depends the survival of the Inner Sphere.
  
  IMTROOUCTIOM
  
  fffSrORlT OF NÅVÄL WARFARE
  H l STORY OF NÅVÄL
  WARFARE
  This section provides a brief history of nåväl warfare from the
  initial use of waterborne vessels to wage war, to the current status
  of military conflicts fought in the väst ocean that is space. This
  section also discusses current events in the Inner Sphere and the
  effect those events are having on present-day military structure
  and manufacturing.
  GURRENT EVENTS
  In the past two years, several disturbing events have given
  new urgency to plans by the Successor States to develop and
  produce WarShips. During 3054 and 3055, Glan renegades mas-
  querading as a pirate band raided the Federated Commonwealth
  using two WarShips, a Congress Glass frigate and a Black Lion
  attlecruiser. The so-called Red Corsair and her band of ren-
  gades fought several battles against the Kell Hound mercenaries
  and Wolf Glan forces, losing an Overlord DropShip to Kell Hound
  aerospace attacks in a nåväl engagement ät the world of Zanderij.
  \fter a resounding defeat on the ground ät Arc-Royal, the ren-
  egades f led to the planet Elissa in the Glan occupation zone, where
  he Hounds and the Wolf Glan forces pursued and crushed them.
  he Red Corsair's activities proved that ät least some in the Glans
  aw no dishonor in using WarShips against the Inner Sphere.
  l n May 3055, rumors began to emerge of a nåväl engagement
  Dught in the Luzerne system, deep inside the Glan Smoke Jaguar
  ccupation zone. Though reports conflict, a freelance unit operat-
  ng with the tacit approval of the DCMS apparently staged a raid
  [rom a Combine guerrilla stronghold on Wolcott. The reason for the
  aid and subsequent engagement remains unclear, but the DCMS
  Dnsidered the mission of sufficient priority to commit four DropShips,
  ncluding oneof the AchillesC\ass, to support the raid. The Jaguars
  also appear to have taken the raid seriously; the commander of the
  Fourth Provisional Garrison Cluster stationed on Luzerne re-
  quested additional aerospace support from the Schuyler-based
  äecond Jaguar Guards. If the rumors are true, the Combine may
  further ahead on its WarShip development program than
  expected. Currently, the Draconis Kyushu Glass frigate is sched-
  uled to begin tests ät the new Dieron shipyards in late 3057, with
  i Federated Suns Fox Glass corvette beginning trials ät Galax
  Shipyards in the summer of that year. Unconfirmed reports indicate
  hat Rhonda Snord's Irregulars are using the Camelot Command
  acility in the Dark Nebula to construct a Black Lion Glass
  attlecruiser, but even if the yards survive attacks by the Jade
  Falcons, it is unlikely that this vessel will launch before 3065.
  In March of this year, Federated Commonwealth intelligence
  Diled a sabotage attempt against the new Boeing WarShip facility
  Galax. An employee of Woodlake Associates, a contractor
  »orking on the yard's solar collection arrays, had tampered with the
  nergy storage system, rigging key power cells to cause a massive
  explosion when power levels reached 95 percent. Had the final
  testing of the storage system gone ahead as planned ät the end
  of the month, the ensuing explosion might easily have destroyed
  the station. The Intelligence Secretariat himself interviewed the
  employee, Timothy Barnes, a native of Syrma, before sentencing
  him to the high security prison on Bonneau. The reason for the
  suspected sabotage remains unclear, but given that Barne's
  homeworld is so near to Skye, a political motive seems likely.
  In another potentially disruptive development, Captain-Gen-
  eral Thomas Marik has recently created the Knights of the Inner
  Sphere, apparently in an attempt to create a class of MechWarriors
  loyal to him personally instead of to the various principalities of the
  Free Worlds League. He hopes to circumvent the rulers of each
  state in the League by using this force rather than the existing Free
  Worlds military, further solidifying his strong grip on the reins of that
  House. However, he appears to either have deliberately or inad-
  vertently excluded aerospace pilots and conventional forces from
  this organization, and so may meet the same fäte that befell Peter
  Davion when he attempted to strip one military arm of its power ät
  the expense of another. We cannot be certain to what extent
  Thomas Marik is being pressured into these changes, particularly
  through the influence of power-hungry Knights of the Inner Sphere
  such as Paul Masters, who recently maneuvered himself into the
  lordship of Gibson. The military situation within the Free Worlds
  League is a tangled web of uneasily shifting alliances which may
  have devastating consequences. In addition, ComStar ROM agents
  report that forces allied with the Word of Blake used tactical nuclear
  weapons during the battles on Gibson in March of 3055. This grim
  news demonstrates the depths to which elements of the Free
  Worlds League will sink under the malignant influence of the Word
  of Blake. ComStar can only hope that the Word of Blake will not
  succeed in building or stealing WarShips in the nearfuture.
  WAR ON THE SEAS
  The first use of ships in warfare is attributed to Menes the
  Fighter, an early Egyptian pharaoh who used papyrus rafts to
  transport troops during his conquest of Egypt in approximately
  3500 B.C. Not until the reign of Pharaoh Ramses III, two thousand
  years låter, were the first custom-built warships launched. For the
  nextthreemillennia.commandersusedwarshipsprimarilyastroop
  transports, and deck-bound combat between trained warriors of
  both sides dominated the few large nåväl battles that occurred.
  Crude shipboard weapons first appeared in the fifth century B.C.,
  but most battles were still decided by boarding actions until the
  Romans developed shipboard weapons sophisticated enough to
  defeat the numerically superior fleet of Carthage.
  Låter, militaries discovered that long-range bombardment
  using iron bars, incendiaries, and powdered quicklime could cripple
  5
  SOVJCCVBOOfC
  
  H l STORY OF NÅVÄL WARFARE
  avessel inadvanceof boarding actions, makingthefightingsailor's
  job easier. The battle of Sluys, fought on the coast of Flanders in
  A.D. 1340 between English and French forces, provides a classic
  example of nåväl warfare by bombardment, in which Edward III of
  England decimated the French with savage bombardment/board-
  ing tactics. The fleets of the world's great powers made a techno-
  logical leap forward with the advent of shipboard cannon in the late
  f ifteenth century. However, the tactics of earlieragesprevailed until
  the English defeat of the Spanish Armada in 1588 proved the
  advantages of smaller, better-balanced guns and more maneuver-
  able craft. The age of sail and cannon prevailed through the first
  three decades of the nineteenth century, culminating in the Battle
  of Navarino in 1827, in which an Anglo-Russian-French fleet
  consisting of some 26 ships defeated the 65-ship Turkish fleet in
  southern Greece.
  The end of the Napoleonic wars ushered in the next major
  nåväl revolution. The addition of a steam engine allowed ships to
  maneuver even when becalmed, and thus ended the age of the
  great sailing ships. By the latter half of
  the nineteenth century, almost no sail-
  powered vessels were being con-
  structed, and the few still built often had
  a steam engine that provided primary
  propulsion. In these vessels, sail-power
  had been relegated to emergency use.
  By the 1850s, most shipyards built
  warships with a layer of metal armor
  över the ship's hull, providing protec-
  tion against enemy fire. By the begin-
  ning of the twentieth century, these so-
  called ironclads had given way to ves-
  sels made selely of metal. These ships
  also used steam engines, and boasted
  more accurate and maneuverable tur-
  ret-mounted weapons than their pre-
  decessors. This period also saw the
  first use of nåväl aviation, primarily as
  reconnaissance for the nåväl batteries
  but also as bombers. Craft such as the
  Airco D.H.G. and the Sopwith Cuckoo
  saw action defending coastal areas
  during the First World War. In the Sec-
  .;t<ond Wortd War twenty years låter, air
  power came into its own, used to both
  attack and defend nåväl vessels. The
  Battle of Cape Matapan, in which Brit-
  ish battleships using nåväl reconnais-
  sance aircraft, bombers, and radar sank
  five battleships of the Italian fleet, rep-
  resented the first example of the stun-
  - ning destructive power of battleships
  and aircraft working together. American and Japanese carrier
  aireraft effectively decided the Battle of the Philippine Sea, and the
  I; resounding American victory came to be called the "Great Marianas
  ^Turkey Shoot." The second half of the twentieth century saw a
  m A mm» f A cm
  steady refining of nåväl technology, with nuclear fission react:
  replacing steam, missiles supplanting guns, and the nearly whc r-
  sale abandonment of armored vessels as the destructive powe :
  weapons increased. By the end of that turbulent century, rr:;
  vessels carried one ortwo aircraft (usually VTOLs). A specific cl?:
  of carrier vessel had also emerged, often carrying more than : ~-
  hundred aircraft. Combat ät sea, waged with increasingly sop- ;
  ticated aircraft and missiles, often took place without the oppos 
  .
  forces coming into visual range. The day of the gun, and even -- -
  warship seemed to be coming to an end.
  FROM SEA TO SPACE
  The race to put a human being into orbit, then to build marr -
  stations and land people on the Terran moon and other plar r
  became a prominent battlefield of the first Cold War between - -
  American and Soviet empires. The end of the first Cold War in -
  1980s forced both states to dr&~
  cally cut back space programs, =
  by 1994 only one major project -
  mained under construction and '
  funded: the joint American, Europé;
  and Japanese construction of a h „:
  industrial spacefacility called Grip: -
  Station, due for completion in 2C: -
  The end of the first Cold War i
  created enormous political char:
  the most notable of which was
  dissolution of the Warsaw Pact;
  the Soviet Union in the early 199:
  l n those f i rst, heady days of f reed:
  few foresaw the horrors to co~
  Throughoutthedecade, political •-
  economic reformers in the for- -
  R and its Eastern European 5
  ellites fought a constant rear-gu;
  action against reactionary, hard-
  communist forces. The hard-linf
  aided by economic tu rmoil and wc
  wide recession, ultimately triump^
  when they established the Repi
  of Russia. In 1997, the third c
  attemptagainstthe reformistgove
  ment in Moscow finally succe>
  and led to a brief re-emergence of
  old-style, communist Soviet Ura
  Caught unaware in the midst of di
  mament, the NATO nations could
  little but watch as the Soviets ha
  the withdrawal of Red Army fö
  from the former Warsaw Pact c<
  tries. Only the economic shambles of the rebellion-torn Sovifc
  republics prevented the communist regime from launching a wdjr
  against the militarily weakened West. Instead, they settled
  another Cold War.
  6
  mouitfmmooif
  
  OF NÅVÄL WARFARE
  ^m 
  The second Cold War lasted from 1997 until 2005, when both
  Fsides were poised on the brink of nuclear Armageddon. Rapid
  rearmament programs launched by both NATO and the USSR
  made very real the possibility of a third World War, averted only by
  the ascension to power of Oleg Tikonov in 2004. As his predeces-
  sor Gorbachev had done almost twenty years before, the liberal
  Tikonov edged his nation and the world away from the nuclear brink
  and ended the second Cold War. In his first year in office, Tikonov
  reined in the military and by 2005 had reopened relations with the
  West. Though grateful for a return to sanity, NATO continued to
  guard against the possibility of renewed Soviet aggression; to
  guard against recommitting the mistakes of the previous decades,
  the Western allies launched Crippen Station into orbit in mid-2005.
  Though nominally an industrial manufacturing satellite, the station
  also served as the heart of the new Western Orbital Defense
  Network, or WODeN. Based on the 1980s-era Strategic Defense
  Initiative, this space-based ballistic-missile defense system con-
  tained electronic detection, tracking, and jamming systems as well
  as high-powered energy weapons.
  In January 2011, Premier Oleg Tikonov signed the Tikonov
  Accords, formally requesting financial assistance from the United
  States to rebuild the Soviet Union'sbankrupteconomy. In return for
  aid, Tikonov agreed to hold fair and open elections within five
  years. Four hours låter on the same day, a Muslim fanatic named
  Mustafa Khemar Rhasori assassinated Tikonov and his family by
  detonating a bomb in the Premier's staff car. A power struggle
  ensued in the Kremlin, and by March Ukrainian nationalists had
  seized Kiev and declared their independence from Moscow. Faced
  with the prospect that other republics might follow suit and take
  back their briefly held independence, KGB Director Admiral Sergei
  Tarantoff instituted martial law in a vain attempt to hold the
  disintegrating union together. This strong-arm tactic touched off
  the Second Soviet Civil War.
  Fought more than a thousand years ägo, the Second Soviet
  Civil War provided the impetus for the first combat fought in space.
  The massive Soviet military split into liberal and conservative
  factions, and NATO planned to intervene on the liberal side with a
  daring assault launched through the Latvian port of Riga. In
  January 2014, the hard-line Soviet
  commanders panicked and
  sought to prevent NATO in-
  tervention by launching a
  preemptive missile attack
  against Western targets.
  The Western Orbital
  Defense 
  Network
  (WODeN), 
  with
  Crippen Station ät its
  core, engaged and de-
  stroyed all the missiles
  fired. Though primitive by
  modern standards, this
  first space battle
  proved critical to the
  survival of humanity.
  In the same year, NATO intervention prompted the last major
  surface nåväl engagements fought on Terra. The Soviet Northern
  Fleet attempted to prevent NATO landings in the Baltic and on the
  Kola peninsula, in the process destroying Riga with chemical
  weapons. This atrocity shocked both sides, and the conservatives
  bowed to the inevitable. By March the war was över.
  A NEW WORLD ORDER
  In 2016 the Western Alliance nations formed the Alliance
  Space Command, with its headquarters on Crippen Station. The
  station served as a launching facility for lunar and Martian explor-
  atory missions, and these efforts resulted in a lunar settlement by
  December of that year. The first mission to Mars was launched in
  2017. In 2018, two Stanford scientists named Thomas Kearny and
  Takayoshi Fuchida began to publish a series of papers on the
  possibilities of hyperspace travel. Based on anomaliés they had
  observed during their work on fusion reactors, these two men
  hypothesized that if an energy f ield of specif led properties could be
  generated, it would allow matter to exceed the speed of light and
  be instantaneously transported between any two points in space.
  Because their hypothesis conflicted with accepted, Einsteinian
  physics, the scientif ic community ridiculed their work and hounded
  the men from their positions as respected research scientists.
  Almost a century would elapse before subsequent discoveries
  vindicated the Kearny-Fuchida principles of hyperspace.
  The early 21st century witnessed the development et the
  fusion reactor, quickly followed by a fusiqn-powered drive system.
  The first interplanetär/ craft, the AS Columbia, left its dock ät
  Crippen Station on October 12, 2027. Powered by the new fusion
  drive, the Columbia took a mere 14 days to arrive in orbit around
  Mars. The Alliance used this technological breakthrough to estab-
  lish bases throughout the Terran system, including permanent
  bases on Mars and Luna. The Alliance also launched scientific
  missions to Jupiter, Saturn, and the asteroid belt, greatly expand-
  ing human knowledge of space and space travel. In 2028, scien-
  tists and the Alliance Parliament established the Magellan Pro-
  gram, an ambitious project to build unmanned, fusion-powered,
  interstellar vessels and send the craft to explore other står sys-
  tems. Eight probes were built and launched between 2029 and
  2034, and by 2050 three of the Magellan ships had provided Terran
  scientists with evidence of habitable worlds outside the Sol system.
  Unfortunately, the staggering cost of building and outfitting a
  manned craft to explore these newfound, habitable worlds prohib-
  ited immediate exploration. Not until more than fifty years låter
  would a human being travel to a planet outside the Sol system.
  As the 21st century drew to a close, the Western Alliance
  renamed itself the Terran Alliance to reflect the unity of the planet.
  However, even then rumblings of discontent against the richer
  nations by the poorer foreshadowed the turmoil to come. The
  poorer nations resented the staggering amount of money being
  spent on space exploration and technology, but research went
  steadily on. Refinements in existing technology, especially metal-
  lurgy and space vehicle construction, allowed the Alliance to
  construct a small fleet of fusion-powered craft sporting laser and
  7
  
  HISTORTT OF M/l VA L WARFARE
  projectile weapons attached to their hulls. Though crude by mod-
  ern standards, these armed vessels proved extremely effective in
  policing the increasingly busy space lanes.
  and so authorized the formation of a six-JumpShip Terran Spae
  Navy in 2120. The first military JumpShip, the TAS Charg
  emerged from the Terran shipyards in 2122.
  SETTLING THE ST ARS
  In 2102, researchers ät the universities of Auckland and
  Ottawa rediscovered and vindicated Kearny and Fuchida's Pan-
  Dimensional Gravitational Mathematics. After a fourteen-month
  debate, the Alliance approved funding for the Deimos Project, a
  crash program to build the first faster-than-lightspacecraft. Despite
  protests and the further political unrest provoked by the projecfs
  cost, Deimos survived and the projecfs test ship slipped its
  moorings on August 28, 2107. Towed to a specific point in space
  north of Sol (called the zenith jump point; this distance was far
  enough away from Sol and any other major planets that the vessel
  would be able to "jump" and not be torn apart by gravitational
  forces), the vessel was to "jump" via the Kearny-Fuchida hy-
  perspace f ield to a point south of Sol (the nadir jump point). Ät 12:00
  AM GMT on September 3, the craft made its maiden voyage,
  jumping from Terra's zenith jump point and arriving ät the nadir
  point in less than a minute. Having proved that the technology
  worked, scientists turned their attention toward manned hyperspace
  travel. In February of 2108, Raymond Bache became the first
  human to travel through hyperspace, propelled by the newly
  christened Kearny-Fuchida drive. He suffered only mild dizziness
  and nausea, and the successful experiment encouraged the Alli-
  ance scientists to press ahead with the Deimos Projecfs next
  phase.
  On December 5, 2108, the TAS Pathfinder made its historic
  jump to Tau Ceti. Commanded by Norm McKenna, the crew landed
  on the world of Tau Ceti IV, a planet so like Terra that the new
  arrivals"renamed it New Earth. To the distress of the Terran
  Alliance's poorer nations, the Alliance Parliament immediately
  sank money into building a fleet of starships and colonizing New
  Earth. By 2116, humanity had established its first extra-solar
  colony on New Earth. The Alliance immediately recognized the
  potential problems of maintaining control över interstellarcolonies
  Emigration from Terra became a f lood över the next 100 years.
  By 2235, humanity had established 600 colonies in a sphere 120-
  light years in diameter around the homeworld, but the difficulty of j
  communicating över such väst, interstellar distances made rurt-j
  ning such an empire from a central location impractical. In 2236, a j
  coalition of far-flung colonies led by the world of Denebola declared]
  independence from the Terran Alliance. This so-called "Outerl
  Reaches Rebellion," lasting from 2235 to 2237, proved the dowrv
  fall of the imperialist, Expansionist Party that had ruled the Ten
  Alliance for decades. They sent the Colonial Marines to blockad
  the rebellious colonies and subdue the populations, but their nava
  superiority meant nothing in the ground-based war that the grimlj
  determined colonies forced them to fight on every world. Within 11
  months the shamed Marines retreated and the Expansionist gov-1
  ernment on Terra collapsed. The Liberal Party succeeded to power
  and followed a strict isolationist line, and the frontier worlds
  suddenly found themselves alone. Many colonies did not survive
  their unexpected independence, and the ruins of many of these
  colonies still bear testimony to the central governmenfs abrupt
  withdrawal. One such colony starved to death for lack of Terran
  food supplies. Anotherfailed because a single storm damaged the
  colony's water purification system and they could not get spare
  parts from Terra.
  INTERSTELLAR NATIONS
  Throughout the 23rd and early 24th centuries, new state
  emerged among the far-flung human worlds. The 23rd century sa»
  the rise of the Rim Worlds Republic in 2250. This nation, in th
  Periphery on the edge of known space, produced a leader wh
  would play a sinister a role in human history five centuries later.^
  Twenty years after the Rim Worlds came into being, two nations]
  formed that would become modern-day Successor States: the]
  Free Worlds League (2271), a balkanized collection of squabblingl
  BÄ TTL
  8
  SOUJtCVBOOK
  
  fffsroftir OF NÅVÄL WARFARE
  >rincipalities, and the Capellan Hegemony (2270), that would one
  tey become the Capellan Confederation. The other three nations
  hat developed över the centuries into the Successor States came
  ogether in the first half of the 24th century: the Federated Suns in
  017, the Draconis Combine in 2320, and the Lyran Common-
  vealth in 2341. Out among the stars, humanity grew and pros-
  »ered; but for Terra, the 23rd and early 24th centuries brought only
  urmoil and confusion.
  The failure of the Expansionist government to put down the
  Duter Reaches Rebellion brought the isolationist Liberal party to
  »wer in 2237. By 2242, the Liberals had in turn been forced out by
  idisgruntled population, and for the next 70 years the once-strong
  ferran Alliance veered from one crazy-quilt political coalition to the
  ext. The Alliance finally collapsed in chaos in 2314, and anarchy
  uled the planet until July of 2315, when Fleet Admiral James
  dcKenna stepped into the vacuum of power to prevent a civil war.
  )emonstrating the awesome power of the navy he commanded by
  »bliterating two small, uninhabited Islands, McKenna forced the
  Uliance parliament to dissolve and founded a new order on Terra.
  dcKenna's Terran Hegemony rose like a phoenix from the ashes
  rf the fallen Alliance, and under McKenna's steady hand took its
  irst steps toward assuming its place ät the head of humanity.
  rfichael Cameron, McKenna's successor as the Hegemony's
  Jirector-General, would help assure this place by founding a
  lynasty whose låter generations would create humanity's crown-
  ig achievement.
  AGE OF WAR
  Though the period most historians have dubbed the Age of
  Var did not begin until the close of the 24th century, the years from
  1316 to the 2390s served as a dress rehearsal for the horrors to
  »me. James McKenna set the stage by attempting to expand the
  erran Hegemony's borders ät the expense of newborn nations
  ind independent former colony worlds. Many of McKenna's tar-
  iets fought back, through a combination of arms and diplomacy;
  ie threat of a Hegemony takeover led directly to the formation of
  Federated Suns and the Draconis Combine. Having success-
  ully stalled McKenna, the multitude of nascent states sought to
  sxpand their borders, often ät the expense of their neighbors.
  rtcKenna's death and the succession of Director-General Michael
  Jameron brought a lull in the fighting, as the various nations
  onsolidated their power among the stars. In 2398, a territorial
  Sspute between the Capellan Confederation and the Free Worlds
  eague touched off galaxy-wide planet grabs, and began an Age
  rf War since unmatched in its viciousness. The various atrocities
  ommitted during these years culminated in the Capellan world of
  'intavel being virtually razed in 2412. The widespread destruction
  nd loss of civilian life so horrified Capellan Chancellor Aleisha
  iao that she determined to civilize warfare by drawing up the Åres
  lonventions, rules of war designed to prohibit atrocities and limit
  estruction of civilian life and property. All the Inner Sphere states
  igned the Conventions, though many Periphery nations refused.
  hese conventions of war, though limiting damage to non-combat-
  ants, inadvertently legitimized warfare as a means of settling
  political disputes, and resulted in perpetual war between the states
  of the Inner Sphere.
  Several notable nåväl engagements occurred during the Age
  of War. The Capellan Confederation's attack on the Davion world
  of Novaya Zemlya in 2399 brought the Federated Suns into the war
  and marked the first use of a massed fleet of heavily armed space
  vessels to bombard a world from orbit. The Terran Hegemony
  attack on the Marik fleet ät Oriente in 2475 inflicted history's
  greatest loss of nåväl assets on the Free Worlds League; the
  Hegemony forces destroyed more than twenty Marik WarShips,
  and toppled the government of the League's Captain-General
  Carlos Marik. By then, however, the Terran Hegemony's develop-
  ment of the BattleMech, first used in combat against the Draconis
  Combine in 2443, had launched a new age in military technology
  and thinking. The fearsome power of the huge, metal war machines
  focused attention on ground combat ät the expense of space-
  based warfare. Where fighter pilots and nåväl officers had once
  garnered military budgets and media attention, the BattleMech
  provided a new way to wage war and a new breed of hero. This
  early rivalry set a pattern for relations between the aerospace and
  BattleMech arms of the military that remains unchanged to this
  day—MechWarriors view pilots as snobs, and pilots see
  MechWarriors as upstarts. On more than one occasion these
  tensions have resulted in outright hostility between the different
  branches.
  TTLMSfA em
  g
  
  H i STGRY OF NÅVÄL WARFARE
  BIRTH OF THE STÅR LEAGUE
  As the Age of War wound down in the mid-26th century, the
  Terran Hegemony's Director-General lan Cameron began to lay
  the groundwork for the Sphere-wide peace treaty that would bind
  the major Inner Sphere states together into a grand alliance. By
  2571, lan had persuaded the leaders of all the Inner Sphere nations
  to join in his dream of a human society no longer torn by war, and
  together they forged the noble and glorious Står League. Despite
  its stated peaceful intentions, the six-state pact initiated a war
  against the Periphery states within four years of its founding. Using
  the might of the newly formed Står League Defense Forces
  (SLDF), Cameron accomplished by force what he had failed to
  achieve through diplomacy and dragged the Periphery states
  protesting into the League. The navies of the Står League and its
  member states played a considerable role in the conflict that came
  to be known as the Reunification War. Many battles occurred in
  space, a number of which did not go in the League's favör. In the
  infamous Case Amber, the Taurian Concordat navy destroyed 20
  Federated Suns vessels ätter provoking the Davion fleet into an ill-
  advised nåväl offensive. Four years låter, in 2581, Admiral Janissa
  Franklin of the Står League broke the back of the Taurian navy in
  a fierce battle över the world of Robsart. The Canopian navy met
  a similar fäte ät the hands of Captain-General Marion Marik in
  2583, and by 2587 the nåväl phase of the war had drawn to a close.
  The Taurian Concordat and the Rim Worlds Republic dragged out
  the bitter fighting for another decade, finally succumbing from
  sheer exhaustion and signing a peace treaty in 2597.
  With the Reunification War över, the Står League brought
  peace and prosperity to known space. During what came to be
  known as the Good Years, 2600-2650, the Står League, led by the
  Hegemony, made great strides in various scientific and technical
  fields. New BattleMechs, aerospace fighters, DropShips, and
  JumpShips emerged from Står League drawing boards and facto-
  ries, and many old WarShips were scrapped in favör of cutting-
  edge designs. Perhaps the most significanttechnological develop-
  ment, with both civilian and military applications, was the hyperpulse
  generator (HPG).
  In 2614, the brilliant young professor Cassie DeBurke began
  research on developing faster-than-light Communications. Based
  on the theories of Kearny and Fuchida, who had shown human
  beings the secret of faster-than-light travel, DeBurke speculated
  that bundles of energy such as simple radio waves could be
  transported instantaneously across space through artificially gen-
  erated jump points.
  For the next 15 years, Professor DeBurke and her research
  staff worked secretly and feverishly on her theories. The culmina-
  tion of their work was the first HPG station, built just outside the
  Court of the Står League, which transmitted the first HPG message
  on New Year's Day 2630.
  The Hegemony put this amazing technology to a unique
  military use, equipping several SLDF WarShips with HPGs. The
  ships' capacity for faster-than-light communication gave the Står
  League navy a significant tactical and strategic advantage över the
  nåväl forces of the League's member-states.
  Though the Står League outwardly kepi the peace, the cor-
  flicts between its members simmered beneath the surface. In the
  2690s, First Lord of the Står League Jonathan Cameron led the
  SLDF in a massive and unexpected military buildup that wouta
  have disastrous consequences almost a century låter. Among h is
  military innovations was the Space Defense System (SDS), a
  series of free-roving drone WarShips known as Gåspars that were
  deployed to defend Hegemony worlds. Though the First Lorc
  promised to share the technology with his fellow League members
  he never did so.
  END OF AN AGE
  The war that destroyed the Står League began as a mincx
  rebellion in 2765, when New Vandenberg and seventeen othe-
  Periphery worlds revolted against the latest in a series of stif.
  League-imposed taxes. Richard Cameron, the young First Lord c*
  the Står League, ordered the Står League Defense Force to ',
  suppress the revolt. Commanded by General Aleksandr Kerensky 
  >
  the bulk of the SLDF's WarShips and ground forces traveled to the i
  Periphery, where they found themselves bogged down in a Periph-,
  ery-wide rebellion. Of all the Periphery states, only Stefan Amaris
  Rim Worlds Republic remained loyal to young Cameron and tr
  Står League.
  No one, least of all Richard Cameron, suspected that Amari
  outward loyalty masked a plot to take över the Står League. Aman
  had spent years cultivating the lonely First Lord's affection an
  trust; when the New Vandenberg revolt stripped the Hegemony (
  most of its defenders, Amaris persuaded Richard Cameron
  station Rim Worlds troops throughout the Hegemony to protect it
  Having set his conquering armies in place, Amaris made his mov
  On December 26, 2766, Stefan Amaris assassinated Fir
  Lord Richard Cameron in the throne room ät the Court of the Sti
  League and took control of the Hegemony. Hearing of Amaris
  coup, Kerensky immediately declared a cease-fire in the Periphe
  and began to plan the liberation of Terra. Kerensky's army cc
  quered the now-outlawed Rim Worlds Republic, and after
  eighteen-month rest and refit in preparation, began the lör
  campaign to liberale the Terran Hegemony from Amaris
  Usurper. A few nåväl engagements occurred during the Rin
  Worlds campaign, but the Republic had few WarShips and offer
  the SLDF fleet little opposition. The Står League navy faced
  greatest test during the campaign for the Hegemony, battling tf
  Space Defense Systems that protected many Hegemony work
  The systerrTs computer-controlled WarShips and huge grour
  based weapons posed a severe threat to any space vessel.
  In 2774, Amaris pulled back his forces from twelve Hegemc
  worlds in order to better protect Terra. Kerensky captured
  worlds, among them Nirasaki, home of the Nirasaki Compute
  Collective, amajordeveloperof software forthe SDS system. Inth
  ruins of the NCC research facility, Kerensky's forces found
  carefully hidden cache of data that provided a clue to defeating thej
  SDS. SLDF Communications specialists developed an electronk
  countermeasure that swamped the drone WarShips' communic
  m A TTt.msi»A fm 10
  SOWRCCBOOK
  
  tions channels, and in March of 2775 Kerensky tested the device
  in the invasion of New Home, a world protected by the SDS. The
  new defenses used by the SLDF crippled most of the drones and
  scrambled the circuits of the ground-based missile and laser
  batteries, and the Står League fleet quickly destroyed the drone
  WarShips. Flush with success, the SLDF staged numerous as-
  saults from 2775 through 2776. By the end of that year, only Terra
  remained in the Usurper's grasp.
  The battle for Terra, called Operation Liberation, began on
  January 23,2777. To date, this climactic battle remains the largest
  nåväl engagement in human history. The Reagan Space Defense
  System that protected humanity's homeworld was far more sophis-
  ticated than its fellow SDS systems, and the SLDF's jamming
  device was not powerful enough to defeat it. The General knew that
  his nåväl forces would have to battertheir way through the systerrVs
  huge battle stations and drone WarShip fleets if they hoped to
  make planetfall, l n the f irst assault, a fleet of auto-piloted JumpShips
  and DropShips loaded with explosives rammed and destroyed all
  the immobile battle stations around the Sol systerrTs jump points.
  Receiving word of the successful first attack wave, the main fleet
  of 932 ships made the jump to Terra. Only 20 failed to arrive ready
  for battle, and the remaining 912 began a high-speed approach
  toward the planet. Four days before the main force would arrive in
  Terran orbit, 40 of the SLDF WarShips jumped to within a day's
  travel of Terra, with orders to destroy as many of the SDS' Caspar
  drone WarShips as possible. Över the course of two days, this
  small fleet succeeded in destroying more than 100 drones before
  succumbing to the sheer number of robot ships.
  Meanwhile, the main fleet sped toward Terra, engaged in a
  running battle with the remaining 150 drones. Using the tactics that
  long-dead admirals had programmed into their cqmputers, the
  drones shadowed the SLDF fleet just outside of weapon range and
  attacked in twos and threes. Twelve hours from Terran orbit, the
  Caspars attacked en masse. The drones damaged or destroyed
  many SLDF transports and WarShips, but the fleet pressed on,
  some ships even resorting to suicide ramming attacks to clear the
  way for their fellow vessels. The running battle resulted in count-
  less citations for valör, most awarded posthumously. Despite the
  losses, a substantial part of the fleet reached Terran orbit and
  prepared for the dröp to the surface.
  Swarms of fighters descended to the planet, destroying 30 key
  laser and missile batteries on the continents of Europé and Asia.
  Numerous WarShips braved ground fire to bombard SDS ground
  bases, and more fighter squadrons faced off in Terra's skies
  against Republican fighter pilots loyal to Amaris. Because of the
  skill and determination of Står League aerospace pilots, SLDF
  ground forces safely dropped onto Terra. Their job done, many
  WarShips withdrew to a safe distance, but others remained in orbit,
  ready to neutralize additional SDS bases if necessary. After a bitter
  ground battle that lasted most of 2778 and 2779, the SLDF
  liberated the Court of the Står League on the 29th of September
  and ended the war. Kerensky ordered Amaris executed, and the
  people of the Står League heaved a collective—and premature—
  sigh of relief. The Usurper was dead, but the Terran Hegemony lay
  in ruins and the Cameron line had been wiped out. It soon became
  clear that without the moderating influence of the Cameron dy-
  nasty, the Står League could not hope to survive.
  Many ordinary citizens hoped that the heroic General Kerensky
  would assume the title of First Lord of the Står League. The Lords
  of the five member-states, however, had other ideas. With the
  collapse of the Hegemony's centralized power, the Great Houses
  of the League's other realms felt free to turn against each other.
  m A TTå.msr*A cm
  11
  SOUMCCBOOfC
  
  fffSTORir OF M/IWIL
  The five Lords met on Terra in 2780, ostensibly to choose a new
  First Lord; but hidden enmities resurfaced as each Lord jockeyed
  forthecovetedtitle. In theend,the Lords agreedononlytwothings:
  appointment of the blessed Jerome Blake as Minister of Commu-
  nications, and the revocation of General Kerensky's title, "Protec-
  tor of the Står League." For another ten months, the House Lords
  wrangled, but ultimately failed to choose a new First Lord. On
  August 12, 2781, the Lords formally dissolved the Står League.
  Disgusted by the selfish, short-sighted actions of the House
  Lords, and anticipating the ceaseless wars to come as they fcught
  among themselves f or ascendancy, Kerensky summoned his most
  loyal officers and outlined a plan to take the SLDF away from known
  space and found a new Står League. Dubbed Operation Exodus,
  many soldiers saw the plan as the only way out of an untenable
  position. Though 20 percent of the SLDF refused to abandon the
  Inner Sphere to its fäte, the majority eagerly agreed to follow
  Kerensky. Those who stayed behind heeded Kerensky's orders to
  work with Jerome Blake in securing Terra and rebuilding the war-
  shattered Hegemony worlds. A few remaining units eventually
  succumbed to pressure from the Great Houses and joined House
  militaries or became mercenaries. In light of the centuries of
  unremitting Succession Wars that followed the Står League's
  collapse, it is fortunate that no SLDF WarShip commanders opted
  to stay in the Inner Sphere. Even a few of the Hegemony's
  sophisticated WarShips, with their unique, faster-than-light com-
  munications, might easily have tipped the balance of power with
  disastrous consequences for humanity.
  Kerensky's Exodus fleet of 402 WarShips and 1,349 trans-
  ports departed the Inner Sphere on November §, 2784, and
  apparently vanished from history. 
  j
  Not until Kerensky's descendants returned in 3050—under
  unexpected and terrifying circumstances—did the Inner Sphere
  learn what had become of the vanished Står League Army. From
  the reports of ComStar's Precentor Martial Anastasius Focht, Inner
  Sphere historians have reconstructed the early history of the Står
  League Army in exile.
  The Exodus fleet spent almost two years in deep space before
  they reached a group of five habitable worlds they called the
  Pentagon worlds, where they settled and lived relatively peacefully
  for a number of years. Active nåväl vessels explored the nearby
  globular duster dubbed "Kerensky's Cluster" and colonized the
  most habitable planets. The most promising was named Stråna
  Mechty, or "Land of Dreams." As the SLDF began to build fully
  functioning societies on their new worlds, Kerensky created a
  provisional government that some dubbed the Står League in
  Exile. However, cultural differences between such disparate people
  and the resentment of demobbed, forcibly idle soldiers grew from
  simmering discontent to open rioting on several Pentagon worlds
  within 15 years. The remaining active units of the SLDF intervened,
  but the military's heavy-handed response led to increased rioting.
  When rioters on the world of Eden killed one of Kerensky's
  generals, Kerensky ordered the rebel settlements razed. This
  brutal response simply added to the colonists' resentment against
  the Står League forces.
  In 2801, the aging Aleksandr Kerensky suffered a heart attack
  and died ät his post, leaving his people without a leader. In an eerie
  parallel to the last days of the Står League, each of the numerous
  division commanders of the SLDF pressed his own claim to
  succeed Kerensky, and the disorder set the stage for civil war.
  Nicholas Kerensky, Aleksandr's son and designated heir, believed
  that his father's ideals cculd not survive the political turmoil; in order
  to preserve what his father had fought for, Nicholas led a force of
  800 loyal warriors and other citizens to the duster world of Stråna
  Mechty in a second Exodus. Within three weeks of Nicholas
  departure, all-out war erupted on the Pentagon worlds, laying them
  waste in a futile struggle for power.
  FOUNDING OF THE CLANS
  The Exodus Civil Wars lasted almost twenty years, and
  surpassed even the Inner Sphere's First Succession War in
  ferocity. All sides used orbital bombardmentand nuclearweapons
  indiscriminately in the first few months, until they had wiped out
  their ability and facilities to produce such weapons. The Navy,
  sickened by the savagery of the conflict, soon joined Nicholas
  Kerensky on Stråna Mechty. During this self-imposed exile.
  Kerensky organized his 800 loyal warriors into Clans of 40 warriors
  each, setting the foundations for the disciplined, caste-based.
  warlike society that would one day return to ravage the Inner
  Sphere. In 2821, these elite warriors returned to the Pentagon
  worlds as conquerors, liberating them from the few remaining rebel
  forces. Though aerospace fighters saw some action during the
  campaign, the rebels faced Kerensky's Clans with pitifully inad-
  equate firepower, and had no WarShips with which to fight nåväl
  engagements. Indeed, though the Clans possessed WarShips and
  other nåväl vessels of tremendous power and sophistication, they
  seem to have made use of them mainly as an adjunct to BattleMech
  forces.
  In his researches into Glan history and lore, Precentor-Martial
  Focht discovered only one major nåväl engagement in which the
  Clans made use of WarShips. The incident lies buried in the depths
  of The Remembrance, the Clans' epic poem about their emer-
  gence and history. In 2823, Clan Wolverine became the focus of a
  Trial of Annihilation, an extreme punishment reserved for the most
  heinous crimes in Clan society. Clan Wolverine had disputed the
  division of a weapons cache found in their territory, and ultimately
  committed the unforgivable sin of declaring their independence
  from the Clans. Clans Wolf and Widowmaker won the honor of
  annihilating Wolverine, and during the month-long running battle,
  Wolverine WarShips played a deadly game of cat and mouse with
  those of Clan Wolf.
  Both Clans löst many WarShips, though rumors among the
  Clans persist that ät least one Wolverine WarShip escaped to lead
  a small fleet of survivors away from the Clan worlds. The surviving
  renegades supposedly fled to the Inner Sphere, which may well
  explain the appearance of the mysterious Minnesota Tribe in
  Draconis Combine space in 2825. These unknown MechWarrion
  SOURCMBOOK
  
  OF NÅVÄL WARFARE
  'aided several Combine worlds, fighting in brand-new 'Mechs in
  ,vays alien to the Inner Sphere, before they withdrew from the
  Periphery. No one knows their present whereabouts, but we
  cannot discount the possibility that another divergent human
  culture, hostile orfriendly, exists beyond the area of space known
  either to the Glans or the Inner Sphere.
  The Wolverine Trial of Annihilation led to the destruction of
  Clan Widowmaker by Glan Wolf ten years låter. Tensions between
  those two Glans över their respective positions in the Trial festered,
  resulting in a Trial of Refusal in which Clan Wktowmaker's
  MechWarriors killed Nicholas Kerensky. The enraged Wolf Clan
  destroyed Clan Widowmaker in a three-day battle in which the Wolf
  Clan fleet löst still more WarShips. Despite the assets absorbed
  from the defeated Clan Widowmaker, the fleet has yet to recover,
  even after two centuries.
  Marik assault, the Lyran Commonwealth stationed a fleet of nearly
  300 ships över the industry-rich planet of Skondia, which had
  suffered a damaging Combine raid in 2786. In the largest nåväl
  battle fought since Operation Liberation, the Commonwealth fleet
  clashed with a Draconis Combine armada above Skondia, devas-
  tating both sides. Less than 100 Lyran ships remained intact after
  the battle, and the Combine eventually captured the planet.
  Concurrent with ils successful campaign against the Lyran
  Commonwealth, the Combine launched a devastating offensive
  against the Federated Suns, breaking through the underdefended
  börder zone and pushing deep into enemy territory. In 2790,
  desperate to save his realm from conquest, Prince John Davion
  launched a huge nåväl campaign into Combine-occupied territory.
  The Davion task force destroyed more than 20 enemy JumpShips
  and DropShips, pressing its attack with brilliant results until the
  battle ät the tiny, one-world system of Cholame. A fleet of Combine
  WarShips and aerospace fighters ambushed the Davion fleet as
  SUCCESSION WARS
  \_
  In the Inner Sphere, the fall of the Står League returned the
  member-states to perpetual war, with each House Lord pressing
  his or her claim to the title of First Lord. Within weeks of Kerensky's
  departure from the Inner Sphere, the so-called Successor States
  had fought the first skirmishes. By 2787, the First Succession War
  had engulfed the entire Inner Sphere.
  Aerospace and nåväl assets played a prominent part in the
  First Succession War (2787-2821), as all sides fought orbital
  battles to deprive each other of the power to wage space combat.
  The Successor Lords realized that their opponents could not wage
  war effectively without interstellar transports, which made
  JumpShips, WarShips, and shipyards prime targets. Within a
  decade, all sides had suffered severe losses of nåväl assets.
  In 2787, Marik WarShips attacked Lyran Commonwealth
  shipyards all along the Marik/Steiner börder, damaging the facili-
  ties beyond repair. The Free Worlds League paid a hefty price for
  its victory; a Lyran aerospace pilot's suicide attack blew up the FWL
  Rasalas, a surplus Står League battlecruiser that the Free Worlds
  League had purchased five years before. Its navy reeling from the
  they entered the system, touching off a cataclysmic, six-week
  nåväl battle in which both sides destroyed almost all of each other's
  WarShips and an equal number of DropShips and fighters. For all
  the destruction, ät the battle's end neither side had gained any
  great advantage.
  Ät the start of the First Succession War, all parties chose to
  ignore the rules of warfare laid down in the Åres Conventions.
  Nuclear, chemical, and biological weapons saw widespread use,
  and all sides used WarShips to bombard cities and bases from
  planetary orbit. The sheer savagery of the fighting reduced the
  Inner Sphere to virtual barbarism, rendering cities and entire
  worlds uninhabitable. The loss of irreplaceable Står League tech-
  nology to the ravages of war soon meant the Houses could not
  sustain the conflict, and the First Succession War ground to a halt
  from sheer exhaustion in 2821. Despite nearly thirty-five years of
  warfare, no state had gained a decisive advantage.
  The First Succession War destroyed 90 percent of the WarShips
  and 45 percent of the JumpShips operating in the Inner Sphere,
  and all but eliminated the Successor States' ability to produce
  either. Within seven years, the Second Succession War erupted,
  and the Successor States squandered their last remaining WarShips
  m A TTL
  13
  
  HISTORY OF NÅVÄL WARFARE
  in that long, drawn-out conflict. During the brief lull between the first
  two Succession Wars, the Great Houses struggled to produce
  transport JumpShips from the remnants of their once-bustling
  shipyards, determined to continue the fratricidal struggle for power
  no matter what the cost in human lives.
  The Second Succession War began with a Capelian assault
  against the Federated Suns in 2828, though many historians date
  it from the Combine offensive against the Lyran Commonwealth in
  2830. This conflict lasted for more than three decades and came
  close to completely destroying the Inner Sphere's technology
  base, though all parties stopped using weapons of mäss destruc-
  tion. Not even the most fanatical leader wished to rule över a
  nuclear or chemical wasteland. For the navies of the Successor
  States, the losses of the Second Succession War doomed them to
  a secondary role in combat throughout the next two centuries. All
  sides used their remaining WarShips sparingly; even so, their
  numbers steadily diminished. The last great nåväl battle occurred
  in 2853 ät Hesperus II, the Lyran CommonwealttVs premier
  BattleMech production facility. In a desperate attempt to break the
  Combine nåväl blockade of Hesperus, the Commonwealth High
  Command refurbished the aging Står League battlecruiser LCS
  Invincible and sent it into battle. The gallant behemoth destroyed
  the Combine's last WarShips, but perished with all hands when its
  drive failed in mid-jump during its return to Tharkad. The loss of the
  Invincible marked the end of an age in interstellar warfare.
  With no capital ships remaining, it fell to vulnerable civilian
  transports to move military units between the stars. The scarcity of
  JumpShips, *iumanity's lifeline between its far-flung worlds, cre-
  ated an unwritteh aile of warfare making JumpShips off-limits in
  battle. The staggering losses of scientists and technicians with
  specialized knowledge as well as JumpShip production facilities
  during the Second Succession War made the precious technology
  almost impossible to replace. With a few exceptions, warfare
  returned to the institutionalized, lower-level carnage common
  during the Age of War four centuries earlier.
  The Second Succession War wound down by 2864, more from
  attrition than from any organized peace treaty.
  Afterasecond brief respite, theThird Succession War erupted
  in 2866. It began when advance forces of the Draconis Combine
  invaded the coreward portion of the Lyran Commonwealth; war
  soon spread across the Inner Sphere. Combat became such a fäet
  of everyday life that the period became known simply as "the
  Succession Wars." However, campaigns during this period never
  matched the violence of the previous two wars.
  This conflict dragged on for 160 years as the Great Houses,
  already exhausted from the two previous wars, continued to batter
  each other with their dwindling resources.
  Deprived of WarShips and reluctant to attack JumpShips, the
  Inner Sphere navies found themselves playing an ever-dwindling
  role dufing the Third Succession War. Ground combat and the
  BattleMech assumed center stage; most aerospace fighters were
  relegated to a ground-support role. Aerospace had gone from
  being the pivotal arm of the military to serving as an afterthought,
  and friction between the aerospace and MechWarrior arms of the
  services grew. A notable series of incidents in the Federated Suns
  saw these tensions reach the boiling point, precipitated by one
  man's effort to champion the aerospace underdog.
  Prince Peter Davion, who succeeded his father Prince Joseph
  II in 2931, was a great supporter of the AFFS aerospace forces.
  During Joseph's reign, powerful MechWarriors-turned-aristocrats
  had formed MechWarrior brotherhoods and used their power to
  terrorize and subdue the civilian populations under their governor-
  ship. Prince Peter saw his aerospace pilots, the so-called "Knights
  of the Void," as a means of offsetting the increasing political
  strength of these MechWarrior barons and lords. After a major j
  aerospace victory över Capellan forces ät the Battle of Lee in 2952,
  populär support for the aerospace arm reached an all-time high.
  Convinced that this public acclaim posed a threat to their domi-
  nance, the MechWarrior barons formed the Warrior's Cabal to deal
  with Prince Peter.
  Prince Peter used the Battle of Lee and its aftermath to purge
  the AFFS of those MechWarriors who opposed his attempts to
  reform the military, falsely believing that his beloved aerospace
  could protect him. The Cabal struck back, assassinating Peter on
  the world of Breed in 2961. The Cabal had hoped to gain wide-
  spread public support for its stance, but could only muster allies in
  the Draconis March. Peter's son and successor, Prince Andrew,
  moved swiftly and decisively against the rebels, preventing what
  could have grown into a civil war in the Federated Suns—once
  again proving that purely military conflicts can negatively affect
  civilian life.
  In 2959, as the Third Succession War dragged on, Primus
  Adrienne Sims of the Blessed Order of ComStar began to have
  visions of the Inner Sphere's destruction by stränge beasts from
  beyond the Periphery. These visions prompted her to take an
  extraordinär/ step whose implications for the survival of the Inner
  Sphere would not become fully apparent for a generation. Primus
  Sims established the Explorer Corps, a branch of ComStar dedi-
  cated to exploring the void that lies beyond known space. Eighty-
  BATTLfSPACE
  14
  SOURCfBOOK
  
  H l STORY OF NÅVÄL WARFARE
  five years after its foundation, the Ex-
  plorer Corps vessel Outbound Light
  stumbled across the Glans, who would
  shortly afterward become the Inner
  Sphere's deadliest and most implacable
  foe. The Outbound Lighfs appearance
  in Glan space prompted the Glan inva-
  sion of the Inner Sphere, which many
  believe was the destruction that Primus
  Sims foresaw.
  Beginning in 2961 Explorer Corps
  JumpShips and DropShips explored väst
  regions of space beyond the Periphery
  and made countless charts detailing står
  systems up to 1,000 light years from
  Terra, almost twice as distant, as the
  present boundaries of the Inner Sphere.
  The Explorer Corps has yet to succeed in
  its primary, unstated mission; to discover
  the destination of Aleksandr Kerensky's
  army. Those Clan homeworlds, believed
  to lie approximately 1,300 light years
  rimward from Terra, remain hidden. To
  date, the crew of the Outbound Light
  remain the onlypeople of the Inner Sphere
  to see a Clan homeworld, and the Glans
  wiped that knowledge from their memo-
  ries. Unfortunately, retracing the path of that ship's mission has not
  turned up any clues to the location of the Clan worlds; the ship was
  apparently some distance off its scheduled flight. The number of
  Explorer missions charged with finding them has increased mark-
  edly since the Com Guards' temporary victory över the Glans on
  Tukayyid in 3052.
  WAR RENEWED
  By the dawn of the 31 st century, the Third Succession War had
  settled into a steady, low-intensity conflict. A few worlds changed
  hands, but most battles took place on planetary surfaces between
  BattleMech regiments. Few forces fought space battles during this
  period. The war simmered on until 3022, when Houses Davion and
  Steiner signed a secret treaty that would set the stage for the Fourth
  Succession War and profoundly alter the balance of power in the
  Inner Sphere. Through the marriage of Hanse Davion, Prince of the
  Federated Suns, and Melissa Steiner, heir to the Lyran Common-
  wealth, the two strongest Successor States would become a
  single, väst, allied realm, sharing technology and military secrets.
  Seeing the formation of the new Federated Commonwealth as a
  bid by their enemies to form a new Står League, the remaining
  three Successor states formed a loose alliance that split the Inner
  Sphere into two opposing camps. With the economic might of the
  Lyrans backing his own realm's military power, Hanse Davion
  attacked the Capellan Confederation in 3028, setting off the Fourth
  Succession War.
  Short but brutal, the Fourth Succes-
  sion War shattered the Capellan Con-
  federation, seriously damaged the
  Draconis Combine, and cemented the
  Steiner-Davion alliance. The Federated
  Commonwealth's enormous economic
  and military power dominated the Inner
  Sphere for the next twenty years, but
  failed to eliminate its opponents, both
  internal and external. In the 3030s, the
  Free Worlds League suffered through
  an internal power struggle that ended
  with the ascension of Captain-General
  Thomas Marik, and CoordinatorTakashi
  Kurita waged a hidden battle with his
  son Theodore for control of the Draconis
  Combine. Theodore Kurita quietly engi-
  neered the independence of the Free
  Rasalhague Republic in 3034 in ex-
  change for military aid from ComStar,
  and the Combine's victory över Hanse
  Davion in the War of 3039 gave the
  younger Kurita the upper hand. The
  truncated Capellan Confederation
  struggled for its life against the Magis-
  tracy of Canopus and the Duchy of
  Andurien, eventually defeating both.
  The calm that followed the Fourth Succession War gave the
  Successor States a chance to fully investigate the so-called Gray
  Deathmemorycore.namedforthefamousGrayDeath Legion who
  discovered it on the planet Helm in 3028. The wealth of data
  contained in this Står League-era library core led to a technological
  revival throughout the Inner Sphere. The Federated Common-
  wealth made particularly rapid progress, and the Draconis Com-
  bine did not lag far behind. Military scientists recreated weapons
  systems and manufacturing materials long thought irretrievably
  löst, and though the majority of the new technology went to the
  favored ground arm of the services, numerous aerospace designs
  received much-needed upgrades. The Gray Death memory core
  even enabled the Great Houses to re-learn the technologies used
  to construct WarShips, but the cost of construction and scarcity of
  suitable shipyards made such a buildup low priority. Not even the
  rich and powerful Federated Commonwealth could provide all the
  resources necessary to build the huge-war machines. Instead, the
  Successor States concentrated on redesigning BattleMechs and,
  to a lesser extent, aerospace fighters. Though none suspected it,
  this technological renaissance had occurred not a moment too
  soon.
  GLAN INVASION
  Throughout the summer and autumn of 3049, ComStar began
  to hear rumors of an unidentified military force operating in the
  Periphery, systematically destroying the Bandit Kingdoms that lay
  ät the fringes of known space. These invaders fought using
  COURCVBOOfC
  
  H l STORY OF NÅVÄL VKARFAf»
  BattleMechs and weapons far more sophisticated than any pos-
  sessed by the Inner Sphere. Though ComStar initially feared that
  the unknown attackers were aliens, careful analysis of their lan-
  guage and use of BattleMech technology proved that they were
  human. In September of 3049, Primus Myndo Waterly instructed
  the vessels of the Explorer Corps to make contact with the
  unknown invaders.
  The first attempt ät contact, in the uncharted Newark system,
  resulted in the destruction of the JumpShip Blake's Vision, when
  the invaders apparently misunderstood the ship commander's
  attempt ät peaceful communication. A second attempt met the
  same fäte, but in November a ComStar vessel finally achieved
  peaceful contact. Ät this meeting ComStar learned the name and
  origins of the invading force. Calling themselves the Glans, these
  militaristic humans were the descendants of the vanished Står
  League Army, and they had built a society whose ways and values
  were alien to our own. They intended to invade and occupy the
  Inner Sphere, to punish the Successor States for their betrayal of
  the Står League, and to establish a new Står League according to
  Clan traditions. Because ComStar had also devoted itself to
  preserving the Står League's ideals över the centuries, the Clans
  initially regarded our Order with respect. No one suspected that the
  Clans' true objective was to take över the entire Inner Sphere,
  including ComStar.
  Prepared to treat the Clans as allies against what she saw as
  the hopelessly corrupt Successor States, Primus Waterly in-
  structed ComStar personnel to aid the invaders. By bargaining to
  administer Clan-held worlds in return for supplying vital military
  information, Waterly hoped to further the influence of our Blessed
  Order ät the Clans' and Successor States' expense. The Primus'
  misguided attempt to gain total power for ComStar by using the
  Clans would eventually explode in the debacle of Operation
  Scorpion, a power grab whose utter failure would fracture the
  Order.
  In early 3050, the Clans announced their presence to the rest
  of the Inner Sphere as Clan units overwhelmed the Periphery
  garrisons. New 'Mech and fighter designs, infantry dressed in
  seemingly impregnable battle suits, and WarShips not seen since
  Kerensky's Exodus pushed aside all resistance in a lightning
  assault on the rimward Successor States. No force could withstand
  the blitzkrieg. The Inner Sphere's panicked leaders scrambled for
  an effective response as the Clans cut a swath through Rasalhague,
  the Draconis Combine, and the Lyran side of the Federated
  Commonwealth. In the first orbital bombardment the Inner Sphere
  had seen since the Second Succession War, Clan WarShips
  obliterated the city of Edo on the Combine world of Turtle Bay. By
  October of 3050 the Clans controlled över 100 worlds, and had
  absorbed virtually all of the Free Rasalhague Republic. The Inner
  Sphere could name only two victories: one ät Twycross, the other
  on the planet Wolcott.
  Well pleased with the first phase of Operation Revival, the
  Clans' supreme commander HKhan Leo Showers called for a
  meeting of the Clan leaders to be held aboard the Wolf Clan
  flagship D/re Wolf ät the recently captured Rasalhague world of
  Radstadt. The Clan ships arrived in-system on November 1,3050.
  Shortly after the D/re Wolf arrived ät Radstadt, a second group of
  ships appeared minutes away from the flagship. The AeroWing of
  Rasalhague's First Drakons, escorting their prince's JumpSh
  Norseman, had fled toward Radstadt from the Republic's falk
  capital world. The sight of the Clan fleet shocked them, but both
  sides braced for battle. As the Norseman prepared to make an ,
  escape jump, the fighters of the First Drakons launched and j
  engaged the D/re Wolf. The Flying Drakons made their first attack)
  run with minimal resistance, catching the Clan pilots unpreparedL J
  Recovering swiftly, the Clans launched their own fighters. The tide j
  of battle turned against the Drakons, as the Clan aerospacej
  fighters forced them back toward the Norseman. Suddenly,
  Norseman disappeared in the shimmer of a successful jump.'
  sight of the JumpShip escaping with their Prince inspired the Flyir
  Drakons to a final attack. Kapten Tyra Miraborg aimed her cripple
  craft straight ät the D/re Wolf in a suicide dive followed by the resM
  of her Wing; the explosion killed ilKhan Showers and nearly killed j
  the senior Wolf Knän, Ulric Kerensky. The resulting chaos left the
  Clans leaderless.
  The Clan WarShips escorted the Bloodnamed warriors of afl j
  the Clans back to their capital world of Stråna Mechty, where
  Clans convened a Grand Council to elect a new ilKhan. The journey
  and the great debate that followed took many months, and the year-
  long lull in the offensive gave the Inner Sphere badly needed j
  breathing space. Under the aegis of Jaime Wolf, a former Clans- j
  man and the Inner Sphere's most famous mercenary commander,
  the Successor Lords and their heirs spent much of 3051 training
  together on the world of Outreach. The Draconis Combine
  Federated Commonwealth put aside much of their hostility, realiz-''
  ing that the Clans would destroy them all unless they fought
  together. During this lull, both Great Houses began to develop
  WarShip designs as part of re-equipping their militaries. They knew
  that the Clans might choose ät any time to discard their self-
  imposed restriction on the use of WarShips for orbital bombard-
  ment, a prohibition uneasily in force since the destruction of Edo.
  Cooler heads among the Clan leaders had declared such tactics
  dishonorable because their enemies could not hope to match such
  overwhelming firepower; but not everyone agreed with this restric-
  tion and it might easily be disregarded. Short of using nuclear
  weapons, WarShips seemed the only viable means of opposing |
  the Clan's powerful nåväl forces.
  The Clans renewed their offensive in the autumn of 3051,
  under the leadership of ilKhan Ulric Kerensky. Nova Cat and Steel,
  Viper joined the fray as full partners in the invasion, and the Clans |
  drove ever deeper into the Inner Sphere. The Inner Sphere won '•
  only a single victory during this terrible time, but one with far-
  reaching consequences. The battle forthe Combine capital Luthien,
  where Federated Commonwealth mercenary troops aided Com-
  16
  
  OF NÅVÄL WARFARE
  bine forces in repelling the Glan invaders, represented the f irst time
  that those two ancient enemy states had fought for rather than
  against each other since the löst days of the glorious Står League.
  This victory narrowly prevented the Combine's collapse, which
  would have been the result of Luthien falling to the Glans. The
  Combine has been a major motivating force behind recent expedi-
  tions to find the Glan homeworlds.
  TUKAYYID
  The Glans' defeat ät Luthien prompted Primus Waterly to
  confer with ilKhan Kerensky, and in January 3052 she traveled to
  the Clan-held world of Satalice. Waterly hoped to manipulate the
  Glans into attacking the Lyran capital of Tharkad, but the meeting
  did not go as she had planned. The ilKhan informed the Primus that
  the Glans intended to conquer Terra, ancient home of humanity
  and the Står League. This revelation forced Waterly to admit the
  folly of her attempts to control the Glan juggernaut. Unexpectedly
  faced with such powerful foes, ComStar's Precentor Martial
  Anastasius Focht proposed an unusual course of action. Using his
  knowledge of Glan culture against them, Focht persuaded the
  Glans to battle the Gom Guards for Terra on the proxy world of
  Tukayyid. If the Glans won, Terra would be theirs. If ComStar won,
  the Glans would abide by a fifteen-year truce. IlKhan Kerensky
  agreed, setting the stage for the climactic battle on which human
  history would turn.
  The Battle of Tukayyid lasted 21 days, and cost the lives of
  almost 40 percent of the Gom Guard. The Order's aerospace
  forces served with exceptional valör, destroying several Clusters
  from various Glans. Fighters of the Gom Guards' 417th division
  destroyed the Nova Cafs Alpha Galaxy command ship as it
  hovered över the landing zone, then helped ground forces shatter
  the Nova Cats' OmniMechs just north of Joje. Both the Jade
  Falcons and the Wolves made good use of their OmniFighters,
  providing air cover and battlefield support for Glan ground forces,
  but the Gom Guards held fast, eventually driving the Glans from the
  planet. Using air and ground forces as integral parts of the same
  massive f ighting force, the Gom Guards won the battle for Tukayyid
  and gained for the beleaguered Inner Sphere a fifteen-year halt to
  the Glan advance.
  Even as the Gom Guards fought and died to hold Tukayyid
  against the Glans, Primus Waterly set Operation Scorpion in
  motion. This diabolical plot to bring the entire Inner Sphere under
  ComStar's thumb backfired badly when ComStar technicians on
  several HPG stations refused to obey Waterly's call to cut off
  Communications across the Inner Sphere. Rebellions by ComStar
  personnel on Clan-held worlds, timed by Waterly's orders to occur
  while the Glans remained bogged down on Tukayyid, succeeded
  only in angering ComStar's erstwhile allies. Waterly's power grab
  was doomed from its inception, and a furious Precentor Martial
  forced Waterly out of power as soon as ne learned of her treachery.
  In her place he appointed Sharilar Mori as Primus, and together
  they embarked on an ambitious reform program that split ComStar
  in two. Many ComStar members departed the order, led by the
  reactionary Precentor Demona Aziz. This schismatic faction, call-
  ing itself the Word of Blake, sought refuge in the Free Worlds
  League under the protection of Thomas Marik. The former ComStar
  Precentor gave them a landhold on the world of Gibson, where they
  gathered to practice their outmoded mystical traditions and plot the
  downfall of the new ComStar. A few Com Guard units chose to join
  these misguided rebels, and in the four years since the schism, the
  number of defectors has grown steadily. The majority of the
  defecting troops were MechWarriors, veterans of Tukayyid who felt
  that the secularization of ComStar betrayed the sacrifices they and
  their colleagues had made. The majority of the aerospace forces,
  relatively unscathed by the bloodbath on Tukayyid, chose to remain
  with the reformed Order.
  17
  
  NÅVÄL TECHNOLOGY
  Only with the discovery of the Gray Death memory core has
  Inner Sphere technology begun to reapproach the technology level
  of the Står League era. The Glan invasion prompted the Houses to
  step up their research and development efforts to create war
  machines capable of meeting and possibly defeating this threat.
  This section describes the current status of efforts to improve
  space capabilities. We only briefly mention the current standard of
  Glan technology, as we remain almost completely ignorant of their
  methods and manufacturing capabilities.
  The term DropShip was first used in the 22nd century to
  describe the huge, cargo-carrying shuttles transported by the
  relatively primitive JumpShips of that era. As JumpShip and
  DropShip technology advanced, the nature of both vehicles
  changed. By the time the term DropShip became official in the late
  25th century, it designated interplanetär/, non-FTL craft carried on
  the hull of a JumpShip, rather than inside its cargo bays. These
  DropShips, considerably more versatile and sophisticated vessels
  than the huge cargo shuttles they replaced, would "dröp" f ree of the
  JumpShip's docking collar upon arrival ät their
  __ 
  destination. The term shuttle remained in use,
  applied to the small craft with cargo capacities of
  100 tons or less carried inside both DropShips
  and JumpShips.
  The Terran registry records more than
  250different DropShip designs, many of which
  have long been obsolete. Approximately 100
  differentmodels remain in service throughout
  the Inner Sphere, ranging from small attack
  craft to huge cargo transports. Twenty de-
  signs make up the majority of ships in ser-
  vice, grouped into the following six classes:
  troop carriers, BattleMech carriers, fighter
  carriers, assault ships, cargo carriers, and
  passenger liners.
  Each DropShip design falls into one of
  two categories: aerodynes and sphe-
  roids. Aerodynes resemble AeroSpace
  fighters, using wings and lift surfaces
  to operate in atmosphere. Spheroids,
  so named for their distinctively
  rounded hulls, rely on their fusion
  drives to provide lift.
  Generally smaller and more
  maneuverable than spheroids, the
  aerodyne DropShip's winged, air-
  craft-like design makes it ideally suited to
  atmospheric operations. However, the craffs de-
  pendence on its aerodynamic hull shape to provide
  lift limits the size of aerodynes, and drastically
  increases the cost of building these sleek, graceful craft. Another
  disadvantage is that most aerodynes must land on a long, flat
  stretch of runway as conventional aircraft do. This dependence on
  prepared landing surfaces and support makes aerodyne DropShips
  less versatile than spheroids. To enable aerodyne DropShips to
  operate both in atmosphere and in space, most aerodynes have
  two sets of exhaust nozzles, one mounted on the craffs bottom and
  the other ät its rear. Though taking up more space than a simple
  drive, this arrangement alleviates the problem of internal orienta-
  tion. Depending on whether or not the craft is in atmosphere and
  affected by planetary gravity, it uses different exhaust nozzles for
  thrust, allowing the craffs nose to remain "forward" and its rear to
  remain "aft" ät all times. Aerodynes use their bottom thrusters and
  transit drives for transit in space, switching to mäneuver drives and
  aft thrusters for atmospheric operations.
  Having a simpler hull design than aerodynes, spheroid
  DropShips are much easier and cheaper to construct. The simplic-
  ity and sturdiness of spheroid hull design also allows the construc-
  tion of much larger spheroids. The largest spheroid currently in
  production, the Behemoth, masses 100,000 tons, whereas the
  largest aerodyne only masses 10,000 tons. Spheroids have only
  one drive system used for both space travel and atmospheric
  maneuvering. The positioning of the drive ät the ship's bottom, as
  well as the shape of the hull, allows spheroids to take off, hover, and
  land vertically. This capability gives the spheroid DropShip enor-
  mous versatility, but also makes it vulnerable. Because the drive
  thrust provides direct lift in atmosphere, steering is accomplished
  through a complex system of control thrusters mounted on the
  ship's hull. Any damage to these thrusters can severely impair the
  craffs handling. However, its ability to land in almost any type of
  terrain makes the spheroid DropShip very populär with the military.
  The largest 'Mech transport, the Overlord Glass DropShip, can
  deposit a battalion of'Mechsdirectlyontoabattlefield underalmost
  any conditions.
  DROPSHIP SYSTEMS
  Despite differences in outward design, all DropShips have a
  number of systems in common. The following pages identify and
  describe in detail the type and f unctions of these common systems.
  Engineering Systems
  Engineering systems critical to all DropShips are usually
  located in the engineering core of spheroid DropShips and on the
  bottom deck of aerodynes. Two systems comprise the heart of
  every ship's engineering section: an engine core that propels the
  ship's drives and a fusion power plant that supplies energy to the
  ship's systems. Like the larger fusion core in the drive system, the
  power plant has both physical and magnetic shields that contain its
  power and protect the crew. A closed system, the fusion power
  plant reprocesses its own by-products to produce power and
  requires little additional fuel. If necessary, however, the plant can
  draw upon the liquid standard diatomic hydrogen stored in large
  — 18
  
  inks located in the engineering section. This ability to adapt its use
  fuel to the circumstances ät hand keeps the engine and power
  ystems ät peak efficiency. In addition to the engine core and
  ower plant, the engineering system has numerous cooling pipes,
  ision cables, fuel lines, and plasma ducts.
  The invention of the fusion engine allowed spacegoing ves-
  els to advance from the small craft of the 20th century to the
  tousand-ton-plus vessels of the 21st and låter centuries. No
  mger restricted by the need to use huge tanks full of Chemical
  opellants, fusion-powered craft could accelerate steadily for
  everal days, drastically reducing the time required to travel
  etween worlds. The fusion engine works by expelling plasma—
  te by-product of the fusion reaction—through shielded exhaust
  ozzles on the rear or bottom of the craft. On the best-designed
  ropShips, numerous small exhaust nozzles also döt the crafts'
  ull. The pilot uses these to alter his vessel's heading and altitude,
  icugh many craft use hardier but inefficient chemical thrusters in
  lace of the fragile and expensive fusion jets. A magnetic contain-
  lent system channels the main plasma exhaust to the drives and
  ut the exhaust nozzles, allowing the pilot to steer the vessel and
  otecting the crew from harmful radiation.
  Unlike the closed power plant system, the open fusion system
  the ship's drive requires a constant supply of fuel. The engine
  öre draws liquid diatomic hydrogen (H2) fuel from large storage
  inks into its reaction chamber, and the drive expels the reaction
  y-productsto produce thrust. All DropShips use ät least one of two
  el flow mechanisms to feed the fusion drive.
  The most common system, found on all DropShips, is a heat-
  Kpansion system that requires little maintenance. Small pumps
  end hydrogen into a heated chamber, where the high temperature
  Buses it to expand. The resulting increase in pressure forces the
  el into the engine core (or the power plant, if required). This
  ystem provides a constant fuel supply, ideal for interplanetary
  ght but not suited to the rapid changes in fuel demand that occur
  combat.
  The second fuel system, found most often on military vessels,
  ses a system of high-speed pumps to supply the drive system with
  e constant pressure required to sustain the fusion reaction
  egardless of the fuel demand. This system allows rapid changes
  thrust, giving military craft the maneuverability required in
  ombat. However, keeping the engine system ät maximum pres-
  ure wastes a considerable amount of fuel, and so DropShip pilots
  ily use it when rapid maneuvering is necessary. DropShips may
  svert to the heat-expansion system for interplanetary transit;
  erospace fighters, equipped solely with the fäst-pump system, do
  ot have the fuel reserves to accelerate for prolonged periods.
  eapon Systems
  Most DropShips, both combat and civilian, carry weapons
  Bys. Each bay contains radar and laser targeting systems, a
  »ling system, and ammunition feeds for any combination of
  itocannons, missiles, and particle projection cannons. The ship's
  e-control computer determines the target for each bay, acting
  nder instructions from the vessel's pilot. This system, linked to the
  ip's main computer and radar array, enables the DropShip to
  engage craft hundreds of kilometers distant, and while traveling ät
  high speed. Each bay also has a local control circuit, allowing
  individuals in the gunnery stations situated next to each bay to
  control the weapons. Because a human gunner cannot easily
  target a unit more than a few kilometers away, or one traveling ät
  thousands of kilometers per hour, most local controls only come
  into use if some emergency has shut down the main fire control
  computer.
  Control Systems
  Each DropShip has a control room, known as a bridge. The
  bridge varies in size from ship to ship, from the small, functional
  cockpits of the Leopard and Monarch Class DropShips, to the
  spacious decks of the Overlordand MammothC\assvesse\s. Each
  bridge contains stations for a pilot, a navigatör, a Communications
  officer, and a computer/weapons officer. Larger craft may have
  more than one station for each position, or additional posts for
  specialized crew. For example, some vessels have separate
  weapons and computer officers, and others have bridge stations
  for a cargo officer, a docking officer (controlling the KFFC boom
  and docking collar), a security officer, and a commander. Though
  the main computer performs many of the major tasks of running the
  ship, crew members man the appropriate stations to supervise the
  computer's performance and to provide manual backup in case of
  systems failure. By using backup computers, each station can
  manually operate most of the ship's systems if necessary.
  19
  SOURCCBOOK
  
  Generally physically isolated from the rest of the
  ship, the bridge can also isolate other areas by
  closing the hatches designed to prevent ship-
  wide depressurization in the event of a hull
  breach. The bridge also controls the life sup-
  port systems for each area of the vessel, and
  bridge officers may use both of these control
  mechanisms to great advantage if enemy
  forces board the craft. To prevent enemy
  forces from taking advantage of these sys-
  tems in the event of a successful boarding, combat DropShips and
  even some civilian vessels position marines or other appropriately
  trained personnel ät key points throughout the ship: the bridge, the
  engineering deck, and near any other control systems. Military craft
  also usually place guards ät each airlock and in each cargo bay.
  Cargo/Passenger Areas
  All DropShips carry either passengers or cargo of some kind.
  Cargo facilities tend to dominate a DropShip, occupying up to 75
  percent of the ship's interiör. DropShips have numerous types of
  cargo bays; a single DropShip may have any combination of the
  bays listed below.
  Standard cargo bays store bulk freight, usually supplies or
  equipment. Each bay contains numerous anchor points for secur-
  ing cargo, as well as the equipment needed to maneuver the cargo
  both in gravity and zero-G. On most civilian craft a single door in the
  cargo bay provides access to the outside, while small passage-
  ways lead from the bay into the ship. The larger civilian ships, as
  well as many military craft, have an airlock between the cargo bay
  and the external door. Each bay door has a retractable ramp for
  loading and unloading.
  'Mech bays house numerous cubicles for transporting and
  repairing BattleMechs, as well as a large, open area. Each cubicle
  has a miniature gantry that allows technicians to work on the
  'Mechs, either during transit or on a planefs surface. Each cubicle
  also contains hookups for fuel and oxygen that allow personnel to
  keep a BattleMech battle-ready ät all times. The open area in each
  'Mech bay contains additional repair facilities, as well as a number
  of anchor points to which a 'Mech may attach for repair. If the ship
  is fully loaded, additional BattleMechs may ride out the journey
  attached to an anchor point instead of in a cubicle. In addition, most
  'Mech bays have an airlock sufficiently massive to allow the ship to
  dröp 'Mechs into combat, either in atmosphere or space. Each bay
  also has dröp cocoons and storage facilities for spare
  parts. Like cargo bays, each 'Mech bay has a
  retractable ramp for loading and unloading.
  While the ship is on a planet, BattleMechs
  enter and exit the vessel via these heavily
  reinforced ramps.
  Unlike the comparatively rare 'Mech
  bays, most DropShips have small craft
  bays. Most DropShips carry one or two
  shuttlecraft, and store each in a storage
  cubicle during transit. On these DropShips,
  each cubicle may have its own door and'operating mechanisms.
  and the shuttlecraft pilots tend to rely on precision flying for
  launching and recovery. Craft designed to carry several fighters : •
  small craft often group the storage/repair cubicles around one :-
  more launch/recovery bays. On these vessels, each storage/repa •
  cubicle has facilities similar to a 'Mech bay.
  These large craft bays each have appropriate launch
  recovery facilities, and their increased size makes landing mi
  easierforashuttle pilot. The bays also havecatch-nets, huger
  barriers designed to "catch" badly damaged or out-of-cor
  fighters and prevent them from impacting on the rear wall of 1
  bay. The bulkheads around each bay are as thick as the DropShip
  hull, providing added protection in case of accident. In an additic
  protective measure, access to the rest of the vessel from the <
  bay is restricted by a series of airlocks. The one drawback of i
  small craft bays is the inability to launch all of ä DropShip's sn
  craft from them ät one time. Though unimportant on civii
  vessels, this launch restriction can prove critical on military <
  ers.
  Most fighter bays cannot be used while a DropShip is j
  atmosphere or on the ground. The majority of fighter bays ,
  designed so that fighters "dröp away" from a ship moving ät j
  constant speed and direction; launching craft under any
  circumstances is very difficult, and recovery impossible. A er
  must load and unload each small craft from a DropShip oni
  planefs surface, and each bay has one crane to perform
  operations. A DropShip flying in atmosphere may launch figfi
  ät great risk but will not be able to recover them.
  Many pilots call the launch/recovery bays "flight decks," al
  that goes back to the first seaborne carriers used in the
  century. Technicians and engineers assigned to each bay i
  ref er to themselves as the deck crew, and the officer in charge \
  the formål title of deck officer.
  JUIVIPSHIPS
  JumpShips are the backbone of interstellar travel. Tr
  slender, needle-like craft were first developed in the 22nd cer
  following the rediscovery of the works of Kearny and Fuchida,!
  two visionary scientists whose work opened the door to fa
  than-light space travel. The vessel's long, narrow Kearny-Fuchid
  drive system stretches from one end of the JumpShip to the otl
  a small cockpit ät the ship's före houses the command section, <
  the station-keeping drive rests in the aft section. The Kean
  Fuchida drive gives the craft its ability to "jump" between two poir
  in space up to a distance of thirty light-years apart, hence the na
  JumpShip.
  Experiments carried out in the 21st century by Står
  physics researchers Thomas Kearny and Takayoshi Fuchk
  showed that subatomic particles could, when exposed to a
  perspace energy field, jump between two points in space.
  results suggested that by amplifying this effect, humans
  achieve instantaneous interstellar transport by moving large i
  jecjs—namely, ships—through these jump points. However,
  physicists' theories conflicted with the known laws of Einsteinia
  20
  SOUKCMBOOK
  
  hysics, and mainstream science disregarded them for many
  ears. Ät the beginning of the 22nd century, two independent
  »search teams vindicated the work of Kearny and Fuchida, and
  aved the way for man's travels to the stars.
  In the first decade of the 22nd century, the Terran Alliance
  overnment funded the development of what became known as
  le Kearny-Fuchida hyperspace drive, the basic principals of
  tiich näve remained unchanged since then. A field initiator in the
  ft end of the drive housing generates the hyperspace field and
  »cuses it through the drive's titanium/germanium core, whose
  uperconducting capacity boosts the f ield's strength and size. The
  tsulting amplified field encompasses the JumpShip and any
  ttached DropShips. Once fully expanded, the field pushes the
  sraft through the jump point, a "hole" in space. The actual time
  pent in hyperspace depends on the distance traveled, but never
  ists longer than 15 seconds. The craft then emerges from the
  rther end of the hyperspace rift through the second jump point,
  rriving ät its destination. A malfunction of the K-F drive usually
  ssullsinthecraftsimplyarrivingatapointotherthanthatintended,
  ut on rare occasions a JumpShip remains trapped in hyperspace.
  he fäte of such unlucky vessels remains unknown.
  Opening holes in space takes väst amounts of energy, creat-
  g radiation signatures for both the traveling vessel and the space
  ear it. Predominantly infrared, this radiation can be detected just
  prior to a JumpShip's arrival or just after its departure. Opening a
  rift in space ät the arrival point is usually a less controlled process
  than ät the departure point; the necessary destruction of väst
  numbers of atomic particles creates a pulse of electromagnetic
  radiation that can be detected ät considerable range. Using these
  energy traces, hostile forces can track a JumpShip and lie in wait
  to ambush its DropShips or any troops they carry. Only the
  unspoken prohibition against destroying the almost irreplaceable
  JumpShips, in force since the end of the brutal Second Succession
  War, nas so far saved JumpShips from becoming military targets.
  JumpShips fall into two categories. The first and most numer-
  ous is the transport JumpShip, such as the Merchantand Invader
  Glass vessels. Both civilian and military organizations use trans-
  port JumpShips to convey DropShips between destinations in the
  stars. The second category, combat JumpShips, also known as
  WarShips, were virtually wiped out in the first two Succession
  Wars. Only since the recent technological renaissance sparked by
  the Gray Death memory core has humankind recovered enough
  knowledge to build WarShips, and the pressures of the Glan War
  have encouraged more than a few Successor States to speed up
  WarShip development and production. Because WarShips remain
  untested in battle, this report considers them in a separate section
  from the standard transport JumpShip.
  21
  
  NÅVÄL TECHNOLOGY
  JUMPSHIP SYSTEMS
  As with DropShips, all JumpShips have the following features
  in common: engineering systems, weapons, control systems, grav
  decks, and cargo areas.
  Engineering Systems
  The heart of the JumpShip is the Kearny-Fuchida hyperspace
  drive. Composed of a titanium/germanium alloy suspended in a
  tube of liquid helium, the core of the drive acts as a huge supercon-
  ductive capacitor, storing the massive amounts of energy required
  for a hyperspace jump. The largest component of the craft, the
  drive core is also the most fragile. JumpShips use one of two types
  of drive core: the standard variety common to transport JumpShips,
  and the compact cores used in some WarShips. Standard cores
  take up around 95 percent of the JumpShip's mäss; the compact
  variety takes up less than 50 percent, allowing such a vessel to
  pack more and heavier weapons and armor. However, the com-
  pact cores cost almost one hundred times as much as the standard
  variety to build. During the Står League, shipyards could construct
  cores as light as 2,500 tons, but the loss of technology and
  knowledge över centuries of warfare shortchanged the shipbuild-
  ers of the 31st century. Until the discovery of the Gray Death
  memory core, the smallest drive built massed 35,000 tons. With the
  help of the information provided by the Gray Death core,
  scientists are reapproaching the smaller drive size.
  Situated ät the aft end of the JumpShip is the field
  initiator, the second vital component of the hyperspace
  drive. This device generates the hyperspace field and
  focuses it through the main drive core, amplifying the
  field to encompass the JumpShip and the DropShips
  it carries. Generating and expanding this field lakes
  väst amounts of energy; each jump, though it lasts only
  a few seconds, requires afully charged drive core. Charg-
  ing the core usually takes anywhere from six to eight days.
  In addition to the Kearny-Fuchida drive, each
  JumpShip also carries a massive fusion drive. Though
  considerably larger than similar systems carried by
  DropShips, this station-keeping drive makes up a small
  proportion of the JumpShip's mäss and therefore can only
  exert a few tenths of a G of acceleration. This low level
  makes the station-keeping drive best suited for maintain-
  ing position ät a jump point, or performing minor maneu-
  vers near it. A huge fuel tank supplies the fusion drive with
  diatomic hydrogen (H2) and allows the JumpShip to
  refuel docked DropShips.
  A huge fusion power plant supplies the JumpShip's
  day-to-day electrical power requirements, allowing life
  support and computers to function. If necessary, this core
  can also quick-charge the K-F drive in as little as a few
  hours. However, because a shorter dharging time in-
  creases the likelihood of jump failure oj- damage to
  the delicate K-F drive, such quick-chafging is
  reserved for emergencies.
  The primary means of collecting energy for the K-F drive core
  is the JumpShip's solar sail array. Also called a jump sail, this high-
  strength polymer sheet and its delicate furling mechanism are
  located atthe aft of the vessel. Measuring from 800 to 1,500 mete-
  in diameter, the sail is coated with a photochemical that absorrs
  almost all forms of energy and converts that energy into use".
  power. A sail collecting energy with not appear on radar, anc s
  difficult to detect visually. Despite its massive diameter, the ju-:
  sail is only a few millimeters thick, making it extremely delicate. ~:
  minimize damage, the sail comprises several panels, each s.
  rounded with a thicker frame. A JumpShip with its sail deplo>,e:
  cannot maneuver; if it attempts to do so, the stresses of even sli: -
  acceleration will damage the fragile polymer beyond repair.
  Some Inner Sphere JumpShips, mostly those fielded :
  ComStar and the rare few still in good condition after hundreds :
  years of war, carry lithium-fusion batteries, which enable the s- :
  to store an additional drive charge. This extra charge allows -^
  vessel to make two jumps within a short period of time wr e
  avoiding the enormous risks of quick-charging the K-F d- -.
  through the fusion reactor. However, activating the hypersparr
  drive too many times in rapid succession can damage or des: :
  vital components. Standard practice allows pilots to use the lithiu-
  fusion charge to make a hyperspace jump every three or four da ;
  an imprövement on the average, seven-day wait imposec :
  jump sail recharging. As with the K-F drive core, both • - ^
  jump sail and the fusion reactor can charge the lithi. -
  fusion battery, but each cnarging system may chs : -
  only one device ät a time. For example, if the JL~ :
  sail is charging the drive core, the lithium-fus : -
  battery must receive its energy from the fus : -
  reactor. According to our observations, the lithi^-
  fusion battery is standard equipment on Clan JumpSr : ~
  and WarShips. Rumor says that House Kurita is c _
  rently retrofitting every available ship with a lithi^-
  fusion battery.
  Weapons Systems
  Save for a few large lasers or particle proje
  cannons used to destroy meteors, most träns
  JumpShips have no weapons. The anti-meteor guns i
  rarely powerful enough to damage an armored spä
  craft, though they can kill a pressure-suited hur
  Among Inner Sphere JumpShips, only the InvaderCk
  carries lasers and PPCs large enough to function
  offensive weapons. Because the Invadens often usedi
  a military transport, its guns are powerful enough to re
  boarding attacks, but even an Invadens weapons an
  cannot destroy an attacking ship. The Clans ha
  equipped a number of reconnaissance craft, such as t
  HunterC\ass ships, with a moderate array of weap
  Though ostensibly meant to dissuade attacks l
  pirates or other foes, these weapons ens
  Clan reconnaissance vessels to fill
  offensive role.
  ~|
  SOI/ftCEBOOK
  
  Control Systems
  The ship's bridge and crew's quarters are located in the
  bulbous nose section of most JumpShips. The bridge contains the
  ship's control systems, including maneuvering, hyperspace flight,
  and navigational systems. The bridge of a JumpShip is roughly
  twice the size of a DropShip bridge, with stations scattered över all
  the available space. It is not unusual for crew members to sit
  "upside down" on the ceiling, though alternative stations do exist for
  those few occasions when the craft is accelerating. In marked
  contrast to the tense feel of a DropShip bridge, the atmosphere on
  Grav Deck
  Most large JumpShips (100,000+ tons) carry a grav deck tha;
  provides the crew with an artificial gravity environment. This ring-
  shaped section produces artificial gravity by rotating around the
  axis of the ship and so acts like an enormous centrifuge. As the
  deck spins, the centrifugal force pushes objects outward from the
  deck's center. The deck wall becomes the "f loor," providing a sense
  of normal planetary gravity. Too small to accommodate living
  quarters for the entire crew, the grav deck most often serves as a
  lounge for off-duty personnel.
  a JumpShip bridge tends to be relaxed and easygoing. A DropShip
  crew, whether military or civilian, must stay constantly alert for
  trouble from hostile forces or operating problems due to the
  complexity of flying the vessel. The crews of transport JumpShips
  face few such threats. The worst most JumpShip crewmen may
  experience is a warning shot across the bow or into the jump sail,
  and JumpShip flight requires little complex maneuvering.
  JumpShip bridges have many of the stations found on
  DropShips in addition to a navigator's station. Should the naviga-
  tion computerfail, the navigation officer is qualif ied and knowledge-
  able enough to manually program the K-F drive. In a new addition
  to a very select few Inner Sphere JumpShips, a holotank domi-
  nates the center of the bridge. Replacing the small table-units of
  previous craft, bridge officers use the new holotanks to plot står
  charts in three dimensions and to calculate routes. Civilian Inner
  Sphere JumpShips rarely carry this expensive system, but all Clan
  JumpShips use this technology. Our research indicates that Clan
  commanders also use the holotanks to follow the course of battles,
  both in orbit and on the ground.
  Cargo Section
  Though JumpShips function most often as DropShip trans-
  ports, they can carry cargo in the JumpShip's own cargo bays. The
  average JumpShip's cargo section masses less than 10,000 tons
  and is limited not by space, but by function. The JumpShip serves
  primarily to transport cargo-laden DropShips; any additional cargo
  the JumpShip carries must be transferred to a DropShip in order to
  reach its destination. Because most DropShips already have a full
  load, most JumpShips use their cargo capacity to carry stores for
  the JumpShip. For exploratory missions, using this extra storage
  capacity for supplies may prove vital to the mission's success.
  Most JumpShips have ät least one docking collar that holds
  DropShips secure as the JumpShip travels through hyperspace.
  On most JumpShips, the docking collars are located on hardpoints
  (also called docking hardpoints) along the exteriör of the Kearny-
  Fuchida drive. The center of the collar assembly usually supports
  a number of transfer conduits that allow the cargo, passengers,
  and fuel to move between the JumpShip and DropShip. A small
  docking control booth located near each collar contains control
  valves and switches for these connections.
  23
  SOWRCCBOOK
  
  W ARS H l PS
  Though the basic design of a WarShip matches that of a
  JumpShip, the larger WarShip has an additional maneuver drive,
  stronger armor, and powerful weapons arrays. In order to accom-
  modate the additional hardware, these combat JumpShips use a
  compact but more expensive version of the K-F drive. Because the
  K-F drive in a WarShip must move a greater volume, it and most
  other components are larger than their equivalents on board a
  "transport" JumpShip.
  Like its transport counterpart, the WarShip is built around a K-
  F drive. WarShip design surrounds the vulnerable drive core with
  various decks for personnel and equipment, shielding the whole
  with massive layers of armor. This extra bulk enables the vessel to
  resist enormous amounts of damage. The väst maneuver drives
  allow the WarShip to act like a slower version of a DropShip, giving
  it maneuverability superior to the standard JumpShip. Capable of
  one or two Gs of acceleration, a WarShip can travel within a solar
  system like a DropShip. Such interplanetary flight takes huge
  amounts of fuel; the designers project that most WarShips will
  consume close to 40 tons of fuel per burn-day (one day of
  acceleration ät 1G). However, the mere presence of one such
  juggernaut makes most forces think twice about attacking a
  JumpShip or DropShip fleet.
  The smaller relative mäss of the compact K-F drive in relation
  to the overall vessel provides väst spaces on WarShips in which to
  fit large weapons weighing thousands of tons. Long-range and
  deadly, these powerful weapons can do inordinate amounts of
  damage to an enemy vessel. However, their large size makes it
  difficult to aim quickly and accurately, and so WarShips tend to
  use their weapons to engage large, slow-moving targets such
  as DropShips or other WarShips. [For more information on
  nåväl weapons systems, see Weapon Systems p. 26
  of this section.]
  The WarShip's ability to accelerate enables it to
  produce ship-wide artificial gravity, removing the
  need for a grav deck. WarShip decks are ar-
  ranged so that the nose of the craft is up, and the
  engine section is down. Many larger WarShips
  continue to carry two or three grav decks for use
  while in orbit or waiting ät a jump point, when
  the vessel is not accelerating and therefore has
  no gravity.
  Like DropShips, WarShips fall into cat-
  egories determined by their role. The classifi-
  cations used in this report date back more than
  a thousand years, to the time when navies
  operated on water—the terms have survived
  and been modified where necessary to suit the
  realities of warfare in space.
  Corvettes are the smallest WarShips. Lightly
  armored and relatively swift, these small craft usually
  mäss less than half a million tons. Designed for ex-
  tended operations, they most often see action as raiders
  or convoy escorts.
  The next largest ship class, destroyers, occupy a similar niche
  but are more heavily armed. In addition to raiding and escort duty,
  destroyers often guard orbital installations. Most destroyers mäss
  between 500,000 and 700,000 tons.
  Frigates rarely mäss under 700,000 tons, and serve as both
  picket vessels and escorts. Usually equipped with top-notch sen-
  sors, f rigates often stay on the outskirts of a fleet to act as sentries.
  though they also provide additional defense in the fleefs core.
  Unlike the smaller ship classes, frigates can also operate as
  transports, allowing DropShips to dock ät their hardpoints.
  Cruisers constitute a diverse class of ships, and many navies
  subdivide them into the additional categories of light cruisers
  heavy cruisers, and battlecruisers. Cruisers serve as escorts
  raiders, or picket vessels, offering speed comparable to a f rigate c -
  destroyer, but with superior armor protection and firepower. Mos:
  cruisers can operate away from support facilities for extendec
  periods, making them ideal as raiding vessels. Heavy cruisers
  carry more armaments than light cruisers, often ät the expense er
  speed. The Glans tend to use heavy cruisers as command vessels
  Battlecruisers bristle with weapons and heavy armor, but the
  larger engines provide enough power to give them great speed fe •
  their size. These swift behemoths often provide the knock-ou'
  punch of a fleet. Most cruisers mäss between 700,000 and 12
  million tons, though historical records indicate that the Terra-
  Hegemony constructed vessels as large as 1.5 million tons.
  The largest WarShips are battleships, multi-million-ton levia-
  thans whose overwhelming armor and firepower have given rise te
  24
  
  much of the mystiquesurrounding combat JumpShips. A vessel of
  this class usually serves as the flagship of a f leet, leading assaults
  against stubborn opposition and making a breach in enemy de-
  fenses for smaller craft to exploit. Contrary to common wisdom, a
  battleship's size does not imply a lack of speed. Most can keep
  pace with frigates, and can outrun heavy cruisers. The two-million-
  ton McKenna Class WarShip, used by the SLDF in the era of the
  Står League, remains the largest spacecraft ever built. Observers
  have seen a few battleships among Glan fleets, but fortunately,
  none have matched the McKenna Class vessels.
  Aerospace fighters make up the bulk of both Clan and Inner
  Sphere fleets. Mässing less than 100 tons, these small, swift-
  moving craft operate in space and atmosphere with equal ease. All
  have streamlined fuselage, and use lifting surfaces to operate in
  atmosphere. Unlike strictly atmospheric fighters, these fusion-
  powered vehicles use a drive system similar to a DropShip's.
  dusters of small chemical thrusters enable the fighter to maneuver
  in a vacuum.
  A f ighter's large engines relative to its small size give such craft
  a considerable advantage in speed and maneuverability över
  DropShips and JumpShips; they move too quickly for most large
  ships' guns to target them. Many fighters can generate three or four
  Gs of thrust, and some can produce up to a mind-numbing eleven
  Gs. However, the pump system used by most fighters to provide
  fuel does not allow them to maintain high acceleration for long
  periods. The aerospace fighter's small size also restricts the
  amount of weapons and armor it can carry; all aerospace designs
  reflect the necessary trade-off between firepower, protection, and
  speed.
  Despite their many limitations, fighters are relatively inexpen-
  sive to build and maintain. When used in massed fleets, they pose
  a devastating threat to the largest and most well-protected
  spacefaring vessel.
  WEAPON SYSTEMS
  The weapon systems found aboard all nåväl vessels, from
  fighters to WarShips, fall into a few standard categories. The
  followingparagraphs provide a brief guide to the differenttypes and
  functions of shipboard weapons.
  BALLISTIC WEAPONS
  Ballistic weapons damage a target by striking it with a solid
  projectile. The projectile's velocity and mäss does much of the
  damage, and some projectiles also carry an explosive charge.
  Because they need a ready supply of ammunition nearby, ballistic
  weapons weigh more than energy weapons capable of similar
  damage, but they are less likely to burn out or explode from
  overheating. Ballistic weapons include missiles, autocannons, and
  Gauss weapons. All are available in standard and nåväl versions.
  Missiles
  Nåväl warfare uses three classes of missile: short range, long
  range, and WarShip missiles. Short range missiles (SRMs) weigh
  only a few kilograms, but have powerful warheads. In ground
  combat their small motor unit limits them to a range of less than 300
  meters, but in space they may coast to targets as far as 100
  kilometers away. Some nåväl vessels carry an SRM derivative
  known as a Streak SRM, which uses a laser lock-on system to
  guide the missile to its target. If the Streak system cannot maintain
  a solid lock on the target, it will not fire its missiles.
  Long range missiles, or LRMs, have a much larger booster unit
  than the SRMs, enabling them to make small adjustments to their
  flight and to strike targets as far away as 220 kilometers. However,
  the LRM carries a smaller explosive charge in exchange for its
  increased range. The Artemis fire control system may supplement
  the fire control of existing LRM and SRM systems, enabling the
  missiles to make mid-course corrections and thereby increasing
  the number that will hit the target. The Artemis fire control system
  is not compatible with SRM Streak systems, but Streak systems
  are more efficient than Artemis fire control. That fäet notwithstand-
  ing, the additional cost and weight of the Streak system have so far
  prevented Inner Sphere nåväl forces from embracing it whole-
  heartedly.
  WarShips carry huge missiles capable of inflicting massive
  destruction. Often using more sophisticated fire control computers
  than many manned vehicles possess, these 30-ton or larger
  projectiles can guide themselves toward a designated target up to
  450 kilometers away. However, such a missile's massive weight
  limits its fuel supply; WarShip missiles carry enough fuel to burn for
  only 45 seconds, and use up much of that fuel in evasive maneu-
  vers and course corrections. Once the fuel is used up, the missile
  coasts to its target.
  Autocannons
  The direct descendants of the gunpowder weapons first used
  on ancient Terra, autocannons use a chemical charge to propel an
  explosive-tipped, unguided projectile ät the target. There are four
  types of autocannon, three of which are standard weapons used in
  war machines from fighters to BattleMechs. The fourth is solely a
  nåväl weapon.
  '-o
  25
  SOWMCCBOOfC
  
  NÅVÄL TECHNOLOGY
  The standard autocannon iså rapid-firing, auto-loading weapon,
  with a caliber ranging from 30 to 200 millimeters. Modern-day
  military experts grade these weapons not by caliber, but by
  damage potential. For example, the damage potential of a rapid-
  fire, 50mm cannon may place it in a higher damage category,
  whereas a 200mm cannon with a slow råte of fire might be
  classified as a medium damage weapon. 
  /
  The so-called "ultra" group autocannon fire ät faster than
  normal råtes, increasing potential damage, Hbwever, this ex-
  tremely rapid råte of fire makes theammunition feed more likely to
  jam and reduces accuracy. The ultra-rapid fire mode means that in
  many cases, fewer than half the shells fired actually hit the target.
  To compensate for this problem, many ultra cannons are designed
  to fire ät the standard råte as well, allowing the operator to switch
  to ultra mode when presented easier targets.
  The LB-X series of autocannon are similar to standard can-
  non, but may also fire a "shotgun" shell. The larger, lighter shell
  increases the likelihood of hitting the target, but does less damage
  than the heavier standard projectile.
  The fourth class of autocannon, found only on WarShips and
  space stations, weighs between two and five thousand tons.
  Though the chemical propellants they use limit their range to that
  of conventional autocannons, nåväl autocannon (NAC) can do
  tremendous damage by virtue of their colossal size. One or two
  shells alone may destroy a DropShip. However, like most nåväl
  weapons, their size also prevents them from accurately tracking
  small, swift targets.
  Gauss Weapons
  Similar in appearance to autocannon, Gauss weapons at-
  tempt to overcome the deficiencies of chemical propellants. The
  barrel of the Gauss gun is a linear accelerator that propels a nickel-
  ferrous projectile ät great speed, damaging the target with kinetic
  energy. These weapons weigh more than autocannons, but run
  cooler and have a longer range. Both standard and nåväl versions
  exist ät various calibers.
  Lighter than ballistic weapons, energy weapons have few
  moving parts. Energy weapons convert electrical energy into either
  light or charged particles, producing considerable heat as a by-
  product. Though weighing less than ballistic weapons, the need for
  additional heat sinks to keep them cool under sustained fire
  increases their bulk to a point that negates the advantage of their
  lower mäss.
  Lasers
  The laser, an acronym for Light Amplification through Stimu-
  lated Emission of Radiation, is a weapons system that concen-
  trates an amplified beam of light onto the target. The beam causes
  a sudden rise in temperature, melting armor and/or components.
  Lasers also vaporize certain materials, causing small pockets of
  gas to form and explode. As with missiles, autocannon, and Gauss
  weapons, laser weapons exist in both standard and WarSI
  variations.
  Standard lasers operate exactly as described above, thou
  some use higher energy charges to boost their effective range. In
  the high-energy versions, poorly designed energy conversioo
  systems generate greater heat, increasing the risk of burnout or
  explosion.
  Pulse lasers cycle very rapidly, firing small pulses of energy ät
  the target. Instead of relying on a single beam, these lasers
  saturate a target area much as a machine gun does, increasing the
  chances of hitting the target. However, the weapon's fast recharge
  and fire cycle requirements actually reduce the strength of the
  laser. As a result, pulse lasers do less damage than their counter-
  parts.
  The colossal WarShip laser uses technology similar to the
  standard laser, but has a very poor damage-to-heat ratio.
  Particle Projection Cannons
  These weapons use a magnetic accelerator to fire high-
  energy protons and ions ät their target. These particles form a
  J09
  J
  •yiys^f'
  .•.>*ht. •
  
  NÅVÄL TECHNOLOGY
  plasma that resembles lightning, causing damage by impact and
  heat. Despite their grossly inefficient energy conversion process
  and exaggerated tendency to overheat, the sheer amount of
  damage they do leads many military experts to regard PPCs as the
  most effective weapons available. Standard and nåväl versions of
  the particle cannon exist, including versions that boost range ät the
  expense of increasing the weapon's already high heat levels.
  SHIP CONSTRUCTION
  Though less numerous than in the glorious Står League era,
  nåväl construction facilities exist throughout the Inner Sphere.
  Fighters and many DropShips can be assembled on a planefs
  surface, but some DropShips and all JumpShips must be as-
  sembled in orbit.
  The following information supplements that found in Objec-
  tive Raids and Technical Readout: 3055.
  FIGHTERS
  Fighter production throughout the Inner Sphere has changed
  little since 3054, with few new designs being produced. However,
  the designs currently in production have benefited from advances
  in technology, and most use weapons comparable to those of the
  Står League era.
  DROPSHIPS
  Following the lead of the newly established Dynamico Ltd., all
  Inner Sphere DropShip manufacturers have made it common
  practice to outfit DropShips with Står League technology when
  possible, especially weapons. Several yards have begun to pro-
  duce new DropShips, predominantly attack craft (such as the
  Claymore being produced by the Shipil Company on the planet
  Skye in the Federated Commonwealth, or the Kuan-ti being
  produced jointly by Earthwerks and Kallon Industries, on the
  Capellan world of Åres and the Free Worlds League planet
  Loyalty), or carriers (such as the Okinawa, produced by BBP
  Industries on the Combine world of Luthien).
  JUMPSHIPS AND W ARS H l PS
  Production of the standard transport JumpShip remains virtu-
  ally unchanged from 3054, but in the last two years several yards
  have begun toolingup to produce WarShips. Most JumpShip yards
  are large enough to build the combat behemoths; however, certain
  key components of WarShips remain in short supply.
  Few factories can produce the compact cores necessary to a
  WarShip's functioning. Only loto Galactic Enterprises (Alarion,
  Federated Commonwealth), the recently retooled New Earth Trad-
  ing Company (New Earth, Federated Commonwealth), and Stellar
  Trek (Chatham, Draconis Combine) currently have the capability
  to produce compact Kearny-Fuchida drives. The yards of
  Technicron Manufacturing (Tamarind, Free Worlds League) and
  Universal Air (Delavan, Federated Commonwealth) are in the
  process of modernization, and their new production facilities will
  produce both standard and compact Kearny-Fuchida drive cores.
  The interplanetär/ drive that allows a WarShip to maneuver
  poses a second manufacturing problem. The drives currently used
  by JumpShips and DropShips lack the necessary power to provide
  appreciable acceleration foreven the smallest WarShips. Ät present
  only the Rolls-Royce Corporation, based in the British Isles of
  Terra, can produce drives of sufficient power. However, Rolls-
  Royce falls under the jurisdiction of ComStar, and the First Circuit
  has so far authorized only very limited and carefully vetted sales.
  Badly damaged during the Amaris coup centuries ägo, the
  Terran shipyards were once the most sophisticated in the Står
  League. ComStar restored some of these yards, allowing the order
  to produce and maintain both JumpShips and DropShips during
  the destructive years of the Succession Wars. ComStar has
  produced a limited number of both types of craft, and Com Guard
  personnel have recently begun researching means of increasing
  output and producing new designs more rapidly. Ät present, none
  of our Terran facilities can manufacture WarShips.
  The James McKenna yards orbiting the planet Kathil in the
  Federated Commonwealth have recently resumed production
  after twenty years of inactivity. This famous facility, used most
  recently during the Fourth Succession War, suffered a massive
  systems failure in 3032 which relegated the yard to ship mainte-
  nance. Considerable reconstruction has taken place över the last
  two decades; though not as efficient as during their heyday, the
  Kathil shipyards produced a new JumpShip in November 3054.
  Beginning this year, the yard hopes to produce ät least two
  Merchant and Invader Glass JumpShips per year.
  In addition to the Terran and Kathil shipyards, three new yards
  have recently begun or will soon begin manufacturing spacefaring
  vessels, including WarShips. Outstripping all its competition in
  WarShip production are the Federated Boeing Interstellar (FBI)
  shipyards orbiting the Federated Commonwealth world of Galax.
  The Galax yards are the last surviving Står League-era facility
  belonging to that great Corporation, whose designers produced the
  famous Lola III WarShip for the Står League navy. The original
  shipyards of the Galax Megaplex could only produce DropShips,
  but in 3037 FBI purchased the derelict Challenge Systems ship-
  yards on the world of Panpour, which were destroyed in a Kurita
  raid in 2796. Stripped of its valuable equipment, which had gone to
  repair the Universal Air shipyards ät Delavan some years previ-
  ously, the Challenge yards were little more than an orbiting
  skeleton. For close to twenty years Federated Boeing spent the
  bulk of its profits on restoring the Challenge yards, and as its reward
  the company now boasts one of the most modern shipyards in the
  Inner Sphere. Reports indicate that FBI is working closely with the
  New Avalon Institute of Science and the Federated Common-
  wealth government; the prototype Fox Class corvette is currently
  being assembled ät the Challenge Systems facility.
  The Draconis Combine löst its Dharma Hyperspace shipyards
  on the world of Schuylerto Glan Smoke Jaguar in the invasion, and
  the vital Chatham yards face constant risk of capture because of
  their proximity to the Clan front. Fearing the total loss of largé
  shipbuilding capability, the Combine government has embarked
  upon a crash program to build an orbiting shipyard near the world
  27
  AOMJtCVBOOMT
  
  TECHNOLOGY
  of Dieron. The first stage, construction of a ship assembly facility,
  was completed in December 3055. Our sources indicate that the
  construction of a facility to produce compact Kearny-Fuchida
  drives will begin in September of this year, scheduled for comple-
  tion by 3061. In the meantime, the Dieron yards will assemble
  JumpShips using parts produced ät Chatham or purchased from
  yards elsewhere in the Inner Sphere. The Dieron facility currently
  houses the prototype Kyushufrigate, which is scheduled to begin
  trials in mid-3057. If the trials prove successful, the DCMS hopes
  to use the yard to produce WarShips on a large scale.
  Captain-General Thomas Marik of the Free Worlds League
  and his prospective son-in-law, Chancellor Sun-Tzu Liao of the
  Capellan Confederation, have agreed to upgrade the Rashpur-
  Owens (formally Delhi WarShips) facility on the planet Capella.
  The Free Worlds League has agreed to provide technical advisors
  to oversee the construction, and the Capellan Confederation will
  supply most of the labor force. The jointly funded project will begin
  in early 3057, with the first new craft scheduled for production in
  3062. ComStar has so far failed to glean any information about
  proposed ship designs, but because the Free Worlds League
  made great strides in the design and manufacturing of various
  weapons from its position as arms dealer to the Inner Sphere
  during the Clan War, we expect the Capellan facility to produce
  WarShips the equal of anything in the Inner Sphere, assuming
  construction goes as planned.
  SPACE STATIONS
  Space stations fall into the five following groups, though no
  station fits precisely in one category. Many stations fulfill several
  roles, acting simultaneously as jump stations, cargo/passenger
  terminals, and repair facilities. The most common type of space
  station is the cargo/passenger terminal, found in planetary orbit or
  ät a world's zenith or nadir jump point. These stations comprise
  several modules designed for cargo and passenger transit be-
  tween ship and surface, but carry few weapons. The jump station,
  so called because of its energy-collecting sail and storage banks,
  provides facilities for recharging JumpShips. Found only ät nadir or
  zenith jump points, jump stations consist mostly of power modules,
  with limited space for crew and passengers. The Olympus Class
  space stations, the largest stations operating in the Inner Sphere,
  serve as both jump stations and ship repair yards. The standard
  orbiting factory or shipyard hängs in orbit around a planet and
  consists largely of industrial modules for the manufacture, con-
  struction, and maintenance of DropShips and JumpShips.
  The final two types of space stations are battle stations and
  space habitats. These rare space stations usually only exist in the
  most secure står systems. The larger of the two are battle stations,
  designed primarily to defend a planet. A battle station carries an
  impressive array of heavy weapons, along with launch/recovery
  bays and repair facilities for fighters and small craft. The Succes-
  sion Wars destroyed most of the battle stations guarding Inner
  Sphere worlds; the few that remain are located ät jump points or in
  planetary orbit. Space habitats wereconstructed during humanity's
  initial colonial expansion from Terra during the 22nd and 23rd
  centuries, and most served as a "home base" from which to explore
  or terraform newly discovered planets. The population of these
  habitats dwindled över the intervening centuries; many were
  abandoned, their valuable components salvaged for use aboard
  other spacecraft. The few habitats that remain are either in close
  planetary orbit or ät La Grange points in a planetary system. (These
  positions of gravitational stability are scattered throughout a sys-
  tem, and each planet usually has several La Grange points
  associated with it.) According to several ROM reports, the Glans
  use orbital habitats as sibkos for aerospace and nåväl bloodlines
  Unlike other orbital craft, a space station's size and lack c;
  mobility requires that it be assembled ät the station's intendez
  location. A few easily transportable modules built in factories c-
  orbiting shipyards form the core of each station. Once completec
  the modules are transported by JumpShip to the assembly poir.
  where tugs manipulate them into position. A protective she:
  encases the assembled modules, providingarmorprotectionagair 5~
  stray meteors or hostile weapons fire.
  Most stations carry standard ballistic and energy weapons.
  but the station's lack of thrust limits these weapons to defense
  Some of the Inner Sphere's few remaining battle stations have
  begun to serve as test platforms for nåväl grade weaponry, whicr
  provides infinitely greater destructive power.
  GLAN NAVIES
  As yet, ComStar has no solid information on Clan nav=
  construction facilities. We know that they manufacture new fighte
   rs
  and DropShips, but have found only scant evidence of WarShip c -
  JumpShip facilities. All the Clan WarShips and JumpShips seen s:
  far date from the Står League era, and may in fäet be remnants c-
  Kerensky's Exodus fleet. The fäet that many Clan ships sno*
  modifications suggests that the Clans maintain some repair yards.
  but several military strategists have suggested that the Clans'
  sparing use of capital ships has made construction of new vessels
  unnecessary—implying, of course, that the Clans continue to use
  only the ships that Kerensky took in the Exodus. Others have
  suggested the Inner Sphere simply has not seen the modern Clan
  WarShips, which, together with the majority of the Clan fleet.
  remained to guard the Clan worlds against an Inner Sphere
  counterattack.
  The Remembrance, the Clans' epic poem recording their
  history, describes the destruction of approximately one hundred
  WarShips in the Exodus Civil Wars. Based on what our own
  historical records tell us about the size of the Exodus fleet, the
  Clans should possess only 300 WarShips, if they do not have
  construction facilities. The seven Clans in the Inner Sphere have
  almost 120 WarShips between them; if the rest of the Clans each
  possess a similar number, this suggests a fleet size of just över 300
  vessels. The current lack of data prevents ComStar from drawing
  any solid conclusions about the size of the Clan WarShip threat, but
  we hope to remedy this situation in the near future.
  28
  SOUItCMBOOK
  
  ;ra^
  29
  SOURCEBOOK
  
  These scenarios provide the historical troops involved in and
  the outcome of three nåväl conflicts. Two are part of the history of
  the Inner Sphere, one taking place during the Fourth Succession
  War and one part of the recent struggle against the Glan invasion.
  The third is a battle reconstructed from The Remembrance, the
  Glans' account of their history. Replaying these battles will give
  cadets an opportunity to simulate the conditions of a nåväl conflict,
  applyi ng various strategies to a specif ic situation and tropp conf igu-
  ration to discover the most effective use of resources.
  BÄ TTLMSPA CM 30
  SOUHCMBOOK
  
  HIDE AND SEEK
  SITUATION: ARCADIA, PENTAGON C L U ST ER,
  JVtY KINGDOJMI FOR A
  WARSHIP
  —Reconstructed from The Remembrance, the Clans'
  account of their history
  When Nicholas Kerensky's newly created Clans subdued
  their warring brethren on the Pentagon worlds, they discovered
  records of a wide-ranging space battle fought in the asteroid belt of
  the Arcadia system. The asteroid belt concealed large numbers of
  mothballed ships from the Exodus fleet, and the ships became a
  hotly contested resource during the Exodus Civil War. When most
  of the active navy joined Nicholas Kerensky in rejecting a war that
  promised to devastate the Exodus fleet as surely as the Succes-
  sion Wars devastated the Inner Sphere, and formed the Clans, this
  second Exodus intensified the pressure on each warring Pentagon
  faction to capture the mothballed vessels. Two frigates belonging
  to the Liaoist faction of the SLDF, under the command of Commo-
  dore Amanda Noskeau, attempted to secure the use of these ships
  but rån afoul of a cruiser commanded by the staunch Davionist
  Admiral William Hopcroft. Because neither side had fighters or
  DropShips available, the resulting battle became a game of cat and
  mouse between the WarShips.
  GAJVIE SET-UP
  Arrange the two BattleSpace mapsheets with the long edges
  together as shown. Each side may position 10 asteroid counters on
  the mapsheets. See Asterolds, p. 35 of the Optional Rules
  section of the BattleSpace Rulebook.
  The Attacker is the Michael Norman, a Black Lion Class
  battlecruiser carrying a Regular crew. See the Crew section, p. 62
  of Campaign Operations in the BattleSpace Rulebook.
  Deployment
  The Attacker places his ship on any hex on the left side of the
  mapboard.
  The Defender consists of two Congress Class frigates, the
  Long March and the Noble House. Both carry Regular crews.
  Deployment
  Place the Defender's craft in any two different hexes on the
  right side of the mapboard.
  VICTORY CONDITIONS
  The last side with a functional ship wins the scenario.
  H l STO Rl C AL OUTCOJVIE
  The Liaoist forces attempted to outflank the Norman, and the
  frigate Noble House initially scored several major hits while taking
  little damage. However, the swift battlecruiser Norman eventually
  managed to rake the Noble Housés stern, damaging the frigate's
  maneuver drive. Unable to steer, the Noble House rammed into a
  large asteroid and exploded. The other frigate fared better, de-
  stroying much of the Normaris port side. Attempting to capitalize
  on her advantage, Commodore Noskeau maneuvered toward the
  battlecruiser's blind port side to strike thö killing blow. To her
  surprise and dismay, the mortally wounded Norman used the last
  of its power to roll and fire upon her frigate, its powerful guns
  crippling the Long March. Unable to function, both dying WarShips
  struck asteroids and blew apart. In the minutes before the fatal
  collisions, a few crew members escaped and lived to tell the story.
  The remaining Exodus fleet remained undisturbed until the Clans
  retook the Pentagon Cluster almost twenty years låter. Rumor has
  it that the Wolf Clan flagship Dire Wolf\s a recovered and refitted
  Exodus vessel.
  31
  moouitcmmooK
  
  SITUATION: N l L E S, FEDERATED SUNS,
  24 IVIAY 3O29
  DRACONIS STRIKES
  Hanse Davion chose the occasion of his wedding to Melissa
  Steiner in 3028 to trigger war throughout the Inner Sphere. Smart-
  ing from a successful though limited assault by the Lyran Common-
  wealth, the Draconis Combine took advantage of the movement of
  Federated Suns troops to the Capellan börder and seized several
  Federated Suns worlds. One such target was Niles, on the edge of
  the Draconis March nearest the Periphery. The invaders met light
  opposition, until the planetarymilitia sent foursquadrons of fighters
  to meet the Kurita attackers.
  GAJVIE SET-UP
  Lay out both BattleSpace mapsheets, placed with the two
  long edges adjacent as shown.
  The Attacker consists of four aerospace squadrons of the
  Fourth An Ting Legion.
  Katana Squadron
  2 S/aye/s
  2 Samurai
  2 Shilones
  Daikyu Squadron
  2 Lightnings
  2 Corsaiis
  2 Slayers
  Wakazashi Squadron
  2 Shilones
  2 Sabres
  2 Sholagars
  Sai Squadron
  4 Shilones
  2 Samurai
  Deployment
  The Attacker sets up after the Defender has deployed his last
  unit, placing his squadrons in any full hex along the right side of the
  map. Attacking forces may choose any orientation and starting
  velocity.
  A TTi.msi»A em 32
  SOUftCVBOOff
  
  The Defender consists of four aerospace squadrons of the
  Niles planetary militia.
  Blue Squadron
  2 Corsairs
  4 Sparrowhawks
  Red Squadron
  2 Sparrowhawks
  2 Seydlitz
  2 Corsairs
  Green Squadron
  2 Sparrowhawks
  2 Sholagars
  2 Corsairs
  White Squadron
  4 Corsairs
  2 Lucifers
  Deployment
  The Defender sets up first, and may place his squadrons in any
  full hex along the left side of the map. Defending forces may choose
  any orientation and starting velocity.
  VICTORY CONDITIONS
  Each side receives 1 point per enemy fighter destroyed (one
  line of armor must be completely crossed off on that unifs record
  sheet). The side with the most points after 15 turns wins the
  engagement.
  SPECIAL RULES
  Any squadron that leaves the map may not re-enter and is no
  longer available to the player.
  HISTORICAL OUTCOJV1E
  The battle initially went in favör of the Davion defenders, but
  moved closer to the planet as losses mounted on both sides.
  Breaking through the defending squadrons, the Kurita DropShips
  landed on Niles and successfully deployed their ground forces.
  Though they held off a battalion of the Fourth An Ting Legion for a
  week, the last AFFS forces surrendered on June 3, 3029.
  r * .%•
  / •
  m A TTLMSPA cm 33
  souitcmaooif
  
  SITUATIONS RADSTADT, FREE RAS A LH ÄG U E REPUBLIC
  fWOLF CLAN OGCUPATION ZONE},
  31
  SUICIDE RUN
  On October 31, 3050, the leaders of the Clans met in orbit
  around the world of Radstadt in the Free Rasalhague Republic to
  hold a Grand Kurultai. This grand council, intended to decide the
  next phase of the Glan invasion of the Inner Sphere, would alter the
  Clan offensive in a way none of them had imagined. Hours before
  the meeting, a group of Free Rasalhague JumpShips fleeing the
  fighting on the capital world of Rasalhague arrived in the Radstadt
  system. Though shocked to see Clan vessels in territory they had
  believed safe, the Rasalhagian fighters and DropShips immedi-
  ately attacked. Their furious, unexpected assault delayed the Clan
  response just long enough for the Rasalhague JumpShips to
  escape, carrying with them Haakon Magnusson, Elected Prince of
  the Republic. The aerospace fighters paid fortheir Prince's escape
  with their lives.
  GAJVIE SET-UP
  Arrange the two BattleSpace mapsheets with the two long
  edges together, as shown.
  Valkyrie Squadron
  2 Shilones
  4 Sparrowhawks
  Fenir Squadron
  2 Sparrowhawks
  2 Seydlitz
  2 Corsaiis
  Aesir Squadron
  2 Sparrowhawks
  2 Sholagars
  2 Corsairs
  Nom Squadron
  6 Sparrowhawks
  Deployment
  The Attacker places the Drakon DropShips within 1 hex of Hex
  1408 on the left-hand mapsheet, and the Drak0n squadrons in any
  hex within 10 hexes of Hex 1408.
  The Attacker is the Flying Drakons, comprising five combat
  DropShips and four squadrons of aerospace fighters.
  DropShips
  Räven, a Vengeance Class DropShip
  2 Union Class DropShips, the Gungnirand the Sleipnlr
  Karlshefni, a Seeker Class DropShip
  Stöng, a Fury Class DropShip
  The Defender is the D/re Wolf, a Sovetskii Soyuz Class heavy
  cruiser; its CVer/orc/Class DropShips Snap, Snarl, Howl, and Lair.
  and the D/re Wolf s complement of OmniFighters. The OmniFighter
  listings include the weapons configurations of each vessel.
  Alpha Står
  2 Visigoths (1 Primary configuration, 1 Configuration A)
  4 Jagatai (All Primary configuration)
  2 Bashkir(1 Primary, 1 Configuration A)
  2 Jenghiz (1 Configuration A, 1 Configuration B)
  Alpha Command
  2 Jagatai (1 Primary, 1 Configuration A)
  Bravo Command
  2 Jagafa/(Both Configuration A)
  Charlie Command
  2 Visigoths (1 Configuration A, 1 Configuration C)
  Deployment
  The D/re Wolf begins in Hex 1307 of the right-hand mapsheet.
  The DropShips begin the scenario docked with the D/re Wolf, but
  may release according to the standard rules given in the
  BattleSpace Rulebook.
  34
  
  VICTORY CONDITIONS
  Both sides score 1 point for each Armor or Critical box crossed
  off an enemy ship's record sheet. Destroying a DropShip or
  WarShip earns a number of points equal to all the craft's Armor and
  Critical boxes, in addition to any damaged before the vessePs
  destruction. The scenario lasts 10 turns; any Rasalhague forces
  remaining on the map ät the end of Turn 10 count as destroyed.
  The side with the highest score ät the end of 10 turns wins the
  engagement.
  SPECIAL RULES
  Rasalhague forces may exit the map along any edge. Any
  units exiting may not re-enter the battle, but take no further
  damage. Glan units may not exit the map.
  Alpha Fighter Står may launch ät the beginning of Turn 3. The
  other Glan fighters launch ät the start of Turn 4. Because the Dire
  Wolf s escorts played little part in the battle, they are not included
  in the scenario.
  HISTORICAL OUTCOJVIE
  The Drak0 n fighters made several passes scant meters above
  the Dire Wolfs hull, inflicting moderate damage before the Glan
  OmniFighters rallied and struck back. However, the Drak0ns owed
  their ultimate victory to the desperate courage of a singie fighter
  pilot. Determined to strike the Glan enemy where it would hurt the
  most, Kapten Tyra Miraborg flew hercrippled SMonedirectly atthe
  Dire Wolf, ramming the bridge and killing the Glan ilKhan Leo
  Showers. This act made Kapten Miraborg a legend among both the
  Glans and the Inner Sphere, earning her an unprecedented ten
  lines in the Glan epic, The Remembrance. Shocked by the death
  of their war leader and impressed by the Drakens' bravery, the
  Glans declined to pursue the escaped JumpShips.
  A cm 35
  SOWMCBBOOJT
  
  SMALL CRAFT
  y This section provides the BattleSpace statistics for the base
  configuration or original design of Inner Sphere and Glan aero-
  space fighters. The value given in parentheses forfuel represents
  the number of Thrust Points available forthe amount of fuel the ship
  is carrying. (Because these craft were constructed using a system
  otherthan the BattleSpace construction rules, these values do not
  correspond to the Thrust Point formula provided in that section.)
  LIGHT FIGHTERS
  Light fighters are those aerospace craft weighing from 20-45 tons.
  SYD Z1 SEYDLITZ
  Type: Fighter
  Tech: Standard
  Introduced: 2504
  Armor Value:1
  HeatSinks: 10
  Mäss: 20 tons
  Fuel: 3 tons (45)
  Safe Thrust: 11
  Maximum Thrust: 17
  Weapons 
  Range Values
  Are 
  Type 
  Heat 
  S 
  M
  L 
  Extreme 
  Mounts
  Nose 
  Laser 
  8
  1
  1
  0
  0 
  1
  TRN-3T TRIDENT
  Type: Fighter
  Tech: Står League
  Introduced: 2717
  Armor Value: 1
  HeatSinks: 10
  Weapons
  Are 
  Type 
  Heat 
  S
  Nose Laser 
  3 
  1
  LW 
  Laser 
  3 
  1
  RW 
  Laser 
  3 
  1
  Aft 
  Laser 
  1 
  1
  F10- CHEETAH
  Type: Fighter
  Tech: Standard
  Mäss: 20 tons
  Fuel: 3 tons (45)
  Safe Thrust: 12
  Maximum Thrust: 18
  Range Values
  M 
  L 
  Extreme 
  Mounts
  0
  0 
  O
  0
  0 
  O
  0
  0 
  O
  0
  0 
  O
  Mäss: 25 tons
  Introduced: 2630
  Armor Value: 1
  HeatSinks: 10
  Weapons
  Are
  Nose
  RW
  LW
  LW
  Type
  Laser
  Laser
  Laser
  Pulse
  Heat
  1
  3
  3
  4
  S
  1
  1
  1
  1
  Fuel: 4 tons (60)
  Safe Thrust: 12
  Maximum Thrust: 18
  Range Values
  M
  0
  0
  0
  0
  L
  0
  0
  0
  0
  Extreme
  0
  0
  0
  0
  Mounts
  1
  1
  1
  1
  SABRE
  Type: Fighter
  Tech: Standard
  Introduced: 2519
  Armor Value: 2
  HeatSinks: 10
  Mäss: 25 tons
  Fuel: 5 tons (75)
  Safe Thrust: 11
  Maximum Thrust: 17
  Weapons 
  Range Values
  Are 
  Type 
  Heat 
  S 
  M
  L 
  Extreme 
  Mounts
  Nose 
  Laser 
  3
  1
  0
  0
  0 
  1
  L W 
  Laser 
  3
  1
  0
  0
  0 
  1
  R W 
  Laser 
  3
  1
  0
  0
  0 
  1
  Notes: Source: AeroTech.
  SW-606 SWIFT
  Type: Fighter
  Tech: Står League
  Introduced: 2682
  Armor Value: 1
  HeatSinks: 10
  Weapons
  Are 
  Type
  Nose 
  Laser
  Heat
  4
  TR-7 THRUSH
  Type: Fighter
  Tech: Standard
  Introduced: 2632
  Armor Value: 1
  HeatSinks: 10
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Laser 
  3
  LW 
  Laser 
  3
  RW 
  Laser 
  3
  CENTURION
  Type: Fighter
  Tech: Standard
  Introduced: 2562
  Armor Value: 1
  HeatSinks: 10
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Laser 
  3
  LW 
  Laser 
  3
  RW 
  Laser 
  3
  Mäss: 25 tons
  Fuel: 3 tons (45)
  Safe Thrust: 13
  Maximum Thrust: 21
  Range Values
  S 
  M 
  L
  1 
  O 
  O
  Extreme
  O
  Mounts
  2
  Mäss: 25 tons
  Fuel: 5 tons (75)
  Safe Thrust: 12
  Maximum Thrust: 18
  Range Values
  S 
  M
  L 
  Extreme 
  Mounts
  1
  0
  0
  0 
  1
  1
  0
  0
  0 
  1
  1
  0
  0
  0 
  1
  Mäss: 30 tons
  Fuel: 5 tons (75)
  Safe Thrust: 10
  Maximum Thrust: 15
  Range Values
  S 
  M
  L 
  Extreme 
  Mounts
  1
  0
  0
  0 
  1
  1
  0
  0
  0 
  1
  1
  0
  0
  0 
  1
  Notes: Source: AeroTech.
  A« 36
  
  SMALL CRAFT
  ^^^^^•••••^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^•••••^^^^^^^^^^^^^^^^^^^^^^^•^^•MHI^^^^^^^^^^^^^^^H^^^^^^^^^^^HM^^^HWWB^^^^^^^B^^^^^B^BBBB^^^^^^^^^^^^^^^^^^^^^^^^
  S P D-502 SPAD
  Type: Fighter
  Tech: Står League
  Introduced: 2749
  Armor Value: 3
  HeatSinks: 10
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  13
  Att 
  Laser 
  1
  Mäss: 30 tons
  Fuel: 5 tons (75)
  Safe Thrust: 7
  Maximum Thrust: 1 1
  Range Values
  S 
  M
  2 
  1
  1 
  0
  Notes: Created with modulär systems,
  L 
  Extreme 
  Mounts
  0
  0 
  2
  0 
  0 
  1
  this fighter occupies the same
  Tiche in OmniFighter development as the /WercuryBattleMech held in
  :ne development of the OmniMech.
  SPR-H5 SPARROWHAWK
  Type: Fighter
  Tech: Standard
  Mäss: 30 tons
  Weapons
  Are 
  Type Heat
  Nose 
  Laser 
  3
  LW 
  LRM 
  5
  RW 
  LRM 
  5
  Att 
  Laser 
  3
  Range Values
  S
  1
  1
  1
  1
  M
  0
  1
  1
  0
  L
  0
  1
  1
  0
  Extreme
  0
  0
  0
  0
  Mounts
  1
  1
  1
  1
  THK-63 TOMAHAWK
  Type: Fighter
  Tech: Står League
  Introduced: 2680
  Armor Value: 4
  Heat Sinks: 24
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Laser 
  1
  LW 
  Laser 
  8
  RW 
  Laser 
  8
  Mäss: 45 tons
  Fuel: 5 tons
  Safe Thrust
  (75)
  :8
  Maximum Thrust: 11
  Range Values
  S
  1
  1
  1
  M
  0
  1
  1
  L
  0
  0
  0
  Extreme
  0
  0
  0
  Mounts
  1
  1
  1
  Introduced: 2520
  Fuel: 5 tons (75)
  Safe Thrust: 1
  Armor Value: 1
  HeatSinks: 10
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Laser 
  6
  LW 
  Laser 
  1
  RW 
  Laser 
  1
  SL-21 SHOLAGAR
  Type: Fighter
  Tech: Standard
  Introduced: 2803
  Armor Value: 2
  HeatSinks: 10
  Weapons
  Are 
  Type 
  Heat
  Nose 
  SRM 
  3
  LW 
  Laser 
  3
  RW 
  Laser 
  3
  ZRO-114ZERO
  Type: Fighter
  Tech: Står League
  Introduced: 2703
  Armor Value: 4
  HeatSinks: 10
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  1 5
  Maximum Thrust: 15
  Range Values
  S
  1
  1
  1
  M
  0
  0
  0
  L 
  Extreme 
  Mounts
  0
  0 
  2
  0 
  0 
  1
  0 
  0 
  1
  Mäss: 35 tons
  Fuel: 5 tons (75)
  Safe Thrust: 10
  Maximum Thrust: 15
  Range Values
  S
  1
  1
  1
  M
  0
  0
  0
  L 
  Extreme 
  Mounts
  0
  0 
  2
  0 
  0 
  1
  0 
  0 
  1
  Mäss: 35 tons
  Fuel: 5 tons (75)
  Safe Thrust: 6
  Maximum Thrust: 9
  Range Values
  S
  2
  M
  2
  L 
  Extreme 
  Mounts
  1 
  0 
  3
  RGU-133E ROGUE
  Type: Fighter
  Tech: Står League
  Introduced: 2631
  Armor Value: 2
  HeatSinks: 10
  Mäss: 40 tons
  Fuel: 5 tons (75)
  Safe Thrust: 7
  Maximum Thrust: 11
  Notes: The original version, introduced in 2642, had only 12 heat sinks.
  MEDIUM FIGHTERS
  Medium fighters are those aerospace craft weighing from 50-70 tons.
  CSR-V12CORSAIR
  Type: Fighter
  Tech: Standard
  Introduced: 2779
  Mäss: 50 tons
  Fuel: 5 tons (75)
  Safe Thrust: 6
  Armor Value: 5
  HeatSinks: 16
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Laser 
  1 6
  LW 
  Laser 
  3
  RW 
  Laser 
  3
  Att 
  Laser 
  2
  Notes: Variant.
  HCT-213B HELLCAT
  Type: Fighter
  Tech: Står League
  Introduced: 2710
  Armor Value: 5
  HeatSinks: 15
  Weapons
  Are 
  Type 
  Heat
  LW 
  Laser 
  8
  RW 
  Laser 
  8
  Att 
  Laser 
  3
  Maximum Thrust: 9
  Range Values
  S
  3
  1
  1
  1
  II
  M
  2
  0
  0
  0
  L 
  Extreme 
  Mounts
  0
  0 
  4
  0 
  0 
  1
  0 
  0 
  1
  0
  0 
  2
  Mäss: 50 tons
  Fuel: 5 tons (75)
  Safe Thrust: 7
  Maximum Thrust: 1 1
  Range Values
  S
  1
  1
  1
  M
  1
  1
  0
  L 
  Extreme 
  Mounts
  0 
  0 
  1
  0 
  0 
  1
  0 
  0 
  1
  Notes: Carries advanced-technology sensors. May detect other units
  as if it were a DropShip (see Detection rules, p. 48 in Campaign
  Operations).
  A TTi.mst»A cm
  37
  
  1 
  SMALL CRAFT
  LIGHTNING
  Type: Fighter
  Tech: Standard
  Introduced: 2628
  Armor Value: 4
  HeatSinks: 13
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Laser 
  1 0
  LW 
  Laser 
  3
  RW 
  Laser 
  3
  Aft 
  Laser 
  2
  Mäss: 50 tons
  Fuel: 5 tons (75)
  Safe Thrust: 6
  Maximum Thrust: 9
  Range Values
  S 
  M
  1 
  1
  1 
  0
  1 
  0
  1 
  0
  L 
  Extreme 
  Mounts
  0
  0 
  2
  0 
  0 
  1
  0 
  0 
  1
  0 
  0 
  1
  Notes: Source: AeroTech.
  SL25 SAMURAI
  Type: Fighter
  Tech: Standard
  Introduced: 2932
  Armor Value: 4
  HeatSinks: 19
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Laser 
  1 0
  LW 
  Laser 
  4
  RW 
  Laser 
  4
  Aft 
  Laser 
  4
  Mäss: 50 tons
  Fuel: 8 tons (120)
  Safe Thrust: 7
  Maximum Thrust: 1 1
  Range Values
  S 
  M
  2 
  0
  1 
  0
  1 
  0
  1 
  0
  L 
  Extreme 
  Mounts
  0
  0 
  4
  0
  0 
  2
  0
  0 
  2
  0
  0 
  2
  Notes: Source: Sorenson's Sabres.
  TR-10TRANSIT
  Type: Fighter
  Tech: Standard
  Introduced: 2932
  Armor Value: 4
  HeatSinks: 13
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  13
  LW 
  Laser 
  3
  RW 
  Laser 
  3
  GTHA-500 GOTHA
  Type: Fighter
  Tech: Star-League
  Introduced: 2657
  Armor Value: 6
  HeatSinks: 14
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Laser 
  1 6
  LW 
  Mixed 
  6
  RW 
  Mixed 
  6
  Aft 
  Laser 
  6
  Mäss: 50 tons
  Fuel: 5 tons (75)
  Safe Thrust: 6
  Maximum Thrust: 9
  Range Values
  S 
  M
  3 
  0
  1 
  0
  1 
  0
  L 
  Extreme 
  Mounts
  0
  0 
  3
  0 
  0 
  1
  0 
  0 
  1
  Mäss: 60 tons
  Fuel: 6 tons (90)
  Safe Thrust: 5
  Maximum Thrust: 7
  Range Values
  S 
  M
  2 
  1
  2 
  1
  2 
  1
  1 
  0
  L 
  Extreme 
  Mounts
  0
  0 
  3
  0 
  0
  2
  0
  0 
  2
  0
  0 
  2
  HCT-213 HELLCAT
  Type: Fighter
  Tech: Standard
  Introduced: 2671
  Armor Value: 4
  Heat Sinks: 20
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Laser 
  14
  LW 
  Laser 
  1 1
  RW 
  Laser 
  1 1
  Aft 
  Laser 
  3
  Mäss: 60 tons
  Fuel: 5 tons (75)
  Safe Thrust: 6
  Maximum Thrust: 9
  Range Values
  S 
  M
  2 
  1
  1 
  1
  1 
  1
  1 
  0
  L 
  Extreme 
  Mounts
  0
  0 
  3
  0
  0 
  2
  0
  0 
  2
  0 
  0 
  1
  Notes: Source: AeroTech.
  F-90 STINGRAY
  Type: Fighter
  Tech: Standard
  Introduced: 2762
  Armor Value: 5
  Heat Sinks: 20
  Weapons
  Are 
  Type 
  Heat
  Nose 
  PPC 
  10
  LW 
  Laser 
  1 1
  RW 
  Laser 
  1 1
  IRN-SD1 IRONSIDES
  Type: Fighter
  Tech: Står League
  Introduced: 2613
  Armor Value: 4
  Heat Sinks: 20
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  24
  LW 
  Mixed 
  1 1
  RW 
  Mixed 
  1 1
  LCFR15LUCIFER
  Type: Fighter
  Tech: Standard
  Introduced: 2526
  Armor Value: 4
  Heat Sinks: 20
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  20
  LW 
  Laser 
  2
  RW 
  Laser 
  2
  Aft 
  Laser 
  3
  Nntae- Tho Rml ft uarian
  Mäss: 60 tons
  Fuel: 5 tons (75)
  Safe Thrust: 6
  Maximum Thrust: 9
  Range Values
  S 
  M
  1 
  1
  1 
  1
  1 
  1
  L 
  Extreme 
  Mounts
  0 
  0 
  1
  0
  0 
  2
  0
  0 
  2
  Mäss: 65 tons
  Fuel: 5 tons (75)
  Safe Thrust: 6
  Maximum Thrust: 9
  Range Values
  S 
  M
  3 
  2
  2 
  0
  2 
  0
  L 
  Extreme 
  Mounts
  0
  0 
  3
  0
  0 
  3
  0
  0 
  3
  Mäss: 65 tons
  Fuel: 5 tons (75)
  Safe Thrust: 5
  Maximum Thrust: 7
  Range Values
  S 
  M
  3 
  3
  1 
  0
  1 
  0
  1 
  0
  t ic iHontiral
  L 
  Extreme 
  Mounts
  1 
  0 
  3
  0
  0 
  2
  0
  0 
  2
  0 
  0 
  1
  tn the R1K
  BÄ TTLMSI»A CM 38
  SOWMCCBOOfC
  
  SMALL CRAFT
  SL-17 SHILONE
  Type: Fighter
  Tech: Standard
  Introduced: 2787
  Armor Value: 5
  Heat Sinks: 20
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  14
  LW 
  Laser 
  3
  RW 
  Laser 
  3
  Att 
  SRM 
  3
  Mäss: 65 tons
  Fuel: 5 tons (75)
  Safe Thrust: 6
  Maximum Thrust: 9
  Range Values
  S 
  M
  L 
  Extreme 
  Mounts
  2
  2
  1
  0 
  2
  1
  0
  0 
  0 
  1
  1
  0
  0
  0 
  1
  1
  0
  0
  0 
  1
  HEAVY FIGHTERS
  Heavy fighters are those aerospace craft weighing from 75-1 00
  tons.
  EAGLE
  Type: Fighter
  Tech: Standard
  Introduced: 2492
  Armor Value: 6
  Heat Sinks: 25
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Laser 
  1 1
  LW 
  Laser 
  1 1
  RW 
  Laser 
  1 1
  Aft 
  Laser 
  3
  Mäss: 75 tons
  Fuel: 5 tons (75)
  Safe Thrust: 6
  Maximum Thrust: 9
  Range Values
  S 
  M
  L 
  Extreme 
  Mounts
  1
  1
  0
  0 
  2
  1
  1
  0
  0 
  2
  1
  1
  0
  0 
  2
  1
  0
  0
  0 
  1
  Notes: Source: AeroTech.
  HRM-HD HAMMERHEAD
  Type: Fighter
  Tech: Star-League
  Introduced: 2534
  Armor Value: 5
  Heat Sinks: 10
  Weapons
  Are 
  Type 
  Heat
  Nose 
  AC 
  7
  Mäss: 75 tons
  Fuel: 5 tons (75)
  Safe Thrust: 7
  Maximum Thrust: 1 1
  Range Values
  S 
  M
  L 
  Extreme 
  Mounts
  2
  0
  0
  0 
  1
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Laser 
  1 1
  LW 
  Laser 
  1 1
  RW 
  Laser 
  1 1
  Aft 
  Laser 
  3
  SL-15SLAYER
  Type: Fighter
  Tech: Standard
  Introduced: 2657
  Armor Value: 6
  Heat Sinks: 20
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  6
  LW 
  Laser 
  6
  RW 
  Laser 
  6
  Aft 
  Laser 
  3
  RPR-100 RAPIER
  Type: Fighter
  Tech: Står League
  Introduced: 2596
  Armor Value: 5
  Heat Sinks: 24
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  31
  AHB-X AHAB
  Type: Fighter
  Tech: Står League
  Introduced: 2697
  Armor Value: 6
  Heat Sinks: 18
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Laser 
  1 7
  LW 
  Laser 
  10
  RW 
  Laser 
  10
  Aft 
  Laser 
  6
  Range Values
  S
  1
  1
  1
  1
  M
  1
  1
  1
  0
  L 
  Extreme 
  Mounts
  0
  0 
  2
  0
  0 
  2
  0
  0 
  2
  0
  0 
  1
  r
  Mäss: 80 tons
  Fuel: 10 tons (150)
  Safe Thrust: 6
  Maximum Thrust: 9
  Range Values
  S
  2
  1
  1
  1
  M
  1
  0
  0
  0
  L 
  Extreme 
  Mounts
  0
  0 
  2
  0
  0 
  2
  0
  0 
  2
  0 
  0 
  1
  Mäss: 85 tons
  Fuel: 5 tons (75)
  Safe Thrust: 6
  Maximum Thrust: 9
  Range Values
  S
  5
  M
  3
  L 
  Extreme 
  Mounts
  1 
  0 
  4
  Mäss: 90 tons
  Fuel: 5 tons (75)
  Safe Thrust: 5
  Maximum Thrust: 8
  Range Values
  S
  2
  2
  2
  il
  M
  1
  1
  1
  0
  L 
  Extreme 
  Mounts
  0
  0 
  4
  1 
  0 
  2
  1 
  0 
  2
  0
  0 
  2
  Notes: Original version entered service in 2407.
  TR-13 TRANSGRESSOR
  Type: Fighter
  Tech: Standard
  Introduced: 2890
  Armor Value: 6
  Heat Sinks: 25
  } Mäss: 75 tons
  Fuel: 5 tons (75)
  Safe Thrust: 6
  Maximum Thrust: 9
  Notes: Prototype of AHD-443 Ahab
  CHP-W5 CHIPPEWA
  Type: Fighter
  Tech: Standard
  Introduced: 2780
  Armor Value: 3
  Heat Sinks: 25
  Mäss: 90 tons
  Fuel: 5 tons (75)
  Safe Thrust: 5
  Maximum Thrust: 8
  
  SMALL CRAFT
  o
  0
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  20
  LW 
  Laser 
  16
  RW 
  Laser 
  16
  Att 
  Laser 
  2
  F-500 RIEVER
  Type: Fighter
  Tech: Standard
  Introduced: 2810
  Armor Value: 6
  Heat Sinks: 28
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  1 1
  LW 
  Laser 
  8
  RW 
  Laser 
  8
  STU-K5 STUKA
  Type: Fighter
  Tech: Standard
  Introduced: 2530
  Armor Value: 6
  Heat Sinks: 30
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  12
  LW 
  Laser 
  16
  RW 
  Laser 
  16
  Aft 
  Laser 
  6
  THUNDERBIRD
  Type: Fighter
  Tech: Standard
  Introduced: 2487
  Armor Value: 6
  Heat Sinks: 25
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  1 1
  LW 
  Laser 
  17
  RW 
  Laser 
  17
  Aft 
  Laser 
  6
  Range Values
  S
  4
  2
  2
  1
  M
  2
  2
  2
  0
  '
  L 
  Extreme 
  Mounts
  2
  0 
  5
  0
  0 
  2
  0
  0 
  2
  0
  0 
  2
  Mäss: 1 00 tons
  Fuel: 5 tons (75)
  Safe Thrust: 5
  Maximum Thrust: 8
  Range Values
  S
  3
  2
  2
  M
  1
  0
  0
  L 
  Extreme 
  Mounts
  1 
  0 
  2
  0
  0 
  2
  0
  0 
  2
  Mäss: 100 tons
  Fuel: 5 tons (75)
  Safe Thrust: 5
  Maximum Thrust: 8
  BASHKIR
  Type: OmniFighter
  Tech: Clan
  Introduced: 2930
  Armor Value: 2
  Heat Sinks: 22
  Primary Configuration
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  4
  LW 
  Laser 
  5
  RW 
  Laser 
  5
  Mäss: 20 tons
  Fuel: 3 tons (45)
  Safe Thrust: 13
  Maximum Thrust: 20
  Range Values
  S 
  M
  L 
  Extreme 
  Mounts
  1
  1
  0
  0 
  2
  1
  1
  0
  0 
  1
  1
  1
  0
  0 
  1
  Notes: Configuration D may carry 2 tons of cargo.
  VANDAL
  Type: OmniFighter
  Tech: Clan
  Introduced: 2941
  Armor Value: 2
  Heat Sinks: 20
  Primary Configuration
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Laser 
  4
  Mäss: 30 tons
  Fuel: 3 tons (45)
  Safe Thrust: 14
  Maximum Thrust: 21
  Range Values
  S 
  M
  L 
  Extreme 
  Mounts
  1
  0
  0
  0 
  2
  Range Values
  S
  2
  2
  2
  1
  M
  1
  2
  2
  0
  L 
  Extreme 
  Mounts
  1 
  0 
  3
  0
  0 
  2
  0
  0 
  2
  0
  0 
  2
  Mäss: 100 tons
  Fuel: 5 tons (75)
  Safe Thrust: 5
  Maximum Thrust: 8
  Range Values
  S 
  M
  L 
  Extreme 
  Mounts
  1
  1
  0
  0 
  2
  3
  3
  1
  2
  2
  0
  1 
  0 
  3
  1 
  0 
  3
  0
  0 
  2
  Notes: Source: AeroTech.
  OMNIFIGHTERS
  Notes: Carries advanced-technology sensors. May detect other units
  as if it were a DropShip
  Operations).
  AVAR
  Type: OmniFighter
  Tech: Clan
  Introduced: 2878
  Armor Value: 3
  Heat Sinks: 20
  Primary Configuration
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  20
  LW 
  Pulse 
  4
  RW 
  Pulse 
  4
  BATU
  Type: OmniFighter
  Tech: Clan
  Introduced: 2987
  Armor Value: 4
  Heat Sinks: 24
  (see Detection rules, p. 48 in Campaign
  Mäss: 35 tons
  Fuel: 3 tons (45)
  Safe Thrust: 10
  Maximum Thrust: 15
  Range Values
  S 
  M
  L 
  Extreme 
  Mounts
  3
  3
  1
  1 
  3
  1
  1
  0
  0 
  1
  1
  1
  0
  0 
  1
  Mäss: 40 tons
  Fuel: 3 tons (45)
  Safe Thrust: 9
  Maximum Thrust: 14
  Like OmniMechs, Clan OmniFighters use technologically advanced
  components and reconf igurable pod technology. This section provides
  BattleSpace game statistics for the twelve OmniFighters introduced in
  Technical Readout: 3055.
  A TTLMSPA cm 40
  SOUMMBOOJV
  
  l 
  SMALL CKAFT
  mary Configuration
  »eapons
  •re 
  Type 
  Heat
  •se 
  Laser 
  12
  •v 
  Pulse 
  8
  Kw 
  Pulse 
  8
  Ikft 
  Laser 
  5
  BULLA
  pype: OmniFighter
  •éch: Clan
  •rtroduced: 2998
  •Urnor Value: 4
  Iteat Sinks: 26
  Primary Configuration
  •Veapons
  •re 
  Type 
  Heat
  itose 
  PPC 
  15
  Lw 
  Laser 
  12
  »W 
  Laser 
  12
  [Aft 
  Point 
  0
  TURK
  Type: OmniFighter
  j Tech: Clan
  Introduced: 3012
  i Armor Value: 5
  iHeat Sinks: 28
  Primary Configuration
  Weapons
  Are 
  Type 
  Heat
  LW 
  Mixed 
  27
  RW 
  Mixed 
  27
  VISIGOTH
  Type: OmniFighter
  Tech: Clan
  Introduced: 2948
  Armor Value: 5
  Heat Sinks: 32
  Primary Configuration
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  17
  I_W 
  Mixed 
  5
  KW 
  Mixed 
  5
  Mft 
  Laser 
  8
  LJAGATAI
  Type: OmniFighter
  [Tech: Clan
  Range Values
  S
  2
  2
  2
  1
  M
  2
  2
  2
  1
  -
  L
  2
  0
  0
  0
  Extreme 
  Mounts
  2 
  1
  0 
  2
  0 
  2
  0 
  1
  Mäss: 45 tons
  Fuel: 5 tons (75)
  Safe Thrust: 9
  Maximum Thrust: 14
  Heat Sinks: 34
  Weapons
  Are 
  Type 
  Heat
  Nose 
  LRM 
  6
  LW 
  Mixed 
  25
  RW 
  Mixed 
  25
  Aft 
  Pulse 
  10
  SABUTAI
  Type: OmniFighter
  Tech: Clan
  Introduced: 3048
  Armor Value: 5
  Heat Sinks: 42
  Range Values
  S
  1
  3
  3
  1
  M
  1
  3
  3
  1
  L
  1
  3
  3
  1
  Extreme 
  Mounts
  0 
  1
  0 
  2
  0 
  2
  0 
  1
  Mäss: 75 tons
  Fuel: 3 tons (45)
  Safe Thrust: 6
  Maximum Thrust: 9
  Range Values
  S
  2
  1
  1
  1
  M
  2
  1
  1
  0
  L
  2
  1
  1
  0
  Extreme 
  Mounts
  0 
  1
  1 
  1
  1 
  1
  0 
  1
  Mäss: 50 tons
  Fuel: 5 tons (75)
  Safe Thrust: 7
  Maximum Thrust: 1 1
  Range Values
  S
  3
  3
  M
  3
  3
  L
  3
  3
  Extreme 
  Mounts
  1 
  2
  1 
  2
  Mäss: 60 tons
  Fuel: 5 tons (75)
  Safe Thrust: 7
  Maximum Thrust: 1 1
  Range Values
  S
  3
  1
  1
  1
  M
  3
  1
  1
  1
  L
  0
  0
  0
  0
  Extreme 
  Mounts
  0 
  4
  0 
  2
  0 
  2
  0 
  2
  Mäss: 70 tons
  Primary Configuration
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  3
  LW 
  Mixed 
  25
  RW 
  Mixed 
  25
  Aft 
  Laser 
  4
  JENGIZ
  Type: OmniFighter
  Tech: Clan
  Introduced: 3032
  Armor Value: 7
  Primary Configuration
  Heat Sinks: 40
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  21
  LW 
  Mixed 
  18
  RW 
  Mixed 
  18
  Aft 
  Pulse 
  4
  SCYTHA
  Type: OmniFighter
  Tech: Clan
  Introduced: 2968
  Armor Value: 7
  Primary Configuration
  Heat Sinks: 52
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Mixed 
  28
  LW 
  Mixed 
  24
  RW 
  Mixed 
  24
  Aft 
  Pulse 
  10
  Range Values
  S
  2
  3
  3
  1
  M
  1
  3
  3
  0
  L
  1
  3
  3
  0
  Extreme 
  Mounts
  0 
  2
  0 
  2
  0 
  2
  0 
  2
  Mäss: 80 tons
  Fuel: 4 tons (60)
  Safe Thrust: 6
  Maximum Thrust: 9
  Range Values
  S
  3
  3
  3
  1
  M
  3
  2
  2
  1
  L
  2
  1
  1
  0
  Extreme 
  Mounts
  0 
  4
  0 
  3
  0 
  3
  0 
  1
  Mäss: 90 tons
  Fuel: 4 tons (60)
  Safe Thrust: 6
  Maximum Thrust: 9
  Range Values
  S
  5
  2
  2
  1
  M
  4
  2
  2
  1
  L
  1
  2
  2
  0
  Extreme 
  Mounts
  0 
  3
  2 
  2
  2 
  2
  0 
  1
  ntroduced: 3016
  lArmor Value: 5
  Fuel: 4 tons (60)
  Safe Thrust: 6
  Maximum Thrust: 9
  41
  
  LARGE CRAFT
  This section provides BattleSpace game statistics for Inner
  Sphere and Glan DropShips, JumpShips, WarShips, and space
  stations. Cost is as of August 1,3056. The value given in parenthe-
  ses for f uel represents the number of Thrust Points available for the
  amount of f uel the ship is carrying. (Because all currently operating
  large ships are unique and were constructed using a system other
  than the BattleSpace construction rules, these values do not
  correspond to the Thrust Point formula provided in that section.)
  INNER SPHERE DROPSHIPS
  FURY
  One of the smallest DropShips operated by the armies of the
  Successor States, the Fury Glass DropShip is designed to deliver
  four platoons of infantry onto the battlefield, along with their
  equipment and eight light vehicles. Fury Glass DropShips usually
  operate in conjunction with a Gazelle Glass armor transport,
  escorted by a Leopard CV.
  Type: Military Aerodyne
  Use: Troop carrier
  Tech: Standard
  Introduced: 2638
  Fuel: 140 tons (1,400)
  Tona/Burn-day: 1.65
  Safe Thrust: 4
  Maximum Thrust: 6
  Heat Sinks: 78
  Weapons
  Mäss: 1,850 tons
  Dimensions
  Length: 79 meters
  Width: 73.2 meters
  Helght: 28.1 meters
  Armor:
  Före: 13
  Side: 12
  Att: 12
  Range Values
  Are
  Nose
  Nose
  LW
  LW
  RW
  RW
  Aft
  An
  Type
  Laser
  PPC
  LRM
  Laser
  LRM
  Laser
  Laser
  AC
  Heat
  6
  10
  6
  7
  6
  7
  3
  3
  S
  1
  1
  1
  2
  1
  2
  1
  1
  M
  —
  1
  1
  1
  —
  —
  1
  Extreme
  Cargo: 200 tons
  Bay 1: Vehicles (8 Light) 
  1 Door
  Bay 2: Infantry (112) 
  1 Door
  Bay 3: Cargo 
  1 Door
  Crew: 8
  Troops: 128
  Marine Points: 5
  Cost: 30,000,000 C-bills
  Revenue/Mission: 30,000 C-bills
  Notes: Combined arms transport.
  GAZELLE
  The light Gaze//e Glass DropShip cancarry 15 tanks and their technical
  support crews. The DropShip's small size means that the vehicles must
  be tightly packed, posing problems when unloading inexperienced
  units. Gazelles frequently operate in conjunction with the smaller Fury
  Class troop transports.
  Type: Military Aerodyne
  Use: Troop carrier
  Tech: Standard
  Introduced: 2531
  Fuel: 137 tons (1,233)
  Tons/Burn-day: 1.84
  Safe Thrust: 4
  Maximum Thrust: 6
  Heat Slnks: 70
  Weapons
  Are 
  Type
  Nose 
  LRM
  Nose 
  AC
  Nose 
  Laser
  LW 
  PPC
  LW 
  SRM
  LW 
  Laser
  RW 
  PPC
  RW 
  SRM
  RW 
  Laser
  Aft 
  Laser
  Heat
  6
  1
  3
  10
  4
  6
  10
  4
  6
  14
  S
  1
  1
  1
  1
  1
  1
  1
  1
  1
  2
  Mäss: 1,903 tons
  Dimensions:
  Length: 79 meters
  Width: 73.2 meters
  Height: 28.1 meters
  Armor:
  Före: 14
  Side: 12
  Aft: 11
  Range Values
  M 
  L 
  Extreme
  1 
  1 
  —
  1 
  — 
  —
  Cargo: 950 tons
  Bay 1: Vehicles (14 Heavy)1 Door
  Bay 2: Cargo 1 Door
  Bay 3: Passengers (45) 1 Door
  Crew: 10
  Troops: 45
  Marine Points: 5
  Cost: 40,000,000 C-bills (new)
  Revenue/Mission: 40,000 C-bills
  Notes: Armor transport
  SEEKER
  The swift See/cer Glass DropShip carries scout battalions inlo hostile
  territory, and its speed enables it to operate independently of support
  vessels. If necessary, the Seekercan reconfigure 16 of its vehicle bays
  to transport four BattleMechs.
  Type: Military Spheroid
  Use: Troop carrier
  Tech: Standard
  Introduced: 2815
  Mäss: 3,700 tons
  Dimensions:
  Length: 90.2 meters
  Width: 90.2 meters
  Height: 88.7 meters
  — 42
  
  Fuel: 215 tons (1,314)
  Tons/Burn-day: 1.84
  Safe Thrust: 5
  Maximum Thrust: 8
  Heat Sinks: 88
  Weapons
  Armor:
  Före: 14
  Side: 12
  Att: 11
  Range Values
  Are
  FR
  FL
  AL
  AL
  AR
  AR
  Aft
  Type
  PPC
  PPC
  LRM
  Laser
  LRM
  Laser
  Laser
  Heat
  10
  10
  4
  14
  4
  14
  14
  S
  1
  1
  1
  2
  1
  2
  2
  M
  1
  1
  1
  1
  1
  1
  1
  L
  —
  —
  1
  —
  1
  —
  —
  L 
  Extreme
  Cargo: 1,350 tons (see Notes)
  Bay 1: Vehicles (40 to 48 Light)1 Door
  Bay 2: Vehicles (24) or 'Mechs (4)1 Door
  Bay 3: Passengers (120) 1 Door
  Crew: 20
  Troops: 120
  Marine Points: 10
  Cost: 100,000,000 C-bills (new)
  Revenue/Mission: 105,000 C-bills
  Notes: May carry 64 light vehicles, or48 light vehicles and 4 BattleMechs.
  CONDOR
  This huge infantry transport can carry a battalion of troops and 20
  support vehicles. The vessel's sizable medical facility has the capacity
  to treat six emergency cases ät the same time.
  Type: Military Aerodyne
  Use: Troop carrier
  Tech: Standard
  Introduced: 2801
  Fuel: 208 tons (1,260)
  Tons/Burn-day: 1.84
  Safe Thrust: 3
  Maximum Thrust: 5
  Heat Sinks: 90
  Weapons
  Are
  Nose
  Nose
  Nose
  Nose
  LW
  LW
  RW
  RW
  Aft
  Type
  PPC
  AC
  LRM
  Laser
  AC
  Laser
  AC
  Laser
  Laser
  Heat
  10
  1
  5
  6
  1
  22
  1
  22
  14
  Range Valuas
  S
  1
  1
  1
  1
  1
  3
  1
  3
  2
  M
  1
  1
  1
  —
  1
  2
  1
  2
  1
  Mäss: 4,500 tons
  Dimensions:
  Length: 104 meters
  Width: 97.4 meters
  Height: 36.1 meters
  Armor:
  Före: 15
  Side: 13
  Aft: 12
  Extreme
  Cargo: 400 tons
  Bay 1: Vehicles (20 Light)1 Door 
  ;
  Bay 2: Infantry (336)1 Door
  Bay 3: Cargol Door
  Crew: 24
  Troops: 376
  Marine Points:
  Cost: 300,000,000 C-bills (new)
  Revenue/Mission: 300,000 C-bills
  Notes: Infantry transport.
  TRIUMPH
  Originally designed to carry an armor battalion onto the field, this huge
  aerodyne DropShip has admirably fulfilled that mission for 450 years.
  A number of variants exist that can also carry BattleMechs and
  Aerospace fighters, making \heTriumph a superb combined-arms
  transport.
  Type: Military Aerodyne
  Use: Troop carrier
  Tech: Standard
  Introduced: 2593
  Fuel: 250 tons (1,250)
  Tons/Burn-day: 1.84
  Safe Thrust: 3
  Maximum Thrust: 5
  Heat Sinks: 112
  Weapons
  Are
  Nose
  Nose
  Nose
  Nose
  LW
  LW
  LW
  RW
  RW
  RW
  Aft
  Aft
  Type
  PPC
  AC
  LRM
  Laser
  AC
  LRM
  Laser
  AC
  LRM
  Laser
  Laser
  LRM
  Heat
  10
  3
  6
  6
  3
  5
  14
  3
  5
  14
  6
  4
  Range Values
  S
  1
  1
  1
  1
  1
  1
  2
  1
  1
  2
  1
  1
  M
  1
  1
  1
  —
  1
  1
  1
  1
  1
  1
  —
  1
  Mäss: 5,600 tons
  Dimensions:
  Length: 129 meters
  Width: 120.2 meters
  Height: 43 meters
  Armor:
  Före: 15
  Side: 14
  Att: 12
  L 
  Extreme
  Cargo: 3,260 tons
  Bay 1: Vehicles (45 Heavy) 1 Door
  Bay 2: Vehicles (8 Light) 
  1 Door
  Bay 3: Passengers (135) 
  1 Door
  Crew: 15
  Troops: 135
  Marine Points: 5
  43
  mouitcmmooK
  
  EXCALIBUR 
  L
  The largest military vessel still in service, the Excaliburcan transport
  a complete combined-arms regiment consisting of a full infantry
  battalion, two battalions of tanks, and a BattleMech company.
  Type: Military Spheroid
  Use: Troop carrier 
  Mäss: 1 6,000 tons
  Tech: Standard 
  Dimensions:
  Introduced: 2,786 
  Length: 113 meters
  Width: 113 meters
  Fuel: 300 tons (1,200)
  Tons/Burn-day: 1 .
  Safe Thrust: 3
  Maximum Thrust:
  84
  5
  Height: 124.9 meters
  Armor:
  Före: 20
  Side: 18
  HeatSinks: 129
  Weapons
  Are 
  Type
  Nose 
  AC
  Nose 
  LRM
  Nose 
  Laser
  FL 
  PPC
  FL 
  LRM
  FL 
  Laser
  FR 
  PPC
  FR 
  LRM
  FR 
  Laser
  AL 
  Laser
  AR 
  Laser
  Att 
  Laser
  Cargo: 600 tons
  Bay 1 : Vehicles (90
  Bay2:'Mechs(12)
  Aft:15
  Heat
  1
  4
  3
  10
  8
  6
  10
  8
  6
  14
  14
  11
  Heavy)
  Bay 3: Infantry (336)
  S
  1
  1
  1
  1
  2
  1
  1
  2
  1
  2
  2
  1
  1
  1
  1
  Range Values
  M
  1
  1
  —
  1
  2
  —
  1
  2
  —
  1
  1
  1
  L 
  Extreme
  — 
  —
  1 
  —
  — 
  —
  — 
  —
  2 
  —
  — 
  —
  — 
  —
  2 
  —
  — 
  —
  — 
  —
  — 
  —
  — 
  —
  Fuel: 123 tons (1,230 ) 
  Armor:
  Tons/Burn-day: 1 .84 
  Före: 14
  Safe Thrust: 4 
  Side: 13
  Maximum Thrust: 6 
  Aft: 10
  Heat Sinks: 80
  Weapons 
  Range Values
  Are 
  Type 
  Heat 
  S 
  M 
  L 
  Extreme
  Nose 
  PPC 
  20 
  2 
  2 
  — 
  —
  Nose 
  L R M 
  6
  1 
  1 
  1 
  —
  Nose 
  Laser 
  9
  2 
  — 
  — 
  —
  L W 
  L R M 
  6
  1 
  1 
  1 
  —
  LW 
  Laser 
  19 
  2 
  2 
  — 
  —
  R W 
  L R M 
  6
  1 
  1 
  1 
  —
  RW 
  Laser 
  19 
  2 
  2 
  — 
  —
  Att 
  Laser 
  14 
  2 
  1 
  — 
  —
  Cargo: See Notes
  Bay 1 : 'Mechs (4) 4 Doors
  Bay 2: Fighters (2) 2 Doors
  Bay 3: NA
  Crew: 9
  Passengers: 12
  Marine Points: 2
  Cost: 60,000,000 C-bills (new)
  Revenue/Mission: 60,000 C-bills
  Notes: Each 'Mech or fighter cubicle removed will provide 1 50 tons of
  cargo space. Each 'Mech bay may be converted into a vehicle bay,
  allowing 8 light vehicles to be carried (total 150 tons).
  Door 
  Crew: 50
  Door 
  Troops
  Door 
  Marlne
  :606
  Points: 10
  UNION
  Despite being less numerous than ils smaller cousins, the Union Class
  Cost: 750,000,000 C-bills (new)
  Revenue/Mission: 700,000 C-bills
  Notes: Does not have 'Mech repairfacilities, and may not dröp 'Mechs.
  LEOPARD
  A workhorse among Inner Sphere military DropShips, the Leopardis
  designed to carry one 'Mech lance and one lance of Aerospace
  fighters. It orten operates in the vanguard of planetary assaults,
  backing up its fighter complement. The transport area for the 'Mechs
  and fighters take up most of the room; the Leopard has cramped crew
  quarters that barely accomodate the DropShip crew, MechWarriors,
  and technical personnel.
  vessel remains the Inner Sphere's standard military DropShip. De-
  signed to transport a 'Mech company, it can either deliver them directly
  to the surface or dröp them onto the battlefield from low orbit. Most
  Union DropShips have undergone several refits since their original
  construction, and the Inner Sphere militaries have developed numer-
  ous variants on the original design.
  Type: Military Aerodyne
  Use: 'Mech carrier
  Tech: Standard
  Introduced: 2537
  Mäss: 1,720 tons
  Dimensions:
  Length: 65.5 meters
  Width: 51.6 meters
  Height: 22.4 meters
  Type: Military Spheroid
  Use: 'Mech carrier
  Tech: Standard
  Introduced: 2708
  Fuel: 209 tons (1,254)
  Tons/Burn-day: 2.82
  Safe Thrust: 3
  Maximum Thrust: 5
  Heat Sinks: 90
  Mäss: 3,500 tons
  Dimensions:
  Length: 81.5 meters
  Width: 81.5 meters
  Height: 78 meters
  Armor:
  Före: 18
  Side: 18
  Aft: 10
  44
  
  •eapons
  - re 
  Type
  ;se 
  PPC
  ose 
  AC
  ose 
  LRM
  :se 
  Laser
  '. 
  PPC
  AC
  LRM
  Laser
  -= 
  PPC
  T 
  AC
  -^. 
  LRM
  rR 
  Laser
  Laser
  - 3 
  Laser
  -i 
  Laser
  Bvgo: 25 tons
  by 1 : 'Mechs (6)
  hy 2: 'Mechs (6)
  fy 3: Fighters (2)
  Jrew: 14
  tassengers: 28
  Pwlne Points: 5
  Heat
  10
  2
  ^2
  6
  10
  2
  12
  14
  10
  2
  12
  14
  14
  14
  14
  2 Doors
  2 Doors
  2 Doors
  S
  1
  1
  2
  1
  1
  1
  2
  2
  1
  1
  2
  2
  2
  2
  2
  Range Values
  M
  1
  1
  2
  —
  1
  1
  2
  1
  1
  1
  2
  1
  1
  1
  1
  Extreme
  2 
  —
  2 
  —
  2 
  —
  st: 160,000,000 C-bills (new)
  venue/Mission: 150,000 C-bills
  »VERLORD
  t largest 'Mech carrier used by the Successor States, the Overlord
  ered service just before the Amaris Coup in 2766. Only the Clan
  ant carries more BattleMechs than the Overlord Class vessel. The
  dard design carries a complete 'Mech battalion and its full comple-
  nt of Aerospace support, and usually operates as part of a planetary
  ault force.
  i: Military Spheroid
  e: 'Mech carrier
  :h: Standard
  duced:2762
  Mäss: 9,700 tons
  Dimensions:
  Length: 99 meters
  Width: 99 meters
  Height: 131.2 meters
  JFoel: 306 tons (1,224)
  •ons/Burn-day: 1.84
  Me Thrust: 3
  •ncimum Thrust: 5
  •teat Sinks: 120
  •Jnpons
  •be
  K
  Eftr
  'FL
  FR
  Type
  PPC
  AC
  Laser
  PPC
  AC
  LRM
  Laser
  PPC
  Heat
  20
  16
  6
  10
  1
  6
  14
  10
  Armor:
  Före: 22
  Side: 21
  Aft: 15
  Range Values
  S
  2
  5
  1
  1
  1
  1
  2
  1
  M
  2
  1
  —
  1
  1
  1
  1
  1
  L
  —
  —
  —
  —
  —
  1
  —
  —
  Extreme
  FR
  FR
  FR
  AL
  AL
  AR
  AR
  Aft
  Aft
  Att
  AC
  LRM
  Laser
  PPC
  Laser
  PPC
  Laser
  AC
  LRM
  Laser
  1
  6
  14
  10
  14
  10
  14
  2
  6
  22
  1
  1
  2
  1
  2
  1
  2
  1
  1
  3
  1
  1
  1
  1
  1
  1
  1
  1
  1
  2
  Cargo: 50 tons
  Bay 1: 'Mechs (18) 3 Doors
  Bay 2: 'Mechs (18) 3 Doors
  Bay 3: Fighters (6) 2 Doors
  Crew: 43
  Passengers: 63
  Marine Points: 14
  Cost: 430,000,000 C-biNs (new)
  Revenue/Mission: 400,000 C-bills
  AVENGER
  Despite being one of the smallest Inner Sphere DropShips, the
  Avengercarries unexpectedly big guns and heavy armor. The combi-
  nation of heavy weapons and considerable speed make the Avenger
  Class vessel extremely versatile. Most Inner Sphere militaries use it as
  an attack vessel or to secure landing zones, allowing other craft to land
  and unload their troops under the protection of its guns.
  Type: Military Aerodyne
  Use: Assault ship
  Tech: Standard
  Introduced: 2816
  Fuel: 160 tons (1,600)
  Mäss: 1,400 tons
  Dimensions:
  Length: 50.5 meters
  Width: 42 meters
  Height: 11.9 meters
  Tons/Burn-day: 1.
  Safe Thrust: 7
  Maximum Thrust:
  Heat Sinks: 70
  Weapons
  Are 
  Type
  Nose 
  AC
  Nose 
  LRM
  Nose 
  Laser
  LW 
  PPC
  LW 
  AC
  LW 
  LRM
  LW 
  Laser
  RW 
  PPC
  RW 
  AC
  RW 
  LRM
  RW 
  Laser
  Aft 
  LRM
  Aft 
  Laser
  .84
  Armor:
  Före: 23
  11
  Heat
  9
  6
  22
  10
  2
  6
  6
  10
  2
  6
  6
  6
  6
  Side: 20
  S
  3
  1
  3
  1
  1
  i
  1
  1
  1
  1
  1
  1
  1
  Aft:
  Range Values
  M
  1
  1
  2
  1
  1
  1
  —
  1
  1
  1
  —
  1
  —
  18
  L
  —
  1
  —
  —
  —
  1
  —
  —
  —
  1
  —
  1
  —
  Extreme
  moumcmmooif
  
  Cargo: 93 tons
  Bay 1: Cargol Door
  Bay 2: NA
  Bay 3: NA
  Crew: 15
  Marines: 15
  Marine Points: 15
  Cost: 70,000,000 C-bills (new)
  Revenue/Mission: 500,000 C-bills
  INTRUDER
  The Intruder Glass DropShip supports assault operations, taking the
  place of vulnerable transports in situations where weaponry becomes
  more important than payload. The craft can function on the ground or
  in space, but its spheroid design limits its ability to maneuver in
  atmosphere.
  Type: Military Spheroid
  Use: Assault ship
  Tech: Standard
  Introduced: 2655
  Fuel: 300 tons (1,800)
  Tons/Burn-day: 1.84
  Safe Thrust: 4
  Maximum Thrust: 6
  HeatSinks: 113
  Weapons
  Are
  Nose
  Nose
  Nose
  Nose
  FL
  FL
  FL
  FR
  FR
  FR
  AL
  AL
  AL
  AL
  AR
  AR
  AR
  AR
  Aft
  Aft
  Type
  PPC
  LRM
  AC
  Laser
  PPC
  LRM
  Laser
  PPC
  LRM
  Laser
  PPC
  AC
  SRM
  Laser
  PPC
  AC
  SRM
  Laser
  LRM
  Laser
  Heat
  10
  6
  1
  6
  10
  6
  14
  10
  6
  14
  20
  4
  8
  12
  20
  4
  8
  12
  6
  22
  Range Values
  S
  1
  1
  1
  1
  1
  1
  2
  1
  1
  2
  2
  2
  2
  2
  2
  2
  2
  2
  1
  3
  M
  1
  1
  1
  —
  1
  1
  1
  1
  1
  1
  2
  2
  —
  —
  2
  2
  —
  —
  1
  2
  Mäss: 3,000 tons
  Dimensions:
  Length: 69 meters
  Width: 69 meters
  Height: 61.5 meters
  Armor:
  Före: 36
  Slde: 34
  Aft: 23
  Extreme
  1 
  —
  1 
  —
  Cargo: 725 tons
  Bay 1: Infantry 
  1 Door
  Bay 2: Fighters (2) 
  2 Doors
  Bay 3: Cargo 
  2 Doors
  Crew: 30
  Marines: 90
  Marine Points: 90
  Cost: 200,000,000 C-bills (new)
  Revenue/Mission: 1,000,000 C-bills
  ACHILLES
  Designed specifically to engage targets from space, this lethal DropShip
  can outmaneuver all other DropShips and most heavy fighters. These
  rare craft can prove the decisive factor in a nåväl battle.
  Type: Military Aerodyne
  Use: Assault ship
  Tech: Standard
  Introduced: 2582
  Fuel: 300 tons (1,800)
  Mäss: 4,500 tons
  Dimensions:
  Length: 125 meters
  Width: 37.4 meters
  Height: 23 meters
  Tons/Burn-day: 1
  Safe Thrust: 8
  Maximum Thrust:
  HeatSinks: 124
  Weapons
  Are 
  Type
  Nose 
  PPC
  Nose 
  LRM
  Nose 
  Laser
  LW 
  PPC
  LW 
  AC
  LW 
  LRM
  LW 
  Laser
  RW 
  PPC
  RW 
  AC
  RW 
  LRM
  RW 
  Laser
  AL 
  PPC
  AL 
  AC
  AL 
  Laser
  AR 
  PPC
  AR 
  AC
  AR 
  Laser
  Aft 
  AC
  Aft 
  LRM
  Aft 
  Laser
  Cargo: 250 tons
  Bay 1 : Small Craft
  Bay 2: Fighters (2)
  Bay 3: Cargo
  .84
  : 12
  Armor:
  Före: 29
  Side: 26
  Aft: 17
  Range Values
  Heat
  20
  12
  22
  10
  9
  12
  6
  10
  9
  12
  6
  10
  3
  14
  10
  3
  14
  7
  4
  6
  (2)
  S
  2
  2
  3
  1
  3
  2
  1
  1
  3
  2
  1
  1
  1
  2
  1
  1
  2
  2
  1
  1
  1 Door
  1 Door
  1 Door
  M
  2
  2
  2
  1
  1
  2
  —
  1
  1
  2
  —
  1
  1
  1
  1
  1
  1
  1
  1
  —
  L
  —
  2
  —
  —
  —
  2
  —
  —
  —
  2
  —
  —
  —
  —
  —
  —
  —
  1
  1
  —
  Extreme
  Crew: 30
  Marines: 30
  Marine Points: 30
  Cost: 350,000,000 C-bills (new)
  Revenue/Mission: 750,000 C-bills
  Notes: May not operate in atmosphere.
  »OUJtCVBOOJC
  
  FORTRESS
  The FortressClass DropShip's lethal weapons and massive armor give
  it a well deserved reputation for deadliness. However, its considerable
  offensive power also makes it a prime target for enemy forces. As the
  Fortress becomes increasingly scarce, the Inner Sphere militaries
  reserve it for battlefield situations where it has strong support from
  other vessels.
  Type: Military Spheroid
  Use: Assault ship
  Tech: Standard
  lntroduced:2613
  Mäss: 6,000 tons
  Dimensions:
  Length: 112 meters
  Width: 112 meters
  Height: 94 meters
  Fuel: 400 tons (2,000)
  Tons/Burn-day: 1.84
  Safe Thrust: 3
  Maximum Thrust: 5
  Heat Slnks: 131
  Weapons
  Are
  Nose
  Nose
  Nose
  FL
  FL
  FL
  FR
  FR
  FR
  AL
  AL
  AL
  AL
  AL
  AR
  AR
  AR
  AR
  AR
  Aft
  Aft
  Type
  PPC
  AC
  Laser
  PPC
  LRM
  Laser
  PPC
  LRM
  Laser
  PPC
  AC
  LRM
  SRM
  Laser
  PPC
  AC
  LRM
  SRM
  Laser
  AC
  Laser
  Heat
  20
  2
  22
  10
  12
  25
  10
  12
  25
  10
  8
  8
  8
  6
  10
  8
  8
  8
  6
  1
  22
  Armor:
  Före: 22
  Side: 21
  Aft: 15
  Range Values
  S
  2
  1
  3
  1
  2
  4
  1
  2
  4
  1
  3
  1
  2
  1
  1
  3
  1
  2
  1
  1
  3
  M
  2
  1
  2
  1
  2
  2
  1
  2
  2
  1
  1
  1
  —
  —
  1
  1
  1
  —
  —
  1
  2
  L
  —
  —
  —
  —
  2
  —
  —
  2
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Extreme
  Cargo: 175 tons
  Bay 1: 'Mechs (12) 
  1 Door
  Bay 2: Vehicles(12 Heavy) 
  2 Doors
  Bay 3: Cargo 
  2 Doors
  Crew: 42
  Troops: 135 + 24
  Marine Points: 15
  Cost: 800,000,000 C-bills (new)
  Revenue/Mission: 4,000,000 C-bills
  Notes: Equipped with a Long Tom cannon for use when grounded.
  LEOPARD CV
  This carrier version of the Leopard Class DropShip is the Inner
  Sphere's most common Aerospace transport. Save for minor varia-
  tions in shape to accomodate its different payload, the Leopard CV
  strongly resembles its 'Mech-transporting sister ship. Primarily used to
  screen the main fleet from enemy crafl, these vessels rarely operate
  alone. Each Leopard Cl/carries a squadron of fighters.
  Type: Military Aerodyne
  Use: Fighter carrier
  Tech: Standard
  Introduced: 2581
  Fuel: 123 tons (1,230)
  Mäss: 1,720 tons
  Dimensions:
  Length: 70.2 meters
  Width: 53 meters
  Height: 19.8 meters
  Tons/Burn-day: 1.
  Safe Thrust: 4
  Maximum Thrust:
  84
  6
  Armor:
  Före
  Side
  : 14
  : 13
  Att: 10
  Heat Sinks: 80
  Weapons
  Are 
  Type
  Nose 
  PPC
  Nose 
  LRM
  Nose 
  Laser
  LW 
  LRM
  LW 
  Laser
  RW 
  LRM
  RW 
  Laser
  Aft 
  Laser
  Cargo: See Notes
  Bay 1 : Fighters (2)
  Bay 2: Fighters (2)
  Bay 3: Fighters (2)
  Crew: 9
  Passengers: 12
  Marine Points: 4
  Heat
  20
  6
  9
  6
  19
  6
  19
  14
  2 Doors
  2 Doors
  2 Doors
  S
  2
  1
  2
  1
  2
  1
  2
  2
  Range Values
  M
  2
  1
  —
  1
  2
  1
  2
  1
  L
  —
  1
  —
  1
  —
  1
  —
  —
  Extreme
  Cost: 60,000,000 C-bills (new)
  Revenue/Mission: 60,000 C-bills
  Notes: Each fighter cubicle removed will provide 150 tons of cårgo
  space.
  VENGEANCE
  The largest Inner Sphere fighter carrier everbuilt, the VengeanceClass
  DropShip ranks among the deadliest craft used by the Successor
  States. It carries förty fighters, virtually guaranteeing aerospace supe-
  riority in any engagement. Such a huge fighter complement can lay
  waste to most targets in a matter of minutes, including the fearsome
  Clan WarShips. Independent VengeanceC\ass vessels can command
  a fee no less than f ive million C-bills, and f requently the vessePs owner
  can demand whatever figure he chooses.
  »*<» 47
  
  Type: Military Aerodyne
  Use: Fighter carrier
  Tech: Standard
  Introduced: 2782
  Fuel: 500 tons (2,000)
  Mäss: 10,000 tons
  Dimensions:
  Length: 234 meters
  Width: 96 meters
  Height: 20 meters
  Tons/Burn-day: 1 .84
  Safe Thrust: 4
  Maximum Thrust: 6
  HeatSinks: 121
  Weapons
  Are
  Nose
  LW
  RW
  AL
  AL
  AL
  AL
  AR
  AR
  AR
  AR
  Aft
  Att
  Aft
  Type
  Laser
  Laser
  Laser
  PPC
  LRM
  AC
  Laser
  PPC
  LRM
  AC
  Laser
  AC
  LRM
  Laser
  Heat
  14
  14
  14
  10
  12
  1
  20
  10
  12
  1
  20
  1
  4
  6
  Armor:
  Före: 14
  Side: 15
  Aft: 18
  Range Values
  S
  2
  2
  2
  1
  2
  1
  3
  1
  2
  1
  3
  1
  1
  1
  M
  1
  1
  1
  1
  2
  1
  1
  1
  2
  1
  1
  1
  1
  —
  L
  —
  —
  —
  —
  2
  —
  —
  —
  2
  —
  —
  —
  1
  —
  Extreme
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Cargo: 250 tons
  Bay 1: Fighters (20)4 Doors
  Bay 2: Fighters (20)4 Doors
  Bay 3: Cargo 1 Door
  Crew: 9
  Passengers: 100
  Marine Points: 14
  Cost: 350,000,000 C-bills (new)
  Revenue/Mission: 5,000,000+ C-bills
  Notes: May not operate in atmosphere.
  BUCCANEER
  Though originally intended for military use, the Buccaneer design
  never saw active service. By the 31st century the Buccaneer had
  became the Inner Sphere's most common civilian cargo transport.
  Type: Civilian Aerodyne
  Use: Cargo carrier
  Tech: Standard
  Introduced: 2708
  Fuel: 160 tons (960)
  Tons/Burn-day: 2.82
  Safe Thrust: 3
  Maximum Thrust: 5
  Heat Slnks: 58
  Mäss: 3,500 tons
  Dimensions:
  Length: 136.5 meters
  Wldth: 127.5 meters
  Hefght: 30 meters
  Armor:
  Före: 7
  Side: 6
  Aft: 5
  Weapons
  ArcType
  Nose
  Nose
  LW
  RW
  Aft
  Heat
  Laser
  LRM
  Laser
  Laser
  Laser
  Range Values
  S 
  M
  8 
  1
  2
  6
  6
  6
  1
  1
  1
  1
  L
  1
  1
  —
  —
  —
  Extreme
  1
  —
  —
  —
  Cargo: 2,562 tons
  Bay 1: Cargo2 Doors
  Bay 2: NA
  Bay 3: NA
  Crew: 12
  Passengers: O
  Marine Points: 2
  Cost: 100,000,000 C-bills (new)
  Revenue/Mission: 256,000 C-bills
  MULE
  First constructed during the heyday of the Står League, the large Mule
  Class DropShip remains a widely used civilian vessel within the
  Successor States. Populär even among the Clans, it enjoys frequent
  use by their merchant caste.
  Type: Civilian Spheroid
  Use: Cargo carrier
  Tech: Standard
  Introduced: 2737
  Fuel: 319 tons (1,276)
  Tons/Burn-day: 4.22
  Safe Thrust: 3
  Maximum Thrust: 5
  Mäss: 11,200 tons
  Dimensions:
  Length: 158 meters
  Width: 158 meters
  Height: 100.4 meters
  Armor:
  Före: 7
  Side: 8
  Aft: 6
  Heat Sinks: 58
  Weapons
  ArcType
  Nose
  Nose
  Nose
  FL
  FL
  FR
  FR
  AL
  AR
  Aft
  Range Values
  Heat
  AC
  Laser
  Point
  SRM
  Laser
  SRM
  Laser
  Laser
  Laser
  Laser
  S
  1
  3
  2
  4
  6
  4
  6
  11
  11
  11
  M
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  L
  1
  —
  —
  —
  —
  —
  —
  1
  1
  1
  Extreme
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Cargo: 8,450 tons
  Bay 1: Cargo2 Doors
  Bay 2: Cargo2 Doors
  Bay 3: NA
  Crew: 20
  Passengers: O
  Marine Points: 4
  Cost: 300,000,000 C-bills (new)
  Revenue/Mission: 854,000 C-bills
  
  MAMMOTH
  The largest DropShips capable of planetary landings, Mammoth Class
  vessels serve as the bulk transports of the Inner Sphere. Among their
  other uses, some Mammoth DropShips act as diatomic hydrogen fuel
  tankers. Most Mammoths belong to governments or large corpora-
  tions; few captains own them independently.
  Type: Civilian Spheroid
  Use: Cargo carrier
  Tech: Standard
  Introduced: 2808
  Fuel: 420 tons (840)
  Mäss: 52,000 tons
  Dimensions:
  Length: 277 meters
  Width: 277 meters
  Height: 170.6 meters
  Tons/Burn-day: 8.37
  Safe Thrust: 3
  Maximum Thrust: 5
  HeatSinks: 153
  Weapons
  Are
  Nose
  AL
  AR
  Aft
  Type
  Laser
  Laser
  Laser
  Point
  Heat
  8
  14
  14
  2
  Armor:
  Före: 8
  Side: 6
  Aft: 5
  Range Values
  S
  1
  2
  2
  1
  M
  1
  1
  1
  —
  L
  —
  —
  —
  —
  Extreme
  Cargo: 40,110 tons
  Bay 1: Small Craft (4)4 Doors
  Bay 2: Cargo3 Doors
  Bay 3: CargoS Doors
  Crew: 35
  Passengers: O
  Marine Points: 7
  Cost: 1,200,000,000 C-bills (new)
  Revenue/Mission: 4,011,000 C-bills
  BEHEMOTH
  The largest DropShip ever constructed, the Behemoth outweighs
  several JumpShip classes. Its massive size prevents it from engaging
  in planetary landings or atmospheric operations, and most DropShip
  captains even consider gravity-well operations risky.
  Cargo: 84,195 tons
  Bay 1: Small Craft (4) 2 Doors
  Bay 2: Cargo 
  10 Doors
  Bay 3: Cargo 
  10 Doors
  Crew: 50
  Passengers: O
  Marine Points: 14
  Cost: 2,000,000,000 C-bills (new)
  Revenue/Mission: 8,400,000 C-bills
  Notes: May not operate in atmosphere.
  MONARCH
  The Monarch Class vessel is one of a handful of DropShips built to
  carry passengers. Although Classed as an aérodyne, the Monarch has
  no wings. Instead, it uses ils fuselage to give it aerodynamic lift.
  Type: Civilian Aérodyne
  Use: Liner
  Tech: Standard
  Introduced: 2759
  Fuel: 112 tons (560)
  Tons/Burn-day: 3.37
  Safe Thrust: 3
  Maximum Thrust: 5
  Heat Sinks: 76
  Weapons: None
  Cargo: 900 tons
  Bay 1: Passengers
  Bay 2: Cargo 
  2 Doors
  Bay 3: NA
  Crew: 34
  Passengers: 266
  Marine Points: 6
  Cost: 200,000,000 C-bills (new)
  Mäss: 5,000 tons
  Dimensions:
  Length: 169 meters
  Width: 104 meters
  Height: 30 meters
  Armor:
  Före: 5
  Side: 4
  Aft: 3
  Type: Civilian Spheroid
  Use: Cargo carrier
  Tech: Standard
  Introduced: 2782
  Fuel: 600 tons (1,200)
  Tons/Burn-day: 8.83
  Safe Thrust: 2
  Maximum Thrust: 3
  HeatSinks: 158
  Weapons
  Are 
  Type 
  Heat
  FL 
  Laser 
  14
  FR 
  Laser 
  14
  AL 
  Laser 
  14
  AR 
  Laser 
  14
  Aft 
  Laser 
  6
  Mäss: 100,000 tons
  Dimensions:
  Length: 200 meters
  Width: 200
  Height: 275 meters
  Armor:
  Före: 5
  Side: 5
  Aft: 6
  Range Values
  S 
  M 
  L 
  Extreme
  2 
  1 
  — 
  —
  2 
  1 
  — 
  —
  2 
  1 
  — 
  —
  2 
  1 
  — 
  —
  1 
  — 
  — 
  —
  Revenue/Mission: 228,000 C-bills
  STÅR LEAGUE DROPSHIPS
  CONFEDERATE 
  j
  The Confederate served as the Står League Defense Force's standard
  BattleMech transport. Many disappeared from the Inner Sphere in the
  Exodus of 2784, but a sizable number remained with the SLDF units 
  {
  who opted to stay. However, the drive system's sophisticated technol- 
  j
  ogy caused numerous maintenance problems that contributed to a 
  l
  steady decline in the number of Confederate vessels. As of 3056, the '
  Inner Sphere militaries between them only field two Confederate
  DropShips. The number used by the Clans remains unknown. 
  J
  ^
  \
  1
  SOUJtCVBOOfC
  
  Type: Military Spheroid
  Use: 'Mech carrier
  Tech: Står League
  Introduced: 2602
  Fuel: 135 tons (2,700)
  Tons/Burn-day: 1.65
  Safe Thrust: 4
  Maximum Thrust: 6
  Heat Sinks: 92
  Weapons
  Are 
  Type 
  Heat 
  S
  Nose 
  Laser 
  22 
  3
  FL 
  Laser 
  39 
  5
  FR 
  Laser 
  39 
  5
  AL 
  Laser 
  25 
  3
  AB; „., 
  Laser 
  25 
  3
  AU 
  Laser 
  22 
  3
  Cargo: 20 tons
  Bay 1 : 'Mechs (2)
  Bay 2: 'Mechs (2)
  Bay 3: 'Mechs (2) or fighters (2)
  Crew: 10
  Passengers: 6
  Marine Points: 4
  Mäss: 1 ,860 tons
  Dimensions:
  Length: 36.4 meters
  Width: 36.4 meters
  Height: 32.6 meters
  Armor:
  Före: 22
  Side: 19
  Att: 13
  Range Values
  M 
  L 
  Extreme
  2 
  — 
  —
  3 
  — 
  —
  3 
  — 
  —
  2 
  — 
  —
  2 
  — 
  —
  o 
  _ 
  _
  2 Doors
  2 Doors
  2 Doors
  Weapons
  Are 
  Type
  Nose 
  AC
  Nose 
  LRM
  Nose 
  Laser
  LW 
  AC
  LW 
  LRM
  LWLaser 
  44
  RW 
  AC
  RW 
  LRM
  RW 
  Laser
  Aft 
  AC
  Aft 
  LRM
  Aft 
  Laser
  Cargo: 35 tons
  Bay 1 : Fighters (6)
  Bay 2: Fighters (6)
  Bay 3: Fighters (6)
  Crew: 38
  Passengers: 22
  Marine Points: 8
  Heat
  21
  18
  80
  14
  6
  5
  14
  6
  44
  7
  6
  12
  Range Values
  S 
  M 
  L
  6 
  — 
  —
  4
  4
  4
  8
  8 
  —
  4 
  — 
  —
  1 
  1 
  1
  3 
  — 
  —
  4 
  — 
  —
  1 
  1 
  1
  5
  3 
  —
  2 
  — 
  —
  1 
  1 
  1
  o 
  _ 
  . _
  2 Doors
  2 Doors
  2 Doors
  Extreme
  —
  —
  —
  —
  —
  _
  —
  —
  —
  —
  —
  GLAN DROPSHIPS
  BROADSWORD
  In oawarJlI fMort^ +Kö Dri-14/-/ &\M/f\rff f^l*ieo hoo rartlo^Ari +K«
  4ri
  / ör^n^fvla^
  TITAN
  Though 2,000tons heavierthan the VengeanceClasscarrier, the Titan
  carries only 18 fighters. However, the vessel more than makes up for
  that deficiency with a huge array of weaponry, outgunning even the
  deadly Achilles Class DropShip. The Titaris massive firepower made
  this class of vessel a prime target during the Succession Wars, and
  none have survived to the present day in the Inner Sphere.
  the favored BattleMech transport. Superficially similar to the older
  Leopard design, the Broadsword boasts superior weaponry, maneu-
  verability, and armored protection, but lacks integral fighter support.
  However, the range of the DropShip's weaponry allows it to keep most
  attacking fighters ät arms1 length.
  Type: Military Aerodyne
  Use: Fighter carrier
  Tech: Står League
  Introduced: 2647
  Fuel: 480 tons (2,880)
  Tons/Burn-day: 1.84
  Safe Thrust: 5
  Maximum Thrust: 8
  Heat Sinks: 185
  Mäss: 12,000 tons
  Dimensions:
  Length: 250 meters
  Width: 162 meters
  Height: 47.2 meters
  Armor:
  Före: 25
  Side: 25
  Att: 26
  Type: Military Aerodyne
  Use: 'Mech carrier
  Tech: Glan
  Introduced: 2979
  Fuel: 123 tons (1,230)
  Mäss: 1,850 tons
  Dimensions:
  Length: 80 meters
  Width: 43 meters
  Height: 23 meters
  Tons/Burn-day: 1 .84
  Safe Thrust: 5
  Maximum Thrust: 8
  Heat Sinks: 158
  Weapons
  Are
  Nose
  Nose
  Nose
  Nose
  Nose
  LW
  LW
  RW
  RW
  Aft
  Aft
  Type
  Laser
  Pulse
  LRM
  PPC
  Point
  LRM
  Pulse
  LRM
  Pulse
  Pulse
  SRM
  Heat
  24
  4
  6
  30
  1
  12
  14
  12
  14
  4
  8
  Armor:
  Före: 19
  Side: 16
  Aft: 12
  Range Values
  S
  2
  1
  2
  3
  1
  3
  2
  3
  2
  1
  2
  M
  2
  1
  2
  3
  —
  3
  2
  3
  2
  1
  2
  L
  2
  —
  2
  3
  —
  3
  —
  3
  —
  —
  —
  Extreme
  2
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  50
  
  Cargo: 25 tons
  Bay 1: 'Mech (2) 
  2 Doors
  Bay 2: 'Mech (2) 
  2 Doors
  Bay 3:'Mech (1) 
  1 Door
  Crew: 5
  Passengers: O
  Marine Points: 13
  CARRIER
  Because the Clan rules of engagement consider DropShips as non-
  combatants, Clan DropShips no longer carry their own fighters. the
  Clans still wished to use fighters in other roles, particularly the often
  small but fierce skirmishes common to Clan trials, but lacked suitably
  sized transports. In 2882, Clan Snow Räven unveiled the CamerClass
  DropShip. Within a century, this design had found its way into the
  fighting arm of every Clan.
  Type: Military Aerodyne
  Use: Fighter carriér
  Tech: Clan
  Introduced: 2882
  Fuel: 337 tons (2,022)
  Tons/Burn-day: 1.84
  Safe Thrust: 5
  Maximum Thrust: 8
  HeatSinks: 152
  Weapons
  Are 
  Type
  Nose 
  SRM
  Nose 
  Point
  Nose 
  Laser
  RW 
  Pulse
  RW 
  Point
  RW 
  Laser
  RW 
  AC
  LW 
  Pulse
  LW 
  Point
  LW 
  Laser
  LW 
  AC
  RW (Att) 
  AC
  RW (Att) 
  Laser
  LW (Att) 
  AC
  LW (Att) 
  Laser
  Aft 
  AC
  Aft 
  Laser
  Heat
  24
  6
  60
  30
  —
  25
  2
  30
  —
  25
  2
  8
  9
  8
  9
  28
  60
  S
  7
  3
  5
  3
  2
  4
  3
  3
  2
  4
  3
  5
  2
  5
  2
  6
  5
  Cargo: 724 tons
  Bay 1: Fighters (5) 2 Doors
  Bay 2: Fighters (5) 2 Doors
  Bay 3: Cargo 
  1 Door
  Crew: 17
  Passengers: 20
  Marirfe Points: 12
  Mäss: 5,000 tons
  Dimensions:
  Length: 170 meters
  Width: 93 meters
  Height: 43 meters
  Armor:
  Före: 18
  Side: 15
  S
  7
  3
  5
  3
  2
  4
  3
  3
  2
  4
  3
  5
  2
  5
  2
  6
  5
  Aft:
  Range Values
  M
  7
  —
  5
  3
  —
  4
  3
  3
  —
  4
  3
  5
  —
  5
  —
  6
  5
  16
  L
  —
  —
  5
  3
  —
  —
  3
  3
  —
  —
  3
  3
  —
  3
  —
  —
  5
  Extreme
  —6
  —6
  55
  —3
  ——
  —5
  —2
  —3
  ——
  —5
  —2
  -4
  —3
  —4
  —3
  —2
  55
  JUMPSHIPS
  SCOUT
  The Scout is the smallest JumpShip widely used in the Inner Sphere.
  Designed for extended independent operations, the Scout has com-
  fortable quarters and a sizable medical bay. To compensate for the lack
  of a grav deck, the Scoutproduces its gravity through the acceleration
  method, also known as gravity maneuvering.
  Mäss: 79,000 tons
  Length: 273 meters
  Sail Diameter: 890 meters
  Armor:
  Före: 6
  Fore-Side: 6
  Aft-Side: 5
  Att: 4
  Tech: Standard
  lntroduced:2712
  Fuel:46tons(184)
  Tons/Burn-day: 9.77
  Station-keeping Thrust:
  0.2G (0.4 Thrust)
  Sail Integrity: 3
  KF Drive Integrity: 3
  HeatSinks: 158
  Weapons: None
  Cargo: 450 tons
  Bay 1: Cargo 
  1 Door
  Bay 2: Small Craft (1) 
  1 Door
  Bay 3: NA
  DropShip Capacity: O
  Grav Deck: None
  Crew: 181
  Passengers: O
  Marine Points: 6
  Cost: 300,000,000 C-bills
  HUNTER
  Developed by Clan Ghost Bear, the Munter is a scout JumpShip
  designed to seek out enemy fleets and to explore new står systems.
  The original design did not incorporate a lithium-fusion battery, seri-
  ously impairing its usefulness. In the mid-30th century, the Glans
  upgraded most of these vessels to carry the advanced lithium-fusion
  system, distributing the few remaining unmodified craft to freebirth
  units. The fleet belonging to the mercenary unit Wolfs Dragoons
  contains several Hunters, which may or may not be the upgraded
  versions.
  Tech: Clan
  Introduced: 2832
  Fuel: 400 tons (800)
  Tons/Burn-day: 9.77
  Station-keeping Thrust:
  0.1 G (0.2 Thrust)
  Sail Integrity: 3
  KF Drive Integrity: 3
  HeatSinks: 186
  Mäss: 95,000 tons
  Length: 302 meters
  Sail Diameter: 852 meters
  Armor:
  Före: 8
  Fore-Side: 6
  Aft-Side: 6
  Aft:8
  51
  
  Weapons 
  Range Values
  Are 
  Type 
  Heat 
  S 
  M 
  L 
  Extreme
  Nose 
  Pulse 
  10 
  1 
  1 
  1 
  —
  Nose 
  S R M 
  3
  1 
  1 
  — 
  —
  Nose 
  Point 
  1
  1 
  — 
  — 
  —
  FL 
  Pulse 
  20 
  2 
  2 
  2 
  —
  FR 
  Pulse 
  20 
  2 
  2 
  2 
  —
  A L 
  S R M 
  6
  2 
  2 
  — 
  —
  A R 
  S R M 
  6
  2 
  2 
  — 
  —
  Cargo: 1,021 tons
  Bay 1 : Cargo 
  1 Door
  Bay 2: NA
  Bay 3: NA
  DropShip Capacity: 1
  Grav Deck: None
  Crew: 10
  Passengers: 10
  Marine Points: 8
  Cost: NA
  Notes: Clan reconnaissance vessel. Usually carriesa K1 C DropShuttle
  or a DropShip for planetary landings.
  MERCHANT
  As its name implies, this vessel has become the mainstay of trader
  fleets throughout known space. The current incarnation of this vener-
  able design carries half the crew of the original, having converted a
  large section of the old crew quarters into a cargo hold.
  Tech: Standard 
  Mäss: 120,000 tons
  Introduced: 2503 
  Length: 320 meters
  Sail Diameter: 950 meters
  Fuel: 85 tons (85)
  Tons/Burn-day: 19.75 
  Armor:
  Station-keeping Thrust: 
  Före: 4
  0. 1 G (0.2 Thrust) 
  Fore-Side: 5
  Aft-Side: 4
  Sail Integrity: 3 
  Att: 4
  INVADER
  The most common JumpShip in both the Successor States and the
  Clan occupation zones, the /nvacteraccounts for slightly möre than 45
  percent of all registered JumpShips. Designed to carry three DropShips,
  vessels of this class engage in civilian and military operations, though
  state armies and mercenaries between them use roughly 70 percent
  of the existing Invaders.
  Tech: Standard 
  Mäss: 1 52,000 tons
  Introduced: 2631 
  Length: 505 meters
  Sail Diameter: 1 ,024 meters
  Fuel: 50 tons (50)
  Tons/Burn-day: 19.76 
  Armor:
  Station-keeping Thrust: 
  Före: 7
  0.1 G (0.2 Thrust) 
  Fore-Side: 7
  Aft-Side: 6 
  J
  Sail Integrity: 4 
  Att: 5 
  1
  KF Drive Integrity: 4 
  \
  Heat Sinks: 116
  Weapons 
  Range Values
  Are 
  Type 
  Heat 
  S 
  M 
  L 
  Extreme
  LF 
  PPC 
  10 
  1 
  1 
  — 
  —
  RF 
  PPC 
  10 
  1 
  1 
  — 
  —
  Alternate Configuration
  L F 
  Laser 
  8
  1 
  1 
  — 
  —
  R F 
  Laser 
  8
  1 
  1 
  — 
  —
  Cargo: 1 ,000 tons
  Bay 1 : Cargo 
  1 Door
  Bay 2: Small Craft (2) 
  2 Doors
  Bay 3: NA
  DropShip Capacity: 3
  Grav Deck: 1 (65-meter diameter)
  Crew: 24
  Passengers: 0
  Marine Points: 9
  Cost: 500,000,000 C-bills
  KF Drive Integrity: 3
  Heat Sinks: 98
  Weapons: None
  Cargo: 600 tons
  Bay 1: Cargo 
  3 Doors
  Bay 2: Small Craft (2) 
  1 Door
  Bay 3: NA
  DropShip Capacity: 2
  Grav Deck: 1 (40-meter diameter)
  Crew: 20
  Passengers: O
  Marine Points: 7
  Cost: 400,000,000 C-bills
  STÅR LORD
  The massive Sfär Lord JumpShip serves almost exclusively as a
  military vessel. Compared to the tiny quarters aboard most JumpShips
  or the six DropShips it carries, the Sfär Lord has luxurious living space.
  In addition to its crew quarters, the Sfär Lord carries an additional 50
  large, comfortable staterooms to allow DropShip crews a respite from
  their cramped facilities.
  Tech: Standard
  Introduced: 2590
  Fuel: 100 tons (50)
  Tons/Burn-day: 39.52
  Station-keeping Thrust:
  0.1 G (0.2 Thrust)
  Sail Integrity: 4
  KF Drive Integrity: 5
  Mäss: 274,000 tons
  Length: 660 meters
  Sail Diameter: 1,140
  meters
  Armor:
  Nose: 6
  Fore-Side: 6
  Aft-Side: 5
  Att: 4
  52
  SOWMCVBOOfC
  
  Heat Sinks: 130
  Weapons: None
  Cargo: 3,000 tons
  Bay1:Cargo 
  1 Door
  Bay 2: Small Craft (4) 
  2 Doors
  Bay 3: NA
  DropShip Capacity: 6
  GravDeck: 1 (11 O-meter diameter)
  Crew: 30
  Passengers: 50
  Marine Points: 12
  Cost: 750,000,000 C-bills
  MONOLITH
  The largest craft used by Successor State militaries, Monolith Glass
  JumpShips are second in size only to Glan WarShips and similar
  vessels under construction in the Inner Sphere. Despite the Monolith/s
  relative rarity, Inner Sphere shipyards have continued to construct
  large numbers of spare parts, enabling this class of JumpShip to
  remain in service far longer than other JumpShips.
  Mäss: 380,000 tons
  Length: 750 meters
  Sail Diameter: 1,270
  meters
  Armor:
  Före: 11
  Fore-Side: 10
  Aft-Side: 11
  Aft:8
  Tech: Standard
  Introduced: 2776
  Fuel: 60 tons (30)
  Tons/Burn-day: 39.53
  Station-keeping Thrust:
  0.1G(0.2Thrust)
  Sail Integrity: 5
  KF Drive Integrity: 7
  Heat Sinks: 137
  Weapons: None
  Cargo: 7,000 tons
  Bay 1: Cargo 
  1 Door
  Bay 2: Small Craft (6) 
  2 Doors
  Bay 3: NA
  DropShip Capacity: 9
  Grav Deck: 2 (both 105-meter diameter)
  Crew: 30
  Passengers: O
  Marine Points: 12
  Cost: 1,000,000,000 C-bills
  WARSHIPS
  Note: FTR = capable of opposing fighters and small craft. Each class
  of WarShip has a Clan version, equipped with the lithium-f usion battery
  system. Because Clan WarShips deploy battle-suited elementals as
  marines,. multiply each Clan vessel's Marine Points by 5. Other
  differences between Clan and Inner Sphere WarShips are noted in the
  accompanying text.
  BUG-EYE
  The Står League Defense Force developed the Bug-Eye as a recon-
  naissance vessel, using techniques eventually löst to the ravages of
  war. Smaller than many DropShips, Bug-Eye vessels could easily
  blend with civilian DropShip traffic. All the WarShips of this class either
  succumbed in battle during the Amaris Coup or joined General
  Kerensky's Exodus from the Inner Sphere. Though the Clans possess
  Bug-Eye WarShips, their style of honorable warfare does not permrt
  them to use surveillance vessels. The Clans appear to have included
  no Bug-Eyes in the invasion fleet.
  Tech: Står League
  Introduced: 2620
  Number in Class: 170 (estimated)
  Fuel: 95 tons (1,520)
  Tons/Burn-day: 2.82
  Safe Thrust: 5
  Maximum Thrust: 8
  Sail Integrity: 3
  KF Drive Integrity: 2
  Mäss: 6,100 tons
  Length: 129 meters
  Sail Diameter: 86 meters
  Armor:
  Före: 32
  Fore-Side: 28
  Aft-Side: 28
  Att: 22
  M 
  L Extreme 
  FTR
  1 
  — 
  — 
  Y
  1 
  — 
  — 
  Y
  1 
  — 
  — 
  Y
  Heat Sinks: 65
  Weapons 
  Range Values
  Are 
  Type 
  Heat 
  S
  Nose 
  PPC 
  10 
  1
  LW 
  Laser 
  8 
  1
  RW 
  Laser 
  8 
  1
  Aft 
  AC 
  7 
  2 
  — 
  — 
  — 
  Y
  Cargo: 10 tons
  Bay 1: Cargo 
  1 Door
  Bay 2: NA
  Bay 3: NA
  DropShip Capacity: O
  Grav Deck: None.
  Crew: 20
  Passengers: O
  Marine Points: 7
  Cost: NA
  Notes: Surveillance vessel. Jumpsail is detachable.
  VINCENT (CORVETTE)
  Like most other corvettes, the Vincent Class serves as a patrol vessel
  and can outfight most pirate craft. Many of the Står League's 500
  Vincents were destroyed in the campaign to liberate Terra from Amaris
  forces, but a number disappeared in the Exodus. They have since
  tumed up in the Clan invasion fleet.
  Tech: Står League
  Introduced: 2432
  Number in Class: 530
  Fuel: 2,000 tons (1,000)
  Mäss: 412,000 tons
  Length: 402 meters
  Sail Diameter: 1,005
  meters
  53
  
  Tons/Burn-day: 39.52
  Safe Thrust: 4
  Maximum Thrust: 6
  Satt Integrity: 3
  KFDrivelntegrity: 10
  Heat Sinks: 490
  Weapons
  Are 
  Type 
  Heat
  Nose 
  Bcuda 
  20
  FL 
  Laser 
  16
  FL 
  NAC 
  30
  FR 
  Laser 
  16
  FR 
  NAC 
  30
  LBS 
  Laser 
  16
  LBS 
  NAC 
  30
  RBS 
  Laser 
  16
  RBS 
  NAC 
  30
  Cargo: 2,000 tons
  Bay 1 : Cargo
  Bay 2: Fighters (6)
  Bay 3: Small Craft
  DropShip Capacity: 0
  S
  2
  2
  1—
  2
  1—
  2
  1—
  2
  1—
  (4)
  Armor:
  Före: 16
  Fore-Side: 19
  Aft-Side: 19
  Aft:16
  Range Values
  M 
  L 
  Extreme FTR
  2
  2 
  2 
  Y
  o 
  _ 
  _
  1 — 
  1 — 
  —
  2 
  — 
  —
  1— 
  1— 
  —
  2 
  — 
  —
  •| _ 
  •] _ 
  _
  2 
  — 
  —
  1— 
  1— 
  —
  1 Door
  1 Door
  1 Door
  Weapons
  Are 
  Type 
  Heat
  Nose 
  NAC 
  120
  FL 
  NAC 
  180
  FL 
  Bcuda 
  10
  FR 
  NAC 
  180
  FR 
  Bcuda 
  10
  LBS 
  NLas 
  104
  LBS 
  NPPC 
  270
  RBS 
  NLas 
  104
  RBS 
  NPPC 
  270
  AL 
  NLas 
  104
  AL 
  NPPC 
  270
  AR 
  NLas 
  104
  AR 
  NPPC 
  270
  Aft 
  NAC 
  120
  Aft 
  NAC 
  120
  Aft 
  Bcuda 
  10
  Cargo: 3,200 tons
  Bay 1 : Cargo
  Bay 2: Fighters (6)
  Bay 3: Small Craft (4)
  DropShip Capacity: 0
  Range Values
  S
  40
  60
  2
  60
  2
  7
  18
  7
  18
  7
  18
  7
  18
  40
  40
  2
  M
  40
  60
  2
  60
  2
  7
  18
  7
  18
  7
  18
  7
  18
  40
  40
  2
  1 Door
  1 Door
  1 Door
  L
  40
  60
  2
  60
  2
  7
  18
  7
  18
  7
  18
  7
  18
  40
  40
  2
  Extreme
  —
  —
  2
  —
  2
  —
  18
  —
  18
  —
  18
  —
  18
  —
  —
  2
  FTR
  Y
  Y
  Y
  Grav Deck: 1 (55-meter diameter)
  Grav Deck: 1 (60-meter diameter)
  Crew: 113
  Passengers: O
  Marine Points: 40
  Availability: NA
  Notes: Jumpsail is detachable.
  ESSEX (DESTROYER)
  The f irst destroyers to bearthe Essexname saw service with the Terran
  Hegemony, giving way to the Står League EssexClass destroyers in
  that empire's heyday. During the Reunification War of the late 26th
  century and the Periphery rebellion on New Vandenburg in 2765, this
  swift WarShip often served in the thick of the action. After the New
  Vandenburg revolt, many EssexClass vessels provided SLDF garri-
  sons with their only link to the Inner Sphere. Currently, vessels of this
  class serve in the Steel Viper and Smoke Jaguar fleets.
  Crew: 208
  Passengers: 20
  Marine Points: 70
  Cost: NA
  Notes: Fighters may use small-craft bay door.
  LOLA III (DESTROYER)
  Among the most heavily armed and armored destroyers, the relatively
  inexpensive Lo/a Class WarShip was constructed in great numbers.
  They served as picket ships in the navy of the Terran Hegemony and
  as escorts in various Periphery conflicts during the Står League era. A
  large number survived the campaign to liberate Terra, and ultimately
  left the Inner Sphere in the Exodus of 2784. All Clans save Wolf and
  Nova Cat include these huge vessels in their fleets.
  Tech: Står League
  Introduced: 2711
  Number in Class: 300
  Fuel: 1,200 tons (600)
  Tons/Burn-day: 39.52
  Safe Thrust: 3
  Maximum Thrust: 5
  Sail Integrity: 4
  KFDrivelntegrity: 15
  Heat Sinks: 1,492
  Mäss: 612,000 tons
  Length: 615 meters
  Sail Diameter: 1,120
  meters
  Armor:
  Före: 37
  Fore-Side: 37
  Aft-Side: 37
  Aft: 35
  Tech: Står League
  Introduced: 2662
  Number in Class: 470
  Fuel: 1,200 tons (600)
  Tons/Burn-day: 39.52
  Safe Thrust: 4
  Maximum Thrust: 6
  Sail Integrity: 5
  KF Drive Integrity: 20
  Heat Sinks: 1,485
  Mäss: 678,000 tons
  Length: 653 meters
  Sail Diameter: 1,100
  meters
  Armor:
  Före: 48
  Fore-Side: 48
  Aft-Side: 48
  Aft: 48
  54
  
  Weapons 
  Range Values
  ArcType 
  Heat 
  S
  Nose 
  Nias 
  170
  FL 
  Nias 
  255
  FLShark 
  15 
  3
  FR 
  Nias 
  255
  FRShark 
  15 
  3
  LBS 
  NAC 
  120
  LBS 
  NLas 
  70
  LBSBcuda 20 
  4
  RBS 
  NAC 
  120
  RBS 
  NLas 
  70
  RBSBcuda 20 
  4
  AL 
  NAC 
  120
  AL 
  NLas 
  70
  AR 
  NAC 
  120
  AR 
  NLas 
  70
  Aft 
  NLas 
  340
  AftBcuda 
  10 
  2
  Cargo: 4, 100 tons
  Bay 1 : Cargo
  Bay 2: Fighters (6)
  Bay 3: Small Craft (4)
  DropShip Capaclty: 0
  Grav Deck: None.
  Crew: 154
  Passengers: 5
  Marine Points: 50
  M
  11
  17
  3
  17
  3
  40
  5
  4
  40
  5
  4
  40
  5
  40
  5
  22
  2
  1 Door
  1 Door
  1 Door
  L
  11
  17
  3
  17
  3
  40
  5
  4
  40
  5
  4
  40
  5
  40
  5
  22
  2
  Extreme
  11
  17
  3
  17
  3
  40
  5
  4
  40
  5
  4
  40
  5
  40
  5
  22
  2
  FTR
  11
  17
  Y
  17
  Y
  —
  5
  Y
  —
  5
  Y
  —
  5
  —
  5
  22
  Y
  Weapons
  ArcType
  Nose
  FL
  FLShark
  FR
  FRShark
  LBS
  LBS
  LBS
  LBS
  LBS
  LBSBcuda
  RBS
  RBS
  RBS
  RBS
  RBS
  RBSBcuda
  AL
  AL
  AL
  ALBcuda
  AR
  AR
  AR
  ARBcuda
  Aft
  Aft
  Aft
  AftShark
  Range Values
  Heat
  NAC
  NAC
  45
  NAC
  45
  NAC
  NAC
  NAC
  NAC
  NLas
  10
  NAC
  NAC
  NAC
  NAC
  NLas
  10
  NAC
  NAC
  NLas
  10
  NAC
  NAC
  NLas
  10
  NAC
  NAC
  NLas
  30
  S
  240
  240
  9
  240
  9
  240
  240
  180
  180
  255
  2
  240
  240
  180
  180
  255
  2
  180
  180
  255
  2
  180
  180
  255
  2
  240
  240
  280
  6
  M
  70
  70
  9
  70
  9
  70
  70
  60
  60
  17
  2
  70
  70
  60
  60
  17
  2
  60
  60
  17
  2
  60
  60
  17
  2
  70
  70
  18
  6
  L
  70
  70
  9
  70
  9
  70
  70
  60
  60
  17
  2
  70
  70
  60
  60
  17
  2
  60
  60
  17
  2
  60
  60
  17
  2
  70
  70
  18
  6
  Extreme
  —
  —
  9
  —
  9
  —
  —
  60
  60
  17
  2
  —
  —
  60
  60
  17
  2
  60
  60
  17
  2
  60
  60
  17
  2
  —
  —
  18
  6
  FTR
  —
  —
  Y
  —
  Y
  —
  —
  —
  —
  17
  Y
  —
  —
  —
  —
  17
  Y
  —
  —
  17
  Y
  —
  —
  17
  Y
  —
  —
  18
  Y
  Cost: NA
  Notes: Fighters may use small-craft bay door.
  AEGIS (HEAVY CRUISER)
  An old design even when the sainted Cameron family formed the Står
  League, the first Aegis Glass cruiser saw service in 2372. These
  vessels served until 2531, when Inner Sphere navies phased them out
  in favör of the AvatarC\ass cruiser. Mothballed rather than scrapped,
  the retired vessels orbited between Terra and Mars. When the
  Reunification War placed too great a strain on the navy of the nascent
  SLDF, the Står League's First Lord lan Cameron ordered the Aegis
  cruisers ref i tt ed. Surprisingly, many Aegis Class vessels survived the
  fall of the Står League and departed with General Kerensky. Currently,
  most of these vessels serve with Glan Jade Falcon.
  Tech: Står League
  Introduced: 2372*
  Number in Class:
  106 (70 refitted for the SLDF)
  Fuel: 1,000 tons (500)
  Tons/Burn-day: 39.52
  Safe Thrust: 2
  Maximum Thrust: 3
  Sail Integrity: 5
  KF Drive Integrity: 20
  Heat Slnks: 4,092
  Mäss: 745,000 tons
  Length: 725 meters
  Sail Diameter: 1,308
  meters
  Armor:
  Före: 91
  Fore-Side: 101
  Aft-Side: 101
  Aft: 91
  Cargo: 11,600 tons
  Bay 1: Cargo 
  1 Door
  Bay 2: Fighters (6) 
  1 Door
  Bay 3: Small Craft (4) 1 Door
  DropShip Capacity: 4
  Grav Deck: 2 (Both 90-meter diameter)
  Crew: 180
  Passengers: 35
  Marine Points: 60
  Cost: NA
  Notes: Fighters may use small-craft bay door.
  'Originally designed in 2372, all were refitted in 2582. Has lithium-
  fusion battery system.
  CONGRESS (FRIGATE)
  Designed as convoy escorts and reconnaissance craft, Congress
  Class frigates are capable of extended operations. Despite the maxi-
  mum use of every cubic centimeter of a Congress Class ship, the
  vessels are surprisingly comfortable and easy to maintain. Their lack
  of fighter support is their sole weakness, easily remedied by the fighter
  complements of the DropShips they carry. Congress Class vessels
  have appeared in the Glan fleet, and the frigate F/re Rose has seen
  action against Inner Sphere forces. The infamous Red Corsair's band
  used Congressfrigates against the Inner Sphere duringtheirsupposed
  JLcm 
  SS
  
  pirate campaign. The Glans continue to claim that the renegade group
  came from the so-called bandit caste.
  Tech: Står League
  Introduced: 2542
  Number in Class: 200
  Fuel: 2,000 tons (1,000)
  Tons/Burn-day: 39.52
  Safe Thrust: 3
  Maximum Thrust: 5
  Sail Integrity: 5
  KF Drive Integrity: 20
  Mäss: 760,000 tons
  Length: 703 meters
  Sail Diameter: 1,207
  meters
  Armor:
  Före: 72
  Fore-Side: 72
  Aft-Side: 72
  Aft:75
  Heat Sinks: 1,208
  Weapons
  ArcType 
  Heat 
  S
  NoseWhale 20 
  4
  R. --- 
  NAC 
  200
  >R 
  NAC 
  200
  LBS 
  NAC 
  60
  LBSLaser 
  16 
  1
  LBSShark 
  15 
  3
  RBS 
  NAC 
  60
  RBSLaser 
  16 
  1
  RBSShark 
  15 
  3
  AL 
  NAC 
  60
  AL 
  NAC 
  100
  ALLaser 
  16 
  1
  AR 
  NAC 
  60
  AR 
  NAC 
  100
  ARLaser 
  16 
  1
  Aft 
  NAC 
  200
  Range Values
  M
  4
  60
  60
  20
  1
  3
  20
  1
  3
  20
  30
  1
  20
  30
  1
  60
  L
  4
  60
  60
  20
  3
  20
  3
  20
  30
  20
  30
  60
  Extreme
  4
  60
  60
  20
  3
  20
  3
  20
  30
  FTR
  Y
  Y
  Y
  Y
  Y
  — 
  Y
  20 
  —
  30 
  —
  — 
  Y
  60 
  —
  Cargo: 23,150 tons
  -'._ 
  Bay 1: Cargo 
  1 Door
  Bay 2: Fighters (6) 
  1 Door
  Bay 3: Small Craft (4) 
  1 Door
  DropShip Capacity: 2
  Grav Deck: 1 (90-meter diameter)
  Crew: 256
  Passengers: 55
  Marine Points: 85
  Cost: NA
  BLACK LION (BATTLECRUISER)
  Imposing in appearance, the Black Lion Class WarShip often formed
  the core of a Står League battle group. They also engaged in indepen-
  dent operations, frequently as convoy escorts where their massive
  armor and armament made them formidable protectors. Vulnerable to
  fighter attack like most WarShips, many BlackLions did not survive the
  various wars in the Periphery. By 2784, less than a dozen Black Lion
  WarShips remained to accompany the Exodus fleet.
  Tech: Står League
  Introduced: 2691
  Number in Class: 62
  Fuel: 1,000 tons (500)
  Tons/Burn-day: 39.52
  Safe Thrust: 3
  Mäss: 802,000 tons
  Length: 772 meters
  Sail Diameter: 1,433
  meters
  Maximum Thrust: 5
  Sail Integrity: 5
  KF Drive Integrity: 20
  Heat Sinks: 3,675
  Weapons
  Are 
  Type 
  Heat
  Nose 
  NAC 
  200
  Nose 
  NAC 
  200
  FL 
  Shark 
  60
  FL 
  Bcuda 
  1 0
  FL 
  NAC 
  200
  FL 
  NAC 
  200
  FR 
  Shark 
  60
  FR 
  Bcuda 
  10
  FR 
  NAC 
  200
  FR 
  NAC 
  200
  LBS 
  NAC 
  180
  LBS 
  NAC 
  180
  LBS 
  NAC 
  120
  LBS 
  Bcuda 
  10
  RBS 
  NAC 
  180
  RBS 
  NAC 
  180
  RBS 
  NAC 
  120
  RBS 
  Bcuda 
  10
  AL 
  NAC 
  180
  AL 
  NAC 
  180
  AL 
  NAC 
  120
  AL 
  Bcuda 
  10
  AR 
  NAC 
  180
  AR 
  NAC 
  180
  AR 
  NAC 
  120
  AR 
  Bcuda 
  10
  Aft 
  NAC 
  200
  Aft 
  NAC 
  200
  Aft 
  NAC 
  200
  Cargo: 11,315 tons
  Bay 1 : Cargo
  Bay 2: Fighters (18)
  Bay 3: Small Craft (10)
  Armor:
  Före: 151
  Fore-Side: 168
  Aft-Side: 168
  Aft: 151
  Range Values
  S
  60
  60
  12
  2
  60
  60
  12
  2
  60
  60
  60
  60
  40
  2
  60
  60
  40
  2
  60
  60
  40
  2
  60
  60
  40
  2
  60
  60
  60
  M
  60
  60
  12
  2
  60
  60
  12
  2
  60
  60
  60
  60
  40
  2
  60
  60
  40
  2
  60
  60
  40
  2
  60
  60
  40
  2
  60
  60
  60
  1 Door
  4 Doors
  2 Doors
  L
  60
  60
  12
  2
  60
  60
  12
  2
  60
  60
  60
  60
  40
  2
  60
  60
  40
  2
  60
  60
  40
  2
  60
  60
  40
  2
  60
  60
  60
  Extreme
  —
  —
  12
  2
  —
  —
  12
  2
  —
  —
  —
  —
  —
  2
  —
  —
  —
  2
  —
  —
  —
  2
  —
  —
  —
  2
  —
  —
  —
  FTR
  Y
  Y
  Y
  Y
  Y
  Y
  Y
  Y
  DropShip Capacity: 4
  Grav Deck: 2 (65- and 85-meter diameters)
  Crew: 208
  Passengers: 38
  Marine Points: 70
  Cost: NA
  56
  souitemmooK
  
  SOVETSKII SOYUZ (HEAVY CRUISER)
  Many officers consider the Sovetskii Soyuz a battlecruiser because of
  its devastating weapons array. Its armor protection remains relatively
  light, but this weakness does not appear to trouble most commanders.
  Tech: Står League
  Introduced: 2742
  Number in Class: 400
  Fuel: 1,400 tons (700)
  Tons/Burn-day: 39.52
  Safe Thrust: 2
  Mäss: 823,000 tons
  Length: 803 meters
  Sail Diameter: 1,250
  meters
  Tech: Står League
  Introduced: 2668
  Number in Class: 40
  Fuel: 1,000 tons (500)
  Tons/Burn-day: 39.52
  Safe Thrust: 2
  Maximum Thrust: 3
  Sail Integrity: 5
  KF Drive Integrity: 20
  Mäss: 859,000 tons
  Length: 839 meters
  Sail Diameter: 1,450
  meters
  Armor:
  Före: 120
  Fore-Side: 128
  Aft-Side: 128
  Aft: 118
  Maximum Thrust: 3 
  Armor:
  Före: 74
  Sail Integrity: 5 
  Fore-Side: 88
  KF Drive Integrity: 25 
  Aft-Side: 88
  Aft: 68
  HeatSinks:2,150
  Weapons 
  Range Values
  Are 
  Type 
  Heat 
  S 
  M 
  L 
  Extreme FTR
  Wose 
  Whale 
  40 
  8
  LS 
  NLas 
  210 
  14
  LS 
  Bcuda 
  10 
  2
  RS 
  NLas 
  210 
  14
  RS 
  Bcuda 
  10 
  2
  LBS 
  NAC 
  180 
  60
  LBS 
  NPPC 
  270 
  18
  RBS 
  NAC 
  180 
  60
  RBS 
  NPPC 
  270 
  18
  AL 
  NAC 
  180 
  60
  AL 
  NPPC 
  270 
  18
  AL 
  Bcuda 
  10 
  2
  AR 
  NAC 
  180 
  60
  AR 
  NPPC 
  270 
  18
  AR 
  Bcuda 
  10 
  2
  Cargo: 35, 160 tons
  Bay 1 : Cargo
  Bay2:-Fighters(18)
  Bay 3: Small Craft (8)
  DropShip Capacity: 4
  8
  14
  2
  14
  2
  60
  18
  60
  18
  60
  18
  2
  60
  18
  2
  1 Door
  4 Doors
  2 Doors
  8
  14
  2
  14
  2
  60
  18
  60
  18
  60
  18
  2
  60
  18
  2
  8 
  Y
  14
  2 
  Y
  14
  2 
  Y
  —
  18
  —
  18
  __
  18
  2 
  Y
  ——
  18
  2 
  Y
  Heat Sinks: 4,860
  Weapons
  Are 
  Type 
  Heat
  Nose 
  NPPC 
  450
  FL 
  AR10 —
  FL 
  AR10 —
  FL 
  NPPC 
  450
  FR 
  AR10 
  —
  FR
  FR
  LBS
  LBS
  LBS
  RBS
  RBS
  RBS
  AL
  AL
  AL
  AL
  AL
  AL
  AR
  AR
  AR
  AR
  AR
  AR
  Aft
  AR10
  NPPC
  NAC
  NAC
  NLas
  NAC
  NAC
  NLas
  NAC
  NAC
  NLas
  AR10
  AR10
  NPPC
  NAC
  NAC
  NLas
  AR10
  AR10
  NPPC
  NPPC
  —
  450
  170
  170
  255
  170
  170
  255
  170
  170
  170
  —
  —
  550
  170
  170
  170
  —
  —
  550
  550
  Range Values
  S 
  M 
  L Extreme FTR
  30 
  30 
  30 
  30
  _ 
  _ 
  _ 
  _ 
  Y
  _ 
  _ 
  _ 
  _ 
  Y
  30 
  30 
  30 
  30
  _ 
  _ 
  _ 
  _ 
  Y
  —
  30
  50
  50
  17
  50
  50
  17
  50
  50
  11
  —
  —
  30
  50
  50
  11
  —
  —
  30
  30
  —
  30
  50
  50
  17
  50
  50
  17
  50
  50
  11
  —
  —
  30
  50
  50
  11
  —
  —
  30
  30
  —
  30
  50
  50
  17
  50
  50
  17
  50
  50
  11
  —
  —
  30
  50
  50
  11
  —
  —
  30
  30
  — 
  Y
  30
  —
  —
  17
  —
  —
  17
  —
  —
  11
  — 
  Y
  — 
  Y
  30
  —
  —
  11
  — 
  Y
  — 
  Y
  30
  30
  Grav Deck: 2 (55- and 90-meter diameters)
  Crew: 201
  Passengers: 126
  Marine Points: 67
  Cost: NA
  Notes: Clan version may carry 5 DropShips.
  CAMERON (BATTLECRUISER)
  •. Intended to fill the gap between cruisers and battleships, the original
  i Cameron design fell distressingly prey to minor malfunctions. The
  [ destruction of the Cameron Class battlecruiser SLS Saint Joan by
  f Periphery pirates caused a scandal that led to the resignation of
  \ several senior admirals, and the nationalization of the Daussault-
  Shimmon yards that produced the ships. The resulting redesign of the
  battlecruiser eliminated many of the earlier flaws.
  Cargo: 22,730 tons
  Bay 1: Cargo 
  1 Door
  Bay 2: Fighters (16) 
  4 Doors
  Bay 3: Small Craft (2) 
  2 Doors
  DropShip Capacity: 2
  Grav Deck: 2 (Both 75 meters in diameter)
  Crew: 287
  Passengers: 264
  Marine Points: 98
  Cost: NA
  57
  
  POTEMKIN (TROOP CRUISER)
  One of the most unusual WarShip designs ever built, the massive
  Potemkin Class of WarShips could transport an entire SLDF division.
  Massively armed and armored, these vessels also carried a squadron
  of fighters. The huge amounts of fuel required by the craft and its
  DropShips constituted its only major weakness.
  Tech: Står League
  Introduced: 2611
  Number in Class: 106
  Fuel: 10,000 tons (5,000)
  Mäss: 1,508,000 tons
  Length: 1,508 meters
  Sail Diameter: 1,345
  meters
  Tons/Burn-day: 39.52
  Safe Thrust: 2
  Maximum Thrust: 3
  Sail Integrity: 5
  KF Drive Integrity: 20
  Heat Sinks: 6,650
  Weapons
  Are
  Nose
  FL
  FL
  FR
  FR
  LBS
  LBS
  RBS
  RBS
  AL
  AL
  AL
  AR
  AR
  AR
  Att
  Type
  NLas
  N Las
  Bcuda
  NLas
  Bcuda
  NPPC
  NPPC
  NPPC
  NPPC
  NPPC
  NPPC
  NLas
  NPPC
  NPPC
  NLas
  Bcuda
  Heat
  140
  210
  20
  210
  20
  675
  675
  675
  675
  675
  675
  280
  675
  675
  280
  40
  S
  9
  14
  4
  14
  4
  45
  45
  45
  45
  45
  45
  18
  45
  45
  18
  8
  Armor:
  Före: 179
  Fore-Side: 201
  Aft-Side: 201
  Aft: 156
  Range Values
  M
  9
  14
  4
  14
  4
  45
  45
  45
  45
  45
  45
  18
  45
  45
  18
  8
  L
  9
  14
  4
  14
  4
  45
  45
  45
  45
  45
  45
  18
  45
  45
  18
  8
  Extreme
  9
  14
  4
  14
  4
  45
  45
  45
  45
  45
  45
  18
  45
  45
  18
  8
  FTR
  Y
  Y
  Y
  Cargo: 1 02,730 tons
  Bay 1 : Cargo
  Bay 2: Small Craft
  Bay 3: Small Craft
  (5)
  (5)
  1 Door
  1 Door
  1 Door
  DropShip Capacity: 25
  Grav Deck: 1 (95-meter diameter)
  Crew: 256
  Passengers: 1,096
  Marine Points: 75
  Cost: NA
  TEXAS (BATTLESHIP)
  Manufacturers of the TexasClass battleship tookadvantage of cutting-
  edge technology to create the Står League's most heavily armored
  nåväl vessels. Well-armed and maneuverable with six fighter squad-
  rons, the Texas Class remains the most potent of battleship of its era
  and possibly for all time.
  Tech: Står League
  Introduced: 2618
  Number in Class: 52
  Fuel: 1,400 tons (700)
  Mäss: 1,560,000 tons
  Length: 1,209 meters
  Sail Diameter: 1,375
  meters
  Tons/Burn-day: 39.52
  Safe Thrust: 3
  Maximum Thrust: 5
  Sail Integrity: 5
  KF Drive Integrity: 30
  Heat Sinks: 7,950
  Weapons
  Are
  FL
  FL
  FL
  FR
  FR
  FR
  LBS
  LBS
  LBS
  RBS
  RBS
  RBS
  AL
  AL
  AL
  AL
  AR
  AR
  AR
  AR
  Type
  NPPC
  Whale
  NAC
  NPPC
  Whale
  NAC
  NLas
  AR10
  AR10
  NLas
  AR10
  AR10
  NLas
  AR10
  AR10
  NPPC
  NLas
  AR10
  AR10
  NPPC
  Heat
  900
  20
  135
  900
  20
  135
  840
  —
  —
  840
  —
  —
  840
  —
  —
  900
  840
  —
  —
  900
  Armor:
  Före: 234
  Fore-Side: 342
  Aft-Side: 342
  AU: 234
  Range Values
  S
  60
  4
  40
  60
  4
  40
  54
  —
  —
  54
  —
  —
  54
  —
  —
  60
  54
  —
  —
  60
  M
  60
  4
  40
  60
  4
  40
  54
  —
  —
  54
  —
  —
  54
  —
  —
  60
  54
  —
  —
  60
  L
  60
  4
  —
  60
  4
  —
  54
  —
  —
  54
  —
  —
  54
  —
  —
  60
  54
  —
  —
  60
  Extreme
  60
  4
  —
  60
  4
  —
  54
  —
  —
  54
  —
  —
  54
  —
  —
  60
  54
  —
  —
  60
  FTR
  Y
  Y
  Y
  Y
  Y
  Y
  Y
  Y
  Y
  Y
  Cargo: 51,200 tons
  Bay 1: Small Craft (16) 
  2 Doors
  Bay 2: Fighters (20) 
  5 Doors
  Bay 3: Fighters (20) 
  5 Doors
  DropShip Capacity: 6
  Grav Deck: 3 (55, 65, and 95-meter diameters)
  Crew: 702
  Passengers: 96
  Marine Points: 234
  Cost: NA
  MCKENNA (BATTLESHIP)
  The largest jump-capable craft built during the Står League, the
  McKenna Class carried an unprecedented array of weapons and
  armor second only to the Texas Class battleship. Står League nåväl
  officers considered serving on one of these vessels the high point of a
  nåväl career, and their sterling reputation in combat prompted many
  admirals to choose a McKenna as their flagship. In addition to its
  weapons, each McKenna battleship carries eight squadrons of fight-
  ers.
  
  Tech: Står League
  Introduced: 2652
  Number in Glass: 280
  Fuel: 1,600 tons (800)
  Tons/Burn-day: 39.52
  Safe Thrust: 3
  Maximum Thrust: 5
  Sall Integrlty: 6
  KF Drive Integrity: 35
  Heat Slnks: 12,650
  Weapons 
  Range V
  Are
  Nose
  Nose
  Nose
  FL
  FL
  FL
  .FL
  FL
  FL
  FR
  FR
  FR
  FR.
  FR
  FR
  LBS
  LBS
  LBS
  RBS
  RBS
  RBS
  AL
  AL
  AL
  AR
  AR
  AR
  Aft
  Aft
  Aft
  Aft
  Aft
  Aft
  Aft
  Type
  NAC
  NAC
  Nias
  NAC
  NAC
  NAC
  NLas
  AR10
  AR10
  NAC
  NAC
  NAC
  NLas
  AR10
  AR10
  NPPC
  NPPC
  NPPC
  NPPC
  NPPC
  NPPC
  NPPC
  NPPC
  NPPC
  NPPC
  NPPC
  NPPC
  NAC
  NAC
  NAC
  NAC
  NLas
  AR10
  AR10
  Heat
  135
  135
  170
  135
  135
  135
  255
  —
  —
  135
  135
  135
  255
  —
  —
  900
  900
  900
  900
  900
  900
  900
  900
  900
  900
  900
  900
  135
  135
  135
  135
  340
  —
  —
  S
  40
  40
  11
  40
  40
  40
  17
  —
  —
  40
  40
  40
  17
  —
  —
  60
  60
  60
  60
  60
  60
  60
  60
  60
  60
  60
  60
  40
  40
  40
  40
  22
  —
  —
  M
  40
  40
  11
  40
  40
  40
  17
  —
  —
  40
  40
  40
  17
  —
  —
  60
  60
  60
  60
  60
  60
  60
  60
  60
  60
  60
  60
  40
  40
  40
  40
  22
  —
  —
  Mäss: 1,930,000 tons
  Length: 1,405 meters
  Sail Diameter: 1,560
  meters
  Armor:
  Före: 200
  Fore-Side: 250
  Aft-Side: 250
  Aft: 143
  L 
  Extreme FTR
  11 
  11
  17 
  17
  — 
  — 
  Y
  — 
  — 
  Y
  17
  60
  60
  60
  60
  60
  60
  60
  60
  60
  60
  60
  60
  Cargo: 76,350 tons
  Bay 1: Small Craft (16) 
  2 Doors
  Bay 2: Fighters (25) 
  5 Doors
  Bay 3: Fighters (25) 
  5 Doors
  DropShip Capacity: 6
  Grav Deck: 3 (45, 45, and 75-meter diameters)
  17
  60
  60
  60
  60
  60
  60
  60
  60
  60
  60
  60
  60
  Y
  Y
  22 
  22
  — 
  — 
  Y
  — 
  — 
  Y
  Crew: 578
  Passengers: 296
  Marine Points: 205
  Cost: NA
  Notes: Mas lithium-fusion battery system.
  SPACE STATIONS
  OLYMPUS
  Olympus Glass space stations serve as a combined cargo way-
  station, recharge station, and repair facility. Though well armed,
  the station's lack of maneuvering thrusters makes it a minor threat.
  Because all forces find the Olympus useful, few navies willingly
  destroy one.
  Tech: Standard
  Introduced: 2663
  Fuel: 10,000 tons
  Tons/Burn-day: 3.9
  Energy Banks: 8
  Sail Integrity: 4
  Armor: (each of six sides) 10
  Heat Sinks: 200
  Weapons
  (in each of 6 weapons arcs)
  Mäss: 1,000,000 tons
  Dimensions:
  Length: 
  660
  meters
  Width: 
  1,500
  meters
  Sall 
  Diameter:
  4,215 meters
  Are
  PPC
  LRM
  AC 9
  SRM
  Laser
  Point
  Type
  20
  12
  3
  8
  31
  6
  Heat
  2
  2
  1
  2
  4
  2
  S
  2
  2
  —
  —
  2
  —
  Range Values
  M
  Extreme
  Cargo: 159,200 tons
  Bay 1: Small Craft (6) 
  2 Doors
  Bay 2: Fighters (6) 
  2 Doors
  Bay 3: Cargo 
  12 Doors
  Docking Collars: 4
  Grav Deck: 2 (1,230 and 150-meter diameters)
  Crew: 150
  Passengers: 126
  Marine Points: 50
  Cost: NA
  Notes: Has 2 pressurized repair bays. Each can hold vessels
  mässing 50,000 tons or less. A third pressurized bay can
  accomodate JumpShips or DropShips mässing up to 150,000
  tons.
  59
  •OWJtCVBOOfC
  
  BASTION
  The Bastion is one of the few remaining planetary defense stations
  left after the depredations of the Succession Wars. Less than two
  dozen still exist, guarding prominent worlds deep in the heart of
  each Successor State.
  Tech: Standard
  Introduced: 2584
  Fuel: 2,000 tons
  Tons/Burn-day: 3.95
  Energy Banks: O
  Sall Integrity: O
  Armor: (each of six sides) 20
  Heat Slnks: 1,000
  Weapons
  (in each of 6 weapons arcs)
  Mäss: 150,000 tons
  Dimensions:
  Length: 345 meters
  Width: 345 meters
  Sail 
  Diameter:
  None
  Are
  PPC
  LRM
  AC 4
  Laser
  Point
  Type
  30
  16
  2
  46
  12
  Heat
  3
  3
  2
  6
  4
  S
  3
  3
  —
  2
  —
  Range Values
  M
  Extreme
  Cargo: 84,890 tons
  Bay 1: Small Craft (12) 
  2 Doors
  Bay 2: Fighters (18) 
  5 Doors
  Bay 3: Fighters (18) 
  5 Doors
  Docklng Collars: 1
  Grav Deck: 1 (250-meter diameter)
  Crew: 400
  Passengers: 25
  Marine Points: 170
  Cost: NA
  Notes: Has 2 pressurized repair bays that can hold vessels
  mässing 30,000 tons or less. Can detect approaching craft to a
  range of 200,000 kilometers.
  ALLIANCE
  These repair facilities are frequently used to assemble small
  DropShips. Most Alliance Class stations have long lists of craft
  waiting for repair or maintenance.
  Mäss: 100,000 tons
  Dimensions:
  Length: 975 meters
  Wldth: 600 meters
  Sall Diameter: 2,175
  meters
  Tech: Standard
  Introduced: 2713
  Fuel: 10,000 tons
  Tons/Burn-day: 3.95
  Energy Banks: O
  Sail Integrity: 7
  Armor: (each of six sides) 7
  Heat Slnks: 400
  Weapons
  (in each of 6 weapons arcs)
  ArcType Heat 
  S
  PPC 
  10 
  1
  LRM 
  10 
  2
  AC 
  1 
  1
  Laser 
  34 
  5
  Cargo: 80,000 tons
  Bay 1: Small Craft (8) 
  1 Door
  Bay 2: Cargo 
  2 Doors
  Bay 3: NA
  Docking Collars: 2
  Grav Deck: 1 (420-meter diameter)
  Crew: 300
  Passengers: 150
  Marine Points: 50
  Cost: NA
  Notes: Has 2 unpressurized repair bays that can hold vessels
  mässing 50,000 tons or less
  Range Values
  M
  1
  2
  1
  2
  L
  —
  2
  —
  —
  Extreme
  —
  —
  —
  —
  
  THE CONTINUING flDUENTUREJ ?F THE GRRY DEflTH LEGI°N
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  FASA poster (subject to availability)
  • The ability to purchase MNA products like t-shirts,
  player's aids, special issues and more!
  ' Note: package subject to change without notlce.
  CHAPTER MEMBERSHIP'ONLY $65.OO
  Our Chapter Membership provides you with 4 full
  -membershlps for fhe price of 3.3!
  It affords you recognition as a group or lance by
  other Mechforce© members.
  • All materials will be sent to your one chapter
  address!
  • Your chapter name & address will be listed
  in each issue of MECHI
  ASSOCIATE MEMBERSHIP'ONLY $S.OO
  The associate membership is only for those whojoin
  through a previously-established chapter.
  The Associate Member receives:
  • A Mechforce Membership Card
  • Inclusion in the Battle Ranking System
  • The ability to purchase MNA products
  Note: Due to the low cost, the Associate member
  does not receive a copy of MECH magazlne.
  (Please use a pen and print clearly)
  Nnm<=>:
  StrRflt Address:
  City: 
  Stnts:
  Phnnps:
  7ip: ——————————————
  MY UNIT AFFILIATION IS.
  D l »The Federated Commonwealth,
  D2«The Federated Commonwealth,
  D3»The Draconls Comblne
  D4»The Rasalhague Free Republlc
  D5«The Capellan Confederation
  D6»The Free Worlds League
  D7»St. IvesCompact
  D8»Magistracy of Canopus
  D9«Outworlds Alllance
  DO»Taurian Concordat
  DA«Perlphery Independent
  DB»Bandlt Klngdoms
  DC»ComStar
  DD«Mercenary
  DE»TheClanWolf
  DE«The Clan Nova Cat
  DG»The Clan Smoke Jaguars
  DH«The Clan Ghost Bears
  Davion D l »The Clan Diamond Sharks
  Steiner D J »The Clan Wolverine
  D K»The Clan Jade Falcon
  D L«The Clan Hell's Horses
  D M »The Clan Steel Viper
  DN.TheClanCoyote
  DO«The Clan Wldowmaker
  D P.The Clan Mandrill
  D Q»The Clan Burrock
  D R»The Clan Fox
  DS«The Clan Snow Räven
  DT»The Clan Punisher
  D U »The Clan Står Adder
  DV»The Clan Mongoose
  DW.TheClanHellion
  DX.The Clan Cloud Cobra
  DY-The Clan Goliath Scorpion
  DZ-The Clan Blood Spirit
  THIS IS A...
  D RENEWAL D NEW MEMBERSHIP
  If Renewal, list AWOL/MNA #.
  D Full Membership..........................................................$20.00
  DASSOCiate Membership (IncludeChapterifinspacebelow)..$5.00
  DOne of Four Chapter Memberships..........................$65.00
  D CHAPTER MEMBERSHIP
  Chapter Renewals, Associate Members please list Chapter# _________
  Uslng lour forms, please flll ont only the name sectlon on each. On one of
  them. please prlnt the one address to whlch you want all the club's materials
  sent. Please send all lour Chapter Memberships In the same envelope,
  Includlng one payment for the entlre amount.
  D Four Memberships.................................(see below)$65.00
  AU MIMBERSHIPS MUST INCLUDI THI PROPIR POSTAOI
  D US First ClassPostage..............................................Included
  DCanadian & Mexican First Class Postage...................$4.00
  DOverseas First ClassPostage........................................$6.00
  Total Amount to be Included.
  Make all Checks/Money Orders payable to
  MECHFORCE NORTH AMERICA©
  In United States dollars only
  please allow 4 to 6 weeks for initial kit delivery)
  MAIL
  TO:
  AWOL Productions
  2101 West Broadway #305
  PO Box 6018
  Columbia, MO 6520&6018
  
  FROM OUT OF THE
  INNER SPHERE
  COMES
  MECHFORCE UK
  THE OFFICIAL EUROPEAN BATTLETECH FAN CLUB.
  JOIN THE INNER SPHERE AGAINST THE CLANS!
  BE ONE OF THE CLAN INVADERS!
  PILOT YOUR OWN BATTLEMECH TO GLORY THROUGHOUT
  THE INNER SPHERE OR ENTER THE GAMES ON SOLARIS VII
  AND BECOME ITS CHAMPION!
  f
  HOW DO YOU TAKE PART IN ALL THIS?
  HOW MUCH DOES IT COST?
  WHAT DO YOU RECEIVE FOR JOINING MECHFORCE UK?
  FOR THE ANSWERS TO ALL THESE QUESTIONS AND MORE
  CONTACT:
  MECHFORCE UK
  l 8 CANOPUS CLOSE, OLD CHURCH ESTATE, ST. MELLONS
  CARDIFF S. GLAM CF3 9NR SOUTH WALES UK
  
  BATTLETECH
  ®
  TfW
  BATTLETECH® is a Registered Trademark of FASA Corporation. LUTHIEN™ is a
  Trademark of FASA Corporation. Copyright© 1993 FASA Corporation. All Rights Reserved.
  
SOURCE: textdata/thevault/BattleTech [multi]/Core Rulebooks/BattleTech - Battlespace {FASA1680}.pdf