TEXT: HEXPACK PROMOTION 1
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  LIGHT
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  LIGHT
  LIGHT
  HEAVY
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  HEAVY
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  HEAVY
  LIGHT
  LIGHT
  LIGHT
  TM
  
  sts
  The jeep came sliding in front of the squat building with 
  a spray of gravel and an unhealthy shudder of the suspen-
  sion. Even before it had stopped, men leapt clear of it to run 
  pell-mell for the open door. The half-dozen men shouldered 
  through the armored doorway and quickly spread out. Two 
  headed down the central corridor. A third jumped down a 
  short flight of stairs, pausing only long enough to wave his ID 
  at the security reader before shoving through the door labeled 
  GENERATOR. The remaining three dashed up the steep stair-
  case that led to the second floor.
  Over the cacophony of pounding feet, a voice blazed over 
  the intercom. “Let’s go, people! Incoming bravo mikes are 
  three minutes out. If we don’t stop them there won’t be any-
  one to sign our paychecks.” 
  sts
  “Switching to infrared, the mag scanner is going apeshit 
  over those buildings. Hell of a lot of metal for a fuel station 
  and a convenience store.”
  Masterson sighed. Not for the first time the mercenary com-
  mander wondered if Wilkins was too paranoid for recon duty. 
  “It’s a company town, Wilkins. Half this stuff was probably built 
  and used by GM at some point. You’re looking for signs of 
  tanks and crunchies, not a place to get a soykaf and a lube job.” 
  “Aye aye, Cap’n,” replied Wilkins. 
  sts
  Jake snugged his restraints for the hundredth time. Even 
  with the blast covers closed he felt almost naked in the fer-
  roglass bubble perched beside the turret. He envied the pukes 
  back at base. Their gun towers still had automated weapons 
  controls that allowed the gunners to sit safely in the bowels 
  of the structure and use vid displays to see their targets. He 
  glanced to his left and took some comfort in the barrel of his 
  heavy autocannon. Even Carl’s side-by-side heavy lasers didn’t 
  have as much raw penetration as his big gun did. 
  sts
  Gus stood slowly, making sure to duck his head until he’d 
  reached the stairs leading down from his control console. 
  Reaching the main floor he paced in the narrow space 
  between his raised dais and the backs of the operators’ chairs. 
  The control room was a scant three meters wide. He could only 
  manage three steps before having to turn around. When he 
  did, his eyes looked to the main display. The wall panel had 
  burnt out six months ago and maintenance had replaced 
  Eden
  Salem, Crucis March
  Federated Suns
  20 August 3019
  Two pillars of plasma marked the passage of the Union 
  DropShips. The hulls of the two craft were barely visible in 
  the darkening sky, even at the highest magnification the elec-
  tronic binoculars offered. 
  “Come on,” the man muttered. “Send the third one. You 
  know you want to.” 
  As if responding to his words, a third Union DropShip blasted 
  free of the distant drop port. 
  “Yes!” Captain Max Masterson, commander of the mercenary 
  company, Fire Masters, lowered the binoculars. Smiling, he 
  turned to look at the man laying next to him. “Tell the boys we 
  move out in an hour. That should give our employers enough 
  time to tie up that battalion of FedRats that just lifted. 
  Masterson’s XO nodded before scooting back down the 
  hillside. Alone, Masterson turned to look down the expan-
  sive valley. With the battalion of Harlock’s Warriors headed 
  for the other side of the planet, this General Motors factory 
  complex would only be defended by its corporate security 
  force: eight light tanks and some jump infantry. He grinned. 
  Easy money. 
  DEsK JOCKEys
  Joel Bancroft-Connors
  
  3
  Ferrocrete dust cascaded from the ceiling as fire slammed 
  into the structure. Holding the back of Angel’s chair, Gus keyed 
  his com. “Command, this is Sierra Lima Two Four. Targets have 
  been engaged. Request fire mission to grid 734. Main force is 
  bunched up and prime for duck hunting.” 
  “Affirm, Sierra Lima Two Four. Fire is on the way.” 
  The building rumbled again, the projection screen show-
  ing dual blasts of the Marauder’s PPCs melting more than a 
  ton of their protective armor. Leaning forward, he spoke to 
  Angel “Have the boys concentrate on that MAD-3D. Odds 
  are he’s the unit commander.” Standing straight again, Gus 
  flipped channels and spoke again, “Barn Door, Barn Door: let 
  the horses out.” 
  Two blocks back from the disguised gun emplacements 
  the doors of two barns swung open. Revealed behind the 
  rustic exteriors were high-tech vehicle bays from which spat 
  a swarm of armed SUVs. Two mechanized infantry platoons 
  shot down a side street before turning to race toward the 
  embattled gun emplacements. 
  sts
  Masterson was backpeddling his Marauder, trying to get 
  where his PPCs could reach the gun emplacements without 
  their guns being able to reply in kind. The buildings were 
  taking a toll on his men. His BattleMechs couldn’t miss the 
  stationary targets at this range, but each carried as much fire-
  power as his heavy ’Mech and more than outmatched some 
  of the smaller ’Mechs in his unit. To make matters worse, he’d 
  already had to task what was left of Wilkin’s lance to deal with 
  the rolling crunchies trying the backstab them. 
  The words just slipped out. “What else can go wrong?” 
  “Incoming artillery!” 
  sts
  The Marauder was futilely trying to use the stump of its 
  remaining arm to prop itself up, but with its dorsal laser 
  blasted away it was not a threat. And as the only BattleMech 
  still in range of Jake’s autocannon, it meant the fight was over. 
  The battered remnants of the mercenary force were attempt-
  ing to outrun the walking artillery fire that chased them back 
  the way they had come. 
  “Score one for the desk jockeys!” Jake crowed. 
  it with a wall projector and screen. He grumbled at the lack 
  of clarity, but he didn’t need clarity to see the mercs moving 
  straight for his position. He opened a channel to his partner 
  across the street. “Speedy Lube to Seven by Twenty-Four, you 
  getting this, Sam?” 
  “Affirm, Speedy. We wait until their lead element has passed 
  us by a hundred meters?” 
  “Affirm. Good shooting, Seven.” 
  sts
  “Movement on the rooftops!” Wilkins shouted. 
  Masterson tried uselessly to yank his head away from the 
  speakers in his neurohelmet. “Then bloody well rake it with 
  your machine guns, you idiot! It’s the bloody infantry we’ve 
  been expecting. I swear, Wilkins, did your mother raise you in 
  a padded crib?” 
  sts
  Angel’s voice was soft as silk in Jake’s headset. “Dropping 
  blast covers in three, two, one...” The metal walls around Jake 
  began to fold away, the false air conditioning unit giving way 
  to his heavy autocannon turret. 
  Jake already had his gun aimed where he knew the target 
  would appear. As soon as the walls cleared his weapons would 
  join those of Carl’s and the boys across the street in the Seven. 
  sts
  Masterson had turned the gain down on his helmet speak-
  ers but that hardly seemed to matter as Wilkins screamed. 
  “Multiple target locks! I’ve being targeted! Oh my god—”
  Masterson would have blessed the sudden end to Wilkins 
  screams were it not a result of the young recon pilot’s Phoenix 
  Hawk vanishing in a fusillade of weapons fire. The headless 
  medium BattleMech dropped lifelessly to its knees before 
  crashing full-length on the pavement. 
  “Buildings are live, the buildings are live, pull back and 
  concentrate fire on the gas station.” Masterson’s voice was far 
  calmer than his gut. 
  sts
   Credits • Record Sheets: Christopher Smith • Fact Check: Luke Robertson, Chris Wheeler
  
  HEAVY FIRE BASE (AGE OF WAR)
  Introduced: 2460 (Terran Hegemony)
  Faction Usage: IS General, Periphery General
  Technology Base: Inner Sphere
  Building Classification: Gun Emplacement
  Building Type: Heavy
  Construction Factor (Per Hex): 90
  Armor (Per Hex): 80
  Power Supply: Fusion
  Battle Value: 277 
  Dimensions
  Length: 30 Meters (1 Hex)
  Width: 30 Meters (1 Hex)
  Height: 6 Meters (1 Level)
  Base Crew: 2 officers, 4 crew, 4 gunners, 6 bay personnel
  Notes: 4 Search Lights (facings 1, 3, 4, 6), 2 Crew Quarters, 
  Paramedic Equipment, Communications Equipment (3 tons), 
  Field Kitchen, Power Generator (2 tons), Cargo (15 tons). 
  Equipped with environmental sealing. 
  Weapons and Equipment 
  Hex/Location 
  1 AC/10 
  Turret
  Ammo (AC) 40 
  Level 1
  2 Large Lasers 
  Turret
  2 Machine Guns 
  Turret
  Ammo (MG) 200 
  Level 1
  4 Machine Guns 
  Level 1
  Ammo (MG) 200 
  Level 1
  Weapons Facings: Non-turret machine guns face one each to 
  hex side 2, 3, 5 and 6 
  Game Notes: The AoW Fire Base can be used in the Suc-
  cession Wars by changing the power supply to Indirect and 
  designating a power generator building per the normal rules. 
  Power generator building must be within 30 hexes. 
  The following building stats are for use with the four build-
  ing tiles; it is assumed players have access to the building rules 
  from Total Warfare. While players can use the size descriptions 
  below to best match with the tiles, ultimately it’s up to the 
  players to decide which stats represent which tiles.
  Any rules/equipment that players do not recognize from the 
  rulebooks they own simply ignore (complete rules are found 
  in TechManual as well as Tactical Operations). 
  Eras: Each building includes several variants best used in 
  specific eras, as noted in parenthesis after each name. Note 
  that the “Age of War” Sub-Era of the Star League Era is used 
  extensively in these rules; see the BattleTech Eras tab at  
  http://www.masterunitlist.info/Home/GettingStarted for 
  more information.
  Armor: If a building hex is armored, non-infantry units may 
  not enter the hex until the armor is gone. Attacks against an 
  armored building from outside the structure will first reduce 
  the armor; once the armor has been reduced to 0, then dam-
  age will be applied to the CF.
  Indirect Power: If the building uses Indirect Power, as 
  shown under Power Supply, then before game play the con-
  trolling playermust secretly note another building on the map 
  board, within 30 hexes, as the power generation building 
  that provides this structure with its indirect power. If power 
  generation building is destroyed, all non-energy weapons will 
  cease operating and the turret will lock in its current position.
  General Game Notes: Quarters represent common space 
  and additional bunk space for off duty personnel. Infantry 
  Foot Bays can be swapped for an equal number of Jump 
  Infantry, Motorized, Mechanized or Battle Armor Bays with no 
  change to any other stats. This must be noted on the Record 
  Sheet at the start of game play. (Battle Value of structure does 
  not include the BV for infantry in the infantry bays.)
  HEAVY FIRE BASE 
  [BUILDING 1]
  The Heavy Fire Base is a classic first 
  line of defense structure. Using the gun 
  emplacement architecture makes for a 
  compact package of weaponry capable 
  of making even the largest BattleMech 
  give pause. Designed to be self suffi-
  cient, the fire base could be built nearly 
  anywhere. Commonly used at major 
  crossroads or choke points, Fire Bases 
  were often built close to other fire bases 
  to provide overlapping fields of fire. 
  LEVEL 2
  HEAVY
  LEVEL 1
  LIGHT
  LEVEL 1
  LIGHT
  LEVEL 2
  MEDIU
  LEVEL 10
  DROPSHIP
  LEVEL 10
  PSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  PSHIP
  LEVEL 10
  PSHIP
  The following is for use with the DropShip Promotional Tile and expands upon the rules sheet found with that product.
  BuIlDINgs
  LEVEL 2
  HEAVY
  LEVEL 1
  LIGHT
  LEVEL 1
  LIGHT
  LEVEL 2
  MEDIU
  LEVEL 10
  DROPSHIP
  LEVEL 10
  PSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  PSHIP
  LEVEL 10
  PSHIP
  
  5
  HEAVY FIRE BASE (JIHAD)
  Introduced: 3070 (Word of Blake)
  Faction Usage: IS General, Periphery General
  Technology Base: Inner Sphere
  Building Classification: Gun Emplacement
  Building Type: Heavy
  Construction Factor (Per Hex): 90
  Armor (Per Hex): 80
  Power Supply: Fusion 
  Battle Value: 299 
  Dimensions
  Length: 30 Meters (1 Hex)
  Width: 30 Meters (1 Hex)
  Height: 6 Meters (1 Level)
  Base Crew: 2 officers, 4 crew, 4 gunners, 6 bay personnel
  Notes: 4 Search Lights (facings 1, 3, 4, 6), 2 Crew Quarters, 
  Paramedic Equipment, Communications Equipment (3 tons), 
  Field Kitchen, Guardian ECM Suite, Power Generator (2.5 tons), 
  Cargo (10 tons), CASE. Equipped with environmental sealing.
  Weapons and Equipment 
  Hex/Location 
  1 Snub-Nose PPC 
  Turret
  1 LB 10-X AC 
  Turret
  Ammo (LB-X) 40 
  Level 1
  1 Light PPC 
  Turret
  2 Machine Guns 
  Turret
  Weapons and Equipment 
  Hex/Location 
  Ammo (MG) 200 
  Level 1
  4 Machine Guns 
  Level 1
  Ammo (MG) 200 
  Level 1
  1 Anti-Missile System 
  Turret
  Ammo (AMS) 24 
  Level 1
  Weapons Facings: Non-turret machine guns face one each to 
  hex side 2, 3, 5 and 6 
  HEAVY FIRE BASE (CLAN INVASION)
  Introduced: 3052 (Federated Commonwealth)
  Faction Usage: IS General, Periphery General
  Technology Base: Inner Sphere
  Building Classification: Gun Emplacement
  Building Type: Heavy
  Construction Factor (Per Hex): 90
  Armor (Per Hex): 80
  Power Supply: Fusion 
  Battle Value: 261
  Dimensions
  Length: 30 Meters (1 Hex)
  Width: 30 Meters (1 Hex)
  Height: 6 Meters (1 Level)
  Base Crew: 2 officers, 4 crew, 4 gunners, 6 bay personnel
  Notes: 4 Search Lights (facings 1, 3, 4, 6), 2 Crew Quarters, 
  Paramedic Equipment, Communications Equipment (3 tons), 
  Field Kitchen, Guardian ECM Suite, Power Generator (2.5 tons), 
  Cargo (10 tons), CASE. Equipped with environmental sealing.
  Weapons and Equipment 
  Hex/Location 
  1 Large Pulse Laser 
  Turret
  1 Medium Pulse Laser 
  Turret
  1 LB 10-X AC 
  Turret
  Ammo (LB-X) 40 
  Level 1
  2 Machine Guns 
  Turret
  Ammo (MG) 200 
  Level 1
  4 Machine Guns 
  Level 1
  Ammo (MG) 200 
  Level 1
  1 Anti-Missile System 
  Turret
  Ammo (AMS) 24 
  Level 1
  Weapons Facings: Non-turret machine guns face one each to 
  hex side 2, 3, 5 and 6 
  
  FORTIFIED INFANTRY BUNKER (AGE OF WAR)
  Introduced: 2350 (Terran Hegemony)
  Faction Usage: Inner Sphere General, Periphery General
  Technology Base: Inner Sphere
  Building Classification: Fortress
  Building Type: Heavy
  Construction Factor (Per Hex): 80 
  Armor (Per Hex): 80
  Power Supply: Indirect
  Battle Value: 105
  Dimensions
  Length: 30 meters (1 Hexes)
  Width: 30 meters (1 Hexes)
  Height: 12 meters (2 Levels)
  Base Crew: 3 officers, 5 crew, 2 gunners, 9 bay personnel
  Notes: 4 Search Lights (facings 2, 3, 4, 6), 6 Steerage Quarters, 
  MASH, Field Kitchen, Communications Equipment (1 ton), 
  Mechanized Infantry Bay, Cargo (8 tons). 
   
  Weapons and Equipment 
  Hex/Location 
  1 Large Laser 
  Turret
  1 Medium Laser 
  Turret
  2 Machine Guns 
  Turret
  Ammo (MG) 200 
  Level 1
  1 Machine Gun 
  Level 2
  Ammo (MG) 200 
  Level 1
  Weapons Facings: Non-turret machine gun faces hex side 3 
  INFANTRY OUTPOST 
  [BUILDING 2]
  Infantry outposts serve as forward 
  bases for quick response forces or 
  security posts in urban centers. The 
  structures are part barracks, part 
  command post and part weapons 
  emplacement. Fortified outposts are 
  more commonly found outside of 
  urban centers, capable of withstand-
  ing ’Mech-scale weapons barrages for 
  a limited time. Their weapon loads are 
  also greater than the standard outpost, 
  able to threaten heavy vehicles and 
  even lighter BattleMechs. 
  STANDARD INFANTRY OUTPOST (ALL ERAS)
  Introduced: 2475 (Terran Hegemony)
  Faction Usage: Inner Sphere General, Periphery General
  Technology Base: Inner Sphere
  Building Classification: Standard Building
  Building Type: Medium
  Construction Factor (Per Hex): 40
  Armor (Per Hex): None
  Power Supply: Indirect 
  Battle Value: 12
  Dimensions
  Length: 30 meters (1 Hexes)
  Width: 30 meters (1 Hexes)
  Height: 12 meters (2 Levels)
  Base Crew: 6 officers, 5 crew, 9 gunners, 9 bay personnel
  Notes: 2 Search Lights (facings 1, 4), 10 Steerage Quar-
  ters, MASH, Field Kitchen, Communications Equipment (1 
  tons), Foot Infantry Bay, Cargo (8.5 tons).
  Weapons and Equipment 
  Hex/Location 
  2 Heavy SRM launchers 
  Turret
  Ammo (HSRM) 100 
  Level 1
  1 Particle Cannon (Support) 
  Turret
  2 Support Machine Guns 
  Pintle, Level 2
  Ammo (Support MG) 600 
  Level 1
  LEVEL 1
  LIGHT
  LEVEL 3
  HARDENED
  LEVEL 2
  MEDIUM
  LEVEL 2
  HARDENED
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 1
  LIGHT
  LEVEL 3
  HARDENED
  LEVEL 2
  MEDIUM
  LEVEL 2
  HARDENED
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  
  7
  FORTIFIED INFANTRY OUTPOST (FEDCOM CIVIL WAR)
  Introduced: 3062 (Free Worlds League)
  Faction Usage: Inner Sphere General, Periphery General
  Technology Base: Inner Sphere
  Building Classification: Fortress
  Building Type: Medium
  Construction Factor (Per Hex): 40 
  Armor (Per Hex): 40
  Power Supply: Fusion
  Battle Value: 131
  Dimensions
  Length: 30 meters (1 Hexes)
  Width: 30 meters (1 Hexes)
  Height: 12 meters (2 Levels)
  Base Crew: 3 officers, 5 crew, 2 gunners, 9 bay personnel
  Notes: 4 Search Lights (facings 2, 3, 4, 6), 5 Steerage Quarters, 
  MASH, Field Kitchen, Communications Equipment (1 ton), 
  Mechanized Infantry Bay, Power Generator (2.5 tons), Cargo 
  (10 tons), CASE.
   
  Weapons and Equipment 
  Hex/Location 
  2 ER Medium Lasers 
  Turret
  2 Machine Guns 
  Turret
  Ammo (MG) 200 
  Level 1
  1 Machine Gun 
  Level 2
  Ammo (MG) 200 
  Level 1
  2 Anti-Missile Systems 
  Turret
  Ammo (AMS) 72 
  Level 1
  Weapons Facings: Non-turret machine gun faces hex side 3 
  FORTIFIED INFANTRY BUNKER (CLAN INVASION)
  Introduced: 3052 (Federated Commonwealth)
  Faction Usage: Inner Sphere General, Periphery General
  Technology Base: Inner Sphere
  Building Classification: Fortress
  Building Type: Heavy
  Construction Factor (Per Hex): 80 
  Armor (Per Hex): 80
  Power Supply: Fusion
  Battle Value: 119
  Dimensions
  Length: 30 meters (1 Hexes)
  Width: 30 meters (1 Hexes)
  Height: 12 meters (2 Levels)
  Base Crew: 3 officers, 5 crew, 2 gunners, 9 bay personnel
  Notes: 4 Search Lights (facings 2, 3, 4, 6), 5 Steerage Quarters, 
  MASH, Field Kitchen, Communications Equipment (1 ton), Foot 
  Infantry Bay, Power Generator (2.5 tons), Cargo (10 tons), CASE.
   
  Weapons and Equipment 
  Hex/Location 
  2 Medium Pulse Lasers 
  Turret
  2 Machine Guns 
  Turret
  Ammo (MG) 200 
  Level 1
  1 Machine Gun 
  Level 2
  Ammo (MG) 100 
  Level 1
  2 Anti-Missile Systems 
  Turret
  Ammo (AMS) 72 
  Level 1
  Weapons Facings: Non-turret machine gun faces hex side 3 
  
  FORTIFIED COMMAND POST (AGE OF WAR)
  Introduced: 2350 (None)
  Faction Usage: Inner Sphere General, Periphery General
  Type: Command Post
  Technology Base: Inner Sphere
  Building Classification: Fortress 
  Building Type: Heavy
  Construction Factor (Per Hex): 90
  Armor (Per Hex): 80 
  Power Supply: ICE (Petrol/Natural Gas) 
  Battle Value: 400
  Dimensions
  Length: 60 meters (2 Hexes)
  Width: 30 meters (1 Hexes)
  Height: 18 meters (3 Levels)
  Base Crew: 8 officers, 8 crew, 4 gunners, 61 bay personnel
  Notes: 6 Search Lights (Hex 1 (facings 1, 2, 6) Hex 2 (facings 
  3, 4, 5), 16 Crew Quarters (8 per hex), MASH with 2 Theaters 
  (Hex 1), 2 Field Kitchens (Hex 2), Communications Equipment 
  (Hex 2, 7 tons), 2 Light Vehicle Bays (Hex 1), 6 Foot Infantry 
  Bays (Hex 2), Mobile Field Base (Hex 2), 3 Bay Doors (Hex 1, 
  facings 2 and 6, and Hex 2 facing 4), Power Generator (Hex 1, 
  11.5 tons), Cargo (Hex 1, 20 tons; Hex 2, 50 tons), Fuel (Hex 2, 
  65 tons). Equipped with fuel for 65 days of standard operations 
  or 3 hours of continuous weapons fire.
   
  Hex 1:
  Weapons and Equipment 
  Hex/Location 
  1 AC/5 
  Turret
  Ammo (AC) 40 
  Level 1
  1 Machine Gun 
  Turret
  Ammo (MG) 200 
  Level 1
  2 Large Lasers 
  Level 3
  2 Medium Lasers 
  Level 3
  4 Machine Guns 
  Level 2
  Ammo (MG) 600 
  Level 1
  Weapons Facings: Non-turret weapons evenly spaced to 
  facings 2 and 6
  Hex 2:
  Weapons and Equipment 
  Hex/Location 
  1 Thumper Artillery 
  Turret
  Ammo (Thumper) 60 
  Level 1
  1 AC/5 
  Turret
  Ammo (AC) 40 
  Level 1
  1 Machine Gun 
  Turret
  Ammo (MG) 800 
  Level 1
  4 Machine Guns 
  Level 2
  Ammo (MG) 600 
  Level 1
  Weapons Facings: Non-turret weapons evenly spaced to 
  facings 3 and 5
  COMMAND POST  
  [BUILDING 3]
  Command posts are the heart of a 
  defensive fortification. From here a 
  battle can be coordinated, troops can 
  be deployed, equipment repaired, and 
  soldiers treated. Fortified command 
  posts are capable of defending them-
  selves from heavy combat units, as 
  well as being able to provide support-
  ing artillery fire to outlying structures 
  or combat forces in the field. Their 
  armor is essential to their defense, for 
  if a command post falls usually the 
  defender’s commander has also fallen.
  COMMAND POST (ALL ERAS)
  Introduced: 2410 (Terran Hegemony)
  Faction Usage: Inner Sphere General, Periphery General
  Type: Command Post
  Technology Base: Inner Sphere
  Building Classification: Standard
  Building Type: Heavy
  Construction Factor (Per Hex): 90
  Armor (Per Hex): None
  Power Supply: ICE (Petrol/Natural Gas)
  Battle Value: 23
  Dimensions
  Length: 60 meters (2 Hexes)
  Width: 30 meters (1 Hexes)
  Height: 18 meters (3 Levels)
  Base Crew: 10 officers, 8 crew, 5 gunners, 61 bay personnel
  Notes: 6 Search Lights (Hex 1 (facings 1, 2, 6) Hex 2 (facings 3, 
  4, 5), 16 Crew Quarters (8 per hex), MASH with 2 Theaters (Hex 
  1), 2 Field Kitchens (Hex 2), Communications Equipment (Hex 
  2, 7 tons), 2 Light Vehicle Bays (Hex 1), 6 Foot Infantry Bays 
  (Hex 2), Mobile Field Base (Hex 2), 3 Bay Doors (Hex 1, facings 
  2 and 6, and Hex 2 facing 4), Power Generator (Hex 1, 10 tons), 
  Cargo (Hex 1, 20 tons; Hex 2, 50 tons), Fuel (Hex 2, 50 tons). 
  Equipped with fuel for 50 days of operations.
   
  Hex 1:
  Weapons and Equipment 
  Hex/Location
  1 Support Laser, Heavy 
  Turret
  1 Machine Gun (Support) 
  Turret
  Ammo (Support MG) 200 
  Level 1
  Hex 2:
  Weapons and Equipment 
  Hex/Location
  1 Support Laser, Heavy 
  Turret
  1 Recoilless Rifle, Heavy 
  Turret
  1 Machine Gun (Support) 
  Turret
  Ammo (Support MG) 200 
  Level 1
  LEVEL 2
  HEAVY
  LEVEL 3
  HEAVY
  LEVE
  LIG
  LEVE
  HARDE
  LEVEL 3
  HEAVY
  LEVE
  HARDE
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  LEVEL 10
  DROPSHIP
  
  9
  FORTIFIED COMMAND POST (CLAN INVASION)
  Introduced: 3052 (Federated Commonwealth)
  Faction Usage: Inner Sphere General, Periphery General
  Type: Command Post
  Technology Base: Inner Sphere
  Building Classification: Fortress 
  Building Type: Heavy
  Construction Factor (Per Hex): 90
  Armor (Per Hex): 80 
  Power Supply: Fusion 
  Battle Value: 535
  Dimensions
  Length: 60 meters (2 Hexes)
  Width: 30 meters (1 Hexes)
  Height: 18 meters (3 Levels)
  Base Crew: 10 officers, 8 crew, 8 gunners, 61 bay personnel
  Notes: 6 Search Lights (Hex 1 (facings 1, 2, 6) Hex 2 (facings 3, 
  4, 5), 16 Crew Quarters (8 per hex), MASH with 2 Theaters (Hex 
  1), 2 Field Kitchens (Hex 2), Communications Equipment (Hex 
  2, 7 tons), 2 Light Vehicle Bays (Hex 1), 6 Foot Infantry Bays 
  (Hex 2), Mobile Field Base (Hex 2), Power Generator (Hex 1, 7 
  tons), Cargo (Hex 1, 20 tons; Hex 2, 50 tons), 3 Bay Doors (Hex 
  1, facings 2 and 6, and Hex 2 facing 4).
   
  Hex 1:
  Weapons and Equipment 
  Hex/Location 
  1 Gauss Rifle 
  Turret
  Ammo (Gauss) 32 
  Level 1
  4 Machine Guns 
   Level 1
  Ammo (MG) 400 
  Level 1
  4 Medium Pulse Lasers 
  Level 2
  1 Anti-Missile System 
  Turret
  Ammo (AMS) 48 
  Level 1
  Weapons Facings: Non-turret weapons evenly spaced to fac-
  ings 2 and 6
  Hex 2:
  Weapons and Equipment 
  Hex/Location 
  1 Thumper Artillery 
  Turret
  Ammo (Thumper) 60 
  Level 1
  1 AC/5 
  Turret
  Ammo (AC) 40 
  Level 1
  4 Machine Guns 
  Level 2
  Ammo (MG) 400 
  Level 1
  1 Anti-Missile System 
  Turret
  Ammo (AMS) 48 
  Level 1
  Weapons Facings: Non-turret weapons evenly spaced to 
  facings 3 and 5
  
  FORTIFIED COMMAND POST (FEDCOM CIVIL WAR)
  Introduced: 3062 (Federated Commonwealth)
  Faction Usage: Inner Sphere General, Periphery General
  Type: Command Post
  Technology Base: Inner Sphere
  Building Classification: Fortress 
  Building Type: Heavy
  Construction Factor (Per Hex): 90
  Armor (Per Hex): 80 
  Power Supply: Fusion 
  Battle Value: 537
  Dimensions
  Length: 60 meters (2 Hexes)
  Width: 30 meters (1 Hexes)
  Height: 18 meters (3 Levels)
  Base Crew: 10 officers, 8 crew, 8 gunners, 61 bay personnel
  Notes: 6 Search Lights (Hex 1 (facings 1, 2, 6) Hex 2 (facings 3, 
  4, 5), 16 Crew Quarters (8 per hex), MASH with 2 Theaters (Hex 
  1), 2 Field Kitchens (Hex 2), Communications Equipment (Hex 
  2, 7 tons), 2 Light Vehicle Bays (Hex 1), 6 Foot Infantry Bays (Hex 
  2), Mobile Field Base (Hex 2), 3 Bay Doors (Hex 1, facings 2 and 
  6, and Hex 2 facing 4), Power Generator (Hex 2, 7.5 tons), Cargo 
  (Hex 1, 20 tons; Hex 2 50 tons), Guardian ECM Suite, CASE.
   
  Hex 1:
  Weapons and Equipment 
  Hex/Location 
  1 LB 10-X AC 
  Turret
  Ammo (LB-X) 40 
  Level 1
  4 Machine Guns 
  Level 1
  Ammo (MG) 400 
  Level 1
  4 Medium Pulse Lasers 
  Level 2
  4 ER Medium Lasers 
  Level 2
  1 Anti-Missile System 
  Turret
  Ammo (AMS) 48 
  Level 1
  Weapons Facings: Non-turret weapons evenly spaced to 
  facings 2 and 6
  Hex 2:
  Weapons and Equipment 
  Hex/Location 
  1 Thumper Artillery 
  Turret
  Ammo (Thumper) 60 
  Level 1
  1 LB 5-X AC 
  Turret
  Ammo (LB-X) 40 
  Level 1
  4 Machine Guns 
  Level 2
  Ammo (MG) 400 
  Level 1
  1 Anti-Missile System 
  Turret
  Ammo (AMS) 48 
  Level 1
  Weapons Facings: Non-turret weapons evenly spaced to 
  facings 3 and 5
  FORTIFIED COMMAND POST (JIHAD)
  Introduced: 3072 (Capellan Confederation)
  Faction Usage: Inner Sphere General, Periphery General
  Type: Command Post
  Technology Base: Inner Sphere
  Building Classification: Fortress 
  Building Type: Heavy
  Construction Factor (Per Hex): 90
  Armor (Per Hex): 80 
  Power Supply: Fusion 
  Battle Value: 741
  Dimensions
  Length: 60 meters (2 Hexes)
  Width: 30 meters (1 Hexes)
  Height: 18 meters (3 Levels)
  Base Crew: 10 officers, 8 crew, 8 gunners, 61 bay personnel
  Notes: 6 Search Lights (Hex 1 (facings 1, 2, 6) Hex 2 (facings 3, 
  4, 5), 16 Crew Quarters (8 per hex), MASH with 2 Theaters (Hex 
  1), 2 Field Kitchen (Hex 2), Communications Equipment (Hex 2, 
  7 tons), 2 Light Vehicle Bays (Hex 1), 6 Foot Infantry Bays (Hex 
  2), Mobile Field Base (Hex 2), 3 Bay Doors (Hex 1, facings 2 and 
  6, and Hex 2 facing 4), Power Generator (Hex 2, 10 tons), Cargo 
  (Hex 1, 20 tons; Hex 2, 50 tons), Guardian ECM Suite, CASE.
   
  Hex 1:
  Weapons and Equipment 
  Hex/Location 
  1 Heavy PPC 
  Turret
  2 ER Medium Lasers 
  Turret
  4 Machine Guns 
  Level 1
  Ammo (MG) 400 
  Level 1
  4 Light PPC 
  Level 3
  1 Anti-Missile System 
  Turret
  Ammo (AMS) 48 
  Level 1
  Weapons Facings: Non-turret weapons evenly spaced to 
  facings 2 and 6
  Hex 2:
  Weapons and Equipment 
  Hex/Location 
  1 Thumper Artillery 
  Turret
  Ammo (Thumper) 60 
  Level 1
  1 Plasma Rifle 
  Turret
  Ammo (Plasma) 40 
  Level 1
  2 ER Medium Lasers 
  Turret
  4 Machine Guns 
  Level 2
  Ammo (MG) 400 
  Level 1
  1 Anti-Missile System 
  Turret
  Ammo (AMS) 48 
  Level 1
  Weapons Facings: Non-turret weapons evenly spaced to 
  facings 3 and 5
  
  11
  HARDENED COMMAND FORT (AGE OF WAR)
  Introduced:  2500 (Terran Hegemony)
  Factions Usage: Inner Sphere General
  Technology Base: Inner Sphere
  Building Classification: Fortress
  Building Type: Hardened
  Construction Factor (Per Hex): 150
  Armor (Per Hex): 144
  Power Supply: ICE (Petrol/Natural Gas) 
  Battle Value: 906
  Dimensions
  Length: 60 meters (2 Hexes)
  Width: 30 meters (1 Hexes)
  Height: 12 meters (2 Levels)
  Base Crew: 14 officers, 8 crew, 12 gunners, 58 bay personnel
  Notes: 6 Search Lights (Hex 1 (facings 1, 2, 6) Hex 2 (facings 
  3, 4, 5), 24 Crew Quarters (12 per hex), MASH with 2 Theaters 
  (Hex 1), 2 Field Kitchens (Hex 2), Communications Equipment 
  (Hex 2, 7 tons), 4 Light Vehicle Bays (Hex 1), 6 Foot Infantry 
  Bays (Hex 2), Mobile Field Base (Hex 2), 3 Bay Doors (Hex 1, fac-
  ings 2 and 6, and Hex 2 facing 4), Power Generator (Hex 2, 13.5 
  tons), Cargo (Hex 1, 20 tons; Hex 2, 50 tons), Fuel (Hex 2, 100 
  tons). Equipped with fuel for 100 days of standard operation, 
  or 3 hours of continuous weapons fire. 
   
  Hex 1:
  Weapons and Equipment 
  Hex/Location 
  1 Sniper Artillery 
  Turret
  Ammo (Sniper) 40 
  Level 1
  6 Machine Guns 
  Level 2
  Ammo (MG) 600 
  Level 1
  3 Large Lasers 
  Level 2
  3 Medium Lasers 
  Level 2
  Weapons Facings: Non-turret weapons evenly spaced to facing 
  1, 2 and 6
  Hex 2:
  Weapons and Equipment 
  Hex/Location 
  1 AC/10 
  Turret
  Ammo (AC/10) 40 
  Level 1
  1 AC/2  
  Turret
  Ammo (AC/2) 90 
  Level 1
  6 Machine Guns 
  Level 2
  Ammo (MG) 600 
  Level 1
  3 PPC 
  Level 2
  3 Medium Lasers 
  Level 2
  Weapons Facings: Non-turret weapons evenly spaced to 
  facings 3, 4 and 5
  HARDENED COMMAND 
  FORT [BUILDING 4]
  While hardened structures predate 
  Castles Brian, by many decades, they 
  are often thought of as the poor man’s 
  substitute for the Terran Hegemony’s 
  premiere defensive fortifications. The 
  most critical places are defended by 
  hardened forts. Possessing enough fire 
  power to turn battles, and with their 
  artillery even those kilometers away, 
  these fortresses are often the first tar-
  gets of an attacking force. Woe to the 
  attacker who does not come prepared 
  to deal with the hardened armor of 
  these structures. 
  LEVEL 1
  LIGHT
  LEVEL 3
  HARDENED
  LEVEL 2
  HARDENED
  0
  HIP
  
  HARDENED COMMAND FORT (JIHAD)
  Introduced:  3072 (Word of Blake)
  Faction Usage: Inner Sphere General, Periphery General
  Technology Base: Inner Sphere
  Building Classification: Fortress
  Building Type: Hardened
  Construction Factor (Per Hex): 150
  Armor (Per Hex): 144
  Power Supply: Fusion
  Battle Value: 1,376 
  Dimensions
  Length: 60 meters (2 Hexes)
  Width: 30 meters (1 Hexes)
  Height: 12 meters (2 Levels)
  Base Crew: 14 officers, 8 crew, 12 gunners, 58 bay personnel
  Notes: 6 Search Lights (Hex 1 (facings 1, 2, 6) Hex 2 (facings 
  3, 4, 5), 24 Crew Quarters (12 per hex), MASH with 2 Theaters 
  (Hex 1), 2 Field Kitchens (Hex 2), Communications Equipment 
  (Hex 2, 7 tons), 4 Light Vehicle Bays (Hex 1), 6 Foot Infantry 
  Bays (Hex 2), Mobile Field Base (Hex 2), 3 Bay Doors (Hex 1, 
  facings 2 and 6, and Hex 2 facing 4), Power Generator (Hex 2, 
  9.5 tons), Cargo (Hex 1, 20 tons; Hex 2, 50 tons), Guardian ECM 
  Suite, CASE.
   
  Hex 1:
  Weapons and Equipment 
  Hex/Location 
  1 Arrow IV Missile Launcher 
  Turret
  Ammo (Arrow) 60 
  Level 1 
  3 Machine Guns 
  Level 2
  Ammo (MG) 600 
  Level 1
  3 Snub Nose PPC 
  Level 2
  3 Medium Pulse Lasers 
  Level 2
  3 ER Medium Lasers 
  Level 2
  Weapons Facings: Non-turret weapons evenly spaced to fac-
  ings 1, 2 and 6
  Hex 2:
  Weapons and Equipment 
  Hex/Location 
  1 Gauss Rifle 
  Turret
  Ammo (Gauss) 40 
  Level 1
  1 LB 2-X AC 
  Turret
  Ammo (LB-X) 90 
  Level 1
  3 Machine Guns 
  Level 2
  Ammo (MG) 600 
  Level 1
  3 Snub Nose PPC 
  Level 2
  3 ER Medium Lasers 
  Level 2
  2 Anti-Missile Systems 
  Turret
  Ammo (AMS) 72 
  Level 1
  Weapons Facings: Non-turret weapons evenly spaced to facing 
  3, 4 and 5.
  HARDENED COMMAND FORT (CLAN INVASION)
  Introduced: 3052 (Federated Commonwealth)
  Faction Usage: Inner Sphere General, Periphery General
  Technology Base: Inner Sphere
  Building Classification: Fortress
  Building Type: Hardened
  Construction Factor (Per Hex): 150
  Armor (Per Hex): 144
  Power Supply: Fusion
  Battle Value: 1420  
  Dimensions
  Length: 60 meters (2 Hexes)
  Width: 30 meters (1 Hexes)
  Height: 12 meters (2 Levels)
  Base Crew: 14 officers, 8 crew, 12 gunners, 58 bay personnel
  Notes: 6 Search Lights (Hex 1 (facings 1, 2, 6) Hex 2 (facings 3, 
  4, 5), 24 Crew Quarters (12 per hex), MASH with 2 Theaters (Hex 
  1), 2 Field Kitchen (Hex 2), Communications Equipment (Hex 2, 
  7 tons), 4 Light Vehicle Bays (Hex 1), 6 Foot Infantry Bays (Hex 
  2), Mobile Field Base (Hex 2), 3 Bay Doors (Hex 1, facings 2 and 
  6, and Hex 2 facing 4), Power Generator (Hex 2, 9.5 tons), Cargo 
  (Hex 1, 20 tons; Hex 2, 50 tons), Guardian ECM Suite, CASE.
   
  Hex 1:
  Weapons and Equipment 
  Hex/Location 
  1 Arrow IV Missile Launcher 
  Turret
  Ammo (Arrow) 60 
  Level 1
  6 Machine Guns 
  Level 2
  Ammo (MG) 600 
  Level 1
  3 ER PPC 
  Level 2
  3 Medium Pulse Lasers 
  Level 2
  Weapons Facings: Non-turret weapons evenly spaced to 
  facings 1, 2 and 6
  Hex 2:
  Weapons and Equipment 
  Hex/Location 
  1 Gauss Rifle 
  Turret
  Ammo (Gauss) 40 
  Level 1
  1 ER Large Laser 
  Turret
  6 Machine Guns 
  Level 2
  Ammo (MG) 600 
  Level 1
  3 ER Large Lasers 
  Level 2
  3 Medium Pulse Lasers 
  Level 2
  Weapons Facings: Non-turret weapons evenly spaced to 
  facings 3, 4 and 5
  
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  ’Mech, BattleMech and MechWarrior, are registered trademarks and/or trademarks of 
  The Topps Company, Inc. in the United States and/or other countries. Catalyst Game 
  Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
  The HexPacks are a flexible map 
  system aid from the BattleTech game 
  system. Designed for use in conjunction 
  with other pre-printed mapsheets 
  (such as those for the 25th Anniversary 
  Introductory Box Set), the systems 
  flexibility allows for easy modifications 
  to existing mapsheets, increasing the 
  enjoyment of a given scenario as players 
  quickly change the terrain to bring new 
  excitement to each game they play!
  TM
  
  TM
  Union (2708)
  3
  5
  2 / 0
  4 / 0
  3600
  (Intro)
  Inner Sphere
  Year: 
  2708
  3,962
  0/7
  42
  0
  0
  0
  0
  2011
  18 (180)
  18 (180)
  18 (180)
  10 (100)
  11
  Standard Scale
  (1-6) (7-12) (13-20) (21-25)
  Bay
  Loc
  Ht
  SRV MRV
  LRV
  ERV
  1
  PPC
  N
  10
  1 (10)1 (10)
  2
  AC/5
  [20 rnds]
  N
  2
  1 (10)1 (10)
  2
  LRM 20
  [24 misl]
  N
  12
  2 (24)2 (24) 2 (24)
  2
  Medium Laser
  N
  6
  1 (10)
  1
  PPC
  FL/FR
  10
  1 (10)1 (10)
  2
  AC/5
  [40 rnds]
  FL/FR
  2
  1 (10)1 (10)
  2
  LRM 20
  [24 misl]
  FL/FR
  12
  2 (24)2 (24) 2 (24)
  1
  Large Laser
  FL/FR
  8
  0 (8) 0 (8)
  2
  Medium Laser
  FL/FR
  6
  1 (10)
  1
  Large Laser
  AL/AR
  8
  0 (8) 0 (8)
  2
  Medium Laser
  AL/AR
  6
  1 (10)
  1
  Large Laser
  A
  8
  0 (8) 0 (8)
  2
  Medium Laser
  A
  6
  1 (10)
  Cargo: 
  Mech - 4 units (2 doors)
  Mech - 8 units (2 doors)
  Aerospace Fighter Bay - 2 units (2 doors)
  Cargo Space - 74.50 tons (2 doors)
  90 (90)
  Single
  30
  38
  38
  14
  14
  14
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOO
  
  Union (3055)
  3
  5
  2 / 0
  4 / 0
  3600
  Inner Sphere
  Year: 
  3055
  4,977
  0/7
  42
  0
  0
  0
  0
  2011
  18 (180)
  17 (170)
  17 (170)
  12 (120)
  11
  Standard Scale
  (1-6) (7-12) (13-20) (21-25)
  Bay
  Loc
  Ht
  SRV MRV
  LRV
  ERV
  1
  ER PPC
  N
  15
  1 (10)1 (10) 1 (10)
  1
  Gauss Rifle
  [24 rnds]
  N
  1
  1 (15)1 (15) 1 (15)
  2
  LRM 20
  [24 misl]
  N
  12
  2 (24)2 (24) 2 (24)
  w/Artemis IV FCS
  2
  Medium Laser
  N
  6
  1 (10)
  1
  ER PPC
  FL/FR
  15
  1 (10)1 (10) 1 (10)
  1
  Gauss Rifle
  [24 rnds]
  FL/FR
  1
  1 (15)1 (15) 1 (15)
  2
  LRM 20
  [24 misl]
  FL/FR
  12
  2 (24)2 (24) 2 (24)
  w/Artemis IV FCS
  1
  ER Large Laser
  FL/FR
  12
  0 (8) 0 (8)
  0 (8)
  2
  Medium Laser
  FL/FR
  6
  1 (10)
  1
  ER Large Laser
  AL/AR
  12
  0 (8) 0 (8)
  0 (8)
  2
  Medium Laser
  AL/AR
  6
  1 (10)
  1
  ER Large Laser
  A
  12
  0 (8) 0 (8)
  0 (8)
  2
  Medium Laser
  A
  6
  1 (10)
  Cargo: 
  Mech - 4 units (2 doors)
  Mech - 8 units (2 doors)
  Aerospace Fighter Bay - 2 units (2 doors)
  Cargo Space - 72.50 tons (1 door)
  85 (170)
  Double
  34
  46
  46
  18
  18
  18
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
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  O
  OO
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  O
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  O
  OO
  O
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  OO
  O
  OO
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  O
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  O
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  O
  OO
  O
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  OO
  O
  OO
  O
  OO
  O
  OO
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  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
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  O
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  O
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  OO
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  OO
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  OO
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  OO
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  OO
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  OO
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  OO
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  OO
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  OO
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  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  
  Union (3070)
  3
  5
  2 / 0
  4 / 0
  3600
  Inner Sphere
  Era: 
  Jihad
  BV: 5,094
  0/7
  42
  0
  0
  0
  0
  2011
  18 (180)
  18 (180)
  18 (180)
  12 (120)
  11
  Standard Scale
  (1-6) (7-12) (13-20) (21-25)
  Bay
  Loc
  Ht
  SRV
  MRV
  LRV
  ERV
  1
  ER PPC
  N
  15
  1 (10) 1 (10)
  1 (10)
  1
  Gauss Rifle
  [24 rnds]
  N
  1
  1 (15) 1 (15)
  1 (15)
  3
  MML 9
  N
  15
  [33 SRM rnds]
  4 (42)
  [39 LRM rnds]
  2 (21) 2 (21)
  2 (21)
  w/Artemis IV FCS
  2
  ER Medium Laser
  N
  10
  1 (10) 1 (10)
  2
  AMS
  [36 rnds]
  N
  2
  0 (6)
  Point Defense
  1
  ER PPC
  FL/FR
  15
  1 (10) 1 (10)
  1 (10)
  1
  Gauss Rifle
  [24 rnds]
  FL/FR
  1
  1 (15) 1 (15)
  1 (15)
  3
  MML 9
  FL/FR
  15
  [33 SRM rnds]
  4 (42)
  [39 LRM rnds]
  2 (21) 2 (21)
  2 (21)
  w/Artemis IV FCS
  1
  ER Large Laser
  FL/FR
  12
  0 (8)
  0 (8)
  0 (8)
  2
  ER Medium Laser
  FL/FR
  10
  1 (10) 1 (10)
  1
  ER Large Laser
  AL/AR
  12
  0 (8)
  0 (8)
  0 (8)
  2
  ER Medium Laser
  AL/AR
  10
  1 (10) 1 (10)
  1
  ER Large Laser
  A
  12
  0 (8)
  0 (8)
  0 (8)
  2
  Medium Laser
  A
  6
  1 (10)
  2
  AMS
  [36 rnds]
  A
  2
  0 (6)
  Point Defense
  Cargo: 
  Mech - 4 units (2 doors)
  Mech - 8 units (2 doors)
  Aerospace Fighter Bay - 2 units (2 doors)
  Cargo Space - 72.50 tons (2 doors)
  80 (160)
  Double
  43
  53
  53
  20
  22
  22
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
  OO
  O
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  O
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  O
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  
SOURCE: textdata/thevault/BattleTech [multi]/EXTRA/hexpacks & maps/HexPack Promotion 1.pdf