TEXT: A Core rulebook
  the AdvAnCed plAnetAry Conquest rules
  
  ©2008 WizKids, Inc. All Rights Reserved. Classic BattleTech Tactical Operations, Classic BattleTech, BattleTech, BattleMech, ’Mech,  
  and WK Games are registered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries.  
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
  Under License From
  WEBSITE: CATALYSTGAMELABS.COM
  Take your warfare to a whole new level of 
  excitement! Deploy under cover of exotic 
  weather and severe planetary conditions. 
  Surprise your enemy with your mastery 
  of new battlefield tactics—from artillery 
  to command-level comms to minefields—
  as well as cutting-edge, prototype 
  technologies! A daring commander can 
  take advantage of any or all of these….if 
  he’s brave enough to seize the moment! 
  Tactical Operations is the one-source reference for 
  advanced rules that apply to on-world operations. 
  It includes new movement and combat options, an 
  extensive Advanced Weapons and Equipment section, 
  and the rules for playing and constructing advanced 
  Support Vehicles and Mobile Structures. 
  
  CLASSIC BATTLETECH
  CLASSIC BATTLETECH
  TM
  TACTICAL opErATIonS
  • CATALyST gAME LABS •
  
  8
  18
  INTRODUCTION
  Advanced Rules 
  8
  Tactical Operations 
  8
  Strategic Operations 
  8
  Interstellar Operations 
  8
  Choose What You Like 
  9
  Player Adjudication 
  9
  Fiction 
  9
  Fiction Vs. Rules 
  9
  Fiction Vs. Art 
  10
  Components 
  10
  Support Vehicles 
  10
  Mobile Structures 
  10
  Record Sheets 
  10
  Large Naval Vehicle Record Sheet 
  10
  Satellite Record Sheet 
  11
  Structure Record Sheet 
  11
  Advanced Rules Record Sheets 
  11
  Additional Record Sheets and Templates 
  13
   
  TACTICAL ANALYSIS 
  14
  ADVANCED GROUND MOVEMENT
  Movement Modes 
  18
  Standing Still (Expanded: Movement Mode) 
  18
  Sprinting (Movement Mode) 
  18
  Evading (Movement Mode) 
  18
  Shielding (Movement Mode) 
  19
  Physical Defense (Movement Mode) 
  20
  Crawling (Movement Mode) 
  20
  Hurried Movement 
  20
  Hull Down 
  21
  Backward Movement (Expanded) 
  22
  Climbing and Leaping 
  22
  Stacking (Expanded) 
  22
  Skidding 
  23
  Piloting Skill Rolls 
  23
  Fumbles 
  23
  Taking Damage 
  23
  Leg Damage 
  24
  Falling (Expanded) 
  24
  Attempting to Stand 
  24
  Vehicles 
  24
  Movement 
  24
  Infantry 
  27
  Squad Deployment 
  27
  Movement on Pavement 
  27
  Fast Movement 
  27
  Climbing 
  27
  Movement Dice (Tips and Suggestions) 
  27
  Planetary Conditions 
  28
  Expanded Movement Cost and Planetary Conditions Rules 
  28
  Base Terrain Types  
   
   
   
  30
  Buildings 
   
   
   
   
  30
  Gravel Piles 
   
   
   
   
  30
  Half Levels 
   
   
   
   
  31
  Heavy Industrial Zone 
   
   
   
  31
  Jungle 
   
   
   
   
  31
  Level 1 Foliage  
   
   
  36
  Magma 
   
   
   
   
  36
  Planted Fields  
   
   
  38
  Rough (Ultra)  
   
   
  39
  Rubble (Ultra)  
   
   
  39
  Sand 
   
   
   
   
  39
  Sheer Cliffs 
   
   
   
   
  39
  Tundra 
   
   
   
   
  40
  Woods (Ultra-Heavy)  
   
   
   
  40
  Terrain Modifications 
   
   
   
  40
  Black Ice 
   
   
   
   
  40
  Bug Storms 
   
   
   
   
  40
  Deep Snow 
   
   
   
   
  41
  Extreme Depths 
   
   
   
  42     
  Fire 
   
   
   
   
  43
  Smoke 
   
   
   
   
  47
  Geyser  
   
   
   
   
  48
  The Fifth Free Worlds Guards battle the Second Donegal Guards in the blasted ruins of a factory complex.
  ES/RH
  
  3
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  148
  74
  114
  Hazardous Liquid Pools 
   
   
  49
  Ice  
   
   
   
   
  50
  Mud 
   
   
   
   
  50
  Rapids 
   
   
   
   
  50
  Rails 
   
   
   
   
  51
  Roads 
   
   
   
   
  51
  Swamp 
   
   
   
   
  51
  Thin Snow 
   
   
   
   
  52
  Torrent 
   
   
   
   
  52
  Water Flow 
   
   
   
   
  52
  Terrain Conditions  
   
   
  54
  Atmospheric Pressure (Density) 
   
  54
  Earthquake 
   
   
   
   
  55
  Electromagnetic Interference (EMI) 
   
  55
  High/Low Gravity 
   
   
   
  55
  Meteor Showers 
   
   
   
  56
  Tainted and Toxic Atmospheres 
   
  56
  Weather Conditions 
   
   
   
  57
  Fog 
   
   
   
   
  57
  Hail 
   
   
   
   
  57
  Light 
   
   
   
   
  58
  Rain 
   
   
   
   
  59
  Snow 
   
   
   
   
  60
  Wind 
   
   
   
   
  61
  Misc.  
   
   
   
  62
  Blowing Sand 
  62
  Extreme Temperature 
  62
  Bog Down Rules 
  62
  Careful Movement 
  62
  Heat Scale Modifiers 
  62
  Terrain Factor Rules 
  62
  Planetary Conditions Tables 
  68
  GLANCING BLOW 
  70
  ADVANCED COMBAT
  General Rules 
  74
  Expanded Critical Hits and Damage 
  74
  Fumbles 
  75
  Floating Critical Rule 
  77
  Advanced Hit Locations 
  77
  Engine Explosions 
  77
  Called Shots 
  78
  Weapons Attacks 
  78
  Line of Sight and Dead Zones 
  79
  Glancing/Direct Blows 
  80
  Missed Shots 
  81
  Damage 
  83
  Advanced Firing 
  84
  Partial Cover 
  87
  Physical Combat 
  88
  Weight Class Physical Attack Modifiers 
  88
  New Physical Attack Weapons 
  88
  New Attack Types 
  88
  Charging 
  91
  Death From Above 
  91
  Intentional Falls From Above 
  91
  Picking Up and Throwing Objects 
  92
  Picking Up Inanimate Objects 
  92
  Throwing ’Mechs and ProtoMechs 
  95
  Picking Up and Throwing Vehicles 
  96
  Picking Up and Throwing Battle Armor 
  97
  Dropping or Setting Down Inanimate Objects 
  98
  Dragging a ’Mech 
  99
  Other Combat Weapons and Equipment 
  99
  Active Probes 
  99
  Anti-Missile Systems 
  99
  Autocannons 
  100
  ECM Suites 
  100
  Energy Weapons 
  102
  Gauss Weapons 
  102
  Machine Guns 
  102
  Missiles 
  102
  Particle Projector Cannon (PPC) 
  103
  Retractable Blade 
  104
  Heat 
  104
  Avoiding Shutdown 
  104
  Rerouting Heat Sink Coolant (’Mechs only) 
  105
  Heat Sink Coolant Failure 
  105
  Vehicles 
  107
  Firing Arcs 
  107
  Vehicle Effectiveness 
  107
  VTOL Special Attacks 
  107
  Infantry 
  108
  Digging In 
  108
  Conventional Infantry Squad Deployment 
  108
  Using Non-Infantry Units As Cover 
  108
  Battle Armor Infantry 
  108
  Weapon Resolution Dice (Tips and Suggestions) 
  109
  BOOM 
  110
  ADVANCED BUILDINGS
  Structure Record Sheet 
  114
  Advanced Building Classifications 
  114
  Building Classifications 
  116
  Standard Rules Expansions 
  118
  Moving Through Advanced Buildings 
  118
  Advanced Building Critical Damage 
  120
  Armored Buildings 
  121
  Attacking Buildings From Within 
  121
  Construction Factor (Expanded) 
  121
  Building Collapse (Expanded) 
  123
  Scaled Damage 
  126
  Building Construction 
  128
  Building Basics 
  128
  The Design Process 
  128
  Step 1: Establish Superstructure 
  128
  Step 2: Add Armor 
  130
  Step 3: Install Components 
  131
  Step 4: Complete the Record Sheet 
  133
  Advanced Building Equipment 
  133
  Automated Weapons 
  133
  Power Generators 
  133
  Liquid Fuel/Chemical Storage Tanks 
  134
  Environmental Sealing 
  136
  Heavy Metal Superstructure 
  137
  High/Low Ceilings 
  137
  Industrial Elevators 
  137
  Large Doors 
  138
  Open Space Construction 
  138
  Subsurface/Underwater Structures 
  140
  Tunnels 
  141
  Castles Brian Complexes 
  141
  BLOODY DIVIDENDS 
  144
  ADVANCED SUPPORT VEHICLES
  Satellites 
  148
  Movement (Outside of Game Play) 
  148
  Movement (During Game Play) 
  148
  Rail 
  149
  Movement 
  149
  Carrying Units 
  150
  Combat 
  153
  Charging Rail Vehicles 
  154
  Accidental Falls From Above 
  154
  Large Naval Vessel Support Vehicles 
  154
  Movement 
  154
  Stacking 
  156
  Carrying Units 
  156
  Flight Decks 
  156
  
  178
  236
  Naval Tractors 
  156
  Combat 
  157
  Critical Damage 
  159
  Electronic Equipment 
  159
  Unit Destruction 
  159
  Large Airship Support Vehicles 
  164
  Movement 
  164
  Stacking 
  164
  Carrying Units 
  164
  Flight Decks 
  164
  Combat 
  164
  Electronic Equipment 
  164
  Accidental Falls From Above 
  164
  Mobile Structures 
  165
  Movement 
  165
  Facing 
  167
  Collisions 
  167
  Buildings 
  167
  Stacking (Ground Mobile Structures) 
  168
  Carrying Units 
  170
  Flight Decks 
  170
  Combat 
  171
  Critical Hits 
  172
  Destroying a Mobile Structure 
  172
  Unit Displacement 
  173
  INTO THE FIRE 
  174
  GENERAL RULES
  Advanced Scatter 
  178
  Advanced Altitude Bombing Scatter 
  178
  Artillery 
  179
  Sequence of Play 
  179
  Artillery Not Directly on the Playing Area 
  179
  Targeting 
  180
  Damage 
  182
  Direct-Fire Artillery 
  185
  Counter-Battery Fire 
  186
  Planetary Conditions 
  186
  Battle Armor Weights 
  186
  Battlefield Wreckage 
  187
  Boarding Actions (Non-Infantry) 
  188
  Mounting Through A Bay Door (Into a Cargo Bay) 
  188
  Weapon Attacks in Cargo Bays 
  188
  Fire Due to Weapon Attacks in Cargo Bays 
  190
  Command-Level (Tactical) Comms 
  191
  Commanders 
  191
  Satellites 
  193
  Ejection and Abandoning Units 
  196
  ’Mechs 
  196
  Vehicles 
  197
  Naval Vessels 
  197
  Fatigue 
  198
  Improved Positions 
  198
  Infantry Vs. Infantry Actions 
  199
  Boarding Actions (Infantry) 
  199
  Infantry Vs. Infantry Action Inside A Building 
  201
  Resolving Infantry Vs. Infantry Actions 
  201
  Re-Converting Marine Points Score 
  205
  Crew Losses and Crew Hits 
  206
  Using A Captured Unit/Building 
  207
  Minefields 
  207
  Conventional Minefields 
  208
  Command-Detonated Minefields 
  209
  Vibrabomb Minefields 
  209
  Active Minefields 
  209
  Combined Minefields 
  210
  Weapon-Delivered Minefields 
  210
  Clearing Minefields 
  210
  Morale 
  211
  Morale Checks 
  211
  Broken Morale 
  212
  Recovering Nerve 
  213
  Rearming Under Fire 
  213
  Rolling Maps 
  214
  Simultaneous Movement 
  215
  Plotting Movement 
  215
  Movement 
  215
  Taking Control of A Unit 
  216
  Abandoned Units 
  216
  Swarming 
  217
  Transport Bays (Expanded) 
  217
  Vehicle Crews 
  218
  Crew Numbers And Abilities 
  218
  Zip Lines 
  219
  Concealing Information 
  219
  Record Sheets And Set-Up 
  219
  Available Information 
  219
  Scanning 
  219
  Double-Blind Rules 
  220
  Sequence of Play 
  220
  Initiative Phase 
  221
  Movement Phase (Spotting Phase) 
  221
  Weapon Attack Phase 
  225
  UNSUNG TECHNOLOGIES 
  226
  ADVANCED SUPPORT VEHICLE 
  CONSTRUCTION
  The Basics of Advanced Unit Design 
  236
  Unit Type 
  236
  Technology Base 
  237
  Weight 
  237
  Designing Advanced Support Vehicle Units 
  238
  Step 1: Design the Chassis 
  238
  Choose Advanced Support Vehicle Type 
  238
  Choose Technology Base 
  239
  Choose Weight 
  240
  Allocate Weight for Internal Structure/Structural Integrity 
  242
  Step 2: Install Engines And Control Systems 
  245
  Install Engine 
  245
  Determine Fuel Capacity 
  248
  Determine Structural Integrity (Airships Only) 
  249
  Add Lift/Dive Equipment 
  249
  Determine Jump Capability 
  249
  Add Control/Crew Systems 
  249
  Special Enhancements 
  251
  Step 3: Add Heat Sinks 
  251
  Step 4: Add Armor 
  252
  Step 5: Add Weapons, Ammunition And Other Equipment 
  254
  Step 6: Complete The Record Sheet 
  258
  Support OmniVehicles 
  258
  Designing Mobile Structures 
  259
  Step 1: Establish Function 
  259
  Choose Mobile Structure Type 
  259
  Choose Technology Base 
  260
  Choose Class, Size, And Shape 
  261
  Construction Factor and Internal Weight Capacity 
  261
  Step 2: Install Power, Motive, And Control Systems 
  262
  Install Power System 
  262
  Install Motive System 
  263
  Determine Fuel Capacity 
  263
  Add Crew 
  264
  Special Enhancements  (Enviro Sealing, Modular Structure Linkage) 
  265
  Step 3: Install Armor 
  266
  Step 4: Install Weapons, Heat Sinks, And Equipment 
  266
  Step 5: Complete The Record Sheet 
  269
  THE EFFICIENCY OF ROME 
  270
  
  5
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  274
  378
  387
  391
  404
  Equipment Notes 
  275
  Active Probe 
  278
  Actuator Enhancement System (AES) 
  279
  Angel ECM Suite 
  279
  Armor 
  279
  Armored Components 
  283
  Armored Motive Systems 
  283
  Artemis V Fire-Control System 
  283
  Artillery 
  284
  Artillery Cannons 
  285
  Autocannon 
  285
  Battle Armor Mechanical Jump Booster 
  286
  Battle Armor Myomer Booster 
  287
  Battle Armor Detachable Weapon Pack  
  287
  BattleMech HarJel System 
  288
  BattleMech Melee Weapons 
  288
  BattleMech/ProtoMech Motive Systems 
  292
  Beast-Mounted Infantry 
  295
  Blue Shield Particle Field Damper (PFD) 
  296
  Booby Trap 
  297
  C3 Systems 
  297
  CASE II 
  299
  Chaff Pod 
  299
  Chameleon Light Polarization Shield (LPS) 
  300
  Cockpit Systems 
  300
  Collapsible Command Module (CCM) 
  301
  Combat Vehicle Chassis Modifications 
  302
  Coolant Pod 
  303
  Disposable Weapons 
  304
  Docking Hardpoint (Docking Collar) 
  304
  Docking thrusters 
  305
  Drone (Remote) Systems 
  305
  Energy Storage Batteries 
  306
  Engine Systems 
  307
  Ejection Systems 
  309
  Electronic Warfare (EW) Equipment 
  310
  Field Guns/Field Artillery 
  311
  Flamers 
  312
  Flight Deck/Helipad 
  312
  Fluid Gun 
  313
  Gauss Rifles 
  313
  Grav Deck 
  315
  Grenade Launchers, Vehicular (VGL) 
  315
  Handheld Weapons 
  315
  Heat Sinks 
  316
  Infantry Armor 
  317
  Landing Deck 
  319
  Lasers 
  319
  Laser Anti-Missile System 
  322
  Laser Insulator 
  322
  Light Sail 
  323
  Lithium-Fusion Battery 
  323
  Mass Driver 
  323
  ’Mech Mortars 
  324
  Mechanized VTOL Infantry 
  324
  MechWarrior Aquatic Survival System 
  325
  Mine Dispensers 
  325
  Minesweeper 
  326
  Missile Launchers 
  326
  Mobile Field Base 
  330
  Mobile Hyperpulse Generators  
  330
  M-Pod 
  330
  MRM “Apollo” Fire Control System 
  330
  Naval Autocannons (Capital AC) 
  331
  Naval C3 
  332
  Naval Comm-Scanner Suite 
  332
  Naval Gauss (Capital Gauss) 
  333
  Naval Laser (Capital Laser) 
  333
  Naval PPC (Capital PPC) 
  333
  Naval Repair Facilities 
  334
  Naval Tug Adaptor 
  334
  Null-Signature System 
  336
  Power Collector and Microwave Transmitter  336
  PPC Capacitor 
  337
  ProtoMech Melee Weapon 
  337
  Recon Camera 
  337
  Rifle (Cannon) 
  338
  Satellite Imagers 
  338
  Specialized Infantry 
  340
  Structure 
  342
  Sub-capital Weapons 
  343
  Sub-Compact K-F Drive System 
  343
  Supercharger 
  345
  Taser 
  345
  Thunderbolt Missile Launcher 
  347
  Turrets 
  347
  Vehicular/Battle Armor Dropchute  
  348
  Vehicular Jump Jets 
  348
  Void-Signature System 
  349
  VTOL Jet Booster 
  350
  VTOL Mast Mount 
  350
  Xenoplanetary Condition-Trained Troops 
  351
  Alternative Munitions 
  352
  Autocannon Munitions 
  352
  Artillery Munitions 
  353
  Bomb Munitions 
  357
  Flamer/Fluid Gun/Sprayer Ammunition 
  360
  Grenade Launcher Munitions 
  363
  Mines 
  364
  Missile Munitions 
  367
  ’Mech Mortar Ammunition 
  373
  Remote Sensors 
  375
  Advanced Construction Options 
  376
  Fractional Accounting 
  376
  Mixed Technologies 
  377
  Patchwork Armor 
  377
  Super-Heavy Vehicles 
  378
  Ultra-Light BattleMechs 
  378
  ADVANCED WEAPONS AND EQUIPMENT
  AVANCED BATTLE VALUES
  Satellites 
  378
  Rail Vehicles 
  378
  Large-Sized Airships 
  379
  Large-Sized Naval Vessels 
  379
  Mobile Structures 
  379
  Step 1: Calculating Defensive Battle Rating 
  379
  Step 2: Calculating Offensive Battle Rating 
  379
  Step 3: Calculate The Final BV 
  379
  Advanced Infantry 
  379
  Step 1: Calculating Defensive Battle Rating 
  379
  Step 2: Calculating Offensive Battle Rating 
  379
  Step 3: Calculate The Final BV 
  379
  Advanced Weapons and Equipment 
  380
  Actuator Enhancement System 
  380
  Armor 
  380
  Armored Components 
  380
  Battle Armor Mechanical Jump Booster 
  380
  Battle Armor Myomer Booster 
  380
  Battle Armor Detachable Weapon pack 
  380
  BattleMech Mechanical Jump Boosters 
  380
  BattleMech/ProtoMech Partial Wing 
  380
  BattleMech UMU System 
  380
  Blue Shield PFD 
  380
  CASE II 
  381
  Chameleon Light Polarization Shield 
  381
  Cockpit Systems—Torso-Mounted Cockpit 
  381
  Combat Vehicle Chassis Modifications 
  381
  Coolant Pod 
  381
  Engine Systems 
  381
  Handheld Weapons 
  381
  Laser Anti-Missile System 
  381
  Laser Insulator 
  381
  Laser—Variable Speed Pulse 
  382
  Null-Signature System 
  382
  Patchwork Armor 
  382
  PPC Capacitor 
  382
  Shields 
  382
  Structure 
  382
  Supercharger 
  382
  Turrets 
  382
  Vehicular Jump Jets 
  382
  Void-Signature System 
  382
  VTOL Jet Booster 
  382
  VTOL MAST Mount 
  382
  Constructing A Battle Force (Addendum) 
  386
  Alternative Munitions (New) 
  386
  Target Acquisition Gear (Expanded) 
  386
  Command, Control and Communications (Expanded) 
  386
  External Stores (Expanded) 
  386
  Skill Ratings (Expanded) 
  386
  Force Size 
  386
  Minefields (New) 
  386
  INDEX
  RECORD SHEETS
  TABLES
  
  Project Concept
   Randall N. Bills
  Project Development
   Herbert A. Beas II
   Randall N. Bills
  Writing
   
  Fiction
    
  Randall N. Bills
    
  Jason M. Hardy
    
  Mike Miller
    
  Steven Mohan, Jr.
    
  Jason Schmetzer
   
  Rules
     
  Herb A. Beas II
   
  Randall N. Bills
   
  Additional Rules
    
  Ken’ Horner
    
  Nick Marsala
    
  David McCulloch
    
  Mike Miller
    
  Jim Rapkins 
    
  Ben Rome
  Product Editing
   Diane Piron-Gelman
  BattleTech Line Developer
   Herbert A. Beas II
  Production Staff
   
  Art Direction
    
  Randall N. Bills
   
  Cover Art
    
  Michael Komarck
   
  Cover Design
    
  Adam Jury
   
  Classic BattleTech Logo Design
    
  Shane Hartley and Steve Walker
   
  Graphic Presentation
   
   
  Adam Jury
    
  David M. Stansel-Garner
    
  Troy Stansel-Garner
   
  Layout
    
  Adam Jury (Rules)
    
  Matt Heerdt (Fiction)
   
  Illustrations
    
  Doug Chaffee
    
  Chris Lewis
    
  Duane Loose
    
  Matt Plog
    
  Klaus Scherwinski
    
  Franz Vohwinkel
   
  Miniatures Painting & Photography
    
  Ray “Adrian Gideon” Arrastia
    
  William “sounguru” Burt
    
  Chris “Pendragon” Dolega
    
  Paul “DarkMarauder” Eckes
    
  Dave “Hauptmann” Fanjoy
    
  Joel “Psycho” Hardwick
    
  Ross “Savage Coyote” Hines
    
  David “DAK” Kerber
    
  Frederic “Foxbat” Lagoanere
    
  Steve “MadDoc” Livingston
    
  Mark “Hyena” Maestas
    
  Ryan “B1BFlyer” Peterson
    
  Lance “Jal Phoenix” Scarinci
    
  Ed “Captain of the Watch” Smith
   
  Terrain
    
  Iron Wind Metals, Herpa Miniature Models,  
   
  GHQ Miniatures, Ground Zero Games, 
    
  William Burt and Steve Satak (2007 Diorama), 
    
  Dwin Craig (for Dave Fanjoy)
   
  Map of the Inner Sphere
    
  Øystein Tvedten
   
  Record Sheets
    
  David L. McCulloch
   
  Index
    
  Rita Tatum
  Additional Design and Development
  The following people have been involved in the creation and 
  development of Classic BattleTech rules, either by writing material 
  that was assimilated into the main body of the rules, serving as the 
  BattleTech line developer in the past, or otherwise contributing to the 
  game in a major way.
  Samuel B. Baker, Herb Beas, Randall N. Bills, Forest G. Brown, 
  Chuck Crain, Chris Hartford, Clare Hess, Scott Jenkins, J. Andrew 
  Keith, James R. Kellar, Dale Kemper, L.R. “Butch” Leeper, Bryan 
  LiBrandi, Jim Long, David McCulloch, Jim Musser, Bryan Nystul, 
  Mike Nystul, Blaine Pardoe, Boy F. Peterson Jr., Rick Raisley, Ben 
  Rome, Jerry Stenson, Christoffer Trossen, Wm. John Wheeler.
  Acknowledgements
  To Mike Miller for constantly answering my “So, how does the 
  science of this game play rule work?” questions.
  To Paul Sjardijn for coining the phrase “yeah, we’ve got a rule 
  for that.” Blame him.
  To Joel Bancroft-Connors, Paul Sjardijn and Eberhard “Rote 
  Baron” von Massenbach for going above and beyond in catching 
  the little things and for allowing me to constantly ping them in IM 
  to test a new rule.
  To Herb Beas for tackling the hideously complex Equipment 
  and Construction rules, as well taking on the Advanced Building 
  section at the last minute.
  CREDITS
  
  7
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  To the core group of people who, to one extent or an-
  other, have significantly contributed to transferring Classic 
  BattleTech to its new home, and to taking it to a new level: Ray 
  Arrastia, Herb Beas, Loren Coleman, Warner Doles, David M. 
  Stansel-Garner, Diane Piron-Gelman, Jason Hardy, Chris Hart-
  ford, Jason Knight, Chris Lewis, David McCulloch, Ben Rome, 
  Matt Plog, Paul Sjardijn, Peter Smith, Scott Taylor, Christoffer 
  Trossen, Øystein Tvedten, Jason Vargas, and the fanatic core of 
  fact-checkers and playtesters who often worked under “urgent 
  data requests” more often than we’d like to admit.
  To Ray Arrastia, whose diagrams have made all of these 
  rules books so much easier to understand…and raised the bar 
  for how great an example can look. 
  To Diane Piron-Gelman for helping turn my text into solid 
  prose and for editing two books in one.
  To Adam Jury for putting up with the layout of these mas-
  sive and incredibly complex layout jobs and doing it with a 
  relatively low expletive count.
  To all the Commandos for their ongoing stalwart support! 
  Hope you all get a lot of use out of this book.
  To the camospecs.com team that keeps raising the bar and 
  going “there” to create new and jaw-droppingly-cool dioramas 
  for these rulebooks.
  To Bryn Bills and Kristian Frosig, who “forced me” to start run-
  ning a campaign for them (giving me the chance to remember 
  how much I love to still play the game) and who came up with 
  several concepts that are now rules in the book. Your constant 
  and Infectious love of the universe and game helped me 
  through several of the darker times of this book.
  Playtesters/Proofers/Fact Checkers
  Joel Agee, Ray “Adrian Gideon” Arrastia, Joel Bancroft-
  Connors, Ron Barter, Paul “Blackhorse” Bowman, Brent Dill, Dan 
  Eastwood, Dave Fanjoy, Bruce Ford, Anthony Hardenburgh, 
  John “Worktroll” Haward, Glenn Hopkins, John “Bleusman” Hud-
  son, David “DAK” Kerber, Rodney Klatt, Michael “Konan” Koning, 
  Alan “Brainburner” Kreilick, Edward “Tenaka Furey” Lafferty, 
  Edward Lott, Nick Marsala, Eberhard “Rote Baron” von Massen-
  bach, Brian McAuliffe, Tim McAuliffe, Mike Miller, Jeff Morgan, 
  Darrell “FlailingDeath” Myers, Andrew Norris, Jason Paulley, 
  Michael Pfister, Aaron “Gravedigger” Pollyea, Jim Rapkins, Rick 
  “Rick Steele” Remer, Eric “Mendrugo” Salzman, Björn “Keiran” 
  Schmidt, Christopher K. Searls, Chris Sheldon, Paul Sjardijn, 
  Jeff Skidmore, Peter Smith (played by Peter Smith), Sam ‘Wasp’ 
  Snell, Joel Steverson, Geoff “97jedi” Swift, Roland “Ruger” Thig-
  pen, Jason “Panzerfaust 150” Weiser, Chris “Chinless” Wheeler, 
  Paul ‘Weasel’ Wolf, Patrick Wynne; Steel City MechWarriors: Rich 
  Cencarik, Rich Darr, Brian Golightly, Dave Lang, Drew Martin.
  Additional Thanks
  To the following on-line players that provided great 
  suggestions, off of which many of the rules in this book were 
  built: 3rdcrucislancers, abandon, adept dave Baughman, 
  agen, aparbiter, asano, atlas3060, auren, awprime, axeman89, 
  bean2213, bedwyr, Blackhorse 6, blacksheep, bluedragon7, 
  bluetiger, boilerman, bored_lyron, boyscout, bryanc, 
  bulldog79, cache, cannonshop, captainjohn, casper, chaos 
  cat, charlie tango, chrisxa, cobrausn, coelacanth, daemion, 
  dark jackal, dark jaguar, dark_falcon, darkstar2011, Davion, 
  death-knight69, Deathrider6, demi-precentor worktroll, 
  diplominator, dukeroyal, elsni, failure16, fireangel, foxes 
  teeth, freak, gaiiten, gbscientist, general308, geoff watson, 
  ghost0402, glitterboy2098, gojira01, gomi, goose, gracus, 
  greywolfactual, gus, Harvey, hunterada, ice_trey, idea weenie, 
  istal devalis, jackmc, jedibear, jeyar, jibbajabbawocky, jimdigris, 
  jink rum, jmiles2, jungle boy, kit_desummersville, kobra, 
  kojak, kuttsinister7, Leon_Shirow, lissette woo, lyonheart, 
  mad malefactor, malakar, martius, mattlov, max francis vard, 
  minchandre, mock26, mostro_joe, mystic, nan, nightlord01, 
  nikita, oldfart3025, omaharenegade, panzerfaust150, perkinsc, 
  peter smith, praetorian, prometheus fire, purpledragon, rage, 
  redshirt, revanche, rexor-k, Rick Raisley, rommel_twee, shadow 
  slayer, shadow_walker, shadow6, shatara, shijima, shockwave, 
  sierra_gulf, skiltao, sldf_spector, snake_eyes, sudedei, sushi, talz, 
  teamnutmeg, tel hazen, torrent, truegrit, truetanker, twycross, 
  urgru, vandal, vega_obscura, vorpal, wantec, warchicken, wasp, 
  weirdguy, weirdo, welshman, werewolf, whistler, wildfire, wolf 
  lancer 4, wolfspider, wrangler, zone of alienation.
  Special Thanks
  To David Stansel-Garner and Loren Coleman for not yelling 
  “too” loudly as I overwrote by a mere 200k and allowing me 
  to insert another one of these giant tomes into the Catalyst 
  Game Labs production schedule.
  Dedication
  To Tara Suzanne Bills for allowing me to continue playing in 
  the sand box that I love even as I’m supposed to be “moving 
  on.” If you love this book, give her a giant thanks the next time 
  you see her.
  ©2008 WizKids, Inc. All Rights Reserved. Classic BattleTech 
  Tactical Operations, Classic BattleTech, BattleTech, ’Mech, 
  BattleMech, MechWarrior and WK Games logo are registered 
  trademarks and/or trademarks of WizKids, Inc in the United 
  States and/or other countries. No part of this work may be 
  reproduced, stored in a retrieval system, or transmitted in any 
  form or by any means, without the prior permission in writing 
  of the Copyright Owner, nor be otherwise circulated in any 
  form other than that in which it is published. 
  Catalyst Game Labs and the Catalyst Game Labs logo are 
  trademarks of InMediaRes Productions, LLC.
   
  Published by Catalyst Game Labs, an 
  imprint of InMediaRes Productions, LLC
  PMB 202 • 303 91st Ave NE • G701 • Lake Stevens, WA 98258
  FIND US ONLINE:
   
  classicbattletech@catalystgamelabs.com
    
  (e-mail address for any Classic BattleTech questions)
   http://www.classicbattletech.com
    
  (official Classic BattleTech web pages)
   http://www.CatalystGameLabs.com
    
  (Catalyst web pages)
   http://www.wizkidsgames.com/mechwarrior/
    
  (official MechWarrior web pages)
   http://www.wizkidsgames.com
    
  (WizKids web pages)
   http://www.battlecorps.com/catalog
    
  (online ordering)
  
  The Total Warfare (TW) and TechManual (TM) rulebooks present 
  the core game and construction rules for Classic BattleTech (CBT), 
  otherwise referred to as the standard rules. These two volumes 
  encompass eight core unit types—several of which contain nu-
  merous sub-unit types—and a host of weapons and rules, as well 
  as covering many different game situations. However, despite the 
  breadth of play covered, many game situations still fall outside 
  those rules, not to mention a plethora of more advanced equip-
  ment, as well as a few advanced units.
  ADVANCED RULES
  Beyond the standard rules, a legion of advanced rules exists, al-
  lowing players to expand their games in any direction they desire. 
  In an effort to bring these rules to players in the most logical form 
  possible, the advanced rules are contained in three core rule-
  books, each one staging up and building off of the previous rules 
  set. Additionally, each one focuses on a particular “in-universe 
  time frame” that will allow players to easily grasp where a given 
  rulebook will “plug into” their existing game play.
  TACTICAL OPERATIONS
  SitRep:
  Forces on-world.
  Conflict expected to last mere hours to achieve object.
  Classic BattleTech Tactical Operations (TO) is the rulebook you are 
  holding in your hands, and is the first in the “staging” Advanced 
  Rulebooks. Its focus is during game play, and applies directly to a 
  game as it unfolds on a world in the BattleTech universe; its rules 
  represent hours in-universe, the time frame it takes for a single, 
  moderate-sized battle to play out on a gaming table.
  Building on Total Warfare and TechManual, Tactical Operations 
  conveys numerous advanced rules for movement and combat 
  across various units, while expanding core rules such as those 
  for buildings, and implementing a host of advanced terrain and 
  weather rules. Rules for the construction and use of advanced 
  Support Vehicles are presented, as well as advanced and pro-
  totype construction options and weapons for use by almost 
  every unit.
  This book contains a number of rules changes from previous 
  editions. We feel confident that these are the most complete, clear 
  and concise advanced rules for Classic BattleTech ever presented.
  These rules supersede all previously published rules, including 
  the BattleTech Manual, BattleTech Compendium, BattleTech Com-
  pendium: The Rules of Warfare, BattleTech Master Rules (standard 
  and revised editions), Combat Equipment, Tactical Handbook, 
  Maximum Tech (standard and revised editions) and Unbound.
  To use the construction rules, designers will need paper and 
  pencils, as well as copies of the Blank Record Sheets found at 
  the back of this book. Due to the complexities involved with the 
  construction of the Advanced Support Vehicles, a calculator will 
  be handy as well.
  STRATEGIC OPERATIONS
  SitRep:
  Forces in solar system.
  Beginning burn to planet.
  Conflict expected to last weeks to achieve object.
  Classic BattleTech Strategic Operations (SO) is the second “staging” 
  Advanced Rulebook. It stages a player up to the next logical area of 
  play, focusing on “in a solar system” and multi-game play; its rules 
  represent weeks within the BattleTech universe, the time frame 
  needed for several battles to conquer an entire solar system.
  
  9
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Strategic Operations contains advanced movement and 
  combat operations emphasizing the importance of aerospace 
  units, while extensive rules cover combat drops of numerous 
  troop types into any situation. Linked scenarios and compre-
  hensive maintenance, salvage, repair and customization rules 
  provide an easy format for players to turn multiple games 
  into an interconnected campaign to capture a target system, 
  where the support crew of technicians and doctors and their 
  skills can be just as important as any warrior. Complete game 
  play and construction rules for advanced aerospace units are 
  also included. Finally, a complete game system—BattleForce—
  allows players to use their existing miniatures and mapsheets 
  to play quick, fast-paced BattleTech games, from small-scale 
  skirmishes to large-scale planetary invasions.
  INTERSTELLAR OPERATIONS
  SitRep:
  Forces marshaled.
  Flotillas assigned to target solar systems.
  Conflict expected to last months to achieve objects.
  Classic BattleTech Interstellar Operations (IO) is the third and 
  final “staging” Advanced Rulebook. Players are staged up to 
  the final level of play, where they can assume the roles of a 
  House Lord or Clan Khan and dominate the galaxy; IO rules 
  represent months in the BattleTech universe, the time frame 
  for conquering numerous star systems.
  Interstellar Operations contains complete rules for gen-
  erating and running any type or size of force, as well as the 
  BattleTech Strategic Game: The Inner Sphere in Flames. This com-
  prehensive rules set governs the running of an entire faction’s 
  military as a player tries to conquer (or defend) numerous solar 
  systems. More importantly, the Strategic Game contains rules 
  that allow players to stage any portion of a given conflict back 
  through the various rule sets, as they desire–from the simple, 
  easy-to-use rules of conflict for the Strategic Game, down to 
  BattleForce, or all the way back down to a standard BattleTech 
  game as presented in Total Warfare and Tactical Operations. 
  Players have complete flexibility for any type of conflict in 
  which they wish to engage.
  CHOOSE YOUR RULES
  Tactical Operations encapsulates a myriad of advanced rules. 
  In effect, all the rules and weapons/equipment in this volume 
  are optional. This means you can use as many or as few of the 
  rules in this book as you want. (In fact, this book contains so 
  many new rules that we recommend you try them out a few 
  at a time, rather than attempting to use them all at once.) 
  Furthermore, most of the new rules and equipment here can 
  be added individually to a standard game. You can add rules 
  and pieces of equipment to your game one at a time—most 
  of the rules do not rely on other rules in this book to work in 
  existing Classic BattleTech games. This allows you to tailor your 
  BattleTech game to your taste by including only those rules 
  that you find make the game more interesting or fun. Use 
  whatever new rules and equipment you want and disregard 
  the rest. Given the scope of the rules and the fact that they are 
  optional, all players in a group should read through and agree 
  to the use of any of these rules and weapons/equipment.
  PLAYER ADjUDICATION
  An advanced-rules book for any game is, almost by defini-
  tion, more complex. In a game system with such a long and rich 
  heritage as Classic BattleTech—this rulebook alone draws from 
  dozens of different sources across a large number of years—
  that complexity is even greater. Developers and writers have 
  gone to great effort to make these rules as comprehensive as 
  possible—not only from one section to the next in this book, 
  but in how such advanced weapons and rules interact with 
  the core game and construction rules as presented in Total 
  Warfare and TechManual. However, the sheer scope of Tacti-
  cal Operations and the plethora of options provided (both in 
  advanced rules and in the more than 100 pages of advanced 
  weapons and equipment) means that it is not possible to 
  cover all potential situations. Once this product reaches the 
  players’ hands, they’ll envision scenarios and create situations 
  on a game board that never crossed the minds of the develop-
  ers or the legion of authors and playtesters that thoroughly 
  worked over this product.
  With that in mind, when players encounter situations not 
  covered in the rules as they integrate the contents of Tactical 
  Operations into their playing group, they are encouraged to 
  adjudicate each situation appropriately; make up the rules 
  that work for you. If in the process a playing group runs into 
  an argument, feel free to let a die roll resolve any disputes so 
  you can return to playing the game and having fun.
  Finally, the forums on www.classicbattletech.com are an 
  excellent resource. Players can join a strong and vibrant online 
  community, tapping a wide selection of players for different 
  ideas on how best to adjudicate a particular situation.
  FICTION
  As described in Total Warfare and TechManual, fiction plays 
  a pivotal role in bringing the Classic BattleTech universe to life. 
  Whether “story fiction” that places readers inside the heads of 
  the characters in that universe, or “sourcebook fiction” that 
  places the reader in the universe as though living among 
  those characters, both work hand-in-hand to immerse players 
  in this vibrant milieu.
  Total Warfare concentrated on story fiction, while TechMan-
  ual concentrated on sourcebook fiction. Tactical Operations 
  covers something of a middle ground, with various story and 
  sourcebook fiction sections found throughout the book.
  FICTION VS. RULES
  It is important to remember that regardless of the critical 
  role fiction plays in immersing players in the Classic BattleTech 
  universe, such fiction should never be construed as rules. As 
  with Total Warfare and TechManual, to eliminate confusion 
  about which sections are fiction and which are rules, the fic-
  tion sections have a unique look, compared to the uniform 
  presentation of the various rules sections. All fiction sections 
  are italicized in the table of contents.
  As with TechManual, the exception is the Equipment section, 
  which includes sourcebook fiction as well as rules. In this case, 
  the sourcebook fiction entries for each piece of equipment are 
  set apart in a distinctive graphic presentation, allowing read-
  ers to tell at a glance what is fiction and what are rules.
  
  DropShip transports), or specialized planetary 
  environments, where the costs of construction 
  and maintenance are outweighed by the needs 
  of survival, or the desire to plumb harsh environ-
  mental locations for rare minerals and so on.
  RECORD 
  SHEETS
  Players use the following record sheets to 
  track various types of information while play-
  ing BattleTech. Each type of unit (JumpShips, 
  WarShips, Space Stations, Satellites, Mobile 
  Structures and Large Naval Support Vessels) 
  uses a unique record sheet, while Rail and Large 
  Airship Support Vehicles use Combat Vehicle Re-
  cord Sheets appropriate to the unit type. Blank 
  Record Sheets are provided at the back of this 
  rulebook for all unit types. How they work, and 
  which record sheets should be used for each unit 
  type featured in this book are outlined below.
  Construction
  As noted in TechManual, at the end of the de-
  sign process for any construction rules presented 
  in this volume, each designer must translate his 
  or her unit from its raw statistics to an appropri-
  ate record sheet in order to use it properly in a 
  game of Classic BattleTech.
  LARGE NAVAL VEHICLE RECORD SHEET
  The Large Naval Vehicle Record Sheet has 
  much in common with the Naval Vehicle Record 
  Sheet. Therefore, only those sections unique to 
  the Large Naval Vehicle Record Sheet are dis-
  cussed below.
  Critical Damage
  In addition to the standard critical damage 
  tracked by Small- and Medium size-class Naval 
  Vessels, the Large Naval Vessel includes the vari-
  ous turrets that can be mounted on such a unit.
  Armor Diagram
  While a standard Naval Vehicle divides its 
  Armor Diagram into five sections (Front, Right, 
  Left, Rear and Turret), a Large Naval Vehicle has 
  six locations (Front, Left Front, Right Front, Left 
  Rear, Right Rear and Rear) as well as the potential 
  for eight turrets (see Tables, below).
  Tables
  In place of the standard tables displayed on 
  all vehicle record sheets, the bottom left of the 
  record sheet includes the armor and internal 
  structure for the eight turrets that a Large Naval 
  Vessel can mount.
  FICTION VS. ART
  Tactical Operations follows the graphic de-
  sign format established by Total Warfare and 
  TechManual, wedding art to the book’s visual 
  presentation in order to enhance the players’ 
  experience. In this case, the graphic presenta-
  tion represents a computer from House Davion’s 
  New Avalon Institute of Science, one of the Inner 
  Sphere’s largest and most advanced universities 
  for the study and development of new technolo-
  gies (see A Time of War, p. 17, TW).
  As with fiction, while art plays an important role 
  in bringing the Classic BattleTech universe to life, it 
  should never be construed as rules.
  COMPONENTS
  Page 26 of Total Warfare (as well as p. 13 of TM) 
  discusses several Support Vehicles that exist in 
  the Classic BattleTech universe, but fall outside 
  the purview of the standard-rules game and 
  construction rulebooks. Those units are dis-
  cussed here.
  SUPPORT VEHICLES
  In addition to the Support Vehicles described 
  on page 25 of Total Warfare, the Classic BattleTech 
  universe also includes Satellites and Rail systems.
  Note: Game and construction rules for Large 
  Airships and Large Naval Support Vehicles are 
  not covered in Total Warfare or TechManual—
  though the Small- and Medium-sized classes of 
  both unit types are covered in those volumes—
  but instead appear in this rulebook.
  Satellites
  Used for communications, surveying and 
  information-gathering—and often for spying 
  during battles—Satellites rely on station-keeping 
  drives and lack the powerful propulsion systems 
  that would make them true spacecraft.
  Rail Systems
  Rail systems transport cargo and passengers 
  over land. Standard Rail requires little technol-
  ogy to produce or maintain, but advanced 
  maglev systems (which require a much higher 
  level of technology) achieve far greater speed by 
  suspending the train above the track and propel-
  ling it with powerful magnetic fields.
  MOBILE STRUCTURES
  An exceptionally rare sight in the Classic Bat-
  tleTech universe, Mobile Structures represent 
  super-large units and mobile buildings. Such 
  unique constructs are usually reserved for wealthy 
  planets that can afford such extravagance (such 
  as super-large wet-navy container ships, or 
  Satellite
  Rail System
  Mobile Structure 
  
  11
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Structure Data
  The Structure Data block is located in the upper left corner 
  of the record sheet and includes the total levels of the struc-
  ture, what technology base was used when constructing the 
  building, and the Weapons Inventory for tracking what weap-
  ons a building may mount; weapons of identical types and 
  location may be combined on a single line to conserve space 
  (ammunition is noted on a separate line). The Cost and Battle 
  Value of the building can also be noted in this location.
  For Mobile Structures, this section also tracks the MP, Move-
  ment Type and Powerplant Type.
  CF and Armor
  The CF & Armor block is located in the bottom left of the 
  record sheet and includes a double column for tracking the 
  Construction Factor and Armor of various hexes. Note that this 
  section is not designed to track all hexes (the Structure Map 
  accomplishes that task), but to track those specific hexes that 
  have been damaged during play.
  Crew Data
  This block lists the number of crew and their Gunnery Skill.
  ADVANCED RULES RECORD SHEETS
  The following record sheets are modifications of standard-
  rules record sheets found in TechManual. The changes allow 
  a player to more easily track the many new weapons/equip-
  ment options and rules during game play. This section only 
  covers changes made to the record sheets.
  SATELLITE RECORD SHEET
  The Satellite Record Sheet has much in common with the 
  Aerodyne DropShip Record Sheet. Therefore, only those sec-
  tions unique to the Satellite Record Sheet are discussed below.
  Unit Data
  A satellite does not have a Safe or Maximum Thrust, but 
  only a Station-Keeping Thrust, which is why no Velocity Track 
  appears on the record sheet.
  Critical Damage
  Only critical damage that applies to a Satellite is included here.
  STRUCTURE RECORD SHEET
  The Structure Record Sheet is for use when constructing a 
  building (see Building Construction, p. 128), or when using the 
  expanded Construction Factor rules (see p. 121) with standard 
  buildings. This record sheet is also used when dealing with 
  Mobile Structures (see p. 165).
  Structure Map
  In advanced-rules play, several rules options require tracing 
  specific building hexes vertically and horizontally. Additionally, 
  the Structure Map is designed to help players create truly large 
  structures using multiple record sheets. For example, Record 
  Sheet A could track Levels 1 to 6, while Record Sheet B could 
  track the same horizontal area from Levels 7 to 12. On Record 
  Sheet C, the players may add a “right side” to the sheet to show 
  that the horizontal locations of these building hexes are con-
  joined exactly to the right of Record Sheet A, and so on.
  GENERIC CONVENTIONAL
  INFANTRY RECORD
  SHEET
  CLASSiC
  © 2006 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  CONVENTIONAL INFANTRY DAMAGE TABLE
  CONVENTIONAL INFANTRY RANGE MODIFIER TABLE
  NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
  NUMBER OF TROOPERS
  Rifle, Ballistic 12 12 11 11 10 10 10
  9
  9
  8
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  4
  3
  3
  2
  2
  2
  1
  1
  0
  MAX WEAPON DAMAGE
  PER PLATOON/POINT TYPE 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Rifle, Energy 8
  8
  8
  8
  7
  7
  7
  6
  6
  6
  6
  5
  5
  5
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  1
  1
  1
  1
  0
  Machine Guns 13 12 12 12 11 11 10 10
  9
  9
  9
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  3
  3
  3
  2
  2
  1
  1
  0
  SRM 14 14 13 13 12 12 11 11 11 10 10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  0
  LRM 10 10 10
  9
  9
  9
  8
  8
  7
  7
  7
  6
  6
  6
  5
  5
  5
  4
  4
  4
  3
  3
  3
  2
  2
  2
  1
  1
  1
  0
  Flamer 11 11 11 10 10 10
  9
  9
  8
  8
  8
  7
  7
  6
  6
  6
  5
  5
  5
  4
  4
  3
  3
  3
  2
  2
  2
  1
  1
  0
  WEAPON TYPE 
  RANGE IN HEXES (TO-HIT MODIFIER)
   
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Riﬂe, Ballistic 
  –2 
  0 
  +2 +4 — — — — — —
  Riﬂe, Energy 
  –2 
  0 
  0 
  +2 +2 +4 +4 — — —
  Machine Guns 
  –2 
  0 
  +2 +4 — — — — — —
  SRM 
  –1 
  0 
  0 
  +2 +2 +4 +4 — — -—
  LRM 
  –1 
  0 
  0 
  0 
  +2 +2 +2 +4 +4 +4
  Flamer 
  –1 
  0 
  +2 +4 — — — — — —
   
  NUMBER OF CONVENTIONAL
  WEAPON TYPE* 
  TROOPERS HIT†
  Direct Fire (Ballistic or Energy) 
  Damage Value / 10§
  Cluster (Ballistic) 
  Damage Value / 10 + 1§
  Pulse 
  Damage Value / 10 +2§
  Cluster (Missile) 
  Damage Value / 5§
  Area-Effect (AE) 
  Damage Value / .5
  Burst-Fire 
  See Burst-Fire Weapons
  *See Combat, p. XX, for weapon terminology.
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of
   
  armor protection. Attacks by non-infantry weapons against mechanized infantry double
   
  the number of troopers eliminated. 
  §Round all fractions up.
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 1
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 2
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 3
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 4
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 5
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 6
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  LARGE NAVAL VESSEL RECORD SHEET
  TM
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  DEPTH TRACK
  NOTES
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Template:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg Min Sht Med Lng
  Tonnage:  
  BV:  
  Movement Type:
  Engine Type:
  Cruising: 
  Flank: 
  Engine Hit
  Turret 1 Locked
  Turret 2 Locked
  Turret 3 Locked
  Turret 4 Locked
  Turret 5 Locked
  Turret 6 Locked
  Turret 7 Locked
  Turret 8 Locked
  Stabilizers
  Front
  Left
  Right
  Turret 1
  Turret 2
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Turret 4
  Turret 5
  Turret 3
  Turret 7
  Turret 8
  Turret 6
  Crew:
  Gunnery Skill:
  Driving Skill:
  Life Boats:
  Turn
  Depth
  1
  2
  5
  3
  4
  6
  7
  8
  9
  10
  Turn
  Depth
  11 12
  15
  13 14
  16 17 18 19 20
   1 
   +1 
   2 
   +2 
   3 
   +3 
   4 
   +4 
   5 
   +5 
   6 
  Incp.
  Hits Taken
  Modiﬁer
  BAR:
  Rear Armor
  (      ) 
  Turret 5 Armor
  (      ) 
   Front Armor
  (      ) 
  Left Rear Armor (      ) 
  Right Rear Armor (      ) 
  Left Front Armor (      ) 
  Right Front Armor (      ) 
  Turret 6 Armor
  (      ) 
  Turret 7 Armor
  (      ) 
  Turret 8 Armor
  (      ) 
  Turret 1 Armor
  (      ) 
  Turret 2 Armor
  (      ) 
  Turret 3 Armor
  (      ) 
  Turret 4 Armor
  (      ) 
  GENERIC CONVENTIONAL
  INFANTRY RECORD
  SHEET
  CLASSiC
  © 2006 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  CONVENTIONAL INFANTRY DAMAGE TABLE
  CONVENTIONAL INFANTRY RANGE MODIFIER TABLE
  NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
  NUMBER OF TROOPERS
  Rifle, Ballistic 12 12 11 11 10 10 10
  9
  9
  8
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  4
  3
  3
  2
  2
  2
  1
  1
  0
  MAX WEAPON DAMAGE
  PER PLATOON/POINT TYPE 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Rifle, Energy 8
  8
  8
  8
  7
  7
  7
  6
  6
  6
  6
  5
  5
  5
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  1
  1
  1
  1
  0
  Machine Guns 13 12 12 12 11 11 10 10
  9
  9
  9
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  3
  3
  3
  2
  2
  1
  1
  0
  SRM 14 14 13 13 12 12 11 11 11 10 10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  0
  LRM 10 10 10
  9
  9
  9
  8
  8
  7
  7
  7
  6
  6
  6
  5
  5
  5
  4
  4
  4
  3
  3
  3
  2
  2
  2
  1
  1
  1
  0
  Flamer 11 11 11 10 10 10
  9
  9
  8
  8
  8
  7
  7
  6
  6
  6
  5
  5
  5
  4
  4
  3
  3
  3
  2
  2
  2
  1
  1
  0
  WEAPON TYPE 
  RANGE IN HEXES (TO-HIT MODIFIER)
   
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Riﬂe, Ballistic 
  –2 
  0 
  +2 +4 — — — — — —
  Riﬂe, Energy 
  –2 
  0 
  0 
  +2 +2 +4 +4 — — —
  Machine Guns 
  –2 
  0 
  +2 +4 — — — — — —
  SRM 
  –1 
  0 
  0 
  +2 +2 +4 +4 — — -—
  LRM 
  –1 
  0 
  0 
  0 
  +2 +2 +2 +4 +4 +4
  Flamer 
  –1 
  0 
  +2 +4 — — — — — —
   
  NUMBER OF CONVENTIONAL
  WEAPON TYPE* 
  TROOPERS HIT†
  Direct Fire (Ballistic or Energy) 
  Damage Value / 10§
  Cluster (Ballistic) 
  Damage Value / 10 + 1§
  Pulse 
  Damage Value / 10 +2§
  Cluster (Missile) 
  Damage Value / 5§
  Area-Effect (AE) 
  Damage Value / .5
  Burst-Fire 
  See Burst-Fire Weapons
  *See Combat, p. XX, for weapon terminology.
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of
   
  armor protection. Attacks by non-infantry weapons against mechanized infantry double
   
  the number of troopers eliminated. 
  §Round all fractions up.
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 1
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 2
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 3
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 4
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 5
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 6
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  SATELLITE RECORD SHEET
  ARMOR DIAGRAM
  Standard Scale
  HEAT DATA
  CRITICAL DAMAGE
  CREW DATA
  NOTES
  SATELLITE DATA
  Type:
  Thrust:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  Qty Type
  Loc. Ht
  Tonnage:  
  Station Keeping Only
  SRV MRV LRV ERV
  (0–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  Gunnery Skill:
  Crew:
  Passengers:
  Other:
  Life Boats/Escape Pods: 
  Marines:
  Elementals:
  Battle Armor:
  Piloting Skill:
   1 
   +1 
   2 
   +2 
   3 
   +3 
   4 
   +4 
   5 
   +5 
   6 
  Incp.
  Hits Taken
  Modiﬁer
  /
  Cost:
  Ammo:
  BV:  
  Avionics
  +1
  +2
  +5
  Right
  +1
  +2
  +3
  D
  Left
  +1
  +2
  +3
  D
  Thrusters
  CIC
  +2
  +4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  Heat Sinks:
  Heat Generation Per Arc
  (       )
  Nose:
  Aft:
  Right:
  Left:
  Single
  Double
  Nose Damage 
  Threshold (Total Armor)
        (     )
  Aft Damage
   Threshold
  (Total Armor)
         (     )
  Right
  Damage Threshold
  (Total Armor)
         (     )
  Left
  Damage Threshold
  (Total Armor)
         (     )
  BAR:
  Structural
  Integrity:
  1
  
  Advanced Ground Vehicle and VTOL Record Sheets
  The following describes the changes made to the standard 
  Ground Vehicle and VTOL record sheets.
  Crew Data: Includes data for tracking crew size.
  Armor Diagram: The Armor Diagrams have been expanded, 
  as appropriate. Areas for tracking armor and internal structure for 
  additional turrets have also been added.
  Hit Location and Critical Hits Table (VTOL Only): Appropriate 
  information has been added for tracking damage and critical hits 
  against a turret.
  Advanced Conventional Infantry Record Sheet
  The following describes the changes made to the standard 
  Conventional Infantry Record Sheet.
  Range Modifier: This section has been expanded signifi-
  cantly to track many of the different weapon options available to 
  advanced-rules infantry.
  Skills: This area also now tracks Experience, and includes a 
  notes section.
  Armor: Armor Type (including a unit’s Damage Divisor, if greater 
  than 1) can now be tracked on the sheet.
  Tables: The Morale and Recovering Nerve Tables are found on 
  the sheet for ease of use during a game.
  Note: Despite the best efforts to provide as much information 
  as possible for the advanced-rules record sheets, the sheer scale of 
  options found in Tactical Operations makes it virtually impossible 
  to provide a sheet that can cover every possibility. Players can use 
  a Notes section of a given record sheet, or simply use the back, to 
  track any options in use not covered on the record sheet.
  Advanced ’Mech and Four-Legged ’Mech Record Sheets
  The following describes the changes made to the standard 
  ’Mech and Four-Legged ’Mech Record Sheets.
  ’Mech Data: Includes notes for tracking a ’Mech’s Sprinting MP 
  and whether it utilizes a Mixed technology base, and allows for 
  tracking of whether or not an LRM is hot-loaded.
  Warrior Data: Includes data for two warriors, as well as boxes 
  for tracking the status of the auto ejection system.
  Critical Hit Table: Additional critical slot items are gray-scaled 
  to show that a ’Mech may be constructed without those items. 
  Additionally, boxes to note the mounting of turrets or a full head 
  ejection system are also noted, as are circles next to every critical 
  slot, for use when using the armored component rule.
  Heat Data and Heat Scale: These items have been expanded 
  to increase the Heat Scale from 30 to 50.
  Notes: In place of the cockpit illustration (or blank Notes sec-
  tion), a host of equipment options are noted for ease of tracking 
  during construction and game play.
  STRUCTURE RECORD SHEET
  TM
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  CREW DATA
  STRUCTURE DATA
  STRUCTURE MAP
  CF & ARMOR
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  Cost:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Hex/Loc
  Dmg
  Min Sht Med Lng
  Hex
  CF
  Armor
  Hex
  CF
  Armor
  BV:  
  Inner Sphere
  Clan
  Crew:
  Gunnery Skill:
  Gunnery Skill:
  Powerplant Type:
  Movement Type:
  Description:
  Levels:
  MP:
  Level:
  Level:
  Level:
  Level:
  Level:
  Level:
  TM
  ADVANCED ’MECH RECORD SHEET
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  'MECH DATA
  CRITICAL HIT TABLE
  Heat
  Scale
  Overﬂow
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  NOTES
  WARRIOR DATA
  HEAT DATA
  30
  34
  38
  Heat
  Level*
  Heat
  Level*
  Effects
  Effects (cont.)
  28
  35
  40
  45
  36
  44
  26
  25
  31
  37
  43
  49
  32
  39
  47
  24
  33
  42
  46
  50
  41
  48
  Shutdown, avoid 14+
  Shutdown, avoid 16+
  Ammo Exp. avoid on 10+
  Ammo Exp. avoid on 12+
  AMMO EXPLOSION
  System Failure. avoid
  on 8+
  System Failure. avoid
  on 10+
  –7 Movement Points
  –8 Movement Points
  –9 Movement Points
  Pilot Damage, avoid
  on 10+
  Pilot Damage, avoid
  on 12+
  Shutdown, avoid 18+
  Shutdown, avoid 20+
  SHUTDOWN
  +6 Modiﬁer to Fire
  +7 Modiﬁer to Fire
  23
  22
  20
  19
  18
  17
  15
  14
  13
  10
   8
   5
  Shutdown, avoid 12+
  Ammo Exp. avoid on 8+
  Shutdown, avoid on 10+
  –5 Movement Points
  –6 Movement Points
  Pilot Damage, avoid
  on 8+
  +4 Modiﬁer to Fire
  +5 Modiﬁer to Fire
  Ammo Exp. avoid on 6+
  Shutdown, avoid on 8+
  –4 Movement Points
  Ammo Exp. avoid on 4+
  Shutdown, avoid on 6+
  +3 Modiﬁer to Fire
  –3 Movement Points
  Shutdown, avoid on 4+
  +2 Modiﬁer to Fire
  –2 Movement Points
  +1 Modiﬁer to Fire
  –1 Movement Points
  Damage Transfer
  Diagram
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  BV:  
  Walking: 
  Running: 
  Jumping: 
  Sprinting: 
  Clan
  Inner Sphere
  Mixed
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  Life Support
  2.
  Sensors
  3.
  Cockpit 
  4.
  5.
  Sensors
  6.
  Life Support
  1-3
  1.
  Engine 
  2.
  Engine 
  3.
  Engine 
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine 
  3.
  Engine 
  4.
  Engine 
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  0
  1
  2
  3
  4
  5 *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  31
  32
  33
  34
  35
  37
  38
  36
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  LRM Status:  
  Hot Loaded
  Standard
  Auto Eject:  
  Armor Type:  
  Standard (S)
  Ferro Fibrous (FF)
  Ferro-Lamellor (FL)
  Light Ferro Fibrous (LF)
  Heavy Ferro Fibrous (HF)
  Stealth (ST)
  Hardened (H)
  Reactive (R)
  Laser Reﬂective (LR)
  Heavy Industrial (HI)
  Industrial (I)
  Commercial (C)
  Internal Structure Type:  
  Standard (S)
  Endo-Steel (ES)
  Endo-Composite (EC)
  Reinforced (R)
  Composite (C)
  Industrial (I)
  Gyro Type:  
  Standard
  Compact
  Heavy Duty
  XL
  Double
  Single
  Compact
  Laser
  Turret
  Full Head Ejection System
  Turret
  Turret
  Heat Sink Type:
  Cockpit Type:  
  Dual Cockpit
  Command Console
  Standard
  Small
  Torso Mounted
  Center
  Torso
  Rear (     ) 
  Right Torso
  Torso Rear
  (     )
  Right
  Left
  Torso Rear
  (     )
  Right
  Leg
  (     )
  Left Arm
  (     )
  Right Arm
  (     )
  Center
  Torso
  (     )
  (     )
  Left Torso
  (     )
  Head (     )
  Left
  Leg
  (     )
  Head
  Center
  Torso
  (     )
  Left
  Arm
  (     )
  Right
  Arm
  (     )
  Left Torso (     )
  Right Torso (     )
  Left
  Leg
  (     )
  Right
  Leg
  (     )
  Heat Sinks:
  (       )
  
  13
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  ADDITIONAL RECORD SHEETS AND TEMPLATES
  The following additional record sheets are also found at 
  the end of this rulebook, but are described elsewhere in 
  this volume.
  Double Blind Turn Record Sheet
  This record sheet is for use with the Double-Blind Rules (see 
  p. 220).
  Large Naval Template
  This is not a record sheet in the normal sense of the word, 
  as it is not used to track unit information during game play. 
  Instead, it is a template used in conjunction with Large Naval 
  Vessel Support Vehicles (see p. 154) and grounded Large Air-
  ship Support Vehicles (see p. 164) during game play.
  Line of Sight Chart
  This record sheet is for use with the advanced Line of Sight 
  and Dead Zones rules (see p. 79).
  Mobile Structure Template
  This is not a record sheet in the standard use of that word 
  in the BattleTech game system. Instead, this record sheet is 
  provided as a way to easily photocopy and cut out whatever 
  sized Mobile Structure template a player desires for use on the 
  playing area (see Mobile Structures, p. 165).
  Simultaneous Movement Record Sheet
  This record sheet is for use with the Simultaneous Movement 
  rules (see p. 215).
  Super-Heavy Vehicle Record Sheet
  The Super-Heavy Vehicle Record Sheet allows players to 
  construct and play with Combat Vehicles in excess of the 
  standard-rules weight restrictions. Details on the game play 
  and construction of such units are found on p. 378. The Super-
  Heavy Vehicle Record Sheet has much in common with the 
  standard-rules Ground Vehicle Record Sheet. Therefore, only 
  those sections unique to the Super-Heavy Vehicle Record 
  Sheet are discussed below.
  Armor Diagram: While a standard Ground Vehicle divides 
  its Armor Diagram into five sections (Front, Right, Left, Rear 
  and Turret), a Super-Heavy Vehicle has six locations (Front, Left 
  Front, Right Front, Left Rear, Right Rear and Rear) as well as the 
  potential for two turrets.
  Tables: The Super-Heavy Vehicle Hit Location Table takes 
  into account the additional hit locations for such a vehicle.
  GENERIC CONVENTIONAL
  INFANTRY RECORD
  SHEET
  CLASSiC
  © 2006 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  CONVENTIONAL INFANTRY DAMAGE TABLE
  CONVENTIONAL INFANTRY RANGE MODIFIER TABLE
  NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
  NUMBER OF TROOPERS
  Rifle, Ballistic 12 12 11 11 10 10 10
  9
  9
  8
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  4
  3
  3
  2
  2
  2
  1
  1
  0
  MAX WEAPON DAMAGE
  PER PLATOON/POINT TYPE 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Rifle, Energy 8
  8
  8
  8
  7
  7
  7
  6
  6
  6
  6
  5
  5
  5
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  1
  1
  1
  1
  0
  Machine Guns 13 12 12 12 11 11 10 10
  9
  9
  9
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  3
  3
  3
  2
  2
  1
  1
  0
  SRM 14 14 13 13 12 12 11 11 11 10 10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  0
  LRM 10 10 10
  9
  9
  9
  8
  8
  7
  7
  7
  6
  6
  6
  5
  5
  5
  4
  4
  4
  3
  3
  3
  2
  2
  2
  1
  1
  1
  0
  Flamer 11 11 11 10 10 10
  9
  9
  8
  8
  8
  7
  7
  6
  6
  6
  5
  5
  5
  4
  4
  3
  3
  3
  2
  2
  2
  1
  1
  0
  WEAPON TYPE 
  RANGE IN HEXES (TO-HIT MODIFIER)
   
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Riﬂe, Ballistic 
  –2 
  0 
  +2 +4 — — — — — —
  Riﬂe, Energy 
  –2 
  0 
  0 
  +2 +2 +4 +4 — — —
  Machine Guns 
  –2 
  0 
  +2 +4 — — — — — —
  SRM 
  –1 
  0 
  0 
  +2 +2 +4 +4 — — -—
  LRM 
  –1 
  0 
  0 
  0 
  +2 +2 +2 +4 +4 +4
  Flamer 
  –1 
  0 
  +2 +4 — — — — — —
   
  NUMBER OF CONVENTIONAL
  WEAPON TYPE* 
  TROOPERS HIT†
  Direct Fire (Ballistic or Energy) 
  Damage Value / 10§
  Cluster (Ballistic) 
  Damage Value / 10 + 1§
  Pulse 
  Damage Value / 10 +2§
  Cluster (Missile) 
  Damage Value / 5§
  Area-Effect (AE) 
  Damage Value / .5
  Burst-Fire 
  See Burst-Fire Weapons
  *See Combat, p. XX, for weapon terminology.
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of
   
  armor protection. Attacks by non-infantry weapons against mechanized infantry double
   
  the number of troopers eliminated. 
  §Round all fractions up.
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 1
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 2
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 3
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 4
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 5
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 6
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  GENERIC CONVENTIONAL
  INFANTRY RECORD
  SHEET
  CLASSiC
  © 2006 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  CONVENTIONAL INFANTRY DAMAGE TABLE
  CONVENTIONAL INFANTRY RANGE MODIFIER TABLE
  NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
  NUMBER OF TROOPERS
  Rifle, Ballistic 12 12 11 11 10 10 10
  9
  9
  8
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  4
  3
  3
  2
  2
  2
  1
  1
  0
  MAX WEAPON DAMAGE
  PER PLATOON/POINT TYPE 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Rifle, Energy 8
  8
  8
  8
  7
  7
  7
  6
  6
  6
  6
  5
  5
  5
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  1
  1
  1
  1
  0
  Machine Guns 13 12 12 12 11 11 10 10
  9
  9
  9
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  3
  3
  3
  2
  2
  1
  1
  0
  SRM 14 14 13 13 12 12 11 11 11 10 10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  0
  LRM 10 10 10
  9
  9
  9
  8
  8
  7
  7
  7
  6
  6
  6
  5
  5
  5
  4
  4
  4
  3
  3
  3
  2
  2
  2
  1
  1
  1
  0
  Flamer 11 11 11 10 10 10
  9
  9
  8
  8
  8
  7
  7
  6
  6
  6
  5
  5
  5
  4
  4
  3
  3
  3
  2
  2
  2
  1
  1
  0
  WEAPON TYPE 
  RANGE IN HEXES (TO-HIT MODIFIER)
   
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Riﬂe, Ballistic 
  –2 
  0 
  +2 +4 — — — — — —
  Riﬂe, Energy 
  –2 
  0 
  0 
  +2 +2 +4 +4 — — —
  Machine Guns 
  –2 
  0 
  +2 +4 — — — — — —
  SRM 
  –1 
  0 
  0 
  +2 +2 +4 +4 — — -—
  LRM 
  –1 
  0 
  0 
  0 
  +2 +2 +2 +4 +4 +4
  Flamer 
  –1 
  0 
  +2 +4 — — — — — —
   
  NUMBER OF CONVENTIONAL
  WEAPON TYPE* 
  TROOPERS HIT†
  Direct Fire (Ballistic or Energy) 
  Damage Value / 10§
  Cluster (Ballistic) 
  Damage Value / 10 + 1§
  Pulse 
  Damage Value / 10 +2§
  Cluster (Missile) 
  Damage Value / 5§
  Area-Effect (AE) 
  Damage Value / .5
  Burst-Fire 
  See Burst-Fire Weapons
  *See Combat, p. XX, for weapon terminology.
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of
   
  armor protection. Attacks by non-infantry weapons against mechanized infantry double
   
  the number of troopers eliminated. 
  §Round all fractions up.
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 1
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 2
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 3
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 4
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 5
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 6
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  SUPER-HEAVY VEHICLE RECORD SHEET
  TM
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  VEHICLE DATA
  SUPER-HEAVY VEHICLE HIT LOCATION TABLE
  SUPER-HEAVY VEHICLE CRITICAL HITS TABLE
  MOTIVE SYSTEM DAMAGE TABLE
  CREW DATA
  CRITICAL DAMAGE
  NOTES
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Dmg Min Sht Med Lng
  Tonnage:  
  BV:  
  Movement Type:
  Engine Type:
  Cruising: 
  Flank: 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Driver Hit
  Commander Hit
  Modifier to Driving 
  Skill rolls
  Modifier to all Skill rolls
  +1
  +2
   
   
   
  ATTACK DIRECTION 
   
  2D6 Roll 
  FRONT 
  REAR 
  FRONT SIDE 
  REAR SIDE
   
  2* 
  Front (critical) 
  Rear (critical) 
  Side (critical)§ 
  Side (critical)§
   
  3 
  Right Side† 
  Left Side† 
  Front† 
  Rear†
   
  4 
  Front† 
  Rear† 
  Side† 
  Side†
   
  5 
  Front† 
  Rear† 
  Side 
  Side
   
  6 
  Front 
  Rear 
  Side 
  Side
   
  7 
  Front 
  Rear 
  Side 
  Side
   
  8 
  Front 
  Rear 
  Side (critical)* 
  Side (critical)*
   
  9 
  Front† 
  Rear† 
  Side† 
  Side†
   
  10 
  Turret 
  Turret 
  Turret 
  Turret
   
  11 
  Turret 
  Turret 
  Turret 
  Turret
   
  12* 
  Turret (critical) 
  Turret (critical) 
  Turret (critical) 
  Turret (critical)
  *A result of 2 or 12 (or an 8 if the attack strikes the side) may inﬂict a critical hit on the vehicle. For each result of 2 or
  12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls
  once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 194 in Total Warfare for more information).
  A result of 12 on the Ground Combat Vehicles Hit Location Table may inﬂict critical hit against the turret; if the vehicle has 
  no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
  †The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in 
  that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in 
  Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect.
  §If the attack hits the front right or left side, all Front side results strike the front armor, while Rear Side results strike the
  rear right or rear left side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
   
  LOCATION HIT
   
  2D6 Roll  
  FRONT  
  SIDE  
  REAR  
  TURRET
   
  2–5 
  No Critical Hit  
  No Critical Hit  
  No Critical Hit  
  No Critical Hit
   
  6 
  Driver Hit  
  Cargo/Infantry Hit  
  Weapon Malfunction  
  Stabilizer
   
  7 
  Weapon Malfunction  
  Weapon Malfunction  
  Cargo/Infantry Hit  
  Turret Jam
   
  8 
  Stabilizer  
  Crew Stunned  
  Stabilizer 
   Weapon Malfunction
   
  9 
   Sensors  
  Stabilizer  
  Weapon Destroyed  
  Turret Locks
   
  10 
  Commander Hit  
  Weapon Destroyed  
  Engine Hit  
  Weapon Destroyed
   
  11 
  Weapon Destroyed  
  Engine Hit  
  Ammunition**  
  Ammunition**
   
  12 
  Crew Killed  
  Fuel Tank*  
  Fuel Tank*  
  Turret Blown Off
  *If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
  ** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
  Front Turret Locked
  Engine Hit
  Rear Turret Locked
  Stabilizers
  Front
  Left
  Right
  Ft. Turret
  Rr. Turret
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3 D
  Rear
   
  2D6 Roll  
  EFFECT*
   
  2–5 
  No effect
   
  6–7 
  Minor damage; +1 modiﬁer to all Driving Skill Rolls
   
  8–9 
  Moderate damage; –1 Cruising MP, +2 modiﬁer to all 
   
  Driving Skill Rolls
   
  10–11 
  Heavy damage; only half Cruising MP (round fractions up), 
   
  +3 modiﬁer to all Driving Skill Rolls
   
  12+ 
  Major damage; no movement for the rest of the game. 
   
  Vehicle is immobile.
  Attack Direction Modiﬁer: 
   
  Vehicle Type Modiﬁers:
  Hit from rear 
  +1 
  Tracked, Naval 
  +0
  Hit from the sides  
  +2 
  Wheeled 
  +2
   
   
  Hovercraft, Hydrofoil 
  +3
   
   
  WiGE 
  +4
  *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
  modiﬁer can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inﬂicting 
  a +1 modiﬁer, that is the only time that particular +1 can be applied; a subsequent roll of 6-7 
  has no additional effect. This means the maximum Driving Skill Roll modiﬁer that can be 
  inﬂicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
  to 0, it cannot move for the rest of the game, but is not considered an immobile target. In 
  addition, all motive system damage takes effect at the end of the phase in which the damage 
  occurred. For example, if two units are attacking the same Combat Vehicle during the 
  Weapon Attack Phase and the ﬁrst unit inﬂicts motive system damage and rolls a 12, the –4 
  immobile target modiﬁer would not apply for the second unit. However, the –4 modiﬁer would 
  take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 
  over a Depth 1 or deeper water hex, it sinks and is destroyed.
  ARMOR DIAGRAM
  Front Armor
  (      ) 
  Rear Armor
  (      ) 
  BAR:
  Rear
  Turret Armor
  (      ) 
  Front
  Turret Armor
  (      ) 
  Front Right Side Armor (      ) Rear Right Side Armor (      ) 
  Rear Left Side Armor (      ) Front Left Side Armor (      ) 
  ADVANCED 
  CONVENTIONAL INFANTRY
   RECORD SHEET
  TM
  CONVENTIONAL INFANTRY
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  RECOVERING NERVE TABLE
  NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
  BURST-FIRE WEAPON DAMAGE VS. CONVENTIONAL INFANTRY TABLE
  MORALE TABLE
   
  NUMBER OF CONVENTIONAL
  WEAPON TYPE* 
  TROOPERS HIT†
  Direct Fire (Ballistic or Energy) 
  Damage Value / 10
  Cluster (Ballistic) 
  Damage Value / 10 + 1
  Pulse** 
  Damage Value / 10 + 2
  Cluster (Missile) 
  Damage Value / 5
  Area-Effect (AE) 
  Damage Value / .5
  Burst-Fire 
  See Burst-Fire Weapons Table
  Physical Attack†† 
  Damage Value / 10
  Heat-Effect Weapons 
  See Heat-Effect Weapons‡
  *See Combat, p. 113 in Total Warfare, for weapon terminology.
  **Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons.
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of  armor protection.
   Attacks by non-infantry weapons against mechanized infantry double the number of troopers eliminated;
   round all fractions up.
  ††Unless the physical attack weapon has a stated anti-infantry value (like the Combine), treat any physical 
  attack as a Damage Value/10.
  ‡Each Heat-Effect Weapon has speciﬁc damage against conventional infantry, as noted on either the
   appropriate Weapon and Equipment Tables or in Other Combat Weapons and Equipment (see p. 129 in
   Total Warfare).
  ’MECHS, PROTOMECHS AND VEHICLES
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  AP Gauss Riﬂe 
  2D6
  Light Machine Gun 
  1D6
  Machine Gun 
  2D6
  Heavy Machine Gun 
  3D6
  Small/Micro Pulse Laser 
  2D6
  Flamer 
  4D6
  BATTLE ARMOR
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  Light Machine Gun 
  1D6/2 (round up)
  Machine Gun 
  1D6
  Heavy Machine Gun 
  2D6
  Flamer 
  3D6
  Light Recoilless Riﬂe 
  1D6
  Medium Recoilless Riﬂe 
  2D6
  Heavy Recoilless Riﬂe 
  2D6
  Light Mortar 
  1D6
  Heavy Mortar 
  1D6
  Automatic Grenade Launcher 
  1D6/2 (round up)
  Heavy Grenade Launcher 
  1D6
   Experience BattleMechs* 
  Combat Vehicles† 
  Infantry‡ 
  Support Vehicles§
   Level 
  Morale Target 
  Morale Target 
  Morale Target 
  Morale Target
   Green  
  4 
  6 
  9 
  10 
   Regular  
  2 
  4 
  6 
  7
   Veteran 
  —§§ 
  2 
  4 
  5
   
  Elite 
  —§§ 
  —§§ 
  2 
  2
  * Includes ProtoMechs and aerospace ﬁghters.
  † Includes military conventional ﬁghters, Small Craft and DropShips.
  ‡ Includes military Support Vehicles.
  § Includes IndustrialMechs (unless piloted by a military MechWarrior, in which case treat as a Combat 
  Vehicle) and all civilian aerospace units.
  §§ See Infernos and Cruise Missile Attack (p. 211).
  SPECIAL SOURCE MODIFIER (ALL)
  Inferno  
  +1/+3*
  Cruise Missile 
  +2
  *The modiﬁer to the left of the slash is for all non-infantry units, the modiﬁer to the right of the slash for 
  infantry.
  ATTACK SOURCE MODIFIER (INFANTRY ONLY)
  BattleMech in LOS  
  +1
  Artillery  
  +2
  Flamer or Fire  
  +3
  OTHER MODIFIERS MODIFIER (INFANTRY ONLY)
  Broken Morale  
  +1
  Cumulative Modiﬁers
  Light or Medium Battle Armor Unit  
  –1
  Heavy or Assault Battle Armor Unit 
  –2
  Anti-’Mech Skill of 5 or less 
  –1
  Conventional Infantry with Armor (see p. 317) 
  –1
  Unit in Building  
  –2
  NOTE: These modiﬁers only apply if a friendly unit/commander is within seventeen hexes of the unit 
  attempting to recover its nerve.
  COMMANDERS*
  Sub-force Commander in LOS  
  –1
  Force Commander in LOS  
  –2
  INFANTRY ONLY
  Friendly non-’Mech, non-infantry unit in LOS  
  –1
  Friendly ’Mech in LOS 
  –2
  Another Routed Infantry Unit in LOS 
  +1
  Another Routed Non-Infantry Unit in LOS 
  +2
  Routed Unit 
  +3
  *Only applies if Commanders (see p. 191) are in use.
  Notes:
  Max Weapon Damage*
  Movement MP: 
  Type: 
  Gunnery Skill:
  Experience:
  Armor Type: 
  Divisor: 
  Armor Type: 
  Divisor: 
  Anti-’Mech Skill:
  CONVENTIONAL INFANTRY: PLATOON/POINT 1
  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
  *Damage is always applied in 2-point 
  Damage Value groupings
   
   
   
   
   
   
   
   RANGE IN HEXES (TO-HIT MODIFIER)
  Range 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  Range Modiﬁer 
   
  — — — — — — — — — — — — — — — — — — — — — —
   
   
   
   
   
   
   
   
  Field Gun Type: 
   
   
   
   
   
   
   Ammo:
  Disposable Weapon: 
   
   
   
   
   
   Ammo:
  Disposable Weapon: 
   
   
   
   
   
   Ammo:
  Disposable Weapon: 
   
   
   
   
   
   Ammo:
  Notes:
  Max Weapon Damage*
  Movement MP: 
  Type: 
  Gunnery Skill:
  Experience:
  Anti-’Mech Skill:
  CONVENTIONAL INFANTRY: PLATOON/POINT 2
  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
  *Damage is always applied in 2-point 
  Damage Value groupings
   
   
   
   
   
   
   
   RANGE IN HEXES (TO-HIT MODIFIER)
  Range 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  Range Modiﬁer 
   
  — — — — — — — — — — — — — — — — — — — — — —
   
   
   
   
   
   
   
   
  Field Gun Type: 
   
   
   
   
   
   
   Ammo:
  Disposable Weapon: 
   
   
   
   
   
   Ammo:
  Disposable Weapon: 
   
   
   
   
   
   Ammo:
  Disposable Weapon: 
   
   
   
   
   
   Ammo:
  
  Coreward
  Spinward
  Anti-spinward
  Rimward
  MAXIMUM  JUMP: APPROXIMATELY 30 LIGHT YEARS
  30 LIGHT YEARS
  120 LIGHT YEARS OR 26,8 PARSECS
  Map compiled by COMSTAR.
  From information provided from the COMSTAR EXPLORER CORPS 
  and the STAR LEAGUE ARCHIVES on Terra.
  © 3067 COMSTAR CARTOGRAPHIC CORPS
  L E G E N D
   
  TACTICAL ANALYSIS
  It would be a waste of valuable time and resources to recap the history of 
  military tactical and industrial development, especially in light of the current 
  conflict. Suffice to say, in the centuries since the rise and fall of the first and only 
  true Star League, humankind has been battered back to the brink of technolog-
  ical collapse, only to see the dawn of a tainted renaissance. The recovery of the 
  Gray Death Memory Core unlocked the technologies lost centuries before—
  and almost too late to level the playing field between the Inner Sphere and the 
  coming Clan threat. Militarily, this accomplishment brought with it more than a 
  mere hope for survival, however. It also unleashed new ambitions that verged 
  on drying out from the exhaustion of the Succession Wars: the hunger for uni-
  versal conquest, the rebirth of humankind’s Golden Age under the banner of a 
  single House.
  Only the Clans’ arrival would forestall a Fifth Succession War—and would 
  even, briefly, unite the Great Houses against a common foe long enough to give 
  birth to a new Star League. But in the end, the inevitable bickering and distrust 
  resurfaced, and the armies of the Inner Sphere once more marched against each 
  other, even with the Clan threat looming ominously above. And so, less than 
  fifty years after the close of the last Succession War, amid the smoke of a dozen 
  and more new wars—great and small—the armies of the Inner Sphere and the 
  forces of the Clan juggernaut once more stood on the brink of an all-engulfing 
  conflict, fueled by an arms race not seen since the days of the Terran Hegemony. 
  The promise of a new age under a new Star League—an age where the redis-
  covery of the glorious knowledge of our civilization’s peak promised an end to 
  human suffering—was dashed anew by the petty rivalries of an old order.
  And in a fit of blinding rage came the Word of Blake Jihad, a war against 
  everyone, everywhere.
  Amid the turmoil of this conflict, it is still difficult to gauge its full effects. 
  Even now, nearly eight years later, the overall strength of the Inner Sphere and 
  Clan militaries can only be guessed at, while the devastating effects on major 
  military industries across human-occupied space can only be suggested. For 
  some powers, even the identity of their military leaders remains unclear. And 
  all the while the tech race resumes, as desperate armies clamor for any weapon 
  they can find to stem the tides of chaos.
  This is the Inner Sphere of today—a universe once again at war, locked in the 
  throes of chaos and despair.
  —Logan DeMarco,  
  INN Military Industrial Analyst, Arc-Royal,  
  14 November 3075
  HOUSE STEINER (LYRAN ALLIANCE)
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  New Cambridge University of 
  Wessex
  GREAT HOUSE
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Arc-Royal MechWorks, 
  Blackstone BattleMechs, Ltd., 
  Bowie Industries, Brigadier 
  Corporation, Coventry Metal 
  Works, Cyclops Incorporated, 
  Defiance Industries, Gienah 
  Combat Vehicles, Lockheed/CBM 
  Corporation, New Earth Trading 
  Company, Quikscell Company, 
  Semier Data Tron, Shipil 
  Company, StarCorps Industries, 
  TharHes Industries, Tharkad 
  Aerospace Group, Yankee 
  Weapons Systems
  MoSt RECEnt 
  innovationS
  Ultra AC/20 (3060), Heavy 
  Gauss Rifle (3061), Bombast 
  Laser (3064*), M-Pod (3064*), 
  Improved Heavy Gauss (3065*), 
  Chaff Pod (3069*), Thunderbolt 
  Launcher (3072) 
  tech Rating
  E
  first Rediscovered
  XL Engine 
  (3035)
  Latest innovation
  Thunderbolt 
  Launcher
  HOUSE MARIk (FREE WORLDS LEAGUE)
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  Free Worlds Technical Institute
  GREAT HOUSE
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Andurien Aerotech, Brigadier 
  Corporation, Brooks Incorporated, 
  Corean Enterprises, Deller, 
  Bingham and Fouts, Earthwerks 
  Incorporated, Exeter Organization, 
  Gibson Federated BattleMechs, 
  Grumman Amalgamated, Imstar 
  AeroSpace, Irian BattleMechs 
  Unlimited, Kali Yama / Alphard 
  Trading Corp., Kali Yama Weapons 
  Industries Inc., Kallon Industries, 
  Ronin Inc., Nimakachi Fusion 
  Products Ltd., Quikscell Company 
  MoSt RECEnt 
  innovationS
  Light Gauss Rifle (3056), Ultra 
  AC/2 (3057), Ultra AC/10 (3057), 
  Variable-Speed Pulse Lasers 
  (3070) 
  tech Rating
  E
  first Rediscovered
  Artemis IV FCS 
  (3035)
  Latest innovation
  Variable-
  Speed Pulse 
  Lasers
  
  CLAN jADE FALCON
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  Scientist Caste (Scientist-
  General Renata [Salk])
  CLAN
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Olivetti Weaponry, Red Devil 
  Industries, Trellshire Heavy 
  Industries
  MoSt RECEnt 
  innovationS
  Laser Heat Sinks (3055), Laser 
  Reflective Armor (3061*), 
  BattleMech Partial Wing 
  (3067*), ER Flamer (3067), Heavy 
  Flamer (3067), AP Gauss Rifle 
  (3069), BattleMech Talons 
  (3072)
  tech Rating
  F
  first Rediscovered
  None
  Latest innovation
  BattleMech 
  Talons
  GHOST BEAR DOMINION
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  Scientist Caste (Scientist-
  General Jorge [Agassiz])
  CLAN
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Alshain Weapons, Benson and 
  Bjorn, Bergan Industries, Joint 
  Equipment Systems
  MoSt RECEnt 
  innovationS
  Hardened Armor (3061*), 
  Reactive Armor (3065*)
  tech Rating
  F
  first Rediscovered
  None
  Latest innovation
  Reactive Armor
  HOUSE kURITA (DRACONIS COMBINE)
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  The Imperial Institute of 
  Technology
  GREAT HOUSE
  MajoR DEfEnSE 
  inDuStRiES (3067)
  BBP Industries, Buda Imperial 
  Vehicles, Bulldog Enterprises, 
  Galileo Instruments, 
  Independence Weaponry, 
  Luthien Armor Works, 
  New Samarkand Metals, 
  Scarborough Manufacturers, 
  Wakazashi Enterprises, Yori 
  ‘Mech Works
  MoSt RECEnt 
  innovationS
  C3 Computer (3050), Medium 
  Range Missiles (3058), Light 
  PPC (3067), Heavy PPC (3067), 
  Snub-Nose PPC (3067), MRM 
  Fire Control system (3071) 
  tech Rating
  E
  first Rediscovered
  Endo Steel 
  Internal 
  Structure 
  (3035)
  Latest innovation
  MRM Fire 
  Control system
  HOUSE LIAO (CAPELLAN CONFEDERATION)
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  Victoria Academy of Arms and 
  Technology
  GREAT HOUSE
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Aldis Industries, Bergan 
  Industries, Ceres Metals 
  Industries, Earthwerks 
  Inc., Hellespont Industrials, 
  Hellespont ‘Mech Works, 
  HildCo Interplanetary, Mujika 
  Aerospace Technologies, 
  Quikscell Company, Saroyan 
  Special Production, Shengli 
  Arms, StarCorps Industries, 
  Tengo Aerospace
  MoSt RECEnt 
  innovationS
  Hyper-Velocity Autocannon 
  (3059*), Stealth Armor (3063), 
  Vehicular Stealth Armor (3067*), 
  Air-Defense Arrow Missiles 
  (3068), Light Machine Gun 
  (3068), Plasma Rifle (3068) 
  tech Rating
  D
  first Rediscovered
  MASC (3035)
  Latest innovation
  Plasma Rifle
  HOUSE DAVION (FEDERATED SUNS)
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  New Avalon Institute of 
  Science
  GREAT HOUSE
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Achernar BattleMechs, Cal-
  Boeing of Dorwinion, Corean 
  Enterprises, Dynamico Ltd., 
  Federated-Boeing Interstellar, 
  General Motors, Jalastar 
  Aerospace, Johnston 
  Industries, Kallon Industries, 
  Lycomb-Davion IntroTech, 
  Quikscell Company, Salvatore 
  Inc., Valiant Systems, Wangker 
  Aerospace
  MoSt RECEnt 
  innovationS
  Rotary AC (3062), Targeting 
  Computer (3062), Cruise Missile 
  Artillery (3065*), Light AC (3068), 
  Machine Gun Array (3068), 
  MagShot (3072)
  tech Rating
  E
  first Rediscovered
  Double Heat 
  Sink (3022)
  Latest innovation
  MagShot
  *These innovations are still classified as prototypical and have yet to reach full production.
  
  Coreward
  Spinward
  Anti-spinward
  Rimward
  MAXIMUM  JUMP: APPROXIMATELY 30 LIGHT YEARS
  30 LIGHT YEARS
  120 LIGHT YEARS OR 26,8 PARSECS
  Map compiled by COMSTAR.
  From information provided from the COMSTAR EXPLORER CORPS 
  and the STAR LEAGUE ARCHIVES on Terra.
  © 3067 COMSTAR CARTOGRAPHIC CORPS
  L E G E N D
   
  MARIAN HEGEMONY
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  None
  PERIPHERY STATE
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Alphard Trading Corporation, 
  Hadrian Mechanized Industries, 
  Marian Arms, Inc
  MoSt RECEnt 
  innovationS
  Rocket Launcher (3064)
  tech Rating
  D
  first Rediscovered
  None
  Latest innovation
  Rocket 
  Launcher
  COMSTAR
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  Unknown
  MINOR POWER
  MajoR DEfEnSE 
  inDuStRiES (3067)
  None
  MoSt RECEnt 
  innovationS
  Reinforced Structure (3057*), 
  Bloodhound Active Probe 
  (3058*), C3i Computer (3062), 
  Improved Narc Launcher (3062)
  tech Rating
  E
  first Rediscovered
  None
  Latest innovation
  C3i Computer
  MAGISTRACY OF CANOPUS
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  University of Luxen
  PERIPHERY STATE
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Alliance Aerospace Group, 
  Detroit Consolidated 
  Aerospace, Detroit 
  Consolidated MechWorks, 
  Majesty Metals and 
  Manufacturing
  MoSt RECEnt 
  innovationS
  None
  tech Rating
  D
  first Rediscovered
  None
  Latest innovation
  None
  CLAN DIAMOND SHARk
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  Scientist Caste (Scientist-
  General Judy [Bland])
  CLAN
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Trellshire Heavy Industries, 
  various factory ships
  MoSt RECEnt 
  innovationS
  Plasma Cannon (3069), Clan 
  Rotary Autocannon (3073*) 
  tech Rating
  F
  first Rediscovered
  None
  Latest innovation
  Clan Rotary 
  Autocannon
  CLAN WOLF
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  Scientist Caste (Scientist-
  General Rudi [Sinclair])
  CLAN
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Alshain Weapons, Wolf Clan 
  Site OZ-1
  MoSt RECEnt 
  innovationS
  Laser Anti-Missile System 
  (3054*), ER Pulse Lasers (3057*)
  tech Rating
  F
  first Rediscovered
  None
  Latest innovation
  ER Pulse Lasers
  CLAN WOLF (IN-ExILE)
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  Scientist Caste (Scientist-
  General Del [Temin])
  CLAN
  MajoR DEfEnSE 
  inDuStRiES (3067)
  WC Site 1, WC Site 3, WC Site 4
  MoSt RECEnt 
  innovationS
  B-Pods (3068), Endo-Composite 
  Structure (3073*), Modular 
  Armor (3074*)
  tech Rating
  F
  first Rediscovered
  None
  Latest innovation
  Modular Armor
  
  *These innovations are still classified as prototypical and have yet to reach full production.
  WORD OF BLAkE
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  Unknown
  MINOR POWER
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Aldis Industries, Blankenburg 
  Technologies, Krupp 
  Armaments Works, Leopard 
  Armor, Martinson Armaments, 
  Mitchell Vehicles, Skobel 
  MechWorks, Yankee Weapons 
  Systems
  MoSt RECEnt 
  innovationS
  Multi-Missile Launcher (3068), 
  Void-Signature System (3070*), 
  Chain Whip (3071*)
  tech Rating
  E
  first Rediscovered
  None
  Latest innovation
  Chain Whip
  TAURIAN CONCORDAT
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  New Vandenburg University 
  PRIPHERY STATE
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Pinard Protectorates Limited, 
  Taurus Territorial Industries, 
  Vandenburg Mechanized 
  Industries, Wingman 
  Enterprises, Ltd.
  MoSt RECEnt 
  innovationS
  Heavy Machine Gun (3068)
  tech Rating
  D
  first Rediscovered
  None
  Latest innovation
  Heavy 
  Machine Gun
  FREE RASALHAGUE REPUBLIC
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  None
  MINOR POWER
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Grumium Creations, Janesek 
  Industries, Odin Manufacturing
  MoSt RECEnt 
  innovationS
  None
  tech Rating
  E
  first Rediscovered
  None
  Latest innovation
  None
  OUTWORLDS ALLIANCE
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  University of Alpheratz 
  PERIPHERY STATE
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Alliance Defenders Limited, 
  Mountain Wolf BattleMechs, 
  United Outworlders Corporation
  MoSt RECEnt 
  innovationS
  None
  tech Rating
  D
  first Rediscovered
  None
  Latest innovation
  None
  CLAN NOVA CAT
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  Scientist Caste (Scientist-
  General David Newton)
  CLAN
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Irece Alpha, Irece Beta, 
  Matabushi Inc.
  MoSt RECEnt 
  innovationS
  Angel ECM Suite (3058*)
  tech Rating
  F
  first Rediscovered
  None
  Latest innovation
  Angel ECM 
  Suite
  CLAN SNOW RAVEN
  MoSt PRoMinEnt CEntER 
  of innovation (3067)
  Scientist Caste (Scientist-
  General Charlotte [von Braun])
  CLAN
  MajoR DEfEnSE 
  inDuStRiES (3067)
  Unknown
  MoSt RECEnt 
  innovationS
  Ferro-Lamellor Armor (3070*)
  tech Rating
  F
  first Rediscovered
  None
  Latest innovation
  Ferro-Lamellor 
  Armor
  
  Maneuvering ’Mechs, vehicles and infantry on the battlefield is 
  perhaps the single most important tactical consideration in Bat-
  tleTech. In many BattleTech games, as throughout the history of 
  warfare, skillful maneuvering has often been the key to victory. In 
  BattleTech, all maneuvering is governed by movement rules that 
  simulate the effects of terrain and weather conditions, the capa-
  bilities and condition of individual ’Mechs, vehicles and infantry, 
  and other factors that affect the ability of a unit to move in battle.
  This section provides optional movement and planetary condi-
  tions rules to provide greater flexibility in BattleTech games.
  MOVEMENT MODES
  This section includes rules for new movement modes, as well 
  as new movement capabilities such as going hull-down, climbing, 
  jumping and more.
  As per standard rules, only a single type of movement mode 
  (noted in parenthesis below) can be chosen in a turn.
  STANDING STILL (ExPANDED: MOVEMENT MODE)
  In standard rules, standing still inflicts no to-hit modifiers, either 
  to the attacker or the defender. However, in mechanized combat 
  speed is life, and standing still is a death warrant. To better reflect 
  this aspect of battle, anytime a non-infantry ground unit does not 
  expend any MP in a turn, apply a –1 to-hit modifier to all weapon 
  and physical attacks made against that unit.
  SPRINTING (MOVEMENT MODE)
  To use sprinting movement, a ’Mech must have two working 
  hip actuators. A ’Mech’s Sprinting MP is twice its current Walking/
  Cruising MP. Sprinting generates 3 Heat Points per turn. Because 
  keeping a ’Mech safely moving at such high speeds requires a 
  MechWarrior’s total concentration, a ’Mech that sprints during the 
  Movement Phase of a turn may not make any attacks during the 
  remainder of the turn. Additionally, the ’Mech may not spot for in-
  direct LRM fire or artillery fire or take any other action that would 
  normally require it to sacrifice an attack. A Sprinting unit may 
  not move backward or enter Water hexes of Depth 1 or deeper. 
  Finally, any Piloting Skill Roll made for a Sprinting unit suffers an 
  additional +2 modifier.
  A MechWarrior in a Sprinting unit has little spare attention to 
  devote to avoiding enemy attacks, so any attack against a Sprint-
  ing unit receives a –1 to-hit modifier. However, the standard 
  target-movement modifier applies.
  A ’Mech equipped with MASC or a supercharger (see p. 345) 
  may engage either or both systems and sprint during the same 
  turn. Engaging one gives a ’Mech MP equal to its current Walking/
  Cruising MP multiplied by 2.5. However, any unit that tries to sprint 
  and use MASC or a supercharger must make a successful Piloting 
  Skill Roll (with the +2 additional modifier for Sprinting) to avoid 
  falling; the roll is made at the end of the ’Mech’s movement.
  A ’Mech equipped with MASC and a supercharger may engage 
  both systems in the same turn and sprint. Doing so gives a ’Mech 
  MP equal to its current Walking MP multiplied by 3, but this ma-
  neuver is quite risky. The unit must make a Piloting Skill Roll as 
  described above for both the MASC and the supercharger.
  EVADING (MOVEMENT MODE)
  Evading enables a unit to avoid enemy attacks.
  A unit’s Evading MP equals its Running/Flanking MP, and any 
  attack against an Evading unit suffers a +1 to-hit modifier, in addi-
  With his enemy cornered into collapsed valleys and surrounded by heavy rubble, a Roughriders Salamander pins Taurian units under ruinous fire.
  DK
  
  19
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  tion to its normal movement modifier and any other applicable 
  modifiers. An Evading unit generates 2 Heat Points per turn, in 
  addition to the standard 2 Heat Points for running, and may not 
  make any attack during the turn it used Evading movement.
  To use Evading movement, a ’Mech must have two working 
  hip actuators. Also, a prone ’Mech receives no benefit from 
  Evading movement, even if it started the Movement Phase 
  using Evading movement. For example, if an Evading ’Mech 
  fails a Piloting Skill Roll during the Movement Phase of a turn, 
  it does not receive the +1 to-hit modifier during the Weapon 
  Attack and Physical Attack phases of that turn.
  A ‘Mech may not engage either MASC or a supercharger 
  when using the evading movement mode.
  Skilled Evading
  Under the Skilled Evading option, the to-hit modifier gained 
  from Evading movement is based on the MechWarrior’s Pilot-
  ing Skill, as shown in the Skilled Evading Table.
  SHIELDING (MOVEMENT MODE)
  A shielding unit uses movement to put itself in harm’s way 
  to protect another target (another unit, a building, a hex and 
  so on) from attacks.
  A shielding unit may only expend its current Walking/Cruis-
  ing MP, but it is considered to have run/flanked for purposes of 
  the attacker movement modifier during the turn in which it is 
  shielding (it can make all standard weapon and physical attacks 
  during that turn). After its movement is finished, it must desig-
  nate an adjacent hex to receive its protection (that hex can be its 
  own hex, provided the stacking rules allow such movement; i.e. 
  it is shielding a unit in its own hex). During the Weapon Attack 
  Phase of the turn when the unit used the Shielding movement 
  mode, all attacks against the designated hex (whether against 
  the hex itself, or against units or a building in the hex, and so 
  on) that pass through the hex occupied by the shielding unit 
  add a modifier based on the Shielding Table.
  These modifiers are cumulative, so that two shielding ve-
  hicles in a hex would provide a +2 modifier, a shielding vehicle 
  and a ’Mech would provide a +3 modifier and two shielding 
  ProtoMechs would provide a +4 modifier.
  The shielding unit must equal the height of the unit or 
  building it is protecting. For example, a Small- or Medium-
  sized vehicle can only protect a unit of Level 1 height (or the 
  first level of a building); it cannot protect a ’Mech, as the ’Mech 
  is Level 2 height (though a Large Vehicle, which is considered 
  2 levels high, can shield a ’Mech; see Unit Heights Table, p. 99, 
  TW). A Level 1 vehicle or a ProtoMech can only shield a ’Mech if 
  the ‘Mech is prone. A ’Mech can shield any other unit, but can 
  only shield the first 2 levels of a building; players may wish to 
  use the expanded Line of Sight and Dead Zone rules to deter-
  mine these situations (see p. 79).
  If an attack against a shielded target misses, compare the 
  Margin of Failure against the modifier of any unit shielding, 
  as shown on the Shielding Table. If the MoF is equal to or 
  less than that modifier, the attack automatically strikes the 
  shielding unit; determine direction of attack and location 
  for applying damage normally. If two units equally apply, 
  randomly determine which unit is struck. If the MoF is greater 
  than the modifier of any of the shielding units, then the attack 
  misses completely (if using the Missed Shots rule, the con-
  trolling player determines where the attack struck, and so it 
  cannot strike either the shielding unit(s) or the original target; 
  see Missed Shots, p. 81). For example, a ’Mech and a vehicle are 
  shielding another vehicle, resulting in a final modified To-Hit 
  Number of 9 to strike the vehicle they are shielding (a total 
  applied modifier of +3). The die roll result is an 8, giving an 
  MoF of 1. Because that is equal to or less than the modifiers on 
  the Shielding Table for both the ’Mech (a +2 modifier) and the 
  shielding vehicle (a +1 modifier), the controlling player of the 
  attacking unit randomly determines whether the shielding 
  ’Mech or the shielding vehicle is automatically struck by the 
  attack that missed its intended target. If the MoF was 2, only 
  the ’Mech could potentially be struck by the missed shot.
  Glancing/Direct Blows: If a shielding unit is struck by an at-
  tack intended for the target it was shielding, the Glancing/Direct 
  Blows rules (see p. 80) are never used when applying damage.
  Four-Legged ’Mech: If a ’Mech is hull-down (see Hull Down, 
  p. 21), then a unit at Level 1 height can shield it.
  Infantry: Mechanized infantry is the only infantry type that 
  can use the Shielding movement mode; apply a +2 modifier to 
  all weapon attacks made by a mechanized infantry unit in the 
  turn it is shielding. If using the Squad Deployment rules (see 
  p. 27), a mechanized infantry squad cannot use the Shielding 
  movement mode.
  ProtoMechs: If a shielding ProtoMech is struck by an attack 
  intended for the target it was shielding, use the Special Proto-
  Mech Hit Location Table (see p. 184, TW).
  Rail and Large Naval Vessel Support Vehicles: Rail and 
  Large Naval Vessel Support Vehicles cannot use the Shielding 
  movement mode.
  VTOL Vehicles: A grounded VTOL Vehicle cannot use 
  the Shielding movement mode. However, an airborne VTOL 
  Vehicle—provided its bottom elevation is at the same level 
  as the underlying terrain of the hex it is shielding and the 
  unit/hex it is shielding is not of a greater height than the 
  VTOL Vehicle—can use the Shielding movement mode.  
  SKILLED EVADING TABLE
  Piloting Skill
  To-Hit Modifier for Evading
  6 or greater 
  +0
  4–5 
  +1
  2–3 
  +2
  0–1 
  +3
  ShIELDING TABLE
  Unit Type
  Modifier
  Vehicle
  +1
  ’Mech, ProtoMech or Mechanized Infantry*
  +2
  Large Vehicle**
  +3
  *See below.
  **Combat or Support Vehicle. Rail and Large Naval Vessel Support Vehicles 
  cannot use the Shielding movement mode.
  
  CRAWLING (MOVEMENT MODE)
  A ’Mech must have two hands, two lower arm, two upper arm 
  and two shoulder actuators functioning to attempt crawling.
  A ’Mech that begins a Movement Phase prone can select the 
  Crawling movement mode. The unit can only expend half its cur-
  rent Walking MP (round down); all standard costs to enter a new 
  hex apply. Additionally, to enter a new hex, the controlling player 
  must make a standard Piloting Skill Roll (i.e. all damage modifiers 
  apply), applying the appropriate modifiers from the Weight Class 
  Physical Attack Modifiers Table (see p. 88). A successful roll means 
  the unit can enter the hex. A failure does not cause any damage 
  or result in a fall; the unit simply cannot enter the hex, and the MP 
  expended to do so are lost. The player can make any number of 
  Piloting Skill Rolls to enter a hex, provided it has MP remaining to 
  do so. A unit cannot attempt to stand in the same turn in which it 
  is using the Crawling movement mode.
  A unit can expend the standard 1 MP to change facing in a hex 
  while crawling without the need for a Piloting Skill Roll.
  A unit that has crawled is considered to have walked for pur-
  poses of the attacker Movement Modifier and can make any 
  weapon and physical attacks, as appropriate for a prone ’Mech, 
  during that turn.
  Destroyed Gyro: A ’Mech with a destroyed gyro cannot crawl.
  HURRIED MOVEMENT
  In standard rules, the movement costs for various terrain 
  (woods, levels and so on), even when running and/or sprinting, 
  reflect a “studied” movement in order to avoid a fall. In some ter-
  rain, such as water, rubble and so on, the potential for a fall exists 
  regardless of such studied movement.
  In advanced rules, a ’Mech can engage in hurried movement, trad-
  ing speed for a chance at falling that would not exist under standard 
  rules. Whenever a unit enters a hex that requires an expenditure 
  of movement beyond the 1 MP to enter, the player may choose to 
  ignore one, some or all of those additional MP (the 1 MP for entering 
  a hex can never be ignored). If any 1 MP is ignored, the controlling 
  player makes an automatic standard Piloting Skill Roll with an ad-
  ditional +2 modifier upon entering the hex to avoid falling. Each 
  additional MP ignored applies a cumulative +2 modifier, though only 
  a single Piloting Skill Roll per hex is made. Finally, apply the modifiers 
  from the Weight Class Physical Attack Modifiers Table (see p. 88) to 
  the Piloting Skill Roll, as appropriate for the ’Mech’s weight class. If 
  the Piloting Skill Roll fails, the ’Mech falls in the hex it entered, tak-
  ing standard falling damage; even if the ’Mech just changed levels 
  downward, those levels are not taken into consideration for deter-
  mining levels fallen. It can continue to move, however, provided it 
  has sufficient MP to stand, move out of the hex and so on.
  Hurried movement can be used in multiple hexes in a turn, with 
  the controlling player choosing to ignore various MP require-
  ments in a given hex, making appropriate Piloting Skill Rolls as 
  noted above immediately upon entering each hex.
  A player may never ignore the movement cost for changing 
  a level upward, nor any terrain costs that automatically cause a 
  Piloting Skill Roll, such as buildings, water, rubble and so on.
  Vehicles and ProtoMechs: Vehicles and ProtoMechs can 
  also use hurried movement. If a vehicle fails its Driving Skill Roll, 
  automatically roll once on the Motive System Damage Table. For 
  ProtoMechs, use the Gunnery Skill Rating to make the appropri-
  ate Piloting Skill Roll. A failure results in 1 point of damage applied 
  to all locations.
  For example, a standard VTOL Vehicle could not shield a ’Mech, 
  but a Super-Heavy VTOL Vehicle, which is considered 2 levels tall 
  (see Super-Heavy Vehicles, p. 378), could shield a ’Mech, provided it 
  was still airborne and covered the ’Mech, as described.
  Air-to-Ground Attacks: Shielding cannot be used against any 
  type of air-to-ground attacks.
  Area-Effect Weapons: A shielding unit has no effect on the 
  damage applied by an area-effect weapon, though the shielding 
  modifier is still applied for the attempt to target a hex, such as 
  from artillery.
  Swarm Ammo: Swarm ammo can not target a unit (or building 
  level) being protected by a shielding unit; such protected units 
  are susceptible to Swarm’s normal secondary attack mechanic, 
  however.
  Targeting a Shielded Hex: A unit attempting to target a hex 
  with an attack must still apply the shielding modifier. For example 
  attempting to lay a weapon-delivered minefield.
  PHYSICAL DEFENSE (MOVEMENT MODE)
  A ’Mech enacting the Physical Defense movement mode leaves 
  itself wide open to weapon attacks in the hopes of catching the 
  unwary opponent in a trap that it springs in order to bring a physi-
  cal attack to bear.
  The controlling player, during the Movement Phase of a turn, 
  must announce that a unit is enacting the Physical Defense move-
  ment mode. A unit using this movement mode cannot expend any 
  MP during the Movement Phase of that turn, nor can it make any 
  weapon attacks during the turn’s Weapon Attack Phase. During 
  the Physical Attack Phase, when the controlling player nominates 
  the ’Mech, the ’Mech may expend its current Walking MP and may 
  then make a physical attack; it is considered to have walked for 
  purposes of the attacker movement modifier during the turn in 
  which it is using the Physical Defense movement mode. The unit 
  can make all standard physical attacks except charging or death 
  from above during that turn, provided the criteria for such attacks 
  are met.
  Charging and DFA: A target in Physical Defense movement 
  mode cannot be the target of a charging or DFA Physical Attack.
  CD
  CPLT-K4 Catapult, Devil’s Brigade
  
  21
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  actuator), but does not require a Piloting Skill Roll. A ’Mech 
  can move from a prone position, to a hull-down position, to 
  a standing position (or vice versa) all in the same Movement 
  Phase, provided the unit has available MP (and makes the ap-
  propriate standard Piloting Skill Rolls as necessary).
  Leg-Mounted Weapons: Leg-mounted weapons cannot 
  be fired when a unit has gone “hull down.”
  Leg Destruction: If a ’Mech (either four-legged or bipedal) 
  has a destroyed leg, it cannot go hull down.
  Hull Down Vehicles
  Vehicles are too low to the ground to take advantage of partial 
  cover. However, there may be shorter terrain not marked on the 
  standard mapsheets that can allow vehicles to go hull-down.
  Such terrain can be assigned as part of the scenario setup, 
  with the players determining the terrain’s location (see Half 
  Levels, p. 31). Additionally, the terrain created by standard 
  infantry “digging in” (see Digging In, p. 108), or specialized 
  infantry creating a fieldwork (see Trench/Fieldwork Engineer, p. 
  341), can also be used by a vehicle to go hull-down.
  A vehicle can go hull-down in three situations (note that in 
  all situations the standard Hit Location Tables are used, except 
  as noted below).
  First, if a vehicle (including a landing VTOL/WiGE) enters a 
  half-level hex, it can go hull-down by spending 2 MP. Attacks 
  that would strike the vehicle’s Front side add a +2 modifier. 
  In addition, if the attacks hit, they will strike the turret if the 
  vehicle has one, or the front armor if it does not. Attacks from 
  other directions are resolved normally.
  Second, if a vehicle is adjacent to a half-level hex and the 
  LOS of the attack passes through that hex, the vehicle is con-
  sidered hull-down for that attack.
  Finally, if a vehicle (including a landing VTOL/WiGE) enters a 
  hex “built” by an infantry unit (either friendly or enemy), as noted 
  above, all the rules for a half-level hex apply, except that attacks 
  against both the Front and Side receive a +2 modifier; only at-
  tacks against the Rear are treated normally. If an attack strikes 
  the side of a unit without a turret, it will hit the appropriate side.
  While the vehicle is hull-down, none of its front-mounted 
  weapons may fire (or weapons in the location oriented to-
  ward a half-level hex, in the case of an adjacent half-level hex), 
  though the turret may fire to the front (or in the direction of 
  the adjacent half-level hex) as usual.
  Large Vehicles: Large Vehicles cannot use half-level hexes or 
  infantry-built hexes for cover. However, if a Large Vehicle is ad-
  jacent to a Level 1 hex and the LOS of the attack passes through 
  that hex, the vehicle is considered hull-down for that attack.
  Motive System Damage Table: Attacks that receive a +2 
  modifier for a vehicle being hull down ignore any chance for a 
  roll on the Motive System Damage Table.
  Backward Movement: Note that the above situations as-
  sume the vehicle entered the hex using front movement. If the 
  vehicle entered a hex using backward movement, then simply 
  reverse the locations (i.e. front armor becomes rear armor and 
  so on). In the first and second cases above, the unit can change 
  facing in the hex, as desired; again change the armor location 
  for any attacks that strike the target, as appropriate. However, 
  in the final case, when a vehicle enters an infantry “built” hex, 
  it cannot change facing in the hex, but must first exit the hex, 
  then change facing, and then re-enter the hex once more.
  Terrain Piloting Skill Roll Modifiers: If a ‘Mech using hur-
  ried movement enters terrain that applies a modifier to any 
  Piloting Skill Rolls, those modifiers must be added to the 
  hurried movement PSR. If a ’Mech enters terrain using hurried 
  movement that automatically requires a Piloting Skill Roll, the 
  player must make two Piloting Skill Rolls (one for the terrain 
  and one for the hurried movement), applying all appropriate 
  modifiers to both PSRs.
  Terrain Factor: If the Terrain Factor rules are in use (see 
  p. 64) a failed Piloting Skill Roll will result in damage to the 
  terrain in the hex. Damage for a ’Mech’s failed PSR is the stan-
  dard falling damage applied to the hex. For vehicles, divide 
  the unit’s weight by 10, rounding up. For ProtoMechs, apply a 
  single point of damage.
  Water: Hurried movement cannot be used in a water hex to 
  avoid the penalties for moving in water.
  In the Movement Basics Diagram (see p. 51, TW), the 
  ’Mech in Hex A cannot enter Hex D, as it has a Walking MP 
  of 5 and would require 7 MP to enter Hex D. However, using 
  hurried movement, the controlling player of the ’Mech 
  could choose to ignore the 2 MP requirement to enter the 
  heavy woods in the hex, applying a +4 modifier (+2 for each 
  1 MP ignored) to an immediate Piloting Skill Roll upon enter-
  ing Hex D; the controlling player could not ignore the MP 
  required for entering the hex or for changing 1 level upward. 
  If the unit was a medium or light ’Mech, it would apply a  –1 
  or –2 modifier respectively to that Piloting Skill Roll, respec-
  tively, from the Weight Class Physical Attack Modifiers Table. 
  If the Piloting Skill Roll fails, the ’Mech falls in Hex D.
  HULL DOWN
  A four-legged ’Mech can choose to go hull-down by squat-
  ting behind an obstacle so that only its weapons are visible 
  to the enemy. Though the ’Mech can do this in any hex, the 
  maneuver will only help the ’Mech if it has partial cover from 
  its opponent without going hull-down.
  Going hull-down or leaving a hull-down position costs 2 
  MP. Attacks against a hull-down, four-legged ’Mech are re-
  solved normally unless the ’Mech has partial cover. If partial 
  cover exists between the attacker and the four-legged ’Mech, 
  the attack receives a +2 modifier in addition to the standard 
  partial-cover modifier; as usual, attacks that strike the legs will 
  strike the terrain instead.
  Bipedal ’Mech: A bipedal (two-legged) ’Mech can go hull-
  down exactly as described above by “taking a knee”; that is, it 
  has one knee down on the ground, the other leg bracing for 
  support. All the rules above apply to a bipedal ’Mech “taking a 
  knee” to go hull-down, except that to leave a hull-down posi-
  tion, in addition to the 2 MP expenditure, the bipedal ’Mech 
  must make a standard Piloting Skill Roll. A failure does not 
  result in a fall; instead, the ’Mech simply did not stand up and 
  the MP are expended (the ’Mech can continue to attempt to 
  stand up as long as it has MP available).
  A hull-down ’Mech can punch units in the same hex; punch-
  es against a ‘Mech are resolved using the Kick Location Table.
  Prone: A ’Mech can move from hull-down to a prone po-
  sition without any MP expenditure. To move from a prone 
  position to a hull-down position requires the expenditure of 
  1 MP (+1 additional MP for each missing and/or destroyed 
  
  Buildings: A unit climbing a building hex is considered to have 
  entered that building hex as far as the Construction Factor of the 
  hex is concerned. If the weight of the unit exceeds the Construc-
  tion Factor of the hex—whether that occurs when the unit starts 
  the climb, or during the climb (for example, if the building hex 
  takes damage)—the hex collapses exactly as if the unit had en-
  tered that hex; treat the unit as occupying that building hex at the 
  level it was climbing at the time it collapsed (see p. 176, TW).
  Planetary Conditions: Any planetary conditions that apply a 
  Piloting Skill Roll modifier based on terrain conditions, such as 
  snow or rain or wind, must be added to all Piloting Skill Rolls (vis-
  ibility modifiers do not apply).
  Leaping
  The Leaping rules enable ’Mechs to leap down more than 2 
  levels, at considerable risk of leg damage and falling.
  Any leap down that covers more than 2 levels costs 4 MP, re-
  gardless of the number of levels leaped and of the terrain in the 
  ending hex (though the target hex must be a hex the ’Mech can 
  legally enter). Any leaping ’Mech must also make two Piloting 
  Skill Rolls: one to avoid leg damage and one to avoid falling. If 
  both Piloting Skill Rolls succeed, the ’Mech may continue to move 
  normally.
  The first roll receives a modifier equal to the number of levels 
  in the leap multiplied by 2. If the roll fails, each of the ’Mech’s legs 
  takes damage equal to the number of levels the unit leaped. The 
  controlling player must roll once on the Determining Critical Hits 
  Table for each leg. The player must roll twice if a leg’s internal 
  structure is damaged in the leap.
  Add a modifier to the second Piloting Skill Roll equal to the 
  number of levels the ’Mech leaped. If this roll fails, the ’Mech falls 
  the number of levels it attempted to leap and lands in the lower 
  hex. Determine falling damage per standard rules.
  A ’Mech may suffer leg damage and falling damage if it fails 
  both rolls.
  Dangle-and-Drop
  The “dangle-and-drop” maneuver is a safer but slower way of 
  dropping down multiple levels.
  To use the dangle-and-drop procedure, a ’Mech must have two 
  undamaged hand actuators. The ’Mech must start its turn in the 
  hex where it will “dangle-and-drop” and spends the entire Move-
  ment Phase crawling down, dangling from the cliff by its hands. 
  (This places its legs 2 levels closer to the ground than they would 
  be if it leaped down.) Move the ’Mech into the lower hex and 
  turn it so that it faces the higher hex; calculate its levels as if it 
  were standing in a hex 2 levels lower than the higher hex. For the 
  remainder of the turn, treat it as if it were in the middle of a climb 
  (see Climbing, at left).
  In the following Movement Phase, the ’Mech may either con-
  tinue to dangle, or drop to the ground at a cost of 4 MP, or start to 
  climb down. As with leaping, if the ’Mech drops, the controlling 
  player must make two Piloting Skill Rolls to avoid leg damage and 
  falling. When determining the Piloting Skill Roll modifiers and 
  damage, reduce by 2 the number of levels traveled.
  STACkING (ExPANDED)
  In standard rules play, if a unit enters a hex occupied by an 
  enemy unit (with the exception of a ’Mech entering a hex occupied 
  by an enemy infantry unit) it cannot then exit the hex in the same 
  Movement Phase. In this expanded stacking rule, an opposing unit 
  BACkWARD MOVEMENT (ExPANDED)
  This rule allows units to change levels while moving backward.
  Under this option, a backward-moving unit can change 1 level 
  per hex. The controlling player must make a successful Piloting/
  Driving Skill Roll each time the unit crosses a level line. ’Mechs 
  may not change levels by more than 1 while moving backward.
  If the roll fails for a ’Mech, that ’Mech falls into the hex it was 
  moving into or out of, whichever is lower; the change in levels is 
  not taken into consideration for determining the levels fallen.
  If a vehicle’s Driving Skill Roll fails, the vehicle fails to cross the 
  level line. It stays in its current hex and must spend 1 additional 
  MP (if it doesn’t have that MP to spend, its movement is ended). 
  The controlling player can continue to make Driving Skill Rolls to 
  attempt the level change, but he must pay 1 extra MP each time 
  the roll fails.
  CLIMBING AND LEAPING
  The optional Climbing and Leaping rules allow BattleMechs 
  without jump jets to climb, leap or drop multiple levels.
  Climbing
  The Climbing rules enable a ’Mech to enter a hex that is 3 or 
  more levels higher or lower than the hex it occupies.
  To attempt a climb, a ’Mech must have at least one arm with all 
  four actuators (hand, lower arm, upper arm and shoulder) func-
  tional, and that arm’s hand must be free (not holding a physical 
  attack weapon such as a sword, hatchet and so on, a hand-held 
  weapon or other object).
  Only Walking MP can be used when climbing—running units 
  cannot climb. Each level changed in a climb costs 2 MP if the 
  ’Mech has two undamaged hands, or 3 MP if the ’Mech has only 
  one hand.
  For each level climbed, the ’Mech’s controlling player must 
  make a Piloting Skill Roll. Apply a +2 modifier , in addition to the 
  standard +1, if the ’Mech has only one undamaged hand. If the 
  roll fails, the ’Mech falls from a height equal to the last level it suc-
  cessfully reached.
  In certain cases, a unit may attempt to climb a cliff (or building) 
  so high that the climb requires several turns. In such cases, move 
  the ’Mech into the lower of the two hexes at the end of each turn, 
  turn it so that it faces the higher hex and note the ’Mech’s levels 
  (the two levels it occupies). The unit may continue its climb in the 
  following turn or remain clinging to the cliff face.
  While in the middle of a climb, a ’Mech may fire only rear-
  mounted weapons; the unit cannot perform physical attacks. 
  Apply a +1 modifier to any Piloting Skill Rolls the unit must make 
  while climbing. If the unit has only one undamaged hand actua-
  tor, apply a +2 modifier. (These modifiers are added to any other 
  applicable modifiers.)
  When determining line of sight for a climbing unit, treat the 
  ’Mech as if it were standing in the hex it occupies at its current 
  climbing level, rather than the level of the hex. Climbing ’Mechs 
  make relatively easy targets, so any attack against such units re-
  ceives a –2 to-hit modifier.
  Actuator Damage: A ’Mech must have an arm with all four ac-
  tuators functional to climb. If the hand actuator being used to climb 
  is destroyed, the ’Mech will automatically fall; if the ’Mech is using 
  two hands, then the ’Mech will only fall if both hand actuators are 
  destroyed. If any other actuator is destroyed the ’Mech does not au-
  tomatically fall, but it cannot continue to climb either up or down; it 
  can only use the leaping rules below to get off of the cliff face.
  
  23
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
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  support  
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  GenerAl  
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  AdvAnced  
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   constructIon
  AdvAnced  
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   And equIpMent
  Index
  record sheets
  FUMBLES
  Standard-rules play assumes that all things being equal, 
  while warriors may stumble in piloting their ’Mechs or ve-
  hicles, they never do so in a catastrophic way. Real movement 
  is much different, however, and despite years of training in 
  keeping a 12-meter-tall metal giant on its feet (or that vehicle 
  moving at the right angle), circumstances arise where even 
  the elite can stumble and fall.
  Whenever a player makes a Piloting/Driving Skill Roll with 
  a result of 2, a fumble has occurred and the result is always 
  a failure, regardless of whether the modified Target Number 
  was 2 or less.
  TAkING DAMAGE
  Any time a ’Mech takes 20 or more Damage Points in a single 
  phase, its controlling player must make a Piloting Skill Roll to 
  keep the ’Mech from falling. The roll receives a modifier based 
  on the number of Damage Points taken during the phase and 
  the ’Mech’s weight class, as noted in the Taking Damage Weight 
  Class PSR Modifiers Table. For every 20 Damage Points a unit 
  takes, it receives a +1 modifier. For example, a unit that takes 
  40 to 59 Damage Points receives a +2 modifier, a unit that takes 
  60 to 79 Damage Points receives a +3 modifier, and so on.
  Weight Class Physical Attack Modifiers: Note that the Tak-
  ing Damage Weight Class PSR Modifiers are different than the 
  Weight Class Physical Attack Modifiers (see p. 88); the latter 
  applies to modifiers added to physical attack die rolls, while 
  the former applies to modifiers added to the Piloting Skill Roll 
  to avoid falling after taking damage (i.e. for taking more than 
  20 points of damage, for being kicked and so on).
  A 50-ton medium ’Mech with TSM (running hot) and 
  a Piloting Skill of 5, after running in the turn, is making a 
  kicking attack against an assault ’Mech that moved 5 hexes. 
  The modified To-Hit Number is 6 [5 (Piloting Skill Rating) 
  –2 (Kicking modifier) –1 (Medium weight class modifier 
  from the Weight Class Physical Attack Modifiers Table) 
  +2 (attacker movement modifier) +2 (target movement 
  modifier) = 6]. The roll is a success, and after determining 
  the location, 20 points of damage is applied to the assault 
  ’Mech’s right leg. The Piloting Skill of the assault ’Mech is 5 
  as well, leaving that unit’s player to make two Piloting Skill 
  Rolls (one for taking 20 points of damage and one for being 
  kicked) against a modified Target Number of 4 [5 (Piloting 
  Skill Rating) + 1 (20 points of damage), –2 (Assault weight 
  class modifier from the Taking Damage Weight Class PSR 
  Modifiers Table) = 4].
  can enter and then exit a hex occupied by an enemy unit if that 
  enemy unit is immobile, abandoned or, in the case of a ’Mech, 
  prone. All other stacking rules (see Stacking, p. 57, TW) still apply; 
  i.e. if the unit would violate the stacking rules (for example a 
  ’Mech entering the hex of a prone enemy ’Mech) it must have 
  enough MPs to exit the hex, or it cannot enter the hex.
  SKIDDING
  The following rules modify the Skidding rules found on 
  pages 62-66 of TW. These optional modifications make for 
  more realistic play, but they are a bit more complicated. Follow 
  the standard rules for skidding unless specifically noted below.
  Generally, a ’Mech running on road or pavement may make 
  a single facing change at the end of its movement without risk 
  of skidding. However, a unit may skid if it continues to move 
  after making a facing change or makes two or more facing 
  changes in a row.
  To determine if a unit skids, first trace the path of the unit’s 
  entire intended movement and place a die or other marker in 
  each hex where a potential skid may occur (i.e. the first hex 
  entered after a facing change). Then count how many hexes 
  the unit covers during its entire movement. Use this number 
  to determine the modifier for the Piloting Skill Rolls made to 
  avoid skidding (see the Skid Modifier Table, p. 63, TW). Use this 
  modifier for all the required rolls. (Note that this differs from the 
  standard skidding rules, under which each roll receives a modi-
  fier based on the hexes moved prior to the facing change.)
  Next, the controlling player makes a Piloting Skill Roll with 
  the appropriate skid modifier for each hex where a skid may 
  occur, starting with the earliest possible hex in its movement. 
  If all the Piloting Skill Rolls succeed, place the ’Mech in the 
  ending hex of its intended movement.
  If a Piloting Skill Roll fails, the ’Mech falls and skids. Place the 
  ’Mech in the hex where the failed roll occurred. Place it with the 
  appropriate facing, but do not move it or turn it according to 
  the intended movement. Next, determine the length of the skid, 
  which equals the remaining hexes in the intended move, divided 
  by 2 and rounded down. If the result is 0 hexes, the unit simply 
  falls in the hex it occupies and takes standard falling damage.
  If the result is 1 or more hexes, the unit falls and then skids 
  in the direction it was traveling before making the facing 
  change that caused the skid. For each hex the ’Mech skids, it 
  takes damage equal to its standard falling damage, divided by 
  2 and rounded up.
  Regardless of the final result of the fall or skid, the unit’s 
  move ends and it may not spend any more MP in that Move-
  ment Phase.
  PILOTING SKILL 
  ROLLS
  Advanced players can use the following changes to stan-
  dard Piloting Skill Roll modifiers to increase the realism of their 
  game play. Note that with the exception of fumbles, these op-
  tions apply to ’Mech units only.
  TAKING DAmAGE WEIGhT CLASS 
  PSR moDIfIERS TABLE
  Weight Class
  Modifier
  Light (Ultra-Light)
  +1
  Medium
  +0
  Heavy
  –1
  Assault
  –2
  
  considered to have walked. If the ’Mech had more than 2 Walking 
  MP available, the Piloting Skill Roll target is modified by –2. No 
  modifier applies if the unit had only 1 or 2 Walking MP available.
  VEHICLES
  The following additional rules apply to vehicle movement.
  MOVEMENT
  Vehicles must move across the battlefield without the benefit 
  of neurohelmets or the sophisticated gyros used by ’Mechs. With 
  most vehicles, the driver can only use the controls to accelerate, 
  brake and steer. Consequently, skillful maneuvering in rough ter-
  rain can prove very difficult.
  The complexity of advanced-rules play restricts the movement 
  of vehicles more than the standard Level 2 rules, but offers vehicle 
  drivers a few special maneuvers and other advantages to make up 
  for reduced mobility.
  Lance Movement
  ’Mechs tend to operate as independent units on the battlefield. 
  Conventional vehicles operate in lances of several units that work 
  closely together to achieve an objective.
  Under advanced rules, all vehicles must be organized into lances 
  of four vehicles each. If necessary, remaining vehicles may be orga-
  nized into a single short lance of one, two or three units. During the 
  Movement Phase of the turn, players alternate moving their units 
  according to the standard rules, with each vehicle lance moving as 
  a single unit. All vehicles in a lance move during a turn at the same 
  time, regardless of casualties. For example, if a lance starts the game 
  with four Bulldog tanks and three of those tanks are lost in combat, 
  moving the last surviving tank constitutes moving the lance.
  Unusual Unit Types: Some armies organize their units into for-
  mations other than lances of four. For example, the Clans use units 
  of ten, called Stars. The Com Guards organize in Level II units that 
  contain six vehicles. A player must organize his vehicles into units 
  appropriate to the force he is playing, whether Clan, ComStar or 
  Inner Sphere.
  Speed
  A ’Mech’s humanoid structure gives it excellent acceleration 
  and deceleration capability. Vehicles operate under certain speed 
  restrictions due to their construction.
  Acceleration and Deceleration: Unlike ’Mechs, vehicles can-
  not achieve maximum velocity in 10 seconds. Instead, vehicles 
  can only increase one category of speed per turn. For example, if a 
  vehicle stands still in one turn, it can move no faster than Cruising 
  speed in the next turn. In the turn after that, it can move at Flank-
  ing speed. Make a note of the movement type used in each turn 
  (Standing, Cruising or Flanking) on each unit’s record sheet.
  Gunning It: A unit can “gun it,” however, dangerously pouring 
  on speed. Doing so allows a player to go from standing still to 
  Flanking speed, or from Cruising to Overdrive speed (see p. 25) 
  in a single turn. Doing so requires the player to make a standard 
  Driving Skill Roll before the vehicle moves. A failure results in an 
  automatic roll on the Failed Maneuver Table (see p. 26), with the 
  controlling player randomly determining, if necessary, the direc-
  tion of the hexside change.
  Units can decelerate to any speed in a single turn.
  LEG DAMAGE
  Under standard rules, a hip actuator critical hit causes a ’Mech’s 
  leg to freeze, adds a +2 Piloting Skill Roll modifier and reduces the 
  ’Mech’s MP by half, regardless of previous critical damage to the 
  leg. This rule is designed to limit damage-related modifiers so that 
  excessive leg damage does not completely cripple a ’Mech.
  As an option, players can use the “crunchy broken leg” rule for 
  leg damage. Under the crunchy-broken-leg rule, each hip actua-
  tor critical hit adds a +2 Piloting Skill modifier for rolls and reduces 
  the ’Mech’s MP by 2. However, these effects are cumulative—they 
  are added to modifiers produced by any other leg damage the 
  unit has already taken or receives in subsequent turns.
  FALLING (ExPANDED)
  In standard rules, when a ’Mech fails a Piloting Skill Roll to avoid 
  falling, it automatically falls; nothing can be done to avoid that 
  fate. However, in advanced rules, a fall may not exactly be a fall.
  When a ’Mech fails a Piloting Skill Roll to avoid falling, compare 
  the Margin of Failure (MoF) to the Piloting Skill Rating MoF Falling 
  Table. If the roll result is within that MoF, the ’Mech does not fall, 
  but instead goes hull-down (see Hull Down, p. 21). If the MoF is 
  greater than that noted on the table, the ’Mech falls per standard 
  rules. For example, a ’Mech with a Green Piloting Skill Rating is 
  rolling against a modified Target Number of 6. Looking at the 
  Piloting Skill Rating MoF Falling Table, the MoF that a Green pilot 
  can have is 0, so just as in standard rules, the controlling player 
  must roll 6 or higher to avoid falling. If the pilot was Regular or 
  Veteran, the controlling player could roll a 5 (MoF of 1), while an 
  Elite pilot could roll a 4 or 5 (MoF of 2); in all three cases, the ’Mech 
  would simply go hull-down without falling.
  ATTEMPTING TO STAND
  When a ’Mech attempts to stand from a prone position, it uses 
  its arms and legs to lift itself up. Therefore, missing or damaged 
  arm actuators make standing up more difficult.
  Players can simulate this condition by applying additional modi-
  fiers to the Piloting Skill Roll needed to stand a ’Mech up. Apply a 
  +1 modifier for each arm that has actuator damage or is missing 
  actuators. Apply a +2 modifier per arm if the arm is destroyed or 
  missing. All other appropriate Piloting Skill modifiers apply as well.
  Multiple damaged or missing actuators in the same arm do not 
  produce cumulative modifiers; the maximum modifier for a dam-
  aged or destroyed arm is +2.
  Careful Stand
  If a ’Mech takes its time, it can improve its chances of standing 
  up successfully. Rather than simply spending 2 MP, a ’Mech can 
  spend its entire Movement Phase standing up (i.e. only one care-
  ful standing attempt can be made per turn). In this case, the unit is 
  PILoTING SKILL RATING mof 
  fALLING TABLE
  Piloting Skill Rating
  Margin of Failure
  6–7
  0
  2–5
  1
  0–1
  2
  
  25
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
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  AdvAnced  
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   constructIon
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  Index
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  the vehicle moves the extra hex even if it has no more MP, in 
  which case this move ends the vehicle’s movement.
  A sideslip is not a turn, and can be executed regardless of 
  turn mode. Furthermore, a sideslip counts as a hex of forward 
  movement for meeting the requirements of the turn mode.
  Bootlegger: All vehicles except Tracked Vehicles, WiGEs 
  and Naval Vessels may attempt to make a quick 180-degree 
  turn known as a bootlegger. If successful, this move turns 
  the vehicle three hexsides and brings it to a complete stop. 
  Because the vehicle stays in the same hex, it need not meet 
  turn-mode requirements.
  In order to gain the momentum needed to attempt a boot-
  legger, a vehicle must have moved at least three hexes in a 
  straight line since its last facing change. The controlling player 
  then announces his intention to bootlegger and spends 2 
  MP. He makes a Driving Skill Roll with a modifier equal to the 
  vehicle’s current turn mode +2. If the roll succeeds, the vehicle 
  turns to face the opposite direction and ends its movement. 
  If the roll fails, the player rolls once on the Failed Maneuver 
  Table as though his vehicle had just attempted a 1-hexside 
  turn. Add a +2 modifier to the failed maneuver roll result.
  Vehicles also can make bootleggers while moving backward.
  Overdrive: A vehicle can attempt Overdrive speed, which 
  is identical to the rules for Sprinting for a ’Mech (see Sprinting, 
  p. 18). All those rules apply, except a failed Driving Skill Roll 
  results in an automatic roll on the Failed Maneuver Table (see 
  p. 26), applying +2 to the die roll result, with the controlling 
  player randomly determining, if necessary, the direction of the 
  hexside change. If a player is combining Gunning It (see p. 24) 
  with Overdrive, the player must make two Driving Skill Roll 
  modifiers to avoid rolling on the Failed Maneuver Table.
  Bonus MP (WiGE): A WiGE Vehicle may receive a move-
  ment bonus of 1 additional MP for every three consecutive 
  hexes it enters that have a lower level than the previous 
  consecutive hex the WiGE Vehicle occupied. A WiGE vehicle 
  can receive more than 1 additional MP in a given turn; the 
  three-hex movement groups to receive such additional MP 
  need not be consecutive.
  Declaring Speed: Before moving each unit, the player con-
  trolling a vehicle must announce how many MP the vehicle 
  will expend. The vehicle must then spend these Movement 
  Points during the Movement Phase, even if this forces the 
  vehicle to hit an obstacle or make a dangerously tight turn.
  In a friendly game, the player can count hexes carefully to 
  plan out each vehicle’s movement. For more realistic play, the 
  player should announce the MP without examining the board 
  too closely. After all, the vehicle’s driver must simply step on 
  the gas or brake and handle obstacles as they come!
  Reverse Gear: Except for VTOLs, vehicles may not combine 
  forward and backward movement in the same turn.
  Turn Modes
  Vehicles are not nearly as agile as ’Mechs. Anyone who has 
  driven a car knows that the tightness of a turn is limited by 
  the speed of the vehicle; the faster you are going, the more 
  gradual the turn must be in order to keep from skidding, fish-
  tailing or even rolling over.
  This reality is represented in BattleTech play by the turn 
  mode: the number of hexes forward (or backward, if the ve-
  hicle is moving in reverse) the unit must move in a straight 
  line before it can safely make a single hexside facing change. 
  Slippery terrain increases the turn mode, as shown on the Turn 
  Mode Table.
  A vehicle can attempt to make a facing change without 
  moving the required distance forward. The controlling player 
  must make a Driving Skill Roll, with a modifier equal to the re-
  quired turn mode minus the number of hexes actually moved. 
  For example, a Hover Vehicle expending 15 MP that attempts 
  to turn after moving only 1 hex forward would make the Driv-
  ing Skill Roll with a +2 modifier, because the craft’s turn mode 
  is 3 (3 – 1 = 2); if the vehicle were a light weight class, however, 
  the modifier would only be a +1, as a light vehicle receives a –1 
  modifier. If this roll fails, the vehicle suffers the appropriate ef-
  fect indicated on the Failed Maneuver Table. To find the exact 
  effect, roll 2D6 and add the Margin of Failure from the Driving 
  Skill Roll to the result. Then add a vehicle-type modifier, as 
  shown on the table. The total result indicates what happens 
  to the vehicle.
  Hexes moved before a failed Driving Skill Roll for tight turns 
  or other maneuvering no longer apply to the turn mode. For 
  example, a unit expending 10 MP has a Turn Mode of 2. After 
  moving 1 hex forward, it attempts a turn but fails the Driving 
  Skill Roll. It must now move 2 hexes forward rather than 1 to 
  make a safe turn; the 1 hex it moved before the failed roll no 
  longer counts toward the 2-hex turn mode.
  Advanced Maneuvers
  Vehicles have a few advantages over ’Mechs when it comes 
  to maneuverability. The ability to perform sideslip and boot-
  legger reverse maneuvers can help a vehicle quickly escape or 
  bring its weapons to bear.
  Sideslip: VTOLs and Hover Vehicles can make a controlled 
  sideslip. The sideslip is executed just like a four-legged ’Mech’s 
  lateral shift (see p. 50, TW). However, any time a vehicle makes 
  a sideslip, the controlling player must make a Driving Skill 
  Roll with a –1 modifier. If the roll fails, the vehicle slips too 
  far, moving an extra hex in the direction of the sideslip. If the 
  vehicle has MP left, the extra hex costs MP as normal. However, 
  TURN moDE TABLE
  MP Expended 
  Turn Mode
  1–4 
  0
  5–9 
  1
  10–14 
  2
  15–19 
  3
  Every 5 above 19 
  +1
  Light Vehicle
  –1
  Medium/Heavy Vehicles
  +0
  Assault Vehicle
  +1
  Mud, Sleet, Heavy Fog or Heavy Rainfall 
  +1*†
  Ice, Heavy Snowfall
  +2*‡
  *Does not apply to Hover, VTOL or WiGE Vehicles.
  †Does not apply to tracked vehicles
  ‡Only apply a +1 to tracked vehicles
  
  In the WiGE Bonus MP diagram, 
  a Hiryo Armored Infantry Transport 
  WiGE Vehicle is airborne at the start 
  of its Movement Phase in Hex A on the Large 
  Mountain #1 map. The controlling player moves the 
  WiGE into Hex 1 and makes a facing change, preparing 
  to enter Hex 2; the player will need to make a Driving Skill Roll 
  to avoid sideslipping. The player then enters hexes 2, 3 and 4, 
  expending a single MP for each hex. Because the Hiryo entered 
  three consecutive hexes, each with a level lower than the 
  previous hex, the Hiryo automatically gained 1 additional MP 
  beyond its normal MP to expend this turn. The controlling player 
  then makes two facing changes preparing to enter Hex 5; once 
  more, the player will need to make a Driving Skill Roll to avoid 
  a sideslip. The controlling player then moves the WiGE Vehicle 
  into hexes 5 and 6, expending a single MP for each hex; hexes 4, 
  5 and 6 were not a consecutive group of three hexes with each 
  hex a lower level than the next and so the WiGE Vehicle does 
  not receive an additional 1 MP bonus. The player then moves 
  the WiGE into hexes 7, 8 and the destination hex B, expending 
  a single MP for each hex. As with hexes 1, 2 and 3, because the 
  WiGE Vehicle entered three consecutive hexes, each with a level 
  lower than the previous hex, the vehicle automatically gains 1 
  additional MP to expend, giving it a total of 2 additional MP to 
  spend this turn (the player expended a total of 12 MP to move 
  from Hex A to Hex B).
  Flipping Over
  If the result on the Failed Maneuver Table (at left) calls for a 
  vehicle to flip over, determine the direction and distance of the 
  skid as normal (see Ground Vehicles, p. 62, TW). Subtract 1 from the 
  resulting distance to determine the length of the “flipping” skid.
  For each hex of a flipping skid, the vehicle takes damage equal 
  to its tonnage divided by 10 (rounded up). The vehicle takes dam-
  age on a different location for each hex it flips through.
  fAILED mANEUVER TABLES
  2D6 
  Roll 
  Effect
  2–7 
  Minor fishtail. The attempted turn fails, and the MP 
  are expended for the attempt. The vehicle can con-
  tinue moving normally; it cannot attempt to make 
  the turn in that hex, however, and must enter another 
  hex before making another turn attempt.
  8–9 
  Moderate fishtail. The vehicle immediately makes 
  an additional 1-hexside facing change (at no MP 
  cost) in the same direction as the controlling player 
  originally intended. Ground vehicles roll once on the 
  Motive System Damage Table (see p. 193, TW), with a 
  –1 modifier.
  10–11 
  Serious fishtail. The vehicle immediately makes an 
  additional 1-hexside facing change (at no MP cost) in 
  the same direction as the controlling player originally 
  intended. Ground vehicles roll once on the Motive 
  System Damage Table (see p. 193, TW). The vehicle’s 
  movement ends immediately.
  12–13 
  Skid. The turn fails completely, ending the vehicle’s 
  movement. Apply Skidding rules (see Ground Vehicles, 
  p. 62, TW).
  14+ 
  Major Skid. The driver loses control of the vehicle. 
  Wheeled vehicles begin to flip over, taking damage 
  to their side armor and turret(s) (see Flipping Over, at 
  right). Tracked vehicles, VTOLs and hovercraft do not 
  flip over; for them, treat this result as a normal skid (see 
  Ground Vehicles, p. 62, TW). Naval vessels and hydro-
  foils capsize and sink, and are effectively destroyed.
  Vehicle Type 
  Modifiers
  Tracked, Naval 
  +0
  Wheeled*, VTOL 
  +2
  Hovercraft, WiGE, Hydrofoil 
  +4
  *Apply a –2 modifier if the wheeled vehicle occupies a paved hex when it failed 
  the Driving Skill Roll.
  Vehicle Weight Class 
  Modifiers
  Light
  +1
  Medium
  +0
  Heavy
  –1
  Assault-Super-Heavy
  –2
  • wige bonus mp diagram • 
  
  27
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  0 MP Infantry: If a unit must either move or fire, it can still 
  gain an extra 1 Ground MP (in addition to its standard Ground 
  MP when not firing in a turn) and make “fast movement”, but 
  the unit then cannot move or fire in the following turn.
  CLIMBING
  Foot and jump conventional infantry units, as well as hu-
  manoid battle armor, can use Climbing rules to enter a hex that 
  is 2 or more levels higher or lower than the hex they occupy.
  Use all the rules from the ’Mech Climbing rules (see p. 22) 
  with the following changes.
  For foot and jump infantry, each level change still requires 
  2 Ground MP, though a unit with only 1 MP can use the Mini-
  mum Movement Rule (see p. 49, TW) to change a level while 
  climbing. For battle armor, if they are capable of swarming, 
  each level change only requires 1 MP; if the battle armor is 
  not swarm-capable, then each level change requires 2 MP (the 
  Minimum Movement rule, as noted above, also applies). Quad 
  battle armor cannot use these climbing rules.
  For each level climbed, the infantry unit makes an Anti-
  ’Mech Skill Roll; apply a –1 modifier for swarm-capable battle 
  armor. If the roll fails, the infantry falls from a height equal to 
  the last level it successfully reached (use the Infantry Falling 
  Damage Table, p 151, TW).
  An infantry unit can make standard attacks while climb-
  ing, but apply a +2 to-hit modifier, as well as a +1 modifier to 
  the Anti-’Mech Skill Roll made on the following turn during 
  movement; swarm-capable battle armor only apply a +1 to-hit 
  modifier and do not apply the additional +1 modifier to the 
  following turn’s Anti-’Mech Skill Roll.
  Buildings: Infantry scaling buildings do not apply the ad-
  ditional +2 modifier inflicted against ’Mechs.
  Mountain Troops: Mountain troops (see p. 341) apply a –2 
  modifier to any Anti-’Mech Skill Rolls and only expend 1 MP 
  per 2 levels moved up or down (note that mountain troops 
  can change 3 levels up or down, so a mountain troop unit will 
  only need to use the Climbing rules if attempting to change 
  4 or more levels in a single hex). Finally, mountain troops can 
  make standard attacks with no additional modifiers applied.
  MOVEMENT DICE  
  (TIPS AND 
  SUGGESTIONS)
  Movement dice can help speed up and simplify game 
  play, especially if a large number of units are on the board. 
  Keep in mind, however, that movement dice are not a for-
  mal game mechanic—simply an option to make game play 
  smoother. Therefore, all players should agree to their use 
  before a game begins.
  Players can use six-sided (D6) or ten-sided (D10) dice. With 
  a ten-sided die, players can show 0 movement, and need not 
  use multiple dice when movement and terrain provide a move-
  ment modifier greater than 6. However, players can easily use 
  two six-sided dice to achieve the same result. Making sure the 
  movement dice are a different size and/or color from those used 
  for rolling to-hit numbers and so on is usually a good idea.
  The first hex of the flip damages the armor on the vehicle 
  side facing the skid’s direction. The second hex of the flip dam-
  ages the turret armor if the vehicle has a turret (if the vehicle 
  has two turrets, both turrets take full damage); if the vehicle 
  has no turret, apply the third-hex damage instead. The third 
  hex of the flip damages the vehicle side opposite the skid’s di-
  rection. The controlling player must roll on the Motive System 
  Damage Table (see p. 193, TW) and add 1 to the result to de-
  termine the damage from the fourth hex. If the flip continues 
  past four hexes, repeat the sequence, starting with the vehicle 
  side facing the skid’s direction.
  In addition to armor damage, roll once on the Ground Ve-
  hicle Critical Hits Table (see p. 194, TW) for each side damaged. 
  Make two rolls for a side if its armor is penetrated.
  Finally, any vehicle that flips over takes a Crew Stunned 
  critical hit that affects the vehicle for the remainder of the turn 
  and all of the next turn.
  INFANTRY
  The following additional rules apply to infantry movement.
  SQUAD DEPLOYMENT
  In the field, conventional infantry units rarely operate in 
  platoons. More often, each squad breaks off and operates in-
  dividually. The following rule allows players to deploy infantry 
  in squads rather than platoons.
  Each squad consists of seven troopers. Jump infantry pla-
  toons consist of three squads, while all other types of platoons 
  contain four squads. Normally, an infantry force participates 
  in a scenario as a platoon, but is deployed in independent 
  squads. In some cases, however, individual squads might take 
  part in a battle.
  An infantry squad is treated like a small platoon of seven 
  troopers. However, ’Mechs and vehicles must apply a +1 modi-
  fier to the to-hit numbers for attacks against infantry squads in 
  order to account for their spread-out formation and small size.
  This modifier does not apply to infantry platoons reduced 
  by damage to seven or fewer troopers—only to infantry ini-
  tially deployed in squads.
  A squad follows standard stacking limits unless it joins other 
  squads from the same platoon. For purposes of stacking limits, 
  squads from the same platoon count as a single unit while 
  occupying the same hex. In addition, squads from the same 
  platoon that occupy the same hex may join together to form a 
  larger unit during the End Phase of a turn. From that point on, 
  the unit is considered a standard infantry platoon consisting 
  of the total surviving troopers from each squad.
  MOVEMENT ON PAVEMENT
  If mechanized and motorized infantry meet the same crite-
  ria as Ground Vehicles when moving on pavement (see p. 61, 
  TW), they receive a bonus of 1 MP.
  FAST MOVEMENT
  Any infantry unit can forgo weapon and physical attacks in a 
  turn to receive a bonus of 1 Ground MP during the Movement 
  Phase of that turn. This can be combined with movement on 
  pavement for mechanized and motorized infantry.
  
  tions such as nighttime, and so on: conditions/situations that can 
  also make any scenario more interesting and fun to play.
  The following rules, which expand the terrain type rules in TW, are 
  designed to simulate more exotic terrain types, while introducing 
  terrain modifications, terrain conditions and weather conditions. In 
  addition to covering their use in a game, these rules also allow for 
  random assignment of planetary conditions to a given scenario.
  Finally, these rules provide a means of meshing random gen-
  eration of planetary conditions with the Selecting Mapsheets rules 
  (see p. 262, TW).
  Combat: In Total Warfare, the effects of terrain on movement 
  and combat are dealt with in separate chapters. However, to make 
  the various game effects of all terrain and weather types/condi-
  tions as easy to use and understand as possible—and to make 
  sure that all such effects appear on a single set of tables for ease of 
  reference—the rules for movement and combat are all explained 
  in this chapter.
  ExPANDED MOVEMENT COST  
   
  AND PLANETARY CONDITIONS RULES
  The Expanded Movement Cost and Planetary Conditions Tables  
  (see p. 32) summarizes the movement costs, Piloting Skill Roll 
  modifiers and to-hit modifiers for each new planetary condition 
  and how it applies to various units; this includes any new move-
  ment actions as well. For the sake of completeness, all terrain 
  types and movement actions covered on the Movement Costs 
  Table in Total Warfare (see p. 54) are included on this table.
  The to-hit modifiers listed on the table may only apply to a specific 
  type of weapon (that is, direct-fire energy, direct-fire ballistic, missile 
  and so on), or a specific unit type (’Mech, Combat Vehicle, conven-
  tional infantry and so on). Players should therefore be sure to verify 
  the specific effects of a given planetary condition’s to-hit modifier by 
  reading the specific rules governing a given planetary condition.
  The Piloting/Driving modifiers listed in the table apply to any 
  Piloting/Driving Skill Roll a player makes while operating a unit 
  within a specific planetary condition. The rules that follow the 
  table explain any required Piloting/Driving Skill Rolls for each new 
  planetary condition (as well as covering units that do not have 
  Piloting Skills, such as infantry and ProtoMechs, where appropri-
  ate). Do not assume that a Piloting/Driving Skill Roll is required to 
  enter a particular planetary condition simply because a Piloting/
  Driving modifier is listed for that condition.
  The Terrain/Construction Factor column is used when players 
  are using the Terrain Factor rules (see p. 64), or to note the Con-
  struction Factor of buildings (see p. 166, TW and p. 121). If a row 
  on the table has a “0” in this column, then that planetary condition 
  can never be changed during a given game.
  Finally, the table’s Prohibited Units column lists the types of 
  units prohibited from entering each terrain or prohibited from 
  functioning under a particular planetary condition.
  Note: Every effort has been made to make the Expanded Move-
  ment Costs and Planetary Conditions Table as comprehensive as 
  possible. However, the nature of these rules means it is impor-
  tant—at least the first few times that players use a given planetary 
  condition—for all players to read the specific rules in question, 
  using the table only as a quick reference guide during game play.
  In the case of some planetary conditions, the rules are simply 
  too complex to distill into the table; in such instances, the table 
  will refer players to the specific rule, where often a more tailored 
  and expanded table exists to explain it.
  Players use movement dice to keep track of each unit’s move-
  ment. Different color dice can be used to show the movement 
  mode chosen. Walk = Blue, Run = Yellow, Jump = Red, for example. 
  This can be placed behind the unit before it starts its move, so 
  players can remember where it started.
  After a unit moves, place its movement die (or dice) directly in 
  front of it. Turn the die (or dice) so that its upper side(s) shows 
  the unit’s target movement modifier. If the unit has a target 
  movement modifier of 0, turn the die so that it shows a 0. If using 
  six-sided dice, players can all agree that 6 represents 0. If they 
  need to show a modifier of 6 or greater, they may use multiple six-
  sided dice. Movement dice enable all players to quickly and easily 
  see which units have moved during a turn, along with each unit’s 
  target movement modifier. (No more need to ask your opponent, 
  “How far did that Spider move this turn?”)
  Players can also use movement dice to show torso twists and 
  turret rotations. After a unit twists or rotates its turret during the 
  Weapon Attack Phase, simply move the unit’s movement die from 
  the front hexside to the hexside the unit’s torso or turret now 
  faces. If all players agree, they can use movement dice to show 
  the appropriate terrain modifier for the unit’s hex, as hex bases 
  sometimes make it difficult to determine what terrain exists in a 
  hex. For example, a Spider with a movement modifier of +2, stand-
  ing in heavy woods (+2 terrain modifier), would have a total target 
  movement modifier of +4.
  During the End Phase, players should remove all movement 
  dice from the board.
  PLANETARY 
  CONDITIONS
  Planetary conditions is a general term used to describe all ter-
  rain and weather types/conditions that can be used in a game.
  The terrain type rules—such as woods, water, levels and so on—
  presented in Total Warfare (see Mapsheets, p. 31, TW), represent 
  basic terrain types, particularly as they appear on the pre-printed 
  mapsheets available in published map sets. However, this repre-
  sents a small, and mostly mundane, fraction of the possible terrain 
  types that can exist in a scenario to represent the myriad worlds 
  that occupy the BattleTech universe. In addition, Total Warfare—as 
  the standard rules set—does not delve into terrain modifications 
  (such as ice, mud and so on), weather conditions or other situa-
  DK
  The Taurian Concordat reclaims a  world irregardless of its viability for human life.
  
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  Weather Conditions: Weather conditions represent specific 
  modifications to the playing area, but, like terrain conditions, 
  they are applied across the entire playing area (see the Ex-
  panded Movement Costs and Planetary Conditions Tables, p. 
  32, for a complete list of weather conditions); the complete 
  rules for weather conditions start on p. 57.
  As with the other three types of planetary conditions, weath-
  er conditions are cumulative with all appropriate modifiers 
  from base terrain, terrain modifications and terrain conditions.
  Assigning Planetary Conditions
  As players set up a game and wish to use planetary condi-
  tions in a given scenario, they can look through the Expanded 
  Movement Costs and Planetary Conditions Tables—as well as 
  the specific rules of the various Planetary Conditions—and 
  choose what they will include in their game.
  Note, however, that some planetary conditions are easier to 
  use in a given scenario than others. For example, most terrain 
  conditions and weather conditions apply universally across a 
  playing area. However, when using new base terrain types, or 
  terrain modifications, as noted above, they must be tracked 
  hex by hex. Since most pre-printed maps do not include 
  these more advanced planetary conditions, players can use 
  pre-made counters, create their own counters, or simply write 
  the hex numbers on a sheet of paper—along with what base 
  terrain types and terrain modifications appear in that hex—to 
  track the various planetary conditions in a given scenario.
  Alternatively, players can use the HeavyMetal Map program 
  to generate their own maps, based on the various planetary 
  conditions they wish to use in a given scenario (see HeavyMet-
  al Software, p. 13, TW).
  Conflicting Planetary Conditions
  Note that regardless of attempts to make the various plane-
  tary conditions rules as thorough as possible in how they apply 
  to one another—for example, many rules have a “prohibited” 
  aspect that notes which conditions should not be used with 
  a given rule—situations will arise when player adjudication 
  will be needed. For example, if the extreme (hot) temperature 
  weather condition is in play, then it would be unlikely for ice, 
  deep snow or snowfall to appear on the same playing area.
  In the mud/heavy jungle/deep snow hex example noted 
  below, while it would be perfectly okay if players wanted to 
  stack all that in the same hex, common sense dictates that the 
  mud will likely have frozen. In this case, instead of mud, the 
  hex could be considered rough: this choice imposes the same 
  MP requirement to enter the hex for a ’Mech, but removes the 
  possibility of getting stuck. Such changes will help make a 
  given game feel more in sync with “reality.”
  With that in mind, as each new base terrain, terrain modifica-
  tion, terrain condition and weather condition is added (whether 
  the players are simply choosing each planetary condition or are 
  randomly determining them; see Planetary Conditions Tables, 
  p. 69), such a “reality litmus test” should be applied, with the 
  most recently added planetary condition changed if it doesn’t 
  pass such a test for all players. Furthermore, depending on the 
  complexity of planetary conditions involved in a given scenario, 
  once all the planetary conditions have been chosen and then 
  applied to the playing area, players may wish to make sure that 
  no such extremes exist in a given hex.
  Units and Planetary Conditions
  Various planetary conditions listed on the Expanded Move-
  ment and Planetary Conditions Table affect units differently. 
  Once players have determined what units will be involved 
  in a game, they should make sure that the specific planetary 
  conditions they wish to use in a game have an effect on the 
  units they intend to field.
  If players are randomly determining planetary conditions 
  (see Planetary Conditions Tables, p. 69), when a given planetary 
  condition is rolled, the players should make sure it will have an 
  effect on the units fielded in the game.
  If the desired (or rolled) planetary condition has no effect 
  (for example, if the players are only fielding ’Mechs and the 
  planetary conditions rolled have no effect on ’Mechs), players 
  may feel free to choose another condition (or re-roll, if ran-
  domly determining such effects) to make sure the planetary 
  conditions they are adding will actually affect game play.
  Base Terrain, Terrain Modifications,  
   
  Terrain Conditions and Weather Conditions
  As noted, planetary conditions is a general term used to 
  describe terrain and weather types/conditions. However, by 
  adding so many new terrain options—not to mention weather 
  options—the rules for terrain become a bit more complex. 
  This requires specific definitions that go beyond the Terrain 
  Type column shown on the Movement Costs Table and At-
  tack Modifiers Table (see pp. 52 and 117 respectively, TW), as 
  outlined below.
  Base Terrain: Base terrain represents the underlying ter-
  rain of a battlefield; the complete rules for base terrain start 
  on p. 30. Every hex on every mapsheet must consist of a base 
  terrain type as shown on the Expanded Movement Costs and 
  Planetary Conditions Tables. As noted above, the Base Terrain 
  portion of the Expanded Movement Costs and Planetary Con-
  ditions Table includes those terrain types described in detail 
  in TW, as well as all new base terrain types. Unless specifically 
  noted otherwise under Base Terrain Types (see p. 30), no two 
  base terrain types can be found in the same hex.
  Terrain Modifications: Terrain modifications represent spe-
  cific additions to base terrain and are applied on a hex-by-hex 
  basis (see the Expanded Movement Costs and Planetary Condi-
  tions Tables, p. 32, for a complete list of terrain modifications); 
  the complete rules for terrain modifications start on p. 40.
  Page 49 of Total Warfare notes that when multiple terrain 
  types are found in the same hex, all appropriate modifiers are 
  cumulative. That rule applies here as well. When base terrain 
  and terrain modifications appear in the same hex, all appropri-
  ate modifiers are cumulative.
  Terrain Conditions: Terrain conditions represent specific 
  modifications to the playing area, but unlike terrain modifica-
  tions, they are applied across the entire playing area (see the 
  Expanded Movement Costs and Planetary Conditions Tables, 
  p. 32, for a complete list of terrain conditions). In other words, 
  terrain conditions reflect more exotic situations representing 
  a global change to the terrain of the playing area—things 
  that don’t fall under the heading of weather, such as vacuum, 
  heavy or light gravity and so on. The complete rules for terrain 
  conditions start on p. 54.
  Terrain conditions are cumulative with all appropriate modi-
  fiers for base terrain and terrain modifications.
  
  As a final note on movement, even though both the Mud and 
  Deep Snow terrain modifications can cause the infantry unit to 
  get stuck, only a single roll is made upon entering the hex to 
  determine if that happens (see Bog Down Rules, p. 62).
  During combat, if either unit wished to fire into Hex B, it 
  would apply a +3 to-hit modifier to all direct-fire ballistic 
  weapons [1 (Light Woods) +2 (Blizzard) = 3], while applying a 
  +2 to-hit modifier to all other weapon attacks [1 (Light Woods) 
  +1 (Blizzard) = 2].
  If either unit wished to fire into Hex C, it would apply a +5 
  to-hit modifier to all direct-fire ballistic weapons [3 (Ultra-
  Heavy Jungle) + 2 (Blizzard) = 5], while applying a +4 to-hit 
  modifier to all other weapon attacks [3 (Ultra-Heavy Jungle) 
  + 1 (Blizzard) = 4].
  BASE TERRAIN TYPES
  The following section describes in detail the new base terrain 
  types introduced in Tactical Operations. This includes completely 
  new terrain—such as gravel piles, jungle, sand and so on—as 
  well as expanding upon terrain found in Total Warfare, such as 
  ultra-heavy woods and extreme depths, which expand upon the 
  standard Light and Heavy Woods and Water terrain.
  Buildings
  Though buildings are considered base terrain types, they are 
  covered in their own section, as well as in Total Warfare (see p. 114, 
  of this rulebook and p. 166, TW, respectively).
  Gravel Piles
  Gravel piles represent any type of rock or dirt piles that are not 
  compacted; they are all covered under a single set of rules. While 
  gravel piles can be designated on any hex on the playing area, 
  only the hex’s level is still considered for the game; any other ter-
  rain condition (woods, water and so on) is ignored.
  Determining Gravel Piles: Unlike most other base terrain 
  types, players must determine the number of hexes each pile cov-
  ers, as well as the level each hex rises above the underlying terrain. 
  Because such non-compacted piles are inherently unsteady, a hex 
  cannot rise more than 1 level higher than adjacent hexes of the 
  same base terrain type.
  In other words, at the start of a game, if the players wish to des-
  ignate a single gravel pile hex, it can only be a single level higher 
  than the underlying terrain. If the players wish to have a gravel pile 
  that is higher than a single level, then all six adjacent hexes must 
  have Level 1 gravel piles and/or hills, which will allow the central 
  hex to be a Level 2 gravel pile. If the players wish the central gravel 
  pile hex to be a Level 3 gravel pile, the 6 adjacent hexes must be 
  Level 2 gravel piles and/or hills, while the 12 adjacent hexes to 
  those 6 hexes must be a Level 1 gravel pile and/or hill. And so on.
  Game Effects: Apply a +1 MP cost to enter a Level 1 gravel 
  pile hex, and apply a +1 modifier to all Piloting/Driving Skill Rolls 
  made in a gravel pile hex. Both modifiers increase by 1 for each 
  gravel pile hex level above 1, so that entering a Level 3 gravel pile 
  hex would require an additional +3 MP cost and would inflict a +3 
  modifier to any Piloting/Driving Skill Rolls made in that hex.
  Units entering a gravel pile equal to or greater than their height 
  level may get stuck (see Bog Down Rules, p. 62). However, unlike all 
  other terrain types, a failed Bog Down roll means the unit is not 
  only stuck, but has sunk down into the gravel pile the exact number 
  of levels equal to the unit’s height, which means that all LOS to and 
  In the end, of course, if your playing group doesn’t mind deep 
  snow in a lava hex, then by all means, have fun!
  In the Planetary Conditions diagram above, a ’Mech with 
  3 Walking MP and 5 Running MP, as well as a Motorized SRM 
  Conventional Infantry Platoon with 2 Ground MP, are attempt-
  ing to move on the Open Terrain #2 map. During game set-up, 
  the players determined that they wanted to add additional 
  exotic base terrain types, terrain modifications and weather 
  conditions (they decide not to add any terrain conditions). In 
  the end, the Ultra-Heavy Jungle base terrain type and Mud 
  terrain modification are applied to Hex B, while the Deep Snow 
  terrain modification is added to both Hex B and Hex C. Finally, a 
  Blizzard weather condition is applied to the entire playing area.
  If the controlling player wished to move the ’Mech in Hex A 
  to Hex B, it would require 4 MP [1 (entering the hex) + 1 (Light 
  Woods) + 1 (Deep Snow) = 4]; the ’Mech would have to run to 
  enter the hex. However, the controlling player cannot move 
  the ’Mech into Hex B, as a ’Mech cannot enter an ultra-heavy 
  jungle hex.
  If the controlling player wished to move the infantry in Hex A 
  to Hex B, it would require 3 MP [1 (entering the hex) + 0 (infan-
  try do not pay any MP for Light Woods) +1 (Deep Snow)]. As 
  the infantry unit only has 2 Ground MP, it cannot enter the hex 
  normally. However, the infantry could enter the hex using the 
  Minimum Movement rule (see p. 49, TW).
  If the controlling player wished to move the infantry in 
  Hex A to Hex C, it would require 6 MP [1 (entering the hex) + 
  3 (infantry pay 1 less MP to enter an Ultra-Heavy Jungle hex), 
  +1 (Mud) +1 (Deep Snow) = 6]. Once again, the infantry unit 
  does not have 6 MP, but since it is not prohibited from entering 
  an ultra-heavy jungle, mud or deep snow hex, it can use the 
  Minimum Movement rule, as noted above, to enter the hex.
  • ground movement-planetary conditions  diagram  • 
  
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  from the unit is blocked. The unit must apply an additional +2 
  modifier to the Bog Down roll when attempting to get unstuck. 
  If the roll succeeds, the unit may then move normally.
  •	
  Vehicles: Hover vehicles may not enter a gravel pile hex; 
  wheeled vehicles may not enter a Level 2 or higher gravel 
  pile hex; Large Vehicles still pay the +1 MP cost to enter a 
  gravel pile hex, but ignore the Piloting/Driving Skill Roll 
  modifier and never check to see if they are stuck.
  •	
  Infantry: Infantry do not pay the additional MP cost to 
  enter a gravel pile hex; though they may get stuck, unlike 
  other unit types, they do not sink into the terrain of the 
  hex and so LOS is not blocked.
  •	
  Non-Spheroid Aerospace Units: If a unit is landing or 
  taking off and enters a gravel pile hex, apply the damage 
  as though it crashed into the hex (see Landing, p. 87, TW), 
  but the unit continues moving, only subtracting 1 hex 
  from the total number of hexes needed to land, for each 
  gravel pile hex the unit enters. Damage is still applied for 
  each gravel pile hex entered separately, however.
  •	
  Spheroid Units: Landing Spheroid units reduce gravel 
  pile hexes to the level of the underlying terrain. In doing 
  so, they create a Level 1 gravel pile in each hex adjacent 
  to the DropShip. If the level of the underlying adjacent 
  hex is 6 or greater for Spheroid DropShips, or 3 or greater 
  for Spheroid Small Craft, ignore this effect.
  Half Levels
  The effect of half-levels on movement is shown on the Ex-
  panded Movement Costs and Planetary Conditions Tables (see 
  p. 32). Additionally, half-levels allow vehicles to go hull-down, 
  if that rule is in use (see Hull Down Vehicles, p. 121).
  Heavy Industrial Zone
  A heavy industrial zone hex must be assigned to a clear or 
  paved hex, within 3 hexes of a building hex on the playing 
  area. This represents the convoluted apparatus (power lines, 
  generators, cooling ponds, water towers and so on) that make 
  up a heavy industrialized sector.
  All Units: Apply a +1 to-hit modifier to all weapon attacks 
  made into or through a heavy industrial zone hex. Just as with 
  woods hexes, 3 intervening hexes of heavy industrial zone 
  blocks line of sight.
  Unlike other terrain, which always has a specific height, 
  players must assign a height to each heavy industrial zone hex. 
  Some apparatus can be a half-level, one level or two levels tall, 
  while truly massive industrial zones can tower as high as a 
  DropShip at ten levels. As each heavy industrial zone hex is 
  assigned, designate its height for LOS purposes.
  ’Mechs: Apply +1 MP for a ’Mech to enter a heavy Industrial 
  zone hex.
  Unintended Explosions: Every weapon fired into a heavy 
  industrial zone hex that does not strike its intended target 
  (including missiles, if the maximum number fired did not 
  strike) may cause a potentially devastating explosion of some 
  sort; likewise, area-effect attacks (such as artillery strikes) and 
  attacks to reduce the hex (see Terrain Factor Rules, p. 64) may 
  also cause such an explosion. Roll 2D6 for every qualifying 
  weapon attack; on a result of 8 or higher, consult the Terrain 
  Effects Table. All damage is inflicted to the front of an affected 
  unit; damage is inflicted to each trooper in a battle armor unit; 
  double the damage inflicted to all conventional infantry units 
  in the hex, dealing damage as if the attack originated from 
  another infantry unit.
  Note that this rule applies whether or not the Missed Shots 
  rule (see p. 81) is in use.
  Non-Spheroid Aerospace Units: If a unit is landing or taking 
  off and enters a heavy industrial zone hex, immediately make a 
  roll on the Terrain Effects Table and apply any resulting damage 
  before finishing the unit’s landing; if a unit enters multiple heavy 
  industrial zone hexes, a separate roll is made for each hex.
  If the landing unit is an Aerodyne DropShip, add a +2 modi-
  fier to the die roll.
  Spheroid Aerospace Units: If a Spheroid DropShip lands 
  in a heavy industrial zone hex, immediately make a roll on the 
  Terrain Effects Table with a +4 modifier (apply a +2 modifier for 
  Spheroid Small Craft); a separate roll is made for each heavy 
  industrial zone hex the landed DropShip covers. If a heavy 
  industrial zone hex entered by a landing Spheroid aerospace 
  unit is Level 6 or higher, roll twice on the table.
  Airships: An Airship entering a heavy industrial zone hex 
  automatically rolls three times on the Terrain Effects Table.
  Fire: During the End Phase of any turn when a heavy indus-
  trial zone hex is on fire, roll once on the Terrain Effects Table 
  and apply effects, if any.
  jungle
  Apply the modifiers shown on the Expanded Movement 
  Costs and Planetary Conditions Tables for movement into 
  jungle hexes.
  Jungle hexes affect line of sight and weapons fire in the 
  same manner as woods hexes (see p. 100, TW); the ultra-heavy 
  jungle hex affects line of sight and weapons fire just like ultra-
  heavy woods (see p. 40).
  Chainsaw: A chainsaw can be used to reduce a jungle hex 
  just like a woods hex (see p. 134, TW), except that it take three 
  turns instead of two to reduce a jungle hex from its current 
  state to one lower.
  TERRAIN EffECTS TABLE
  Die Roll
  Effect
  2-7
  No effect
  8
  Hex catches fire (see Fire, p. 43).
  9
  Power lines fall: all units in hex take 3 points of 
  damage to a random location
  10
  Minor explosion: all units in hex take 5 points of 
  damage to a random location; hex catches fire
  11
  Electrical explosion: all units in hex take 1D6 + 3 
  points of damage to a random location
  12
  Major explosion: all units in hex take 2D6 points 
  of damage to a random location and catch fire for 
  1D6 turns; hex catches fire
  Note: All conventional infantry units in the hex suffer double damage and 
  the damage is applied as though it were an attack from another infantry 
  unit. If tracking damage in such hexes (see Terrain Factor, p. 64), double 
  the damage applied to any units to the heavy industrial zone.
  
  EXPANDED moVEmENT CoSTS AND PLANETARY CoNDITIoNS TABLES
  The following abbreviations can be found on the following tables ’Mechs = M; ProtoMechs = P; Vehicles = V; Tracked Vehicles = T, Hover Vehicle = H; Wheeled Vehicles = W;  
  WiGE = Wi; VTOL = VT; Airships = A; Infantry = I; Conventional Infantry = CI; Battle Armor = B ; Missile = Mi; Dire-Fire Ballistic = DB; Direct-Fire Energy = DE; Physical Attack = PH
  Movement Action/ 
  Base Terrain Type 
  MP Cost Per Hex/ 
  Terrain Cost 
  To-Hit Modifier
  Piloting/Driving 
  Skill Modifier
  Terrain/ 
  Construction Factor
  Prohibited Units
  Cost to Enter Any Hex 
  1
  Base Terrain Cost When Entering Any New Hex
  Clear 
  +06 
  +0
  +0
  200
  Rail21,   Naval Vessels
  Gravel Piles
  +1 per level
  +0
  +1 per level
  100
  Rail21,   Naval Vessels
  Rough 
  +1 
  +0
  +0
  200
  Wheeled, Rail21,   Naval Vessels
  Ultra Rough
  +2
  +0
  +0
  200
  Vehicles, Rail21,   Naval Vessels
  Light Woods 
  +110 
  +1
  +0
  50
  Wheeled9,  Hover, VTOL12,   WiGE12,  Rail, 
  Naval Vessels
  Heavy Woods 
  +211 
  +2
  +0
  90
  Vehicles,12 Rail,21 Naval Vessels
  Ultra-Heavy Woods
  +3
  +3
  +0
  120 
  ’Mechs, ProtoMechs, Vehicles,12 Rail,21 
  Naval Vessels
  Light Jungle
  +2
  +1
  +1
  60
  Vehicles,12 Rail,21  Naval Vessels
  Heavy Jungle
  +3
  +2
  +2
  100
  Vehicles,12 Rail,21  Naval Vessels
  Ultra-Heavy Jungle
  +4
  +3
  +3
  130
  ’Mechs, ProtoMechs,Vehicles,12 Rail,21  
  Naval Vessels
  Magma Crust
  +0
  +0
  +1
  30
  Wheeled, Infantry, Rail, Naval Vessels
  Magma, Liquid
  +124
  +0
  +4
  0
  Wheeled, Hover, Tracked, Infantry, Rail, 
  ProtoMechs Naval Vessels
  Planted Fields
  +0
  p. 38
  +0
  30
  Rail,21 Naval Vessels
  Rail
  +0
  +0
  +0
  20
  Naval Vessels
  Tundra
  +06
  +0
  +1
  70
  Rail,21 Naval Vessels
  Sand
  +.56
  +0
  +1
  100
  Rail,21 Naval Vessels
  Water17
  Depth 0 
  +0 
  +0
  +0
  —
  Rail,21 Naval Vessels
  Depth 1 
  +11  
  +0
  +0
  —
  Infantry,14 Vehicles,4,7 Rail21
  Depth 2–15
  +31  
  +0
  +0
  —
  Infantry,14 Vehicles,4,7 Rail,421, IndustrialMechs8
  Depth 16+
  p. 42
  p. 42
  p. 42
  —
  p. 42
  Level Change (up or down)
  Half Levels
  +1 (+0 for ’Mechs)
  +0
  +0
  150
  1 level 
  +1 (’Mechs, VTOLs, subs, ProtoMechs)  
  +2 (infantry, ground vehicles) 
  +0
  +0
  200
  —
  2 levels 
  +2 (’Mechs, VTOLs, subs) 
  +0
  +0
  —
  Infantry, Ground Vehicles, WiGE,13 
  Rail,21 ProtoMechs
  3+ levels 
  +1/level (VTOLs, subs) 
  +0
  +0
  —
  ’Mechs, ProtoMechs, Infantry, 
  Ground Vehicles, Rail, WiGE13
  Sheer Cliffs
  p. 39
  +0
  p. 39
  50
  Rail,21 Naval Vessels
  Rubble
  +1
  +0
  +0
  0
  Rail, Naval Vessels
  Ultra Rubble
  +2
  +0
  +1
  0
  Rail, Naval Vessels
  1MP cost to move along the bottom of the water hex; Piloting Skill Roll required to prevent falling.
  2Piloting Skill Roll required to prevent damage; infantry pays only 1 MP (except mechanized infantry, which pays 2 MP) to enter any building hex.
  3If traveling along road; otherwise cost of underlying terrain.
  4Hovercraft may enter all water hexes along the surface and may enter such hexes using Flanking movement.
  5No cost for infantry.
  
  33
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Movement Action/ 
  Base Terrain Type 
  MP Cost Per Hex/ 
  Terrain Cost 
  To-Hit Modifier
  Piloting/Driving 
  Skill Modifier
  Terrain/ 
  Construction Factor
  Prohibited Units
  Buildings2
  Tent
  +0
  +0
  —
  —
  VTOL, WiGE, Rail,21 Naval Vessels
  Hangar18
  Blocks LOS
  VTOL, WiGE, Rail,21 Naval Vessels
  Light
  +0
  +0
  1–8
  Medium
  +1
  +0
  9–16
  Heavy
  +2
  +1
  17–45
  Hardened
  +3
  +3
  46–75
  Standard
  Blocks LOS
  VTOL, WiGE, Rail,21 Naval Vessels
  Light
  +1 
  +0
  1–15
  Medium
  +2
  +1
  16–40
  Heavy
  +3 
  +2
  41–90
  Fence
  +119
  +0
  —
  1
  VTOL, WiGE, Rail,21 Naval Vessels
  Wall 
  Blocks LOS
  VTOL, WiGE, Rail,21 Naval Vessels
  Light
  +1
  +0
  1–15
  Medium
  +2
  +0
  16–40
  Heavy
  +3
  +1
  41–90
  Hardened
  +4
  +3
  91–150
  Bridge20
  Rail,21 Naval Vessels
  Light
  NA
  +0
  NA
  1–15
  Medium
  NA
  +0
  NA
  16–40
  Heavy
  NA
  +0
  NA
  41–90
  Hardened
  NA
  +0
  NA
  91–150
  Rail
  NA
  +0
  NA
  151–600
  Gun Emplacement
  Blocks LOS
  VTOL, WiGE, Rail,21 Naval Vessels
  Light
  NA
  NA
  1–15
  Medium
  NA
  NA
  16–40
  Heavy
  NA
  NA
  41–90
  Hardened
  NA
  NA
  91–150
  Fortress
  Blocks LOS
  VTOL, WiGE, Rail,21 Naval Vessels
  Medium
  +3
  +2
  16–40
  Heavy
  +4
  +3
  41–90
  Hardened
  +5
  +4
  91–150
  Castles Brian
  Blocks LOS
  VTOL, WiGE, Rail,21 Naval Vessels
  Heavy
  +4
  +4
  35–9015
  Hardened
  +5
  +5
  91–15015
  Heavy Industrial Zone
  +016
  +1
  +1
  100
  Rail,21 Naval Vessels
  EXPANDED moVEmENT CoSTS AND PLANETARY CoNDITIoNS TABLES (CoNT.)
  6If a Wheeled Support Vehicle lacks the Off-Road Vehicle Chassis and Controls modification, then movement costs 1 additional MP per hex.
  7Wheeled or Tracked Support Vehicles with the Amphibious Chassis and Controls modification can move through any water hex on the surface at a cost of 2 MP (see p. 56, TW).
  8IndustrialMechs can enter a Depth 2 or greater water hex. However, the IndustrialMechs must mount either a fuel cells, fission or fusion power plant and must mount the 
  Environmental Sealing Chassis and Controls modification to do so. If the IndustrialMech does not meet those requirements, it is considered destroyed if it remains in a 
  Depth 2 or greater water hex (or prone in a Depth 1 water hex) in the End Phase of the turn immediately following the turn in which it entered the hex.
  9Wheeled Support Vehicles with either the Monocycle or Bicycle Chassis and Controls modification can enter a light woods hex.
  10Infantry pays only 1 MP (except mechanized infantry, which pays 2 MP) to enter any light woods hex.
  11Infantry pays only 2 MP (except mechanized infantry, which pays 3 MP) to enter any heavy woods hex.
  12VTOL and WiGE vehicles can enter a woods/jungle hex provided their elevation is higher than the level of the woods in the hex.
  
  Movement Action/ 
  Base Terrain Type 
  MP Cost Per Hex/ 
  Terrain Cost 
  To-Hit Modifier
  Piloting/Driving 
  Skill Modifier
  Terrain/ 
  Construction Factor
  Prohibited Units
  Additional Movement Actions
  Climbing (’Mechs only)
  2 MP or 3MP (1 arm)
  +0
  +1 or +2 (1 arm)
  —
  Crawling (’Mechs only)
  Half current Walking MP
  +0
  p. 20
  —
  Dangle-and-Drop (’Mechs only)
  p. 22
  +0
  p. 22
  Dropping to the Ground (’Mechs only)
  1
  +0
  +0
  —
  Evading
  +0
  +0
  +1
  —
  Vehicles, Rail, Naval Vessels
  Facing Change 
  1/hexside5
  +0
  +0
  —
  Infantry
  Hull-down
  +2
  +0
  +0
  —
  Rail, Naval Vessels, Infantry
  Hurried Movement
  +0
  +0
  +2 per MP 
  ignored
  —
  Rail, Naval Vessels, Infantry
  Leaping (’Mechs only)
  4 MP
  +0
  p. 22
  —
  Physical Defense (’Mechs only)
  p. 20
  p. 20
  p. 20
  —
  Shielding
  Only Walking/Cruising MP
  +0
  +0
  —
  Rail, Large Naval Support Vessels
  Sprinting (’Mechs only)
  +0
  +0
  +2
  —
  Standing Still (Expanded)
  +0
  –1
  +0
  —
  —
  Standing Up 
  +0
  +0
  2/attempt
  —
  Vehicles, Rail, Naval Vessels, Infantry
  Terrain Modification 
  MP Cost Per Hex/
  Terrain Cost 
  To-Hit Modifier
  Piloting/Driving 
  Skill Modifier
  Terrain/
  Construction Factor
  Prohibited Units25
  Black Ice
  +122, 23, 27
  +0
  +4
  40
  —
  Bug Storm
  p. 40
  +1 DB, Mi/+2 DE, Pulse
  +0
  —
  —
  Deep Snow 
  +123
  +0 
  +1 
  20
  Wheeled
  Extreme Depths
  p. 42
  p. 42
  p. 42
  0
  p. 42
  Fire
  p. 43
  p. 43
  p. 43
  0
  p. 43
  Geyser 
  p. 48
  p. 48
  p. 48
  —
  p. 48
  Hazardous Liquid Pools
  p. 49
  p. 49
  p. 49
  —
  p. 49
  Ice 
  +122, 23, 27
  +0 
  +4
  40
  —
  Mud 
  +123, 24
  +0 
  +1 
  —
  Rail21
  Rail
  +1
  +0
  +0
  20
  Naval Vessels
  Rapids
  +124 
  +0 
  +2
  —
  —
  EXPANDED moVEmENT CoSTS AND PLANETARY CoNDITIoNS TABLES (CoNT.)
  13This only applies to WiGE units entering a hex whose level is higher than the unit’s current hex; see Wing-In-Ground-Effect, p. 55, TW, for rules governing entering hexes 
  whose level is lower than the unit’s current hex.
  14 Infantry can enter a water hex of Depth 1 or deeper if they are noted as having UMU MP.
  15Castles Brian use capital-scale damage, as noted under Scale (p. 238, TW). See Scaled Damage (p. 126) for more information.
  16’Mechs pay 1 additional MP to enter any heavy industrial zone hex.
  17Level change MP cost not included.
  18Infantry (except mechanized infantry) pay only 1 MP to enter a building hex regardless of building type; ProtoMechs and mechanized infantry pay only 2 MP to enter 
  any building hex except for tents and fences (which cost only 1 MP). Hangars apply MP and Piloting Skill modifiers only when entering from outside, unless other 
  factors apply (see Hangars for details).
  19Only applies to conventional infantry using Ground MP.
  20Units move over bridges (never through them) as though traveling on a road.
  21Unless rail tracks also exist in the hex; if the hex is a water hex, the track must be mounted on a bridge, or the rail must mount the Environmental Sealing Chassis and 
  Controls Modification
  22Skidding rules apply (see p. 62, TW)
  
  35
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Terrain Modification 
  MP Cost Per Hex/
  Terrain Cost 
  To-Hit Modifier
  Piloting/Driving 
  Skill Modifier
  Terrain/
  Construction Factor
  Prohibited Units25
  Road
  Paved
  +1 (T/H/I)3
  +0
  +0
  150
  Rail21,   Naval Vessels 
  Gravel
  +1 (V/I)3
  +0
  +0
  50
  Rail21,   Naval Vessels 
  Dirt
  +13
  +0
  +0
  20
  Rail21,   Naval Vessels 
  Paved
  +03
  +0
  +0
  150
  Rail21,   Naval Vessels 
  Smoke
  Light Smoke
  +0
  +1
  +0
  —
  —
  Heavy Smoke
  +0
  +2
  +0
  —
  —
  Swamp 
  +1 (M), +2 (V/I)23, 24
  +0 
  +0 
  —
  —
  Thin Snow
  +1 (W/CI)23
  +0
  +0
  10
  Rail21,   Naval Vessels 
  Torrent
  +2
  +0
  +3
  —
  Rail21
  Terrain Condition 
  Movement Modifier
  To-HitModifier
  Piloting/Driving 
  Skill Modifier
  Terrain/ 
  Construction Factor
  Prohibited Units25
  Atmospheric Pressures (Density)
  Vacuum
  +0
  +0
  +0
  —
  Vehicles26,   Infantry27
  Trace
  +0
  +0
  +0
  —
  Vehicles26,   Infantry27
  Thin
  –2 Cruising MP (H, Wi, VT)
  +0
  +0
  —
  —
  Standard
  +0
  +0
  +0
  —
  —
  High
  +1 Cruising MP (H, Wi, VT)
  +0
  +0
  —
  —
  Very High
  +1 Cruising MP (H, Wi, VT)
  +0
  +0
  —
  —
  Earthquake
  +0
  +1 to +5
  +1 to +5
  —
  —
  Electromagnetic Interference
  +0
  +2 (–2 Cluster Table)
  +0
  —
  —
  High/Low Gravity
  p. 55
  +0
  p. 55
  —
  —
  Meteor Showers
  +0
  +0
  +0
  —
  —
  Tainted and Toxic Atmospheres
  +0
  +0
  +0
  —
  Vehicles26,   Infantry27
  EXPANDED moVEmENT CoSTS AND PLANETARY CoNDITIoNS TABLES (CoNT.)
  23These terrain modifier do not apply to hover, WIGE or airborne VTOL vehicles; in the case of snow, does not apply to the unit if it mounts the Snowmobile Chassis and 
  Controls Modification 
  24Units entering this terrain may be stuck; see Bog Down Rules, p. 62.
  25Includes restrictions for underlying terrain as noted under Base Terrain Types
  26A vehicle must include Environmental Sealing to operate under this condition; WiGEs and VTOLs can never operate under this condition.
  27This only applies to conventional infantry, unless the conventional infantry are XCT Troops (see p. 351), in which case they can operate in this condition.
  28A non-infantry unit entering this terrain may choose to ignore the additional MP cost. However, the unit may fall or crash as a result; see Careful Movement, p. 63.
  29An MP Cost Per Hex is noted simply as a modifier, such as “+1” or “+2”. A Movement Modifier is noted as a change in Movement Points, such as “–1 SF” means “–1 Safe 
  Thrust,”–1 C” means “–1 Cruising MP,” and so on; infantry will simply indicate an MP reduction, such as –1 G” means “–1 Ground,” “–1” which would apply to both 
  Ground or Jumping movement, or “no J” means “no Jumping” and so on.
  30If a specific weapon type is not noted, the modifier applies to all weapon attacks; a “PH” indicates a Physical Attack modifier.
  31Hover, WiGE and VTOL Vehicles cannot operation in such conditions.
  32At the start of Turn 5 of a scenario, includes all modifiers and effects of thin snow (see p. 52). At the start of Turn 15 of a scenario, includes all modifiers and effects of 
  deep snow (see p. 41). At the start of Turn 20 of a scenario, includes all modifiers and effects for ice (see p. 50).
  33At the start of Turn 10 of a scenario (provided the scenario lasts long enough), an ice storm includes all modifiers and effects of ice (see p. 50); ice occurs in every water 
  hex across the playing area.
  34At the start of Turn 10 of a scenario, includes all modifiers and effects of thin snow (see p. 52). At the start of Turn 20 of a scenario, includes all modifiers and effects of 
  deep snow (see p. 41). At the start of Turn 20 of a scenario includes all modifiers and effects of ice (see p. 50).
  35At the start of Turn 15 of a scenario, includes all modifiers and effects of ice (see p. 50); ice occurs in every water hex across the playing area.
  
  MP Cost Per Hex or Movement Modifiers29
  Piloting/Driving/Control Modifier
  Weather Condition
  ’Mechs Vehicles
  Infantry
  Aerospace
  Heat 
  Points
  To-Hit Modifier30
  ’Mechs
  Vehicles
  Aerospace
  Fog28
  Heavy Fog
  +2
  +2
  +2
  +2
  +0
  +1 DE, P
  +0
  +0
  +0
  Light Fog
  +1
  +1
  +1
  +1
  +0
  +0
  +0
  +0
  +0
  Hail
  Heavy Hail
  +0
  –1 C
  –2 G (B)/–3 (CI)
  –1 MP (A)
  –1
  +1 DB/+2 Mi
  +1
  +2 (H/Wi/VT)
  +1 (+3 A)
  Light Hail
  +0
  –1 C
  –1 G (B)/–2 (CI)
  +0
  –1
  +1 Mi
  +0
  +1 (Wi/VT)
  +2 (A)
  Light
  Dusk/Dawn
  +0
  +0
  +0
  +0
  +0
  +1
  +0
  +0
  +0
  Full Moon Night/Glare
  +1
  +1
  +1
  +0
  +0
  +2
  +0
  +0
  +0
  Moonless Night/Solar Flare28
  +2
  +2
  +2
  +0
  +0
  +3/+1 PH
  +1
  +1
  +1
  Pitch Black28
  +3
  +3
  +3
  +0
  +0
  +4/+2 PH
  +2
  +2
  +2
  Rain
  Gusting Rain
  +0
  +0
  –1 G (B)/–2 (CI)
  –1 MP (A)
  +0
  +2 DB/+3 Mi
  +2
  +3 (H/Wi/VT)
  +2 (+4 A)
  Heavy Rainfall
  +0
  +0
  +0
  +0
  +0
  +1
  +1
  +1
  +1
  Lightning Storm
  +0
  +0
  –1 (CI)
  +0
  +0
  +1/+2 Mi
  +0
  +1 (Wi/VT)
  +2 (A)
  Light Rainfall
  +0
  +0
  +0
  +0
  +0
  +1 (CI)
  +0
  +0
  +0
  Moderate Rainfall
  +0
  +0
  +0
  +0
  +0
  +1
  +0
  +0
  +0
  Torrential Downpour
  +0
  +0
  +0
  +0
  +0
  +2
  +2
  +2
  +2
  Snow
  Blizzard32
  +0
  –2 C
  –3 G (B)/–4 (CI)
  –1 MP (A)
  –2
  +2 DB/+3 Mi
  +1
  +3 (H/Wi/VT)
  +2 (+4 A)
  Heavy Snowfall32
  +0
  +0
  +0
  +0
  –2
  +1
  +1
  +1v
  +1
  Ice Storm33
  +0
  –3 C
  –4 G (B)/ –4 (CI)
  +0
  –3
  +1 Mi
  +0
  +1 (Wi/VT)
  +2 (A)
  Light Snowfall
  +0
  –1 C
  –1 CI
  +0
  –1
  +1 (CI)
  +0
  +0
  +0
  Moderate Snowfall34
  +0
  –2 C
  –2 CI
  +0
  –2
  +1
  +0
  +0
  +0
  Snow Flurries
  +0
  –2 C
  –3 (CI)
  +0
  –2
  +1/+2 Mi
  +0
  +1 (Wi/VT)
  +2 (A)
  Sleet35
  +0
  –1 C
  –2 (CI)
  +0
  –1
  +1/+2 Mi
  +0
  +1 (Wi/VT)
  +2 (A)
  Wind
  Light Gale
  +0
  +0
  –1 G (CI)
  +0
  +0
  +0
  +0
  +0
  +1 (A)
  Moderate Gale
  +0
  +0
  –1 (CI)
  +0
  +0
  +1 M
  +0
  +1 (Wi/VT)
  +2 (A)
  Strong Gale
  +0
  +0
  –1 G (B)/–2 (CI)
  –1 (A)
  +0
  +1 DB/+2 Mi
  +1
  +2 (H/Wi/VT)
  +1 (+3 A)
  Storm
  +0
  +0
  –1 G, no J (B); no CI
  –1 SF
  +0
  +2 DB/+3 Mi
  +3
  +3 (H/Wi/VT)
  +2
  Tornado F1–F3
  –2 W
  –2 C31
  no I
  –1 SF; no A
  +0
  +2 DE, P/+3 DB/no Mi
  +3
  +3
  +3
  Tornado F4
  W only
  no C
  no I
  no A
  +0
  +3 DE, P/no DB, Mi
  +5
  —
  —
  Misc.
  Blowing Sand
  +0
  +0
  –1 (CI)
  +0
  +0
  +1 DE/P/+1 Mi
  +0
  +1 (Wi/VT)
  +2 (A)
  Extreme Temperatures
  +0
  +0
  +0
  +0
  p. 62
  +0
  +0
  +0
  +0
  EXPANDED moVEmENT CoSTS AND PLANETARY CoNDITIoNS TABLES (CoNT.)
  Magma
  Magma is divided into two different types of terrain: crust 
  and liquid. Apply the modifiers shown on the Expanded Move-
  ment Costs and Planetary Conditions Table for movement into 
  magma hexes.
  Crust: Every time a unit enters a magma crust hex along the 
  ground (hover, VTOL and WiGE vehicles do not count, nor do 
  infantry expending VTOL MP), the controlling player rolls 1D6. On 
  a result of 1-5, nothing occurs; on a result of 6, the crust breaks 
  and the hex is immediately converted into a liquid magma hex 
  of Depth 1 (it stays a liquid magma hex for the remainder of the 
  scenario; see below).
  Level 1 Foliage
  In standard Classic BattleTech rules, woods rise two levels above the 
  underlying terrain. Level 1 foliage allows players to designate woods 
  and jungle hexes as rising only 1 level above the underlying terrain.
  All other rules concerning woods, including their Terrain Factor 
  (see p. 64), remain the same. They rise only 1 level, and so their 
  interaction with various units and line of sight will change accord-
  ingly (see Terrain Height and Depth, p. 100, TW).
  Partial Cover: Level 1 foliage never provides partial cover for 
  ’Mechs.
  Chainsaw: A chainsaw (see p. 134, TW) can reduce a Level 1 
  foliage hex from its current state to one lower in a single turn.
  
  37
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Spheroid Aerospace Units: A landing Spheroid aerospace 
  unit (including units landing using VSTOL) automatically turns 
  a magma crust hex into a liquid magma hex. If the unit is a 
  single hex unit, it is automatically destroyed. If it is a multi-
  hex unit and all the hexes it lands in are magma, then it is 
  automatically destroyed. If it is a multi-hex unit and only some 
  hexes it occupies are turned to magma, then apply the 2D6 
  damage described above for each such hex to the aft location; 
  each hex is considered a block of damage.
  Eruptions: The large-scale eruption of a volcano would dev-
  astate almost any size of force unlucky enough to be within a 
  “playing area” of such an event. Rules for such a scenario are 
  simply beyond the scope of any in-game mechanics. However, 
  players can use the following rules to simulate “micro” erup-
  tions that can occur and have an effect on a playing area 
  without wiping every trace of all forces off the map.
  Before play begins, the players must determine how 
  often they wish the eruptions to occur. If they want only a 
  small chance of such an occurrence, then the players should 
  nominate 12 as the target number; if players prefer a higher 
  frequency, they should choose a Target Number of 8. Or, if the 
  players are looking to “build up” to the point that an eruption 
  is almost certain (as often occurs with volcanic activity), they 
  can start at 12 and then lower that target number every turn or 
  every other turn. Finally, players can also set an arbitrary turn 
  in which a die roll determines when the eruptions will begin.
  At the start of the turn that the playing group has deter-
  mined is the first chance for an eruption to occur (whether this 
  is the first turn of the game, Turn 5, Turn 10 or whatever they 
  decided before play began), roll 2D6. If the result equals or 
  exceeds the pre-determined target number, the eruption has 
  begun; if the roll is less than the target number, the eruption 
  has not yet begun and a roll against the appropriate target 
  number is made at the start of the following turn.
  During the first turn when the eruption starts, the player 
  that won the Initiative selects one unoccupied hex (contain-
  ing no units of any kind) on the playing area. He then rolls 2D6. 
  On a result of 6 or more, that hex dissolves into magma. Any 
  unit within a two-hex radius receives 10 points of damage, as-
  signed in 5-point Damage Value groupings to the facing in the 
  direction of the attack (double the damage against conven-
  tional infantry and apply it as though it were an attack from 
  another infantry unit).
  Additionally, in the target hex and six adjacent hexes (but 
  never the second ring of twelve hexes), this damage is also 
  applied vertically to the elevations above the target hex 
  (meaning an airborne VTOL in a target hex that is at a low 
  enough elevation may still take damage). In the target hex, for 
  each subsequent elevation above the hex’s underlying level, 
  reduce the damage by 1 point and apply that damage to the 
  next elevation; in the six adjacent hexes, reduce the damage 
  by 2 and apply that damage to the next elevation (use the 
  Front/Rear location, if a location is needed). In both instances, 
  this is done until there is no more damage to apply to a higher 
  elevation. Finally, such vertical damage is not inflicted twice 
  against units that occupy more than one level (such as a 
  standing ’Mech).
  Use the rules for Buildings and Levels (Hills) as they interact 
  with artillery when determining the outcome of an eruption’s 
  interaction with such terrain features (see p. 184).
  If a ’Mech or vehicle is expending Jumping MP and its target 
  landing hex is a magma crust hex, on a result of 4, 5 or 6 the 
  crust breaks and becomes a liquid magma hex.
  For heat-tracking units, every magma crust hex they enter (but 
  do not occupy it during the Heat Phase) generates 2 additional 
  Heat Points in that turn; occupying a magma crust hex during 
  the Heat Phase generates an additional 5 Heat Points that turn.
  Liquid Magma: Any unit other than a ’Mech that enters a liq-
  uid magma hex is automatically destroyed. If a Hover, VTOL or 
  WiGE vehicle—or infantry unit expending VTOL MP—touches 
  the ground of such a hex for any reason (landing, damage and 
  so on), that unit is automatically and utterly destroyed. In all 
  instances, the unit cannot be salvaged in any way.
  If a ’Mech jumps into a liquid magma hex (or into a magma 
  crust hex that turns into a liquid magma hex), the controlling 
  player must make a Piloting Skill Roll to determine if the ’Mech 
  becomes stuck (see Bog Down Rules, p. 62).
  ’Mechs that start their Movement Phase in a liquid magma 
  hex, or enter such a hex, take 2D6 points of damage to each 
  exposed location immediately upon entering the hex. If the 
  ’Mech is moving normally, its legs constitute its exposed lo-
  cations; if the ’Mech falls, all of its locations (including front 
  and rear torsos) are exposed. Make separate damage rolls for 
  each location; regardless of how much damage is rolled, it is 
  considered only a single attack. A unit that starts and ends a 
  Movement Phase in a liquid magma hex takes an additional 
  2D6 of damage to its exposed locations; again, make a sepa-
  rate damage roll for each location, but this roll is considered a 
  separate attack from the original 2D6 damage roll.
  For ’Mechs, every liquid magma hex it enters (but does not 
  occupy it during the Heat Phase) generate 5 additional Heat 
  Points in that turn; occupying a liquid magma hex during the 
  Heat Phase generates an additional 10 Heat Points that turn.
  Unlike any other type of outside heat source (see p. 159, TW), 
  there is no cap to the total heat that can be generated against 
  a unit by magma. When determining heat from magama, a 
  player should sum up all other outside heat sources for the 
  unit and then apply the cap of 15 first, disregarding any heat 
  above 15. Then apply the heat from magma, no matter how 
  much heat it has generated.
  Non-Spheroid Aerospace Units: If aerospace units are 
  landing or taking off and enter a magma crust hex, apply the 
  heat effects, but do not roll to see if the crust breaks. If such a 
  unit enters a liquid magma hex, it is automatically destroyed 
  and cannot be salvaged.
  DK
  A volcanic vent begins to erupt as Roughrider warriors stand in awe of nature’s fury.
  
  In the Eruption Diagram, Player A is fielding two ’Mechs, 
  while his opponent keeps using a VTOL to harass him on the 
  Large Mountain #1 map. The players have just determined 
  through a successful die roll that an eruption is taking place, 
  so Player A decides on a sneaky tactic. He nominates Hex A as 
  a location for a potential eruption and rolls 2D6; the result of 
  a 7 means a micro eruption occurs in that hex (and the hex is 
  turned into magma). The VTOL in Hex A is at Elevation 14. As 
  that is 4 hexes above the Level 10 of the underlying terrain, 4 
  points of damage are subtracted from the 10 that is applied in 
  the two-hex radius shown in the diagram, leaving 6 points to 
  be assigned in 5-point and 1-point Damage Value groupings to 
  the Front column of the VTOL Hit Location Table.
  However, Player A didn’t think that move through well 
  enough, and since his ’Mech in Hex B is within a two-hex radius 
  of the eruption, the ’Mech takes 10 points of damage, assigned 
  in two 5-point Damage Value groupings, to the Rear location 
  of the ’Mech Hit Location Table. Even though damage would be 
  assigned to the elevations above the underlying Level 8 in Hex B, 
  since damage was already assigned once to the ’Mech, no further 
  damage is applied even though it occupies two levels of height.
  Luckily for Player A, the Level 12 in Hex C is in the LOS between 
  the erupting Hex A and his own ’Mech in Hex D. Hex C is higher 
  than the underlying terrain of Hex D, and so it blocks any 
  damage that would have been applied to the ’Mech in Hex D.
  However, Player A is once again not playing smart. During 
  the following turn, he doesn’t move the ’Mech in Hex A. As 
  an adjacent hex exists to the erupting magma hex, and the 
  adjacent hex is at a lower level, the magma will flow into that 
  hex. Hex B and Hex E are lower and adjacent, and so Player A 
  randomly determines which hex the magma will flow into; as 
  luck would have it, it will flow into Hex B! Player A must make an 
  immediate Piloting Skill Roll. With a Piloting Skill Rating of 5 and 
  no damage taken, he rolls and gets a result of 4; he’s fallen!
  Looking at the magma rules (because Hex B is now a magma 
  hex), Player A knows that since the ’Mech in Hex B is going to 
  start the Movement Phase of the next turn in a magma hex, 
  and he’s just fallen in that magma hex, his inattention has just 
  inflicted 2D6 points of damage on every location on his ’Mech. 
  If he doesn’t manage to stand and move out of the hex, he’ll 
  take an additional 2D6 points of damage to every location 
  on his ’Mech at the end of the same Movement Phase. Not to 
  mention the extra heat during the Heat Phase…let’s hope his 
  dice are up for it!
  Planted Fields
  Planted fields (crops of wheat, corn and so on) have no effect 
  on movement modifiers. However, planted fields rise 1 level above 
  the underlying terrain and impart a +1 to-hit modifier for every two 
  full hexes of planted fields intervening between the attacker and 
  target. A total of 6 intervening planted fields hexes blocks LOS.
  In addition, apply a +1 to-hit modifier against any infantry in 
  a planted fields hex; damage against conventional infantry in a 
  planted field is still doubled.
  Combine: A player with a unit mounting a combine can an-
  nounce that he is activating the combine at the start of the turn; 
  the combine is considered activated until the player announces he 
  is deactivating it at the end of a turn. The unit may not expend Run-
  ning/Cruising MP and must apply a +1 modifier to any Piloting Skill 
  Rolls required during any turn when the combine is active. Addition-
  Any units tracking heat receive an additional 2 Heat Points for 
  that turn. Finally, any hex within the two-hex radius that can catch 
  fire (woods/jungle, building and so on) is automatically set on fire 
  as though attacked by infernos.
  The player that lost Initiative may then select a hex and repeat 
  the process.
  For each additional turn the game continues after the eruption 
  begins, each player may select another unoccupied hex and re-
  peat the process described above.
  Each hex that dissolves into magma takes on the properties 
  of magma (see above) and ignores its previous terrain feature, 
  though it retains its current height. However, unlike the magma 
  rules above, in which the magma is considered stagnant, this 
  magma is injected with the kinetic energy of its eruption. As such, 
  if any hex adjacent to the newly erupted magma hex is lower than 
  the magma hex, during the End Phase of the turn following the 
  turn in which it erupted, the magma will flow into that hex; ig-
  nore the new hex’s previous terrain feature and apply all magma 
  rules. If multiple hexes qualify, randomly determine which hex the 
  magma will enter (it will only flow into a single hex). Depending 
  on the terrain of the playing area and where the eruptions occur, 
  several magma rivers can eventually result from this “cascade.”
  If a ’Mech occupies a hex where lava enters in this fashion, the 
  ‘Mech must make an immediate Piloting Skill Roll to avoid falling.
  If players are using the Terrain Factor rules (see p. 64), once the 
  eruption starts, if the level of any hex is reduced due to damage, 
  immediately roll 2D6; on a result of 5 or less, nothing occurs. On a 
  result of 6 or higher, an eruption occurs in that hex.
  Finally, while players can choose whether to add this complica-
  tion or not, volcanoes are usually accompanied by earthquakes; 
  incorporating an earthquake (see p. 55) with volcanic eruptions 
  will make for a more realistic, and scary, scenario.
  • eruption diagram  • 
  
  39
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Sheer Cliffs
  In standard Classic BattleTech rules, all changes of Level 
  1 or Level 2 from one hex to an adjacent hex are considered 
  to have enough of a slope to allow for appropriate units to 
  move across them with little problem. This is not always the 
  case, however, as some terrain—even if its height is not very 
  significant—is difficult to cross due to a sheer vertical drop.
   Unlike other terrain conditions, which change the entire 
  hex, sheer cliffs only change designated hexsides. Before play 
  begins, players determine which hexsides they wish to make 
  sheer. Such hexsides can only be nominated if two adjacent 
  hexes are of a different level. Though MP costs must still be 
  taken into account when dealing with differences between a 
  Level 1 change and a Level 2 change between two hexes, for 
  the purpose of the rules for sheer cliffs as noted below, Level 1 
  and Level 2 cliffs are the same.
  No units may use backward movement across a sheer cliff 
  hexside (see Backward Movement (Expanded), p. 22).
  Moving from a lower level to a higher level across a sheer 
  cliff hexside:
  •	
  Mechs: ’Mechs must make a Piloting Skill Roll when 
  using ground movement to cross a sheer cliff hexside (+1 
  if a Level 1 sheer cliff, +2 if a Level 2 sheer cliff); a failed 
  Piloting Skill Roll does not result in a fall in this case, but 
  it means the attempt to cross the hexside has failed. The 
  ’Mech remains in the hex where it started to cross the 
  hexside, and the MP expenditure to cross that hexside 
  and enter the hex has been lost. If the ’Mech has suffi-
  cient MP remaining, it can attempt to cross the hexside 
  again. A ’Mech cannot use a Climbing action to cross a 
  Level 1 or Level 2 sheer cliff (see Climbing, p. 22).
  •	
  Vehicles: With the exception of VTOLs and WiGEs, ve-
  hicles are prohibited from crossing a sheer cliff (though 
  WiGE Vehicles must expend an extra 1 MP to cross a sheer 
  cliff if they are moving at their standard 1 level above the 
  underlying terrain).
  •	
  Infantry: Infantry cannot cross a sheer cliff using ground 
  movement unless they use a Climbing action (see Climb-
  ing, p. 27). Mountain troops (see p. 341), however, can 
  cross a Level 1 sheer cliff side, with no additional move-
  ment cost (to cross a Level 2 or higher sheer cliff, they 
  must use a Climbing action).
  Moving from a higher level to a lower level across a sheer 
  cliff hexside:
  •	
  ’Mechs: ’Mechs must make a Piloting Skill Roll when 
  using ground movement to cross a sheer cliff hexside (+0 
  if a Level 1 sheer cliff, +1 if a Level 2 sheer cliff); a failed 
  Piloting Skill Roll means the ’Mech has fallen into the hex 
  it was attempting to enter and its movement is over (as-
  sign damage for the fall per standard rules).
  	•	 Vehicles: Vehicles—except VTOL and WiGE—must make 
  a Driving Skill Roll to cross a Sheer Cliff hexside. A failed 
  roll forces an automatic roll on the vehicle’s Motive Sys-
  tem Damage table and its move is over.
  •	
  Infantry: Infantry cannot cross a sheer cliff hexside using 
  ground movement unless they use a Climbing action 
  (see Climbing, p. 27); mountain troops (see p. 341), how-
  ever, can cross a Level 1 sheer cliff side, with no additional 
  movement cost (to cross a Level 2 or higher sheer cliff, 
  they must use a Climbing action).
  ally, a +2 to-hit modifier is applied to any weapon or physical 
  attacks made by the unit in a turn when the combine is active.
  However, every planted field hex that the unit enters is auto-
  matically reduced to a clear hex. If there are any units (friendly 
  or enemy) in a hex entered by a unit operating an active com-
  bine, roll 1D6 (the 1D6 roll is made for every friendly or enemy 
  unit). On a result of 4, 5 or 6, the unit in question is “hit” by a 
  combine physical weapon attack (see p. 146, TW); resolve all 
  effects immediately before moving on (before the combine’s 
  movement continues). This could result in numerous attacks 
  occurring during a single combine unit’s movement.
  Landing Spheroid Units: Any planted field hex adjacent to 
  the landing hex(es) of a Spheroid aerospace unit might catch 
  fire (see p. 43). Roll 2D6 and apply all appropriate modifiers 
  from the Fire Table, such as planetary conditions. If the result 
  is 7 or less, the hex is on fire.
  A ’Mech and infantry unit are firing at a target vehicle 3 
  hexes away that is in a planted field hex, while both hexes 
  along the LOS are planted fields. The ’Mech ignores the first 
  planted field hex, but the vehicle is adjacent to a planted 
  field so the ’Mech must take into consideration that adja-
  cent planted field hex and the planted field hex the vehicle 
  occupies, so applies a +1 to-hit modifier. Meanwhile the 
  infantry, at Level 1, draws LOS through the two intervening 
  hexes. However, as that only equals a total of 3 planted 
  fields hexes (including the hex the vehicle occupies), only a 
  +1 to-hit modifier is applied.
  Rough (Ultra)
  Ultra-rough terrain represents a variety of truly shattered 
  landscapes, including ultra woods/jungle hexes that have 
  been reduced to rough ground.
  Apply the modifiers shown on the Expanded Movement 
  Costs and Planetary Conditions Table for movement into an 
  ultra-rough hex.
  Rubble (Ultra)
  Ultra-rubble represents destroyed buildings made of the 
  hardest, military-spec materials, making such a hex exception-
  ally difficult to navigate. Destroyed Castles Brian and fortress 
  hexes are turned into ultra-rubble hexes.
  Apply the modifiers shown on the Expanded Movement 
  Costs and Planetary Conditions Table for movement into 
  rubble hexes. In addition, a Piloting Skill Roll with a +1 modi-
  fier is required upon entering an ultra-rubble hex.
  Sand
  The Expanded Movement Costs and Planetary Conditions 
  Table lists two MP costs for sand. The 1 MP cost applies to all 
  units except infantry and Wheeled Vehicles; the 2 MP cost 
  applies to infantry units and Wheeled Vehicles (except in the 
  case of a Wheeled Support Vehicle that mounts the Dune 
  Buggy Chassis and Controls modification). Infantry can avoid 
  the increased MP cost by using Jumping MP, however.
  Large Vehicles without the Dune Buggy Chassis and Con-
  trols modification entering a sand hex may get stuck (see Bog 
  Down Rules, p. 62).
  Apply a +1 modifier to all Piloting/Driving Skill Rolls made 
  in a sand hex.
  
  action requires 2 MP per level, the controlling player can use 
  the Minimum Movement rule to make it work. So in the current 
  turn, the controlling player moves the infantry to the sheer cliff 
  hexside between hexes F and E, where they will remain until the 
  following turn’s Movement Phase. At that point, the controlling 
  player will be able to move them into Hex E.
  Tundra
  The Expanded Movement Costs and Planetary Conditions 
  Tables lists the MP costs for tundra. Additionally, a unit entering a 
  tundra hex may get stuck (see Bog Down Rules, p. 62).
  Woods (Ultra-Heavy)
  The Expanded Movement Costs and Planetary Conditions Table 
  lists the MP costs and other modifiers for ultra-heavy woods, as 
  well as which units are prohibited from entering them.
  For purposes of determining line of sight, ultra-heavy woods 
  rise 3 levels above the underlying terrain. A single ultra-heavy 
  woods hex lying between an attacking unit and its prospective 
  target will block line of sight. Attacks against a target that occu-
  pies an ultra-heavy woods hex suffer a +3 to-hit modifier.
  Clearing Woods: When clearing woods (see p. 112, TW), when 
  ultra-heavy woods are reduced to heavy woods, they are convert-
  ed to heavy woods, effectively reducing the height of the hex’s 
  trees to 2 levels above the underlying terrain (for more details, see 
  Terrain Factor Rules, p. 64).
  TERRAIN MODIFICATIONS
  Terrain modifications represent additions to a given hex’s base 
  terrain type caused by weather, specific geologic conditions or 
  human intervention.
  As noted previously, modifiers and unit prohibitions imposed 
  by terrain modifications are added to modifiers and unit prohibi-
  tions imposed by the underlying base terrain type.
  In addition, units moving into a hex containing terrain modi-
  fications may be subject to bogging down (see p. 62). Though 
  all such terrain modifications should be clearly marked before a 
  given scenario begins, if no underlying base terrain type is speci-
  fied for a particular hex, assume the underlying terrain is clear.
  Roads/bridges and rubble are now classified as terrain modi-
  fications. Rules for these conditions appear under Movement on 
  Pavement, p. 61, TW.
  The following entries describe rules for various terrain 
  modifications.
  Black Ice
  Unlike ice (see p. 50), which is usually pre-designated, black ice 
  can suddenly “appear” on pavement. During any movement that 
  occurs on pavement (including bridges) where the Black Ice ter-
  rain modification is in use, apply the following rules.
  Whenever a ’Mech or non-hover vehicle enters any paved hex, 
  immediately roll 1D6. On a result of 5 or 6, ice has formed in that 
  hex; all rules that apply to ice (see p. 50) are immediately applied, 
  as appropriate, to that hex.
  Bug Storms
  The so-called bug storm is an unusual event—but not a wholly 
  uncommon one—in which enormous swarms of local flying in-
  sects, insect analogues or very tiny avian life forms fill the skies 
  with a mad press of bodies.
  In the Sheer Cliff Diagram, a series of units are attempting to 
  scale sheer cliffs on the BattleForce map; prior to the start of play, 
  the players designated the white-lined hexsides as sheer cliffs.
  The ’Mech in Hex A has a Movement of 5/8 and a Piloting 
  Skill Rating of 4. It must expend the standard 3 MP to enter 
  Hex B. However, because it is a Level 2 sheer cliff, the control-
  ling player must make a Piloting Skill Roll with a +2 modifier. 
  The controlling player declares that the ’Mech is running and 
  makes his Piloting Skill Roll. The result of 5 means a failure. 
  This does not result in a fall (if the player had been moving his 
  ‘Mech from Hex B to Hex A, a failed Piloting Skill Roll would have 
  resulted in a fall in Hex A), but the 3 MP are lost. If the player 
  had not nominated the ’Mech for running, he would not be 
  able to move into Hex B this turn. The player once again makes 
  a Piloting Skill Roll with the +2 modifier; this time, he gets a 
  result of 7, meaning the ‘Mech has scaled the sheer cliff. The 
  player has expended 6 MP to do so and so only has 2 more MP 
  remaining to finish the ’Mech’s move.
  The battle armor in Hex C must use a Climbing action to 
  cross the sheer cliff hexside into Hex D. Checking the Climbing 
  rules, the controlling player notes that since his battle armor 
  troops are swarm capable, it only costs 1 MP to move across 
  the sheer hexside and then another 1 MP to enter Hex B itself. 
  The player can choose to either spend the 2 Ground MP, or just 
  spend 1 Jumping MP.
  The Vehicle in Hex E has a Movement of 6/9 and a Driving Skill 
  Rating of 5. However, it cannot cross the sheer cliffside into Hex F 
  because a vehicle cannot cross a higher-level sheer cliff hexside. 
  Instead, the player would need to spend 7 MP to enter Hex F [1 
  (left facing change) + 1 (entering Hex G) + 2 (two right facing 
  changes) + 3 (changing 1 level and entering Hex F) = 7]. Next 
  turn, if the player chose to move into Hex E, he could spend 4 MP 
  [1 (right facing change) + 3 (changing 1 level and entering Hex E = 
  4], but would need to make a Driving Skill Roll; a failed roll would 
  result in an automatic roll on the Motive System Damage Table.
  Finally, the conventional infantry in Hex F have 1 Ground 
  MP and are not mountain troops. The only way they can cross 
  the sheer cliff is through a Climbing action. While a Climbing 
  • sheer cliff diagram • 
  
  41
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  must make another 1D6 roll, suffering a Driver Hit on a result 
  of 1-3, a Gunner Hit on 4-5, or a Crew Stunned on 6, re-rolling 
  any result that does not apply. If the Support Vehicle has al-
  ready lost both its driver and gunner and its crew is stunned, 
  any additional damage from the storm kills the Support 
  Vehicle’s crew.
  Deep Snow
  If a scenario uses deep snow, apply the following rules.
  All Units: Apply a +1 MP cost per hex (unless the vehicle 
  mounts the Snowmobile Chassis and Controls modification) 
  and a +1 modifier to all Piloting/Driving Skill Rolls; additionally, 
  units entering deep snow may get stuck (see Bog Down Rules, 
  p. 62).
  Fire: If a fire starts in a hex that includes deep snow, after 
  three turns during the End Phase the deep snow is reduced 
  to mud.
  Heat: Apply –1 Heat Point per turn; for ’Mechs, this modi-
  fier only applies if a heat sink is mounted in the legs (if the 
  ‘Mech is prone, a maximum of –3 extra Heat Points per turn 
  are dissipated).
  Weapons Fire: If a flamer, incendiary LRMs or plasma 
  weapon is used on a deep snow hex to try to start a fire (see p. 
  43), roll 2D6. On a result of 12, the Deep Snow terrain modifi-
  cation is reduced to mud; no fire is started. Any weapons fire 
  that strikes the hex due to a missed shot (see p. 81) is ignored. 
  However, if missile infernos, inferno fuel ammo, inferno-IV ar-
  tillery or inferno bombs hit a target hex (whether intentionally 
  or not), the deep snow is automatically reduced to mud; as 
  above, no fire is started.
  Spheroid Units: A landing Spheroid unit automatically 
  converts any deep snow hexes where it lands into that hex’s 
  underlying terrain; clear, rough and so on.
  Note: Unless the underlying terrain is specified in the 
  scenario rules, the players may agree to treat the underlying 
  terrain of deep snow as Ice (see p. 50) or Clear terrain.
  Prohibited Conditions: Cannot be used with Vacuum 
  Atmospheric Pressures, or with Extreme Temperatures of 30 
  degrees Celsius and above.
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  Bug storms are abstracted into three main varieties: 
  Localized (where small, globular clusters of insectoids gen-
  erally mill about in somewhat stationary 30-meter areas), 
  Transient (where larger clusters move about in a relentless 
  search for food or such) and Mass Migrations (which can 
  blanket entire strips of land as the creatures move in a 
  mind-numbing mass).
  If players opt to simulate a bug storm in their games, the 
  type of bug storm that occurs may be randomly determined 
  by rolling 1D6 and consulting the Bug Storm Type Table 
  (above), which will determine the shape and general nature of 
  the storm as it should appear on the playing area. In addition, 
  the players should determine if the bugs are particularly hos-
  tile or voracious—and will thus eagerly attack other creatures 
  in the storm area. This can be determined by the gamemaster 
  or player agreement, or by a 2D6 roll result of 10+ prior to the 
  start of play.
  Bug storms extend up to four levels above the underlying 
  terrain in every hex covered by the storm, representing the 
  area that is considered filled with a swirling mass of tiny, fly-
  ing creatures.
  All non-energy ranged weapons that fire into or through a 
  bug storm hex suffer a +1 to-hit modifier (regardless of the 
  number of hexes), while all energy weapons suffer a +2 to-hit 
  modifier. Furthermore, conventional infantry units, exoskel-
  etons without a Clan chassis weight, extended life-support, 
  or a minimum of 1 point of armor, and Support Vehicles that 
  feature either an open convertible top or a pillion seat must 
  spend 1 extra MP per bug storm hex entered.
  If the creatures are hostile or voracious, make a 2D6 roll 
  against the same unit types slowed down by bug storm ef-
  fects for every bug storm hex entered. On a result of 11 or 12, 
  the bugs inflict damage to these units based on their type. 
  Conventional infantry lose 1D6 troopers to damage from the 
  storm (apply the damage as though the attack originated 
  from another infantry unit), while susceptible exoskeletons 
  lose 1 trooper from the storm. Susceptible Support Vehicles 
  BUG SToRm TYPE TABLE
  Roll
  Storm Type
  Effects*
  1-2
  Localized
  Randomly place 1D6 bug storms (1 hex wide) for every two mapsheets used. Multiple storms may not occupy the 
  same hex, and remain stationary.
  3-5
  Transient
  Randomly place 1D6 bug storms (1 central hex and all adjacent hexes) for every mapsheet used. Multiple storms 
  may not share the same center hex. During the End Phase of each turn, each bug storm will move 1 hex in a 
  random direction.
  6
  Mass 
  Migration
  A continuous mass storm 2D6 hexes wide extends across the map, centered on a random starting point and 
  moving toward the opposite side (if any wind conditions are in use, the starting point must be determined in a 
  fashion that extends the storm across the field in the direction of the prevailing wind; see Wind Direction, p. 57). 
  Roll again to determine the nature of any secondary bug storms. If another Mass Migration results, the entire map 
  is covered by a bug storm.
  *If a wind condition is in use (see p. 57), apply the following rules to determine bug drift, in the direction of the prevailing wind: Light Gale = 1 hex; Moderate Gale = 2 
  hexes; Heavy Gale = 3 hexes; Storm = 4 hexes. Bug storms cannot be used in the same game with Tornado F1–F3 or Tornado F4+ wind conditions.
  
  Extreme Depths
  Though it is true that BattleMechs, certain battle armor de-
  signs and submarines are fully sealed combat systems capable of 
  fighting underwater, the rules given in TW presuppose that such 
  units engage in battle close to a shoreline, where depths rarely 
  exceed 90 meters (15 depths). However, in some exceedingly rare 
  instances, these battlefield units—by accident or design—may 
  be required to enter extreme depths, at which point such fac-
  tors as hull pressure become a dramatically increasing problem, 
  especially for BattleMechs, ProtoMechs and battle armor. Addi-
  tionally, extreme depths can have a significantly different impact 
  on various units.
  The Extreme Depth Table above summarizes the effects of en-
  tering each depth for all relevant units. Units not on the list are 
  automatically destroyed upon submerging in Depth 1+ water. 
  The effects include Walking/Cruising MP penalties, weapon attack 
  penalties, physical attack penalties, heat level bonuses and Hull 
  Breach target numbers (which are used to determine the chance 
  of hull breach from attack damage as well as the likelihood of a 
  hull breach due to crushing pressures). All figures given are for 
  BattleMechs, ProtoMechs, UMU-equipped battle armor and sub-
  marines, respectively. An NA entry means the action is not allowed, 
  while a dashed entry means the unit is automatically destroyed at 
  that depth. The listed modifiers include those already covered by 
  the Underwater Movement (Non-Naval Units) and combat under-
  water rules in TW (see pp. 56 and 109, respectively), which take 
  effect at depths of 15 or less.
  EXTREmE DEPTh TABLE
  Modifiers (BattleMechs/ProtoMechs/Battle Armor/Submarines)
   
  Depth
  Walk/Cruise  
  Modifier
  Weapon Attack MP 
  Modifier
  Physical Attack 
  Modifier* 
  BattleMech  
  Piloting Modifier 
  BattleMech  
  Heat Modifier
  Hull Breach  
  TN
  15 or less
  +3/+3/+0/+0
  +0/+0/+0/+0
  +0/+0/+0/+0
  +1
  –1†
  10/10/10/10
  16–20‡
  +4/+4/+0/+0
  +1/+1/+0/+0
  +1/+1/+0/+0
  +2
  –6
  10/10/10/10
  21–25
  +5/+5/+1/+0
  +2/+2/+1/+0
  +2/+3/+1/+0
  +3
  –7
  9/9/10/10
  26–30
  +6/+6/+2/+0
  +3/+3/+2/+0
  +3/NA/+2/+0
  +4
  –9
  9/9/10/10
  31–35§
  +7/+7/+2/+0
  +4/+4/+3/+0
  +5/NA/+3/+0
  +5
  –12
  8/8/10/9
  36–50
  +9/+9/+3/+0
  +6/+6/+4/+0
  NA/NA/+5/+0
  +7
  –15
  8/8/9/9
  51–150††
  —/—/+4/+0
  —/—/+6/+0
  —/—/NA/+0
  —
  —
  —/—/8/9
  151 or more
  —/—/—/+0
  —/—/—/+0
  —/—/—/+0
  —
  —
  —/—/—/8
  *Applies to anti-’Mech attacks by battle armor as well as ProtoMech “frenzy” and submarine “ramming” attacks.
  †Per submerged heat sink (to a maximum of –6)
  ‡’Mechs and ProtoMechs make Crush Depth Checks for each hex entered below a Depth of 15.
  §Battle armor make Crush Depth Checks for each hex entered below a Depth of 30.
  ††Submarine units make Crush Depth Checks for each hex entered below a Depth of 50.
  CRUSH DEPTH CHECkS (2D6)
  Base: See appropriate Hull Breach TNs above. Apply the following TN modifiers by unit type:
  BattleMechs: +1 for every ten (full) tons of BattleMech weight, –1 for every depth higher than 15.
  ProtoMechs: +1 for every ton of ProtoMech weight, –1 for every depth higher than 15.
  Battle Armor: +(battlesuit’s current armor value), –1 for every 2 full depths higher than 30.
  Submarines (300 tons and under): +1 for every 5 tons of submarine weight, –1 for every 5 depths higher than 50.
  Submarines (over 300 tons): +60, –1 for every 5,000 tons of submarine weight, –1 for every 5 depths higher than 50.
   
  DK
  A MechWarrior eludes hostile Chaos March mercenaries patrolling on the surface far above.
  
  43
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  •	
  Accidental Fires: Weapons powerful enough to smash a 
  ’Mech with one blow may also create extensive collateral 
  damage, the most devastating of which is fire. Players 
  may use the following rules to represent accidental fires.
  A unit attempting to clear a wooded/jungle hex (see 
  Clearing Woods, p. 112, TW; also see Terrain Factor, p. 64) 
  runs the risk of setting the woods on fire accidentally. To 
  represent this risk, the player rolls 2D6 before each clear-
  ing attempt. On a result of 5 or less, the woods have been 
  accidentally set alight as well as taken damage.
  If a weapon attack against a unit occupying a wooded/
  jungle hex misses its target, and the weapon can be used to 
  start fires (see Intentional Fires, below), the attacking player 
  rolls 2D6 to determine whether his attack accidentally set 
  a fire. On a result of 2 or 3, the player should make another 
  roll as though he were intentionally setting the hex on fire, 
  applying all appropriate modifiers, as well as an additional 
  +2 modifier; if the roll is a success, the hex has been set on 
  fire. A building cannot be accidentally set on fire.
  If using the Missed Shots rule (see p. 81), players can 
  decide if they wish to roll for every wooded/jungle hex a 
  missed shot enters, or just the hex of the original target. 
  This is per unit, per turn. If a player decides that he wishes 
  to roll for every wooded/jungle hex a missed shot enters, 
  all missed shot attacks that turn from that unit must roll 
  for all wooded/jungle hexes they enter.
  •	
  Intentional Fires: Players who intend to start fires may 
  declare that their unit will fire its weapons at any woods/
  jungle/building hex. Modify the base to-hit number by 
  –4 for an immobile target for this attack, as well as for 
  the attacker’s normal movement and other appropriate 
  modifiers. On a successful attack, the player rolls 2D6 and 
  consults the Fire Table to determine if the attack started 
  a fire, applying all appropriate modifiers based on the 
  weapon used and any planetary conditions that may be 
  in use, or the type of building hex. If the attack starts a fire, 
  place a fire counter on the target hex. Multiple successful 
  attempts to start a fire do not make the fire larger.
  Infantry: Standard infantry weapons, with the exception of 
  flamers, and any other weapons that have a “Flame-Based” spe-
  cial feature (see pp. 148-149, TM), cannot be used to start a fire.
  Effects of Fire: During the Heat Phase, a ’Mech (or any 
  other heat-tracking unit) occupying a burning hex on the 
  ground absorbs an additional 5 Heat Points. A ’Mech (or any 
  other heat-tracking unit) also absorbs 2 Heat Points for each 
  burning hex that it moved out of along the ground during the 
  Movement Phase. A unit occupying a hex ignited during the 
  Weapon Attack Phase of the turn will not be affected by the 
  fire until the Heat Phase of the following turn.
  The controlling player must make a roll each time any of the 
  following conditions are met.
  •	
  ProtoMechs: Any time a ProtoMech ends its Movement 
  Phase on the ground in a burning hex or moves along the 
  ground into a burning hex, the controlling player must get 
  a result of 8 or higher on a 2D6 roll. If the roll fails, roll once 
  on the ProtoMech Hit Location Table; note that a near-miss 
  result is still a near miss, and so the fire would have no ef-
  fect. That location is destroyed; automatically mark off the 
  shaded box furthest to the right in that location on the Hit 
  Locations and Critical Hits section of the record sheet.
  At crush depths (15 or more for BattleMechs or ProtoMechs, 
  30 or more for battle armor, 50 or more for submarines), the 
  affected unit must immediately make a Crush Depth Check 
  using the base Hull Breach target number (TN) for every hex 
  entered while below crush depth. This roll is modified as indi-
  cated on the table for unit size and depths below crush depth. 
  If the roll result equals or exceeds the modified TN for that 
  depth, the unit suffers a catastrophic hull breach caused by 
  extreme pressure. ProtoMechs, battle armor and submarines 
  are instantly destroyed once they fail one of these checks. 
  BattleMechs must roll for a random location (based on the 
  Front/Back Hit Location Table) and suffer all the effects of a 
  hull breach to that location as described on page 121, TW. Re-
  member that any checks for hull breach due to damage from 
  attacks, falls or collisions use the base Hull Breach TNs without 
  the crush depth modifiers.
  IndustrialMechs: IndustrialMechs are destroyed if they 
  enter an Extreme Depth hex, unless they are equipped with 
  a fuel cell, fission or fusion power plant and they mount the 
  Environmental Sealing Chassis and Controls modification. 
  In that case they are treated as BattleMechs for purposes of 
  these rules.
  High/Low Gravity: The Extreme Depth Table applies only 
  under terrestrial conditions. To reflect conditions where the 
  gravity effects are greater or lesser than Terra-standard, assign 
  a gravity rating to the scenario per the High/Low Gravity rules 
  (see p. 55), then divide the maximum depth per range and the 
  crush depth given on the table by the local gravity. Adjust the 
  minimum depths per range accordingly, and apply modifiers 
  and Hull Breach Checks only as the appropriate units reach 
  the depths indicated under their new depth ranges.
  For example, on a 0.5-G world, each maximum depth per 
  range would be divided by 0.5, meaning a BattleMech would 
  operate per the normal TW rules up to a maximum depth of 
  30 [15 / 0.5 = 30], would make Crush Depth Checks only after 
  dropping below a Depth of 30, and would suffer a +4 MP pen-
  alty, +1 attack penalty, +2 piloting penalty, and receive –6 heat 
  points per turn when operating at depths 31 through 40 [20 / 
  0.5 = 40, minimum of 31 determined based on 30 maximum 
  from previous depth range].
  Fire
  While not exactly a terrain modification in the same vein 
  as the other rules that appear in this section, fire can affect a 
  unit’s movement, to-hit modifiers and so on. Additionally, be-
  cause fire is applied and tracked on a hex-by-hex basis (albeit 
  usually across the duration of a game), it is most appropriately 
  covered here.
  Players may use the following rules to simulate the effects 
  of fire. Place a fire counter (a pre-made counter, a penny or 
  whatever else works for a playing group) on any hex that is set 
  on fire during the game. Once started, a fire continues to burn 
  for the rest of the game (see Putting Out Fires, p. 45).
  Buildings: For each turn that a building is on fire, it loses 2 
  CF (regardless of the size or type of building). If a ’Mech moves 
  through a burning building, it suffers normal heat buildup 
  from fire as well as all other normal damage.
  If using the expanded Construction Factor rules (see p. 121), 
  the fire should be tracked per level in the hex, applying 2 CF 
  to each level on fire.
  
  Chassis and Controls modification and a BAR of 10, in which 
  case it is treated as a Combat Vehicle).
  •	
  Multi-Hex Support Vehicles: Multi-hex units—Large Naval 
  Vessels, Rail Trains and landed Airships—are as vulnerable to 
  fire as other vehicles, but each hex of such units is treated 
  separately in terms of damage and critical effects. When a 
  multi-hex unit enters a burning hex (or begins a turn in one), 
  the unit suffers 1D6 points of damage to the appropriate 
  facing (or, if the hex is a center-line one, to either the left or 
  right sides, or turret, if present—determined randomly). If 
  the unit is the target of an inferno attack, then the hex of 
  •	
  Vehicles: Any time a vehicle ends its Movement Phase on 
  the ground in a burning hex or moves along the ground into 
  a burning hex (this includes Hover Vehicles, but not WiGE 
  Vehicles; VTOL and WiGE vehicles must land in the hex for 
  these rules to apply), the controlling player must get an 8 
  or higher on a 2D6 roll. If the roll fails, the controlling player 
  must automatically roll on the Front/Rear column of the ap-
  propriate unit’s Critical Hits Table (see Ground Combat Vehicle 
  Critical Hit Effects, p. 193, TW), with the following modifiers to 
  the dice roll result: –2 for Combat Vehicles; no modifier for 
  Support Vehicles (unless the Support Vehicle has the Armor 
  fIRE TABLES
  STARTING fIRES TABLES
  SPREADING fIRES TABLE
  Weapon Type 
  Success Number*
  Flamer 
  4+
  Incendiary LRMs 
  5+
  Direct-Fire Energy or Pulse Weapon†
  7+
  Missile or Direct-Fire Ballistic‡ 
  9+
  Plasma Weapon and Inferno††
  Automatic§
  Terrain
  Modifiers*
  Planted Fields
  –1
  Woods 
  +0
  Jungle
  +1
  Deep Snow
  +2
  Buildings
  Hangar
  Light
  –2
  Medium
  –1
  Heavy
  +0
  Hardened
  +1
  Standard/Wall
  Light
  0
  Medium
  +1
  Heavy
  +2
  Terrain
  Modifiers*
  Hardened
  +3
  Fortress
  Medium
  +2
  Heavy
  +3
  Hardened
  +4
  Castles Brian
  Heavy
  +5
  Hardened
  +6
  Building Hex Mounts Armor
  Additional +3
  Heavy Industrial Zone
  +2
  Vacuum and Trace Atmospheric Pressure
   No Fire
  Weather
  Light and Moderate Rainfall
  +1
  Heavy Rainfall and Torrential Downpour
  +2
  Light and Moderate Snowfall
  +2
  Heavy Snowfall and Light/Heavy Hail
  +3
  Light and Moderate Gale
  +2
  Heavy Gale, Storm and Ice Storm
  +4
  Tornado F1-F3 and Tornado F4+
  No Fire
  Extreme Temperatures
  **
  Other Terrain 
  Fire cannot start or spread
  Situation
  Success Number*
  Crossing non-burning hex 
  +3
  No Wind‡‡
  Hex is downwind
  9+
  Hex is 60° from downwind 
  11+
  Light and Moderate Gale
  Hex is downwind
  7+
  Hex is 60° from downwind 
  10+
  Heavy Gale and Storm
  Hex is downwind
  6+
  Hex is 60° from downwind 
  9+
  *All modifiers are cumulative
  **For every 10 degrees above 30 degrees Celsius, apply a –1 modifier. For every 10 
  degrees below –30 degrees Celsius, apply a +1 modifier
  †May not use small laser or ER small laser, or any kind of micro laser.
  ††Includes missile infernos, inferno fuel ammo, inferno-IV artillery, inferno bombs, and 
  incendiary grenades.
  ‡May not use any type of Gauss rifle, SRM-2 or conventional SRM infantry.
  ‡‡Roll 1D6 to randomly determine the “down wind” direction each time.
  §Except under the following conditions: in Vacuum and Trace Atmospheric Pressures and 
  in Tornado F1-F3 and Tornado F4+, no fire is possible. For Castles Brian hexes, fire is 
  not automatic; instead, divide the standard Heavy and Hardened modifiers in half 
  (round down) and apply a +2 modifier when making the roll to start a fire.
  
  45
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  fire because of its relationship to several burning hexes, 
  roll for each possibility. Finally, the target numbers noted 
  above may change depending on the type of wind condi-
  tions in use (see the Fire Table, p. 44).
  •	
  Expanded Construction Factor: If using the expanded 
  Construction Factor rules (see p. 121), when determin-
  ing if a fire spreads beyond its current level in the same 
  multi-hex building, a fire will automatically ignite the 
  level directly above the level on fire during the End Phase. 
  Additionally, for the level directly below a fire, as well as 
  every level adjacent to the hex on fire, roll 2D6 and apply 
  the appropriate building modifier from the Fire Table to 
  the die roll result. If the result is 9 or less, that level is now 
  on fire as well.
  Putting Out Fires: A fire will continue to burn for the rest of 
  the game unless it is extinguished. The following rules cover 
  how to extinguish a fire. All modifiers are cumulative.
  •	
  Terrain Factor: If using the Terrain Factor rules (see p. 64), 
  if all terrain conditions in a hex reach 0, then there is noth-
  ing left in the hex to burn and the fire will go out during 
  the End Phase of that turn. For example, if a fire in a woods 
  hex reduces the wood’s Terrain Factor to 0, during the End 
  Phase of that turn, the fire in that hex is extinguished.
  •	
  Area-Effect Weapons: If 40 or more points of damage 
  from area-effect weapons are dealt to a hex that is on fire 
  in a single phase, the fire is extinguished.
  •	
  Sprayers: If a unit mounts a sprayer (see p. 249, TM), di-
  rectly targets a fire hex and hits it, the controlling player 
  rolls 2D6; on a result of 8+, the fire is extinguished. For 
  every sprayer that successfully strikes the target in the 
  same Weapon Attack Phase, the controlling players may 
  make a separate roll for each successful attack, or apply 
  a –1 modifier for each additional sprayer to a single roll. If 
  using the expanded Construction Factor rules (see p. 121), 
  the extinguishing of a fire in this manner only applies to a 
  targeted level within the building hex on fire.
  •	
  Infantry: The controlling player may nominate a platoon 
  (or battle armor squad) of infantry to fight the fire; the 
  infantry must be in an adjacent hex and cannot have 
  taken any other actions that turn (it cannot have moved 
  or made any attacks). During the End Phase of a turn, the 
  controlling player rolls 2D6; on a result of 10+, the fire is 
  extinguished. For each additional active platoon/squad 
  fighting the fire, the controlling player may make a sepa-
  rate roll for each successful attack, or apply a –1 modifier 
  for each additional active platoon/squad to a single roll. If 
  using the expanded Construction Factor rules (see p. 121), 
  the extinguishing of a fire in this manner only applies to a 
  targeted level within the building hex on fire.
  •	
  Weather: Depending on the conditions in use, weather 
  can extinguish a fire. Roll 2D6 for each fire hex on the 
  board during the End Phase of each turn (after fire 
  spreading is determined). If any of the following weather 
  is in use, for light hail, light snowfall and light rainfall, add 
  1 to the roll result; in moderate snowfall, moderate rainfall 
  and heavy hail, add 2; in heavy rainfall or heavy snowfall, 
  add 3; in torrential downpour, add 4.  If the final modified 
  result is 11 or greater, the fire is extinguished.
  Smoke: During every End Phase (including the End Phase 
  when the fire was started), for as long as a fire is alight, it 
  the unit that takes the hit burns for the required number 
  of turns, and the unit receives 1D6 damage during each 
  End Phase. As with standard damage, damage from fire 
  may inflict penetrating critical hits if the damage rolled 
  exceeds the Support Vehicle’s BAR. Damage from fire that 
  hits the unit’s internal structure also applies critical hits as 
  normal. Fire on multi-hex Support Vehicles may spread 
  per the standard rules for fire, treating each hex of the 
  Support Vehicle as a Heavy Building for the roll modifier. 
  However, in contrast to the standard spreading fire rules, 
  fires on multi-hex Support Vehicles only spread in the 
  direction of the prevailing winds if the multi-hex Support 
  Vehicle is stationary at the time. If the unit is in motion, 
  “downwind” is considered to be in the direction opposite 
  the unit’s travel (toward the rear of a forward-moving 
  multi-hex Support Vehicle, or toward the front of a multi-
  hex Support Vehicle moving in reverse). Note that fires 
  on multi-hex Support Vehicles may not skip hexes, unlike 
  normal spreading fires. These rules only apply to external 
  fires; internal fires use their own rules (see p. 190).
  •	
  Mobile Structures: If a Mobile Structure ends its move-
  ment in a hex on fire, roll 2D6. On a result of 12 or better, 
  that Mobile Structure catches fire. If it catches fire, treat it 
  as a building hex.
  •	
  DropShips: Fire has no effect on DropShips.
  •	
  All Other Units: Unless the controlling player gets an 8 
  or higher on a 2D6 roll, any unit that ends its Movement 
  Phase on the ground in a burning hex or moves along the 
  ground into a burning hex is destroyed. If a unit mounts 
  fire resistant armor, fire has no effect on the unit (see Fire 
  Resistant Armor, p. 223, TW).
  Spreading Fires: Fires on the battlefield can spread from 
  hex to hex in the direction of the wind through woods/jungle 
  and building hexes, but they cannot spread into other terrain.
  •	
  Determining Spread:  When a fire is started, a check for 
  spread is first made during the End Phase of the follow-
  ing turn. During the End Phase of every turn, check to 
  see if any fires currently on the map spread to additional 
  hexes (note that wind direction must be determined to 
  use this rule; see Wind, p. 57). Roll 2D6 for the adjacent 
  hex directly downwind of a fire hex. If the result is equal 
  to or greater than 9, and if that hex can burn (see the Fire 
  Table, p. 44), and is within 4 levels of the burning mate-
  rial in the original hex (the levels of the burning woods, 
  building and so on are taken into consideration when 
  determining if an adjacent hex’s level is “close enough” 
  to catch fire), the fire spreads into the hex. Also roll 2D6 
  for each of the two hexes adjacent to the burning hex at 
  60 degrees from downwind (the remaining two hexes in 
  the fire’s “forward arc”). If the result is equal to or greater 
  than 11, and if the hex can burn, the fire will spread into 
  that hex as well. A flammable hex directly downwind 
  from a fire but separated from it by a non-burning hex 
  may also catch fire, provided there is no terrain higher 
  than the terrain that is on fire, as well as the terrain in the 
  target hex (in which case the chance to set that hex on 
  fire is blocked). Apply a +3 modifier to the Target Number 
  9 for the adjacent hex directly downwind; if the die roll 
  result equals 12 (9 + 3), the fire spreads to a flammable 
  hex directly downwind from a fire. If one hex may catch 
  
  Now the players place a new smoke cloud in hexes D, E and 
  F as a result of the fire in Hex B.
  Time now to see if the fire spreads. A light gale is in effect 
  and so instead of the standard 9 and 11 target numbers, the 
  players will be rolling against target numbers 7 and 10. For Hex 
  E (directly downwind of Hex B), the 2D6 roll result of 6 does not 
  equal or exceed the 7, so no fire is started. Another 2D6 roll is 
  made each for hexes D and F at Target Number 10 each; roll 
  results of 10 and 11 mean that both hexes are on fire! Now, 
  under normal conditions, Hex I could potentially catch fire. 
  However, it has two strikes against it. First, the building in Hex 
  E is higher than the burning material in Hex B and the terrain in 
  Hex I. Second, Hex I is clear…so no fire for that hex.
  Next, the players check for dissipation against Target Number 
  11. A result of 7 means the smoke cloud did not dissipate.
  Because two more hexes are on fire, the players place smoke 
  counters. For the fire in Hex D, smoke is placed in hexes G, H and 
  E (which they designate as Cloud 2 for ease of tracking); those 
  building hexes are part of the same multi-hex building as Hex 
  D, and so the smoke is on all levels inside the building, not on 
  the roof. For the fire in Hex F, smoke will be placed in hexes E, J 
  and K (designated as Cloud 3); the players verify that the height 
  of the burning material (the woods) in Hex F is within 4 levels of 
  the height of the building in Hex E and so the smoke is on the 
  roof (even though 4 levels separate the smoke in Hex D from 
  the other two hexes, they are still considered a “cloud” and will 
  move together).
  spreads smoke (see Smoke, p. 47) to the adjacent hex downwind 
  and to the two adjacent hexes 60 degrees from downwind (the 
  three adjacent hexes of the fire’s “forward arc”); note that wind 
  direction must be determined to use this rule; see Wind, p. 57). 
  The spreading of smoke occurs after drift and dissipation, as well 
  as after players check for the spreading of fire. A fire does not cre-
  ate smoke in its own hex (though another fire may do so).
  Use the Fire and Smoke Resolution Table to easily determine 
  the order in which to resolve each fire and smoke action during 
  the End Phase of each turn.
  Prohibited Conditions: Cannot be used with Vacuum Atmo-
  spheric Pressure.
  FIRE AND SMOkE RESOLUTION SEQUENCE
  Follow these steps, in order, during every End Phase:
  1. Drift existing smoke clouds
  2. Check for dissipation of existing smoke clouds
  3. Check for spread of existing fires
  4. Place new smoke clouds from existing fires (including any 
  new fires started)
  5. Check for weather conditions extinguishing existing fires 
  (including any new fires started)
  In the Fire Diagram, during Turn 1 the ’Mech in Hex A on the 
  City (Skyscraper) map fires a PPC and an LRM-20 at the Medium 
  standard building in Hex B in an attempt to set it on fire. The 
  Heavy Snowfall weather condition is in use and the players 
  determined the wind direction before play began. Both attacks 
  hit. Direct-fire energy weapons normally start fires on a die 
  roll result of 7 or higher, but the player must modify this target 
  number by +1 because the target is a Medium building, as well 
  as +3 for the heavy snowfall, for a final modified Target Number 
  of 11. Meanwhile, a missile weapon normally starts a fire on a 
  die roll result of 9 or higher. Applying all the same modifiers, 
  the controlling player determines that the final modified Target 
  Number for the missiles is 13, so that weapon cannot start a fire 
  in the target hex. The player rolls once for the direct-fire energy 
  weapon with a result of 11! He’s got his fire.
  During the End Phase of Turn 1, the players automatically 
  place a light smoke token in Hex F. As the building in hexes D 
  and E is not apart of the building in Hex B, the light smoke for 
  those two hexes is placed on the roof of those buildings, rising 
  to Level 8 as the smoke is two levels tall; the players verify that 
  the height of the burning material in Hex B (which is Level 4, the 
  height of the building), is within 4 hexes of the height of hexes 
  D and E, so the smoke tokens stay put in those hexes.
  Also during the End Phase of Turn 1, since heavy snowfall is 
  in effect, the players must determine if the fire is immediately 
  put out. The players roll 2D6 for a result of 7. The +3 modifier for 
  heavy snowfall brings the result to 10, 1 less than the number 
  needed, so the fire is not extinguished.
  During the End Phase of Turn 2, the players must drift smoke 
  and check for dissipation. The players note that a light gale is 
  in effect and so the smoke will only drift 1 hex. The “cloud” of 
  smoke that occupies hexes D, E and F will move in the direction 
  of the wind to occupy hexes H, I and J.
  Next, the players must determine if that cloud of smoke 
  dissipates. The players roll 2D6 for a result of 9, 2 less than the 
  number needed, so the smoke cloud does not dissipate.
  • fire diagram  • 
  
  47
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  Smoke
  As with fire, smoke is not exactly a terrain modification in 
  the same vein as the other rules that appear in this section. 
  However, as it too can affect a unit’s to-hit modifiers and is ap-
  plied and tracked on a hex-by-hex basis (albeit usually across 
  the duration of a game), the rules are most appropriately 
  covered here.
  Light and Heavy Smoke: Smoke is divided into two catego-
  ries: light and heavy. Regardless of the type of smoke involved, 
  it always rises 2 levels above the underlying ground terrain (if 
  there are woods or jungle in a hex, the smoke does not rise 2 
  levels above the trees, but above the ground beneath them).
  •	
  Light Smoke: Light smoke is generated by most fires, as 
  well as certain types of smoke-delivering weapons. In 
  cases where the type of smoke is not specifically stated, 
  assume it is light smoke. Light smoke acts as light woods 
  for purposes of line of sight and attack modifiers.
  •	
  Heavy Smoke: Heavy smoke is usually created by smoke-
  delivering weapons, but it is also generated by burning 
  Heavy or Hardened buildings, as well as fires set by in-
  ferno rounds or erupting lava. Heavy smoke acts as heavy 
  woods for purposes of line of sight and attack modifiers.
  Smoke Drift/Dissipation: Wind strength and direction 
  will determine how smoke drifts and dissipates; players only 
  start to determine drift and dissipation for smoke during the 
  End Phase following the turn in which the smoke was initially 
  placed. Use the standard rule for determining wind direction 
  (see p. 57). To determine the strength of the wind—provided 
  no wind conditions are already determined—roll 1D6 and 
  consult the Wind Strength Table, above. If no specific wind 
  strength is selected or generated, assume that Light Gale 
  conditions prevail.
  If players are using the Shifting Winds rules (see p. 57), those 
  rules should be resolved first during the End Phase, before 
  smoke drift and dissipation is resolved.
  •	
  Drift: In Light Gale and Moderate Gale winds, all smoke 
  on the map drifts 1 hex per turn. In Strong Gale winds, 
  smoke drifts 2 hexes per turn. Finally, in Storm winds, 
  smoke drifts 3 hexes per turn. Smoke drifts during the 
  End Phase of a turn in the direction of the prevailing 
  wind. Any smoke that drifts off the edge of the playing 
  area is removed from play. Smoke does not drift in Calm 
  conditions. If two light smoke clouds drift into the same 
  Finally, for the heavy snowfall, the players must again 
  determine if the fires go out. The players roll for each hex 
  on fire and get results of 3, 5 and 6; with the +3 modifier 
  added to each die roll result, no fires go out.
  During the End Phase of Turn 3, the players must again 
  drift smoke and check for dissipation. Cloud 1, which occu-
  pies hexes H, I and J, would normally drift into hexes M, N 
  and O. While the smoke enters hexes M and N just fine, the 
  Level 5 building in Hex O is more than 4 levels taller than 
  the underlying terrain of Hex J, and so the smoke will not 
  enter that hex. Instead, the smoke from Hex J will enter Hex 
  N, shrinking Cloud 1 from three hexes to two and turning 
  the light smoke in Hex N to heavy smoke.
  Because Cloud 2 is in a building hex out of the wind, the 
  players randomly roll a direction for the smoke to drift. A 
  1D6 roll result of 3 means Cloud 2 would normally enter 
  hexes C, D and B. However, since Hex B is not part of the 
  multi-hex building that Cloud 2 occupies and this move-
  ment places it directly opposite the direction of the wind, 
  Cloud 2 will not enter that hex and so now occupies hexes 
  C, D and E at all levels inside the building.
  Cloud 3 would normally move from hexes E, J and K 
  to I, O and P. As before, however, O and P contain Level 5 
  buildings, which are more than 4 levels higher than the 
  underlying terrain in hexes J and I. Once again, the smoke 
  cloud will change from three hexes to two, occupying hexes 
  I and J, with the smoke in Hex I becoming heavy smoke.
  Next, the players must determine dissipation, with the 
  following results: 12, 8 and 3. Cloud 1 has dissipated.
  Now the players place new smoke clouds. As previously, 
  the fire in Hex B will place Cloud 4 in hexes D, E and F; Hex D 
  will place Cloud 4 in hexes G, H and E (again, inside the build-
  ing); the fire in Hex F will place Cloud 5 in hexes E, J and K.
  Now it’s time to check for the spread of the fires. Again, 
  with the light gale in effect, the target numbers are 7 and 
  10. The players have three fires to look at and so randomly 
  determine to start with Hex B. As hexes D and F are already 
  on fire (and Hex I cannot be set on fire), the players only 
  need to determine if Hex E catches fire. They get a 2D6 
  result of 7 and Hex E catches fire.
  Next, the players roll for the fire in Hex D. For Hex H 
  (directly downwind), the 2D6 roll result of 9 causes that hex 
  to catch fire as well, while a die roll result of  9 for Hex G 
  means that hex is not on fire. Hex E is already on fire, and 
  so the players do not roll for that hex.
  For the last fire in Hex F, Hex E is already on fire, while 
  hexes J and K cannot catch fire. The final hex that can 
  catch fire from Hex F is Hex O. The Target Number for being 
  directly downwind is 7, but a +3 modifier is applied for the 
  intervening non-burning hex, bringing the TN to 10. The 
  2D6 result of 9 means no fire starts in that hex.
  The players remember to place smoke hexes for the fires 
  that just started: the fire in Hex E will place smoke (Cloud 5) 
  in hexes H, I and J (the smoke in Hex J is inside the building 
  at all levels), while the fire in Hex H will place smoke (Cloud 
  6) into hexes L, M and I.
  Finally, the players roll to determine if any of the hexes 
  on fire are extinguished. 2D6 results of 7, 5, 3 and 9, after 
  applying the +3 modifier, means that Hex H is extinguished 
  even though the fire there just started.
  WIND STRENGTh TABLE
  1D6 Roll
  Wind Strength*
  1–2
  No Wind
  3
  Light Gale**
  4
  Moderate Gale**
  5
  Strong Gale**
  6
  Storm**
  *Tornado F1–F3 and Tornado F4+ Weather Conditions are not on this table,  
  as smoke does not exist under such conditions.
  **See Weather Conditions (p. 57) for additional game effects from such  
  wind conditions.
  
  Geyser
  On some planets, geologic activity creates geysers and mud 
  spouts that can erupt without warning. Often, the only clues to a 
  geyser’s presence are small holes or cracks in the ground—clues 
  that are easily overlooked by troops in combat. When a geyser 
  erupts, it spews steam and water into the air, obscuring line of 
  sight and making movement through the terrain more difficult.
  Before beginning the game, geysers can be placed on the map 
  in set locations; if a gamemaster is overseeing play, he can secretly 
  select the geyser sites and conceal their locations from the play-
  ers. In any case, a geyser has no effect on the underlying terrain 
  until it erupts.
  To reflect the unpredictable nature of geysers, the gamemaster 
  or players determine geyser activity by rolling 1D6 for each geyser 
  on the map during the End Phase of each turn.
  On a result of 1, the geyser erupts, creating the effect listed on 
  the Expanded Movement Cost and Terrain Table. Treat the erupt-
  ing geyser as ultra-heavy woods for the purpose of determining 
  line of sight into or through the hex.
  To determine how many turns a geyser eruption lasts, roll 1D6. 
  By keeping the duration secret from the players, a gamemaster 
  can prevent the players from predicting when the effects will end.
  Geyser rules can also be used to simulate the effects of small 
  magma eruptions on volcanic planets. In such cases, any unit that 
  enters or stands in a hex where a magma eruption occurs suffers 
  the same effects as if it had fallen into liquid magma (see Magma, 
  p. 36). After the eruption, treat the hex as a liquid magma hex for 
  the remainder of the game.
  Terrain: If a geyser is placed in any hex that contains any other 
  type of terrain with a Terrain Factor/Construction Factor (buildings, 
  woods, terrain modifications and so on), the geyser’s eruption au-
  tomatically reduces the Terrain Factor to 0 (see Terrain Factor Rules, 
  p. 64). If this causes the terrain to collapse (such as a building), 
  players resolved that event at the end of the phase in which the 
  geyser erupted.
  Prohibited Conditions: Cannot be used with Vacuum Atmo-
  spheric Pressures, or with Extreme Temperatures of –30 degrees 
  Celsius and below.
  hex, they are considered heavy smoke for as long as the two 
  occupy the same hex. Inside a building, smoke drifts 1 hex 
  per turn in a random direction (see Buildings, below); if this 
  would result in smoke exiting the building in a direction op-
  posite the direction of the wind (if any), the smoke will stay 
  in its hex. After resolving all smoke drift, determine smoke 
  dissipation.
  •	
  Level Changes: As smoke enters a new hex, it will only 
  change 4 levels up or down (taking into consideration the 
  height of the burning material, whether a building, woods 
  and so on); if the level change is 1 to 4 levels, the smoke 
  will automatically adjust its 2 levels of height to the level of 
  the underlying terrain in the new hex. If smoke enters a hex 
  whose level is more than 4 levels below the hex it is exiting, 
  the smoke automatically dissipates (see below). If smoke 
  enters a hex whose level is higher than 4 levels above the 
  hex it is exiting, it will not enter that hex. Instead, randomly 
  determine the hex to the right or left; the smoke enters that 
  hex instead. This may shrink the smoke hex or make it dive, 
  depending upon the terrain. If the smoke cannot enter either 
  of those adjacent hexes, it will stay in its current hex.
  •	
  Buildings: If smoke enters a building hex from another hex 
  that is not part of the same building, the smoke does not af-
  fect the interior of the building; it will either be on top of the 
  building, or depending on the level changes involved, may 
  not enter the hex (see above). If smoke enters a building hex 
  from a fire in the same multi-hex building, then the smoke af-
  fects all levels within that building hex (the smoke will not be 
  on top of the building hex). If smoke exits from the interior 
  of a building hex (as opposed to the roof), regardless of the 
  height of the building, it will automatically be at the level of 
  the underlying terrain in that new hex. If players are using 
  the expanded Construction Factor rules (see p. 121), smoke 
  drift should be determined by level (meaning it is only 1 level 
  tall); in this case, smoke exiting a building does so at the level 
  at which it is being tracked, which means the changes in 
  levels to the new hex must be taken into consideration (see 
  Level Changes, above). After that, if it still exists, it will rise the 
  standard 2 levels tall.
  •	
  Dissipation: To determine dissipation, roll 2D6 for each cloud 
  of smoke on the board during the End Phase of each turn 
  (this is done after smoke drift, but before fire spreading is 
  determined). A cloud is any amount of smoke that has been 
  generated in a single turn and covers a single hex or a group 
  of contiguous hexes. For example, a group of seven smoke 
  hexes created by smoke LRMs is covered by a single cloud. 
  (Use smoke markers of various shapes and sizes to keep track 
  of clouds.) For Moderate Gale winds, add 1 to the roll result; 
  in Strong Gale winds, add 3; in Storm Gale winds, add 5. If 
  the final modified result is 11 or greater, the smoke cloud 
  dissipates. A Light Smoke cloud that dissipates is removed 
  from the map. A Heavy Smoke cloud that dissipates becomes 
  Light Smoke. Do not add any modifiers to a roll made for a 
  smoke cloud inside a building.
  After resolving smoke drift and dissipation, determine if any con-
  tinuing fire on the playing area generates more smoke or spreads.
  Prohibited Conditions: Cannot be used with Vacuum Atmo-
  spheric Pressure.
   
  fL
  On the battlefield, smoke can be an aid or hindrance.
  
  49
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  modifications around the board (provided there are appropri-
  ate water hexes to enter). The Water Flow rules must be in use 
  to move hazardous liquid pools around the board (see p. 52).
  Adding this element to the game will require some adjudi-
  cation. First, if there are very few water hexes on the playing 
  area, the added complexity of these rules probably does not 
  outweigh the added fun of such a feature. Second, multi-hex 
  hazardous liquid pools can be very hard to adjudicate in terms 
  of how they react with water as they flow into smaller or larger 
  areas, and so only single-hex hazardous liquid pools can be 
  assigned to water hexes.
  The following rules build on the Water Flow rules (see p. 52).
  •	
  River: During the End Phase of every turn, a hazardous 
  liquid pool will travel 1 hex in the direction of the flow 
  of water, into the most appropriate hex; if multiple hexes 
  are equally appropriate, determine randomly which hex 
  the pool enters. While it can enter a Depth 0 water hex, it 
  cannot enter a non-water hex; if it would logically enter a 
  non-water hex, either choose another appropriate hex or, 
  depending on the flow of the water, the hazardous liquid 
  pool may stay in the water hex adjacent to the non-water 
  hex. If the hazardous liquid pool starts the turn in a hex 
  that also contains the Rapids terrain modification (see p. 
  50), it will move 2 hexes; if the hex contains the Torrent 
  terrain modification (see p. 52), it will move 3 hexes.
  •	
  Lake: The hazardous liquid pool will travel 1 hex in the 
  direction of the flow of water; if the pool starts the turn in 
  a hex that also contains the Rapids terrain modification 
  (see p. 50), it will move 2 hexes; if the hex contains the Tor-
  rent terrain modification (see p. 52), it will move 3 hexes. 
  While it can enter a Depth 0 water hex, it cannot enter a 
  non-water hex; if it would logically enter a non-water hex, 
  either choose another appropriate hex or, depending on 
  the flow of the water, the hazardous liquid pool may stay 
  in the water hex adjacent to the non-water hex.
  Eruptions: The erupting magma rules (see p. 37) can be 
  adapted for alien environments, where caustic and strange liq-
  uids are not simply found in stagnant pools, but can suddenly 
  erupt into the air, spewing their toxic mix. Use the mechanics 
  for determining when an eruption will occur; once it does, use 
  the radius of effect in the erupting magma rules, but instead 
  of applying damage for magma, roll to determine what type of 
  liquid has erupted and apply that damage, as appropriate; the 
  erupting target hex is now a Depth 1 hazardous liquid pool 
  (1 depth below the previous level of the underlying terrain; 
  ignore all previous terrain).
  Hazardous Liquid Pools
  Hazardous or caustic liquid represents manmade hazardous 
  material (nuclear waste, chemical waste and so on) as well as 
  naturally occurring alien substances, all of which can quickly 
  damage manmade materials such as armor (much less what 
  they can do to human skin).
  While “dry” hazardous material can be just as dangerous, 
  these game rules assume that it is more difficult to take dam-
  age from such contact. By comparison, hazardous liquid “pools” 
  into a central, concentrated area, allowing for an immersion 
  that can touch every surface of a unit for maximum damage.
  Before beginning the game, pools of hazardous liquid can 
  be placed on the playing area in set locations. Unlike geysers 
  (see p. 48), these are not secretly placed—once a unit nears 
  such a terrain modification, the pilot or driver can easily tell 
  where it is located—or hidden, such as in the basement of a 
  building, inside a tank and so on. These pools can be single- or 
  multi-hex sized, as well as different depths. The ultimate hex 
  size and depth of each pool—as well as how many pools—is 
  left up to the players’ discretion. However, when placing each 
  hazardous liquid pool, players should observe the following 
  thumbnail rule: placing such pools in woods, jungle or resi-
  dential building hexes, doesn’t really pass the “realistic” litmus 
  test. In the end, though, provided all players agree, such pools 
  can be placed anywhere.
  For purposes of movement, Piloting/Driving Skill Rolls and unit 
  prohibition, a hazardous liquid pool is considered a water hex.
  Unlike many other types of terrain, which have a set effect, 
  the nature of a pool of hazardous/caustic liquid—composed 
  of myriad different chemicals constantly mixing—means that 
  from one moment to the next its effect can change. When-
  ever a unit enters a hex containing a hazardous liquid pool 
  (or begins the Ground Movement Phase in such a hex), the 
  controlling player immediately rolls 1D6 and consults the 
  Hazardous Liquid Pool Table to determine the damage to be 
  applied to the unit. (When starting the Ground Movement 
  Phase in such a hex, the controlling player makes the roll and 
  assigns the damage before beginning movement.)
  Once the total Damage Value of the attack has been de-
  termined through a dice roll, divide the damage into 5-point 
  Damage Value groupings and assign each grouping to a ran-
  dom location (provided the unit has locations); if a ’Mech is 
  standing in a Level 1 hazardous liquid pool, the damage can 
  only be applied to the legs.
  Support Vehicles: Double the damage against Support Ve-
  hicles unless the vehicle is equipped with the Environmental 
  Sealing Chassis and Controls modification.
  Infantry: In the case of battle armor, each trooper takes the 
  assigned damage. For conventional infantry, double the dam-
  age; it is assigned as though the attack came from another 
  infantry unit (unless the infantry are XCT troops (see p. 351), in 
  which case divide the damage by 3 [once any dividing of the 
  dice roll result is done as noted on the table], rounding down 
  to a minimum of 1.
  Water Hexes: Players can decide to assign a Hazardous Liquid 
  Pool terrain modification to a water hex. In such a case, the entire 
  hex, no matter its depth, is considered this terrain modification.
  Furthermore, as most such hazardous/caustic liquids are 
  more viscous than water, they will adhere together, even if 
  traveling through water, allowing players to move such terrain 
  hAzARDoUS LIqUID PooLS TABLE
  1D6 Roll
  Classification
  Damage*
  1-2
  Class 0: Normal
  No Damage
  3
  Class 1: Slightly Hazardous
  1D6/2 Damage
  4
  Class 2: Hazardous
  1D6 Damage
  5
  Class 3: Extreme Danger
  2D6/2 Damage
  6
  Deadly
  2D6 Damage
  *Round all damage down.
  
  Infantry: Unless a battle armor unit has UMU MP, or a conven-
  tional infantry unit has the SCUBA specialization (see p. 341), if an 
  infantry unit is in an ice hex that breaks and it falls into water, the 
  unit is destroyed.
  Terrain Factor: An ice-covered water hex can be converted 
  into a normal water hex by melting the ice with weapons fire (see 
  Terrain Factor Rules, p. 64); see Weapons Fire, below, for additional 
  ways that weapons fire can eliminate ice. Units (except Hover and 
  airborne VTOL and WiGE Vehicles) occupying a hex converted in 
  this way fall into the water.
  Fire: If a fire is started in a hex that includes ice, after two turns 
  during the End Phase the ice is reduced to mud.
  Weapons Fire: If a flamer, incendiary LRMs or plasma weapon 
  is used on an ice hex to try to start a fire (see p. 43), roll 2D6. On 
  a result of 10, the Ice terrain modification is converted to mud or 
  water, as appropriate for the underlying terrain; no fire is started. 
  Weapons fire that strikes the hex from a missed shot (see p. 81) is 
  ignored. However, if missile infernos, inferno fuel ammo, inferno-IV 
  artillery or inferno bombs hit a target hex (whether intentionally 
  or not), the Ice terrain modification is automatically reduced to 
  mud; as above, no fire is started.
  Prohibited Conditions: Cannot be used with Extreme Tem-
  peratures of 30 degrees Celsius and above.
  Mud
  A quick and easy way to apply mud to a playing area is to 
  make any Depth 0 water hex mud. As always, though, players can 
  choose to add mud however they wish.
  Apply a +1 MP cost to enter a mud hex, as well as a +1 modifier 
  to all Driving Skill Rolls made while in that hex.
  Units entering a hex containing the Mud terrain modification 
  may also get stuck (see Bog Down Rules, p. 62)
  ’Mechs, Hover Vehicles and Mobile Structures: ’Mechs, Hover 
  Vehicles and Mobile Structures ignore mud.
  Non-DropShip Aerospace Units/VTOLs/WiGEs: These units 
  only make a Bog Down Roll if they end their movement on the 
  ground in such a hex; DropShips never get stuck in mud.
  Spheroid Units: A landing Spheroid unit automatically con-
  verts any mud hexes it lands in into the hex’s underlying terrain: 
  clear, rough and so on.
  Prohibited Conditions: Cannot be used with Vacuum Atmo-
  spheric Pressures, or with Extreme Temperatures of –30 degrees 
  Celsius and below.
  Rapids
  For any water of Depth 1 or greater that contains rapids, apply a 
  +1 MP cost to enter that hex, as well as a +2 modifier to all Piloting 
  Skill Rolls made while in that hex.
  Water Flow: All the rules for water flow (see p. 52) also apply to 
  rapids, with the following additions.
  A unit that fails a Piloting Skill Roll, in addition to falling, will be 
  displaced 2 hexes in the direction of the flow of water. Additionally, 
  all Naval Vehicles on the surface of the water, in order not to be 
  moved by water flow, must spend 1 MP at the end of their move-
  ment in order to “hold position” in the hex where they ended their 
  movement. If the MP are not spent, the Naval Vehicle is displaced 
  2 hexes in the direction of the flow of water; if only 1 MP is spent 
  at the end of movement, the Naval Vehicle is only displaced 1 hex. 
  As with failing a Piloting Skill Roll, a unit cannot displaced into a 
  Depth 0 water hex.
  Prohibited Conditions: Cannot be used with Vacuum Atmo-
  spheric Pressure, or with Extreme Temperatures of –30 degrees 
  Celsius and below.
  Ice
  Prior to the start of a game, players should indicate which 
  hexes are ice-coated. Water hexes must be designated as either 
  ice-covered or frozen solid.
  ’Mechs and Non-Hover Ground Vehicles: Apply a +4 modifier 
  to any Piloting/Driving Skill Rolls made in an ice hex, and units 
  must spend extra MP when moving across Ice hexes or risk falling 
  (see Careful Movement, p. 63). In addition, ’Mechs and ground ve-
  hicles that make a facing change and then move on an ice-coated 
  hex must check to see if they skid (see Skidding, p. 62, TW), even 
  if they are moving at Walking or Cruising speed. If using Hurried 
  Movement (see p. 20) in a hex with ice, apply another +3 modifier 
  (this is in addition to all the the modifiers noted above).
  Breaking Through Ice: Any ’Mech or ground vehicle that enters 
  an ice-covered water hex may break through the ice and fall into 
  the water below unless the hex is frozen solid. VTOLs and WiGE ve-
  hicles can only break through the ice if they are landing on it. Roll 
  1D6. On a result of 6, the ice breaks and the unit falls into the water. 
  ’Mechs take one-half normal falling damage (for falling in water). If 
  an IndustrialMech mounts a fuel cell, fission or fusion power plant 
  and the Environmental Sealing Chassis and Controls modification, 
  use the standard rules as noted in this section; otherwise, it is 
  destroyed. Vehicles are destroyed (but hovercraft are unaffected 
  unless the unit is immobilized, in which case it is destroyed). The 
  water hex remains unfrozen for the remainder of the game.
  Note that the tonnage of the unit is not a factor in breaking through 
  the ice—breaking through depends on ground pressure, not overall 
  weight. Larger BattleMechs and vehicles have larger “footprints,” so 
  the weight of their presence on the ice exerts pressure per square 
  meter as low as that of lighter units with smaller footprints.
  After falling through the ice, a ’Mech can climb out of a Depth 
  1 or Depth 2 water hex and move back onto the ice. A ’Mech in 
  Depth 3+ water must travel under the ice, following the underly-
  ing terrain, until it reaches a Depth 2 hex, at which point it can 
  break through the ice (see Underwater Movement, p. 56, TW), or 
  until it reaches a Depth 1 hex, at which time it automatically 
  breaks through the ice, converting the hex to open water.
  A ProtoMech can only climb out of a Depth 1 hex.
  jumping: For jumping ’Mechs that land on an ice-covered 
  water hex, roll 1D6. On a result of 4+, they break the ice and fall 
  through. If the ice does not break, the ’Mech must make an im-
  mediate standard Piloting Skill Roll with an additional +4 modifier 
  to remain standing; if it falls, it takes normal falling damage, and 
  another roll must be made immediately to see if the ice breaks 
  (this time only on a 6 or greater).
  Crashing: VTOL and WiGE vehicles crashing into a hex roll 1D6. 
  On a result of 4+, they break through the ice and are automati-
  cally destroyed.
  Mobile Structure: A Mobile Structure automatically breaks 
  through ice if it enters an ice hex.
  Non-Spheroid Aerospace Unit: Apply a +2 modifier to the 
  landing/liftoff roll for every hex of ice entered by a landing or 
  lifting-off non-Spheroid aerospace unit.
  Spheroid Units: A landing Spheroid unit automatically con-
  verts any ice hexes it lands in into the hex’s underlying terrain: 
  clear, rough and so on.
  
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  hicles using Ground Movement on a gravel road may receive 
  a movement bonus of 1 MP. To gain the extra MP, the unit must 
  begin its turn on a gravel road and continue to travel on the 
  dirt road for the entire Movement Phase.
  Swamp
  Apply a +2 MP cost to enter a hex with the Swamp terrain 
  modification, as well as a +2 modifier to all Driving Skill Rolls 
  made while in that hex. Units may also get stuck (see Bog 
  Down Rules, p. 62).
  ’Mechs: ’Mechs only apply a +1 MP cost to enter a swamp 
  hex, as well as a +1 modifier to all Piloting Skill Rolls made 
  while in that hex. ’Mechs or vehicles that jump into a swamp 
  hex are automatically stuck (see Bog Down Rules, p. 62).
  Hover Vehicles and Mobile Structures: Hover Vehicles 
  and Mobile Structures ignore swamps.
  Non-DropShip Aerospace Units/VTOLs/WiGEs: Any 
  of these units that end their movement on the ground in 
  a swamp hex are automatically stuck (see Bog Down Rules, 
  p. 62).
  Small Craft and DropShips: If a Small Craft or DropShip 
  ends its movement on the ground, and all hexes it touches on 
  the ground are swamp hexes, then it might get stuck (see Bog 
  Down Rules, p. 62).
  Quicksand: A swamp hex can also unexpectedly turn into 
  quicksand; it remains quicksand for the rest of the scenario. Any-
  time a unit (not including DropShips) enters a swamp hex and 
  becomes stuck, roll 2D6. On a result of 12, the swamp hex has 
  become a quicksand hex. If a unit is in a hex that turns to quick-
  sand, or enters a quicksand hex, it automatically gets stuck.
  During every End Phase after the turn in which the swamp 
  hex becomes a quicksand hex, the unit will sink 1 level; apply 
  a +3 modifier to the Piloting Skill Roll to get unstuck from a 
  quicksand hex, as well as a cumulative +3 modifier for each 
  level under the surface. As soon as the surface of the quicksand 
  hex is higher than the unit in question, the unit is destroyed.
  Prohibited Conditions: Cannot be used with Vacuum 
  Atmospheric Pressure, or with Extreme Temperatures of –30 
  degrees Celsius and below.
  During the Movement Phase of Turn 1, an infantry unit 
  entered a swamp hex and did not get stuck. However, it 
  did not have enough MP to exit the hex, and when a 
  ’Mech entered the same hex and got stuck, the controlling 
  player rolled 2D6 with a result of 12! The hex became a 
  quicksand hex, and so the infantry unit is automatically 
  stuck along with the ’Mech. During the Movement Phase 
  of Turn 2, both units must make Piloting Skill Rolls to try 
  to get unstuck, both applying a +3 modifier. Neither roll is 
  successful, and during the End Phase of Turn 2, both units 
  sink 1 level. During the Movement Phase of Turn 3, both 
  players must make a successful Piloting Skill Roll with a +5 
  modifier. Again, neither is successful, and during the End 
  Phase of Turn 3 both units sink another level. The surface of 
  the quicksand hex is now higher than the infantry and so 
  the infantry unit is destroyed. During the Movement Phase 
  of Turn 4, the ’Mech has one final chance at getting unstuck 
  by making a successful Piloting Skill Roll with a +7 modifier. 
  If this roll fails, during the End Phase of Turn 4 the ’Mech will 
  sink 1 more level. That will put the surface of the quicksand 
  higher than the ’Mech, destroying the unit.
  Prohibited Conditions: Cannot be used with Trace or Vac-
  uum Atmospheric Pressures, or with Extreme Temperatures of 
  –30 degrees Celsius and below.
  Rails
  Rails represent a variety of tracks, from traditional steel rails 
  on wooden ties to advanced extruded ferrocrete troughs for 
  maglevs and more. However, all of them act as a road, in that a 
  rail passes through terrain of some other type in a hex.
  A rail hex is treated as rough terrain by all ground vehicles 
  and ’Mechs, but has no effect on any other unit’s movement 
  and does not affect line of sight. As with a road (see p. 61, TW), 
  if such units are traveling along the rail, they only need to pay 
  the cost for moving in a rough hex, not the additional cost of 
  whatever may be the underlying terrain.
  Railroads have a CF of 20 and may be attacked per standard 
  rules for attacking buildings. Once destroyed, a rail hex is 
  treated as a clear hex for movement and line of sight.
  Rail Support Vehicles: For Rail Support Vehicles to move 
  on a mapsheet, they must move through a continuous, unbro-
  ken line of rail hexes (see Rail, p. 149).
  Roads
  As noted on p. 61 of Total Warfare, a road is simply a narrow 
  strip of cleared terrain that passes through terrain of some 
  other type. The rules in TW represent a paved road. However, 
  there are other types of road that provide varying effects for 
  different unit types.
  All the standard rules for road movement as noted on p. 61, 
  TW, still apply.
  Dirt Road: Tracked and Hover vehicles (except Large Ve-
  hicles) and infantry traveling on a dirt road pay only 1 MP per 
  hex, regardless of the hex’s underlying terrain. Infantry (except 
  mechanized) using Ground Movement on a dirt road may 
  receive a movement bonus of 1 MP. To gain the extra MP, the 
  unit must begin its turn on a dirt road and continue to travel 
  on the dirt road for the entire Movement Phase.
  Gravel Road: Vehicles (except Large Vehicles) and infantry 
  traveling on a gravel road pay only 1 MP per hex, regardless of 
  the hex’s underlying terrain. Infantry, Hover and Tracked ve-
   
  Df
  Free Rasalhague Republic troops guard an important crossroads.
  
  •	
  River: A river flows in one direction or the other; the players 
  need to determine which two directions the river can pos-
  sibly flow. Before beginning play, roll 1D6. On a result of 1–3, 
  it flows in one direction, while on a result of 4–6, it flows in 
  the opposite direction. This direction of flow continues for 
  the duration of the scenario.
  •	
  Lake: Whenever necessary—when something is in the hex 
  that may be moved by the flow of water—check to see the 
  direction of a lake hex. Declare one side of the water hex to 
  be Direction 1 (using the numbered hexside as Direction 
  1 is helpful), and then number the remaining hexsides as 
  2 through 6, moving clockwise. Now roll 1D6. The water is 
  currently traveling in the direction that corresponds to the 
  roll result. This check need only be made once per turn; re-
  gardless of when it is made in the turn, that direction of flow 
  applies to all units, conditions and so on. On a subsequent 
  turn, if necessary, a new check is made to determine the 
  direction of water flow.
  If a unit in a water hex fails a Piloting Skill Roll, in addition to 
  falling, it is displaced 1 hex in the direction of the flow of water. 
  However, a unit cannot be displaced into a Depth 0 water hex, or 
  any non-water hex; if it would enter a Depth 0 water hex or a non-
  water hex, either choose another appropriate hex or, depending 
  on the flow of the water, the unit may stay in the water hex adja-
  cent to the hex it cannot enter.
  Additionally, all Naval Vehicles on the surface of the water, in 
  order not to be moved by water flow, must spend 1 MP at the end 
  of their movement in order to “hold position” in the hex where 
  they ended their movement. If the MP is not spent, the Naval Ves-
  sel is displaced 1 hex in the direction of the flow of water. As with 
  failing a Piloting Skill Roll above, a unit cannot be displaced into 
  a Depth 0 water hex.
  A unit displaced by water flow automatically changes its fac-
  ing to most appropriately match the direction of water flow. For 
  a vehicle, this will be either the nose or rear; for a fallen ’Mech, this 
  will be either head or feet.
  If multiple units within a hex must be moved by water flow, 
  randomly determine which units to move first, then completely re-
  solve each unit’s movement (and any fallout from such movement) 
  before moving on to the next unit. For example, such movement 
  may cause a displacement and/or domino effect (see p. 151, TW).
  In all instances, movement due to water flow occurs at the end 
  of the Movement Phase (Ground); all water movement is simulta-
  neous and is resolved on the playing area after all other movement 
  is resolved that occurs during the Movement Phase (Ground).
  In the Water Flow Diagram on p.53, a ’Mech and two identi-
  cal Naval Vehicles are moving through water on the BattleForce 
  map. Prior to the start of play, the players determined that 
  hexes A and B (as well as the other hexes to the right and 
  bottom of hexes A and B) are lake hexes, while hexes C, D, E and 
  F are river hexes. Additionally, they determined the direction of 
  the flow of water for the river hexes, which will remain constant 
  for the entire scenario. Finally, a Torrent terrain modification is 
  in effect for the river hexes.
  During the Movement Phase of Turn 1, the ’Mech in Hex A 
  entered the Depth 1 water in that hex and failed a Piloting 
  Skill Roll, which means it falls; it doesn’t have enough MP 
  remaining to stand again. The controlling player rolls 1D6 to 
  determine the direction of the fall and gets a result of 3: two 
  Thin Snow
  If a scenario uses thin snow, apply the following rules.
  Wheeled Vehicles and Conventional Infantry: Apply a +1 MP 
  cost per hex (unless the vehicle mounts the Snowmobile Chassis 
  and Controls modification) and a +1 modifier to all Driving Skill 
  Rolls.
  Fire: If a fire is started in a hex that includes thin snow, during 
  the End Phase of the following turn, the snow is reduced to mud.
  Weapons Fire: If a flamer, incendiary LRMs or plasma weapon 
  is used on a thin snow hex to try to start a fire (see p. 43), roll 2D6. 
  On a result of 8, the Thin Snow terrain modification is reduced to 
  mud; no fire is started. Weapons fire that strikes the hex from a 
  missed shot (see p. 81) is ignored. However, if missile infernos, in-
  ferno fuel ammo, inferno-IV artillery or inferno bombs hit a target 
  hex (whether intentionally or not), the thin snow is automatically 
  reduced to mud; as above, no fire is started.
  Spheroid Units: A landing Spheroid unit automatically con-
  verts any thin snow hexes it lands in into the hex’s underlying 
  terrain: clear, rough and so on.
  Note: Unless the underlying terrain is specified in the scenario 
  rules, the players may agree to treat the underlying terrain of thin 
  snow as ice (see p. 50) or Clear terrain.
  Prohibited Conditions: Cannot be used with Vacuum Atmo-
  spheric Pressure, or with Extreme Temperatures of 30 degrees 
  Celsius and above.
  Torrent
  For any water hex of Depth 1 or deeper that contains torrents, 
  apply a +2 MP cost to enter that hex, as well as a +3 modifier to all 
  Piloting Skill Rolls made while in that hex.
  Water Flow: All the rules for water flow (below) also apply to 
  water flow for torrents, with the following additions.
  A unit that fails a Piloting Skill Roll, in addition to falling, is dis-
  placed 3 hexes in the direction of the flow of water. Additionally, 
  all Naval Vehicles on the surface of the water, in order not to be 
  moved by water flow, must spend 3 MP at the end of their move-
  ment in order to “hold position” in the hex where they ended their 
  movement. If the MP are not spent, the Naval Vehicle is displaced 
  3 hexes in the direction of the flow of water; if only 2 MP are spent 
  at the end of the movement, then the Naval Vehicle is only dis-
  placed 1 hex; if only 1 MP is spent, then the Naval Vehicle is only 
  displaced 2 hexes. As with failing a Piloting Skill Roll, a unit cannot 
  be displaced into a Depth 0 water hex.
  Prohibited Conditions: Cannot be used with Trace or Vacuum 
  Atmospheric Pressures, or with Extreme Temperatures of –30 de-
  grees Celsius and below.
  Water Flow
  In standard Classic BattleTech rules, the flow of water in a water 
  hex does not have any effect on a game. However, particularly 
  when using some terrain modifications—such as rapids and tor-
  rents—the flow of water can add a fun, tactical element.
  Before play begins, all water hexes on the playing area must be 
  classified as a “river hex” or a “lake hex;” generally speaking, a river 
  on a map is a thin number of continuous water hexes that actually 
  crosses a portion of the map. For purposes of these rules, a river 
  flows in one direction, while a lake can flow in multiple directions.
  Once the players have agreed which water hexes on the 
  playing area are river hexes and which are lake hexes, use the 
  following rules.
  
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  hexsides right. Additionally, the 
  controlling player forgot to keep 
  1 MP reserved for both his Naval 
  Vehicles, so they are also at the 
  mercy of the water.
  Because lake hexes A and B 
  are now occupied by units that 
  can be affected by water flow, 
  the direction of flow for each hex 
  is determined; as it is a lake hex, 
  they can both be moved in differ-
  ent directions. For Hex A and for 
  Hex B, the 1D6 die roll result is 1. 
  As a unit cannot be displaced into 
  a non-water hex by water flow, 
  the Naval Vehicle in Hex B will 
  not enter Hex H and remains in 
  its current hex (its facing does not 
  change because it did not enter 
  a new hex). However, both the 
  Naval Vehicle and the ’Mech in 
  Hex A are moved into Hex C. The 
  Naval Vehicle’s facing is changed 
  so that its front is now facing 
  Hexside 1, while the ’Mech’s facing 
  is changed so that its facing is now 
  Hexside 4. Because all water flow 
  is simultaneous, the movement 
  of the river hexes does not apply 
  to the units that were moved into 
  Hex C by water flow.
  During the Movement Phase 
  of Turn 2, the player manages 
  to stand the ’Mech back up, but 
  cannot get it out of the water. 
  Additionally, the player remem-
  bers to reserve 3 MP (as the units 
  are now in a torrent hex) for the 
  Naval Vehicle in Hex C to remain 
  in place. Unfortunately, combat 
  the previous turn made the Naval 
  Vehicle in Hex B immobile, so it is 
  unable to expend the 1 MP required to remain in place in a 
  lake hex; it will drift with the water. The controlling player 
  once again rolls to determine direction of the lake hex 
  and gets a 6. Worse luck! As the Naval Vehicle in Hex B is 
  displaced into Hex C (its facing changes so it is now facing 
  Hexside 3), the stacking rules are violated, and so the player 
  randomly determines which unit will be displaced. Another 
  die roll result determines that the ’Mech is displaced. The 
  ’Mech is then moved into Hex D. Because this displacement 
  occurred due to stacking limit violation rather than water 
  flow, the ’Mech’s facing does not change; the water flow 
  in Hex D does not affect the ’Mech, as water flow occurred 
  before the unit’s displacement.
  If the ’Mech fell in Hex D during the Movement Phase 
  of Turn 3 and was unable to stand up again, the torrent 
  river flow would finally come into play, moving the ’Mech 
  from Hex D, through hexes E and F, and finally into Hex G, 
  changing its facing appropriately.
  0314
  0413
  • water flow diagram  • 
   
  LS
  Jeremiah Youngblood jumps his Phoenix Hawk into a turbulent lake.
  
  the pilot. Until the unit is removed from the game (is de-
  stroyed, the pilot ejects and so on), a Consciousness Roll 
  must be made at the end of every turn in which the pilot 
  is active and the Life Support remains damaged. Every 
  failure inflicts an additional point of damage on the pilot.
  o	 ProtoMechs: If a ProtoMech’s center torso is breached, 
  the pilot is automatically killed.
  o	 Vehicles: If any location on a vehicle is breached in a 
  vacuum, the vehicle is destroyed.
  o	 Infantry: As noted above, conventional infantry units 
  that are XCT Troops (see p. 351) can function normally in a 
  vacuum. However, double any damage taken by an infan-
  try unit while operating in a vacuum to represent the loss 
  of personnel due to suit breaches, damage that normally 
  would not result in any casualties.
  Trace Atmosphere: If a scenario takes place under such condi-
  tions, modify movement and combat as follows. Trace Atmosphere 
  follows all the same rules for Vacuum Atmosphere noted above, 
  except the following.
  •	
  Non-Spheroid Aerospace Units: Non-Spheroid aerospace 
  units that fit the criteria for operating in a Trace Atmosphere 
  move on the Low-Altitude Map as though they were moving 
  in Atmospheric Row 4 on the High-Altitude Movement map 
  (see p. 79, TW); all movement on the High-Altitude Map is 
  considered to be at Atmospheric Row 4.
  •	
  Hull Integrity: Breaches only occur on a result of 12.
  •	
  Wind Condition: If wind conditions are used with Trace Atmo-
  sphere, the Trace Atmosphere reduces the wind speed by two 
  categories, so that a Strong Gale would become a Light Gale 
  and a Moderate Gale would mean no wind condition at all.
  Thin Atmosphere: If a scenario takes place under such condi-
  tions, modify movement as follows.
  •	
  WiGE, VTOL and Hovercraft: Apply a –2 Cruising MP pen-
  alty (multiply the new Cruising MP by 1.5 and round down 
  to determine the new Flanking speed); WiGE Vehicles must 
  expend 7 MP to take off.
  •	
  Non-Spheroid Aerospace Units (excluding Airships): In-
  crease the number of landing/liftoff hexes required by such 
  units by 1.5 (round up).
  •	
  Wind Condition: If wind conditions are used with Thin At-
  mosphere, the Thin Atmosphere reduces the wind speed by 
  one category, so that a Strong Gale would become a Moder-
  ate Gale.
  Standard Atmosphere: This represents Terran standard and so 
  no additional effects apply to movement and combat.
  High Atmosphere: If a scenario takes place under such condi-
  tions, modify movement as follows.
  •	
  WiGE, VTOL and Hovercraft: Apply a +1 Cruising MP (multi-
  ply the new Cruising MP by 1.5, rounding down, to determine 
  the new Flanking speed); WiGE Vehicles must expend only 4 
  MP to take off.
  •	
  Airships: Each .1-bar atmosphere above 1.2 increases an Air-
  ship’s carrying capacity by 10 percent (round down).
  •	
  Non-Spheroid Aerospace Units (excluding Airships): De-
  crease the number of landing/liftoff hexes required by such 
  units by .75 (round up).
  •	
  Wind Condition: If wind conditions are used with High At-
  mosphere, the High Atmosphere increases the wind speed by 
  one category, so that a Strong Gale would become a Storm; 
  this cannot increase the wind condition above a Tornado F4+.
  TERRAIN CONDITIONS
  Terrain conditions represent global terrain and/or environ-
  mental conditions, such as vacuum, high and low gravity, toxic 
  atmosphere and so on.
  As noted previously, modifiers and unit prohibitions imposed by 
  terrain conditions are added to modifiers and unit prohibitions im-
  posed by the underlying base terrain type and terrain modifications.
  The following entries describe rules for terrain conditions.
  Atmospheric Pressure (Density)
  A myriad of worlds and planetoids make up the Inner Sphere, 
  many of them with atmospheric pressures stretching from 
  vacuum (effectively no atmosphere at all), to very high (dense), or 
  somewhere in between. The following rules simulate these vari-
  ous conditions.
  Vacuum: If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  •	
  All BattleMechs and battle armor are capable of operating in 
  a vacuum.
  •	
  Prohibited Units: Vehicles, conventional infantry and con-
  ventional fighters cannot operate in a vacuum. The only 
  exceptions are the following: any non-infantry unit that 
  mounts both a fusion engine (in the case of IndustrialMechs, 
  this also includes fuel cells and fission power plants) and the 
  Environmental Sealing Chassis and Controls modifications 
  can operate in a vacuum; for conventional infantry, if the unit 
  are XCT troops (see p. 351), it can also operate in a vacuum.
  •	
  Non-Spheroid Aerospace Units: Non-Spheroid aerospace 
  units that fit the criteria for operating in a vacuum move 
  on the board as though they were Spheroid units; conven-
  tional fighters and Fixed-Wing Support Vehicles must mount 
  VSTOL equipment.
  •	
  Hull Integrity: Whenever a non-aerospace/non-infantry unit 
  operating in a vacuum takes a hit that inflicts damage, the 
  controlling player rolls 2D6.
  On a result of 10 or greater, the unit’s hull has been 
  breached. The integrity of that location has been lost and all 
  components in that location are exposed to vacuum. If all of 
  a location’s armor is destroyed, that location is automatically 
  breached. Treat all of a ’Mech’s components in a breached 
  location as nonfunctional. None of that location’s actuators, 
  weapons or other equipment works; if the breached loca-
  tion contains engine slots, the engine now functions as if it 
  took as many critical hits as there were engine critical slots 
  in that location.
  Note that these hits are not technically critical hits and, for 
  example, will not cause ammunition to explode. Equipment 
  and components in the breached location can still take criti-
  cal hits per the standard rules, even though the component 
  is temporarily nonfunctional.
  Breached locations continue to take damage as usual. Do 
  not transfer combat damage inflicted on a breached location 
  until that location’s internal structure is destroyed.
  o	 ’Mechs: If a ’Mech’s head is breached, the pilot is auto-
  matically killed. Additionally, a life-support critical hit 
  eliminates the ’Mech’s internal air supply. During the End 
  Phase of every turn that the ’Mech remains in vacuum, 
  the pilot takes 1 point of damage. Each point of Life Sup-
  port damage requires the pilot to make an immediate 
  Consciousness Roll. A failure inflicts a point of damage on 
  
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  Determining Movement Effects: As shown in the follow-
  ing rules, while low gravity generally allows units to move 
  faster, it does not reduce their mass and momentum, and so 
  offers a chance that the unit will suffer damage through nor-
  mal movement. For example, a ’Mech traveling at 200 kph on 
  a .5-G world is likely to snap off its legs. Gravity affects all units’ 
  movement in the same way. To determine a unit’s movement 
  rates as affected by gravity, divide its Walking (or Cruising) and 
  Jumping MP by the G-rating of the world and round to the 
  nearest whole number (round down at .5).
  Calculate the new Running (or Flanking) MP based on the 
  revised Walking (or Cruising) MP. 
  Thus, a unit with a normal Walking MP of 4 would have 
  Walking MP of 5 on a .75-G world (4 ÷ .75 = 5.3, rounded to 5). 
  On a 1.25-G world, that same unit would have a Walking MP of 
  3 (4 ÷ 1.25 = 3.2, rounded to 3). Units whose MP is reduced to 
  0 by the effects of gravity are incapable of moving.
  Potential Damage From Running/Flanking Movement: 
  ’Mech legs and vehicle suspensions are designed to operate 
  at maximum efficiency on worlds with close to 1 G gravity. If 
  the gravity of a world allows the unit to move faster than nor-
  mal, the strain on the unit’s systems may damage its internal 
  structure. If a unit spends more MP than its normal Running 
  (or Flanking) MP during a turn (as in the example above of the 
  unit moving on a world with .75 G), the player must make a 
  Piloting Skill Roll at the end of the phase in which the Running 
  MP was exceeded, appropriately modified for relevant condi-
  tions, to determine if the unit takes any damage from moving 
  at an unusual rate. If the Piloting Skill Roll fails, the unit takes 
  the following damage: a ’Mech takes 1 point of internal struc-
  ture damage to each of its legs for every point of movement 
  by which the unit exceeded its normal Running MP (the ’Mech 
  does not fall if this roll fails). Thus, a ’Mech with a normal Run-
  ning MP of 8 that spends 10 MP running during a turn and then 
  fails a Piloting Skill Roll would take 2 points of internal structure 
  damage to each of its legs. A vehicle takes 1 point of damage to 
  its Front side internal structure for each Movement Point spent 
  that exceeds its normal Flanking Speed MP and must make a 
  single roll on the Motive System Damage Table (regardless of 
  how much damage is received, only a single roll is made). Roll 
  on the Determining Critical Hits Table to resolve whether inter-
  nal structure damage resulted in a critical hit. Apply critical hit 
  results before the Weapon Attack Phase of the turn.
  Potential Damage From jumping: Make a Piloting Skill 
  Roll, adding the appropriate modifiers for low gravity; a 
  standard Piloting Skill Roll is made in high gravity, with no 
  modifiers. If the roll fails for low gravity, the BattleMech takes 1 
  point of internal structure damage to each leg for each Move-
  ment Point spent jumping that exceeds its normal Jumping 
  MP. If the roll fails for high gravity, the BattleMech takes 1 point 
  of internal structure damage to each leg for every 1 Walking 
  MP lost from its normal Walking MP.
  Falling: Calculate damage from falls taken in unusual grav-
  ity normally, then multiply the result by the G-rating of the 
  world and apply the total damage to the unit.
  ProtoMechs: A ProtoMech’s MP is not increased for low 
  gravity, though it is reduced for high gravity. A ProtoMech 
  does not need to make a roll when jumping in low gravity
  Weapon Attacks: Add a +1 to-hit modifier to all direct-fire 
  ballistic and missile weapon attacks for every .2 G (or fraction 
  thereof) above or below the Terran standard 1 G.
  Very High Atmosphere: If a scenario takes place under 
  such conditions, modify movement as follows.
  •	
  Aerospace Units: Instead of 4 rows on the High-Altitude 
  Map between the Ground Hexes row and Space/Atmo-
  sphere Interface row (see p. 79, TW), there are 7 rows.
  •	
  Wind Condition: If wind conditions are used with Very 
  High Atmosphere, the Very High Atmosphere increases 
  the wind speed by two categories, so that a Strong Gale 
  would become a Tornado F1-F3; this cannot increase the 
  wind condition above a Tornado F4+.
  Earthquake
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  When using the earthquake rules, assign a strength value 
  to the tremor, ranging from +1 (mild) to +5 (severe). Apply 
  this value as a to-hit modifier to any weapon or physical at-
  tacks made during the same turn as the tremor. Additionally, 
  players must make a Piloting Skill Roll for each standing ’Mech 
  they control at the start of each Movement Phase during the 
  tremor. Apply a Piloting Skill Roll modifier equal to the strength 
  of the tremor. If the Piloting Skill Roll fails, the ’Mech falls and 
  takes damage per standard rules. If the Piloting Skill Roll result 
  equals 2, a fissure may open up beneath that ’Mech. Make a 
  second roll and check the Basements Table (see p. 179, TW) 
  to determine if a fissure opens and the sublevel of the fissure. 
  The ’Mech will fall into the fissure the same way it would fall 
  into a basement. Treat the fissure as a permanent map feature 
  of Sub-level 1 or Sub-level 2 for the remainder of the scenario.
  Four-legged ’Mechs: For four-legged ’Mechs, the Piloting 
  Skill Roll modifier equals half the strength value of the tremor, 
  rounding down (their extra legs provide improved stability). 
  The standard –2 Piloting Skill Roll modifier for four-legged 
  ’Mechs applies as well.
  Electromagnetic Interference (EMI)
  Many worlds and settings in the BattleTech universe remain 
  so rich in heavy metals or are inundated with such powerful 
  background radiation (caused by everything from an irregular 
  planetary magnetic field to local solar activity) that even the 
  well-shielded sensors and communications gear used by Bat-
  tleMechs, ground vehicles and battle armor are overwhelmed 
  by the resulting interference.
  If a scenario takes place under such conditions, modify 
  combat as follows.
  Apply a +2 to-hit modifier for all ranged weapon attacks and 
  a –2 penalty to rolls on the Cluster Hits Table (regardless of the 
  weapon system used) made by all units operating within an 
  affected area. This area of effect may cover the entire playing 
  area, or—if the players and/or gamemaster decide—be con-
  fined to select mapsheet-sized regions, to represent a more 
  localized phenomenon.
  Additionally, all active probes within an EMI-affected region 
  are rendered useless, while ECM systems double their effec-
  tive range.
  High/Low Gravity
  Combat on worlds whose gravity is significantly greater or 
  less than normal Earth gravity (1 G) affects a unit’s movement.
  
  Tainted and Toxic Atmospheres
  Many worlds in the BattleTech universe where warriors are often 
  called upon to fight do not possess the same concentrations of 
  elements in their atmospheres as Terra does. Taints and toxins, 
  such as elevated carbon dioxide, unsafe oxygen levels, leftover 
  nuclear fallout and residue from biochemical weapons have left 
  many planetary atmospheres unsafe for continued exposure. To 
  rate these hazards, many worlds are described as having a breath-
  able atmosphere, a tainted atmosphere or a toxic one. Breathable 
  atmospheres, while they may smell a bit different from Terran 
  standard or have slightly different levels of various chemicals, are 
  safe enough for prolonged exposure and have no additional ef-
  fect in game play.
  Tainted atmospheres require special safeguards, and may yield 
  unpredictable side effects when weapons begin blazing. Toxic 
  atmospheres, where the taints are so excessive that only full en-
  vironmental sealing can negate their effects on personnel, may 
  eliminate the availability of some military units (most commonly 
  infantry), forcing commanders to adapt their tactics accordingly.
  The exact natures of various taints and toxins are many and 
  varied, but for simplicity’s sake, the most common atmospheric 
  taints fall into three broad categories: caustic (corrosive or burn-
  ing to organic tissues), radiological/poisonous (atmospheres that 
  Meteor Showers
   Meteor showers that actually affect a ground battle are 
  rare in the extreme, but may occur on worlds with little to no 
  atmosphere to burn up inbound debris from space or where the 
  rocks that do fall are large enough to survive re-entry.
  To simulate a meteor shower, players take turns rolling 1D6 
  during the End Phase of each turn. The result is the number of 
  impacts that will occur at the end of the Movement Phase in the 
  following turn. Impacts occur at random locations on the map, 
  and deliver 3D6 damage points to any units in the hex of impact 
  (delivered in 5-point clusters across the affected unit’s Front facing). 
  Double this damage if the unit consists of infantry or battle armor, 
  or is a Support Vehicle with a BAR Rating of less than 10.
  If there is an airborne non-aerospace unit in the target hex, 
  it may be hit by falling debris (instead of any ground units) on a 
  2D6 roll of 10+. If so, in the case of VTOLs, Rotor location damage 
  automatically destroys the unit’s rotor mechanism and results in 
  a crash.
  Terrain Factor/Construction Factor: If using the Terrain 
  Factor rules (see p. 64), planetary conditions take damage as 
  though they were a battlefield unit; any hex with a planetary 
  condition that does not have a Terrain Factor is converted into a 
  rough hex, with the exception of water.
  TAINTED AND ToXIC ATmoSPhERES TABLE
  Atmosphere Type
  Effects
  Breathable
  No effects
  Caustic
  Tainted: All conventional infantry must be XCT Troops (see p. 351), and any weapon attack against them deals an addi-
  tional 1D6 damage points (the damage is applied as though it originated from another infantry unit). Vehicles whose armor 
  is breached suffer a Crew Stunned result. ’Mech or aerospace fighter pilots suffer one extra warrior hit if the Cockpit/Crew 
  location takes damage in combat.
  Toxic: Conventional infantry, and vehicles that do not contain the Environmentally Sealed Chassis and Controls modi-
  fication, may not be fielded. Vehicle hull breaches or cockpit armor breaches in ’Mechs instantly kill vehicle crews and 
  MechWarriors. Battle armor troopers whose suits take damage are considered destroyed on a separate 2D6 roll of 9+ (10+ 
  for Harjel-equipped suits), even if they have armor remaining.
  Radiological/
  Poisonous
  Tainted: All conventional infantry must be XCT Troops (see p. 351). They take double damage in combat and cannot 
  remain in the field outside a fortress or Castles Brian building hex or vehicle with the Environmental Sealing Chassis and 
  Controls modification for more than 30 turns before suffering 1D6 damage per round thereafter (the damage is applied as 
  though it originated from another infantry unit). Vehicles that do not have the Environmental Sealing Chassis and Controls 
  modification cannot remain in the field for more than 90 turns before suffering a Crew Killed result.
  Toxic: Conventional infantry, and vehicles that do not contain the Environmentally Sealed Chassis and Controls modifica-
  tion, may not be fielded. Breaches of vehicle armor or cockpits instantly kill vehicle crews and MechWarriors. Battle armor 
  troopers are killed on a separate 2D6 roll of 9+ (10+ for Harjel-equipped suits) after any damaging hit in combat.
  Flammable
  Tainted: Increase rolls to determine the likelihood of starting fires by 2, and players must make checks for starting ac-
  cidental fires when making weapon attacks against any non-water hex. Heat-tracking units that are at 15 or higher heat 
  may spontaneously ignite the hex they are standing in on a 2D6 result of 10+ during the End Phase of the current turn. 
  Aerospace fighters, DropShips, Small Craft and other jet-propelled craft may ignite all hexes in their rear arc, out to a dis-
  tance of 2 hexes, upon takeoff or landing; the 2D6 roll is made at the start of takeoff, or the end of landing, and a fire starts 
  on a result of 6+. Jump jets may ignite the liftoff and landing hexes on a 2D6 result of 7+ (infantry expending Jumping MP 
  ignite the hex on a 9+). Weapon attacks against conventional infantry are considered to be two types better (to a maximum 
  of the area-effect weapon); for example, a Cluster (Missile) attack would be considered an area-effect attack for purposes of 
  assigning damage (see the Non-Infantry Weapon Damage Against Infantry Table, p. 216, TW).
  Toxic: Increase rolls to determine the likelihood of starting fires by 4, and players must make checks for starting accidental 
  fires when making weapon attacks against any non-water hex. Fires caused by inferno rounds and explosive ordnance 
  (such as AC rounds and missiles) instantly spread to all adjacent hexes. Aerospace and other jet-propelled units may not 
  launch in lower atmosphere. Jump jets instantly create a fire hex at the point of liftoff and landing. Non-infantry weapon 
  attacks against conventional infantry are treated as though the attacks originated from another infantry unit (see Damage 
  From Other Infantry Units, p. 216, TW).
  
  57
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  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
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  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  game, the wind will blow in the direction indicated by 
  the die roll result.
  •	
  Shifting Winds: If players wish, they can add further 
  diversity to their use of wind conditions in a given sce-
  nario, by having the direction and strength of the wind 
  shift from turn to turn. During the End Phase of each turn, 
  check to see if the direction or strength of the wind has 
  changed. First roll 1D6 for wind strength. On a result of 1, 
  the wind becomes one category weaker (for example, a 
  Strong Gale would become a Moderate Gale). On a result 
  of 6, it becomes one category stronger (for example a 
  Storm would become a Tornado F1–F3). Then roll 1D6 for 
  direction. On a result of 1, the wind direction changes by 
  one hexside (60 degrees) clockwise. On a result of 6, the 
  direction changes one hexside counterclockwise. A result 
  of 2–5 on either roll indicates no change.
  FOG
  LIGHT FOG
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  All Units: Apply a +1 MP cost to enter each hex. For addi-
  tional light fog rules, see Careful Movement, p. 62.
   Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures.
  HEAVY FOG
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  All Units: Apply a +2 MP cost to enter each hex and a +1 to-
  hit modifier to all direct-fire and pulse energy weapon attacks. 
  For additional heavy fog rules, see Careful Movement, p. 62.
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures.
  HAIL
  LIGHT HAIL
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  Conventional Infantry and Airships: During the End Phase, 
  each player rolls 1D6 if he or she controls any conventional 
  infantry or Airships. The result is the number of conventional 
  infantry and/or Airships that are damaged by the light hail; 
  if the result is more than the number of such units a player 
  controls, ignore the excess. Randomly determine the units af-
  fected and then roll 1D6/2 separately for each unit and apply 
  that amount of damage as a single Damage Value grouping to 
  the appropriate units, in a randomly determined location; for 
  conventional infantry units, this damage is applied as though 
  the attack originated from another infantry unit.
  Moderate Gale: Light hail automatically includes all modi-
  fiers and effects of a Moderate Gale (see p. 61). If players are 
  using the Shifting Winds rules (see p. 57) and the wind shifts 
  to a Light Gale, the effects for light hail are lost, until the winds 
  shift back to a Moderate Gale. Even if the wind shifts above a 
  Moderate Gale, the effects of light hail remain constant.
  human respiratory systems cannot metabolize, or rendered 
  such by natural or manmade poisons and nuclear fallout) and 
  flammable (atmospheres that either naturally or artificially are 
  more conducive to starting or spreading fires). The Tainted 
  and Toxic Atmospheres Table on the previous page outlines 
  the effects of these categories in Classic BattleTech combat.
  WEATHER CONDITIONS
  Weather conditions—like terrain conditions—represent 
  global situations that apply to an entire playing area. This in-
  cludes such situations as fighting at night, or on a world where 
  the lighting is ultra bright.
  As noted previously, modifiers and unit prohibitions im-
  posed by weather conditions are added to modifiers and unit 
  prohibitions imposed by the underlying base terrain type, ter-
  rain modifications and terrain conditions.
  The following entries describe rules for weather conditions. 
  They are organized by general category, with varying degrees 
  of conditions for each type: fog, hail, light, rain, snow, wind 
  and finally miscellaneous.
  Searchlights: As various weather conditions deal with 
  fighting in some type of darkness, it is appropriate to address 
  searchlights here.
  Units equipped with searchlights may turn their searchlights 
  on (or off) during the Movement Phase. A searchlight illumi-
  nates all units in a target hex in its LOS—in the arc where the 
  searchlight is mounted—during any Weapon or Physical at-
  tack phase. A searchlight also illuminates all intervening hexes 
  (and hence all units in those hexes) between the target hex 
  illuminated and the searchlight-equipped attacker. Hand-held 
  searchlights only reach 10 hexes, while mounted searchlights 
  reach 30 hexes. Regardless of whether the searchlight is hand-
  held or mounted, the attacking unit also illuminates itself.
  Units attacking illuminated units change the modifiers 
  for attacking in night-time conditions, based on the specific 
  weather condition in use: Full Moon Night (see p. 58), Moonless 
  Night (see p. 58), and Pitch Black (see p. 58).
  If all players agree—or the scenario designates appropriate-
  ly—’Mechs and Combat Vehicles that do not have searchlights 
  can be nominated to carry a mounted searchlight for the 
  duration of the scenario (hand-held searchlights cannot be 
  nominated in this fashion).
  Each time such a designated, searchlight-equipped ’Mech 
  takes a hit in any torso location (Front or Rear), or when a 
  searchlight-equipped Combat Vehicle takes a hit to the Front 
  or Side, the player must roll 2D6 to determine if the searchlight 
  is destroyed. A result of 7+ means the searchlight is destroyed, 
  in addition to the normal effects of the attack.
  Finally, the controlling player can turn the searchlight off or 
  on during any End Phase of a turn; if it is on, he can turn it off, 
  if off, he can turn it on.
  Wind: Use the following rules when using any type of wind 
  conditions in a game.
  •	
  Wind Direction: In a game that will include any type of 
  wind condition (Light Gale, Moderate Gale, Strong Gale, 
  Storm, Tornado F1–F3 or Tornado F4+), the players must 
  determine wind direction. At the beginning of a given 
  scenario, declare one side of a hex on the playing area to 
  be Direction 1 and then number the remaining hexsides 
  as 2 through 6, moving clockwise. Roll 1D6. For the entire 
  
  LIGHT
  DUSk/DAWN
  If a scenario takes place under such conditions, modify combat 
  as follows.
  All Units: Apply a +1 to-hit modifier to all weapon attacks.
  Heat: For every 25 points of heat on a target unit that tracks 
  heat, apply a –1 to-hit modifier to any weapon attacks; conven-
  tional infantry ignore this modifier.
  Searchlights: Searchlight-equipped units do not offset these 
  penalties.
  FULL MOON NIGHT/GLARE
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  All Units: Apply a +2 to-hit modifier to all weapon attacks.
  Heat: For every 20 points of heat on a target unit that tracks 
  heat, apply a –1 to-hit modifier to any weapon attacks; conven-
  tional infantry ignore this modifier.
  Searchlights (only applies to Full Moon Night): Units 
  equipped with an active searchlight eliminate the +2 to-hit modi-
  fier within the arc and range of their searchlight; attacks against 
  units equipped with an active searchlight eliminate this modifier 
  as well.
  MOONLESS NIGHT/SOLAR FLARE
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  All Units: Apply a +3 to-hit modifier to all weapon attacks, 
  while applying a +1 to-hit modifier to all physical attacks.
  Apply a +1 modifier to any Piloting/Driving Skill Rolls (and 
  Control Rolls) made if a unit used Running (Sprinting) or Flanking 
  (Overdrive) movement, or used Maximum Thrust that turn.
  Heat: For every 15 points of heat on a target unit that tracks 
  heat, apply a –1 to-hit modifier to any weapon attacks; conven-
  tional infantry ignore this modifier.
  Searchlights (only applies to Moonless Night): Units 
  equipped with an active searchlight eliminate the +3 to-hit modi-
  fier within the arc and range of their searchlight (physical attacks 
  within the arc of the searchlight eliminate the +1 modifier); any 
  weapon or physical attacks against units equipped with an active 
  searchlight eliminate this modifier as well.
  PITCH BLACk
  This weather condition refers to a region of the Inner Sphere 
  or Deep Periphery that is sparsely populated by star systems, or 
  some other astronomical/atmospheric condition (such as a heavy 
  asteroid field) that completely eliminates all light, including 
  starlight.
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  All Units: Apply a +4 to-hit modifier to all weapon attacks and 
  a +2 to-hit modifier to all physical attacks.
  Apply a +2 modifier to any Piloting/Driving Skill Rolls (and 
  Control Rolls) made if a unit used Running (Sprinting) or Flanking 
  (Overdrive) movement, or used Maximum Thrust that turn.
  Heat: For every 10 points of heat on a target unit that tracks 
  heat, apply a –1 to-hit modifier to any weapon attacks; conven-
  tional infantry ignore this modifier.
  Extreme Temperature: Light hail automatically includes all 
  modifiers and effects of –40 degrees Celsius (see p. 62).
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures, or with Extreme Temperatures of 
  30 degrees Celsius and above.
  HEAVY HAIL
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  All Units: During the End Phase, each player rolls 1D6. The 
  result is the number of each player’s units that take damage from 
  the heavy hail; if the result is more than the number of units a 
  player controls, ignore the excess. Randomly determine the units 
  affected and then roll 1D6 separately for each unit and apply that 
  amount of damage as a single Damage Value grouping to the 
  appropriate units, in a randomly determined direction of attack 
  and location. For battle armor, the damage is applied to a single 
  trooper, with any excess damage lost; for Airships and conven-
  tional infantry units, double the damage (damage is applied to 
  the conventional infantry as though the attack originated from 
  another infantry unit).
  Strong Gale: Heavy hail automatically includes all modifiers 
  and effects of a Strong Gale (see p. 61). If players are using the 
  Shifting Winds rules (see p. 57) and the wind shifts to a Moderate 
  or Light Gale, the heavy hail becomes light hail, until the winds 
  shift back to a Strong Gale. Even if the wind shifts above a Strong 
  Gale, the effects of heavy hail remain constant.
  Extreme Temperature: Heavy hail automatically includes all 
  modifiers and effects of –40 degrees Celsius (see p. 62).
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures, or with Extreme Temperatures of 
  30 degrees Celsius and above.
   
  DK
  A  Roughriders’ Cerberus stumbles into the spotlights of a picket force lying in wait.
  
  59
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  rain conditions as appropriate; remember to scale damage for 
  building hexes, as appropriate (see Scaled Damage, p. 126).
  Moderate Rainfall: A lightning storm automatically in-
  cludes all modifiers and effects of moderate rainfall (at left).
  Moderate Gale: A lightning storm automatically includes 
  all modifiers and effects of a Moderate Gale (see p. 61).
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures.
  HEAVY RAINFALL
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  All Units: Apply a +1 to-hit modifier to all weapon attacks 
  and a +1 Piloting/Driving Skill Roll modifier (this includes 
  Control Rolls).
  Mud: Heavy rainfall automatically includes all modifiers 
  and effects for mud (see p. 50); mud occurs in every hex across 
  the playing area (except for water hexes of Depth 1+, standard 
  roads and building hexes).
  Rapids: Heavy rainfall automatically includes all modifiers 
  and effects for rapids (see p. 50) for any Depth 1 or deeper 
  water hexes on the playing area.
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures.
  GUSTING RAIN
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  Heavy Rainfall: Gusting rain automatically includes all 
  modifiers and effects of heavy rainfall (above).
  Strong Gale: Gusting rain automatically includes all modi-
  fiers and effects for a Strong Gale (see p. 61).
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures.
  TORRENTIAL DOWNPOUR
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  All Units: Apply a +2 to-hit modifier to all weapon attacks 
  and a +2 modifier to all Piloting/Driving Skill and Control rolls.
  Mud: A torrential downpour automatically includes all 
  modifiers and effects of mud (see p. 50); mud occurs in every 
  hex across the playing area except for water hexes of Depth 
  1+, standard roads and building hexes. Additionally, all Depth 
  0 water hexes become swamp hexes (see p. 51).
  Torrent: A torrential downpour automatically includes all 
  modifiers and effects of torrents (see p. 52) for any Depth 1 or 
  deeper water hexes on the playing area.
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures.
  Searchlights: Units equipped with an active searchlight 
  modify the +4 to-hit modifier to a +1 modifier within the arc 
  and range of their searchlight (physical attacks within the arc 
  of the searchlight eliminate the +2 modifier); any weapon 
  or physical attacks against units equipped with an active 
  searchlight reduce the weapon attack modifier to +1, while 
  completely eliminating the physical attack modifiers.
  RAIN
  LIGHT RAINFALL
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  Conventional Infantry: Apply a +1 to-hit modifier to all 
  attacks.
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures.
  MODERATE RAINFALL
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  All Units: Apply a +1 to-hit modifier to all weapon attacks.
  Mud: Moderate rainfall automatically includes all modifiers 
  and effects of mud (see p. 50) in any clear, Depth 0 water or 
  dirt road hex on the playing area.
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures.
  LIGHTNING STORM
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  During the End Phase of every turn, roll 1D6. On a result of 
  1–4, nothing happens. On a result of 5–6, roll 1D6 again, divid-
  ing the result by 2 (round down, to a minimum of 1). This new 
  result indicates the number of lightning bolts that have struck 
  the ground. Finally, players should roll on the Lightning Bolt 
  Table to determine the strength of each lightning bolt.
  Once the type of lightning bolt has been determined, using 
  any manner that the players agree on, randomly determine 
  the hexes where the lightning strikes. All units within that 
  hex take damage. This damage is applied as a single Damage 
  Value grouping from a single attack from a randomly deter-
  mined direction, to a single location (for units with locations). 
  For conventional infantry, the attack is resolved as though it 
  originated from another infantry unit.
  Terrain Factor: If players are using the Terrain Factor Rules 
  (see p. 64), the damage from this attack is applied to all ter-
  LIGhTING BoLT TABLE
  1 D6 Roll
  Damage Value
  Number of hexes affected
  1–3
  5
  1
  4–5
  10
  1
  6
  15
  7*
  *15 points of damage are applied to all units in the central hex, while 5 points 
  are applied to all units in adjacent hexes.
  
  Moderate Gale: Snow flurries automatically includes all modi-
  fiers and effects of a Moderate Gale (see p. 61).
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures, or with Extreme Temperatures of 
  30 degrees Celsius and above.
  HEAVY SNOWFALL
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  All Units: Apply a +1 to-hit modifier to all weapon attacks and a 
  +1 modifier to all Piloting/Driving Skill Rolls (this includes Control 
  Rolls).
  Thin/Deep Snow: At the start of Turn 5 of a scenario (provided 
  a scenario lasts long enough), heavy snowfall includes all modi-
  fiers and effects of thin snow (see p. 52). At the start of Turn 15 of a 
  scenario (provided a scenario lasts long enough), heavy snowfall 
  includes all modifiers and effects of deep snow (see p. 41). In both 
  instances, thin/deep snow occurs in every hex across the playing 
  area (this includes the tops of buildings, but not water hexes, un-
  less they are frozen over).
  Ice: At the start of Turn 20 of a scenario (provided the scenario 
  lasts long enough), heavy snowfall includes all modifiers and ef-
  fects for ice (see p. 50); ice occurs in every water hex across the 
  playing area.
  Extreme Temperature: Heavy snowfall automatically includes 
  all modifiers and effects of –50 degrees Celsius (see p. 62).
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures, or with Extreme Temperatures of 
  30 degrees Celsius and above.
  ICE STORM
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  Black Ice: An ice storm automatically includes all modifiers and 
  effects of black ice (see p. 40).
  Extreme Temperature: An ice storm automatically includes all 
  modifiers and effects of –60 degrees Celsius (see p. 62).
  Ice: At the start of Turn 10 of a scenario (provided the scenario 
  lasts long enough), an ice storm includes all modifiers and effects of 
  ice (see p. 50); ice occurs in every water hex across the playing area.
  Moderate Gale: An ice storm automatically includes all modi-
  fiers and effects for a Moderate Gale (see p. 61).
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures, or with Extreme Temperatures of 
  30 degrees Celsius and above.
  BLIZZARD
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  Heavy Snowfall: A blizzard automatically includes all modifiers 
  and effects of heavy snowfall (see Heavy Snowfall, above).
  Strong Gale: A blizzard automatically includes all modifiers 
  and effects of a Strong Gale (see p. 61).
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures, or with Extreme Temperatures of 
  30 degrees Celsius and above.
  SNOW
  LIGHT SNOWFALL
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  Conventional Infantry: Apply a +1 to-hit modifier to all con-
  ventional infantry.
  Extreme Temperature: Light snowfall automatically includes 
  all modifiers and effects of –40 degrees Celsius (see p. 62).
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures.
  MODERATE SNOWFALL
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  All Units: Apply a +1 to-hit modifier to all weapon attacks.
  Extreme Temperature: Light snowfall automatically includes 
  all modifiers and effects of –50 degrees Celsius (see p. 62).
  Thin/Deep Snow: At the start of Turn 10 of a scenario (pro-
  vided a scenario lasts long enough), heavy snowfall includes all 
  modifiers and effects of thin snow (see p. 52). At the start of Turn 
  20 of a scenario (provided a scenario lasts long enough), heavy 
  snowfall includes all modifiers and effects of deep snow (see p. 
  41). In both instances, thin/deep snow occurs in every hex across 
  the playing area (this includes the tops of buildings, but not water 
  hexes, unless they are frozen over).
  Ice: At the start of Turn 20 of a scenario (provided the scenario 
  lasts long enough), heavy snowfall includes all modifiers and ef-
  fects of ice (see p. 50); ice occurs in every water hex across the 
  playing area.
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures, or with Extreme Temperatures of 
  30 degrees Celsius and above.
  SLEET
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  All Units: Apply a +1 to-hit modifier to all weapon attacks.
  Moderate Gale: Sleet automatically includes all modifiers and 
  effects of a Moderate Gale (see p. 61). If players are using the Shift-
  ing Winds rules (see p. 57) and the wind shifts to a Light Gale, the 
  effects for sleet are lost, until the winds shift back to a Moderate 
  Gale. If the wind shifts above a Moderate Gale, however, the af-
  fects of sleet remain constant.
  Ice: At the start of Turn 15 of a scenario (provided the scenario 
  lasts long enough), sleet includes all modifiers and effects of Ice 
  (see p. 50); ice occurs in every water hex across the playing area.
  Extreme Temperature: Sleet automatically includes all modi-
  fiers and effects of –40 degrees Celsius (see p. 62).
  Prohibited Conditions: Cannot be used with Thin, Trace or 
  Vacuum Atmospheric Pressures, or with Extreme Temperatures of 
  30 degrees Celsius and above.
  SNOW FLURRIES
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  Moderate Snowfall: Snow flurries automatically includes all 
  modifiers and effects of moderate snowfall (at left).
  
  61
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  STORM
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  All Units: Apply a +3 to-hit modifier to all missile weapon 
  attacks and a +2 to-hit modifier to all direct-fire ballistic 
  weapon attacks.
  ’Mechs: Apply a +3 modifier to all Piloting Skill Rolls.
  Hover, WiGE, VTOL: Apply a +3 modifier to all Driving Skill 
  Rolls.
  Aerospace Units (excepting Airships): Apply a +2 modi-
  fier to all Control Rolls.
  Battle Armor: Apply –1 MP to Ground movement, to a mini-
  mum of 0; any such units can either move or make a weapon 
  attack in a turn, but not both (see p. 213, TW). No jumping 
  movement is allowed.
  Airships and Conventional infantry: These units cannot 
  operate in storm conditions.
  Water Hexes: All water hexes contain the Rapids terrain 
  modification (see p. 50).
  Terrain/Construction Factor: If using the Terrain Factor 
  Rules (see p. 64), during the End Phase of every turn, apply 20 
  points of damage to every base terrain type that lists a TF (CF 
  in the case of buildings) value greater than 0 on the Expanded 
  Movement Costs and Planetary Conditions Tables (see p. 32).
  In the case of building hexes, this damage is scaled, depend-
  ing on the building classification (see Scaled Damage, p. 126).
  Prohibited Conditions: Cannot be used with Vacuum At-
  mospheric Pressures.
  TORNADO F1–F3
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  All Units: Apply a +3 to-hit modifier to all direct-fire ballistic 
  weapon attacks and a +2 to-hit modifier to all direct-fire and 
  pulse energy weapon attacks; missile weapon attacks cannot 
  be made.
  Apply –2 Walking/Cruising MP and a +3 modifier to all Pilot-
  ing/Driving Skill Rolls.
  WIND
  LIGHT GALE
  If a scenario takes place under such conditions, modify 
  movement as follows.
  Airships: Apply a +1 modifier to all Control Rolls.
  Conventional Infantry: Apply –1 Ground MP to all foot 
  conventional infantry, to a minimum of 0; any units reduced 
  to 0 MP can either move or make a weapon attack in a turn, 
  but not both (see p. 213, TW).
  Prohibited Conditions: Cannot be used with Trace or 
  Vacuum Atmospheric Pressures.
  MODERATE GALE
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  All Units: Apply a +1 to-hit modifier to all missile weapon 
  attacks.
  Airships: Apply a +2 modifier to all Control Rolls.
  WiGE, VTOL: Apply a +1 modifier to all Piloting Skill Rolls.
  Conventional Infantry: Apply –1 MP to both Ground and 
  Jumping movement to all conventional infantry, to a mini-
  mum of 0; any units reduced to 0 MP can either move or make 
  a weapon attack in a turn, but not both (see p. 213, TW).
  Prohibited Conditions: Cannot be used with Vacuum At-
  mospheric Pressures.
  STRONG GALE
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  All Units: Apply a +2 to-hit modifier to all missile weapon 
  attacks and a +1 to-hit modifier to all direct-fire ballistic 
  weapon attacks.
  ’Mechs: Apply a +1 modifier to all Piloting Skill Rolls.
  Airships: Apply a –1 modifier to Safe Thrust and a +3 modi-
  fier to all Control Rolls.
  Hover, WiGE, VTOL: Apply a +2 modifier to all Driving Skill 
  Rolls.
  Aerospace Units (excepting Airships): Apply a +1 modi-
  fier to all Control Rolls.
  Battle Armor: Apply –1 Ground MP, to a minimum of 0; any 
  such units can either move or make a weapon attack in a turn, 
  but not both (see p. 213, TW).
  Conventional Infantry: Apply –2 Ground MP to all conven-
  tional infantry, to a minimum of 0; any units reduced to 0 MP 
  can either move or make a weapon attack in a turn, but not 
  both (see p. 213, TW). No jumping movement is allowed.
  Water Hexes: All water hexes contain the Rapids terrain 
  modification (see p. 50).
  Terrain/Construction Factor: If using the Terrain Factor 
  Rules (see p. 64), during the End Phase of every turn, apply 10 
  points of damage to every base terrain type that lists a TF (CF 
  in the case of buildings) value greater than 0 on the Expanded 
  Movement Costs and Planetary Conditions Tables (see p. 126).
  In the case of building hexes, this damage is scaled, depend-
  ing on the building classification (see Scaled Damage, p. 32).
  Prohibited Conditions: Cannot be used with Vacuum At-
  mospheric Pressures.
   
  DK
  Whipped by a growing storm, fog envelopes these Pleiades Hussars ‘Mechs.
  
  ExTREME TEMPERATURES
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  For combat in temperatures between –30 and 50 degrees 
  Celsius (–22 degrees and 122 degrees Fahrenheit), the environ-
  mental conditions have no impact on a game of Classic BattleTech. 
  However, fighting in significantly higher or lower temperatures 
  affects how well units dissipate heat and degrades the combat 
  effectiveness of other units.
  For all units that track heat, for each 10 degrees C (or fraction 
  thereof) higher than 50 degrees, add 1 Heat Point to the unit’s 
  overall heat buildup each turn. For every 10 degrees C (or fraction 
  thereof) less than –30 degrees, subtract 1 Heat Point from the 
  unit’s overall heat build-up each turn.
  Vehicles: For vehicles, for each 10 degrees C (or fraction thereof) 
  higher than 50 degrees, reduce their Cruising speed by 1 Move-
  ment Point. For every 10 degrees C (or fraction thereof) less than 
  –30 degrees, reduce their Cruising speed by 1 Movement Point. 
  Recalculate Flanking speed based on the new Cruising speed.
  Infantry: Extreme temperatures affect infantry in the same 
  way as vehicles, slowing their movement. However, conventional 
  infantry platoons cannot be deployed outside a vehicle or build-
  ing in temperatures that exceed 50 degrees C or are less than –30 
  degrees C, unless they are XCT troops (see p. 351), in which case 
  they ignore such movement restrictions.
  ProtoMechs: ProtoMechs are affected by extreme tempera-
  tures as for vehicles.
  BOG DOWN RULES
  Some planetary conditions may actually stick a unit in place, as 
  noted in the description of such conditions.
  Any time a unit enters a hex that may cause it to get stuck, the 
  controlling player must make a Piloting/Driving Skill Roll. If the 
  roll fails, the unit gets stuck in the hex and may not move for the 
  rest of the turn; a ’Mech that fails this roll does not fall. The unit 
  may torso twist or rotate its turret normally, but it may not change 
  its facing. For any weapon or physical attacks made against a unit 
  stuck in a hex, modify the to-hit number by –2.
  At the start of the next turn’s Movement Phase, the player 
  controlling a stuck unit makes a Piloting/Driving Skill Roll. On 
  a successful roll, the unit breaks away from the planetary con-
  dition in the hex and may move normally. If the roll fails, the 
  unit remains stuck (but does not fall in the case of ’Mechs) and 
  makes another Piloting/Driving Skill Roll at the start of the next 
  Movement Phase.
  Jump-capable units that use Walking or Running movement to 
  enter tundra, magma, deep snow or mud may get stuck, but such 
  units can free themselves in subsequent Movement Phases by 
  simply jumping out of the terrain.
  Additional Modifiers: For tundra, magma crust, deep snow 
  and mud hexes, apply a –1 modifier to the Piloting Skill Roll to 
  determine whether a unit entering such terrain gets stuck. Apply 
  the same modifier to Piloting Skill Rolls made to free a stuck unit.
  Falling: If a ’Mech falls in such a hex (for example, if it is forced 
  to make a Piloting Skill Roll after being displaced), it automatically 
  becomes stuck and its movement ends. The ’Mech must make 
  three successful Piloting Skill Rolls to be free of the hex; the first 
  to free itself from a stuck prone position, the second to stand up 
  and the third to free itself from the hex completely.
  Aerospace Units (excepting Airships): Apply –1 Safe Thrust 
  MP and a +3 modifier to all Control Rolls.
  Hover, VTOL, WiGE, Airship and Infantry Units: These units 
  cannot operate in Tornado F1–F3 conditions.
  Terrain/Construction Factor: If using the Terrain Factor Rules 
  (see p. 64), during the End Phase of every turn, apply 40 points of 
  damage to every base terrain type that lists a TF (CF in the case of 
  buildings) value greater than 0 on the Expanded Movement Costs 
  and Planetary Conditions Tables (see p. 32).
  In the case of building hexes, this damage is scaled, depending 
  on the building classification (see Scaled Damage, p. 126).
  Water Hexes: All water hexes contain the Torrent terrain modi-
  fication (see p. 52).
  Prohibited Conditions: Cannot be used with Vacuum Atmo-
  spheric Pressures.
  TORNADO F4+
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  ’Mechs: ’Mechs cawing Skill Rolls. Only direct-fire and pulse 
  energy weapons can be used, but apply a +3 to-hit modifier.
  Non-’Mech Units: These units cannot operate in Tornado F4+ 
  conditions.
  Water Hexes: All water hexes contain the Torrent terrain modi-
  fication (see p. 52).
  Terrain/Construction Factor: If using the Terrain Factor Rules 
  (see p. 64), during the End Phase of every turn, apply 80 points of 
  damage to every base terrain type that lists a TF (CF in the case of 
  buildings) value greater than 0 on the Expanded Movement Costs 
  and Planetary Conditions Table (see p. 32).
  In the case of building hexes, this damage is scaled, depending 
  on the building classification (see Scaled Damage, p. 126).
  Prohibited Conditions: Cannot be used with Vacuum Atmo-
  spheric Pressures.
  MISC.
  BLOWING SAND
  If a scenario takes place under such conditions, modify move-
  ment and combat as follows.
  All Units: Apply a +1 to-hit modifier to all direct-fire and pulse 
  energy weapon attacks.
  WiGE/VTOL Vehicles: During the End Phase, each player rolls 
  1D6 if he controls any WiGE or VTOL vehicles that were airborne 
  that turn. The result is the number of units damaged by the blow-
  ing sand; if the result is more than the number of such units a 
  player controls, simply ignore the excess. Randomly determine 
  the WiGE/VTOL vehicles affected; then roll 1D6 and divide by 2 (to 
  a minimum of 1) separately for each unit and apply that amount 
  of damage as 1-point Damage Value groupings to the appropriate 
  units, in a randomly determined direction of attack and location 
  for each point of damage.
  Moderate Gale: Blowing sand automatically includes all modi-
  fiers and effects of a Strong Gale (see p. 61). If players are using the 
  Shifting Winds rules (see p. 57) and the wind shifts to a Light Gale, 
  the effects for blowing sand are lost, until the winds shift back to a 
  Moderate Gale. For each level of wind condition above Moderate 
  Gale, increase the damage to WiGE/VTOL vehicles by 1 point.
  
  63
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  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
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  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
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   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  its movement (if this fall occurs on pavement, the unit skids 
  and its move is over). If the roll succeeds, the ’Mech remains 
  upright and the unit may move per standard rules. However, 
  the player must make an additional Piloting/Driving Skill Roll 
  for each non-clear hex (unless there is ice in the clear hex) and 
  level change through which the unit passes.
  If the unit is a vehicle and the roll fails, the effects depend 
  on the specific terrain and conditions. On icy terrain, the ve-
  hicle skids (see Skidding, p. 62, TW). Unless it is in Clear terrain, 
  if the roll fails in fog, the vehicle crashes. In Clear terrain, the 
  vehicle hits a hole or other minor obstruction that costs the 
  unit 1 additional MP. In all other terrain, the crash ends the 
  vehicle’s movement, and the vehicle sustains damage to its 
  Front side as if it had charged.
  If both fog and ice are present, the modifiers are cumulative, 
  because the fog’s effect on visibility is assumed to present the 
  greater obstacle to safe movement. All other standard rules 
  for fog and ice apply, regardless of unit type (see pp. 57 and 
  50 respectively).
  jumping: A jumping ’Mech that lands in such a hex auto-
  matically gets stuck; jumping infantry are not automatically 
  stuck, however.
  Infantry: For infantry entering such a hex, roll 2D6. On a 
  result of 4 or less, the unit gets stuck. To escape getting stuck, 
  an infantry unit need only make a 2D6 roll of 4+.
  ProtoMechs: For ProtoMechs entering such a hex, use the 
  Gunnery Skill Rating when making Piloting Skill Rolls.
  Skidding: A unit entering such a hex while skidding auto-
  matically gets stuck.
  Displacement
  Units that get stuck in a hex are still displaced under the 
  Unit Displacement rules (see p. 151, TW); however, they will 
  automatically fall in the hex into which they are displaced. If a 
  unit is displaced into a hex where it can bog down, an immedi-
  ate roll is made to see if the unit gets stuck in the new hex.
  If a unit is displaced more than one hex in a single action 
  and the first hex into which it is displaced has a planetary con-
  dition that requires a Bog Down Roll, the unit is not displaced 
  any further if it gets stuck. The only exception to this rule is if 
  a unit is displaced multiple hexes in a single action because 
  each of the previous hexes is occupied by another unit (that is, 
  if the unit was not displaced, it would violate stacking rules). In 
  this case, no Bog Down Roll is made and the unit is displaced 
  appropriately (though a Bog Down Roll is made in the final 
  hex into which the unit is displaced, if appropriate).
  Using the Unit Displacement Diagram (see p. 153, TW), 
  all hexes are mud and the ’Mech in Hex B is stuck. As ’Mech 
  A falls into Hex B, it automatically gets stuck in the mud, 
  which means that during the Movement Phase of the fol-
  lowing turn, if the player wishes to move the unit, he must 
  make three successful Piloting Skill Rolls. The ’Mech in Hex B, 
  even though it is stuck, is still automatically displaced into 
  Hex C. However, because it was stuck when it was displaced, 
  it automatically falls in Hex C and will automatically get 
  stuck in a prone position. If the ’Mech in Hex C has 2 MP 
  left, it can attempt to move into Hex F, or if it has 1 MP left, 
  it can attempt to move into Hex E; both require a Piloting 
  Skill Roll to move into the hex, avoiding the domino effect, 
  and then another Piloting Skill Roll to avoid getting stuck in 
  either mud hex. If the ’Mech in Hex C does not have any MP 
  left, it is automatically displaced into Hex D. It must then 
  make a Piloting Skill Roll to avoid falling, and if successful, 
  another Piloting Skill Roll to avoid getting stuck; if it fails 
  the first roll and falls, it is automatically stuck.
  CAREFUL MOVEMENT
  The increased MP cost of entering hexes enveloped by light 
  or heavy fog or covered with ice represents the extra caution 
  needed to avoid tripping, falling or crashing in such condi-
  tions. By paying the increased Movement cost, units can cross 
  such dangerous terrain without mishap.
  Alternatively, players who do not wish to pay this cost can 
  announce their intention to pass through the terrain at full 
  speed before moving their units. After the unit moves 1 hex, 
  the player must make a Piloting/Driving Skill Roll.
  If the unit is a ’Mech and the roll fails, the ’Mech immediately 
  falls and must stand up per standard rules before continuing 
  EXPANDED hEAT PoINT TABLE
  Activity
  Heat Points
  Walking
  +1 per turn
  Running
  +2 per turn
  Jumping
  +1 per hex (minimum of 3 per turn)
  Sprinting
  +3 per turn
  Attempting to stand
  +1 per attempt
  Weapons fire
  Per Weapons and Equipment 
  Tables, p. 303, TW and p. 404.
  Heat-causing weapons
  Per Weapons and Equipment 
  Tables, p. 303, TW and p. 404.
  Heat sink
  –1 per operational heat sink
  –2 per operational double heat sink
  –1 additional per operational 
  single heat sink under water 
  (max. 6 points)
  –2 additional per operational 
  double heat sink underwater 
  (max. 6 points)
  First engine hit
  +5 per turn
  Second engine hit 
  +10 (total) per turn
  Low Temperature
  –1 per turn per 10 degrees Celsius 
  below –30 degrees Celsius
  High Temperature
  +1 per turn per 10 degrees Celsius 
  above 30 degrees Celsius
  Weather Conditions
   See Weather Conditions Table, p. 36
  Deep Snow
  –1 per turn; for ’Mechs this only 
  applies if a heat sink is mounted 
  in the legs.
  Fire/Magma Crust
  +5 if occupied during Heat Phase 
  +2 per each hex exited during 
  Movement Phase
  Magma Liquid
  +10 if occupied during Heat Phase 
  +5 per each hex exited during 
  Movement Phase
  
  of use, the Expanded Heat Point Table (see previous page) lists the 
  number of Heat Points generated by all conditions, as well as the 
  Heat Points generated by various activities and damage. (For a full 
  description of heat rules, see pp. 158–161, TW.)
  TERRAIN FACTOR RULES
  In standard rules Classic BattleTech, all terrain—with the excep-
  tion of buildings—is considered indestructible for movement 
  purposes. When it comes to combat, only the clearing of wooded 
  terrain is addressed (see Clearing Woods, p. 112, TW). However, 
  while simple and easy to use, such rules are far from realistic. 
  Particularly with the introduction of some base terrain types and 
  Hover and WiGE Vehicles: Hover and WiGE vehicles ignore the 
  effects of ice and do not need to expend Careful Movement when 
  moving through such conditions.
  Terrain Factor: Some units may expend an additional +1 MP 
  for careful movement when entering a hex in order not to inflict 
  movement damage against the planetary conditions in that hex. 
  See Careful Movement under Terrain Factor Rules, p. 65.
  HEAT SCALE MODIFIERS
  Different planetary conditions may also affect how quickly a 
  unit that tracks heat generates internal heat. Though the rules for 
  each planetary condition note whether they affect heat, for ease 
  TERRAIN fACToR AND CoNVERSIoN TABLE
  Table Key:
  NLV: Non-Large Vehicles
  SSV: Small Support Vehicle
  LCV: Light Combat Vehicle
  PM: ProtoMechs
  Terrain Factor
  Former Terrain
  New Terrain
  Prohibited Units  
  Movement Damage
  Prohibited Units  
  Combat Damage
  Careful Movement
  Ultra-Heavy Woods: 120
  Ultra-Heavy Woods
  Heavy Woods
  Infantry
  Infantry*
  —
  Heavy Woods: 90
  Heavy Woods
  Light Woods
  Infantry
  Infantry*
  —
  Light Woods: 50
  Light Woods§§
  Rough
  Infantry, SSV, PM
  Infantry*
  NLV
  Ultra-Heavy Jungle: 130
  Ultra-Heavy Jungle
  Heavy Jungle
  Infantry
  Infantry*
  —
  Heavy Jungle: 100
  Heavy Jungle
  Jungle
  Infantry
  Infantry*
  —
  Light Jungle: 60
  Light Jungle§§
  Rough
  Infantry, SSV, PM
  Infantry*
  NLV
  Gravel Piles: 100
  Gravel Piles
  Rough
  Infantry
  —
  Magma Crust: 30
  Magma Crust
  Magma Liquid
  ‡
  —
  —
  Planted Fields: 30
  Planted Fields
  Clear
  —
  —
  Infantry, LCV, SSV
  Sand: 100
  Sand
  Sand Sublevel 1§
  —
  Infantry*
  —
  Sheer Cliffs: 50
  Sheer Cliffs
  **
  Infantry
  —
  SSV, PM
  Tundra: 70
  Tundra
  Rough
  Infantry
  —
  LCV, SSV, PM
  Rail: 20
  Rail
  Clear
  Infantry
  —
  LCV, SSV, PM
  Dirt Road: 20
  Dirt Road
  ‡‡
  —
  —
  Infantry
  Gravel Road: 50
  Gravel Road
  ‡‡
  Infantry
  —
  Infantry, LCV, SSV, PM
  Paved Road: 150
  Paved Road
  ‡‡
  Infantry, SSV, PM
  Infantry*
  Infantry, Vehicles
  Paved: 200
  Paved
  Rough
  Infantry, NLV, PM
  Infantry
  Large Vehicles,’Mechs
  Deep Snow: 30
  Deep Snow
  Light Snow
  —
  —
  Infantry
  Light Snow: 15
  Light Snow
  Mud
  —
  —
  Infantry
  Ice: 40
  Ice
  ††
  —
  —
  Infantry, PM, Vehicles
  Clear/Rough: 200
  Clear/Rough
  Rough Sublevel 1†
  Infantry, SSV
  Infantry*
  All
  *Except for infantry with the Combat Engineer specialization (see p. 341).
  †This also applies to any Clear Level terrain, so that Level 5 Clear terrain would now be Level 4 Rough.
  ‡See Magma, p. 36.
  §If more than 50 points of damage dealt to the hex is done by direct-fire energy or pulse weapons, it becomes a Rough Sublevel 1.
  §§If the hex started as ultra woods/jungle, it is reduced to ultra-rough.
  **Sheer cliffs are simply removed from the hexside, with no additional affects, or without leaving any other condition behind.
  ††If the underlying terrain is water, the hex is reduced to water; otherwise the condition is simply removed from the hex.
  ‡‡Each road, when reduced, becomes a rough road. This means all units pay an extra 1 MP to enter the hex, but it is still a road, and so a unit may pass through a hex with an 
  underlying terrain that it may be prohibited from entering; all other benefits of the road are lost.
  
  65
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  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
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   And equIpMent
  Index
  record sheets
  aged. For example, an ultra-heavy jungle hex would need 
  to have 130 points of damage applied to it, to reduce it to a 
  rough hex, and then additional damage could be applied to 
  that rough hex’s Terrain Factor of 200.
  Movement Damage
  Each time a unit enters a hex—depending on the unit type 
  and the planetary condition in question—it can potentially dam-
  age the planetary condition(s) in that hex. If the Terrain Factor 
  and Conversion Table indicates that a specific unit type entering 
  a hex can damage a specific planetary condition in that hex, the 
  player divides the weight of the unit by 10 (rounding up) and 
  applies that value to the planetary condition, reducing its TF.
  If more than one planetary condition exists in a hex, and the 
  unit entering the hex can damage the TF of multiple planetary 
  conditions, damage is applied to all appropriate conditions.
  Buildings: While these rules are very similar to how building 
  hexes resolve damage due to unit movement, players should 
  refer to those specific rules when dealing with buildings (see 
  pp. 166, TW, and 114).
  Falling Damage: Damage inflicted from a fall is also in-
  flicted against all the target planetary conditions and the hex. 
  Determine the damage to the unit that has fallen and apply 
  the same damage to the hex and the planetary conditions.
  Large Vehicles: Double the damage applied to a planetary 
  condition from a Large Vehicle.
  Infantry: In the case of infantry, to determine the damage 
  to the TF of planetary conditions in a hex, use the Tons of 
  Cargo Space Occupied column of the Generic Conventional 
  Infantry Units Table and Battle Armor Organization/Weight 
  Table (see pp. 213 and 214, TW, respectively). If the Advanced 
  Battle Armor Weights rules are in effect (see p. 186), use those 
  weights instead.
  Non-DropShip Aerospace Units: Non-Spheroid aerospace 
  units taking off and landing do not determine damage for 
  every hex they pass through. Instead, they only determine 
  damage in the final hex or hexes they occupy at the end of 
  landing, or the hex(s) where they began their takeoff.
  DropShips: DropShips taking off and landing do not deter-
  mine damage for every hex they pass through. Instead, they use 
  the proximity damage from their fusion exhaust, determining 
  damage not only for units, but for appropriate planetary condi-
  tions as well, applying said damage to appropriate Terrain Factors 
  (see Proximity Damage, p. 88, TW). All planetary conditions in a 
  hex—including roads, rails and so on—with a landing or taking-
  off Spheroid DropShip are automatically reduced to 0 TF.
  Mobile Structures: A Mobile Structure automatically inflicts 
  150 points of damage to all terrain and terrain modifications 
  within a hex it enters (see p. 165).
  Careful Movement: Some units can use Careful Movement 
  (see Careful Movement, p. 63) to avoid damaging a planetary 
  condition’s TF. The Terrain Factor and Conversion Table (see p. 
  64) notes which units can expend an extra 1 MP per hex to 
  avoid dealing damage.
  Combat Damage
  Units can use weapon attacks to reduce various planetary 
  conditions, changing them from one type to another. As all 
  such targets are immobile, apply a –4 to-hit modifier to any 
  such attacks.
  terrain modifications that can easily be damaged and/or de-
  stroyed by the movement of heavy machinery—much less 
  the targeted impact of powerful weaponry—taking that fac-
  tor into account conveys a more realistic game, while adding 
  whole new levels of tactics.
  With that in mind, the Terrain Factor rules build on the Ter-
  rain Factor concept originally described in Clearing Woods (see 
  p. 112, TW), but greatly expands its usage.
  The Terrain Factor (TF) determines the number of dam-
  age points a particular planetary condition in a specific hex 
  can take before being reduced or eliminated; this damage, 
  regardless of when it occurs, is tracked across a game until 
  the TF is reduced to 0. Damage can occur from movement 
  and/or combat (see Movement Damage and Combat Dam-
  age, below). Finally, in the specific case of some planetary 
  conditions—noted on the Terrain Factor and Conversion 
  Table—the TF also represents the number of tons of total 
  weight that can occupy a given hex before the specific plan-
  etary condition’s TF is automatically reduced to 0.
  Though the TF of every planetary condition is found on 
  the Expanded Movement Costs and Planetary Conditions 
  Table (each TF is the rating per hex), those values are also 
  listed on the Terrain Factor and Conversion Table below, for 
  ease of comparison and use. The table also details whether a 
  planetary condition is converted to another type of planetary 
  condition as its TF is reduced and what it will ultimately be 
  converted to once its TF is reduced to 0. Note that only those 
  planetary conditions with a TF value higher than 0 are listed 
  on the Terrain Factor and Conversion Table.
  The introduction to planetary conditions mentions the 
  added complexity of including such rules in a given scenario—
  a reality particularly worth repeating for the Terrain Factor 
  rules. These rules provide a wonderful diversity, for the realistic 
  element as well as the new and fun tactics that such “terrain 
  destruction” allows. However, tracking damage across all the 
  planetary conditions of an entire playing area can significantly 
  increase the complexity of a game, as well as the length of time 
  it will take to finish that game. As a way to mitigate such a fac-
  tor, players can be selective, if they wish. For example, in a given 
  scenario perhaps only terrain modifications can be reduced 
  using these rules, while all other planetary conditions cannot. 
  Regardless of whether a playing group is selective or plans to 
  apply the Terrain Factor rules across the entire playing area, all 
  players should be very familiar with these rules and willing to 
  implement them in a given scenario before play begins.
  Current TF: As with Construction Factor (see p. 155, TW), the 
  current TF of a planetary condition in a specific hex is defined 
  as the TF at the instant an action takes place. For example, if 
  two ’Mechs enter the same hex with a planetary condition 
  that has a TF above 0 at different times in the same Movement 
  Phase, the current TF for both units may be different, if the first 
  unit damaged the planetary condition’s TF.
  For those planetary conditions that can be reduced through 
  different types of conditions—such as ultra-heavy woods, to 
  heavy woods, to light woods, to rough hex—its type does not 
  change until the TF falls below the value of the reduced hex as 
  shown on the Terrain Factor column of the Terrain Factor and 
  Conversion Table.
  Note: A hex must be reduced to a rough/clear hex, with no 
  terrain modifications left, before the hex itself can be dam-
  
  ing damage. Next, the damage from the displaced terrain above 
  is applied using the ‘Mech Front Hit Location Table. If the roll suc-
  ceeds, the damage from the displacement is only applied to the 
  ’Mech’s feet, but it does not fall and stays in the target hex.
  Non-Airborne Units and Infantry: Non-airborne units and 
  infantry (with the exception of DropShips) automatically fall into 
  the hex where the displacement is occurring, taking damage as 
  noted under ’Mechs and ProtoMechs.
  •	
  Continued Displacement: If the target hex where the terrain 
  displaces has an adjacent hex one level lower (or more), the 
  destroyed terrain will automatically displace into that hex as 
  well. Divide the clear/rough hex’s TF at the start of the current 
  turn by 10 (round up; if this number is 0 or less, no damage is 
  applied) and apply it to all units—and Terrain Factors—in the 
  additional hex into which the terrain displaces, in the same 
  manner as noted above.
  	
   
  The terrain will continue to displace into new hexes as 
  long as any lower-level hex exists adjacent to the latest hex 
  where the terrain displaced, with the damage applied to 
  each unit—and Terrain Factors—in a new hex continuing in 
  that format; a third hex would divide the TF by 15, the fourth 
  hex by 20 and so on. If at any time the displacing terrain 
  would no longer cause damage to units in a new hex, even if 
  a lower-level hex exists, the terrain stops and does not enter 
  the new hex.
  •	
  Units and Continued Displacement: If the terrain displace-
  ment continues beyond the hex in which a unit is located, all 
  units will automatically displace into the new hex. There are 
  two exceptions involving ‘Mechs and DropShips. If ’Mechs 
  make their initial Piloting Skill Roll to stay standing, they are 
  not displaced; DropShips are never displaced.
  •	
  Order of Damage/Events: The falling and displacement of 
  units—and the damage involved—are resolved first in every 
  hex; if this results in further displacement of units, that is 
  resolved first. Then the damage from the displacing terrain is 
  applied. Finally, once all such events have been determined, 
  the players determine if another terrain displacement will 
  occur, as noted above.
  •	
  New Hex Conditions: Any hex where terrain has displaced is 
  now considered a gravel pile hex (see p. 30), along with any 
  other planetary conditions that may already exist in the hex.
  Specifically targeting a planetary condition to reduce its TF re-
  quires a conscious effort. If an attack against a unit passes through 
  or into such hexes, the attack does not reduce that planetary con-
  dition’s TF (unless the rules for Woods Cover and Missed Shots are 
  in use; see pp. 84 and 81, respectively).
  Prohibited Units: Not all units can use attacks to reduce a 
  given planetary condition’s TF; the Terrain Factor and Conversion 
  Table notes which units are prohibited from damaging which 
  planetary conditions.
  Area-Effect Weapons: Because area-effect weapons target 
  the hex, such weapons always damage a planetary condition in 
  a hex, regardless of whether or not the player made a conscious 
  choice to strike the hex (for example, a bomb that scatters will still 
  damage the TF of any planetary conditions in the hex); double the 
  Damage Value of these weapons against all planetary conditions 
  (except Clear/Rough terrain).
  Buildings: These rules do not apply to buildings, which have 
  their own rules for resolving the damage from an attack against a 
  building hex (see pp. 166, TW, and p. 114).
  Cluster Weapons: For weapons that use the Cluster Hits Table, 
  use the weapon’s total Damage Value.
  LOS: When trying to damage a planetary condition in a given 
  hex, treat the condition as a standing ’Mech. If the “’Mech” would 
  have partial cover from the attack (see p. 102, TW), then the at-
  tacker cannot attempt to damage the planetary condition. This 
  rule does not apply to buildings, which have their own rules for 
  resolving LOS (see pp. 166, TW, and p. 114).
  Terrain Displacement
  In most instances, when a base terrain type’s or terrain modi-
  fication’s TF is reduced to 0, nothing further occurs beyond the 
  change in a hex as described on the Terrain Factor and Conversion 
  Table (see p. 64). However, some instances exist when the reduc-
  tion of a hex’s TF to 0 results in the terrain itself displacing.
  Clear/Rough: There are two instances in which a clear/rough 
  hex’s terrain may displace.
  •	
  If a clear/rough hex’s TF is reduced to 0
  •	
  If the total tonnage of units in the hex (DropShips do not 
  count) is more than the clear/rough hex’s TF x 2
  In both instances, if an adjacent hex is one level lower (or 
  more), the terrain will displace into that hex in the way described 
  below; if there is more than one adjacent hex with a lower level, 
  randomly determine which hexside the terrain displaces into (the 
  terrain will only displace across a single hexside).
  The terrain will not collapse until the very end of the End Phase 
  of the turn in which the TF was reduced to 0 (or the tonnage of 
  units in the hex is greater than the current TF of the hex), after all 
  other damage resolution has occurred.
  Divide the clear/rough hex’s TF at the beginning of the turn 
  by 5 (round up; if this number is 0 or less, no damage is applied) 
  and apply it to all units—and Terrain Factors—in the hex in which 
  the terrain displaces. Apply the damage in 5-point Damage Value 
  groupings, to randomly determined locations using the Front/
  Back column of the appropriate hit location table; damage to 
  conventional infantry is applied as though the damage originated 
  from another infantry unit.
  ’Mechs and ProtoMechs: ’Mechs and ProtoMechs must make 
  an immediate Piloting Skill Roll (ProtoMechs use their Gunnery 
  Skill Rating) with a +3 modifier. If the roll fails, the ’Mech falls into 
  the hex where the terrain is being displaced, taking standard fall-
  DK
  A minor cave-in due to damage almost stops a Solaris VII duel.
  
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  The players now have something else to contend with at 
  the end of the End Phase of the current turn. The current TF 
  of Hex B is 91 [200 (TF at start of turn) – 9 (damage inflicted 
  by BattleMaster movement) – 10 (damage inflicted by 
  DI Morgan movement) – 90 (damage inflicted by Cruise 
  Missile/90) = 91]. If the combined weight of any units [85 
  (’Mech tonnage) + 100 (DI Morgan tonnage) = 185] in Clear/
  Rough terrain is more than double the current TF [91 (current 
  TF) x 2 = 182], the hex collapses. The TF of the hex is auto-
  matically reduced to 0. Because there are adjacent hexes at 
  a lower level, a displacement also automatically occurs.
  First, the players determine where the displacement will 
  occur: into hexes A, C or D. The players roll and determine 
  the displacement will fall into Hex A (it only falls into 
  a single hex, even if multiple hexes are available). The 
  controlling player of the BattleMaster must immediately 
  make a Piloting Skill Roll to avoid falling and being swept 
  away in the displacement. A roll of 10 means a success and 
  the ’Mech stays on its feet despite the +3 modifier. However, 
  damage done by the displacing terrain must be assigned 
  and so 40 points of damage are applied to the ’Mech’s legs 
  [200 (TF of the hex at the start of the turn) / 5 = 40]. The 
  BattleMaster remains standing, now in a Level 1 rough hex, 
  with a current TF of 200.
  Unfortunately for the DI Morgan, it is automatically 
  displaced into Hex A. It will take 20 points of damage 
  for a two-level fall [100 (DI Morgan tonnage) / 10 x 2 
  (levels fallen) = 20)—which will also be inflicted against 
  the target hex—and then 40 points of damage for the 
  displaced terrain. The displaced terrain will also inflict 40 
  points of damage against the Goblin Infantry Tank (which 
  the players determine destroys it) and against Hex A itself, 
  leaving its current TF at 70 [200 (TF at start of turn) – 5 
  (Goblin movement) – 20 (DI Morgan falling damage) – 65 
  (Cruise Missile/90)  – 40 (displacing terrain damage) = 70].
  While the above rules are mainly geared toward a “rock 
  slide,” they can be used to simulate several different types 
  of terrain slides. For example if using deep snow across the 
  entire playing area, the same rules could be used to simulate 
  an avalanche.
  In the Terrain Damage and Displacement Diagram, a 
  scenario is unfolding on the Deep Canyon #1 map. The 
  Light Snow planetary condition exists in all hexes. As the 
  battle is relatively small, the players have decided to track 
  movement and combat damage across all planetary con-
  ditions, which includes the underlying terrain of all hexes 
  (this choice feels particularly appropriate, as moving giant 
  machines of war along the edges of a canyon’s precariously 
  balanced rocks and crevasses can be dangerous).
  During the Movement Phase of a turn, a Hauberk battle 
  armor unit enters Hex A. As shown on the Terrain Factor 
  and Conversion Table, the unit cannot damage light woods 
  and so no damage is applied for the movement. However, 
  it can damage the light snow in the hex, and so 1 point 
  of damage is applied to the light snow [8 tons (2 tons per 
  trooper as shown on the Advanced Battle Armor Weights 
  Table; see p. 187) / 10 = .8, rounding up to 1].
  When the Goblin Infantry Tank enters Hex A, it auto-
  matically damages the woods and light snow. The 45-ton 
  tracked vehicle inflicts 5 points of damage [45 (weight of 
  tank) / 10 = 4.5, rounding up to 5] to the light woods as well 
  as the light snow.
  An 85-ton BattleMaster enters Hex B, automatically 
  inflicting 9 points of damage [85 (weight of ’Mech) / 10 = 
  8.5, rounding up to 9] against both the snow and Hex B. 
  Afterwards, a DI Morgan vehicle also enters Hex B, auto-
  matically inflicting 10 points of damage [100 (weight of 
  vehicle) / 10 = 10] against the light snow and the hex; as the 
  light snow’s TF is only 15, it is immediately reduced to mud.
  Unfortunately, during the Indirect Artillery Attack Phase 
  of the same turn, a Cruise Missile/90 lands precisely in 
  Hex B. As a result, 90 points of damage are applied to the 
  BattleMaster and DI Morgan (both units survive), as well 
  as to Hex B.
  Then 65 points of damage are applied to all the immedi-
  ately adjacent hexes. The players mark down the damage 
  to all the Clear terrain hexes (all the light snow is turned 
  to mud). Then they look at Hex A: the damage reduces the 
  light snow there to mud and the light woods to Rough 
  terrain (especially as the area-effect weapon damage 
  is doubled against such planetary conditions). Then 65 
  points of damage is applied to the units in Hex A as well. 
  The Goblin barely survives; because the cruise missile is an 
  area-effect weapon and damage is applied to each trooper, 
  the Hauberk battle armor is eliminated.
  Then 40 points of damage are applied to the next adja-
  cent hexes. Again, the players mark down damage to all 
  clear hexes (all the light snow is turned to mud); again, the 
  light trees in Hex E are reduced as the area-effect weapon 
  doubles its damage against the woods.
  Finally, the players track the last 15 points of damage 
  applied to each clear hex in the next adjacent hexes; the 
  light snow is reduced to mud in all those hexes.
  • terrain damage and placement diagram  • 
  
  PLANETARY CONDITIONS TABLES
  As noted under Expanded Movement Costs and Planetary 
  Conditions Rules (see p. 28), players can simply assign planetary 
  conditions to a given scenario. However, weather is always un-
  certain, and all too often intel on a battlefield is lacking, leaving 
  combatants to make decisions on the fly for how to overcome 
  bad weather and surprising terrain to still achieve victory. The 
  Planetary Conditions Tables help to simulate this X factor of com-
  bat, by randomly injecting planetary conditions not necessarily of 
  any player’s choosing.
  For ease of use, the tables are split into six tables covering 
  weather conditions and six tables covering base terrain types, 
  terrain modifications and terrain conditions. Each set of six tables 
  has a corresponding seventh “general” table to randomly roll any 
  of the six correlated tables. A final sub-table exists for atmospheric 
  pressures.
  Players may either select a specific Weather Table, and then roll 
  1D6 to determine the exact weather rules to be used in a game, 
  or for a truly random situation, roll 1D6 on the General Weather 
  Table to determine the specific Weather Table for the scenario and 
  then roll 1D6 to determine the exact weather rules to be used in 
  a game.
  Likewise, players may either select a specific Terrain Table and 
  then roll1D6 to determine the exact terrain rules to be used in a 
  game, or to really mix things up, roll 1D6 on the General Terrain 
  Table to determine the specific Terrain Table for the scenario and 
  then roll 1D6 to determine the exact terrain rules to be used in 
  game.
  Conflicting Planetary Conditions: When randomly determin-
  ing planetary conditions, remember to resolve any conflicting 
  conditions before play begins (see p. 29).
  Planetary Conditions and Mapsheets
  While any of the terrain and weather conditions in this section 
  can be used with any mapsheet, the Planetary Conditions to Map-
  sheets Table provides a quick and easy way to match up the most 
  appropriate mapsheet types with the general terrain and weather 
  condition types in use in a given scenario.
  An adjacent hex is at a lower level, and so displacement 
  continues. Displacement could move into Hexes E, F or C. The 
  players randomly determine the location and come up with 
  Hex E. Once again, the DI Morgan is automatically displaced 
  and so will once against take 20 points of damage for the fall; 
  this damage would have been inflicted against both the woods 
  and the target hex, but since the woods are gone, only the hex 
  receives the damage. Damage from displacement is then deter-
  mined to be 20 points [200 (TF of the hex at the start of the turn) 
  / 10 = 20], which is applied both to the DI Morgan and Hex E.
  Once again there is an adjacent hex at a lower level, and so 
  displacement continues. Displacement could move into hexes 
  F, I, H and G. The players again randomly determine the loca-
  tion and come up with Hex I. The players are almost getting 
  used to resolving the situation and quickly determine that the 
  DI Morgan is again automatically swept down, taking another 
  20 points of damage for the fall (which is inflicted against Hex 
  I as well) and then 14 points of damage from the displacement 
  [200 (TF of the hex at the start of the turn) / 15 = 13.3, rounding 
  up to 14], which is also applied to the hex.
  One further displacement can still occur. Hex F is adjacent to 
  Hex E and a level lower, and so displacement occurs once more. 
  Provided the DI Morgan has survived this long, it will once 
  more displace into Hex F, taking another 20 points of damage 
  from the fall (again, is also inflicted against Hex F) and then 10 
  points of damage from the displacement [200 (TF of the hex 
  at the start of the turn) / 20 = 10], which is also applied to the 
  hex. Even though there is enough terrain left to displace, no 
  adjacent hex now exists that is also a level lower, and so no 
  further displacement occurs.
  Finally, the players note that the hexes where a displacement 
  occurs (A, E, I and F) are now considered gravel piles.
  If any of the falling and displacement had reduced a hex’s 
  TF to 0, then after the complete resolution of Hex B’s displace-
  ment had occurred, those further displacements would also be 
  resolved, in the appropriate order.
  PLANETARY CoNDITIoNS To mAPShEETS TABLE
  Planetary Condition
  Mapsheet Terrain
  Weather Table 1: Solar
  Badlands, Wooded, Mountains
  Weather Table 2: Wind
  Flatlands, Coastal, Mountains
  Weather Table 3: Rain
  Wetlands, Hills, Mountains
  Weather Table 4: Snow
  Mountains
  Weather Table 5: Extreme Temperature
  Badlands, Flatlands, Coastal, Mountains
  Weather Table 6: Combined Weather
  Flatlands, Coastal, Hills, Mountains
  Terrain Table 1: Flora/Fauna
  Hills, Wetlands, Wooded
  Terrain Table 2: Extreme Temperature
  Badlands, Flatlands, Coastal, Mountains
  Terrain Table 3: Water
  Wetlands, Costal
  Terrain Table 4: Hostile
  Wetlands, Badlands, Mountains
  Terrain Table 5: High/Low Gravity
  Any
  Terrain Table 6: Ground
  Hills, Badlands, Wooded, Mountains
  
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  1D6 General Weather Table
  1
  Light
  2
  Wind
  3
  Rain
  4
  Snow
  5
  Extreme Temperatures
  6
  Combined Weather
  1D6 Weather Table 1: Light
  1
  Pitch Black (p.  58)
  2
  Moonless Night (p.  58)
  3
  Full Moon Night (p.  58)
  4
  Dawn/Dusk (p.  58)
  5
  Glare (p.  58)
  6
  Solar Flare (p.  58)
  1D6 Weather Table 2: Wind
  1
  Light Gale (p.  61)
  2
  Moderate Gale (p.  61)
  3
  Strong Gale (p.  61)
  4
  Storm (p.  61)
  5
  Tornado F1–F3 (p.  61)
  6
  Tornado F4+ (p.  62)
  1D6
  Weather Table 3: Rain
  1
  Light Fog (p.  57)
  2
  Heavy Fog (p.  57)
  3
  Light Rainfall (p.  59)
  4
  Moderate Rainfall (p.  59)
  5
  Heavy Rainfall (p.  59)
  6
  Torrential Downpour (p.  59)
  1D6
  Weather Table 4: Snow
  1
  Sleet (p.  60)
  2
  Light Hail (p.  57)
  3
  Heavy Hail (p.  58)
  4
  Light Snowfall (p.  60)
  5
  Moderate Snowfall (p.  60)
  6
  Heavy Snowfall (p.  60)
  1D6 Weather Table 5: Extreme Temperatures*
  1
  –70C to –60C (p.  62)
  2
  –59C to –40C (p.  62)
  3
  –39C to –30C (p.  62)
  4
  50C to 60C (p.  62)
  5
  61C to 70C (p.  62)
  6
  71C to 80C (p.  62)
  1D6 Weather Table 6: Combined Weather
  1
  Gusting Rain (p.  59)
  2
  Snow Flurries (p.  60)
  3
  Blizzard (p.  60)
  4
  Blowing Sand (p.  62)
  5
  Ice Storm (p.  62)
  6
  Lightning Storm (p.  59)
  1D6 General Terrain Table
  1
  Flora/Fauna
  2
  Extreme Temperature
  3
  Water
  4
  Hostile
  5
  High/Low Gravity
  6
  Ground
  1D6 Terrain Table 1: Flora/Fauna
  1
  Planted Fields (p.  38)
  2
  Woods (p.  40)
  3
  Jungle (p.  31)
  4
  Clear
  5
  Level 1 Foliage (p.  36)
  6
  Bug Storm (p.  40)
  1D6 Terrain Table 2: Extreme Temperature
  1
  Black Ice (p.  40)
  2
  Ice (p.  50)
  3
  Thin Snow (p.  52)
  4
  Deep Snow (p.  41)
  5
  Tundra (p.  62)
  6
  Geyser (p.  48)
  1D6 Terrain Table 3: Water
  1
  Rapids (p.  50)
  2
  Torrent (p.  52)
  3
  Hazardous Liquid Pools (p.  49)
  4
  Mud (p.  50)
  5
  Swamp (p.  51)
  6
  Extreme depths (p.  42)
  1D6 Terrain Table 4: Hostile
  1
  Meteor Shower (p.  56)
  2
  Earthquakes (p.  55)
  3
  Atmospheric Pressure (p.  54)**
  4
  Tainted /Toxic Atmospheres (p.  56)
  5
  Magma (p.  36)
  6
  Electromagnetic Interference (p.  55)
  1D6 Terrain Table 5: High/Low Gravity*
  1
  .1 to .3 (p.  55)
  2
  .4 to .6 (p.  55)
  3
  .5 to .9 (p.  55)
  4
  1.1 to 1.3 (p.  55)
  5
  1.4 to 1.5 (p.  55)
  6
  1.6 to 1.9 (p.  55)
  1D6 Terrain Table 6: Ground
  1
  Sand (p. 39)
  2
  Dirt/Gravel/Paved Roads (p. 51)***
  3
  Gravel Pits (p. 30)
  4
  Heavy Industrial Zone (p. 31)
  5
  Sheer Cliffs (p. 39)
  6
  Half Levels (p. 31)
  1D6 Atmospheric Pressure Table
  1
  Vacuum (p. 54)
  2
  Trace (p. 54)
  3
  Thin (p. 54)
  4
  Standard (p. 54)
  5
  High (p. 54)
  6
  Very High (p. 55)
  PLANETARY CoNDITIoNS TABLES
  *Extreme Temperature weather and High/Low Gravity terrain can go above and beyond the conditions listed on the table. If the players roll a 1 or a 6 on either table, 
  provided all players agree, the playing group can simply choose a temperature/gravity higher or lower than that represented by the table.
  **Immediately roll on the Atmospheric Pressure Table at bottom right of this page.
  ***Players may choose which type of road, or randomly determine which type.
  
  Jason M. Hardy
  ORESTES
  FREE RASALHAGUE REpUBLIC
  16 FEBRUARY 3052
  It had been solo combat. That was the problem—there had 
  been only two pilots, two machines involved. If it had been other-
  wise, if it had been different, maybe there would have been more 
  witnesses, maybe even cockpit footage recorded by others who 
  stood nearby and couldn’t help but take a moment in the chaos to 
  stand and watch. But it had been solo. Everyone else stayed away.
  Haakon Magnusson already knew this task of reconstruction 
  would consume him. Maybe he’d come out on the other side of it 
  some day, in a year or five or ten, maybe he’d have a clear enough 
  picture of what happened that he could say to himself, enough, 
  no more, now I know. I know what happened. Or maybe he would 
  exhaust himself and be forced to quit because he wouldn’t have 
  the energy to continue, or maybe his drive to discover what hap-
  pened would diminish and he would no longer feel the need to 
  interrogate anyone who had been anywhere near Satalice that 
  day. He couldn’t imagine that happening, but the universe had 
  proved exceptionally able to produce events completely beyond 
  his conception.
  He closed his eyes, weary, then opened them again. He didn’t 
  want to sleep. He didn’t want the company of his dreams right now. 
  They kept producing his son for him in various guises. His infant 
  son, his son as a youth, and, most cruelly, his son as triumphant 
  warrior, returning home from the fight with sweat on his brow and 
  a grim smile on his mouth. He would willingly go without sleep 
  forever if it meant he could avoid being haunted by that image.
  Keeping his eyes open, though, was no better. What did he have 
  to look at? An empty room, white and austere like an untouched 
  glacier. He hated the white furnishings and their smooth, con-
  toured surfaces. He hated the screens 
  fitted into the walls at various intervals, 
  and he especially hated the information 
  they kept shoving in his face. On top of all that, he hated 
  that the entire installation had been his idea.
  v
  “This will be the easiest of all,” Haakon had said, on a planet far 
  away, the first time he had set up a room like this. He pointed to 
  the space between joists where a wall would eventually be erect-
  ed. “Big, but not too big. It has to be visible from anywhere in the 
  room, but I don’t want it to overwhelm any of the other displays.”
  “What’s it going to be hooked up to?” asked Vanessa, duti-
  fully making annotations in her noteputer as it recorded Haakon’s 
  words and translated them into text.
  “Same mainframe as the others, but it doesn’t need to be as 
  complicated. This is going to display a simple image.”
  “And that image will be …”
  “The Free Rasalhague Republic, of course, in all its glory, from 
  Orestes to Damian.” It would be perfect, a reminder of his 
  greatest joy every time he walked into the room. It would 
  be a comfort in his most difficult times. He could look at 
  the map, smile, and know that Free Rasalhague existed. That 
  would take the edge off any sorrow.
  v
  When Haakon had fled Rasalhague, he’d made sure his map 
  had come with him. He was determined to have his Republic with 
  him, no matter what else they took from him.
  But the map was no longer a comfort. Every glance he gave it 
  brought sorrow. The Republic it showed was a mere shadow of its 
  
  former self, planets darkened to indicate their 
  fall to the Clans. More than fifty worlds gone! 
  Rasalhague, the heart of his nation, where he had 
  first designed his command room, where he had 
  carefully placed the map that gave him so much pride, 
  now seemed impossibly distant from his current border. 
  His nation had existed, whole and intact, for sixteen 
  years. The survival, even triumph, of the Republic in the 
  Ronin War convinced Haakon that he had been more 
  than a deft politician—he had been a tool of destiny. 
  Free Rasalhague was meant to be, and he was meant 
  to create and lead it.
  But then the invaders had come. Swarming from the 
  rimward border of his nation, the Clans had captured 
  fifty of the Republic’s worlds in less than a year. Fifty 
  circles now black.
  He should take the map down. How could he 
  look at planets like New Oslo, Skandia and Rasal-
  hague, especially Rasalhague, darkened? And 
  more still falling. Satalice was now dark. Satalice, 
  where his son had been. Where Haakon had sent 
  the bulk of the KungsArmé, the hopes of a reel-
  ing Republic.
  Where those hopes had come to nothing.
  v
  His son Ragnar had piloted an Ostsol, 25 tons heavier 
  than the Wolfhound used by the merc-turned-Wolf 
  barbarian, Phelan. Haakon had heard from dozens 
  of soldiers already, by word or by 
  letter, and each and every one of 
  their accounts was contradictory.
  The one thing they all 
  agreed on was that Rag-
  nar’s last fight came at 
  the end of the Battle of 
  Satalice, after several 
  hours of brutal fighting.
  “The Clanner drew him 
  out,” one infantry Iöjtnant 
  had reported. “He must have been 
  planning it for awhile, but it took him a 
  long time to work his way to where he needed to be. But 
  if you were paying attention—and I had to, we always had 
  to know where that damn Wolfhound was—you could see 
  the Clanner was herding Ragnar, guiding him, practically 
  steering the Prince away from the center of the battle so he 
  could engage him one-on-one. He’d lay down a fusillade of 
  energy in front of the Prince to push him backward, or graze 
  a beam against one side or another to get him to move 
  laterally. The precision—I’ve never seen such accuracy. 
  He could have made them all direct hits, I’m sure of it, but 
  that’s not what the Clanner wanted. He wanted to take him 
  on by himself, so he used these shots, these darts he was 
  throwing, to draw the Prince out. Then, on open ground, it 
  was just the two of them, and the Clanner launched himself 
  at the Prince like a wolf at a rabbit. He got what he wanted.”
  That was one story. Here was another.
  “The Prince was in control the whole time,” said the driver 
  of a transport. “You should’ve seen how he moved on the 
  field, you would have been so proud. The damn Clanner 
  
  couldn’t get a clear bead on him, he was firing wild, taking shots 
  that didn’t come anywhere near the Prince. I could tell Ragnar 
  wanted a piece of this guy—I don’t know how, but you can 
  tell, you know? You can feel it—but there kept being people 
  in front of him he needed to take care of, people closer than 
  this damn Phelan character. It didn’t help that the Clanner was 
  faster, and he used his speed. Fire and run, fire and dodge, fire 
  and run. But the Prince wouldn’t slow down. The Prince kept 
  after him. He was smart, right? Knew what victory over that 
  Wolfhound would mean. Could take the whole day for us. So 
  he kept after him, playing that field like a chessboard. Every 
  shot set up something that was two or three moves away. 
  The Wolfhound tried to stay away, but he just … he wasn’t a 
  pure tactician, like the Prince was.”
  And it just got worse. None of the accounts seemed to agree on 
  anything—except that the Clanner had won and Ragnar was gone.
  v
  There should have been a great funeral. Wooden boat set on 
  fire, sparks flying into the night sky, people mourning theatrically 
  and possibly throwing themselves onto the burning ship before it 
  drifted into the deep water. Maybe Haakon would have been one 
  of them.
  Except Ragnar wasn’t actually dead. There was no body to send 
  to sea. Besides, the way things were going, Haakon had trouble 
  believing he would be able to assemble enough true Rasal-
  hagian warriors for a proper funeral. 
  But he could imagine. If he closed the eyes, he could feel the 
  flames lapping his arms, his legs, blistering his skin, eating him 
  away into ash.
  Those people of ancient Terra knew what they were doing. A 
  warrior’s exit from this life should be a bright blaze of glory, not 
  slow decomposition in the ground. A warrior should be here 
  one moment, and then gone like that. Because a warrior who 
  stays around too long absorbs blow after blow after blow, 
  and even if they’re light blows, even if they barely slow you 
  down, they eventually take their toll, and you … you eventu-
  ally aren’t a warrior anymore.
  Just like a nation of planets. The Inner Sphere was seemingly 
  based on the idea that nations could lose a planet or two on the 
  border and be okay. Some planets got traded back and forth the 
  way football teams traded aging quarterbacks. That sort of loss 
  could be endured.
  But loss after loss after loss—that was long, drawn-out pain. 
  It would be better if the whole realm, the whole Republic, 
  were wiped away with a single blow. An explosion, or a suck-
  ing black hole, and Free Rasalhague would be gone. A suitable, 
  dignified death.
  He looked out at the night sky and focused on the space be-
  tween the stars.
  v
  There was business the next day. The volume of it seemed small, 
  of course, but still, there were a handful of planets and billions of 
  people, and a ruler had tasks to perform. And there was the slow, 
  backward trickle of the war.
  “Supply routes are being changed,” said Haakon’s chief of staff. 
  “You probably don’t need to know the details, but in case you’re curi-
  ous a file outlining the new routes has been sent to your noteputer.”
  “Are the supplies ever catching up to the troops?”
  The chief glanced at a handheld screen. “Sometimes,” he 
  said. “But I wouldn’t worry too much about it. Of all the rea-
  sons we’ve had for losing, low supplies are far down the list.”
  Haakon only nodded in reply.
  “The flow of refugees seems to have slowed a bit,” the chief 
  said. “For once we have enough supplies on most planets to 
  meet the demand. It’s probably only a temporary lull, though. I’m 
  sure the pace will increase again, and we will need to be ready for 
  another surge.”
  “No,” Haakon said.
  “Pardon, sire?
  “No. There will be no surge.”
  “With all due respect, sire, the pace of attacks is not slack-
  ing, and … and, well, we have not gained additional victories. 
  There will be more refugees.”
  “There will be more defeated Rasalhagians,” Haakon said. “But 
  there will be fewer refugees. They will no longer flee.”
  “How do you …”
  “They have nowhere to flee to,” Haakon said. The words came 
  out flat, emotionless. “Refugees flee because they are looking 
  for someplace safer. But there are fewer and fewer such places 
  in the Republic. Soon there will be none.” He looked at his ever-
  shrinking map on the wall. “They have realized they will not be 
  able to escape Clan rule.”
  The briefing ended soon after that. The chief knew better than 
  to dispute Haakon’s assertion. The black mood had been on him 
  for some time, and there was nothing the chief could do to talk 
  it away.
  v
  The chief had tried to buoy Haakon’s spirits once, not long after 
  Ragnar had been lost.
  “He’s not dead,” the chief said. “That’s one thing all the reports 
  agree on. Your son is captured, but not dead.”
  Had Haakon seen the humor in anything anymore, he would 
  have laughed. Was that supposed to be better? Was he supposed 
  to be happy that his son was in the hands of the people who were 
  ripping his realm apart? Did anyone know what they did to their 
  prisoners? Or perhaps we was really dead...
  Haakon kept having a vision. A vision of the last Rasalhague 
  forces making a final stand on some coreward planet—likely here 
  on Orestes. The battered, shattered remnants of the KungsArmé 
  fall under the relentless Clan attack, until there is nothing between 
  Haakon and the enemy but a small unit of loyal troops. They fight 
  valiantly in their final battle, but there is nothing they can do to 
  slow the onslaught. Then, at the end, there is nothing besides 
  Haakon, his dead soldiers, and the advancing Clanners. And then 
  one of the Clan `Mechs stops, the hatch opens, and a face appears. 
  Ragnar’s face, but not his. The features are the same, but the 
  expression is twisted, malevolent. Alien. He sneers for a brief 
  moment, then disappears back inside his `Mech.
  Then he blasts his father into nothing.
  That could be what they are doing to my son, Haakon 
  thought. They will steal him from me completely before they 
  are done. What comfort can I draw from that?
  The chief talked on for a while and watched Haakon’s eyes 
  sink deeper into his head. After that effort, the chief didn’t at-
  tempt to cheer him again.
  
  v
  Here, in the present, days come and go, and Haakon is amazed 
  each morning to wake up and find out he is still alive. That he 
  emerges from his bedroom and functions, at least to a degree. He 
  had put so much planning into Ragnar’s ascension to the throne, 
  so much care into his upbringing, that when that stopped—
  shouldn’t everything else have stopped? But people went on, 
  events went on, much as they had before his son was lost.
  He knew he was not the only one who mourned his son. The 
  outpouring of grief was nationwide, and the people had been 
  sent reeling. But even in the midst of all this, even as the Republic 
  fell apart, people still lived. They worked, they occasionally played, 
  they found time to be with those they wanted to be with. They 
  persisted. The entire Republic might fall, and the people would 
  carry on. Many of them had been alive before the Republic ex-
  isted, living in a Rasalhague of the mind rather than a political 
  reality. They had survived without it before. They could endure 
  without it again.
  One day, while he was looking out a window and watching 
  life proceed around him, a thought struck Haakon. He called 
  to one of his assistants, then pointed at the map.
  “Turn them on,” he said. “Turn all of them on.”
  The assistant complied without hesitation. Soon, it was there 
  again, restored with a few keystrokes. The Free Rasalhague Re-
  public, mighty and strong. 
  The planets were still there. They had fallen, but they had not 
  vanished. They remained as real as their history, and that history 
  was written in Rasalhague ink. They had waited a long time for 
  independence. If necessary, they could wait again.
  Haakon could not. The struggle of twenty years ago could not 
  be repeated, not by him. But perhaps there was someone out 
  there, someone who survived the onslaught, who would lead the 
  Republic back. Perhaps.
  It was the first time since his son had fallen that Haakon saw 
  anything in the future except blackness.
  v
  His chief of staff came again, and again and again, every day 
  with new business, new minutiae. The details of retreat were con-
  siderable, and retreat remained all the KungsArmé could do in the 
  face of its implacable enemy.
  Occasionally the chief brought him yet another 
  account of the battle between 
  Phelan Kell and his son. Haakon still read them all, but with an air of 
  detachment, as if he were reading dry history, not family tragedy. 
  One account in particular struck him, the story related by a crewman 
  from a scout vehicle. The man had eagle eyes and a sharp memory, 
  and his account bore the ring of truth—even though it directly 
  contradicted several other accounts. If it was not the complete 
  truth of what happened, it was a truth Haakon could accept.
  “The critical element to understanding the fight between Phelan 
  and the Prince,” the crewman wrote, “is knowing that the Clanner 
  had the smaller, faster `Mech. Meaning he also had less firepower.
  “Anyone who rises to a high rank and still prefers a light `Mech 
  obviously knows the key to fighting in one—never stop moving. 
  Never fool yourself into thinking there’s a moment where you 
  can stop and stand and pummel your opponent. It was a con-
  cept the Clanner understood very well.
  “I didn’t see the Clanner land too many clean shots on the Prince, 
  and I never saw him fire while standing still. He was darting, turn-
  ing, serpentining, circling—anything. That made his shots wild, 
  but he knew how to compensate. They didn’t hit dead center 
  very much, but they seldom missed. A beam would cut into the 
  Prince’s leg, into an arm, into his torso, whittling away the edges. 
  Not enough to knock the Prince out, but enough to keep him off 
  balance. Glancing blow after glancing blow after glancing blow.
  “I couldn’t tell you which was the shot that finally decided the 
  combat. There was no single killshot. It was the final accumula-
  tion of all those minor blows, all combined, that finally finished 
  the Prince off.
  “I am only guessing at this last part, but perhaps the Clanner’s 
  strategy was intentional. His marksmanship was uncanny, making 
  hits when other warriors wouldn’t have bothered to fire. I even-
  tually got the impression that the nature of the blows was inten-
  tional—that the Clanner wanted to win, but wanted the Prince to 
  survive. And so he fought the way he did.”
  Haakon had no way of knowing if that was true. Who could 
  know what was in a Clanner’s head? But if he couldn’t know, he 
  could at least believe.
  He slept that night. Not soundly, but he slept. As he lay on his 
  pillow, he heard his heartbeat echo in his ears. He imagined it was 
  the heartbeat of Rasalhague, and of his son. Somehow, it was still 
  beating. Cataclysms and captivity would come, but that heart 
  would still beat.
  Rasalhague would never truly fall.
  
  Combat is at the heart of BattleTech. When ’Mechs and other 
  units pound each other with barrages of laser and autocannon 
  fire, the fun really begins. This section greatly expands the options 
  available to players for BattleTech combat.
  As with all optional rules, all players must agree to use a par-
  ticular rule in a given game. As these rules in particular will have a 
  direct effect on how a game unfolds, we recommend that players 
  review all the rules in this section before choosing the optional 
  rules they want to include in their game.
  GENERAL RULES
  The following rules apply to weapon attacks and physical com-
  bat, as appropriate.
  EXPANDED CRITICAL HITS AND DAMAGE
  In standard-rules BattleTech, the ability of weapons to deal criti-
  cal hits and how those critical hits affect a ’Mech are kept simple, for 
  game balance and also for ease of play. The expanded rules in this 
  section create differences between the critical damage-dealing 
  abilities of the proverbial “golden BB” from an LB-X autocannon and 
  the horrific destruction wreaked by an AC/20. What’s more, instead 
  of a single critical hit immediately eliminating equipment, a range 
  of effects is introduced to better reflect degradation of ability due 
  to damage. This rule applies only to ’Mechs, though it does not 
  apply to a ‘Mech’s engine, gyros, sensors or double heat sinks.
  Remember that players pick and choose which optional rules 
  they wish to use, and these are not intrinsically linked; players can 
  use both, or just one or the other of these rules in their games.
  Advanced Determining Critical Hits
  In place of the standard rules for determining critical hits (see 
  Critical Damage, p. 123, TW), use the following rules.
  Every time the internal structure of a ’Mech takes damage 
  from a weapon attack, roll 2D6 and add a modifier based on the 
  Paula “Lady Death” Trevaline directly enters the fray during a raid against a Periphery world.
  FL
  advanced determining critical 
  hits  tables
  Damage Value Grouping
  Modifier
  1 –5
  +0
  6–10
  +1
  11–15
  +2
  16–20
  +3
  21+
  +4
  Dice Roll 
  (2D6)
  Effect
  2–8
  No Critical Hit
  9–10
  Roll 1 Critical Hit Location
  11–12
  Roll 2 Critical Hit Locations
  13–14
  Roll 3 Critical Hit Locations
  15+
  Head/Limb Blown Off; Roll 3 Critical Hit Locations*
  *Only roll 3 critical hit locations if the attack strikes the torso
  
  75
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Damage Value grouping of the hit, as shown on the Advanced 
  Determining Critical Hits Table, and then compare the die roll 
  result to that same table. On a result of 9 or higher, the target 
  unit takes critical damage.
  The Damage Value grouping modifier does not take into 
  account the weapon’s overall Damage Value (or Attack Value), 
  but only the Damage Value grouping as it applies to the ’Mech. 
  Furthermore, it doesn’t matter how much internal structure 
  was damaged, just that it was in fact damaged. For example, 
  a HAG 40 has a Damage Value of 40 points, but since all its 
  damage is applied in groupings of 5 points (or less), at most 
  any potential critical damage by a HAG would never apply a 
  modifier to the die roll result. An AC/20, however, has a Dam-
  age Value grouping of 20, and so would apply a +3 modifier 
  when determining a critical hit (again, regardless of how much 
  internal structure was actually damaged by the attack).
  Use all other standard rules (see Critical Damage, p. 123, TW) 
  for determining the specific locations of critical hits rolled.
  Aerospace Units Vs. Ground Units: Due to the abstract na-
  ture of certain weapons when mounted on aerospace fighters, 
  the ability of a fighter to deal devastating damage to ground 
  units is significantly increased. If players wish to keep this in-
  creased level of lethality for their fighters, they can feel free to 
  do so. However, if that increased lethality is not desired, then 
  when using aerospace units vs. ground units, use the standard 
  rules for determining critical hits.
  Expanded Critical Damage
  Expanded Critical Damage does not apply to the engine, gyros, 
  sensors, double heat sinks, or any physical attack weapons.
  The expanded Critical Damage rule works as follows: every 
  time a piece of equipment suffers a critical hit, it may be only 
  damaged or it may be destroyed. If more than half of an item’s 
  slots have been damaged, the equipment is considered de-
  stroyed. Otherwise, it may continue functioning.
  When using these expanded critical damage rules, a single 
  critical slot can be damaged multiple times until is is “destroyed.”
  At the end of a phase in which an item is damaged, roll 2D6 
  on the appropriate Critical Damage table to check the status 
  of that item. Add the total number of damaged slots for the 
  item, regardless of when the damage occurred, to the die roll 
  result. Roll only once per phase for each item damaged during 
  that phase, regardless of the number of times the item was hit. 
  Damage takes effect at the end of the phase.
  The effects of multiple critical hits are cumulative. For exam-
  ple, two Focus Misaligned results against a Direct-Fire Energy/
  Pulse weapon result in the weapon inflicting 2 less points of 
  damage and an additional +2 to-hit modifier for subsequent 
  attacks at medium and long range. Critical effects that call for 
  a roll with a certain result (such as a To-Hit Roll result of 2, or a 
  result of 7+ for the item to work) increase their target numbers 
  by +1 for each additional hit. For example, an autocannon 
  (Direct-Fire Ballistic weapon) that has suffered three Ammo 
  Feed Damage results will sustain an ammunition explosion 
  on a To-Hit Roll result of 4 or less (rather than the result of 2 
  that indicates an explosion after a single Ammo Feed Dam-
  aged result).
  A jammed ballistic or artillery weapon may not fire. The jam 
  can be cleared using the same rules for clearing a jammed 
  Rotary Autocannon (see p. 140, TW).
  Cockpit Critical Hit: Under these rules, a cockpit critical 
  hit does not automatically destroy the cockpit and kill the 
  MechWarrior. Instead, the player rolls on the Cockpit Critical 
  Damage Table and applies the results. Unless the player rolls a 
  12+, if there is internal structure remaining in the location, the 
  cockpit slot is not marked off as destroyed.
  Electronic Equipment: For Electronic Equipment that pro-
  vides a continuous effect throughout a turn, the controlling 
  player should roll at the start of each subsequent turn to see if 
  it functions (see Equipment Critical Damage Table, p. 76). For 
  example, an Inner Sphere Guardian ECM Suite takes 1 critical 
  hit in a turn and the controlling player rolls a 10 on the Equip-
  ment Critical Damage Table. At the start of each subsequent 
  turn for the rest of the scenario, the player must roll a 10+ for 
  the Guardian ECM Suite to function in that turn.
  Keeping Damage Secret
  In a refereed tournament or one with a gamemaster, such 
  as a Double Blind game (see p. 220), it is more fun to keep the 
  effects described above secret from the players. For example, if 
  a player’s AC/10 has an ammo feed problem, the gamemaster 
  should tell the player that the weapon makes a “funny sound” 
  when fired. When the player gets a result of 2 on his to-hit roll, 
  the explosion of his weapon comes as a complete surprise.
  FUMbLES
  Standard-rules play assumes that all weaponry functions 
  perfectly until it is damaged and that all MechWarriors, while 
  they may miss, never do so in a catastrophic way. Real combat 
  is much messier and despite the best maintenance and train-
  ing, both machine and warrior can fumble.
  direct-Fire energy/Pulse 
  WeaPOns critical damage table
  2D6*
  Roll 
  Effect
  2–3 
  Minor damage; no effect
  4–5 
  Moderate damage; attacks with weapon add +1 
  to-hit modifier
  6–7 
  Focus misaligned; weapon inflicts –1 damage, 
  additional +1 to-hit modifier applies to shots at 
  medium and long range (as well as at extreme and 
  LOS range, if those rules are in use; see p. 85.
  8–9 
  Emitter damage; weapon generates +1 Heat Point. 
  To-Hit Roll result of 2 for an attack with the weapon 
  causes overload with effects identical to an ammo 
  explosion, inflicting damage equal to the damage 
  inflicted by the weapon; for Variable Damage 
  weapons, use the Damage Value at short range.
  10–11 
  Weapon severely damaged (mark off another criti-
  cal slot on the weapon, the top most slot available); 
  cannot fire
  12+ 
  Weapon destroyed (mark off all critical slots on the 
  weapon)
  *Add number of critical slots damaged to this result
  
  missile WeaPOns  
  critical damage table
  2D6*
  Roll 
  Effect
  2–3 
  Minor damage; no effect
  4–5 
  Moderate damage; attacks with weapon add +1 to-hit 
  modifier
  6–7 
  Damage to ranging system; shots at medium and long 
  range suffer an additional +1 to-hit modifier (as well as 
  at extreme and LOS range, if those rules are in use; see 
  p. 85)
  8–9 
  Ammo feed damage; weapons that can fire various 
  types of ammo may no longer switch between them, 
  must fire last ammo type used. To-Hit Roll result of 2 for 
  attacks with weapon causes an ammo explosion in the 
  ammo bin that fed that shot (the controlling player de-
  cides which ammo slot explodes; if there is an ammo bin 
  with shots remaining, the player must select that slot, 
  meaning he cannot select an ammo slot that is empty if 
  another slot of the same ammo type is not empty).
  10–11 
  Weapon severely damaged (mark off another critical slot 
  on the weapon, the topmost slot available); cannot fire
  12+ 
  Weapon destroyed (mark off all critical slots on the 
  weapon)
  *Add number of critical slots damaged to this result
  eQuiPment critical damage table
  2D6*
  Roll 
  Effect
  2–7 
  Minor damage; no effect
  8–9 
  Moderate damage; player must roll 7+ before each use 
  for damaged item to work
  10–11 
  Severe damage; player must roll 10+ before each use 
  for damaged item to work
  12+ 
  Item destroyed
  *Add number of critical slots damaged to this result
  advanced  
  ’mech hit lOcatiOn table
  2D6 
  Rolls
  Left Side
  Front/Rear
  Right Side
  2*
  Left Torso 
  [critical]
  Center Torso 
  [critical]
  Right Torso 
  [critical]
  3
  Left Leg
  Right Arm
  Right Leg
  4
  Left Arm
  Right Arm
  Right Arm
  5
  Left Arm
  Right Leg
  Right Arm
  6
  Left Leg
  Right Torso
  Right Leg
  7
  Left Torso
  Center Torso
  Right Torso
  8
  Center Torso (R)
  Left Torso
  Center Torso (R)
  9
  Right Torso (R)
  Left Leg
  Left Torso (R)
  10
  Right Arm
  Left Arm
  Left Arm
  11
  Right Leg 
  Left Arm
  Left Leg
  12
   Head
  Head
  Head
  *A result of 2 may inflict a critical hit. Apply damage to the armor in that section in 
  the normal manner, but the attacking player also rolls once on the Determining 
  Critical Hits Table, p. 124, TW.
  cOckPit critical damage table
  2D6
  Roll 
  Effect
  2–5 
  Minor Wound; apply one hit against MechWarrior
  6–7 
  Moderate Wound; apply two hits against MechWarrior
  8–9 
  Severe Wound; apply three hits against MechWarrior
  10-11
  Critical Wound; apply four hits against MechWarrior
  12+ 
  MechWarrior Killed/Cockpit destroyed (mark off slot)
  direct-Fire ballistic and artillery 
  WeaPOns critical damage table
  2D6*
  Roll
  Roll Effect
  2–3 
  Minor damage; no effect
  4–5 
  Moderate damage; attacks with weapon add +1 to-hit 
  modifier
  6–7 
  Barrel damage; To-Hit Roll result of 2 for attack with 
  weapon causes it to jam
  8–9 
  Ammo feed damage; weapons that can fire various types 
  of ammo may no longer switch between them, must 
  fire last ammo type used. To-Hit Roll result of 2 for attack 
  with weapon causes an ammo explosion in an ammo 
  bin that feeds that shot (the controlling player decides 
  which ammo slot explodes; if there is an ammo bin 
  with shots remaining, the player must select that slot, 
  meaning he cannot select an ammo slot that is empty if 
  another slot of the same ammo type is not empty).
  10–11 
  Weapon severely damaged (mark off another critical slot 
  on the weapon, the topmost slot available); cannot fire
  12+ 
  Weapon destroyed (mark off all critical slots on the 
  weapon)
  *Add number of critical slots damaged to this result
  
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  ADVANCED HIT LOCATIONS
  The following rules provide advanced (and more accurate) 
  hit locations for ’Mechs.
  Four-Legged and Prone ’Mech Hit Location Table
  Players can use the Advanced Four-Legged/Prone ’Mech Hit 
  Location Table to more accurately reflect hit locations against 
  standing four-legged (quad) and prone ’Mechs. Under ad-
  vanced rules, four-legged ’Mechs determine attack direction 
  the same way as vehicles (see p. 192, TW).
  The Left Side and Right Side columns in the Advanced Four-
  Legged/Prone ’Mech Hit Location Table are identical to those 
  in the standard Hit Location Table, but are provided here for 
  players’ convenience.
  Advanced ’Mech Hit Location Table
  Players can use the Advanced ’Mech Hit Location Table to 
  more accurately reflect side hit locations against biped ’Mechs; 
  namely, that side hits have a chance at hitting a rear location. 
  Players should note that the weakest part of any ’Mech armor 
  is the rear and the use of this advanced hit location table will 
  significantly increase the number of rear hits that may occur.
  The Front/Rear column in the Advanced ’Mech Hit Location 
  Table is identical to that in the standard Hit Location Table, but 
  is provided here for players’ convenience.
  Four-legged ’Mechs: When using four-legged ’Mechs, 
  players may wish to use the Front and Rear column of the 
  Advanced Four-Legged/Prone ’Mech Hit Location Table and 
  the side columns of the Advanced ’Mech Hit Location Table to 
  provide the most accurate hit location situations.
  ENGINE EXPLOSIONS
  Though the scientific reality of fusion engines prevents them 
  from exploding, the dramatic effect of such an expensive piece 
  of machinery blowing up in a huge ball of fire is so appealing 
  to the majority of BattleTech players that this rule was created 
  to satisfy the common desire for a good explosion.
  Whenever a player makes a to-hit roll with a result of 2, a 
  fumble has occurred and the attack always misses; note that 
  even if the modified To-Hit Number is 2 or less, under this rule 
  the player always makes a die roll and on a die roll result of 2 
  the shot misses.
  Additionally, the controlling player should immediately 
  roll 2D6 again. On a result of 12, the weapon that missed 
  automatically receives a single critical hit (apply the critical to 
  the topmost unmarked critical slot of the weapon); if the Ex-
  panded Critical Damage rules (see p. 75) are in use, the player 
  should immediately roll on the appropriate table.
  FLOATING CRITICAL RULE
  Under standard rules, when the possibility of a critical hit 
  arises by rolling a 2 on the ’Mech Hit Location Table, any critical 
  hits are applied to the location initially rolled (center, right or 
  left torso, depending on the attack direction). This chance for 
  a critical hit represents the possibility of a lucky shot penetrat-
  ing a chink in the ’Mech’s armor and striking a vital internal 
  component. As it is logical to assume that such lucky shots can 
  strike areas of the ’Mech other than the torso, the following 
  rule allows a possible critical hit to affect any area of the ’Mech. 
  This rule applies only to ’Mech hit locations.
  When a player rolls a 2 on the Hit Location Table, ignore 
  the Torso hit location. Instead, roll the dice a second time to 
  determine where the shot actually hits. If another 2 is rolled, 
  that result indicates the shot struck the appropriate torso 
  location. It does not indicate another possible critical hit. If 
  the result is other than 2, the shot strikes the appropriate hit 
  location. Mark off armor for that location and roll once on the 
  Determining Critical Hits Table to see if any critical hits were 
  inflicted on that area.
  advanced FOur-legged/PrOne ’mech hit lOcatiOn table
  2D6 Rolls
  Left Side
  Front
  Rear
  Right Side
  2*
  Left Torso [critical]
  Center Torso [critical]
  Center Torso (R) [critical]
  Right Torso [critical]
  3
  Left Leg
  Right Leg
  Right Arm
  Right Leg
  4
  Left Rear Leg/Left Arm
  Right Rear Leg/Right Arm
  Right Front Leg/Right Leg
  Right Rear Leg/Right Arm
  5
  Left Front Leg/Left Arm
  Right Front Leg/Right Arm
  Right Rear Leg/Right Leg
  Right Front Leg/Right Arm
  6
  Left Front Leg/Left Leg
  Right Front Leg/Right Torso
  Right Rear Leg/Right Torso (R)
  Right Front Leg/Right Leg
  7
  Left Rear Leg/Left Torso
  Center Torso
  Center Torso (R)
  Right Rear Leg/Right Torso
  8
  Center Torso
  Left Torso
  Left Torso (R)
  Center Torso
  9
  Right Torso
  Left Arm
  Left Leg
  Left Torso
  10
  Right Arm
  Left Front Leg/Left Arm
  Left Rear Leg/Left Leg
  Left Arm
  11
  Right Front Leg/Right Leg
  Left Front Leg/Left Leg
  Left Rear Leg/Left Arm
  Left Front Leg/Left Leg
  12
  Right Rear Leg/Head
  Left Rear Leg/Head
  Left Front Leg/Head
  Left Rear Leg/Head
  *A result of 2 may inflict a critical hit. Apply damage to the armor in that section in the normal manner, but the attacking player also rolls once on the Determining 
  Critical Hits Table, p. 124, TW.
  
  Self-Destruct Sequence
  A desperate pilot may choose to destroy his own BattleMech 
  rather than let it fall into enemy hands. Other pilots use this tac-
  tic as a last-ditch effort to take enemy ’Mechs down with them. 
  Whatever the rationale, the wide radius of a BattleMech explosion 
  means that it will almost certainly kill the pilot, even if he ejects.
  In order to initiate a self-destruct sequence, the player must 
  announce to his opponent that one of his units will be self-
  destructing, but not which one. The player secretly writes down 
  which of his units is self-destructing during the End Phase of a 
  turn. If the pilot wishes to eject, he will do so during the following 
  turn’s Movement Phase instead of moving the unit.
  In the turn following the turn in which the announcement was 
  made, during the Weapon Attack Phase, the self-destructing unit 
  is revealed to all the players. The unit does not automatically ex-
  plode, however. In order to correctly override the ’Mech’s safety 
  features and initiate destruction, the controlling player must 
  make an unmodified Piloting Skill Roll. If the roll is successful, the 
  unit explodes. If it fails, the unit does not explode, and it can no 
  longer move, fire or make physical attacks. The controlling player 
  may continue to make Piloting Skill Rolls in subsequent Weapon 
  Attack Phases until successful, as long as the pilot remains in the 
  unit. If the pilot has ejected and the player fails the initial Piloting 
  Skill Roll to destroy the ’Mech, the unit will not explode and the 
  enemy has just gained a nice piece of salvage.
  If at any time during the self-destruct sequence the engine 
  receives the three critical hits required to destroy the engine, the 
  self-destruct sequence is aborted as the system controlling the se-
  quence is destroyed. However, if an engine in this situation takes 
  four critical hits in the same phase, then it could still explode as 
  noted above.
  CALLED SHOTS
  A called shot is similar to an aimed shot, though less narrowly 
  targeted. An aimed shot is an attack against a specific hit loca-
  tion and can only be made against an immobile target. An attack 
  “aimed” more generally, representing the pilot’s skill at directing 
  his attack against a desired general area, is a called shot. Called 
  shots can be made against active, mobile targets.
  Any attack can be a called shot. The player must announce the 
  type of called shot—high, low, right or left—when the attack is 
  declared. All called shots must be made with an additional +3 
  to-hit modifier. If the attack hits, the hit may be resolved on a 
  different table than the one that would normally be used. For a 
  successful called shot aimed high, consult the Shot from Above 
  section of the Special Hit Location Table (see p. 175, TW). For one 
  aimed low, consult the Shot from Below section. Units cannot aim 
  low against a target in partial cover, or against a vehicle; vehicles 
  are also not subject to “aim high” attacks.
  For called shots aimed right and left, a successful attack strikes 
  the target as though the attack had come from one hexside to the 
  right or left of the hexside through which the attack would normal-
  ly come, based on the line of sight. Aiming left hits the next hexside 
  clockwise, while aiming right hits the next hexside counterclock-
  wise. For example, if an attack would normally come in from the 
  right side, aiming right would hit the front (one additional hexside 
  to the right), while aiming left would hit the back (one additional 
  hexside to the left). This means aiming left or right makes no differ-
  ence if the attack is coming in straight at the front side of a ’Mech, 
  because all three front hexsides are considered “front.”
  The fusion engines that power ’Mechs and certain vehicles are 
  well protected from damage. Designed to operate under heavy 
  fire, they can withstand direct hits from enemy weapons. Fail-safe 
  devices and the basic physics of magnetic plasma confinement 
  present in all fusion engines prevent them from exploding when 
  damaged; instead, the engine shuts down immediately when cat-
  astrophic damage occurs (as described in detail on pages 36-37 of 
  TechManual). However, secondary effects may sometimes create 
  massive explosions.
  The fusion engine of a ‘Mech may explode any time four or 
  more of its slots are destroyed in the same phase of a turn, usually 
  when the center torso location is destroyed (also destroying the 
  equipment contained therein).
  When the fusion engine of a ‘Mech takes four or more critical 
  hits in the same phase, roll 2D6. On a result of 10 or higher, the 
  engine explodes. In the case of fusion-powered Combat and Sup-
  port Vehicles and aerospace fighters, the engine explodes on a 
  2D6 result of 12 after an engine critical hit.
  The explosion destroys the unit and all other units in the same 
  hex, and also starts a fire in the hex, regardless of the terrain 
  (see p. 43). Any units in adjacent hexes take damage equal to 
  the engine’s rating divided by 10 (rounded to the nearest whole 
  number; round .5 down). Units 2 hexes away take damage equal 
  to the engine’s rating divided by 20. Units 3 hexes away take dam-
  age equal to the engine’s rating divided by 40. Divide this damage 
  into 5-point Damage Value groupings and randomly determine 
  each location; determine the direction of the attack from the 
  direction of the hex where the engine exploded.
  Area-Effect Weapon: An engine explosion is treated as an 
  area-effect weapon, and so all rules that apply to such weapons 
  also apply to an engine explosion.
  buildings, Levels (Hills) and Mobile Structures): Use the rules 
  for Buildings, Levels (Hills) and Mobile Structures as they interact 
  with artillery when determining the outcome of an engine explo-
  sion’s interaction with such terrain features (see p. 184).
  Water: Use the rules for Area Effect Weapons against buildings 
  (see p. 172, TW) when resolving the damage from an exploding 
  engine if the target is in a water hex. If the target is not in a water 
  hex and an adjacent hex is a water hex, no damage is applied to 
  completely submerged targets in that adjacent hex.
  Woods: Woods hexes provide no protection against damage 
  from engine explosions, even if the Woods Cover (see p. 84) rules 
  are in use.
  Ammunition
  In Standard Rules play, the destruction of a unit by an ammo 
  explosion has no affect on any other unit in the vicinity. However, 
  some ammo explosions can be truly titanic. For those wishing 
  to have more spectacular results from an ammo explosion, use 
  all the rules above for an engine explosion, with the following 
  modification.
  When a unit without CASE in the proper location to stop an 
  ammunition explosion from destroying a unit is destroyed by an 
  ammunition explosion, determine the total amount of damage 
  caused by the detonation (generally equal to the amount of shots 
  remaining times the maximum damage of each shot). Divide this 
  amount by 10 (round down) and apply it as an area-effect attack 
  in the destroyed unit’s hex, with all units in adjacent hexes taking 
  half this damage (round down).
  
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  Unlike an aimed shot (see p. 110, TW), there are no restric-
  tions on weapons (or targeting computers) making a called 
  shot; the more generalized nature of “calling an area” as op-
  posed to trying to hit a specific location means that even 
  “scatter-style” weapons can be used in a called shot.
  Advanced ’Mech Hit Location Table: Players may wish to 
  disallow the use of the Advanced ’Mech Hit Location Table 
  with “called right” or “called left” shots, as this can significantly 
  increase the likelihood of rear torso hits.
  WEAPON ATTACKS
  Unless specifically stated otherwise, the following optional 
  rules apply only to weapon attacks.
  Super-Heavy Combat Vehicles: Super-Heavy Combat 
  Vehicles (including VTOLs) are considered Large Support Ve-
  hicles for the Unit Heights Table (see p. 99, TW).
  LINE OF SIGHT AND DEAD ZONES
  The standard line-of-sight rules work well under all cir-
  cumstances except one: when two opposing units are not 
  separated by terrain equal to or higher than both of them or 
  adjacent terrain equal to or higher than one of them, and yet 
  logically there should be no line of sight (LOS) between them. 
  The example below illustrates such a situation.
  In the LOS Dead Zone 1 diagram, the BattleMech in Hex 
  A on the Deep Canyon #2 map is at Level 3. It wants to fire 
  at the ’Mech in Hex B, which is at Level 0. As the cut-away 
  diagram shows, no line of sight should exist between these 
  two units, because of the Level 3 hill in Hex X. However, the 
  standard LOS rules require the ’Mech in Hex B to be adja-
  cent to Hex X in order to be in the hill’s “dead zone.” As it 
  stands, the ’Mech in Hex A has LOS to the one in Hex B and 
  so can fire on it.
  The Dead Zone rule adds more complexity to calculating 
  LOS between units, but treats dead zones more realistically. 
  This rule is especially important in mountainous terrain, sink-
  holes and canyons where there is often a large difference 
  between different units’ levels.
  The Dead Zone rule replaces the following standard LOS rule 
  (see p. 100, TW), which reads: “Terrain along the LOS between 
  two units is intervening if: The terrain or feature is adjacent to 
  the attacker and equal to or higher than the attacker’s level; 
  or the terrain or feature is adjacent to the target and equal 
  to or higher than the target’s level.” All other standard LOS 
  rules still apply. Because the standard line-of-sight rules work 
  well in most situations, advanced line of sight should only be 
  used when a player thinks there is a legitimate line-of-sight 
  question. Players should not invoke this rule unless absolutely 
  necessary, as it will slow down game play.
  Dead Zone Rule
  Players must check for dead zones if there is no intervening 
  terrain equal to or higher than both the attacker and the tar-
  get, but there is still some question as to whether LOS exists. 
  Note which of the two units is at the higher level and which is 
  lower. Then find the highest-level hex between the two units. 
  • los dead zone diagram 1  • 
  • los dead zone diagram 2  • 
  
  Diagramming LOS
  Some players might find it easier to diagram LOS between two 
  units rather than using the formula provided for the Dead Zone rule.
  To use the Line of Sight Chart found at the back of this rulebook, 
  first determine the level of the attacking unit. The level of an at-
  tacking ’Mech is the level of the hex it occupies plus 2, to account 
  for the ’Mech’s height. Then plot the firing unit along the Level axis 
  on the left side of the chart. Next, determine the target unit’s dis-
  tance from the attacker as well as its level, and plot it on the chart.
  Then plot intervening terrain features between the two units.
  Finally, use a straightedge and draw a line from the attacking 
  ’Mech to the target on the chart to determine whether a clear LOS 
  exists. (In the sample chart, the building interrupts the line, and 
  so no LOS exists.)
  See the Missed Shot LOS Chart, p. 83, for an example; the attack-
  ing unit is marked with an “F”, while the target is marked with a “T”.
  Line of Sight Chart: The Line of Sight Chart at the back of the 
  book is designed for players to photocopy, cut apart and paste 
  together to cover truly large ranges, as needed.
  GLANCING/DIRECT bLOWS
  Weapons fire in standard rules is almost always a straight-up hit 
  or miss affair. However, not all shots are created equal. Some shots 
  barely hit the target, while others are more perfectly center-lined. 
  The following advanced rules reflect the differences that can exist 
  even between multiple successful hits.
  Glancing blow
  Any time a dice roll result for a weapon or physical attack is 
  exactly the number needed for the attack to strike its target, the 
  hit is considered a glancing blow. For example, if you need to roll a 
  9 or better to hit the target, a result of 9 would be a glancing blow. 
  A result of 10 or greater would be a normal hit.
  A glancing blow inflicts half the normal damage against the 
  target (rounded down). In the case of weapons that roll on the 
  Cluster Hits Table, apply a –4 modifier to the dice roll result on the 
  Cluster Hits Table. This modifier never reduces a roll on the table 
  below 2.
  A glancing blow is also less likely to cause critical damage. To 
  reflect this, apply a –2 modifier to the die roll result on the Deter-
  mining Critical Hits Table if a glancing blow yields the possibility 
  of a critical hit; if using the Advanced Determining Critical Hits 
  rule (see p. 74), apply a –4 modifier.
  The Glancing Blow rule does not apply to damage that does not 
  require a to-hit roll, such as falling damage. It also does not apply 
  to non-damaging attacks such as TAG. All-or-nothing attacks such 
  as Streak missile launchers cannot have glancing blows. If using 
  the Linking Weapons rule (see p. 74), the entire linked group is 
  considered a glancing blow.
  Conventional Infantry: A glancing blow weapon attack from 
  a non-infantry unit against conventional infantry is treated as the 
  next row above on the Non-Infantry Weapon Damage Against 
  Infantry Table (see p. 216, TW). For example, a medium pulse laser 
  striking a glancing blow would be treated as a Cluster (Ballistic) 
  attack. No attack can be moved above a Direct Fire (Ballistic or 
  Energy) attack.
  If there is more than one of equally high levels, use the hex closest 
  to the lower of the two units, designating it “Hex X.” The level of 
  Hex X may or may not create a dead zone. To find out, follow the 
  steps shown below.
  1. Subtract the level of the lower unit from that of Hex X. This 
  number is “A.”
  2. Subtract the level of Hex X from that of the higher unit. This 
  number is “B.
  3. Subtract B from A and multiply the result by 2. This number 
  is “C.”
  4. Count the range to Hex X from both units. Subtract the range 
  to the lower unit from the range to the higher. This number will 
  be negative if the higher unit is closer to Hex X than the lower unit. 
  Add this number to C.
  If the final result is greater than 0, the lower unit is in the dead 
  zone and LOS is blocked. If the result is 0 or less, then LOS exists 
  between the two units.
  Using the previous example, the dead-zone rule works as fol-
  lows. For the purposes of this rule, BattleMechs are considered to 
  only be 1 level above the terrain on which they are standing (as 
  opposed to the standard 2 levels), so the ’Mech in Hex B is at Level 
  1. Hex X is at Level 3. 3 – 1 = 2, so “A” is 2. The ’Mech in Hex A is at 
  Level 4; 4 – 3 = 4, so “B” is 1. 2 – 1 = 1 and 1 x 2 = 2, so “C” is 2. The 
  range from Hex X to both units is 2 hexes, and 2 – 2 = 0. The final 
  result is 2 (2 + 0 = 2). Because 2 is higher than 1, there is no LOS 
  between the two units.
  The Dead Zone rule does not change the way partial cover is 
  determined.
  Consider the ’Mech in Hex D in the LOS Dead Zone diagram 
  on p. 79. To find out whether it has LOS to the ’Mech in Hex A, 
  subtract its level (Level 1) from 3 (3 – 1 = 2; A = 2). Next, subtract 
  the level of Hex X (Level 3) from that of the higher unit (4 – 3 = 
  1; B = 1). Subtract B from A (1 – 2 = –1), then multiply by 2 (–1 x 
  2 = –2; C = –2). The range to Hex X from the lower unit is 5; the 
  range to the higher is 2 (2 – 5 = –3). Add this to C (–2 + –3 = –5). 
  The result is –5, which is less than 1, so LOS exists between the 
  two ’Mechs.
  RA
  Black Widow Company and Bounty Hunter take the high ground.
  
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  If a unit (friendly or enemy) is in the LOS between the 
  attacker and target, and the unit is also a valid target, the 
  attacking player should refigure the Modified To-Hit Number 
  as though the attack is directed at that unit and compare 
  that number to the original dice roll. Note that this “simpli-
  fied” rules set does not take into consideration differences 
  in the height of units, or differences in levels. Simply find 
  the next appropriate unit that could have been a target and 
  compare the newly figured Modified To-Hit Number against 
  the original dice roll to determine if the attack struck the 
  intervening unit as though it was the original target.
  If more than one such unit is in the LOS between attacker 
  and target, the player should begin with the unit closest to 
  the original target. If more than one legal unit is in a hex 
  (regardless of whether the units in question are friendly or 
  enemy), randomly determine which unit to compare its Modi-
  fied To-Hit Number against the original die roll first. If the new 
  attack misses, the controlling player determines a new Modi-
  fied To-Hit Number against the next unit, and so on.
  If any woods/jungle hexes are between the attacker and a 
  new target, and the Woods Cover rules (see p. 84) are in use, 
  automatically apply the Woods Cover rule to those hexes if 
  the shot strikes that new target; that is, treat each intervening 
  jungle/woods hex as though the target occupied that hex for 
  damage absorption. If several jungle/woods hexes intervene, 
  each hex will absorb the damage as defined under that rule. 
  This means that if the Damage Value of an attack drops to 0, 
  the controlling player no longer needs to determine a new 
  target for the missed shot. If a unit occupies a jungle/woods 
  hex, apply the damage first to the hex, and then determine 
  whether the attack strikes the target(s) in the hex. Note that 
  such woods/jungle hexes only absorb damage if the target 
  is struck.
  If a level or building hex between the attacker and a target 
  provided partial cover to a ’Mech (or hull-down to a vehicle, 
  or hull down to a ’Mech, if the ’Mech is hull down), the con-
  trolling player should roll 2D6. On a result of 8 or higher, the 
  attack strikes the terrain; in the case of weapons that roll on 
  the Cluster Hits Table, the full Damage Value of the weapon 
  is applied (if tracking damage to terrain; see Terrain Factor 
  Rules, p. 64).
  Note that there may be a mix of terrain types and/or units 
  within the intervening LOS, requiring the players to switch 
  through the rules above to ultimately determine the effect 
  of a missed shot.
  If no units and/or terrain are intervening between the 
  attacker or target, or if the attacks against such units and/
  or terrain missed, or if there is damage left over after strikes 
  against woods/jungle hexes, then the controlling player must 
  move beyond the target to determine where the missed 
  shot hit.
  Draw a line between the attacker’s hex and the target’s 
  hex, out to the edge of the playing area. Using the rules 
  above, the controlling player should determine the ultimate 
  resolution of any weapons that failed to strike the target in 
  the hexes, along that LOS, beyond the target hex.
  If any terrain equal to or higher than the target exists 
  beyond the target (such as a hill or a building), the shot au-
  tomatically strikes that terrain feature, dealing full damage 
  (or whatever damage remains).
  Direct blow
  Any time a successful weapon or physical attack is made, 
  the player should determine the Margin of Success (see p. 42, 
  TW). For every MoS of 3, increase the Damage Value of the at-
  tack by 1; for weapons that roll on the Cluster Hits table, for 
  every MoS of 3, apply a +2 modifier to the dice roll result on 
  the Cluster Hits Table. The maximum Damage Value that can 
  occur due to a direct blow is 2 times the standard Damage 
  Value of the weapon. For example, a light machine gun mak-
  ing a direct blow would increase its standard Damage Value 
  of 1 by 1, for a total Damage Value of 2. However, since that is 
  the maximum increase that can occur, even if the MoS of the 
  light machine gun attack was 6 or higher, the damage would 
  remain at 2. However, a MoS of 6 for a heavy machine gun 
  would increase the Damage Value from 3 to 5.
  A direct blow is also more likely to inflict a critical hit. For 
  every MoS of 3, apply a +1 modifier to the die roll result when 
  determining critical hits; this applies whether using standard 
  rules or the Advanced Determining Critical Hits rule (see p. 74).
  Automatic Hits: If the Modified To-Hit Number is 2 or less 
  for a given attack, the Target Number for the purposes of these 
  rules would be 2. In this instance, the player would still roll the 
  die, even if the strike is automatic, and compare the MoS against 
  a Target Number of 2 to determine if a direct blow occurred.
  Conventional Infantry: For every MoS of 3, treat a direct 
  blow weapon attack from a non-infantry unit against con-
  ventional infantry as the next row down on the Non-Infantry 
  Weapon Damage Against Infantry Table (see p. 216, TW). 
  For each row “above” Cluster (Missile), roll 1D6 and add that 
  number of troopers eliminated. For example, an LRM 20 direct 
  blow with a MoS of 6 would first determine its standard dam-
  age (20 / 5 = 4) and then would roll 2D6 (1D6 for each 3 MoS 
  “above” Cluster (Missile)) and apply that die roll result to the 4 
  to determine the total number of eliminated troopers.
  MISSED SHOTS
  In standard-rules BattleTech, a shot that misses the target 
  simply vanishes (with the exception of some area-effect 
  weapons, such as bombs). However, reality is more brutal and 
  weapons always deal damage, often to friendly targets if they 
  are too near when a missed shot occurs. Players have two ways 
  to deal with missed shots: a somewhat more simplified rules 
  set, and a rules set that builds on the initial rules and provides 
  a more realistic way to determine missed shots.
  Note that in a truly large game, numerous units may be 
  intervening in the LOS between the attacker and target, so 
  the use of this rule could greatly slow down game play. Play-
  ers therefore may wish to only use this rule in smaller games 
  (though ultimately, of course, it is up to each playing group to 
  decide when and if they implement this rule).
  Swarm and I-Swarm: Swarm and I-Swarm (see p. 371, re-
  spectively) follow their own rules for a missed shot.
  Determining Where a Missed Shot Hit
  Whenever a weapon attack misses its target, note the die 
  roll result, and then use the following rules to determine what 
  it hit. In general the player will start at the hex closest to the 
  target and then move backwards towards the attacker, using 
  the various rules in this section to determine if a unit and/or 
  terrain is struck in a given hex.
  
  The Missed Shot rule automatically uses the Extreme and LOS 
  Range rule (see p. 85). If a weapon does not strike any target and 
  hits the edge of the playing area, any remaining damage is ig-
  nored. If a weapon cannot be used at LOS Range, and the weapon 
  does not strike any target (either unit or terrain) and it hits its final 
  extreme range hex, any remaining damage is ignored.
  Cluster Hits Weapons: Note that all the rules above also apply 
  to any damage that does not strike the target for weapons that 
  roll on a Cluster Hits Table. For example, a controlling player 
  makes a successful to-hit roll with an LRM 20 on the Cluster Hits 
  Table, but only rolls a 5; 9 missiles struck the target. That leaves 11 
  missiles that didn’t strike the target, so the player would use the 
  rules noted above, rolling on the 11 column of the Cluster Hits 
  Table if a new successful attack occurs.
  Aerospace Units: Missed shots from airborne aerospace units 
  against airborne aerospace units are simply ignored. Missed shots 
  from airborne aerospace units against ground targets always 
  strike the target hex, if tracking damage to terrain (see Terrain 
  Factor Rules, p. 64) or are ignored; this does not include artillery or 
  bombs, which use their own rules to determine where a missed 
  shot lands.
  In the Missed Shot diagram, at left, on the Deep Canyon 
  #1 map, the ’Mech in Hex A is firing a PPC and LRM 20 at the 
  vehicle in Hex E. The PPC completely missed, while the LRM 20 
  struck the target vehicle, but only 9 missiles hit the target. The 
  controlling player therefore needs to determine where the PPC 
  hit, as well as the other 11 missiles from the LRM 20 that didn’t 
  strike the vehicle.
  Starting back toward the attacking ’Mech from the target, 
  along the LOS, the first potential targets are in Hex D. An enemy 
  ’Mech and a friendly infantry unit occupy Hex D. As the missed 
  shot doesn’t care what is in the way, the controlling player 
  randomly determines which unit the shot will attempt to strike 
  first; he determines the infantry is up first. The controlling 
  player must completely refigure the modified to-hit number as 
  though the attack were originally against the infantry unit and 
  compare that to the original die roll result. If that shot misses, 
  the controlling player then completely refigures the modified 
  to-hit number as though the ’Mech in Hex D were the target. If 
  either of those shots hit, the player automatically subtracts 2 
  points of damage from the PPC and LRM 11 (the remaining mis-
  siles) for the intervening light woods in Hex C and then 2 more 
  points of damage from the light woods in Hex D. This leaves 
  the PPC with a Damage Value of 6 to inflict on the target, while 
  the LRM 11 would be an LRM 7; the controlling player rolls on 
  the 7 column of the Cluster Hits Table to determine how many 
  missiles struck the target.
  If neither target in Hex D is struck (or if some of the missiles 
  from the “LRM 7” didn’t strike the target after a roll on the 
  Cluster Hits Table), the controlling player would move all the 
  way back to the target in Hex B and completely refigure the 
  modified to-hit number and once again compare it to the origi-
  nal die roll result. If that target missed, the player would then 
  move beyond Hex E to any targets, along the LOS, out to the 
  edge of the playing area. If there are no additional targets and/
  or terrain to hit before reaching the edge of the playing area (or 
  the targets were missed), then the weapons deal no damage.
  • missed shot diagram  • 
  
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  Using the Missed Shot Diagram (see p. 82) as an example, 
  graphing that situation would result in a graph as shown on the 
  Missed Shot LOS Chart, above. This chart clearly shows that both 
  the enemy ’Mech and friendly infantry in Hex D are in the LOS, 
  and so as described in the Missed Shot Diagram example, the 
  player would need to determine if the shot struck either target.
  Unlike the Determining Where a Missed Shot Hit rules, 
  where woods/jungle hexes only absorb damage if a “new 
  target” is struck, if those rules are in use, any woods/jungle 
  hexes intervening in the LOS as shown on the graph absorb 
  damage; in this case, the woods in Hex C and D absorb 
  damage from the missed shots, regardless of whether the 
  targets in Hex D are hit.
  If the missed shots do not hit either target in Hex D, the 
  player would not move to the vehicle in Hex B, as it is clearly 
  not intervening in the “true” LOS as shown on the graph. 
  Instead, if the shots missed both targets, it would strike the 
  ground in Hex 13 on the graph (off the diagram) and the 
  damage would be ignored; or, if the players are tracking 
  terrain damage under the Terrain Factor Rules (see p. 64), 13 
  points of damage [21 (PPC + 11 missiles) – 4 (2 points from 
  each weapon for the light woods Hex C) – 4 (2 points from 
  each weapon for the light woods Hex D) = 13] would be 
  applied to Hex 13 on the graph.
  DAMAGE
  The following rules expand on the possibilities for damage 
  inflicted by weapons, offering greater variety at the expense 
  of simplicity.
  Altered Energy Weapon Damage
  Due to the constraints of focusing, energy weapons can 
  lose effectiveness over their range.
  The Altered Energy Weapon Damage rule decreases or 
  increases Direct-Fire Energy and Pulse weapons damage de-
  pending on the distance between the attacker and the target. 
  Damage inflicted at long range decreases by 1 point. For at-
  tacks against very close targets (which are a bit more effective), 
  increase the damage done by 1 point for targets in the same 
  hex as or in a hex immediately adjacent to the attacker.
  Level Difference
  In the more simplified rules above, differences in a unit’s 
  height and/or differences in level are ignored. However, the 
  “true” LOS between the attacker and the target means that 
  often units in the LOS would not be intervening and so there 
  would be no way for a missed shot to strike those targets. 
  While these rules are more complicated, they provide the most 
  accurate way of determining what a missed shot strikes. While 
  “realistic and accurate,” the use of these rules will significantly 
  increase the length of a game, so players may decide to restrict 
  them to situations where the radical differences in terrain and 
  units’ heights make it hard to accurately eyeball events on 
  the battlefield. For example, though fighting in a city is dealt 
  with exactly like fighting in terrain, if combat is taking place 
  on a truly large “city” playing area, with missed shots fired 
  from units at radically different heights due to their location 
  on top of tall buildings, these rules may be the most effective 
  for determining where a missed shot hit, especially if players 
  are using the expanded Construction Factor rules (see p. 121) 
  where damage is tracked per level within a building hex.
  Per Diagramming LOS (see p. 80), the controlling player 
  should use the Line of Sight Chart (provided at the back of this 
  rulebook) to graph out the various terrain features and units 
  between the attacker and the original target along the LOS, 
  and then draw the “true” LOS between the attacker and target 
  using a straight edge (see the Missed Shot LOS Chart and ex-
  ample). Once the graph is completed, the players then use the 
  rules under Determining Where a Missed Shot Hit as normal, but 
  only those units and terrain features that fall within the LOS 
  graphed on the chart are taken into consideration.
  If there is damage remaining from the shot and it either 
  goes up in the air above the playing area (for example, in the 
  Missed Shot Diagram, if the vehicle in Hex E fired at the ’Mech 
  in Hex A and the shot did not strike any terrain or units), or 
  it strikes the underlying terrain of a hex (in the Line of Sight 
  Chart, it strikes Hex 13), the damage is ignored; if players are 
  using the Terrain Factor Rules (see p. 64), the damage from the 
  attack that struck Hex 13 would be tracked, however.
  LEVELS or ELEVATIONS
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  • missed shot los chart  • 
  
  troopers active, which activates this rule, but the platoon with 
  only 18 active troopers and the battle armor squad provide no 
  additional modifiers. However, because the rule is activated, if a 
  successful attack is made, the attacking player would randomly 
  determine which of the four infantry units is struck.
  bracing
  A ’Mech may gain additional accuracy when firing weapons by 
  bracing itself against a hill or building, much like a twelve-meter-
  tall sniper. A ’Mech may also combine bracing with careful aim 
  (below) or bracing with careful aim and opportunity fire (see p. 86) 
  for deadly accurate shots.
  The ’Mech may only brace a single arm against the hex directly 
  in front of it, which must be 1 level higher than the level of the 
  underlying terrain of the hex occupied by the ’Mech. The bracing 
  action is executed during the Movement Phase of a turn and costs 
  1 MP; a ’Mech expending Jumping MP cannot brace in that turn 
  (i.e. the ’Mech would need to wait until the following turn and 
  only expend Walking/Running MP to brace).
  While bracing, the ’Mech is considered an immobile target; 
  it cannot move or make physical attacks. A bracing ’Mech may 
  not fire leg- or front-torso-mounted weapons or weapons in the 
  un-braced arm. The ’Mech may not torso twist, and weapons in 
  the braced arm may only fire at targets in the front firing arc. The 
  ’Mech may only fire weapons mounted in the braced arm.
  Apply a –2 to-hit modifier to all attacks made with the weapons 
  in the braced arm.
  A bracing ’Mech is considered to be taking cover behind the hex 
  against which it is bracing (see Taking Cover, p. 88). A four-legged 
  ’Mech cannot brace because it has no arms. A bracing ’Mech may 
  stop bracing during any subsequent Movement Phase simply by 
  moving. Ending a bracing action costs no MP.
  Actuator Damage: Modifiers from actuator damage in a braced 
  arm are ignored.
  ProtoMechs: ProtoMechs may brace their main guns, but 
  do not require any terrain to do so. Instead, the player simply 
  nominates a ProtoMech as “bracing” at the end of its movement. 
  A ProtoMech that is bracing is considered an immobile target dur-
  ing any turn it is bracing. Apply a –2 to-hit modifier to any attack 
  made by the main gun; the ProtoMech can only make attacks with 
  the main gun in a turn it is bracing.
  Careful Aim
  Instead of firing its weapons, a unit can spend the Weapon At-
  tack Phase of a turn taking careful aim on a single target within its 
  line of sight. While taking careful aim, the unit may make neither 
  weapon nor physical attacks, nor may it expend MP.
  For every consecutive Weapon Attack Phase the unit spends 
  taking careful aim, apply a –1 to-hit modifier to any weapon 
  attacks against the chosen target (to a maximum of –3). Once 
  the unit attacks, it uses up this bonus. If the aiming unit moves, 
  switches targets or fails a Piloting Skill Roll, or if the target moves 
  out of LOS before any weapon attacks are made, careful aim is 
  interrupted and any accumulated bonus is lost.
  Pulse/Rapid-Fire/Lb-X/HAG: Pulse, Rapid-Fire (when firing 
  more than one shot), LB-X (when firing cluster rounds) and Hyper-
  Assault Gauss rifle weapons cannot make use of careful aim.
  Targeting Computers: Targeting computers apply their stan-
  dard modifier when used in conjunction with careful aim.
  Woods Cover
  Woods can provide protection from an attack in much the same 
  way as a building, in that shots will sometimes strike trees and 
  overgrowth instead of the intended target.
  When using the Woods Cover rule, woods in the target unit’s 
  hex do not provide the usual to-hit modifier for terrain. Instead, 
  the woods hex absorbs damage from any type of weapon attack. 
  A light woods/jungle hex absorbs 2 points of damage, a heavy 
  woods/jungle hex absorbs 4 points of damage, while an ultra 
  woods/jungle hex absorbs 6 points of damage. The woods will 
  absorb damage from each attack into its hex, in a manner similar 
  to the way buildings absorb damage (see Attacking Units Inside 
  Buildings, p.171, TW).
  Remember to track damage applied to such a hex in this fash-
  ion for the purposes of clearing (see Clearing Woods, p. 112, TW). 
  Woods cover only applies to woods occupied by the target hex; 
  intervening woods simply inflict the standard to-hit modifiers 
  rather than absorbing damage.
  Cluster Hit Penalties
  This optional rule reflects the fact that for some weapons that 
  roll on the Cluster Hit Table (missiles, LB-X and so on), the damage 
  spread increases at a certain range, reducing the number of hits 
  that will strike the target at longer ranges. This rule does not apply 
  to Streak or LRM missile launchers, or to standard/extended-range 
  missiles from an ATM launcher.
  For any HAG, LB-X, SRM, MRM or HE ATM, against targets at long 
  range, apply a –1 modifier to the result of the die roll on the Cluster 
  Hits Table. Add a +1 modifier to the die roll against targets in the 
  same hex as or hexes adjacent to the attacker. In all instances, this 
  is in addition to any other modifiers that may affect this die roll 
  result. These modifiers never reduce a roll on the table below 2, 
  or above 12.
  ADVANCED FIRING
  The following rules explain special firing stances and modes.
  Attacks Against Large Infantry Formations
  When more than a single infantry unit is located in a hex, this 
  increases the likelihood of an attack hitting a unit…just not ex-
  actly the unit the attacker was attempting to hit. Whenever more 
  than one conventional infantry platoon occupies the same hex, 
  use the following rule.
  For each additional conventional infantry platoon that occupies 
  the hex, apply a –1 to-hit modifier. Then randomly determine the 
  actual target hit. For example, a hex is occupied by two friendly 
  and two enemy infantry platoons. A –3 to-hit modifier would 
  be applied to any weapon attacks against any of the four units 
  occupying the hex. However, if the to-hit roll is successful, the 
  attacking player would randomly determine which of the four 
  infantry units is actually hit.
  Note that these modifiers only apply if a platoon has at least 
  21 active troopers. If the platoon has less than 21 active troop-
  ers, then that additional modifier does not apply. However, the 
  platoon can still be the accidental target of an attack. For example, 
  a battle armor unit, a platoon with 18 active troopers, a platoon 
  with 21 active troopers and a platoon with 28 active troopers 
  occupy the same hex. Regardless of the unit targeted, only a –1 
  to-hit modifier applies; there are two platoons with at least 21 
  
  85
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  Ground MoveMent
  AdvAnced  
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  GenerAl  
  rules
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   constructIon
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   And equIpMent
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  •	
  Apply a +8 to-hit modifier for any weapon attacks against 
  targets made at LOS range.
  •	
  Any Direct-Fire Ballistic or Missile weapon with a Long 
  range of less than 13 hexes cannot make use of LOS range.
  •	
  Any Direct-Fire Energy or Pulse weapon with a Long range 
  of less than 7 hexes cannot make use of LOS Range.
  •	
  For any weapon that rolls on the Cluster Hits Table, apply 
  a –3 modifier to the die roll result when rolling on the 
  Cluster Hits Table (this is in addition to any other modi-
  fiers that may affect this die roll result). These modifiers 
  never reduce a roll on the table below 2.
  •	
  Divide the Damage Value of any Pulse Weapon by 3, 
  rounding down.
  •	
  Divide the Damage Value of any Direct-Fire Ballistic (but 
  not Gauss) weapons by 2, rounding down.
  •	
  Multiply the Damage Value of any Direct-Fire Energy 
  weapon, or any weapon with the word “Gauss” in its 
  name (except HAGs), by .75 (rounding down).
  •	
  For Variable Damage weapons, use the long range Damage 
  Value when determining the LOS Range Damage Value.
  •	
  As with extreme range, treat  LOS Range attacks as long 
  range attacks for any situations where range is a deter-
  mining factor; i.e. any long range modifiers are applied to 
  LOS Range. In the null-signature system example above, 
  an additional +2 would be added, making the LOS Range 
  modifier +10.
  •	
  Note that any C3 System is incompatible with LOS Range. 
  If a weapon is firing at LOS Range, it cannot make use of 
  a C3 network.
  Firing When Down
  Under standard rules, a prone ’Mech may only fire if neither 
  of its arms has been destroyed. Advanced rules allow a prone 
  ’Mech with one arm destroyed to prop itself up on its intact 
  arm and fire any non-limb mounted weapons. Apply an ad-
  ditional +1 modifier (beyond the standard prone modifier) 
  to all shots made while prone to reflect the damaged ’Mech’s 
  reduced stability. Any actuator damage modifiers are also 
  added.
  Linking Weapons
  Before the game begins, and also during the End Phase of 
  any turn, a player may designate certain weapons to be linked 
  on his units (this can be any non-infantry unit). Any or all 
  weapons on a single unit can be linked, but they must be able 
  to fire into the same firing arcs. A unit may also have more than 
  one linked group of weapons. For example, a ALB-3U Albatross 
  may link the large pulse laser and two medium lasers in its 
  right arm into “link 1”, the SRM 6, LRM 15 and ER Large Laser 
  in the torsos into a “link 2” and finally, since only the LB 10-X 
  AC is the only weapon mounted in the left arm, it is in its own 
  “link 3.” Additionally, provided the rules above are adhered to, a 
  weapon can be a part of multiple links. Linked weapons must 
  be clearly indicated on a unit’s record sheet.
  Linked weapons must always be fired at the same target, 
  though all linked weapons in a given group need not fire every 
  time (for example if a target is out of range of some weapons 
  in a link, those shorter-ranged weapons need not be fired at 
  the target, but they cannot be fired at any other target). The 
  controlling player makes only one to-hit roll for the entire 
  Extreme Range
  Ranged weapons can fire at targets beyond long range, but 
  such shots are difficult.
  Use the following rules for Extreme Range.
  •	
  Extreme Range starts 1 hex beyond long range and 
  extends to a range equal to the weapon’s maximum 
  medium range times 2. For example, extreme range for a 
  medium laser extends from 10 to 12 hexes; the medium 
  laser’s long range is 9 (9 + 1 = 10), and its maximum 
  medium range is 6 (6 x 2 = 12). For Variable Range weap-
  ons, multiply the Long Range by 1.5 (round down). If a 
  weapon does not have a Long Range, it cannot have an 
  Extreme Range.
  •	
  Apply a +6 to-hit modifier to any weapon attacks against 
  targets at extreme range.
  •	
  For any weapon that rolls on the Cluster Hits Table, apply 
  a –2 modifier to the die roll result when rolling on the 
  Cluster Hits Table (this is in addition to any other modi-
  fiers that may affect this die roll result). These modifiers 
  never reduce a roll on the table below 2.
  •	
  Divide the Damage Value of any Pulse Weapon by 2, 
  rounding down.
  •	
  Subtract 1 point of damage from any Direct-Fire Energy 
  weapon or any weapon with the word “Gauss” in its name 
  (except HAGs).
  •	
  Multiply the Damage Value of any Direct-Fire Ballistic (but 
  not Gauss) weapons by .75 (rounding down).
  •	
  For Variable Damage weapons, use the long range Damage 
  Value when determining the Extreme Range Damage Value.
  •	
  In the case of special rules that use range as a deter-
  mining factor and do not specifically mention extreme 
  range, treat extreme-range attacks in the same way as 
  long-range attacks; i.e. any long range modifiers are also 
  applied to extreme range. For example, the null-signature 
  system (see, p. 336) increases the modifier for long-range 
  attacks by +2 to a total of +6. As such, for extreme range 
  attacks, a +2 modifier would be added to the standard +6 
  extreme range modifier, for a total modifier of +8. Finally, 
  as it is impossible to consider every case in the space avail-
  able, the players’ judgment must prevail on occasion.
  •	
  Any weapon attack from a weapon at Extreme Range 
  using a C3 System adds 1 range bracket beyond the clos-
  est friendly unit in the C3 system. For example, if a weapon 
  is firing at Extreme Range and the closest friendly unit is 
  at Short Range, the firing unit would determine the final 
  Modified To-Hit Number as though the closest friendly 
  unit was at Medium Range.
  LOS Range
  For those playing truly large games across dozens of maps, 
  players can institute LOS Range. Note that for added realism, 
  players can use the LOS Range rule in conjunction with the 
  Visual Range Table found in the Double Blind rules (see p. 221), 
  to provide a “hard number” of hexes that a player can visually 
  see under a variety of Planetary Conditions: if you can see it, 
  you can try to make an attack.
  Use the following rules for LOS range.
  •	
  LOS Range starts 1 hex beyond extreme range and ex-
  tends to the limits of the entire playing area, regardless 
  of how large.
  
  ment Phase continues normally; if the ’Mech fell due to a failed 
  Piloting Skill Roll due to damage, provided it still had MPs avail-
  able, it could attempt to stand and continue moving.
  Instead of announcing opportunity fire, a watching unit may 
  move during the Movement Phase (unless its controlling player 
  declares that it is still watching). A ’Mech that moves is no longer 
  in Over-watch mode for opportunity fire.
  Jumping ’Mechs: A ‘Mech that is jumping that is the target of 
  opportunity fire that fails a Piloting Skill Roll caused by that fire 
  falls into the hex it occupied when the attack was made. Resolve 
  any falling damage, displacement and so on that might occur 
  due to such an un-intended fall. The jumping ’Mech’s movement 
  is over.
  Opportunity Fire: Firing on the Move
  In standard rules, all units move and then all units fire. However, 
  the ability to snap off a quick shot as a unit moves from cover to 
  cover can often be a valid and crucial tactic. As with the Oppor-
  tunity Fire rules (above), the ability to interrupt movement with 
  weapon attacks can significantly increase not only the complexity, 
  but the length of a game, so all players should firmly review this 
  rule before deciding to add it to a game.
  During the Movement Phase, a controlling player can announce 
  at any time (either before MP are spent, during the expenditure of 
  MP, or after all MP have been spent) that the unit being moved is 
  making a weapon attack. Only 1 weapon can be fired using this 
  rule. The weapon must fire into its standard firing arc. No torso or 
  turret twisting is allowed, so a front torso-mounted weapon could 
  only fire into the front arc, while a right arm-mounted weapon 
  could fire into the front arc and right-side arc.
  Apply a +3 modifier (in addition to all other standard modi-
  fiers) to reflect the nature of the rapidly taken shot. If the target 
  has already moved in the current Movement Phase, then apply 
  the standard target movement modifier; if the target has not yet 
  moved, then no target movement modifier is applied.
  This means that a unit expending Jumping MP (infantry, a jump-
  ing ’Mech, and so on) can make an attack while jumping. In this case, 
  both modifiers would apply: the +3 for jumping and the +3 for the 
  Firing on the Move, as well as any other applicable modifiers.
  Any damage inflicted against the target is resolved immediately, 
  with any required Piloting Skill Rolls also made immediately.
  Infantry: Infantry apply a +1 to-hit modifier unless jumping; 
  then a +3 to-hit modifier applies. This is in addition to the +3 Fir-
  ing on the Move modifier.
  VTOL Vehicle: If a VTOL Vehicle does not enter a new hex at any 
  point in a Movement Phase, then its standard attacker movement 
  modifier is not applied when making a Firing on the Move attack 
  in that Movement Phase; in other words, the unit is only moving 
  vertically within the hex (any weapon attacks against such a unit 
  would only apply a +1 modifier for an airborne unit and would not 
  have any additional target movement modifiers).
  Linking Weapons: If using the Linking Weapons rule (see p. 85), 
  a series of linked weapons can be fired in this fashion. However, 
  all linked weapons must be in the same location (note this restric-
  tion is more stringent than the standard linking restriction of “the 
  same firing arc”).
  Physical Attacks: While this type of attack can be made in the 
  same turn that an attacking unit is making a charging (ram) or 
  death-from-above attack, apply a +2 to-hit modifier to the physical 
  group of linked weapons. The to-hit number for the group is de-
  termined according to the worst range and other modifiers in the 
  group. For example if a large pulse laser and a medium laser were 
  in a link together and the target was in range of the medium laser, 
  then the to-hit modifier would be determined based upon the 
  medium laser (i.e. its shorter range, no pulse modifier would be 
  applied and so on). If the roll fails, all the linked weapons miss. If 
  it succeeds, all the linked weapons hit. Hit location is determined 
  normally for each individual weapon in the linked group.
  Opportunity Fire
  Instead of attacking during the Weapon Attack Phase of a turn, 
  a unit may elect to watch for enemy units to come closer or into 
  line of sight and then launch an attack immediately. Such attacks 
  are called opportunity fire. Players should note that opportunity 
  fire can make the game much more complicated because it allows 
  attacks to be made outside the normal sequence of play. Players 
  should carefully consider the impact of this optional rule before 
  incorporating it into their game.
  During any Weapon Attack Phase, in place of making a weapon 
  attack, a controlling player may announce the unit is in “Over-
  watch” mode. From that point on, the unit’s player watches for a 
  chance to strike, and the unit may not move or make any attacks 
  until the controlling player announces that he is taking opportu-
  nity fire.
  At any time during the Movement Phase of any subsequent 
  turn, a player controlling any unit previously said to be in Over-
  watch mode can announce opportunity fire. A player can even 
  announce opportunity fire in the middle of a target’s movement, 
  allowing him to attack a unit dashing from one area of cover to 
  another. Opportunity fire may only be used against targets in the 
  front firing arc, and the attacking unit cannot torso twist or rotate 
  its turret.
  Opportunity fire is resolved immediately in the same Movement 
  Phase. If two or more units wish to use opportunity fire at the same 
  time, resolve the attacks in the order in which they were announced. 
  If the players cannot agree on which attack was announced first, 
  roll a die to determine which player starts. On a result of 1–3, Player 
  A goes first; on a result of 4–6, Player B goes first.
  Opportunity fire works like other types of attack, except that 
  all such attacks include an additional +2 to-hit modifier to reflect 
  the speed at which the shot must be made. The target movement 
  modifier is based on the movement of the target up to the point 
  at which it is attacked. Once a unit announces opportunity fire, 
  it may attack with any and all of its weapons, but must make all 
  attacks immediately; any damage, and Piloting Skill Rolls required 
  due to damage, are resolved immediately. The unit may not move 
  or make any weapon attacks for the remainder of the turn, though 
  the unit may make physical attacks. A unit in over-watch that 
  makes any attacks using opportunity fire cannot be declared to 
  be in “Over-watch” mode again until the following turn’s Weapon 
  Attack Phase.
  A unit may also make physical attacks as opportunity fire. The 
  controlling player must choose one type of attack or the other, and 
  in either case the unit ceases watching after the attack is made.
  Damage from opportunity fire takes effect immediately. If the 
  attack forces the target’s player to make a Piloting Skill Roll, he 
  must do so immediately following the attack. Once the attack is 
  over, the target finishes its movement (if possible) and the Move-
  
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  can never make more than a single Morale Check against 
  suppressing fire in a turn. The highest modifier as shown on 
  the Suppressing Fire Table is applied, with each additional 
  weapon that would normally apply a modifier higher than 0 
  applying a +1. For example, a flamer, heavy machine gun, SRM 
  6, PPC and medium pulse laser are announced as engaging 
  in suppressing fire against a target hex. The highest-modifier 
  weapon on the Suppressing Fire Table is the flamer at +3. Nei-
  ther the PPC (Direct Fire Energy) nor the medium pulse laser 
  (Pulse) provide a modifier above 0. Therefore, though they 
  both would cause a Morale Check for suppressing fire on their 
  own, they do not add an additional modifier in this case. The 
  SRM 6 (Cluster Missile) and the heavy machine gun (additional 
  weapon beyond first), however, both apply a +1 modifier, for 
  a total of +6, which will be added to any applicable modifier 
  from the Morale Check Table.
  Airborne Infantry: Suppressing fire against airborne infantry 
  (for example, infantry expending VTOL MP) cannot be made.
  PARTIAL COVER
  The following rules expand on partial cover. Like other ad-
  vanced rules, they increase realism at the expense of simplicity.
  Expanded Partial Cover
  Expanded partial cover allows a unit to have 1/4 cover, 3/4 
  cover and vertical cover in addition to the horizontal partial 
  cover permitted under standard rules.
  If the line of sight for an attack passes directly through the 
  line between two hexes, the target normally chooses the at-
  tack direction. Under the expanded partial cover rules, the 
  attack enters the target hex through the corner, and levels in 
  either hex may provide partial cover to the target.
  If both hexes adjacent to the line of sight and the target are 
  one level higher than the level of the underlying hex the target 
  occupies, the terrain provides standard partial cover.
  If one hex’s level is equal to the level of the underlying hex 
  the target occupies and one hex is one level higher than the 
  level of the underlying hex the target occupies, the target has 
  1/4 cover. An attack against such a target has no partial-cover 
  modifier. If the hit location roll result indicates a leg hit on the 
  covered side, the shot hits the cover rather than the ’Mech.
   If one hex’s level is equal to the level of the underlying hex 
  the target occupies and one hex is equal to the level of the 
  target, the target is in vertical cover. The partial-cover modi-
  fier is the standard +1, and any hit locations rolled against the 
  covered side (arm, leg, or torso, but not center torso or head) 
  strike the cover.
   If one hex is one level higher than the level of the underly-
  ing hex the target occupies and one hex is equal to the level of 
  the target, the target has 3/4 cover. The partial-cover modifier 
  is the standard +1 and any hits on the legs or the covered side 
  strike the cover.
  If the attacker is at a higher level than the target,1/4 and 
  horizontal cover do not apply unless the target is actually tak-
  ing cover (see Taking Cover, p. 88). A target can use vertical 
  cover as long as the attacker is not higher than the terrain that 
  provides it. Three-quarter cover is considered vertical cover if 
  the attacker is higher than the target; if the attacker is higher 
  than the hex providing 3/4 cover, such cover does not apply.
  attack in question in order to reflect the difficulty of trying to fire 
  on the run while making such a difficult physical attack.
  “Popping Up”: Any non-’Mech unit expending Jumping MP 
  can stay in its hex and simply move vertically up and down to 
  make use of this rule; on the other hand, a ’Mech must enter 
  a new hex for each Jumping MP it expends and so cannot 
  simply “pop up” in the same hex using Jumping MP.
  Expanded Reversing (Flipping) Arms
   In standard rules, a ’Mech cannot torso twist and reverse 
  its arms. However, this can occur under advanced rules. The 
  player must announce whether a ’Mech is torso twisting or 
  reversing its arm first. Then the controlling player makes a 
  standard Piloting Skill Roll, applying all standard modifiers. If it 
  is successful, then the secondary move can be made. If it fails, 
  it does not result in a fall. Instead, the second move (whether a 
  torso twist or reversing arms) simply cannot be made.
  Suppressing Fire
  In place of a standard attack, a unit can use suppressing fire 
  in an attempt to pin an infantry unit in place. The use of this 
  rule requires the use of the Morale rules as well (see p. 21).
  Before making a weapon attack, the controlling player must 
  announce that in place of a weapon attack, a suppressing fire 
  attack is being made. The attack is made against the hex where 
  the infantry is located (whether in woods, in a building and 
  so on). If the attack is successful (if using the Fumble rules, a 
  result of 2 is a miss and the suppressing fire doesn’t force a 
  roll; see p. 75), no damage is applied against any infantry units 
  occupying that hex (though damage can be applied to the 
  hex, if players are tracking damage: a building hex, the terrain 
  [see Terrain Factor Rules, p. 64] and so on). Instead, any infan-
  try units (friendly or enemy) in that hex must make a Morale 
  Check at the end of the Weapon Attack Phase, applying the 
  modifiers from the Suppressing Fire Table, as well as all appro-
  priate modifiers from the Morale Tables (see p. 212). If the unit 
  fails the Morale Check, it is not broken; none of the standard 
  effects for a failed Morale Check apply. Instead, any infantry 
  units in the hex cannot expend MP in the subsequent turn’s 
  Movement Phase, and apply a +1 to-hit modifier to all weapon 
  attacks by battle armor and a +2 to-hit modifier to all weapon 
  attacks by conventional infantry in that turn’s Weapon Attack 
  Phase as well.
  Regardless of how many suppressing-fire weapon attacks 
  are directed at a hex in a turn, each infantry unit in a hex 
  suPPressing Fire table
  Weapon Type
  Modifier
  Direct Fire (Ballistic or Energy),
  Cluster (Ballistic), Pulse
  +0
  Cluster (Missile)
  +1
  Burst Fire Weapon: 1D6 or 2D6
  +2
  Burst fire Weapon: 3D6 or 4D6+
  +3
  Area-Effect
  +4
  Additional Weapons Beyond First
  +1
  
  PHYSICAL COMBAT
  The following optional rules relate to physical combat.
  WEIGHT CLASS PHySICAL ATTACK MODIFIERS
  In standard rules, all units are considered equal when it comes 
  to making physical attacks. However, despite the increased gyro 
  size of many larger units, it is easier to control a lighter-weight 
  ’Mech than a heavier one when it comes to the extra agility re-
  quired to make physical attacks.
  Whenever a unit makes any type of physical attack, consult the 
  Weight Class Physical Attack Modifiers Table (below) and apply 
  the appropriate modifier based on the weight of the unit; this is 
  in addition to all other standard modifiers. Note that these modifi-
  ers ONLY apply to the physical attack itself. Any Piloting Skill Rolls 
  required due to the success or failure of a physical attack do not 
  apply these additional modifiers (see p. 23).
  NEW PHySICAL ATTACK WEAPONS
  The Advanced Weapons and Equipment section contains 
  numerous experimental weapons that can be used in physical 
  weapon attacks. The complete rules for their use are found 
  under BattleMech Melee Weapons, p. 288. The Physical Weapon 
  Attacks Addendum Table (see p. 87) provides a cheat sheet for 
  those weapons, presented in the same format as the standard-
  rules physical attack weapons (see Physical Weapon Attacks 
  Table, p. 146, TW).
  NEW ATTACK TyPES
  The following rules describe some new types of physical attacks. 
  Unless otherwise noted, standard rules for physical attacks apply 
  (see p. 144, TW).
  blocking a Physical Attack
  Not really a new type of physical attack, this rule allows a player 
  to potentially lessen the amount of damage from a physical at-
  tack, as well as deciding where the attack will land.
  The following rule only applies to incoming punch, club, physi-
  cal weapon and kick attacks. A player cannot use this rule to block 
  any other type of physical attack.
  Whenever a punch, club or physical weapon attack is announced 
  against a target ’Mech, the controlling player of the target ’Mech 
  can attempt to block with the right arm or the left arm that has 
  not already been declared as making an attack; a block with both 
  arms cannot be made against the same attack. However, a player 
  can block two different attacks, one arm to each attack, provided 
  all the appropriate criteria under these rules are met. The player 
  In the Expanded Partial Cover Diagram, above, the ’Mech 
  in Hex A on the City (Skyscraper) map is under attack by three 
  other ’Mechs. The ’Mech in Hex B is attacking against 1/4 cover, 
  as the building in Hex C is Level 1 and Hex D is Level 0. Any shots 
  by the Hex B ’Mech that result in a right-leg hit location miss the 
  target ’Mech and strike the covering building instead.
  The ’Mech in Hex E is attacking against 3/4 cover, because 
  the building in Hex F is equal in height to the ’Mech in Hex A 
  and the building in Hex C provides partial cover to the target 
  ’Mech. Hits on the right leg, arm or torso will hit the building in 
  Hex F, while hits on the left leg will hit the building in Hex C.
  The ’Mech in Hex G is on a Level 3 building, making it Level 5.  
  Though it is higher than the building in Hex F, the target is 
  equal in height and adjacent to the building in Hex F and so 
  the ’Mech in Hex G must still attack against vertical cover on 
  the target’s right side. Such cover does not protect the target 
  on the bottom left side, however, as the Hex G ’Mech is high 
  enough to shoot over the Level 1 building in Hex C.
  Taking Cover
  A ’Mech can move to the edge of the hex it is occupying to 
  actively “take cover,” gaining partial cover through a single cho-
  sen hexside regardless of the attacker’s level. Naturally, the hex 
  behind which the target takes cover must be half the level of the 
  ’Mech—that is, one level higher than the underlying terrain in the 
  hex in which the ’Mech is standing. The hexside must be chosen 
  at the beginning of the Weapon Attack Phase, and a unit taking 
  cover may not torso twist.
  Reversing Arm: A ’Mech that is taking cover can reverse its arms.
  • expanded partial cover diagram  • 
  Weight class Physical attack 
  mOdiFiers table
  Weight Class
  Modifier
  Light (Ultra-Light)
  –2
  Medium
  –1
  Heavy/Assault
  +0
  
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  from the punch, club or physical weapon attack and apply 
  that against the arm that blocked the attack. Finally, for each 2 
  MoS, subtract 1 point of damage from the attack; damage can 
  never be reduced below 1. For example if the Target Number 
  of the Piloting Skill Roll is 7 and the die roll result is 11, that 
  provides a MoS of 4 and so an additional 2 points of damage 
  would be subtracted from the physical attack, after the dam-
  age from the initial attack is halved.
  The same rules apply for blocking a kicking attack with a 
  leg, except that only kicking attacks from the front arc can 
  be blocked. If the blocking ’Mech fails its Piloting Skill Roll to 
  block a kick, it must roll another Piloting Skill Roll; this is in 
  addition to the roll for being kicked or any Piloting Skill Rolls 
  that might be required due to damage (as usual, all modifiers 
  apply to all the Piloting Skill Rolls, including the one for having 
  missed blocking a kick). If a unit blocks a kick, it cannot block a 
  punch, club or physical weapon attack in the same turn.
  Physical Weapons: If a ’Mech mounts a physical weapon 
  (that is, a physical weapon that can be used to make a dam-
  aging attack), it can use the weapon to attempt to parry a 
  physical attack, not just block it. In addition to all the standard 
  modifiers described above, apply the appropriate to-hit modi-
  fiers for the weapon in question from the Physical Weapon 
  Attacks Table (see p. 146, TW) or the Physical Weapon Attacks 
  Table Addendum (above). If the parry is successful, no damage 
  is dealt.
  Shields: If a unit mounts a shield (see p. 290) and suc-
  cessfully blocks, the damage is applied to the shield; shields 
  cannot be used to parry an attack, as described under Physi-
  cal Weapons above.
  can also block with one arm and make a standard attack with 
  the other arm. In both situations the player must nominate one 
  arm as the “primary” arm, adding an additional +1 modifier to 
  the “secondary” arm, regardless of what actions are taken. For 
  example the player may nominate a left arm that is blocking 
  an attack as the “primary arm” and then launch a punch attack 
  with the right arm as the “secondary arm,” applying a +1 to-hit 
  modifier, in addition to all other modifiers. A unit cannot block 
  a punch, club or physical weapon attack and make any other 
  type of physical attack except for a punch as noted above.
  If weapon attacks by weapons in a arm were made in the 
  same turn, that arm cannot be used for blocking; the arm also 
  cannot be used to launch a physical attack in the same turn it 
  is used to block. Finally, the physical attack must originate in 
  the arm’s arc used for the block; for example, an attack on the 
  left side of a ’Mech could not be blocked by the right arm.
  Once a successful punch, club or physical weapon attack is 
  made, the controlling player of the blocking unit makes a Pilot-
  ing Skill Roll. All standard modifiers apply (including damage 
  to actuators in the blocking arm, as well as other damage, and 
  so on). Additionally, compare the Piloting Skill Ratings of the 
  attacking and blocking units, using the difference between 
  the two skill ratings as a modifier to the to-hit number. If the 
  attacker’s skill rating is lower, add the modifier to the to-hit 
  number. If the blocker’s Piloting Skill Rating is lower, subtract 
  the modifier from the to-hit number. A failed Piloting Skill Roll 
  means the attack proceeds as normal; the block failed and 
  the unit cannot attempt to make an attack with that arm this 
  turn. A successful Piloting Skill Roll means that the attack has 
  been successfully blocked; halve the damage, rounding down, 
  Physical WeaPOn attacks addendum table
  Weapon Type
  To-Hit Modifier
  Damage Value
  To-Hit Location Table
  Firing Arc**
  Affected 
  by TSM
  To-Hit/Damage Value  
  Affected by Actuator Damage
  Chain Whip
  –2
  1/per 10 tons +1‡
  Standard
  Arm
  No
  Yes/No
  Claws
  +1
  1/per 7 tons‡‡
  Punch
  Arm
  Yes
  Yes/Yes
  Flail
  +1
  9
  Standard
  Arm
  No
  Yes/No
  Lance
  +1
  1/per 5 tons††
  Standard
  Arm
  Yes
  Yes/Yes
  Mace
  +2
  1/per 4 tons***
  Standard*
  Arm
  Yes
  Yes/Yes
  Shields
  †
  †
  Standard
  Arm
  No
  Yes/No
  Vibroblade
  Deactivated
  –2
  1/per 10 tons + 1‡
  Standard*
  Arm
  Yes
  Yes/Yes
  Activated
  –2
  §
  Standard*
  Arm
  No
  Yes/No
  *Roll normally on the ’Mech Hit Location Table. Alternatively, when the controlling player announces the physical weapon attack, he may also announce that he will 
  use the Punch or Kick Hit Location Table to resolve damage if the attack succeeds, in which case apply a +4 modifier in addition to all the standard modifiers, 
  including the standard to-hit modifier for the weapon (this modifier does not apply when attacking on the Punch/Kick Location Table due to attacks from different 
  levels; see p. 150, TW).
  **The target of the physical weapon attack can be in the ’Mech’s forward arc or in the side arc corresponding to the arm in which the equipment is mounted.
  ***A successful attack does 1 point of damage for every 4 tons that the attacking ’Mech weighs (round up).
  †See Shield, p. 290
  ††A successful attack does 1 point of damage for every 5 tons that the attacking ’Mech weighs and may damage the internal structure of the target.
  ‡A successful attack does 1 point of damage for every 10 tons that the attacking ’Mech weighs (round up), + 1.
  ‡‡A successful attack does 1 point of damage for every 7 tons that the attacking ’Mech weighs (round up).
  §See Vibroblade, p. 292
  
  of a grapple attack is equal to the attacking unit’s Piloting Skill 
  Rating (for ProtoMechs, use their Gunnery Skill Rating), with an 
  additional modifier based on the relative weight classes of at-
  tacker and target. For every weight class by which the attacker 
  is heavier than the target, apply a –1 to-hit modifier. For every 
  weight class by which the attacker is lighter than the target, apply 
  a +1 to-hit modifier. For example, an attempt by an assault ’Mech 
  to grapple a medium ’Mech has a modifier of –2 because the at-
  tacker is two weight classes heavier than the target. In the case 
  of ProtoMechs, treat them as a weight class underneath lights, 
  so the assault ’Mech attempting to grapple a ProtoMech has a 
   –4 modifier. In addition, the to-hit number may be modified for 
  missing or damaged actuators in the same way as for a punch 
  (see p. 145, TW). Damaged and missing actuators in both arms 
  count toward this modifier because the grapple attack requires 
  both arms, as well as leg actuator damage and gyro damage. All 
  modifiers are cumulative.
  If the attack is successful, the target is grappled. Move the 
  attacking unit into the target’s hex regardless of the standard 
  stacking rules. In subsequent Physical Attack phases, the target 
  can attempt to break the grapple by making an Attack Roll, ap-
  plying the modifiers described above. For example, a medium 
  ’Mech’s attempt to break free of an assault ’Mech’s grapple 
  would have a +2 to-hit modifier because the medium ’Mech 
  (now the attacker) is two weight classes lighter than its target 
  (the assault ’Mech).
  While grappling, neither unit may move or make physical 
  attacks. The grappling ’Mechs may only fire head- and front torso-
  mounted weapons, and only at the grappling opponent. Such 
  weapon attacks receive a –4 immobile-target modifier; however, 
  neither grappling unit may make an aimed or called shot.
  If other units attempt to attack the grappling units, they run 
  the risk of hitting the friendly unit. Make the Attack Roll against 
  the enemy unit first, with a +1 modifier. If the attack misses, make 
  a second Attack Roll against the friendly unit, this time with no +1 
  modifier. If this attack succeeds, the player who made the rolls has 
  hit the friendly unit by mistake.
  If a unit breaks a grapple, move the unit that made the initial 
  attack to any adjacent hex chosen by the player controlling the 
  the unit that broke the grapple. Place the attacking unit so that 
  it faces the the unit that broke the grapple. This move can result 
  in the attacker being thrown off a high level or into water, or may 
  result in other unit displacement. If either unit is destroyed, the 
  grapple is broken and the surviving unit stays in the hex.
  The attacking unit may choose to break the grapple in a sub-
  sequent Physical Attack Phase. Such an attempt counts as its 
  physical attack for that phase. If the attacker breaks the grapple, 
  the target immediately may make an Attack Roll in order to 
  continue it; all grappling rules apply. If the roll is successful, the 
  grapple continues with the target becoming the attacker. If this 
  counterattack fails or if the original target does not wish to coun-
  terattack, the original attacker may move to any hex adjacent to 
  the target, facing the target unit.
  Jump Jet Attack
  As a desperate measure, a ’Mech can use the exhaust from its 
  jump jets as an extremely short-range weapon. This type of attack, 
  known colloquially as the “I Am Jade Falcon” maneuver, can only 
  be used against targets adjacent to the attacker and so follows all 
  standard rules for physical attacks.
  Weight Class Piloting Skill Roll Modifiers: The Weight Class 
  Physical Attack Modifiers Table (see p. 88) apply when attempting 
  to block an attack.
  Different Levels: A punch/physical weapon or kick attack can 
  be blocked by either a leg or an arm, depending on the differ-
  ences in levels (see Different Levels Table, p. 150, TW).
  Grabbing
  Only ’Mechs with at least one undamaged hand actuator (or 
  claw) may attempt a grabbing attack. Rather than inflicting 
  damage, this type of attack is intended to take away an object 
  that the target is holding, such as a handheld weapon (see p. 
  315), unprotected cargo or certain items that must be carried in 
  “capture-the-flag” scenarios. This type of attack cannot be used 
  to grab items that only have the appearance of being hand-held, 
  such as hatchets and certain arm-mounted weapons, which are 
  actually part of the ’Mech. If an item occupies critical slots, it can-
  not be grabbed.
  The attacker must announce what he is attempting to grab 
  during weapon attack declaration, and may make no weapon at-
  tacks with the grabbing arm during the turn. The grab is treated 
  as a punch attack (see p. 145, TW), with an additional +1 to-hit 
  modifier. If the attack is successful, the attacking ’Mech grabs the 
  desired object, provided the ’Mech is strong enough to carry it 
  (see ’Mech Lifting Capabilities, p. 261, TW). If the attacking ’Mech 
  is not strong enough to carry the object, the attack knocks it out 
  of the target’s grasp and it falls to the ground in the hex the at-
  tacker occupies.
  Grabbing Turrets: If a ’Mech is in the same hex as a vehicle with 
  a turret in the Physical Attack Phase, the ’Mech can make a grab-
  bing attack to grab hold of the turret, though a ’Mech attempting 
  such a grabbing attack must have two functioning hand actuators; 
  only a single grabbing turret attack can be made against a vehicle 
  per turn. If the attack is successful, the ’Mech has grabbed hold of 
  the turret. The player then immediately makes another Piloting 
  Skill Roll with an additional +3 to-hit modifier, while also applying 
  the following additional weight-class modifiers: light +1, medium 
  +0, heavy –1, assault –2. Activated triple-strength myomer also 
  applies a –2 modifier. A failure has no effect. A successful Pilot-
  ing Skill Roll automatically forces the vehicle’s controlling player 
  to roll once on the Turret column of the Ground Combat Vehicle 
  Critical Hits Table (see p. 194). Additionally, for each 3 MoS, the 
  player must make an additional roll on that table. Regardless of 
  success or failure, the grabbing attack is finished at the end of the 
  Physical Attack Phase; if the attacking player wishes to attempt to 
  grab the turret once more, his ‘Mech must make a new grabbing 
  turret attack in the following turn.
  If a ’Mech is in a hex with another unit that mounts a turret, or 
  in a building hex that mounts a turret, all the same rules apply as 
  above. A successful roll forces a Determining Critical Hit roll for the 
  turret (i.e. in the case of a unit with it mounted in a location, the 
  Determining Critical Hit roll is made for that location). As above, 
  every 3 MoS forces an additional Determining Critical Hit roll.
  Grappling
  This dangerous type of attack is an attempt to restrain an enemy 
  unit through brute force. Only ’Mechs or ProtoMechs may attempt 
  it, and only against other ’Mechs or ProtoMechs.
  The grappling unit may not make any weapon attacks in the 
  turn in which it attempts to grapple. The base to-hit number 
  
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  DEATH FROM AbOVE
  The best way to stop a death from above attack is to destroy 
  the ’Mech as it jumps at the target. This optional rule allows 
  the wreckage of the destroyed attacker to continue to hurtle 
  toward the target and even cause damage.
  If the attacking ’Mech is destroyed, its player should make 
  a Piloting Skill Roll with an additional +1 modifier. If the roll 
  is successful, resolve the attack as though the ’Mech had not 
  been destroyed. The only change to the procedure is that the 
  attack suffers an additional +1 modifier, and the damage is 
  resolved differently.
  If the attacker was destroyed by the loss of all its center torso 
  internal structure, it hits the target in pieces. Divide the damage 
  in half (round up), then into 5-point Damage Value groupings 
  and apply it using the appropriate column of the Hit Location 
  Table (not the Punch Hit Location Table). If the attacker was 
  destroyed by any other means, it hits the target in one chunk. 
  Divide the damage the attack would have inflicted in half 
  (round up), but apply it all to a single hit location determined 
  using the standard Hit Location Table. The target must make a 
  Piloting Skill Roll or fall according to the standard rules.
  The attacking ’Mech takes damage as though the attack had 
  failed, which is only important for determining what is left of it 
  for salvage after the battle.
  INTENTIONAL FALLS FROM AbOVE
  Standard rules prohibit a unit from intentionally flinging 
  itself off a hill to make an “accidental” fall from above attack 
  against a target in a lower adjacent hex. In advanced-rules 
  play, such an action is possible (if foolish).
  Under advanced rules, a unit may deliberately walk or run 
  off any level during the Movement Phase by spending 1 MP—if 
  its pilot can muster up the guts to do so. To determine this, the 
  controlling player makes a 2D6 roll, applying a –1 modifier to 
  the Target Number for a Veteran pilot and a –2 modifier for an 
  Elite pilot. If the result is greater than 9, the pilot is determined 
  enough to make the leap. Otherwise, the unit’s movement 
  ends immediately.
  If the unit manages to jump off the hill, move it into its new 
  hex and resolve the fall immediately. The unit’s movement 
  ends at this point. If another unit is in the hex where the jump-
  ing unit falls, follow the rules for Accidental Falls from Above 
  (see p. 152, TW). To reflect the intentional nature of the attack, 
  apply an additional –1 modifier to the base to-hit number.
  Only ’Mechs with undamaged jump jets (but not mechani-
  cal jump boosters; see p. 292) in their legs can make a jump jet 
  attack, and only if they are prone or at 1 level higher than the 
  target. Also, the attacking ’Mech cannot have already jumped 
  in the same turn.
  If the attacking ’Mech is standing, it may only attack a tar-
  get directly in front of and 1 level below it. It may only attack 
  with the jump jets mounted in one leg, and may make no 
  attacks with weapons mounted in that leg during that turn. 
  Prone ’Mechs may only make jump jet attacks against a target 
  in the hex directly behind them. The attacker may use jump 
  jets mounted in either or both legs, provided that the legs 
  used have not fired weapons in the same turn. The base to-hit 
  number for this type of attack is equal to the attacking unit’s 
  Piloting Skill Rating; all other appropriate modifiers apply, in-
  cluding the firing while prone modifier if the attacker is prone.
  If the attack hits, it inflicts damage equal to the number of 
  jump jets mounted in each attacking leg times 3. If both legs 
  are used, determine hit location for each leg’s jets separately. 
  The damage from each leg’s jets strikes a single location, de-
  termined on the appropriate column of the ’Mech or Vehicle 
  Hit Location Table.
  The attack generates heat as normal for the number of jump 
  jets fired; this heat is also applied to the target unit for units 
  that track heat.
  Tripping
  This attack represents a leg hook or “clothesline” attack in-
  tended to knock the target off its feet. Only ’Mechs may make 
  a tripping attack, and only against other BattleMechs.
  The base to-hit number for this attack is equal to the attack-
  ing unit’s Piloting Skill Rating, applying a –1 to-hit modifier, in 
  addition to all other standard modifiers. If the attack is suc-
  cessful, the target unit must make a successful Piloting Skill 
  Roll at the end of the Physical Attack Phase or fall. Unlike a 
  kick, a failed attack does not require the attacker to make a 
  Piloting Skill Roll.
  CHARGING
  In a standard charging attack, the attacker suffers relatively 
  little damage compared to the target. The standard rules are 
  structured this way to make possible such bold attacks as a 
  Hermes charging an Atlas, which would otherwise be suicidal, 
  as well as relatively easy to determine what that damage is. 
  The following optional rule provides a more realistic way of 
  determining damage between attacker and target, albeit at 
  the expense of more complex math.
  Follow standard rules for charging (see p. 148, TW), but 
  change the damage to the attacker and target using the formu-
  las found below. Round any fractions up after multiplication. 
  Charging Terrain/Falling: If players wish they can use 
  these same formulas for determining “realistic” damage when 
  charging/skidding into terrain or when falling.
  Target Damage = [(Attacker Mass x Target Mass) x 
  (Hexes moved) / (Attacker Mass + Target Mass)] / 10 
  Attacker Damage = [(Attacker Mass x Target Mass) x (Hexes 
  moved) / (Attacker Mass + Target Mass)] / (10 + MoS)
  CD
  Under Condition Feral there can be no mercy from a Wolf’s Dragoons warrior.
  
  For example, a 100-ton ’Mech with a single hand actuator 
  free could lift a 5-ton ProtoMech (as it is 5 percent of the ’Mech’s 
  weight), but could not throw the ProtoMech (as it can only throw 
  2.5 percent of its weight with a single hand). If the ’Mech had 
  operational Triple Strength Myomer, however, which doubles its 
  throwing capacity, it could not only lift the ProtoMech, but if the 
  action was successful, the ’Mech could throw the ProtoMech up to 
  a maximum distance of 3 hexes. If the ’Mech did not have active 
  Triple Strength Myomer but was using two hand actuators (arms), 
  the ’Mech could potentially throw the ProtoMech up to the 3-hex 
  distance. Finally, if the ’Mech was using two hands (arms) and had 
  active Triple Strength Myomer, the ProtoMech could be thrown 
  up to a maximum of 6 hexes.
  PICKING UP INANIMATE ObJECTS
  Any inanimate object may be picked up, provided it is within 
  the weight limit for the ’Mech. However, as an inanimate object 
  can literally be anything (a flag pole from a building, the roof of 
  a house, a statue, an un-occupied car and so on), the players will 
  need to agree on the weight of a given item before attempting 
  to pick it up. Regardless, the unit must be in the hex with the 
  object during the Physical Attack Phase; if the item is only “level 
  1” in height, the ’Mech must be in a hull-down position (see Biped 
  ’Mech under Hull Down rules, p. 21) to pick it up.
  Like finding a club, when attempting to pick up an inanimate 
  object, the unit may not fire weapons or make physical attacks 
  during the turn.
  If the object is not attached to a fixed location, the player makes 
  a standard Piloting Skill Roll. A failure means the object was not 
  picked up; no damage is done to the object. A success means the 
  object has been picked up.
  If the object is attached to a fixed location (a building, the 
  ground and so on), then divide the ’Mech’s lifting ability by 4 to 
  represent the strain of detaching the object. In addition, the ’Mech 
  must make a successful standard punch attack to remove the ob-
  ject from its fixed location; if the weight of the object requires two 
  hands to lift, then two successful punch attacks are required to pick 
  up the object; the standard –4 immobile modifier is not applied 
  when attempting to pick up an object. This means the controlling 
  player announces that the ’Mech will attempt to pick up the object 
  during the Movement Phase, but the physical attack to “tear off” 
  the object does not occur until the Physical Attack Phase. A suc-
  cess (in the case of two arms, two successes) indicates the object 
  has been picked up, while a failure (in the case of two arms, only a 
  single failure need occur) means the object was not picked up.
  Whether or not the object was successfully removed, it takes 
  some type of damage. After every successful (or unsuccessful) 
  attempt to remove an object from a fixed location, roll 1D6. On 
  a result of 1–4, only minor damage occurs: the flagpole is bent, 
  the statue goes from 1,000 kilograms to 900 kilograms and so on. 
  On a result of 5, major damage occurs: half the flagpole snaps off, 
  the statue goes from 1,000 kilograms to 500 kilograms, and so on. 
  On a result of 6, the object is destroyed: the flagpole snaps into a 
  handful of pieces, the statue shatters, and so on. Depending on 
  the object, the players may need to come to a complete consen-
  sus about the specific damage done to a given object, using the 
  rules above as a guideline.
  Physical Weapons: As noted under Dropping  or Setting Down 
  Inanimate Objects (see p. 98), a hatchet, mace, sword or vibrosword 
  can be dropped. Use the rules for picking such an item up exactly 
  PICKING UP ANd 
  THROWING OBjECTS
  ’Mechs with working hand actuators are capable of considerable 
  dexterity. When combined with the strength of the ’Mech and its 
  height, this allows them to pick up a variety of objects, carry those 
  objects and potentially even throw objects a considerable distance.
  The following rules build on the ’Mech Lifting Capabilities rules 
  (see p. 261, TW); a ’Mech’s lifting capability remains 10 percent of 
  its tonnage; increased to 20 percent for operating Triple Strength 
  Myomer (see p. 143, TW). However, that restriction is based on 
  two working (unoccupied) hand actuators. A ’Mech can pick up 
  5 percent of its tonnage (increased to 10 percent for operating 
  Triple Strength Myomer) with a single hand (arm).
  ProtoMechs: These weight restrictions also apply to Proto-
  Mechs, such that a one-handed, 2-ton ProtoMech can lift 100 kg 
  (two-handed can lift 200 kg), while a one-handed, 9-ton Proto-
  Mech can lift 450 kg (two-handed can lift 900 kg). Note that the 
  construction rules for ProtoMechs automatically assume that 
  it is built with two hands. The distinction here is for describing 
  whether a player will designate that the ProtoMech is using one 
  or two hands (i.e. one hand might already be carrying an object) 
  for the various actions described in this section.
  Additionally, anytime these rules call for a Piloting Skill Roll to 
  be made by ProtoMechs, use the unit’s Gunnery Skill Rating.
  battle Armor: Anytime the rules call for a Piloting Skill Roll to 
  be made by battle armor, use the unit’s Anti-’Mech Skill Rating.
  Four-Legged ’Mech: Four-legged ’Mechs do not have hand 
  actuators (obviously), and so cannot use any of these rules.
  Throwing Capabilities
  Regardless of the object to be thrown (whether an inanimate 
  object or another unit), a ’Mech with one working (unoccupied) 
  hand actuator can throw objects up to 2.5 percent of its mass, 
  while a ’Mech with two working (unoccupied) hand actuators 
  can throw objects up to 10 percent of its mass. As usual, Triple 
  Strength Myomer doubles the allowable weight.
  Additionally, the distance any object or unit can be thrown is 
  determined by the weight of the object/unit in comparison to the 
  throwing unit’s weight as shown on the Throwing Distance Table 
  (round down). If the throwing unit has active Triple Strength Myo-
  mer, divide the weight of the thrown object/unit by 2 (rounding 
  down) before consulting the Throwing Distance Table.
  thrOWing distance table
  Percentage of Throwing ’Mech’s Weight*
  Total Distance
  10% 
  1 Hex
  7.5%
  2 Hexes
  5%
  3 Hexes
  2.5%
  6 Hexes
  1% (or less)
  9 Hexes
  *If TSM is active, divide the weight of the thrown object/unit by 2 (rounding 
  down) before consulting this table.
  
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  If the attack is successful, the shoulder/hip actuator is auto-
  matically destroyed; if a weapon is split across a limb and torso 
  location, all critical slots in the torso are automatically marked 
  off (in the case of exploding weapons, apply damage to the 
  immobile ’Mech as per a standard critical to such a weapon; 
  the weapon does not explode in the arm). Roll for determining 
  critical hits and apply the damage to othe arm; if “limb blown 
  off” is the result, the limb is destroyed and completely worth-
  less. Finally, if the arm is not destroyed, roll 1D6 and apply that 
  damage to the arm; if this results in internal structure damage, 
  roll as normal for determining critical hits.
  If any critical results in an ammunition explosion in the arm, 
  subtract all the damage from the internal structure and the 
  armor (the arm is completely destroyed, in this case), then 
  apply any remaining damage in 5-point Damage Value group-
  ings to random locations of the ‘Mech holding the limb using 
  the front column of the hit location table.
  If the attack is unsuccessful, roll 1D6 and apply that dam-
  age to the arm; if damage is applied to internal structure, roll 
  as normal for determining critical hits. Even if the internal 
  structure is not damaged, roll for determining critical hits, but 
  apply a –3 modifier to the die roll result.
  Loren wants his Caesar (with a Piloting Skill Rating 
  of 4) to tear the arm off a BattleMaster that just had its 
  cockpit destroyed in a previous turn. During the Movement 
  Phase, he runs to enter the target hex where the prone 
  enemy ’Mech is located, but he makes sure to hold the 2 MP 
  required to enter the Clear Level 0 hex from the adjacent 
  Level 1 hex where the prone ’Mech is located, as he can’t 
  violate the stacking rules at the end of the turn.
  First, he has to determine the weight of the limb to make 
  sure he can remove it. The weight of an un-damaged BLR-4S 
  BattleMaster arm is 2.5 tons [8.5 (total internal structure 
  weight) x .1 = .85 + 1.43 (26 (arm armor) / .9 (to remove the 
  ferro-fibrous 1.12 multiplier)) = 23 / 16 (standard armor per 
  ton) = 1.43) = 2.28, rounding to 2.5). However, the weight of the 
  equipment in the arm must also be taken into consideration. 
  The right arm mounts a 15 ton Gauss Rifle, making the total 
  weight 17.5, while the right arm mounts 2 small pulse lasers, 
  making the total weight 4.5. The Caesar is a 70-ton ’Mech 
  and so can pick up 7 tons with two hands, or 3.5 tons with one 
  hand. The Caesar cannot lift the weight of the right arm, but it 
  can lift the weight of the left arm. Luckily Loren didn’t fire the 
  weapons mounted in either arm (and both hand actuators 
  remain active), as he’ll need both to lift the left arm.
  Loren determines that his modified Target Number for 
  the two punch attacks are 9 [4 (Piloting Skill Rating) + 0 
  (punch attack modifier) + 2 (attacker movement modifier) 
  + 3 (modifier for tearing off a limb) = 9]. Loren rolls twice for 
  a result of 10 and 11! He’s torn off the limb; the controlling 
  player crosses the limb off the BattleMaster.
  Because the attacks were successful, Loren makes a note 
  that the shoulder actuator is automatically destroyed. He 
  also rolls once on the Determining Critical Hits Table, with a 
  result of 8. Unfortunately, he has to assign another critical 
  hit. He rolls to determine the location and comes up with a 
  hand actuator. Loren rolls 1D6 with a result of 5 and marks 
  off that much armor.
  Finally, at the end of the Physical Attack Phase, he spends 
  the held 2 MP to move into the adjacent hex.
  as described above for an inanimate object; i.e. the ’Mech that 
  originally dropped it or another ’Mech can attempt to pick it 
  up, provided it can lift the weight. However, it cannot be used 
  in a standard physical weapon attack; it can only be thrown 
  as an inanimate object (see Physical Weapons under Throwing 
  Inanimate Objects, p. 95). Only a ’Mech that was built to use that 
  exact tonnage and critical space (or less) weapon and that does 
  not currently hold another physical weapon can pick it up and 
  then use the weapon as its own. For example a Hatchetman that 
  does not currently hold a hatchet could pick up any of the four 
  noted physical weapons, provided they weigh 3 tons and oc-
  cupy 3 critical slots or less. For example the Hatchetman could 
  obviously pick up another Hatchetman’s hatchet, but it could 
  not pick up an Axman’s hatchet (it weighs 5 tons and occupies 
  5 criticals), yet it could pick up and use in a physical weapon 
  attack the Gurkha’s sword (it weighs 3 tons and is 2 criticals); or 
  it could simply throw the sword as an inanimate object.
  ’Mech Limbs: Tearing off an object from a fixed location 
  can include an arm or leg from a disabled and/or abandoned 
  ’Mech (friendly or enemy); meaning the cockpit is destroyed, 
  the MechWarrior is dead and/or ejected and so on. This also 
  includes a shut-down ’Mech or one whose pilot is unconscious, 
  making the ‘Mech immobile. Regardless, the ’Mech must be 
  prone and the ’Mech making the attempt to tear off a limb 
  must end the turn in the target hex but with enough MP re-
  maining to exit the hex. To avoid violating stacking rules, after 
  the attack on the limb is made (whether successful or not), at 
  the end of the Physical Attack Phase the ’Mech “spends” those 
  held MP and enters the adjacent hex it was going to enter.
  Note that like charging and DFA attacks, the unit doesn’t 
  finish its move until after the Movement Phase and so cannot 
  be the target of a charge attack or DFA. However, the unit does 
  occupy the hex. As such, any other type of physical attacks 
  can be made against the unit during the Physical Attack Phase 
  both before and after it spends its final MPs, it can be hit by a 
  skidding unit, it can be the subject of displacement, and so on. 
  If a Piloting Skill Roll is required to avoid falling and the ’Mech 
  falls, it is automatically displaced into a random, legal adjacent 
  hex. If the unit is displaced out of the target hex for any reason, 
  such as for a fall, before it can tear off the arm, then the action 
  automatically fails and the extra MP are lost as well; i.e. the 
  unit’s move is completely over.
  The weight of the limb must be taken into consideration 
  when attempting to lift it. A ’Mech limb is considered to weigh 
  10 percent of the ’Mech’s total internal structure weight (re-
  gardless of damage taken to the internal structure), plus the 
  weight of the armor (if any), rounded up to the nearest .5. In 
  the case of advanced armors that provide extra points, that 
  multiplier must be removed from the armor points to deter-
  mine the actual weight of the armor on a limb. Finally, any 
  equipment mounted in the arm must also be taken into con-
  sideration, such as heat sinks, weapons and so on; if a weapon 
  is split across a limb and torso location the full weight of the 
  weapon must be taken into consideration when determining 
  if the attacking unit can lift the limb.
  All the standard rules from above are used, except an ad-
  ditional +3 modifier is applied to the target number (applied 
  to both punch attacks if two are required), to reflect the added 
  strain required to tear a still-attached limb off the abandoned/
  immobile ’Mech; the modifier for a prone and adjacent target 
  is never applied to this punch attack.
  
  were used, randomly determine which arm all the critical hits are 
  assigned to; note that in this instance, a dice roll result of 12 does 
  not blow off the limb, but instead means that 3 critical hits are as-
  signed (as normal, any “extra” critical hits that cannot be assigned 
  are ignored). For ProtoMechs, if a critical hit occurs—regardless of 
  how many—assign only a single critical hit (determined randomly 
  if two arms were used) to the left-most open critical box on the 
  affected arm.
  An MoS of 4 or more in favor of the carried unit means it suc-
  cessfully drops to the ground without being damaged, while the 
  carrying unit still determines if any critical damage occurred as 
  described above.
  If both units fail the Piloting Skill Roll, nothing happens. How-
  ever, if both units fail their Piloting Skill Rolls and the carrying unit 
  rolls a 2, then the carrying unit takes an automatic shoulder actua-
  tor critical hit (randomly determine an arm if both arms were used; 
  for ProtoMechs, automatically mark off the right-most critical box) 
  and the controlling player also rolls for potential additional critical 
  hits as described above. The carried unit suffers a fall exactly as 
  determined above, except it takes double the damage.
  As noted for an object, if the carrying ’Mech falls for any reason, 
  the carried unit is dropped; resolve as for an opposed Piloting Skill 
  Roll MoS of 1–3 in favor of the carried unit as described above, but 
  do not roll for potential critical hits against the carrying unit.
  Throwing Inanimate Objects
  An object that has been picked up can be thrown either at a 
  target hex or at another unit. A ’Mech must be standing to throw 
  an object.
  Throwing at a Hex: To throw an object at a hex, the controlling 
  player makes a standard punch attack. Apply a +1 to-hit modifier 
  for every hex beyond the first adjacent hex to the target hex; for 
  example, throwing an object 6 hexes would apply a +5 modifier. 
  However, the standard –4 to-hit modifier for an immobile target 
  is still applied.
  If the attack is successful, charging damage divided by 2 (see p. 
  148, TW) is applied to the target hex (whether a building, or ter-
  rain if using the Terrain Factor Rules on p. 64, and so on). In other 
  words, the weight of the object is divided by 10, multiplied by the 
  number of hexes thrown, divided by 2 and then rounded up, to a 
  minimum of 1 point of damage.
  If an object weighs 1 to 9 tons, inflict the base damage of 2 
  points for 1 to 3 tons, 3 points for 4 to 6 tons and 4 points for 7 
  to 9 tons; per normal charging damage, this is multiplied by the 
  distance thrown and then divided by 2.
  If an object weighs less than a ton, divide its kilograms by 1000, 
  then multiply by hexes thrown and divide by 2, rounding up. If 
  this number is less than 1, no damage is applied to the target. For 
  example, a 650-kilogram statue is thrown 5 hexes, which would 
  cause 2 points of damage [650 kilograms (weight of statue) / 1000 
  = .65 x 5 = 3.25 / 2 = 1.625, rounded up to 2].
  If the level of the unit throwing the object is greater than the 
  level of the target hex, then that must also be taken into con-
  sideration. In addition determine the potential damage for this 
  “distance fallen” separately from the “distance thrown.” In other 
  words, the weight of the object is divided by 10, multiplied by 
  the number of levels fallen (adding +2 for a ’Mech, or plus 1 for 
  a ProtoMech), rounded up, to a minimum of 1 point of damage 
  (note that unlike distance thrown, this value is not divided). Once 
  a player has determined both the distance thrown value and the 
  Carrying Inanimate Objects/Units
  A ’Mech/ProtoMech may choose to carry the object (or unit; 
  see the various following rules for picking up units) it has picked 
  up. As noted previously, all the ’Mech Lifting Capabilities rules 
  (see p. 261, TW) apply. However, if a ’Mech can pick up an object 
  one-handed and does so, then it can fire weapons and make 
  punch attacks from the arm that is not holding the object; all 
  other restrictions still apply, including not firing any forward fir-
  ing torso-mounted weapons.
  If the carrying ’Mech falls for any reason, it drops the object. 
  Roll 1D6 and use the rules for picking up an object from a fixed 
  location to determine damage. Depending on the type of object 
  being used, players may wish to tweak these rules. For example, a 
  large closet safe is likely not going to be destroyed by a drop, so a 
  result of 1–5 may indicate minor damage, with 6 indicating major 
  damage and no chance of destruction, while a box full of ancient 
  pottery might receive major damage on a result of 1–2, while a 
  3–6 result will destroy the object.
  Carrying Hostile Units: A carried hostile unit (again, see vari-
  ous following rules for picking up a hostile unit) has a facing equal 
  to the facing when it was picked up (except ’Mechs, which always 
  face the carrying ’Mech). If the carrying or carried units have torso 
  weapons (or, in the case of a vehicle, weapons mounted in the 
  location facing the carrying unit and/or a turret), they may fire at 
  each other using the grappling rules (see p. 90). No attack may be 
  made by either unit against any other units while a unit is being 
  carried. Carried hostile battle armor may never be the target of a 
  weapon attack.
  During any Weapon Attack Phase that the carrying unit takes 
  damage from the carried unit, the controlling player of the car-
  rying unit must make an immediate Piloting Skill Roll with a +1 
  modifier; a failure means the carried unit was dropped (for a carry-
  ing ’Mech, a failed Piloting Skill Roll does not result in a fall). Units 
  dropped this way resolve the fall as for an opposed Piloting Skill 
  Roll MoS of 1–3 in favor of the carried unit as described below, but 
  do not roll for any potential critical hits against the carrying unit.
  Additionally, an opposed Piloting Skill Roll must be made at the 
  start of each Physical/Driving Attack Phase (for vehicles, assign a 
  –2 modifier to the die roll result to represent their less dexterous 
  ability to break a hold). If the carrying unit has a greater MoS, it 
  retains its hold on the carried unit. If the carried unit has a greater 
  MoS, it breaks free.
  An MoS of 1–3 in favor of the carried unit results in an immedi-
  ate 2-level fall (1-hex fall if carried by a ProtoMech) for the carried 
  unit. For ’Mechs, determine facing after the fall as normal; for 
  vehicles, use the VTOL Rotor Destruction rules (see p. 197, TW); 
  for battle armor, use the Infantry Falling Damage Table (see p. 
  151, TW); treat ProtoMechs as ’Mechs (see Special Circumstances, 
  p. 185, TW). A dropped unit is placed either in the same hex as the 
  carrying unit, or in a randomly determined adjacent hex if same-
  hex placement would violate the stacking rules, with a randomly 
  determined facing. This may result in a fall greater than 2 levels, a 
  domino effect and further displacement, all of which should be 
  resolved immediately. If a unit cannot be appropriately placed 
  (for example, if all the adjacent hexes are more than two levels 
  higher than the hex of the carrying unit), then the dropped unit 
  is destroyed.
  Additionally, the controlling player of the carrying unit makes 
  a Determining Critical Hit Roll to see if any critical hits occurred 
  to the arm of the carrying unit. If critical hits occur and two arms 
  
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  Use all the rules described above, with the following excep-
  tion. If a unit is built to use the physical attack weapon (i.e. 
  it can use the weapon in a physical weapon attack), apply a 
  –1 modifier to the punch attack. When rolling to determine 
  damage to the physical weapon, roll 1D6: on a result of 1-4, 
  nothing happens, on a result of 5-6, the weapon takes a criti-
  cal hit, applied to the topmost open critical slot. If the weapon 
  is damaged, it can still be thrown as an inanimate object until 
  all its critical slots are destroyed, but it cannot be used to make 
  a physical weapon attack as soon as 1 critical slot is assigned.
  THROWING ’MECHS AND PROTOMECHS
  To throw another ’Mech or ProtoMech, all the standard rules 
  for carrying and throwing an inanimate object apply, except 
  as noted below.
  The ’Mech must have first grappled the target unit success-
  fully (see Grappling, p. 90). During the following turn’s Physical 
  Attack Phase, provided the grapple has not been broken, the 
  ’Mech may attempt to throw the grappled unit.
  Both players make a Piloting Skill Roll, applying the appro-
  priate modifiers from the ’Mech Throwing Tables to the die roll 
  results. Compare Margins of Success. If the throwing ’Mech has 
  a greater MoS, the throw is successful; use the difference in 
  MoS to determine total distance thrown (to a maximum num-
  ber of hexes as shown on the Throwing Distance Table, p. 92).
  If the controlling player of the throwing ’Mech was attempt-
  ing to hit a specific target (this target must be announced prior 
  to making the first opposed Piloting Skill Roll), a second attack 
  must immediately be made, using the rules for throwing at 
  a hex or throwing at a target, as described for inanimate ob-
  jects. If this second attack is successful, the thrown unit strikes 
  the target. If the target was another unit, apply damage to 
  the target and the thrown unit as described under throwing 
  inanimate objects; resolve any displacements (and possible 
  domino effects) if the stacking rules are violated.
  A successful second attack against a target, even after a 
  successful opposed Piloting Skill Roll for throwing a unit, can 
  still miss the target if the MoS was not high enough to allow 
  a sufficient number of hexes to be covered. In this case, place 
  the thrown unit in the maximum hex range according to the 
  MoS, along the LOS between the attacker and target.
  If this second attack is not a success, or if the player did not 
  nominate a specific target, use the Altitude Bombing Scatter 
  distance fallen value, only apply the greater value to both the 
  target and thrown object.
  If the attack is a failure, use the Altitude Bombing Scat-
  ter Diagram (see p. 245, TW) to determine where the object 
  landed. Roll 1D6 to determine direction and then another 1D6 
  to determine distance (to the maximum hex range allowed for 
  the object as shown on the Throwing Distance Table, p. 92).
  Additionally, on a natural result of 2, the carrying unit 
  takes an automatic shoulder actuator critical hit (randomly 
  determine an arm if both arms were used; for ProtoMechs, 
  automatically mark off the right-most critical box).
  Regardless of whether the attack was successful, damage to 
  the inanimate object is resolved with a 1D6 roll using the rules 
  for picking up an object from a fixed location, but apply a +3 
  modifier to the die roll result.
  Throwing at Another Unit: Use all the rules above for 
  throwing at a hex, including the modifiers added for the 
  number of hexes thrown, except instead of a punch attack the 
  throwing unit makes a charging attack (per standard rules, the 
  relative Piloting Skill Rolls of the attacking and target unit are 
  taken into consideration).
  If the attack is successful, apply the damage as noted 
  above to the target, using the direction of the attack to 
  determine the appropriate location. For battle armor, the 
  damage only applies to a single trooper; for conventional 
  infantry, the attack is treated as though it originated from 
  another infantry unit.
  If the attack is a failure, determine where it lands as de-
  scribed above; regardless of whether a unit is in the new hex, 
  the attack fails to strike that unit (it automatically strikes any 
  other non-unit object, such as terrain or a building).
  Physical Weapons: The following Physical Attack Weapons 
  can be thrown as inanimate objects (whether by the unit they 
  are mounted on, or by another unit if the unit picks the object 
  up (see Physical Weapons under Picking Up Inanimate Objects, 
  p. 92): Hatchet, Mace, Sword, and Vibrosword.
  ’mech thrOWing tables
  Unit Picking Up Is A:
  Modifier
  ProtoMech
  +0
  Light ’Mech
  +0
  Medium ’Mech:
  +1
  Heavy ’Mech
  +2
  Assault ’Mech:
  +3
  Unit Being Picked Up Is A:
  Modifier
  ProtoMech
  +2
  ’Mech
  +0
  MR
    A pirate seeks to terrify his opponents with a make-shift flail using a ’Mech’s head.
  
  Scatter Diagram from p. 245 of TW) are off a cliff edge. Both 
  players make Piloting Skill Rolls, applying the modifiers from 
  the ’Mech Throwing Table (which means Peter will add a +3 
  for his assault ’Mech) as well as the differences of Piloting Skill 
  Ratings. He rolls 2D6 with a result of 5 (which equals 8, with the 
  +3 modifier), while his opponent rolls only a 4 (which equals a 
  6 with the difference in Piloting Skill Ratings). That provides a 
  MoS of 2 so he successfully throws the Stinger!
  Peter immediately rolls 1D6 with a result of 5 and consults 
  the Altitude Bombing Scatter Diagram to determine the direc-
  tion of the throw. While the MoS of 2 normally would mean 
  that the Stinger would be thrown 2 hexes, consulting the 
  Throwing Distance Table lets Peter know he can only throw the 
  Stinger a maximum of 1 hex. Which is fine, since the Level 6 of 
  the hex they occupy and the Level 0 of the target hex means 
  damage will be determined as for an 8 level fall (the 6 levels of 
  the difference between the two hexes, plus 2 for being thrown 
  by a ’Mech); since this will by far be greater damage than the 
  “1 hex throwing charge,” the falling damage is applied to the 
  Stinger. (If Peter and his opponent were using the Terrain 
  Factor rules, that damage would also be applied in the terrain 
  in the target hex.)
  PICKING UP AND THROWING VEHICLES
  To pick up vehicles, all the standard rules for picking up and 
  carrying an inanimate object apply, except as noted below. Note 
  that regardless of whether a vehicle is thrown or dropped, for 
  simplicity it is always considered to land right side up.
  VTOL Vehicles: If a VTOL Vehicle is successfully picked up, its 
  rotor is automatically destroyed.
  Airborne Vehicles: Airborne vehicles cannot be picked up; the 
  vehicle must be landed.
  Fighters: Fighters must be landed to be picked up, but are 
  treated exactly like vehicles.
  Picking Up a Friendly Vehicle
  To pick up a friendly vehicle, the ’Mech must be in a hull-down 
  position (see Biped ’Mech under Hull Down rules, p. 21) and in the 
  same hex as the vehicle during the Physical Attack Phase, and it 
  cannot have made any weapon or physical attacks with either 
  arm that turn.
  The player makes a standard Piloting Skill Roll. A success means 
  the vehicle is picked up, while a failure means it is not picked up; 
  no damage or any other effects are applied. Apply a +1 modifier 
  to the Piloting Skill Roll to stand if carrying a vehicle.
  Picking Up an Enemy Vehicle
  To pick up an enemy vehicle, the ’Mech must be in a hull-down 
  position (see Biped ’Mech under Hull Down rules, p. 21) and in the 
  same hex as the vehicle during the Physical Attack Phase, and it 
  cannot have made any weapon or physical attacks with either 
  arm that turn.
  The player makes a standard punch attack (two punch attacks 
  if both hands are needed to lift the vehicle). If the attack(s) is 
  successful, both units must make Piloting Skill Rolls as for the 
  Throwing ’Mechs and ProtoMechs rules (see p. 95). An MoS in 
  favor of the carrying unit allows it to lift the vehicle up (in place 
  of damaging the unit with the punch attack), while an MoS in 
  favor of the vehicle allows it to avoid the attempt, taking half the 
  standard punching damage instead.
  Diagram (see p. 245, TW) to determine where the object landed. 
  Roll 1D6 to determine direction and then another 1D6 to determine 
  distance (to the maximum hex range as determined by the MoS 
  and allowed for as shown on the Throwing Distance Table, p. 92).
  Note that unlike a thrown object, a thrown unit can potentially 
  strike another unit located in the hex into which it is thrown. If 
  the stacking rules for a given hex are not violated when the unit 
  enters it, there is no chance for the thrown unit to strike another 
  unit. If the stacking rules will be violated, however, roll 1D6; on a 
  result of 4 or higher, a randomly determined unit in the target hex 
  has been struck. Apply damage as described above; on a result of 
  1–3, no target is struck. In either case, resolve any displacements 
  (and possible domino effects) appropriately.
  Damage to the thrown unit and any target is resolved exactly 
  like a thrown inanimate object, except the players randomly de-
  termine the direction of attack and apply the damage in 5-point 
  Damage Value groupings to randomly determined locations on 
  the thrown unit. Additionally, once that damage is resolved, the 
  unit automatically takes additional damage as for a fall (unless 
  “falling damage” was applied in place of “throwing damage”, in 
  which case this additional damage is ignored): damage is applied 
  to the unit as for an opposed Piloting Skill Roll with a MoS of 1–3 in 
  favor of the carried unit, as described under Carrying Hostile Units 
  (see p. 94). This damage is applied before any other damage if it 
  occurs due to additional displacement and so on. If a thrown unit 
  lands in a hex with a lower level, those additional levels should be 
  taken into consideration when determining damage from the fall.
  If the grappled ’Mech or ProtoMech has the higher MoS, then the 
  throw is unsuccessful. In the case of an MoS of 1 or 2, the grapple 
  remains in effect. An MoS of more than 2 in favor of the grappled 
  unit will result in the grapple being broken and the opposing unit 
  being placed in an adjacent hex per the grappling rules (see p. 90).
  If both units fail their Piloting Skill Roll, nothing happens; the 
  grappled unit remains grappled.
  If both units fail their Piloting Skill Rolls and the grappling unit 
  rolls a 2, the grappled unit is dropped. Damage is applied to the 
  unit as for an opposed Piloting Skill Roll with a MoS of 1–3 in favor 
  of the carried unit (as described under Carrying Hostile Units; see 
  p. 94), and the unit is placed in an adjacent hex per the grappling 
  rules. Additionally, the grappling unit takes an automatic shoulder 
  actuator critical hit (randomly determine which arm; for Proto-
  Mechs, automatically mark off the right-most critical box).
  Attacks Against Units Carrying ’Mechs/ProtoMechs
  Use the rules for attacks against grappling units (see p. 90) to de-
  termine the results of an attack against a unit carrying another unit.
  Peter’s BRZ-C3 Berserker, with a Piloting Skill Rating of 4 and 
  activated TSM, has managed to grapple a 20-ton Stinger with 
  a Piloting Skill Rating of 2. At the start of the Physical Attack 
  Phase of the following turn an immediate opposed Piloting 
  Skill Roll is made to see if the Stinger breaks free. Peter rolls a 9, 
  while his opponent rolls a 6; even with the +2 modifier for the 
  differences in Piloting Skill Rating, Peter’s result is still higher, so 
  the Stinger doesn’t manage to break free.
  When it is Peter’s turn to nominate the Berserker for a 
  physical attack he decides to try and throw the Stinger; with his 
  activated TSM the ’Mech is able to lift the 20 tons. He actually 
  doesn’t care where he throws it, as all three hex facings from 
  where his Berserker is standing (noting the Altitude Bombing 
  
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  Regardless of the total tonnage of the battle armor squad, 
  a ’Mech can never pick up more than 6 troopers. Additionally, 
  a ’Mech may only pick up a complete squad of battle armor. If 
  there are more troopers in the squad than the ’Mech can carry, 
  it may not pick up the squad. For example, a 50-ton Hunch-
  back wants to pick up and carry a squad of Grenadiers. There 
  are four active troopers, however, so it cannot pick the squad 
  up. Its companion, a 70-ton Archer, may pick up the squad.
  To pick up a friendly battle armor squad, the ’Mech must be 
  in a hull-down position (see Biped ’Mech under Hull Down rules, 
  p. 21) and in the same hex as the battle armor unit during the 
  Physical Attack Phase, and cannot have made any weapon or 
  physical attacks with either arm that turn. The player makes a 
  standard Piloting Skill Roll. A success means the battle armor 
  is picked up, while a failure means the troopers are not picked 
  up; no damage or any other effects for a failed Piloting Skill 
  Roll are applied. If the ’Mech is carrying the maximum number 
  of battle armor for its weight class, assign a +1 modifier to the 
  Piloting Skill Roll to stand.
  A Titan II is trying to decide between two hexes to go 
  hull-down—one containing a friendly battle armor 
  squad composed of 6 Nephilim or another containing a 
  friendly squad composed of 6 Tengu. As an assault ’Mech, 
  the 100-ton Titan II can pick up all 6 troopers. However, 
  looking at the Advanced Battle Armor Weights Table, that 
  equals 12 tons for the assault Nephilim and so the Titan 
  II would not be able to pick the squad up (as it can only 
  lift 10 percent of its weight with both hands; if it mounted 
  activated Triple Strength Myomer, it could pick the squad 
  up). Looking at the table again, the total trooper weight for 
  the heavy Tengu battle armor is 9 tons, and so the Titan 
  II’s controlling player moves the ’Mech into that hex so he 
  can go hull-down and make a standard Piloting Skill Roll 
  to pick up the squad of 6 Tengu.
  Picking Up Enemy battle Armor
  Enemy battle armor follow all the same rules for picking 
  up friendly battle armor, except that the rules for picking up 
  a vehicle also apply. However, a ’Mech may only ever pick up 
  two troopers, one in each hand.
  In other words, the player makes a punching attack against 
  the infantry unit. If successful, both players then make Pilot-
  ing Skill Rolls. An MoS in the attacking unit’s favor defines the 
  trooper as “captured” in the ’Mech’s hand (rather than damag-
  ing the trooper with the punch), while an MoS in the battle 
  armor’s favor means the trooper was not captured; instead, 
  the trooper takes half the standard punching damage. In this 
  instance, if two punch attacks are made, the opposing player 
  makes a single Piloting Skill Roll for the battle armor unit, but 
  the opposing player makes two separate Piloting Skill Rolls to 
  compare for MoS (representing both arms).
  If a trooper is grabbed in this fashion, it automatically 
  becomes a squad of 1, with the controlling player tracking 
  it as though it is a separate unit; the trooper is pulled from 
  the squad to which it was attached. If two punch attacks are 
  successful and two Piloting Skill Rolls win the MoS, then each 
  trooper is its own unit, with the controlling player separating 
  both units off from the original squad.
  If both units fail their Piloting Skill Rolls and either unit rolls 
  a natural 2, then the ’Mech takes an automatic hand actuator 
  critical hit (randomly determine which arm if two punches 
  were made) and double damage for the punch.
  Once the ground unit is held by the ‘Mech, the ‘Mech must 
  stand (with a +1 modifier to the Piloting Skill Roll) in order to 
  take any action other than holding the vehicle in place like a 
  grapple (see p. 90).
  Throwing a Vehicle
  Use the rules for throwing an inanimate object to throw a 
  vehicle (see p. 94).
  Damage to the thrown unit and any target is resolved 
  exactly like a thrown inanimate object, except randomly 
  determine the direction of attack and apply the damage in 
  5-point Damage Value groupings to randomly determined 
  locations on the thrown unit. Additionally, once that damage 
  is resolved, the unit automatically takes additional damage as 
  for a fall; this damage is applied to the unit as for an opposed 
  Piloting Skill Roll with an MoS of 1–3 in favor of the carried 
  unit (as described under Carrying Hostile Units; see p. 94). This 
  damage is applied before any other damage that may occur 
  due to additional displacement and so on. If a unit is thrown 
  and lands in a hex with a lower level, those additional levels 
  should be taken into consideration when determining dam-
  age from the fall.
  Attacks Against Units Carrying Vehicles
  Use the rules for attacks against grappling units (see p. 90) to 
  determine the results of an attack against a unit carrying a vehicle.
  PICKING UP AND THROWING bATTLE ARMOR
  To pick up and throw battle armor, all the standard rules for 
  picking up and throwing an inanimate object apply, except as 
  noted below.
  Picking Up Friendly battle Armor
  A ’Mech may pick up a friendly battle armor squad if the 
  ’Mech is equipped with two working (unoccupied) hand ac-
  tuators. The total number of battle armor that may be picked 
  up and carried in this manner is determined by the size of the 
  ’Mech as shown on the Maximum Additional Battle Armor 
  Table. Additionally, the weight of the battle armor being 
  picked up must be taken into consideration as shown on the 
  Advanced Battle Armor Weights Table (see p. 187); as normal, 
  a ’Mech can only lift 10 percent of its weight.
  Note that picking up friendly battle armor is in addition to any 
  mechanized battle armor that might be carried by the ’Mech.
  maximum additiOnal battle 
  armOr table
  ’Mech Weight Class
  Total Number of Battle Armor
  Light
  2
  Medium
  3
  Heavy
  4
  Assault
  6
  
  + 1 (attacker movement modifier) + 1 (target movement modi-
  fier) +2 (two light woods hexes) + 5 (distance thrown beyond 
  the adjacent first hex) –1 (difference in Piloting Skill Rolls) = 11]. 
  Chris makes the roll with a result of 12! A hit!
  Next, Chris must figure out the damage to apply to attacker 
  and target, and arrives at 6 points [2 (base damage for a 1–3 
  ton object) x 6 (number of hexes) = 12 / 2 = 6]. He randomly 
  determines two hit locations, using the appropriate direction 
  of attack, and applies a 5-point and a 1-point Damage Value 
  grouping to the target ’Mech. Six points of damage is then 
  applied to the Phalanx for the “charging attack”. Next, damage 
  for a 2-level fall is applied, which the players determine is 1 
  additional point after looking at the Infantry Falling Damage 
  Table. Finally, the Phalanx (minus all its armor, but still alive), is 
  placed in the hex where it landed.
  If the opposing player manages to move the lone trooper 
  into a hex with the original Phalanx squad during a future turn, 
  the trooper can automatically re-merge with its unit during the 
  End Phase.
  Attacks Against Units Carrying battle Armor
  Attacks against a unit carrying battle armor in its hands may 
  strike that battle armor as well. When a ’Mech takes a hit on either 
  arm where it is carrying battle armor, roll 1D6. On a result of 1–4, 
  the battle armor unit does not take damage, and the total value 
  of the weapon damage is applied directly to the carrying unit’s 
  location; a result of 5–6 means the carried battle armor unit is hit.
  For battle armor, a randomly chosen trooper takes maximum 
  damage before the entire carrying unit takes damage. Any dam-
  age left after the trooper is destroyed is applied to the location hit.
  DROPPING  OR SETTING DOWN INANIMATE ObJECTS
  A unit may drop a carried object/unit at anytime. If an object 
  is simply dropped, roll 1D6 and use the rules for picking up an 
  object from a fixed location to determine damage; for a dropped 
  unit, resolve damage as for an opposed Piloting Skill Roll with an 
  MoS of 1–3 in favor of the carried unit, as described under Carry-
  ing Hostile Units (see p. 94).
  To set down an object, a ’Mech must go hull-down (see Biped 
  ’Mech under Hull Down rules, p. 94), an expense of 1MP. The object 
  is placed in the carrying unit’s hex or any adjacent hex to the arm 
  arc (if both arms are carried, this must be the front arc), at the 
  controlling player’s discretion. A ’Mech can set the object down 
  on an adjacent Level 1 or Level 2 without going hull-down, but 
  must still expend the 1 MP. A ProtoMech can place an object in a 
  hex at the same level as its underlying terrain or at Level 1, only 
  paying the 1 MP cost.
  Physical Weapons: During the End Phase of any turn a player 
  with a ’Mech mounting a Hatchet, Mace, Sword or Vibrosword 
  can declare he is dropping the weapon, regardless of whether 
  the weapon is destroyed or not; i.e. the hand actuator in that 
  arm is “occupied” by the weapon and so cannot be used unless 
  the weapon is dropped. The player should simply note that the 
  weapon in question is no longer on the ’Mech and is in the unit’s 
  hex (it is now an inanimate object), and also let players know 
  whether the weapon is “destroyed” due to a critical slot hit, or all 
  the critical slots remain undamaged. The same unit, or another 
  unit, can then attempt to pick it up just like an inanimate object 
  (see Physical Weapons, p. 92).
  If at any point later in the scenario those single trooper squads 
  are in the same hex as the original squad they were attached to dur-
  ing the End Phase of turn, they may automatically rejoin their unit.
  Throwing battle Armor
  The rules for throwing an inanimate object apply to battle armor, 
  except a ’Mech may only throw a maximum of two battle armor 
  troopers, even if the ’Mech is attempting to throw both troop-
  ers at units and so can still make two “charging attacks” (one for 
  each arm). If the ’Mech is carrying more than one battle-armored 
  trooper in an arm, it may not throw that battle armor.
  Chris’ Seraph Dominus, with a Piloting Skill Rating of 3 and 
  activated Triple Strength Myomer, has walked and then gone 
  hull down in a light woods hex with an elite enemy battle 
  armor squad that jumped 3 hexes, composed of four Phalanx 
  with an Anti-’Mech Skill of 2. Chris didn’t make an attack with 
  the Seraph’s left arm at any prior point in the turn, and so he 
  can make a punching attack against the Phalanx to attempt 
  to grab a trooper.
  To make the attack, the modified To-Hit Number is 8 [3 
  (Piloting Skill Rating) + 0 (punch attack modifier) + 1 (attacker 
  movement modifier) + 2 (target movement modifier) +1 (light 
  woods) + 1 (battle armor modifier) = 8]. Chris rolls 2D6 and gets 
  a result of 8: a successful punch. Instead of dealing damage, 
  however, Chris wants to try to capture a trooper. He and his 
  opponent each make Piloting Skill Rolls (an Anti -’Mech Skill Roll 
  for the battle armor). Because the Anti-’Mech Skill Rating of the 
  battle armor is 1 less than the ’Mech’s Piloting Skill Rating, a +1 
  modifier is added to the die roll result for the opponent. Chris 
  rolls 2D6 for a result of 9, while the opponent’s roll result is a 7. 
  Even with the +1 modifier, that still leaves an MoS of 1 for Chris…
  he’s snagged the battle armor! The opponent immediately 
  notes on the squad’s record sheet that he now has two Phalanx 
  battle armor squads, one of 3 troopers and one of 1 trooper.
  Chris notes wryly that if the MoS had not been in his favor, he 
  would’ve done 9 points of damage [85 (tonnage of the Seraph) 
  / 10 = 8.5, rounding to 9, x 2 (activated TSM) / 2 (failed attempt 
  to grab trooper) = 9]. As the Phalanx only has 8 total armor, 
  including the trooper, that would have ended it real quick.
  During the Movement Phase of the following turn, Chris 
  successfully stands the Seraph up from its hull down position. 
  At the start of the Physical Attack Phase of that same turn, an 
  immediate opposed Piloting Skill Roll is made to see if the 
  battle armor breaks free. Chris rolls a 10, while the opponent 
  gets a 5 (making it a 6 with the +1 modifier for the difference in 
  skill ratings). No luck, the trooper is still stuck.
  During his turn to nominate the Seraph in the Physical Attack 
  Phase, Chris verifies the weight of the Phalanx in comparison 
  to the ’Mech. The 1.5 tons of the Phalanx is 1.76 percent of the 
  Seraph’s 85 tons [1.5 / 85 = .0176, or 1.76 percent]. Looking at the 
  Throwing Distance Table, this weight is higher than 1 percent of 
  the Seraph’s weight, and so even with the TSM activated (which 
  doesn’t change the distance an object can be thrown, only the 
  weight that can be picked up), he can only throw the battle 
  armor 6 hexes. He sees an enemy ’Mech 6 hexes away, which 
  has moved 4 hexes and has a Piloting Skill Rating of 4; there 
  are 2 woods hexes intervening. This provides a final “charging 
  attack” modified To-Hit Number of 11 [3 (Piloting Skill Rating) 
  
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  ’Mech. If one or both dragging ‘Mechs fail the Piloting Skill Roll, 
  apply 1D6 points of armor as a single Damage Value grouping 
  to a randomly determined location on the prone ‘Mech, using 
  the Front column of the hit location table. Additionally, roll for 
  determining critical hits and apply any that occur to a random 
  location using the Front column of the hit location table; if 
  more than one critical hit is rolled, assign each critical hit to a 
  different location (ignore a “limb blown off” result and apply 3 
  critical hits instead).
  OTHER COMBAT 
  WEAPONS ANd 
  EqUIPMENT
  The following section provides additional optional rules that 
  enhance the capabilities of certain weapons and equipment.
  ACTIVE PRObES
  Active probes are primarily used to locate hidden units on 
  the battlefield—battle armor as well as ’Mechs and vehicles. 
  Active probes cannot detect hidden unarmored infantry.
  Hidden Units (Expanded)
  In standard-rules play, the player determines if any enemy 
  units lie within the detection radius of an active probe after 
  the unit has finished moving (see p. 129, TW). As an optional 
  rule, the effect radius can be active throughout the unit’s en-
  tire movement. This allows a probe-equipped unit to detect 
  hidden units along its movement path, whereas the standard 
  rules can result in a probe passing a hidden unit without 
  detecting it.
  Targeting
  Another optional rule allows active probes to aid in target-
  ing enemy units within the probe’s range. If the target is within 
  the probe’s range and line of sight exists to the target, reduce 
  the total to-hit modifier for firing through and into woods/jun-
  gles by 1 (that is, reduce the total woods/jungles modifier by 1, 
  regardless of the number of woods/jungle hexes involved.
  Concealing Information
  A unit with an active probe can also acquire information 
  about an enemy unit’s status if players are playing with con-
  cealed record sheets (see Concealing Information, p. 219).
  Minefields
  A unit with an active probe can potentially reveal minefields 
  (see Weapon-Delivered Minefields, p. 210).
  ECM Suites
  A unit with an active probe will find it easier to overcome an 
  ECM’s ghost target ability (see Ghost Targets, p. 101).
  ANTI-MISSILE SySTEMS
  To increase the effectiveness of anti-missile systems, the 
  following two optional rules are available.
  DRAGGING A ’MECH
  In place of picking up a ’Mech, two friendly ’Mechs may at-
  tempt to drag a disabled and/or abandoned ’Mech (friendly 
  or enemy) from the playing area; a friendly immobile ’Mech 
  can be dragged in this fashion, but an enemy immobile ’Mech 
  cannot (it must be disabled and/or abandoned).
  Each ’Mech must have two working hand actuators (unoc-
  cupied), and the ’Mech to be dragged must have at least 1 
  internal structure point in both arms or both legs. Both ’Mechs 
  must be in a hull-down position (see Biped ’Mech under Hull 
  Down rules, p. 21) in an adjacent hex, facing the downed 
  ’Mech. When they stand back up, both apply a +1 modifier to 
  their Piloting Skill Rolls. If either roll fails, nothing occurs, but 
  they fail to “latch onto” the downed ’Mech. Both ’Mechs must 
  go hull-down and attempt to stand back up with the downed 
  ’Mech once again.
  The weight of the ’Mech to be dragged must be equal to 
  or less than the combined weight of the two ’Mechs doing 
  the dragging. Additionally, use the Movement Penalties under 
  Cargo Carriers (see p. 261, TW) for the modifications to move-
  ment for dragging; treat the dragged unit’s weight as half 
  (round down), applied to each dragging ’Mech. For example, 
  a 5/8 Quickdraw and a 4/6 Hunchback are dragging a 25-ton 
  Cossack. A quarter of 50 tons is 12.5. Half of the Cossack’s 
  weight is also 12.5 (the weight applied to both the Quickdraw 
  and Hunchback), so they either subtract 3 or cut in half, round-
  ing down (which ever is less) their Walking MP. In this instance 
  that leaves the Hunchback with a Walking MP of 1 and the 
  Quickdraw with a Walking MP of 2; neither unit can move 
  faster than the Hunchback’s Running MP of 2 while dragging 
  the unit.
  While the two ’Mechs are dragging the other ’Mech they are 
  considered to be in the same hex with the prone ’Mech, both 
  with the same facing, while the prone ’Mech is being dragged 
  by its arms or legs (and so is facing in the same or opposite 
  direction), face-down. No other units, infantry or otherwise, 
  can occupy the hex. Neither dragging ’Mech can make any 
  physical or weapon attacks. Any attacks against any of the 
  three ‘Mechs involved that miss the target automatically have 
  a chance at striking the two dragging units (see the Missed 
  Shots rule, p. 81).
  If either dragging ’Mech falls (due to damage, terrain and so 
  on), the falling ’Mech is displaced into a randomly determined 
  adjacent hex (it is displaced before falling damage occurs), 
  while the other ’Mech “loses its grip.” Though it does not fall, it 
  also is randomly displaced into an adjacent hex. In both cases, 
  players should avoid additional displacements if possible; if 
  they are unavoidable, resolve any additional displacements 
  and/or domino effects as appropriate. A successful charging 
  attack or a death-from-above attack against either dragging 
  ’Mech automatically displaces all three ’Mechs; randomly 
  determine which ’Mech to displace first, then displace the sec-
  ond ’Mech and finally the third ’Mech, resolving damage and 
  any additional displacements that this might cause in order.
  At the end of every Movement Phase after the dragging 
  ’Mechs have moved into a new hex (regardless of how many 
  hexes), each should make a Piloting Skill Roll. If either roll fails, 
  the ’Mechs do not fall and do not lose their grip. Instead, a 
  failure means they were unusually rough in pulling the prone 
  
  damage equal to half the normal damage done by the weapon 
  (rounded down).
  For an LB-X autocannon firing a cluster shot, make a single to-
  hit roll against the highest to-hit number plus 1. If all damage is 
  applied to the first target after a roll on the Cluster Hit Table, then 
  no additional damage is applied to the second target. However, 
  if some of the damage missed the target, use that “missed” Dam-
  age Value as the new number to roll on the Cluster Hit Table to 
  determine what damage struck the second target. For example, 
  a controlling player rolls a 7 on the Cluster Hit Table roll for an LB 
  10-X, resulting in six 1-point Damage Value groupings hitting the 
  first target. That leaves 4 damage and so the controlling player 
  would then roll on the 4 column of the Cluster Hit Table to see 
  what damage is applied to the second target.
  For Ultra and Rotary autocannons, make a single to-hit roll 
  against the highest to-hit number plus 1. Then determine whether 
  the designated number of shots fired hit a target. If only one shot 
  hit, it will strike one of the targets—determined at random—with 
  a single shot that does full damage. If two, four or six shots hit, one, 
  two or three shots will strike each target at full damage. If three 
  or five shots hit, one or two shots will strike each target; randomly 
  determine where the other shot lands.
  When using this attack from a non-infantry unit against con-
  ventional infantry, treat the weapon as the next row above on the 
  Non-Infantry Weapon Damage Against Infantry Table (see p. 216, 
  TW). i.e. a Cluster (Ballistic) becomes a Direct Fire (Ballistic) attack.
  Players can fire at multiple targets in rapid-fire mode (see 
  above). Resolve damage as though the autocannon is a Rapid-Fire 
  weapon firing two shots.
  ECM SUITES
  The rules below expand on the use of ECM suites.
  ECCM
  An ECM suite can be tuned to act as electronic counter-coun-
  termeasures (ECCM) in order to negate enemy ECM systems. The 
  ECM loses its normal functions when used in this way. The player 
  must announce the switch to ECCM in the End Phase of any turn, 
  or may set the suite for ECCM at the start of the scenario. In either 
  case, note the change on the record sheet of the unit in question.
  While the ECCM suite is active, the electronic countermeasures 
  of an enemy unit within the ECCM’s radius will not work. Also, any 
  LOS traced through a hex that is encompassed by both ECM and 
  ECCM will be unaffected by the ECM, even if the actual unit carry-
  ing the ECM suite is outside the ECCM bubble.
  If multiple units equipped with both ECM and ECCM are on the 
  map, the interaction between the two types of electronics systems 
  becomes complicated, because multiple ECM suites operating in 
  the same area can counter an enemy’s ECCM (see ECCM diagram, 
  p. 101). One ECCM suite can counter one ECM suite.
  If the amount of friendly ECCM in a hex is equal to or greater 
  than the enemy ECM in that hex, ECM does not function in that 
  hex. For this purpose, the Angel ECM suite (see p. 279) counts 
  as two ECM or ECCM suites, or the player can choose to run the 
  Angel at 1 ECM and 1 ECCM.
  Communications Equipment: Communications equipment 
  (see p. 212, TechManual) can be used to generate an ECCM field 
  with the same area of effect as an Inner Sphere Guardian ECM 
  Suite. Any unit that mounts 3 to 6 tons of communications equip-
  ment equals half of an ECM suite when generating an ECCM 
  Enhanced Missile Defense
  Under Total Warfare rules, an anti-missile system subtracts four 
  from the die roll result on the Cluster Table for a missile weapon, but 
  this cannot be modified below a result of 2. In this optional rule, anti-
  missile systems can be more effective. If the modified die roll result 
  is less than 2, the anti-missile system has successfully destroyed all 
  the missiles and no damage from the weapon is applied.
  Used As a Weapon
  Though designed as a defensive measure, the standard anti-
  missile system is a kind of specialized machine gun and can be 
  fired as an offensive weapon in a pinch. An AMS used as a weapon 
  functions exactly like a machine gun, except that it has a range 
  of 1; it cannot reach targets at medium or long range (or more). 
  A laser AMS used as a weapon acts like a micro pulse laser with a 
  maximum range of 1.
  AUTOCANNONS
  Compared to laser weapons, autocannons have little to recom-
  mend them except for heat efficiency and submunitions. The 
  following advanced rules suggest several options that make 
  autocannons more potent weapons on the battlefield.
  Note that these options only apply to autocannons, not other 
  types of Direct-Fire Ballistic weapons such as Gauss rifles and artil-
  lery cannons.
  Optional Firing Modes
  Autocannons fire bursts of large-caliber shells to damage a 
  target, much like enormous machine guns. They can be used in 
  rapid-fire mode or fired at multiple targets, as described below.
  Rapid-Fire Mode: Any standard or light autocannon (not LB-X, 
  Ultra or Rotary models) can be fired at double the standard rate 
  as though it were an Ultra AC. This approach carries considerable 
  risks. Follow the standard rules for a Rapid-Fire Weapon firing two 
  shots (see p. 114, TW), with the following exceptions.
  The weapon’s arming circuitry fails on a To-Hit Roll result of 4 or 
  less (rather than 2 or less). On a To-Hit Roll result of 2, the ammo 
  feed jams, causing the rounds in the chamber to explode inside 
  the barrel. This causes an effect similar to an ammunition explo-
  sion, but inflicts only the amount of damage the autocannon 
  would normally inflict in one shot and does not cause any other 
  ammo to explode. The autocannon is considered completely 
  destroyed (meaning players must mark off all of its critical slots). 
  CASE keeps this damage from spreading to other locations, but 
  the MechWarrior still receives two pilot hits.
  Double the heat generated by the specific weapon type used 
  when firing in Rapid-Fire Mode.
  Multiple Targets: Rather than firing at a single target, any type 
  of autocannon can be “walked” across two targets close to one 
  another. An LB-X autocannon firing a cluster shot and Ultra and 
  Rotary autocannons firing at multiple targets are a special case.
  No matter what type of autocannon is being used, both targets 
  must be in adjacent hexes and within range of the weapon. Deter-
  mine the to-hit number for both targets and make separate to-hit 
  rolls against each target, using the higher (more difficult) of the 
  to-hit numbers and adding a +1 modifier for firing at multiple tar-
  gets with a single shot. Note that this is not the secondary target 
  modifier; that modifier does not apply to this type of attack unless 
  multiple targets also are being attacked in the same phase. If the 
  to-hit roll succeeds, the target is struck by a single hit that inflicts 
  
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  ECM correctly and no effects are applied for that turn. On a 
  successful roll result, he attuned the ECM properly; the player 
  should note the result’s Margin of Success.
  During a turn’s Weapon Attack Phase, if a weapon attack 
  passes through the ECM bubble of an enemy ECM tuned to 
  generating ghost targets and the controlling player made 
  a successful Piloting Skill Roll that turn, the attacking player 
  must also make a Piloting Skill Roll before making a to-hit roll 
  for the weapon attack in question; the only modifier added to 
  this Piloting Skill Roll is the MoS of the enemy ECM unit. If the 
  roll is a success, the to-hit roll is made as normal; the attacker’s 
  targeting and tracking system is able to differentiate between 
  all the ghost targets. If the roll fails, for every 2 MoF (round 
  down), apply a +1 to-hit modifier to all weapon attacks that 
  pass through the ECM bubble for that turn by that attacker. 
  Note that an attacking player only makes a single roll, regard-
  less of how many weapons are firing, applying any modifiers 
  to all weapon attacks equally.
  field. If the unit mounts 7 or more tons of communications 
  equipment, it equals 1 ECM suite when generating an ECCM. 
  Any time communications equipment is used to generate an 
  ECCM field, all other bonus modifiers are lost.
  Ghost Targets
  An ECM suite can be tuned to generate “ghost targets” 
  that may affect the ability of enemy units to properly target 
  friendly units. The ECM loses its normal functions when used 
  in this way. The player must announce the switch to ghost 
  target generation in the End Phase of any turn, or may set the 
  suite for ghost target generation at the start of the scenario. In 
  either case, note the change on the record sheet of the unit 
  in question.
  At the start of every Weapon Attack Phase when an ECM 
  is tuned to generating ghost targets, the controlling player 
  makes a Piloting Skill Roll with a +2 modifier; no other modi-
  fiers are applied to this roll. If the roll fails, he did not tune the 
  • eccm diagram  • 
  
  bombast Laser: Only use this rule for a Bombast Laser when 
  dealing with a Damage Value of 7 or less. For a Damage Value 
  greater than 7, use that weapon’s special rules (see p. 320).
  GAUSS WEAPONS
  Though an extremely effective weapon, the Gauss rifle has one 
  major drawback: it will explode if struck by enemy fire. Under the 
  following optional rules, however, a Gauss rifle can be “powered 
  down” to prevent an explosion.
  During the End Phase of any turn, the controlling player may 
  announce that he is powering down his weapon (or powering 
  up a previously powered-down weapon). The change must be 
  marked on the record sheet of the unit in question. A powered-
  down Gauss rifle may not fire but does not explode if it suffers 
  a critical hit. The powered-down weapon will still be destroyed, 
  however, if it takes a critical hit.
  MACHINE GUNS
  The humblest weapon on the battlefield, the often-neglected 
  machine gun can be fired in new optional modes in advanced-
  rules play. Like autocannons (see p. 100), machine guns can be 
  fired against multiple targets or in rapid-fire mode.
  Against multiple targets, machine guns use the rules for auto-
  cannons. If any of the targets is a conventional infantry unit, after 
  determining the number of troopers eliminated (see Burst-Fire 
  Weapon Damage Vs. Conventional infantry Table, see p. 217, TW), 
  divide the value in half (round down) to minimum of 1.
  When rapid-firing, use the optional rule below.
  Rapid-Fire Mode
  A machine gun may be modified to fire at a much higher rate 
  than normal, chewing up huge amounts of ammunition but 
  significantly increasing the weapon’s damage potential. The 
  controlling player must mark any machine guns to be used in 
  rapid-fire mode on the record sheet at the beginning of the game, 
  and the weapons must be rapid-fired for the entire game.
  Each time the weapon is rapid-fired, roll 1D6 to determine the 
  heat generated. This number also becomes the damage inflicted 
  by the weapon if it hits (it is possible for a burst to inflict only 1 
  point of damage). Each rapid-fire burst uses a number of rounds 
  equal to the damage it inflicted x 3.
  Rapid-fire machine guns do not inflict increased damage on 
  conventional infantry.
  Light and Heavy Machine Guns: For light machine guns, the 
  damage and heat is 1D6 –1 (to a minimum of 1); for heavy ma-
  chine guns the damage and heat is 1D6 +1.
  Machine Gun Array: Machine Guns cannot be fired in rapid-fire 
  mode when fired as part of a Machine Gun Array (see p. 137, TW); 
  for Machine Guns in an array to use rapid-fire mode, the Machine 
  Gun Array must be shut off, or destroyed.
  MISSILES
  The minimum range of LRMs and ATMs in the standard rules 
  reflects the time it takes for the internal guidance systems to lock 
  on to targets and for the explosive payloads to arm. Hot-loading 
  enables a player to arm his LRM or ATM warheads before firing 
  the missiles.
  Because a ’Mech’s ammo bays are enclosed during battle, LRMs 
  and ATMs must be hot-loaded before a scenario.
  If an attack passes through multiple ghost target-generating 
  ECM fields, only a single roll is made. Determine the highest Mar-
  gin of Success from those multiple enemy ECM fields, applying 
  an additional +1 for each additional field, and then applying the 
  total modifier to the Piloting Skill Roll. A +4 to-hit modifier is the 
  maximum that can be applied to a weapon attack through the 
  use of ghost target ECM fields. For example, if an attack passed 
  through three ghost target-generating ECM fields and the highest 
  Margin of Success of those fields was a 3, the modifier applied to 
  the Piloting Skill Roll would be 4 [+3 (highest MoS of the three 
  ECM fields) +2 (2 additional ECM fields) = 5, but only a maximum 
  +4 can be applied].
  Angel ECM Suite: An Angel ECM Suite can be tuned to be 1 
  ECM or 1 ECCM while it generates ghost targets.
  Communications Equipment: Communications equipment 
  (see p. 212, TechManual) can be used to generate ghost targets 
  with the same area of effect as an Inner Sphere Guardian ECM suite. 
  However, to do so, the unit must mount 7 or more tons of com-
  munications equipment. Any time communications equipment is 
  used to generate an ECCM field, all other bonus modifiers are lost.
  ECCM: Just as standard ECM functions cease when inside an 
  enemy ECCM field, an ECM cannot generate ghost targets if the 
  amount of friendly ECCM in a hex is less than the enemy ECCM 
  in that hex.
  Active Probe: For any unit making an attack that also mounts 
  an active probe, apply a +1 modifier to the die roll result when 
  making the Piloting Skill Roll to determine the to-hit modifier as 
  described above.
  Targeting Computers: Any units making an attack with a 
  weapon wedded to a targeting computer (see 143, TW) apply a 
  +2 modifier to the die roll result when making the Piloting Skill 
  Roll to determine the to-hit modifier as described above.
  Cockpit Command Console: If a unit mounts a cockpit com-
  mand console and has a second pilot that enables all its other 
  abilities to function (see Cockpit Command Console, p. 300), it can 
  be used to generate ghost targets with the same area of effect 
  as an Inner Sphere Guardian ECM suite. Additionally, apply a +3 
  modifier to the die roll result when making the Piloting Skill Roll 
  to determine the to-hit modifier for attacks from such a unit as 
  described above.
  ENERGy WEAPONS
  Any energy weapon (either Direct Fire or Pulse) can dial down 
  its Damage Value, cutting back on heat generated. Before a con-
  trolling player makes a to-hit roll for an energy weapon attack, he 
  can announce that he is “dialing back” the Damage Value. For each 
  1 point less of Damage Value, the weapon generates 1 less heat 
  point than normal, to a minimum of 1 heat; regardless of whether 
  a weapon’s Damage Value is reduced to 0, the weapon will always 
  generate at least 1 heat. For example, a medium laser could dial 
  back its Damage Value of 5 down to a 3 to only generate 1 heat. 
  However, even if the medium laser’s Damage Value is dialed back 
  to a 2, 1 or even 0, the weapon would still generate 1 heat. Mean-
  while, an Inner Sphere ER large laser dialed back to a 0 Damage 
  Value would still generate 4 heat.
  This dialing back rule has no other affect; i.e. it doesn’t change a 
  weapon’s range, to-hit modifiers, and so on.
  Ammo: Any energy weapon that is ammo-dependent (such 
  as a vehicle flamer, Plasma weapons and chemical lasers) cannot 
  make use of this rule.
  
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  mum range modifier, at the risk of subjecting the firing unit to 
  particle feedback.
  To disengage a unit’s PPC inhibitor, a player must declare 
  the inhibitor disengaged during the End Phase of a turn; the 
  inhibitor will stay disengaged until a player announces during 
  a subsequent End Phase that it is re-engaged. The standard 
  minimum-range modifier does not apply to that attack; oth-
  erwise, the player makes his to-hit roll per standard rules. The 
  player must then roll 2D6 and compare it to the PPC Feedback 
  Table, below, to determine if the shot causes particle feedback. 
  If the result is less than the safe level shown above, the first 
  unmarked PPC critical slot is destroyed and the ’Mech takes 
  additional damage equal to the Damage Value of the PPC 
  (as well as capacitor, if the PPC is connected to one and it 
  is charged) to the internal structure of the body location in 
  which the weapon was mounted, even if the Expanded Critical 
  Damage rules (see p. 75) are in effect. CASE will stop damage 
  transfer, but the MechWarrior will always take two pilot hits.
  Aerospace Fighters: The damage is applied to the armor 
  location; if the damage destroys the armor, then any remain-
  ing damage is halved (rounded down) and applied to the SI, 
  per standard damage transfer rules.
  Large Craft: Large Craft cannot disengage a PPC inhibitor.
  Overcharging
  A unit can intentionally override the safeguards on a par-
  ticle projector cannon and overcharge the PPC. However, this 
  dangerous move can have unexpected consequences and 
  automatically results in damage inflicted on the PPC itself.
  At any time before firing the weapon, the player announces 
  he is overcharging it. When the controlling player makes 
  a weapon attack with an overcharged PPC, he or she rolls 
  a number of dice equal to the type of PPC fired, based on 
  the Overcharging PPC Table (below). The player rolls those 
  dice and adds the results together. This value is added to the 
  standard Damage Value and heat generated by the weapon 
  that turn.
  The weapon automatically takes a critical hit (applied to the 
  topmost unmarked critical slot) when it is overcharged. Ad-
  ditionally, the player then compares the original die roll result 
  to the Feedback Table. If the player rolled only a single die, 
  consult the “3 or more hexes” row; if the player rolled two dice, 
  consult the “2 hexes” row; if the player rolled three dice, consult 
  the “1 hex” row. If the result of the die roll is less than or equal 
  to the relevant number, the PPC catastrophically explodes; use 
  the rules under Disengaging Inhibitor (at left) for determining 
  the damage caused by such an explosion (damage applied to 
  the unit is equal to the total Damage Value of the overcharged 
  PPC; the only difference is that instead of a single critical hit, 
  all of the weapon’s critical slots are marked off).
  The controlling player must indicate which ammo slots are 
  “hot-loaded” on the ‘Mech’s record sheet before play begins. 
  Because vehicles have crews that can set up LRMs or ATMs 
  to be hot-loaded during battle, a player controlling a vehicle 
  can announce hot-loading during the End Phase of a turn. 
  After the End Phase of the following turn, any of the vehicle’s 
  LRM or ATM launchers can be set to fire hot-loaded missiles. 
  A player may follow the same procedure to switch back to 
  normal firing mode.
  Minimum-range modifiers do not apply to hot-loaded LRMs 
  and ATMs. However, hot-loaded LRMs and ATMs are not as ac-
  curate as standard missiles. When resolving damage from a 
  flight of hot-loaded LRMs or ATMs, the attacking player rolls 
  3D6. Add the two lowest die results together to determine hits 
  on the Cluster Hits Table.
  Because hot-loaded LRMs and ATMs are fully armed in 
  the launcher, any critical hit to the launcher triggers a mis-
  sile explosion that destroys all of the launcher’s critical slots. 
  Also, the body location of the launcher takes damage equal 
  to the maximum potential damage of the missile flight. For 
  example, an exploding hot-loaded LRM 10 launcher causes 10 
  damage points to the internal structure of the location where 
  it’s mounted. Any time a hot-loaded missile launcher explodes, 
  the controlling player must roll 2D6. On a result of 2 through 
  5, the destruction of the launcher triggers an ammunition ex-
  plosion in a single ammunition slot in that location (randomly 
  determined), if any exist in that location. Note that vehicles 
  store their ammunition in the “body” away from where the 
  actual launchers are mounted and so this roll is never made 
  for a vehicle.
  Equipment: All missile-related equipment still apply all their 
  standard modifiers when using this rule, such as Artemis-IV, -V, 
  NARC and TAG munitions and so on. Smoke and illumination 
  rounds are also un-affected by hot-loading missiles.
  Mine Clearing: Mine-clearing attacks are unaffected by 
  this distinction.
  Vehicle Crews: If a vehicle has a crew of 1, it cannot make 
  use of hot-loaded LRMs unless they are designated as such 
  before the start of the game.
  PARTICLE PROJECTOR CANNON (PPC)
  The following provide optional rules for PPC use.
  Disengaging Inhibitor
  Advanced rules for particle projector cannons allow players 
  to disengage the weapon’s field inhibitors if they so desire. 
  The field inhibitors restrict the dangerous charged-particle 
  feedback produced when a PPC is fired, but also prevent the 
  weapon from firing accurately at targets closer than minimum 
  range. Disengaging a PPC’s field inhibitor removes the mini-
  PPc Feedback table
  Target Distance 
  Avoid Feedback On
  1 hex 
  10+
  2 hexes 
  6+
  3 or more hexes 
  3+
  Overcharging PPc table
  Weapon Type
  Dice Rolled
  Light PPC
  1D6
  PPC, ER PPC, Snub-nose
  2D6
  Heavy PPC
  3D6
  
  PPC Capacitor: Overcharging can be used with a PPC capacitor, 
  but regardless of whether or not an explosion occurs, in addition 
  to the single critical hit applied to the PPC, the PPC capacitor slot 
  is marked as destroyed.
  RETRACTAbLE bLADE
  In Advanced Rules retractable blades have a deadly, if risky at-
  tack. Anytime a ’Mech with a retractable blade that is retracted 
  successful punches, the controlling player can immediately 
  announce that he is extending the retractable blade. This auto-
  matically inflicts a possible critical hit in the location successfully 
  struck by the punch attack (this additional possible critical hit is 
  regardless of whether internal structure was damaged or not); the 
  player rolls on the Determining Critical Hit Table, if a ’Mech, or the 
  appropriate Vehicle Critical Hits Table, if a vehicle. In the case of a 
  successful punch against a battle armor unit, a critical hit means 
  the trooper inside the suit struck is automatically eliminated. How-
  ever, the controlling player must immediately roll 2D6. On a result 
  of 10+, the blade is destroyed (mark off the topmost critical slot).
  HEAT
  Under standard rules, though a ’Mech’s heat level can rise above 
  30, it has no additional effect on the ’Mech beyond the power 
  plant shutdown at 30 Heat Points, though the excess heat makes 
  it take longer to restart the ’Mech. The following rules add addi-
  tional effects to the heat scale above 30 points. This is important 
  because many modern and especially advanced ’Mech designs 
  can build up far more than 30 heat points. With this optional rule, 
  such extreme heat levels can have dire consequences.
  For ease of use, the Expanded Heat Scale is included on the 
  Advanced ’Mech Record Sheet at the back of this book.
  AVOIDING SHUTDOWN
  The Expanded Heat Scale shows some shutdown-avoid num-
  bers higher than 12. The following optional rule is recommended 
  for use in conjunction with the new heat scale, but can be used 
  in any game.
  The controlling player of a unit can make a Piloting Skill Roll 
  to avoid shutdown, because a skilled pilot would know how to 
  override shutdown. To find the base target number, find the ap-
  propriate Avoid Number under the Heat Data and apply a –5. Then 
  apply a final modifier based upon the skill of the pilot as shown 
  on the Avoid Shutdown Pilot Skill Rating Modifiers Table. For ex-
  ample, at a heat level of 34, for a Veteran Pilot, the final Modified 
  Target Number would be 8 [14 (34 heat level avoid number) –5 
  (standard modifier) –1 (veteran pilot) = 8].
  exPanded heat scale
  Heat Points 
  Effects
  50 
  Shutdown
  49 
  –9 Movement Points
  48 
  +7 modifier to fire
  47 
  *Pilot damage, avoid on a result of 12
  46 
  Shutdown, avoid on a result of 20+
  45 
  Ammo explosion
  44 
  **System failure, avoid on a result of 10+
  43
   –8 Movement Points
  42 
  Shutdown, avoid on a result of 18+
  41
   +6 modifier to fire
  40 
  Ammo explosion, avoid on a result of 12
  39 
  *Pilot damage, avoid on a result of 10+
  38 
  Shutdown, avoid on a result of 16+
  37 
  –7 Movement Points
  36 
  **System failure, avoid on a result of 8+
  35 
  Ammo explosion, avoid on a result of 10+
  34 
  Shutdown, avoid on a result of 14+
  33 
  +5 modifier to fire
  32 
  *Pilot damage, avoid on a result of 8+
  31 
  –6 Movement Points
  30 
  Shutdown, avoid on a result of 12+
  *If the Avoid Roll fails, the pilot takes 1 point of damage. If the ’Mech has suffered 
  a Life Support critical hit, this damage cannot be avoided, and is added to dam-
  age normally suffered (see p. 127, TW).
  ** Extreme heat levels can cause critical damage to the ’Mech. If the Avoid Roll 
  fails, roll a hit location on the Front column of the ’Mech Critical Hit Table and 
  apply a single critical hit to that location. Determine the slot hit normally.
  avOid shutdOWn PilOt skill 
  rating mOdiFiers table
  Pilot Skill Rating
  Modifier
  6–7
  +1
  4–5
  +0
  2–3
  –1
  0–1
  –2
  DF
  In harsh, deep deserts, heat can be worse than any enemy.
  
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  coolant inventories to dangerous levels. In some cases, the 
  heat burden reduces the efficiency of heat sinks in a vicious 
  cycle of overheating and efficiency reduction, until the ‘Mech 
  is barely able to cool itself. As a result, in extended battles, 
  BattleMechs may need external cooling assistance and cool-
  ant replenishment of a coolant truck to get their heat levels 
  under control.
  During the End Phase of any turn in which a unit has Heat 
  5 or higher (meaning heat is being tracked on the Heat Scale 
  that has inflicted some type of modifier), the player rolls 2D6 
  and applies the modifier from the Heat Sink Coolant Failure 
  Modifier Table based on that level of heat to the die roll re-
  sult. If the modified result is 10 or higher, a breakdown in the 
  ’Mech’s coolant efficiency has occurred. The total heat dissipa-
  tion capacity of the ’Mech is reduced by 1, starting during the 
  Heat Phase of the following turn.
  This is not a critical hit applied to a given heat sink, and so 
  it must be tracked separately. A unit can lose both heat sinks 
  due to damage, as well as multiple strikes against its total 
  heat dissipation from multiple failures of this die roll. If a unit 
  receives enough strikes against its heat dissipation capacity 
  in this manner, depending upon other circumstances (such 
  as engine hits, infernos and so on), a unit may not be able to 
  dissipate any heat at all without the assistance of a coolant 
  truck’s coolant system (see below).
  Coolant Systems
  Coolant trucks are not only useful for cooling off overheated 
  ’Mechs, but can replace degraded coolant during the midst of a 
  battle (as might occur under the Heat Sink Coolant Failure rule; 
  at left), thus returning a ’Mech to full heat-dissipation capacity.
  Any unit with at least 5 tons of liquid storage capacity (for ex-
  ample, the Coolant Truck from Technical Readout: 3039) can be 
  used under this rule; the player simply nominates the unit to be 
  carrying the appropriate type of coolant before the start of play. 
  For this rule, any such unit is termed “coolant truck,” regardless 
  of what unit actually might mount such storage capacity.
  The controlling player of any ’Mech adjacent to a friendly 
  coolant truck at the end of a Movement Phase may announce 
  that the ’Mech is hooking up. Hooking up takes the remainder 
  of the turn, and so the ’Mech may make no attacks. During the 
  Heat Phase of that turn and every Heat Phase thereafter dur-
  REROUTING HEAT SINK COOLANT (’MECHS ONLy)
  Heat sinks networks are designed to cool the entire ‘Mech, 
  offering maximum flexibility at the expense of efficiency. It is 
  possible to re-route the coolant flow from the cockpit controls, 
  sending more coolant to a specific item of equipment, but 
  denying that coolant to the rest of the ‘Mech’s systems. This is 
  called linking the heat sink.
  When sufficient numbers of heat sinks are linked to the item 
  of equipment, the item is treated as generating slightly less 
  heat than normal, representing a boost in efficiency. To gain 
  this improvement, first calculate the reduced heat output of 
  the item. The heat load reduction is calculated as follows: an 
  item that generates 10 or more heat points when activated (i.e. 
  a PPC, a fusion engine with 2 critical hits and so on) has its heat 
  reduced by 2 points; an item that generates 3 to 9 heat points 
  when activated (i.e. a medium laser, a fusion engine with 1 
  critical hit, a Inner Sphere large pulse laser, and so on) has its 
  heat reduced by 1 point; items that generate 0 to 2 points of 
  heat (i.e. machine guns, undamaged fusion engines, and so 
  on) do not have their heat reduced.
  This reduced heat does not take effect until sufficient heat 
  sinks have been linked to completely handle the reduced 
  heat load. For example, a MechWarrior trying to link double 
  strength heat sinks to an ER PPC would not receive the ben-
  efits of the linked heat sinks until 7 DHS were linked to the 
  one weapon.
  Heat sinks linked to an item cannot be used to handle heat 
  from other heat sources. A heat sink linked to the engine can 
  dissipate heat from non-jumping movement as well as heat 
  generated by engine critical hits; jump jets must have heat 
  sinks linked to each jump jet individually.
  During the End Phase, a player may announce an attempt 
  to link a heat sink. The player makes a standard Piloting Skill 
  Roll, applying all standard modifiers. Only one heat sink may 
  be linked in this fashion per End Phase. Additionally, the 
  heat sink must appear on the Critical Hit Table (heat sinks 
  not shown on the Critical Hit Table are integral to the engine, 
  and so cannot be re-routed to specific systems.) A successful 
  Piloting Skill Roll routes the coolant from that heat sink to one 
  desired component: the engine, one jump jet, or one weapon 
  or other heat-generating component. Mark the link in pencil 
  on the Critical Hit Table.
  A failed attempt has no effect. If using the Fumble rule (see 
  p. 75), a fumble actually ruptures a coolant line, recorded as 
  a critical hit against the heat sink the controlling player was 
  attempting to link.
  Ending a link similarly is performed one heat sink per 
  End Phase, but success is automatic; no Piloting Skill Roll is 
  needed.
  Coolant Pod: Coolant Pods (see p. 303) do not affect linked 
  heat sinks, as they are outside the normal coolant distribution 
  network. 
  Critical Hits: If the item a heat sink is linked to is destroyed, 
  the player must reroute any linked heat sinks, using the rules 
  above, before those heat sinks can be used again.
  HEAT SINK COOLANT FAILURE
  Despite the wonders of technology and solid maintenance, 
  push a ’Mech’s heat too far and venting for emergency pres-
  sure relief and evaporative cooling results in a reduction of 
  heat sink cOOlant Failure 
  mOdiFier table
  Heat Level
  Modifier
  5–10
  +0
  11–15
  +1
  16–20
  +2
  21–25
  +3
  26–30
  +4
  31–35
  +5
  36–40
  +6
  41–45
  +7
  46–50
  +8
  
  ing which the ’Mech remains attached, a ’Mech hooked up 
  to a coolant truck can dissipate an additional 15 points of 
  heat. Additionally, for each turn after the first that the ’Mech 
  is continuously hooked up to a coolant truck, remove 2 lev-
  els of coolant failure. For example, a ’Mech with a 3-level 
  heat sink reduction due to coolant failures would reduce 
  that number to 1 after the first turn; after the second turn, 
  the drop would be eliminated.
  A player may announce his intention to detach a ’Mech 
  from a coolant truck during the End Phase of any turn. De-
  taching takes up all of the following turn, after which the 
  ’Mech can move and operate normally.
  A ’Mech hooked up to a coolant truck is immobile (as is 
  the coolant truck), and so the standard –4 modifier for an 
  immobile target applies to the to-hit number for attacks 
  against it. It can also be the target of aimed shots. The 
  ’Mech stays immobile (i.e. it cannot expend any MPs and is 
  considered immobile) for the entire cooling process, from 
  hookup to detaching, though all its electronics still work, it 
  can make any type of weapon attacks and/or appropriate 
  physical attacks and so on.
  If a ‘Mech falls or is displaced, the hook-ups are automati-
  cally undone; the ‘Mech will need to be hooked up once 
  more, using the rules outlined above. Additionally, roll 1D6; 
  on a result of 4 or higher, the hook up is damaged and can-
  not be used for the remainder of the scenario.
  Each coolant truck has five hookup points. Light and 
  medium ’Mechs (up to 55 tons) use a single hookup point 
  to cool down. Heavy and assault ’Mechs (60 tons and up) 
  require two hookup points.
  Currently accepted rules of warfare offer a hooked-up 
  ’Mech a degree of immunity from battle; if it makes no at-
  tacks, no one will fire on it. If the ’Mech engages in hostile 
  action, however, enemy units may fire at it with impunity. 
  This convention is a point of etiquette rather than a hard-
  and-fast game rule.
  Coolant trucks equipped with flamers or sprayers may 
  fire coolant. A player must announce his intention to fire 
  coolant before using the flamer/sprayer, and firing cool-
  ant consumes a “shot” of flamer ammo. Also, firing coolant 
  through a flamer/sprayer reduces the number of hookup 
  points available for other uses (the tank can only pump so 
  much coolant). Each vehicle flamer/sprayer fired reduces 
  the number of available hookups by 1; each heavy flamer 
  fired reduces the number of hookups by 2. A single coolant-
  equipped vehicle can fire coolant through a maximum of 
  five standard vehicle flamers/sprayers or two heavy flamers 
  and one standard flamer/sprayer; in this case no coolant 
  flows to the hookup points.
  A coolant truck may fire coolant at a ’Mech to reduce its 
  heat level, though this does not work nearly as efficiently as 
  hooking up the ’Mech. Resolve the shot as a normal flamer/
  sprayer attack. If the attack hits, the coolant stream reduces 
  the target’s heat level by 2 rather than inflicting damage. A 
  hit by a heavy flamer shooting coolant lowers the target’s 
  heat level by 4. Coolant may also be fired at a burning hex 
  or unit to put out the fire. Roll against the to-hit number as 
  with a normal attack, applying the Immobile Target modi-
  fier if firing at a hex. If the shot hits the target, the coolant 
  puts out the fire.
  Left & Right
  Sponson
  Left & Right
  Sponson
  • new vehicle arc firing diagram  • 
  • new vehicle turret arc diagram  • 
  
  107
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  AdvAnced  
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  AdvAnced  
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  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Left & Right
  Sponson
  Left & Right
  Sponson
  Left 
  Sponson
  Right 
  Sponson
  Left & Right
  Sponson
  Left & Right
  Sponson
  • new vehicle sponson arc diagram  • 
  DF
  Demolisher II, First Donegal Jaegers (House Steiner)
  VEHICLES
  The following additional rules specifically apply to 
  vehicles in combat.
  FIRING ARCS
  In advanced rules, vehicles have unique firing arcs as 
  shown on the New Vehicle Firing Arcs diagram. The dia-
  gram also includes all the various firing arcs a vehicle 
  could potentially posses, based on the equipment it 
  mounts (see Vehicular Sponson Turrets, p. 348, and rules 
  for mounting two turrets, p. 347).
  VEHICLE EFFECTIVENESS
  While the vehicle rules presented in Total Warfare 
  increased the effectiveness of vehicles from previous 
  rules sets, vehicles were still carefully maintained at a 
  level that would leave ’Mechs the kings of the battle-
  field. For those players wishing to further increase the 
  effectiveness of vehicles, the following changes to the 
  Ground Combat Vehicle Hit Location Table and Motive 
  System Damage Table (see p. 193, TW) can work won-
  ders. Individual playing groups can pick and choose 
  which of these changes they wish to implement.
  VTOLs and Large Vehicles: If desired, these same 
  changes can be made to VTOL and Large Vehicle hit 
  location tables.
  Ground Combat Vehicle Hit Location Table
  •	
  Remove the critical result from the “8” die roll result 
  on the Side column.
  •	
  Remove the potential motive system damage from 
  the “9” die roll result on the Front, Rear and Side 
  columns.
  Motive System Damage Table
  •	
  Completely remove the Attack Direction Modifiers.
  •	
  Reduce all Vehicle Type Modifiers by 1 (to a mini-
  mum of 0).
  VTOL SPECIAL ATTACKS
  In advanced-rules play, VTOLs may make strafing and 
  bombing attacks in much the same way as aerospace 
  fighters. The standard rules apply (see pp. 243-246, TW), 
  with the following exceptions.
  Strafing
  VTOLs can make strafing attacks in much the same 
  way as aerospace fighters. Use all the same rules for 
  Strafing (see p. 243, TW) with the following exceptions.
  The controlling player declares the attack during the 
  Movement Phase of a turn, but its effects are not re-
  solved until the end of the Weapon Attack Phase, after 
  all other attacks have been resolved; if there are mul-
  tiple VTOL strafing/dive-bombing attacks, randomly 
  determine the order in which they are resolved. This 
  means that a unit in the path of the attack that has not 
  yet moved may choose to leave the area and thereby 
  avoid being strafed.
  
  Hitting the Deck
  A variation on digging in, hitting the deck is an infantry unit 
  getting their noses close up and personal to the terrain they’re in. 
  If an infantry unit does not expend any MP during the Movement 
  Phase, the controlling player may announce that the infantry is 
  “hitting the deck.”
  All attacks against an infantry unit hitting the deck (regardless 
  of munition type) add a +1 to-hit modifier (including attacks made 
  in the same turn the unit hit the deck), except for flamers and 
  area-effect weapons. However, damage is still doubled against a 
  “hitting the deck” unit in Clear terrain.
  Unlike a unit “digging in”, however, an infantry unit hitting the 
  deck can still make a weapon attack in the same turn.
  The unit remains on the deck until it moves. If an infantry unit 
  on the deck does not move or fire for two turns, it can change to 
  “dug in.”
  Anti-’Mech Skill Rolls: Apply a +1 modifier to any Anti-’Mech 
  Skill Rolls made by a unit that has hit the deck.
  0 MP: Any infantry unit that can only move or shoot must 
  designate a facing in the hex when they hit the deck, and the 
  troopers may only fire their weapons in that direction. Use the 
  standard front firing arc to determine which targets the unit can 
  attack. In the following turn, if the unit remains on the deck, the 
  controlling player can designate a new hexside during the Move-
  ment Phase (this is not considered an expenditure of MP and so 
  the unit is still on the deck).
  CONVENTIONAL INFANTRy SqUAD DEPLOyMENT
  Apply a +1 to-hit modifier to all attacks made against squad-
  deployed conventional infantry (see Squad Deployment, p. 27). 
  This modifier does not apply to infantry platoons reduced by 
  damage to seven or fewer troopers—only infantry initially de-
  ployed in squads.
  USING NON-INFANTRy UNITS AS COVER
  If an infantry unit occupies the hex of a non-infantry unit that 
  is on the ground (including enemy units), they can use that unit 
  for cover.
  At the end of the Movement Phase, after all units have moved, 
  any controlling players with infantry units occupying the hex of a 
  non-infantry unit should nominate a hexside. Any attacks made 
  against the infantry where the direction of attack crosses that hex-
  side apply a +3 to-hit modifier; any attacks made by the infantry 
  unit that cross that hexside apply a +1 to-hit modifier. Any attacks 
  (either by or against the infantry unit) where the attack direction 
  crosses any other hexside apply no additional modifiers.
  bATTLE ARMOR INFANTRy
  Battle-armored infantry troopers are supposed to be tough, 
  but some players may feel they are a bit too tough. The follow-
  ing optional rule makes battle-armor units vulnerable to lucky 
  critical hits.
  Make the standard die roll to see which trooper is struck by 
  an attack. After resolving damage, make a second die roll. If that 
  die roll result indicates the same trooper where damage was just 
  assigned that trooper is destroyed regardless of the damage just 
  applied, or how much armor remains. If the second result is any 
  other trooper (whether active or not), than the chance for a criti-
  cal hit is gone and the controlling player should move on to the 
  next attack, if any.
  A VTOL that makes a strafing attack may make no other weapon 
  attacks during the same turn (though its AMS may still be used to 
  defend against incoming missile attacks). The VTOL may strafe as 
  it moves over hexes, but must fly over each hex to be strafed. As 
  it strafes, the VTOL must maintain a constant elevation and may 
  not make facing changes. Before and after strafing, the VTOL may 
  move normally.
  VTOLs may strafe with one, some or all of its turret- or front-
  mounted energy weapons.
  bombing
  Like aerospace fighters, VTOLs may carry bombs on external 
  racks, using those rules (see p. 245, TW); Safe Thrust Reductions 
  are applied as Cruising MP reductions for VTOLs.
  A VTOL may make only one bombing attack per turn, and 
  may not make weapons or strafing attacks in the same turn. As 
  with strafing, the controlling player declares the bombing attack 
  during the Movement Phase. The player indicates the target hex, 
  which must be one that the VTOL flew over during that turn. 
  Though the VTOL may only strike one target hex, it may drop as 
  many bombs as the player desires in that hex in a single turn. The 
  attack is resolved at the end of the Weapon Attack Phase after 
  all other attacks have been resolved (if there are multiple VTOL 
  strafing/dive-bombing attacks, randomly determine the order in 
  which they are resolved), in the same manner as an aerospace 
  fighter’s dive-bombing attack (see p. 245, TW). Note that unlike 
  an aerospace fighter, which changes altitude during a dive-
  bombing attack a VTOL does not change elevations during a 
  dive-bombing attack.
  INfANTRY
  The following additional rules specifically apply to infantry in 
  combat.
  DIGGING IN
  An infantry unit may safeguard itself from attack by digging 
  in: hiding behind foliage and other ground cover, lying prone or 
  other defensive measures. Digging in is an option in any type of 
  terrain except roads, pavement, buildings and water. The process 
  takes a full turn, during which the infantry unit may not move or 
  attack. If it is attacked during this turn, it is not considered dug in 
  yet and so receives no bonuses.
  All attacks against a dug-in unit (regardless of munition type) 
  add a +2 to-hit modifier, except for flamers and area-effect weap-
  ons. In addition, damage is not doubled against a dug-in unit in 
  Clear terrain.
  The unit remains dug in until it moves; after moving, it must 
  spend another turn to dig in again.
  Note that “digging in” in this fashion only applies to the infan-
  try unit in question. Specialized infantry (see Trench/Fieldworks 
  Engineers, p. 341) can build a fortified hex that any infantry unit, 
  including mechanized infantry, can enter and automatically re-
  ceive the “digging in” benefit.
  Mechanized Infantry: Except in the case of fortified hexes 
  built by appropriately specialized infantry, mechanized infantry 
  may not use the digging-in rule.
  
  109
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
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  GenerAl  
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  support vehIcle 
   constructIon
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  WeApons 
   And equIpMent
  Index
  record sheets
  this cause confusion for the controlling player, but it can open 
  up the game to unnecessary arguments if the opponent feels 
  the controlling player forgot one of those elements as well.
  The second way to use weapon resolution dice is when roll-
  ing on the Cluster Hits Table for multiple Cluster Weapons. For 
  example, the controlling player of an SRM Carrier has already 
  resolved that Combat Vehicle’s weapon attack to-hit rolls and 
  is now ready to roll on the Cluster Hits Table to determine how 
  many short-range missiles from his various SRM weapons 
  struck the target. Instead of rolling 2D6 multiple times for 
  each Cluster Weapon that struck the target and comparing it 
  to the Cluster Hits Table, weapon resolution dice would allow 
  a player to make a single roll with multiple pairs of dice to 
  quickly determine how many clusters of damage from each 
  Cluster Weapon actually struck the target. (As a side note, if 
  the controlling player was the first to use weapon resolution 
  dice, instead of rolling 2D6 nine times for the carrier’s nine 
  SRM-6s, he or she could have made one roll of nine distinct 
  pairs of 2D6 dice.) As with resolving multiple weapon attacks, 
  it is suggested that weapon resolution dice only be employed 
  this way when rolling multiple Cluster Weapons of the same 
  type in an effort to avoid confusion.
  Given the nature of damage resolution, weapon resolution 
  dice should not be used to resolve hit locations and damage 
  to target.
  Note: The way in which a player determines locations and 
  damage to target for announced attacks can be an important 
  tactic in game play. For example, if the controlling player of 
  an AS7-D Atlas hits a target with the Atlas’ AC/20 and SRM-6, it 
  will usually be better to determine the location and apply the 
  damage of the AC/20 first in an effort to strip the hit location 
  of its armor. Then the controlling player would determine how 
  many SRMs struck the target using the Cluster Hits Table, and 
  finally determine location and damage to target for each SRM 
  that struck; that is, if the AC/20 stripped the location struck 
  of armor, then the multiple rolls to determine location for the 
  missile hits provide a higher probability of hitting the now de-
  fenseless location’s internal structure (perhaps several times), 
  thus resulting in several chances for a critical hit.
  WEAPON 
  RESOLUTION dICE 
  (TIPS ANd 
  SUGGESTIONS)
  As with movement dice, weapon resolution dice can help 
  speed up and simplify game play, especially if a large number 
  of units are on the board. Keep in mind, however, that weapon 
  resolution dice are not a formal game mechanic—simply an 
  option to make game play smoother. Therefore, all players 
  should agree to their use before game play begins.
  Players can use weapon resolution dice in two ways.
  The first is when resolving to-hit rolls for multiple weapon 
  attacks simultaneously. For example, the controlling player of 
  a PTR-4D Penetrator is firing all six of his medium pulse lasers 
  at the same target. Instead of rolling 2D6 six times, he would 
  use the weapon resolution dice method and roll six different 
  pairs of dice simultaneously for the six medium pulse laser to-
  hit rolls (each pair a distinct color so that it is quick and easy to 
  see which of the six medium pulse lasers struck the target and 
  which missed). It is important to note that this use of weapon 
  resolution dice should only apply when multiple weapons are 
  attacking with the same modified to-hit number. Furthermore, 
  it is suggested that such a use of weapon resolution dice only 
  occur when firing multiples of the same weapon. In both in-
  stances it is all too easy to get the dice mixed up. For example, 
  if the controlling player of that PTR-4D Penetrator tried roll-
  ing eight pairs of dice to resolve the six medium pulse lasers 
  as well as the ’Mech’s twin extended range large lasers, the 
  chances are the large lasers would have a different modified 
  to-hit number from the medium lasers. If so, the controlling 
  player would have to announce, and then remember, which 
  two sets of 2D6 out of eight sets represent the extended 
  range large lasers, and then once rolled, remember the two 
  different modified to-hit numbers: one for the large lasers and 
  a different one for the six medium pulse lasers. Not only can 
  LS/RP
  Word of Blake battle armor launch a trap to try and destroy a Crescent Hawk’s Cestus.
  
  Jason Schmetzer
  Jubilee Dropport
  Marantha
  Magistracy of canopus
  14 March 3071
  The sentry died with barely a sound.
    Vincent crept up behind him, cat-quiet on the soft soles of his boots, 
  and slid his assault rifle around on its sling behind him. The Blakist 
  guard was looking the other way, watching one of the DropShips 
  squatting on the tarmac as a BattleMech walked sentry-go across 
  the field. Vincent allowed himself a grin as he came out of his 
  crouch, arms reaching, hands open and tensed.
    In a smooth motion he slid forward, one hand around the 
  Blakist’s head to cup his chin and the other on the back of his 
  helmet. “Peace of Blake,” he whispered, and twisted. There 
  was a moment’s resistance—forty kilograms of pressure, his 
  mind filled in—and then a slight pop, like a green stick break-
  ing, and then he was holding the sentry’s entire weight. The 
  body sighed as the zealot’s last breath slithered out of it, but 
  Vincent laid him down before the man’s bowels could release.
     “Clear,” he whispered.
  Three black shadows detached themselves from the base of 
  the retaining wall behind him and sprinted forward, covering 
  the twenty meters in seconds. They were garbed identically to 
  him, each in a black sneaksuit with web-harnesses festooned with 
  silent pouches. Each of them held an assault rifle toward the port.
     “A knife would have worked,” the leftmost one said. Sheila was 
  always a distance killer, Vincent knew. He smiled—it was an old argu-
  ment—and reached down to tap the dead man’s body armor. 
  Sheila shrugged, nearly invisible in the dark. “I would have gotten him in the 
  neck,” she said.
  “Vehicle,” Franks whispered, twisting slightly to bring his Ebony assault rifle 
  to bear.
  Vincent crouched over the sentry and brought his own Ebony around from 
  where he’d slung it behind him. He didn’t look toward his hands, instead judging 
  the distance between the team and the approaching truck. Four hundred meters, 
  he thought. A flick of his thumb dialed the power selector on the Ebony’s receiver 
  to high.
  “We need transport,” he said. “Dalton.” He beckoned toward the body, then re-
  slung his rifle to grasp the dead man’s feet. The third Magistrate operator took the 
  Blakist’s forearms and together they carried the man the ten meters to the road-
  way. Two swings for momentum and then they tossed the body into the center of 
  the road.
  “It stops, we take it,” he said, bringing his rifle around again.
  “It’s a Pit Bull,” Sheila whispered.
  “Watch the cargo bed for troops,” he ordered. The lights of the truck were start-
  ing to cast a shadow behind the body. They’d be spotting it any minute now. He 
  
  looked to Sheila. “Would have been kind of hard to hide the 
  knife wound to his neck, don’t you think?”
  Vincent watched the truck slow suddenly as the driver saw the 
  body, and tried to keep his mind on the mission. The truck itself 
  was a symbol of the troubles, he knew. Pit Bulls were inexpensive, 
  all-terrain cargo trucks built primarily in the Taurian Concordat. 
  He’d ridden in any number of identical vehicles during his stint 
  in the Magistracy Armed Forces, but he’d never been comfort-
  able with them. They came from the Concordat, after all.
  Can’t we even make a decent enough truck that we don’t have 
  to buy other people’s?
  That he got to shoot at this one, and kill the Blakist bastards 
  driving it, was a welcome bonus. He’d spent ten years in the MIM, 
  the last year leading this cell of the Ebon Magistrate. The Blakists 
  had come to the Magistracy to bring their Jihad to Vincent’s 
  home. He didn’t need to wait for orders from his control; he 
  knew what the Magestrix would say. Kill them. Kill them all, and 
  make certain they know the Magistracy is not their playground.
  The Pit Bull stopped, groaning on its oversized axles. Two 
  men jumped out, one from each side of the cab. The cargo bed 
  was stacked high with containers but the light was too low for 
  Vincent to read the icons on the side. They left the truck run-
  ning as they jogged toward the sentry’s body. Vincent, from his 
  position on the rightmost edge of the team, took the near-
  est Blakist. Sheila and Franks would target the left, and 
  knew to do it without being ordered to. The Ebons spent 
  enough time training for these situations that they didn’t 
  need to be told what to do.
  “Blake’s blood,” Vincent heard, as one of the new arriv-
  als knelt by the body. “You okay, pal?” The other man 
  remained standing, looking around. His hand dipped 
  toward his belt. Vincent fired. The others fired.
  The Ebony laser assault rifle was a silent 
  weapon, designed from the start for 
  Ebon operations. Along with the 
  shock-resistant polymer frame 
  and the variable power function, 
  it also had an all-but-invisible 
  pulse. The four lasers fired within 
  a second of each other and the only sound was the 
  muted click of the firing mechanism engaging. There were 
  no showy flashes of neon light or earth-shattering screeches 
  of power. The two men near the body both had heads; four 
  rifles fired at two targets, and then their heads were gone.
  Vincent was on his feet before his target had finished 
  falling to the ground. He didn’t bother going to check the 
  bodies; without heads they weren’t a threat to anyone, and 
  he already knew the sentry was dead. Instead he moved to 
  the Pit Bull and mounted the cargo bed. Up close he read 
  the icons on the containers, and a tight, feral smile broke 
  out on his face.
  “Boom,” he whispered.
  Sheila climbed into the bed with him while Dalton 
  and Franks climbed into the cab. The Pit Bull lurched 
  into motion, continuing on the way it had been going 
  when they stopped it. They had an appearance to make 
  on the opposite side of the Port, but turning off the 
  road and going across the fields would only attract 
  attention.
  “Primary target,” Vincent said, trusting the whis-
  per-mike on his throat to transmit his words to 
  the Ebon driving. Franks nodded his head once 
  and turned at the next intersection, pointing 
  
  the Pit Bull toward the squat shape of the Mule-class DropShip in 
  the distance. Vincent slung his rifle, pushing it around behind him 
  and letting the friction sling draw it tightly against the small of his 
  back. He reached into the left thigh pocket of his sneaksuit.
  Sheila looked at him. “The DropShip?”
  Vincent grinned and slapped the container beside him. “Boom.”
  t
  “’Mech.”
  Vincent looked up from the third container he was working on. 
  A white-painted Word of Blake BattleMech was coming toward 
  them. It was a light ’Mech, a Commando, but it was still more pow-
  erful than anything the Ebons had at their command. “Rifles off,” 
  he said, reaching behind him to pull the power pack from the 
  Ebony’s butt. With no power, the sophisticated laser assault rifle 
  became a quiescent mass of plaster and polymer.
  “We’re still a klick away,” Sheila said.
  “And then we’ve got to get aboard,” Vincent said, not taking his 
  eyes off the Commando. “So let’s worry about what’s in front of us 
  right now, shall we?”
  The Commando wasn’t moving with any more purpose than its 
  already established patrol pattern. Vincent could well imagine 
  the tedium of walking a ’Mech across the same ground again and 
  again, waiting for something to happen. Either the MechWarrior 
  would be ultra-sensitive, checking every sensor contact out of 
  sheer boredom, or he’d simply be bored out of his mind and just 
  keep walking until the end of his shift. Vincent knew which type 
  of pilot he’d be, but he was hoping for the other.
  “If it shoots?” Sheila asked.
  “Then we die,” Vincent said.
  The Commando came abreast of them and passed, without so 
  much as a pause.
  “Half a klick,” Franks reported. “Two minutes.”
  Vincent looked forward, toward the mass of DropShip that was 
  rapidly blotting out everything else on the landscape. This close 
  he could see the landing ramps still closed, as if the ship was but-
  toned up for launch. For a moment he was afraid they were too 
  late, but the landscape around the massive vessel still crawled 
  with vehicles and personnel. He smiled after a moment. It would 
  take the massive ground tug a while to re-hitch trailers and get 
  clear of the blast radius of the Mule’s drive.
  “Warehouse,” he ordered.
  The Commando continued along its patrol route, its pilot safely 
  ignoring any danger around him in his single-minded pursuit of 
  the end of his shift. The Pit Bull turned away from the DropShip 
  and toward the low line of warehouses in the distance.
  “We’re not going to the DropShip?” Sheila asked, as she rein-
  serted her power pack in the Ebony’s butt.
  “Not just yet,” Vincent said, returning to his wiring. “And not in 
  this truck.”
  t
  Vincent pounded on the cab of the truck and pointed. “That one, 
  over there.” The warehouse he indicated was virtually deserted, 
  but he saw the telltale scuffs on the tarmac out front that told 
  him what he sought was inside. Franks dipped his head once and 
  guided the Pit Bull toward it. He swung the front end of the vehicle 
  around and then switched to reverse, backing into the doorway 
  so that the cargo bed was the first part of the truck through, as if 
  they were expecting to load more cargo.
  “Hey!” a laborer shouted. Vincent looked across the containers at 
  him, eyes narrowed. If it was a Canopian citizen he’d simply inca-
  pacitate him. There was no need to harm those who were just 
  trying to earn an honest living. Wars came and went but cargoes 
  always needed handling. “You can’t bring that crap in here, friend. 
  This is a restricted warehouse.”
  “Orders,” Sheila shouted back, as Franks gunned the engine 
  one last time before he shut the big diesel down. A surreptitious 
  swipe unclipped her rifle from its harness; Vincent caught it as she 
  stepped around him. “The Adept out there told us to bring it here.” 
  Vincent smiled, impressed by her tactic.
  “Adept Kline?” the man asked.
  “That’s the one,” Sheila said. Her hand moved too quickly for 
  him to see and there was a pop. The laborer collapsed and Sheila 
  turned away, revealing the suppressed pistol she’d drawn from the 
  holster low on her thigh. Franks and Dalton piled out of the truck’s 
  cab and came around the back, looking to Vincent.
  “Exos.” He pointed to a rack against the side of the wall, where 
  a brace of bulky Gorilla exoskeletons were waiting. “Get these 
  drums unloaded.” He turned and waved a hand at Franks to hold 
  up. “Go back out and get us one of those baggage jitneys,” he said. 
  “Three cars at least, empty if you can find it quickly.”
  The slender man nodded once and trotted out the warehouse 
  door. Vincent followed Sheila and Dalton toward the racked exoskel-
  etons. They were simple muscle-amplification suits, used by laborers 
  across the Human Sphere to make moving bulk items easier. While 
  nowhere near as sophisticated as the powered combat armor the 
  MIM had access to, the Gorillas were simple, reliable technology.
  And they’d move the bombs like they were weightless.
  Each drum was a 50-kilo container of concentrated fertilizer, 
  intended for the reforestation project at Indian Island. There were 
  six in the back of the Pit Bull, and Vincent had spent the drive 
  across the DropPort dousing each in diesel fuel, then wiring them 
  together with the initiator charges from his thigh pouch. The trick 
  now would be getting them close enough to the DropShip to actu-
  ally do any damage. Which was where the jitney came in, if they 
  could get back across the tarmac without anyone catching on.
  “Boom,” Vincent whispered.
  Franks reappeared at the door just as they were getting the 
  body of the laborer back into the now-empty Pit Bull. He jumped 
  in the cab of the truck and fired the diesel up before pulling the 
  truck out. The warehouse was filled with the sickly-pungent tang 
  of diesel exhaust by the time the truck was gone, but Vincent 
  barely noticed. He stomped his exo to the doorway and looked 
  out, being patient and waiting for his eyes to adjust.
  The Commando he found almost immediately, still stalking its 
  way around the tarmac. Vincent smiled at that, thinking of what 
  his commander would have said about such a predictable patrol 
  routine when he’d been on tour with the MAF. It made him feel 
  better about this mission, knowing that even the high and mighty 
  Word of Blake carried idiots on its rolls.
  There was still traffic around the Mule, and more and more cargo 
  carriers and baggage jitneys going toward it still. His eyes rolled 
  across the mélange of hovercraft, tracked crawlers, and wheeled 
  cargo vehicles until he saw the one he wanted. He looked behind 
  him, saw the others ready with the bombs. He brought his Ebony 
  around, thumbing the selector from high-power to extended-
  range, shouldered it.
  “Vincent,” Sheila said. He fired.
  The fuel truck he’d targeted, almost a full kilometer distant, 
  exploded as the laser pulse stabbed into the thin metal shell. The 
  explosion cast light for a square kilometer. Vincent watched the 
  
  rolling shadows as Franks pulled the jitney up in front of the ware-
  house. “You sure that was smart?” he asked.
  Vincent smiled. “Not at all… but it should keep their attention 
  over there.”
  The others loaded the containers into the three-trailer jitney 
  while Vincent shed his Gorilla suit. He beckoned the others back 
  into the warehouse and pointed toward an access stair. “I want 
  you three to get up there and cover me,” he said.
  “You’re kidding,” Dalton said.
  “It doesn’t take four people to drive that thing,” Vincent said, re-
  slinging his Ebony now that he was out of the exoskeleton. “I’ll 
  take it out to the DropShip and leave it. Then one of you can tag 
  the containers from here and we’ll all get out in the confusion.”
  “And when something goes wrong?” Sheila asked.
  Not if, when, Vincent thought. Good girl. “Then you kill it,” he said, 
  and walked out.
  The jitney’s controls were simple to the point of imbecility. 
  Two foot pedals, one marked “Go” and the other “Stop” and a 
  steering bar. He climbed into the driver’s couch and pushed the 
  “Go” pedal, turning the bar toward the Mule. There weren’t any 
  obstacles on the road, so Vincent took the opportunity to look 
  around. It’s always a good idea to see how the bad guys react to bad 
  news, he thought.
  Emergency vehicles were already emerging from the hardened 
  shelters they hunkered in when not needed. He looked toward 
  the military reservation on the western edge of the port but saw 
  little response; evidently the Word figured that Magistracy crews 
  could handle Magistracy problems. That was good news for him. 
  The big Mule with the broadsword painted on it looked open and 
  inviting. Vincent grinned and looked the other way.
  The Commando was running toward the explosion. Vincent 
  shook his head and started to turn away, but then jerked his head 
  back as the twenty-five ton BattleMech sprinted past the flam-
  ing wreck and kept coming, directly toward the Mule. “Shit,” he 
  breathed, and smashed his foot down on the “Go” pedal. The 
  jitney lurched and gained another five kph, but that was it.
  “Vincent,” his earbud whispered.
  “I see it,” he growled.
  “We can’t kill that thing,” Franks said.
  “I know,” Vincent said.
  The Commando jerked and angled toward the warehouse. 
  Vincent looked at it, confused. The radios should have been so 
  low-powered as to be undetectable, especially through the 
  sure-to-be-cluttered RF frequencies of the port. Then a white-
  hot bloom of light flared on the ’Mech’s faceplate canopy, and 
  Vincent understood.
  “Sheila,” he whispered.
  “Get to the ship,” she said. The warehouse was still a kilo-
  meter distant. The Ebons’ assault rifles could make that 
  stretch. Two more spots of luminescence flared to life on the 
  Commando’s head before the ’Mech pounded past. Franks 
  and Dalton.
  “Displace!” he shouted, twisting in his seat to follow the 
  ’Mech.
  “The target, Vincent! The mission!”
  Telltale puffs of scintillating light showed where the 
  Ebons were hitting the Commando’s tough armor, but 
  the damage their rifles could do to even the lightest 
  BattleMech was infinitesimal. The Commando, sprinting 
  forward in multi-meter strides, was already raising its arm-
  mounted weapons to bear on the warehouse. It fired.
  The building exploded.
  Vincent turned forward again. The DropShip filled the jitney’s 
  windscreen as he approached. There were marines out now, gray-
  clad Word of Blake infantrymen with rifles directing the vehicles 
  away from the DropShip. Vincent kept the jitney on course, ignor-
  ing the wave-offs from soldiers and directors alike. The Mule’s 
  squat stern clutched above the tarmac, with just enough space 
  for the fusion torch’s mighty exhaust to clear to lift the ship free 
  of a planet’s gravity. The massive legs that supported the vessel 
  were splayed, stressed with the weight of the 11,200 ton DropShip. 
  Vincent steered for the small space between the nearest leg and 
  the DropShip’s hull.
  A bullet ricocheted off the tarmac in front of him. He looked 
  to the side, saw the infantryman adjusting his aim to the jitney’s 
  driver’s carriage. Vincent snarled at the man, bringing his Ebony 
  around one-handed and stabbing a laser pulse at him. The soldier 
  dodged to the side, safe.
  For the moment.
  Vincent let the sling take the rifle and grabbed the steering bar 
  with both hands, jerking the jitney to the side around the curve 
  of the Mule’s stern. He leaned out of the cab, pulling the rifle free, 
  and looked back, watching the trailers curl around behind him. He 
  saw the canvas flaps swing open, saw the barrels secured together. 
  He looked the other way.
  The Commando was running toward him, arms raised. Vincent 
  saw the focusing lens of the medium laser in the ’Mech’s right fore-
  arm begin to glow as the MechWarrior preheated the laser. He 
  looked away, back at the trailers, and raised the Ebony.
  “For the Magestrix,” he muttered, and fired.
  
  Though the building rules in standard Classic BattleTech can 
  seem a little complicated at first, they are still designed with ease 
  of use in mind. The advanced rules for buildings in this section in-
  troduce additional building classifications and game play options, 
  while offering more “realistic” choices for damaging buildings, 
  building collapse and so on.
  This section allows for the “construction” of buildings that in-
  clude elevators, turrets, armor, weapons and more, a process that 
  will reference the Mobile Structures rules in Advanced Support Ve-
  hicles Construction (see p. 236). However, this is merely a reference 
  guide for players interested in more advanced and sophisticated 
  static building designs, rather than in Mobile Structures them-
  selves, whose effect in game play is covered under Advanced 
  Ground Rules (see p. 18).
  Note: These rules do not provide details on how to use the vari-
  ous buildings in a campaign, but instead are focused on how they 
  interact with units during a stand-alone Classic BattleTech game. 
  Campaign rules for how various building types can affect a much 
  larger-scale war will appear in detail in Interstellar Operations.
  STRUCTURE RECORD SHEET
  Players interested in using these rules will find it helpful to 
  track the condition and capabilities of any advanced buildings 
  using the Structure Record Sheets found in the back of this book. 
  Each sheet may be used to track one or more structures, using the 
  hexagonal grids to determine their size and shape. To differenti-
  ate an advanced building from a Mobile Structure, simply note a 
  motive type of “Static” on the Structure Record Sheet. As desired, 
  players may use multiple record sheets to track larger or more 
  extensive cityscapes.
  AdVANCEd BUILdING 
  CLASSIfICATIONS
  Under standard Total Warfare rules, a single, generic “build-
  ing” structure is used, with four broad categories covering every 
  type of building available. This generic term, however, does not 
  truly cover the myriad of static structures that exist in the Classic 
  BattleTech universe.
  The following section introduces a range of buildings through 
  the use of an expanded classification system, while retaining the 
  building-type nomenclature (Light, Medium, Heavy and Hard-
  ened) used in Total Warfare to denote buildings of varying levels 
  of overall strength and resiliency.
  The Building Classification and Type Table on the following 
  page outlines all of the advanced buildings covered here, in-
  cluding classification and type, their basic CF, maximum armor 
  allowed per hex, maximum size (in hexes and levels), the MP cost 
  of movement into such building hexes and the Piloting/Driving 
  Skill modifiers for such movement. If an “NA” appears in both the 
  MP Cost Per Hex and Piloting/Driving Skill Modifier columns, then 
  that building hex cannot be entered by a unit until the hex is re-
  duced to rubble (see Large Doors, p. 138, for the exception).
  Following the table, the Building Classifications section provides 
  additional rules and details covering all the buildings described on 
  the table.
  Note: Unless specifically stated otherwise, all Buildings rules 
  presented on pages 166 -179 of Total Warfare still apply.
  building Sizes: The building sizes presented in these rules rep-
  resent an abstraction for game play and construction purposes, 
  A St. Ives Lancers’ UrbanMech  surveys the price of urban warfare.
  DK
  
  115
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  AdvAnced  
  coMbAt
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  AdvAnced  
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  vehIcles
  GenerAl  
  rules
  AdvAnced  
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   constructIon
  AdvAnced  
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   And equIpMent
  Index
  record sheets
  building classiFicatiOn and tyPe table
  Classification/Type
  Construction  
  Factor (CF)*
  Max Armor 
  (per hex)
  Max Size 
   (Hexes/Levels)
  MP Cost 
  Per Hex†
  Piloting/Driving 
  Skill Modifier
  Damage Scaling:  
  Damage to Building/ 
  Damage to Units‡
  Cost to Enter Any Hex
  1
  Tent
  1–2
  —
  1/1
  +0
  —
  x1/x0
  Hangar
  —
  Light
  1–8
  10/7
  +0
  +0†
  x1/x0.5
  Medium
  9–16
  14/10
  +1
  +0†
  x1/x0.5
  Heavy
  17–45
  18/13
  +2
  +1†
  x1/x0.5
  Hardened
  46–75
  20/14
  +3
  +3†
  x1/x0.5
  Standard§
  —
  Light
  1–15
  6/5
  +1
  +0
  x1/x1
  Medium
  16–40
  8/8
  +2
  +1
  x1/x1
  Heavy
  41–90
  10/10
  +3
  +2
  x1/x1
  Fence
  1
  —
  —/3
  +1††
  —
  x1/x0
  Wall
  CF x 1
  Light
  1–15
  —/4
  +1
  +0
  x1/x0.5
  Medium
  16–40
  —/6
  +2
  +0
  x1/x0.5
  Heavy
  41–90
  —/8
  +3
  +1
  x1/x0.5
  Hardened
  91–150
  —/10
  +4
  +3
  x1/x0.5
  Bridge
  —
  Light
  1–15
  —
  NA‡‡
  NA‡‡
  x1/x1
  Medium
  16–40
  —
  NA‡‡
  NA‡‡
  x1/x1
  Heavy
  41–90
  —
  NA‡‡
  NA‡‡
  x1/x1
  Hardened
  91–150
  —
  NA‡‡
  NA‡‡
  x1/x1
  Rail
  151-650
  —
  NA‡‡
  NA‡‡
  x1/x1
  Gun Emplacement
  CF x 1
  Light
  1–15
  1/1
  NA
  NA
  x0.5/x2
  Medium
  16–40
  1/1
  NA
  NA
  x0.5/x2
  Heavy
  41–90
  1/1
  NA
  NA
  x0.5/x2
  Hardened
  91–150
  1/1
  NA
  NA
  x0.5/x2
  Fortress
  CF x 1
  Medium
  16–40
  12/15
  +3
  +2
  x0.5/x2
  Heavy
  41–90
  15/20
  +4
  +3
  x0.5/x2
  Hardened
  91–150
  20/30
  +5
  +4
  x0.5/x2
  Castles Brian§§
  CF x 2**
  Heavy
  35–90
  20/10
  +4
  +4
  Capital/Capital**
  Hardened
  91–150
  30/15
  +5
  +5
  Capital/Capital**
  *See pp. 166-167, TW. The listed CFs show the range applicable to each building type. If a scenario does not specify a building’s CF, assume that all its hexes have the maximum CF possible 
  for that building type and classification.
  †Infantry (except mechanized infantry) pay only 1 MP to enter a building hex regardless of building type; ProtoMechs and mechanized infantry pay only 2 MP to enter any building hex except 
  for tents and fences (which cost only 1 MP). Hangars apply MP and Piloting Skill modifiers only when entering from outside, unless other factors apply (see Hangars, p. 116).
  ‡Round all damage down; if the damage is reduced to 0 or less, no damage is applied.
  §As detailed in TW, except there is no Hardened type.
  ††Only applies to conventional infantry using Ground MP.
  ‡‡Units move over bridges (never through them) as though traveling on a road.
  §§Area-effect weapons do not double their damage against Castles Brian hexes.
  **Castles Brian use capital-scale damage, as noted under Scale (see p. 238, TW). See Scaled Damage (p. 126) for more information.
  
  Walls
  Not strictly buildings, walls are simple structures with no 
  enclosed spaces, generally used as a basic static defense against 
  ground forces or a simple delineation of property lines. Under these 
  rules, walls are not part of a building, but stand-alone structures.
  Walls are always placed along hexsides, with each hexside 
  treated as a separate structure for purposes of damage tracking 
  and movement effects. Units can occupy hexes containing walls, 
  but in many such cases, the unit’s controlling player must declare 
  whether the unit is standing on ground level alongside the wall 
  or on the wall itself (and, if standing upon the wall, which wall 
  segment it is standing upon). Place a counter or die with the unit 
  to indicate when it is standing on the wall. For range purposes, an 
  attacking unit treats a wall section (and any units thereon) as if it 
  is located in the nearest of the two hexes it borders.
  Fences: The lightest form of wall—so much so that they have 
  their own entry on the Building Classification and Type Table—
  fences represent an obstacle only to conventional infantry that 
  are limited to Ground MP (including foot infantry, motorized 
  infantry and most mechanized infantry). All other units suffer no 
  movement penalties to pass through a fence hexside, and require 
  no Piloting Skill Rolls when doing so.
  Like walls, fences are always placed along hexsides, but cannot 
  support the weight of any unit climbing on them.
  bridges
  Under standard rules, bridges are considered both structures 
  and roads (or rails, as appropriate). The advanced rules treat 
  bridges as special walls with roads (or rails) running along them. 
  All wall rules apply, with the following additions.
  Unlike walls, bridges pass through the middle of hexes. Each 
  bridge hex has its own CF, like a building, which reflects its ex-
  ternal weight and damage capacity. If a unit’s tonnage exceeds 
  the CF of a bridge hex, or the bridge hex’s CF is reduced to 0 or 
  with horizontal “area” represented by hexes 30 meters across 
  and vertical height represented by “levels” 6 meters tall. In reality, 
  buildings may be constructed with far more variety in both area 
  and height, but for purposes of these rules, such details have little 
  impact on the building’s game play effects.
  Damage Scaling: In addition to the CF of a building type, 
  building classifications change the way in which damage is ap-
  plied, as noted on the Damage Scaling column of the table (see 
  Scaled Damage, p. 126).
  bUILDING CLASSIFICATIONS
  The following entries define each building classification and list 
  any unique rules for each beyond those given on the table.
  building Construction: Each of these building classifications can 
  be enhanced (some more than others) by several different types of 
  construction options, as described in Building Construction, p. 128.
  Tents
  The term “tent” applies to any non-permanent or semi-perma-
  nent structure lighter than any other fixed structure type. Tents are 
  usually makeshift or collapsible structures that offer some protec-
  tion from the elements but negligible protection against damage. 
  Tents do not affect or impede the movement of battlefield units 
  into or through their hexes, and are automatically destroyed if any 
  unit type weighing 5 tons or more attempts to enter them. Units 
  passing through a tent hex do not require a Piloting Skill Roll.
  Units inside a tent suffer the full damage from any attack deliv-
  ered against them.
  Hangars
  Hangars feature wide-open interiors for housing ’Mechs, aircraft 
  and other large vehicles or equipment. Most types of warehouses and 
  some large commercial structures also fit into the hangar category.
  Unless building design features and equipment create some 
  form of clutter, units moving between hexes inside an “empty” 
  hangar expend only 1 MP, suffer no damage and inflict no dam-
  age to the hangar’s CF—as long as the hangar ceiling is high 
  enough to accommodate the unit. A Level 1 hangar can accom-
  modate vehicles, infantry and ProtoMechs, while Level 2 or higher 
  hangars can accommodate ’Mechs as well (see the Unit Heights 
  Table, p. 99, TW, for reference).
  If a hangar lacks the height necessary to accommodate the unit, 
  or if the unit is moving through the hangar’s walls, the hangar suf-
  fers damage as normal for the unit’s passage, and any movement 
  and piloting modifiers based on its construction will apply as if 
  passing through a standard building.
  If advanced building movement is being used, and the hangar 
  features equipment of any kind (including unspecified equip-
  ment), additional movement costs and Piloting Skill modifiers 
  will apply as well, even if the hangar is large enough and the unit 
  is already within its walls. However, the structure’s open design 
  reduces these effects, and the building sustains damage only if 
  the unit fails a Piloting Skill Roll.
  Hangars generally have no suitable floors above ground level, 
  so any unit in a hangar hex must be on the structure’s ground 
  floor or its roof.
  Standard buildings
  Standard buildings (buildings as presented in Total Warfare) 
  represent homes, office complexes and other mostly civilian 
  structures that contain interior spaces for rooms and hallways.
  • wall diagram  • 
  
  117
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
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  buIldInGs
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  GenerAl  
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  record sheets
  than the level of the bridge. If a unit cannot 
  move underneath the bridge, the unit must 
  move onto the bridge as if the move were 
  a level change.
  Multi-Level bridges: Bridges that 
  change elevation levels between their 
  start and end points as described above 
  must identify their height along each 
  hex traversed. For simplicity’s sake, this 
  elevation change must be steady, linear 
  and spread across the entire length of the 
  bridge, with no more than 1 elevation level 
  of change per hex of bridge. To compute 
  the exact rate at which a bridge’s elevation 
  changes, divide the height difference (in 
  levels) between the start and end hexes by 
  the bridge’s length (in hexes), and do not 
  round the result. For each hex along the 
  bridge, starting from its lowest point, add 
  this value to the bridge’s height, rounding 
  normally (.5 rounds up).
  For example, if a bridge runs 8 hexes 
  long, but changes 2 levels in the process 
  (starting from a terrain height of 5 levels 
  to a terrain height of 7 levels), each hex of 
  bridge would add 0.25 levels to the start-
  ing height. At Hex 0 (the first bridge hex), 
  this would mean the bridge is at Level 
  5. At 1 hex in, it would be 5 levels high (5 
  + 0.25 = 5.25, rounded down to 5). At 2 
  hexes, it would be 6 levels high (5.25 + .25 
  = 5.5, rounded up to 6); and again at 3 hexes (5.5 + .25 = 5.75, 
  rounded up to 6) through 5 hexes ([5.75 + .25 = 6] at Hex 4; [6 + 
  .25 = 6.25, rounded down to 6] at Hex 5). At Hex 6 and beyond, 
  the bridge will be at Level 7 ([6.25 + .25 = 6.5, round up to 7] 
  at Hex 6; [6.5 + .25 = 6.75, round up to 7] at Hex 7, and [6.75 + 
  .25 = 7] at Hex 8).
  Gun Emplacements
  Gun emplacements are single-hex buildings designed 
  strictly to provide a weapons platform and protection for 
  the crew manning those weapons. A variety of weapons and 
  other special structure equipment can be mounted in a gun 
  emplacement (see Building Construction, p. 128). Furthermore, 
  unlike other building types, gun emplacements have minimal 
  interior space, and so cannot be “entered” as a building by 
  non-infantry units. Instead, they are largely treated as a sta-
  tionary vehicular unit for purposes of stacking and making or 
  receiving attacks, but as a building for tracking damage.
  Fortresses
  Fortresses represent any type of heavy military building, 
  including bunkers, guard towers and installations.
  Like gun emplacements, fortresses can mount a variety of spe-
  cial equipment and weapons (see Building Construction, p. 128).
  Castles brian
  Castles Brian represent the pinnacle of military-grade fortifi-
  cations. Pioneered by the Terran Hegemony at the height of its 
  power, each represents some of the most hardened structural 
  less, the hex collapses. Furthermore, any bridge hexes that 
  are completely cut off from both ends of a bridge (such as 
  through the collapse of bridge hexes on both ends), these iso-
  lated bridge hexes will collapse as well. (Bridge hexes that are 
  still connected by a continuous bridge length to either end 
  point of the structure will remain standing.)
  Every bridge starts and ends with a road hex that has the 
  same elevation as the underlying terrain. The difference in 
  elevations between opposite ends of a bridge may not vary 
  by more than 1 level per hex of bridge length (so a bridge that 
  runs 5 hexes from start to finish may not be constructed if its 
  start and end points are more than 5 levels in height apart). 
  For movement and line of sight purposes, units upon a bridge 
  must first determine the bridge’s height at the current hex 
  (see Multi-Level Bridges, at right). For the sake of simplicity, 
  multiple bridges may not occupy the same level and hex at 
  the same time.
  In most cases (notably excepting the start and end hexes) 
  the terrain below a bridge is treated as a lower level that may 
  be occupied by battlefield units. (Bridges represent a rare 
  instance in which a single non-building hex can have two 
  distinct levels.) For units upon a bridge, the underlying terrain 
  is considered to be either road or rail (as appropriate).
  Therefore, a unit in a bridge hex may be on the bridge or 
  under it (see diagram above); the controlling player decides 
  and should clearly indicate the unit’s position with a die 
  or counter. Note that a unit may enter a bridge hex and be 
  considered underneath the bridge, provided the level of the 
  underlying hex plus the height of the unit is equal to or less 
  • bridge diagram  • 
  
  rear-mounted weapons and may not execute any physical attacks; 
  infantry units climbing a building may make attacks as well, but 
  halve any damage values when doing so (to reflect the difficulties 
  of firing weapons while hanging onto a building for dear life).
  Climbing and CF: A climbing unit whose tonnage exceeds the 
  CF of the building hex it is trying to climb (after accounting for the 
  damage to the building’s CF caused by climbing it, as described 
  above) will cause a collapse and suffer an automatic fall. If using 
  the standard building rules, the entire hex will collapse and the 
  unit will fall from its current level (before it started to ascend). If 
  using the expanded Construction Factor rules (see p. 121), the first 
  level in the building hex being climbed that falls below the unit’s 
  tonnage (after damage) will collapse instead, and the unit’s falling 
  distance will equal whatever height it managed to ascend to be-
  fore the level’s CF gave out. (For example, a 35-ton ’Mech scaling 
  a 7-level, CF-40 standard-class building would inflict 4 points of 
  damage to the CF of each level as it climbs up the structure. This 
  reduces the CF to 36 points at each level of the building’s hex—still 
  enough to support the ’Mech’s weight. If, however, the sixth level 
  suffered 2 points of CF damage at Level 6—likely from a stray SRM 
  or machine gun burst—the climbing unit would collapse the sixth 
  level upon reaching it because the CF there—already reduced to 
  38 points—would be reduced to 34 points by the ’Mech’s tonnage, 
  and would no longer be able to hold up the ’Mech. As the level 
  collapses, the ’Mech would suffer a 6-level fall as well.)
  Small buildings
  Small buildings are any structure standing 2 levels or less above 
  the underlying terrain. Standard movement rules permit other 
  units to ascend to the tops of these buildings as a consequence 
  of a basic elevation-change movement. However, under these ad-
  vanced rules, ground vehicles and ’Mechs may not simply drive or 
  walk onto a building in this fashion. Instead, a suitable unit must 
  climb per the Climbing Buildings rules above.
  The above does not apply if a special bridge or road (represent-
  ing a ramp) specifically links the building’s upper level(s) with 
  the unit’s current level. In this case, such a climb would follow 
  the standard rules for changing elevations while moving along 
  a road.
  material created by man, often strengthened further by burying 
  the bulk of their complexes into local terrain (such as inside a 
  mountain). Almost impregnable, often it takes nothing short of a 
  nuclear blast or heavy orbital bombardment to significantly dam-
  age such structures.
  Like fortresses and gun emplacements, Castles Brian can mount 
  a variety of special equipment and weapons. Unlike these other 
  structures, they can support far more weight because they use 
  capital-scale Construction Factors, which apply not only to how 
  they sustain damage and support external loads, but also to how 
  much internal weight capacity they receive during construction 
  (see Building Construction, p. 128). Furthermore, these buildings 
  are ideally suited to sub-surface use, and may be constructed as 
  underground and underwater buildings with far fewer restrictions 
  on their design.
  Castles Brian are also immune to the damage-doubling effect 
  of area-effect weapons, and feature environmental sealing by 
  default.
  Castles Brian are almost never built small or as single structures, 
  but almost always form the basis of a massive semi-subterranean 
  complex. For a rough guide on the construction of a Castles Brian 
  complex, see Castles Brian Complexes, p. 141.
  STANdARd RULES 
  ExPANSIONS
  The following sections expand on various standard rules used 
  for buildings in Total Warfare, as they apply to the advanced build-
  ings rules.
  MOVING THROUGH ADVANCED bUILDINGS
  The standard Classic BattleTech rules (see pp. 166-179, TW) cover 
  the effects of moving units within and through fairly abstracted 
  buildings for speed of game play. Advanced buildings, however, 
  often possess additional features that can further complicate 
  movement into and within such structures. The following expand-
  ed rules present additional features intended to better simulate 
  the effects of moving into and conducting combat within and 
  around buildings.
  Climbing buildings
  Under standard game rules, ascending to the roof of a build-
  ing requires a non-infantry unit to possess VTOL capability or 
  sufficient Jumping MP to reach and land on the rooftop, while 
  other units may ascend to the roof from inside the building itself. 
  Under these advanced rules, ’Mechs and ProtoMechs with hand 
  actuators, as well as any infantry unit (other than those with 
  Mechanized or Motorized movement types) may also climb the 
  building’s exterior to reach the rooftop.
  For ’Mechs and ProtoMechs, this action follows the same rules 
  for climbing described on p. 22, but inflicts damage to the hex’s 
  CF as through the unit had entered the hex normally (reflecting 
  the stress of climbing the vertical surface). For infantry units, this 
  action is the same as ascending a building from the inside, at a 
  cost of 1 MP per level, but such units receive no defensive benefits 
  from being inside the structure if attacked while doing so, nor do 
  they inflict any damage to the building in the process. ’Mechs 
  and ProtoMechs climbing buildings in this manner may use only 
   
  DK
  Crimson Hawk, Tau Provisional Galaxy (Clan Blood Spirit)
  
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  building hex he enters sustains 15 points of damage, while 
  his War Dog is unscathed.
  Rich, meanwhile, finds that his Warhammer must crash 
  through the walls of a Heavy hangar building 2 hexes long 
  and 2 levels high—tall enough to accommodate his ’Mech. 
  The hangar is built using standard construction, has a 
  generator unit in the second hex, and unspecified equip-
  ment in the first hex. Consulting the tables, Rich finds that 
  the movement through the hex with unspecified equip-
  ment will cost 2 MP (1 [Base hex cost] + 2 [entering Heavy 
  Hangar] – 1 [Hangar hex with equipment] + 0 [Unspecified 
  Equipment] = 2), with a –2 Piloting Skill modifier to avoid 
  damage (+1 [entering Heavy Hangar] – 3 [Hangar hex with 
  equipment] + 0 [Unspecified Equipment] = –2), and the 
  hex with the generator will cost 2 MP (1 [Base hex cost] – 1 
  [Hangar hex with equipment] + 2 [Generator Equipment] 
  = 2) with a –1 Piloting Skill modifier to avoid damage (–3 
  [Hangar hex] + 2 [Generator Equipment] = –1). The MP 
  costs and Piloting Skill modifiers for a Heavy hangar do not 
  apply, because Rich’s ’Mech is already inside the building at 
  this point, and the building has enough height to accom-
  modate its size.
  At a walk, Rich’s ’Mech can traverse both of the build-
  ing’s hexes, but he must make a Piloting Skill Roll to avoid 
  damage for each hex (though, if the second hex had been 
  an empty hangar hex, no roll would have been needed). 
  He decides to do so, confident in his MechWarrior’s 
  Piloting Skill of 4. For the first hex, Rich finds that his 
  70-ton Warhammer will automatically inflict a standard 
  7 points of damage to the building’s 45 CF (because it is 
  entering the building through a wall). With a Piloting Skill 
  Roll result of 6 (easily beating his Target Number of 2 for 
  the first hex [4 – 2 (first Hangar hex Piloting Skill modifier) 
  = 2]), Rich’s ’Mech receives no damage. He then moves 
  onward, entering the generator’s hex. Here, he makes 
  a Piloting Skill Roll of 2, missing his Target Number of 3 
  to avoid damaging either himself or the building (4 – 1 
  [generator hex Piloting Skill Roll modifier] = 3). Because of 
  this failed roll, Rich’s ’Mech will inflict 7 points of damage 
  to this building hex, and also receives 5 points of damage 
  (CF 45 ÷ 10 = 4.5, rounded up to 5), applied randomly to 
  the Front Hit Location Table.
  Much to Jason’s surprise, an enemy infantry platoon is 
  present in his building, 2 hexes ahead. In addition to the +2 
  modifier to attack this platoon (or for the platoon to attack 
  Jason’s ’Mech) thanks to the standard rules for combat 
  within buildings (see p. 175, TW), Jason notes that the 
  presence of the unspecified equipment in each hex raises 
  that to a +4 modifier. With a Gunnery Skill of 4, and having 
  run to enter his hex, Jason’s War Dog would need an 11 or 
  higher to hit with its Gauss rifle (4 [Gunnery] + 4 [2 Building 
  hexes, plus 2 Unspecified Equipment hexes] + 2 [War Dog’s 
  run] + 1 [Gauss rifle minimum range modifier] = 11), while 
  his Streak SRMs (lacking the minimum range modifier) 
  would need a 10, and his Large and Medium pulse lasers 
  (which benefit from a –2 pulse laser modifier) would need 
  8 each. The regular-rated Rifle (Ballistic) infantry platoon 
  with its Gunnery Skill of 4, by comparison, would need a 
  10 to shoot back (4 [Gunnery] + 2 [Medium Range] + 4 [2 
  Building hexes, plus 2 Unspecified Equipment hexes]).
  Advanced building Features
  With advanced building construction, units moving through 
  a building hex may encounter a variety of additional obstacles 
  not generally tracked in standard game play, such as low ceil-
  ings, internal equipment, heavy metal superstructure and so 
  forth. These advanced building features can add to (or reduce) 
  a non-infantry unit’s mobility and susceptibility to suffering 
  damage as it enters each building hex.
  To determine the effect of any relevant advanced building 
  features, consult the Advanced Building Movement Table 
  below. Any applicable Piloting Skill modifiers are applied 
  to the target number for all non-infantry Piloting Skill Rolls 
  made to avoid taking damage from the building, in addition 
  to those for the building’s class and type on the Building Clas-
  sifications and Types Table (see p. 115). Any applicable MP 
  costs per hex are likewise added to the MP costs for the ap-
  propriate building class and type. The notes for each building 
  feature then describe any additional effects on movement or 
  combat within buildings that have such features. If multiple 
  features apply to the same building hex, all modifiers pre-
  sented here are cumulative, along with those for the building 
  class and type.
  While brawling their way through a city, Jason and 
  Rich find their two BattleMechs—a War Dog and a 
  Warhammer, respectively—isolated in a built-up area on 
  a map of their own creation. To escape their pursuers, the 
  two warriors decide to split up and tear straight through 
  the buildings nearby.
  Jason’s War Dog, as it happens, is facing a 3-hex long 
  Medium standard building with a CF of 40, low ceilings 
  and a heavy metal superstructure. A general-use building, 
  it has been designed by the gamemaster to house unspeci-
  fied equipment. Looking at the Building Classifications 
  Table and the Advanced Building Movement Table, Jason 
  finds that each hex of this building will cost his ’Mech 5 MP 
  to move through (1 [Base MP cost per hex] + 2 [Medium 
  Standard Building] + 1 [Low Ceilings] + 0 [Unspecified 
  Equipment] + 1 [Heavy Metal Superstructure] = 5). He 
  also finds that the Piloting Skill target number to avoid 
  damage when charging through each building hex will 
  have a +4 modifier (+1 [Medium Standard Building] + 1 
  [Low Ceilings] + 0 [Unspecified Equipment] + 2 [Heavy 
  Metal Superstructure] = +4). As he has a Piloting Skill of 5, 
  this means Jason will need to roll a 9 or higher for every 
  building hex he plows through on his way to the other side 
  or he will suffer damage from the building (and because his 
  ’Mech has a Walking rate of 4 MP and a Running rate of 6 
  MP, moving through each hex will force Jason to run).
  As Jason charges through his building, he looks at the 
  notes on the Advanced Buildings Table and finds that each 
  building hex he plows into will suffer 15 points of damage 
  from his 75-ton War Dog thanks to the low ceilings (75 tons 
  ÷ 10 [standard damage] x 2 [Low Ceilings] = 15). He further 
  finds that if he fails his Piloting Skill Roll, his ’Mech will 
  suffer a total of 16 damage points in the bargain, thanks 
  to the low ceilings and heavy metal superstructure (CF 40 
  ÷ 10 [standard damage] x 2 [Low Ceilings] x 2 [Heavy Metal 
  Superstructure]). Jason forges onward just the same, and 
  narrowly makes his Piloting Skill Roll with a result of 9. The 
  
  Critical Hit Effects
  The following rules describe the effects of critical hits against 
  an advanced building. If the target hex (and level, if using the 
  Expanded Construction Factor rules) does not contain an appro-
  priate item corresponding to these critical effects, no critical hit 
  occurs.
  Ammunition: This result means the hex’s ammunition explodes. 
  Unlike a ’Mech, where only a single slot explodes, the hex loses 
  all its ammunition. Count the total damage for all ammunition 
  carried and apply the damage directly to the hex’s Construction 
  Factor. If CASE is mounted in a hex with an Ammunition critical hit, 
  divide the total damage by 10 (round down) and apply that value 
  to the hex’s Construction Factor. As usual, ammo that cannot ex-
  plode (such as Gauss and Plasma) is still destroyed and cannot be 
  used for the rest of the scenario.
  Gunners Killed: A critical hit kills or severely injures the gun-
  ners for this hex. No weapons can be fired from this hex for the 
  rest of the scenario.
  Gunners Stunned: Damage from the critical hit disorients the 
  gunners. During the following turn, the hex may take no actions 
  (firing weapons and so on). After that, the hex may act normally. 
  Multiple Gunners Stunned results in the same turn extend the 
  number of turns for which these effects last.
  Turret Jam: The turret rotation mechanism temporarily freezes, 
  leaving the turret stuck in its current facing until the gunners 
  spend a Weapon Attack Phase fixing the jam. The hex may not fire 
  any weapons from that turret (though other weapons in that hex 
  may still fire) while the jam is being fixed. Treat a second or sub-
  sequent Turret Jam critical hit—regardless of whether the gunner 
  cleared the first jam—like a Turret Locks critical hit.
  Turret Locks: The turret rotation mechanism is severely dam-
  aged, locking the turret in its current facing for the remainder of 
  the game. Additional critical hits of this type—or Turret Jam criti-
  cal hits—have no further effect.
  ADVANCED bUILDING CRITICAL DAMAGE
  The basic rules for attacking buildings in Total Warfare treat 
  buildings more as “destroyable terrain” than as complex systems 
  in and of themselves. When dealing with less generic buildings 
  (such as those that can be created using the rules in this section), 
  the following additional rules enable players to reflect critical 
  damage effects against such structures.
  Damage Threshold: To use the Advanced Buildings Critical 
  Hits rule, players must determine an advanced building’s Damage 
  Threshold at the start of any turn in which it suffers damage. This 
  value is equal to the building hex’s current Construction Factor 
  (at the start of the turn), divided by 10 (round up). If the damage 
  inflicted by any single weapon attack or Damage Value grouping 
  exceeds the hex’s Damage Threshold, the attacker must make a 
  critical hit roll as outlined below.
  Armor: Per Armored Buildings rules (see p. 121), critical hits 
  may not occur against an advanced building hex that is armored 
  as long as no damage is inflicted to the CF.
  Aimed Shots: Against advanced buildings with level-specific 
  equipment (such as turrets), an attacking unit may declare an 
  aimed shot at the desired level and hex of the building where a 
  targeted component is located. This attack works as a standard 
  aimed shot against an immobile target (see p. 110, TW), striking 
  the desired hex and level on a successful hit and a follow-up 2D6 
  roll of 6, 7 or 8. (If using the expanded Construction Factor rules 
  [see p. 121], should this second roll fail, the damage is resolved 
  against a random level of the same hex; otherwise, the damage is 
  resolved against the hex normally.) A successful aimed shot adds 
  a +2 modifier to the Advanced Building Critical Hit roll, as long as 
  all other conditions for a critical hit apply (including exceeding 
  the building’s CF threshold).
  Only units located outside a building, and with a valid line of 
  sight to the desired building hex and level, can attempt an aimed 
  shot against a building.
  advanced building mOvement table
  Building Features
  MP Cost/Hex*
  Piloting Modifier** Notes
  Empty Hangar/Tunnel/Open-Space Hex
  1
  NA
  Treat as Paved Terrain†
  Hangar/Tunnel/Empty Cargo Hex
  –1
  –3
  To a Minimum MP cost per hex of 1††
  Non-Liquid Cargo Hex
  +0
  –2
  Liquid Cargo Hex
  +1
  +2
  See Liquid Fuel/Chemical Storage Tanks (p. 134)
  High Ceilings
  +0
  –1
  Half all damage from movement (round down)‡
  Low Ceilings
  +1
  +1
  Double all damage from movement (round up)‡
  Unspecified Equipment Hex‡‡
  +0
  +0
  +1 to-hit modifier for weapon attacks (per hex)
  Specified Equipment Hex‡‡
  +1
  +1
  +2 to-hit modifier for weapon attacks (per hex)
  Generator/Weapon Hex‡‡
  +2
  +2
  +2 to-hit modifier for weapon attacks (per hex)
  Heavy Metal Superstructure
  +1
  +2
  Double damage to unit from failed Piloting Skill
  *In addition to all other applicable MP costs for the building type (see Building Classification and Type Table, p. 115)
  **In addition to all other applicable modifiers for the building type (see Building Classification and Type Table, p. 115)
  †See Open-Space Construction, p. 138. Hangars and tunnels apply these rules only if they are as high as or taller than the moving unit, feature no equipment, and the unit is not moving through the 
  building’s outer walls (otherwise, apply the standard hangar MP and Piloting modifiers.
  ††Hangars and tunnels apply these costs and modifiers only if they are as high as or taller than the moving unit and feature interior equipment of any kind. (Do not apply normal hangar MP and Piloting 
  costs if already inside.)
  ‡Applies to damage done both to the building and to the unit moving through it.
  ‡‡Do not count turreted or rooftop-based equipment.
  
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  ATTACKING bUILDINGS FROM WITHIN
  Though a dubious action in most instances, units inside a 
  building hex may opt to deliver attacks against the building 
  itself, rather than against any other units therein. This kind of 
  attack automatically succeeds if the unit can trace a valid line 
  of sight to the target hex and its weapons can reach that range 
  (if using the optional LOS Range bracket—see p. 85—treat 
  this as an attack against an immobile target at such ranges). A 
  successful attack will deliver the weapon’s full damage to the 
  targeted building hex (and level, if using the Expanded Con-
  struction Factor rules); cluster weapons and weapons fired in 
  rapid-fire modes deliver their maximum damage result.
  If the attack is delivered using the standard building rules, the 
  CF damage caused by such attacks affects the targeted hex as 
  normal, regardless of whether the attacker aimed at a wall, the 
  floor or the ceiling. If the expanded Construction Factor rules 
  (below) are used, an attack against a building hex’s floor or wall 
  will affect the attacker’s own level, while an attack against the 
  ceiling will affect the CF of the level above the attacker.
  If the attacked hex suffers damage significant enough to 
  cause a collapse, and the attacking unit is within the same hex, 
  it will suffer the effects of the resulting collapse per standard 
  rules (see p. 176-177, TW), or—if they are being used—the 
  expanded Construction Factor rules (below).
  Attacking building Equipment: If an advanced building 
  employs specific equipment of any kind (see Building Con-
  struction, p. 128), and a unit inside the building can trace a 
  valid line of sight and weapon range to it, the unit may opt 
  to “attack” such equipment directly. Resolve this attack as an 
  appropriate attack against an immobile target. A successful 
  attack on such equipment will deliver the attack’s damage to 
  the equipment, rather than to the building’s CF. To determine 
  if the targeted equipment is destroyed, roll on the Advanced 
  Building Critical Hits Table, at left, after delivering a successful 
  attack, adding 10 percent of the attack’s full damage value 
  (rounded up) to the roll (so a standard Gauss rifle will raise 
  a roll result by 2 points [15 ÷ 10 = 1.5, round up to 2]). If no 
  other critical hit effect applies to the targeted item, a critical 
  roll result of 10 will render the item inoperative, destroying 
  the item if it occupies only one hex.
  Missed Shots: It is virtually impossible to miss a building 
  while standing inside it, especially when intentionally aim-
  ing at the structure or its components. If for any reason an 
  attack against a building or building equipment fails to hit 
  the targeted hex, deliver half the attacking weapon’s rated 
  damage (round up) against a randomly determined building 
  hex adjacent to the targeted hex location. If no other potential 
  target hex lies within the attacking unit’s range or line of sight, 
  deliver this damage to the target hex instead.
  Armored buildings and Damage Scaling: When attacking 
  a building from within, any armor assigned to the building hex 
  is ignored and damage is applied directly to the CF. However, if 
  damage-scaling rules are in use, these rules continue to apply 
  (see Scaled Damage, p. 126).
  CONSTRUCTION FACTOR (EXPANDED)
  Under the standard Classic BattleTech rules presented in 
  Total Warfare, the Construction Factor of a building is tracked 
  per hex. This is done for simplicity and ease of tracking dam-
  age, particularly across numerous, large multi-hex buildings.
  Weapon Destroyed: One weapon mounted in the dam-
  aged hex suffers major damage and ceases to function. The 
  attacking player then rolls 1D6. On a result of 1–3, the player 
  controlling the target unit chooses which weapon stops work-
  ing. On a 4–6, the attacking player chooses which weapon 
  stops working. If there are weapons in and outside of a turret 
  in a hex, randomly determine which location the player will 
  choose from. The hex cannot fire that weapon for the remain-
  der of the game. If a weapon is destroyed that can explode 
  (such as a Gauss rifle), the weapon explodes for its normal 
  effects as an equivalent-damage ammunition explosion for 
  the location where the weapon is mounted (see Ammunition, 
  p. 125, TW).
  Weapon Malfunction: This critical hit causes a weapon 
  mounted in the hex to malfunction. If a hex has multiple 
  weapons in that location, randomly determine which one 
  takes the hit using the Weapon Destroyed rule above. The hex 
  cannot fire that weapon until the malfunction is fixed. The 
  gunners must spend one Weapon Attack Phase clearing the 
  malfunction, during which the hex may make no weapon at-
  tacks. The gunners may only fix one weapon malfunction per 
  Weapon Attack Phase.
  Other: A variety of other equipment can be mounted in an 
  advanced building hex. On this critical hit result, a randomly 
  determined item assigned to this hex (and level, if using the 
  expanded Construction Factor rules; at right) is damaged and 
  rendered inoperative. If no such other item exists in this loca-
  tion, this critical hit has no effect.
  ARMORED bUILDINGS
  Some building classes—including fortresses, Castles Brian 
  and walls—may be constructed with additional armor beyond 
  their Construction Factor. If a building hex is armored, non-
  infantry units may not enter the hex except through an open 
  (and suitably sized) large door (see Large Doors, p. 138).
  Attacks against an armored building from outside the struc-
  ture will not cause breaches, critical hits or CF damage until 
  the armor in the targeted hex is destroyed. Attacks from inside 
  an armored building will affect its CF directly, however.
  advanced building  
  critical hits table
  2D6 Roll
  Effect
  2–5
  No Critical Hit
  6
  Weapon Malfunction
  7
  Gunners Stunned
  8
  Weapon Destroyed
  9
  Gunners Killed
  10
  Turret Jammed/Turret Locked*
  11
  Ammunition
  12
  Other
  *When rolling these critical hit results, roll 1D6. On a result of 1–3, the effect 
  to the left of the slash occurs; on a 4–6 result, the effect to the right of 
  the slash occurs.
  
  the damage, simply add up the CFs of all levels above the unit 
  (not including the level the unit currently occupies) and divide 
  that sum by 10 (rounding up). This damage applies in addition to 
  normal falling damage, based on the difference in levels the unit 
  has fallen. If any unit occupying an upper level finds itself falling 
  into a lower level occupied by another unit, treat the effect as an 
  accidental fall from above, resolved after all other damage from 
  the collapsing levels is assessed, using both units’ original starting 
  levels to determine the height of the fall.
  Randall and Herb are playing an urban battle in which the 
  Expanded Construction Factor rules are in place. A 7-level tall 
  advanced building has a CF of 50 and occupies 7 hexes on the 
  map (hexes A through G). Inside, Randall has placed an infantry 
  platoon that has spent several turns spotting for artillery fire 
  against Herb’s forces (the platoon is in Hex C). Using the Expanded 
  CF rule, the building began play with a CF of 50 for all 7 levels in 
  each hex, but after several turns of combat, Hex C comes under fire 
  when Herb realizes that Randall’s infantry platoon is somewhere 
  inside. One of Herb’s attacks has delivered 10 points of damage to 
  the third level (reducing its CF to 40), while another has inflicted 24 
  points of damage to the fourth level (reducing its CF to 26).
  Frustrated after yet another artillery strike pummels his 
  forces with deadly accuracy, Herb delivers another attack 
  against the building’s fourth floor—using the Sniper Artillery 
  Cannon mounted on his customized Zeus (located in Hex H. As 
  a 10-point area-effect weapon with a damage radius into the 
  adjacent hexes, the Sniper’s successful attack delivers three 
  times its normal damage—30 points—to the fourth level of 
  Hex C, as well as 20 points to the third and fifth levels of that hex, 
  and 10 points to the second and sixth levels. Hex B of the three-
  hex building also sustains 20 points of damage to its fourth 
  level, as well as 10 points of damage to its fifth and third level 
  CFs. After assessing the damage, Randall finds that Hex C has 
  now sustained a total of 10 points of damage to its sixth and 
  second levels, 20 points of damage to its fifth level, 30 points 
  of damage to its third level (10 from previous damage, 20 from 
  the Sniper) and 54 to the fourth level (24 previous damage, 30 
  from the Sniper). As the damage on the fourth level exceeds the 
  50 CF of the building, that level of Hex C collapses.
  Because the levels above and below the collapsed level still 
  exist, the players find a top-down collapse has begun. To find the 
  damage the collapsing upper levels (levels 5 through 7) will inflict, 
  the remaining CFs of the upper levels are added together and 
  divided by 3, rounding down. The result is 40 points ([50 points for 
  Level 7] + [(50 – 10 = 40) points for Level 6] + [(50 – 20 = 30) points 
  for Level 5] = 120 ÷ 3 = 40). As the top-down collapse begins, 
  Randall—as the building’s controlling player—applies 40 points 
  of damage to the fifth and third levels. This damage destroys 
  both levels, with the fifth level sustaining 60 points (20 points 
  previously, plus 40 from the collapse), and the third sustaining 70 
  (30 from prior damage, plus 40 from collapse damage).
  Excess damage from the fifth level’s destruction (10 points) 
  transfers to the sixth level, bringing its total CF damage to 20, 
  while 20 points of excess damage to the third level transfers 
  down to the second, bringing it to a total CF damage of 30. 
  Because upper floors still exist, the collapse continues—only 
  now, the combined CF of the sixth and seventh levels comes to 
  80 (50 for Level 7, plus 30 for Level 6), for a collapsing damage 
  value of 26 points (80 ÷ 3 = 26.667, rounded down to 26). 
  After applying this damage to the levels above and below 
  Under the following Expanded Construction Factor rules, each 
  level of each building hex tracks damage separately, using a CF at 
  each level equal to that of the entire building. Thus, a four-level 
  Medium building with a CF of 40 is treated as having a CF of 40 at 
  each level, rather than over the entire structure.
  Armored buildings: As with CF, the armor on a building using 
  Expanded Construction Factor rules also applies equally to each 
  level (abstracting the manner in which building armor is effec-
  tively infused with the structure itself), so a building with a CF of 
  50 and 20 armor points under standard rules would receive 50 CF 
  and 20 armor per level under these rules. If any armor remains on a 
  targeted level, the CF for that level will not sustain damage and the 
  hex may not be entered from outside (except via an open door).
  Area-Effect Weapons: Under these rules, damage delivered by 
  an attack from an area-effect weapon (see p. 173, TW) is deter-
  mined for each level of a building whenever damage assigned to 
  units is also assigned to those various building levels.
  Top-Down Collapse: Under the Expanded Construction Fac-
  tor rules, an entire building hex will not automatically collapse 
  when a level within that hex has collapsed. Instead, any levels of 
  structure above the destroyed level will fall into the structure and 
  inflict additional damage to themselves and the building overall. 
  This “top-down” collapse will inflict damage on the level above 
  the originally destroyed level and the next level below it equal 
  to one-third of the total CF of all the levels above the originally 
  destroyed level (rounded down). If this damage exceeds the CF 
  of either level, that level has been destroyed in the process and 
  any excess damage transfers equally to the next level up (for the 
  levels above the originally destroyed level), and down (for levels 
  below the originally destroyed level). A top-down collapse will 
  stop only if the falling upper levels are completely destroyed, or 
  if they no longer inflict enough damage to destroy those below 
  them. If floors remain to fall, however, players must re-compute 
  their Damage Value after each level is destroyed.
  A top-down collapse may also occur if the CF of any level of the 
  building hex is reduced below the weight of any units occupying 
  levels above the damaged level.
  If the bottom-most level of a building hex is destroyed under 
  these rules, the entire hex of the structure will collapse per the 
  normal rules in Total Warfare.
  Total Collapse (Multi-Hex buildings): Under these rules, a 
  multi-hex building will collapse if more than half its hexes suffer 
  collapses that reduce them to half their original height or lower. 
  (So a 6-hex building that started play at 4 levels in height will suf-
  fer a total collapse if 3 or more hexes of the building are reduced 
  to a height of 2 levels or less.)
  Damage and Displacement: All the standard rules (starting on 
  p. 177, TW) apply. If a level collapses, falling damage and displace-
  ment are resolved normally.
  When tracking damage per level, if a unit occupies a level 
  that collapses, it will fall and deal damage to the level it strikes 
  below, equal to the unit’s weight divided by 10 (round up, to a 
  minimum of 1), multiplied by the number of levels it fell. As this is 
  considered movement damage, damage is applied immediately 
  to that level. A unit will not pass through a level it fell on unless 
  the damage applied reduces the CF of that level below the weight 
  of any units occupying that level, in which case the level collapses 
  immediately, with the subsequent falling and displacement—and 
  damage to the building—of those units immediately resolved.
  Damage to units within a collapsing building is still resolved 
  per the normal rules in Total Warfare (see pp. 176-178). To find 
  
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  bUILDING COLLAPSE
  (EXPANDED)
  Under the standard Classic BattleTech 
  rules presented in Total Warfare, a col-
  lapsing building hex does not affect 
  any other hex. However, particularly tall 
  buildings, or multi-hex buildings, can 
  cause heavy damage to the rest of the 
  structure or throw out a lot of debris as 
  they fall. To reflect this more accurately, 
  the following rules provide a more exten-
  sive alternative to the standard building 
  collapse rules.
  Multi-Hex building Collapse
  When a building hex that is part of a 
  multi-hex building collapses, it auto-
  matically damages all adjacent building 
  hexes in the same multi-hex building. To 
  reflect this, when one hex of a multi-hex 
  building collapses, reduce the current 
  CF of every hex that is part of the same 
  building and adjacent to the collapsing 
  hex by half (rounding the result down). 
  If multiple hexes adjacent to an affected 
  hex of a multi-hex building collapse in 
  the same damage phase, this halving ef-
  fect applies only once.
  Scaled Damage: This damage is modi-
  fied if using the Scaled Damage rules (see 
  p. 126).
  Construction Factor (Expanded): If using the Construction 
  Factor (Expanded) rules (see p. 121), when any level of a hex 
  collapses, divide the damage for every level adjacent to the 
  collapsing hex that is part of the same structure by half (round-
  ing down). If the entire hex collapsed, divide every level in the 
  adjacent and connected hexes by half (rounding down).
  Order of Damage: All damage to adjacent and attached 
  building hexes and/or levels applies after all collapsing, falling 
  and displacement effects have occurred from the collapse of 
  the original hex (or level, if using the Expanded Construction 
  Factor rules). See Collapse, p. 176, TW, for rules on these ad-
  ditional effects.
  building Collapse Splash Damage
  A building hex that collapses also has a chance of spilling 
  its debris into other hexes (even if it is not part of a multi-hex 
  building). This “splash” damage depends mainly on the height 
  of the collapsing building hex.
  Area of Effect: The debris from a collapsing building will af-
  fect a radius equal to 1 hex for every 12 full levels in height that 
  the building (or building hex) stood at the time of its collapse, 
  rounded down. This means an 11-level tall building will not af-
  fect any adjacent hexes, while a 50-level skyscraper will affect a 
  radius of 4 hexes if it topples (50 ÷ 12 = 4.1667, rounded down 
  to 4). All units, buildings and terrain within the affected area—
  except for other hexes of the collapsing building itself—will 
  receive area-effect damage from the collapsing building as 
  described below unless a building hex or hill equal to or taller 
  than half the collapsing building’s height (rounded down) lies 
  the destroyed levels—now the sixth and second levels—
  Randall finds that the second level has been destroyed with 
  a total of 56 points of damage (30 previous points, plus 26 
  from this phase of the collapse = 56), but the sixth level still 
  has some CF remaining (20 previous damage, plus 26 = 
  46). The 6 points left over from the second level’s collapse 
  transfer to the first level, and the collapse continues.
  With a combined remaining CF of 54 (50 for Level 7 and 
  4 for Level 6), Randall finds that the falling levels now inflict 
  only 18 points of damage in their continued collapse to 
  levels 1 and 6. This will destroy Level 6’s 4 remaining CF 
  and transfer 14 points to Level 7’s CF. Against Level 1, the 18 
  points adds to the 6 points from the last part of the collapse, 
  leaving Level 1 intact with a CF of 28 (50 – [18 + 4] = 28). 
  Because the damage failed to collapse the lower floor, the 
  top-down collapse of the building hex has ceased, leaving 
  two battered but still technically intact levels remaining 
  in Hex C—except that the seventh level has now fallen to 
  Level 2, a five-level plunge.
  Randall’s foot infantry—who were on level 6 all this 
  time—sustained only 25 percent damage from the col-
  lapse of their floor (a CF 50 standard building, as a Heavy 
  Building, passes along only 25 percent of its damage to 
  the infantry unit within--per p. 173, TW), for a total of 13 
  points (50 x 0.25 = 12.5, round up to 13). In addition, they 
  now face 9D6 damage for falling five levels (3D6 for every 
  2 levels--or fraction thereof--results in 9D6 damage, per p. 
  151, TW), plus 4 points for the collapse of Level 7 on top of 
  them (36 CF ÷ 10 = 3.6, round up to 4 points). The odds of 
  any survivors from that catastrophe are slim.”
  • expanded construction factor diagram  • 
  
  In the Building Collapse Splash Damage diagram at right, 
  the players are running a game where the Expanded Building 
  Collapse rules (but not the Expanded CF rules or Damage 
  Scaling) are in effect. The 5-hex, 24-level Fortress-class high-
  rise sandwiched among other buildings in a massive skyscraper 
  complex (represented by Hexes A through E), began play with 
  a starting CF of 95, while the adjacent structures represented 
  by Hexes F through I and J through M each began play with a 
  CF of 75 and 120, respectively. The level 6 building represented 
  by Hexes Q through S, and the level 2 building represented by 
  Hexes T through X, each have a starting CF of 60.
  By the third turn of game play, the high-rise—marked as a 
  primary objective—has suffered 44 points of damage to Hex B 
  (reducing it to a CF of 51). In the following turn, the Demolisher 
  II in Hex N unloads its full fury—a double-fired Ultra-AC/20 
  and an LB 20-X using solid slug ammunition—against Hex A, 
  while a second Demolisher II (in Hex O) unloads with the same 
  volley. Scoring a full hit, the first Demolisher inflicts 60 points of 
  damage, while its partner hits with only its LB and half the burst 
  from its Ultra AC for another 40 points. This damage, however, 
  is more than enough to completely collapse that building hex.
  Because Hex A is part of a multi-hex structure—connected 
  to the rest of the building by one hexside—the Multi-Hex 
  Collapse rule applies first, and the adjacent building hex (Hex 
  B) is reduced to half its current CF. As it was previously damaged, 
  this reduces B to a CF of 25 (51 ÷ 2 = 25.5, round down to 25). 
  The building’s third through fifth hexes—Hexes C through 
  E—remain unaffected, because they are not adjacent to the 
  collapsing hex, and remain strong at a CF of 95 each. Though 
  the building hexes G, I, and J are all adjacent to Hex A as well, 
  they are treated as belonging to separate buildings because 
  they have a different height and CF, thus they suffer no immedi-
  ate damage from the Multi-Hex Collapse rule.
  After assessing the immediate damage from the collapse of 
  Hex A, the splash damage is assessed next. As Hex A stood 24 levels 
  high, its debris will affect a radius of 2 hexes from the collapsing 
  hex (24 ÷ 12 = 2). In Hex A itself, the damage applied against any 
  units will be as normal for units within or on top of a collapsing 
  building (but none were in that hex to suffer such damage). For 
  the adjacent hexes (not including Hex B—which is part of the 
  same structure and already sustained its damage effects), the 
  “splash” damage will equal 114 points (95 CF ÷ 20 x 24 Levels = 
  114). Within this radius lie building hexes G, I, and J, as well as light 
  woods in hex P. As 114 points exceeds the Construction Factors 
  for hexes G and I (but not J), these “destroyed” Building hexes 
  will collapse, while the light woods terrain (hex P) will become a 
  rough hex, as its Terrain Factor of 90 is also exceeded by hex A’s 
  splash damage. Hex J, which had been previously undamaged, is 
  reduced from a CF of 120 to a CF of 6 (120 – 114 = 6).
  At 2 hexes distant, the splash damage from Hex A’s col-
  lapse will be 76 points (95 CF ÷ 30 x 24 Levels = 76). This will 
  be resolved against the front facing of the Demolisher II in hex 
  N, but will not affect the building hexes F, H, K, L or T because 
  Buildings at least half as tall as Hex A’s 24 levels block the line of 
  sight (even though hexes G and I are in the process of collapsing 
  themselves). The Spider standing on the level 6 building in hex 
  Q is also unaffected despite being in the radius of Hex A’s splash 
  damage, because Hexes B and I are blocking debris from falling 
  into that area. Thus, the only damage delivered to anything 2 
  hexes away from Hex A is the damage to the Demolisher II in 
  between the affected hex and the collapsing building hex. (If in 
  doubt—such as if the line of sight follows a hexside where one 
  half would block the debris and the other would not—assume the 
  building receives the better “cover”.)
  Damage: All splash damage—applied as an area-effect attack to 
  any units or buildings in the affected hexes—is computed as follows:
  •	
  For all units in the adjacent hexes, divide the collapsing hex’s 
  CF (as it was at the beginning of the turn) by 20, then multi-
  ply that value by the number of levels the building hex stood. 
  Round the result up to the nearest whole number.
  •	
  For every hex outward beyond the adjacent hexes, add 10 
  to the CF divider before multiplying for the number of col-
  lapsing levels. Thus, at 2 hexes from a collapsing building (if 
  it is tall enough to affect those hexes), the collapsing hex’s 
  CF is divided by 30 (20 + 10), then multiplied by the building 
  height. At 3 hexes, the CF is divided by 40 (20 + [10 x 2]), then 
  multiplied by height. At 4 hexes, the CF is divided by 50 (20 + 
  [10 x 3]) before multiplication, and so on.
  •	
  As this reflects the random and uncontrolled scattering of 
  falling debris from a great height, partial cover does not 
  protect against this type of splash damage.
  •	
  Units inside a collapsing building hex suffer damage as 
  normal for a collapsing building, with no additional splash 
  damage effects applied.
  •	
  The splash damage effect from a collapsing building will not 
  only cause damage to all units and structures within the sur-
  rounding hexes, it will also fill such hexes with rubble and 
  will also act as an unintended Clearing Woods action (see pp. 
  112-113, TW) if any woods or jungle terrain lies within the 
  affected area.
  Scaled Damage
  This damage is modified if using the Scaled Damage rules (see 
  p. 126).
  Order of Damage
  The collapse, falling and unit displacement effects of the 
  original collapsing hex—as described under Collapse in TW (see 
  p. 176)—are resolved first. Next, if the hex is part of a multi-hex 
  building, damage to the adjacent building hexes, as noted under 
  Multi-hex Building Collapse (see p. 123), is applied. Finally, the 
  splash damage from a collapsing building hex is applied.
  All affected hexes should be dealt with in this order, before 
  any additional collapses are resolved. In other words, if a Level 
  13 multi-hex building hex collapses, and the damage from the 
  collapse reduced the CF of an adjacent building hex to 0, that 
  building collapse would not be resolved until the splash damage 
  from the originally collapsing building hex is resolved.
  Domino Effect
  If the splash damage from a collapsing building should cause 
  another building hex to collapse, resolve that effect only after 
  completely resolving the effects of the first collapse. If multiple 
  buildings are collapsed in this fashion, pick the one that can de-
  liver damage to the most nearby buildings and units in its area 
  of effect (for example, a building with a splash radius of 2 hexes, 
  within which are two other building hexes and a vehicle, would 
  resolve its damage before another building that would only inflict 
  damage on two infantry units.
  
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  these buildings’ splash damage will be 1 hex (12 levels ÷ 12 
  = 1). For Hex G, this means that the Demolisher in hex N will 
  once more be affected by falling debris, but no other units 
  or building hexes not already destroyed (like Hex A) or part 
  of the same multi-hex structure (like Hexes F and H) will 
  suffer additional damage. For Hex I, this damage will affect 
  the building hexes B, Q, and T, as well as the Spider on hex 
  Q’s rooftop (because while it stands on a building that 
  could block the debris, the building does not lie between 
  the Spider and the collapsing hex I).
  The splash damage caused by the collapsing hexes G 
  and I comes to 45 points. The Demolisher II—affected by 
  Hex G’s splash damage—thus suffers another 45 points of 
  damage, resolved against its right side facing. Hexes B, Q, 
  and T—affected by Hex I’s collapse—will suffer 45 points 
  each, as will the Spider atop Hex Q. This reduces Hex B 
  (already reduced to 25 by Hex A’s collapse) below a CF of 
  0 (starting another collapse), while hexes Q and T survive 
  with a final CF of 15 points each (60 – 45 = 15). If the Spider 
  Hex N. Finally, the entire area within 2 hexes of Hex A (that 
  is not blocked from debris by other structures 12+ levels in 
  height) is filled with rubble.
  Now that the collapse of Hex A is completely resolved, 
  the players note that Hexes G and I have also collapsed 
  in the process. As both represent parts of the same 4-hex 
  building—which started the game at a CF of 75 and stood 
  12 levels tall—the Multi-Hex Collapse rule applies, reduc-
  ing the remaining 2 hexes of the same building (Hexes F 
  and H) to half their current CF. Since neither hex suffered 
  previous damage, this will leave them reduced to 37 (75 ÷ 
  2 = 37.5, round down to 37). While Hex H was adjacent to 
  two collapsing hexes of the same structure, it applies the 
  halving effect only once.
  Although they are adjacent to Hex I, Hexes B, Q, and T 
  represent different buildings, and so the Multi-Hex Collapse 
  rule does not affect them.
  The splash damage for Hexes G and I are assessed next. 
  As both stood 12 levels high, the area of effect for each of 
  • building collapse splash diagram  • 
  
  SCALED DAMAGE
  Under standard Total Warfare rules, damage applies equally to 
  all building types. In reality, however, not all buildings are created 
  equal. Beyond simple Construction Factor values, the very nature 
  of the building and its architecture can change the way in which 
  it handles damage and protects units within it. For example, han-
  gars are much less effective at shielding units inside them than 
  standard buildings, while fortifications are specifically designed 
  to reduce the effects of weapons fire all around.
  The Damage Scaling column of the Buildings Classification and 
  Type Table (see p. 115) details the scaling of damage depending 
  on the classification of a building. The information to the left of 
  the slash indicates how the damage is modified when it is applied 
  to the building hex (or a unit inside the building hex) after the 
  players have determined how much damage the building hex will 
  absorb (see Attacking Units Inside Buildings, p. 171, TW). The infor-
  mation to the right of the slash indicates how damage is modified 
  when applied to a unit that is entering the building hex in any 
  fashion other than through an open door (such as a failed roll to 
  avoid damage while entering a building hex, or skidding into the 
  building, and so on).
  In both cases, the information is expressed as either a multiplier 
  (x0.5, x1 or x2) or—as in the case of a Castles Brian—with the word 
  “Capital”. These values work in the following manner.
  Multipliers on the left side of the slash modify the amount of 
  damage that the building (and any units therein) will sustain if 
  hit by a successful attack (with any fractions rounded down). For 
  example, if a value of x0.5 appears here (as in the case of a gun 
  emplacement or fortress), the damage delivered to the building 
  and its occupants by any attack will be multiplied by 0.5, reducing 
  the attack’s effectiveness by half.
  Multipliers on the right side of the slash reflect the amount 
  of damage inflicted on any units by the structure, such as when 
  crashing through its walls, colliding after a skid or suffering 
  through the building’s collapse. For example, if a value of x2 ap-
  pears here, a unit crashing through the walls of this structure will 
  multiply any damage taken by 2.
   A value of “Capital” on either side indicates that the structure 
  uses capital-scale damage, as noted in Total Warfare under Scale 
  (see p. 238, TW). When dealing damage to a building hex that 
  has a “Capital” damage scaling value, total all the damage from a 
  single unit’s attacks (taken separately for the Weapon and Physi-
  cal attack phases)—or the damage directed against the building 
  from crashing through its walls—and divide by 10 (round nor-
  mally; .5 rounds up). This new Damage Value is applied to the 
  building hex’s CF. In addition, when attempting to apply damage 
  from such an attack against units inside a building with Capital 
  damage scaling, determine the hex’s current Damage Threshold 
  by dividing its current CF by 10 (rounding up). If a single hit ex-
  ceeds the structure’s current Damage Threshold (regardless of by 
  how much the damage exceeds it), the attack will deliver a single 
  10-point, standard-scale hit to all units inside (assigned in 5-point 
  Damage Value groupings; treat as an area-effect weapon for in-
  fantry). When applying damage to a unit (or other buildings) from 
  a building with Capital damage scaling (such as through move-
  ment, building collapse and so on), the resulting Damage Value 
  must be multiplied by 10 before it can be applied as appropriate.
  Note that damage scaling applies across the board, whether 
  the damage is dealt to the building through movement, combat 
  or planetary conditions. The damage from a collapsing building 
  is not destroyed after resolving the 45 points applied to its left 
  side arc (where Hex I’s damage originates from), its 35-ton mass 
  will cause Hex Q to collapse as well.
  Because the damage from hex I’s collapse has done it in, 
  hex B crumbles the same way hex A did, halving the CF of hex 
  C in the bargain (to 47 points; 95 ÷ 2 = 47.5, round down to 
  47) thanks to the Multi-hex Collapse rule, and dishing out 114 
  points of damage to all structures and units within 1 hex, and 
  76 points to all structures and units 2 hexes away—as was 
  computed above when hex A collapsed to start with.
  Hex J—already reduced to just 6 points when hex A fell, is 
  collapsed as a result of this, while hex L is reduced to 6 CF (120 
  CF – 114 = 6 CF). Hex C is unaffected because it is part of hex B’s 
  building, but hex Q and the Spider (if they weren’t already going 
  down from prior damage and the ’Mech’s weight) are pounded 
  by 114 points as well—enough to wipe out the building segment 
  in hex Q, if not the already-damaged Spider. (If, by some miracle, 
  the Spider survived all that, it still has a 6-level fall to contend 
  with, thanks to its position when this disaster began.)
  At 2 hexes from hex B, 76 damage points then rains down, 
  leaving hexes K and M alone because of the presence of 
  hexes J and L, and leaving R unscathed because the line of 
  sight between hexes B and R passes alongside hex C—which 
  deflects the debris. But hexes H, T, and U are not spared. As hex 
  H is already reduced to 37 from hex I’s collapse, and hex T was 
  reduced to 15 by hex I’s splash damage, and hex U has a CF of 
  60, all three hexes collapse from hex B’s splash damage.
  With this fourth round of collapsing building hexes, the 
  players find that hex F—already reduced to a CF of 37 when 
  hex G collapsed—now suffers another CF reduction from hex 
  H’s collapse. Hex H’s splash damage—effective as computed 
  above for G and I at 45 points—will not add to this misery, and 
  lack any targets to affect, so they will simply fill all other adja-
  cent hexes with rubble. Although this would technically leave 
  hex F teetering at a CF of 18 (37 ÷ 2 = 18.5, round down to 18), 
  this hex will now collapse because, at this point, over half of its 
  parent multi-hex building has been destroyed.
  Hexes Q and U, meanwhile, will reduce hexes R and V (respec-
  tively) to 30 CF as a result of their falls thanks to the Multi-Hex 
  Collapse rule, but inflict no splash damage at all because they 
  are too short.
  Hex J, finally, will halve the current CF values for hexes K 
  and L (to 60 and 3, respectively) as a result of the Multi-Hex 
  Building Collapse rule, but will not affect any other buildings 
  with splash damage, despite a 2-hex area of effect (30 levels ÷ 
  12 = 2.5, round down to 2), because hexes K and L are deflecting 
  its debris. However, as a 30-level tall building with a starting CF 
  of 120, its splash damage would have been most devastating, 
  with 180 points to all adjacent hexes and 120 to all units and 
  buildings 2 hexes away. With no other units or buildings to 
  damage, however, the debris simply fills all its affected hexes, 
  creating Rubble terrain for the next turn.
  And thus, the final building hex to collapse from the two 
  Demolisher IIs’ fateful volley is none other than Hex F, which 
  delivers another 45 points in splash damage to all adjacent 
  hexes. The tank in Hex N, which already suffered 76 points to 
  the front arc from the fall of hex A, and 45 from the collapse of 
  hex G to its right side arc, will be lucky if it survives another 45 
  to its side as Hex F falls. However, as its single blast has helped 
  down 10 hexes of buildings and a Spider in a spectacular cloud 
  of debris, the controlling player may see this as a fair trade.
  
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  For the fortress, Peter sees a Damage Scaling Multiplier 
  of 0.5 to the left of the slash, meaning that the damage is 
  halved (rounded down) for attacks against the building 
  and any units inside it. Thus, against the ’Mech inside the 
  fortress, the Titan’s Heavy PPCs will find their 11-point 
  hits further reduced to 5 (11 ÷ 2 = 5.5, rounded down to 5), 
  while the 1-point hits from the ER Medium Lasers and twin 
  MMLs will be reduced to 0 damage (1 ÷ 2 = 0.5, rounded 
  down to 0). Against the fortress hex itself, however, the 
  following damage applies: 7 points from the Heavy PPC 
  (15 ÷ 2 = 7.5, rounded down to 7), 2 points of damage for 
  the four ER Medium Lasers and the 5-point missile groups 
  from the twin MMLs (5 ÷ 2 = 2.5, rounded down to 2), and 
  1 point of damage for each SRM missile (2 ÷ 2 = 1). Such 
  an attack would thus reduce the fortress’ CF from 38 to 13 
  (38  – [7 PPC + (4 x 2) ER Medium Lasers + (2 x 2) MML-9s + 
  (6 x 1) Streak SRM-6] = 13). If this had been a building with 
  x1 scaling damage, the damage would have been twice as 
  severe, and would have reduced the fortress to rubble.
  For the Castles Brian, Peter notes that damage now falls 
  into capital-scale rules. Peter first totals up all the weapons 
  damage from his Titan II, which comes to 57 points [15 
  (Heavy PPC), + 20 (4 x ERML) + 10 (2 x MML), + 12 (Streak 
  SRM) = 57]. He then divides that value by 10, leaving him 
  6 points of capital-scale damage (57 ÷ 10 = 5.7, rounding 
  up to 6) to apply to the Castles Brian’s CF, reducing it from 
  38 to 32. Next, Peter checks to see if any damage will actu-
  ally pass on to the ’Mech target inside. He first determines 
  the current Damage Threshold of the Castles Brian to be 4 
  points (38 ÷ 10 = 3.8, rounding up to 4), and then compares 
  that to damage from each individual weapon hit, to see if 
  any can inflict capital-scale damage greater than 4 points. 
  Peter quickly notes that nothing his Titan carries even 
  comes close (the Heavy PPC only inflicts 1.5 capital-scale 
  damage points). This means no damage will be passed on 
  to the ’Mech inside the Castles Brian.
  Peter’s obvious choice is thus to fire on the fortress hex, 
  hoping that some artillery or bombing runs will make quicker 
  work of the Castles Brian than he can with his Titan II.
  is also scaled when applied to other units and/or building 
  hexes (see Multi-hex Building Collapse and Building Collapse 
  Splash Damage, p. 123, respectively). In all cases, after scaling, 
  round down.
  Peter is trying to determine which of two targets his TI-2P 
  Titan II will fire on. Enemy BattleMechs are in two different 
  building hexes: a 38 CF fortress and a 38 CF Castles Brian.
  The Titan has line of sight to each building hex, and 
  the levels on them containing the enemy units. With both 
  structures standing less than 3 hexes away, Peter’s ’Mech 
  is at short range to each building hex. Since they are 
  immobile structures, he knows that all his weaponry will 
  automatically hit, and so he tosses heat concerns to the 
  wind and fires everything: Heavy PPC, four ER Medium 
  Lasers, a Streak SRM-6 and two MML-9s (even though 
  he’s in the minimum range for the LRMs, Peter knows he’s 
  got no chance to damage the units inside the building if 
  he loads the MMLs with SRMs, so he’s firing LRMs; the –4 
  immobile modifier negates the minimum range modifier, 
  making even these shots a sure thing).
  Peter decides to run quick numbers to determine which 
  attack will be the most effective against the targets (he 
  assumes he’ll roll an average of 7 on the Cluster Hits Table 
  for his MML-9s, giving him 5 missiles for each—which 
  would be divided into 5-point Damage Value groupings).
  Looking at the Attacking Units Inside Buildings rules 
  (see p. 171, TW), Peter determines that each building will 
  absorb 4 points of damage from each attack (38 ÷ 10 = 3.8, 
  rounded up to 4) against the units within. This will leave 
  the following Damage Values to strike the ’Mech targets 
  inside a building hex: 11 points for the Heavy PPC (15 – 4 
  = 11); 1 point for each ER Medium Laser and each 5-point 
  grouping from his MML-9s (5 – 4 = 1); no damage from 
  each SRM (as the 2-point Damage Value groupings would 
  be reduced below 1).
  Consulting the Buildings Classification and Type Table, 
  Peter next assesses how the damage will scale against 
  each building.
  FL
  Constant pirate raids have reduced a once thriving Periphery city to ruins.
  
  building Classification
  An advanced building’s ability to mount additional compo-
  nents is dependent on its building classification. These rules are 
  discussed under Install Components (see p. 131).
  Construction Factor (CF)
  Once a player has verified that a building classification can 
  mount a component, the Construction Factor (CF) then must be 
  taken into consideration to determine if the building type can 
  mount that component—or, if it can mount such equipment, how 
  much tonnage it may mount.
  Complexes
  Complexes are groups of buildings that collectively serve a com-
  bined function. Most—but not all—may be buildings of similar or 
  even identical types, such as a warehouse complex, a military base 
  or an industrial park. Designers wishing to build such complexes 
  need only generate multiple buildings.
  THE DESIGN PROCESS
  The following basic rules cover the construction of advanced 
  buildings. Despite their range of types, sizes and capabilities, 
  these structures follow five simple design steps, each of which is 
  described in detail later. In brief, these steps are as follows.
  Step 1: Establish Superstructure—Determine the building’s 
  technology base, classification, structure type, size and Construc-
  tion Factor (CF).
  Step 2: Install Armor—Determine type, amount and weight of 
  armor (if any), and add armor points.
  Step 3: Install Weapons, Heat Sinks, Equipment and Control 
  Systems—Add weapons, any required heat sinks and other equip-
  ment to the advanced unit, as well as facilities for crews as needed.
  Step 4: Complete the Record Sheet.
  The above steps are a framework for designing an advanced 
  building. The actual process can involve a bit more flexibility as 
  equipment and armor (if any) are balanced for their best fit in 
  terms of tonnage and space. For example, some designers might 
  wish to assign armor before the weapons and heat sinks are 
  established, to maximize protection over firepower. Others may 
  want to add equipment first, leaving any remaining tonnage to 
  armor and other modifications.
  To assist in this effort, the designer may find it useful to make 
  copies of the Structure Record Sheet (in the back of this book), to 
  visually arrange the placement of weapons and equipment while 
  tracking the use of weight on a piece of scratch paper.
  Terminology: Buildings, like Mobile Structures (see Designing 
  Mobile Structures, p. 259), are not constructed so much by a weight 
  standard, though their design does use weight as a regulating 
  factor when it comes to equipment capacities. Thus, classifica-
  tions and Construction Factors are used to determine the broader 
  capabilities of each structure type.
  STEP 1: ESTAbLISH SUPERSTRUCTURE
  The first step in creating an advanced building is choosing its 
  primary function, size, height and framework. This step deter-
  mines some of the most basic aspects of the building, including its 
  classification, its technology base, its size and its CF. These choices 
  will restrict the designer’s access to certain equipment and can 
  also influence the building’s capabilities in game play.
  BUILdING 
  CONSTRUCTION
  Even under the advanced rules discussed above, the various 
  building classifications and types reflect “generic” structures. In 
  truth, buildings can be outfitted with a variety of additional com-
  ponents (elevators, armor, weapons and so on) that can also have a 
  direct effect on game play. The basic rules below cover these details 
  by enabling players to construct custom buildings for game play.
  Pre-Generated Maps
  All buildings on pre-printed maps published by Catalyst Game 
  Labs (or FanPro/FASA) represent generic structures, which can use 
  the Total Warfare rules, as well as the advanced rules discussed 
  above. In terms of the construction rules outlined below, these 
  buildings stop at the end of Step 1 (see Step 1: Establish the Super-
  structure, at right), which is a valid point for any players to stop at 
  in the design process, and allows for game play without too much 
  additional complexity.
  Players can add variety to these pre-generated buildings simply 
  by picking up the process where the maps left off, adding extra 
  features such as armor and equipment to the building designs, or 
  modifying what is shown on the mapsheet into a more sophisti-
  cated “look-alike”—perhaps by reclassifying one or two Hardened 
  buildings as a Castles Brian. The size and shape of the building 
  wouldn’t change on the map, but the Construction Factor could 
  be modified, as well as the way damage is inflicted.
  Static buildings vs. Mobile Structures
  The buildings covered in this section share much with Mobile 
  Structures in terms of overall design and functions, with the 
  only major difference between them being the fact that static 
  buildings are not mobile, and thus do not have to invest internal 
  capacity in power and motive structures. In addition, the more 
  permanent nature of static buildings allows for a broader range 
  of design options and sizes, including subsurface buildings and 
  Castles Brian (which cannot be built as Mobile Structures).
  To cut down on redundancy, these rules refer to the Mobile 
  Structure design rules where they most directly apply (such as 
  when mounting armor, heat sinks and weapons).
  bUILDING bASICS
  Building construction relies on three primary factors: technol-
  ogy base, building classification and Construction Factor.
  Technology base
  In standard-rules play, as with units, Clan buildings can only 
  mount Clan equipment while Inner Sphere buildings can only 
  mount Inner Sphere equipment. If using the Mixed-Technology 
  Rules (see p. 377), then an advanced building can mount both.
  Tech Rating: All weapons and equipment (whether found here 
  or in TechManual) receive a Technology Rating in addition to a 
  technology base. This rating (expressed as a series of letter grades 
  that indicate the level of technology and its availability through 
  the major eras of Classic BattleTech history) helps to define the 
  item’s level of sophistication and can be used for era-based cam-
  paigning. Beyond this, however, an item’s Technology Rating has 
  no direct bearing on building design.
  
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  Choose Size and Shape
  The final part of this step determines the building’s size and 
  shape—how many hexes it covers, how many levels each hex 
  contains and how it fits on the mapsheet. The Building Clas-
  sification and Type Table (see p. 115) lists the maximum total 
  number of hexes for each building classification and building 
  type. Within this range, a designer may arrange the hexes in 
  any shape desired, but for ease of design, every hex of a given 
  building receives the same level in height.
  Walls/Fences: These special buildings have no set 
  maximum limit for length, but do have a maximum effective 
  height allowance, depending on their classification and type. 
  Walls and fences also effectively occupy only the sides of a 
  hex, not an entire hex. For purposes of these rules, any con-
  tinuous length of wall or fence must be treated as a single 
  building, and thus receives the same technology base, type, 
  CF and height.
  bridges: Like walls and fences, these special building 
  types have no set maximum limit for length, and no effective 
  height (as the main portion is effectively treated as a special 
  form of road), but all such structures must begin and end 
  on the same level of terrain (with no higher terrain levels in 
  between). Like walls and fences, these special building types 
  have no set maximum limit for length, and no effective height 
  (as the main portion is effectively treated as a special form of 
  road or rail, as desired), but all such structures must begin 
  and end on the same level of terrain (with no higher terrain 
  levels in between).
  Complexes
  Complexes, which are represented as a group of multiple 
  buildings in close proximity or directly connected, are con-
  structed as multiple separate buildings. Each building in a 
  complex may thus be built using a different building classifi-
  cation, type, CF, size and shape. As they are part of the same 
  overall construction project, however, complexes may not 
  vary by technology base.
  Castles brian: Castles Brian, a unique form of building com-
  plex, are almost always far more sophisticated than a simple 
  arrangement of multiple buildings. For more information on 
  these complexes, see Castles Brian Complexes, p. 141.
  Ryana wants to build a very large shopping mall complex, 
  complete with interior atrium. This complex, she decides, 
  will have a large central building for the atrium, a main 
  building and six smaller structures to reflect outlying shops. 
  As they will all be combined in a civilian shopping complex, 
  like so many among the mercantile districts of most Inner 
  Sphere realms, Ryana chooses to build all seven structures 
  with an Inner Sphere technology base, and chooses the 
  Standard building classification.
  A Standard-class building may be constructed with a 
  Light, Medium or Heavy building type, but while Ryana 
  intends her mall to be sturdy, she just doesn’t see a Heavy 
  type as practical for her needs, even for the larger central 
  building. She thus constructs the central building as a 
  Medium type, while assigning the outlying smaller build-
  ings a Light building type.
  Choose Technology base
  Buildings may be constructed using Clan or Inner Sphere 
  technology bases.
  Choose building Classification
  When choosing a classification, the designer must first de-
  termine what kind of building he wishes to construct: house, 
  skyscraper, warehouse, office building, military barracks and 
  so on. Often a player will already have a specific image in mind, 
  perhaps of a “real world” building.
  With that image in mind, the designer must then consult 
  the Advanced Building Classifications section (see p. 114) to find 
  the classification that best fits the building’s chosen function.
  Choose building Type
  The building type—Light, Medium, Heavy or Hardened—
  helps determine the range of Construction Factor (CF) values 
  available to the structure design. The type also determines 
  other factors, such as the MP costs and Piloting Skill Roll 
  modifier that apply to units entering each of the building’s 
  hexes. As shown in the Building Classifications and Type Table 
  (see p. 115), not all building types are available for all building 
  classifications.
  Choose Construction Factor
  A building’s Construction Factor (CF) is used in several ways 
  during the design process as well as during game play. This 
  value reflects not only the maximum amount of damage each 
  hex of the structure can withstand before collapsing, but also 
  the maximum weight of any units occupying each hex.
  In construction, CF is also used to determine the weight 
  capacity of any equipment mounted in the building (per level). 
  If a given building classification allows the designer to mount 
  a desired component, the Construction Factor determines 
  whether that component can fit within the design.
  The range of CFs available to a given building classification 
  and type is shown on the Building Classification and Type 
  Table (see p. 115).
  Internal Weight Capacity: For each hex of area covered, all 
  advanced buildings—except for tents, hangars, fences and 
  bridges—may internally carry a total tonnage of equipment 
  (including weapons, heat sinks and armor) equal to their 
  Construction Factor times the number of levels of structure 
  height. Because of their open frames, hangar-type structures 
  may triple this capacity, but that same open frame means 
  they can support a maximum of 600 tons of equipment per 
  hex for every 4 levels of structural height (or fraction thereof), 
  even if their structural tonnage capacity would support more. 
  Tents, fences and bridges have no internal weight capacity for 
  equipment, but bridge hexes may support external weight 
  (on top of the bridge) in the same fashion as a building of 
  equivalent CF.
  Castles brian: Buildings with a Castles Brian classification 
  use a capital-scale CF rather than standard-scale. As with 
  armor, each point of capital-scale CF translates to 10 points 
  of standard-scale CF damage, as well as 10 tons’ worth of 
  structural support for units in a Castles Brian structure. Each 
  point of a Castles Brian’s CF also translates to 10 tons’ worth of 
  per-hex internal weight capacity (per level).
  
  STEP 2: ADD ARMOR
  All buildings have an inherent protection—representing the 
  level of engineering and toughness of the materials used in 
  their construction—that is quantified for game purposes in their 
  Construction Factor values. Some buildings, however—most 
  notably those designed specifically for military use—may add 
  armor as well, providing a level of protection beyond that of 
  mere architecture.
  In game play, a building’s armor must be destroyed before the 
  structure itself can sustain damage in accordance with the normal 
  rules for attacking buildings. This armor is purchased in tonnage, 
  as it is for other combat units, but is applied to the entire building 
  in a uniform manner as an Armor Factor. This Armor Factor ab-
  stracts the level of protection provided by armor, regardless of the 
  direction of attack (so a single-hex advanced building with a CF 
  of 40 and an Armor Factor of 30 can sustain a total of 30 points of 
  damage—regardless of the direction of attack—before damage is 
  applied directly to the building’s CF).
  Only Wall, Gun Emplacement, Fortress and Castles Brian build-
  ing classifications may install armor. Hangars, standard buildings, 
  fences and bridges may not install armor. Armor is only installed 
  in full-ton lots for buildings, and the same amount of armor must 
  be installed on each hex of a building. The armor applied to a 
  hex counts against the internal weight capacity of the hex being 
  armored (so a 3-hex building that installs a ton of armor per hex 
  counts only 1 ton against each hex’s internal weight capacity, 
  rather than the full 3 tons of armor installed on the structure). 
  Armor does not affect the building’s external weight capacity or 
  ability to support other units inside.
  The maximum number of armor points an appropriate build-
  ing may receive is noted on the Building Classifications and Types 
  Table (see p. 115).
  Technology base and building Armor: For Inner Sphere-
  made buildings, each ton of armor provides 16 points of 
  protection to a single building hex. Clan-made buildings (which 
  benefit from slightly superior architectural, metallurgical and 
  engineering design) receive 20 points of armor per hex for each 
  ton of armor installed. Advanced buildings may not install other 
  specialty armor types. This armor is assigned in standard-scale 
  points; to convert to capital-scale armor (for Castles Brian struc-
  tures), simply divide the armor value by 10 and round down after 
  all armor is installed.
  Building armor is added in half-ton lots.
  Ryana’s shopping complex, made up of Standard-class build-
  ings, may not install armor.
  Kenyon’s gun emplacement can be armored, and with a CF of 80, 
  it may receive up to 80 points of armor per hex. As the emplace-
  ment was built using Clan technology, Kenyon will receive 20 
  points of armor (per hex) for every ton of armor installed. Since 
  the building occupies only one hex, Kenyon decides to install 
  the maximum armor—80 points—on his gun emplacement, 
  spending 4 tons from the structure’s internal weight capacity 
  in the bargain (20 points per ton x 4 tons = 80 points). The gun 
  emplacement now has enough room for 76 tons of weapons 
  and equipment.
  The Medium Standard building serving as her mall’s central 
  structure has a CF range of 16 to 40 points, and a maximum 
  size of 8 hexes and 8 levels of height. The Light Standard build-
  ings she’s using for the outlying shops have a CF range of 1 to 15 
  points, and a maximum size of 6 hexes and 5 levels. Ryana opts 
  to give the central building the maximum CF of 40, and designs 
  it as a ring-shaped building six hexes in total size (leaving a 
  central, open hex to represent the atrium) that stands three 
  levels high. (This gives it an internal weight capacity of 120 
  tons per hex [CF 40 x 3 Levels = 120].) The six smaller, identical 
  structures, she decides, will receive their maximum CF rating of 
  15, and will ring the complex’s central structure, with each shop 
  building taking up only one hex and standing 2 levels high. 
  (This gives the shops an internal weight capacity of 30 tons per 
  hex [CF 15 x 2 Levels = 30].)
  Kenyon wants to build a static defensive battery to defend one 
  of Clan Hell’s Horses’ newly won mining enclaves in the Inner 
  Sphere. As this is for Clan use, he chooses a Clan technology 
  base. He then chooses a Gun Emplacement building classifica-
  tion, preferring the advantages of a simpler static weapon over 
  a built-up structure that can be entered and such.
  With the full range of building types—Light through 
  Hardened—open to him, Kenyon decides on a Heavy type, 
  which provides a CF range of 41 to 90 points. Kenyon wants his 
  gun emplacement to be well protected and well armed, and so 
  chooses a CF of 80 for this structure.
  Gun emplacements have a fixed size of 1 hex by 1 level tall, 
  which locks in the size and shape of Kenyon’s building design 
  and sets the internal weight capacity of these buildings at 80 
  tons (CF 80 x 1 Level = 80).
  Tara doesn’t want to take a lot of time designing a lot of build-
  ings from scratch. Instead, she decides to modify a few buildings 
  on a pre-existing map for use as the central building in a major 
  military base. One that catches her eye is the Hardened struc-
  ture on the far right side of the City (Residential) mapsheet 
  (from Map Set #6). As this is a multi-level structure, by the rules 
  of advanced building construction, it actually qualifies as three 
  buildings in a single joined complex.
  The central building is Hardened, 5 levels tall, and occupies 
  a total of six hexes in a triangular pattern. To either side of this 
  central building are two slightly smaller buildings, each of 
  which is Hardened, 4 levels tall, and occupies 6 hexes in a simple 
  two-hexes-by-three-hexes trapezoidal shape. This establishes 
  the type, size and shape of these buildings, but Tara must still 
  identify the buildings’ classifications and CF values.
  Tara decides to classify all three of these structures as for-
  tress buildings, and assigns all three the maximum CF values 
  allowed under that classification: 150 points. This means that 
  the central building, at 5 levels in height, will have a total inter-
  nal weight capacity—per hex—of 750 tons (CF 150 x 5 Levels 
  = 750), while the other two buildings receive an internal weight 
  capacity of 600 tons per hex (CF 150 x 4 Levels = 600).
  
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  Heavy and Capital Weapons
  Only Gun Emplacement-, Fortress- and Castles Brian-class 
  buildings may carry Heavy weapons. Only Fortress- and 
  Castles Brian-class buildings may carry Capital weapons. For 
  the purposes of these rules, Heavy weapons are all weapons 
  weighing 0.25 tons or more that are available to ’Mech or ve-
  hicle units, while Capital weapons cover all weapons that use 
  capital-scale damage and range values.
  The rules and limits for mounting Heavy and Capital weap-
  ons on buildings are the same as those used for mounting 
  such weapons on Mobile Structures (see pp. 266-267).
  Power Systems and Power Amplifiers
  The rules presented here generally presume that a given ad-
  vanced building is drawing power indirectly (either from the 
  local energy grid, or through a power collection system such 
  as solar power). Buildings intended to operate independently 
  of the local grid—such as gun emplacements, fortresses and 
  Castles Brian—may find independent internal power supplies 
  far more preferable. See Power Generators (see p. 133) for in-
  formation on incorporating power systems into an advanced 
  building design.
  Power Amplifiers: Any building drawing power indirectly 
  or through a non-fusion or non-fission generator must add 
  power amplifiers for any and all Heavy- or Capital-class energy 
  weapons mounted on the unit. The weight of such ampli-
  fiers is equal to 10 percent of the weight of all such weapons 
  mounted in the hex (rounded up to the nearest .1 tons). Power 
  amplifiers do not count toward the weight of any weapons 
  slaved to a targeting computer, nor do they count toward the 
  weight of any turret or pintle mechanisms mounted on the 
  building, but their weight must be assigned to the hex loca-
  tions where their related weapons are mounted.
  Crew Systems and quarters
  By and large, buildings do not require a crew to run them. 
  However, any equipment installed within an advanced build-
  ing (such as weapons, communications systems and medical 
  facilities) may require crewmen to operate in game play. To 
  determine how many crewmen are required to operate an ad-
  vanced building’s equipment, consult the Advanced Building 
  Minimum Crew Table below.
  Crew quarters: Unlike Mobile Structures and other battle-
  field units, advanced buildings do not require quarters to 
  meet any crew needs unless they are specifically designed to 
  operate far from local population centers or even a barracks of 
  their own. Gun emplacements, for example, may require crew 
  quarters for long-term habitation and immediate operation, 
  as might a fortress with communications and medical sup-
  port facilities, but civilian-focused buildings can make do with 
  a “crew” that arrives via the morning commute.
  Passenger quarters: Also not a required part of advanced 
  building design, passenger quarters may nevertheless be used 
  to represent everything from hotel room space to residential 
  quarters, or even shops, offices and cafeterias in a large build-
  ing. For more technical and support applications, appropriate 
  cargo space, transport bays or cubicles (see p. 239, TM) may be 
  used to reflect specialized-function equipment (such as ’Mech 
  cubicles for a ’Mech repair hangar), to indicate the building’s in-
  tended capacity where people and machinery are concerned.
  Tara’s Fortress-class buildings may install armor, if desired. 
  Though all three structures together make up a complex, 
  she decides to armor only the central building, leaving the 
  others without armor. The central building has a CF of 150 
  points per hex (so it may support up to 150 armor points per 
  hex), and a total internal weight capacity of 750 tons per 
  hex. Because armor has to be mounted in full-ton lots, Tara 
  quickly realizes that 150 points of armor on an Inner Sphere 
  building would require 10 tons per hex (150 maximum ÷ 
  16 points per ton = 9.375 tons of armor, rounded up to 10). 
  Rather than waste tonnage, Tara decides to install 9 tons 
  of armor per hex instead, which will provide the central 
  building with 144 armor points per hex (9 tons x 16 points 
  per ton = 144 points). Each hex now has an internal weight 
  capacity of 741 tons (750 – 9 = 741).
  STEP 3: INSTALL COMPONENTS
  Advanced buildings may install weapons, heat sinks and 
  other equipment in accordance with the rules for mounting 
  weapons and equipment on Mobile Structures (see p. 266), 
  but with a few modifications as outlined below.
  Unspecified Equipment
  Buildings often have broadly varied functions—ranging 
  from simple residences and shopping complexes to hospitals, 
  factories and administrative centers. In many cases, equipment 
  that already exists for use with Mobile Structures, Support Ve-
  hicles and the like can be used to provide in-game functions 
  and features that further define a building’s purpose. Many 
  players, however, may find exploring such options tedious 
  for buildings (which are often seen simply as a sophisticated 
  piece of terrain or a mission objective).
  Thus, at the designer’s option, some (or all) of a building’s 
  design may be left aside for “unspecified equipment.” This 
  equipment would have no effect in game play, but would 
  instead be used as “filler” without defining an entire structure 
  as an empty cargo space or generic quarters.
  Light and Medium Weapons
  Only hangars, standard buildings and walls may mount 
  Medium and Small weapons (weapons listed on the Conven-
  tional Infantry Weapons Table in TechManual; see pp. 349-352, 
  TM). These building classes may mount a maximum of 6 such 
  weapons per hex for each level of the building’s height.
  RH
  Mad Cat and Savage Coyote, Delta Galaxy (Clan Coyote)
  
  For the Medium central building, Ryana installs 3 first-class 
  quarters (10 tons each), 3 second-class quarters (7 tons each) 
  and 6 steerage quarters (5 tons each) per hex, for a total of 81 
  tons. She then nominates three of the six central hexes (each 1 
  hex apart) to receive field kitchens (each worth 3 tons) for her 
  food court (the central atrium, as she sees it, will serve as an 
  open-air dining area to connect them). This leaves the central 
  building with 39 tons of space in 3 hexes, and 36 tons in the 
  other 3 hexes. Deciding that the mall is packed well enough, 
  Ryana leaves the remaining space for storage and stockrooms. 
  Her mall complex is complete.
  No crew is required to operate Ryana’s mall, but she does 
  know from the Advanced Building Minimum Crew Table that 
  the food court has a requirement of at least 9 employees. She 
  also feels that each of the shops (“quarters”) she assigned 
  should have a minimum of 3 employees each during the 
  day—a rather arbitrary figure on her part, but one fitting the 
  spirit of the structure. Each Light building hex thus requires 12 
  employees, while each Medium building hex employs 36 asso-
  ciates. These employees will all be able to commute to work, so 
  no additional quarters are necessary here. Thus, on any given 
  shopping day, her mall will house 297 employees ([6 x 12 outer 
  building hexes] + 9 [food court] + [6 x 36 inner building hexes] = 
  297). As the shopping mall complex is not a military compound, 
  no officers are required.
  Kenyon’s gun emplacement can carry up to 76 tons’ worth 
  of weapons, ammo, heat sinks and—if necessary—power 
  systems and crew quarters. In an effort to maximize the 
  emplacement’s potential, he decides that the building can 
  draw power from external generators, and that the crew 
  can commute from the nearby base, rather than living in the 
  weapon platform. This leaves all the internal tonnage capacity 
  for weapons.
  Kenyon decides that the primary weapons for his emplace-
  ment will be a pair of Clan ER Large Lasers (which weigh 4 tons 
  each). Because these are energy weapons that generate 12 
  points of heat each, Kenyon must also spend 24 tons on heat 
  sinks. Furthermore, because the building is drawing power indi-
  rectly, he will also need to install 0.8 tons of power amplifiers (8 
  tons of heavy energy weapons x 0.1 = 0.8 tons). With 32.8 tons 
  spent on these weapons, Kenyon decides to back up the lasers 
  with a pair of Artemis IV-enhanced LRM-20s (6 tons each; 12 
  tons total), and adds 5 tons of ammo per launcher (for a total of 
  10 tons of ammo). Because they are missile weapons, heat sinks 
  and power amplifiers are not required. Thus, the final weight 
  for all weapons, ammunition, heat sinks and power amplifiers 
  comes to 54.8 tons.
  Kenyon decides that all four weapons will be placed in a 
  turret, to maximize the emplacement’s flexibility in battle. As 
  the lasers weight 4 tons each and the LRMs weigh 6 tons each, 
  and all heat sinks, power amplifiers and ammunition are not 
  counted, this yields a turret weight of 2 tons ([(2 x 4 tons for 
  lasers) + (2 x 6 tons for missile launchers) = 20 tons] ÷ 10 = 2). 
  With 56.8 tons spent, Kenyon finds that his gun emplacement 
  still has 19.2 tons remaining. After some thought, he decides 
  to allocate 5 of these tons to a battle armor transport bay, to 
  reflect a place for a Point of support troops, and leaves the 
  remaining 14.2 tons to a generic storage bay for supplies.
  quarters Space: If a designer opts to install quarters, they may 
  be divided as evenly as desired among all of the building’s hexes 
  and levels.
  Because she sees her buildings as part of a shopping complex that 
  draws power from the local grid, Ryana has little need for sophisti-
  cated equipment or generators. But rather than assign the various 
  shops as undefined equipment—like any random structure on a 
  mapsheet—she decides to use quarters to reflect the main stores 
  and even some field kitchens to reflect a food court.
  For the Light outlying buildings, Ryana assigns two second-
  class quarters worth 7 tons each, plus two more steerage-class 
  quarters (at 5 tons each), to reflect two medium-sized shops 
  and two smaller shops in each building. With a total of 24 tons 
  spent, Ryana leaves the 6 remaining tons to standard cargo, 
  which she envisions as stockrooms for these outlets.
  advanced building  
  minimum creW table
  Minimum Crew Formula:
  Minimum Crew Needs = Minimum Non-Gunners  
  + Minimum Gunners + Minimum Officers (if required)
  Non-Gunners
  Minimum Crew 
  Requirement
  Communications Equipment  
  (per ton, see p. 212, TM)
  1
  Field Kitchen (per item, see p. 217, TM)
  3
  Flight Deck (per item, see p. 312)
  20
  Landing Deck (per hex, see p. 319)
  3
  Helipad (per item, see p. 312)
  5
  MASH (per theater, see p. 228, TM)
  5
  Mobile Field Base (per item, see p. 330)
  5
  Modular Structure Linkage  
  (per item, see p. 265)
  4
  Gunners
  Minimum Gunners*
  Per Light Weapon (see p. 131)
  1
  Per Medium Weapon (see p. 131)
  1
  Per Heavy Weapon (see p. 131)
  Weapon Tons ÷ 5 (round up)
  Per Capital Weapon (see p. 131)
      7
  *Gunners are required only for items that require a Gunnery Skill Roll to use in combat.
  Officers
  Minimum Officer Requirement*
  9 Non-Officer  
  Crewmen or less 
  1
  10 or more  
  Non-Officer Crewmen
  Total Non-Officer Crew ÷ 10 
  (round up)
  *Officers are not required for advanced buildings that are non-military in nature.
  
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  AdVANCEd 
  BUILdING 
  EqUIPMENT
  Advanced buildings may install any of the equipment 
  featured in TechManual that is specifically identified as being 
  available to DropShips on the Equipment tables (see pp. 
  341-345, TM). Buildings may also employ any items shown in 
  the Advanced Weapons and Equipment rules (starting on p. 
  274 of this book) that are specifically noted as being available 
  to Mobile Structures.
  In addition, the following items and design options are 
  available for the appropriate building classifications and types, 
  reflecting extra features not commonly found on DropShips or 
  Mobile Structures.
  AUTOMATED WEAPONS
  Automated weapon systems are available to any advanced 
  building that may carry weapons. Controlled by little more 
  than a basic pre-programmed fire control system slaved to a 
  standard sensor array, automated weapons fire on the closest 
  non-friendly target unit within their range (or at a randomly 
  determined non-friendly target, if more than one is at the 
  same distance). This attack is resolved using a fixed base 
  Gunnery Skill of 5, and takes place first during the Weapon 
  Attack Phase (regardless of initiative order). An additional +1 
  modifier applies to an automated weapon attack if the line of 
  sight passes through or into a hex covered by a hostile ECM 
  field (or if the automated weapon system itself is subjected to 
  a hostile ECM field).
  Construction Rules: Only Heavy-class, non-artillery 
  weapons may be used with an automated control system. Au-
  tomated control systems also may not use any weapons that 
  require no Gunnery Skill to fire (such as anti-missile systems, 
  A-Pods, B-Pods and electronics). The control system replaces 
  the standard fire control systems (for the same weight, size 
  and cost), but requires no crew to operate.
  POWER GENERATORS
  For most structures and facilities, it is generally presumed 
  that any power needs are met by the capacity of a local power 
  grid. Where desired, however, players may opt to install inde-
  pendent power generators for their advanced buildings. Power 
  generators for static buildings differ significantly from the 
  power systems used in Mobile Structures, in part because they 
  do not need to provide enough power for a massive, distrib-
  uted motive system. Building power systems may also be used 
  to power multiple buildings within a “power grid,” often by a 
  system of suspended cables, underground conduits and such.
  Advanced buildings may draw power from any one of the 
  generator types shown on the Power Generators Table below. 
  The listed generator types provide a Generator Weight Mul-
  tiplier (used to find the generator’s total weight), Daily Fuel 
  Weight (in tons, per every five hexes of buildings requiring 
  power) and any special notes about the generator’s design 
  and use (such as minimum building sizes, explosive hazards 
  and such).
  Tara is not as interested in detailing every feature of her 
  Fortress-class buildings as the others have been. There 
  are only a few items of interest she’d like to place in these 
  structures: a helipad, communications equipment and a 
  power generator that will enable the structures to remain 
  independent of the local grid. The rest, she decides, will be 
  unspecified equipment centered on the buildings’ primary 
  role as a military administrative center.
  To make matters even simpler, Tara decides that all the 
  equipment she has in mind can be placed in the central 
  building. Looking up the Power Generators rules, she deter-
  mines that her three buildings require 78 hexes of power 
  ([6 hexes x 5 levels = 30 hexes for the central building] + 
  (2 x [6 hexes x 4 levels for the secondary buildings] = 48) = 
  78). Opting for a fusion-type generator, Tara multiplies this 
  by 1 (fusion generator weight multiplier) to find that the 
  generator will take up 78 tons in total weight. Tara decides 
  to distribute the weight evenly among the building’s six 
  hexes, reducing their 741-ton capacities by 13 tons (to 728 
  per hex).
  The helipad, at 500 tons, Tara places at the top of the 
  central hex (leaving 228 tons there), while she places 9 tons’ 
  worth of communications equipment in another hex (on 
  the third level, just in case advanced building rules will be 
  used). The remaining internal space—in all hexes—Tara 
  assigns to “unspecified equipment,” allowing her to com-
  plete the design process.
  STEP 4: COMPLETE THE RECORD SHEET
  Once an advanced building’s size, shape, CF, armor, weap-
  ons and equipment are established, a blank Structure Record 
  Sheet can be used to record these specifics for game play. (This 
  is the same record sheet as the Mobile Structure uses.) All data 
  on the advanced building must be filled in for the Structure 
  Data block (including name, building type and CF—though 
  all advanced buildings constructed according to these rules 
  receive a value of “NA” for MPs). All equipment slots must be 
  allocated on the Weapons and Equipment Inventory (includ-
  ing ammunition and number of shots per bin), making certain 
  to note in which hexes the items have been placed as well as 
  their facings (turreted weapons should be noted with a “(T)” 
  and pintle-mounted weapons should receive a “(P)” notation).
  Finally, all extraneous hexes must be blacked out on the 
  structure’s mapsheet diagram.
  Once all of the above is completed, the advanced building 
  is ready for game play.
  Multiple buildings/Complexes: In the case of multiple 
  smaller buildings and complexes, if the hex space on the Struc-
  ture Record Sheet permits, multiple buildings may be laid out 
  on the record sheet’s mapsheet diagram in a manner corre-
  sponding to their positions on the game map. Using the record 
  sheet’s hex numbers, players can track equipment across the 
  separate buildings as easily as across a single larger building.
  
  90 Heavy fortress with its per-hex weight capacity of 180 tons, but 
  if the building occupies 6 hexes, its total weight capacity of 1,080 
  tons [180 x 6 = 1,080] would allow it to support the generator’s 
  weight at 160 tons per hex [960 ÷ 6 = 160].) Multiple generators 
  may be installed within a single building, if desired, but the de-
  signer should bear in mind which generators occupy which hexes, 
  as the destruction of even a single hex assigned to a generator 
  will render that generator inoperative.
  Generator Fuel: Steam, Internal Combustion and Fuel Cell 
  generators require fuel to power themselves and other structures. 
  This fuel may be stored in separate storage tanks in other build-
  ings. See Liquid Fuel/Chemical Storage Tanks for rules to determine 
  how much fuel such generators require, and how to construct 
  storage tanks to contain the fuel.
  LIqUID FUEL/CHEMICAL STORAGE TANKS
  Generators powered by steam, internal combustion or fuel cells 
  require fuel to operate, as do vehicles and other units driven by 
  fuel-based systems, while various other chemical applications 
  may require ample storage and distribution facilities to maintain 
  their liquid supplies.
  Fuel storage buildings require no power, so long as they feature 
  no other equipment beyond liquid cargo storage.
  Infantry units may not move through a liquid fuel or chemical 
  storage tank, but may ascend the structure along the outside as 
  described under the rules for climbing under Moving Through Ad-
  vanced Buildings (see p. 118). Mechanized and motorized infantry 
  may not ascend the outside of a building. Other units may move 
  into and through a liquid storage tank building per the normal 
  rules, but do so at an additional +1 MP cost and a +2 modifier to 
  Piloting Skill Rolls when doing so. Such actions also cause leaks as 
  described below.
  Liquid Fuel/Chemical Tank Explosions: If any hex of a liquid 
  fuel/chemical storage building collapses or is otherwise reduced 
  to a CF of 0 by weapons fire or fire effects (see Fire, p. 43), the 
  contents of the entire structure may explode on a 2D6 roll of 6+. 
  Generators may power one or more buildings, and may even 
  be supplemented by power from other generators. There is no 
  practical limit on how many generators may power a building or 
  group of buildings; most industrial or commercial complexes tend 
  to use no more than two or three generators, while residential 
  areas tend more toward external power supply from a distant but 
  dedicated generator complex. Military complexes can vary more, 
  with one or two generators providing power to the main facilities, 
  while static defenses receive their own internalized power gen-
  erators for independent operation.
  Regardless of the arrangement and nature of any power genera-
  tors installed, if a building hex housing generators is destroyed (or 
  the fuel supply for such generators is destroyed or depleted), the 
  affected generators will cease providing power to any buildings in 
  their grid. Any building that finds itself without power as a result 
  may not operate any Heavy weapons, communications systems 
  or other electronics. A building receiving power from multiple 
  generators receives no additional benefits beyond losing power 
  only after all power sources are destroyed or disabled.
  Construction Rules: To find the Base Generator Weight for an 
  advanced building (or a complex of buildings), add up the total 
  number of hexes for all of the advanced buildings intended to 
  receive power except for Tent-, Fence-, Wall- and Bridge-class 
  buildings. In the case of multiple-level buildings, multiply the 
  building’s hex-count by its height in levels—plus any basement 
  levels—before adding it to the sum (so a 3-hex building that 
  stands 4 levels in height is worth 12 hexes). Add to this sum 10 
  percent of the total tonnage for all Heavy-class energy weapons 
  used by any of these buildings. This is the Base Generator Weight.
  Next, multiply the Base Generator Weight by the appropri-
  ate Generator Weight Multiplier, and round up to the nearest 
  whole number. This is the weight of a single power generator. 
  The generator may be housed within a single building, with its 
  weight distributed as evenly as possible across all the generator 
  building’s hexes as necessary. (For example, a 960-ton generator 
  might exceed the weight capacity of a single hex of a 2-level, CF 
  POWer generatOrs table
  Generator Type
  Weight 
  Multiplier
  Daily Fuel 
  Weight
  Notes
  Steam
  3
  1.5
  Liquid-based fuel supply required
  Solar
  3
  NA
  May not mount other equipment on rooftop*
  Fission
  1.5
  NA
  Fusion
  1
  NA
  Internal Combustion
  Petrol, Natural Gas
  1.5
  1
  Liquid-based fuel supply required
  Coal, Wood
  2
  2
  Solid-based fuel supply required
  Fuel Cell
  1
  1.2
  Liquid-based fuel supply required
  External (PCMT)**†
  0.5
  NA
  Minimum building size (regardless of height) = 5 hexes per ton of transmitting PCMT 
  (round up); May not mount rooftop equipment*
  External (Other)†
  0.5
  NA
  *For construction purposes, rooftop equipment is any equipment that uses turrets or occupies turret space.
  **Reflects receiver, power storage and distribution for energy transmitted by PCMT equipment (see p. 336).
  †Externally-fed power generators store enough power to operate for 1 hour for every 5 tons of equipment (round up).
  
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  Generator Fuel
  Generator buildings (see Power Generators, p. 133) that run 
  on steam, internal combustion or fuel cells also require fuel 
  storage facilities to maintain their operations. To abstract the 
  fuel needs for such facilities, consider that a typical generator 
  of the above-mentioned types burns 1 ton of fuel per day for 
  every 5 hexes of structure (rounded up, regardless of height) 
  that it provides with power (including the generator building 
  itself, but not its fuel storage structures). An additional ton 
  of fuel is also required per hour for every building-mounted 
  Heavy weapon among these structures that sees use in com-
  bat (even if the period of use is as brief as a few combat turns), 
  while capital-scale weapons burn fuel equal to 10 tons per 
  hour of use. When establishing the daily fuel needs for a gen-
  erator supplying power to such armed structures, the designer 
  may establish anywhere from 0 to 24 hours’ worth of weapon-
  power fuel per day, but must factor in all of the associated 
  Heavy or Capital weapons appropriately when doing so.
  Once the daily fuel needs for a given Steam, Internal Com-
  bustion or Fuel Cell engine are determined, this figure must 
  be multiplied by the Daily Fuel Weight value for the generator 
  type used (see the Power Generators Table, p. 133).
  As this fuel is typically burned and replenished on a monthly 
  basis, a power generator’s minimum fuel storage should be 
  sufficient to supply a month’s worth of continuous power for 
  all the essential structures it supports. For ease of reference, 
  players may compute a month’s worth of generator fuel by 
  multiplying the generator’s daily fuel consumption rate by 30.
  Coal- and Wood-burning Generators: In very rare instanc-
  es, generators using an internal combustion power source 
  may be fueled by coal or wood. As these are non-liquid fuels 
  that are largely inert, there is no chance of explosion from the 
  destruction of a storage building filled with them. Instead, 
  such fuel stores simply ignite under explosive conditions, with 
  all storage tank hexes catching fire instead of exploding (see 
  Fire, p. 43). Leaks from a coal- or wood-storage tank simply 
  spill the fuel out into the adjacent hexes for 1 turn. This spill 
  creates rough terrain in all hexes outside the storage tank that 
  lie adjacent to the breach.
  An exploding liquid fuel/chemical tank will affect all units, 
  structures and terrain within a number of hexes of the storage 
  tank equal to the storage tank’s current total fuel capacity (in 
  tons) divided by 1,000 (rounded up). Thus, a storage tank that 
  is holding 2,400 tons’ worth of fuel when it explodes will affect 
  all units within 3 hexes of the structure (2,400 ÷ 1,000 = 2.4, 
  round up to 3), while a storage tank that currently holds 700 
  tons of fuel or liquids will only affect all units within 1 hex of 
  the structure (700 ÷ 1,000 = 0.7, rounded up to 1).
  All units within the area of effect of an exploding liquid fuel/
  chemical tank building will sustain a base Damage Value equal 
  to the Explosion Damage Value shown for the stored liquid 
  or fuel in the Fuel Tank Leak/Explosion Table below, treated 
  as area-effect damage. (Units sustain this damage based on 
  their facing relative to the exploding storage tank, with any 
  units standing within or on top of the structure sustaining 
  damage to their appropriate Front hit location table.) Mul-
  tiply this value by the storage tank’s maximum effect radius 
  as computed above for all units adjacent to the storage tank, 
  and divide this modified value by the unit’s distance from the 
  storage tank for any units within the area of effect but not ad-
  jacent to the tank. (Thus, if a liquid storage tank explodes with 
  a base Damage Value of 20 points, but has an area of effect 
  of 3 hexes due to its capacity, any units directly adjacent to 
  the exploding storage tank will sustain 60 points of area-effect 
  damage [20 points x 3-hex area = 60], while any units standing 
  3 hexes away from the exploding storage tank will sustain only 
  20 points of damage [20 points x 3-hex area ÷ 3 hexes away = 
  20].) Any units within or on top of an exploding storage tank’s 
  building hexes sustain twice the damage an adjacent unit 
  would otherwise sustain.
  If the storage capacity of a liquid fuel/chemical storage tank 
  is unknown, presume that a given storage tank hex can contain 
  up to 546 tons of fuel for every 4 levels in height (or fraction 
  thereof)—reflecting the capacity of a standard 600-ton liq-
  uid storage tank; the largest size storage tank possible in a 
  Hangar-class structure. Thus, a 4-hex storage tank that stands 
  3 levels tall can contain up to 2,184 tons of fuel ([546 tons x 4 
  hexes] x [3 levels ÷ 4 = 0.75, round up to 1] = 2,184).
  Liquid Fuel/Chemical Tank Leaks: If a liquid fuel/chemical 
  storage building is collapsed by non-weapon attacks or fire, or 
  is breached by a unit other than infantry attempting to pass 
  through its walls, the storage tank will not explode, but will 
  instead lose its total liquid fuel (or chemical) capacity at a rate 
  equal to 1 ton for every point of CF damage the building has 
  sustained. This amount is taken from the total liquid storage 
  capacity of the damaged building, but does not affect any 
  linked storage tanks. This fuel will pool up in all hexes adja-
  cent to the fuel storage building (except for those occupied 
  by another building) and is treated as a water feature with a 
  Depth of 0.
  The leak will continue for as long as the fuel storage tank 
  remains standing, does not explode, and has contents to 
  spill; for every 3,000 tons of liquids spilled by a leak in this 
  fashion, the radius of the spill will expand outward from the 
  leaking storage tank by 1 hex. Any additional effects due to 
  the liquid type being leaked (such as increased chances for 
  starting fires from spilled fuels) are noted on the Fuel Tank 
  Leak/Explosion Table.
   
  RP
  A lance of Death Commandos guard a critical generator station.
  
  Because the storage capacity of a liquid cargo transport bay 
  is 0.91 tons for every ton of equipment space devoted to it, a 
  grand total of 1,781 tons is needed to store the month’s worth 
  of the fuel weight computed above (1,620 tons ÷ 0.91 capacity 
  tons per ton = 1,780.22 tons, rounded up to 1,781). Deciding 
  on a Hangar-class building for the job, Paul notes that the 
  maximum internal tonnage capacity of a Hangar-class build-
  ing (with sufficient CF) is 600 tons per hex for every 4 levels in 
  height (or fraction thereof). A single-hex fuel storage build-
  ing with such a capacity would need to stand 12 levels high 
  (600 x [12 ÷ 4 = 3] = 1,800 tons of internal weight capacity). 
  Alternatively, a similar-CF, Hangar-class fuel storage building 
  could simply be built as a 1-level tall building occupying 3 
  adjacent hexes, to achieve the same capacity.
  ENVIRONMENTAL SEALING
  Environmentally sealed buildings are built for occupation in 
  extreme environments such as vacuum, underwater or within 
  toxic atmospheres. Whenever occupied buildings appear in such 
  settings, they are assumed to incorporate environmental sealing.
  Whenever a sealed building suffers CF damage in excess of 10 
  points (per hit), a 2D6 roll must be made, modified as noted on 
  the Sealed Building Breach Table below. If the final, modified re-
  sult is 10 or higher, the structure is breached. A breached building 
  will not necessarily collapse, but all unprotected personnel and 
  equipment within the building are considered destroyed. (Castles 
  Brian hexes only breach in the hex where the damage occurred.)
  Adjacent structures—such as tunnels—may also be breached 
  when a building connected to them is breached, but only if any 
  doors between the two are open at the time. Units attempting 
  to move through the walls or closed doors of a sealed building 
  must make the breach roll first in order to pass. Remember that 
  an armored structure may not sustain CF damage until its armor 
  is destroyed.
  Construction Rules
  Any building class may be constructed as a liquid fuel/chemical 
  storage tank, but hangars, with their open structure design, are 
  generally the most efficient. To create a liquid fuel/chemical stor-
  age tank, the designer must simply devote some or all of a given 
  building’s internal tonnage capacity to liquid storage. This fuel/
  chemical storage counts as a single liquid cargo transport bay 
  (see p. 239, TM), meaning that for every ton of structure devoted 
  to liquid storage, the building actually holds 0.91 tons of fuel or 
  liquid chemicals. If the maximum size of a fuel/chemical storage 
  building cannot accommodate all of the fuel/chemicals required, 
  it may be linked to other liquid storage buildings for greater total 
  capacity, but such linked liquid storage tank buildings must be 
  placed in adjacent hexes.
  Non-Liquid Fuels: The non-liquid fuels (coal and wood) cov-
  ered under these rules do not use liquid storage, but use standard 
  “dry” storage compartments instead. As a result, the tonnage of 
  non-liquid fuel available to generators using such fuel supplies is 
  equal to that of the cargo transport bay itself (see p. 239, TM).
  Paul has built a military base that consists of a total of 80 
  building hexes, six of which include weapon turrets that house 
  four Heavy weapons each. Having elected to power this with 
  an Internal Combustion generator, he computes that the 
  fuel needs for such a generator to provide daily power to the 
  buildings and up to two hours’ worth of active power (per day) 
  for the Heavy guns would come to 54 tons per day ([80 total 
  building hexes ÷ 5 = 16] + [2 hours/day x (6 buildings x 4 heavy 
  weapons = 24)] = 54). As his chosen power source is neither 
  Steam nor Fuel Cell, Paul finds that this value is unchanged for 
  the generator type used (54 tons/day x 1.0 Daily Fuel Weight 
  value for Internal Combustion generators = 54). To supply a 
  months’ worth of power needs, Paul computes that his gen-
  erator building would need fuel storage for 1,620 tons of fuel  
  (54 x 30 = 1,620).
  Fuel tank leak/exPlOsiOn table
  Fuel/Chemical Type
  Explosion Used For
  Damage*
  Leak Effect
  Water
  Steam Power
  0**
  –2 to ignite Terrain/Buildings/Units in adjacent hexes
  Petroleum
  Internal Combustion
  15†
  +2 to ignite Terrain/Buildings/Units in adjacent hexes
  Natural Gas
  Internal Combustion
  10†
  +1 to ignite Terrain/Buildings/Units in adjacent hexes
  Volatile Chemicals
  Fuel Cells/Chemical
  10
  +1D6 damage to conventional infantry in adjacent hexes
  Aerospace Fuel
  Aerospace Engines
  20†
  +1 to ignite Terrain/Buildings/Units in adjacent hexes
  Coal/Wood
  Internal Combustion
  NA††
  Ignore normal leak effects; leak lasts 1 turn; adjacent hexes to breach 
  become rough terrain.
  Pressurized Chemicals‡
  Chemical Applications
  2D6**
  +1D6 damage to conventional infantry in adjacent hexes
  Other Chemicals‡
  Chemical Applications
  0**
  –1 to ignite Terrain/Buildings/Units in adjacent hexes
  *Explosion damage affects units adjacent to the exploding fuel storage building; double this damage for all units standing on (or inside) an exploding fuel storage building.
  **Conventional infantry suffer 4D6 burst-fire damage instead; all other units must make a Piloting/Driving/Anti-’Mech Skill Roll to avoid being displaced 1 hex outward from the structure.
  †Fire automatically starts in exploding fuel tank hexes.
  ††Coal and wood for Internal Combustion engines are not stored as liquid fuel, but in powder or pellet forms that are inert under most conditions; if explosive conditions are met, all related fuel storage 
  building hexes catch fire, rather than exploding.
  ‡Other than the fuels and chemicals noted above
  
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  HIGH/LOW CEILINGS
  For various reasons, most buildings may be constructed 
  using higher or lower ceilings than normal. High-ceilinged 
  buildings might include those constructed to serve as am-
  phitheaters or coliseums, while low-ceiling buildings may 
  represent common residential designs. The following rules 
  reflect the impact of such design options on an advanced 
  building in game play.
  High Ceilings: High ceilings generally range as high as 6 
  meters—large enough to accommodate most vehicles with-
  out difficulty, though many are ill suited to use as hangars. 
  Non-infantry units passing through a high-ceilinged building 
  will be less impeded by the structure, and thus deliver half as 
  much damage (rounded down) to the building’s CF as they 
  enter each high-ceilinged hex, while suffering half as much 
  damage from the building in the event of a failed Piloting Skill 
  Roll for movement (see pp. 167-168, TW). See Moving Through 
  Advanced Buildings (see p. 118) for more information on modi-
  fiers and MP costs imposed by each high-ceilinged building 
  hex.
  Low Ceilings: Low ceilings generally sit as low as 2 to 3 me-
  ters in height—scarcely large enough to accommodate most 
  humans without difficulty, though they are not quite cramped 
  enough to slow down personnel. Non-infantry units passing 
  through a low-ceilinged building will be more impeded by the 
  structure, and thus deliver twice as much damage (rounded 
  up) to the building’s CF as they enter each low-ceilinged hex, 
  while suffering twice as much damage (rounded up) from the 
  building in the event of a failed Piloting Skill Roll for move-
  ment (see pp. 167-168, TW). See Moving Through Advanced 
  Buildings (see p. 118) for more information on modifiers and 
  MP costs imposed by each low-ceilinged building hex.
  Construction: Only Standard, Fortress and Castles Brian 
  building classes may be constructed using high or low ceilings. 
  Use of high or low ceilings does not affect a building’s inter-
  nal weight capacity. For simplicity’s sake, a building may not 
  combine high and low ceilings, or combine either one with 
  standard ceiling heights (which range around 3.5 to 4 meters).
  INDUSTRIAL ELEVATORS
  Elevators are a common enough sight on virtually any 
  building of significant height. Typical elevators, however, are 
  scaled to human operations, with limited capacities intended 
  to handle no more than 10 to 20 adult individuals at any given 
  time. Industrial elevators, on the other hand, reflect lifts de-
  signed to accommodate much larger units, such as vehicles, 
  bulk cargo or even ’Mechs.
  Industrial elevators have a pre-designated cargo capacity 
  that defines the maximum tonnage of units or cargo they 
  may haul at any one time. If an industrial elevator’s maximum 
  capacity is exceeded, it will not move (in either direction) until 
  the load tonnage falls to or below this maximum capacity. 
  Furthermore, an industrial elevator must have an assigned 
  “elevator shaft” length (the area, in levels, that the elevator 
  reaches), as well as access hexsides for all levels within the 
  building (to identify any restrictions to entry and egress). For 
  the sake of simplicity, an industrial elevator’s platform is pre-
  sumed to occupy its entire assigned hex.
  To access an industrial elevator, a unit must enter the eleva-
  tor’s hex when the elevator platform is at the unit’s current 
  Construction: Hangar, Standard, Fortress and Gun Em-
  placement building classes intended for vacuum, toxic or 
  underwater environments must be sealed to function in such 
  environments. (Castles Brian receive this benefit automatically, 
  and all other structure types—such as tents—either may not 
  be placed in such environments or lack the sealing require-
  ment because they do not have human-occupied internal 
  spaces to seal—such as walls, bridges and fences.) Construct-
  ing an environmentally sealed building requires no allocation 
  of internal weight capacity, but does increase the costs for 
  such structures as a result of the specialized engineering.
  HEAVy METAL SUPERSTRUCTURE
  Most advanced buildings (with the main exception of Tent- 
  and Fence-class structures) may be constructed using heavier, 
  higher-ferrous metals than normal. A building using such a 
  heavy metal superstructure interferes with the operations of 
  most sensors and targeting systems (excepting those mount-
  ed on the building itself). If a line of sight passes through 
  or into any hex that is part of (or adjacent to) a building 
  constructed with a heavy metal superstructure, any weapon 
  attacks, electronics, or communications using that line of sight 
  are affected as if within an electromagnetic interference (EMI) 
  field (see Electromagnetic Interference, p. 55). Furthermore, if 
  the players agree, a large concentration of buildings featuring 
  this construction option—such as 15 or more hexes’ worth of 
  such buildings per mapsheet—may also constitute a Heavy 
  Industrial Zone (see Heavy Industrial Zone, p. 31)
  Furthermore, when moving a non-infantry unit into any hex 
  of a building constructed with a heavy metal superstructure, 
  the building hex suffers the normal amount of damage caused 
  by the unit’s passage, but a failed Piloting Skill Roll delivers 
  twice the normal amount of damage to the unit (the building’s 
  current CF divided by 5, rounded up).
  Construction: Other than tents and fences, any advanced 
  building that has a Heavy or Hardened building type may be 
  constructed with a heavy metal superstructure. However, this 
  superstructure reduces the available internal weight capacity 
  of the structure by 25 percent (multiply the building’s internal 
  weight capacity figures by 0.75 and round down to the near-
  est whole before adding equipment).
  sealed building breach table
  Target Number to breach (2D6): 10+
  Building Type
  Roll Modifier
  Light
  +2
  Medium
  +0
  Heavy
  –2
  Hardened
  –4
  Subsurface/Underwater
  +(Depth ÷ 2)*
  *Round up
  
  LARGE DOORS
  As with elevators, exterior doors are a commonplace (and 
  generally necessary) component in any building’s design. Like 
  elevators, doors are not strictly limited to human-scaled sizes, but 
  can also come in large-scale “industrial grade” sizes intended to 
  accommodate vehicles or even BattleMechs. The following rules 
  cover these large doors, and how they apply to entering or exiting 
  buildings.
  Doors can be opened or closed only during the End Phase of a 
  turn, and the same door cannot be opened and closed during the 
  same turn. Only the force controlling a building may open or close 
  the building’s door, unless the opposing force can get at least one 
  infantry platoon inside the building (per standard rules) to seize 
  the door controls. (In order to accomplish such a feat, the attack-
  ing infantry unit must clear all enemy units from the hex where 
  the door is located and remain in that hex for a full turn; the door 
  will then open or close as desired in the End Phase of that turn.)
  Vehicles and ProtoMechs can pass through any open large 
  door without taking damage; ’Mechs can only pass through open 
  doors that are 2 or more levels high. An open door in a Wall-class 
  structure allows units to pass through that hexside of the wall as 
  though the wall was not there. Open large doors in other build-
  ing types allow units of suitable size to enter the building without 
  sustaining damage or inflicting damage to the building. However, 
  moving from hex to hex within a fortress or building may still 
  cause damage to the structure and the unit. (See Moving Through 
  Advanced Buildings, p. 118.)
  Any unit that attempts to walk through a closed large door in-
  flicts and takes damage in the normal fashion, as if the unit were 
  passing through the building’s walls.
  Construction Rules: Like bay doors in vehicle or spacecraft de-
  signs, large doors take up no tonnage in a building’s design. Large 
  doors can be installed in Hangar, Fortress, Gun Emplacement, 
  Castles Brian and Standard-type buildings, as well as in walls and 
  fences. (Tents and bridges may not install large doors.)
  Doors may only be placed on a building’s outer hexside (wall 
  and fence doors take up a whole hexside in the wall or fence’s 
  length). Door heights may range from 1 level to the height of the 
  building itself, but each hexside may have a maximum of only 
  one large door. Each door’s height and hexside must be assigned 
  during construction.
  OPEN-SPACE CONSTRUCTION
  Similar in many ways to hangar construction, open-space 
  construction is a far more sophisticated and large-scale design 
  feature that is used to effectively construct super-massive 
  enclosures such as sealed air domes and elaborate man-made 
  caves. Though this construction option is considered exclusive 
  to the Castles Brian Building class (to establish the minimum 
  CF strength required for such engineering), open-space con-
  struction is not actually limited to the design of Castles Brian 
  complexes, but may be found on pre-Castles Brian complexes, 
  such as early human hostile-atmosphere colonies built on land, 
  underground or even underwater.
  A building with open-space construction has no walls except 
  along the outer edges of the structure, and the few columns that 
  extend from ceiling to floor have no effect on visibility or mobil-
  ity in such areas. For movement purposes, each hex of a building 
  made using open-space construction is treated as a paved/road 
  hex by all units (skidding rules and such apply in such hexes as 
  height within the structure, so it is important to keep track of 
  where the elevator is both in terms of the building’s hexes and its 
  level within a structure. Industrial elevators ascend and descend 
  at a rate of 1 level per turn (regardless of load size), and each level 
  moved is counted as 1 Walking/Cruising MP to any units within, 
  to reflect the time spent in transit. (For example, if a Griffin IIC with 
  a Walking MP of 6 began a turn adjacent to—and facing—an 
  elevator hex, and the elevator platform was present, the ‘Mech 
  would spend 1 MP entering the elevator, 1 MP descending to the 
  next level below, 3 MP to turn around—to face the exit—and 1 
  final MP to step out again, now one level lower.) Units may only 
  use Walking/Cruising MP when entering, using or exiting an in-
  dustrial elevator.
  Industrial elevators only travel up and down within a building, 
  never into adjacent hexes. If any level of an industrial elevator’s hex 
  is breached, flooded or collapsed, the elevator ceases to function.
  To call an industrial elevator (if the platform is not already on 
  the same level as the unit looking for a ride), the calling unit must 
  be in a hex adjacent to the industrial elevator’s platform and its 
  controlling player must announce during the End Phase that the 
  elevator is being called. If multiple calls are made in this fashion, 
  the elevator platform will arrive in the order of the calls received, 
  moving to each call location at 1 level per turn (so it is important 
  to know when and where an elevator platform is called to). If 
  multiple calls are made in the same End Phase, the elevator will 
  move to the nearest of the callers before going to the next nearest 
  after that and so on. (If multiple calls are made in the same phase 
  by units at the same distance from the platform, the controlling 
  players must roll initiative against each other to determine which 
  one sees the platform first.)
  Stacking rules apply as normal within an industrial elevator’s 
  platform hex.
  If any unit enters an elevator’s hex when the platform is not 
  present, the unit will fall toward the bottom of the building until 
  it hits the elevator platform or the bottom of the elevator shaft, 
  whichever has the higher elevation.
  Construction: Industrial elevators weigh 1 ton for every 20 tons 
  of desired carrying capacity (rounded up to the nearest whole ton), 
  times the number of levels they are designed to access. An indus-
  trial elevator may not be built with a carrying capacity greater 
  than its building’s CF, nor can it access levels higher or lower than 
  the building itself. An industrial elevator can be made to reach 
  the building’s rooftop, but doing so precludes the installation of 
  any rooftop items (or any items that occupy “turret space”) in the 
  same hex as an industrial elevator.
  No additional equipment can be placed on any level of the hex 
  where an industrial elevator is meant to reach, but if the elevator 
  does not reach those levels within its hex, additional items may 
  be placed in the hex. (For instance, if the industrial elevator of a 
  12-level building only operates from the first through sixth levels, 
  equipment may be placed in the elevator’s hex as long as it is as-
  signed a height of Level 7 or higher.)
  While the entry and egress hexsides of an industrial elevator 
  may vary from level to level within a building, these hexsides may 
  not include any of the building’s outermost hexsides.
  The location of a building’s industrial elevator, its capacity, the 
  range of levels it can reach, its access and egress hexsides (per 
  level) and its current elevation must be tracked on the building’s 
  Structure Record Sheet.
  
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  lapse also creates an underwater flooding effect on a 2D6 
  roll of 10 or higher. Add 2 to this target number if the 
  building’s roof is deeper than 6 levels below the water’s 
  lowest depth in the collapsed hex (meaning 6 levels of 
  ground separate the roof of the collapsed hex and the 
  water levels above it). Subtract 2 from this target number 
  if the number of ground levels between the building’s 
  rooftop and the water’s depth above the collapse is 4 or 3;  
  subtract 4 from the target number if the ground between 
  the roof of the collapsed hex is less than 3 levels below 
  the water’s depth.
  •	
  Construction Factor (Expanded): The Expanded Con-
  struction Factor rules allowing for damage (and breaches) 
  to be contained to a single level does not apply to build-
  ings using open-space construction.
  Construction Rules: Open-space construction is available 
  only to Castles Brian-class buildings. Because its primary func-
  tion is to provide a super-large “umbrella” over a large area, 
  buildings constructed with this feature have a maximum in-
  ternal weight capacity of 600 tons, regardless of the CF chosen, 
  and all equipment must be located on the building’s ground 
  level. Buildings with open-space construction cannot install 
  any rooftop equipment, including turrets.
  Because of the large-scale framework, a building with 
  open-space construction can accommodate other buildings 
  inside its area. Such buildings may be of any height and size 
  desired (even taller than the open-space building, reflecting 
  structures that rise up and through—such as industrial el-
  evator shafts), but their hex areas must lie entirely within the 
  open-space building’s outer hex area. Buildings that connect 
  with an open-space building from the outside reflect tunnels 
  or other external structures.
  normal). For combat purposes, open-space construction also 
  negates any terrain modifiers for line of sight or weapons fire 
  within buildings that have this feature, but only as long as the 
  target of such attacks is a non-infantry unit. Any infantry units 
  operating within an open-space building hex can benefit from 
  various minor ground-cluttering features, and so receive the 
  terrain benefits of being inside a light woods hex (rather than 
  a paved hex), if attacked.
  Attacks against the wall or ceiling of a building made using 
  open-space construction will create a devastating collapse ef-
  fect if they successfully reduce the hex’s CF to 0 or less. In the 
  event of such a collapse, a building will suffer varying effects 
  based on its nature as an underwater, surface or underground 
  building, as follows:
  •	
  Underwater Collapses: Underwater building hexes with 
  open-space construction will start to flood the entire 
  building if they collapse. In the End Phase of the first 
  turn in which such a collapse occurs, the entire build-
  ing instantly fills with water at a Depth of 0 (relative to 
  the building’s floor). This water level will rise toward the 
  building’s roof at a rate equal to the number of levels 
  of water above the building’s highest level, divided by 
  5 (rounding up), per turn. Thus, if a building with open-
  space construction is 16 levels below the ocean surface 
  and suffers a hex collapse, the water will pour in at a rate 
  equal to 4 levels per turn (16 ÷ 5 = 3.2, rounded up to 4).
  •	
  Surface Collapses: If a surface building hex with open-
  space construction collapses, it instantly fills with the 
  exterior atmosphere (or loses its atmosphere, if the ex-
  terior environment lacks one). The resulting atmospheric 
  conditions take effect after the End Phase of the follow-
  ing turn, before which any unprotected personnel units 
  equipped with (but not using) environmental survival 
  gear must roll an 8+ on a 2D6 roll (made for each appro-
  priate unit) to avoid any terminal effects.
  •	
  Underground Collapses: If an underground building 
  hex with open-space construction collapses, it results in 
  a cave-in. In this case, however, not only will the ceiling 
  of the hex that suffered damage fall into the building, but 
  surrounding hexes also collapse into the building. An 
  underground collapse will affect a distance of 1D6 hexes 
  outward from the hex of the original breach (excepting 
  those hexes that represent the collapsing building’s wall 
  or another building). The base damage inflicted by the 
  falling debris is equal to one-tenth of the building’s origi-
  nal CF, multiplied by sum of the building’s height and the 
  number of levels between the building’s uppermost 
  level and the ground surface (divided by 5, rounded up). 
  (Remember that Castles Brian buildings use capital-scale 
  Construction Factors, with every point of CF translating 
  to 10 points of standard damage.) Thus, if the ceiling of a 
  7-level tall, Capital-CF 100 Castles Brian building located 
  7 levels below the surface collapses, all units below the 
  breach (or within 1D6 hexes of it) will suffer 900 points of 
  damage ([100 Capital CF = 1,000 CF ÷ 10 = 100] x [7 levels 
  tall + (7 levels below ground ÷ 5 = 1.4, rounded up to 2)] 
  = [100] x [9] = 900).
  •	
  Underground and Underwater: If an underground 
  building that suffers a collapse lies beneath ground that 
  is also underwater (such as beneath a lake bed), a col-
   
  DK
  WER-LF-005 Werewolf, Independent Solaris VII MechWarrior Itsura “Hellhound” Mikasai
  
  •	
  If an underground subsurface building sustains damage that 
  causes a breach, the hex will collapse. If using the expanded 
  Construction Factor rules (see p. 121), this collapse will be 
  limited to the building level that was breached, but may also 
  produce a top-down collapse, if those rules are also in use.
  •	
  If an underwater subsurface building sustains damage that 
  causes a breach, the entire building will flood. If using the 
  Expanded Construction Factor rules, this flooding will be 
  limited only to the level of the building that was breached, 
  as long as the building is not a Hangar- or Tunnel-class struc-
  ture, but on each turn thereafter, the flood will fill another 
  level lower (toward the bottom of the building). If the tunnel 
  floods with its doors open, adjacent buildings will be flooded 
  as well, starting with their lowest levels and filling upward if 
  the expanded Construction Factor rules are used.
  •	
  All equipment and unprotected personnel within a flooded 
  or collapsed subsurface structure are trapped and treated as 
  destroyed in the event of a collapse. Vehicles, ’Mechs, Pro-
  toMechs and suitably protected infantry (including battle 
  armor) within a collapsed subsurface hex suffer damage 
  as though they stood within a collapsing building equal to 
  the height of the subsurface structure, plus the height of all 
  ground or water above it.
  Semi-Subsurface Structures: Semi-subsurface buildings are 
  any building types that have levels both above and below the 
  surface of the map (such as basements, but also including the 
  structures that typically make up mining buildings or Castles Brian). 
  For ease of reference, track such buildings as if they were two sepa-
  rate buildings on top of one another, with construction and use 
  of the surface portion following the standard building rules, and 
  construction and use of the subsurface portion following the rules 
  for subsurface buildings. The following additional rules also apply:
  •	
  The area occupied by any surface buildings must be equal to 
  or smaller than that of any subsurface buildings placed below 
  them, and must occupy the same hexes on the mapsheet.
  •	
  If the subsurface building is an underground building that 
  connects to the building above and is constructed using 
  the same building type (Light, Medium, Heavy and so on) or 
  lighter, the subsurface half of the building is considered to 
  be a basement, and may not be constructed with a depth 
  equal to more than half the number of levels as the surface 
  building has (rounded down). Thus, a Medium Standard sub-
  surface building placed below a Medium Standard surface 
  building that is 5 levels tall may not have a depth greater 
  than 2 levels (5 ÷ 2 = 2.5, round down to 2).
  •	
  Underground subsurface buildings with a higher building 
  type than the surface building may be constructed with any 
  desired depth, regardless of the surface building’s height.
  •	
  If the subsurface building is an underwater (submerged) 
  building, it must be built using an equal or heavier building 
  type and a higher CF than the surface building placed above 
  it. Furthermore, the surface building must incorporate envi-
  ronmental sealing, and may not be constructed at a greater 
  height than half the subsurface building’s depth (round 
  down). Thus, a Light Standard surface building placed atop a 
  Medium Standard (submerged) building that has a depth of 
  9 levels may not stand taller than 4 hexes above the surface 
  level (9 ÷ 2 = 4.5, rounded down to 4).
  •	
  If a subsurface building is of a higher CF and building type 
  than the surface building it sits beneath, normal Basement 
  SUbSURFACE/UNDERWATER STRUCTURES
  As a more complex construction option, most building classes 
  and types may be constructed below ground (or underwater), 
  rather than on the surface. Though such structures face certain 
  risks surface buildings do not (such as the threat of collapse or 
  flooding), their practical and strategic advantages cannot be 
  denied.
  Construction: Subsurface buildings use all of the existing rules 
  for construction, with the following exceptions:
  •	
  For a building to be considered subsurface, its highest 
  elevation must be at least one level below the surface of 
  the ground (or body of water). Underwater subsurface 
  structures—including those built beneath the “floor” of the 
  water feature as an underground building—also require 
  environmental sealing, and may be constructed at a depth 
  no deeper than their CF (thus, an underwater Light hangar 
  with a CF of 8 may not be constructed at or below a Depth of 
  9). No such sealing is necessary for underground structures 
  (unless the native atmosphere is unbreathable).
  •	
  Only buildings, hangars, fortresses, tunnels and Castles Brian 
  may be built as subsurface structures.
  •	
  Except for Castles Brian, the maximum building sizes (both 
  in terms of height and number of hexes) for all under-
  ground subsurface structures are reduced to one-half their 
  surface versions, rounded up (for example, an underground 
  Hardened fortress building can be a maximum of 15 levels 
  “high” and occupy no more than 10 hexes: 30 ÷ 2 = 15 and 
  20 ÷ 2 = 10).
  •	
  Underground subsurface buildings may not employ rooftop 
  equipment or turrets. (These rules presume that the sub-
  surface buildings are literally carved out of the surrounding 
  earth and rock, rather than constructed within a larger cave; 
  if the latter is the case, disregard this restriction as long as the 
  uppermost level of the underground subsurface building is 
  at least 1 level lower than the cave ceiling.)
  Game Play: Subsurface buildings in combat are subject to the 
  same rules as their surface-based counterparts, with the following 
  exceptions:
  •	
  Units attempting to move through the walls of subsurface 
  structures may not do so under any circumstances if the area 
  beyond the wall is solid rock or earth, but may inflict dam-
  age on the walls in order to encourage a collapse. Units in 
  underwater subsurface structures may attempt to penetrate 
  the walls using the same rules for environmentally sealed 
  structures above.
  •	
  With the exception of tunnel openings, underground sub-
  surface buildings may be damaged normally only by units 
  standing inside such buildings (see Attacking Buildings from 
  Within, p. 121). This also applies to underwater subsurface 
  buildings constructed below the floor of the water feature. 
  Tunnel openings to the surface are exposed to external and 
  internal attacks as a normal structure.
  •	
  Underwater subsurface buildings and tunnel openings to 
  them may be attacked by outside units per normal rules.
  •	
  Except for Castles Brian, all subsurface buildings that suffer 
  10 points of damage or more (in any phase) must check for 
  a breach as though they were an environmentally sealed 
  structure, whether or not they actually feature environmen-
  tal sealing. This breach check uses the Sealed Building Breach 
  Table (see Environmental Sealing, p. 136).
  
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  Players interested in mimicking a typical Castles Brian com-
  plex should be aware of all construction rules and options, 
  including subsurface buildings, tunnels, environmental seal-
  ing (included automatically in all Castles Brian-class buildings), 
  industrial elevators and power generators. Castles Brian com-
  plexes also make extensive use of building armor, large doors, 
  weapons (crewed and automated) and design options like 
  heavy-metal superstructures and high or low ceilings. In short, 
  a typical Castles Brian complex may use all of the advanced 
  building concepts introduced in this section.
  Typical Castles brian Complex Components: Built 
  exclusively during the days of the Star League, the typical 
  Castles Brian complex included a minimum of 20 armored 
  Heavy weapon turrets, commonly armed with conventional 
  Heavy weapons (rather than Capital weapons). Backing up 
  these turrets were an additional 50 smaller turrets (which 
  carried fewer weapons and were often automated), plus 100 
  smaller anti-personnel bunkers (typically armed with Light 
  and Medium-class weapons), and an uncountable number 
  of minefields. These turrets—plus a minimum of five vehicle-
  scale tunnel exits (most of which were concealed within the 
  local terrain)—often comprised the entirety of the complex’s 
  surface structures (though a few more elaborate Castles Brian 
  complexes added a complete military base to the surface, in-
  cluding landing strips and control towers for aerospace traffic, 
  for added defense and support).
  Below ground (usually deep within local mountains), a typi-
  cal Castles Brian complex descended around 10 ’Mech-scale 
  levels (20 standard game play levels), and included barracks, 
  tunnels, administrative buildings and (of course) massive 
  hangars and garages that could support up to a full tank or 
  ’Mech regiment. Intended to survive any assault up to—and 
  including—a nuclear blast, the typical Castles Brian complex 
  added survivability by alternating habitable levels with ad-
  ditional levels of native rock, to limit any possible collapses 
  to the uppermost levels while the majority of the base’s living 
  quarters and supplies remained safely deeper underground.
  The sample diagrams shown on the following two pages re-
  flects just one quadrant of what a “typical” Castles Brian complex 
  might look like in game play (to show a full map would take up 
  too much room). Each open space beneath the mountain’s ter-
  rain reflects a distinct building within the Castles Brian complex, 
  linked by tunnels and large doors wherever appropriate, while 
  an industrial elevator provides for transporting heavy units 
  between the various levels. Players interested in constructing 
  their own Castles Brian complexes should see this diagram and 
  its corresponding Structure Record Sheet map grid as a mere 
  sample of how a portion of a Castles Brian complex might be 
  laid out, and use their best judgment when preparing their own 
  such complexes for game play.
  The map shown on the following page and the correspond-
  ing Structure Record Sheet sample represent a portion of a 
  sample Castles Brian complex (the “upper-eastern half”). 
  This complex has been envisioned as having an extensive 
  surface development as well as an elaborate and deeply 
  buried underground system. For simplicity, the surface 
  and underground portions are represented separately 
  here, with the surface installations shown on the standard 
  mapsheet, while the Structure Record Sheet focuses on the 
  rules do not apply for units within the surface building. 
  Instead, a unit will only fall into the subsurface building if 
  its tonnage exceeds the subsurface building’s CF.
  •	
  If using the expanded Construction Factor rules (see 
  p. 121), when any surface building suffers a top-down 
  collapse to its semi-subsurface structure, all collapse 
  damage is reduced by half (rounded down) once the 
  level of collapsing structure passes the surface level of 
  the local terrain. This includes damage inflicted against 
  the building itself, as well as damage to any units within.
  TUNNELS
  Usually used for subsurface structures, but also applicable 
  above ground between sealed structures, tunnels are essen-
  tially specialized variations on an empty hangar, and use the 
  same movement rules as such structures (see Hangars, p. 116), 
  comprised of two opposing walls and ending on each side 
  in doors. Tunnels are primarily used to connect subsurface 
  buildings to one another, but surface buildings can use the 
  same structures as an enclosed passageway. All normal rules 
  for hangars apply to tunnels.
  Construction Rules: Tunnels are not an equipment item 
  for advanced buildings, so much as an alternative form of the 
  Hangar-class building. Tunnel construction follows the same 
  basic rules as for hangars, with the following exceptions:
  •	
  Tunnels may not install any equipment, either internally 
  or externally.
  •	
  Tunnels must connect to at least two separate buildings (or 
  connect one building to a surface structure), and must as-
  sign large doors to each connection. If longer tunnel lengths 
  than permitted by the Hangar class are desired, a tunnel 
  may connect to another tunnel, but still requires the door.
  CASTLES BRIAN 
  COMPLExES
  Most building complexes represent a fairly simple arrange-
  ment of buildings related by their functions, if not their class 
  and type. Typical examples may include a residential block, 
  a commercial area, an industrial zone or even a warehouse 
  district. Military bases, too, often combine structures of 
  similar overall nature, though many buildings located in such 
  compounds may be mission-specific, including headquarters, 
  barracks, a base hospital and hangars.
  Of all the complexes seen in the Classic BattleTech universe, 
  Castles Brian complexes (not to be confused with individual 
  Castles Brian-class buildings) may well be the most sophisti-
  cated. These elaborate super-fortifications are almost never 
  built entirely on the surface, and most feature elaborate tun-
  nels, hyper-reinforced buildings and construction that embeds 
  them deep within the local terrain for maximum secrecy and 
  defensibility. Though well over half the structures devoted to 
  a Castles Brian complex are often invisible to the casual ob-
  server, these sprawling complexes can take up hundreds—if 
  not thousands—of square kilometers, rivaling the sizes of 
  most major cities across the Inner Sphere.
  
  amount of armor and six tons of weapons slaved to an auto-
  mated fire control (see Automated Weapons, p. 123). The “F” 
  emplacements, meanwhile, are Heavy structures, with a CF of 
  65, 64 armor points and 30 tons of crew-served weapons, plus 
  an independent fusion generator. The “G” emplacements use 
  the Hardened structure type, with a CF of 130, 120 armor points 
  and 100 tons’ worth of crew-served weapons and ammunition. 
  Like the “F” emplacements, these batteries also include inde-
  pendent power generators to avoid being quickly disabled by 
  a local grid failure.
  • For additional defense, a fence line has been established around 
  some of the buildings in the central compound, with two access 
  gates at the east and west ends. However, with its CF of 1 and 
  lack of armor, this 3-level tall fence would hardly impede a deter-
  mined enemy force. More effective is the Hardened wall running 
  around the outer rim of the main compound. Standing 2 levels 
  tall, with a CF of 140 and 136 armor points per hexside, this wall 
  produces a barrier that enemy ground units must breach before 
  they can enter the compound. A large door along the main road 
  is the only break seen in this wall from the outside.
  upper levels of the subsurface structures. For further simplicity, 
  the buildings described here have not been fully detailed, but 
  sketched out to show overall arrangement while providing a 
  usable template that players can build on.
  In this case, the Castles Brian was constructed on—and 
  within—a mountain (represented by the Large Mountain 
  #2 mapsheet).
  As the topside portion is the first line of defense, it has been 
  laced with weapon turrets, ringed by a wall, and features 
  hangars and bunkers to house a fair portion of the complex’s 
  active defenders, as well as a surface-based command and 
  communications tower. For this part of the construction, five 
  main building types have been devised:
  • The Standard buildings (marked with an “A”) each occupy 1 hex 
  and stand 2 levels tall. Built as Heavy, Standard-class structures, 
  these buildings each have a CF of 80, possess no armor and 
  may function as anything from basic administrative structures 
  to barracks.
  • The Vehicular Hangars (marked by a “B”) each occupy 1 hex 
  and stand 1 level tall. Constructed as Hardened, Hangar-class 
  structures, these buildings have received a 
  CF of 70, possess no armor and can house 
  up to a lance of light vehicles (or two 
  heavy vehicles).
  • The Infantry Bunkers (“C” hexes) each 
  occupy 1 hex and stand 1 level tall. 
  Constructed as medium Fortress-class 
  structures, these buildings have a CF of 40, 
  80 armor points (5 tons of armor, using 
  Inner Sphere technology) and enough 
  bay space for at least two full platoons 
  of motorizing infantry. Six tons have also 
  been reserved to place a fixed-mounted 
  machine gun in each hex facing—each 
  with a half-ton of ammunition.
  • The Command Tower (marked by a “D”) is 
  the tallest building on the map. It serves 
  as the surface control center for the 
  complex, so it has been constructed as a 
  Heavy Castles Brian building, though it 
  occupies only 1 hex and stands 4 levels 
  tall. The building has a CF of 50 capital-
  scale points, and has been armored for 
  another 50 capital points (which equates 
  to 500 standard armor points, or 31.5 tons 
  of building armor). Its internal equipment 
  includes various sensors and communi-
  cations equipment, as well as bays for 
  infantry to provide extra defense against 
  capture.
  • Three types of gun emplacements have 
  been established as well, identified on the 
  map by hexes marked “E”, “F” and “G.” All 
  three types are built as Gun Emplacement-
  class structures, possess armor and place 
  their weapons in turrets to maximize their 
  field of fire, but each has a different CF, 
  armor value and weapon capacity. The “E” 
  emplacements were established as Light 
  structures, receiving a CF of 15, an equal 
  • castles brian map sample  • 
  
  143
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  • The red hexes on levels –2 to –1 and levels 2 to 3 indicate 
  the location of multi-hex hangars used to house vehicles 
  or ’Mechs. These 2-level structures are built as Hardened 
  hangars, with a CF of 75 and no armor, which gives them 
  enough internal tonnage capacity to contain up to 3 ’Mech 
  cubicles (or 9 light vehicle cubicles) each.
  • The blue hexes on levels –2 and 2 are gun emplacements 
  built in the same fashion as the medium “Hex F” guns on 
  the surface. As they stand only 1 level high, these turreted 
  weapon arrays do not effectively exist on levels –1 and 3, 
  unlike the hangars.
  The above represents the layout of a sample Castles 
  Brian—at least in part. Deeper, more varied subsurface 
  designs could add secondary communications and 
  command centers, more barracks and infantry space below 
  ground, or even capital scale weaponry on the surface. 
  Some could even include semi-subsurface design features, 
  such as continuing the surface control tower into the 
  mountain itself, or the use of tunnels instead of open-space 
  construction to connect the subsurface buildings. After all, 
  the particular needs and features of the local terrain often 
  affect how a base is laid out on or beneath it; the variety 
  possible is limited only by the designer’s imagination.
  • As a final touch, the grounds outside the castle’s walls are 
  seeded with various minefields, most of which are either 
  standard fields or command-detonated.
  Beneath all this lies the bulk of the Castles Brian itself. 
  Represented on the Structure Record Sheet, where details 
  from the mapsheet have been placed on the structure 
  map’s uppermost levels in order to establish a frame of ref-
  erence (for example, Hex 0403 on all levels of the Structure 
  Map matches the map of 0308 on the Large Mountain #2 
  mapsheet). To further account for the depths to which the 
  subsurface half of this Castles Brian extends, each level of 
  the Structure Map reflects two levels of depth, rather than 
  just one (for example, the uppermost level of the Structure 
  Map reflects levels 8 and 9 on the surface mapsheet). Most 
  of the subsurface structures noted here fill both of the levels 
  assigned to the Structure Map, unless otherwise noted.
  On the Structure Map, colors have been used to indicate 
  specific subsurface structures, with the patterns of the 
  mapsheet duplicated on the uppermost levels to note 
  surface terrain. As above, many of these structures were 
  developed with a common approach:
  • The large white areas below the mapsheet-level tiers 
  indicate a vast Castles Brian building constructed with 
  open-space structure, effectively forming a man-made 
  cave. These Hardened structures stand 2 levels tall and 
  use the maximum CF of 150 capital-scale points. As the 
  “outsides” of these structures reflect cave walls, they have 
  no armor to speak of, and merely serve to open the area 
  and provide structural integrity to the underground base.
  • The gold structures reflect industrial elevator shafts. These 
  are, in effect, single-hex Castles Brian buildings that extend 
  straight up and down for several levels of the underground 
  complex. Arrows along the hexsides of some levels indicate 
  entrance and egress points for the elevator platform at 
  the “floor” each applicable level. For example, the elevator 
  running through Hex 0706 extends as far down as Level –2 
  (and possibly lower, if desired, reflecting further sublevels that 
  could house the Castles Brian’s main power generators) and 
  as far up as Level 6. It has north and south entry facings on 
  levels –2 and 2, as well as a northern facing on Level 6 (which 
  opens into Hex 0609 on the surface mapsheet). The elevator 
  shaft in Hex 0507, meanwhile, extends as low as the 0706 
  shaft, but only rises as high as Level 3; its north and south 
  entry points also exist on levels –2 and 2, but its Level 3 egress 
  only opens to the south (reflecting an exit into Hex 0412 on 
  the surface mapsheet). The elevator buildings have an effec-
  tive CF of 150 capital-scale points, but feature no armor and 
  no significant equipment beyond the elevator system.
  • The brown hexes on every tier below the surface map levels 
  reflect solid bedrock. Note that in some cases, entire hex-
  sized columns of this continue through the open-space 
  Castles Brian hexes. This was not a requirement of the 
  subsurface structure’s design, but a deliberate choice to 
  provide some character (and line of sight obstacles) to the 
  underground environment.
  GENERIC CONVENTIONAL
  INFANTRY RECORD
  SHEET
  CLASSiC
  © 2006 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  CONVENTIONAL INFANTRY DAMAGE TABLE
  CONVENTIONAL INFANTRY RANGE MODIFIER TABLE
  NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
  NUMBER OF TROOPERS
  Rifle, Ballistic 12 12 11 11 10 10 10
  9
  9
  8
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  4
  3
  3
  2
  2
  2
  1
  1
  0
  MAX WEAPON DAMAGE
  PER PLATOON/POINT TYPE 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Rifle, Energy 8
  8
  8
  8
  7
  7
  7
  6
  6
  6
  6
  5
  5
  5
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  1
  1
  1
  1
  0
  Machine Guns 13 12 12 12 11 11 10 10
  9
  9
  9
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  3
  3
  3
  2
  2
  1
  1
  0
  SRM 14 14 13 13 12 12 11 11 11 10 10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  0
  LRM 10 10 10
  9
  9
  9
  8
  8
  7
  7
  7
  6
  6
  6
  5
  5
  5
  4
  4
  4
  3
  3
  3
  2
  2
  2
  1
  1
  1
  0
  Flamer 11 11 11 10 10 10
  9
  9
  8
  8
  8
  7
  7
  6
  6
  6
  5
  5
  5
  4
  4
  3
  3
  3
  2
  2
  2
  1
  1
  0
  WEAPON TYPE 
  RANGE IN HEXES (TO-HIT MODIFIER)
   
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Riﬂe, Ballistic 
  –2 
  0 
  +2 +4 — — — — — —
  Riﬂe, Energy 
  –2 
  0 
  0 
  +2 +2 +4 +4 — — —
  Machine Guns 
  –2 
  0 
  +2 +4 — — — — — —
  SRM 
  –1 
  0 
  0 
  +2 +2 +4 +4 — — -—
  LRM 
  –1 
  0 
  0 
  0 
  +2 +2 +2 +4 +4 +4
  Flamer 
  –1 
  0 
  +2 +4 — — — — — —
   
  NUMBER OF CONVENTIONAL
  WEAPON TYPE* 
  TROOPERS HIT†
  Direct Fire (Ballistic or Energy) 
  Damage Value / 10§
  Cluster (Ballistic) 
  Damage Value / 10 + 1§
  Pulse 
  Damage Value / 10 +2§
  Cluster (Missile) 
  Damage Value / 5§
  Area-Effect (AE) 
  Damage Value / .5
  Burst-Fire 
  See Burst-Fire Weapons
  *See Combat, p. XX, for weapon terminology.
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of
   
  armor protection. Attacks by non-infantry weapons against mechanized infantry double
   
  the number of troopers eliminated. 
  §Round all fractions up.
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 1
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 2
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 3
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 4
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 5
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 6
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  STRUCTURE RECORD SHEET
  TM
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  CREW DATA
  STRUCTURE DATA
  STRUCTURE MAP
  CF & ARMOR
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  Cost:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Hex/Loc
  Dmg
  Min Sht Med Lng
  Hex
  CF
  Armor
  Key
  Turret
  Solid Rock
  Elevator
  Door
  Mech Bay
  (2 Levels)
  Vehicle Bay
  (1 Level)
  BV:  
  Inner Sphere
  Clan
  Crew:
  Gunnery Skill:
  Gunnery Skill:
  Powerplant Type:
  Movement Type:
  Description:
  Levels:
  MP:
  Level:
  Level:
  Level:
  Level:
  Level:
  Level:
  • castles brian record sheet  • 
  
  RANDALL N. BILLS
  starcorp facility, ivanograD
  eMris iv, the protectorate
  free WorlDs league
  5 March 3068
  The wreath of smoke rose languidly before shredding under the 
  force of the slow-moving ceiling fan. Leo Terajima took another 
  long pull from the imported Vanra cigar, the unique taste from 
  that world a delightful spark against the dreariness of his office 
  despite the rosewood desk and plush furnishings. As manager of 
  the StarCorp facility on Emris IV, Leo was entitled to such luxuries, 
  especially with the success of his division during his tenure. Yet it 
  wasn’t enough. It was never enough and that left the furnishings 
  dull, as though filtered into insignificance by his ambitions. No, 
  only his Vanra cigars and wine (especially the delicate plum wines 
  shipped once a year from Mandrinn Trenton Volgers) were the only 
  luxuries he truly enjoyed. 
  “Is this accurate? Have we verified it?” Leo said between teeth 
  tightly gripped around the cigar, eyes scraping across the data 
  cube on his desk.
  The head of his Intel division remained stock still, his gaze finding 
  something of interest behind Leo. “Yes.”
  “How the hell did they get almost a year’s lead on us?”
  “Unknown.”
  Leo sighed, his left hand making a quick drum roll on the smooth 
  wood of the desk. “So it would seem our nascent relationship with 
  Hachiman Taro Enterprises is already paying off. Who knew that fat 
  Buddha Chandy would pay such interesting dividends so quickly? If 
  only our own intel was as good.”
  “Yes.” Not a 
  flicker at the subtle rebuke.
  On the verge of asking another rhetorical question, Leo sighed 
  heavily, knowing he wouldn’t get a satisfactory answer out of the 
  man. He’d thought of replacing him several times for such reticence, 
  but knew of no one as qualified. Though after this setback….
  He took another drag until his suit stretched against his expand-
  ing chest and held it as he contemplated. The interconnected skein 
  of mammoth, interstellar companies, their subsidiaries and the loy-
  alties of the men and woman like himself that bound them as they 
  crisscrossed Marik space and beyond flowed smoothly through 
  his mind’s eye. More importantly, the chinks in the armor of such 
  loyalties played out like tweezers plucking and picking at the web, 
  showcasing weak points. Areas where an astute man could take 
  advantage. And he was a very astute man.
  He finally blew out a long stream of smoke. “So they’re going to 
  get their mobile air base into operation before us,” he said, more 
  to voice his thoughts—which aided problem solving—than out of 
  an expectation of an answer. “And since they’re the 800 kilogram 
  gorilla, some governor or viscount is going to gobble it up despite 
  the obscene price tag. Which means they’ll have stolen at least a 
  year on us in the marketplace. And if that’s not bad enough, they’ll 
  be able to offer discounts and upgrades to eliminate any defects 
  in their prototype while we’re just getting ours to market. And if 
  nothing goes too badly during such a live-testing phase, it could 
  potentially spark interest directly with the League High Command. 
  And if they land a military contract for their mobile base….”
  
  “Yes. We’ll be completely shut out.”
  “Considering the time and investment, this could be cata-
  strophic. Joss and Amanda would like nothing better than to 
  knock me down a peg or two. And since I pushed this forward 
  after Volgers told me I’d be high and dry if the project failed, 
  the waters will be cleared for the bloodletting.”
  “Your counterparts in the Alliance and Suns would be … 
  diligent in taking you to task over such a failure.”
  “Counterparts. Ha! They’re not worthy to lick my boots. Just 
  because they can’t handle my success….” He waved the cigar 
  again. “Doesn’t matter. We’ve got to stop IrTech and that means 
  we’ve got to do something. Something drastic.”
  For the first time since entering the room, the other man’s 
  features changed, twisting slightly with disbelief, brown eyes 
  finding Leo’s blue ones. “You aren’t seriously considering a 
  direct approach? Against Irian itself? It’d be suicide.”
  Scorn twisted Leo’s features while he waved the cigar to 
  dismiss such ludicrousness. “Of course it’d be suicide. A direct 
  move in their backyard? Might as well go metal tasting to find 
  which high-caliber barrel in the mouth is best. No, I’ve got 
  something much better. Something more … appropriate.”
  “And clean?” the other man asked, almost pleading now.
  A smirk curled Leo’s lips. “Our hands will be clean as the first 
  snows of winter.” As he took another pull to savor the flavor, he 
  amended his previous thought. Better than his cigars and wine, 
  he took true pleasure in taking down an enemy and walking 
  away clean.
  iMb systeMs facility
  carbonis, Duchy of orloff 
  free WorlDs league
  27 august 3068
  Trevor Jacks walked as calmly as he could through the IMB 
  Systems Facility, nodding and trading words with his co-
  workers like an automaton. He nervously adjusted his glasses, 
  then snatched away his hand as though the metal were hot. 
  Too many of them knew that telltale. He smoothed away an 
  invisible smudge from his white lab coat and kept moving. 
  I know exactly where I’m going. I’m supposed to be going 
  this way and no one will wonder why I’m going this way. Just 
  look the other way. Just look the other way.
  Unlike his wife, he’d never believed in such nonsense as 
  extrasensory perception, clairvoyance and other fantasies of 
  lesser-minded individuals. Yet now every ounce of will pushed 
  against his thoughts as though to make them incarnate; a 
  force to safeguard his journey. However, his mind started to 
  betray him as it wound down the path so well trodden in 
  the last two weeks it must be compacted down to fer-
  rocrete by now.
  It started so innocently. Just a drink at a bar 
  and a friend to talk to. Someone that didn’t burn 
  incense until it clogged the throat and inflamed 
  the sinuses, that didn’t move his favorite chair in 
  the living room every other Thursday to maximize 
  the flow of chi. Someone to just share a laugh with 
  and unbutton his top shirt button around. He 
  never imagined it would go as far as it did. Never 
  imagined someone like her would be interested in 
  someone like him. Never conceived she could possibly 
  be so young, not with a body like hers. 
  Or that the holovid that arrived on his desk two weeks ago 
  could be so horrifying to watch.
  
  He almost stumbled as he came into view of the security check 
  point, a bead of sweat streaking down his face. He surreptitiously 
  blotted it away while he kept moving, smiling wanly at the guard, 
  flashing a security pass, moving through the detectors and retinal 
  scans and finally passing into the most secure part of IrTech’s IMB 
  Systems facility, where the most sensitive electronic systems and 
  patent pending processes were kept. He knew he had to be care-
  ful. Knew that this section of the building was under tight control; 
  so tight that even the mainframes were isolated. 
  But he did need to check on the experiment he was supervising, 
  right? He did that twice a week. That he’d just been there yesterday 
  wasn’t that unusual, right?
   He absentmindedly patted the data cube in his pocket. That it 
  contained a code that would wend its way through the network 
  in this sector to set off the experimental electro-magnetic pulse 
  device in an adjacent lab would never be discovered. After the 
  EMP was detonated, every electronic device in the entire facility 
  would be fried, including everything in the warehouse. Millions of 
  M-bills of IrTech inventory alone lost, much less the destruction of 
  the facility components. 
  But that would satisfy the monster who’d sent the holovid. And 
  he’d be safe, as the pulse would fry any ability to trace the mal-
  function of the EMP device back to the code originating from his 
  computer terminal.
  His face twisted into an approximation of a real smile as he 
  neared the objective, hope surfacing. No one would ever find out. 
  Not about this, not about the other thing.
  No one.
  exeter organization Warehouse
  Keystone, MariK coMMonWealth 
  free WorlDs league
  1 DeceMber 3068
  “You got that invoice?” Julia Withers asked, yawning. Third all-
  night shift in a row and she just wasn’t as young as she used to be. 
  She wouldn’t let Karly talk her into another party on her day off, 
  that was for sure. A whole day of sleep was what she needed.
  The section chief of the warehouse (Tristan?) stomped up, eyes 
  flashing as he looked her up and down as though he wanted to 
  tear her a new one. Spit to the side. “Course I do.” 
  She grimaced at the disgusting mannerism. Despite the 
  cacophony—including the thrum of the massive tug’s engine 
  at her back and the thudding vibrations of a towering SC  
  PowerMan LoaderMech as it stomped by a mere fifty meters dis-
  tant—that required more lip reading than hearing, she still caught 
  the edge of his distaste to match the spittle. Breathed deeply to 
  shrug it away. 
  “Just seems odd,” she continued, trying for some civil conver-
  sation. “This large a shipment of communications gear? To IrTech 
  of all places? Aren’t they your competition?”
  “Do I look like I care?”
  “Um, no,” she said, trying and failing to 
  hide another yawn behind her noteputer. 
  The other man grimaced again and 
  mumbled something she couldn’t quite 
  catch, though from her previous encoun-
  ters she was sure she didn’t want to know. 
  “It’s easy, tugger. You take that tug of 
  yours and you drag all the container 
  shipments we’ve already prepared for 
  you out to Port 12. There you’ll find a nice big 
  DropShip where you’re gonna load it. And 
  then you walk away, as usual. Or are 
  you too tired for that?”
  She bit her lip, knowing she was 
  already in hot water with her boss. 
  Getting another demerit for chew-
  ing out a customer as valuable as 
  Exeter would get her canned quicker 
  than she was gonna fall asleep tonight.
  She shrugged, gritting teeth against 
  her rebellious tongue, and stabbed at 
  her machine to make a connection to 
  the man’s noteputer. The pugnacious beep of 
  the thing at finding everything in order almost undid her deter-
  mination, but she held on by her fingernails.
  “Everything looks in order,” she said and walked back toward 
  her tug. Pissant little man. She yawned again, ears popping and 
  jaw creaking with the size of it. Just a few more hours.
  u
  Tristan watched the tramp leave. Whore. He knew her type and 
  he spit once more to emphasize it.
  He turned and moved back into the bowels of the warehouse, 
  a sneer of satisfaction blooming as he scratched at his neck and 
  readjusted his hard hat. He’d been working on his plans for a 
  year. The defects would never be found. Purchasing outside elec-
  tronics meant they’d put the system through a triple check. But 
  they wouldn’t find anything. They’d never trace it back to Exeter. 
  Those defects would eventually put a hurt on, no doubt about it. 
  He looked around at the faces he’d known for twenty years and 
  despite bitterness was proud they wouldn’t get hurt. 
  But after watching the Exeter he’d known and loved vanish, he 
  simply couldn’t stand by any longer. Yet all this time he thought 
  it was Earthwerks that would receive his ire. Earthwerks that was 
  responsible for turning Exeter into a puppet, controlled behind 
  the scenes, monies funneled off every which way and employees 
  left high and dry. The information the man delivered to his home 
  had been shocking and eye-opening. IrTech. IrTech was behind 
  it all. And now, out of the blue, was his chance to strike back at 
  them in his own way. 
  He spit again, this time in satisfaction. Even if they somehow 
  managed to trace it back, the nice sum of money the man had 
  gifted him ensured he’d be long, long gone by then.
  soapstone Mountain
  irian, free WorlDs league
  7 february 3070
  The behemoth squatted in the air like a hippopotamus 
  attempting to fly. 
  Charlie’s hands and feet danced the balance between the 
  cyclic, the collective and the pedals as he kept the Skye Eye News 
  Helicopter motionless in the early dawn air while James fiddled 
  with the various cameras pegged on the flying monstrosity. He 
  casually checked the radar screen to make sure he maintained 
  proper distance from that thing, as well as the host of other simi-
  lar helicopters, buzzing around the flying contraption like flies 
  around an uncaring moose.
  The snicker slipped out.
  “You too?” James said, voice spilling into Charlie’s headset.
  
  “Good God, are you kidding me!? Look at that thing! This is 
  what, the fourth flight? And I still can’t get over it. How can some-
  thing that large fly?”
  “I know, I know. I’ve been around Dawn Treader and Cloud 
  Nine carrier airships. They were massive. But this … wallows 
  through the air like a pregnant sow through monsoon season 
  swamp grass.”
  “You said it. Can’t really think this is gonna be useful?”
  Charlie could almost hear the shrug. “That’s what they say,” 
  James said. “But hey, I’m just paid to film it for posterity. Whether 
  it’ll actually be worth the money someone’s gonna have to pay…
  who knows.”
  “Pay! I wouldn’t pay a ten cents for it, much less an eagle. Good 
  God, man. What scientist dreamed this thing up? If ever I’ve 
  seen a case of ‘mad scientist,’ this is it. Someone with too much 
  imagination, not enough sense and too many connections for 
  someone to slap him silly.”
  They both shared a hard laugh that actually sent a twitch 
  through the smooth hover of the VTOL. Charlie squeezed his eyes 
  shut several times to dump the tears from the laugh. Abruptly his 
  forehead creased in confusion. What the heck? That wasn’t in the 
  flight plan they’d been given. With a flick of his eye at the zoom 
  icon on his heads-up display, the image projected onto his hel-
  met’s screen leaped forward as the monolithic airship continued 
  to slew further left, now starting to lose altitude.
  “What the hell?” James said, catching the same view.
  “I don’t know.” He quickly tapped on the command frequency 
  and his head jerked back under the onslaught of a babble of a 
  dozen voices. Though he wanted to break in, he realized he’d be 
  lost in the din. Instead he tried the frequency reserved for a direct 
  link between him and Air Base 1, only to find static. 
  Despite his ridicule of the aberration, dozens of people crewed 
  it, including many he knew. Horror leached his brain of activity 
  beyond the subconscious flow of neurons and muscles keeping 
  the VTOL level; hated himself for thinking it, he knew this would 
  make a great human interest story … provided he was ever 
  allowed to tell it. 
  Now the contraption banked completely off any axis remotely 
  level and slewed toward the harsh mountain peak with ever-
  increasing speed. He cried out as Air Base 1 slammed into the 
  mountainside and began crumpling like a giant tin can. Its sur-
  face structure pulverized and rained across the mountain top as 
  massive rents hove through hundred-meter sections of the ship. 
  Gases exploded outward under the compacting pressure, gas 
  bags bursting, hurtling entire metal sections of skin kilometers 
  into the air and so hard into the mountainside it would take 
  weeks to excavate. Several internal bags remained airborne, torn 
  apart from the superstructure, but leaking gas rapidly as they 
  spun crazily through the air, passing in and out of sight through 
  the titanic dust cloud blooming into the darkening sky. 
  He never saw a single escape pod.
  location unKnoWn
  27 May 3071
  Peter Abdulsattah found his master at his normal haunt. He 
  carefully entered the berth, making sure none of the floating data 
  cubes or errant noteputers slipped out the hatch as he dogged 
  it closed. He swam further into the stateroom before attaching 
  velcro-slipped feet silently to the wall and hunkered down, wait-
  ing to be noticed. He knew such clutter on a DropShip waiting 
  at a jump point seemed needless, even careless. Yet his master 
  found patterns in all things and such was his way; he knew an 
  aide would arrive before jump initiation to secure the massive 
  data archives compiled across a lifetime.
  His over-large master set down the noteputer in his hands, 
  gecko tape securing it to the desk, and glanced up, jowls sloshing 
  in the microgravity.
  “Honored one, I bring news,” Peter said.
  “Speak.” Chandrasekhar Kurita spoke softly, voice at odds with 
  the large bald head and rotund body. There was a reason he was 
  nicknamed Uncle Chandy, though Peter would die before utter-
  ing such words.
  “It would seem your efforts have proven successful.”
  “Hughes is removed from power?”
  “Hai. The fiasco of the destruction of Air Base 1 allowed Chris 
  Blocher to force a vote of no confidence against the CEO.”
  “His non-ferrous has been particularly profitable the last sev-
  eral years.”
  “Hai. He’s honed such clout and when the opportunity arose, 
  easily slipped the blade between the old man’s ribs when he 
  least expected it.”
  “No,” Chandy said, raising a hand. “It was expected at all times. 
  Blocher has been a thorn in Hughes’ side for some time. If he was 
  not grooming a successor, he never would’ve allowed the man to 
  retain power.”
  Peter nodded at the plainness of the argument. “There have 
  been casualties along the way.”
  “Yes?”
  “It would seem that despite the best care taken, IrTech man-
  aged to trace the event all the way back to CEO Terajima of Star-
  Corp on Emris IV. He’s recently gone missing. I doubt very much 
  anyone will see him again.”
  “Very efficient of them.”
  Peter raised an eyebrow. “I doubt very highly that IrTech, 
  despite their prowess, could’ve made such a connection without 
  our invisible aid.”
  “True. Too true.”
  “But why, honored, why? Isn’t StarCorp an ally now?”
  Chandrasekhar once more steepled his fingers. His large 
  face, full-lipped smile and lazy eye, not to mention sumptu-
  ous clothing, often led people to the wrong conclusion. A 
  purposeful deflection that perfectly encapsulated the genius 
  of Peter’s master.
  “Of course they’re an ally. But any ally must be managed. Con-
  trolled. Yet never seeing the steel underneath the silk … until it 
  is too late. Terajima was too dedicated to complete control of the 
  StarCorp satellite divisions. Such a unification of authority would 
  cause…difficulties when playing the various 
  division heads off of one another to achieve 
  our goals.”
  Peter nodded, quickly following the 
  path illuminated by his master. “Not to 
  mention that the fallout of both a change 
  in IrTech leadership and a strike at the 
  highest levels of IrTech by an arch-rival 
  leaves numerous cracks in the façade.”
  Chandrasekhar nodded sagely. “Exactly. A 
  hostile takeover of IrTech’s leadership would cer-
  tainly cause enough confusion for us to exploit. But 
  IrTech has its own masters and we must be sure to distract all eyes. 
  The placement of StarCorp in the path of their inquiry will provide 
  such a distraction. We’ll now be in a better position than ever for 
  infiltrating IrTech.”
  “And ultimately their Word of Blake masters.”
  
  The following rules cover the specifics of movement and com-
  bat for the advanced-rules Support Vehicles, as well as Mobile 
  Structures, in this rulebook. Unless stated otherwise, these units 
  follow all the standard/advanced rules for movement and combat 
  discussed in Total Warfare (or in this volume, as appropriate).
  Rules for construction of these units appear in the Advanced 
  Support Vehicle Construction Rules section (see p. 236).
  SATELLITES
  Satellites are Space Stations’ smaller (and often unmanned) kin. 
  Unlike Space Stations, which can be located anywhere in a system, 
  Satellites are exclusively placed in orbit around other planetary 
  bodies (usually a planet or a moon, though potentially a large 
  asteroid or a star) and are extremely reliant on accurately plotted 
  orbits and computer controls.
  The following rules apply to Satellites.
  MOVEMENT (OUTSIDE OF GAME PLAy)
  The following movement rules generally fall outside of the 
  scope of a standard scenario.
  A Satellite can be placed in a low-altitude or geo-synchronous 
  orbit (more exotic orbits, like Molnyia orbits, are beyond the 
  scope of these rules and are left as an exercise in orbital mechan-
  ics between the players). A low altitude orbit (polar or standard) 
  takes 1.5 to 2.5 hours depending on the planet, during which 
  a Satellite located a few hundred kilometers from the surface 
  constantly travels over either the same band of terrain or, if in 
  a polar low altitude orbit, slowly encompasses the entire planet 
  but only occasionally passes over the same point on the ground. 
  A geo-synchronous orbit keeps a Satellite over the same equa-
  torial location continuously but at much higher altitude—the 
  precise distance depends on the world, but on Terra it is just 
  under 36,000 km.
  Satellites require no Control Rolls to maintain their orbit. How-
  ever, when initially placed in orbit, or when its orbit is changed, 
  the player controlling a Satellite must make a 2D6 roll against a 
  Target Number 8. Failure by an MoF of 1 or 2 doubles the time 
  required to change orbits. An MoF of 3 to 5 causes the Satellite’s 
  orbit to decay in 2D10 weeks. An MoF of 6 or more immediately 
  sends the Satellite spiraling into the body it orbits. Note that 
  fission- and solar-powered satellites may not change orbits suffi-
  ciently to move between the different types of orbits (low altitude 
  (polar) or low altitude (standard), geosynchronous, Molnyia, and 
  so on), as these require far more fuel than the satellites carry.
  A decaying orbit destroys the Satellite, either through impact 
  with the surface or burning up as it reenters the atmosphere. If the 
  error is caught in time, the situation can be rectified via a Control 
  Roll by a remote operator (though the orbit correction process 
  takes a day), but the difficulty depends on the level of failure of 
  the previous 2D6 roll; apply the previous MoF as a penalty. Mul-
  tiple attempts can be made until the Satellite falls out of orbit.
  MOVEMENT (DURING GAME PLAy)
  The following movement rules provide for limited movement of 
  a Satellite within a standard scenario.
  Satellites are essentially static in aerospace combat. Their sta-
  tion-keeping drives lack the power to provide even rudimentary 
  changes in velocity within the context of a game; any reposition-
  ing of a Satellite requires hours if not days to achieve, the drive 
  generating only around 1/40 of a G (1/20 of a thrust point).
  IndustrialMechs hurry to unload war supplies brought in by rail.
  PE
  
  149
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  While Satellites mount attitude jets, they are very weak. A 
  Satellite’s attitude jets provide .2 thrust. A Satellite can accu-
  mulate thrust across several turns to make a facing change. 
  Once a Satellite has accumulated 1 Thrust Point using its at-
  titude jets, it must make a facing change.
  Military Satellites mount more robust attitude jets and can 
  change 1 hexside per turn.
  Thrusters: Thruster critical hits (see p. 240, TW) on a Satel-
  lite are treated as a standard critical hit; i.e. the cost to turn 
  in that direction is increased by 1. As such, a civilian satellite 
  that has taken a single left thruster critical hit would require 
  ten turns to build up enough thrust (.2 x 10 = 2) to make a left 
  facing change.
  RAIL
  The following rules apply to Rail Support Vehicles. All the 
  same rules that apply to Large Support Vehicles as described 
  in the Combat section of Total Warfare (starting on p. 98, TW), 
  as well as Tractors and Trailers as described in Support Vehicles 
  (see p. 205, TW) also apply to Large Rail Support Vehicles.
  MOVEMENT
  For Rail Support Vehicles to move on a mapsheet, they must 
  move through a continuous, unbroken line of rail hexes (see 
  Rails, p. 51). Before play begins, players should determine 
  which hexes on the playing area contain rails.
  Unlike most vehicles, Rail Support Vehicles take time to 
  reach speed or slow down. Each turn, a train can increase 
  or reduce its speed (up to the unit’s maximum current MP 
  limit). Small and Medium Rail Support Vehicles can increase 
  or decrease speed by 2 MP per turn, while Large Rail Support 
  Vehicles can only alter speed by 1 MP per turn. If a Rail Support 
  Vehicle is rendered immobile by damage, it does not come to 
  a sudden halt (though automatic brakes fall into place), but 
  rather it decelerates by 2 MP per turn (Small and Medium) or 1 
  MP per turn (Large) until its speed drops to zero.
  If a Rail Support Vehicle consists of a mix of different size 
  classes, then the speed change for the largest-class Tractor 
  and/or Trailer in the Rail Support Vehicle is used (for example, 
  a Medium Tractor hauling a Large Trailer can only change 
  speed by 1 MP per turn).
  Detaching Tractor/Trailers
  If the Trailer(s) that a player has announced he is detach-
  ing are part of a rail “train,” and the detached section does not 
  include a functioning Tractor of its own, the Trailer(s) slow to a 
  stop as indicated above.
  Immobile Targets: Once the Tractor/Trailers have come to 
  a complete stop, they are considered immobile targets.
  Collisions
  A unit that has not yet moved during the current Movement 
  Phase can attempt to dodge a train passing through the hex 
  occupied by the unit. In order to get out of the way, the player 
  controlling the target unit must make a successful Piloting/
  Driving Skill Roll (or Gunnery Skill, if no Piloting Skill exists) 
  just before the train enters the target’s hex. A successful roll 
  means the target unit may make its entire movement imme-
  diately, before the rail unit continues its movement. Failure 
  means the target remains in its hex (though a failed roll does 
  not cause the target unit to fall). Units moved in this way have 
  expended their movement (by walking/cruising) and may not 
  move again later in the Movement Phase. A failed roll means 
  the unit gets rammed by the train.
  A Rail Support Vehicle entering the hex of a Large Ground 
  Vehicle, an immobile unit, or any grounded aerospace units or 
  grounded VTOL/WiGEs, automatically rams such units.
  Unlike other ground vehicles, Rail Support Vehicles cannot 
  intentionally make a ramming attack. If a unit is rammed by 
  a Rail Support Vehicle, damage is applied as for a successful 
  Charge Attack (see p. 148, TW), with the following modifica-
  tions: damage is equal to the current armor of the location 
  which struck the target, plus that location’s current internal 
  structure, divided by 10, multiplied by the number of unspent 
  MP in a turn, rounding down (the MP to enter the hex where 
  the ram occurs is considered spent in this calculation). Dam-
  age to the Tractor/Trailer is applied normally, per the standard 
  Charge Attack rules; if it strikes an unusual target (see Unusual 
  Targets, p. 148, TW) the damage to the Tractor/Trailer is based 
  on the weight of the vehicle only and not the entire train.
  If ramming occurs, and the weight of the rammed unit is 
  equal to or greater than the weight of the Tractor only, the 
  controlling player of the train makes an immediate Piloting 
  Skill Roll; a failure means the train has derailed, as though the 
  rails in that hex were destroyed (see Derailed Vehicles, below). 
  If the weight of the first three Tractors/Trailers is greater than 
  the weight of the target unit, the target unit is randomly 
  displaced to the right or left of the hex it occupied (unlike 
  standard displacement, it is not displaced in the direction of 
  the ram). If the unit cannot legally enter any hex to the right or 
  left of the hex it occupied, it is considered destroyed.
  If the weight of the target unit is greater than the weight of 
  the first three Tractors/Trailers, the target unit is not displaced. 
  Instead, the train derails in the last hex it occupied before it 
  would have entered the hex occupied by the unit that was not 
  displaced; the exception to this rule is Large Tractor/Trailers 
  (see Derailed Vehicles Due to Movement below).
  Large Craft: A Large Craft, regardless of the weight of a 
  train, will never be displaced.
  Infantry: Infantry, even if they occupy a hex entered by a 
  moving train, can never be rammed by it; if a stacking viola-
  tion occurs, simply move the infantry to the most appropriate 
  adjacent hex. If an infantry unit must be moved to an adjacent 
  hex and no legal adjacent hex is available, the infantry unit is 
  destroyed.
  Derailed Vehicles Due to Movement
  A Rail Support Vehicle entering a hex where the rails have 
  been destroyed derails and skids; except as noted below, fol-
  low all the standard rules for a skidding ’Mech (trains are not 
  treated as a vehicle when skidding; see p. 62, TW).
  A Tractor/Trailer skids a number of hexes equal to its unspent 
  MP at the start of the skid, divided by 2 (round up). For example, 
  a Tractor starts the turn with a speed of 6 MP, and the controlling 
  player does not accelerate or decelerate, meaning it must enter 
  6 hexes during its movement. If the unit enters 3 hexes, thus 
  having spent 3 MP) and on the third hex it derails, it will skid for 
  2 hexes [3 hexes (MP remaining) / 2 = 1.5, rounding up to 2].
  
  expended MP or not. Additionally, any such unit (except a fighter 
  taking off from a Flight Deck) expending Jumping MP to dismount 
  must make an immediate Piloting/Driving Skill Roll (Anti-’Mech Skill 
  Roll, in the case of infantry) to avoid falling in the target hex.
  If an infantry unit fails this roll, apply a single point of damage 
  to all battle armored troopers, or in the case of conventional in-
  fantry, apply a single 5-point Damage Value grouping as though 
  another infantry unit had made a successful attack.
  A VTOL Vehicle that fails the Driving Skill Roll automatically 
  crashes in the hex from which it was attempting to take off (see 
  VTOL and WiGE Vehicle Crashes, p. 68, TW); for the purposes of 
  damage, the VTOL Vehicle is considered to have moved 1 hex and 
  randomly determine the damage location. Infantry expending 
  VTOL MP also crash in the hex from which they were attempting 
  to take off, applying damage as described above for infantry using 
  jumping MP.
  In all instances, whether a jumping unit failing a PSR and falling 
  in the target hex or a unit expending VTOL MP failing the PSR and 
  crashing in the hex they were attempting to take off from, the 
  unit’s movement is over.
  Units Carried Externally: Units carried by a Tractor/Trailer are 
  in transport bays; even on a flatbed car, the unit is considered 
  completely enclosed by the transport bay. Infantry units are the 
  exception to this rule.
  When an infantry unit mounts a Tractor/Trailer, the controlling 
  player can choose to have the unit enter the Tractor/Trailer (that 
  is, become cargo) or move to the top of the Tractor/Trailer (mean-
  ing they are on the roof); if the Trailer is a flat car, the infantry is 
  “in the open,” riding on top of the rail vehicle. Additionally, during 
  any subsequent Movement Phase the controlling player can move 
  the infantry unit from the roof of one Tractor/Trailer to the roof of 
  another (regardless of the size of the Tractors/Trailers involved, the 
  infantry can only move one unit), or to the transport bay (to become 
  cargo) of the unit they currently occupy, or from the transport bay 
  to the roof of the Tractor/Trailer. Regardless of MP available, the 
  infantry unit is considered to have used all its MP when it makes 
  any such transition. If an infantry unit is moved off of the Tractor/
  Trailer, use the rules above, directly under Carrying Units.
  Roof stacking limits per side are as follows: 1 infantry unit on a 
  Small Tractor/Trailer, 2 infantry units on a Medium and 3 infantry 
  units on a Large Tractor/Trailer.
  In addition, any infantry units carried externally are counted as 
  an individual unit(s) for Initiative purposes (unlike standard rules 
  concerning carried units, which are not counted until the turn fol-
  lowing the one in which they dismount). However, they are not 
  counted toward standard stacking limits within a hex.
  The only exception to this infantry rule applies to motorized and 
  mechanized conventional infantry, which cannot be on the roof of 
  a Tractor/Trailer, but can be outside a transport bay on a flat car (see 
  p. 247). Motorized or mechanized infantry “in the open” on a flat car 
  cannot be moved to another Tractor/Trailer like other infantry; they 
  must dismount the train and then mount again to move to another 
  Tractor/Trailer. The stacking limits for all types of infantry on a flat 
  car are identical to the roof stacking limits noted above.
  Derail: If a Tractor/Trailer derails and is not destroyed, apply two 
  5-point Damage Value groupings to randomly determined loca-
  tions (for conventional infantry, the damage is applied as though 
  another infantry unit had made a successful attack). The units may 
  dismount (provided they can do so legally) at the end of the Move-
  ment Phase following the turn in which the derailing occurred.
  If a Tractor/Trailer derails, all the Tractors/Trailers behind the 
  derailing one will automatically start to brake, decelerating by 
  2 MP per hex (this is in addition to the 1 MP cost for entering a 
  hex) until their speed drops to zero and/or the next Tractor/Trailer 
  enters the hex that will cause it to derail. Any Tractor/Trailers that 
  cannot slow quickly enough and enter the hex where the rails are 
  destroyed automatically derail and skid also, as described above.
  A skidding Tractor/Trailer may accidentally collide with any unit 
  and/or obstacle in a hex it enters while skidding, per the stan-
  dard skidding rules (see Collisions, p. 62, TW). While the skidding 
  of each Tractor/Trailer in a train is resolved separately, if a unit 
  and/or obstacle is struck, the damage is applied as noted under 
  Collisions, as noted above
  Additionally, because of its massive size and momentum, a Large 
  Tractor/Trailer that derails and skids does not automatically stop if 
  it successfully hits a target unit and that unit is not destroyed, or if 
  the weight of the target unit is more than the weight of the entire 
  train (see above), or if it strikes an obstacle. Small- and Medium-
  sized Tractors/Trailers do, however, follow the standard skidding 
  rules and their movement would end under those conditions. If a 
  Large Tractor/Trailer skids and encounters any of the three previ-
  ously described situations as it enters a hex, then the controlling 
  player should look at the hex to the right and to the left of the 
  hex the unit cannot enter to see if the Tractor/Trailer can legally 
  skid into those hexes. If both are available, randomly determine 
  which hex it skids into; if only one is available, the Tractor/Trailer 
  automatically skids into the available hex. In both instances, the 
  Tractor/Trailer continues to skid in the direction of the original 
  skid; this means a Tractor/Trailer could potentially charge multiple 
  units and/or the same unit multiple times (in the case of a multi-
  hex unit). If both of the hexes to the right and left of the hex the 
  unit cannot enter are illegal to enter, then the Large Tractor/Trailer 
  remains in its current hex and the skid is finished.
  A derailed train automatically destroys the rails in any rail hex 
  it enters, and the hex is reduced to a rough hex (unless there are 
  derailed Tractors/Trailers present after the derailing is resolved, in 
  which case it is considered ultra-rough; see below). Additionally, 
  if a derailed and skidding train must remain in its current hex, any 
  rails in that hex are destroyed as well.
  Finally, for the ease of game play, stacking limits for derailed 
  trains do not apply. Instead, any number of Tractors/Trailers may 
  end their movement in whatever hexes they skid into. Any hex 
  that contains a derailed Tractor/Trailer is considered an ultra-
  rough hex, automatically reducing any trees and/or jungle (see 
  p. 31); even if all Tractors/Trailers are destroyed during a derailing, 
  the hex is still considered an ultra-rough hex. Once skidding has 
  been resolved, the hex can also be damaged and reduced just like 
  any other ultra-rough hex (the damage is no longer done to the 
  train, but instead to the ultra-rough hex as a whole).
  CARRyING UNITS
  If a Rail Tractor and/or Trailer is built with cubicles allowing it to 
  carry other units (such as aerospace fighters, Small Craft, ’Mechs, 
  vehicles and so on), the mounting and dismounting of such units 
  from a stationary train follows the same rules as for a grounded 
  DropShip (see Carrying Units, p. 89, TW).
  If a Rail Support Vehicle expends MP in the same turn that units 
  are dismounting, only units with Jumping/VTOL MP may disem-
  bark; if a unit mounts a Flight Deck, fighters can take off normally (or 
  using VTOL movement), without regard to whether the carrying unit 
  
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  Factor Rules (see p. 64), the landing DropShip would have 
  destroyed the rails, so even if it landed and managed to 
  take off before a train arrived, the destroyed rails would 
  cause the Adelante to derail.
  Even though the Adelante is going to collide with the ship, 
  the train’s controlling player does what he can. Because 
  the Adelante Tractor is a Large-sized vehicle, he can only 
  decrease its speed by 1 MP per turn (see p. 149), which he 
  does at the start of the turn, and then he moves it forward 
  1 hex. The train then spends another MP to attempt to enter 
  the DropShip hex, which means that as the train rams the 
  DropShip its current MP left unspent is 6.
  Regardless of the combined weight of the Tractor and 
  the first and second Trailers, the train cannot displace the 
  DropShip as it is a Large Craft. Ramming for each Tractor/
  Trailer is determined separately, and so the controlling 
  player starts with the Tractor.
  The player determines the damage caused by the Tractor 
  ramming the DropShip and arrives at 60 points of damage 
  [60 (current front location internal structure) + 40 (current 
  front location armor) = 100 / 10 = 10 x 6 (MP unspent in the 
  turn) = 60]. Normally this damage would be divided into 
  5-point Damage Value groupings, but against the DropShip 
  it is simply applied as a single block of damage to the right 
  side, leaving the DropShip with 10 points of armor. As the 
  Damage Value of the attack exceeds the Damage Threshold 
  of the armor in that location, the controlling player of the 
  DropShip will need to make a Determining Critical Hits roll.
  Destruction: If a Tractor/Trailer is destroyed, use the rules 
  for destruction of a DropShip carrying units (see Destruction, 
  p. 90, TW) to determine if any units survive.
  All cargo on a destroyed Tractor/Trailer is automatically 
  considered destroyed.
  If a Rail Tractor and/or Trailer is displaced into a hex that is 
  2 or more levels lower than the adjacent hex, resulting in an 
  accidental fall, all carried units are automatically destroyed.
  In the Derailing diagram below, an Adelante Passenger/
  Cargo Train consisting of a Tractor and four Trailers (2 
  Configuration Bs, a C and a D; for this example we’ll simply 
  call them trailers A, B, C and D) is moving with a current 
  speed of 9 on the Open Terrain #1 map. The players deter-
  mined before the start of the game which hexes contain rails. 
  The standard movement of the Adelante Tractor is 12/18, but 
  the Trailers it is hauling reduce its current movement to 6/9. 
  At the start of the turn, the Adelante Tractor occupies Hex TA, 
  while Trailers A and B, as Medium-sized Trailers, occupy Hex 
  TB. Trailers C and D (also Medium-sized) occupy Hex TC.
  During the Movement Phase (Aerospace) of the previous 
  turn, the opponent successfully landed a Manatee-class 
  DropShip in Hex DA (the controlling player of the DropShip 
  determines that the ship’s right side is lined up with 
  the oncoming train; see p. 250, TW). At the start of the 
  Movement Phase (Ground) of the next turn, the Adelante 
  will be unable to slow quickly enough and so will auto-
  matically collide with the DropShip. If using the Terrain 
  • derailing diagram  • 
  
  resolve the damage caused by the ramming attack of Trailer A 
  into the DropShip as it attempts to enter Hex DA. He determines 
  that the ram causes 9 points of damage [12 (current front loca-
  tion internal structure) + 20 (current front location armor) = 32 / 
  10 = 3.2 x 3 (MP unspent in the turn) = 9.2, rounding to 9]. As only 
  structural integrity remains, that damage is halved, rounded 
  down, which means that only 4 points of damage are applied. 
  However, since there is only 3 points remaining, the DropShip is 
  destroyed! Even a DropShip can’t play chicken with a train…or 
  if the player is going to play that game, he should put down a 
  DropShip with a whole lot more armor.
  The player still must determine damage to Trailer A, which is 12 
  points [120 (Trailer weight) / 10 = 12]. The player rolls a 7 on the 
  hit location table and applies the 12 points of damage to the front, 
  leaving him with 8 points of armor; the BAR of 9 on the Trailer 
  means a penetrating critical hit must be rolled. With the DropShip 
  destroyed, the player now must continue the skid of Trailer A. 
  Trailer A will skid into Hex DA, inflicting 6 points of damage [120 
  (weight of Trailer) / 10 = 12 / 2 = 6]; with a hit location roll of 7, 
  that damage is applied to the front, reducing the front armor to 2 
  (no penetrating critical hit is required). The players are using the 
  Battlefield Wreckage rules (see p. 187), and the DropShip hexes 
  are now considered ultra-rough, so that terrain subtracts the 
  number of hexes Trailer A needs to skid down to 0.
  Now the player turns to Trailer B. As it is the same size and 
  occupies the same original hex when the derailing occurred 
  as Trailer A, it undergoes all the skidding determined above. 
  However, in addition to the 6 points of skidding damage that 
  must be applied to Trailer B for skidding into Hex DA, Trailer B will 
  automatically charge Trailer A, inflicting 36 points of damage on 
  Trailer A [120 tons (each Trailer) x 3 (number of Trailers) = 360 
  tons / 10 = 36]. The controlling player rolls 2D6 for the hit loca-
  tion, and with a result of 7, applies the damage to the rear. That 
  location has only 19 points of armor and 12 internal structure 
  points, and so can only take 31 points of damage; 36 points 
  means that Trailer A is destroyed. Finally, 12 points of damage 
  (from the ramming attack) is also applied to Trailer B, which will 
  require a penetrating critical hit roll.
  Fortunately, the controlling player of the train is luckier with 
  Trailers C and D. As they moved from Hex TC to Hex TB, they 
  expended 3 MP [1 MP (entering the hex) + 2 MP (automatic 
  braking) = 3 MP remaining]. Then, as they moved from Hex TB 
  to Hex TA, they expended the final 3 MP, leaving Trailers C and D 
  as immobile targets in Hex TA.
  Finally, the player needs to determine what happened to the 
  units carried by the train. Trailer A was destroyed (a Configuration 
  B Trailer), and so the controlling player must roll 1D6 for each of 
  the light vehicle and three battle armor units carried by the Trailer 
  to see if they survived (provided they survived any penetrating 
  critical hits). For each unit, on a roll of 1-2, the unit survives; on 
  a roll of 3-6, the unit is destroyed. If any units survived, the con-
  trolling player must determine stacking and make sure that no 
  violations occur (see Destruction p. 90, TW).
  For Trailer B, the player does not need to determine if the unit 
  was destroyed, but does need to apply two 5-point Damage Value 
  groupings to the light vehicle and three battle armor units in Trailer 
  B (provided they survived any penetrating critical hits). At the end 
  of the Movement Phase in the following turn, the controlling player 
  can dismount the units carried by the derailed Trailer B (provided a 
  hex exists nearby into which they can legally dismount).
  Because the target is a DropShip, damage to the Tractor is 
  applied based on the Tractor’s weight, which equals 60 points of 
  damage [600 (Tractor tonnage) / 10 = 60]. The player rolls 2D6 
  on the front column of the Large Ground Support Vehicle Hit 
  Location Table (see p. 206, TW), with a result of 6; all the damage 
  is applied to the front, which strips it bare of armor and inflicts 20 
  points of damage to the internal structure. The internal structure 
  at the front of the Tractor has 40 points remaining. In addition 
  to the standard Determining Critical Hits roll that must be made 
  for damaging the internal structure, a penetrating critical hit 
  must also be rolled because the Damage Value of the collision 
  exceeded the Tractor’s BAR of 7.
  Next, the Tractor automatically derails and will skid. Upon 
  the attempt to enter Hex DA occupied by the DropShip, the 
  Tractor had 6 unspent MP, meaning it will skid for 3 hexes [6 (MP 
  remaining) / 2]. As the Manatee ship will not be displaced, the 
  derail actually occurs in Hex A, meaning the rails in Hex A are 
  destroyed. Normally a skidding unit, if it charges an obstacle, 
  would end its movement in Hex A. However, the Adelante Tractor 
  is a Large-sized unit, and so the controlling player looks at Hexes 
  B1 and B2 and determines that both of them are legal to enter. 
  He randomly determines that a roll of 1-3 will be a skid into B1, 
  while a roll of 4-6 will be a skid into B2; the 1D6 die roll result 
  is a 5, and so the first hex of the three-hex skid will be into B2. 
  However, as that hex is light woods, 1 hex is removed from the 
  total number of hexes in the skid (see Terrain, p. 63, TW). The 
  damage applied to the skidding Tractor is just like a ’Mech skid-
  ding: the unit’s weight, divided by 10 and then halved, resulting 
  in 30 points of damage [600 (weight of Adelante Tractor) / 10 
  = 60 / 2 = 30]. The controlling player once again rolls for the 
  damage location; a result of a 3 means the 30 points of damage 
  is applied to the right side. Though armor still remains, once 
  again the Damage Value is higher than the BAR, and so another 
  penetrating critical hit must be rolled.
  With only one more hex to skid into, the controlling player 
  of the Tractor must continue the skid in its original direction, 
  meaning that the Tractor will once again ram the DropShip as 
  it attempts to enter Hex DB. The total damage is 24 [40 (current 
  front location internal structure) + 0 (current front location 
  armor) = 40 / 10 = 4 x 6 (MP unspent in the turn) = 24]. This strips 
  the last 10 points of armor away, leaving 14 points to deal with. 
  As per standard rules, the damage is divided in half and applied 
  to the structural integrity, leaving 3 SI. Because the hit exceeds 
  the vessel’s Damage Threshold and SI damage was taken, the 
  controlling player of the DropShip must make two Determining 
  Critical Hits rolls. Furthermore, 60 points of damage is also 
  applied to the Tractor [600 (Tractor tonnage) / 10 = 60]; the 
  resulting hit location roll of 8 means the damage is applied to the 
  front. As there are only 40 points of internal structure available, 
  this hit depletes that section’s internal structure, which destroys 
  the Tractor. This means the player does not need to skid the 
  Tractor into Hex DB. Even though the Tractor was destroyed, B2 is 
  now considered an ultra-rough hex; the light woods are gone.
  Next, the player resolves the movement of Trailer A. The 
  Trailer’s 6 MP is reduced to 3 as it enters Hex A [1 MP (entering the 
  hex) + 2 MP (automatic braking) = 3 MP remaining]. Because 
  the rails in Hex A were destroyed when the Tractor derailed there 
  (being unable to legally enter Hex DA), Trailer A automatically 
  derails and will skid for 2 hexes [3 (MP remaining) / 2 = 1.5, 
  rounding up to 2]. First, however, the controlling player must 
  
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  Derailed Vehicles Due to Damage
  If a Tractor/Trailer location is completely destroyed, per 
  standard rules for vehicles, the unit is destroyed. The train 
  behind the destroyed unit is automatically detached from 
  the train in front of the destroyed unit; if any portion of 
  the split train does not contain a Tractor, it will slow to a 
  stop (see Movement, p. 149). However, there is a chance 
  the destroyed unit will cause the train behind to derail. 
  The controlling player automatically rolls 2D6. On a result 
  of 8 or better, the Tractor/Trailer immediately following 
  the destroyed unit derails, either in the hex it currently oc-
  cupies or as it enters a new hex, depending on the size of 
  the Tractors/Trailers involved (see Derailed Vehicles Due to 
  Movement, p. 149).
  Area Effect Weapons
  Damage from weapons with an area of effect, such as artil-
  lery, may affect multiple Tractors/Trailers in a train, depending 
  on the area affected by the artillery as well as whether a Small, 
  Medium or Large Tractor/Trailer is in a hex. For example, a 
  Large Tractor in Hex A has a two Small Trailers following di-
  rectly behind in Hex B. A Long Tom artillery shell lands in Hex 
  B. Twenty points of damage would be applied to both Small 
  Trailers in Hex B, while 10 points of damage would be applied 
  to the Large Tractor in Hex A.
  Infantry Carried Externally: Area-effect weapons apply 
  their full damage to any Tractor/Trailers involved, as well as to 
  any infantry units carried externally (see p. 150).
  Swarming Attacks
  Enemy infantry units can swarm a Tractor/Trailer using the 
  standard rules for swarming a vehicle. Apply a +1 modifier for 
  every 2 hexes the train entered during the Movement Phase of 
  the current turn; infantry units with VTOL or Jumping MP do 
  not apply this modifier.
  A failed swarming attempt automatically inflicts a single 
  5-point Damage Value grouping; against conventional infan-
  try this is treated as an attack from another infantry unit.
  Only externally carried infantry (see p. 150) located on the 
  Tractor/Trailer currently being swarmed by an infantry unit 
  can be used to fight off the swarming attack. If an infantry unit 
  friendly to the Tractor/Trailer is on another Tractor/Trailer, or is 
  inside the Tractor/Trailer that has been successfully swarmed, 
  the controlling player of that friendly infantry unit must make 
  a standard swarming attack for the friendly infantry unit to 
  move onto the swarmed Tractor/Trailer and engage the enemy 
  infantry (see Mechanized Battle Armor, p. 222, TW).
  Note that a Tractor/Trailer cannot make a Driving Skill Roll to 
  attempt to dislodge swarming infantry (see Vehicles, p. 222, TW).
  The stacking limits of a Tractor/Trailer “roof” apply for 
  enemy infantry the same as for friendly: 1 infantry unit on a 
  Small Tractor/Trailer, 2 infantry units on a Medium and 3 in-
  fantry units on a Large Tractor/Trailer. This means a total of 2 
  infantry (one friendly, one enemy) can occupy the roof of a 
  Small Tractor/Trailer, 4 total infantry (two friendly, two enemy) 
  a Medium and 6 total infantry (three friendly, three enemy) a 
  Large Tractor/Trailer.
  COMbAT
  The following additional rules apply to combat for Rail 
  Vehicles.
  Attacks from Infantry Carried Externally
  Infantry units carried externally (unlike any other units car-
  ried by a Tractor/Trailer) can make all standard weapon attacks. 
  This includes attacks using field guns and field artillery (see 
  p. 311) for motorized and mechanized infantry. All standard 
  rules are used for making any type of weapon attacks, with the 
  following exceptions:
  Apply a +1 to-hit modifier to all such attacks.
  An infantry unit on a flat car cannot make an attack if the 
  LOS falls across the hexside through which a Tractor/Trailer is 
  connected to another Tractor/Trailer.
  Attacks Against Infantry Carried Externally
  Just like mechanized battle armor (see p. 227, TW), attacks 
  against infantry carried externally on a Tractor/Trailer cannot 
  be made. Instead, whenever an attack is made against a Trac-
  tor/Trailer carrying infantry externally, roll 1D6. On a result of 
  1–4, the infantry takes no damage; the total Damage Value of 
  the attack is applied to the Tractor/Trailer. On a result of 5–6, 
  the attack strikes the infantry unit; for battle armor, randomly 
  determine which trooper is hit. Any damage remaining (mean-
  ing the conventional infantry is destroyed, or the trooper in a 
  battle armor unit is destroyed) is applied to the Tractor/Trailer.
  A pirate Scarabus attacks a train in the hopes of securing a prize:  Long Tom mobile artillery.
  MM
  
  LARGE NAVAL 
  VESSEL SUPPORT 
  VEHICLES
  The following rules apply to Large Naval Vessel Support Vehicles.
  MOVEMENT
  Large Naval Vessels can be very large—longer than a 30-meter 
  hex on a CBT mapsheet. This means a player must first determine 
  the size of template used for the vessel, based on its tonnage (the 
  size of the template will usually be noted on the Record Sheet or 
  in the Technical Readout write-up). If the template is unknown, 
  compare the tonnage of the vessel to the appropriate column of 
  the Airship and Large Naval Vessel Size Table (see p. 241). Once 
  the size of the template is known, players can use the appropriate 
  template from the Large Naval Templates (see record sheets at the 
  back of this book) during game play.
  Large Naval Vessels may only change facing by one hexside per 
  hex, and then only once the vessel has moved forward until the 
  center hex of the unit enters the position where the front hex of 
  the unit was after the last facing change. When the unit is moving 
  slowly, this can take more than one game turn to occur. Note that 
  a Template A Large Naval Vessel is only 1 hex in size, so while it can 
  still only change 1 hexside per hex, it does not need to take into 
  consideration the “pivot point” hex when determining how far it 
  must move before it can change its facing again.
  The unit pivots around the center point marked as the “Pivot” on 
  the Naval Vessel Template. The cost to change facing is still 1 MP.
  Unlike most units, Large Naval Vessels take time to both speed 
  up and slow down. Each turn, a Large Naval Vessel can increase its 
  speed (up to the unit’s Flanking MP limit) or slow down by 1 MP. If 
  a Large Naval Vessel is rendered immobile by damage, it does not 
  come to a sudden halt, but rather decelerates by 1 MP (applied 
  during the Movement Phase whenever the player nominates the 
  unit for movement) every other turn until its speed drops to zero.
  Submarines: Unlike standard submarines, Large Naval Vessel 
  Submarines are limited in the depths they can change per turn. 
  The maximum number of depths that a Large Naval Vessel Sub-
  marine can change up or down is equal to their Template Size 
  as shown on the Large Naval Vessel Sinking Table (see p. 159) +1. 
  For example a Template A could potentially change 6 depths in 
  a turn, while a Template E can only potentially change 2 depths 
  in a turn.
  Running Aground: Large Naval Vessels may only operate in 
  water hexes and risk running aground when operating in shal-
  lower depths. Consult the Large Naval Heights Table (see p. 157) 
  to find the safe water depth in which these units can operate. A 
  unit entering a water hex that is too shallow immediately runs 
  aground and suffers damage. If the unit was moving at 1 to 3 MP, 
  the damage is equal to its tonnage divided by 100 (rounded up); 
  if moving at 4 to 9 MP, multiply that value by 2; if moving at 10 MP 
  or greater, multiply that value by 3. In all cases, the damage is ap-
  plied as a single grouping against the location that ran aground 
  (in most instances, the front) The unit, now beached, becomes an 
  immobile target for the remainder of the scenario unless another 
  Naval Vessel with the Tractor modification is present and able to 
  extract the beached vessel (see Naval Tractors, p. 156).
  CHARGING RAIL VEHICLES
  Charges against Rail Vehicles are resolved normally, with the 
  following modifications and additions.
  If a unit charges a Tractor or Trailer on the side (that is, the charg-
  ing unit enters on one of the four hexsides that are not the two 
  hexsides via which the train is traveling through the hex), apply a 
  –2 to-hit number. Additionally, after resolving damage, the players 
  should determine if the rail unit derails. If the weight of the charg-
  ing unit is greater than the combined weight of the target Tractor/
  Trailer, as well as the weight of the Tractor/Trailer immediately 
  in front of and behind the target (if any), the unit is considered 
  detached at the point where it connects to the rail unit in front 
  and it immediately derails (see Derailed Vehicles Due to Movement, 
  p. 149). If the weight of the combined Tractors/Trailers is equal to 
  or greater than the charging unit, the train is not derailed. In all 
  instances, however, the charging unit does not enter the target 
  hex if doing so would violate the stacking limits (see p. 205, TW).
  If a unit charges the rear of a Tractor or Trailer that moved this 
  turn, the standard charging rules apply, except half the damage 
  (rounded down) is applied to both units. No roll is made to deter-
  mine if the Tractor/Trailer is derailed, and the charging unit does 
  not enter the target hex if doing so would violate the stacking 
  limits (as noted above).
  If a unit charges the front of a Tractor or Trailer that moved 
  this turn, the standard charging rules apply, except double the 
  standard damage is applied to both units. The standard rules for 
  determining if a the Tractor/Trailer is derailed are used (Collisions, 
  p. 149), though the charging unit does not enter the target hex 
  if doing so would violate the stacking limits (as noted above); 
  though if the train derails, there is a chance the charging unit 
  could be rammed. In the next Movement Phase, if the train did 
  not derail and moves first, there is a chance the train will ram that 
  unit (see Collisions, p. 149).
  In all instances, if a unit fails a charge and cannot displace into 
  the hex at the right or left of the target hex, then the charging unit 
  does not enter any hexes; its movement ends in the last hex prior 
  to the target hex.
  Mobile Structures: A train is always derailed and displaced if a 
  Mobile Structure enters its hex(s); see p. 167.
  ACCIDENTAL FALLS FROM AbOVE
  If a skid leads to a situation where more than a single rail car 
  (Tractors and/or Trailers) enters a hex 2 levels or more lower than 
  its previous hex, use the Unit Displacement and Accidental Falls 
  From Above rules (see pp. 151 and 152 respectively, TW). In all 
  situations, resolve all effects (potentially striking another unit in 
  the target hex, damage, displacement and so on) for each Rail 
  Support Vehicle (each Tractor and/or Trailer) before moving on to 
  the next vehicle.
  Once the situation has been resolved, treat the hex occupied by 
  the derailed train as an ultra-rough hex (see p. 39), as described 
  under Derailed Vehicles Due to Movement (see p. 149).
  
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  Collisions
  A Large Naval Vessel entering a hex occupied by another 
  unit, automatically rams such units. If a unit is rammed by a 
  Large Naval Vessel Support Vehicle, damage is applied as for a 
  successful Charge Attack (see p. 148, TW), with the following 
  modifications: damage is equal to the current armor of the 
  location which struck the target, plus that locations current 
  internal structure, divided by 10, multiplied by the number 
  of hexes moved in the turn, rounding down. Damage to 
  the Large Naval Vessel is applied normally, per the standard 
  Charge Attack rules; if it strikes an unusual target (see Unusual 
  Targets, p. 148, TW) or another Large Naval Vessel, the damage 
  to the Large Naval Vessel is the same as the damage applied 
  to the target.
  If the collision occurs on the “deck” or “bottom” of the 
  vessel (due to a unit changing depths up and down), use 
  the location with the highest current internal structure and 
  armor for determining damage to the target (if the target is 
  receiving damage on the “deck” or “bottom” as well, randomly 
  determine a location to apply all damage); the location on the 
  Large Naval Vessel used to determine target damage is also 
  where damage is applied to the vessel from the target.
  Surfacing Large Naval Vessel Support Vehicles: If a Large 
  Naval Vessel Support Vehicle with the Submersible Chassis and 
  Controls modification rises to a depth occupied by another 
  unit, use the Submerged/Surfaces rules for Mobile Structures 
  to resolve the situation; for example, if such a unit rises under-
  neath a Combat Naval Vessel, the Combat Naval Vessel would 
  be “stranded” in the appropriate hex (see p. 173).
  In the diagram above, a Large Naval Vessel using a Type 
  C Template is traveling at a speed of 4 MP. It moves forward 
  2 hexes (bringing the center Pivot point to the hex where 
  the bow started) and then spends 1 MP to turn 1 hexside 
  to the right before moving the final MP (bringing total MP 
  expenditure for the turn to 4). Next turn, the unit increases 
  its speed to 5 MP, but as it has not traveled the required dis-
  tance to bring the Pivot point to where the bow was after 
  the last facing change, it must move forward one more hex 
  before spending 1 MP to turn to the right once more.
  The next 2 MP move the unit forward enough to once 
  more bring the Pivot point to where the bow started after 
  the last facing change, and thus the unit can make one 
  final facing change at a cost of 1 MP.
  T1
  T2
  T3
  T4
  FL
  AL
  FR
  AR
  T1
  T2
  T3
  T4
  FL
  AL
  FR
  AR
  • large naval vessel movement diagram  • 
  
  In all instances, whether a jumping unit failing a PSR and falling 
  in the target hex or a unit expending VTOL MP failing the PSR and 
  crashing in the hex they were attempting to take off from, the 
  units’ movement is over.
  If the target hex for the dismounting unit is illegal (such as in-
  fantry without UMU MP), the unit is automatically destroyed.
  Players should also use the rules for dismounting and mounting 
  infantry from naval carriers (see Dismounting From Naval Carriers, 
  p. 225, TW, and Naval Carriers, p. 224, TW) as guidelines for how 
  to dismount all units from a Large Naval Support Vessel when it is 
  not adjacent to a land hex, when it is submerged and so on.
  FLIGHT DECKS
  Depending on the size of the Flight Deck, friendly fighters, 
  Combat and Support VTOLs and Fixed-Wing Support Vehicles 
  may land on a Large Support Vehicle with a Flight Deck. See Flight 
  Deck, p. 312 in the Advanced Weapons and Equipment section, for 
  complete details on how to use a Flight Deck.
  Enemy units attempting to land on a Flight Deck must apply 
  an additional +2 modifier to the Landing Target Number (this is 
  in addition to the +1 for a unit landing at an unfriendly airfield; 
  see p. 87, TW).
  NAVAL TRACTORS
  If a Naval Vessel mounts the Tractor Chassis and Controls modi-
  fication, it may push or pull any one vessel up to five times its own 
  weight. Multiple tractors may add their tractor capacities together, 
  so (for example) two identical naval tractors combined can push 
  or pull any one vessel up to ten times their own weight.
  The unit must end the Movement Phase with either its Front or 
  Rear facing oriented toward the rear or front of the unit that has 
  run aground, whichever is more appropriate for moving it directly 
  away from the beaching hex(s). The entire next turn is spent hook-
  ing the two vessels together (the Tractor cannot expend any MP, 
  except to stay in the same hex with the same orientation). Dur-
  ing the Movement Phase of the following turn, the Naval Tractor 
  may expend MP normally to extract the grounded unit. However, 
  standard rules for the weight of the target unit (considered Trail-
  ers) must be taken into account for the MP available to the Naval 
  Tractor (See Tractors, p. 205, TW).
  If the weight of the target unit is greater than the weight of the 
  ramming Large Naval Vessel, the target unit is not displaced; the 
  Large Naval Vessel does not enter the hex. If the target unit cannot 
  displace appropriately (due to having run aground, for example), 
  no displacement occurs.
  STACKING
  Standard stacking limits do not apply to Large Naval Vessels. No 
  other unit may occupy a hex currently occupied by a Large Naval 
  Vessel unless the other unit is under, above or standing on the 
  Support Vehicle itself.
  CARRyING UNITS
  If a Large Naval Vessel Support Vehicle is built with transport 
  bays (see p. 239, TM) allowing it to carry other units (such as 
  aerospace fighters, Small Craft, ’Mechs, vehicles and so on), the 
  mounting and dismounting of such units from a stationary Large 
  Navel Vessel follow the same rules as for a grounded DropShip 
  (see Carrying Units, p. 89, TW).
  If a Large Naval Vessel expends MP in the same turn that units 
  are dismounting, only units with Jumping/VTOL MP (including 
  fighters using VTOL movement to take off) may disembark; if 
  a unit mounts a Flight Deck, fighters can take off normally (not 
  using VTOL movement). Additionally, any such unit (except a 
  fighter taking off from a Flight Deck) expending Jumping MP to 
  dismount must make an immediate Piloting/Driving Skill Roll 
  (Anti-’Mech Skill Roll, in the case of infantry) to avoid falling in 
  the target hex.
  If an infantry unit fails this roll, apply a single point of damage 
  to all battle armored troopers, or in the case of conventional in-
  fantry, apply a single 5-point Damage Value grouping as though 
  another infantry unit had made a successful attack.
  A VTOL Vehicle that fails the Driving Skill Roll automatically 
  crashes in the hex from which it was attempting to take off (see 
  VTOL and WiGE Vehicle Crashes, p. 68, TW); for the purposes of 
  damage, the VTOL Vehicle is considered to have moved 1 hex and 
  randomly determine the damage location. Infantry expending 
  VTOL MP also crash in the hex from which they were attempting 
  to take off, applying damage as described above for infantry using 
  jumping MP.
  A Warrior VTOL maneuvers for a landing on the helipad of an ancient wet-navy cruiser.
  RA
  
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  Weapon Attacks by boarded Units (on deck): Once a 
  ’Mech or infantry unit has landed on the enemy Large Naval 
  Vessel Support Vehicle (as opposed to infantry used in a 
  boarding action, which “stay on deck”), the attacking unit may 
  not be attacked in turn by the target unit’s weapons.
  For targeting and damage purposes, the landed unit is 
  assumed to be on the target vessel in the target hex where 
  it landed. During a Movement Phase (Ground), a landed unit 
  may move to an adjacent hex, and may continue to make at-
  tacks that turn as well.
  Weapon attacks are automatically successful (no to-hit roll 
  required; all Cluster Weapons automatically deal their full 
  Damage Value). However, to-hit rolls should still be made to 
  determine jam rolls, possible critical hits against the target 
  and so on. Physical attacks may also be made, with the fol-
  lowing stipulations: only punch, kick and physical weapon 
  attacks may be made, and must still adhere to their standard 
  rules (for example, an arm carrying a physical attack weapon 
  cannot deal damage if a weapon from that arm is fired in the 
  same turn).
  Weapon Attacks
  A Large Naval Vessel is far easier to hit than something as 
  small as a 12-meter tall BattleMech. Any attack against a Large 
  Naval Vessel receives an additional to-hit modifier from the 
  Airship and Large Vessel Template Table (see p. 241).
  Attacks against a Large Naval Vessel are otherwise conduct-
  ed as normal, except the attacker chooses the hex; if a Turret 
  hit location is rolled on a hex without a turret, the damage 
  strikes the appropriate side instead.
  Attacks Against a boarded Unit: Attacks against a board-
  ed Large Naval Vessel Support Vehicle may strike the ’Mech 
  or infantry units on deck. When a boarded unit takes a hit on 
  any hex whose deck is occupied by any enemy (or friendly) 
  units, roll 1D6. For ’Mechs, on a result of 1–4, the ’Mech does 
  not take damage, and the total value of the weapon damage 
  is applied directly to the Naval Vessel; a result of 5–6 means 
  the boarding ’Mech is hit. For infantry, a result of 1–5 means 
  the infantry does not take damage; on a result of 6, the board-
  ing infantry unit is hit. If infantry and a ’Mech are in the same 
  hex, randomly determine the order in which to make the 1D6 
  rolls and then roll for each unit until the damage is assigned to 
  either a boarding unit or the Naval Vessel.
  For battle armor, a randomly chosen trooper takes maxi-
  mum damage. Any damage left after the trooper is destroyed 
  is applied to the Naval Vessel. For conventional infantry, mark 
  off damage as though the attack came from another infantry 
  unit (see Damage From Infantry Units, p. 216, TW).
  In all cases, if the unit is destroyed and any damage remains, 
  it is passed on to the target Naval Vessel.
  Attacks Against boarding Units: Attacks against any units 
  that have boarded a Large Naval Vessel Support Vehicle (either 
  from other units on the vessel’s deck or units not on the Large 
  Naval Vessel) may strike the Large Naval Vessel if they miss. If 
  an attack against such a target is unsuccessful, roll 1D6. On a 
  result of 1–5, nothing happens; on a result of 6, the weapon 
  strikes the Large Naval Vessel in the hex where the target 
  boarding unit is located.
  COMbAT
  Large Naval Vessel Support Vehicles follow all the standard 
  rules for Naval Combat Vehicles (see p. 198, TW), except as 
  noted below.
  Line of Sight
  Large Naval Vessels block line of sight through their hexes 
  like terrain (hill) obstruction of the same height. Additionally, 
  depending on the size of the template used, they rise (and fall) 
  a number of hexes above and below the surface of the water, 
  as shown on the Large Naval Vessel Heights Table.
  Specialized Attacks
  The following specialized attacks apply against Large Naval 
  Vessel Support Vehicles.
  ’Mech Mounting (on deck): A ’Mech with Jumping, UMU or 
  VTOL MP may attempt to board a target vessel. The attacker 
  chooses a specific hex as the target location for landing, using 
  the Large Naval Template (see the record sheets at the back of 
  this book). All the rules for infantry mounting a Large Naval Ves-
  sel Support Vehicle as noted above also apply. Additionally, the 
  ’Mech in question must make a standard Piloting Skill Roll to 
  stay standing, with a +1 modifier (apply an additional +4 modi-
  fier if the target unit is submerged); a failure means the ’Mech 
  falls in the target hex (though it is still on the target vessel). All 
  appropriate modifiers apply; this includes any weather modi-
  fiers if Planetary Conditions are in use (see p. 57), and so on.
  In all cases, the ’Mech is located on the “deck” of the target 
  vessel hex; if it fell, it can attempt to stand during the Movement 
  Phase of the following turn. All standard stacking limits apply to 
  the deck of each hex of a Large Naval Vessel Support Vehicle.
  Unlike infantry, a ’Mech “mounted” on a submerged unit must 
  make a Piloting Skill Roll during the End Phase of any turn in 
  which the target unit expended MP. A failure means the ’Mech 
  has fallen off; randomly determine an adjacent hex into which 
  the ’Mech would most appropriately fall. It immediately sinks 
  to the bottom of that hex (see Extreme Depths, p. 42). Assign 
  damage normally (see Falling Damage, p. 57, TW). If the ’Mech 
  has UMU MP, however, it does not take falling damage but is 
  simply placed in the adjacent hex at a depth equal to the deck 
  of the unit off of which it fell. If the ’Mech falls off but there is no 
  legal hex for the ’Mech to enter, it is considered destroyed.
  large naval vessel heights table
  Template
  Heights (Levels) 
  Above/Below Surface*
  A
  0/1
  B
  1/1
  C
  1/2
  D
  2/2
  E
  3/3
  *Submersible Large Naval Vessels may not dive in water that exceeds the 
  total sum of the above- and below-surface level values. If they attempt 
  to do so, the vessel will run aground (see p. 154).
  
  The Meabh (Gunnery Skill 3), which expended cruising MP 
  this turn, returns fire.
  The weapons mounted in the Aft-Right location count the 
  range to target from the template hex indicated (AR), which 
  gives a range of 7 hexes to the Pegasus. However, as shown on 
  the Large Naval Vessel Combat Diagram, the Pegasus is outside 
  of the Aft/Right Arc and so neither the 2 AC/5s or 2 medium 
  lasers in that arc can fire on the Pegasus.
  The weapons in the Fore-Right location count the range to 
  target from the template hex indicated (FR), which gives a range of 
  6 hexes to the Pegasus. The 2 AC/5s in the Fore-Right have a modi-
  fied To-Hit Number of 7 [3 (Gunnery Skill) + 1 (attacker movement 
  modifier) + 0 (short range) + 3 (target movement modifier) = 7]. 
  The 2 medium lasers in the Fore-Right have a modified To-Hit 
  Number of 9 [3 (Gunnery Skill) + 1 (attacker movement modifier) 
  + 2 (medium range) + 3 (target movement modifier) = 9].
  The weapons in the T2 turret location count the range to 
  target from the template hex indicated (T2), which gives a 
  range of 7 hexes. The 3 PPCs and 1 large laser in the T2 location 
  all have a modified To-Hit Number of 9 [3 (Gunnery Skill) + 1 
  (attacker movement modifier) + 2 (medium range) + 3 (target 
  movement modifier) = 9].
  On the Archipelago #2 map, a lone Pegasus Scout Hover 
  Tank (Gunnery Skill 4) in Hex A, using flanking speed (8 hexes 
  entered), attacks a Meabh-class Heavy Cruiser Large Naval 
  Support Vehicle that entered 5 hexes this turn on the Large 
  Naval Vessel Combat Diagram above. The players determined 
  before play began that any water hex not adjacent to a clear 
  (land) hex was Depth 6.
  The minimum distance to the Meabh is 6 hexes, but in 
  an attempt to knock out some of the unit’s turret-mounted 
  weapons, the Pegasus launches an attack against the hex 
  where the first turret position (T2) is located, giving a range to 
  target of 7 hexes. The medium laser in the front cannot be fired, 
  but the Pegasus can fire both SRM-6 launchers mounted in the 
  turret. Fortunately, the Meabh is a big (Template C) target, 
  and so the Pegasus receives a –2 to-hit modifier, for a final 
  modified To-Hit Number of 10 [4 (Gunnery Skill] + 2 (attacker 
  movement modifier) + 4 (long range) +2 (target movement 
  modifier) – 2 (Template C Large Naval Vessel) = 10]. The 
  Pegasus’ controlling player rolls a 7 and 10, meaning 1 missile 
  launcher hit. A result of 8 on the Cluster Hits Table means that 
  4 missiles struck the target; 8 points of damage are assigned to 
  the turret in the T2 location.
  T1
  T2
  T3
  T4
  FL
  AL
  FR
  AR
  • large naval vessel combat diagram  • 
  
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  Each ammunition critical hit  reduces the unit’s Cruising MP 
  by 1.
  Cargo: Use the rules for Cargo on DropShips (see p. 239, 
  TW) when determining critical hits against cargo on Large 
  Naval Vessels.
  Crew Killed: The crew of a Large Naval Support Vehicle is 
  treated like a DropShip crew (see p. 240, TW). For each crew 
  critical hit suffered, one crew box is marked off and a cumula-
  tive +1 modifier (for each such hit) is applied to any Gunnery 
  or Piloting Skill Rolls required by the unit. When all six crew 
  boxes have been marked off, the crewmen are dead.
  Engine Hit: Because of the size and redundancies of an 
  engine on a Large Navel Vessel Support Vehicle, an engine 
  critical hit may often be ignored, while a critical hit to the en-
  gine that actually does damage does not immediately disable 
  the Large Naval Vessel.
  Whenever an engine critical hit is noted, the controlling 
  player of the targeted vessel immediately rolls 2D6. On a result 
  of 8 or better, the engine hit is ignored. If the result is 7 or less, 
  the engine critical hit is applied. However, such a critical hit 
  does not disable the vehicle. Instead, each engine critical hit 
  reduces the unit’s Cruising MP by 1. In both instances, Flank-
  ing MP should be recalculated (multiply the Cruising MP by 
  1.5, rounding up).
  ELECTRONIC EqUIPMENT
  Any multi-hex Large Naval Vessel Support Vehicle that car-
  ries electronic equipment with an area of effect (such as ECM) 
  treats the source as located in the Pivot point hex on the ap-
  propriate Large Naval Vessel Template.
  UNIT DESTRUCTION
  Unlike other units, which are automatically removed from 
  the game when they are destroyed, the size of a Large Naval 
  Vessel—and the fact that other units can be mounted on top 
  of it—means that special rules are used to resolve its destruc-
  tion (this is done to avoid a magic disappearing ship, leaving 
  ’Mechs several levels above the surface of a water hex, their 
  legs windmilling in the air).
  Note: These rules do not take into consideration that in a 
  real-world sinking situation, vessels almost always capsize and 
  will tear themselves apart as they gyrate toward the bottom, 
  or the fact that a large vessel will usually have huge sections 
  that remain intact. In an effort to make these rules easy to 
  implement, such realism is ignored. In BattleTech, a unit sinks 
  The weapons in the T4 turret location count the range to 
  target from the template hex indicated (T4), which gives a 
  range of 9 hexes. The 3 PPCs and 1 large laser in the T4 loca-
  tion all have a modified To-Hit Number of 9 [3 (Gunnery 
  Skill) + 1 (attacker movement modifier) + 2 (medium 
  range) + 3 (target movement modifier) = 9].
  Per standard rules, all attacks that strike the Pegasus 
  will use the Left Side of the Hit Location Table.
  Area Effect Weapons
  Damage from weapons with an area of effect, such as artil-
  lery, is only applied to a single hex of a multi-hex unit. The hex 
  affected receives the highest level of damage, or—if several 
  would receive the same damage—the hex to be damaged is 
  selected by the attacker.
  A Meabh-class Naval Vessel is attacked by two Sniper 
  artillery units firing standard HE rounds. The first strike 
  directly hits one of the hexes occupied by the vessel, inflict-
  ing the full 20 points of damage, split into four 5-point 
  Damage Value groupings as normal. The adjacent hexes 
  occupied by the vessel ignore the 10 points of damage that 
  would normally be applied to units in adjacent hexes, but 
  any other units in those hexes are damaged as normal.
  The second Sniper misses the targeted hex and scatters. 
  However, the new impact hex catches two of the Large 
  Naval Vessel hexes in the outer 10-point blast area. Only 
  one of the two hex strikes (chosen by the attacking player) 
  is counted when determining the damage the vessel 
  receives (two 5-point Damage Value groupings assigned 
  in one of those two hexes only).
  Turret Destruction
  Unlike Small and Medium Naval Vessels, Large Naval Vessel 
  Support Vehicles can survive the destruction of a turret. Addi-
  tional damage to a destroyed turret transfers to the side armor 
  facing the attacker. Naval Vessels built with the Submersible 
  Chassis and Controls modification (see p. 243) cannot dive once 
  a turret is destroyed. Attempting to do so (or having a turret 
  destroyed while submerged) results in the unit’s destruction.
  CRITICAL DAMAGE
  The following modifications are made to ground Combat 
  Vehicle critical hit effects (see p. 193, TW), as they apply to 
  Large Naval Vessel Support Vehicles.
  Ammunition: A Large Naval Vessel Support Vehicle follows 
  the same rules for an ammunition explosion as other vehicles 
  (see p. 194, TW), with the following exceptions.
  Only the ammo in the hex where the damage occurred 
  explodes. If there is no ammo in the location hit, the critical 
  hit is ignored.
  If the unit mounts CASE, per standard vehicle rules, the am-
  munition explosion does not damage the internal structure 
  of the location corresponding to the location of the hex hit. 
  Instead damage is applied to the armor of the location cor-
  responding to the damaged hex.
  As usual, if a unit is submerged and the armor in a location 
  is destroyed due to an ammunition explosion, that section 
  is flooded and all equipment becomes non-functional (see 
  Underwater Units, p. 121, TW).
  large naval vessel 
  sinking rate table
  Template Size
  Number of Depths per Turn
  Size A
  5
  Size B
  4
  Size C
  3
  Size D
  2
  Size E
  1
  
  Units Mounted on a Sinking Vessel (On Deck)
  For units mounted on the deck of a sinking Large Naval Vessel, 
  use the following rules.
  ’Mechs: A standing ’Mech must make a Piloting Skill Roll at 
  the end of any turn after a ship has been moved for sinking pur-
  poses. The results of a failed roll depend on whether or not the 
  deck of the Large Naval Vessel hex that the ’Mech is standing on 
  is submerged.
  If the hex is not submerged, the ‘Mech falls in the hex and takes 
  standard falling damage, but remains in the hex.
  If the hex is submerged, a failure means the ’Mech has fallen 
  off; randomly determine an adjacent hex into which the ’Mech 
  would most appropriately fall. It immediately sinks to the bottom 
  of that hex (see Extreme Depths, p. 42). Assign damage normally 
  (see Falling Damage, p. 57, TW). If the ’Mech has UMU MP, it does 
  not take falling damage, but is simply placed in the adjacent hex 
  at a depth equal to the deck of the unit from which it fell. In the 
  case of ’Mechs with UMU MP, this only applies if the controlling 
  player continues to keep the ’Mech on the sinking vessel. As soon 
  as the deck of the hex the unit occupies has reached Depth 2, the 
  controlling player can disembark the vessel automatically, using 
  UMU MP with no further rolls required.
  If the ’Mech falls off but there is no legal hex for it to enter, it is 
  considered destroyed.
  Infantry With UMU MP: As soon as the deck of the hex occu-
  pied by an infantry unit with UMU MP has reached Depth 1, the 
  controlling player can disembark the vessel automatically, using 
  UMU MP with no further rolls required.
  All Units: Only units with Jumping/VTOL MP (including fighters 
  using VTOL movement to take off) may disembark a sinking ship; 
  if a unit mounts a Flight Deck, fighters can take off normally (not 
  using VTOL movement). Additionally, any such unit (excluding 
  a fighter taking off from a Flight Deck) expending Jumping MP 
  must make an immediate Piloting/Driving Skill Roll (Anti-’Mech 
  Skill Roll, in the case of infantry) to avoid falling in the target hex.
  If an infantry unit fails this roll, apply a single point of damage 
  to all battle armored troopers, or in the case of conventional in-
  fantry, apply a single 5-point Damage Value grouping as though 
  another infantry unit had made a successful attack.
  A VTOL Vehicle that fails the Driving Skill Roll automatically 
  crashes in the hex from which it was attempting to take off (see 
  VTOL and WiGE Vehicle Crashes, p. 68, TW); for the purposes of 
  damage, the VTOL Vehicle is considered to have moved 1 hex and 
  randomly determine the damage location. Infantry expending 
  VTOL MP also crash in the hex from which they were attempting 
  to take off, applying damage as described above for infantry using 
  jumping MP.
  In all instances, whether a jumping unit failing a PSR and falling 
  in the target hex or a unit expending VTOL MP failing the PSR and 
  crashing in the hex they were attempting to take off from, the 
  unit’s movement is over.
  If the target hex for the dismounting unit is illegal (such as 
  infantry without UMU MP entering a water hex), the unit is auto-
  matically destroyed.
  Players should also use the rules for dismounting and mount-
  ing infantry from naval carriers (see Dismounting From Naval 
  Carriers, p. 225, TW, and Naval Carriers, p. 224, TW) as guidelines 
  for how to dismount all units from a sinking Large Naval Vessel 
  Support Vehicle when it is not adjacent to a land hex, when it is 
  submerged and so on.
  flat; once a hex touches bottom, the unit is immediately removed 
  from the game or reduced to its new terrain (depending on the 
  rules in use).
  Resolving Sinking
  A Large Naval Vessel will sink a number of depths per turn equal 
  to its Template Size. This can affect the ability of units on the deck 
  to save themselves before it sinks, and of the crew to abandon 
  ship (see Ejection And Abandoning Units, p. 196), as well as how 
  long it takes the “battlefield wreckage” to sink to the bottom (see 
  Battlefield Wreckage, p. 187).
  A Large Naval Vessel will sink a number of depths equal to its 
  Template Size as shown on the Large Naval Vessel Sinking Rate 
  Table; note that this depth is measured from the bottom of the 
  unit. For example, a Template E unit is 6 levels high, 3 of which sit 
  below the water line, 3 above the water line. As it sinks 1 depth 
  per turn, it will require 4 turns before it completely submerges.
  All such sinking movement is made automatically (and simultane-
  ously in the case of multiple sinking ships) at the end of the Movement 
  Phase (Ground), after all other movement has been made.
  As soon as any hex of a sinking Large Naval Support Vessel 
  strikes the bottom of a water hex, that hex of the ship is immedi-
  ately removed from play, or converted into its appropriate terrain 
  type if using Battlefield Wreckage rules (see p. 187). This could re-
  sult in various hexes of the ship “breaking off” and being removed 
  from play or reduced to a terrain type across many turns as a large 
  ship sinks through terrain of different levels/depths.
  While the unit is sinking, it still occupies the same number of 
  depths as its Template Size (minus any hexes that might have bro-
  ken off by already hitting the bottom of their respective hexes). If 
  the sinking unit enters the hex(s) of another unit (or another unit 
  enters a hex of the sinking unit that has yet to hit bottom), use 
  the Submerged/Surfaces rules for Mobile Structures to resolve 
  the situation (see p. 173).
  Note that once a Large Naval Vessel has become submerged, if 
  there is no underwater combat occurring and no other units on 
  board (either on deck, or in the cargo bay) that need to be dealt 
  with, if all player agree, the vessel can simply be removed from the 
  playing area (if Battlefield Wreckage is being used, the players can 
  simply assign the appropriate new terrain to the relevant hexes). 
  In other words, due to the length of time and complexity involved 
  of the sinking of a Large Naval Vessel, the players should only go 
  through all the steps of a sinking vessel if they wish.
  Running Aground: If a unit has run aground when it is de-
  stroyed, any hex(s) that already touch the bottom of a hex are 
  instantly removed from play or reduced to their appropriate ter-
  rain type, as discussed above.
  Water Flow: If using the Water Flow rules (see p. 52), the flow 
  of water will move a sinking ship; players should first sink the ship 
  and then apply any movement based on water flow. If this results 
  in a hex of the sinking unit striking the underlying terrain of a new 
  hex (that is, the bottom of the ship entering the hex at the level of 
  the underlying terrain in that hex), the ship is first moved and then 
  the hex(s) that struck bottom are immediately removed from play 
  or reduced to the same terrain type, as describe above. If water 
  flow will move a sinking unit into a hex it cannot enter (such as the 
  side of a submerged hill), then the unit remains in the hexes before 
  the water flow movement was applied; no displacement occurs.
  
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  the ’Mech takes standard falling damage (see Falling Damage 
  to a ’Mech, p. 69, TW).
  Infantry: If an infantry unit does not have UMU MP and it 
  falls into a water hex, it is automatically destroyed.
  If an infantry unit has UMU MP and the deck of the Large 
  Naval Vessel hex the unit occupies is above water, the unit takes 
  infantry falling damage (see Infantry Falling Damage Table, p. 
  151, TW), divided by 2 (round down). After the damage is as-
  signed, the infantry unit is placed at Depth 1 in the hex.
  If the infantry unit has UMU MP and it falls while underwater, it 
  is instead placed at its current depth with no additional effects.
  If the hex is not a water hex (the Large Naval Vessel Support 
  Vehicle has run aground; see Running Aground, p. 154), then 
  the infantry unit takes standard falling damage (see Infantry 
  Falling Damage Table, p. 151, TW).
  Naval Units: If a Naval Vessel (for whatever reason) is on a 
  Large Naval Vessel and the deck of that hex(s) is above water, 
  the unit takes standard falling damage when it hits the wa-
  ter’s surface (see Falling Damage, p. 57, TW); if the unit is not 
  destroyed, it is then placed on the surface of the water in that 
  hex. If the hex is not a water hex (the Large Naval Vessel Sup-
  port Vehicle has run aground; see Running Aground, p. 154), 
  the unit is automatically destroyed.
  All Units: All other units that fall into a water hex are auto-
  matically destroyed. If the hex is not a water hex (the Large Naval 
  Vessel Support Vehicle has run aground; see Running Aground, 
  p. 154), then the units take standard falling damage (see Unit 
  Displacement and Accidental Falls From Above, p. 151, TW).
  In all cases, if multiple units occupy a hex, randomly deter-
  mine the order in which the falls are resolved. Resolve stacking 
  limits if necessary, using the standard stacking rules.
  Destruction of a Sinking Vessel and Mounted Units
  (in Cargo bays)
  Use the DropShip destruction rules (see p. 90, TW) to de-
  termine if any units survive the destruction of a Large Naval 
  Vessel. Resolve completely the sinking and final destruction 
  of all hexes of a Large Naval Vessel before determining if any 
  units mounted inside the vessel survived.
  Units Mounted On A Sinking Vessel (In Cargo bay)
  If any units are mounted in the cargo bay of a sinking Large 
  Naval Vessel, use the following rules.
  All the standard rules for a friendly unit dismounting a Drop-
  Ship apply (see p. 89, TW), with the following additions:
  Any friendly active unit may dismount into a legal non-water 
  hex, if such an adjacent hex exists.
  If there are no non-water hexes adjacent, active friendly 
  units (see Transport Bays (Expanded), p. 217) can attempt to dis-
  mount the Large Naval Vessel using the rules for dismounting 
  and mounting infantry from naval carriers (see Dismounting 
  From Naval Carriers, p. 225, TW, and Naval Carriers, p. 224, TW) 
  as guidelines for how to dismount all units from a sinking 
  Large Naval Vessel Support Vehicle.
  In situations where there are no non-water hexes adjacent, 
  before the Large Naval Vessel is submerged, ’Mechs and Pro-
  toMechs, or infantry with UMU MP, as well as hover vehicles, 
  may dismount into an adjacent water hex. After the Large 
  Naval Vessel is submerged, only ’Mechs or ProtoMechs or 
  infantry with UMU MP may dismount. If a unit with UMU MP 
  dismounts in this fashion, it is placed in the most appropri-
  ate adjacent hex, at a depth equal to the “deck” of the Large 
  Naval Vessel. Units without UMU MP that dismount in this 
  fashion automatically fall as though they were on the deck of 
  the Large Naval Vessel and failed a Piloting Skill Roll (see Units 
  Mounted on a Sinking Vessel (On Deck), p. 160).
  In all instances, if all bay doors have been damaged (by 
  units mounting through the doors or due to critical damage), 
  no units mounted in the cargo bay can dismount.
  Non-Active Units: Any non-active units (see Transport Bays 
  (Expanded), p. 217) must be activated prior to dismounting 
  using the rules above.
  Enemy Units: Any enemy unit that has mounted through 
  a bay door (see Mounting Through a Bay Door (Into a Cargo 
  Bay), p. 188) may follow the exact rules as noted above for dis-
  mounting, except apply a –3 modifier to the Piloting Skill Roll.
  When a Hex of a Sinking Unit Is Destroyed
  When a hex of a Large Naval Vessel Support Vehicle strikes 
  the bottom and is removed from play or reduced to its battle-
  field wreckage terrain type (see the rules directly under Unit 
  Destruction, p. 159), and that hex has units mounted on it, 
  those units automatically fall into the hex they occupy. Use 
  the following rules to resolve these situations.
  ’Mechs: If the deck of the Large Naval Vessel hex the unit 
  occupies is above water, the ’Mech takes falling damage to 
  the surface of the water, then falling damage to the bottom, 
  which are both resolved immediately (see Falling Damage, 
  p. 57, TW). If the Large Naval Vessel hex the unit occupies is 
  underwater, the ’Mech takes standard underwater falling 
  damage (see Falling Damage, p. 57, TW). In both instances, the 
  unit immediately sinks to the bottom of the water hex to take 
  that falling damage.
  If the ’Mech has UMU MP and it falls from above the water’s 
  surface, it takes standard falling damage as above and then 
  remains at Depth 1 in the hex. If the ’Mech has UMU MP and it 
  falls while underwater, it is instead placed at its current depth 
  with no additional effects.
  If the hex is not a water hex (the Large Naval Vessel Support 
  Vehicle has run aground; see Running Aground, p. 154), then 
  An ancient Sovereign Class cruiser on patrol.
  RA
  
  In the Sinking Ship Diagram at left, a group of players are playing 
  a large wet-naval battle, including Large Naval Vessels, submarines, 
  ’Mechs, battle armor, fighters and more. To create a cooler and more 
  tactical-oriented environment for the surface battle as well as the 
  underwater battle, the players are using standard mapsheets com-
  pletely submerged in water. It is Turn 6 of the game and the players 
  are using the Battlefield Wreckage rules (see p. 187).
  A Luftenburg Supercarrier is on the Box Canyon (now ocean) 
  mapsheet. The surface of the water is 12 Depths above the Level 
  0 Clear terrain depicted by the mapsheet. As the Luftenburg is a 
  Template E Large Naval Vessel Support Vehicle, it has 6 levels of 
  height, 3 levels above the water and 3 levels below. This puts the 
  bottom of the Luftenburg at Depth 9…only a single depth separat-
  ing it from the bottom of Hexes A, D, E, F, G, I, M, O, Q, R, V, W and Y.
  All three of the Luftenburg’s Flight Decks are occupied by 
  fighters; the fighters are located in Hexes F, M and S (the fight-
  ers in Hexes F and S landed on Turn 1, while the fighter in Hex 
  M only landed 2 turns ago). In addition, thanks to some combat 
  drops, there’s a battle raging on the deck: a Mad Cat in Hex A, an 
  Undine battle armor in Hex C, a Spider in Hex D, a Sylph battle 
  armor in Hex V and another Mad Cat in Hex X.
  During the Weapon Attack Phase of Turn 6, the internal struc-
  ture of a location is destroyed, destroying the Luftenburg. It will 
  begin to sink during the following turn, 1 Depth each turn per the 
  Large Naval Vessel Sinking Rate Table.
  During the Movement Phase of Turn 7, the ’Mechs in Hexes A 
  and X do not have Jumping or VTOL MP and so can do nothing 
  to save themselves. The controlling player leaves them in place. 
  The Undines won’t have any issue, so the controlling player also 
  leaves them in place.
  For the Sylph battle armor, the controlling player expends 3 
  VTOL MP to turn its Level 3 into Elevation 6 and then leaves it in 
  the hex to watch the fun.
  The Spider has jump jets, but unfortunately there is no non-
  water hex within range of its 8 Jumping MP. However, its pilot 
  knows the unit is about to be in a world of hurt as the ship breaks 
  up and various hexes of the Large Naval Vessel are destroyed, 
  so the controlling player decides to jump to Hex Z. Though he’ll 
  need to make a Piloting Skill Roll at a +1 modifier to successfully 
  stand in Hex Z at Depth 12, that is by far preferable to falling 
  such a distance. Because it’s not lower than Depth 15, he won’t 
  have to deal with crush depth check, so he’ll just have to walk 
  the Spider out…it’ll take a while, but the ‘Mech should come out 
  with relatively little damage.
  The fighters in Hexes F and S have been on deck long enough 
  since they landed, and so the controlling player immediately 
  makes a Control Roll for both fighters; they both successfully take 
  off. Unfortunately, the fighter in Hex M has not been landed long 
  enough and so cannot move.
  Finally, the controlling player of the Luftenburg starts to 
  launch lifeboats. Looking up Ejection and Abandoning Units 
  rules under General Rules (see p. 196), the players finds the Naval 
  Vessel rules. The Piloting Skill of the Crew is 5, so the controlling 
  player makes a Piloting Skill Roll and gets a result of 10—a MoS 
  of 5. That means 6 lifeboats successfully launched and are placed 
  in adjacent hexes (at the discretion of the controlling player).
  At the end of the Movement Phase of Turn 7, the Luftenburg 
  sinks 1 Depth. Hex A, D, E, F, G, I, M, O, Q, R, V, W, and Y are 
  immediately reduced to ultra-rubble; each of those hexes is now 
  a Depth 4 ultra-rough hex.
  • sinking ship diagram  • 
  
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  that means any units still on the deck are encountering the 
  water for the first time. The Undine in Hex C, since it has UMU 
  MP, is immediately placed at Depth 1 in Hex C. The Mad Cat 
  in Hex X is now at partial cover and once again must make 
  a Piloting Skill Roll to avoid falling. This time the controlling 
  player finally fails. In this situation, a failure doesn’t mean 
  the ’Mech falls in Hex X, however, as the Luftenburg’s Hex 
  X is now underwater. The most appropriate hex adjacent 
  to the Luftenburg is chosen. In this case, Hexes XA and XB 
  are equally appropriate, so the controlling player randomly 
  determines the location where the ‘Mech ends up: Hex XA. 
  The ’Mech takes 48 points of falling damage [75 (tonnage of 
  Mad Cat) ÷ 10 = 7.5 (rounding up to 8) x (11 (depths fallen) + 
  1) = 96 ÷ 2 = 48]; note that it fell 11 depths, since the surface 
  of Hex X was at Depth 1 when the Mad Cat fell off. As with the 
  other Mad Cat, hull breach avoidance rolls must be made for 
  every Damage Value grouping applied to the ’Mech (see 
  Underwater Units, p. 121, TW).
  At the end of the Movement Phase of Turn 11, the 
  Luftenburg sinks 1 Depth.
  At the end of the Movement Phase of Turn 12, the 
  Luftenburg sinks 1 Depth.
     During the Movement Phase of Turn 13, a Verne Cargo 
  Sub attempts to pass underneath the sinking ship, but 
  doesn’t quite make it and is at Depth 10 in Hex P. At the end 
  of the Movement Phase of Turn 13, the Luftenburg sinks 1 
  Depth. As the Verne Cargo Sub occupies the same depth in 
  a hex now occupied by the Luftenburg, a standard charging 
  attack occurs, inflicting 46 points of damage on the Verne 
  [80 (current front location internal structure) + 850 (current 
  front location armor) = 930 ÷ 10 = 93 x 1 (hexes moved) = 93 
  ÷ 2 (occurred in a water hex) = 46.5, rounding down to 46]. 
  Randomly determining the location, the damage is applied 
  to the front armor, leaving it with 54 points of damage. As 
  the Damage Value of the ram exceeded the Verne’s BAR, the 
  controlling player of the Verne must roll once on the Ground 
  Vehicle Critical Hits Table. If it mattered, the Verne would 
  have inflicted 46 points of damage on the Luftenburg’s front 
  armor. Finally, the Verne is displaced to Depth 11. Additionally,  
  Hex B is immediately reduced to ultra-rough at Depth 10.
      During the Movement Phase of Turn 14, the controlling 
  player of the Verne (who was lucky enough not to roll a criti-
  cal hit that would’ve reduced its movement) quickly moves 
  the Verne out of the way of the sinking ship.At the end of the 
  Movement Phase of Turn 15, the Luftenburg sinks 1 Depth. 
  Hexes B, H, J, Q, R, S, T and Y are immediately reduced to 
  ultra-rough at Depth 12.
  At the end of the Movement Phase of Turn 16, the 
  Luftenburg sinks 1 Depth and its Hex L is immediately 
  reduced to ultra-rough at Depth 13.
  Finally, at the end of the Movement Phase of Turn 17, the 
  Luftenburg sinks 1 Depth and the final Hex K is immediately 
  reduced to ultra-rough at Depth 14.
  Now that the final destruction of all hexes has been deter-
  mined, the controlling player of the Luftenburg uses the 
  DropShip destruction rules (see p. 90, TW) to determine if any 
  of the units mounted on the Large Naval Vessel survived; if 
  any of the units cannot enter a water hex, they are automati-
  cally destroyed.
  The fighter in Hex M falls into the water and is immedi-
  ately destroyed.
  The ’Mech in Hex A falls 2 levels to the water’s surface (it 
  was at Level 3 on the deck of the ship, but the ship sank 1 
  Depth before it was reduced) and takes 12 points of falling 
  damage [75 (tonnage of Mad Cat) ÷ 10 = 7.5 (rounding up 
  to 8) x (2 (levels fallen) + 1) = 24 ÷ 2 = 12]; note that since 
  the unit is not yet underwater, no rolls for a hull breach are 
  made when applying this damage (see Underwater Units, 
  p. 121, TW). The Mad Cat will then sink 4 more Depths and 
  take 20 points of falling damage [75 (tonnage of Mad Cat) 
  ÷ 10 = 7.5 (rounding up to 8) x (4 (depths fallen) + 1) = 40 ÷ 
  2 = 20]; unlike when striking the surface of the water, a hull 
  breach avoidance roll must be made for each Damage Value 
  grouping applied to the now-submerged ’Mech. Under stan-
  dard rules, the Mad Cat would be stuck, as all hexes lower 
  than the Depth 4 “shelf” it is on represent more than a Depth 
  3 change. However, as the players are using the Leaping 
  advanced rule (see p. 22), the controlling player in a future 
  turn will make the move and hope that the Mad Cat can 
  walk out of the water.
  The infantry in Hex C don’t need to do anything yet, but the 
  ’Mech in Hex X must making a Piloting Skill Roll to avoid falling 
  off; the player succeeds and the ’Mech continues on the boat.
  Finally, the controlling player once again launches life-
  boats. A Piloting Skill Roll result of 8 only gives a MoS of 3. 
  That means only 4 lifeboats successfully launched this turn.
  At the end of the Movement Phase of Turn 8, the 
  Luftenburg sinks 1 Depth. Hex N of the ship is immediately 
  reduced to an ultra-rough hex. Once again, the Mad Cat in 
  Hex X must make a Piloting Skill Roll, which succeeds.
  The result of this turn’s Piloting Skill Roll to launch lifeboats 
  is a 5; no MoS, so only 1 lifeboat successfully launches.
  At the end of the Movement Phase of Turn 9, the Luftenburg 
  sinks 1 Depth and the Mad Cat must once again make a Piloting 
  Skill Roll; once again, the controlling player rolls successfully.
  The controlling player of the Luftenburg makes one last 
  desperate attempt to launch lifeboats during the Movement 
  Phase of Turn 10. At the end of the Movement Phase, the 
  deck will be submerged and it will be impossible to launch 
  lifeboats. A final Piloting Skill Roll results in a 12! That gives 
  a MoS of 7, so 8 lifeboats successfully launch. Unfortunately, 
  only 19 lifeboats have been launched so far, which equals 
  190 crew. As the Luftenburg has a crew of 987 (minus any 
  pilots that dismounted with their units—the vehicles that 
  were dismounted, or the fighters that launched), the control-
  ling player is left with two options: make a Piloting Skill Roll 
  at +2 for each lifeboat launched this last turn, with 1 point of 
  damage inflicted against each boat for each 1 of the MoF, or 
  he can simply have all crewmen abandon ship and float in 
  life vests in the water. While his Luftenburg is a goner, he’s 
  still got plenty of other naval and airborne units in the area 
  and so is confident of his search and rescue operations. He 
  chooses the latter option (rather than risk killing much of the 
  crew through questionable lifeboat-launching operations).
  At the end of the Movement Phase of Turn 10, the 
  Luftenburg sinks 1 Depth. The bottom of the Luftenburg 
  hexes that have not yet been reduced to battlefield wreckage 
  are at Depth 7. As the Luftenburg has a height of 6 hexes, 
  
  mounting or dismounting unit has a height greater than its level 
  plus the level of the underlying terrain in the adjacent hex to the 
  Pivot point (for example, a Level 2 ’Mech). In such a case, apply 
  the following rules: a dismounting or mounting unit is placed in 
  the most appropriate hex adjacent to the template of the Airship, 
  nearest the Pivot point hex.
  For an airborne Large Airship, a variety of different rules cover 
  various unit types: for launching/recovering fighters, use the 
  Launching/Recovering Fighters/Small Craft rules (see p. 84, TW); for 
  mounting infantry with Jumping /VTOL MP, use the Aerospace Car-
  riers rules (see p. 224, TW); for dismounting infantry with Jumping/
  VTOL MP, use the Dismounting From Aerospace Carriers rules (see 
  p. 225, TW).
  FLIGHT DECKS
  Depending on the size of the Flight Deck, friendly fighters, 
  Combat and Support VTOLs and Fixed-Wing Support Vehicles 
  may land on an Airship Support Vehicle with a Flight Deck. See 
  Flight Deck, p. 312 in the Advanced Weapons and Equipment sec-
  tion, for complete details on how to use a Flight Deck.
  Enemy units attempting to land on a Flight Deck must apply 
  an additional +2 modifier to the Landing Target Number (this is 
  in addition to the +1 for a unit landing at unfriendly airfield; see 
  p. 87, TW).
  COMbAT
  Large Airship Support Vehicles follow all the standard rules for 
  Airship Support Vehicles in combat (see p. 206, TW), except as 
  noted below.
  Line of Sight
  Large Airships block line of sight when grounded. However, 
  players must take into account that any non-Pivot point footprint 
  hex is one level higher than the underlying terrain of the Pivot 
  point hex. In addition, the total height of the footprint that blocks 
  LOS is dependent on the template used for the grounded Airship, 
  as shown on the Large Naval Vessel Heights Table (see p. 157).
  Finally, a grounded Large Airship may be easier to hit. Any 
  attack against a grounded Large Airship receives an additional 
  to-hit modifier from the Airship and Large Vessel Template Table 
  (see p. 241).
  ELECTRONIC EqUIPMENT
  Any multi-hex Airship Support Vehicle that carries electronic 
  equipment with an area of effect (such as ECM) treats the source 
  as located in the Pivot point hex on the appropriate Large Naval 
  Vessel Template.
  ACCIDENTAL FALLS FROM AbOVE
  If a unit accidentally falls onto a footprint hex, assign damage 
  normally (see p. 152, TW). However, no unit can maintain pur-
  chase on the rigid, air-filled structure that the footprint template 
  represents, and is automatically displaced to the closest, most ap-
  propriate and legal hex; if more than one hex fits that description, 
  randomly determine the hex into which the unit is displaced.
  LARGE AIRSHIP 
  SUPPORT VEHICLES
  Large Airship Support Vehicles follow all the same rules for 
  movement and combat while airborne as Small- and Medium-
  sized Airships (see p. 204, TW).
  MOVEMENT
  The following additional rules apply to Large Airship movement.
  Landing and Liftoff
  As described in detail on page 204 of Total Warfare, Airships use 
  the Spheroid Small Craft rules for landing and take-off. However, 
  some additional rules apply for Large Airships.
  A Large Airship attempting to land has a “footprint” equal to 
  the size of the appropriate template from the Large Naval Tem-
  plates, as described above. Every hex within that footprint, along 
  with the terrain in the footprint, must be one level higher or less 
  than the height of the grounded Airship along the landing strip, 
  as determined by the Pivot point hex. In other words, while the 
  Pivot point (the gondola) is touching the ground, the entire rest 
  of the footprint (the gas-filled structure above it) is considered 
  one level higher. If any hex within the footprint contains terrain or 
  levels that are two levels higher or more than the Pivot point hex, 
  consult the Landing Modifiers Table (see p. 86, TW), and apply all 
  modifiers and/or crash results as normal.
  Water: Airships with the Amphibious Chassis and Controls 
  modification may land in water hexes, though the same general 
  restrictions above apply.
  STACKING
  Standard stacking limits do not apply for Large Airships. No 
  other unit may occupy the Pivot point hex of a grounded Large 
  Airship. Any unit of Level 1 height or less can enter any other hex 
  of the grounded Large Airship’s footprint, per standard move-
  ment. However, the height of the underlying terrain plus the 
  height of the unit cannot be higher than the level of the footprint 
  in that hex. Infantry can always pass through any hex occupied 
  by a grounded Large Airship footprint, but they cannot enter the 
  Pivot point hex.
  For example, a Large Airship with a Pivot point on a Level 0 hex 
  could have Level 1 hexes anywhere within its footprint. However, 
  any unit with a Level 1 height (a ProtoMech, vehicle and so on) 
  could not enter such a hex, as the unit’s total height would then 
  be 2 [1 (level of the hex) + 1 (height of the unit) = 2], which is 
  higher than the level of the Airship’s footprint in that hex.
  CARRyING UNITS
  If a Large Airship is built with cubicles allowing it to carry other 
  units (such as aerospace fighters, Small Craft, ’Mechs, vehicles 
  and so on), the mounting and dismounting of such units from 
  a grounded Airship follow the same rules as for a grounded 
  DropShip (see Carrying Units, p. 89, TW). The units are placed in 
  adjacent hexes to the Pivot point hex. The exception occurs if a 
  
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  Water Mobile Structures: Water Mobile Structures may 
  only operate in water hexes and can run aground when 
  operating in shallower depths. Consult the Mobile Structure 
  Types Table (see p. 260) to find the safe water depth in which 
  these units can operate. A unit entering a water hex that is 
  too shallow immediately runs aground and suffers 50 points 
  of damage to all hexes involved. The unit, now beached, be-
  comes an immobile target for the remainder of the scenario, 
  unless another Naval Vessel/Water Mobile Structure with the 
  Tractor modification, and with a number of hexes equal to or 
  larger than the beached Mobile Structure, is present and able 
  to extract the unit (see Naval Tractors, p. 156).
  Additionally, like Large Naval Vessels, Water Mobile Struc-
  tures take time to speed up and slow down. Each turn, a Mobile 
  Structure can increase its speed (up to the unit’s Maximum MP 
  limit) or slow down by 1 MP. If a Water Mobile Structure is ren-
  dered immobile by damage, it does not come to a sudden halt, 
  but rather decelerates by 1 MP (applied during the Movement 
  Phase whenever the player nominates the unit for movement) 
  every other turn until its speed drops to zero.
  Finally, regardless of the size of a Water (Submersible) Mobile 
  Structure, it may only change 1 depth, up or down, in a turn.
  Planetary Conditions: Mobile Structures deal with any ad-
  ditional Planetary Conditions (see p. 28) not already covered 
  on the Mobile Structure Movement Costs Table above, in the 
  following manner: all terrain modifications are ignored; all 
  weather conditions except lighting (dawn, dusk and so on) 
  are downgraded two levels to affect a Mobile Structure (for 
  example, Heavy Rainfall would affect a Mobile Structure as 
  though it were Light Rainfall, while Light Hail would not affect 
  a Mobile Structure at all). The full effects of Terrain Conditions 
  are applied as appropriate to Mobile Structures.
  Level Change (Ground)
  A Ground Mobile Structure cannot change levels if half or 
  less of the hexes on the side of the unit entering the new hex 
  row are not at the same change in level. For example, a Mobile 
  Structure currently occupies all Level 0 hexes. The 5-hex long 
  side that is attempting to enter a new row of hexes encounters 
  some hexes that are Level 1. In order for the Mobile Structure 
  to be able to move forward, at least 3 of the 5 hexes must be 
  Level 1 hexes.
  Sublevels: A Mobile Structure can move across hexes that 
  are considered a sublevel to its own base height (such as a 
  canyon or crevasse), provided the distance spanned is always 
  1/3 or less the width in hexes of the unit itself. For example a 3- 
  or 4-hex wide Mobile Structure would only be able to straddle 
  a 1-hex wide sublevel “canyon,” while a 6-hex wide Mobile 
  Structure could straddle a 2-hex wide sublevel “canyon.”
  LOS Height: A large Ground Mobile Structure will take sev-
  eral turns to move across large hills of multiple levels. As such, 
  the “roof” of a Ground Mobile Structure may have different 
  LOS Heights in different hexes of the unit, depending upon 
  the level of the underlying terrain of a given hex. Make sure to 
  take this into consideration during the Weapon Attack Phase.
  Terrain Reduction (Air, Ground)
  Whenever a Mobile Structure enters a hex, including a clear 
  hex, it automatically reduces (changes) that hex to a rough 
  hex (see Buildings, p. 168, for the exception).
  MOBILE 
  STRUCTURES
  The following rules apply to Mobile Structures.
  Player Adjudication: As noted in the Introduction (see p. 9), 
  despite best efforts to the contrary, player adjudication will 
  likely be required as players incorporate more and more of 
  the various advanced rules from Tactical Operations into their 
  games. Mobile Structures, by their very nature, significantly 
  raise the likelihood of player adjudication. While we’ve tried 
  to be as comprehensive as possible, players should be aware 
  before starting a game that they may need to make rulings as 
  a Mobile Structure moves and fires across complex terrain.
  Mobile Structure Template
  As described in the Mobile Structure construction rules, 
  these units can be a variety of shapes and sizes. While the 
  Structure Record Sheets allow for the tracking of equipment, 
  damage and so on for a Mobile Structure, the record sheet 
  can’t really be used to show a Mobile Structure on the map. 
  The Mobile Structure Template (see the record sheets at the 
  back of this book) is a sheet of blank hexes—the same size as 
  the hexes found on BattleTech mapsheets—that players can 
  photocopy and then cut out to make the desired “footprint” 
  shape of their Mobile Structure, plainly marking the “cen-
  termost” hex. Then, particularly when dealing with Ground 
  Mobile Structures, the player can put the template directly on 
  the mapsheet to designate its location, or can simply use it as 
  a guide for determining where the Mobile Structure can and 
  cannot move.
  MOVEMENT
  Mobile Structures do not have Cruising/Flanking Movement 
  Points, but instead have a Maximum MP value. The Movement 
  Point cost for Mobile Structures to enter a given hex is noted 
  on the Mobile Structure Movement Costs Table (see p. 166). A 
  Mobile Structure does not pay these movement costs for every 
  hex in the new hex row it enters. Instead, the player determines 
  the move he wishes to accomplish with his Mobile Structure, 
  and then finds the single hex in the new hex row with the most 
  expensive MP requirement. If the Mobile Structure meets that 
  MP requirement, then the Mobile Structure may enter the new 
  row of hexes (see Sublevels, at right, for the exception).
  In all instances, whenever a Mobile Structure expends any MP, 
  it is considered to have chosen a Flanking Movement Mode.
  MP Reduction: Regardless of damage taken by the Mobile 
  Structure (through movement or combat), its Maximum MP 
  and quarter-MP expenditure capability is never reduced (the 
  motive system is distributed throughout every hex of the unit).
  Air Mobile Structures: Beyond the difference of MP track-
  ing and expenditure noted for Mobile Structures, Air Mobile 
  Structures follow all the same rules for movement restrictions 
  as Large Airships (see p. 164). They also follow Large Airship 
  rules for landing and take-off, except that the “footprint” of 
  the Air Mobile Structure (as determined by the size of unit 
  in question) is all the same height across the bottom (as op-
  posed to one level above the height of the Pivot point hex on 
  an Airship).
  
  mObile structure mOvement cOsts table
  Movement Action /Terrain Type
  MP Cost Per Hex/Terrain Cost
  Prohibited Terrain
  Cost to Enter Any Hex
  1
  Terrain Cost When Entering Any New Hex
  Clear
  +0
  Water
  Paved/Bridge
  +0
  Water
  Road/Rough/Gravel Piles/Sand/
  Tundra/Planted Fields
  +0
  Water
  Ultra Rough
  +1
  Air, Water
  Light/Heavy Woods/Jungles
  +0
  Air, Water
  Ultra-Heavy Woods/Jungles
  +1
  Air, Water
  Water
  Depth 0
  +0
  Air
  Depth 1/Depth 2
  +1 (Level change MP cost not included)
  Air
  Depth 3-15
  +2† (Level change MP cost not included)
  Air, Ground*
  Depth 16+
  —‡
  Air, Ground
  Level change (up or down)
  Level 1/Sheer Cliffs
  +0
  Water
  Level 2
  +1
  Water
  Level 3+
  —
  Ground, Water, Air
  Rubble
  +0
  Water
  Ultra Rubble
  +2
  Air, Water
  Buildings**
  Standard
  Light/Medium/Heavy
  +0
  Water
  Hangar
  Light/Medium/Heavy/Hardened
  +0
  Water
  Fence
  +0
  Water
  Wall
  Light/Medium/Heavy
  +0
  Water
  Hardened
  +1
  Water
  Gun Emplacement
  Light/Medium/Heavy
  +0
  Water
  Hardened
  +1
  Water
  Fortress
  Medium
  +1
  Water
  Heavy
  +2
  Water
  Hardened
  —
  Air, Ground, Water
  Castles Brian
  Heavy
  —
  Air, Ground, Water
  Hardened
  —
  Air, Ground, Water
  Heavy Industrial Zone
  +1
  Water
  *To enter a water hex of Depth 3 or greater, a Ground Mobile Structure must mount the Environmental Sealing Chassis and Controls modification.
  **A Mobile Structure that enters a building hex never moves inside the building (see Buildings, p. 168).
  †Only applies to Ground Mobile Structure; Water Ground Mobile Structures pay the standard 1 for entering a water hex.
  ‡ Water Ground Mobile Structure may enter such depths, paying the standard 1 for entering a water hex.
  
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  is at least three levels, a collision occurs (resolved as a charg-
  ing attack; see p. 148, TW). Some examples are a ’Mech in a 
  Level 1 hex, a grounded DropShip, a vehicle or infantry with 
  VTOL MP airborne in the hex with an elevation corresponding 
  to the Mobile Structure, another Mobile Structure and so on.
  In all instances, the number of current hexes of a unit 
  never takes into consideration the number of levels that unit 
  may occupy.
  See Unit Displacement, p. 173, for how to resolve displace-
  ments due to charging attacks.
  Air Mobile Structures
  Collisions against an Air Mobile Structure can only occur 
  when another unit attempts to enter a hex occupied by a 
  landed Air Mobile Structure. In this case, such a move is 
  treated as a charge against a building (see p. 148, TW).
  Water Mobile Structures
  If a Water Mobile Structure attempts to enter a hex occu-
  pied by another unit, a ram automatically occurs.
  Avoiding a Collision (Ground and Water Mobile Structures)
  A unit that has not yet moved during the current Movement 
  Phase can attempt to get out of the way of a Mobile Structure 
  moving into the hex occupied by the unit. In order to get out 
  of the way, the player controlling the target unit must make 
  a successful Piloting/Driving Skill Roll (or Gunnery Skill, if no 
  Piloting Skill exists; for infantry, use the Anti-’Mech Skill) just 
  before the Mobile Structure enters the target’s hex. A success-
  ful roll means the target unit may make its entire movement 
  immediately, before the Mobile Structure continues its move-
  ment. Failure means the target remains in its hex (though a 
  failed roll does not cause the target unit to fall). Units moved 
  in this way have expended their movement by walking/cruis-
  ing) and may not move again later in the Movement Phase. A 
  failed roll means the unit is rammed by the Mobile Structure.
  Damage to Targets (Ground and Water Mobile Structures)
  The Mobile Structure automatically inflicts 100 points of dam-
  age, assigned in 10-point Damage Value groupings, against the 
  appropriate column of the appropriate hit location table; this 
  damage is reduced to 50 points if the charging unit is a Water 
  Mobile Structure. For conventional infantry, this damage is as-
  signed as though it originated from another infantry unit (see 
  p. 216, TW); for battle armor, the damage is assigned as though 
  it came from an area-effect weapon (see p. 219, TW).
  DropShips: If more than one hex of a DropShip is involved 
  in the charge, the 100 points of damage is applied for every 
  hex involved.
  Mobile Structures: The damage assigned to another Mo-
  bile Structure depends on the size of both structures. A Mobile 
  Structure consisting of a greater number of current hexes 
  charging a smaller Mobile Structure inflicts the standard 100 
  points of damage to every hex of the target structure it hits.
  If both structures consist of the same number of hexes, 
  both players roll 2D6, re-rolling any ties. The winner is con-
  sidered the charging unit, and takes 50 points of damage to 
  every hex involved, while the loser is the target and receives 
  the standard 100 points of damage to every Mobile Structure 
  hex involved.
  Terrain Factor: If using the Terrain Factor Rules (see p. 64), a 
  Mobile Structure automatically inflicts 150 points of damage to 
  all terrain and terrain modifications within a hex it enters (see 
  Buildings, p. 168, for the exception). As this occurs after the Mobile 
  Structure has entered the hex, it cannot stop the unit from enter-
  ing the hex as described under Level Change (Ground), above.
  Off-Map Movement
  Unlike any other unit type, Mobile Structures can be par-
  tially off the playing area. All hexes off the playing area are 
  considered to be clear, at the Level of the hexes on the map-
  sheet, for movement purposes. For example, if the last hex 
  before exiting a map is a Level 4, then the hexes off the map 
  corresponding to that hex would be a Clear Level 4.
  Combat: Any hexes of a Mobile Structure not directly on 
  the playing area cannot be used in combat; they cannot make 
  attacks or be the target of an attack. Whether a Mobile Struc-
  ture is destroyed (see Destroying a Mobile Structure, p. 172)  
  is based on the Mobile Structure hexes located on the play-
  ing area. If the Mobile Structure is considered destroyed, the 
  entire Mobile Structure (including hexes off the map) are 
  considered destroyed also; they cannot enter the playing area 
  later in the scenario.
  FACING
  Mobile Structures have no facing and can move in any 
  direction unless blocked by impassable terrain, as shown on 
  the Mobile Structures Movement Costs Table. However, at the 
  end of a movement, all the hexes of the Mobile Structure must 
  match up with the hex grid on the playing area.
  In place of moving forward into a new hex row, a Mobile 
  Structure may choose to spend all its movement to make a 
  facing change. Mobile Structures may only change facing by 
  one hexside per hex. The unit pivots around the centermost 
  hex of the unit’s template. The player simply finds the center-
  most hex of the unit (if more than one hex qualifies equally as 
  the “centermost hex,” the controlling player can choose which 
  hex to use each time he makes a facing change), and keeping 
  that hex centered, rotates the Mobile Structure in the desired 
  direction until the hexsides of the unit once again line up with 
  the hexsides of the mapsheet.
  All restrictions on movement still apply for this facing 
  change; if a unit cannot legally make the facing change, it can-
  not be done. This is tracked as the pivot move is made, so that 
  if any portion of a Mobile Structure hex enters another hex as 
  the player pivots the Mobile Structure template on the playing 
  area, the terrain in that hex must be taken into consideration, 
  even if the Mobile Structure hex will not occupy it once the 
  pivot move is finished. Furthermore, if units occupying such 
  hexes are “brushed” by a pivoting Mobile Structure, collisions 
  may occur and must be resolved in the order that they hap-
  pen (below). If multiple potential collisions appear to occur 
  simultaneously, randomly determine the order of resolution.
  COLLISIONS
  The following rules apply to collisions and Mobile Structures.
  Ground Mobile Structures
  If a Mobile Structure attempts to enter a hex occupied by 
  another unit whose total height (including underlying terrain) 
  
  Prohibited Movement: If a Mobile Structure is prohibited from 
  entering a building hex due to the specific building type and/or 
  classification located within that hex, the Mobile Structure can 
  still expend the MP to attempt the move; in this case it automati-
  cally inflicts 150 points of damage against any such building hex 
  it is attempting to enter (even if using the Expanded Construction 
  Factor rules, all levels within the structure receive the 150 points 
  of damage). Regardless of whether this damage destroys the 
  building, reducing it to a rubble or ultra-rubble hex, the Mobile 
  Structure does not actually enter the hex. If the building hex in 
  question was reduced to a rubble or ultra-rubble hex, once the 
  Mobile Structure has accumulated enough MP once more, it may 
  move into the hex.
  STACKING (GROUND MObILE STRUCTURES)
  While many motive system linkages and tracked “feet” cover 
  the entire base of a Ground Mobile Structure, the solid “bottom” 
  of each unit does not begin until Level 3 above the level that in-
  teracts with the base terrain it crosses.
  The hexes underneath a Ground Mobile Structure are treated as 
  Light Woods for movement restrictions and LOS (see Movement 
  Costs Table, p. 52, and Attack Modifiers Table, p. 116, respectively, 
  TW). Any unit with a height equal to or less than Level 2 that can 
  enter Light Woods can enter a hex underneath a Mobile Structure.
  Beyond those restrictions, all stacking rules apply to the hexes 
  underneath, as well as the hexes on top of the Mobile Structure.
  Prohibited Units: If a vehicle is prohibited from entering a 
  Light Woods hex and a Ground Mobile Structure moves into a hex 
  occupied by such a unit, apply a 5-point Damage Value grouping 
  hit to every location (only a single point of damage is applied to 
  a rotor on a grounded VTOL) and automatically roll once on the 
  appropriate Motive System Damage Table, as though the damage 
  were coming in on the front arc.
  This damage is applied every time a hex of a Ground Mobile 
  Structure enters a hex occupied by such a unit, even in the case 
  of multi-hex Ground Mobile Structures; as a large Ground Mobile 
  Structure slowly moves over such a unit, damage is dealt by each 
  Mobile Structure hex.
  In the case of a Facing change (see p. 167), if more than one hex 
  of a Mobile Structure appears to be passing over a hex occupied 
  by such a unit, then double the damage noted above.
  Such “trapped” units can use the Minimum Movement rule (see 
  p. 49, TW) to exit from the bottom of a Ground Mobile Structure 
  hex. If they are unable to use the rule to get out from underneath 
  the Mobile Structure and/or enter a new hex underneath the 
  Ground Mobile Structure in an effort to move toward a hex that 
  will be out from under, the unit is trapped until the Ground Mobile 
  Structure is finished passing over.
  In the Ground Mobile Structure Movement Diagram 1 (see next 
  page), Dawson is controlling a Ground Mobile Structure with 
  a Maximum MP of 3 on the BattleForce map. It has 4 hexes of 
  depth, 5 hexes of width and is 6 Levels high (making it a total of 8 
  Levels, as the “bottom” of the Mobile Structure doesn’t start until 
  Level 3); the controlling player photocopied the Mobile Structure 
  Template Sheet from the back of this rulebook, then cut out the 
  size template needed to track movement on the playing area.
  In place of moving the Mobile Structure onto the playing area, 
  the players decided to simply place the Mobile Structure. Even 
  though a path of 4 hexes of depth 1 river cuts underneath the 
  If the charging structure consists of a smaller number of hexes 
  than the target, the target receives 50 points of damage to every 
  Mobile Structure hex involved.
  In all instances, damage is scaled for the type of Mobile Struc-
  ture used as applied to buildings (see Scaled Damage, p. 126); this 
  only applies to Fortress-type Mobile Structures. Also, damage is 
  divided in half, rounded down (after scaling) if the Mobile Struc-
  ture in question is a Water Mobile Structure.
  Damage to a Mobile Structure
  (Ground and Water Mobile Structures)
  The damage applied to a charging Mobile Structure is based 
  on the type of unit involved, as shown under Damage in Charge 
  Attacks (see p. 148, TW), and is applied as a single hit.
  DropShips: Damage from a DropShip is based on the size of 
  the DropShip (see Components, p. 24, TW). A Small DropShip in-
  flicts 25 points of damage, a Medium DropShip inflicts 50 points 
  of damage and a Large DropShip inflicts 75 points of damage. If 
  more than one hex of a DropShip is involved, that damage is ap-
  plied to all hexes involved.
  Mobile Structures: If the charging Mobile Structure consists of a 
  greater number of hexes than the target Mobile Structure, 50 points 
  of damage are assigned to every Mobile Structure hex involved.
  If the charging unit consists of the same number of hexes as 
  the target, determine who is the attacker and who is the target, 
  as shown above.
  If the charging unit consists of fewer hexes than the target 
  Mobile Structure, 100 points of damage are assigned to every hex 
  involved. In all instances, damage is scaled for the type of Mobile 
  Structure used as applied to buildings (see Scaled Damage, p. 126); 
  this only applies to Fortress-type Mobile Structures. Also, damage 
  is divided in half, rounded down (after scaling) if the Mobile Struc-
  ture in question is a Water Mobile Structure.
  bUILDINGS
  Mobile Structures entering a building hex (along the ground for 
  a Ground Mobile Structure, or while landing for an Air Mobile Struc-
  ture) never enter the building itself. Instead, the MP cost (if any) 
  represents the difficulty of demolishing the building in the hex; the 
  sheer size and inexorable force of movement of even the smallest 
  Mobile Structure reduces any building hex it enters to rubble. The 
  height of a building has no impact on whether it can survive being 
  turned into rubble by the movement of a Mobile Structure.
  Collapse: If any units occupy a building hex that is turned to 
  rubble in this fashion, resolve any falling, damage and unit dis-
  placement using the standard rules (see Collapse, p. 176, TW). A 
  Mobile Structure always occupies a hex completely for stacking 
  purposes, except as noted under Stacking (at right). For example, 
  provided the underlying terrain level of the now-rubble hex al-
  lows it, a ’Mech could fall in a collapsed building, but still occupy 
  the hex after the Mobile Structure has entered.
  Damage to Mobile Structures: The damage applied to the 
  Mobile Structure hex that entered a building hex is equal to that 
  building hex’s CF at the beginning of the current phase, divided 
  by 10, multiplied by the number of levels of the hex. Once the 
  damage from the type of building has been determined, first 
  apply the scaling damage for the type of Mobile Structure used 
  (see Scaled Damage, p. 126); this only applies to Fortress-type 
  Mobile Structures. If the damage from a destroyed building hex 
  destroys the entering Mobile Structure hex, damage is transferred 
  (see Hex Destruction, p. 172).
  
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  needed to be 1 elevation higher to avoid that grizzly fate. In 
  return, the Yellow Jacket inflicts only 3 points of damage 
  against the Construction Factor of Hex MC.
  Next, they deal with the Regulator Hovertank in hex B. The 
  vehicle is only 1 Level high and since the “bottom” of the 
  Mobile Structure begins at Level 3, there is no charge. However, 
  each hex of the bottom of a Ground Mobile Structure is 
  considered light woods. Since a hover vehicle is prohibited 
  from entering light woods, it immediately takes 5 points of 
  damage to every location. However, the players note that 
  hex MD and ME (as well as MF when Dawson continue to 
  rotate the template) will all enter Hex B. As such, regardless 
  of how many of the Mobile Structure’s hexes enter Hex B, the 
  damage is simply 15 points of damage to every location.
  The ’Mech in Hex C, for this turn, is fine as even during the 
  facing change, no Ground Mobile Structure hex even “brushes” 
  the corner of Hex C. The players do note that the Ground 
  Mobile Structure enters Hexes F and G, reduces those trees to 
  rough (per the Mobile Structure Movement Costs Table, the 
  trees do not cost any extra MP to enter); they also make note 
  of any other clear hexes entered that are now rough as well.
  In the Ground Mobile Structure Movement diagram 2 (see 
  p. 170), during the Movement Phase of the following turn, 
  the controlling player of the Regulator wins initiative and 
  moves the Regulator first. Since it is “trapped” underneath 
  the Mobile Structure all he can do is use the minimum 
  movement rule to move the vehicle into Hex 2.
  Once that movement is done, it is now Dawson’s turn 
  to move the Ground Mobile Structure again. Instead of a 
  Ground Mobile Structure, as this represents less than one-
  third of the Mobile Structure’s width, this move is legal.
  Before beginning the move, Dawson notes that the 
  opposing player has a Yellow Jacket Gunship VTOL in Hex A 
  at Elevation 8, which has moved, a Regulator Hovertank in 
  Hex B, which has also moved, and a Thunder BattleMech in 
  Hex C that has not yet moved. Dawson can either move by 
  entering a new hexside, or he can expend all his movement 
  to change his facing by a hexside. He decides he wants to 
  change his facing so that he can line himself up for a move 
  in the following turn. He also notes that since both hexes 
  MA and MB on the Ground Mobile Structure are “equally 
  centered,” he can use either to pivot, changing from one 
  turn to the next as he desires. After testing it for a moment, 
  he decides that pivoting around Hex MB will line him up for 
  what he wants to do. With all of that determined, he places 
  the tip of a finger in the middle of Hex MB, then grasps the 
  edge of the template with his other hand and starts to rotate 
  it clockwise; the direction he’s decided to change his facing.
  Immediately Hex MC enters Hex A, and Hex MD and 
  Hex ME enters Hex B. As there are units in both hexes, the 
  player must resolve that situation right away; he randomly 
  determines which to resolve first, coming up with VTOL. As 
  the elevation of the Yellow Jacket is equal to the height of 
  the Mobile Structure (the top level), a charge immediately 
  occurs. 100 points of damage, in 10-point Damage Value 
  groupings, is assigned. Despite the relatively robust armor of 
  the Yellow Jacket, the controlling player of the VTOL knows 
  that 100 points will completely destroy all the unit’s armor 
  and internal structure with damage left over; he realizes he 
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  • ground mobile structure movement diagram 1  • 
  
  CARRyING UNITS
  If a Mobile Structure is built with cubicles allowing it to carry 
  other units (such as aerospace fighters, Small Craft, ’Mechs, ve-
  hicles and so on), the mounting and dismounting of such units 
  follow the same rules as for a grounded DropShip (see Carrying 
  Units, p. 89, TW); even if a Mobile Structure expends MP in a turn 
  that a unit(s) dismounts, it still dismounts using the grounded 
  DropShip rules. Provided the unit is not prohibited from entering 
  a Light Woods hex, mounting and dismounting can occur from 
  hexes underneath the Mobile Structure.
  Air Mobile Structures: If airborne, use the launching/recover-
  ing rules for fighters (see Launching/Recovering Fighters/Small 
  Craft, p. 84, TW).
  Water Mobile Structures: Use the rules for mounting and dis-
  mounting infantry from naval carriers (see Naval Carriers, p. 224, 
  and Dismounting From Naval Carriers, p. 225, TW) as guidelines for 
  how to dismount all units from a Large Naval Support Vessel when 
  it is not adjacent to a land hex, when it is submerged and so on.
  FLIGHT DECKS
  Depending on the size of the Flight Deck, friendly fighters, 
  Combat and Support VTOLs and Fixed-Wing Support Vehicles 
  may land on a Mobile Structure with a Flight Deck. See Flight 
  Deck, p. 312, in the Advanced Weapons and Equipment section for 
  complete details on how to use a Flight Deck.
  Enemy units attempting to land on a Flight Deck must apply an 
  additional +2 modifier to the Landing Target Number (this is in addi-
  tion to the +1 for a unit landing at unfriendly airfield; see p. 87, TW).
  facing change this time, however, he decides to spend his 3 MP 
  to enter a new hex row. As the Mobile Structure has no facing, 
  it can move in any direction. As such, he expends 1 MP and 
  moves into Hexes 1, 2, 3 and 4. As soon as Hex ME enters Hex 
  1, another 5 points of damage are applied to every location 
  on the Regulator as it “sweeps past.” Next, Dawson wants to 
  move into hexes C, D and E. Per the Mobile Structure Movement 
  Costs Table, a Level 1 doesn’t cost any additional MP to enter. 
  However, more than half of the hexes on a side attempting to 
  change a level up must all be the same level. Since this is the 
  case, Dawson can expend another 1 MP to enter the hill hex 
  row; the far right hex of the Mobile Structure along the ME/
  MF side will be ‘hanging’ in the air, and so the bottom of that 
  Mobile Structure hex is now at Level 4.
  However, there is the ’Mech in Hex C to deal with. Its height 
  is Level 3, and since that is the “bottom” height of the Mobile 
  Structure “before” it enters the hex (i.e. before it changes a 
  level up), a charge will occur. Yet the Thunder BattleMech has 
  yet to move and so the controlling player immediately makes 
  a Piloting Skill Roll. A successful roll! The controlling player 
  heaves a sigh of relief at avoiding 100 points of damage and 
  immediately takes his full turn of movement to avoid the 
  Mobile Structure. Once the ’Mech has finished moving, Dawson 
  then moves onto the hill. However, he cannot enter another 
  hex row further onto the hill as there are only two Level 2 hexes 
  and there must be three (more than half) for him to move up 
  another level. He decides to leave off spending the last 1 MP 
  and the turn is over.
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  • ground mobile structure movement diagram 2  • 
  
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  Diagram for an example of non-turret mounted weapon arcs 
  on a Mobile Structure.
  Turrets: Weapons in a Mobile Structure’s turret have a 
  360-degree arc of fire and are always presumed to be on the 
  Mobile Structure’s uppermost level.
  Underneath a Mobile Structure: A Mobile Structure can-
  not attack units located underneath it.
  Attacks Against Mobile Structures
  Attacks and damage against Mobile Structures are dealt 
  with exactly like attacks against buildings (see Attacking Build-
  ings, p. 171, TW), with the following modifications; see Aimed 
  Shots, p. 120 for attacks against turrets on a Mobile Structure. 
  Units outside a Mobile Structure cannot attack units inside a 
  Mobile Structure, and vice versa.
  If a hex takes damage equal to its current CF, the hex is de-
  stroyed, as are all weapons and equipment within that hex.
  Damage Threshold: Every Mobile Structure hex has a Dam-
  age Threshold equal to the hex’s current CF (at the start of that 
  turn), divided by 10 (round up). If the Damage Value of any single 
  Damage Value grouping exceeds the hex’s Damage Threshold, 
  a possible critical hit has occurred (see Critical Hits, p. 172).
  Armor: If a Mobile Structure hex is armored, apply all dam-
  age received by the hex to the armor first, before applying 
  damage to the Construction Factor of the hex in question (criti-
  cal hits against a Mobile Structure hex cannot occur until all its 
  armor is destroyed). Note that the Damage Thresholds do not 
  apply to armor and only come into play once the armor has 
  been removed.
  COMbAT
  The following rules cover the unique aspects of combat sur-
  rounding Mobile Structures.
  Line of Sight
  Ground Mobile Structures rise a number of levels above 
  the underlying terrain equal to their height in levels, plus 2, 
  plus the underlying terrain of the hex in question. Given the 
  nature of multi-hex units and the fact that a Mobile Structure 
  can occupy different levels at the same time, two different 
  hexes of a Mobile Structure may have different heights for 
  LOS purposes.
  Air Mobile Structures: Such units are treated as aerospace 
  units for LOS purposes (see p. 99, TW).
  Water Mobile Structures: Water Mobile Structures rise for 
  half their height (round down) above the underlying water 
  terrain they occupy (see Mobile Structure Types Table, p. 260).
  Specialized Attacks
  Use all the rules for all the specialized attacks as described 
  for Large Naval Vessel Support Vehicles, with the following 
  modifications:
  •	
  When grappling a Ground Mobile Structure, any Ground 
  Vehicle that follows all the other prescribed rules may at-
  tempt to grapple the unit.
  •	
  Instead of using the Boarding Action (Non-Infantry) rules, 
  combat inside a Mobile Structure is resolved using the 
  Combat Within Buildings rules (see p. 175, TW); all dam-
  age should be appropriately scaled, depending upon 
  the type of Mobile Structure (see Scaled Damage, p. 126). 
  Players can decide whether to use Combat Within Build-
  ings rules or Infantry Vs. Infantry Actions rules (see 
  p. 199) when resolving combat between infantry 
  inside a Mobile Structure.
  Attacks by Mobile Structures
  Per the Mobile Structures Construction 
  Rules (see Step 4: Install Weapons, Heat 
  Sinks and Equipment, p. 266), different 
  weapons may be mounted at different 
  levels in any given hex. To determine 
  the height of a given weapon system, 
  and thereby determine its LOS height, 
  first determine the overall height of 
  the hex and then subtract the number 
  of levels down from the top. For ex-
  ample, a weapon is mounted in Level 7 
  of a 10-level Mobile Structure. With the 
  hex in question on Level 1, the weapon 
  would have a total LOS Height of 10 [10 
  (height of Mobile Structure) + 2 (un-
  dercarriage) + 1 (height of underlying 
  terrain in that hex) – 3 (level of weapon 
  below roof) = 10].
  If a weapon is not mounted in a 
  turret, then it has a firing arc corre-
  sponding to its designated hexsides 
  (as determined during construction, 
  or noted on the record sheet); see 
  the Mobile Structure Hexside Arcs 
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  • ground mobile structure firing arcs • 
  
  Turret Locks: The turret rotation mechanism is severely dam-
  aged, locking the turret in its current facing for the remainder of 
  the game. Additional critical hits of this type—or Turret Jam criti-
  cal hits—have no further effect.
  Weapon Destroyed: One weapon mounted in the damaged 
  hex suffers major damage and ceases to function. The attacking 
  player then rolls 1D6. On a result of 1–3, the player controlling the 
  target unit chooses which weapon stops working. On a 4–6, the 
  attacking player chooses which weapon stops working. If there 
  are weapons in and outside of a turret in a hex, randomly deter-
  mine which location the player will choose from. The hex cannot 
  fire that weapon for the remainder of the game. If a weapon is 
  destroyed that can explode (such as a Gauss rifle), it is treated as 
  an ammunition explosion for the location where the weapon is 
  mounted (see Ammunition, p. 125, TW).
  Weapon Malfunction: This critical hit causes a weapon 
  mounted in the hex to malfunction. If a hex has multiple weap-
  ons in that location, randomly determine which one takes the hit 
  using the Weapon Destroyed rule above. The hex cannot fire that 
  weapon until the malfunction is fixed. The gunners must spend 
  one Weapon Attack Phase clearing the malfunction, during which 
  the hex may make no weapon attacks. The gunners may only fix 
  one weapon malfunction per Weapon Attack Phase.
  DESTROyING A MObILE STRUCTURE
  If all the hexes of an “interior” row of a Mobile Structure are de-
  stroyed (in effect splitting the Mobile Structure in half), the Mobile 
  Structure is destroyed. The variable nature of Mobile Structure 
  sizes may require the players to come to a consensus about when 
  the unit is destroyed.
  Resolving Unit Destruction
  Like Large Naval Vessel Support Vehicles, Mobile Structures are 
  too large to instantly remove from play, depending on whether 
  they are in a water hex(s) and/or units are on the roof. Use the 
  Unit Destruction rules for Large Naval Vessel Support Vehicles 
  (see p. 159) when resolving the destruction of a Mobile Structure 
  under these circumstances.
  Hex Destruction: If a Mobile Structure hex is destroyed, it col-
  lapses and will automatically damage all adjacent Mobile Structure 
  hexes. Divide the current CF of every Mobile Structure hex adjacent 
  to the collapsing hex by 2 (round down); divide the current armor 
  of those hexes by 2 (round down) as well. The resulting number 
  becomes the current CF of those hexes. This damage is modified 
  for Scaled Damage rules; that is, it only applies to Fortress-type 
  structures, where any such damage is halved (see p. 126).
  In addition, every time a Mobile Structure hex is destroyed, 
  roll 2D6 and add 1 for every hex of the unit destroyed during the 
  scenario. On a result of 10 or more, a crew hit results. The crew 
  of a Mobile Structure (as opposed to individual hex gunners, as 
  discussed under Critical Hits; below) is treated like a DropShip 
  crew (see p. 240, TW). For each such critical hit suffered, one crew 
  box is marked off and a cumulative +1 modifier (for each such hit) 
  is applied to all Gunnery Skill Rolls made by any hex of the Mo-
  bile Structure firing weapons. When all six crew boxes have been 
  marked, the crew are dead; the Mobile Structure can no longer 
  move, but all weapons that still have gunners can still fire (though 
  with all the applicable modifiers for dead crew as noted above).
  Optional Damage Tracking: If players wish to increase the 
  lethality of a Mobile Structure, they can track damage using the 
  Construction Factor (Expanded) rules (see p. 121), in which every 
  level of every hex has a CF equal to the CF of the entire hex and 
  damage is tracked per level. As this will radically increase how 
  long it takes to destroy a Mobile Structure, all players must agree 
  to this alternate rule before play begins.
  CRITICAL HITS
  When a critical hit occurs, roll on the Mobile Structure Critical 
  Hits Table to determine the exact effects, as described below. If 
  a hex does not contain a specific type of item (even if it was de-
  stroyed in the same phase), then re-roll. If a hex does not contain 
  any of the items listed on the Critical Hits Table, then the critical 
  hit has no effect.
  Ammunition: This result means the hex’s ammunition explodes. 
  Unlike a ’Mech, where only a single slot explodes, the hex loses 
  all its ammunition. Count the total damage for all ammunition 
  carried and apply the damage directly to the hex’s Construction 
  Factor. If CASE is mounted in a hex with an ammunition critical 
  hit, divide the total damage by 10 (round down) and apply that 
  value to the hex’s Construction Factor. As usual, ammo that can-
  not explode (such as Gauss and Plasma) doesn’t explode, but is 
  still destroyed and cannot be used for the rest of the scenario.
  Gunners Killed: A critical hit kills or severely injures the gun-
  ners for this hex. No weapons can be fired from this hex for the 
  rest of the scenario.
  Gunners Stunned: Damage from the critical hit disorients the 
  gunners. During the following turn, the hex may take no actions 
  (firing weapons and so on). After that, the hex may act normally. 
  Multiple Gunners Stunned results in the same turn extend the 
  number of turns for which these effects last.
  Turret Jam: The turret rotation mechanism temporarily freezes, 
  leaving the turret stuck in its current facing until the gunners 
  spend a Weapon Attack Phase fixing the jam. The hex may not fire 
  any weapons from that turret (though other weapons in that hex 
  may still fire) while the jam is being fixed. Treat a second or sub-
  sequent Turret Jam critical hit—regardless of whether the gunner 
  cleared the first jam—like a Turret Locks critical hit.
  mObile structure  
  critical hits table
  2D6 Roll
  Effect
  2–5
  No Critical Hit
  6
  Weapon Malfunction/Turret Jammed*
  7
  Gunners Stunned
  8
  Weapon Destroyed/Turret Locked*
  9
  Gunners Killed
  10
  Turret Jammed/Turret Locked*
  11
  Ammunition
  12
  Other**
  *When rolling these Critical Hit results, roll 1D6. On a result of 1-3, the effect left of 
  the slash occurs; on a 4-6 result, the effect right of the slash occurs.
  **Various other equipment can be mounted in a Mobile Structure hex. On a roll of 
  12, the player should randomly determine what other equipment is available 
  and destroy an item (provided other equipment exists in that hex to destroy).
  
  173
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  to adjudicate this situation, using common sense, and may roll 
  the dice to help determine the location if there are any issues). 
  A displaced Large Naval Vessel can enter a non-water hex (in 
  which case it has run aground; see p. 154), but cannot be dis-
  placed more than 1 non-water hex away from the water; in this 
  instance, the Mobile Structure is displaced as appropriately as 
  possible (it may run aground as well, in which case apply appro-
  priate damage; see Water Mobile Structures, p. 165). Even if the 
  displaced unit is a Ground Mobile Structure, running aground 
  damage should be applied, but it is not stuck or immobile.
  If a Mobile Structure surfaces below another Mobile Struc-
  ture, apply standard charging damage (see p. 167). The unit 
  displaced is the Mobile Structure consisting of the smaller 
  number of current hexes. If both units consist of the same 
  number of current hexes, both controlling players roll 2D6 
  (re-rolling ties). The loser is displaced. If any structure runs 
  aground due to the displacement, use the rules described 
  above. In all instances of displacement, neither unit can oc-
  cupy the same hex afterward.
  Surfacing Large Naval Vessel Support Vehicle: If any hexes 
  of a Template B- to E-size Large Naval Vessel Support Vehicle 
  rise to a depth that a Mobile Structure on the surface occupies, 
  the results depend on the size of the two units involved. After 
  determining damage, resolve the displacement as described 
  above, treating the Large Naval Vessel as a Mobile Structure for 
  purposes of which unit consists of more current hexes.
  Surfacing Non-Mobile Structure or Large Naval Vessel: 
  If a unit other than a Mobile Structure or Large Naval Vessel 
  (such as a unit with UMU MP, a Combat Naval Vessel, a sub-
  marine and so on) surfaces into a hex occupied by a Mobile 
  Structure, resolve charging damage as normal, but the unit 
  remains at the same depth as before it entered the Mobile 
  Structure depth; neither unit moved.
  Completely Underwater: If any of the situations described 
  above arise, but both units are completely underwater, halve 
  (round down) all charging damage; all displacement rules 
  still apply.
  Hover and WiGE Vehicles: If either vehicle type is over a 
  water hex occupied by a Mobile Structure (or Large Naval Ves-
  sel Support Vehicle), the hover or WiGE units can still move 
  and fire normally. However, if they move off the edge of the 
  Mobile Structure or Large Naval Vessel, they must take the dif-
  ference in height into account for MP expenditures. If a Hover 
  Vehicle changes more than 2 hex levels when moving from a 
  hex occupied by the Mobile Structure or Large Naval Vessel to 
  a water (or land) hex, the vehicle falls (see VTOL Rotor Destruc-
  tion, p. 197, TW). If it hits a water hex, the falling Hover Vehicle 
  is automatically destroyed.
  Accidental Falls From Above
  If a unit accidentally falls onto a Mobile Structure hex (or 
  hexes), assign damage normally (see p. 152, TW).
  In the case of a Mobile Structure falling onto another Mobile 
  Structure, use the size difference as shown in the Submerg-
  ing/Surfacing rules, at left, to determine which unit will be 
  displaced after all damage is assigned; a Mobile Structure can 
  never be stranded on another Mobile Structure, regardless of 
  differences in size.
  A Mobile Structure takes damage equal to 10 points times 
  the levels fallen to all its hexes. 
  UNIT DISPLACEMENT
  Mobile Structures modify the standard Unit Displacement 
  rules in the following manner: The number of current hexes of 
  a unit never takes into consideration the number of levels that 
  unit may occupy.
  Displacement
  A Mobile Structure is never displaced unless the unit entering 
  a hex of a Mobile Structure is another Mobile Structure; this can 
  occur due to a charging move, another displacement and so on.
  In a situation where the Mobile Structure occupies only 
  water hexes, if a Large Naval Vessel Support Vehicle enters a 
  Mobile Structure hex, after resolving the charge effects the 
  Mobile Structure is displaced normally.
  Unit Destruction: If a unit other than a Mobile Structure or 
  Large Naval Vessel Support Vehicle is displaced into a hex with 
  a Mobile Structure (not the “roof” hex or underneath), and that 
  hex is the only one it can legally enter, it is destroyed.
  Submerged/Surfacing Units
  The following rules apply to the interaction of Mobile Struc-
  tures and various submerging/surfacing situations.
  Surfacing Mobile Structure: If any hexes of a Mobile 
  Structure enter a water depth that another unit on the surface 
  occupies, the results depend on the type of units involved.
  Standard Combat Naval Vessels, Small and Medium Naval 
  Vessel Support Vehicles and any Large Naval Vessel Support 
  Vehicle of Template A size are stranded on the roof of the Mo-
  bile Structure hex, after resolving all charging damage (treat 
  the vertical charge as a standard charge attack; see p. 148, TW; 
  see Collisions, p. 167, for modifications to the charging damage 
  applied to Large Naval Vessels); if the Mobile Structure hex con-
  tains a turret, it is automatically destroyed. The stranded unit 
  can still fire its weapons, but cannot fire them at the Mobile 
  Structure (though it can fire them at any units on the Mobile 
  Structure, meaning it might accidentally hit the structure). If 
  the stranded unit is carrying any other units, they can dismount 
  using the appropriate rules. The unit remains stranded until 
  the roof of the Mobile Structure submerges to Depth 1 and 
  remains at that depth at the end of that Movement Phase, or 
  until the hex occupied by the Mobile Structure is destroyed (no 
  additional damage is applied to the stranded unit; it is simply 
  back in the water and can move normally in the next turn). If 
  the hex of the Mobile Structure occupied by the stranded unit 
  moves into a non-water hex and then the hex is destroyed, the 
  stranded unit is automatically destroyed as well.
  Large Naval Vessel Support Vehicles of Template B to E size, 
  after resolving charging damage, must make a Piloting Skill 
  Roll with a +4 modifier (along with all other standard modi-
  fiers). A successful roll means no additional damage is applied. 
  A failure means the unit partially capsized; apply a Crew hit and 
  roll twice on the Motive System Damage Table (see p. 193, TW), 
  and also three times on the Ground Combat Vehicle Critical Hits 
  Table (see p. 194, TW). If the unit involved has the Submersible 
  Chassis and Controls modification, then its controlling player 
  only rolls once on the Motive System Damage Table and once 
  on the Ground Combat Vehicle Critical Hits Table, though it still 
  takes a Crew hit. After all damage is resolved, displace the unit 
  as appropriately as possible (the displaced unit cannot occupy 
  a hex occupied by the Mobile Structure; the players will need 
  
  Jason Schmetzer
  Orbital insertiOn
  brOmhead
  Capellan marCh, Federated suns
  21 nOvember 3071
  The hull of the shuttle vibrated out of tune with the bulky combat 
  armor Subaltern Gloria Riordan wore. She rested her gauntlet 
  against the hull and noted the discordant tones. Must have some-
  thing to do with relative densities of the metals, she surmised. The 
  thin armor-weave gauntlet of her Asterion battlesuit was far more 
  dense than the thin, barely-armored hull of the shuttle. She looked 
  at her gauntlet as the tone changed against the hull. The atmo-
  sphere was thickening, which meant the relative density of shuttle 
  hull was rapidly losing place on her list of priorities.
  “Listen up,” she called, using the maniple frequency even though 
  the tough helmet of her Asterion was thrown back and open. The 
  noise in the shuttle’s bay was more than she cared to shout across, 
  no matter what the Force Sergeant had taught her about the 
  “bellow of command” back at A-School on Cyrton.
  “Two minutes to jettison,” she said. “We’re linking up with a 
  platoon of Third Taurian armor on the ground in ten minutes.” 
  She flashed both hands at her troopers, first two fingers raised 
  and then ten. The comm systems built into the combat 
  armor would transmit her words clearly to the other troop-
  ers of her irregular-sized squad, but the habits of infantry 
  training were difficult to break. And if you’re trying to hide 
  your signature, she thought, what then? Though she had 
  to admit that walking most of a ton of powered metal around didn’t 
  lend itself to stealth.
  The shuttle lurched and dropped, taking with it any sense of 
  security Gloria’s stomach had gained since they’d launched from 
  the DropShip. She snapped her visor down and chinned for the 
  cockpit channel. “What the hell, Cornet?” she barked at the pilot.
  “Fighters,” the pilot gasped. “Shut up.”
  Gloria cut the channel and signaled the maniple to seal up. The 
  other four troopers slapped their visors down and checked the 
  shoulder restraints that locked them into the jettison pods. They’d 
  practiced low-grav insertions on Cyrton before this deployment, 
  but not enough, and never under fire.
  “Fighters,” she told them after she checked to see that each of 
  them had a green seal. “We’ll shake ‘em and get down okay, you 
  wait.” Three of the troopers flashed her a thumbs-up, but the fourth, 
  Madison, sat mute. She frowned.
  Acceleration kicked her in the seat of her suit and then the shuttle 
  shuddered and lurched to the side. Red warning lights flashed to 
  life inside the bay and the indicator for the cockpit channel burned 
  to life inside Gloria’s helmet. She chinned the accept stud.
  “—out, for Christ’s sake, get out!”
  The shuttle slammed her against her restraints again, kicking her 
  
  shoulder painfully, and there was a scream across the channel 
  before the carrier wave cut out and Gloria was left with silence 
  inside her helmet. She listened to herself breathe once, then 
  twice, and then twisted enough to see the cockpit hatch. A soli-
  tary red light burned in its center.
  Vacuum.
  A cold knot formed in the middle of Gloria’s stomach. “Saints pre-
  serve us,” she whispered, and then her mind snapped into focus.
  “We’re out of here, troops,” she shouted, cutting her chin on 
  the channel-switch pad. “Drop NOW-NOW-NOW!” She let go of 
  the handhold beside her seat and raised her armored fist, held 
  it up, showed her troops, brought it down. The glass over the 
  switch shattered beneath the armor of her gauntlet.
  And then the shuttle came apart.
  Pistons drove her dropseat out of the shuttle’s bottom, shov-
  ing it into the already-deformed airflow as the shattered vessel 
  fell into the thickening atmosphere. Her seat tumbled, whirled, 
  spun. Gloria didn’t know how high they were, didn’t know 
  if they’d be safely into the thicker air and slow enough that 
  they wouldn’t burn up, didn’t know if they’d be too high and 
  bounce off to float in orbit until Bromhead 
  embraced them again.
  She didn’t know where the fighters 
  were.
  She didn’t know where she was.
  She fell.
  6
  “I can see the ground,” Madison called finally.
  Gloria turned herself in her descent until her heads-up display 
  painted Madison’s suit with a green-slashed icon. He 
  was roughly half a kilometer away and slightly lower 
  than she was. He’d be down first.
  “Any signs of contact?” she asked.
  “You could say that,” Madison said, and flashed her 
  a compressed video feed. A small window opened 
  on the inside of her helmet, and Gloria’s already-tight 
  stomach lurched. They weren’t coming down any-
  where near the landing zone. That had been chosen 
  safely away from the battlefield, to give them time to link 
  up with the armor team that was detailed to move them toward 
  the Davion depot that was their target. The LZ was cold, safe. 
  Almost as easy as training, she’d called it during the brief.
  They were coming down on the battlefield.
  BattleMechs roamed the low-visibility canyons beneath them. 
  The final layer of cloud haze cleared away and her Asterion’s 
  small computer began to identify units. Two companies of Third 
  Taurian BattleMechs were playing a cat-and-mouse game with a 
  short company of Davion defenders, but they were outclassed. 
  These Davy boys knew the ground.
  The still-warm hulks of three Taurian ’Mechs attested to that.
  Gloria swore and flashed her transponder. “Let’s get 
  down there and assemble,” she said. “Everyone try and 
  get closer before we hit.” She closed the channel with-
  out waiting for an acknowledgement and concen-
  trated on her falling.
  The Taurian Defense Force had little experience 
  deploying powered armor, and even less in deploying 
  them from the air. Gloria’s squad had been in the middle 
  of an airborne training evolution when the orders came 
  through for deployment into the Federated 
  Suns salient, but they’d picked 
  
  up a lot. Soldiers had been dropping from the skies to engage their 
  enemies for more than a thousand years, and that experience, even 
  in the Periphery, was not lost to antiquity.
  Of course, old-time airborne troopers didn’t wear a full ton of 
  armor around themselves, Gloria thought.
  The shuttle’s dropseat formed a partial parafoil that allowed 
  the rapidly falling Asterions to guide their descent, and a small 
  fuel bunker in the center of their seat supplemented a low-open-
  ing parachute and the dropseat’s integral jump jets to slow them 
  just before landing. One of Gloria’s instructors at the drop school 
  likened the experience of airborne battle armor to “the longest 
  zip-line deployment in history. Fall for a hundred kilometers, slow 
  down in the last one. One way or another.” They’d all laughed at the 
  gallows humor on Cyrton.
  Gloria wasn’t laughing now.
  The altimeter bounced a whisker laser off the ground every second, 
  updating her with the distance to solid earth. At a kilometer her para-
  foil broke away and freed the chute, which tugged her upright and 
  aligned her boots—and the jets on her armored hooves—toward 
  the ground. At 750 meters those jets began to fire, and fire.
  And fire.
  And then the ground fired back. Hutchins had time for a fast 
  curse before a line of glittering tracers from a Davion JagerMech 
  erased his suit from the sky. Madison swore and cut away his chute, 
  trusting his jets to bring him down safely. Gloria opened her mouth 
  to stop him, but he’d already fallen away before she could get a 
  word out.
  “Bloody fool,” she whispered, watching him in her HUD. Without 
  the chute’s stabilizing influence, the Asterion would tumble and 
  it would be up to the trooper to keep his jets pointed down. She 
  didn’t trust herself to be able to do that, not even with a Battle-
  Mech hunting them. On the ground she could hunt back, but she 
  was no cloud dancer.
  There was a grunt across the maniple channel when Madison hit 
  the ground, but that was all. Gloria directed her view down and 
  saw the icon for his suit bouncing across the terrain in ninety-meter 
  sprints, trying to get closer to where she would come down. Juresh 
  and Falcone were closer to her, still dangling from their chutes. The 
  JagerMech turned away, content with its sole kill, and concentrated 
  on the Taurian ’Mechs moving toward it.
  Fifty meters. The crackle of weapons fire began to penetrate the 
  insulation of her suit, and a PPC flashed by close enough to raise 
  the hair on her forearms.
  And then she was down. Madison was waiting, the bull’s-horned 
  head of his suit bent toward the ground. One hoof-shaped boot 
  came down and pawed at the soil, tearing the blue-green grass 
  apart. Gloria slapped the release that cleared her suit from the 
  drop apparatus and straightened. A toggle inside her right gaunt-
  let brought the big barrel of the mid-size recoilless rifle over her 
  armor’s shoulder. The weapon checked out green.
  She stamped her own foot and wished again that the suit’s 
  designers had put a valve on the minotaur-head helmet to blow 
  steam. Moments later, Juresh and Falcone appeared, both of them 
  with weapons ready.
  Gloria looked at her maniple, past the hole where Hutchins would 
  have stood. She reached up and stroked the rifle’s thick barrel. 
  Madison growled, a low sound that curled through the Asterion’s 
  comms like an angry phantom.
  “New plan, boys,” she said. “Let’s go kill something.”
  6 6
  It took the local TDF commander a minute or two to get the 
  comm codes sorted out, but once he did, he wasn’t happy to have 
  the support of a maniple of battle armor, not when it didn’t fit 
  into his tidy little plan of battle. “Where the hell are my tanks, Sub-
  altern?”
  Gloria was in the middle of leading her maniple across the field 
  of fire between a hunkered-down Davion Nightstar and a pair of 
  Taurian Cataphracts. She and Madison had already sprinted across, 
  but Juresh caught the tail-end of a barrage of cannon fire from 
  the nearest Cataphract and tumbled down. His suit rolled, crush-
  ing soil and rock alike, before he regained his footing and sprinted 
  toward the rest of the maniple. Falcone made it across without 
  incident, though Gloria winced when she saw the portside Gauss 
  rifle on the Nightstar track him for a handful of steps.
  “We missed the LZ, Brigadier,” she said. “We’re here now, and 
  the tanks aren’t. Where do you want us?”
  “The tanks were supposed to flush the damn Davions!” the offi-
  cer shouted. Gloria frowned and called up a tactical map. The 
  brigadier’s Marshal was half a klick behind the engagement zone, 
  surrounded by a lance of heavy ’Mechs. “I needed them to get 
  into the warrens and drive the bastards out.”
  “Sir,” she started, but then ducked as an explosion rocked across 
  the area. When she looked up there was only one Cataphract 
  left and the Nightstar was striding forward, both arms raised to 
  deliver the same coup de grace to the remaining Taurian ’Mech. 
  She snarled inside her helmet and stabbed a hand at the Davion 
  ’Mech. “Back in a few, sir,” she said. “We’re a little busy here.” She 
  chinned the circuit closed and got her troopers’ attention.
  “That big bastard right there,” she said, pointing to the Nightstar. 
  “He’s all alone and that Cataphract could use some help.”
  Juresh’s suit managed to slump into a pout. “That’s the fool 
  that shot me, Subaltern,” he said. “Besides, that’s an assault ’Mech. 
  That’s not our brief, is it? I thought we were here for a supply 
  point?”
  Gloria spread her hands. “You see any skimmers, Juresh? See any 
  way for us to hump our ton-heavy asses across forty kilometers 
  unless we carry ourselves?” She waited half a heartbeat and then 
  clapped her gauntlets together. The metal vibrated for a moment.
  
  “We’re here,” she said. “We screwed the drop, missed the LZ. 
  We’re in the pot now, and it’s time we start to get some back.” She 
  rubbed her hands together, knowing that their external pickups 
  would hear the gravelly scratch of metal and composite rubbing 
  against itself. “Who wants to go kill something?”
  “Oh, killing is good,” Madison said. “I was hoping for a nice, 
  deadly Locust or something, maybe one of those killer Wasps. But 
  if all we’ve got is a pansy little Nightstar, well… I guess it’ll do.”
  Gloria laughed. “All right, then.” She leaned around the boulder 
  they’d sheltered behind and took a look at the ground, thought 
  for a moment. Her eyes judged the Nightstar’s angle of advance, 
  looked across to see where the Cataphract was headed, waited 
  while her mind worked the angles. She bounced a ranging laser 
  off the Nightstar’s bulbous chest, did a little math. It might work, 
  she thought.
  “Here’s the plan,” she said, and sketched it out quickly. The mani-
  ple got it fast, each of them looking at the lay of the land and the 
  angles for themselves. Madison chuckled as the Nightstar stum-
  bled with one foot in a crater, but the other two kept silent. She 
  asked for questions, got none, and then took a deep breath. Two 
  years of training, two hundred light years from home. Hutchins 
  already gone. The Cataphract already gone.
  “Move,” she said.
  In two steps each of them was around the boulder and sprint-
  ing toward the Nightstar. The doctrine had been relentlessly 
  drilled into them almost since the first day they were issued the 
  battlesuits: four steps forward, one to the side, three forward, two 
  to the side, four forward, again and again and again, with varia-
  tions added in case the enemy caught the pattern. With myomer-
  assisted legs and high-energy servos, the Asterion’s zig-zag 
  covered a lot more ground than a regular infantryman, and the 
  maniple made good use of it to close the two hundred meters to 
  the Nightstar in just over twenty seconds. Gloria kept her sights on 
  the Davion ’Mech and held down the trigger. The recoilless rifle 
  belched fire as the autoloader slammed each shell into the barrel, 
  but she didn’t watch to see how many hit. She wasn’t trying to 
  shoot the damn thing to death, just distract it.
  “It’s fixated on the ’Mech,” Falcone called. Gloria risked a look 
  around, saw Juresh and Madison right behind her, Falcone out to 
  the side. Falcone laughed, freely as a child does. “I can’t believe 
  he’s ignoring us.” 
  Gloria looked over at him again, getting ready to tell him to 
  clear the circuit. There was a snarling hash of static in the radios, a 
  screech, a flash of silver. She blinked.
  Falcone was gone.
  “Gauss round,” Juresh growled.
  Gloria screamed into the loneliness of her helmet and lurched 
  forward. Her vision blurred and tinged red at the edges as she 
  held down the firing stud on her rifle, waiting for death to come. It 
  had followed them all the way from the Concordat, on the Jump-
  Ship, the DropShip, even the shuttle and this damnable dirtball of 
  a Davion world.
  Her Asterion slammed into the Nightstar’s thick ankle 
  joint and bounced off. Gloria shook herself. Her vision 
  cleared, as did her mind, and she realized she was sit-
  ting on her ass beneath ninety-five tons of pissed-
  off Davion. She lurched to her feet and stamped 
  her hoof. Madison and Juresh were already 
  at the other leg, climbing, using the sharp forward edge of their 
  Asterions’ boots and the powerful claws built into their gauntlets 
  to scale the BattleMech’s body. The ’Mech, as if sensing its ene-
  mies, lurched into motion. Gloria leapt, reached, clutched.
  She was aboard.
  “Knees, hips and head,” she whispered. The anti-’Mech com-
  mando’s prayer. She’d learned it her third day of basic training, all 
  the way back on Jamestown. She’d known the words, and then 
  she’d learned the skills. Now she’d been given the tools. All that 
  remained was her; all that remained was the will.
  She climbed.
  Gloria bypassed the Nightstar’s awkward reverse-canted knees 
  and kept climbing. Juresh had stopped and pulled a shaped-charge 
  from the built-in pouch on the Asterion’s thigh, but she knew this 
  only peripherally. She had her target.  Her HUD kept a picture of him 
  in the corner, so she saw him stab his arm into the narrow joint as 
  the Nightstar’s knee flexed, saw the joint close on his arm, heard him 
  scream as the limb was amputated as cleanly as a scalpel might have 
  done it by the unrelenting mass of the ’Mech’s armor. He fell away.
   She climbed past the jutting hip joint, timing herself, getting a 
  feel for the ’Mech’s stride. She climbed, crouched, balanced for a 
  instant, and leaped, using the Nightstar’s own upward thrust to help 
  loft herself to the ’Mech’s angular torso. Her claws scratched impo-
  tently before they finally caught, and her boots found purchase.
  “Fire in the hole,” Madison called from the Nightstar’s other hip. 
  Gloria let go with her left fist, drew back, and slammed it into an 
  already-torn patch of armor. The powerful fist broke through just far 
  enough for her to find purchase before the charge exploded, shak-
  ing the Nightstar’s entire frame and threatening to pop Gloria’s shoul-
  der from its socket. She heard Madison’s call as he dropped clear and 
  moved to cover, where he could snipe with his rifle.
  Gloria climbed higher.
  “Clear field!” a strange voice shouted. She jerked her head to the 
  side, saw the Cataphract barely ninety meters away, weapons lev-
  eled. The Nightstar lurched as the MechWarrior tried to move on 
  the shattered hip. Gloria snarled, tore her hand loose, and climbed. 
  This was hers.
  Hers.
  “Gloria!” Madison called. “Get out of the way!”
  The Nightstar’s canopy was thick transpex, heavy enough to shed 
  BattleMech-scale weaponry, but it stood little chance against her 
  rage. She straddled the ’Mech’s bullet-shaped nose and drew back, 
  screaming inside her helmet, and then slammed her horned head 
  against the canopy. The thick composite cracked—and cracked—
  and cracked as she struck it again and again, until she could force 
  her hand through the hole, deeper, just deep enough, until her 
  grasping claw found something soft and gently resistant, and tore.
  She was still screaming, still raging, as the dead BattleMech fell.
  6 6 6
  
  The following rules cover a wide variety of advanced options 
  for game play.
  AdvAnced ScAtter
  The usual rules for determining scatter (such as for bombs in 
  TW, artillery within this section, and so on) are presented in a way 
  to quickly implement during a game. However, that ease of use 
  means that a wily opponent can place himself very near a target 
  hex for such an attack, knowing that under the usual scatter rules 
  there’s no chance he’ll take damage. The following Advanced 
  Scatter rules ensure that any hex can be hit, because a scattering 
  shot can strike anywhere; this eliminates the loophole and injects 
  a little more realism into the game. These rules can be used for 
  any action that normally calls for the use of a scatter diagram.
  Per standard scatter rules, determine the MoF of the action. 
  Next, to determine the exact hex location of the failed action, 
  first roll one die and compare it to the standard Scatter Diagram 
  (see p. 182) to find the direction of the scatter. Next, if the MoF 
  was 1 or 2, roll a second die that represents the distance away 
  from the target hex (in hexes). If the MoF was 3 or 4, roll 2D6 
  to determine the exact hex hit. If the MoF was 5 or 6, roll 3D6 
  determine the exact hex hit. And so on.
  Next, count two hexsides to the right, starting with the hexside 
  opposite the original target hex. Roll a final set of dice equal to 
  the number of dice rolled for the MoF that represents the distance 
  away from this hex (in hexes), in the direction of that new hexside, 
  where the attack actually lands.
  AdvAnced Altitude BomBing ScAtter
  When using the Altitude Bombing Scatter Diagram (see p. 
  245, TW), if players wish to use advanced scatter, the following 
  rules apply.
  Per standard scatter rules, determine the MoF of the action. 
  Next, to determine the exact hex location of the failed action, roll 
  1D6: on a result of 1–3, start on the left hexside (marked “1–2” on 
  the Altitude Bombing Scatter Diagram); on a 4–6, start on the right 
  hexside (marked “5–6” on the Altitude Bombing Scatter Diagram). 
  Next, if the MoF was 1 or 2, roll a second die that represents the 
  distance away from the target hex (in hexes). If the MoF was 3 or 4, 
  roll 2D6 to determine the exact hex hit. If the MoF was 5 or 6, roll 
  3D6 to determine the exact hex hit. And so on.
  Next, once you travel the distance to the target hex determined 
  by the dice roll above, if you started on the left hexside of the 
  Altitude Bombing Scatter Diagram, turn two hexes to the right; if 
  you started on the right hexside, turn two hexes to the left. Finally, 
  roll a set of dice equal to the number of dice rolled for the MoF to 
  determine (in hexes) how far away, in the direction of that new 
  hexside, the attack actually lands. Subtract a value from that die 
  roll result equal to the number of dice rolled. For example, a MoF 
  of 5 requires a 3D6 roll. In this case, for the final distance rolled 
  after determining the new direction, the player would roll 3D6 – 3 
  to find the final target hex.
  A player is targeting Hex 0808 on a map with an artillery 
  attack and has missed by a MoF of 5. First the player rolls 1D6 
  and gets a result of 3, meaning the direction of travel for the 
  initial scatter will be 2 hexsides to the right of the numbered 
  hexside of Hex 0808. Next, the player rolls 3D6 (required by the 
  MoF of 5), with a result of 7; the player counts out 7 hexes to 
  A spotter, Scott Stansbury, uses his Swift Wind’s electronics suite to call in an artillery strike.
  DK
  
  179
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Hex 1512. The player then rotates two hexes to the right 
  from the hexside opposite the direction of travel from the 
  original target hex, which in this case is 2 hexsides to the 
  right of the numbered hexside; rotating 2 hexsides results 
  in the hexside that is 2 hexsides to the left of the numbered 
  hexside. Finally, the player rolls 3D6 one more time and 
  gets a result of 5. This means the final target is Hex 1014; 
  damage is applied in that target hex (and adjacent hexes, 
  if appropriate).
  ArtILLerY
  Artillery can provide a force with useful long-range fire sup-
  port. Unlike the real world, where artillery is often the decisive 
  force in combat, BattleTech artillery is only a supplement to 
  conventional forces, though it can still be very effective if used 
  well. BattleMechs are the kings of the battlefield, however, and 
  even the best artillery strikes will rarely be more effective than 
  a good ’Mech lance.
  Like LRMs, artillery may be fired directly or indirectly. How-
  ever, artillery is most effective when fired indirectly. These rules 
  therefore approach artillery from the point of view that such 
  weapons most often will be used indirectly; rules for firing 
  artillery directly appear under Direct-Fire Artillery (see p. 185).
  definition of indirect: Any unit more than seventeen hexes 
  away from the target is considered indirect for purposes of 
  artillery fire, even if the artillery unit is on the same mapsheet 
  as the target and has a clear line of sight to the target hex. An 
  artillery unit can fire indirectly at a target less than seventeen 
  hexes away if there is no LOS (see Indirect fire at Targets Seven-
  teen Hexes Or Less Away, p. 185).
  If the attacker is seventeen hexes or closer to the target, and 
  LOS exists to the target, use the Direct-Fire Artillery rules (see 
  p. 185).
  Area-effect Weapon: Artillery attacks are area-effect weapons, 
  and so all rules that apply to such weapons also apply to artil-
  lery attacks. This includes applying all standard damage to the 
  infantry as well as the carrying unit for mechanized battle armor.
  Sequence of PlAy
  When artillery is used, modify the normal sequence of play 
  as follows:
  1. 
  Initiative Phase
  2. 
  Targeting Phase
  3. 
  Movement Phase (Ground)
  4. 
  Movement Phase (Aerospace)
  5. 
  Indirect Artillery Attack Phase
  6. 
  Weapon Attack Phase
  7. 
  Physical Attack Phase
  8. 
  Heat Phase
  9. 
  End Phase
  Artillery not directly on the PlAying AreA
  Prior to placing their units on the playing area, players may 
  decide to assign artillery units that will not be located directly 
  on the playing area to one or both sides during game setup. 
  This choice may be dictated by the scenario being played, or the 
  players can simply agree to add this element to their game.
  Players should determine the relative location of any artil-
  lery not located on the playing area. Any unit mounting an 
  artillery weapon that the player is not directly fielding on the 
  playing area sets up behind that player’s home map edge (see 
  Set-Up, p. 256, TW). For example, if the friendly forces set up 
  on the north side of the playing area, artillery units not on the 
  playing area would set up north of the map. Designating a 
  specific location for artillery is important because hit locations 
  of many units (including ’Mechs, vehicles, grounded aerospace 
  units and so on) are determined by the direction from which 
  the artillery fire arrives.
  Players must also determine the artillery unit’s distance from 
  the playing area, expressed in units of 500 meters (the length 
  of one ground mapsheet). Players may place an artillery unit 
  any distance from the playing area up to its maximum range 
  (see Artillery Ranges Table, p. 181; this information is also 
  found on the Weapons and Equipment Tables in the back of 
  this rulebook, included for ease of reference).
  Players may place units further away than that, if they wish, 
  but the artillery will be unable to affect the playing area with-
  out moving. The further away from the playing area an artillery 
  unit is placed, the longer it takes for its shells/missiles to reach 
  the target. Also keep in mind that such ranges are to a single 
  mapsheet, not the playing area. For example, in a given game 
  the playing area consists of 9 mapsheets laid in a square (3 x 3) 
  and the controlling player of a Long Tom artillery unit places it 
  at its maximum range behind his side: 30 mapsheets (15,000 
  meters or 15 kilometers). This means the artillery could only 
  hit the middle mapsheet of the first row of three on his edge 
  (30 mapsheets range) without moving. The artillery could not 
  hit the mapsheets in the first row to the left or right of the 
  middle mapsheet (31 mapsheets), or the other 6 mapsheets 
  of the playing area, as the two rows of three mapsheets would 
  be at 31 mapsheets and 32 mapsheets, respectively. Yet the 
  closer the unit is placed to the playing area, the greater the 
  likelihood that its position could be overrun and the weapon 
  destroyed or captured if the battle goes against that side (see 
  Artillery and Rolling Maps, below). Players must therefore strike 
  a balance when determining where to place such units. If the 
  players cannot decide on a range, position the artillery unit(s) 
  at a distance of half its maximum range from the battlefield.
  Artillery and rolling maps
  Rolling maps turn a fixed battle into a mobile affair, where 
  opponents, once they’ve determined the general direction of 
  an artillery attack, can send units to search out those positions 
  and attack them directly (as opposed to simply using their 
  own artillery as counter-battery fire; see p. 186). If using the 
  Rolling Maps rule (see p. 214), modify the placement of artil-
  lery not directly on the playing area as follows.
  Divide the playing area in half, with each player’s home edge 
  on opposite sides. For example, looking at the Number 2 map 
  placement diagram (see Laying Out Mapsheets, p. 264, TW), if 
  the top and bottom of that diagram are the home edges for 
  two players, the middle map would have a line drawn down 
  its center, bisecting the playing area into two equal halves. 
  That line extends into the distance in both directions. When 
  placing artillery not directly on the playing area, a player can 
  place those units in any direction (back, left or right) from the 
  playing area, provided it is on his own side of that line. If a 
  
  artillery; if a particular playing group agrees to that type of play, 
  they can go right ahead. However, players may wish to use the 
  Mapsheet Tables instead (see p. 263, TW), where a player chooses 
  a new mapsheet to lay out that is similar in terrain to the map-
  sheet already in play.
  Pre-designated hexes
  If all players agree, before beginning play, each side using ar-
  tillery units not placed directly on the playing area may secretly 
  choose up to 5 hexes on the playing area as pre-plotted target 
  hexes. Artillery fire on a pre-plotted hex automatically hits after 
  the shell/missile flight times have elapsed.
  Note that this number is for a playing area composed of four 
  maps. If players are using a truly large area, they may wish to alter 
  this number: a total of 5 hexes per side fielding artillery units for 
  every four mapsheets used (for example, a twelve-mapsheet 
  playing area would allow 15 pre-plotted hexes per side). However, 
  regardless of the size of the playing area, no player can place more 
  than 5 pre-plotted hexes per mapsheet (an area seventeen hexes 
  long by fifteen hexes wide). These limits apply regardless of how 
  much artillery is in use by either side.
  tArgeting
  During the Targeting Phase of a turn, a player wishing to make 
  an indirect artillery attack may select and record the map hex num-
  bers that he wishes his artillery to fire on that turn. Indirect artillery 
  fire can only be directed at hexes, not individual targets. Players 
  may direct artillery fire at hexes not under the direct observation 
  of a friendly unit; however, this fire may not be adjusted (see Artil-
  lery Spotters, p. 181). Each artillery unit that a player controls may 
  target a different hex or the same hex; if an artillery unit mounts 
  multiple artillery weapons, each weapon can be fired at the same 
  or different hexes at the controlling player’s discretion. Record the 
  turn in which each piece fired, each target hex, and the turn in 
  which each fired shell will land. The turn in which a shell will land 
  equals the current turn number plus the shell’s time in flight, as 
  shown on the Indirect Artillery Flight Times Table (see p. 181).
  Airborne targeting
  A unit mounting an Arrow IV (no other artillery weapons may 
  be used to make an airborne attack) may make an artillery attack 
  against ground hexes while airborne; direct-fire airborne artillery 
  attacks cannot be made. When making such an attack, follow all 
  the standard rules for a unit on the ground making an artillery 
  attack, with the following additions.
  player is fielding multiple artillery units, they need not all be in the 
  same direction, but can be placed in any direction, provided they 
  all fall on “their side” of that line.
  For each artillery unit placed, the player must pre-determine 
  the type of mapsheet each artillery unit occupies, as well as the 
  exact hex(s) on those mapsheets (this is in addition to the distance 
  and direction from the playing area). All such artillery units start a 
  scenario as hidden units on their respective mapsheets (see Hid-
  den Units, p. 259, TW).
  During game play, if the target hex of an artillery attack was 
  in the LOS of an opponent unit in the turn in which the shell/
  missile arrives (the actual targeted hex, not a hex the shot might 
  scatter to if it misses), then the opponent may know the general 
  direction of the artillery attack. The controlling player of any units 
  that fall into this category makes an immediate Gunnery Skill Roll, 
  using the unit’s base Gunnery Skill Rating, applying a +5 modi-
  fier. Additionally, consult the Artillery Modifiers Table (at right) 
  to determine any additional modifiers. For example, a ’Mech 
  with a Gunnery Skill Rating of 2 would make a Gunnery Skill Roll 
  against a Modified Target Number of 6 [2 (Gunnery Skill Rating) + 
  5 (standard modifier) – 1 (Artillery Modifiers Table modifier) = 6]. 
  While multiple units that qualify (i.e. have LOS to the target hex) 
  may make such a roll, a unit may make only one such roll a turn, 
  regardless of how many shell/missiles might arrive in a given turn, 
  or how many of those target hexes are in LOS.
  If any Gunnery Skill Roll is successful, the controlling player 
  of the artillery attack must announce a direction, based on the 
  hexside of the target hex where the artillery landed. Draw a line 
  from the center of that target hex to the center of Hex 0909 on the 
  “mapsheet” occupied by the attacking artillery unit and then an-
  nounce that hexside. This may need to be sketched out on a piece 
  of paper, but it should be done in a way that the “exact” mapsheet 
  off the playing area remains a mystery.
  The opponent that witnessed the attack can then determine if 
  he wishes to send units in that general direction, using the Rolling 
  Maps rule, to try to find the artillery unit and attack it directly. If 
  the player does use the Rolling Maps rules to seek out an oppo-
  nent’s artillery, whenever a mapsheet is placed on a player’s “side” 
  of the playing area (determined by bisecting the playing area as 
  noted above), the controlling player of that side should automati-
  cally place a mapsheet of his choice. This is done so that when 
  the controlling player places the mapsheet where his artillery is 
  actually located (pre-determined before the game began), he 
  does not move from a random mapsheet placement to suddenly 
  choosing a specific mapsheet for placement and giving away the 
  fact that his artillery is on that that specific mapsheet.
  Alternately, players can predetermine the total number of maps 
  required to extend the playing area out to where any artillery is 
  located, then select that number of mapsheets (either using the 
  Mapsheet Tables, as noted below, or using any form the players 
  agree upon) and place them in a pile next to the playing area. As 
  new maps are needed to extend the playing area, the player then 
  selects from the pile, knowing that map X is the actual location of 
  a given artillery unit and that he’ll select map X when it comes to 
  placing that mapsheet onto the playing area.
  When placing mapsheets in this fashion, the players should 
  determine before any play begins how difficult or easy they wish 
  to make such mapsheet choices. It would be all too easy for a 
  player to throw up the most difficult terrain possible as he lays 
  out new mapsheets to try to stop an opponent from locating his 
  ARTILLERY MODIFIERS TABLE
  Condition
  Modifier
  For every 2 points of Gunnery Skill less  
  than 4 possessed by the spotting unit*
  –1
  For every 2 points of Gunnery Skill greater  
  than 4 possessed by the spotting unit*
  +1
  Adjusting fire: for each previous shot fired  
  at the target hex by the artillery unit* 
  –1
  *See Artillery Spotters; Round any fractions down.
  
  181
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Each attack adjusted in this way modifies the to-hit number 
  for that artillery unit by –1, as shown in the Artillery Modifiers 
  Table. Again, remember to take into account the proper attack 
  and when that attack will arrive on the target mapsheet when 
  applying the modifier.
  In both instances, if an artillery spotter makes an attack of 
  its own in the same turn it is spotting for an artillery attack, 
  apply a +1 modifier to all the spotting unit’s attacks, as well as 
  a +1 modifier to the artillery attack made that turn; as above, 
  note the turn when that shot will arrive on the mapsheet con-
  taining the target hex. That is the shot where the modifier for 
  such an attack will apply. If the spotting unit makes no attacks, 
  do not apply these additional modifiers.
  A Long Tom artillery unit will be firing 7 shots in 7 turns 
  against a single hex, using the same spotter. The Long Tom 
  is 16 mapsheets away from the mapsheet containing the 
  target hex. Looking on the Indirect Artillery Flight Times 
  Table, this means the shell will take three turns before 
  hitting the target hex. A unit friendly to the Long Tom 
  If using Low-Altitude Movement, apply the following addi-
  tional modifiers: if the attack is made from Altitudes 4-6, apply 
  a +1 modifier; if the attack is made from Altitudes 5-9, apply a 
  +2 modifier; attacks from Altitude 10 or higher cannot be made. 
  If an artillery attack is made from Altitudes 1-8, the attack lands 
  the turn after it was fired; if it is made from Altitude 9, the at-
  tack lands two turns after it is fired.
  If on a High-Altitude Map, an airborne unit can only make 
  artillery attacks against ground hexes if in the Ground Row, 
  Row 1, Row 2, Row 3 or Row 4 hex rows; no attacks against 
  ground targets may be made if the attacking unit is in a 
  Space/Atmospheric Interface Hex, or in a space hex. Regard-
  less of what hex row the attacking unit occupies, apply a +3 
  to-hit modifier. In addition, apply to-hit modifiers through 
  atmospheric hexes (see Effects of Atmosphere, p. 236, TW) to 
  the flight time, with each hex representing a mapsheet; this 
  is one of the few times when a weapon can fire further than 
  its maximum range and still inflict damage. For example, a 
  unit is firing an Arrow IV from Hex Row 3. Each atmospheric 
  hex represents 6 hexes, which is translated to mapsheets for 
  artillery. This means that the distance from the attacker to a 
  ground target hex is 18 mapsheets; out of range for the Arrow 
  IV, though the weapon can still be fired (it also will have a 
  flight time of 3 turns). If firing an artillery weapon beyond its 
  maximum mapsheet range, apply an additional +1 modifier 
  for each mapsheet beyond that range. For the Arrow IV (Inner 
  Sphere technology), that means an additional +10 modifier is 
  applied to the to-hit roll; this will automatically miss, but the 
  final modified target number will help determine the Margin 
  of Failure and how far the attack will scatter before applying 
  damage to a target hex(s) (see Determining Hits, p. 182).
  In both instances of movement on High-Altitude or Low-
  Altitude maps, the target hex must be on the mapsheet 
  corresponding to the hex occupied by the attacking unit. If using 
  the Aerospace Units on Ground Mapsheets rules, the target hex 
  can be anywhere on the playing area within a weapon’s firing 
  arc, except for the hex directly underneath the airborne unit.
  homing missiles: Arrow IV homing missiles (see p. 354) 
  cannot be fired beyond their maximum hex range, as they will 
  automatically miss with no effect.
  Artillery Spotters
  Artillery spotters can improve the accuracy of artillery fire in 
  the following two ways (note that both of these situations can 
  occur simultaneously, providing both benefits):
  If the target hex was in the LOS of a friendly unit (the spot-
  ter) at the end of the Movement Phase of the turn in which 
  the artillery attack was launched, and the same friendly unit 
  has the target hex in its LOS in the turn in which the shell/
  missile arrives, then a modifier, as shown on the Artillery 
  Modifiers Table, can be added to any new attack. As soon as 
  that friendly unit does not have LOS to the target hex at the 
  end of a Movement Phase in which an artillery shell/missile is 
  either launched or landed, any new artillery attack made loses 
  that bonus.
  The player manning an artillery unit may attempt to adjust 
  subsequent fire to home in on its target hex by noting how far 
  off from the target hex and in which direction its shot landed. 
  If there is a spotter with LOS to the target hex as described 
  above, the attacker may adjust subsequent fire at that hex. 
  ARTILLERY RAngES TABLE
  Type
  Maximum Range  
  (in mapsheets)
  Arrow IV Missile (Inner Sphere)
  8
  Arrow IV Missile (Clan)
  9
  Thumper
  21
  Sniper
  18
  Long Tom
  30
  Cruise Missile/50
  50
  Cruise Missile/70
  90
  Cruise Missile/90
  120
  Cruise Missile/120
  150
  InDIREcT ARTILLERY  
  FLIghT TIMES TABLE
  Distance from Battlefield  
  (in mapsheets)
  Artillery† Flight Time 
  (in turns)
  Less than 1* 
  0
  1–8
  1
  9–15
  2
  16–21
  3
  22–26
  4
  27–30
  5
  Cruise Missile‡ Flight Time (in turns)
  1 + (Number of mapsheets ÷ 5, round down)
  *See Direct-Fire Artillery, p. 185.
  †Arrow IV, Thumper, Sniper and Long Tom
  ‡Cruise Missile/50, Cruise Missile/70, Cruise Missile/90 and Cruise 
  Missile/120
  
  fired after the shot strikes the hex will automatically strike the hex. 
  The exception to this rule is if the unit in question making the artil-
  lery attack expends MP after the hex has been hit, in which case 
  that hex can no longer be hit automatically (this means airborne 
  units firing Arrow IV missiles can never automatically hit a hex 
  once they’ve hit it). In all instances, players keep track of which 
  hexes can be struck by which units, as artillery units cannot use 
  each other’s “auto hit” hexes.
  dAmAge
  The amount of damage a unit takes from an artillery attack de-
  pends on two factors: the base damage value of the shell/missile, 
  and the distance between the unit and the detonation hex when 
  the shell/missile explodes.
  The base Damage Value of a shell/missile is the damage the 
  shell/missile inflicts on any unit within a hex struck by the shell/
  missile. Reduce the damage by 10 points for each hex of distance 
  between the target hex and the affected unit. For example, re-
  duce the Damage Value by 10 for a unit in an adjacent hex, by 20 
  for units two hexes away, and so on.
  Cruise missiles reduce the damage by 25 points for each hex of 
  distance between the target hex and the affected unit.
  All units and structures occupying a hex hit by an artillery 
  attack take full damage from the attack. Group damage from artil-
  lery into 5-point Damage Value groupings and apply to the target. 
  To determine direction of attack for hit locations for artillery off 
  the playing area, consider the artillery piece to be in the center 
  hex of the map edge beyond which it lies. Thus, if the artillery 
  is located to the north of the mapsheet on which the battle is 
  taking place, resolve hit locations as if the attack originated in 
  the center of the north edge of that mapsheet; the attack direc-
  tion against targets in adjacent hexes is determined as though 
  the attack came from the target hex. If an attack is made from 
  on the playing area, regardless of size, determine the direction of 
  the attack by drawing a line between attacking and target hexes. 
  See the Artillery Ordnance Table for the Damage Values of each 
  artillery type against the target and adjacent hexes; many types 
  of ordnance have additional effects, and so players are encour-
  aged to look over the ordnance they have in mind by reading the 
  relevant entry in the Advanced Weapons and Equipment section , 
  starting on p. 274.
  Additionally, in the target hex only (never in any adjacent hexes), 
  this damage is also applied vertically into the elevations above 
  the target hex (meaning an airborne VTOL in a target hex that is at 
  a low enough elevation may still take damage). In the target hex, 
  for each subsequent elevation above the level of the underlying 
  struck hex, reduce the damage by 10 points (25 for cruise missiles) 
  and apply that damage to the next elevation; this is done until 
  there is no more damage to apply to a higher elevation. This type 
  of vertical damage does not apply to buildings or Mobile Struc-
  tures, which follow their own rules (see below). Also, such vertical 
  damage is not inflicted twice against units that occupy more than 
  one level (such as a standing ’Mech).
  Any player using an artillery weapon must select the ordnance 
  type during the Targeting Phase of the turn when the round/
  missile is fired. While the players can determine any method that 
  works for them, it is suggested that a player controlling artillery 
  write down his selection of ordnance—along with the intended 
  target hex—without revealing it to his opponent; this information 
  will be revealed in the turn the attack arrives onboard.
  (the spotter), with a Gunnery Skill that provides a –2 modi-
  fier has the target hex in its LOS at the end of the Movement 
  Phase during Turn 1. The controlling player begins to make an 
  artillery attack during the Indirect Artillery Attack Phase each 
  turn, starting on Turn 1. Meanwhile, the spotting unit has kept 
  the hex in LOS through Turns 1, 2, 3 and 4. During the Indirect 
  Artillery Attack Phase of Turn 4, the first shell arrives on the 
  mapsheet. The controlling player can now apply a –1 modifier 
  to his next attack, which will occur during the Indirect Artillery 
  Attack Phase of Turn 4. However, the attacks made during 
  Turns 2 and 3, which will arrive onboard during Turns 5 and 6, 
  will not receive that benefit. The first shell to receive that benefit 
  will arrive on Turn 7.
  determining hits
  During the Indirect Artillery Attack Phase, players announce 
  artillery attacks due to land in that turn and resolve the effects 
  of their fire. Artillery fire may or may not land in the targeted hex. 
  Except for fire against a pre-designated artillery target hex, deter-
  mine whether or not an artillery attack hits its target hex. Use the 
  attacking unit’s Gunnery Skill as a base to-hit number and apply a 
  standard modifier of +7, plus the appropriate modifiers from the 
  Artillery Modifiers Table.
  Roll 2D6. If the result equals or exceeds the modified to-hit 
  number, the attack hits the target hex; otherwise, the attack 
  scatters. To determine where the scattered attack lands, first de-
  termine the Margin of Failure (MoF). For each 2 MoF beyond the 
  first 2, the player missed by an additional die.
  To determine the exact location, first roll one die and compare it 
  to the Scatter Diagram to find the direction of the scatter. Next, if 
  the MoF was 1 or 2, roll a second die that represents the distance 
  away from the target hex (in hexes) where the attack actually 
  lands. If the MoF was 3 or 4, roll 2D6 to determine the exact hex 
  hit. If the MoF was 5 or 6, roll 3D6 to determine the exact hex hit. 
  And so on.
  Once an artillery unit hits its target hex (not any hex to which a 
  shot scatters), it will automatically hit that hex every time it targets 
  that hex for the remainder of the scenario; the same rules for spot-
  ting apply (see Artillery Spotters, p. 182), so that only those shots 
  • scatter diagram • 
  
  183
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  • radius diagram • 
  
  lery attack (the third “ring” of damage of a Cruise Missile/90) is 
  applied to a standard building hex with a current CF of 19, which 
  destroys the building. The target unit in the adjacent hex behind 
  the building would receive 7 points of damage [21 (damage not 
  absorbed by building) / 40 (damage value assigned to the build-
  ing hex) = .525 x 15 (Damage Value assigned to the target unit’s 
  hex) = 7.875 (rounding down to 7)].
  levels (hills): If a hill is higher than both the underlying level 
  of the target hex and a unit/building occupying a hex that would 
  be damaged by an artillery attack, and that hill lies along the LOS 
  between the target hex and the hex occupied by the unit, the unit/
  building receives no damage. If using the Terrain Factor Rules (see p. 
  64), and the damage from an artillery attack reduces the level of the 
  hex so that it no longer is higher than the unit in the hex that avoided 
  damage, then use the formula as described under Buildings at left to 
  determine the actual damage assigned to the unit/building.
  large naval vessel Support vehicles: Large Naval Vessel 
  Support Vehicles have their own rules for dealing with area-effect 
  weapons (see p. 159).
  Water: Use the rules for area-effect weapons against buildings 
  (see p. 172, TW) when resolving the damage from an artillery at-
  tack if the target hex is a water hex, and if units and/or buildings 
  are occupying such water hexes. If the target hex is not a water 
  hex and an adjacent hex is a water hex, no damage is applied to 
  Buildings, mobile Structures and grounded dropShips: A 
  building or Mobile Structure in a hex hit by artillery attacks uses 
  the area-effect weapons rules to resolve damage (see Area Effect 
  Weapons, p. 172, TW).
  If a unit occupies a non-Fortress or -Castles Brian building hex, 
  or a non-hardened building hex of any other classification (see 
  Advanced Building Classifications, p. 114), in a hex damaged by 
  an artillery attack, full damage is applied to the unit as well as 
  the building hex. If a building, Mobile Structure or Grounded 
  DropShip hex is higher than both the underlying level of the 
  target hex and a unit/building occupying a hex that would be 
  damaged by an artillery attack, and that building, Mobile Struc-
  ture or Grounded DropShip hex lies along the LOS between the 
  target hex and the hex occupied by the unit, and the building, 
  Mobile Structure or Grounded DropShip hex completely absorbs 
  the damage assigned to it by the artillery attack without being 
  destroyed, the unit/building receives no damage. If, however, 
  the attack destroys the building, Mobile Structure or Grounded 
  DropShip, divide the damage not applied to the building, Mobile 
  Structure or Grounded DropShip by the Damage Value applied 
  to that hex, then multiply that percentage by the Damage Value 
  that would be applied to the hex occupied by the target unit/
  building to determine the actual damage applied (round down 
  in all cases). For example, a 40 Damage Value cruise missile artil-
  ARTILLERY ORDnAncE TABLE
  Weapon Type Damage Values (Radius)
  Ordnance Type 
  Damage Type
  Long Tom 
  Sniper 
  Thumper 
  Arrow IV
  Cruise Missile
  Air-Defense Arrow (ADA)*
  F
  —
  —
  —
  20
  —
  Arrow IV Homing Missile*
  AE
  — 
  — 
  — 
  20
  —
  Arrow IV Non-Homing Missile*
  AE, F
  —
  —
  —
  20/10 (R1)
  —
  Cluster*
  AE, F
  20/10 (R1)
  15/5 (R1)
  10/1 (R1)
  20/10 (R1)
  —
  Copperhead* 
  AE
  15 (R0)
  10 (R0)
  5 (R0)
  —
  —
  Flechette* 
  AE, AI
  * 
  * 
  *
  —
  —
  High-Explosive (standard)
  AE, F
   25/15/5 (R2)
  20/10 (R1) 
  15/5 (R1)
  —
  Minefield Rounds
  Thunder Active-IV*
  AE
  —
  —
  —
  20 (R0)
  —
  Thunder FASCAM (Inner Sphere)* 
  AE
  25 (R0)
  20 (R0)
  — 
  20 (R0)
  —
  Thunder FASCAM (Clan)*
  AE
  25 (R0)
  20 (R0)
  15 (R0)
  30 (R0)
  —
  Thunder Vibrabomb-IV*
  AE
  —
  —
  —
  20 (R0)
  —
  Non-Explosive Rounds**
  Illumination* 
  —
  (Radius 3) 
  (Radius 2) 
  (Radius 1)
  (Radius 4)
  —
  Inferno IV-Missiles*
  AE, H, AI
  —
  —
  —
  (Radius 1)
  —
  Laser-Inhibiting Arrow Missile*
  —
  —
  —
  —
  (Radius 1)
  —
  Smoke* 
  —
  (Radius 1) 
  (Radius 1) 
  (Radius 1) 
  (Radius 1)
  —
  Cruise Missiles
  Cruise Missile/50
  AE
  —
  —
  —
  —
  50/25 (R1)
  Cruise Missile/70
  AE
  —
  —
  —
  —
  70/45/20 (R2)
  Cruise Missile/90
  AE
  —
  —
  —
  —
  90/65/40/15 (R3)
  Cruise Missile/120
  AE
  —
  —
  —
  —
  120/95/70/45/20 (R4)
  *See additional rules for the specific ordnance in the Advanced Weapons and Equipment section.
  **The effect radius describes the area affected by a non-explosive shell. For example, an illumination round fired by a Long Tom has an effect radius of 3, so it affects the target 
  hex, as well as any unit within 3 hexes of the target hex. Ordnance with an effect radius of 0 affects only the target hex.
  
  185
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  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  the piece of paper and shows the defending player which 
  units are attacking, how long they have been bore sighting 
  and which defending units are being attacked.
  Pointblank Attacks
  Only hidden onboard artillery units that have not previously 
  fired or moved in a scenario can make pointblank artillery at-
  tacks. The artillery unit makes its pointblank shot from hiding 
  as described on page 259 of Total Warfare, with the following 
  additional rules.
  Only high-explosive rounds can be used in a pointblank at-
  tack, and the attack must be aimed at the hex the target unit 
  occupies; it cannot be aimed behind the target unit or at any 
  other hex within the attacking unit’s LOS.
  If the attack hits, it is treated as a hit from a direct-fire bal-
  listic weapon, resolved against the unit’s facing relative to the 
  attacking unit. An additional 5 points of artillery damage ap-
  plies to all other units in the target’s hex (treat as an area-effect 
  weapon if these other units include infantry).
  If the to-hit roll fails, the round scatters. Re-roll the scatter 
  direction if the result calls for the attack to scatter toward the 
  attacking unit or the two hexes adjacent to the attacking unit.
  flak
  Players can use an artillery unit located on the playing 
  area (any ordnance on the Artillery Ordnance Table with 
  a “F” Damage Type) to fire directly at airborne ground units 
  (VTOL Vehicles, WiGEs and units expending VTOL MPs such as 
  infantry) as well as airborne aerospace units. The player must 
  declare that he is firing at the unit, and must have a valid line 
  of sight to the target unit. Resolve the attack as normal for an 
  artillery direct-fire attack, per the rules in Direct-Fire Artillery, at 
  left, (if the target is an airborne aerospace unit, the minimum 
  number of hexes does not apply). Apply a +3 to-hit modifier; 
  the only other modifiers applied are for the firing unit’s move-
  ment and current damage, as well as woods/jungle, if any are 
  intervening. Additionally, if firing at an airborne aerospace 
  unit on a Low-Altitude Map, apply a +1 modifier for each 3 
  altitudes above the first 3; i.e. 1-3 altitudes provide no modi-
  fiers, 4-6 altitudes provide a +1 modifier, 5-9 altitudes provide 
  a +2 modifier and Altitude 10 provides a +3 modifier. Flak 
  shots from artillery cannot be made into any hex row beyond 
  Ground on the High-Altitude Map.
  low-Altitude and high-Altitude maps: Damage against 
  units on Low-Altitude and High-Altitude maps is determined 
  normally, but no damage is applied to any adjacent hexes 
  and/or altitudes.
  When determining scatter on a Low-Altitude or High-Alti-
  tude map, divide the distance scattered by 6 (round down) to 
  determine the distance in hexes scattered. If the shot does not 
  scatter into a new hex, the shot inflicts no damage. If it scatters 
  into a new hex, then apply damage per the standard rules to 
  any units in that new hex.
  Aerospace units on ground mapsheets: Determine dam-
  age to flying units (including non-aerospace units, such as 
  VTOL Vehicles, or units expending VTOL MP) using the Aero-
  space Units on Ground Mapsheets rules (see p. 91, TW) in the 
  target and adjacent hexes as normal.
  In addition, in the target hex only (never in any adjacent 
  hexes), this damage is also applied vertically into the elevations 
  above and below the target hex (meaning an airborne VTOL in 
  completely submerged targets in that adjacent hex; in the 
  case of a ’Mech standing in Level 1 water, the damaged is ap-
  plied using the Punch Hit Location Table.
  direct-fire Artillery
  While most players use artillery for indirect attacks, an 
  artillery-equipped unit has several attack options for directly 
  targeting enemy units.
  In all instances, start with the attacker’s Gunnery Skill as a 
  base to-hit number, with a +4 to-hit modifier; apply all other 
  modifiers as noted below.
  All direct-fire artillery attacks are made during the Weapon 
  Attack Phase.
  cruise missiles: Cruise missiles cannot be used to make 
  any of the following attacks.
  flight times: As noted on the Indirect Artillery Flight Times 
  Table (see p. 181), any direct-fire artillery attack lands in the 
  same turn it is made.
  direct fire
  To make a direct artillery attack, the artillery unit must have 
  line of sight to the target hex, and the target hex must be no 
  further than seventeen hexes away. Do not modify the to-hit 
  number for range, target movement, the terrain of the target 
  hex or an immobile target. The base to-hit number is modified 
  normally for the attacker’s movement and for firing through 
  (not into) woods and for other terrain features.
  A direct-fire artillery attack is made during the Weapon At-
  tack Phase and has no time in flight.
  If the attack hits the target hex, the shell/missile inflicts stan-
  dard artillery damage, including damage to adjacent hexes, as 
  well as any other effects, if applicable. If the round misses its 
  target, it scatters as described in Targeting (see p. 180), but only 
  1D6 is rolled to determine distance; i.e. the MoF is not applied.
  minimum range: When making a direct-fire artillery attack, 
  if the target is within six hexes of the attacking unit, the attack 
  cannot be made (this minimum range is ignored when mak-
  ing Pointblank Attacks; at right).
  indirect fire at targets Seventeen hexes or less Away
  Artillery units may make an indirect attack on a unit that is less 
  than seventeen hexes away if there is no LOS to the target hex.
  Modify the to-hit number for attacker movement during 
  the turn in which it fires.
  note: If firing at targets more than seventeen hexes away, 
  use the standard rules for indirect artillery fire.
  Bore Sighting
  Bore sighting is a specialized version of a direct-fire attack. 
  It enables an artillery weapon to make a Careful Aim attack 
  (see Careful Aim, p. 84). All the rules for Careful Aim apply, and 
  the unit can begin bore sighting when the target is further 
  than seventeen hexes away. However, the weapon may not 
  fire until the target is within seventeen hexes. If the artillery 
  fires before the target is within seventeen hexes, resolve as a 
  standard indirect artillery attack, and all accumulated Careful 
  Aim modifiers are lost.
  To make bore sighting attacks with one or more artillery 
  units, the controlling player must secretly write down which 
  units are bore sighting and specify the target for each unit. 
  When the attacker uses his artillery weapons, he turns over 
  
  A Long Tom high-explosive round is fired against an enemy 
  artillery position. The attacking artillery piece is 5 mapsheets 
  away from the playing area, while the target artillery piece 
  is 7 mapsheets distant. The battle itself is taking place on a 
  12-mapsheet area (4 x 4), so the total distance is 16 mapsheets, 
  which means the shell will arrive at the target hex after three 
  turns in flight.
  PlAnetAry conditionS
  The following apply when using these specific Planetary Condi-
  tion rules with artillery.
  Weather conditions
  When using Weather Planetary Conditions with artillery spot-
  ters (see p. 181), use the Visual Range Table (see p. 221) to modify 
  the distance to which a spotter can visually see a target hex.
  Additionally, apply any Missile to-hit modifiers to all artillery at-
  tacks, depending upon the type of Weather condition in use (see 
  the Weather Conditions Table, p. 36)
  Atmospheric Pressure (density)
  If using the Atmospheric Pressure (Density) Planetary Condi-
  tions (see p. 54), apply the following rules. Apply Atmospheric 
  Range reductions after Gravity Range reductions.
  •	
  Vacuum: Increase range (in boards) by 20%, round down.
  •	
  Trace/Thin Atmosphere: Increase range by 10%, round 
  down.
  •	
  High Atmosphere: Decrease range by 10%, round down.
  •	
  Very High Atmosphere: Decrease range by 20%, round 
  down.
  high/low gravity
  If using the High/Low Gravity Planetary Conditions (see p. 55), 
  apply the following rule: divide the ranges in each row of the Artil-
  lery Ranges Table by the gravity (in terms of fractions of the Terran 
  Standard gravity of 1), and round down. Flight times continue to 
  use the Artillery Flight Time Table, but with the new range.
  A game is being played on a world with Trace Atmosphere 
  and a High Gravity of 2.2. Player A has a Long Tom that he’s 
  looking to fire, but must adjust the range. Player A divides the 
  range by gravity first, 30 mapsheets /2.2 = 13.63, rounded 
  down to 13 mapsheets. The Trace Atmosphere then extends 
  range by 10%, 13 mapsheets x 1.1 = 14.3, rounded down to 14 
  mapsheets. Since flight times do not change, the Long Tom can 
  reach its new maximum range in 3 turns.
  bAttLe Armor 
  weIghtS
  While the simplicity of 1 ton per trooper for battle armor makes 
  for quicker, easier game play when dealing with Infantry Carriers 
  (see p. 223, TW), it does not accurately reflect the vast differences 
  between the ultra-light weight PA(L)/Exoskeletons all the way up 
  to massive assault battle armor.
  To better reflect such differences, see the Advanced Battle 
  Armor Weights Table. Note that while it is much more realistic, it 
  also makes the heaver weight classes much more difficult to carry 
  the target hex that is at the correct elevation above or below the 
  target elevation may still be damaged). In the target hex, for each 
  subsequent elevation above and below the elevation of the target, 
  reduce the damage by 10 points and apply that damage to the 
  next elevation; this is done until there is no more damage to apply 
  to a higher elevation. This type of vertical damage can potentially 
  damage non-airborne targets (buildings, trees, other units) if the 
  elevation of the damage equals the elevation of the target. How-
  ever, such vertical damage is not inflicted twice against units that 
  occupy more than one level and/or elevation (such as a standing 
  ’Mech, Large Fixed-Wing Support Vehicles and so on).
  Shots that missed scatter as normal but explode at the elevation 
  of the target unit (they do not fall to the ground and explode).
  counter-BAttery fire
  It is possible to launch attacks against an opponent’s artil-
  lery. Such attacks are called counter-battery fire and can only be 
  launched by a player’s own artillery, be it on or off the playing area.
  Counter-battery fire can be initiated only after an enemy artil-
  lery attack strikes the map on a hex that is in the LOS of at least 
  one of the defender’s units. From that point on, counter-battery 
  attacks may be launched by the defender against that particular 
  enemy artillery unit.
  Counter-battery fire is resolved in the same way as standard 
  indirect artillery attacks. If the target of an attack is not on the 
  playing area, however, players must use slight variations on those 
  rules to determine a successful attack. The range to the target (in 
  mapsheets) is determined by adding together the distance from 
  the playing area to the attacking and defending artillery units, 
  including the mapsheets that make up the playing area.
  Counter-battery fire is always aimed directly at the “hex” the 
  enemy artillery occupies. If the attack roll succeeds, the attack hits 
  the target hex. If the attack roll fails, the shot scatters according to 
  the standard rules.
  cruise missiles: Cruise missiles can be used to make counter-
  battery attacks. However, counter-battery attacks against a unit 
  making a cruise missile attack cannot be made.
  A Grenadier and Rottweiler face off against a squad of Death Commando Ying Longs.
   
  LS
  
  187
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  with standard vehicles found in various Technical Readouts, as 
  most such dedicated infantry-carrying designs are based on 
  the 1 ton per trooper rule.
  bAttLefIeLd 
  wreckAge
  For simplicity, in standard-rules play, when a unit is de-
  stroyed it is removed from the playing area and has no further 
  effect on the battlefield. However, this is not very realistic, as 
  many units are large enough they would indeed have an effect 
  on the battlefield even after their destruction. The Battlefield 
  Wreckage Table provides a set of conversion rules for what a 
  hex (or hexes, in multi-hex units) turns into after the destruc-
  tion of a given unit type. If there is a dash in the Terrain Type 
  column, then the unit doesn’t translate into any type of terrain 
  and is ignored after it is destroyed (as in standard-rules play).
  These terrain modifiers stack with other terrain modifiers, 
  and so the destruction of a ’Mech that creates a rough hex in 
  what was originally a light woods hex actually converts it to a 
  light woods/rough hex. However, if the hex type created by 
  the destruction of a unit already exists in that unit’s hex, the 
  terrain remains the same; that is, the destruction of a ’Mech in 
  a rough hex would result in a rough hex.
  crashing: Crashing airborne units destroyed in a crash also 
  create their appropriate terrain type in the hex(s) involved; 
  airborne units destroyed while airborne break up enough not 
  to affect ground mapsheets.
  Water: Any unit that occupies a water hex when it is de-
  stroyed will convert the bottom of the water hex into the new 
  terrain type shown on the table; such destroyed units do not 
  modify the Depth levels of the water hex.
  BATTLEFIELD WREckAgE TABLE
  tonnage: In all instances, a unit must be 40 tons or 
  greater to modify terrain upon destruction.
  Unit Type
  Terrain Type
  ’Mech
  Rough
  ProtoMech/Infantry 
  —
  Combat Vehicles
  Rough
  Medium Support Vehicles
  Rough
  Large Support Vehicles/ Super-Heavy Vehicles
  Ultra Rough
  Rail
  Ultra Rough
  Fighters/Small Craft
  Rough
  DropShips/Mobile Structure
  Ultra Rubble
   
  JH
  A destroyed Stingray adds its metal carcass to the battlefield.
  ADvAncED BATTLE ARMOR WEIghTS TABLE
  Battle Armor Units (total occupied cargo space)
  Weight Class
  Tons of Cargo Space Occupied
  4 troopers
  5 troopers
  6 troopers
  PA(L)/Exoskeleton
  .25 tons
  1 ton
  1.25 tons
  1.5 tons
  Light
  .5 tons
  2 tons
  2.5 tons
  3 tons
  Medium
  1 ton
  4 tons
  5 tons
  6 tons
  Heavy
  1.5 tons
  6 tons
  7.5 tons
  9 tons
  Assault
  2 tons
  8 tons
  10 tons
  12 tons
  
  •	
  Only a single attempt per unit per turn can be made, regard-
  less of available MP.
  •	
  Any enemy unit that has mounted through a bay door may 
  follow the exact rules as noted above for dismounting, ex-
  cept apply a –2 modifier. If all bay doors have been damaged 
  since mounting (meaning that units cannot use those doors), 
  the unit cannot dismount.
  •	
  If Planetary Conditions rules are in use (see p. 28), any condi-
  tion that adds a modifier to a Piloting Skill Roll applies, even 
  if the unit does not enter a hex. For example, Deep Snow 
  would not apply, as the hex the unit is attempting to enter (a 
  Large Naval Vessel) would not be filled with snow. However, 
  Heavy Falling Snow would apply. Players should use their 
  best judgment on which planetary conditions might affect 
  this Piloting Skill Roll; roll a die to resolve any disagreements.
  WeAPon AttAckS in cArgo BAyS
  Any weapon attacks (whether from a friendly or enemy unit) in 
  the cargo bay of a DropShip or Large Naval Vessel use the follow-
  ing rules.
  A player can nominate one of four targets of attacks in a cargo 
  bay each turn: the unit itself, cargo within the cargo bay, transport 
  bays (non-active units; see Transport Bays (Expanded), p. 217), and 
  active units (those that are not in a transport bay; that is, they 
  are mounting or dismounting from the DropShip or Large Naval 
  Vessel and/or are attacking the enemy unit in the cargo bay). The 
  specifics of each are discussed in detail below.
  Unlike standard combat, a unit cannot attack separate targets. 
  Instead, during the Weapon Attack Phase, when the controlling 
  player announces he will be making a weapon attack with a unit 
  in an enemy cargo bay, he must choose which of those four tar-
  gets he will attack. All weapon attacks are made only against that 
  target. In the Physical Attack Phase of the same turn, however, the 
  controlling player can nominate another target; all physical at-
  tacks are made only against that target. The following stipulations 
  apply to physical attacks: only punch, kick and physical weapon 
  attacks may be made, and must still adhere to their standard rules 
  (for example, an arm carrying a physical attack weapon cannot 
  deal damage with it if a weapon from that arm is fired in the same 
  turn). Any additional physical weapons effects re lost (a lance will 
  not apply a critical hit, for example).
  Regardless of the target of the attack, all weapon attacks are 
  automatically successful; all Cluster Weapons automatically deal 
  their full Damage Value. However, to-hit rolls should still be made 
  to determine jam rolls, possible critical hits against enemy active 
  units and so on. Whether they hit their intended target depends 
  on the target, as noted below.
  Finally, for the purposes of these rules, if a friendly unit is already 
  on board the Large Naval Vessel and is in its transport bay (that is, it 
  is not “active” because it has expended MP in a turn following the 
  turn in which it mounted, or hasn’t expended MP since the start of 
  the scenario), the controlling player must “activate” units for them to 
  be used, following the Transport Bay (Expanded) rules (see p. 217).
  Attacks Against the interior of a dropShip or large naval vessel
  •	
  For each attacking unit, total all damage inflicted by weapon 
  attacks (including rear-firing weapons) that the controlling 
  player makes, and then total all damage inflicted by physical 
  attacks that the controlling player initiates. Randomly deter-
  mine a hit location on the DropShip or Large Naval Vessel 
  for the total weapon Damage Value and another location 
  boArdIng ActIonS 
  (non-InfAntrY)
  While the infantry vs. infantry actions (see p. 199) provide an 
  abstracted system for large-scale infantry to fight over control of 
  a unit, the following rules allow for units to use “standard” move-
  ment and combat, with minimal changes, to resolve boarding and 
  fighting inside large-scale units.
  legal targets: Only Large Naval Vessel Support Vehicles and 
  grounded DropShips can be the target of this type of non-infantry 
  boarding action; Mobile Structures use the Combat Within Build-
  ings rules (see p. 175, TW), to resolve such situations.
  mounting through A BAy door 
  (into A cArgo BAy)
  An enemy unit can attempt to mount a DropShip or Large Naval 
  Vessel through one of its bay doors (see p. 209, TM); note that such 
  mounting places the unit inside the transport bays and/or cargo 
  bays (all treated as a cargo bay for purposes of these rules).
  All the standard rules for a friendly unit mounting a DropShip 
  apply (see p. 89, TW), with the following additions:
  •	
  Any attempts to mount through a bay door can only be made 
  against a hit location that has at least a portion above water; 
  if a hit location is completely submerged, this rule cannot be 
  used to mount through any bay doors in that location.
  •	
  Unlike a friendly unit mounting a DropShip, any bay doors 
  (including cargo doors) may be used.
  •	
  A mounting enemy infantry unit must make an Anti-’Mech 
  Skill Roll, applying a +2 modifier. If the roll is a success, the 
  infantry unit has mounted into the bowels of the target unit. 
  The infantry can either be used to make attacks in the cargo 
  bay (see Weapon Attacks in Cargo Bay, at right) or the infantry 
  is removed from the playing area and an infantry vs. infantry 
  action begins (see p. 199). If the roll fails, the infantry remain 
  in the last hex they occupied.
  •	
  A mounting enemy ’Mech must make a standard Piloting 
  Skill Roll, applying an additional +4 modifier. If the roll is a 
  success, the ’Mech has mounted into the bowels of the target 
  unit and can make attacks during the Weapon Attack Phase 
  (see Weapon Attacks Against Cargo Bays, below); if the roll 
  fails, the ’Mech remains in the last hex it occupied. As with 
  a friendly unit attempting to board a DropShip, if the ‘Mech’s 
  controlling player gets a 2 on the Piloting Skill Roll, the door 
  is damaged and cannot be used for the rest of the game; in 
  this instance, the ’Mech does not mount the unit, however.
  •	
  A ProtoMech may attempt to mount a DropShip or Large 
  Naval Vessel using all the same rules as a ’Mech, but in place 
  of a Piloting Skill Roll, the ProtoMech makes a specialized 
  weapon attack (using its Gunnery Skill Rating as the Base 
  Target Number), applying a +3 modifier (unlike a ’Mech, no 
  modifiers for damage apply).
  •	
  A ground vehicle may attempt to mount a DropShip or Large 
  Naval Vessel using all the same rules as a ’Mech, but must 
  apply a +5 modifier to the standard Driving Skill Roll.
  •	
  VTOLs, WiGEs, Small Craft, fighters and naval units cannot 
  mount an enemy unit using this rule.
  •	
  If the hit location containing the bay door does not have any 
  armor remaining, apply a –2 modifier to all rolls for mounting 
  through a door.
  
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  •	
  Next, total all weapon attack Damage Values that missed 
  the target and apply them to the DropShip or Large Naval 
  Vessel exactly as shown under Attacks Against the Interior 
  of a DropShip or Large Naval Vessel (see p. 188).
  Attacks Against transport Bays
  •	
  Whenever a player nominates transport bays for his at-
  tacks, he has two options: a quick attack or a search. In a 
  quick attack, the player simply nominates “transport bays”; 
  the opposing player randomly determines the specific 
  transport bay that will be the target of those attacks. If the 
  controlling player does not make any weapon or physical 
  attack in a turn, he spends that turn searching. In the follow-
  ing turn, the opposing player must detail the specific units 
  in transport bays and the controlling player can nominate 
  a specific target for the attacks. Once the controlling player 
  has searched and found a target, he can always specifically 
  attack that target. To search for another target, the control-
  ling player must spend another turn searching; that is, not 
  making any weapon or physical attacks.
  •	
  All weapon and physical attacks against transport bays 
  automatically hit, as under Attacks Against the Interior of 
  a DropShip or Large Naval Vessel (see p. 188). However, for 
  each Damage Value grouping from weapon attacks, the 
  controlling player must roll 2D6. On a result of 8 or more, 
  the attack does not strike the transport bay (i.e. the unit 
  in the transport bay), but instead strikes the DropShip or 
  Large Naval Vessel itself; physical attacks always strike 
  the target unit and never miss in this fashion.
  •	
  First, determine all the attacks that struck the target using 
  the Front column of the appropriate hit location table. 
  Determine a different location for each weapon attack, 
  or Damage Value grouping in the case of weapons with 
  multiple groupings.
  •	
  Next, total all weapon attack Damage Values that missed 
  the target and apply them to the DropShip or Large Naval 
  Vessel exactly as shown under Attacks Against the Interior 
  of a DropShip or Large Naval Vessel (see p. 188).
  Weapon Attacks Against Active units in cargo Bays
  •	
  If an enemy unit is active (see Transport Bays (Expanded), 
  p. 217), it can be the target of an attack.
  •	
  All weapon and physical attacks against an active unit 
  automatically hit, as under Attacks Against the Interior of 
  a DropShip or Large Naval Vessel (see p. 188). However, for 
  each Damage Value grouping from weapon attacks, the 
  controlling player must roll 2D6. On a result of 8 or more, the 
  attack does not strike the transport bay, but instead strikes 
  the DropShip or Large Naval Vessel itself; physical attacks 
  always strike the target unit and never miss in this fashion.
  •	
  First, determine all the attacks that struck the target; also 
  determine a random attack direction and random loca-
  tion for each Damage Value grouping.
  •	
  Next, total all weapon attack Damage Values that missed 
  the target and apply them to the DropShip or Large Naval 
  Vessel exactly as shown under Attacks Against the Interior 
  of a DropShip or Large Naval Vessel (see p. 188).
  •	
  Infantry units can swarm any enemy units in a cargo bay, 
  using all the standard swarming rules (see Swarming Attacks, 
  p. 220, TW). Apply a –2 modifier to all swarming attempts.
  for the total physical attack Damage Value. Apply ten 
  percent (round down) of each total Damage Value to the 
  structural integrity (DropShip) or internal structure (Large 
  Naval Vessel) of the randomly determined locations 
  (which will result in an automatic roll for a possible critical 
  hit for the DropShip, as well as an automatic roll on the 
  Ground Vehicle Critical Hits Table—p. 194, TW—for the 
  Large Naval Vessel), and then apply the rest of the dam-
  age to the armor in those locations. If the damage exceeds 
  the armor in that location, apply any remaining damage 
  to the internal structure in that location (or half damage, 
  rounded down, to the structural integrity for a DropShip).
  •	
  For Large Naval Vessels, compare the damage of both 
  the total weapon Damage Value and total physical attack 
  Damage Value to the vessel’s BAR. For every group of 
  damage from the total Damage Value that exceeds the 
  BAR, roll once on the Ground Combat Vehicle Critical Hits 
  Table (see p. 194, TW), using the column associated with 
  the location where the damage was applied; these rolls 
  are in addition to the roll made for the damage applied 
  to the internal structure.
  •	
  If an area-effect weapon (such as artillery) is used in the 
  bay of a DropShip or Large Naval Vessel, apply all dam-
  age equally to all cargo, transport bays and active units. 
  Apply the target hex Damage Value to all cargo (1 point 
  of damage destroys 1 ton of cargo), transport bays (non-
  active units; use the Front column of the appropriate hit 
  location table) and active units (randomly determine the 
  attack direction and hit location for each 5-point Damage 
  Value grouping), using the standard area-effect rules for 
  artillery damage (see p. 182). In addition, total the Dam-
  age Value from such an attack for the target hex, as well 
  as all adjacent hex values (but not any vertical damage), 
  and then divide that equally for the number of locations 
  of the unit (round up). Apply the damage as described 
  above. A unit self-destructing or an engine explosion 
  due to damage (see Engine Explosions, p. 77), or a booby 
  trap explosion (see p. 297), are all considered area-effect 
  weapons for purposes of this rule.
  •	
  Any ammunition critical hit to the DropShip or Large 
  Naval Vessel that results in an explosion applies damage 
  as an area-effect weapon against all active units.
  Attacks Against cargo
  •	
  All weapon attacks and physical attacks against cargo 
  automatically hit, as noted above. However, for each Dam-
  age Value grouping from weapon attacks, the controlling 
  player must roll 2D6. On a result of 10 or more, the attack 
  does not strike the cargo, but instead strikes the Drop-
  Ship or Large Naval Vessel itself; physical attacks always 
  strike the target cargo and never miss in this fashion.
  •	
  First, determine all the attacks that struck the target. For 
  each point of damage, 1 ton of cargo is destroyed; this 
  type of attack against cargo never includes transport 
  bays (unlike a critical hit against cargo, which could 
  damage transport bays; see p. 239, TW). The players will 
  need to agree on a set of rules for how this is determined. 
  Regardless of what is destroyed, ammunition (or any 
  weapons that explode) never explodes in this situation. 
  Instead, it is simply destroyed along with whatever else 
  the attack obliterates.
  
  WB 
  WB
  At the start of the Movement Phase of Turn 5 of a game, the 
  controlling player of a BNC-5S Banshee (Piloting Skill 4) is stand-
  ing in a hex adjacent to a water hex occupied by a Luftenburg 
  Supercarrier’s aft right hit location (the controlling player of 
  the Supercarrier moved adjacent to land hexes to off-load its 
  complement of 40 vehicles). The level of the underlying terrain 
  occupied by the ’Mech is 2, which is within 2 levels of the surface 
  of the water in the hex occupied by the Supercarrier, and so the 
  Banshee can attempt to board the enemy unit through the bay 
  door in that location.
  Per the DropShip mounting rules (see p. 89, TW), the control-
  ling player spends half the Banshee’s Walking MP and then 
  makes a Piloting Skill Roll with a +4 modifier (the Banshee has 
  not sustained any damage, so no other modifiers are applied). 
  With a result of 9, the player successfully enters the cargo door 
  and is now in the Luftenburg’s cargo bay!
  Because the vehicles activated (meaning they expended MP) 
  by the Luftenburg’s controlling player in Turn 5 have all dis-
  mounted, there are no currently active units in the Luftenburg’s 
  cargo bay beyond the Banshee. During the Weapon Attack 
  Phase of Turn 5, the Banshee fires all its weapons. All weapons 
  automatically hit with their full Damage Values, resulting in a 
  total Damage Value of 73 [15 (Gauss Rifle) + 20 (2 ER PPCs) + 12 
  (SRM 6) + 20 (4 medium lasers, including front and rear) + 6 (2 
  small lasers). The controlling player of the Banshee then ran-
  domly determines where that damage will be applied. As there 
  are no turrets on the Luftenburg, there are only six locations 
  to choose from, which the players quickly agree are assigned a 
  numerical value of 1 to 6, front to rear; a result of 3 means the 
  damage (as agreed to by the players) is assigned to the Front 
  Right Side. First, the Banshee’s player determines 10 percent 
  of 73 and comes up with 7 points [73 x .1 = 7.3, rounding 
  down], which is applied to the internal structure. The control-
  ling player of the Luftenburg immediately rolls on the Ground 
  Vehicle Critical Hits Table. The remaining 66 points of damage 
  are assigned to the armor in the Front Right Side. Finally, the 
  players determine how many additional rolls on the Ground 
  Vehicle Critical Hits Table will be required. As the BAR of the 
  Luftenburg is 10, the players divide the total Damage Value by 
  11, coming up with 6 [73 / 11 = 6.6, rounding down].
  During the Physical Attack Phase of Turn 5, the controlling 
  player of the Banshee makes a kick attack (it cannot punch 
  with either arm, as it made weapon attacks with weapons in 
  both arms), for a total of 19 points. Once again the controlling 
  player of the Banshee randomly determines the location and 
  comes up with the rear. Only 1 point is assigned to the internal 
  structure at that location (causing an automatic roll on the 
  Ground Vehicle Critical Hits Table), while 18 points are assigned 
  to the armor in the rear location. As the 18 points exceeds the 
  Bar of 10 only once, only a single additional roll is made on the 
  Ground Vehicle Critical Hits Table.
  At the start of Turn 6, the controlling player of the Luftenburg 
  announces he is activating 4 tanks: 3 Regulators and a Long 
  Tom. During the Movement Phase, the controlling player of 
  the Banshee feels he’s doing fine and so decides to stay; the 
  controlling player of the Luftenburg does not dismount those 
  activated units, leaving them to fight the Banshee.
  During the Weapon Attack Phase of Turn 6, the Banshee 
  again fires all its weapons at the Luftenburg, with identical 
  results as shown above.
  fire due to WeAPon AttAckS in cArgo BAyS
  Fires in a DropShip or Large Naval Vessel cargo bay are treated 
  differently than fires on the exterior (see p. 44), or in the case of a 
  DropShip where an external fire has no effect. For each weapon 
  attack that strikes the interior of the unit, its cargo or a transport 
  bay, make a roll per the standard rules shown on the Fire Table 
  (see p. 44), applying the standard Fortified Building modifier. If a 
  fire starts, it has a Fire Rating of 1. For Large Naval Vessels, the 
  fire inflicts 1 point of damage to a randomly determined internal 
  structure location each turn during the End Phase (per standard 
  rules, a roll is made on the Ground Vehicle Critical Hits Table, 
  using the appropriate column); for DropShips, damage is halved 
  (rounded down) and applied to the structural integrity, so a Rat-
  ing 1 fire has no effect (per standard rules, a possible critical hit is 
  still rolled, however).
  If multiple fires are started through multiple weapon hits, each 
  additional fire increases the Fire Rating by 1, with each point 
  inflicting a point of internal structure damage to a randomly 
  determined internal structure location. For example, a Fire Rating 
  of 5 would inflict 5 points of damage to 5 randomly determined 
  internal structure locations. For a DropShip, that Fire Rating of 5 
  would apply 2 points of damage [5 / 2 = 2.5, rounding down to 2] 
  to the structural integrity.
  The controlling player may nominate a platoon (or battle armor 
  squad) of active infantry to fight the fire; an equal number of crew 
  can also be tasked with this job. However, such infantry cannot be 
  involved in a infantry vs. infantry actions (see p. 199); likewise, any 
  crew involved cannot take part in any infantry vs. infantry actions. 
  Crew assigned to fight fires must also be taken into consideration 
  when determining the effective “crew hits” of a unit (see Crew Ca-
  sualties Table, p. 206). The controlling player rolls 2D6; on a result 
  of 8+, the Fire Rating is reduced by 1 point. For each additional 
  active platoon/squad fighting the fire, the controlling player may 
  make a separate roll for each successful attack, or apply a –1 modi-
  fier for each additional active platoon/squad to a single roll.
  If a friendly active unit mounts a sprayer (see p. 249, TM), the 
  controlling player may announce he is fighting the fire. The con-
  trolling player rolls 2D6; on a result of 8+, the fire is extinguished, 
  regardless of its rating. For every sprayer that successfully strikes 
  the target in the same Weapon Attack Phase, the controlling player 
  may make a separate roll for each successful attack, or apply a –1 
  modifier for each additional sprayer to a single roll.
  A fire-fight inside a DropShip can be devastating. 
  
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  In addition, depending on the size of forces fielded, both 
  sides may restrict commander assignments. For example, if 
  both sides are fielding a battalion, the players may decide to 
  restrict the nomination of commanders to the company and 
  battalion level, leaving 2 sub-commanders and 1 overall force 
  commander (in place of 8 sub-force commanders and 1 over-
  all force commander if assigning at the lance level).
  commAnderS
  At the start of a game, before any play takes place, players 
  may nominate sub-force commanders (lances, companies, 
  battalions; Stars, Trinaries, Clusters; Level IIs, Level IIIs, Level 
  IVs; and so on), as well as the overall force commander of each 
  player’s force (see Commanders, p. 273, TW). An overall force 
  commander cannot be a sub-force commander; for example, 
  a company of three lances would have 3 sub-force (lance) 
  commanders and 1 force (company) commander.
  Only units piloted by a single warrior may be nominated as 
  a sub-force commander or force commander. The exceptions 
  are the cockpit command console for a BattleMech (see p. 300), 
  infantry (the controlling player nominates which trooper in the 
  squad/platoon is the commander), or any vehicle that uses the 
  Ground Combat Vehicle Critical Hits Table. If the vehicle suffers 
  a Crew Stunned critical hit, the commander is considered to 
  have retreated for purposes of these rules, for as long as the 
  crew is stunned; if the vehicle suffers a Commander Hit critical 
  hit, the commander is considered dead (see below).
  Players can hide which commanders are operating which 
  units (or in which infantry unit), though it is advisable to write 
  such information down—each commander on a different 
  piece of paper—and place it hidden on the table so it can be 
  easily confirmed during play as units start to retreat and/or 
  are destroyed.
  For each sub-force commander fielded on a side, apply a 
  cumulative +1 Initiative modifier. The force commander can 
  roll twice each turn for Initiative, using the higher roll; the two 
  rolls are made automatically, without reference to any other 
  Initiative rolls made by other players, with the controlling 
  player using the highest value of the two dice rolls (all Initia-
  tive modifiers are applied after the two rolls are made and the 
  highest is chosen).
  Additionally, each sub-commander and the force command-
  er—at the controlling player’s discretion—may be assigned 
  one of the following unique abilities; each ability only applies 
  to the units under that commander’s sway. For example, Player 
  A is fielding a company-sized force. Sub-commander One has 
  the Overrun Combat ability, Sub-commander Two has the Dis-
  rupt Communications ability, Sub-commander Three has the 
  Zone of Control ability and finally the overall force commander 
  has the Off-Map Movement ability. Only the 4 ’Mechs of Sub-
  commander One’s lance may use the Overrun Combat ability, 
  only the 4 ’Mechs of Sub-commander Two’s lance may use the 
  Disrupt Communications ability and only the 4 ’Mechs of Sub-
  commander Three’s lance may use the Zone of Control ability. 
  However, all 12 ’Mechs may use the Off-Map Movement ability 
  of the force commander.
  If any commander retreats off the playing area, his Initia-
  tive modifier is lost, as is his ability; if the controlling player 
  is in the middle of using the ability, he can finish using it (for 
  example, if he is in the middle of off-map movement). If a sub-
  The controlling player of the three Regulators fires their 
  Gauss rifles at the Banshee. The weapons automatically 
  hit, but the controlling player then must roll to see if they 
  hit the Banshee or the Luftenburg. The player rolls a 5, 8 
  and 9; only one Gauss rifle struck the target! A randomly 
  determined attack direction and hit location will resolve 
  the 15 points of damage against the Banshee. Then a 
  randomly determined location must be assigned to each 
  15-point Damage Value grouping from the two remain-
  ing Gauss rifles; each will inflict 1 point of damage to the 
  internal structure in that randomly determined location, 
  and 14 points against the armor in that location, requiring 
  two rolls each (for a total of four) on the Ground Vehicle 
  Critical Hits Table.
  Finally, the controlling player of the Luftenburg turns 
  a little desperate at all the critical hits striking his giant 
  ship and fires a High-Explosive round from the Long Tom. 
  Twenty-five points of damage are inflicted against the 
  Long Tom, the three Regulators and the Banshee (a ran-
  domly determined attack direction and hit location made 
  for each 5-point Damage Value grouping). In addition, the 
  attack inflicts 175 points of damage to the Luftenburg [25 
  (target hex) + 90 (15 points to first adjacent hex times 6) + 
  60 (5 points to second adjacent hex times 12) = 175]. There 
  are six locations (again, no turrets), so 30 points of damage 
  is applied to each location [175 / 6 = 29.1, rounding up to 
  30]. As usual, 3 of those points will be assigned to each inter-
  nal structure location (resulting in six different rolls on the 
  Ground Vehicle Critical Hits Table, one for each appropriate 
  column), while 27 points will be assigned to the armor in 
  each location. Finally, since the BAR of the Luftenburg is 10, 
  the controlling player will make two rolls on the Ground 
  Vehicle Critical Hits Table for each location [30 / 11 = 2.7, 
  rounding down], for a total of twelve additional rolls.
  The controlling player of the Luftenburg realizes too late 
  that firing a massive area-effect weapon in the bowels of 
  his own ship probably wasn’t a good idea.
  commAnd-LeveL 
  (tActIcAL) commS
  Standard-rules BattleTech concentrates on equipment and 
  skills that usually apply on an individual basis. However, some 
  equipment goes well beyond the individual and instead 
  provides a benefit to an entire force within a battlefield op-
  erational theater. In addition, the skills of a commander go 
  well beyond piloting and fighting in a ’Mech; they also convey 
  leadership qualities that enable a force to act in ways they 
  would not be able to without that leadership.
  The following rules attempt to bring some of the larger as-
  pects of communications and command to the tactical level of 
  play during a scenario.
  note: All modifiers, except where specifically noted, are cu-
  mulative with all other standard modifiers. Initiative modifiers, 
  in particular, can become very lopsided if both sides do not 
  employ commanders and other Initiative-conveying equip-
  ment/units equally.
  
  Banking initiative (force commander only)
  Before making the Initiative roll (both rolls), the controlling 
  player can choose to give the Initiative to his opponent. For each 
  two turns the controlling player elects to lose Initiative in this 
  manner, he may—at a later turn, and before making his Initiative 
  roll—choose to take the Initiative. The controlling player may only 
  “bank” up to two Initiative rolls (giving up four beforehand) at any 
  one time in this way. For purposes of any other special abilities, 
  consider the opponent to have won or lost the Initiative (as ap-
  propriate) by a margin of 1.
  forcing the initiative (force commander only)
  The controlling player can “force the initiative” and gain bonuses 
  to his Initiative rolls; the controlling player announces at the start 
  of every turn, before the dice are rolled, whether he will use this 
  ability or not. The bonus is equal to the number of enemy units his 
  side destroyed in the previous turn, reduced by the number of his 
  own destroyed units.
  For example, a side with this capability receives a +2 Initiative 
  bonus if it destroyed four enemy units and lost two of its own 
  during the previous turn.
  off-map movement
  A player may only use this ability if the scenario type allows 
  for it. For example, an offensive force may not use this ability in 
  breakthrough scenarios; in a hold-the-line scenario, the defend-
  ing force cannot use off-map movement.
  To use this ability, the controlling player writes down the exit hex 
  and mapsheet of each unit moving off-map. The player then writes 
  down the hex, mapsheet and turn at which each unit will re-enter. 
  Before re-entering the map, an exiting unit must remain off the 
  map for the amount of time it would take to travel from its exit hex 
  to its entrance hex. To calculate this travel time, count the number 
  of blank half hexes along the map edges between the entrance 
  and exit hexes. Then divide this number by the unit’s Running/
  Flanking MP (rounding fractions up). The result is the minimum 
  number of turns the unit must remain off the map. The controlling 
  player can delay the unit’s re-entry beyond this period if he desires, 
  but must select the re-entry turn when the unit leaves the map.
  Each returning unit re-enters the map in the End Phase of the 
  turn noted on its “written orders.” At that time, the opposing player 
  can check the unit’s orders to make sure the move was legal. If the 
  move was illegal, the unit is considered destroyed and removed 
  from play. (A move is illegal if the unit does not remain off the 
  map for the required travel time or does not enter at the location 
  and turn noted on its written orders.) In a campaign setting, these 
  “destroyed” units may be brought back into play in a later battle, 
  since they are actually lost rather than destroyed.
  If a returning unit is supposed to enter the map in a hex contain-
  ing an enemy unit, or containing a friendly unit that would violate 
  the stacking limits of the hex, the returning unit is placed in a hex 
  of the opposing player’s choice adjacent to the intended entry hex.
  Once the returning unit has re-entered the map, any enemy 
  unit adjacent to it may immediately attack it using the rules for 
  Point Blank Shots from Hidden Units (see p. 260, TW). This attack 
  does not restrict the attacking unit’s ability to make attacks in the 
  following turn.
  Units off the map cannot engage in combat. If the opposing 
  force destroys all the units remaining on the map before off-map 
  units return, the battle is lost.
  initiative: Off-map units do not count toward Initiative.
  force commander is killed, not only are his ability and Initiative 
  modifiers lost, but an additional –1 Initiative modifier is applied 
  (a –2 Initiative modifier is applied for the death of the overall 
  force commander).
  multiple Abilities in a lance: If players wish, they can assign 
  multiple sub-commanders in a single lance, effectively also as-
  signing multiple abilities to that lance. However, the player must 
  determine before play begins which sub-commander is the 
  overall leader of a lance; that sub-commander’s ability is the only 
  ability that applies during game play. Only if that sub-commander 
  is killed or withdraws from the playing area can the controlling 
  player nominate a new sub-commander to be the overall lance 
  leader, meaning the new sub-commander’s ability is in use. The 
  new ability can be used at the start of the turn following the one 
  in which the previous sub-commander was eliminated and/or 
  removed from the playing area.
  To maintain the leadership aspect of this style of play, players 
  should avoid simply making every MechWarrior a sub-commander. 
  Instead, players may choose to assigned multiple sub-command-
  ers at the company and battalion (or higher) level, representing 
  XOs (executive officers), whose job is to take over command if a 
  commanding officer should fall during combat.
  Abilities: The following abilities represent a thin slice of the 
  myriad possibilities that can add extra flavor and cool tactics to 
  a given game. Players are encouraged to draw additional abilities 
  from other BattleTech rulebooks and sourcebooks, as well as to 
  generate their own; a scenario played again with the same forces 
  and maps but with commanders having different abilities will 
  offer up new potential fun. However, players should be careful 
  not to create abilities that are too powerful; an ability should be 
  a balanced trade-off between the pros and cons. Ultimately, of 
  course, the players will determine what abilities they wish to use 
  in a game and so can design and field any abilities they wish, so 
  long as all players agree to their use.
  ES/RH
  From the command-cockpit of a BattleMaster, a commander orchestrates a desperate defense.
  
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  Sharp Shooters (Sub-force commander only)
  Use the following range modifiers in place of the standard 
  range modifiers: Short +1, Medium +2, Long +3, Extreme +4.
  Brawlers (Sub-force commander only)
  Use the following range modifiers in place of the standard 
  range modifiers: Short –1, Medium +2, Long +5, Extreme +10.
  Anti-Aircraft Specialists (Sub-force commander only)
  All weapon attacks against airborne units receive a –2 to-hit 
  modifier. Against all ground targets (including grounded aero-
  space units), apply a +1 to-hit modifier. This ability can only be 
  taken by non-aerospace units; any aerospace units in a force 
  with this ability do not gain its benefits.
  ground Attack Specialists (Sub-force commander only)
  All weapon attacks against non-airborne units receive 
  a –2 to-hit modifier. Against all airborne targets (including 
  airborne ground units, such as VTOLs and WiGEs), apply a +1 
  to-hit modifier. This ability can only be taken by aerospace 
  units; any non-aerospace units in a force with this ability do 
  not gain its benefits.
  SAtelliteS
  As discussed under Satellites (see p. 148), these units can 
  be placed in low orbit or geo-synchronous orbit. How useful 
  such Satellites are for ground-based battles is dependent on 
  the ability to communicate with them and whether they are 
  actually over the field of battle; a battle may extend beyond 
  the reach of a stationary geo-synchronous orbit, or there may 
  be overlapping low-orbit Satellites that provide a constant 
  benefit as one passes out of range and another enters.
  The following rules allow for limited implementation of 
  these all-important (though often rare) resources in a sce-
  nario. These rules assume that the players in question are not 
  actively deploying Satellite units in a scenario, but instead 
  require a generalized set of rules for how to use whatever 
  Satellites may be in orbit around a planet. If players are em-
  ploying Satellites as units, they can feel free to wed these rules 
  to those units, thus allowing aerospace units to attempt to 
  engage and destroy the Satellites and deprive a side of the 
  benefits they provide.
  note: Communications technology in the 31st century has 
  progressed dramatically since the 20th century, but military 
  communications jamming and signal corruption technol-
  ogy has possibly advanced even further. Combined with the 
  relative abundance of power available to a fusion-powered 
  unit, the signal interference ability of even a regular com-
  munications suite is tremendous. This makes unaugmented 
  long-range communications difficult, sometimes requiring 
  massive communications arrays that draw significant amounts 
  of power to end up with performance that would be consid-
  ered pathetic 1,000 years ago.
  Also note that these rules play fast and loose with realism 
  in an attempt to provide fun and useful in-game benefits 
  that are relatively balanced within the context of a single 
  scenario. In reality, the benefits often provided might require 
  days if not weeks of observation from Satellites to generate 
  a given bonus.
  overrun combat
  When rolling Initiative for overrun-capable forces, the 
  controlling player notes the die roll result’s Margin of Success 
  (MoS). Divide the MoS by 2 and round fractions down. The 
  result equals the number of individual units that may move, 
  designate their targets and fire before any other units move 
  and fire. “Extra” successes (such as when the player has more 
  successes than there are units available to move) do not carry 
  over to later turns. For example, an overrun-capable force 
  makes an Initiative roll of 11, while its opponent rolls a 6. That 
  gives the overrun-capable force an MoS of 5, allowing two 
  units to move and fire before any opposing units may move (5 
  divided by 2 is 2.5, rounded down to 2).
  Units employing the overrun capability do not take part in 
  the normal move/fire sequence and so do not count when 
  determining how many units each side must move when 
  alternating turns during the Movement and Weapon Attack 
  phases. Overrunning units make physical attacks as normal 
  during the Physical Attack Phase.
  communications disruption
  Assign numerical values to a number of lances in the op-
  posing force equal to the number of lances controlled by 
  the commander. For example, a lance commander could 
  only assign a numerical value to a single opposing lance, a 
  company commander could assign a numerical value to 3 dif-
  ferent opposing lances, a battalion commander could assign a 
  numerical value to 9 different opposing lances, and so on. The 
  specific lances chosen are completely at the discretion of the 
  controlling player.
  At the beginning of each turn, the controlling player rolls 
  1D6. On a result of 6, the player randomly determines the 
  numerical value corresponding to one of the lances in the 
  opposing force; this can be done with a die roll, pulling a 
  number out of a hat, and so on (the players should determine 
  what method to use before the start of the game). That unit 
  may only expend Walking/Cruising/Safe Thrust during the 
  Movement Phase of that turn (this does not affect units only 
  expending Jumping, VTOL or UMU MP).
  Zone of control (Sub-force commander only)
  To create a “zone of control,” a unit must enter an adjacent 
  hex to an enemy unit that has not moved yet this turn, and 
  must have at least 1 unused MP remaining at the end of the 
  Movement Phase, and must be directly facing the enemy unit. 
  If these conditions are met, the enemy unit cannot enter either 
  of the two hexes adjacent to its own and the one occupied 
  by the enemy unit exerting the zone of control; this only ap-
  plies to the current Movement Phase. Additionally, this only 
  applies to “ground movement”. A unit expending Jumping or 
  VTOL MPs can enter those hexes, though it cannot end the 
  Movement Phase in those hexes.
  infantry: Infantry can only exert a zone of control against 
  another infantry unit.
  
  Once communication with a Satellite has been established, the 
  player rolls 1D6 to determine the type of Satellite and its game 
  benefit on the Satellites Type Table (see p. 195); this roll is not 
  made if the player hacks control of a Satellite away from another 
  player (as that Satellite is already determined). Next, the player 
  rolls 1D6 again, with the result being the number of turns that the 
  player gains the benefit (before the Satellite passes out of sight). 
  Benefits begin on the following turn.
  These rules assume the players are using the specific advanced 
  rules as noted on the Satellite Type Table. If players are not using a 
  given rule, they can either re-roll for another Satellite that provides 
  benefits that are in use in a given scenario, assume the Satellite 
  is not available and not re-roll, or substitute their own rules that 
  apply to the scenario they are playing.
  factions: Using the various fiction sourcebooks published for 
  Classic BattleTech, it should be readily apparent which factions are 
  hostile or neutral toward each other. If the players cannot agree, 
  assume the faction is neutral.
  Battlemech Satellite uplinks: BattleMechs are equipped with 
  higher-powered communications equipment than other units. A 
  MechWarrior can re-route power in the BattleMech to enhance 
  these communication abilities, but at the price of leaving the 
  BattleMech a sitting target.
  During the End Phase of any turn, a player may announce that a 
  BattleMech is attempting a Satellite uplink. The BattleMech cannot 
  take any movement or combat actions (though it can make any 
  Piloting Skill Rolls required by outside actions) in the following 
  turn. For each subsequent turn in which the BattleMech takes no 
  action, it can be used to determine if a Satellite is available, and/or 
  to establish communications with a friendly Satellite; it cannot be 
  used to hack a neutral or hostile Satellite.
  cockpit command console: A BattleMech mounting a cockpit 
  command console (see p. 300) may determine if a Satellite is avail-
  able or attempt to establish a Satellite uplink with a friendly or 
  neutral Satellite, but can do so and still move and fire normally in 
  the subsequent turn, provided the second warrior does not need 
  to take any actions to do so. For the turn following the turn in 
  which the player announced that the BattleMech will determine 
  if a Satellite is available, or establish a connection to a friendly or 
  neutral Satellite, the +2 Initiative for the cockpit command con-
  sole is lost. A cockpit command console cannot be used to hack 
  into a hostile Satellite.
  Pre-determining Satellites: In place of randomly rolling Satel-
  lites, players can pre-determine the number and type of Satellites 
  that might be available over a given planet, leaving both sides to 
  try to zone in on their availability and establish communication.
  communications equipment (mobile hqs)
  Units with massive communications capabilities can provide 
  a commander with a decisive edge during battle. Such units are 
  usually referred to as Mobile HQs.
  Any unit that mounts 3 to 6 tons of communications equipment 
  (see p. 212, TM) conveys a +1 Initiative modifier to that unit’s side. 
  If the unit mounts 7 or more tons of communications equipment, 
  it conveys a +2 Initiative modifier to that unit’s side.
  In addition to the Initiative modifiers, a Mobile HQ can de-
  termine if a generic Satellite is available or attempt to establish 
  communication with a generic Satellite (see Establishing Uplink, at 
  establishing uplink
  Unless a commander knows exactly the type of Satellites in 
  orbit around the target planet or brings his own (see Satellite 
  Imagers, below), he must use the communication equipment 
  at his disposal to attempt to determine what Satellites (if any) 
  are available over the battlefield and whether or not he can 
  access them.
  During the End Phase of any turn, the controlling player of a 
  unit with a minimum 4 tons’ worth of manned Communication 
  Equipment (see p. 212, TM) may roll 2D6 to determine if a Satellite 
  is available. On a result of 8+, there is a low-orbit Satellite that can 
  provide a battlefield benefit. If the roll result is a 12, there is a geo-
  synchronous Satellite that can provide a battlefield benefit for the 
  rest of the scenario. Only one such roll can be made per turn, and 
  only one Satellite can be found per roll.
  A player can continue to roll each turn (even if he rolls a 12) to 
  see if additional Satellites are available, though only one Satellite 
  of each type will be available at one time. For example, while a 
  player may gain access to two different military low-orbit Satel-
  lites (after the first one passed out of sight), the player cannot 
  roll two military Satellites at once and double the benefits. If the 
  player rolls a type he has already rolled, re-roll. If the player is 
  lucky enough to have access to all types of Satellites at one time, 
  then he cannot roll for another Satellite until one type of Satellite 
  has passed out of sight (meaning the number of turns that the 
  Satellite’s abilities are available has expired).
  Only one side may be in control of a single Satellite at a time. 
  However, instead of attempting a Satellite uplink, the player can 
  attempt to hack control of the Satellite away from the other player 
  (using a Target Number of 11 or higher, as noted below). Though 
  only a single roll can be made in a turn per side to see if a Satellite 
  is available, a player attempting to hack a Satellite(s) away from 
  a controlling player can make a number of rolls per turn equal 
  to the number of units that mount the required communications 
  equipment, as noted above. If communications with a Satellite 
  are hacked away from another player, the number of turns that 
  the Satellite is available during a scenario remains unchanged. 
  Because all Satellite abilities are direct movement and combat 
  abilities that immediately take effect, the opponent will also im-
  mediately know what type of Satellite has been rolled.
  If the world is controlled by the faction with which the force 
  is associated (or for whom the mercenary force is working), the 
  player automatically gains the Satellite’s benefits; a roll still 
  must be made to see if a Satellite is available, but communica-
  tion is automatic.
  If the world is controlled by a faction not associated with the 
  force (a hostile or neutral faction toward that of the player’s 
  force), the player must hack into the Satellite. To do so, the force’s 
  controlling player must field a unit with at least 5 tons’ worth of 
  manned communication equipment. If the player has such a unit, 
  he rolls 2D6; on a result of 9 or higher (11 or higher if the Satellite 
  is controlled by a hostile faction), the Satellite has been hacked 
  and an uplink established. As noted above under hacking control 
  of a Satellite away from an opposing player, though only a single 
  roll can be made in a turn per side to see if a Satellite is available, 
  a player attempting to hack a Satellite can make a number of rolls 
  per turn equal to the number of units that mount the required 
  communications equipment.
  
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  Satellite imagers
  Satellite Imagers are specific pieces of equipment that 
  provide several different types of abilities as noted in the Ad-
  vanced Weapons and Equipment section (see p. 338). As noted 
  in those rules, a unit must mount at least 4 tons of communi-
  cations equipment (see p. 212, TM) to link with the imager, in 
  which case it automatically conveys the benefits of the imager 
  to that unit’s side.
  electronic countermeasures
  A battlefield can be filled with electronic counter-measures 
  attempting to block communications.
  Any unit using equipment (as opposed to the warrior) to 
  communicate in order to provide additional benefits (such as 
  Initiative modifiers), that is located within the bubble effect 
  of an enemy ECM field, loses that bonus; this includes Mobile 
  HQs, the cockpit command console, units communicating 
  with a Satellite and so on. If the unit moves outside the enemy 
  left) or with a Satellite Imager (see below); if communication 
  is established, those benefits replace the Initiative modifiers 
  provided by the communications equipment for as long as 
  the Satellite benefits are in effect.
  If a vehicle acting as a Mobile HQ suffers a stabilizer critical 
  hit (or a ’Mech takes a hip or gyro critical hit), in addition to 
  the normal effects, the Initiative bonus (as well as any benefits 
  from a Satellite/Satellite Imager) only applies if the unit did 
  not expend any MP in the previous turn. If the vehicle suffers a 
  Commander Hit critical hit, the HQ no longer grants the bonus 
  (and loses communication with the Satellite/Satellite Imager, 
  if any existed).
  A side may only benefit from one Mobile HQ at a time; this 
  includes a ’Mech mounting a cockpit command console cock-
  pit (see p. 300).
  large craft: For the purposes of these rules only, Large 
  Craft are considered to mount 7 or more tons of communica-
  tions equipment.
  SATELLITE TYpE TABLE
  1D6 Roll
  Satellite Type
  Benefit
  1
  Communications
  1 unit for every 4 units fielded in a scenario (meaning if there are less than 4 units fielded, this ability has 
  no effect) can increase all its weapons’ maximum long range by 1 hex; short- and medium-range brackets 
  (or long-range brackets, if using extreme range) are not affected (representing a comprehensive coordi-
  nation of overlapping lines of fire).
  2
  Resource
  For any terrain or terrain modification Planetary Conditions (see p. 40) where the outcome of entering 
  a hex is uncertain (magma crust, geyser, breaking through ice, swamp and so on; the PSR for entering a 
  water hex would not count), the player knows what will happen in the hex before entering it (represent-
  ing long-term ground-penetrating imagery comparisons). If a roll is required after entering a planetary 
  condition hex (to set off the geyser, break through the ice, avoid bogging down in the swamp and so on), 
  the controlling player rolls before entering the hex, and then based on the die roll result can decide to 
  enter the hex, or can change the unit’s movement to avoid the hex.
  3
  Navigation
  1 unit for every 4 units fielded in a scenario (meaning if there are less than 4 units fielded, this ability 
  has no effect) can expend 1 additional Running/Flanking/Maximum Thrust MP beyond the unit’s limits 
  (representing a unit’s ability to find the optimal path through the terrain based on detailed images). Units 
  expending only Jumping, VTOL or UMU MP—meaning they do not select a Cruising/Flanking speed—do 
  not gain this benefit.
  4
  Military
  If the opposing side has hidden minefields, half of those fields (randomly determined; round down) are 
  revealed. This occurs during the End Phase of any turn when communication is established with a new 
  military Satellite. Additionally, for any enemy-controlled command-detonated minefields (including 
  those laid by missile/artillery/bomb munitions), during the End Phase the player may roll 1D6 for each 
  such minefield; on a result of 6, the minefield explodes, dealing its damage as normal.
  5
  Scientific
  The sensors that monitor the various types of energies produced by a planet can be turned into a large-
  scale ECCM suite (see ECCM, p. 100) or Ghost Target generating suite (see Ghost Targets, p. 101), for the 
  controlling player’s side; the controlling player must nominate which effect will be used and it occurs for 
  the duration of the use of that satellite (i.e. you cannot switch between abilities). For an ECCM, a scientific 
  Satellite equals a single ECCM suite, but it covers the entire playing area. For Ghost Target generation, the 
  controlling player must make the standard Piloting Skill Roll at the start of each turn, but at a +4 modifier 
  in place of the standard +2; like the ECCM field, it covers the entire playing area
  6
  Weather
  If weather Planetary Conditions (see p. 57) rules are in use, treat all weather as 1 condition less, to a 
  minimum of the lightest weather condition (representing a crystal-clear image of the ebb and flow of 
  a weather pattern and how a force can use that to its advantage). For example, Heavy Snowfall would 
  become Moderate Snowfall and Moderate Rainfall would become Light Rainfall, but Light Rainfall would 
  still be Light Rainfall.
  
  again, the +2 Initiative modifier from that Mobile HQ cannot 
  be used in the following turn). He rolls 2D6 and scores an 11! 
  He’s hacked the Satellite. He then rolls 1D6 with a result of 4 
  and consults the Satellite Type Table. However, the players 
  are not using minefields and so they determine he can re-roll 
  (they determined this before play began). This time he rolls a 
  5, meaning he’s established communication with a scientific 
  Satellite; he’s more than happy with that result, as the ECCM 
  field will help combat all the ECM fielded by his opponent (as 
  well as helping to disrupt the Satellite communications already 
  established by the opponent). To wrap up this Satellite uplink, 
  he rolls 1D6 with a result of 3, meaning the ECCM effect will last 
  for three turns (provided communication is not interrupted or 
  the opposing player does not hack away communication with 
  the Satellite), starting on the following turn.
  Finally, even though Christian cannot determine if another 
  Satellite is available, he has 1 remaining HQ. As they’re using 
  weather Planetary Conditions and the opposing player was 
  lucky enough to establish communication with a weather 
  Satellite last turn—he rolled a 6, meaning Christian’s oppo-
  nent will gain those benefits for 5 more turns—Christian 
  decides that because his attempts at getting an ECM into 
  place to disrupt that communication have failed, he’ll attempt 
  a hack (he’s got enough Initiative modifiers from still active 
  commanders—as well as the cockpit command console not in 
  an ECM bubble—to risk the loss of the +2 Initiative modifier 
  from this Mobile HQ in the following turn). He rolls 2D6 with a 
  result of 12!!! He’s hacked his opponent’s communications from 
  the weather Satellite; he will gain the benefits of that Satellite 
  starting in the following turn, for 5 more turns (provided com-
  munication is not interrupted or the opposing player does not 
  hack back communication with the Satellite).
  eJectIon And 
  AbAndonIng unItS
  The following rules allow for the ejecting from and/or abandon-
  ing of units during game play.
  electronics: All electronics on a unit where the pilot/crew have 
  ejected or have abandoned the unit continue to function until the 
  unit is destroyed (or captured; see Taking Control of a Unit, p. 216).
  Protomechs: ProtoMechs have no ejection system and no way 
  to exit the unit during combat.
  ’mechS
  Under certain unfortunate conditions, a MechWarrior may be 
  forced to leave his BattleMech in a hurry by using the cockpit 
  ejection system. When the pilot fires this system, explosive bolts 
  allow the cockpit canopy to separate from the unit and the pilot 
  rockets away from the now-disabled BattleMech. The ejecting 
  MechWarrior lands in the hex immediately behind the abandoned 
  BattleMech. All BattleMechs are equipped with sensors that detect 
  impending ammo explosions and automatically eject the pilot 
  before the ammo explodes. Because the advent of CASE made it 
  more likely for a BattleMech to survive an ammo explosion, many 
  MechWarriors disable the auto-eject feature. Players must decide 
  before each battle and note on the record sheet whether or not 
  the pilot disables his ’Mech’s auto-eject.
  ECM’s effect bubble (either through its own movement or due 
  to the movement of the unit carrying the ECM), the benefit is 
  restored—including communication with the Satellite, if it has 
  not yet passed out of sight (that is, the number of turns in which 
  its benefits apply has not expired)—at the start of the turn follow-
  ing the one when the unit clears the ECM bubble.
  If using the ECCM rules (see p. 100), a unit is only blocked if the 
  amount of friendly ECCM in a hex is less than the enemy ECM in 
  that hex.
  communications equipment: As described in the ECCM rules 
  (see p. 100), communications equipment can be used to generate 
  an ECCM effect, but doing so makes the equipment lose all its 
  other abilities (the Initiative modifier, determining if a Satellite is 
  available, establishing a Satellite uplink and so on) for as long as it 
  is generating an ECCM effect.
  During a battle, Christian is fielding a force that includes two 
  ’Mechs each mounting a cockpit command console, a grounded 
  DropShip and two Mobile HQs. His House Davion force is 
  raiding a House Kurita world, and so all potential Satellites are 
  considered hostile.
  During the End Phase of a turn, one of Christian’s cockpit 
  command consoles is within the ECM bubble of an enemy unit 
  and so cannot be used to determine if a Satellite is available. 
  His other ’Mech mounting a cockpit command console is not 
  within an ECM bubble. However, because a cockpit command 
  console cannot hack into a hostile Satellite, he decides to not 
  use the remaining ‘Mech to determine if a Satellite is available 
  (meaning he’ll still gain the +2 Initiative modifier from that 
  ’Mech’s cockpit next turn).
  Instead, Christian uses the DropShip to determine if a 
  Satellite is available and rolls 2D6 (because he’s using the 
  DropShip, the +2 Initiative provided by it cannot be used in the 
  following turn). The result is a 9, meaning a Satellite is available. 
  It is a hostile Satellite, unfortunately (House Kurita to his House 
  Davion), so he must attempt to hack in. He immediately rolls 
  2D6, but the result of 7 means the hacking failed. He can still 
  attempt two more hacks for both Mobile HQs, however, and 
  so nominates an HQ to attempt to hack the Satellite (once 
  DK
  A Daboku pilot ejects after a critical hit by a Cyclops
  
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  in the End Phase; he may choose by which unit if more than 
  one occupies the hex. Pilots picked up by friendly units that 
  survive the battle or move off the board have survived and 
  can be used again in future games. Players may ransom pilots 
  captured by enemy forces if they wish. 
  destruction of head location: If players are looking for 
  a slightly less deadly style of play involving MechWarriors—
  specifically if they are playing a campaign—use the following 
  rule. Any time the internal structure of a cockpit location is 
  destroyed and the unit has an ejection system (not counting a 
  BattleMech Full-Head Ejection System, see p. 310), the auto-eject 
  automatically engages. However, regardless of the condition 
  of the pilot, the MechWarrior automatically receives damage 
  to bring its condition up to 5 hits (so a pilot with no hits and 
  a pilot with 3 hits under these rules would both fill out their 
  condition monitors to 5 hits, to represent the MechWarrior’s 
  “skin-of-the-teeth” survival). The pilot may still take damage 
  during the ejection itself, and these rules do not apply in the 
  event of a critical hit to a cockpit slot (in which case the pilot 
  is still killed).
  Battlemech full-head ejection System: This type of 
  ejection involves the removal of the entire ’Mech’s head and 
  follows its own set of rules (see p. 310). If the head itself is de-
  stroyed (as described above), this form of ejection system will 
  not save the MechWarrior.
  Water: A MechWarrior cannot eject if the cockpit is sub-
  merged (unless it is a full-head eject system; see above).
  vehicleS
  Vehicles do not have an automatic ejection system like 
  BattleMechs (see Combat Vehicle Escape Pod, p. 309, for the ex-
  ception). However, during the End Phase of any turn, a player 
  may announce that the crew of a vehicle is abandoning it. 
  The unit may not take any action during the subsequent turn. 
  During the End Phase of that turn, the crew (however large; 
  see Vehicle Crews, p. 218) is treated as an infantry foot platoon 
  (ballistic rifle), with a number of troopers in the platoon equal 
  to the size of the crew. The crew (now platoon) is placed in the 
  same hex (if stacking limits allow) or an adjacent legal hex; if 
  the crew cannot enter a legal hex, they cannot abandon the 
  vehicle. Starting in the turn after they abandon their vehicle, 
  the crew can move and make attacks exactly like a foot infan-
  try platoon for the remainder of the scenario.
  Infantry may abandon an airborne vehicle in this same fash-
  ion, in which case the vehicle immediately crashes in the hex 
  it occupies. The infantry must use the Dropping Troops rules 
  (which are covered in Strategic Operations) to resolve where 
  they land, after which they are treated as above.
  nAvAl veSSelS
  In the Movement Phase, some or all of a Naval Vessel’s 
  crew may be ordered to abandon ship. When abandoning 
  ship, make a Piloting Skill Roll for the unit. A success indicates 
  1 + MoS lifeboats may launch safely (1 on an MoS of 0, 3 on 
  an MoS of 2, and so on). Additional lifeboats may launch in 
  the same turn, but each must make a Piloting Skill Roll with 
  a +2 modifier, suffering a point of damage for each point of 
  the MoF.
  During the Movement Phase, a player may choose to have 
  the MechWarrior eject rather than move. If the auto-eject 
  function is operational, the pilot will automatically eject at 
  the end of any Phase in which an ammo explosion takes place 
  (the pilot still receives the automatic 2 Damage Points for the 
  ammo explosion; see Ammunition, p. 125, TW). Ejecting from 
  a ’Mech can be dangerous, and the pilot may suffer damage 
  upon landing. The pilot must make a successful Piloting Skill 
  Roll to avoid taking damage, modified for the circumstances 
  listed on the Ejection Modifiers Table.
  A pilot who fails this Piloting Skill Roll takes damage equal 
  to the MoF divided by 2 (rounded down), and will need to 
  make a Consciousness Roll for every point of damage taken 
  per the standard rules (see Consciousness Rolls, p. 41, TW).
  A conscious pilot who successfully ejects may move at the 
  rate of 1 MP per turn in the same manner as a standard infan-
  try unit. He may be fired on in the same manner as an infantry 
  unit, but with an additional +2 to-hit modifier. If the pilot 
  ends a Movement Phase in the same hex as any unit (friendly 
  or enemy), the pilot is considered to have been picked up 
  EjEcTIOn MODIFIERS TABLE
  Landing Terrain 
  Modifier
  Clear 
  –2
  Water 
  –1
  Snow
  –1
  Deep Snow
  –2
  Rough 
  0
  Rubble 
  0
  Light Jungle/Woods/Ultra Rough
  +2
  Heavy Jungle/Woods/Ultra Rubble 
  +3
  Ultra Jungle/Woods
  +4
  Per Level of Building 
  +1
  Planetary Conditions
  Modifier
  Zero-G
  +3
  Low-G (more than .2 off Terran standard)
  +2
  High-G (more than .2 off Terran standard)
  +3
  Vacuum or Tainted Atmosphere*
  +3
  Trace or Very High Pressure Atmosphere
  +2
  Heavy Snow Fall/Ice Storm/Lightning Storm/
  Strong Gale/Torrential Downpour
  +2
  Blizzard/Storm/Tornado
  +3
  Situation
  Modifier
  BattleMech Prone 
  +5
  Pilot Unconscious 
  +3
  Per Point of Head Internal Structure Damage 
  +1
  Automatic Ejection 
  +1
  *Assumes the pilot is wearing a suit to protect against vacuum or a tainted 
  atmosphere; the pilot is killed immediately if in vacuum with no protection 
  (see p. 56 for rules governing a tainted atmosphere and no protection).
  
  fAtIgue
  A standard BattleTech game turn lasts only 10 seconds, mean-
  ing that even a battle of 20 to 30 turns is only five minutes long. 
  As such, Standard Rules play generally ignores fatigue. However, 
  combat is exceptionally draining, emotionally and physically; sec-
  onds can seem like minutes, and five minutes can feel like hours. 
  Use the following rules to introduce the concept of battle fatigue 
  directly into a BattleTech game.
  A unit’s ability to ignore fatigue is based on its rating (as de-
  termined by the Piloting Skill Rating), as shown on the Fatigue 
  Table. When a unit reaches the start of its target turn, apply a +1 
  Piloting Skill Roll for the remainder of the scenario. In addition, 
  when a unit reaches the next level’s starting point, also apply a 
  +1 to-hit modifier to all attacks. For example, at the start of Turn 
  10, all Green units would apply a +1 Piloting Skill Roll modifier. 
  Then, at the start of Turn 14, all Regular units would also apply a 
  +1 Piloting Skill Roll modifier, while the Green units would add a 
  +1 to-hit modifier to all attacks. Note that this means Elite pilots 
  never apply a to-hit modifier.
  conventional infantry: In addition to the restriction above, 
  Foot Conventional Infantry, once they are fatigued, can either 
  move, or they can make a weapon attack, or they can make a anti-
  ’Mech attack in a turn; i.e. in a turn a fatigued Foot Conventional 
  Infantry may take only 1 of those three actions. If a fatigued Foot 
  Conventional Infantry unit takes no actions in a turn (does not ex-
  pend MPs or make any type of attack), then in the following turn 
  it may move and make attacks normally; this is not cumulative, so 
  that if a unit takes no actions for two turns, it would still only be 
  able to move and attack normally on the following turn, but on 
  the turn after that the unit would be back to a single action per 
  turn restriction.
  ImProved PoSItIonS
  Given enough time, a defending unit can improve the natural 
  defenses of the surrounding terrain. If both sides agree to use the 
  improved positions rule, units that start on the mapsheet may 
  begin the game in improved positions. Treat these field fortifi-
  cations as a Light Standard Building with a CF of 15 (damage is 
  assigned to them exactly like building hexes, including collapsing 
  and so on). These positions do not affect LOS or movement, and 
  a unit cannot climb on top of an improved position to increase its 
  level. Apply standard terrain modifiers to any unit in an improved 
  position. Units that begin the game in improved positions may 
  also use the Hidden Units rule (see p. 259, TW).
  When crewmen abandon a naval vessel, lifeboats are placed 
  in adjacent water hexes. These lifeboats count as a conven-
  tional infantry unit for purposes of stacking, and for attacks 
  against them. Each lifeboat has a damage capacity equal to 1 
  point (for the boat) plus 1 “trooper” per crewman on board (to 
  a maximum of 10 troopers per boat). Lifeboats have 1 MP on 
  water hexes only.
  If a crew abandons a submerged vessel, the lifeboat is placed 
  as above, but at the depth level of the ship; the lifeboat will then 
  rise 1 depth at the end of the Movement Phase each turn until it 
  reaches the surface, before moving as noted above.
  Individual crewmen can also abandon ship (using life vests 
  and/or breathing gear, as necessary), but may do so only from 
  a surface vessel or a submerged vessel at a Depth of 15 or less. 
  Crewmen who abandon ship in this manner receive 0 MP, and will 
  simply float on the water surface, subject to Water Flow rules if 
  those are in play (see p. 52).
  Another naval vessel (or a hover vehicle; or non-naval vehicle 
  with the Amphibious Chassis and Controls modification; or a WiGE 
  Vehicle that lands on the water’s surface) may rescue crew from 
  any lifeboats if it ends its turn in a lifeboat’s hex (or adjacent to 
  it, if the rescuing unit is a Large-size Naval Vessel), and then takes 
  no other actions for the subsequent turn. During the End Phase 
  of that subsequent turn, the crew from the lifeboat is rescued 
  and now considered to be on board the rescuing vessel. If the 
  rescuing unit moves out of the hex before the End Phase for any 
  reason, the rescue operation fails, but can be attempted again any 
  number of times, as long as the criteria above are met.
  VTOLs and Airships may also attempt to rescue a lifeboat or 
  individual crewmen without landing on the surface of the water. 
  These units must end their turn in the hex occupied by the lifeboat 
  or individual crewmen and must be at Elevation 1, or Altitude 1 
  (NOE) in the case of an Airship; for a Large Airship, the pivot point 
  hex must be in the hex occupied by the lifeboat. Over the next 
  two subsequent turns, the rescuing unit cannot take any other 
  action (except to spend MP to stay in the hex). At the end of that 
  time, the crew from the lifeboat is rescued. As with a naval rescue, 
  if the rescuing unit moves out of the hex (or to a higher eleva-
  tion) for any reason before the rescue operation is completed, the 
  operation fails, but can be attempted again in a following turn.
  Only one lifeboat (or 10 individual crewmen) may be rescued 
  per turn in either case (if the rescuing unit is a multi-hex unit, 
  such as a Large Naval Vessel, it can rescue one lifeboat—or 10 
  crewmen—per hex that touches water and is adjacent to a 
  lifeboat, per the above criteria). A rescuing unit must also have 
  enough cargo space to accommodate an equivalent number of 
  conventional foot infantry for the rescued crewmen, assessed at 
  0.1 tons per crewman. So if a vessel picks up ten full lifeboats, it 
  must have the cargo capacity to carry a 100-man conventional 
  foot infantry platoon [10 lifeboats x 10 crewmen each = 100] or 
  10 tons of cargo space [100 x 0.1 = 10].
  FATIguE TABLE
  Piloting Skill Rating
  Turn When Modifier Starts
  6–7
  Starting on Turn 10
  4–5
  Starting on Turn 14
  2–3
  Starting on Turn 17
  0–1
  Starting on Turn 20
  
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  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  fender’s velocity and heading; if during any subsequent turn 
  the defender expends thrust, not only can the attacker no 
  longer dock, but the cumulative count modifier is lost.
  Any Small Craft may operate as an assault craft to dock with 
  a target, regardless of whether or not it can expend thrust 
  points. Each ton of cargo space on a Small Craft can hold five 
  marines in space suits or one marine (or Elemental) in battle 
  armor. Apply a +2 modifier to any target numbers for attacks 
  against such Small Craft, to reflect the erratic maneuvers such 
  units make to avoid enemy fire during the approach. To grap-
  ple a target unit for a boarding action, the Small Craft must 
  end the Movement Phase in the same hex as its target and 
  match velocity and heading with the defending unit. At the 
  end of the Movement Phase (Aerospace), a Small Craft that 
  has matched velocity and heading with a defending unit may 
  attempt to grapple the target. Roll 2D6 to determine the suc-
  cess of grappling, against a Target Number of 8. A successful 
  roll attaches a grapple to the target ship and allows the Small 
  Craft to deploy forces to board it.
  In both instances, if a docking/grappling maneuver is 
  successful, both the attacking and defending players should 
  roll 1D6 to randomly determine the location on both aero-
  space units where the docking/grappling occurred: 1 Nose; 
  2 Left-Front/Left-Wing; 3 Right-Front/Right-Wing; 4 Left-Aft/
  Left-Wing Aft; 5 Right-Aft/Right-Wing Aft; and 6 Aft. This roll 
  applies regardless of the defending unit type; docking never 
  occurs on the “broad side” of a WarShip, as captains are never 
  suicidal enough to try to maneuver themselves in front of that 
  many guns.
  In the End Phase of any space turn during a boarding ac-
  tion, the player who controls the attacking aerospace unit 
  can announce that the unit will disconnect from the dock/
  grapple, leaving the marine boarding action to continue. No 
  roll is required, and the attacking unit is once again counted 
  for Initiative (see Initiative, below) at the start of the following 
  turn and can maneuver normally.
  Attacks from Attacking and defending Aerospace units: 
  Neither the defending nor attacking aerospace unit can make 
  any attacks using weapons in the arc where the docking/grap-
  pling occurred (as determined by the random die roll noted 
  above). The only exceptions are when different unit classifica-
  tions are involved; for example, Small Craft to DropShips. If a 
  smaller-class unit is docked/grappled to a unit with a larger 
  classification, the smaller unit still cannot use the weapons 
  in the arc where the docking/grappling occurred, but the 
  larger unit can use weapons in its arc; this applies regardless of 
  whether the smaller or larger unit is the defender or attacker. 
  For example, a Small Craft grappled to a DropShip on its aft 
  could not use any aft weapons, but the defending unit can still 
  fire its weapons in the Fore-Front Arc.
  Attacking a docked/grappled unit: The ability to attack 
  a defending or attacking aerospace unit in a boarding action 
  depends on the unit classification, as discussed above under 
  Attacks From Attacking and Defending Aerospace Units.
  Attacks against a target aerospace unit in a smaller clas-
  sification than another docked/grappled aerospace unit, in 
  which the attack direction corresponds to the location where 
  the larger aerospace unit is attached, cannot be made. For ex-
  ample, an aerospace unit is attempting to attack a Small Craft 
  grappled to a DropShip. The DropShip is attached to the Small 
  Improved positions can be used by any player; if the con-
  trolling player moves units out of an improved position, an 
  opponent can move into those same improved positions and 
  gain their benefits. Improved positions cannot be used to 
  make units hidden during a scenario, however.
  InfAntrY  
  vS.  
  InfAntrY ActIonS
  The infantry vs. infantry actions rules allow for the large-scale 
  resolution of infantry-only combat. While this system can be 
  used in almost any situation the players desire, because it is a 
  wholly separate combat—with infantry literally removed from 
  standard BattleTech combat while these rules are in play—it is 
  best used in situations where normally only infantry will fight 
  infantry: in buildings, or during boarding actions involving 
  Large Naval Vessels or Small and Large Craft.
  Regardless of the location, the basics of infantry vs. infantry 
  actions remain the same. The following rules provide those 
  basics, as well as touching on the unique rules that also apply 
  to combat within buildings, Large Naval Vessels and aero-
  space units.
  BoArding ActionS (infAntry)
  Boarding an enemy unit (whether a large traditional wet-
  navy vessel or an aerospace unit) is a tactic as old as naval 
  warfare. The rules specifically refer to the use of infantry to 
  board an enemy unit, move into the bowels of the vessel and 
  fight the defenders for control of the ship; other units board-
  ing an enemy unit for an attack inside a vessel are dealt with 
  under Boarding Actions (Non-Infantry) (see p. 188). The basics 
  of such actions are the same, regardless of which unit type is 
  being boarded. The specifics unique to each type of unit are 
  described in detail, as appropriate.
  legal targets: Only Large Naval Vessel Support Vehicles, 
  Small Craft and Large Craft may be boarded using these rules. 
  Players can choose to either use these rules, or the Combat 
  Within Buildings rules (see p. 175, TW) when resolving infantry 
  actions inside a Mobile Structure.
  docking and grappling Aerospace units
  Before an infantry vs. infantry action can occur aboard an 
  aerospace unit, an opponent must either dock or grapple with 
  the target unit.
  A Large Craft can only dock with a target unit for a boarding 
  action if that target unit cannot expend any thrust points in 
  the turn the docking maneuver is attempted (meaning it has 
  taken damage that disallows thrust expenditure). The Large 
  Craft must end the Movement Phase in the same hex as its 
  target and match velocity and heading with the defending 
  unit. At the end of the Movement Phase (Aerospace), a Large 
  Craft that has matched velocity and heading with a defending 
  unit may attempt to dock with a target that cannot expend 
  thrust. Roll 2D6 to determine the success of the docking at-
  tempt against a Target Number of 8. Apply a cumulative –2 
  modifier for each turn in which the attacker matches the de-
  
  grapple it. Roll 2D6 to determine the success of grappling, against 
  a Target Number 6 (if the target unit is completely submerged, the 
  Target Number is 8). A successful roll attaches a grapple to the 
  target ship and allows the grappling vehicle to deploy forces to 
  board it; all infantry units (as well as all other ship crew/person-
  nel) currently carried by the attacking vessel can be used in the 
  boarding action (except for mechanized infantry). All actions 
  occur during the time frame of a ground turn, as opposed to a 
  space turn. If the grappling roll fails, the vehicle can attempt the 
  grapple again at the end of the following turn’s Movement Phase, 
  provided it is still adjacent to the target vessel.
  When grappling a target vessel, use the Large Naval Template 
  (see the record sheets at the back of the book) to determine where 
  on the unit the grappling occurred (in the case of Airships above 
  the target vessel, neither unit blocks any arcs); in all cases, the at-
  tacking vessel will have the same orientation as the target vessel. 
  Neither the defending nor attacking units can make any attacks 
  using weapons in the same arc where the grappling occurred (this 
  applies to Airships as well).
  infantry grappling: As opposed to an infantry-carrying vehicle 
  grapping a Large Naval Vessel in order to deploy infantry troops 
  (as noted above), infantry units alone can attempt to board and 
  seize control of an enemy Large Naval Vessel Support Vehicle. 
  Mechanized infantry (except VTOL mechanized infantry) cannot 
  be involved in such an action.
  Infantry units without Jumping, VTOL or UMU MP cannot board 
  a target Large Naval Vessel Support Vehicle unless it is in an adja-
  cent hex to the one occupied by the infantry unit at the start of 
  the infantry’s Ground Movement Phase (this can include a land 
  hex occupied by an infantry unit, or by another Large Naval Vessel 
  Support Vehicle where the infantry is on the deck (as opposed to 
  being carried using the Infantry Carriers rules, p. 223, TW).
  Infantry units with Jumping or VTOL MP can mount a target naval 
  vessel provided they can move the required number of hexes to the 
  target, within the number of MP they have available (all standard 
  Jumping and VTOL movement rules apply; see pp. 53–54, TW).
  Infantry units with UMU MP can mount a target naval vessel, 
  provided they are at the same depth (any depth corresponding 
  to one of the depths occupied by the target unit in the case of a 
  unit that occupies more than 1 depth simultaneously) and in the 
  same hex as the naval vessel (either submerged or on the surface) 
  at the start of their Ground Movement Phase.
  In all instances of infantry attempting to board the target vessel, 
  the unit must make an Anti-’Mech Skill Roll (apply a +2 modifier if 
  the target unit is submerged). A successful roll allows the infantry 
  to board the vessel; a failure means the attempt did not succeed, 
  and the infantry unit remains in the hex at the level/depth/el-
  evation from which it attempted to board. In the case of infantry 
  using UMU MP to board a target vessel, on a failed attempt, apply 
  a single point of damage to all battle armored troopers, or in the 
  case of conventional infantry, apply a single 5-point Damage 
  Value grouping as though another infantry unit had made a suc-
  cessful attack.
  Once an infantry unit has successfully boarded the vessel, at 
  the controlling player’s discretion it can either remain “on deck” 
  and move and fight using standard movement and combat (see 
  Specialized Attacks, p. 157), or it can actually move into the bowels 
  of the vessel to attempt to take control. In the latter case, the 
  infantry are removed from the playing area and an infantry vs. 
  infantry action takes place.
  Craft’s aft location, and the line of sight from the attacker to the 
  target Small Craft falls into the aft location. This attack cannot be 
  made because LOS is blocked by the DropShip. In the case of an 
  Above/Below situation (see p. 238, TW), an attack can be made, 
  but once a successful weapon attack occurs, the attacking player 
  must roll 1D6. On a result of 1–3, the attack strikes the intended 
  target; on a result of 4–6, the attack strikes the other aerospace 
  unit. In a situation where multiple aerospace units are docked to a 
  target, randomly determine which other aerospace unit is struck.
  Attacks against a target aerospace unit in a larger unit classifica-
  tion than another docked/grappled aerospace unit can be made. 
  If the location of the successful attack corresponds to the location 
  where another aerospace unit is docked/grappled, the attack has 
  a chance of striking the other aerospace unit. The attacking player 
  rolls 1D6. If the aerospace unit in question is a single classification 
  smaller (a Small Craft grappled to a DropShip), on a result of 5–6 
  the attack strikes that other aerospace unit; on a result of 1–4, it 
  strikes the intended target.
  In all such instances, make sure to take into account the orien-
  tation of the other aerospace unit that is struck, to best determine 
  where the attack lands. Players may need to randomly roll to 
  determine the hit location, as it may not be clear-cut.
  expending thrust: An attacking aerospace unit that is docked/
  grappled cannot expend thrust, as doing so will automatically 
  break the dock/grapple; the attacking aerospace unit would need 
  to match velocity and heading during the Movement Phase (Aero-
  space) of a subsequent turn and attempt a new dock/grapple 
  maneuver. If the defending aerospace unit changes velocity, the 
  attacking player must make a standard grapple/docking roll at the 
  end of the Movement Phase (Aerospace) in which that change oc-
  curred; apply a +1 modifier for every 2 points of velocity change.
  initiative: Aerospace units that are docked or grappled for a 
  boarding action do not count toward Initiative. If the aerospace 
  unit breaks away from the dock/grapple for any reason, it counts 
  toward Initiative in the following turn.
  multiple docking/grappling: A Small Craft can only be 
  docked/grappled by a single unit at one time; this means that if 
  two Small Craft are docked/grappled, then no other aerospace 
  units can attempt to dock/grapple with either unit. A DropShip 
  can only be docked/grappled by two units at one time, but not in 
  the same arc; re-roll the random arc location for the defending unit 
  if that location is already occupied by another unit. In all instances, 
  if an attacking unit breaks the dock/grapple, a new attacking unit 
  can attempt to dock/grapple in a subsequent turn.
  grappling large naval vessels
  Similar to aerospace units attempting to grapple a target in 
  the depths of space, any Small or Medium Combat/Support 
  Naval Vessel, any type of Hover Vehicle, VTOL Vehicle or any type 
  of Airship may attempt to grapple an enemy Large Naval Vessel 
  Support Vehicle.
  To grapple a target unit for a boarding action, the vehicle in 
  question must end the Movement Phase in a hex adjacent to a 
  hex occupied by the target (this cannot be at its front or rear), 
  with the same orientation; in the case of Airships, this can either 
  be an adjacent hex or a hex occupied by the target vessel, but 
  the Airship must be at Altitude 1 (NOE); for VTOLs, if the unit oc-
  cupies the same hex, it must be at least 1 elevation above the top 
  level (deck) of the target unit. At the end of the Movement Phase 
  (Ground), a vehicle in a hex adjacent to the target may attempt to 
  
  201
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  AdvAnced
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  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
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  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  reSolving infAntry vS. infAntry ActionS
  Use the following rules to resolve an infantry vs. infantry 
  combat situation.
  marines: These rules use the term “marine” as a generic 
  word to describe a single trooper, the baseline from which all 
  other personnel are valued (whether a conventional infantry-
  man for a ground-based action, or an infantryman trained in 
  zero-g operations for actions on board Small and Large Craft 
  in space).
  marine Points Score
  To determine the result of an infantry vs. infantry action, first 
  establish the total number of combatants fielded by each side; 
  how many marines (or other combatants) are added to each 
  side is up to the controlling player (for example, a controlling 
  player can hold some marines in reserve). Adding up the 
  Marine Points for the relevant troop types as shown on the 
  Marine Points Table below will generate a final Marine Points 
  Score for each unit.
  In the case of battle armor, the player first determines 
  whether the trooper is a Clan Elemental or an Inner Sphere-
  trained warrior, and then adds the appropriate modifier based 
  on the type of battle armor, as well as any additional equip-
  ment modifiers.
  Most unit record sheets (or Technical Readout write-ups) 
  indicate the number of marines, non-marines (military per-
  sonnel not specifically trained for combat in micro-gravity), 
  civilians and so on. If it is at all ambiguous, the players must 
  agree to the exact personnel allotment before a boarding ac-
  tion can begin.
  crew: When an infantry vs. infantry action occurs where 
  crew may get involved (for example, on a target unit, a Mobile 
  Structure, or a building mounting weaponry and so possess-
  ing “crew”), the crewmen must be taken into consideration for 
  the Marine Points Score.
  Neither the attacker’s nor the defender’s crew (if both sides 
  have such crews available) are automatically tallied into the 
  Marine Points Score. Instead, each player must decide how 
  much of each unit’s crew (including a building crew, if any) 
  will be committed to the attack for each turn that an infantry 
  vs. infantry action roll is made. The more crew committed to 
  the attack, the more the unit’s performance degrades. Use 
  the Crew Casualties Table (see p. 206) to determine the exact 
  effects; each crewmember hit imposes a +1 to-hit modifier 
  for any attacks made by that unit, as well as a +1 modifier 
  for any Piloting Skill Rolls/Control Rolls, for the duration of 
  the time that those crew are committed to the infantry vs. 
  infantry action.
  As shown under the Crew Losses and Crew Hits rules (see p. 
  206), these values can last for the rest of the game if a unit’s 
  crew sustained heavy damage, whether or not the infantry 
  vs. infantry action is successful. While this may be preferable 
  to losing the unit/building, such things must be taken into 
  consideration as a player determines how much of a crew to 
  throw into the battle.
  During each turn’s infantry vs. infantry action roll (see p. 204), 
  both players can add more crew at their discretion; doing so, 
  however, requires re-determining either side’s Marine Points 
  Score. Neither player need reveal how many additional crew 
  (or bay personnel or civilians, as noted below) are being added 
  grappling mobile Structures
  Use the following rules to grapple Mobile Structures; once a 
  grapple has occurred, an infantry vs. infantry action is treated 
  as conflict inside a building. All actions occur during the time 
  frame of a ground turn, as opposed to a space turn.
  Water: For Water Mobile Structures, use all the rules that 
  apply to Large Naval Vessels.
  ground: Any vehicle in an adjacent hex to a Ground Mobile 
  Structure may attempt a grapple. To grapple a target unit for a 
  boarding action, the vehicle in question must end the Move-
  ment Phase in a hex adjacent to a hex occupied by the target 
  (the orientation does not matter); in the case of Airships, this 
  can either be an adjacent hex or a hex occupied by the target 
  vessel, but the Airship must be at Altitude 1 (NOE). At the end 
  of the Movement Phase (Ground), a vehicle in a hex adjacent to 
  the target may attempt to grapple it. Roll 2D6 to determine the 
  success of grappling, against a Target Number 4. A successful roll 
  attaches a grapple to the target ship and allows the grappling 
  vehicle to deploy forces to board it; all infantry units (as well as 
  all other ship crew/personnel) currently carried by the attacking 
  vessel can be used in the boarding action (except for mecha-
  nized infantry). If the grappling roll fails, the vehicle can attempt 
  the grapple again at the end of the following turn’s Movement 
  Phase, provided it is still adjacent to the target vessel.
  Air: Any Air Mobile Structure or Airship can attempt to 
  grapple an Air Mobile Structure; if the Air Mobile Structure is 
  at Altitude 1 (NOE), an airborne VTOL (regardless of elevation) 
  may attempt to grapple as well. To grapple a target unit for a 
  boarding action, the unit in question must end the Movement 
  Phase in the same hex and at the same altitude as the target 
  unit. At the end of the Movement Phase (Ground), a vehicle 
  in a hex adjacent to the target may attempt to grapple it. Roll 
  2D6 to determine the success of grappling, against a Target 
  Number 8. A successful roll attaches a grapple to the target 
  ship and allows the grappling vehicle to deploy forces to 
  board it; all infantry units (as well as all other ship crew/per-
  sonnel) currently carried by the attacking vessel can be used 
  in the boarding action (except for mechanized infantry). If the 
  grappling roll fails, the vehicle can attempt the grapple again 
  at the end of the following turn’s Movement Phase, provided 
  it is still adjacent to the target unit.
  infantry grappling: All the rules for infantry grappling 
  of a Large Naval Vessel also apply, as appropriate, to Mobile 
  Structures.
  infAntry vS. infAntry Action inSide A Building
  Unlike Large Naval Vessels and aerospace units, which 
  require an opponent to board the unit—which can be 
  difficult—before an infantry vs. infantry action can take place, 
  combat inside any type of building can take place as soon as 
  an infantry unit enters a building hex (see Castles Brians, p. 141, 
  for the exception).
  Note that such infantry vs. infantry action only occurs with 
  those infantry (and other personnel, as described under Re-
  solving Infantry Vs. Infantry Actions, below) occupying the same 
  multi-hex building. Even if infantry on either player’s side are 
  in adjacent building hexes, if the building hexes are not a part 
  of the multi-hex building being fought over, they cannot be 
  used until those units are moved into the same multi-hex 
  building and added to a future turn’s Marine Points Score.
  
  bay personnel. The specific composition of bay personnel does not 
  need to be determined for standard rules or any other advanced-
  rules situations provided in Tactical Operations, and so construction 
  rules do not cover this aspect. However, because such specifics 
  are relevant to infantry vs. infantry actions (as well as converting 
  the Marine Points Score back into individuals once the infantry vs. 
  infantry action is over; see p. 205), the Bay Personnel Table (above) 
  allows a player to specifically determine the bay personnel of a 
  given unit/building (if it is not already determined). For example, 
  if aerospace fighters have been deployed, or ’Mechs or vehicles 
  dismounted, and so on, those warriors cannot be included in a Ma-
  rine Points Score. However, every such unit also includes a single 
  technician, as shown on the table, that would remain behind and 
  can be used in an infantry vs. infantry action roll.
  civilians: Civilians never willingly join a fight; most would 
  rather be captured than risk death fighting without any train-
  ing. In every turn that the defender wishes to include civilians in 
  determining a Marine Points Score, the controlling player must 
  roll against a Target Number of 10. In every turn that the attacker 
  wishes to include civilians in determining a Marine Points Score, 
  the controlling player must roll against a Target Number of 12. If a 
  roll fails, civilians cannot be included when determining a Marine 
  Points Score.
  Most Technical Readouts note how many civilians a given unit 
  might have on board; the players will need to determine if said ci-
  vilians are actually on board. Whether a particular building might 
  have civilians, and how many, is completely up to the discretion of 
  a given playing group and would depend on the time of day and 
  the type of building (factory, mall, office and so on).
  to the Marine Points Score until the roll is made. Both players 
  should write down the number of crew used and the equivalent 
  Marine Points Scores they provide, and then reveal them simulta-
  neously; this helps to convey the dangers and confusion inherent 
  in infantry vs. infantry actions.
  Finally, if a unit has already taken a crew critical hit, that hit 
  represents crew eliminated and must be taken into consideration. 
  Use the Crew Casualties Table (see p. 206) to determine what per-
  centage of the crew has been eliminated, and what percentage 
  remains viable for use in any infantry vs. infantry actions.
  Bay Personnel: The term “bay personnel” (as shown on record 
  sheets and in Technical Readout write-ups for various units) in-
  cludes aerospace pilots, MechWarriors and so on, along with their 
  technicians. If a building mounts a transport bay, it also will have 
  BAY pERSOnnEL TABLE
  Bay Type
  Units Carried
  Unit 
  Personnel Technicians
  ’Mech
  1 ’Mech
  1
  1
  ProtoMech Point
  5 ProtoMechs
  5
  1
  Light Vehicle*
  1 Light Vehicle
  4
  1
  Heavy Vehicle†
  1 Heavy Vehicle
  7
  1
  Super-Heavy Vehicles‡
  1 Super-Heavy
  10
  1
  Fighter
  1 fighter
  1
  1
  Small Craft
  1 Small Craft
  4
  1
  Battle armor Squad (IS)
  4 troopers
  4
  2
  Battle Armor Point (Clan)
  5 troopers
  5
  1
  Battle Armor Squad (CS/WoB)
  6 troopers
  6
  2
  Mechanized Infantry Squad§
  5 troopers
  5
  1
  Infantry Platoon (Foot)
  28 troopers
  28
  0
  Infantry Platoon (Jump)
  21 troopers
  21
  0
  Infantry Platoon (Motor)
  28 troopers
  28
  0
  *Light Vehicles include all vehicles with a mass up to 50 tons.
  †Heavy Vehicles include all vehicles with a mass over 50 tons, up to 100 tons.
  ‡Super-Heavy Vehicles include all vehicles with a mass over 100 tons, up to 200 tons.
  §This includes all types of mechanized infantry, such that a Mechanized Tracked 
  (Rifle) Platoon of 28 troopers would require 6 bays, equaling 28 unit personnel 
  and 6 technicians.
  MARInE pOInTS TABLES
  Trooper Type
  Marine Point 
  Values (each)
  Clan Battle Armor Weight Class
  Elemental trooper without armor
  2
  PA(L)
  +0
  Light/Medium
  +1
  Heavy
  +2
  Assault
  +3
  Inner Sphere Battle Armor Weight Class
  Inner Sphere battle armor trooper without 
  armor
  1
  PA(L)
  +0
  Light/Medium
  +1
  Heavy
  +2
  Assault
  +3
  Marine
  1
  Any Marine wearing armor with a 2 or more 
  Damage Divisor*
  2
  Non-combat unit crew/fighter pilot
  0.25
  Non-marine soldiers (MechWarriors/vehicles/
  infantry)
  0.5
  Other (civilians)
  0.1
   
  *See Infantry Armor, p. 317. Even if a Clan Elemental wears such armor, the Marine 
  Point Value is never more than 2 per trooper.
  Battle Armor Modifiers
  Marine Point Values 
  (per trooper)
  Quad
  –1 (only applied  
  in microgravity)
  Mounts any Burst-Fire Weapons*
  +1
  Mounts space operations adaptation
  +1
  Mounts claws and/or magnets
  +1
  Mounts vibro-claws
  +1
  Mounts cutting torch
  +0.25
  Mounts industrial drill
  +0.25
  
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  The defender then determines his Marine Points Score, 
  which is 20 [80 (crew used in the fight) x .25 (non-combat 
  unit crew/fighter pilot modifier) = 20].
  The Castles Brian is being attacked by a mixed Star 
  with a Marine Points Score of 100 [15 ((five Clan standard 
  Salamander battle armor; medium weight class = 3 each) 
  + 5 (each mounts a burst fire weapon) + 5 (each mounts 
  claws)) + 10 ((five Clan Aerie battle armor; PA(L) weight 
  class = 2 each) +5 (each mounts Space Operations adapta-
  tion)) + 14 ((five standard Clan Elemental battle armor with 
  machine guns; medium weight class = 3 each) + 5 (each 
  mounts a burst-fire weapon)) + 25 ((five Clan Rock Golems; 
  assault weight class = 5 each) + 5 (each mounts a burst-fire 
  weapon)) + 10 (five Clan Elementals without battle armor) 
  = 100].
  Building modifier
  Buildings cover a vast range of sizes, from a single level, 
  single-hex building, to as large as players wish to build them. 
  The different types of buildings are also a factor, with military 
  structures designed with defense in mind. In reality, clearing 
  out a massive, multi-level fortress—where the defenders 
  know every back door and crawl space—could take days, if 
  not weeks. To reflect a defender’s intimate knowledge of 
  such large buildings while keeping these events within a 
  time frame that allows them to play out on a game table with 
  other actions, the following rule equates “time” to a defender’s 
  bonus for ease of play.
  After determining the defender’s Marine Points Score as 
  noted above, multiply that value by the value shown on the 
  Building Modifiers Table. These modifiers only apply if all lev-
  els are composed of at least 60 hexes. If some of a building’s 
  levels are less than 60 hexes, the modifiers would not apply. 
  For example, a Standard building with 30 levels in which only 
  23 of those levels were composed of at least 60 hexes each 
  (the top of the building tapers upward) would only apply a 
  .3 modifier to the Marine Points Score; if 24 of the levels were 
  composed of at least 60 hexes, then the modifier would be .4. 
  Round all fractions up.
  The Castles Brian in the example above has ten levels, 
  each with more than 60 hexes per level. This provides a 
  multiplier of 1.9 (a .1 modifier per Castles Brian level above 
  the first). This results in a final defending Marine Points 
  Score of 38 [20 (initial Marine Points Score) x 1.9 (unit size 
  modifier) = 38).
  large-Scale infantry vs. infantry Actions: Some infantry 
  vs. infantry actions are so large that to determine the exact 
  make-up of an attacking and defending force would take an 
  excessive amount of time. Alternatively, players may simply 
  wish to resolve such actions more quickly than taking the time 
  to determine the specific forces involved.
  In such cases, instead of the more detailed Marine Points 
  Score resolution for battle armor provided by the Marine 
  Points Table, players may simply apply the following values 
  across the board: 4 points for each Inner Sphere Battle Armor 
  unit; 5 points for each Clan Battle Armor unit (no battle armor 
  modifiers from the Marine Points Table are applied when 
  using this simplified rule). For all other infantry, apply the 
  standard 1 point for each marine and a half-point for all other 
  non-marine personnel.
  An infantry vs. infantry action after breaching the doors 
  of a Castles Brian is underway (much to the player’s shock). 
  The defending player didn’t think a breach would be pos-
  sible, and so he deployed all his marines (his standard 
  infantry) onto the playing area where a raging battle is 
  taking place. Given the various weaponry mounted in the 
  Castles Brian and its transport bays, the player knows he 
  has 309 enlisted/non-rated personnel available. However, 
  he did not provide any further detail on these individuals 
  and so the players determine they are not marines. In an 
  effort to stave off the potential fall of the Castles Brian, 
  while not completely depriving the outside battle of the 
  Castles Brian’s defenses, he decides to throw 80 crewmen 
  at the fight.
  The defender first determines how this will affect the 
  Castles Brian and finds it will add a +2 modifier to all 
  weapon attacks for as long as those crewmen are occu-
  pied in the infantry vs. infantry action [80 (crew used in the 
  fight) / 309 (total crew of the Castles Brian) = 25 percent 
  (checking the Crew Casualties Table, that equates to 2 Crew 
  Hits or a +2 modifier)].
  BuILDIng MODIFIERS TABLE
  Building Type
  Modifier*
  Hangar
  No Modifier
  Standard
  .1 Per 6 Levels
  Gun Emplacement/Fortress
  .1 Per 3 Levels
  Castles Brian
  .1 Per Level
  *Beyond the first level
  FL
   A large group of conventional infantry join in the defense against pirates.
  
  Even if the defender (or attacker) has additional personnel 
  (marines, crew and so on) that could be added to a Marine Points 
  Score on a subsequent turn, if the Marine Points Score reaches 
  zero as a result of an infantry vs. infantry action roll, the unit or 
  building is captured (or the attack is defeated); any remaining 
  personnel (such as the rest of the crew, any civilians on board, any 
  marines not committed to the attack and so on) are assumed to 
  have surrendered (or in the case of an attack, they are retreating). 
  See Using Captured Units/Buildings (p. 207) for more information.
  outside reinforcements: Both attacker and target may 
  introduce reinforcements in the form of additional combatants 
  (marines, crew and so on) through other units (or, in the case of a 
  fight in a building, through additional combatants entering a hex 
  of the contested multi-hex building). For aerospace units, regard-
  less of whether the attacker or defender is attempting to reinforce, 
  they can use the recovering rules for friendly units (see p. 86, TW) 
  or the Docking/Grappling rules (see p. 199). Large Naval Vessels 
  and Mobile Structures use the appropriate grappling rules (see pp. 
  200 and 201, respectively); the controlling player determines in 
  which fashion he will attempt to reinforce. During the End Phase 
  of a turn (a space turn for aerospace units in space) in which a 
  unit with reinforcement combatants (marines, crew and so on) 
  has successfully docked or grappled (or been recovered) with the 
  defending unit, the combatants may be included in the new ratio 
  determined before making the infantry vs. infantry action roll for 
  that turn.
  Withdrawal: During the End Phase of any turn (a space turn for 
  aerospace units in space) in which an infantry vs. infantry action 
  takes place, an attacker may announce that he is withdrawing. 
  This announcement must be made before the infantry vs. infan-
  try action roll is made. An infantry vs. infantry action roll is still 
  made that turn, but the attacker suffers only half damage; any E 
  result becomes a P result and the attacker must withdraw regard-
  less. During the End Phase of the following turn (a space turn for 
  aerospace units in space) after the withdrawal infantry vs. infantry 
  action roll is made, the attacking unit docked or grappled to the 
  defending unit may move normally; in the case of a building, all 
  combatants (that is, infantry) are moved to appropriate adjacent 
  hexes to the building and can move and fight normally.
  Structural integrity/internal Structure/construction fac-
  tor damage: Infantry vs. infantry action firefights can be just as 
  dangerous to the boarded units as to the combatants involved. 
  Though many units are designed for combat, it is all too easy for 
  the firefight to stray into critical areas. After every infantry vs. in-
  fantry action roll, another 2D6 roll should be made. On a result of 
  12, the unit/building takes damage.
  For Small Craft and DropShips, apply a single point of damage 
  to the target aerospace unit’s SI.
  For Large Naval Vessels, apply a single point of damage to the 
  internal structure of a randomly determined location.
  For buildings, apply a single point of damage to every hex on 
  every level (this is not scaled, but applied as a single point of Con-
  struction Factor appropriate to the type of building in question).
  ratio of Attackers vs. defenders
  After determining the Marine Points Score for each side, deter-
  mine the ratio of attackers to defenders. It is unlikely that the ratio 
  will exactly match one of those on the Infantry Vs. Infantry Action 
  Table; in such circumstances, round in favor of the defender. For 
  example, a ratio of 2.1:1 in the attacker’s favor would become 2:1, 
  while 1.4:1 would become 1:1.
  In the above examples of the Castles Brian, the ratio of 
  attacker to defender is 2:1 [100 (attacker Marine Points Score) 
  / 38 (defender Marine Points Score) = 2.6:1 (rounding in the 
  defender’s favor to 2:1)].
  infantry vs. infantry Action roll
  After determining the final attacker to defender ratio, players 
  can begin to resolve the infantry vs. infantry action. The first in-
  fantry vs. infantry action roll is made during the End Phase of the 
  turn in which a successful docking or grappling action occurred 
  (in the case of a unit), or after an infantry unit enters a building 
  hex; for airborne aerospace units in space, this occurs at the end 
  of the space turn. Each subsequent infantry vs. infantry action roll 
  is made during the End Phase of every turn following the first in-
  fantry vs. infantry action roll until the boarding action is resolved: 
  the defender is defeated, the attacker is defeated or the attacker 
  decides to withdraw (again, for aerospace units in space, this oc-
  curs at the End Phase of every space turn). If multiple infantry vs. 
  infantry actions are underway, randomly determine in what order 
  the various infantry vs. infantry action rolls are made.
  For each infantry vs. infantry action roll, roll 2D6 and cross-
  reference the result with the appropriate column on the Infantry 
  Vs. Infantry Action Table (see p. 205). The number to the left of the 
  slash is the percentage of the defender’s total strength subtracted 
  from the attacker’s strength as casualties, while the number to the 
  right of the slash is the percentage of the attacker’s total strength 
  subtracted from the defender’s strength. However, the defender 
  in an infantry vs. infantry action has a decisive advantage and 
  suffers only half damage for as long as defending troops remain 
  in full control of the unit or building (until the attack results in a P 
  or an E; see Letters on the Infantry Vs. Infantry Action Table; p. 205). 
  Round all fractions up.
  Players must determine a new attacker vs. defender ratio 
  for each subsequent infantry vs. infantry action roll, taking into 
  account the changes due to casualties, or the addition of crew 
  members currently on board either unit, or additional infantry 
  (personnel) entering a building hex of a multi-hex building, but 
  not used previously. A separate Marine Points Score should be 
  calculated for any new crew added for a new infantry vs. infantry 
  action roll, with that value added to the previous Marine Points 
  Score after the casualties from previous turns are removed.
  When the defender’s Marine Points Score reaches zero (or the 
  defender chooses to surrender), the attacker captures the target 
  unit or building. If an R result occurs (see Letters on the Infantry Vs. 
  Infantry Action Table; p. 205), or the attacker’s Marine Points Score 
  reaches zero, the infantry vs. infantry action fails.
  
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  During the End Phase of the following turn, the defender 
  decides that despite the additional damage the Castles Brian 
  is doing against other enemy units, he can’t afford to lose the 
  fortress before reinforcements might arrive (they’re still too 
  far away to make a difference). He throws in an additional 
  80 crewmen: this inflicts a +4 modifier to all weapon attacks 
  [160 (total crew used in the fight) / 309 (original total crew of 
  the Castles Brian) = 51 percent (checking the Crew Casualties 
  Table, that equates to 4 Crew Hits or a +4 modifier)], and will 
  provide a new Marine Points Score of 58 [80 (additional 
  crew added to the fight) x .25 (non-combat unit crew/fighter 
  pilot modifier) = 20 x 1.9 (building size modifier) = 38 + 20 
  (current Marine Points Score of original crew used in the first 
  Boarding Action Roll, minus casualties) = 58]. The attacker’s 
  current Marine Points Score is 79, which makes the new ratio 
  3.2:2, rounded in the defender’s favor to 3:2.
  A new infantry vs. infantry action roll is made with a 
  result of 11. Looking on the Infantry Vs. Infantry Action Table, 
  the player notes this indicates combat losses of 30 percent 
  to 70 percent. The attacking marines lose 24 Marine Points 
  [58 (current defending Marine Points Score) x .30 (percent 
  losses) = 23.2 (rounding to 24)]. However, the “E” result 
  means the defender’s Marine Points Score is reduced to 0 
  and the Castles Brian is captured! Even though the defend-
  ing player has additional crew, they were not involved in 
  the fight and have surrendered.
  re-converting mArine PointS Score
  After a infantry vs. infantry action ends, players will likely 
  need to convert the Marine Points Score back into individual 
  combatants: battle armor troopers, marines, crew, including 
  specific bay personnel (as shown on the Bay Personnel Table, 
  p. 202), and so on. If a force is composed of only one type of 
  personnel (all marines or all identical battle armor), deter-
  mining casualties will be easy. However, boarding actions 
  letters on the infantry vs. infantry Action table
  An e (Eliminated) result replaces some of the percentages 
  shown on the Infantry Vs. Infantry Action Table below. If the E 
  is to the left of the slash, eliminate the attacking force. If the E 
  is to the right of the slash, eliminate the defending force. The 
  non-eliminated force takes damage in the standard way.
  Some results may have an additional letter after both per-
  centages. The letters “R” and “P” have the following meanings:
  •	
  r = Attacker repulsed. The attacking force takes double 
  casualties this turn and is considered to have retreated 
  to their own unit (or out of the building); the defenders 
  regain full control of their unit/building (if the attacker 
  previously achieved a P result). If the defender wishes, 
  he may immediately make his own infantry vs. infantry 
  action roll to go on the offensive and counter-board a 
  docked/grappled attacking unit (in which case, new ra-
  tios must be determined).
  •	
  P = Partial control. The attacking force has seized control 
  of a large portion of the target unit/building, and the 
  defenders immediately take full damage until an R result 
  occurs or the attackers are eliminated.
  Now that the final ratio of attacker to defender is known, 
  the infantry vs. infantry action roll can be made during 
  the End Phase of the turn when the successful grappling 
  occurred.
  The attacking player rolls 2D6 with a result of 4. Looking 
  on the Infantry Vs. Infantry Action Table, the player notes 
  that this result indicates combat losses of 55 to 35 percent. 
  The attacking marines lose 21 Marine Points [38 (current 
  defending Marine Points Score) x .55 (percent losses) = 20.9 
  (rounding to 21)]. The defending marines lose 18 Marine 
  Points [100 (current attacking Marine Point Score) x .35 
  (percent losses) = 35 / 2 (no P result occurred, so the defend-
  ers take half damage) = 17.5 (rounding up to 18)].
  InFAnTRY vS. InFAnTRY AcTIOn TABLE
  Attacker to Defender Odds Ratio
  2D6 
  Roll
  1 to 3 <
  1 to 3
  1 to 2
  2 to 3
  1 to 1
  3 to 2
  2 to 1
  3 to 1
  > 3 to 1
  2
  E/1% (R)
  E/1% (R)
  E/5% (R)
  E/10% (R)
  75%/25% (R)
  70%/25% (R)
  65%/25% (R)
  60%/25% (R)
  55%/25% (R)
  3
  E/3% (R)
  E/3% (R)
  E/7% (R)
  E/15% (R)
  70%/30% (R)
  65%/30%
  60%/30%
  55%/30%
  50%/30%
  4
  E/5% (R)
  E/5% (R)
  E/10% (R)
  65%/20%
  65%/35%
  60%/35%
  55%/35%
  50%/35%
  45%/35%
  5
  E/7% (R)
  E/7%
  E/15%
  60%/25%
  60%/40%
  55%/40%
  50%/40%
  45%/40%
  40%/40%
  6
  E/10% 
  E/10% 
  E/20% 
  55%/30% 
  55%/45%
  50%/45%
  45%/45%
  40%/45%
  35%/45%
  7
  E/15%
  E/15%
  E/25%
  50%/35%
  50%/50%
  45%/50%
  40%/50%
  35%/50%
  30%/50%
  8
  E/20%
  E/20%
  45%/30%
  45%/40%
  45%/55%
  40%/55%
  35%/55%
  30%/55%
  25%/55%
  9
  E/25%
  E/25%
  40%/35%
  40%/45%
  40%/60%
  35%/60%
  30%/60%
  25%/E (P)
  20%/E (P)
  10
  E/30%
  E/30%
  35%/40%
  35%/50%
  35%/65%
  30%/65% (P)
  25%/E (P)
  20%/E (P)
  15%/E (P)
  11
  E/35%
  30%/35%
  30%/45% (P)
  30%/55% (P)
  30%/70% (P)
  25%/E (P)
  20%/E (P)
  15%/E (P)
  10%/E (P)
  12
  30%/40% (P)
  25%/40% (P)
  25%/50% (P)
  25%/60% (P)
  25%/75% (P)
  20%/E (P)
  15%/E (P)
  10%/E (P)
   5%/E (P)
  Results given as: Percentage of defending strength subtracted from attacker strength as casualties / percentage of attacker strength subtracted from defending strength 
  as casualties. Until a P result occurs, the defenders take only half of the indicated casualties.
  
  Next, for battle armor, once the number of troopers eliminated 
  has been determined, multiply that value by 10 to determine the 
  total standard-scale damage. Then start applying that damage, 1 
  point at a time, to each battle armor trooper involved in the infantry 
  vs. infantry action. Always apply the damage to the lightest weight 
  class battle armor first, then move on to the heavier. If there are fewer 
  points to assign than remaining battle armor of the same weight 
  class, randomly determine which troopers receive that damage.
  If reinforcements were added, especially from two different sourc-
  es, some player adjudication will be required. For example, if a unit 
  with a Marine Points Score of 20 was in an infantry vs. infantry action 
  that lasted five turns, and on Turn 3 another Marine Points Score of 
  20 was added, and at the end of the boarding action more than 20 
  points of casualties occurred, a good argument could be made that 
  the troopers in the first Marine Points Score of 20 were completely 
  eliminated simply because they were involved in the conflict for a 
  much longer time. Use good judgment and roll a die to resolve any 
  disagreements if the players cannot come to a consensus.
  creW loSSeS And creW hitS
  The loss of crew members during an infantry vs. infantry action 
  may adversely affect a unit’s performance (as well as a building 
  mounting weapons) in combat; the more crew it has lost, the less 
  effective the unit. The Crew Casualties Table provides an equiva-
  lency between crew losses and the number of Pilot/Crew hits 
  taken by the unit. Each crew hit inflicts a cumulative +1 weapon 
  attack and Piloting Skill Roll/Control Roll modifier.
  These modifiers apply for the rest of the scenario.
  are seldom so tidy and instead will likely involve numerous dif-
  ferent personnel types.
  Players have two options for conversion, one easier to imple-
  ment and recommended for large-scale infantry vs. infantry 
  actions (especially when the specifics of a force’s make-up—for 
  example, battle armor—are unknown). The more complex version 
  provides a slightly more realistic way of determining casualties.
  In both conversion methods, the player first determines the 
  percent of casualties suffered by the original force. For example, 
  if a player had a Marine Points Score of 23 and lost 13 points, the 
  percent of casualties is 56 [13 (Marine Points Score casualty value) 
  / 23 (original Marine Points Score) = .56, or 56 percent]. In the case 
  of the defender, the player should use the Marine Points Score 
  before the building modifier was applied (see p. 203).
  In the simpler conversion method, the percentage of casualties 
  is applied to all different personnel types equally (round all frac-
  tions down). For example, if a player deployed 22 crew, 7 marines 
  and 4 battle armor in an infantry vs. infantry action and took 43 
  percent casualties, he would apply that percent to each type of 
  group to determine how many of each are removed as casualties: 
  9 crew [22 (original crew deployed) x .43 (percent of casualties) 
  = 9.46 (rounded down to 9)], 3 marines [22 (original marines 
  deployed) x .43 (percent of casualties) = 3.01 (rounded down to 
  3)] and 1 battle armor [4 (original battle armor deployed) x .43 
  (percent of casualties) = 1.72 (rounded down to 1)].
  The more complex version takes into account that different 
  battle armor can be fielded, with heavier battle armor able to 
  withstand the rigors of combat longer than lighter battle armor 
  (and of course, all battle armor can take more damage than any 
  unarmored personnel). This conversion assumes that the entire 
  make-up of a force involved in an infantry vs. infantry action (spe-
  cifically the individual battle armor involved) is known.
  First, apply casualty percentages to all non-battle armor person-
  nel as shown above, except in the case of Elementals or marines 
  wearing armor with a Damage Divisor of 2 or more (see Marine 
  Points Table, p. 202). In these cases, divide the final casualty 
  number in half (rounding down) to determine how many such 
  troopers were eliminated.
  Percentage of 
  Crew Casualties
  Crew Hits
  5–20
  1
  21–35
  2
  36–50
  3
  Percentage of 
  Crew Casualties
  Crew Hits
  51–65
  4
  66–80
  5
  81–100
  6
  cREW cASuALTIES TABLE
  MM
  Conventional infantry attempt to hold off an elite squad of Kage by taking shelter in a refueling station.
  
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  In addition, assign a further random critical hit; first ran-
  domly determine the location column on the appropriate Hit 
  Location Table and then roll for the specific critical hit.
  Finally, the unit may not move or fire in the turn follow-
  ing the sabotage (a building cannot make any attacks), as its 
  new masters attempt to deal with the aftermath. Aerospace 
  units continue with the same velocity and heading during 
  that turn.
  mInefIeLdS
  The BattleTech rules offer the use of four forms of minefields: 
  conventional fields, command-detonated fields, vibrabomb 
  fields and active fields. While an EMP minefield exists, it is 
  treated exactly like a command-detonated or vibrabomb 
  minefield for purposes of how it detonates, except it is always 
  eliminated completely once it explodes (see EMP Mine, p. 
  365)
  Players assign minefields to hexes during game setup, 
  secretly writing down the type and location of each field. 
  The number of minefields available to each player may be 
  determined by the scenario or agreed to by all players before 
  beginning play. Though some scenarios may designate mine-
  field locations, only the referee or controlling player should 
  know those locations.
  If the players cannot agree, but wish to include mines, each 
  can secretly choose up to 5 hexes on the playing area to place 
  mines. This number is for a playing area composed of four 
  maps. If players are using a truly large area, they may wish 
  to alter this number: a total of 5 hexes per side for every four 
  mapsheets used (for example, a twelve-mapsheet playing area 
  would allow 15 mined hexes per side). However, regardless of 
  the size of the playing area, no player can place more than 5 
  mined hexes per mapsheet.
  Area-effect Weapon: Minefield attacks are area-effect 
  weapons, and so all rules that apply to such weapons also 
  apply to minefield attacks.
  Buildings: Use the Area-Effect Weapons rules (see p. 172, 
  TW), as appropriate, for the interaction of minefields and 
  buildings; remember to scale damage if using the building 
  rules from this rulebook, as appropriate (see Scaled Damage, p. 
  126). If a minefield is laid by a weapon system (a bomb, artillery, 
  LRM and so on) in a building hex, it is automatically laid on the 
  building’s roof; rolls for determining if the minefield detonates 
  are only made if a unit enters the hex on the building’s roof. 
  If a minefield is laid in a bridge hex, randomly determine if it 
  landed on the bridge or is on the underlying terrain.
  different types of minefield: While this section covers the 
  basics of minefields as they apply to all situations, different 
  types of minefields provide subtle variations that players can 
  use to different effects (see Mines in Advanced Weapons and 
  Equipment, p. 364).
  infantry: All infantry units entering a minefield apply a –1 
  modifier to any die roll to determine if the minefield explodes.
  vehicles: When a ground vehicle suffers damage from any 
  minefield, it must automatically roll once on the Motive System 
  Damage Table, as though the damage came from the side.
  uSing A cAPtured unit/Building
  Once a unit is captured, the new controlling player may 
  have a chance to put it into the fight on his side. Use the fol-
  lowing rules to govern this situation.
  A certain amount of down time will occur as the new crew 
  takes control. Depending on the type of captured unit/build-
  ing, a number of turns (space turns in the case of aerospace 
  units in space) will occur where the unit cannot expend any 
  MP or fire any weapons, and aerospace units will continue to 
  move at their last velocity and heading.
  For aerospace units, a Small Craft has 1 turn of down time 
  and a DropShip 2 turns.
  For Large Naval Vessels, a Template A, B and C ship has 1 turn 
  of down time, while Templates D and E ships have 2 turns.
  For a building, each 3 levels equals 1 down-time turn. In the 
  case of the Castles Brian from the previous example, down 
  time would take 4 turns.
  During this time, the unit is still counted toward Initiative, 
  but for the new controlling player. During the Movement 
  Phase (Aerospace or Ground, as appropriate) of the turn 
  following the required inactive turns, based on its type and 
  size as described above, the unit may move and fire normally, 
  with the additional restrictions noted below. For example, if a 
  DropShip is captured in Space Turn 5, then Space Turns 6 and 
  7 will elapse with the DropShip traveling at its last velocity and 
  heading each turn. During the Movement Phase (Aerospace) 
  of Turn 8, the captured DropShip can move freely.
  Next, the captured crew and crew casualties must be taken 
  into account. Depending upon the crew casualties that have 
  occurred, additional attack and Piloting Skill/Control Roll 
  modifiers are still in place (as noted under Crew Losses and 
  Crew Hits, p. 206). An additional +2 modifier is also applied, 
  representing crew that must be held hostage (likely many of 
  the officers), as well as the equivalent of 1 additional crew hit 
  to represent the general uncooperativeness of the captured 
  crew.
  The new controlling player can offset these disadvantages 
  by transferring crew onto the captured unit. If the player has 
  the crew available (for example, a DropShip capturing a Small 
  Craft, or a lot of infantry to pour into a building), they can 
  completely replace the original crew and fully eliminate all 
  additional attack and Piloting Skill/Control Roll modifiers; in 
  this case, at least 4 battle armor or 7 marines, or 28 crew/other 
  personnel, must be tasked with controlling the captured crew 
  in a brig or jail. In all cases, the unit losing the transferred crew/
  personnel must take into account the Crew Casualties Table as 
  well, applying appropriate modifiers for how much crew is lost 
  to the captured unit.
  Sabotage: Even with all those precautions, there’s still a 
  chance that the belligerent, captured crew will try to sabotage 
  the unit. During the End Phase of any turn in which captured 
  crew/personnel are used to operate the unit (meaning they 
  are not in the brig), roll 2D6. On a result of 12, sabotage oc-
  curs. Apply 1 point of damage to the unit’s Structural Integrity 
  (for Small Craft or Large Craft), or to the Internal Structure at 
  a randomly determined location; in all instances, a potential 
  critical hit will need to be rolled for such damage. In the 
  case of buildings, randomly determine a critical hit against a 
  weapon system.
  
  conventionAl minefieldS
  Once the players have determined the number of hexes that 
  will be mined before the start of play, they must determine the 
  minefield density, as shown on the Minefield Density Table. This 
  may be designated by the scenario, randomly determined, or 
  the players can agree on a specific density for all minefields to 
  be placed before play begins. This will not only determine how 
  much damage a minefield inflicts, but also the dice roll required 
  to determine if the minefield will inflict damage on a target enter-
  ing the hex.
  Whenever any ground unit (’Mech, ground vehicle or infantry, 
  friend or foe) enters one or more of these designated hexes 
  (whether through voluntary or involuntary movement such as 
  unit displacement and accidental falls from above), the mine-
  field automatically attacks the unit. The player controlling the 
  mines rolls 2D6 and compares the result to the Minefield Density 
  Table. If the result is equal to or greater than the number in the 
  Dice Roll (2D6) column, the minefield has exploded and dam-
  aged the target.
  Resolve the attack and apply the damage before the unit contin-
  ues its movement. The player controlling the minefield player may 
  make this roll secretly, so that if the minefield does not explode, 
  its location remains hidden. Damage is inflicted against the Front 
  side of the unit entering the hex. To determine damage to ’Mechs 
  entering a minefield, use the BattleMech Kick Location Table.
  Every time a conventional minefield explodes, its density rating 
  may be reduced. The controlling player of the minefield rolls 2D6 
  against the Dice Roll (2D6) column of the Minefield Density Table. 
  If the result is equal to or greater than the number in that column, 
  the rating is reduced 1 level. For example, a 30-pont minefield is 
  reduced to a 25-point minefield, or a 10-point minefield is reduced 
  to a 5-point minefield. Conventional minefields are never reduced 
  in this fashion past a 5-point density throughout the scenario, un-
  less cleared (see Clearing Minefields, p. 210).
  Finally, players can increase the density rating of a minefield 
  by laying mines through the use of bombs, LRMs and so on (see 
  Weapon-Delivered Minefields, p. 210). For example, a 15-point 
  minefield laid into a 10-point minefield hex becomes a 25-point 
  density minefield. No minefield can be greater than a 30-point 
  density in any hex, however.
  command-denoted, vibrabomb and Active minefields: 
  Players can choose two options when determining how often a 
  specific command-detonated (see p. 209), vibrabomb (see p. 209) 
  or active minefield (see p. 209) can be used. As these minefields 
  can be more effective than conventional minefields, the first op-
  tion is to have it explode only once during a scenario; if it explodes, 
  it is eliminated. The second option follows the standard rules for 
  density depletion as for conventional minefields, except that each 
  type of minefield is automatically reduced; for example, a 20-point 
  vibrabomb minefield that explodes automatically is reduced to a 
  15-point minefield. Additionally, unlike a conventional minefield, 
  a 5-point command-detonated, vibrabomb or active minefield 
  that explodes will be eliminated. Players should agree before 
  play begins as to which manner of elimination these additional 
  minefields will follow.
  emP minefields: As indicated above, EMP minefields may 
  detonate only once per scenario. The pulse from the exploding 
  EMP mines will disable all other EMP mines in the same hex (see 
  EMP Mine, p. 365).
  Weapon-delivered minefields: Numerous weapon systems 
  (such as LRMs, artillery and bombs) can be used to actively deploy 
  most minefields right in the midst of scenarios. These different 
  weapon systems are all found in the Advanced Weapons and Equip-
  ment section, starting on p. 274. Use the rules for the weapon 
  system in question until the minefield is successfully deployed in 
  a hex(s), after which use the appropriate rules as follows for the 
  specific type of minefield laid.
  Some mines are designed for use in a water hex (sea mines) 
  or a space hex (space mines). Those specific types of mines, and 
  the rules for their use, are also found under Mines in the Advanced 
  Weapons and Equipment section.
  If a weapon-delivered minefield does not exactly match the 
  Minefield Density Table, use the next highest rating. For example, 
  an MML 3 would deliver a 3-point minefield, and since a 5-point 
  minefield is the next highest rating, players would roll on that row 
  (i.e. 9+); an MML 12 would deliver a 12-point minefield, and since 
  a 15-point minefield is the next highest rating, players would roll 
  on that row (i.e. 8+); and so on.
  MInEFIELD DEnSITY TABLE
  Minefield Density*
  Target Number
  5- or 10-point
  9+
  15- or 20-point
  8+
  25- or 30-point
  7+
  *The EMP mine (see p. 365) cannot be weapon-delivered.
  WB/RP
  Word of Blake battle armor sweep for minefields ahead of an on-coming force.
  
  209
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   And equIpMent
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  record sheets
  Detonating a command-detonated minefield inflicts dam-
  age equal to the minefield density determined by the players 
  before the beginning of the game to each unit occupying the 
  target hex, as well as damage equal to half (round down) the 
  minefield density to each unit in each adjacent hex.
  Apply damage from command-detonated mines to the 
  Front side of the unit. To determine damage to BattleMechs 
  entering a minefield, use the BattleMech Kick Location Table. 
  Resolve the attack and apply the damage as soon as the ex-
  plosion occurs.
  minesweeping engineers: The controlling player can 
  detonate a command-detonated minefield after minesweep-
  ing engineers have entered the mined hex but before the 
  controlling players of the engineers attempt to clear the 
  hex, provided all other criteria above are met (see Specialized 
  Infantry, p. 340).
  viBrABomB minefieldS
  As with conventional minefields, players should determine 
  the minefield density of any vibrabomb minefields to be 
  placed before play begins.
  Treat a vibrabomb like a conventional mine, with the follow-
  ing exceptions.
  Vibrabombs can only be set off by the unique vibrations 
  created by an approaching ’Mech. No other units can trig-
  ger vibrabombs. Any ’Mech can set off a vibrabomb, and 
  vibrabombs go off automatically.
  Vibrabombs have a variable sensitivity, and when placed 
  must be set to respond to a specific mass. ’Mechs massing 10 
  or more tons lighter than the vibrabomb setting will not set off 
  the minefield. A ’Mech massing more than 10 tons heavier than 
  the setting will set off the minefield at a distance of 1 hex for 
  each 10 full tons by which it is heavier than the bombs’ setting.
  For example, if a vibrabomb minefield is set to respond to 
  a 40-ton ’Mech, and a 75-ton Orion enters a hex three hexes 
  away, the field explodes. A 30-ton Javelin walking directly 
  through the hex containing the a vibrabomb mine would not 
  set it off.
  A unit occupying the same hex as an exploding vibrabomb 
  takes damage equal to the minefield density determined 
  by the players before the beginning of the game, as shown 
  on the Minefield Density Table, to its Front side. Exploding 
  vibrabombs do not affect adjacent hexes. Use the ’Mech Kick 
  Location Table to determine damage to a BattleMech.
  Jumping units: Units that expend Jumping MP must de-
  termine if they set off a vibrabomb minefield when they land 
  in the target hex or any adjacent hexes depending upon the 
  weight of the unit in question (see above), just as if they had 
  moved along the ground to enter that hex.
  Active minefieldS
  As with conventional minefields, players should determine 
  the minefield density of any active minefields to be placed 
  before play begins.
  Treat an active minefield like a conventional minefield, with 
  the following exceptions.
  Any time a ground unit (’Mech, infantry, vehicle and so on, 
  friend or foe) expending Jumping MP passes over a hex with 
  an active minefield, it must make a roll for the hex exactly as 
  crashing Airborne units: A crashing airborne non-aero-
  space unit that enters a mined hex detonates the hex on a roll 
  of 7+, but has a chance of clearing the minefield (see Clearing 
  Minefields, p. 210); a crashing aerospace unit automatically 
  detonates the hex, applying damage appropriately, but also 
  automatically clears the hex.
  falling: A ’Mech that falls in a mined hex (regardless of 
  whether it started the phase in the hex, or entered the hex 
  and fell during movement) only detonates the hex on a roll of 
  12 (as opposed to the standard 7+, 8+ or 9+); a ’Mech entering 
  a hex and then falling in that hex during the same movement 
  phase would need to make a roll for entering the hex and one 
  for falling.
  Aerospace units landing/lifting off: If a landing or 
  lifting-off fighter, aerodyne Small Craft, aerodyne DropShip or 
  Fixed-Wing Support Vehicle enters a mined hex, the roll to de-
  termine if the minefield attacks that unit is made immediately, 
  resolving all damage, before continuing the landing/lift-off 
  maneuver. In the case of fighters and Fixed-Wing Support 
  Vehicles, if the minefield attacks the unit, the unit in question 
  must make an immediate Control Roll, applying all standard 
  modifiers, to make sure the maneuver in question is a success; 
  a failure means the landing/take-off failed (use the rules on pp. 
  87-88, TW, to resolve such situations).
  A landing or lifting-off Airship Support Vehicle will never 
  detonate a conventional minefield (though dismounting units 
  are still required to roll for an attack as described above).
  minesweeping engineers: These specialized infantry 
  troops never automatically roll to determine if a conventional 
  minefield detonates when they enter a mined hex; the mine-
  field may only detonate when they are attempting to clear the 
  hex (see Specialized Infantry, p. 340).
  mobile Structures: A Mobile Structure automatically 
  detonates a conventional minefield—double the standard 
  damage and apply normally—but also clears the minefield 
  (see Clearing Minefields, p. 210).
  vehicles: Hover vehicles (and WiGEs moving along the 
  ground, as opposed to moving 1 elevation above the underly-
  ing terrain) entering a hex with a conventional minefield only 
  detonate the mines on a roll of 12 (as opposed to 7+, 8+ or 9+ 
  for other types of ground units).
  Airborne WiGE and VTOL vehicles entering a minefield hex 
  never detonate the minefield unless they land; in which case, 
  roll for the standard result of 7+, 8+ or 9+ to determine if they 
  detonate the minefield.
  commAnd-detonAted minefieldS
  As with conventional minefields, players should determine 
  the minefield density of any command-detonated minefields 
  to be placed before play begins.
  At any time during the turn sequence (that includes any 
  phase, from Movement to End Phase) that a defending unit 
  has line of sight to a unit occupying a mined hex (the defend-
  ing unit does not need to have LOS to the underlying terrain 
  in the hex, as the location of the mine is known), the defender 
  may detonate any or all of these mines. This can interrupt any 
  other action, including movement, weapons fire and so on; all 
  damage and results from a minefield are immediately resolved, 
  before returning to the resolution of any other actions.
  
  While easy to use and implement, not only is the first option 
  not very realistic, but it cuts down on the tactics that can be em-
  ployed by players when laying weapon-delivered minefields. The 
  second option, while more complex, allows for more advanced 
  tactics. In most of the instances below, it is up to the player laying 
  the minefield to determine if the opponent can see the minefield, 
  and either make it visible or not (a neutral gamemaster for this 
  type of minefield laying can be very useful).
  •	
  If a friendly unit has LOS to the target hex where a weapon-
  delivered minefield is laid, then that minefield is automatically 
  visible.
  •	
  If a friendly unit does not have LOS to the target hex where 
  a weapon-delivered minefield is laid, nor does a friendly unit 
  have LOS to the attacker that laid the minefield, the minefield 
  is hidden just as if it had been placed before play began.
  •	
  If a friendly unit does not have LOS to the target hex where a 
  weapon-delivered minefield is laid, but a friendly unit does 
  have LOS to the attacker that laid the minefield, a die roll is 
  made to see if the unit can determine where the minefield 
  was laid. The Base Target Number is 4, modified for terrain 
  between the friendly unit and the attacker, target move-
  ment and attacker movement modifiers. Only a single roll is 
  made on a side for each minefield laid, with the controlling 
  player using the unit with the lowest modified target num-
  ber. If the roll result is equal to or greater than the modified 
  target number, then the minefield is visible. If the roll fails, 
  the minefield is hidden just as if it had been placed before 
  play began.
  •	
  Finally, anytime a unit mounting an active probe ends its 
  movement (or at any point during its movement if using 
  the expanded active probe rules; see p. 99) and the effective 
  radius of the probe covers any hex with an enemy minefield, 
  the controlling player of that minefield must make a roll. On 
  a result of 7+, any weapon-delivered minefields are revealed; 
  on a result of 10+, any pre-designated minefields laid at the 
  start of the scenario are revealed (see Active Probes in Ad-
  vanced Combat, p. 99).
  cleAring minefieldS
  Clearing minefields is a dangerous job requiring great skill and 
  finesse, so it is usually assigned to infantry. If an enemy infantry 
  unit ends its turn on the ground in a mined hex, the opposing 
  player must be informed that his unit has entered a mined hex, 
  even if the field has not been detonated.
  Infantry that spends 1 Movement Phase in a mined hex without 
  moving may elect to clear the field instead of attacking during 
  the Weapon and Physical Attack phases. If the infantry unit rolls 
  2D6 with a result of 10 or higher in the Weapon Attack Phase, they 
  have successfully cleared the field. A dice roll result of 5 or less 
  means the minefield exploded; the infantry takes normal damage. 
  Conventional fields remain active after an accidental detonation, 
  but their density is reduced (though never below 5-points, if using 
  that rule). Accidental detonation clears vibrabomb, command-
  detonated and active minefields. If multiple infantry units are 
  attempting to clear the same hex, all units must make a success-
  ful roll to clear the minefield. If any unit rolls a 5 or less, all units 
  attempting to clear the hex take damage.
  Note that such a roll to clear a minefield only applies to a single 
  type of minefield per hex. If a hex contains different types of mine-
  if the unit had entered the hex using non-jumping movement 
  (entering a hex while moving along the ground will not detonate 
  an active minefield). On a 2D6 roll of 9 or greater, the minefield 
  explodes, causing standard damage. Any Piloting Skill Rolls that 
  need to be made as a result of this damage are resolved when the 
  unit reaches the target hex of its jump.
  Airborne units (including aerospace units, VTOLs, WiGEs, in-
  fantry expending VTOL MP and so on) entering a hex, regardless 
  of elevation, are not affected by active minefields, nor are any 
  other units that enter an active minefield using any other type 
  of movement.
  comBined minefieldS
  Though no specific minefield type can be greater than a 
  30-point minefield, multiple minefield types can fill the same hex, 
  whether at the same or different densities. For example, a single 
  hex might contain a 30-point conventional minefield, 15-point 
  command-detonated minefield, 15-point vibrabomb minefield 
  and a 5-point active minefield.
  Whenever a minefield explodes, in addition to the controlling 
  player rolling to determine if that minefield’s density is reduced 
  (see Conventional Minefields, p. 208), the controlling player(s) of 
  the additional minefield(s) types must also make rolls to deter-
  mine if those additional minefields were reduced.
  This could mean that a minefield might need to make more 
  than a single dice roll to reduce in a single turn. For example, a 
  command-detonated bomb explodes when a ’Mech enters the 
  hex (the players are using the rule that such bombs have a den-
  sity, as opposed to being eliminated the first time they are used) 
  and a conventional minefield in that same hex also explodes. The 
  player controlling the minefields will need to make two rolls (one 
  for the conventional minefield’s successful detonation and one for 
  the successful detonation of the command-detonated minefield), 
  while the command-detonated minefield is automatically re-
  duced for its own successful explosion and then the player would 
  need to make a roll for a possible reduction due to the successful 
  detonation of the conventional minefield.
  Apply a –1 modifier to the die roll if the minefield was a lesser 
  density; apply a +1 modifier if the minefield was of greater density. 
  For example, a 15-point conventional minefield explodes in a hex 
  containing a 5-point active minefield and a 20-point vibrabomb 
  minefield. A +1 modifier is applied to the dice roll result to see if 
  the vibrabomb minefield is reduced, while a –1 modifier is applied 
  to the active minefield roll.
  In all instances, if a minefield is reduced due to the explosion of 
  another minefield, it does no damage.
  WeAPon-delivered minefieldS
  Unlike pre-determined minefields before the start of play, which 
  are always hidden until detonated (unless using the advanced Ac-
  tive Probe rules; see p. 99), weapon-delivered minefields may be 
  spotted by an opponent.
  As with command-detonated, vibrabomb and active-minefields, 
  players can determine how such weapon-delivered minefields 
  may be spotted in two ways. As usual, players should determine 
  before play begins which rule set they will use.
  The first is simple and straightforward. Any weapon-delivered 
  minefield, regardless of which player places it, is automatically 
  visible to all players.
  
  211
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  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
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   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  morALe
  Common wisdom has it that breaking soldiers’ morale is 
  easier than breaking their bodies. In standard play, morale 
  is not an issue. The standard rules assume that every soldier 
  will fight to the death if the player demands it. The following 
  optional rules add the dimension of morale to BattleTech, in-
  troducing the possibility that a player’s troops may flee the 
  field even if ordered to hold their ground.
  mobile Structures: Mobile Structures are never affected by 
  morale.
  tactical vs. Strategic: The following rules only cover “tacti-
  cal morale;” morale as it occurs directly in a scenario. However, 
  morale can be even more insidious off the battlefield. Such 
  “strategic morale” rules are covered in Strategic Operations.
  morAle checkS
  Whether a unit must make a Morale Check depends on the 
  unit type and the damage it receives.
  infernos: Given the horrific nature of inferno weapons (and 
  the fact that even MechWarriors have a deep-seated fear of 
  burning alive), a successful inferno attack automatically causes 
  a Morale Check for all units affected (see p. 141, TW), applying 
  the appropriate modifier from the Morale Table. An inferno at-
  tack is a special case, where even units marked on the Morale 
  Table as never needing to make Morale Checks must still make 
  one (with applicable modifiers); in this instance, the Target 
  Number is 1.
  cruise missile Attack: A cruise missile attack (see Artil-
  lary Ordnance Table, p. 184) automatically requires a Morale 
  Check for all units damaged by the attack. As with an inferno 
  attack, a cruise missile attack is a special case where even units 
  marked on the Morale Table as never needing to make Morale 
  Checks must still make one (with applicable modifiers); in this 
  instance, the Target Number is 1.
  non-infantry units
  If a non-infantry unit suffers crippling damage (see Crippling 
  Damage, p. 258, TW), it must make a Morale Check at the end 
  of the phase in which the damage occurred.
  conventional infantry
  A conventional infantry unit must make a Morale Check at 
  the end of any phase in which it lost a quarter (round down) 
  or more of the troopers it had at the start of the phase. For 
  example, a conventional infantry platoon of 25 troopers that 
  starts a phase at full strength must make a Morale Check if it 
  loses 6 [25 troopers (strength at start of phase) x .25 = 6.25, 
  rounded down] or more troopers in that phase.
  Battle Armor
  A battle armor unit must make a Morale Check at the end of 
  any phase in which it lost half or more of the troopers it had at 
  the start of the phase. For example, a full-strength Clan battle 
  armor Point that lost 2 troopers in a phase would not need to 
  make a Morale Check, but if it lost 3, a Morale Check would 
  be required.
  fields (see Combined Minefields, p. 210), then each minefield 
  type must be cleared separately. While multiple infantry units 
  in a hex can clear multiple minefield types in the same turn, 
  a single infantry unit can only attempt to clear one type of 
  minefield per turn. A minefield that is accidentally detonated, 
  however, can still potentially reduce other minefield types in 
  the same hex (see Combined Minefields, p. 210).
  Except in cases where a minefield is automatically cleared—
  such as landing spheroid aerospace units or Mobile Structures, 
  in which case all types of minefields in a hex are automatically 
  cleared—any die rolls made under any of the following rules 
  to clear a minefield must be made for each type of minefield 
  located in a hex. For example, an LRM-20 is fired into a hex 
  containing conventional, vibrabomb and command-detonat-
  ed minefields. A separate die roll result of 5 or better must be 
  made three times to see if all three fields have been cleared. 
  Minefields cleared in this fashion do not explode and so do 
  not require a roll for any minefields remaining to see if they 
  were reduced (see Conventional Minefields, p. 208).
  Artillery: A player may use artillery fire to clear a minefield. 
  The player must designate the fire mission to clear the mine-
  field. When the fire mission hits the hex, the player rolls 2D6. 
  On a result of 5 or better, the strike clears the minefield. Mines 
  cleared in this way do no damage, and clearing artillery fire 
  does not affect adjacent hexes (regardless of the ordnance 
  used). However, artillery fire does normal damage to units oc-
  cupying the mined hex.
  Because artillery is an area effect weapon, however, any 
  time the target hex of an artillery attack (not any adjacent 
  hexes) contains a minefield, even if the artillery was not desig-
  nated to clear the minefield, the controlling player should roll 
  2D6. On a result of 10+, the minefield is cleared; the mines do 
  no damage.
  crashing Airborne units: A crashing aerospace unit au-
  tomatically clears a minefield, though the hex automatically 
  detonates; apply damage normally. If a crashing non-aero-
  space unit detonates a minefield, roll another 2D6. On a result 
  of 5 or better, the minefield is cleared.
  landing Aerospace units: A landing spheroid Small Craft 
  or spheroid DropShip automatically clears a mined hex; no 
  damage is applied to the landing unit.
  missiles: Unless using special Mine Clearance Munitions 
  (see p. 370), a player may use an LRM-20; Rocket Launcher 20; 
  MRM-20, -30 or -40; ATM 12 (HE or standard) or ATM 9 (HE) 
  to clear a minefield (but no other type of missile attack). The 
  player must designate the attack to clear the minefield. When 
  the attack hits the hex, the player rolls 2D6. On a result of 5 
  or better, the strike clears the minefield. Mines cleared in this 
  way do no damage. Missile salvos fired to clear a minefield do 
  not affect adjacent hexes.
  minesweepers: Use the rules for Minesweepers in the 
  Advanced Weapons and Equipment section for clearing a mine-
  field (see Minesweeper, p. 326).
  minesweeping engineers: These specialized infantry 
  troops have their own rules for clearing a minefield (see Spe-
  cialized Infantry, p. 341).
  mobile Structures: A Mobile Structure automatically clears 
  a minefield (though it also automatically detonates the mine-
  field; damage is doubled).
  
  reach in a single turn, the infantry will automatically start digging 
  in (see Digging In, p. 108). If the unit is damaged again, it will move 
  out of that hex toward the home map edge once more. However, 
  once again, if no concealing hills or woods (or other terrain) are 
  available, the unit starts digging in.
  Also, a broken infantry unit cannot act as a spotter for indirect 
  attacks, artillery attacks and so on (they cannot spot or use TAG—
  if so equipped—to spot and so on). However, any electronics on 
  the unit continue to function normally.
  Finally, if a broken infantry unit loses a quarter or more of the 
  troopers it had at the start of the phase, it must make another 
  Morale Check, with an additional +1 modifier to the target num-
  ber. If a broken unit fails a Morale Check, it is routed. A routed 
  unit is demoralized by panic, and must move as fast as it can away 
  from enemy units in as straight a line as possible, all the while at-
  tempting to move toward its home edge. A routed unit may make 
  no attacks, nor take any action except to move its maximum MP 
  allowance away from enemy units and toward its home edge of 
  the playing area.
  forced Withdrawal: If players are already using the Forced 
  Withdrawal rules in their scenario and also wish to include the 
  effects of morale, non-infantry units apply a +3 modifier to all 
  weapon and physical attacks, as well as all Piloting Skill Rolls, to 
  reflect how badly the crippling damage and the need to withdraw 
  have affected the unit in question.
  making the morale check
  To make a Morale Check, roll 2D6 for the unit type in question 
  and consult the Morale Table. The result must be equal to or 
  greater than the target number shown to avoid the unit breaking 
  (if there is a dash, then a Morale Check is never made; see Morale 
  Checks, p. 211, for the exceptions).
  For infantry only, apply the modifiers on the table for artillery, 
  fire and attacks from ’Mechs in line of sight—all these attack types 
  are particularly damaging to morale. Apply only the highest rel-
  evant modifier to the target number, and apply it only once. For 
  example, if the infantry unit takes damage from attacks by three 
  ’Mechs, the modifier remains +1. An attack by a ’Mech using a 
  flamer would have a +3 modifier, representing the flamer attack. 
  Negative modifiers apply if the unit is equipped with battle armor 
  or if it is inside a building. Negative modifiers are cumulative.
  Broken morAle
  If the Morale Check fails, the unit’s morale is broken. Starting in 
  a subsequent turn, for that unit, the Forced Withdrawal rules (see 
  p. 258, TW) are in effect.
  Additionally, for infantry only, during each turn that a unit’s 
  morale is broken and it moves toward its home map edge, it must 
  also move toward cover, assuming cover is available, in order to 
  eliminate LOS between itself and any enemy units. If no conceal-
  ing hills or woods (or other terrain) are close enough for the unit to 
  MORALE TABLES
  Experience Level 
  BattleMechs
  Morale Target
  Combat Vehicles
  Morale Target
  Infantry 
  Morale Target
  Support Vehicles
  Morale Target
  Green 
  4
  6
  9
  10
  Regular 
  2
  4
  6
  7
  Veteran
  —§§
  2
  4
  5
  Elite
  —§§
  —§§
  2
  2
  *Includes ProtoMechs and aerospace fighters.
  †Includes military conventional fighters, Small Craft, DropShips and WarShips.
  ‡Includes military Support Vehicles, JumpShips and Space Stations.
  §Includes IndustrialMechs (unless piloted by a military MechWarrior, in which case treat as a Combat Vehicle) and all civilian aerospace units.
  §§See Infernos and Cruise Missile Attack (see p. 211).
  Special Source Modifier (All)
  Target Modifier
  Inferno 
  +1/+3*
  Cruise Missile
  +2
  *The modifier to the left of the slash is for all non-infantry units,  
  the modifier to the right of the slash for infantry.
  Attack Source Modifier 
  (Infantry Only)
  Target Modifier
  BattleMech in LOS 
  +1
  Artillery 
  +2
  Flamer or Fire 
  +3
  Elite
  —§§
  Other Modifiers Modifier (Infantry Only)
  Target Modifier
  Broken Morale 
  +1
  Cumulative Modifiers
  Light or Medium Battle Armor Unit 
  –1
  Heavy or Assault Battle Armor Unit
  –2
  Anti -’Mech Skill of 5 or less
  –1
  Conventional Infantry with Armor (see p. 317)
  –1
  Unit in Building 
  –2
  Unit Dug In
   –2
  
  213
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  reArmIng  
  under fIre
  In the midst of a battle, some commanders may find that 
  the extreme danger to troops attempting to rearm is worth 
  the risk to ensure victory after a long, hard-fought campaign 
  when ammunition is depleted. If a player wishes to load 
  ammunition during a scenario, use the following rules (see 
  Rearming Aerospace Units, p. 214, for rules concerning rearm-
  ing airborne aerospace units).
  Use the Loading and Unloading rules under Cargo Carriers 
  (see p. 261, p. TW), with the following changes:
  •	
  The correct type of ammunition must be used to rearm 
  (in standard 1-ton or half-ton allotments, depending on 
  the weapon) and must be on a unit in the same or an 
  adjacent hex to the unit being loaded. For example, if at-
  tempting to rearm a unit that mounts an LB 10-X AC, only 
  1-ton lots of LB 10-X AC can be used.
  •	
  For each three turns, 1 ton of ammunition is loaded.
  •	
  For each 1 ton of ammunition successfully loaded, the 
  controlling player immediately rolls 2D6. On a result of 
  11 or 12, the ammunition explodes, just as if it was hit by 
  an attack (see below); this represents the extreme haste 
  with which the ammo is being loaded.
  •	
  If a player is attempting to load a ’Mech and no other 
  ’Mech is available to do the loading (or no unit with a lift 
  hoist; see p. 136, TW), then it takes five turns to load 1 
  ton of ammunition. For a ’Mech to be available for this 
  rearming, it must have one of the following: a working 
  hand actuator on an arm where all actuators are active 
  (meaning no actuator in the arm has taken a critical hit), 
  a working lift hoist or a working salvage arm.
  •	
  If loading a unit when the loader unit cannot be in 
  the same hex, it must be in the rear arc of any unit it is 
  loading.
  •	
  The unit being loaded, as well as any units helping to 
  load, are all considered immobile targets during the 
  entire reloading process; all attacks against these units 
  apply a –4 to-hit modifier.
  •	
  Any hit against the unit being loaded on any rear location 
  (including aft for grounded fighters) during the Weapon 
  or Physical Attack phases inflicts normal damage, but it 
  also causes all ammunition in the target unit that can to 
  explode. Apply the damage to the unit being loaded as 
  though it were a standard ammunition explosion. In ad-
  dition, divide the Damage Value of the explosion by 10 
  (round down) and apply as an area-effect weapon in the 
  target hex; no damage is applied to adjacent hexes, even 
  if there are adjacent units loading.
  •	
  Only grounded fighters can be rearmed this way; no 
  other aerospace units may be loaded during a scenario 
  using these rules (see Rearming Aerospace Units, p. 214, 
  for rules concerning rearming aerospace units).
  •	
  Mobile Structures and Large Naval Vessel Support Vehicles 
  use the rules for Rearming Aerospace Units (see p. 214).
  •	
  Rearming a unit submerged in a water hex (or in a vacu-
  um) cannot be done using these rules.
  recovering nerve
  A broken unit may attempt to recover its nerve during the 
  End Phase of each turn after the turn in which it broke. There-
  fore, such a unit will always spend at least one turn broken 
  before it has a chance to recover.
  In order to recover its nerve, a broken unit must make a Mo-
  rale Check against its base morale target number, applying the 
  modifiers found on the Recovering Nerve Table (all modifiers are 
  cumulative). If the roll is successful, the unit recovers its nerve 
  and may function normally. If it fails, the unit stays broken.
  forced Withdrawal: The rules above assume players are 
  not using the Forced Withdrawal rules in conjunction with 
  morale rules. If the Forced Withdrawal rules are being used, 
  eliminate the +3 modifier for a unit that recovers its nerve, but 
  it still must follow all the standard Forced Withdrawal rules.
  REcOvERIng nERvE TABLE
  NOTE: These modifiers only apply if a friendly unit/commander is within 
  seventeen hexes of the unit attempting to recover its nerve.
  commanders*
  Target Modifier
  Sub-force Commander in LOS 
  –1
  Force Commander in LOS 
  –2
  infantry only
  Target Modifier
  Friendly non-’Mech, non-infantry unit in LOS 
  –1
  Friendly ’Mech in LOS
  –2
  Another Routed Infantry Unit in LOS
  +1
  Another Routed Non-Infantry Unit in LOS
  +2
  Routed Unit
  +3
  *Only applies if Commanders (see p. 191) are in use.
  SL
  A Lyran convoy nears the front lines of battle bringing much needed supplies.
  
  shot, 20 shots per ton). If an accident occurs, no other reloading 
  attempts may be made on the Large Craft for at least 10 minutes.
  On fighters, Small Craft and DropShips, total this damage, 
  then divide the result by 100 (rounding up). Reduce the unit’s SI 
  by this amount. Where the accident relates to a fighter or Small 
  Craft being reloaded, the carrier unit also suffers damage equal 
  to one-fifth (round up) of that inflicted and the Small Craft bay is 
  rendered unusable until repaired.
  Rearming that takes place outside of combat automatically 
  succeeds and has no chance of an accident occurring. However, 
  in such cases it takes 10 space turns (10 minutes; see Scale, p. 76, 
  TW) to load each ton of ammo.
  gauss and Plasma Weapons: Gauss and Plasma ammunition 
  is inert and so cannot accidentally explode. Players should still 
  make checks when loading such ammunition, as an “accident” 
  result prevents other reloading attempts for 10 space minutes.
  roLLIng mAPS
  Standard-rules BattleTech usually operates under the condition 
  of a set playing area; a number of maps determined either by a 
  scenario or the players before play begins. A magic line wraps this 
  playing area and if a unit leaves this region, it is immediately out 
  of the game. This is done for simplicity, but also to help facilitate 
  such things as the off-map movement commander ability (see p. 
  192), withdrawals (see Forced Withdrawal, p. 258, TW) and so on.
  However, such a situation is far from realistic, as battles can 
  often turn into running clashes across vast expanses. More 
  importantly, some situations, such as the use of artillery not 
  directly on the playing area, mean that such artillery units are 
  immune from direct counter-attacks. Using rolling maps means 
  that if artillery starts to fall, the opposing player can attempt to 
  send units to directly attack said artillery units (see Artillery and 
  Rolling Maps, p. 179).
  Players wishing to add more realism to their games can use 
  the Rolling Maps rules. The very nature of these rules will require 
  players to have a large area of play to allow for any number of 
  maps to be placed. Just as important, this rule assumes that 
  players have access to a large selection of mapsheets to allow 
  for the creation of such large, ever-changing playing areas.
  Any time a unit enters a half-hex of the playing area (whether 
  through deliberate movement, displacement and so on), a new 
  mapsheet is placed. The mapsheet must adhere to the standard 
  rules for mapsheet placement (see Laying Out Mapsheets, p. 264, 
  TW), with the long or short end of the new mapsheet match-
  ing up to the current mapsheet. How the players choose that 
  mapsheet is completely up to the individual playing group. It 
  can be randomly chosen, or, if players are using the Selecting 
  Mapsheets method (see p. 262, TW), they can use the same 
  table to determine the new mapsheet; for example, if a unit on 
  an Open Terrain #1 mapsheet enters a half-hex, the controlling 
  player would roll on Table 1: Flatlands Terrain (see p. 263, TW) to 
  determine the new mapsheet.
  To conserve space (since this can quickly turn into a very 
  large playing area), after a new map is placed, if there are any 
  other edge maps that are not currently occupied, the players 
  can choose to remove a mapsheet. Note which mapsheet is re-
  moved; the same mapsheet should be replaced if a unit moves 
  into that region again.
  •	
  If any of the following Planetary Conditions are in effect, 
  add two additional turns (these are not cumulative): Zero-
  G, Low-G (more than .2 off Terran standard), High-G (more 
  than .2 off Terran standard), Trace or Very High Pressure 
  Atmosphere, Heavy Snow Fall, Ice Storm, Lightning Storm, 
  Strong Gale, Torrential Downpour, Blizzard, Storm, Tornado, 
  Moonless Night, Solar Flare or Pitch Black.
  •	
  Any battle armor weapons that track ammo in a game can be 
  rearmed using these rules. After the required three turns, a 
  single battle armor squad is completely rearmed (regardless 
  of how many different types of ammo-tracking weapons the 
  squad mounts).
  rearming Aerospace units
  Most Large Craft carry additional stores of ammunition for their 
  weapons and for the Small Craft they transport. Rearming dur-
  ing combat is a difficult and dangerous procedure, but one that 
  many crews and pilots must carry out to prevail. Large Craft may 
  rearm from ammunition stored in their cargo bays. Fighters may 
  rearm by landing on a friendly carrier (Large Craft with fighter/
  Small Craft bays; see Launching/Recovering Small Craft, p. 84, TW; 
  or a unit mounting a flight deck (see Flight Deck, p. 312)) or airfield 
  (see Landing and Liftoff, p. 87, TW) that has appropriate ammo 
  stores. Rearming a unit uses the same rules, irrespective of unit 
  type. Any number of tons of ammunition may be reloaded in a 
  single attempt. However, the more types of ammunition being 
  moved and the more tons of each type, the greater the chance of 
  a delay or mishap.
  Each loading attempt requires 10 space turns (10 minutes; see 
  Scale, p. 76, TW). At the start of a Movement Phase (Aerospace), 
  before any movement occurs, a controlling player wishing to 
  rearm announces his intention to do so and immediately rolls 
  2D6 to determine the success or failure of the operation, as de-
  scribed below. Regardless of the roll result, 10 space turns must 
  elapse before the ammunition is available. If the roll is successful, 
  the ammunition is not available for use until the Weapon Attack 
  Phase of Space Turn 11, following the roll. If the roll is a failure, 
  it requires 10 space turns for the crew to clear whatever mishap 
  occurred, after which point the controlling player can attempt to 
  rearm once more.
  Roll 2D6 for each ammunition type being moved (SRM, LRM, 
  AC, RAC, NAC and so on), adding 1 to the result for every ton of 
  that type of ammunition beyond the first. On a result of 1 through 
  7, the reloading is successful and that ammunition is available 
  to the weapon (assuming sufficient space exists in the weapon’s 
  magazine—for example, a fighter designed to carry 2 tons of LRM 
  ammo can’t be “rearmed” with ammo that would increase the 
  amount carried to more than 2 tons). On a result of 8 through 11, 
  the reloading attempt fails but the ammo remains available for 
  future reloading.
  On a modified dice roll result of 12 or greater, an accident occurs 
  and (except in the case of Gauss and Plasma weapons) the am-
  munition being moved explodes, damaging the unit. The amount 
  of damage caused depends on the type and quantity of ammuni-
  tion being moved. To determine the base damage, multiply the 
  tonnage of ammunition being reloaded by the number of shots 
  per ton and the Damage Value (not the Attack Value) per shot; a 
  ton of LRM ammo inflicts 120 points of standard-scale damage 
  (the number of missiles it contains), while five tons of AC/5 ammo 
  cause a total of 500 points of standard-scale damage (5 points per 
  
  215
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  F x = Move forward x number of hexes
  R x = Turn right (x hex facing, no number means 1 hexside)
  L x = Turn left (x hex facing, no number means 1 hexside)
  J = Jump
  SU = Stand Up
  SL = Sidestep left (four-legged or jumping ’Mechs only)
  SR = Sidestep right (four-legged or jumping ’Mechs only)
  B x = Move backward x number of hexes
  TL = Turn left (free movement for a jumping ’Mech)
  TR = Turn right (free movement for a jumping ’Mech)
  L x = Landing x number of hexes (airborne aerospace units)
  T x = Take-off x number of hexes (grounded aerospace units)
  U x = Up x number of level/elevations/depths
  D x = Down x number of level/elevations/depths
  O = Opportunity fire (see p. 86)
  Note the starting and ending hex numbers for each unit, 
  the number of hexes moved and the direction that the unit’s 
  torso or turret is facing using the Scatter Diagram (see p. 182).
  time limit: The gamemaster may wish to impose a time 
  limit for how long players have to plot their movement. If a 
  player does not turn in his plotted movement for a unit before 
  the time expires, that unit is considered not to have moved.
  Ralph’s Locust occupies Hex 1406, facing Direction 4. 
  During the Movement Phase, Ralph has the ’Mech run. He 
  turns the ’Mech right 1 hex facing, moves it forward 4 hexes, 
  turns it left 1 hex facing, and moves it forward 3 hexes. He 
  then elects to twist the torso so that it is facing Direction 
  5. The ’Mech has moved a total of 7 hexes. The notation for 
  the movement would look like the Movement Record Sheet 
  Sample at the bottom of this page.
  movement
  Once all players have plotted their movement, everyone 
  moves his units and records their positions with unit markers 
  on the mapsheets, with all movement occurring simultane-
  ously. In cases where two or more enemy units would violate 
  the hex stacking limits, the side that won the Initiative occu-
  pies the contested hex (see Stacking, p. 216).
  Once the players have moved all their units, each gives his 
  movement chart to the gamemaster. The gamemaster then 
  moves the units on his mapsheets, first moving all the units of 
  the side that won the Initiative.
  The gamemaster resolves all Piloting Skill Rolls for skids 
  and sideslips. The players resolve all other movement- or non-
  movement related Piloting Skill Rolls.
  If rolling maps are used, players will need to determine how 
  to deal with the rules that rely on a specific edge to the play-
  ing area. For example, the off-map movement commander 
  ability (see p. 179) may not be used. Similarly, if using the 
  Forced Withdrawal rules (see p. 258, TW), then a unit must 
  be at least seventeen hexes (one mapsheet) away from any 
  opposing units when it enters its “home edge” half-hex, after 
  which a new map is not added, but instead the unit is allowed 
  to retreat from the playing area. All such decisions should be 
  made before play begins.
  Aerospace units: If airborne aerospace units are in use, 
  anytime such a unit is over a mapsheet not on the playing 
  area (whether using Low Altitude Movement or Aerospace 
  Units Directly on Ground Mapsheets rules), the players should 
  determine which ground mapsheet the aerospace unit “spots.” 
  When a non-aerospace unit then enters that area—or an 
  aerospace unit lands in that area—that mapsheet(s) should 
  be placed.
  SImuLtAneouS 
  movement
  In place of standard movement, players can use the fol-
  lowing alternate movement system. While it better reflects 
  the reality of simultaneous combat, it requires more record-
  keeping, as well as a gamemaster to help track movement and 
  resolve various actions, as noted below.
  Plotting movement
  Instead of alternating movement back and forth, and 
  moving units singly on the playing area, all players first plot 
  their units’ movements on a copy of the double-blind move-
  ment chart at the back of this rulebook, using the following 
  guidelines.
  List the unit’s movement mode, if applicable (Walking/
  Cruising/Thrust, Running/Flanking/Maximum Thrust, Jump-
  ing, VTOL, UMU and so on). Then record the unit’s movement 
  for the turn, using the following designations (these do not 
  include all the advanced movement options open to a player, 
  but can be used as a base line for players to determine their 
  own codes for all the optional rules found in this rulebook):
  MOVEMENT RECORD
  #
   
  n
  r
  u
  T 
   
   
  Starting Starting 
  Movement
  Ending 
  Ending 
  Torso 
  # Hexes
   Unit ID 
  Hex 
  Facing 
  Hex 
  Facing 
  Facing 
  Moved
   Side:
   1406 
  4 
  Run / R / F4 / L / F3 
  1011 
  4 
  5 
  7
  Ralph’s Locust
  • movement record sheet sample  • 
  
  vehicle crew to pilot a vehicle and so on (if the pilot/crew have 
  taken damage at a previous point, that damage still applies and 
  the applicable modifiers must be taken into consideration with 
  the new unit). During the End Phase of any turn in which an ap-
  propriate pilot/crew are located in an abandoned unit’s hex, the 
  controlling player announces he will attempt to take control of 
  the unit. The pilot/crew may not take any other action for the next 
  turn. During the End Phase of the following turn (provided the 
  pilot/crew is still alive and in the hex), the pilot/crew automati-
  cally takes control of the unit in question regardless of whether 
  the unit is friend or foe.
  The only exceptions are enemy ’Mechs and aerospace fighters, 
  which are heavily coded against such a hack of their systems. Dur-
  ing the End Phase after a pilot has been in the hex for a turn, the 
  pilot’s controlling player rolls 2D6. On a result of 2-11, the pilot 
  has been unable to hack the system; provided he stays in the hex 
  another turn, he can once again attempt to hack in (there is no 
  limit to the number of times a pilot can try to hack an abandoned 
  ’Mech or fighter). On a result of 12, the pilot has hacked the system. 
  The ’Mech or aerospace fighter is now under the control of the 
  new player and it may move and attack normally on the following 
  turn. However, for ’Mechs, apply a +2 modifier to all Piloting Skill 
  Rolls and all attacks to reflect the difficulty of piloting a machine 
  that has not had its neurohelmet synched with the pilot’s specific 
  brain wave pattern.
  As soon as a MechWarrior enters the hex of an abandoned 
  ’Mech, he or she is considered in the cockpit for any type of weap-
  ons damage inflicted against the abandoned unit (if the ’Mech 
  falls for any reason in this situation, the pilot automatically takes 
  1 point of damage).
  The above rules represent a pilot taking extreme care when at-
  tempting to take control of a ’Mech or aerospace fighter to avoid 
  a nasty feedback shock as the safety systems attempt to protect 
  the unit. A player can choose to lower the necessary number from 
  12 to anything between 9 and 12 to hack into the unit, but must 
  announce his intention to do so before making the roll. Each point 
  below 12 applies a cumulative point of damage to the pilot in the 
  case of a failed roll. For example a failed roll against a target num-
  ber of 9 would apply 3 points of damage to the hacking pilot.
  infantry: For any unit except ’Mechs and aerospace fighters, 
  conventional infantry can be turned into the pilot/crew, applying 
  a +2 modifier to all Driving Skill Rolls, as well as a +1 to-hit modifier 
  to all weapon attacks. If the infantry in question have an Anti-’Mech 
  Skill Rating of 5 or less, only apply a +1 Driving Skill modifier.
  Motorized and mechanized conventional infantry, as well as 
  battle armor (except exoskeletons and PA(L) battle armor, which 
  can be used), cannot be used in this fashion.
  If using Vehicle Crews (see p. 218), and the number of infantry 
  in the unit taking control is less than the number of crewmen 
  required for a given vehicle tonnage, apply an additional +1 
  Driving Skill modifier for each trooper less than the minimum 
  requirement. For example, an infantry platoon that lacks anti-
  ’Mech-training with only 5 troopers left is taking control of a 
  100-ton vehicle, which normally would require a crew of 7. In ad-
  dition to the standard +2 Driving Skill and +1 to-hit modifiers for 
  the infantry taking control of a vehicle, an additional +2 Driving 
  Skill modifier would be applied (as well as limiting the number of 
  attacks that can be made against multiple targets). If the infantry 
  were anti-’Mech trained, the total modifiers involved would only 
  be a +3 Driving Skill modifier.
  Stacking
  Because movement occurs simultaneously, several units may oc-
  cupy a single hex at the end of a Movement Phase. Whenever the 
  number of such units exceeds the stacking limit for the hex (see p. 
  57, TW), both players automatically roll Initiative, with the winning 
  player occupying the hex. The enemy unit(s) end their movement in 
  the hex they would have occupied prior to entering the contested 
  hex. Units involved (provided they are not specifically prohibited 
  from doing so) may have the chance to charge their opponents 
  during the Physical Attack Phase of the turn (see below).
  Physical Attacks: Any physical attack that requires a unit to 
  have already moved in order to declare such an attack cannot be 
  made under the Simultaneous Movement rules, unless two units 
  will violate the stacking rules, as noted above. The player that wins 
  the Initiative can either occupy the hex or force the other player to 
  occupy it and can immediately announce such a physical attack 
  (Charging, Death From Above and so on), provided the unit could 
  normally make such an attack. All such attacks are resolved per 
  standard rules.
  tAkIng controL  
  of A unIt
  During a battle, two opportunities for taking control of a unit may 
  arise: when a unit is abandoned, and during a swarming attack.
  electronic equipment: As noted under Ejection and Abandon-
  ing Units (see p. 196), electronics on a unit where the pilot/crew 
  have ejected/abandoned the unit continue to function until the 
  unit is destroyed. For ease of play, as soon as a unit has been taken 
  control of, all electronic equipment on the unit operates only for 
  the side that now controls the unit. This includes such equipment 
  as a C3, which would stop working for the enemy and, provided 
  the new controlling player has a C3 network and can plug the unit 
  into that network without violating the C3 network rules (see p. C3 
  Computers, p. 131, TW), the C3 would be immediately usable.
  large craft and large naval vessel Support vehicles: Large 
  Craft or Large Naval Vessel Support Vehicles follow their own rules 
  for taking control of a vessel that is not abandoned, in which case 
  a boarding action takes place (see pp. 199 and 200, respectively).
  ABAndoned unitS
  In standard-rules play, if a unit is abandoned—say, due to the 
  crew being killed—the unit is usually considered destroyed. Under 
  these rules, a unit is not considered destroyed in such cases. In-
  stead, it becomes a “neutral” unit and so all players’ units can move 
  into and out of the hex it occupies until the unit is taken control of 
  by a player once more. Stacking limits still apply, with such aban-
  doned units considered a “third neutral player;” for example, an 
  abandoned ’Mech could still be the only ’Mech in the hex.
  If a unit is abandoned but not destroyed—the pilot/crew was 
  killed, the crew voluntarily abandoned the vehicle, and so on, 
  as described above—a controlling player (regardless of which 
  side) has a chance to take control of that unit. The exception are 
  ’Mechs/fighters where the pilot has actually ejected; as the com-
  mand couch is no longer in the cockpit, the ’Mech/fighter cannot 
  be piloted until the unit is repaired.
  First, the appropriate pilot/crew for the unit in question must 
  be available. A MechWarrior must be used to pilot a ’Mech, a 
  
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  SWArming
  If an infantry unit has successfully swarmed an enemy unit, 
  it may attempt to kill the crew with as little damage as pos-
  sible to the unit, leaving it open for use by that infantry’s side 
  (an extremely difficult and rare feat of infantry prowess).
  Before the controlling player of a swarming unit rolls on the 
  Swarm Attacks Hit Location Table (see p. 222, TW), that player 
  may announce he is attempting to eliminate the pilot/crew 
  while limiting damage. In this instance, the infantry forgoes 
  its full damage and rolls on the Swarm Attacks Hit Location 
  Table (or the appropriate hit location table if the target is a 
  non-’Mech unit). Only a single point of damage is applied to 
  the rolled location. If the location rolled is the head (rear for 
  vehicles), the controlling player immediately rolls 2D6. On a 
  result of 10+, the swarming unit has successfully breached the 
  cockpit and killed the pilot without damaging the ’Mech or 
  vehicle any further; the unit powers down (a ’Mech will not 
  automatically fall, though it does so if a Piloting Skill Roll is 
  required before another pilot takes control) and is considered 
  abandoned. Another MechWarrior or vehicle crew can then 
  take control of it as described above.
  trAnSPort bAYS 
  (exPAnded)
  During standard-rules play, units in transport bays (see p. 
  239, TM)—such as on DropShips or Large Naval Vessels—can 
  dismount at any time (see Carrying Units, p. 89, TW), entering 
  the scenario as soon as their carrying unit is in a position to 
  allow for legal dismounting. However, this simplicity ignores 
  the reality that such units can be in varying states of readiness, 
  from operational to completely shut down, especially during 
  long voyages or when conflict is not expected. That readiness 
  will determine how quickly such units can be activated, dis-
  mounted and put into action.
  For Large Naval Vessel Support Vehicles and Large Craft, the 
  infantry can only take control if they can reach sufficient num-
  bers to make up the large number of crew required for such 
  units (this may require multiple infantry platoons). First, deter-
  mine the minimum crew requirements of the unit in question 
  (using the Technical Readout write-up, the record sheet or 
  the appropriate construction rules). Once the minimum 
  crew number is determined, divide the number of infantry 
  attempting to take control of the unit by that value. Once 
  that percentage is known, compare it to the Crew Casualties 
  Table (see p. 206) to determine the modifiers under which the 
  infantry will operate; if the percentage is less than 5, the unit 
  cannot be taken control of (though the infantry can stay in 
  the hex waiting for additional infantry to arrive to boost the 
  crew percentage high enough). In addition, a flat +1 modifier 
  is applied to reflect that the infantry are not intimately familiar 
  with the craft; if the infantry have an Anti -’Mech Skill Rating of 
  5 or less, ignore that additional +1 modifier.
  For such large units, bay personnel are not counted when 
  determining the minimum crew requirements. However, 
  infantry can board such an abandoned unit and attempt to 
  take over control of both the carrying unit and the units being 
  carried, or just the units being carried, as described above; 
  such carried units would be able to dismount the carrier unit, 
  following all standard rules, in the following turn.
  In all instances, if there are troopers left over (for example, a 
  full platoon of 28 taking control of a vehicle that only requires 
  2 crewmen to pilot), the controlling player can simply subtract 
  those troopers from the platoon.
  elite Anti-’mech-trained infantry: If players are fielding 
  infantry that fall into the categories described above for an 
  infantry unit taking control of another unit, and they have a 
  Anti-’Mech Skill Rating of 1, they can be used to pilot ’Mechs 
  and aerospace fighters. In this case, apply a +1 to-hit modifier 
  in addition to the standard +2 Piloting Skill modifier.
  ES/RH
  Swarming battle armor attempt to wrest control of a Fortieth Shadow Division Zeus away from its pilot.
  
  At the start of a turn when a non-infantry unit that began a sce-
  nario shut down is fully active, the player makes a Piloting/Driving 
  Skill Roll, applying no modifiers. If the roll succeeds, nothing hap-
  pens. If the roll fails, the unit’s computer didn’t start properly due 
  to the speed of start-up; apply a +1 modifier to all Piloting/Driving 
  Skill Rolls and all weapon and physical attacks for the following 
  3 turns. After the 3 turns, the computer resets properly and the 
  modifier is eliminated.
  Bay Personnel: If a technician for the type of unit (’Mech 
  technician, vehicle technician and so on) is unavailable (see Bay 
  Personnel, p. 202), either due to a previous injury, because the 
  unit is involved in the defense of the carrying unit or building (see 
  Infantry Vs. Infantry Actions, p. 199), or for some other reason, all 
  units except those at Operational status require 1 additional turn 
  to reach full activation. In addition, apply a +2 modifier to the 
  Piloting/Driving Skill Roll to determine whether a Shutdown unit 
  activates properly (see above).
  Pilots/crews: If pilots/crews are to be involved in defending 
  the carrying unit or building against infantry (see Infantry Vs. In-
  fantry Actions, p. 199), the player should note the specific units 
  whose pilots/crews are being used in such actions. Those pilots/
  crews are not available for activating units under these rules until 
  they are removed from such defensive actions. Additionally, any 
  infantry in transport bays that the controlling player has assigned 
  to defending against infantry combat cannot be activated until 
  they are removed from such actions.
  hot Zone: As with dismounting and mounting from a DropShip, 
  these rules approximate the activation of a unit within the “hot 
  zone” of a scenario: fast and furious, weapons blazing. Outside of 
  a scenario (that is, outside of direct combat), the safe start-up of a 
  unit will be done across time, under the restrictions noted above.
  vehIcLe crewS
  Unlike ’Mechs, which are piloted by a single MechWarrior, 
  all but the smallest vehicles are controlled by a crew of two or 
  more. Many factors determine the number of crewmen a vehicle 
  requires, the most important factor being the number of weapon 
  systems the vehicle mounts. For purposes of game play, however, 
  the number of crewmen relates directly to the size of the vehicle.
  To determine the number of crewmen, divide the tonnage of 
  the vehicle by 15, rounding fractions up. The size of a vehicle’s 
  crew is rarely important in a single game, but frequently becomes 
  important in campaign play.
  creW numBerS And ABilitieS
  Depending on the number of crew it carries, a vehicle may oper-
  ate under certain restrictions or advantages, as described below.
  Single crewman
  Small vehicles (15 tons and lighter) have only one crewman, 
  who must act as the driver, gunner and commander. Such a vehi-
  cle may not attack more than a single target each turn. Also, if any 
  of the vehicle’s weapons or turrets jam, the vehicle may neither 
  move or fire while clearing the jam.
  two crewmen
  Vehicles with two crewmen (16–30 tons) usually have one driver 
  and one commander/gunner. Such vehicles operate normally.
  At the start of a scenario, the controlling player of any occu-
  pied transport bays should write down the status of the units in 
  each bay, as shown on the Status column of the Transport Bays 
  Status Table (note that such transport bays can be on another 
  unit—such as a Large Naval Vessel, Large Craft, or Mobile Struc-
  ture—or in a building). The players should agree on a formula for 
  determining the various status levels. For example, if conflict is 
  imminent and the purpose of the carrying unit is to disembark 
  carried units onto the battlefield, having all units operational 
  might be appropriate. However, if conflict is not expected and 
  an attack surprises a carrying unit, then a good majority of the 
  carried units would either be at Shutdown or at least in Stand 
  By/Empty status. If players wish, they may simply use the 1D6 
  Roll column of the table to quickly and randomly determine 
  the status of the various units in transport bays prior to game 
  play (such randomness can help to reflect the reality of different 
  status checks, routine maintenance and so on that would occur 
  at different times for various units in transport bays, particularly 
  on large vessels with many such cubicles).
  At the start of any turn, the controlling player may activate any 
  number of units. The number of turns in which the activating 
  unit may take no actions before it is fully active is shown on the 
  Turns to Activation column of the Transport Bays Status Table. For 
  example, at the start of Turn 2 a player nominates an Operational 
  ’Mech, a Stand By/Occupied battle armor squad and a Stand By/
  Empty Vehicle. Nothing happens during Turn 2 for any of those 
  units. At the start of Turn 3, the ’Mech becomes active and can 
  dismount during the Movement Phase (provided there is a legal 
  hex), or can be used against boarding non-infantry units during 
  the Weapon and Physical Attack phases; no MP are spent, the unit 
  simply makes attacks (see Boarding Actions (Non-Infantry), p. 188). 
  At the start of Turn 4, the battle armor unit is active and can either 
  dismount during the Physical Attack Phase or can be used against 
  boarding non-infantry units during the Weapon and Physical At-
  tack phases, or can be used to defend the carrying unit or building 
  against an infantry action (see Infantry Vs. Infantry Actions, p. 199). 
  At the start of Turn 5, finally the vehicle is active and can follow the 
  ’Mech’s actions, either dismounting (provided there is a legal hex) 
  or staying on board to fight against boarded units.
  TRAnSpORT BAYS STATuS TABLE
  1D6 Roll
  Status
  Turns To Activation**
  1-2
  Shutdown
  4
  3-4
  Stand By/Empty
  3
  5
  Stand By/Occupied
  2
  6
  Operational*
  1
  *Conventional Infantry are always considered “operational.”
  **This is in ground turns; if using space turns, all units are considered “activated” 
  after a single space turn, regardless of the units’ status or the availability of 
  technicians (though the lack of a technician still applies the +2 modifier to the 
  Piloting Skill Roll to determine if a shut-down unit activated properly [see Bay 
  Personnel, p. 202]).
  
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   And equIpMent
  Index
  record sheets
  AvAilABle informAtion
  Any unit that is not deployed under the Hidden Units rules 
  is visible to an opponent as soon as game play starts.
  Consequently, each player can see the location and gen-
  eral type of every opposing unit. For example, an enemy will 
  recognize a CPLT-C1 Catapult as a Catapult, but he will not 
  know that it is the CPLT-C1 model. Similarly, an opponent will 
  recognize the general type of an infantry unit—foot, motor-
  ized, jump, mechanized or battle armor—but not the type of 
  armament the unit carries.
  To obtain further information about an opposing unit, a 
  player must have one of his own units examine the opposing 
  unit by successfully scanning it with an active probe or stan-
  dard sensors, or by visually inspecting it during play.
  ScAnning
  Active-probe scanning provides the most detailed and 
  accurate information about enemy units. However, when 
  such sensors are unavailable, standard ’Mech or vehicle 
  sensors or a simple visual inspection can reveal a certain 
  amount of information.
  Active Sensors
  Any unit that has active sensors (is not shut down, its sen-
  sors are not destroyed and so on) can always tell the following 
  basic information without any scanning required.
  Armor condition: How much armor is left in a given loca-
  tion. The sensor readings follow a color code, based on the 
  percentage of armor left compared to its standard undam-
  aged condition: 100-90 percent = green; 90-50 percent = 
  yellow; 50-10 percent = red; 10-0 percent = black. For example, 
  a player is facing a Centurion that took damage from a medium 
  laser hit to its right arm. When the player asks his opponent 
  what the Centurion’s status is, the opponent responds that all 
  locations are green except for the right arm, which is yellow 
  [16 (original armor value)  – 5 (damage) = 11 / 16 (original 
  armor value) = .68, or 68 percent (yellow)].
  heat condition: The unit’s current heat level. Once again, 
  the sensors follow a color code: 1-7 = blue; 11-14 = green; 
  15-21 = yellow; 22+ = red.
  Active Probes
  Any time a unit enters the range of any type of active probe 
  operated by an opponent, the player must reveal that unit’s 
  record sheet to the opponent. The player must leave the sheet 
  face up and available for the opponent to examine as long as 
  the unit remains within the probe’s effect radius.
  Any unit mounting an ECM suite can potentially defeat an 
  active probe on a 2D6 dice roll against a Target Number of 8. If 
  the roll fails, the unit must reveal its information.
  Standard Sensors
  Any ’Mech, vehicle, battle armor or aerospace unit can use 
  its standard sensors (radar, magscan, IR and so on) to examine 
  one target (a Large Craft can scan up to four targets) within 
  its line of sight; aerospace units must be grounded, or on the 
  playing area if using the Aerospace Units on Ground Map-
  sheets rules (see p. 91, TW), or in the hex corresponding to the 
  ground mapsheet if using Low-Altitude Movement (see p. 80, 
  TW) to make a sensor scan. Units may make only one scan per 
  multiple crewmen
  Large vehicles (31 tons and heavier) have three or more 
  crewmen, some of whom act as loaders or additional gunners 
  to allow the vehicle to attack multiple targets more easily. For 
  every crewman above two, a vehicle may attack an additional 
  target without suffering the secondary-target modifier.
  These additional targets may fall outside the front firing arc. 
  For example, a 50-ton Maxim hovercraft has a crew of four (50 
  ÷ 15 = 3.33, rounded up to 4). Its two extra crewmen allow it 
  to fire at up to three targets in the same Weapon Attack Phase 
  without penalty. The standard +1 secondary-target modifier 
  would apply to all targets past 3.
  ZIP LIneS
  Conventional Infantry (either foot or jump) and battle armor 
  can dismount from an airborne VTOL using zip lines (instead 
  of using Jumping MP). All the standard rules for infantry with 
  Jumping MP dismounting from a VTOL apply (see p. 225, TW), 
  except that each infantry unit dismounting in this fashion must 
  make an Anti-’Mech Skill Roll, adding any applicable modifiers 
  from the Ejecting Modifiers Table (see p. 197). A failure results 
  in a single 5-point Damage Value grouping applied to the 
  unit; against conventional infantry the damage is applied as 
  though the attack originated from another infantry unit.
  Airships: Infantry can also dismount from Airships in this 
  fashion, but the Airship must be at Altitude 1 (NOE).
  conceALIng 
  InformAtIon
  In large-scale battles, accurately assessing the condition and 
  strength of an opponent’s forces can be quite difficult. These 
  optional rules for concealing certain information from the op-
  posing player simulate the challenges of gathering accurate 
  battlefield intelligence. The system works quite simply—each 
  player conceals most of the information on his record sheets 
  from his opponent until one of the opponent’s units manages 
  to obtain the information by visually or electronically deter-
  mining the configuration and condition of the player’s units.
  We strongly recommend that these rules be used only in 
  games presided over by an impartial referee. The rules for 
  concealing information allow ample opportunity for cheating 
  and may lead to long, potentially bitter arguments.
  Note that these rules differ from the detection rules associ-
  ated with double-blind play (see p. 220).
  record SheetS And Set-uP
  Each player should conceal his unit’s record sheets from 
  his opponent before and during game play. Keeping record 
  sheets on a clipboard with a folding cover is a simple and 
  convenient way to accomplish this.
  Before play begins, each player should make sure that each 
  unit’s record sheet includes appropriate notations for unit 
  features such as auto-eject status, special ammunition loads, 
  Piloting/Gunnery Skill ratings and so on.
  
  hidden units: Units that start a double-blind game using the 
  Hidden Units rules (see p. 259, TW) cannot be spotted except by 
  the methods outlined in the standard game rules. If a hidden unit 
  fires, it is spotted only if an enemy unit could have seen it under 
  the visual spotting rules.
  running a game: To help increase the fun of a double-blind 
  game, during the Weapon and Physical Attack phases the game-
  master can place the units that can be seen by both sides on the 
  playing area of the main table; this allows players to interact and 
  increase excitement as they resolve various attacks. However, this 
  assumes that the area in which play is occurring allows for the main 
  table to be removed some distance from the other two tables.
  note: In a double-blind game, specific rules contradict how 
  equipment (such as the range of ECM and probes) and some situ-
  ations (determining LOS) are used in standard and advanced-rules 
  game play. These changes enhance the “fog of war” aspects of a 
  double-blind game and increase everyone’s enjoyment of this 
  more realistic game play. Any rules in this section are only for use in 
  double-blind games and should never be used in regular games.
  Simultaneous movement
  Double-blind rules can be time intensive, and so players may 
  wish to use simultaneous movement (see p. 215) or some other 
  time-saving techniques (such as a computer for dice rolling or 
  tracking movement) to help speed up play.
  If simultaneous movement is used with a double blind-game, 
  use the following sequence of play instead of the standard 
  double-blind sequence of play.
  1. Initiative Phase
  2. Movement Phase
  3. Spotting Phase
   Torso and Turret Twist
  4. Weapon Attack Phase
   Standard Weapons Fire
  5. Physical Attack Phase
  6. Heat Phase
  7. End Phase
  double-Blind Play on the Space map
  While these rules are specifically designed for play on ground 
  mapsheets, players can easily adapt them for use on a space map, 
  taking into consideration the unique aspects of such games.
  Sequence of PlAy
  Double-blind games use the following modified BattleTech 
  sequence of play.
  1. Initiative Phase
  2. Movement Phase
   Spotting Phase
  3. Weapon Attack Phase
   Standard Weapons Fire
  4. Physical Attack Phase
  5. Heat Phase
  6. End Phase
  turn, during the End Phase. If a unit’s sensors are critically hit, the 
  sensors cannot perform this function.
  To scan a target with standard sensors, the scanning unit’s con-
  trolling player must nominate the target and announce that he is 
  scanning it. The scanning player may ask one question about the 
  target unit, such as how much armor it has in a specific location, 
  its specific model number, the amount of ammunition remaining 
  for a particular weapon or its movement abilities. The target unit’s 
  controlling player must answer this question truthfully.
  Scanning questions must be easily answerable. Any question 
  that requires the target player to perform lengthy calculations—
  such as “How much armor is left on your entire ’Mech?”—is 
  prohibited. Scanning players should also be careful about asking 
  questions that require the target player’s opinion, such as, “What’s 
  the status on your Gauss rifle?” Target players may interpret such 
  questions as they see fit.
  If the target unit is within range of friendly ECM, the target 
  player can force the scanning player to make a 2D6 roll to defeat 
  the ECM before he asks his question. In this case, the scanning 
  player must achieve an 8 or higher on the roll. If the roll fails, no 
  information is revealed. Forcing the scanning player to make this 
  roll, however, reveals the presence of ECM in the area. Rather than 
  revealing that information, the target player may simply choose 
  to let his opponent ask a question based on his unit’s sensors.
  visual inspection
  Visually inspecting a unit is the last-ditch way to obtain infor-
  mation about the enemy. Any type of unit, including infantry and 
  units with damaged sensors, can use visual inspection.
  Visual inspection works just like standard sensor scanning, with 
  a few exceptions. First, units can visually inspect only targets with-
  in three hexes of their position. Second, visual inspection cannot 
  provide information that could not be determined by looking at 
  the outside of a target
  Finally, ECM has no effect on visual inspection.
  doubLe-bLInd 
  ruLeS
  In a double-blind game, neither player can “see” the other’s 
  forces until they enter the sensor or visual range of the oppo-
  nent’s units. In this way, double-blind rules inject the uncertainty 
  of real battle into BattleTech and force players to anticipate their 
  opponent’s movements, much like real battlefield commanders.
  The double-blind format requires a minimum of three players, 
  one of whom acts as gamemaster. The gamemaster monitors 
  the status and movement of the two opposing players’ forces, 
  informs the players of their spotting sweep results and ensures 
  the smooth play of the game.
  Three identical mapsheets and ’Mech sets are needed for 
  a double-blind game—one for each player and one for the 
  gamemaster. Each player uses his maps to record the movement 
  of his own units and any enemy forces his units have detected. 
  The gamemaster uses his mapsheets to record the movement of 
  both sides. Additionally, each player records the movement of his 
  forces on a copy of the double-blind movement chart found at 
  the back of this book.
  
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  Note that the combinations of various Planetary Conditions are 
  numerous, such as Heavy Snow Fall with Dawn/Dusk. In such situ-
  ations, players should only use the most restrictive condition.
  Except for a vehicle with a single crewman—which can only 
  spot in its forward arc—all units have a 360-degree visual arc; 
  ’Mechs have a 360-degree view compressed into the forward 
  view screen. Vehicles with more than one crewmember can 
  spot in multiple firing arcs (see Vehicle Crews, p. 218). Each 
  additional crewmember beyond the first can spot in one addi-
  tional firing arc, so that a vehicle with 4 or more crewmembers 
  can spot in a 360-degree arc.
  Sensor Spotting
  Electronic sensors cover a wider field than most visual 
  checks, but they can be fooled by the proper counter-mea-
  sures. As with visual checks, sensors operate in a 360-degree 
  arc, regardless of the spotting unit’s firing arc. Unlike visual 
  spotting, however, sensors do not need to have LOS to a target 
  in order to detect it. However, just because your sensors have 
  picked up a target doesn’t mean the target is visible. Once a 
  sensor has revealed a unit, standard LOS must be established 
  to the unit before it can be revealed.
  With the exception of magscan, sensors will not pass 
  through the surface of a water hex, so a sensor in a location 
  above or below water cannot detect a unit that is below or 
  above water, respectively. The one exception occurs if a sensor 
  is located in the “body” of a naval vessel on the surface (all 
  non-equipment specific sensors are automatically located in 
  the “body”), in which case the sensor can detect units both 
  above and below the surface of the water.
  The Initiative, Heat and End phases of each turn in the 
  double-blind game follow standard BattleTech rules except 
  where noted. Special double-blind rules for the Movement 
  Phase, Weapon Attack Phase and Physical Attack Phase are 
  described in detail below.
  initiAtive PhASe
  During the Initiative Phase, each unit must declare to the 
  gamemaster what sensor system it is using (Radar, IR, Magscan, 
  Seismic and so on) for that turn. The players can write this in-
  formation down and pass it to the gamemaster, or whatever 
  system the players determine works best.
  movement PhASe (SPotting PhASe)
  After each unit moves, the gamemaster decides if the unit is 
  now visible to any opposing units.
  First, the gamemaster determines if the moved unit can be 
  detected visually by any enemy unit.
  Second, the gamemaster checks to see if the unit can be 
  detected by any enemy unit’s sensors.
  If the unit is visible, place it on the map. Note that while it 
  may be visible, it may not be able to see the unit that spotted 
  it; if so, the moved unit does not know it has been spotted.
  visual Spotting
  A unit visually detects an enemy unit whenever two conditions 
  are met. First, the spotter must have a clear line of sight to the 
  enemy unit. Second, the enemy unit must be within the visual 
  range of the spotting unit. Use the Visual Range Table to determine 
  maximum visual range under various atmospheric conditions. 
  vISuAL RAngE TABLES
  Maximum Visual Range (in hexes)
  Light/Weather Condition 
  Ground BattleMech/Vehicle*
  Infantry
  Aerospace†
  Large Craft
  Pitch Black**
  3
  1
  5
  4
  Moonless**/Full Moon Night**/Blizzard
  5 
  2
  10
  8
  Heavy Fog/Hail/Rainfall/Snowfall/Sleet/ Blowing Sand
  10 
  5
  20
  15
  Dusk/Dawn**/Snow Flurries/Gusting Rain
  15 
  8
  30
  20
  Moderate Rainfall/Snowfall
  20
  10
  50
  25
  Light Fog/Hail/Rainfall/Snowfall
  30
  15
  60
  35
  Daylight (no conditions)
  60 
  30
  120
  70
  Additional Effects
  Modifier
  Light Smoke
  –1 hex per hex in LOS
  Heavy Smoke
  –2 hex per hex in LOS
  Active Visual Camouflage‡
  Half distance, round down§
  Void-Signature System
  Quarter distance, round down§
  Searchlight
  Changes Nighttime Conditions to 30 hexes
  *Includes grounded aerospace units (but not Large Craft)
  **If a unit mounts a searchlight, add 10 hexes; for infantry, add 5 hexes.
  †Must be between Altitude 2 and 9; if at Altitude 1 (NOE), the unit is 
  considered grounded. If at Altitude 10 or higher, the unit cannot 
  be used for visual spotting.
  ‡This includes the following: Chameleon Light Polarization Shield, 
  Mimetic Armor, Sneak/Camo and Battle Armor Camo (the Void-
  Signature System is also considered an active visual camouflage, 
  though its rules are different; at left)
  §The standard visual spotting distance of a unit under a given situation is half, rounded down (or quarter distance, rounded down if using the Void-Signature System 
  active visual camouflage). For example, a BattleMech in daylight would only have a visual spotting range of 30 when trying to visually spot a unit mounting an 
  active visual camouflage (or 15 when trying to visually spot a unit mounting the Void-Signature System).
  
  Airborne units: Sensor ranges for airborne units do not change, 
  though LOS exists to all units on the playing area. If using a High-
  Altitude Map, an airborne unit must be in the Ground Hex Row 
  to make a sensor detection roll. If using a Low-Altitude Map, an 
  airborne unit cannot be at Altitude 10; it must be at Altitudes 1 –9 
  to make a sensor detection roll. In both instances, the airborne 
  unit is considered to be in Hex 0909 of the ground mapsheet cor-
  responding to the hex occupied by the unit.
  Seismic Sensors: A unit must have expended MP (of any type) 
  during the Movement Phase of the turn in which the Sensor Check 
  is made in order to be detected by a seismic sensor (this includes 
  units landing in a hex after expending Jumping MP.
  Airborne units (including units expending VTOL MP) and sub-
  merged units (provided they are not moving along the bottom 
  of the water hex) cannot use seismic sensors, and they cannot be 
  spotted by seismic sensors.
  The ranges of various electronic sensor systems appear in the 
  Sensor Range Table, p. 222. To make a Sensor Check, the player rolls 
  2D6. A result of 7 or 8 means the sensor detects any unit within its 
  short range. A result of 5 or 6 means the sensor detects units out 
  to its medium range. A result of 2 to 4 means the sensor detects 
  units out to its long range. A roll of 9 to 12 means the sensor failed 
  to detect any units. Remember that a spotting unit may use only 
  one type of sensor per turn, which is declared to the gamemaster 
  at the start of the turn (see p.  Initiative Phase, p. 221).
  Vehicles have access to sensor systems similar to those used on 
  ’Mechs, but in most cases these systems have shorter ranges, reflect-
  ed in the Sensor Range Table. Conventional infantry units do not 
  have access to electronic sensors (see Sensor Range Table, above).
  Unless specifically noted otherwise on the Sensor Range Table, 
  no objects (hills, building, trees and so on) block sensors.
  SEnSOR RAngE TABLES
  Range (in hexes)
  Sensor System 
  Short (2D6 = 7–8) 
  Medium (2D6 = 5–6) 
  Long (2D6 = 2–4)
  Beagle Active Probe*
  1–12 
  13–24 
  25–36
  Bloodhound Active Probe 
  1–16 
  17–32 
  33–48
  Clan Active Probe* 
  1–15 
  16–30 
  31–45
  Clan Watchdog/Light Active Probe
  1–9
  10–18
  19–27
  ’Mech IR/Magscan Sensor†
  1–10
  11–20
  21–30
  ’Mech Radar
  1–8 
  9–16 
  17–24
  Vehicle IR/Magscan Sensor†
  1–9
  10–18
  19–27
  Heat Sensor‡ 
  1–9
  10–18
  19–27
  Vehicle Radar/Improved Sensor§
  1–6 
  7–12 
  13–18
  ’Mech Seismic Sensor 
  1–2 
  3–4 
  5–6
  Vehicle Seismic Sensor 
  1 
  2 
  3
  Additional Effects (All Sensors except Seismic)
  Modifier
  Castles Brian or Hill Hex
  If along LOS, all sensors completely blocked
  Electromagnetic Interference 
  –4 to all range brackets
  Lightning Storm
  –1 to all range brackets
  Additional Effects (Radar Only)
  Modifier
  Building Hex
  If along LOS, sensor completely blocked
  Additional Effects (IR/Heat Sensor/Radar only)
  Modifier
  Heavy Woods/Jungle Hex
  –1 hex per range bracket per hex in LOS
  Ultra Woods/Jungle Hex
  –2 hex per range bracket per hex in LOS
  Any Building Hex but Hardened or Castles Brians
  –1 hex per range bracket per hex in LOS
  Hardened Building Hex
  –2 hex per range bracket per hex in LOS
  Castles Brian Hex
  If in LOS, all sensors completely blocked
  *Includes the active probe mounted on battle armor (see p. 228, TW)
  †An infrared sensor spots a unit that is “hot” more easily than other units (see Infrared Sensors, below); a magscan sensor spots larger units more easily (see Magscan Sensors, p. 223).
  ‡As mounted on battle armor (see p. 256, TM); is used exactly like a ’Mech/vehicle IR sensor (p. 223)
  §As mounted on battle armor (see p. 228, TW)
  
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  If using Planetary Conditions, seismic sensors cannot be 
  employed during any turn that an earthquake or meteor 
  shower occurs on the playing area.
  infrared Sensors: When using infrared sensors, any time a 
  unit that tracks heat is “hot,” it can be more easily detected. For 
  each heat-induced MP modifier on the target, the range of a 
  sensor is expanded for that unit(s) by 1 hex; add 1 additional 
  hex if the unit has been hit by an inferno attack, or is standing 
  in a hex that is on fire. For example, a player is using a ’Mech 
  IR sensor and rolls a 5, resulting in detection of any unit in 
  that sensor’s medium range bracket (hexes 11–20). However, 
  a ’Mech with 15 points of heat (inflicting a –3 MP modifier) 
  is at hex range 8, three hexes away from the medium range 
  bracket. The infrared sensor spots the “hot” unit. If the ’Mech 
  only had 14 points of heat, or if it was at hex range 7 (four 
  hexes away from the medium range bracket), it would have 
  remained undetected.
  If using Planetary Conditions that affect the temperature of 
  heat-tracking units, also apply the following rules: for each –1 
  Heat Point applied per turn, the range of a sensor is expanded 
  for that unit(s) by 1 hex; for each +1 Heat Point applied per 
  turn, the range of an IR sensor is shrunk for that unit(s) by 1 
  hex (as described above).
  Units that are not “hot” cannot be detected by an IR sen-
  sor scan.
  magscan Sensors: If magscan sensors are being used, any 
  unit (except conventional foot and jump infantry) within 
  range is spotted regardless of LOS, unless a hill or building 
  blocks LOS, in which case the sensor cannot detect the tar-
  get unit. It can detect a unit through any number of woods/
  jungle hexes.
  EcM/STEALTh MODIFIER TABLE
  Target Unit’s ECM System
  Spotting Unit’s Probe/Sensor 
  Void-Signature 
  System
  Angel or  
  Null-Signature  
  System 
  Standard Clan, 
  Watchdog,  
  or Guardian
  Stealth Armor*
  or EW System
  Infantry 
  Sneak, ECM
  Infantry 
  Sneak†
  Active Visual 
  Camouflage‡
  Beagle 
  +6
  +5 
  +4
  +3
  +3
  +2
  NA
  Bloodhound 
  +4
  +3
  +2
  +1
  +1
  +1
  +1
  Clan Active Probe 
  +5
  +5
  +4
  +3
  +2
  +1
  NA
  Light Active Probe
  +6
  +6
  +5
  +4
  +3
  +2
  NA
  Watchdog
  +6
  +5
  +4
  +3
  +2
  +1
  NA
  EW System
  +7
  +6
  +4
  +4
  +3
  +2
  NA
  ’Mech Sensor 
  +7
  +6 
  +5
  +4
  +4
  +2
  +2
  Vehicle Sensor/Improved Sensor§ 
  +7
  +7 
  +6
  +5
  +3
  +1
  +3
  Communications Equipment/ 
  Command Console
  +7
  +7
  +6
  +5
  +5
  +3
  +3
  Seismic/IR/Magscan 
  NA
  NA 
  NA
  NA
  NA
  NA
  NA
  *Includes any armor with the word “stealth” in its title, regardless of what unit mounts it.
  †Includes: DEST Infiltration Suit; Sneak, Camo; and Sneak, IR.
  ‡See “‡” footnote on the Visual Range Table (p. 221).
  §As mounted on battle armor (see p. 228, TW)
  ES 
  ES
  C-ANG-0 Archangel, Fortieth Shadow Division (Word of Blake)
  
  Satellites: If a unit on a side has established an uplink with any 
  type of Satellite (see Establishing Uplink, p. 194), add 1 hex to all 
  range brackets of all sensors on the Sensor Range Table. Only a 
  single Satellite range bonus is applied, regardless of how many 
  different Satellite uplinks exist.
  Note that the 67-hex range for monitoring a remote sensor is 
  not changed (see above).
  ecm/Stealth Systems
  Just as special sensors can make spotting enemy units easier, 
  special ECM and stealth systems can make units harder to detect.
  As a general rule, ECM/stealth systems mask a unit’s nature and 
  precise location from enemy sensors, but the systems’ powerful 
  jamming devices make it clear to the enemy that something is 
  out there.
  In the double-blind game, all ECM and stealth systems modify 
  the die roll results of spotting units attempting to detect an enemy 
  unit equipped with such an ECM system. Because different ECM/
  stealth systems have different effects against different probes 
  and sensors, the modifiers vary depending on the spotting unit’s 
  probe/sensor and the enemy unit’s ECM system. These modi-
  fiers appear in the ECM/Stealth Modifier Table. Once the sensor 
  detection dice roll has been made (including adding any bonus 
  modifiers from the controlling player’s side), the player consults 
  the ECM/Stealth Modifier Table and adds the applicable modifier 
  to the roll result.
  To be affected, the spotting unit must be in the normal operat-
  ing radius of the ECM/stealth system (note that stealth systems 
  only affect the target unit and do not have a radius of effect, and 
  so are only taken into consideration for the unit mounting that 
  equipment). LOS does not affect this radius. If a spotting unit is 
  within the range of multiple ECM systems, combine the effects of 
  all the ECM systems.
  Though ECM systems can prevent a sensor probe from 
  identifying a unit, they also produce powerful, distinctive elec-
  tromagnetic signatures. If a spotting unit is in range of an active 
  ECM device and fails to detect the ECM-equipped unit, inform 
  the player that his unit has been jammed by an ECM suite. Stealth 
  systems do not have such a signature and so the player is not 
  informed if a stealth-equipped unit manages to remain hidden 
  from a probe; if the unit mounts equipment with “ECM” in its 
  title (even if the ECM only affects the target unit’s hex), or if the 
  equipment must have an active ECM to operate (such as Stealth 
  Armor or a Void-Signature System), then the player is informed 
  that jamming has occurred.
  eccm: If using the ECCM rules (see p. 100), players can use 
  ECCM to cancel out ECM, thus making it harder or easier to detect 
  various units.
  To demonstrate the various interactions of equipment and 
  sensor rolls in a double-blind game, we’ll begin with the Line 
  of Sight Diagram on p. 100 of Total Warfare, modifying as 
  described below. In addition, Dusk and Blowing Sand Planetary 
  Conditions are in play; as the Blowing Sand provides the more 
  severe penalty, only that penalty is used.
  First the gamemaster determines if any visual spotting 
  occurs. Looking on the Visual Range Table for Blowing Sand, 
  the gamemaster notes that the ’Mech in Hex A only has a 
  10-hex visual range. This will allow it to see the DropShip in Hex 
  B, the WiGE in Hex D and the infantry in Hex C, as they all fall 
  When using magscan sensors, the larger a unit is, the more eas-
  ily it can be detected. For any unit from 80 to 100 tons, the range 
  of the sensor is expanded for that unit(s) alone by 1 hex (as de-
  scribed above for infrared sensors). For any unit from 101 to 1,000 
  tons, the range of the sensor is expanded for that unit(s) alone by 
  2 hexes. For any Large Craft or Large Naval Vessel, the range of the 
  sensor is expanded for that unit(s) alone by 3 hexes.
  Units that weigh less than 20 tons cannot be detected by a 
  magscan sensor, including all infantry.
  If using Planetary Conditions, a magscan will not detect a unit 
  that occupies a Heavy Industrial Zone hex.
  commanders: If using commanders (see p. 191), a sub-force 
  commander can make two different types of sensor rolls, while a 
  force commander can make three different types of sensor rolls 
  (this includes rolling for his own sensors and/or rolling to monitor 
  remote sensors).
  communications equipment: If a unit on a side mounts 3 to 6 
  tons of communications equipment (see p. 212, TM) or a cockpit 
  command console (see p. 360), once the player has rolled the dice 
  to use a sensor, the player then rolls 1D6. On a result of 1–3, the 
  numerical value below the original dice roll result is added to it; 
  on a result of 4–6, the numerical value above the original dice roll 
  result is added. For example, a player with a Beagle Active Probe 
  rolls 2D6 for sensor detection and gets a result of 6, meaning he 
  detects any enemy units in medium range. Because his side has 
  communications equipment, he immediately rolls 1D6 and gets 
  a result of 3. This means that that a 5 is added to the original 6 (5 
  is one numerical value less than 6). Such a result doesn’t change 
  anything in this example; however, if the player had rolled a 
  4, then 7 would have been added to the 6, meaning the player 
  would detect any units in the medium and short range brackets.
  If a unit on a side mounts 7 or more tons of communications 
  equipment, once the player has rolled the dice to use a sensor, 
  the numerical values above and below the original dice roll result 
  are also added. For example, on a result of 5, the values of 4 and 
  6 are added.
  These benefits apply to all units on a side, but the units mount-
  ing the equipment must be on the playing area; if they leave the 
  playing area for any reason (to retreat, due to off-map movement 
  (see p. 192) and so on), these benefits are lost. Additionally, if the 
  communications equipment or cockpit command console loses its 
  Initiative bonuses for any reason (see Communications Equipment 
  and Cockpit Command Console, p. 212, TM, and 300, respectively), 
  the benefits of these items for double-blind play are lost as well (if 
  the Initiative bonuses are recovered, these benefits also resume). 
  Only a single communications equipment or cockpit command 
  console bonus can be applied in this fashion.
  Note that the 67-hex range for monitoring a remote sensor is 
  not changed, regardless of the communications equipment avail-
  able to a side (see below).
  remote Sensors: As noted in the Remote Sensor rules (see p. 
  375), if a unit mounts any of the following equipment and is within 
  67 hexes of a friendly remote sensor, it can monitor that friendly 
  remote sensor: active probe, C3 master computer, improved C3 
  computer, cockpit command console or communications equip-
  ment. In place of rolling for its sensors, the controlling player of 
  the unit in question can instead roll for one remote sensor (re-
  gardless of how many it can monitor), with all the same results 
  applied as noted above.
  
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  a hill hex in the LOS and so the probe is blocked. That 
  leaves the units in Hexes H, I, E and G. The ’Mech in Hex H 
  mounts the Void-Signature System, while the VTOL in Hex 
  I mounts a standard Guardian ECM (the ’Mechs in Hexes 
  E and G do not mount special equipment). Checking the 
  original dice roll result, the gamemaster sees that a result 
  of 2-3-4 occurred (the original result was a 3). For the units 
  with the special equipment, he now applies those modi-
  fiers, as they work against a Beagle: a +6 and +4 modifier, 
  respectively. For the ’Mech in Hex H, that changes the roll 
  from 2-3-4 to 9-10-11, which means it cannot be detected 
  (though the gamemaster would tell the player that an ECM 
  system defeated the scan). For the VTOL in Hex I, the dice 
  roll result is changed to 6-7-8, which actually moved the 
  sensor detection into the short-range band (meaning the 
  VTOL did not mask well enough), and so the VTOL in Hex I 
  is revealed. Finally, the ’Mechs in hexes E and G both are in 
  the short-range bracket for the Beagle Active Probe and so 
  remain hidden.
  WeAPon AttAck PhASe
  After both players have moved their units and the game-
  master has conducted all necessary spotting, the Weapon 
  Attack Phase takes place. Only targets that have been spotted 
  by a friendly unit in that turn may be attacked. All standard 
  weapons-fire rules apply.
  Resolve each weapon’s fire by going first to one player with 
  the unit record sheets and double-blind movement charts of 
  all potential targets. The player then resolves his attacks and 
  the gamemaster records the results on the proper record 
  sheets. Once all weapons fire has been resolved, the game-
  master returns the record sheets to the appropriate players 
  and has them resolve any Piloting Skill Rolls.
  in the ’Mech’s forward firing arc. The ’Mech in Hex E is also 
  within 10 hexes, but the light woods and heavy woods in 
  between the two units means that LOS does not exist and 
  so the ’Mech in Hex E remains undetected.
  Next, the gamemaster verifies the additional bonuses 
  available to the ’Mech in Hex A in preparation for sensor 
  spotting. The ’Mech is piloted by a force commander (see 
  p. 191) and so will be able to make three separate sensor 
  detection rolls. In addition, ’Mech A’s side includes a 
  Mobile HQ on the playing area and is in communication 
  with a Satellite.
  The player decides to make a Sensor Check with the 
  Beagle Active Probe the Raven mounts, as well as a 
  magscan and a seismic Sensor Check. The player makes 
  three rolls for the respective Sensor Checks, with the fol-
  lowing results: 3, 5 and 7.
  Now the gamemaster must apply the various benefits.
  First, the Satellite provides a 1-hex range increase to all 
  range brackets, so the three sensors used in this example 
  now appear as follows.
    
  Short  
  Medium 
  Long 
  Sensor System  
   (2D6 = 7–8)   (2D6 = 5–6)   (2D6 = 2–4)
  Beagle Active Probe  
  1–13  
  14–26  
  27–39
  ’Mech Magscan Sensor 1–11 
  12–22 
  23–33
  ’Mech Seismic Sensor  
  1–3  
  4–6  
  7–9
  Next, because of the Mobile HQ, the values above and 
  below each dice roll result are also counted, giving the fol-
  lowing rolls: 2-3-4, 4-5-6, 6-7-8.
  Now it’s time to determine how those Sensor Checks 
  stack up against the rest of the units in the Line of Sight 
  Diagram and the equipment they mount. Though it was 
  the last check made, after a quick look at the playing 
  area, the gamemaster knows that even with the Satellite-
  boosted range on the seismic sensor, only the ’Mech in Hex 
  E falls into that sensor’s range bracket. The original die roll 
  result of 7 normally would have meant that only a unit in 
  short range could have been detected: 1–3 hexes. However, 
  the Mobile HQ boosted the roll to a 6-7-8, meaning that 
  both short and medium range brackets are detected: 1–6 
  hexes. As the ’Mech in Hex E is 5 hexes away, it may be 
  detectable. Even though the ’Mech mounts an Angel ECM, 
  which would normally provide a hefty blocking bonus 
  against sensors, it has no effect against the seismic sensor. 
  However, the ’Mech in Hex E did not expend MP during the 
  Movement Phase of the current turn, and so the ’Mech in 
  Hex E is not revealed.
  The next easiest sensor to check is the magscan, as only 
  the units in Hex F and Hex J weigh more than 80 tons. The 
  dice roll result of 4-5-6 means that units in the sensor’s long 
  and medium ranges would be detected. The ’Mechs in Hex 
  F and Hex J are in short range, at 11 hexes. However, they 
  both weigh 80 or more tons, which means that if they are 
  within 1 hex of a detection range bracket, they are detected. 
  As both are at 11 hexes, 1 hex away from the medium range 
  detection bracket, both units are detected.
  Finally the gamemaster turns to the Beagle Active 
  Probe. The ’Mechs in Hexes E, G and J were not revealed 
  by the previous sensors. However, the ’Mech in Hex J has 
  DK
  A Pleiades Hussars convoy’s sensors fail to spot hidden battle armor from Hansen’s Roughriders.
  
  “Human beings have used powered railways for almost thirteen centuries, a 
  reality that is unlikely to change. Where humankind’s waterborne vessels 
  cannot deliver goods, railways are most often assigned that task.”
  
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  SURFACE VEHICLES
  You’ve probably seen or heard of most of these, but they’re 
  in Dr. Readly’s syllabus, so…
  Rail
  The earliest native-built ground transportation systems 
  on humanity’s far-flung colonies are often railroads. They are 
  less expensive to build than roads for conventional wheeled 
  vehicles, support considerably more cargo, and need less in-
  frastructure to establish. Also, as it is not unusual to find su-
  per-continents on the water-poor worlds that humanity often 
  settles, railroads can deliver goods nonstop to most colony 
  sites on a planet.
  With little variation, trains are made of chains of dedicat-
  ed engine cars and cargo cars, called the tractor and trailers, 
  respectively. In large trains, or those that regularly deal with 
  steep slopes, it is not unusual to find extra engine cars. Such 
  trains can be the largest land vehicles in operation: groups of 
  engines and trailers can stretch several kilometers long and 
  haul tens of thousands of tons in cargo. In practice, ten thou-
  sand tons is regarded as a practical, manageable maximum.
  Trains are a mature technology, to the extent that there ex-
  ist among them two major variations in propulsion: traditional 
  wheeled railroads and maglev. Maglev offers advantages in 
  speed and maintenance—less rail and train wear—but the 
  expense of maglev lines compared to steel rail often makes 
  the savings difficult to recoup even over years of operation. 
  Wheeled propulsion, on the other hand, is a technology well 
  within the grasp of even the most backward worlds, and ad-
  vanced worlds find that with centuries of experience and appli-
  cation of advanced technology, wheeled trains remain highly 
  competitive. It is therefore not unusual to see lightning-swift 
  maglev passenger trains paralleling wheeled freight rail lines 
  on advanced worlds like Atreus, Tharkad and New Avalon.
  Hidden beneath the shells of the engine cars is another 
  demonstration of the maturity of train technology: the pow-
  er plant. Though you can find a lot of variation in the fine 
  details and even some very exotic engines in trains across 
  humanity’s worlds, trains usually exhibit a lot of similarity in 
  their engines. 
  Maglev trains, for example, all work in virtually the same 
  way, harnessing magnetic fields to levitate trains by magnet-
  ic repulsion (or attraction, when “lift arms” of the train wrap 
  around to the underside of the maglev rails and are drawn up-
  ward). Propulsion is also almost universally the same: the train 
  and rails work like two parts of a linear motor, a traditional 
  circular electric motor unwound and stretched the length of 
  the track. Braking is achieved by applying power in reverse or 
  turning the linear motor system into a generator and dump-
  ing the electricity generated through a resistor grid. That’s 
  called dynamic braking. Power is typically drawn inductively 
  from the maglev line.
  Conventional trains are also fairly standardized. Except 
  for the odd steam train or experiment with hydraulic trans-
  mission, most trains use electric motors to drive the wheels 
  of their engine cars. The only big difference is the source of 
  electricity. In the Inner Sphere, the two most popular power 
  plants are fuel cells and combustion engines, typically diesel-
  cycle piston engines or multi-fuel turbines. Batteries are not 
  unknown for light passenger rail or switchyard engines, but 
  they are generally less popular than externally supplied elec-
  tricity…that’s electrified rail lines, the rails you should never, 
  ever pee on, no matter how drunk you are. 
  The last major power source for trains is fusion, which is 
  generally restricted to advanced worlds. Most planets that can 
  power trains with fusion engines prefer to build large, station-
  ary power plants and electrify the rail lines. The upfront cost 
  of electrified lines is higher, but fusion engines require spe-
  cialized technicians and maintenance facilities. Also, a crashed 
  fusion-powered train can scatter radioactive engine shielding. 
  Like maglev trains, the electric motors of wheeled trains usu-
  ally feature dynamic braking, where the motors reverse their 
  function to become generators. This electrical generation 
  robs the train of momentum, reducing wear on conventional 
  friction brakes.
  The area where trains vary the most is their trailers, not 
  the underlying technology, and even then freight containers 
  are largely standardized across the Inner Sphere. Container 
  trailers are typically either flatbeds with room for a single, 
  standard 12m x 2.5m x 2.5m shipping container or two in-
  line 6m containers, or they are “well cars” that suspend one 
  12m container just centimeters above the rails between the 
  trailer’s wheels (in a “well”) so another full-sized container 
  can be stacked atop, thus doubling the container capac-
  ity per car. That arrangement cuts costs—fewer cars for the 
  amount of cargo. 
  After container cars, the two next most common are tank 
  cars—large tanks that carry liquids ranging from milk to 
  molten sulfur—and then gondolas and hopper cars for un-
  packaged dry cargo like ores, coal and grains. Passenger cars 
  appear in myriad forms depending on the needs of the rail 
  line; for example, urban mass transit “cattle cars” are quit a bit 
  different from cabin-filled long haul “sleeper” cars. 
  UNSUNG TECHNOLOGIES
  Hello, I’m Professor…Assistant Professor Dietrich Mathers and I’m here to give you 
  an overview on some of the less common vehicles in humankind’s service. You should 
  know most of this, but I’m supposed to give you an overview anyway while Professor 
  Readly is away. Well, maybe the stuff about the ships and trains and airships 
  might be new to you, since they don’t get in the news as often as BattleMechs and 
  JumpShips. Let’s start with surface vehicles.
  
  Countless specialized cars also exist: stock cars for animals, box-
  cars for general non-container freight, auto racks for shipping au-
  tomobiles, refrigerator cars (“reefer cars” to English speakers) for 
  shipping perishable goods (though these are often replaced by 
  refrigerated containers), flat cars and many others.
  Human beings have used powered railways for almost thirteen 
  centuries, a reality that is unlikely to change. Where humankind’s 
  waterborne vessels cannot deliver goods, railways are most often 
  assigned that task.
  Naval vessels
  Of course, while the worlds on which humanity settles are of-
  ten said to be water-poor and therefore encourage land-based 
  transportation, the large majority of settled planets are habitable 
  without substantial terraforming, and such habitability only exists 
  where there is sufficient water. Mother Terra set a high standard 
  for what constitutes large oceans, but even planets with water 
  covering a mere ten percent of their surface may have bodies of 
  water the size of small continents. Navigable rivers are even more 
  useful to young colonies than railroads. And where do you find 
  populations clustering on water-poor worlds? Near the life-giving 
  water, of course.
  Though many worlds are termed “water-poor,” it is more cor-
  rect to call them poor in potable water. Many of the worlds that 
  could only be colonized economically with the advent of the Ryan 
  Cartel ice ships or the technological advances of the Star League 
  are covered in vast, if polluted, oceans. The inhabitants of such 
  worlds might not drink that water, but they certainly do not ig-
  nore its potential.
  What does all this mean?
  It means that naval vessels are a big deal on most worlds even if 
  you don’t see them every day. You would be hard pressed to find a 
  cheaper means of shipping goods to market than by water, and the 
  technological requirements are laudably low. Wooden sailing ships 
  were delivering a kiloton of grain across open seas two thousand 
  years before the steam-powered train was a twinkle in an engineer’s 
  eye, and twenty-five hundred years before DropShips managed to 
  lift the same payload. With basic steelmaking and steam engine 
  technology—well within the capabilities of almost every planet in 
  the Inner Sphere and hundreds more in the Periphery—it is possi-
  ble to send a hundred thousand tons (or more!) of freight across an 
  ocean with less infrastructure than a comparable transcontinental 
  rail system, and with far less expense and technology than would 
  be required of a DropShip fleet of the same capacity. Even the most 
  advanced worlds of the Inner Sphere, like New Avalon and Terra, 
  have more freight capacity on their seas than in any other form.
  It is difficult to characterize watercraft in one lecture, even when 
  restricted to the class of large naval vessels, which leaves out boats 
  below 300 tons and the workhorse giants above 100,000 tons. But 
  I’ll take a stab at it.
  Military vessels
  The smallest class of large naval vessels is military vessels. Naval 
  military vessels, not to be confused with spacegoing WarShips, are 
  a rare breed in the Inner Sphere due to the repeated lessons of the 
  Age of War, the Amaris Coup and the early Succession Wars. Simply 
  put, naval military vessels make dandy targets during a real war. In 
  addition to fighters, which have been killing military naval vessels 
  for more than eleven hundred years, many modern weapons work 
  exceedingly well against surface military vessels. From the early 
  23rd century onward, capital weapons on spacecraft rendered sur-
  viving surface naval vessels obsolete. Naval warships could not carry 
  weaponry able to respond to the capital weapons of WarShips, and 
  they could not readily run and hide from the much swifter space-
  based hunters. WarShips are rare in this day and age, but DropShips 
  armed with capital weapons can perform much the same tasks.
  With big budgets and bureaucratic inertia, Terran Alliance and 
  Hegemony wet naval forces managed to build fleets of submers-
  ible vessels that could elude most capital weapons. Not only are 
  hundreds of cubic meters of water great for stealth, but that much 
  water also makes effective armor. Of course, the Terran Hegemony 
  found imitators, and the Age of War offered the chance to test the 
  value of such submersible military vessels. The result? The modern 
  multi-environment sensor suites that made underwater combat so 
  effortless for BattleMechs also rendered the stealth of submersibles 
  an illusion. A combination of sensor buoys and capital missiles with 
  There are a handful of useful niches for military wet-navy ves-
  sels. Open ocean patrols for domestic issues, like search and 
  rescue and piracy suppression, are well-served by small surface 
  ships (500 to maybe 5,000 tons) that should never see combat 
  against front-line military threats. The Davions’ Rapier-class pa-
  trol destroyer is actually a fine vessel for such duties thanks to 
  its speed, endurance, medical facilities, marine complement 
  and VTOL capacity. 
  Another role for military vessels, preferably submersibles, is 
  the mobile military base, a ship that acts like a military base for 
  other units. This sort of ship frees land, air or sea units aboard it 
  from the vulnerability of a fixed land base. Not only are such ves-
  sels useful in defense during raids and invasions, they are also 
  an excellent means of making a planetary occupation difficult 
  or untenable. The classic example is the submersible aircraft car-
  rier, but as the fate of the Regulan Argos demonstrates, it may be 
  difficult to properly employ such carriers. In addition to aircraft 
  carriers, land troops and special forces can benefit from mobile 
  basing on large military vessels. 
  A problem that has stymied carriers’ proliferation is short-
  ages of supporting units. Everyone would love their homeworld 
  to have a dozen submersible carriers each with a regiment of 
  aerospace fighters or BattleMechs or both, but in practice it’s an 
  uncommon world that can muster a regiment of even conven-
  tional fighters for anything, let alone carriers. 
  Even gunboats have their place on the seas of the Inner 
  Sphere. Military vessels meant for direct combat, from missile 
  submarines to blue-water cruisers, are limited to fighting asym-
  metric opponents, the (usually) backward foes who lack the 
  fighters or WarShips to deal with such aquatic giants. For ex-
  ample, a handful of Jormungands would do a fine job defending 
  the islands and coastal cities of a world raided by pirates–the 
  interstellar kind, I mean. In general, though, direct-combat ves-
  sels are not the sort of ship you want trading shells with a major 
  military; the advantage of surprise offered by such ships rarely 
  works more than once against such foes.
  What are they good for?
  i
  
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  anti-submarine warheads, often with nuclear and/or torpedo 
  submunitions, or aerospace fighters armed with torpedoes, 
  made short work of submarines. New generations of admirals 
  had these lessons beaten into them again during the Amaris 
  Coup and early Succession Wars. 
  Today, naval military vessels are undergoing a small resur-
  gence due to the depletion of specialized anti-naval weap-
  onry from military inventories. The early Succession Wars 
  killed the large naval vessel, so Houses stopped stocking an-
  ti-shipping weapons, and so now many militaries are build-
  ing them again because most opponents are ill-equipped to 
  fight them. This foolish cycle of thinking is already costing 
  lives, however, as anti-shipping weapons return to service. 
  Tharkad’s three Jormungand-class cruisers were all sunk 
  within a week of the start of the Word of Blake blockade, 
  at the hands of our own Invincible, no less. And at least a 
  dozen Rapier-class destroyers throughout the Federated 
  Suns have been casually sunk since 3068 during raids, pri-
  marily by DropShips armed with capital missiles. We know 
  a couple of Regulan Argo submersible carriers were lost to 
  fighter strikes; they were unable to launch their conventional 
  fighters in self-defense because the looming threat of Word 
  of Blake orbital bombardment kept them submerged. I’ve 
  heard we’ve kept a Luftenburg surface carrier functional on 
  Tharkad, which has got to be quite a trick.
  Large military vessels may capture the limelight on occa-
  sion, but they’re a tiny fraction of large naval vessels in service, 
  found on only a few worlds. The dull commercial vessels make 
  up the vast majority of this ship population.
  Freighters
  The majority of ships on the Inner Sphere’s seas are freight-
  ers: bulk carriers, liquid carriers or general freighters.
  Bulk carriers typically represent around a third to two-fifths 
  of large naval vessels in operation. They haul unpackaged car-
  go, such as ore, coal, wood chips, cement powder and other 
  materials readily handled by conveyor belts, scoop cranes or 
  pumps. 
  Liquid carriers represent another sizable portion of ship-
  ping. Fuel tankers are perhaps the most famous for their 
  concentrated wealth and importance to modern society. The 
  bulging lines of liquid hydrogen tankers and the blocky shapes 
  of petrochemical and freshwater tankers are well known to 
  most people. Small ships, those under 50,000 tons, find use in 
  making deliveries to small customers shipping less common 
  liquids, like acid, wine, ammonia and so on.
  The last major category of freighter is the general freighter, 
  though in most cases this could be called the “container ship” 
  category. Only a few worlds use a much less efficient system of 
  loose cargo on pallets in their freighters, the “break bulk” sys-
  tem. The blocky container ships are filled with stacks and blocks 
  of standard shipping containers that can usually transfer easily 
  to other forms of transport, like trains and trucks. Containers 
  standardized since the Terran Alliance era are 12m long, 2.5m 
  high and 2.5m wide, with variations being fractions of those 
  dimensions. Containers come in an endless variety—some are 
  refrigerated, some hold liquid tanks, some are collapsible, and 
  there is always the eponymous dry goods shipping container. 
  Container ships have remained a dominant force in shipping 
  for more than a millennium because of their efficiency: even 
  without automated systems, the manpower requirement for 
  loading, shipping and unloading tens of kilotons of freight in 
  a few days is barely three score workers.
  Freighters in any form offer incredibly efficient transpor-
  tation, particularly the multi-hundred kiloton behemoths 
  beyond the scope of this lecture, to the extent that mills can 
  find cheaper grains or foundries cheaper ores an ocean away 
  rather than from sources just 50 kilometers distant overland.
  specialist vessels
  Beyond these three broad freighter categories are the spe-
  cialists: automobile carriers, passenger liners, cable layers, ice-
  breakers, ferries, heavy lift ships, drillships, dredgers and many 
  others. The fine details of those also are beyond the scope of 
  this lecture and, in comparison to freighters, are almost sec-
  ondary anyway
  Common Features of ships 
  Most ships, particularly the various freighters and tankers, 
  have many basic similarities in design. These ships are large, 
  rectangular displacement hulls that concentrate their en-
  gines, controls and crew in one section, typically the stern or 
  the center. They dedicate the remainder of the hull to cargo 
  space, and pay lip service toward reducing hydrodynamic 
  drag with some hull shaping that does not affect the shape 
  of the cargo bays. Monolithic cargo holds or tanks are rare 
  to minimize flooding dangers. Instead, most ships subdivide 
  their interiors; for example, a typical bulk freighter of 100,000 
  tons will have five to ten cargo bays. Most specialist ships 
  share these features. 
  Only in the more unique specialists ships do variations ap-
  pear. Passenger liners, for example, often stretch a large super-
  structure across the top to provide as many balcony cabins as 
  possible. Automobile carriers are similar to passenger liners in 
  concept though not appearance, using very large superstruc-
  tures to hold as many vehicles as possible and arranging their 
  interiors for “roll on, roll off” cargo operations. Some engineer-
  ing craft such as ocean dredgers vary almost from owner to 
  owner.
  The common displacement hull is not alone on the seas. 
  Modern hydrodynamics combined with modern power plants 
  offer ships far higher speeds than can be obtained from sim-
  ple displacement hulls. Semi-planing hulls, planing hulls, hy-
  drofoils, sidewall surface effect hulls, catamarans, trimarans 
  and more exotic styling allow ships on advanced worlds to 
  push beyond 100kph. The Lyran Jormungand cruiser is one 
  such swift vessel, and its fusion power plant allows it to sustain 
  its sprint speed for months on end. Unlike smaller watercraft, 
  where features like hydrofoils are noteworthy, hulls sculpted 
  for speed in large naval vessels are simply a matter of course 
  and subsumed in the weight of the propulsion system.
  AIRSHIpS
  Airships, whether called by that name, blimps or zeppe-
  lins, cover a range of flying machines that use lighter-than-air 
  gases for lift. These useful vehicles required several centuries 
  to enter widespread service. The first airships, developed on 
  
  “Over the decades and centuries, those colonies established with 
  airships found new uses for the vehicles that Terra overlooked. Not 
  only did smaller airships come to compete with other types of aircraft 
  for existing roles (police airships and scout zeppelins), they opened 
  entirely new industries.” ............................................................ 
  
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  Terra, had a habit of crashing and/or bursting into flames, plus 
  they had competition from fixed wing aircraft and market in-
  ertia to contend with. However, the popularization of cruise 
  airships in the Terran Alliance led to a proliferation of airships 
  and creation of new roles for these flying vehicles.
  Airships initially made little headway on Terra even during 
  the “aerial cruise” craze, but Terra’s offspring had no such com-
  punctions and eagerly took advantage of the growing know-
  how in these unique vehicles. Colonists needed vehicles that 
  could operate without roads, without large landing strips, 
  and without much fuel. Airships met all those criteria and 
  more. Airships were capable of feats not readily duplicated 
  by any other flying vehicle. For example, their capabilities as 
  sky cranes surpassed even fusion-powered VTOLs. Not only 
  could airships of common sizes lift hundreds more tons than 
  the largest VTOL, they required much less effort and mainte-
  nance to remain on station for hours or days at a time. Airships 
  could also operate in trackless wilderness, establishing bases, 
  ferrying supplies and removing valuable products (diamonds, 
  gold, timber and so on) that not even VTOLs could match. 
  Many frontier towns and outback farms on new colonies de-
  pended on airships to deliver hundreds of tons of fuel, fresh 
  water, animal feed, fertilizer and countless other supplies.
  Over the decades and centuries, those colonies estab-
  lished with airships found new uses for the vehicles that Terra 
  overlooked. Not only did smaller airships come to compete 
  with other types of aircraft for existing roles (police airships 
  and scout zeppelins), they opened entirely new industries. 
  On Skye, for example, builders took centralized factory con-
  struction beyond small, trailer-based homes to skyscrapers. 
  Factories would assemble most of a new building in modules, 
  except the foundation, and airships would deliver the module 
  to the distant city and settle the module in position, serving 
  both as ferry and sky crane. The idea was not entirely new, 
  but it was far easier for airships to hoist building components 
  massing several hundred tons into position than for ground-
  based cranes to do it. The ability to move hundreds of tons of 
  cargo at a time over any terrain has also found airships work in 
  earthmoving and civil engineering projects.
  The largest airships, beyond the scope of this discussion, 
  are capable of even greater feats. Kilometer-long airships are 
  not unknown on some worlds and can lift over ten thousand 
  tons of cargo. They are not strictly cost-competitive with trains 
  or naval vessels, but do present some unique abilities, like per-
  manently airborne “aerial cruiseliners.”
  Airships generally fall into three structural classes: non-rigid 
  airships (blimps), semi-rigid airships and rigid airships (zeppe-
  lins). Rigid airships build an enclosing cage and separate skin 
  called collectively, “the envelope,” surrounding a multitude 
  of separate gas bags, the balloons that hold the lifting gas. A 
  dozen or more gas bags are common in rigid airships. The en-
  velope may also enclose most of the crew, cargo and engine 
  sections rather than placing them in an exterior gondola. The 
  many separately inflatable gas bags and rigid hull make this 
  style of construction the most popular among freighter air-
  craft, which deal with shifting loads and therefore need good 
  positional control. 
  Non-rigid and semi-rigid airships make the envelope and 
  the gas bag one and the same, and obtain most of their shape 
  from internal gas pressure rather than a rigid frame. Because 
  the interior of the envelope is filled with lifting gas, most 
  equipment and cargo volume are located in an external 
  gondola. Semi-rigid airships add a stiff keel or partial in-
  ternal frame, typically a large triangular truss running 
  through the envelope, to help maintain its shape and dis-
  tribute point loads, like engines or dense payloads, across 
  the entire envelope.
  SATELLITES
  Satellites are an overlooked workhorse of modern civi-
  lization. From communication relays to weather moni-
  tors to navigation—I can’t read my own handwriting...ah, 
  beacons!—to navigation beacons, satellites directly touch 
  almost every human being alive today in some way.
  The flexibility of modern technology means that a sim-
  ple summary of a satellite’s statistics can make two mod-
  els of satellites with very different roles look very much 
  alike. IrTech’s recent “Vehicle Annex” was a case point; that 
  compilation made it look like a planet-monitoring science 
  satellite and a reconnaissance satellite had very similar 
  equipment aboard. That’s almost true. Despite such simi-
  larities, however, satellite users tend to request satellites 
  for specific missions, which break down (roughly) into the 
  following common classes of satellites: communications, 
  recon, weather and navigation.
  satellite types
  Modern communications satellites often handle mul-
  tiple roles, from relaying media broadcasts, to handling 
  two-way conversations, to monitoring distress beacons, to 
  serving as navigation beacons. Of course, some satellites 
  may be more specialized, but the mass-produced comsats 
  of the Inner Sphere tend to pack software reconfigurable 
  to suit the needs of the owners. 
  Reconnaissance satellites typically carry a mix of power-
  ful optical, infrared and radar sensors to monitor a planet. 
  Weather satellites monitor a planet’s weather with sen-
  sors often superficially very like those of reconnaissance 
  satellites, though the large lookdown radar on a weather 
  satellite should not be mistaken for having the same ‘Mech-
  tracking abilities as a spysat’s lookdown radar. Despite this, 
  I’m told the “it’s a weather satellite” excuse has been used 
  to disguise all sorts of naughty satellites since the dawn of 
  space travel.
  Navigation satellites can be considered a specialized 
  communications satellite (those where navigation isn’t 
  already a function of a communications satellite). These 
  orbital radio beacons help travelers on a world’s surface 
  determine their location.
  And then there are the specialists: the unusual (but 
  trendy) orbital cache satellites, solar power satellites, as-
  tronomical satellites, private habitats and small science 
  labs, and many others.
  ORbits
  Satellites end up in many of the same locations as space 
  stations, as well as several others. However, their distri-
  
  “…And then there are the specialists: the unusual (but trendy) orbital 
  cache satellites, solar power satellites, astronomical satellites, private 
  habitats and small science labs, and many others.” ............................ 
  
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  butions are different. Satellites tend to cluster in low orbits 
  (mostly equatorial, some polar) and geosynchronous orbits, 
  with few satellites elsewhere.
  Geosynchronous orbit tends to be dominated by com-
  munications satellites, which benefit the most from a stable 
  position with respect to planetary customers. You’ll find a 
  few other satellites in that band, like weather satellite “float-
  ers” meant to keep the widest possible, continuous view on 
  a hemisphere, but ask politely before putting a satellite here. 
  Communications companies tend to be rabid about protect-
  ing their profitable orbital slots, and at least two such compa-
  nies have WarShips and BattleMechs. The almost unique and 
  anachronistic Taurian solar power satellites also work well in 
  geosynchronous orbits. (You wouldn’t want your power plant 
  wandering away from the hamlet it powered, would you?)
  Geosynchronous orbits are not perfect for all communica-
  tions, especially closer to planetary poles where the satellites 
  would appear low to the horizon and thus need to transmit 
  through considerable thickness of atmosphere. For such high-
  latitude communications, comsats usually end up in “Molniya” 
  orbits. My notes say that’s Old Russian for “lightning,” because 
  Molniya orbits dip very close, very fast past a planet for part 
  of their path. These orbits are sharply inclined—tilted—com-
  pared to the equator of the planet. They’re also very eccentric, 
  stretched into comet-like orbital shapes. These orbits are usu-
  ally selected to be either half of a local day or a full local day in 
  length. (Technically, full-day Molniya orbits are called “Tundra” 
  orbits.) These comet-like orbits put the satellite over the tar-
  get region of the planet for most of the orbital period, with 
  brief close passes to the planet. The result is that the satellite 
  seems to almost hover over the targeted extreme northern or 
  southern region.
  Navigation satellites tend to be in medium and high 
  orbits, but not (by preference) geosynchronous orbits. 
  Navigation satellites providing a global positioning system 
  will not give global coverage from a geosynchronous orbit 
  for the same reason geosynchronous comsats have trouble 
  covering polar regions.
  Polar orbits tend to be the domain of planetary science sat-
  ellites, some weather satellites, and reconnaissance satellites. 
  Polar orbits are generally at low altitudes, too.
  Except for L-1 points (which are often close to viable pirate 
  jump points), LaGrange points rarely receive satellites un-
  less there are a lot of space stations present. Generally, you 
  might find a few astronomical satellites parked at L-4 and L-5 
  points. L-1 points, though, may receive system defense early 
  warning satellites, which are reconnaissance satellites with a 
  fancier name.
  Satellites are also distributed into solar orbits—around a 
  system’s star, but not around any planet. These satellites are 
  typically part of a system’s early warning network, looking to 
  spot any unusual jump signatures in non-standard locations 
  around the system. The short range of typical radar and opti-
  cal sensors means these satellites have little chance of spot-
  ting passing DropShips or WarShips unless the satellites are 
  deployed by the millions, but the signature of an arriving 
  JumpShip can be spotted for many astronomical units (AU). 
  It’s therefore feasible to guard the fringes of a star system with 
  just a few satellites.
  Locations where it’s rare to find satellites are zenith 
  and nadir jump points. I’ll talk about this further when I 
  address space stations and JumpShips. While fusion-pow-
  ered satellites can hold station for a decade on the average 
  fuel load, the station-keeping ion thrusters of fission- and 
  solar-powered satellites are only good for a year before 
  depleting their reaction mass. And their chemical motors 
  can be exhausted much faster. To get around this, some 
  satellites use true light sails large enough to overcome 
  their weight at the jump point, keeping station indefinite-
  ly. This usually requires a sail area as large as a JumpShip’s 
  solar sail. Despite similarity in size and sometimes shape, a 
  “light sail” is easily distinguished from a JumpShip’s solar 
  sail by color. A light sail is silvery because it tries to reflect 
  as much light as possible, while a solar sail is black because 
  it tries to absorb as much light as possible.
  MOBILE STRUCTURES
  I disagreed with Dr. Readly about this section, as I think it 
  represents an arbitrary class of vehicles that doesn’t really 
  exist. But, as he so cleverly reminded me, I’m the one who 
  mouthed off on a live, publicly broadcast lecture about 
  both our esteemed nobles and honorable democratic agi-
  tators, and so I’m the assistant professor while he’s the full 
  professor. So here we are, talking about mobile structures 
  at the end of the lecture instead of discussing these ve-
  hicles as part of the topics I went over earlier.
  According to Dr. Readly, the definition of a mobile struc-
  ture is “a vehicle so large as to hardly be a vehicle in the  
  traditional sense.” Dr. Readly’s classification of these ve-
  hicles is so large that it encompasses everything from sub-
  mersible, semi-mobile oil rigs to the giant “sky cities” of the 
  Star League.
  MObile GROuNd stRuCtuRes
  Okay, honestly, the example I have of a mobile ground 
  structure probably typifies a “mobile structure,” since I can’t 
  think of anything else to call it.
  Anyway, a good example of “a large structure that has 
  limited mobility” would be the DropShip transporter. 
  These “crawlers,” nicknamed after behemoths that date 
  to the dawn of spaceflight, are tracked vehicles that put-
  ter around spaceports at one or two kilometers per hour 
  with spheroid DropShips on their backs. Aerodynes can 
  move themselves around on their wheeled landing gear, 
  but spheroids are stuck where they land unless something 
  carries—Yes? Please speak up.
  Okay, yes, spheroid DropShips can take off, hover and 
  scoot over a spaceport to a new location. However, spher-
  oid drive exhaust is extremely hazardous to anyone under-
  neath it. Having a DropShip launch to a safe altitude, like 
  fifty kilometers, and then move sideways in the middle of 
  a busy spaceport’s skies, before landing about a kilometer 
  from where it started, is overkill. Hence, the crawlers.
  Crawlers are typically shaped like squat, massive squares 
  of metal and ablative armor, sometimes up to two hun-
  dred and fifty meters on a side to hold even a Mammoth 
  
  “Don’t fall prey to Succession War-era nostalgia. The Star League did 
  not have anti-gravity. The Skycity-3000s were big balloons and enclosed 
  nineteen separate helium gas bags in a single, rounded hexagonal envelope 
  of a rigid composite, like an oddly shaped zeppelin.” ........................
  
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  on their back. They have multiple tracks, often on individually 
  steerable legs, which distribute their own massive loads and 
  that of their cargoes across the ground. Despite their scale, 
  they are rarely operated by more than a handful of crew. Of 
  course, dozens of ground crew may be assigned to support 
  the crawler’s “DropShip wrangling,” but the actual act of driv-
  ing a crawler only takes a few people.
  Picking up a DropShip is an interesting exercise. The usual 
  requirement is for a DropShip to settle on an existing landing 
  pad that is actually propped some distance above the ground. 
  The crawler slides under the pad and picks up both pad and 
  DropShip before trundling them to the hangars. In other cases, 
  the crawler is the landing pad. One interesting variation uses 
  a system of floodable landing pads that float a DropShip to a 
  lock that is drained, leaving the DropShip on a mobile land-
  ing pad that a crawler can drive under once the water’s mostly 
  gone. There are a few side-loading crawlers, though it’s pretty 
  difficult to pull a DropShip sideways onto the top of one.
  As crawlers are rarely in a great hurry and don’t like to have 
  an 11,200-ton Mule start wobbling on their backs, they typi-
  cally trundle along at a kilometer or two per hour. Crawlers 
  may be surprisingly underpowered, with just a few hundred 
  or thousand kilowatts. Because they don’t move quickly, they 
  can use relatively small power plants geared down through 
  electric drive systems to produce mammoth amounts of 
  torque. It is also not unusual to see crawlers with load-leveling 
  systems that keep their cargo platforms flat while they climb 
  shallow grades.
  MObile aeRial stRuCtuRes
  Not to be confused with the largest airships, mobile aeri-
  al structures are less-streamlined giants exemplified by the 
  General Motors Aerospace Skycity-3000, of which a couple 
  dozen were manufactured in the late 27th and early 28th cen-
  turies. These were meant as exotic resorts and high-priced 
  real estate for the ultra-wealthy of the Star League. Today, I 
  think there’s one left on Mizar and one on Luthien, though the 
  Lyran “skycity” isn’t a GM model. I’ll stick to the Skycity-3000 
  because it was the most common and best known. Can any-
  one paint a picture of a Star League city without putting a 
  Skycity-3000 overhead?
  Don’t fall prey to Succession War-era nostalgia. The Star 
  League did not have anti-gravity. The Skycity-3000s were big 
  balloons and enclosed nineteen separate helium gas bags in a 
  single, rounded hexagonal envelope of a rigid composite, like 
  an oddly shaped zeppelin. Underneath this giant balloon was 
  the actual Skycity platform, which was about one hundred 
  meters in diameter.
  A hundred meters in diameter is a lot smaller than those 
  sprawling aerial estates look in “Wonders of the Star League,” 
  don’t they? That’s because the Skycity-3000s were modu-
  lar, mostly as a practical design issue, and designed to dock  
  together to form much larger aerial wonderlands. The Luthien 
  platform has twenty modules about four hundred meters 
   in diameter.
  The multi-tiered platforms were where the fun was. Even a 
  single Skycity-3000 module was the size of a large resort hotel. 
  In addition to its basic arresting hoists and aircraft hangars for 
  passengers and crew, the Skycity-3000 had roomy dining and 
  entertaining areas, plenty of balcony rooms with outstanding 
  views, and open sun decks or sports areas on their topsides. 
  Except for large sports areas, like a football field, there was 
  never a shortage of volume for the ultra-wealthy who visited 
  or lived in these aerial cities. The limitation was one of weight. 
  Several thousand tons of capacity might sound like a lot, but 
  it runs out real fast when you’re trying to install hundreds of 
  luxury rooms into an aerial hotel. One of the biggest disap-
  pointments to the ultra-rich was the lack of open water on the 
  Skycity-3000s—a small backyard pool might contain fifty tons 
  of water, and a decent resort-sized pool could be thousands of 
  tons. Of course, GM was happy to customize the basic frames 
  of its Skycity-3000s to meet the needs of its customers.
  The Skycity-3000s were not entirely passive blimps. Their 
  fusion hearts powered some massive, carefully muffled fans 
  that could move them at up to thirty kilometers an hour, give 
  or take. That usually kept them out of the harshest weather. If 
  not, their very low centers of gravity kept them enormously 
  stable in bumpy weather. You didn’t shake fifteen thousand 
  tons of airship with a little turbulence.
  MObile Naval stRuCtuRes
  I hinted about these earlier while discussing naval vessels. 
  Most of what I said there applies to these giants. Sure, mobile 
  naval structures sometimes include the unusual mobile oil 
  rigs or vast vessels designed to look like islands, and I’ve got 
  some pretty pictures here of the Atlantis Arcology on Atreus, 
  which putters around Atreus’ seas at about 10kph. 
  But, really, most of what Professor Readly wants to call “mo-
  bile naval structures” are just big ships. When a planet has 
  waters and ports deep enough to support them, ships over 
  one hundred kilotons are where the money is made. They are 
  hardly more expensive to build than their smaller brethren, 
  operating costs per ton drop, and they deliver more in the 
  same time. If it wasn’t for the limits of ports, straits, and ar-
  tificial canals to handle these giants, most planets would be 
  happy to be populated with megaton container ships that ply 
  some routes on New Avalon and Luthien. 
  INTERMISSION
  Alright, let’s break here for five minutes to stretch our legs. This was an introduction 
  to some of the unsung workhorses of the modern universe, the ones that hide on or near 
  planets. Maybe this will give you enough material to look in the right places to get a 
  passing mark when Dr. Readly throws a research paper at you about some obscure light sail 
  zenith point early warning satellite or an Avalonmax containership. After the break, we 
  will address the much flashier vessels that fill our newscreens: spacecraft.
  
  The unit construction rules described in TechManual covered 
  the range of Classic BattleTech’s most common battlefield and sup-
  port units, but the list was far from exhaustive. Left out—because 
  they feature more advanced or involved rules and capabilities in 
  game play—were an assortment of other Support Vehicles. Satel-
  lites, Rail units, Large-sized Airship and Naval Support Vehicles; 
  these exist in significant numbers in the Classic BattleTech uni-
  verse as well. Far less common are the so-called Mobile Structures: 
  super-massive units that can serve as mobile command centers 
  and industrial support facilities and can even dwarf a DropShip 
  in sheer size. 
  The following system enables players to construct these 
  so-called “advanced units” for Classic BattleTech games that 
  conform to the Total Warfare rules (as modified by use of this 
  book). As these rules can be fairly math-intensive, designers 
  are encouraged to do all work on scratch paper before commit-
  ting the resulting unit’s specifications to the appropriate blank 
  Record Sheets. 
  These rules should be considered the standard rule set for 
  advanced unit design in the same fashion as the TechManual 
  rules covered the basic rules for constructing tournament-legal 
  units. These rules do not delve into any experimental options 
  that may be available in the equipment section of this book 
  (see p. 274).
  The Basics of 
  advanced UniT design 
  Advanced unit construction relies on three primary factors: unit 
  type, technology base and weight. The notes below explain and 
  expand on these factors. 
  Throughout these construction rules, the term “unit” refers to a 
  single advanced unit for Tactical Operations game play. A unit may 
  be a single Satellite, Rail unit (tractor [engine] or railcar), a single 
  Large-sized Support Vehicle, or a single Mobile Structure. 
  Unit type 
  The advanced units presented here come in a range of unit 
  types that largely determine their core construction rules, maxi-
  mum weight allowances, structural designs and what equipment 
  they may mount. These features are broadly outlined below. 
  Because so much is influenced by the unit’s type—including its 
  core construction rules and Record Sheet—this factor must be 
  decided upon first in the design process. 
  Advanced Support Vehicles 
  Advanced Support Vehicles include Satellites, Rail Vehicles and 
  Large-sized Airships and Naval Vessels. Because their construction 
  rules derive from those of Support Vehicles (see pp. 116-139, TM), 
  the construction rules for these units are grouped together in 
  their own section. 
  Satellites: Satellites can weigh up to 200 tons and may only 
  operate in space. These units use the Support Vehicle construc-
  IndustrialMechs perform routine maintenance at a rail yard.
  PE
  
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  tion rules, even though they use the same game play rules as 
  Space Stations and are commonly unmanned. 
  Rail Vehicles: Rail Vehicles can weigh up to 600 tons each, 
  and come in two broad classes: conventional rail and mag-
  netic levitation (MagLev). These units use the Support Vehicle 
  construction rules. 
  Large-Sized Airships: Large-sized Airship Support Vehicles 
  range from 300.5 to 1,000 tons in weight. They use the Sup-
  port Vehicle construction rules and function like their smaller 
  kin in game play, with few exceptions. 
  Large-Sized naval Vessels: Large-sized Naval Support 
  Vehicles range from 300.5 tons to 100,000 tons in weight, and 
  may operate only on water of sufficient depths. They use the 
  Support Vehicle construction rules and function similarly to 
  their smaller brethren, but with significant differences due to 
  their greater size.
  Mobile Structures 
  Mobile Structures are more akin to buildings than they 
  are to any other kind of battlefield unit, but unlike buildings, 
  Mobile Structures can move about, either by land, sea or air. 
  These multi-hex units use a unique construction system that 
  relies more on size, shape and mobility type rather than a raw 
  tonnage value.
  technoLogy BASe 
  In Classic BattleTech, all units broadly fall into one of two 
  available technology bases: Inner Sphere or Clan. (Mixed 
  technology bases are possible, per the Advanced Construc-
  tion Options starting on p. 376, but will not be covered here.) 
  Purely Inner Sphere advanced units may only use Inner Sphere 
  equipment, while purely Clan advanced units may only use 
  Clan equipment. Many standard components, however, such 
  as armor, control systems, engines and heat sinks, are consid-
  ered universal and so may be available to both technology 
  bases.
  technology Rating 
  In the Weapons and Equipment Tables used for creat-
  ing units in this book and in TechManual, all items receive 
  a Technology Rating in addition to a technology base. This 
  rating (expressed as a series of letter grades that define the 
  level of technology and its availability through the major eras 
  of Classic BattleTech history) helps to define the item’s level 
  of sophistication and may be used to help standardize the 
  level of advancement the unit demonstrates for purposes of 
  era-based campaigning. An item’s Technology Rating typi-
  cally has no direct bearing on advanced unit design, though 
  units built using the Support Vehicle construction rules (Rail 
  Vehicles, Satellites, Large Airships and large Naval units) must 
  determine the Technology Ratings of their core structural 
  components before proceeding. 
  omni Units 
  Some—but not all—of the advanced units presented in 
  these rules may be constructed as modular (Omni) units. Omni 
  units are advanced units designed for rapid reconfigurations 
  between missions, and are available to Clan and Inner Sphere 
  technology bases. Unless otherwise noted, Omni units use 
  the same construction rules as standard advanced units, but 
  when an Omni is made, the designer must first establish its 
  base configuration, which includes its chassis, engine, control 
  systems, armor and—if desired—any additional weapons and 
  heat sinks “hardwired” to the design. 
  The weight, weapon slots and arrangement for all this 
  equipment is considered “fixed” on all configurations of the 
  Omni unit, leaving any leftover weight and internal space 
  open to pods that can mix and match additional heat sinks, 
  weapons and equipment based on mission needs. A base 
  Omni-unit configuration is never considered a finished unit 
  and is generally not legal for game play (as such units are 
  essentially open frames of empty pods). Only the completed 
  Primary and Alternate configurations (which must always 
  comply with the rules for constructing standard advanced 
  units) are considered game play-ready. 
  Mobile Structures use a different type of modular design, 
  where structure segments are chained together in a semi-
  permanent arrangement, and so these units also may not be 
  built as Omni units.
  Weight 
  Most of the advanced units described in these rules use the 
  tonnage standard, with the weight ranges legal for game play 
  described above under Unit Type. Small-sized Satellite and 
  Rail Support Vehicles, however, use the kilogram standard 
  instead. 
  For purposes of construction, though the term “weight” is 
  typically used, it reflects the mass of items and components 
  rather than a weight based on gravity.
  Weight and Unit classes 
  The varied nature of these advanced units creates a different 
  range of weight and unit classes than most other unit types 
  covered in TechManual. Still, depending on the unit’s weight 
  and type, many advanced designs can be classified along 
  similar lines, though unusual specializations and such remain 
  possible within the weight limits of any given design. 
  Satellite Support Vehicles: Satellite Support Vehicles fall 
  into the Small, Medium and Large size classes common to 
  Support Vehicle units. As the only Support Vehicle type that 
  is routinely fielded unmanned, Small-sized Satellites tend 
  to be civilian models, used for automated communications 
  and weather monitoring. Medium-sized Satellites are usu-
  ally more militarized or industrial models, some of which may 
  even be crewed, based on their functions—which can range 
  from observational roles to combat defense and even limited 
  production. Large-sized Satellites are uncommon, but are 
  usually manned and can serve as miniature orbiting habitats 
  and production facilities or even spaceports for lighter craft 
  (like fighters). 
  Rail Support Vehicles: Rail Support Vehicle units run along 
  pre-laid tracks that can be underwater, in vacuum or over land. 
  Small-sized Rail units are typical of commuter trains or mass 
  transit for small-scale bases, while Medium-sized Rail Vehicles 
  may see use as cargo trains, heavy commuter traffic or even 
  military supply units. Large-sized Rail Vehicles are occasion-
  ally armed or armored and may be used as part of a local 
  defensive network (though this is fairly uncommon). In addi-
  tion to classifying a role and size, Rail Vehicles also distinguish 
  between tractors (Rail units that pull or push other Rail units) 
  
  These steps are a framework for designing an advanced Support 
  Vehicle. The actual process—particularly after the chassis, engine 
  and control systems are determined—can involve a bit more 
  flexibility as weapons, armor and heat sinks are balanced for their 
  best fit in terms of tonnage and weapon slots. For example, some 
  designers might wish to assign armor after the weapons and heat 
  sinks are established, to maximize firepower over protection. Oth-
  ers may want to add weapons before adding more heat sinks, to 
  see if those that come free with the engine are sufficient for the 
  unit’s needs. 
  To assist in this effort, the designer may find it useful to 
  make copies of an appropriate Blank Record Sheet (in the back 
  of this book), to visually arrange the placement of weapons 
  and equipment while tracking the use of weight on a piece of 
  scratch paper. 
  terminology: For the sake of simplicity, any reference under 
  these rules to advanced Support Vehicles refers to all Satellite, Rail, 
  Large Airship and Large Naval Vessel Support Vehicle units. Where 
  a rule applies only to select Support Vehicle types, the specific 
  units are noted.
  sTep 1: design  
  The chassis 
  The first step in creating an advanced Support Vehicle is choos-
  ing the unit’s chassis. This step establishes some of the most basic 
  aspects of its design, determining what type of Support Vehicle 
  it is, its technology base and its weight. These choices will restrict 
  the designer’s access to certain equipment and can also influence 
  the weight of the unit’s internal structure or structural integrity.
  chooSe AdVAnced SUppoRt VehicLe type 
  Advanced Support Vehicles come in a variety of types that can 
  affect their motive systems, maximum weight, terrain restrictions 
  and engine efficiencies. Because of this, choosing an advanced 
  unit’s type is the first key part of the chassis design process. Even 
  the selection of a proper Blank Record Sheet for use in unit design 
  hinges on the choice of unit type before any other component. 
  The Advanced Support Vehicle Types Table below provides key 
  data that applies to advanced unit design and game play. Each 
  of the unit types covered by these rules is listed in the Unit Type 
  column, along with its upper Size-Class Limit, its Weight Range in 
  tons (beyond which advanced units of that type may not be con-
  structed), Weight Incremental (the increments of tons that the unit 
  may vary in weight within its range), and Restricted Terrain (areas 
  impassable to units of that type in Total Warfare game play). The Ad-
  vanced Support Vehicle Record Sheet Table (see p. 239), meanwhile, 
  determines which Blank Record Sheet must be used to record the 
  construction of a new advanced unit of a given unit type. 
  Rail Units: While not required for construction purposes, when 
  designing a Rail Support Vehicle, it is advisable to build both an 
  engine or tractor unit (the primary mover for the train) and at least 
  one railcar (of equal or lesser size) at the same time. This way, the 
  completed design can take full advantage of the capabilities of a 
  complete Rail unit.
  and trailers (or cars, which lack engines and must be drawn by 
  tractor units). 
  Large-sized Airship and naval Support Vehicles: Truly mas-
  sive (compared to the Small- and Medium-sized versions shown 
  in TechManual), Large-sized Airships and Naval Vessels are Sup-
  port Vehicles most commonly used as super-heavy transports for 
  long-distance duties—often transoceanic or cross-continental 
  work. Large-size Naval Vessels are also favored for military work, 
  though they have long since been sidelined by the much more 
  adaptable DropShips and aerospace forces of the modern age. 
  Armed and armored ships often patrol water-rich worlds to deter 
  local pirates or act as a kind of shore defense/artillery unit, though 
  carriers are equally common and present a unique strategic puzzle 
  for invading forces. 
  Mobile Structures: Mobile Structures defy classification by 
  weight, but can have a broad range of functions. Some of the 
  more common might include DropShip haulers, used to carry 
  massive DropShips from one landing pad to another, or mobile oil 
  rigs that meander along coastlines for accessible reserves. Land-
  based Mobile Structures can be moving military bases, mining rigs 
  and factories, while airborne ones may serve as aerial observa-
  tion platforms, research centers, military headquarters or mobile 
  “cloud cities” (an extravagance of the forgotten Star League era).
  SpAce 
  Under these rules, an advanced unit’s size and type determine 
  its equipment capacity and weapon limits. These limits are largely 
  based on the construction rules the unit uses.
  designing 
  advanced sUpporT 
  vehicle UniTs 
  The following basic rules cover the construction of all advanced 
  Support Vehicle unit types featured here. (Advanced aerospace 
  units and Mobile Structures will follow in their own sub-sections). 
  Despite their broad range of types, all of these advanced units 
  follow six simple design steps, each of which is described in detail 
  later. In brief, these steps are as follows: 
  Step 1: Design the Chassis—Determine the advanced Support 
  Vehicle’s type, its tech base (including Structural Tech Rating), its 
  weight and (for select units) any internal structure and chassis 
  modifications. 
  Step 2: Install Engine and Control Systems—Determine the 
  advanced Support Vehicle’s motive and engine type, speed (or 
  acceleration), engine weight, control components, fuel (if appli-
  cable) and (for some units) its Structural Integrity. 
  Step 3: Add Armor—Determine type, amount and weight of 
  armor (if any) and allocate armor points. 
  Step 4: Add Heat Sinks—Determine number and weight of the 
  advanced Support Vehicle’s heat sinks. 
  Step 5: Install Weapons and Equipment—Add weapons and 
  other equipment to the advanced Support Vehicle. 
  Step 6: Complete the Record Sheet. 
  
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  chooSe technoLogy BASe 
  Advanced Support Vehicles may be constructed using Clan 
  or Inner Sphere technology bases. Units created using either 
  tech base may be built as Advanced Support OmniVehicles, 
  but must incorporate the Omni chassis modification to do so 
  (see Allocate Weight for Internal Structure, p. 242).
  Eric is building his SEU-193D Starcomm 
  for House Davion’s use, and so picks an 
  Inner Sphere technology base.
  Frank’s passenger train system is meant 
  for commercial use in the Inner Sphere, 
  so he also picks an Inner Sphere tech base 
  for both the engine unit (the primary 
  tractor) and the railcars. To take advan-
  tage of modern modular construction, 
  he decides that the Adelante’s railcars will be built as Support 
  OmniVehicles, though the primary tractor itself will not be.
  George chooses an Inner Sphere tech 
  base for his Cloud Nine Carrier.
  Henry decided already that his 
  Jormungand is a Lyran-made design, 
  so it gets an Inner Sphere tech base.
  Eric wants to design an unmanned 
  unit to aid in planetary communica-
  tions. He decides on a Satellite Support 
  Vehicle, which he names the SEU-193D 
  Starcomm. In preparation for the 
  design process, he readies a copy of the 
  Satellite Record Sheet.
  Frank is designing a new train system 
  for passenger and cargo transport, and 
  has thus chosen a Rail Support Vehicle 
  type for his design. He names his unit 
  the Adelante, and prepares a Rail 
  Record Sheet to aid in his design.
  George is building a Large Airship that 
  will serve as an airborne command 
  center and aircraft carrier. Choosing 
  to name it the Cloud Nine Carrier, he 
  readies an Airship Record Sheet to 
  record his work.
  Henry wants to create a seago-
  ing cruiser to protect the Tharkan 
  shorelines—not to mention its small 
  carrier fleet—against bandits and 
  invaders (however unlikely they may 
  be). Naming his vessel the Jormungand, he gets a Large 
  Naval Record Sheet prepared.
  AdvAnced Support vehicle typeS tABle
  Unit Type
  Size-Class 
  Limit*
  Weight Range 
  (Tons)
  Weight Incremental (Tons)
  Restricted Terrain
  Satellite
  Large
  0.100 to 200
  0.001 (Small); 0.5 (Medium/Large)
  Any Non-Space
  Rail 
  Large
  0.100 to 600
  0.001 (Small); 0.5 (Medium/Large)
  All Non-Rail terrain**
  Large Airship†
  Large
  300.5 to 1,000
  0.5
  Any Woods, Hills, or Structures at same altitude†
  Large Naval
  Large
  300.5 to 100,000
  0.5
  All except Water (Depth 1+)‡
  *The Airships and Naval Support Vehicles covered under these rules are only those of the Large size class.
  **Rail units must use the appropriate rail type (MagLev rails for MagLev Rail units, Standard Rails for non-MagLevs).
  †Airship Support Vehicle types use Aerospace Fighter movement and combat rules, but may not operate on the High-Altitude Map.
  ‡Higher minimum depth requirements imposed for heavier Naval Support Vehicles
  AdvAnced Support vehicle record Sheet tABle
  Unit Type
  Record Sheet
  Weapon Arcs
  Satellite (All sizes)
  Satellite
  Nose, Left, Right, Aft
  Rail (Small/Medium)
  Ground
  Front, Left/Right, Rear*
  Rail (Large)
  Large Ground
  Front, Front-Left/Right, Rear-Left/Right, Rear*
  Large Airship
  Airship
  Front, Front-Left/Right, Rear-Left/Right, Rear
  Large Naval
  Large Naval
  Front, Front-Left/Right, Rear-Left/Right, Rear*
  *Plus any Turret(s) installed
  
  Like other Support Vehicles, advanced Support Vehicles mount 
  equipment less efficiently than their battlefield kin. Rather than 
  occupying one slot per item, equipment mounted in a Support 
  Vehicle may occupy a variable amount of equipment slots, as 
  indicated by the Support Vehicle Slots column on the Weapons 
  and Equipment Tables.
  Advanced Support Vehicle Base chassis/engine Values 
  In addition to the weight ranges and Minimum Technology 
  Ratings (see Choose Technology Rating, below), each type and size 
  class of advanced Support Vehicle also has a corresponding Base 
  Chassis Value and Base Engine Value. These values—shown in 
  the Advanced Support Vehicle Weight Table below—are required 
  to compute the final chassis and engine weights for these units, 
  and are included here to avoid undue repetition. When choosing 
  a weight for an advanced Support Vehicle, the designer should 
  note these values as well.
  Multi-hex Units 
  Large Airships, Large Naval Vessels and continuous Rail Support 
  Vehicles (those consisting of an engine (Tractor) unit and more 
  than one railcar (Trailer)) can occupy more than one hex in CBT 
  game play for purposes of stacking rules and considering weapon 
  mounts. For Large Airships and Naval Vessels, the total weight of 
  such units defines the hexes that they occupy and their levels 
  (expressed as above and below the waterline, for the sake of sur-
  faced Naval Vessels; landed Airships and submerged Naval Vessels 
  use the total of both figures to define their height from the unit’s 
  “bottom”). These values are defined in the Airship and Large Vessel 
  Size Template Table (which also includes the number of hexes of 
  length—and therefore the number of CASE units required—for 
  such units). Rail units occupy 1 hex for every 2 Small- or Medium-
  sized units in the train, or 1 hex for every Large-sized unit in the 
  train. Trains need not be linear, but must follow the contours of 
  the tracks (see Rail, p. 149). 
  Based on the applicable template, a to-hit modifier applies to at-
  tacks made against Large Airships and Naval Vessels, reflecting the 
  greater ease with which others units can hit such large targets, even 
  when they are in motion. These modifiers apply in all aspects of game 
  play, including weapon and physical attacks, and attacks against 
  Airships in the air and on the ground. Large Airships in flight are con-
  sidered to occupy 1 hex, however, for purposes of maneuvering. 
  Additional movement rules apply to multi-hex units as well. 
  These are discussed under Advanced Support Vehicles (see pp. 148).
  chooSe Weight 
  Depending on the Advanced Support Vehicle’s type (see p. 
  239) and its size class (Small, Medium or Large), its maximum (and 
  minimum) weight varies greatly (as shown on the Advanced Sup-
  port Vehicle Types Table). 
  For Small-sized Advanced Support Vehicles, designers may 
  choose any weight under 5 tons, up to a maximum of 4,999 ki-
  lograms (in 1-kilogram increments). Construction of such units is 
  handled using a kilogram standard, so when installing any items 
  with weight listings in tonnage, the designer must first convert 
  the weight of such items to kilograms. To do this, multiply the 
  item’s tonnage by 1,000. 
  All other Advanced Support Vehicles described in these rules 
  track their weight using the tonnage standard, and may be con-
  structed as light as their lowest listed weight from the Advanced 
  Support Vehicle Types Table, to their maximum listed weight, in-
  creasing from the minimum in multiples of the unit’s listed Weight 
  Incremental. Because of the tonnage standard, the designer must 
  first convert to tons any desired items with a weight listing in kilo-
  grams. To do this, divide the item’s kilogram weight by 1,000. 
  The Advanced Support Vehicle Weight Table below defines 
  the weight ranges of each advanced unit that may be designed 
  under these rules, by unit type and size class. Regardless of the 
  advanced unit’s size and type, the total weight for its engine, 
  equipment, armor and other components must not exceed the 
  weight chosen. Any unspent weight left after the creation process 
  is considered cargo space, if the vehicle still has equipment slots 
  to spare, or wasted weight if it does not.
  Space 
  In addition to determining the maximum total weight of all 
  equipment and components that comprise an advanced unit, its 
  weight can also determine the maximum amount of items that 
  may be mounted. 
  For all advanced Support Vehicles weighing 300 tons or less, the 
  equipment space limit is 5 base item slots, plus 1 additional slot 
  for every 10 tons (10,000 kilograms) of advanced Support Vehicle 
  weight (rounded down). Advanced Support Vehicles weighing 
  over 300 tons receive 35 base item slots, plus 1 additional slot 
  for every 100 tons of unit weight (rounded down). For example, 
  a 48-ton Support Satellite may carry up to 9 slots for items (5 
  base + [48 tons ÷ 10] = 9.8, round down to 9 item slots), while a 
  65,000-ton Large Naval Vessel may carry up to 685 slots’ worth of 
  items (35 base + [65,000 tons ÷ 100] = 685). 
  Artillery units are off-loaded from a military train.
  MM
  
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   And equIpMent
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  it. At these weights, he calculates that the Adelante’s main 
  engine unit will receive 41 slots of equipment space (35 
  base slots + [600 tons ÷ 100] = 41 slots), while its smaller 
  railcars will receive 17 equipment slots (5 base slots + [120 
  tons ÷ 10] = 17 slots). 
  Frank also notes from the Advanced Support Vehicle 
  Weights Table that the Adelante’s primary tractor will have 
  a Base Chassis Value of 0.30 and a Base Engine Value of 
  0.005, while its railcars have a Base Chassis Value of 0.20 
  and a Base Engine Value of 0.004.
  George’s Cloud Nine, he decides, will 
  be a Large-sized Airship—the biggest 
  possible, in fact, at 1,000 tons. At this 
  weight, he computes that the unit will 
  have 45 equipment slots (35 base slots 
  + [1,000 tons ÷ 100] = 45 slots). 
  George also finds that the Large-
  Eric wants to build his Starcomm as a 
  Medium-sized satellite. He decides on 
  a weight of 20 tons. At this weight, he 
  calculates that his Support Vehicle will 
  have 7 slots of equipment space (5 base 
  slots + [20 tons ÷ 10] = 7 slots). 
  Eric also notes from the Advanced Support Vehicle 
  Weights Table that the Starcomm will have a Base Chassis 
  Value of 0.12 and a Base Engine Value of 0.10.
  Frank goes for the biggest train he 
  can with his Adelante Rail Vehicle—at 
  least for the train engine unit itself. He 
  decides on a weight of 600 tons for the 
  primary mover (the top of the Large 
  size class), and 120 tons (Medium size) 
  for the Omni railcars that will go with 
  AdvAnced Support vehicle weight tABle
  Vehicle Type (Size)
  Weight Range (Tons)
  Minimum Tech Rating
  Base Chassis Value
  Base Engine Value
  Satellite (Small)
  0.100 – 4.999
  C
  0.08
  0.10*
  Satellite (Medium)
  5 – 100
  C
  0.12
  0.10*
  Satellite (Large)
  100.5 – 200
  C
  0.16
  0.10*
  Rail (Small)
  0.100 – 4.999
  A
  0.15
  0.003
  Rail (Medium)
  5 – 300
  A
  0.20
  0.004
  Rail (Large)
  300.5 – 600
  A
  0.30
  0.005
  Airship (Large)
  300.5 – 1,000
  C
  0.30
  0.012
  Naval (Large)
  300.5 – 100,000
  B
  0.17
  0.009
  *Fixed Engine Weight; Satellite Support Vehicles have an effective Thrust Point value of 0 in game play. 
  Advanced Support Vehicle Item Slots* 
  (Small/Medium): 5 + (Support Vehicle Tons ÷ 10)
  (Large): 35 + (Support Vehicle Tons ÷ 100)
  *Round down to the nearest whole number
  AirShip And lArge veSSel templAte tABle
  Support Unit Template 
  (hexes)
  Airship Weight(in Tons)*
  Naval Weight(in Tons)
  Height (Levels) Above / 
  Below Surface
  Attacker To-Hit Modifier
  A (1)
  0.1 – 500
  0.1 – 500
  0 / 1**
  0
  B (2)
  500.5 – 600
  500.5 – 6,000
  1 / 1**
  –1
  C (5)
  600.5 – 750
  6,000.5 – 12,000
  1 / 2**
  –2
  D (7)
  750.5 – 900
  12,000.5 – 30,000
  2 / 2**
  –3
  E (9)
  900.5 – 1,000
  30,000.5 – 100,000
  3 / 3**
  –4
  *Airships use templates only when landed; Airship height when landed is computed as the sum of both the above and below levels.
  **Submersible Large Naval Vessels may not dive in water that exceeds the total sum of both the above- and below-surface Level values. If they attempt to do so, the 
  vessel will run aground (see p. 154).
  
  not built into the unit’s basic design. These chassis modifications 
  not only provide a multiplier for chassis weight computations, 
  but also may modify the unit’s Structural Tech Rating, and may be 
  restricted to certain motive types or even incompatible with other 
  chassis modifications. 
  The Advanced Support Vehicle Structure and Modifications 
  Table below shows all of the chassis modifications applicable to 
  the units covered by these rules, including their Chassis Value 
  Multipliers, Minimum Tech Ratings, restrictions and basic descrip-
  tions. If a desired chassis modification has a Minimum Tech Rating 
  higher than that of the Structural Tech Rating chosen, the designer 
  must either forego the modification or raise the unit’s Structural 
  Tech Rating to match.
  calculate chassis Weight 
  The basic formula for finding the weight of an advanced Sup-
  port Vehicle’s internal structure is to multiply its Base Chassis 
  Value (as found on the Advanced Support Vehicle Weights Table) 
  by its Tech Rating multiplier, and then multiply that result by each 
  chassis modification multiplier that the designer wishes to apply. 
  The result of all these factors is then multiplied by the unit’s total 
  mass (using whichever weight standard applies—tonnage or ki-
  lograms) to find how much of the unit’s total weight is devoted to 
  its internal structure (or structural integrity, where applicable). 
  All modification multipliers apply in sequence; designers should 
  not add them up if multiple modifications are employed. Remem-
  ber that the final value of all computations must be rounded up to 
  the nearest kilogram for Small Support Vehicles, or to the nearest 
  half-ton for Support Vehicles weighing 5 tons and up. For example, 
  a 50-ton (Medium size) Rail unit with Tech Rating B that sports both 
  the External Power Pickup and the Tractor chassis modifications 
  would compute its chassis weight as follows: 0.20 (Medium, Rail) 
  x 1.3 (Tech Rating B) x 1.1 (External Power) x 1.2 (Tractor) x 50 tons, 
  for a final chassis weight of 17.16 tons (rounded to 17.5 tons). 
  internal Structure/Structural integrity Values 
  An advanced Support Vehicle’s type and total weight also deter-
  mine the number of internal structure points the unit receives per 
  location. The Advanced Unit Structure Values Table shows what 
  sized Airship will have a Base Chassis Value of 0.30 and a Base 
  Engine Value of 0.012. Furthermore, as a 1,000-ton Airship, his 
  unit falls into a Template E size, with a length of 9 hexes, and a 
  total height of 6 levels—but only when landed. At this size, the 
  Airship will also be rather easy to hit, with a –4 Attacker To-Hit 
  Modifier applied against it in the air and on the ground.
  Henry decides to give his Jormungand 
  battlecruiser a total weight of 60,000 tons, 
  well in the middle of the Large Naval Support 
  Vehicle weight range. At that weight, he finds 
  that the vessel will have an impressive 635 
  item slots available (35 base slots + [60,000 tons ÷ 100] = 635). 
  Henry also notes the Jormungand’s Base Chassis Value is 
  0.17 and its Base Engine Value is 0.009, as well as the fact 
  that, as a 60,000-ton vessel, his ship falls into a Template E 
  size, with a length of 9 hexes, and a height of 3 levels above 
  and below the waterline. At this size, the vessel will also 
  be rather easy to hit, with a –3 Attacker To-Hit Modifier 
  applied against it.
  ALLocAte Weight foR
  inteRnAL StRUctURe/StRUctURAL integRity 
  Like standard Support Vehicles, advanced Support Vehicles 
  have internal structures that represent their framework, and 
  may be determined at the same time as their weight is chosen. 
  The weight of this structure depends on the advanced Support 
  Vehicle’s weight, as well as its Structural Tech Rating and any 
  special chassis modifications applied. The formula for computing 
  an advanced Support Vehicle’s chassis is identical to that of other 
  Support Vehicles.
  choose Structural tech Rating 
  The first step in computing an advanced Support Vehicle’s 
  structural weight is the determination of its Structural Technology 
  Rating. This is the rating (expressed as a letter grade A through F) 
  used to define the sophistication of the design’s core structure. 
  The Technology Rating Table below helps to define these terms 
  more clearly, and may be used to associate a given advanced Sup-
  port Vehicle design with a particular era of creation, but should 
  also be seen as a general guide. For example, the Clans can and 
  do make use of technologies rated E or lower, and certain Inner 
  Sphere agencies have access to the occasional homegrown item 
  that merits a Tech Rating of F. 
  While choosing an advanced Support Vehicle’s Structural Tech 
  Rating will help anchor its core design in the universe and estab-
  lish a standard by which any other components installed may be 
  measured, it merely applies to the internal structure of the vehicle; 
  engines, armor and other equipment installed later may hail from 
  more or less sophisticated technology levels. 
  For all advanced Support Vehicle types and size classes covered 
  by these rules, the Minimum Support Vehicle Structural Tech Rat-
  ing may be found on the Advanced Support Vehicle Weights Table. 
  Designers may choose a higher rating in order to save weight, but 
  they may not choose a structural design less sophisticated than 
  indicated by this minimum listed Tech Rating.
  choose chassis Modifications 
  For many Advanced Support Vehicles, special modifications may 
  be applied to the chassis at this time that provide added features 
  technology rAting tABle
  Tech 
  Rating
  Technology Level
  Sample Advanced  
  Unit Types 
  A
  Primitive (19th to early 
  20th centuries)
  Rail Support Vehicles 
  B
  Low-Tech (late 20th 
  century)
  Large Naval Support 
  Vehicles 
  C
  Common Tech (21st to 
  22nd centuries)
  Large Airship and Satellite 
  Support Vehicles 
  D
  High-Tech (Age of War and 
  Succession Wars)
  — 
  E
  Advanced (Star League/
  Post-3050 Inner Sphere)
  — 
  F
  Hyper-Advanced (Clan/
  Post-3065 Inner Sphere)
  —
  
  243
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  the number of structure points in those areas. If no turret is 
  assigned to the vehicle (see Turrets, below), then all internal 
  structure and armor circles for the turret locations must be 
  blacked out. 
  Like Internal Structure points on BattleMechs, Work-
  Mechs, ProtoMechs and Combat Vehicles, the structure 
  points used by advanced units may not be redistributed to 
  other body locations. 
  formulas apply to which unit type and size class. Remember 
  that Airships and Satellites receive their internal structure 
  values as a single “location” called Structural Integrity, while 
  all other noted unit types receive internal structure values 
  to each hit location, plus any turrets. When using the appro-
  priate Blank Record Sheet, the designer must mark out any 
  excess internal structure or Structural Integrity circles on the 
  unit’s Armor Diagram for all applicable locations to indicate 
  AdvAnced Support vehicle Structure tABleS
  ADVANCED SUPPORT VEHICLE STRUCTURE WEIGHT FORMULA
  Structure Weight = Base Chassis Value x Tech Rating Multiplier x Chassis Modification Multiplier(s) x Total Support Vehicle Weight
  tech rAting multiplierS
  Support Vehicle Technology Rating
  A
  B
  C
  d
  e
  F
  Tech Rating Multiplier
  1.60
  1.30
  1.15
  1.00
  0.85
  0.66
  AdvAnced Support vehicle chASSiS modiFicAtionS tABle
  Chassis Modification
  Min. Tech Rating
  Multiplier
  Modification Restrictions
  Amphibious
  C
  1.75
  Not available to Hover or Naval Support Vehicles
  Armored*
  A
  1.5
  Not available to Airship Support Vehicles
  Environmental Sealing
  C
  2
  No Restrictions
  External Power Pickup
  B
  1.1
  Rail Support Vehicles Only (may not be used with MagLev Engines)
  Omni
  E
  1
  No Restrictions
  Submersible
  B
  1.8
  Naval Support Vehicles Only
  Tractor (Ground)
  A
  1.2
  Wheeled, Tracked and Rail Support Vehicles Only
  Tractor (Naval)
  A
  1.2
  Naval Support Vehicles Only
  Trailer
  A
  0.8
  Wheeled, Tracked and Rail Support Vehicles Only
  Ultra-Light*
  D
  0.5
  Small Support Vehicles Only
  *Armored and Ultra-Light modifications may not be combined.
  chASSiS modiFicAtion deScriptionS
  Modification
  Description/Features
  Amphibious
  May traverse or land on water of any depth (unit is considered to be afloat on the water’s surface)
  Armored
  May mount heavier armor types (marked with an asterisk on the Support Vehicle Armor Table)
  Environmental Sealing
  Fission-, Fusion- and Electric-engine units may operate normally in vacuum or underwater unless breached
  External Power Pickup
  Allows non-MagLev Rail vehicles to draw electricity through rails, rather than on-board engines
  Omni
  May be constructed as an OmniVehicle (but may not use Mechanized Infantry rules)
  Submersible
  May operate as a submarine (may not use hydrofoil mod, if equipped, when submerged).
  Tractor (Ground)
  May tow other ground units over non-water terrain (up to towing unit’s mass)
  Tractor (Naval)
  May tow other naval units over water (up to 5x the towing unit’s mass)
  Trailer
  No engine required (unit may be towed by a suitable tractor); Not required for naval units
  Ultra-Light
  May not mount armor better than a BAR of 5 due to lighter structure design
  
  Vehicle types and no equipment slots are occupied by structure, 
  advanced OmniVehicle designers need only note whether or not 
  the unit’s base configuration is to mount a turret at this time. If so, 
  the turret weight must be pre-determined at this stage as well, 
  based on the maximum weight of weapons the designer wishes 
  to have installed in the Turret location.
  As he noted earlier, Eric’s Starcomm has a 
  Base Chassis Value of 0.12, and he has given 
  it a total weight of 20 tons. He assigns it a 
  Structural Tech Rating of E (multiplier 0.85) 
  and sees no need for any of the various 
  chassis modifications. He computes the 
  Starcomm’s chassis weight to be 2.5 tons (0.12 x 0.85 [Tech 
  Rating E] x 20 tons = 2.04, rounded up to 2.5 tons). 
  As the Starcomm is a Satellite Support Vehicle, he also finds 
  that it has a Structural Integrity Value of 1.
  Frank has assigned a weight of 600 tons for 
  the Adelante’s primary tractor unit and 120 
  tons for its railcar. His tractor unit has a Base 
  Chassis Value of 0.30, while the railcar has a 
  Base Chassis Value of 0.20. For the primary 
  tractor, he selects a Structural Tech Rating 
  of D (1.0 multiplier), and a Rating of F for the 
  Omni-railcars (0.66 multiplier). 
  Because the primary tractor needs to tow other railcars, 
  Frank naturally assigns it the Tractor Chassis Modification, but 
  sees no need for other chassis modifications. He thus computes 
  a chassis weight of 216 tons for the primary tractor unit (0.30 x 
  1 [Tech D] x 1.2 [Tractor] x 600 tons = 216 tons). According to the 
  Advanced Unit Structure Values Table, he finds that the 600-ton 
  unit will receive 60 internal structure points to each of its 6 loca-
  tions (Front, Front-Left, Front-Right, Rear-Left, Rear-Right and 
  Rear—Frank has decided not to install a turret; 600 tons ÷ 10 = 
  60 points per location). 
  For the more advanced OmniVehicle railcars, Frank assigns 
  the Tractor and Trailer Chassis Modifications (so they can both 
  be pulled and pull additional cars), as well as the Omni chassis 
  modifications. He thus computes a chassis weight of 15.5 tons 
  for the railcars (0.20 x 0.66 [Tech F] x 1.2 [Tractor] x 0.8 [Trailer] 
  x 1.0 [Omni] x 120 tons = 15.206 tons, rounded up to 15.5). 
  According to the Advanced Unit Structure Values Table, he then 
  The Advanced Support Vehicle Structure Values Table below 
  lists the locations that apply to the various types and size classes 
  of advanced units constructed using these rules. 
  turrets: Like those on Combat Vehicles, turrets on advanced 
  Support Vehicles are optional components. Of the units covered 
  by these rules, they are available to Rail Support Vehicles and 
  Large Naval Vessels only; Airships and Satellites may not mount 
  turrets as such. Large Naval Vessels may mount multiple turrets, if 
  desired, with a maximum limit of 1 turret per hex of vessel length. 
  See Large Naval Vessels, below, for further information. 
  Any turrets installed automatically receive the same number of 
  internal structure points as the unit’s other locations, but these 
  extra points do not directly affect the structure weight. Turrets in-
  stead add weight in an independent “turret tonnage” equal to 10 
  percent of the total mass of all weapons and equipment mounted 
  in them (rounded up to the nearest kilogram for Small-sized 
  Support Vehicles, or to the nearest half-ton for Support Vehicles 
  weighing 5 tons and up). As this decision may not be made until 
  the designer is ready to add weapons and other equipment to the 
  Support Vehicle, the turret weight need not be established at this 
  point. The designer should decide, however, whether or not the 
  vehicle is to have turrets. (See the rules regarding OmniVehicles 
  below for an exception.) 
  Large naval Vessels: Large-size Naval Support Vessels may 
  install one turret per hex of vessel length (to a maximum of 8 tur-
  rets per vessel). A Large Naval Vessel’s hex length is defined by its 
  template size as found in the Airship and Large Vessel Template 
  Table (see p. 241). 
  Some items mounted on a Large Naval Vessel—such as a 
  Helipad or a Flight Deck—may occupy “turret space” as well as 
  internal equipment space. In such cases, the vessel must reduce 
  the number of actual turrets it can mount accordingly. 
  tech Base/Rating: The internal structure and structural integ-
  rity types for advanced Support Vehicles in this section are equally 
  available to vehicles of Clan or Inner Sphere tech bases. However, 
  internal structure or Structural Integrity components featured by 
  these advanced units are incompatible with those of any different 
  unit type. 
  Space: For all of the advanced Support Vehicles discussed here, 
  the various types of structure and chassis modifications have no 
  impact on the unit’s equipment slot spaces. 
  Advanced Support omniVehicles: As the arrangement of 
  internal structure circles is fixed across all advanced Support 
  AdvAnced Support vehicle Structure vAlueS tABle
  Advanced Support Vehicle Type (Size)
  Structure Values
  Internal Structure Locations*
  Satellite (All sizes)
  1 (SI)
  Structural Integrity
  Rail (Small/Medium)
  Tonnage ÷ 10*
  Front, Left/Right, Rear**
  Rail (Large)
  Tonnage ÷ 10*
  Front, Front-Left/Right, Rear-Left/Right, Rear**
  Large Airship
  †
  Structural Integrity
  Large Naval
  30 + (Tonnage ÷ 2,000)*
  Front, Front-Left/Right, Rear-Left/Right, Rear**
  *Round up to the nearest whole
  **Plus any Turret(s) installed
  †Structural Integrity (SI) for these unit types is determined upon installing the unit’s engine (See Install Engine, p. 245).
  
  245
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  sTep 2: insTall 
  engines and 
  conTrol sysTems 
  The second step in Advanced Support Vehicle design is the 
  installation of the unit’s engines and control systems. This step 
  establishes the key factors in the advanced unit’s mobility, in-
  cluding the size and performance of its engine and the weight 
  of the control systems the crew uses during operations. 
  inStALL engine 
  An advanced Support Vehicle carries one engine to power its 
  movement, equipment and other components. As Advanced 
  Support Vehicles use a wider set of standards than Combat Ve-
  hicles, the formula for determining these units’ engine weight is 
  slightly more complex than that for a Combat Vehicle, and fac-
  tors in the advanced Support Vehicle’s engine type, Technology 
  Rating and desired speed as well as the unit’s overall weight. 
  The Advanced Support Vehicle Engine Table below provides 
  the formulas and compatibilities of the various engine types 
  available to advanced Support Vehicles (by Tech Rating and type). 
  Determining the weight of an advanced Support Vehicle’s engine 
  is simply a matter of multiplying the unit’s total weight by its rel-
  evant factors. These factors are the unit’s Base Engine Weight (a 
  base multiplier of the vehicle’s total weight based on its size and 
  motive type), Movement Factor (a value derived from the unit’s 
  desired Cruise/Safe Thrust) and Engine Weight Multiplier (a value 
  based on the type and Tech Rating of the engine chosen). 
  This final engine weight (rounded up to the nearest kilo-
  gram for Small-sized advanced Support Vehicles, and up to the 
  nearest half-ton for those weighing 5 tons and up) includes 
  the engine, transmission and any integral cooling systems and 
  shielding necessary to operate the engine. 
  If the compatibility of an engine type is noted as “N” (in the 
  Compatibility column on the table) for a given advanced Sup-
  port Vehicle type, that engine type may not be installed on that 
  advanced Support Vehicle. If a given Engine Weight Multiplier 
  for a Tech Rating is listed as “NA” (in the Multiplier column on 
  the table), that engine type is unavailable at that Tech Rating. 
  At the designer’s option, an advanced Support Vehicle may 
  mount an engine at a different Tech Rating than its chassis (ei-
  ther higher or lower). If a higher-rated engine is used, however, 
  it will drive up the unit’s overall Tech Rating accordingly. 
  Minimum engine Weights: In advanced Support Vehicle 
  design, Fusion engines of Tech Rating C and Fission engines of 
  all Tech Ratings have minimum engine weights that must be 
  satisfied during construction. This minimum engine weight is 
  5 tons (5,000 kilograms), regardless of the Support Vehicle’s 
  size, weight, speed or motive type. 
  If the computed weight of the vehicle’s engine is less than 
  this minimum, the designer must either increase the vehicle’s 
  speed until an engine weight that meets the above criteria is 
  found, or inflate the engine’s weight to meet these minimums 
  without increasing performance. For example, a 4,500-kilogram 
  satellite may not install a Fusion engine with a Tech Rating of 
  C or any kind of Fission engine, because the satellite itself is 
  smaller than minimum engine size requirement. However, a 
  finds that the Adelante’s 120-ton railcars will receive 12 
  internal structure points to each of their 4 locations (Front, 
  Left, Right and Rear—no turrets installed; 120 tons ÷ 10 = 
  12 points per location).
  George’s 1,000-ton Cloud Nine is a Large 
  Airship with a Base Chassis Value of 0.30 
  and he decides to assign it a Structural 
  Tech Rating of E (multiplier 0.85). With 
  no other chassis modifiers, he computes 
  that its structure will weigh 255 tons 
  (0.30 x 0.85 [Tech E] x 1,000 tons = 255 
  tons). Because it is a Large Airship, however, George may 
  not yet determine the Structural Integrity value provided 
  for his unit.
  Henry’s 60,000-ton Jormungand 
  battle cruiser has a Base Chassis 
  Value of 0.17. As it is intended to be 
  an older-style vessel, he selects a 
  Chassis Tech Rating of C (1.15 multi-
  plier), as well as an Armored Chassis modification (1.5 
  multiplier) because he intends this vessel for combat. 
  This gives the vessel a final chassis weight of 17,595 
  tons (0.17 x 1.15 [Tech C] x 1.5 [Armored] x 60,000 tons 
  = 17,595 tons). 
  Henry also notes the Jormungand’s weight makes it 
  a Template E vessel, with a 9-hex length, and a height 
  of 3 levels above (and below) the waterline. Though he 
  can mount up to 8 turrets at that size (the maximum 
  allowed for a Large-sized Naval Vessel), Henry opts for 
  a total of 5 turrets instead, and finds that the vessel will 
  receive 60 internal structure points to each of its 11 loca-
  tions (Front, Fore-Left, Fore-Right, Rear-Left, Rear-Right, 
  Rear and all 5 Turrets; 30 + [60,000 ÷ 2,000] = 60).
  Sovereign class cruiser, New Avalon Crucis March Militia (House Davion).
  RA
  
  AdvAnced Support vehicle engine tABleS
  Advanced Support Vehicle type
  Movement factor
  Non-Airship/Non-Rail Support Vehicles
  4 + (Desired Cruising MP x Desired Cruising MP)
  Rail Support Vehicle
  4 + ([Desired Cruising MP –2] x [Desired Cruising MP –2])*
  Airship Support Vehicle
  4 + (Desired Safe Thrust x Desired Safe Thrust)**
  Satellite Support Vehicle
  1
  flanking Mp Value (non Airship)
  Max thrust Value (Airships)
  Cruising MP x 1.5 (round up)
  Safe Thrust x 1.5 (round up)**
  *Rail Support Vehicles built to be unpowered railcars need not compute an Engine Weight.
  **Airships have a Maximum Safe Thrust of 2 and may choose Thrust Points in multiples of 0.25, rather than whole numbers (round all computed Max Thrusts for Airship units up 
  to the nearest multiple of 0.25); Satellites do not receive a Max Thrust (their engines provide for station-keeping only, at a set 0.1 Thrust).
  ADVANCED SUPPORT VEHICLE ENGINE WEIGHT FORMULAE
  Engine Weight = Base Engine Value x Movement Factor x Engine Weight Multiplier x Total Advanced Support Vehicle Weight*
  *Round up to nearest kilogram for units under 5 tons; for units 5 tons and over, round up to nearest half-ton.
  AdvAnced Support vehicle engine compAtiBilitieS tABle 
  Compatibility by Engine Type
  Advanced Support Vehicle Type
  Steam
  ICE
  External*
  Battery*
  Fuel Cell*
  Solar*
  MagLev
  Fission
  Fusion
  Satellite
  N
  N
  N
  Y
  Y
  Y
  N
  Y
  Y
  Rail
  Y
  Y
  Y
  Y
  Y
  Y
  Y
  Y
  Y
  Airship
  Y
  Y
  N
  Y
  Y
  Y
  N
  Y
  Y
  Naval Vessel
  Y
  Y
  N
  Y
  Y
  Y
  N
  Y
  Y
  *External, Battery, Fuel Cell and Solar engine types are classified as Electric engines. (Externally powered engines require the External Power Pick-Up Chassis Modification).
  AdvAnced Support vehicle engine weight multiplierS And Fuel weight percentAge tABle
   Engine Weight Multiplier (by Tech Rating)
  Advanced Support Vehicle Engine Type
  A
  B
  C
  D
  E
  F
  Fuel: % of Engine per 100 km Range*
  Steam
  4.0
  3.5
  3.0
  2.8
  2.8
  2.5
  3
  Internal Combustion (ICE)
  NA
  2.0
  2.0
  1.5
  1.3
  1.0
  1**
  Electric (External)
  NA
  1.4
  1.0
  0.8
  0.7
  0.6
  NA
  Electric (Battery)
  NA
  NA
  1.5
  1.2
  1.0
  0.8
  5
  Electric (Fuel Cell)
  NA
  NA
  1.2
  1.0
  0.9
  0.7
  1.5
  Electric (Solar)†
  NA
  NA
  5.0
  4.5
  4.0
  3.5
  NA
  MagLev
  NA
  NA
  0.8
  0.7
  0.5
  0.5
  NA
  Fission†‡
  NA
  NA
  1.75
  1.5
  1.4
  1.3
  NA
  Fusion†‡
  NA
  NA
  1.5
  1.0
  0.75
  0.5
  NA
  *Large Airships use Large Airship Fuel Table below.
  **ICEs running on alcohol or natural gas use 1.5 percent.
  †Airship Support Vehicles using these engine types do not require fuel.
  ‡The minimum weight for Fission engines or Tech Rating C Fusion engines is 5 tons; the minimum weight for any other Fusion engine is 0.25 tons.
  
  247
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Satellite, its Base Engine Value is 0.10. Because it is a Satellite, 
  it receives an automatic Movement Factor value of 1, as its 
  engines are only used for station-keeping. Using the same 
  Tech Rating for the 20-ton Starcomm’s engine as for its 
  structure (Tech Rating E), Eric finds that the Satellite’s engine 
  weight will be 8 tons in all (0.10 x 1 [Movement Factor] x 4.0 
  [Tech E Solar Engine Multiplier] x 20 tons = 8 tons). 
  Combined with its 2.5-ton chassis, the Starcomm now 
  has 9.5 unspent tons remaining (20 – 2.5 [Structure] – 8 
  [Engine] = 9.5 tons).
  For the primary tractor of his Adelante 
  train, Frank has already assigned 216 
  of the vehicle’s 600 tons to its chassis, 
  leaving 384 unspent tons to go (600 – 
  216 = 384). The Adelante’s Omni railcar 
  meanwhile has 104.5 unspent tons 
  remaining (120 – 15.5 = 104.5). Because 
  the Adelante’s primary tractor unit is the motivator for the 
  entire train, Frank must install an engine there, but decides 
  that the railcars will not require engines themselves. 
  With a Base Engine Value of 0.005, and any engine 
  type desired available to it, Frank provides the Adelante’s 
  primary tractor with a Tech D-rated fusion engine for 
  maximum efficiency. He wants the Adelante to be fast, and 
  assigns it a speedy Cruising Rating of 12, which provides 
  for a Movement Factor of 104 (4 + [(12 Cruising – 2) x (12 
  Cruising – 2)] = 104) and a Flanking MP of 18 (12 Cruising 
  MP x 1.5 = 18 Flanking MP). This means that the Adelante’s 
  primary tractor unit will have a final engine weight of 312 
  tons (0.005 [Base Engine Value] x 104 [Movement Factor] x 
  1 [Tech D Fusion engine] x 600 tons = 312 tons). This leaves 
  72 unspent tons on the Adelante’s tractor (384 unspent 
  tons – 312 engine tons = 72). 
  Because he has chosen not to install engines on the 
  Adelante’s Omni railcars, Frank proceeds to the next step.
  George’s 1,000-ton Cloud Nine has a 
  Base Engine Value of 0.012. He wishes to 
  provide it with a Safe Thrust Rating of 1, 
  which works out to a Movement Factor 
  of 5 (4 + [1 Safe Thrust x 1 Safe Thrust] = 
  5), and a Max Thrust of 2 (1 Safe Thrust x 
  1.5 = 1.5 Max Thrust, round up to 2). George decides to employ 
  a Fusion engine with a Tech Rating of E (Engine Multiplier 
  0.75). He thus computes that the engine will weigh 45 tons 
  (0.012 [Base Engine Value] x 5 [Movement Factor] x 0.75 [Tech 
  E Fusion Engine Multiplier] x 1,000 tons = 45 tons). Combined 
  with the Airship’s 255-ton chassis, this leaves 700 unspent tons 
  remaining (1,000 tons – 255 [Chassis] – 45 [Engine] = 700).
  For his Jormungand, Henry has a 
  Base Engine Value of 0.009, and 
  wants to provide it a fast Cruising 
  MP of 6 (for a Movement Factor of 40 
  [4 + (6 Cruising MP x 6 Cruising MP) = 
  40] and a Flanking speed of 9 MP (6 Cruising MP x 1.5 = 
  9 Flanking MP). Intending this vessel for long voyages 
  on the open seas, he selects a Fusion engine with a 
  Tech Rating of C (1.5 Engine Multiplier). This gives the 
  15-ton Rail Support Vehicle attempting to use a Fission engine 
  with a calculated weight of 3.9 tons may “inflate” the engine’s 
  weight to 5 tons without changing its performance. 
  tractor/trailers: Advanced Support Vehicles built as Trailers 
  (those constructed using the Trailer chassis modification, includ-
  ing railcars), do not require an engine or control systems unless 
  they are also expected to operate without a suitable Tractor unit. 
  The movement rate of any Tractor/Trailer Advanced Support 
  Vehicle combinations is based on that of the controlling Tractor 
  unit, and is subject to the rules for carrying external cargo as 
  presented in Total Warfare (see p. 261, TW), or the appropriate 
  rules for Rail Vehicle movement (see p. 149 of this book).
  flat cars: Rail vehicles without engines or other compo-
  nents may be designated as either “box cars” or “flat cars”. Flat 
  cars may not be armored nor may they receive environmental 
  sealing, and carry all cargo externally (but may subtract any of 
  the car’s unused weight from that of the cargo or units being 
  transported—to a minimum transported tonnage of 0).
  tech Base/Rating: The engine types and Tech Ratings 
  presented in this section are available to advanced Support 
  Vehicles made using either the Clan or Inner Sphere tech bases. 
  Advanced Support Vehicles created under either technology 
  base may not make use of the combat engines shown on the 
  Master Engine List in Total Warfare, including Compact, Light 
  and XL Fusion engines. 
  Space: The types of engines used by Advanced Support 
  Vehicles do not affect the unit’s equipment slot space. 
  Advanced Support omniVehicles: Engine type, Tech Rating, 
  movement points and weight must be established when de-
  signing an advanced Support OmniVehicle’s base configuration, 
  and may not be altered in the completed Primary or Alternate 
  configurations of that advanced Support OmniVehicle.
  According to the engine compatibility 
  tables, Eric’s Starcomm satellite can 
  only use electric engines of Battery, Fuel 
  Cell or Solar types, a Fission engine or a 
  Fusion engine. He opts to use an Electric 
  (Solar) Engine system. As a Medium-size 
  AdvAnced Support vehicle 
  engine tABle (cont)
  lArge AirShip Support vehicle Fuel tABle
  Fuel Weight (kg) per Thrust Point (by Tech Rating)*
  A
  B
  c
  d
  e
  f 
  63
  38
  27
  21
  18
  15
  *Solar-, Fission- and Fusion-Powered Airships require no mass for fuel.
  SAtellite Support vehicle Fuel tABle
  Satellite Engine Type
  Fuel Points  
  (per ton)
  Strategic Fuel Use 
  (tons/burn day)
  Electric (Solar) and Fission
  NA
  0.043
  Fusion
  NA
  0.005
  
  The total weight of all Fuel Points for Airship Support Vehicles 
  must be rounded up to the nearest kilogram for Small units, and 
  up to the nearest half-ton for units 5 tons and up. 
  Satellite Support Vehicle fuel: Though all Satellites employ 
  some kind of station-keeping drive units incorporated with their 
  engines, they may or may not require fuel based on their intended 
  area of operation. Satellites meant to be placed in a fixed “natural” 
  orbit around a stellar or planetary body (such as a planet, moon 
  or star) effectively take advantage of natural forces to maintain 
  their orbits, and use low-powered ion thrusters to make miniscule 
  corrections as needed. These satellites require no fuel. 
  Satellites intended for deeper-space operations (such as the ze-
  nith and nadir jump points within a system, which are not orbital, 
  but stationary), require either a reserve of station-keeping fuel or 
  a Light Sail (see p. 323). Station-keeping fuel for all such Satellites 
  200 tons and under burns at a rate of 43 kilograms (0.043 tons) 
  per day on fission- and solar-powered satellite types (see the Ad-
  vanced Aerospace Unit/Satellite Fuel Table), while fusion-powered 
  Satellites burn fuel at a rate of 5 kilograms (0.005 tons) per day. 
  Station-keeping fuel may be installed on a Satellite Support Ve-
  hicle in increments of “burn days” rather than Fuel Points, but the 
  total fuel reserve must be rounded up to the nearest kilogram for 
  Small-sized Satellites, or up to the nearest half-ton for Satellites 5 
  tons and up. Satellites—unlike advanced aerospace units—also 
  do not require additional weight for pumps (the weight is consid-
  ered part of the satellite’s engine). 
  Satellites placed in non-fixed “natural” orbits, which do not 
  carry station-keeping fuel or Light Sails, can only maintain their 
  position for 2 days if powered by an Electric (Solar) or Fission 
  engine, or 10 days if powered by a Fusion engine type. Any other 
  Satellite Support Vehicle without a fuel reserve or Light Sail will 
  immediately begin falling toward the local star. 
  tech Base/Rating: Fuel tanks and fuels are standardized, and 
  equally available to advanced Support Vehicles of Clan or Inner 
  Sphere technology bases, but any Fuel Points installed in Airship 
  Support Vehicles must always match the Technology Rating and 
  size class used to compute the unit’s engine weight. (For example, 
  a Large Airship’s Tech D-Rated IC engine may not use fuel points 
  reserved for a Tech F engine.) 
  Space: The internal fuel tanks covered by these rules occupy no 
  weapon or equipment slots on any advanced units. 
  Advanced Support omniVehicles: The fuel capacity installed 
  with an advanced Support OmniVehicle’s engine must be estab-
  lished when designing the advanced Support OmniVehicle’s base 
  configuration, and may not be altered in the completed Primary 
  or Alternate configurations of that unit (though some units may 
  have access to pod-mounted external fuel tanks).
  Because he plans to deploy his Starcomm 
  satellites in natural planetary orbits 
  exclusively, Eric chooses not to assign 
  any weight to station-keeping fuels, 
  retaining the unit’s 9.5 unspent tons for 
  later use.
  Because his Adelante’s primary tractor 
  uses a Fusion engine, and the railcars 
  employ no engines, Frank also need 
  not assign fuel to his advanced Support 
  Vehicle.
  Jormungand a final engine weight of 32,400 tons (0.009 
  [Base Engine] x 40 [Movement Factor] x 1.5 [Tech C Fusion 
  engine] x 60,000 tons = 32,400 tons). 
  Henry notes that the Jormungand’s 17,595-ton struc-
  ture, combined with its 32,400-ton engine, leaves 10,005 
  unspent tons remaining (60,000 – 17,595 [Structure] – 
  32,400 [Engine] = 10,005).
  deteRMine fUeL cApAcity 
  Most of the units and engine types featured in these rules 
  have significant fuel requirements. For most advanced Support 
  Vehicles, this fuel capacity is generally expressed as an operating 
  range for the unit, which is computed based on the engine type 
  and the desired operating range (as shown in the Fuel column in 
  the Advanced Support Vehicle Engine Table). Airships, some Satel-
  lites and all advanced aerospace units employ Fuel Points instead, 
  as a more abstract means of tracking fuel use. Even though fuel 
  is not typically tracked in Total Warfare game play, all advanced 
  units that require fuel must allocate some weight—in addition to 
  their engines—to internal fuel supplies. 
  Rail and naval Advanced Support Vehicle fuel: For the Rail 
  and Large Naval Support Vehicles featured in these rules, fuel 
  weight is computed in the same manner used by most standard 
  Support Vehicles: multiplying the desired range (in hundreds of 
  kilometers) by the listed percentage of the unit’s engine weight. 
  This figure is rounded up to the nearest kilogram for Small Sup-
  port Vehicles, or up to the nearest half-ton for advanced Support 
  Vehicles weighing 5 tons and up. For example, a Medium Rail unit 
  with a 32-ton fuel cell engine and a desired operating range of 
  500 kilometers would add 2.5 tons of fuel to its design (32 tons 
  [engine weight] x 0.015 [1.5 percent per 100 km for fuel cells] 
  x 5 [hundreds of kilometers desired; 500 ÷ 100 = 5] = 2.4 tons, 
  rounded up to 2.5 tons). 
  Designers interested in a more exact measure of fuel capacity 
  may also re-compute the vehicle’s range based on the fuel’s final 
  weight (after rounding). To accomplish this, first determine the 
  percentage of the engine mass the fuel weight represents (divide 
  the fuel weight by the engine weight and multiply the result by 
  100 to find the percentage). Next, divide this percentage by the 
  percentage of fuel weight needed per 100 kilometers of range, 
  and multiply the result by 100 kilometers (rounding down). The 
  final result is the number of kilometers the Support Vehicle can 
  travel on a single full tank of fuel. For instance, if a Steam engine 
  (which requires 3 percent of engine mass in fuel tanks to achieve 
  a 100-km range) weighs 300 kilograms, and its fuel tanks weigh 12 
  kilograms, the percentage of its fuel weight to its engine weight is 
  4 ([300 kg ÷ 12 kg] x 100 = 4 percent). At 4 percent of fuel weight 
  (relative to the engine), the vehicle may travel 133 kilometers on 
  a full tank ([4 percent ÷ 3 percent per 100 km] x 100 km = 133.33 
  km, rounded down to 133). 
  Large Airship Support Vehicle fuel: Airships and Fixed-Wing 
  Vehicles, which burn fuel by Thrust Points, use a different method 
  of computing fuel weight. For these Support Vehicles, the weight 
  of each “Fuel Point” (in kilograms) is shown (for each Tech Rating of 
  the unit’s engine) on the Large Airship Support Vehicle Fuel Table. 
  These points, however, only apply if the Large Airship is powered 
  by Steam, Internal Combustion, Battery or Fuel Cell engine types. 
  Airship Support Vehicles powered by Solar, Fission or Fusion en-
  gine types require no Fuel Points at all. 
  
  249
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  deteRMine JUMp cApABiLity 
  As with Combat Vehicles and standard Support Vehicles, 
  advanced Support Vehicles built under these rules may not 
  possess jump capability and so cannot mount jump jets of 
  any kind.
  Add contRoL/cReW SySteMS 
  Technically speaking, the chassis of all Advanced Support 
  Vehicles contain basic control systems, but some units must 
  still allocate additional mass to crew accommodations and 
  fire-control systems (if installed). 
  crew: With the exception of Satellite Support Vehicles and 
  certain Rail Support Vehicles—which may, at the designer’s 
  option, be constructed as unmanned units—all advanced 
  Support Vehicles require a certain amount of crew to operate 
  them. To determine the basic crew needs for each vehicle type, 
  consult the Advanced Support Vehicle Minimum Crew Table 
  below. An advanced Support Vehicle’s crew must be equal 
  to (or, at the designer’s option, greater than) the sum of its 
  minimum crew requirements (including any supplemental 
  crew such as officers and those needed to man special equip-
  ment such as weapons, communications, kitchens and MASH 
  theaters). Bay personnel—for vehicle bays and such—are not 
  listed (the bays themselves incorporate a limited amount of 
  bunk space for such personnel). The additional crew needs for 
  the specific items listed do not have to be met unless and until 
  the items are mounted (typically after Step 5), and any officer 
  requirements must be computed after all crew is assigned. 
  Gunners are necessary only for items that require a Gun-
  nery Skill roll to use in combat, and that have a range of more 
  than 1 hex. (Automatic defensive armaments like Anti-Missile 
  Systems, A-Pods and the like require no gunners, nor do non-
  weapon items listed on the Weapons and Equipment Tables, 
  such as Active Probes and ECM gear.) 
  The Cloud Nine airship would only have 
  needed to install fuel (in Fuel Points) 
  if it had come with a Steam, Internal 
  Combustion, Fuel Cell or Electric-Battery 
  engine. As George chose to employ a 
  Fusion engine, however, the vehicle 
  requires no fuel.
  Henry’s Jormungand also employs 
  a Fusion engine, and so requires no 
  fuel. Had he chosen a fuel-burning 
  engine, he would have needed to 
  determine the vessel’s planned oper-
  ating range first (either in multiples of 100 kilometers, 
  or by assigning weight equal to some percentage of 
  the Jormungand’s engine mass and determining the 
  range such a percentage provides).
  deteRMine StRUctURAL integRity
  (AiRShipS onLy) 
  Once the weight and Thrust Points of a Large Airship Sup-
  port Vehicle are determined, designers of this unit type can 
  determine their Structural Integrity (SI) values. This determines 
  the overall strength of the unit’s internal structure. 
  Airships: The Structural Integrity Value for an Airship Sup-
  port Vehicle must equal the Airship’s Safe Thrust Rating or 2 
  percent of the Airship’s weight in tons (rounded down), which-
  ever value is higher. This value may not be increased once the 
  Airship’s weight and Thrust Points are established; however, 
  regardless of the value, an Airship’s SI does not cost any ad-
  ditional weight (as it is considered part of the unit’s chassis 
  and armor design). 
  Space: Airship structural integrity does not affect the 
  amount of internal equipment space available to the ad-
  vanced Support Vehicle. 
  Advanced Support omniVehicles: The Structural Integrity 
  Value of a Large Airship Support Vehicle built as an Omni is 
  fixed once established for the unit’s base configuration. These 
  values may not change between the advanced Support Om-
  niVehicle’s base, Primary or Alternate configurations.
  Because George’s Cloud Nine is an 
  Airship, it receives a Structural Integrity 
  (SI) Value at this stage, in place of the 
  internal structure value found on most 
  other vehicle types. Given the unit’s 
  Safe Thrust of 1, and its weight at 1,000 
  tons, George determines that the Cloud 
  Nine will receive an SI of 20 (because 2 percent of 1,000 tons 
  is 20, which is greater than the unit’s Safe Thrust value). On 
  the record sheet, George blacks out all but 20 circles in the 
  gray-shaded Structural Integrity area at the center of the 
  airship’s Armor Diagram.
  Add Lift/diVe eqUipMent 
  Advanced Support Vehicles incorporate any lift or dive 
  equipment into their chassis modification weights, rather 
  than computing them as a separate component. Advanced 
  Support Vehicle designers thus need not assign weight or 
  space to this equipment.
  Davion Guards’ ‘Mechs welcome the arrival of much needed fire-support.
  RA
  
  required accommodations. (However, “bay bunks,” especially infan-
  try bay accommodations, are even worse than steerage quarters 
  and generally meant for short flights. Designers with a generous 
  weight budget may consider supplying quarters for individual 
  MechWarriors, fighter pilots or even infantry personnel.) 
  Large-sized Airships and Naval Vessels, which are designed 
  to spend days of operation away from any ports of call, provide 
  quarters—rather than mere crewman seating—as part of their 
  design. These units thus require additional tonnage spent on 
  quarters only for crew and passengers established beyond their 
  minimum requirements. Other advanced Support Vehicle types 
  may add quarters, but must pay for all of them, as these exceed 
  the minimalist seating provided for by the design. 
  Satellites with no crew requirement or Rail trailers built without 
  crew requirements do not require quarters (though such should 
  be added if the unit is to carry passengers, or incorporates items 
  that require crewmen, such as weapons, MASH units, field kitch-
  ens and non-Satellite communications gear). 
  fire control Systems: Designers of advanced Support Vehicles 
  that are to be armed may wish to allocate additional weight to fire-
  control systems in order to reduce the crew’s need for all mounted 
  Satellite Support Vehicles and Rail units built as trailers without 
  engine systems are a noteworthy exception because they may 
  be built as unmanned units instead. For such units, a minimum 
  Base Crew of 0 applies (though the units receive no weight credit 
  for this, as any saved weight for life support and control systems 
  would then go into automation). Satellites may be unmanned as 
  long as they employ no weapons, MASH facilities, field kitchen 
  units or any other crew-served equipment aside from communi-
  cations gear. Railcars (Rail units built as trailers with no engines) 
  may take on crew if they mount any crew-served items. 
  crew Accommodations: For Small-sized advanced Support 
  Vehicles, the designer must allocate weight to seating (standard, 
  pillion or ejection-capable) or to appropriate infantry compart-
  ment/bays for all crew and passengers, including their minimum 
  personnel. All other advanced Support Vehicles 5 tons and over in-
  tegrate seating automatically for the minimum required crewmen, 
  but still require appropriate compartments/bays (or even quarters) 
  for passengers such as infantry, or for any crew added beyond the 
  minimum. Bay personnel—those required for vehicle bays, ’Mech 
  bays and so forth—incorporate a limited amount of seating and/or 
  bunk space into their design, and so need not be counted toward 
  Minimum Crew Formula:
  Minimum Crew Needs = Base Crew Minimum + Non-Gunner 
  Minimum Crew + Minimum Gunners + Minimum Officers
  Advanced Unit Type
  Base Crew Minimum
  Rail/Satellite Support Vehicles (Small)
  1
  Rail/Satellite Support Vehicles (Medium)
  2
  Rail/Satellite Support Vehicles (Large)
  3
  Airship Support Vehicles (Large)
  3 + (1 per 500 tons)*
  Naval Support Vehicles (Large)
  3 + (1 per 5,000 tons)*
  Support Vehicle  
  constructed as a Trailer with no Engine
  0**
  Support Vehicle  
  constructed as Unmanned Satellite
  0**
  *Round up
  **Trailer and Satellite Base Minimum supersedes any Base Minimum established for other Sup-
  port Vehicle types
  AdditionAl crew
  Non-Gunners
  Minimum Crew 
  Requirement
  Communications Equipment (per ton, see p. 213, TM)
  1*
  Field Kitchen (per item, see p. 217, TM)
  3
  Flight Deck (per item, see p. 312)
  20
  Helipad (per item, see p. 312)
  5
  MASH (per theater, see p. 228, TM)
  5
  Mobile Field Base (per item, see p. 330)
  5
  *Unmanned Satellites need not assign crew to Communications Equipment; All other 
  items listed above always require crew
  Officers
  Minimum Officer Requirement
  1 to 4 Non-Officer Crew
  0
  5 or more Non-Officer Crew
  Total Non-Officer Crew ÷ 5 (round up)
  Minimum Gunners (by Fire Control System)*
  Gunners
  None (+2 to-hit)
  Basic (+1 to-hit)
  Advanced (+0 to-hit)
  Per Light Weapon (see p. 20, TM)
  1
  1
  1
  Per Medium Weapon (see p. 20, TM)
  Half Crew**
  1†
  1‡
  Per Heavy Weapon (see p. 20, TM)
  Weapon Tons ÷ 3**
  Weapon Tons ÷ 3**
  Weapon Tons ÷ 3**
  *Gunners are required only for items that require a Gunnery Skill roll to use in combat; Unmanned Satellites may not be armed
  **Round up; Medium (Support) Weapon crew requirements are listed in Conventional Infantry Weapons Table, p. 349, TM.
  †May not include the vehicle’s driver/pilot
  ‡May include the vehicle’s driver
  AdvAnced Support vehicle minimum crew tABleS
  
  251
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  As an Airship weighing 1,000 tons, 
  George’s Cloud Nine receives a base 
  minimum crew of 5 (Base Crew = 3 + 
  [1,000 tons ÷ 500] = 5). Because there 
  are already 5 crewmen, George must 
  also add an officer (5 crew ÷ 5 = 1 
  officer). Anticipating more crewmen to 
  man on-board systems he has yet to assign, George holds 
  off computing his full crew complement and accommoda-
  tions at this time. Even so, he bears in mind that quarters 
  for the Airship’s minimum crew needs will be provided 
  weight-free as part of the unit’s design.
  Henry’s Jormungand will also receive 
  quarters for its minimal crew needs 
  at no cost in weight or slot space, 
  but—like George—Henry has yet to 
  add equipment, which may increase 
  the cruiser’s basic needs. He can, however, establish 
  the Jormungand’s base crew needs and officers at this 
  stage. For base crew, the 60,000-ton cruiser has a crew 
  requirement of 15 (3 + [60,000 tons ÷ 5,000] = 15), which 
  requires an additional 3 officers (15 crew ÷ 5 = 3).
  SpeciAL enhAnceMentS 
  Under these rules, any special physical enhancements—
  such as Environmental Sealing, hydrofoil capability and so 
  forth—are already incorporated into the design of the ad-
  vanced Support Vehicle’s chassis. Advanced Support Vehicles 
  have no add-on equivalents to the MASC or Triple-Strength 
  Myomer systems that BattleMechs may employ. 
  sTep 3:  
  add heaT sinks 
  Advanced Support Vehicles handle heat differently than 
  BattleMechs. Like Combat Vehicles, they only require heat 
  sinks if they mount heavy energy weapons. If such energy 
  weapons are mounted, however, the number of heat sinks 
  required by the unit equals the total amount of heat gener-
  ated by firing all such energy weapons simultaneously. This 
  applies to all advanced Support Vehicle types, even those that 
  function as aerospace units (such as Airships and Satellites). 
  Though determining a unit’s heat sink needs is dependent 
  on many factors, this stage can help provide advanced Sup-
  port Vehicle designers with a guide toward determining how 
  many heat sinks the unit initially receives (if any), as well as 
  preparing the unit in advance for a desired selection of weap-
  ons. Alternatively, the designer may wish to skip this step until 
  after all weapons and equipment are selected, in order to bet-
  ter allocate the unit’s remaining tonnage. 
  Unlike Combat Vehicles and other units, advanced Sup-
  port Vehicles receive no “weight-free” heat sinks, regardless 
  of the engine and chassis types chosen. Any shielding and 
  cooling capability they do have covers only the needs of the 
  engines themselves. 
  weapons. The impact on crew requirements for installing such 
  fire-control systems will affect the unit’s crew requirements 
  and so is shown under the Gunners section of the Advanced 
  Unit Minimum Crew Table, but these values need not apply 
  unless the designer chooses to mount weaponry. Because 
  fire-control system weights are directly related to the weight 
  of the weaponry mounted on an advanced Support Vehicle, 
  the designer may feel free to determine the weight of fire-
  control systems after installing any mounted weapons and 
  ammunition (in Step 5). However, for the purposes of assign-
  ing crews or when designing advanced Support OmniVehicles, 
  it is important to establish whether or not the vehicle will be 
  using such systems at this time. 
  tech Base: The control systems and crew accommodations 
  covered by these rules are equally available to advanced 
  Support Vehicles built using a Clan or Inner Sphere technol-
  ogy base.
  Advanced Support omniVehicles: The minimum seating, 
  quarters and fire-control systems, once established for an 
  advanced Support OmniVehicle’s base configuration, may not 
  change between its base, Primary or Alternate configurations. 
  Because the weight of any fire-control system is directly tied 
  to the weight of the weapons mounted on the advanced Sup-
  port Vehicle, this weight determines how much pod space 
  may be devoted to weaponry. Additional quarters may be 
  installed beyond these requirements, however. 
  Eric plans for his Starcomm to operate 
  as an unmanned communications 
  satellite, and so establishes a base 
  minimum crew need of 0. Thus, there 
  is no immediate need for crew quarters 
  or seating of any kind on the satellite. 
  However, Eric also may not mount weapons, MASH units, 
  passenger quarters, field kitchens or anything else with a 
  defined crew requirement on this unit except for Satellite-
  based communications gear. This is just fine by him.
  The primary tractor unit for Frank’s 
  Adelante is a Large-size Rail unit with 
  an engine, and so has a minimum crew 
  requirement of 3. While Frank could just 
  as easily go with the 3 seats that come 
  free with the Adelante’s chassis, he 
  decides to add 5 standard crew quar-
  ters to the design as well, to provide comfort for the crew 
  in the event his advanced Support Vehicle is called upon 
  for extended travel. Because quarters are not required for 
  a Rail unit, these quarters occupy 7 tons each—for a total 
  of 35 tons—and take up 1 equipment slot (5 crew quarters 
  ÷ 20 crew quarters per slot = 0.25, round up to 1 slot). This 
  leaves the Adelante’s primary tractor unit with 37 tons left 
  over (72 tons – 35 quarters tons = 37 tons). 
  The railcars, on the other hand, are built as Medium-
  sized, engine-less trailers, and thus have no crew quarters 
  requirements. For the Adelante’s Omni railcars, Frank thus 
  decides to install no quarters at this time. This will leave the 
  current 104.5 unspent tons.
  
  The BAR values reflect the variety of armor types open to ad-
  vanced Support Vehicles, and is used to determine whether or 
  not heavy weapons fire penetrates the unit’s protection despite 
  the points remaining in the location. In Total Warfare tournament 
  game play, if a unit has a BAR of less than 10, any damage sus-
  tained in a single hit that exceeds the BAR may inflict a Penetrating 
  Critical Hit (see p. 206, TW). 
  The maximum number of armor points an advanced Support 
  Vehicle may receive is shown in the Maximum Armor column of 
  the Advanced Unit Armor Maximums Table. This value is always 
  rounded down to the nearest whole number and applies to Clan 
  and Inner Sphere advanced Support Vehicles, regardless of the 
  Tech Rating used, and is established in points (rather than tons). 
  Regardless of the BAR, Tech Rating or tech base applicable 
  to the armor used, the unit may not exceed its listed maximum 
  armor capacity. Remember, however, that these values reflect 
  the selected unit’s maximum total armor capacity; the number of 
  points per location is left up to the designer. Advanced Support 
  Vehicles designed with the Armored, Amphibious, Environmental 
  Sealing or Submersible chassis modifications have a minimum 
  armor requirement of 1 point per location. 
  Advanced Support Vehicle armor may be mounted in kilogram 
  lots for Small-sized Support Vehicles, but all advanced units 
  weighing 5 tons or more must round all armor weights up to the 
  nearest half-ton. Advanced Support Vehicle armor may be pur-
  chased in points or in tons using the Advanced Support Vehicle 
  Armor Weights Table, which provides the weight (in kilograms) for 
  each point of armor at each BAR and Tech Rating. To find the ton-
  nage of a given amount of armor on an advanced Support Vehicle 
  weighing 5 tons or more, simply divide the kilogram weight for 
  the total desired number of armor points by 1,000 and round the 
  result up to the nearest half-ton. 
  Using the Armor Diagram on the advanced Support Vehicle’s 
  appropriate Record Sheet, mark out any excess armor circles to 
  indicate the number of armor points that protect each part of the 
  unit’s body. Armor circles for a given location are located in the 
  appropriate unshaded parts of the diagram. 
  Under these rules, designers may not mix armor types on an 
  advanced Support Vehicle, and may only use armor types listed in 
  the Advanced Support Vehicle Armor Table. 
  tech Base/Rating: The Tech Rating of the armor chosen for an 
  advanced Support Vehicle may not exceed that of its chassis. Also, 
  armor at some BAR levels may not be available to an advanced 
  Support Vehicle unless it possesses the Armored chassis modifi-
  cation. (An entry of NA on the Advanced Support Vehicle Armor 
  Table means that armor of a given BAR does not exist for Support 
  Vehicles at that Tech Rating.) 
  Space: Under these rules, no armor type available to advanced 
  Support Vehicles reduces their equipment slot space. 
  Advanced Support omniVehicles: The type of armor, its 
  weight, number of points and their allocation must be established 
  when designing the base configuration of an advanced Support 
  tech Base: Standard (single) heat sinks are the only type avail-
  able to advanced Support Vehicles of any tech base. 
  Space: An advanced Support Vehicle’s heat sinks do not affect 
  the amount of weapon slots available to the unit. 
  Advanced Support omniVehicles: Advanced Support Om-
  niVehicles of Clan or Inner Sphere design may add more heat sinks 
  at this stage, or none. Additional heat sinks for later configura-
  tions may be mounted in Omni-pods as with other weapons and 
  equipment, but at a cost in weight only (not item space). Such 
  additional sinks may then be easily determined by the vehicle’s 
  configuration, based on its chassis and the total heat of all energy 
  weapons on that base configuration.
  As Eric already determined that his 
  Starcomm will not carry any heavy energy 
  weapons, and thus will generate no heat 
  from their use, he chooses to install no heat 
  sinks at this time.
  The main tractor for Frank’s Adelante, he 
  decides, also will not carry heavy energy 
  weapons, and so he elects to install no heat 
  sinks at this time. He also sees no need to 
  install fixed heat sinks on the Adelante’s 
  Omni railcars.
  George also believes his Cloud Nine Airship 
  will not carry heavy energy weapons, and 
  thus requires no heat sinks at this time.
  Because he plans for his Jormungand to 
  serve in combat, Henry decides that at 
  least some of its weaponry will include 
  heavy energy weapons. For now, he 
  decides to install 40 heat sinks (at 1 ton each, for 40 tons in all) 
  on this vessel, leaving a total of 9,965 unspent tons remain-
  ing (10,005 – 40 = 9,965 tons). As the Jormungand is a Support 
  Vehicle, it may only employ standard (single) heat sinks.
  sTep 4: add armor 
  Most advanced Support Vehicles—whether built as unarmed 
  Rail Vehicles or as massive seagoing battle cruisers—use some 
  kind of armor to protect their internal structures and critical com-
  ponents against the elements, routine wear and tear, and combat. 
  This armor varies wildly with the vehicle’s tech base, weight and 
  the relative strength of the armor chosen (defined as the armor’s 
  Barrier Armor Rating, or BAR). 
  AdvAnced Support vehicle heAt SinkS tABle
  Unit Type
  Min. Heat Sink Requirement
  Weight-Free Heat Sinks
  Advanced Support Vehicles (All)
  Total of all Heavy Energy Weapon Heat
  0
  
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  For the Large-size 600-ton main tractor 
  of Frank’s Adelante, the maximum 
  armor factor possible is 304 points 
  (4 + [600 tons x 0.5 points per ton] = 
  304). Though the unit does not feature 
  the Armored chassis modification, he 
  decides to give it a tough skin to deal 
  with possible collisions (or the odd well-armed raider), 
  and so goes with a BAR of 7 (which also happens to be the 
  toughest armor BAR he can get at his unit’s Tech Rating of D 
  without having an armored chassis). This armor will weigh 
  45 kilograms (0.045 tons) per point, and Frank decides on a 
  nice round 200 points to protect the Adelante’s tractor unit. 
  This armor weighs 9 tons in all (200 points x 0.045 tons per 
  point = 9 tons), leaving the train engine with 28 unspent 
  tons (37 – 9 = 28). Frank allocates 40 points to the tractor 
  unit’s Front facing, 35 each to the Front-Side and Rear-Side 
  facings, and the remaining 20 to the Rear facing. 
  OmniVehicle. These values may not be altered in the complet-
  ed Primary or Alternate configurations of that OmniVehicle.
  At 20 tons, Eric finds that his Starcomm 
  Satellite can only support 14 points of 
  armor in all (4 + [20 tons x 0.5 points 
  per ton] = 14 points). While he plans 
  to protect the unit nevertheless, Eric 
  has not opted for an Armored chassis 
  modification, and decides upon a modest BAR of 5 for the 
  Starcomm. At a Structural Tech Rating of E, each point of 
  armor will weigh 28 kilograms (0.028 tons). Maximizing 
  the armor, Eric installs 14 points, placing 4 each in the 
  Starcomm’s Nose and Aft facings, and 3 each in the Left 
  and Right facings. These 14 points cost 0.5 tons in weight 
  (14 points x 0.028 tons per point = 0.392 tons, round up 
  to 0.5), leaving 9 unspent tons available for his satellite 
  (9.5 – 0.5 = 9).
  AdvAnced Support vehicle Armor tABleS
  AdvAnced Support vehicle Armor mAximumS
  Unit Type
  Maximum Armor (Points)*
  Armor Facings
  Rail and Satellite (Small/Medium)
  4 + (0.5 per ton)
  Nose, Left, Right, Aft**
  Rail (Large)
  4 + (0.5 per ton)
  Nose, Fore-Left, Fore-Right, Aft-Left, Aft-Right, Aft**
  Satellite (Large)
  4 + (0.5 per ton)
  Nose, Left, Right, Aft
  Large Airship
  89 + (0.05 per ton)
  Nose, Left, Right, Aft
  Large Naval
  89 + (0.05 per ton)
  Front, Front-Left/Right, Rear-Left/Right, Rear**
  *Round down to nearest whole point or half-ton.
  **Rail and Naval units may add Turrets if desired.
  AdvAnced Support vehicle Armor weightS 
  Barrier Armor Rating (BAR)
  Weight (in kg) per Armor point (by tech Rating) 
  A
  B
  C
  D
  E
  F 
  2
  40
  25
  16
  13
  12
  11 
  3
  60
  38
  24
  19
  17
  16 
  4
  80
  50
  32
  26
  23
  21 
  5
  100*
  63
  40
  32
  28
  26 
  6
  130*
  75*
  48
  38
  34
  32 
  7
  180*
  88*
  56*
  45
  40
  37 
  8
  230*
  120*
  64*
  51*
  45
  42 
  9
  NA
  180*
  100*
  57*
  51*
  47 
  10
  NA
  250*
  150*
  63*
  56*
  52*
  *The Armored chassis modification is required to install this armor on a chassis of this Tech Rating.
  
  sTep 5: add Weapons, 
  ammUniTion and 
  oTher eqUipmenT 
  The weapons, ammunition and equipment that may be 
  mounted on advanced Support Vehicles are listed in the Master 
  Weapons and Equipment Tables beginning on p. 400. In ad-
  dition to any heat, damage and range statistics, these tables 
  provide the weight these items take up on an advanced Support 
  Vehicle, how many equipment slots they occupy, what technol-
  ogy base (Clan or Inner Sphere) and Tech Rating (A through F) 
  is required to use them, and any special construction rules that 
  might apply to installing the equipment (such as location and 
  unit type restrictions). 
  Remember that the total weight for a given advanced Support 
  Vehicle’s structure, engine, controls, armor, heat sinks, weapons 
  and other components must never exceed the weight estab-
  lished for the vehicle in Step 1. Any leftover weight that cannot 
  be allocated to cargo space or other equipment (due to item slot 
  constraints or other factors) is considered wasted tonnage. 
  Weapons and items placed in any non-turret location on any 
  advanced Support Vehicle automatically receive a fixed firing arc 
  in that direction (meaning a vehicle’s front-mounted weapon will 
  have a front firing arc, while a Large Naval Vessel’s left-forward 
  mounted weapon can only fire into the left-forward arc, and so 
  on). Turret-mounted weapons—available under these rules only 
  to certain advanced units such as Rail and Large Naval vehicles—
  have a firing arc determined by the turret’s facing during game 
  play. Advanced Support Vehicle pintle-mounts—which differ from 
  turrets in that they have no separate locations and are mounted 
  more as items in themselves—provide a 180-degree firing arc 
  based on the side of the unit upon which they are mounted. 
  For special rules on any item, consult its entry under Heavy 
  Weapons and Equipment (pp. 201-251, TM, 274-375). 
  techManual items: The Weapons and Equipment items de-
  scribed and listed in the tables in TechManual may all be mounted 
  on advanced Support Vehicles in accordance with their standard 
  equipment rules. Advanced Support Vehicles may install any item 
  permitted on tournament-legal Support Vehicles as long as the 
  item has no special rules that preclude its use by such units (such 
  as the use of torpedo LRMs on a Satellite or land-based Rail unit). 
  tech Base/Rating: The Weapons and Equipment Tables note 
  which items are available to which technology bases. Clan-
  made advanced units may use only items available to the Clans, 
  while Inner Sphere-made advanced units must use only those 
  items available to the Inner Sphere. Within these limits, items 
  of any Tech Rating may be chosen, but designers of advanced 
  Support Vehicles should remember that the unit’s Final Tech 
  Rating—and with it, its final cost—will be determined by its 
  highest-rated component. 
  Space: As with their tournament-legal cousins, advanced 
  Support Vehicles spend a variable number of item slots on each 
  weapon or equipment item based on its statistics provided in the 
  item’s entry on the Weapon and Equipment Tables in TechManual 
  (see pp. 341-345) and in this book (pp. 274-375). 
  For the smaller, but more advanced 120-ton railcars, Frank 
  notes he has a maximum armor capacity of 64 points (4 + [120 
  tons x 0.5 points per ton] = 64 points). Once more, the railcars 
  do not feature the Armored chassis modification, but because 
  they were built using a Tech Rating of F, Frank decides to use 
  Tech F armor as well, and finds that the maximum possible BAR 
  for that rating is 9. This armor will weigh 47 kilograms (0.047 
  tons) per point, and so a maximum armor value will be 3.5 
  tons (64 points x 0.047 = 3.01 tons, round up to 3.5). Looking 
  to save the half-ton lost to rounding, Frank installs 63 points 
  of armor for 3 tons (63 x 0.047 = 2.96 tons, round up to 3 tons), 
  leaving the Adelante’s railcars with 101.5 unspent tons (104.5 
  – 3 = 101.5). Frank mounts 16 points each in the Medium-sized 
  railcar’s Front, Left and Right facings, and 15 in the Rear. 
  George has decided that his unarmed 
  1,000-ton Cloud Nine Airship will not require 
  heavy armor as its mission is not one of 
  combat, but merely small aircraft transport 
  and support. He finds, however, that if he 
  wanted to, he could mount up to 139 points 
  of armor on the Large-size Airship (89 + 
  [1,000 tons x 0.05 points per ton] = 139). Looking to save on 
  armor tonnage, George selects the minimum BAR of 2 for his 
  Cloud Nine’s protection, which weighs only 12 kilograms (0.012 
  tons) per point at the unit’s Tech Rating of E. He decides to 
  install 83 points of this armor on the Airship, allocating 23 
  points to the Nose facing and 20 points to the other three loca-
  tions (Left, Right, and Aft), spending only 1 ton of weight in the 
  effort (83 x 0.012 = 0.996, round up to 1). This leaves the Cloud 
  Nine with 699 unspent tons (700 – 1 = 699).
  Henry’s 60,000-ton Jormungand is 
  intended for combat, and so features 
  an Armored chassis modification. Thus, 
  at its size, the vessel can mount up to 
  3,089 points of armor (89 + [60,000 tons 
  x 0.05 points per ton] = 3,089 points), which may be BAR 
  10—the equivalent strength of BattleMech armor, which 
  he will need to divide up among 11 facings (6 hull facings 
  plus 5 turrets). Henry decides to install the maximum of 
  3,089 points of BAR 10 armor, which will weigh 463.5 tons 
  at the vessel’s Tech Rating of C (3,089 points x [0.150 tons 
  per point for Tech C, BAR 10 armor] = 463.35, round up to 
  463.5 tons). Henry decides to place 304 armor points in the 
  Jormungand’s Front facing, 300 points in all five other hull 
  facings (Front-Left, Front-Right, Rear-Left, Rear-Right and 
  Rear), and 257 points in each of the vessel’s five turrets). 
  After subtracting the armor weight, Henry finds his bluewa-
  ter cruiser will have a total of 9,501.5 unspent tons remaining 
  (9,965 – 463.5 = 9,501.5 tons). 
  
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  combat weapons, do not require sinks when mounted on 
  advanced Support Vehicles. 
  power Amplifiers: An advanced Support Vehicle not pow-
  ered by a Fission or Fusion engine may carry Heavy energy 
  weapons such as lasers and PPCs, but to do so, it must also 
  mount power amplifiers. Power amplifiers weigh 10 percent of 
  the weight of the energy weapons carried (rounded up to the 
  nearest 0.1 ton, rather than the nearest 0.5 ton), but take up 
  no equipment slots on the vehicle’s Record Sheet. (Medium-
  weight and Light energy weapons, which represent infantry 
  combat weapons, do not require power amplifiers.) 
  turrets/pintles: Of the advanced Support Vehicles pre-
  sented here, Small- and Medium-sized Rail Support Vehicles 
  may possess one turret at the designer’s option, while Large 
  Naval Vessels may possess one turret per hex of vessel length 
  (to a maximum of 8 turrets per unit). The mass of such turrets 
  must equal at least 10 percent of the weight of all weapons 
  and equipment (excluding ammunition) mounted within. This 
  weight must be rounded up to the nearest kilogram for Small-
  sized vehicles, or to the nearest half-ton for advanced Support 
  Vehicles 5 tons and up. Turrets count as an extra section on the 
  advanced Support Vehicle’s Record Sheet, each requiring its 
  own internal structure and armor. 
  Pintles—available under these rules to Small-sized Rail 
  Support Vehicles—may mount only Light and Medium weap-
  onry. The weight of a pintle mount is equal to 5 percent of 
  the weight of all weapons and equipment mounted within 
  it (rounded to the nearest kilogram). Pintles do not count as 
  separate locations and do not receive internal structure or 
  armor. They must be mounted instead in side locations (Left, 
  Right, Front or Rear). 
  Satellite and Airship advanced Support Vehicles may not 
  mount turrets or pintles. 
  Small items on Medium and Large Advanced Units: Sev-
  eral items that may be installed on advanced units of 5 tons 
  and up in total weight have item weight values presented 
  in kilograms rather than tons. When mounting such items, 
  the designer must keep a running total of the number of 
  kilograms used. At the end of this step in the design process, 
  divide this quantity of kilograms by 1,000 to find their total 
  weight in tons. The final result must be rounded up to the 
  nearest half-ton. 
  If space is available for cargo on an advanced Support Ve-
  hicle, this can also be accomplished by allocating any “loose” 
  kilograms to cargo, so a 100-ton unit that comes to 96.36 tons 
  because of small items may simply add a 3.64-ton (3,640-kilo-
  gram) cargo bay to reach an even 100 tons. 
  Support omniVehicles: Though it is unusual, weapons 
  and equipment may be established as fixed components 
  of an advanced Support OmniVehicle’s base configuration 
  just like heat sinks, armor and the like. In such cases, these 
  “fixed” items must be mounted and placed among the unit’s 
  weapon slots before completing the base configuration, and 
  they may not be altered in the unit’s completed Primary or 
  Alternate configurations. 
  For turret- or pintle-equipped advanced Support Om-
  niVehicles, the tonnage of the turret or pintle(s) may not be 
  changed across configurations. Developing an advanced Sup-
  port OmniVehicle therefore requires the designer to consider 
  from the start how much weight in equipment (not counting 
  Weapons: Small-sized advanced Support Vehicles may only 
  mount Light- and Medium-weight weapons, which are listed 
  in the Infantry Weapons and Equipment Tables found on pp. 
  350-352 in TechManual. For purposes of arming such Support 
  Vehicles, Light weapons are those listed as Standard on the 
  Infantry Equipment Table, while Medium-weight weapons are 
  classed as Support. Regardless of their type, these weapons 
  require no heat sinks, but may carry ammunition in multiples 
  of their magazine size. Both of these weapon types may be 
  mounted in fixed locations, or on pintle and turret mounts. 
  Under these rules, advanced Support Vehicles weighing 5 
  tons or more may not mount Light- or Medium-weight weap-
  ons, but they may instead mount Heavy weapons, which are 
  represented in the Weapons and Equipment Tables starting 
  on p. 341 of TechManual, as well as any appropriate equip-
  ment permitted on such units in the Advanced Weapons and 
  Equipment section in this book (starting on p. 404). 
  Remember that, depending on the number of weapons and 
  types of fire-control systems used, advanced Support Vehicles 
  may require additional crew (and any applicable accommoda-
  tions) to handle such firepower (see Add Control/Crew Systems, 
  p. 249). For these units, Light- and Medium-weight weapons 
  require gunners based on the weapon’s Crew value shown in 
  the Infantry Weapons and Equipment Tables in TechManual. 
  For Heavy weapons on advanced Support Vehicles, gunners 
  are required only for any item that requires a Gunnery Skill roll 
  to use in combat, and which has a range of more than 1 hex. 
  (Automatic defensive armaments like Anti-Missile Systems, 
  A-Pods, and the like require no gunners, nor do non-weapon 
  items listed on the Heavy Weapons and Equipment Tables, like 
  Active Probes and ECM gear.) 
  Ammunition: All ammo-dependent Heavy weapons—
  except for machine guns (including their Light and Heavy 
  versions) and nail or rivet guns—require at least a ton of am-
  munition. (Machine guns, nail guns and rivet guns may carry 
  ammo in half-ton lots instead.) 
  Slots for the Light- and Medium-sized weapons on Small-
  sized advanced Support Vehicles are considered to be 
  included with the slot costs for the weapons themselves. 
  For ammo-based Heavy weapons and the ammunition bins 
  on Medium- and Large-sized advanced Support Vehicles, all 
  ammo is presumed to have a Body location, with each bin of 
  ammo occupying 1 slot regardless of the ammo bin’s weight. 
  If the Support Vehicle is a multi-hex design, however (such as 
  a Large-size Naval Vessel), ammo must be stored in the Body 
  hexes corresponding to the location where the weapon is 
  mounted—whether or not the weapon is mounted in a turret. 
  This can require that a multi-hex unit with multiple identical 
  weapons will have to spend more slots overall on ammunition 
  to feed the various weapon mounts. 
  Ammo bins may be of mixed ammunition types, but only 
  if the ammunition feeds the same weapon (so a single 3-ton 
  ATM ammo bin can carry 1 ton each of ER, High Explosive and 
  Standard ATM rounds, but occupies only 1 advanced Support 
  Vehicle slot). 
  heat Sinks: On advanced Support Vehicles, heat sinks are 
  required only for Heavy energy weapons used by the Support 
  Vehicle, and the number of heat sinks required equals the 
  heat value of all such energy weapons fired simultaneously. 
  Medium and Light energy weapons, which represent infantry 
  
  small vehicle). Large-size Support Vehicles, however, require bay 
  doors for every dedicated transport bay—including those filled 
  with fighter, BattleMech or other unit cubicles. 
  Designers of Large-sized advanced Support Vehicles must as-
  sign a minimum of 1 bay door to any unit with a transport bay, 
  to allow for entry and egress from the unit. To find the maximum 
  total number of bay doors a unit can incorporate, consult the Ad-
  vanced Support Vehicle Maximum Bay Doors Table below. 
  Vehicles using “flatbed” space do not require doors.
  A transporting unit’s launch rate (per turn) for onboard fighters 
  or other launch-capable units with appropriate cubicles (Small 
  Craft, ’Mechs and ProtoMechs) is equal to twice the number of 
  functioning bay doors associated with its launch-capable units. 
  For example, a Naval Support Vehicle with 18 fighters in a single 
  fighter transport bay that has 2 doors assigned to it may launch 
  4 of these 18 fighters per turn (2 doors x 2 fighters per door per 
  turn = 4 fighters per turn). Meanwhile, a cargo train that has 12 
  BattleMechs across two bays, each of which has 2 doors, would 
  be able to deploy 8 ’Mechs per turn (2 doors per bay x 2 bays x 2 
  BattleMechs per door per turn = 8 BattleMechs per turn).
  At 20 tons, Eric’s Starcomm Satellite has 
  7 slots available for items and weapons. 
  With just 9 unspent tons remaining, he 
  decides to spend it all on communications 
  equipment—all of which occupies only 1 
  slot. Because he specifically chose to make 
  his unit an unmanned satellite, Eric knows that this equipment 
  requires no crew, and thus will function as a kind of relay 
  system. (This means enemy units can potentially make use of 
  the same satellites, of course, but as the Starcomm’s primary 
  mission is not military in nature, Eric has no real problem with 
  this.) The communications equipment requires no facing, and 
  its 1 Support Vehicle slot is assigned to the unit’s main body.
  For the 600-ton main tractor of his Adelante 
  Rail unit, Frank decides that the remaining 
  28 unspent tons would be best employed 
  for cargo purposes, and so assigns a single, 
  standard 28-ton cargo bay to the unit’s 
  ammunition) may be placed in the turret and/or pintle location(s), 
  so as to establish the weight of the turret and/or pintle(s) for 
  the base, Primary and all Alternate configurations of that unit. 
  As indicated earlier, turrets weigh 10 percent of the weight of 
  all weapons located in the turret. Therefore, the weight of any 
  equipment placed in a turret (discounting ammunition) may be 
  no greater than 10 times the turret’s weight. Pintles, which weigh 
  5 percent of their weapons’ weight, may carry no more than 20 
  times the pintle’s weight in items. 
  capital Weapons: Advanced Support Vehicles may not carry 
  capital weapons under these rules. 
  crew quarters: The installation of additional items and weap-
  ons on an advanced unit can affect the minimum crew required to 
  man any advanced unit, as can the additional space for any pas-
  sengers for long-distance transportation. The rules determining a 
  unit’s minimum crew needs are found under Add Control/Crew Sys-
  tems (see p. 249). For Small-sized advanced Support Vehicle units, 
  the designer must allocate weight to seating (standard, pillion or 
  ejection-capable) or to appropriate infantry compartment/bays for 
  all crew and passengers, including their minimum personnel. All 
  Support Vehicles 5 tons and over automatically integrate seating 
  (or quarters, in the case of Large Naval and Large Airship units) for 
  the minimum required crewmen, but will still require appropriate 
  compartments/bays (or even quarters) to be added for passengers 
  such as infantry, or for any crew added beyond the minimum. 
  Bay personnel—which includes personnel associated with 
  other units being transported, such as infantry, vehicles, fighters 
  and ’Mechs—need not be allocated quarters, as their bays already 
  incorporate basic amenities. Additional quarters for such person-
  nel may be added as passenger quarters, reflecting an added level 
  of comfort and support, but are not required. 
  fire control Systems: In addition to crew quarters, designers 
  of armed advanced Support Vehicles may wish to allocate weight 
  for fire-control systems to reduce the crew’s need for all mounted 
  weapons. The impact on crew requirements for installing such 
  fire-control systems is also shown on the Advanced Support Ve-
  hicle Crew Requirements Table, but these need not apply unless 
  the designer chooses to mount weaponry. Because fire-control 
  system weights are directly related to the weight of the weap-
  onry mounted on a Support Vehicle, the designer may feel free to 
  determine the weight of fire-control systems after installing any 
  mounted weapons and ammunition, though in some cases—such 
  as the design of Support OmniVehicles—it may be important to 
  establish that the vehicle will be using such systems first. 
  transport Bays and doors: Bays for cargo and unit transport 
  often make up all remaining tonnage on advanced units of every 
  stripe. These bays can be specific cubicles for ’Mechs, fighters and 
  other units, or they may be generic cargo bays to store supplies, 
  spare parts or even additional ammunition and fuel stores. How 
  much of the generic cargo space is allocated to such needs is en-
  tirely up to the designer and can vary from mission to mission, so 
  they need not be addressed during construction. At the player’s 
  discretion, however, any cargo space not specifically allocated as 
  refrigerated or liquid storage may be declared as “flatbed” cargo 
  space, which can be used to transport cargo or units externally 
  (see p. 261, TW). 
  On Small- and Medium-sized advanced Support Vehicles, bay 
  doors are not a requirement for access and egress to such bays, 
  unless the cargo is considered significantly large (1 ton or more—
  roughly the size of a battle armored trooper, large pack animal or 
  AdvAnced Support vehicle 
  mAximum BAy doorS tABle
  Unit Type (and Size)
  Maximum Bay Doors
  Any Support Vehicle (Small)
  4
  Any Support Vehicle (Medium)
  4
  Satellite Support Vehicle (Large)
  6
  Rail Support Vehicle (Large)
  8
  Airship Support Vehicle (Large)
  8
  Naval Support Vehicle (Large)
  7 + [Unit Weight ÷ 
  50,000]*
  *Round fractions up
  
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  require 2 item slots (75 steerage quarters ÷ 50 quarters per 
  slot = 1.5 slots, round up to 2). For the remaining 39 tons 
  of unspent tonnage, George decides to devote all of it to a 
  secondary cargo storage area, with 2 weight-free/slot-free 
  bay doors (1 to the left and 1 to the right side). The cargo 
  bay takes up one additional item slot.
  Henry’s Jormungand is a seagoing 
  warship that he sees as primarily 
  focused on shoreline fire support and 
  escort for other large ocean-going 
  vessels. With 9,501.5 unspent tons 
  (and 635 item slots) available for weapons and other 
  equipment, he decides to start with weaponry. For 
  primary ship-to-shore firepower, he chooses 6 Long 
  Tom artillery pieces (see p. 284), at 30 tons (and 30 slots) 
  apiece. He plans to set 3 of these weapons each in two 
  of the ship’s five turrets, and chooses Turrets 2 and 6 
  respectively (representing the second and sixth hexes 
  from the vessel’s front, respectively). This means that 
  each Long Tom turret will have a turret mechanism 
  weight of 9 tons (90 tons for 3 Long Toms ÷ 10 = 9 tons). 
  For additional long-range firepower, Henry places 2 
  LRM 20s (at 10 tons and 5 slots apiece) in a third turret 
  (Turret 3, just behind the first Long Tom turret), which 
  will have a turret mechanism weight of 2 tons (20 tons 
  for 2 LRM-20s ÷ 10 = 2 tons), backed up by 2 LR Torpedo-
  20s (also at 10 tons and 5 slots each) in a fixed mount 
  at the ship’s Front. For close-in work, Henry rounds out 
  this firepower with 4 PPCs (7 tons and 3 slots each) and 
  2 AC/10s (12 tons, 7 slots each) divided evenly among 
  the two remaining turrets (which he places in hexes 1 
  and 7), and 6 SR Torpedo-6 launchers (3 tons, 2 slots 
  each); 2 of each are placed in fixed mounts on the Fore-
  Left side (in hex 3, for range references), Fore-Right side 
  (also in hex 3) and the Rear. The PPCs and autocannon 
  will give both of the turrets in which they are mounted 
  a mechanism weight of 3 tons ([14 tons for 2 PPCs + 12 
  tons for AC/10] ÷ 10 = 2.6, round up to 3). 
  For the ammo-based weapons, Henry provides 60 
  tons (60 x 5 shots per ton = 300 shots) for the Long 
  Toms, 24 tons to the AC/10s (24 x 10 shots per ton = 
  240 shots), 40 tons to LRM-20s (40 x 6 shots per ton = 
  240 shots), 40 tons to the LRT-20s (40 x 6 shots per ton 
  = 240 shots) and 24 tons to the SRT-6s (24 x 15 shots 
  per ton = 360 shots). On a smaller, single-hex Support 
  Vehicle, each of these ammo types would occupy only 
  1 slot in the vehicle’s design, assigned automatically 
  to the body location. But because the Jormungand 
  is a multi-hex unit, Henry must spread the ammuni-
  tion bins out among the various hexes where each 
  weapon is mounted. Thus, he places two slots of Long 
  Tom ammo (each slot carries 30 tons of ammunition) 
  in the ship’s second and sixth Body hexes (where the 
  Long Tom turrets are located). Likewise, he assigns all 
  LRM ammo to the second Body hex (where the LRM-20 
  turret is), and divides the AC/10 ammunition into two 
  slots assigned to the first and seventh Body hexes 
  (providing 6 tons of ammo to each AC/10 turret). The 
  40 tons of LRT-20 ammunition occupy a single slot in 
  body at a cost of only 1 of the unit’s 41 equipment slots. A 
  weight-free (and slot-free) bay door is then added to the 
  Right side for loading and unloading purposes. 
  For the 120-ton Omni railcars, Frank decides that the 
  remaining 101.5 unspent tons (and all 17 equipment 
  slots) will be sufficient “pod space” for any configuration 
  desired, effectively completing it as a base configuration. 
  As a sample Primary configuration, intended for VIP use, 
  he decides to install 9 first-class passenger quarters for 90 
  tons (10 tons per quarters x 9 quarters = 90), and 1 second-
  class quarters for 7 tons, leaving the remaining 4.5 tons 
  for a cargo bay for additional storage, and a weight-free 
  Left-Side bay door. The cargo bay itself takes up 1 item slot, 
  while its bay door is considered free. The single second-class 
  passenger quarters will take up another slot (1 quarters ÷ 
  20 quarters per slot = 0.05, round up to 1), while the 9 first-
  class quarters will take up another 2 item slots (9 quarters 
  ÷ 5 quarters per slot = 1.8, round up to 2). The quarters and 
  the cargo bay are given no facing, and are thus assigned to 
  the unit’s Body location.
  George wants his Cloud Nine Airship 
  to excel as an airborne support unit, 
  capable of transporting and servicing 
  aircraft without having to land. With 
  699 unspent tons (and 45 item slots) 
  remaining, he decides to invest heavily 
  in support gear for this role. He installs 
  2 Arresting Hoists at 3 tons (and 1 slot) each, 4 mounted 
  searchlights at 0.5 tons (and 1 slot) each, 1 fully functional 
  Aerospace Fighter bay for 150 tons (and 1 slot), 7 tons of 
  communications equipment (at 1 slot’s cost), and a 20-ton 
  (and 1 slot) mobile field base for added maintenance 
  support. He even adds an extra 400 tons’ worth of standard 
  cargo space (at 1 slot in equipment space cost) to serve as 
  an extra hangar without the amenities of a fighter bay. 
  This so far costs the Cloud Nine 585 tons ([2 Arresting Hoists 
  x 3 tons] + [4 Searchlights x 0.5 tons] + [1 Fighter Bay x 150 
  tons] + [7 tons of communications equipment] + [1 Mobile 
  Field Base x 20 tons] + [400 tons of standard cargo] = 585 
  tons), and 10 item slots. A weight-free/slot-free bay door is 
  assigned to the rear of the craft for launching and recovery 
  purposes (George sees this as an underside door). 
  The Cloud Nine already has a crew of 5 plus 1 officer 
  at this time, whose accommodations are provided free 
  with the structural design. The mobile field base and the 
  7 tons of communications equipment, however, added 12 
  required crewmen to the design’s minimum needs, which 
  also ups its officer requirement to 4, as the Cloud Nine 
  will now have a crew of 17 (5 + 12 = 17) and thus needs 
  4 officers (17 ÷ 5 crewmen per officer = 3.4 officers, round 
  up to 4). Because these crew are required to meet the 
  Cloud Nine’s minimum needs, their accommodations are 
  considered free to the unit’s design. However, George notes 
  that being a carrier Airship means the Cloud Nine will have 
  some secondary support personnel for the craft it services 
  as well, such as bay personnel for the fighters and so forth. 
  He thus opts to allow for any extra personnel by installing 
  15 steerage-class passenger quarters to the Airship at 5 
  tons per quarters (for a total of 75 tons). These quarters will 
  
  of marines on his vessel (84 troopers in all). The minimum 
  crew’s quarters are provided free with the vessel’s chassis, 
  and so Henry doesn’t need to assign weight or slots to 
  them, but extra crew, officers and marines all will require 
  quarters. Feeling generous, Henry decides to also provide 
  quarters for the 10 bay personnel that come with the two 
  Light Vehicle Bays he has installed. Using standard 7-ton 
  crew quarters for the 287 extra crew, bay personnel and 
  marines (193 extra crew + 10 bay personnel + 84 marines 
  = 287), he spends a total of 2,009 tons here, at a slot cost of 
  15 (287 extra crew quarters ÷ 20 quarters per slot = 14.35, 
  round up to 15). The extra officers, whose quarters weigh 
  10 tons each, add another 420 tons (and 9 slots; 42 officers 
  quarters ÷ 5 = 8.4, round up to 9) to this tally—for a total 
  of 2,429 tons and 24 slots in quarters. 
  Having now spent a total of 3,627 tons (537.5 [weapons] 
  + 660.5 [non-weapons] + 2,429 [quarters] = 3,627) and 201 
  slots (162 [weapons] + 15 [non-weapons] + 24 [quarters] = 
  201), Henry finds he still has 5,874.5 tons (9,501.5 – 3,627 = 
  5,874.5 tons) and 434 slots (635 – 201 = 434) left to spend. 
  He decides to assign 4,000 tons (and 1 slot) to a standard 
  cargo bay (assigned to the hull, with a bay door assigned 
  to the Aft-Right arc), and the remaining 1,874.5 tons (and 
  1 slot) to a special refrigerated cargo bay (also assigned to 
  the hull, but with its bay door facing the Aft-Left arc). For 
  the sake of completeness, Henry computes the capacity of 
  this refrigerated bay to be 1,630 tons (1,874.5 tons actual 
  size ÷ 1.15 = 1,630).
  sTep 6: compleTe 
  The record sheeT 
  By the time the designer has chosen all structure, engine and 
  controls for the advanced Support Vehicle, and added armor, 
  weapons and equipment, all items must be allocated to their 
  proper places on the appropriate Blank Record Sheet. For a com-
  peted Record Sheet, the designer must make sure to have selected 
  the appropriate sheet for the unit’s type. The sheet must have all 
  data filled in for the Vehicle Data block (including name, tonnage, 
  engine and movement types, and MP/Thrust). All equipment slots 
  must be allocated on the Weapons and Equipment Inventory (in-
  cluding ammunition and number of shots per bin). All extraneous 
  armor and internal structure points must be blacked out on the 
  Armor Diagram. 
  Once all of the above is completed, the advanced unit is ready 
  for game play.
  SUppoRt oMniVehicLeS 
  When completing the Record Sheet for an advanced Support 
  Vehicle built as an OmniVehicle, it is highly recommended that the 
  designer create one sheet specifically for the base configuration, 
  with none of the weapons or equipment installed that may appear 
  on the Primary and Alternate configurations. Copies of this Base 
  Configuration Record Sheet (noting all unused tonnage as pod 
  space for the body and the turret separately) can then be used to 
  quickly generate record sheets for the other configurations.
  the vessel’s first Body hex. With six out of the Jormungand’s 
  eight SR-Torpedo launchers located in the ship’s third 
  Body hex, Henry places two-thirds of the SRT-6 ammo (16 
  tons) in an ammo slot in that hex, while the remaining 8 
  tons of SRT ammo occupies a single slot in the ninth Body 
  hex—the vessel’s aftmost location. All told, the ammuni-
  tion for the Jormungand will occupy 8 slots. 
  To protect against explosions, Henry also installs CASE, 
  but since his vessel is a multi-hex unit, it must install CASE 
  in every hex, at 0.5 tons (and 1 slot) per hex, for a total of 
  4.5 tons and 9 slots on the 9-hex-long vessel. Rounding 
  out the firepower, Henry installs Advanced Fire Control 
  as well. With a total weapon weight (discounting turrets, 
  ammunition, and CASE) of 290 tons (180 [6 Long Toms] 
  + 20 [2 LRM-20s] + 20 [2 LRT-20s] + 28 [4 PPCs] + 24 [2 
  AC/10s] +18 tons [6 SRT-6s] = 290 tons), the Advanced Fire 
  Control will take up another 29 tons of the Jormungand’s 
  weight (290 ÷ 10 = 29 tons), but occupies no equipment 
  slots. With weapons, turret mechanisms, ammo, CASE 
  and fire control, the vessel has now spent 537.5 tons (290 
  [weapons] + 26 [turrets] 188 [ammo] + 4.5 [CASE] + 29 [Fire 
  Control] = 537.5), and 165 slots (148 [weapons] + 0 [turrets] 
  + 8 [ammo] + 9 [CASE] + 0 [Fire Control] = 165). 
  Moving on, Henry decides to give his cruiser some air 
  support capacity with a 500-ton (and 5-slot) helipad 
  (which he places in hex 5) and two Light Vehicle Bays at 50 
  tons (and 1 slot)—each with its own 0-ton/0-slot bay door 
  (facing the fore-left and fore-right arcs, respectively). He 
  also adds 12 tons of communications equipment (which 
  claim 1 slot), a MASH unit with 7 added operating theaters 
  for 10.5 tons (3.5 tons [base] + [7 added theaters x 1 ton 
  each] = 10.5 tons) and 1 slot, and 2 field kitchens at 3 tons 
  (and 1 slot) apiece. He then adds 4 mounted searchlights at 
  0.5 tons and 1 slot each (1 each mounted to the Fore, Fore-
  Left, Fore-Right and Rear sides), and 30 lifeboats at 1 ton 
  (and 0 slots) each. This added equipment combines for an 
  additional 660.5 tons and 15 slots spent. 
  Satisfied with the equipment, Henry reviews his 
  Jormungand’s crew needs. At 60,000 tons, the vessel has a 
  base minimum crew of 15 (3 + [60,000 tons ÷ 5,000] = 15), 
  and thus a minimum officer requirement of 3 (15 crew ÷ 5 
  = 3 officers)—which Henry accounted for earlier. In addi-
  tion, much of its non-weapon equipment adds 63 to the 
  crew minimums (5 [helipad] + 12 [12-ton communications 
  equipment] + 40 [MASH with 8 operating theaters] + 6 [2 
  field kitchens] = 63), while the vessel’s 290 tons of weaponry 
  adds a minimum requirement of 97 gunners (290 weapon 
  tons ÷ 3 = 96.67, round up to 97). Added to the 15 base crew 
  needs, the Jormungand requires a total minimum of 175 
  crew (15 [base] + 63 [non-gunners] + 97 [gunners] = 175), 
  and a corresponding minimum of 35 officers (175 crew ÷ 
  5 = 35 officers). Henry decides to exceed these minimums, 
  however, to provide a little extra coverage in the event of 
  casualties at sea and the like. He decides on a final count of 
  266 enlisted/non-rated crew, plus 102 gunners, and 77 offi-
  cers to command them—exceeding the vessel’s minimum 
  needs by 193 crewmen (266 non-gunners + 102 gunners 
  – 175 minimum crew = 193) and 42 officers (77 officers – 35 
  minimum officers = 42). In addition, Henry decides he 
  wants to have at least four conventional platoons’ worth 
  
  259
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  sTep 1: esTaBlish 
  fUncTion 
  The first step in creating a Mobile Structure is choosing the 
  unit’s primary function and mode of travel. This step determines 
  some of the most basic aspects of its design, including what type 
  of unit it is, its technology base and its structural strength. These 
  choices will restrict the designer’s access to certain equipment 
  and can also influence the unit’s capabilities in game play.
  chooSe MoBiLe StRUctURe type 
  Mobile Structures come in three main structure types that 
  can affect their motive systems, size, maximum Construction 
  Factor and engine options. Because of this, choosing the unit’s 
  type is the first key part of the structure’s design process. 
  The Mobile Structure Types Table below provides key data 
  that applies to Mobile Structure design and game play. Each 
  of the structural types covered by these rules is listed in the 
  Mobile Structure Type column, along with its Class (Light, 
  Medium, Heavy or Hardened), Maximum Size (in hexes and 
  levels of height), Construction Factor range (based on class), 
  Motive System types and special notes regarding the nature 
  of its construction (such as whether or not the structure may 
  be armed with heavy weapons, or mount additional armor). 
  The Mobile Structure types are broadly described by their 
  standard structural equivalents (Building, Hangar and For-
  tress), which are described more fully below. 
  Buildings: Building-type structures represent everyday 
  structures such as barracks and on-site housing, administra-
  tive centers, infirmaries and such. These structures fall into the 
  Light, Medium and Heavy CF categories. 
  Buildings may not be armored, nor may they mount heavy 
  weapons (weapons individually weighing more than 0.25 tons). 
  However, these structures may house non-weapon equipment 
  useful for their function—such as crew quarters for barracks 
  and housing, communications equipment for administrative 
  centers, MASH and paramedic gear for infirmaries, and so forth. 
  Building-type Mobile Structures may be built as ground-based 
  units, flying units or seafaring units (floating and submersible). 
  hangars: Hangar-type structures are specialized constructs 
  built with large empty spaces. Typically intended to house ve-
  hicles, ’Mechs, fighters and other bulk cargo, these structures 
  come in Light, Medium, Heavy or Hardened CFs and may not 
  be armored. As a consequence of their open internal construc-
  tion, however, Hangars support only half the CF value of their 
  equivalent Building type. Hangars must stand at least as tall 
  as the units they house (2 levels for ’Mech units, 1 for most 
  others), and should have a Large Door on at least one facing 
  (considered free for purposes of equipment tonnage). 
  Like Buildings, Hangars may not mount armor or heavy 
  weapons. Their open design enables them to mount more 
  equipment than comparable Buildings and in a similar fashion, 
  but the weight of any such gear mounted in a Hangar tops out 
  at 300 tons per hex for every 4 levels of structure height (or 
  fraction thereof), even if the structure’s CF would otherwise 
  support more. 
  Hangar-type Mobile Structures may be built as ground-based 
  units, flying units or seafaring units (floating and submersible). 
  designing moBile 
  sTrUcTUres 
  The following basic rules cover the construction of Mobile 
  Structures, particularly large units capable of travel over land, 
  sea and air, but whose designs are often unique and more 
  akin to buildings than their vehicular analogs. Despite their 
  range of types, these advanced units follow five simple steps 
  in design, each of which is described in detail later. In brief, 
  these steps are as follows. 
  Step 1: Establish Function—Determine the Mobile Struc-
  ture’s class, technology base, structure type, size, Construction 
  Factor (CF). 
  Step 2: Install Power, Motive and Control Systems—Deter-
  mine the Mobile Structure’s speed, power and motive systems, 
  and determine crew needs. 
  Step 3: Install Armor—Determine type, amount and weight 
  of armor (if any), and add armor points. 
  Step 4: Install Weapons, Heat Sinks and Equipment—Add 
  weapons, any required heat sinks and other equipment to the 
  advanced unit. 
  Step 5: Complete the Record Sheet. 
  The above steps are a framework for designing a Mobile 
  Structure. The actual process—particularly after the function 
  and motive systems are determined—can involve a bit more 
  flexibility as equipment and armor are balanced for their best 
  fit in terms of tonnage and weapon slots. For example, some 
  designers might wish to assign armor after the weapons and 
  heat sinks are established, to maximize firepower over protec-
  tion. Others may want to add equipment first, leaving any 
  remaining tonnage to armor. 
  To assist in this effort, the designer may find it useful to 
  make copies of an appropriate Blank Record Sheet (in the back 
  of this book), to visually arrange the placement of weapons 
  and equipment while tracking the use of weight on a piece of 
  scratch paper. Alternatively, designers with access to a PC and 
  the appropriate Heavy Metal software can use it to develop 
  their advanced unit electronically. 
  terminology: Mobile Structures are unique among other 
  battlefield units in that they are not constructed so much by a 
  weight standard, though their design uses weight as a regulat-
  ing factor. Rather than using weight classes, Mobile Structures 
  identify their “class” by their Construction Factor (CF), which 
  may be Light, Medium, Heavy or Hardened. Mobile Structures 
  also come in three main structure types: Hangar, Building and 
  Fortress. The combination of a Mobile Structure’s class and 
  type heavily influence its upper size limits (both in hexes and 
  level of height), and its internal weight capacity. Because Mo-
  bile Structures are always multi-hex units, the size (in hexes) of 
  a Mobile Structure influences where items may be mounted. 
  Meanwhile, weight (tonnage) becomes a factor when discuss-
  ing a Mobile Structure’s internal weight capacity (the amount 
  of tonnage a given hex may support within its framework), 
  dictating how much equipment may be mounted inside.
  
  Raymond wants to build a DropShip-mover 
  platform, used to move grounded spheroid 
  DropShips around in crowded spaceports. 
  Even though he does not truly expect 
  such ship movers to come under fire, he nevertheless selects 
  a Fortress-type Mobile Structure for the job, anticipating a 
  need for the maximum possible CF to support his structure’s 
  expected cargo capacity.
  chooSe technoLogy BASe 
  Mobile Structures may be constructed using Clan or Inner 
  Sphere technology bases. Mobile Structures may not be con-
  structed as Omnis. However, they may be constructed as special 
  “Modular Structures” that can link up with other Mobile Structures 
  of similar motive type and movement rates.
  Nicholai establishes an Inner Sphere tech 
  base for his super cargo vessel. Because he 
  plans to maximize its cargo capacity, he 
  conceives of the vessel as a series of struc-
  ture modules.
  Paul decides that his skybase will have an 
  Inner Sphere tech base.
  Raymond chooses an Inner Sphere tech 
  base for his DropShip-mover.
  fortresses: Fortress-type structures are available in Medium, 
  Heavy or Hardened CFs. Unlike Hangars and Buildings, they may 
  be armored or even mount heavy weapons. The mass of armor 
  and weapons a Fortress may mount per hex varies with the struc-
  ture’s CF, but is considered additional to any non-combat gear, 
  which may be placed within such structures as noted above under 
  Buildings. An armored Fortress must distribute its armor to each 
  hex of the structure. 
  Fortress-type Mobile Structures may be built as ground-based 
  or water-based units (floating and submersible), but may not be 
  constructed as flying craft.
  Nicholai is interested in building a super-
  sized trans-oceanic vessel capable of 
  hauling massive amounts of bulk cargo to 
  far-flung coastal cities on Fomalhaut. As 
  he doesn’t plan this to be a military vessel and intends for it 
  to serve as a cavernous cargo hauler, he decides to construct 
  it with the light and open framework of a Hangar, and so uses 
  a Hangar-type Mobile Structure design.
  Paul is interested in building a skybase—
  an unusual floating city and headquarters 
  platform. Though this skybase may have 
  military applications, Paul notes that he 
  cannot make it as a Fortress-type Mobile Structure (because 
  Fortress-type structures cannot have an Air motive system), 
  and so it cannot be armored or armed with heavy weapons. To 
  maximize his structure’s resiliency, he opts for a Building-type 
  Mobile Structure, which offers greater CF capacity.
  moBile Structure typeS tABle
  Mobile Structure 
  Type (Class)
  Max Size 
  (Hexes/Levels)*
  Construction 
  Factor (CF)
  Motive Systems
  Notes
  Buildings
  —
  —
  Ground, Air, Naval
  May not be armed or armored 
  Light
  6/5
  1-15
   
  Medium
  8/8
  16-40
   
  Heavy
  10/10
  41-90
  Hangars
  –
  –
  Ground, Air, Naval
  May not be armed or armored; 
  Light
  10/7
  1-8
  Max 300 tons of equipment per hex (per 4 levels)** 
  Medium
  14/10
  9-20
   
  Heavy
  18/13
  21-45
   
  Hardened
  20/14
  46-75
  Fortress
  –
  –
  Ground, Naval
  May be armed/armored at extra cost 
  Medium
  12/15
  16-40
   
  Heavy
  15/20
  41-90
   
  Hardened
  20/30
  91-150
  *Naval units stand only half their height (rounded down) when operating on the surface while the remaining levels extend below the surface of the water (submersibles are never 
  fully submerged unless they descend low enough to place their uppermost levels below the surface); Ground units receive an additional 2 levels of height from their motive 
  systems for line of sight purposes, but do not count this height toward the Maximum height in levels and do not add these levels into any calculations based on height.
  **Round up
  
  261
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  For each hex of Mobile Structure area covered, Building- and 
  Fortress-type structures may internally carry a total tonnage 
  of equipment (including weapons, heat sinks and armor) 
  equal to their Construction Factor times the number of levels 
  of structure height. Because of their open frames, Hangar-
  type structures may triple this capacity, but that same open 
  frame means they can only support a maximum of 300 tons 
  of equipment per hex for every 4 levels of structural height 
  (or fraction thereof), even if their structural tonnage capacity 
  would support more.
  As a Hardened-class Hangar-type 
  structure has a maximum possible 
  CF of 75, Nicholai decides to give his 
  Hangar-type Mobile Structure a CF of 
  75. This means that each hex of the structure will be able to 
  support 1,200 tons of weight (300 tons x [14 levels high ÷ 4 
  = 3.5, round up to 4] = 300 x 4 = 1,200 tons). 
  After assigning a CF of 90—the 
  maximum possible CF under the Heavy-
  class Building type—to his structure, 
  Paul finds that each hex will support 
  450 tons of equipment (5 levels x 90 CF = 450 tons). 
  Raymond decides to give his 
  DropShip-mover (a Hardened-class 
  structure with a maximum CF of 150) 
  its maximum CF, to better bear the 
  strain of its intended load. He finds that such a Mobile 
  Structure would be able to support 600 tons of equip-
  ment weight per hex (4 levels [not counting the bonus 2 
  for being ground-mobile] x 150 CF = 600 tons). 
  chooSe cLASS, Size, And ShApe 
  Depending on the Mobile Structure’s class, its maximum (and 
  minimum) size and Construction Factor values can vary greatly 
  (as shown on the Mobile Structure Types Table). In this respect, 
  a Mobile Structure’s class is equivalent to a combat unit’s weight 
  class, and Mobile Structures may be identified—as their struc-
  ture type permits—as Light, Medium, Heavy or Hardened. 
  Once a class is decided upon, the designer may set the 
  size and shape of the Mobile Structure (in 30-meter hexes, by 
  6-meter levels). This shape is recorded by using the layered 
  hexagonal map on the right-hand side of the Mobile Struc-
  ture’s Record Sheet and blacking out all extraneous hexes. 
  For simplicity’s sake, a Mobile Structure’s shape must be a 
  continuous grouping of hexes no greater than the hexside of 
  the structure class (as defined by the number left of the slash 
  in the Max Size column). These hexes need not be all of the 
  same height, but the highest level chosen for all hexes may 
  not exceed that of the number right of the slash in the Max 
  Size column for the unit’s class, and is used as the general 
  height for the Mobile Structure itself for purposes of costs and 
  structural weight capacity. 
  Minimum Size: Mobile Structures are multi-hex units by defi-
  nition. Thus, the minimum size for any Mobile Structure is 2 hexes.
  Nicholai chooses a Hardened class 
  for his super-freighter, to achieve 
  the maximum size for each structure 
  module. He decides to use all 20 hexes 
  worth of Hangar size for his vessel, which he arranges in 
  a chevron-shaped area 4 hexes long and 5 hexes wide. He 
  also decides the Mobile Structure will stand at its maximum 
  height of 14 levels. (As a surface-going naval-type Mobile 
  Structure, this means that the freighter will float with 7 
  levels above the water surface, and 7 below.)
  Paul decides on a Heavy class Building 
  for his skybase. This gives him a 
  maximum Mobile Structure size of 10 
  hexes in area by 10 levels in height. H 
  takes the maximum hex size and arranges the structure in 
  a wedge shape, 1 hex wide at the tip and 4 hexes wide at 
  the base, with a height of 5 levels.
  Raymond decides to make his DropShip-
  mover a Hardened class, but does not 
  opt for the maximum Fortress-class 
  structure size of 20 hexes by 30 levels. 
  Instead, he sees his unit as a 19-hex structure, arranged 
  on his Record Sheet in a hexagonal “circle” 3 hexes on a 
  side (and 5 hexes at the widest points), with a height of 4 
  levels. Because it will be ground mobile, this will make the 
  structure’s actual height 6 levels tall, but the lower 2 levels 
  will not count for any height-based computations.
  conStRUction fActoR 
  And inteRnAL Weight cApAcity 
  The class of the Mobile Structure also helps select its Con-
  struction Factor (CF), which determines its damage capacity 
  per hex (regardless of height), as well as its internal weight ca-
  pacity. The CF is recorded on the Record Sheet in the CF block. 
  A relic plies the Thames river to fight Blakist forces on New Avalon.
  RA
  
  The power systems available to Mobile Structures can vary 
  somewhat, with a range of possible “engines” similar to those 
  found on Support Vehicles (Steam, Internal Combustion, Fuel 
  Cell, Fission and Fusion are all available to Mobile Structures). The 
  weight of these power systems is based on the size of the Mobile 
  Structure, its technology base and motive type, and the desired 
  maximum speed (in Movement Points). 
  Mobile Structures do not have a Cruising and Flanking rating; 
  just a maximum MP. Mobile Structure Movement Points may be 
  purchased in quarter-points, rather than whole MPs, and depend-
  ing on the motive type used, all such units receive a set maximum. 
  (See the game play rules for Mobile Structures, p. 165, for informa-
  tion on how these units spend their Movement Points.) 
  To find the total weight of a Mobile Structure’s power system, 
  multiply together the structure’s size (in hexes), its height (in levels), 
  its desired movement rate (in MPs) and its Power System Weight 
  Multiplier (shown in the Mobile Structure Power and Motive Sys-
  tems Table below). Round all weights up to the nearest full ton. 
  sTep 2: insTall 
  poWer, moTive, and 
  conTrol sysTems 
  The second step in Mobile Structure design is the installation 
  of the unit’s power and motive systems. This step establishes key 
  factors in the unit’s mobility, including the size and performance 
  of its engine and its crew needs for operations. 
  inStALL poWeR SySteM 
  Thanks to their sheer size, the power systems for a Mobile Struc-
  ture are more generalized and distributed than on other unit types. 
  The power system runs the unit’s drive systems as well as any other 
  onboard components, such as weapons and heavy equipment. 
  moBile Structure power And motive SyStemS tABleS
  MOBILE STRUCTURE POWER SYSTEM, MOTIVE SYSTEM, AND FUEL WEIGHT FORMULAE
  Power System Weight = Structure Size (Hexes x Levels) x MP x Power System Weight Multiplier
  Motive System Weight = Structure Size (Hexes x Levels) x Motive Type Multiplier x Structure Type Multiplier* 
  Fuel Weight = Desired Range (in hundreds of kilometers) x Fuel Multiplier x Power System Weight
  *Structure Type Multiplier = 0.3 for Hangars, 0.5 for Buildings, and 1.0 for Fortresses
  moBile Structure power SyStem weight multiplierS
  Mobile Structure Power 
  System Type
  Power System Weight Multiplier (by Tech Base and Motive Type)
  Fuel Multiplier:  
  (% of Power System 
  Wt. Per 100 km)
  Inner Sphere
  Clan
  Ground
  Air
  Naval*
  Ground
  Air
  Naval*
  Steam
  6.0
  6.0
  6.0 / 7.0
  7.0
  7.0
  7.0 / 8.0
  4.0
  Internal Combustion (ICE)
  3.0
  3.0
  3.0 / 3.2
  3.0
  3.0
  3.0 / 3.0
  2.0
  Fuel Cell
  4.0
  4.4
  4.0 / 5.0
  4.0
  4.2
  4.0 / 4.4
  2.0
  Fission
  3.0
  3.0
  3.0 / 3.0
  4.0
  4.0
  4.0 / 4.0
  NA
  Fusion
  2.0
  2.0
  2.0 / 2.2
  1.8
  1.8
  1.8 / 2.0
  NA
  *Left of Slash = Surface-only movement; Right of slash = Submersible
  moBile Structure motive SyStem weight multiplierS
  Motive Type Multiplier (by Tech Base) 
  Mobile Structure Motive Type
  Max MP (Type)*
  Inner Sphere
  Clan
  Ground
  2 (Tracked)**
  4.0
  3.5
  Air
  4 (VTOL)
  5.0
  4.0
  Water (Surface-only)
  3 (Naval)
  2.0
  1.8
  Water (Submersible)
  4 (Naval, Submarine)
  3.5
  3.5
  *MPs for Mobile Structures may be purchased in quarter-points; Mobile Structures have no Flank MP rating, nor may they Jump
  **Ground-based Mobile Structures increase the Structure’s Height by 2 for LOS purposes, but do not affect height-based construction calculations or tonnage capacity; no equip-
  ment may be mounted on the lowest 2 Levels
  
  263
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  tons per hex – [52.5 power system tons + 8.5 motive system 
  tons] = 1,139 tons). 
  With its 10-hex size, 5 levels of height 
  and CF of 90, Paul has given his airbase 
  an airborne (VTOL) motive system 
  with 4 MP of movement, and chooses 
  a Fusion power system to keep it aloft. He computes the 
  power system will run 400 tons in total (10 hexes x 5 levels x 
  4 MPs x 2.0 Inner Sphere airborne power system multiplier 
  = 400 tons). The motive system will weigh an additional 125 
  tons (10 hexes x 5 levels x 5.0 Inner Sphere motive system 
  multiplier x 0.5 for Building-type structure = 125 tons). 
  Dividing both figures by the airbase’s 10-hex size, he 
  finds that each hex will devote 40 tons to power systems 
  and 12.5 to motive systems. Subtracted from the 450-ton 
  weight capacity per hex, these systems will leave the unit 
  with 397.5 tons of internal capacity per hex (450 tons per 
  hex – [40 power system tons + 12.5 motive system tons] = 
  397.5 tons). 
  Raymond decides to give his ground-
  based DropShip-mover (a 19-hex, 
  4-level high Mobile Structure) a Fusion 
  power system and a maximum MP of 2. 
  He finds that the power system for this unit will weigh 304 
  tons (19 hexes x 4 levels x 2 MP x 2.0 Inner Sphere Fusion 
  power system multiplier = 304 tons), and the motive 
  system will also weigh 304 tons (19 hexes x 4 levels x 4.0 
  Inner Sphere Ground motive system multiplier = 304 tons). 
  Dividing these values by 19 hexes, he finds that the 
  power and motive systems will each take up 16 tons per 
  hex (304 tons ÷ 19 hexes = 16 tons per hex). Subtracted 
  from the 600-ton weight capacity per hex, these systems 
  will leave the unit with 568 tons of internal capacity per 
  hex (600 tons per hex – [16 power system tons + 16 motive 
  system tons] = 568 tons).
  deteRMine fUeL cApAcity 
  Mobile Structures have significant fuel requirements, and 
  burn fuel in a similar fashion to Support Vehicles. Like many 
  Support Vehicles, this fuel capacity is expressed as an operating 
  range for the unit, which is computed based on the engine type 
  and the desired operating range (in hundreds of kilometers). 
  Though some Mobile Structure engines may lack fuel require-
  ments (notably Fission- and Fusion-powered types), all others 
  that require fuel must allocate some weight—in addition to 
  their power and motive systems—to internal fuel supplies. 
  To find the fuel weight for a Mobile Structure, multiply 
  the desired range (in hundreds of kilometers) by the listed 
  percentage of the unit’s power system weight shown in the 
  Mobile Structure Power System Multipliers Table. (An entry of 
  NA means that Mobile Structures using those power systems 
  need not purchase fuel reserves.) This figure is rounded up to 
  the nearest ton. For example, a Mobile Structure unit with a 
  520-ton fuel cell power system and a desired operating range 
  of 1,000 kilometers would add 104 tons of fuel to its design 
  (520 tons [power system weight] x 0.02 [2.0 percent per 100 
  km for fuel cells] x 10 [hundreds of kilometers desired; 1,000 ÷ 
  100 = 10] = 104 tons). 
  inStALL MotiVe SySteM 
  In addition to their power systems, Mobile Structures also 
  must devote tonnage toward the motive systems that enable 
  the unit to move. 
  As with power systems, Mobile Structures have multiple 
  options in motive system design. Ground-based Mobile Struc-
  tures use tracks and/or wheels to negotiate terrain. Airborne 
  Mobile Structures use a combination of rotors and lighter-
  than-air cells that provide sustainable lift (if not high-speed 
  flight). Naval Mobile Structures allow for seafaring units, which 
  can be made as either super-sized surface vessels or—if prop-
  erly sealed—submersibles. 
  The amount of tonnage these motive systems require from 
  the Mobile Structure’s overall internal weight capacity de-
  pends on the unit’s size, its exact motive type (ground-based, 
  airborne, surface naval or submersible), its technology base 
  (Clan or Inner Sphere), and its basic structure type (hangar, 
  building, or fortress). To find the total weight of a Mobile Struc-
  ture’s power system, multiply together the structure’s size (in 
  hexes), its height (in levels), its Motive Type Multiplier (shown 
  in the Mobile Structure Power and Motive Systems Table 
  below), and its Structure Type Modifier. Round all weights up 
  to the nearest full ton. 
  distributed System Weights: Once the total weight of 
  the power and motive systems is known, the tonnage used 
  is dispersed among the Mobile Structure’s hexes, effectively 
  limiting the weight capacity of each hex as power conduits 
  and drive systems are spread evenly throughout the design. 
  To find this per-hex weight, divide the total power and motive 
  system weights by the number of hexes the unit occupies, and 
  round up to the nearest half-ton. 
  Modular Structures: Mobile Structures built as Modular 
  Structures still require power and motive systems, which must 
  be of the same MP and type as the other Modular Structures 
  with which they are intended to unite. 
  tech Base: Under these rules, Clan-made power and motive 
  systems may not be employed on Inner Sphere-made Mobile 
  Structures. Likewise, Clan-made Mobile Structures may not 
  employ power or motive systems with an Inner Sphere tech-
  nology base.
  Nicholai’s super-sized Mobile Structure 
  occupies 20 hexes and has a height of 
  14 levels. He intends it to operate as a 
  surface naval vessel, and chooses an 
  internal combustion engine for its power system, with a 
  desired top speed of 1.25 MP. Based on these choices, he 
  finds that the power systems for this Mobile Structure will 
  weigh 1,050 tons (20 hexes x 14 levels x 1.25 MP x 3.0 Inner 
  Sphere surface naval power system = 1,050). The motive 
  systems, meanwhile, will weigh an additional 168 tons (20 
  hexes x 14 levels x 2.0 Inner Sphere surface naval motive 
  system x 0.3 for a Hangar-type structure = 168). 
  Distributing these systems, Nicholai finds that each 
  hex of his Mobile Structure will house 52.5 tons of power 
  systems (1,050 tons ÷ 20 hexes = 52.5 tons per hex) and 
  8.5 tons of motive system equipment (168 tons ÷ 20 hexes 
  = 8.2 tons per hex, round up to 8.5). Subtracted from the 
  1,200-ton weight capacity per hex, these systems will leave 
  the unit with 1,139 tons of internal capacity per hex (1,200 
  
  distributing fuel tanks: Unlike power and motive systems, 
  which must be distributed evenly throughout a Mobile Structure’s 
  design, fuel storage may be distributed as desired. Mobile Struc-
  ture units may place as much as 100 percent of their fuel storage 
  (if possible) in a single hex of the unit’s design, or divide the sup-
  ply (as evenly as possible) among multiple structure hexes. The 
  locations of any fuel storage (and quantities thereof in weight) 
  must be noted on the unit’s record sheet. 
  Modular Structures: Mobile Structures built as Modular Struc-
  tures retain their separate power and motive systems, and thus 
  also retain separated fuel supply systems. The fuel supply of a sin-
  gle module may not be shared with other modules in the linked 
  unit, and so all Mobile Structure modules must invest weight in 
  their own fuel supplies. The operating range of a linked Mobile 
  Structure will be that of its shortest-ranged module. 
  tech Base: Fuel tanks and fuels are standardized, and equally avail-
  able to Mobile Structures of Clan or Inner Sphere technology bases.
  For its 1,050-ton Internal Combustion power 
  system, Nicholai decides to give his Mobile 
  Structure an operating range of 7,000 kilo-
  meters. He finds that this will cost the unit 
  a total of 1,470 tons (1,050 tons [power system weight] x 0.02 
  [2.0 percent per 100 km for internal combustion] x 70 [hundreds 
  of kilometers desired; 7,000 ÷ 100 = 70] = 1,470). Because this 
  figure exceeds the 1,139-ton internal capacity of a single hex 
  worth of this Mobile Structure, Nicholai decides to divide his 
  fuel tanks up among two of his vessel’s centrally-located hexes, 
  with 735 tons applied to each. Those hexes will therefore have 
  an internal weight capacity of 404 tons (1,139 – 735 = 404).
  For its 400-ton Fusion power system, Paul 
  finds that no fuel supply is required. His 
  airbase has an effectively unlimited range.
  Raymond’s DropShip-mover also uses a 
  Fusion power system, and so also requires 
  no fuel storage. 
  Add cReW 
  The control systems that regulate mobility and power on a 
  Mobile Structure are integral to the power and motive systems al-
  ready established above. However, as these systems still require a 
  crew to operate them, Mobile Structures must allocate additional 
  mass to crew accommodations as needed. 
  crew: All Mobile Structures require a certain amount of crew 
  to operate them. To determine the basic crew needs for a Mobile 
  Structure, consult the Mobile Structure Minimum Crew Table below, 
  taking into account the Mobile Structure’s size (in hexes) and mo-
  tive type. A Mobile Structure’s crew must be equal to (or, at the 
  designer’s option, greater than) the sum of its minimum crew re-
  quirements (including any supplemental crew such as officers and 
  those needed to man special equipment such as weapons, commu-
  nications, kitchens and MASH theaters). Bay personnel—for vehicle 
  bays and such—are not listed (the bays themselves incorporate a 
  limited amount of bunk space for such personnel). Additional crew 
  needs for the specific items listed do not have to be met unless and 
  until the items are mounted (typically after Step 4), and any officer 
  requirements must be computed after all crew is assigned. 
  moBile Structure  
  minimum crew tABleS
  Minimum Crew Formula:
  Minimum Crew Needs = (Base Crew Minimum x Structure 
  Size [in hexes]) + Minimum Gunners + Minimum Officers
  Base Crew Minimum (per Hex, by Motive Type)
  Mobile  
  Structure Class
  Ground-
  Based
  Airborne
  Naval 
  (Surface)
  Naval 
  (Submersible)
  Hangar
  2
  3
  2
  3
  Building
  3
  4
  3
  4
  Fortress
  4
  NA
  5
  6
  *Round fractions down; apply rounding before applying the Base Crew Minimum 
  to the Minimum Crew Formula
  AdditionAl crew
  Non-Gunners
  Minimum Crew 
  Requirement
  Communications Equipment 
  (per ton, see p. 212, TM)
  1
  Field Kitchen (per item, see p. 217, TM)
  3
  Flight Deck (per item, see p. 312)
  20
  Landing Deck (per hex, see p. 319)
  3
  Helipad (per item, see p. 312)
  5
  MASH (per theater, see p. 228, TM)
  5
  Mobile Field Base (per item, see p. 330)
  5
  Modular Structure Linkage 
  (per item, see p. 265)
  4
  Gunners
  Minimum Gunners*
  Per Light Weapon (see p. 266)
  1
  Per Medium Weapon (see p. 266)
  1
  Per Heavy Weapon (see p. 266)
  Weapon Tons ÷ 5 (round up)
  Per Capital Weapon (see p. 276)
  7
  *Advanced fire control systems are automatically provided for armed Mobile 
  Structures at no cost; gunners are required only for items that require a Gun-
  nery Skill roll to use in combat.
  Officers
  Minimum Officer 
  Requirement*
  9 Non-Officer Crewmen or less 
  1
  10 or more Non-Officer Crewmen
  Total Non-Officer Crew ÷ 10 
  (round up)
  Crew Space: Mobile Structures may distribute their crew quarters evenly among 
  the unit’s hexes, or concentrate them to a smaller number of hexes.
  
  265
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  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Environmental Sealing systems occupy tonnage equal to 
  one-tenth of the structure’s CF times its number of levels in 
  height (rounded up to the nearest full ton), per hex of structure. 
  All hexes of a Mobile Structure must receive this modification. 
  Modular Structure Linkage: Mobile Structures designed 
  to link up with other Mobile Structures of identical motive 
  types and speeds must incorporate additional equipment to 
  serve as the linkage between themselves and other modular 
  Mobile Structures. A linkage system is required on both sides, 
  so the linkage for one Mobile Structure must mate with the 
  linkage of its companion units. (Once linked in this fashion, 
  the Mobile Structure is treated as a single unit with the same 
  motive type and MP rating, but if the motive system for one of 
  the linked structures is crippled somehow, the entire united 
  structure becomes crippled until it can break the links.) 
  Modular Structure Linkage occupies tonnage equivalent 
  to half the Mobile Structure’s CF (rounded up to the nearest 
  full ton), and must be placed in the desired “linkage” hexes 
  (which may only be chosen from among the structure’s outer-
  most hexes). A Modular Structure may incorporate multiple 
  Modular Structure linkage systems to build bigger unified 
  structures. Each system also adds 4 non-officer crewmen to 
  the unit’s base crew minimum. 
  If a Mobile Structure’s linkage hex is destroyed in game play, 
  any connection between Modular Structures through that link 
  is broken. Adjacent hexes may thus incorporate linkage systems 
  in order to provide some redundancy in the event of disaster. 
  tech Base: Environmental Sealing and Modular Structure 
  Linkage systems are equally available to Mobile Structures 
  built using a Clan or Inner Sphere technology base.
  Nicholai sees his superfreighter as a 
  Modular Mobile Structure, and decides 
  to place two linkage systems on the unit, 
  one in the hex he designates as the unit’s 
  foremost hex and the other at the opposite end. For his 75 
  CF structure, these systems will each weigh 38 tons (75 CF x 
  0.5 = 37.5, round up to 38), and take up that tonnage in the 
  designated hexes. As these hexes are not those reduced by 
  the fuel tank storage, he finds that the remaining internal 
  tonnage capacity of the affected hexes will be 1,101 tons 
  (1,139 tons – 38 tons = 1,101 tons). Nicholai also notes that, 
  per the rules regarding crew, these linkage systems will add 
  8 more crewmen to his minimum needs, which raises the 
  officer needs to 5 ([40 base non-officer crewmen + 8 linkage 
  crewmen] = 48; 48 ÷ 10 = 4.8 officers, round up to 5).
  Gunners are necessary only for items that require a Gun-
  nery Skill roll to use in combat, and that have a range of more 
  than 1 hex. (Automatic defensive armaments like Anti-Missile 
  Systems, A-Pods and such require no gunners, nor do non-
  weapon items listed on the Weapons and Equipment Tables, 
  such as Active Probes and ECM gear.) 
  crew Accommodations: Mobile Structures, often designed 
  to spend days or weeks in the field, provide quarters—rather 
  than mere crewman seating—as part of their design. These 
  crew quarters are very basic, however, and make no allow-
  ances for luxuries or passengers beyond the minimum crew 
  needs. Such additional facilities may be added later on. 
  fire control Systems: Mobile Structures that are armed 
  automatically incorporate advanced fire control systems into 
  their designs. The massive support of the structure itself makes 
  the weight and cost of any fire control systems negligible. 
  tech Base: The control systems and crew accommodations 
  covered by these rules are equally available to Mobile Struc-
  tures built using a Clan or Inner Sphere technology base.
  crew Space: Mobile Structures may distribute their crew 
  quarters evenly among the unit’s hexes, or concentrate them 
  to a smaller number of hexes.
  For his 20-hex Hangar-class Mobile 
  Structure (which uses a surface naval 
  motive system), Nicholai finds that he 
  has a minimum crew requirement of 
  44 ([2 Base Crew Minimum for Surface Naval Hangar x 20 
  hexes = 40] + 0 gunners [at the moment] + 4 officers [40 
  crew ÷ 10 = 4 officers] = 44). 
  For his 10-hex Building-class airborne 
  Mobile Structure, Paul finds that the 
  minimum crew needs are also 44 ([4 
  Base Crew Minimum for Airborne 
  Building x 10 hexes = 40] + 0 gunners [at the moment] + 4 
  officers [40 crew ÷ 10 = 4 officers] = 44).
  Raymond’s DropShip-mover is 
  a 19-hex Fortress-class Mobile 
  Structure with a ground-based 
  motive system, and so currently has 
  a minimum crew need of 84 ([4 Base Crew Minimum 
  for Ground-based Fortress x 19 hexes = 76] + 0 gunners 
  [at present] + 8 officers [76 crew ÷ 10 = 7.6 officers, 
  round up to 8] = 84). 
  SpeciAL enhAnceMentS (enViRonMentAL
  SeALing, ModULAR StRUctURe LinkAge) 
  Two basic enhancements are available to Mobile Structures 
  of all types and classes: environmental sealing and the linkage 
  systems for modular structure. A Mobile Structure may install 
  either (or both) systems as desired. 
  environmental Sealing: The environmental sealing modi-
  fication reinforces the outer framework of a Mobile Structure 
  and provides secondary hatches throughout to seal off 
  breaches against hazardous environments (including vacuum, 
  toxic atmospheres and water). It is incorporated automati-
  cally with the submersible motive system and so need not be 
  added to such units, but may be added to non-submersible 
  Mobile Structures at this stage. 
  moBile Structure SpeciAl 
  enhAncementS tABle
  Enhancement
  Weight 
  (per Hex)*
  Required
  Location
  Environmental Sealing
  (CF x 0.1) 
  x Height 
  (in levels)
  Each Hex
  Mobile Structure Linkage
  CF x 0.5
  Single Hex (Outer)
  *Round up to the nearest full ton
  
  sTep 4: insTall 
  Weapons, heaT sinks, 
  and eqUipmenT 
  Once the size, shape and class of the Mobile Structure is estab-
  lished, and its power and motive systems have been installed, any 
  leftover internal tonnage capacity may be used to install weapons, 
  heat sinks and other equipment as desired. 
  The weapons, ammunition and equipment that may be mount-
  ed on Mobile Structures are listed in the Master Weapons and 
  Equipment Tables beginning on p. 404. In addition to any heat, 
  damage and range statistics, these tables provide the weight 
  these items take up on such units, what technology base (Clan or 
  Inner Sphere) is required to use them, and any special construc-
  tion rules that might apply to installing the equipment (such as 
  location and unit type restrictions). 
  Remember that the total weight for a given Mobile Structure’s 
  power systems, motive systems, armor, heat sinks, weapons and 
  other components must never exceed the internal weight capacity 
  of the total unit, nor may the total tonnage for all items installed 
  in a given hex of the Mobile Structure exceed the internal weight 
  capacity of that hex. Any leftover weight (per hex) is automatically 
  allocated to cargo space. 
  For special rules on any item, consult its entry under Heavy 
  Weapons and Equipment (see pp. 201-245, TM). Rules for the addi-
  tional advanced items described in this book are found beginning 
  on p. 274. 
  techManual items: The Weapons and Equipment items de-
  scribed and listed in the tables in TechManual may all be mounted 
  on Mobile Structures in accordance with their standard equip-
  ment rules. Mobile Structures may install any item permitted on 
  tournament-legal DropShips or Support Vehicles. 
  Light and Medium Weapons: Lighter Mobile Structure types, 
  such as Buildings and Hangars, may mount Medium and Small 
  weapons (those usable by conventional infantry units), to a maxi-
  mum limit of 6 such weapons per level of structure height—as 
  long as they have sufficient tonnage available in the hex to do so. 
  heavy Weapons: Only Fortress-type Mobile Structures may 
  mount Heavy weapons (weapons that individually weigh half a 
  ton or more). The maximum tonnage of such weapons that may 
  be mounted per hex—discounting ammunition, turret mecha-
  nisms and heat sinks or power amplifiers—is equal to the Fortress’ 
  CF divided by 10. The weight of these weapons, plus any turrets, 
  power amplifiers, heat sinks or ammunition, counts against the 
  structure’s weight capacity as per normal equipment. 
  Heavy weapons may be mounted on Mobile Structures either 
  in turrets along the roof of the structure (see Turrets/Pintles, p. 267 
  ) or along the structure’s outer walls. If mounted along the walls, 
  the designer must not only note the hex the weapon is placed 
  in, but also its level in height along the wall for line of sight pur-
  poses. (Remember that ground-based Mobile Structures stand 2 
  levels taller than their base height, but cannot mount weapons 
  and equipment below a height of 3, so a weapon mounted in 
  the lowest level of a ground-based Mobile Structure with a base 
  height of 5 levels would be firing from a height of 3 levels, while 
  one placed on the same Mobile Structure’s roof would have an 
  effective height of 8 levels above the ground.) Weapons mounted 
  Paul decides not to incorporate special 
  enhancements into his airbase.
  Raymond decides to build his DropShip-
  mover with Environmental Sealing. With its 
  CF of 150 and its height of 4 levels, he com-
  putes that the weight of this equipment will 
  subtract 60 tons from each hex of the Mobile Structure ([150 CF 
  x 0.1] x 4 levels = 60 tons). This will reduce the per-hex internal 
  weight capacity of the mover to 508 tons (568 – 60 = 508 tons).
  sTep 3: 
   insTall armor 
  Fortress-type Mobile Structures may add armor to better rein-
  force them and protect them against heavy weapon fire and other 
  major structural damage. This armor effectively adds a second 
  layer of points that protect the CF in game play, in much the same 
  way as a BattleMech’s armor protects its internal structure. 
  The maximum number of armor points (per hex) that may be 
  placed on a Mobile Structure is equal to the Construction Factor 
  (CF) of the unit itself. When mounted on a Mobile Structure, the 
  same number of armor points applies for all hexes of the unit, so 
  a Mobile Structure that is assigned 112 armor points on one hex 
  must assign 112 armor points to all of its hexes. 
  On Inner Sphere-made Mobile Structures, every 16 points of 
  armor (or fraction thereof) mounted per hex subtracts 1 ton from 
  the internal weight capacity of that hex. Clan-made Mobile Struc-
  tures lose 1 ton of internal weight capacity for every 20 points of 
  armor (or fraction thereof) mounted per hex. 
  Under these rules, only Fortress-type Mobile Structures may 
  install armor of any type. Building- and Hangar-type structures 
  lack the specially reinforced framework and structural design 
  necessary to support military-grade armor.
  As a Hangar-type Mobile Structure, Nicholai’s 
  super-freighter may not carry armor. 
  Paul’s flying airbase, as a Building-type 
  Mobile Structure, also may not carry armor.
  Raymond’s DropShip-mover, as a 
  Fortress-type Mobile Structure, may 
  install armor if desired. Though he does 
  not expect the mover to face combat, 
  he decides to install some extra protection anyway, and 
  devotes 2 tons (per hex) to armor. This gives each of the 
  mover’s hexes 32 points (16 points per ton x 2 tons = 32 
  points) of extra armor protection and leaves it with 506 
  tons of internal capacity per hex (508 – 2 = 506).
  
  267
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
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   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Mobile Structure’s uppermost height (including the 2 added 
  levels ground-based Mobile Structures receive from their 
  motive systems), which effectively enable them to cover the 
  structure’s entire roof in order to repel any potential boarding 
  parties. Mobile Structure turrets may also engage any targets 
  located below the turret’s height, so long as the line of sight 
  between the turret and its target does not pass through an-
  other of the Mobile Structure’s own hexes. 
  Some items that may be mounted on a Mobile Structure—
  such as Helipads, Flight Decks and Landing Decks—may 
  occupy “turret space” as well as internal equipment space. In 
  such cases, the unit must designate the hexes these items oc-
  cupy. Turrets may not be mounted in these designated hexes. 
  Pintle mounts are available only for Light and Medium 
  weapons. These mounts may be assigned to any level in a Mo-
  bile Structure’s height (except for the bonus 2 levels provided 
  by a ground-based Mobile Structure’s motive system), and 
  receive a firing arc that runs up to 4 adjacent hexsides facing 
  outward from the structure itself. As with wall-mounted arcs, 
  pintles may not fire into any hex that faces another hex of the 
  same Mobile Structure—adjacent or otherwise. 
  Turrets and pintles mounted in Mobile Structures receive 
  no additional armor or structure points, and neither weapon 
  mounts are treated as separate hit locations in combat. The 
  weight of a turret mechanism is equal to 10 percent of the 
  weight of all equipment mounted within it (rounded up to the 
  nearest half-ton), discounting any heat sinks, power amplifiers, 
  or ammunition required by any turret-mounted weapons and 
  equipment. Pintles, meanwhile, have a weight equal to 5 per-
  cent of the weight of all equipment mounted within (rounded 
  up to the nearest kilogram), excluding ammunition. Turret 
  and pintle weights always count against the internal weight 
  capacity of the hex within which such mounts are located. 
  heat Sinks: Regardless of the power system chosen, Mobile 
  Structures receive no free heat sinks. Mobile Structures with-
  out a Fission or Fusion power system must incorporate enough 
  heat sinks to cover the heat generated by all energy weapons 
  fired together. These heat sinks may be distributed as desired 
  to the weight capacity of any hex or hexes on the unit—be it in 
  one big lump, or in portions spread across the entire structure. 
  fire control Systems: Mobile Structures need not invest in 
  fire control systems, as they receive such systems automati-
  cally when mounting any weapons. The only need for added 
  fire control arises when employing non-missile capital-scale 
  weapons; in which case, see the above rules for mounting 
  capital weapons on Mobile Structures. 
  Small items on Mobile Structures: Mobile Structures rarely 
  employ small items, as many of the unit’s amenities include such 
  features by default, but if a designer opts to install Small-size 
  items on a Mobile Structure, the same rules for mounting small 
  items on Medium and Large Advanced Units apply (see p. 255). 
  tonnage-Based items: Some items (such as Lift Hoists) 
  derive their strength, capabilities and damage from the ton-
  nage of the unit that mounts them. In the case of Mobile 
  Structures, the CF of the structure may be used in place of the 
  unit’s tonnage to define the upper limits of these capabilities 
  (so a Mobile Structure with 100 CF and a single Lift Hoist in 
  the hex—which can lift half its user’s weight—can lift 50 tons; 
  multiple Lift Hoists in the same hex can increase this capacity 
  as multiple Hoists would on a single-hex unit). 
  in a rooftop turret are considered to have a height equal to the 
  Mobile Structure’s highest level for line of sight purposes. 
  capital Weapons: Capital-class and Sub-capital-class weap-
  ons may be mounted on Fortress-type Mobile Structures, but 
  the size of these weapons and the slow-moving nature of these 
  units makes the use of such weapon systems exceedingly rare. 
  For capital-grade weapons, Mobile Structures that do not 
  employ Fission or Fusion power systems may employ only 
  capital missile launchers. Mobile Structures powered by Fis-
  sion or Fusion power systems may mount other capital-scale 
  weapon systems, but must add an extra 10 percent to the 
  weapons’ weight in order to do so, to reflect increased fire 
  control systems and stabilizers necessary for firing. 
  A given hex of Mobile Structure may accommodate only 1 
  non-missile capital weapon, or as many capital missile launch-
  ers as the hex’s tonnage will allow. Mounting any capital 
  weapon, however, automatically precludes the installation 
  of turrets or pintles in the same hex (or any item that is said 
  to occupy turret space, such as Flight Decks and the like). If a 
  desired hex does not have enough internal weight capacity to 
  support a desired capital weapon, the weapon’s tonnage may 
  be divided as evenly as possible between the desired hex and 
  all Mobile Structure hexes immediately adjacent to it (in which 
  case, the same turret and pintle mount limitations apply to 
  the adjacent hexes as well as to the central hex). 
  power Amplifiers: As with Combat and Support Vehicles, 
  Mobile Structures not powered by Fission or Fusion engines 
  will require power amplifiers for any heavy energy weapons 
  mounted on them. Such power amplifiers weigh 10 percent of 
  the weight of all applicable weapons (rounded up to the near-
  est .1 ton). Power amplifiers do not count toward the weight of 
  any weapons slaved to a targeting computer, nor do they count 
  toward the weight of any turret or pintle mechanisms mounted 
  on the Mobile Structure, but their weight must be assigned to 
  the hex locations where their related weapons are mounted. 
  Mobile Structure firing Arcs: Unless mounted on a Pintle 
  or Turret (see below), all non-capital weapons placed on a Mo-
  bile Structure receive a fixed firing arc based on their mounted 
  location. For all non-capital weapons mounted on an outer 
  wall, this arc covers a maximum of 3 adjacent hexsides fac-
  ing outward from the structure itself (akin to a BattleMech’s 
  forward firing arc; the actual hexsides must be chosen and 
  identified by the designer at construction). Any hexside that 
  faces another hex of the same Mobile Structure—adjacent 
  or otherwise—may not be designated as part of a weapon’s 
  firing arc (so a Mobile Structure cannot be designed with 
  weapons that turn on itself). 
  Capital weapons—including capital missile launchers and 
  sub-capital weapons (see p. 343) receive a special upwards-
  facing firing arc when assigned to Mobile Structures, and thus 
  do not receive a firing arc that can be projected onto a ground 
  battle. No capital-scale weapon system installed on a Mobile 
  Structure may be placed in a turret or pintle mount. 
  turrets/pintles: All Mobile Structures may install turrets, 
  but are limited to a maximum of 1 turret per hex of unit size. 
  Turrets may carry Light, Medium, or Heavy weapons, and are 
  automatically located on the roof of a Mobile Structure, where 
  they receive a height equal to that of the structure’s highest 
  level for line of sight purposes. Mobile Structure turrets have 
  a 360-degree field of fire against any targets at or above the 
  
  Nicholai decides to spend his tonnage conservatively, to 
  maximize his internal cargo capacity. He opts to place four 
  Lift Hoists per hex (at 3 tons per hoist) along the 4-hex long 
  left and right sides of his unit (the sides not already featuring 
  modular linkage systems, where internal capacity is still at 
  1,139). In these same hexes, he also opts to place 2 maritime 
  Life Boats (1 ton each), a mounted searchlight (0.5 tons each) 
  and pintle-mounted 2-shot SRM Launchers (the Medium-class 
  infantry weapon) with 50 rounds each (30 kg per weapon + 
  1,000 kg per 50 shots [20 kg/2 shots] + 1.5 kg per pintle mount 
  [30 kg x 0.05 = 1.5 kg] = 1,031.5 kg, rounded up to 1.5 tons per 
  weapon, ammo, and mount). Leaving the rest of the side hexes 
  for standard cargo, Nicholai finds these hexes can store up to 
  1,123 tons each (1,139 – 12 [4 Lift Hoists] – 2 [Life Boats] – 0.5 
  [Searchlight] – 1.5 [SRM Pintles] = 1,123). 
  Nicholai also decides to install four helipads on his Mobile 
  Structure, locating 1 each in two of the untouched forward 
  hexes and 2 more in the untouched aft hexes. At 500 tons per 
  helipad, these 1,139-ton hexes are reduced to 639 tons of capac-
  ity. In these same hexes, he also establishes two Light vehicle 
  bays to store any visiting helicopters (at 50 tons each, this 
  further reduces the internal capacities of the hexes to 539 tons). 
  In the internal hexes where the fuel tanks are (and where 
  spare tonnage is lowest at 404 per hex), Nicholai decides to 
  add passenger facilities, communications, kitchens and MASH 
  equipment, for the well-being of his crew and any guests. He 
  decides to install (in each hex): 20 second-class Passenger 
  quarters (7 tons each), 3 tons of Communications Equipment, a 
  Field Kitchen (3 tons) and a MASH unit with 4 operating theaters 
  (6.5 tons). Together, all this equipment reduces the remaining 
  capacity of the hexes to 251.5 tons each (404 – [(20 quarters x 7) 
  + 3 communications + 3 field kitchen + 6.5 MASH] = 251.5). 
  Nicholai decides to stop adding equipment now and looks 
  into his remaining storage capacity. In the 8 side-most hexes, he 
  determines he has 1,123 tons per hex. In the 2 forward and aft 
  linkage hexes, he finds he has 1,101 tons remaining per hex. In 
  the side-fore and side-aft hexes (the 4 hexes where the helipads 
  went), he finds he has 539 tons remaining per hex. In the 2 inner-
  most hexes (where the fuel tanks and quarters went), he has 251.5 
  tons per hex. He has not touched the 4 remaining hexes since 
  installing motive and power systems, leaving those with 1,139 
  tons of capacity each. This gives his super-freighter a grand total 
  of 18,401 tons of internal cargo capacity for this single module of 
  what could be a long linked Mobile Structure vessel ([8 x 1,123] + 
  [2 x 1,101] + [4 x 539] + [2 x 251.5] + [4 x 1,139] = 18,401). 
  He also notes that the gunners for his Medium weapons 
  raise the number of crewmen he needs by 8 (1 Medium weapon 
  mount per hex, times 4 hexes at a side), while the 4 helipads add 
  20 crew (5 apiece), the communications gear adds 6 crew (3 per 
  3-ton systems in each hex), the 2 kitchens add 6 more and the 
  8 total MASH operating theaters add another 40. Together, this 
  raises the non-officer crew to 128, and the number of officers 
  has thus also risen to 13 (48 crew + 8 gunners + 6 communica-
  tions crew + 6 kitchen staff + 40 medics = 128; 128 ÷ 10 = 12.8 
  officers, rounded up to 13). All quarters for these crewmen are 
  free with the Mobile Structure’s design. 
  For cargo egress when docked, Nicholai finds that his 
  Mobile Structure (as a Hangar-type structure) can designate 
  up to 7 hexes for bay doors (half of the 14 outermost hexes it 
  boasts). As a Hangar-type Mobile Structure, these hexsides can 
  quantity-Limited items: As multi-hex units, Mobile Structures 
  may exceed the standard per-unit limits of items restricted to a set 
  quantity per unit. In this case, the structure may mount as many 
  such items per hex as smaller units may mount per unit. (For example, 
  Lift Hoists, which are limited to 4 per unit under standard construc-
  tion rules, may be mounted 4 per hex on a Mobile Structure. Turrets, 
  which are limited to 1 per unit under standard construction, may be 
  placed 1 per hex on a Mobile Structure—as noted above.) 
  Multi-hex items: Items that take up multiple hexes (or multiple 
  turret slots on large Support Vehicles) break up their tonnage 
  evenly among the hexes of the Mobile Structure that they occupy 
  (round fractional tonnages up to the nearest .5). These hexes must 
  be consecutive. For example, a Flight Deck (which weighs 2,500 
  tons and takes up 4 turret spaces on a Support Vehicle) will occupy 
  4 adjacent hexes on a Mobile Structure and take up 625 tons of in-
  ternal capacity per hex (2,500 tons ÷ 4 hexes = 625 tons per hex). 
  crew quarters: Mobile Structures of all types and classes 
  receive any needed crew quarters free with their design, and 
  therefore need not allocate tonnage to personnel quarters. 
  Quarters for passengers may be added to reflect an extra level of 
  comfort and support, but these are not required. 
  transport Bays and doors: Bays for cargo and unit transport 
  often take up all remaining tonnage on Mobile Structures of every 
  stripe. These bays can be specific cubicles for ’Mechs, fighters and 
  other units, or they may be generic cargo bays to store supplies, 
  spare parts or even additional ammunition and fuel stores. How 
  much of the generic cargo space is allocated to such needs is en-
  tirely up to the designer and can vary from mission to mission, so 
  they need not be addressed during construction. 
  Designers of Mobile Structures must assign a minimum of 1 bay 
  door to any unit with a transport bay, to allow for entry and egress 
  from the unit. A Mobile Structure can designate half of its total 
  number of outward-facing hexsides (rounded down) and place 1 
  bay door in each (so a Mobile Structure that occupies one central 
  hex and all adjacent hexes in a circular shape has a total of 18 
  outward-facing hexsides, 9 of which can include bay doors). If the 
  Mobile Structure is built as a Hangar-type structure, the unit may 
  place 2 bay doors per designated hexside, effectively doubling its 
  bay door capacity. 
  A Mobile Structure’s launch rate (per turn) for onboard fighters 
  or other launch-capable units with appropriate cubicles (Small 
  Craft, ’Mechs and ProtoMechs) is equal to twice the number of 
  functioning bay doors associated with said launch-capable units. 
  For example, a Mobile Structure with 18 vehicles in a single fighter 
  transport bay that has 2 doors assigned to it may release 4 of 
  these 18 vehicles per turn (2 doors x 2 vehicles per door per turn 
  = 4 vehicles per turn). 
  Bay doors in linkage hexes that are joined to another Mobile 
  Structure may not be used.
  As a Hangar-type Mobile Structure, 
  Nicholai’s super-freighter may not carry 
  heavy weapons. This is fine by him, as he 
  does not plan to arm his super-freighter 
  for combat (escort ships can handle that job, if need be). He 
  also notes that the internal capacity for 2 of the vessel’s 20 
  hexes—where the fuel tanks are—is 404 tons each, while 2 
  others—designated as linkage hexes—have a capacity of 1,101 
  tons. The remaining 16 hexes can hold up to 1,139 tons each. 
  
  269
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  tons). Deciding that this central hex will house fuel reserves 
  for the aerospace craft, Paul opts to designate the entire 
  central cargo area as a liquid fuel storage bay. This means 
  the 337-ton storage tonnage will be able to hold up to 306 
  tons of fuel and other liquids (337 tons ÷ 1.1 [Liquid storage 
  takes up 1.1 times the weight of the liquid being stored] = 
  306.364 tons, round down). 
  For his DropShip-mover, Raymond has 
  one and only one primary mission: car-
  rying DropShips. To do this, he needs to 
  make use of the Landing Deck, which 
  takes up 500 tons per hex, and will preclude the use of 
  turrets in all hexes it occupies. Ray decides that the Landing 
  Deck will have a radius of 2 hexes from the center, effectively 
  covering the entirety of his Mobile Structure with it. Thus, all 
  19 hexes of the Mobile Structure are reduced to an internal 
  tonnage capacity of just 6 tons (506 tons – 500 tons = 6). 
  Along the 6 “point” hexes, he adds 2 Lift Hoists for cargo 
  loading and offloading. At 3 tons each, these hoists reduc-
  ing the free tonnage of these apex hexes to 0 (6 – [2 hoists x 
  3 tons] = 0). Along each side hex, Raymond adds a mounted 
  searchlight (for nighttime driving) at 0.5 tons, reducing the 
  cargo capacity of the non-apex outer hexes to 5.5 tons. 
  The 19-hex platform will also increase his crew needs by 
  57 (19 Landing Deck hexes x 3 crew per hex = 57), which 
  brings the total non-officer crew count up to 141, with an 
  officer requirement of 15 (84 base crew + 57 = 141; 141 ÷ 10 
  = 14.1, round up to 15). The basic accommodations for these 
  crewmen are included in the Mobile Structure’s design. 
  With only 6 tons of cargo capacity per interior hex, 0 
  tons per “point” hex and 5.5 tons per side hex, Raymond 
  decides to call his DropShip mover complete. Even though, 
  as a Fortress-type structure, he could add some anti-’Mech 
  weapons to the outer hexes, he decides that the lack of 
  tonnage and the structure’s intended role as a simple 
  DropShip mover make it ill-suited to a combat role.
  sTep 6: compleTe 
  The record sheeT 
  By the time the designer has chosen all the design specs 
  and equipment for his Mobile Structure, and added armor, 
  weapons and equipment, all items must be allocated to their 
  proper places on the appropriate Blank Record Sheet. For a 
  competed Record Sheet, the designer must make sure to 
  have selected the Mobile Structure sheet. The sheet must 
  have all data filled in for the Structure Data block (including 
  name, structure type, CF and MP values). All equipment slots 
  must be allocated on the Weapons and Equipment Inventory 
  (including ammunition and number of shots per bin), making 
  certain to note which hexes all items are in as well as their 
  facings (turreted weapons should be noted with a “(T)” and 
  pintle-mounted weapons should receive a “(P)” notation). All 
  extraneous hexes must be blacked out on the Mobile Struc-
  ture’s mapsheet diagram. 
  Once all of the above is completed, the Mobile Structure is 
  ready for game play.
  accommodate 2 bay doors each, for a total of 14 doors. For 
  symmetry, Nicholai opts to designate 3 hexes on each side 
  of the unit for bay doors, assigning 2 doors to each one. He 
  also selects the forward-most hex as his seventh bay door 
  hex, even though it cannot be used if the vessel is linked to 
  another one at the time. As with the other door hexes, he 
  places 2 bay doors here for a total of 14 bay doors.
  Paul’s flying airbase currently has an 
  internal weight capacity of 397.5 tons 
  per hex. Though this would preclude 
  the flight decks and helipads Paul 
  might have initially planned on for a flying airbase, he opts 
  to use arresting hooks to retrieve aircraft, launching them 
  via fighter bays in the same fashion as DropShips. He thus 
  chooses the two central hexes along each side facing on 
  his wedge-shaped structure to contain 2 Arresting Hoists 
  (3 tons apiece) in each hex for fighter retrieval, while 2 
  Aerospace Fighter bays (at 150 tons each) are assigned to 
  the three “point” hexes of the structure (with 2 bay doors 
  placed in 2 of these hexes’ 4 outward sides for launching). 
  To serve as a command and control center for the base 
  and its fighters, Paul places 6 tons of Communications 
  Equipment in the airbase’s central hex, as well as 2 20-ton 
  Mobile Field Bases for fighter service and repair, a 4-theater 
  MASH for tending to any wounded pilots and crew (6.5 
  tons) and a Field Kitchen (3 tons) for airbase personnel 
  and their resident pilots and techs. Finally, he adds a 5-ton 
  Look-Down Radar system, to help the airbase double as a 
  kind of mobile surveillance unit. 
  The added equipment produces a need for 39 additional 
  crewmen (6 for communications + 10 for 2 mobile field 
  bases + 20 for the 4-theater MASH + 3 for the field kitchen). 
  Combined with the 40 non-officer crewmen established 
  earlier, this also raises the officer requirement to 8 ([40 base 
  crew + 39 additional crew] ÷10 = 7.9 officers, rounded up 
  to 8). Quarters are not needed for these 87 crewmen and 
  officers. However, for the comfort of the fighter pilots, their 
  techs and any other VIP visitors, Paul adds 2 second-class 
  Passenger quarters to the same side hexes in which he 
  placed the arresting hooks. The quarters weigh 7 tons each. 
  For a final touch, Paul adds three mounted searchlights 
  to his airbase, going so far as to place them in turrets at 
  the structure’s three points (for a total of 1 ton each—0.5 
  tons for the Searchlights and 0.05, rounded up to 0.5, for 
  the turret mechanisms). He also places 2 Aerospace Life 
  Boats in these hexes (at 7 tons each), for emergency egress 
  should the structure be endangered. 
  Computing the remaining weight (which will all be 
  treated as standard cargo), Paul finds that the three “point” 
  hexes will have 82.5 leftover tons for cargo (397.5 – [(2 
  Aerospace Fighter bays x 150 tons) + (2 aerospace Life 
  Boats x 7 tons) + (1 Mounted Searchlight with Turret at 1 
  ton)] = 82.5 tons). Each of the 6 side hexes between these 
  points has 377.5 tons remaining (397.5 – [(2 Arresting Hoists 
  x 3 tons) + (2 second-class Passenger quarters x 7 tons)] = 
  377.5 tons). The remaining hex, in the unit’s center, has a 
  cargo capacity of 337 tons (397.5 – [(6 tons of communica-
  tions gear) + (2 Mobile Field Bases x 20 tons) + (6.5 tons 
  for 4-theater MASH) + (5 tons Look-Down Radar)] = 337 
  
  STEVEN MOHAN, JR.
  Foothills oF Mount nijak
  illyrian, illyrian Palatinate
  8 june 3063
  The trap had worked exactly as General Julius 
  O’Reilly had planned. He’d hung his Auxilia Lori-
  catus out to dry, ordering his tanks to fall back 
  to a mountain valley whose sloping walls pre-
  cluded retreat for tracked vehicles. Offered the 
  opportunity to crush the Marian armor, the 
  Illyrian forces bit down hard. The Right Arm of 
  Thor and Cavanaugh’s Cavalry swarmed into the 
  valley.
  And then the armor prefect gave the pre-arranged 
  signal and O’Reilly’s Prima and Tertia cohorts moved for-
  ward, his assault machines taking position at the top of 
  the valley’s walls and pouring a terrible, merciless 
  fire down on the heads of the mercenaries.
  O’Reilly watched his plan unfold from the van-
  tage of his SD1-0 Sunder.
  At first, the Right Arm of Thor stood up to the brutal beat-
  ing, doggedly working their way from cover to cover.
  Not Cavanaugh’s Cavalry, though. They fell back.
  In an instant there was not a machine left standing painted in 
  the Cavalry’s royal blue and white trim. The field was left to the 
  gray and green mountain camo of the Right Arm of Thor. And 
  the merciless fire of O’Reilly’s cataphracti.
  Thor’s ’Mechs began to fall back.
  O’Reilly leaned forward and said, “All units, this is Aurora. Salvo 
  jure.” The Latin code phrase sent O’Reilly’s fast machines, his 
  comitati, slashing forward to hit the enemy in the back or drop-
  ping into the midst of the confused retreat on plumes of argent 
  fire. Where they were to destroy the Illyrian mercs.
  Without prejudice.
  And then, as O’Reilly watched, the momentum somehow 
  shifted back.
  It began with a single Thor Nightsky. The machine’s insect-
  like cockpit and rounded torso made it look a like a giant roach. 
  Apparently this bug wasn’t ready to be squashed. The machine 
  stopped, turned and hit its jump jets, suddenly rising on three 
  plumes of golden fire.
  It came down hard, already swinging the ugly hatchet in 
  its right arm.
  Right into the cockpit of a Marian Javelin. 
  The comitati dropped like a man suddenly beheaded.
  The Nightsky pivoted and tore into a Panther with the 
  large pulse laser in its left arm. The Panther staggered 
  backwards, its chest armor a sudden mess.
  Up and down O’Reilly’s line, merc machines were 
  turning and fighting. In seconds what should have 
  been a rout had turned into a brutal slugfest, and 
  
  O’Reilly’s comitati were getting the worst of it. The Marian 
  lights were facing bigger and better armed ’Mechs and there 
  was no way for his own cataphracti to help. The battle had 
  raced beyond their short-range weapons and they didn’t dare 
  use their long-range weapons for fear of hitting their own 
  countrymen.
  If he didn’t act quickly, he was going to lose all his striker units.
  “This is Aurora. All comitati fall back. All cataphracti and aux-
  ilia forward to cover their retreat.”
  His light machines started to retreat. If the mercs pursued, 
  this day might still be salvaged.
  At first it seemed to be working.
  As one of his Firestarters broke for the advancing line of 
  friendly cataphracti, the Nightsky rose on a pillar of flame. 
  O’Reilly felt a snarl touch his lips. He dropped his reticle 
  over the enemy medium and put his Sunder into a bone-
  crunching, earth-shaking run, pushing his 360XL for all it 
  was worth.
  The symbol flashed gold a second before the Nightsky 
  touched down.
  O’Reilly pulled his triggers, stitching a long stream of 
  depleted uranium slugs across the Nightsky’s chest 
  and following it with a flight of SRMs from his head, 
  then two more from his torso.
  The attack must have shifted the Nightsky’s 
  momentum because the machine came down 
  unbalanced on its right leg. The limb had never 
  been designed for that kind of loading.
  It snapped off.
  The Nightsky toppled to the earth.
  O’Reilly looked up, searching for 
  another opponent, but in the time it 
  took for him to down the Nightsky the 
  enemy had melted away. The fight had 
  been short, but no less devastating for 
  all that. The battlefield was littered with 
  broken machines—some painted white 
  with blue and copper trim of his own II Legio 
  and some painted in the more practical 
  camouflage scheme of the Arms of Thor.
  This should have been a decisive victory. 
  Instead, it was a bloody stalemate. He sighed. 
  He would have to salvage what he could.
  He began to turn away, and then something 
  made him turn back and look again. It occurred 
  to him that he saw little of the royal blue of 
  Cavanaugh’s Cavalry mixed in with the dead.
  Marian hegeMony PoW CaMP
  10 july 3063
  Sometime in the night, Captain Eric Larsson 
  shifted on his bunk and bumped his left wrist, 
  sending molten agony shooting up his arm. The 
  ache of the broken joint was a constant pres-
  ence, one he couldn’t even escape in his sleep.
  He dreamed of pain.
  But it was nothing compared to the pain of 
  being Dispossessed.
  His Nightsky was eight years old, but that 
  was practically off the showroom floor by 
  Periphery standards. And it was his.
  He closed his eyes. Not any more.
  
  He replayed that final battle with the Sunder over and over 
  again, going back to it like a child might worry a loose tooth.
  Finding no solace.
  The door of his cell opened, flooding the small wooden room 
  with harsh light. 
  “Get up, dog,” barked the silhouette in the doorway. “We’re 
  going for a ride.”
  Marian hegeMony Field headquarters
  Larsson had no illusions about his ultimate fate. The Marian 
  Hegemony had started as a bandit kingdom, and he knew what 
  pirates did to prisoners. He did his best to make himself ready 
  for death.
  After they’d set his wrist, he’d allowed himself to hope that 
  they didn’t intend to torture him. He shook his head. 
  Eric, you are a fool.
  They’d obviously only fixed him so they could break him 
  again. Torture was all about contrast.
  The guards wore blue infantry uniforms and carried automatic 
  weapons at port arms. There were four of them, two ahead, two 
  behind. Larsson considered escape, but he couldn’t take four 
  armed soldiers. Not with a broken wrist. And even if he did get 
  away, where would he go? They’d brought him to the heart of the 
  Marian camp. No, he’d have to see this one through.
  Whatever that meant.
  The soldiers led him to a large canvas tent that had been dyed 
  royal purple. When they pulled the flap back and pushed him 
  inside, he found himself standing on a thick, crimson carpet. 
  Cunning lamps simulated the flickering golden glow of candles 
  and lent the tent a touch of warmth. All the furniture was pol-
  ished cherry wood inlaid with gold.
  There was red wine in silver goblets, fresh greens, warm bread. 
  He smelled the mouth-watering aroma of roasted pheasant.
  Torture was all about contrast.
  With an effort he jerked his attention from the food and focused 
  on the man the soldiers had obviously brought him to see.
  On the surface there was nothing remarkable about him. 
  He was dressed in the plain, white robes of a Roman noble-
  man. He was young—in his early twenties—with short brown 
  hair already starting to recede at the temple and he was on the 
  short side of average height.
  But his eyes.
  They were steel gray and Larsson got the sense they missed 
  nothing.
  The man stepped forward and offered his hand. “I’m Julius 
  O’Reilly.”
  “Eric Larsson.” Without thinking, he shook the young man’s 
  hand. “O’Reilly?”
  The man rolled his eyes in a self-deprecating gesture. “Afraid 
  so.” He glanced at the lead soldier. “That will be all, Miles.”
  The man touched his fist to his heart and departed.
  “Miles?” Larsson asked. 
  “I have given my troops Roman ranks. Perhaps this tradition will 
  catch on in the rest of the Hegemony.” He smiled. “Someday.”
  “Someday,” echoed Larsson. “When you become Caesar.”
  “I see you take my meaning. So you are intelligent as well as 
  brave.”
  Understanding dawned. “It was you,” Larsson said. “In the 
  Sunder.”
  O’Reilly nodded. He stepped over to the table, selected a 
  cherry from a bowl, popped it in his mouth. “Want something?”
  Larsson shook his head. It was the hardest thing he’d ever 
  done.
  “My father is a monster,” O’Reilly said softly.
  “Yeah, except right now, you’re the one invading my home.”
  O’Reilly shrugged. “I have to have my Gaul.”
  Larsson looked at him blankly for a moment. Then he said, 
  “Oh, yes. Julius Caesar earned his reputation by conquering Gaul. 
  It was his stepping stone to Rome.”
  “Most impressive, Captain.”
  Larsson swallowed, squared his shoulders. “I won’t help you, 
  O’Reilly.”
  O’Reilly’s lips quirked. “I think you will.”
  Larsson shook his head emphatically. “I will not give you a 
  single piece of military information. We are mercenaries, O’Reilly. 
  But that does not mean we aren’t patriots. We love our nation as 
  much as any Illyrian. We will fight you to the very last man.”
  O’Reilly studied him for a long moment. Finally he nodded. “I 
  believe you, sir.”
  “So it doesn’t matter how much you torture me, I won’t—”
  “Who said anything about torture?” O’Reilly frowned. “Have 
  you been mistreated in any way? I will do everything I can to 
  make your stay with us comfortable.”
  Larsson shook his head. “No, I just, uh—Look. I’m not going 
  to help you.”
  A bright smile lit up the young man’s face. “Why, Captain Lars-
  son, you already have helped us.”
  Larsson could think of nothing to say.
  O’Reilly took him by the arm directed him to a campaign chair. 
  “Please sit.”
  Larsson slowly settled into the chair.
  “Let me tell you a story about Julius Caesar,” O’Reilly said. 
  “When he was a young man, Caesar was captured by pirates 
  who wished to ransom him for twenty talents of gold.” O’Reilly 
  laughed. “He told them he was worth at least fifty. They got it for 
  him, too. But here is the interesting part. While he was their cap-
  tive, he warned them that once he was released he would hunt 
  them down and crucify them. They didn’t believe him, of course.”
  Larsson felt a chill wriggle down his spine. “But he did it,” he 
  whispered.
  “Oh,” said O’Reilly, disappointed. “You’ve heard it before.”
  “No, but ...” He shook his head. “What is your point, exactly?”
  “Just this, Captain. No barrier can stand before the will of a 
  great man.”
  “And are you a great man, General?”
  O’Reilly smiled cheerfully. “You and I will just have to find out 
  together.”
  x
  And after that the four miles were back to take Larsson away. 
  They walked through the Marian camp, again two in front, two 
  in back. If O’Reilly could be believed, Larsson didn’t have to 
  worry about being tortured. 
  No, he’d have a nice comfortable seat for the Marian conquest 
  of his home. You already have helped us.
  Larsson clenched his jaw. No. I will not give in. Not while my 
  brothers still fight and die.
  He tripped and sank to one knee, moaning and holding his 
  broken wrist.
  One of the trailing guards leaned over to help him.
  Quick as a snake, Larsson punched him in the throat. He was 
  reaching for the man’s weapon almost before he dropped it.
  He heard the other soldiers shouting, “Stop,” but he ignored 
  them. He turned the gun on the guard next to him and pulled 
  the trigger, feeling the submachine gun rattling in his arms, 
  watching the man sprout black-red holes.
  He fell and Larsson turned to find another target.
  What he saw was the butt of a rifle swinging down into his 
  face. And then everything went black.
  
  Marian hegeMony Field headquarters
  15 july 3063
  It was five days before he saw O’Reilly again. This time the 
  guards shackled him when they led him out, but other than that 
  no one mentioned the escape attempt. They brought him to a 
  hotel that had been captured by the Hegemony and followed 
  behind as he spoke with the General. 
  This time O’Reilly was dressed more formally: he wore a 
  purple baldric draped over the left shoulder of his gray uniform 
  tunic, a golden ballistic breastplate, and a gladius at his hip. Lar-
  sson wondered what the General had planned that required a 
  dress uniform.
  Was O’Reilly here to pass judgment on him?
  “Are you here to inform me of my punishment?”
  O’Reilly shook his head. “No. I as much as dared you to do it 
  the last time we met, with my speech about great men and their 
  will.” He looked gravely at Larsson. “You killed a man. You will 
  need to make restitution to his family. But there will be no pun-
  ishment. You are a fighter, Larsson. I admire that. I need that.”
  “You ‘need’ me,” Larsson said scornfully. “I’m the most useless 
  thing in the universe: a MechWarrior without a ’Mech.”
  O’Reilly shook his head. “I need you more than you know. 
  Conquest is easy. Governing is hard.”
  Larsson clenched his jaw. “You will not find the conquest of 
  Illyria quite so easy.”
  O’Reilly shrugged. “Perhaps. I didn’t ask you here to pick a 
  fight.”
  “Oh,” Larsson said acidly. “And just why did you ask me here?’”
  “Julius Caesar was not destroyed on the battlefield, Captain. 
  He was murdered by Brutus and a band of conspirators.”
  “Yes,” Larsson said, “stabbed on the Ides of March. I’ve heard 
  that story, too.”
  O’Reilly shook his head sadly. “Caesar wasn’t murdered with 
  a blade. The instrument of his destruction was politics. He was 
  dead before the first conspirator picked up a knife.”
  “And you’d like to avoid the same fate.”
  Again O’Reilly shrugged. He stopped in front of a conference 
  room with beautiful mahogany doors. The soldiers behind Lars-
  son stepped up to flank him.
  Larsson glanced at the men. “You’ll forgive me if I don’t wish 
  you luck.”
  Just then one of the doors swung open and a Marian officer 
  stepped out. Larsson glanced at the open door and for just a 
  second he glimpsed what was inside: a beautiful oak conference 
  table with the Marian senior staff arrayed along the near side of 
  the table and empty seat in the center, obviously intended for 
  O’Reilly himself.
  Sitting opposite them were several officers wearing the royal 
  blue dress uniform of Cavanaugh’s Cavalry, Jared Cavanaugh at 
  their head.
  “Oh,” said O’Reilly. “I never leave anything to luck.”
  outskirts oF the City oF illyria
  19 july 3063
  The battle for Illyria passed close enough to the Marians’ 
  camp that Larsson heard the sounds of combat in the night: the 
  high-pitched shriek of lasers, the whipcrack of PPCs, the deadly 
  rattle of autocannons. He held his breath, hoping that the Right 
  Arm of Thor would break through and smash Julius O’Reilly, but 
  in the morning it was the same group of Marian infantry that 
  came for him.
  This time they drove him to the outskirts of Illyria’s capital. 
  Larsson knew they were drawing near the battlefield before he 
  saw it. He could smell it in the sharp odors of oil and metal, the 
  stench of burning grass.
  The scent of blood.
  Their jeep crested a hill and Larsson gasped. What he saw was 
  a slaughterhouse. The scattered limbs of broken machines lit-
  tered the scorched grass. There were Marian ’Mechs and Thor 
  ’Mechs, but the machines of the Illyrians outnumbered the 
  others two to one.
  Larsson didn’t see a single machine painted royal blue.
  “Where is Cavanaugh’s Cavalry?” he asked dully.
  “Holding the capital,” said the lead guard. “For us.”
  Larsson nodded. He swallowed, held up his hands. “You don’t 
  need to keep me locked up any longer.”
  He was surprised when the man leaned forward and unlocked 
  his shackles. “The General said you’d say that.”
  They rode in silence until they reached O’Reilly’s field camp, 
  where he found the General in MechWarrior togs, his cooling 
  vest off and a towel draped around his sweaty shoulders. 
  O’Reilly flashed him a sympathetic look. “Now you see the 
  truth of it.”
  Larsson had to look away. He turned from O’Reilly and stared out 
  at the field of broken men and machines. His brothers and sisters.
  “You said—” Larsson almost choked on the words. “That I — 
  helped you.”
  “You showed me the char-
  acter of the Right Arm of 
  Thor,” O’Reilly said 
  gently. “And when 
  I didn’t find the 
  same fire and 
  intelligence 
  in Jared 
  Cavanaugh, I knew 
  he could be turned.”
  Larsson closed his eyes.
  “You’re free to go, if you like,” O’Reilly said. “But I hope 
  you’ll stay.”
  “To what purpose,” Larsson said bitterly, “Caesar?”
  “There are many ’Mechs here that can be salvaged, rebuilt, 
  placed again on the field. But none are so valuable as what can 
  be salvaged among men.”
  Larsson had nothing to say to that. He opened his eyes, but 
  he could not bring himself to face O’Reilly.
  “Do you know what made Rome so successful, Captain?”
  Numbly Larsson shook his head.
  “It wasn’t their legions or their aqueducts or even their roads. 
  What made Rome mighty was its flexibility. All men were 
  adopted into the empire no matter what they looked like, how 
  they spoke, where they were from. This was so true that even 
  a foreigner like Septimus Severus or the son of a freed slave 
  like Pertinax could rise to be emperor. Think of that.” He drew a 
  deep breath. “Rome wasted nothing.”
  “You don’t need me,” Larsson whispered.
  “Tomorrow,” said O’Reilly, “my troops and I will begin the jour-
  ney home. Once we execute that first jump, there will be no 
  turning back. The Alphard zenith jump point is my Rubicon.” 
  O’Reilly’s voice dropped in volume, but not in intensity. “If I 
  am to rule better than my father, I will need men like you by my 
  side. It is, of course, your choice.”
  Larsson heard the General who would be Caesar turn and 
  walk away. The former merc drew a deep, shuddering breath.
  Then, after a moment, he turned to follow.
  
  i
  AvAilABility codeS tABle
  Code
  Description
  AF
  Aerospace Fighters
  BA
  Battle Armor*
  BM
  BattleMechs
  CF
  Conventional Fighters
  CI
  Conventional Infantry
  CV
  Combat Vehicles
  DS
  DropShips
  IM
  IndustrialMechs
  JS
  JumpShips
  PM
  ProtoMechs
  SC
  Aerospace Small Craft
  SS
  Space Stations
  SV
  Support Vehicles
  WS
  WarShips
  MS
  Mobile Structures
  *Including Exoskeletons and PA(L) units
  advanced Weapons and eqUipmenT
  This section provides game play and construction rules for advanced weapons and equipment that may appear in Inner Sphere and Clan 
  battlefield and support units. While they are not suitable for tournament play under the rules of Total Warfare (TW), they can add more flavor 
  to Classic BattleTech games that use Total Warfare core rules in conjunction with this rules supplement, and are designed to function in ac-
  cordance with Total Warfare during game play (or TechManual during construction) unless otherwise noted.
  All equipment appears in alphabetical order within its respective sections. In general, most of these items are used in the design of Battle 
  Armor, Combat Vehicles, Support Vehicles, IndustrialMechs, BattleMechs, ProtoMechs and aerospace units of every kind (though some equip-
  ment may be exclusive to a few unit types).
  While all items in this section contain both their full construction and game play rules, the expanded rules for the use of a some items is not 
  be covered under Tactical Operations; for example the construction rules for Advanced Rules aerospace units, such as WarShips, JumpShips 
  and Space Stations. Those rules are found in Strategic Operations. 
  to:  Headmaster Alfred Simms, Savonberg Elesee-Beckett
  from: Viscount Kenyon Stephenson, Stephenson Holdings
  Re: Mutual Interests
  date: 07-30-75
  Security: [[MOST PRIVATE: ENCODED FOR RECIPIENT ONLY]]
  Brother Alfred,
   
  Forgive the unprecedented intrusion, but I think you shall find the 
  incorporated gifts electronically enclosed to be of immeasurable value to 
  you, your staff, and your colleagues. I caution, however, against disclosing 
  too much, too quickly, to your peers. In these dark times, after all, it is most 
  difficult to be certain who may be trusted and who mustn’t be. I therefore 
  have encoded this document to be unlocked by you and you alone.
   
  To get straight to the point: Our friends have struck technical paydirt. Al-
  though the original source may be a Snake, we—and of course I mean those 
  most trusted who share our enlightened perspective—have verified the 
  veracity of the vast majority of these documents. The level of development is 
  staggering, to say the very least, and points to resources and resourcefulness 
  our enemies (and erstwhile allies) have perhaps never before displayed.
   
  “With the loss of NAIS, the technical aspects of these developments 
  will fall to others to implement…” Those were the words our illustrious 
  Princess-Regent supposedly said when she received this information from 
  the Snake. Naturally, of course, we thought of you and yours first. But not to 
  be overlooked are the strategic and tactical concerns, which we are already 
  studying. Needless to say, the possibilities are truly momentous!
   
  Take these to heart as you review the encoded attachments. We will natu-
  rally be in touch shortly to discuss things further.
  Your comrade-in-arms!
  –Kenyon
  
  275
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  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  EquipmEnt notEs
  Each item in this section comes with a basic description of the item and its function, followed by game play data that includes the 
  item’s rules level, Availability, Technology Base (and Tech Ratings), game rules and construction rules. This information helps identify 
  how and by what units a given piece of equipment may be employed.
  Unless the rules of a weapon or a piece of equipment specifically prohibit its use with a weapon and/or equipment, assume they 
  are compatible.
  Rules Level: The rules level of the advanced equipment featured here represents the prevalence of an item outside the tournament-
  level rules presented in Total Warfare, as well as whether the item exists in the mainstream of technology used by units in the Classic 
  BattleTech universe. Under these rules, equipment may have either an Advanced or Experimental rules level. Advanced-level equipment 
  represents items appropriate for advanced-level game play, which are considered well in the mainstream of technologies available to 
  CBT units: for example, artillery, most capital weapons, flight decks and helipads. Experimental-level equipment, meanwhile, has yet 
  to reach mass production in the CBT universe because it is prohibitively expensive, extraordinarily sophisticated, exceedingly difficult 
  to maintain or simply deemed too unreliable or restrictive for widespread deployment. Such items—including CASE II, independent 
  Handheld Weapons, the Null-Signature System and Sub-Compact K-F Drives—may in fact only exist on drawing boards or in forgotten 
  first Star League caches by the year 3075, and their appearance in game play should be kept rare by players interested in following a 
  “canonical” campaign.
  Availability: Availability indicates what unit types may carry a given item (in broad terms) using two-letter codes shown in the 
  Availability Codes Table below. Some items may be used by multiple unit types. For example, an Availability code listing of AF, CF, SC, 
  DS indicates an item that may be carried only by aerospace fighters, conventional fighters, Small Craft and DropShips. However, even if 
  an item is listed for a given unit type, specific units within that type may be unable to carry an item—for example, Docking Units (which 
  may only be used by Naval-type Combat and Support Vehicles). Such exceptions are noted under the item’s Construction Rules.
  tech Base (Ratings): Tech Base (Ratings) indicates whether or not a listed item is made using Inner Sphere technology (including 
  the Star League and Periphery), Clan technology, or both. Unless using the Mixed Technologies rules (see p. 377), a unit built with a Clan 
  tech base may use only items identified as having a Clan or Both tech base, while Inner Sphere-built units may use only items identified 
  as having an Inner Sphere or Both tech base.
  Following the Tech Base Rating, in parentheses, are the Tech Level and Availability Ratings for the item. Used most commonly in 
  Support Vehicle construction, these ratings are given as four-letter codes of A through F plus X. The first letter expresses the item’s Tech 
  Rating, followed by a slash; the remaining three letters describe the item’s Availability Ratings across three major eras (Star League, Suc-
  cession Wars and Clan Era). The codes run in ascending order of technology and difficulty to acquire. For example, a Tech Base Rating 
  of A indicates a particularly low-tech item, while an F rating indicates a highly advanced (and often experimental) piece of technology. 
  An Availability Rating of A indicates an easy-to-find item in the selected era, while an Availability Rating of F indicates an item so rare as 
  to be nearly unique. An Availability Rating of X indicates an item that either does not exist in a given era or is so hard to come by that 
  it may as well not exist in that time period.
  game Rules: This entry provides the basic game play rules for a given item, as well as its Advanced Equipment Table reference 
  (starting on p. 404) where players can find the item’s raw statistics (such as heat, damage, range and ammunition capacity). Some items 
  can be highly complex to employ, or may negate the effects of other equipment mounted on the same unit, forcing a unit designer to 
  consider the effects of mounting such items.
  construction Rules: The Construction Rules entry notes any special construction rules for the item that cannot be described by its 
  raw statistics or Availability codes, such as location restrictions or requirements, unit type exceptions, formulas for finding the weight 
  for variable-weight items and so forth. Raw statistics on equipment (such as weights and critical slot information for fixed-size items) 
  appear in the item’s reference line in the Advanced Equipment Table.
  Modular (omni) technology: Unless otherwise noted, all of the items presented below may be pod-mounted on appropriate 
  modular or Omni unit types. 
  A note on equipment introduction and Availability
  Unlike the equipment and weapons featured in TechManual, the items presented in this section represent less common compo-
  nents and design options in the Classic BattleTech universe. Some equipment, for example, is considered to be “Experimental” because 
  it has yet to reach widespread production and distribution in any major or minor faction. These items, as a result, will not even feature 
  an Introduction date in their descriptions. Other items, rendered extinct by the ravages of war or declining use over the centuries, may 
  likewise receive the “Experimental” tag, despite having Introduction (and Extinction) dates.
  Players interested in reflecting historically accurate technology use in their games should note the introduction and extinctions 
  dates on any desired item with these explanations in mind to determine whether said item can be employed in their games.
  
  • CLAN ROTARY AUTOCANNON •
  [page 286 ]
  • BATTLEMECH CLAW •
  [page 289 ]
  • BATTLEMECH LANCE •
  [page 290 ]
  • BATTLEMECH MACE •
  [page 290 ]
  • BATTLEMECH sHiELd •
  [page 290 ]
  • BATTLEMECH sPiKEs •
  [page 290 ]
  • BATTLEMECH ViBROBLAdE •
  [page 292 ]
  • BATTLEMECH FLAiL •
  [page 289 ]
  
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  • BATTLEMECH HARJEL sYsTEM •
  [page 288 ]
  ’MECH UMU sYsTEM
  [page 295 ]
  • BLUE sHiELd PARTiCLE FiELd dAMPER (PFd) •
  [page 296 ]
  • C3 REMOTE sENsOR •
  [page 298 ]
  • COOLANT POd •
  [page 303 ]
  • ENERGY sTORAGE BATTERY •
  [page 306 ]
  • FiELd GUN •
  [page 311 ]
  • FLUid GUN •
  [page 313 ]
  • MAGsHOT GAUss RiFLE •
  [page 314 ]
  • LiTHiUM-FUsiON BATTERY •
  [page 323 ]
  • CHAFF POd •
  [page 299 ]
  
  Active Probe: The Bloodhound Active Probe and the Watchdog System may be mounted on any available unit type in accordance with the unit’s standard construction rules.
  Actuator Enhancement System (AES): May only be installed in a BattleMech or IndustrialMech’s arm or leg locations. Only one can be mounted in each limb. Leg-
  mounted AES components require that all of the unit’s legs receive this equipment (so a Humanoid ’Mech must mount two leg AES components, while a Quad 
  ’Mech must mount 4—with each unit placing 1 component in each leg). Arm-mounted AES components need not be mounted in both arms, however (so a ’Mech 
  may install an AES in the left arm, leaving the right arm unmodified). For humanoid ’Mechs, the weight of each AES equals the ’Mech’s total weight, divided by 35, 
  rounded up to the nearest half-ton. Four-legged ’Mechs divide the ’Mech’s weight by 50 and round up to the nearest half ton to find each AES component’s weight.
  Regardless of tonnage, each AES component occupies 1 critical slot per weight class (1 slot for light ’Mechs, 2 for medium ’Mechs, 3 for heavy ’Mechs and 4 for 
  assault ’Mechs), which may be placed only in the affected leg or arm locations. Heavy and assault ’Mechs thus cannot mount AES components in the legs (heavy 
  and assault four-legged ’Mechs cannot use of an AES). AES components may not be pod-mounted and so may only be employed by OmniMechs if installed as part 
  of the design’s base configuration. AES components are incompatible with MASC, Triple-Strength Myomer (of any type) and Targeting Computers, and so cannot 
  be mounted on units that employ these systems.
  Angel ecM Suite: The Angel ECM Suite may be mounted on any available unit type in accordance with its standard construction rules.
  conStruction     
  ruLES
  conStruction     
  ruLES
  In the ongoing race to dominate the increasingly critical battlefield of 
  electronics warfare, both the Clans and the Inner Sphere have experimented 
  with newer and more powerful versions of the Star League-era active probes 
  and ECM suites. Among the most promising and effective devices still in the 
  experimental stages are the Inner Sphere’s Bloodhound Active Probe and 
  the Clan Watchdog Composite Electronic Warfare System.
  rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, DS, MS
  tech Base (ratings): Inner Sphere (E/X-X-F)
  Game rules: The Bloodhound Probe is an upgraded version of the Inner Sphere’s Beagle Active Probe and follows the same rules as that device (see p. 
  129, TW). In addition to boasting increased range, the Bloodhound can detect hidden units with stealth or sneak ability, including Battle Armor units 
  with Stealth Armor, Mimetic Armor and ECM, as well as other units featuring ECM, Null-Signature Systems or Stealth Armor. Unless the unit’s ECM rules 
  state otherwise, or the unit is conventional infantry using ECM or stealth systems, the Bloodhound will detect it.
  Units with multiple active probes (of any type) may use only one at a time in game play. (These systems can be activated, deactivated or switched 
  over during the End Phase of any turn.) Fighters, Small Craft, DropShips and other airborne units may only use active probes when interacting with 
  ground units, or in accordance with the advanced rules for aerospace combat covered in Strategic Operations.
  rules Level: Experimental
  Available to: PM, BM, IM, CV, SV, AF, CF, SC, DS, MS
  tech Base (ratings): Clan (F/X-X-F)
  Game rules: In an effort to streamline their electronic warfare packages, the Clans developed the Watchdog as a one-piece combination of a light 
  active probe and ECM suite. The system works in the same way as the Clans’ standard ECM and Light Active Probes (see pp. 129 and 134, TW), but lacks 
  the range of the Clan-made systems.
  Units with multiple ECM suites (of any type) may use only one at a time in game play. (These systems can be activated, deactivated or switched over 
  during the End Phase of any turn.) Fighters, Small Craft, DropShips and other airborne units may only use ECM suites when interacting with ground 
  units, or in accordance with the advanced rules for aerospace combat covered in Strategic Operations.
  For units equipped with Stealth Armor systems, the Watchdog can be used in place of the Guardian ECM for the same effect, using the same rules.
  activE probEs
  BLoodhound ActiVE ProBE
  r&d Start date: 3056 (ComStar)
  Prototype design and Production: 3058 (ComStar)
  Spurred on by the arms race following the initial Clan invasion, ComStar 
  engineers began work on an enhanced form of active probe technology 
  intended to combat modern ECM systems. Unfortunately, numerous set-
  backs—from the Word of Blake Schism to the current Jihad and ComStar’s 
  expulsion from Rasalhague space—have prevented full-scale production 
  of this powerful piece of EW hardware.
  WAtchdoG comPoSitE ELEctronic WArfArE SyStEm (cEWS)
  r&d Start date: 3057 (Clan Smoke Jaguar)
  Prototype design and Production: 3059 (Clan Smoke Jaguar)
  In their final years, Clan Smoke Jaguar initiated a number of new pro-
  grams aimed at reinforcing their Touman and negating the Inner Sphere’s 
  few tactical edges over Clan technology. Targeting the area of electronic 
  warfare was the so-called Composite Electronic Warfare System (CEWS) 
  that Inner Sphere intelligence dubbed the Watchdog. A combination of the 
  Clan active probe and ECM suite, this device promised the benefits of both 
  in a single compact package, and would allow a given Clan unit to devote 
  the saved weight to additional weapons or armor. The Jaguars’ demise saw 
  prototypes of the system eventually scattered among various Clans, but 
  none have yet distributed a production-quality version.
  BLoodhound ActiVE ProBE
  WAtchdoG comPoSitE ELEctronic WArfArE SyStEm (cEWS)
  i
  i
  
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  r&d Start date: 3053 (Draconis Combine), 3056 (Clan Goliath Scorpion)
  Prototype design and Production: 3057 (Draconis Combine), 
  3058 (Clan Goliath Scorpion)
  Derived from captured Clan technology, research on the Angel ECM Suite 
  began shortly after the Battle of Luthien as part of an effort to counter the 
  increasingly sophisticated electronic warfare systems of the modern battle-
  field. Essentially a boosted, broader-spectrum version of the Guardian ECM, 
  the Angel was shelved numerous times due to cost overruns and ultimately 
  saved only with aid from ComStar. Internal problems in the Combine and 
  ComStar derailed development of this device, which has yet to reach full-
  scale production—but not before Clan scientists, catching wind of this 
  effort,  launched a similar project of their own.
  rules Level: Experimental
  Available to: BM, IM
  tech Base (ratings): Both (E/X-X-F)
  Game rules: An Actuator Enhancement System mounted in the arm provides a –1 to-hit modifier for all weapons mounted in the same arm location, as 
  well as a –1 to-hit modifier for all Physical Attacks using only that arm. (For Physical Attacks that require both arms, the –1 to-hit modifier only applies if 
  both arms mount a functioning AES.) When mounted in the legs, the AES provides a –2 modifier to all Piloting Skill Rolls (except Physical Attacks, which 
  receive only a –1 modifier). Weapons split between an arm and torso location gain no bonus from an AES.
  Actuator Enhancement Systems are considered active at all times during game play until the unit is destroyed or the AES component suffers a critical 
  hit. AES leg units lose all AES-provided modifiers if any of the unit’s leg-based AES components suffer critical damage; arms only lose the AES-provided 
  modifiers if the system in the affected arm takes a critical hit.
  rules Level: Experimental 
  Available to: Bm, im, cV, SV, Af, cf, Sc, dS, mS
  tech Base (ratings): Both (F/X-X-F)
  Game rules: The Angel ECM Suite works like standard ECM (see p. 134, TW), but can also block the Bloodhound Active Probe, Artemis V and C3 Booster 
  Systems, and even negates the locking systems of Streak missiles. Streak missiles fired into or through a hostile Angel ECM bubble will not fire if the to-
  hit roll fails, but on a successful Streak launcher attack, the attacker must roll on the Cluster table as though the launcher were a standard (non-Streak) 
  model. 
  Units with multiple ECM suites (of any type) may use only one at a time in game play. Fighters, Small Craft, DropShips and other airborne 
  units may only use ECM suites when interacting with ground units, or in accordance with the advanced rules for aerospace combat covered in 
  Strategic Operations.
  Units equipped with Stealth Armor can use the Angel ECM in place of the Guardian ECM for the same effect, using the same rules.
  ActuAtor EnhAncEmEnt SyStEm (AES)
  AnGEL Ecm SuitE
  i
  i
  angEl Ecm suitE
  r&d Start date: 3067 (Blackwell Corporation/Wolf’s Dragoons)
  Prototype design and Production: 3070 (Kell Hounds/Wolf Dragoons)
  The Actuator Enhancement System (AES) is a combination of finely tuned 
  myomer bundles and an enhanced DI computer interface that can improve 
  the workings of a BattleMech’s limbs. In many ways similar to the acuity-
  enhancing servos and mechanisms tied into enhanced targeting computers, 
  AES components serve to stabilize subtle variances in gross ’Mech move-
  ments, which can lead to greater weapon precision or improved balance 
  adjustments. However, the systems are heavy and bulky.
  actuator EnhancEmEnt systEm (aEs)
  Several new varieties of armor have entered prototype stages over the 
  past several decades, intended to enhance the defensive capabilities of all 
  types of battlefield units. Most, however, lack the comprehensive coverage 
  offered by today’s armor.
  armor
  fErro-LAmELLor Armor
  r&d Start date: 3066 (Clan Snow Raven)
  Prototype design and Production: 3070 (Clan Snow Raven)
  Ferro-Lamellor Armor is an enhanced hybrid of ferro-fibrous armor and 
  WarShip-grade Lamellor armor developed by the Clans for use on smaller 
  battlefield units such as BattleMechs, Combat Vehicles and fighters. Bulkier 
  than standard Clan ferro-fibrous, this armor demonstrates enhanced energy-
  reflective capability and improved resilience against kinetic damage.
  
  Armor: The Armor Table below shows the number of points each Advanced Armor type provides per ton installed on the unit, as well as the required slots of internal 
  space and any relevant construction notes. A listing of NA under a unit type’s Space slot indicates that such units may not employ the listed Advanced Armor type. 
  Support Vehicles may mount any of these armor types, but must have the Armored Chassis modification to do so (in which case, compute the armor’s per-point 
  weight in kilograms by dividing 1,000 by the number of armor points provided per ton); these advanced armors all have a BAR value of 10.
  Unless otherwise noted, the armor types presented here remain active and are not affected by pilot injury or engine shutdown. Critical hits to any armor slots 
  have no effect and must be rerolled unless the armor’s rules state otherwise.
  Finally, of the Advanced Armor types described here, only Modular Armor may be pod-mounted. All other armor types (except for Hardened Armor) are 
  available to units using modular (Omni) technologies, but must be incorporated into the unit’s base configuration unless the designer is also using the optional 
  Patchwork Armor design option (see p. 377). Hardened Armor is compatible only with standard, non-Omni units.
  AdvAnced Armor tABle
  Advanced Armor Type
  Points 
  per Ton
  BM
  IM
  Space
  CF
  AF
  Construction Notes
  CV
  SV*
  Ferro-Lamellor
  14
  12
  12
  1
  1
  2 
  2
  Fighter Slots: 1 (per wing)
  Hardened
  8
  0
  0
  1
  NA
  NA
  NA
  May not be carried by VTOL, WiGE, or Hover Combat Vehicles
  Laser-Reflective (IS)
  16
  10
  10
  1
  1
  2
  2
  Fighter Slots: 1 (per wing)
  Laser-Reflective (Clan)
  16
  5
  5
  1
  1
  1
  1
  Fighter Slots: 1 (aft)
  Modular
  10
  1
  1
  1
  1
  1
  1
  1 slot per ton; May not be mounted on Head or Rotor locations
  Reactive (IS)
  16
  14
  14
  2
  2
  3
  3
  Fighter Slots: 1 (per wing), 1 (aft)
  Reactive (Clan)
  16
  7
  7
  1
  1
  1
  1
  Fighter Slots: 1 (aft)
  Vehicular Stealth
  16
  NA
  NA
  2
  2
  2
  2
  ECM Required; Fighter Slots: 1 (per wing); Generates 10 heat**
  *Support Vehicles must have the Armored Chassis Mod and a Minimum Chassis Tech rating of D to install Advanced Armor.
  **Heat sinks required to offset heat for non heat-tracking units (Vehicles and Conventional Fighters)
  conStruction     
  ruLES
  rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF
  tech Base (ratings): Clan (F/X-X-F)
  Game rules: A location protected by Ferro-Lamellor Armor reduces all damage by 1 point for every 5 points (or fraction thereof) delivered per hit (to a 
  minimum of 0 points of damage per hit). Excess damage will affect internal structure or structural integrity per normal rules for the location’s structure 
  type. Weapons reduced to zero damage effects by Ferro-Lamellor Armor (such as LB-X cluster munitions), may not inflict pilot injury in the event of 
  a cockpit-location hit, nor may they deliver a penetrating or “floating” critical from special hit location rolls. However, against Combat and Support 
  Vehicles, such weapons may inflict Motive System damage effects normally (because such units feature more exposed movement mechanisms).
  In addition, Ferro-Lamellor Armor negates the bonus armor-penetrating effects of Armor-Piercing Ammo (see p. 140, TW), Tandem-Charge Missiles 
  (see p. 372) and ’Mech Tasers (see p. 345). If these weapons are fired against a location protected by Ferro-Lamellor, they deliver their standard damage 
  to the armor only (Armor-Piercing Ammo hits as a standard AC round; Tandem-Charge Missiles hit as standard SRMs; ’Mech Tasers inflict only 1 point 
  of armor damage).
  fErro-LAmELLor Armor
  hArdEnEd Armor
  r&d Start date: 3045 (Federated Commonwealth), 3057 (Clan Ghost Bear)
  Prototype design and Production: 3047 (Federated Commonwealth),  
   
  3061 (Clan Ghost Bear)
   
  Hardened Armor uses thicker, overlapping plates to enhance a unit’s 
  protection at the cost of flexibility. Though hardly a novel concept, produc-
  tion-quality Hardened Armor that consistently enhances protection and 
  minimizes its negative effect on unit mobility remains an elusive goal for 
  most Inner Sphere manufacturers.
  LASEr rEfLEctiVE (rEfLEc/GLAzEd) Armor
  r&d Start date: 3055 (Federated Commonwealth), 3059 (Clan Jade Falcon)
  Prototype design and Production: 3058 (Lyran Alliance), 3061 (Clan Jade Falcon)
  Workers at Coventry Metal Works accidentally “discovered” a potentially 
  effective form of laser-reflective armor (also known as glazed or “reflec” 
  armor) while working on a batch of ferro-fibrous armor. The resulting high-
  gloss alloy sharply reduced the effects of laser and flamer fire, but initially 
  proved over-sensitive to the localized subsurface heating effects of particle 
  cannon fire. Later prototypes eventually worked this out, but little headway 
  has been made against the armor’s brittleness, which scarcely protects 
  against specialized armor-defeating munitions and shatters easily in the 
  face of collisions, physical attacks, and other broad-surface damage such 
  as artillery blasts.
  i
  
  281
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  rules Level: Experimental
  Available to: BM, IM, CV
  tech Base (ratings): Both (D/X-X-F)
  Game rules: Each point of Hardened Armor can sustain two points of damage. To reflect this, when marking damage off on a location protected by this 
  armor type, draw a single slash through the armor bubble for the first point of damage sustained, and a second slash, making an “X” (or block the armor 
  bubble out entirely) after the second point (at which point any remaining damage affects the internal structure normally, unless any special rules apply).
  Penetrating critical hit checks (including “floating” critical hits) against a unit protected by Hardened Armor (such as those caused by rolling a 2 on the 
  Hit Location Table, or during a successful Swarm Attack) suffer a –2 modifier to all rolls on the Determining Critical Hits Table (including Vehicle Critical 
  Hits Tables). If the attack did not strike a location or facing protected by Hardened Armor, this critical hit modifier does not apply.
  In addition, Hardened Armor negates the bonus armor-penetrating effects of Armor-Piercing Ammo (see p. 140, TW), Tandem-Charge Missiles (see 
  p. 372) and Tasers (see p. 345). If these weapons are fired against a location protected by Hardened Armor, their damage is not reduced as above, and so 
  they deliver their damage as if they were standard weapons hitting standard armor (Armor-Piercing Ammo hits as a standard AC round; Tandem-Charge 
  Missiles hit as standard SRMs; ’Mech Tasers inflict only 1 point of armor damage).
  Units using Hardened Armor suffer noticeable mobility impairment that affects piloting and speed. To reflect this, ’Mech units that carry Hardened Armor 
  suffer a +1 Piloting Skill target modifier and –1 Running MP. Combat Vehicles using Hardened Armor suffer a +1 Driving Skill modifier, but no loss in MP.
  rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF
  tech Base (ratings): Inner Sphere (E/X-X-F), Clan (F/X-X-F)
  Game rules: Laser Reflective Armor reduces all damage and heat effects from flamers, lasers, PPCs, plasma weapons and energy-based infantry 
  weapons by half (rounded down, to a minimum of 1 point of damage and/or heat; infantry lasers halve their total damage before resolving hit locations 
  normally).
  Because the armor is more brittle than usual, however, damage from falls, physical attacks, and moving through building walls is doubled against loca-
  tions protected by it. In addition, damage from area effect weapons (such as artillery) is doubled against locations protected by Laser Reflective Armor.
  For aerospace units, damage to a location protected by Laser Reflective Armor is also doubled for a failed Control Roll that would normally cause 
  damage to that location involving any of the following events: entering a space/atmosphere interface hex (see p. 78, TW); launching and recovering 
  (see p. 86, TW); landing and take-off (see pp. 87-88, TW) and ramming attacks (see p. 241, TW). In addition, damage from area effect weapons (such as 
  artillery) is doubled against locations protected by Laser Reflective Armor.
  Also, armor-piercing weapons such as Armor-Piercing Ammo (see p. 140, TW), Tandem-Charge Missiles (see p. 372) and Tasers (see p. 345) receive a +2 
  modifier on their armor-piercing effects rolls (Critical Hit checks for AP Ammo and Tandem-Charge Missiles; Taser Effects for ’Mech and Battle Armor Tasers) 
  for any successful attack against a location protected by Laser Reflective Armor. Against all other weapon types, Laser Reflective Armor behaves normally.
  Excess damage beyond the armor’s capacity affects internal structure or structural integrity per the normal rules for the location’s structure type.
  hArdEnEd Armor
  LASEr rEfLEctiVE (rEfLEc/GLAzEd) Armor
  i
  i
  moduLAr Armor
  r&d Start date: 3070 (ComStar), 3073 (Clan Wolf-in-Exile)
  Prototype design and Production: 3072 (ComStar), 3074 (Clan Wolf-in-Exile)
  An outgrowth of research into hardened armor, modular armor emerged 
  when ComStar scientists reached a compromise plan in which additional 
  armor plates and panels were affixed to a unit’s underlying frame, more like a 
  weapon mount than as standard armor. These add-on panels and reinforce-
  ments effectively created mini-shields that offered enhanced protection, at 
  the expense of flexibility and weapon space. Armed with ComStar’s data, 
  the Exiled Wolves quickly mimicked this idea (and the allies even report-
  edly shared the specs with the Jade Falcons during a recent summit), but 
  neither the Clans nor the Inner Sphere have yet begun full-scale production 
  of modular armor.
  rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF
  tech Base (ratings): Both (D/X-X-F)
  Game rules: When a location containing a slot of Modular Armor is hit, the damage is subtracted from the Modular Armor capacity first. If a slot of 
  Modular Armor is hit (for example, through a penetrating or floating critical hit, or a Weapon critical on vehicles that randomly rolls up a Modular Armor 
  slot), all remaining points for that slot (if any) are destroyed. Modular Armor slots that are already depleted are considered to be destroyed items.
  Because Modular Armor is bulky and its installation exceeds the unit’s normal design parameters, units using Modular Armor suffer a +1 modifier to 
  all Piloting Skill target numbers and subtract 1 Walk or Cruise MP, recalculating the unit’s Running/Flank MP normally. Fighters apply the +1 modifier 
  to all Control Roll target numbers, as well as subtracting 1 Safe Thrust MP (recalculating Maximum Thrust) when operating in an atmospheric hex. 
  Jump-capable units also subtract 1 Jumping MP. These penalties do not accumulate if the unit carries more than one slot of Modular Armor, but they all 
  apply as long as even 1 point of Modular Armor remains on the unit. Once all points of Modular Armor a unit carries have been destroyed, the mobility 
  and Piloting effects they produce are eliminated.
  Modular Armor cannot be “ejected” in gameplay.
  moduLAr Armor
  i
  
  Armored components: Armored components weigh an additional 0.5 tons (to a minimum of 0.5 tons) for every slot they occupy on a standard BattleMech. For 
  example, an Inner Sphere light engine (which occupies 10 critical slots in all) would add 5 tons to its total weight if installed as an armored component (10 slots x 
  0.5 tons per slot = 5 tons). The only exception is the cockpit location, which adds 1 ton of armor to the cockpit weight.
  Any component on a unit’s Critical Hit Table can be armored except for ammunition bins, CASE and other items that have a “roll again” effect (such as Ferro-
  Fibrous Armor slots).
  Armored motive Systems: Armored Motive Systems are available only to Combat and Support Vehicles that have a Tracked, Wheeled, Hover, Hydrofoil, Naval (in-
  cluding submarine), or WiGE motive system. VTOLs, Airships, Rail vehicles, Satellites, and other vehicle types may not install Armored Motive Systems. Clan-made 
  Armored Motive Systems take up 10 percent of the vehicle’s total weight, while Inner Sphere Armored Motive Systems take up 15 percent of the vehicle’s total 
  weight. Neither system occupies weapon space.
  Artemis V fire-control System: As with the Artemis IV fire control system, the Artemis V must be incorporated on all of an individual unit’s standard SRM or LRM 
  launchers (or their Torpedo-based equivalents). Artemis V is incompatible with Artemis IV, so any unit designed to have Artemis V cannot also carry Artemis IV 
  (and vice versa).
  VEhicLE StEALth Armor
  r&d Start date: 3065 (Capellan Confederation)
  Prototype design and Production: 3067 (Capellan Confederation)
  Shortly before the start of the Word of Blake Jihad, Capellan engineers 
  began to adapt their groundbreaking stealth armor for use on Combat 
  Vehicles and aerospace forces as well as BattleMechs. The onset of the Jihad 
  and the predations of the Federated Suns and the Word of Blake have dis-
  rupted full-scale production of this armor.
  rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF
  tech Base (ratings): Inner Sphere (E/X-X-F), Clan (F/X-X-F)
  Game rules: Reactive Armor reduces all damage from explosive-type weapons such as missiles, mortars and artillery weapons by half (rounded 
  down, to a minimum of 1 point per hit). Physical attacks, as well as attacks using energy weapons, autocannons, Gauss weapons or other weapons 
  deliver their normal damage and effects to the target, but any weapons that rely on an armor-piercing effect, such as Armor-Piercing Ammo (see p. 
  140, TW), Tandem-Charge Missiles (see p. 372) or Tasers (see p. 345) lose any special armor-penetrating abilities if they strike a location protected by 
  Reactive Armor. Excess damage beyond the armor’s capacity affects internal structure or structural integrity per the normal rules for the location’s 
  structure type.
  In addition to the above rules, any penetrating or “floating” critical hits to a Reactive Armor critical slot not only roll the critical hit again as usual, but 
  also require a second 2D6 roll. (Against a non-’Mech unit, this occurs any time the unit suffers a critical hit of any kind to a location still protected by 
  Reactive Armor.) If this roll yields a 2, all remaining armor in the location (including front and back in the event of torso hits) is destroyed and the internal 
  structure in that location suffers an additional 1 point of damage (with additional critical hit effects checked as normal).
  rEActiVE (BLAzEr) Armor
  i
  rEActiVE (BLAzEr) Armor
  r&d Start date: 3058 (Draconis Combine), 3061 (Clan Ghost Bear)
  Prototype design and Production: 3063 (Draconis Combine), 3065 (Clan 
  Ghost Bear)
  An anti-ballistic variant of ferro-fibrous armor, reactive armor (also 
  known as Blazer armor) uses a series of micro-explosive charges to reduce 
  all damage from shaped-charge-type weapons such as missiles, mortars 
  and artillery weapons. The resulting armor also boasted anti-armor-piercing 
  capabilities, negating some of the newer weapons being developed even 
  then. Unfortunately, reactive armor’s inability to reduce the effects of other 
  weapons fire or physical damage—coupled with the occasional hazard of 
  runaway explosions caused by seemingly minor hits—has prevented this 
  armor from reaching full-scale production.
  conStruction     
  ruLES
  rules Level: Experimental
  Available to: CV, SV, AF, CF
  tech Base (ratings): Inner Sphere (E/X-X-F)
  Game rules: Finally adapted for use in vehicles and fighters, Vehicle Stealth Armor offers the same capabilities as BattleMech Stealth Armor, with the 
  same requirements and drawbacks (see p. 142, TW), including the need for a functioning ECM suite (of any type) and the heat generation for operating 
  the system. Vehicles and conventional fighters do not require fusion engines or power amplifiers to mount Vehicle Stealth Armor, but do require heat 
  sinks to contend with the heat costs of using the system.
  Aerospace fighters with Vehicle Stealth Armor do not receive stealth benefits when operating above the space/atmosphere interface on the space 
  map if they expend any Thrust Points during the turn. When landed, operating in atmosphere, or when in operating in space without expending Thrust, 
  the range modifiers to hit an aerospace unit equipped with active vehiclular stealth armor apply as they do for ground unit (adding a +1 modifier at 
  medium range, and +2 at long or extreme range).
  VEhicLE StEALth Armor
  i
  
  r&d Start date: 3058 (Clan Goliath Scorpion)
  Prototype design and Production: 3061 (Clan Goliath Scorpion)
  A Clan-made enhancement to the Artemis IV fire control system, the 
  Artemis V improves the accuracy of standard LRM and SRM launchers bet-
  ter than ever, but at a cost in bulk and weight, and remains susceptible to 
  hostile ECM suites including the Guardian, Angel and Watchdog.
  R&d Start date: 3054 (Clan Hell’s Horses), 3069 (Free Worlds League)
  prototype design and production: 3057 (Clan Hell’s Horses),  
   
  3071 (Free Worlds League)
  As part of a far more ambitious plan to enhance the durability and flex-
  ibility of their conventional forces (the same plan that attempted to revisit 
  the Kanga jump tank concept which resulted in the Hephaestus hovertank), 
  Clan Hell’s Horses’ scientists explored new techniques in reinforcing and 
  protecting the vulnerable motive systems for their ground-based combat 
  vehicles. Though weighty, the concept was at least partially successful. A shift 
  in Horses’ priorities, however, prevented widespread development. Rumors 
  of this breakthrough, however, intrigued engineers at IrTech, who recently 
  managed to duplicate the Clan’s techniques using Spheroid technology.
  artEmis v firE-control systEm
  armorEd motivE systEm
  rules Level: Experimental
  Available to: BM, IM
  tech Base (ratings): Both (E/X-X-F)
  Game rules: Each critical slot of an armored component can suffer one critical hit with no effect (a second critical hit to the same slot, however, delivers 
  the same effects as a hit against a standard component). Armored components receive this benefit over all of the component’s slots.
  Except for ammunition bins, explosive components (such as Gauss rifles) may be installed as armored components, and will explode only upon the second 
  critical hit to a given slot. If an armored component explodes in a location protected by CASE, the CASE system will resolve the effects as per its normal rules
  To indicate if a component is armored, circle the number before each of the critical slots the component takes up. When a slot suffers its first critical 
  hit, draw a slash through the circle for that slot of the armored component. Upon a second hit to the same critical slot, draw a line through the item itself 
  to indicate that it has been damaged as normal.
  Armored shoulder and hip actuators that have not received a first critical hit also protect a ’Mech from a Limb Blown Off result on the Determining 
  Critical Hits Table. In such a case, the appropriate shoulder or hip slot is treated as though it suffers its first critical hit, and will be destroyed on any 
  subsequent critical hits to its location (a subsequent Limb Blown Off result also affects the unit as normal if an armored shoulder or hip has already 
  suffered its first critical hit). No component armor can prevent a Blown Off result from happening to a ’Mech’s head.
  ArmorEd comPonEntS
  i
  rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (ratings): Clan (F/X-X-F)
  Game rules: Missile launchers using a functional Artemis V system apply a –1 to-hit modifier to the attack roll, and add +3 to the Cluster Hits Table (to 
  a maximum modified result of 12). Aerospace units using Artemis V-enhanced launchers receive the same to-hit modifier only if all the launchers in a 
  firing bay employ Artemis V, but determine the standard Attack Value as equal to a roll result of 10 on the appropriate-sized launcher on the Cluster Hits 
  Table, delivered per the standard rules (as a standard-scale hit, in strictly aerospace combat, as with other missile systems, or as Clusters appropriate to 
  the launcher type and size, when fired against ground units). Appropriate Point Defense rules may affect this damage value as normal.
  rules Level: Experimental 
  Available to: CV, SV
  tech Base (ratings): Inner Sphere (E/X-X-F), Clan (F/X-X-F)
  Game rules: Armored Motive Systems apply an additional –2 modifier to any rolls made on the Motive System Damage Table for a vehicle equipped with this 
  system. A result of 2 or less reflects no effect to the vehicle’s motive systems.
  ArtEmiS V firE-controL SyStEm
  ArmorEd motiVE SyStEm
  i
  i
  r&d Start date: 3059 (Free Worlds League), 3060 (Clan Diamond Shark)
  Prototype design and Production: 3061 (Free Worlds League),  
   
  3061 (Clan Diamond Shark)
  Though battlefield systems are already built ruggedly enough for the 
  stresses of modern combat, extensive testing with alternative compart-
  mentalizing techniques has enabled engineers to further protect most of 
  a ’Mech’s internal components against damage. Cost and weight issues, 
  however, have prevented widespread production of this technology, as well 
  as its expansion into non-’Mech fields.
  armorEd componEnts
  283
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  
  Artillery: All of the Artillery Weapons presented here may be installed on their respective Available Unit types in accordance with the unit’s standard construction 
  rules. Ammunition for Artillery Weapons must always be purchased in 1-ton lots.
  Artillery cannons: All of the Artillery Cannons presented here may be installed on their respective Available Unit types in accordance with the unit’s standard con-
  struction rules (for aerospace units, Artillery Cannons are classified as autocannons and may be mounted as part of an autocannon bay). Ammunition for Artillery 
  Cannons must always be purchased in 1-ton lots. The weight of any Artillery Cannons mounted on a unit does not impact the weight of any Targeting Computer 
  equipment mounted on the same unit.
  Autocannon: All versions of the Hyper-Velocity Autocannon, ProtoMech Autocannon and Clan Rotary Autocannon may be installed per the appropriate unit’s 
  standard construction rules for mounting weapons.
  ProtoMechs can only mount the ProtoMech AC in a Main Gun mount. 
  Ammunition for most of the advanced autocannon types featured here may only be installed in full-ton lots. ProtoMech ACs, which are intended for ProtoMech 
  use, install ammunition on a per-shot basis; each shot of ProtoMech AC ammunition—in kilograms—may be found by dividing the number 1,000 by the weapon’s 
  number of shots per ton. Unless stated otherwise in the weapon’s individual rules, these weapons may only use their own standard ammunition types.
  conVEntionAL ArtiLLEry (thumPEr/SniPEr/LonG tom)
  introduced: Pre-spaceflight
  Often referred to as “tube artillery” (to differentiate them from missile 
  artillery weapons like the Arrow IV), the conventional artillery pieces of 
  the Succession Wars—the Thumper, Sniper and Long Tom—remain the 
  standard by which most similar weapons are measured. Often employing 
  unguided, unpowered rounds, conventional artillery relies on technology 
  that predates humankind’s first steps among the stars.
  cruiSE miSSiLE ArtiLLEry
  r&d Start date: 3060 (Federated Commonwealth)
  Prototype design and Production: 3065 (Federated Suns)
  Though technically a proven, pre-spaceflight concept, cruise missiles 
  faded from the military stage when spacecraft—and capital-scale missile 
  technologies—became prevalent. The modern tactical cruise missile artil-
  lery platforms being developed are effectively heavily modified versions 
  of the Arrow IV launch system, but boast much greater range and damage 
  potential at a significant loss in accuracy.
  rules Level: Advanced
  Available to: BM, IM, CV, SV, SC, DS, MS
  tech Base (ratings): Both (B/C-C-C)
  Game rules: Thumper, Sniper and Long Tom artillery weapons use the standard rules for Indirect Artillery (see p. 179) and Direct-Fire Artillery 
  (see p. 185), as well as Counter-Battery Fire (see p. 186), and may use a broad range of alternate ammunition loads, including standard, Smoke, 
  Anti-Personnel, Incendiary and Thunder/FASCAM rounds.
  conVEntionAL ArtiLLEry (thumPEr/SniPEr/LonG tom)
  i
  ArroW iV ArtiLLEry miSSiLE
  introduced: 2600 (Terran Hegemony)
  Extinct: 2830 (Inner Sphere)
  recovered: 3044 (Capellan Confederation)
  Loosely based on short-range ballistic missile technology, the Arrow 
  IV system is a sophisticated, missile-based artillery weapon that debuted 
  during the Age of War. Lost after the last of the Terran Hegemony’s major 
  producers were destroyed in the wake of the Star League’s collapse, the 
  technology was revived by Capellan engineers—armed with the knowledge 
  of the Helm Memory Core—from the handful of mothballed samples they 
  unearthed in the mid-3040s.
  Artillery weapons are a common and effective—but not always reliable—
  source of fire support in the major ground engagements of the BattleTech 
  universe. Unless otherwise noted, the artillery weapons described here 
  follow the same basic gameplay rules as presented on p. 179 for Artillery 
  Weapons, and may not be fired by any applicable aerospace units (except 
  Arrow IV; see p. 180) unless the units is first landed or its special munitions 
  (see p. 359) rules permit otherwise.
  artillEry
  rules Level: Advanced
  Available to: BM, IM, CV, SV, AF, CF, SC, DS, MS
  tech Base (ratings): Both (E/E-F-E)
  Game rules: The Arrow IV Artillery Missile launcher uses the standard rules for Indirect Artillery (see p. 179) and Direct-Fire Artillery (see p. 185), as well 
  as Counter-Battery Fire (see p. 186), but can also employ specialized homing rounds that work in conjunction with friendly Target Acquisition Gear (TAG) 
  systems. The rules for Arrow IV Homing Missile attacks are covered on p. 354.
  ArroW iV ArtiLLEry miSSiLE
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  rules Level: Experimental
  Available to: CV, SV, SC, DS, MS
  tech Base (ratings): Inner Sphere (E/X-X-F)
  Game rules: In game play, Cruise Missile Artillery functions just like artillery systems using standard munitions (see p. 353), with the following exceptions:
  •	
  Cruise Missiles may not deliver any Direct-Fire Artillery attacks (see p. 185).
  •		
  Cruise Missiles use a different Indirect Flight Time than conventional artillery or Arrow missiles, as indicated in the Indirect Artillery Flight Times 
  Table (see p. 181).
  •		
  Cruise Missile damage radiates more widely from the impact hex, as indicated in the Artillery Ordnance Table (see p. 184).
  cruiSE miSSiLE ArtiLLEry
  i
  r&d Start date: 3000 (Lyran Commonwealth), 3030 (Clan Wolf)
  Prototype design and Production: 3012 (Lyran Commonwealth),  
   
  3032 (Clan Wolf)
  An alternative approach to artillery weapons, artillery cannons are small-
  er, snub-nosed versions of the common tube artillery pieces. While useful for 
  area-effect attacks, artillery cannons suffer from a sharp reduction in range 
  compared to their standard cousins,. Though well past the prototype stage, 
  artillery cannons have yet to begin consistent, full-scale production.
  artillEry cannons
  Spurred on by Clan innovations in weapon technology, designers across 
  the Inner Sphere have expanded their efforts to enhance autocannons. 
  Inspired by the rediscovered LB-X and Ultra series, several new autocannon 
  variations have entered production stages over the past twenty years.
  autocannons
  rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (ratings): Both (B/X-F-E)
  Game rules: Artillery Cannons are classified as ballistic weapons, rather than artillery weapons, and may not be used to deliver Indirect Artillery attacks. 
  In ground combat, Artillery Cannon attacks are resolved in the same fashion as indirect LRM fire against a target unit (see pp. 111-112, TW), but deliver 
  damage to both the target’s hex and all adjacent hexes in accordance with the standard rules for artillery damage. Missed shots by Artillery Cannons 
  scatter per standard Artillery rules (see p. 182), but when rolling for scatter distance (from the intended target), divide the die roll result in half (rounding 
  up) to determine the number of hexes the missed shot will scatter.
  Aerospace units employing Artillery Cannons use them as autocannons, and cannot deliver damage effects into adjacent hexes, regardless of any 
  special munitions used.
  Artillery Cannons may use the same ordnance types available to a conventional artillery weapon of similar class (for example, a Thumper Artillery 
  Cannon can use the same ammo types available to a standard Thumper artillery piece). As area-effect weapons, Artillery Cannons cannot benefit from 
  the use of a Targeting Computer.
  ArtiLLEry cAnnonS
  i
  hyPEr-VELocity AutocAnnon (hVAc)
  r&d Start date: 3055 (Capellan Confederation)
  Prototype design and Production: 3059 (Capellan Confederation)
  The Hyper-Velocity Autocannon (HVAC) fires a special gelled shell propel-
  lant. This results in a round that travels much faster and produces accurate 
  damage at greater ranges than standard autocannons. The special munitions, 
  however, require hardier components than those in standard ACs,  resulting in 
  a larger and heavier autocannon. The lingering danger of catastrophic misfeed 
  has so far prevented this weapon system from entering full-scale production.
  rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (ratings): Inner Sphere (D/X-X-F)
  Game rules: HVACs function exactly like standard ACs in combat, with the following exceptions:
  •	
  On a to-hit roll result of 2, the chambered round’s propellant ignites within the barrel, inflicting internal explosion damage equal to that of a single 
  round from the HVAC and destroying all the HVAC’s critical slots (in addition to any other critical hits rolled up from the explosion).
  •	
  If a HVAC is fired in any type of atmosphere, the hex behind the firing unit (and opposite the firing direction, if applicable) is filled with heavy 
  smoke (see p. 47). This smoke fills 2 elevations above the level of the firing unit’s hex equal to the unit’s height (in the case of buildings and Mobile 
  Structures, the top elevation is equal to the height of the level where the weapon is mounted); the elevation is determined by the level of the 
  underlying terrain of the attacker’s hex, not the hex filled with smoke. If either elevation is occupied by a hill, building, Large Vehicle, Mobile 
  Structure or DropShip, both elevations of smoke occupies the firing unit’s hex. For a DropShip, Mobile Structure, Large Naval Vessel or building, 
  the smoke fills the first hex along the LOS of the attack instead of behind the unit. The smoke dissipates at the start of the End Phase of the turn 
  after the weapon was fired; if using Wind Conditions (see p. 57), the smoke will drift during the End Phase in which it was fired, as appropriate.
  hyPEr-VELocity AutocAnnon (hVAc)
  i
  
  Battle Armor mechanical Jump Booster: A suit of battle armor may mount only one Mechanical Jump Booster system. The boosters are limited to 1 Jump MP, but 
  can receive added Jump bonus points through the use of a partial wing (though no such benefit applies for the use of Battle Armor Jump Boosters). A suit with 
  Battle Armor Mechanical Jump Boosters also gains 1 additional Ground MP, even if this bonus exceeds the unit’s normal maximum Ground MP limit.
  Battle Armor Mechanical Jump Boosters are incompatible with Battle Armor Myomer Boosters.
  Battle Armor myomer Booster: A suit of battle armor may mount only one Battle Armor Myomer Booster system. The boosters add 1 Ground MP to Assault and 
  Heavy suits, and 2 Ground MPs to Medium, Light and PA(L) suits, even if this booster-provided bonus exceeds the unit’s normal maximum Ground MP limit. 
  Battlesuits equipped with Myomer Boosters may not mount Stealth or Mimetic Armor.
  Battle Armor Myomer Boosters are incompatible with Battle Armor Mechanical Jump Boosters.
  Battle Armor detachable Weapon Pack (dWP):  Only Medium, Heavy or Assault battle armor can install a Battle Armor DWP, and may not install this item if the 
  suit’s resulting Ground MP will fall below 0. Suits reduced to a Ground MP of exactly 0 for mounting a DWP receive a maximum Ground MP of 1 while carrying any 
  DWPs. Multiple DWPs have no additional effect on a unit’s ground MP.
  Each DWP occupies 1 slot in the suit’s body, and may carry only one weapon (and its ammunition). Such weapons may include any battle armor weapon except 
  for missile launchers (including LRMs, SRMs, Advanced SRMs, Rocket Launchers and Narcs).
  While mounted in a DWP, the weapon and its ammunition are calculated at only 75 percent of their original weight (rounded up to the nearest 5 kilograms), 
  and that weight is used when computing the suit’s total weight during construction. (Note that a suit still may not exceed its designed maximum weight in this 
  fashion; it simply treats a DWP-mounted weapon and its ammunition as a lighter weapon during construction.) Because the weapon is installed semi-externally, 
  the normal slot size of a DWP-mounted weapon is not counted against the suit’s slot capacity. 
  cLAn rotAry AutocAnnon (rAc)
  r&d Start date: 3069 (Clan Diamond Shark)
  Prototype design and Production: 3073 (Clan Diamond Shark)
  Clan Diamond Shark scientists began work on their own analog to the 
  rotary autocannon in the late 3060s using lighter Clan technologies. The 
  resulting weapon system promises to offer the Clans a weapon similar to 
  the Inner Sphere rotary AC in many ways, yet far more effective.
  rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (ratings): Clan (F/X-X-F)
  Game rules: The Clan Rotary Autocannon operates as a rapid-fire weapon (see p. 114, TW) and follows the rules for rotary autocannons (see p. 140, TW).
  cLAn rotAry AutocAnnon (rAc)
  i
  ProtomEch AutocAnnonS (Proto-Ac)
  introduced: 3073 (Clan Blood Spirit)
  In an effort to expand on the weapons opportunities for ProtoMechs, 
  Blood Spirit scientists evidently dusted off some obsolete early Clan efforts 
  to miniaturize standard autocannons. Though most such weapons vanished 
  by the time of the Clan invasion, enough mothballed samples and specs evi-
  dently existed to spur the development of a new series aimed at ProtoMech 
  use (but usable by other heavy combat units as well), likely inspired by tales 
  of the new Inner Sphere Light autocannon series. As yet, the Spirits have not 
  reportedly placed their so-called ProtoMech ACs into full-scale production, 
  preferring to be sure of the snub-nosed weapons’ reliability in live fire tests.
  rules Level: Advanced
  Available to: BM, IM, PM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (ratings): Clan (F/X-X-F)
  Game rules: ProtoMech Autocannons use the same rules as standard autocannons. When mounted on ProtoMechs, ProtoMech ACs are treated in the 
  same manner as ballistic weapons on vehicles, and so do not generate heat.
  ProtomEch AutocAnnonS (Proto-Ac)
  i
  r&d Start date: 3065 (Lyran Alliance)
  Prototype design and Production: 3070 (Lyran Alliance)
  Designed to duplicate the experimental BattleMech Mechanical Jump 
  Booster system on a smaller scale, Battle Armor Mechanical Jump Boosters 
  primarily promise to eliminate a jump-capable battlesuit’s dependence on 
  chemical fuels. The original concept for these boosters limited them to quad-
  ruped suits. However, by the time the system reached prototype stage, a more 
  innovative piston design made them usable by bipedal battle armor as well.
  Though the lack of a BattleMech’s long stride and the extended jump jet 
  acceleration phase renders Battle Armor Mechanical Jump Boosters sharply 
  limited in range, the 30-meter leaps made possible by these jump boosters 
  do offer a useful edge in ground speed.
  battlE armor mEchanical Jump boostEr
  conStruction     
  ruLES
  
  rules Level: Experimental
  Available to: BA
  tech Base (ratings): Inner Sphere (E/ X-X-F)
  Game rules: Battle Armor Jump Boosters act like standard jump jets, with the following exceptions:
  •	
  Because the boosters cannot be steered in mid-flight, Battle Armor using this system cannot use Jump MP and Initiate Anti-’Mech Attacks in the 
  same turn.
  •	
  Mechanical Jump Boosters can be used even when submerged (as long as the armor is otherwise capable of underwater operation).
  •	
  A single battlesuit may mount standard jump jets and Mechanical Jump Boosters, but cannot use both systems in the same turn. Having one 
  system does not add to the Jumping MP provided by the other, but Battle Armor Mechanical Jump Boosters may also receive the Jumping MP 
  bonus provided by a partial wing (if the suit has one).
  •	
  Battle Armor Mechanical Jump Boosters may be used without jumping to enhance a suit’s standard ground movement. This mode of travel—
  which replaces the suit’s usual stride with a swifter, loping gait more akin to making miniature hops—adds +1 to the suit’s Ground MP.
  rules Level: Experimental
  Available to: BA
  tech Base (ratings): Clan (F/X-X-F)
  Game rules: Battle Armor Myomer Boosters increase the maximum Ground MP for PA(L), Light- and Medium-weight suits by 2 MP. Heavy- and Assault-
  weight suits receive a 1-point Ground MP bonus. This movement modifier may take the suit movement beyond its normal upper limit.
  Battlesuits equipped with Myomer Boosters generate excessive heat, making them incapable of operating as hidden units and rendering any Stealth 
  or Mimetic Armor ineffective. ECM systems will still affect other electronic systems that pass through the ECM “bubble,” but the suits themselves remain 
  visible on sensors due to their heat signature.
  All Leg and Swarm Attacks performed by battle armor with Myomer Boosters add 2 points (per active trooper) to the total damage inflicted by a 
  successful assault.
  rules Level: Advanced
  Available to: BA
  tech Base (ratings): Both (E/X-X-F)
  Game rules: Each DWP enables a suit to carry a single non-missile weapon and its ammunition semi-externally, so that heavier and larger weapons 
  may be mounted in slight excess of the suit’s design. This expanded carrying capacity, however, impairs the suit’s movement and renders it incapable 
  of using Jump MP for as long as the battle armor carries even a single DWP. Medium suits using DWPs also suffer a –3 Ground MP penalty, while heavy 
  and assault suits using DWPs suffer a –2 Ground MP penalty. Mechanical Jump Boosters or Myomer Boosters can increase the Ground MP of a suit using 
  DWPs, but may not be used for Jumping movement as long as the DWP is attached.
  A battle armor squad can jettison one, some, or all of the DWPs on its component suits during the End Phase of any turn to regain mobility, though 
  doing so sacrifices the weapons mounted in the DWPs. A battle armor unit only regains full mobility from dumping its DWPs if all DWPs from all of the 
  squad’s troopers are jettisoned.
  BAttLE Armor mEchAnicAL JumP BooStEr
  BAttLE Armor myomEr BooStEr
  BAttLE Armor dEtAchABLE WEAPon PAck (dWP)
  i
  i
  i
  introduced: 3072 (Clan Hell’s Horses), 3073 (Word of Blake)
  Recognizing the need for even heavier weapon loads on battle armor, 
  both the Inner Sphere and the Clans have developed the Detachable 
  Weapon Pack (DWP), though the Hell’s Horses first debuted the system on 
  their new Rock Golem assault battlesuits. Derived from the proven design 
  of detachable missile pack modules seen on classic Elemental armor, these 
  semi-external non-missile mounts enable battlesuits to exceed their normal 
  load maximums, but at a significant cost in mobility.
  battlE armor dEtachablE WEapon pack (dWp)
  r&d Start date: 3066 (Clan Ice Hellion)
  Prototype design and Production: 3072 (Clan Ice Hellion)
  Initially conceived as a spin-off from failed Ice Hellion efforts to create 
  an enhanced BattleMech MASC system, the battle armor-scaled myomer 
  booster offers to increase the speed and strength of a given battlesuit de-
  sign. However, the system’s greatest drawback is the tremendous amount 
  of heat generated—which not only makes it impossible to employ such 
  enhanced myomer suits in a stealth role, but requires the installation of 
  bulky cooling systems to avoid parboiling the trooper within.
  battlE armor myomEr boostEr
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  Battlemech harJel System: BattleMechs and IndustrialMechs may mount a HarJel system in any body location(s) desired, except for the location containing the 
  cockpit. Vehicles may mount HarJel systems in any location(s) desired except the Body and the Rotor.
   
  Battlemech melee Weapons: All of the advanced BattleMech melee weapons described in these rules may be mounted in accordance with all standard ’Mech 
  construction rules, with special construction rules as noted below. Except for the shield (which may only be installed as fixed equipment), OmniMechs may 
  mount all of these weapons as pods or as fixed equipment. A ’Mech can mount only one physical attack weapon per location, unless one of the weapons is a 
  shield or spikes.
  claws: Each Claws weighs 1 ton and occupies 1 critical slot for every 15 tons of BattleMech weight (rounded up to the nearest half ton). Claws may only be installed 
  only in the arms of a ’Mech, where it automatically replaces the hand actuator (but still requires both the upper and lower arm actuators). Two Claws, replacing 
  each hand actuator in both arms, may be mounted.
  flail: The Flail weighs 5 tons and occupies 4 critical slots. Flails can only be mounted in a ’Mech’s arms. The Flail’s mount replaces the ’Mech’s hand actuator, but still 
  requires the upper and lower actuators.
  Lance: A Lance weighs 1 ton and occupies 1 critical slot for every 20 tons of ‘Mech weight (rounded up to the nearest half ton). Lances may only be mounted in a 
  ’Mech’s arms. Installing Lances does not require a hand actuator to be located in the same arm, but arms intended to use Lances must have shoulder, upper and 
  lower arm actuators.
  mace: The Mace weighs 1 ton and occupies 1 critical slot for every 10 tons of ‘Mech weight (rounded up to the nearest full ton). A Mace can only be mounted in a 
  ’Mech’s arm, and then only in an arm that includes a hand actuator.
  Shield: Shields come in Small, Medium and Large sizes, and may only be mounted in arm locations. Regardless of size, only 1 Shield may be mounted per arm. Shields 
  have no special actuator requirements. Shields are hard-mounted, and so Shield-based movement modifiers apply to the unit at the time of construction.
  Spikes: Spike clusters weigh half a ton and occupy 1 critical slot; only one cluster may be mounted in a given location. Torso locations cover both front and back arcs.
  talons: Talons must be placed in all of the ’Mech’s legs, and require 2 critical slots per leg to install.The Talons’ total weight is 1 ton per 15 tons (rounded up to nearest 
  whole ton).
  Vibroblades: ’Mech Vibroblades come in three fixed sizes and otherwise follow the standard rules for mounting swords.
  r&d Start date: 3056 (Diamond Sharks), 3062 (Lyran Alliance),
  Prototype design and Production: 3059 (Diamond Sharks), 3067 (Lyran 
  Alliance)
  Inspired by the HarJel hull-sealing system used aboard Clan spacecraft 
  and battle armor, both the Clans and Inner Sphere have developed a variant 
  for ’Mechs and vehicles. After being “leaked” to certain pro-Clan stables on 
  Solaris, the Inner Sphere gained access to this technology as well, but since 
  both the Spheroid and Clan versions rely on large amounts of actual HarJel 
  to work, this system has yet to see widespread production and remains in 
  the prototype stage.
  battlEmEch harJEl systEm
  rules Level: Experimental
  Available to: BM, IM, CV, SV
  tech Base (ratings): Both (E/X-X-E)
  Game rules: When operating underwater (see p. 121, TW) or in a vacuum (see Vacuum, p. 54) a unit equipped with the HarJel system is not required to check for 
  hull breaches for any location that features a BattleMech HarJel slot and has any armor remaining in that location. In addition, the HarJel system provides a –1  
  modifier to any roll checking for hull breach from extreme depths (see p. 42). Hull breach is still automatic, however, once all armor is destroyed, whether 
  or not the unit mounts a HarJel system in that location. HarJel does not protect any body section that does not have a HarJel slot.
  Regardless of the environment in which the unit is operating, a critical hit to a BattleMech HarJel System slot immediately releases its full load of self-
  hardening sealant, flooding the affected location and disabling all components within it. Treat any weapons or equipment in a location flooded in this 
  fashion as effectively destroyed (though Gauss weapons and other volatile equipment will not explode), but they can still be damaged by subsequent 
  critical hits. Ammunition in a HarJel-flooded section remains explosive and cannot be dumped. Clearing a flooded section and restoring all affected 
  components requires twice as much time as normal.
  BAttLEmEch hArJEL SyStEm
  i
  Since the Lyrans began fielding the Hatchetman in 3025, BattleMech-
  scaled melee weapons have carved out a dramatic and permanent niche in 
  the arsenals of many Inner Sphere armies. Production-level triple strength 
  myomer has only fueled the growing number of weapons that seek to 
  improve upon the steadfast hatchet. Nowhere is this more evident than 
  the arenas of Solaris VII, where deadlier, showier and more creative ways to 
  crush the enemy in close combat have evolved.
  Game rules (General): Unless otherwise noted, ’Mechs armed with 
  multiple BattleMech Melee Weapons of any type may only attack with one 
  such weapon during a given Physical Attack Phase.
  battlEmEch mElEE WEapons
  chAin WhiP
  r&d Start date: 3069 (Lyran Alliance)
  Prototype design and Production: 3071 (Word of Blake)
  Initially researched as another exotic weapon for the Solaran arenas, 
  myomer-cable “whips” were first tested during the initial Blakist attacks 
  on Solaris VII as a special means of close combat aimed at entangling and 
  capturing invader units. Though these initial prototypes failed, the so-called 
  chain whip emerged when the Word of Blake forces on Solaris modified the 
  concept with armor-alloy chains for added strength and resilience. Though 
  the damage from a chain whip impact is not terribly impressive, the entan-
  gling effect has proven useful for limiting the mobility of opposing ’Mechs.
  conStruction     
  ruLES
  
  rules Level: Experimental
  Available to: BM, IM
  tech Base (ratings): Inner Sphere (C/X-X-F)
  Game rules: Against all unit types, the Chain Whip delivers its attack using the same rules as a BattleMech Sword (see pp. 146-147, TW), with the same 
  to-hit modifiers, damage, and basic Physical Attack rules. However, the whip’s damage is not modified for the use of Triple-Strength Myomer or the 
  weight of the Attacker, as the heavy chain and its myomer cable lack rigidity. Against ’Mech and ProtoMech units, the whip can perform additional 
  bonus attacks if the hit location result yields a target’s arms or legs.
  In the case of a leg hit on a ’Mech, the whip-wielding unit may attempt to pull its opponent off balance by making a second (bonus) attack im-
  mediately after the successful whip attack occurred (during the same Physical Attack Phase). This bonus attack applies an additional –2 modifier if the 
  whip-wielding unit has active Triple-Strength Myomers and the target does not. If successful, the attack delivers no damage, but the defending unit 
  must make a successful Piloting Skill roll at a +3 target modifier to avoid falling.
  In the case of an arm hit on a ’Mech (or either the arms or legs of a ProtoMech), the whip-wielding unit may attempt to grapple its opponent instead, 
  preventing either unit from moving the following turn. Once again, this is treated as a bonus attack in the same Physical Attack Phase that applies an 
  additional –2 to-hit modifier if the whip-wielding unit has active Triple-Strength Myomers and the target does not. 0For every weight class (ProtoMech, 
  Light, Medium, Heavy and so forth) the Attacker outweighs the Defender, a –1 to-hit modifier applies to the grapple attack; if the Defender outweighs 
  the Attacker, a +1 modifier applies for each weight class of difference. If this bonus attack is successful, the Defender is grappled and neither unit may 
  move in the following turn (unless the Attacker chooses to release the Defender by expending any MP in the following Movement Phase). However, 
  while grappled, both the grappling ’Mech and the grappled ’Mech may make weapon and physical attacks normally, using weapons in any location 
  except for the grappling unit’s whip arm and the grappled unit’s grappled arm. If the grappling unit is attacking the grappled unit (or vice versa), a –2 
  modifier applies to these attacks. Each turn after making a successful grapple, the grapple roll (but not the initial to-hit roll) must be made to maintain 
  the grapple. If a grapple roll fails, the whip has released (or failed to grapple) the target.
  chAin WhiP
  i
  cLAWS
  introduced: 3060 (Lyran Alliance)
  These specially modified hand actuators are an on-again, off-again crowd 
  favorite in arenas across the Inner Sphere, prompting numerous redesigns 
  until Solaris Arms of Solaris set the final standard in the early 3060s on their 
  Mantis dueling ’Mech. Intended for raw, armor-rending strength, claws are 
  far less dexterous than standard hand actuators, making them ill-suited to 
  anything but close-quarters combat.
  rules Level: Advanced
  Available to: BM, IM
  tech Base (ratings): Inner Sphere (B/X-F-E)
  Game rules: Claw attacks are resolved per the rules of a standard punching attack (see p. 145, TW), but with an additional +1 to-hit modifier due to 
  the Claw’s bulk. If successful, the Claw inflicts 1 point of damage for every 7 tons of BattleMech weight (rounded up), modified for any actuator damage 
  and active Triple-Strength Myomer use.
  ’Mechs with Claws may lift objects as normal, but must make a successful Piloting Skill roll with a +2 target modifier to avoid damaging them. If the 
  object is extremely fragile (such as a human being), an additional +1 modifier applies (at the gamemaster’s discretion or mutual player agreement). 
  Claws may not be combined with any other melee weapon in the same arm, but they may be used to grab and wield an improvised club, with an 
  additional +2 to-hit penalty (see pp. 146-147, TW). A failed attempt to lift an object effectively destroys it.
  cLAWS
  i
  fLAiL
  r&d Start date: 3054 (Federated Commonwealth)
  Prototype design and Production: 3057 (Federated Commonwealth)
  Inspired by the classic and familiar wrecking ball, the BattleMech-scale 
  flail is nothing more than a ball of spiked tungsten alloy attached to a ‘Mech 
  via a short, reinforced myomer tether. Though balanced for swinging, it is 
  still somewhat difficult to use effectively. A missed attack can have grave 
  consequences for the Attacker, as the free-swinging flail can double back 
  on its own user.
  rules Level: Experimental
  Available to: BM, IM
  tech Base (ratings): Inner Sphere (B/X-X-E)
  Game rules: The Flail attacks like a hatchet (see pp. 146-147, TW), with an additional +1 to-hit modifier to all attacks. If successful, the Flail delivers 9 
  points of damage that is not modified by actuator damage or the use of special myomers.
  On a Flail attack roll result of 2, the Attacker automatically misses the intended target, and instead strikes its own unit. Such a self-inflicted strike 
  delivers only 5 points of damage, resolved using the Front Hit Location Table. Additionally, the Attacker must make a Piloting Skill roll to avoid falling 
  from being thrown off-balance by the shock of such a critical miss (with all normal Piloting Skill modifiers applied).
  fLAiL
  i
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   And equIpMent
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  LAncE
  r&d Start date: 3061 (Lyran Alliance)
  Prototype design and Production: 3064 (Lyran Alliance)
  More of a BattleMech stiletto than a 31st-century translation of an actual 
  medieval weapon, the BattleMech-scale lance combines armor-piercing 
  capabilities with a lightweight design, but lacks the raw kinetic damage of 
  most other melee weapons. Though an unpopular weapon overall, due to 
  the sheer finesse required to make it effective, the lance nevertheless en-
  joyed a small yet devout following in several lower-class leagues on Solaris 
  VII (leading to the slightly enhanced design that debuted just before the 
  Word seized the planet in 3068).
  rules Level: Experimental
  Available to: BM, IM
  tech Base (ratings): Inner Sphere (C/X-X-F)
  Game rules: Requiring a direct strike to be effective, the Lance attacks as a hatchet (see pp. 146-147, TW) with an additional +2 to-hit modifier, and 
  delivers damage equal to the unit’s tonnage divided by 5 (round up). If armor remains in the location after a Lance attack, the Attacker rolls 2D6. On a 
  result of 10 or higher, the strike penetrates the remaining armor and inflicts 1 point of internal damage. A Lance that penetrates armor in this fashion 
  rolls on the Determining Critical Hits Table with a –2 modifier to the roll result. (A successful Lance attack that strikes unarmored internal structure rolls 
  for Determining Critical Hits normally.)
  LAncE
  i
  Rules Level: Advanced
  Available to: BM, IM
  tech Base (Ratings): Inner Sphere (B/X-F-D)
  game Rules: The Mace attacks as a Physical Weapon Attack with a +1 to-hit modifier, but may use the Hatchet’s To-Hit Location Table  
  (see pp. 146-147, TW).
  If a Mace attack misses its target, the Attacker must make a Piloting Skill roll with a +2 target modifier to avoid falling.
  mAcE
  i
  mAcE
  introduced: 3061 (Lyran Alliance)
  A stylized club designed for close-quarters arena combat, the ‘Mech-
  scale mace first appeared in the stables of Solaris VII as a stylized form of 
  the basic hatchet. As popularity (and the sheer number of visual styles) 
  grew, Solaran engineers developed a heavier and more distinctive weapon, 
  though it wasn’t until the early 3060s that the weapon reached a reliable, 
  production-level standard.
  ShiELd
  R&d Start date: 3065 (Lyran Alliance)
  prototype design and production: 3067 (Lyran Alliance)
  From hastily wielded armor plates to well designed ‘Mech additions, 
  shields are a common sight in the lower-class arenas of several game worlds. 
  The most effective versions, of course, were developed on Solaris shortly 
  before the Jihad (where they had yet to advance beyond the prototype 
  phase before Blakist forces attacked and seized that world). If used well, 
  the ’Mech-scale shield has definite potential in combat, though its bulk can 
  hinder a ’Mech’s mobility and combat effectiveness.
  SPikES
  introduced: 3051 (Federated Commonwealth)
  Though long used as a popular cosmetic enhancement, providing 
  BattleMechs with a fearsome and barbaric look, it was not until after the 
  demonstrated effectiveness of the hatchet as a ’Mech-scale physical attack 
  weapon that spikes were seriously considered as a potentially viable new 
  weapon (and passive defense system) for close combat. Through the testing 
  grounds of the Game World, spikes gradually evolved from simple decorative 
  cones to the much more effective protrusions they are today. Despite their 
  proven capability, however, spikes remain a rare sight beyond the arenas.
  tALonS
  introduced: 3072 (Jade Falcons)
  A curious innovation considering the Clans’ disdain for physical combat, 
  the Jade Falcons’ talons arose as a kind of “functional cosmetic” similar to the 
  spikes on Solaris ’Mechs. Spotted only sporadically on customized variants to 
  date (likely serving as battlefield test-beds), they have demonstrated poten-
  tial in enhancing the effectiveness of kicking and Death from Above attacks.
  
  Rules Level: Experimental
  Available to: BM, IM
  tech Base (Ratings): Inner Sphere (D/X-X-F)
  game Rules: All three sizes of BattleMech Shield have a Damage Absorbance (DA) factor, a Damage Capacity (DC) factor, a Shield Bash to-hit modifier 
  and a Mobility Modifier (as indicated in the ’Mech Shield Table below). A shield’s DA indicates how effective it is against incoming damage, while its DC 
  indicates if it is still functioning. A shield’s Bash modifier indicates the to-hit modifier applied when making a special Shield Bash attack, and its Mobility 
  Modifier indicates the shield’s effect on a ’Mech’s Walking, Running and Jumping MPs when carrying a shield. A shield with either a DC or DA value of 0 
  is no longer effective in combat, but continues to impose movement modifiers until all of the shield’s critical slots are destroyed (or the shield-carrying 
  arm is destroyed/blown off). Shields cannot be jettisoned.
  Shields are primarily used to defend against most weapon and physical attacks (though they cannot protect against damage caused by successful 
  Death-from-Above attacks, Charge attacks, mines, damage from buildings, falls or heat-effect damage). When a shield is used to defend a location 
  against an attack, subtract the Shield’s current DA from the attack damage and apply any remaining points to the hit location protected by the shield. 
  (Damage that does not strike a shield is resolved normally.) Regardless of whether or not the damage penetrates the shield, the shield reduces its DC by 
  1. Weapons using the Cluster Hits table regard every cluster as a separate hit against the shield. Critical hits to the shield subtract 1 from the DA and 5 
  from the DC, while hits to the actuators of the arm mounting a shield subtract 1 from DA and 1 from DC (double for the shoulder).
  To use a shield, the user must declare at the end of his Movement Phase whether the shield is being employed in passive, active or inactive defense modes.
  Active defense Mode: In this mode, a shield protects all of the ‘Mech’s locations except for the rear center torso, the side torso (front and rear) 
  opposite to the shield-using arm, and the opposite-side arm and leg. Weapons mounted in a shield-protected location cannot be used in the same turn 
  the shield is protecting them in active defense mode, nor can a unit using a Shield in this fashion execute a physical attack that involves its protected 
  locations
  passive defense Mode: In this mode, a shield protects only its own arm and the front side torso adjacent to that arm. Weapons and equipment 
  protected by a shield in passive defense mode can be used in the same turn, but at a +2 to-hit modifier. During the Physical Attack Phase, a shield in 
  this mode may also be used to deliver a special attack called a Shield Bash (as long as no other weapons in the shield arm were used in the Weapon 
  Attack Phase). The Shield Bash attacks as a Physical Weapon Attack with a to-hit modifier equal to the value shown in the Shield bash column of the 
  Shield Table below. This attack uses the Hatchet’s To-Hit Location Table (see pp. 146-147, TW). After a successful Shield Bash, the shield reduces its DC 
  (but not its DA) by 1 point.
  inactive defense Mode: If this mode, the Shield only protects the arm upon which it is mounted and applies a +1 to-hit modifier to any attacks 
  made using that arm.
  ’mech Shield tABle
  Size
  DA
  DC
  Shield Bash
  Mobility
  Large
  7
  25
  –4
  –1MP, No jump
  Medium
  5
  18
  –3
  –1MP
  Small
  3
  11
  –2
  —
  ShiELd
  i
  291
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  AdvAnced  
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   constructIon
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   And equIpMent
  Index
  record sheets
  Rules Level: Experimental
  Available to: BM, IM
  tech Base (Ratings): Inner Sphere (C/X-E-E)
  game Rules: Defensively, a cluster of spikes reduces the damage from any successful physical attacks against a spiked location by 4 points (to a 
  minimum of 1) that an Attacker would otherwise inflict. In addition, the attacker suffers 2 points of damage (divided equally) to the body location(s) that 
  delivered the attack (center torso for a ’Mech charge; the appropriate arm for a single-armed punch; the appropriate leg for a kick; both legs for Death 
  From Above; both arms for a push), unless the attack was delivered using a club or other physical attack weapon (like a hatchet).
  Offensively, an attacking ’Mech mounting spikes in torso locations may increase the damage inflicted on its opponent during a Charge Attack by 
  declaring such intent before making the to-hit roll. A successful charge with spikes used in this fashion adds 2 points of damage for every torso cluster 
  of spikes the attacking unit has, and absorbs 4 points of damage as normal for any damage groups the Attacker sustains to a spike-protected location.
  The Attacker must also roll 2D6 each time a location with spikes suffers damage. On a result of 9 or higher, the cluster suffers a critical hit and is 
  destroyed.
  SPikES
  i
  Rules Level: Experimental
  Available to: BM, IM
  tech Base (Ratings): Clan (E/X-X-F)
  game Rules: When performing a kick or a Death from Above attack, multiply damage by 1.5 (round to nearest whole number; .5 rounds up). If using 
  mixed-technology rules, a unit mounting Talons with Triple-Strength Myomers receives the TSM damage bonus for kick attacks, but not for Death From 
  Above attacks. Critical hits to the Talons or the foot actuator in the leg where they are mounted destroy the Talons.
  tALonS
  i
  
  Battlemech Jump Pack: A ’Mech may carry only one Jump Pack of any desired weight. The additional weight is treated as externally carried cargo (see BattleMech 
  Lifting Capabilities, p. 261, TW).
  Mechanical Jump Boosters: Mechanical Jump Boosters must be placed in all of the ’Mech’s legs, and require 2 critical slots per leg to install. Critical damage to 
  any one of these slots disables the entire booster system. The boosters weigh 5 percent of the ’Mech’s tonnage for every Jumping MP desired (rounded up to the 
  nearest half ton). Unlike standard jump jets, the Jumping MP bestowed by boosters is not limited by the ’Mech’s Walking MP.
  partial Wings: BattleMechs, IndustrialMechs and ProtoMechs may mount only one Partial Wing system per unit. The BattleMech Partial Wing weighs 5 percent 
  of the ’Mech’s total mass (rounded up to the nearest half ton), and occupies 3 critical slots in each of the unit’s side torso locations. The ProtoMech Partial Wing 
  weighs 20 percent of the ProtoMech’s total mass and occupies one of the Proto’s torso weapon slots. Partial Wings may not be combined with jump boosters (me-
  chanical or otherwise), nor may they be pod-mounted. OmniMechs may mount Partial Wings as fixed equipment. For all units, the Jumping MP bonuses provided 
  by Partial Wings may enable a unit to exceed the normal maximum Jump MPs possible under standard construction.
  Battlemech umus: UMUs are mounted in the same fashion and per the same rules regarding weight and location placement as standard jump jets on both ’Mechs 
  and ProtoMechs (see TechManual; p. 51 for BattleMechs, p. 69 for IndustrialMechs and pp. 84-85 for ProtoMechs). Units mounting UMUs may not mount jump jets 
  of any kind, but may mount Mechanical Jump Boosters.
  BattleMechs and ProtoMechs are versatile, all-terrain vehicles with 
  greater flexibility for crossing terrain than perhaps any other ground vehicle, 
  but the endless variety of terrain encountered on the thousands of worlds 
  that bear humankind’s battles always turn up some new obstacle. Seeking 
  new edges in BattleMech mobility, engineers across the Inner Sphere have 
  conceived or developed a series of unusual new motive systems for Proto-
  Mechs, BattleMechs and IndustrialMechs.
  battlEmEch/protomEch motivE systEms
  conStruction     
  ruLES
  Rules Level: Experimental
  Available to: BM, IM
  tech Base (Ratings): Inner Sphere (D/X-X-E)
  game Rules: Vibroblade weapons deliver attacks in the same fashion—and with the same modifiers—as a sword (see pp. 146-147, TW), but when a 
  vibrosword attack is delivered, the Attacker must declare whether the weapon is activated or deactivated. When active, Vibroblades generate heat (regard-
  less of whether or not the attack succeeds) and deliver the same damage (regardless of the wielder’s size, use of special myomers, or actuator damage).
  When deactivated, a Vibroblade delivers damage equal to 1 plus the ’Mech’s tonnage divided by 10 (rounding up to the nearest whole number). 
  Special myomers and actuator damage modify the damage dealt by unpowered Vibroblades as normal for their rules.
  Any hit to the Vibroblade’s critical slots disables the blade and renders it useless.
  ViBroBLAdE
  i
  ViBroBLAdE
  R&d Start date: 3059 (Draconis Combine)
  prototype design and production: 3065 (Draconis Combine)
  Vibroblade technology has been around for centuries, but only recently 
  has been adapted for use in ’Mech-scale physical combat weapons. Re-
  quiring sophisticated cooling and vibration control systems, vibroblades 
  are seen as more suited to the arena of Solaris VII than the battlefield, 
  which is why these high-frequency blades have yet to advance to full-
  scale production.
  ’mEch JumP PAck/’mEch droP PAck
  introduced: 2457 (Terran Hegemony)
  The BattleMech jump pack was developed to give jump-incapable 
  BattleMechs a surprise edge in the early stages of battle, to help them cross 
  particularly difficult terrain features, or to deploy them in combat drops. 
  Essentially an externally mounted, self-contained jump jet backpack, the 
  system enables an otherwise ground-bound ’Mech to make a single full-
  length jump (or a few shorter jumps) in a pinch.
  ’mEch mEchAnicAL JumP BooStErS
  R&d Start date: 3055 (Federated Commonwealth)
  prototype design and production: 3060 (Federated Suns)
  Intended to provide BattleMechs with heat-free jumping ability, usable 
  even in water, BattleMech mechanical jump boosters use a combination 
  of special myomer bundles and hydraulic rams to achieve what jump jets 
  accomplish through thrust nozzles and plasma streams. While extremely 
  bulky and heavy, mechanical jump boosters offer a distinct surprise advan-
  tage in battle.
  BAttLEmEch/ProtomEch PArtiAL WinG
  R&d Start date: 3061 (Jade Falcons [’Mech]), 3063 (Blood Spirits [ProtoMech])
  prototype design and production: 3067 (Jade Falcons [’Mech]), 
   
  3070 (Blood Spirits [ProtoMech])
  Building on the aerodynamic traits of the blast deflector design featured 
  on the Clan Vapor Eagle (Goshawk), and inspired further by reports of the 
  Draconis Combine’s Kage light battlesuit, the Jade Falcons began to experi-
  ment with the concept of a ’Mech-sized partial wing assembly to extend the 
  effective jumping distance of a BattleMech. Not far behind, the Blood Spirit 
  Clan extended this concept to include ProtoMechs. Though both systems 
  have yet to see widespread production and use, additional benefits have 
  become apparent in the sample models seen to date, such as the additional 
  heat-venting effects made possible by the wings’ broad surface area.
  
  293
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  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Rules Level: Advanced
  Available to: PM, BM, IM
  tech Base (Ratings): Both (D/C-D-C)
  game Rules: The BattleMech Jump Pack provides jumping movement in the same manner as normal jump jets, except that the isolated, chemically 
  fueled pack generates no heat. A unit may carry a jump pack of any weight (in half-ton increments, to a maximum of 20 tons), but the unit’s weight will 
  affect how many Jumping MPs the pack can provide per ton of pack weight, as well as the jump pack’s “fuel efficiency” in fuel points (as shown in the 
  BattleMech Jump Pack Table below).
  To determine the number of Jumping MPs a pack can provide per jump, use the unit’s weight to find the number of Jumping MPs provided per ton of 
  Jump Pack weight (Jump MPs per Pack Ton), then multiply that figure by the number of tons the pack weighs (rounding the final result up to the nearest 
  whole MP). The maximum MP for a single jump using a BattleMech Jump Pack is equal to that figure, or to the unit’s normal Walking MP (whichever is 
  lower). Thus, a 55-ton BattleMech with a Walking MP of 6, when fitted with a 6-ton Jump Pack, would receive a total of 6 Jump MPs out of a possible 12 
  (2 Jump MPs per ton of Jump Pack = 12, but the unit’s Walk MP is 6, which is lower).
  In addition, jump packs carry a limited supply of fuel, which is consumed at a rate of 1 Fuel Point per Jump MP expended. Jump pack fuel loses 
  efficiency with the weight of the jumping unit, and so is reflected in the Jump Pack Table as well under the Jump Pack Fuel column, which provides 
  the total number of points (per ton of Jump Pack, rounded up to the nearest whole point). Thus, the 6-ton Jump Pack affixed to a 55-ton ’Mech would 
  receive 72 points of fuel (12 fuel points per pack ton x 6 tons of Jump Pack = 72 points).
  BattleMech Jump Packs are not installed components on a ’Mech, but are strapped to the ‘Mech’s back torso as unprotected cargo and follow 
  most of the appropriate cargo carrier rules (see p. 261, TW). Un-
  like standard unprotected cargo, however, a jump pack can only 
  be destroyed by a successful attack on a rear torso location (for 
  ProtoMech units, the equivalent result occurs with any hit that 
  strikes the torso through the ProtoMech’s rear arc). The pack does 
  not absorb a significant amount of the attack’s damage, and so 
  full normal damage still applies to the unit. Once a pack’s fuel is 
  exhausted or a pack is destroyed, it is automatically jettisoned.
  If used in a combat drop the BattleMech Jump Pack enables a 
  ’Mech that lacks integral jump jets (or a Vehicular Drop Chute) to 
  follow the dropping units rules normally. Jump packs used in this 
  fashion, however, burn up all their fuel during the landing action 
  and jettison immediately upon landing. The rules for dropping 
  troops are covered in Strategic Operations.
  Rules Level: Experimental
  Available to: BM, IM
  tech Base (Ratings): Inner Sphere (E/X-X-F)
  game Rules: Mechanical Jump Boosters act like standard jump jets, with the following exceptions:
  •	
  BattleMech Mechanical Jump Boosters generate no heat and may be used even underwater.
  •	
  Units using BattleMech Mechanical Jump Boosters cannot steer in mid-flight and so begin and end their jumps with the same facing.
  •	
  BattleMech Mechanical Jump Boosters may not be used to execute a Death From Above attack.
  •	
  While a single unit may mount standard jump jets and Mechanical Jump Boosters, the unit may not use both systems in the same turn.
  Rules Level: Experimental
  Available to: PM, BM, IM
  tech Base (Ratings): Clan (F/X-X-E)
  game Rules: Depending on the size of the unit and atmospheric pressure (see p. 54), the Partial Wing confers a bonus to a unit’s jump and—in the 
  case of BattleMechs or IndustrialMechs—heat sink capabilities. These benefits are shown in the ProtoMech/BattleMech Partial Wing Performance Table 
  below, with ProtoMech Jumping MP modifiers shown in the ProtoMech Jumping MP Bonus column, and the ’Mech jump modifiers (divided by weight 
  class) under the ’Mech Jumping MP Bonus columns. The values in the ’Mech Heat Modifier column are applied during the Heat Phase of any turn in 
  which the Partial Wing is functional (regardless of whether or not the unit actually used the system). Note, however, that the added Jumping MP bonus 
  does not apply if the unit has no functioning jump jets (or equivalent jumping system, such as mechanical jump boosters), but may allow for jumps 
  beyond the unit’s normal maximum Jump MP limits.
  Each critical hit suffered by a BattleMech Partial Wing reduces the wing-provided jump bonus by 1, to a minimum of 0. A critical hit against a 
  ProtoMech’s Partial Wing destroys the wing assembly.
  ’mEch JumP PAck/’mEch droP PAck
  ’mEch mEchAnicAL JumP BooStErS
  BAttLEmEch/ProtomEch PArtiAL WinG
  i
  i
  i
  ’mech jump pAck tABle
  Unit Weight  
  (in tons)
  Jump MPs  
  (per Pack Ton)*
  Jump Pack Fuel   
  (Points per Pack Ton)
  1 to 5
  10
  20
  6 to 19
  5
  16
  20 to 59
  2
  12
  60 to 89
  1
  8
  90 to 100
  0.5
  6
   
  *Jump Packs can be built no larger than 20 tons.
  continued on p. 294
  
  Beast-mounted infantry: The Beast-Mounted Infantry Types Table below provides data for the most common (and a few uncommon) beast-mounted infantry 
  types. This information includes the creature’s Type (its common name) its Size (Large, Very Large or Monstrous) and Weight (excluding any human riders, used 
  to compute the platoon’s transport weight). Also given are the creature’s MPs (including its Movement Type: Ground, Submarine, or VTOL), Bonus Damage (the 
  amount of damage points the creature adds when attacking other conventional infantry and vehicles in the same hex) and Damage Divisor (the value used to 
  divide any damage the unit receives in combat). Finally, the table provides any Terrain Restrictions the mounted infantry unit suffers. 
  The Creature Size Table notes the maximum number of troops that can ride on a creature (Troops/Creature), the maximum number of creatures that may be 
  deployed per platoon (Creatures/Platoon) and the to-hit modifier that applies to any attacks against the beast-mounted infantry platoon (Attacker To-Hit). Finally, 
  any relevant game play restrictions or platoon construction modifications are provided as Additional Rules.
  After determining a beast-mounted infantry unit’s creature type, the platoon may be armed per standard conventional infantry construction rules. Note, 
  however, that infantry mounted on Large-size creatures may not carry support weapons, while infantry mounted on Monstrous-sized creatures may employ up 
  to 3 support weapons per beast. These support weapon allowances modify the standard support weapon limits per squad as established in TechManual, and 
  reduce the crew needs for support weapons, but no single creature can carry more support weapons than its riders can provide crew for. For example, while the 
  Monstrous-sized hipposaur could carry three support weapons, its rider limit (Troops/Creature) of 4 means these three support weapons cannot be Inner Sphere 
  ER heavy support lasers, as each requires 2 crewmen per weapon on the beast’s mount (crew 4 ÷ 2 = 2). 
  For transport purposes, total the weight of all creatures in the platoon, plus the weight of all troopers (factored in as 0.2 tons each, to reflect the rider plus any 
  riding gear such as harnesses). Beast-mounted platoons may not be “broken down” for transport purposes to any weight less than that of a single creature plus 
  its riding trooper(s).
  BeASt-mounted inFAntry SAmple typeS tABle
  Creature Type
  Creature Size
  Weight*
  MP (Type)
  Bonus Damage  
  vs. Infantry (Vehicles)
  Damage 
  Divisor
  Terrain Restrictions
  Donkey
  Large
  0.15 ton
  2 (Ground)
  0 (0)
  1.0
  Water (Depth 1+)
  Coventry Kangaroo 
  Large
  0.11 ton
  3 (Ground)
  +1D6 (1)
  1.0
  Water (Depth 1+)
  Horse
  Large
  0.5 ton
  3 (Ground)
  0 (0)
  1.0
  Water (Depth 1+)
  Camel
  Large
  0.65 ton
  2 (Ground)
  0 (0)
  1.0
  Water (Depth 1+)
  Branth
  Large
  0.72 ton
  6 (VTOL)†
  +2D6 (1)
  1.0
  As VTOLs (see TW, p. 54)
  Odessan Raxx
  Large
  2.4 tons
  2 (Ground)
  +1D6 (1)
  1.0
  Water (Depth 1+)
  Tabiranth
  Large
  0.25 ton
  2 (Ground)
  +1D6 (1)
  1.0
  Water (Depth 1+)
  Tariq
  Large
  0.51 ton
  5 (Ground)
  0 (0)
  1.0
  Water (Depth 1+)
  Elephant
  Very Large
  6.0 tons
  2 (Ground)
  +1D6 (1)
  2.0
  Water (Depth 2+)
  Orca
  Very Large
  7.2 tons
  5 (Submarine)**
  +2D6 (1)
  2.0
  As Submarines (see TW, p. 56-57)
  Hipposaur
  Monstrous
  35.5 tons
  2 (Submarine)**
  +10D6 (4)
  4.0
  1 Ground MP on Land
  *Per creature; does not include that of the riding trooper(s), each of which is worth 0.2 tons.
  **Infantry using submarine-capable creatures must use SCUBA gear; Orcas must surface once every 180 turns to breathe; Hipposaurs must surface once every 2 turns.
  †VTOL-capable creatures may not operate on the High Altitude Map and must spend 1 MP per turn, even if remaining stationary.
  creAture SiZe tABle
  Size Class
  Troops/Creature
  Creatures/Platoon
  Attacker To-Hit
  Additional Rules
  Large
  1
  21
  +0
  May not carry Support Weapons; +0 MP to enter buildings (0 CF damage)
  Very Large
  2
  7
  –1 
  May carry up to 2 Support Weapons per creature with no MP loss (divide 
  weapon crew needs by 2 and round up); +1 MP to enter buildings (2 CF 
  damage)*; No Anti-’Mech Swarm Attacks
  Monstrous
  4
  2
  –2
  May carry up to 3 Support Weapons per creature with no MP loss (divide 
  weapon crew needs by 2 and round up); +2 MP to enter buildings (4 CF 
  damage)*; No Anti-’Mech Leg or Swarm Attacks
  *In addition to standard infantry Building MP modifiers; CF damage applies per platoon when entering or exiting the structure and for each hex moved inside the building.
  conStruction     
  ruLES
  
  295
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  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
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  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  BAttlemech/protomech pArtiAl wing perFormAnce tABle
  Atmospheric Pressure 
  (Density)
  ProtoMech
  ’Mech Jump MP Bonus
  Jumping MP Bonus
  Light/Medium
  Heavy/Assault
  Heat Modifier
  Vacuum
  +0
  +0
  +0
  +0
  Trace
  +1
  +0
  +0
  –1
  Thin
  +2
  +1
  +0
  –2
  Standard
  +2
  +2
  +1
  –3
  High
  +3
  +2
  +2
  –3
  Very High
  +3
  +3
  +2
  –3
  Rules Level: Experimental
  Available to: PM, BM, IM
  tech Base (Ratings): Both (E/X-X-E)
  game Rules: UMUs cannot be used to move into or out of water, and have no effect on the unit’s movement while it is not completely submerged. 
  When underwater, a unit can use its UMUs to maneuver like a submarine, receiving 1 Cruising MP per operational UMU. Flank movement is not possible 
  using UMU, however, and the normal hull breach and crush depth rules apply (pp. 121, TW, and 42, respectively). If a unit with UMUs descends to the 
  bottom of a body of water, the unit may disengage its UMUs to move along the floor per the normal submerged Walking movement rules (see pp. 56-57, 
  TW, and Extreme Depths, p. 42). While the UMUs are disengaged, all standard rules for moving underwater apply.
  Use of UMUs imposes a +3 attacker movement modifier on all attack to-hits made by the UMU-equipped unit, as though the unit were jumping. 
  However, UMUs generate only 1 heat point per turn total, regardless of the number of UMU MPs used.
  Remember that a BattleMech occupies 2 levels (in this case depths) in height for line of sight purposes and move in an upright position while using 
  UMUs, even when fully submerged. A unit employing UMUs should identify its submerged depth based on the location of its feet relative to the water 
  surface, as an upright ’Mech within 1 depth of the surface is considered only partially submerged, and may no longer employ UMU movement.
  BAttLEmEch/ProtomEch PArtiAL WinG (cont.)
  ’mEch umu SyStEm
  i
  i
  ’mEch umu SyStEm
  R&d Start date: 3062 (Lyran Alliance), 3057 (Goliath Scorpions)
  prototype design and production: 3066 (Lyran Alliance), 3061 (Goliath 
  Scorpions)
  Derived from the Underwater Maneuvering Unit (UMU) employed by the 
  Undine battlesuit, Inner Sphere and Clan engineers have created a scaled-up 
  version for use on ’Mechs. Though proven in the aquatic arenas on Solaris VII 
  before the Jihad, ’Mech-scale UMUs remain in the prototype stage, as most field 
  commanders consider them more a novelty than a practical motive system.
  introduced: Pre-spaceflight
  The thousands of worlds where humanity has made its home across the 
  Inner Sphere, Periphery and even Clan space include an almost limitless 
  range of biospheres, giving rise to a staggering variety of alien fauna. As 
  humanity expanded, many of these beasts were predators to be overcome, 
  sources for food, or—in the absence of heavy industry—a convenient mode 
  of transportation.
  In the centuries that humankind has walked among the stars, literally 
  thousands of new and different alien creatures have joined the ranks of the 
  donkey, the horse and the camel as favored mounts for civilian transpor-
  tation and in battle. Though rarely seen in modern mechanized warfare, 
  the image of horse-mounted soldiers challenging combat vehicles is not 
  unknown to the outer reaches of the Successor States and the Periphery, 
  where armed warriors raise and train creatures that benefit from life-long 
  adaptations to local terrains and climates.
  bEast-mountEd infantry
  Rules Level: Advanced
  Available to: CI
  tech Base (Ratings): Both (A/A-A-A)
  game Rules: Depending on the creature types used by a beast-mounted infantry unit, the speed, motive type, transport weight and damage absorp-
  tion capabilities of the platoon will vary. These values—as well as any additional damage that the creatures themselves may inflict against other units, 
  and special restrictions based on the creatures’ size or type—are presented in the Beast-Mounted Infantry Types Table below.
  For movement, beast-mounted infantry use the appropriate movement rules for their creatures’ MP type (ground movement for Ground MP, Sub-
  marine movement for Sub MP and VTOL movement for VTOL MP), but with terrain restrictions as noted in the appropriate creature’s entry. These 
  BEASt-mountEd infAntry
  i
  continued on page 296
  
  Blue Shield Particle field damper (Pfd): In addition to its 3-ton weight, the Blue Shield occupies 1 critical slot in every location except the head. In vehicles and 
  fighters, this item occupies 1 equipment slot per location (front, sides/wings and aft, including turrets if present), but is centrally located in the unit’s body and 
  thus doe not add to turret weight. Blue Shield is a permanent installation that may not be pod-mounted.
  Booby trap: A unit may carry a maximum of 1 Booby Trap. For all units except for Mobile Structures, the Booby Trap takes up 10 percent of the unit’s total weight 
  (rounded up to the nearest half ton for units 5 tons and over, or to the nearest kilogram for units under 5 tons). The Booby Trap must be placed in the same location 
  as the unit’s engine (the center torso for ’Mechs, the body for vehicles and fighters, and so forth). 
  For Mobile Structures, each hex must devote 2 tons per level of structure to a Booby Trap device.
  R&d Start date: 3051 (Federated Commonwealth)
  prototype design and production: 3053 (Federated Commonwealth)
  The density of magnetic shielding required to protect units from PPCs 
  was generally considered too high to be practical for battlefield units, but 
  that did not stop NAIS researchers from trying. The resulting technology—
  the Blue Shield particle field damper—promised a useful degradation of 
  PPC damage for the weight investment, but remains experimental and thor-
  oughly detested by the techs and astechs who must maintain the system.
  bluE shiEld particlE fiEld dampEr
  conStruction     
  ruLES
  restrictions may be further modified by the creature’s size (beast-mounted infantry may not use the mechanized infantry rules, however, and may not 
  be deployed as mechanized infantry).
  When delivering ranged attacks, beast-mounted infantry units use standard infantry combat rules, based on the number of surviving troopers in the 
  platoon. Furthermore, against targets at point-blank range (0 hexes), some beast-mounted infantry may add extra damage to their base attack in the 
  form of a bonus attack from the riding creatures. This Bonus Damage is listed on the table with two values. The first, outside the parentheses, reflects the 
  additional “burst-fire” damage the beast-mounted unit applies against conventional infantry. The second, inside the parentheses, reflects the additional 
  damage the creatures can inflict (per platoon) against other units such as battle armor, vehicles and ’Mechs.
  The size of some creatures used by beast-mounted infantry—also presented on the Beast-Mounted Infantry Table—can impair the unit’s ability to 
  conduct Anti-’Mech Leg or Swarm attacks. For units using Very Large creatures (roughly the size of a Terran elephant), the unit may not engage in Leg 
  Attacks. Units riding Monstrous-sized creatures (roughly the size of a Terran humpback whale) may not make anti-’Mech attacks.
  Attacks by other units against a beast-mounted infantry unit are resolved in the same basic fashion as attacks made against other conventional 
  infantry, but with a to-hit modifier based on the creatures’ size category (Large creatures apply no modifier, Very Large creatures apply a –1 modifier 
  and Monstrous creatures provide a –2 modifier). In addition, thanks to the creatures’ added body mass, the amount of damage applied to the platoon is 
  modified by a damage divisor in the same fashion as infantry armor (see p. 317). This value divides the damage points (or, where applicable, the damage 
  dice) inflicted by the attack before resolving it against the infantry unit per standard rules (see pp. 215-217, TW). Round all final damage values up. For 
  example, if an elephant-mounted infantry platoon is attacked by an AC/20 and a Light Machine Gun, the weapons’ damage would be resolved after first 
  dividing the AC’s 20-point hit and the Light Machine Gun’s 1D6 hit by the platoon’s Damage Divisor (2.0), which reduces the AC to a base 10-point hit 
  and the Light Machine Gun to 1/2 D6 (or 1D3); as the AC/20 is a direct-fire ballistic weapon, this damage is again divided by 10, killing 1 trooper, while 
  the Light Machine Gun rolls a 5 on 1D6 and divides the result by 2, rounding up for 3 more troopers killed.
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF
  tech Base (Ratings): Inner Sphere (E/X-X-F)
  game Rules: When active, the Blue Shield reduces damage from all non-capital PPCs (including infantry particle cannons) by half (rounded down, to 
  a minimum of 1 point).
  The Blue Shield may be activated and deactivated during the End Phase of any turn. If a unit is equipped with a Null-Signature System or Stealth 
  Armor, the stealth benefits of those systems are negated while the Blue Shield is active (due to system conflicts). Additionally, a unit with Blue Shield 
  active cannot be hidden (see p. 259, TW). If a unit mounts both the Blue Shield and Laser Reflective Armor (see p. 281), whenever the Blue Shield is 
  active, halve PPC damage first for the Blue Shield and round down, then halve again for the Reflective Armor and round down again. For example, a 
  Heavy PPC’s Damage Value of 15 against such a target would be reduced to 7.5, rounded down to 7 (for the Blue Shield), then reduced to 3.5, rounded 
  down to 3 (for the Reflective Armor), with a final Damage Value of 3 assigned to the target.
  For non-fighter units, constant use of the system creates an increasing risk of system failure due to the dust and debris being drawn to the field 
  generators; these turns do not need to be consecutive, but instead accumulate across an entire scenario. For the first 6 turns the shield is active, it is error-
  free. After the sixth turn of use, however, the controlling player must roll 2D6 at the beginning of the turn to see if the Blue Shield fails. The base chance 
  for failure is 2, plus 1 for each turn after the sixth; if the roll is less than the value, the system fails. If the system fails, it shuts down and will not provide its 
  protection for the rest of the scenario (though it may be automatically “cleaned” between scenarios with no additional expenditure of time or effort).
  Finally, anytime a Blue Shield is active and one of its slots receives a critical hit, the hit results in a 5-point ammunition explosion in that location (with 
  all the attendant effects, including warrior damage from feedback) and the system will no longer function for the remainder of the scenario. Subsequent 
  critical hits to Blue Shield slots soak up critical hits and make repairs more difficult, but cause no further explosions and have no additional game play 
  effect. If CASE is present in a location where a Blue Shield explodes, the CASE system will contain the internal damage in the same fashion as an ammo 
  explosion. An inactive Blue Shield (turned off or shut down by damage) will not explode if it suffers a critical hit.
  BEASt-mountEd infAntry (continuEd)
  BLuE ShiELd PArticLE fiELd dAmPEr (Pfd)
  i
  i
  
  introduced: Pre-spaceflight
  Long a tactic of the desperate and the fanatical, booby traps have been 
  used to deny spoils to a victorious enemy, or to deliver a devastating close-
  quarters attack after all other weapons have failed. 
  Though modernized for the mechanized battlefield, the concept of a 
  highly explosive “spoilsport” weapon remains too extreme to become a 
  mainstream weapon system (indeed, the practice went nearly extinct in the 
  centuries after the fall of the first Star League, and the Clans do not seem 
  to employ such devices at all). However, some forces—most notably those 
  of the Capellan Confederation, Taurian Concordat and the Word of Blake—
  have been known to use booby traps en masse.
  Buoyed by the success of battlefield Command, Control and Communi-
  cations (C3) networks, further experimentation before and into the Jihad 
  has focused on expanding the potential of this relatively new frontier in 
  electronic warfare.
  game Rules (general): The various advanced C3 systems here are de-
  signed to complement the C3 computer systems described on pp. 131-133 
  in Total Warfare and will follow all rules for such systems except where 
  otherwise noted below.
  booby trap
  c3 systEms
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   And equIpMent
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  record sheets
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, DS, JS, WS, SS, MS
  tech Base (Ratings): Inner Sphere (B/D-F-D)
  game Rules: The Booby Trap is a one-shot device that can be activated during a unit’s Weapon Attack or Physical Attack phase, regardless of the unit’s 
  engine type. Once activated, a Booby Trap explodes immediately, destroying the booby-trapped unit completely (leaving nothing for salvage).
  The controlling player of a unit that activates its Booby Trap may attempt to use any on-board ejection systems to save the warrior or crew at the 
  same time, but must apply a +4 modifier to the target number for a successful ejection (see p. 196), in addition to any modifiers based on the ejection 
  system used. If successful, the ejected warriors or crews land outside the exploding unit’s hex (either adjacent to it or a number of hexes away, based 
  on the ejection system used) in the following turn.
  In ground combat, the damage inflicted by a Booby Trapped unit is treated as area-effect damage similar to an artillery blast. Against all units in the 
  same hex as the exploding unit, this damage is equal to the booby-trapped unit’s Engine Rating. If the unit has no Engine Rating, multiply its Cruising 
  or Safe Thrust MP by its tonnage and use that value in place of the Engine Rating (to a maximum of 500). For Mobile Structures, multiply the structure’s 
  MP value by its size in hexes times its height in levels, and use that value for Engine Rating (again, to a maximum of 500). In addition, against all units 
  1 hex away from the exploding unit, the Booby Trap inflicts damage equal to the exploding unit’s Engine Rating, divided by 2. This damage is halved 
  again (to one-quarter of the unit’s Engine Rating) against units located 2 hexes away, and again (to one-eighth the Engine Rating) against units 3 hexes 
  away. Round all fractions up. Units 4 hexes or more away from an exploding booby-trapped unit suffer no damage.
  Airborne units that employ a Booby Trap inflict no damage to other units unless another airborne unit is in the same hex on the Low Altitude map (or, if 
  a non-aerospace airborne unit, within 3 hexes and elevations of the exploding Booby Trapped unit). In such an event, the other airborne unit must make a 
  Control Roll/Piloting Skill Roll when the Booby Trap explodes. If this roll fails, the other airborne unit suffers damage equal to one-quarter of the exploding 
  unit’s Engine Rating (as computed above). Aerospace units operating on the space map that activate a Booby Trap inflict no damage to nearby units.
  If an atmosphere is present and the underlying terrain is not water, the hex occupied by an exploding Booby Trapped unit is filled with fire after the 
  unit’s destruction. Critical hits to a Booby Trap will not set off the device, but will simply disable its arming systems, rendering it inoperable.
  Rules Level: Experimental
  Available to: BA
  tech Base (Ratings): Inner Sphere (E/X-X-E)
  game Rules: In game play, a BC3/BC3i-equipped Battle Armor squad functions as a single unit equipped with an appropriate C3 Slave (for BC3) or C3i (for 
  BC3i) system, enabling them to join into an appropriate network (though existing limits for the network apply). Even though BC3 and BC3i are distributed 
  across the squad, the entire battle armor squad counts as 1 unit in an appropriate C3 network.
  All troopers in a full BC3/BC3i Battle Armor squad must have the same type of BC3/BC3i system to receive these abilities. A squad with less than 3 
  troopers (either from the start of the scenario or reduced through damage) loses all benefits from its BC3/BC3i system.
  BooBy trAP
  BAttLE Armor c3 / c3i (Bc3/Bc3i)
  i
  i
  BAttLE Armor c3 / c3i (Bc3/Bc3i)
  R&d Start date: circa 3058 (Word of Blake [BC3i]),  
   
  circa 3064 (Draconis Combine [BC3])
  prototype design and production: 3063 (Word of Blake [BC3i]),  
   
  3073 (Draconis Combine [BC3])
  The Word of Blake evidently derived the development of battle armor-
  scale C3 systems (dubbed “BC3” systems) from the cybernetics capabilities 
  of their own elite Manei Domini, whose communications and computer 
  implants enhance their battlefield coordination dramatically. Since then, the 
  technology—which uses a more distributed and semi-redundant wireless 
  network to form a squad-sized “unit”—has made implant-free battlesuit-
  scale C3 a demonstrated possibility. Many prototype systems have emerged 
  on the battlefield, first among other Blakist commands, but eventually 
  trickling down to the Houses engaged against them, many of which were 
  already working on similar projects.
  
  Battle Armor c3/c3i: BC3 and BC3i may be mounted on any battle armor suit in accordance with standard construction rules. A battlesuit may carry only one BC3 or 
  BC3i unit (and all troopers in the squad must feature an identical type to gain the network’s benefits).
  c3 Boosted Slave: C3BS Master and Slave units may be mounted on any available unit in accordance with the unit’s standard construction rules.
  c3 emergency Master: The C3 Emergency Master may be mounted on any available unit in accordance with the unit’s standard construction rules.
  c3 Remote Sensor Launcher: C3 Remote Sensor Launchers may be mounted on any available unit type in accordance with the unit’s standard construction rules.
  cASE ii: As with the standard CASE system, CASE II is required for each location to be protected by it, and protects all ammo bins and other explosive components in that 
  location against explosions. CASE II may be pod-mounted as part of an Omni unit. Units built using either technology base can place CASE II in any body location.
  A unit using CASE II may also mount standard CASE in the same (or different) locations, if desired.
  chaff Pod: Chaff Pods may be mounted as weapons on all available units, in accordance with the unit’s standard construction rules. 
  conStruction     
  ruLES
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, MS
  tech Base (Ratings): Inner Sphere (E/X-X-F)
  game Rules: Units use the C3BS system (Master and Slaves) in the same fashion and with the same limitations as a standard C3 network, but experi-
  ence no interference from hostile ECM equipment (except for the Angel ECM Suite). As with a conventional C3 network, the C3BS network requires a 
  functioning Master unit in order to work. The loss of the C3BS Master will disable the entire network.
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, MS
  tech Base (Ratings): Inner Sphere (E/X-X-F)
  game Rules: A C3 Emergency Master duplicates the operation of a C3 Slave unit and functions as a C3 Master unit for up to 6 consecutive turns after 
  the network’s C3 Master unit is destroyed or rendered inoperable by ECM. (Do not count any turns where the C3EM unit itself is in a hostile ECM bubble, 
  however, as the system will simply go into standby mode during such interference. A C3EM may not be deliberately switched off once activated.) After 
  6 operating turns, a C3EM will shut down from overload and may not be reused until it can be reset after the scenario.
  The C3EM cannot function as a TAG unit, whether or not the network’s C3 Master unit is functioning.
  c3 BooStEd SyStEm (c3BS)
  c3 EmErGEncy mAStEr (c3Em)
  i
  i
  c3 BooStEd SyStEm (c3BS)
  R&d Start date: 3069 (Federated Suns)
  prototype design and production: 3073 (Federated Suns)
  Only recently entering prototype stage, the C3 Boosted System (C3BS) is 
  actually a hardware-upgraded variation on the standard C3 network systems 
  that FedSuns engineers designed to render their networks immune to hos-
  tile ECM.
  c3 EmErGEncy mAStEr (c3Em)
  R&d Start date: 3066 (Draconis Combine)
  prototype design and production: 3071 (Draconis Combine)
  With the broadening use of C3 technology on the battlefield, DCMS field 
  commanders gradually noticed that opponents had learned to target their 
  C3 Master units in order to destroy the entire network and (presumably) 
  remove the field commander from the fight. To combat this, researchers 
  developed a redundant unit that could back up a destroyed C3 Master in the 
  event of destruction or ECM interference. Though functional, prototypes of 
  these so-called C3 Emergency Master (C3EM) units lack the computing power 
  of a primary C3 Master, and can only function for a minute before being over-
  whelmed by incoming data.
  c3 rEmotE SEnSor (c3rS) LAunchEr
  R&d Start date: 3070 (Draconis Combine)
  prototype design and production: 3072 (Draconis Combine)
  Another development dreamed up by the DCMS, the C3 Remote 
  Sensor Launcher (C3RS) is a specialized variant of the now-familiar Narc 
  launcher system. Intended to fill gaps in a damaged or incomplete C3 
  network, properly deployed C3 remote sensors can be a boon in battle, 
  even though their reduced size, power and non-existent mobility limits 
  their battlefield lifespan.
  
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   And equIpMent
  Index
  record sheets
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, SC, MS
  tech Base (Ratings): Inner Sphere (E/X-X-F)
  game Rules: The C3 Remote Sensor Launcher functions as a standard Narc missile launcher, except that the Attacker may only target a hex location, 
  rather than another unit. Upon a successful attack, the launcher places a remote C3 sensor pod in the target hex that automatically activates in the 
  following turn and functions as a stationary C3 Slave. The player launching a C3 Remote Sensor must declare the network to which the sensor will be 
  slaved before the attack, and may not change this assignment once the sensor is deployed. A deployed sensor pod cannot expand C3 networks beyond 
  the network size limits (see pp. 131-133, TW). Furthermore, because its computing power is limited, a C3 Remote Sensor functions for only 3 full turns 
  after the turn in which it is launched. C3 Remote Sensors deployed while a network is “full” will have no effect.
  On an unsuccessful C3 Remote Sensor launch (or a to-hit roll result of 2), the sensor pod is destroyed on impact. Deployed sensors can also be 
  destroyed if any weapon capable of delivering more than 2 points of damage successfully attacks the sensor itself. (Attacking the sensor in this fashion 
  applies a +2 to-hit modifier due to the sensor’s small size, as well as any standard terrain modifiers and the –4 immobile target modifier.) Critical hits to 
  a C3 Remote Sensor Launcher’s “ammo” will cause 2 points of damage per unfired pod.
  The C3 Remote Sensor system is incompatible with C3i-based systems.
  Rules Level: Experimental
  Available to: BM, IM, AF, CF
  tech Base (Ratings): Inner Sphere (E/X-X-F), Clan (F/X-X-F)
  game Rules: When ammunition protected by CASE II explodes, only 1 point of internal damage is inflicted to the location (with the normal chance 
  of critical effects), while any remaining damage is applied to the location’s rear armor and does not transfer after that. (For fighters, CASE II reduces 
  ammunition explosion effects against such units—such as described on p. 261, TW—to 1 point against the unit’s SI.) Furthermore, for any critical hits 
  rolled up as a result of an ammunition explosion vented by CASE II, the controlling player rolls 2D6 again for each one, and disregards the critical effects 
  on a result of 8+. Otherwise, the critical hit applies as normal.
  CASE II does not protect against pilot damage from internal explosions.
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, DS, MS
  tech Base (Ratings): Inner Sphere (C/X-X-E)
  game Rules: A unit using a Chaff Pod must declare its use at the end of the unit’s Movement Phase. In ground combat, each activated Chaff Pod fills 
  the unit’s hex with a cloud of obscurants 2 elevations in height. This cloud is treated as a hex of light smoke for LOS purposes (see p. 47), as well as a 
  1-hex “bubble” of ECM (see p. 134, TW). Furthermore, the chaff cloud acts as an anti-missile system (see pp. 129-130, TW) for all missile attacks made 
  against units within the clouded hex, except those delivered by standard MRMs or Rocket Launchers. These effects last only during the Weapon and 
  Physical attack phases of the turn in which the pod is activated; the obscurants settle and dissipate during the End Phase.
  Chaff Pods have no effect in vacuum or space combat, but may be used by landed or airborne aerospace units operating in atmosphere at any 
  altitude for the same effects.
  The Chaff Pod is a one-shot item. Unfired pods explode for 3 points of damage each if they suffer a critical hit.
  c3 rEmotE SEnSor (c3rS) LAunchEr
  cASE ii
  chAff Pod
  i
  i
  i
  R&d Start date: 3057 (Free Worlds League), 3059 (Clan Coyote)
  prototype design and production: 3064 (Free Worlds League), 3062 
  (Clan Coyote)
  In the late 3050s and early 3060s, the Inner Sphere and the Clans in-
  dependently launched projects aimed at refining the benefits of Cellular 
  Ammunition Storage Equipment (CASE). After many attempts, both suc-
  ceeded in prototype deployment of an advanced version of the standard 
  CASE system—dubbed CASE II—just a few years before the start of the 
  Jihad. Though CASE II is bulkier and heavier than the standard (forcing 
  designers to trade off weapons, armor or heat sinks to accommodate the 
  technology), it is stronger and far more effective at channeling internal 
  explosions away from the unit.
  casE ii
  R&d Start date: 3066 (Lyran Alliance)
  prototype design and production: 3069 (Lyran Alliance)
  Developed as a temporary “active defense” against guided missiles and 
  targeting systems, chaff pods release a mixture of metallic confetti and 
  particles in a cloud around the unit that confounds electronic sensors and 
  targeting gear. Though similar in effect to a dedicated anti-missile system 
  with additional ECM benefits, their one-shot nature and requisite manual-
  release controls can limit the pods’ effectiveness in battle.
  chaff pod
  
  chameleon Light Polarization Shield (LPS): The light polarization shield system does not take up tonnage, but takes up 6 critical slots (1 in each of the ’Mech’s 
  limbs and 1 each in the left and right side torsos). The Light Polarization Shield cannot be combined with Stealth Armor or the Void-Signature System and may not 
  be pod-mounted on an OmniMech (though Omni units may incorporate the technology into their base chassis).
  cockpit command console: Cockpit Command Consoles must always be placed in the same location as the primary cockpit (usually the head of a ’Mech or the 
  body of a vehicle).
  Small Aerospace cockpit: The Small Aerospace Cockpit can only be mounted in aerospace fighters, in place of the standard cockpit.
  torso-mounted cockpit: Torso-mounted cockpits replace the standard cockpit and weigh 4 tons. Torso cockpits occupy 2 slots in the unit’s center torso: 1 slot for 
  the cockpit and 1 for its added sensor package. In addition, the head’s Life Support slots are moved (1 slot each) to the left and right side torsos. Now devoid of 
  cockpit and life support systems, the head retains only the 2 default sensor critical slots. Torso-mounted cockpits may not be used in conjunction with a Standard 
  or Small cockpit and may not used in conjunction with a Cockpit Command Console.
  collapsible command module (ccm): The Collapsible Command Module may be mounted on a ’Mech in accordance with the unit’s standard construction rules.
  conStruction     
  ruLES
  Rules Level: Experimental
  Available to: BM
  tech Base (Ratings): Inner Sphere (E/F-X-X)
  game Rules: A player may turn the light polarization shield on or off during the End Phase of any turn (or start the game with the system already 
  engaged). While the shield is active, the ’Mech is more difficult to attack at long distance. Medium-range attacks receive an additional +1 to-hit modifier, 
  and Long- or Extreme-range attacks receive an additional +2 to-hit modifier. Unlike most other stealth systems, these modifiers apply even if the attack-
  ing unit is infantry. A hit to any of the shield’s critical slots (or the destruction of any hit location containing one) destroys the entire system.
  While active, the light polarization shield generates 6 points of heat. If used in conjunction with an active Null-Signature System (see p. 336), all 
  modifiers are cumulative.
  chAmELEon LiGht PoLArizAtion ShiELd (LPS)
  i
  cockPit commAnd conSoLE
  introduced: 2631 (Terran Hegemony)
  extinct: circa 2850
  Recovered: circa 3030
  Actually little more than a second cockpit mounted behind the main 
  console, the Cockpit Command Console allows a high-level commander to 
  focus on “real time” strategy in the field, while largely leaving a unit’s opera-
  tion to its pilot. First employed during the Star League era, but lost to the 
  Succession Wars’ scavenger culture, some command units today occasion-
  ally sport modified cockpits that mimic these “dual cockpit” systems.
  SmALL AEroSPAcE cockPit
  introduced: 3070 (Word of Blake)
  An adaptation of the ’Mech-style small cockpit, the compact cockpit 
  for aerospace fighters achieves the same weight-saving effects at an equal 
  impact on pilot performance.
  torSo-mountEd cockPit
  R&d Start date: 3044 (Federated Commonwealth)
  prototype design and production: 3053 (Federated Commonwealth)
  The most recent attempt to move the cockpit from the most structurally 
  vulnerable part of a ’Mech to its more heavily armored center torso offered 
  the pilot added physical protection, but remained laced with other hazards, 
  not the least of which included ejection difficulties, dangerous proximity to 
  the engine and the paradoxically increased likelihood of suffering physical 
  damage in combat. For these reasons, the concept remains prototypical.
  introduced: 2630 (Terran Hegemony)
  extinct: 2790 (Inner Sphere)
  Recovered: N/A
  Created by the first Star League, the so-called Chameleon light polar-
  ization shield uses a primitive mimetic system to help mask the ’Mech on 
  which it is installed from visual observation at long and extreme range. 
  While it does not render the unit truly invisible, the effect does blur its out-
  line, making the ’Mech harder to identify or attack. Seen historically as the 
  crown jewel in the design of the Exterminator BattleMech, it is commonly 
  misbelieved that all Exterminator models sported the LPS system, when in 
  fact only a fraction of those units were so equipped—virtually all of which 
  were lost to the Succession Wars.
  chamElEon light polarization shiEld
  Experimented with since the dawn of the BattleMech, a variety of cockpit 
  system types have been tested on and off for centuries. Rare since the fall of the 
  Star League, occasionally a company will test a new version of a cockpit, only to 
  find that the standard system remains the best for command and control.
  cockpit systEms
  
  301
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  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Rules Level: Advanced
  Available to: BM, IM, CV, SV, AF, CF
  tech Base (Ratings): Both (D/C-F-E)
  game Rules: A unit using a Cockpit Command Console adds a second MechWarrior damage condition monitor to its record sheet, to reflect the 
  commander occupying the command console. During any End Phase, this “secondary warrior” may swap positions with the unit’s pilot (or vehicle 
  commander), effectively becoming the unit’s pilot (or vehicle commander) while the other warrior takes on the secondary position.
  For ’Mech and fighter units (but not vehicles), the secondary warrior suffers no damage from ammunition explosions, though heat effects and 
  damage done to the cockpit location (or vehicle commander slot) does affect both warriors. (In a ’Mech, both warriors must make Piloting Skill rolls to 
  avoid damage in the event of a fall.) If the primary cockpit slot in a BattleMech or aerospace unit is destroyed, the secondary pilot automatically takes 
  over the unit (though any initiative modifiers provided by the system are lost in the process). If both cockpit slots are destroyed, the unit is considered 
  destroyed per standard gameplay rules for cockpit destruction.
  Finally, if the second warrior is the overall commander of a given force (see Commanders, p. 191), the force commander’s presence in a Command 
  Console provides a +2 Initiative modifier for the unit’s side as long as the force commander is not the warrior engaged in operating the unit in any 
  way (including moving the unit, making attacks, or making any Piloting Skill Rolls except for those to avoid damage in a fall). To receive this benefit, 
  however, the Command Console unit must be of the heavy or assault weight classes and feature Advanced Fire Control (which is an optional system on 
  non-military units such as IndustrialMechs and Support Vehicles, but is incorporated automatically on all BattleMechs, Combat Vehicles, and Fighters). If, 
  for any reason, the force commander must act as the unit’s pilot or gunner for any reason other than to avoid damage from falling, the Initiative modifier 
  does not apply for the following turn. Command Console Initiative modifiers are not cumulative, even if a force has multiple units with this item.
  Rules Level: Advanced
  Available to: AF
  tech Base (Ratings): Inner Sphere (E/X-X-E)
  game Rules: An aerospace fighter using a Small Aerospace Cockpit suffers the same +1 Piloting Skill roll target modifier during game play as a Small 
  Cockpit imposes on its MechWarrior equivalent.
  Rules Level: Experimental
  Available to: BM, IM
  tech Base (Ratings): Both (E/X-X-F)
  game Rules: A MechWarrior using a torso-mounted cockpit receives no pilot damage from hits to the torso area where the cockpit is placed, though 
  ammunition explosions, excess heat, falling damage, and cockpit destruction may affect the warrior as normal. A +1 to-hit modifier applies on all Pilot-
  ing Skill rolls made by a warrior using a torso-mounted cockpit (due to its cramped space). It is impossible to eject from a torso-mounted cockpit.
  Because the torso-mounted cockpit requires additional sensors, a ’Mech using this system may survive 2 sensor critical hits and still perform weapon 
  attacks. Instead of the standard modifiers from sensor damage, the first sensor hit incurs a +2 to-hit modifier to all weapon attacks, while the second 
  increases this to a +4 modifier. If both sensor hits are in the head, the +4 modifier at the second sensor hit also applies to all Physical Attacks and Piloting 
  Skill rolls, as the ‘Mech is effectively blinded. Three sensor hits (or more) completely blind a ’Mech with a torso-mounted cockpit, rendering all Weapon 
  Attacks impossible and applying a +4 modifier to all Piloting Skill target numbers.
  Finally, because of proximity to the engine, warriors using a torso-mounted cockpit suffer more severe heat effects in the event of life support 
  damage. If a unit with a torso-mounted cockpit takes a life support critical hit, the MechWarrior suffers 1 point of damage for every turn the ’Mech 
  overheats by 1 to 14 points, and 2 points of damage for every turn the unit overheats by 15 points or more. This MechWarrior heat effect replaces the 
  standard MechWarrior heat effects.
  cockPit commAnd conSoLE
  SmALL AEroSPAcE cockPit
  torSo-mountEd cockPit
  i
  i
  i
  introduced: 2710 (Terran Hegemony)
  The Collapsible Command Module (CCM) is a detachable section that 
  can be mounted on the torso of a BattleMech. Though used since the Star 
  League era, this item is extremely rare, and most famously used by the HQ 
  variant of the venerable Cyclops BattleMech. The CCM can be dismounted 
  and set up in the field within 15 minutes, establishing a fully operational 
  headquarters bunker, equipped with enough communications and control 
  equipment to coordinate forces up to a full ’Mech regiment in size.
  collapsiblE command modulE (ccm)
  
  flotation hull: The flotation hull option is only available to Hover, WiGE, and VTOL Combat Vehicles, as well as Conventional Fighters, at no cost in weight or space 
  (though flotation hull designs will increase the unit’s final cost).
  Limited Amphibious: The limited amphibious option is only available to Tracked and Wheeled Combat Vehicles, weighs 1 ton per 25 tons of total unit weight 
  (rounded up to the nearest 0.5 tons) and takes up no space in vehicle design. 
  fully Amphibious: The fully amphibious option is only available to Tracked and Wheeled Combat Vehicles. It weighs 1 ton per 10 tons of total unit weight (rounded 
  up to the nearest 0.5 tons) and takes up no space in vehicle design. 
  dune Buggy: The dune buggy modification is only available to Wheeled Combat Vehicles, at no cost in weight or space (though dune buggy modifications will 
  increase a unit’s final cost).
  Environmental (Vacuum) Sealing: See p. 216, TM. Environmental sealing is automatically featured on Combat Vehicles built as submarines (as well as BattleMechs, 
  ProtoMechs, fighters, Small Craft and Large Craft). The sealing equipment weighs 10 percent (rounded up to the nearest half ton) of the unit’s total weight and 
  occupies no weapon or item slots. 
  conStruction     
  ruLES
  Rules Level: Experimental
  Available to: BM, IM
  tech Base (Ratings): Both (D/E-F-E)
  game Rules: When dismounted, the CCM is treated as a level 1 Heavy building with a CF of 60. It provides the benefits of a Mobile HQ with 7 tons of 
  communications equipment (see p. 212, TM).
  While being transported by a BattleMech, the CCM cannot be manned or operational. Any damage that strikes the internal structure of the torso in 
  which the CCM is located also applies to the CCM’s CF. Each critical hit on the CCM reduces the operational communications equipment by 1 ton (to a 
  minimum of 0).
  Detaching or attaching a CCM takes 5 minutes (30 turns in standard TW game play), during which time the transporting unit may not move or 
  engage in combat. Setting up a detached CCM requires an additional 15 minutes (90 turns in TW game play) and a specialized crew (treated as a 7-man 
  conventional foot “platoon” that must be brought in separately).
  Rules Level: Advanced
  Available to: CV, CF
  tech Base (Ratings): Both (B/B-B-B)
  game Rules: Units with flotation hull amphibious capability can land on (and take off from) water per their normal rules, as if the water surface is clear 
  terrain. When landed on water, these units are treated as displacement hull naval vessels for purposes of line of sight, hull breaching and sinking rules, 
  and will not sink or be destroyed during water landings unless the armor in one or more non-turret locations is breached.
  coLLAPSiBLE commAnd moduLE (ccm)
  fLotAtion huLL (hoVErcrAft, VtoLS, WiGES, conVEntionAL fiGhtErS)
  i
  i
  Rules Level: Advanced
  Available to: CV
  tech Base (Ratings): Both (B/B-B-B)
  game Rules: A vehicle with the Limited Amphibious capability receives a maximum of 2 MP in water (or the maximum MP of the vehicle, whichever is 
  less). While on water, this MP is always treated as Flanking movement. Moving through water of any depth (including Depth 0) costs Limited Amphibi-
  ous Vehicles 2 MP per hex. While on water, the vehicle is treated as a displacement hull naval vessel for purposes of line of sight, hull breaching and 
  sinking rules.
  LimitEd AmPhiBiouS (WhEELEd And trAckEd VEhicLES)
  i
  fLotAtion huLL (hoVErcrAft, VtoLS, WiGES, conVEntionAL fiGhtErS)
  introduced: Pre-spaceflight
  A flotation hull modifies the design of the appropriate unit’s hull so it may 
  float on water when unpowered. This feature is particularly useful for ocean-
  crossing hovercraft, military vehicles expected to spend a lot of time on the 
  water, carrier-launched conventional fighters and VTOLs.
  LimitEd AmPhiBiouS (WhEELEd And trAckEd VEhicLES)
  introduced: Pre-spaceflight
  The “limited capacity” amphibious option enables wheeled and tracked 
  vehicles to cross water deeper than Depth 0, and is generally intended for 
  river crossings, shallow battlefield water obstructions and to make amphibi-
  ous assaults from close to shore.
  Evolved for the battlefields of the Succession Wars, many conventional 
  vehicles and fighters drew increasingly generalized toward a certain set of 
  standard conditions, which ultimately served to limit their options in terms of 
  environmental functionality. Amphibious capabilities, dune buggy modifica-
  tions and environmental sealing against vacuum all became optional features, 
  available to a multitude of units, but not commonly seen on the majority.
  combat vEhiclE chassis modifications
  
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  Rules Level: Advanced
  Available to: CV
  tech Base (Ratings): Both (B/B-B-B)
  game Rules: A vehicle with fully amphibious capabilities has the same MPs on water (both Cruising and Flanking) as it does on land. However, each 
  water hex (of any depth, including Depth 0) costs 2 MP to cross. While on water, the amphibious vehicle is treated as a displacement hull naval vessel 
  for purposes of line of sight, hull breaching and sinking rules.
  Rules Level: Advanced
  Available to: CV
  tech Base (Ratings): Both (B/B-B-B)
  game Rules: Dune buggy-modified Combat Vehicles disregard the extra MP cost for sand applied to wheeled Combat Vehicles and instead move 
  through sand terrain (see p. 39) at a cost of 1 MP per hex. However, the modifications to said vehicles costs 1 Cruising MP in overall performance (with 
  Flanking MP recalculated as normal).
  Rules Level: Advanced
  Available to: CV
  tech Base (Ratings): Both (B/C-D-C)
  game Rules: All Combat Vehicles with the Environmental (Vacuum) Sealing modification operate normally in toxic or tainted atmospheres, and may 
  even function in vacuum if fitted with a fission, fusion or fuel cell engine. However, this benefit is lost (and the unit is destroyed) if all armor in any 
  location is destroyed, or if the unit suffers a hull integrity breach when taking damage. This hull integrity check is made any time the unit suffers damage, 
  with a breach occurring on a 2D6 roll result of 10 or higher.
  fuLLy AmPhiBiouS (WhEELEd And trAckEd VEhicLES)
  dunE BuGGy modificAtion (WhEELEd VEhicLES)
  EnVironmEntAL (VAcuum) SEALinG (comBAt VEhicLES)
  i
  i
  i
  fuLLy AmPhiBiouS (WhEELEd And trAckEd VEhicLES)
  introduced: Pre-spaceflight
  The “full capability” amphibious option for wheeled and tracked vehicles 
  is heavier, but provides a much faster means of getting vehicles across bod-
  ies of water. This feature is rare on combat vehicles, and intended for “over 
  the horizon” amphibious assaults.
  dunE BuGGy modificAtion (WhEELEd VEhicLES)
  introduced: Pre-spaceflight
  The dune buggy modification enhances a combat vehicle’s standard mo-
  tive systems with larger wheels and a higher suspension able to cope with 
  the shifting, sandy terrain of most beaches and deserts. Rare on combat 
  vehicles because it overspecializes the unit and can impair performance in 
  other areas, dune buggy-modified combat vehicles nonetheless have found 
  a home in many combat zones.
  EnVironmEntAL (VAcuum) SEALinG (comBAt VEhicLES)
  introduced: Pre-spaceflight
  Most ground-based Combat Vehicles may be modified for vacuum fairly 
  easily, though to perform in such environs these vehicles require fuel cell, 
  fission or fusion engines for power. Because these modifications are so 
  extensive and costly in terms of weight, environmentally sealed (or vacuum-
  sealed) units are a relative rarity on the battlefield, leaving most combat in 
  the absence of breathable air to BattleMechs and fighters.
  R&d Start date: 3041 (Federated Commonwealth), 
   
   3055 (Clan Jade Falcon)
  prototype design and production: 3049 (Federated Commonwealth), 
  3056 (Clan Steel Viper)
  An outgrowth of double heat sink development in the 3040s, research 
  into more efficient pumps and cooling fluids for combat-grade heat ex-
  change systems has occupied many Inner Sphere (and Clan) scientists over 
  the past few decades. One promising prototype—seen in use by Clan and 
  Inner Sphere engineers—is a specialized high-pressure, one-shot system. 
  While these so-called coolant pods remain unsuitable for a full-scale heat 
  exchange system (as many of the chemicals used are highly corrosive and 
  the high-pressure system poses and explosive risk), they have gained a 
  niche in the Solaris arenas as an emergency cooling system.
  coolant pod
  
  coolant Pod: The Coolant Pod may be mounted on any available unit in accordance with the unit’s standard construction rules.
  disposable Weapons: Any Conventional Infantry unit may be equipped with a singe one-shot Disposable Weapon per active trooper. Battle armor suits may only 
  carry Disposable Weapons if they are also equipped with an anti-personnel weapon mount (with sufficient weight capacity) or two armored gloves. To make use 
  of Disposable Weapons, all troopers in a platoon (or battle armor squad) must have the same Disposable Infantry Weapons. Applicable weapons are noted on the 
  TechManual infantry weapons table with an Ammo (Shots) listing of (1-D).
  docking hardpoint (docking collar): Each docking hardpoint weighs 1,000 tons and is available only to JumpShips, WarShips, Space Stations, and Mobile 
  Structures with a Landing Deck. Appropriate aerospace units may mount up to 1 docking hardpoint for every 50,000 tons of vessel weight (rounded down). 
  Mobile Structures may mount only one Docking Collar per Landing Deck. Docking Collars are not counted as weapon items and do not require a location.
  docking thrusters: Only Large-size Naval Vessels can use this equipment. Only one set of Docking Thrusters may be installed per unit. 
  drone carrier control System: The Carrier Control System for remote drones weighs 2 tons, plus 0.5 tons per controlled drone unit. This tonnage includes the 
  crew accommodations for each drone’s operator (1 per drone), as well as the carrier unit’s requisite drone-control sensor package. A carrier unit may install mul-
  tiple Carrier Control Systems, per the unit’s standard construction rules.
  conStruction     
  ruLES
  Rules Level: Experimental
  Available to: BM, IM, AF, CF
  tech Base (Ratings): Both (D/X-X-E)
  game Rules: Though a unit may mount multiple Coolant Pods, only one may be triggered per turn, which is done at the start of the unit’s Heat Phase. 
  A Coolant Pod increases the cooling capacity of all of the unit’s active heat sinks by 1 point each (regardless of heat sink type). If a critical hit strikes a 
  Coolant Pod, the compressed fluids explode for 10 points of damage, as an internal ammo explosion.
  cooLAnt Pod
  i
  introduced: Pre-spaceflight
  In addition to their standard primary and secondary weapons, many 
  infantry troopers in the 31st century have gone into battle equipped with 
  single, one-shot disposable weapons such as LAWs. Used properly, these 
  weapons can provide a platoon or squad with a brief boost in firepower, 
  perhaps even enough to breach a tough opponent such as a BattleMech.
  introduced: Early spaceflight
  A necessity in most large spacecraft, docking collars are large, reinforced 
  couplers combined with airlocks and hatches large enough to facilitate the 
  movement of personnel and cargo between two connected spacecraft. 
  Not to be confused with simple personnel airlocks used for EVA work or 
  emergency escape, modern docking hardpoints are primarily used to secure 
  DropShips to the outer hull of a JumpShip or WarShip. Thus, these collars 
  incorporate an interface mechanism that extends the jump-capable craft’s 
  Kearny-Fuchida field around the docked vessel. This enables both ships to 
  traverse hyperspace safely.
  disposablE WEapons
  docking hardpoint (docking collar)
  Rules Level: Advanced
  Available to: CI, BA
  tech Base (Ratings): Both (see TechManual cost and equipment tables)
  game Rules: Once per scenario, the platoon or battle armor squad may make a single attack using these Disposable Weapons (instead of the platoon’s 
  standard weapon attack) so long as the infantry unit is not engaged in an anti-’Mech attack. This attack is treated as a standard direct-fire attack, using 
  the range brackets of the Disposable Weapons only.
  If the attack succeeds, resolve the damage per a standard infantry ranged attack based on the number of active troopers in the platoon and the 
  damage value of the disposable weapons (see pp. 214-215, TW). The total damage inflicted equals the disposable weapon’s damage value times 
  the number of troopers who hit using the Cluster Hits Table, rounded normally (.5 rounds up). This damage is applied to the target per a normal 
  conventional infantry weapon attack.
  diSPoSABLE WEAPonS
  i
  Rules Level: Advanced
  Available to: JS, SS, WS, MS
  tech Base (Ratings): Both (B/C-C-C)
  game Rules: A vessel with a docking hardpoint (also known as a docking collar) can use the Docking rules also covered in Strategic Operations. Mobile Struc-
  tures with a Landing Deck may also employ a docking hardpoint to secure landed vessels and use the cargo transfer rules also covered in Strategic Operations.
  dockinG hArdPoint (dockinG coLLAr)
  i
  
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  introduced: Pre-spaceflight
  A modification common on larger naval vessels to assist in close-quarters 
  maneuvering (such as during docking operations at the typical seaport), 
  docking thrusters are an extensive series of maneuvering propellers or un-
  derwater “jets” located along the bow and aft of large vessels and inactive 
  during normal operations. When the vessel is not operating at speed, these 
  systems may be used to spin the vessel in place or even sideslip it into a 
  tight berth.
  introduced: Early spaceflight
  Not to be confused with the fully autonomous robotic control systems 
  used by the infamous Caspar-class drones of the Star League era, the drone 
  control systems used in the 31st century instead reflect a less sophisticated 
  remote-control command and operating system, where human hands 
  direct the intelligence of unmanned vehicles. Because of their reliance on 
  communications, remote drone systems are highly susceptible to ECM, and 
  they are often far less effective than piloted machines. These factors alone 
  have prevented remote drone control and operating systems from becom-
  ing commonplace on the battlefield.
  docking thrustErs
  dronE (rEmotE) systEms
  Rules Level: Advanced
  Available to: SV
  tech Base (Ratings): Both (B/C-C-C)
  game Rules: Docking Thrusters may be used to allow any Large-size Naval Vehicle that is otherwise stationary (that is, expending no MPs on forward 
  or reverse movement in the current turn) to pivot in place or move laterally, in exception to the standard rules for Large Naval Vessel movement (see p. 
  154). The maximum number of MPs that can be expended using Docking Thrusters equals the vessel’s Cruising MP.
  Pivoting in place costs a Docking Thruster-equipped vessel 3 MP per hexside of facing change, with the vessel pivoting around its template’s pivot 
  point. Lateral movement using Docking Thrusters costs 4 MP per hex of movement, which shifts the entire vessel sideways by 1 hex (with the pivot point 
  moving to any desired adjacent hex except for those directly forward or backward).
  Large-size Naval Vessels attempting either maneuver may spend MPs on no other movement type when using Docking Thrusters in this fashion. 
  Also, should a vessel lack sufficient Cruising MPs to complete such maneuvers in a single turn, it may “bank” any remaining Cruising MPs to complete 
  the maneuver in the following turn, executing the full maneuver only in the turn where the accumulated points meet the maneuvering requirements. 
  For example, a Large-size Naval Vessel with a Cruising MP of 3 attempting to make a lateral movement would require 2 turns to execute the maneuver, 
  shifting its position on the map only in the second turn, when the maneuver is completed.
  dockinG thruStErS
  i
  rules Level: Advanced
  Available to: CV, SV, SC, JS, DS, SS, WS, MS
  tech Base (ratings): Both (C/E-F-F)
  Game rules: To operate any remote drone network, a dedicated carrier control system must be present, functional and free from interference. Drone 
  networks of any available vehicle type can be controlled by any friendly carrier control system (also of any available vehicle type). However, ground-based 
  networks (without satellite aid) have a maximum functional radius of 80 kilometers (about 160 Classic BattleTech mapsheets) before ground clutter and 
  background interference renders them incoherent. Aerospace-based carrier control systems (including satellite-based systems) that maintain an unbro-
  ken line of sight have a much longer range at 3 million kilometers (after which communications lag makes any drones far less responsive to control).
  A drone control unit and all of its attached drones are treated as a single unit for Initiative purposes. Drone control units automatically detect any units 
  detectable by the drones they control (including hidden units adjacent to the drones or within range of drone-based active probes), but must adhere to 
  standard rules for determining line of sight to attack such units. Drones can be used as LRM indirect fire spotters (see p. 111, TW). However, when used 
  in such a fashion, the movement modifier for the drone control unit (as well as that of the spotting drone) must also be applied to the attacker’s to-hit 
  roll. Furthermore, the +1 modifier for the spotting unit making attacks also applies if the drone control unit makes its own attacks in the same turn (a +2 
  modifier applies if both the spotting drone and the drone control unit make attacks in the same turn as they are used to spot for indirect fire).
  All hostile ECM (including Guardian, Angel and Watchdog systems, screen launchers and chaff) disrupts the signal between drone carriers and their 
  drones if they occur in the line of sight between them. If an ECM bubble includes the carrier control unit, all drones in the carrier’s network are affected. 
  Otherwise, the bubble only disrupts the operations of the drones to which it blocks the carrier’s LOS. Critical hits that affect the sensors of a unit with a 
  carrier control system (or the carrier control system itself) also disable the drone control network. Critical hits that result in a Crew Stunned, Crew Killed 
  or Commander Hit effect on a unit using a drone carrier control system also disable the network. For as long as these effects last, the drone control unit 
  will be unable to communicate with the drones.
  Drones suffering from communications failure (either due to damage or the interference as described above) simply cease operations and become 
  immobile targets on the ground (or continue to coast along their last known velocity, vector and facing in space. Airborne drones in the space/atmo-
  sphere interface, atmospheric row or ground row hexes of the High-Altitude Map fall 1 hex per turn of communications failure, starting during the 
  Movement Phase (Aerospace) on the turn following the turn communication fails. If there are two equal hexes to fall into, randomly determine which 
  hex the unit enters. If players are using Low-Altitude Movement, the airborne drone falls three altitudes each turn. If it enters a Ground Hex (on the 
  High-Altitude Map) or Altitude 0 (if using Low-Altitude Movement), the airborne drone crashes. If communications are later reestablished—before the 
  carrier control unit or its drones are destroyed—the drones may resume operating normally.
  dronE (rEmotE) cArriEr controL SyStEm
  i
  
  drone operating System: Remote drone operating systems occupy 10 percent of the drone unit’s total weight and are treated as a single item on the unit’s equip-
  ment list (located in the body). An additional half-ton sensor system is required as well, reflecting the drone’s communications interface. A vehicle using a remote 
  drone operating system is always considered to have a Crew of 0 for construction purposes (regardless of its normal needs under the vehicle’s construction rules).
  Energy Storage Batteries: Energy Storage Batteries are limited to Space Stations, which can mount any number of batteries desired in accordance with the unit’s 
  standard construction rules. 
  combat Vehicle fission Engines: Available units designed to employ fission engines determine their ratings as normal for the unit’s type. To find a fission engine’s 
  weight, use the Fission column on the Master Engine Table (see p. 49, TM). As with fusion engines, Combat Vehicles must devote an additional 50 percent of the 
  engine’s weight into their designs to reflect engine shielding for the crew’s benefit. Combat Vehicle Fission Engines also provide a certain number of “weight-free” 
  heat sinks, as noted under the “Free Sinks” column. Combat Vehicles using fission engines do not require power amplifiers for using energy weapons (though heat 
  sinks to fire such weapons are still required, per the normal Combat vehicle construction rules).
  combat Vehicle fuel cell Engines: These engines have their ratings determined as normal for their unit type. To determine engine weight, use the Cell column on 
  the Master Engine Table (see p. 49, TM). Combat Vehicle Fuel Cell Engines also provide a single “weight-free” heat sink, as noted under the “Free Sinks” column. 
  Combat Vehicles using fuel cell engines still require power amplifiers for using energy weapons (and heat sinks to fire such weapons are still required, per the 
  normal Combat vehicle construction rules).
  conStruction     
  ruLES
  Rules Level: Advanced
  Available to: BM, IM, CV, SV, AF, CF
  tech Base (Ratings): Both (C/E-F-F)
  game Rules: Vehicles using a remote drone operating system are automatically considered to have a Crew of 0 for game play purposes, regardless of 
  the construction rules for said unit, and may not use crew-served equipment beyond weapons, communications and sensors. Any Piloting or Gunnery 
  Skill checks made by drone vehicles suffer a +1 modifier (based on the skills of the carrier control unit).
  Critical hits against remote drone vehicles that would normally stun or kill a driver or crew do not affect drones (as they have no crew), but all hits 
  to the vehicle commander destroy the drone’s remote operating system, rendering the unit inactive and immobile for the remainder of the game. Also, 
  because they lack a crew, remote drone units may not clear weapon or turret jams in combat.
  If for any reason (noted above under the drone carrier control system rules) a drone is cut off from its network controller, the drone becomes inactive 
  and immobile. Airborne drones in the space/atmosphere interface, atmospheric row or ground row hexes of the High-Altitude Map fall 1 hex per turn 
  of communications failure, starting during the Movement Phase (Aerospace) on the turn following the turn communication fails. If there are two equal 
  hexes to fall into, randomly determine which hex the unit enters. If players are using Low-Altitude Movement, the airborne drone falls three altitudes 
  each turn. If it enters a Ground Hex (on the High-Altitude Map) or Altitude 0 (if using Low-Altitude Movement), the airborne drone crashes. Drones 
  operating in space under these conditions continue along their last heading and speed, expending no Thrust and making no actions. If communications 
  with the control unit are restored at some point (and the drones are not destroyed in the meantime), any drones affected by such network failures 
  resume normal operation.
  dronE (rEmotE) oPErAtinG SyStEmS
  i
  Rules Level: Advanced
  Available to: SS
  tech Base (Ratings): Both (D/C-E-D)
  game Rules: Energy Storage Batteries are an alternative to conventional K-F drive recharge sources (including JumpShip solar sails and fusion engines), 
  but can charge a vessel’s K-F drive either through its jump sail (typically via a diffuse microwave beam) or by a direct connection (requiring the vessel 
  to dock with the recharging station).
  When an Energy Storage Battery’s power is delivered via the vessel’s solar sail, normal quick charging rules are followed, the rules of which are found 
  in Strategic Operations.
   If the vessel instead uses a direct connection to the charging station, the Energy Storage Battery applies a –2 modifier to rolls made on the Quick-
  Charge Table (to a minimum of 2), allowing for relatively safe quick-charges.
  Energy Storage Batteries include massive power plants that can recharge their storage systems about as fast as they can be safely discharged into a 
  JumpShip. An Energy Storage Battery can thus prepare a new charge for a JumpShip in 100 hours (which can occur concurrently while recharging a K-F 
  drive). Full rules on constructing space stations will appear in Strategic Operations.
  EnErGy StorAGE BAttEriES
  i
  introduced: 2131 (Terran Alliance)
  The key element of recharge stations, these large power generation, 
  storage and distribution systems (generically referred to as energy storage 
  batteries, though they usually include power plants) enable Kearny-Fuchida 
  drive vessels to recharge relatively quickly and safely, without the headache 
  of deploying their huge (and delicate) solar sails. They are particularly useful 
  at small, dim stars where K-F drive recharge times can stretch to ten days or 
  more, and even more useful for vessels with lithium-fusion batteries; energy 
  storage batteries can vastly reduce the travel time needed for JumpShips 
  in a hurry.
  EnErgy storagE battEriEs
  
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  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Rules Level: Advanced
  Available to: BM, CV, CF
  tech Base (Ratings): Inner Sphere (D/F-E-E)
  game Rules: On BattleMechs and conventional Combat Vehicles, fission engines follow the same rules as IndustrialMech fission engines (see p. 126, 
  TW). Conventional Fighters powered by fission engines follow the normal fighter engine critical hit rules (see p. 240, TW), but receive 160 points per 
  ton of fuel.
  comBAt VEhicLE fiSSion (cV-fiSSion)
  i
  Rules Level: Advanced
  Available to: BM, CV
  tech Base (Ratings): Both (D/C-C-C)
  game Rules: BattleMechs with fuel cell engines follow the same rules as IndustrialMechs with fuel cell engines (see p. 126, TW). Both BattleMechs and 
  Combat Vehicles using fuel cell engines also follow the IndustrialMech fuel consumption rules (see p. 68, TM).
  comBAt VEhicLE fuEL cELL (cV-cELL)
  i
  Rules Level: Experimental
  Available to: BM, IM, CV, AF, CF
  tech Base (Ratings): Both (per base engine availability)
  game Rules: In game play, all Large Combat Engines function in the same fashion as their smaller equivalents. Though Combat Vehicle and Conven-
  tional Fighter engines may occupy weapon slots, such engines only suffer critical hits per the unit’s standard rules.
  LArGE EnGinE (Lic, LLf, LSf, LXL, LXXL)
  i
  A number of alternative power systems for combat vehicles (including 
  BattleMechs and fighters) have been under development ever since the 
  technological renaissance of the mid-3020s. However, it was not until the 
  Clan invasion that the Inner Sphere and the Clans both looked seriously at 
  the notion of expanded combat engine options, in a desperate bid to gain 
  and maintain any battlefield edge.
  EnginE systEms
  comBAt VEhicLE fiSSion (cV-fiSSion)
  introduced: 2882 (Taurian Concordat)
  Though theoretically feasible for over a millennium, fission engines 
  have long been rare in small-scale combat vehicle design. The widespread 
  aversion to all things nuclear prevented their use during the twentieth and 
  early twenty-first centuries, while the safer and more plentiful use of fusion 
  engines kept them in the shadows through the Age of War and Star League 
  eras. Only the gradual decline in high tech industries during the Succession 
  Wars brought fission-powered sources back from the grave—if only to a 
  limited extent.
  Nonetheless, fission engines for combat vehicles remained hypothetically 
  feasible. During the Succession Wars, some major Periphery powers (notably 
  the Taurian Concordat) explored fission power as a battlefield alternative to 
  fusion, one ideally within the capabilities of local industry. Though exotic 
  and somewhat more dangerous than equivalent fusion plants (not to men-
  tion too inefficient for use in most aerospace vehicles), fission-based combat 
  engines can be found today dispersed around the Periphery and Inner 
  Sphere, distributed by the vagaries of war and mercenary wanderings.
  comBAt VEhicLE fuEL cELL (cV-cELL)
  introduced: 2046 (Western Alliance)
  Though widely used in civilian applications for centuries, the pre-
  Succession War dominance of fusion engines largely kept fuel cells out of 
  military vehicles. Similarly, the centuries of accumulated inertia behind 
  military IC engines discouraged the use of fuel cells during the Succession 
  Wars. However, engine manufacturers throughout the centuries quietly 
  maintained the option to employ battlefield-grade fuel cells for military 
  customers on request.
  LArGE EnGinE (Lic, LLf, LSf, LXL, LXXL)
  R&d Start date: circa 2550 (Terran Hegemony)
  prototype design and production: circa 2630 (Terran Hegemony)
  The diminishing returns found in combat engines of all types over 
  the centuries led Star League engineers to abandon the development of 
  engines rated beyond the universal power rating of 400 some time during 
  the early 2600s. Since then, conventional wisdom has maintained that 
  combat engines rated over 300 to 360 push the acceptable boundaries of 
  cost-effectiveness and power efficiency—and that viable engines beyond 
  the 400 mark are downright ludicrous. However, real-world engineers have 
  occasionally explored customized combat-grade engines with ratings over 
  400 (and as high as 500). Unfortunately, these so-called large engines—
  feasible in internal combustion and fusion varieties alike—are incredibly 
  massive, which has kept them from standard production even though they 
  remain technically possible.
  
  Large Engines: The weight and required space requirements (for ’Mechs and Vehicles/Conventional Fighters) of each available type of Large Engine are indicated 
  in the Advanced Fusion Engine Table below. Large Engines are available in internal combustion (ICE), light fusion, standard fusion, XL fusion and even XXL fusion 
  types (but not as fuel cell, fission or compact fusion). Combat Vehicles require additional engine shielding for all Large-sized fusion engines, which weighs an 
  additional 50 percent of the engine’s weight. Combat Vehicles and Conventional Fighters using Large Engine types may also require that such engines take up 
  weapon/item slots, as indicated in the Advanced Engine Master Table.
  Large Engines of any fusion type also provide 10 “weight-free” heat sinks, as noted under the “Free Sinks” column. Combat Vehicles using these engines do not 
  require power amplifiers for using energy weapons (though heat sinks to fire such weapons are still required, per the normal Combat Vehicle construction rules).
  XXL fusion engines: An XXL Engine weighs one-third as much as its standard counterpart, but takes up twice as many critical slots in the side torsos as an XL (4 
  each for Clan technology, 6 each for Inner Sphere technology). XXL Engines are also extremely expensive, costing 5 times as much as a standard XL engine (see 
  the Combined Engines Table). Combat Vehicles require additional engine shielding for all fusion engines, which weighs an additional 50 percent of the engine’s 
  weight. Combat Vehicles and Conventional Fighters using XXL fusion engines also require that such engines take up weapon/item slots, as indicated in the 
  Advanced Engine Master Table below. 
  XXL Engines also provide 10 “weight-free” heat sinks, as noted under the “Free Sinks” column. Combat Vehicles using these engines do not require power ampli-
  fiers for using energy weapons (but do require heat sinks to fire such weapons, per the normal Combat Vehicle construction rules).
  AdvAnced engine mASter tABle
  Additional Item Slots
  Large Engine Weight
  Engine Type
  Mass 
  (Tons)
  ’Mech*
  Vehicle/
  Fighter*
  Free Sinks
  Engine 
  Rating
  ICE
  Std.**
  Light**
  XL**
  XXL**
  CV-Fission
  †
  †
  0
  5
  405
  113.0
  56.5
  42.5
  28.5
  19.0
  CV-Fuel Cell
  †
  †
  0
  1
  410
  122.0
  61.0
  46.0
  30.5
  20.5
  Large-ICE
  ‡
  2 (CT)
  1
  0
  415
  133.0
  66.5
  50.0
  33.5
  22.5
  Large-Fusion
  ‡
  2 (CT)
  1
  10
  420
  145.0
  72.5
  54.5
  36.5
  24.5
  Large-Light
  ‡
  2 (CT), 2 (ST)‡
  2
  10
  425
  159.0
  79.5
  60.0
  40.0
  26.5
  Large-XL (IS)
  ‡
  2 (CT), 3 (ST)‡
  3
  10
  430
  175.0
  87.5
  66.0
  44.0
  29.5
  Large-XL (Clan)
  ‡
  2 (CT), 2 (ST)‡
  2
  10
  435
  194.0
  97.0
  73.0
  48.5
  32.5
  Large-XXL (IS)
  ‡
  2 (CT), 6 (ST)‡
  5
  10
  440
  215.0
  107.5
  81.0
  54.0
  36.0
  Large-XXL (Clan)
  ‡
  2 (CT), 4 (ST)‡
  3
  10
  445
  239.0
  119.5
  90.0
  60.0
  40.0
  Compact Fusion
  †
  †
  0
  10
  450
  267.0
  133.5
  100.5
  67.0
  44.5
  Light Fusion
  †
  †
  1
  10
  455
  300.0
  150.0
  112.5
  75.0
  50.0
  XL Fusion (IS)
  †
  †
  2
  10
  460
  337.0
  168.5
  126.5
  84.5
  56.5
  XL Fusion (Clan)
  †
  †
  1
  10
  465
  380.0
  190.0
  142.5
  95.0
  63.5
  XXL Fusion (IS)
  x0.333†
  6 (ST)
  4
  10
  470
  429.0
  214.5
  161.0
  107.5
  71.5
  XXL Fusion (Clan)
  x0.333†
  4 (ST)
  2
  10
  475
  486.0
  243.0
  182.5
  121.5
  81.0
  480
  551.0
  275.5
  207.0
  138.0
  92.0
  485
  626.0
  313.0
  235.0
  156.5
  104.5
  490
  712.0
  356.0
  267.0
  178.0
  119.0
  495
  811.0
  405.5
  304.5
  203.0
  135.5
  500
  925.0
  462.5
  347.0
  231.5
  154.5
  *For ’Mechs, CT = Center Torso; ST = Side Torsos (applies to left and right side locations). All Vehicle slots are allocated to the body; Fighter slots (if applicable) are located in the rear, with any 
  extras divided evenly among the side wings.
  **These Engine Types are fusion-based. 
  †Per standard construction rules (see TechManual); XXL engine multiply the weight of a standard fusion engine by the value shown (rounded up to the nearest half ton)
  ‡See Large Engine Weight Table
  combat Vehicle Escape Pod: Combat Vehicles of any type may mount a maximum of 1 CVEP, which must be placed in the vehicle’s rear location.
  conStruction     
  ruLES
  
  309
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Rules Level: Experimental
  Available to: BM, CV, AF, CF
  tech Base (Ratings): Both (F/X-X-F)
  game Rules: In game play, XXL fusion engines run hotter than their other fusion equivalents. Standing still (or expending no Thrust) generates 2 heat 
  points per turn, Walking/Safe Thrust movement generates 4 heat points, and Running/Max Thrust movement generates 6 heat points. Heat generated 
  by jumping is doubled for XXL engine users, costing 2 heat points per hex jumped, with a minimum of 6 points per jump. (Combat Vehicles using XXL 
  engines do not have to track movement heat, as per the standard Combat Vehicle rules.) Though Combat Vehicle and Conventional Fighter engines may 
  occupy weapon slots, such engines only suffer critical hits per the unit’s standard rules.
  XXL fuSion EnGinE
  i
  Rules Level: Experimental
  Available to: CV
  tech Base (Ratings): Inner Sphere (D/X-X-E)
  game Rules: Only Combat Vehicles may mount a CVEP, which is treated as a weapon item in the rear and may thus be damaged by any weapon critical 
  hits to that location. During the Movement Phase of any turn, the crew of a Combat Vehicle may choose to use the CVEP to escape their vehicle, so long 
  as the system has not been previously damaged. Once launched, the crew makes a Piloting Skill roll with a +2 target modifier. If successful, the pod 
  travels up to 4 hexes (at the controlling players’ choice) directly behind the vehicle, where a standard MechWarrior Ejection roll (see p. 196) with a +2 
  modifier is required to see if the pod lands safely. A failure on either the launching roll or the landing roll indicates that the ejected crew suffers physical 
  damage from the violent escape, with each failure resulting in a hit to one crewman (determined randomly). Once the pod lands, the crew may step out 
  and make for safety as a conventional foot infantry unit (with a size equal to the surviving crewmen), or—if landed on water or in an otherwise toxic 
  environment—remain in the capsule to await rescue.
  Attacks against a jettisoned CVEP may be made as if targeting an immobile unit, in which case the CVEP is considered breached (and its occupants—
  if any—killed) after sustaining more than 2 points of damage. Once a CVEP is jettisoned (whether successfully or not), the vehicle is considered to have 
  suffered a Crew Killed result and is treated as destroyed for the remainder of the scenario.
  Jettisoned CVEPs may not be salvaged and reinstalled once deployed.
  comBAt VEhicLE EScAPE Pod
  i
  XXL fuSion EnGinE
  R&d Start date: 2582 (Terran Hegemony)
  prototype design and production: 2954 (Clan Diamond Shark), 
   
  3055 (Federated Commonwealth)
  As soon as Star League engineers brought extra-light fusion technology 
  to life, researchers began wondering if it was possible to reduce a fusion 
  engine’s weight by more than half. Though the Terran Hegemony ultimately 
  shelved the project in favor of others deemed more useful, both Inner 
  Sphere and Clan scientists tackled this same concept centuries later. Though 
  they followed different approaches (improved shielding, ultralight contain-
  ment field electromagnets and so on), both sides came up with roughly 
  the same result. Dubbed Extra-Extralight (XXL) fusion engines, these power 
  plants promised the same capabilities at one-third of the standard mass 
  (and easily twenty times the price). Unfortunately, the extremely bulky and 
  hot-running engines quickly proved better suited for physics laboratories 
  than the battlefield.
  comBAt VEhicLE EScAPE Pod
  R&d Start date: 3032 (Federated Commonwealth)
  prototype design and production: 3038 (Federated Commonwealth)
  A radical concept in Combat Vehicle escape systems, the Combat Vehicle 
  Escape Pod (CVEP) is a cramped, self-sealing mini-cabin built into a vehicle’s 
  rear quarter and used to escape certain destruction in hostile atmospheres. 
  Though it is modeled on the design of the Lyran Commonwealth’s revolu-
  tionary full-head ejection system for BattleMechs, the compartmentalized 
  design and segregated control stations of most Combat Vehicles negates 
  much of its value by forcing the vehicle crew to decide on their own when 
  the time has come to employ the emergency egress system, rather than 
  auto-ejecting them to safety in the event of catastrophe. This single flaw 
  has effectively prevented the CVEP from entering full-scale production.
  Though BattleMechs, fighters and many other combat units feature or 
  have access to emergency egress systems, the past century has seen a few 
  new developments in emergency ejection systems designed to enhance the 
  survivability of warriors in hostile environments. Two of the most effective 
  are the Combat Vehicle escape pod and the BattleMech full-head ejection 
  system. Though both are expensive and somewhat risky, these ejection 
  mechanisms nonetheless promise survivability that standard egress systems 
  may not, at least under select circumstances.
  EJEction systEms
  
  full-head Ejection System: BattleMechs and IndustrialMechs may mount a maximum of 1 Full-Head Ejection System, which is automatically assigned to the head 
  location. Though the system takes up no tonnage and occupies no critical slots, the launch mechanisms are integrated with the ’Mech’s Life Support System. The 
  ejection system is incompatible with torso-mounted cockpits and Cockpit Command Modules.
  Electronic Warfare (EW) Equipment: The EW Equipment package may be mounted on any available unit type in accordance with the unit’s standard construction 
  rules. The EW Equipment system cannot be used as a substitute for the Guardian ECM on units using Stealth Armor.
  field Guns: Any vehicular-scale autocannon (including light, standard, Ultra, LB-X, rotary, and ProtoMech), Gauss weapon (excluding heavy and Hyper-Assault types), 
  or Rifle (Cannon, see p. 338) may be used as a Field Gun and can be towed by any motorized or wheeled/tracked mechanized conventional infantry platoon. Field 
  Guns are added after the rest of platoon creation, but as many Field Guns may be added as the platoon has crew to operate (the crew for a single Field Gun equals 
  the weapons tonnage, not counting ammunition). All Field Guns assigned to a platoon must be of the same type and size.
  The weight of all Field Guns and their ammunition are added to the platoon’s transport weight, and a platoon may not be broken down for transport purposes 
  below the weight of a single Field Gun and its ammunition. 
  field Artillery: Field Artillery weapons may include any standard artillery weapon (Sniper, Thumper or Long Tom), Arrow IV artillery piece, or Artillery Cannon 
  (see p. 285). A Field Artillery weapon is added after the rest of platoon creation, but requires a minimum platoon size equal to the weapon’s weight in tons (not 
  counting ammunition). The weight of a Field Artillery weapon and its ammunition is added to the platoon’s transport weight, and a platoon may not be broken 
  down for transport purposes below the weight of this weapon and ammunition. 
  conStruction     
  ruLES
  Rules Level: Advanced
  Available to: BM, IM
  tech Base (Ratings): Both (D/X-X-E)
  game Rules: Only BattleMechs and IndustrialMechs with head-mounted cockpits may mount a full-head ejection system. Unlike the vehicular model, 
  this system is integrated with the head assembly’s design, and so occupies no additional critical slots. However, any critical hits to the ’Mech’s Life 
  Support slots also disable this system, rendering it impossible to eject in the event of disaster.
  Because the full-head ejection system incorporates the unit’s entire control system, this system may be deployed at any phase of a turn at the player’s 
  choosing, or may jettison automatically in the event of an internal explosion. However, because the force of the launch is so extreme, the MechWarrior 
  automatically suffers 1 point of damage when the system is launched.
  If the ’Mech (or at least its head) is not submerged, the warrior may then choose any hex within 12 hexes of the ’Mech (if the unit was upright at 
  the time), or within 12 hexes in the ’Mech’s forward arc (if it was prone) to make landfall. A Piloting Skill roll (with a +3 modifier) is required to make 
  this landing on target or the head will scatter 1D6 ÷ 2 hexes (round down) in a random direction. Upon landing, a standard MechWarrior Ejection roll 
  (see p.  196) must be made with an additional target modifier of +2 to avoid taking a second point of damage from the ejection.
  If the ’Mech is submerged (and the head location has suffered no armor breach), an ejected full-head pod automatically rockets to the water’s surface 
  and floats there as an immobile displacement hull vessel with the armor and structure values of whatever remained on the ’Mech’s head location. A 
  ’Mech with a submerged head that has suffered a breach cannot employ a full-head ejection system.
  Once the pod lands (or surfaces), the warrior may step out and make for safety as a conventional foot infantry unit (with a size of 1), or—if landed 
  on water or in an otherwise toxic environment—remain in the capsule to await rescue.
  Because ejection can take place during any combat phase, attacks against a jettisoned full-head pod can only be made after it has landed. In this case, 
  the attack receives a –4 to-hit modifier for targeting an immobile unit. Attacks against a jettisoned head inflict damage to the head’s remaining armor, 
  internal structure and critical hit locations per any other attack that strikes a BattleMech’s head. Once a full-head ejection system is jettisoned (whether 
  successfully or not), the ’Mech is considered to have suffered a Head Blown Off effect and is treated as destroyed for the remainder of the scenario.
  An ejected head module may be salvaged later and reattached to the ’Mech (or jury-rigged to another ’Mech) after the scenario.
  BAttLEmEch fuLL-hEAd EJEction SyStEm
  i
  BAttLEmEch fuLL-hEAd EJEction SyStEm
  introduced: 3023 (Lyran Commonwealth), 3052 (Clan Wolf)
  Debuting with the Lyran Commonwealth’s HCT-3F Hatchetman, the 
  BattleMech full-head ejection system enables a MechWarrior to blast well 
  clear of his doomed machine in a fully enclosed pod that literally transforms 
  the entire head assembly into a short-range jump glider. Though a violent 
  means of escape, the system is ideal for hostile environment combat, par-
  ticularly underwater, in vacuum or even in the thick of a massive enemy 
  overrun. Only the dramatic expense and the higher-than-average injury rate 
  for warriors using this system have prevented its wider use, though a hand-
  ful of recent designs have taken to this revolutionary egress system.
  introduced: 3025 (Capellan Confederation)
  An effort by the Capellan Confederation to replicate the lost capabilities 
  of the Star League-era Beagle Active Probe and Guardian ECM suite, the 
  basic electronic warfare equipment package debuted on their RVN-1X 
  Raven BattleMech in 3025. The technology was a landmark in Succession 
  Wars-era development but is largely overlooked today because of the recov-
  ery twenty years later of the lighter, more compact and more effective Star 
  League systems it crudely aped.
  ElEctronic WarfarE (EW) EquipmEnt
  
  311
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, DS
  tech Base (Ratings): Inner Sphere (D/X-F-E)
  game Rules: The basic EW Equipment system is a one-piece combination that performs the functions of an Inner Sphere Beagle Active Probe and 
  Guardian ECM Suite (see pp. 129 and 134, TW). However, the effective range of this combined system is only 3 hexes (for both effects).
  Units with multiple active probes and ECM suites of any type may use only one probe and/or ECM at a time in game play. In standard game play, 
  fighters, Small Craft, DropShips and other airborne units may only use probes and ECM suites when interacting with ground units, or in accordance with 
  the advanced rules for aerospace combat covered in Strategic Operations.
  ELEctronic WArfArE (EW) EquiPmEnt
  i
  Rules Level: Advanced
  Available to: CI
  tech Base (Ratings): Both (ratings as appropriate TechManual Weapon; see pp. 290-291 and 341-343, TM)
  game Rules: Only motorized conventional infantry platoons or mechanized conventional infantry platoons with a Wheeled or Tracked motive type 
  may be equipped with Field Guns. Each Field Gun requires a number of troopers equal to its weight in tonnage to operate, and is considered destroyed 
  if the platoon’s number of troops is reduced below its crew needs. If a Field Gun-equipped platoon has multiple Field Guns, it may only operate as many 
  Field Guns as it can fully man. Each Field Gun in a platoon receives 1 ton of ammunition, which must be tracked during game play. Once a Field Gun is 
  considered destroyed, the infantry unit can move and fire as a normal infantry unit per its type.
  Field Guns attack using the range, damage and any applicable modifiers (including those of the weapon class) as their vehicle-mounted counter-
  parts, but they may not be fired in the same turn that the platoon has moved or delivered any attack using its own infantry weapons. Furthermore, in 
  any turn where the Field Guns are to be fired, the controlling player must designate a weapon facing (treated like a vehicular turret arc; see pp. 105-106, 
  TW). A platoon with multiple Field Guns may fire all such weapons separately—and at multiple targets, if desired (no Secondary Target modifiers apply 
  to these attacks, as each weapon fires with its own crew)—but all attacks must be made against targets in the same firing arc.
  Ultra and Rotary Autocannon Field Guns are immune to jamming or fire control failure effects, and LB-X Autocannon Field Guns must always use 
  cluster munitions. Gauss-based Field Guns are immune to weapon explosion effects.
  fiELd GunS
  i
  Rules Level: Advanced
  Available to: CI
  tech Base (Ratings): Both (ratings as appropriate Artillery Weapon; see p. 284)
  game Rules: Only motorized conventional infantry platoons or mechanized conventional infantry platoons with a Wheeled or Tracked motive type 
  may be equipped with a single Field Artillery weapon or Artillery Cannon (per platoon). This weapon requires a number of troopers equal to its weight 
  in tonnage to operate, and is considered destroyed if the platoon’s number of troops is reduced below its crew needs. A Field Artillery weapon receives 
  1 ton of ammunition, which must be tracked during game play.
  Units with Field Artillery (regardless of motive type) are treated as motorized infantry with 1 MP, and must spend MP to change the weapon’s facing, 
  just like a vehicle. The facing of a Field Artillery weapon is treated the same as a vehicular turret arc (see pp. 105-106, TW).
  Field Artillery weapons attack using the range, damage and any applicable modifiers (including those of the weapon class) as their vehicle-mounted 
  counterparts, but they may not be fired in the same turn that the firing platoon has moved or delivered any attack using its own infantry weapons. 
  Furthermore, in any turn where the Field Artillery is to be fired, its attack must be made into the weapon’s appropriate firing arc.
  fiELd ArtiLLEry
  i
  fiELd GunS
  introduced: Pre-spaceflight
  Field guns are more easily moved than field artillery, but are easily de-
  stroyed because they are highly exposed.
  fiELd ArtiLLEry
  introduced: circa 2200 (Terran Alliance)
  Field artillery is harder to move than the smaller field guns, making them 
  prone to swift destruction. For this reason, field artillery units rarely operate 
  directly on the front lines.
  Field guns and field artillery are essentially unmounted vehicular-scale 
  ballistic and artillery weapons that can be towed into battle by motorized 
  (and some mechanized) conventional infantry platoons. Far larger than 
  standard support weapons, they provide substantial firepower, but are 
  heavy, crew-intensive and can slow down a platoon immensely in battle.
  fiEld guns/fiEld artillEry
  
  flamers: ER and Heavy Flamers maybe mounted on any of the listed units in accordance with standard construction rules. ER Flamers, however, cannot be mounted 
  on units that do not use a fusion power source.
  flight deck/helipad: Flight Decks may only be mounted on Large Naval Support Vehicles and Mobile Structures. Each Flight Deck reduces the number of turrets 
  such units can mount by 3. Large Naval Support Vehicles smaller than a Template C in size cannot mount Flight Decks, while Template C and larger sizes can carry 
  1 Flight Deck for every 3 hexes of vessel length. Mobile Structures simply require 3 consecutive hexes in a line for each Flight Deck they mount.
  Helipads may only be mounted on Large Naval Support Vehicles or Mobile Structures. Each Helipad reduces the number of turrets such units can mount by 1. 
  fluid Gun: Fluid Guns may be mounted in accordance with the unit’s standard construction rules regarding weapons. Fluid Guns are considered ballistic weapons 
  and rely on ammunition, the effects of which can vary based on the chosen ammo type (see Flamer/Fluid Gun/Sprayer Ammunition, p. 360). Fluid Gun ammunition 
  must be purchased in full-ton lots and may not be mixed within a given ton. (If the ammo type is unspecified, presume that the Fluid Gun is using Water Ammo.) 
  improved heavy gauss Rifle: The Improved Heavy Gauss may only be mounted in the torso location of ’Mech units, or the non-turret locations on vehicles. 
  Fighters and other units may mount Improved Heavy Gauss Rifles in any location per their standard rules. A fusion or fission engine is required for any unit that is 
  to carry an Improved Heavy Gauss Rifle. 
  conStruction     
  ruLES
  Rules Level: Advanced
  Available to: PM, BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Both (D/X-X-E)
  game Rules: In game play, the ER Flamer operates as a fusion-based (non-vehicle) flamer. Against non-infantry targets, it delivers the same armor 
  damage as a standard flamer, but with only half the heat effects (rounded down, to a minimum of 1 heat point). Against conventional infantry, the ER 
  Flamer delivers only 2D6 burst-fire damage, rather than 4D6.
  EXtEndEd-rAnGE (Er) fLAmEr
  i
  Rules Level: Advanced
  Available to: PM, BM, IM, CV, SV, AF, CF, SC, DS, MS
  tech Base (Ratings): Both (C/X-X-E)
  game Rules: Based on the vehicular flamer, but with a higher-pressure, wide-angle muzzle, the Heavy Flamer has greater range and does more dam-
  age than the standard flamer, but may not be used in vacuum environments (including space). Against non-infantry units, the Heavy Flamer delivers 
  twice the damage and heat effects as a standard flamer. Against infantry units, the Heavy Flamer delivers 6D6 burst-fire damage, rather than 4D6. A 
  critical hit to the Heavy Flamer’s ammunition, however, causes 5 points of damage per unfired shot, reflecting the combination of the highly volatile 
  fuel mixture and the high pressure under which it is kept at all times.
  hEAVy fLAmEr
  i
  Long feared on the battlefield, flamers were often more psychologically 
  terrifying than tactically threatening because of their limited range and ef-
  fectiveness when used alone. With the return of advanced research and 
  development, even this humble weapon has evolved to ascend from its 
  anti-infantry niche to a potential staple of the modern battlefield.
  introduced: Pre-spaceflight
  Flight decks and helipads have been a staple of large blue-water naval 
  vessels since the dawn of air power in the early twentieth century. Designed 
  to conduct flight operations, a flight deck consists of a 120-meter deck area, 
  launching catapults, arresting mechanisms and lift platforms to raise and 
  lower units from the hangar bays to the deck. Similar in virtually every way, 
  helipads offer the same capabilities and features for VTOL-capable units 
  with a much smaller area, taking up only 30 meters of deck space.
  flamErs
  flight dEck/hElipad
  EXtEndEd-rAnGE (Er) fLAmEr
  introduced: 3067 (Clan Jade Falcon), 3070 (Federated Suns)
  First developed by the Clans, the fusion-based extended-range (ER) flamer 
  variation relies on improved magnetic coils and a narrower muzzle aperture 
  to achieve more focus and propulsion at the cost of damage and spread. 
  Though now commercially available to both the Inner Sphere and the Clans, 
  this weapon system has yet to find a home on standard vehicles or ’Mechs.
  hEAVy fLAmEr
  introduced: 3067 (Clan Jade Falcon), 3068 (Lyran Alliance)
  A heavier, fuel-based version of the flamer, the aptly named heavy flamer 
  provides more power and range through sheer brute force. Also recently 
  made available to both the Inner Sphere and Clans, heavy flamers have yet 
  to see widespread use, but their devastating anti-infantry effects are sure to 
  change that in the near future.
  
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   And equIpMent
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  record sheets
  Rules Level: Advanced
  Available to: SV, MS
  tech Base (Ratings): Both (B/A-A-A)
  game Rules: A single Flight Deck can launch or recover 1 aerospace unit up to 200 tons in weight per minute (6 turns in standard Classic BattleTech 
  game play), while a single Helipad requires the same amount of time to launch or recover 1 VTOL-capable aerospace unit weighing up to 200 tons in 
  weight. Any aerospace unit that must land and launch horizontally may land on and launch from a Flight Deck, even if it lacks VSTOL capability, thanks 
  to the arresting gear included in the deck’s construction. Only VTOLs and aerospace units up to 200 tons that are capable of vertical landings may land 
  on or launch from a Helipad.
  When an aerospace unit launches from a Flight Deck, the controlling player must make a Piloting or Control roll (as appropriate), using the rules for 
  launching fighters and Small Craft (see p. 86, TW). In the event of a failed launch roll, any damage is applied to the launching unit’s aft, rather than its 
  nose (to reflect the strain of the deck’s catapult launch systems). Landing on a Flight Deck uses the same rules for landing fighters and Small Craft (see p. 
  87, TW), but does not require the same runway length, as the deck incorporates arresting gear to “catch” a landing unit more quickly. If a landing roll fails, 
  the landing unit not only suffers the normal crash-landing damage described, but also inflicts damage on the flight deck-equipped unit as if it delivered 
  a successful ramming attack (see p. 241, TW). Use the facing from which the landing unit approached to determine the direction of this “attack.”
  VTOL-capable units may land per their standard rules on a Helipad or a Flight Deck, with damage from any failed Piloting or Control rolls resolved per 
  the same rules. As with Flight Deck landing failures, any crashes on a Helipad also inflict damage to the helipad-equipped unit. In this case, the damage 
  is equal to half the tonnage of the crashing unit (rounded up).
  If using advanced weather rules (see p. 57), additional modifiers and rules may apply to all launches and landings on Flight Decks or Helipads.
  Once landed on either a Flight Deck or a Helipad, an aerospace unit or VTOL is considered to be “on deck” as unprotected cargo for a minimum of 5 
  turns after its arrival (before flight deck elevators and the like can bring the unit into its bay), and must have its hex location and facing noted on the 
  unit’s template. Any attacks against the carrier unit that strike a hex with a unit on deck also inflict their full damage on the landed unit, resolved against 
  the landed unit’s appropriate facing relative to the attack. While a unit may have multiple Flight Decks or Helipads, each Flight Deck can accommodate 
  a maximum of 1 landed fixed-wing unit (including fighters and Small Craft) or 4 landed VTOLs at a time, while each Helipad can accommodate no more 
  than 1 VTOL or aerospace unit at a time.
  Submersible units equipped with Flight Decks or Helipads may not perform launching or landing operations while submerged.
  fLiGht dEck/hELiPAd
  i
  Rules Level: Advanced
  Available to: BM, IM, CV, SV, AF, CF, SC, DS, MS
  tech Base (Ratings): Both (B/B-B-B)
  game Rules: Similar to a Flamer, the Fluid Gun is a flexible short-range weapon that sprays liquid “ammunition” at its target, allowing for varied uses. 
  A single Fluid Gun may use multiple fluid “ammo” types (installed in 1-ton bins), but only one can be “fired” per turn. A critical hit to any Fluid Gun am-
  munition (except for water) produces a 2-point ammo explosion (regardless of the number of shots remaining), along with any special effects caused 
  by a single hit by that type of fluid gun ammunition in the affected location. (CASE II reduces the damage from a Fluid Gun ammo explosion to 1 point, 
  but does not negate the fluid gun ammo special effects.)
  Fluid Guns may not be fired underwater or in vacuum, nor can they target airborne units such as fighters, Small Craft, DropShips, VTOLs, or Airship, 
  Fixed-Wing and Satellite Support Vehicles.
  fLuid Gun
  i
  introduced: Pre-spaceflight
  Essentially a larger version of the commercial sprayer, the fluid gun is 
  an industrial-sized liquid dispenser “weapon” that has gradually expanded 
  its utility over the centuries. Now similar in overall design and range to a 
  vehicular flamer, the fluid gun is a flexible industrial tool (and short-range 
  weapon in some Solaran arenas) that can hose a target down with varying 
  types of liquid “ammunition.” However, it remains a highly uncommon sight 
  on the battlefield.
  With long reach, massive kinetic damage and low waste heat, Gauss 
  weapons are everything a warrior could want—but heavy. Military engi-
  neers across the Inner Sphere have used their ingenuity to add new twists 
  to Gauss weaponry, trying to expand on the one weapon system that nearly 
  parallels Clan technology.
  fluid gun
  gauss riflEs
  imProVEd hEAVy GAuSS rifLE
  R&d Start date: 3061 (Lyran Alliance)
  prototype design and production: 3065 (Lyran Alliance)
  At its debut, the heavy Gauss rifle became one of the most feared 
  weapons on the battlefield, but its sharp damage degradation led Lyran 
  engineers to an almost immediate effort to develop a more reliable weapon 
  system. Reworking the coils, the improved version promises a more con-
  sistent ballistic profile, but sacrifices weight efficiency and range to attain 
  these benefits.
  
  magShot Gauss rifle: The vehicular MagShot described here may be installed on any applicable unit in accordance with its standard weapon-mounting rules.
  Silver Bullet gauss Rifle: The Silver Bullet Gauss Rifle may be mounted in any available unit in accordance with its standard rules for mounting weapons. The Silver 
  Bullet Gauss Rifle does not count toward the tonnage and size of any targeting computer the unit may install. 
  Grav deck: Grav decks vary broadly in size. JumpShips and WarShips may mount grav decks as large as 250 meters in diameter, while space stations may mount 
  decks up to 1,500 meters in diameter. (Ground based grav decks, used on large asteroids, may be even larger, but their construction is beyond the scope of these 
  rules.) The weight of a grav deck varies with its size; decks under 100 meters in diameter weigh 50 tons, while decks 100 to 250 meters in diameter weigh 100 tons, 
  and decks over 250 meters to 1,000 meters in diameter weigh 500 tons each. A given unit may mount up to 3 grav decks, plus 1 additional deck for every 100,000 
  tons of total weight (or fraction thereof). As non-weapon items, grav decks require no assigned location when installed. Full rules on constructing the units that 
  use these items will appear in Strategic Operations.
  Grenade Launchers, Vehicular (VGL): VGLs may be mounted on any location on a Combat Vehicle, Support Vehicle, Fighter, Small Craft or DropShip in accordance 
  with the unit’s standard weapon-mounting rules (except for the Rotor location on VTOLs). VGLs mounted on ProtoMechs, Combat Vehicles, Support Vehicles, and 
  Conventional Fighters are treated as ballistic weapons, and so do not require heat sinks.
  ’Mech- and ProtoMech mounted VGLs may only be placed in torso locations, but must also designate their hexside facing (side torso VGLs may fire into front, 
  rear, front-side or rear-side arcs; center torso or ProtoMech-mounted VGLs may only fire front or rear). 
  handheld Weapons: Only a heavy (vehicular-class) weapon may be constructed as a Handheld Weapon; no items described as “Other Equipment” on the weapon 
  tables (except for Artemis and TAG systems) may be incorporated into a Handheld Weapon design. The total weight of a Handheld Weapon equals the weight of 
  the weapon(s) placed in the handheld mount, plus the number of any standard (single) heat sinks required to fire the weapon(s) at full capacity and the weight 
  of any ammunition required. Ammunition for Handheld Weapons may be added on a per-shot basis, with each shot’s weight in tons determined by dividing 1  
  by the number of shots the weapon normally carries per ton (round the total number of shots assigned to the weapon up to the nearest half ton). Note that Handheld 
  Weapons only require heat sinks for energy-based weapon(s); ballistic and missile weapons require no heat sinks to fire when placed in a Handheld Weapon mount.
  A Handheld Weapon may also add armor to its construction, at a cost of 1 ton for every 16 points of armor protection (Handheld Weapons may use only 
  Standard Armor). 
  When constructing a unit, no tonnage or critical space is required to mount a Handheld Weapon, as the weapon is considered self-contained and separate. 
  However, if a unit is intended to carry Handheld Weapons, it must incorporate two full sets of arm actuators, including hand actuators.
  conStruction     
  ruLES
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (E/X-X-F)
  game Rules: The Improved Heavy Gauss Rifle uses the same rules to mount, move with and fire as the standard Heavy Gauss Rifle (see p. 136, TW), 
  but does not suffer the variable damage effects over range. Furthermore, a critical hit to the Improved Heavy Gauss Rifle results in a 30-point internal 
  explosion, but otherwise follows the rules for an exploding Heavy Gauss Rifle.
  imProVEd hEAVy GAuSS rifLE
  i
  Rules Level: Advanced
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (E/X-X-D)
  game Rules: The MagShot functions as a normal, direct-fire ballistic weapon. As with standard Gauss Rifles (see p. 135, TW), critical hits to a MagShot 
  result in a 3-point internal explosion, but hits to the weapon’s ammunition slots simply render the ammo bin useless.
  The Magshot can be linked to a targeting computer.
  mAGShot GAuSS rifLE
  i
  mAGShot GAuSS rifLE
  introduced: 3072 (Federated Suns)
  Derived from the battle armor-scale variation that debuted on the Feder-
  ated Suns’ Infiltrator Mk. II battlesuit, a larger version of the MagShot has 
  since been produced for use on other units.
  SiLVEr BuLLEt GAuSS rifLE
  R&d Start date: 3050 (Federated Commonwealth)
  prototype design and production: 3051 (Federated Commonwealth)
  The NAIS, hoping to combine the cluster effect of the LB-X class autocan-
  non with the heavy punch, low-heat, and substantial range of Gauss rifle, 
  initially attempted to develop a Gauss Rifle capable of delivering alterna-
  tive “splintering” slug types. Unfortunately, the project was too starved for 
  funds to develop consistently effective flexible ammo-feed mechanisms 
  for the standard Gauss Rifle. Nor were efforts ever completed to adapt pre-
  fragmented rounds to a conventional Gauss Rifle’s barrel or ammo feed. But 
  while this approach met the solicitation requirements to duplicate the LB-X 
  class cluster munitions, the over-specialized Silver Bullet Gauss Rifle and its 
  ammunition proved unattractive to the AFFC, and the project was scrapped.
  
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   And equIpMent
  Index
  record sheets
  Rules Level: Advanced
  Available to: JS, SS, WS
  tech Base (Ratings): Both (B/C-C-C)
  game Rules: Grav decks have no direct impact in standard gameplay, but can offset many of the debilitating effects of long-term life in microgravity 
  that can crop up during campaign operations. Such effects are beyond the scope of this book and will be covered in later rulebooks.
  GrAV dEck
  i
  Rules Level: Advanced
  Available to: BM, IM, PM, CV, SV, AF, CF, SC, DS, MS
  tech Base (Ratings): Both (C/D-E-F)
  game Rules: Vehicular Grenade Launchers (VGLs) are one-shot launchers that, when fired, automatically deliver their damage effects to all units in 
  the 3 adjacent hexes of their firing arc. Even though they are one-shot weapons, with ammunition included in their weapon slots, critical hits to a VGL 
  do not result in an ammunition explosion. No to-hit roll is required to use a VGL mounted on a ground-based unit or landed aerospace unit; all targets 
  in the affected hexes suffer the same effects.
  VGLs cannot be fired while submerged.
  Aerospace-mounted VGLs may not be employed in space combat, but VGLs mounted on airborne units (including VTOLs, WiGEs, Airships, Fixed-Wing 
  Support Vehicles and aerospace units) can use these weapons to deliver a single bombing attack against a single target hex in their line of flight. Such 
  an attack affects only one hex, and must be rolled for as a standard Bombing attack (see pp. 245-247, TW).
  GrEnAdE LAunchErS, VEhicuLAr (VGL)
  i
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (D/X-X-F)
  game Rules: The Silver Bullet Gauss Rifle operates under the same rules as an LB-X Autocannon using cluster munitions (using the 15 column of the 
  Cluster Hits Table), including the ability to be used as a flak weapon (see p. 114, TW) and the inability to make use of a targeting computer. Unlike LB-X 
  Autocannons, Silver Bullet Gauss rifles may not fire solid slug rounds.
  Critical hits to a Silver Bullet Gauss Rifle result in a 20-point internal explosion in the same manner as an exploding standard Gauss Rifle (see p. 135, 
  TW), while hits to the Silver Bullet’s ammunition bins simply render the affected bins useless.
  SiLVEr BuLLEt GAuSS rifLE
  i
  introduced: Early spaceflight
  An amenity created to support long-term living conditions in micrograv-
  ity (such as on fixed space stations or JumpShips), grav decks are large, 
  structural rings which rotate fast enough to create an approximation of 
  gravity through centrifugal force, allowing for normal activities with few of 
  the distractions produced by a free-floating environment. Most grav decks 
  produce an equivalent force around one-quarter to one-half Gee to avoid 
  nauseating effects, but larger, faster-spinning grav decks do exist that can 
  produce almost terrestrial gravity with relative comfort for the occupants.
  introduced: Pre-spaceflight
  As a weapon system, vehicle-mounted grenade launchers (VGLs) lost 
  their popularity with the advent of the BattleMech, which could generally 
  shrug off the blasts of an entire platoon’s worth of grenades. Nevertheless, as 
  a defensive armament or anti-infantry weapon, VGLs have lingered through 
  the centuries, occasionally appearing on modern units in a one-off fashion.
  grav dEck
  grEnadE launchErs, vEhicular (vgl)
  R&d Start date: 3050 (Federated Commonwealth)
  prototype design and production: 3055 (Federated Commonwealth)
  On today’s battlefield, the term “handheld weapons” commonly refers 
  not to the armaments carried by infantry, but heavy-class weapons built 
  on pistol or rifle-like “handhold” mounts to be used by ’Mech-scaled hands. 
  While the most recent efforts to perfect this technology occurred in the 
  wake of the Clan invasion, when FedCom researchers tested pistol-style 
  handheld weapon mounts, it was the Terran Hegemony’s earliest efforts to 
  design such weapons for ’Mechs like the Griffin and the Phoenix Hawk that 
  truly saw the first attempts at a universal, portable weapon mount.
  Unfortunately, this oft-repeated project never progressed beyond the testing 
  stage, largely because of weight and bulk issues from the weapons’ design, as well 
  as the utter lack of adequate safeguards to prevent hostile units from “stealing” 
  such weapons in mid-battle and turning them on their users. More often than 
  not, in fact, engineers through the ages have settled for hard-mounting their 
  “handheld weapons” to the BattleMechs’ framework, retaining only the visual 
  appearance of such giant pistols and rifles, rather than a truly modular mount.
  handhEld WEapons
  
  heat Sinks: Compact Heat Sinks are added and allocated to BattleMechs in accordance with the standard ’Mech construction rules regarding heat sinks (see pp. 
  53-54, TM). However, Compact Heat Sinks are small enough to fit up to 2 sinks in a single critical slot, rather than just 1. A ’Mech using Compact Heat Sinks also 
  doubles the number of heat sinks that need not be allocated to its critical hits table (see p. 53, TM). The number of compact sinks assigned to a given slot beyond 
  these “critical-free” sinks must be noted on the unit’s record sheet.
  Laser Heat Sinks may be mounted on any Clan BattleMech in accordance with the standard ’Mech construction rules regarding heat sinks. Laser Heat Sinks are 
  treated as Clan Double Heat Sinks in every way (including tonnage, heat capacity and critical slot space), but cannot be mixed with standard Double Heat Sinks on 
  the same chassis or mounted on non-BattleMech units. 
  conStruction     
  ruLES
  Rules Level: Experimental
  Available to: BM, IM, PM
  tech Base (Ratings): Both (D/E-E-F)
  game Rules: Handheld Weapons may only be picked up and used by ProtoMech and ’Mech units possessing two functioning hand actuators. Critical 
  hits to a unit’s hand actuators force it to drop a Handheld Weapon during the turn’s End Phase (or prevent the unit from picking up such a weapon to 
  begin with). However, critical hits to any other arm actuators only add the (cumulative) penalties for making attacks with actuator damage.
  Per the ’Mech Lifting Capabilities rule, a ProtoMech or ’Mech unit may only carry a single Handheld Weapon that weighs up to 10 percent of the 
  unit’s own total weight (20 percent, if the unit mounts operating Triple-Strength Myomer). However, doing so makes it impossible to make any physical 
  attacks beyond a charge, Death From Above or kick—or to use any weapons mounted in the unit’s arms, torso or Main Gun locations.
  When used to attack, a Handheld Weapon may only be fired on one target per turn, even if the handheld mount carries multiple individual weapons 
  (such as a handheld mount with 2 medium lasers in it). Because the weapon is self-contained, it will not generate heat, nor can it draw on the unit’s 
  on-board ammunition supplies or take advantage of targeting computer and other electronic enhancements installed within the firing unit’s chassis.
  If a unit using a Handheld Weapon takes a hit to either arm location, the attacker must roll 1D6. On a result of 6, the Handheld Weapon takes the 
  damage instead, and is destroyed if it sustains more damage from the hit than it has armor points.
  Handheld Weapons may be picked up or dropped during the End Phase of any turn. Units with functioning hand actuators may only pick up a 
  Handheld Weapon in their own hex. Dropping a Handheld Weapon leaves the weapon in the hex where the unit is currently standing. If a unit carrying 
  a Handheld Weapon falls, it must make an additional Piloting Skill roll to avoid accidentally dropping the weapon, applying any arm actuator damage 
  modifiers in addition to any other applicable Piloting modifiers. A weapon dropped intentionally or otherwise may not be picked up again until the 
  End Phase of the following and subsequent turns.
  A dropped Handheld Weapon’s location must be noted on the map. Dropped weapons may be targeted for weapon attacks by other units. Such 
  attacks are made at a +1 to-hit modifier, but also apply the –4 immobile target modifier.
  Rules Level: Experimental
  Available to: BM
  tech Base (Ratings): Inner Sphere (E/X-X-F)
  game Rules: Compact Heat Sinks function in the same manner as standard heat sinks for all units capable of carrying them. However, if a ’Mech should 
  suffer a critical hit to a slot that contains 2 Compact Heat Sinks, both sinks are destroyed by the hit.
  hAndhELd WEAPonS
  comPAct hEAt SinkS
  i
  i
  comPAct hEAt SinkS
  R&d Start date: 3056 (Federated Commonwealth)
  prototype design and production: 3058 (Federated Commonwealth)
  Inner Sphere researchers devised compact heat sink technology as a 
  means of recovering the internal space lost by bulky systems like endo-steel 
  internal structure or massive Gauss rifles. Unfortunately, in order to provide 
  the increased internal space, the resulting smaller heat sinks used denser 
  materials and thus grew heavier than their standard counterparts.
  LASEr hEAt SinkS
  introduced: 3051 (Clan Jade Falcon)
  The bane of misinformed Inner Sphere physics professors, Clan “laser heat 
  sinks” seemingly violate the laws of thermodynamics by efficiently converting 
  diffuse heat into concentrated laser light that is then ported out of the unit. 
  The overlooked aspect of laser heat sinks is that they are not powered by the 
  heat they are removing (which would be thermodynamically impossible), 
  but by a separate power source (either the unit’s engine or emergency bat-
  teries in the heat sink). This exotic refrigeration system is somewhat heavier 
  than those of conventional heat sinks, but the elimination of traditional heat 
  sink radiators and large reservoirs of caustic or flammable coolants allows 
  laser heat sinks to match traditional Clan double heat sinks in performance.
  One disadvantage of the system is that laser heat sinks function as a 
  “’Kick Me’ sign” during combat in darkness because of the bright light emit-
  ted from the heat sink ports.
  Advanced heat distribution systems have long diminished the vicious 
  cycle of waste heat accumulated by combat units and the energy required 
  to contain the waste’s effects, but there has always been room for improve-
  ment. While double heat sinks are more efficient, they are space-consuming. 
  Various innovations hope to fill the needs that still linger between double 
  and regular heat sinks.
  hEat sinks
  
  conventionAl inFAntry Armor tABle
  Infantry Armor Type
  Damage 
  Divisor*
  Tech 
  (Rating)
  Availability
  Introduced 
  (Date)
  Cost  
  (C-bills, each)
  Ablative, Standard
  1E
  Both (D)
  A-B-A
  2300
  1,000
  Ablative, Concealed
  1
  IS (E)
  E-D-B
  2400
  1,500
  Ablative/Flak, Standard
  1
  Both (D)
  B-C-B
  2305
  800
  Ablative/Flak, Concealed
  1
  IS (E)
  F-D-C
  2400
  1,400
  Ballistic Plate, Standard
  2E
  Both (D)
  C-C-C
  2310
  1,600
  Ballistic Plate, Concealed
  1
  IS (E)
  X-F-D
  2820
  2,880
  Clothing, Fatigues/Civilian/Non-Armored
  1
  Both (A)
  A-A-A
  PS
  25
  Clothing, Leather/Synthetic Hide
  1
  Both (A)
  A-A-A
  PS
  100
  Clothing, Light (e.g. Summer Wear/None)
  0.5
  Both (A)
  A-A-A
  PS
  15
  Engineering Suit
  1E**
  Both (D)
  D-D-D
  2350
  7,500
  Environment Suit, Light
  1E**
  Both (C)
  B-B-B
  2200
  200
  Environment Suit, Hostile
  2E**
  Both (D)
  C-C-C
  2300
  10,000
  Environment Suit, Marine
  2**
  Both (D)
  C-D-D
  2325
  15,000
  Flak, Standard
  1
  Both (C)
  A-A-A
  2200
  150
  Flak, Concealed
  1
  IS (D)
  D-C-B
  2230
  225
  Heatsuit
  1
  Both (D)
  C-C-C
  2355
  100
  MechWarrior Combat Suit
  1
  Both (E)
  D-F-E
  2500
  20,000
  MechWarrior Cooling Suit
  1
  Both (E)
  D-F-E
  2790
  500
  MechWarrior Cooling Vest (Only)
  0.5
  Both (D)
  C-C-C
  2460
  200
  Myomer, Suit
  2E
  IS (E)
  X-X-E
  3047
  5,800
  conStruction     
  ruLES
  317
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  AdvAnced  
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   And equIpMent
  Index
  record sheets
  Rules Level: Advanced
  Available to: CI
  tech Base (Ratings): Both (Variable)
  game Rules: The Conventional Infantry Armor Table roughly outlines the range of armor types available to conventional infantry. Each armor type has 
  a Damage Divisor, a value that any damage delivered must be divided by before it can be applied to the platoon (including damage determined by dice 
  rolls, such as Burst Fire or Cluster Weapons). This damage is rounded up to the nearest full point before it is applied against the platoon. (For example, if 
  a platoon using Lyran Field Infantry Armor Kits—with a Damage Divisor of 2—is attacked by an LB 20-X AC, the damage to the platoon is computed as 
  if the platoon suffered an 11-point hit [(20 + 1) ÷ 2 = 10.5, round up to 11]; if the same platoon were hit by a machine gun—a 4D6 Burst-Fire weapon 
  that rolls up 17 damage points—the armor reduces the damage to 9 points [17 ÷ 2 = 8.5, round up to 9].)
  In addition, some Infantry Armor may be encumbering or offer stealth modifiers in battle. Encumbering armor is noted with an “E” beside its divisor 
  value and prevents the platoon from engaging in anti-’Mech attacks (in addition to slowing the platoon down, per the construction rules below). 
  Stealth armor provides additional benefits that may include a Camo To-Hit Modifier (the modifier to attacks—effective against all attackers—against 
  a platoon based on the number of hexes it moved in the round), an IR To-Hit modifier (applied to non-infantry attacks against the platoon based on its 
  range from the Attacker, in addition to standard range modifiers) and ECM Effects (that determine whether or not the platoon can avoid being spotted 
  by non-infantry units with an Active Probe, Light Active Probe or similar systems when using Hidden Unit rules; see p. 134, TW).
  To be effective, all troopers in a platoon must carry the same type of armor to gain its effects. Multiple armor types cannot be combined in the same 
  infantry unit.
  infAntry Armor
  Rules Level: Advanced
  Available to: BM
  tech Base (Ratings): Clan (F/X-X-E)
  game Rules: Laser Heat Sinks function as standard Double Heat Sinks, but the reduction in hot coolant inside the ’Mech reduces the chance of ammuni-
  tion explosions due to heat, translating to a +1 bonus on rolls to avoid heat-induced ammunition explosions. If the ’Mech takes any action in a turn that 
  generates heat (movement, firing weapons and so on), the night combat or dusk modifier for shots against it is reduced by 1, whether or not the heat is 
  dissipated by the sinks. If the ’Mech’s overheats at all (its heat scale rises above 0), night or dusk modifiers no longer apply to any attacks against the unit.
  LASEr hEAt SinkS
  i
  i
  introduced: Various
  A wide range of personal armor is available to today’s conventional infan-
  tryman. While still not much of a match for heavy weapons, the protection 
  afforded by personal armor can drastically improve a platoon’s chances 
  against anti-infantry weaponry. Moreover, some armor even offers the ad-
  ditional protection of stealth capabilities.
  infantry armor
  
  Infantry Armor Type
  Damage 
  Divisor*
  Tech 
  (Rating)
  Availability
  Introduced 
  (Date)
  Cost  
  (C-bills, each)
  Myomer, Vest
  2
  IS (E)
  X-X-E
  3045
  1,800
  Parka
  1
  Both (C)
  A-A-A
  PS
  50
  Neo-Chainmail
  1
  IS (D)
  X-X-C
  3065
  920
  Snowsuit
  1E
  Both (C)
  A-A-A
  PS
  70
  Spacesuit
  1E**
  Both (C)
  B-B-B
  ES
  5,000
  Spacesuit, Combat
  1E**
  Both (D)
  C-D-E
  2200
  7,000
  Faction Armor Kits:
  Capellan Confederation
  1
  IS (C)
  B-B-B
  3050
  450
  Clan (All)
  2
  Clan (E)
  X-E-E
  2900
  5,560
  ComStar
  2
  IS (F)
  X-F-D
  2830
  4,280
  Draconis Combine
  1
  IS (C)
  B-B-B
  2625
  360
  Federated Suns
  1
  IS (C)
  B-B-B
  2330
  750
  Federated Suns/Commonwealth (3030+)
  2
  IS (C)
  X-D-B
  3030
  1,040
  Federated Suns (3067+)
  2E
  IS (D)
  X-X-D
  3067
  2,080
  Free Rasalhague Republic
  1
  IS (C)
  X-X-B
  3040
  360
  Free Worlds League
  1
  IS (C)
  B-B-B
  2290
  950
  Free Worlds League (3035+)
  2E
  IS (C)
  X-E-B
  3035
  1,830
  Lyran Alliance/Commonwealth
  1
  IS (C)
  B-B-B
  2425
  650
  Lyran Alliance (3060+)
  2
  IS (C)
  X-D-B
  3060
  730
  Magistracy of Canopus
  1
  IS (C)
  B-B-B
  2610
  400
  Marian Hegemony
  2
  IS (C)
  B-B-B
  3049
  1,580
  Taurian Concordat/Calderon
  1
  IS (C)
  B-B-B
  3047
  370
  Word of Blake
  2
  IS (F)
  X-X-D
  3055
  4,300
  Other Periphery/Generic
  1
  Both (C)
  B-B-B
  ES
  330
  Sneak Suits
  DEST Infiltration Suit
  1†
  IS (D)
  X-E-E
  2840
  50,000
  Sneak Suit (One system)
  1†
  Both (D)
  C-C-C
  2450
  7,000
  Sneak Suit (Two systems)
  1†
  Both (D)
  D-D-D
  2460
  21,000
  Sneak Suit (Three systems)
  1†
  Both (D)
  D-E-E
  2475
  28,000
  *Armor types designated with an “E” are encumbering: –1 MP to platoon; may not execute anti-’Mech attacks.
  **Infantry wearing these armor types may operate in vacuum.
  †See Infantry Stealth Modifiers Table for additional game play effects; for Sneak Suits, each different Sneak armor type counts as one “system,” 
  with all stealth modifiers applied cumulatively. For non-infantry attackers, the modifiers from both the Camo and IR columns on that table 
  are cumulative.
  inFAntry SteAlth modiFierS tABle
  Stealth Armor Type
  Camo To-Hit Modifier (0/1/2/3/4+ MPs)*
  IR To-Hit Modifier (Short/Med/Long)**
  ECM Effect**
  DEST Infiltration Suit
  +1/0/0/0/0
  +1/+1/+2
  None
  Sneak, Camo
  +3/+2/+1/0/0
  0/0/0
  None
  Sneak, IR
  0/0/0/0/0
  +1/+1/+2
  None
  Sneak, ECM
  0/0/0/0/0
  0/0/0
  Invisible to Standard/Light Active Probes
  *This modifier affects all Attacker to-hits against the stealth unit.
  **This modifier affects non-infantry Attacker to-hits against the stealth unit; infantry Attackers ignore these effects.
  infantry Armor: A conventional infantry platoon equipped with Infantry Armor must select one type of armor for the entire platoon. Armor types designated as 
  encumbering (with an “E” beside the Damage Divisor) reduce the platoon’s mobility by 1 MP (to a minimum of 1 MP per turn), and prohibit the unit from making 
  anti-’Mech Leg and Swarm attacks. This mobility restriction is cumulative with modifiers caused by carrying 2 Support Weapons per squad.
  Landing deck: A Landing Deck takes up a minimum surface area of 7 hexes (including a central hex and all hexes adjacent to it), and may only be mounted on the 
  top of a Mobile Structure (though the weight of its supports counts against the Mobile Structure’s internal tonnage capacity). Landing decks may be built larger, 
  but only by expanding outward from the center hex by 1 hex (to a maximum radius of 3 hexes from the center), and preclude the use of turrets in all hexes the 
  deck occupies. A single Mobile Structure can mount only one Landing Deck. Landing Decks distribute their tonnage across their surface area, so each hex of a 
  Landing Deck weighs the same, regardless of the deck’s total size.
  conStruction     
  ruLES
  conventionAl inFAntry Armor tABle (cont.)
  
  Lasers: The advanced laser weapons described above may be mounted in accordance with the appropriate unit’s standard construction rules for mounting weapons, 
  with the following modifications for specific instances:
  Bombast Lasers: Non-heat scale units mounting Bombast Lasers must have sufficient heat sink capacity to handle the largest Bombast Laser discharge (that is,  
  12 points).
  chemical Lasers: When mounted on ProtoMechs, vehicles or conventional fighters, Chemical Lasers are treated as ballistic weapons rather than energy weapons, 
  and therefore do not require power amplifiers or heat sinks on such units. Chemical Laser ammunition must be installed in full-ton lots for all units except 
  ProtoMechs. When mounting Chemical Lasers on ProtoMechs, ammunition may be purchased at a per-shot rate (determined by dividing 1,000 by the number of 
  shots per ton and rounding up to the nearest kilogram).
  X-Pulse Lasers: Non-heat scale units mounting X-Pulse Lasers must also mount sufficient heat sinks to deal with the weapon’s increased heat.
  Laser Anti-missile System: The laser anti-missile system follows the standard rules for installing weapons and equipment. The system is considered an energy 
  weapon for purposes of determining the heat sink and power amplifier requirements of units that do not use a heat scale (such as non-fusion powered vehicles 
  and fighters).
  conStruction     
  ruLES
  319
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Rules Level: Advanced
  Available to: MS
  tech Base (Ratings): Both (B/C-C-C)
  game Rules: A DropShip-scale extension of the conventional flight deck or helipad, landing decks are massive, multi-hex structures of reinforced, 
  heat-dissipating alloys and ferrocrete intended to handle the massive load of a grounded DropShip and—if possible—its launching blast. So large they 
  may only be carried on the rooftop surface of a Mobile Structure, they feature built-in restraining gear, fold-up blasting deflectors, and even personnel/
  cargo elevators used to load and offload cargo into their supported units. A single landing deck can support a total weight equal to 1,000 tons per hex, 
  and does not lose that capacity unless the supporting Mobile Structure suffers the loss of a third (or more) of its total hexes in size.
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (D/X-E-E)
  game Rules: The Binary Laser (Blazer) Cannon functions as a standard laser weapon in game play. Though it’s technically a twin-barrel laser, hits from 
  a Binary Laser (Blazer) Cannon are resolved as a single hit in gameplay when determining location and critical checks. A unit firing a Binary Laser (Blazer) 
  Cannon may not opt to fire one barrel and not the other.
  LAndinG dEck
  BinAry LASEr (BLAzEr) cAnnon
  i
  i
  introduced: Early Spaceflight
  In essence, a Landing Deck is a broader and more heavily reinforced 
  variation on the on the basic flight deck, built to support the launch, land-
  ing, and overland transportation of larger space vehicles. Today’s landing 
  decks, primarily built to accommodate DropShips, are rare beasts. Featur-
  ing specialized lifting mechanisms, heavy tilt-platform elevator systems, 
  and other components, they can hoist vessels that have landed in special 
  prepared sections of modern spaceports for transport to other landing 
  pads, maintenance shelters, or even facilitate a blastoff from the transport 
  vehicle itself.
  The workhorses of modern energy weapons, lasers have been on human-
  kind’s battlefields for over a millennium. Evolved to encompass a range of 
  sizes, they have capabilities ranging from the far-reaching ER variety and 
  rapid-cycling pulse types to devastating heavy class lasers. Spurred on by 
  the latest waves of unrelenting war, engineers in the Inner Sphere and the 
  Clans have continued to refine laser technology, introducing newer and 
  more exotic variations.
  landing dEck
  lasErs
  BinAry LASEr (BLAzEr) cAnnon
  R&d Start date: 2801 (Lyran Commonwealth)
  prototype design and production: 2812 (Free Worlds League)
  A scale-up of the infantry Blazer Rifle concept, the Binary Laser (Blazer) 
  Cannon is essentially two large laser cores combined with some redundant 
  components removed. Though researched and prototyped several times 
  (and by several states) during the Succession Wars, the resulting weapon 
  was more akin to an “extra-large” laser than two arrayed lasers, with a heat 
  load that stymied the weapon’s use and prevented its production debut. 
  Ironically, despite the return of double heat sink technology, the Blazer 
  has remained an experimental weapon thanks to other more effective and 
  economical energy weapon developments, like the heavy PPC. Though cur-
  rently being re-examined by several Inner Sphere laser manufacturers, the 
  Blazer has yet to reach widespread production.
  
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (E/X-X-E)
  game Rules: The Bombast Laser may select the level of damage it inflicts, from 7 to 12 points, but suffers an additional to-hit modifier equal to half of 
  the desired damage value minus 7 (rounded up), reflecting the fire-holding factor. (Thus, a Bombast Laser “dialed up” to its maximum damage potential 
  of 12 suffers an additional to-hit modifier of +3 [12 damage – 7 = 5; 5 ÷ 2 = 2.5, round up to 3].) The Bombast Laser’s heat is equal to the points of 
  damage selected that turn. Bombast Lasers may not be fired on secondary targets. In all other respects, Bombast Lasers function per standard direct-fire 
  energy weapon rules.
  Rules Level: Experimental
  Available to: BM, IM, PM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Clan (E/X-X-E)
  game Rules: The ammo for Chemical Lasers follows normal ammo explosion rules for critical hits and heat, inflicting damage equal to weapon times 
  the remaining shots in the ammo slot (affected by CASE or CASE II as normal). Although Chemical Lasers are technically energy weapons when fired, 
  because of their ammunition dependency, fighters equipped with these weapons may not use them in a strafing attack.
  Rules Level: Experimental
  Available to: BA, BM, IM, PM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Clan (F/X-X-E)
  game Rules: In game play, ER Pulse Lasers function in the same fashion as regular pulse lasers (and are compatible with targeting computers in the 
  same fashion), but receive a –1 to-hit modifier rather than –2.
  BomBASt LASEr
  chEmicAL LASErS
  Er PuLSE LASErS
  i
  i
  i
  BomBASt LASEr
  R&d Start date: 3061 (Lyran Alliance)
  prototype design and production: 3064 (Lyran Alliance)
  The bombast laser is meant to be the ultimate laser weapon without 
  growing to be the heaviest energy weapon. Unfortunately, weight reduc-
  tion efforts included sacrifices in the power supply, which left the bombast 
  laser as a slow-charging weapon. Rather than hobble the gunner with a 
  weapon that wasn’t ready to fire at a critical time, engineers modified the 
  weapon so that it could be triggered prematurely with whatever charge 
  it had built up. This allowed the bombast laser to be successfully (if not 
  entirely accurately) portrayed as a “flexible” weapon with a “dial-a-yield” 
  feature. In practice, the bombast laser is a distracting weapon for its user, as 
  its variable charging feature is difficult to manage in the middle of combat. 
  But its powerful damage potential and the showy effect of its pre-fire “glow” 
  (a side effect of the electrical buildup that grows the longer the weapon’s 
  fire is held) made it a favorite experimental weapon in the Solaris arenas 
  where it first saw testing.
  chEmicAL LASErS
  R&d Start date: 3057 (Clan Hell’s Horses)
  prototype design and production: 3059 (Clan Hell’s Horses)
  Chemical lasers were actually the first effective energy weapons able to 
  physically damage relatively robust targets, like solid-fueled missiles and 
  unarmored military vehicles. With the advent of economical fusion engines 
  and refinements in electrically powered lasing mechanisms, however, they 
  were quickly overtaken by a new generation of “fuel-free” laser weapons 
  that have become today’s standard.
  Seeking a more weight-economical alternative to vehicle-mounted la-
  sers (which often require power amplifiers on non-fusion units), Clan Hell’s 
  Horses recently returned to the chemical laser concept. Though reliance on 
  chemical “ammunition” (which remains as energetic and highly toxic as the 
  early laser versions) promises to reduce their endurance in combat, the re-
  sulting weapons may be mounted on non-fusion vehicles without requiring 
  power packs or heat sinks.
  Er PuLSE LASErS
  R&d Start date: 3053 (Clan Wolf)
  prototype design and production: 3057 (Clan Wolf)
  While under-funded Inner Sphere researchers charged the problem of 
  their short-ranged pulse lasers head-on with power increases (creating X-
  pulse lasers), Clan Wolf researchers labored under an attempt to mate the 
  best of Clan extended range and pulse technologies, which mostly ended 
  up combining some of the high-temperature features of ER optics and 
  up-rated power supplies to punch the beams out further. The result was a 
  suite of less accurate, longer-ranged pulse lasers. Curiously, these weapons 
  have yet to reach full-scale production, at least partly due to the summary 
  cancellation of the project when many of the original researchers departed 
  with Phelan’s Wolves during the Refusal War.
  
  321
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  rules Level: Experimental 
  Available to: BM, IM, PM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (ratings): Clan (F/X-X-F)
  Game rules: Improved Heavy Lasers do not suffer the usual +1 to-hit modifier associated with standard Heavy Lasers. In addition, when an Improved 
  Heavy Laser takes a critical hit, it explodes in the same manner as a Gauss Rifle (see p. 135, TW), but with a damage value equal to half the Improved 
  Heavy Laser’s damage. (For instance, an Improved Small Heavy Laser will explode for 3 points [6 damage ÷ 2 = 3], while an Improved Heavy Large Laser 
  will explode for 8 points [16 ÷ 2 = 8].)
  Rules Level: Advanced
  Available to: BA, BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (E/X-X-E)
  game Rules: In game play, Variable Pulse Lasers function as pulse lasers (and are compatible with targeting computers in the same fashion) in every 
  way, except that the to-hit modifier and damage value changes depending upon the range bracket. At short range, VSP Lasers receive a –3 to-hit 
  modifier and their maximum damage value, while at medium range, they receive a –2 to-hit modifier and reduced damage. At long range, a VSP Laser 
  has a –1 to-hit modifier and delivers its lowest potential damage to the target.
  Against conventional infantry, VSP Lasers are treated as direct-fire energy weapons, but add 1 point for attacking infantry at long range, 2 points 
  for medium range and 3 points for short. For example, a Large VSP Laser (damage 11/9/7) attacking infantry at short range would inflict 5 casualties 
  ([11 damage at short ÷ 10 = 1.1, round up to 2] + 3 for VSP short range = 5), while a Small VSP Laser hitting infantry at long range would strike only 2 
  troopers ([3 damage at long ÷ 10 = 0.3, round up to 1] + 1 for VSP long range = 2).
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (E/X-X-E)
  game Rules: In game play, X-Pulse Lasers function in the same manner as standard pulse lasers. Against conventional infantry, the Small X-Pulse Laser 
  delivers 2D6 burst-fire damage.
  imProVEd hEAVy LASErS
  VAriABLE SPEEd PuLSE (VSP) LASErS
  X-PuLSE LASErS
  i
  i
  i
  imProVEd hEAVy LASErS
  R&d Start date: 3066 (Clan Goliath Scorpion)
  prototype design and production: 3069 (Clan Goliath Scorpion)
  While the ER Pulse Laser project was apparently not well supported 
  among the Clans, the success of the Star Adders’ heavy laser spurred 
  many Clans to seek a remedy for that weapon’s targeting shortcomings. 
  Concerned about the sensor-disrupting and health-endangering radiation 
  emissions of these weapons, but unwilling to compromise on their sheer 
  destructive power, Clan engineers focused on the weakly shielded “plasma 
  lasing mechanism” that generated so much trouble.
  Though simpler solutions included additional shielding, Clan Goliath 
  Scorpion reportedly hit upon a more elegant solution meshing limited 
  shielding with a modified plasma lasing chemistry. The only drawback was 
  the more powerful capacitors needed to power these weapons, which are 
  prone to Gauss-like explosions if damaged in combat.
  VAriABLE SPEEd PuLSE (VSP) LASErS
  R&d Start date: 3066 (Free Worlds League/Word of Blake)
  prototype design and production: 3070 (Free Worlds League/Word of Blake)
  introduced: 3072 (Free Worlds League/Word of Blake)
  A variation of the pulse laser concept, the variable speed pulse laser (VSP 
  laser) uses a series of rotating lenses and electronic cut-offs. This system 
  enables the laser to track a target and alternate the speed with which it 
  generates its pulses, based on range to target. This effect allows the VSP a 
  greater range than a standard pulse laser, but at less damage potential and 
  less accuracy, while such damage and accuracy are conversely increased at 
  shorter ranges.
  X-PuLSE LASErS
  R&d Start date: 3055 (Federated Commonwealth)
  prototype design and production: 3057 (Federated Commonwealth)
  The X-Pulse Laser began as a FedCom-era experiment aimed at improv-
  ing the range of existing Inner Sphere-model pulse lasers without sacrificing 
  accuracy. The fracturing of the Federated Commonwealth derailed the 
  project for a while, but not before prototypes were in development that 
  effectively modified existing Spheroid pulse lasers to cycle faster and with 
  greater power. The results were weapons that gained reach while maintain-
  ing accuracy and damage, but suffered from a dramatic increase in waste 
  heat. X-Pulse Lasers were in pre-production trials on Solaris when the Jihad 
  erupted and the planet fell to the Word of Blake, and thus have yet to see 
  widespread use.
  
  Laser insulator: Laser insulators are limited to smaller units (200 tons and less) with distinct hit locations, and must always be placed in the same location as the 
  weapon they are insulating. Units that do not use BattleMech critical hit space treat insulators as part of the weapon itself. Laser Insulators may only be used in 
  conjunction with standard-scale laser types (including Chemical, ER, Improved Heavy, Heavy, Pulse, Standard and X-Pulse).
  Light Sail: Only Satellite Support Vehicles can mount a Light Sail. A Light Sail occupies 1 rear equipment slot on a satellite and masses 10 percent of the satellite’s 
  mass (rounded up to the nearest kilogram for Small-sized satellites or to the nearest ton for satellites 5 tons and over). 
  Lithium-fusion Battery: A Lithium-Fusion Battery weighs 1 percent of the total mass of the vessel being equipped with the battery, and is automatically considered 
  part of the vessel’s main body. Full rules on constructing the units that use these items will appear in Strategic Operations.
  mass driver: Mass Drivers can only be installed in WarShips and space stations, and the size of such units limits the size of the largest Mass Driver that may be 
  mounted (see the Mass Driver Vessel Limits Table below). A WarShip may mount only a single Mass Driver of any size, while a space station may mount a maximum 
  of 1 Mass Driver per firing arc.
  The Mass Driver is the only capital-scale weapon that can exceed the 70-point limit on weapon bay size, and requires 10 gunners to operate. When computing a ves-
  sel’s fire control requirements, a Mass Driver counts as 10 capital weapons. Full rules on constructing the units that use these items will appear in Strategic Operations.
  mASS driver veSSel limitS tABle
  Mass Driver
  Vessel Minimum Tonnage
  Light
  750,000
  Medium
  1,500,000
  Heavy
  2,000,000
  conStruction     
  ruLES
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, SC, DS, SS, JS, WS, MS
  tech Base (Ratings): Inner Sphere (E/X-X-E), Clan (F/X-X-E)
  game Rules: Standard anti-missile system rules apply when using the Laser AMS (see pp. 129-130, TW), except the laser system requires no ammuni-
  tion. Furthermore, an L-AMS attack that reduces a missile flight’s Cluster Hits roll to less than 2 completely destroys the incoming flight.
  LASEr Anti-miSSiLE SyStEm
  i
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC
  tech Base (Ratings): Inner Sphere (E/X-F-F), Clan (E/X-E-F)
  game Rules: Laser Insulators reduce the heat output of laser weapons by 1 point per insulated laser (to a minimum of 1). When an insulated laser (a 
  laser mated to a Laser Insulator) makes an unmodified attack roll with a result of 2, the controlling player must roll 2D6. On an 8 or higher, the insulated 
  laser suffers a critical hit, reflecting damage from overheating.
  LASEr inSuLAtor
  i
  R&d Start date: 3045 (Clan Wolf), 3054 (Federated Commonwealth)
  prototype design and production: 3048 (Clan Wolf), 3059 (Federated Suns)
  Both Clan and Inner Sphere designers have turned to lasers to produce 
  ammunition-independent anti-missile systems. Based on a modified small 
  pulse laser, the so-called Laser Anti-Missile System (L-AMS) has debuted in 
  prototype form, but has yet to hit mainstream production.
  lasEr anti-missilE systEm
  introduced: 2575 (Terran Hegemony)
  extinct: 2820
  reintroduced: N/A
  Simple in concept, the laser insulator first debuted on the Star League’s 
  Chippewa fighter. These high quality, rugged aerogel blankets insulated 
  the laser bays of the Chippewa’s wings from the superstructure and core 
  systems, giving the aerospace fighter the equivalent of two additional heat 
  sinks. The excellent, lightweight insulation was irreplaceable by the Great 
  Houses during the Succession Wars, but remained within the reach of Clan 
  technology. The Clans did not make widespread use of the system, however, 
  as it suffered a significant drawback: in bottling up the laser’s waste heat, 
  rather than allowing it to flow through the entire unit to act as a thermal 
  mass, the lasers became very hot and suffered frequent failures.
  lasEr insulator
  
  323
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Rules Level: Advanced
  Available to: JS, WS
  tech Base (Ratings): Inner Sphere (E/E-X-E), Clan (E/X-E-D)
  game Rules: A Lithium-Fusion Battery enables a WarShip or JumpShip so equipped to store an additional drive charge. This extra charge allows the ves-
  sel to make two jumps in succession, while avoiding the enormous risks of quick-charging the K-F drive through the fusion reactor. Jump point calculations 
  may be made for both jumps prior to making the first jump, or before each jump (those rules are covered in Strategic Operations). As with the K-F drive 
  core, a Lithium-Fusion Battery may be charged by the vessel’s jump sail, its fusion reactor or a space station’s Energy Storage Battery (see p. 306). However, 
  each method can charge only one device at a time. For example, if the jump sail is charging the K-F drive core, the vessel’s Lithium-Fusion Battery must 
  receive its charge from the fusion reactor or a space station’s Energy Storage Battery.
  Rules Level: Advanced
  Available to: SV
  tech Base (Ratings): Both (C/C-E-D)
  game Rules: Light Sails are functionally similar to Jump Sails. They have a Sail Integrity of 1, are furled and unfurled like JumpShip sails and may be 
  attacked with the same rules as attacking a JumpShip sail. However, the Light Sail generates no power for the satellite and is considered destroyed if 
  the sail itself suffers more than 1 capital-scale point of damage or the satellite suffers structural integrity damage from the rear. Satellites with thrusters 
  and a Light Sail may not use their thrusters while the Light Sail is deployed.
  Lithium-fuSion BAttEry
  LiGht SAiL
  i
  Rules Level: Experimental
  Available to: SS, WS
  tech Base (Ratings): Inner Sphere (D/X-X-F)
  game Rules: A Mass Driver has a very limited field of fire, and can only engage targets directly in line with the nose of the vessel on which it is mounted. 
  Space stations suffer from similar restrictions, with the Mass Driver only able to fire at a target directly in line with the firing arc’s hex facing. Furthermore, 
  Mass Drivers suffer a +2 to-hit modifier to attack, in addition to all other range and conditional modifiers.
  mASS driVEr
  i
  i
  introduced: 2165 (Terran Alliance)
  Not to be confused with the giant solar sails used by JumpShips and 
  WarShips, the light sail is used by some satellites to maintain longstanding 
  station-keeping positions (typically at or near zenith and nadir jump point 
  positions) without drawing on reaction mass that can be depleted within a 
  month’s time. The Terran Alliance introduced these “passive propulsion sys-
  tems” on surveillance satellites intended to monitor incoming and outgoing 
  JumpShip traffic.
  light sail
  introduced: 2531 (Terran Hegemony)
  extinct: 2819 (Inner Sphere)
  Recovered: 3043 (Federated Commonwealth)
  The lithium-fusion battery was a pre-Star League innovation that allowed 
  JumpShips and WarShips to store a second charge for their Kearny-Fuchida 
  (K-F) drives. This second jump could be triggered in short succession to the 
  first, which allowed a JumpShip to cross up to 60 light-years in minutes, 
  avoid ambushes, launch lightning raids at unparalleled distances and con-
  duct other revolutionary interstellar maneuvers. Regrettably, it was never 
  feasible to mount more than one lithium-fusion battery on a JumpShip, and 
  the batteries took as long to recharge as the K-F drive to avoid damage, but 
  the improvement over conventional single-jump vessels was substantial.
  lithium-fusion battEry
  R&d Start date: circa 2700 (Terran Hegemony)
  prototype design and production: circa 2715 (Terran Hegemony)
  Essentially a Gauss rifle built on titanic scale, the weaponized mass driv-
  er—derived from early spaceflight mass conveyors used by asteroid miners 
  in the Terran system—propels a solid projectile about the size of a Battle-
  Mech at incredible velocities. The kinetic energy released upon impact makes 
  the mass driver almost as destructive as a small nuclear weapon. Theorized 
  and prototyped in the late Star League era, the tremendous expense and 
  size requirements for this weapon—which requires a WarShip-length series 
  of coils and significant reinforcing structures to be effective—prevented its 
  completion and full-scale production. However, FedSuns engineers working 
  at the Galax Yards were rumored to be in the midst of constructing their own 
  prototype just before the start of the Jihad, and some pre-Jihad rumors also 
  suggested that the Word of Blake was fielding industrial mass conveyors 
  modified to function in a similar fashion.
  mass drivEr
  
  ’mech mortars: ’Mech Mortars may be mounted on any applicable unit in accordance with the unit’s normal weapon-mounting rules. ’Mech Mortar ammunition of 
  any type may only be installed in full-ton lots.
  mechanized VtoL infantry: Regardless of the technology base used, Mechanized VTOL conventional platoons operate at a maximum of 4 squads. Mechanized 
  VTOL platoons may not be broken down to smaller sub-units than an individual squad, even for transport purposes.
  microlite VtoL Platoons: These platoons assign 2 troopers per squad, but may not carry any Support Weapons.
  micro-copter VtoL Platoons: These platoons employ 4 troopers per squad, and may carry between 0 and 1 Support Weapon per squad. If any Support Weapons 
  are included in the platoon, however, the platoon suffers a –1 VTOL MP modifier.
  mechWarrior Aquatic Survival System (mASS): The MASS must always be mounted in the location where the ’Mech’s cockpit is placed.
  mine dispensers: Only BattleMechs, IndustrialMechs, ProtoMechs, Combat Vehicles, Support Vehicles (excluding satellites), fighters, Small Craft and Mobile 
  Structures may employ Vehicular Mine Dispensers. Only Battle Armor may employ Battle Armor Mine dispensers. Only Satellite Support Vehicles, Aerospace 
  Fighters, Small Craft, DropShips, Space Stations, JumpShips and WarShips may employ Space Mine Dispensers. Mine dispensers may be mounted on any appli-
  cable unit in accordance with its standard rules for installing weapons.
  Vehicular and Battle Armor Mine Dispensers receive only 2 shots per dispenser (of the same mine type, which may be determined before game play), and may 
  not install additional mine ammo.
  Space Mine Dispensers are treated as standard-scale Point-Defense weapons when mounted on Aerospace Fighters, satellites, Small Craft and advanced aero-
  space units, and follow the standard rules for mounting such weapons on such units, including gunner requirements and weapon limits per location.
  conStruction     
  ruLES
  Rules Level: Advanced
  Available to: BM, IM, CV, SV, MS
  tech Base (Ratings): Both (B/D-F-E)
  game Rules: Though their damage effects vary with the mortar types chosen (see p. 373), ’Mech Mortars otherwise operate in the same fashion as 
  LRMs, and may be fired directly or indirectly per the standard game play rules. If fired indirectly, ’Mech Mortars follow all of the standard rules for LRM 
  Indirect Fire (see p. 111-112, TW), but do not require a completely blocked line of sight or a spotter to execute (though an additional +2 to-hit modifier 
  applies if no spotter is present, reflecting the general lack of guidance systems on the mortar shells). If fired directly, a +3 to-hit modifier applies to the 
  ’Mech Mortar attack because the shells still fly in an arcing trajectory towards the target.
  ’Mech Mortars may only be fired by ground-based units. Airborne units may not fire ’Mech Mortars, nor may ’Mech Mortars be fired while 
  submerged.
  Anti-Missile Systems (including Standard and Laser types) may not engage incoming ’Mech Mortar flights.
  Rules Level: Advanced
  Available to: CI
  tech Base (Ratings): Both (C/D-E-D)
  game Rules: Whether they are comprised of Microlite or Micro-Copter troops, Mechanized VTOL conventional infantry platoons may move using VTOL 
  MPs (including take off, landing, and terrain restrictions while in flight). In addition, these troops may move on the ground at 1 MP per turn as a standard 
  foot infantry platoon, as desired. Microlite VTOL infantry receive a base of 6 VTOL MP, but must enter at least 1 hex per turn to remain in flight, while 
  Micro-Copter platoons start with a base of 5 VTOL MP, and may hover in flight at a cost of 0 MP. As with most other mechanized conventional platoons, 
  VTOL-Mechanized infantry cannot execute anti-’Mech attacks.
  ’mEch mortArS
  mEchAnizEd VtoL infAntry
  i
  i
  introduced: 2531 (Terran Hegemony)
  extinct: 2819 (Inner Sphere)
  Recovered: 3043 (Federated Commonwealth)
  A rather old-fashioned concept, more akin to short-range artillery than 
  a dedicated anti-vehicle weapon system, ’Mech-based mortars never really 
  caught on through the centuries, especially thanks the existence of more 
  effective missile launchers, and had largely vanished from Inner Sphere bat-
  tlefields by the mid-29th century. Regardless, some agencies—noting these 
  weapons’ immunity from anti-missile fire—have explored their potential as a 
  suppression-fire alternative to LRMs, reviving the concept for modern times.
  ’mEch mortars
  introduced: Early spaceflight
  The most mobile of the mechanized conventional infantry types, 
  VTOL-mechanized infantry are also the rarest platoon type in the modern 
  battlefield. Employing collapsible, ultra-small aircraft (called “microlites”) 
  and helicopters (“microcopters”), these troops are ideal for reconnais-
  sance and spotting duties, but are lightly armed compared to their more 
  conventional kin. The term “mechanized” as it is applied to these infantry is 
  technically a misnomer. Other mechanized troop types (hover, wheeled and 
  tracked) are deployed utilizing full-scale vehicles. As such, technically, these 
  specific troop type should be classified as “motorized,” but standard usage 
  by most militaries terms them mechanized.
  mEchanizEd vtol infantry
  
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   And equIpMent
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  record sheets
  Rules Level: Experimental
  Available to: BM, IM
  tech Base (Ratings): Both (D/X-X-D)
  game Rules: A submerged ’Mech equipped with a MASS that suffers an armor breach to the location in which the cockpit is placed must make a 2D6 
  roll each turn for up to 180 turns (30 minutes) thereafter that the cockpit area remains (or becomes) submerged. On any result of 11 or less, the unit’s 
  cockpit and life support systems ignore the full effects of a cockpit breach and the ’Mech may operate at a +1 penalty to Piloting only—though its 
  sensors will be flooded and disabled. If the roll result is 12, or the unit spends more than 180 total turns underwater, the MASS will fail and the cockpit 
  area will completely flood, forcing the MechWarrior to bail out or die.
  While this system protects the cockpit and life support systems, allowing them to function in the event of a breach, it does not protect any other 
  systems such as sensors (or the engine and gyro on a ’Mech with a torso-mounted cockpit). In the event of a flooded torso location on a unit using MASS, 
  the ’Mech will be immobilized and the MechWarrior must await rescue or take the risk of bailing out.
  rules Level: Advanced 
  Available to: BA, PM, BM, IM, CV, SV, AF, CF, SC, MS 
  tech Base (ratings): Both (B/E-E-E [Vehicular], D/X-X-E [Battle Armor])
  Game rules: Vehicular (vehicle- and ’Mech-based) Mine Dispensers are specialized “launchers” that deposit mines in a unit’s hex while in motion. 
  Ground-based units, including ’Mechs, ProtoMechs and Combat or Support Vehicles using wheeled, tracked, hover or WiGE motive systems, may deploy 
  any land-type minefield at the beginning or end of their Movement Phase (regardless of the movement mode chosen). The minefield deployed will be a 
  standard-strength field, which automatically fills the unit’s designated target hex (either its starting hex or its final hex). Naval vehicles operating on or 
  below the surface of the water (to a maximum of Depth 12) may deploy sea-type mines in the same fashion, but may not deploy mines not specifically 
  identified as sea mines (such as Active mines). Airborne vehicles, Conventional Fighters, Aerospace Fighters and Small Craft operating above the ground 
  map with Vehicular Mine Dispensers may deploy mines per the standard rules for a bombing attack (see pp. 245-246, TW).
  Battle Armor Mine Dispensers may deploy their mines in the same fashion as ground-based units using a Vehicular Mine Dispenser, but may only 
  use Jumping (or VTOL) MP to do so.
  Minefields deployed using Vehicular or Battle Armor Mine Dispensers have a standard damage value of 10 per “shot” regardless of the mine type 
  deployed. Though they incorporate 2 shots into their tonnage and critical space, Vehicular Mine Dispensers do not cause ammunition explosions if hit 
  (or from overheating effects).
  mEchWArrior AquAtic SurViVAL SyStEm (mASS)
  VEhicLE And BAttLE Armor diSPEnSErS
  i
  i
  R&d Start date: 3045 (Federated Commonwealth)
  prototype design and production: 3048 (Federated Commonwealth)
  Today’s MechWarrior Aquatic Survival System (MASS) was initially devel-
  oped by Snorkel’s of Bracken Swamp for the more exotic underwater arenas 
  on Solaris VII, where it is designed to give warriors trapped in a breached, 
  submerged cockpit time to get clear of the water. The system’s weight 
  and bulk, however, combined with the rarity of submerged engagements, 
  consigned the MASS to limited use, and full production never occurred. Ac-
  cording to all accounts, the Clan version is derived directly from the Inner 
  Sphere model, likely a result of Diamond Shark exchanges.
  mEchWarrior aquatic survival systEm
  Almost as old as minesweepers, mine dispensers allow for the seeding of 
  a large area with mines, whether on land, sea or in space. 
  minE dispEnsErs
  VEhicLE And BAttLE Armor diSPEnSErS
  introduced: Pre-spaceflight (Vehicular),  
   
  3050 (Capellan Confederation [Battle Armor])
  Vehicle mine dispensers have been in use before man left earth. It was 
  not until the coming of the Clans and the sudden ramp up of development 
  of Inner Sphere battle armor that the Capellan Confederation wedded a 
  mine dispenser to battle armor.
  SPAcE diSPEnSErS
  introduced: Early spaceflight (Space)
  Introduced during the time of the Terran Alliance, space dispensers—
  along with space mines—remain relatively rare. Too easy for incoming 
  commercial ships to stray into space minefields, they are often impractical 
  as a defensive strategy, even on the most important of worlds. They are 
  most often employed when an enemy moves to seize control of a system 
  and are looking to isolate it from outside reinforcements.  
  
  minesweeper: Minesweepers are available only in Land-based and Maritime types, which must be designated upon construction. Land-based Minesweepers are 
  available only to ground-based Mobile Structures or vehicles using a Wheeled or Tracked motive system. Maritime Minesweepers may only be mounted on vehicles 
  using displacement hull, hydrofoil or submarine motive systems, or on Mobile Structures with a naval motive system. Minesweeper equipment must always be 
  mounted in a vehicle’s front or rear locations (or the front-side/rear-side locations, for particularly large vehicles), or in the outer-most hexes of a Mobile Structure.
  missile Launchers: All of the Missile Launchers described here may be mounted in accordance with the unit’s standard construction rules. ProtoMechs mounting a 
  permitted missile system may install ammunition by the volley rather than by the ton (to find the per-volley weight, divide 1,000 by the weapon’s listed ammo-
  per-ton value for a single tube; then multiply that by the number of missiles in the volley to find the kilogram weight of a single volley, rounded up to the nearest 
  whole kg). Regardless of the number of tubes in a volley, a ProtoMech need only assign a single weapon slot to the launcher.
  conStruction     
  ruLES
  rules Level: Advanced 
  Available to: SV, AF, CF, SC, DS, JS, WS, SS 
  tech Base (ratings): Both (D/E-F-E)
  Game Rules: Space Mine Dispensers may only be used on the space map, though any placed closer than 10 hexes (180 kilometers) from a planet’s space/
  atmosphere interface suffer the effects of gravity and drift toward the planet surface at a rate of 1 hex per turn (becoming ineffective if they strike the 
  interface or pass below it). Space minefields are deployed in the hex the dispensing unit occupies at the end of its Movement Phase. If the unit is not 
  stationary (Velocity of 0), the minefield will continue to move in the direction and at the velocity of the unit’s travel at the time of deployment (modified 
  for gravity if within 10 hexes of an interface as noted above). Out-of-control units may not deploy space mines.
  The damage capacity for a Space Mine Dispenser is based on the size of the unit passing through the field, rather than the launcher itself, and so a 
  space mine cluster receives an attack capacity instead (the number of “attacks” the minefield can make before being too dispersed to remain effective). 
  The value for that attack capacity is 6 for each space cluster deployed.
  VEhicLE And BAttLE Armor diSPEnSErS
  i
  Rules Level: Advanced
  Available to: CV, SV, MS
  tech Base (Ratings): Both (C/C-C-D)
  game Rules: Minesweeper equipment begins play with an effective Armor Value of 30 points, though the equipment cannot be used as additional 
  armor and will not stop attacks against the Minesweeper vehicle even if the attack passes through the sweeper’s facing arc. Maritime Minesweepers are 
  effective only against sea-type minefields; Land Minesweepers are effective only against land-based minefields.
  As their name suggests, Minesweepers operate by simply moving a minesweeping vehicle through a mined hex, but their effectiveness varies with 
  the minefield.
  If the hex contains a vibrabomb minefield, the Minesweeper will automatically set off and clear the field if the sweeping vehicle is within 9 tons of 
  the minefield’s tonnage setting, taking 10 points of damage to the Minesweeper equipment.
  Against active, Inferno and standard (conventional) minefields, the player controlling the sweeper must roll a normal mine explosion check upon 
  entering the mined hex, but will set off (and clear) the mines with the sweeper on a result of 6+ (sustaining 6 points of damage to the Minesweeper 
  equipment); if multiple mine types are located in a single hex, this roll must be made for each type of minefield. If this roll fails, the minesweeping 
  vehicle itself may still set off the mines under the mines’ normal rules (see p. 207), but sustains any minefield damage to the Minesweeper’s location 
  rather than to the Minesweeper equipment itself, and leaves the field active per the mines’ standard rules.
  Minesweepers have no effect on command-detonated minefields.
  Minesweeper equipment remains fully effective until its “armor” falls to 0 (or less), at which point the Minesweeper is treated as a destroyed item. 
  Damage in excess of a minesweeper’s Armor Value transfers automatically to the location where the sweeper is mounted.
  minESWEEPEr
  i
  introduced: Pre-spaceflight
  A technology as old as the widespread use of minefields in Terra’s World 
  Wars, minesweepers are designed to detonate mines at a safe distance in 
  front of the vehicle, clearing a path for other units.
  minEsWEEpEr
  Missiles are a staple of the modern battlefield, among both the Clans and the 
  Inner Sphere. It comes as no surprise, therefore, that these weapons have been 
  targeted for further development over the centuries, with a number of newer 
  missile and launcher types entering the prototype stages in recent years.
  missilE launchErs
  EnhAncEd LonG-rAnGE miSSiLE (nLrm) LAunchErS
  R&d Start date: 3055 (Federated Commonwealth)
  prototype design and production: 3058 (Federated Commonwealth)
  One of the earliest efforts to improve on Inner Sphere LRMs in the face 
  of the dramatically superior performance profile of the Clan models, the 
  Enhanced LRM (NLRM) uses more sophisticated arming mechanisms to 
  improve its targeting and tracking in close combat. The effect is a launcher 
  system that sharply reduces its minimum range “blind spot” while retaining 
  the overall effectiveness and flexibility of the centuries-proven technology.
  
  327
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   And equIpMent
  Index
  record sheets
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (E/X-X-F)
  game Rules: Enhanced LRM Launchers function just like their standard LRM equivalents in game play, including their ability to fire indirectly, use 
  multiple ammunition types and work with missile enhancement technologies such as Narc and Artemis fire-control systems.
  The maritime equivalent of the Enhanced LRM (NLRM) is the Enhanced LRT (NLRT).
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (E/X-X-F)
  game Rules: Extended Long-Range Missiles (ELRMs) use the same basic rules for LRMs (including LRM indirect fire), but may not benefit from special 
  LRM munitions or targeting enhancers like Narc, iNarc and Artemis fire control systems. Furthermore, when attacking targets within their minimum 
  range (when the missiles’ booster rockets are still in use), ELRMs that make a successful attack must use the Cluster Hits column for half their rated rack 
  size (rounded up). For example, an ELRM-15 that hits within its minimum range would roll on the 8 column for Cluster Hits, rather than the 15 column 
  (15 ÷ 2 = 7.5, round up to 8).
  EnhAncEd LonG-rAnGE miSSiLE (nLrm) LAunchErS
  EXtEndEd LonG-rAnGE miSSiLE (ELrm) LAunchErS
  i
  i
  Rules Level: Advanced
  Available to: BM, IM, PM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Both (B/X-X-F)
  game Rules: Improved One-Shot (I-OS) Missile Launchers function exactly as their standard counterparts, but receive only a single volley during game play, 
  and may not carry additional ammunition. The single shot carried by an I-OS launcher may be of any munition type available to the weapon type itself.
  imProVEd onE-Shot (i-oS) miSSiLE LAunchErS
  i
  Rules Level: Experimental
  Available to: BM, IM, PM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Clan (F/X-X-F)
  game Rules: Streak LRMs function identically to Streak SRMs (see p. 138, TW). Streak LRMs may not be fired indirectly, and may not use specialty ammunition.
  StrEAk Lrm LAunchErS
  i
  EXtEndEd LonG-rAnGE miSSiLE (ELrm) LAunchErS
  R&d Start date: 3052 (Federated Commonwealth)
  prototype design and production: 3054 (Federated Commonwealth)
  Weapon design teams at Coventry Metal Works conceived the so-called 
  extended long-range missile system as a means to offset the tremendous 
  range advantages of most Clan weaponry. Though the first prototypes were 
  plagued by heat problems, the Coventry teams overcame this obstacle 
  by developing a unique two-stage booster system. Unfortunately, these 
  enhanced launchers and their warheads proved incompatible with the en-
  hanced targeting systems and specialized munitions available to standard 
  LRMs. Between efforts to overcome this and the breakup of the Federated 
  Commonwealth, these weapons failed to reach widespread production 
  before the Jihad.
  imProVEd onE-Shot (i-oS) miSSiLE LAunchErS
  introduced: 3056 (Draconis Combine), 3058 (Clan Nova Cat)
  One-shot missile launchers were always a quick-fix design, taking exist-
  ing launchers and sealing off the ammunition feed mechanisms to contain a 
  single, “unchambered” flight of missiles. Developed after the Clan Invasion in 
  an effort to further streamline these weapons, DCMS engineers discovered 
  how to do away with the ammo feed mechanisms entirely by placing the 
  missiles directly in the launch tubes, a trick the Nova Cats would soon copy.
  StrEAk Lrm LAunchErS
  R&d Start date: 3055 (Clan Coyote)
  prototype design and production: 3057 (Clan Coyote)
  In an effort to enhance the efficiency of existing LRM launch systems, 
  Coyote scientists successfully managed to adapt the powerful Streak 
  targeting technology. The result was a weapon system that sacrifices the 
  indirect-fire capabilities of the standard LRM, but also conserves ammuni-
  tion as effectively as Streak SRMs, ensuring the maximum possible yield 
  when fired.
  
  • M-POd •
  [page 330 ]
  • NAVAL AUTOCANNON (CAPiTAL AC) •
  [page 331 ]
  • NAVAL GAUss (CAPiTAL GAUss) •
  [page 333 ]
  • NAVAL LAsER (CAPiTAL LAsER) •
  [page 333 ]
  • NAVAL PPC (CAPiTAL PPC) •
  [page 333 ]
  • sUB-CAPiTAL CANNON •
  [page 343 ]
  • sUB-CAPiTAL LAsER •
  [page 343 ]
  • PiRANHA (sUB-CAPiTAL MissiLE) •
  [page 344 ]
  • sTiNGRAY (sUB-CAPiTAL MissiLE) •
  [page 344 ]
  • sWORdFisH (sUB-CAPiTAL MissiLE) •
  [page 344 ]
  • MANTA RAY (sUB-CAPiTAL MissiLE) •
  [page 344 ]
  
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   And equIpMent
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  • AiR-dEFENsE ARROW (AdA) MissiLE •
  [page 353 ]
  • ARROW iV (CLUsTER) MissiLE •
  [page 354 ]
  • ARROW iV (iLLUMiNATiON) MissiLE •
  [page 355 ]
  • ARROW iV (LAsER-iNHiBiTiNG) MissiLE •
  [page 356 ]
  • ANTi-sHiP (As) MissiLE •
  [page 358 ]
  • ANTi-sHiP ELECTRONiC WARFARE (AsEW) MissiLE •
  [page 358 ]
  • TORPEdO BOMB •
  [page 360 ]
  • iNFERNO MiNd (LANd/sEAT) •
  [page 366 ]
  • sPACE MiNE (sPACE) •
  [page 366 ]
  • VTOL MAsT MOUNT •
  [page 350 ]
  
  mobile field Base: One or more MFBs can be installed in any Combat Vehicle, Support Vehicle or Mobile Structure (DropShips and other applicable units must use 
  the appropriate cubicle bays). 
  mobile hyperpulse Generators (mobile hPG/Ground-mobile hPG): Mobile HPGs and Ground-Mobile HPGs require a fusion engine in order to operate.
  Mobile HPGs may only be installed on Large-sized Support Vehicles, aerospace units over 200 tons in mass and Mobile Structures. Ground-Mobile HPGs can be 
  mounted on ’Mechs, vehicles, fighters, Small Craft, aerospace units over 200 tons and Mobile Structures. ’Mechs mounting Ground-Mobile HPGs can only place 
  this item in torso locations, but may divide the critical slots among adjacent torso sections. Mobile and Ground-Mobile HPGs are treated as energy weapons in 
  game play, and require enough heat sinks to operate if placed on vehicles and other non-heat tracking units.
  A unit may carry only one Mobile HPG or Ground-Mobile HPG at a time. Mobile HPGs have a crew requirement of 10. Ground-Mobile HPGs have a crew require-
  ment of 1, which can be the unit’s normal operator. Satellites built as unmanned units may include a Ground-Mobile HPG system at no crew requirement, but such 
  HPGs act only as relays and may never change their targeting alignment. Drone units (see p. 305) may not employ HPGs.
  Mobile HPGs may not be pod-mounted on Omni-units.
  In all other respects, Mobile and Ground-Mobile HPGs may be mounted by any unit in accordance with their standard rules.
  m-Pod: M-Pods may be mounted in any location (including rear torsos) on a ’Mech or vehicle, or any outer hex of a Mobile Structure, and receive the normal firing 
  arc based on where they are mounted.
  mrm “Apollo” fire control System: The MRM Fire Control System can only be mounted with an MRM system. As with the Artemis IV Fire Control System, the MRM FCS must 
  be incorporated on all of an individual unit’s standard MRM Launchers, and non-’Mech units treat MRMs and their fire control systems as a single item for critical space 
  purposes. The aerospace Attack Value of an MRM modified by an MRM Fire Control System is equal to a result of 6 on the appropriate column of the Cluster Hits Table.
  naval Autocannons (capital Ac): Naval Autocannons may be mounted on advanced aerospace units per the standard rules for capital-scale weapons covered in 
  Strategic Operations. Capital ACs mounted on Mobile Structures follow the rules for those units, presented on p. 267.
  conStruction     
  ruLES
  Rules Level: Advanced
  Available to: CV, SV, MS
  tech Base (Ratings): Both (D/X-X-E)
  game Rules: An MFB has no effect during combat, but it provides a number of benefits during repair and salvage operations, which are detailed in 
  Strategic Operations.
  moBiLE fiELd BASE
  i
  introduced: 3059 (Federated Suns, Lyran Commonwealth), 3060 (Coyote)
  The mobile field base (MFB) is essentially a self-contained repair gantry 
  equipped with the same welders, grippers and lifting gear incorporated into 
  a DropShip’s ’Mech or vehicle cubicle (but lacking the launch mechanisms 
  and support crew amenities that such facilities include).
  mobilE fiEld basE
  introduced: 3064 (Lyran Alliance)
  Based on the A-Pod, the Solaris-designed M-Pod was devised for use 
  against even heavier targets, such as BattleMechs and vehicles. Its short 
  range and one-shot capability prevented this weapon from being used in a 
  battlefield capacity for years, keeping it in the arenas until very recently.
  m-pod
  introduced: 3071 (Draconis Combine)
  Billed as the MRM’s answer to the Artemis IV, the MRM Fire Control System 
  (currently nicknamed the “Apollo”, though the name seems unlikely to stick) 
  helps to overcome the targeting inaccuracies of MRMs without forcing an 
  ammunition upgrade and subsequent redesign of the weapon itself. Instead, 
  the MRM FCS attaches to the standard MRM launcher and acts as a kind of 
  targeting computer, aligning the weapon for maximum effect. Though the 
  results are far from perfect due to the missiles’ own lack of targeting sensors, 
  the result is a greater chance of acquiring the target to begin with.
  mrm “apollo” firE control systEm
  introduced: circa 2655 (Terran Hegemony, Mobile),  
   
  circa 2751 (Terran Hegemony, Ground-Mobile)
  Hyperpulse generators (HPGs) are the powerful devices the Inner Sphere 
  and Clans universally rely upon for interstellar communications. Essentially 
  capable of “firing” bursts of information through self-created jump points 
  to receivers up to fifty light-years distant, the standard planetary HPG is 
  a familiar sight in known space, consisting of a gigantic antenna dish sur-
  rounded by an installation that includes fortified EMP damping architecture,  
  independent power supplies and large facilities for staff and operators. 
  Far less commonly known are the compact versions, the so-called mobile 
  HPGs.
  Produced during the Star League and used heavily by the SLDF, today 
  only the Clans, ComStar and the Word of Blake have access to the 50-ton mo-
  bile HPGs used aboard large spacecraft. These groups also reportedly have 
  access to even smaller ground-mobile HPGs, which weigh as little as 12 tons 
  and are designed for transport by ground vehicles or even BattleMechs.
  mobilE hypErpulsE gEnErators
  
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  Rules Level: Advanced
  Available to: SV, JS, DS, SS, WS, MS (Mobile HPG); BM, IM, CV, SV, CF, AF, SC, JS, DS, SS, WS, MS (Ground-Mobile HPG)
  tech Base (Ratings): Both (E/E-X-F [Mobile HPG], F/F-X-F [Ground-Mobile HPG])
  game Rules: Mobile HPGs are not given to casual communications. Small vehicles require a substantial time to charge for transmission and the EMP-
  like effect of transmission and reception can cause difficulties for any unit within range of an outgoing (or incoming) burst.
  To activate a Mobile HPG on a Space Station, DropShip, JumpShip or WarShip, the power demands (approximated as heat) amount to 40 points 
  of heat per minute (turn) of transmission. A Ground-Mobile HPG on a Large Support Vehicle generates 20 points of heat per turn when charging or 
  transmitting. For other units,  Ground-Mobile HPGs may not be used more than once every 5 turns (in ground combat scale), with 1 turn of charging 
  before being able to transmit for 1 turn; they can only store enough energy for 1 turn of transmission at a time. (In space combat, this entire process 
  occurs in 1 turn.) When sending a transmission (or charging for one), a unit equipped with a Mobile HPG may make no weapon attacks; units equipped 
  with Ground-Mobile HPGs also may not use any MP during a turn in which they are transmitting (but are not considered immobile). Transmission and 
  reception of HPG signals occurs during the Weapon Attack Phase.
  The transmission or reception of HPG signals includes an electromagnetic pulse that “blinds” nearby units. The transmission burst from a Mobile HPG 
  temporarily blinds the sensors of the target (or transmitting) vessel and all other units with 1,000 meters (33 ground hexes), while a Ground-Mobile HPG 
  affects the transmitting unit and all others within 250 meters (8 ground hexes). This effect lasts for a period of 1 minute (1 turn in space or high-altitude 
  combat; 6 turns in vehicle-scale ground combat), during which time aerospace units caught within the burst radius cannot make weapon attacks and 
  all non-conventional infantry ground units suffer a +4 to-hit modifier. Receiving bursts—in the rare instances where the pulse is directed at a receiving 
  HPG on a planetary surface—are much less noticeable, and have an area of effect of only 30 meters (1 hex) away from the receiving HPG (regardless of 
  the transmitter type used). If no HPG is available to receive the pulse, no effect occurs.
  Mobile HPGs cannot be used to deliver a pulse directly against a target unit other than another HPG.
  moBiLE hyPErPuLSE GEnErAtorS
  i
  Rules Level: Advanced
  Available to: JS, SS, WS, MS
  tech Base (Ratings): Both (D/E-X-E)
  game Rules: Naval Autocannons use capital-scale range brackets (rather than standard-scale aerospace range brackets) and deliver damage in capital 
  scale as well, every point of which equates to 10 points of standard-scale damage. As with most capital weapons, Naval Autocannons suffer a +5 to-hit 
  modifier against aerospace targets under 500 tons.
  nAVAL AutocAnnonS (cAPitAL Ac)
  i
  Rules Level: Advanced
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (D/X-X-E)
  game Rules: MRM Fire Control Systems negate the +1 to-hit modifier that applies to all standard MRM launchers. However, on a successful hit, the 
  attacking player must subtract 1 from the roll on the Cluster Hits Table to reflect the inaccuracies of the missiles themselves. MRM Fire Control Systems 
  are treated as an attachment to the MRM launcher, but separate enough so that if they suffer a critical hit, the launcher continues to function per normal 
  MRM rules. The MRM FCS is unaffected by ECMs.
  mrm “APoLLo” firE controL SyStEm
  i
  introduced: circa 2200 (Terran Alliance)
  These behemoth cannons fling single or bursts of kinetic munitions across 
  hundreds of kilometers of space, achieving enormous muzzle velocities using 
  controlled plasma explosions. Larger naval autocannons trade projectile ve-
  locity for mass thanks to engineering limits on the propellant system, which 
  means the heavier naval autocannons have steadily shrinking ranges.
  naval autocannons (capital ac)
  Rules Level: Advanced
  Available to: BM, IM, CV, SV, MS
  tech Base (Ratings): Inner Sphere (C/X-X-E)
  game Rules: M-Pods function as an LB-X type Autocannon using Cluster munitions (including the –1 to-hit modifier), but with a range equivalent to a 
  standard machine gun (1 hex for short, 2 for medium, 3 for long, and—if Extreme Range rules are used—4 for extreme). The damage capacity dramati-
  cally decreases at each range bracket, however, using the 15 column for Cluster Hits at 1 hex, the 10 column at 2 hexes and the 5 column at 3 hexes. (If 
  Extreme Range rules are used, the M-Pod uses the 2 column for Cluster damage at a range of 4 hexes.) Unexpended M-Pods that take a critical hit explode 
  for 5 points of damage as an ammunition explosion. Expended M-Pods can still be affected by a critical hit in the same way as empty ammo bins.
  M-Pods mounted on airborne Airships, Fixed-Wing or Satellite vehicles have no effect in combat.
  m-Pod
  i
  
  naval c3: Only DropShips, JumpShips, Space Stations and WarShips over 200 tons in mass may carry a Naval C3 network. The complex set of fire control servos, sen-
  sors and communications arrays occupies tonnage equal to 1 percent of the vessel’s total mass, and doubles the weight of any fire control systems present on the 
  vessel. A unit may carry only one Naval C3 network.
  naval comm-Scanner Suite: An aerospace unit may carry only one Naval Comm-Sensor Suite of any type. The Small NCSS may be installed on any appropriate aerospace 
  unit, and raises the vessel’s crew needs by 6. The Large NCSS may not be installed on Small Craft, and any larger unit carrying one requires 12 additional crewmen to 
  operate the system. The first critical hit to the CIC or Sensors on a unit equipped with an NCSS (of either size) disables the system, in addition to the usual effects.
  naval Gauss (capital Gauss): Naval Gauss weapons may be mounted on advanced aerospace units per the standard rules for capital-scale weapons covered in 
  Strategic Operations. Naval Gauss weapons mounted on Mobile Structures follow the rules for those units, presented on p. 267.
  naval Laser (capital Laser): Naval Lasers may be mounted on advanced aerospace units per the standard rules for capital-scale weapons covered in Strategic 
  Operations. Naval Lasers mounted on Mobile Structures follow the rules for those units, presented on p. 267.
  conStruction     
  ruLES
  Rules Level: Experimental
  Available to: JS, DS, SS, WS
  tech Base (Ratings): Inner Sphere (F/X-X-F)
  game Rules: The Naval C3 system can link up to six Large Craft of 200 tons or more into a coordination network that functions like a ground-based C3i 
  system (see p. 133, TW), but because of the speeds and distances involved in aerospace combat, the network’s effectiveness varies with the weapons 
  employed. The following exceptions therefore apply to Naval C3 networks:
  •	
  The weapon range bracket used (capital or standard) is based on the firing C3-networked unit’s weapon type, and uses the hex distance of the 
  friendly, networked unit closest to the target to find the range bracket. (For example, if a friendly-networked unit is 10 hexes from the target, it 
  provides a range bracket of short for capital weapons, but medium for standard weapons.) If, however, the attack would take place outside a 
  weapon’s normal effective range, the attack still cannot be made.
  •	
  Any energy weapons and guided missile weapons (ATMs, LRMs, SRMs and capital missiles) fired by the Naval C3-networked unit receive the range 
  modifiers for the most advantageous range bracket to the target from a member of the friendly network.
  •	
  All other weapon attacks replace their normal range modifiers with the following: +0 for Short Range, +1 for Medium Range, +2 for Long Range 
  and +4 for Extreme Range.
  •	
  The Naval C3 system is not affected by fighter- and Small Craft-based ECM systems. Large Craft ECM, however, apply modifiers as described  in 
  Strategic Operations, but do not negate the capabilities of Naval C3. For example, suppose that a Sovetskii Soyuz and an allied Vincent are both 
  using Naval C3 and that the Vincent is 5 hexes from the Soyuz’s target: an enemy Aegis using ECM. Meanwhile, an enemy fighter and an enemy 
  Union—both also using ECM—lie directly in the 25-hex line between the Soyuz and its prey. The Soyuz’s NL45s (still within their normal maxi-
  mum range) would resolve fire as though at Short Range (based on the Vincent’s range to the target), but would suffer a +3 ECM effect for passing 
  through the Union and its bubble of ECM (on hex on either side, plus the Union’s own hex), and an additional +3 ECM effect from the target Aegis’ 
  ECM bubble (2 hexes out from the Aegis, plus the target WarShip’s own hex), for a total modifier of +6. The fighters’ ECM would have no impact.
  •	
  Aerospace units separated by more than 60 hexes may not operate as part of a Naval C3 network.
  nAVAL c3
  i
  R&d Start date: 3055 (Draconis Combine)
  prototype design and production: 3065 (Draconis Combine)
  An outgrowth of the Combine’s C3 systems, this conceptual super network 
  promises to link WarShip squadrons into finely tuned flotillas with greater 
  coordination and firepower than any equivalent aerospace unit. Combine 
  researchers swiftly found the act of constructing such a large and effective 
  coordination network—capable of linking fire control for massive WarShip-
  mounted batteries—a lot more daunting than it was for ground forces, 
  however. Adding in the unusual time delays of aerospace weapons fire and 
  sensor readings presented additional challenges that nearly scrapped the 
  project. Nevertheless, the Nirasaki Computer Collective persevered and was 
  fielding functional, if limited, prototypes in the late 3060s. Regrettably, with 
  few Combine WarShips and DropShips prepared to fully benefit from the 
  technology, the disruption wreaked by the Jihad on the Combine’s shipyards 
  left wide deployment of the naval C3 combat system in limbo.
  introduced: circa 2200 (Terran Alliance)
  Using a mobile set of multi-spectral telescopes and processing systems, 
  the Naval Comm-Scanner Suite (NCSS) was developed to passively scan en-
  tire solar systems for manmade signals of all sorts. A key element of the Terran 
  Hegemony’s electronics intelligence (ELINT) monitoring efforts, naval comm-
  scanners were used most famously by the Star League’s Bug-Eye surveillance 
  ship to spy on other nations, both within and beyond the League’s borders.
  Though powerful, the suite’s utility in battle has been overstated in 
  the past. Contrary to popular belief, the only way this system could truly 
  overhear spoken conversations aboard enemy vessels was if the suite’s 
  operators also had friendly operatives on board the target vessel, relaying 
  these conversations through a covert signaling device. Meanwhile, most 
  modern military communications are heavily scrambled, with schemes that 
  cannot often be deciphered by the NCSS alone. Thus, the comm-scanner 
  suite’s greatest utility has long been in monitoring communication traffic 
  patterns and civilian communications, or detecting the emissions of modern 
  spacecraft with greater accuracy than standard sensor suites.
  naval c3
  naval comm-scannEr suitE
  
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  Rules Level: Advanced
  Available to: JS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (E/E-X-E), Clan (E/E-E-E)
  game Rules: Naval Gauss weapons use capital-scale range brackets (rather than standard-scale aerospace range brackets) and deliver capital-scale 
  damage, every point of which equates to 10 points of standard-scale damage. As with most capital weapons, Naval Gauss weapons suffer a +5 to-hit 
  modifier against aerospace targets under 500 tons.
  Though based on the same technology as ground-based Gauss weapons, Naval Gauss weapons do not cause additional explosive damage if hit in 
  combat (the design of these weapons includes blast-containing features that vent such explosions through the weapon’s muzzle and other apertures).
  Rules Level: Advanced
  Available to: JS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (D/D-X-E), Clan (D/D-D-E)
  game Rules: Naval lasers use capital-scale range brackets (rather than standard-scale aerospace range brackets) and deliver capital-scale damage, 
  every point of which equates to 10 points of standard-scale damage. As with most capital weapons, Naval Lasers suffer a +5 to-hit modifier against 
  aerospace targets under 500 tons.
  Rules Level: Advanced
  Available to: SC, JS, DS, SS, WS
  tech Base (Ratings): Both (D/D-E-E)
  game Rules: In standard game play, the Naval Comm-Scanner Suite (NCSS) is primarily used to augment a spacecraft’s ability to detect other units through 
  Drive Plumes, Emergence Waves, Infrared, Radio Triangulation and Radar sensors. When making checks using such systems per the standard detection rules 
  (as detailed in Strategic Operations), a Small NCSS doubles the maximum detection range for all such systems and provides a –1 modifier to the target 
  number to detect a given vessel. A Large NCSS, meanwhile, triples the effective range of all such detection systems and provides a –2 target detection 
  modifier. A +1 modifier applies to these target detection modifiers if the target is a large craft actively using ECM ( as detailed in Strategic Operations).
  In addition, an NCSS of either size provides a +1 initiative modifier in space combat each turn in which the NCSS-equipped unit is in play—though 
  this advantage is negated if the opposing force also possesses an NCSS-equipped unit.
  Finally, NCSS-equipped units may also employ these systems to scan a planetary surface, mimicking the functions of a High-Resolution Satellite 
  Imager (see p. 338). Units equipped with a Small NCSS may perform this action if they are within 500 kilometers (28 space map hexes) of a planet surface, 
  while Large NCSS-equipped units may do so from roughly 2,000 kilometers away (111 space map hexes).
  nAVAL GAuSS (cAPitAL GAuSS)
  nAVAL LASEr (cAPitAL LASEr)
  nAVAL comm-ScAnnEr SuitE
  i
  i
  i
  introduced: 2448 (Terran Hegemony)
  Even as naval autocannons (NACs) were under development, capital 
  weapons engineers had begun exploring alternative avenues for delivering 
  high-velocity projectiles than the brute-force method of contained laser-
  ignited plasma (known in some circles as the “Orion in a bottle” technique). 
  Various electromagnetic means of accelerating projectiles—such as coil 
  guns and rail guns—had been studied during the naval autocannon’s de-
  velopment, but remained unsuccessful for centuries because the assorted 
  Gauss techniques ran into engineering barriers. Not until the twenty-fifth 
  century did effective and efficient Gauss technology become feasible as an 
  alternative to naval autocannons, providing ballistic weapons that boasted 
  improved range and heat management capabilities over comparable NACs.
  introduced: 2305 (Terran Alliance)
  Close on the heels of the naval autocannon’s debut came the naval laser. 
  Perfected by Terran engineers, these weapons were the first effective large-
  scale ranged-energy weapons designed to penetrate the ablative hulls of 
  modern spacecraft.
  naval gauss (capital gauss)
  naval lasEr (capital lasEr)
  introduced: 2358 (Terran Hegemony)
  While many capital weapons developed as upscaled versions of smaller 
  weapons, the same is not true of capital PPCs and lasers. Engineers found 
  it easier to overcome the technological hurdles of particle beam weapons 
  against modern armor at larger scales than at smaller scales, and so today’s 
  particle projector cannon (PPC) technology first entered service on War-
  Ships almost a century before the technology was miniaturized effectively 
  enough for ground unit use.
  naval ppc (capital ppc)
  
  naval PPc (capital PPc): Naval PPCs may be mounted on advanced aerospace units per the standard rules for capital-scale weapons covered in Strategic Operations. 
  Capital PPCs mounted on Mobile Structures follow the rules for those units, presented on p. 267.
  naval repair facilities: Space Stations can be constructed with one or more Naval Repair Facilities, each of which requires an assigned facing (a maximum of 1 
  repair facility per facing applies). WarShips and JumpShips can mount only one repair facility (which also requires an assigned facing). Each repair facility mounted 
  on a unit reduces its maximum number of DropShip docking collars by the facility’s tonnage capacity, divided by 50,000 (rounded up to the nearest whole). For 
  example, a WarShip that mounts a repair facility with a maximum capacity of 280,000 tons would sacrifice 6 potential docking collars to do so (280,000 tons capac-
  ity ÷ 50,000 = 5.6, rounded up to 6). These docking collars are effectively integrated into the repair frame, reflecting access gantries that service crews use during 
  repair operations. Full rules on constructing the units that use this item will appear in Strategic Operations.
  Regardless of the type chosen, the weight a Naval Repair Facility requires is based on the facility’s maximum capacity (in tons). Standard pressurized facilities 
  weigh 7.5 percent of their maximum capacity; standard unpressurized facilities weigh 2.5 percent of their maximum capacity. A Reinforced Repair Facility (avail-
  able only as an unpressurized facility) weighs 10 percent of its maximum capacity. The tonnage for a repair facility of any type must be rounded up to the nearest 
  full ton.
  One or more bay doors must be designated as serving a repair facility during construction.
  naval tug Adaptor: A Naval Tug Adaptor weighs 100 tons. However, the additional reinforcements needed add 10 percent of the tug’s total mass to its Structural 
  Integrity weight (without increasing the SI value). 
  conStruction     
  ruLES
  Rules Level: Advanced
  Available to: JS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (D/D-X-E), Clan (D/D-D-E)
  game Rules: Naval PPCs use capital-scale range brackets (rather than standard-scale aerospace range brackets) and deliver capital-scale damage, 
  every point of which equates to 10 points of standard-scale damage. As with most capital weapons, Naval PPCs suffer a +5 to-hit against aerospace 
  targets under 500 tons.
  nAVAL PPc (cAPitAL PPc)
  i
  introduced: Early spaceflight
  The first spaceborne tugs were specially built chemical- and ion-powered 
  craft used to help move and join the various modules of Crippen Station—the 
  linchpin of the Western Orbital Defense Network (WODeN). Though space-
  craft have grown more sophisticated since those days, the basic premise and 
  engineering of today’s space tugs have barely varied. The reinforced structure 
  and mating clamps used in the early twenty-first century designs are much 
  the same as those used on salvage vessels like the Model 97 Octopus.
  Within a few decades of the dawn of spaceflight, humankind was 
  building spacecraft larger than could be launched from Terra by a single 
  vessel. Unlike the spacecraft of the mid-twentieth century, twenty-first 
  century spacecraft such as the Altair-class interplanetary vessels were not 
  expendable and required maintenance. The need for in-orbit assembly and 
  maintenance quickly led to the development of pressurized and unpressur-
  ized repair facilities.
  naval tug adaptor
  naval rEpair facilitiEs
  StAndArd rEPAir fAciLitiES (PrESSurizEd/unPrESSurizEd)
  introduced: Early spaceflight
  The first unpressurized space naval repair bays (and their somewhat 
  smaller, pressurized equivalents) became operational on the Crippen 
  space station in the year 2007. These facilities hosted a number of ground-
  breaking spacecraft, among them the first manned interplanetary 
  spacecraft (including the Altair-class spacecraft that journeyed from Terra 
  to its in-system neighbor world of Mars, and the Columbia, humankind’s 
  first fusion-powered manned spacecraft), and even supported assembly of 
  the Magellan-class slower-than-light interstellar probes.
  Repair bays—whether pressurized or not—share many features in com-
  mon, including a collapsible framework that can be used to aid in repair 
  operations for any ship small enough to fit within the frame. Unpressurized 
  facilities are most common and weight efficient for the station or vessel 
  using them, but pressurized bays, which include an outer shell that can 
  be filled with breathable air, also exist. These pressurized facilities, while 
  heavier and bulkier, nevertheless offer work crews greater ease of operation 
  and improved repair efficiency that can decrease a vessel’s downtime.
  rEinforcEd rEPAir fAciLitiES (unPrESSurizEd)
  R&d Start date: circa 2725 (Terran Hegemony)
  prototype design and production: circa 2750 (Terran Hegemony), 
   
  circa 3065 (Word of Blake)
  The reinforced repair facility effectively utilizes a variation of typical 
  naval tug design standards and combines them with the spidery, delicate 
  framework of a standard unpressurized repair facility frame. The result is a 
  repair facility structure that, while limited to airless design and operations, 
  can nonetheless withstand the stress of maneuvering while another unit 
  remains docked within the frame.
  Initially researched by the Terran Hegemony during the latter days of the 
  first Star League, design and research into making this “repair tug” frame use-
  ful lagged behind many other SLDF projects. The Word of Blake, however, has 
  reportedly managed to revive and complete prototype development for this 
  technology, possibly to address the dangers of servicing their far-flung forces.
  
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  Rules Level: Advanced
  Available to: JS, SS, WS
  tech Base (Ratings): Both (C/C-E-D)
  game Rules: Standard Naval Repair Facilities may accommodate up to 1 JumpShip, Space Station or WarShip; 2 DropShips; or any number of satellites, 
  Small Craft or fighters (so long as the total weight of the stored unit[s] does not exceed the repair bay’s maximum rated capacity in tons). Repair facili-
  ties have no direct effect during combat, but they provide a number of benefits during repair and salvage operations, which are covered in Strategic 
  Operations. Facilities can accommodate docked aerospace units with a combined weight up to the facilities’ maximum capacity and can be pressurized 
  or unpressurized. Pressurized facilities allow personnel to work without the encumbrance of bulky life support gear.
  WarShip-mounted repair facilities (pressurized or otherwise) prevent their vessels from using any Thrust beyond station-keeping while another 
  vessel is within the repair frame. Any attempt to do so automatically results in the docked unit(s) ramming the mother ship within which it is contained, 
  with damage bypassing the armor and being applied directly to the repair facility ship’s structural integrity.
  Furthermore, a JumpShip or WarShip may not jump when its repair facilities contain other vessels that possess a K-F drive core (even one that is 
  damaged). If a repair facilities-equipped JumpShip attempts to do so (or the vessels docked within said facilities attempt to do so), both vessels are 
  automatically destroyed. JumpShips or WarShips with repair facilities may jump while the facilities contain non-jump capable vessels, however, as these 
  systems incorporate K-F drive booms.
  Any critical hit to a vessel with a repair facility that strikes a Weapon Bay in the facility’s assigned facing arc results in damage to any docked units 
  stored within. This damage is equal to half that of the weapon that inflicted the critical hit, divided evenly between all docked units within the repair 
  bay, but the weapon does not automatically receive another chance to inflict critical hits against the docked targets. Assume that any units within the 
  facilities share the same orientation as their mothership when determining the hit location table to be used.
  StAndArd rEPAir fAciLitiES (PrESSurizEd/unPrESSurizEd)
  i
  Rules Level: Experimental
  Available to: JS, WS
  tech Base (Ratings): Inner Sphere (C/F-X-F)
  game Rules: Reinforced Repair Facilities follow the same repair rules as their standard unpressurized equivalents referenced above, except that 
  the vessel equipped with such facilities is not limited to station-keeping Thrust only when it has another craft docked within. Instead, the repair ship 
  receives a modified Thrust Rating as if it were a tug of equivalent weight (see Naval Tug Adaptor, pp. 334–335).
  rEinforcEd rEPAir fAciLitiES (unPrESSurizEd)
  i
  Rules Level: Advanced
  Available to: SC, DS, WS
  tech Base (Ratings): Both (C/C-C-C)
  game Rules: Naval tug operations may only be performed in space; naval tugs that enter an atmosphere while linked to another vessel automatically 
  go out of control.
  A unit equipped with a Naval Tug Adaptor (known as the tug) must dock with its target vessel in order to use it, and may not do so if the target 
  vessel is actively resisting efforts to mate with the tug (by expending Thrust Points). To establish the connection, the tug must end its movement in the 
  same hex as the target vessel and match the target vessel’s facing and velocity. In the following turn, in place of movement, the tug must then make a 
  successful Control roll, applying +5 modifier if the target vessel or the tug is out of control. If the roll succeeds, in the following turn both the tug and 
  the target vessel are linked up and the tug has “control” over the target vessel’s flight. If the roll fails, the tug sustains 2 points of standard-scale damage 
  for every point by which the Control roll failed, and an equal amount of damage is applied to the aft of the target vessel.
  A Small Craft tug may only attempt to tug an Aerospace Fighter, Small Craft or Satellite Support Vehicle. DropShip and WarShip tugs may mate with 
  units of any weight above 200 tons. (DropShips and WarShips attempting to “tug” smaller aerospace units should instead use the rules for recovering 
  fighters; see p. 86, TW.)
  Once mated, neither the tug nor a unit docked with it may engage in combat, though other aerospace units may target both vessels normally. If a 
  tug receives damage to its Sensors or Control systems through the Nose arc, or the target vessel attempts to use Thrust points while mated to a tug, the 
  tug mechanisms are damaged; both the tug and its target vessel go out of control and must immediately check for a collision against each other per 
  standard rules (see pp. 92-93, TW).
  Once successfully mated to a target vessel, the Thrust values for the tug, which now has control of the pair, are then recomputed as follows:
  First, multiply the tug’s Safe Thrust Rating by its tonnage; the product is the tug’s Safe Thrust Tonnage.
  Second, add together the tonnage of the tug and its target vessel. This value is the Total Mass.
     Third, divide the Total Mass by the tug’s Safe Thrust Tonnage to find the Safe Towed Thrust Ratio. Divide the tug’s Safe Thrust by the Safe Towed 
  Thrust Ratio to find the tug’s Safe Towed Thrust Rating. Multiply this value by 1.5 to find the Maximum Towed Thrust Rating, the maximum thrust the tug 
  can generate for both joined vessels together. Round both values up to the nearest quarter (0.25) Thrust point. A tug may use some or all of its Towed 
  Thrust when towing a target, including airship-like fractional Thrust points (see pp. 204-205, TW).
      Tug fuel consumption is based on the Thrust being used. To determine the Thrust spent per turn of towing another unit, multiply the Towed Thrust 
  Points expended by the Safe Towed Thrust Ratio.
  nAVAL tuG AdAPtor
  i
  
  null-Signature System: The Null-Signature System does not weigh a significant amount, but takes up 1 critical slot in each of the BattleMech’s locations except the head.
  A ’Mech with this system may not mount advanced targeting computers, C3 systems, Stealth Armor, or a Void-Signature System. The unit may carry an active 
  probe, TAG or ECM Suite, but unlike Stealth Armor, the Null-Signature System does not require an ECM Suite.
  The Null-Signature System cannot be installed on an OmniMech via OmniPods.
  Power collector and microwave transmitter (Pcmt), Low-density: PCMT equipment include solar power collection and transmission equipment. Every 10 tons 
  of PCMT (round fractions down) can provide enough power to a suitably equipped receiver facility to supply a day’s worth of the electrical needs for 5 average-
  sized buildings (each 1 hex across, 3 hexes tall). The enormous transmission antennas and solar arrays required by PCMT systems may not be mounted in any unit 
  other than Satellite Support Vehicles and Space Stations. 
  The reception equipment for low-density PCMTs generally measures several kilometers across (typically represented in game play as a light or medium non-
  mobile building), and thus constitutes an item of utility infrastructure beyond the scope of these rules.
  PPc capacitor: PPC Capacitors may be added to any Inner Sphere standard-scale PPC weapon (including Light PPCs, Heavy PPCs, ER PPCs and Snub-Nosed PPCs, but 
  not counting Naval PPCs of any size, or particle cannon weapons carried by infantry units).
  The PPC Capacitor weighs 1 ton and occupies 1 critical slot, which must be placed in the same location as the PPC it modifies. Capacitors can only modify one PPC 
  and do not stack. For Combat Vehicles and aerospace units, the Capacitor is considered integral to the PPC it modifies and only adds tonnage to the weapon. As PPC 
  Capacitors increase the attached PPC’s heat by 5 points, vehicles and Conventional Fighters must account for this added heat when determining their heat sink needs.
  If the unit also carries a Targeting Computer, the weight of any PPC Capacitors it carries has no impact on the computer’s size or tonnage.
  Protomech melee Weapon: A ProtoMech melee weapon weighs one half-ton and takes up one weapon slot on either arm. A ProtoMech may only mount one melee weapon.
  recon camera: The Recon Camera may be mounted on any applicable unit in accordance with that unit’s rules for mounting weaponry. However, as a non-weapon 
  item, the Recon Camera requires no ammunition, power amplifiers or heat sinks to operate. 
  conStruction     
  ruLES
  introduced: 2630 (Terran Hegemony)
  extinct: 2790 (Inner Sphere)
  Created by the first Star League, the null-signature system is an elaborate 
  series of passive and active electronic countermeasures and heat baffles 
  that combine to mask a BattleMech’s heat and electromagnetic signature. 
  Similar to the modern, Capellan-made stealth armor system that derives 
  from it, the null-signature system is somewhat more sophisticated, and does 
  not require the use of a separate ECM unit to attain its capabilities.
  introduced: circa 2200 (Terran Alliance)
  For a brief window in the early twenty-first century, humankind ex-
  perimented with solar-power satellites. Though the test platforms were 
  successful, the Western Alliance made little progress toward constructing 
  the final behemoth-sized, city-powering satellites they had envisioned 
  when the sudden development of fusion power in the 2020s rendered 
  such efforts obsolete. In later centuries, interstellar nations like the Taurian 
  Concordat, Capellan Confederation and even the Federated Suns would find 
  niche applications for small power satellites, as much for industrial usage 
  as for political control (such as the centralized power distribution networks 
  favored by House Liao on many worlds). Today, the technology is well un-
  derstood and broadly available, but still quite rare in general use.
  Despite the popularized account of the rare “high density” PCMT over Kathil 
  (used to dramatic effect in the Fourth Succession War), by far the majority of 
  the PCMTs used today are exceedingly safe “low density” models. A common 
  failsafe feature is that the physics of the transmitters means the transmission 
  becomes harmlessly diffuse (more so than normal) when the beam drifts away 
  from its collector facility. This arrangement is referred to as a retro-directive 
  phased array, where the satellite requires a transmitted “pilot beam” to focus 
  on, and so its beam loses cohesion when no longer aimed at its pilot beam.
  PCMTs are normally placed in synchronous orbits, which are generally 
  in near-continuous sunlight and thus deliver power continuously. An as-
  sociated power storage system on the ground (pumped hydroelectric, 
  compressed air, advanced batteries and so on) carries the load during the 
  brief blackouts (typically occurring near solstices). Planets without suitable 
  synchronous orbits must use several PowerSats (or supplement PowerSats 
  with other power sources) to provide continuous power.
  null-signaturE systEm
  poWEr collEctor and microWavE transmittEr
  Rules Level: Experimental
  Available to: BM
  tech Base (Ratings): Inner Sphere (E/E-X-X)
  game Rules: A unit with a Null-Signature System may activate or deactivate the system during the End Phase of any turn, or even start the game 
  with the system already engaged. While the Null-Signature System is engaged, attacks against the unit at Medium range receive an additional 
  +1 to-hit modifier, while attacks at Long and Extreme Range receive an additional +2 to-hit modifier. Beagle Active Probes and their Clan equiva-
  lents cannot locate a hidden unit with an active Null-Signature System, and heat-seeking weapons (such as Heat-Seeking Missiles) calculate their 
  to-hit modifiers against the unit as though it is 8 points cooler than it actually is. Only a Bloodhound Active Probe (see p. 278) can penetrate the 
  Null-Signature System’s masking. Conventional infantry units are unaffected by the Null-Signature System and ignore these modifiers.
  A critical hit to any of the Null-Signature System’s critical slots (or the destruction of any hit location containing one) disables the entire system.
  While active, the system generates 10 points of heat. If used in conjunction with an active Chameleon Light Polarization Shield (see p. 
  300), all modifiers are cumulative.
  nuLL-SiGnAturE SyStEm
  i
  
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  R&d Start date: 3057 (Draconis Combine)
  prototype design and production: 3060 (Draconis Combine)
  The advent of newer PPC types sparked a renewed interest in the experi-
  mental PPC capacitor technologies being developed by various Inner Sphere 
  researchers in the 3050s and 3060s. Because the newer PPCs did not differ much 
  from the standard or ER models already in use, designers quickly realized that 
  extant PPC capacitor technologies applied equally well to the newer weapons, 
  expanding on the utility of this experimental technology by the early 3070s.
  R&d Start date: 3066 (Clan Blood Spirit)
  prototype design and production: 3067 (Clan Blood Spirit)
  Due more to aesthetics than any real combat value, some ProtoMech 
  pilots have begun insisting on mounting melee-style weapons to augment 
  a ProtoMech’s physical combat capability. While a variety of such weapon 
  styles now exist, the only practical difference between them is their look; 
  none of them give any particular edge over the others to the ProtoMech in 
  close combat situations, and so such weapons have become as much a piece 
  of flair to express the ProtoMech warrior’s personality as a means to inflict 
  damage on an enemy in a melee.
  introduced: Pre-spaceflight
  A modern rendition of centuries-old technology, the recon camera is 
  a battlefield surveillance item rarely seen in the modern age, yet useful 
  nonetheless. Most commonly employed by low-tech reconnaissance planes 
  like the Boomerang, or even by civilian newsvid VTOLs, the recon camera 
  system is actually a group of multiple visual sensors that can provide high-
  resolution holographic data on a section of terrain overflown by the user.
  ppc capacitor
  protomEch mElEE WEapon
  rEcon camEra
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (E/X-X-E)
  game Rules: Instead of firing a PPC as normal, the pilot may choose to charge the PPC Capacitor, building up 5 points of heat. This charge can be held 
  as long as needed, during which time the charged Capacitor continues to generate 5 points of heat. When the charged PPC is finally fired, the release 
  of the charge builds up an additional 5 points of heat, in addition to the heat from the weapon itself. (Thus, if a ’Mech with an ER PPC with a Capacitor 
  charges the weapon in Turn 1 but does not fire it until Turn 4, it would generate 5 points of heat from the charging Capacitor for Turns 1 through 3 [due 
  to the Capacitor], and 20 points in Turn 4 when it fires [15 for the ER PPC, plus 5 for the Capacitor’s charge release].)
  A PPC fired with an attached PPC Capacitor that is charged adds 5 points to its normal damage value.
  Much like a Gauss rifle, a PPC Capacitor explodes if it or its attached PPC suffer a critical hit while charged, resulting in an internal explosion equal to 
  the full combined maximum damage value of the PPC and its capacitor. The explosion also destroys all critical slots for both the PPC and its capacitor. If 
  the PPC was (or is being) fired during the same Attack Phase in which such a critical hit occurs, the weapon is considered to have discharged before the 
  critical hit, and the critical hit simply destroys the affected slot with no explosive effects.
  A to-hit roll result of 2 with a capacitor-charged PPC burns out the system before it can fire, damaging the capacitor slot as well as the first critical 
  slot of the corresponding weapon, but inflicting no damage against the target. 
  Rules Level: Experimental
  Available to: PM
  tech Base (Ratings): Clan (C/X-X-E)
  game Rules: When executing a ProtoMech “frenzy” attack (see p. 187, TW), a ProtoMech’s melee weapon adds 1 point of damage for every 5 tons of 
  ProtoMech weight (or fraction thereof)—regardless of the weapon’s style. If the arm carrying a ProtoMech melee weapon is destroyed or the weapon’s 
  slot suffers a critical hit, the melee weapon ceases to function.
  PPc cAPAcitor
  ProtomEch mELEE WEAPon
  i
  i
  Rules Level: Advanced
  Available to: SV, SS
  tech Base (Ratings): Both (C/C-C-C)
  game Rules: “Low density” PCMTs—by far the most commonly used of the two—are incapable of causing harm or otherwise affecting game play. 
  ”High density” PCMTs—so rare that only one or two examples still exist in the thirty-first century—are beyond the scope of these rules.
  In addition to being damaged as a normal item of equipment, if the engine or station-keeping drive of the unit mounting a PCMT is destroyed, the 
  PCMT is also considered destroyed.
  PoWEr coLLEctor And microWAVE trAnSmittEr (Pcmt), LoW-dEnSity
  i
  
  rifle (cannon): Rifles of any size may be mounted on any applicable unit in accordance with that unit’s rules for mounting weaponry. Rifles are compatible with 
  targeting computers.
  Rifles use only standard munitions, which must be installed in full-ton lots.
  Satellite imagers: Satellite Imagers may only be mounted on airborne unit types (including VTOLs, Fixed-Wing, Airship and Satellite Support Vehicles, fighters, Small 
  Craft, other spacecraft and airborne Mobile Structures). On all such units, imagers are mounted as a standard-scale weapon and may be placed in any standard 
  weapon bay, but have no damage or heat values, nor do they affect the weight of targeting computers, crew and the like. Imagers must be assigned a “firing arc” 
  appropriate to their mounted location.
  conStruction     
  ruLES
  Rules Level: Advanced
  Available to: BM, IM, PM, CV, SV, AF, CF, SC, MS
  tech Base (Ratings): Both (C/B-B-B)
  game Rules: The Recon Camera has limited visual range (18 kilometers at best), and so is useful only in Low Altitude operations over the mapsheet 
  (or on it). A unit with a Recon Camera can use it to act as a spotter for LRM Indirect Fire (see p. 111, TW) as if it were a TAG (see p. 142, TW), but cannot 
  use it to designate targets for other TAG-guided weapons, such as semi-guided LRMs, laser-guided bombs and Arrow IV artillery missiles. Furthermore, 
  in any turn where an airborne Recon Camera passes over a hex containing a hidden unit hostile to the camera unit’s force, the hidden unit’s controlling 
  player must roll 2D6 and reveal the position of the unit on a result of 9+.
  rEcon cAmErA
  i
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, DS, MS
  tech Base (Ratings): Inner Sphere (B/C-F-X)
  game Rules: Rifles lack the power to function effectively at normal space-to-space ranges, but may be employed by aerospace units operating in 
  atmosphere and their ground-based counterparts, where they function as normal direct-fire ballistic weapons. However, because they lack the armor-
  penetrating power of modern autocannons, rifles of all sizes must subtract 3 points of damage (to a minimum of 0) for successful attacks against any 
  unit except for conventional infantry, battle armor, ’Mechs using Commercial Armor, or Support Vehicles with a BAR rating below 8.
  rifLE (cAnnon)
  i
  introduced: Pre-spaceflight
  A weapon system hearkening back to the early twentieth century, 
  vehicle-scale rifles (or cannons) were either rifled- or smooth-bore weapons 
  designed with lower reloading and firing rates compared to even the small-
  est standard autocannons of today. Relying more on larger-caliber rounds 
  and greater concentrations of propellant to deliver their damage, these 
  weapons were developed by various Inner Sphere and Periphery manufac-
  turers for centuries before the autocannon rendered them obsolete. Today, 
  very few are produced in the Inner Sphere (where they are often lumped 
  into the category of retro-tech), while the Clans have abandoned these 
  weapons entirely.
  Handy equipment employed by satellites since practically the dawn of 
  spaceflight, satellite imagers are specialized orbit-to-surface cameras that 
  have been used through the centuries to monitor everything from planetary 
  weather and pollution patterns to troop movements and even—under more 
  insidious circumstances—the activities of common folk living under less 
  trusting rulers. The most common imager types seen today perform many 
  of these tasks over almost every civilized world in the Inner Sphere and Clan 
  space. Despite their collective name, satellite imagers may be employed by 
  other spacecraft as well.
  riflE (cannon)
  satEllitE imagErs
  hiGh-rESoLution (hi-rES) imAGEr
  introduced: Early spaceflight
  The high-resolution (Hi-Res) imager is effectively a sophisticated holo-
  graphic and photographic array capable of distinguishing objects down 
  to a meter in size from orbit. Used in the civilian sector to monitor cloud 
  patterns, and in the military to watch troop movements, these imagers are 
  limited in each mode by local weather conditions and darkness.
  hyPErSPEctrAL imAGEr
  introduced: ca. 3055 (Federated Commonwealth)
  A more sophisticated variation on the Hi-Res imager, the hyperspectral 
  imager adds electromagnetic and thermal sensors for a more comprehen-
  sive sweep of the target area. This enables it to spot camouflaged units that 
  a Hi-Res imager might miss.
  
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  Rules Level (general): Advanced
  Available to (general): CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  game Rules (general): Satellite Imagers of all types have a maximum effective sensor range of 30 hexes on the Space or the High-Altitude Map. 
  Imagers used exclusively in space to detect other spaceborne targets provide no significant impact in game play beyond identifying a unit and assessing its 
  condition. However, when an imager is available and focused on a ground battlefield, it can provide bonuses to any force able to access the imager’s feed.
  Aerospace units and manned satellites equipped with imagers can automatically provide these bonuses to friendly ground forces that include at least 
  one unit with a minimum of 4 tons’ worth of manned Communications Equipment. Hostile or neutral units carrying imagers and unmanned units with 
  imagers may be “hacked” for these same benefits by any unit with a minimum of 5 tons’ worth of manned Communications Equipment—regardless of 
  the hacking unit’s affiliation—on a successful 2D6 roll of 9+ (11+, if the imager is on a hostile unit). To perform this hack, however, the unit may make 
  no Weapon Attacks in that turn, and any benefits obtained from the satellite feed will begin in the following turn.
  Units with multiple Satellite Imagers provide all the features of each imager concurrently, but do not stack any Initiative modifiers they provide. 
  Initiative modifiers provided by Satellite Imagers are negated if opposing sides successfully access the same imager type. Hacking a unit with imagers 
  only provides the bonuses of the imager system(s) on the hacked unit, with the same effects as noted above.
  Critical hits to a Satellite Imager, or to the Communications Equipment of a receiving unit, the destruction of either the imager unit or its receiver, and 
  any ECM effects (including those of friendly systems; Satellite Imagers are not as sophisticated as military C3 equipment) between the imager and any 
  receivers automatically disable the link and negate all bonuses provided by the imager’s use. If the imager was hacked to attain this link, the connection 
  is lost for the remainder of the scenario; otherwise, the connection can be re-established after (or if) the interference clears.
  tech Base (Ratings): Both (C/D-E-D)
  game Rules: The High-Resolution Imager provides its bonuses only if the target battlefield is in daylight and the local weather is clear, overcast or 
  vacuum. This imager then provides a +1 initiative modifier for the friendly receiving unit’s force as long as the connection is maintained. Furthermore, 
  if the Hi-Res Imager is accessed during the Weapon Attack Phase of the first turn of game play (or prior to the start of play), it also forces the controlling 
  player of any hostile units to roll 2D6 for each hidden unit on the battlefield, revealing the unit on any result of 8+ unless the unit is equipped with active 
  Mimetic Armor, a Chameleon Light Polarization Shield, Void-Signature System, or other camouflage. This imager also may not detect units located 
  underwater, within a building, within heavy or ultra-heavy woods, within any jungle hex, within a smoke-filled hex or underground.
  tech Base (Ratings): Inner Sphere (D/X-X-F)
  game Rules: The Hyperspectral Imager provides its bonuses only if the local weather over the target battlefield is clear, foggy, overcast or vacuum. 
  This imager then provides a +1 initiative modifier for the friendly receiving unit’s force as long as the connection is maintained. Furthermore, if the 
  Hyperspectral Imager is accessed during the Weapon Attack Phase of the first turn of game play (or prior to the start of play), it also forces the control-
  ling player of any hostile units to roll 2D6 for each hidden unit on the battlefield, revealing the unit on any result of 7+ unless the unit is using a 
  Null-Signature, Void-Signature, or Stealth Armor System. This imager also will not detect units located under more than 1 depth of water, within a 
  building, within ultra-heavy woods or heavy/ultra-heavy jungle, within a smoke-filled hex or underground.
  SAtELLitE imAGErS
  hiGh-rESoLution (hi-rES) imAGEr
  hyPErSPEctrAL imAGEr
  i
  i
  i
  tech Base (Ratings): Both (C/D-E-D)
  game Rules: The Infrared Imager provides its bonuses only if the local weather over the target battlefield is clear, foggy, overcast, cloudy, rainy, snowy 
  or vacuum. This imager then provides a +1 initiative modifier for the friendly receiving unit’s force as long as the connection is maintained. Furthermore, 
  if the Infrared Imager is accessed during the Weapon Attack Phase of the first turn of game play (or prior to the start of play), it also forces the controlling 
  player of any hostile units to roll 2D6 for each hidden unit on the battlefield, revealing the unit on any result of 8+ unless the unit shutdown without an 
  overheat level, or is actively using a Null-Signature, Void-Signature, or Stealth Armor System. Infrared Imagers also will not detect units located under 
  more than 3 depths of water, within an ultra-heavy jungle hex, within a building of CF 70 or greater, or underground.
  infrArEd imAGEr
  i
  infrArEd imAGEr
  introduced: Early spaceflight
  A specialized imager type, the infrared imager is most commonly used 
  in nighttime surveillance or under low-visibility conditions, as it relies on 
  tracking heat rather than visual signals.
  
  Specialized infantry: All Specialized Infantry must be of Veteran experience or greater. When constructing a Specialized Infantry platoon, the designer may select one or more 
  specializations from the Specialized Infantry Table, but must apply the most restrictive values for each of the platoon specialty types. All troops within a Specialized Infantry 
  unit must have the same specialization(s). Furthermore, Specialized Infantry construction modifies the standard Conventional Infantry Construction rules (see pp. 144-155, 
  TM) as follows: 
  The Max Squad (Troops) value for the specialist unit sets the maximum number of troops per squad, but based on the Tech Base (Affiliation) chosen, this figure may be 
  revised per the standard Conventional Infantry rules (see p. 141, TM).
  The Max Platoon (Troops/Squads) values set the maximum platoon size in actual troops (left of the slash) and squads (right of slash). Even if it meets the maximum listed 
  number of squads per platoon, the number of actual troopers in a specialist platoon may not exceed the maximum troop numbers per platoon without breaking the unit into 
  “sub-platoons” per the Oversized Platoons rule (see p. 146, TM).
  The Max Secondary Weapons value sets the maximum number of secondary weapons that may be chosen per squad of specialist infantry. As with standard infantry pla-
  toons, a specialized platoon suffers the same movement restrictions as dictated by their chosen Motive Type for the number of support-type secondary weapons chosen.
  The MP (Type) values establish the number of MPs and their type that specialized infantry use in game play. For Combat Engineers and Marines, this can vary with the unit’s 
  chosen Motive Type, while Mountain Troops and Paratroops are restricted to a basic Foot Motive Type (modified for their special abilities per the game play rules above), and 
  SCUBA units use submarine movement (as modified by the special abilities rules above).
  The Added Tons value establishes additional weight over and above the infantry unit’s Motive Type (see p. 155, TM). For Combat Engineers and Marines, the base per-
  trooper weight varies with the Motive Type chosen (0.1 ton for Foot, 0.21 for Motorized, 0.18 for Jump, 1 for Hover/Tracked/Wheeled Mechanized, 1.5 for Microlite VTOL and 
  2 for Microcopter VTOL), while other specializations presume a base weight of 0.1 ton per trooper. For all applied specializations, the value in this column must be added to 
  this weight to find the total per-trooper weight for unit transport purposes. For example, a Motorized Marine Combat Engineer has a per-trooper weight of 0.21 (Motorized) 
  + 0 (Marine) + 0.1 (Combat Engineer) tons, or 0.31 tons for each trooper.
  The Tech Ratings values are used to determine the Tech level and Availability of the various infantry specialty types.
  The unit’s Prohibited Terrain is also established for game play purposes. In all cases, the narrowest terrain restrictions apply between the unit’s chosen Motive Type and Specialty.
  Paramedics: Unlike the other specialty infantry types, paramedics are special troops who can replace one, some, or all of the platoon’s ordinary secondary weapons troopers 
  (regardless of platoon type). Paramedics carry no weapons, and provide no damage value in combat. As long as a platoon can carry secondary weapons, it can trade one sec-
  ondary weapon trooper for one paramedic. Any leftover secondary weapons troopers in the platoon can use secondary weapons per the normal construction rules. However, 
  special weapon effects dependent on the number of troopers per squad—such as Heavy Burst Fire—will be affected by any reductions. (For example, in a conventional motor-
  ized machine gun platoon of 28 troops, there are 8 secondary troopers—those carrying the machine guns. The designer can choose to designate 1 to 8 of these troops as para-
  medics instead, while the remainder may still carry their machine guns, but at a cost of the Heavy Burst feature that requires a minimum of 2 troopers per squad to receive.)
  conStruction     
  ruLES
  tech Base (Ratings): Both (B/D-E-D)
  game Rules: Look-Down Radar provides its bonuses only if the local weather over the target battlefield is clear, foggy, overcast, cloudy, rainy, snowy or vacuum. This 
  item then provides a +1 initiative modifier for the friendly receiving unit’s force as long as the connection is maintained. Furthermore, if Look-Down Radar is accessed 
  during the Weapon Attack Phase of the first turn of game play (or prior to the start of play), it also forces the controlling player of any hostile units to roll 2D6 for each 
  hidden unit on the battlefield, revealing any non-infantry unit on a result of 8+ unless the unit mounts an active ECM, Null-Signature System, Void-Signature System, 
  or Stealth Armor of any kind (excepting visual camouflage systems). Infantry units and units located underwater, within heavy or ultra-heavy woods or jungle hexes, 
  within a building or underground are also immune to Look-Down Radar detection.
  Rules Level: Advanced
  Available to: CI
  tech Base (Ratings): Both (Various)
  game Rules: As summarized by the Specialized Infantry Types Table below, each Specialized Infantry type imposes varying effects on the maximum troops per 
  squad (Max Squad), maximum platoon size (Max Platoon), maximum number of support weapons per quad (Max Secondary Weapons), movement (MP), transport 
  weight (Added Tons) and terrain restrictions (Prohibited Terrain). Additional rules for each specialized platoon type apply as follows:
  combat engineers: These troops can perform a variety of tasks in the field, which must be designated before the start of the scenario.
  • Bridge-Building engineers: These troops carry assembly parts and tools for their operation, and can raise 2 single-hex Light Bridges or 1 single-hex 
  Medium Bridge per scenario by spending 6 full turns adjacent to a target hex and engaging in no other actions or taking damage while doing so. A Light Bridge 
  built by these infantry receives a CF of 15, while a Medium Bridge receives a CF of 40 (double these values if the bridge is built over water). If a Bridge-Building unit 
  suffers any damage during a turn when it is attempting to build a bridge, the building effort extends by 1 turn (regardless of how many times the unit is attacked). 
  If a Bridge-Building unit is destroyed before completing its task, the bridge is destroyed as well.
  Look-doWn rAdAr
  SPEciALizEd infAntry
  i
  i
  Look-doWn rAdAr
  introduced: Early spaceflight
  Often used as a satellite imager, but also common on aircraft and fight-
  ers, look-down radar is an active sensor system that relies on radio signals 
  to map the ground below, picking out targets as anomalies in the terrain 
  contours. However, this system remains susceptible to ECM jamming and 
  similar effects.
  introduced: Pre-spaceflight
    Since mankind first created warfare, it immediately began creating 
  specialized infantry dedicated to mission specific combat roles. Mountain 
  troops to SCUBA, these specially-trained troops bring expertise to a wide 
  variety of situations. However, it is the combat engineer and all its sub-
  specialties that still remain one of the most important components of any 
  military command. From minesweepers to bridge builders, demotions to 
  fieldworks; specialized infantry are the true workhorse of any campaign.  
  spEcializEd infantry
  
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  • demolition engineers: These troops plant explosive charges on structures such as bridges and buildings. While setting charges, a Demolition Engineer 
  platoon may not engage in any other movement or combat actions. The damage these charges inflict (on the target structure only) is determined by multiplying 
  the number of turns the platoon spends in the target hex setting them (to a maximum of 6 turns), times the number of damage points listed for an SRM infantry 
  platoon of equivalent numbers (as of when the platoon ceases planting the charges). Once finished setting their charges (announced at the End Phase of the turn), 
  the demolition platoon’s controlling player may announce, during any subsequent End Phase, that he is detonating the charges, inflicting the computed damage 
  only against to the hex worth of the structure the platoon spent its turns rigging up. While the charges will not directly damage any other units in the same hex, 
  any damage from the collapsing structure will (see pp. 177-178, TW).
  • firefighting engineers: Firefighters carry portable fire suppression gear, ranging from simple compressed water hoses to flame-retardant foams, and 
  may fire these at a single burning adjacent hex (or unit) in place of a weapon attack. The attack automatically hits, but then the controlling player must roll 2D6, 
  subtracting 2 from the roll result if the fire was started by any type of Inferno munition or fuel-fed flamers (such as Vehicular Flamers). On a result of 8+, the target 
  fire is extinguished. (Reduce this target number by 1—to a minimum target modifier of 3—for every consecutive turn the firefighting infantry unit continues to 
  battle a blaze in a single hex; if the platoon stops fighting a fire before it is extinguished, it must start over again. For each additional active platoon fighting the 
  fire, the controlling player may make a sperate roll for each successful attack, or apply a -1 modifier for each additional active platoon to a single roll.
  • Minesweeping engineers: Minesweepers are specially trained troops adept at disabling mines without detonating them. When a minesweeper platoon enters a 
  mined hex, they may elect to disable the mines in place of a weapon attack (at the controlling player’s discretion). When disabling mines, the platoon’s controlling player 
  must make a 2D6 roll; if multiple types of minefields occupy the same hex, a roll must be made for each type of minefield. On a result of 9+, the minefield is cleared. On a 
  result of 3 or less, the field detonates. On any other result, the minesweepers have failed and the minefield remains active. See Clearing Minefields for more information.
  • Sensor engineers: These troops carry Remote Sensors (see p. 375) and dispenser gear that can set up to 2 Remote Sensors per squad. Only a single Remote 
  Sensor need be deployed per hex in a given turn, at a cost of 1 MP (though the platoon may make ranged attacks as normal). Once established, an infantry-
  deployed Remote Sensor functions per the Remote Sensor rules referenced above.
  trench/fieldworks engineers: These engineers dig trenches and set up ad-hoc field works that can be used as handy cover for any infantry unit. A trench/
  fieldworks hex (called a fortified hex) may be established in any hex except for those containing water, pavement or buildings, and provides a +2 modifier to any 
  attacks (except for flamers and area-effect weapons) made against any infantry unit that subsequently “digs into” the fortified hex (see Digging In, p. 108). (Fortified 
  hexes made of clear terrain are also not treated as clear when determining damage against infantry.) Creating trenches and fieldworks takes 3 full turns to complete, 
  during which time the engineering unit may take no other action. As with Bridge-Building Engineers, damage to a unit during a turn in which it is attempting to fortify 
  a hex in this fashion extends the effort by 1 turn (regardless of the number of attacks made against the unit). If a Trench/Fieldworks unit is destroyed before completing 
  its task, the underlying terrain remains unchanged and provides no modifiers.
  Marines: Marines in the Classic BattleTech universe are troops trained to fight equally well in zero-G combat and on the ground. During combat operations in 
  vacuum or zero-gravity (see pp. 54–55), or boarding actions (see p. 199), Marine units suffer no combat penalties associated with vacuum and zero-G operations; 
  instead, they function in such environments as though they were conventional foot infantry under correspondingly normal conditions.
  Mountain troops: These troops are adept at ground combat in high altitudes and are immune to the effects of thin atmospheres (but not vacuum; see p. 54). 
  Their climbing gear also enables them to traverse 3 levels per hex, as opposed to the typical 1 level per hex for other ground infantry.
  paramedics: These are conventional infantry units with paramedic equipment and the combat medics to use it. Any infantry unit with Paramedics that moves 
  adjacent to (or into) a hex where there are wounded individuals may tend to up to 10 wounded individuals starting in the following turn. Paramedics may be 
  combined with any conventional infantry unit type that can carry secondary weapons.
  paratroops: Paratroops are specialized foot infantry trained and equipped to deploy into combat in parachutes or parafoils. In any atmospheric combat 
  scenario (except for vacuum), paratroop infantry units may deploy via combat drops from any suitable aerospace unit operating within the atmosphere (but 
  below the Space-Atmosphere Interface on the High-Altitude Map). When the troops land, however, the controlling player must roll 2D6 for each squad in a 
  paratroop unit. On a result of 3 or less, the squad suffers 1 casualty and scatters like a scattered battle armor unit. Dropping paratroop infantry may be attacked 
  as other dropping units, with no additional infantry modifiers. Complete rules for Dropping Troops are covered in Strategic Operations.
  ScUBA (Standard): SCUBA troops operate as normal foot infantry on land, but may enter and move through water at 1 MP per hex (or depth) as a submarine or 
  UMU-equipped unit. SCUBA infantry can submerge as low as 2 depths in game play, and possess weapons modified to fire underwater. However, their primary and 
  secondary weapons have only half their standard range when used underwater (round down), and they may not employ disposable weapons.
  ScUBA (Motorized): Similar to standard SCUBA infantry, these troops possess portable underwater propulsion gear in the form of either backpack aquatic 
  “thrusters” or mini-sub “sleds” that can be quickly stowed when on land. As with Standard SCUBA infantry, these troops move at 1 MP per hex on land, but have 2 
  MP in water, and may—like their standard SCUBA counterparts—submerge as low as Depth 2. As with standard SCUBA units, primary and secondary weapons 
  have only half their standard range when used underwater (round down), and they may not employ disposable weapons.
  SpeciAliZed inFAntry typeS tABle
  Specialty Type
  Max Squad  
  (Troops)
  Max Platoon 
  (Troops/Squads)
  Max Secondary 
  Weapons
  MP (Type)
   Added Tons  
  (per Trooper)
  Tech Ratings
  Prohibited Terrain
  Combat Engineers
  10
  20 / 2
  0
  *
  0.1
  (C/A-B-A)
  *
  Marines
  10
  30 / 4
  *
  *
  0
  (C/A-A-A)
  *
  Mountain Troops
  10
  20 / 2
  1
  1 (Ground)**
  0
  (B/A-A-A)
  Water (Any)
  Paratroops
  10
  30 / 3
  1
  1 (Ground)**
  0.05
  (B/A-A-A)
  Water (Any)
  Paramedics
  †
  † / †
  †
  †
  0.05
  (B/C-C-C)
  †
  SCUBA (Standard)
  10
  30 / 4
  0
  1 (Sub)**
  0.05
  (B/B-C-B)
  Water (Depth 3+)
  SCUBA (Motorized)
  6
  12 / 2
  1
  2 (Sub)**
  0.1
  (B/B-C-B)
  Water (Depth 3+)
  *As chosen Motive Type (Foot, Motorized, Jump and Mechanized: [Hover, Wheeled, Tracked or VTOL] are all available to these units).
  **See special game rules.
  †As platoon type chosen; Note that each Paramedic per platoon replaces 1 secondary weapon trooper
  SPEciALizEd infAntry (cont)
  i
  
  Structure: Composite, Endo-Composite and Reinforced internal structure types are available to BattleMechs only.
  The weight for Composite Structure is half as much as standard internal structure (rounded up to the nearest half-ton), but occupies no internal slots on the 
  unit’s design.
  Endo-Composite Structure weighs three-quarters as much as standard structure (75 percent, rounded up to the nearest half ton), and occupies half as many 
  slots (rounded up) as normal Endo-Steel (7 slots for Inner Sphere Endo-Composite; 4 slots for Clan Endo-Composite), which must be allocated per the standard 
  rules for internal structure slots (see p. 47, TM).
  Reinforced internal structure weighs twice as much as standard structure, but requires no slot space.
  Sub-capital Weapons: When mounted on appropriate Large Craft (DropShips, JumpShips, Space Stations and WarShips), Sub-Capital Weapons can be grouped in 
  either their own bay or in the same bay as capital weapons of the same type (Sub-Capital Lasers may be combined with capital lasers, Sub-Capital Cannons may 
  combine with capital autocannons and so on). When grouped with standard capital weapons, however, the Sub-Capital Weapons’ to-hit modifiers are replaced by 
  those of the capital weapon. Sub-Capital Weapons are mounted on any permissible aerospace unit using the same rules for standard capital weapons, including 
  rules pertaining to gunnery crew needs, targeting system limits, minimum ammunition needs and so forth. (DropShips mounting Sub-Capital Weapons effectively 
  ignore the prohibition concerning only-missile capital weapons.)
  Beyond Large Craft, only Mobile Structures and Large-sized Support Vehicles of Tracked, Rail or Naval motive types may mount a Sub-Capital Weapon. For 
  Mobile Structures, mounting a Sub-Capital Weapon follows the same rules as for mounting capital weapons (see p. 267). Support Vehicles intending to mount a 
  Sub-Capital Weapon must incorporate a fusion or fission engine of at least Tech Level D, as well as an Advanced Fire Control System. Support Vehicle-mounted 
  Sub-Capital Weapons may not be placed in a turret or pintle mount, and require 1 gunner for every 50 tons of weapon weight to operate. Sub-Capital Lasers 
  mounted on Support Vehicles also require a number of heat sinks equal to the heat generated by such weapons, while Sub-Capital Cannons and missiles require 
  no heat sinks.
  comPoSitE StructurE
  R&d Start date: 3056 (Federated Commonwealth)
  prototype design and production: 3061 (Federated Suns)
  Composite structure uses advanced fiber-reinforced materials to provide 
  a BattleMech framework that weighs half as much as standard internal 
  structure, but avoids the bulk issues found in equivalent-weight endo-steel 
  structure. Unfortunately, composite structure is markedly easier to damage.
  conStruction     
  ruLES
  Rules Level: Experimental
  Available to: BM
  tech Base (Ratings): Inner Sphere (E/X-X-E)
  game Rules: All damage to the internal structure of a ’Mech using Composite Structure is doubled. Excess damage that transfers to a location still 
  protected by armor must apply in accordance with the rules of the specific armor type, based on the weapon’s normal remaining damage.
  comPoSitE StructurE
  i
  In the push to get the most from every ton of BattleMech design, re-
  searchers continue to experiment with ways to lighten every component 
  possible while not compromising the integrity of these avatars of war. Three 
  promising structural alternatives were reportedly under development in re-
  cent years along these lines: composite structure, endo-composite structure 
  and reinforced structure.
  structurE
  rEinforcEd StructurE
  R&d Start date: 3055 (ComStar), 3060 (Clan Ghost Bear)
  prototype design and production: 3057 (ComStar/Word of Blake), 
  3065 (Clan Ghost Bear)
  Prior to the fall of Terra to the Blakists, ComStar engineers were working on 
  an ultra-heavy chassis design intended to better resist the strain of internal dam-
  age, but Word of Blake espionage eventually led to the experimental technology 
  leaking beyond the Order’s drawing boards. The Clans have since launched their 
  own research into the promise of super-resilient structure design.
  Endo-comPoSitE StructurE
  R&d Start date: 3063 (Lyran Alliance), 3071 (Clan Wolf [in-Exile])
  prototype design and production: 3067 (Lyran Alliance), 3073 (Clan 
  Wolf [in-Exile])
  introduced: N/A
  Lyran engineers were seeking a solution to the problem of bulky endo-
  steel structure design without resorting to composites when the Jihad began. 
  Their approach consisted of a mix of endo-steel and standard structure parts, 
  dubbed endo-composite structure. It promised a partial success that unfor-
  tunately wound up in Blakist hands for several years—but not before Lyran 
  resistance managed to leak technical details to the Exiled Wolves.
  rules Level: Experimental 
  Available to: BM
  tech Base (ratings): Both (E/X-X-F)
  Game rules: Functions in game play by the same rules as Endo-Steel; critical hits to Endo-Composite structure slots are treated as Roll Again results.
  Endo-comPoSitE StructurE
  i
  
  343
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  AdvAnced
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  AdvAnced  
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  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Derived from Terra’s rebuilt defenses (and likely scrapped naval weapon 
  concepts from the Age of War), the Word of Blake recently unveiled a new, 
  smaller class of naval weapons. Dubbed sub-capital weapons, these sys-
  tems have apparently been shipped to various key worlds throughout the 
  Protectorate, where a few courageous resistance groups have managed to 
  smuggle out specs and partial samples to the various allied forces.
  sub-capital WEapons
  SuB-cAPitAL cAnnonS
  introduced: 3073 (Word of Blake)
  These lighter forms of the naval autocannon lack the size and the “burst 
  rate” of their larger kin, but can track smaller targets more effectively than 
  their larger cousins. Since rumors of these weapons leaked out, FedSuns 
  weapon designers and their Combine counterparts have both launched 
  crash programs to develop their own sub-capital cannons, hoping to negate 
  the Blakist advantage before their new weapons went into full production.
  SuB-cAPitAL LASErS
  introduced: 3073 (Word of Blake)
  Though the Word once more beat out the allies for production of these, 
  the preferred sub-capital weapon, all of the Great House states save the 
  Federated Suns and the Capellan Confederation are close to field-testing 
  their own knock-offs on retrofitted “pocket WarShips” of their own.
  Rules Level: Experimental
  Available to: BM
  tech Base (Ratings): Both (E/X-X-E)
  game Rules: Reinforced Structure suffers only 1 point of damage for every 2 points of damage sustained (rounded up), like Hardened Armor. Further-
  more, when rolling to determine critical hits on a unit with Reinforced Structure, a –1 modifier applies to the roll result. Reinforced Structure does not 
  allow more armor to be mounted on a ’Mech.
  tech Base (Ratings): Inner Sphere (E/X-X-F)
  game Rules: If not grouped with standard Naval Autocannons in a weapon bay, a Sub-Capital Cannon (SCC) receives a +3 modifier to attack units 
  weighing less than 500 tons (in place of the standard +5 modifier for capital weapons). Otherwise, Sub-Capital Cannons function as described in the 
  general rules above. 
  tech Base (Ratings): Inner Sphere (E/X-X-F)
  game Rules: If not grouped with standard Naval Lasers in a weapon bay, a Sub-Capital Laser (SCL) receives a +3 modifier to attack units weighing less 
  than 500 tons (in place of the standard +5 modifier for capital weapons). Otherwise, Sub-Capital Lasers function as described in the general rules above.
  Rules Level (general): Advanced
  Available to (general): SV, DS, JS, SS, WS, MS
  game Rules (general): Sub-Capital Weapons use capital-scale attack values and range brackets, and follow all the same basic rules as capital 
  weapons of their equivalent type (Capital ACs for Sub-Capital Cannons; Naval Lasers for Sub-Capital Lasers; Capital Missiles for Sub-Capital Missiles), 
  with the following differences:
  •	
  Sub-Capital Weapons firing through the Space/Atmosphere Interface on the High-Altitude Map suffer an additional +2 to-hit modifier in addition 
  to all other modifiers and rules applicable to capital weapons fire through atmosphere (see p. 236, TW).
  •	
  Ground-based units firing sub-capital weapons (excluding grounded DropShips and Mobile Structures) must stop moving for 1 full Space-scale 
  turn (6 standard ground combat turns) before firing, and also may not move in the firing turn.
  •	
  Direct-fire Sub-Capital Weapons (SCCs and SCLs) may attack targets under 500 tons at a +3 to-hit modifier (rather than the normal +5). Sub-
  Capital Missiles do not apply this modifier.
  •	
  Direct-fire Sub-Capital Weapons may not be fired from a Ground hex on the High-Altitude Map against any other unit on the Ground hex row on 
  the High-Altitude Map.
  •	
  Sub-Capital Missiles may execute surface-to-surface attacks as artillery (such rules are covered in Strategic Operations), but with a range (in Space 
  hexes) equal to their capital hex range, divided by 6 (round up), and a ground combat turn delay of 6 ground-scale turns per Space hex traveled. 
  Such attacks also suffer a +2 to-hit modifier.
  •	
  Sub-Capital Weapons used to deliver a strike against ground-based targets deliver their full damage only against the target hex—and all units 
  therein—plus half their rated damage to the adjacent hexes (and all units therein). Remember that 1 point of capital-scale damage translates to 
  10 points of standard-scale damage when attacking ground units in this fashion.
  rEinforcEd StructurE
  SuB-cAPitAL cAnnonS
  SuB-cAPitAL LASErS
  SuB-cAPitAL WEAPonS
  i
  i
  i
  i
  
  Sub-compact k-f drive System: A WarShip mounting a Sub-Compact K-F Drive must devote 50 percent of the vessel’s total mass to the drive. A jump-capable 
  vessel with a sub-compact K-F Drive may be built as small as 5,000 tons, but no larger than 25,000 tons. A vessel with a sub-compact core may not mount 
  DropShip docking collars. Full rules on constructing the units that use this item will appear in Strategic Operations.
  Supercharger: The Supercharger may be mounted on any BattleMech or IndustrialMech. Combat Vehicles and Support Vehicles not powered by Solar Power or 
  External power engines may also mount a Supercharger unless they are also VTOLs, Fixed-Wing, Airship or Satellite vehicle types. All other unit types may not 
  mount a Supercharger. The Supercharger itself occupies 1 critical space, which must be placed in a location that contains engine slots (this can be a left or right 
  torso, provided engine slots exist in those locations) and has a weight equal to one-tenth of the unit’s engine weight (rounded up to the nearest half-ton for units 
  5 tons and over, or to the nearest kilogram for units under 5 tons). 
  taser: Only battle armor may mount a Battle Armor Taser, and only one Battle Armor Taser may be mounted per battlesuit, unless the Taser is mounted semi-
  externally, in a Detachable Weapon Pack.
  BattleMech Tasers may be mounted on BattleMechs, IndustrialMechs, Combat Vehicles and all Support Vehicle types except for Satellites, Airships and Fixed-
  Wing units in accordance with the standard construction rules. However, only units powered by a fusion engine can use BattleMech Tasers. 
  Rules Level: Experimental
  Available to: JS, WS
  tech Base (Ratings): Both (F/F-X-F)
  game Rules: The Sub-Compact K-F Drive follows normal K-F drive rules. However, as the use of a sub-compact drive produces an extra-small hyper-
  space field, a vessel using a Sub-Compact K-F Drive cannot transport DropShips through hyperspace.
  SuB-comPAct k-f driVE SyStEm
  i
  introduced: 2320 (Terran Hegemony)
  Inner Sphere naval engineers and historians have long known that 
  the Star League could build Kearny-Fuchida drives as small as 2,500 tons. 
  However, even the recovery of the Helm Memory Core failed to unlock the 
  mystery of these sub-compact cores, leaving vessels like the well-known 
  Bug-Eye stuck in ComStar’s nostalgic Star League archives (and in Clan 
  naval reserves).
  Only the recent and historic collaboration between Inner Sphere naval 
  engineers and their counterparts in Clans Wolf (in-Exile) and Nova Cat 
  finally cracked the counterintuitive secret to compact K-F drive design. Un-
  fortunately, the bare bones, nearly titanium-free design of sub-compact K-F 
  drives proved prohibitively expensive, even when using Clan manufacturing 
  techniques. As a result, sub-compact K-F drives have become rare to the 
  point of virtual extinction.
  sub-compact k-f drivE systEm
  conStruction     
  ruLES
  SuB-cAPitAL miSSiLE LAunchErS
  introduced: 3072 (Word of Blake), 3073 (Clan Wolf [in-Exile])
  Sub-capital missiles are the only sub-capital weapon types known to have 
  been under development prior to the Jihad (though suspicions remain that 
  the Word was actively pursuing other sub-capital weapon types at the same 
  time). These weapons lack the range and punch of larger capital missiles, and 
  are also incompatible with the AR-10 launcher, but are adept at anti-fighter 
  work and useful across a broad range of unit types. Their straightforward 
  design and co-development with Free Worlds engineers who later defected 
  to Alys Marik’s resistance eventually led to other realms adopting this tech-
  nology, including the Lyrans, the Combine and even the Clans.
  tech Base (Ratings): Both (E/X-X-F)
  game Rules: Sub-Capital Missiles function in accordance with the general Sub-Capital Weapons rules above. Furthermore, if not grouped together 
  with standard capital missiles (or other Sub-Capital Missiles), Piranha-class Sub-Capital Missile bays receive a –1 to-hit modifier to reflect the more 
  nimble maneuvering systems of these smaller warheads. Space-based Point defenses, including Anti-Missile Systems, affect Sub-Capital Missiles in the 
  same manner as capital missiles, but in atmosphere, these defensive armaments have no effect against Sub-Capital Missiles.
  Like standard capital missiles, most Sub-Capital Missiles may inflict an additional critical hit against aerospace targets when they deliver a successful 
  hit. The Sub-Capital Missile Critical Table below provides the chances of an additional critical hit on a separate 2D6 roll (made after a successful hit).
  Sub-Capital Missiles cannot be launched from an AR-10 launcher, nor do tele-operated versions exist for any of these missiles, but they can be used 
  to deliver surface-to-orbit attacks and vice versa (those rules are covered in Strategic Operations).
  SuB-cApitAl miSSile criticAl tABle
  Missile
  critical chance
  Piranha
  N/A
  Stingray
  12+
  Swordfish
  11+
  Manta Ray
  10+
  SuB-cAPitAL miSSiLE LAunchErS
  i
  
  BAttLE Armor tASEr
  Appearing suddenly in special Word of Blake battle armor squads, the battle 
  armor-scaled taser is the riskier form of the taser weapon. While its single 
  harpoon—delivered by Gauss-style magnetic accelerators—is hardly dam-
  aging, the immense pulse from its integral capacitor invariably disrupts the 
  battlesuit’s own electronic systems and can even shut down the suit entirely. 
  For this reason, the battle armor taser sees limited use, even by the Word.
  Rules Level: Experimental
  Available to: BM, IM, CV, SV
  tech Base (Ratings): Inner Sphere (C/F-F-F)
  game Rules: The Supercharger enables a unit to move at twice its standard Cruising or Walking MP as an enhanced run, and follows the same rules to 
  operate as MASC (see pp. 137, TW), with the following exceptions:
  •	
  Superchargers mounted on IndustrialMech or Support Vehicle engines apply a –1 modifier to the Supercharger’s activation roll result (the 2D6 roll 
  made prior to movement).
  •	
  On a failed Supercharger activation roll, rather than assigning critical damage to legs, the controlling player rolls on the unit’s appropriate Deter-
  mining Critical Hits Table and applies all critical hits to the engine. For ’Mech units, this applies to the upper-most undamaged critical slot in the 
  center torso. For non-’Mechs, these critical hits apply first to the motive systems and then (after the unit is immobilized in such a fashion) transfer 
  inward to the engine itself, destroying the engine immediately on the first hit.
  •	
  Regardless of whether or not engine or motive damage occurs, a failed Supercharger activation roll destroys the Supercharger system and the 
  unit may not use it for the remainder of the scenario; the equipment slot is considered destroyed.
  •	
  A ’Mech may combine a Supercharger with MASC. If both are used in the same round, the controlling player must make separate activation rolls 
  for each. If successful, the unit receives a Running MP equal to 2.5 times its Walking MP (rounded up).
  game Rules (general): In game play, apply a +1 to-hit modifier for attacks by a unit firing a Taser. The Taser may only target ground-based units 
  (such as ’Mechs, battle armor and vehicles), grounded VTOLs and grounded aerospace units. The Taser has no effect against buildings or units weighing 
  more than 100 tons. A Taser may not be fired underwater, nor does it gain any benefits from a targeting computer.
  If the target is conventional infantry, a successful Taser hit automatically kills 1 trooper (regardless of the Taser type used). Against any other target, 
  the weapon inflicts 1 point of damage, after which the Attacker then rolls 2D6 and consults the Taser Effects Table below, then cross-references the 
  target unit type against the columns appropriate for the Taser type used.
  If the roll result is equal to or higher than the value outside the parentheses under the appropriate Shutdown column, the Taser causes the target unit to 
  shut down for a number of turns equal to the value in parentheses. Battle armor units that experience a shutdown effect lose one random trooper, which is 
  treated as destroyed for the remainder of the scenario. All other units experiencing a shutdown become immobile targets for the duration of the effect.
  If the 2D6 roll is less than the Shutdown column value, the Taser’s surge simply disrupts the unit’s electronics, creating interference that impairs the 
  unit’s function. This interference applies a modifier to the target unit’s Piloting and Gunnery target numbers as listed under the Interference column for 
  the appropriate Taser, and lasts for a number of turns equal to the value in parentheses.
  Multiple Taser hits do not increase the modifiers for interference effects or the chances of a shutdown effect, but will require shutdown checks for 
  each successful hit (however, a unit shut down by one Taser hit may not be “restarted” by a later Taser hit that fails to roll a shutdown). Any interference 
  effects last from the turn of the most recent successful Taser hit. Shutdown and interference effects end during the End Phase of the final turn of their 
  duration, and so a BattleMech experiencing interference from a Battle Armor Taser hit in Turn 1 will recover from its effects in the End Phase of Turn 4.
  SuPErchArGEr
  tASEr
  i
  i
  introduced: Early spaceflight
  Essentially an override for the normal safety governors that limit modern 
  engine performance, superchargers can coax as much as 125 percent output 
  from fusion reactors and internal combustion engines alike. For fusion and 
  fission plants, this generally entails disabling safety inhibitors and the like, 
  while fuel-based systems inject a burst of specially designed chemicals into 
  the fuel mix to achieve similar results.
  As might be expected, use of a supercharger carries significant risks to 
  the engine’s integrity, up to and including supercharger burnout or even 
  catastrophic engine failure.
  R&d Start date: ca. 3060 (Word of Blake [Battle Armor Taser]),  
   
  3065 (Federated Suns [BattleMech Taser])
  prototype design and production: circa 3066 (Word of Blake [Battle 
  Armor Taser]), 3067 (Federated Suns [BattleMech Taser])
  introduced: 3067 (Word of Blake [Battle Armor Taser]), N/A [BattleMech Taser]
  Though reportedly developed by the NAIS as a ’Mech-scale weapon first, 
  the radical taser weapon system first appeared at a smaller scale, employed 
  by Word of Blake battle armor. Designed to incapacitate rather than destroy, 
  the weapon uses a wire-based, armor-piercing harpoon to penetrate the 
  outer skin of its target and deliver a powerful electromagnetic charge direct-
  ly from the shooting unit. This jolt, powerful enough to disable the target 
  for a brief period, relies on high-energy capacitors or a direct feed from the 
  firing unit’s engine, and carries with it a major risk of energy feedback that 
  can prove just as harmful to the attacker as to the target.
  supErchargEr
  tasEr
  345
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  
  thunderbolt missile Launcher: May be mounted on any available unit type in accordance with the unit’s standard construction rules.
  Battlemech turret: All of the turrets described here have a weight equal to 10 percent of the tonnage of all weapons assigned to the turret (not including power 
  amplifiers, heat sinks and ammunition). Sponson Turrets, which are always mounted in pairs, treat this weight as tonnage that applies across both turrets, but 
  as they must mount the same tonnage of weapons—though not necessarily the same types of weapons—this translates to 5 percent of weapon tonnage per 
  turret. Round all turret weights up to the nearest half-ton. For ’Mech Turrets, a critical slot must also be assigned to the unit’s record sheets to represent the turret 
  mechanism (and the weapons assigned to that turret must be noted on the record sheet as well).
  BattleMech shoulder turrets (available only to biped BattleMechs) must assign the turret mechanism slot to either the left or right torso locations, which may 
  support a maximum of 1 shoulder turret each. Only the items placed in that side torso may be assigned to the shoulder turret. 
  BattleMech head turrets (available to quad or biped ’Mechs) require a turret critical slot in the center torso. A ’Mech must be using a torso-mounted cockpit 
  (see p. 301) to mount a head turret.
  BattleMech quad turrets (available only to four-legged ’Mechs) follow the same construction rules as a BattleMech shoulder turret, but a quad may only carry 1 turret.
  Rules Level: Advanced
  Available to: BA
  tech Base (Ratings): Inner Sphere (E/X-X-E)
  game Rules (general): The Battle Armor Taser uses all of the general Taser firing rules noted above, with the following additions:
  •	
  Battle Armor Tasers are one-shot weapons.
  •	
  Even if all troopers in a squad are equipped with a Battle Armor Taser, only 1 trooper fires at a time, so if a full Word of Blake battle armor squad of 
  6 is equipped with Battle Armor Tasers, they may make up to 6 Taser attacks per scenario.
  •	
  Units experiencing shutdown effects from a Battle Armor Taser strike may restart before the effects’ full duration by making a 2D6 roll during the 
  End Phase of each turn they are so shut down. BattleMechs restart on a result of 7+; all other units restart on 8+.
  •	
  Upon making a successful hit with a Battle Armor Taser, regardless of the effects, the Attacker must make a Feedback check by rolling 2D6 again. 
  On a result of 7+, the firing unit receives a +1 modifier to all attack rolls for the next 3 turns (applied to the entire squad). On a result of 6 or less, 
  the Taser’s capacitor explodes from the surge, disabling the battlesuit for the remainder of the scenario. (The trooper is treated as destroyed for 
  scenario purposes, but the suit and its operator may be salvaged later.)
  •	
  Unless it simply missed its target when fired, a Battle Armor Taser cannot be reloaded after a scenario; instead, the weapon must be replaced.
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, MS
  tech Base (Ratings): Inner Sphere (E/X-X-F)
  game Rules: The BattleMech Taser uses all the general Taser rules described above, with the following additions:
  •	
  BattleMech Tasers are treated like Gauss weapons in the event of a critical hit to the weapon, and explode for 6 points of damage.
  •	
  BattleMech Taser ammo can explode in the event of a critical hit, inflicting 6 points of damage per unused shot left in the bin.
  tASer eFFectS tABle
  Battle Armor Taser
  BattleMech Taser
  Target Unit*
  Shutdown
  Interference
  Shutdown
  Interference
  BattleMech
  12+ (3)
  +1 (3)
  11+ (3)
  +2 (3)**
  IndustrialMech
  11+ (3)
  +1 (3)
  8+ (4)
  +2 (4)**
  ProtoMech
  11+ (3)
  +1 (3)
  8+ (4)
  +2 (4)
  Battle Armor†
  9+ (P)
  NA
  Auto (P)
  NA
  Vehicles
  11+ (3)
  +1 (3)
  8+ (4)
  +2 (4)
  Aerospace Fighter/Small Craft‡
  11+ (3)
  +1 (3)
  11+ (3)
  +2 (3)**
  Conventional Fighters‡
  11+ (3)
  +1 (3)
  8+ (4)
  +2 (4)
  BAttLE Armor tASEr
  BAttLEmEch tASEr
  i
  i
  BAttLEmEch tASEr
  First seen in the Solaris arenas during a duel between rival FedSuns 
  stables, the BattleMech taser is a larger, reloadable and far less risky version 
  of the battle armor taser. Combining the micro-Gauss firing system of the 
  battlesuit version with a rocket-propelled harpoon, and designed to tap into 
  the much deeper power reserves of a fusion reactor (rather than the battle 
  armor version’s capacitor), the BattleMech taser is somewhat more effective 
  in combat, at decidedly less risk.
  *Tasers have no effect against units weighing more than 100 tons.
  **The unit also generates 5 points of heat per turn while affected.
  †Effects apply to one trooper only, for the remainder of the scenario.
  ‡Grounded units only; Tasers cannot target airborne units.
  conStruction     
  ruLES
  
  Rules Level: Advanced
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  tech Base (Ratings): Inner Sphere (E/X-X-F)
  game Rules: Thunderbolt Missile Launchers follow all the standard rules for LRMs in combat, including the ability to launch indirect LRM fire (see p. 
  111-112, TW). However, unlike LRMs, Thunderbolt missiles do not roll on the Cluster Hits Table. They deliver their damage to a single location, rather 
  than in clusters, and any Thunderbolt missile strike that occurs within the weapon’s minimum range delivers only half the missile’s rated damage, 
  rounded down (as the missile’s warhead does not arm itself until after launch).
  Anti-missile systems may engage an incoming Thunderbolt missile, using the standard rules for AMS versus a single missile weapon (see p. 129, TW).
  Thunderbolt Missile Launchers only use standard Thunderbolt ammunition, and do not benefit from missile enhancement systems such as Artemis 
  and Narc.
  Rules Level: Experimental
  Available to: BM, IM
  tech Base (Ratings): Both (C/F-X-F)
  game Rules: BattleMech Turrets come in three primary forms: shoulder turrets, quad ’Mech turrets and head turrets. Bipedal (non-quad) ’Mechs may 
  only mount shoulder and head turrets, while quads may only use quad ’Mech turrets and head turrets. In all three cases, the weapons assigned to these 
  turrets—which must be clearly noted on the unit’s record sheet—may be rotated to any desired facing in accordance with the rules for vehicle turrets 
  (see pp. 105-106, TW). In the case of shoulder turrets, however, the turret may not fire through either of the ’Mech’s opposite-side hexsides (as doing so 
  would essentially be firing through the unit’s own head).
  Unlike vehicle turrets, BattleMech Turrets have no distinct hit locations and are treated as part of the body location in which they are mounted. 
  Furthermore, all BattleMech Turrets have a critical slot representing the turret mechanism itself. If this slot sustains a critical hit, the turret is locked in 
  the facing it had during the turn in which the critical hit occurred, and remains in that facing until repaired.
  Rules Level: Experimental
  Available to: CV, SV
  tech Base (Ratings): Both (B/F-X-F)
  game Rules: Available to ground-based and naval-based Combat and Support Vehicles (but not airborne units such as VTOLs, Airships, Fixed-Wing 
  units and Satellites), the Vehicular Dual Turret refers to the placement of a second turret in a single-hex Combat or Support Vehicle design. (Multi-hex 
  units can mount one turret per hex, and so do not receive this option.)
  Vehicles with a dual turret configuration must note one turret as the forward turret and one as the rear turret. These turrets follow the same rules as 
  standard vehicle turrets, but the forward turret may not fire through the rear hexside, while the rear turret—which is elevated above the forward—has 
  a full 360-degree arc. Both turrets are treated as a separate hit location, each with its own armor and structure; when a vehicle mounting dual turrets 
  suffers a hit to the turret location, the attacker must roll 1D6, applying a –2 modifier for hits through the front arc or a +2 modifier for hits through the 
  rear arc. If the modified result is 3 or less, the front turret suffers the damage; on a modified result of 4 or higher, the rear turret is hit instead. Any critical 
  hits to a vehicle’s turret apply to the turret which received the damage.
  thundErBoLt miSSiLE LAunchEr
  BAttLEmEch turrEt
  VEhicuLAr duAL turrEt
  i
  i
  i
  introduced: 3072 (Federated Suns, Lyran Alliance)
  An experimental weapon system first prototyped by NAIS engineers in 
  the mid-3050s for the Solaris arenas, the Thunderbolt missile launcher was 
  derived from standard LRM technology. By using a larger missile, rather than 
  clusters of small warheads, the Thunderbolt can deliver a single concentrat-
  ed hit to its target, but does so at the expense of range, weapon weight and 
  heat. Nevertheless, the proven nature of this technology led to its eventual 
  mass production by the former FedCom states in the early 3070s.
  introduced: Pre-spaceflight
  Turrets, by and large, are nothing new to the modern battlefield, yet war 
  machines in the thirty-first century have settled into certain design standards, 
  mainly for the sake of simplified engineering. Far more unusual options, 
  however, have cropped up from time to time, including ’Mech-mounted 
  turrets, dual vehicle turrets, sponson turrets and VTOL chin turrets.
  thundErbolt missilE launchEr
  turrEts
  347
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
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  AdvAnced  
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  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  
  Vehicular dropchute (Vdc)/Battle Armor dropchute (BAdc): Only battle armor, ’Mechs, ProtoMechs and Vehicles with a Wheeled, Tracked, Hover or WiGE motive 
  system may use a VDC. Naval vehicles and vehicles with VTOL, Fixed-Wing, Airship, Satellite or Rail motive types may not employ VDCs. No unit weighing more 
  than 100 tons may use a VDC. Only battle armor and exoskeleton units may use a BADC.
  Unless the VDC is reusable, this item occupies no tonnage or critical space within the unit. Instead, it is treated as unprotected cargo for movement and combat 
  purposes (see pp. 260-261, TW), except that this cargo is considered strapped to the unit’s back, may not be hit except for hits to the unit’s rear arc, and leaves any 
  arms or turrets free to act normally. Non-reusable BADCs have no impact in game play.
  Reusable VDCs—available to all appropriate units—can only be mounted in a vehicle’s rear location, any of a ’Mech’s three torso locations or in a ProtoMech’s 
  body (taking up a weapon slot). Reusable VDCs add half a ton to their base weight for the retraction and stowing systems, with the total tonnage of the equipment 
  rounded up to the nearest half ton for construction purposes. Reusable BADCs must be located in a battle armor suit’s body location.
  Vehicular Jump Jets: Vehicular jump jets weigh the same as standard jump jets do on a BattleMech of equivalent weight (see p. 51, TM), but occupy only one equip-
  ment slot (in the vehicle’s body). Because the steering thruster nozzles for such jets must be mounted on the sides of the vehicle, a unit equipped with vehicular 
  jump jets may not mount sponson turrets (above).
  Only vehicles with hover, wheeled, tracked, or Wing-in-Ground Effect (WiGE) motive types may mount vehicular jump jets. Each jump jet provides 1 Jump MP. As with 
  standard BattleMech jump jets, a vehicle may not mount more vehicular jump jets than it has Cruise MP. Vehicles do not require heat sinks to mount vehicular jump jets.
  Void-Signature System: The Void-Signature System must be combined with one or more ECM suites. The system itself does not weigh a significant amount, but 
  occupies 1 critical slot in each of the BattleMech’s locations except the head (that is, one slot each in the right and left arm, or front legs on a four-legged ’Mech, 
  and the right and left leg, and one in the each of the left, right and center torsos, for a total of 7 critical slots).
  A ’Mech with this system may not mount an advanced targeting computer or C3 system, Stealth armor, the Chameleon light polarization shield or a Null-
  Signature System.
  The Void-Signature System cannot be installed on an OmniMech via OmniPods.
  Rules Level: Experimental
  Available to: CV, SV
  tech Base (Ratings): Both (B/F-X-F)
  game Rules: Available to ground-based, naval-based and VTOL Combat and Support Vehicles (but not other units such as Airships, Fixed-Wing units 
  and Satellites), Sponson Turrets are larger-scale versions of the pintle mount occasionally seen on smaller Support-grade Vehicles. Sponsons, unlike 
  pintles, may carry heavy weapons and are always mounted in pairs as an alternative to standard side-mounted weapons. Like pintles, however, they 
  receive no independent armor and structure values, and offer the same 180-degree arc of fire, encompassing the whole range of hexes from the hex row 
  directly behind a vehicle to the hex row directly ahead (meaning both Sponsons will overlap directly ahead of and directly behind a vehicle). Unlike other 
  turrets, Sponsons cannot be jammed; the weapons are simply treated as standard side-mounted weapons for the purposes of resolving critical hits.
  Rules Level: Experimental
  Available to: CV, SV
  tech Base (Ratings): Both (B/F-F-F)
  game Rules: The VTOL “Chin” Turret is so named because it generally resides beneath the cockpit section of the craft. The Chin Turret follows all the 
  standard rules for a vehicle turret except that it cannot be used to target units standing (or flying) at a higher elevation than the VTOL itself.
  VEhicuLAr SPonSon turrEt
  VtoL chin turrEt
  i
  i
  introduced: 2351 (Terran Hegemony [VDC]), 2875 (Clan Hell’s Horses [BADC])
  Descended from the landing chutes of early spaceflight planetary probes, 
  the combat vehicular dropchute (VDC)—and its battle armor equivalent 
  (BADC)—are not so much a mounted equipment item as an external 
  add-on that enables vehicles, ’Mechs, battle armor and even inert cargo 
  to be dropped from low atmospheric orbit. Intended as an economical  
  alternative to the standard BattleMech drop cocoon, VDCs and BADCs are 
  limited in combat, largely because chute-deployed troops are easier to 
  target by hostile aerospace units, and rely on atmospheric drag rather than 
  controlled thrust to slow their descent. This latter issue is considerably more 
  dangerous when deploying by chute into turbulent atmospheric conditions, 
  such as the height of a storm.
  introduced: 2650 (Terran Hegemony)
  extinct: 2840 (Inner Sphere)
  During the heyday of the first Star League, Mitchell Vehicles of Graham IV 
  introduced the first jump-capable hovertank—the KGA-2B Kanga—to the 
  SLDF. Built to compete with the mobility of BattleMechs, the Kanga’s unique 
  vehicular jump jet system was a stunning success, but one that few could 
  replicate thanks to the elaborate computer and guidance systems needed 
  to stabilize the hovertank in flight. As a result, few jump-capable vehicles 
  beyond the Kanga were ever created, especially after the destruction of the 
  vehicle line on Graham in 2780. Even the Clans (Hell’s Horses notwithstand-
  ing), who retained the technology through the Succession Wars, viewed it 
  as prohibitively expensive and complex, all but sidelining the technology in 
  the centuries since the Star League’s collapse.
  vEhicular/battlE armor dropchutE
  vEhicular Jump JEts
  conStruction     
  ruLES
  
  Rules Level: Advanced
  Available to: BA, PM, BM, IM, CV, SV
  tech Base (Ratings): Both (Variable)
  game Rules: Applicable units using VDCs (or BADCs) during a combat drop (instead of Jump Packs or integral jump jets) follow all the standard rules 
  for a combat drop (t hose rules are covered in Strategic Operations), with the following exceptions:
  •	
  VDC/BADC drops may only be attempted over planets with an atmospheric pressure of Thin or higher. VDC/BADC drops cannot be attempted in 
  Very Thin or Vacuum atmosphere.
  •	
  VDC/BADC drops by manned units apply an additional +1 modifier to the Piloting Skill roll upon landing; this modifier rises to +3 if the unit is 
  unmanned (or out of control due to engine shutdown, gyro destruction or pilot incapacitation). Any modifiers for weather conditions in the 
  landing zone are doubled as well.
  •	
  While dropping, hostile aerospace units may apply a –2 to-hit modifier (–1 if the unit is using a Stealth VDC/BADC) to attacks against unit’s chute 
  (not the unit itself). However, each hit to a VDC or BADC delivers only 1 point of damage (Cluster weapons treat each point cluster as a separate 
  hit). If the target is BADC-deployed battle armor, the attacking unit must roll to see which trooper’s chute is hit, as damage to their chutes must 
  be tracked separately.
  •	
  If the VDC sustains 15 points of damage or more (BADCs can sustain only 5 points of damage per trooper), or is detached by the controlling unit 
  (requiring a successful Piloting Skill roll during the Movement Phase), the dropping unit plunges to the ground and is destroyed unless it has jump 
  jets to control its fall (in which case, standard Dropping Troops rules apply, which are covered in Strategic Operations).
  In addition, units deployed by Camouflage or Stealth VDCs or BADCs prior to the start of play may use the chutes to begin play as hidden units. A unit 
  with a functioning active probe will only detect a unit hidden by a Stealth chute if the probe unit enters a hex adjacent to the hidden unit.
  Reusable VDCs and BADCs (an option in which the chutes may be retracted and stowed for later use) take 5 minutes (30 standard ground-scale turns) 
  to stow, during which time the chute-equipped unit may not move (but may make attacks normally). Attacks against a Reusable chute in the process of 
  being stowed receive the –4 immobile target modifier, and inflict damage against the chute in the same manner as noted above for aerospace attacks 
  on a deployed VDC or BADC.
  Rules Level: Experimental
  Available to: CV, SV
  tech Base (Ratings): Both (E/E-X-F)
  game Rules: A vehicle equipped with Vehicular Jump Jets (and a functioning engine) can use Jumping MP in the same manner as suitably equipped 
  BattleMech, with these exceptions:
  •	
  Every time the vehicle jumps, the controlling player must roll on the Motive System Damage Table (see p. 193, TW) to see what—if any—motive 
  damage occurs upon landing. This roll disregards the standard modifiers for attack direction, however, and replaces the vehicle type modifiers 
  with the following: +2 for Tracked vehicles, +1 for Wheeled vehicles, –1 for hovercraft, and –2 for WiGE vehicles. An additional +1 is applied if the 
  vehicle jumps into Rough, Woods, or Jungle terrain of any kind.
  •	
  Jump-capable vehicles may not jump into any terrain restricted by their motive type, nor may such vehicles execute a Death from Above attack.
  •	
  Jump-capable vehicles designated as tractors or trailers may not use Jump MPs while attached to other vehicles.
  Rules Level: Experimental
  Available to: BM
  tech Base (Ratings): Inner Sphere (E/X-X-E)
  game Rules: A player may turn the Void-Signature System on or off during the End Phase of any turn. A ’Mech may also start the game with the system 
  already engaged. While a Void-Signature System is active, the effect is similar to Mimetic battlesuit armor (see p. 228, TW), with the following changes:
  •	
  The to-hit penalties for attacks against a BattleMech using a Void-Signature System are based on the number of hexes the ’Mech moved during 
  the Movement Phase. For 0 hexes moved, the to-hit modifier is +3; for 1 to 2 hexes, +2; and for 3 to 5 hexes, +1. If the ’Mech moved 6 hexes or 
  more, no modifier applies. Reduce these modifiers by 1 (to a minimum of 0) if the attacking unit is conventional infantry.
  •	
  Only a Bloodhound probe (see p. 278) can penetrate the Void-Signature System’s masking effect. The Watchdog system, Beagle Active Probe and 
  their Clan equivalents may not detect a hidden unit using a Void-Signature System.
  •	
  A critical hit to any of the Void-Signature System’s critical slots will destroy the entire system, as will the loss of all active probes mounted on the unit.
  •	
  While active, the Void-Signature System generates 10 points of heat per turn, and imposes a +1 to-hit modifier on all weapon attacks made by the 
  controlling unit.
  VEhicuLAr droPchutE (Vdc)/BAttLE Armor droPchutE (BAdc)
  VEhicuLAr JumP JEtS
  Void-SiGnAturE SyStEm
  i
  i
  i
  R&d Start date: 3060 (Word of Blake)
  prototype design and production: 3070 (Word of Blake)
  An evolution of the Chameleon light polarization shield and the null-
  signature system, the Word of Blake’s experimental void-signature system 
  ties into a unit’s sensors and uses a large-scale variation on mimetic armor 
  technology to render a BattleMech virtually invisible.
  void-signaturE systEm
  349
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  AdvAnced
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   constructIon
  AdvAnced  
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   And equIpMent
  Index
  record sheets
  
  VtoL Jet Booster: The VTOL Jet Booster may only be mounted on non fixed-wing VTOL Combat or Support Vehicle, and is placed in the unit’s body. The booster 
  weighs 10 percent of the VTOL’s engine weight (rounded up to the nearest half-ton), and takes up one item slot. A VTOL may mount only 1 jet booster. Jet boosters 
  may not be pod-mounted on OmniVehicles.
  VtoL mast mount: The Mast Mount is available only to VTOL Combat and Support Vehicles. A VTOL unit may carry only one Mast Mount. Weapons may not be 
  mounted in a Mast Mount, which is technically not treated as a location (as it is merely an extension of the rotors) but active probes, C3 slave units, and ECM sys-
  tems can be placed in the Mast Mount, essentially placing them “in” the Rotor location.
  Xenoplanetary condition-trained troops: To create a conventional infantry unit as Xenoplanetary Condition-Trained (XCT) Troops, the unit must select one of 
  the appropriate Infantry Armor types (see Infantry Armor, p. 317) for the environment. XCT Troops may be created for Extreme Temperatures, Hazardous Liquids, 
  Vacuum, Trace Atmospheres, and Toxic or Tainted environments.
  Extreme temperatures (cold): XCT Troops equipped for extreme cold must use Snowsuit, Heatsuit, Environment Suit (Hostile or Combat), or Spacesuit (any) armor 
  types.
  Extreme temperatures (hot): XCT Troops equipped for extreme heat must use Cooling Suit (any type), Environment Suit (Hostile or Combat), or Spacesuit (any) 
  armor types.
  hazardous Liquid Environments: XCT Troops equipped for hazardous liquids must use Environment Suit (Any), or Engineering Suit armor types.
  Vacuum/trace Atmospheres: XCT Troops equipped for vacuum or trace atmosphere levels must use Environment Suit (Hostile or Marine), or Spacesuit (any) armor 
  types.
  toxic/tainted Atmospheres: XCT Troops equipped for toxic or tainted atmosphere conditions must use Environment Suit (Hostile or Marine), or Spacesuit (any) 
  armor types. If the atmosphere is Tainted, but not Toxic, Light Environment Suits may be used instead.
  XCT Troops may not be designed as Beast-Mounted or Mechanized (VTOL) infantry if they are to operate in vacuum or trace atmospheres.
  Additional construction rules for the required armor types may be found under Infantry Armor (see p. 317).
  Rules Level: Experimental
  Available to: CV, SV
  tech Base (Ratings): Both (D/X-F-E)
  game Rules: The VTOL Jet Booster enables a VTOL vehicle to move at twice its standard Cruising MP as an enhanced Flanking speed. When 
  engaged (during the unit’s Movement Phase), jet boosters do not require an activation roll, but they do add a +3 target number modifier to any 
  Piloting Skill rolls needed to avoid a sideslip (see p. 68, TW). Also, while using jet boosters, a VTOL may not attempt any advanced maneuvers, such 
  as intentional sideslips.
  Rules Level: Advanced
  Available to: CV, SV
  tech Base (Ratings): Both (C/F-F-F)
  game Rules: A VTOL with a Mast Mount treats any onboard sensors (including active probes and C3 systems, but not including weapon-like items, such 
  as TAG) as if they are located 1 elevation above the VTOL’s current position. This enables the VTOL to act as a spotter for artillery or indirect LRM fire by 
  other units even if the unit with the Mast Mount is hovering just behind the highest level of a hill, building or other obstruction that would otherwise 
  block its line of sight.
  Any damage that hits the VTOL’s rotors automatically destroys the Mast Mount and any sensors mounted in it.
  VtoL JEt BooStEr
  VtoL mASt mount
  i
  i
  introduced: 3009 (Federated Suns)
  Though the technology is centuries old, VTOL jet boosters—like 
  superchargers—remained an uncommon enhancement for VTOL aircraft, 
  discouraged by manufacturers for the immense stress they created to 
  airframes and rotor assemblies. In more recent times, however, Davion en-
  gineers at Cal-Boeing Industries of Dorwinion perfected a means to produce 
  VTOL jet boosters that lessen the stress on the craft for special “sport” VTOLs. 
  Still, very few manufacturers offer or encourage this option in military or 
  civilian applications because of the control issues that arise from the speed 
  boost.
  introduced: Pre-spaceflight
  Used as a means of enhancing the sensor capabilities on scout copters, 
  a mast mount is effectively a sensor extension that rides on a mast extend-
  ing up from the VTOL’s rotor shaft. This extension allows VTOLs to hover 
  just below an obstruction and “peek” over it, minimizing their exposure to 
  enemy fire. While uncommon due to the mass they take up in the often-
  cramped chassis of modern VTOL designs, mast mounts still appear from 
  time to time on reconnaissance units.
  vtol JEt boostEr
  vtol mast mount
  conStruction     
  ruLES
  
  rules Level: Advanced 
  Available to: CI
  tech Base (ratings): Both (Variable)
  Game rules: Conventional Infantry with the appropriate hazardous environment equipment (see the Xenoplanetary Condition-Trained Troops Con-
  struction rules, p. 350) may operate in environments where conventional infantry might otherwise be disallowed. All XCT Troops in a given conventional 
  infantry unit must be similarly outfitted to gain this effect, which is cumulative with any infantry armor benefits their hazardous environment gear may 
  apply (see Infantry Armor, p. 317). Without the appropriate XCT equipment, infantry may not function in hazardous environments.
  In addition, specific types of XCT Troops may receive added effects, based on the environment in question, as follows (this information is also detailed 
  in the Planetary Conditions section; see p. 28):
  Extreme temperatures: XCT Troops appropriately equipped for extreme temperatures are unaffected by movement limitations imposed by 
  such conditions.
  hazardous Liquid Pools: XCT troops appropriately equipped for Hazardous Liquids divide any damage caused by hazardous liquid pools (see p. 49) 
  by 3, rounding down the result to a minimum of 1.
  Vacuum, Trace, Tainted, or Toxic Atmosphere: XCT troops appropriately equipped for Vacuum and Trace Atmospheres double all damage sustained 
  in such environments, reflecting otherwise non-lethal damage magnified by suit breaches.
  Note that certain Infantry Armor types designed for hazardous environments may modify damage values and such, per Infantry Armor, p. 317. 
  XCT Troops outfitted for one environment or condition may not be deployed in another hazardous environment type, but may be deployed in other 
  environments where conventional infantry is allowed.
  XEnoPLAnEtAry condition-trAinEd (Xct) trooPS 
  i
  introduced: Early spaceflight
  The wide range of hazardous environments that humans have chosen to 
  live and work in has spawned the development of a special form of combat 
  gear and training specifically tailored to operations within the hazardous 
  environments of non-terrestrial worlds (and often not even on a planetary 
  body at all). 
  While many special forces receive such specialized training, the most 
  famous troops bearing this title are the five thousand-man volunteer force 
  of the Taurian Concordat’s Special Asteroid Support Forces, deployed on 
  zero-G assault platforms stationed throughout the Hyades Cluster’s vast 
  asteroid field. 
  Occasionally referred to more simply as “Hazardous Environment” troops, 
  these specialist forces are more formally referred to as Xenoplanetary 
  Condition-Trained troops, or XCT Troops for short.
  XEnoplanEtary condition-trainEd troops 
  351
  IntroductIon
  AdvAnced
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  AdvAnced  
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  AdvAnced  
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  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  
  Expanding on the utility of many existing weapon systems, alternative 
  munitions have offered field commanders a broad range of battlefield flex-
  ibility since before the days of the OmniMech. Even so, it took the wake of 
  the Clan invasion to inspire a greater variety of alternative munitions, includ-
  ing specialized rounds for autocannons, artillery, fighter bombs, fluid guns, 
  grenade launchers, missile launchers and mortars.
  While standard rounds and specialty ammunition such as flechette and 
  armor-piercing shells have gained in popularity among standard and light 
  autocannon users, a number of other special-purpose munitions exist as 
  well. Indeed, the likes of anti-aircraft flak and tracer ammunition have ex-
  isted for centuries before the Federated Suns perfected their modern forms 
  of precision and armor-piercing rounds.
  Game Rules (General): Unless otherwise noted, all of the specialty munitions described here may only be employed by standard and light autocan-
  nons, and may only be carried by units able to mount such weapons. All specialty ammunition must be purchased in full-ton lots.
  If a weapon uses specialty ammunition of any type, the appropriate ammo slot must be declared prior to the start of game play. If no specialty 
  munitions are noted for a given autocannon, the weapon is presumed to be firing standard ammo.
  Rules Level: Advanced
  Tech Base (Ratings): Both (B/E-F-F)
  Game Rules: Flak ammunition provides an autocannon with the same number of shots per ton as an equivalent standard ammo bin. When fired, flak 
  ammo generates the same heat and reaches the same ranges as a standard AC round, but only inflicts full damage when used to deliver a flak attack 
  against airborne VTOLs and aerospace units (using the rules on p. 114, TW), or when fired against conventional infantry. Against all other units—
  including battle armored infantry and grounded aerospace units—flak AC ammo inflicts half its normal rated damage.
  Rules Level: Experimental
  Tech Base (Ratings): Inner Sphere (D/X-X-E)
  Game Rules: Caseless ammunition provides an autocannon with twice the number of shots per ton as an equivalent standard ammo bin. When fired, 
  caseless ammo generates the same heat, reaches the same ranges and delivers the same damage as a standard AC round.
  However, on a to-hit roll result of 2 by an autocannon using Caseless AC rounds, the ammo feed breaks down, rendering the weapon useless for the 
  remainder of the scenario. In addition, the shot automatically misses and the controlling player must immediately roll once on the Determining Critical 
  Hits Table, applying all critical hits to the affected autocannon (starting with the uppermost undamaged slot). (Non-’Mech/Non-Support Vehicle units 
  that suffer this effect treat the weapon as if it had suffered a Weapon Destroyed critical hit.) This damage reflects a destructive misfeed, rather than an 
  ammunition explosion per se, and MechWarrior or pilot damage will not occur as a result.
  Finally, because the feed mechanisms for caseless ammo replace those of standard autocannons, a weapon designated as firing caseless ammo 
  cannot draw from any other alternative ammunition types, even if they would otherwise be compatible with the autocannon.
  AutocAnnon Munitions
  FlAk AutocAnnon AMMo
  cAseless AutocAnnon AMMo
  i
  i
  i
  AlternAtive munitions
  AutocAnnon munitions
  cAseless AutocAnnon AMMo
  R&D Start Date: 3055 (Federated Commonwealth)
  Prototype Design and Production: 3056 (Federated Commonwealth)
  In an effort to extend the field life of autocannons in battle—especially 
  at the heavier grades, where the shots-per-ton ratios grow extremely 
  restrictive—FedCom engineers considered a large-scale adaptation of 
  caseless ammunition technology, in which the shell’s primer and powder is 
  replaced with a solid propellant that also acts as a “case” for the round. The 
  result—a lighter shell—allowed for more firing rounds per ton than normal 
  autocannons could boast, but forced designers to briefly explore an alterna-
  tive weapon to handle the munitions. By 3057, they had found a workaround 
  that enabled standard ACs to fire caseless ammunition, but little could be 
  done about the inherent risk of a critical misfeed when firing such rounds.
  FlAk AutocAnnon AMMo
  Introduced: circa 2310 (Terran Hegemony)
  Despite having been a proven technology in ages past, flak autocannon 
  ammunition remains uncommon today. Intended to deal with airborne 
  combatants such as VTOLs and fighters, this ammunition uses proximity 
  charges to detonate in mid-air. While potent against fast-moving targets 
  susceptible to foreign object damage (FOD), flak ammo is less effective 
  against slower-moving targets on the ground because the charges scatter 
  their shrapnel too far and too quickly to benefit from the target’s mobility.
  
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  With the renaissance of Star League technology during the past couple 
  of decades, many militaries have developed numerous variant rounds 
  for the once sporadically used artillery pieces scattered around the Inner 
  Sphere. Though the Arrow IV artillery missile has proven a favorite weapon 
  for such enhancements, conventional tube artillery have also benefited 
  from recent attention.
  Rules Level: Advanced
  Tech Base (Ratings): Both (B/D-E-F)
  Game Rules: Tracer ammunition provides an autocannon with the same number of shots per ton as an equivalent standard ammo bin. When fired, 
  tracer ammo generates the same heat, and reaches the same ranges as a standard AC round, but inflicts 1 point less damage per shot (to a minimum of 1 
  point). Autocannons firing tracer ammo reduce their to-hit modifiers for night combat to +1 (rather than +2) and eliminate any dusk/dawn modifiers.
  Rules Level: Experimental
  Tech Base (Ratings): Inner Sphere (E/X-X-F)
  Game Rules: Only ground- or naval-based units (including both surface vehicles and submarines) may fire ADA Missiles from any on-board Arrow IV 
  artillery missile launchers. Aerospace units and airborne units (including VTOL vehicles and Airship, Fixed-Wing or Satellite Support Vehicles) may not 
  use ADA Missiles.
  An Arrow IV launcher using ADA Missiles may make a ground-to-air attack against any airborne unit within 2 hexes of the attacker on the Low 
  Altitude Map (or 2 ground mapsheets), unless the target is higher than 8 Altitude (2,000 meters; see pp. 80-81, TW for information on Low-Altitude 
  Movement). ADA Missiles follow the rules for a standard flak attack (see p. 114, TW), but replace the relevant range modifiers as follows: If the aerospace 
  unit is operating in the same low-altitude hex/over the same ground mapsheet as the firing unit, the attack is considered to be at short range; if the 
  target is 1 low-altitude hex/1 ground mapsheet away from the launching unit, a medium-range modifier applies; at 2 low-altitude hexes/ground-scale 
  mapsheets away, the attack is considered to be long range. (Remember that a ground mapsheet is equal to 17 hexes in distance.)
  A unit making a ground-to-air attack using ADA Missiles may make no other attacks in the same turn against secondary targets on the ground.
  Game Rules (General): Each of the munitions described here will identify which standard artillery weapons and/or Arrow IV artillery missile launchers 
  may employ such specialty ammo in game play. Artillery cannons may not fire any of these specialty rounds. All specialty artillery ammunition must 
  be purchased in full-ton lots.
  If a weapon uses specialty munitions of any type, the appropriate ammo slot must be declared prior to the start of game play. If no specialty muni-
  tions are noted for a given artillery system, the weapon is presumed to be firing its standard “high-explosive” rounds (or, in the case of Arrow IV artillery 
  missile launchers, homing missile rounds).
  trAcer AutocAnnon AMMo
  Air-DeFense Arrow (ADA) Missiles
  Artillery Munitions
  i
  i
  i
  Artillery munitions
  trAcer AutocAnnon AMMo
  Introduced: circa 2300 (Terran Hegemony)
  Once a favored ammunition type used to help coordinate massed fire 
  in nighttime conditions, self-illuminating “tracer” rounds sacrificed a small 
  amount of hitting power in favor of target-illuminating shots that were 
  carefully interspersed throughout each burst of weapon fire. Centuries of 
  preference for cheap, maximized damage potential led to the evaporation 
  of tracer ammo from most autocannons, to the point where modern ACs 
  may spit out one tracer (if any) for every 50 bursts fired.
  Air-DeFense Arrow (ADA) Missiles
  R&D Start Date: 3066 (Capellan Confederation)
  Prototype Design and Production: 3068 (Capellan Confederation)
  Air-defense arrow (ADA) missiles were field-tested by the Capellan 
  Confederation to defend against Duke Hasek’s aerospace forces during 
  Operation Sovereign Justice, and since have seen action against the Word 
  of Blake as well. So far, however, only Death Commando units have been 
  observed using this experimental missile with their Arrow IV launchers.
  Arrow iV HoMing Missiles
  Introduced: 2600 (Terran Hegemony)
  Extinct: 2830 (Inner Sphere)
  Recovered: 3045 (Capellan Confederation)
  The Arrow IV homing missile is, in essence, an enhanced laser-guided 
  variation on the standard Arrow IV missile. Originally designed for the first 
  Star League as an ECM-proof precision artillery weapon, the Arrow IV works 
  in conjunction with target acquisition gear (TAG) to home in on targeted 
  units using the missile’s own passive internal sensors, and then deliver a 
  devastating attack. During the Star League era, homing missiles were the 
  munition of choice for the Arrow IV.
  
  Rules Level: Advanced
  Tech Base (Ratings): Both (E/E-F-E)
  Game Rules: Only units carrying an Arrow IV artillery missile launcher may carry Arrow IV Homing Missiles.
  An attack using an Arrow IV Homing Missile is treated as standard artillery weapon attack (see p. 179), with the following exceptions:
  •	
  The Arrow IV Homing Missile does not make its own to-hit roll. Instead, the homing missile may only attack units that have been successfully 
  designated by a friendly TAG unit in the turn of the missile’s arrival. If there are no successfully TAG-designated targets on the board when the 
  missile arrives, the homing missile explodes harmlessly. (Undirected or misdirected Arrow IV Homing Missiles do not scatter.)
  •	
  If multiple units are successfully designated by friendly TAG on the turn of an Arrow IV Homing Missile’s arrival, the player controlling the unit 
  which fired the round must choose which target the missile will attack.
  •	
  When attacking a successfully designated target, the player controlling the missile launcher must roll 2D6. On a result of 4+, the missile hits the 
  target with its full rated damage. This is treated as a hit from a direct-fire ballistic weapon, resolved against the unit’s facing relative to the TAG 
  unit that designated it. An additional 5 points of artillery damage applies to all other units in the target’s hex (treated as an area-effect weapon, 
  if these other units include infantry). If the missile’s 2D6 roll is 3 or less, however, the missile hits the hex itself, and inflicts 5 points of area-effect 
  damage to all units in the target’s hex (including the target).
  •	
  A friendly TAG may designate targets for any number of Arrow IV Homing Missiles per round, with only one to-hit roll required to designate the 
  target. However, a TAG-equipped unit may not designate multiple targets in a turn. If an on-board Arrow IV launcher using homing missiles also 
  mounts TAG, the unit may designate a target and fire its homing missiles against it in the same turn.
  Rules Level: Advanced
  Tech Base (Ratings): Both (E/E-F-E)
  Game Rules: Only units carrying an Arrow IV artillery missile launcher may carry Arrow IV Non-Homing Missiles.
  Arrow IV Non-Homing Missiles function as standard artillery weapons in game play, with all appropriate modifiers and rules applied, including scatter ef-
  fects. An Arrow IV Non-Homing Missile delivers its damage as a standard artillery attack (see p. 179). This damage is treated as standard area-effect damage.
  Rules Level: Advanced
  Tech Base (Ratings): Both (E/E-F-E)
  Game Rules: Cluster Artillery rounds are available only for the Arrow IV artillery missile launcher and the Long Tom , Thumper, and Sniper artillery pieces.
  Cluster Artillery munitions function as standard artillery in game play, with all appropriate modifiers and rules applied, including scatter effects. 
  However, damage from Cluster Artillery or Cluster Arrow missiles is applied differently, as follows:
  •	
  Against any infantry unit not inside a building, damage from Cluster Artillery or Cluster Arrow munitions is applied as though the unit is in open 
  terrain, regardless of the actual terrain or the construction of fieldworks and trenches.
  •	
  Against ’Mech units, the attack is resolved using the Shot from Above Table (see p. 175, TW). Against landed aerospace units, the attack is resolved 
  using the Above/Below column of the appropriate Hit Location Tables. Against vehicle units, the attack is resolved using the Front column of the 
  appropriate Hit Location Table, but with a +2 modifier applied to the result (any result over 12 is treated as a 12).
  •	
  Units within a building in a hex struck by Cluster Artillery or Cluster Arrow munitions are protected from damage (though the buildings them-
  selves are not, and may collapse per normal rules).
  Arrow iV HoMing Missiles
  Arrow iV non-HoMing Missiles
  cluster Artillery/Arrow Missiles
  i
  i
  i
  Arrow iV non-HoMing Missiles
  Introduced: 2600 (Terran Hegemony)
  Extinct: 2830 (Inner Sphere)
  Recovered: 3044 (Capellan Confederation)
  The non-homing variety of Arrow IV artillery missiles offered a less ex-
  pensive, unguided alternative to Star League field commanders. Considered 
  by some a waste of the Arrow’s main potential, these missiles were not used 
  as widely as homing rounds, but their less sophisticated nature made them 
  the first Arrow IV munitions the Inner Sphere produced when the launcher’s 
  technology was recovered in the mid-3040s.
  cluster Artillery/Arrow Missiles
  Introduced: Pre-spaceflight ([Artillery]), 2620 (Terran Hegemony [Arrow])
  Extinct: 2830 (Inner Sphere [Arrow])
  Recovered: 3047 (Capellan Confederation [Arrow])
  Cluster artillery (and its Arrow IV missile variant) is a variation on standard 
  artillery shells and non-homing missiles, which deliver a low-altitude air-
  burst designed to rain miniature bomblets. This delivery approach enables 
  an attacker to hit targets that have taken refuge within built-up terrain, such 
  as trenches and fieldworks.
  
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  Rules Level: Advanced
  Tech Base (Ratings): Both (E/E-F-F)
  Game Rules: Copperhead Artillery rounds are available for the Long Tom, Thumper, and Sniper artillery pieces only.
  Copperhead Artillery munitions function as Arrow IV homing missiles (see p. 354), with all appropriate modifiers and rules applied. The base damage 
  values for Copperhead rounds are listed in the Artillery Ordnance Table (see p. 184).
  Rules Level: Advanced
  Tech Base (Ratings): Both (E/F-F-E)
  Game Rules: Only units carrying a Sniper, Thumper, or Long Tom artillery piece may carry Flechette Artillery rounds.
  Flechette Artillery rounds function as standard artillery weapons in game play, with all appropriate modifiers and rules applied, including scatter 
  effects. However, Flechette ammunition uses the following rules upon a successful attack:
  •	
  Flechette shells inflict no armor damage against any armored unit with a BAR of 5 or higher (including battle armor, ’Mechs, ProtoMechs, most 
  vehicles, aerospace units and Mobile Structures). However, for all vehicles with a Wheeled or Hover motive system within a Flechette round’s area 
  of effect, the Attacker must make a roll on the appropriate vehicle’s Motive System Damage Table (see p. 193, TW).
  •	
  Against Support Vehicles with a BAR of 4 or less, Long Tom-fired Flechette Artillery rounds inflict 5 points of damage for every point of BAR below 
  5, a Sniper-fired Flechette round inflicts 3 points of damage per point of BAR below 5, while a Thumper-fired Flechette round inflicts 1 point of 
  damage per point of BAR below 5. (For example, a unit with a BAR of 4 suffers 3 points of damage from a Sniper Flechette round [(5 – 4 = 1) x 3 = 
  3 points], while a unit with a BAR of 2 suffers 15 from a Long Tom’s Flechette round [(5 – 2 = 3) x 5 = 15 points].) This damage is applied to the unit 
  in 5-point clusters as standard artillery damage (see p. 182).
  •	
  Against conventional infantry, Long Tom-fired Flechette Artillery inflicts a base damage of 4D6 to all units in the target hex and 2D6 to units in 
  the adjacent hexes. Sniper-fired Flechette rounds inflict 2D6 to units in the central hex and 1D6 to units in the adjacent hexes. Thumper-fired 
  Flechette rounds inflict 2D6 to units in the target hex; no damage is applied to any adjacent hexes. Per the area-effect rules (see p. 113, TW) this 
  base damage is doubled against conventional infantry units, and doubled again against such units if they are located in clear terrain.
  Rules Level: Advanced
  Tech Base (Ratings): Both (C/D-D-D)
  Game Rules: Illumination rounds are available only for the Long Tom, Thumper, and Sniper artillery pieces and the Arrow IV missile launcher.
  All Illumination rounds (including the Arrow IV missile version) function like standard non-homing artillery munitions (see p. 354), with all appropri-
  ate modifiers and rules applied. However, instead of inflicting damage, Illumination rounds negate any nighttime, dusk or dawn to-hit modifiers against 
  units within their area of effect (see the Artillery Ordnance Table, p. 184).
  copperHeAD Artillery
  FlecHette Artillery
  illuMinAtion Artillery/Arrow Missiles
  i
  i
  i
  copperHeAD Artillery
  Introduced: 2645 (Terran Hegemony)
  Extinct: 2825 (Inner Sphere)
  Recovered: 3051 (Capellan Confederation)
  A sophisticated alternative to standard artillery rounds, Copperhead 
  munitions are effectively a tube artillery adaptation of the Arrow IV homing 
  missile. Rare even during the Star League period, simply because the Arrow 
  IV launch system was much more portable, Copperheads made a return in 
  the Inner Sphere when Capellan weapons designers sought an alternative 
  means of delivering Arrow IV homing rounds beyond laser-guided bombs 
  and their still-limited supply of Arrow launchers.
  FlecHette Artillery
  Introduced: Pre-spaceflight
  Flechette artillery shells are designed for maximum anti-infantry work. 
  Proximity-fused to detonate just before impact, these shells shower a wide 
  area with dart-like metal flechettes that do little damage to armored units, 
  but can kill or incapacitate a large number of conventional infantry. Use of 
  this artillery munition was banned in the Star League era, but many nations 
  have returned to using these deadly shells in modern times.
  illuMinAtion Artillery/Arrow Missiles
  Introduced: Pre-spaceflight ([Artillery]), 2621 (Terran Hegemony [Arrow])
  Extinct: 2831 (Inner Sphere [Arrow])
  Recovered: 3047 (Capellan Confederation)
  Artillery illumination rounds (and their Arrow-launched cousins) ef-
  fectively deliver a cluster of high-intensity flares suspended by miniature 
  parachutes over a target area. Used to reveal and mark enemy positions 
  during night or near-night combat, use of these rounds is relatively common 
  in modern warfare.
  
  Rules Level: Experimental
  Tech Base (Ratings): Inner Sphere (E/X-X-F)
  Game Rules: Only units carrying an Arrow IV artillery missile launcher may carry Laser-Inhibiting Arrow IV Missiles.
  Laser-Inhibiting Arrow IV rounds are delivered in the same fashion as conventional artillery (see p. 179), with the following differences:
  •	
  Rather than delivering damage, LI Arrow Missiles fill the target hex and the six surrounding hexes with a specialized smoke round (treated as Light 
  Smoke; see p. 47) that rises 2 levels above the underlying terrain (or surface level, if the target is a water hex) and lasts until the End Phase of the 
  turn following the weapon’s attack.
  •	
  Any attack by all laser weapons that passes through a Laser-Inhibiting smoke hex reduces its damage by 2 points per hex of “interference” (to a 
  minimum of 0).
  Rules Level: Advanced
  Tech Base (Ratings): Inner Sphere (C/X-X-D)
  Game Rules: Only units carrying an Arrow IV artillery missile launcher may carry Inferno-IV Missiles.
  Inferno-IV Arrow rounds are delivered in the same fashion as conventional artillery (see p. 179), with the following differences:
  •	
  Rather than delivering damage directly, Inferno-IV Missiles fill the target hex and all adjacent hexes with fire (see p. 43). Units within a hex when 
  it is struck by an Inferno-IV round suffer the effects of being hit by 5 Inferno missiles (see p. 141, TW). Units passing through a hex ignited by 
  Inferno-IV Missiles suffer effects as described under the standard fire rules (see p. 43).
  •	
  Hexes struck by Inferno-IV Missiles continue to burn (and generate smoke, see p. 45) for the remainder of a scenario, unless doused by an ap-
  propriate anti-flame system (such as sprayers and fluid guns loaded with using water, coolant or flame-retardant ammo).
  •	
  Heat-tracking units carrying Inferno-IV munitions are susceptible to Inferno ammunition explosions from overheating (see pp. 141-142, TW).
  Rules Level: Advanced
  Tech Base (Ratings): Both (B/A-A-A)
  Game Rules: Any conventional artillery weapon or the Arrow IV missile launcher may carry and fire Smoke rounds instead of their normal munitions.
  Artillery Smoke rounds are unguided munitions, regardless of the artillery weapon type used to deliver them. They are fired per the normal artillery 
  rules (see p. 179). Rather than inflicting damage, artillery Smoke rounds fill the target hex and all adjacent hexes with heavy smoke (see p. 46) that rises 
  2 levels above the underlying terrain.
  Artillery smoke dissipates in the End Phase of the third turn after the attack.
  lAser-inHibiting (li) Arrow Missiles
  inFerno-iV Missiles
  sMoke Artillery/Arrow Missiles
  i
  i
  i
  lAser-inHibiting (li) Arrow Missiles
  R&D Start Date: 3052 (Federated Commonwealth)
  Prototype Design and Production: 3053 (Federated Commonwealth)
  An experimental weapon first conceived at the peak of the Clan inva-
  sion, this NAIS-inspired specialty Arrow IV ammunition was discarded for 
  its limited usefulness (as well as a series of problems with the weapon de-
  velopment program and the scientists assigned to it). This missile releases 
  a special chemical “fog” that scatters laser energy, but proved ineffective 
  against particle weapons, ballistics, flamers and missiles.
  inFerno-iV Missiles
  Introduced: 3055 (Capellan Confederation)
  Based on the recovered “Thunder” FASCAM concept, the Capellan Confed-
  eration explored alternative minefield munitions in their own applications, 
  eventually leading to the development of active and vibrabomb FASCAM 
  rounds via Arrow IV launchers. Before this, however, they introduced the 
  half-successful Inferno-IV missile system. Initially planned to deploy their 
  newly invented Inferno mines, the more volatile mines tended instead to 
  ignite on impact, producing instant, widespread fires.
  sMoke Artillery/Arrow Missiles
  Introduced: Pre-spaceflight
  Developed over a millennium ago, artillery-delivered smoke rounds have 
  changed little since their inception, allowing armies to produce “mobile cover” 
  that can be used to obscure their movements and activities during battle.
  
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  Rules Level: Advanced
  Tech Base (Ratings): Clan (C/X-D-D [FASCAM only]), Inner Sphere (C/E-X-E [FASCAM]; D/X-X-E [Active-IV, Vibrabomb-IV])
  Game Rules: Only units carrying an Arrow IV artillery missile launcher may carry Thunder (FASCAM) Active-IV or Vibrabomb-IV Missiles. Only units 
  carrying a conventional artillery weapons may carry artillery FASCAM shells.
  FASCAM rounds of all types (including Active-IV and Vibrabomb-IV types) are delivered in the same fashion as conventional artillery (see p. 179), 
  with the following differences:
  •	
  Rather than delivering damage, FASCAM rounds fill the target hex with mines (see p. 207). Units within a hex when it is struck by a FASCAM round 
  may exit the hex without setting off the minefields they lay, but all other units entering or passing through a mined hex follow the standard rules 
  for the appropriate minefield (see p. 207).
  •	
  The density of a minefield delivered by conventional artillery weapons is equal to the artillery weapon’s normal central-hex damage (so a 
  Sniper-fired FASCAM round delivers a 20-point density minefield, while a Long Tom’s minefield has a 25-point density value). Arrow IV-delivered 
  minefields have a density of 30 points. These minefields cannot combine with other weapon-delivered minefields to increase their densities. The 
  one except is if such artillery-laid minefields are placed in a hex with a pre-designated minefield of the same type from the start of the game, in 
  which case the minefield density can be up to 30-points (i.e. an Arrow IV-delivered minefield will never combine with any type of minefield as the 
  30-point density cannot be exceeded).
  •	
  Once deployed, minefields delivered by any appropriate weapon system function in accordance with their standard game rules (standard FASCAM 
  mines use the standard (conventional) minefield rules; Active-IV mines use the active minefield rules; Vibrabomb-IV mines use the vibrabomb 
  minefield rules).
  Game Rules (General): Unless otherwise noted, only Conventional Fighters, Aerospace Fighters and flight-capable vehicles equipped with external 
  bomb mounts (hardpoints) may carry any of the specialty ordnance described here. The same rules apply for carrying bombs.
  Applicable units must designate their bomb types prior to the start of game play. If no specialty ordnance is noted for a given bomb, it is presumed 
  to be a standard high-explosive bomb.
  Rules Level: Advanced
  Tech Base (Ratings): Both (E/X-X-F)
  Game Rules: Air-to-Air Arrow missiles take up 5 bomb slots per missile when mounted on an external hardpoint (and are unavailable for use by 
  standard Arrow IV launchers).
  AAA Missiles may be used by aerospace units traveling at any altitude on the Low-Altitude Map, on any Row on the High-Altitude Map or the Space 
  Map, and may attack any target except for infantry. If used against targets on the ground, such as when engaging in combat over the ground mapsheet 
  (see p. 242, TW), AAA missiles suffer a +4 to-hit modifier, plus an additional +3 if fired at a ground target from below an Altitude of 4 (150 meters or less 
  from the ground, per p. 82, TW). AAA Missiles may not cross the Space/Atmosphere Interface.
  Unlike a standard bomb attack, AAA Missiles attack as a standard direct-fire weapon, and deliver their damage to a single hit location.
  Anti-missile systems and other Point Defense weapons affect the AAA Missile as a capital missile (see p. 130, TW).
  tHunDer (FAscAM) Artillery/Arrow Missiles
  boMb Munitions
  Air-to-Air Arrow (AAA) Missiles
  i
  i
  i
  tHunDer (FAscAM) Artillery/Arrow Missiles
  Introduced: 2621 (Terran Hegemony)
  Extinct: 2833 (Inner Sphere)
  Recovered: 3051 (Capellan Confederation [“Thunder” FASCAM])
  Introduced: 3065 (Capellan Confederation [Active and Vibrabomb-IV])
  Initially developed by the Terran Hegemony and maintained by the 
  Clans (though they only sporadically used them), field artillery scattering 
  mine (FASCAM) “Thunder” munitions deploy conventional minefields via 
  traditional indirect-fire delivery systems such as LRMs, standard artil-
  lery and Arrow IV artillery missiles. With the arrival of the Clans, Capellan 
  weapon designers raced to revive this technology for their own use, and 
  later moved beyond it to introduce active and vibrabomb-based FASCAM 
  launchers in 3056.
  Air-to-Air Arrow (AAA) Missiles
  Introduced: 3072 (Lyran Alliance, Clan Wolf [in-Exile])
  Attempting to bolster their aerospace strength against Word of Blake and 
  Jade Falcon invaders, the Lyran Alliance and Clan Wolf (in Exile) mutually 
  developed a new externally mounted Arrow IV missile variant specifically 
  designed to enable aerospace fighters to attack other airborne units.
  The preferred method for air-to-ground attacks, bombs have always 
  come in a wide variety of types and styles, allowing an airborne unit 
  many different choices in how to attack an enemy formation. Lately, 
  more external air-to-air ordnance has been making an appearance in the 
  battlefield, allowing even smaller fighters a better chance against their 
  heavier brethren.
  BomB munitions
  
  Rules Level: Experimental
  Tech Base (Ratings): Inner Sphere (D/X-X-F)
  Game Rules: Bulky, because of their booster engines, Anti-Ship Missiles take up 6 bomb slots per missile when mounted on an external hardpoint (and 
  are unavailable for use by standard Arrow IV launchers).
   Anti-Ship Missiles function in the same fashion as an Air-to-Air Arrow Missile (see p. 357), with the following exceptions:
  •	
  When an AS Missile delivers a successful attack, it inflicts 3 points of capital-scale damage (30 standard-scale damage) to the target’s armor; in 
  addition, the Attacker rolls for a penetrating critical hit as a Barracuda missile.
  •	
  AS Missiles suffer a +4 to-hit modifier against any unit lighter than 500 tons, and may not target ground units weighing 100 tons or less. Against 
  targets 500 tons and up (or against buildings, Mobile Structures and terrain hexes), the AS Missile suffers no such modifier.
  •	
  AS Missiles may only be used by units traveling in space, or at Altitude 3 or higher on the Low-Altitude Map.
  •	
  Anti-Ship Missiles are affected by Point Defense systems in the same manner as Capital Missiles.
  Rules Level: Advanced
  Tech Base (Ratings): Inner Sphere (E/X-X-E)
  Game Rules: ASEW Missiles take up 6 bomb slots per missile when mounted on an external hardpoint (and are unavailable for use by standard Arrow 
  IV launchers).
   ASEW Missiles function in the same fashion as an Air-to-Air Arrow Missile (see p. 357), with the following exceptions:
  •	
  When an ASEW Missile delivers a successful attack, it inflicts no damage to the target. Instead, it imposes a +4 modifier to all weapon attacks made 
  by the target vessel by weapons whose arcs cover the hexside where the ASEW hit. In the event of a hit that falls on a line, the defender chooses 
  which hexside is affected. (For example, if an ASEW hits a WarShip through the fore-left hexside, all fore-left and left broadside weapons suffer 
  +4 modifiers, but the nose, aft-left, aft, and all right-side weapons remain unaffected.) These effects begin at the end of the Weapon Attack Phase 
  and last until the End Phase of the turn after the attack.
  •	
  Any Naval C3 or Naval Comm-Suite systems on a target unit struck by an ASEW Missile are rendered ineffective, and any attempt to jump will be 
  delayed—but not aborted—while the electronic static clears. These effects last until the End Phase of the turn after the attack.
  •	
  ASEW Missiles suffer a +4 to-hit modifier against any unit lighter than 500 tons.
  •	
  Units traveling within an atmosphere or on the Space/Atmosphere Interface may not launch ASEW Missiles.
  Anti-sHip (As) Missiles
  Anti-sHip electronic wArFAre (Asew) Missiles
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  Anti-sHip (As) Missiles
  R&D Start Date: 3069 (Federated Suns)
  Prototype Design and Production: 3071 (Federated Suns)
  A crash program devised by the Federated Suns with an ultimate goal of 
  breaking naval blockades such as the Word’s group over New Avalon, the 
  anti-ship (AS) missile is another Arrow-style external ordnance based on the 
  much smaller tandem-charge SRM. Fitted with extra boosters for enhanced 
  acceleration and kinetic energy, the AS missile is designed to attain incred-
  ible velocities so as to achieve armor penetration as much through sheer 
  kinetics as through the detonation of its dual warhead. Lacking a sophisti-
  cated guidance system, however, the missile’s enhanced speed is as much 
  a hindrance as a boon, making it far more effective against larger and more 
  ponderous targets than smaller, nimbler ones.
  Anti-sHip electronic wArFAre (Asew) Missiles
  R&D Start Date: 3065 (Lyran Alliance)
  Prototype Design and Production: 3067 (Lyran Alliance)
  With one of the smallest fleets of the Inner Sphere powers, Lyran weapon 
  designers conceived of the anti-ship electronic warfare (ASEW) missile as a 
  means of leveling the playing field against capital ships. Based on the screen 
  launcher, prototypes of this experimental weapon were undergoing testing 
  in the days prior to the Jihad. Though mainstream production never began, 
  samples of this weapon system somehow fell into the hands of Alys Rousset-
  Marik’s resistance movement in the Blakist controlled Free Worlds League, 
  where they have been used to aid in raids against larger ships.
  Arrow iV HoMing Missiles (Air-lAuncHeD Version)
  Introduced: 2600 (Terran Hegemony)
  Extinct: 2830 (Inner Sphere)
  Recovered: 3047 (Capellan Confederation)
  Originally devised as a companion to the conventional Arrow IV launcher-
  based missiles of the day, the air-launched rendition of the Arrow IV homing 
  missile was recovered by Capellan weapon designers in 3047, to make up 
  for the fact that their recovered launchers were still in short supply. Carried 
  as external ordnance, the air-launched Arrow IV homing missile proved an 
  elegant solution, enabling fighters to provide precision-guided support fire 
  against a target.
  
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  Rules Level: Advanced
  Tech Base (Ratings): Both (E/E-F-E)
  Game Rules: These are dropped as bombs, not fired as artillery and so they do not use the Airborne Targeting rules (see p. 180). Air-launched 
  Arrow IV Non-Homing Missiles occupy 5 bomb slots per missile and function in the same manner as their standard launcher-based version (see p. 354), 
  except that air-launched Arrow IV Non-Homing Missiles may not be fired by units at an Altitude of 3 or lower on the Low-Altitude Map.
  Rules Level: Advanced
  Tech Base (Ratings): Both (B/D-D-D)
  Game Rules: Inferno Bombs follow all the same rules for bombing (see pp. 245-247, TW), except that instead of delivering explosive damage directly, 
  Inferno Bombs instantly create a fire in the target hex (even if it is open water). Units within a hex when it is struck by an Inferno Bomb suffer the effects 
  of being hit by 5 Inferno missiles (see p. 141, TW). Units passing through a hex ignited by Inferno Bombs suffer effects as described under the standard 
  fire rules (see p. 43).
  Hexes struck by Inferno Bombs continue to burn (and generate smoke) for 30 turns unless doused by an appropriate anti-flame system (such as 
  sprayers and fluid guns loaded with water, coolant or flame-retardant ammo).
  Rules Level: Advanced
  Tech Base (Ratings): Both (E/X-X-F)
  Game Rules: Light Air-to-Air Arrow Missiles take up 1 bomb slot per missile when mounted on an external hardpoint.
  LAA Missiles otherwise follow the same rules as Air-to-Air Arrow Missiles (see p. 357).
  Rules Level: Advanced
  Tech Base (Ratings): Both (E/E-F-E)
  Game Rules: These are dropped as bombs, not fired as artillery and so they do not use the Airborne Targeting rules (see p. 180). Air-launched Arrow 
  IV Homing Missiles occupy 5 bomb slots per missile and function in the same manner as their standard launcher-based version (see p. 355), with the 
  following modifications:
  •	
  Air-launched Arrow IV Homing Missiles may not be used to attack other airborne aerospace units or any target in space.
  •	
  Air-launched Arrow IV Homing Missiles may not be fired by units at an Altitude of 3 or lower on the Low-Altitude Map.
  •	
  Unlike ground-based Arrow launchers, an aerospace unit may not TAG and fire its Arrow IV Homing Missile at the same time. However, a fighter 
  using air-launched Arrow IV Homing Missiles can release these missiles in a turn prior to the missiles’ arrival on the target mapsheet, and in that 
  subsequent turn over-fly the intended target using TAG systems on board to designate the target.
  Arrow iV non-HoMing Missiles (Air-lAuncHeD Version)
  inFerno boMbs
  ligHt Air-to-Air (lAA) Missiles
  Arrow iV HoMing Missiles (Air-lAuncHeD Version)
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  Arrow iV non-HoMing Missiles (Air-lAuncHeD Version)
  Introduced: 2623 (Terran Hegemony)
  Extinct: 2859 (Inner Sphere)
  Recovered: 3046 (Capellan Confederation)
  Like its homing missile counterpart, the non-homing air-launched Arrow 
  IV munition was made as a complement to the air-launched homing mis-
  sile. Lost in the decades after the fall of the Star League, this ordnance was 
  also recovered by Capellan weapon designers in the mid-3040s, though its 
  enormous drag compared to conventional high-explosive bombs made it 
  an unpopular weapon choice, which remains little used to this day.
  inFerno boMbs
  Introduced: Pre-spaceflight
  Long before Inferno SRMs or their artillery-launched cousins came into 
  play, fighters carried incendiary bombs to wreak havoc on enemy conven-
  tional formations (or to act as a kind of “instant defoliant” for heavily forested 
  or jungle areas). Today’s Inferno bombs are not that far removed from those 
  early napalm weapons, but remain less common in air-to-ground combat 
  than high-explosive bombs.
  ligHt Air-to-Air (lAA) Missiles
  Introduced: 3072 (Free Worlds League)
  Not quite as potent as the air-to-air Arrow missiles introduced by the 
  Lyrans and the Wolves, this much smaller air-to-air missile version had its 
  debut with the allied aerospace forces of the Duchy of Tamarind and Duch-
  ess Alys Rousset-Marik’s resistance movement. Built smaller and leaner, 
  these so-called light air-to-air (LAA) missiles can be carried by smaller fight-
  ers and create far less drag during atmospheric operations.
  
  Rules Level: Advanced
  Tech Base (Ratings): Clan (C/X-D-D [FASCAM only]), Inner Sphere (C/E-X-E [FASCAM]; D/X-X-E [Active, Vibrabomb])
  Game Rules: Thunder (FASCAM) bombs follow the same rules for bombing (see pp. 245-247, TW), with the following exceptions:
  •	
  Minefields delivered by Thunder (FASCAM) Bombs may be designated as standard land-based minefields, standard sea-based minefields, active 
  landmine fields or vibrabomb landmine fields. If the type is not specified prior to play, but the bomb is designated as a Thunder bomb, the 
  minefield type is a standard (conventional) landmine field.
  •	
  Instead of delivering explosive damage directly, Thunder bombs create a 20-point density minefield in the target hex and all adjacent hexes. (If 
  the affected terrain is water and the minefield is land-based, the mines sink to the floor of the water feature; if the affected terrain is water and the 
  mines are sea-based, they float on the water’s surface; sea-type mines deployed on land fail to operate.) While this minefield cannot combined 
  with any other weapon-delivered minefields to increase a minefield density, if it is laid in a hex with a pre-determined minefield laid at the start 
  of the game and is the same minefield type, the total density of the minefield can be 30-point density.
  •	
  Units within a hex when it is struck by a FASCAM round may exit the hex without setting off the minefields, but all other units entering or passing 
  through a mined hex follow the standard rules for the appropriate minefield (see p. 207).
  •	
  Once deployed, minefields delivered by Thunder bombs function in accordance with their standard game rules (standard FASCAM land-mine 
  bombs use the standard (conventional) land-based minefield rules; standard FASCAM sea mines use the standard sea-based minefield rules; 
  Thunder-active mines use the active minefield rules; Thunder-vibrabomb mines use the vibrabomb minefield rules).
  Rules Level: Advanced
  Tech Base (Ratings): Both (B/C-C-C)
  Game Rules: Torpedo Bombs follow all the rules for bombing (see pp. 245-247, TW), with the following exceptions:
  •	
  Unlike most bombs, Torpedo Bombs target units rather than hexes, and thus take target movement modifiers into account when delivering an attack.
  •	
  Torpedo Bombs dropped against targets not located under or on the surface of water inflict only half their damage (round down).
  •	
  Torpedo Bombs can target surface naval vessels and other vehicles coasting on the surface of a water feature—including hydrofoils, WiGEs float-
  ing on the surface or “flying” at water level (as opposed to 1 level above it) and hovercraft. They can also target any submerged unit to a maximum 
  of Depth 50 below the water’s surface.
  •	
  If a Torpedo Bomb attack is successful, the weapon inflicts its full damage against the targeted unit, and applies a +1 modifier to the subsequent 
  Hull Breach roll. If the target is a surface-skimming unit (hydrofoil, hovercraft or WiGE), apply this modifier instead to the roll for any Motive System 
  critical hit checks.
  Game Rules (General): Only units equipped with Vehicle Flamers (see p. 218, TM), Heavy Flamers (see p. 312), Fluid Guns (see p. 313) or Sprayers (see 
  pp. 248-249, TM) may use the special fluid ammunitions described below. Unless otherwise noted (in brackets beside the ammo type’s name), any given 
  fluid ammunition type is considered to be available to all such weapon. All Fluid Gun or Flamer ammunition must be installed in full-ton lots. (When 
  used for a Sprayer, however, Fluid Gun ammunition provides half the number of shots as it does for Fluid Guns.)
  Units must designate their fluid ammunition types prior to the start of game play; if no specialty ammo is noted for a given Fluid Gun or Sprayer, it is 
  presumed to be firing Water Ammo. If no specialty ammo is noted for a Flamer, it is presumed to be firing standard flamer ammo.
  tHunDer (FAscAM) boMbs
  torpeDo boMbs
  FlAMer/FluiD gun/sprAyer AMMunition
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  tHunDer (FAscAM) boMbs
  Introduced: 2623 (Terran Hegemony)
  Extinct: 2840 (Inner Sphere)
  Recovered: 3052 (Capellan Confederation [“Thunder” FASCAM])
  Introduced: 3065 (Capellan Confederation [Active and Vibrabomb])
  The air-dropped equivalent to Thunder (FASCAM) artillery and Arrow 
  IV munitions, “Thunder” FASCAM bombs share a nearly identical history 
  with their Arrow-delivered cousins. Returned to popularity since the Clan 
  invasion, these minefield-laying bombs have become a useful means for 
  “herding” enemy troops into bottleneck positions and ambushes.
  torpeDo boMbs
  Introduced: Pre-spaceflight
  A classic weapon dating back to the early twentieth century, torpedo 
  bombs are anti-maritime weapons, designed to penetrate the water’s sur-
  face and withstand increasing water pressures to deliver strikes below a 
  vessel’s waterline. Though modified through the ages, the principles behind 
  the torpedo bomb remain the same, even though maritime combat has 
  virtually become a thing of the past.
  While a staggeringly broad range of fluid types are available and suitable 
  for use by vehicular-scale flamers, fluid guns, and sprayers many can be 
  defined in basic terms. Whatever the combinations, these alternative “am-
  munition” options for such equipment may be used to hose down targets 
  with everything from coolants, incendiaries, and fire-retardant foam to 
  corrosive chemicals, oils, paints and even water.
  FlAmer/Fluid Gun/sprAyer Ammunition
  
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  Rules Level: Advanced
  Tech Base (Ratings): Both (C/B-B-B)
  Game Rules: If fired on a hex, structure or unit that has caught fire, coolant ammo douses all such fires not created by Inferno munitions (such as 
  Inferno Fuel, Inferno Missiles, Inferno Mines and Inferno Artillery rounds) on a 2D6 roll of 4+. For fires caused by Inferno munitions, a roll of 12 is required 
  to extinguish the flames.
  Coolant ammo also reduces the heat level for any heat-tracking target by 3 points per hit (to a maximum of 9 cooling points per turn). Coolant fired 
  at conventional infantry is treated as a 1-point direct-fire (ballistic) weapon when determining damage to the unit (see p. 216, TW). Heat-tracking units 
  carrying coolant ammo will not set off the coolant from overheating, but coolant ammo that explodes from a critical hit reduces the heat level of such 
  units by 3 points, in addition to the 2 points of internal damage from exploding Fluid Gun ammo.
  Rules Level: Advanced
  Tech Base (Ratings): Both (C/C-D-D)
  Game Rules: On a successful attack against any target except conventional infantry, Corrosive Ammo delivers 1D6 damage points during the Weapon 
  Attack Phase, and another 1D6 ÷ 2 points (rounded up) in the End Phase of the same turn. This damage is resolved in 1-point damage clusters. Against 
  conventional infantry, corrosive ammo inflicts 1D6 burst-fire damage.
  Heat-tracking units carrying corrosive ammo will not set off the chemicals through overheating, but corrosive ammo that explodes from a critical hit 
  inflicts 1D6 damage points to the unit’s internal structure when the ammo explodes, in addition to the 2 points of internal damage from exploding Fluid 
  Gun ammo. In the End Phase of the following turn, the internal structure takes an additional 1D6 ÷ 2 points of damage (rounded up).
  Rules Level: Advanced
  Tech Base (Ratings): Both (B/B-B-B)
  Game Rules: If fired on a hex, structure or unit that has caught fire, Flame-Retardant Foam douses all fires immediately, including those created 
  by Inferno munitions (such as Inferno Missiles, Inferno Mines and Inferno Artillery rounds). In addition, any rolls to set on fire a hex or unit that has 
  been struck by Flame-Retardant Foam receive a +4 target number modifier (starting from a base target number of zero for any weapons that would 
  otherwise automatically set such targets ablaze).
  Heat-tracking units carrying Flame-Retardant ammo will not set off the ammo from overheating, but Flame-Retardant ammo that explodes from a 
  critical hit reduces the heat level of such units by 2 points, in addition to the 2 points of internal damage from exploding Fluid Gun ammo.
  coolAnt AMMo [FlAMers/FluiD guns/sprAyers]
  corrosiVe AMMo [FluiD guns/sprAyers]
  FlAMe-retArDAnt FoAM AMMo [FluiD guns/sprAyers]
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  coolAnt AMMo [FlAMers/FluiD guns/sprAyers]
  Introduced: Early spaceflight
  A cryogenic, fast-cooling chemical mix less useful for firefighting than for 
  rapidly reducing the surface temperature of superheated metals, coolant 
  delivered by sprayers and fluid guns can be a huge help in a pitched battle.
  corrosiVe AMMo [FluiD guns/sprAyers]
  Introduced: Pre-spaceflight
  Another chemical mixture developed for industrial applications first 
  and foremost, fluid gun corrosive ammo is used to gradually dissolve hard 
  debris, but can endanger military armor.
  FlAMe-retArDAnt FoAM AMMo [FluiD guns/sprAyers]
  Introduced: Pre-spaceflight
  This fluid gun ammunition is a foaming liquid that effectively smothers 
  and saturates a target area at the same time. Designed to counter not only 
  normal fires, but also electrical, chemical and even oil-based fires, flame-
  retardant foam proved ideal for anti-Inferno work, though expense kept it 
  from becoming a battlefield standby.
  inFerno Fuel AMMo [FlAMers/FluiD guns]
  Introduced: 2400 (Terran Hegemony)
  A variation on standard non-fusion flamer fuel, Inferno fuel uses the same 
  adhesive-gel formula as found in Inferno SRMs, to deliver a more lingering 
  heat-effect damage to a target. As with Inferno SRMs, Inferno fuel is highly 
  volatile—and even poses a significant threat to non-military vehicles that 
  attempt to carry them.
  
  Rules Level: Advanced
  Tech Base (Ratings): Both (D/D-E-D)
  Game Rules: Flamers and Fluid Guns using Inferno Fuel deliver their attacks as normal, but with the following exceptions:
  •	
  Each hit from a standard Vehicle Flamer or a Fluid Gun using Inferno Fuel is treated as a hit from a single Inferno SRM missile (see pp. 141-142, TW). 
  A hit by a Heavy Flamer using Inferno Fuel is treated as a hit by 2 Inferno SRM missiles (to the same hit location).
  •	
  Heat-tracking units carrying Inferno Fuel ammunition must check for heat-induced Inferno Fuel ammunition explosions as if carrying Inferno 
  SRMs (see p. 141-142, TW).
  •	
  Support Vehicles lacking the Armored Chassis or Environmental Sealing modifications are particularly ill-suited for using Inferno Fuel. Any such 
  units that suffer any form of external heat damage while using Inferno Fuel ammo (or which suffer a critical hit to a transport bay carrying Inferno 
  Fuel) will suffer an Inferno Fuel ammunition explosion on a 2D6 roll of 10+.
  Rules Level: Advanced
  Tech Base (Ratings): Both (B/B-B-B)
  Game Rules: Oil Slick Ammo inflicts no damage in a successful attack, but adds a –2 modifier to the target number for igniting a unit or hex that has 
  been doused by a successful oil slick attack.
  Furthermore, if applied (through a successful attack) to a clear hex, any ground units other than infantry, hovercraft or WiGE vehicles must make 
  a Piloting Skill roll at a +1 target number modifier to avoid a skid when passing through the hex (see pp. 62-65, TW). This roll is made regardless of 
  whether or not the unit is using Walking/Cruising MP or Running/Flanking MP. If an oil slick is applied to a paved or bridge hex, an additional +1 target 
  number modifier applies to this roll.
  Heat-tracking units carrying Oil Slick Ammo check for ammunition explosions from overheating as normal, but Oil Slick Ammo that explodes from a 
  critical hit inflicts 1 point of damage per remaining shot, in addition to the 2 points of internal damage from exploding Fluid Gun ammo.
  Rules Level: Advanced
  Tech Base (Ratings): Both (B/B-B-B)
  Game Rules: Upon any successful attack against non-infantry units by a Fluid Gun using Paint/Obscurant Ammo, the Attacker must roll 2D6. On a 
  result of 9+, the obscurants have affected the target’s sensors, adding a +1 to-hit modifier for all weapon attacks by the target unit for the remainder of 
  the scenario (unless washed off by a Fluid Gun using water). Additional hits can raise this modifier to a maximum of +3.
  Against infantry, Paint/Obscurant Ammo has no effect.
  Heat-tracking units carrying Paint/Obscurant Ammo will not set off the ammo from overheating, but Paint/Obscurant Ammo that explodes from a 
  critical hit inflicts 1 point of damage per remaining shot, in addition to the 2 points of internal damage from exploding Fluid Gun ammo.
  inFerno Fuel AMMo [FlAMers/FluiD guns]
  oil slick AMMo [FluiD guns/sprAyers]
  pAint/obscurAnt AMMo [FluiD guns/sprAyers]
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  oil slick AMMo [FluiD guns/sprAyers]
  Introduced: Pre-spaceflight
  “Oil slick” ammo actually consists of industrial-grade lubricants primarily 
  intended for servicing extremely heavy machinery, but includes a flammable 
  content that has led to its use as an incendiary aid as well. In the arenas of 
  Solaris, some MechWarriors have taken to using this fluid gun “ammunition” 
  against open pavement in the hopes of encouraging their opponents to slip 
  and fall in the tight arena confines. That latter use led to the common name 
  for what is, in essence, another tool for heavy industry.
  pAint/obscurAnt AMMo [FluiD guns/sprAyers]
  Introduced: Early spaceflight
  Though some fluid guns fire simple paint with much the same effect, 
  industrial- and military-grade obscurant ammunition actually describes 
  any opaque chemical adhesives that not only can be used to provide color, 
  but also come laced with ferrous and magnetic additives designed to dis-
  courage and confuse sensors and other electronic signals. This has made 
  “paint” ammo an unlikely weapon—at least in the arenas of Solaris—but a 
  moderately effective one, at least.
  wAter AMMo [FlAMers/FluiD guns/sprAyers]
  Introduced: Pre-spaceflight
  Water ammo, as the name suggests, is simply a high-pressure water tank 
  used to deliver water to a target hex. This is often used for power-washing 
  purposes, firefighting or even riot control.
  
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  Rules Level: Advanced
  Tech Base (Ratings): Both (A/A-A-A)
  Game Rules: If fired on a hex, structure or unit that is burning, Water Ammo douses all such fires not created by Inferno munitions (including Inferno 
  Fuel, Inferno Missiles, Inferno Mines and Inferno Artillery rounds) on a 2D6 roll result of 3+. For fires caused by Inferno munitions, Water Ammo extin-
  guishes the flames only on a result of 12. Against conventional infantry, a successful hit from a Flamer, Fluid Gun, or Sprayer using Water Ammo inflicts 
  1D6 ÷ 2 (round up) damage points as a burst-fire weapon (but for purposes of determining casualties, such troopers should be considered knocked 
  out, not killed).
  Water Ammo also reduces the heat level for any heat-tracking target by 1 point per hit (to a maximum of 6 cooling points per turn), and can wash off 
  Paint/Obscurant Ammo “damage” on a 2D6 result of 9+ after making a successful attack on a unit struck by paint/obscurant.
  Water ammunition will not explode due to overheating effects on heat-tracking units, nor will it explode when the Water Ammo slot suffers a critical 
  hit. Damage to a Water Ammo slot will not cause the affected location to “flood”.
  Game Rules (General): Only units equipped with Vehicular Grenade Launchers (VGLs; see p. 315) may use grenade launcher ammunition of any 
  type. The ammunition each VGL unit mounts must be identified prior to the start of game play; if no specialty munitions are noted for a given VGL, it 
  is presumed to be using fragmentation grenades.
  Rules Level: Advanced
  Tech Base (Ratings): Both (B/D-E-E)
  Game Rules: Chaff Grenades produce ECM-like effects in the hexes they attack, interfering with the abilities of advanced sensors and other electronics 
  passing through those hexes per an ECM Suite (see p. 134, TW). In addition, a Chaff Grenade cloud is treated as Light Smoke 2 levels high for any 
  weapon attacks passing through the affected hexes (see p. 47). The ECM and smoke effects produced by Chaff Grenades last until the End Phase of the 
  following turn.
  Rules Level: Advanced
  Tech Base (Ratings): Both (B/B-B-B)
  Game Rules: Like all VGL attacks, Fragmentation Grenades automatically affect all units in their target hexes when fired. Against all units except 
  conventional infantry and Support Vehicles with armor BAR values of 5 or more, Fragmentation Grenades inflict no damage. Against Support Vehicles 
  with BAR values below 5, Fragmentation Grenades inflict damage equal to 5 points minus the unit’s BAR (to a minimum of 0 points of damage), resolved 
  as a single direct-fire ballistic attack. Against conventional infantry, Fragmentation Grenades deliver a 2D6 burst-fire attack.
  wAter AMMo [FlAMers/FluiD guns/sprAyers]
  grenADe lAuncHer Munitions
  cHAFF grenADes
  FrAgMentAtion grenADes
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  cHAFF grenADes
  Introduced: 3052 (Draconis Combine)
  Inspired by the elaborate sensor-baffling techniques used on Wolcott 
  during the Clan invasion, the Draconis Combine introduced chaff grenades 
  as a mobile cover weapon concept in 3052. Chaff grenades release a cloud 
  of electromagnetic dust and high-intensity flares intended to confuse most 
  electronic and thermal sensors, but their short battlefield duration led many 
  warriors to forego these weapons in favor of electronics with more lasting 
  potency, and weapons with more lethality.
  FrAgMentAtion grenADes
  Introduced: Pre-spaceflight
  The standard round found in vehicular grenade launchers, fragmentation 
  grenades are made for anti-infantry work, showering a target area with a 
  cloud of shrapnel intended to maim as much as it kills.
  The grenade launcher is a straightforward piece of equipment, but its 
  munitions give it flexibility in battle. While adaptable for a great many 
  situations, however, the one-shot capability of vehicular grenade launchers 
  means that the forces fielding them must carefully choose their ordnance in 
  advance to maximize their potential.
  GrenAde lAuncher munitions
  
  Mines: For the purposes of unit construction, mines are treated as an ammunition type, rather than a specific item that can be mounted and fired. The weapons and 
  equipment tables (see pp. 404–418) define which mines may be deployed as specialty munitions for which weapon types.
  construction     
  rules
  Rules Level: Advanced
  Tech Base (Ratings): Both (B/B-B-B)
  Game Rules: Incendiary Grenades ignite the hexes in their area of effect as though a single Inferno SRM had struck them (see p. 44). Units within such 
  hexes suffer effects akin to taking a hit from a single Inferno SRM (see p. 141, TW).
  Rules Level: Advanced
  Tech Base (Ratings): Both (A/B-B-B)
  Game Rules: When fired, Smoke Grenades produce Light Smoke in all of their target hexes (see p. 47). This smoke rises 2 levels above the underlying 
  terrain, and lasts until the End Phase of the third turn after they are fired before dissipating.
  Rules Level (General): Advanced (All except EMP Mines); Experimental (EMP Mines)
  Available To (General): Mines may be deployed by specialized minelayer infantry, units equipped with appropriate mine dispensers, or (in select 
  cases) as a special ammunition type for certain weapon systems (including LRMs and Artillery).
  Game Rules (General): Minefields, when deployed, can vary in damage based on the mine types and deployment methods used. Missile-deployed 
  mines may vary their damage values based on the launcher type and size used, while dispenser-deployed mines receive a set “standard” damage value 
  that reflects the dispenser’s capacity.
  Additional minefield game rules appear with each mine type outlined below.
  incenDiAry grenADes
  sMoke grenADes
  Mines
  i
  i
  i
  Rules Level: Advanced
  Tech Base (Ratings): Both (D/X-X-E)
  Game Rules: See p. 209 for rules on Active Minefields. As with Standard Mines, unless cleared (see p. 210), Active Mines may detonate multiple times 
  in a scenario.
  ActiVe Mines (lAnD)
  i
  incenDiAry grenADes
  Introduced: Pre-spaceflight
  Essentially miniature canisters of flammable gels similar to Inferno 
  fuel, incendiary grenades are ideal for setting fires and using the resulting 
  smokescreen for cover.
  sMoke grenADes
  Introduced: Pre-spaceflight
  Developed simply to provide mobile cover or to mark a unit in distress, 
  smoke grenades are an ancient concept that has retained its value in the 
  modern battlefield.
  ActiVe Mines (lAnD)
  Introduced: Early spaceflight
  Though technically available for a millennium, active (jumping) mines 
  have been largely under-used in favor of less expensive conventional mines. 
  The coming of the Clans and the increasing numbers of jump-capable 
  infantry, battle armor, hovercraft, and WiGE vehicles have prompted many 
  realms to reinvest in this more active form of static defense. The Capellan 
  Confederation has led this revival in recent decades, debuting dispenser and 
  LRM-launched variations for an ever-wider deployment of these devices.
  Mines have been a favored tool for static defenses since Terra’s Middle 
  Ages, but these explosive booby traps truly earned their place on the 
  battlefield in the 1900s. Development of mine technology has since 
  worked toward the dual goals of making them more effective against 
  hostile units while safer for operators. The recent explosion in minefield 
  technologies has aimed at addressing the realities of the thirty-first cen-
  tury battlefield, enhancing the effectiveness of the mines themselves and 
  their delivery systems.
  mines
  
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  Rules Level: Advanced
  Tech Base (Ratings): Both (B/C-D-C)
  Game Rules: See p. 209 for rules on Command-Detonated minefields. If the Command-Detonated Minefield is sea-based, it also inflicts half its normal 
  damage (rounded up) against any unit(s) within 1 depth above or below their current depth when detonated (up to the surface of the water).
  As with Standard Mines, unless cleared (see p. 210), Command-Detonated Mines may detonate multiple times in a scenario.
  coMMAnD-DetonAteD Mines (lAnD/seA)
  i
  Rules Level: Experimental
  Tech Base (Ratings): Both (E/F-X-F)
  Game Rules: EMP Mines may not be deployed by launchers, but must instead be deployed by minelayer infantry or mine dispensers, or placed in 
  predetermined hexes (see p. 207).
  EMP mines are detonated using the same rules as described for their mine type. (See p. 209 for Command-Detonated mines, and p. 209 for 
  Vibrabombs.) EMP mines affect all units in the mined hex upon detonation and create a 1-hex ECM “bubble” in the area of effect that lasts until the 
  End Phase of the following turn after detonation, but deliver physical damage only to conventional infantry units (1D6 points, treated as Area-Effect 
  damage, see p. 216, TW). Against all other units, the minefield’s controlling player must roll 2D6 and consult the EMP Mine Effects Table Below (apply 
  a +2 modifier to this roll if the affected unit is a drone, see p. 305). If any electronic systems not mounted upon an active unit (such as Remote Sensors, 
  C3 Remote Sensors, or Collapsible Command Modules, see pp. 357, 298 and 301, respectively) are inside an EMP mine’s area of effect, these electronics 
  are considered destroyed by the pulse.
  EMP mines may make only one attack per scenario.
  emp mine effects tABLe
  Target Unit*
  No Effect (2D6 Roll)
  Interference (2D6 Roll) Shutdown (2D6 Roll)
  BattleMech
  2-6
  7-8
  9+
  IndustrialMech
  2-5
  6-7
  8+
  ProtoMech
  2-5
  6-8
  9+
  Battle Armor†
  2-5
  6-7
  8+
  Combat Vehicles
  2-5
  6-7
  8+
  Support Vehicles
  2-4
  5-6
  7+
  Aerospace Fighter/Small Craft‡
  2-6
  7-8
  9+
  Conventional Fighters‡
  2-5
  6-7
  8+
  Interference: The unit suffers a +2 modifier for all weapon attacks and sensor operations for 1D6 turns, during which time all of its electronics are also affected as though operating 
  within a hostile ECM field). The effects wear off in the End Phase of the final turn. ’Mechs, aerospace fighters, and small craft also generate 5 extra heat points per turn while affected.
  Shutdown: Unit completely shuts down for 1D6 turns, powering up normally during the End Phase of the final turn. If the unit is a hovercraft or WiGE vehicle at ground level, the unit 
  must make a successful Drive Skill roll with a modifier of +3 to avoid skidding (see p. 62, TW).
  *EMP Mines have no effect against Mobile Structures or units weighing more than 200 tons.
  †For ease of play, all troopers in a battle armor unit are equally affected by the EMP Mine Effects.
  ‡Grounded units only; EMP Mines cannot target airborne units.
  electroMAgnetic pulse (eMp) Mines (lAnD)
  i
  coMMAnD-DetonAteD Mines (lAnD/seA)
  Introduced: Pre-spaceflight
  The first mines were command-detonated mines, typically set off by 
  nearby soldiers armed with a simple fuse. Today’s command-detonated 
  mines, triggered mostly by wireless signals, can be detonated from orbit 
  if desired (though most commanders prefer to have troops in the field 
  with line of sight to ensure that the proper targets are hit). The human-
  controlled aspect makes command-detonated mines one of the “safer” 
  types in current use.
  electroMAgnetic pulse (eMp) Mines (lAnD)
  Introduced: 2680 (Terran Hegemony [Vibrabomb]),  
   
  3065 (Word of Blake [Command-Detonated])
  Extinct: 2825 ([Vibrabomb])
  ReIntroduced: 3058 (Free Worlds League [Vibrabomb])
  Originally developed by the Terran Hegemony exclusively for the 
  Star League Defense Force, the Electromagnetic Pulse (EMP) Mine was a 
  vibrabomb-based device that delivered a high-energy pulse capable of 
  disabling a BattleMech without causing any actual damage. The sophisti-
  cated technology to produce this pulse without a full-scale nuclear blast 
  prevented the weapon from becoming too widespread, and the last major 
  caches of these devices were expended soon after the First Succession War, 
  but enough samples lingered to provide the Free Worlds League (and the 
  Word of Blake) a means to revive the concept in the years leading up to the 
  Jihad. Since then, various resistance groups have also obtained samples of 
  this technology, but demand still far outstrips the production, preventing 
  them from becoming a common sight.
  
  Rules Level: Advanced
  Tech Base (Ratings): Both (C/X-X-D)
  Game Rules: Inferno Mines use the rules for Standard (Conventional) Mines when making attacks (see pp. 208), but instead of inflicting normal 
  damage, these mines deliver the equivalent effects of a single Inferno Missile (see p. 141, TW) for every 2 points of minefield strength.
  Sea-type Inferno Mines may only be employed on the surface of a water feature; Inferno Mines are ineffective when submerged.
  As with Standard (Conventional) Mines, unless cleared (see p. 208), Inferno Mines may detonate multiple times in a scenario.
  Rules Level: Advanced
  Tech Base (Ratings): Both (C/E-F-E)
  Game Rules: Space Mines are set up in dense fields, either by combat engineers prior to the battle, by Space Mine dispensers or by a screen launcher 
  during battle. Mines can only be placed on a space hex, and any mines placed within 10 hexes of a space/atmosphere interface suffer gravity effects 
  (moving 1 hex toward the planet per turn), eventually being destroyed if they enter the interface or atmosphere below.
  Any unit entering a hex containing Space Mines (or present in the hex when one is deployed) must make a Control roll with a +3 modifier. An 
  additional –2 modifier applies if the unit possesses an Active Probe or is in the hex at the turn the minefield is deployed. Craft that fail this Control roll 
  suffer damage to the Nose (or, if advanced movement rules from Strategic Operations are used, to whichever facing entered the field first) equal to their 
  Margin of Failure times a value based on the unit’s size. This damage value (and the maximum amount of damage a Space minefield may inflict upon a 
  passing unit) is shown in the Space Minefield Table below.
  Once a Space minefield inflicts damage in this fashion, it loses a portion of its overall Attack Capacity (which starts at 6, reflecting the maximum 
  number of attacks the minefield can make). This value, as with the base and maximum damage inflicted, also varies with the unit suffering the attack 
  and is shown in the Space Minefield Table. Once reduced to an Attack Capacity of 0 (or less), a Space minefield is considered destroyed. A Space 
  minefield inflicts its damage normally until it is reduced to or below an Attack Capacity of 0.
  For example, a Sholagar aerospace fighter, needing an 8+ to avoid a Space minefield with an Attack Capacity of 3, rolls a 5; the Sholagar suffers 
  15 points of damage (its Margin of Failure of 3 [8 – 5 = 3] x 5 points [because it is an aerospace fighter] = 15), distributing the damage in groups of 
  5. The minefield, meanwhile, is reduced to an Attack Capacity of 2 (3 – 1 point for a fighter passing through the field). If a WarShip were to then pass 
  through—also with a Control roll result of 8+ needed to avoid the field—and it rolled a 2, it would suffer 100 points of standard-scale damage (Margin 
  of Failure 6 [8 – 2 = 6], damage of 20 per point of MoF [20 x 6 = 120, but the maximum damage per attack is 100]), and would reduce the field’s Attack 
  Capacity to –1 (2 – 3 points for a WarShip passing through the field = –1), rendering it ineffective.
  spAce mines tABLe
  Craft Type
  Damage Per Unit (per MoF)
  Max. Damage Per Attack
  Attack Capacity Reduction
  Fighter/Small Craft/Satellite
  5
  20
  1
  DropShip
  10
  50
  2
  JumpShip/Space Station/WarShip
  20
  100
  3
  inFerno Mines (lAnD/seA)
  spAce Mines (spAce)
  i
  i
  inFerno Mines (lAnD/seA)
  Introduced: 3055 (Capellan Confederation)
  Though incendiary mines have existed for centuries, the Capellan 
  Confederation and its Chaos March-based guerillas introduced the current 
  incarnation—dubbed Inferno mines—shortly before Operation Guerrero.
  stAnDArD (conVentionAl) Mines (lAnD/seA)
  Introduced: Pre-spaceflight
  Indiscriminate, standard mines explode when someone or something 
  of significant mass comes into contact with them. Often seeded around 
  key passages or installations, or deployed on the fly for “area denial,” most 
  modern mines are built with chemicals that break down after a prescribed 
  time, rendering them inert usually after six months to five years. This 
  feature is designed to minimize civilian casualties once the battlefield has 
  moved elsewhere.
  spAce Mines (spAce)
  Introduced: Early spaceflight
  Useful when space travel was limited or deployed around important 
  locations, space mines fell into disuse for nearly a millennium. The re-
  cent advent of screen launchers has brought space mines back into the 
  modern battlefield.
  
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  Rules Level: Advanced
  Tech Base (Ratings): Both (B/C-C-C)
  Game Rules: See p. 208 for full rules on standard (or Conventional) minefields. Note that sea-based Standard minefields attack any unit at their depth 
  (including hovercraft, hydrofoils and WiGEs, if the sea mines are on the water’s surface).
  Unless cleared (see p. 210), Standard minefields may detonate multiple times throughout a scenario.
  stAnDArD (conVentionAl) Mines (lAnD/seA)
  i
  Rules Level: Advanced
  Tech Base (Ratings): Both (C/E-E-D)
  Game Rules: See p. 209 for rules on Vibrabomb minefields.
  As with Standard Mines, unless cleared (see p. 210), Vibrabomb Mines may detonate multiple times in a scenario.
  Rules Level: Experimental
  Tech Base (Ratings): Inner Sphere (E/X-X-F)
  Game Rules: AX SRM warheads function as standard SRMs with the following exceptions:
  •	
  AX SRMs suffer a –2 modifier when rolling on the Cluster Hits Table.
  •	
  AX SRMs inflict a base 3 points of damage per missile against units using any form of Ferro-Fibrous, Ferro-Lamellor, Laser-Reflective or Reactive 
  armor, as well as any unit that has a BAR value of 5 or less. (This damage may be modified by special armor rules.) Against all other armor (and 
  structure) types, AX SRMs inflict the standard 2 points of SRM damage. Conventional infantry multiply the damage inflicted by AX SRM attacks by 
  1.5 (rounding up).
  •	
  If excess damage from an AX warhead destroys the last of the armor in a given location, no damage carries over into the internal structure (but 
  subsequent AX missile hits directly against internal structure will inflict normal SRM damage).
  •	
  AX SRMs are incompatible with Artemis, Narc or Streak technology.
  Game Rules (General): The following missile munitions are alternative reloads available only to specific launcher types. If a given weapon system 
  does not identify its munitions type at the start of a scenario, presume the weapon is firing its most standard missile type (unspecified LRM munitions 
  are considered to be standard LRMs; unspecified Artemis-equipped launchers use Artemis-capable standard missiles, and so forth).
  For all ’Mech and vehicle units mounting appropriate launchers, specialized missile munitions may only be installed in full-ton lots. ProtoMech units 
  permitted any applicable alternative missile type may install reloads on a per-missile basis, at twice the weight of their standard missile reload.
  Missiles (other than Narc and iNarc warheads) that attack a target unit must roll on the appropriate column of the Cluster Hits Table. Missiles fired on 
  a hex automatically hit the target hex with a full volley.
  VibrAboMb Mines (lAnD)
  AciD (AX) Missiles [stAnDArD srMs/MMls]
  Missile Munitions
  i
  i
  i
  VibrAboMb Mines (lAnD)
  Introduced: 2445 (Lyran Commonwealth)
  Vibrabombs are specifically designed with ’Mechs in mind. Using seis-
  mic sensors, these minefields are programmed to target units of a specific 
  weight, as measured by their seismic signature. But while they are excellent 
  for targeting a specific heavy unit—vibrabombs are ineffective against 
  conventional infantry—they do not work so well against forces of mixed or 
  unknown weights and sizes.
  AciD (AX) Missiles [stAnDArD srMs/MMls]
  R&D Start Date: 3050 (Federated Commonwealth)
  Prototype Design and Production: 3053 (Federated Commonwealth)
  The AX missile was a NAIS response to the recovered ferro-fibrous armor 
  types entering production (or under development) during the late 3040s and 
  early 3050s. Loaded with industrial-strength acids and enzymes, AX SRMs 
  promised additional damage against ferro-fibrous armor, but the missiles 
  fared poorly after rumors circulated that their liquid payload sloshed during 
  flight, impairing their accuracy. In truth, the missiles’ guidance equipment 
  was sacrificed in favor of an enlarged warhead to deliver enough payload 
  for a battlefield effect, as well as the secondary explosive charges necessary 
  to scour the target’s armor for maximum chemical saturation.
  Among the most versatile weapons employed by modern armies, mis-
  siles can deploy all manner of innovative guidance systems and warheads. 
  Moving beyond the recovered technologies of the Star League, both the 
  Inner Sphere and the Clans have continued to develop new missile muni-
  tions in ever-increasing varieties since the 3050s.
  missile munitions
  
  Rules Level: Experimental
  Tech Base (Ratings): Both (E/X-X-E)
  Game Rules: ARAD Missiles use the same rules as Narc-equipped standard missile types for their launcher and size, with the following exceptions:
  •	
  ARAD Missiles ignore the effects of hostile ECM when targeting a unit tagged by a friendly Narc pod.
  •	
  ARAD Missiles are more accurate against any unit that actively emits electronic signals, and receive a –1 to-hit modifier and a +1 Cluster Hits Table 
  roll modifier if the target is using at least one of the following systems: Active Probes (of any kind), Artemis fire-control systems, the Blue Shield 
  system, C3 systems (of any kind), communications equipment (1 ton or more), or ECM suites (of any kind). These modifiers are not cumulative, 
  even if the target unit is using multiple electronic warfare systems.
  •	
  Against any target not using the above-listed electronic warfare systems, ARAD Missiles suffer a +2 to-hit modifier and a –2 Cluster Hits Table roll 
  modifier (to a minimum result of 2).
  •	
  ARAD Missiles are incompatible with Artemis or Streak systems.
  Rules Level: Experimental
  Tech Base (Ratings): Inner Sphere (D/X-X-E)
  Game Rules: Works only with standard Narc launchers and follows all the same rules as standard Narc pods, with the following exceptions:
  •	
  Bola Narc pods suffer a +1 to-hit modifier.
  •	
  Bola Narc pods inflict no damage upon a successful hit, and have no effect in combat against any unit other than ’Mechs, ProtoMechs and VTOL Ve-
  hicles, for which a hit location roll is needed upon a successful attack. Bola pods that hit a ’Mech in the head or torso locations have no game play  
  effect, nor do Bola pods that hit a ProtoMech in the head, torso or main gun locations, or Bola pods that hit a VTOL in any location other than the rotor.
  •	
  A Bola Narc Pod that hits a ’Mech in the legs forces the unit to make a Piloting Skill roll (with an additional +1 target number modifier) at the end 
  of the Weapon Attack Phase to avoid falling, and the ‘Mech cannot deliver a kick attack during that turn. In addition, the ’Mech suffers a –1 MP 
  modifier in the following Movement Phase to break free of the chains.
  •	
  ProtoMechs hit in the legs by a Bola pod suffer a –2 MP Walk modifier (and cannot jump) in the following Movement Phase as they break free of 
  the Bola’s chains.
  •	
  VTOLs hit in the rotor treat the result as a Rotor Destroyed critical hit, regardless of any armor or structure left on the unit’s rotors.
  •	
  Bola Narc Pods that hit a ’Mech or ProtoMech in an arm impose a +1 to-hit modifier for all weapon and physical attacks made using the affected 
  arm until the End Phase of the following turn.
  Rules Level: Experimental
  Tech Base (Ratings): Both (E/F-X-E)
  Game Rules: Follow-the-Leader (FTL) Missiles use the same rules as standard LRMs, with the following exceptions:
  •	
  FTL Missiles suffer a +2 to-hit modifier (reflecting the missiles’ occasional tendency to follow the wrong warhead).
  •	
  Upon a successful hit, FTL Missiles receive a +1 roll modifier on the Cluster Hits Table, but rather than resolving these missile hits in groups of 5, all 
  FTL Missiles that hit the target will hit the same location. 
  •	
  FTL Missiles are incompatible with Artemis, Narc or Streak systems.
  Anti-rADiAtion (ArAD) Missiles
  bolA nArc poDs (nArc lAuncHer)
  Follow-tHe-leADer (Ftl) Missiles [stAnDArD lrMs/MMls]
  i
  i
  i
  Anti-rADiAtion (ArAD) Missiles [stAnDArD srMs/stAnDArD lrMs/MMls]
  R&D Start Date: 3055 (Clan Smoke Jaguar), 3065 (Free Worlds League)
  Prototype Design and Production: 3057 (Clan Smoke Jaguar),  
   
  3066 (Free Worlds League)
  Avoiding the pitfall of the short-lived Listen-Kill missiles that were swiftly 
  rendered obsolete in the 3040s, these prototype missiles promise to retain 
  their normal range and damage profiles while homing in on active elec-
  tronic systems with greater accuracy—effectively turning electronic warfare 
  systems against their users.
  bolA nArc poDs (nArc lAuncHer)
  R&D Start Date: 3052 (Capellan Confederation)
  Prototype Design and Production: 3056 (Capellan Confederation)
  Intended as a ’Mech-snaring alternative munition, the bola pod was de-
  veloped by the Capellan Confederation and tested during the Capellan-Free 
  Worlds invasion of the Federated Commonwealth in 3057. A variation on 
  the explosive Narc pod, charges blast the bola pod apart in flight, unravel-
  ing large, industrial-grade chains that, aimed properly, can snag the limbs 
  of a target BattleMech. The weapon’s inaccuracy and lack of effectiveness 
  against other units, such as vehicles and fighters, led the Confederation to 
  abandon plans for widespread production.
  Follow-tHe-leADer (Ftl) Missiles [stAnDArD lrMs/MMls]
  R&D Start Date: 3049 (Federated Commonwealth)
  Prototype Design and Production: 3053 (Federated Commonwealth)
  Based on experimental Star League-era missiles, FTL missiles improve 
  missile grouping, increasing the damage done to specific areas by a net-
  worked guidance system that locks onto the first missile to hit the intended 
  target. Because the missiles sometimes followed the wrong warhead, the 
  system never saw mass production.
  
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  Rules Level: Advanced
  Tech Base (Ratings): Both (C/C-C-C)
  Game Rules: Harpoon Missiles use the same rules as standard SRMs with the following exceptions:
  •	
  Harpoons inflict no damage to (and thus do not penetrate) any target with a BAR value of 5 or more (this includes all types of BattleMech, Combat 
  Vehicle and fighter armor). Against units with a BAR value of 4 or less, each Harpoon Missile inflicts 1 point of damage and “hooks” such units (but 
  any unit with a functioning engine and motive systems can break the harpoon lines by spending 1 MP during the following Movement Phase).
  •	
  Harpoons cannot be used on the Space Map or in low-altitude combat by aerospace units (including Airships, Fixed-Wing and Satellite Support 
  Vehicles).
  •	
  If the target of a successful Harpoon attack that delivers damage does not break the line, and the target weighs less than half the weight of the 
  firing unit, the firing unit can “reel in” the target at a rate of 1 hex per turn during subsequent Movement Phases. A unit reeling in a harpooned 
  target in this fashion may not move or take any other action. Once the target is fully reeled in (dragged into the firing unit’s hex), the target 
  becomes external cargo subject to the Cargo Carriers rules (see p. 261, TW). If the harpooned target weighs half as much as the firing unit (or 
  more), it cannot be reeled in.
  •	
  The harpoon-firing unit may not move while attached to a harpooned target that has not been reeled in, but may make attacks and/or disengage 
  its harpoon lines during any subsequent Weapon Attack Phase.
  •	
  A Harpoon Missile launcher may not be fired again until a harpooned target has been reeled in or the harpoon lines have been disengaged in a 
  previous turn.
  •	
  Harpoon Missiles receive no benefit from Artemis, Narc or Streak systems.
  •	
  Though they lack explosive warheads, the propellant used in Harpoon Missiles remains highly volatile; Harpoon Missiles explode for 1 point of 
  damage per missile in the event of a critical hit or heat-induced explosion.
  Rules Level: Advanced
  Tech Base (Ratings): Both (C/E-E-E)
  Game Rules: Heat-Seeking Missiles use the same rules as standard missile types for their launcher and size, with the following exceptions:
  •	
  Against heat-tracking units that have overheated, Heat-Seeking Missiles receive a to-hit modifier equal to the heat-induced MP modifier for the 
  target. (For example, if a target BattleMech has overheated by 12 points—producing a –2 MP movement modifier—the missiles receive a –2 
  to-hit modifier.) An additional modifier of –2 applies if the target is currently on fire (see p. 43), or if the target is a Fighter, Small Craft, DropShip, 
  or WarShip and the line of attack passes through its aft hexside.
  •	
  Against non-heat tracking units or units that have not overheated, Heat-Seeking Missiles receive a +1 to-hit modifier.
  •	
  If a flight of Heat-Seeking Missiles is fired into or through a hex that has been set on fire (see p. 43), a +2 to-hit modifier applies to the attack as 
  well.
  •	
  Heat-Seeking Missiles are incompatible with Artemis, Narc or Streak systems.
  HArpoon Missiles [stAnDArD srMs]
  HeAt-seeking (Hs) Missiles [stAnDArD lrMs/stAnDArD srMs/MMls]
  i
  i
  HArpoon Missiles [stAnDArD srMs]
  Introduced: 2400 (Lyran Commonwealth)
  A maritime hunter’s weapon not designed for the battlefield, the SRM adap-
  tation of the harpoon—introduced in 2400 by Lyran big game huntsmen—is 
  the heaviest form of its kind. Little more than a kinetic, piercing head and a 
  reinforced, detachable cable, the SRM-launched harpoon can penetrate the 
  hide of most any marine animal known in the Inner Sphere, and tow the hap-
  less (and—hopefully—mercifully dead) creature into the vessel. While they 
  can be quite effective against unarmored infantry as well, battlefield armor is 
  effectively immune to the harpoon SRM, and most vehicles or ’Mechs would 
  make quick work of the tow cable even if successfully speared.
  HeAt-seeking (Hs) Missiles [stAnDArD lrMs/stAnDArD srMs/MMls]
  Introduced: 2340 (Terran Hegemony)
  Though the technology dates back to air-to-air combat on pre-spaceflight 
  Terra, heat-seeking guidance systems for LRMs and SRMs did not develop 
  until a few decades after the debut of the launchers themselves. The sensors 
  used to enhance their accuracy against high-heat targets while retaining 
  their range and damage profiles, however, necessitated the removal of 
  other standard electronic sensors. As a result, these missiles are noticeably 
  less accurate against targets that are not radiating a significant amount of 
  heat. For this reason—and the fact that they are easily confused by open 
  fires, such as those set by flamers and Inferno rounds—heat-seeking mis-
  siles are far less common than standard missile munitions.
  incenDiAry lrMs (stAnDArD lrMs/MMls)
  Introduced: 2341 (Terran Hegemony)
  A variation on conventional LRM loads largely intended for multi-purpose 
  use, incendiary LRM munitions mix fast-burning fuel-filled warheads with 
  conventional missiles in every flight, resulting in volleys that retain their 
  offensive potential, but also gain the ability to ignite structures and terrain 
  in a pinch. The dangers of ammo cook-off and the practice of using such 
  weapons for “scorched earth” tactics led to their eventual abandonment 
  in the later Succession Wars, but in the 3050s, munitions plants in the Free 
  Worlds League initiated the first widescale production of incendiary LRMs 
  for today’s generation.
  
  Rules Level: Advanced
  Tech Base (Ratings): Inner Sphere (C/E-X-E), Clan (C/X-E-E)
  Game Rules: Incendiary LRMs use the same rules as standard LRMs for their launcher and size, with the following exceptions:
  •	
  Incendiary LRMs are combined with other LRM munition types at a rate of 1 missile for every 5. Each flight of LRMs using Incendiary rounds will 
  thus function per its normal game rules as though fired by a launcher 20 percent “smaller” (rounded up). (For instance, an Artemis IV-enhanced 
  LRM 20 will attack a unit as if it were an Artemis-enhanced LRM 16 [20 – (20 x .20) = 20 – (4) = 16].)
  •	
  When fired at terrain or structures, Incendiary LRMs receive a +4 modifier to all rolls for starting fires (see p. 43). Incendiary LRMs may not set other 
  units on fire or directly raise a target’s heat level, however (unlike Infernos, the chemicals used in Incendiary LRMs do not adhere well to armor).
  •	
  Against infantry units (conventional and battle armored), Incendiary LRMs add +1 damage to their attack for every 5 missiles in the volley.
  •	
  Incendiary LRMs check for heat-induced ammunition explosions as Inferno Missiles (see p. 141, TW).
  Rules Level: Experimental
  Tech Base (Ratings): Inner Sphere (E/X-X-F)
  Game Rules: Magnetic-Pulse (MP) Missiles use the same rules as standard missile types for their launcher and size, with the following exceptions:
  •	
  MP Missiles inflict no damage upon a successful attack. Instead, they impose a +1 to-hit modifier on all of the target unit’s weapon attacks starting 
  with the end of the Weapon Attack Phase and lasting until the End Phase of the turn following the attack (additional hits by MP Missiles do not 
  extend this effect, nor do they increase the modifier). MP Missiles have no effect against conventional infantry.
  •	
  Against any heat-tracking unit powered by a fusion engine, MP Missiles increase the target’s heat by +1 for every 5 LRM warheads (or 3 SRM 
  warheads) that hit the target (rounded down). This heat spike affects the unit only for the turn in which the missiles hit.
  •	
  MP Missiles are incompatible with Artemis, Narc or Streak systems.
  Rules Level: Advanced
  Tech Base (Ratings): Inner Sphere (C/X-X-E)
  Game Rules: Mine Clearance (MC) Missiles use the same rules as standard missile types for their launcher and size, with the following exceptions:
  •	
  Mine Clearance Missiles can only be used to target hexes, not units. However, any units occupying the same hex hit by a Mine Clearance Missile 
  strike suffer damage as if from an area-effect weapon strike equal to an equivalent missile volley at one quarter of the rated size, rounded down 
  (for example, a volley of MC Missiles fired by an LRM-20 will inflict damage equal to a 5-point area-effect weapon, while a volley of MC Missiles 
  from an SRM-6 will inflict damage equal to 1 SRM [6 ÷ 4 = 1.5, round down to 1], or 2 points). See p. 113, TW, for rules on area-effect weapons.
  •	
  Mine Clearance rounds reduce the density of any minefield type by a value equal to the MC volley’s rated damage, to a minimum of 0. If more 
  than one minefield is present in the target hex, all fields are affected equally. (For example, an LRM-15 firing MC munitions will reduce a 20-point 
  density minefield to 5 points.)
  •	
  Mine Clearance Missiles are incompatible with Artemis, Narc or Streak systems.
  incenDiAry lrMs (stAnDArD lrMs/MMls)
  MAgnetic pulse (Mp) Missiles
  Mine cleArAnce Missiles (stAnDArD lrMs/stAnDArD srMs/MMls)
  i
  i
  i
  MAgnetic pulse (Mp) Missiles [stAnDArD lrMs/stAnDArD srMs/MMls]
  R&D Start Date: 3050 (Free Worlds League)
  Prototype Design and Production: 3055 (Free Worlds League)
  Introduced: 3057 (Free Worlds League, Word of Blake)
  Extinct: 3065
  Magnetic pulse (MP) missiles were designed to overload modern battle-
  field electronics suites, but when House Marik designers first tested them, 
  they discovered the warheads also weakened the engine shielding strength 
  of fusion-powered targets (such as BattleMechs). These effects convinced 
  the Captain-General to encourage further research on these weapons, which 
  led to the present missile designs now being fielded-tested (sporadically) by 
  the League and their Word of Blake occupiers.
  Early reports of MP weapons proved to be exaggerated. Nevertheless, as 
  rumors of an ultimate “’Mech-stunner” weapon circulated in the 3050s, fu-
  sion engine manufacturers across the Inner Sphere responded with updated 
  engine containment software designed to adjust to sudden external influ-
  ences from magnetic-pulse missile volleys. As a result, while the MP missiles’ 
  pulse still produces a brief “heat spike” in fusion engines, this is actually a 
  side effect of strengthened containment fields that never exceed a certain 
  limit. This development has left MP missiles mostly limited to their original 
  role of anti-EW work, and hampered their ability to compete with more 
  effective systems that hit the market at the same time, such as ComStar’s 
  less-costly “Haywire” iNarc pods. As a result, MP missiles were discontinued 
  shortly before the Jihad.
  Mine cleArAnce Missiles (stAnDArD lrMs/stAnDArD srMs/MMls)
  Introduced: 3069 (Federated Suns)
  To combat the decades-long explosion in enhanced minefield warfare 
  perfected by the Capellan Confederation and its Chaos March insurgents, 
  the Federated Suns began experimenting with a specialized enhancement 
  for SRM and LRM launchers specifically tailored to anti-mine work. Designed 
  to deliver greater concussive force on ground impact, while showering 
  the area with miniature explosives, the so-called mine clearance charges 
  proved extremely effective against minefields, while also acting as a potent 
  anti-infantry munition.
  
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  Rules Level: Advanced
  Tech Base (Ratings): Both (C/D-D-D)
  Game Rules: Smoke Missiles use the same rules as standard missile types for their launcher and size, with the following exceptions:
  •	
  Smoke Missiles may only target hexes, not other battlefield units, and will not deliver damage to any units in the target hex.
  •	
  Smoke Missiles fill a target area with a column of smoke 2 levels high (see p. 47).
  •	
  This smoke varies in density and size with the damage capacity of the launcher used. For every 10 points of damage a Smoke Missile would deliver 
  as a standard missile volley (rounded up), the radius of the smoke-filled area increases by 1 hex (so an LRM-5, with its 5 points of damage, would 
  fill only 1 hex [Radius = 5 ÷ 10 = 0.5, round up to 1], while an SRM-6, with 12 points of damage as a standard munition, would fill the target hex 
  and each adjacent hex [Radius = 12 ÷ 10 = 1.2, round up to 2]). This smoke is treated as Light Smoke if the weapon delivers 5 points or less in 
  damage to the target hex. Otherwise, it is treated as Heavy Smoke.
  •	
  Smoke generated by Smoke LRMs will linger for a number of turns equal to the half the rack size of the launcher used (rounded down) before 
  dissipating in the End Phase of the final turn. For example, an LRM-15 Smoke Missile volley creates smoke for 7 turns (15 ÷ 2 = 7.5, round down to 
  7) after the volley was fired. Smoke generated by Smoke SRMs will linger for a length of time equal to the size of the rack used, so an SRM-6 firing 
  smoke rounds will create smoke for 6 turns before dissipating.
  •	
  Smoke Missiles are incompatible with Artemis, Narc or Streak systems.
  Rules Level: Advanced
  Tech Base (Ratings): Both (E/E-X-D [Swarm]), Inner Sphere (E/X-X-D [Swarm-I])
  Game Rules: Swarm and Swarm-I Missiles use the same rules as standard LRM types for their launcher and size, with the following exceptions:
  •	
  When resolving a successful Swarm/Swarm-I LRM attack against a target, note the number of missiles in the flight that fail to hit their target based 
  on the Cluster Hits Table. Any remaining missiles in the flight will attempt to attack a secondary target from among the nearest units (friendly or 
  enemy) in the same hex or in any adjacent hex. (For example, if only 12 missiles from an LRM-20 attack using Swarm Missiles successfully hit their 
  target, 8 missiles survive to attack nearby units [20 – 12 = 8]).
  •	
  If the initial Swarm/Swarm-I attack missed its target, but possible secondary targets (friendly or enemy) lie in the target’s hex or any adjacent 
  hexes, the missiles attack them as a secondary target.
  •	
  Swarm and Swarm-I Missiles resolve secondary attacks starting from the nearest unit (beginning with any units in the target’s hex and moving 
  outward), using the modifiers from the original attack for range, Attacker movement, Attacker conditions and weather conditions, but replace the 
  original target’s movement and terrain modifiers with those of the secondary target. If multiple secondary targets lie within the same distance, 
  the secondary target is chosen at random. If the attack succeeds, use the Cluster Hits column based on the surviving missiles (in the case of the 
  above example, this would mean the Attacker rolls on the 8 column for Cluster Hits).
  •	
  Swarm-I Missiles apply an additional +2 modifier for attacks against friendly units unless said units are operating within a hostile ECM field or have 
  suffered a critical hit to their sensors.
  •	
  Swarm-I Missiles operating within a hostile ECM field function as standard Swarm LRMs, while standard Swarm LRMs attacking a target within a 
  hostile ECM field function as standard LRMs.
  •	
  If any missiles remain from a Swarm/Swarm-I flight that hits a secondary target as described above, they may carry on to attack another secondary 
  target as though the last target hit was their primary. If no other secondary targets exist within range of the last target (except for those already 
  “attacked” once by a Swarm flight), the attack is completed (and any remaining missiles have missed). Neither the original primary target nor any 
  secondary targets may be attacked more than once by any Swarm or Swarm-I flight.
  •	
  Swarm and Swarm-I LRMs are incompatible with Artemis, Narc or Streak systems.
  •	
  Anti-Missile Systems function normally against Swarm and Swarm-I missiles.
  sMoke Missiles (stAnDArD lrMs/stAnDArD srMs/MMls)
  swArM/swArM-i lrMs (stAnDArD lrMs/MMls)
  i
  i
  sMoke Missiles (stAnDArD lrMs/stAnDArD srMs/MMls)
  Introduced: 2333 (Terran Hegemony)
  Like smoke artillery rounds, smoke LRMs and SRMs represent an ancient 
  technology adapted to LRM and SRM use soon after the debut of the 
  launchers themselves. Through the centuries, however, these missiles have 
  seen little use compared to smoke artillery, mainly because battlefield com-
  manders prefer to keep their missile racks lethal.
  swArM/swArM-i lrMs (stAnDArD lrMs/MMls)
  Introduced: 2621 (Terran Hegemony [Swarm LRMs]),  
   
  3057 (Free Worlds League [Swarm-I])
  Extinct: 2833 (Inner Sphere [Swarm LRMs])
  Recovered: 3053 (Federated Commonwealth [Swarm LRMs])
  Using more sophisticated (and expensive) guidance systems than standard 
  LRMs, Swarm LRMs were a Star League weapon design used to impressive effect 
  on tightly grouped formations. Rather than simply continuing on or plunging 
  to the ground after missing their targets, Swarm LRMs home in on any other 
  target in the immediate vicinity and may swerve to hit them if fuel and mobility 
  allow. While dangerous to use when allied forces are in close quarters, the use 
  of Swarm LRMs forced many hostile formations to break up and spread out, 
  rather than risk being caught in a devastating Swarm saturation attack.
  After the lost technology was re-introduced by FedCom producers in the 
  wake of the Clan invasion, Free Worlds League designers immediately went 
  to work on a modified version, the Improved Swarm (Swarm-I). Similar in 
  many respects to the standard Swarm, Swarm-Is incorporate a rudimentary 
  friend-or-foe recognition system that allows these missiles to ignore friendly 
  forces and focus on the enemy.
  
  Rules Level: Experimental
  Tech Base (Ratings): Inner Sphere (E/X-X-E)
  Game Rules: Tandem-Charge (TC) Missiles use the same rules as standard SRMs with the following exceptions:
  •	
  Upon a successful hit, each TC warhead that strikes armor inflicts damage as a normal SRM round, but also rolls once on the Determining Critical 
  Hits Table. If the warhead struck armor (but not internal structure), apply a –2 modifier to this roll (an additional +2 applies if the target is a 
  Support Vehicle or IndustrialMech with an armor BAR of less than 10). Neither modifier applies if a TC warhead strikes internal structure directly.
  •	
  Against conventional infantry, TC missiles are treated as if they inflict half the base Damage Value of an equivalent flight of SRMs (determined 
  before applying any modifiers for heavy weapons fired against conventional infantry, per pp. 216-217, TW). Against battle armor, the attacker rolls 
  2D6 for each TC missile that hits a trooper, eliminating the trooper on a result of 10+.
  •	
  Against aerospace units, TC missiles function as standard SRMs.
  •	
  In the event of an ammunition explosion, TC warheads explode for 3 points of damage per missile; for example, a single shot from an SRM-6 using 
  TC missiles would explode for 18 points of damage.
  •	
  Tandem-Charge SRMs are incompatible with Artemis, Narc or Streak systems.
  Rules Level: Advanced
  Tech Base (Ratings): Both (C/B-B-B)
  Game Rules: Tear Gas SRMs use the same rules as standard SRM missiles with the following exceptions:
  •	
  Tear Gas SRMs may only target hexes, not other battlefield units.
  •	
  Tear Gas units fill a target area with a column of Light Smoke 1 level high. This gas lasts for 15 turns and drifts in accordance with the normal 
  Smoke rules (see p. 47).
  •	
  Conventional infantry and unsealed battle armor without air supply or filters (which must be declared prior to the start of the scenario) suffer 
  damage equal to a successful attack by a standard SRM volley of equivalent size to the Tear Gas launcher if they are in the hex the gas affects.
  •	
  Vehicles that do not incorporate environmental sealing modifications suffer no damage from the gas, but must roll 2D6 when entering or staying 
  in a hex full of tear gas. On a result of 8+, the unit (or the affected hex of the unit, in the event of multi-hex vehicles) suffers a Crew Stunned result. 
  If the crew is already suffering from such an effect, treat the result as a Crew Killed result instead.
  •	
  All damage to infantry and vehicle crews done by Tear Gas SRMs is temporary, and will wear off at the End Phase of the 15th turn after the attack. 
  Before then, however, any units successfully struck by tear gas may not use MP.
  •	
  Tear Gas SRMs are incompatible with Artemis, Narc or Streak systems.
  tAnDeM-cHArge (tc) Missiles [stAnDArD srMs/MMls]
  teAr gAs srMs (stAnDArD srMs/MMls)
  i
  i
  tAnDeM-cHArge (tc) Missiles [stAnDArD srMs/MMls]
  R&D Start Date: 2753 (Terran Hegemony)
  Prototype Design and Production: 2757 (Terran Hegemony)
  Tandem-charge (TC) SRMs are specially designed warheads that produce 
  an armor-penetrating effect through the use of a two-stage warhead. The 
  first stage, a shaped-charge explosive, weakens modern armor enough 
  so that the second-stage warhead can reach internal components more 
  easily. Though the Star League never managed to put these weapons into 
  production, enough examples survived in caches that they enabled Fed-
  Com researchers to resume work on their development in the early 3050s. 
  Difficulties with the development team and funding cuts slowed down 
  production of these armor-penetrating munitions, which unfortunately 
  also doubled the weight of a standard SRM, reducing reload capacities, and 
  proved incompatible with smaller LRM missile types.
  teAr gAs srMs (stAnDArD srMs/MMls)
  Introduced: 2375 (Terran Hegemony)
  Another adaptation of proven technology, tear gas SRMs are primar-
  ily used for non-lethal crowd control, delivering canisters of irritant gasses 
  into unruly crowds. Though most battlefield troops come prepared for the 
  eventuality of chemical weapons, many can still be caught off-guard by 
  their use.
  tHunDer lrMs (stAnDArD lrMs/MMls)
  Introduced: 2620 (Terran Hegemony [Thunder]), 3056 (Capellan 
  Confederation [Inferno]), 3057 (Capellan Confederation [Augmented, 
  Vibrabomb]), 3058 (Capellan Confederation [Active])
  Extinct: 2840 (Inner Sphere)
  Recovered: 3052 (Federated Commonwealth)
  Much like FASCAM, Thunder LRMs are used to dispense mines on the 
  battlefield. Originally developed by the Terran Hegemony to scatter con-
  ventional minefields, Thunder LRMs were lost for most of the Succession 
  Wars, only to be recovered soon after the Clan invasion. The 3050s then saw 
  an explosion of alternative minefield types deployed in this method—all 
  introduced by the Capellan Confederation.
  
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  Rules Level: Advanced
  Tech Base (Ratings): Both (E/D-X-D [Thunder]), Inner Sphere (E/X-X-D [Inferno]), Inner Sphere (E-X-X-E [Active, Augmented, Vibrabomb])
  Game Rules: Thunder LRMs (and their variants: Thunder-Active LRMs, Thunder-Augmented LRMs, Thunder-Inferno LRMs, and Thunder-Vibrabomb 
  LRMs) use the same rules as standard LRM missiles, with the following exceptions:
  •	
  Thunder LRMs may only target hexes, not other battlefield units.
  •	
  A successful attack on a target hex deploys a minefield with a density equal to the strength of the launcher delivering it. Multiple (or overlapping) 
  minefields may be laid in the same hex for additional damage, but the total density of all mines in a hex delivered by Thunder LRMs may not 
  exceed 20 points. The one exception to this rule is if a weapon-delivered minefield is laid in the same hex as a minefield placed prior to the start 
  of play, in which case the maximum density of the hex cannot exceed 30 points; i.e. a pre-designated minefield of 15 points is hit by a 20 point 
  weapn-delivered minefield, in which case it would be a 30 point minefield (see p. 207).
  •	
  Thunder-Augmented LRMs deliver minefields that scatter farther out than standard, and so deploy a minefield equal to half the missile flight’s 
  strength (rounded up) to the target hex and all adjacent hexes.
  •	
  Units within a hex when it is struck by a Thunder LRM flight may exit the hex without setting off the minefields these missiles lay, but all other 
  units entering or passing through a mined hex follow the standard rules for the appropriate minefield (see p. 207).
  •	
  Once deployed, minefields delivered by any appropriate weapon system function in accordance with their standard game rules (see pp. 208–209; 
  Standard Thunder mines and Thunder-Augmented mines use the standard (conventional) minefield rules; Thunder-Active mines use the active 
  minefield rules; Thunder-Vibrabomb mines use the vibrabomb minefield rules).
  •	
  Thunder LRMs are incompatible with Artemis, Narc or Streak systems.
  tHunDer lrMs (stAnDArD lrMs/MMls)
  i
  Rules Level (General): Advanced
  Game Rules (General): ’Mech Mortars (see p. 324) may use a variety of ammunition types. If a unit with a ’Mech Mortar does not specify its ammo 
  type, use the rules for Armor-Piercing (Shaped-Charge) ammo. Mortars fired on a unit, rather than a hex, use the appropriate Cluster Hits Table to resolve 
  their effects. Mortars fired on a hex, rather than the unit within, deliver the effects of a full volley and do not need to roll on the Cluster Hits Table.
  Rules Level: Advanced
  Tech Base (Ratings): Both (C/B-D-C)
  Game Rules: Airburst Mortars are fired at a hex, rather than at a target unit. Airburst Mortars inflict 1 damage point per shell to all targets in the hex, 
  and delivers its damage in 1-point clusters (conventional infantry treat Airburst Mortars as a burst-fire weapon that delivers 1D6 damage per shell). Only 
  units inside buildings avoid this damage (though the building itself suffers damage to its CF). Each shell of Airburst Mortar ammunition inflicts 1 point 
  of damage in an ammunition explosion (multiplied as normal by the mortar rack’s size and the total number of unfired rounds).
  ’MecH MortAr AMMunition
  Airburst MortArs
  i
  i
  Airburst MortArs
  Introduced: 2544 (Terran Hegemony)
  In essence, airburst mortars are a special, heavier version of the anti-per-
  sonnel mortar with a proximity fuse designed to set off the shells at higher 
  than normal altitude. Intended to flush out forces using trenches and field 
  works for cover, these shells saturate an area with hardened shrapnel that 
  inflicts equal damage on infantry and armored targets alike.
  Anti-personnel (Ap) MortArs
  Introduced: 2531 (Terran Hegemony)
  A common round used in ’Mech mortars when faced with the prospect 
  of heavy infantry activity, anti-personnel mortars use softer metals and 
  ceramics that create a cloud of deadly shrapnel when the shells detonate at 
  (or close to) ground level. Though less popular than shaped-charge mortars 
  due to their ineffectiveness against armored targets, anti-personnel mortars 
  remain a tried and true munition.
  The lack of variety in ’Mech mortar munitions compared to missiles may 
  be better attributed to this weapon system’s relatively low proliferation 
  than to its lack of technological sophistication. But even if these weapons 
  are outclassed by the more versatile LRM system, some variety exists in their 
  ammo selections that offers tactical options unavailable to comparable 
  missile systems.
  ’mech mortAr Ammunition
  
  remote sensors: Remote Sensors are designated as ammunition for any unit equipped with a Remote Sensor Dispenser, but are also considered part of the dispens-
  er itself, and count as part of its total weight. Additional bins for dispenser “ammo” may not be assigned to a unit (each dispenser and its sensors are considered 
  a self-contained item).
  Remote Sensors deployed by conventional infantry are covered under the Specialized Infantry rules (see p. 340).
  construction     
  rules
  Rules Level: Advanced
  Tech Base (Ratings): Both (C/B-B-B)
  Game Rules: Each shell in an Armor-Piercing ’Mech Mortar flight delivers 1 damage point to conventional infantry units (resolved as a missile Cluster 
  weapon). Against all other units, the shaped-charge munitions inflict 2 damage points per shell, applied in 2-point groups. Each shell of Armor-Piercing 
  ’Mech Mortar ammunition inflicts 2 points of damage in an ammunition explosion (multiplied as normal by the mortar rack’s size and the total number 
  of unfired rounds).
  Rules Level: Advanced
  Tech Base (Ratings): Both (B/A-A-A)
  Game Rules: Flare Mortars are fired at a hex, rather than at a unit. A successful Flare Mortar attack illuminates the target hex and all adjacent hexes 
  for a number of turns equal to twice the number of shells in the volley (so a 4-mortar volley would illuminate a target hex and its adjacent hexes for 8 
  turns). Each shell of Flare Mortar ammunition inflicts 1 point of damage in an ammunition explosion (multiplied as normal by the mortar rack’s size and 
  the total number of unfired rounds).
  Missed Flare Mortar shots will scatter 1D6 hexes in a random direction.
  Rules Level: Advanced
  Tech Base (Ratings): Inner Sphere (C/X-X-E)
  Game Rules: Semi-Guided ’Mech Mortars receive the same benefits as Semi-Guided Missiles (see p. 142, TW) if their target is successfully “lit” by a 
  friendly TAG unit. Otherwise, these mortars work in the same fashion as standard Armor-Piercing (Shaped-Charge) Mortars. Semi-Guided Mortars inflict 
  the same damage as Armor-Piercing (Shaped-Charge) Mortars. Each shell of Semi-Guided ’Mech Mortar ammunition inflicts 2 points of damage in an 
  ammunition explosion (multiplied as normal by the mortar rack’s size and the total number of unfired rounds).
  Rules Level: Advanced
  Tech Base (Ratings): Both (B/B-B-B)
  Game Rules: Anti-Personnel (AP) Mortars are fired at a hex, rather than at a target unit. Each shell in an AP Mortar flight delivers 1D6 ÷ 2 burst damage 
  points (rounded up) to conventional infantry units (for example, a full flight of 8 AP ’Mech Mortars delivers 8D6 ÷ 2 damage to a conventional infantry 
  platoon). Against all other units, AP ’Mech Mortars inflict 1 damage point per shell, applied in 1-point groups. Each shell of Anti-Personnel Mortar 
  ammunition inflicts 2 points of damage in an ammunition explosion (multiplied as normal by the mortar rack’s size and the total number of unfired 
  rounds).
  ArMor piercing (sHApeD-cHArge) MortArs
  FlAre MortArs
  seMi-guiDeD MortArs
  Anti-personnel (Ap) MortArs
  i
  i
  ArMor piercing (sHApeD-cHArge) MortArs
  Introduced: 2531 (Terran Hegemony)
  The standard round used in most ’Mech mortars, armor-piercing mortars 
  use shaped charges to penetrate combat armor more effectively. However, 
  because they throw out less shrapnel, armor-piercing mortars are a poor 
  choice against standard infantry.
  FlAre MortArs
  Introduced: 2536 (Terran Hegemony)
  Using phosphorescent chemicals and impact triggers, flare mortars ignite 
  upon landing. Similar to smoke mortars, these shells are often used to mark 
  targets, or to shed light on hidden units during nighttime combat.
  seMi-guiDeD MortArs
  IIntroduced: 3064 (Free Worlds League)
  As an eventual expansion on their semi-guided LRM concept, the Free 
  Worlds League’s munitions designers introduced a semi-guided form of the 
  ’Mech mortar in an effort to revive the long-overlooked weapon system. 
  Though these more effective variations on shaped-charge mortars proved 
  more accurate than standard shells, the experiment was only partially suc-
  cessful, as warriors continued to prefer more conventional missile systems.
  
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  Rules Level: Advanced
  Tech Base (Ratings): Both (B/A-A-A)
  Game Rules: Smoke Mortars are fired at a hex, rather than at a unit. On a successful attack, Smoke Mortars create a 2-level high plume of heavy smoke 
  (see p. 47) in the target hex that lasts for a number of turns equal to twice the number of shells in the volley (so a 4-mortar volley would fill the target 
  hex with Heavy Smoke for 8 turns). Each shell of exploding Smoke Mortars inflicts 1 point of damage in an ammunition explosion (multiplied as usual 
  by the mortar’s rack size and the total number of unfired rounds).
  Missed Smoke Mortar shots will scatter 1D6 hexes in a random direction.
  sMoke MortArs
  sMoke MortArs
  Introduced: 2531 (Terran Hegemony)
  Another common reload for mortar rounds, intended for mobile cover, 
  training, or target-marking purposes, smoke mortars fill their targeted area 
  with thick smoke.
  Rules Level: Advanced
  Available To: CI, BA, PM, BM, IM, CV, SV, AF, CF, SC, DS
  Tech Base (Ratings): Both (E/E-F-E)
  Game Rules: Remote Sensors are ineffective in space, as their range is severely limited. However, aerospace units capable of flying within 7 Altitudes 
  of the ground—such as Airship and Fixed-Wing Support Vehicles, fighters, Small Craft and DropShips—may be used to deploy these sensors in game 
  play by using the traditional Bombing rules (see pp. 245-247, TW). Ground vehicles, Naval vehicles, VTOLs, WiGEs, ’Mechs, ProtoMechs and battle 
  armor equipped with a Remote Sensor Dispenser (see p. 236, TM), as well as conventional infantry designated as Sensor Engineers (a Combat Engineer 
  platoon type; see p. 340), may deploy remote sensors at any point during their Movement Phase, at a cost of 1 MP.
  Once deployed, all sensors settle to the surface of the underlying terrain (or float on the surface of the water, if deployed by naval units). Any friendly 
  unit within 67 hexes (2 kilometers) of a deployed Remote Sensor can monitor the sensor’s readings if the monitoring unit is equipped with one or more 
  of the following systems: Active Probe, C3 Master Computer, Improved C3 Computer, Cockpit Command Console or Communications Equipment (1 ton or 
  more). The maximum number of Remote Sensors each system can monitor is cumulative (see the Remote Sensor Monitor Table below). Sensor Special-
  ist Infantry can monitor up to 2 Remote Sensors for every 7-trooper squad in the unit. Hostile ECMs that encompass a sensor’s hex, or pass through a 
  line of sight between the monitoring unit and a target sensor, will disrupt this link.
  A Remote Sensor being monitored can be used to spot hidden units within 2 hexes of the sensor, unless such units are using Stealth Armor, Null-
  Signature System, Void-Signature System, or ECMs of any kind. Remote Sensors may be used to spot for LRM indirect fire and artillery attacks, but add 
  a +3 to-hit modifier to any such attack. Remote Sensors may not operate as part of a C3 network.
  Remote Sensors are easily spotted, and may be targeted and destroyed with any successful weapon attack on the sensor’s hex that delivers 1 point of 
  damage (or more). This attack receives the standard –4 immobile target modifier, but also applies a +2 to-hit modifier to account for the sensor’s small 
  size. Units passing through a sensor hex during their Movement Phase can also declare that they are destroying the sensor (by stepping on/driving 
  over it), which costs 1 MP.
  Though technically “ammunition” for Remote Sensor Dispensers, because they are treated as part of the dispenser equipment that deploys them, 
  Remote Sensors are themselves destroyed when the dispenser is hit, and do not explode.
  Remote sensoR monitoR tABLe
  Monitoring System
  Max Remote Sensor Capacity
  Active Probe, Light
  1
  Active Probe, Standard
  2
  C3 Master Computer
  4
  Improved C3 Computer
  3
  Cockpit Command Console
  4
  Communications Equipment
  1 per ton
  Sensor Engineer Infantry
  2 per squad
  reMote sensors
  i
  Introduced: 2590 (Terran Hegemony)
  Available in an array of types, including motion detectors, thermal 
  sensors, portable radar and EM scanners, modern remote sensors are 
  often used to set up a perimeter defense network, but because they are 
  readily destroyed and relatively expensive to produce, their utility on a fluid 
  battlefield waned through the Succession Wars. The return of Star League 
  technology (which made mass deployment of such sensors viable) allowed 
  for their revival in more recent years, but they remain susceptible to battle-
  field countermeasures.
  remote sensors
  
  constructed lighter than 0.25 tons and fission engines may not 
  be built lighter than 5 tons.
  Armor
  When using fractional accounting, armor may be installed on a 
  unit in any desired quantity, rather than in full- or half-ton allot-
  ments. In this case, armor may be installed on a tonnage-per-point 
  basis, per the Fractional Armor Table. (Remember when using Sup-
  port Vehicle armor that the weight per point is given in kilograms 
  for Support Vehicle construction; to find the equivalent weight in 
  tons per point, simply divide the kilogram weight by 1,000.)
  Critical requirements for a given unit do not change with the 
  amount of armor mounted on it (unless using the Patchwork 
  Armor rule; see p. 377).
  fRActionAL Accounting tABLes
  fRActionAL engine muLtipLieRs
  Engine Type
  Fractional Multiplier
  Fusion
  Standard
  1.0
  Compact
  1.5
  Light
  0.75
  XL
  0.5
  XXL
  0.333
  Non-Fusion
  Internal Combustion (ICE)
  2.0
  Fuel Cell (Cell)
  1.2
  Fission
  1.75
  fRActionAL ARmoR tABLe
  Armor Type
  Tons per Point
  Standard/Heavy Industrial
  0.0625
  Stealth
  0.0625
  Light Ferro-Fibrous
  0.0590
  Ferro-Fibrous (I.S.)
  0.0558
  Ferro-Fibrous (Clan)
  0.0521
  Heavy Ferro-Fibrous
  0.0504
  Industrial
  0.0933
  Commercial
  0.0417
  Support Vehicle
  See p. 134, TM*
  Ferro-Lamellor
  0.0714
  Hardened
  0.1250
  Laser-Reflective (I.S.)
  0.0625
  Laser-Reflective (Clan)
  0.0625
  Modular
  N/A
  Reactive (I.S.)
  0.0625
  Reactive (Clan)
  0.0625
  Vehicular Stealth
  0.0625
  *To convert Support Vehicle armor from kilograms per point to tons per point, 
  divide the values shown in the referenced table by 1,000.
  ADVANCED 
  CONSTRUCTION 
  OPTIONS
  The following additional rules do not reflect components for con-
  struction units per se, but modifications to the existing design rules 
  that can add greater flexibility to a design. These options can be 
  used together or separately, offering a greater degree of variance in 
  home-grown units, but reflect experimental-level unit design and 
  are not generally compatible with tournament game play.
  FRACTIonAL ACCounTInG
  Fractional accounting relaxes the rounding procedures es-
  tablished by the standard construction rules for various units, 
  paving the way for a more fine-tuned distribution of weight 
  across a unit’s design. Under fractional accounting, every compo-
  nent with a calculated weight that the designer is instructed to 
  round up, down or normally to the nearest half ton may ignore 
  such rounding instructions and retain all fractions unchanged. 
  Any item described using the phrase “or fraction thereof,” howev-
  er (such as the gyroscope), must be rounded up.
  Fractional rounding can be especially effective when dealing with 
  engine, armor and ammunition weights, as further defined below.
  Though open to great flexibility, components and units using 
  fractional accounting should still round any figures up to the 
  nearest kilogram (0.001 tons), to keep accounting simple. For this 
  reason, fractional accounting is less useful when finding compo-
  nent weights for Small-sized Support Vehicles (which already use 
  a kilogram standard for construction purposes).
  Engines
  Under fractional accounting, the weight of many military en-
  gines (used by BattleMechs, IndustrialMechs, Combat Vehicles 
  and fighters) can be further refined as well. Standard fusion en-
  gines and their internal combustion equivalents (including those 
  in the Large Engine category) remain the same under this ap-
  proach, while their alternative forms (Compact, Light, XL, XXL, 
  Fuel Cell and Fission) are generally rounded up in standard 
  construction.
  With fractional accounting, these engines receive a weight 
  multiplier that can be used instead of the table references given 
  in TechManual (or the Large Engine table on p. 308). To find the 
  weight of a given military engine type, multiply its standard 
  fusion engine weight by the value for that engine type listed in 
  the Fractional Engine Multipliers table shown in the Fraction-
  al Accounting Tables below. Do not round the final result to the 
  nearest half-ton. For example, a 350-rated standard fusion engine 
  weighs 29.5 tons; its light fusion equivalent (with a fractional 
  multiplier of 0.75) would weigh 22.125 tons (rather than the 22.5 
  tons listed in TechManual).
  Support Vehicle engines under fractional accounting are com-
  puted per their normal rules, but need not round off their final 
  values to the nearest half-ton.
  Fractional accounting does not alleviate any engine weight 
  minimums imposed by the vehicle or engine design, and so even 
  under this method, hovercraft still require a minimum 20 percent 
  of total mass in engine weight, while fusion engines may not be 
  
  377
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Ammo
  Fractional accounting also allows units to carry ammuni-
  tion in quantities other than full-ton (or half-ton) lots. Under 
  these rules, units can mount any desired amount of ammo in-
  stead, computing the ammo’s weight per shot by dividing a 
  full-ton bin by its number of shots. (For example, a shot of MG 
  ammo weighs 0.005 tons [1 ton ÷ 200 shots per ton = 0.005 
  tons per shot], while a shot of SRM 4 ammo weighs 0.04 tons 
  [1 ton ÷ 25 shots per ton = 0.040 tons per shot].)
  For ’Mech units using these rules, remember that ammuni-
  tion still consumes 1 critical slot for every full ton (or fraction 
  thereof) carried by a weapon. For non-’Mech units, only 1 slot 
  is required per type of ammunition.
  MIxED TEChnoLoGIES
  Under standard rules, Clan and Inner Sphere technologies 
  cannot be combined on the same chassis of any unit type, nor 
  can units mounting tournament legal and/or advanced tech-
  nologies be combined with those that employ experimental 
  technologies. In actuality, battlefield salvage and field-testing 
  have opened the door to hybrid units where standard Inner 
  Sphere technologies cross over with equipment of Clan or 
  even experimental origins.
  Any unit may be constructed using a mix of Clan and Inner 
  Sphere technologies, including those described as tourna-
  ment-legal (with rules described in TechManual), advanced 
  or experimental. All such items follow their relevant con-
  struction rules when installed, including any requirements for 
  heat sinks and power amplifiers. Both structural items (such 
  as internal structure, cockpits, musculature and engines) and 
  non-structural components (such as weapons and heat sinks) 
  may be taken from different technology bases. However, as 
  the original rules for such items pre-supposed their incom-
  patibility, players must use their judgment to resolve any 
  discrepancies in the rules regarding their use.
  PATChwoRk ARMoR
  A special variation on armor installation, “patchwork” armor 
  describes mounting armor of varying types on the same unit. 
  Though no major manufacturers in the Inner Sphere, Periph-
  ery or Clan space produce units with multiple armor types, 
  centuries of scavenging and maverick technicians (by whim or 
  by necessity) have sent many units into the field with patch-
  work armor. Under this advanced construction option, units 
  may vary their armor types by location, rather than assigning 
  a single type and uniform application across the entire unit.
  Only ’Mechs, Combat Vehicles, Support Vehicles with the Ar-
  mored Chassis modification and fighters may mount patchwork 
  armor (infantry, battle armor, ProtoMechs, other aerospace 
  units and Mobile Structures may not vary their armor types 
  across the unit). The designer of a unit must designate the 
  armor type to be used in each hit location and—using the Frac-
  tional Armor Table described earlier—compute the weight of 
  the armor by multiplying its weight (in tons per point) by the 
  number of points assigned to the location, rounding the final 
  result up to the nearest half-ton. In addition, for armor that 
  takes up critical slots, each location selected to feature that 
  particular armor type must allocate a number of critical slots 
  as noted in the Space (per Location) column of the Patchwork 
  Armor Table below. In this case, the required slot space for 
  ’Mechs and Support Vehicles is noted to the left of the slash, 
  and the slot space for Combat Vehicles and fighters is noted on 
  the right of the slash. If slot space is unavailable to mount an 
  armor type in a given location—even after removing equip-
  ment and optional components such as lower arm and hand 
  actuators—the desired armor type may not be mounted there.
  Even under patchwork armor rules, a unit may not mount 
  multiple armor types in the same location (including loca-
  tions with a front and rear facing, such as ’Mech torsos).
  Remember that even with patchwork armor, all normal 
  armor maximum rules still apply for all unit types. For exam-
  ple, a ’Mech’s arm can only support a number of armor points 
  equal to twice its internal structure points in that location, 
  and the armor maximums for fighters and vehicles may not 
  be exceeded by any combination of patchwork armor points.
  A player with an old-model GRF-1N Griffin with stan-
  dard armor opts to use patchwork armor rules to mount 
  some salvaged Inner Sphere ferro-fibrous armor on its 
  right arm. The 55-ton BattleMech’s arm has an Internal 
  Structure Value of 9, and—with its fully actuated arm and 
  PPC mount there—has 5 open critical slots in that loca-
  tion. Consulting the tables, the Griffin’s player finds that 
  pAtchwoRk ARmoR tABLe
  Armor Type
  Space  
  (per Location)* Notes
  Standard/
  Heavy Industrial
  0 / 0
  Available to all units
  Stealth
  2 / 1
  No stealth mods when 
  installed as patchwork
  Light Ferro-Fibrous
  1 / 1
  Ferro-Fibrous (I.S.)
  2 / 1
  Ferro-Fibrous (Clan)
  1 / 1
  Heavy Ferro-Fibrous
  3 / 2
  Industrial
  0 / 0
  Commercial 
  0 / 0
  BAR 5
  Support Vehicle
  0 / 0
  Ferro-Lamellor
  2 / 1
  Hardened
  0 / 0
  All except VTOL, WiGE, 
  Hover, Airship, or Fixed-
  Wing**
  Laser-Reflective (I.S.)
  2 / 1
  Laser-Reflective (Clan)
  1 / 1
  Modular
  N/A
  Modular Armor is treated 
  as an item, not as armor
  Reactive (I.S.)
  2 / 1
  Reactive (Clan)
  1 / 1
  Vehicular Stealth
  NA / 1
  No stealth mods when 
  installed as patchwork
  *Number left of slash applies to ’Mechs and Support Vehicles; Number right of slash is 
  for Combat Vehicles and fighters.
  **If no Hardened Armor is mounted in the unit’s legs, the movement modifiers for 
  using Hardened Armor do not apply (see p. 280).
  
  each point of armor placed on the arm will weigh 0.0558 tons, 
  and that mounting the armor there will require 2 critical slots. 
  Going for broke, the player decides to mount the maximum 
  armor value possible for the location: 18 points (9 x 2 = 18), and 
  finds that this armor will weigh 1.5 tons (0.0558 x 18 = 1.0044, 
  round up to 1.5 tons). To avoid wasting an extra half-ton, the 
  player opts for 17 points instead, which will weigh 1 ton (0.0558 
  x 17 = 0.9486, round up to 1 ton).
  SuPER-hEAvy vEhICLES
  This Super-Heavy Vehicle construction option enables designers 
  to exceed the standard weight limits established in the construc-
  tion rules for Combat Vehicles in TechManual, effectively creating 
  a new weight class for such vehicles (Super-Heavy). These rules 
  apply only to the construction of select Combat Vehicles, howev-
  er, and not to Support Vehicles and other battlefield units.
  Construction of super-heavy vehicles follows the same proce-
  dures and rules as detailed in TechManual (see pp. 94-109), but 
  with the following exceptions:
  •	
  Combat Vehicles built with a Tracked, Wheeled, Hover, VTOL, 
  or WiGE motive system, as well as Displacement Hull and 
  Submarine Naval Vehicles, may all be built as super-heavy 
  vehicles. Hydrofoil Combat Vehicles may not be built in the Su-
  per-Heavy weight class. The maximum attainable weight for 
  each of these units under the Super-Heavy Construction rules 
  is shown in the Super-Heavy Combat Vehicle Table below.
  •	
  Combat Vehicles may use any engine type permitted for 
  Combat Vehicles—including, if desired, the Large-sized en-
  gines presented on p. 308. Where applicable, each motive 
  type applies its Suspension Factor when computing Engine 
  Ratings. A Combat Vehicle must be constructed with at least 
  1 Cruise MP.
  •	
  All Non-Naval Super-Heavy Combat Vehicles compute their 
  internal structure weight as 20 percent of the vehicle’s total 
  weight, rather than 10 percent. Round this value up to the 
  nearest half-ton.
  •	
  All Super-Heavy Combat Vehicles use the Super-Heavy Vehi-
  cle Hit Locations Table, and must apply armor and structure 
  to 6 facings (plus any rotors or mounted turrets) rather than 
  4. These facings are: Front, Front-Left, Front-Right, Rear-Left, 
  Rear-Right, and Rear. The amount of internal structure all Su-
  per-Heavy Combat Vehicles receive in each location is equal 
  to the unit’s tonnage, divided by 10, rounded up.
  Super-heavy Combat vehicle Game Rules
  Super-Heavy Combat Vehicles of all kinds follow the standard 
  rules for gameplay as their standard weight relatives (though 
  Super-Heavy Ground Vehicles use the Large Ground Support Ve-
  hicle Hit Location Table; see p. 206, TW), but use the appropriate 
  Super-Heavy Vehicle Record Sheet to track damage and deter-
  mine armor facings.
  uLTRA-LIGhT BATTLEMEChS
  Though rare in the extreme, a few ultra-light BattleMechs are 
  known to exist. To construct a 10 or 15 ton ultra-light BattleMech, 
  use all the standard BattleMech construction rules, but use the 
  IndustrialMech Ultra-Light Internal Structure Table (see p. 66, TM) 
  to determine internal structure; note that BattleMechs only pay 
  ten percent for their internal structure, so divide the Industrial 
  Standard weight shown on the table for both tonnages by 2 to 
  find the appropriate internal structure weight for BattleMechs.
  Ultra-Light BattleMechs follow all the standard rules for game 
  play as any other BattleMech.
  ADVANCED  
  BATTlE VAlUES
  The following rules are additions and/or adjustments to those 
  presented in the Tech Manual (pp. 302-313). They allow players to 
  calculate the Battle Value for any unit employing the new equip-
  ment introduced in Tactical Operations.
  SATELLITES
  Use the rules for calculating an Aerospace BV (see p. 312-313, 
  TM) to find the BV of a satellite. Satellites have a Vehicle Type 
  Modifier of 0.7 when computing Defensive Battle Rating. When 
  calculating their Offensive Battle Rating, satellites find their 
  Speed Factor based on a Maximum Thrust of 0.
  RAIL vEhICLES
  Use the rules for calculating a Vehicle BV (see p. 307-309, TM) 
  to find the BV of a Rail vehicle. Rail units have a Vehicle Type 
  Modifier of 0.6 when computing Defensive Battle Rating. When 
  calculating their Offensive Battle Rating, Rail vehicles use their 
  Cruise MP rate, rather than their Flank MP rate, when finding their 
  Speed Factor (to account for their track-based limitations).
  supeR-heAvy comBAt vehicLe tABLe
  Combat Vehicle  
  Motive Type
  Super-Heavy  
  Weight (tons)
  Suspension Factor
  Terrain Restrictions
  Hover
  51-100
  235 + (45 for every 25 tons* over 50)
  No Woods/Jungle
  Naval (Displacement)
  301-555
  (Tonnage ÷ 10, rounded up to the nearest 5)
  Water hexes only (Depth 1+)
  Naval (Submarine)
  301-555
  (Tonnage ÷ 10, rounded up to the nearest 5)
  Water hexes only (Depth 1+)
  Tracked
  101-200
  0
  No Heavy+ Woods/Jungle or Water Depth 1+
  Wheeled
  81-160
  40
  No Woods/Jungle, Rough, Rubble, or Water (Depth 1+)
  VTOL
  31-60
  140 + (45 for every 20 tons* over 30)
  No Woods, Hills, or Structures at same elevation
  Wing-in-Ground (WiGE)
  81-160
  140 + (35 for every 30 tons* over 80)
  No Woods, Hills, or Structures at same elevation
  *Or fraction thereof
  
  379
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  LARGE-SIzED AIRShIPS
  Use the rules for calculating an airship’s BV (see p. 312-313, 
  TM) to find the BV of a Large-sized airship.
  LARGE-SIzED nAvAL vESSELS
  Use the rules for calculating a Vehicle BV (see p. 307-309, 
  TM) to find the BV of a Large-sized naval vessel.
  MoBILE STRuCTuRES
  The procedure for calculating the Battle Value (BV) of mobile 
  structures is similar to that of other units, as described below.
  STEP 1: CALCuLATE DEFEnSIvE BATTLE RATInG
  First, ADD the following figures:
  Total Armor Factor x 2.5
  Total CF x 1.5
  Total Bv of all Defensive Equipment
  Defensive equipment includes active probes, anti-missile 
  systems (including AMS ammo, up to the BV of the systems 
  themselves) and ECM suites. Other Defensive Equipment 
  items are identified on the Weapon and Equipment Battle 
  Value Tables by a dagger footnote (†).
  Next, MULTIPLY the current value by 0.5. This final result is 
  the mobile structure’s Defensive Battle Rating (DBR).
  STEP 2: CALCuLATE oFFEnSIvE BATTLE RATInG
  Calculate the Offensive Battle Rating. This is done by MuL-
  TIPLyInG the Weapon Battle Rating by the mobile structure’s 
  speed factor.
  Calculate the weapon Battle Rating
  First, add the BV ratings of all remaining weapons and 
  equipment. Unlike most other units, Mobile structures do not 
  modify the BV of weapons that fall outside their “forward” arc.
  To prevent excessive ammo from distorting the Battle 
  Value, the BV added for ammunition cannot exceed the Battle 
  Value of the weapon itself. If the ammo BV exceeds that of 
  the weapon, reduce the ammo BV to match the unmodified 
  weapon BV. If a mobile structure is armed with several weap-
  ons of the same model, total the BV for that model and the 
  ammunition carried before comparing the two BVs.
  Add number of Mobile Structure hexes x 50
  Multiply the weapon Battle Rating by the mobile struc-
  ture’s Speed Factor
  Multiply the mobile structure’s Base Weapon Rating and 
  Speed Factor to determine its Offensive BV. Use the mobile 
  structures maximum MP rating.
  STEP 3: CALCuLATE ThE FInAL Bv
  Add the Defensive and Offensive Battle Value Ratings and 
  round the resulting sum to the nearest whole number (0.5 
  rounds up). The result is the mobile structure’s BV.
  This formula yields a BV of a mobile structure controlled 
  by personnel with the standard Gunnery 4 and piloting 5 
  skill levels. If personnel with a different skill level controls the 
  mobile structure, multiply the BV by the appropriate skill level 
  multiplier (see Construction a Battle Force, TM p. 314).
  ADvAnCED InFAnTRy
  Although the process for calculating the Battle Value (BV) 
  of an advanced infantry unit is fundamentally the same as 
  that for conventional infantry (see p. 309, TM), the addition-
  al options available offer radical new effects on such units’ BV. 
  These minor changes are detailed below.
  STEP 1: CALCuLATE DEFEnSIvE BATTLE RATInG
  CALCuLATE the Base Defensive Battle Rating. The damage di-
  visors are provided by the type of armor worn by the infantry (see 
  p. 317), and from their mounts (if beast-mounted; see p. 295).
  Sum of Damage Divisors x 1.5
  Next, MuLTIPLy this by the Defensive Movement Factor, 
  which is based on the unit’s highest potential target modifier 
  (including bonuses for jump capability and stealth armor), as 
  shown on the Defensive Factors Modifiers Table (above).
  Finally, MuLTIPLy this value by the number of troopers in 
  the unit. This final result is the advanced infantry unit’s Defen-
  sive Battle Rating.
  STEP 2: CALCuLATE oFFEnSIvE BATTLE RATInG
  To calculate the Offensive Battle Rating, ADD the following:
  Total weapon Battle Rating
  Battle value of all Field Guns/Field Artillery and ammunition.
  Battle value of all Disposable weapons x 0.2
  Anti-’Mech Battle Rating
  Next, MuLTIPLy this sum by the unit’s Speed Factor to determine 
  its Offensive BV Rating. Use the infantry unit’s fastest movement 
  model (for example, jump infantry use Jumping movement).
  STEP 3: CALCuLATE FInAL BATTLE vALuE
  Add the Defensive Battle Rating to the Offensive Battle 
  Rating. Multiply the result by the values from the Unit Type 
  Modifiers Table (p. 381), and round to the nearest whole 
  number (0.5 rounds up).
  This formula yields the Battle Value of an infantry unit with 
  the standard Gunnery 4 and Anti-’Mech 5 Skill levels. If the 
  unit possesses higher or lower skill levels, multiply the BV by 
  the appropriate skill level multiplier (see Construction a Battle 
  Force, p. 314, TM)
  Defensive fActoRs moDifieR 
  tABLe [ADDenDum]
  Special Case
  Defensive Factor Modifier*
  Beast Mounted Infantry
  –
  Very Large
  –0.1
  Monstrous
  –0.2
  Advanced Infantry Armor
  –
  DEST Infiltration Suit
  +0.1
  Sneak, Camo
  +0.2
  Sneak IR
  +0.2
  Sneak ECM
  +0.1
  *Modifiers are cumulative.
  
  BATTLE ARMoR MyoMER BooSTER
  Include the additional Jump MP provided by a Battle Armor 
  Myomer Booster when determining the unit’s Defensive Move-
  ment Factor and Speed Factor.
  BATTLE ARMoR DETAChABLE wEAPon PACk
  Battle Armor outfitted with a detachable weapon pack use 
  their standard movement rates (after all weapon packs are de-
  tached) when determining the unit’s Defensive Movement Factor 
  and Speed Factor.
  BATTLEMECh MEChAnICAL JuMP BooSTERS
  Calculate BV as normal using maximum jump distance.
  BATTLEMECh/PRoToMECh PARTIAL wInG
  Calculate BV as normal using maximum jump distance (with 
  the Partial Wing bonus) under standard atmospheric conditions.
  BATTLEMECh uMu SySTEM
  Calculate as if equipped with jump jets. If Mechanical Jump 
  Boosters are installed, then use the highest movement mode of 
  the two.
  BLuE ShIELD PFD
  When calculating the Defensive Battle Rating of a ’Mech out-
  fitted with a BSPFD add 0.2 to the unit’s Armor Type Modifier 
  and Internal Structure Type Modifier. Vehicles mounting a BSPFD 
  adjust the Defensive Battle Rating armor and internal structure 
  values using the same Armor Type Modifiers and Internal Struc-
  ture Type Modifiers as a ’Mech. In a similar manner, aerospace 
  units apply the same modifier to their Armor Type Modifiers. The 
  Internal Structure Type Modifier is applied to the aerospace unit’s 
  Structural Integrity.
  A ’Mech mounting a Blue Shield treats it as a Gauss weapon 
  with critical space in every location except the head when adjust-
  ing the Defensive Battle Rating for explosive components.
  ADVANCED WEAPONS  
  AND EQUIPMENT
  The following rules and tables outline how the new equipment 
  presented earlier in the Advanced Weapons and Equipment sec-
  tion apply to Battle Value calculations.
  Equipment Battle values: Note that any equipment intro-
  duced in TechManual or in this book that is not included in the 
  Inner Sphere and Clan Equipment and BV Tables (p. 382–385) is 
  considered to have a BV of 0 for the purposes of calculating a 
  unit’s Battle Value.
  ACTuAToR EnhAnCEMEnT SySTEM
  Multiply by 1.5 the unmodified BV of any weapons (including 
  all physical attack weapons, but not including any ammunition) 
  linked to an AES. In addition, when calculating the Offensive 
  Battle Rating, add 10 percent to the ’Mech’s total tonnage for 
  each limb mounting an AES. This adjustment is made before the 
  multiplier for TSM is applied.
  A Zeus mounts an AES in the right arm along side a heavy 
  PPC. When calculating the Offensive Battle Rating, the Zeus is 
  computed as if it weighs 88 tons (80 tons, plus 10 percent). If the 
  assault ’Mech was also outfitted with Triple-Strength Myomer, 
  then the 1.5 multiplier for that equipment would be applied to 
  the new value of 88.
  ARMoR
  Under TechManual rules, only ’Mechs used the ’Mech Armor 
  Type Modifier Table. The advanced armor types made available 
  under Tactical Operations allow other units to use alternative 
  armor types. When calculating the Defensive Battle Rating for 
  armor for all units except infantry, apply an additional modifier 
  from the Armor Type Modifier Table, at right.
  Where other considerations impact on the BV calculation pro-
  cess, see below.
  hardened Armor/Shields: The movement modifier applied to 
  BattleMechs using Hardened Armor or Shields must be taken into 
  account when calculating the unit’s Defensive Movement Factor 
  and Speed Factor.
  Modular Armor: Modular Armor increases the total armor 
  carried. Include this additional armor when calculating the De-
  fensive Battle Rating using the Armor Type Modifier for the armor 
  fitted in the same location as the modular armor.
  vehicular Stealth Armor: The vehicle uses the same modifiers 
  as a ’Mech equipped with stealth armor. Aerospace and Conven-
  tional Fighters add an extra 0.3 to their unit type modifier.
  ARMoRED CoMPonEnTS
  The Defensive Battle Rating of an armored component is equal 
  to 5 percent of the BV of the item protected per slot. If the item 
  has no BV, then the value is 5 points per slot.
  BATTLE ARMoR MEChAnICAL JuMP BooSTER
  Include the Jump MP bonus provided by a Mechanical Jump 
  Booster when determining the unit’s Defensive Movement Factor 
  and Speed Factor.
  ARmoR type moDifieR tABLe (new)
  Armor Type
  Modifier
  Blue Shield PDF
  +0.2*
  Commercial
  0.5
  Ferro Fibrous (All)
  1.0
  Ferro-Lamellor
  1.2
  Hardened
  2.0
  Heavy Industrial
  1.0
  Industrial
  1.0
  Laser Reflective
  1.5
  Modular
  **
  Reactive
  1.5
  Standard
  1.0
  Stealth
  1.0
  * Add 0.2 to the unit’s Armor Type Modifier
  ** Equal to the modifier for the type of armor installed in the same location
  
  381
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
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  AdvAnced  
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   And equIpMent
  Index
  record sheets
  A Thunderbolt has been modified to carry a Blue Shield 
  PDF. Normally the standard armor would give it an Armor 
  Type Modifier of 1.0, but with the Blue Shield that increases 
  to 1.2. Lacking CASE in any location, the Thunderbolt must 
  also subtract a total of 6 points from its Defensive Battle 
  Rating (1 for every location except the head) to account for 
  the PDF’s explosive nature.
  CASE II
  No reduction is made to the Defensive Battle Rating for am-
  munition or Gauss weapons mounted in the same location as 
  CASE II.
  ChAMELEon LIGhT PoLARIzATIon ShIELD
  When calculating the BV of a unit equipped with a Cha-
  meleon Light Polarization Shield, add the long-range to-hit 
  modifier when calculating the unit’s Defensive Factor, but do 
  not include the 6 points of heat generated by the system in 
  all heat efficiency calculations.
  CoCkPIT SySTEMS – ToRSo-MounTED CoCkPIT
  A torso-mounted cockpit significantly improves the Bat-
  tleMech’s chances of survival, especially if the ’Mech has 
  ample center-torso armor. To reflect this, double the center 
  torso armor (front and rear, combined) when computing the 
  ’Mech’s total armor factor (and before applying any Armor 
  Type Modifiers) for the base Defensive Battle Rating. The Pi-
  loting Skill modifier must also be applied to the unit’s final 
  Battle Value as well.
  CoMBAT vEhICLE ChASSIS MoDIFICATIonS
  When calculating the BV of a combat vehicle possessing 
  chassis modifications add the modifiers for all modifications to 
  the Unit Type Modifier (see Unit Type Modifiers Table at right).
  CooLAnT PoD
  When computing a the heat sink capacity of a unit using 
  Coolant Pods, add the following value to the unit’s heat sink 
  capacity: (Number of Heat Sinks carried x [Number of Coolant 
  Pods ÷ 5]), rounded up to the nearest whole—to a maximum 
  value of twice the unit’s number of heat sinks.
  Also, for Defensive BV calculations, subtract 1 point per 
  Coolant Pod slot, to reflect the explosive nature of this item.
  EnGInE SySTEMS
  ’Mechs use the expanded ’Mech Engine Type Modifier 
  Table (at right). Alternative engines have no impact on the BV 
  calculations for other units.
  hAnDhELD wEAPonS
  The hand-held weapon has its own BV, which is the total 
  of the BV values of the weapons and ammunition it includes, 
  plus any armor it mounts (Armor Factor x 2). When a ’Mech 
  carries the handheld weapon, this BV is added directly to the 
  unit’s final BV.
  LASER AnTI-MISSILE SySTEM
  The Laser Anti-Missile System counts as a piece of Defen-
  sive Equipment when computing a unit’s Defensive Battle 
  Rating.
  unit type moDifieRs tABLe 
  [ADDenDum]
  Type
  Modifier
  Foot/Beast Mounted Infantry
  1.0
  Motorized Infantry
  0.8
  Tracked
  0.9
  Wheeled
  0.8
  Hover
  0.7
  Naval
  0.6
  VTOL
  0.7
  Airship
  0.7
  Fixed-Wing
  1.0
  WiGE
  0.7
  Aerospace Fighter
  1.2
  Conventional Fighter
  1.1
  Small Craft
  1.0
  DropShip
  1.0
  Rail
  0.6
  Satellite
  0.7
  Fixed Structure
  0.25
  Mobile Structure
  0.5
  Combat Vehicle Chassis Modifiers
  Floatation Hull
  +0.1
  Limited Amphibious
  +0.1
  Fully Amphibious
  +0.2
  Dune Buggy Modification
  +0.1
  Environmental (Vacuum) Sealing
  +0.1
  Specialized Infantry Type Modifiers
  Combat Engineers
  +0.1
  Marines
  +0.3
  Mountain Troops
  +0.2
  Paratroops
  +0.1
  SCUBA
  +0.1
  Special Cases
  Aerospace Fighter with Stealth Armor
  +0.3
  Conventional Fighter with Stealth Armor
  +0.3
  Infantry created as XCT Troops
  +0.1
  Vehicles using Armored Motive Systems
  +0.1
  ’mech engine type moDifieR 
  tABLe [ADDenDum]
  Armor Type
  Modifier
  Large
  1.125
  XXL (IS)
  0.5
  XXL (Clan)
  0.75
  Large XXL (IS)
  0.375
  Large XXL (Clan)
  0.5
  
  LASER InSuLAToR
  When calculated heat generated by a unit, reduce the heat 
  levels by 1 for each weapon equipped with a laser insulator.
  LASER – vARIABLE SPEED PuLSE
  See the Weapons and Equipment BV Table for the BV for large, 
  medium, and small VSP lasers, but use the maximum heat levels 
  these weapons generate when making BV adjustments for heat.
  nuLL-SIGnATuRE SySTEM
  When calculating the BV of a unit equipped with a Null-Signa-
  ture System, add the long-range to-hit modifier when calculating 
  the unit’s Defensive Factor, but do not include the 10 points of 
  heat generated by this system in all heat efficiency calculations.
  PATChwoRk ARMoR
  Calculate the modified Defensive Battle Rating on a location-
  by-location basis, and then sum the total before multiplying by 
  2.5 to get the armor DBR.
  PPC CAPACIToR
  See the Weapons and Equipment BV Table for the modified BV for 
  PPC weapons fitted with a PPC capacitor. Include the heat generat-
  ed by the capacitor with that generated by the weapon with which 
  it is paired when determining heat values and BV adjustments.
  ShIELDS
  Include the ground movement modifier when computing the 
  Defensive Factors and Speed Factors of units equipped with a 
  medium or large shield. If a ’Mech carrying a large shield is also 
  jump capable, use the jump movement rating as normal.
  STRuCTuRE
  For the modifiers appropriate to the new internal structure 
  options for ’Mech construction, see the ’Mech Internal Structure 
  Modifier Table [Addendum] below.
  SuPERChARGER
  Use the maximum speed provided by the Supercharger when 
  calculating the Defensive and Speed Factors.
  TuRRETS
  All weapons and equipment mounted on a ’Mech in a turret 
  is counted as being in the front firing arc if the Offensive BV of 
  all forward-firing non-turret mounted equipment is greater than 
  that of rear-firing non-turret mounted equipment (otherwise it is 
  treated as being in the rear arc).
  vEhICuLAR JuMP JETS
  Use jump movement like a ’Mech when calculating Defensive 
  and Speed Factors
  voID-SIGnATuRE SySTEM
  When calculating the BV of a unit equipped with a Void-Sig-
  nature System, include the maximum +3 to-hit modifier when 
  calculating the Defensive Factor, but do not include the 10 
  points of heat generated by this system in all heat efficiency 
  calculations.
  vToL-JET BooSTER
  Use the maximum speed provided by the VTOL Jet Booster 
  when calculating the Defensive and Speed Factors.
  vToL MAST MounT
  Add 10 points to the base Weapons Battle Rating for a VTOL 
  mast mount.
  ’mech inteRnAL stRuctuRe 
  moDifieR tABLe [ADDenDum]
  Internal Structure Type
  Modifier
  Blue Shield PDF
  +0.2*
  Composite
  1.0
  Endo-Composite
  1.0
  Reinforced Structure
  2.0
  * Add 0.2 to the unit’s Internal Structure Type Modifier
  inneR spheRe weApons AnD 
  equipment Bv tABLe [ADDenDum]
  Item
  Item BV
  Ammo BV
  Energy Weapons
  ER Flamer
  16
  —
  Binary Laser
  296
  —
  Bombast Laser
  137
  —
  VSP Laser (Large)
  123
  —
  VSP Laser (Medium)
  56
  —
  VSP Laser (Small)
  22
  —
  X-Pulse Laser (Small)
  21
  —
  X-Pulse Laser (Medium)
  71
  —
  X-Pulse Laser (Large)
  178
  —
  PPC (Heavy) + PPC Capacitor
  370
  —
  PPC + PPC Capacitor
  264
  —
  PPC (Light) + PPC Capacitor
  132
  —
  PPC (Snub-nose) + PPC Capacitor
  252
  —
  ER PPC + PPC Capacitor
  343
  —
  Laser Anti-Missile System
  45†
  —
  Ballistic Weapons
  HV AC/2
  53
  7
  HV AC/5
  109
  14
  HV AC/10
  158
  20
  Fluid Gun
  6
  1
  Heavy Flamer
  15
  2
  Improved Heavy Gauss
  385
  48
  MagShot
  15
  2
  Silver Bullet Gauss
  198
  25
  ’Mech Mortar/1
  10
  1
  ’Mech Mortar/2
  14
  2
  ’Mech Mortar/4
  26
  3
  ’Mech Mortar/8
  50
  6
  Rifle (Light)
  21
  3
  
  383
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  inneR spheRe weApons AnD equipment Bv tABLe [ADDenDum]
  Item
  Item BV
  Ammo BV
  Rifle (Medium)
  51
  6
  Rifle (Large)
  91
  11
  Vehicular Grenade Launcher
  15
  —
  Taser, BattleMech
  40‡
  5
  Taser, Battle Armor
  15
  —
  Artillery Cannon, Long Tom
  329
  41
  Artillery Cannon, Sniper
  77
  10
  Artillery Cannon, Thumper
  41
  5
  Missile Weapons
  Enhanced LRM-5
  52/10
  7
  Enhanced LRM-10
  104/21
  13
  Enhanced LRM-15
  157/31
  20
  Enhanced LRM-20
  210/42
  26
  ELRM-5
  67/13
  8
  ELRM-10
  133/27
  17
  ELRM-15
  200/40
  25
  ELRM-20
  268/54
  34
  Thunderbolt-5
  64/13
  8
  Thunderbolt-10
  127/25
  16
  Thunderbolt-15
  229/46
  29
  Thunderbolt-20
  305/61
  38
  Artillery Weapons
  Arrow IV
  240
  30
  Long Tom
  368
  46
  Sniper
  85
  11
  Thumper
  43
  5
  Cruise Missile/50
  601
  75
  Cruise Missile/70
  1,031
  129
  Cruise Missile/90
  1,530
  191
  Cruise Missile/120
  2,281
  285
  Item
  Item BV
  Ammo BV
  Melee Weapons
  Chain Whip
  (Dmg x 1.725)
  —
  Claws
  (Dmg x 1.275)
  —
  Flail
  11
  —
  Lance
  (Dmg x 1)
  —
  Mace
  (Dmg x 1)
  —
  Shield, Small
  50†
  —
  Shield, Medium
  135† N
  —
  Shield, Large
  263† N
  —
  Spikes
  4†
  —
  Vibroblade, Small
  12
  —
  Vibroblade, Medium
  17
  —
  Vibroblade, Large
  24
  —
  Other Equipment
  Actuator Enhancement System
  G
  —
  Angel ECM Suite
  100†
  —
  Armored Components
  J
  —
  Bloodhound Active Probe
  25†
  —
  CASE II
  H
  —
  C3, Battle Armor
  D
  —
  C3, Boosted System
  D
  —
  C3, Emergency Master
  D
  —
  C3, Remote Sensor Launcher
  30
  6
  Chaff Pod
  19†
  —
  Electronic Warfare Equipment
  K
  —
  MASS
  9
  —
  M-Pod
  5
  —
  MRM “Apollo” FCS
  L
  —
  Mine Dispenser
  P
  —
  Minesweeper
  30†
  —
  Naval C3
  D
  —
  Supercharger
  C
  —
  VTOL Mast Mount
  M
  —
  † Defensive BV.
  ‡ Treat as Gauss weapon when calculating defensive battle rating.
  C CASE/MASC/Triple Strength Myomer/Industrial Triple Strength Myomer/
  Supercharger: Thought these items are used when calculating Battle Ratings, 
  they have no individual BV
  D  C3 Computers/Slaves and Improved C3 Computers: C3 Computers and 
  Slaves (or Improved C3 Computers, Boosted C,3 Emergency C3 Masters, and Naval 
  C3) only affect a unit’s BV if the unit is designated as part of a complete C3 net-
  work (at least one C3 Master and one Slave, or two Improved C3 Computers). See 
  Constructing a Battle Force [Addendum], p. 386
  G  Actuator Enhancement System: The BV of an AES equals 50 percent of of 
  the total BV of all weapons (including all physical attack weapons) linked to the 
  AES. Do not include the BV of ammo when calculating this sum.
  H  CASE II: Though these items are used when calculating the Defensive Battle 
  Rating, they have no individual BV.
  J  Armored Components:  The Defensive Battle Rating of an armored component 
  is equal to 5 percent of the BV of the item protected per slot. If the item has no BV, 
  then the BV is 5 points per slot.
  K  Electronic Warfare Equipment: Offensive BV 8, Defensive BV 31.
  L  MRM “Apollo” FCS: Increase by 15 percent the BV of any MRM launcher equipped 
  with an Apollo FCS.
  M  VTOL Mast Mount: Add 10 to the BV of mast mounted weapons and equipment.
  N  Shields: Include the ground movement modifier for medium or large shields. If a 
  ’Mech is carrying a large shield but is also jump capable, use the jump movement 
  rating as normal.
  P  Mine Dispenser: BV is equal to a 10 point minefield of the appropriate type of mine.
  
  inneR spheRe cApitAL scALe 
  weApons AnD equipment Bv tABLe 
  [ADDenDum]
  Item
  Item BV
  Ammo BV
  Mass Driver
  Mass Driver (Light)
  7,056
  882
  Mass Driver (Medium)
  11,760
  1,470
  Mass Driver (Heavy)
  16,464
  2,058
  Naval Autocannon
  Light SCC
  379
  47
  Medium SCC
  708
  89
  Heavy SCC
  991
  124
  NAC/10
  1,896
  237
  NAC/20
  3,792
  474
  NAC/25
  4,740
  593
  NAC/30
  5,688
  711
  NAC/35
  4,956
  620
  NAC/40
  5,664
  708
  Naval Gauss
  Light N-Gauss
  3,024
  378
  Medium N-Gauss
  5,040
  630
  Heavy N-Gauss
  6,048
  756
  Naval Laser
  SCL/1
  237
  —
  SCL/2
  354
  —
  SCL/3
  531
  —
  NL/35
  830
  —
  NL/45
  1,134
  —
  NL/55
  1,386
  —
  Naval PPC
  Light N-PPC
  1,659
  —
  Medium N-PPC
  2,268
  —
  Heavy N-PPC
  3,780
  —
  Sub-Capital Missiles
  Piranha
  670
  84
  Stingray
  496
  62
  Swordfish
  317
  40
  Manta Ray
  396
  50
  cLAn cApitAL scALe weApons AnD 
  equipment Bv tABLe [ADDenDum]
  Item
  Item BV
  Ammo BV
  Naval Autocannon
  NAC/10
  1,896
  237
  NAC/20
  3,792
  474
  NAC/25
  4,740
  593
  NAC/30
  5,688
  711
  NAC/35
  4,956
  620
  NAC/40
  5,664
  708
  Naval Gauss
  991
  124
  Light N-Gauss
  3,024
  378
  Medium N-Gauss
  5,040
  630
  Heavy N-Gauss
  6,048
  756
  Naval Laser
  5,688
  711
  NL/35
  830
  —
  NL/45
  1,134
  —
  NL/55
  1,386
  —
  Naval PPC
  3,024
  378
  Light N-PPC
  1,659
  —
  Medium N-PPC
  2,268
  —
  Heavy N-PPC
  3,780
  —
  Sub-Capital Missiles
  237
  —
  Piranha
  670
  84
  Stingray
  496
  62
  Swordfish
  317
  40
  Manta Ray
  396
  50
  Sub-Capital Missiles
  Piranha
  670
  84
  Stingray
  496
  62
  Swordfish
  317
  40
  Manta Ray
  396
  50
  cLAn weApons AnD equipment Bv 
  tABLe [ADDenDum]
  Item
  Item BV
  Ammo BV
  Energy Weapons
  ER Flamer
  16
  —
  Chemical Laser (Small)
  7
  1
  Chemical Laser (Medium)
  37
  5
  Chemical Laser (Large)
  99
  12
  ER Pulse Laser (Small)
  36
  —
  ER Pulse Laser (Medium)
  117
  —
  ER Pulse Laser (Large)
  272
  —
  Improved Heavy Laser (Small)
  19
  —
  Improved Heavy Laser (Medium)
  93
  —
  Improved Heavy Laser (Large)
  296
  —
  Laser Anti-Missile System
  45†
  —
  Ballistic Weapons
  ProtoMech AC/2
  34
  4
  ProtoMech AC/4
  49
  6
  ProtoMech AC/8
  66
  8
  Rotary AC/2
  161
  20
  Rotary AC/5
  345
  43
  Fluid Gun
  6
  1
  Heavy Flamer
  15
  2
  
  385
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  Item
  Item BV
  Ammo BV
  ’Mech Mortar/1
  29
  4
  ’Mech Mortar/2
  57
  7
  ’Mech Mortar/4
  86
  11
  ’Mech Mortar/8
  114
  14
  Vehicular Grenade Launcher
  15
  —
  Missile Weapons
  Streak LRM 5
  86/17
  11
  Streak LRM 10
  173/35
  22
  Streak LRM 15
  259/52
  32
  Streak LRM 20
  345/69
  43
  Artillery Weapons
  Arrow IV
  168
  21
  Long Tom
  560
  70
  Sniper
  96
  12
  Thumper
  48
  6
  Melee Weapons
  Claws
  (Dmg x 1.275)
  —
  ProtoMech Melee Weapon
  (Dmg x 1.25)
  —
  Talons
  (Dmg x 1)
  —
  Item
  Item BV
  Ammo BV
  Other Equipment
  Actuator Enhancement System
  G
  —
  Angel ECM Suite
  100†
  —
  Armored Components
  J
  —
  Artemis V FCS
  L
  —
  CASE II
  H
  —
  MASS
  9
  —
  Minesweeper
  30†
  —
  Watchdog CEWS
  K
  —
  VTOL Mast Mount
  M
  —
  † Defensive BV
  G Actuator Enhancement System: Multiply by 1.5 the BV of all weapons 
  linked to the AES. Do not include the BV of ammo when calculating this sum.
  H CASE II: Though these items are used when calculating the Defensive Battle 
  Rating, they have no individual BV.
  J Armored Components:  
  The Defensive Battle Rating of an armored component is equal to 5 percent of 
  the BV of the item protected per slot. If the item has no BV, then the cost is 5 
  points per slot.
  K Watchdog CEWS: Offensive BV 7 , Defensive BV 61
  L Artemis V FCS: Increase by 30 percent the BV of any missile launcher equipped 
  with Artemis V.
  M Weapon Array: BV is the BV of all the weapons on the array (but not the am-
  munition) x 0.1.
  N Weapon Array: Add 10 to the BV of mast mounted weapons and equipment.
  AeRospAce weApons AnD 
  equipment Bv tABLe [ADDenDum]
  Item
  Item BV
  Ammo BV
  External Stores
  AAA Missile
  —
  57 each
  AS Missile
  —
  114 each
  ASEW Missile
  —
  75 each
  Arrow IV Non-Homing Missile
  —
  34 each
  Inferno Bomb
  —
  16 each
  LAA Missile
  —
  17 each
  Thunder Bomb
  —
  *
  Torpedo Bomb
  —
  10 each
  *Thunder Bomb has a BV equal to seven 20-point minefield of the appropri-
  ate type of mine.
  minefieLD Bv tABLe
  Type
  BV per 5 Points
  BV per Hex
  Active Mine
  6
  —
  Command Detonated
  6
  —
  EMP
  —
  45
  Inferno
  5
  —
  Space
  5
  —
  Standard
  4
  —
  Vibrabomb
  5
  —
  Tear Gas
  3
  —
  cLAn weApons AnD equipment Bv tABLe [ADDenDum] (cont.)
  
  CONSTRUCTINg 
  A BATTlE FORCE 
  [ADDENDUM]
  The following rules are intended to augment the rules for 
  adjusting the Battle Value of a battle force (see p. 314, TM). As 
  before, the BV of each unit is adjusted to take into account ad-
  ditional factors such as special equipment, troop quality, and 
  force size.
  ALTERnATIvE MunITIonS (nEw)
  Some alternative munitions require the base BV of a unit car-
  rying it to be increased before any other modifiers are applied. 
  Consult the Alternative Munitions Table to find the modifier to 
  the ammunition’s base Battle Value. One-shot weapons (such as 
  vehicular grenade launchers) use the BV of their launcher rather 
  than of the ammunition.
  TARGET ACquISITIon GEAR (ExPAnDED)
  When used in conjunction with TAG, certain equipment will in-
  crease the base Battle Value of units in a battle force. If any unit 
  is the battle force is equipped with TAG, Light TAG, or a C3 Master 
  Computer, add BV equal to the BV (as listed in the Equipment BV 
  Tables) for each ton Arrow IV Homing artillery missiles, Copper-
  head Artillery ammunition, Semi-guided LRM ammunition, or 
  Semi-guided Mortar ammunition:-
  CoMMAnD, ConTRoL, AnD CoMMunICATIonS 
  (ExPAnDED)
  Two or more units in a battle force equipped with C3 systems 
  can be designated as part of a C3 network (see p. 131, TW). Add 5 
  percent to the total BV of all units in a C3 network to each of the 
  units linked by each network.
  Boosted C3 networks add 7 percent to the total BV of all units 
  in a C3 network.
  ExTERnAL SToRES (ExPAnDED)
  Tactical Operations introduces a number of new types of ex-
  ternal stores from which players can choose. See the Aerospace 
  Weapons and Equipment Table [Addendum] for their BV values.
  SkILL RATInGS (ExPAnDED)
  After applying modifiers to the base BV for alternative ammu-
  nition, TAG, C3, and External Stores, adjust the BV value to reflect 
  the skill levels of the units. (See p. 314, TM.)
  Cockpits: To reflect the general impact of the control sys-
  tems, units with a Small Cockpit reduce their Battle Values by a 
  flat 5 percent.
  Drones: Use the piloting and gunnery skill of drone’s operator 
  before adjustments for operating the unit as a drone are made.
  FoRCE SIzE
  Finally, the battle force BV is adjusted for the relative sizes of 
  the opposing forces. (See p. 314, TM.)
  MInEFIELDS (nEw)
  Potentiality a battle force may start the game with one or more 
  minefields in place. See the Minefield BV Table (see p. 385) for the 
  BV for the different types of minefields available. The BV for any 
  deployed mines is added after all other calculations. Minefields 
  are not included in the unit count when adjusting the BV for the 
  relative sizes to each force.
  ALteRnAtive munitions tABLe
  Type
  BV Modifier*
  Autocannon Munitions
  Caseless
  1.0
  Tracer
  0.25
  Artillery
  Thunder/FASCAM
  †
  Flamer/Fluid Gun/Sprayer Ammunition
  Corrosive
  2.0
  Inferno Fuel
  2.0
  Grenade Launcher
  Incendiary Grenades
  0.5
  Missile Munitions
  Acid
  1.0
  Anti-Radiation
  0.3
  Follow-the-Leader Missiles
  0.5
  Heat-Seeking
  0.5
  Magnetic Pulse
  1.0
  Swarm-I
  0.2
  Tandem-Charge
  1.0
  Thunder/FASCAM
  †
  ’Mech Mortar Munitions
  Armor Piercing
  0.2
  *Multiplier is applied to each ton of ammunition to find the additional base BV 
  value for the ammunition. For single-shot weapons the modifier is applied to 
  the weapon itself.
  †Calculate the BV by finding the total points of mines per ton, then dividing by 5. 
  Multiply the result by the BV given on the Minefield BV Table (p. 385).
  
  387
  •	A •
  Abandoned units, 196-98, 216-17
  Acceleration, 24
  Accidental falls from above, 154
   
  large airship support vehicles, 164
   
  mobile structure, 173
  Accidental fires, 43
  Acid (AX) missiles, 367
  Active minefield, 208, 209-10
  Active mines (land), 364
  Active probes, 219
  Active probes, 99, 102, 278
  Active sensors, 219
  Actuator damage
   
  braced limb, 84
   
  climbing and, 22
  Actuator Enhancement System, 278, 
  279, 380
  Advanced maneuvers, vehicles, 25-26
  Advanced Rules Record Sheets, 11-13
  Aerospace fighters, PPCs and, 103
  Aerospace unit
   
  atmospheric pressure, 55
   
  critical hits, 75
   
  gale, 61
   
  grappling, 200
   
  on ground mapsheets, 185-86
   
  infantry vs. infantry actions, 199-200
   
  landing/lifting off, 209
   
  missed shots, 82
   
  rearming, 214
   
  rolling maps, 215
   
  storm, 61
   
  tornado, 62
  Aerospace weapons, equipment battle 
  value table, 385
  Aimed shots, building damage, 120
  Airborne infantry, suppressing fire 
  and, 87
  Airborne targeting, 180-81
  Airborne vehicle, picking up, 96
  Airburst mortars, 373
  Air-defense arrow missiles, 353
  Air mobile structure
   
  carrying units, 170 
   
  collisions, 167
   
  line of sight and, 171
   
  movement, 165
  Airship
   
  atmospheric pressure, 54
   
  gale, 61
   
  hail, 57
   
  heavy industrial zones and, 31
   
  storm, 61
   
  template table, 241
   
  tornado, 62
   
  zip lines, 219
  Airship support vehicle, 249
  Air-to-air arrow (AAA) missiles, 357
  Air-to-ground attacks, shielding, 20
  Altered energy weapon damage, 83-84
  Alternative munitions, 352, 386
  Altitude bombing scatter, 178
  Ammunition, 102
   
  advanced support vehicles, 254, 255
   
  building damage, 120
   
  engine explosion, 78
   
  fractional accounting, 377
   
  large naval vessel damage, 159
   
  mobile structure hits, 172
  Angel ECM suite, 102, 278, 279
  Anti-aircraft specialists, 193
  Anti-‘Mech 
   
  skill rolls, 108
   
  -trained infantry, 217
  Anti-missile systems, 99-100
  Anti-personnel (AP) mortars, 373-74
  Anti-radiation (ARAD) missiles, 368
  Anti-ship (AS) 
   
  missiles, 358
   
  electronic warfare (ASEW) missiles,  
   
  358
  Area-effect weapon
   
  combat damage, 66
   
  construction factor, 122
   
  engine explosion, 78
   
  fires and, 45
   
  large naval vessels, 159
   
  minefields, 207
   
  rail support vehicle damage, 153
   
  shielding, 20
  Armor, 279-82
   
  advanced conventional infantry, 12
   
  advanced support vehicles, 252-54
   
  building, 130-31
   
  conditions, 219
   
  fractional accounting, 376
   
  mobile structure, 171, 266
   
  piercing mortars, 374
   
  tables, 253, 280
   
  type modifier table, 380
  Armor diagram
   
  advanced ground vehicle, VTOL, 12
   
  large naval vehicle, 10
   
  super-heavy vehicle, 13
  Armored buildings, 120, 121
   
  construction factor, 122
  Armored components, 282, 283, 380
  Armored motive systems, 282, 283
  Arrow IV 
   
  artillery missile, 284
   
  homing missiles, 353-54
   
  homing missiles (air-launched 
  version), 358-59
   
  non-homing missiles, 354, 359
  Artemis V Fire-Control Systems, 282, 283
  Artillery, 179-86, 284
   
  cannons, 284, 285
   
  clearing minefield, 211
   
  conventional, 284
   
  counter-battery fire, 186
   
  direct-fire, 185-86
   
  modifiers table, 180
   
  munitions, 353-57
   
  not directly in playing area, 179-80
   
  ordnance table, 184
   
  play sequence, 179
   
  ranges table, 181
   
  spotters, 181-82
   
  targeting, 180-82
  Atmospheric pressure/density, 52-53, 
  186
  Autocannon munitions, 352-53
  Autocannon, 100, 284, 285-86
   
  munitions, 352-53
  Automated weapons, building, 133
  Automatic hits, 81
  Availability, 275
  Available information, 219
  •	B •
  Backward movement
   
  expanded, 22
   
  hull down, 21
  Base terrain, 29 
   
  types, 30-31, 36-40
  Battle armor 
   
  C3, 297, 298
   
  detachable weapon pack, 286, 287
   
  DropChute, 348, 349
   
  Gale, 61
   
  infantry, 108
   
  mechanical jump booster, 286-87, 380
   
  morale check, 211
   
  myomer booster, 286, 287, 380
   
  picking up, 97-98
   
  picking up/throwing objects, 92
   
  storm, 61
   
  taser, 345-46
   
  throwing, 98
   
  weights, 186-87
  Battlefield wreckage, 187
  Battle force construction, 386
  BattleMech 
   
  full-head ejection system, 310
   
  harjel system, 288
   
  jump pack, 292, 293
   
  mechanical jump boosters, 380
   
  melee weapons, 288-92
   
  motive systems, 292-93
   
  partial wing, 380
   
  taser, 346
   
  turret, 346, 347
   
  UMU system, 292, 295, 380
  Battle values, advanced, 378-79
  Bay personnel, 218
   
  table, 202
  Beast-mounted infantry, 294, 295-96
  Binary laser cannon, 319
  Bipedal ‘Mech, 21
  Black ice, 40
  Blazer 
   
  armor, 282
   
  cannon, 319
  Blizzard, 60
  Blocking, physical attack, 88-89
  Bloodhound active probe, 278
  Bloody Dividends, 114-147
  Blowing sand, 62
  Blue shield particle field damper, 296, 
  380-81
  Boarding
   
  infantry vs. infantry, 199-201
   
  non-infantry, 188-91
  Bog down rules, 62-63
  Bola Narc pods, 368
  Bomb munitions, 357-60
  Bombast laser, 102, 319, 320
  Bombing, VTOLs, 108
  Booby trap, 296-97
  Boom, 110-113
  Bootlegger, 25
  Bore sighting, 185
  Bracing, 84
  Brawlers, 193
  Bridges, 116-17, 129
  Broken morale, 212
  Bug storms, 40-41
  Building 
   
  basics, 128
   
  classification, 114-17, 128, 129
   
  collapse, 123-26, 168
   
  components, 131-33
   
  construction, 116, 128-33
   
  design process, 128-33
   
  modifier, infantry vs. infantry 
  actions, 203
   
  size, shape, 114, 116, 129
   
  Record Sheet, 133
  Buildings, 30
   
  advanced equipment, 133-41
   
  advanced features, 119
   
  armored, 121
   
  artillery hits, 184
   
  attacking from within, 121
   
  climbing and, 22
   
  combat damage, 66
   
  critical damage, 120-21
   
  engine explosion, 78
   
  fire, 43
   
  infantry scaling, 27
   
  infantry vs. infantry inside, 201
   
  minefields and, 207
   
  mobile structure, 168, 259
   
  movement damage, 65
   
  moving through, 118-20
   
  smoke and, 48
   
  standard, 116
  •	C •
  C3 (command, control and 
  communications), 297-99, 386
   
  boosted system, 298
   
  booster slave, 298
   
  emergency master, 298
   
  remote sensor launcher, 298, 299
  Called shots, 78-79
  Capital weapons, 256
   
  ACs, 330, 331
   
  gauss, 332, 333
   
  laser, 332, 333
   
  mobile structures, 267
   
  PPC, 333, 334
  Capital-scale damage, 126
  Captured units/buildings, 207
  Careful aim, 84
  Careful movement, 63-64, 65
  Cargo bays
   
  fire due to weapon attacks, 190-91
   
  large naval vessel damage, 159
   
  units mounted in, 161
   
  weapon attacks in, 188-89
  Carrying units
   
  large airship support vehicles, 164
   
  large naval vessels, 156
   
  mobile structures, 170
  CASE II, 159, 298, 299, 381
  Caseless autocannon ammo, 352
  Castles Brian, 117-18, 126, 129, 139
   
  complexes, typical components, 
  141-43
   
  map sample, 142
   
  Record Sheet, 143
  Caustic atmosphere, 56
  Ceilings, high/low, 137
  Chaff 
   
  grenades, 363
   
  pod, 298, 299
  Chainsaw, 31, 36
  Chain whip, 298
  Chameleon light polarization shield, 
  300, 381
  Charging, 20, 91, 154
  Chassis 
   
  base value, 240
   
  design (advanced support vehicle), 
  238-45
   
  modifications, 242
   
  weight calculation, 242
  Chemical lasers, 319, 320
  Chemical tank 
   
  explosions, 134-35
   
  leaks, 135
  Civilians, marine points score, 202
  Clan 
   
  capital scale weapons, equipment 
  battle value table, 384
   
  rotary autocannon, 286
   
  weapons, equipment battle value 
  table, 384-85
  Class, mobile structures, 261
  Claws, 288, 289
  Clearing woods, 40
  Cliffs, sheer, 39-40
  Climbing, 22, 27, 118
  Cluster weapons
   
  artillery/arrow missiles, 354
   
  combat damage, 66
   
  hit penalties, 84
   
  hits weapons, 82
  Coal-burning generators, 135
  Cockpit 
   
  command console, 300, 301
   
  critical damage, 75
   
  skill ratings, 386
   
  systems, 300-301
  Cockpit systems – torso-mounted 
  cockpit, 381
  Collapsible command module (CCM), 
  300, 301-2
  Collision
   
  large naval vessel, 155-56
   
  mobile structures, 167-68
   
  rail support vehicle, 149
  Combat, 74
   
  damage, 66
   
  general rules, 74-79
   
  heat, 104-6
   
  infantry, 108
   
  large airship support vehicles, 164
   
  large naval vessels, 157-59
   
  mobile structures, 167, 171-72
   
  physical, 88-91
   
  picking up/throwing objects, 92-99
   
  planetary conditions, 28
   
  rail support vehicle, 153
   
  vehicles, 107-8
   
  weapon attacks, 79-88
   
  weapon resolution dice, 109-10
   
  weapons, equipment, 99-104
  Combat vehicle 
   
  chassis modifications, 302-3, 381
   
  escape pod, 309
   
  fission engines, 306, 307
   
  fuel cell engines, 306, 307
  Combine, 38-39
  Combined minefields, 210
  Command console, 102
   
  satellite, 194
  Commanders, 191-92
   
  abilities, 192
   
  anti-aircraft specialists, 193
   
  banking initiative, 192
   
  brawlers, 193
   
  communications disruption, 193
   
  double-blind rules, 224
   
  forcing initiative, 192
   
  ground attack specialists, 193
   
  multiple abilities in lance, 192
   
  off-map movement, 192
   
  overrun combat, 193
   
  sharp shooters, 193
   
  zone of control, 193
  Command-detonated mines (land/sea), 
  208, 209, 365
  Command-level (tactical) comms, 
  191-96
  Communications disruption, 193
  Communications equipment, 100-101, 
  102
   
  double-blind rules, 224
   
  satellite, 194-95
  Compact heat sinks, 316
  Complexes, 128, 129, 133
  Components, 10
  Composite structure, 342
  Concealing information, 219-20
   
  active probes, 99
  Construction, 10
   
  advanced options, 376-78
  Construction factor, 121-23, 128, 129
   
  armor, structure, 11
   
  Castles Brian, 139
   
  climbing and, 118
   
  damage, 204
   
  expanded, 45
   
  gale, 61
   
  meteor showers, 56
   
  mobile structures, 261
   
  storm, 61
   
  tornado, 62
  Construction rules, 275
   
  advanced equipment, 136
  Control systems, 249-51 
  Conventional Infantry Record Sheet, 
  Advanced, 12
  Coolant ammo, 361
  Coolant pod, 303-4, 381
  Copperhead artillery, 355
  Corrosive ammo, 361
  Counter-battery fire, 186
  Cover
   
  non-infantry units as, 108
   
  partial, 87-88
  Crashing 
   
  airborne unit, clearing minefield, 211
   
  airborne unit, minefield, 209
   
  battlefield wreckage, 187
   
  ice, 50
  Crawling, 20
  Creature size table, 294
  Crew 
   
  accommodations, 250
   
  accommodations, mobile structures,  
   
  265
   
  advanced support vehicle minimum 
  tables, 250
   
  data, advanced ground vehicle, 
  VTOL, 12
   
  data, structure, 11
   
  hits, 206 
   
  killed, large naval vessel damage,  
   
  159
   
  losses/casualties, 206
   
  marine points score, 201-2
   
  numbers, abilities, 218-19
   
  quarters, 131, 256, 268
   
  support vehicle, 249-5
   
  systems, 131-33
   
  table, 132
   
  transport bays, 218
  Critical damage, 74-75
   
  buildings, 120-21
   
  cockpit, 75, 76
   
  direct-fire ballistic, artillery weapons,  
   
  76
   
  direct-fire energy/pulse weapons, 75
   
  equipment, 76
   
  large naval vehicle record, 10
   
  large naval vessels, 159
   
  missile weapons, 76
   
  satellite, 11
  Critical hits, 74-75
   
  advanced ‘Mech table, 12
   
  advanced VTOL table, 12
   
  buildings, 120-21
   
  floating rule, 77
   
  mobile structures, 172
  Cruise missile, 186 
   
  artillery, 284-85
   
  attack, morale checks and, 211
  Crush depth checks, 42, 43
  •	D •
  Damage
   
  artillery, 182-84
   
  building, 122-23
   
  keeping secret, 75
   
  order of, 66
   
  order of, building collapse, 123
   
  piloting skill roles, 23-24
   
  scaled, 124
   
  scaled, armored buildings, 121
   
  threshold, buildings, 120
   
  tracking, mobile structure, 167-68,  
   
  172
   
  weapon attacks, 83-84
  Dangle-and-drop, 22
  Data, structure, 11
  Dawn, 58
  Dead zones, 79-80, 83
  Death from above, 91
  Deceleration, 24-25
  Deep snow, 41
  Defensive factors modifier, 379
  Demolition engineers, 341
  Derailment
   
  damaged rail support vehicles, 153
   
  rail support vehicles, 149-50, 151
  Destroyed gyro, 20
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  
  Destruction
   
  mobile structures, 172
   
  rail support vehicle, 151-52
   
  sinking vessel, 161
  DFA, 20
  Digging in, 108
  Direct blow, 81
  Direct-fire artillery, 185-86
  Dirt road, 51
  Dismounting
   
  units in cargo bay, 161
   
  units on sinking vessel deck, 160
  Displacement, 63
   
  building, 122-23
   
  mobile structure, 173
  Disposable weapons, 304
  Dive equipment, 249
  Docking 
   
  collar, 304
   
  hardpoint, 304
   
  thrusters, 304, 205
  Domino effect, 124
  Doors, large, 138
  Double-blind rules, 220-25
   
  Turn Record Sheet, 13
  Dragging ‘Mech, 99
  Drone 
   
  carrier control systems, 304, 305
   
  operating system, 306
   
  skill ratings, 386
   
  systems, 305-6
  DropShips
   
  fire effect on, 45
   
  mobile structures and, 167, 168
   
  movement damage, 65
   
  non-infantry boarding, 188-91
   
  swamp, 51
  Dune buggy, 302, 303
  Dusk, 58
  •	E •
  Earthquake, 55
  ECCM, 100-101, 102
   
  double-blind rules, 224-25
  ECM suites, 100-102
   
  active probes, 99
   
  double-blind rules, 224-25
   
  modifier table, 223 
  Efficiency of Rome, 270-273
  Ejection, 196-98 
   
  modifiers table, 197
   
  systems, 309-10
  Electromagnetic interference (EMI), 55
  Electromagnetic pulse (EMP) mines (land), 
  208, 365
   
  effects table, 365
  Electronic countermeasures (ECMs), 
  satellites, 195-96
  Electronic equipment
   
  critical damage, 75
   
  ejection, abandoned unit, 196
   
  large airship support vehicles, 164
   
  large naval vessel, 159
   
  taking control of, 216
  Electronic warfare (EW) equipment, 310-11
  Endo-composite structure, 342
  Enemy vehicle, picking up, 96
  Energy storage batteries, 306
  Energy weapons, 102
  Engine 
   
  base value, 240
   
  explosions, 77-78
   
  fractional accounting, 376
   
  hit, large naval vessel damage, 159
   
  installation, support vehicle, 245-48
   
  master table, 308
   
  systems, 307-9, 381
   
  tables, 246, 247
  Enhanced long-range missile (NLRM) 
  launchers, 326-27
  Environmental sealing, 136-37, 302, 303
   
  mobile structures, 265
  Equipment
   
  advanced, 380-85
   
  advanced support vehicles, 254, 255-58
   
  attacking building, 121
   
  battle values, 280
   
  missile, 103
   
  mobile structures, 266-69
   
  space limits, 240
   
  unspecified, 131
  ER pulse lasers, 320
  Eruptions, hazardous liquid pools, 49
  Evading, 18-19
  Expanded movement cost, planetary 
  conditions, 28-30, 32-36
  Explosions, unintended, 31
  Extended long-range missile (ELRM) 
  launchers, 327
  Extended-range flamer, 312
  External stores, 386
  Extreme depths, 42-43
  Extreme range, 85
  Extreme temperature, 58, 60, 62
   
  (cold) troops, 350, 351
   
  (hot) troops, 350, 351
  •	F •
  Facing, mobile structures, 167
  Falling, 91
   
  bog down rules, 62
   
  damage, 65
   
  expanded, 24
   
  gravity damage, 55
   
  intentional, 91
   
  minefield, 209
  FASCAM 
   
  artillery/arrow missiles, 357
   
  bombs, 360
  Fatigue, 198
  Fences, 116, 129
  Ferro-Lamellor armor, 279-80
  Fiction
   
  art and, 10
   
  rules and, 9
  Field artillery, 310, 311
  Field guns, 310, 311
  Fighters, picking up, 96
  Fire
   
  cargo bay due to weapon attacks,  
   
  190-91
   
  deep snow, 41
   
  effects of, 43-45
   
  heavy industrial zones and, 31
   
  ice, 50
   
  putting out, 45
   
  smoke, 45-46
   
  smoke resolution sequence, 46-47
   
  spreading, 45
   
  tables, 44
   
  thin snow, 52
  Fire control systems, 250-51, 256
   
  mobile structure, 265, 267
  Firefighting engineers, 341
  Firing arcs, 107
   
  mobile structure, 267
  Firing stances, 84
  Fishtail, vehicle, 26
  Flail, 288, 289
  Flak, 185-86
   
  autocannon ammo, 352
  Flamer ammunition, 360-63
  Flame-retardant foam ammo, 361
  Flamers, 312
  Flammable atmosphere, 56
  Flanking, gravity damage, 55
  Flare mortars, 374
  Flechette artillery, 355
  Flight deck, 312, 313
   
  large airship support vehicles, 164
   
  large naval vessels, 156
   
  mobile structures, 170
  Flipping 
   
  arms, 87
   
  over, 26-27
  Flotation hull, 302
  Fluid gun, 312, 313
   
  ammunition, 360-63
  Fog, 57
  Foliage, level 1, 36
  Follow-the-leader (FTL) missiles, 368
  Force size, 386
  Forced withdrawal, 213
  Force size, 386
  Forms, 9
  Fortresses, 117, 137, 260
  Four-legged ‘Mech
   
  earthquake, 55
   
  hit location table, 77
   
  picking up/throwing, 92
   
  Record Sheets, advanced, 12
   
  shielding, 19
  Fractional accounting, 376-77
  Fragmentation grenades, 363
  Friendly vehicle, picking up, 96
  Fuel capacity, 248-49
   
  mobile structures, 263-64
  Fuel storage, 264
  Fuel tank leak/explosion table, 136
  Full-head ejection system, 310
  Fully amphibious option, 302, 303
  Full moon night, 58
  Fumble, 23, 75, 77
  •	G •
  Gale (light, moderate, strong), 60
  Game 
   
  rules, 275
   
  running, 220
  Gauss 
   
  rifles, 313-15
   
  weapon rearming, 214
   
  weapons, 102
  Generator fuel, 134, 135
  Geyser, 48
  Ghost targets, 101-2
  Glancing blow, 70-73
  Glancing/direct blows, 19, 80
  Glare, 58
  Grabbing, 90
  Grappling, 90
   
  aerospace units, 199
   
  attacking unit, 199-200
   
  infantry, 200
   
  large naval vessels, 200
   
  mobile structures, 201
   
  small craft, 200
   
  units, 96
  Grav deck, 314, 315
  Gravel piles, 30-31
  Gravel road, 51
  Gravity 
   
  artillery, 186
   
  high/low, 55
   
  rating, 43
  Grenade launcher
   
  munitions, 363-64
   
  vehicular (VGL), 314, 315
  Ground attack specialists, 193
  Ground combat vehicle hit location, 107
  Ground mobile structure 
   
  collisions, 167
   
  stacking, 168-70
  Ground units, critical hits, 75
  Ground Vehicle Record Sheets, advanced, 12
  Gun emplacements, 117, 137
  Gunners 
   
  killed, 120
   
  killed, mobile structure, 172
   
  stunned, 120
   
  stunned, mobile structure, 172
  Gusting rain, 59
  •	h •
  HAG, 84
  Hail, 57-58
  Half levels, 31
  Handheld weapons, 314, 315-16, 381
  Hangar, 116, 137, 259
  Hardened armor, 280, 281, 380
  Harpoon missiles, 369
  Hazardous liquid 
   
  environment troops, 350, 351
   
  pools, 49-50
  Head location destruction, 197
  Heat
   
  avoiding shutdown, 104
   
  condition, 219
   
  coolant systems, 105-6
   
  data/scale, advanced ‘Mech, 12
   
  deep snow, 41
   
  expanded scale, 104
   
  full moon night/glare, 58
   
  heat sink coolant failure, 105-6
   
  light and, 58
   
  point table, 63
   
  rerouting heat sink coolant, 105
   
  scale modifiers, 64
  Heat-seeking (HS) missiles, 369
  Heat sinks, 251-52, 255, 316-17
   
  coolant failure, 105-6
   
  mobile structures, 267
   
  table, 253
  Heavy flamer, 312
  Heavy industrial zone, 31
  Heavy rainfall, 59
  Heavy snowfall, 60
  Helipad, 312, 313
  Hex 
   
  conditions, terrain displacement, 67
   
  destruction, mobile structure, 172
  Hidden units, 220
   
  active probes, 99
  High-altitude maps, 185
  High-resolution imager, 338, 339
  Hit location
   
  advanced VTOL, 12
   
  ground combat vehicle, 107
  Hits determination, artillery, 182
  Hitting deck, 108
  Homing missiles, 181
  Hostile units, carrying, 94
  Hot zone, 218
  Hover vehicle
   
  atmospheric pressure, 54
   
  careful movement, 64
   
  gale, 61
   
  mobile structure, 173
   
  mud, 50
   
  storm, 61
   
  swamp, 51
   
  tornado, 62
  Hull down, 21
  Hull integrity, atmospheric pressure, 54
  Hurried movement, 20-21
  Hyperspectral imager, 338, 339
  Hyper-velocity autocannon (HVAC), 285
  •	I •
  Ice, 50
   
  breaking through, 50
   
  storm, 60
  Illumination artillery/arrow missiles, 355
  Immobile targets, 149
  Improved heavy gauss rifle, 312, 313-14
  Improved heavy lasers, 321
  Improved one-shot (I-OS) missile 
  launchers, 327
  Improved position, 198-99
  Inanimate objects
   
  carrying, 94
   
  dropping, setting down, 98
   
  picking up, 92-93
   
  throwing, 94-95
  Incendiary 
   
  grenades, 364
   
  LRMs, 369-70
  Indirect artillery 
   
  fire, 179
   
  flight times table, 181
  Indirect fire, 185
  Industrial elevators, 137-38
  IndustrialMechs, extreme depths and, 43
  Infantry
   
  advanced battle values, 379
   
  armor, 317-18
   
  atmospheric pressure, 54
   
  attacks against large formations, 84
   
  bog down rules, 63
   
  carried externally, 153
   
  combat, 108
   
  digging in, 108
   
  direct blow, 81
   
  extreme temperature, 62
   
  fatigue, 198
   
  fire effects on, 43-45
   
  gale, 61
   
  glancing blow, 80
   
  grappling, 200, 201
   
  gravel piles and, 31
   
  hail, 57
   
  hazardous liquid pools, 49
   
  ice, 50
   
  light rainfall, 59
   
  light snowfall, 60
   
  minefield, 207
   
  morale check, 211
   
  movement, 27 
   
  movement damage, 65
   
  opportunity fire, 86
   
  rail support vehicles and, 149, 153
   
  sheer cliffs movement, 39
   
  shielding, 19
   
  sinking naval vessel and, 161
   
  squad deployment, 108
   
  stealth modifiers table, 318
   
  storm, 61
   
  taking control of abandoned units,  
   
  216-17
   
  terrain displacement, 66
   
  thin snow, 52
   
  tornado, 62
   
  with UMU MP, 160, 161
   
  zone of control, 193
  Infantry vs. infantry action
   
  attacker vs. defender ratios, 204
   
  boarding, 199-201
   
  building modifier, 203
   
  captured units/buildings, 207
   
  crew losses/hits, 206
   
  inside building, 201
   
  large-scale, 203
   
  resolving, 201-5
   
  roll, 204
   
  table, 205
  Inferno 
   
  bombs, 359
   
  fuel ammo, 361-62
   
  -IV missiles, 356
   
  mines (land/sea), 366
   
  morale checks and, 211
  Infrared 
   
  imager, 339
   
  sensors, 223
  Initiative
   
  aerospace units, 200
   
  banking, 192
   
  double-blind rules, 221-25
   
  forcing, 192
  Inner Sphere 
   
  capital scale weapons, equipment 
  battle values, 384
   
  weapons, equipment battle values,  
   
  382-83
  Intentional fires, 43
  Internal structure 
   
  damage, 204
   
  integrity values, 242-44
   
  weight for, 242-45
  Internal weight capacity, building, 129
  Interstellar operations, 9
  Into the fire, 174-177
  I-Swarm, 81
  •	J •
  Jumping
   
  bog down rules, 62
   
  capability, 249
   
  gravity damage, 55
   
  ice, 50
   
  ‘Mechs, opportunity fire, 86
   
  vibrabomb minefield and, 209
  Jump jet attack, 90-91
  Jungle, 31
  • L •
  Lake
   
  hazardous liquid pools and, 49
   
  water flow, 52
  Lance, 288, 290
   
  movement, 24
  Landing aerospace unit, clearing minefield, 
  211
  Landing deck, 318, 319
  Large airship
   
  advanced battle values, 379
   
  unit design, 237, 238
  Large airship support vehicle, 164
   
  fuel, 248
  Large craft
   
  collisions, 149
   
  communications equipment, 195
   
  PPCs and, 103
   
  taking control of, 216
  Large engine, 307, 308
  Large naval vessel
   
  advanced battle values, 379
   
  grappling, 200
   
  non-infantry boarding, 188-91
   
  Record Sheet, 10
   
  template, 13
   
  turret installation, 244
   
  unit design, 237, 238
  Large naval vessel support vehicle
   
  artillery hits, 184
   
  carrying units, 156
   
  combat, 157-59
   
  critical damage, 159
   
  flight decks, 156
   
  movement, 154-56
   
  shielding, 19
   
  stacking, 156
   
  surfacing, 173
   
  taking control of, 216, 217
   
  tractors, 156
   
  unit destruction, 159-63
  Large vehicle/vessel
   
  effectiveness, 107
   
  hull down, 21
   
  movement damage, 65
   
  template table, 241
  
  389
  Laser 
   
  anti-missile system, 319. 322, 381
   
  heat sinks, 316-17
   
  insulator, 322, 381
   
  reflective armor, 280, 281
  Laser-inhibiting (LI) arrow missiles, 356
  Lasers, 319-21
  Laser-variable speed pulse, 382
  LB-X, 84
  Leaping, 22
  Leg 
   
  damage, 24
   
  destruction, hull down, 21
  Leg-mounted weapons, hull down, 21
  Level change
   
  mobile structures, 165
   
  smoke and, 48
  Level difference, missed shots, 83
  Level
   
  artillery and, 184
   
  engine explosion, 78
   
  physical combat, 90
  Lift equipment, 249
  Light, 58-59
  Light air-to-air (LAA) missiles, 359
  Light gale, 61
  Light rainfall, 59
  Light sail, 322, 323
  Light snowfall, 60
  Lightning 
   
  bolt table, 59
   
  storm, 59
  Limited amphibious, 302
  Line of sight (LOS), 79-80, 83
   
  chart, 13
   
  combat damage, 66
   
  large airship support vehicles, 164
   
  large naval vessels and, 157
   
  mobile structure combat, 171
   
  mobile structures, 165
   
  range, 85
  Linked weapons, 85-86
  Liquid fuel 
   
  explosions, 134-35
   
  leaks, 135
  Lithium-fusion battery, 322, 323
  Long Tom, 284
  Look-down radar, 340
  Low-altitude maps, 185
  • M •
  Mace, 288, 290
  Machine guns, 102
   
  array, 102
  Magma, 36-38 
   
  crust, 36-37
   
  eruptions, 37-38, 49
   
  liquid, 37
  Magnetic pulse (MP) missiles, 370
   
  expenditure, 165
  Magscan sensors, 223-24
  Magshot gauss rifle, 314
  Maneuver, 18
   
  failed, 26
  Map, structure, 11
  Marine points score, 201-3
   
  re-converting, 205-6
   
  tables, 202
  Marines, 341
  Mass driver, 322, 323
   
  Vessel limits table, 322, 232
   ‘Mech
   
  atmospheric pressure, 54
   
  data, advanced, 12
   
  dragging, 99
   
  drop pack, 292, 293
   
  ejection, abandonment, 196-97
   
  engine type modifier, 381
   
  full-head ejection system, 197
   
  gale, 61
   
  heavy industrial zone, 31
   
  hit location table, advanced, 76, 77
   
  ice, 50
   
  internal structure modifier table, 382
   
  level 1 foliage, 36
   
  limbs, tearing off, 93
   
  mortar, 324
   
  mortar ammunition, 373-75
   
  mounting large naval vessels, 157
   
  mud, 50
   
  Record Sheets, advanced, 12
   
  rerouting heat sink coolant, 105
   
  satellite uplinks, 194
   
  on sinking vessel, 160, 161
   
  sheer cliffs movement, 39
   
  storm, 61
   
  swamp, 51
   
  terrain displacement, 66
   
  throwing, 95-96
   
  tornado, 62
  Mechanical jump boosters, 292, 293
  Mechanized infantry, digging in, 108
  Mechanized VTOL infantry, 324
  MechWarrior Aquatic Survival System 
  (MASS), 324, 325
  Meteor showers, 56
  Micro-Copter VTOL platoons, 324
  Microlite VTOL platoons, 324
  Mine, 364-67 
   
  clearance missiles, 370
   
  clearing, 103
   
  dispensers, 324, 325-26
  Minefield, 207-8, 386
   
  active probes, 99
   
  battle value table, 385
   
  clearing, 210-11
   
  combined, 210
   
  conventional, 208-9
   
  density table, 208
   
  types of, 207
   
  weapon-delivered, 210
  Minesweepers, 211, 326
  Minesweeping engineers, 209, 211, 341
  Missed shots, 81-83
   
  buildings, 121
  Missile, 102-3
   
  Clearing minefield, 211 
   
  launchers, 326-27
   
  munitions, 367-73
  Mixed technologies, 377
  Mobile field base, 330
  Mobile hyperpulse generators, 330, 331
  Mobile structure, 10, 128, 143
   
  advanced battle values, 379
   
  armor, 171, 266
   
  artillery hits, 184
   
  buildings, 168
   
  carrying units, 170
   
  charging, 154
   
  clearing minefield, 211
   
  collisions, 167-68
   
  combat, 171-72
   
  crew, 264-65
   
  critical hits, 172
   
  damage threshold, 171
   
  design, 259-61
   
  destroying, 172
   
  equipment, 266-69
   
  fire effects on, 45
   
  flight decks, 170
   
  fuel capacity, 263-64
   
  heat sinks, 267
   
  ice, 50
   
  minefield, 209
   
  morale, 211
   
  motive systems, 262, 263
   
  movement, 165-67
   
  movement costs table, 156
   
  movement damage, 65
   
  mud, 50
   
  power systems, 262, 263
   
  Record Sheet, 269
   
  special enhancements, 265-66
   
  stacking, 168-70
   
  swamp, 51
   
  template, 13, 165
   
  type, 259-60
   
  underneath, 209
   
  unit design, 237
   
  unit displacement, 173
   
  weapons, 266-67
  Moderate gale, 61
  Moderate rainfall, 59
  Moderate snowfall, 60
  Modular armor, 281, 380
  Modular structure 
   
  linkage, 265
   
  power and motive, 264
  Modular technology, 275
  Moonless night, 58
  Morale
   
  broken, 212
   
  checks, 211-12
   
  recovering nerve, 213
   
  tables, 212
  Motive system 
   
  Damage, 107 
   
  damage table, 21
   
  mobile structures, 262, 263
  Mountain troops, 27, 341
  Mounting through bay door, 188
  Movement 
   
  damage, terrain factor, 65
   
  dice, tips, suggestions, 27-28
   
  effects, gravity, 55
   
  infantry, 27
   
  large airship support vehicles, 164
   
  large naval vessel support vehicles,  
   
  154-56
   
  mobile structures, 165-67
   
  modes, 18-20
   
  phase, double-blind rules, 221-25
   
  rail support vehicle, 149-50
   
  record, 215
   
  satellites, 148-49
   
  vehicles, 24-27
  M-Pod, 330, 331
  MRM “Apollo” fire control system, 
  330, 331
  Mud, 50
   
  heavy rainfall, 59
   
  moderate rainfall, 59
   
  torrential downpour, 59
  Multi-hex 
   
  building collapse, 122, 123
   
  items, 268
   
  support vehicles, fire effects on, 
  44-45
   
  units, weight of, 240
  Multi-level bridges, 117
  Multiple buildings, 133
  Multiple targets, autocannon, 100
  • n •
  Naval 
   
  autocannons, 330, 331
   
  C3, 332
   
  Comm-Scanner Suite, 332, 333
   
  gauss, 332, 333
   
  laser, 332, 333
   
  PPC, 333, 334
   
  repair facilities, 334
   
  support vehicle fuel, 248
   
  tractors, 156
   
  tug adaptor, 334, 335
   
  units, sinking naval vessel and, 161
   
  vessels, abandonment, 197-98
  Non-airborne units, terrain 
  displacement, 66
  Non-DropShip aerospace units
   
  movement damage, 65
   
  mud, 50
   
  swamp, 51
  Non-hover ground vehicles, ice, 50
  Non-infantry, morale check, 211
  Non-liquid fuels, 136
  Non-‘Mech units, tornado, 62
  Non-mobile structure surfacing, 173
  Non-spheroid aerospace unit
   
  atmospheric pressure, 54
   
  ice, 50
   
  gravel piles and, 31
   
  heavy industrial zones and, 31
   
  magma and, 37
  Null-signature system, 336, 382
  • o •
  Obscurant ammo, 362
  Off-map movement
   
  commanders, 192
   
  mobile structures, 167
  Oil slick ammo, 362
  OmniVehicle 
   
  airship structural integrity, 249
   
  armor, 252-53
   
  chassis in advanced support, 244
   
  crew/control systems, 251
   
  design, 237
   
  engine in advanced support, 247
   
  fuel in advanced support, 248
   
  heat sinks, 252
   
  Record Sheet, 258
   
  technology, 275
   
  weapons, equipment, 255-56
  Open-space construction, 138-39
  Opportunity fire, 86-87
  Overcharging, PPC, 103-4
  Overdrive, 25
  Overrun forces, 193
  • P •
  Paint/obscurant ammo, 362
  Paramedics, 340, 341
  Paratroops, 341
  Partial cover, 36, 87-88
  Partial wings, 292, 293, 295
  Particle projector cannon (PPC), 103-4
   
  capacitor, 336, 337, 382
   
  feedback table, 103
   
  overcharging, 103-4
  Passenger quarters, 131
  Patchwork armor, 377-78, 382
  Pavement, infantry movement on, 27
  Physical attacks
   
  opportunity fire, 87
   
  simultaneous movement and, 216
  Physical combat
   
  addendum table, 89
   
  attack types, 88-91
   
  charging, 91
   
  death from above, 91
   
  intentional falls from above, 91
   
  new weapons, 88
   
  weight class modifiers, 88
  Physical defense, 20
  Physical weapon, 89
   
  dropping, setting down, 98
   
  picking up, 92-93
   
  throwing, 95
  Picking up
   
  battle armor, 97-98
   
  inanimate objects, 92-95
   
  /throwing objects, 92-99
   
  vehicles, 96-97
  Piloting skill rolls, 23-24
  Pilots, transport bays, 218
  Pintles, 255, 267
  Pitch black, 58
  Planetary conditions, 28
   
  artillery, 181, 186
   
  assigning, 29
   
  climbing and, 22
   
  conflicting, 29-30, 68
   
  expanded movement cost, 28-30,  
   
  32-36
   
  mapsheets table, 68
   
  mobile structures, 165
   
  tables, 69
  Planted fields, 38-39
  Plasma weapon rearming, 214
  Player adjudication, 9, 165
  Play sequence, 220-21
  Plotting movement, 215
  Pointblank attacks, 185
  Poisonous atmosphere, 56
  “Popping up,” opportunity fire and, 87
  Power amplifiers, 131, 255
   
  mobile structures, 267
  Power collector and microwave 
  transmitter, 336, 337
  Power generators 
   
  building, 133-34
   
  table, 134
  Power systems, 131
   
  mobile structures, 262, 263
  Pre-designated hexes, artillery, 180
  Pre-determining satellite, 194
  Pre-generated maps, 128
  Prone, 21
  Prone ‘Mech 
   
  firing, 85
   
  hit location table, 77
  ProtoMech 
   
  atmospheric pressure, 54
   
  autocannons, 286
   
  bog down rules, 63
   
  bracing, 84
   
  ejection, 196
   
  extreme temperature, 62
   
  fire effects on, 43
   
  gravity damage, 55
   
  hurried movement, 20
   
  melee weapon, 336, 337
   
  motive systems, 292-93
   
  partial wing, 380
   
  picking up/throwing objects, 92
   
  shielding, 19
   
  terrain displacement, 66
   
  throwing, 95-96
  Pulse, 84
  Punch attack, 96
  • q •
  Quantity-limited items, 268
  Quicksand, 51
  • R •
  Radiological atmosphere, 56
  Radius diagram, 183
  Rail, 51
   
  shielding, 19
   
  systems, 10
  Rail support vehicle, 51, 149-54
   
  accidental falls from above, 154
   
  advanced battle values, 378
   
  carrying units, 150-52
   
  charging, 154
   
  chassis design, 238
   
  collisions, 149
   
  combat, 153
   
  fuel, 248
   
  movement, 149-50
   
  unit design, 237
   
  weight and, 237-38
  Rainfall (light, moderate, strong), 59
  Range
   
  modifier, advanced conventional 
  infantry, 12
   
  extreme, 85
  Rapid-fire mode, 84
   
  autocannon, 100
   
  machine guns, 102
  Rapids, 50, 59
  Reactive armor, 282
  Rearming under fire, 213-14
  Recon camera, 336, 337-38
  Record Sheet, 10-13
   
  building, 133
   
  concealing, 219
   
  mobile structures, 269
   
  support vehicle design, 258
  Recovering nerve, 213
  Reflec/glazed armor, 280, 281
  Reinforced repair facilities, 334, 335
  Reinforced structure, 342, 343
  Reinforcements, outside, 204
  Remote sensors, 374, 375
   
  double-blind rules, 224
   
  monitor table, 375
  Remote systems, 305-6
  Retractable blade, 104
  Reverse gear, 25
  Reversing arms, 87, 88
  Rifle (cannon), 338
  River
   
  hazardous liquid pools and, 49
   
  water flow, 52
  Roads, 51
  Rolling maps, 214-15
   
  artillery, 179-80
  Rough terrain, 39
  Rubble, 39
  Rules
   
  choosing, 9
   
  level, 275
  Running, gravity damage, 55
  Running aground, 154
   
  large naval vessel, 160
  • S •
  Sabotage, 207
  Sand, 39
  Satellite, 10, 148-49, 193
   
  advanced battle values, 378
   
  communications equipment, 194-96
   
  double-blind rules, 224
   
  imagers, 195, 338-40
   
  Record Sheet, 11 
   
  support vehicle fuel, 248
   
  support vehicle weight, 237
   
  type table, 195
   
  unit design, 236-37
   
  uplink establishment, 194
  Scaled damage, building, 123, 124, 
  126-27
  Scanning, 219-20
  Scatter, 178-79, 182
  SCUBA 
   
  (motorized), 341
   
  (standard), 341
  Searchlights, 57, 58, 59
  Seismic sensors, 222-23
  Self-destruct sequence, 78
  Semi-guided mortars, 374
  Semi-subsurface structures, 140-41
  Sensor 
   
  active, 219
   
  engineers, 341
   
  range tables, 222
   
  spotting, 221-22
   
  standard, 219-20
  IntroductIon
  AdvAnced
  Ground MoveMent
  AdvAnced  
  coMbAt
  AdvAnced  
  buIldInGs
  AdvAnced  
  support  
  vehIcles
  GenerAl  
  rules
  AdvAnced  
  support vehIcle 
   constructIon
  AdvAnced  
  WeApons 
   And equIpMent
  Index
  record sheets
  
  Set-up, concealing, 219
  Shape, mobile structures, 261
  Sharp shooters, 193
  Sheer cliffs, 39-40
  Shield, 19-20, 89-90, 288, 291, 382
  Sideslip, 25
  Silver bullet gauss rifle, 314-15
  Simultaneous movement, 215-16, 220
   
  Record Sheet, 13
  Sinking 
   
  hex destroyed, 161
   
  rate, large naval vessel, 159, 160
   
  ship diagram, example, 162-63
  Size, mobile structures, 261
  Skidding, 23
   
  bog down rules, 63
   
  vehicle, 26
  Skilled evading, 19
  Skill ratings, 386
  Skills, advanced conventional infantry, 12
  Sleet, 60
  Small aerospace cockpit, 300, 301
  Small buildings, 118
  Small craft
   
  grappling, 200
   
  swamp, 51
  Small items, mobile structure, 267
  Smoke, 45-46 
   
  artillery/arrow missiles, 356
   
  dissipation, 48
   
  drift, 47-48
   
  grenades, 364
   
  heavy, 47
   
  light, 47
   
  missiles, 371
   
  mortars, 375
   
  resolution sequence, 46-47
  Sniper, 284
  Snow, 60
   
  deep, 41
   
  flurries, 60
   
  thin, 52
  Solar flare, 58
  Snowfall (light, moderate, strong) 60
  Space, 244 
   
  armor, 252
   
  dispensers, 325-26
   
  engines, 247
   
  fuel, 248
   
  heat sinks, 252
   
  mines, 366
   
  mines table, 366
   
  weapons and equipment, 254
  Special enhancements, 251
   
  mobile structures, 265-66
  Specialized attacks, mobile structure, 171
  Specialized infantry, 340-41
  Speed
   
  declaring, 25
   
  vehicles, 24-25
  Spheroid aerospace units
   
  deep snow, 41
   
  gravel piles, 31
   
  heavy industrial zones and, 31
   
  ice, 50
   
  landing in planted field, 39
   
  magma and, 37
   
  mud, 50
   
  thin snow, 52
  Spikes, 288, 291
  Splash damage, 123-24
  Spotting phase, double-blind rules, 221-25
  Sprayer, 45 
   
  ammunition, 360-63
  Sprinting, 18
  Squad deployment, 27
  Stacking, 216
   
  expanded, 22-23
   
  large airship support vehicles, 164
   
  large naval vessels, 156
   
  mobile structures, 168-70
  Stand
   
  attempting to, 24
   
  careful, 24
  Standard (conventional) mines (land/
  sea), 366-67
  Standard repair facilities, 334, 335
  Standing still, 18
  Static buildings, 128
  Stealth
   
  double-blind rules, 224 
   
  modifier table, 223
  Storm, 61
  Strafing, 107-8
  Strategic operations, 8-9
  Streak LRM launchers, 327
  Strong gale, 61
  Structural integrity 
   
  damage, 204
   
  values, 242-44
   
  weight for, 242-45
  Structural tech rating, 242
  Structure, 342-43, 382
   
  Record Sheet, 11, 110
  Sub-capital 
   
  cannons, 343
   
  lasers, 343
   
  missile critical table, 344
   
  missile launchers, 344
   
  weapons, 342, 343-44
  Sub-compact K-F drive system, 344
  Submarines, movement, 154
  Submerged mobile structure, 173
  Subsurface structures, 140-41
  Supercharger, 344, 345, 382
  Super-heavy vehicle, 79, 378
   
  game rules, 378
   
  Record Sheet, 13
  Superstructure 
   
  establishment, 128-30
   
  heavy metal, 137
  Support vehicle (advanced), 10, 236-37
   
  armor, 252-54
   
  control/crew systems, 249-51
   
  design, chassis, 238-45
   
  design, Record Sheet, 258
   
  design steps, 238
   
  engine installation, 245-48
   
  hazardous liquid pools, 49
   
  heat sinks, 251-52
   
  Record Sheet table, 239
   
  structure tables, 243
   
  structure values table, 244
   
  types table, 239
   
  weapons, ammo, equipment, 254-58
   
  weight selection, 240-45
  Suppressing fire, 87
  Surface building collapses, 139
  Surfacing 
   
  large naval vessel support vehicle, 155,  
   
  173
   
  mobile structure, 173
  Swamp, 51
  Swarm ammo, shielding, 20
  Swarming, 153, 217
  Swarm-I LRMs, 371
  Swarm LRMs, 81, 371
  • T •
  Tactical analysis, 14
  Tactical operations, 8
  Tainted atmosphere, 56-57
  Taking control of unit, 216-17
  Talons, 288, 291
  Tandem-charge (TC) missiles, 372
  Target acquisition gear, 386
  Targeting 
   
  active probes, 99
   
  artillery, 180-82
   
  shielded hex, 20
  Targeting computers, 84, 102
  Taser effects table, 346
  Taser, 344, 345
   
  effects table, 346
  Tear gas SRMs, 372
  TechManual
   
  mobile structures, 266
   
  weapons and equipment, 254
  Technology base/rating, 128-31, 237, 
  244, 275
   
  advanced support vehicles, 239
   
  armor, 252
   
  control/crew systems, 251
   
  engine types, 247
   
  fuel tanks, fuels, 264, 248
   
  heat sinks, 252
   
  mobile structures, 260, 265, 266
   
  special enhancements, 265-66
   
  table, 242
   
  unit design, 237
   
  weapons and equipment, 254
  Tents, 116
  Terrain 
   
  base, 29
   
  charging, 91
   
  conditions, 29, 54-57 
   
  damage, placement, 67-68
   
  displacement, 66-68
   
  effects, 31
   
  geyser, 48
   
  modifications, 29, 40-53
   
  piloting skill modifiers, 21
   
  reduction, mobile structures, 165
  Terrain factor, 21
   
  battlefield wreckage, 187
   
  careful movement, 64
   
  conversion table, 64
   
  fires and, 45
   
  gale, 61
   
  ice, 50
   
  lightning storm, 59
   
  meteor showers, 56
   
  mobile structures, 167
   
  movement damage, 65
   
  rules, 64-68
   
  storm, 61
   
  tornado, 62
  Throwing 
   
  battle armor, 98
   
  capabilities, 92
   
  distance table, 92
   
  objects, inanimate, 94-95
   
  vehicle, 97
  Throwing ‘Mechs, ProtoMechs, 95-96
  Thrust, expending, 200
  Thrusters, 149
  Thumper, 284
  Thunder 
   
  artillery/arrow missiles, 357
   
  bombs, 360
   
  LRMs, 372-73
  Thunderbolt missile launcher, 346, 347
  Time limit, plotting movement, 215
  Tonnage-based items, 267
  Top-down collapse, building, 122
  Tornado
   
  F1-F3, 61-62
   
  F4+, 62
  Torpedo bombs, 360
  Torrent, 52, 59
  Torrential downpour, 59
  Torso-mounted cockpit, 300, 301
  Toxic atmosphere, 56-57
  Toxic/tainted atmosphere troops, 350, 351
  Trace atmosphere, 54
  Tracer autocannon ammo, 353
  Tractor/trailer
   
  detachment, 149
   
  engine requirements of, 247
  Transport bay attacks, 189
  Transport bays/doors, 217-18, 256, 268-69
  Trench/fieldworks engineers, 341
  Tripping, 91
  Tundra, 40
  Tunnels, 141
  Turn modes, vehicles, 25
  Turret, 255, 347-48, 382
   
  destruction, large naval vessels, 159
   
  grabbing, 90
   
  jam, 120
   
  jam, mobile structure, 172
   
  locks, 120
   
  locks, mobile structure, 172
   
  mobile structure, 171, 267
   
  structural integrity values, 244
  • u •
  Ultra-light BattleMechs, 378
  Underground building collapses, 139
  Underground/underwater building 
  collapse, 139
  Underwater 
   
  building collapses, 139
   
  extreme depths. 42-43
   
  structures, 140-41
  Unit data, satellite, 11
  Unit design (advanced), 236-69
   
  support vehicles, 236-37, 238
   
  technology base, 237
   
  weight, 237-38
  Unit destruction, large naval vessel, 159-63
  Unit displacement, mobile structures, 173
  Units 
   
  carrying battle armor, attacks on, 98
   
  carrying vehicles, attacks on, 97
   
  planetary conditions and, 29
   
  type modifiers table, 381
  Unsung technologies, 227-235
  • v •
  Vacuum, 54
   
  sealing, 302, 303
  Vacuum/trace atmosphere troops, 350, 351
  Variable speed pulse (VSP) lasers, 321
  Vehicle
   
  abandonment, 197
   
  atmospheric pressure, 54
   
  combat, 107-8
   
  crews, 103, 218-19
   
  DropChute, 348, 349
   
  dual turret, 347
   
  effectiveness, 107
   
  extreme temperature, 62
   
  fire effects on, 43-44
   
  gravel piles and, 31
   
  hull down, 21
   
  hurried movement, 20
   
  jump jets, 348, 349, 382
   
  minefield, 209
   
  missiles, 103
   
  movement, 24-27
   
  sheer cliffs movement, 39
   
  Sponson turret, 348
   
  stealth armor, 282, 380
  Vehicle and battle armor dispensers, 325
  Vibrabomb minefield, 208, 209, 367
  Vibroblades, 288, 292
  Visual inspection, 220
  Visual range tables, 221
  Visual spotting, 221
  Void-signature systems, 348, 349, 382
  Volcanic eruptions, 37-38
  VTOL vehicle
   
  atmospheric pressure, 54
   
  blowing sand, 62
   
  chin turret, 348
   
  effectiveness, 107
   
  gale, 61
   
  jet booster, 350, 382
   
  mast mount, 350, 382
   
  mud, 50
   
  opportunity fire, 86
   
  picking up, 96
   
  Record Sheets, Advanced, 12
   
  shielding, 19-20
   
  sinking vessel, 160
   
  special attacks, 107-8
   
  storm, 61
   
  swamp, 51
   
  tornado, 62
  • w •
  Walls, 116, 129
  Warrior data, advanced ‘Mech, 12
  Watchdog composite electronic warfare 
  system (CEWS), 278
  Water 
   
  airships, 164
   
  ammo, 362-63
   
  artillery, 184
   
  battlefield wreckage, 187
   
  ejection, 197
   
  engine explosion, 78
   
  hurried movement, 21
  Water flow, 50, 52-53
   
  large naval vessel, 160
  Water hexes
   
  gale, 61
   
  hazardous liquid pools, 49
   
  storm, 61
   
  tornado, 62
  Water mobile structure collisions, 167
  Water mobile structure, 165
   
  carrying units, 170
   
  collisions, 167
   
  line of sight, 171
  Weapon
   
  advanced, 380-85 
   
  advanced firing, 84
   
  advanced support vehicles, 254, 255
   
  destroyed, 121, 172
   
  heavy and capital, 131
   
  light and medium, 131
   
  malfunction, 121, 172
   
  mobile structures, 266-67
   
  resolution dice, 109
  Weapon attack
   
  boarded units, large naval vessels, 157
   
  cargo bays, 188-89
   
  damage, 83-84
   
  dead zones, 79-80
   
  double-blind rules, 225
   
  extreme range, 85-87
   
  fire, deep snow conditions, 41
   
  fire, ice conditions, 50
   
  fire, thin snow conditions, 52
   
  glancing/direct blows, 80-81
   
  gravity, 55
   
  line of sight, 79-80, 85-87
   
  missed shots, 81-83
   
  partial cover, 87-88
  Weapon-delivered minefield, 208, 210
  Weather conditions, 29, 45, 57-68
  Weight, 237-38
   
  advanced support vehicles, 240-45
   
  minimum engine, 245, 247
   
  mobile structure, 261
   
  table, 241
  Weight class
   
  physical attack modifiers, 23, 88
   
  piloting skill roll modifiers, 90
  Wheeled vehicles, in thin snow, 52
  WiGE vehicle
   
  atmospheric pressure and, 54
   
  blowing sand and, 62
   
  bonus MP and, 25-26
   
  careful movement and, 64
   
  gale and, 61
   
  mobile structure and, 173
   
  mud and, 50
   
  storm and, 61
   
  swamp and, 51
   
  tornado and, 62
  Wind, 61-62 
   
  condition, 54, 55
   
  direction, 57
   
  shifting, 57
   
  strength table, 47
  Withdrawal, infantry vs. infantry actions, 
  204
  Wood-burning generators, 135
  Woods, 40
   
  engine explosion, 78
  • x •
  Xenoplanetary condition-trained troups, 
  350, 351
  X-pulse lasers, 319, 321
  XXL fusion engines, 308, 309
  • z •
  Zip lines, 219
  Zone of control, 193
  
  TM
  ADVANCED ’MECH RECORD SHEET
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  'MECH DATA
  CRITICAL HIT TABLE
  Heat
  Scale
  Overﬂow
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  NOTES
  WARRIOR DATA
  HEAT DATA
  30
  34
  38
  Heat
  Level*
  Heat
  Level*
  Effects
  Effects (cont.)
  28
  35
  40
  45
  36
  44
  26
  25
  31
  37
  43
  49
  32
  39
  47
  24
  33
  42
  46
  50
  41
  48
  Shutdown, avoid 14+
  Shutdown, avoid 16+
  Ammo Exp. avoid on 10+
  Ammo Exp. avoid on 12+
  AMMO EXPLOSION
  System Failure. avoid
  on 8+
  System Failure. avoid
  on 10+
  –7 Movement Points
  –8 Movement Points
  –9 Movement Points
  Pilot Damage, avoid
  on 10+
  Pilot Damage, avoid
  on 12+
  Shutdown, avoid 18+
  Shutdown, avoid 20+
  SHUTDOWN
  +6 Modiﬁer to Fire
  +7 Modiﬁer to Fire
  23
  22
  20
  19
  18
  17
  15
  14
  13
  10
   8
   5
  Shutdown, avoid 12+
  Ammo Exp. avoid on 8+
  Shutdown, avoid on 10+
  –5 Movement Points
  –6 Movement Points
  Pilot Damage, avoid
  on 8+
  +4 Modiﬁer to Fire
  +5 Modiﬁer to Fire
  Ammo Exp. avoid on 6+
  Shutdown, avoid on 8+
  –4 Movement Points
  Ammo Exp. avoid on 4+
  Shutdown, avoid on 6+
  +3 Modiﬁer to Fire
  –3 Movement Points
  Shutdown, avoid on 4+
  +2 Modiﬁer to Fire
  –2 Movement Points
  +1 Modiﬁer to Fire
  –1 Movement Points
  Damage Transfer
  Diagram
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  BV:  
  Walking: 
  Running: 
  Jumping: 
  Sprinting: 
  Clan
  Inner Sphere
  Mixed
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  Life Support
  2.
  Sensors
  3.
  Cockpit 
  4.
  5.
  Sensors
  6.
  Life Support
  1-3
  1.
  Engine 
  2.
  Engine 
  3.
  Engine 
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine 
  3.
  Engine 
  4.
  Engine 
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  0
  1
  2
  3
  4
  5 *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  31
  32
  33
  34
  35
  37
  38
  36
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  LRM Status:  
  Hot Loaded
  Standard
  Auto Eject:  
  Armor Type:  
  Standard (S)
  Ferro Fibrous (FF)
  Ferro-Lamellor (FL)
  Light Ferro Fibrous (LF)
  Heavy Ferro Fibrous (HF)
  Stealth (ST)
  Hardened (H)
  Reactive (R)
  Laser Reﬂective (LR)
  Heavy Industrial (HI)
  Industrial (I)
  Commercial (C)
  Internal Structure Type:  
  Standard (S)
  Endo-Steel (ES)
  Endo-Composite (EC)
  Reinforced (R)
  Composite (C)
  Industrial (I)
  Gyro Type:  
  Standard
  Compact
  Heavy Duty
  XL
  Double
  Single
  Compact
  Laser
  Turret
  Full Head Ejection System
  Turret
  Turret
  Heat Sink Type:
  Cockpit Type:  
  Dual Cockpit
  Command Console
  Standard
  Small
  Torso Mounted
  Center
  Torso
  Rear (     ) 
  Right Torso
  Torso Rear
  (     )
  Right
  Left
  Torso Rear
  (     )
  Right
  Leg
  (     )
  Left Arm
  (     )
  Right Arm
  (     )
  Center
  Torso
  (     )
  (     )
  Left Torso
  (     )
  Head (     )
  Left
  Leg
  (     )
  Head
  Center
  Torso
  (     )
  Left
  Arm
  (     )
  Right
  Arm
  (     )
  Left Torso (     )
  Right Torso (     )
  Left
  Leg
  (     )
  Right
  Leg
  (     )
  Heat Sinks:
  (       )
  
  TM
  ADVANCED FOUR-LEGGED ’MECH RECORD SHEET
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  'MECH DATA
  CRITICAL HIT TABLE
  Heat
  Scale
  Overﬂow
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  HEAT DATA
  NOTES
  WARRIOR DATA
  30
  34
  38
  Heat
  Level*
  Heat
  Level*
  Effects
  Effects (cont.)
  28
  35
  40
  45
  36
  44
  26
  25
  31
  37
  43
  49
  32
  39
  47
  24
  33
  42
  46
  50
  41
  48
  Shutdown, avoid 14+
  Shutdown, avoid 16+
  Ammo Exp. avoid on 10+
  Ammo Exp. avoid on 12+
  AMMO EXPLOSION
  System Failure. avoid
  on 8+
  System Failure. avoid
  on 10+
  –7 Movement Points
  –8 Movement Points
  –9 Movement Points
  Pilot Damage, avoid
  on 10+
  Pilot Damage, avoid
  on 12+
  Shutdown, avoid 18+
  Shutdown, avoid 20+
  SHUTDOWN
  +6 Modiﬁer to Fire
  +7 Modiﬁer to Fire
  23
  22
  20
  19
  18
  17
  15
  14
  13
  10
   8
   5
  Shutdown, avoid 12+
  Ammo Exp. avoid on 8+
  Shutdown, avoid on 10+
  –5 Movement Points
  –6 Movement Points
  Pilot Damage, avoid
  on 8+
  +4 Modiﬁer to Fire
  +5 Modiﬁer to Fire
  Ammo Exp. avoid on 6+
  Shutdown, avoid on 8+
  –4 Movement Points
  Ammo Exp. avoid on 4+
  Shutdown, avoid on 6+
  +3 Modiﬁer to Fire
  –3 Movement Points
  Shutdown, avoid on 4+
  +2 Modiﬁer to Fire
  –2 Movement Points
  +1 Modiﬁer to Fire
  –1 Movement Points
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  BV:  
  Walking: 
  Running: 
  Jumping: 
  Sprinting: 
  Clan
  Inner Sphere
  Mixed
  Left Front Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Rear Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  Life Support
  2.
  Sensors
  3.
  Cockpit 
  4.
  5.
  Sensors
  6.
  Life Support
  1-3
  1.
  Engine 
  2.
  Engine 
  3.
  Engine 
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine 
  3.
  Engine 
  4.
  Engine 
  5.
  6.
  Center Torso
  Right Front Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Right Torso
  Right Rear Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  0
  1
  2
  3
  4
  5 *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  31
  32
  33
  34
  35
  37
  38
  36
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  LRM Status:  
  Hot Loaded
  Standard
  Turret
  Full Head Ejection System
  Turret
  Turret
  Damage Transfer
  Diagram
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Auto Eject:  
  Armor Type:  
  Standard (S)
  Ferro Fibrous (FF)
  Ferro-Lamellor (FL)
  Light Ferro Fibrous (LF)
  Heavy Ferro Fibrous (HF)
  Stealth (ST)
  Hardened (H)
  Reactive (R)
  Laser Reﬂective (LR)
  Heavy Industrial (HI)
  Industrial (I)
  Commercial (C)
  Internal Structure Type:  
  Standard (S)
  Endo-Steel (ES)
  Endo-Composite (EC)
  Reinforced (R)
  Composite (C)
  Industrial (I)
  Gyro Type:  
  Standard
  Compact
  Heavy Duty
  XL
  Double
  Single
  Compact
  Laser
  Heat Sink Type:
  Cockpit Type:  
  Dual Cockpit
  Command Console
  Standard
  Small
  Torso Mounted
  Heat Sinks:
  (       )
  Head
  Center
  Torso
  (     )
  Left
  Torso
  (     )
  Left
  Front Leg
  (     )
  Right
  Front Leg
  (     )
  Left
  Rear Leg
  (     )
  Right
  Rear Leg
  (     )
  Right
  Torso
  (     )
  Center Torso Rear (     ) 
  Torso Rear
  (     )
  Right
  Left
  Torso Rear
  (     )
  Right
  Rear Leg
  (     )
  Right
  Front Leg
  (     )
  Center
  Torso
  (     )
  Left
  Torso
  (     )
  Right
  Torso
  (     )
  Head (     )
  Left
  Rear Leg
  (     )
  Left
  Front Leg
  (     )
  
  ADVANCED GROUND VEHICLE RECORD SHEET
  TM
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  VEHICLE DATA
  GROUND COMBAT VEHICLE HIT LOCATION TABLE
  GROUND COMBAT VEHICLE CRITICAL HITS TABLE
  MOTIVE SYSTEM DAMAGE TABLE
  CREW DATA
  CRITICAL DAMAGE
  NOTES
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Dmg Min Sht Med Lng
  Tonnage:  
  BV:  
  Movement Type:
  Engine Type:
  Cruising: 
  Flank: 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Driver Hit
  Commander Hit
  Modifier to Driving 
  Skill rolls
  Modifier to all Skill rolls
  +1
  +2
   
   
   
  ATTACK DIRECTION 
   
  2D6 Roll 
  FRONT 
  REAR 
  SIDE§
   
  2* 
  Front (critical) 
  Rear (critical) 
  Side (critical) 
   
  3 
  Front† 
  Rear† 
  Side†
   
  4 
  Front† 
  Rear† 
  Side†
   
  5 
  Right Side† 
  Left Side† 
  Front† 
   
  6 
  Front 
  Rear 
  Side
   
  7 
  Front 
  Rear 
  Side
   
  8 
  Front 
  Rear 
  Side (critical)*
   
  9 
  Left Side† 
  Right Side† 
  Rear†
   
  10 
  Turret 
  Turret 
  Turret
   
  11 
  Turret 
  Turret 
  Turret
   
  12* 
  Turret (critical) 
  Turret (critical) 
  Turret (critical)
  *A result of 2 or 12 (or an 8 if the attack strikes the side) may inﬂict a critical hit on the vehicle. For each result of 2 or
  12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls
  once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfare for more information).
  A result of 12 on the Ground Combat Vehicles Hit Location Table may inﬂict critical hit against the turret; if the vehicle has 
  no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
  †The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in 
  that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in 
  Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect.
  §Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results 
  strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
   
  2D6 Roll  
  EFFECT*
   
  2–5 
  No effect
   
  6–7 
  Minor damage; +1 modiﬁer to all Driving Skill Rolls
   
  8–9 
  Moderate damage; –1 Cruising MP, +2 modiﬁer to all 
   
  Driving Skill Rolls
   
  10–11 
  Heavy damage; only half Cruising MP (round fractions up), 
   
  +3 modiﬁer to all Driving Skill Rolls
   
  12+ 
  Major damage; no movement for the rest of the game. 
   
  Vehicle is immobile.
  Attack Direction Modiﬁer: 
   
  Vehicle Type Modiﬁers:
  Hit from rear 
  +1 
  Tracked, Naval 
  +0
  Hit from the sides  
  +2 
  Wheeled 
  +2
   
   
  Hovercraft, Hydrofoil 
  +3
   
   
  WiGE 
  +4
  *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
  modiﬁer can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inﬂicting 
  a +1 modiﬁer, that is the only time that particular +1 can be applied; a subsequent roll of 6-7 
  has no additional effect. This means the maximum Driving Skill Roll modiﬁer that can be 
  inﬂicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
  to 0, it cannot move for the rest of the game, but is not considered an immobile target. In 
  addition, all motive system damage takes effect at the end of the phase in which the damage 
  occurred. For example, if two units are attacking the same Combat Vehicle during the 
  Weapon Attack Phase and the ﬁrst unit inﬂicts motive system damage and rolls a 12, the –4 
  immobile target modiﬁer would not apply for the second unit. However, the –4 modiﬁer would 
  take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 
  over a Depth 1 or deeper water hex, it sinks and is destroyed.
   
  LOCATION HIT
   
  2D6 Roll 
  FRONT 
  SIDE 
  REAR 
  TURRET
   
  2–5 
  No Critical Hit 
  No Critical Hit 
  No Critical Hit 
  No Critical Hit
   
  6 
  Driver Hit 
  Cargo/Infantry Hit 
  Weapon Malfunction 
  Stabilizer
   
  7 
  Weapon Malfunction 
  Weapon Malfunction 
  Cargo/Infantry Hit 
  Turret Jam
   
  8 
  Stabilizer 
  Crew Stunned 
  Stabilizer 
  Weapon Malfunction
   
  9 
   Sensors 
  Stabilizer 
  Weapon Destroyed 
  Turret Locks
   
  10 
  Commander Hit 
  Weapon Destroyed 
  Engine Hit 
  Weapon Destroyed
   
  11 
  Weapon Destroyed 
  Engine Hit 
  Ammunition** 
  Ammunition**
   
  12 
  Crew Killed 
  Fuel Tank* 
  Fuel Tank* 
  Turret Blown Off
  *If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
  ** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
  Front Turret Locked
  Engine Hit
  Rear Turret Locked
  Stabilizers
  Front
  Left
  Right
  Ft. Turret
  Rr. Turret
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3 D
  Rear
  ARMOR DIAGRAM
   Left Side Armor (      ) 
   Right Side Armor (      ) 
   Front Armor
  (      ) 
  Rear Armor
  (      ) 
  Rear Turret
  (      ) 
  BAR:
  Front
  Turret
  (      ) 
  
  TM
  ADVANCED V.T.O.L. RECORD SHEET
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  NOTES
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  VTOL COMBAT VEHICLE HIT LOCATION TABLE
  VTOL COMBAT VEHICLE CRITICAL HITS TABLE
  PHYSICAL ATTACKS AGAINST VTOL VEHICLES TABLE
  VEHICLE DATA
  VTOL ELEVATION TRACK
  Stabilizers
  Front
  Right
  Left
  Turret
  Sensor Hits
  +1 +2 +3 D
  Rear
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Dmg Min Sht Med Lng
  Tonnage:  
  BV:  
  Engine Type:
  Cruising: 
  Flank: 
  Pilot Hit
  *Move at Cruising speed only
  Co-Pilot Hit
  Modifier to Driving 
  Skill rolls
  Modifier to all To-Hit rolls
  +1
  +2
  Turret Locked
  Flight Stabilizer* +3
  Engine Hit
  Turn
  1
  2
  5
  3
  4
  6
  7
  8
  9 10
  Elevation
  11 12
  15
  13 14
  Turn
  16 17
  20
  18 19
  21 22 23 2425
  Elevation
  26 27
  30
  28 29
   
   
   
  ATTACK DIRECTION 
   
  2D6 Roll 
  FRONT 
  REAR 
   SIDE
   
  2* 
  Front (critical) 
  Rear (critical) 
  Side (critical)
   
  3 
  Rotors† 
  Rotors† 
  Rotors†
   
  4 
  Turret‡ 
  Turret‡ 
  Turret‡
   
  5 
  Right Side 
  Left Side 
  Front
   
  6 
  Front 
  Rear 
  Side
   
  7 
  Front 
  Rear 
  Side
   
  8 
  Front 
  Rear 
  Side (critical)*
   
  9 
  Left Side 
  Right Side 
  Rear
   
  10 
  Rotors† 
  Rotors† 
  Rotors†
   
  11 
  Rotors† 
  Rotors† 
  Rotors†
   
  12* 
  Rotors (critical)† 
   Rotors (critical)†  
  Rotors (critical)†
  *A result of 2 or 12 (or an 8 if the attack strikes the side) may inﬂict a critical hit on the VTOL. For each such attack, apply
  damage normally to the armor in that section. The attacking player then immediately rolls once on the VTOL Combat Vehicle
  Critical Hits Table, below.
  †Damage Value / 10 (round up); see Rotor Hits, p. 197, Total Warfare. Additionally, damage to rotors slows down the
  VTOL. Each hit reduces the VTOL’s Cruising MP by 1, meaning that the controlling player must also recalculate Flank MP; 
  multiply the new Cruising MP by 1.5 and round up. As with all damage, such movement penalties do not apply until the end 
  of the phase in which the damage occurred.
  ‡ If the VTOL has no turret, a turret strike hits Rotors†
   DIFFERENCE IN LEVELS  
  TYPES OF PHYSICAL ATTACK ALLOWED
   
  –1 or lower 
  None
   
  0 
  All except Punch
   
  1–2 
  All except Kick
   
  3 
  Club and Physical Weapons only
   
  4+ 
  None
   
  LOCATION HIT
   
  2D6 Roll  
  FRONT  
  SIDE  
  REAR  
  ROTORS 
  TURRET
   
  2–5 
  No Critical Hit 
  No Critical Hit  
  No Critical Hit  
  No Critical Hit 
  No Critical Hit
   
  6 
  Co-Pilot Hit 
  Weapon Malfunction 
  Cargo/Infantry Hit  
  Rotor Damage 
  Stabilizer
   
  7 
  Weapon Malfunction 
  Cargo/Infantry Hit  
  Weapon Malfunction 
  Rotor Damage 
  Turret Jam
   
  8 
  Stabilizer 
  Stabilizer 
  Stabilizer 
   Rotor Damage 
  Weapon Malfunction
   
  9 
   Sensors 
  Weapon Destroyed 
  Weapon Destroyed 
  Flight Stabilizer Hit 
  Turret Lock
   
  10 
  Pilot Hit 
  Engine Hit 
  Sensors 
  Flight Stabilizer Hit 
  Weapon Destroyed 
   
  11 
  Weapon Destroyed 
  Ammunition** 
  Engine Hit 
  Rotors Destroyed 
  Ammunition**
   
  12 
  Crew Killed 
  Fuel Tank* 
  Fuel Tank* 
  Rotors Destroyed 
  Turret Blown Off
  *Only if the VTOL has an ICE engine. For VTOLs with fusion engines, treat this result as Engine Hit.
  ** If the VTOL carries no ammunition, treat this result as Weapon Destroyed.
  BAR:
   Left Side Armor (      ) 
   Right Side Armor (      ) 
  Front Armor
  (      ) 
  Turret
  Armor
  (      ) 
  Rear Armor
  (      ) 
  Rotor
  Armor
  (      ) 
  
  LARGE NAVAL VESSEL RECORD SHEET
  TM
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  DEPTH TRACK
  NOTES
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Template:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg Min Sht Med Lng
  Tonnage:  
  BV:  
  Movement Type:
  Engine Type:
  Cruising: 
  Flank: 
  Engine Hit
  Turret 1 Locked
  Turret 2 Locked
  Turret 3 Locked
  Turret 4 Locked
  Turret 5 Locked
  Turret 6 Locked
  Turret 7 Locked
  Turret 8 Locked
  Stabilizers
  Front
  Left
  Right
  Turret 1
  Turret 2
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Turret 4
  Turret 5
  Turret 3
  Turret 7
  Turret 8
  Turret 6
  Crew:
  Gunnery Skill:
  Driving Skill:
  Life Boats:
  Turn
  Depth
  1
  2
  5
  3
  4
  6
  7
  8
  9
  10
  Turn
  Depth
  11 12
  15
  13 14
  16 17 18 19 20
   1 
   +1 
   2 
   +2 
   3 
   +3 
   4 
   +4 
   5 
   +5 
   6 
  Incp.
  Hits Taken
  Modiﬁer
  BAR:
  Rear Armor
  (      ) 
  Turret 5 Armor
  (      ) 
   Front Armor
  (      ) 
  Left Rear Armor (      ) 
  Right Rear Armor (      ) 
  Left Front Armor (      ) 
  Right Front Armor (      ) 
  Turret 6 Armor
  (      ) 
  Turret 7 Armor
  (      ) 
  Turret 8 Armor
  (      ) 
  Turret 1 Armor
  (      ) 
  Turret 2 Armor
  (      ) 
  Turret 3 Armor
  (      ) 
  Turret 4 Armor
  (      ) 
  
  SUPER-HEAVY VEHICLE RECORD SHEET
  TM
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  VEHICLE DATA
  SUPER-HEAVY VEHICLE HIT LOCATION TABLE
  SUPER-HEAVY VEHICLE CRITICAL HITS TABLE
  MOTIVE SYSTEM DAMAGE TABLE
  CREW DATA
  CRITICAL DAMAGE
  NOTES
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Dmg Min Sht Med Lng
  Tonnage:  
  BV:  
  Movement Type:
  Engine Type:
  Cruising: 
  Flank: 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Driver Hit
  Commander Hit
  Modifier to Driving 
  Skill rolls
  Modifier to all Skill rolls
  +1
  +2
   
   
   
  ATTACK DIRECTION 
   
  2D6 Roll 
  FRONT 
  REAR 
  FRONT SIDE 
  REAR SIDE
   
  2* 
  Front (critical) 
  Rear (critical) 
  Side (critical)§ 
  Side (critical)§
   
  3 
  Right Side† 
  Left Side† 
  Front† 
  Rear†
   
  4 
  Front† 
  Rear† 
  Side† 
  Side†
   
  5 
  Front† 
  Rear† 
  Side 
  Side
   
  6 
  Front 
  Rear 
  Side 
  Side
   
  7 
  Front 
  Rear 
  Side 
  Side
   
  8 
  Front 
  Rear 
  Side (critical)* 
  Side (critical)*
   
  9 
  Front† 
  Rear† 
  Side† 
  Side†
   
  10 
  Turret 
  Turret 
  Turret 
  Turret
   
  11 
  Turret 
  Turret 
  Turret 
  Turret
   
  12* 
  Turret (critical) 
  Turret (critical) 
  Turret (critical) 
  Turret (critical)
  *A result of 2 or 12 (or an 8 if the attack strikes the side) may inﬂict a critical hit on the vehicle. For each result of 2 or
  12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls
  once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 194 in Total Warfare for more information).
  A result of 12 on the Ground Combat Vehicles Hit Location Table may inﬂict critical hit against the turret; if the vehicle has 
  no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
  †The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in 
  that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in 
  Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect.
  §If the attack hits the front right or left side, all Front side results strike the front armor, while Rear Side results strike the
  rear right or rear left side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
   
  LOCATION HIT
   
  2D6 Roll  
  FRONT  
  SIDE  
  REAR  
  TURRET
   
  2–5 
  No Critical Hit  
  No Critical Hit  
  No Critical Hit  
  No Critical Hit
   
  6 
  Driver Hit  
  Cargo/Infantry Hit  
  Weapon Malfunction  
  Stabilizer
   
  7 
  Weapon Malfunction  
  Weapon Malfunction  
  Cargo/Infantry Hit  
  Turret Jam
   
  8 
  Stabilizer  
  Crew Stunned  
  Stabilizer 
   Weapon Malfunction
   
  9 
   Sensors  
  Stabilizer  
  Weapon Destroyed  
  Turret Locks
   
  10 
  Commander Hit  
  Weapon Destroyed  
  Engine Hit  
  Weapon Destroyed
   
  11 
  Weapon Destroyed  
  Engine Hit  
  Ammunition**  
  Ammunition**
   
  12 
  Crew Killed  
  Fuel Tank*  
  Fuel Tank*  
  Turret Blown Off
  *If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
  ** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
  Front Turret Locked
  Engine Hit
  Rear Turret Locked
  Stabilizers
  Front
  Left
  Right
  Ft. Turret
  Rr. Turret
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3 D
  Rear
   
  2D6 Roll  
  EFFECT*
   
  2–5 
  No effect
   
  6–7 
  Minor damage; +1 modiﬁer to all Driving Skill Rolls
   
  8–9 
  Moderate damage; –1 Cruising MP, +2 modiﬁer to all 
   
  Driving Skill Rolls
   
  10–11 
  Heavy damage; only half Cruising MP (round fractions up), 
   
  +3 modiﬁer to all Driving Skill Rolls
   
  12+ 
  Major damage; no movement for the rest of the game. 
   
  Vehicle is immobile.
  Attack Direction Modiﬁer: 
   
  Vehicle Type Modiﬁers:
  Hit from rear 
  +1 
  Tracked, Naval 
  +0
  Hit from the sides  
  +2 
  Wheeled 
  +2
   
   
  Hovercraft, Hydrofoil 
  +3
   
   
  WiGE 
  +4
  *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
  modiﬁer can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inﬂicting 
  a +1 modiﬁer, that is the only time that particular +1 can be applied; a subsequent roll of 6-7 
  has no additional effect. This means the maximum Driving Skill Roll modiﬁer that can be 
  inﬂicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
  to 0, it cannot move for the rest of the game, but is not considered an immobile target. In 
  addition, all motive system damage takes effect at the end of the phase in which the damage 
  occurred. For example, if two units are attacking the same Combat Vehicle during the 
  Weapon Attack Phase and the ﬁrst unit inﬂicts motive system damage and rolls a 12, the –4 
  immobile target modiﬁer would not apply for the second unit. However, the –4 modiﬁer would 
  take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 
  over a Depth 1 or deeper water hex, it sinks and is destroyed.
  ARMOR DIAGRAM
  Front Armor
  (      ) 
  Rear Armor
  (      ) 
  BAR:
  Rear
  Turret Armor
  (      ) 
  Front
  Turret Armor
  (      ) 
  Front Right Side Armor (      ) Rear Right Side Armor (      ) 
  Rear Left Side Armor (      ) Front Left Side Armor (      ) 
  
  ADVANCED 
  CONVENTIONAL INFANTRY
   RECORD SHEET
  TM
  CONVENTIONAL INFANTRY
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  RECOVERING NERVE TABLE
  NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
  BURST-FIRE WEAPON DAMAGE VS. CONVENTIONAL INFANTRY TABLE
  MORALE TABLE
   
  NUMBER OF CONVENTIONAL
  WEAPON TYPE* 
  TROOPERS HIT†
  Direct Fire (Ballistic or Energy) 
  Damage Value / 10
  Cluster (Ballistic) 
  Damage Value / 10 + 1
  Pulse** 
  Damage Value / 10 + 2
  Cluster (Missile) 
  Damage Value / 5
  Area-Effect (AE) 
  Damage Value / .5
  Burst-Fire 
  See Burst-Fire Weapons Table
  Physical Attack†† 
  Damage Value / 10
  Heat-Effect Weapons 
  See Heat-Effect Weapons‡
  *See Combat, p. 113 in Total Warfare, for weapon terminology.
  **Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons.
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of  armor protection.
   Attacks by non-infantry weapons against mechanized infantry double the number of troopers eliminated;
   round all fractions up.
  ††Unless the physical attack weapon has a stated anti-infantry value (like the Combine), treat any physical 
  attack as a Damage Value/10.
  ‡Each Heat-Effect Weapon has speciﬁc damage against conventional infantry, as noted on either the
   appropriate Weapon and Equipment Tables or in Other Combat Weapons and Equipment (see p. 129 in
   Total Warfare).
  ’MECHS, PROTOMECHS AND VEHICLES
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  AP Gauss Riﬂe 
  2D6
  Light Machine Gun 
  1D6
  Machine Gun 
  2D6
  Heavy Machine Gun 
  3D6
  Small/Micro Pulse Laser 
  2D6
  Flamer 
  4D6
  BATTLE ARMOR
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  Light Machine Gun 
  1D6/2 (round up)
  Machine Gun 
  1D6
  Heavy Machine Gun 
  2D6
  Flamer 
  3D6
  Light Recoilless Riﬂe 
  1D6
  Medium Recoilless Riﬂe 
  2D6
  Heavy Recoilless Riﬂe 
  2D6
  Light Mortar 
  1D6
  Heavy Mortar 
  1D6
  Automatic Grenade Launcher 
  1D6/2 (round up)
  Heavy Grenade Launcher 
  1D6
   Experience BattleMechs* 
  Combat Vehicles† 
  Infantry‡ 
  Support Vehicles§
   Level 
  Morale Target 
  Morale Target 
  Morale Target 
  Morale Target
   Green  
  4 
  6 
  9 
  10 
   Regular  
  2 
  4 
  6 
  7
   Veteran 
  —§§ 
  2 
  4 
  5
   
  Elite 
  —§§ 
  —§§ 
  2 
  2
  * Includes ProtoMechs and aerospace ﬁghters.
  † Includes military conventional ﬁghters, Small Craft and DropShips.
  ‡ Includes military Support Vehicles.
  § Includes IndustrialMechs (unless piloted by a military MechWarrior, in which case treat as a Combat 
  Vehicle) and all civilian aerospace units.
  §§ See Infernos and Cruise Missile Attack (p. 211).
  SPECIAL SOURCE MODIFIER (ALL)
  Inferno  
  +1/+3*
  Cruise Missile 
  +2
  *The modiﬁer to the left of the slash is for all non-infantry units, the modiﬁer to the right of the slash for 
  infantry.
  ATTACK SOURCE MODIFIER (INFANTRY ONLY)
  BattleMech in LOS  
  +1
  Artillery  
  +2
  Flamer or Fire  
  +3
  OTHER MODIFIERS MODIFIER (INFANTRY ONLY)
  Broken Morale  
  +1
  Cumulative Modiﬁers
  Light or Medium Battle Armor Unit  
  –1
  Heavy or Assault Battle Armor Unit 
  –2
  Anti-’Mech Skill of 5 or less 
  –1
  Conventional Infantry with Armor (see p. 317) 
  –1
  Unit in Building  
  –2
  NOTE: These modiﬁers only apply if a friendly unit/commander is within seventeen hexes of the unit 
  attempting to recover its nerve.
  COMMANDERS*
  Sub-force Commander in LOS  
  –1
  Force Commander in LOS  
  –2
  INFANTRY ONLY
  Friendly non-’Mech, non-infantry unit in LOS  
  –1
  Friendly ’Mech in LOS 
  –2
  Another Routed Infantry Unit in LOS 
  +1
  Another Routed Non-Infantry Unit in LOS 
  +2
  Routed Unit 
  +3
  *Only applies if Commanders (see p. 191) are in use.
  Notes:
  Max Weapon Damage*
  Movement MP: 
  Type: 
  Gunnery Skill:
  Experience:
  Armor Type: 
  Divisor: 
  Armor Type: 
  Divisor: 
  Anti-’Mech Skill:
  CONVENTIONAL INFANTRY: PLATOON/POINT 1
  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
  *Damage is always applied in 2-point 
  Damage Value groupings
   
   
   
   
   
   
   
   RANGE IN HEXES (TO-HIT MODIFIER)
  Range 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  Range Modiﬁer 
   
  — — — — — — — — — — — — — — — — — — — — — —
   
   
   
   
   
   
   
   
  Field Gun Type: 
   
   
   
   
   
   
   Ammo:
  Disposable Weapon: 
   
   
   
   
   
   Ammo:
  Disposable Weapon: 
   
   
   
   
   
   Ammo:
  Disposable Weapon: 
   
   
   
   
   
   Ammo:
  Notes:
  Max Weapon Damage*
  Movement MP: 
  Type: 
  Gunnery Skill:
  Experience:
  Anti-’Mech Skill:
  CONVENTIONAL INFANTRY: PLATOON/POINT 2
  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
  *Damage is always applied in 2-point 
  Damage Value groupings
   
   
   
   
   
   
   
   RANGE IN HEXES (TO-HIT MODIFIER)
  Range 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  Range Modiﬁer 
   
  — — — — — — — — — — — — — — — — — — — — — —
   
   
   
   
   
   
   
   
  Field Gun Type: 
   
   
   
   
   
   
   Ammo:
  Disposable Weapon: 
   
   
   
   
   
   Ammo:
  Disposable Weapon: 
   
   
   
   
   
   Ammo:
  Disposable Weapon: 
   
   
   
   
   
   Ammo:
  
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  SATELLITE RECORD SHEET
  ARMOR DIAGRAM
  Standard Scale
  HEAT DATA
  CRITICAL DAMAGE
  CREW DATA
  NOTES
  SATELLITE DATA
  Type:
  Thrust:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  Qty Type
  Loc. Ht
  Tonnage:  
  Station Keeping Only
  SRV MRV LRV ERV
  (0–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  Gunnery Skill:
  Crew:
  Passengers:
  Other:
  Life Boats/Escape Pods: 
  Marines:
  Elementals:
  Battle Armor:
  Piloting Skill:
   1 
   +1 
   2 
   +2 
   3 
   +3 
   4 
   +4 
   5 
   +5 
   6 
  Incp.
  Hits Taken
  Modiﬁer
  /
  Cost:
  Ammo:
  BV:  
  Avionics
  +1
  +2
  +5
  Right
  +1
  +2
  +3
  D
  Left
  +1
  +2
  +3
  D
  Thrusters
  CIC
  +2
  +4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  Heat Sinks:
  Heat Generation Per Arc
  (       )
  Nose:
  Aft:
  Right:
  Left:
  Single
  Double
  Nose Damage 
  Threshold (Total Armor)
        (     )
  Aft Damage
   Threshold
  (Total Armor)
         (     )
  Right
  Damage Threshold
  (Total Armor)
         (     )
  Left
  Damage Threshold
  (Total Armor)
         (     )
  BAR:
  Structural
  Integrity:
  1
  
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  MOBILE STRUCTURE
  TEMPLATE
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  Hex #
  
  STRUCTURE RECORD SHEET
  TM
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  CREW DATA
  STRUCTURE DATA
  STRUCTURE MAP
  CF & ARMOR
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  0101
  0107
  0106
  0105
  0103
  0104
  0102
  0301
  0307
  0306
  0305
  0303
  0304
  0302
  0501
  0507
  0506
  0505
  0503
  0504
  0502
  0701
  0707
  0706
  0705
  0703
  0704
  0702
  0901
  0907
  0906
  0905
  0903
  0904
  0902
  0201
  0207
  0206
  0205
  0203
  0204
  0202
  0401
  0407
  0406
  0405
  0403
  0404
  0402
  0601
  0607
  0606
  0605
  0603
  0604
  0602
  0801
  0807
  0806
  0805
  0803
  0804
  0802
  Cost:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Hex/Loc
  Dmg
  Min Sht Med Lng
  Hex
  CF
  Armor
  Hex
  CF
  Armor
  BV:  
  Inner Sphere
  Clan
  Crew:
  Gunnery Skill:
  Gunnery Skill:
  Powerplant Type:
  Movement Type:
  Description:
  Levels:
  MP:
  Level:
  Level:
  Level:
  Level:
  Level:
  Level:
  
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  LARGE NAVAL VESSEL TEMPLATES
  LEGEND
  Pivot Point
  Turret
  T
  Aft Weapons
  A
  Forward Weapons
  F
  Fore/Left Weapons
  FL
  Fore/Right Weapons
  FR
  Left Weapons
  L
  Right Weapons
  R
  Aft/Left Weapons
  AL
  Aft/Right Weapons
  AR
  Forward
  Right
  Left
  Aft
  Type A
  F
  R
  L
  A
  T1
  Forward
  Aft/Right
  Aft/Left
  Fore/Right
  Fore/Left
  T
  T
  F
  FL FR
  AL AR
  A
  1
  2
  Aft
  Type B
  Aft
  Forward
  Aft/Right
  Aft/Left
  Fore/Right
  Fore/Left
  Type C
  T
  T
  F
  FL
  FR
  AL
  AR
  A
  1
  4
  T2
  T3
  Aft
  Forward
  Aft/Right
  Aft/Left
  Fore/Right
  Fore/Left
  Type D
  T
  T
  F
  FL
  FR
  AL
  AR
  A
  1
  6
  T2
  T3
  T4
  T5
  Forward
  Aft/Right
  Aft/Left
  Fore/Right
  Fore/Left
  Aft
  Type E
  T
  T
  F
  FL
  FR
  AL
  AR
  A
  1
  8
  T2
  T3
  T4
  T6
  T7
  T5
  
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  SIMULTANEOUS MOVEMENT RECORD SHEET
  MOVEMENT RECORD
   Turn #
   
   
  Starting Starting 
  Movement 
  Ending 
  Ending 
  Torso 
  # Hexes
   Unit ID 
  Hex 
  Facing 
   
  Hex 
  Facing 
  Facing 
  Moved
   Side:
  Movement Key:-
  F x = Move forward x number of hexes
  R x = Turn right (x hex facing, no number means 1 hexside)
  L x = Turn left (x hex facing, no number means 1 hexside)
  J = Jump
  SU = Stand Up
  SL = Sidestep left (four-legged or jumping ’Mechs only)
  SR = Sidestep right (four-legged or jumping ’Mechs only)
  B x = Move backward x number of hexes
  TL x = Turn left (free movement for a jumping ’Mech)
  TR x = Turn right (free movement for a jumping ’Mech)
  L x = Landing x number of hexes (airborne aerospace units)
  T x = Take-off x number of hexes (grounded aerospace units)
  U x = Up x number of level/elevations/depths 
  D x = Down x number of level/elevations/depths 
  O = Opportunity ﬁre (see p. 86)
  A
  D
  B
  C
  F
  E
  Unit Facing
  Compass
  
  © 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  LINE OF SIGHT CHART
  TM
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  26 
  27 
  28 
  29 
  30
  DISTANCE (In Hexes)
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  LEVELS
  or
  ELEVATIONS
  DISTANCE (In Hexes)
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  Standing ’Mech: 2 levels
  Prone ’Mech: 1 level 
  ProtoMechs, Vehicles and Infantry: 1 level 
  Airborne Non-Aerospace Units: VTOLs and WiGE vehicles, or 
  other units expending such MP (such as a battle armor unit expending 
  VTOL MP), add their elevation +1 to the level of the underlying hex; 
  airborne Large Support Vehicles add their elevation +2. 
  Submarines (non-template): A vessel on the surfaces rises1 level 
  above the level of the hex.
  Ground Based Mobile Structures: Add 2 levels for “undercarriage”
  Support Unit Template A: 0 levels above surface/1 level below surface
  Support Unit Template B: 1 levels above surface/1 level below surface
  Support Unit Template C: 1 level above surface/2 levels below surface
  Support Unit Template D: 2 levels above surface/2 levels below surface
  Support Unit Template E: 3 levels above surface/3 levels below surface
  Large Support Vehicles: 2 levels
  Grounded Fighter: 1 level
  Grounded small craft: 2 levels
  Grounded Aerodyne DropShip: 5 levels
  Grounded Spheroid DropShip: 10 levels 
  Unit Heights:
  
  hEAvy wEAPonS AnD EquIPMEnT CoMBAT DATA
  PAGE 404 
  heAvy weApons AnD equipment comBAt DAtA
  Weapon/Item
  Type §
  Heat Std 
  (Aero)
  Damage  Std 
  (Aero)
  Range
  Min/Sht/Med/Lng (Aero)
  Ammo 
  (per Ton)
  To-Hit 
  Modifier
  TC Comp
  Rules 
  Level
  Ref
  Active Probes
  Bloodhound AP
  E
  0 (0)
  0 (0)
  —/—/—/8 (*)
  NA
  NA
  NA
  Exp
  278
  Watchdog CEWS
  E
  0 (0)
  0 (0)
  —/—/—/4 (*)
  NA
  NA
  NA
  Exp 
  278
  Actuator Enhancement Sys. (Arm)
  T
  0
  0
  NA (NA)
  NA
  –1*
  NA
  Exp 
  279
  Actuator Enhancement Sys. (Leg)
  PE, T
  0
  0
  NA (NA)
  NA
  NA
  NA
  Exp 
  279
  Angel ECM
  E
  0
  0
  —/—/—/6 (*)
  NA
  NA
  NA
  Exp 
  279
  Armor
  Ferro-Lamellor
  Armor
  NA
  NA
  NA
  NA
  NA
  NA
  Exp 
  279
  Hardened
  Armor
  NA
  NA
  NA
  NA
  NA
  NA
  Exp 
  280
  Laser-Reflective (IS)
  Armor
  NA
  NA
  NA
  NA
  NA
  NA
  Exp 
  280
  Laser-Reflective (Clan)
  Armor
  NA
  NA
  NA
  NA
  NA
  NA
  Exp 
  280
  Modular
  Armor
  NA
  NA
  NA
  NA
  NA
  NA
  Exp 
  281
  Reactive (IS)
  Armor
  NA
  NA
  NA
  NA
  NA
  NA
  Exp 
  282
  Reactive (Clan)
  Armor
  NA
  NA
  NA
  NA
  NA
  NA
  Exp 
  282
  Vehicular Stealth
  E, Armor
  10* (10*)
  NA
  NA
  NA
  NA
  NA
  Exp 
  282
  Armored Components
  Armor
  NA
  NA
  NA
  NA
  NA
  NA
  Exp 
  282
  Armored Motive System (IS)
  Armor
  NA
  NA
  NA
  NA
  NA
  NA
  Exp
  283
  Armored Motive System (Clan)
  Armor
  NA
  NA
  NA
  NA
  NA
  NA
  Exp
  283
  Artemis V FCS
  T
  0
  0
  NA
  NA
  –1*
  N
  Exp 
  283
  Artillery
  Arrow IV Missile (IS)
  AE, S, F
  10 (10*)
  20A (NA)*
  8 boards (NA)
  5
  0
  N
  Adv 
  284
  Arrow IV Missile (Clan)
  AE, S, F
  10 (10*)
  20A (NA)*
  9 boards (NA)
  5
  0
  N
  Adv 
  284
  Thumper
  AE, S, F
  6 (6*)
  15A (NA)*
  21 boards (NA)
  20
  0
  N
  Adv 
  284
  Sniper
  AE, S, F
  10 (10*)
  20A (NA)*
  18 boards (NA)
  10
  0
  N
  Adv 
  284
  Long Tom
  AE, S, F
  20 (20*)
  25A (NA)*
  30 boards (NA)
  5
  0
  N
  Adv 
  284
  Cruise Missile/50
  AE
  50
  50A (NA)*
  50 boards (NA)
  1/25
  0
  N
  Exp 
  285
  Cruise Missile/70
  AE
  70
  70A (NA)*
  90 boards (NA)
  1/35
  0
  N
  Exp 
  285
  Cruise Missile/90
  AE
  90
  90A (NA)*
  120 boards (NA)
  1/45
  0
  N
  Exp 
  285
  Cruise Missile/120
  AE
  120
  120A (NA)*
  150 boards (NA)
  1/60
  0
  N
  Exp 
  285
  Artillery Cannons
  Thumper
  DB, AE, S
  5 (5)
  5A (5)
  3/4/9/14 (Medium)
  20
  0
  N
  Exp 
  285
  Sniper
  DB, AE, S
  10 (10)
  10A (10)
  2/4/8/12 (Medium)
  10
  0
  N
  Exp 
  285
  Long Tom
  DB, AE, S
  20 (20)
  20A (20)
  4/6/13/20 (Long)
  5
  0
  N
  Exp 
  285
  Autocannons
  Hyper-Velocity AC/2
  DB, S, X*
  1 (1)
  2 (2)
  3/10/20/35 (Extreme)
  30
  0
  Y
  Exp 
  285
  Hyper-Velocity AC/5
  DB, S, X*
  3 (3)
  5 (5)
  —/8/16/28 (Extreme)
  15
  0
  Y
  Exp 
  285
  Hyper-Velocity AC/10
  DB, S, X*
  7 (7)
  10 (10)
  —/6/12/20 (Long)
  8
  0
  Y
  Exp 
  285
  ProtoMech AC/2
  DB, S
  1 (1)
  2 (2)
  —/7/14/20 (Long)
  40
  0
  Y
  Adv 
  286
  ProtoMech AC/4
  DB, S
  1 (1)
  4 (4)
  —/5/10/15 (Medium)
  20
  0
  Y
  Adv 
  286
  ProtoMech AC/8
  DB, S
  2 (2)
  8 (8)
  —/3/7/10 (Short)
  10
  0
  Y
  Adv 
  286
  Rotary AC/2 (Clan)
  DB, R/C
  1/sht (2)
  2/Sht,R6* (8)
  —/8/17/25 (Extreme)
  45
  0
  Y*
  Exp 
  286
  Rotary AC/5 (Clan)
  DB, R/C
  1/sht (2)
  5/sht,R6* (20)
  —/7/14/21 (Long)
  20
  0
  Y*
  Exp 
  286
  BattleMech/Vehicle HarJel
  PE
  NA
  NA
  NA (NA)
  NA
  NA
  NA
  Exp 
  288
  BattleMech Melee Weapons
  Chain Whip
  ME
  0 (NA)
  3* (NA)
  PHYS (NA)
  NA
  –2*
  N
  Exp 
  288
  Claws
  ME
  0 (NA)
  1/7T* (NA)
  PHYS (NA)
  NA
  0
  N
  Adv 
  289
  Flail
  ME
  0 (NA)
  9* (NA)
  PHYS (NA)
  NA
  0
  N
  Exp 
  289
  Lance
  ME
  0 (NA)
  1/6T* (NA)
  PHYS (NA)
  NA
  +1
  N
  Exp 
  290
  Mace
  ME
  0 (NA)
  1/4T* (NA)
  PHYS (NA)
  NA
  +1
  N
  Adv 
  290
  Shield, Small
  ME, PD
  0 (NA)
  * (NA)
  PHYS (NA)
  NA
  –2*
  N
  Exp 
  290
  Shield, Medium
  ME, PD
  0 (NA)
  * (NA)
  PHYS (NA)
  NA
  –3*
  N
  Exp 
  290
  Shield, Large
  ME, PD
  0 (NA)
  * (NA)
  PHYS (NA)
  NA
  –4*
  N
  Exp 
  290
  Spikes
  ME, PD
  0 (NA)
  * (NA)
  PHYS (NA)
  NA
  NA
  N
  Exp 
  290
  Talons
  ME
  0 (NA)
  * (NA)
  PHYS (NA)
  NA
  NA
  N
  Exp 
  290
  Vibroblade, Small
  ME, V
  3* (NA)
  7* (NA)
  PHYS (NA)
  NA
  –2
  N
  Exp 
  292
  Vibroblade, Medium
  ME, V
  5* (NA)
  10* (NA)
  PHYS (NA)
  NA
  –2
  N
  Exp 
  292
  Vibroblade, Large
  ME, V
  7* (NA)
  14* (NA)
  PHYS (NA)
  NA
  –2
  N
  Exp 
  292
  BattleMech/ProtoMech Motive Systems
  Jump Pack / Drop Pack
  PE
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  292
  Mechanical Jump Boosters
  PE
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  292
  Partial Wing (’Mech)
  PE
  * (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  292
  Partial Wing (ProtoMech)
  PE
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  292
  UMUs (’Mech)
  PE
  1* (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  295
  UMUs (ProtoMech)
  PE
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  295
  Blue Shield PFD
  PD, X
  0 (0)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  296
  Booby Trap
  AE, OS
  NA (NA)
  * (*)
  * (*)
  OS
  NA
  NA
  Exp 
  297
  C3 Systems
  C3 Boosted Master
  E, CE, T
  0 (0)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  298
  C3 Boosted Slave
  E, CE, T
  0 (0)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  298
  C3 Emergency Master
  E, T
  0 (0)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  298
  C3 Remote Sensor Launcher
  M, E
  0 (0)
  NA (NA)
  0/3/6/9 (Short)
  4
  NA
  N
  Exp 
  298
  CASE II (IS)
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  299
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  
  hEAvy wEAPonS AnD EquIPMEnT ConSTRuCTIon DATA
  PAGE 405 
  heAvy weApons AnD equipment constRuction DAtA
  Weapon/Item
  Tech
  Base
  Tech 
  Rating
  Latest Intro Date
  (IS / Clan)
  Item / Ammo
  Cost (C-bills)
  Weight 
  (Tons)
  Space §§
  M
  P
  CV
  SV
  F
  SC
  DS
  JS
  WS
  SS
  MS
  Active Probes
  Bloodhound AP
  IS
  E/X-X-F
  3058P / NA
  500,000
  2
  3
  NA
  1
  3
  1
  1
  1
  NA
  NA
  NA
  1
  Watchdog CEWS
  Clan
  F/X-X-F
  NA / 3059P
  600,000
  1.5
  2
  1
  1
  2
  1
  1
  1
  NA
  NA
  NA
  1
  Actuator Enhancement Sys. (Arm)
  IS/Clan
  E/X-X-F
  3070P / 3070P
  500xTT
  *
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Actuator Enhancement Sys. (Leg)
  IS/Clan
  E/X-X-F
  3070P / 3070P
  700xTT
  *
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Angel ECM
  IS/Clan
  F/X-X-F
  3057P / 3058P
  750,000
  2
  2
  1
  1
  2
  1
  1
  1
  NA
  NA
  NA
  1
  Armor
  Ferro-Lamellor
  Clan
  F/X-X-F
  NA / 3070P
  35,000xAT
  *
  12
  NA
  1
  1*
  2*
  NA
  NA
  NA
  NA
  NA
  NA
  Hardened
  IS/Clan
  D/X-X-F
  3047P / 3061P
  15,000xAT
  *
  0
  NA
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Laser-Reflective (IS)
  IS
  E/X-X-F
  3058P / NA
  30,000xAT
  *
  10
  NA
  1
  1*
  2*
  NA
  NA
  NA
  NA
  NA
  NA
  Laser-Reflective (Clan)
  Clan
  F/X-X-F
  NA / 3061P
  30,000xAT
  *
  5
  NA
  1
  1*
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  Modular
  IS/Clan
  D/X-X-F
  3072P / 3074P
  10,000xAT
  1*
  1*
  NA
  1
  1*
  2
  NA
  NA
  NA
  NA
  NA
  NA
  Reactive (IS)
  IS
  E/X-X-F
  3063P / NA
  30,000xAT
  *
  14
  NA
  2
  2*
  3*
  NA
  NA
  NA
  NA
  NA
  NA
  Reactive (Clan)
  Clan
  F/X-X-F
  NA / 3065P
  30,000xAT
  *
  7
  NA
  1
  1*
  2*
  NA
  NA
  NA
  NA
  NA
  NA
  Vehicular Stealth
  IS
  E/X-X-F
  3067P / NA
  50,000xAT
  *
  NA
  NA
  2*
  2*
  2*
  NA
  NA
  NA
  NA
  NA
  NA
  Armored Components
  IS/Clan
  E/X-X-F
  3061P / 3061P
  150,000xCS
  +0.5**
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Armored Motive System (IS)
  IS
  E/X-X-F
  NA / 3071P
  100,000xIT
  0.15xTT*
  NA
  NA
  0
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Armored Motive System (Clan)
  Clan
  F/X-X-F
  3057P / NA
  100,000xIT
  0.10xTT*
  NA
  NA
  0
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Artemis V FCS
  Clan
  F/X-X-F
  NA / 3061P
  250,000 / x5
  +1.5**
  +2**
  NA
  +0
  +2**
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  Artillery
  Arrow IV Missile (IS)
  IS
  E/E-F-E
  3044 / 2600
  450,000 / 10,000
  15
  15
  NA
  1
  15
  1
  1
  1
  NA
  NA
  NA
  1
  Arrow IV Missile (Clan)
  Clan
  F/E-F-E
  NA / 2850
  450,000 / 10,000
  12
  12
  NA
  1
  12
  1
  1
  1
  NA
  NA
  NA
  1
  Thumper
  IS/Clan
  B/C-C-C
  PS / PS
  187,500 / 4,500
  15
  15
  NA
  1
  15
  1
  1
  1
  NA
  NA
  NA
  1
  Sniper
  IS/Clan
  B/C-C-C
  PS / PS
  300,000 / 6,000
  20
  20
  NA
  1
  20
  1
  1
  1
  NA
  NA
  NA
  1
  Long Tom
  IS/Clan
  B/C-C-C
  PS / PS
  450,000 / 10,000
  30
  NA
  NA
  1
  30
  NA
  1
  1
  NA
  NA
  NA
  1
  Cruise Missile/50
  IS
  E/X-X-F
  3065P / NA
  900,000 / 20,000
  55
  NA
  NA
  1
  55
  NA
  1
  1
  NA
  NA
  NA
  1
  Cruise Missile/70
  IS
  E/X-X-F
  3065P / NA
  1,250,000 / 50,000
  80
  NA
  NA
  1
  80
  NA
  1
  1
  NA
  NA
  NA
  1
  Cruise Missile/90
  IS
  E/X-X-F
  3065P / NA
  2,550,000 / 90,000
  100
  NA
  NA
  1
  100
  NA
  1
  1
  NA
  NA
  NA
  1
  Cruise Missile/120
  IS
  E/X-X-F
  3065P / NA
  3,000,000 / 140,000
  135
  NA
  NA
  1
  120
  NA
  1
  1
  NA
  NA
  NA
  1
  Artillery Cannons
  Thumper
  IS/Clan
  B/X-F-E
  3012P / 3032P
  200,000 / 10,000
  10
  7
  NA
  1
  7
  1
  1
  1
  NA
  NA
  NA
  1
  Sniper
  IS/Clan
  B/X-F-E
  3012P / 3032P
  475,000 / 15,000
  15
  10
  NA
  1
  10
  1
  1
  1
  NA
  NA
  NA
  1
  Long Tom
  IS/Clan
  B/X-F-E
  3012P / 3032P
  650,000 / 20,000
  20
  15
  NA
  1
  15
  1
  1
  1
  NA
  NA
  NA
  1
  Autocannons
  Hyper-Velocity AC/2
  IS
  D/X-X-F
  3059P / NA
  100,000 / 3,000
  8
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Hyper-Velocity AC/5
  IS
  D/X-X-F
  3059P / NA
  160,000 / 10,000
  12
  4
  NA
  1
  4
  1
  1
  1
  1
  1
  1
  1
  Hyper-Velocity AC/10
  IS
  D/X-X-F
  3060P / NA
  230,000 / 20,000
  14
  6
  NA
  1
  6
  1
  1
  1
  1
  1
  1
  1
  ProtoMech AC/2
  Clan
  F/X-X-F
  NA / 3073
  95,000 / 1,200
  3.5
  2
  1*
  1
  2
  1
  1
  1
  1
  1
  1
  1
  ProtoMech AC/4
  Clan
  F/X-X-F
  NA / 3073
  133,000 / 4,800
  4.5
  3
  1*
  1
  3
  1
  1
  1
  1
  1
  1
  1
  ProtoMech AC/8
  Clan
  F/X-X-F
  NA / 3073
  175,000 / 6,300
  5.5
  4
  1*
  1
  4
  1
  1
  1
  1
  1
  1
  1
  Rotary AC/2 (Clan)
  Clan
  F/X-X-F
  NA / 3073P
  175,000 / 3,000
  8
  4
  NA
  1
  4
  1
  1
  1
  1
  1
  1
  1
  Rotary AC/5 (Clan)
  Clan
  F/X-X-F
  NA / 3073P
  275,000 / 12,000
  10
  8
  NA
  1
  8
  1
  1
  1
  1
  1
  1
  1
  BattleMech/Vehicle HarJel
  IS/Clan
  E-X-X-E
  3067P / 3059P
  120,000xCS
  1*
  1*
  NA
  1*
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  BattleMech Melee Weapons
  Chain Whip
  IS
  C/X-X-F
  3071P / NA
  120,000
  3
  2*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Claws
  IS
  B/X-F-E
  3060 / NA
  200xTT
  TT÷15*
  TT÷15*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Flail
  IS
  B/X-X-E
  3057P / NA
  110,000
  5
  4*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Lance
  IS
  C/X-X-F
  3064P / NA
  150xTT
  TT÷20*
  TT÷20*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Mace
  IS
  B/X-F-D
  3061 / NA
  130,000
  TT÷10*
  TT÷10*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Shield, Small
  IS
  D/X-X-F
  3067P / NA
  50,000
  2
  3
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Shield, Medium
  IS
  D/X-X-F
  3067P / NA
  100,000
  4
  5
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Shield, Large
  IS
  D/X-X-F
  3067P / NA
  300,000
  6
  7
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Spikes
  IS
  C/X-E-E
  3051 / NA
  50xTT
  0.5
  1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Talons
  Clan
  E/X-X-F
  NA / 3072
  300xTT
  TT÷15*
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Vibroblade, Small
  IS
  D/X-X-E
  3065P / NA
  150,000
  3
  1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Vibroblade, Medium
  IS
  D/X-X-E
  3065P / NA
  400,000
  5
  2
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Vibroblade, Large
  IS
  D/X-X-E
  3066P / NA
  750,000
  7
  4
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  BattleMech/ProtoMech Motive Systems
  Jump Pack / Drop Pack
  IS/Clan
  D/C-D-C
  2457 / 2457
  20,000xIT
  Var*
  0
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Mechanical Jump Boosters
  IS
  E/X-X-F
  3060P / NA
  †
  Var*
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Partial Wing (’Mech)
  Clan
  F/X-X-E
  NA / 3067P
  50,000xIT
  TT÷20*
  6*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Partial Wing (ProtoMech)
  Clan
  F/X-X-E
  NA / 3070P
  50,000xIT
  TT÷5*
  NA
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  UMUs (’Mech)
  IS/Clan
  E/X-X-E
  3066P / 3061P
  †
  Var*
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  UMUs (ProtoMech)
  Clan
  E/X-X-E
  NA / 3061P
  †
  Var*
  NA
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Blue Shield PFD
  IS
  E/X-X-F
  3053P / NA
  1,000,000
  3
  7*
  NA
  Var*
  Var*
  4*
  NA
  NA
  NA
  NA
  NA
  NA
  Booby Trap
  IS
  B/D-F-D
  PS / NA
  100,000
  Var*
  1*
  NA
  1*
  1*
  1*
  1*
  0*
  0*
  0*
  0*
  0*
  C3 Systems
  C3 Boosted Master
  IS
  E/X-X-F
  3073P / NA
  3,000,000
  6
  6*
  NA
  1*
  6*
  1*
  NA
  NA
  NA
  NA
  NA
  1
  C3 Boosted Slave
  IS
  E/X-X-F
  3073P / NA
  500,000
  3
  2*
  NA
  1*
  2*
  1*
  NA
  NA
  NA
  NA
  NA
  1
  C3 Emergency Master
  IS
  E/X-X-F
  3071P / NA
  2,800,000
  2
  2*
  NA
  1*
  2*
  1*
  NA
  NA
  NA
  NA
  NA
  1
  C3 Remote Sensor Launcher
  IS
  E/X-X-F
  3072P / NA
  400,000 / 100,000
  4
  3
  NA
  1
  3
  1
  1
  NA
  NA
  NA
  NA
  1
  CASE II (IS)
  IS
  E/X-X-F
  3064P / NA
  175,000
  1
  1
  NA
  NA
  NA
  1
  NA
  NA
  NA
  NA
  NA
  NA
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  
  hEAvy wEAPonS AnD EquIPMEnT CoMBAT DATA
  PAGE 406 
  Weapon/Item
  Type §
  Heat Std 
  (Aero)
  Damage  Std 
  (Aero)
  Range
  Min/Sht/Med/Lng (Aero)
  Ammo 
  (per Ton)
  To-Hit 
  Modifier
  TC Comp
  Rules 
  Level
  Ref
  CASE II (Clan)
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  299
  Chaff Pod
  PD, E, OS
  0 (0)
  NA (NA)
  NA (NA)
  OS
  NA
  NA
  Exp 
  299
  Chameleon LPS
  E
  6 (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  300
  Cockpit Systems
  Cockpit Command Console
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  300
  Small Aerospace Cockpit
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  300
  Torso-Mounted Cockpit
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  300
  Collapsible Command Module
  E
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  301
  Combat Vehicle Chassis Mods
  Flotation Hull
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  302
  Limited Amphibious
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  302
  Fully Amphibious
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  303
  Dune Buggy
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  303
  Enviro (Vacuum) Sealing
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  303
  Coolant Pod
  PE, OS
  * (*)
  NA (NA)
  NA (NA)
  OS
  NA
  NA
  Exp 
  303
  Docking Hardpoint 
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  304
  Docking Thrusters
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  305
  Drone (Remote) Systems
  Drone Carrier Control System
  E
  NA (NA)
  NA (NA)
  * (*)
  NA
  NA
  NA
  Adv 
  305
  Drone Operating System
  E
  NA (NA)
  NA (NA)
  * (*)
  NA
  +1*
  NA
  Adv 
  306
  Energy Storage Battery
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  306
  Engines
  Combat Vehicle Fission
  Engine
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  307
  Combat Vehicle Fuel Cell
  Engine
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  307
  Large (ICE)
  Engine
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  307
  Large (Fusion)
  Engine
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  307
  Large (Light Fusion)
  Engine
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  307
  Large (XL – Inner Sphere)
  Engine
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  307
  Large (XL – Clan)
  Engine
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  307
  Large (XXL – Inner Sphere)
  Engine
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  307
  Large (XXL – Clan)
  Engine
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  307
  XXL Fusion (Inner Sphere)
  Engine
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  309
  XXL Fusion (Clan)
  Engine
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  309
  Ejection Systems
  Combat Vehicle Escape Pod
  PE, OS
  NA (NA)
  NA (NA)
  NA (NA)
  OS
  NA
  NA
  Exp 
  309
  Full-Head Ejection System
  PE, OS
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  310
  Electronic Warfare Equipment
  E
  NA (NA)
  NA (NA)
  —/—/—/3 (*)
  NA
  NA
  NA
  Exp 
  310
  Flamers
  ER Flamer
  DE, H, AI
  4 (4)
  2* (2)
  0/3/5/7 (Short)
  NA
  0
  N
  Adv 
  312
  Heavy Flamer
  DE, H, AI
  5 (5)
  4* (4)
  0/2/3/4 (Short)
  10
  0
  N
  Adv 
  312
  Flight Deck / Helipad
  Flight Deck
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  312
  Helipad
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  312
  Fluid Gun
  DE, S
  0 (0)
  * (*)
  0/1/2/3 (Short)
  20
  0
  N
  Adv 
  313
  Gauss Rifles
  Improved Heavy Gauss
  DB, X
  2 (2)
  22 (22)
  3/6/12/19 (Long)
  4
  0
  Y
  Exp 
  313
  MagShot
  DB, X
  1 (1)
  2 (2)
  0/3/6/9 (Short)
  50
  0
  Y
  Adv 
  314
  Silver Bullet Gauss
  DB, C, F, X
  1 (1)
  C1/15 (9)
  2/7/15/22 (Long)
  8
  –1
  Y
  Exp 
  314
  Grav Decks
  (less then 100-meter diameter)
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  315
  (100- to 250-meter diameter) 
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  315
  (over 250-meter diameter) 
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  315
  Grenade Launcher, Vehicular
  AE, OS
  1 (1)
  * (*)
  —/—/—/1 (*)
  OS
  NA
  N
  Adv 
  315
  Handheld Weapon
  PE
  0 (NA)
  Var* (NA)
  Var* (NA)
  Var*
  Var*
  N
  Exp 
  315
  Heat Sinks
  Compact Heat Sinks
  PE
  –1 (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  316
  Laser Heat Sinks
  PE
  –2 (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  316
  Landing Deck
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  319
  Lasers
  Binary Laser (Blazer) Cannon
  DE
  12 (12)
  16 (16)
  0/5/10/15 (Medium)
  NA
  0
  Y
  Exp 
  319
  Bombast Laser
  DE, V
  * (12)
  * (12)
  0/5/10/15 (Medium)
  NA
  Var*
  Y
  Exp 
  320
  Chemical Laser, Small
  DE
  1 (1)
  3 (3)
  0/1/2/3 (Short)
  60
  0
  Y
  Exp 
  320
  Chemical Laser, Medium
  DE
  2 (2)
  5 (5)
  0/3/6/9 (Short)
  30
  0
  Y
  Exp 
  320
  Chemical Laser, Large
  DE
  6 (6)
  8 (8)
  0/5/10/15 (Medium)
  10
  0
  Y
  Exp 
  320
  ER Pulse Laser, Small
  P, AI
  3 (3)
  5 (5)
  0/2/4/6 (Short)
  NA
  –1
  Y*
  Exp 
  320
  ER Pulse Laser, Medium
  P
  6 (6)
  7 (7)
  0/5/9/14 (Medium)
  NA
  –1
  Y*
  Exp 
  320
  ER Pulse Laser, Large
  P
  13 (13)
  10 (10)
  0/7/15/23 (Long)
  NA
  –1
  Y*
  Exp 
  320
  Improved Heavy Laser, Small
  DE
  3 (3)
  6 (6)
  0/1/2/3 (Short)
  NA
  0
  Y
  Exp 
  321
  Improved Heavy Laser, Medium
  DE
  7 (7)
  10 (10)
  0/3/6/9 (Short)
  NA
  0
  Y
  Exp 
  321
  Improved Heavy Laser, Large
  DE
  18 (18)
  16 (16)
  0/5/10/15 (Medium)
  NA
  0
  Y
  Exp 
  321
  Variable-Speed Laser, Small
  P, V, AI
  3 (3)
  5/4/3* (4)
  0/2/4/6 (Short)
  NA
  Var*
  Y*
  Adv 
  321
  Variable-Speed Laser, Medium
  P, V, AI
  7 (7)
  9/7/5* (7)
  0/2/5/9 (Short)
  NA
  Var*
  Y*
  Adv 
  321
  Variable-Speed Laser, Large
  P, V, AI
  10 (10)
  11/9/7* (10/7*)
  0/4/8/15 (Medium)
  NA
  Var*
  Y*
  Adv 
  321
  X-Pulse Laser, Small
  P, AI
  3 (3)
  3 (3)
  0/2/4/5 (Short)
  NA
  –2
  Y*
  Exp 
  321
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  
  hEAvy wEAPonS AnD EquIPMEnT ConSTRuCTIon DATA
  PAGE 407 
  Weapon/Item
  Tech
  Base
  Tech 
  Rating
  Latest Intro Date
  (IS / Clan)
  Item / Ammo
  Cost (C-bills)
  Weight 
  (Tons)
  Space §§
  M
  P
  CV
  SV
  F
  SC
  DS
  JS
  WS
  SS
  MS
  CASE II (Clan)
  Clan
  F/X-X-F
  NA / 3062P
  175,000
  0.5
  1
  NA
  NA
  NA
  1
  NA
  NA
  NA
  NA
  NA
  NA
  Chaff Pod
  IS
  C/X-X-E
  NA / 3069P
  2,000
  1
  1
  NA
  1
  1
  1
  1
  1
  NA
  NA
  NA
  1
  Chameleon LPS
  IS
  E/F-X-X
  2630X / 2630
  600,000
  0
  6*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Cockpit Systems
  Cockpit Command Console
  IS/Clan
  D/C-F-E
  3030 / 2631
  500,000
  3*
  1*
  NA
  1*
  1*
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  Small Aerospace Cockpit
  IS
  E/X-X-E
  3070 / NA
  175,000
  2*
  NA
  NA
  NA
  NA
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  Torso-Mounted Cockpit
  IS/Clan
  E/X-X-F
  3053P / 3055P
  750,000
  4*
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Collapsible Command Module
  IS
  D/E-F-E
  2710 / 2710
  500,000
  16
  12
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Combat Vehicle Chassis Mods
  Flotation Hull
  IS/Clan
  B/B-B-B
  PS / PS
  1.25xTC
  0*
  NA
  NA
  0*
  NA
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  Limited Amphibious
  IS/Clan
  B/B-B-B
  PS / PS
  10,000xIT
  TT÷25*
  NA
  NA
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Fully Amphibious
  IS/Clan
  B/B-B-B
  PS / PS
  10,000xIT
  TT÷10*
  NA
  NA
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Dune Buggy
  IS/Clan
  B/B-B-B
  PS / PS
  10xTTxTT
  0*
  NA
  NA
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Enviro (Vacuum) Sealing
  IS/Clan
  B/C-D-C
  PS / PS
  1.25xTC
  TT÷10*
  NA
  NA
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Coolant Pod
  IS/Clan
  D/X-X-E
  3049P / 3056P
  50,000
  1
  1
  NA
  NA
  NA
  1
  NA
  NA
  NA
  NA
  NA
  NA
  Docking Hardpoint 
  IS/Clan
  B/C-C-C
  ES / ES
  100,000
  1,000
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0
  0
  0
  1
  Docking Thrusters
  IS/Clan
  B/C-C-C
  PS / PS
  15,000xIT
  TT÷50*
  NA
  NA
  NA
  3*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Drone (Remote) Systems
  Drone Carrier Control System
  IS/Clan
  C/E-F-F
  ES / ES
  10,000xIT
  Var*
  NA
  NA
  1
  1
  NA
  0
  0
  0
  0
  0
  0
  Drone Operating System
  IS/Clan
  C/E-F-F
  ES / ES
  5,000+(10,000xIT)
  Var*
  1*
  NA
  1*
  1*
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  Energy Storage Battery
  IS/Clan
  D/C-E-D
  2131 / 2131
  1,000,000
  100,000
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0
  NA
  Engines
  Combat Vehicle Fission
  IS
  D/E-E-D
  2882 / NA
  (7,500xERxTT)÷75
  *
  *
  NA
  *
  NA
  *
  NA
  NA
  NA
  NA
  NA
  NA
  Combat Vehicle Fuel Cell
  IS/Clan
  D/C-D-D
  ES / ES
  (3,500xERxTT)÷75
  *
  *
  NA
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  XXL Fusion (Inner Sphere)
  IS
  F/X-X-F
  3055P / 2954X
  (100,000xERxTT)÷75
  *
  +12*
  NA
  +4*
  NA
  +4*
  NA
  NA
  NA
  NA
  NA
  NA
  XXL Fusion (Clan)
  Clan
  F/X-X-F
  NA / 3030P
  (100,000xERxTT)÷75
  *
  +8*
  NA
  +3*
  NA
  +3*
  NA
  NA
  NA
  NA
  NA
  NA
  Large (ICE)
  IS/Clan
  C/A-A-A
  2630P / 2630P
  (2,500xERxTT)÷75
  *
  +2*
  NA
  +1*
  NA
  +1*
  NA
  NA
  NA
  NA
  NA
  NA
  Large (Fusion)
  IS/Clan
  D/C-E-D
  2630P / 2630P
  (10,000xERxTT)÷75
  *
  +2*
  NA
  +1*
  NA
  +1*
  NA
  NA
  NA
  NA
  NA
  NA
  Large (Light Fusion)
  IS
  E/X-X-E
  3065P / NA
  (30,000xERxTT)÷75
  *
  +6*
  NA
  +2*
  NA
  +2*
  NA
  NA
  NA
  NA
  NA
  NA
  Large (XL – Inner Sphere)
  IS
  E/D-F-E
  3045P / 2635X
  (40,000xERxTT)÷75
  *
  +8*
  NA
  +3*
  NA
  +3*
  NA
  NA
  NA
  NA
  NA
  NA
  Large (XL – Clan)
  Clan
  E/D-F-E
  NA / 2840P
  (40,000xERxTT)÷75
  *
  +6*
  NA
  +2*
  NA
  +2*
  NA
  NA
  NA
  NA
  NA
  NA
  Large (XXL – Inner Sphere)
  IS
  F/X-X-F
  3057P / NA
  (200,000xERxTT)÷75
  *
  +14*
  NA
  +5*
  NA
  +5*
  NA
  NA
  NA
  NA
  NA
  NA
  Large (XXL – Clan)
  Clan
  F/X-X-F
  NA / 2970P
  (200,000xERxTT)÷75
  *
  +10*
  NA
  +3*
  NA
  +3*
  NA
  NA
  NA
  NA
  NA
  NA
  Ejection Systems
  Combat Vehicle Escape Pod
  IS
  D/X-X-E
  3038P / NA
  10,000
  4
  NA
  NA
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Full-Head Ejection System
  IS/Clan
  D/X-X-E
  3023 / 3052
  1,725,000
  0
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Electronic Warfare Equipment
  IS
  D/X-F-E
  3025 / NA
  500,000
  7.5
  4
  NA
  1
  1
  1
  1
  1
  NA
  NA
  NA
  1
  Flamers
  ER Flamer
  IS/Clan
  D/X-X-E
  3070 / 3067
  15,000
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Heavy Flamer
  IS/Clan
  C/X-X-E
  3068 / 3067
  11,250 / 2,000
  1.5
  1
  1
  1
  1
  1
  1
  1
  NA
  NA
  NA
  1
  Flight Deck / Helipad
  Flight Deck
  IS/Clan
  B/A-A-A
  PS / PS
  1,000,000
  25,000
  NA
  NA
  NA
  10
  NA
  NA
  NA
  NA
  NA
  NA
  1
  Helipad
  IS/Clan
  B/A-A-A
  PS / PS
  200,000
  500
  NA
  NA
  NA
  5
  NA
  NA
  NA
  NA
  NA
  NA
  1
  Fluid Gun
  IS/Clan
  B/B-B-B
  PS / PS
  35,000 / 500
  2
  2
  NA
  1
  1
  1
  1
  1
  NA
  NA
  NA
  1
  Gauss Rifles
  Improved Heavy Gauss
  IS
  E/X-X-F
  3065P / NA
  700,000 / 20,000
  20
  11
  NA
  1
  11
  1
  1
  1
  1
  1
  1
  1
  MagShot
  IS
  E/X-X-D
  3072P / NA
  8,500 / 1,000
  0.5
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Silver Bullet Gauss
  IS
  D/X-X-F
  3051P / NA
  350,000 / 25,000
  15
  7
  NA
  1
  7
  1
  1
  1
  1
  1
  1
  1
  Grav Decks
  (less then 100-meter diameter)
  IS/Clan
  B/C-C-C
  ES / ES
  5,000,000
  50
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0
  0
  0
  NA
  (100- to 250-meter diameter) 
  IS/Clan
  B/C-C-C
  ES / ES
  10,000,000
  100
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0
  0
  0
  NA
  (over 250-meter diameter) 
  IS/Clan
  B/C-C-C
  ES / ES
  40,000,000
  500
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0
  NA
  Grenade Launcher, Vehicular
  IS/Clan
  C/D-E-F
  PS / PS
  10,000
  0.5
  1
  1
  1
  1
  1
  1
  1
  NA
  NA
  NA
  1
  Handheld Weapon
  IS/Clan
  D/E-E-F
  3055P / 2490P
  2xIC††
  *
  *
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Heat Sinks
  Compact Heat Sinks
  IS
  E/X-X-F
  3058P / NA
  3,000
  1.5
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Laser Heat Sinks
  Clan
  F/X-X-E
  NA / 3051
  6,000
  1
  3*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Landing Deck
  IS/Clan
  B/C-C-C
  ES / ES
  500,000xHX
  500xHX*
  1xHX*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1*
  Lasers
  Binary Laser (Blazer) Cannon
  IS
  D/X-E-E
  2812P / NA
  200,000
  9
  4
  NA
  1
  4
  1
  1
  1
  1
  1
  1
  1
  Bombast Laser
  IS
  E/X-X-E
  3064P / NA
  200,000
  7
  3
  NA
  1
  3
  1
  1
  1
  1
  1
  1
  1
  Chemical Laser, Small
  Clan
  E/X-X-E
  NA / 3059P
  10,000 / 30,000
  0.5
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Chemical Laser, Medium
  Clan
  E/X-X-E
  NA / 3059P
  30,000 / 30,000
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Chemical Laser, Large
  Clan
  E/X-X-E
  NA / 3059P
  75,000 / 30,000
  5
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  ER Pulse Laser, Small
  Clan
  F/X-X-E
  NA / 3057P
  30,000
  1.5
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  ER Pulse Laser, Medium
  Clan
  F/X-X-E
  NA / 3057P
  150,000
  2
  2
  1
  1
  2
  1
  1
  1
  1
  1
  1
  1
  ER Pulse Laser, Large
  Clan
  F/X-X-E
  NA / 3057P
  400,000
  6
  3
  1
  1
  3
  1
  1
  1
  1
  1
  1
  1
  Improved Heavy Laser, Small
  Clan
  F/X-X-F
  NA / 3069P
  30,000
  0.5
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Improved Heavy Laser, Medium
  Clan
  F/X-X-F
  NA / 3069P
  150,000
  1
  2
  1
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Improved Heavy Laser, Large
  Clan
  F/X-X-F
  NA / 3069P
  350,000
  4
  3
  1
  1
  3
  1
  1
  1
  1
  1
  1
  1
  Variable-Speed Laser, Small
  IS
  E/X-X-E
  3070P / NA
  60,000
  2
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Variable-Speed Laser, Medium
  IS
  E/X-X-E
  3070P / NA
  200,000
  4
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Variable-Speed Laser, Large
  IS
  E/X-X-E
  3070P / NA
  465,000
  9
  4
  NA
  1
  4
  1
  1
  1
  1
  1
  1
  1
  X-Pulse Laser, Small
  IS
  E/X-X-E
  3057P / NA
  31,000
  1
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  
  hEAvy wEAPonS AnD EquIPMEnT CoMBAT DATA
  PAGE 408 
  Weapon/Item
  Type §
  Heat Std 
  (Aero)
  Damage  Std 
  (Aero)
  Range
  Min/Sht/Med/Lng (Aero)
  Ammo 
  (per Ton)
  To-Hit 
  Modifier
  TC Comp
  Rules 
  Level
  Ref
  X-Pulse Laser, Medium
  P
  6 (6)
  6 (6)
  0/3/6/9 (Short)
  NA
  –2
  Y*
  Exp 
  321
  X-Pulse Laser, Large
  P
  14 (14)
  9 (9)
  0/5/10/15 (Medium)
  NA
  –2
  Y*
  Exp 
  321
  Laser Anti-Missile System (IS)
  PD
  7 (7)
  NA (NA)
  NA (NA)
  NA
  NA
  N
  Exp 
  322
  Laser Anti-Missile System (Clan)
  PD
  5 (5)
  NA (NA)
  NA (NA)
  NA
  NA
  N
  Exp 
  322
  Laser Insulator
  PE
  –1** (–1**)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  322
  Light Sail
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  323
  Lithium-Fusion Battery
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  323
  Mass Drivers
  Light Mass Driver
  CAP, AE
  NA (30)
  NA (60-C)
  NA (Long-C)
  1/30
  +2*
  N
  Exp 
  323
  Medium Mass Driver
  CAP, AE
  NA (60)
  NA (100-C)
  NA (Long-C)
  1/60
  +2*
  N
  Exp 
  323
  Heavy Mass Driver
  CAP, AE
  NA (90)
  NA (140-C)
  NA (Long-C)
  1/90
  +2*
  N
  Exp 
  323
  ’Mech Mortar/1 (IS)
  M, C, S
  1 (NA)
  * (NA)
  6/7/14/21 (NA)
  24
  +3*
  N
  Adv 
  324
  ’Mech Mortar/1 (Clan)
  M, C, S
  1 (NA)
  * (NA)
  6/7/14/21 (NA)
  24
  +3*
  N
  Adv 
  324
  ’Mech Mortar/2 (IS)
  M, C, S
  2 (NA)
  * (NA)
  6/7/14/21 (NA)
  12
  +3*
  N
  Adv 
  324
  ’Mech Mortar/2 (Clan)
  M, C, S
  2 (NA)
  * (NA)
  6/7/14/21 (NA)
  12
  +3*
  N
  Adv 
  324
  ’Mech Mortar/4 (IS)
  M, C, S
  5 (NA)
  * (NA)
  6/7/14/21 (NA)
  6
  +3*
  N
  Adv 
  324
  ’Mech Mortar/4 (Clan)
  M, C, S
  5 (NA)
  * (NA)
  6/7/14/21 (NA)
  6
  +3*
  N
  Adv 
  324
  ’Mech Mortar/8 (IS)
  M, C, S
  10 (NA)
  * (NA)
  6/7/14/21 (NA)
  4
  +3*
  N
  Adv 
  324
  ’Mech Mortar/8 (Clan)
  M, C, S
  10 (NA)
  * (NA)
  6/7/14/21 (NA)
  4
  +3*
  N
  Adv 
  324
  MechWarrior Aquatic Survival System
  PE
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  325
  Mine Dispensers
  Vehicular (Land or Maritime)
  PE
  0 (0)
  * (*)
  —/—/—/0 (*)
  2*
  NA
  NA
  Adv 
  325
  Space
  PE
  NA (0)
  * (*)
  NA (0)
  2*
  NA
  NA
  Adv 
  325
  Minesweeper
  PE
  0 (NA)
  * (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  326
  Missile Launchers
  Enhanced LRM 5
  M, C, S
  2 (2)
  1/Msl, C5/5 (3)
  3/7/14/21 (Long)
  24
  0
  N
  Exp 
  326
  Enhanced LRM 10
  M, C, S
  4 (4)
  1/Msl, C5/10 (6)
  3/7/14/21 (Long)
  12
  0
  N
  Exp 
  326
  Enhanced LRM 15
  M, C, S
  5 (5)
  1/Msl, C5/15 (9)
  3/7/14/21 (Long)
  8
  0
  N
  Exp 
  326
  Enhanced LRM 20
  M, C, S
  6 (6)
  1/Msl, C5/20 (12)
  3/7/14/21 (Long)
  6
  0
  N
  Exp 
  326
  Extended LRM 5
  M, C, S
  3 (3)
  1/Msl, C5/5 (3)
  10/12/22/38 (Ext.)
  18
  0
  N
  Exp 
  327
  Extended LRM 10
  M, C, S
  6 (6)
  1/Msl, C5/10 (6)
  10/12/22/38 (Ext.)
  9
  0
  N
  Exp 
  327
  Extended LRM 15
  M, C, S
  8 (8)
  1/Msl, C5/15 (9)
  10/12/22/38 (Ext.)
  6
  0
  N
  Exp 
  327
  Extended LRM 20
  M, C, S
  12 (12)
  1/Msl, C5/20 (12)
  10/12/22/38 (Ext.)
  4
  0
  N
  Exp 
  327
  Improved One-Shot Launcher
  PE
  * (*)
  * (*)
  * (*)
  OS
  NA
  NA
  Adv 
  327
  Streak LRM 5
  M, C*
  2 (2)
  5 (5)
  0/7/14/21 (Long)
  24
  0
  N
  Exp 
  327
  Streak LRM 10
  M, C*
  4 (4)
  10* (10)
  0/7/14/21 (Long)
  12
  0
  N
  Exp 
  327
  Streak LRM 15
  M, C*
  5 (5)
  15* (15)
  0/7/14/21 (Long)
  8
  0
  N
  Exp 
  327
  Streak LRM 20
  M, C*
  6 (6)
  20* (20)
  0/7/14/21 (Long)
  6
  0
  N
  Exp 
  327
  Streak LRM (ProtoMech, per tube)
  M, C*
  1 (NA)
  1 (NA)
  0/7/14/21 (NA)
  120
  0 
  N
  Exp 
  327
  Mobile Field Base
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  330
  Mobile Hyperpulse Generators
  Mobile HPG
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  330
  Ground-Mobile HPG
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  330
  M-Pod
  PD, C, V, X
  0 (NA)
  15/10/5* (NA)
  0/1/2/3 (NA)
  OS
  –1*
  N
  Adv 
  330
  MRM “Apollo” FCS
  E
  0 (0)
  * (*)
  NA (NA)
  NA
  –1*
  N
  Adv 
  330
  Naval (Capital) Autocannons
  NAC/10
  CAP, AE
  NA (30)
  NA (10-C)
  NA (Long-C)
  5/1
  0*
  N
  Adv 
  331
  NAC/20
  CAP, AE
  NA (60)
  NA (20-C)
  NA (Long-C)
  5/2
  0*
  N
  Adv 
  331
  NAC/25
  CAP, AE
  NA (85)
  NA (25-C)
  NA (Long-C)
  5/3
  0* 
  N
  Adv 
  331
  NAC/30
  CAP, AE
  NA (100)
  NA (30-C)
  NA (Long-C)
  5/4
  0* 
  N
  Adv 
  331
  NAC/35
  CAP, AE
  NA (120)
  NA (35-C)
  NA (Medium-C)
  1
  0* 
  N
  Adv 
  331
  NAC/40
  CAP, AE
  NA (135)
  NA (40-C)
  NA (Medium-C)
  5/6
  0* 
  N
  Adv 
  331
  Naval C3
  CAP, E
  NA (NA)
  NA (NA)
  NA (*)
  NA
  NA
  NA
  Exp 
  332
  Naval Comm-Scanner Suites
  Small NCSS
  CAP, E
  NA (NA)
  NA (NA)
  NA (*)
  NA
  NA 
  NA
  Adv 
  332
  Large NCSS
  CAP, E
  NA (NA)
  NA (NA)
  NA (*)
  NA
  NA 
  NA
  Adv 
  332
  Naval (Capital) Gauss
  Light N-Gauss
  CAP, AE
  NA (9)
  NA (15-C)
  NA (Extreme-C)
  5
  0* 
  N
  Adv 
  333
  Medium N-Gauss
  CAP, AE
  NA (15)
  NA (25-C)
  NA (Extreme-C)
  5/2
  0* 
  N
  Adv 
  333
  Heavy N-Gauss
  CAP, AE
  NA (18)
  NA (30-C)
  NA (Extreme-C)
  2
  0* 
  N
  Adv 
  333
  Naval (Capital) Lasers
  NL35
  CAP, AE
  NA (52)
  NA (3.5-C)
  NA (Long-C)
  NA
  0* 
  N
  Adv 
  333
  NL45
  CAP, AE
  NA (70)
  NA (4.5-C)
  NA (Extreme-C)
  NA
  0* 
  N
  Adv 
  333
  NL55
  CAP, AE
  NA (85)
  NA (5.5-C)
  NA (Extreme-C)
  NA
  0* 
  N
  Adv 
  333
  Naval (Capital) PPCs
  Light N-PPC
  CAP, AE
  NA (105)
  NA (7-C)
  NA (Long-C)
  NA
  0* 
  N
  Adv 
  333
  Medium N-PPC
  CAP, AE
  NA (135)
  NA (9-C)
  NA (Extreme-C)
  NA
  0* 
  N
  Adv 
  333
  Heavy N-PPC
  CAP, AE
  NA (225)
  NA (15-C)
  NA (Extreme-C)
  NA
  0* 
  N
  Adv 
  333
  Naval Repair Facilities
  Unpressurized
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA 
  NA
  Adv 
  334
  Pressurized
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA 
  NA
  Adv 
  334
  Reinforced (Unpressurized)
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  334
  Naval Tug Adaptor
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA 
  NA
  Adv 
  334
  Null-Signature System
  E
  10 (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  336
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  
  hEAvy wEAPonS AnD EquIPMEnT ConSTRuCTIon DATA
  PAGE 409 
  Weapon/Item
  Tech
  Base
  Tech 
  Rating
  Latest Intro Date
  (IS / Clan)
  Item / Ammo
  Cost (C-bills)
  Weight 
  (Tons)
  Space §§
  M
  P
  CV
  SV
  F
  SC
  DS
  JS
  WS
  SS
  MS
  X-Pulse Laser, Medium
  IS
  E/X-X-E
  3057P / NA
  110,000
  2
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  X-Pulse Laser, Large
  IS
  E/X-X-E
  3057P / NA
  275,000
  7
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Laser Anti-Missile System (IS)
  IS
  E/X-X-E
  3059P / NA
  225,000
  1.5
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Laser Anti-Missile System (Clan)
  Clan
  F/X-X-E
  NA / 3048P
  225,000
  1
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Laser Insulator
  IS/Clan
  *
  2575X / 2575X
  3,000
  +0.5**
  +1**
  NA
  +1** +1** +1** +1**
  NA
  NA
  NA
  NA
  NA
  Light Sail
  IS/Clan
  C/C-E-D
  2165 / 2165
  100,000xIT
  TT÷10*
  NA
  NA
  NA
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Lithium-Fusion Battery
  IS/Clan
  *
  3043 / 2531
  3xKF
  TT÷100*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1
  1
  NA
  NA
  Mass Drivers
  Light Mass Driver
  IS
  D/X-X-F
  2715P / NA
  150M / 150,000
  30,000
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1*
  1*
  NA
  Medium Mass Driver
  IS
  D/X-X-F
  2715P / NA
  280M / 300,000
  50,000
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1*
  1*
  NA
  Heavy Mass Driver
  IS
  D/X-X-F
  2715P / NA
  500M / 600,000
  100,000
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1*
  1*
  NA
  ’Mech Mortar/1 (IS)
  IS
  B/D-F-E
  3043 / 2531X
  7,000 / 10,000
  2
  1
  NA
  1
  1
  NA
  NA
  NA
  NA
  NA
  NA
  1
  ’Mech Mortar/1 (Clan)
  Clan
  B/D-F-E
  NA / 2840
  7,000 / 10,000
  1
  1
  NA
  1
  1
  NA
  NA
  NA
  NA
  NA
  NA
  1
  ’Mech Mortar/2 (IS)
  IS
  B/D-F-E
  3043 / 2531X
  15,000 / 10,000
  5
  2
  NA
  1
  2
  NA
  NA
  NA
  NA
  NA
  NA
  1
  ’Mech Mortar/2 (Clan)
  Clan
  B/D-F-E
  NA / 2840
  15,000 / 10,000
  2.5
  1
  NA
  1
  1
  NA
  NA
  NA
  NA
  NA
  NA
  1
  ’Mech Mortar/4 (IS)
  IS
  B/D-F-E
  3043 / 2531X
  32,000 / 10,000
  7
  3
  NA
  1
  3
  NA
  NA
  NA
  NA
  NA
  NA
  1
  ’Mech Mortar/4 (Clan)
  Clan
  B/D-F-E
  NA / 2840
  32,000 / 10,000
  3.5
  2
  NA
  1
  2
  NA
  NA
  NA
  NA
  NA
  NA
  1
  ’Mech Mortar/8 (IS)
  IS
  B/D-F-E
  3043 / 2531X
  70,000 / 10,000
  10
  5
  NA
  1
  5
  NA
  NA
  NA
  NA
  NA
  NA
  1
  ’Mech Mortar/8 (Clan)
  Clan
  B/D-F-E
  NA / 2840
  70,000 / 10,000
  5
  3
  NA
  1
  3
  NA
  NA
  NA
  NA
  NA
  NA
  1
  MechWarrior Aquatic Survival System
  IS/Clan
  D/X-X-D
  3048P / 3062P
  4,000
  1.5
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Mine Dispensers
  Vehicular (Land or Maritime)
  IS/Clan
  B/E-E-E
  PS / PS
  20,000 / 20,000
  0.5
  1
  NA
  1
  1
  1
  1
  1
  NA
  NA
  NA
  1
  Space
  IS/Clan
  D/E-F-E
  ES / ES
  15,000 / 15,000
  10
  NA
  NA
  NA
  1*
  1*
  1
  1
  1
  1
  1
  NA
  Minesweeper
  IS/Clan
  C/D-D-D
  PS / PS
  40,000
  3
  NA
  NA
  1*
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  1
  Missile Launchers
  Enhanced LRM-5 (NLRM 5)
  IS
  E/X-X-F
  3058P / NA
  37,500 / 31,000
  3
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Enhanced LRM-10 (NLRM 10)
  IS
  E/X-X-F
  3058P / NA
  125,000 / 31,000
  6
  4
  NA
  1
  4
  1
  1
  1
  1
  1
  1
  1
  Enhanced LRM-15 (NLRM 15)
  IS
  E/X-X-F
  3058P / NA
  157,000 / 31,000
  9
  6
  NA
  1
  6
  1
  1
  1
  1
  1
  1
  1
  Enhanced LRM-20 (NLRM 20)
  IS
  E/X-X-F
  3058P / NA
  312,500 / 31,000
  12
  9
  NA
  1
  9
  1
  1
  1
  1
  1
  1
  1
  Extended LRM-5 (ELRM 5)
  IS
  E/X-X-F
  3054P / NA
  60,000 / 35,000
  6
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Extended LRM-10 (ELRM 10)
  IS
  E/X-X-F
  3054P / NA
  200,000 / 35,000
  8
  4
  NA
  1
  4
  1
  1
  1
  1
  1
  1
  1
  Extended LRM-15 (ELRM 15)
  IS
  E/X-X-F
  3054P / NA
  350,000 / 35,000
  12
  6
  NA
  1
  12
  1
  1
  1
  1
  1
  1
  1
  Extended LRM-20 (ELRM 20)
  IS
  E/X-X-F
  3054P / NA
  500,000 / 35,000
  18
  8
  NA
  1
  18
  1
  1
  1
  1
  1
  1
  1
  Improved One-Shot Launcher
  IS/Clan
  B/X-X-F
  3056 / 3058
  0.8xIC
  –0.5**
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  Streak LRM-5
  Clan
  F/X-X-F
  NA / 3057P
  75,000 / 60,000
  2
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Streak LRM-10
  Clan
  F/X-X-F
  NA / 3057P
  225,000 / 60,000
  5
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Streak LRM-15
  Clan
  F/X-X-F
  NA / 3057P
  400,000 / 60,000
  7
  3
  NA
  1
  3
  1
  1
  1
  1
  1
  1
  1
  Streak LRM-20
  Clan
  F/X-X-F
  NA / 3057P
  600,000 / 60,000
  10
  5
  NA
  1
  5
  1
  1
  1
  1
  1
  1
  1
  Streak LRM (ProtoMech, per tube)
  Clan
  F/X-X-F
  NA / 3065P
  15,000 / 60,000
  0.4
  NA
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA 
  Mobile Field Base
  IS/Clan
  D/X-X-E
  3059 / 3060
  150,000
  20
  NA
  NA
  1
  1
  NA
  NA
  NA
  NA
  NA
  NA
  1
  Mobile Hyperpulse Generators
  Mobile HPG
  IS/Clan
  E/E-X-F
  2655 / 2655
  1,000,000,000
  50
  NA
  NA
  NA
  50
  NA
  1
  1
  1
  1
  1
  1
  Ground-Mobile HPG
  IS/Clan
  F/F-X-F
  2751 / 2751
  4,000,000,000
  12
  12
  NA
  1
  12
  1
  1
  1
  1
  1
  1
  1
  M-Pod
  IS
  C/X-X-E
  3064 / NA
  6,000
  1
  1
  NA
  1
  1
  NA
  NA
  NA
  NA
  NA
  NA
  1
  MRM “Apollo” FCS
  IS
  D/X-X-E
  3071 / NA
  125,000
  +1**
  +1**
  NA
  +0** +1** +0** +0** +0** +0** +0** +0** +0**
  Naval (Capital) Autocannons
  NAC/10
  IS/Clan
  D/E-X-E
  2195 / 2195
  2M / 30,000
  2,000
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  NAC/20
  IS/Clan
  D/E-X-E
  2197 / 2197
  5M / 60,000
  2,500
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  NAC/25
  IS/Clan
  D/E-X-E
  2200 / 2200
  7.5M / 75,000
  3,000
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  NAC/30
  IS/Clan
  D/E-X-E
  2200 / 2200
  10.5M / 90,000
  3,500
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  NAC/35
  IS/Clan
  D/E-X-E
  2201 / 2201
  14M / 105,000
  4,000
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  NAC/40
  IS/Clan
  D/E-X-E
  2202 / 2202
  18M / 120,000
  4,500
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  Naval C3
  IS
  F/X-X-F
  3065P / NA
  100,000xIT
  *
  NA
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  0*
  0*
  NA
  Naval Comm-Scanner Suites
  Small NCSS
  IS/Clan
  D/D-E-E
  2200 / 2200
  50,000,000
  100
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  0*
  0*
  0*
  NA
  Large NCSS
  IS/Clan
  D/D-E-E
  2200 / 2200
  250,000,000
  500
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  0*
  0*
  0*
  NA
  Naval (Capital) Gauss
  Light N-Gauss
  IS/Clan
  *
  2448 / 2448
  20.3M / 45,000
  4,500
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  Medium N-Gauss
  IS/Clan
  *
  2448 / 2448
  30.35M / 75,000
  5,500
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  Heavy N-Gauss
  IS/Clan
  *
  2449 / 2449
  50.05M / 90,000
  7,000
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  Naval (Capital) Lasers
  NL35
  IS/Clan
  *
  2305 / 2305
  500,000
  700
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  NL45
  IS/Clan
  *
  2305 / 2305
  850,000
  900
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  NL55
  IS/Clan
  *
  2307 / 2307
  1,250,000
  1,100
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  Naval (Capital) PPCs
  Light N-PPC
  IS/Clan
  *
  2358 / 2358
  2,000,000
  1,400
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  Medium N-PPC
  IS/Clan
  *
  2358 / 2358
  3,250,000
  1,800
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  Heavy N-PPC
  IS/Clan
  *
  2356 / 2356
  9,050,000
  3,000
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1-C* 1-C* 1-C*
  1*
  Naval Repair Facilities
  Unpressurized
  IS/Clan
  C/C-E-D
  ES / ES
  5,000xC
  0.025xC
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  0*
  NA
  Pressurized
  IS/Clan
  C/C-E-D
  ES / ES
  10,000xC
  0.075xC
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  0*
  NA
  Reinforced (Unpressurized)
  IS
  C/F-X-F
  3065P / NA
  30,000xC
  0.010xC
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  NA
  NA
  Naval Tug Adaptor
  IS/Clan
  C/C-C-C
  ES / ES
  100,000
  100*
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  NA
  0*
  NA
  NA
  Null-Signature System
  IS
  E/E-X-X
  2630X / 2630X
  1,400,000
  0*
  7*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  
  hEAvy wEAPonS AnD EquIPMEnT CoMBAT DATA
  PAGE 410 
  Weapon/Item
  Type §
  Heat Std 
  (Aero)
  Damage  Std 
  (Aero)
  Range
  Min/Sht/Med/Lng (Aero)
  Ammo 
  (per Ton)
  To-Hit 
  Modifier
  TC Comp
  Rules 
  Level
  Ref
  PCMT Equipment, Low-Density
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA 
  NA
  Adv 
  336
  PPC Capacitor
  PE
  +5** (+5**)
  +5** (+5**)
  NA (NA)
  NA
  0
  Y
  Exp 
  337
  ProtoMech Melee Weapon
  ME
  0 (NA)
  Var** (NA)
  Melee (NA)
  NA
  0
  N
  Exp 
  337
  Recon Camera
  E
  NA (NA)
  NA (NA)
  * (*)
  NA
  NA 
  NA
  Adv 
  337
  Rifle (Cannon)
  Light Rifle
  DB*
  1 (1)
  3 (3)*
  0/4/8/12 (Medium)
  18
  NA
  Y
  Exp 
  338
  Medium Rifle
  DB*
  2 (2)
  6 (6)*
  1/5/10/15 (Medium)
  9
  NA
  Y
  Exp 
  338
  Heavy Rifle
  DB*
  4 (4)
  9 (9)*
  2/6/12/18 (Medium)
  6
  NA
  Y
  Exp 
  338
  Satellite Imagers
  Hi-Res Imager
  E
  NA (NA)
  NA (NA)
  * (*)
  NA
  NA 
  NA
  Adv 
  338
  Hyperspectral Imager
  E
  NA (NA)
  NA (NA)
  * (*)
  NA
  NA 
  NA
  Adv 
  338
  Infrared Imager
  E
  NA (NA)
  NA (NA)
  * (*)
  NA
  NA 
  NA
  Adv 
  339
  Look-Down Radar
  E
  NA (NA)
  NA (NA)
  * (*)
  NA
  NA 
  NA
  Adv 
  340
  Structure
  Composite
  Structure
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  342
  Endo-Composite (Inner Sphere)
  Structure
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  342
  Endo-Composite (Clan)
  Structure
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  342
  Reinforced
  Structure
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  342
  Sub-Capital Cannons
  Light SCC
  CAP, AE
  12 (12)
  20 (2-C)
  * (Long-C)
  2
  0* 
  N
  Adv 
  343
  Medium SCC
  CAP, AE
  30 (30)
  50 (5-C)
  * (Medium-C)
  1
  0* 
  N
  Adv 
  343
  Heavy SCC
  CAP, AE
  42 (42)
  70 (7-C)
  * (Medium-C)
  1/2
  0* 
  N
  Adv 
  343
  Sub-Capital Lasers
  SCL/1
  CAP, AE
  24 (24)
  10 (1-C)
  * (Long-C)
  NA
  0* 
  N
  Adv 
  343
  SCL/2
  CAP, AE
  28 (28)
  20 (2-C)
  * (Medium-C)
  NA
  0* 
  N
  Adv 
  343
  SCL/3
  CAP, AE
  32 (32)
  30 (3-C)
  * (Medium-C)
  NA
  0* 
  N
  Adv 
  343
  Sub-Capital Missiles
  Piranha
  CAP, AE
  9 (9)
  30 (3-C)
  * (Long-C)
  1/10
  –1* 
  N
  Adv 
  344
  Stingray
  CAP, AE
  12 (12)
  35 (3.5-C)
  * (Medium-C)
  3/50
  0* 
  N
  Adv 
  344
  Swordfish
  CAP, AE
  15 (15)
  40 (4-C)
  * (Short-C)
  1/120
  0* 
  N
  Adv 
  344
  Manta Ray
  CAP, AE
  21 (21)
  50 (5-C)
  * (Short-C)
  3/100
  0* 
  N
  Adv 
  344
  Sub-Compact K-F Drive
  CAP, PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  344
  Supercharger
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  345
  Taser (BattleMech)
  DB, X
  6 (6)
  1* (1*)
  0/1/2/4 (NA)
  5
  +1
  N
  Exp 
  345
  Thunderbolt Launcher
  Thunderbolt-5
  M
  3 (3)
  5 (5)
  5/6/12/18 (Medium)
  12
  NA 
  N
  Adv 
  347
  Thunderbolt–10
  M
  5 (5)
  10 (10)
  5/6/12/18 (Medium)
  6
  NA 
  N
  Adv 
  347
  Thunderbolt–15
  M
  7 (7)
  15 (15)
  5/6/12/18 (Medium)
  4
  NA 
  N
  Adv 
  347
  Thunderbolt–20
  M
  8 (8)
  20 (20)
  5/6/12/18 (Medium)
  3
  NA 
  N
  Adv 
  347
  Turrets
  BattleMech Turret (Shoulder)
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  347
  BattleMech Turret (Head)
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  347
  BattleMech Turret (Quad)
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  347
  Dual Turret (Vehicular)
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  347
  Sponson Turret (Vehicular)
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  348
  VTOL Chin Turret
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  348
  Vehicular DropChute (VDC)
  Standard VDC
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA 
  NA
  Adv 
  348
  Camouflage VDC
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA 
  NA
  Adv 
  348
  Stealth VDC
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA 
  NA
  Adv 
  348
  Reusable VDC
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA 
  NA
  Adv 
  348
  Vehicular Jump Jets
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  349
  Void-Signature System
  E
  10 (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  349
  VTOL Jet Booster
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Exp 
  350
  VTOL Mast Mount
  PE
  NA (NA)
  NA (NA)
  NA (NA)
  NA
  NA
  NA
  Adv 
  350
  § weApon AnD equipment types tABLe (expAnDeD)
  AE: Area-Effect Weapon
  AI: Anti-Infantry
  Armor: Armor System
  C: Cluster Weapon
  CAP: Capital-scale Weapon
  CE: Counter-Electronics System
  DB: Direct-Fire (Ballistic) Weapon
  DE: Direct Fire (Energy) Weapon
  E: Electronics System
  Engine: Engine System
  F: Flak
  H: Heat-Causing Weapon
  M: Missile Weapon
  ME: Melee-Enhancement Weapon
  OS: One-Shot Weapon
  P: Pulse (Energy) Weapon
  PD: Point-Blank System
  PE: Physical Enhancement
  R/C: Rapid-Fire (Multi-Firing)/Cluster Weapon
  S: Switchable Ammo Supply
  Structure: Internal Structure System
  T: Targeting Enhancement System
  V: Variable-Damage 
  X: Explosive Weapon/Component 
  §§spAce coLumn ABBReviAtions tABLe
  M: BattleMechs/IndustrialMechs
  P: ProtoMechs
  CV: Combat Vehicles
  SV: Support Vehicles
  F: Fighters
   
  (Conventional and Aerospace)
  SC: Small Craft
  DS: DropShips
  JS: JumpShips
  WS: WarShips
  SS: Space Stations
  MS: Mobile Structures
   
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  NOTES
   
  Damage and Range values noted with a “-C” reflect capital-scale damage and range brackets. Equivalent 
  values without this notation reflect standard-scale damage and ranges. Damage values noted with an “A“ 
  reflect artillery weapon damage (see Artillery, p. 179).
   
  To-hit modifiers reflect base to-hit from warrior/crew’s skill, not from “similar” attacks (such as the Chain 
  Whip’s similarity to a Hatchet).
   
  TC Comp reflects item’s compatibility with the Targeting Computer. If Y, item benefits from use of a Target-
  ing Computer; if N, item cannot benefit from a Targeting Computer; if NA, Targeting Computer has no effect 
  on item use.
  
  hEAvy wEAPonS AnD EquIPMEnT ConSTRuCTIon DATA
  PAGE 411 
  Weapon/Item
  Tech
  Base
  Tech 
  Rating
  Latest Intro Date
  (IS / Clan)
  Item / Ammo
  Cost (C-bills)
  Weight 
  (Tons)
  Space §§
  M
  P
  CV
  SV
  F
  SC
  DS
  JS
  WS
  SS
  MS
  PCMT Equipment, Low-Density
  IS/Clan
  C/C-C-C
  2200 / 2200
  200,000xIT
  Var*
  NA
  NA
  NA
  1*
  NA
  NA
  NA
  NA
  NA
  1*
  NA
  PPC Capacitor
  IS
  E/X-X-E
  3060P / NA
  150,000
  +1**
  +1**
  NA
  +0** +1** +0** +0** +0** +0** +0** +0** +0**
  ProtoMech Melee Weapon
  Clan
  C/X-X-E
  NA / 3067P
  50,000
  0.5*
  NA
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Recon Camera
  IS/Clan
  C/B-B-B
  PS / PS
  10,000
  0.5
  1
  1
  1
  1
  1
  1
  NA
  NA
  NA
  NA
  NA
  Rifle (Cannon)
  Light Rifle
  IS
  B/C-F-X
  PS / PS X
  37,750 / 800
  3
  1
  NA
  1
  1
  1
  1
  1
  NA
  NA
  NA
  1
  Medium Rifle
  IS
  B/C-F-X
  PS / PS X
  75,500 / 1,000
  5
  2
  NA
  1
  2
  1
  1
  1
  NA
  NA
  NA
  1
  Heavy Rifle
  IS
  B/C-F-X
  PS / PS X
  90,000 / 3,000
  8
  3
  NA
  1
  3
  1
  1
  1
  NA
  NA
  NA
  1
  Satellite Imagers
  Hi-Res Imager
  IS/Clan
  C/D-E-D
  ES / ES
  150,000
  2.5
  NA
  NA
  1*
  1*
  1
  1
  1
  1
  1
  1
  1*
  Hyperspectral Imager
  IS
  D/X-X-F
  3055 / NA
  550,000
  7.5
  NA
  NA
  1*
  2*
  1
  1
  1
  1
  1
  1
  1*
  Infrared Imager
  IS/Clan
  C/D-E-D
  ES / ES
  250,000
  5
  NA
  NA
  1*
  1*
  1
  1
  1
  1
  1
  1
  1*
  Look-Down Radar
  IS/Clan
  B/D-E-D
  ES / ES
  400,000
  5
  NA
  NA
  1*
  1*
  1
  1
  1
  1
  1
  1
  1*
  Structure
  Composite
  IS
  E/X-X-E
  3061P / NA
  1,600xTT
  TT÷20
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Endo-Composite (Inner Sphere)
  IS
  E/X-X-F
  3067P / NA
  3,200xTT
  TT÷13.33
  7
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Endo-Composite (Clan)
  Clan
  E/X-X-F
  NA / 3073P
  3,200xTT
  TT÷13.33
  4
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Reinforced
  IS/Clan
  E/X-X-E
  3057P / 3065P
  6,400xTT
  TT÷5
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Sub-Capital Cannons
  Light SCC
  IS
  E/X-X-F
  3073 / NA
  330,000 / 10,000
  200
  NA
  NA
  NA
  30
  NA
  NA
  1-C* 1-C* 1-C* 1-C*
  1
  Medium SCC
  IS
  E/X-X-F
  3073 / NA
  780,000 / 18,000
  500
  NA
  NA
  NA
  50
  NA
  NA
  1-C* 1-C* 1-C* 1-C*
  1
  Heavy SCC
  IS
  E/X-X-F
  3073 / NA
  1,300,000 / 25,000
  700
  NA
  NA
  NA
  60
  NA
  NA
  1-C* 1-C* 1-C* 1-C*
  1
  Sub-Capital Lasers
  SCL/1
  IS
  E/X-X-F
  3073 / NA
  220,000
  150
  NA
  NA
  NA
  20
  NA
  NA
  1-C* 1-C* 1-C* 1-C*
  1
  SCL/2
  IS
  E/X-X-F
  3073 / NA
  335,000
  200
  NA
  NA
  NA
  26
  NA
  NA
  1-C* 1-C* 1-C* 1-C*
  1
  SCL/3
  IS
  E/X-X-F
  3073 / NA
  450,000
  250
  NA
  NA
  NA
  32
  NA
  NA
  1-C* 1-C* 1-C* 1-C*
  1
  Sub-Capital Missiles
  Piranha
  IS/Clan
  E/X-X-F
  3072 / 3073
  75,000 / 15,000
  100
  NA
  NA
  NA
  18
  NA
  NA
  1-C* 1-C*
  1-C* 1-C*
  1
  Stingray
  IS/Clan
  E/X-X-F
  3072 / 3073
  85,000 / 19,000
  125
  NA
  NA
  NA
  25
  NA
  NA
  1-C* 1-C* 1-C* 1-C*
  1
  Swordfish
  IS/Clan
  E/X-X-F
  3072 / 3073
  110,000 / 25,000
  150
  NA
  NA
  NA
  30
  NA
  NA
  1-C* 1-C* 1-C* 1-C*
  1
  Manta Ray
  IS/Clan
  E/X-X-F
  3072 / 3073
  150,000 / 30,000
  200
  NA
  NA
  NA
  38
  NA
  NA
  1-C* 1-C* 1-C* 1-C*
  1
  Sub-Compact K-F Drive
  IS/Clan
  F/F-X-F
  2320 / 2320
  16xKF
  TT÷2*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0*
  NA
  0*
  NA
  Supercharger
  IS
  C/F-F-F
  ES / ES
  10,000xER
  ET÷10
  1
  NA
  1
  1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Taser (BattleMech)
  IS
  E/X-X-F
  3067P / NA 
  200,000 / 2,000
  4
  3
  NA
  1
  3
  NA
  NA
  NA
  NA
  NA
  NA
  1
  Thunderbolt Launcher
  Thunderbolt-5
  IS
  E/X-X-F
  3072 / NA
  50,000 / 50,000
  3
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Thunderbolt-10
  IS
  E/X-X-F
  3072 / NA
  175,000 / 50,000
  7
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Thunderbolt-15
  IS
  E/X-X-F
  3072 / NA
  325,000 / 50,000
  11
  3
  NA
  1
  3
  1
  1
  1
  1
  1
  1
  1
  Thunderbolt-20
  IS
  E/X-X-F
  3072 / NA
  450,000 / 50,000
  15
  5
  NA
  1
  5
  1
  1
  1
  1
  1
  1
  1
  Turrets
  BattleMech Turret (Shoulder)
  IS/Clan
  C/F-X-F
  2450P / 2450P
  10,000xIT
  TE÷10
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  BattleMech Turret (Head)
  IS/Clan
  C/F-X-F
  2450P / 2450P
  10,000xIT
  TE÷10
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  BattleMech Turret (Quad)
  IS/Clan
  C/F-X-F
  2320P / 2320P
  10,000xIT
  TE÷10
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Dual Turret (Vehicular)
  IS/Clan
  B/F-X-F
  PS P / PS P
  5,000xIT
  TE÷10
  NA
  NA
  0*
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Sponson Turret (Vehicular)
  IS/Clan
  B/F-X-F
  PS P / PS P
  4,000xIT‡‡
  TE÷10‡‡
  NA
  NA
  0*
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  VTOL Chin Turret
  IS/Clan
  B/F-F-F
  PS P / PS P
  5,000xIT
  TE÷10
  NA
  NA
  0*
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Vehicular DropChute (VDC)
  Standard VDC
  IS/Clan
  D/D-E-B
  2351 / 2351
  1,000
  2*
  0
  0
  0
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Camouflage VDC
  IS/Clan
  D/D-E-C
  2351 / 2351
  3,000
  2*
  0
  0
  0
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Stealth VDC
  IS/Clan
  D/E-F-D
  2355 / 2355
  5,000
  2.2*
  0
  0
  0
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Reusable VDC
  IS/Clan
  E/F-F-E
  2353 / 2353
  2xIC
  +0.5**
  2**
  1**
  1**
  2**
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Vehicular Jump Jets
  IS/Clan
  E/E-X-F
  2650X / 2650X
  †
  Var*
  *
  NA
  NA
  1*
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  Void-Signature System
  IS
  E/X-X-E
  3070P / NA
  2,000,000
  0*
  7*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  VTOL Jet Booster
  IS/Clan
  D/X-F-E
  3009 / ES
  10,000xER
  ET÷10
  NA
  NA
  1*
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  VTOL Mast Mount
  IS/Clan
  C/F-F-F
  PS / PS
  50,000
  0.5
  NA
  NA
  0*
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  **Adds to existing weapon (see Special Rules)
  †Jump Booster Cost = 150 x (Unit Tonnage) x (Jump MP x Jump MP); UMU costs = 200 x (Unit Tonnage) x (Number of UMUs x Number of UMUs); Vehicle Jump Jet costs = 200 x (Unit Tonnage) x (Jump MP x Jump MP)
  ‡An additional 5,000 C-bills must be applied to reflect the drone’s sensors
  ††Includes costs for all weapons and items placed in the mount
  ‡‡Sponson Turret costs and weights are for two sponsons together. See special rules for this equipment.
  NOTES
   
  Introduction Dates marked with a “P” indicate Prototype Production only. Introduction Dates marked with an “X” indicate items that have since become extinct and not recovered. Clan dates prior to 2820 indicate Star 
  League-era equipment
   
  If a single value or formula appears for cost, the item has no ammunition cost; otherwise, the value left of the slash is the item cost and the value right of the slash equals the cost per ton of the weapon’s standard 
  ammunition
  WEIGHT AND COST FORMULA CODES
   
  “AT” = Armor Tonnage; “C” = Desired Capacity (in tons); “CS” = Critical Slots; “ER” = Engine Rating; “ET” = Engine Tonnage; “HX” = Number of Hexes item occupies; “IC” = Component Cost (based on item being modified);  
  “IT” = Item Tonnage (weight of component itself); “KF” = Cost of all K-F Drive components together; “TC” = Total Unit Cost (in C-bills, applied to final calculations); “TE” = Turret Equipment Tonnage; “TT” = Total Unit Tonnage
  
  PAGE 412 
  BATTLE ARMoR, InFAnTRy, AnD AMMunITIon ConSTRuCTIon DATA
  BAttLe ARmoR comBAt DAtA
  Weapon/Item
  Type
  Damage Value
  Range Min/Sht/Med/Lng
  Modifier
  To-Hit Level
  Rules Ref
  BA Mechanical Jump Boosters
  PE
  NA
  NA
  NA
  Exp 
  286
  BA Myomer Booster
  PE
  +2*
  NA
  NA
  Exp 
  287
  BA Detachable Weapon Pack
  PE
  As Weapon*
  As Weapon*
  0
  Adv 
  287
  BA C3 System (per Trooper)
  E
  NA
  NA
  NA
  Exp 
  297
  BA C3i System (per Trooper)
  E
  NA
  NA
  NA
  Exp 
  297
  Disposable Weapon
  PE
  As Weapon*
  As Weapon*
  0
  Adv 
  304
  Lasers
  ER Pulse Laser, Small
  P
  3
  0/1/2/4
  –1
  Exp 
  320
  ER Pulse Laser, Medium
  P
  6
  0/5/9/14
  –1
  Exp 
  320
  Variable-Speed Laser, Small
  P, AI
  5/4/3* 
  0/2/4/6
  Var*
  Adv 
  321
  Variable-Speed Laser, Medium
  P, AI
  9/7/5*
  0/2/5/9
  Var*
  Adv 
  321
  Mine Dispenser
  PE
  *
  *
  NA
  Adv 
  325
  Taser (Battle Armor)
  DB
  1*
  0/1/2/3
  +1
  Adv 
  346
  Vehicular DropChute (VDC)
  Standard VDC
  PE
  NA
  NA
  NA
  Adv 
  348
  Camouflage VDC
  PE
  NA
  NA
  NA
  Adv 
  348
  Stealth VDC
  PE
  NA
  NA
  NA
  Adv 
  348
  Reusable VDC
  PE
  NA
  NA
  NA
  Adv 
  348
   
   
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  conventionAL infAntRy comBAt DAtA
  Weapon/Item
  Type
  Damage Value
  Range Min/Sht/Med/Lng
  Modifier
  To-Hit Level
  Rules Ref
  Beast-Mounted Infantry
  PE
  Var*
  Var*
  NA
  Adv 
  295
  Disposable Weapons
  As Weapon*
  As Weapon*
  As Weapon*
  As Weapon*
  Adv 
  304
  Field Guns
  As Weapon*
  As Weapon*
  As Weapon*
  As Weapon*
  Adv 
  311
  Field Artillery
  As Weapon*
  As Weapon*
  As Weapon*
  As Weapon*
  Adv 
  311
  Infantry Armor
  Armor
  NA
  NA
  NA
  Adv 
  317
  Mechanized VTOL Infantry
  Microlite VTOLs
  PE
  NA
  NA
  NA
  Adv 
  324
  Micro-copter VTOLs
  PE
  NA
  NA
  NA
  Adv 
  324
  Specialized Infantry
  Combat Engineers
  PE
  NA
  NA
  NA
  Adv 
  340
  Marines
  PE
  NA
  NA
  NA
  Adv 
  341
  Mountain Troops
  PE
  NA
  NA
  NA
  Adv 
  341
  Paramedics
  PE
  NA
  NA
  NA
  Adv
  341
  Paratroops
  PE
  NA
  NA
  NA
  Adv 
  341
  SCUBA (Standard)
  PE
  NA
  NA
  NA
  Adv 
  341
  SCUBA (Motorized)
  PE
  NA
  NA
  NA
  Adv 
  341
  Xenoplanetary Condition-Trained Troops
  PE
  NA
  NA
  NA
  Adv
  351
   
   
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  heAvy weApons Ammunition comBAt DAtA
  Ammunition Type
  Used By 
  (Weapon)§
  Damage Type
  Damage Std 
  (Aero)
  Range
  Min/Sht/Med/Lng (Aero)
  Ammo  
  (per Ton)
  To-Hit 
  Modifier
  Rules
  Level
  Ref
  Autocannons
  Caseless
  SAC, LAC
  DB
  * (*)
  * (*)
  x2
  +0
  Exp 
  352
  Flak
  SAC, LAC
  DB, F
  ** (**)
  * (*)
  x1
  +0
  Adv 
  352
  Tracer
  SAC, LAC
  DB
  ** (**)
  * (*)
  x1
  +0
  Adv 
  353
  Artillery
  Air-Defense Arrow (ADA)
  AIV
  F
  20 (NA)
  ** (NA)
  x1
  +0
  Exp 
  353
  Arrow IV (Homing)
  AIV
  AE
  20 (NA)
  * (NA)
  x1
  +0**
  Adv 
  353
  Arrow IV (Non-Homing)
  AIV
  AE, F
  20A (NA)
  * (NA)
  x1
  +0
  Adv 
  354
  Arrow IV (Cluster)
  AIV
  AE, F
  20A** (NA)
  * (NA)
  x1
  +0
  Adv 
  354
  Cluster (Long Tom)
  LAW
  AE, F
  20A** (NA)
  * (NA)
  x1
  +0
  Adv 
  354
  Cluster (Sniper)
  SAW
  AE, F
  15A** (NA)
  * (NA)
  x1
  +0
  Adv 
  354
  Cluster (Thumper)
  TAW
  AE, F
  10A** (NA)
  * (NA)
  x1
  +0
  Adv
  354
  Copperhead (Long Tom)
  LAW
  AE
  15** (NA)
  * (NA)
  x1
  +0**
  Adv 
  355
  Copperhead (Sniper)
  SAW
  AE
  10** (NA)
  * (NA)
  x1
  +0**
  Adv 
  355
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  
  PAGE 413 
  BATTLE ARMoR, InFAnTRy, AnD AMMunITIon ConSTRuCTIon DATA
  BAttLe ARmoR constRuction DAtA
  Weapon/Item
  Tech Base
  Tech Rating
  Latest Intro Date (IS / Clan)
  Item / Ammo Cost 
  (C-bills)
  WT (kg)
  Space
  BA Mechanical Jump Boosters
  IS
  E/X-X-F
  3070P / NA
  As Jump Jet*
  2 x Jump Jet**
  0
  BA Myomer Booster
  Clan
  F/X-X-F
  NA / 3072P
  75,000xGround MP
  250
  3
  BA Detachable Weapon Pack
  IS / Clan
  E/X-X-F
  3073 / 3072
  +18,000‡
  0.75 x Weapon/Ammo**
  1
  BA C3 System (per Trooper)
  IS
  E/X-X-E
  3073P / NA
  62,500
  250
  1
  BA C3i System (per Trooper)
  IS
  E/X-X-E
  3063P / NA
  125,000
  350
  1
  Disposable Weapon
  As Weapon**
  As Weapon**
  As Weapon**
  As Weapon**
  As Weapon**
  **
  Lasers
  ER Pulse Laser, Small
  Clan
  F/X-X-E
  NA / 3059P
  30,000 / 200
  550
  2
  ER Pulse Laser, Medium
  Clan
  F/X-X-E
  NA / 3059P
  150,000 / 200
  800
  4
  Variable-Speed Laser, Small
  IS
  E/X-X-E
  3071 / NA
  60,000 / 200
  500
  2
  Variable-Speed Laser, Medium
  IS
  E/X-X-E
  3072 / NA
  200,000 / 200
  900
  4
  Mine Dispenser
  IS / Clan
  D/X-X-E
  3050 / 3058
  20,000 / 5,000
  50
  2
  Taser (Battle Armor)
  IS
  E/X-X-E
  3067 / NA
  10,000 / 500
  300
  3
  Vehicular DropChute (VDC)
  Standard VDC
  IS / Clan
  D/D-E-B
  3051 / 2875
  1,000
  200
  0**
  Camouflage VDC
  IS / Clan
  D/D-E-C
  3051 / 2875
  3,000
  200
  0*
  Stealth VDC
  IS / Clan
  D/E-F-D
  3054 / 2880
  5,000
  225
  0*
  Reusable VDC
  IS / Clan
  E/F-F-E
  3053 / 2876
  2xVDC Cost
  +50†
  1
  *Battle Armor Mechanical Jump Boosters cost the same amount as jump jets on a battlesuit of the same weight class. 
  **See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274. †
  Adds to existing weapon (see Special Rules) 
  ‡ In addition to the weapon.
  infAntRy constRuction DAtA
  Weapon/Item
  Tech Base
  Tech Rating
  Latest Intro Date (IS / Clan)
   Cost (C-bills)
  WT (kg)
  Space
  Beast-Mounted Infantry
  IS / Clan
  Var*
  ES / ES
  5,000xTT
  Var*
  NA
  Disposable Weapons
  IS / Clan
  As Weapon*
  As Weapon*
  As Weapon*
  As Weapon*
  NA
  Field Guns
  IS / Clan
  As Weapon*
  As Weapon*
  As Weapon*
  As Weapon*
  NA
  Field Artillery
  IS / Clan
  As Weapon*
  As Weapon*
  As Weapon*
  As Weapon*
  NA
  Infantry Armor
  Var*
  Var*
  Var* / Var*
  Var*
  NA
  NA
  Mechanized VTOL Infantry
  Microlite VTOLs
  IS / Clan
  Var*
  ES / ES
  TCx4
  +1.4/trooper
  NA
  Micro-copter VTOLs
  IS / Clan
  Var*
  ES / ES
  TCx4.5
  +1.9/trooper
  NA
  Specialized Infantry
  Combat Engineers
  IS / Clan
  Var*
  PS / PS
  TCx5
  +0.1/trooper
  NA
  Marines
  IS / Clan
  Var*
  ES / ES
  TCx3
  +0/trooper
  NA
  Mountain Troops
  IS / Clan
  Var*
  PS / PS
  TCx2
  +0/trooper
  NA
  Paramedics
  IS / Clan
  Var*
  PS / PS
  TCx0.375**
  +0.05/trooper
  NA
  Paratroops
  IS / Clan
  Var*
  PS / PS
  TCx3
  +0.05/trooper
  NA
  SCUBA (Standard)
  IS / Clan
  Var*
  PS / PS
  TCx2
  +0.05/trooper
  NA
  SCUBA (Motorized)
  IS / Clan
  Var*
  PS / PS
  TCx2.5
  +0.1/trooper
  NA
  Xenoplanetary Condition-Trained Troops
  IS / Clan
  Var*
  Var* / Var*
  TCx1.5
  NA
  NA
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274. 
  NOTE: “TT” = Total Unit Tonnage; “TC” Total Unit Cost (in C-bills, applied to final calculations)
  **Cost is per medic, added to the total platoon cost after finalizing calculations
  heAvy weApons Ammunition constRuction DAtA
  Weapon/Item
  Tech Base
  Tech Rating
  Latest Intro Date (IS / Clan)
   Cost (C-bills)
  Ammo (per Ton)
  WT (Tons)
  Autocannons
  Caseless
  IS
  D/X-X-E
  3056P / NA
  x1.5
  x2
  x1
  Flak
  IS / Clan
  B/E-F-F
  2310 / 2310
  x1.5
  x1
  x1
  Tracer
  IS / Clan
  B/D-E-F
  2300 / 2300
   x1.5
  x1
  x1
  Artillery
  Air-Defense Arrow (ADA)
  IS
  E/X-X-F
  3068P / NA
  45,000
  x1
  x1
  Arrow IV (Homing)
  IS / Clan
  E/E-F-E
  3045 / 2600
  15,000
  x1
  x1
  Arrow IV (Non-Homing)
  IS / Clan
  E/E-F-E
  3044 / 2600
  10,000
  x1
  x1
  Arrow IV (Cluster)
  IS / Clan
  E/E-F-E
  3047 / 2620
  x1.5
  x1
  x1
  Cluster (Long Tom)
  IS / Clan
  E/E-F-E
  PS / PS
  x1.5
  x1
  x1
  Cluster (Sniper)
  IS / Clan
  E/E-F-E
  PS / PS
  x1.5
  x1
  x1
  Cluster (Thumper)
  IS / Clan
  E/E-F-E
  PS / PS
  x1.5
  x1
  x1
  Copperhead (Long Tom)
  IS / Clan
  E/E-F-F
  3051 / 2645
  x1.5
  x1
  x1
  Copperhead (Sniper)
  IS / Clan
  E/E-F-F
  3051 / 2645
  x1.5
  x1
  x1
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  
  PAGE 414 
  hEAvy wEAPon AMMunITIon DATA
  Ammunition Type
  Used By 
  (Weapon)§
  Damage Type
  Damage Std 
  (Aero)
  Range
  Min/Sht/Med/Lng (Aero)
  Ammo  
  (per Ton)
  To-Hit 
  Modifier
  Rules
  Level
  Ref
  Copperhead (Thumper)
  TAW
  AE
  5** (NA)
  * (NA)
  x1
  +0**
  Adv
  355
  Flechette
  SAT
  AE, AI
  ** (NA)
  * (NA)
  x1
  +0
  Adv 
  355
  Arrow IV (Illumination)
  AIV
  *
  ** (NA)
  * (NA)
  x1
  +0
  Adv 
  355
  Illumination
  SAT
  *
  ** (NA)
  * (NA)
  x1
  +0
  Adv 
  355
  Arrow IV (Laser-Inhibiting)
  AIV
  *
  0** (NA)
  * (NA)
  x0.5
  +0
  Exp 
  356
  Inferno-IV
  AIV
  AE, H, AI
  ** (NA)
  * (NA)
  x1
  +0 
  Adv 
  356
  Arrow IV (Smoke)
  AIV, SAT
  AE
  0** (NA)
  * (NA)
  x1
  +0 
  Adv 
  356
  Smoke
  AIV, SAT
  AE
  0** (NA)
  * (NA)
  x1
  +0 
  Adv 
  356
  Thunder (FASCAM) (IS)
  AIV, SAT
  AE
  0** (NA)
  * (NA)
  x1
  +0 
  Adv 
  357
  Thunder (FASCAM) (Clan)
  AIV, SAT
  AE
  0** (NA)
  * (NA)
  x1
  +0 
  Adv 
  357
  Thunder Active-IV
  AIV
  AE
  0** (NA)
  * (NA)
  x1
  +0 
  Adv 
  357
  Thunder Vibrabomb-IV
  AIV
  AE
  0** (NA)
  * (NA)
  x1
  +0 
  Adv 
  357
  Bombs
  Air-to-Air (AAA) Arrow
  EO (5)
  M
  NA (20)
  NA (Medium)
  1
  +0** 
  Adv 
  357
  Anti-Ship (AS) Missile
  EO (6)
  M
  NA (30)
  NA (Long)
  0.5
  +0** 
  Exp 
  358
  Anti-Ship EW (ASEW) Missile
  EO (6)
  M, E
  NA (**)
  NA (Medium)
  0.5
  +0** 
  Adv 
  358
  Arrow IV Homing Missile (Air Launch)
  EO (5)
  AE
  NA (**)
  NA (**)
  1
  +0** 
  Adv 
  358
  Arrow IV Non-Homing Missile (Air Launch)
  EO (5)
  AE
  NA (**)
  NA (**)
  1
  +0 
  Adv 
  359
  Inferno
  EO (1)
  AE, H
  NA (**)
  NA (**)
  1
  +0 
  Adv 
  359
  Light Air-to-Air (LAA) Missile
  EO (2)
  M
  NA (6)
  NA (Medium)
  2
  +0** 
  Adv 
  359
  Thunder (FASCAM) (IS)
  EO (1)
  AE
  0** (NA)
  * (NA)
  1
  +0 
  Adv 
  360
  Thunder (FASCAM) (Clan)
  EO (1)
  AE
  0** (NA)
  * (NA)
  1
  +0 
  Adv 
  360
  Thunder Active
  EO (1)
  AE
  0** (NA)
  * (NA)
  1
  +0 
  Adv 
  360
  Thunder Vibrabomb
  EO (1)
  AE
  0** (NA)
  * (NA)
  1
  +0 
  Adv 
  360
  Torpedo
  EO (1)
  DB
  0** (10)
  * (NA)
  1
  +0 
  Adv 
  360
  Flamer/Fluid Gun
  Coolant
  VFL, FLG, SPR
  DB
  ** (**)
  * (*)
  x1
  +0 
  Adv 
  361
  Corrosive
  FLG, SPR
  DE, AI
  ** (**)
  * (*)
  x1
  +0 
  Adv 
  361
  Flame-Retardant Foam
  FLG, SPR
  DE
  ** (**)
  * (*)
  x1
  +0 
  Adv 
  361
  Inferno Fuel
  VFL, FLG
  DE, H, AI
  ** (**)
  * (*)
  x1
  +0 
  Adv 
  361
  Oil Slick
  FLG, SPR
  DE
  ** (**)
  * (*)
  x1
  +0 
  Adv 
  362
  Paint/Obscurant
  FLG, SPR
  DE, E
  ** (**)
  * (*)
  x1
  +0 
  Adv 
  362
  Water
  VFL, FLG, SPR
  DE, AI
  ** (**)
  * (*)
  x1
  +0 
  Adv 
  362
  Grenade Launcher (Vehicular)
  Chaff
  VGL
  AE, E
  ** (**)
  * (*)
  x1
  NA
  Adv 
  363
  Fragmentation
  VGL
  AE, AI
  ** (**)
  * (*)
  x1
  NA
  Adv 
  363
  Incendiary
  VGL
  AE, H, AI
  ** (**)
  * (*)
  x1
  NA
  Adv 
  364
  Smoke 
  VGL
  AE
  ** (**)
  * (*)
  x1
  NA
  Adv 
  364
  Mines
  Active
  LMN**
  C
  ** (**)
  ** (**)
  **
  NA
  Adv 
  364
  Command-Detonated 
  LMN, MMN**
  C
  ** (**)
  ** (**)
  **
  NA
  Adv 
  365
  EMP (Command-Detonated)
  LMN**
  E, AI
  ** (**)
  ** (**)
  **
  NA
  Exp 
  365
  EMP (Vibrabomb)
  LMN**
  E, AI
  ** (**)
  ** (**)
  **
  NA
  Exp 
  365
  Inferno
  LMN, MMN**
  C, H
  ** (**)
  ** (**)
  **
  NA
  Adv 
  366
  Space 
  SMN**
  C
  ** (**)
  ** (**)
  **
  NA
  Adv 
  366
  Standard
  LMN, MMN**
  C
  ** (**)
  ** (**)
  **
  NA
  Adv 
  367
  Vibrabomb 
  LMN, MMN**
  C
  ** (**)
  ** (**)
  **
  NA
  Adv 
  367
  Missiles
  Acid (AX) SRMs
  SRM, MML
  M, C
  ** (**)
  0/3/6/9 (Short)
  x0.5
  +0** 
  Exp 
  367
  Anti-Radiation (ARAD) SRMs
  SRM, MML 
  M, C, E
  ** (**)
  0/3/6/9 (Short)
  x1
  Var** 
  Exp 
  368
  Anti-Radiation (ARAD) LRMs (IS)
  LRM, MML 
  M, C, E
  ** (**)
  6/7/14/21 (Long)
  x1
  Var** 
  Exp 
  368
  Anti-Radiation (ARAD) LRMs (Clan)
  LRM
  M, C, E
  ** (**)
  0/7/14/21 (Long)
  x1
  Var** 
  Exp 
  368
  Artemis V Capable
  LRM, SRM
  M, C
  ** (**)
  * (*)
  x1
  ** 
  Exp 
  283
  Bola Pods
  NMB
  * (*)
  ** (**)
  0/3/6/9 (Short)
  x1
  +1 
  Exp 
  368
  Follow-the-Leader (FTL) LRMs
  LRM, MML
  * (*)
  ** (**)
  6/7/14/21 (Long)
  x0.5
  +2** 
  Exp 
  368
  Harpoon SRMs
  SRM, MML
  * (*)
  ** (**)
  0/3/6/9 (Short)
  x1
  +0 
  Adv 
  369
  Heat-Seeking (HS) SRMs
  SRM, MML 
  * (*)
  ** (**)
  0/3/6/9 (Short)
  x0.5
  Var** 
  Adv 
  369
  Heat-Seeking (HS) LRMs (IS)
  LRM, MML 
  * (*)
  ** (**)
  6/7/14/21 (Long)
  x0.5
  Var** 
  Adv 
  369
  Heat-Seeking (HS) LRMs (Clan)
  LRM
  * (*)
  ** (**)
  0/7/14/21 (Long)
  x0.5
  Var** 
  Adv 
  369
  Incendiary LRMs (IS)
  LRM, MML 
  * (*)
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Adv 
  369
  Incendiary LRMs (Clan)
  LRM
  * (*)
  ** (**)
  0/7/14/21 (Long)
  x1
  +0 
  Adv 
  369
  Magnetic-Pulse SRMs
  SRM, MML 
  * (*)
  ** (**)
  0/3/6/9 (Short)
  x1
  +0 
  Exp 
  370
  Magnetic-Pulse LRMs
  LRM, MML 
  * (*)
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Exp 
  370
  Mine-Clearance SRMs
  SRM, MML 
  * (*)
  ** (**)
  0/3/6/9 (Short)
  x1
  +0 
  Adv 
  370
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  
  PAGE 415 
  hEAvy wEAPon AMMunITIon DATA
  Weapon/Item
  Tech Base
  Tech Rating
  Latest Intro Date (IS / Clan)
   Cost (C-bills)
  Ammo (per Ton)
  WT (Tons)
  Copperhead (Thumper)
  IS / Clan
  E/E-F-F
  3051 / 2645
  x1.5
  x1
  x1
  Flechette
  IS / Clan
  E/F-F-E
  PS / PS
  x1.5
  x1
  x1
  Arrow IV (Illumination)
  IS / Clan
  C/D-D-D
  3047 / 2621
  x0.5
  x1
  x1
  Illumination
  IS / Clan
  C/D-D-D
  PS / PS
  x0.5
  x1
  x1
  Arrow IV (Laser-Inhibiting)
  IS
  E/X-X-F
  3053P / NA
  x4
  x0.5
  x1
  Inferno-IV
  IS
  C/X-X-D
  3055 / NA
  x1
  x1
  x1
  Arrow IV (Smoke)
  IS / Clan
  B/E-F-E
  3044 / 2600 
  x0.5
  x1
  x1
  Smoke
  IS / Clan
  B/A-A-A
  PS / PS
  x0.5
  x1
  x1
  Thunder (FASCAM) (IS)
  IS
  C/E-X-E
  3051 / 2621X
  x1.5
  x1
  x1
  Thunder (FASCAM) (Clan)
  Clan
  C/X-D-D
  NA / 2621
  x1.5
  x1
  x1
  Thunder Active-IV
  IS
  D/X-X-E
  3065 / NA
  x3
  x1
  x1
  Thunder Vibrabomb-IV
  IS
  D/X-X-E
  3065 / NA
  x2
  x1
  x1
  Bombs
  Air-to-Air (AAA)Arrow
  IS / Clan
  E/X-X-F
  3072 / 3072
  9,000†
  NA
  1
  Anti-Ship (AS) Missile
  IS
  D/X-X-F
  3071P / NA
  15,000†
  NA
  2
  Anti-Ship EW (ASEW) Missile
  IS
  E/X-X-E
  3067P / NA
  20,000†
  NA
  2
  Arrow IV Homing Missile (Air Launch)
  IS / Clan
  E/E-F-E
  3047 / 2600
  3,000†
  NA
  1
  Arrow IV Non-Homing Missile (Air Launch)
  IS / Clan
  E/E-F-E
  3046 / 2623
  2,000†
  NA
  1
  Inferno
  IS / Clan
  B/D-D-D
  PS / PS
  6,000†
  NA
  1
  Light Air-to-Air (LAA) Missile
  IS / Clan
  E/X-X-F
  3072 / 3074
  6,000†
  NA
  0.5
  Thunder (FASCAM) (IS)
  IS
  C/E-X-E
  3052 / NA
  12,000†
  NA
  1
  Thunder (FASCAM) (Clan)
  Clan
  C/X-D-D
  NA / 2623
  12,000†
  NA
  1
  Thunder Active
  IS
  D/X-X-E
  3065 / NA
  36,000†
  NA
  1
  Thunder Vibrabomb
  IS
  D/X-X-E
  3065 / NA
  24,000†
  NA
  1
  Torpedo
  IS / Clan
  B/C-C-C
  PS / PS
  7,000†
  NA
  1
  Flamer/Fluid Gun
  Coolant
  IS / Clan
  C/B-B-B
  ES / ES
  3,000
  x1
  x1
  Corrosive
  IS / Clan
  C/C-D-D
  PS / PS
  5,000
  x1
  x1
  Flame-Retardant Foam
  IS / Clan
  B/B-B-B
  PS / PS
  1,000
  x1
  x1
  Inferno Fuel
  IS / Clan
  D/D-E-D
  2400 / 2400
  2,000
  x1
  x1
  Oil Slick
  IS / Clan
  B/B-B-B
  PS / PS
  2,000
  x1
  x1
  Paint/Obscurant
  IS / Clan
  B/B-B-B
  ES / ES
  1,000
  x1
  x1
  Water
  IS / Clan
  A/A-A-A
  PS / PS
  500
  x1
  x1
  Grenade Launcher (Vehicular)
  Chaff
  IS / Clan
  B/X-X-E
  3052 / 3065
  —
  x1
  x1
  Fragmentation
  IS / Clan
  B/B-B-B
  PS / PS
  —
  x1
  x1
  Incendiary
  IS / Clan
  B/B-B-B
  PS / PS
  —
  x1
  x1
  Smoke 
  IS / Clan
  A/B-B-B
  PS / PS
  —
  x1
  x1
  Mines
  Active
  IS / Clan
  D/X-X-E
  ES / ES
  20,000
  **
  **
  Command-Detonated 
  IS / Clan
  B/C-D-C
  PS / PS
  7,500
  **
  **
  EMP (Command-Detonated)
  IS / Clan
  E/X-X-F
  3065 / 3074
  90,000
  **
  **
  EMP (Vibrabomb)
  IS / Clan
  E/F-X-F
  3058 / 2680
  100,000
  **
  **
  Inferno
  IS / Clan
  C/X-X-D
  3055 / 3065
  5,000
  **
  **
  Space 
  IS / Clan
  C/E-F-E
  ES / ES
  1,500
  0.1
  10
  Standard
  IS / Clan
  B/C-C-C
  PS / PS
  5,000
  **
  **
  Vibrabomb 
  IS / Clan
  C/E-E-D
  2445 / 2445
  10,000
  **
  **
  Missiles
  Acid (AX) SRMs
  IS
  E/X-X-F
  3053P / NA
  x2
  x0.5
  x1
  Anti-Radiation (ARAD) SRMs
  IS / Clan
  E/X-X-E
  3066P / 3057P
  x3
  x1
  x1
  Anti-Radiation LRMs (ARAD) (IS)
  IS
  E/X-X-E
  3066P / NA
  x3
  x1
  x1
  Anti-Radiation LRMs (ARAD) (Clan)
  Clan
  E/X-X-E
  NA / 3057P
  x3
  x1
  x1
  Artemis V Capable
  Clan
  F/X-X-F
  NA / 3061P
  x5
  x1
  x1
  Bola Pods
  IS
  D/X-X-E
  3056P / NA
  2,000
  x1
  x1
  Follow-the-Leader (FTL) LRMs
  IS / Clan
  E/F-X-E
  3053P / 2755P
  x2
  x0.5
  x1
  Harpoon SRMs
  IS / Clan
  C/C-C-C
  2400 / 2400
  x2
  x1
  x1
  Heat-Seeking (HS) SRMs
  IS / Clan
  C/E-E-E
  2340 / 2340
  x2
  x0.5
  x1
  Heat-Seeking (HS) LRMs (IS)
  IS
  C/E-E-E
  2340 / 2340
  x2
  x0.5
  x1
  Heat-Seeking (HS) LRMs (Clan)
  Clan
  C/E-E-E
  2340 / 2340
  x2
  x0.5
  x1
  Incendiary LRMs (IS)
  IS / Clan
  C/E-X-E
  2342 / 2341X
  x1.5
  x1
  x1
  Incendiary LRMs (Clan)
  Clan
   D/X-E-E
  NA / 2825
  x1.5
  x1
  x1
  Magnetic-Pulse SRMs
  IS
  E/X-X-F
  3057X / NA
  x5
  x1
  x1
  Magnetic-Pulse LRMs
  IS
  E/X-X-F
  3057X / NA
  x5
  x1
  x1
  Mine-Clearance SRMs
  IS
  C/X-X-E
  3069 / NA
  x4
  x1
  x1
  *See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  
  PAGE 416 
  AMMunITIon DATA AnD AERoSPACE wEAPon CLASSES
  Ammunition Type
  Used By 
  (Weapon)§
  Damage Type
  Damage Std 
  (Aero)
  Range
  Min/Sht/Med/Lng (Aero)
  Ammo  
  (per Ton)
  To-Hit 
  Modifier
  Rules
  Level
  Ref
  Mine-Clearance LRMs
  LRM, MML 
  * (*)
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Adv 
  370
  Smoke SRMs
  SRM, MML 
  * (*)
  ** (**)
  0/3/6/9 (Short)
  x1
  +0 
  Adv 
  371
  Smoke LRMs (IS)
  LRM, MML 
  * (*)
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Adv 
  371
  Smoke LRMs (Clan)
  LRM
  * (*)
  ** (**)
  0/7/14/21 (Long)
  x1
  +0 
  Adv 
  371
  Swarm LRMs (IS)
  LRM, MML 
  * (*)
  ** (**)
  6/7/14/21 (Long)
  x1
  +0** 
  Adv 
  371
  Swarm LRMs (Clan)
  LRM
  * (*)
  ** (**)
  0/7/14/21 (Long)
  x1
  +0** 
  Adv 
  371
  Swarm-I LRMs
  LRM, MML
  * (*)
  ** (**)
  6/7/14/21 (Long)
  x1
  +0** 
  Adv 
  371
  Tandem-Charge SRMs
  SRM, MML
  * (*)
  ** (**)
  0/3/6/9 (Short)
  x0.5
  +0 
  Exp
  372
  Tear Gas SRMs
  SRM, MML
  * (*)
  ** (**)
  0/3/6/9 (Short)
  x1
  +0 
  Adv 
  372
  Thunder LRMs (IS)
  LRM, MML 
  * (*)
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Adv 
  373
  Thunder LRMs (Clan)
  LRM 
  * (*)
  ** (**)
  0/7/14/21 (Long)
  x1
  +0 
  Adv 
  373
  Thunder-Active LRMs
  LRM, MML 
  * (*)
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Adv 
  373
  Thunder-Augmented LRMs
  LRM, MML 
  * (*)
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Adv 
  373
  Thunder-Inferno LRMs
  LRM, MML 
  * (*)
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Adv 
  373
  Thunder-Vibrobomb LRMs
  LRM, MML 
  * (*)
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Adv 
  373
  ’Mech Mortars
  Airburst
  MMR
  M, C, AE, AI
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Adv 
  373
  Anti-Personnel
  MMR
  M, C, AI
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Adv 
  373
  Armor Piercing (Shaped Charge)
  MMR
  M, C
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Adv 
  374
  Flare
  MMR
  M, AE
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Adv 
  374
  Semi-Guided
  MMR
  M, C
  ** (**)
  6/7/14/21 (Long)
  x1
  +0** 
  Adv 
  374
  Smoke
  MMR
  M, AE
  ** (**)
  6/7/14/21 (Long)
  x1
  +0 
  Adv 
  375
  Remote Sensors
  **
  E
  ** (**)
  ** (**)
  x1
  NA 
  Adv 
  375
  *Values as per standard weapon.
  ***See rules for this equipment in the Advanced Weapons And Equipment section, starting on p. 274.
  Autocannon
  Inner Sphere
  Clan
  Standard ACs (All); 
  Light ACs (All); Rotary 
  ACs (All); Ultra ACs (All);
  Ultra ACs (All); Gauss 
  Rifles (Standard, 
  HAG, and Rotary); 
  Light Machine Gun;
  Hyper-Velocity ACs 
  (All); Gauss (Standard, 
  Heavy, Improved 
  Heavy, 
  Artillery Cannon 
  (All)
  Light, MagShot); Light 
  Machine Gun; Rifle (All); 
  Artillery Cannon (All)
  Lasers
  Inner Sphere
  Clan
  ER Lasers (All); Standard 
  Lasers (Medium, Large); 
  TAG; Blazer; Bombast
  ER Lasers (All); 
  Heavy Lasers (Small, 
  Medium, Large)*; 
  TAG; Improved 
  Heavy Lasers
  Laser*
  (Small, Medium, 
  Large)
  LB-X Autocannon
  Inner Sphere
  Clan
  LB-X ACs (All); Gauss 
  (Silver Bullet)
  LB-X ACs (All)
  Pulse Lasers
  Inner Sphere
  Clan
  Pulse Lasers (Medium, 
  Large); Variable-Speed 
  (All); X-Pulse (All)
  Pulse Lasers (Small, 
  Medium, Large); ER 
  Pulse Lasers (Small, 
  Medium, Large)*
  Point Defense Weapons
  Inner Sphere
  Clan
  Anti-Missile System 
  (Standard and Laser); 
  Standard Laser (Small);
  Anti-Missile System 
  (Standard and 
  Laser); Pulse Laser 
  (Micro); Flamer 
  (Standard and ER);
  Pulse Laser (Small); 
  Machine Gun (Standard 
  and Heavy); Flamer 
  (Standard and ER)
  Machine Gun (Stan-
  dard and Heavy); 
  Gauss (AP)
  PPCs
  Inner Sphere
  Clan
  PPCs; ER PPCs; Light 
  PPCs; Heavy PPCs; 
  Snub-Nose PPCs; 
  ER PPCs
  PPC Capacitor**
  Plasma Weapons
  Inner Sphere
  Clan
  Plasma Rifle
  Plasma Cannon
  ATMs
  Inner Sphere
  Clan
  None
  ATMs (All)
  LRMs
  Inner Sphere
  Clan
  LRMs (All); LRMs + 
  Artemis (All); NLRMs 
  (All); ELRMs (All);
  LRMs (All); LRMs + 
  Artemis (All); Streak 
  LRMs (All)
  Thunderbolts (All)
  MMLs
  Inner Sphere
  Clan
  MMLs (All); MMLs + 
  Artemis (All)
  None
  MRMs
  Inner Sphere
  Clan
  MRMs (All); MRMs + 
  MRM FCS (All)
  None
  Rocket Launchers
  Inner Sphere
  Clan
  Rocket Launchers (All)
  None
  SRMs
  Inner Sphere
  Clan
  SRMs (All); SRMs + 
  Artemis (All); Streak 
  SRMs (All); Narc/iNarc 
  Laucnher;
  SRMs (All); SRMs + 
  Artemis (All); Streak 
  SRMs 
  Capital Missiles
  Inner Sphere
  Clan
  Killer Whales, White 
  Sharks, and Barracudas 
  (All); AR-10s (All);
  Killer Whales, White 
  Sharks, and Barracu-
  das (Standard only); 
  AR-10s (Standard 
  only);
  Kraken-T; Screen 
  Launcher; Piranhas; 
  Stingrays; Swordfishes; 
  Manta Rays
  Piranhas; Stingrays; 
  Swordfishes; Manta 
  Rays
  Capital Lasers
  Inner Sphere
  Clan
  NL35; NL45; NL55; 
  SCL/1; SCL/2; SCL/3
  NL35; NL45; NL55
  Capital PPCs
  Inner Sphere
  Clan
  N-PPCs (All)
  N-PPCs (All)
  Capital Autocannon
  Inner Sphere
  Clan
  NACs (All); SCCs (All); 
  Mass Drivers (All)
  NACs (All)
  Capital Gauss
  Inner Sphere
  Clan
  N-Gauss (All)
  N-Gauss (All)
  Artillery
  Inner Sphere
  Clan
  Thumper; Sniper; Long 
  Tom; Arrow IV; Cruise 
  Missiles (All)
  Thumper; Sniper; 
  Long Tom; Arrow IV
  *Laser Weapon Bays that include these weapons suffer an 
  additional to-hit modifier as follows: Bombast Lasers 
  (+3); Heavy Lasers (but not Improved Heavy Lasers)  +1; 
  ER Pulse Lasers (–1). These modifiers replace the bay’s 
  standard attack modifier, using the highest modifier if 
  multiple weapon types are present.
  **PPC Capacitors require one of the applicable PPC types
  ADvAnceD AeRospAce weApon cLAsses
  
  PAGE 417 
  AMMunITIon DATA AnD ADvAnCED SuPPoRT vEhICLE CoSTS
  Weapon/Item
  Tech Base
  Tech Rating
  Latest Intro Date (IS / Clan)
   Cost (C-bills)
  Ammo (per Ton)
  WT (Tons)
  Mine-Clearance LRMs
  IS
  C/X-X-E
  3069 / NA
  x4
  x1
  x1
  Smoke SRMs
  IS / Clan
  C/D-D-D
  2333 / 2333
  x1.5
  x1
  x1
  Smoke LRMs (IS)
  IS / Clan
  C/D-D-D
  2333 / 2333X
  x1.5
  x1
  x1
  Smoke LRMs (Clan)
  Clan
  D/D-D-D
  NA / 2825
  x1.5
  x1
  x1
  Swarm LRMs (IS)
  IS / Clan
  E/E-X-D
  3053 / 2621X
  x2
  x1
  x1
  Swarm LRMs (Clan)
  Clan
  F/E-X-D
  NA / 2825
  x2
  x1
  x1
  Swarm-I LRMs
  IS
  E/X-X-D
  3057 / NA
  x3
  x1
  x1
  Tandem-Charge SRMs
  IS
  E/X-X-E
  2757 / 2757X
  x5
  x0.5
  x1
  Tear Gas SRMs
  IS
  C/B-B-B
  2375 / 2375
  x2
  x1
  x1
  Thunder LRMs (IS)
  IS / Clan
  E/D-X-D
  3052 / 2620X
  x2
  x1
  x1
  Thunder LRMs (Clan)
  Clan
  F/D-X-D
  NA / 2830
  x2
  x1
  x1
  Thunder-Active LRMs
  IS
  E/X-X-E
  3058 / NA
  x3
  x1
  x1
  Thunder-Augmented LRMs
  IS
  E/X-X-E
  3057 / NA
  x4
  x1
  x1
  Thunder-Inferno LRMs
  IS
  E/X-X-D
  3056 / NA
  x1
  x1
  x1
  Thunder-Vibrobomb LRMs
  IS
  E/X-X-E
  3057 / NA
  x2.5
  x1
  x1
  ’Mech Mortars
  Airburst
  IS / Clan
  C/B-D-C
  2544 / 2544
  48,000
  x1
  x1
  Anti-Personnel
  IS / Clan
  B/B-B-B
  2531 / 2531
  24,000
  x1
  x1
  Armor Piercing (Shaped Charge) 
  IS / Clan
  C/B-B-B
  2531 / 2531
  28,000
  x1
  x1
  Flare
  IS / Clan
  B/A-A-A
  2536 / 2536
  14,000
  x1
  x1
  Semi-Guided
  IS
  C/X-X-E
  3064 / NA
  60,000
  x1
  x1
  Smoke
  IS / Clan
  B/A-A-A
  2531 / 2531
  12,000
  x1
  x1
  Remote Sensors
  IS / Clan
  E/E-F-E
  2590 / 2590
  25,000
  x1
  x1
  *Values as per standard weapon 
  NOTE: Ammo costs are per ton unless otherwise specified. Ammo costs, shots per ton, and weight multipliers apply to the weapon’s standard munition type.
  **See special rules for this equipment
  †Bomb costs are per bomb, not per ton
  ADvAnceD unit costs tABLes
  ADvAnceD suppoRt vehicLe costs
  Base Unit Cost = (Chassis Cost + Engine Cost + Armor Cost + Weapons and Equipment Cost) x OmniVehicle Multiplier x Vehicle Type Multiplier
  Support Vehicle Base Structural Costs
  Chassis
  2,500 x Chassis Cost Multiplier* x Chassis Weight (in tons)
  Engine
  5,000 x Engine Cost Multiplier** x Engine Weight (in tons)
  Armor
  Armor Points x Cost per Point†
  Weapons and Equipment
  See appropriate Equipment Cost Tables
  OmniVehicle
  x 1.25
  *Apply all Chassis Cost Multipliers that apply (see Chassis Cost Multipliers)
  **See Engine Cost Multipliers
  †See Armor Costs (per Point)
  Support Vehicle Type Multipliers
  Chassis Cost Multipliers
  Engine Cost Multipliers
  Armor Costs
  Vehicle Type
  Total Cost Multiplier
  Chassis Modifier Type
  Multiplier
  Engine Type
  Multiplier
  Armor Type
  Cost (per Point)
  Large Airship
  1 + (Vehicle Tonnage ÷ 10,000)
  Amphibious
  x1.25
  Steam
  x0.8
  BAR 2
  50
  Satellite
  1 + (Vehicle Tonnage ÷ 75)
  Armored
  x2
  ICE
  x1
  BAR 3
  100
  Rail
  1 + (Vehicle Tonnage ÷ 250)
  Environmental Sealing
  x1.75
  External
  x1
  BAR 4
  150
  Large Naval Vessel
  1 + (Vehicle Tonnage ÷ 100,000)
  External Power Pickup
  x1.1
  Batteries
  x1.2
  BAR 5
  200
  OmniVehicle
  x1
  Fuel Cell
  x1.4
  BAR 6
  250
  Submersible
  x3.5
  Solar
  x1.6
  BAR 7
  300
  Tractor
  x1.1
  MagLev
  x2.5
  BAR 8
  400
  Trailer
  x0.75
  Fission
  x3
  BAR 9
  500
  Ultra-Light*
  x1.5
  Fusion
  x2
  BAR 10
  625
  SAC: Standard Autocannon
  LAC: Light Autocannon
  AIV: Arrow IV Missile System
  SAT: Standard Artillery (includes Sniper, Thumper, 
  and Long Tom)
  SAW: Sniper Artillery Weapon
  TAW: Thumper Artillery Weapon
  LAW: Long Tom Artillery Weapon
  EO(#): External Ordnance Weapon (Number indicates 
  how many bomb points occupied)
  VFL: Vehicular Flamer
  FLG: Fluid Gun
  SPR: Sprayer
  VGL: Vehicular Grenade Launcher
  LMN: Land Mine
  MMN: Sea (Maritime) Mine
  SMN: Space Mine
  SRM: Standard SRM Launchers
  LRM: Standard LRM Launchers
  MML: Multi-Missile Launchers
  SSRM: Streak SRMs
  NMB: Standard Narc Missile Beacon
  MMR: ’Mech Mortar Launchers
  § useD By (weApon) coLumn ABBReviAtion tABLe
  
  PAGE 418 
  BuILDInG AnD MoBILE STRuCTuRE CoSTS
  BuiLDing AnD moBiLe stRuctuRe costs
  Base Unit Cost = (Structure Cost + Engine/Generator Cost + Motive System Cost + Armor Cost + Weapon and Equipment Cost) x (1 + CF ÷ 100)*
  *In the case of structures using Capital-scale CF, multiply the CF value by 10 to find the “standard” CF
  Structure Costs (per hex)
  Engine/Generator Costs
  Motive System Costs (Mobile Structures Only)
  Structure Type 
  Structure Cost (per Level)
  E/G Type
  E/G Cost*
  Motive Type
  Motive System Cost*
  Tent
  1,000 x Structure Cost Multiplier x CF
  Steam
  4,000
  Ground
  10,000 x CF x MP
  Hangar
  8,000 x Structure Cost Multiplier x CF
  Internal Combustion
  5,000
  Air
  40,000 x CF x MP
  Standard Building
  10,000 x Structure Cost Multiplier x CF
  Fuel Cell
  7,000
  Water (Surface)
  20,000 x CF x MP
  Gun Emplacement
  20,000 x Structure Cost Multiplier x CF
  Solar
  8,000
  Water (Submersible)
  35,000 x CF x MP
  Fortress
  20,000 x Structure Cost Multiplier x CF
  Fission
  15,000
  Castle Brian
  100,000 x Structure Cost Multiplier x CF
  Fusion
  10,000
  Wall*
  5,000 x Structure Cost Multiplier x CF
  External-Source
  5,000
  Fence*
  800 x CF
  Road/Pavement†
  7,500
  Bridge
  12,000 x CF
  Standard Rail†
  7,000
  MagLev Rail†
  14,000
  *Do not count ammunition, heat sinks, power amplifiers or turret mechanisms
  *Laser Anti-Missile Systems used underwater affect torpedoes in the same manner as they do missiles
  **Capital-scale energy weapons suffer no range effects when fired while submerged, but do receive a +1 to-hit modifier for every 12 
  depths below the surface that they are fired from
  unDeRwAteR RAnge tABLe (ADvAnceD weApons)
  Weapon
  Underwater Range
  Binary Laser (Blazer) Cannon
  0/3/6/9
  Bombast Laser
  0/3/6/9
  Chemical Laser, Small
  0/1/2/—
  Chemical Laser, Medium
  0/2/4/6
  Chemical Laser, Large
  0/3/6/9
  ER Pulse Laser, Small
  0/1/2/4
  ER Pulse Laser, Medium
  0/3/6/9
  ER Pulse Laser, Large
  0/4/10/16
  Improved Heavy Laser, Small
  0/1/2/—
  Improved Heavy Laser, Medium
  0/2/4/6
  Improved Heavy Laser, Large
  0/3/6/9
  Variable-Speed Laser, Small
  0/1/2/3
  Variable-Speed Laser, Medium
  0/1/3/6
  Variable-Speed Laser, Large
  0/2/5/9
  X-Pulse Laser, Small
  0/1/2/3
  X-Pulse Laser, Medium
  0/2/4/6
  X-Pulse Laser, Large
  0/3/6/9
  Laser Anti-Missile System (IS)
  *
  Laser Anti-Missile System (Clan)
  *
  Naval (Capital) Lasers
  **
  Naval (Capital) PPCs
  **
  Sub-Capital Lasers
  **
  *Wall and Fence costs are per hexside, rather than per hex
  †These structures have a fixed Level of 1 for structure cost purposes
  *All Engine/Generator Costs are per ton of engine/generator 
  (not including fuel)
  *All Motive System Costs are per hex of Mobile Structure; non-mobile Structures 
  receive a Motive System Cost of 0
  Structure Armor
  Structure Cost Multipliers
  Miscellaneous Structure Equipment Costs
  Tech Base
  Cost (C-bills)
  Structural Modifications
  Final Cost Multiplier
  Item
  Item Cost
  Inner Sphere
  10,000 x Armor Tonnage
  Environmental Sealing
  x1.5
  Fuel Storage
  100 x Total Storage Tonnage
  Clan
  15,000 x Armor Tonnage
  Heavy-Metal Superstructure
  x1.25
  Large Door
  10,000 x Door Height (in Levels)
  High/Low Ceilings
  x1.1
  Industrial Elevators
  15,000 x Total Elevator Tonnage
  Open-Space Construction
  x2.5
  Unspecified Equipment 5,000 x CF (per Hex)
  Subsurface (Underwater or Underground)
  x5
  Weapon Automation
  1,000 x Total Automated Weapon Tonnage*
  Tunnel
  x1.875
  
  PAGE 419 
  skiLLeD evADing
  Piloting Skill
  To-Hit Modifier for Evading
  6 or greater 
  +0
  4–5 
  +1
  2–3 
  +2
  0–1 
  +3
  fAiLeD mAneuveR
  2D6 
  Roll 
  Effect
  2–7 
  Minor fishtail. The attempted turn fails, and the MP are expended for the attempt. The 
  vehicle can continue moving normally; it cannot attempt to make the turn in that hex, 
  however, and must enter another hex before making another turn attempt.
  8–9 
  Moderate fishtail. The vehicle immediately makes an additional 1-hexside facing 
  change (at no MP cost) in the same direction as the controlling player originally intended. 
  Ground vehicles roll once on the Motive System Damage Table (see p. 193, TW), with a 
  –1 modifier.
  10–11 
  Serious fishtail. The vehicle immediately makes an additional 1-hexside facing change 
  (at no MP cost) in the same direction as the controlling player originally intended. Ground 
  vehicles roll once on the Motive System Damage Table (see p. 193, TW). The vehicle’s 
  movement ends immediately.
  12–13 
  Skid. The turn fails completely, ending the vehicle’s movement. Apply Skidding rules 
  (see Ground Vehicles, p. 62, TW).
  14+ 
  Major Skid. The driver loses control of the vehicle. Wheeled vehicles begin to flip over, 
  taking damage to their side armor and turret(s) (see Flipping Over, p. 26). Tracked ve-
  hicles, VTOLs and hovercraft do not flip over; for them, treat this result as a normal skid 
  (see Ground Vehicles, p. 62, TW). Naval vessels and hydrofoils capsize and sink, and are 
  effectively destroyed.
  Vehicle Type 
  Modifiers
  Tracked, Naval 
  +0
  Wheeled*, VTOL 
  +2
  Hovercraft, WiGE, Hydrofoil 
  +4
  *Apply a –2 modifier if the wheeled vehicle occupies a paved hex when it failed the Driving Skill Roll.
  stARting fiRes
  spReADing fiRes
  Terrain
  Modifiers*
  Planted Fields
  –1
  Woods 
  +0
  Jungle
  +1
  Deep Snow
  +2
  Buildings
  Hangar
  Light
  –2
  Medium
  –1
  Terrain
  Modifiers*
  Hangers (Cont.)
  Heavy
  +0
  Hardened
  +1
  Standard/Wall
  Light
  0
  Medium
  +1
  Heavy
  +2
  Hardened
  +3
  Terrain
  Modifiers*
  Fortress
  Medium
  +2
  Heavy
  +3
  Hardened
  +4
  Castles Brian
  Heavy
  +5
  Hardened
  +6
  Situation
  Success 
  Number*
  Crossing non-burning hex 
  +3
  No Wind‡‡
  Hex is downwind
  9+
  Hex is 60° from downwind 
  11+
  Light and Moderate Gale
  Hex is downwind
  7+
  Hex is 60° from downwind 
  10+
  Heavy Gale and Storm
  Hex is downwind
  6+
  Hex is 60° from downwind 
  9+
  a d v a n c e d  m o v e m e n t
  a d v a n c e d  m o v e m e n t
  Vehicle Weight Class 
  Modifiers
  Light
  +1
  Medium
  +0
  Heavy
  –1
  Assault
  –2
  Weapon Type 
  Success Number*
  Flamer 
  4+
  Incendiary LRMs 
  5+
  Direct-Fire Energy or Pulse Weapon†
  7+
  Missile or Direct-Fire Ballistic‡ 
  9+
  Plasma Weapon and Inferno††
  Automatic§
  *All modifiers are cumulative
  **For every 10 degrees above 30 degrees Celsius, apply a –1 modi-
  fier. For every 10 degrees below –30 degrees Celsius, apply a 
  +1 modifier
  †May not use small laser or ER small laser, or any kind of micro 
  laser.
  ††Includes missile infernos, inferno fuel ammo, inferno-IV artillery, 
  inferno bombs, and incendiary grenades.
  ‡May not use any type of Gauss rifle, SRM-2 or conventional SRM 
  infantry.
  ‡‡Roll 1D6 to randomly determine the “down wind” direction each 
  time.
  §Except under the following conditions: in Vacuum and Trace 
  Atmospheric Pressures and in Tornado F1-F3 and Tornado F4+, 
  no fire is possible. For Castles Brian hexes, fire is not automatic; 
  instead, divide the standard Heavy and Hardened modifiers in 
  half (round down) and apply a +2 modifier when making the 
  roll to start a fire.
  page 19
  shieLDing
  Unit Type
  Modifier
  Vehicle
  +1
  ’Mech, ProtoMech or Mechanized Infantry*
  +2
  Large Vehicle**
  +3
  *See below.
  **Combat or Support Vehicle. Rail and Large Naval Vessel Support Vehicles cannot use the Shielding 
  movement mode.
  page 19
  tAking DAmAge weight 
  cLAss psR moDifieRs
  Weight Class
  Modifier
  Light (Ultra-Light)
  +1
  Medium
  +0
  Heavy
  –1
  Assault
  –2
  page 23
  piLoting skiLL RAting mof fALLing
  Piloting Skill Rating
  Margin of Failure
  6–7
  0
  2–5
  1
  0–1
  2
  page 24
  page 26
  page 44
  page 46
  tuRn moDe
  MP Expended 
  Turn Mode
  1–4 
  0
  5–9 
  1
  10–14 
  2
  15–19 
  3
  Every 5 above 19 
  +1
  Light Vehicle
  –1
  Medium/Heavy Vehicles
  +0
  Assault Vehicle
  +1
  Mud, Sleet, Heavy Fog or Heavy Rainfall 
  +1*†
  Ice, Heavy Snowfall
  +2*‡
  *Does not apply to Hover, VTOL or WiGE Vehicles.
  †Does not apply to tracked vehicles
  ‡Only apply a +1 to tracked vehicles
  page 25
  fiRe/smoke 
  ResoLution sequence
  Follow these steps, in order, during every End Phase:
  1. Drift existing smoke clouds
  2. Check for dissipation of existing smoke clouds
  3. Check for spread of existing fires
  4. Place new smoke clouds from existing fires (includ-
  ing any new fires started)
  5. Check for weather conditions extinguishing existing 
  fires (including any new fires started)
  
  PAGE 420 
  a d v a n c e d  c o m b at
  a d v a n c e d  c o m b at
  DiRect-fiRe eneRgy/puLse weApons cRiticAL DAmAge
  2D6*
  Roll 
  Effect
  2–3 
  Minor damage; no effect
  4–5 
  Moderate damage; attacks with weapon add +1 to-hit modifier
  6–7 
  Focus misaligned; weapon inflicts –1 damage, additional +1 to-hit modifier ap-
  plies to shots at medium and long range (as well as at extreme and LOS range, if 
  those rules are in use; see p. 85.
  8–9 
  Emitter damage; weapon generates +1 Heat Point. To-Hit Roll result of 2 for an 
  attack with the weapon causes overload with effects identical to an ammo explo-
  sion, inflicting damage equal to the damage inflicted by the weapon; for Variable 
  Damage weapons, use the Damage Value at short range.
  10–11 
  Weapon severely damaged (mark off another critical slot on the weapon, the top 
  most slot available); cannot fire
  12+ 
  Weapon destroyed (mark off all critical slots on the weapon)
  *Add number of critical slots damaged to this result
  ADvAnceD DeteRmining cRiticAL hits  
  Damage Value Grouping
  Modifier
  1 –5
  +0
  6–10
  +1
  11–15
  +2
  16–20
  +3
  21+
  +4
  2D6 Roll
  Effect
  2–8
  No Critical Hit
  9–10
  Roll 1 Critical Hit Location
  11–12
  Roll 2 Critical Hit Locations
  13–14
  Roll 3 Critical Hit Locations
  15+
  Head/Limb Blown Off; Roll 3 Critical Hit Locations*
  *Only roll 3 critical hit locations if the attack strikes the torso
  page 74
  page 75
  missiLe weApons cRiticAL DAmAge
  2D6*
  Roll 
  Effect
  2–3 
  Minor damage; no effect
  4–5 
  Moderate damage; attacks with weapon add +1 to-hit modifier
  6–7 
  Damage to ranging system; shots at medium and long range 
  suffer an additional +1 to-hit modifier (as well as at extreme and 
  LOS range, if those rules are in use; see p. 85)
  8–9 
  Ammo feed damage; weapons that can fire various types of ammo 
  may no longer switch between them, must fire last ammo type 
  used. To-Hit Roll result of 2 for attacks with weapon causes an 
  ammo explosion in the ammo bin that fed that shot (the control-
  ling player decides which ammo slot explodes; if there is an ammo 
  bin with shots remaining, the player must select that slot, meaning 
  he cannot select an ammo slot that is empty if another slot of the 
  same ammo type is not empty).
  10–11 
  Weapon severely damaged (mark off another critical slot on the 
  weapon, the topmost slot available); cannot fire
  12+ 
  Weapon destroyed (mark off all critical slots on the weapon)
  *Add number of critical slots damaged to this result
  page 76
  DiRect-fiRe BALListic AnD ARtiLLeRy weApons cRiticAL DAmAge
  2D6*
  Roll
  Effect
  2–3 
  Minor damage; no effect
  4–5 
  Moderate damage; attacks with weapon add +1 to-hit modifier
  6–7 
  Barrel damage; To-Hit Roll result of 2 for attack with weapon causes it to jam
  8–9 
  Ammo feed damage; weapons that can fire various types of ammo may no longer 
  switch between them, must fire last ammo type used. To-Hit Roll result of 2 for at-
  tack with weapon causes an ammo explosion in an ammo bin that feeds that shot 
  (the controlling player decides which ammo slot explodes; if there is an ammo bin 
  with shots remaining, the player must select that slot, meaning he cannot select 
  an ammo slot that is empty if another slot of the same ammo type is not empty).
  10–11 
  Weapon severely damaged (mark off another critical slot on the weapon, the 
  topmost slot available); cannot fire
  12+ 
  Weapon destroyed (mark off all critical slots on the weapon)
  *Add number of critical slots damaged to this result
  page 76
  equipment cRiticAL DAmAge
  2D6*
  Roll 
  Effect
  2–7 
  Minor damage; no effect
  8–9 
  Moderate damage; player must roll 7+ before each use for damaged item to work
  10–11 
  Severe damage; player must roll 10+ before each use for damaged item to work
  12+ 
  Item destroyed
  *Add number of critical slots damaged to this result
  page 76
  cockpit cRiticAL DAmAge
  2D6 Roll 
  Effect
  2–5 
  Minor Wound; apply one hit against MechWarrior
  6–7 
  Moderate Wound; apply two hits against MechWarrior
  8–9 
  Severe Wound; apply three hits against MechWarrior
  10-11
  Critical Wound; apply four hits against MechWarrior
  12+ 
  MechWarrior Killed/Cockpit destroyed (mark off slot)
  page 76
  weight cLAss physicAL AttAck moDifieRs
  Weight Class
  Modifier
  Light (Ultra-Light)
  –2
  Medium
  –1
  Heavy/Assault
  +0
  page 88
  suppRessing fiRe
  Weapon Type
  Modifier
  Direct Fire (Ballistic or Energy), Cluster (Ballistic), Pulse
  +0
  Cluster (Missile)
  +1
  Burst Fire Weapon: 1D6 or 2D6
  +2
  Burst fire Weapon: 3D6 or 4D6+
  +3
  Area-Effect
  +4
  Additional Weapons Beyond First
  +1
  page 87
  ’Mech  
  Weight Class
  Total Number of 
  Battle Armor
  Light
  2
  Medium
  3
  ’Mech  
  Weight Class
  Total Number of 
  Battle Armor
  Heavy
  4
  Assault
  6
  page 97
  mAximum ADDitionAL BAttLe ARmoR
  winD stRength
  1D6 Roll
  Wind Strength*
  1–2
  No Wind
  3
  Light Gale**
  4
  Moderate Gale**
  5
  Strong Gale**
  6
  Storm**
  page 47
  *Tornado F1–F3 and Tornado F4+ Weather Conditions are 
  not on this table, as smoke does not exist under such 
  conditions.
  **See Weather Conditions (p. 57) for additional game ef-
  fects from such wind conditions.
  
  PAGE 421 
  ADvAnceD ’mech hit LocAtion
  2D6 
  Rolls
  Left Side
  Front/Rear
  Right Side
  2*
  Left Torso 
  [critical]
  Center Torso 
  [critical]
  Right Torso 
  [critical]
  3
  Left Leg
  Right Arm
  Right Leg
  4
  Left Arm
  Right Arm
  Right Arm
  5
  Left Arm
  Right Leg
  Right Arm
  6
  Left Leg
  Right Torso
  Right Leg
  7
  Left Torso
  Center Torso
  Right Torso
  8
  Center Torso (R)
  Left Torso
  Center Torso (R)
  9
  Right Torso (R)
  Left Leg
  Left Torso (R)
  10
  Right Arm
  Left Arm
  Left Arm
  11
  Right Leg 
  Left Arm
  Left Leg
  12
   Head
  Head
  Head
  *A result of 2 may inflict a critical hit. Apply damage to the armor in that 
  section in the normal manner, but the attacking player also rolls once 
  on the Determining Critical Hits Table, p. 124, TW.
  ADvAnceD fouR-LeggeD/pRone ’mech hit LocAtion
  2D6 
  Rolls
  Left Side
  Front
  Rear
  Right Side
  2*
  Left Torso [critical]
  Center Torso [critical]
  Center Torso (R) [critical]
  Right Torso [critical]
  3
  Left Leg
  Right Leg
  Right Arm
  Right Leg
  4
  Left Rear Leg/Left Arm
  Right Rear Leg/Right Arm
  Right Front Leg/Right Leg
  Right Rear Leg/Right Arm
  5
  Left Front Leg/Left Arm
  Right Front Leg/Right Arm
  Right Rear Leg/Right Leg
  Right Front Leg/Right Arm
  6
  Left Front Leg/Left Leg
  Right Front Leg/Right Torso
  Right Rear Leg/Right Torso (R)
  Right Front Leg/Right Leg
  7
  Left Rear Leg/Left Torso
  Center Torso
  Center Torso (R)
  Right Rear Leg/Right Torso
  8
  Center Torso
  Left Torso
  Left Torso (R)
  Center Torso
  9
  Right Torso
  Left Arm
  Left Leg
  Left Torso
  10
  Right Arm
  Left Front Leg/Left Arm
  Left Rear Leg/Left Leg
  Left Arm
  11
  Right Front Leg/Right Leg
  Left Front Leg/Left Leg
  Left Rear Leg/Left Arm
  Left Front Leg/Left Leg
  12
  Right Rear Leg/Head
  Left Rear Leg/Head
  Left Front Leg/Head
  Left Rear Leg/Head
  *A result of 2 may inflict a critical hit. Apply damage to the armor in that section in the normal manner, but the attacking player also rolls once on the Determining Critical Hits Table, p. 124, TW.
  physicAL weApon AttAcks ADDenDum
  Weapon Type
  To-Hit 
  Modifier
  Damage Value
  To-Hit 
  Location Table
  Firing 
  Arc**
  Affected 
  by TSM
  To-Hit/Damage Value  
  Affected by Actuator Damage
  Chain Whip
  –2
  1/per 10 tons +1‡
  Standard
  Arm
  No
  Yes/No
  Claws
  +1
  1/per 7 tons‡‡
  Punch
  Arm
  Yes
  Yes/Yes
  Flail
  +1
  9
  Standard
  Arm
  No
  Yes/No
  Lance
  +1
  1/per 5 tons††
  Standard
  Arm
  Yes
  Yes/Yes
  Mace
  +2
  1/per 4 tons***
  Standard*
  Arm
  Yes
  Yes/Yes
  Shields
  †
  †
  Standard
  Arm
  No
  Yes/No
  Vibroblade
  Deactivated
  –2
  1/per 10 tons + 1‡
  Standard*
  Arm
  Yes
  Yes/Yes
  Activated
  –2
  §
  Standard*
  Arm
  No
  Yes/No
  *Roll normally on the ’Mech Hit Location Table. Alternatively, when the controlling player announces the physical weapon attack, he may also announce that he will use 
  the Punch or Kick Hit Location Table to resolve damage if the attack succeeds, in which case apply a +4 modifier in addition to all the standard modifiers, including 
  the standard to-hit modifier for the weapon (this modifier does not apply when attacking on the Punch/Kick Location Table due to attacks from different levels; see 
  p. 150, TW).
  **The target of the physical weapon attack can be in the ’Mech’s forward arc or in the side arc corresponding to the arm in which the equipment is mounted.
  ***A successful attack does 1 point of damage for every 4 tons that the attacking ’Mech weighs (round up).
  †See Shield, p. 290
  ††A successful attack does 1 point of damage for every 5 tons that the attacking ’Mech weighs and may damage the internal structure of the target.
  ‡A successful attack does 1 point of damage for every 10 tons that the attacking ’Mech weighs (round up), + 1.
  ‡‡A successful attack does 1 point of damage for every 7 tons that the attacking ’Mech weighs (round up).
  §See Vibroblade, p. 292
  thRowing DistAnce
  Percentage of Throwing ’Mech’s Weight*
  Total Distance
  10% 
  1 Hex
  7.5%
  2 Hexes
  5%
  3 Hexes
  2.5%
  6 Hexes
  1% (or less)
  9 Hexes
  *If TSM is active, divide the weight of the thrown object/unit by 2 (rounding down) before consulting this table. 
  heAt sink cooLAnt 
  fAiLuRe moDifieR
  Heat Level
  Modifier
  5–10
  +0
  11–15
  +1
  16–20
  +2
  21–25
  +3
  26–30
  +4
  31–35
  +5
  36–40
  +6
  41–45
  +7
  46–50
  +8
  ’mech thRowing
  Unit Picking Up Is A:
  Modifier
  ProtoMech
  +0
  Light ’Mech
  +0
  Medium ’Mech:
  +1
  Heavy ’Mech
  +2
  Assault ’Mech:
  +3
  Unit Being Picked Up Is A:
  Modifier
  ProtoMech
  +2
  ’Mech
  +0
  a d v a n c e d  c o m b at
  a d v a n c e d  c o m b at
  page 77
  page 105
  page 76
  page 89
  page 92
  ppc feeDBAck
  Target Distance 
  Avoid Feedback On
  1 hex 
  10+
  2 hexes 
  6+
  3 or more hexes 
  3+
  page 103
  oveRchARging ppc
  Weapon Type
  Dice Rolled
  Light PPC
  1D6
  PPC, ER PPC, Snub-nose
  2D6
  Heavy PPC
  3D6
  page 103
  page 95
  Pilot Skill Rating
  Modifier
  6–7
  +1
  4–5
  +0
  Pilot Skill Rating
  Modifier
  2–3
  –1
  0–1
  –2
  page 104
  AvoiD shutDown piLot skiLL RAting moDifieRs
  
  PAGE 422 
  a d v a n c e d  b u i l d i n g s
  a d v a n c e d  g e n e r a l  r u l e s
  BuiLDing cLAssificAtion AnD type
  Classification/Type
  Construction 
  Factor (CF)*
  Max Armor 
  (per hex)
  Max Size 
   (Hexes/Levels)
  MP Cost 
  Per Hex†
  Piloting/Driving 
  Skill Modifier
  Damage Scaling: 
  Damage to Building/Damage to Units‡
  Cost to Enter Any Hex
  1
  Tent
  1–2
  —
  1/1
  +0
  —
  x1/x0
  Hangar
  —
  Light
  1–8
  10/7
  +0
  +0†
  x1/x0.5
  Medium
  9–16
  14/10
  +1
  +0†
  x1/x0.5
  Heavy
  17–45
  18/13
  +2
  +1†
  x1/x0.5
  Hardened
  46–75
  20/14
  +3
  +3†
  x1/x0.5
  Standard§
  —
  Light
  1–15
  6/5
  +1
  +0
  x1/x1
  Medium
  16–40
  8/8
  +2
  +1
  x1/x1
  Heavy
  41–90
  10/10
  +3
  +2
  x1/x1
  Fence
  1
  —
  —/3
  +1††
  —
  x1/x0
  Wall
  CF x 1
  Light
  1–15
  —/4
  +1
  +0
  x1/x0.5
  Medium
  16–40
  —/6
  +2
  +0
  x1/x0.5
  Heavy
  41–90
  —/8
  +3
  +1
  x1/x0.5
  Hardened
  91–150
  —/10
  +4
  +3
  x1/x0.5
  Bridge
  —
  Light
  1–15
  —
  NA‡‡
  NA‡‡
  x1/x1
  Medium
  16–40
  —
  NA‡‡
  NA‡‡
  x1/x1
  Heavy
  41–90
  —
  NA‡‡
  NA‡‡
  x1/x1
  Hardened
  91–150
  —
  NA‡‡
  NA‡‡
  x1/x1
  Rail
  151-650
  —
  NA‡‡
  NA‡‡
  x1/x1
  Gun Emplacement
  CF x 1
  Light
  1–15
  1/1
  NA
  NA
  x0.5/x2
  Medium
  16–40
  1/1
  NA
  NA
  x0.5/x2
  Heavy
  41–90
  1/1
  NA
  NA
  x0.5/x2
  Hardened
  91–150
  1/1
  NA
  NA
  x0.5/x2
  Fortress
  CF x 1
  Medium
  16–40
  12/15
  +3
  +2
  x0.5/x2
  Heavy
  41–90
  15/20
  +4
  +3
  x0.5/x2
  Hardened
  91–150
  20/30
  +5
  +4
  x0.5/x2
  Castles Brian§§
  CF x 2**
  Heavy
  35–90
  20/10
  +4
  +4
  Capital/Capital**
  Hardened
  91–150
  30/15
  +5
  +5
  Capital/Capital**
  Type
  Maximum Range  
  (in mapsheets)
  Arrow IV Missile (IS)
  8
  Arrow IV Missile (Clan)
  9
  Thumper
  21
  Sniper
  18
  Long Tom
  30
  Type
  Maximum Range  
  (in mapsheets)
  Cruise Missile/50
  50
  Cruise Missile/70
  90
  Cruise Missile/90
  120
  Cruise Missile/120
  150
  inDiRect ARtiLLeRy fLight times
  Distance from Battlefield   
  (in mapsheets)
  Artillery† Flight Time 
  (in turns)
  Less than 1* 
  0
  1–8
  1
  9–15
  2
  16–21
  3
  22–26
  4
  27–30
  5
  Cruise Missile‡ Flight Time (in turns)
  1 + (Number of mapsheets ÷ 5, round down)
  *See pp. 166-167, TW. The listed CFs show the range applicable to each building type. If a scenario does not 
  specify a building’s CF, assume that all its hexes have the maximum CF possible for that building type and 
  classification.
  †Infantry (except mechanized infantry) pay only 1 MP to enter a building hex regardless of building type; 
  ProtoMechs and mechanized infantry pay only 2 MP to enter any building hex except for tents and fences 
  (which cost only 1 MP). Hangars apply MP and Piloting Skill modifiers only when entering from outside, 
  unless other factors apply (see Hangars, p. 116).
  ‡Round all damage down; if the damage is reduced to 0 or less, no damage is applied.
  §As detailed in TW, except there is no Hardened type.
  ††Only applies to conventional infantry using Ground MP.
  ‡‡Units move over bridges (never through them) as though traveling on a road.
  §§Area-effect weapons do not double their damage against Castles Brian hexes.
  **Castles Brian use capital-scale damage, as noted under Scale (see p. 238, TW). See Scaled Damage (p. 126) 
  for more information.
  ARtiLLeRy RAnges
  *See Direct-Fire Artillery,
   
  p. 185.
  †Arrow IV, Thumper,
   
  Sniper and Long Tom
  ‡Cruise Missile/50, Cruise 
   
  Missile/70,
   
  Cruise Missile/90
   
  and Cruise Missile/120
  page 115
  page 181
  page 181
  
  PAGE 423 
  a d v a n c e d  b u i l d i n g s
  a d v a n c e d  g e n e r a l  r u l e s
  ADvAnceD BuiLDing movement
  Building Features
  MP Cost/Hex*
  Piloting  
  Modifier**
  Notes
  Empty Hangar/Tunnel/Open-Space Hex
  1
  NA
  Treat as Paved Terrain†
  Hangar/Tunnel/Empty Cargo Hex
  –1
  –3
  To a Minimum MP cost per hex of 1††
  Non-Liquid Cargo Hex
  +0
  –2
  Liquid Cargo Hex
  +1
  +2
  See Liquid Fuel/Chemical Storage Tanks (p. 134)
  High Ceilings
  +0
  –1
  Half all damage from movement (round down)‡
  Low Ceilings
  +1
  +1
  Double all damage from movement (round up)‡
  Unspecified Equipment Hex‡‡
  +0
  +0
  +1 to-hit modifier for weapon attacks (per hex)
  Specified Equipment Hex‡‡
  +1
  +1
  +2 to-hit modifier for weapon attacks (per hex)
  Generator/Weapon Hex‡‡
  +2
  +2
  +2 to-hit modifier for weapon attacks (per hex)
  Heavy Metal Superstructure
  +1
  +2
  Double damage to unit from failed Piloting Skill
  *In addition to all other applicable MP costs for the building type (see Building Classification and Type Table, p. 115)
  **In addition to all other applicable modifiers for the building type (see Building Classification and Type Table, p. 115)
  †See Open-Space Construction, p. 138. Hangars and tunnels apply these rules only if they are as high as or taller than the moving unit, feature no equipment, 
  and the unit is not moving through the building’s outer walls (otherwise, apply the standard hangar MP and Piloting modifiers.
  ††Hangars and tunnels apply these costs and modifiers only if they are as high as or taller than the moving unit and feature interior equipment of any kind. 
  (Do not apply normal hangar MP and Piloting costs if already inside.)
  ‡Applies to damage done both to the building and to the unit moving through it.
  ‡‡Do not count turreted or rooftop-based equipment.
  ADvAnceD BuiLDing  
  cRiticAL hits
  2D6 
  Roll
  Effect
  2–5
  No Critical Hit
  6
  Weapon Malfunction
  7
  Gunners Stunned
  8
  Weapon Destroyed
  9
  Gunners Killed
  10
  Turret Jammed/Turret Locked*
  11
  Ammunition
  12
  Other
  *When rolling these critical hit results, roll 1D6. On a result 
  of 1–3, the effect to the left of the slash occurs; on a 4–6 
  result, the effect to the right of the slash occurs.
  ARtiLLeRy moDifieRs
  Condition
  Modifier
  For every 2 points of Gunnery Skill less than 4 possessed by the spotting unit*
  –1
  For every 2 points of Gunnery Skill greater than 4 possessed by the spotting unit*
  +1
  Adjusting fire: for each previous shot fired  at the target hex by the artillery unit* 
  –1
  *See Artillery Spotters, p. 181; Round any fractions down.
  minefieLD Density
  Minefield Density*
  Target Number
  5- or 10-point
  9+
  15- or 20-point
  8+
  25- or 30-point
  7+
  *The EMP mine (see p. 365) cannot be weapon-delivered.
  ARtiLLeRy oRDnAnce
  Weapon Type Damage Values (Radius)
  Ordnance Type 
  Damage Type
  Long Tom 
  Sniper 
  Thumper 
  Arrow IV
  Cruise Missile
  Air-Defense Arrow (ADA)*
  F
  —
  —
  —
  20
  —
  Arrow IV Homing Missile*
  AE
  — 
  — 
  — 
  20
  —
  Arrow IV Non-Homing Missile*
  AE, F
  —
  —
  —
  20/10 (R1)
  —
  Cluster*
  AE, F
  20/10 (R1)
  15/5 (R1)
  10/1 (R1)
  20/10 (R1)
  —
  Copperhead* 
  AE
  15 (R0)
  10 (R0)
  5 (R0)
  —
  —
  Flechette* 
  AE, AI
  * 
  * 
  *
  —
  —
  High-Explosive (standard)
  AE, F
   25/15/5 (R2)
  20/10 (R1) 
  15/5 (R1)
  —
  Minefield Rounds
  Thunder Active-IV*
  AE
  —
  —
  —
  20 (R0)
  —
  Thunder FASCAM (Inner Sphere)* 
  AE
  25 (R0)
  20 (R0)
  — 
  20 (R0)
  —
  Thunder FASCAM (Clan)*
  AE
  25 (R0)
  20 (R0)
  15 (R0)
  30 (R0)
  —
  Thunder Vibrabomb-IV*
  AE
  —
  —
  —
  20 (R0)
  —
  Non-Explosive Rounds**
  Illumination* 
  —
  (Radius 3) 
  (Radius 2) 
  (Radius 1)
  (Radius 4)
  —
  Inferno IV-Missiles*
  AE, H, AI
  —
  —
  —
  (Radius 1)
  —
  Laser-Inhibiting Arrow Missile*
  —
  —
  —
  —
  (Radius 0)
  —
  Smoke* 
  —
  (Radius 1) 
  (Radius 1) 
  (Radius 1) 
  (Radius 1)
  —
  Cruise Missiles
  Cruise Missile/50
  AE
  —
  —
  —
  —
  50/25 (R1)
  Cruise Missile/70
  AE
  —
  —
  —
  —
  70/45/20 (R2)
  Cruise Missile/90
  AE
  —
  —
  —
  —
  90/65/40/15 (R3)
  Cruise Missile/120
  AE
  —
  —
  —
  —
  120/95/70/45/20 (R4)
  *See additional rules for the specific ordnance in the Advanced Weapons and Equipment section.
  **The effect radius describes the area affected by a non-explosive shell. For example, an illumination round fired by a Long Tom has an effect radius of 3, so it affects the target hex, as well as any unit within 
  3 hexes of the target hex. Ordnance with an effect radius of 0 affects only the target hex.
  page 120
  page 184
  page 121
  page 208
  page 180
  
  PAGE 424 
  a d v a n c e d  g e n e r a l  r u l e s
  a d v a n c e d  g e n e r a l  r u l e s
  moRALe
  Experience Level 
  BattleMechs
  Morale Target
  Combat Vehicles
  Morale Target
  Infantry 
  Morale Target
  Support Vehicles
  Morale Target
  Green 
  4
  6
  9
  10
  Regular 
  2
  4
  6
  7
  Veteran
  —§§
  2
  4
  5
  Elite
  —§§
  —§§
  2
  2
  *Includes ProtoMechs and aerospace fighters.
  †Includes military conventional fighters, Small Craft, DropShips and WarShips.
  ‡Includes military Support Vehicles, JumpShips and Space Stations.
  §Includes IndustrialMechs (unless piloted by a military MechWarrior, in which case treat as a Combat Vehicle) and all civilian aerospace units.
  §§See Infernos and Cruise Missile Attack (see p. 211).
  Special Source Modifier (All)
  Target Modifier
  Inferno 
  +1/+3*
  Cruise Missile
  +2
  *The modifier to the left of the slash is for all non-infantry units,  
  the modifier to the right of the slash for infantry.
  Attack Source Modifier 
  (Infantry Only)
  Target Modifier
  BattleMech in LOS 
  +1
  Artillery 
  +2
  Flamer or Fire 
  +3
  Elite
  —§§
  Other Modifiers Modifier 
  (Infantry Only)
  Target 
  Modifier
  Broken Morale 
  +1
  Cumulative Modifiers
  Light or Medium Battle Armor Unit 
  –1
  Heavy or Assault Battle Armor Unit
  –2
  Anti -’Mech Skill of 5 or less
  –1
  Conventional Infantry with Armor 
  (see p. 317)
  –1
  Unit in Building 
  –2
  Unit Dug In
   –2
  BAttLefieLD wReckAge
  Tonnage: In all instances, a unit must be 40 tons or greater to 
  modify terrain upon destruction.
  Unit Type
  Terrain Type
  ’Mech
  Rough
  ProtoMech/Infantry 
  —
  Combat Vehicles
  Rough
  Medium Support Vehicles
  Rough
  Large Support Vehicles/ Super-Heavy Vehicles
  Ultra Rough
  Rail
  Ultra Rough
  Fighters/Small Craft
  Rough
  DropShips/Mobile Structure
  Ultra Rubble
  fAtigue
  Piloting Skill Rating
  Turn When Modifier Starts
  6–7
  Starting on Turn 10
  4–5
  Starting on Turn 14
  2–3
  Starting on Turn 17
  0–1
  Starting on Turn 20
  RecoveRing neRve
  NOTE: These modifiers only apply if a friendly unit/commander is within seventeen hexes 
  of the unit attempting to recover its nerve.
  Commanders*
  Target Modifier
  Sub-force Commander in LOS 
  –1
  Force Commander in LOS 
  –2
  Infantry Only
  Target Modifier
  Friendly non-’Mech, non-infantry unit in LOS 
  –1
  Friendly ’Mech in LOS
  –2
  Another Routed Infantry Unit in LOS
  +1
  Another Routed Non-Infantry Unit in LOS
  +2
  Routed Unit
  +3
  *Only applies if Commanders (see p. 191) are in use.
  tRAnspoRt BAys stAtus
  1D6 Roll
  Status
  Turns To Activation**
  1-2
  Shutdown
  4
  3-4
  Stand By/Empty
  3
  5
  Stand By/Occupied
  2
  6
  Operational*
  1
  *Conventional Infantry are always considered “operational.”
  **This is in ground turns; if using space turns, all units are considered “activated” after 
  a single space turn, regardless of the units’ status or the availability of technicians 
  (though the lack of a technician still applies the +2 modifier to the Piloting Skill Roll 
  to determine if a shut-down unit activated properly [see Bay Personnel, p. 202]).
  ADvAnceD BAttLe ARmoR weights
  Battle Armor Units (total occupied cargo space)
  Weight Class
  Tons of Cargo Space Occupied
  4 troopers
  5 troopers
  6 troopers
  PA(L)/Exoskeleton
  .25 tons
  1 ton
  1.25 tons
  1.5 tons
  Light
  .5 tons
  2 tons
  2.5 tons
  3 tons
  Medium
  1 ton
  4 tons
  5 tons
  6 tons
  Heavy
  1.5 tons
  6 tons
  7.5 tons
  9 tons
  Assault
  2 tons
  8 tons
  10 tons
  12 tons
  Landing Terrain 
  Modifier
  Clear 
  –2
  Water 
  –1
  Snow
  –1
  Deep Snow
  –2
  Rough 
  0
  Rubble 
  0
  Light Jungle/Woods/Ultra Rough
  +2
  Heavy Jungle/Woods/Ultra Rubble 
  +3
  Ultra Jungle/Woods
  +4
  Per Level of Building 
  +1
  Planetary Conditions
  Modifier
  Zero-G
  +3
  Low-G (more than .2 off Terran standard)
  +2
  High-G (more than .2 off Terran standard)
  +3
  Vacuum or Tainted Atmosphere*
  +3
  Trace or Very High Pressure Atmosphere
  +2
  Heavy Snow Fall/Ice Storm/Lightning 
  Storm/Strong Gale/Torrential 
  Downpour
  +2
  Blizzard/Storm/Tornado
  +3
  Situation
  Modifier
  BattleMech Prone 
  +5
  Pilot Unconscious 
  +3
  Per Point of  
  Head Internal Structure Damage 
  +1
  Automatic Ejection 
  +1
  *Assumes the pilot is wearing a suit to protect against vacuum or a 
  tainted atmosphere; the pilot is killed immediately if in vacuum with 
  no protection (see p. 56 for rules governing a tainted atmosphere and 
  no protection).
  ejection moDifieRs
  page 187
  page 197
  page 212
  page 187
  page 218
  page 198
  page 213
  
SOURCE: textdata/thevault/BattleTech [multi]/Core Rulebooks/BattleTech - Tactical Operations.pdf