TEXT: A BATTLETECH HALLOWEEN SPECIAL
  BATTLETECH ADVENTURES
  empires
  Aflame
  empires
  Aflame
  TM
  
  35HLW14
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  BATTLETECH ADVENTURES
  EMPIRES
  AFLAME
  BATTLETECH
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  WAREHOUSE DISTRICT
  YELIZOVO, EASTERN RUSSIA
  TERRA, TERRAN HEGEMONY
  14 FEBRUARY 2784
  “You still don’t think this is the right course.” 
  It was not a question.
  Aaron DeChavilier allowed himself a frown. This was an old discussion; 
  one that had long since run its course. He looked up from the touch pads 
  strewn across the desk before him, and met the eyes of the man he’d 
  served faithfully for nearly half a century. Together, they had shaped and 
  led the greatest army ever forged. Together, they had turned back the tide 
  of the greatest evil mankind ever faced.
  And what thanks were they given for that? An impossible choice be-
  tween two unthinkable options.
  Aleksandr Kerensky knew his answer, of course. His weary eyes be-
  trayed his concern, and his own frown deepened. There was little time left 
  for another “sales pitch” (as he called them), but Aaron knew one wasn’t 
  coming this time anyway.
  Alek understood.
  “You could stay,” he offered. “Blake could certainly use a man like you.”
  Aaron snorted, and fought back a smirk. “You know I won’t do that,” he 
  said.
  “You don’t owe me any more favors, Aaron,” Alek said. “I won’t lie and 
  say I wouldn’t need you just as badly out there—”
  “This is a hell of a time to suggest that, Alex! You and I both know I’m 
  not going to abandon you now.”
  Alek’s lips curled ever so slightly upward, and his eyebrows rose a bit. 
  He nodded sagely.
  “Maybe, old friend,” he said. “But the option is there, nonetheless.”
  “We leave it all together, or we stand here and fight together,” Aaron 
  told him. And he meant every word.
  They were in a humble office of sheet metal walls, with a plain fer-
  rocrete floor and a cellulose-tile ceiling. Lit by fluorescent rods, and 
  furnished with a simple metal and faux-wood desk, a few well-worn fold-
  ing chairs, and battered metal file cabinets, it reminded Aaron of Quonset 
  shelters he’d camped in on more worlds than he cared to recall. A single, 
  dingy window, partially obscured by bent, half-drawn blinds, looked out 
  at a row of warehouses built similar to this one, all crowded together in a 
  non-descript industrial park far from anywhere strategically interesting.
  The perfect place to discuss a decision so great—so unprecedented—
  that it even boggled Aaron’s mind.
  In the massive, cleared out bay beyond the office door, he knew that 
  dozens—hundreds—of officers were gathering for a meeting with their 
  commander. 
  Correction, Aaron reminded himself, as he took note of the missing 
  insignia on his friend’s plain, olive fatigues: their former commander. 
  Alek had been betrayed, defrocked by petty House Lords who gave 
  more weight to their greed and insecurities than the good of the League 
  they so coveted. Aaron felt the bile rising in his stomach as he thought 
  about the whole, cowardly, ungrateful lot of them. That, and the knowl-
  edge that Alek’s decision would effectively leave those worms free to dine 
  on the Star League’s remains, still incensed him. 
  But the war against the Usurper had taken the fight out of Alek. After all 
  that bloodshed, he could not bring himself to force those fools to heel, to 
  punish the Houses that stood by while Amaris and his depraved legions 
  raped the cradle of humanity. 
  On the surface of it all, Aaron understood this. 
  He even sympathized with the old man. 
  But he could not forgive the House Lords.
  His eyes fell on the noteputers resting upon the desk, at the numbers 
  that tallied ships, regiments, generals, and admirals—whole armies, 
  ranked by strength and loyalty.
  Were it up to me, Aaron thought to himself for the thousandth time 
  today (at least), we would take these forces, and we would—
  “Well then, my friend,” Alek suddenly said, breaking through those 
  darkening thoughts, “perhaps we should go and meet the men?”
  Aaron blinked, looking up once more. Closing his eyes for a moment, 
  he let out a heavy sigh, trying to expel the glimpse of rage that nearly 
  consumed him. He nodded. 
  Aleksandr Kerensky gave him a warm, almost fatherly smile in return, 
  and it was as if that alone made everything okay. He began to move 
  around the desk. Though tired in spirit, his manner and movements re-
  tained the strength and confidence that still inspired Aaron even today. 
  Aaron was half-turned to lead the way when he heard the sound of 
  shattering glass, and felt the warm splash against his back, some of which 
  sailed over his shoulder to spatter crimson across the door frame.
  The unmistakable report of a high-powered rifle followed not half an 
  instant later.
  Spinning around, Aaron barely managed to reach out in time to catch 
  the falling body of a man who had been his friend, comrade, hero and 
  mentor for fifty years—before the sniper’s second gunshot blasted 
  through the back of his skull.
  The Shot Heard 
  Across the Sphere
  1
  
  B 
  attleTech Adventures: Empires Aflame is a special game aid for use with A Time of War: The BattleTech Role-Playing Game, the A Time 
  of War Companion. Designed for experienced players familiar with the setting, the rules and descriptions in this book presume 
  the players are familiar with the terms and core role-playing systems presented in A Time of War, as well as the war game rules 
  found in Total Warfare, Tactical Operations, and Strategic Operations. This adventure may run several sessions, based on the players’ 
  available time and resources.
  Game masters should note that only some of the information in this book should be made available to the players, while the rest is 
  designed for the game master to reveal to the players only as they discover it. Due to the nature of this adventure, however, the players 
  may need to do more digging than usual, since the premise of the story will throw them into a setting completely unknown to them. 
  Information that will be readily available to the players will be clearly identified, but should be made available only as the players’ 
  characters actively pursue it. For example, all of the material covered in the World Guide section will be open to the player characters 
  with little to no research effort. But after the events of the First Track, virtually nothing within that section will have any further bearing 
  on the adventure at hand. 
  The general information contained here provides the tools needed for an adventure group to play out any number of sessions set 
  in the Empires Aflame setting—an Inner Sphere radically different, yet familiar in many other ways, to the one covered by BattleTech’s 
  thirty-year publishing history. But as this particular adventure is a special, Halloween holiday-themed edition, it ventures well outside 
  the ordinary, and so should game masters should feel free to “weird it up” as they go along.
  The World Guide section presents a global view about the setting and the players’ mission at the start of the adventure. Included 
  in this section is a general description of the Inner Sphere in 3090, and key elements of the post-Jihad Inner Sphere—specifically the 
  Republic of the Sphere, for whom the players’ group will be working. Additional news and documents pertaining to events current with 
  the initial Track of the adventure also appear in this chapter. After the first Track, gamemasters will find all further information in the 
  Gamemaster’s Sourcebook.
  The Persons of Interest section gives details on some of the key NPCs the players will (or may) interact with during this adventure, 
  and can be used by GMs who do not wish to create their own NPCs from scratch. This section also includes information on how to work 
  the players’ group into this adventure. To minimize the chance for spoilers, characters the players may encounter or learn about after 
  the first Track will appear in the GM’s Sourcebook section, but players should still not read this section.
  The Tracks section presents a means to interact with several pivotal events that occur in this adventure, though they are not the only 
  ones. Please do not allow the players to read the GM ONLY section, cover it with a sheet of paper while the players read their mission 
  brief section.
  The Gamemaster’s Sourcebook contains official character sheets for key personalities from the Persons of Interest section, as well as 
  record sheets and rules useful for running the more unique aspects of this ad-
  venture. Remember that it is not the function of this product to micromanage 
  your adventure, however: If a situation arises where the rules are in question, 
  it’s up to the gamemaster and players to work out a resolution suitable for 
  their game table. The goal is to have fun, so don’t let the rules bog you down.
  STAR LEAGUE ERA 
  CLAN INVASION ERA
  JIHAD ERA
  SUCCESSION WARS ERA
  CIVIL WAR ERA
  DARK AGE ERA
  BATTLETECH ADVENTURES
  EMPIRES
  AFLAME
  TM
  credits
  Project Development: Herbert A. Beas II
  BattleTech Line Developer: The Ghost of Hanse Davion
  Writing: Herbert A. Beas II
  Random Assignment Tables: Johannes Heidler
  Production Staff
  Cover Design: Ray Arrastia
  Layout: David Kerber
  Maps: Øystein Tvedten
  New Faction Logos: Herbert A. Beas II, David Kerber
  Catalyst Game Labs Art Director: Brent Evans
  Factchecking/Playtesting: AHAHAHAHAHAAH!
  Special Thanks: To Paul Sjardijn, Øystein Tvedten, 
  Johannes Heidler, and Ray Arrastia—who helped me really 
  have fun with this one by providing invaluable support 
  and commentary. Also to the BattleTechWiki (www.sarna.
  net/wiki), Microsoft Paint, and the original faction logo 
  artists whose work I distorted using those tools.
  2
  
   
  WORLD GUIDE
  A New Order
  The Inner Sphere: Thousands of worlds, colonized by mankind. Once, 
  we were united under the Star League, but when that dream died 
  under the boot-heels of Amaris the Usurper, it gave way to generations 
  of relentless war. The return of General Kerensky’s self-exiled SLDF, in 
  the form of the Clans, briefly gave the Inner Sphere a common enemy 
  to unite against, and even brought back the banner of the long lost  
  Star League.
  But—as with all alliances of convenience—the strain of suppressing 
  centuries of distrust and the House Lords’ greed became too much to 
  bear. Old enmities as distrust rose anew, and in the fires of war, the 
  Second Star League faltered. Its demise sparked the bloodiest years since 
  the early Succession Wars: the Word of Blake Jihad.
  From the ashes of that terrible conflict, a new realm rose, with a new 
  way of thinking. This realm was dedicated to peace without the threat of 
  force, to unity through diversity and acceptance, and to security against 
  the petty whims of entrenched nobility.  
  The Republic of the Sphere!
  United in Peace
  The worlds of the Republic include those that suffered the worst of 
  the Amaris Crisis, the fall of the Star League, and the Succession Wars 
  that followed. They were the front lines in the Jihad, conquered and 
  cast off by the five Great Houses time and again, abandoned to the 
  waves of fanatical zealots who reigned over them through humanity’s  
  darkest hours. 
  The Republic did not conquer these worlds for power; it adopted 
  them for mutual safety. Not only was the Word of Blake expelled from 
  these tortured lands, but the politics and the policies that made their 
  peoples suffer beneath the thundering trod of BattleMechs. Gone were 
  the feudal policies of those who sought to make or profit from war at 
  the people’s expense. The endless prattle of border-zone agitators and 
  military leaders, who saw force as the only way to answer the slightest 
  offense, finally fell silent. 
  No longer were those who lived less than a JumpShip’s leap away 
  considered “the enemy”. 
  The critics proclaimed the Republic a power grab, an effort to rebuild 
  the Terran Hegemony; just one more Great House to wage war against 
  its neighbors. But we who lived through the Jihad, and who saw the 
  changes wrought in its wake, would know better. Instead of a titular 
  House Lord, Devlin Stone rules as Exarch, a position that—by law—will 
  come open to vote when he steps down or retires, rather than passing 
  by default to an heir. Aiding in this administration stands a senate that 
  represents our worlds, with an official chosen by vote. While some might 
  note that even these senators bear titles of nobility, the feudal structure 
  of the Republic—unlike those of the other Houses—derives more from 
  the strength of citizenship, which requires dedicated service to the realm 
  and its people.
  To lead in this Republic, one must be a citizen. To be a citizen, one 
  must serve the state in a meaningful way. Birth alone will not grant this 
  to anyone here, nor will favored preference be given to those who were 
  raised under foreign flags. The hatreds of old are no longer welcome 
  here, and we are all countrymen in equal standing.
  As we stand together, committed to peace and prosperity after the 
  horrors of war, we take nothing for granted. We know that the scars of so 
  much war will take many generations to heal, but we believe that only 
  now have we found the right path.
  The End of the ’Mech?
  Probably the most telling sign of the fundamental change in today’s 
  Inner Sphere is found in the Republic of the Sphere’s Military Material 
  Redemption Program. Attacked by critics as a naïve concept at best, 
  and a blatant power-grab by a newborn empire desperate to maintain 
  its power at worst, the MMRP (and the similar programs initiated by the 
  Republic’s neighbors) has worked in a time where common wisdom 
  might suggest otherwise. Given the option to trade in heirloom 
  BattleMechs, vehicles, and fighters for instant landholds, wealth, and 
  titles, many private owners—from shell-shocked mercenary veterans of 
  the Jihad, to scrapyard collectors—have turned their multi-million C-bill 
  war machines over to governments promising their destruction.
  In addition to this, many military industries have been encouraged by 
  tax incentives, preferential contracts, and other means, to “broaden their 
  portfolios” beyond the production of heavy weapons, and battlefield 
  platforms that carry them. Once again defying centuries of tradition, 
  many factories snapped up these opportunities, and BattleMech 
  manufacturing—once expanding at an almost exponential rate—
  suddenly plunged to levels not seen since the days before the Clans 
  showed up.
  A Matter of State Security
  6 February 3095
  Respected Warriors,
  We trust that this missive finds you well. Your recent services to the Republic of the Sphere have been a credit to not only 
  the professionalism of your command, but a great help to realizing our dream of a bright future for all mankind.
  In recognition of your skills and the benefits of our past working relationships, we would like to extend an offer to you and 
  yours to aid our realm in the collection of additional materiel of a sensitive nature.
  While minimal combat is anticipated, your unit’s collective skill set, and professional discretion, will be of significant help 
  in this operation. In light of our past working relationship, and the preference for said discretion, I have been authorized to 
  extend an offer to your command for twice the standard operational fees for a mission of this nature, along with a partial advance 
  payment, and the remainder upon successful resolution.
  For this operation, you will be provided with necessary interstellar transportation, and all relevant support required for same. 
  All combat- and security-related command decisions for this mission will be left entirely to your discretion. 
  As usual, state security concerns prevent me from disclosing any further operational details in this solicitation. If you are 
  interested—as we hope that you are—please respond via the Department of Requisition and Replacement (Private Assets Division), 
  with the job code RS-3095/0206/PA32.50P. Our liaison will arrange a meeting to discuss further terms at the earliest opportunity. 
  Kind Regards,
  --Angela Martinez, Captain
   
  RAF Material Oversight Division
  3
  
   
  The optimists—those who dare to dream that we have truly found 
  an age of peace—call this “the end of the BattleMech”, but could they 
  actually be right?
  Sorry, peace-lovers, but not even close!
  The decline of private ’Mech ownership in the Inner Sphere might 
  hit the mercenary trade the worst, followed by the various “security 
  firms” who operate in the gray area between lucre warriors and some 
  conglomerate’s rental cops. It gives scrap collectors a bigger payday 
  than ever before, and even encourages the common Joe to report any 
  “unlawful ’Mechs” he sees in his vicinity. But at the end of the day, the 
  Republic is still buying ’Mechs for itself, and so are the battered armies 
  of its neighbors.
  The ’Mech is not going away, but after the horrors of the Jihad, where 
  thousands of mercenary warriors served on all sides, beefing up state 
  military forces as much as they were collecting profits—by means both 
  legal and not, such “wildcards” are being gradually removed from play. 
  Mercenaries may remain forever, and so will the BattleMech…
  …But, thanks to the MMRP and programs like it, it is hoped that their 
  use will be handled by those who know what they’re fighting for beyond 
  a mere payday.
  —Excerpt from The New Outlook, by Raul Xiao Long, Freedom of Skye 
  Publishing, 3094
  (15 March 3095)
  Galatea [MERCNET] – I think it’s safe to say that it’s been a weird decade and a half for the mercenary trade.
  Since the end of the Jihad, and the birth of the Republic of the Sphere, the business of soldiering for hire has become less active and perhaps a bit less 
  lucrative than it has been in over a century. Even here, at the last legitimate hub of mercenary commerce—where the offices of the MRBC still stand, despite 
  rumors to the contrary—the numbers of large mercenary groups has dwindled to a mere handful, and even the smaller outfits have begun to grow scarce. 
  More telling, the numbers show a continuing decline in the number of new merc groups formed per year, with 3094 showing only a mere 166 new mercenary 
  forces registered under MRBC auspices (and most of those were platoon-sized infantry outfits!)
  I can hear you now: “Well, geez, Mr. Bingham! Way to paint the bleakest picture possible for us working warriors!”
  But, hey, what can I tell you guys? The straight dope is this: There have been fewer big dust-ups since the fall of the Word, and what’s been happening out 
  there is well in the range of abilities for the beaten-up old Houses to handle. What’s more, this big old battleground now called the Republic of the Sphere—a 
  place coveted and fought over since the dawn of space travel—has become the galaxy’s biggest demilitarized zone. Who can afford to fight for money in a 
  place where it’s more lucrative to trade in your great-great-grandmother’s broken old Griffin for a seaside mansion?
  But for those of you old salts too set in your ways and determined to fight your way across the Sphere, there is some good gigs, even in the Republic, if 
  you know where to look:
  It’s called the RAF Material Oversight Division.
  Oh, I know what you’re thinking now: “Waaaait a minute, Bingham! Aren’t those the guys who come to take our guns?”
  Right you are, my friend, but not exactly in the way you might think: You see, while the Republic’s Military Material Redemption Program might be all about 
  taking the big weapons away from the non-state soldiers here, the last few years has seen more and more cases where it’s not about seizing weapons at 
  gunpoint, but merely collecting a machine whose owners want to trade in for a spot of land.
  These ex-mercs and other “private security” types are still trying to buy into republic citizenship, you see, but the Republic’s a little short-staffed on man-
  power they can trust to escort the material where it needs to go. Add to that the fact that millions of C-bills in valuable hardware can’t just sit on someone’s 
  front lawn with a “For Sale” sign on it without some malcontent trying to make a grab, and you see that the Republic’s collectors will need to come armed, 
  just in case.
  And the real kicker? You don’t even need your own rides to do the job!
  That’s right, my friends, even a merc outfit that’s already cashed in its ’Mechs can pick up some work back in the cockpit again by picking up a writ of 
  exemption from the RAF’s Department of Replacement and Requisitions, and getting a job as the Republic’s own, certified military “repo men”.
  The pay’s good. The hours are flexible. And the risk is low. So, why not give them a call?
  And tell them Sean Bingham sent you!
  --Deputy Sub-director Pavlo Gollanski
   Mercenary Procurement
  WRIT OF EXEMPTION: THE REPUBLIC’S “MERCENARY REPO MEN”
  4
  
   
  Q 
  BAD JUMPS AND MISJUMPS 
  Q
  What is a misjump, and what makes it worse than a bad jump?
  The good news, dear reader, is that a misjump is far, far less likely than a “bad jump”. In fact, according 
  to a recent study, the chances of a misjump while travelling on any JumpShip built since the time of the Clan 
  Invasion at just a hair over five times less likely than being struck by lightning on Terra!
  Misjumps can occur for a variety of reasons, and no one can ever predict when or what may cause one. 
  Fortunately, the most likely causes—a flawed jump drive or poor jump calculations—have been countered by 
  the most basic software and hardware safety systems integrated into every K-F drive since before the time 
  of the first Star League. 
  While it is true that misjumps can be catastrophic, most recorded misjumps have actually been little more 
  than “bad jumps”. A bad jump occurs when safety protocols find no reason to abort a vessel’s hyperspace jump, 
  but the travelers on board experience a “bumpy ride”, and the vessel becomes stressed during the leap. Most 
  “bad jumps” end with the JumpShip slightly damaged and off-course—perhaps by as much as a full AU from the 
  target point—and the crew shaken or disoriented. A number of minor injuries may also occur at this time, 
  most caused by abrupt shifting in the vessel or power surges that blow out nearby electronics. Though older-
  vintage ships may find their drive cores completely destroyed by such effects, the important thing is that a 
  “bad jump” is almost never fatal to the crew and passengers aboard the JumpShip and her attached DropShips.
  True misjumps, unfortunately, are another matter entirely. The cause of such events are as mysterious as 
  their outcomes. Some have been recorded as a bizarre form of “stasis”, in which a jumping vessel somehow 
  manages to become “stuck” in hyperspace far longer than normal, emerging hours, days, perhaps even years 
  after they started their jump, while others have dropped ships off in deep space, light-years away from their 
  destinations, and too far from any stars to effectively recharge their drive cores. These types of misjumps 
  often include the same disruptive effects as a bad jump, with crews and passengers often surprised to find 
  out how long (or far) they have been carried off course and time.
  Others, more tragically, have been recorded as truly catastrophic events, in which the vessel emerges 
  from hyperspace distorted beyond recognition—warped on an almost molecular level by forces that science 
  still cannot fully explain. In the extraordinarily rare moments where such a misjump has occurred and been 
  documented, these effects have extended to the crew as well as the ship itself. 
  Still other misjumps remain a complete mystery, as such vessels have simply vanished entirely from the 
  universe, for all intents and purposes. Where these vessels have gone, and what becomes of their crew cannot 
  be answered.
  —Excerpt from Hyperspace for Dummies (3090 Edition), Charybdis Publishing, Irian, 3090
  5
  
  Persons of Interest
  PERSONS OF INTEREST
  This section is primarily for gamemasters. Its function is to pro-
  vide key details on the expected capabilities of the players’ group as 
  well as the descriptions and nature of the key non-player characters 
  (NPCs) who they may interact with in the course of this adventure. 
  Players might, with adequate research or other in-game efforts, learn 
  facts about these key NPCs if they are resourceful enough to do so. 
  Otherwise, all of the information in this section should be considered 
  gamemaster-only data.
  THE PLAYERS' GROUP
  The players for this adventure should be a Republic of the Sphere 
  force, or a mercenary outfit that has earned a reputation for handling 
  defensive or raiding missions for the Republic of the Sphere. Ideally, 
  none of these warriors should possess his own vehicle, as the Republic 
  of this period still discourages private ownership of all heavy weapons 
  (especially ’Mechs, combat vehicles, and aerospace fighters). The player 
  group should be of company size or smaller, and the majority should be 
  MechWarriors, fighter pilots, or vehicle commanders. At least two charac-
  ters should also possess Technician Skills of some kind.
  Players who do own their vehicle and try to enter into the Republic’s 
  employ will be offered to exchange their vehicle for Republic citizenship 
  (Citizen Trait), and one of the following: a lump sum equal to 1 million 
  C-bills per Vehicle Trait level, a landhold that translates to a Property Trait 
  equal to half the vehicle’s Trait level (rounded up to the nearest TP), or 
  a patent of nobility that likewise translates to a Title Trait equal to half 
  the vehicle’s Trait level (rounded up to the nearest TP). Alternatively, if 
  the player group is to be a Republic “house force”, characters who own 
  their vehicles can trade their vehicle ownership for citizenship alone, and 
  a rank in the Republic Armed Forces. This will reduce their Vehicle Trait 
  level by 2 points (the TP amount representing their ownership), and add 
  the Citizenship Trait, while the GM can work out their rank in the RAF, 
  based on the formation they are serving with.
  It is highly recommended that, prior to running this adventure, the 
  player-characters perform several missions for the Republic that are 
  commensurate with their skills. Because they should not be working 
  for the Republic as vehicle owners, any appropriate vehicles and Drop-
  Ship transportation must be assigned to them, to enable their use of 
  said skills in the event combat occurs. Most of these missions will be 
  simple “collection runs”—escorting a cargo vessel to a world where 
  surrendered arms have been gathered for disposal. Occasional combat 
  missions will typically include dealing with vehicle-armed bandits and 
  other criminals, or forcing “rogue owners” to surrender their machines 
  in accordance with the MMRP. If a vehicle owner refuses to surrender 
  his vehicle, they will be offered an “expedited relocation” (a fancy term 
  that means “exile”). A rogue owner who accepts the latter will either be 
  taken to Galatea with his machine and compelled to “exile himself” into 
  mercenary service, or will be taken out of the Republic entirely, to the 
  neighboring realm nearest his homeworld.
  After a few such missions, the team begins this adventure with the 
  offer of another routine assignment. No liaison will be assigned to the 
  players, but a Merchant-class JumpShip and a Mule-class DropShip oper-
  ating under Republic aegis will be assigned along with them. 
  There are usually several ways to resolve a Track, so a wide variety of 
  existing player groups may be suitable for this campaign.
  If creating a new group for this adventure, the following guidelines 
  are helpful:
  • This campaign should feature at least one lance of BattleMechs 
  or vehicles if the GM so desires, but no larger than a company in 
  total size should be used. An all-’Mech force would prove either 
  useless or needlessly overpowering for the first Track, but they may 
  become necessary by the last. Personal combat skills and technical 
  knowledge will be quite useful during this adventure, so player 
  characters who over-specialize themselves as MechWarriors and 
  such may find it difficult to contribute in all Tracks unless they have 
  sufficient “backup” Skills.
  • Try to focus on a wide range of skills, using the Skill Fields as a 
  guideline of how best to cover multiple aspects. The more versa-
  tile the group, the more likely it is to find alternative solutions to 
  a problem. The Republic has an image of peaceful intent to main-
  tain, however, so it is a good idea for one or more of the characters 
  to possess Negotiation or Acting Skills.
  • Try to ensure none of the player characters are significantly lower 
  or higher in the amount of XP that was used to create their fel-
  low PCs. They should be peers, even if they each have their own 
  specialties. An exception may be made for a party leader if any is 
  established beforehand.
  Adjusting NPC Experience
  The non-player characters (NPCs) created for this adventure have 
  been given capabilities optimized to challenge even a veteran-level 
  team of characters on otherwise equal footing. If making new player-
  characters for this adventure, a starting XP allotment of 8,000 XP is best 
  recommended to attain the same relative challenge level. If the player-
  characters have a higher or lower average amount of XP among them, 
  add or subtract this difference between the players’ XPs to NPCs to adjust 
  their Skills, Traits and Attributes accordingly, using a 6:3:1 ratio. 
  For example, if the players’ characters average 9,000 XP each, their 
  extra 1,000 XP difference would add 600 XPs to the NPCs’ Skills, 300 
  XPs to the NPCs’ Traits, and 100 XPs to the NPCs’ Attributes. The GM 
  can elect to divert the XPs allotted for Traits to Attributes if no suitable 
  Traits seem available.
  Assigning Units to the Players
  When assigning combat vehicles (including ’Mechs, fighters, or battle 
  armor) to the player-characters, use the Republic of the Sphere Random 
  Assignment Tables (RATs) found in Field Manual 3085 (see pp. 195-223, 
  FM3085), or the Republic RATs for the Capellan Crusades from Historical: 
  Wars of the Republic Era (see p. 102, H:WotRE). If using the Field Manual 
  Tables, treat the players’ force as if it is part of the Hastati Sentinels. 
  Furthermore, at least one third of the units in the players’ total force 
  should incorporate Clan technology; if this is not obtained via random 
  rolls, the GM may substitute as many units as necessary with a Clan-
  made unit of equal weight class that appears on the referenced tables.
  Getting Them Involved
  If the players are part the RAF’s command structure, getting them 
  involved in the mission is as simple as having them volunteer or simply 
  sending down orders to them from High Command. If they are part of 
  a mercenary force, the offered mission will be billed as a routine escort 
  mission, paying the normal pay rate, with independent command rights, 
  equipment support, and transportation to and from the objective site 
  provided by the state. In lieu of salvage rights, the players’ mercenary 
  command will receive an additional bonus of 1,000 C-bills per ton of 
  heavy weapons and military equipment they deliver to the Republic’s 
  clearing house on Rigil Kentarus. (These items have actually been inven-
  toried and weighed prior to the players’ arrival to pick them up, as part of 
  a standard procedure the Republic’s Material Oversight Division uses to 
  determine how much the “donors” are to be compensated.)
  Mercenary players may negotiate the payment up as high as 50 per-
  cent over the normal payment rate, but the Republic will not budge on 
  the transport and support options. All payment will be provided upon 
  completion of the assignment.
  6
  
  Persons of Interest
  The mission is considered entirely routine, with no anticipated resis-
  tance expected at the site, but the players will still be sent in their normal 
  DropShip, with all of their assigned combat vehicles stowed on board. 
  This is considered a security precaution only, and the players’ group 
  will be urged not to use their best judgment on when military force is 
  warranted, bearing in mind that it should not be necessary to march Bat-
  tleMechs into any populated areas in the absence of a credible threat.
  Once the players’ group accepts the assignment, they will be sched-
  uled for departure from their current base world within the week, during 
  which time their vessel and equipment will be prepared. 
  Note: For rules on mercenary operations, including the negotiation of 
  mission contracts, see pp. 217-229, A Time of War Companion.
  CAPTAIN LEONARDO JACKSON
   (JumpShip Celeste)
  Rank/Title: Commander, Merchant-class JumpShip Celeste
  Born: 3047 (48 in 3095)
  Captain Jackson is a veteran spacer who served House Steiner during 
  the Jihad as a courier and supply freight runner. Despite his experience 
  and connections, however, Jackson has a firebrand attitude and a pro-
  pensity for some of the most colorful language outside of Canopian 
  pornography. Many of his crew take this in stride, even when their most 
  embarrassing slip-ups prompt him to explode in a tirade of curses in all 
  three of the languages he knows (German, Gaelic, and English). In fact, 
  his crewmates often claim that the phrase “swearing like a sailor” was 
  coined for men like him.
  Despite his fierce tongue, Jackson is unquestionably dedicated to his 
  ship and its crew, which he regards as family. So rarely does he leave 
  their presence that his dark complexion has taken on something of 
  a grayish pallor, several of his teeth have gone missing, and his frame 
  is so emaciated-looking that it can be difficult imagining him moving 
  under any amount of gravity. Moreover, he tends to regard his JumpShip 
  as a fortress of solitude, and is often reluctant to permit passengers or 
  crewmen from other vessels on board. Even when he allows such access, 
  he considers the crew and officer cabins off-limits to any outsiders, and 
  only the command officers of any military forces he might transport are 
  permitted on his ship’s bridge deck.
  CAPTAIN JOHN BEAN 
  (DropShip E.F. Marie)
  Rank/Title: Commander, Mule-class DropShip E.F. Marie
  Born: 3066 (29 in 3095)
  Captain Bean was born on Hamilton, in the Free Worlds League, a year 
  before the Jihad erupted, and lived many of his formative years under 
  the dual rule of the Free Worlds and the Word of Blake. Though he wit-
  nessed many horrors over the holos, however, and was exposed to more 
  propaganda than most others, he managed to come through the war 
  with few lasting psychological scars. 
  Bean was only twelve years old when the Republic of the Sphere was 
  born, and he became a resident of the newborn realm by default. He thus 
  came of age in a time of great change and relative peace. Though he did 
  not aspire to be a soldier, he did develop an interest in spaceflight, and 
  learned the basics of aerospace and shuttle flight operations from a civil-
  ian training program by the time he was twenty. From there, he landed 
  a job as part of the freighter crew on the E.F. Marie, and rose through the 
  ship’s ranks ever since, becoming captain when his predecessor retired 
  in 3093. At the time of this adventure, he has set his sights on earning 
  republic citizenship through government contract services such as the 
  one the players are a part of.
  7
  
  Adventure trAcks
  ADVENTURE TRACKS
  CRITICAL FAILURE!
  Mission  Briefing
  While you are no spacer, you’ve been through a lot more jumps in your 
  adult life than many others around the Sphere. You are pretty familiar 
  with the pulse-pounding, gut-wrenching, soul-shattering effects of a 
  hyperspace jump, and you’re always grateful that it only ever seems to 
  last a few seconds before you come back to your senses and can get on 
  with your life…
  This is how you know that something just went horrifically wrong 
  this time. 
  This time, the disorienting and nauseating sensations of the jump 
  seem to stretch on forever. You feel yourself reduced to a pinprick of 
  existence, then exploded—and it seems to go on for an eternity. You 
  would scream if you had a voice in this quasi-space, and it takes you a 
  moment or twenty to realize that the universe is screaming for you. You 
  feel as if you just crossed over into some form of hell; all you know is that 
  your formless body is being assailed by horrors you could never name if 
  you lived to be a thousand.
  Just as you feel your very existence slipping away, you become aware 
  of the cold, darkness, and noise all around you. You feel your heart 
  pounding against your rib cage, and the pull of your harness restraints 
  as your limbs thrash by reflex alone. The blackness is replaced by electric 
  flickers of red and amber—coloring your cabin and giving the world a 
  dim, surreal substance. 
  But you still hear a persistent hiss, and blaring klaxons that rip through 
  your eardrums. 
  A voice—distorted at first, but which your hazy mind gradually comes 
  to recognize as that of the Celeste’s communications chief—is shouting 
  above it all, barking orders through the inter-ship comms for all to hear. 
  You’re too busy forcing yourself not to hack up meals from a week ago 
  to understand it all, so it takes your brain a minute or two more to grasp 
  the words:
  “—I repeat: Misjump! Misjump! Misjump! Emergency Action Stations! 
  All hands report status to JumpShip command!”
  Assets       
  Everything that’s available to the players’ force is available to them 
  here, stowed safely on board their DropShip. 
  The JumpShip Celeste, assigned to ferry the players to their next duty 
  station, is a common Merchant-class, provided by the Republic of the 
  Sphere government to shuttle the players’ DropShip and its assigned 
  cargo support—an aging Mule-class DropShip named E.F. Marie. 
  At this time, the E.F. Marie is hauling roughly 2,000 tons of weapons 
  and parts for combat vehicles, ’Mechs, and fighters—most in fair 
  condition—plus another 500 tons of heavy weapon munitions, support 
  weapons, and small arms. All of this is bound for a Republic bone yard 
  on Rigil Kentarus. The Marie also carries a pair of Powerman SC XV 
  HaulerMechs and four HeavyHauler unsealed exoskeletons (see Technical 
  Readout: Vehicle Annex Revised, pp. 218-219, and 190-191 respectively). 
  These industrial units are stored in custom-built bays that serve the 
  maintenance functions of 2 ’Mech bays and a battle armor squad bay—
  but which are incapable of deploying these units while in flight.
  All equipment in the player characters’ personal inventories that can 
  be conveniently carried on their DropShip are available to them, plus 
  the normal complement of equipment and personnel available to their 
  DropShip’s crew. This includes emergency provisions, such as field kits, 
  medical kits, a well-stocked sickbay, and food stores suitable to sustain 
  the crew and passengers for up to three months of space travel. 
  While the Celeste and the players’ DropShip are fully crewed at this 
  time, the E.F. Marie is operating without gunnery personnel. If space 
  combat take place involving this vessel, the Marie will function as if its 
  crew has a Gunnery Skill TN of 7.
  Opposition
  You aren’t even certain yet where you are, let alone whether or not you 
  have any opposition to worry about right now.
  Tactical Analysis
  That last jump was more than just a little bumpier than usual. While all 
  of the player characters have survived easily enough, once they are able 
  to call the Celeste’s bridge to report their status, they will discover from 
  the ship’s comm officer quickly enough that they have just endured one 
  of the worst-case scenarios in interstellar travel: a misjump.
  A misjump, for all intents and purposes, is an act of a spiteful god. 
  In the history of interstellar travel, hundreds of JumpShips—new, old, 
  primitive, and advanced—have been ripped off course by a tragic drive 
  core or computer failure. Most are never heard from again, presumed 
  destroyed in hyperspace itself, or sent into deep space so many light-
  years off course that their distress calls will take years to reach a friendly 
  port (if ever).
  More immediately, according to the Celeste’s comm officer, damage 
  reports are coming in from various sections of all three vessels: Pressure 
  leaks, electrical malfunctions, and the like will need to be patched to 
  make sure they don’t worsen. Several compartments have been sealed off 
  by automatic safety systems, and all ships have switched to emergency 
  power status, to minimize the chances of further power surges. 
  Any player characters with technical, mechanical, and medical skills 
  will be asked to aid the crew and passengers for all vessels in damage 
  control and medical aid as needed. This will also require working under 
  zero-G conditions, with only the ships’ dim emergency lighting and 
  personal communicators as your guide. Emergency vac-suits, stored in 
  each cabin’s lockers, can—and should—be utilized by anyone who opts 
  to leave their cabins. Anyone who doesn’t is to stay put until power is 
  restored and the DropShip captain gives an all-clear.
  Objectives
  1. Survive the Encounter. The ship has just had a rough ride, and 
  pandemonium reigns. At the very least, help the crews secure anything 
  that’s gone awry and hope we don’t have a hull breach.
  2. Get Your Bearings. Okay, we misjumped. Got that. But where the 
  hell are we?
  Mission Success Conditions
  Get through this alive, and you’re golden!
  8
  
  Adventure trAcks
  <<<GM ONLY>>>
  Enemies
  The good news is that misjump has not completely crippled the 
  Celeste, or the DropShips docked with her, but the extent and severity of 
  the damage these vessels have sustained is ultimately up to the GM. The 
  players’ aid should be enlisted in a number of minor repairs or medical 
  support actions as needed to add a sense of real danger to this event, 
  but none of them should be in immediate danger of facing a hull breach. 
  Several of the crew on the Celeste and her DropShips may be wounded, 
  but there should be no casualties among the player-characters.
  Of course, none of this matters until after the players are able to report 
  in after the jump. Characters with the TDS Trait (see p. 127, AToW) will 
  suffer the normal effects of their disability at this time. All characters that 
  do not possess the TDS Trait must make a BOD Attribute Check as soon 
  as the jump is completed. If successful, the character may act normally 
  immediately after the jump; otherwise, they suffer the same effects of 
  nausea as a character with TDS. The GM should keep track of which 
  characters check in, which do not, and when they do so, as characters 
  who do not report to the Celeste’s bridge within 10 minutes will be 
  flagged as a possible casualty, in need of medical aid. 
  The gamemaster should determine in advance how many of the NPCs 
  attached to all three vessels have been injured by the misjump’s effects, 
  and how severe their injuries are. The Merchant-class Celeste is presently 
  operating with a crew of 21, eschewing bay personnel in favor of regular 
  crew performing double-duty as needed. The Mule-class E.F. Marie has a 
  present crew of 17. A typical company-transport DropShip like a Union 
  will have a crew of about 15, plus up to 28 “bay personnel” that reflects its 
  typical passengers who use the vehicles in its transport bays (including 
  the player characters). The gamemaster may use any random method 
  for determining the casualties, with injuries ranging from minor cuts 
  and bruises caused by shorted panels and conduit ruptures, to almost 
  physics-defying wounds like bone disintegration and limb vitrification.
  Until the main power comes back on—which should be a minimum of 
  thirty minutes after the misjump—all player actions will suffer a –1 roll 
  modifier for Poor Conditions due to the limited lighting. The low gravity 
  rules found on pp. 237-238 of A Time of War should also be used, as all 
  vessels are basically adrift during this time.  
  After main power is restored, the players may start to breathe a sigh of 
  relief when, suddenly, all ships will declare General Quarters (red alert). 
  If anyone checks with any of the vessel captains, they will learn that their 
  sensors have detected an unidentified WarShip in close proximity—and 
  that it has already launched fighters on an intercept course!
  Local Conditions
  As incredible as it stands, the Celeste has actually arrived successfully 
  at the zenith jump point over Rigil Kentarus after all—but something is 
  very off about it. 
  The WarShip is only the first clue; it appears to be a Star League-style 
  Black Lion-class battlecruiser, bearing colors and an IFF code that match 
  no vessel in the Celeste’s database. The fighters scrambled to intercept 
  the Celeste—12 in all—appear to be a mix of Ironsides and Lucifers that 
  are likewise bearing unfamiliar colors and codes.
  Moments later, a broad-channel hail will emanate from the leading 
  pair of fighters. This hail will be heard only by anyone on the bridges of 
  the Celeste and her attached DropShips:
  “Attention, unidentified vessels: you have entered the territorial 
  space of the Terran Supremacy without prior authorization. State your 
  identification and business in this system, or you will be recognized as 
  hostile and fired upon.”
  In the course of any negotiations that follow—handled by the Celeste’s 
  captain if not by any of the players—the crew (and any players who ask 
  them) will learn that Rigil Kentarus is under the protection of something 
  called the “Terran Supremacy”, and that the incoming fighters and their 
  WarShip crew do not recognize any such entity as the Republic of the 
  Sphere. Identified as interlopers, the Celeste and her DropShips will be 
  ordered to stand down all weapons, remain in position, and prepare for 
  boarding by six incoming shuttles (two per vessel) that the sensors tag 
  as NL-42 “battle taxis”.
  Each incoming taxi carries one 28-man platoon of Terran Supremacy 
  marines, who will use the Soldier NPC template (see p. 338, AToW). 
  Each wears a marine combat suit (see p. 295, AToW), and is equipped 
  with a vibrodagger, a Buccaneer gel gun, and 6 mini-grenades—2 anti-
  personnel, 2 flash, and 2 stun (see pp. 264, 269, and 282-284, AToW, 
  respectively). One out of every two of these marines will also carry 
  either a pair of C8 blasting blocks for breaching bulkheads, or a light 
  recoilless rifle. 
  If the players and crews come quietly, these troops won’t attack. 
  9
  
  Adventure trAcks
  Any resistance, however, will be met with deadly force. The marines do 
  not want to cause undue damage to the ships, but they will also not 
  tolerate any interference. They will prioritize capture of any officers they 
  recognize as such, as well as the command and engineering sections of 
  all three ships.
  Objectives
  The players’ survival hinges on not only making sure their ships don’t 
  explode or decompress while they try to fix them, but also accepting that 
  they cannot fight off these “Terran Supremacy” thugs. Negotiations will 
  not work to their advantage, and even a miraculous success against the 
  marines will only delay the inevitable, as there remains a WarShip well 
  within firing range out there. The best course is surrender.
  Difficulty
  This track should be easy, if the players are smart. If not, things will 
  get bloody very quickly. But the Supremacy marines are ordered to 
  capture, not destroy; even after blood is spilled, they will still accept an 
  offer of surrender. To forestall any disasters, the marines will board each 
  vessel via its own small craft bays—cutting through the doors if they are 
  not opened first. The marines will then move to secure the JumpShip’s 
  bridge and engineering sections first, while the teams dispatched to the 
  DropShips will attempt to seize those same parts of those vessels. 
  If either DropShip attempts to unlatch itself from the Celeste, the 
  fighters, which are floating nearby, will be the first to engage with 
  “warning shots”. If the DropShip fails to surrender immediately, the 
  fighters will then attack directly.
  If any attack strikes the WarShip or a DropShip attempts to burn 
  toward the planet, the marines will be recalled from the offending vessel, 
  and the fighters will engage in full force. The WarShip will only open fire 
  on a DropShip that attempts to flee toward the planet (or directly toward 
  the WarShip itself) at full thrust.
  Aftermath
  Nothing the players (or the NPCs who accompany them) can say will 
  convince their captors that this is “just a misunderstanding”. Quite the 
  contrary, actually. The Terran Supremacy is presently at war, and their 
  vessel is an unidentified, unregistered, and completely unfamiliar craft 
  that suddenly showed up a few light-years from their capital itself.
  All of the surviving player characters and their NPC allies will rounded 
  up and taken to the WarShip, which bears the name TSS Michael Norman, 
  where the uninjured among them will be escorted into a set of brigs 
  deep within the vessel, while the wounded will be taken to the infirmary 
  for medical treatment before joining them. The lower-ranked Terran 
  marines assigned to guard the party will not speak to any of them, and 
  will use force to keep them in line if they cause any struggle (or irritation). 
  Eventually, an officer from among the WarShip’s crew will arrive, with 
  several marines in tow, and ask to see the senior-most officers among the 
  various vessel crews and the players’ group. Any who identify themselves 
  of holding a rank higher than lieutenant will be taken for “interviews” 
  conducted by this officer, who identifies himself as Major Gregory Cobb, 
  of the Eleventh TSDF Marine Corps Detachment. 
  Cobb will try to make sense of the characters’ stories, though he will 
  seem very doubtful of their veracity. The players may, however, manage 
  to learn more about the setting by questioning the major on current 
  and recent affairs, but Cobb is no historian, and is not inclined to regale 
  potential spies with stories of this universe. Instead, he will do most of 
  the question-asking, trying to poke holes in their narrative or find any 
  contradictions between the various subjects’ stories.
  After the interviews, Cobb will send the characters back to their 
  cells and inform them that their vessels are being “impounded” by 
  the Supremacy. After letting them stew for a while, during which 
  time the characters may compare notes, he will return to the brigs to 
  inform the party that they are all to be transferred planet-side “for  
  further processing”. 
  10
  
  Adventure trAcks
  WELCOME TO
  THE TERRAN SUPREMACY...
  Mission Briefing
  You are not sure if you convinced anyone that you’re telling the truth, 
  and it’s entirely possible that these “Terran Supremacy” guys don’t even 
  care about your story. But at least they’ve let you live for now. After 
  another round of searches, each of you has been issued drab coveralls; 
  your other personal effects have been confiscated. A few hours later, 
  all of your wounded comrades have been reunited with you, similarly 
  attired, at a DropShip docking bay.
  Under armed guard, you are escorted into what looks like a modified 
  infantry bay on a troop ship, and ordered to remain there and cause no 
  trouble for the six-day journey planet-side. Your guards are professional 
  enough—for marines who consider you a potential enemy—but refuse 
  to speak with you any more than absolutely necessary, such as when 
  delivering rations to you, verifying your presence, and, periodically, 
  keeping your more troublesome colleagues in line.
  When you finally arrive on Riken Minor, the inhabited moon that orbits 
  Rigil Kentarus, you find that you have landed at the tarmac of a sprawling 
  military complex of impressive construction. It occurs to you that this 
  might be a fully operational Castle Brian complex, straight out of Star 
  League history. ’Mechs and troops patrol the grounds, and military staff 
  from technicians to junior officers seem to stare in wonder as you are 
  escorted away from your transport, to a waiting group of APCs.
  Your last sight of the outdoors is your own DropShips, decelerating 
  from above, as they, too, arrive at the base “for further processing”.
  Assets
  The party—and all of the NPCs associated with them—have been 
  arrested by the Terran Supremacy. The TSDF marines, having searched 
  them and confiscated any weapons prior to their capture, have not been 
  inclined to allow them any personal effects that can be used as weapons, 
  body armor, or communications device. In fact, after being issued what 
  appears to be standard, unisex prison garb, all the party has on hand will 
  be the drab clothes on their backs—and bandages, if they were among 
  the wounded.
  Opposition
  From the WarShip to the surface and into the base, you are 
  outnumbered and outgunned. These marines take you to another set of 
  cells that you guess to be several levels below the surface facilities, and 
  leave you there for a time. Lacking any means of measuring time beyond 
  the apparent shift changes of your silent guards, you figure that you are 
  kept there for the better part of a day before someone finally arrives—a 
  middle-aged officer, with a few troopers in tow that you guess to be TSDF 
  standard infantry.
  “Welcome to the Terran Supremacy,” he says with only a trace of irony 
  and a thin smile, his eyes intense even as his gaze sweeps across you all. 
  “I am Lieutenant Colonel Benjamin Emory, and I would speak with your 
  ranking officers. One at a time. So, who’s first?”
  Tactical Analysis
  You are outnumbered and outgunned every step of the way here, so 
  fighting is right out. 
  Your only real hope here is to convince these Terrans that your group 
  is innocent—or, at the very least, not spies. Then, maybe, you can 
  get a handle on just how out of place you are, here. You know of no 
  circumstances in which you have heard of a misjump in which the crew 
  returned to its own time, but then again, jumping into another universe 
  entirely seems so far-fetched that you’d have doubted anyone who 
  claimed as much anyway. 
  You could be stuck here a long time!
  Objectives
  1. Truth is Stranger than Fiction. Convince your captors that you are 
  not spies from an enemy realm…somehow.
  2. Strategic Assessment. It’s clear we’re “not in Kansas anymore”, 
  and getting home—if possible—is not likely to happen any time soon. 
  Maybe we should find out just how different this place is from home.
  Mission Success Conditions
  It should be apparent that failure to convince the Supremacy 
  interrogators that the players’ characters are not spies will lead to endless 
  torture and further interrogation (followed by death). Avoiding that 
  alone counts as mission success, but it may not buy the characters any 
  freedom, since they are still outsiders who appeared in the middle of the 
  realm on board vessels laden with military tech. 
  11
  
  Adventure trAcks
  <<<GM ONLY>>>
  Enemies
  During the six-day transit to the surface of Rigil Kentarus, the party 
  and its NPC associates will be under the guard of at least one full platoon 
  of armed TSDF marines, plus the crew of the Fury-class DropShip 
  designated ST-497. In this time, they will be kept in restraints that hobble 
  their mobility, imposing a –3 roll modifier on all actions involving the 
  Dexterity or Reflexes Attributes. 
  And if they have a mind to try anything rash, that’s when they’d 
  have the best chance to do so, for once the party is on the surface, 
  they will find themselves within a sprawling 
  military complex crawling with Terran Supremacy 
  personnel, including over two regiments’ worth 
  of TSDF garrison troops (including a full ’Mech 
  battalion). Most of these troops will be Soldier-
  grade NPCs, but some may be Thug-grade NPCs 
  (representing support personnel or specialists not 
  trained for combat).
  Local Conditions
  The trip planet-side will take place aboard a 
  Fury-class troop transport, in which the players 
  and the NPCs are kept in an infantry platoon 
  bay under guard by TSDF marines. If the players 
  are observant enough, they may spot their own 
  DropShips flying nearby (having been likewise 
  commandeered by TDSF crews).
  Once on Rigil Kentarus, the players and their 
  allied NPCs will be taken to a detention center 
  within what seems to be a massive, underground 
  complex—a fully functional Castle Brian, to be 
  exact. Well stocked and manned by TSDF troops, 
  there will be few chances for them to make a break 
  for it, and any attempt to do so will be answered 
  with violence, though the Terrans will favor 
  capture to killing.
  The Supremacy base houses at least a full 
  battalion of Terran Supremacy BattleMechs, a 
  regiment each of combat vehicles and infantry (a 
  quarter of which are battle armored troops), and 
  two squadrons of aerospace fighters. When the 
  player-characters arrive at the base, they will see 
  not only their own DropShip, the E.F. Marie, and 
  the Fury that delivered them, but they will also see 
  three more Fortress-class DropShips parked on the 
  tarmac. The Terran ships will all be in excellent 
  condition, showing few signs of battle scarring or 
  patchwork repairs (remarkable, since the Fortress-
  class went virtually extinct during the Succession 
  Wars as the player-characters know it).
  Once guided into the labyrinthine depths of 
  the TSDF base, the players will find their world 
  reduced to detention cells and interrogation chambers. 
  The cells are tolerable enough, looking mostly like drab communal 
  living quarters similar to a barracks for infantry platoons, with ten bunk 
  beds, two wall-mounted sinks (with no mirrors) and two communal 
  toilets per cell. Only one wall of each cell is lined with bars so that 
  guards may look in; the rest are solid ferrocrete. The players’ team will 
  be separated from the vessel crews at this time, with the JumpShip and 
  DropShip crews taken elsewhere.
  The interrogation rooms look typical enough: No windows save 
  for a mirrored bay window—presumably one-way, allowing possible 
  observers to keep an eye on things—on the same wall where the 
  egress door is located. The walls appear to feature a light “padding” 
  of soundproofing material, and harsh halogen lighting all but blinds 
  anyone who tries to look up at the ceiling. Holo-camera recorders are 
  hidden in the upper corners of the room, imperceptible unless someone 
  looks hard enough (requiring a Perception roll modifier of –5). A single 
  metal table is bolted to the floor in the center of the interrogation room, 
  and four metal folding chairs are available for the interrogator and up to 
  three other occupants.
  Objectives
  The players will need to successfully convince 
  the interrogators that they are not spies or raiders 
  in the employ of an enemy House. While the 
  truth—that they’re not even from this reality—
  might seem the most obvious way, it is also the 
  least likely to be believed. 
  Luckily, some hard evidence will be available, 
  though not actually in the player-characters’ 
  possession, in the form of an analysis of the 
  Celeste’s condition, black box data taken from the 
  computers of the DropShips, and—of course—
  the nature of the cargo their ships contained. 
  Careful analysis of this evidence will eventually 
  convince the Terrans that the players are indeed 
  “not from around here”, though it will then leave 
  them in a state where they may keep the players 
  detained anyway.
  Difficulty
  The GM can employ any number of mind games 
  here to keep the players guessing, but convincing 
  the Terrans that they are not their enemies will only 
  be part of the problem. Trying to explain to the 
  interrogators that they somehow misjumped from 
  a universe similar to theirs but changed by one 
  historical event is one thing, but they also showed 
  up with a host of machines and technologies 
  that simply do not exist in this setting, including 
  Clan-made weaponry. These weird items might 
  help convince their captors that they’re not “local”, 
  but it will also lead them to realize that they are 
  still a potential threat. (And, no, they won’t let the 
  players demonstrate any of it; these aren’t comic-
  vid villains here!)
  The players may even have to work out on 
  their own where the timelines diverged to get 
  a grip on understanding how things became 
  so different; this can best be done by engaging 
  their captors in history Q&As, prompting 
  Interest/History Skill checks to see if their character’s take on history 
  is accurate enough to gauge how “off” the alternate is at any given 
  point. (For example, a character who never bothered to study his 
  history of the Star League would only know the basics about it: It 
  fell a few hundred years ago, because some Amaris guy killed off 
  the Camerons, and then Kerensky ran away to make the Clans. But 
  one who has a few Skill levels in that period could actually explain 
  the hows and whys better. Likewise, a TSDF guard who lapsed on his 
  own history lessons might not even know that Kerensky planned an 
  exodus, and thinks that DeChavilier took the reins after everything 
  went to hell.)
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  If the players are really stymied, the GM can have the Terrans convinced 
  of their innocence via a heavy interrogation of one of their associated 
  NPCs. Nastier GMs could even have frustrated interrogators resorting 
  to harsher measures such as torture, or the use of special devices like a 
  polygraph or neural interrogation computer (see p. 308, AToW). 
  As a special complication, the GM can even select one or two of 
  the player characters and say that TSDF has “files on them”, indicating 
  that they have alternate-universe doppelgangers alive and well in this 
  setting. The existence of such duplicates is fertile ground for all kinds 
  of extra drama—not the least of which being that the interrogators will 
  only become that much harder to convince.
  Aftermath
  Once the Terrans finally accept that the heroes are “on the level” 
  with their story of trans-dimensional jumping, they will decide to keep 
  them under “protective custody” pending a decision from Terra. As the 
  wheels of bureaucracy turn back at the Supremacy’s capital, the players’ 
  equipment will be confiscated “until further notice”. 
  This custody will drag on for weeks, during which time the party 
  will be moved to what appears to be some kind of reserve quarters on 
  the base grounds, but they will be kept under guard and told they are 
  forbidden to leave, essentially relegating them to house arrest. Their 
  visitors during this time will include Lt. Colonel Emory and some of his 
  troops, occasionally accompanied by a technician or other undefined 
  agents (e.g. medical personnel, psychiatrists, and intel operatives), who 
  will find the players “curious”, and will also try to glean what odd tidbits 
  they can on the technologies the players have encountered back home, 
  how they were made, what kind of munitions they use, what historical 
  events of note, and so forth. These inquiries will drop off after a while, as 
  the players’ novelty wears off.
  Guards will be posted, but the party will be granted access to approved 
  communications devices (on-base calls only), computers (mostly low-
  end systems, unable to do more than surf local message boards, play 
  some simple games, take notes, and access the base library—nothing 
  that requires a security clearance), entertainment (holovids that seem 
  outdated by at least five years), and passable provisions for clothing, 
  food, and hygiene. Periodic allowances of outdoor mobility can be 
  arranged for exercise purposes, with the players permitted the use of a 
  small exercise yard that includes a multi-purpose blacktop ringed by a 
  short running track, a single basketball hoop, and some benches. 
  True luxuries won’t be provided, nor will weapons and armor of any 
  kind. Even the dinnerware provided with their meals will be comprised 
  of soft plastics, while their furniture will be cheap, pre-fabricated stuff 
  that won’t make a handy weapon (or at least nothing that will hold up 
  to continued use). The players should also be readily aware that they are 
  under surveillance as long as they are in their apartments. 
  The gamemaster should also take this opportunity to confiscate the 
  record sheets for all of the player-character’s ’Mechs; as with their vessels 
  and other personal belongings, all of these units will be impounded by 
  the Terran authorities.
  13
  
  Adventure trAcks
  JAILBREAK!
  Mission Briefing
  You have been cooped up on base quarters, under “house arrest”, for 
  about three weeks now, and you’re starting to get the impression that 
  the Terran Supremacy has virtually forgotten about you. The bustle 
  of activity at this base has surged and fallen amid reports of sporadic 
  raiding at a number of front lines, and your guards have rotated a few 
  times with little to no explanation. The last time any of you even had a 
  conversation with Emory was a good three days ago, when he stopped 
  by to check up on you and made an offhand remark that Terra will decide 
  what to do with you “soon”.
  Thus, it comes as something of a surprise when you receive an 
  unexpected visitor in the form of a fairly attractive, middle aged woman 
  dressed in civilian business attire. Though flanked by four TSDF troopers 
  who practically look like quadruplets, she wears a visitor’s badge clipped 
  over left breast pocket of her deep purple jacket…and what looks like a 
  House Marik eagle insignia pinned to its right lapel.
  She greets you warmly, almost as if she’s already met you before, and 
  says, “My name is Mary Durant. I am a special emissary for the Captain-
  General in Exile. We have heard such interesting stories about you 
  through the grapevine, and I’ve been sent here to see if they’re true. 
  Would you all have time for a chat?”
  After you agree, Durant recommends you all accompany her and her 
  entourage outside to “stretch your legs”, adding in a wink that suggests 
  she’s aware of the security cameras watching you. Once you are outside 
  and beyond the earshot of the guards who have been protecting your 
  humble home for the last three weeks, Durant’s gaze turns sharply on 
  you, and begins to speak in a low, intense voice:
  “You are in great danger here, but we can help you. If you want to get 
  out of here alive, you need to do exactly what I say.”
  Assets
  Once more, all the party has at hand are the clothes on their back, 
  and anything that they’ve managed to accumulate in their temporary 
  quarters on the base. Unfortunately, this does not include any weapons 
  capable of resisting the large and well-equipped army that garrisons 
  these grounds.
  Fortunately, as soon as the party is outside of their apartment (and, 
  presumably, far enough from the prying eyes of the recording devices 
  within) Durant assures you all—in rushed tones barely audible over the 
  din of daily life on this compound—that she, her escorts, and “some 
  friends”, have taken care of that. Explaining quickly that they have 
  established some “weak points” in the base’s surveillance systems, she 
  tells you that she will be leading you to one such blind spot they’ve 
  arranged near the main gate. The “smoking guard” you’ll find there will 
  tell you what to do next.
  Opposition
  Once the base personnel realize that an escape is in progress, you can 
  expect a force roughly the size of a whole Star League division is going 
  to come at you. Durant claims she’s got “most of that” under control, 
  but that only means that she hasn’t managed the danger completely. 
  Hopefully, whatever she’s missing is something you can manage.
  Tactical Analysis
  This base is crawling with guards, but neither Durant, nor the four-man 
  entourage accompanying her, seem to be concerned too much about 
  them. More interestingly, you swear that you caught signs of recognition 
  passing between one of Durant’s escorts and a technician near the gates.
  More concerning, however, is the sight that catches your eye just 
  beyond the grounds, on the spaceport’s tarmac: at least four BattleMechs 
  loom over a nearby hangar, beside a trio of what look like armored vans. 
  If Durant plans to get you through the main gate, those ’Mechs will be 
  a problem.
  Objectives
  1. Get Out Alive! However you pull this off—either by trusting your 
  unexpected benefactor completely, or taking matters more into your 
  own hands—your only chance for freedom is to get out of here. 
  Mission Success Conditions
  Escaping the TSDF base is a great start, but what may be even better 
  is to get off-world and out of the system. Durant has promised just such 
  a thing—if you do as she says—but just because you don’t hail from 
  this universe doesn’t mean you were born yesterday. There’s no way to 
  be sure what this lady’s angle is, and there’s a real chance that you may 
  escape the Supremacy only to find yourself in someone else’s cage.
  14
  
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  <<<GM ONLY>>>
  Enemies
  While a significant troop presence remains at the TSDF base, and 
  guards can be found—either patrolling the various fence lines separating 
  base sectors, or guarding seemingly random structures—they are not on 
  the same level of alert they were at when the party first came here. They 
  also do not raise much concern over seeing the players’ party out and 
  about with Durant, either because they trust her entourage (since they 
  are all wearing TSDF uniforms), or because they have been cautioned 
  against interfering with this diplomatic guest.
  As the players near the spaceport gates, the tension level is higher, 
  however. The two guards at that gate are a little more alert, and will at 
  least be checking ID. Durant and her associates will attempt to keep 
  those guards distracted enough to allow the players through with a 
  simple flash of their technicians’ badges, but even so, the players will 
  need to make either a successful Acting Skill roll or CHA Attribute Check 
  to avoid arousing suspicion that would prompt a closer look. If even one 
  of these rolls fails by a MoS of 2 or more, the guard doing the checking 
  will become suspicious and tell the offending character to stop. Durant’s 
  entourage will leap into action against the guards, hoping to knock them 
  out in an effort to get the players through the gate at that point, but 
  if they cannot do so in one round, others will notice, and all hell will 
  break loose.
  Once inside the spaceport gates, the players have to get to Durant’s 
  shuttle without attracting attention to themselves or to Durant herself 
  (since, as regular TSDF techs, they should have no reason to interact 
  with her).
  The three armored vans parked outside one of the nearest hangars 
  are one possible means of casually driving across the base. There are a 
  couple of jeeps by the gate guard shack as well, but any effort to use 
  one of those will draw the guards’ attention immediately (one of those 
  is theirs, after all).
  In addition to these options, should any of the players make 
  Perception Skill checks while near the vans if they decide to look around. 
  On a MoS of 2 or more, they will also notice that the four BattleMechs 
  standing beside the same hangar (determine these from the 
  Terran Supremacy tables in this book beforehand) are 
  actually in “stand-by mode”, parked with their chain 
  ladders dangling from opened cockpits. If the 
  MoS succeeds by 4 or more, the players will 
  further notice that there are four warriors 
  in what seem to be MechWarrior togs, 
  conversing with a group of techs just 
  inside the hangar bay—presumably the 
  warriors who belong to these ’Mechs. 
  If they players are bold enough to take 
  the parked ’Mechs, someone will notice 
  immediately, and a general alarm will be 
  sounded within moments. The GM may 
  make random Perception checks for nearby 
  TSDF soldiers or techs who notice a player 
  climbing the ’Mech, or simply wait until 
  the first ’Mech starts to move. As they 
  move these ’Mechs across the tarmac, 
  the Terrans will scramble another 
  lance of ’Mechs to stop them—
  possibly even a lance of the players’ 
  own machines, now under the control 
  of TSDF MechWarriors. Moreover, once 
  the players reach the DropShuttle, they 
  will need to ditch their rides somehow, 
  and try to sneak into the craft in the chaos, 
  or they’ll just be arrested once inside. 
  Note that if combat erupts for any reason, Durant will not take any part 
  of it here; she’s “just an innocent bystander”, after all. She will profess no 
  knowledge of their escape plans or her role in them if they are captured.
  Local Conditions
  The TSDF’s planet-side base seems to be on low-alert now. Although 
  the players remain under house arrest, they are no longer seen as an 
  imminent threat. Even Emory’s visits have dropped off, his last being 
  accompanied by the promise that the Supremacy’s bureaucracy will 
  decide what to do with them “soon”.
  Regular force deployments and patrols at the time of the visit will be 
  at low ebb. Only a couple of ’Mech companies and a battalion each of 
  tanks and conventional infantry seem to be guarding the base proper, 
  with a squadron of aerospace fighters in their hangars. Half of these units 
  are undergoing routine maintenance cycles to boot. In the space above, 
  the WarShip is orbiting main planet, while a few DropShips picket the 
  jump points—both with two 
  squadrons of fighter support.
  Durant’s vessel is a K-1 
  DropShuttle, a 200-ton 
  small craft that is only lightly 
  armed, but it has enough 
  cargo room to carry all of 
  the player-characters (if 
  not necessarily in comfort). It 
  has been modified with special 
  “smuggler compartments” as 
  well, which are intended 
  to allow boarders to 
  search the vessel 
  while concealing 
  contraband—
  15
  
  Adventure trAcks
  including personnel who shouldn’t be there. If the players and Durant 
  manage to make it to the shuttle, Durant will hide them inside and 
  welcome TSDF search parties, claiming to have “not seen them” since 
  before the ruckus at the gates. She’ll even wait for Terran clearance to 
  take off, relying on her diplomatic status to enable her to casually fly to 
  her waiting JumpShip. 
  Unfortunately, the shuttle is halfway across a tarmac that runs nearly a 
  full kilometer across on all sides, is surrounded by well-patrolled fences 
  and gates, bordered by hangars within which are any number of TSDF 
  soldiers, techs, and warriors. And since Durant’s plan basically amounts 
  to “get by the gate guards and try to discreetly get to my shuttle without 
  me”, there are a vast number of opportunities for the situation to devolve 
  into a firefight.
  Objectives
  Even without knowing Durant’s purpose, the players will likely find her 
  aid is the best hope they have of getting out of the Supremacy’s clutches 
  right now. Her main plan is to talk with the player-characters a bit about 
  their unusual origins, while taking them for a leisurely stroll around the 
  base, beyond the prying eyes of the cameras and microphones in their 
  quarters. She claims that there are at least four TSDF guards—other than 
  her own personal detail, which shadows them constantly—who have 
  helped her prepare this escape. The “smoking guard” is but one of them.
  The “smoking guard”, who will only call himself “Jones” if asked, has 
  a duffel sitting on the ground behind him, and will direct the players 
  to it with as few words as possible. Inside are the technician coveralls, 
  brimmed hats, dark or reflective glasses, and badges. As they dress in 
  what amounts to a small alley between shack-sized structures, the 
  “smoking guard” will keep watch, then gesture them to follow a different 
  path to the gate, where Durant will “conveniently” be passing through 
  at the time.
  From there, getting to the shuttle becomes top priority, preferably 
  without drawing attention to themselves or Durant. If things go sour at 
  any point, Durant will disavow all knowledge of the party. She will do 
  nothing on the spaceport side of the gate to even acknowledge the 
  players in their disguises. 
  Once the players get in the shuttle, they’ll find Durant waiting to 
  conceal them inside, her entourage from before now replaced by a 
  trio of crewmen dressed in civilian flight suits. Once the players are 
  “stowed” and after she submits to a TSDF search, the craft will lift off for 
  its leisurely flight to a waiting JumpShip that will take them out-system. 
  Difficulty
  Throughout this Track, there are many places where things can go 
  wrong, and the GM should make sure to ratchet up the tension. Durant 
  will try to make herself sound like the players’ friend, promising to get 
  them out of there, and swearing that they’re in imminent danger, but 
  she won’t ever truly discuss why she’s helping them. She’ll imply that the 
  Captain-General in Exile really would like to meet them, however.
  Every encounter with base personnel should be accompanied by a 
  roll, be it for the guard’s Perception Skill or for Acting if the players opt 
  to speak to any base personnel. Stealth Skill checks will be needed at 
  the critical moment where they sneak off near the spaceport guard post 
  to get their technicians’ attire. If confronted at the gate while in tech 
  disguise, they may need Acting, Disguise, or Stealth to slip by without 
  arousing suspicion as well.
  The GM can, of course, ratchet up the difficulty further by throwing 
  some inquisitive officers into this mix, or making one or two of the 
  guards slightly more curious than expected. But try not to be too harsh; 
  if the players blow it too badly here, the Terrans won’t hesitate to shoot 
  them down.
  Aftermath
  Assuming all goes to plan, the party will escape from Rigil Kentarus 
  alive, but basically has forfeit any hope of getting their DropShips back, 
  or any of the crews and cargo attached to them. Worse, they will know 
  that they are now fugitives from TSDF captivity, and still deep within 
  Terran space. And they have no idea how far they can trust Durant—if 
  at all. 
  If they question her during the flight out, Durant will be evasive; she 
  will refuse to turn back, and will remind the players that they just escaped 
  from one of the Supremacy’s most fortified worlds; meanwhile, she has 
  a JumpShip waiting for her to dock with it, and the vessel will only take 
  her in if she gives the all-clear. If they want out alive now, it’s in their best 
  interests to cooperate with her during this flight.
  If they go along with Durant, the party will find their DropShuttle 
  meeting up with a Scout-class JumpShip after six days in transit. One K-F 
  jump later (without incident!), and they will find that they have leaped 
  to Graham IV.
  16
  
  Adventure trAcks
  YOU CAN'T GO HOME AGAIN...
  Mission Briefing
  You have returned to normal space. As the universe takes shape 
  around you, you hear the ship-wide intercoms emit a chime, followed by 
  an announcement from the JumpShip’s comms officer, announcing that 
  you have reached Graham IV. Given the lack of excess trauma you had 
  to endure in that jump, you figure that you’re still in this altered version  
  of reality.
  Soon afterward, Durant comes to you, without her usual entourage.
  “We’re safe—for the moment, anyway,” she declares. “But how safe 
  you remain depends on how well you can cooperate with me to kill a 
  monster.”
  “To be blunt,” she continues. “The Captain-General in Exile does want 
  to meet you; she’s all kinds of fascinated by tales of the fantastic: alien 
  visitors, spiritual beings, hyperspace monsters—and what-could-have-
  been histories, such as yours. But while I’m sure that’s all fascinating 
  to academics, scholars, and fiction writers, all that means to me is that 
  you people are my ticket to a personal audience with her, to carry out  
  my mission.
  “All you have to do, is carry in the weapons—and pull the triggers for 
  me, if you’d be so kind.”
  Before you answer her, she holds up a cautioning hand: “Oh, and 
  before you say or do anything silly here, I should ask you this: in your 
  universe, did you also have a thing like Loki?”
  Assets
  At this point, all your party has are the clothes on their backs, and 
  whatever items they managed to escape from the TSDF base with. 
  However, if you agree to help Durant in her mission to assassinate the 
  Captain-General in Exile, she can provide your team with weapons and 
  the means to slip them by the Captain-General’s personal staff. 
  Furthermore, she promises some rewards “commensurate with your 
  skill-sets” if you continue to work with her in good faith. 
  But if you refuse…well, you can part ways here, but Durant can’t really 
  guarantee your survival, long-term.
  Opposition
  Depending on the players’ response, the opposition will either come 
  from Durant and her confederates—which could be everyone on 
  the shuttle and the JumpShip you’re sitting on, for all you know—or 
  whatever security surrounds the Captain-General in Exile.
  Durant explains that the “CGX” has a private estate in a pleasant, 
  lightly populated countryside on Castor. As a guest of the Supremacy—
  one whose caught the eye of the recently widowed First Lord—she has 
  been granted not only asylum, but her own pick of security details. 
  As a result, TSDF presence in the vicinity of the target is light (but not 
  non-existent; after all, the “Terries” want to keep tabs on their “precious 
  pet Marik”), but an ample retinue of personal bodyguards and servants 
  remain in place. 
  Because the party is wanted by this point, and this meeting with her 
  is to be kept on the down-low, Durant assures the players that the CGX 
  will likely have only minimal bodyguards around at the time of their 
  visit. There will be weapon scans and pat-downs, but she claims to have 
  devices that will enable these guards to search the players and come up 
  empty. Because she herself is a “known quantity”, Durant says she will be 
  “virtually unarmed”.
  The CGX’s office, where she holds her meetings with visitors, has an 
  emergency exit that leads through a tunnel to a car park, where they 
  should be able to make their escape. This passage will be monitored and 
  guarded, but if the hit is done swiftly enough, the guards may not react 
  in time to stop the party from getting away. They will then be able to slip 
  away by melting into the populations of any of the nearby towns.
  Simple!
  Tactical Analysis
  This is kind of an insane scenario. You are presented with a few options 
  here, and all of them fairly dangerous. Trying to refuse Durant here could 
  get you killed in the vacuum of space by her and her associates; even if 
  you can get away by commandeering her shuttle yourself or trying to talk 
  your way out of the job, your escape options at that point are an eight-
  day journey to a Terran planet below, or trying to book passage with 
  another JumpShip while having no money or assets you can pay with.
  Worse, you will be hunted by the Terrans and Lyrans alike.
  Then there’s the assassination plot. Durant makes it clear that you 
  won’t be armed until you’re committed to the job and dirtside. Getting 
  caught with weapons while inside a diplomatic compound won’t likely 
  go down well for anyone, and there’s just no telling what Durant or the 
  Captain-General’s guards might do if you pull any stunts at that point. 
  But can you really kill a House Lord in cold blood?
  Objectives
  1. Don’t Get Caught. As fugitives from military custody, who also know 
  a thing or two about the technology and weaponry you inadvertently 
  handed to the Terran Supremacy, it would be bad—very bad—if Terran 
  authorities caught you now. Worse, if you turn down Durant’s offer and 
  turn on her in any way, you might have Loki on your tail as well.
  2. Meet the Exile. A House Lord, even one who is disgraced and hiding 
  from a coup at home, and possibly planning to marry the First Lord of 
  the Terran Supremacy, can be an incredibly powerful ally. Of course, that 
  would mean exposing Durant at a very critical moment that could just as 
  easily get you all killed.
  3. Get Back in Business? You may not be able to go home again, but 
  maybe you can learn to like this new universe and earn a decent living 
  while you’re at it. However this all ends, you’ll need a way to make ends 
  meet in your new home universe.
  4. What About the Others? Durant sprang only your party, not the 
  crews of the JumpShip and DropShips that came here with you. Those 
  men and women remain in Terran custody. Can your conscience really 
  allow that?
  Mission Success Conditions
  Any outcome in which the party manages to escape from Durant and 
  the Terrans is probably the best: At the end of this Track, after all, you are 
  trapped—possibly forever—in a new universe, and will need to find out 
  how to survive in it on your own. But whatever intrigues and adventures 
  await after this all hinge on coming through this alive.
  17
  
  Adventure trAcks
  <<<GM ONLY>>>
  Enemies
  Mary Durant—AKA Agent Avitue to her Loki colleagues—is an elite 
  black ops agent and trained assassin. Until she is ready for the mission 
  (and possibly even during it), she will be armed, and doesn’t trust any of 
  the players much farther than she can throw them. Attacking her prior 
  to the mission should be a hard fight, and if done wrong, she can expect 
  help from any of the shuttle crew, the JumpShip crew, or the guards in 
  and around the Captain-General’s Castor compound.
  At the compound, players may encounter TSDF soldiers manning 
  guard posts on the outer perimeter of what amounts to a mansion 
  estate made with reinforced ferrocrete and bulletproof glass. The well-
  manicured lawns, hedges, and statues that decorate the grounds around 
  this complex conceal a number of security cameras, and a wall of stone 
  and iron—meant to look fashionable—also includes motion sensors, 
  hidden microphones, and electrified razor wire intended to discourage 
  fence-jumping. 
  Patrolling regularly throughout the compound—often in pairs—are 
  the Captain-General’s personal guards who wear concealed ab/flak 
  vests beneath their tailored dark suits. They also wear polarized glasses 
  (AV 5 vs. Flash weapons), and military-grade microcommunicators with 
  earpiece receivers (for that classic “Secret Service” look). Their side arms 
  include Hawk Eagle auto-pistols or Martial Eagle machine pistols (see 
  p. 265, AToW), and a Stunstick (see p. 264, AToW). Stats for these guards 
  appear in the GM’s section of this book.
  Captain-General Alys Marik herself is unarmed and not wearing any 
  apparent armor at the time of the players’ visit. At the GM’s discretion, 
  however, she may have a myomer armor vest on beneath her 
  conservative, military-cut jacket (see p. 289, AToW). Alys Marik has a BOD 
  score of 5, and a WIL score of 6 if attacked. She can also use weapons 
  with a Small Arms Skill modifier of +4.
  Local Conditions
  Let’s face it: Durant—known to her superiors in Loki as Agent Avitue—
  is using the players. She has spent decades as a deep cover agent, 
  assuming the identity of a pro-Marik correspondent-turned-emissary. 
  The recent death of the First Lord’s wife, coupled with the presence 
  of the exiled Captain-General Marik as a potential replacement, 
  suddenly turned what was simply a job keeping tabs on the fractured 
  Free Worlds leadership into a game-changing opportunity that could 
  reshape the balance of power in this universe. The fact that the current 
  Lyran Archon—Katherine Steiner II—planned to woo the First Lord 
  for herself, suddenly turned Avitue’s mission from one of observation  
  to assassination.
  But until the players showed up via misjump, Avitue had no pretext 
  to get close enough to the CGX to carry out the mission. Worse for 
  her, Loki didn’t provide a lot of assets she could work with, and she’s 
  had to improvise her plan on the fly using the CGX’s own agents. This 
  includes all of her associates from the base breakout to the shuttle and 
  JumpShip crews—but she’s not going to reveal that she’s effectively 
  alone to the players! 
  Avitue has access to special suits that can conceal sound-suppressed 
  handguns on four of the players (see the M-11J “Cloaking Device”, p. 286, 
  AToW). This should be enough to overcome the two bodyguards the CGX 
  will have in her office at the time of the assassination, and take her out 
  as well. Because the device effectively wraps around the players like a 
  suit and constricts tight enough for a weapon to feel like a bit of the 
  wearer’s own body fat or muscle mass, drawing a weapon concealed by 
  an M-11J “cloaking device” is considered a Complex Action and will add a 
  –4 Prestidigitation Skill roll modifier to conceal if the character tries to do 
  so without arousing suspicion.
  If the players go along with the operation and use the hidden passage 
  in Marik’s office to escape, the tunnel runs underground for about 150 
  meters, coming up in a garage that houses two Avanti Luxury Sedans, 
  two Jeeps, and three armored minivans (see p. 325, AToW). For the 
  minivans, use the stats for the A-M Fiver Traveler Minivan, but reduce its 
  cargo capacity to 58 kilograms and increase its BAR value from 4 to 7. A 
  few guards or even TSDF soldiers may appear at this point, unless the 
  players can pull off the assassination and escape quickly enough.
  Objectives
  A lot depends on how the players react to the situation once they are 
  out of the Rigil Kentarus system and thus relatively safe from immediate 
  Terran capture. A number of possibilities present themselves in this 
  Track, opening the door for further adventures:
  •	 Make a Break for It! They could just overpower Durant here, try 
  to sell her off to the Terrans or the pro-Marik JumpShip crew as an 
  enemy agent in their midst, in hopes of buying their own freedom. 
  But they’ll only have her word against theirs, and they won’t be 
  anywhere more convincing if they kill her, either.
  •	 Stop the Assassin! If they save the CGX at the very point of the 
  assassination, they gain a very powerful friend, albeit one intent on 
  propping himself as a puppet for the Terran Supremacy.
  •	 Aid the Assassin! Straightforward enough; just do as Avitue says 
  and murder a House Lord! They will win the friendship of the 
  Lyrans, and Avitue may even see fit to send some untraceable 
  Terran dollars their way so they can go on their own. Of course, 
  if the Terrans or the Outer League Alliance learns of this, or the 
  players are stupid enough to brag about working with Loki…life 
  gets ugly.
  •	 Surrender Themselves to the Terrans. After all that’s happened, 
  maybe the “Terries” aren’t so bad after all.
  Difficulty
  The GM can make this Track as difficult or easy as he likes. If the players 
  opt to take on “Durant” aboard her own ships, the crew could be unable 
  to act before they do anything, or could be extra alert to their betrayal, 
  and armed to go. If the mission on the ground is looking too easy, the 
  Captain-General’s guards may be doubled, and the Terrans nearby could 
  react more swiftly. If the players turn on Avitue herself, she could reveal 
  a weapon they never expected she had (“where were you hiding that?”), 
  and concealed armor that softens the blows.
  And if the chase takes them off-grounds, the local garrison could kick 
  into any level of alert, scrambling anything from local police cruisers 
  and VTOLs to BattleMech forces and TSDF troopers who lock down the 
  spaceports as a huge manhunt kicks in.
  Aftermath
  However this Track ends, if the players survive, they have been 
  introduced to a brave new universe! If they don’t survive? Well, it was fun 
  while it lasted…
  18
  
  Debriefing
  DEBRIEFING
   There has never been a reported case, in the history of the BattleTech 
  universe, that someone has actually misjumped to an alternate universe 
  and returned. There may have been some who claimed as much, but 
  those tales have invariably proven to be delusions or fanciful creations, 
  lacking any sort of verification whatsoever. As such, while the players can 
  hope for that one-in-ten-trillion chance that they may, someday, return 
  to the universe of their origins, their energies will be better spent trying 
  to make their own way in this new one.
  This adventure, of course, serves mainly as a means of introducing 
  players to an altered form of the BattleTech universe—a “what if?” 
  setting where one divergence in history has changed the map and 
  created a new spin on old factions and forces. Hypothetically, this is 
  by no means the only way history might have unfolded, but this story 
  offers one alternative scenario for gamemasters willing to explore 
  such things.
  This particular adventure offers players a number of ways to integrate 
  themselves into the Empires Aflame setting, including surrendering 
  themselves to the Terrans (by turning down Durant’s help), living on the 
  lam (escaping from all captors), helping Loki (by killing Alys Marik), or 
  defeating Loki (by exposing Durant and saving Alys Marik). 
  Possible aftermaths of all these outcomes are sketched out below.
  In Terra We Trust
  If the group turned down Durant’s offer for assistance, and thus 
  never go through the third and fourth Tracks of this adventure, the 
  Terran government will reward this stunning act of cooperation with 
  a grant of citizenship and an offer of a place in their society. Based 
  on whether or not they also managed to expose one or more of the 
  foreign operatives working against Terran interests, this reward can be 
  expanded to include property and perhaps even a military rank in the 
  TSDF command structure.
  Alternatively, the Terran government may consider the players a 
  mere curiosity, a group of misjumped refugees who offer nothing of 
  pertinent value to the Supremacy beyond the equipment that was 
  already confiscated. The Terrans could then set them up in some kind 
  of halfway house on Terra itself, where they will be monitored—albeit 
  casually—for the rest of their days (or until the TSDF has managed to 
  reverse engineer that sweet tech they brought and they can’t spoil the 
  surprise any more).
  The darkest possibility, of course, is that the Terrans consider the party 
  an ongoing threat to their security, a wildcard that simply isn’t worth 
  keeping in the deck. In this case, the players may be targeted for discreet 
  assassination at almost any time.
  Refugees from Another Dimension!
  If the group manages to escape from all of their would-be captors, 
  they will be targeted by any number of agencies based on how far along 
  the adventure tracks they came before doing so. Escaping somehow in 
  the first or second Tracks—before Durant even comes along—will mark 
  them as fugitives from Terran custody only. Police and other government 
  agents will forever be looking for them, though how hard they’ll be 
  looking is up to the GM.
  If the group escapes from Durant after their jailbreak, but before 
  playing any role in the assassination attempt on Alys Marik, they may be 
  hunted not only by the Terrans, but also by Loki (whose plans they have 
  ruined) and other agents of the Lyran Commonwealth. If Durant is able, 
  she may even manage to turn the Captain-General in Exile against them, 
  thus bringing to bear SAFE agents and other black ops hunters from the 
  pro-Marik factions of the Free Worlds League.
  All of the above may also occur if the players manage to escape 
  capture after Alys Marik’s assassination, of course—with the notable 
  exception that Loki could allow them to run and even help them do so, 
  as a means of keeping the players’ pursuers focused on them and not on 
  discovering Loki’s involvement.
  While living on the lam in any of these cases, the players will have 
  to create new identities for themselves if they seek work in any realm 
  where they are wanted. They could go mercenary, or fall in with crime 
  syndicates—whatever it takes to avoid capture and survive.
  The Queen is Dead! Long Live the Queen!
  The successful assassination of Alys Marik opens the door for Archon 
  Katherine Steiner II to sweep in, console the First Lord, and attempt 
  to fill the shoes of his late wife and her would-be replacement. As 
  this universe’s spiritual counterpart to Katherine Steiner-Davion, 
  the goal of this union would, of course, be to create a new power 
  bloc in which a House DeChavilier-Steiner can claim the economic, 
  industrial, and technological might of the Terran Supremacy and Lyran 
  Commonwealth combined. The first targets of this union would then 
  be the disorganized Free Worlds League, which would ultimately net 
  them half of the Inner Sphere.
  The players’ role in this assassination—and the subsequent creation 
  of a new multi-realm alliance—would not be forgotten, but how the 
  Lyrans repay them for this aid will naturally be up in the air. Knowing that 
  Katherine effectively authorized the murder of Alys to take her place 
  would undoubtedly enrage the DeChaviliers. The players could use that 
  as leverage to blackmail the Lyrans, but that can only backfire against a 
  realm that has already resorted to regicide. The players could alternately 
  throw their lot in with House Steiner and pledge their loyalty to them for 
  all of their days, hoping to earn a cushy place “on the winning team”, but 
  the success of that gambit could well hinge on how good the players 
  are at fast-talking.
  Ultimately, the player group that successfully assassinates Alys Marik 
  will find itself with lots of enemies; it’s up to the GM if this includes House 
  Steiner or not.
  19
  
  Debriefing
  You Saved My Life! I’m Forever in your Debt
  If the players thwart Durant’s assassination attempt instead, the 
  exiled Captain-General will be understandably thrilled. It will also be 
  an act of war that leads to serious reprisals on the Steiner-Marik front. 
  Alys Marik will offer the players a place in her order, which will reunite 
  the Free Worlds League as soon as she finally manages to wed First Lord 
  DeChavilier and reclaim her throne from the Halas upstarts.
  That, of course, could take a while.
  Alys Marik will most likely stand by this pledge, to boot, doing her 
  best to protect the players from Terran reprisals by leveraging her status 
  as a diplomatic guest of the Supremacy. Since the players would have 
  actually performed a service for Terra in the process of saving Marik, it is 
  even possible the Supremacy government will back her up, too.
  Of all the possible outcomes of this adventure, this may present the 
  players with the best leg up on living in this new universe, but it’s still 
  a path fraught with peril. They will have gained the enmity of Loki, one 
  of the most effective and ruthless intelligence agencies in the Inner 
  Sphere. Likewise their knowledge of the weapon systems the Terran 
  Supremacy secured when they arrived will make them a liability as 
  long as it takes for the Supremacy to replicate and mass produce it (and 
  maybe longer).
  There is also the fact that the Lyrans aren’t the only ones who lose 
  out if Alys weds DeChavilier; her political enemies in house Halas and 
  their allies will thus see the players’ interference as an act against their 
  “legitimate” reign over the Free Worlds. A number of other elements 
  throughout both the pro-Halas and pro-Marik camps will likewise fear 
  the possible loss of League autonomy that may come with a Marik-
  DeChavilier union.
  And then, of course, there are the League’s other enemies: House 
  Davion-Liao’s Confederated Suns. They, too, stand to lose as a result of 
  the players’ actions.
  Suffice to say, they should watch their back. 
  Who Cares?
  A final possibility is that the players’ actions—for good or for ill—
  become lost in the chaos of the Byzantine politics that has become a daily 
  fact of life in the BattleTech universe. With no major, world-shattering 
  intelligence of their own to offer, and presenting no serious threat to any 
  major government (beyond the fluke of being Loki’s patsy), the players 
  could simply “fall through the cracks”, and find themselves out in the 
  universe, all but forgotten.
  Considered oddballs by everyone they encounter, their tales of 
  coming from a different timeline, where Kerensky ran away and made 
  a bunch of super-soldier Clans will sound like science fiction. They can 
  trade their skills for payment, perhaps, but the general population may 
  not even bother getting to know them. They melt into the crowd, their 
  adventure a footnote in some Terran file, lost to the ages as the galaxy 
  keeps on spinning.
  20
  
  Gamemaster’s sourcebook
  GAMEMASTER'S SOURCEBOOK
  T
  he following pages are for the gamemaster’s use only, and contain 
  all vital background information on the Empires Aflame setting, 
  its pivotal leaders, and NPCs who make a significant contribution 
  to this adventure. It also includes a rough timeline on how the Empires 
  Aflame setting evolved to its current state (in 3095) from the point where 
  it diverged away from the mainstream setting. 
  In addition to providing descriptions and details the players will need to 
  discover on their own, rules will be presented here to help gamemaster’s 
  adapt these changes to their own A Time of War campaigns.
  About the Setting…
  For all its differences from the standard BattleTech setting, most of 
  the fundamental aspects of the Empires Aflame setting are largely 
  unchanged. Virtually every world that exists on the maps of the Inner 
  Sphere and Periphery in the pre-Jihad, for instance, is still in place. Worlds 
  that were lost during the Jihad, such as Alarion and Necromo, in fact, are 
  still alive and well in the 3095 of the Empires Aflame universe. Likewise, 
  much of the technology, and most of the peoples the characters may 
  encounter will be familiar, if slightly off.
  A truly comprehensive look at this alternate setting is beyond the 
  scope of a product such as this, so gamemasters may have fun making 
  things up as they go, but the salient details that are established for this 
  setting are described below.
  Where Timelines Diverge
  The key point of divergence is, of course, the assassination of General 
  Aleksandr Kerensky on the eve of unveiling his plans for the SLDF Exodus 
  to his assembled loyalists. Stricken by grief at this act, Kerensky’s right-
  hand man and closest friend, Aaron DeChavilier, reversed the Exodus 
  decision and instead proceeded with his own plan for the SLDF: the 
  restoration of the Terran Hegemony by force. 
  But where DeChavilier might have hoped this would force the House 
  Lords to bow and return to the Star League, the Great Houses instead 
  proclaimed him a traitor and fought against him instead. The superior 
  New Avalon
  Free Worlds League
  (Outer League Alliance)
  Rim
  Federation
  Lyran
  Commonwealth
  Draconis Combine
  Terran Supremacy
  Confederated Suns
  Magistracy of Taurus
  Outworlds Pact
  Terra
  Andurien
  Atreus
  Buena
  Luthien
  Marik
  Oriente
  Rasalhague
  Sian
  Tamar
  Tharkad
  Taurus
  Canopus IV
  New Syrtis
  Free Worlds League
  (Core League Worlds)
  Apollo
  Halgrim
  Woodbine
  Dunklewälderdunklerflüssenschattenwelt
  Mirfak
  Detroit
  Kaumberg
  Clayborne II
  Filtvelt
  Minette
  Galedon V
  New Samarkand
  Loric
  Regulus
  Lesnovo
  Silver
  Illyria
  Alphard
  Al Na'ir
  Irian
  Liao
  Milton
  Ozawa
  Skye
  Tikonov
  Vega
  Zion
  Alfirk
  Coreward
  Spinward
  Anti-spinward
  Rimward
  Map compiled by TerraCart.
  From information provided by the TERRAN EXPLORER DIVISION
  and the STAR LEAGUE ARCHIVES on Terra.
  MAXIMUM  JUMP: APPROXIMATELY 30 LIGHT YEARS
  L E G E N D
  National capital
  District capital
  Region capital
  30 LIGHT YEARS
  120 LIGHT YEARS OR 36.8 PARSECS
  21
  
  Gamemaster’s sourcebook
  technology and experience of the SLDF forces nevertheless made it 
  possible and enabled DeChavilier to secure the Hegemony for himself, 
  but the centuries of Succession Wars became inevitable. Over the 
  hundreds of years that followed, the six Great Houses (now substituting 
  DeChavilier for Cameron) would wage endless wars, the balance of 
  power rarely shifting to anyone’s favor for long.
  The Most Significant Consequences
  Because no Exodus ever occurs in this setting, and the SLDF seizes 
  Terra and its surrounding systems quickly, the Clans are never formed 
  in this timeline, nor did ComStar. This also means that the C-bill never 
  emerged as a universal currency, nor did ComStar’s Mercenary Review 
  Board, or the ComStar-sponsored operations aimed at perpetuating wars 
  and declining technology. 
  Strangely, many of the people involved in those pivotal moments 
  still managed to emerge through the years, but their effects were 
  different. Nicholas Kerensky became one of the Terran Supremacy’s first 
  commanding generals; Jerome Blake ran the Supremacy’s department 
  of communications, a post that ultimately merged with an Intelligence 
  Agency run by Conrad Toyama. 
  Even key players who would not emerge for centuries to come still 
  appeared on the universe’s stage to leave their mark: Devlin Stone is the 
  TSDF commanding general in 3095; David Lear rules a united Capellan 
  Confederation and Federated Suns; Katherine Steiner still plots from 
  the throne of Lyran Commonwealth. The existence of several of these 
  characters (especially those of Steiner-Davion descent) might defy 
  logic to characters hailing from the “mainstream” universe, but they 
  exist regardless, as if the timeline is determined to right itself even 
  generations later.
  Still other effects never emerged, or happened so differently as to 
  make their “mainstream” events impossible: With the Houses left to their 
  own devices in rebuilding their own communications networks, Blake 
  had no means of actually imposing HPG interdictions (though they could 
  foul up HPGs in the early Succession Wars, the Houses quickly learned 
  how to keep their networks intact against such treachery). Likewise, the 
  lack of ComStar’s ROM and its Holy Shroud operations, advanced Star 
  League tech remained in play far longer than before; fewer factories were 
  destroyed, and even the Hidden Worlds that became Word of Blake safe 
  havens in “our” universe were never established. Even WarShip fleets—
  albeit small ones—remained viable for centuries, as their production 
  centers were either duplicated, moved inward, or maintained better. 
  JumpShips and HPGs never became sacrosanct, but thankfully, weapons 
  of mass destruction still declined in usage by the time of the Third War.
  Unexpected Side-Effects
  In addition to these obvious changes were some that seemed more like 
  they appeared out of the blue. The Terran Supremacy under DeChavilier 
  forced the Lyrans to relinquish half of the Rim Worlds Republic, allowing 
  that state to reform as the Rim Federation. The Taurian Concordat and 
  Magistracy of Canopus fought more than they did in the “mainstream” 
  setting, only to settle their differences and unite as a power state. The 
  Outworlds Alliance became more centralized and militant, retaining 
  more of its integrity and economic power in the post-Star league period.
  With no impetus to search for mystery groups like the Clans and 
  the Minnesota Tribe, the Deep Periphery is completely unknown to 
  the denizens of the Empires Aflame setting; if there exist any ruins 
  beyond the Periphery’s borders, or groups like the Hanseatic League, 
  Nueva Castile, and others, nobody in the Inner Sphere is aware of them. 
  Likewise, the stronger presence of Periphery states has kept the minor 
  Periphery states from evolving; the Circinus Federation never appeared, 
  and the proto-states that became the Marian Hegemony were long since 
  subsumed into a Free Worlds League pressed on several fronts. 
  With larger armies in play, the Houses have seen little need for 
  mercenaries; such forces do still exist, but because their demand is 
  smaller, the mercenary groups themselves are smaller, with almost none 
  reaching regimental levels. This means that brigade-scale mercenary 
  forces like the Northwind Highlanders,  Kell Hounds and Illician Lancers 
  do not exist here—except as parts of their favored state’s House troops 
  (the Kell Hounds of this setting, in fact, serve as part of the LCAF, while 
  the Northwind Highlanders are a brigade of the TSDF). Naturally, Clan-
  based groups like the Wolf’s Dragoons never appeared at all here, nor did 
  ComStar-based groups like the Broadsword Legion.
  While the Clans never developed in this setting—and, with them, their 
  unique technology base—and ComStar never appeared on the scene 
  either, a number of post-Star league Inner Sphere technologies still 
  came to fruition. As with the mainstream setting, these new technologies 
  surfaced during a surge of innovation that began around the 3050s. 
  Because of this, a number of new ’Mechs, vehicles, and fighters that 
  2750 – First Lord Simon Cameron begins tour of 
  Star League
  2751 – Simon Cameron dies touring a mine on 
  New Silesia; Richard Cameron named First Lord; 
  Aleksandr Kerensky named Regent
  2752 – Amendment to Council Edict of 2650 
  illegally passed; laws imposing heavy taxes on 
  Periphery passed
  2753 – Stefan Amaris meets Richard Cameron
  2755 – Birthday Proclamations passed; Jerome 
  Blake graduates from University of Lambrecht
  2760 – Border War begins; Vanura Centrella dies; 
  Janina Centrella named Magestrix of Canopus; Michael 
  Steiner II dies; Robert Steiner II named Archon of Lyran 
  Commonwealth
  2762 – Border War ends; Richard Cameron 
  comes of age; Aleksandr Kerensky no longer Regent; 
  Executive Order 156 issued and withdrawn
  2763 – Kenyon Marik named Captain-General of 
  Free Worlds League; Taxation Edict of 2763 passed
  2764 – Richard Cameron signs secret treaty with 
  Rim Worlds Republic
  2765 – Beatrice Avellar dies; Allyce Avellar named 
  Parliamentary President of Outworlds Alliance; New 
  Vandenburg Crisis begins as eighteen Taurian worlds 
  secede from Star League; SLDF deployed to deal with 
  Crisis; RWR forces deployed in Terran Hegemony; (Dec) 
  Stefan Amaris launches coup, kills Richard Cameron, 
  and all known Camerons
  2766 – Stefan Amaris proclaims himself First Lord; 
  Amaris Civil War begins; Takiro Kurita dies; Minoru 
  Kurita named Coordinator of Draconis Combine
  2767 – Rim Worlds Republic invaded by SLDF
  2769 – SLDF defeats Rim Worlds Republic 
  2772 – Allyce Avellar removed; David Avellar 
  named Parliamentary President of Outworlds Alliance; 
  Aleksandr Kerensky leads SLDF march to Terra; Terran 
  Hegemony Campaign begins
  2777 – SLDF launches Operation Liberation 
  against Terra
  2779 – Terra liberated by SLDF; Stefan Amaris 
  captured and executed; Jerome Blake returns to Terra
  2780 – Aleksandr Kerensky stripped of title of 
  Protector of the Star League; Jerome Blake appointed 
  Minister of Communications
  2781 – Robert Steiner dies; Jennifer Steiner 
  named Archon of Lyran Commonwealth; Lords of the 
  High Council adjourn for the last time; Star League 
  disbanded on 12 August
  2782 – Each Lord of the High Council individually 
  gives Jerome Blake responsibility for the reconstruction 
  of Terra
  2783 – Court of the Star League sealed
  2784 – Aleksandr Kerensky assassinated; Aaron 
  DeChavilier assumes command of SLDF loyalists; 
  Operation Homecoming takes place as SLDF forces 
  seize Terra; Free Worlds League passes Resolution 288 
  and repeals Rule of 75. Blake recognizes DeChavilier as 
  Protector of the Terran Hegemony; First TerraCom HPG 
  Circuit established. 
  2786 – DeChavilier’s SLDF seizes all systems within 
  sixty light-years of Terra, and issues ultimatum to 
  House Lords: recognize Hegemony sovereignty, pull all 
  forces out of Hegemony borders, and reconvene Star 
  League or face war; House Lords unanimously refuse; 
  Minoru Kurita declares himself First Lord of the Star 
  League; First Succession War begins
  2787 – Kenyon Marik declares himself First Lord 
  of the Star League; DeChavilier’s SLDF invades both 
  EMPIRES AFLAME TIMELINE
  Continued
  22
  
  Gamemaster’s sourcebook
  EMPIRES AFLAME TIMELINE
  Draconis Combine and Free Worlds League; Jerome 
  Blake recalls all technical support operating outside 
  Terran Hegemony boundaries
  2788 – Operation Black Shield initiated: 
  Hegemony HPG network broadcasts disrupting 
  signals to all HPG hubs outside of Terran-controlled 
  space; over 70 percent of Inner Sphere HPGs outside 
  of Hegemony control go off-line; DeChavilier’s SLDF 
  forces invade all neighboring Houses
  2789 – Kenyon Marik killed in battle by SLDF 
  general Nicholas Kerensky (son of the late Aleksandr 
  Kerensky); Thaddeus Marik becomes Captain-General 
  of Free Worlds League
  2790 – Operation Black Shield concludes; 
  DeChavilier declares creation of Terran Supremacy, 
  installs himself as First Lord of the Supremacy, and 
  vows war on any House that attempts to invade 
  its territories (which now cover roughly the same 
  historical boundaries as the pre-Amaris Hegemony); 
  Great Houses reclaim control over local HPG networks, 
  but cannot communicate to or through Supremacy-
  claimed networks without permissions; SLDF loyalist 
  military forces reorganized as Terran Supremacy 
  Defense Force (TSDF), under the command of 
  Protector-General Nicholas Kerensky
  2791 – Jennifer Steiner killed; Richard Steiner 
  named Archon of Lyran Commonwealth; Lyran 
  Commonwealth becomes first to recognize Supremacy 
  sovereignty, followed closely by Federated Suns
  2792 – Lyran Commonwealth acknowledges 
  sovereignty of Rim Federation, a remnant portion 
  of the former Rim Worlds Republic, after lengthy 
  negotiations brokered by Terran Supremacy. 
  Aisling Connor is installed as the Federation’s 
  Terran representative in the Federation Regency 
  Council. Gerhard Sheridan is installed as its Lyran 
  representative. 
  2795 – Barbara Liao dies; Sandol Quinn named 
  Chancellor of Capellan Confederation
  2796 – Minoru Kurita assassinated; Jinjiro Kurita 
  named Coordinator of the Draconis Combine; Kentares 
  IV Massacre takes place
  2797 – John Davion assassinated; Paul Davion 
  named Prince of Federated Suns
  2801 – Aaron DeChavilier dies; Jennifer 
  DeChavilier, Aaron’s adopted daughter, becomes 
  First Lord of the Terran Supremacy; Ilsa Liao named 
  Chancellor of the Capellan Confederation after 
  resignation of Sandol Quinn
  2805 – Gerhard Sheridan becomes First Regent of 
  the Rim Federation
  2808 – Ilsa Liao renounces claim to First Lordship, 
  becoming the third Great House lord to recognize 
  Terran Supremacy
  2809 – Jennifer DeChavalier weds Andery Kerensky 
  (younger brother of TSDF Protector-General Nicholas 
  Kerensky); Daniel DeChavilier(-Kerensky) born
  2811 – Jerome Blake becomes Secretary of 
  Intelligence for the Terran Supremacy; Conrad Toyama 
  becomes Secretary of Communications 
  2813 – Taurian-Canopian War begins
  2814 – Taurian-Canopian War ends
  2819 – Jerome Blake dies; Conrad Toyama becomes 
  Terran Supremacy Secretary of Intelligence; First 
  Lord Jennifer DeChavilier combines the Supremacy 
  Intelligence and Communications departments
  2820 – Terran Supremacy establishes embassies 
  in all four Periphery states; secret Supremacy outreach 
  programs offer technological, economic, and strategic 
  post-date the mainstream universe’s Clan Invasion era also appeared. 
  But while the resulting machines and weapons are bizarrely identical 
  to their originals in performance, weapon loadout, and visual design, 
  many will bear designations entirely different from their “mainstream” 
  counterparts. 
  For example, the TYM-1A Toyama 
  BattleMech exists in the Empires Aflame 
  setting, but because the pseudo-mystical 
  Word of Blake and its Toyama sect never 
  existed, the ’Mech goes by a different name 
  (in this case, the ODS-1A Odysseus). On the 
  flip-side, other designs that were developed 
  or inspired by such non-existent groups 
  still managed to appear with the same 
  names—such as the Celestial OmniMech 
  series, which the Terran Supremacy rolled 
  out in the 3070s.
  The Factions (in Brief)
  So, where do the factions stand as of 3095 
  in the Empires Aflame setting? The following 
  is the ultra-brief summation of the overall 
  status of the nine major factions in play, and 
  how they came to be that way.
  Terran Supremacy
   (House DeChavilier)
  After an unknown assassin killed General 
  Aleksandr Kerensky minutes before he was 
  to unveil his plan for the SLDF Exodus, a 
  grief-stricken Aaron DeChavilier rallied the 
  assembled generals and, driven by rage at 
  what he saw as betrayal by a defunct Star 
  League Council, instead turned the SLDF 
  against the Great Houses themselves, determined to secure the Terran 
  Hegemony and make them all pay.
  Rebranding the Terran Hegemony under the name of the Terran 
  Supremacy, House DeChavilier claims the title of First Lord as this realm’s 
  hereditary leadership, with military affairs handled by a Protector-
  General appointed by the First Lord, and a Secretary of Communications 
  and Intelligence overseeing both the realm’s HPG network and its 
  intelligence assets. While the Supremacy maintains the largest and best 
  equipped military of all the Great Houses, as well as a slight technological 
  edge that comes from holding the lion’s share of the original Star League’s 
  most populous and industrialized worlds, its 
  reach to date has barely extended farther 
  into its neighboring states than the borders 
  of its mainstream analog, the Republic of 
  the Sphere.
  The Terrans maintain a well-balanced 
  society, encouraging diversity and personal 
  industry, with government stepping in only 
  to ensure the rights of its citizens, and the 
  security of the realm, are not compromised. 
  A planetary senate exists, where the various 
  worlds of the Supremacy can have their 
  voices heard, with all members elected to 
  ten-year terms by the homeworlds they 
  represent (two-term limits were imposed 
  to avoid establishing hereditary senators 
  some time during the 2800s). This body 
  may enact laws approved by the First Lord, 
  but the power of each senator’s vote is 
  weighed against his world’s population and 
  “seniority”. Because of this, less populated 
  worlds or those only recently enfolded into 
  the state, may find their votes weakened 
  by the power of the more established and 
  densely populated core worlds.
  In 3095, the ruler of the Supremacy is First 
  Lord Ezekiel DeChavilier, whose wife, Lady 
  Moelene Jaffries of Northwind, recently 
  passed away before the couple could bear 
  any offspring. This has left the future of the 
  line in doubt, with Captain-General Alys Marik, living in the Supremacy 
  during her exile from the Free Worlds League, as the most likely 
  contender for DeChavilier’s affections. Meanwhile, Protector-General 
  Devlin Stone has been managing the Terran Supremacy Defense Force 
  (TSDF), successfully holding back several attacks from the neighboring 
  Confederated Suns and the Draconis Combine.
  Continued
  23
  
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  Confederated Suns (House Davion-Liao)
  The Confederated Suns was born of a peace initiative made between 
  House Liao’s Capellan Confederation and House Davion’s Federated 
  Suns. The alliance, brokered in 3025 with aid by then-Capellan March 
  Lord Michael Hasek-Davion, stunned many, as few foresaw Hanse 
  Davion’s sudden turn to diplomacy toward the Confederation after 
  decades of animosity. The resulting alliance was sealed by the marriage 
  of Hanse Davion to Candace Liao, the heiress-apparent to Chancellor 
  Maximilian Liao—and the war against the Free Worlds League that 
  erupted that very day.
  By the late 3030s, the alliance between Houses Davion and Liao 
  culminated in the dual-pronged assault that seized the key regional 
  capitals of Andurien and Oriente from the Free Worlds League. But this 
  crowning achievement of the war against House Marik was tempered 
  by the relentless surge of House Kurita on the Combine flank. Indeed, 
  the Combine front suffered so badly that the Combine was only a 
  few jumps from the Davion capital of New Avalon by the end of the 
  Fourth Succession War. When the Fifth War erupted, Kurita forces finally 
  managed to seize the homeworld of the Davion throne, but by then, the 
  bulk of the realm’s leadership—including much of the ruling family—
  had already relocated to Sian.
  The unity government of the Confederated Suns is a bizarre mix of the 
  two pre-alliance realms. The caste-based structure of the Confederation 
  has been replaced by a more egalitarian society that allows for better 
  upward mobility, but citizenship still must be earned through service to 
  the state. Meanwhile, the Davion half of the Suns has seen an upswing 
  in police authority, with policy officers a common sight in all military 
  formations from company size and up. Adopting the Warrior House 
  system from the Capellans, military power throughout the Confederated 
  Suns is now organized in a two-tiered structure, in which many of the 
  more powerful Citizen-Families (established and trusted noble families) 
  have been permitted to raise their own Warrior Houses. These forces 
  serve as a second line of defense to the dedicated and well-coordinated 
  military might of the Armed Forces of the Confederated Suns (AFCS).
  The present ruler of the Confederated Suns is Chancellor-Prince David 
  Davion-Liao, son of Kai Davion-Liao and a common-born Citizen named 
  Deidre Lear. The current commander of the AFCS is Grand Marshal 
  Angela Hasek, with Grand Master Ling Wa acting as her counterpart for 
  the Warrior House Orders. The Confederated Unity Office—the urbane 
  face of the combined branches of the older Maskirovka and MIIO internal 
  security divisions—is run by Nancy Bao Lee.
  Draconis Combine (House Kurita)
  Of all the factions in the Empires Aflame setting, House Kurita’s 
  Draconis Combine is the one least altered by the changes to the 
  timeline, but that is not to say it is not different in other telling ways. 
  The lack of the Clans—and, in particular, the Wolf’s Dragoons mercenary 
  command—made the transition of power from Takashi Kurita to 
  Theodore easier, as the personal feud between Takashi Kurita and Jaime 
  Wolf never materialized. 
  Likewise, while conservatives in Combine society chafed a bit under 
  the early reforms of Theodore Kurita, these reforms did not include 
  the creation of the Rasalhague Republic, as there was no Federated 
  Commonwealth alliance he needed to create a buffer zone against (and 
  no ComStar to broker it). With this, several key supporters of what would 
  become the Black Dragon Society never took up that cause, and thus the 
  Coordinator suffered fewer obstacles to his military reforms, which only 
  made the DCMS stronger than ever.
  The lack of the Clan threat also meant that House Kurita and its 
  neighbors never had cause to work alongside each other, and—perhaps 
  most importantly—nor did any opportunity ever present itself for Victor 
  Steiner-Davion to forge his pivotal friendships with the Kurita scions 
  Omi and Hohiro. Because of all these changes, the Dragon managed to 
  surge against the Davion border during the Fourth War—so much, in 
  fact, that within the opening years of the Fifth War, House Kurita’s banner 
  flew over New Avalon itself.
  Yet for all of the Combine’s strengths, it remains far from all-powerful. 
  House Steiner’s border defenses and greater economic strength has 
  kept their shared border fairly static, while the presence of the Terran 
  Supremacy has long-denied the Combine access to the industrial 
  strength of key worlds like Dieron, Robinson, and Errai, as well as the 
  martial abilities of the Arkab peoples, who now live under Terran rule. 
  The much stronger Outworlds Pact has also squeezed the Combine’s 
  Periphery border for centuries, forcing the Dragon to concern itself as 
  much with its Periphery integrity as every other Great House.
  Nevertheless, the cultural and political state of the Draconis 
  Combine remains much the same as it does in the mainstream setting. 
  The Kurita family rules with absolute power, while regional defense is 
  handled by district warlords. The ISF—run in this setting by Director 
  Shakir Jerrar—maintains the police and intelligence functions of 
  the state, in cooperation with Abbess Omi Kurita’s Order of the Five 
  Pillars. The Coordinator of the Combine (and head of the DCMS) is 
  Hohiro Kurita.
  24
  
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  EMPIRES AFLAME TIMELINE
  aid to these realms in exchange for limited, mutual, 
  military aid in the event of a conflict with a nearby 
  Great House state
  2821 – Thaddeus Marik dies; Jeannette Marik 
  becomes Captain-General of Free Worlds League
  2822 – First Succession War ends
  2823 – Richard Steiner dies; Marcus Steiner 
  becomes Archon of Lyran Commonwealth; LCAF border 
  patrol seizes Terran merchant ships destined for Rim 
  Federation, exposing covert Supremacy-Periphery 
  collusion; Supremacy initiates Interdiction Protocol, 
  crashing HPG communications to and from Tharkad
  2824 – Terran Supremacy ends HPG Interdiction 
  against Tharkad after receiving diplomatic concessions 
  from Lyran Commonwealth; Supremacy supplies 
  surplus WarShips to Periphery realms
  2828 – Ilsa Liao killed; Laurelli Liao named 
  Chancellor of Capellan Confederation; Lyran 
  Commonwealth declares war on Draconis Combine
  2830 – Second Succession War begins
  2834 – Protector-General Nicholas Kerensky killed 
  in battle; Jerome Winson named Protector-General of 
  the Terran Supremacy
  2836 – Jeannette Marik orders invasion into Terran 
  Supremacy; Supremacy initiates Interdiction Protocol 
  against Atreus
  2837 – Marik assassins kill Secretary Toyama; 
  Raymond Karpov named Secretary of Communications 
  and Intelligence for the Terran Supremacy; Jinjiro 
  Kurita retires; Zabu Kurita named Coordinator of 
  Draconis Combine
  2838 – Terran assassins kill Jeanette Marik; Charles 
  Marik II becomes Captain-General of Free Worlds 
  League; Free Worlds League sues for peace with 
  Terran Supremacy; Interdiction of Atreus lifted; Zabu 
  Kurita commits seppuku; Yoguchi Kurita becomes 
  Coordinator of the Draconis Combine
  2841 – Jinjiro Kurita dies
  2842 – Paul Davion dies; Michael Davion becomes 
  Prince of Federated Suns
  2844 – Marcus Steiner falls into coma; Melissa 
  Nin-Steiner named Archon of Lyran Commonwealth
  2845 – Claudius Steiner launches coup on Tharkad; 
  Melissa Nin-Steiner executed; Claudius Steiner named 
  Archon of Lyran Commonwealth; Commonwealth 
  Estates-General disbanded
  2847 – Jennifer DeChavilier dies; Daniel 
  DeChavilier named First Lord of Terran Supremacy
  2849 – Claudius Steiner dies; Elizabeth Steiner 
  named Archon-Designate; Commonwealth Estates-
  General reconvened
  2850 – Yoguchi Kurita assassinated by Steiner 
  agent; Miyogi Kurita becomes Coordinator of Draconis 
  Combine
  2851 – Jerome Winson dies; Zenos Danforth 
  named Protector-General of Terran Supremacy
  2854 – Charles Marik II dies; Gerald Marik II 
  becomes Captain-General of Free Worlds League
  2859 – Elizabeth Steiner becomes Archon of Lyran 
  Commonwealth
  2860 – Taurian Concordat suffers some of the 
  worst riots since Reunification War; Laurelli Liao 
  dies; Dainmar Liao becomes Chancellor of Capellan 
  Confederation
  2861 – Gerald Marik II dies; Philippa Marik named 
  Captain-General of Free Worlds League
  2863 – Daniel DeChavilier dies; Ewan DeChavilier 
  becomes First Lord of Terran Supremacy
  2864 – Second Succession War ends
  Free Worlds League (House Marik/House Halas)
  It seems that even this alternate timeline was unkind to the Free 
  Worlds League. While it remained an economic and industrial rival to 
  House Steiner’s Lyran Commonwealth, the League never benefitted 
  from an alliance with ComStar or the Word of Blake. Without such 
  ties, the assassination attempt on the Marik family in 3035 succeeded 
  in killing Thomas Marik along with Janos and Duggan Marik, leaving 
  Duncan Marik next in line of succession. Soon afterward, the forces of 
  the Confederated Suns conquered the regional capitals of Oriente and 
  Andurien—a defeat the League would reel from for decades to come, 
  matched only by the fall of Irian to the Terran Supremacy in 3052, after 
  which the League sued for peace. 
  The political strain of trying to hold a League together with half of its 
  most powerful member states now conquered or partially conquered 
  by Houses DeChavilier and Davion-Liao ultimately became too much for 
  the Mariks. Unable to win back their lost worlds from the Confederated 
  Suns or the Terran Hegemony, the added political crisis created by the 
  union of the Magistracy of Canopus and Taurian Concordat left the realm 
  surrounded by powerful enemies that the Captain-Generals seemed 
  unable to hold off. Thus, in 3069, just one year after the start of the Fifth 
  War, the Parliamentary leaders representing Andurien and Oriente (in 
  exile) led a vote of No Confidence in the Marik family, removing Duchess 
  Alys Marik from power, and installing Sherryl Halas as Interim Captain-
  General of the Free Worlds League.
  When the Halas proved equally incapable of ousting the invaders 
  from House Davion-Liao, a rebellion against them swiftly grew in 
  the outer regions of the realm, notably in the Illyrian Palatinate, the 
  Hegemony of Alphard, the Rim Collection, and the Southwestern 
  Confederacy—the latter-most of which was becoming increasingly 
  threatened by Lyran advances into the region. By 3071, these regions 
  declared themselves loyal to the Marik family, and branded themselves 
  the Outer League Alliance. Stopping just short of seceding from the 
  Free Worlds, these regions nevertheless have effectively split the 
  League into two political camps, even though both remain equally 
  committed to mutual military defense. 
  Core League Worlds (pro-Halas): The so-called Core League Worlds 
  represent the most industrial and commercial heart of the Free Worlds 
  League. Ruled by House Halas—albeit under protest—this half of the 
  League includes the Marik Commonwealth, the Duchy of Andurien, and 
  the Principality of Regulus (or at least, what remains of those states in the 
  aftermath of the Fourth War and the starting years of the Fifth). 
  Their credibility damaged by suffering the same failures as the Mariks 
  they deposed, the Halas rulers nevertheless claim the legal right to rule, 
  and remain committed to defending the realm against the Terrans, 
  Lyrans, Suns, and the Magistracy of Taurus. While no state of war 
  formally exists between them and the pro-Marik Outer League Alliance, 
  the core worlds did recently expel several MPs of OLA-affiliated worlds 
  from Parliament, and threaten to expel more as the realm’s political 
  integrity worsens.
  The current Captain-General of this realm is Thomas Halas, though 
  rumor has it that Titus Cameron-Jones of Regulus may soon take a page 
  from Thomas’ mother, Sherryl, and claim the title for himself through 
  another No-Confidence vote.
  Outer League Alliance (pro-Marik): The Outer League Alliance is 
  not a truly separate realm, but has threatened secession over the recent 
  expulsion of several of its worlds’ MPs from the parliament on Atreus. 
  Concerned more with the Peripheral regions of the League, including the 
  threat of the Lyrans along the Rim Federation border, the Rim Federation 
  itself, and the Magistracy of Taurus, these worlds champion the historic 
  tradition that only Marik leadership can really preserve the Free Worlds 
  League’s security.
  The chief spokesperson for the Outer League Alliance is Viscountess 
  Tiffany Barfield of Tematagi, who was among those expelled from 
  Parliament after boldly calling Captain-General Halas a “traitor and 
  enemy” to the League. Though a known firebrand, Barfield’s loyalty to 
  the Marik family is seemingly more powerful than her hatred toward 
  the Halas regime; it is said that Alys Marik herself, and the promise 
  of her return to the throne, that prevents Barfield from calling for a  
  formal secession.
  Continued
  25
  
  Gamemaster’s sourcebook
  EMPIRES AFLAME TIMELINE
  2865 – Second Taurian-Canopian War begins
  2866 – Dainmar Liao resigns; Otto Liao named 
  Chancellor of Capellan Confederation; Third Succession 
  War begins
  2867 – Dainmar Liao commits suicide
  2870 – Outworlds Alliance experiences massive 
  economic collapse; Zenos Danforth dies; Victoria Ward 
  named Protector-General of TSDF
  2871 – Second Taurian-Canopian War ends
  2873 – Michael Davion dies; Carl Davion becomes 
  Prince of Federated Suns; Philippa Marik dies; Marie 
  Marik becomes Captain-General of Free Worlds League
  2875 – Raymond Karpov resigns; Andrea Marteen 
  named Secretary of Communications and Intelligence 
  for Terran Supremacy
  2876 – Carl Davion dies; Melissa Davion becomes 
  Princess of Federated Suns
  2880 – Marie Marik dies; James Marik named 
  Captain-General of Free Worlds League
  2882 – James Marik dies; Lloyd Marik-Stanley 
  becomes Captain-General of Free Worlds League
  2884 – Lloyd Marik-Stanley dies; Elisabeth Marik 
  becomes Captain-General of Free Worlds League
  2887 – Taurian Concordat invades Federated Suns, 
  driving toward Pleiades Cluster
  2889 – Ewan DeChavilier retires; Nora DeChavilier 
  becomes First Lord of Terran Supremacy
  2891 – Victoria Ward resigns; Lei Ren Mattlov 
  becomes Protector-General of TSDF
  2892 – Jon Kurita killed; Miyogi Kurita 
  assassinated; Taragi Kurita named Coordinator of 
  Draconis Combine; Melissa Davion dies; Joseph Davion 
  II becomes Prince of Federated Suns
  2895 – Elizabeth Steiner dies; Eric Steiner named 
  Archon of Lyran Commonwealth
  2901 – Andrea Marteen dies; Dwight Kurstin 
  named Secretary of Communications and Intelligence 
  for Terran Supremacy
  2902 – Dwight Kurstin executed after attempted 
  coup on Terra; Gregori Hartford named Acting 
  Secretary of Communications and Intelligence for 
  Terran Supremacy
  2905 – Lei Ren Mattlov retires; Cardin Cage named 
  Protector-General of the TSDF
  2907 – Taragi Kurita dies; Shinjiro Kurita becomes 
  Coordinator of Draconis Combine
  2910 – Gregori Hartford dies; Kari Marshall 
  becomes Secretary of Communications and 
  Intelligence
  2911 – Victoria Ward retires; Corian Tchernovkov 
  named Protector-General of the Terran Supremacy; 
  Taurian Concordat conquers Pleiades Cluster
  2913 – Eric Steiner killed; Tatyana Steiner named 
  Archon of Lyran Commonwealth
  2915 – Taurian Concordat conquers New Syrtis; 
  Nora DeChavilier dies; Jaunne DeChavilier becomes 
  First Lord of Terran Supremacy
  2917 – Otto Liao resigns; Merlin Liao becomes 
  Chancellor of Capellan Confederation; Elisabeth Marik 
  dies; Samuel Marik becomes Captain-General of Free 
  Worlds League
  2920 – Hegemony of Alphard formed; Cardin Cage 
  killed in battle; Corian Tchernovkov named Protector-
  General of TSDF
  2921 – Hegemony of Alphard admitted into Free 
  Worlds League
  2925 – Shinjiro Kurita dies; Hugai Kurita named 
  Coordinator
  2926 – Jaunne DeChavilier dies; Pyralis DeChavilier 
  becomes First Lord of Terran Supremacy
  2930 – Kari Marshall dies; Hollings York becomes 
  Secretary of C&I for Terran Supremacy
  2931 – Joseph Davion II abdicates; Peter Davion 
  named Prince of Federated Suns
  2934 – Corian Tchernovkov murdered; Tobias Katib 
  named Protector-General of TSDF
  2937 – Tatyana Steiner abdicates; Marco Steiner 
  named Archon of Lyran Commonwealth
  2942 – Merlin Liao dies; Tarlak Liao becomes 
  Chancellor
  2944 – Samuel Marik dies; Paul Marik named 
  Captain-General
  2945 – Pyralis DeChavilier dies; Blake DeChavilier 
  becomes First Lord of Terran Supremacy
  2946 – Federated Suns retakes New Syrtis from 
  Taurian Concordat
  2947 – Hollings York assassinated; Adrienne 
  Sims named Secretary of C&I; Paul Marik dies; Brock 
  Marik named Captain-General; Tobias Katib exposed 
  as traitor and executed; Roman Schmitt named 
  Protector-General of TSDF
  2948 – Brock Marik dies; Thaddeus Marik named 
  Captain-General
  2950 – Tarlak Liao assassinated; Ingrid Liao named 
  Chancellor of Capellan Confederation
  2952 – Marco Steiner retires; Giovanni Steiner 
  named Archon of Lyran Commonwealth
  2959 – Adrienne Sims relieved of her post amid 
  rumors of dementia; Logan Amirault named Acting 
  Secretary of C&I for Terran Supremacy
  2961 – Peter Davion assassinated; Andrew Davion 
  named Prince of Federated Suns 
  Lyran Commonwealth (House Steiner)
  Interestingly enough, the Lyran Commonwealth of this altered 
  timeline is a demonstration of the old adage that “the more things 
  change, the more they remain the same”. With no easy conduit between 
  them (due to the Terran Supremacy’s presence), the Commonwealth 
  and the Federated Suns found no opportunity to establish the alliance 
  that transformed the Inner Sphere before the Clan Invasion of the 
  mainstream setting. 
  With no FedCom alliance, the Lyrans maintained an uneasy status 
  quo against its enemies, along with an often-tenuous grasp on its place 
  as the economic powerhouse of the Inner Sphere. This factor is further 
  complicated by the presence of the Supremacy, which has managed to 
  seize effectively the entire Federation of Skye throughout the Succession 
  Wars—including Hesperus II. The Lyrans’ historically inadequate military 
  has, in fact, steadily lost ground on nearly every front, with even the 
  Rim Federation managing to claim territory at House Steiner’s expense. 
  To compensate, the Commonwealth’s major defense industries have 
  focused more on the coreward sectors, worlds that once served as the 
  center of power and industry to the Rim Worlds Republic.
  Ironically, the Commonwealth’s run of bad luck largely ended in the 
  3020s, when Houses Liao and Davion united to create the Confederated 
  Suns. As the Davion-Liao alliance tore into the Free Worlds League, the 
  resulting political destabilization made it possible for the Lyrans to 
  reclaim some of its lost territory and even—more recently—to plunge 
  forward against the pro-Marik realms on the League’s Periphery border. 
  The Suns’ focus on the League also opened the door for invasion by House 
  Kurita, an act that left the Combine less time and troops to continue its 
  gradual conquest of the Tamar Pact worlds. Lyran intelligence has used 
  this opportunity to increase aid to Rasalhague rebels, in the hopes of 
  fomenting a rebellion against House Kurita, as a means of stalling the 
  Dragon, should it turn its sights again on Tamar.
  All told, the Lyran Commonwealth retains its tradition of valuing 
  wealth, profit, and social status, but the reforms of Katrina Steiner on the 
  LCAF managed to stick throughout the reign of her daughter, Melissa, 
  and her son, Richard Whitman-Steiner. Richard’s untimely death in battle 
  during the 3062 defense of Tamar forced his younger sister, Katherine 
  Steiner II, to ascend to the Archonship. A self-professed peacemaker, 
  Katherine has relied more on the talents of the LIC and Loki to see to 
  the Commonwealth’s defense, keeping offensive military operations 
  to a minimal. In the meantime, she has reportedly made diplomatic 
  overtures to both the Terran Supremacy and the Rim Collection, aimed 
  at forging “more normalized relations” with these neighboring powers.
  Continued
  26
  
  Gamemaster’s sourcebook
  Magistracy of Taurus (Periphery)
  The history of the Magistracy of Canopus and the Taurian Concordat 
  in this timeline grows progressively different over the centuries after 
  DeChavilier’s creation of the Terran Supremacy. As it did with the other 
  Periphery realms, DeChavilier’s Supremacy provided additional military 
  aid in the form of surplus weapons, equipment, and technical support—
  all aimed at ensuring that his Great House neighbors would have an 
  additional front to worry about in any war against Terra. In the case of 
  the Magistracy and the Concordat, however, an unexpected side effect 
  was the creation of a more aggressive Concordat, and a more capable 
  Magistracy…and centuries of simmering tensions between the two.
  As a result, the Concordat and the Magistracy have engaged in two 
  wars against one another over the colonial regions between them, 
  while also pushing into the borders of the nearest Successor States. By 
  the 3030s, after the realms had established the Colonial Neutral Zone 
  between them (where the two pledged nominal support and non-
  interference for new settlements in that region), relations had begun 
  to stabilize to the point where the rulers of both states considered the 
  possibility of alliance. In 3058, this culminated in the formal union of 
  the Magistracy and the Concordat into a shared-power realm called the 
  Magistracy of Taurus.
  Ruled by the Calderon and Centrella families equally, the Magistracy of 
  Taurus runs from the capital worlds of Canopus and Taurus. The titles of 
  Protector and Magestrix have been replaced by the title of Adjudicator, 
  emphasizing that the primary role of the realm-wide ruler has more of a 
  judiciary role than a military or legislative one, resolving disputes when 
  the various councils become deadlocked, and committing military forces 
  only as authorized by all ruling councils. 
  The councils below the Adjudicator include the Houses of Nobles 
  (one each for the Canopian, Fronc, and Taurian regions), which originally 
  evolved from the Magistracy’s Crimson Council and the Concordat’s Privy 
  Council—all of whom serve as the legislative branches of their respective 
  regions, while a host of ministries serve as administrative departments, 
  including the Ministry of Trade, the Ministry of Education, the Ministry 
  of Health, the Ministry of Defense, and the Ebon Ministry (formally, the 
  Ministry of Intelligence and Security). Finally, Citizen Councils—elected 
  bodies established for each district—serve as the “voice of the common 
  folk”. Citizenship throughout the Magistracy is only earned through 
  service to the realm, be it in the form of civil or military contributions, 
  and even the noble class must earn it before they can sit on any of the 
  state’s councils or hold officer-grade ranks in the military.
  While in practice, the Magistracy’s government has its flaws—including 
  a confusing morass of laws that vary on regional, even planetary, levels—
  it has actually managed to improve the overall educational, industrial, 
  and economic strength of the combined realms. (Of course, whose realm 
  benefited most at the expense of the other tends to be hotly debated in 
  the founding states, while the people living in the Fronc District worlds 
  tend to feel like they were annexed.) Meanwhile, the military might of 
  the Concordat and Magistracy forces, collectively known as the Armed 
  Forces of the Taurian Magistracy (AFTM), has proven effective in securing 
  the realm’s borders against House and bandit invaders alike.
  The Magistracy’s current Adjudicator is Erik Calderon-Centrella. The 
  current commander of the AFTM is Minister-General Dirk McEvans.
  Outworlds Pact (Periphery)
  Buoyed by the same economic and military support DeChavilier 
  offered all Periphery realms after the birth of his Supremacy, the 
  Outworlds Alliance never experienced the decline in technology that 
  caused its colonial worlds to wither away during the Succession Wars that 
  followed. In fact, as war engulfed the Inner Sphere, the Alliance—freed 
  from crippling trade restrictions that hobbled its financial and industrial 
  stability—began to rebound as a safe haven for those fleeing from the 
  fighting between Houses Kurita and Davion.
  What did not improve swiftly enough, however, was the relatively weak 
  nature of the Outworlds’ central government. Though well respected, the 
  Avellar family’s efforts to centralize ruling authority and raise an effective 
  standing army chafed many of the regional and planetary leaders who 
  saw such efforts as a turn toward dictatorship. To avoid dangerous rifts 
  in their realm that could expose them to their aggressive invaders, the 
  Avellars often retreated from these endeavors, or reached compromises 
  that hamstrung their ability to pursue more than the most basic 
  development of the Alliance’s infrastructure and defense.
  To their credit, the Avellar family largely managed to maintain its hold 
  over the Alliance presidency for the majority of the Succession Wars, but 
  by the 3020s, the title had become almost ceremonial. The Executive 
  Parliament—dominated now by lawmakers from the Alliance’s far more 
  powerful and populous worlds—maintained the realm’s day-to-day 
  operations, and used their wealth and power to make their seats virtually 
  hereditary. Efforts to reform and re-balance the Alliance’s government, 
  usually led by House Avellar’s Centrist Party, were thwarted more often 
  than not, as the parliamentary oligarchs often united  to defend their 
  mutual influence over realm-wide politics. 
  Matters reached a head in the late 3070s, when the government 
  deadlocked on the decision to increase military power after the start of 
  the Fifth Succession War. Citing the Draconis Combine’s ever-lengthening 
  control over the Alliance’s anti-spinward border, and its recent success 
  in conquering New Avalon, President Maya Avellar refused to authorize 
  a proposal to launch a military campaign to annex the Free Traders 
  Domain (a minor Periphery power that broke off from the Alliance over 
  a century before). Even with the majority of the Alliance’s population 
  against their imperial ambitions, the Executive Parliament refused to 
  budge, and even ordered a halt to spending on several of the social 
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  EMPIRES AFLAME TIMELINE
  2963 – Hugai Kurita dies; Hohiro Kurita named 
  Coordinator; Thaddeus Marik dies; Stephan Marik 
  named Captain-General
  2966 – Roman Schmitt retires; Mercury Kufahl 
  named Protector-General of TSDF
  2979 – Yin Takami named Secretary of C&I for 
  Terran Supremacy; Blake DeChavilier dies; James 
  DeChavilier becomes First Lord of Terran Supremacy
  2980 – Giovanni Steiner dies; Alessandro Steiner 
  named Archon of Lyran Commonwealth; Ingrid Liao 
  dies; Tormax Liao becomes Chancellor of Capellan 
  Confederation
  2981 – Mercury Kufahl resigns; Skye Kabrinski 
  named Acting Protector-General of the TSDF
  2983 – Skye Kabrinski relieved of command; 
  Russell Tseng named Protector-General of the TSDF
  2990 – Tormax Liao deposed; Maximilian Liao 
  becomes Chancellor of Capellan Confederation
  2991 – Stephan Marik dies; Janos Marik becomes 
  Captain-General; Blake DeChavilier dies; Rose 
  DeChavilier becomes First Lord of Terran Supremacy
  2994 – Yin Takami dies; Allen Rusenstein named 
  Secretary of C&I of Terran Supremacy
  2999 – Andrew Davion dies; Ian Davion named 
  Prince of Federated Suns
  3000 – Russell Tseng retires; Elam Weiss named 
  Protector-General of the TSDF
  3004 – Hohiro Kurita assassinated; Takashi Kurita 
  becomes Coordinator
  3006 – Allen Rusenstein retires; Julian Tiepolo 
  becomes Secretary of C&I
  3007 – Alessandro Steiner retires; Katrina Steiner 
  becomes Archon
  3012 – Tamara Centrella dies; Kyalla Centrella 
  becomes Magestrix of Canopus
  3013 – Ian Davion killed; Hanse Davion named 
  Prince of Federated Suns
  3014 – Anton’s Revolt (Marik Civil War) begins; 
  Elam Weiss resigns; Yang Hazen named Protector-
  General of the TSDF
  3015 – Neil Avellar II named President of 
  Outworlds Alliance
  3017 – Thomas Calderon becomes Protector of 
  Taurian Concordat
  3023 – Taurian Concordat and Magistracy of 
  Canopus establish Colonial Neutral Zone between 
  them
  3025 – Third Succession War ends; Hanse Davion 
  opens dialog with Maximilian Liao
  3028 – Hanse Davion and Candace Liao wed, 
  consummating the formation of the Confederated 
  Suns. Fourth Succession War begins
  3029 – Kai Davion-Liao born; Julian Tiepolo dies; 
  Myndo Waterly named Secretary of C&I
  3030 – Rose DeChavilier dies; Adam DeChavilier 
  becomes First Lord of Terran Supremacy
  3031 – Magistracy of Canopus invades Free Worlds 
  League, targeting Duchy of Andurien
  3034 – Skye Secessionist Crisis erupts in Terran 
  Supremacy
  3035 – A terrorist bomb kills Janos, Duggan, 
  and Thomas Marik; Duncan Marik becomes Captain-
  General of the Free Worlds League
  3036 – Duncan Marik abdicates; Kristen Marik 
  becomes Captain-General of Free Worlds League; 
  Canopian forces invade Colonial Neutral Zone
  3037 – Confederated Suns launches Operation 
  TAIJITU against Free Worlds League
  3039 – TAIJITU concludes; Confederated Suns 
  captures both Andurien and Oriente from Free Worlds 
  League; Kyalla Centrella abdicates; Emma Centrella 
  becomes Magestrix of the Magistracy of Canopus; 
  Canopian forces withdraw from Colonial Neutral Zone
  3040 – Katrina Steiner dies; Melissa Steiner 
  becomes Archon of Lyran Commonwealth
  3041 – Emma Centrella proposes Rimward 
  Periphery mutual-defense pact with Taurian Concordat 
  and Colonial Neutral Zone
  3048 – Yang Hazen killed; Leo Showers becomes 
  Protector-General of TSDF
  3050 – Kai Davion-Liao marries a commoner 
  named Deidre Lear; David Davion-Liao born
  3051 – Taurian Concordat and Magistracy of 
  Canopus begin alliance talks; Leo Showers dies; Ulric 
  Kerensky named Protector-General of TSDF
  3052 – Hanse Davion dies; Candace Liao becomes 
  Chancellor-Princess of Confederated Suns; Terran 
  programs the president supported, in an effort to bring her to heel. 
  Instead, Maya Avellar attempted to dissolve the parliament, calling a 
  national referendum to elect new representatives.
  An eight-year civil war followed, during which time, many of the 
  entrenched parliamentary families were either defeated by populist 
  forces, or overthrown by their own constituents. Yet the perception 
  that the president “forced” this war on the people tarnished the Avellar 
  name in the eyes of many. After her populist forces prevailed, Maya 
  worked with leaders from all sides to establish a new, more egalitarian 
  government, and relinquished her title.
  Rechristened the Outworlds Pact, the new government retains the 
  heraldry of its pre-civil war standards, but has replaced its corrupted 
  government with a new parliament whose representatives are forbidden 
  from serving for more than ten years. The post of Alliance President has 
  been replaced by a Prime Minister, who receives the executive power 
  to veto parliament, and who acts as commander in chief of the Peoples’ 
  Defense Force for a single fifteen-year term of office. The most dramatic 
  change, however, is the creation of the Supreme Court. This body acts as 
  the final arbiter for all legal and political deadlocks that affect the realm 
  on the national level. In essence, this court—based on Alpheratz—serves 
  as a permanent, federal-level version of the Courts of Appeal, which had 
  been limited to planetary-level since the 3030s.
  It remains to be seen how sturdy this political arrangement will 
  be in the long-term. The Outworlds was fortunately ignored during 
  its civil war, as House Kurita was too busy fighting the Confederated 
  Suns. Furthermore, even though there has already been one round of 
  parliamentary elections, the first prime minister of the Pact, Barnabas 
  Huard, has not yet completed his only term in office.
  Rim Federation (Periphery)
  The Rim Federation owes its very existence to De Chavilier’s 
  intervention (even though many of the realm’s scholars claim they would 
  have survived anyway). During the war against Amaris the Usurper, the 
  SLDF all but shattered the Rim Worlds Republic utterly, paving the way 
  for an opportunistic invasion by the Lyran Commonwealth under the 
  pretext of “aiding the cause”. Though mired in his war to liberate Terra by 
  then, Aleksandr Kerensky took note of this action, saw it for what it was, 
  and cautioned the Lyran leadership against it, claiming the Republic as 
  a Star League protectorate.
  While the threat did much to end House Steiner’s naked aggression, 
  the Lyrans failed to withdraw from the worlds they had already seized, 
  leaving the vast Republic teetering on the brink of collapse as many of 
  its larger administrative, commercial, and industrial centers were left in 
  conquered territory. As the Star league collapsed, the inevitable fall of 
  the Republic’s remnant seemed assured until DeChavilier turned the 
  SLDF against the Houses. Foreseeing the value in creating other states 
  to keep his enemies off balance, and remembering Kerensky’s vow to 
  Continued
  28
  
  Gamemaster’s sourcebook
  EMPIRES AFLAME TIMELINE
  Supremacy captures Irian from Free Worlds League; 
  Myndo Waterly assassinated; Demona Aziz named 
  Secretary of C&I; Fourth Succession War ends
  3053 – Demona Aziz assassinates Adam 
  DeChavilier, but escapes capture by fleeing to the 
  Periphery; Thomas F. DeChavilier becomes First Lord 
  of Terran Supremacy; Sharilar Mori named Secretary 
  of C&I
  3054 – Protector Jeffrey Calderon weds Naomi 
  Centrella of Canopus
  3055 – Erik Calderon-Centrella born; Melissa 
  Steiner assassinated; Richard “Sugar Baby” Whitman-
  Steiner becomes Archon of Lyran Commonwealth 
  3056 – Coordinated TSDF and C&I operation 
  shatters Skye Secessionist Movement in Terran 
  Supremacy
  3057 – Ulric Kerensky assassinated; Elias Crichell 
  named TSDF Protector-General; Crichell executed as 
  traitor; Lincoln Osis named TSDF Protector-General
  3058 – Taurian Concordat and Magistracy of 
  Canopus formally unite, creating Magistracy of Taurus; 
  Jeffrey Calderon and Emma Centrella share title of 
  Adjudicator for united realms; Fugitive Demona Aziz 
  captured and executed in Confederated Suns by TSDF 
  commandos
  3060 – Emma Centrella retires; Naomi Centrella-
  Calderon becomes Co-Adjudicator of Magistracy of 
  Taurus; Lincoln Osis relieved of command; Victor 
  Focht named Protector-General of TSDF; Free St. Ives 
  Movement rebels against Confederated Suns; AFCS 
  and Maskirovka forces are dispatched to put down the 
  insurgency
  3061 – Jeffrey Calderon killed in terrorist 
  attack; Naomi Centrella becomes Adjudicator of the 
  Magistracy of Taurus 
  3062 – Free St. Ives Movement shattered; Candace 
  Liao abdicates; Kai Davion-Liao becomes Chancellor-
  Prince of Confederated Suns; Richard Whitman-Steiner 
  killed; Katherine Steiner II becomes Archon of Lyran 
  Commonwealth
  3063 – Kristen Marik dies; Alys Marik becomes 
  Captain-General of the Free Worlds League
  3068 – Fifth Succession War begins; Sharilar 
  Mori assassinated; Gavin Dow becomes Secretary 
  of Communications and Intelligence for the Terran 
  Supremacy
  3069 – Following a declaration of No Confidence 
  in the Captain-General, a palace coup sends Alys Marik 
  into exile; Sherryl Halas declared Interim Captain-
  General of the Free Worlds League ; LCAF forces under 
  Archer Christifori launch Operation AUDACITY against 
  Free Worlds League
  3070 – Theodore Kurita dies; Hohiro Kurita II 
  becomes Coordinator of the Draconis Combine; 
  unexpected arrival of pro-Halas reinforcements on 
  Silver repels Christifori’s advance, ending AUDACITY
  3071 – Outer League Rebellion against the Halas 
  regime begins 
  3073 – Draconis Combine captures New Avalon
  3074 – Magistracy of Taurus captures New Syrtis
  3075 – Outworlds Alliance Civil War begins 
  when President Maya Avellar attempts to dissolve 
  parliament
  3077 – Naomi Centrella-Calderon retires; Erik 
  Calderon-Centrella becomes Adjudicator of Magistracy 
  of Taurus
  3078 – Thomas F. DeChavilier retires; Ezekiel 
  DeChavilier becomes First Lord of Terran Supremacy
  3081 – Victor Focht retires; Devlin Stone becomes 
  Protector-general of TSDF
  3083 – Outworlds Alliance Civil War ends; 
  Outworlds Alliance reorganizes as Outworlds Pact; 
  Barnabas Huard named first Prime Minister of 
  Outworlds Pact; Maya Avellar retires
  3091 – Kai Davion-Liao killed; David Davion-Liao 
  becomes Chancellor-Prince of the Confederated Suns
  3092 – Lady Moelene Jaffries of Northwind, wife 
  of First Lord Ezekiel DeChavilier, dies; in the Free 
  Worlds League, several MPs hailing from Outer League 
  Alliance worlds are expelled from Parliament 
  3095 – Present Day
  address House Steiner’s audacity in the Amaris Civil War, DeChavilier 
  pressured House Steiner to recognize the sovereignty of the remaining 
  Republic worlds and aid Supremacy efforts to help the Republic restore 
  order across its realm. 
  An interim council, dubbed the Federation Regency Council, was 
  created to see to the former Republic’s government needs, with 
  permanent posts mandated for Lyran and Terran representatives. 
  The intention of these was to enable the Supremacy and the 
  Commonwealth an equal share in shaping the future state, 
  though much of the defense assets provided to the newly 
  christened Rim Federation came from TSDF surplus at 
  the time. As fate would have it, the Terran and Lyran 
  representatives became romantically involved as the realm 
  gradually matured. Furthermore, the Council eventually 
  named the Lyran representative, Gerhard Sheridan, as its First 
  Regent, establishing him as the head of the ruling body.
  In the centuries since, the Rim Federation has 
  grown into its own, but never achieved the 
  power and resources it once held under the 
  reign of the Amaris family. A large number 
  of Lyran worlds on the Periphery border 
  have been annexed by the realm during 
  the Succession Wars, including the Sheridan 
  family’s ancestral homeworld of Kaumberg.
  The Federation’s governing structure 
  is a strange amalgamation of Terran and 
  Lyran, with the hereditary leadership—the 
  Regency—held by a member of the Sheridan 
  family. The Regency Council, meanwhile, 
  evolved into a “senate of nobles”, who aid the 
  Regent in passing legislation, while a secondary 
  senate of elected planetary representatives 
  exists to give voice to the common-folk. 
  Although the Regent is technically also the 
  commander of the Federation’s military, the day-
  to-day operations, including defense planning and 
  campaign management, of the Federation Armed Forces (FAF) falls to its 
  Obermarshal of the Armies. 
  The present leader of the Federation is Regent Rhyne Sheridan. The 
  Obermarshal of the FAF is Bruno LeSat.
  29
  
  Persons of Interest
  PERSONS OF INTEREST
  EMPIRES AFLAME
  The following are the key faction leaders of the Empires Aflame 
  setting in 3095, as well as the key NPCs the players will encounter 
  during this adventure.
  FIRST LORD EZEKIEL DECHAVILIER
  Rank/Title: First Lord of the Terran Supremacy
  Born: 3052 (43 in 3095)
  Ezekiel DeChavilier was twenty-six years old when he became the First 
  Lord of the Terran Supremacy. His father, Thomas F. DeChavilier, abdicated 
  the throne in Ezekiel’s favor after suffering a debilitating stroke that 
  left half of his body paralyzed. But while he considered himself unfit to 
  rule physically, the elder DeChavilier nevertheless reigned through his 
  son, acting as his chief confidant and advisor in the hopes that doing so 
  would offset Ezekiel’s political inexperience.
  For his part, Ezekiel was midway through his third tour of duty when 
  he suddenly found himself called home to rule the most powerful of 
  the Great House states. More critically, he was still a confirmed bachelor, 
  a fact that promised to complicate the line of succession. Feeling 
  overwhelmed by the mantle of leadership, Ezekiel dove into the job to 
  the exclusion of all other concerns, fearing that any other distraction 
  could only lead to disaster. He thus took to heart nearly every lesson in 
  statecraft he could, but waved off nearly every suggestion that he also 
  look toward securing the family line.
  When Thomas finally passed away in 3085, Ezekiel had become a 
  classic workaholic, a man consumed by the duties of directing a realm 
  surrounded by enemies on all sides. His waking hours were filled with 
  endless conferences and council discussions, reviewing strategic 
  reports and attending every security briefing personally for fear of 
  missing a critical detail. It was not until 3090—and then only after 
  much cajoling from his cousins and even a few advisors—that he finally 
  wed Lady Moelene Jaffries of Northwind (whom he had first met nearly 
  eight years prior).
  Unfortunately for House DeChavilier, Lady Jaffries was killed in a 
  DropShip accident on Liao just two years later, before the couple could 
  conceive a child. Stricken with grief, the First Lord began to withdraw 
  into his work again, but persistent rumors have begun to circulate about 
  frequent visits and communications between the widower and Alys 
  Marik, the exiled Captain-General who has been a “special guest” of the 
  Terran Supremacy since she fled there in 3069.
  PROTECTOR-GENERAL DEVLIN STONE
  Rank/Title: Protector-General of the Terran Supremacy Defense Force
  Born: 3043 (52 in 3095)
  Devlin Stone assumed the role of Protector-General of the SLDF after 
  his predecessor, Victor Focht, stepped down. Though much about 
  his personal life has been classified for “matters of state security”, it 
  is known that he is a native of the Supremacy’s Tikonov District, who 
  rose up through the ranks as a charismatic leader with a hands-on, 
  no-nonsense approach to warfare. His notable campaigns on the front 
  include the 3089-3091 offensive that seized Robinson and Markeson 
  from the Confederated Suns, and the subsequent 3092 defense of Liao 
  that heralded the current cease-fire on the Suns’ border.
  While an inspiration to his subordinates, and an accomplished 
  strategist in his own right, Stone appears to favor working with a large 
  staff of tacticians and resource management officers. This habit enables 
  him to make use of other military experts, but also tends to make the 
  Supremacy’s response times and campaign preparations notably slower 
  than demonstrated under previous Protector-Generals, as he prefers to 
  wait for at least majority approval from his military “committees” before 
  committing to massive operations. 
  Over the past few years, Stone has become an advocate for shifting 
  the Terran forces toward a more defensive stance than it had during his 
  Robinson campaign. Though he remains confident in the Supremacy’s 
  technological and numerical superiority to any single neighboring state, 
  he is pragmatic enough to know that expanding further only widens 
  the borders those troops will need to cover. For this reason, he is one 
  of those rare TSDF commanders who actually welcomes diplomatic 
  overtures, even when his forces hold the advantage.
  30
  
  Persons of Interest
  CHANCELLOR-PRINCE DAVID DAVION-LIAO
  Rank/Title: Chancellor-Prince of Confederated Suns
  Born: 3050 (45 in 3095)
  Born to Kai Davion-Liao (son of Candace Liao and Hanse Davion) and 
  his wife, a common-born doctor named Deidre Lear, David Davion-Liao 
  was raised to a life of luxury, tempered by an appreciation for the toils 
  of the lower castes. He ascended to the throne with the death of his 
  father in battle against the Terran Supremacy, but managed to avoid a 
  protracted war with House DeChavilier by offering a cease-fire in 3092.
  A self-described intellectual, Chancellor-Prince David only received a 
  minimal amount of military training and experience prior to his ascent 
  to the throne. This fact, combined with his recent conciliatory attitude 
  toward the Supremacy, has many of his own generals grumbling that 
  he is too soft for the position. His preference for diplomacy immediately 
  after the Suns’ failure to capture Liao and Zion from the Supremacy, and 
  the fact that Combine troops still hold New Avalon—one of the realm’s 
  founding capitals—has done much to encourage this belief.
  This is not to say that he does not have supporters. Foremost 
  among these are his sister, Melissa Davion-Liao, who has become one 
  of the Suns’ leading diplomats, and Jacob Bannson-Liao, the Duke 
  of Highspire, and founder of Bannson Universal Industries. Both of 
  these influential members of the Chancellor-Prince’s extended family 
  emphasize that overtures of peace can benefit the state, as they 
  underscore its commitment to saving lives and expanding its economic 
  strength abroad.
  A final challenge to David’s reign may also hail from his family, however. 
  His lack of heirs, despite a fifteen-year marriage to Lady Veronica VanLees 
  of Kathil, leaves the line of succession a bit dubious. While David’s sister 
  does technically qualify for the post, she herself remains unwed, and is 
  seen as even “softer” than her brother when it comes to foreign affairs. As 
  a result, there are many in the AFCS who are rumored to favor supporting 
  his cousin, Daoshen Liao, for the throne—should anything unfortunate 
  befall their present ruler. 
  ARCHON KATHERINE STEINER II
  Rank/Title: Archon of the Lyran Commonwealth
  Born: 3030 (65 in 3095)
  The second child born to Melissa Steiner and her husband, Richard 
  “Big Daddy” Whitman (commander of the now-defunct Richard’s Panzer 
  Brigade), Katherine II was not initially groomed for the throne or for 
  battle. Unfortunately, despite some of the best tutelage in both venues 
  of leadership, her brother Richard “Sugar Baby” Whitman-Steiner’s 
  political acumen remained much weaker than his ability to direct House 
  Steiner’s military forces. It was because of this that Richard often led 
  from the front—a habit that got him killed when House Kurita attacked 
  Tamar in 3062.
  Styling herself a peacemaker first and foremost, Katherine has 
  made diplomatic overtures to both the Terran Supremacy and the Rim 
  Federation, even though her realm remains at war with both the Free 
  Worlds League and the Draconis Combine. Indeed, it was Katherine’s 
  ultimate decision to proceed with the campaign against the League 
  aimed at driving through the Outer League Alliance while fomenting 
  further unrest between the realm’s political factions. On the Combine 
  front, meanwhile, she seems more content with leaving the defense to 
  her more experienced generals, including Duke Mathias Kelswa of Tamar 
  and Duke Phelan Kell of Arc-Royal (the latter of whom serves as the 
  Margrave of the Tamar Defense Cordon).
  Much has been made of Katherine’s beauty and her charm, and she 
  has had no shortage of suitors. Yet while she was engaged once before—
  to a common-born LCAF Kommandant, of all people—that relationship 
  ended with the young man’s death on the League front in 3058, and she 
  has not taken any lovers since. Some have suggested that the death of 
  Kommandant Cox explains both why she has taken on a personal interest 
  in the war against the Free Worlds League, and why she remains unwed 
  to this date. Others, who claim insider sources and cite an increasing 
  reliance on covert operations, say that this has less to do with revenge 
  and grief, and more on a determined focus on increasing Lyran influence 
  over a weakened opponent, by any means necessary.
  31
  
  Persons of Interest
  COORDINATOR HOHIRO KURITA II
  Rank/Title: Coordinator of the Draconis Combine
  Born: 3023 (72 in 3095)
  Hohiro Kurita II became ruler of the Draconis Combine after his father, 
  Theodore Kurita, suffered a fatal stroke in 3070. While he has inherited his 
  father’s intense hatred for House Davion, his style of command is more 
  reminiscent of his grandfather Takashi, in its lack of subtlety. Thus, the 
  Dragon’s campaign against the Confederated Suns—directed personally 
  by him, with aid from Warlord Kiyomori Minamoto of Galedon District—
  has been one of the most brutally fought in recent history. 
  The crowning achievement of this campaign—the conquest of New 
  Avalon—has placated Hohiro for the time being, but there are signs 
  that his war with the Davions is far from over. Tempered by Minamoto’s 
  insistence that the DCMS also focus some attention on keeping its other 
  enemies at bay—including the Lyran Commonwealth, Terran Supremacy, 
  and Outworlds Pact—Hohiro has temporarily permitted the reallocation 
  of forces to an “aggressive defense” along those borders. Still, not a 
  day goes by on Black Luthien that does not include some anti-Davion 
  rhetoric from the Coordinator’s lips.
  Interestingly enough, Hohiro Kurita is one of the few House Lords 
  today who has married, and is the only one who has already sired an heir. 
  His son, Shinjiro Kurita, is now thirty-eight years old, and serves as the 
  current commander of the Otomo on Luthien.
  CAPTAIN-GENERAL (IN-EXILE) ALYS MARIK
  Rank/Title: Captain-General of the Free Worlds League (currently in exile)
  Born: 3041 (54 in 3095)
  After the 3035 bombing that killed Janos, Duggin, and Thomas Marik, 
  it was Kristen Marik who eventually avenged them and ended the brief 
  reign of their usurper, Duncan Marik. Forced to claim the throne rather 
  than continue on with her dream of running a mercenary command, 
  Kristen assumed the Captain-Generalcy through a tumultuous period. 
  Alys Marik, her daughter, assumed the throne in 3063.
  Inheriting a “legacy of failure” from her mother—who was largely 
  blamed for the loss of Andurien and Oriente to the Confederated 
  Suns, as well as numerous failed attempts to reclaim them amid an 
  otherwise-successful effort to centralize League authority under her 
  rule—Alys proved to be far too young and inexperienced to rule. The 
  enemies of House Marik, notably the disenfranchised Houses of Halas 
  and Humphreys, backed by the Cameron-Joneses, seized on this as an 
  opportunity to seize power with a No Confidence vote soon after the 
  start of the Fifth Succession War.
  Forced into exile by a palace coup soon afterward (prompted by her 
  refusal to recognize Parliament’s decision), Alys found her way into the 
  Terran Supremacy. Though the Outer League Alliance formed soon after, in 
  support of her as the “true” Captain-General, she has remained in Supremacy 
  territory ever since, intent on forging a political alliance with the DeChavilier 
  family that may include marriage to the First Lord. This decision has caused 
  some consternation in the League—even among her own supporters—
  who wonder if the result would spark a full-blown civil war, instead of the 
  semi-cold war that already plagues the League’s government.
  32
  
  Persons of Interest
  ADJUDICATOR ERIK CALDERON-CENTRELLA
  Rank/Title: Adjudicator of the Magistracy of Taurus
  Born: 3055 (40 in 3095)
  Born to Jeffrey Calderon and Naomi Centrella, Erik is the first ruler of 
  the Magistracy of Canopus who has been born into the title. Coming of 
  age during the formative years of the alliance that created his realm, Erik 
  spent equal time on Taurus and Canopus during his early years, despite 
  his father’s death in a terrorist attack when he was only six years old. He 
  ascended to the throne himself in 3077, when his mother stepped down.
  As Adjudicator of the Magistracy, Erik has demonstrated a commitment 
  to further refining the laws and protocols of the realm, in an effort to 
  “iron out the kinks” that remain from its union. He has also weighed in on 
  military affairs, admonishing some of the recent excesses of the AFTM in 
  its simmering war against the Confederated Suns. As a result, he often 
  butts heads with Dirk Evans, the current Minister-General of the AFTM, 
  but the two men remain committed to ensuring the realm’s security and 
  strength nevertheless. 
  Erik only recently married Lydia Roy, heiress to Kamala Roy, the CEO of 
  Mindstar Industries. The couple has no children as yet, but Lydia’s recent 
  disappearance from the public eye has fueled speculation that one is on 
  the way.
  PRIME MINISTER BARNABAS HUARD
  Rank/Title: Prime Minister of the Outworlds Pact
  Born: 3014 (81 in 3095)
  Barnabas Huard rose to prominence in Outworlds politics on a 
  platform of reducing excesses in Outworlds governance, a reaction to 
  the perceived slide toward “oligarchic totalitarianism” that Maya Avellar 
  rallied against during the Outworlds civil war. Originally seen by his fellow 
  members of the Executive Parliament as a harmless upstart at worst, he 
  was later decried as a traitor when he sided with Avellar’s populist faction 
  in that conflict.
  After Avellar’s followers succeeded in defeating the bulk of the 
  entrenched oligarchs, Huard was among those chosen to help draft 
  the new laws and regulations that would “clean up the Outworlds 
  government”. Fully expecting Maya to resume the presidency, he was 
  stunned when she insisted on retiring from politics, and retiring her title 
  in the process. Proclaiming that “a new beginning deserves a new leader”, 
  Avellar herself nominated Huard to serve as the Outworlds Pact’s first 
  prime minister. Her endorsement was credited with making the resulting 
  vote a virtual landslide.
  As the first prime minister of the rechristened state, Huard’s term 
  of office has mostly been spent building coalitions, mending fences 
  between political rivals, and reconstructing the realm’s infrastructure. 
  This has left very little time to consider military campaigns of any 
  kind, save for those solely devoted to defense against the neighboring 
  Draconis Combine and Confederated Suns. Fortunately, as those states 
  remain focused entirely on one another, Huard has not faced the crisis 
  of a full-blown war. 
  With the end of his single term of office approaching, many are 
  speculating as to whether or not Huard’s family will attempt to establish 
  a new dynasty for the Outworlds, as the Avellars have before them. 
  Lending strength to that concern is the fact that two of Huard’s four 
  children have won seats in the Alliance Parliament. Huard has steadfastly 
  denied these rumors.
  REGENT RHYNE SHERIDAN
  Rank/Title: Regent of the Rim Federation
  Born: 3053 (42 in 3095)
  Rhyne Sheridan, the current regent of the Rim Federation, is a 
  descendant of Aisling Connor, who served as Stefan Amaris’ economic 
  development advisor during the dark years of the Amaris Empire. 
  Connor’s association with Amaris earned her a decade of imprisonment 
  on Mars and a shattered future, but she received a surprising new calling 
  when Aaron DeChavilier tapped her to serve as the Terran Supremacy’s 
  representative on the newly formed Federation Regency Council—the 
  governing body that was organized to rule the shattered remnants of 
  the Rim Worlds Republic. In the years after assuming the post, Connor 
  became romantically linked with her Lyran counterpart, Gerhard 
  Sheridan, and the two wed shortly before he became the council’s First 
  Regent in 2805, with Connor dropping her “tainted” name in the bargain.
  In keeping with Sheridan family tradition, Rhyne was raised on 
  Kaumberg, a former Lyran world best known for lumber products, 
  agriculture, and only minor industry. As a result, he is also well-steeped 
  in the Germanic customs that Kaumberg shares with the neighboring 
  Lyran Commonwealth. As an avid historian to boot, Sheridan has a 
  deep appreciation for his homeworld’s shared past with House Steiner, 
  and this has made him amenable to many of the Commonwealth’s 
  diplomatic overtures. As a result, the Federation has not interfered with 
  the LCAF campaign against the Free Worlds, even as Steiner troops have 
  maneuvered along his realm border.
  The passive approach to the Commonwealth’s actions, however, 
  has alarmed many within Sheridan’s administration, particularly his 
  Obermarshal of the Armies, Bruno LeSat. In an effort to placate these 
  concerns, Sheridan has authorized an increase in FAF troops along the 
  Lyran border, complete with regular patrols by the Federation’s WarShips.
  33
  
  Persons of Interest
  LT. COLONEL BENJAMIN EMORY
  Rank/Title: Lt. Colonel, Terran Supremacy Defense Force
  Born: 3030 (65 in 3095)
  Major Emory is the classic career soldier and patriot. Born and raised 
  on Terra, he joined the TSDF at the age of eighteen and trained as a 
  MechWarrior. In 3052, his first combat action took place during the 
  Supremacy’s conquest of Irian, months before the end of the Fourth 
  Succession War, where he scored four kills against the Free Worlds 
  League’s Steel Guard regiment. In the tense decade that followed, Emory 
  rose to the rank of captain, and served as a company commander at 
  several posts along the Free Worlds border. Due to the near-constant 
  raids, criminal operations, and political agitation that plagued his 
  garrisons—all linked to Free Worlds agencies—Emory developed a 
  deep-seated distrust for the neighboring state that borders on blind 
  hatred even today.
  By the time the Fifth War kicked off, in 3068, Emory had risen to the 
  rank of Major, and led a battalion in the defense of Stewart from another 
  attack there. Wounded in action, he was redeployed to the Supremacy’s 
  interior, and settled in as an administrator there, eventually rising to the 
  rank of Lt. Colonel in 3075. After spending another decade as a training 
  camp commandant on Mars, Emory was reassigned to the Rigil Kentarus 
  garrison in 3086, where he has been since. 
  Additional Game Notes: Though he has not seen real combat for over 
  a decade by now, he still takes his BattleMech—an ODS-1A Odysseus—
  out for maneuvers and live-fire exercises, in the interests of maintaining 
  his proficiency. In gameplay, the Odysseus has the same stats and 
  appearance as a Word of Blake TYM-1A Toyama from the mainstream 
  BattleTech setting.
  MARY DURANT
  (EMISSARY OF THE CAPTAIN-GENERAL)
  Rank/Title: Special Emissary of the Captain-General in Exile
  Born: 3049 (46 in 3095)
  Mary Durant was born on Angel II, in the Free Worlds League, a 
  realm teetering on the brink of chaos in the waning years of the Fourth 
  Succession War. Although her family hoped she would settle down to a 
  job in the Flinders Aquapurification Complex, on the eastern coast of the 
  Michael continent, she demonstrated proficiencies in communications 
  that led her to pursue a career in the local media industry instead. 
  When the Fifth War erupted, a sense of duty—and a personal desire to 
  see worlds beyond Angel II—prompted Durant to enlist, and she joined 
  the FWLM as a combat correspondent. In 3069, she was covering the 
  rising rebellion against the Halas regime when she apparently found 
  herself increasingly sympathetic to the so-called Outer League Alliance, 
  especially after witnessing their defense of Silver against attacks by both 
  pro-Halas forces and Lyran invaders in 3070. 
  Even though she threw in with the rebels, joining their military forces 
  and continuing to cover the action as an “embedded correspondent”, 
  Durant also championed the sentiment shared by many in the OLA that 
  the Free Worlds League, at its core, was still one realm—united against 
  its mutual enemies. This attitude even carried to her battlefield presence, 
  where she often subverted her journalistic impulses to aid wounded 
  troops from either side of the League’s political divide. When she exposed 
  mistreatment of pro-Halas POWs at a Karachi-based internment camp, 
  she even gained praise from League leaders on all sides. 
  This acclaim led to her assignment to several diplomatic overtures 
  between the factions throughout the 3080s. The OLA’s connections to 
  the Captain-General in Exile finally earned her a chance to act as a special 
  emissary to Alys Marik, a task made somewhat challenging by the wall of 
  security that typically surrounds the exiled ruler.
  Additional Game Notes: Of course, as the events of the final Track 
  reveals, Durant is actually a deep cover agent of the Lyran Commonwealth’s 
  Loki terrorist group, known to her superiors by the codename “Avitue”. 
  The real Mary Durant was captured in 3069, interrogated, and eventually 
  killed, with agent Avitue inserted in her place. The chaos of the League’s 
  ongoing political crisis made for a perfect medium to slip in several 
  sleeper agents, and Avitue is primed to complete her most important 
  mission to date when the players come along.
  34
  
  Rules Addendum
  EMPIRES AFLAME
  RULES ADDENDUM
  T
  he Empires Aflame setting represented in this adventure is set 
  in the mid-3130s, a time period known as the late Dark Age in 
  the mainstream BattleTech universe. The denizens of this altered 
  reality, however, know this as the Fifth Succession War period, the latest 
  in a seemingly-endless series of wars precipitated by the collapse of the 
  Star League.
  This product offers some details on how this alternate universe 
  evolved differently from the primary BattleTech setting (starting with 
  the fateful assassination of Aleksandr Kerensky), but leaves the rest open 
  to the players. A truly detailed timeline and background for all of the 
  factions, characters, forces, and events that followed is simply beyond 
  the scope of this PDF-exclusive material.
  Still, players interested in setting adventures and creating characters 
  in this setting may use the following rules to add the feeling of the 
  Empires Aflame (Fifth Succession War) era to their BattleTech war games 
  and role-playing campaigns. For obvious reasons, of these rules are 
  considered Advanced and optional, so players and gamemasters should 
  agree to their use before introducing them to their campaigns. 
  For the players’ convenience, the rules presented in this section are 
  divided into two broad sections, the first—BattleTech Rules—covers rules 
  most appropriate for the tabletop war game defined by Total Warfare 
  (TW), and Tactical Operations (TO), and Strategic Operations (SO). The 
  second—Role-Playing Rules—addresses elements of gameplay more 
  appropriate to games played using the role-playing rules presented in 
  A Time of War (AToW).
  BattleTech Rules
  The following rules for the Empires Aflame setting cover war game 
  campaigns and games using the core rules primarily found in Total 
  Warfare and Tactical Operations.
  Technologies
  In the Inner Sphere of the Empires Aflame setting, technology evolved 
  differently as a consequence of the altered timeline. With no Exodus to 
  distant homeworlds, the Clans never formed and thus, neither did the 
  entire Clan technology base. Meanwhile, the emergence of the Terran 
  Supremacy and the absence of ComStar (at least as the mainstream 
  Inner Sphere knew it), a different status quo emerged on the other 
  aspects of battlefield technology.
  WarShips
  WarShip-capable shipyards remained a common target throughout 
  the early Succession Wars. This has reduced the mighty fleets of the Star 
  League era to a shadow of their former selves, but none of the factions 
  involved has seen the complete annihilation of its combat fleet. 
  While some WarShips factories do still exist, their production rates 
  have been sharply reduced by generations of attrition. By the dawn of 
  the thirty-second century, naval output has fallen to the point of only 
  maintaining current fleet sizes and readiness. A snapshot of this active 
  fleet status—as of about 3100—appears on p. 35. 
  In addition to their active fleets, all of the Great House realms claim a 
  WARSHIP FLEETS OF THE EMPIRES AFLAME SETTING (CA. 3100)
  The following is a list of the active WarShips available 
  to the various major factions of the Empires Aflame 
  alternate BattleTech setting. Note that virtually all 
  factions tend to operate these vessels in flotillas no 
  bigger than four WarShips strong, with ample DropShip 
  and fighter escort, leaving the majority to guard major 
  worlds and capitals. The Free Worlds League fleet is 
  further divided up between the core League factions, 
  and the outer League factions, which have broken from 
  the core amid the current crisis.
  Terran Supremacy (40)
  Corvettes: Vincent Mk 39 (8)
  Destroyers: Essex (2), Lola III (2)
  Frigates: Congress (3), Dante (2)
  Cruisers: Aegis (2), Black Lion (2), Cameron (2), 
  Sovetskii Soyuz (2), Kimagure (2)
  Battleships: Atreus (1), Texas (2), McKenna (2)
  Support Ships: Thera (1), Potemkin (2), Volga (2), 
  Newgrange (1), Faslane (2)
  Confederated Suns (24)
  Corvettes: Vigilant (1), Vincent Mk 39 (3) 
  Destroyers: Baron (2), Davion Block II (2)
  Frigates: Riga (2), Congress (2)
  Cruisers: Aegis (2), Feng Huang (2), Avalon (2)
  Battleships: Texas (2)
  Support Ships: Potemkin (2), Volga (2)
  Free Worlds League (25)
  Corvettes: Mako (2), Vigilant (2), Vincent Mk 39 (1), 
  Zechetinu (2) 
  Destroyers: Baron (4), Lola III (1)
  Frigates: Riga (2), Eagle (2)
  Cruisers: Aegis (2), Black Lion (1)
  Battleships: Atreus (2)
  Support Ships: Thera (3), Potemkin (1)
  Draconis Combine (20)
  Corvettes: Vincent Mk 39 (2), Inazuma (2) 
  Destroyers: Baron (2), Tatsumaki (1)
  Frigates: Riga (1), Carson (2), Kyushu (1)
  Cruisers: Aegis (2), Kirishima (2)
  Battleships: Monsoon (1)
  Support Ships: Potemkin (2), Volga (2) 
  Lyran Commonwealth (22)
  Corvettes: Vincent Mk 39 (2), Mako (3) 
  Destroyers: Baron (2), Essex (2)
  Frigates: Congress (2), Eagle (1)
  Cruisers: Aegis (1), Commonwealth (2), Mjolnir (1)
  Battleships: Tharkad (2) 
  Support Ships: Volga (2), Sylvester (2)
  Magistracy of Taurus (26)
  Corvettes: Vincent Mk 39 (2), Pinto (5) 
  Destroyers: Baron (2), Carson (2), Essex (1),  
  Naga (2), Lola II (2)
  Frigates: Quixote (2), Riga (1)
  Cruisers: Aegis (1), Avatar (1), Athena (2)
  Battleships: None
  Support Ships: Potemkin (2), Sylvester (1)
  Outworlds Pact (15)
  Corvettes: Vigilant (2), Vincent Mk 39 (3), Pinto (2)
  Destroyers: Baron (2), Narukami Block II (1)
  Frigates: Congress (1)
  Cruisers: Aegis (1), Cruiser (1)
  Battleships: None
  Support Ships: Potemkin (2)
  Rim Federation (15)
  Corvettes: Pinto (4) 
  Destroyers: Essex (2)
  Frigates: Riga (2), Quixote (2)
  Cruisers: Aegis (2), Commonwealth (1)
  Battleships: None
  Support Ships: Sylvester (2)
  35
  
  Rules Addendum
  handful or so of additional WarShips in mothballs. Theoretically, these 
  vessels can be reactivated in less than a year’s time, but between the 
  expense involved in such reactivations and the potential arms race 
  that would erupt when done has all but ensured that such mothballed 
  ships are activated only as needed to replace losses—or in the more 
  dire of emergencies.
  Extinct Technologies
  Of the Star League-era technologies that have been referenced 
  throughout BattleTech lore, only bimodal LAMs, the Centurion weapon 
  system, and all robotic control systems (but not remote-controlled 
  drone systems) and their like have fallen into complete disuse.
  Weapons of mass destruction—including nuclear, chemical, and 
  biological weapons—have likewise receded into complete disuse 
  by the thirty-second century of the Empires Aflame setting. The 
  horrors of the early Succession Wars, combined with the brokerage 
  of a revised version of the Ares Conventions by House DeChavilier 
  after a Third War “incident”, had reaffirmed this Inner Sphere’s fear of 
  mutually-assured destruction.
  Tech that Never Was
  The entire Clan technology base never appeared in the Empires 
  Aflame setting. This also includes all unit types unique to the Clans as 
  of 3150, such as ProtoMechs and QuadVees of all types. Clan-specific 
  weapons that have no Inner Sphere analog—including ATMs, Streak 
  LRMs, Heavy Lasers, Chemical Lasers, and the Nova or Watchdog 
  Composite EW systems—do not exist in this setting.
  Battle armor, which evolved from power armor under development 
  near the waning days of the Star League, did eventually emerge by the 
  3050s using an Inner Sphere technology base. Without the discovery 
  and refinement of HarJel technology by the Clans, Clan-spec armor 
  technology remains impossible to this universe.
  Likewise due to the absence of the Clans, the cloning of replacement 
  body parts for medical treatment remains largely impossible (or at least 
  economically inviable for all but the highest-ranked members of Inner 
  Sphere society). Rumors persist, however, that the Terran Supremacy 
  and other Great House powers are still actively tinkering with the human 
  genome for military advantage.
  Tech that Appeared Anyway
  Clan technology that does have an Inner Sphere analog emerged in 
  the late 3000s amid a surge of innovation that followed this universe’s 
  Fourth Succession War. This includes Targeting Computers, LB-X and 
  Ultra autocannons at all size classes, ER lasers in all size classes, battle 
  armor, and Omni-modular technology. For the most part, these items 
  appeared at the same approximate time as they did in the “main” 
  BattleTech setting.
  The C3 network also appeared in this time as a result of Draconis 
  Combine experiments, with the Terran Supremacy soon introducing its 
  own answer with Improved C3 tech. Despite the absence of the Clans 
  (and, more importantly, Wolf’s Dragoons), the Lyrans developed light 
  fusion engines in the late 3060s, while the Confederated Suns developed 
  both triple-strength myomer and plasma rifle technologies at roughly 
  equivalent times as their counterparts in the mainstream setting.
  Centuries after being abandoned in the wake of the Amaris crisis, 
  superheavy ’Mechs appeared in the TSAF arsenal during the late 3080s, with 
  the tripod “Colossals” beginning development as early as the late 3130s.
  Cybernetics, still considered a fringe tech to this setting, never 
  reached the level of massed use seen among the Word of Blake Manei 
  Domini or the Thuggee Phansigars of the mainstream setting’s Jihad era. 
  Nevertheless, the technology to accomplish these troop augmentations 
  does exist as of the 3100s.
  RetroTech Fever
  Even though the Succession Wars never reached the same level of 
  devastation as they managed in the mainstream BattleTech universe, 
  and no Jihad ever erupted to shatter industry on a wide scale, 
  the reintroduction of “primitive” combat technology—known as 
  RetroTech—did take root in the Empires Aflame setting. But in this case, 
  the phenomenon emerged first in the Periphery realms during the mid-
  to-late 3000s. It was only in the wake of the Fourth War aftermath, and 
  the military and political surges of the late 3000s that this “RetroTech 
  fever” eventually spread into the outer edges of the Inner Sphere House 
  realms in the opening decades of the 3100s, as backwater worlds sought 
  new ways to supplement defenses stripped by their parent states. 
  As of 3135, only the Terran Supremacy has yet to indulge in the 
  “nostalgia” of RetroTech engineering.
  36
  
  Rules Addendum
  RANDOM UNIT ASSIGNMENT TABLES
  R
  andom Assignment Tables (RATs) are designed to aid players who 
  wish to quickly generate diverse forces for game play, but can 
  also be used as a guide when determining the likely equipment 
  used by a given faction during a campaign set in the Empires Aflame 
  setting from about 3085 to 3100. Players are not required to use these 
  tables, but they can be immensely helpful in a pinch. When randomly 
  determining the unit assignment for combat forces in this universe and 
  era, the Random Assignment Tables presented here replace those found 
  in TW and AToW.
  Factions Not Featured
  While a host of minor nations, pirates, and rebel groups can be added 
  at the players’ whims, the nine factions presented here reflect the only 
  major powers active in the Empires Aflame setting. If not added by the 
  campaign’s game master, factions not featured in these tables may be 
  considered non-existent.
  Mercenaries
  Mercenaries remain a viable option in this setting, but are somewhat 
  rarer due to the complete lack of international standards to support 
  their operations. In the Empires Aflame universe, no such entities as 
  the Mercenaries Guild, the ComStar Mercenary Review Board, or the 
  Mercenary Review and Bonding Commission ever developed. As a result, 
  most soldiers-for-hire found themselves at their employers’ mercy far 
  more often than not on every contract taken, and it became common for 
  merc outfits to be exploited, expended, or company-stored into oblivion. 
  By the time of the Fifth War, most of the merc groups retained by the 
  various states have become so indebted to their employers that they 
  often do not own their own military equipment and instead must fight 
  using the employers’ cast-off equipment. To reflect this, when generating 
  a mercenary force, use the RAT for the faction employing the mercenary 
  command, and apply a –1 modifier to the roll results. Modified 
  results of 2 or less must be treated as a 2.
  Free Worlds League
  To differentiate between Core League Worlds and Outer 
  League Alliance, players may opt to roll once per lance of four 
  units using an alternative RAT as indicated below.
  For Core League World forces, players may roll 
  once per lance on the Confederated Suns or 
  Lyran Commonwealth RATs. The alternate table 
  chosen for this roll is up to the force’s controlling 
  player.
  For Outer League Alliance forces, players may 
  roll once per lance on the Magistracy of Taurus or 
  Rim Federation RATs. The alternate table chosen 
  for this roll is up to the force’s controlling player.
  Omni Units
  Whenever a RAT result indicates an Omni Unit 
  (including battle armor equipped with modular weapons), 
  the controlling player can select any desired configuration 
  available to the post-Jihad era. Omni units are marked on the 
  RATs with an asterisk (*).
  Omni units may only choose Inner Sphere configurations. Mixed 
  configurations do not exist in this setting.
  Battle Armor
  For battle armor with varied size formation record sheets, always 
  assume 4-man squads.
  Record Sheets
  Record Sheets for these units may be found in their respective Record 
  Sheet books (be they in PDF-exclusive format or print). A list of these 
  sources (as abbreviated in each Random Assignment Table presented 
  here) is given in the Record Sheet Source Table. To randomly assign pilot 
  quality, the appropriate tables in Total Warfare (see p. 273, TW) still apply.
  RECORD SHEET SOURCE TABLE
  Abbr. 
  Source
  3039 
  BC212p 
  Record Sheets: 3039 Unabridged
  3050U-C  
  BC205 
  Record Sheets: 3050 Upgrade, Clan & Star League
  3050U-I  
  BC204  
  Record Sheets: 3050 Upgrade, Inner Sphere
  3055U  
  BC209  
  Record Sheets: 3055 Upgrade Unabridged
  3058U-C 
  BC-203Ap  
  Record Sheets: 3058 Upgrade, Clan and Star League
  3058U-I 
  BC-203Bp 
  Record Sheets: 3058 Upgrade, Inner Sphere
  3060 
  BC-211p  
  Record Sheets: 3060 Upgrade Unabridged
  3067 
  CAT35RS216 
  Record Sheets: 3067 Upgrade Unabridged
  3075 
  CAT35167p 
  Record Sheets: 3075
  3085 
  CAT35168p 
  Record Sheets: 3085
  3085-ONN BC-215p 
  Record Sheets 3085: Old is the New New
  3085-PP 
  BC-214p 
  Record Sheets 3085: Project Phoenix
  3145 
  CAT35133 
  Record Sheets 3145
  JC 
  CAT35303 
  Jihad Conspiracies
  JS 
  CAT35303Xp 
  Jihad Secrets: The Blake Documents
  Klondike 
  CAT35230ap 
  Record Sheets: Operation Klondike
  LoT II 
  CAT35233 
  Historical: Liberation of Terra II
  Proto 
  CAT35132 
  Technical Readout: Prototypes
  Vehicle  
  CAT35002X 
  Technical Readout: Vehicle Annex
  37
  
  TERRAN SUPREMACY
  BATTLEMECHS
  2D6 
  Light BattleMechs 
  Medium BattleMechs 
  Heavy BattleMechs 
  Assault BattleMechs
  2 
  JKR-9W Jackrabbit [25] (3075-AoW) 
  WVE-5Nb Wyvern [45] (3075-AoW) 
  WHM-7A Warhammer [70] (Klondike) 
  MSK-9H Mackie [100] (3075-AoW)
  3 
  LCT-1Vb Locust [20] (Klondike) 
  INI-02 Initiate [40] (3060) 
  CHP-1Nb Champion [60] (Klondike) 
  MAL-XT Malice [100] (3145)
  4 
  GBT-1G Gambit [25] (3145) 
  TRG-3M Targe [40] (3145-NTNU) 
  ARC-2Rb Archer [70] (Klondike) 
  VKG-2F Viking [90] (3060)
  5 
  THE-Nb Thorn [20] (Klondike) 
  STN-3Lb Sentinel [40] (Klondike) 
  TDR-5Sb Thunderbolt [65] (Klondike) 
  THG-11Eb Thug [80] (3075-AoW)
  6 
  HSR-200-Db Hussar [30] (3075-AoW) 
  NSR-K4 Night Stalker [45] (3145) 
  GLH-2D Galahad [60] (3075-AoW) 
  SQS-TH-001 Sasquatch [85] (3055U)
  7 
  MON-66b Mongoose [25] (3075-AoW) 
  KTO-19b Kintaro [55] (3075-AoW) 
  OSR-2Cb Ostroc [60] (3075-AoW) 
  KGC-000b King Crab [100] (3075-AoW)
  8 
  HER-1Sb Hermes [30] (Klondike) 
  SHD-2Hb Shadow Hawk [55] (Klondike) 
  WHM-6Rb Warhammer [70] (3075-AoW) 
  BLR-1Gb BattleMaster [85] (3075-AoW)
  9 
  FLC-4Nb Falcon [30] (Klondike) 
  PXH-1c Phoenix Hawk [45] (3075-AoW) 
  EXC-B2b Excalibur [70] (3075-AoW) 
  HGN-732b Highlander [90] (3075-AoW)
  10 
  BLD-XL Blade [35] (3085) 
  WVR-7H Wolverine II [55] (3075-AoW) 
  MAD-2R Marauder [75] (3075-AoW) 
  DVS-2 Devastator [100] (3058U-I)
  11 
  NX-100 Nyx [30] (3145-NTNU) 
  OSP-15 Osprey [55] (3085) 
  ST-8A Shootist [70] (3058-SL) 
  AS7-D-H Atlas II [100] (3075-AoW)
  12 
  FNHK-9K Falcon Hawk [35] (3058U-I) 
  SR-1 Strider* [40] (3058U-I) 
  PRF-1R Prefect [75] (3085) 
  ANH-1G Annihilator [100] (Klondike)
  13 
  HVC-P6 Havoc [35] (3145) 
  KY2-D-03 Kyudo [45] (3075-AoW) 
  LMT-2R Lament [65] (3145) 
  RFL-3N-2 Rifleman II [80] (3075-AoW)
  14 
  OW-1 Owens* [35] (3058U-I) 
  KW1-LH8 Linebreaker [55] (3058U-I) 
  P1 Perseus* [75] (3067) 
  FNR-5X Fafnir [100] (3085-ONN)
  15 
  SPR-4F Spector [35] (3058-SL) 
  GDR-1C Gravedigger [50] (3145) 
  EXT-4Db Exterminator [65] (Klondike) 
  CRK-5003-1b Crockett [85] (Klondike)
  16 
  C-MK-O Malak* [30] (3075) 
  C-PRT-O Preta* [45] (3075) 
  C-DVA-O Deva* [70] (3075) 
  C-ANG-O Archangel* [100] (3075)
  Vehicles
  2D6 
  Light Vehicles 
  Medium Vehicles 
  Heavy Vehicles 
  Assault Vehicles
  2 
  Shandra [25] (3145) 
  Giggins (Fire Support) [40] (3085) 
  Bulldog (Cell) [60] (3145-NTNU) 
  Fury (Royal) [80] (3075-AoW)
  3 
  GAL-102 Galleon [30] (3058U-I) 
  Ranger VV1 (Interdictor) [45] (3145-NTNU) 
  MHI Defense AA [60] (3145) 
  Fortune [80] (3067)
  4 
  Fox (Interdictor) [20] (3145-NTNU) 
  Zephyr [40] (3050U-C) 
  Brutus (HPPC) [75] (3085-ONN) 
  Partisan Air Defense (XL) (3058U-I)
  5 
  Nightshade (Royal) [25] (3075-AoW) 
  Demon (Armor) [45] (3145-NTNU) 
  Merkava Mk. IX [75] (3075-AoW) 
  Fortune (Thunderbolt) [80] (3067)
  6 
  DI Multipurpose (Gunship) [25] (3145) 
  Vedette (RAC) [50] (3058U-I) 
  Winston [70] (3085) 
  Rhino (Royal) [80] (3075-AoW)
  7 
  Lightning (Royal) [35] (3075-AoW) 
  Myrmidon [40] (3060) 
  Demon (Royal) [60] (3075-AoW) 
  DI Schmitt (Targeting Computer) [80] (3145)
  8 
  Pinto [30] (3060) 
  Vedette (Cell) [50] (3085-ONN) 
  Winston (LAC) [70] (3085) 
  DI Morgan [100] (3075)
  9 
  Chevalier (MML) [35] (3060) 
  Prowler (Support) [55] (3085) 
  VNL-K75N Von Luckner [75] (3058U-I) 
  Marksman M1A [95] (3085)
  10 
  Main Gauche (XL) [30] (3067) 
  Regulator II [50] (3085) 
  Kinnol [70] (3085) 
  Alacorn Mk VI [95] (3058-SL)
  11 
  Saracen Mk II [35] (3145) 
  Scapha* [40] (3145) 
  Bolla* [60] (3085) 
  Demolisher II (Thunderbolt) [100] (3060)
  12 
  Saladin Mk II [35] (3145) 
  Glaive [45] (3067) 
  Burke (Royal) [75] (Klondike) 
  Gürteltier [100] (3085)
  13 
  Cyrano (Royal) [30] (3075-AoW) 
  Regulator II (RAC) [50] (3085) 
  Kinnol (PPC) [70] (3085) 
  DI Morgan (LRM) [100] (3075)
  14 
  Hawk Moth II [25] (3145) 
  Stygian [40] (3067) 
  Horned Demon [60] (3050U-C) 
  PAT-005b Puma [95] (3075-AoW)
  15 
  Yellow Jacket [30] (3058U-I) 
  Vedette (Light Gauss) [50] (3058U-I) 
  Rommel Howitzer [65] (Proto) 
  Demolisher II (MML) [100] (3085-ONN)
  16 
  Hawk Moth (Thunderbolt) [25] (3060) 
  Kanga [50] (3050U-C) 
  Manticore II [70] (3145) 
  PAT-008 Puma [95] (3050U-C)
  Battle Armor / Fighters
  2D6 
  Battle Armor 
  Light Fighters 
  Medium Fighters 
  Heavy Fighters
  2 
  Nighthawk Mk. XXII (3075) 
  SWF-606 Swift [25] (3050U-C) 
  IRN-SD2 Ironsides [65] (3050U-C) 
  STU-K5 Stuka [100] (3039)
  3 
  Tornado G13* (3075) 
  TRN-3Tb Trident [20] (3075-AoW) 
  GTHA-500 Gotha [60] (3050U-C) 
  HMR-HD Hammerhead [75] (3050U-C)
  4 
  Kobold* (3075) 
  SB-31D Sabre [25] (Proto) 
  HCT-213S Hellcat [60] (3075-AoW) 
  RPR-200 Rapier [85] (3050U-C)
  5 
  Longinus* (3058U-C) 
  SB-27b Sabre [25] (Klondike) 
  IRN-SD1 Ironsides [65] (3050U-C) 
  STU-D6 Stuka [100] (3039)
  6 
  Simian* (3145) 
  THK-63CS Tomahawk [45] (3050U-C) 
  LTN-G15b Lightning [50] (Klondike) 
  RPR-100b Rapier [85] (3075-AoW)
  7 
  Purifier* (3058U-C) 
  ZRO-116b Zero [35] (Klondike) 
  CSR-V12b Corsair [50] (Klondike) 
  EGL-R6b Eagle [75] (Klondike)
  8 
  Quirinus* (3145) 
  RGU-133Eb Rogue [40] (3075-AoW) 
  HCT-213C Hellcat II [50] (Klondike) 
  CHP-W5B Chippewa [90] (Klondike)
  9 
  Angerona (3085) 
  THK-63b Tomahawk [45] (3075-AoW) 
  IRN-SD1b Ironsides [65] (3075-AoW) 
  HSCL-1-O Huscarl* [75] (3067)
  10 
  Achileus* (3058U-C) 
  PGD-Y3 Poignard [35] (3085) 
  GTHA-500b Gotha [60] (3075-AoW) 
  STU-K5b Stuka [100] (Klondike)
  11 
  Taranis (3145) 
  SGT-2R Sagittarii [45] (3085) 
  SCK-O Schrack* [60] (3145) 
  SMG-O Simurgh* [85] (3145)
  12 
  Xiphos* (3145) 
  SPD-504 Spad [30] (3050U-C) 
  HCT-215 Hellcat II [50] (3050U-C) 
  TRB-D36b Thunderbird [100] (Klondike)
  13 
  Phalanx-D (3075) 
  SGT-4R Sagittarii [45] (3145-NTNU) 
  IRN-SD3 Ironsides [65] (3050U-C) 
  HSCL-1-O Huscarl* [75] (3067)
  14 
  Nephilim (Gauss) (3075) 
  RF-1 Umbra [30] (Proto) 
  HCT-214 Hellcat II [50] (3050U-C) 
  STU-D7 Stuka [100] (3039)
  15 
  Phalanx-A (3075) 
  SGT-3R Sagittarii [45] (3085) 
  GTHA-600 Gotha [60] (3050U-C) 
  Ahab AHB-MD [90] (3050U-C)
  16 
  Shedu (3075) 
  S-HA-O Shade* [35] (3075) 
  S-RSL-O Rusalka* [65] (3075) 
  S-STR-O Striga* [85] (3075)
  38
  38
  
  CONFEDERATED SUNS
  BATTLEMECHS
  2D6 
  Light BattleMechs 
  Medium BattleMechs 
  Heavy BattleMechs 
  Assault BattleMechs
  2 
  WSP-3L Wasp [20] (3085-PP) 
  WTC-4DM Watchman [40] (3055U) 
  HEL-3D Helios [60] (3060) 
  STC-2D Striker [80] (3058-SL)
  3 
  HNT-161 Hornet [20] (3050U-I) 
  SNK-2B Snake [45] (3055U) 
  CTF-3D Cataphract [70] (3050U-I) 
  NSR-9FC Nightstar [95] (3058-SL)
  4 
  C-SK1 Cossack [20] (3060) 
  STH-1D Stealth [45] (3055U) 
  CTS-6Y Cestus [65] (3058-SL) 
  LGB-7V Longbow [85] (3058U-I)
  5 
  RVN-4L Raven [35] (3050U-I) 
  HSN-10G Hellspawn [45] (3067) 
  THR-2L Thunder [70] (3055U) 
  Y-H11G Yu Huang [90] (3060)
  6 
  D9-G9 Duan Gung [25] (3060) 
  BJ-3 Blackjack [45] (3050U-I) 
  BKX-8D BattleAxe [70] (3075-AoW) 
  VTR-10L Victor [80] (3050U-I)
  7 
  FRB-3E Firebee [35] (3075-AoW) 
  CN9-D5 Centurion [50] (3050U-I) 
  HMH-5D Hammerhands [75] (3075-AoW) 
  CP-11-B Cyclops [90] (3085-ONN)
  8 
  GN-2O Gùn* [20] (3145) 
  ENF-6M Enforcer III [50] (3060) 
  KSC-4I Koschei [65] (3075-AoW) 
  BLR-2D Warlord [80] (3075)
  9 
  JVN-11A Fire Javelin [30] (3050U-I) 
  HUR-WO-R4O Huron Warrior [50] (3055U) 
  LHU-3L Lao Hu [75] (3067) 
  Y-H9GB Yu Huang [90] (3060)
  10 
  VLK-QD4 Valkyrie [30] (3085-PP) 
  VND-6L Vindicator [45] (3050U-I) 
  SHY-5B Shen Yi [65] (3145-NTNU) 
  TLR-1O Templar* [85] (3067)
  11 
  CH11-NG Gunsmith [25] (3145) 
  MS1-O Men Shen* [55] (3060) 
  PTR-6T Penetrator [75] (3055U) 
  PLG-4Z Pillager [100] (3058-SL)
  12 
  BZK-D1 Hollander III [3 
  FS9-O Firestarter* [45] (3058U-I) 
  TNZ-N3 Tian-zong [75] (3145) 
  XNT-60 Xanthos [100] (3145-NTNU)
  13 
  D9-G10 Duan Gung [25] (3060) 
  BJ2-O Blackjack* [50] (3058U-I) 
  WHM-9D Warhammer [70] (3085-PP) 
  BLR-4L BattleMaster [85] (3085-PP)
  14 
  DOL-1A1 Dola [30] (Proto) 
  SYU-6B Sha Yu [40] (3067) 
  JN-G6A Jinggau [65] (3060) 
  VTR-11D Victor [80] (3050U-I)
  15 
  UM-70 UrbanMech [30] (3050U-I) 
  RVN-5X Raven II [40] (3145) 
  JM6-D4 JagerMech III [65] (3060) 
  LGB-14C Longbow [85] (3085-PP)
  16 
  RVN-3M Raven [35] (3050U-I) 
  ASN-99 Assassin [40] (3050U-I) 
  KSC-5I Koschei [65] (3075-AoW) 
  XNT-40 Xanthos [100] (3075-AoW)
  VEHICLES
  2D6 
  Light Vehicles 
  Medium Vehicles 
  Heavy Vehicles 
  Assault Vehicles
  2 
  Skulker Mk. II [20] (Proto) 
  Vedette (Liao) [50] (3039) 
  Zhukov (Liao) [75] (3085-ONN) 
  Devastator [80] (3039)
  3 
  Scorpion [25] (3039) 
  Hetzer [40] (3039) 
  Morningstar (Laser) [60] (3067) 
  Partisan Heavy [80] (3039)
  4 
  Harasser [25] (3039) 
  Predator (Original) [45] (3145) 
  Po (LB-X) [60] (3058U-I) 
  Demolisher [80] (3039)
  5 
  Pegasus (3058) [35] (3058U-I) 
  Hetzer (LB-X) [40] (3058U-I) 
  JES III [60] (3145) 
  Ontos [95] (3039)
  6 
  Scorpion (LAC) [25] (3085-ONN) 
  Sheriff [50] (3145) 
  Moltke M1 [75] (3085) 
  JES II [95] (3085)
  7 
  Kruger [10] (3145) 
  Vedette (LB-X) [50] (3058U-I) 
  Po II (Gauss) [60] (3085) 
  Challenger XV [90] (Proto)
  8 
  Minion (Gauss) [20] (3067) 
  Condor (Laser) [50] (3058U-I) 
  Pilum [70] (3058U-I) 
  Behemoth II (Support) [100] (3145)
  9 
  Aeron [25] (3085) 
  Predator [45] (3145) 
  Manticore (RAC) [60] (3058U-I) 
  Challenger X [90] (3058U-I)
  10 
  Minion (Targeting Computer) [20] (3067) 
  Regulator [45] (3058U-I) 
  Pixiu [70] (3145) 
  Behemoth II [100] (3145)
  11 
  Striker (Laser) [35] (3058U-I) 
  Zibler* [50] (3145) 
  Manteuffel* [70] (3067) 
  Challenger XII [90] (3058U-I)
  12 
  Warrior S-9 [21] (Proto) 
  Regulator II [50] (3085) 
  Hanse [75] (3145) 
  Demolisher (Gauss) [80] (3058U-I)
  13 
  Striker (LRM) [35] (3039) 
  Regulator (RAC) [45] (3058U-I) 
  Moltke M2 [75] (3085) 
  Ontos (Fusion) [95] (3039)
  14 
  Harasser (LRM) [25] (3039) 
  Myrmidon (AI) [40] (Proto) 
  Typhoon (RAC) [70] (3058U-I) 
  Behemot [100] (3039)
  15 
  Luduan [25] (3145) 
  Regulator II (Stealth) [50] (3085) 
  Moltke M3 [75] (3085) 
  Ontos (LRM) [95] (3039)
  16 
  Scorpion (Laser) [25] (3039) 
  Myrmidon Type 2 [40] (3060) 
  VNL-K100 Von Luckner [75] (3039) 
  Partisan Air Defense (Quad RAC) [80] (3058U-I)
  BATTLE ARMOR / FIGHTERS
  2D6 
  Battle Armor 
  Light Fighters 
  Medium Fighters 
  Heavy Fighters
  2 
  Tunnel Rat IV* (Vehicle) 
  SPR-6D Sparrowhawk [30] (3039) 
  TR-13G Transit [50] (Proto) 
  TR-13 Transgressor [75] (3039)
  3 
  PAB-28 (3145) 
  RGU-133E Rogue [40] (3050U-C) 
  CSR-V14 Corsair [50] (3039) 
  STU-K10 Stuka [100] (3039)
  4 
  Fa Shih* (3058U-C) 
  CNT-1D Centurion [30] (3075-AoW) 
  LTN-G15b Lightning [50] (Klondike) 
  CHP-W10 Chippewa [90] (3039)
  5 
  Cavalier* (3058U-C) 
  RGU-133L Rogue [40] (3050U-C) 
  LTN-G16D Lightning [50] (3075-AoW) 
  TR-13A Transgressor [75] (3039)
  6 
  Leonidas* (3145) 
  TR-8 Thrush [25] (3039) 
  LTN-G16L Lightning [50] (3075-AoW) 
  MNG-8L Mengqín [95] (3085)
  7 
  Ying Long* (3075) 
  SPR-7D Sparrowhawk [30] (3039) 
  DFC-O Defiance* [55] (3067) 
  F-700 Riever [100] (3039)
  8 
  Fusilier (3145) 
  RGU-133LP Rogue [40] (3050U-C) 
  CSR-V18 Corsair [50] (3039) 
  TR-16 Transgressor [75] (3039)
  9 
  Hauberk II (3075) 
  DARO-1 Dagger* [45] (3067) 
  DFC-O Defiance* [55] (3067) 
  F-700a Riever [100] (3039)
  10 
  Fa Shih (Support)* (3085-ONN) 
  SPR-7Dr Sparrowhawk [30] (3145-NTNU) 
  TR-12 Transit [50] (3039) 
  TR-15 Transgressor [75] (3039)
  11 
  Grenadier* (3075) 
  DARO-1 Dagger* [45] (3067) 
  DFC-O Defiance* [55] (3067) 
  F-700b Riever [100] (3039)
  12 
  Shen Long* (3145) 
  Y-2 Yùn [40] (3145) 
  CSR-12D Corsair [50] (Proto) 
  MNG-8L Mengqín [95] (3085)
  13 
  Hauberk (3075) 
  DARO-1 Dagger* [45] (3067) 
  RDL-01C Rondel [55] (3145) 
  STU-D6 Stuka [100] (3039)
  14 
  Grenadier (Hunter-Killer)* (3075) 
  RF-1 Umbra [30] (Proto) 
  CUT-1D Cutlass [70] (3145) 
  HSCL-1-O Huscarl* [75] (3067)
  15 
  Hauberk Commando (Proto) 
  SB-27b Sabre [25] (Klondike) 
  RDL-01C Rondel [55] (3145) 
  AHB-MD Ahab [90] (3050U-C)
  16 
  Fusilier (Upgrade) (3145) 
  F-13 Cheetah [25] (3039) 
  CUT-1E Cutlass [70] (3145) 
  STU-K5b Stuka [100] (Klondike)
  39
  
  DRACONIS COMBINE
  BATTLEMECHS
  2D6 
  Light BattleMechs 
  Medium BattleMechs 
  Heavy BattleMechs 
  Assault BattleMechs
  2 
  UM-68 UrbanMech [30] (3050U-I) 
  GLD-4R Gladiator [55] (3075-AoW) 
  AGS-6F Argus [60] (3067) 
  HTM-27W Hatamoto-Ku [80] (3050U-I)
  3 
  WSP-3K Wasp (3145-NTNU) 
  SNT-04 Sentry [40] (3060) 
  ON1-MC Orion [75] (3050U-I) 
  CGR-3K Charger [80] (3050U-I)
  4 
  ALM-10D Fireball [20] (3055U) 
  BSN-3K Bishamon [45] (3060) 
  GHR-7K Grasshopper [70] (3050U-I) 
  MAL-1K Mauler [90] (3050U-I)
  5 
  JR7-C2 Jenner [35] (3050U-I) 
  PXH-3K Phoenix Hawk [45] (3085-PP) 
  NDA-1K No-Dachi [70] (3067) 
  OBK-M11 O-Bakemono [80] (3058U-I)
  6 
  OW-1 Owens* [35] (3058U-I) 
  GLD-5R Gladiator [55] (3075-AoW) 
  DAI-01 Daikyu [70] (3055U) 
  OR-2I Orochi [90] (3085)
  7 
  SDR-9K Venom [35] (3055U) 
  WFT-2B Wolftrap [45] (Proto) 
  DRG-7N Dragon [60] (3050U-I) 
  MR-V2 Cerberus [95] (3055U)
  8 
  OSR-3D Osiris [30] (3067) 
  KIM-2 Komodo [45] (3055U) 
  BHKU-O Black Hawk-Ku* [60] (3058U-I) 
  GUN-1ERD Gunslinger [85] (3055U)
  9 
  CPR-HD-002 Copperhead [30] (3055U) 
  FS9-O Firestarter* [45] (3058U-I) 
  MTR-5K Maelstrom [75] (3058U-I) 
  AKU-2X Akuma [90] (3067)
  10 
  RTX1-O Raptor* [25] (3058U-I) 
  EXR-2X Exhumer [55] (3145) 
  NDA-2KO No-Dachi [70] (3085) 
  PKP-1A Peacekeeper [95] (3085)
  11 
  JR7-C3 Jenner [35] (3050U-I) 
  CN11-O Centurion* [50] (3145) 
  DGR-3F Dragon Fire [75] (3058U-I) 
  TN-10-O Tenshi* [95] (3145)
  12 
  PNT-16K Panther [35] (3050U-I) 
  LGN-2K Legionnaire [50] (3145-NTNU) 
  DRG-10K Grand Dragon [60] (3145-NTNU) 
  AWS-10KM Awesome [80] (3050U-I)
  13 
  WGT-1LAW/SC Wight [35] (3075) 
  WVR-8K Wolverine [55] (3085-PP) 
  AGS-4D Argus [60] (3067) 
  SGT-8R Sagittaire [95] (3067)
  14 
  PXH-11K2 Phoenix Hawk L [35] (3145) 
  DMO-1K Daimyo [40] (3055U) 
  DRG-7K Grand Dragon [60] (3050U-I) 
  AKU-2XK Akuma [90] (3067)
  15 
  VLK-QD8 Valkyrie [30] (3145-NTNU) 
  DV-9D Dervish [55] (3050U-I) 
  WHM-8K Warhammer [70] (3085-PP) 
  CGR-KMZ Charger [80] (3050U-I)
  16 
  RK-4K Rokurokubi [35] (3145) 
  HKZ-1P Hitotsume Kozo [55] (3145) 
  MTR-6K Maelstrom [75] (3058U-I) 
  HTM-30S Hatamoto-Suna [80] (3145)
  VEHICLES
  2D6 
  Light Vehicles 
  Medium Vehicles 
  Heavy Vehicles 
  Assault Vehicles
  2 
  Skulker [20] (3039) 
  Giggins (Fire Support) [40] (3075) 
  Bulldog (AC/2) [60] (3039) 
  Partisan Heavy (AC2) [80] (3039)
  3 
  Saladin [35] (3039) 
  Vedette (NETC) [50] (3058U-I) 
  TKG-150 Tokugawa [60] (3058U-I) 
  Behemoth [100] (3039)
  4 
  Saracen [35] (3039) 
  Hetzer [40] (3039) 
  Axel Mk 2 [65] (3039) 
  Demolisher [80] (3039)
  5 
  J. Edgar (Kurita) [25] (3058U-I) 
  Shillelagh (Original) [40] (3145) 
  VNL-K70 Von Luckner [75] (3039) 
  Devastator [80] (3039)
  6 
  Scorpion (MRM) [25] (3058U-I) 
  Sortek [45] (3145) 
  Axel Mk 1 [65] (3039) 
  Demolisher (MRM) [80] (3058U-I)
  7 
  Pegasus (MRM) [35] (3058U-I) 
  Musketeer [50] (3067) 
  Tokugawa (MRM) [60] (3058U-I) 
  Schrek (Armor) [80] (3085-ONN)
  8 
  Saladin (Ultra) [35] (3058U-I) 
  Maxim (Fire Support) [50] (3058U-I) 
  Bulldog [60] (3039) 
  Heavy NLRM Carrier [80] (Proto)
  9 
  Yasha (Interdictor) [30] (3085) 
  Shillelagh [40] (3145) 
  Tokugawa [60] (3058U-I) 
  Demolisher (Gauss) [80] (3058U-I)
  10 
  Pegasus (3058) [35] (3058U-I) 
  Sabaku Kaze [50] (3075-AoW) 
  Manticore (LB-X) [60] (3058U-I) 
  Schiltron* [80] (3060)
  11 
  Yasha [30] (3085) 
  Shi Kamakiri [55] (3145) 
  Tokugawa (Streak) [60] (3058U-I) 
  NK-1C Narukami [90] (3145)
  12 
  Peregrine (Kurita) [30] (3058U-I) 
  Maxim (BA Factory) [50] (3058U-I) 
  Bulldog (Cell) [60] (3145-NTNU) 
  Behemoth (Kurita) [100] (3058U-I)
  13 
  Scimitar [35] (3039) 
  Kamakiri [55] (3145) 
  Tokugawa [60] (3058U-I) 
  Challenger X [90] (3058U-I)
  14 
  Scorpion (SRM) [25] (3039) 
  Condor (Laser) [50] (3058U-I) 
  Manticore (HPPC) [60] (3085-ONN) 
  M1J Marksman [95] (3145)
  15 
  Scorpion (LRM) [25] (3039) 
  Maxim (BA Factory) [50] (3058U-I) 
  Tokugawa (Streak) [60] (3058U-I) 
  NK-1C Narukami [90] (3145)
  16 
  Scimitar Mk II [35] (3145) 
  Turhan [50] (3075-AoW) 
  Bulldog (LRM) [60] (3039) 
  Schiltron* [80] (3060)
  BATTLE ARMOR / FIGHTERS
  2D6 
  Battle Armor 
  Light Fighters 
  Medium Fighters 
  Heavy Fighters
  2 
  Sloth (3058U-C) 
  F-11 Cheetah [25] (3039) 
  F-92 Stingray [65] (3039) 
  SL-15 Slayer [80] (3039)
  3 
  Kage* (3058U-C) 
  SPR-H5K Sparrowhawk [30] (3039) 
  LCF-R16K Lucifer II [65] (3039) 
  SL-15A Slayer [80] (3039)
  4 
  Kage (DEST) (3058U-C) 
  S-3 Sai [40] (3039) 
  SL-17 Shilone [65] (3039) 
  F-100b Riever [100] (3039)
  5 
  Infiltrator Mk. II (3058U-C) 
  SL-21 Sholagar [35] (3039) 
  SL-25 Samurai [50] (3039) 
  SL-15R Slayer [80] (3039)
  6 
  Raiden* (3058U-C) 
  S-7 Sai [40] (3039) 
  LCF-R16KR Lucifer II [65] (3039) 
  TRB-D36b Thunderbird [100] (Klondike)
  7 
  Kishi (3145) 
  SL-21L Sholagar [35] (3039) 
  SL-17R Shilone [65] (3039) 
  SL-15K Slayer [80] (3039)
  8 
  Kanazuchi (Upgrade)* (3058U-C) 
  SB-29 Sabre [25] (3075-AoW) 
  ON-1 Oni [55] (3067) 
  SU-14 Suzaku [75] (Proto)
  9 
  Void (3075) 
  SL-22 Sholagar [35] (3039) 
  MIK-O Tatsu* [70] (3067) 
  SL-15K Slayer [80] (3039)
  10 
  Kanazuchi* (3058U-C) 
  S-4X Sai [40] (3039) 
  SL-18 Shilone [65] (3039) 
  SU-14 Suzaku [75] (Proto)
  11 
  Raiden II* (3145-NTNU) 
  S-8 Sai [40] (3039) 
  MIK-O Tatsu* [70] (3067) 
  KOS-1A Koroshiya [95] (3145)
  12 
  Zou (3145) 
  S-4 Sai [40] (3039) 
  ON-2 Oni [55] (3067) 
  SU-14 Suzaku [75] (Proto)
  13 
  Void (Minelayer) (Proto) 
  SB-31D Sabre [25] (Proto) 
  MIK-O Tatsu* [70] (3067) 
  KOS-1A Koroshiya [95] (3145)
  14 
  Infiltrator Mk. II (Magnetic) (3085-ONN) 
  SL-22 Sholagar [35] (3039) 
  LCR-3 Lucifer III [65] (Proto) 
  HSCL-1-O Huscarl* [75] (3067)
  15 
  Void (DCA) (3075) 
  S-4X Sai [40] (3039) 
  SL-18 Shilone [65] (3039) 
  EST-O Eisensturm* [95] (3067)
  16 
  Zou (C3) (3145) 
  S-8 Sai [40] (3039) 
  ON-2 Oni [55] (3067) 
  STU-K10 Stuka [100] (3039)
  40
  
  FREE WORLDS LEAGUE
  BATTLEMECHS
  2D6 
  Light BattleMechs 
  Medium BattleMechs 
  Heavy BattleMechs 
  Assault BattleMechs
  2 
  UM-69 UrbanMech [30] (3050U-I) 
  CNS-5M Cronus [55] (3067) 
  ANV-3M Anvil [60] (3055U) 
  BNC-3Mr Banshee [95] (3085-ONN)
  3 
  WSP-3M Wasp [30] (3085-PP) 
  CDA-3MA Cicada [40] (3050U-I) 
  HRC-LS-9000 Hercules [70] (3055U) 
  LGB-7Q Longbow [85] (3058U-I)
  4 
  SDR-7M Spider [30] (3050U-I) 
  B2-HND Bloodhound [45] (3067) 
  YMN-6Y Yeoman [60] (3060) 
  AWS-8M Awesome [80] (3050U-I)
  5 
  LCT-6M Locust [20] (3085-PP) 
  SR-1 Strider* [40] (3058U-I) 
  OWR-3M Ostwar [65] (3085) 
  STK-5M Stalker [85] (3050U-I)
  6 
  EGL-1M Eagle [25] (3060) 
  ICR-2S Icarus II [40] (3075-AoW) 
  ZU-G60 Anzu [60] (3145) 
  ALB-3U Albatross [95] (3055U)
  7 
  LCT-5M3 Locust [20] (3145-NTNU) 
  VT-6M Vulcan [40] (3050U-I) 
  TMP-3M Tempest [65] (3055U) 
  T-IT-N10M Grand Titan [100] (3055U)
  8 
  HMR-3M Hammer [30] (3055U) 
  SKW-6H Shockwave [50] (3145-NTNU) 
  PKM-2E Patriot [65] (3075) 
  NTL-AG Neanderthal [80] (3145)
  9 
  SDR-8M Spider [30] (3050U-I) 
  TBT-8B Trebuchet [50] (3050U-I) 
  ON3-M Orion [75] (Proto) 
  STK-6M Stalker [85] (3050U-I)
  10 
  HMR-3C Claw-Hammer [30] (3055U) 
  TR1 Wraith [55] (3055U) 
  CRN-7M Carronade [70] (3145) 
  ALB-3Ur Albatross [95] (3085-ONN)
  11 
  JA-KL-55 Jackal [30] (3055U) 
  FS9-O Firestarter* [45] (3058U-I) 
  P1 Perseus* [75] (3067) 
  TR-XJ Trebaruna [95] (3085)
  12 
  HMR-3P Pein-Hammer [30] (3055U) 
  VT-U3 Violator [45] (3145) 
  QKD-9M Quickdraw [60] (3145-NTNU) 
  BLR-5M BattleMaster [85] (3085-PP)
  13 
  EGL-3M Eagle [25] (3060) 
  BCN-3R Buccaneer [55] (3060) 
  MAD-9M2 Marauder [75] (3085-PP) 
  T-IT-N13M Grand Titan [100] (3145-NTNU)
  14 
  JA-KL-1532 Jackal [30] (3055U) 
  GST-50 Ghost [50] (3145-NTNU) 
  LFA-1A Pandarus [75] (Proto) 
  AWS-9Q Awesome [80] (3050U-I)
  15 
  WLF-3M Wolfhound [35] (3085) 
  APL-4M Apollo [55] (Proto) 
  MA-1A Mortis [75] (3145) 
  LGB-13C Longbow [85] (3085-PP)
  16 
  EGL-2M Eagle [25] (3060) 
  QSM-3D Quasimodo [55] (3145) 
  TYM-1A Toyama [75] (3060) 
  AWS-10KM Awesome [80] (3050U-I)
  VEHICLES
  2D6 
  Light Vehicles 
  Medium Vehicles 
  Heavy Vehicles 
  Assault Vehicles
  2 
  J. Edgar (TAG) [25] (3058U-I) 
  Drillson [50] (3039) 
  Zhukov [75] (3058U-I) 
  Partisan Heavy (AC2) [80] (3039)
  3 
  Harasser [25] (3039) 
  Partisan AA [50] (3145) 
  Manticore [60] (3039) 
  Ontos (LRM)[95] (3039)
  4 
  GAL-102 Galleon [30] (3058U-I) 
  Hetzer [40] (3039) 
  SRM Carrier [60] (3039) 
  Heavy LRM Carrier [80] (3060)
  5 
  Pegasus [35] (3039) 
  Vedette (Light Gauss) [50] (3058U-I) 
  Bulldog [60] (3039) 
  Ontos [95] (3039)
  6 
  Cavalry [25] (3058U-I) 
  Hetzer (LB-X) [40] (3058U-I 
  Po (Light Gauss) [60] (3039) 
  Partisan Air Defense [80] (3058U-I)
  7 
  Tufana [35] (3085) 
  Phalanx [40] (Proto) 
  Brutus (LRM) [75] (3058U-I) 
  Ontos (MML) [95] (3085-ONN)
  8 
  Scimitar [35] (3039) 
  Partisan AA [50] (3145) 
  LRM Carrier (3055U) [60] (3058U-I) 
  Partisan Heavy (LRM) [80] (3039)
  9 
  Packrat (ML) [20] (3039) 
  R10* [45] (3145) 
  Bardiche [70] (3145) 
  Ontos (3053) [95] (3058U-I)
  10 
  Pegasus (3058) [35] (3058U-I) 
  Vedette (LB-X) [50] (3058U-I) 
  Merkava Mk. IX [75] (3075-AoW) 
  Bulwark (Original) [85] (3145)
  11 
  Saracen [35] (3039) 
  R10* [45] (3145) 
  Bardiche [70] (3145) 
  Ontos (Light Gauss) [95] (3058U-I)
  12 
  Saladin [35] (3039) 
  Condor (Upgrade Laser) [50] (3075) 
  Manticore (HPPC) [60] (3085-ONN) 
  Bulwark [85] (3145)
  13 
  Cavalry (TAG) [25] (3058U-I) 
  R10* [45] (3145) 
  Bardiche [70] (3145) 
  Ontos (Fusion) [95] (3039)
  14 
  Aeron [25] (3085) 
  JES I [50] (3075) 
  JES III [60] (3145) 
  JES II [95] (3085)
  15 
  Tufana (iNarc) [35] (3085) 
  Partisan AA [50] (3145) 
  Bardiche [70] (3145) 
  Ontos (Light Gauss) [95] (3058U-I)
  16 
  Mantis [15] (3060) 
  Phalanx [40] (Proto) 
  Brutus (PPC 2) [75] (3058U-I) 
  Ontos HEAT [95] (Proto)
  BATTLE ARMOR / FIGHTERS
  2D6 
  Battle Armor 
  Light Fighters 
  Medium Fighters 
  Heavy Fighters
  2 
  Gladiator-S (Proto) 
  Cheetah F-10 [25] (3039) 
  F-90 Stingray [60] (3039) 
  EGL-R9 Eagle [75] (3075-AoW)
  3 
  Gorilla Falcata (Vehicle) 
  Cheetah F-12S [25] (3039) 
  F-94 Stingray [60] (3039) 
  F-77 Deathstalker [80] (3075-AoW)
  4 
  Achileus (WoB) (3058U-C) 
  Cheetah F-14S [25] (3039) 
  F-96R Stingray [60] (3145-NTNU) 
  EGL-R6 Eagle [75] (3075-AoW)
  5 
  Kopis (AI) (3085) 
  Cheetah F-13 [25] (3039) 
  CSR-V12M Corsair [50] (3039) 
  EGL-R10 Eagle [75] (3075-AoW)
  6 
  Longinus* (3058U-C) 
  PGD-R3 Poignard [35] (3085) 
  F-92 Stingray [60] (3039) 
  EGL-R11 Eagle [75] (3075-AoW)
  7 
  Longinus (Magnetic) (3085-ONN) 
  Cheetah F-11 [25] (3039) 
  LX-2 Lancer [50] (3067) 
  F-77a Deathstalker [80] (3075-AoW)
  8 
  Achileus* (3058U-C) 
  Cheetah F-13 [25] (3039) 
  LX-3 Lancer [50] (3067) 
  EGL-R6b Eagle [75] (Klondike)
  9 
  Ogre (3145) 
  PGD-Y3 Poignard [35] (3085) 
  AQA-1M Aquila [55] (3145) 
  SHV-O Shiva* [85] (3067)
  10 
  Phalanx-A (3075) 
  Cheetah F-13 [25] (3039) 
  F-96R Stingray [60] (3145-NTNU) 
  F-77a Deathstalker [80] (3075-AoW)
  11 
  Kopis (3085) 
  CSR-F100 Picaroon [35] (3145) 
  AQA-1M Aquila [55] (3145) 
  SHV-O Shiva* [85] (3067)
  12 
  Ogre (Interdictor) 
  PGD-Y3 Poignard [35] (3085) 
  LX-3 Lancer [50] (3067) 
  F-700 Riever [100] (3039)
  13 
  Kopis (AI Mk II) (3145-NTNU) 
  CSR-F100 Picaroon [35] (3145) 
  AQA-1M Aquila [55] (3145) 
  SHV-O Shiva* [85] (3067)
  14 
  Kopis (Mortar) (3145-NTNU) 
  PGD-R3 Poignard [35] (3085) 
  LX-2 Lancer [50] (3067) 
  F-77a Deathstalker [80] (3075-AoW)
  15 
  Phalanx-B (3075) 
  Cheetah F-11-RR [25] (3039) 
  F-95 Stingray[60] (3039) 
  HMR-HG Hammerhead [75] (3050U-C)
  16 
  Tengu (ML) (3075) 
  S-HA-O Shade* [35] (3075) 
  S-RSL-O Rusalka* [65] (3075) 
  S-STR-O Striga* [85] (3075)
  41
  
  LYRAN COMMONWEALTH
  BATTLEMECHS
  2D6 
  Light BattleMechs 
  Medium BattleMechs 
  Heavy BattleMechs 
  Assault BattleMechs
  2 
  STM-R2 Storm Raider [35] (3145) 
  EFT-7X Eisenfaust [45] (3085) 
  CRS-9A Crossbow [60] (3075-AoW) 
  BWP-3A Ymir [90] (3075-AoW)
  3 
  SL-1G Sling [25] (Klondike) 
  END-6Q Enfield [55] (3058U-I) 
  TDR-10S Thunderbolt [65] (3145-NTNU) 
  VTR-10S Victor [80] (3050U-I)
  4 
  STO-4C Stiletto [35] (3067) 
  PXH-3S Phoenix Hawk [45] (3085-PP) 
  VR6-C Verfolger [65] (3067) 
  ZEU-9S2 Zeus [80] (3050U-I)
  5 
  RZK-9S Razorback [30] (3067) 
  END-6S Enfield [55] (3058U-I) 
  TNS-6S Thanatos [75] (3067) 
  LGB-7V Longbow [85] (3058U-I)
  6 
  DRT-6T Dart [25] (3085-ONN) 
  NGS-4S Nightsky [50] (3055U) 
  CRD-2R Crusader [65] (3075-AoW) 
  GUN-1ERD Gunslinger [85] (3055U)
  7 
  STO-6S Stiletto [35] (Proto) 
  BZK-F5 Hollander II [45] (3055U) 
  BHKU-O Black Hawk-Ku* [60] (3058U-I) 
  ZEU-9T Zeus [80] (3050U-I)
  8 
  BH-K306 Battle Hawk [30] (3055U) 
  LNX-9Q Lynx [55] (3058-SL) 
  DGR-3F Dragon Fire {75] (3058U-I) 
  PPR-5S Salamander [80] (3055U)
  9 
  COM-7S Commando [25] (3050U-I) 
  STY-3C Starslayer [50] (3058-SL) 
  DFN-3C Defiance [75] (3075) 
  HA1-O Hauptmann* [95] (3060)
  10 
  FS9-M4 Firestarter [35] (3145) 
  BZK-F7 Hollander II [45] (3055U) 
  SCG-WF1 Scourge [65] (3145) 
  BRZ-C3 Berserker [100] (3055U)
  11 
  WLF-2H Wolfhound [35] (Proto) 
  GTL-1O Gauntlet* [55] (3145) 
  FLC-8R Falconer [75] (3055U) 
  TDK-7X Thunder Hawk [100] (3058-SL)
  12 
  RZK-10T Razorback [30] (3067) 
  END-6Sr Enfield [55] (3085-ONN) 
  GTD-20S Götterdämmerung [75] (3145) 
  BLR-10S BattleMaster [85] (3085-PP)
  13 
  SCB-9A Scarabus [30] (3055U) 
  PXH-7S Phoenix Hawk [45] (3085-PP) 
  VR6-T Verfolger [65] (3067) 
  HA1-O Hauptmann* [95] (3060)
  14 
  WLF-4W Wolfhound [35] (3050U-I) 
  BTZ-3F Blitzkrieg [50] (3060) 
  BGS-3T Barghest [70] (3060) 
  NSR-9J Nightstar [95] (3058-SL)
  15 
  MLR-BX Mjolnir [25] (3085) 
  NGS-6S Nightsky [50] (3055U) 
  URA-2A Ursa [65] (3145) 
  PPR-7T Salamander [80] (3145-NTNU)
  16 
  SPR-ST Spector [35] (3058-SL) 
  HBK-6S Hunchback [50] (3050U-I) 
  NDA-3S No-Dachi [70] (3067) 
  ZEU-X4 Zeus X [80] (3145)
  VEHICLES
  2D6 
  Light Vehicles 
  Medium Vehicles 
  Heavy Vehicles 
  Assault Vehicles
  2 
  Scorpion [25] (3039) 
  Drillson (ERLL) [50] (3039) 
  Marsden II [60] (3075) 
  Fortune [80] (3067)
  3 
  Hunter [35] (3039) 
  Condor (Upgrade) [50] (3075) 
  Patton [65] (3058U-I) 
  Demolisher [80] (3039)
  4 
  Warrior H-9 [20] (3058U-I) 
  Vedette V7 [50] (Proto) 
  Marsden II-A [60] (3075) 
  Ontos [95] (3039)
  5 
  Packrat [20] (3039) 
  Condor (Upgrade) (Laser) [50] (3075) 
  SRM Carrier (3054) [60] (3058U-I) 
  Sturmfeur (SRM) [85] (3039)
  6 
  Savannah Master [5] (3039) 
  Condor (Laser Upgrade) [50] (3145-NTNU) 
  Marsden II-A (LB-X) [60] (3075) 
  Demolisher II [100] (3060)
  7 
  Assault Hunter [35] (3058U-I) 
  Schildkröte [50] (3145) 
  Manticore (3055U) [60] (3058U-I) 
  Sturmfeur [85] (3039)
  8 
  Saladin [35] (3039) 
  Vedette V9 (3145-NTNU) 
  Patton (Ultra) [65] (3058U-I) 
  DI Schmitt [80] (3145)
  9 
  Hunter (3054) [35] (3058U-I) 
  Schildkröte [50] (3145) 
  Manteuffel* [70] (3067) 
  Sturmfeur (Heavy Gauss) [85] (3058U-I)
  10 
  Warrior H-8 [20] (3058U-I) 
  Drillson (Streak) [50] (3058U-I) 
  Rommel (Gauss) [65] (3058U-I) 
  DI Morgan [100] (3075)
  11 
  Hunter (LRM10) [35] (3039) 
  Schildkröte (HPPC) [50] (3145) 
  Manteuffel* [70] (3067) 
  Sturmfeur (Heavy Gauss) [85] (3058U-I)
  12 
  DI Multipurpose (Gunship) [25] (3145) 
  Fulcrum [50] (3058U-I) 
  Patton (Ultra) [65] (3058U-I) 
  DI Morgan (Gauss) [100] (3075)
  13 
  Warrior H-9 [20] (3058U-I) 
  Zibler* [50] (3145) 
  Manteuffel* [70] (3067) 
  Sturmfeur (Heavy Gauss) [85] (3058U-I)
  14 
  Savannah Master [5] (3039) 
  Condor (Laser) [50] (3058U-I) 
  Rommel (Gauss) [65] (3058U-I) 
  Kelswa [95] (3145)
  15 
  Assault Hunter [35] (3058U-I) 
  Condor (Upgrade) [50] (3075) 
  SRM Carrier (3054) [60] (3058U-I) 
  Sturmfeur [85] (3039)
  16 
  Scorpion (LRM) [25] (3039) 
  Zibler* [50] (3145) 
  Rommel Howitzer [65] (Proto) 
  Gürteltier [100] (3085)
  BATTLE ARMOR / FIGHTERS
  2D6 
  Battle Armor 
  Light Fighters 
  Medium Fighters 
  Heavy Fighters
  2 
  Smoothdavid III (Vehicle) 
  SYD-Z1 Seydlitz [20] (3039) 
  F-92 Stingray [60] (3039) 
  EGL-R11 Eagle [75] (3075-AoW)
  3 
  GD Scout (3058U-C) 
  SYD-Z2 Seydlitz [20] (3039) 
  LCF-R15 Lucifer [65] (3039) 
  TRB-D50 Thunderbird [100] (3075-AoW)
  4 
  Sloth (Interdictor) (3085-ONN) 
  CNT-3S Centurion [30] (3075-AoW) 
  F-94 Stingray [60] (3039) 
  EST-R3 Eisensturm [95] (3067)
  5 
  GD Strike (Proto) 
  SYD-Z3A Seydlitz [20] (3039) 
  LCF-R16 Lucifer [65] (3039) 
  RPR-101 Rapier [85] (3050U-C)
  6 
  Rottweiler (3075) 
  SYD-Z4 Seydlitz [20] (3039) 
  F-90S Stingray [60] (3039) 
  TFN-5H Typhoon [90] (3075-AoW)
  7 
  Fenrir* (3058U-C) 
  SYD-Z2A Seydlitz [20] (3039) 
  LTN-G16S Lightning [50] (3075-AoW) 
  CHP-W7 Chippewa [90] (3039)
  8 
  GD Standard* (3058U-C) 
  SYD-Z2B Seydlitz [20] (3039) 
  SL-27 Samurai [50] (3039) 
  TRB-D46 Thunderbird [100] (3075-AoW)
  9 
  GD Infiltrator* (3145) 
  STM-O Sternensturm* [40] (3145) 
  MR-1S Morgenstern* [70] (3085) 
  EST-O Eisensturm* [95] (3067)
  10 
  GD Heavy (3085-ONN) 
  WKT-1S Wildkatze [45] (Proto) 
  LCF-R20 Lucifer [65] (3039) 
  RPR-300 Rapier [85] (3050U-C)
  11 
  Fenrir II* (3145) 
  STM-O Sternensturm* [40] (3145) 
  MR-1S Morgenstern* [70] (3085) 
  EST-O Eisensturm* [95] (3067)
  12 
  Rottweiler (Upgrade) (3075) 
  WKT-1S Wildkatze [45] (Proto) 
  LCR-3 Lucifer III [65] (Proto) 
  TRB-D56 Thunderbird [100] (3075-AoW)
  13 
  IS Standard (3058U-C) 
  STM-O Sternensturm* [40] (3145) 
  MR-1S Morgenstern* [70] (3085) 
  EST-O Eisensturm* [95] (3067)
  14 
  Kopis (3085) 
  SYD-Z4 Seydlitz [20] (3039) 
  LCR-3 Lucifer III [65] (Proto) 
  CHP-W8 Chippewa [90] (3039)
  15 
  Sloth Huntsman (3145-NTNU) 
  CNT-3S Centurion [30] (3075-AoW) 
  F-95 Stingray [60] (3039) 
  RPR-300S Rapier [85] (Proto)
  16 
  Rottweiler (Firedrake) (3085-ONN) 
  SPR-6D Sparrowhawk [30] (3039) 
  LTN-G16S Lightning [50] (3075-AoW) 
  TRB-D36b Thunderbird [100] (Klondike)
  42
  
  MAGISTRACY OF TAURUS
  BATTLEMECHS
  2D6 
  Light BattleMechs 
  Medium BattleMechs 
  Heavy BattleMechs 
  Assault BattleMechs
  2 
  LCT-1V Locust [20] (3039) 
  WHT-1 Whitworth [40] (3039) 
  BRM-5B Brahma [60] (3085) 
  LGB-0W Longbow [85] (3039)
  3 
  WSP-8T Wasp [20] (3085-PP) 
  GRF-1N Griffin [55] (3039) 
  TDR-5S Thunderbolt [65] (3039) 
  STK-3F Stalker [85] (3039)
  4 
  LCT-5V Locust [20] (3085-PP) 
  CLNT-3-3T Clint [40] (3050U-I) 
  ARC-6W Archer [70] (3085-PP) 
  VTR-9B Victor [80] (3039)
  5 
  STG-6L Stinger [20] (3085-PP) 
  HCT-5D Hatchetman [45] (3050U-I) 
  OSR-4L Ostroc [60] (3085-PP) 
  LGB-7Q Longbow [85] (3058U-I)
  6 
  TR-A-6 Toro [35] (3075-AoW) 
  MHL-X1 Marshal [55] (3060) 
  BRM-5A Brahma [60] (3085) 
  BNC-3MC Banshee [95] (3039)
  7 
  ABS-4C Anubis [30] (3067) 
  PXH-4W Phoenix Hawk [45] (3085-PP) 
  RFL-9T Rifleman [60] (3085-PP) 
  STK-5M Stalker [85] (3050U-I)
  8 
  WSP-7 MAF [20] (3085-PP) 
  GRF-4N Griffin [55] (3085-PP) 
  KSC-5MC Koschei [65] (3075-AoW) 
  VTR-9K Victor [80] (3039)
  9 
  MEB-09 Ebony [25] (3085) 
  CAL-1MAF Calliope [40] (3145) 
  WHM-10T Warhammer [70] (3085-PP) 
  BLR-3M BattleMaster [85] (3085-PP)
  10 
  CVR-A1 Cadaver [30] (3145) 
  MHL-6MC Marshal [55] (3060) 
  PEN-2H Penthesilea [75] (3085) 
  AS7-K2 Atlas [100] (3085)
  11 
  ABS-5Y Anubis [30] (3145) 
  EYK-45A Eyleuka [55] (3075) 
  WHM-11T Warhammer [70] (3085-PP) 
  EMP-6A Emeror [90] (3058U-C)
  12 
  CVR-T1 Cadaver [30] (3145) 
  AGT-1A Agrotera [50] (3145) 
  OSR-5C Ostroc [60] (3085-PP) 
  LGB-13C Longbow [85] (3085-PP)
  13 
  ABS-5Z Anubis [30] (3145) 
  MHL-2L Marshal [55] (3060) 
  CES-3R Caesar [70] (3050U-I) 
  BLR-4L BattleMaster [85] (3085-PP)
  14 
  GRM-01C Garm [35] (3060) 
  EYK-45B Eyleuka [55] (3075) 
  TDR-9T Thunderbolt [65] (3085-PP) 
  STK-9A Stalker II [85] (3145)
  15 
  VLK-QT2 Valkyrie [30] (3085-PP) 
  MHL-3MC Marshal [55] (3145-NTNU) 
  PEN-2MAF Penthesilea [75] (3085) 
  PLG-5Z Pillager [100] (3058U-C)
  16 
  GRM-01A2 Garm [35] (3060) 
  ASN-30 Assassin [40] (3050U-I) 
  PTR-4D Penetrator [75] (3055U) 
  HWK-4F Hawkwolf [80] (3145)
  VEHICLES
  2D6 
  Light Vehicles 
  Medium Vehicles 
  Heavy Vehicles 
  Assault Vehicles
  2 
  Gabriel (TDF) [5] (3050U-C) 
  Goblin (SRM) [45] (3039) 
  LRM Carrier (3055U) [60] (3058U-I) 
  SturmFeur [85] (3039)
  3 
  Maultier (Fusion) [15] (3058U-C) 
  JES I [50] (3075) 
  AC/2 Carrier [60] (3039) 
  Schrek [80] (3039)
  4 
  J. Edgar (Flamer) [25] (3039) 
  Goblin [45] (3039) 
  Po [60] (3058U-I) 
  Partisan Heavy (AC/2) [80] (3039)
  5 
  Cyrano [30] (3050U-C) 
  Gladius [40] (3060) 
  Laser Carrier [60] (3039) 
  Demolisher (Defensive) [80] (3039)
  6 
  Tamerlane [25] (3075) 
  Goblin II [45] (3058U-I) 
  Pike [60] (3039) 
  Partisan Heavy [80] (3039)
  7 
  Plainsman [35] (3058U-I) 
  Vedette (Ultra) [50] (3058U-I) 
  Po (Light Gauss) [60] (3058U-I) 
  Heavy LRM Carrier [80] (3060)
  8 
  Lamprey [30] (3145) 
  Light SRM Carrier [40] (3060) 
  Pike (AC5) [60] (3039) 
  Ontos [95] (3039)
  9 
  Heavy Hover APC (Scout Tank) [20] (3060) 
  Gladius II [40] (3060) 
  Manticore [60] (3039) 
  Glory [85] (3067)
  10 
  Cyrano (ML) [30] (3050U-C) 
  Fulcrum III [50] (3085-ONN) 
  LRM Carrier [60] (3039) 
  Heavy MML Carrier [80] (3060)
  11 
  J. Edgar [25] (3039) 
  Fulcrum II [50] (3058U-I) 
  Assault Pike [60] (3058U-I) 
  Glory (3090) [85] (3145-NTNU)
  12 
  Cyrano (Plasma) [30] (3050U-C) 
  Fulcrum [50] (3058U-I) 
  Pike (Missile) [60] (3039) 
  Rhino (ML) [80] (3050U-I)
  13 
  Plainsman (Scout) [35] (3058U-I) 
  Hetzer (LB-X) [40] (3058U-I) 
  Bulldog [60] (3039) 
  JES II [95] (3085)
  14 
  J. Edgar (MG) [25] (3039) 
  Predator (Original) [45] (3145) 
  SRM Carrier [60] (3039) 
  Schrek (Armor) [80] (3085-ONN)
  15 
  Plainsman (Streak) [35] (3039) 
  Hasek [40] (3145) 
  Po II [60] (3085) 
  Heavy NLRM Carrier [80] (Proto)
  16 
  Gabriel [5] (3050U-C) 
  Regulator II [50] (3085) 
  Zhukov [75] (3058U-I) 
  Behemoth II (Support) [100] (3145)
  BATTLE ARMOR / FIGHTERS
  2D6 
  Battle Armor 
  Light Fighters 
  Medium Fighters 
  Heavy Fighters
  2 
  Theseus (RL)* (3075) 
  TR-7p Thrush [25] (3039) 
  HCT-213 Hellcat [60] (3075-AoW) 
  TBR-D36 Thunderbird [100] (3075-AoW)
  3 
  Leonidas* (3145) 
  F-12-S Cheetah [25] (3039) 
  TR-10 Transit [50] (3039) 
  CHP-W5 Chippewa [90] (3039)
  4 
  Theseus Killshot (3085-ONN) 
  CNT-2D Centurion [30] (3075-AoW) 
  LTN-G15 Lightning [50] (3075-AoW) 
  F-100a Riever [100] (3039)
  5 
  Fa Shih* (3058U-C) 
  F-10 Cheetah [25] (3039) 
  F-92 Stingray [60] (3039) 
  TR-13A Transgressor [75] (3039)
  6 
  IS Standard* (3058U-C) 
  SB-27 Sabre [25] (3075-AoW) 
  LTN-G16T Lightning [50] (3075-AoW) 
  CHP-W5 Chippewa [90] (3039)
  7 
  Theseus* (3075) 
  SYD-Z1 Seydlitz [20] (3039) 
  CMT-4U Troika [65] (3067) 
  CHP-W7 Chippewa [90] (3039)
  8 
  Theseus (RL)* (3075) 
  TR-7 Thrush [25] (3039) 
  LTN-G16T Lightning [50] (3075-AoW) 
  CHP-W7T Chippewa [90] (3039)
  9 
  Asterion* (3075) 
  TR-7p Thrush [25] (3039) 
  CMT-3T Troika [65] (3067) 
  MNG-8L Mengqín [95] (3085)
  10 
  Asterion (Upgrade)* (3085-ONN) 
  SYD-Z1 Seydlitz [20] (3039) 
  CMT-4U Troika [65] (3067) 
  CHP-W7T Chippewa [90] (3039)
  11 
  Amazon* (3145) 
  SYD-Z4 Seydlitz [20] (3039) 
  CMT-7T Troika [65] (3145-NTNU) 
  MNG-8L Mengqín [95] (3085)
  12 
  IS Standard* (3058U-C) 
  DARO-1 Dagger* [45] (3067) 
  CMT-3T Troika [65] (3067) 
  CHP-W7 Chippewa [90] (3039)
  13 
  Asterion (Upgrade)* (3085-ONN) 
  TR-8 Thrush [25] (3039) 
  LTN-G16T Lightning [50] (3075-AoW) 
  F-77a Deathstalker [80] (3075-AoW)
  14 
  Theseus Killshot (3085-ONN) 
  DARO-1 Dagger* [45] (3067) 
  CMT-7T Troika [65] (3145-NTNU) 
  MNG-8L Mengqín [95] (3085)
  15 
  Phalanx-A (3075) 
  SYD-Z4 Seydlitz [20] (3039) 
  CMT-6T Troika [65] (3067) 
  F-77a Deathstalker [80] (3075-AoW)
  16 
  Ogre (3145) 
  SPR-6D Sparrowhawk [30] (3039) 
  DFC-O Defiance* [55] (3067) 
  STU-D6 Stuka [100] (3039)
  43
  
  OUTWORLDS PACT
  BATTLEMECHS
  2D6 
  Light BattleMechs 
  Medium BattleMechs 
  Heavy BattleMechs 
  Assault BattleMechs
  2 
  LCT-1V Locust [20] (3039) 
  SHD-2D2 Shadow Hawk [55] (3085-PP) 
  MAD-3D Marauder [75] (3039) 
  VTR-9B Victor [80] (3039)
  3 
  WSP-1K Wasp [20] (3039) 
  WVR-6D Wolverine [55] (3039) 
  ARC-6W Archer [70] (3085U-PP) 
  BNC-3E Banshee [95] (3039)
  4 
  HER-1S Hermes [30] (3050U-C) 
  DV-6M Dervish [55] (3039) 
  HD-2F Hound [70] (3145) 
  STK-3F Stalker [85] (3039)
  5 
  WSP-1D Wasp [20] (3039) 
  GRF-1N Griffin [55] (3039) 
  MLN-1B Merlin [60] (3058U-I) 
  CGR-1A9 Charger [80] (3039)
  6 
  JVN-11P Javelin [30] (3145-NTNU) 
  HBK-4G Hunchback [50] (3039) 
  CPLT-H2 Catapult [65] (3050U-I) 
  HWK-4F Hawkwolf [80] (3145)
  7 
  WSP-3P Wasp [20] (3145-NTNU) 
  WTH-1H Whitworth [40] (3050U-I) 
  MLN-1A Merlin [60] (3058U-I) 
  CGR-2A2 Charger [80] (3050U-I)
  8 
  JR7-K Jenner [35] (3050U-I) 
  CN9-D Centurion [50] (3050U-I) 
  JM6-DGr JagerMech [65] (3050U-I) 
  GOL-2H Goliath [80] (3085-PP)
  9 
  WSP-3A Wasp [20] (3085-PP) 
  HBK-5H Hunchback [50] (3050U-I) 
  HRC-LS-9001 Hercules [70] (3055U) 
  MAL-2R Mauler [90] (3050U-I)
  10 
  THE-N Thorn [20] (3050U-C) 
  PXH-3M Phoenix Hawk [45] (3085-PP) 
  BMB-12D Bombardier [65] (3050U-C) 
  AS7-K Atlas [100] (3050U-I)
  11 
  NTK-2Q Night Hawk [35] (3058-SL) 
  CN10-B Centurion [55] (3050U-I) 
  MLN-1C Merlin [60] (3058U-I) 
  VTR-9K Victor [80] (3050U-I)
  12 
  JVN-10N Javelin [30] (3039) 
  AVL-1O Avalanche* [50] (3145) 
  BL-12-KNT Black Knight [75] (3050U-C) 
  GOL-6H Goliath [80] (3085-PP)
  13 
  MON-66 Mongoose [25] (3050U-C) 
  GRF-4N Griffin [55] (3085-PP) 
  JM6-H JagerMech [65] (3050U-I) 
  BLR-3M BattleMaster [85] (3085-PP)
  14 
  JA-KL-1532 Jackal [30] (3055U) 
  STH-1D Stealt [45] (3055U) 
  ARC-4M Archer [70] (3085U-PP) 
  LGB-12C Longbow [85] (3085-PP)
  15 
  RK-4T Rokurokubi [35] (3145) 
  WVR-7D Wolverine [55] (3085-PP) 
  CRD-4BR Crusader [65] (3085-PP) 
  AWS-8Q Awesome [80] (3039)
  16 
  HVC-P6 Havoc [35] (3145) 
  SHD-3K Shadow Hawk [55] (3085-PP 
  BMB-05A Bombardier [65] (3050U-C) 
  BLR-K4 BattleMaster [85] (3085-PP)
  VEHICLES
  2D6 
  Light Vehicles 
  Medium Vehicles 
  Heavy Vehicles 
  Assault Vehicles
  2 
  Kruger (Original) [10] (3145) 
  Goblin [45] (3039) 
  AC/2 Carrier [60] (3039) 
  Partisan Heavy [80] (3039)
  3 
  Centipede (SRM) [20] (3058U-I) 
  Gladius [40] (3060) 
  SRM Carrier [60] (3039) 
  Ontos [95] (3039)
  4 
  Scorpion (SRM) [25] (3039) 
  Vedette (Liao) [50] (3039) 
  LRM Carrier [60] (3039) 
  SturmFeur [85] (3039)
  5 
  GAL-100 Galleon [30] (3058U-I) 
  Condor (Davion) [50] (3039) 
  Laser Carrier [60] (3039) 
  Demolisher (MRM) [80] (3058U-I)
  6 
  Scorpion [25] (3039) 
  Hetzer (AC/10) [40] (3039) 
  Bulldog [60] (3039) 
  Behemoth [100] (3039)
  7 
  Saracen [35] (3039) 
  JES I [50] (3075) 
  LRM Carrier (3055U) [60] (3058U-I) 
  JES II (Support) [95] (3145-NTNU)
  8 
  Scorpion (LRM) [25] (3039) 
  Light SRM Carrier [40] (3060) 
  SRM Carrier (3054) [60] (3058U-I) 
  Schrek AC [80] (3039)
  9 
  Pegasus (3058) [35] (3058U-I) 
  Light Thunderbolt Carrier [40] (3060) 
  Po [60] (3058U-I) 
  Demolisher [80] (3039)
  10 
  Saladin [35] (3039) 
  Hetzer [40] (3039) 
  Manticore [60] (3039) 
  Schrek [80] (3039)
  11 
  Striker [35] (3039) 
  Vedette [50] (3039) 
  Zhukov [75] (3058U-I) 
  Heavy LRM Carrier [80] (3060)
  12 
  Scimitar [35] (3039) 
  Prowler (Support) [55] (3085) 
  Brutus (HPPC) [75] (3085-ONN) 
  Partisan Air Defense [80] (3085-ONN)
  13 
  Harasser [25] (3039) 
  Vedette (AC2) [50] (3039) 
  Tokugawa [60] (3058U-I) 
  Schrek (Armor) [80] (3085-ONN)
  14 
  Plainsman [35] (3058U-I) 
  Sabaku Kaze [50] (3075-AoW) 
  Po (LB-X) [60] (3058U-I) 
  Ontos (MML) [85] (3085-ONN)
  15 
  Tamerlane [25] (3075) 
  Vedette (Cell) [50] (3085-ONN) 
  AC/2 Carrier (LB-X) [60] (3058U-I) 
  Heavy MML Carrier [80] (3060)
  16 
  Kruger [10] (3145) 
  Hetzer (LB-X) [40] (3058U-I) 
  Pike [60] (3039) 
  Partisan Air Defense (LRM) [80] (3085-ONN)
  BATTLE ARMOR / FIGHTERS
  2D6 
  Battle Armor 
  Light Fighters 
  Medium Fighters 
  Heavy Fighters
  2 
  Tunnel Rat IV* (Vehicle) 
  S-3 Sai [40] (3039) 
  SL-25 Samurai [50] (3039) 
  TBR-D46 Thunderbird [100] (3075-AoW)
  3 
  Kage* (3058U-C) 
  SPR-8H Sparrowhawk [30] (3039) 
  SL-17 Shilone [65] (3039) 
  EGL-R6 Eagle [75] (3075-AoW)
  4 
  Infiltrator Mk. I (3058U-C) 
  SB-27 Sabre [30] (3075-AoW) 
  SL-25 Samurai [50] (3039) 
  STU-K15 Stuka [100] (3039)
  5 
  GD Scout (3058U-C) 
  CNT-1D Centurion [30] (3075-AoW) 
  HCT-213 Hellcat [60] (3075-AoW) 
  SL-15A Slayer [80] (3039)
  6 
  Cavalier* (3058U-C) 
  TRN-3T Trident [20] (2050U-C) 
  LTN-G15 Lightning [50] (3075-AoW) 
  SL-15 Slayer [80] (3039)
  7 
  IS Standard* (3058U-C) 
  SYD-Z4 Seydlitz [20] (3039) 
  SL-26 Samurai [50] (3039) 
  F-100a Riever [100] (3039)
  8 
  Raiden* (3058U-C) 
  S-7 Sai [40] (3039) 
  HCT-313 Hellcat [60] (3075-AoW) 
  STU-K5 Stuka [100] (3039)
  9 
  Spectre (3145) 
  CRX-O Corax* [30] (3067) 
  LTN-G16O Lightning [50] (3075-AoW) 
  F-100b Riever [100] (3039)
  10 
  Raiden (AI) (3085) 
  SPR-H5 Sparrowhawk [30] (3039) 
  LCF-R16KR Lucifer II [65] (3039) 
  SL-15R Slayer [80] (3039)
  11 
  Spectre (3145) 
  CRX-O Corax* [30] (3067) 
  SL-26 Samurai [50] (3039) 
  F-700 Riever [100] (3039)
  12 
  Ravager (3085) 
  SL-21 Sholagar [35] (3039) 
  SL-17R Shilone [65] (3039) 
  STU-K10 Stuka [100] (3039)
  13 
  GD Standard (3058U-C) 
  CRX-O Corax* [30] (3067) 
  SL-27 Samurai [50] (3039) 
  TR-13A Transgressor [75] (3039)
  14 
  Spectre (3145) 
  RGU-133LP Rogue [40] (3050U-C) 
  ON-1 Oni [55] (3067) 
  CHP-W7 Chippewa [90] (3039)
  15 
  Marauder (3145) 
  SPR-H5K Sparrowhawk [30] (3039) 
  CSR-V14 Corsair [50] (3039) 
  TR-16 Transgressor [75] (3039)
  16 
  Kanazuchi* (3058U-C) 
  SL-21L Sholagar [35] (3039) 
  LTN-G16O Lightning [50] (3075-AoW) 
  STU-D7 Stuka [100] (3039)
  44
  
  RIM FEDERATION
  BATTLEMECHS
  2D6 
  Light BattleMechs 
  Medium BattleMechs 
  Heavy BattleMechs 
  Assault BattleMechs
  2 
  FLE-19 Flea [20] (3050U-I) 
  CRB-27 Crab [50] (3075-AoW) 
  ARC-5S Archer [70] (3085-PP) 
  RMP-2G Rampage [85] (JC)
  3 
  LCT-3S Locust [20] (3085-PP) 
  CBR-03 Cobra [45] (3060) 
  GLH-3D Galahad [60] (3075-AoW) 
  STK-5S Stalker [85] (3050U-I)
  4 
  COM-2Dr Commando [25] (3085-ONN) 
  PX-4R Phoenix [45] (3075-AoW) 
  CRD-5S Crusader [65] (3085-PP) 
  BLR-3S BattleMaster [85] (3085-PP)
  5 
  MLR-B2 Mjolnir [25] (3085) 
  CMA-1S Chimera [40] (3067) 
  GHR-5H Grasshopper [70] (3039) 
  ZEU-9S Zeus [80] (3050U-I)
  6 
  JKR-9R Jackrabbit [25] (3075-AoW) 
  PX-3R Phoenix [45] (3075-AoW) 
  MAD-1R Marauder [75] (3075-AoW) 
  TI-1Ar Titan [100] (3145-NTNU)
  7 
  LCT-1V2 Locust [20] (3085-PP) 
  ST-14G Stag [45] (JS) 
  TDR-9S Thunderbolt [65] (3085-PP) 
  RMP-5G Rampage [85] (JC)
  8 
  COM-4H Commando [25] (3050U-I) 
  MCY-100 Mercury II [40] (JS) 
  EXC-C1 Excalibur [70] (3058-SL) 
  SPT-N2 Spartan [80] (3058-SL)
  9 
  BZK-F3 Hollander [35] (3055U) 
  KY2-D-02 Kyudo [45] (3075-AoW) 
  AEM-01 Dragoon [70] (LoT II) 
  MSK-8B Mackie [100] (3075-AoW)
  10 
  TLN-5W Talon [35] (3058-SL) 
  KW1-LH3 Lineholder [55] (3058U-I) 
  WR-DG-02FC War Dog [75] (3055U) 
  BNC-5S Banshee [95] (3050U-I)
  11 
  TLN-6W Talon [35] (3085-ONN) 
  UZL-2S Uziel [50] (3067) 
  BHKU-O Black Hawk-Ku* [60] (3058U-I) 
  RMP-4G Rampage [85] (JC)
  12 
  WGT-1LAW/SC Wight [35] (3075) 
  PXH-1b Phoenix Hawk [45] (3075-AoW) 
  BNDR-01A Bandersnatch [75] (3055U) 
  KGC-009 King Crab [100] (3145)
  13 
  VLK-QS5 Valkyrie [35] (3085-PP) 
  GRM-R-PR29 Grim Reaper [55] (3055U) 
  OSR-4C Ostroc [60] (3085-PP) 
  TI-2P Titan II [100] (3075)
  14 
  WSP-1S Wasp [20] (3085-PP) 
  MON-267 Mongoose II [40] (3075) 
  VR5-R Verfolger [65] (3067) 
  EMP-6S Emperor [90] (3058-SL)
  15 
  UM-R63 UrbanMech [30] (3050U-I) 
  CLN-7W Chameleon [50] (3058U-I) 
  SCG-WD1 Scourge [65] (3145) 
  BRZ-A3 Berserker [100] (3055U)
  16 
  STG-3Gb Stinger [20] (Klondike) 
  HOP-4Cb Hoplite [55] (Klondike) 
  CRD-8S Crusader [65] (3085-PP) 
  SGH-2H Shogun [85] (Klondike)
  VEHICLES
  2D6 
  Light Vehicles 
  Medium Vehicles 
  Heavy Vehicles 
  Assault Vehicles
  2 
  Rotunda [20] (3050U-C) 
  Partisan AA [50] (3145) 
  Magi [70] (3050U-C) 
  Sturmfeur [85] (3039)
  3 
  Hunter [35] (3039) 
  Condor (Upgrade) [50] (3075) 
  Demon (PPC) [60] (3050U-C) 
  Alacorn Mk III [95] (3058U-I)
  4 
  Centipede [20] (3058U-I) 
  Vedette (NETC) [50] (3058U-I) 
  Marsden II [60] (3075) 
  DI Schmitt [80] (3145)
  5 
  Blizzard [25] (3058U-I) 
  Hetzer [40] (3039) 
  Rommel [65] (3039) 
  Fortune [80] (3067)
  6 
  Karnov UR (Periphery) [30] (3058U-I) 
  Demon (Armor) [45] (3145-NTNU) 
  LB-X Carrier [60] (LoT II) 
  Alacorn Mk IV [95] (3058U-I)
  7 
  Ignis (SRM) [30] (3075-AoW) 
  Stygian [40] (3067) 
  Marsden II-A (LB-X) [60] (3075) 
  Partisan [80] (3039)
  8 
  Cavalry [25] (3058U-I) 
  Glaive [45] (3067) 
  Manticore [60] (3039) 
  Rhino [80] (3050U-C)
  9 
  Hawk Moth [25] (3060) 
  Vedette [50] (3039) 
  Merkava Mk. VIII [75] (3075-AoW) 
  Demolisher [80] (3039)
  10 
  Vector [22] (LoT II) 
  Condor [50] (3039) 
  VNL-K65N Von Luckner [75] (3039) 
  Schrek [80] (3039))
  11 
  Chevalier [35] (3060) 
  Drillson [50] (3039) 
  Manteuffel* [70] (3067) 
  Kelswa [95] (3145)
  12 
  Cavalry (BA) [25] (3058U-I) 
  Condor (Laser) [50] (3058U-I) 
  Patton [65] (3039) 
  Partisan (LRM) [80] (3039)
  13 
  Scimitar Mk II [35] (3145) 
  Zephyr [40] (3050U-C) 
  Demon [60] (3050U-C) 
  Fury [80] (3050U-C)
  14 
  Lightning (ERML) [35] (3050U-C) 
  Myrmidon [40] (3060) 
  Burke [75] (3050U-C) 
  Rhino (MG) [80] (3050U-C)
  15 
  Hunter [35] (3039) 
  Drillson (Streak) [50] (3058U-I) 
  Merkava Mk. IX [75] (3075-AoW) 
  PAT-005 Puma [95] (3050U-C)
  16 
  Ripper (ERML) [10] (3050U-C) 
  Vedette V7 [50] (Proto) 
  Testudo [75] (3145) 
  DI Morgan [100] (3075)
  BATTLE ARMOR / FIGHTERS
  2D6 
  Battle Armor 
  Light Fighters 
  Medium Fighters 
  Heavy Fighters
  2 
  Tornado G12 (3075) 
  SYD-Z1 Seydlitz [20] (3039) 
  F-90 Stingray [60] (3039) 
  STU-K15 Stuka [100] (3039)
  3 
  Nighthawk Mk. XXI (3075) 
  SYD-Z2 Seydlitz [20] (3039) 
  GTHA-100 Gotha [60] (3050U-C) 
  TFN-3A Typhoon [90] (3075-AoW)
  4 
  Sloth (3058U-C) 
  TRN-3T Trident [20] (3050U-C) 
  LCF-R15 Lucifer [65] (3039) 
  HMR-HE Hammerhead [75] (3050U-C)
  5 
  GD Scout (3058U-C) 
  SYD-Z2A Seydlitz [20] (3039) 
  LCF-R20 Lucifer [65] (3039) 
  F-100b Riever [100] (3039)
  6 
  Longinus (Magnetic) (3085-ONN) 
  SYD-Z3A Seydlitz [20] (3039) 
  F-94 Stingray [60] (3039) 
  TRB-D36 Thunderbird [100] (3075-AoW)
  7 
  GD Standard* (3058U-C) 
  SPR-H5 Sparrowhawk [30] (3039) 
  SL-25 Samurai [50] (3039) 
  VLC-5N Vulcan [80] (3075-AoW)
  8 
  Marauder (3145) 
  THK-53 Tomahawk [45] (3050U-C) 
  GTHA-500 Gotha [60] (3050U-C) 
  HMR-HD Hammerhead [75] (3050U-C)
  9 
  Achileus* (3058U-C) 
  SPD-502 Spad [30] (3050U-C) 
  HCT-213B Hellcat II [50] (3050U-C) 
  TRB-D50 Thunderbird [100] (3075-AoW)
  10 
  Fenrir* (3058U-C) 
  THK-63 Tomahawk [45] (3050U-C) 
  GTHA-300 Gotha [60] (3050U-C) 
  CHP-W7 Chippewa [90] (3039)
  11 
  Ravager (3085) 
  SYD-Z3A Seydlitz [20] (3039) 
  IRN-SD1 Ironsides [65] (3050U-C) 
  VLC-6N Vulcan [80] (3075-AoW)
  12 
  IS Standard* (3058U-C) 
  ZRO-114 Zero [35] (3050U-C) 
  LCF-R16 Lucifer [65] (3039) 
  RPR-100 Rapier [85] (3050U-C)
  13 
  Kopis (AP) (3085) 
  SPD-503 Spad [30] (3050U-C) 
  LTN-G16S Lightning [50] (3075-AoW) 
  VLC-8N Vulcan [80] (3075-AoW)
  14 
  Ravager (LRM) (3145-NTNU) 
  WKT-1S Wildkatze [45] (Proto) 
  IRN-SD2 Ironsides [65] (3050U-C) 
  HMR-HF Hammerhead [75] (3050U-C)
  15 
  Kopis (3085) 
  STM-O Sternensturm* [40] (3145) 
  MR-1S Morgenstern* [70] (3085) 
  EST-O Eisensturm* [95] (3067)
  16 
  Djinn (3075) 
  SB-28 Sabre [25] (3075-AoW) 
  F-95 Stingray[60] (3039) 
  TFN-5H Typhoon [90] (3075-AoW)
  45
  
  Rules Addendum
  ROLE-PLAYING RULES
  T
  he following rules for the Dark Age era cover role-playing 
  campaigns using (and sometimes modifying) the core rules 
  primarily found in A Time of War. 
  [Developer’s Note: Given that this is an alternate setting thrown together 
  for the sake of a single adventure, a more in-depth approach to character 
  creation was simply not possible due to time constraints. The following is 
  therefore a crude guide.]
  Creating Characters in the Empires Aflame Setting
  When creating characters for the Empires Aflame setting, use the same 
  rules outlined in A Time of War, but with the exceptions described below.
  New Affiliation: Terran Supremacy (House DeChavilier)
  Module Cost: 150 XP
  Centered on the birthplace of humanity itself, the Terran Supremacy 
  was the resurrection of House Cameron’s Terran Hegemony from 
  the ashes of the Star League’s collapse. While many in the original 
  Hegemony welcomed DeChavilier’s forceful return to power in the wake 
  of the Amaris Crisis, the vengeance-fueled campaign against the other 
  Houses swiftly showed the rest of the Inner Sphere that Terra was an 
  enemy to be feared and respected. 
  Led by the descendants of Aaron DeChavilier, the Supremacy has 
  maintained enough of its technological and military edge over the 
  other Houses to survive even protracted wars against enemies from 
  both sides, and has even managed to conquer large swaths of each 
  realm’s territory in the bargain. To the Supremacy leadership, the border 
  world regions—often rife with remnants of their original cultures and 
  political systems, tend to be viewed as occupied territories or buffer 
  zones, rather Though many on their abandoned worlds now live under 
  the banners of the nearest conquering neighbor realms, there remains 
  the hope that Devlin Stone’s 
  great experiment will soon 
  return from its isolation to 
  reclaim its former glory 
  and restore the age of 
  peace that followed the 
  horrors of 
  the Jihad.
  The following rules apply to any characters hailing from the Terran 
  Supremacy affiliation. For creation purposes, a Terran Homeworlder is 
  any Terran Supremacy character born on the worlds, moons, or asteroids 
  in the Terran solar system. Border World Terrans are those who are born 
  on any Supremacy world within 30 light-years of a neighboring realm. All 
  other characters born within the Terran Supremacy who do not fall into 
  the Homeworlder or Border World Terran category are considered to be 
  Core World Terrans.
  Primary Language: English
  Secondary Languages: Any
  Fixed XPs: [Attributes] INT (+50 XP), WIL (+50 XP); [Traits] Equipped 
  (+100 XP), Reputation (+100 XP); [Skills] Language/Any (+10 XP), Interest/
  Any (+10 XP), Protocol/Terran (+15 XP)
  Terran Supremacy Sub-Affiliations
  Core World Terran: [Attributes] EDG (–75 XP); [Traits] Wealth (+45 XP); 
  [Skills] Interest/Terran History (+25 XP), Negotiation (+10 XP); Protocol/
  Nearest Realm (+10 XP), +10 XP each to any two other Skills.
  Border World Terran: [Attributes] EDG (–25 XP), +50 XP to any 
  Attribute other than EDG; [Traits] Connections (+25 XP), Reputation 
  (–100 XP), Wealth (+25 XP); [Skills] Interest/Terran History (+10 XP), 
  Language/Primary Language of Nearest Realm (+15 XP), Negotiation 
  (+10 XP); Protocol/Nearest Realm (+10 XP), +15 XP to any other Skill
  Terran Homeworlder: [Attributes] INT (+50 XP), WIL (+50 XP), EDG 
  (–145 XP); [Traits] Compulsion/Terran Arrogance (–100 XP); [Skills] 
  Language/English (+15 XP), Language/Any (+15 XP), +10 to any 2 
  other Skills
  Flexible XPs: None
  Additional Terran Affiliation Notes: Characters that take Terran 
  Supremacy/Terran Homeworlder must choose and apply the modifiers 
  for one of the following Terran sub-affiliations as found on p. 62, AToW: 
  Belter, Lunar Citizen, Martian Citizen, Outer System Citizen, Terran Citizen. 
  Confederated Suns
  Confederated Suns characters may be created using the Capellan 
  Confederation or Federated Suns affiliations, reflecting the half of the 
  realm from which the character hails. Characters who choose to hail from 
  the Capellan half of the realm may not choose the Liao Commonality, 
  while characters hailing from the Federated Suns half may not choose 
  the Draconis March. 
  The primary languages of the Confederated Suns are both English 
  and Mandarin Chinese, so characters must at least divide their 
  initial Language XPs between those two. Furthermore, replace any 
  Compulsions that direct the character to hate the opposing core state 
  (e.g. the Sian Commonality’s Hatred of Federated Suns, or the Capellan 
  March’s Hatred of Capellan Confederation) with a similar Compulsion 
  aimed at the nearest neighbor state to the character’s birthplace.
  Citizenship requirements now apply to all members of the 
  Confederated Suns for characters who wish to take the Military 
  School Stage 2 module, or any Stage 3 module, regardless of which 
  half of the realm they hail from. Child labor was formally abolished 
  in the Confederated Suns, so the child labor rule may not be used for 
  Confederated Suns characters.
  Module Restrictions: Regardless of which half of the realm they 
  come from, Confederated Suns characters may use modules ordinarily 
  restricted to either the Capellan Confederation or the Federated Suns, so 
  long as all other conditions are met. 
  Draconis Combine
  Draconis Combine characters may be created using the Draconis 
  Combine affiliation only. This restriction applies even to characters 
  who choose to hail from the Rasalhague part of the realm. Combine 
  characters may not select the Azami or Dieron District sub-affiliations (as 
  they are both part of the Terran Supremacy in this setting).
  46
  
  Rules Addendum
  Characters who hail from the Rasalhague district must choose 
  the Pesht District sub-affiliation, but may elect to treat their primary 
  language—as Swedish as long as they end character creation with at 
  least a Skill level of 1 in Language/Japanese as well. 
  Replace any Compulsions or Skills that reference the Clans (e.g. the 
  Pesht District’s Hatred of Clans) with a similar Compulsion or Trait that 
  references the nearest neighbor state to the character’s birthplace.
  Free Worlds League
  Free Worlds League characters may be created using the Free Worlds 
  League, the Lyran Alliance/Bolan Province or the Major Periphery/Marian 
  Hegemony affiliations, reflecting the part of the realm from which the 
  character hails. Characters who use the main Free Worlds League 
  affiliation may choose any of the standard sub-affiliations for that realm 
  as specified in AToW. 
  Characters who choose to hail from the Marian Hegemony region, or 
  the Lyran/Bolan region must substitute all Skill and Trait references to 
  the Marian Hegemony or Lyran states (as appropriate) with an equivalent 
  Skill or Trait referencing the Free Worlds instead. Any Hatred Compulsions 
  directed against the Free Worlds by those sub-affiliations must be 
  directed at the nearest neighboring non-Free Worlds realm instead.
  Regardless of the region chosen, the primary language for all 
  Free Worlds League characters is English. Furthermore, replace any 
  Compulsions that identify the character as an “Atrean Opponent” should 
  instead refer to the character as a “Marik Opponent”.
  Lyran Commonwealth
  Lyran Commonwealth characters may be created using the Lyran 
  Alliance affiliation only. Lyran characters may not choose to hail from the 
  Bolan or Skye Provinces, as they have been seized by the Free Worlds 
  League and Terran Supremacy, respectively. 
  Replace any Compulsions or Skills that reference the Clans (e.g. the 
  Coventry Province’s Hatred of Clans) with a similar Compulsion or Trait 
  that references the Draconis Combine.
  Magistracy of Taurus
  Magistracy of Taurus characters may be created using the Magistracy 
  of Canopus or Taurian Concordat sub-affiliations of the Major Periphery 
  State affiliation, reflecting the half of the realm from which the character 
  hails. Note that this also covers Fronc Reaches characters and Calderon 
  Protectorate characters, as appropriate. The cost for this affiliation is 
  increased by 50 XP.
  Replace any Traits or Skills that refer to the Concordat to reference 
  the Magistracy instead. Additionally, apply a total of +50 XP to any of 
  the negative-value Traits the character receives as a consequence of 
  his affiliation. (For example, a Canopian-born character may apply 
  +25 XP to Illiterate—thus wiping out that Trait—and another +25 XP 
  to his Reputation, changing its initial value from –125 XP to –100 XP; 
  a Concordat-born character, alternatively, could apply those 50 XP to 
  either of his –75-XP Compulsions Traits, or wipe out the standard –50 XP 
  applied to the Equipped Trait for any Periphery character.)
  Citizenship requirements now apply to all members of the Magistracy 
  of Taurus for characters who wish to take the Military School Stage 2 
  module, or any Stage 3 module, regardless of which part of the realm 
  they hail from. 
  Module Restrictions: Regardless of which half of the realm they 
  come from, Magistracy of Taurus characters may use modules ordinarily 
  restricted to either the Magistracy of Canopus or the Taurian Concordat, 
  so long as all other conditions are met. 
  Outworlds Pact
  Outworlds Pact characters may be created using the standard rules for 
  the Major Periphery State/Outworlds Alliance affiliation. The cost for this 
  affiliation is increased by 50 XP. 
  Apply a total of +50 XP to either/both of the negative-value Traits the 
  character receives as a consequence of his affiliation (i.e., the character’s 
  Wealth or Equipped Traits).
  Finally, if any Outworlds Pact character receives the Title Trait, he 
  automatically receives –100 XP to his Reputation Trait as a result.
  Rim Federation
  Rim Federation characters may be created using the standard rules for 
  the Lyran Alliance/Alarion Province affiliation, the Minor Periphery/Rim 
  Collection, or the Major Periphery/Circinus Federation affiliations. If the 
  character chooses the Rim Collection or Circinus Federation affiliations, 
  increase the affiliation’s cost by 50 XP 
  Rim Federation characters who use the Circinus Federation affiliation 
  must ignore the INT, Reputation, and Toughness Traits applied by that 
  affiliation (the XPs negate each other entirely in this case), and may 
  apply another +50 XP to any remaining negative-value Traits received as 
  a consequence of their sub-affiliation.
  Rim Federation characters who use the Rim Collection affiliation 
  must ignore the INT, Reputation, and Toughness Traits applied by that 
  affiliation (the XPs negate each other entirely in this case), and may 
  apply another +50 XP to any remaining negative-value Traits received as 
  a consequence of their sub-affiliation.
  All Traits or Skills that refer to their original parent states (e.g. Protocol 
  or Streetwise) must refer instead to the Federation.
  Independent Affiliations 
  Only the Generic, Mercenary, Pirate, and Spacer sub-affiliations are 
  available to choose from when creating an Independent-affiliated 
  character in the Empires Aflame setting.
  Life Modules
  No Character may take any Module related to the Clans, ComStar, or 
  Word of Blake affiliations, as these factions never existed in the Empires 
  Aflame setting. These include Cloister Training, Word of Blake Service, 
  and Goliath Scorpion Seeker.
  If any other selected module directs the character to take a Trait that 
  references a non-existent faction, the character must substitute an 
  appropriate alternative faction from the ones featured above.
  Economic Adjustments for the Empires Aflame Setting
  To reflect the economics of the Empires Aflame setting when 
  purchasing equipment for a new character or later on in a campaign, 
  it is important to modify the price and availability of said equipment 
  accordingly. The following sketches out how to adjust the values for 
  salaries, costs, and availability of all equipment presented in A Time of 
  War.
  Salary Adjustments
  The Salary Multipliers Table provided here is broken down by general 
  professional classes, and is designed for compatibility with both the 
  Salary and Price Tables that have been published in the Handbook series, 
  as well as the military salaries outlined in A Time of War (see p. 335, AToW). 
  If questions regarding where a character’s profession falls among these 
  general classes, the gamemaster must decide what modifiers apply. 
  47
  
  Rules Addendum
  Purchasing Equipment in the Empires Aflame setting
  When purchasing equipment in the Empires Aflame setting, the first 
  thing to verify is that the item exists to begin with. For starters, any item 
  specifically identified as using the Clan technology base (regardless of its 
  Tech Rating), or which has an Affiliation of “Clan” in its AToW equipment 
  stats, is automatically unavailable in the Empires Aflame setting.
  For all other items, consult the Costs and Availability section in 
  TechManual (see pp. 274-301, TM) or find the item’s Availability Codes in 
  A Time of War (see pp. 254-324, AToW), but reduce the Availability ratings 
  for all eras after the Star League by 1 level (to a minimum rating of A), 
  unless the item has a Tech Rating of F. If the item lists an Extinction date 
  before 3090, or possesses an Availability code of X for the Dark Age era 
  (the last letter in the extended four-letter Equipment Availability ratings), 
  it must be treated as if it has an Availability Code of F for this setting. 
  (For older items that do not have four-letter Availability ratings, a code 
  of X in the last of the three-letter codes indicates that the item went 
  extinct before 3095, unless the 
  gamemaster decides otherwise.) 
  For items that are not of Clan 
  manufacture, yet have a Tech 
  Rating of F, only characters 
  from the Terran Supremacy may 
  obtain these items at their base 
  Availability rating. 
  Once availability is known, the 
  player must then find the item’s 
  price and apply the appropriate 
  price multiplier as shown on 
  the Salary and Price Multipliers 
  Table. This establishes the basic 
  availability and cost of the item. 
  Situational conditions may still affect this base price, but these can be 
  resolved by the gamemaster as he sees fit.
  Currency Conversion: Players who are using alternative currencies in 
  this period (other than the C-bill) may find their exchange rates in the 
  Currency Conversion Table. Simply multiply the amount of the foreign 
  currency by the value under the Equivalent C-bill column to find the 
  value of the player’s currency. 
  SALARY AND PRICE TABLE: EMPIRES AFLAME (CA. 3095)
  Salary Multipliers 
  Multipliers
  Employment Type 
   Civilian, Slave/Servant 
  1.10
   Civilian, Minimum Wage 
  1.15
   Civilian, Blue Collar 
  1.20
   Civilian, White Collar 
  1.20
   Civilian, Medical/Technical 
  +0.10*
   Paramilitary, Police/Security 
  0.95
   Paramilitary, Militia 
  0.95
   Military, Enlisted 
  0.90
   Military, Officer 
  0.90
   Military, Medical/Technical 
  +0.10*
   Battle Armor Infantry 
  +0.05
  Price Multipliers 
  Item Classification 
  Multipliers
  Item Type 
   Melee and Archaic Weapons 
  0.98
   Small Arms and Support Weapons 
  1.75
   Heavy (Vehicular) Weapons 
  3.45** 
   Explosives 
  3.05
   Personal Armor 
  1.20
   Electronics 
  2.00
   Power Packs and Rechargers 
  1.65
   Miscellaneous Gear 
  1.45
   Luxury Items (Entertainment and such) 
  2.10†
   Health Care 
  1.15
   Prosthetics 
  3.85
   Drugs and Poisons 
  1.95
   Personal vehicle, Civilian 
  2.33
   Personal Vehicle, Paramilitary/Police 
  3.45
   Personal Vehicle, Military 
  4.25** 
  *For bleeding edge technology (such as experimental weapon design and maintenance), apply an additional +0.05 to the 
  Salary Multiplier.
  **For bleeding edge technology (such as experimental weapons), apply an additional +0.05 to the Price Multiplier; for 
  Primitive technology (such as RetroTech units carrying no items with a Tech Rating of D or higher), apply a –0.20 to the 
  Price Multiplier.
  †Items identified as “Luxuries” are technically any not required for the character’s survival or job duties. If in doubt, game-
  master determines what is classified as a luxury item.
  CURRENCY CONVERSION TABLE:
  EMPIRES AFLAME
    
  Affiliation 
  Currency 
  Equivalent C-bill*
  Major Powers
   Confederated Suns 
  crown 
  0.85
   Draconis Combine 
  ryu 
  0.75 
   Free Worlds League 
  eagle 
  0.90**
   Lyran Commonwealth 
  kroner 
  0.95 
   Terran Supremacy 
  Terran dollar 
  1.00 
  Periphery Powers
   Magistracy of Taurus 
  bull 
  0.55 
   Outworlds Pact 
  peso 
  0.20 
   Rim Federation 
  shekel 
  0.47 
  *For reference only; there is no “C-bill” currency in the Empires Aflame setting 
  **Reduce exchange rate by 3D6x0.01 for purchases made in the Outer League 
  Alliance regions
  48
  
  TM
  © 2014 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  PERSONAL DATA
  COMBAT DATA
  ATTRIBUTES
  SKILLS
  TRAITS (PERSONAL)
  /
  (   
     )
  (              ):
  Name:
  Height:
  cm
  Hair:
  Player:
  Afﬁliation:
  Extra:
  Weight:
  kg
  Eyes:
  Attribute
  STR
  BOD
  RFL
  DEX
  INT
  WIL
  CHA
  EDG
  Score
  Link
  XP
  Trait
  Page Ref.
  TP
  XP
  Skill
  Links
  Lvl
  TN/C
  XP
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  Skill
  Links
  Lvl
  TN/C
  XP
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  Condition Monitor
  Movement (Meters per Turn)
  Standard Damage:
  Fatigue Damage:
  Stun:
  Unconscious:
  Run/Evade:
  Crawl:
  Walk:
  Climb:
  Sprint:
  Swim:
  Personal Armor (Loc)
  Weapon
  Range
  Ammo Notes
  Skill AP/BD
  Armor Type
  BAR (M/B/E/X)
  (   /
  /   /   )
  (   /   /   /   )
  (              ):
  (   /   /   /   )
  (              ):
  (   /   /   /   )
  (              ):
  Martial Arts  +4 0M 2D
   +4 1M 
  1
  Melee
  N/A
  Dagger
  Melee
  N/A
  /
  (      
   +5 4E 
  3
  2 PPS
  Laser Pistol
   15 35 80 225
        )
  /
  (   /   /   /   )
  /
  ( 
     
  /
  /
  /   )
  Lt. Colonel Benjamin Emory
  NPC
  Terran Supremacy
  Pilots an ODS-1A
  (uses same stats and appearance as a TYM-1A           )
  1,850
  Black
  Gray
  92
  11
  23
  46
  7
  3
  11
  Fatigues 
  T/A/L 
  TSDF Kit 
  3 4 4 3
  Cooling Suit 
  T/A/L 
  MechWarrior 
  2 2 1 1
   
  6
   
  0
   
  5
   
  0
   
  6
   
  0
   
  6
   
  0
   
  7
   
  +1
   
  7
   
  +1
   
  7
   
  +1
   
  5
   
  0
  Compulsion/Hates Marik
   
  -1 
  p.110
  Connections
   
  4 
  p.111
  Enemy
   
  -2 
  p.113
  Patient
   
  1 
  p.121
  Rank (O5)/Lt. Colonel
   
  8 
  p.123
  Reputation 
   
  1 
  p.124
  Vehicle/Heavy ’Mech
   
  6 
  p.128
   
   
  Administration 
  4 
  INT+WIL 8 
  SA
  Artillery 
  2 
  INT+WIL 8 
  SA
  Career/Soldier 
  5 
  INT 
  7 
  SB
  Comms/Conventional 
  2 
  INT 
  7 
  SB
  Computers 
  2 
  INT 
  8 
  CB
  Climbing 
  1 
  DEX 
  7 
  SB
  Driving/Ground Vehicles 
  3 
  RFL+DEX 8 
  SA
  Interest/History of IS 
  4 
  WIL+CHA 9 
  CA
  Interest/Military History 
  5 
  WIL+CHA 9 
  CA
  Interrogation 
  3 
  WIL+CHA 9 
  CA
  Language/English 
  3 
  CHA 
  8 
  SA
  Language/Navajo 
  3 
  CHA 
  8 
  SA
  Leadership 
  5 
  WIL+CHA 8 
  SA
  Martial Arts 
  4 
  RFL+DEX 8 
  SA
  MedTech/General 
  3 
  INT 
  7 
  SB
  Melee Weapons 
  4 
  RFL+DEX 8 
  SA
  Navigation/Ground 
  3 
  INT 
  7 
  SB
  Negotiation 
  4 
  CHA 
  8 
  CB
  Perception 
  5 
  INT 
  7 
  SB
  Protocol/Terran 
  5 
  WIL+CHA 9 
  CA
  Running 
  2 
  RFL 
  7 
  SB
  Small Arms 
  5 
  DEX 
  7 
  SB
  Stealth 
  1 
  RFL+INT 8 
  SA
  Support Weapons 
  2 
  DEX 
  7 
  SB
  Swimming 
  0 
  STR 
  7 
  SB
  Tactics/Ground 
  5 
  INT+WIL 9 
  CA
  Technician/Electronic 
  2 
  INT+DEX 9 
  CA
  Technician/Mechanical 
  2 
  INT+DEX 9 
  CA
  Technician/Myomer 
  2 
  INT+DEX 9 
  CA
  Training 
  5 
  INT+WIL 9 
  CA
  BENJAMIN EMORY
  
  TM
  © 2014 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  PERSONAL DATA
  COMBAT DATA
  ATTRIBUTES
  SKILLS
  TRAITS (PERSONAL)
  /
  (   
     )
  (              ):
  Name:
  Height:
  cm
  Hair:
  Player:
  Afﬁliation:
  Extra:
  Weight:
  kg
  Eyes:
  Attribute
  STR
  BOD
  RFL
  DEX
  INT
  WIL
  CHA
  EDG
  Score
  Link
  XP
  Trait
  Page Ref.
  TP
  XP
  Skill
  Links
  Lvl
  TN/C
  XP
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  Skill
  Links
  Lvl
  TN/C
  XP
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  Condition Monitor
  Movement (Meters per Turn)
  Standard Damage:
  Fatigue Damage:
  Stun:
  Unconscious:
  Run/Evade:
  Crawl:
  Walk:
  Climb:
  Sprint:
  Swim:
  Personal Armor (Loc)
  Weapon
  Range
  Ammo Notes
  Skill AP/BD
  Armor Type
  BAR (M/B/E/X)
  (   /
  /   /   )
  (   /   /   /   )
  (              ):
  (   /   /   /   )
  (              ):
  (   /   /   /   )
  (              ):
  Martial Arts  +4 0M 1D
   +4 6M 
  2
  Melee
  N/A
  Vibrodagger
  Melee
  /
  (   
   +5 3B 
  3
  10 PPS
  1 PPS
  Nova Laser Pistol
        )
  /
  (   /   /   /   )
  ( 
     
  /
  /
  /
  /   )
  Mary Durant
  NPC
  Free Worlds League (Loyalist)
  See bio in GM’s Guide
  1,620
  Brown
  Blue
  49
  9
  23
  46
  9
  3
  11
  None 
  N/A 
  Civilian 
  0 0 0 0
  Concealed Ab/Flak 
  Torso 
  Alternate 
  2 3 3 2
   
  4 
  0
   
  5 
  0
   
  6 
  0
   
  7 
  +1
   
  8 
  +1
   
  7 
  +1
   
  6 
  0
   
  4 
  0
   
   
  Alternate Identity (Durant)
  2
  p.108
  Citizenship (Durant)
  2
  p.109
  Compulsion/Paranoia
  -1
  p.110
  Connections (Avitue)
  7
  p.111
  Connections (Durant)
  8
  p.111
  Enemy (Avitue)
  -3
  p.113
  Good Vision
  1
  p.118
  In For Life/Loki (Avitue)
  -3
  p.120
  Pain Resistance
  3
  p.121
  Reputation (Durant)
  MARY DURANT
  3
  p.124
  Acting 
  6 
  CHA 
  8 
  CB
  Administration 
  3 
  INT+WIL 8 
  SA
  Career/Diplomat 
  3 
  INT 
  7 
  SB
  Career/Soldier 
  3 
  INT 
  7 
  SB
  Climbing 
  4 
  DEX 
  7 
  SB
  Communications 
  3 
  INT 
  7 
  SB
  Computers 
  5 
  DEX+INT 9 
  CA
  Cryptography 
  4 
  INT+WIL 9 
  CA
  Driving/Ground Vehicles 
  3 
  RFL+DEX 8 
  SA
  Escape Artist 
  4 
  STR+DEX 9 
  CA
  Interrogation 
  6 
  WIL+CHA 9 
  CA
  Investigation 
  4 
  INT+WIL 9 
  CA
  Language/English & German 4 
  CHA 
  8 
  SA
  Language/Japanese 
  2 
  CHA 
  8 
  SA
  Language/Romanian 
  3 
  CHA 
  8 
  SA
  Leadership 
  3 
  WIL+CHA 8 
  SA
  Martial Arts 
  4 
  RFL+DEX 8 
  SA
  MedTech/General 
  3 
  INT 
  7 
  SB
  Melee Weapons 
  4 
  RFL+DEX 8 
  SA
  Negotiation 
  5 
  CHA 
  8 
  CB
  Perception 
  5 
  INT 
  7 
  SB
  Prestidigitation 
  4 
  RFL+DEX 8 
  SA
  Protocol/Free Worlds 
  4 
  WIL+CHA 9 
  CA
  Protocol/Lyran & Terran 
  4 
  WIL+CHA 9 
  CA
  Running 
  2 
  RFL 
  7 
  SB
  Security Systems 
  4 
  DEX+INT 9 
  CA
  Small Arms 
  5 
  DEX 
  7 
  SB
  Stealth 
  4 
  RFL+INT 8 
  SA
  Swimming 
  2 
  STR 
  7 
  SB
  Tactics/Infantry 
  4 
  INT+WIL 9 
  CA
   8 
  20 40 100
  
  TM
  © 2014 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Buccaneer Gel Gun 
  +4 
  2B 
  4 
  3 10 18 25 
  5 (x6) 
  See p. 269, AToW
  Vibrodagger 
  +4 
  6M 
  2 
   
   
   
   
  1PPS 
  —
  Mini-Grenades 
  +3 
  (B) 
   
  6 12 18 24 
  1 (x6) 
  2x AP, 2x Stun, 2x Flash
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 1
  12
  6
  TSDF MARINE
  SQUAD RECORD SHEET
  Marine Combat Suit (Full)
  p. 295, AToW
   4 
  5 
  5 
  2
  24
  3
  48
  7
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Buccaneer Gel Gun 
  +4 
  2B 
  4 
  3 10 18 25 
  5 (x6) 
  See p. 269, AToW
  Vibrodagger 
  +4 
  6M 
  2 
   
   
   
   
  1PPS 
  —
  Mini-Grenades 
  +3 
  (B) 
   
  6 12 18 24 
  1 (x6) 
  2x AP, 2x Stun, 2x Flash
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 2
  12
  6
  Marine Combat Suit (Full)
  p. 295, AToW
   4 
  5 
  5 
  2
  24
  3
  48
  7
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Buccaneer Gel Gun 
  +4 
  2B 
  4 
  3 10 18 25 
  5 (x6) 
  See p. 269, AToW
  Vibrodagger 
  +4 
  6M 
  2 
   
   
   
   
  1PPS 
  —
  Mini-Grenades 
  +3 
  (B) 
   
  6 12 18 24 
  1 (x6) 
  2x AP, 2x Stun, 2x Flash
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 3
  12
  6
  Marine Combat Suit (Full)
  p. 295, AToW
   4 
  5 
  5 
  2
  24
  3
  48
  7
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Buccaneer Gel Gun 
  +4 
  2B 
  4 
  3 10 18 25 
  5 (x6) 
  See p. 269, AToW
  Vibrodagger 
  +4 
  6M 
  2 
   
   
   
   
  1PPS 
  —
  Mini-Grenades 
  +3 
  (B) 
   
  6 12 18 24 
  1 (x6) 
  2x AP, 2x Stun, 2x Flash
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 4
  12
  6
  Marine Combat Suit (Full)
  p. 295, AToW
   4 
  5 
  5 
  2
  24
  3
  48
  7
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Buccaneer Gel Gun 
  +4 
  2B 
  4 
  3 10 18 25 
  5 (x6) 
  See p. 269, AToW
  Vibrodagger 
  +4 
  6M 
  2 
   
   
   
   
  1PPS 
  —
  Mini-Grenades 
  +3 
  (B) 
   
  6 12 18 24 
  1 (x6) 
  2x AP, 2x Stun, 2x Flash
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 5
  12
  6
  Marine Combat Suit (Full)
  p. 295, AToW
   4 
  5 
  5 
  2
  24
  3
  48
  7
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Buccaneer Gel Gun 
  +4 
  2B 
  4 
  3 10 18 25 
  5 (x6) 
  See p. 269, AToW
  Vibrodagger 
  +4 
  6M 
  2 
   
   
   
   
  1PPS 
  —
  Mini-Grenades 
  +3 
  (B) 
   
  6 12 18 24 
  1 (x6) 
  2x AP, 2x Stun, 2x Flash
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 6
  12
  6
  Marine Combat Suit (Full)
  p. 295, AToW
   4 
  5 
  5 
  2
  24
  3
  48
  7
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Buccaneer Gel Gun 
  +4 
  2B 
  4 
  3 10 18 25 
  5 (x6) 
  See p. 269, AToW
  Vibrodagger 
  +4 
  6M 
  2 
   
   
   
   
  1PPS 
  —
  Mini-Grenades 
  +3 
  (B) 
   
  6 12 18 24 
  1 (x6) 
  2x AP, 2x Stun, 2x Flash
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 7
  12
  6
  Marine Combat Suit (Full)
  p. 295, AToW
   4 
  5 
  5 
  2
  24
  3
  48
  7
  
  TM
  © 2014 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Automatic Riﬂe 
  +4 
  4B 
  4B 
  30 75 170 415 30 (x4) Burst 15; Recoil -1
  Dagger 
  +3 
  1M 
  1 
   
   
   
   
  N/A 
  —
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 1
  10
  5
  TSDF BASE SOLDIER
  SQUAD RECORD SHEET
  Ab/Flak Vest (Torso)
   2 
  4 
  5 
  2
  20
  3
  40
  3
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Automatic Riﬂe 
  +4 
  4B 
  4B 
  30 75 170 415 30 (x4) Burst 15; Recoil -1
  Dagger 
  +3 
  1M 
  1 
   
   
   
   
  N/A 
  —
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 2
  10
  5
  Ab/Flak Vest (Torso)
   2 
  4 
  5 
  2
  20
  3
  40
  3
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Automatic Riﬂe 
  +4 
  4B 
  4B 
  30 75 170 415 30 (x4) Burst 15; Recoil -1
  Dagger 
  +3 
  1M 
  1 
   
   
   
   
  N/A 
  —
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 3
  10
  5
  Ab/Flak Vest (Torso)
   2 
  4 
  5 
  2
  20
  3
  40
  3
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Automatic Riﬂe 
  +4 
  4B 
  4B 
  30 75 170 415 30 (x4) Burst 15; Recoil -1
  Dagger 
  +3 
  1M 
  1 
   
   
   
   
  N/A 
  —
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 4
  10
  5
  Ab/Flak Vest (Torso)
   2 
  4 
  5 
  2
  20
  3
  40
  3
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Automatic Riﬂe 
  +4 
  4B 
  4B 
  30 75 170 415 30 (x4) Burst 15; Recoil -1
  Dagger 
  +3 
  1M 
  1 
   
   
   
   
  N/A 
  —
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 5
  10
  5
  Ab/Flak Vest (Torso)
   2 
  4 
  5 
  2
  20
  3
  40
  3
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Automatic Riﬂe 
  +4 
  4B 
  4B 
  30 75 170 415 30 (x4) Burst 15; Recoil -1
  Dagger 
  +3 
  1M 
  1 
   
   
   
   
  N/A 
  —
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 6
  10
  5
  Ab/Flak Vest (Torso)
   2 
  4 
  5 
  2
  20
  3
  40
  3
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  Automatic Riﬂe 
  +4 
  4B 
  4B 
  30 75 170 415 30 (x4) Burst 15; Recoil -1
  Dagger 
  +3 
  1M 
  1 
   
   
   
   
  N/A 
  —
  Melee
  /
  (   /   /   /
  /
  /
  /
     )
  /
  (   
        )
  (   
     )
  TROOPER 7
  10
  5
  Ab/Flak Vest (Torso)
   2 
  4 
  5 
  2
  20
  3
  40
  3
  
  TM
  © 2014 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  /
  (   
  /
     
  /
     
  /
  /
  /
  /
     )
  /
     
  (   
     )
  (   
     )
  TROOPER 1
  9
  5
  CAPTAIN GENERAL’S
  PERSONAL GUARD
  SQUAD RECORD SHEET
  Ab/Flak Vest (Torso)
  Concealed
   2 
  3 
  3 
  2
  20
  3
  40
  3
  Hawk Eagle 
  +3 
  4B 
  3B 
  5 20 50 100 15 (x4) Burst 3; Recoil -1
  Martial Eagle 
  +3 
  3B 
  3B 
  5 20 50 100 30 (x4) Burst 10; Recoil -1
  Stun Stick 
  +3 
  0E 
  4D 
  Melee 
  1 PPS Do not add STR
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  /
  (   
  /
     
  /
     
  /
  /
  /
  /
     )
  /
     
  (   
     )
  (   
     )
  TROOPER 2
  9
  5
  Ab/Flak Vest (Torso)
  Concealed
   2 
  3 
  3 
  2
  20
  3
  40
  3
  Hawk Eagle 
  +3 
  4B 
  3B 
  5 20 50 100 15 (x4) Burst 3; Recoil -1
  Martial Eagle 
  +3 
  3B 
  3B 
  5 20 50 100 30 (x4) Burst 10; Recoil -1
  Stun Stick 
  +3 
  0E 
  4D 
  Melee 
  1 PPS Do not add STR
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  /
  (   
  /
     
  /
     
  /
  /
  /
  /
     )
  /
     
  (   
     )
  (   
     )
  TROOPER 3
  9
  5
  Ab/Flak Vest (Torso)
  Concealed
   2 
  3 
  3 
  2
  20
  3
  40
  3
  Hawk Eagle 
  +3 
  4B 
  3B 
  5 20 50 100 15 (x4) Burst 3; Recoil -1
  Martial Eagle 
  +3 
  3B 
  3B 
  5 20 50 100 30 (x4) Burst 10; Recoil -1
  Stun Stick 
  +3 
  0E 
  4D 
  Melee 
  1 PPS Do not add STR
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  /
  (   
  /
     
  /
     
  /
  /
  /
  /
     )
  /
     
  (   
     )
  (   
     )
  TROOPER 4
  9
  5
  Ab/Flak Vest (Torso)
  Concealed
   2 
  3 
  3 
  2
  20
  3
  40
  3
  Hawk Eagle 
  +3 
  4B 
  3B 
  5 20 50 100 15 (x4) Burst 3; Recoil -1
  Martial Eagle 
  +3 
  3B 
  3B 
  5 20 50 100 30 (x4) Burst 10; Recoil -1
  Stun Stick 
  +3 
  0E 
  4D 
  Melee 
  1 PPS Do not add STR
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  /
  (   
  /
     
  /
     
  /
  /
  /
  /
     )
  /
     
  (   
     )
  (   
     )
  TROOPER 5
  9
  5
  Ab/Flak Vest (Torso)
  Concealed
   2 
  3 
  3 
  2
  20
  3
  40
  3
  Hawk Eagle 
  +3 
  4B 
  3B 
  5 20 50 100 15 (x4) Burst 3; Recoil -1
  Martial Eagle 
  +3 
  3B 
  3B 
  5 20 50 100 30 (x4) Burst 10; Recoil -1
  Stun Stick 
  +3 
  0E 
  4D 
  Melee 
  1 PPS Do not add STR
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  /
  (   
  /
     
  /
     
  /
  /
  /
  /
     )
  /
     
  (   
     )
  (   
     )
  TROOPER 6
  9
  5
  Ab/Flak Vest (Torso)
  Concealed
   2 
  3 
  3 
  2
  20
  3
  40
  3
  Hawk Eagle 
  +3 
  4B 
  3B 
  5 20 50 100 15 (x4) Burst 3; Recoil -1
  Martial Eagle 
  +3 
  3B 
  3B 
  5 20 50 100 30 (x4) Burst 10; Recoil -1
  Stun Stick 
  +3 
  0E 
  4D 
  Melee 
  1 PPS Do not add STR
  Character Name:
  Squad:
  Condition Monitor
  Armor
  Standard Damage:
  Stun:
  Unconscious:
  Fatigue Damage:
  Movement Data
  Run/Evade:
  Walk:
  m
  m
  m
  :t
  nir
  p
  S
  Crawl:
  Climb:
  m
  m
  m
  :
  m
  i
  w
  S
  Armor Type:
  BAR (M/B/E/X):(   /   /   /   )
  Notes:
  /
              
  Weapon
  Range
  Ammo Notes
  AP/BD
  Skill
  /
  (   
  /
     
  /
     
  /
  /
  /
  /
     )
  /
     
  (   
     )
  (   
     )
  TROOPER 7
  9
  5
  Ab/Flak Vest (Torso)
  Concealed
   2 
  3 
  3 
  2
  20
  3
  40
  3
  Hawk Eagle 
  +3 
  4B 
  3B 
  5 20 50 100 15 (x4) Burst 3; Recoil -1
  Martial Eagle 
  +3 
  3B 
  3B 
  5 20 50 100 30 (x4) Burst 10; Recoil -1
  Stun Stick 
  +3 
  0E 
  4D 
  Melee 
  1 PPS Do not add STR
  
SOURCE: textdata/thevault/BattleTech [multi]/Adventures/BattleTech - Adventure - Empires Aflame.pdf