Modern Battletech

by Bongfu

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This supplement is intended for use with the Battletech tabletop game in both its Alpha Strike, Total Warfare, and Destiny. It is intended to provide a small to large community with a consistent "campaign" feel where players fight with coherent forces across their many games. It sets up a framework to define, provide rules, and meaty narrative devices for players to enjoy their games of Battletech in a more immersive way.

While Battletech has, undoubtedly, stood the test of time. Some wargamers may feel the rules to be a bit dated and lacking compared to other wargames. The arcane nature of its many scenarios, faction rules, and character building leaves more to be desired. This writing is intended to expand upon the already expansive work done by the Battletech rules designers and bring them into a new form. A formula that is recognizable to players other other systems such as those produced by Warlord Games, Privateer Press, Fantasy Flight Games, and Games Workshop. It is meant to clarify rules for those who want to build a force of "their guys" that is present in so many other wargames. It is also meant to help newer and older players transition from the traditional hex map to a 3D hexless table setup in a much more streamlined and balanced way.

Lastly, there is an optional campaign system that is meant to be used alongside the rules presented elsewhere in this book. The campaign is not meant to be an upgrade of the two other campaign systems that are already present in the Battletech rules, but an alternative to them. One that can incorporate a large number of players with less bookkeeping on all sides.

You are encouraged to modify or use these rules as a template for your own communities. Thank you for helping Battletech prosper.

Seyla,
Corey Lyon
Baad Brew Games
North Texas Battletech

Table of Contents

  • Modern Battletech System - page 5
  • Terrain - Page 5
  • Line of Sight and Cover - Page 5
  • Forced Withdrawal - Page 6
  • Reliability - Page 6
  • Expanded Phases - Page 7
  • Fog of War - Page 7
  • Modified Equipment Rules - Page 8
  • Alpha Strikes - Page 8
  • Cluster Weapons - Page 9
  • Intelligence - Page 9
  • Multiplayer Rules - Page 9
  • Quick and Dirty Point Value - Page 9
  • Initiative - page 10
  • Building a Combat Command - Page 12
  • Command Traits - Page 14
  • Faction Rules - Page 17
  • Building Your Army List - Page 25
  • Campaign Operations - Page 28
  • Characters - Page 30
  • Scenarios - Page 32
  • Missions - Page 36
  • New Battlefield Support - Page 40

Credits

Writer
Corey Lyon

Editor
Chen Rui

Beta Testing
Luke Camperlengo
Zayne Huff

Published Freely Under Baad Brew Games

All images are copyrighted by Catalyst Game Labs, Hairbrained Schemes, and their respective artist.

PART I

The Modern Battletech System

Getting Started

In order to get started in Battletech you will need a few things. A pair of six sided dice, access to a printer, a table to play on, a tape measure, and some sort of token to represent your units. Depending on your preferred method of play, you will need either the Total Warfare book (or Battletech Manual) or the Alpha Strike Compendium. Lastly, a familiarity with the Master Unit List (masterunitlist.info) will go a long way to help you with understanding force building.

New & Modified Rules

In the following sections, many of the rules are new to Modern Battletech (LC). However, some rules are modified versions of those found within the official rulebooks. Players using this set of rules for their games are advised to use the modified version of the rules, but you are free to decide which version you like better. Keep in mind that the rules here are balanced in assuming you are using the complete Modern Battletech ruleset.

Hexless Play

The Modern Battletech rules are meant for hexless play on a table using inches. While Total Warfare suggest using a scale of 1:2 when converting hexes to inches, LC uses a 1:1 scale. There is no need to change your unit sheets.

If players wish to use their hex maps, it is as easy as converting the inches back into hexes. In instances where this might not be as simple, there will be notes detailing the correct procedure.

Target Movement Modifiers

Target Movement Modifiers (TMM) are a big part of the Total Warfare ruleset. To simplify them, Modern Battletech uses a similar system. Instead of having to move the full distance in inches to get the proper TMM, you just need to move. Your unit's TMM is determined by their method of movement and max distance within that method.

For example, an Atlas can normally move 3" walking or 5" running. If the Atlas moved 1", it would have a TMM of +1 in the LC system. If it ran 4", it would now have a +2. Apply the same logic when using Sprinting and Jumping movement forms. Jumping still always has a +1 in addition to the normal modifier.

Terrain

In the spirit of making our models look cool on the battlefield, terrain can help really bring to life conflicts within the 31st Century. There are many different types of terrain, but they really come down to a few categories: Static terrain, like buildings and roads. Area Terrain, like forest and water. Height, like hills and craters.

In order to move up or down "levels" on 3D terrain, simply measure the vertical distance and round up. This is the minimum needed to move up or down the terrain. Same method of jump capable units.

Before play, determine the terrain types with your opponents for the purpose of the TMM modifiers they provide. For Area Terrain it is important to understand the boundaries of that terrain. While a few trees to be used to represent a forested area, they should be arranged in a way to provide some foot print of where that forest is, without impeding models from entering it too much. When in doubt, it is always good to have the discussion with your opponent what is fair and what isn't.

When using hexless map setups, terrain behaves a bit differently than it does in Total Warfare.

When entering an area terrain, your movement is reduced by the MP reduction as normal. However, this only applies to you once. So, moving into Light Woods only reduces your total movement by 1", instead of costing 2" to move at the rate of one.

When shooting into, through, or out of terrain consider the following:

  • If your target is at least within 1" of the edge, they are considered covered by the terrain if it provides them a bonus.
  • If you are shooting through at least 1" of terrain, you incur a penalty to attack as if you were shooting through that terrain type. However, you do not stack for everything 1" beyond the first. If there are two types of terrain in the way, both stack together. This can be Light and Heavy Woods, for example.
  • If you are more than 1" from the edge of area terrain, while within it, you apply the penalty for shooting through that terrain.
  • If you are base to base with another unit, you do not apply modifiers for terrain except for Smoke.

Line of Sight and Cover

Modern Battletech uses a true line of sight system. If a model can see at least 25% of another model, it is considered a valid target for a direct attack. Any unit at least 25% obscured by cover, is given a +1 to their TMM. In addition, any shots that would normally hit any location covered from the attack is negated.

On the flipside, a unit in cover cannot use weapons against a target where those weapons would be covered the terrain. If there is doubt on whether a weapon is covered by the terrain, it cannot fire if more than half the location is covered by the terrain or unit regardless of what is represented on the model.

Outside of terrain, units will block line of sight for other units. Using the true line of sight system, a unit in the path of your target will take damage if a location is rolled on the target that otherwise would be blocked by cover. You a dice to randomize any units within the path, if there are multiple, and roll the location on the new unit as if the attack succeeded on them.

Line of Sight to and from airborne units is treated much the same way as Total Warfare. Aerospace units can be attacked along their line of movement. To attack an Aerospace, VTOL, or other airborne unit measure from your unit's base to the target's base. Take the current altitude of the unit and apply the Pythagorean Theorem to the problem. Your C variable will be the total distance to the target, rounding up.

Forced Withdrawal

For the most part, the rules for Forced Withdrawal are unchanged from those in Total Warfare and Alpha Strike. Two key points when using the Modern Battletech system. Forced Withdrawal is NOT an optional rule. It is enforced to ensure the combat is more believable.

As a minor addendum to it, if a unit is unable to comply with its movement to withdraw (ie, it has lost a leg or it is dangerous to move) the pilot must eject at the end of its movement phase following the same rules for normal pilot ejection.

Reliability

Morale is one of those other optional things that have been in both Tactical Operations and Alpha Strike. In Modern Battletech, this rule is also NOT optional. Reliability plays an important role in the mechanics of both standard play and the campaign. LC has its own version based off the lessons learned from using the other two variants in the official books.

Panic Check Conditions

Panic checks happens at the end of the turn, after all damage and heat has been applied to the unit. When determining if a unit needs to take a Panic Check, use the following situations:

  • A unit has suffered a Critical Hit to the Engine, Gyro, Sensors, Lifesupport, or Weapons.
  • A unit has suffered two pilot or crew damage during the scenario.
  • A unit has lost more than 25% of its weapons.
  • An infantry unit has suffered at least 25% casualties this turn.
  • The unit's Sub-Commander was destroyed this turn. (Only the formation takes the Panic Test)
  • The force's Commander was destroyed this turn. (The entire Force takes the Panic Test)
  • Over 25% of the total Force has been destroyed or has withdrawn.
  • The unit has been hit with a nuke or cruise missile.
  • The unit was directly hit by artillery.
  • The unit has lost half of its armor.
  • The unit has lost half of its structure.
Panic Check Table
Condition TN Modifier
Attacked by Inferno Ordnance +1
Attacked by a Cruiser Missile +2
Unit is a Battlemech -1
Unit is Battlearmor -1
Unit is a Support Vehicle +1
Unit is Conventional Infantry +2
Pilot has Iron Will -1
Unit is Demoralized +1
Unit has Engine damage (Cumulative) +1
Unit has Gyro damage (Cumulative) +1
Unit has Motive Damage (Cumulative) +1
Friendly Force Commander in LOS* -2
Friendly Sub-Commander in LOS* -1
Friendly Force Commander has been destroyed +2
Friendly Sub-Commander has been destroyed +1
Has Fallen this Turn +2
Infantry Only Modifiers
Attacker is a Battlemech +2
Attacker is Battle Armor +1
Unit is within cover -1
Unit is dug in -2
Unit is within a building -2
Any friendly routing units within LOS +1
Friendly (non-Routed) 'Mechs in LOS -2
Friendly (non-Routed) Combat Vehicles in LOS -1
Fire in LOS** +2

-* A friendly commander or sub-commander is only considered to be in line of sight if it is within 8"
-** Infantry within 6" of fire take this modifier

Reliability Rating
Experience Rating CP Cost Reliability Rating
Questionable 0 8+
Reliable 2 6+
Fanatical 4 4+

see page 13

Making a Panic Check

The Panic Check is a 2d6 roll against a base target number equal to the unit's Reliability Rating (see page 11), plus all applicable modifiers listed in the Panic Check Table. If the roll is equal to or higher than this modified target number, the unit's morale remains intact and it may continue to act normally. Otherwise, the unit is considered Broken and must immediately make go into Forced Withdrawal.

A Routed unit must retreat from the battlefield as if under Forced Withdrawal. However, a Routed cannot make attacks against any target alongside the normal Forced Withdrawal rules.

If a unit does not recover their nerve before they exit the map, they are considered removed from play for the purposes of the scenario.

Any unit unable to follow the Forced Withdrawal rules, ie through loss of motion or inability to stand, must eject or surrender the unit. They are considered immediately removed for the purpose of the scenario scoring.

Rolling two 6s always passes Panic Checks regardless of any modifiers that take it beyond 12. Conversely, results of two 1s always fails a Panic Check. If a Panic Check is failed in this manner the unit immediately abandons the field. If this is a Battlemech, the pilot attempts an ejection. If this is any other units, they abandon their equipment and leave the field in panic. They are considered destroyed for the results of the scenario.

Recovering Nerve

At the end of the turn, any unit may attempt to recover their nerve. This roll is simply another Panic Check with all the appropriate modifiers. If the check is successful, the unit can act as normal. If the check fails, the unit continues to be Broken.

Expanded Phases

In order to expand upon certain rules and pieces of equipment present in the setting, the game is broken down into the following expanded phases. Do note that if no such units or rules are being used as to utilize these phases, then they may be skipped for the scenario unless they do come into play.

  • Phase 1: Initiative
  • Phase 2: Artillery Attacks
  • Phase 3: Ground Movement
  • Phase 4: Aerospace Movement
  • Phase 5: Sensors and Spotting
  • Phase 6: Artillery Strikes
  • Phase 7: Weapon Attack Phase
  • Phase 8: Physical Attack Phase
  • Phase 9: Damage, Panic, and Heat

The two new phases are "Sensors and Spotting" and "Damage, Panic, and Heat". The sensors and spotting checks are where players resolve their sensor checks, spot for indirect attacks, and use weapons such as NARC or TAG. When using NARC, you may only use Homing or Nemesis pods in this phase. All other pods are used in the Weapon Attack phase. Homing or Nemesis pods that successfully stick to a target take effect immediately.

The Damage, Panic, and Heat phase is where you make your Panic Checks, as needed, calculate heat, and resolve any final damage needed.

Fog of War

In order to use the Fog of War rules, as stated here, you will need some kind of tokens for each of your units. These can be paper, hex bases, or even models. Something generic to represent a unit without revealing what it is. On each token you should denote the type of unit it is (Battlemech, vehicle, etc) on one side. On the other, have something written or color coded to link back to a specific unit.

We will assume sensors in this time are able to detect most anything on the battlefield (save Hidden units) and regardless of the size of your map, these tokens are all deployed on the same map.

At the end of each movement phase, a new phase is inserted before the shooting phase, the Sensors and Spotting Phase. Here, each player takes turns attempting to detect opposing units who are hidden via the Fog of War Rules. All units are assumed to have a base sensor range of 12".

Use the following table to determine the Target Number needed to identify a unit. Each 2d6 roll is based on a unit's piloting/driving skill. If the unit equals or exceeds the target number, the unit is revealed and replaced with the proper model.

First, apply any detection range modifiers to both the sensing unit and the target unit.

Detection and Stealth Equipment
Equipment Range Modifier
Light Active Probe +4"
Beagle Active Probe +6"
Clan Active Probe +8"
Bloodhound Active Probe +12"
ECM -4"
Guardian ECM -6"
Angel ECM -12"
Battle Armor ECM -4"
EW Equipment -2"
Stealth Armor -2"
Target not in LOS -4"

If the target is still in detectable range, add the following modifiers to the piloting skill of the sensing unit based on the target they are attempting to detect.

Target Detection Modifiers
Target Unit TN Modifier
Battlemech -1
Vehicle +1
VTOL +0
Infantry +4
Battle Armor +3
ECM +2
Guardian ECM +3
Angel ECM +4
Battle Armor ECM +2
EW Equipment +1
Stealth Armor +1

Next check if the unit attempt to lock their sensors on a target have any of the following modifiers.

Sensing Detection Modifiers
Sensing Unit TN Modifier
Has LOS -3
Light Active Probe -1
Beagle Active Probe -2
Clan Active Probe -3
Bloodhound Active Probe -4

If the sensing unit succeeds in their check, the targeted unit is revealed without LOS needed. Replace the token with an appropriate model.

Shooting at Unidentified Units

You may still target and fire at unknown units, however you must add an additional +1 to the attack. Any damage resolved against the target should be done as secretly as possible to avoid meta gaming the target.

Modified Equipment Rules

Active Probes

In addition to their normal benefits, Active Probes help when spotting for indirect attacks. If a spotter has an Active Probe and spots a target within range of the probe, any attacker rolling to hit that target with an indirect attack adds +1 to their result. If the firing unit also has a probe, within range of the target, they can add an additional +1 to their result.

ECM & EW

In addition to their normal benefits, ECM can protect against more advanced targeting systems. If being spotted by a unit, the ECM negates any Active Probe bonus from the spotter unless the ECM is countered by a Bloodhound Active Probe. The only system immune from this is an Angel ECM.

TAG

TAG systems may be utilized in the Sensors and Spotting phase as normal to designate a target for incoming artillery or missile fire. In addition, any friendly unit attacking a successfully tagged unit receives a -1 to hit modifier against that target when making attacks with Missile weapons.

Anti-Missile Systems

Anti-Missile systems remain largely unchanged in Modern Battletech with one notable exception. Instead of just covering their own units, they may also protect allies within 3" from missile based weapon systems. When being attacked, before the attack is rolled, you can declare that your AMS is protecting an ally unit. If doing so, the AMS is considered to have fired this turn.

Performing an Alpha Strike

Inspired by the rules developed by Death From Above Gaming, the Alpha Strike rule is an alternative method of rolling dice for shooting your weapons. The difference between it and Chain Firing (normal method) your weapons is that it is one big dice roll. The all or nothing nature of this method means that when rolling for location, your groupings tend to be much more focused on one area of the target.

When using Alpha Strike, first declare such before rolling. Choose one dice to be your base dice. Then pick various other dice to represent the different weapons or To Hit Numbers you are firing with. These can be different colors, sizes, etc. Make sure you explain to your opponent before hand so there is no confusion.

Once the dice pool is rolled, compare all dice to your base dice. If the weapon dice and the base dice add up to hit your target, then the hit is successful just as it normally would be when firing normally.

The caveat is when you fire in this method, you apply the same rolling mechanic to location of the damage. Pick one dice again to be your base, different dice for different weapons and roll them. Just as before, compare the dice to your base and apply damage to the location.

Cluster Weapons

Instead of using a cluster table to resolve hits by cluster weapons, the Modern Battletech system uses a simple dice rolling mechanic. If a cluster weapon hits the target, select a number of dice equal to the normal damage cluster size of that weapon. For example a SRM 6 does a maximum of six damage clusters of two points. Roll those dice and on a 3+ the cluster hits. All cluster weapons do a minimum of one cluster of damage upon a successful to hit roll. LRMs and MRMs do a minimum of two damage if no clusters hit.

In the case of an unknown damage cluster amount, always default to a 2 point damage cluster. Infantry deal damage in 2 point clusters unless using support weapons or field guns.

Use the table below to see which modifiers might apply to the target number needed for a Cluster Confirmation Roll when making Missile attacks.

Cluster Confirmation Roll Modifiers
Condition TN Modifier
Missile Weapons Only
Fire-Control System -2
Artemis V Fire-Control System -3
Target is under Active ECM +1
Target is under Active Angel ECM +2
Target has active Anti-Missile System +2
Target is Tagged -1
Target is NARCed -2
Infantry Clusters

When infantry fire cluster weapons, such as SRMs, treat them the same as any other Cluster Weapon. When infantry fire standard infantry weapons, break the number of active personnel left in the unit to as many groups of five as you can. Any spare should be rolled separately to determine if they hit. Just like rolling for a Cluster Weapon, on a 3+ that group of five infantry hits the target. Calculate how many groups hit and compare that number with the infantry sheet to determine damage as you would normally for infantry.

Battle Armor

Battle Armor behaves in much the same way as infantry when it comes to weapons, but each Battle Armor counts as its own grouping. So a star of Elementals would roll five dice to determine how many Elementals hit on a 3+.

Intelligence

Modern Battletech uses the Battlefield Intelligence rules starting on page 154 of the Alpha Strike: Commander's Edition. This is an optional rule that players may wish to use if certain Combat Commands have rules that effect it. There are certain support units present in this book that also have an effect on Battlefield Intelligence.

Multiplayer Rules

Players wishing to play team games are able to do so relatively easily. Just remember that rules only work on allies if it explicitly says it effects allies or friendly units. If the rule effects units from that particular combat command, they do not have any effect on your teammates.

When rolling for initiative, each team will pick one player to roll for their team. This is generally the player who has the highest Intelligence rating or most experienced commander on the field. However, it is up to the players to decide. If a player rolls, they may only use abilities that their forces possess to effect the Initiative roll.

Quick and Dirty Point Value

While the actual rules for Battle Value into Point Value are long and complicated, the average seems to hover around 1 Point Value equally 45 Battle Value. If you must convert to and from Battle Value for any reason, you can use this ratio as a quick method of calculation.

Initiative

Instead of using the normal initiative of Battletech, players will now use the following system which is much more dynamic in nature and reflective of the board state.

It starts with the normal, opposing 2d6 rolls. This roll is considered the Force Initiative. All special rules, quirks, and equipment normally only apply to this roll. This initiative is used for nothing else outside of breaking ties for the following initiative rules.

When rolling initiative, instead roll it for each unit present on the board. If playing with more than two lances, it is advised that a "unit" represent a lance/star/level II instead of individual units. When using formations as the "unit" make the roll on the highest modifier of that formation.

Each unit rolls a 2d6 and adds/subtracts from that roll if they meet the following modifiers. The final number is the initiative "slot" they take up in that movement turn. The player who has the highest initiative value moves that specific unit. If two players have the same initiative value, the loser of the Force Initiative moves a unit first. Then it is alternating as long as units are in that same value. For example, if Player A has one Battlemech that rolled a 12 and Player B had two Battlemechs roll a 12. If Player B lost Force Initiative, they would move one Battlemech first and then Player A would move. Player B would move their last unit in the 12 slot until moving on to the number 11 slot.

Unit/Formation Initiative Modifers
Condition Modifier
Tonnage Modifiers
Unit is Light -4
Unit is Medium -2
Unit is Heavy 0
Unit is Assault +2
Infantry/BSP -2
Equipment Modifiers
Active Probe -1
ECM -1
Communications Equipment -1
Quirks
Battle Computer -2
Command Mech -1
Improved Communications -1
Improved Sensors -1

Any value generated that is below 1, is treated as a 1.

Unit/Formation Initiative Modifers, continued
Condition Modifier
Condition Modifiers
Prone +4
Every MP Damage +1
Gyro Damage +2
Engine Damage +2
Sensor Damage +1
Every 2 Pilot Wounds +1
Friendly Active Command Console -2
Friendly Occupied Dual Cockpit -1

Any value generated that is below 1, is treated as a 1.

Damage received on your units will now translate to loses in initiative; a downed assault 'mech will now struggle to keep pace even with other 'mechs of its same weight class. This also gives light and medium units the ability to use their speed to outmaneuver heavier forces instead of allowing the game to devolve into a battle between only giants.

Lastly, it creates scenarios where certain units and equipment can truly shine through as worth the tonnage rather than be relegated to very niche duties in very specific scenarios.

PART II

Building a Combat Comman

Combat Commands

In this section, you will use the rules to build your combat command. You are welcome to use any combat command previously printed in official material, recreate them with the following rules, or create your own. The following rules are intended to help balance the Force building process for the game. It is highly encouraged that both parties use this system, even if playing an established cannon combat command. There may be a future update where the combat commands are redone for balance sake.

Command Points

Command Points are a base pool of points each Combat Command has to build their special rules. Each Command starts with 20 Command Points. You do not need to use them all, however. These rules are not optimized for min-maxing Combat Commands and fluff based building is more encouraged.

Any points leftover should be record as your "Handicap". Up to a maximum of five, this is the number of bonus Victory Points your command generates in any scenario. If there are more than one Commands on a team who have a Hanicap, choose the lowest for this bonus.

Sub-Commands

When creating a Combat Command you might wish to create separate sub-commands for your force. This does not cost any points needed for command creation. However, it is important for you to distinguish Command and Sub-Command Special Rules, Experience Rating, and Reliability Ratings. If using Sub-Commands, each command must pay individually for these factors and might eat into your total Command Point pool quickly. It might be easier to create a Combat Command for each Sub-Command you wish to represent on the table top.

Step 1: Era

In Battletech, eras play an important role in determining time and technology level. It certainly is one of the primary driving forces behind the setting. While this rule set is only intended to cover the rules from the Succession Wars until the Jihad, you can adapt these rules to fit any era. Supplemental books may be released at a later date to cover those areas missed such as the Star League and Post-Jihad history of the setting.

Combat Commands should have an era attached to them, if for nothing else than to represent how commands can change over the years. Their tactics can develop different, they can found new sub-commands, and they take losses and experience. Era just sets the tone for your force and where it will fight in the larger setting of the universe.

Step 2: Choose a Faction

The Faction is the type of government or lack there of which the Force is associated, and determines the Force’s available equipment and its organization. The choice of Faction determines the Standard Lances and Availability Lists from which a Force may be assembled. As suggested before, use the Master Unit List in helping you determine the types of units you are allowed to build a formation with.

Step 3: Faction Traits

Faction Traits are overall modifiers that apply to your Combat Command if they are part of a chosen faction. Combat Commands do not generally change factions, though there are exceptions. Mercenaries do not count their employer as granting them any bonus traits.

Step 4: Availability List, Common Allies, and Common Enemies

Your combat command's availability list is that of your chosen faction (or those of a published command) and cost 0 CP.

All Clan factions have access to the General (Clan) list and their faction list. All Inner Sphere factions have access to the General (IS) and their faction list.

All commands may have have common enemies that allow them to simulate salvage over time. A common enemy cost 1 CP each, but allows the Combat Command to have an additional availability list to pull units from.

If a Combat Command is a mercenary, they can also have a Common Ally at the cost of 2 CP each.

Step 5: Experience Rating

Next you need to decide how experienced your overall command will be. Be careful when choosing this rating because doing so means that any force you field from this command must be at least two-thirds of this Experience Rating.

All Combat Commands start at Green and can be upgrade by paying a Command Point Cost associated to the table below. Not that, unlike Force Building rules, you do not need to purchase the previous rating to gain the Rating, those cost are already built in.

Experience Rating
Experience Rating CP Cost
Green -
Regular 2
Veteran 3
Elite 4

Step 6: Reliability Rating

Not all warriors will stand and fight against insurmountable odds. Even the most skilled commands might not wish to take heavy losses to achieve their objectives. Choosing a Reliability Rating gives units under this Combat Command a base target number for the purposes of Morale (see page 6). All units start out as Questionable. From there they can increase the overall Reliability Rating of their command by paying the Command Point cost associated below. Note, you do not need to purchase the previous rank of experience in order to gain a higher rating.

Reliability Rating
Experience Rating CP Cost Reliability Rating
Questionable 0 8+
Reliable 2 6+
Fanatical 4 4+

Step 7: Support Composition

When creating your Combat Command, you will want to consider how you want to build your forces. Some smaller Commands may only have access to Battlemechs while larger Combat Commands may be able to muster entire Combined Arms offensives. Choosing your Support Composition here allows you to bring certain types of Battlefield Support.

Note that this does not have an effect on what units you can normally field from your availability list. It is only for Battlefield Support in cases where it is used for balancing Point Values or for scenario purposes.

Support Types
Type CP Cost Support Gained
Engineers 1 Minefield Support
Artillery 2 Artillery Support
Aerospace 2 Offensive/Defensive Aerospace Support
Infantry 1 Infantry Support, Infantry Transport Support
Combat Vehicles 2 Combat Vehicle Support
Support Vehicles 1 Support Vehicle Support








Step 8: Command Traits

Battletech has a very ancient history of storied military commands. Some of them were even inspired by real formations from our own history.

Using the following table, you may selected up to three Command Abilities. All of these special rules can be found in either the Alpha Strike or Campaign Operations source books. Each Special Command Ability cost Command Points as well as having an minimum Experience Rating requirement.

Special Command Abilities
SCA CP Cost Exp Rating
Adjusting Fire 3 Green
Anti-Aircraft Specialist 1 Green
Anti-Mech Training 2 Green
Banking Initiative 3 Veteran
Berserkers 3 Veteran
Brawlers 4 Veteran
Camouflage 4 Regular
Combat Drop Specialist 2 Regular
Communications Disruption 3 Regular
Counterparts 2 Green
Direct Fire Artillery Specialist 2 Green
Enemy Specialization 3 Green
Environmental Specialization 4 Green
Espirt de Corps† 3 Regular
False Flag 3 Regular
Fast Withdrawl 2 Regular
Flankers 3 Regular
Focus 5 Veteran
Force the Initiative 4 Veteran
Ground Attack Specialist 2 Regular
Highlander Burial 2 Regular
Hit and Run 4 Veteran
Infantry Defensive Experts 4 Green
Infantry Dragoons 2 Regular
Infiltrators 3 Regular
In the Moment 5 Elite
Intelligence Specialist 3 Regular
Loopers 3 Regular

† Esprit de Corps does not ignore Panic Test and units will still be put into Forced Withdrawal if they fail them. However, any unit within a command that has this special rule has a +1 to the check result of any Panic Test.

Special Command Abilities (Continued)
SCA CP Cost Exp Rating
Off-Map Movement 2 Regular
Overrun Combat 6 Elite
Rapid Strike 5 Veteran
Regional Specialization 2 Green
Savages 5 Veteran
Sharp Shooters 4 Veteran
Shielding 3 Regular
Speedfire 3 Regular
Strategic Command 3 Green
Strategic Planning 3 Veteran
Tactical Adjustments 3 Veteran
Tactical Experts (Combined Fire) 4 Veteran
Tactical Experts (Dogfighting) 3 Veteran
Tactical Experts (Engineers) 2 Regular
Tactical Experts (Hidden Units) 4 Veteran
Tactical Experts (Physical) 3 Veteran
Tactical Experts (Siege) 2 Regular
Tactical Specialization 2 Veteran
Tactical Specialization (Combined Arms) 2 Regular
Tactical Specialization (Small Unit Action) 3 Regular
Warrior Code 3 Regular
Zone of Control 4 Veteran
From the Battle of Tukayyid Supplement
Unleashed 4 Elite
Steady 3 Elite
Pounce 6 Elite
Family 3 Veteran
Fang 3 Veteran
Hover-Drop Specialist 2 Regular
Wrath 4 Veteran
Walking Death 5 Elite
Assault Operations 5 Veteran
New Special Command Abilities
SCA CP Cost Description Exp Rating
Stubborn 4 You may re-roll Panic Checks for units of this command. You must accept the results of the reroll. Veteran
Banzai! 2 If a unit from this command has made a Charge move. Enemies targeting charging units add a +1 to hit per charging unit in LOS to a maximum of +3. Regular
Tenacity 3 Units from this command add a -1 to hit in melee for every foe attempting to melee them in the Physical phase. Veteran
Diversionary Tactics 3 At the beginning of play, before the first turn roll a d6. On a 2+ your opponent may not use any non-unit Battlefield Support until turn 3. On a 1, they may use it as normal. Regular
Supply Raiders 5 At the beginning of play, before the first turn roll a d6 for each of the opposing units on the field and in reserve. If a 6 is rolled that unit begins the game with half (rounding down) of its normal ammo load. Veteran
Lead from the Front 2 This command's commanders and sub-commanders add an additional +1 to the results of a Panic Check of all units in this command within 8". Green
Zealots 4 This command always uses 3d6 for Panic Checks and picks the two highest dice. Green
Scouts 3 If the enemy is using hidden units, roll a d6 for each hidden unit deployed before the first turn. On a 6, that unit is revealed where it was hidden and may act as normal during the first turn. Green
Tactical Supremacy 5 After turn 4, your force negates a random Special Command Ability the opposing force possesses. Elite
Hatred 3 Choose a faction or specific command as a target for this command's hatred. When facing that foe, add a -2 to all Panic Check TNs. Green
Fearsome 3 This unit has a terrifying reputation. Any opposing unit within 6" of one of these units has a -2 to any Panic Check results. Regular
Pride 3 Units from this command may never refuse an individual challenge and must focus any foe who chooses them as a Blood Stalker target. They receive the same effect as Blood Stalker against any foe that has chosen them as the Blood Stalker target. Veteran
Well Drilled 3 Any circumstance where this command would be forced to not deploy all their units, they may choose to ignore that circumstance. Green
High Horses 2 Battlemech and Armor units do not take penalties from seeing friendly infantry fleeing from the battlefield. Green
Tactical Experts (Entrenchment) 3 When deploying infantry or armored vehicles you may choose to put them in a dug in or hull down position on the battlefield immediately without waiting a turn. Green
Flexible Command 3 If a commander or sub-commander is destroyed, they may be replaced with another active unit from that formation. This allows you to ignore the loss of Special Command Rules. Regular
Upstart Peasants 3 If this force contains no Battlemechs they have a permanent +2 to all initiative rolls. Green
Treadheads 3 Gain +2 Initiative bonus if you have more armor than Battlemechs on the field. Green
Zellbrigen - Only available to Clan Commands All units of this command must issue a challenge to similar units. -
Zellbrigen
  • All Clan Commands are considered to have Zellbrigen, unless other wise noted.
  • When a unit is attempting to obey Zellbrigen they must issue a challenge to any opponent within LOS that is within one step of their unit size or higher, but never lower (ie a Light mech must challenge other Lights or Mediums. An Assault cannot issue a challenge to a Light).
  • If no units of a similar type are found, challenges may be issued to any valid unit on the field. If your opponent refuses or Zellbrigen is broken, you fight at a -1 initiative. However, you temporarily gain the Hatred rule for the opponent that refused or broke Zellbrigen rules.
  • Elementals may obey Zellbrigen against other Battlearmor, but they ignore it when facing Battlemechs or other forces.
  • Vehicles and conventional infantry ignore the rules for Zellbrigen.
  • A command with Zellbrigen is considered breaking it, Dezgra, if they use means such as artillery, naval fire, airstrikes, melee or minefields to destroy enemy Battlemech forces.
  • Zellbrigen is also considered broken if two or more Battlemechs/Aerospace units engage the same target Battlemech/Aerospace unit.
  • Finally, all commands who have the Zellbrigen rule suffer a +2 TN modifier for all Physical attacks attempted by their units.

PART III

Faction Rules
The Inner Sphere
Comstar

Comstar forces benefit from having built up their combined arms forces in secret before the Clan Invasion. However, their overall lack of any real combat experience gives their commanders a distinct lack of veterans to fill out their units. As such, all Comstar Combat Commands pay a +1 PV cost for experience upgrades. In exchange, all Comstar Combat Commands receive one level of Tactical Specialization (Combined Arms) at no cost.

Word of Blake

The fanatical Word of Blake forces were forged in the fires of the Clan Invasion. However, their forces still suffer the same problem that the Comguards have when trying to attract actual talent. All Word of Blake Combat Commands pay a +1 PV cost for experience upgrades. However, all Word of Blake Combat Commands are counted as having Zealot special rule.

Draconis Combine

The warriors of the Draconis Combined Mustered Soldiery are amongst the most diverse collection of soldiers in the Inner Sphere. They range from the extremely stubborn Neo-Samurais of the Sword of the Light to the bubblegum and duct tape of the Legions of Vega. However, they all share some common fighting spirit that drives the warriors of the Draconis Combine to meet their foes in battle, no matter the odds. All DCMS Combat Commands receive the Warrior Code rule. In addition, the Draconis Combine may field the same variant within a Lance for no additional cost. However, subsequent variants still cost additional PV at a -1 per.

Federated Suns

The Armed Forces of the Federated Commonwealth were amongst the first to reintroduce the idea of Regimental Combat Teams to the Inner Sphere at war. This flexible style of organization has served the AFFS well over the years, allowing them to take on an often heavier enemy with their generally lighter forces. The AFFS command staff are generally well educated and the House Davion is patron to some of the best military schools in the universe.

All Federated Suns commands gain the Flexible Command special rule. In addition, all Commands pay -1 PV for Autocannon ammo upgrades (to a minimum of 0).

Lyran Commonwealth

The Lyran Commonwealth Armed Forces have, historically, been a competent and corrupt organization. The dubious reputation, not unearned, of Social Generals leaves many Combat Commands without strategic leadership. Due to the fires of the Succession Wars, the LCAF was left with few factories to build anything lighter than Heavy Battlemechs. Thus, its tactics evolved into unimaginative engagements with heavier forces.

Social Generals: The Lyran Commonwealth forces roll a d6 before the first turn. On a 1-3, they receive -2 initiative for the rest of the game. On a 4-6, their initiative is unmodified further.

The Lyran Military is one of the most well equipped to field larger units. As such, they pay a -3 PV for any Heavy Battlemech or Vehicle and -2 PV for any Assault Battlemech or Vehicle.

Free Worlds League

Generally seen as one of the worst combined forces within the Innersphere, the Free Worlds League Military does boast of impressive capabilities on paper. While individual units within its various states do have some impressive legacies, the military as a whole suffers from lack of real cohesion. While there have been attempts to fix this problem, few have been widely successful. That does not mean they have been incapable, though. The FWLM has contributed some of the most advanced technologies seen in the Inner Sphere to the battlefield.

The Combat Commands of the Free Worlds League pay -1 PV for any LRM ammo (to a minimum of 0). In addition, one unit per force can receive the Cluster Hitter SPA.

St. Ives Compact

This breakaway nation, unsurprisingly, inherited much of the same doctrine as their former masters in the Capellan Confederation. Many long serving CCAF command chose to integrate into the St. Ives Compact as their homeworlds join the newly formed nation.

In additional to gaining all the rules of the Capellan Confederation, combat commands from the St. Ives Compact have a Common Ally: Federated Suns and can use the Capellan Confederation Availability List as their own.

Capellan Confederation

Much like the Lyrans, the Capellan Confederation Armed Forces should be the most capable force in the Inner Sphere. Unfortunately, their military has always been hamstrung by politics, corruption, and foolishly placed pride. Still, few who face the Capellan forces in combat will ever say they are incompetent. Between its militia, in house mercenary commands, the warrior houses, and the terrifying Death Commandos, the CCAF can field some very good warriors.

Due to their largely defensive nature, the Combat Commands of the CCAF receive a special version of the Regional Specialization rule. If fighting within Capellan space (or former Capellan space), they are considered in compliance with this rule. If you are playing a game where you are unsure of the whereabouts, roll a dice. On a 1-3, you are fighting away from Capellan space. On a 4-6, you are fighting within Capellan space.

The CCAF's long standing tactical doctrine has been Combined Arms, as such their Combat Commands also receive the Tactical Experts (Combined Arms) rule if they are at least of a Regular experience rating.

Free Rasalhague Republic

The KungsArmé is an odd one in the Inner Sphere. Due to the region's dominance throughout much of its history by the Draconis Combine, the forces of the Free Rasalhague Republic field many units and doctrines found in the DCMS. However, House Steiner sought to help the fledging republic as a buffer zone against House Kurita. As such, the KungsArmé received a fair amount of equipment and training you might find more commonly in the LCAF. Couple those two factors with a distinctly and fiercely independent minded people and the modern KungsArmé is a small, but capable force. Their soldiers know that they have little chance of winning a protracted war against any of the Great Houses, so they fight with a fierceness nearly unrivaled in the Inner Sphere.

All Free Rasalhague Republic Combat Commands receive the Tenacity special rule. However, these commands may never field mercenary allies due to their long standing hatred of their kind.

Post 3052, the KungsArmé commands have the Common Ally: Comstar as if they were a mercenary command.

The Periphery
Aurigan Coalition

The Aurigan Coalition is has never been a big contender on the battlefield. Largely left out of interstellar maps, the Aurigan Coalition has been a backwater mercantile nation for centuries. What little Battlemech capability it does have comes in the form of a loose collection of noble houses' personal guards and mercenaries.

Instead, the Aurigan Coalition Military relies on a resource it does have, manpower. Infantry, particularly mechanized, dominates the bulk of the Aurigan's forces. They make use of field guns, portable weapons, and armored vehicles to take on more well supplied foes. All Aurigan Combat Commands have the Infantry Dragoons and Anti-'Mech Training rules.

Umayyad Caliphate

It is theorized that the Umayyad Caliphate may have been founded by a fleeing Clan Wolverine jumpship. As such, they arrived on the scene as an effective fighting force and have been one of the most disciplined forces in the Deep Periphery.

Morale is high among the Umayyad Corps, especially after reforms that ended the infighting that cost them much of their territory in their war against Nueva Castile. As such, Umayyad Corps commands receive the Stubborn special rule.

Nueva Castile

Nueva Castile learned the art of warfare from the Umayyad, so they fight in much the same way. They maintain a large combined arms military supported by small units of BattleMechs. In the field, the army fights as lances of infantry, combat vehicles and 'Mechs. These units fight as mixed companies.

Much as in the Inner Sphere, title and position are passed down in a hereditary fashion. The warriors of Nueva Castile take great pride in their noble heritage and all commands have the Pride special rule as a result.

Hanseatic League

Compared to other Deep Periphery powers, the Hanseatic League takes to the field with a large and well organized military force. They bolster some of the biggest navies and aerospace assets in the Periphery, save the Clans, and have a competent ground force that is willing to defend their territory.

Commands from the Hanseatic League are used to using their Aerospace in close support with their ground forces, granting them the Ground Attack Specialist rule. However, the League forces may never field more than a company of Battlemechs in any given scenario.

Tortuga Dominions

While one of the most true Bandit Kingdoms of the Periphery, the Tortuga Dominions has never had a unified military force or doctrine. They are, however, very adept raiders who are able to steal anything not secured in the strongest fashion.

Tortuga commands gain the Supply Raiders special rule.

Lothian League

A small proto-state, the Lothian League depends heavily on trade with the Inner Sphere and Marian Hegemony for its economy. Its military is largely made up of local infantry and armored militias with Battlemechs only common in mercenary commands that are desperate enough to seek employment out on the edge of the Periphery.

Lothian League commands cannot field Battlemechs, but their commands have the Stubborn special rule.

Illyrian Palatinate

An Oligarchic trading power, the Illyrians have survived the ravages of time by using their wealth to field some of the heaviest forces in the Periphery. While not numerous, their commands can field Assault mechs with more ease than most powers on the edge of humanity's expansion.

All Illyrian commands pay -1 PV when fielding Assault Mechs.

Circinus Federation

Founded by a wayward mercenary command, the Circinus Federation has been seen as little more than a pirate stronghold and an nuisance on the borders of the Free Worlds League and Lyran Commonwealth. Their military is made up entirely of the Black Warriors, a loose coalition of pirates, mercenaries, and other low-lives seeking to gain fame on the battlefield. It is not a unified military force at best of times, at the worst of times it is openly hostile to the rival factions from within.

The Circinus Federation must roll a d6 before the game begins. On a 1, rival factions have conspired to ruin your best laid plans and your force suffers a -2 initiative modifer for the rest of the game.

The Black Warriors may use the Mercenary Availability List as well as the Periphery Availability List.

Oberon Confederation

Always teetering between a minor periphery power or just outright pirate kingdom, the Oberon Confederation would ultimately survive the Clan invasions and rebuild themselves when the Clans withdrew from the area.

The Oberon military has always been made up of individual planetary defense forces who are nominally under the King's command. These forces are of various qualities, but a post 3001 force may field units from the General Inner Sphere Availability List due to Comstar interference in the Jolly Roger Affair.

Marian Hegemony

The Marian Hegemony is sometimes touted as the military with a nation. Modeled heavily after the ancient Terran empire of Rome, their forces are formed up in a different manner than their neighbors or within the Inner Spehere.

All Marian formations are base five, for the purposes of Force Building. Lances, called Centuries, are five base units. Companies, called Maniples, are made up of two centuries. Battalions, called Cohorts, are made up of three Maniples.

In addition, all Aerospace units fielded by Marian commands cost an additional 3 PV due to their rarity within the Marian Armed Forces.

Outworlds Alliance

Straddling space between the Federated Suns and the Draconis Combine, the Outworlds Alliance has always been cunning enough to play both sides as necessary for its survival. While its citizenry generally shun spending money on Battlemechs, the government spends a ton of money on its aerospace program with little to no resistance. As such, they have some of the best aerospace pilots and tech in the Inner Sphere and Periphery combined.

Outworlds Alliance commands must pay an extra 3 PV for any Battlemechs they field. In contrast, they pay 3 PV less for any Aerospace assets and the pilots automatically start at a Veteran Experience Rating.

Magistracy of Canopus

The Magistracy of Canopus is, arguably, the most progressive society in human history. They allow their citizens to virtually pursue any avenue they wish, as long as it does not infringe on the rights of others. As such, they are traditionally not a war hungry people, but the realities of realpolitik have given them one of the largest and best equipped armed forces in the Periphery.

MAF Commands can have either the Free Worlds League or Capellan Confederation as a common enemy for free. In addition, all MAF commands have the rule Tactical Specialization (Small Unit Action)

Taurian Concordat

The Taurians resisted the Star League Defense Force and the centuries of advances by the Federated Suns. The Taurian Defense Force has a proud history of tenacious defensive fighters who will die to the last man if needed.

All TDF commands receive the Stubborn special rule.

Minor Periphery

There are many, many individual planetary or system governments out in the periphery. These commands gain two extra Command Points.


Pirates

While not all pirates are from the Periphery, most generally are. The vast spaces of humanity's farthest expansion give them plenty of places to hide and set up petty bandit nations or small bases of operation.

Pirate commands do not use the standard 4 units per Lance of the IS. Instead, their formations can feature any number of units ranging from 2-8 units per formation.

Additionally, Pirate Commands can select up to two Common Enemies for no cost to represent a faction they often raid.

The Clans
Clan Blood Spirit

Clan Blood Spirit has forsaken much contact with the rest of the Clans due to their dogmatic adherence to Kerensky's vision for the clans. Thier military, while small, is made up of only the best their sibkos can produce. Alongside this, they have the unusually practice of training their other caste for war, if needed. This has created an unusual bond between the social caste that is not seen in many other clans.

Blood Spirit warriors rarely take the initiative, as such they suffer a permanent -2 initiative modifier. However, they receive the Esprit de Corps as a Command Special Ability.

Clan Burrock

Despite their history with the Dark Caste, Clan Burrock has shown itself to be among one of the most flexible Clans. Constantly shifting their tactics, they are able to keep any opponent on their toes.

All Clan Burrock forces have the Tactical Adjustments rule.

Clan Cloud Cobra

The deeply spiritual Cloud Cobras practice a faith simply known as The Way. Seen as fanatics, alongside the Nova Cats, the Cloud Cobras were never a major power until after the War of Reaving. Despite their belief that all life is sacred, they do not shy away from warfare. Aside from Clan Snow Raven, the Cloud Cobras possibly possess one of the largest Aerospace stockpiles in Clan space. They use it to great effect to soften an enemy up before sending in their ground forces. Despite this advantage, their ground forces are among the weakest of the Clans.

Cloud Cobra commands pay -4 PV for any Aerospace unit they bring to the field. In exchange, they must pay +2 PV for any Ground unit they bring to the field.

Clan Coyote

Cited as more conservative than even the Smoke Jaguars, Clan Coyote has shaped much of path of the Clans as a whole. They developed Zellbrigen and the first Omnimechs. Their influence during the Golden Century helped the Clans become the technological power house over the Inner Sphere. Their touman was one of the largest before Operation Revival and favored the heaviest of assets.

Coyote commands enjoy a -2 PV cost for any Omnimech fielded. In any engagement that fields more than a Binary of Coyote units, the command receives a -2 initiative bonus to represent the very top down nature of its command structure.

Clan Diamond Shark (Sea Fox)

The often looked down upon Merchant Clan boast the biggest Clan economy and has one of the most integrated caste structures in all of Kerensky's children. Clan Diamond Shark, originally Clan Sea Fox, has shown is willingness to adapt more than all other Clans. This has created many problems with their cousins, but ultimately the Clan would survive many of them intact and richer. Their military is more free thinking and focused on victory than all other clans (except maybe the Not Named Clan). This has led to many to repeatedly call out the Sharks for non-clan like behavior. The Sea Fox developed Chatterweb acted as social means of communication, but a great tool for intelligence gathering.

All Diamond Shark commands have the Intelligence Specialist rule and Flankers.

Clan Fire Mandrill

The xenophobic and fractured Fire Mandrills tend to be much more an hindrance themselves than any outside forces. Due to near genetic stagnation and their isolation, their touman is constantly lacking the strength to stand up to their rivals. They were one of the few clans who did not even place on the reserve list for Operation Revival and sat out the Clan Invasion entirely.

Their warriors' favored tactics seem to be becoming unpredictable. All Fire Mandrill commands get the Diversionary Tactics rule.

Clan Ghost Bear

The conservative and slow to act Clan Ghost Bear has maintained a large presence in Clan society simply because they refuse to act until provoked. Their touman is amongst the largest of the Clans, yet their warriors have historically be largely untested in real combat. The Ghost Bears pioneered many of the tactics used today by Clan Battlearmor forces. The Bear may be slow to change, but it is powerful when it finally stirs.

Ghost Bear commands have the Family special rule.

Clan Goliath Scorpian

The drug fueled visionaries of the Star League's restoration have been seen as little more than junkies by their peers. Goliath Scorpion warriors should not be under estimated as they are amongst the deadliest fighters the Clans have to offer. They honor Zellbrigen to no end and will often put themselves at a disadvantage to prove their superiority.

Despite all this posturing, the Scorpion's formation structure is quite robust. They are renown for heavily mixed Stars and Novas where even Aerospace assets are mixed in with Battlemechs, Vehicles, and Battlearmor. All Goliath Scorpion commands gain the Ground Attack Specialist special rule, but suffer a -1 Initiative because of their command structure.

Clan Hell's Horses

Prizing the individual more than the other more "greater good" focused Clans, the Hell's Horses are a unique culture. They were the creators of the Elementals, which fit well into their doctrines of combined arms. While they do not field as many Battlemechs as the other clans, their conventional forces more than make up for that gap. Many foes foolishly have underestimated Hell's Horses tanks and infantry only to meet their ends.

All Hell's Horses Commands can field Battlearmor and Conventional Infantry at a -4 PV cost. However, they must pay an additional +3 PV for any Battlemechs they select for their force.

Clan Ice Hellion

Seen as rash and quick tempered, the Ice Hellions never rose to greatness during their history. While their battlefield tactics showed promise in some areas, they often failed to capitalize on the gains they did make. Their unique interpretation of Zellbrigen caused a rift among many other Clans and even amongst some of their own warriors.

Ice Hellion commands favor speed, as such they suffer a -1 Initiative penalty for ever unit they field that has a Walking MP of 4 or below. However, they do no break Zellbrigen if attacking with multiple Light or Medium units against a Heavy or Assault unit.

Clan Jade Falcon

One of the poster children for the "Staunch Traditionalist" Clans, the Jade Falcons are amongst the more prestigious Clans to every exist. They field a powerful touman of warriors, have an economy only second to the Diamond Sharks, and their civilian caste enjoy many freedoms their more traditional cousins do not. If there is one thing that defines the Jade Falcons more than anything, its their pride. A virtue and a weakness that will constantly come into play during their long history.

All Jade Falcon commands receive the Pride special rule.

Clan Nova Cat

The mystic seers of the Clans, the Nova Cats had always stood apart from their atheist cousins in their highly religious overtones within their culture. The Nova Cat touman favors light and medium mechs due to their history of resource shortages. After Tukayyid, the Nova Cats would join the 2nd Star League and resettle their entire Clan within the Inner Sphere.

Nova Cat commands have the Hover-Drop Specialist special rule.

After 3052, Clan Nova Cat replaces Hover-Drop Specialist with the Common Ally: Star League (Second) and Inner Sphere.

Clan Smoke Jaguar

The apex predator of the Clans. The Smoke Jaguars forsake all other pursuits unrelated to war. While they rivaled the Jade Falcons in their haste for battle, they were also cunning and intelligent making for a fearsome combination. Their civilian castes are viewed as totally subservient and inferior to the warriors of the Clan.

All Smoke Jaguar commands gain the Fearsome special rule.

Clan Snow Raven

The Clan Navy who also has a Clan, the Snow Ravens have always been outsiders to their kin in Clan space. They field the largest navy and devote a lot of training to that sphere of combat rare in the galaxy. As such, many of their warriors are trained in zero-g and low gravity situations.

Snow Raven commands do not suffer Gunnery or Piloting skill modifiers for Vacuum, Trace Atmosphere, or Low Gravity environments.

Clan Star Adder

The pragmatic clan, the Star Adders are noted for their lack of deification of Kerensky. They have an open and welcoming society that believes in service to the Clan above all else. Even their civilian castes can have some political sway due to the position of a Adder's Adjutant. The Star Adder warriors favor stand up fights in large machines that can inflict maximum damage in a short time. This has led to their forces lacking in infantry and air assets.

Star Adder commands can field Assault mechs for -4 PV. In exchange, they can never field a mix of infantry or armor in formations that also have Battlemechs.

Clan Steel Viper

Though not near the levels of isolation that the Blood Spirits practiced, the stand offish nature of the Steel Vipers was apparent throughout much of their history. They had a near blind hatred of Clan Jade Falcon and battles constantly flared up between the two rivals. Their training program produced nearly half the warriors of other clans, but those warriors were often better than their peers. Even with a small touman, not helped by the complete ban on freeborns becoming warriors, the Steel Vipers consistently proved their mettle was more than a match for any foe.

Clan Steel Viper commands have the Fang special rule.

Clan Wolf

While the other Clans all squabbled over who could out do each other's honor, Clan Wolf approached every aspect of their culture with a practical "if it works" pragmatism. While some Khans might have favored the more conservative leanings of Clan culture, the society in Clan Wolf was one of near total personal freedom. It was Clan Wolf, and really Clan Wolf alone, that could spawn the mastermind that was the Wolf's Dragoons. Even going so far to allow the returned Natasha Kerensky to become on of their Khans.

Clan Wolf commands enjoy a flat -1 PV cost for all units across the board when building a force.

Clan Wolf in Exile

The Warden splinter faction of Clan Wolf that was born out of the fires of the Refusal War. They first settled along the Lyran-Falcon border in what would become the Arc Royal Cordon. Due to their relationship with the Kell Hounds and the Lyran Alliance, they would rebuild their touman with many Inner Sphere machines.

These exiled commands are treated as having the Common Ally: Lyran Alliance for free.

Minor Clan/Bandit Caste

Clans have fallen and risen over the many centuries of the Post-Exodus era. Factions like the Not-Named-Clan, Jade Wolf, and the Society have all come and went.

Minor Clan Commands have a choice of: Hatred, Pride, Fearsome, or they can choose to ignore Zellbrigen.

Mercenary
Age of War Origins

Some very storied commands have survived in some form or another from before the Star League. Maybe they are even from the ancient days of pre-FTL Terra. The Northwind Highlanders are the ultimate example of this type of mercenary unit.

These forces can choose a Common Ally or Common Enemy for free that represents their nation of origin.

Star League Origins

Not all the units followed Kerensky on the Exodus into the unknown. Some stayed behind and joined the Great Houses or Periphery powers. Others used their status to earn coin as mercenaries. Many of the most famous mercenary commands have their origins in the Star League such as the Eridani Light Horse or Blue Star Irregulars.

These commmands reduce the PV cost of all units by two.

Military Command Origins

Some mercenaries form from the military units of the Great Houses or Periphery powers. They might be formed by those factions to create an "irregular force" or forced to leave that nation like the Dismal Disinherited. Others might have grander agendas like the Wolf's Dragoons.

When building a force from this command, they may utilize units from their former faction in the era they left.

The Company Store

Despite these forces being registered as mercenaries, they form an integral part of a nation's military. This is seen many times in universe via the Black Warriors, Lexington Combat Group, and most famously McCarron's Armored Cavalry.

These forces can choose a Common Ally for free that represents their permanent employer. They may also use any special formations and building rules that faction also has access to.

Resistance Movement Origins

In the brutal neo-feudalism of the Inner Sphere there will always be men and women willing to fight for a better future. These commands are most likely to be hunted by their enemies despite going into the legitimate mercenary trade.

These forces can choose a Common Enemy that represents the faction they primarily fought against. In addition, they may always choose the Assassination Objective in any scenario where they face a Common Enemy faction.

Pirate Origins

Mercenaries have always straddled the fine line between piracy and legitimate work. Many commands outright endorse plunder for the sake of their command. Pirates who have gone legit or have been integrated into a faction's military will always still have that lust for booty.

The commands can always choose to have the Extraction Objective in any scenario. They pay one less PV for Salvage unit from a Common Enemy.

PART IV

Fielding your Forces

Building Your Army List

A New Way

Inspired by other wargames, the following alternative to force building is intended to help make a more streamlined and balanced approach to playing games of Battletech. In order to do this, the old rules for Total Warfare regarding Battle Value have been abandoned in favor of the Point Value system developed for Alpha Strike. It is the opinion of the designer of these rules that Point Value is the superior system.

Whenever you see any reference to a unit's Point Value (PV) in the rules here, it refers to the Point Value of the unit as if it were Alpha Strike. You can find the PV of all units in Battletech on the Master Unit List.

Building a List

Now that you have a faction and a command from the rules earlier in this book, it is time to build a list to play with. The process is fairly straight forward, but there are a few caveats that may be unfamiliar to those who have only ever played Battletech.

Instead of starting at the individual unit level, the LC rules have you purchase a Lance first (or Star, Level II, etc). The Lance must be completely filled out with the required amount of units. Each Lance has special rules assigned to it that are similar to those listed in both the Alpha Strike and Campaign Operations books. However, these rules are meant to be stand alone and have no bearing on the rules in those books. In addition to paying the PV cost for the Lance, you will then pay the PV cost for the unit (base cost) and its experience rating.

Operation Scale

In order to help mitigate the potential for large games to turn into a giant brawl, players are encouraged to roll for multiple objectives the more forces they bring to the table. For every three formations in your force, roll once on the Scenario Generation Objectives table. All of these objectives are valid and able to be achieved in the scenario.

Faction Specific Formations

Some factions have specialized fighting methods or have developed tactics that are unique to their fighting style. These specific formations are limited to playing as a Combat Command from that faction.

Same Variants

In universe, it has been traditionally very hard for most factions to consolidate the same variant of Battlemechs into one formation. As such, each additional Battlemech of the same chassis that you field within one formation cost an additional two Point Value each time you take it (So beyond the second, it would cost +4, then +6, so on and so forth).

The Clans ignore this rule when using Omnimechs.

Bringing Allies

The Battletech universe is a very diverse and large place. While most of the factions, save the Clans, would often hire mercenaries to supplement their forces some might opt for a more combined arms approach with an ally. To represent this on the table top, an allied force may only make up one third of the total forces deployed. You do not count PV for this, but the physical model count.

Battlefield Support

The supplemental rules for Battlefield Support are largely unchanged in Modern Battletech. However, instead of using Battlefield Support Points they can be purchased using PV instead at equal cost. Artillery, Airstrikes, and Minefields may not make up more than 1/10th of your total Point Value.

Triple BSP, from any source, to calculate the PV cost

Unit Roles

Each unit in Battletech has a defined role. These roles can be found on the Master Unit List and their descriptions can be found starting on page 57 of Campaign Operations. For the purposes of LC, these roles do not change and are an important part of force building.

Force Commanders and Sub-Commanders

An important concept for some scenarios, morale, and objectives is your battlefield commander. The Force Commander is the unit who is in overall charge of your forces on the battlefield. They can be selected from any unit you wish. Each lance (or equivalent) will have a Sub-Commander who is in charge of the lance. Note that the Force Commander counts as the commander of their lance.

All of your forces' Command Special Rules are assigned directly to your Commanders. Each time you suffer a loss of one of your commanders, randomly determine which Command Special Rule they took with them. For the remainder of the scenario, you can no longer use that special rule for your forces.

In addition, the loss of your Force Commander not only causes an immediate Panic Test, but you suffer a -2 penalty to your initiative for the rest of the scenario.

Experience Rating

Unless otherwise overwritten elsewhere, all pilots are considered to start out at a Regular rating. When adjusting the Experience Rating of a unit, use the tables below. Units must be upgrades one rating at a time, meaning they cannot go from Regular to Elite in one step. Additionally, if you go down a step, the unit less PV equal to its upgrade cost.

Experience Ratings
Name TW Skill TW Infantry AS Skill
Green 5/6 5/8 5
Regular 4/5 4/6 4
Veteran 3/4 3/4 3
Elite 2/3 2/2 2
Upgrade Cost
Unit Type PV Cost
Infantry +3
Battle Armor/Protomech +4
Support Vehicle +2
Combat Vehicle +4
Aerospace +5
Battlemech +6

Availability List

When choosing units to fill out your formations, you must only choose units that are available to your forces. These availability list are chosen when creating the Combat Command, see page page 11. These availability list can be found on the Master Unit List website.

When choosing units from the list, those which are on your faction's list cost no additional Point Value. Units within your Common Ally's list cost an additional +1 Point Value to field. Units within your Common Enemy's list cost an additional +2 Point Value to field. Fielding units not on any of your availability list incurs a +4 Point Value penalty. You cannot field more than one non-available unit per Formation.

Mismatched Point Value

Player forces who are mismatched on Point Value can choose to field Battlefield support to make up the point difference. This can be either the stardard Battlefield Support or Combined Arms support. The amount of Point Value is equal to the difference between the forces.

Example: Luke's forces are 32 PV below Corey's force's total. He chooses to purchase a pair of Field Gun (Heavy) for 16 PV a piece, bringing his total equal to Corey's.

Formations

The last part of force building is setting your units up in formations. Depending on your combat command's faction, this may be done in a number of ways. The smallest organizational unit within the Innersphere is the Lance. A Lance consist of four combat units, normally of the same type. Though some forces has experimented a bit with this (via Demi-Companies and Augmented Lances), we can assume that generally that is how combat commands assemble their forces. Other factions might have different preferences and arrange their units in groups of 5, 6, and even 7.

However you choose to arrange your forces, they must fit within the basic criteria of your faction. You may only field complete formations, unless agreed upon by your opponent or campaign situation.

This is to encourage players to bring what they want to play with to the field and let the PV imbalance system balance out the differences.

Once you have arrayed your forces into formations, you must pick which formation will house your Force Commander and which unit is your Force Commander. This Force Commander's unit is considered your Command. You can only have one Command per Force, regardless of how many different combat commands are on the same side. Each additional Formation must as a Sub-Commander designated.

If your Force Commander is incapacitated or killed, your units may be forced to make a Panic Check. As such, your Command formations receives the Shielding rule for free while within 8" of your Force Commander.

PART V

Campaign Rules

Campaign Operations

The Players

After each player submits at least one Combat Command to the organizers, they are free to start playing games. The types of games, structure of those, narrative, and limits are entirely up to the organizers to impose on their players. This system will assume that players are welcome to duke it out and submit scores without much oversight.

Generally, Combat Commands will be of Company (or equivalent) in size. For longer campaigns, these forces can be larger. The Campaign Organizers will set the size of the submitted forces from each player.

Players can, with approval, submit more than one Combat Command if they wish to keep track of multiple.

Scenario Prep

Before any games start, players in the scenario should ensure both are validated by the campaign organizers. Each player should also agree upon any special rules, house rules, etc for the scenario.

Once a scenario is agreed upon, each player commits forces from their Combat Commands on a lance basis. Each lance cost 1 VP to deploy. This is representative of the cost to supply and field units for battle.

For instances of mismatched BV/PV see Battlefield support in Additional Rules pg 25.

Scenario Outcome

Once all the prep work is done, the scenario can proceed as normal. Players should keep track of damage, critical hits, pilots, objectives, etc all as they would in any normal game of Battletech.

Once victory is obtained by one side or another outcome is determined, Victory Points will be allocated to each player in the scenario. These points will change depending on what happened during the scenario.

A Combat Command that has gone into negative Victory Points may still participate in the campaign and keep going into the negative. They can recover from damages, but they can never replace loses or pilots until they are in the black. Additionally, they may never purchase new units or attempt to salvage while in negative Victory Points, but they can sell units.

If a force is less than 25% of its starting strength, it is considered combat ineffective and removed from the campaign.

Kills and Losses
Scenario VP
Opponent's Losses
Unit Destroyed +2 x Size VP
Unit Damaged +1 x Size VP
Your Losses
Unit Damaged -1 VP
Unit Lost -1 x Size VP
Pilot Healing 1 VP per hit
Pilot Lost -2 VP
Scenario Outcome
Scenario VP
Major Victory +5 VP
Minor Victory +3 VP
Major Defeat +1 VP
Minor Defeat +2 VP
Draw +2 VP

Margins of Victory and Defeat are determined by Victory Points. If the total number of Victory Points was half or more as the losing side, this is considered a Major Victory or Defeat. Otherwise, it is a minor Victory or Defeat. If Victory Points are not being used for a scenario, assume all Victory or Defeats are minor.

Any losses or damaged are resolved immediate after play. A unit is considered immediately fixed for the next battle if points were able to be spent. If points were not able to be spent to repair the unit, the record sheet should be submitted to an organizer so they can ensure that the damage is consistent into the next scenario.

Pilots, Crew, and Alpha Strike

Since Alpha Strike does not do a great job at determining if a pilot has been killed or not use the following rule. When a unit is destroyed in Alpha Strike roll a d6. If a 1 is rolled, the Pilot or Crew are killed. Any other result means they successfully ejected from the unit.

When a pilot or Crew is replaced after being lost, they are considered to be of an experience rating of one tier lower than your Combat Command's rating. For example, a Regular rated Combat Command can only ever replace its pilots with Green rated Mechwarriors.

Submitting Results

Once the scenario's outcome and victory points are tallied, it is time to submit the score to the organizers. They will determine the method of submission and how often the scores are updated. Generally it is advised to pick a day to adjust every week or bi-weekly.

One player should be in charge of submitting the results, that player being determined amongst those involved in the scenario. If a campaign organizer was present during the scenario as an observer, they might be able to tally the results right there without the need for a player to be responsible.

Modifying Forces During the Campaign

Aside from gaining experience for pilots, a player might wish to modify their unit roster in one of two ways.

First, they can elect to add a new unit to their roster by either filling out a previously unfilled spot or replacing an existing unit. If replacing an existing unit they have the option to put it in a strategic reserve. Units in strategic reserve are not able to be fielded by the player unless they are put into another active formation. The other option is for a player to sell that unit at a reduced cost.

Buying Units
Unit VP Cost
Battlemech 4 x Size
Aerospace 3 x Size
Vehicle 2 x Size
Infantry Company 2
Battle Armor Lance/Star 3
Selling Units
Unit VP Gain
Battlemech 2 x Size
Aerospace 1 x Size
Vehicle 1 x Size
Battle Armor Lance/Star 1
Damaged Unit 1

The second way is to salvage a unit. In order to salvage they must select a valid unit that was destroyed or disabled during a scenario they participated in. A valid unit is one that is not completely obliterated, use your best judgment.

Salvaging Units
Unit VP Cost
Battlemech 2 x Size
Aerospace 1 x Size
Vehicle 1 x Size
Battle Armor Lance/Star 2

Any units purchased, sold, or salvaged are to be immediately reflected on their roster. Campaign Organizers may require additional steps to keep records.

Additional Rules

The following are new and modified rules to add flavor to your campaigns. These rules can be used in conjunction with the Community Campaign System or separately.

Teams

Some campaigns might want to have players participate in teams. These teams can all strive towards a common goal and pool their resources together is they wish to do so. This could be representative of a certain faction or a loose alliance of various commands dictated by a certain situation.

It is up to the campaign organizer if teams share Victory Points or not. If allowed, this could help some players not be eliminated for particularly long campaigns. However, it is suggested that teams be equalized to keep one team from dominating over others.

Multiple Combat Commands

Some campaigns might take place on such a grand scale that it allows players to field multiple combat commands in them. These might be part of the same faction or different ones. If using teams, combat commands might be spread across multiple teams instead of just players. Its up to the campaign organizers to limit this in some way if they wish to as too many commands might get harder to track.

Honorable Withdraw

Inevitably, every player faces a situation that is untenable. Instead of facing total destruction, they may choose to withdraw from the field. Using this rule, it allows players to take a defeat to immediately pull their forces from the scenario without continuing to conduct anymore turns. Once this is declared, the player immediately removes their miniatures from the board. If there are multiple players playing with each other, all players must agree to withdraw before this happens.

This is a good way to make sure that players don't get completely wiped out in the campaign setting and it is also good sportsmanship.

Ending the Campaign

Every campaign needs some kind of ending. This could be a certain objective that a player must obtain or hold onto, a certain set of time, or just a process of elimination. Determine this before you begin, as this will help your players understand their overall goals.

Characters

When a player submits his roster, each pilot or crew on his initial force is treated as a "character". A character is defined as a pilot or crew that operates a non-Battlefield Support unit. So any Mechwarrior, Vehicle Crew, Battle Armor pilots, Infantry, or Aerospace pilots you choose to bring along.

Characters can gain experience as they survive scenarios. Once a character reaches a certain experience level they have the option to gain an Special Pilot Ability as outlined in both Campaign Operations and Alpha Strike: Commander's Edition.

Gaining Experience

After each scenario, the players record which surviving character participated. For every five scenarios a character has survived, a player may choose to upgrade them to the next tier by paying the Victory Point cost associated with the next Experience Rating. A player may only choose to do this once per Scenario ending and only on eligible characters.

Experience Gain
Rating VP Cost
Regular (4/5) 1 VP
Veteran (3/4) 3 VP
Elite (2/3) 6 VP
Heoric (1/2) 12 VP
Legendary (0/1) 24 VP

Gaining Special Pilot Abilities

Characters that increase their Experience Rating may choose to gain SPAs associated with their experience rating, (see page 92 of Alpha Strike: Commander's Edition). However, this can only be done once regardless of any further Experience Rating gains. So it may be a good idea to wait until the character is of sufficient rating to gain higher tier SPAs or multiple lower tier ones.

Character Injuries and Death

Normally after each battle, a character's injuries are healed via Victory Point expenditure. If a player does not have the Victory Points, or does not wish to spend them, the character's injuries must be submitted to the campaign organizers so they can be sure to record them to carry on into the next battle. Characters who are injured cannot be eligible to increase their Experience Rating until they are fully healed.

PART VI

Scenarios

Scenario Generator

The follow steps are meant to help players generate new scenarios for play. Using the random tables it is possible to create a wide variety of mission styles that are meant for faster play for concrete results. These can be used either in the campaign setting or for pickup games.

Victory Points

To help calculate the margins of victory and defeat, these scenarios use Victory points (VP) as an indicator. Keep track of VP during the scenario and tally them up at the end. The player with more points is the victor.

Hex and Hexless

For ease of conversion to Alpha Strike and Hexless play, all measurements are in inches at a 1:1 ratio compared to TW. If using hexes, use a 1:1 ratio. If desired, you may double the measurement for Alpha Strike, but it is not required. Your mileage may vary.

Speed of Play

For larger battles (more than 4 Battlemechs) as this, it is highly recommended you use lance movement rules for all units. A lance is defined as at least 4 units, but can be more depending on your faction's organizational structure. It is important to set up lances before deployment and lances remain the same despite losses during game play.

Deployment Zones

Many of the following scenarios use the term deployment zone. This is classified as the area in which units are allowed to deploy in at the beginning of the game. It is defined in each scenario with specific measurements.

Turn Limit

Turn limits are generally shorter than most of the official scenarios published. This is done for two reasons. One is that most games of Total Warfare, even Alpha Strike, can take a long time to play. So limiting time both ensures a solid result and makes it easier to play the game. Second is that lethality increases exponentially with turns played. Given the nature of the campaign system, it would be unwise to promote scenarios where casualties are always high.

Scenario Generation

Using the following steps, you can lay out the scenario. Both players should be present for the roll. It is easier to have one player do the rolling and another recording the results for easy reference.

Once the final step is done, proceed to additional terrain setup and deployment.

Deployment Type
d6 Deployment
1 Line of Battle
2 Meeting Engagement
3 Breakthrough
4 Tactical Escalation
5 Spearhead
6 Envelopment
Turn Limit
d6 Turns
1 7
2 6
3 5
4 6
5 7
6 8
Weather (Optional)
d6 Weather
1 Fog: (1-3) Light, (4-6) Heavy
2 Hail: (1-3) Light, (4-6) Heavy
3 Clear
4 Rain: (1) Light, (2) Moderate, (3) Lightning Storm, (4) Heavy, (5) Gusting, (6) Downpour
5 Snow: (1) Light, (2) Moderation, (3) Sleet, (4) Heavy, (5) Ice Storm, (6) Blizzard
6 Wind: (1) Light, (2) Moderate, (3) Strong, (5) Storm, (6) Tornado
Time of Day (Optional)
d6 Time
1 Moonless Night
2 Full Moon Night
3 Dawn (3rd Turn is Daylight)
4 Daylight
5 Daylight
6 Dusk (3rd Turn turns to Full Moon Night)
Environment (Optional)
d6 Environment
1 Vacuum
2 Trace Atmosphere
3 Standard Atmosphere
4 Electromagnetic Interference
5 Gravity: (1-2) High, (3-4) Normal, (5-6) Low
6 Standard Atmosphere

1. Line of Battle

2. Meeting Engagement

3. Breakthrough

4. Tactical Escalation

5. Spearhead

6. Envelopment

Missions

Before terrain is placed, each side should roll one Mission per formation present in their force.

Missions
1d20 Mission
1 Protect
2 Destroy
3 Capture
4 Steal
5 Deliver Passengers
6 Cargo Convoy
7 Rescue
8 Reconnaissance
9 Assassinate
10 Evacuate
11 Extraction
12 Breakthrough
13 Withstand
14 Attrition
15 Defend
16 Shatter
17 Counterattack
18 Demoralize
19 Dominance
20 Roll Twice
1. Protect

Protect missions can involve a force protecting buildings, vehicles, or even Battlemechs. Roll a d6: on a 4+ the mission it protect a Battlemech. This Battlemech can be any friendly Battlemech in the force if they are least a Heavy class or above. If no valid Battlemech is present in the force, the player will randomly generate one from their faction's RAT and place it in their force for deployment. The pilot rating for this battlemech is considered Green. If a 2 or 3 are rolled, the unit to protect is a vehicle following the same rules as above for Battlemechs. On a 1, the mission is to protect one building per two units in the Attacker's force. (see Mission Support units below). You gain three Victory Points if your Protect target survives the scenario.

2. Destroy

The opposite of Protect, you must destroy a random unit following the same rules as Protect. If this unit is destroyed at the end of the scenario, gain three Victory Points.

3. Capture

Capture missions involve Objective markers. These can be anything that player agree upon as markers. They should be numbered in some way. Before play begins, the players take turns placing objective markers starting with the player who rolled Capture (if both players generate a Capture mission, the Defender always places first). Place three objective markers per twelve units present in both forces. Before deployment, randomly generate which objective is your target. Write it down so your opponent does not see it. If you control this objective at the end of the game (uncontested control within 3") you gain three Victory Points.

4. Steal

Similar to capture, the Objectives are able to be picked up by Battlemechs with hands, Protomechs, Battlearmor, Infantry, or Vehicles with cargo space. A unit must end its movement phase within 1" of an objective. It cannot shoot on the same turn as it picks up the objective. Units with possession of an objective have -1 MP. If the unit is destroyed, or loses limbs with hands, roll a d6. On a 1 the objective destroy, but any other result the objective is dropped at the base of the unit carrying it. The number of objectives is generated in the same manner as Capture. The only difference is that all objectives are valid. At the end of the game, each force tallies how many objectives are within their possession and gain two Victory Points for each.

5. Deliver Passengers

Following the same rules as Capture for generating Objectives, you must instead deliver infantry units to the target. These can be infantry already present in your force, otherwise use the new Combined Arms Expanded Battlefield Support to generate a Foot Platoon (Rifle) and Combat Vehicle (Light APC). Generate one of each per two units on the opposing force. You gain two Victory Points for each objective that has friendly infantry within 3" of it. You gain an additional Victory Point if it is uncontested.

6. Cargo Convoy

Your force must protect Transports on their way to a supply depot. Your force must deploy four Transports (see Mission Support Units) per formation in the Attacker's force. If these transports survive the scenario, gain one Victory Point for each surviving unit. If a Transport manages to exit the board on the opposing table edge, gain three Victory Points for each.

7. Rescue

Divide your Force in half. One half deploys as normal. The other half must start in the center 6" of the battlefield. Mark these unit's sheets as objectives. If at least a third of these units (rounding down) survives the scenario you gain three Victory Points. If over half of them survive, you gain five Victory Points.

8. Reconnaissance

Roll a d6: On a 4+ the objectives are part of your opponent's force, on a 1-3 the objectives are buildings or similar terrain features. You randomly generate one objective per two units in your Force. In order to recon an objective a unit must be within sensor range (see Fog of War). Make a piloting skill (following the same rules as Fog of War) to recon the target. If successful, you gain one Victory Point.

9. Assassinate

Your forces are headhunting an enemy warrior. You have one target per Formation in your opponent's force. This target is the unit with the most tonnage in each Formation. If an Assassinate target is destroyed at the end of the scenario, gain 3 Victory Points.

10. Evacuate

Your forces must rush to protect and evacuate a threatened position. For each formation in the enemy's force deploy four Combat Vehicle (Heavy APC) in the center 6" of the battlefield. These APCs must follow the rules for Forced Withdrawal towards your home edge. For each unit that remains active at the end of the scenario you gain one Victory Point. If you manage to get half of these units off the board (meaning they have the MP to go at least an inch off the battlefield) you gain an additional three Victory Points.

11. Extraction

Important intel, tech, or VIP lays at the center of the board. This objective can be picked up by any unit with hands (mechs, battle armor, infantry) or vehicles with cargo capacity. They must end their movement within 1" of the objective and cannot make any attacks in a shooting phase they are picking up the objective. If your force is within possession of the objective at the end of the scenario, gain three Victory Points. If you get the objective off the battlefield on your home edge you gain five Victory Points.

12. Breakthrough

Your forces need to push through the enemy lines in order to make a hole in their battle lines. For this mission, you gain one Victory Point for each unit you manage to get off map on your opponent's home edge.

13. Withstand

Your orders are to hold your position and dig in. If you manage to lose less Point Value than your opponent in this scenario you gain three Victory Points.

14. Attrition

Your orders are to engage and destroy the enemy. If you manage to destroy more Point Value than your opponent in this scenario you gain three victory Points.

15. Defend

An important building or piece of infrastructure is vital to the war effort. Your force must defend three buildings per Formations in the attacker's force. These buildings follow the stats of the Building in the Mission Support Units table. Each surviving building is worth two Victory Points. The placement of these buildings is generally on your half of the battlefield. Buildings can be anything from actual buildings to things like bridges, silos, or other terrain features that you and your opponent agree on.

In addition, your force can deploy two Turrets (see Mission Support Units) per three buildings.

16. Shatter

Command wants the enemy force utterly defeated. If you manage to destroy two-thirds of your opponent's value (rounding up) you gain seven Victory Points.

17. Counterattack

Your orders are to push the enemy back to their own lines. At the end of the scenario, tally the number of friendly units within 6" of your opponent's board edge. Gain one Victory Point for each unit there. You get an additional three Victory Points if the enemy forces do not have any units within 6" of your home edge at the end of the scenario.

18. Demoralize

Your aim is not to necessarily destroy your enemy, but to make him rout from the field. During the scenario, tally the number of times your opponent fails a Panic Check. If that number is greater than the number of failed test your forces had to make at the end of the scenario, you gain five Victory Points.

19. Dominance

Generate objectives as if you are playing a Capture Mission. Instead of one objective being your goal, all of the objectives are your target. If you control two thirds of the objectives (rounding up) at the end of the scenario you gain seven Victory Points.

Mission Support units follow the same rules as Battlefield Support.
Mission Support Units
Support Type MP TMM Range TN Damage Destroy Check TN
Transport 6 +2 1/2/3 6 3 7
Building 0 -4 - 6 - 12
Support Turrets
d6 Support Type MP TMM Range TN Damage Destroy Check TN
1 Light 0 -4 3/6/9 6 2x4 5
2 Medium 0 -4 3/6/9 6 5x2 6
3 Heavy 0 -4 6/12/18 6 8x2 7
4 Shredder 0 -4 3/6/9 6 20 8
5 Sniper 0 -4 6/12/18 6 2x4 7
6 Calliope 0 -4 9/15/21 6 5x4 8

PART VII

Battlefield Support Expanded

New Battlefield Support

Battlefield Support Combined Arms

Instead of spending BV/PV on specific vehicles or infantry, players can opt to spend their BSP on Combined Arms support as laid out on page 18 in the Battle of Tukayyid sourcebook. Additionally, the following support types are added to the Combined Arms table:

Battlefield Support Table: Combined Arms Expanded
Support Type MP TMM Range TN Damage Destroy Check TN PV Cost
Combat Vehicles
Combat Vehicle (Heavy VTOL) 12 +3 3/6/9 6 7 4 14
Combat Vehicle (Light APC)⁎ 8 +3 3/6/9 6 2 5 6
Combat Vehicle (Heavy APC)⁑ 5 +2 4/8/12 6 5 8 10
Combat Vehicle (Transport VTOL)* 12 +3 3/6/9 6 4 4 10
Foot Platoon (Rifle) 1 +1 1/2/3 6 5x2‡ 7 3
Foot Platoon (SRM) 1 +1 1/2/3 6 2x6‡ 7 5
Foot Platoon (Inferno) 1 +1 1/2/3 6 2x6†‡ 7 4
Field Gun (Light) 1 +1 6/12/18 6 2X4 7 8
Field Gun (Medium) 0 +1 4/8/12 6 5x4 7 12
Field Gun (Heavy) 0 +0 3/6/9 6 20x2 7 16
Support Vehicles
Mobile HQ 8 +3 4/8/12 6 5 7 12
Mobile Field Base 6 +2 1/2/3 6 2 10 16
Mobile Field Hospital 6 +2 - 6 - 6 8

⁎ This unit can transport 1 Foot Platoon from the Combined Arms table. All platoons spend 1 MP embarking or disembarking before or after the vehicle's movement.
⁑ In addition to carrying one foot platoon, these units can transport a field gun as well. It cost 1 MP of the transport's movement to attach or detach a field gun.
† Instead of normal damage, this damage is treated as additional heat for Battlemechs.
‡ May attempt an "Leg Attack" on Battlemechs within 1" of this unit instead of shooting as normal. If successful, the target mech takes 5 damage to a random leg and suffers a Critical Hit as if hit by a normal Leg Attack.

Transports

Support transports can be utilized to carry infantry. Infantry can be of either the support or full rules type. Battle Armor may be carried, but only within Heavy APC or Transport VTOL support units. If the Battle Armor has Magnetic Claws, it can ride on the outside of any Support Vehicle as normal.

If the transport is destroyed, roll a d6. If a 1-2 is rolled, the unit inside is killed. If a unit was riding on the outside of the transport it is only destroyed on a 1.

If the unit being transported survives, it is placed in the same space as the destroyed transport.

Support Vehicles

Support vehicles can enhance a force in ways beyond combat. These units must be present on the field for their effects to be felt within the scenario. Note that some units do not directly hold a benefit for players who are playing outside of a campaign setting.

Mobile HQs provide a friendly force with MHQ5 and +1 to their global initiative checks. Mobile Field Bases reduce the VP cost to recover, repair, or salvage a unit by 2. MASH support reduces the ability to heal injuries by 1 VP. In addition, the MASH unit allows you to attempt to rescue killed pilots. For every pilot/crew killed roll a d6 at the end of the scenario. If a 6 is rolled, that pilot/crew is recovered with the maximum wound count and must be healed.

 

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