BATTLETECHTM STRATEGIC OPERATIONS

• DF JH

A Word of Blake eet, lead by the Black Lion-class Rays of Enlightenment, moves to protect one of its Hidden Worlds: the Ruins of Gabriel.

Ejection and Abandoning Ship 26 INTRODUCTION 8 Fighters 26 Large Craft 27 Advanced Rules 8 Fighter Squadrons 27 Tactical Operations 8 Creating a Fighter Squadron 27 Strategic Operations 8 Using a Fighter Squadron 30 Interstellar Operations 9 Splitting a Fighter Squadron 34 Choose What You Like 9 Fuel Consumption (Aerospace Units) 34 Player Adjudication 9 Tactical Fuel E ciency 34 Fiction 9 Strategic Fuel E ciency 34 Fiction Vs. Rules 9 Refueling 35 Fiction Vs. Art 10 Fuel Consumption (All Units) 35 Components 10 HarJel 36 JumpShips 10 Gravitational E ects 36 WarShips 10 Thresholds 36 Space Stations 10 Infantry Vs. Infantry Actions (Expanded) 36 Record Sheets 11 Boarding for Damage (Optional) 37 Aerospace Record Sheets 11 Morale and Fatigue (Outside of Game Play) 38 Additional Record Sheets and Templates 13 Morale (Outside of Game Play) 39 Fatigue (Outside of Game Play) 41 THE NAVAL FACTOR 14 Moving Cargo 41 Aerospace Units 42 Mounting and Dismounting Units (Outside of Game Play) 42 Units and Personnel in Cargo Bays 43 GENERAL RULES 18 Orbital Obstacles 44 Asteroids 44 Abstract Aerospace System 18 Debris 45 The Radar Map 18 Search And Rescue 45 Deploying Forces 19 Prisoners of War (Optional) 46 Abstract Ground Support 19 Aerospace SAR (Optional) 47 Abstract Air-to-Air Combat 21 Movement and Weapon Resolution Dice 47 Dropping Troops 22 Linked Scenarios 47 Atmospheric Drops 22 Assembling a Force 47 Space Drops for Orbital Insertion 23 Actions 47 Space Drops for Ground Units In Zero-G Operations 24 Campaign Score 48 Winning the Campaign 49 Advanced Heat 96 Structural Costs 160 New Scenarios 49 Advanced Point Defense Weapons 96 Weapons and Equipment 160 Probe 49 Advanced Atmospheric Control Rolls 97 Final Unit Costs 160 Recon Raid 50 Ammunition 98 Calculating Advanced Aerospace Unit BV 160 Base Attack 50 Anti-Aerospace Capital Laser Targeting Mode 99 Calculating Advanced Aerospace INTRODUCTION Random Aerospace Assignment Tables 50 Attacking the Jump Sail 99 O ensive Battle Rating 160 Bracketing Fire Mode Space Stations 161 DESPERATE THRILL 58 (Capital and Sub-Capital Weapons Only) 99 JumpShips 161 Called Shots Mode 100 WarShips 161 Capital Missile Bearings-Only Launch 100 Balancing Aerospace Unit Forces 161 GENERAL RULES Capital Missile Preprogrammed ADVANCED Waypoint Launches 102 HOUSE RULES 162 Capital Weapons Fire In Atmosphere 103 AEROSPACE Electronic Warfare 110 ADVANCED MOVEMENT 62 Emergency Combat Heading Operation AEROSPACE (DropShips and WarShips Only) 113 MAINTENANCE, MOVEMENT Individual Weapons 114 Advanced Units 62 Large Craft and Sensor Shadows 114 REPAIR, SALVAGE AND Movement Sub-Phases 62 Over-Penetration Weapons Fire 116 JumpShips 62 CUSTOMIZATION 166 ADVANCED Space Bombing 116 WarShips 63 AEROSPACE Targeting Capital Missiles 117 Space Stations 63 Optional Rules 166 COMBAT Variable Damage Thresholds 117 Advanced Initiative 63 Time (Maintenance/Repair Cycle) 166 Advanced Sensors 117 Advanced Movement 64 Skill Checks 167 Infrared Jump Signature (Object) 118 Rotational Vectors 65 Unit Quality 167 ADVANCED Emergence Wave (Object) 118 Random Movement 66 Support Personnel 168 AEROSPACE Radio Triangulation (Object) 118 Technical Personnel 168 Lateral And Deceleration Movement 66 CONSTRUCTION Drive Plumes (Object) 119 Medical Personnel 169 Special Maneuvers 66 Radar (Object) 119 Maintenance 169 Yawing and End-Overs 66 Optical/Thermal Detection (Object) 119 Advanced Maintenance (Optional) 174 Docking 66 MAINTENANCE, Zero-G Ground Unit Combat 119 Mothballs (Optional) 175 Flight and Transit Times 68 SALVAGE, REPAIR BattleMechs 120 Repair and Replacement 175 Atmospheric Flight Times 68 & CUSTOMIZATION Weapon Attacks 120 Destroyed Vs. Truly Destroyed 175 Suborbital Flight Times 69 Mostly Dead Vs. Truly Dead 176 Interplanetary Flight Times 69 AEROSPACE TECHNOLOGIES 122 Diagnosis 176 Landing and Lifto (Expanded) 71 Obtaining Replacement Parts 178 BATTLEFORCE: Systems Status 71 Stockpiles, Buying and Selling (Optional) 180 STANDARD RULES Vertical Landing and Lifto 72 Obtaining Replacement Personnel (Optional) 181 Water Landing and Lifto 73 ADVANCED Repairs and Replacements 181 High Speed Closing Engagements 74 Rearming 186 Jury-Rigging (Optional) 187 Types of Closing Engagements 75 AEROSPACE UNITS BATTLEFORCE: Medical Care 187 Set-Up 75 ADVANCED RULES Sequence of Play 77 CONSTRUCTION 142 Natural Healing 187 Detection and Initial Maneuver Phase 77 Experience 187 Customization 188 Capital Missile Phase 79 The Basics of Advanced unit Design 142 Unit Type 142 Re t Kits 188 Meeting Engagement Phase 81 BATTLEFORCE: Technology Base 143 Customizing 189 End Phase 85 Salvage 191 CONVERSION RULES Weight 143 High Speed Damage 85 Special Cases 192 Space 143 Hyperspace Travel 86 Design Quirks (Optional) 193 Jump Points (Outside of Game Play) 86 Designing Advanced Aerospace Units 144 Positive Design Quirks 193 Charging the Drive (Outside of Game Play) 87 Step 1: Design the Chassis 144 Negative Design Quirks 196 Jump Calculations (During Game Play) 88 Choose Advanced Aerospace Unit Type 144 MINIATURES RULES Jump Process (Outside of Game Play) 89 Choose Technology Base 144 WAR AND ITS MAKERS 200 Making a Jump (During Game Play) 89 Choose Weight 145 Allocate Weight for Structural Integrity 146 PUNITIVE STRIKE 90 Step 2: Install Engines and Control Systems 146 Install Engine 146 BATTLEFORCE: INDEX Determine Fuel Capacity 147 Determine Structural Integrity (WarShips Only) 148 STANDARD RULES 212 ADVANCED Determine K-F Jump Capability (JumpShips and WarShips) 148 Standard Rules 212 AEROSPACE COMBAT 94 Add Control/Crew Systems 149 Advanced Rules 212 RECORD SHEETS Special Enhancements 151 Conversion Rules 212 Advanced Aerospace Units Combat 94 Step 3: Add Heat Sinks 151 Terminology 212 Firing Arcs 94 Step 4: Add Armor 152 BattleForce Versus Total Warfare 213 Hit Location 94 Step 5: Add Weapons, Ammunition Game Terms 213 Critical Hit E ects 94 and Other Equipment 153 Rounding 213 Collisions and Ramming 94 Step 6: Complete the Record Sheet 159 Components 214 General Rules 94 Calculating Advanced Aerospace Unit Costs 160 Record Sheets 214 Advanced Anti-Aircraft 94 Basic Cost Calculations 160 Dice 214 3 Maps and Miniatures 214 BATTLEFORCE: Screen Launchers 292 Counters 215 Space Station Attacks 293 A Note on Scale and the Rules 215 ADVANCED RULES 260 Space Bombers 293 Playing The Game 215 WarShips 293 Sequence of Play 215 Organization of Rules 260 Capital Weapons Fire in Atmosphere 293 Initiative Phase 215 Rules Level 260 Squadrons in Combat 295 Ground Movement Phase 215 Advanced Game Terms 260 Tele-operated Missiles 295 Aerospace Atmospheric Movement Phase 215 Components 261 Capital Missile Bearings Only & Aerospace Space Movement Phase 215 Preprogrammed Waypoint Launches 295 Combat Phase 216 Record Sheets 261 End Phase 295 End Phase 216 Counters 261 Morale 295 Ground Movement Phase 216 Playing the Game 262 Movement Basics 216 Initiative Phase 263 Loss of Leader (Optional) 297 Vehicles 218 Command Phase (Optional) 263 Commands (Optional) 298 Infantry 218 Ground Movement Phase 263 Chain of Command 298 Additional Movement Rules 219 Aerospace Atmospheric Movement Phase 263 Building the Chain of Command 298 Facing 219 Aerospace Space Movement Phase 263 Command E ects 302 Stacking 219 Combat Phase 263 Special Rules 308 Aerospace Atmospheric Movement Phase 220 End Phase 263 Abstract Ground Support (Optional) 308 Atmospheric Movement Basics 220 Initiative Phase 263 Abstract Space Support (Optional) 308 Lifto , Landing and Ground Movement 223 Initiative Modi ers 263 Alternate Munitions 308 Aerospace Space Movement Phase 224 Battle eld Intelligence (Optional) 263 Balancing Force Sizes (Optional) 310 Space Map/Ground Map Interaction 224 Command Phase (Optional) 265 Buildings 311 Space Movement Basics 224 Command Points 265 Dropping Troops 313 Combat Phase 225 Additional Command Points (Optional) 265 ECM/ECCM 314 Types of Attacks 225 Mobile Headquarters Command Ejecting/Abandoning Elements 314 Resolving Weapon Attacks 225 Point Bonus (Optional) 266 Environmental Conditions (Optional) 315 Attack Declaration 225 Abstract Command System (Optional) 266 Fire (Optional) 317 Verify Line of Sight 225 Hidden Units 320 Verify Firing Arc 226 Using Command Points 266 Random Skill Rating (Optional) 320 Determine Range 226 Stacking Limit for Commands and Requests 269 Separating Elements 322 Determine To-Hit Number 227 Executing Commands 269 Roll To-Hit 228 Ground Movement Phase 270 Specialty Infantry 322 Determine and Apply Damage 228 Alternating Movement (Optional) 270 Targeting and Tracking Systems (Optional) 323 Applying Damage 230 Advanced Movement 270 Terrain Conversion 323 Roll for Critical Hits 230 Advanced Terrain 270 Transporting Elements 324 Critical Hit E ects 230 Large Naval Vessel Support Vehicles and Airships 270 Squadrons (Optional) 326 Roll for Motive Systems Damage 231 Mobile Structures 270 Creating Squadrons 326 Physical Attacks 231 Aerospace Atmospheric Movement Phase 273 Force Generation 328 Resolving Physical Attacks 232 Alternating Movement (Optional) 273 Building Units (Optional) 328 Aerospace Attacks 233 Moving On and Between the Maps 273 Random Force Generation (Optional) 328 Overheating 236 Special Maneuvers 274 Determine Military Organization 329 End Phase 237 Aerospace Space Movement Phase 276 Determine Force Size and Formation 329 Damage 237 Space Movement Basics 276 Determine Force Rating 329 Heat 237 Alternate Movement (Optional) 277 Determine Force Weight Class 329 Shutdown 237 Advanced Movement (Optional) 277 Determine Force Composition 329 Cooling Down 237 Docking 277 Determine Force Experience 330 Preparing for Play 238 Towing 277 Determine Company Composition 333 Assembling Forces 238 Evasive Maneuvers 277 Determine Lance Composition 333 Determine Military Organization 238 Hyperspace Jump 277 Roll on Random Assignment Tables 334 Collecting Elements Into Units & Formations 239 Ground Units in Zero-G Operations 279 Determining Unit Weight/Size Class 241 Fighter and DropShip Squadrons 279 WARFARE SYMBOLOGY 336 Setting Up 242 Combat Phase 279 Games With Space and Ground Maps 242 Core Combat Rules 279 Starting Positions 242 Verify Line of Sight (LOS) 282 BATTLEFORCE: Creating Scenarios 242 Artillery 285 CONVERSION RULES 342 Standup Fight 242 Large, Very Large, and Super Large Support Vehicles 287 Hide and Seek 242 Mine elds 287 Special Abilities 342 Hold The Line 242 Mobile Structures 290 Special Abilities Descriptions Extraction 242 Aerospace Attacks 290 And Conversion Rules 345 Breakthrough 242 Boarding and Repelling 290 Active Probe (PRB) 345 Chase 242 Docked Elements 291 Advanced Fire Control (AFC) 345 Victory Conditions 243 Grappling 291 Aerospace Transport (AT#) 345 Ground Units In Zero-G Combat 291 Amphibious (AMP) 345 AEROSPACE OPERATIONS 244 Landing On The Hull 291 Angel ECM (AECM) 345 JumpShip Attacks 292 Anti-’Mech (AM) 345 Satellite Attacks 292 Anti-Missile System (AMS) 345 S/CNarc (S/CNARC#) 351 Armor 379 Artillery (ARTX-#) 345 Naval C3 (NC3) 351 Structure 379 Armored Component (ARM) 345 O -Road (ORO) 351 Aerospace Elements 380 Armored Motive System (ARS) 345 Omni (OMNI) 351 ProtoMechs 380 Atmospheric (ATMO) 345 Point Defense (PNT#) 351 Critical Hits 380 INTRODUCTION Autocannon (AC X/X/X/X) 345 ProtoMech Transport (PT#) 352 Converting Back to BattleForce 381 BAR (BAR) 345 Rail (RAIL) 352 Basic Fire Control (BFC) 346 Recon (RCN) 352 TWO SECONDS 382 BattleMech HarJel (BHJ) 346 Remote Sensors Dispenser (RSD#) 352 BattleMech Shield (SHLD) 346 Saw (SAW) 352 GENERAL RULES Bloodhound (BH) 346 Screen (SCR#) 352 386 Bomb (BOMB#) 346 Searchlight (SRCH) 352 MINIATURES RULES Booby Trab (BT) 346 Short Range Missile (SRM X/X/X/X) 352 ADVANCED Bridgelayer (BRID) 346 Small Craft Transport (ST#) 352 3D Terrain Vs. Paper Maps 386 A Note On Sportsmanship 386 AEROSPACE C3/C3I Boosted Systems (C3BS#) 346 Space Defense System (SDS#) 352 Components 387 MOVEMENT C3 Emergency Master Computer (C3EM#) 346 Space Ops Adaptation (SOA) 352 Units 387 C3 Master Computer (C3M#) 347 Space ight (SPC) 353 MechWarrior: Dark Age and 3 Stealth (STL) 353 C Remote Sensor (C3RS) 347 Age of Destruction Miniatures 387 ADVANCED 3 C Slave Computer (C3S) 347 Sub-Capital (SCAP) 353 Terrain 387 AEROSPACE 3 C Improved Computer (C3I) 347 Super Large (SLG) 353 Playing the Game 387 COMBAT Capital (CAP) 347 Target Acquisition Gear (TAG) 353 A Note On Scale And The Rules 387 Cargo (CAR#) 348 Taser (M/BTAS#) 353 Level, Elevation, Altitude 388 Cargo Transport-Kilotons (CK#) 347 Tele-operated Missile (TELE) 353 Ground Movement 388 ADVANCED Cargo Transport-Tons (CT#) 347 Torpedo (TOR) 353 Movement Basics 388 AEROSPACE CASE/CASE II (CASE/CASE II) 348 Triple Strength Myomer (TSM) 353 Facing 388 CONSTRUCTION Door (D#) 348 Turret (TUR) 353 Jumping 389 Drone (DRO) 348 Underwater Maneuvering Unit (UMU) 354 Stacking 389 Drone Carrier Control System (DCC#) 348 Variable Range Targeting (VRT) 354 Making Piloting/Driving Skill Rolls 391 MAINTENANCE, DropShip Transport (DT#) 348 Vehicle Transport (VTX#) 354 Movement on Pavement 391 SALVAGE, REPAIR Ejection Seat (ES) 348 Very Large (VLG) 354 Aerospace Movement 391 & CUSTOMIZATION Atmospheric Movement 391 Electric Engine (ELEC) 348 VSTOL (VSTOL) 354 Combat 393 Electronic Countermeasures (ECM) 348 Watchdog (WAT) 354 Converting New Rules 354 Line of Sight 393 Energy (ENE) 348 BATTLEFORCE: Converting New Movement Modes 354 Firing Arcs 394 Engineering (ENG) 348 STANDARD RULES Converting New Terrain Types 354 Firing Weapons 395 Environmental Sealing (SEAL) 349 Converting Total Warfare Piloting & Gunnery Skills 355 Weapons and Equipment 396 Extended Mechanized (XMEC) 349 Converting BT Elements to BattleForce 355 Destroying A Unit 396 Fire Resistant (FR) 349 Conversion Process 355 Physical Attacks 396 Flak (FLK X/X/X/X) 349 Buildings 396 BATTLEFORCE: Determine Element Composition 355 Flight Deck (FD) 349 Multi-Section Buildings 397 ADVANCED RULES Determining Weight/Size Class 355 Heat (HT#) 349 Movement E ects 397 Convert Movement Points (MP) Helipad (HELI) 349 Combat E ects 397 and Movement Modes 355 Hyperpulse Generator (HPG) 349 Support Vehicles 397 Converting Armor 357 iNarc (INARC#) 349 Carrying Units 397 BATTLEFORCE: Converting Structure 358 Indirect Fire (IF#) 349 Infantry 397 CONVERSION RULES Converting Weapons 359 Conventional Infantry 397 Industrial TSM (I-TSM) 349 Converting Heat 362 Infantry Transport (IT#) 349 Infantry Combat 399 Determining Final Damage Value 362 Anti-’Mech Attacks 399 Kearny-Fuchida Drive (KF) 350 Calculating Overheat Value Infantry Carriers 399 Large (LG) 350 (’Mechs and Aerospace Fighters Only) 362 Aerospace Units 399 MINIATURES RULES Leader (LEAD) 350 Converting Special Equipment to Special Abilities 362 Atmospheric Combat 399 Light Active Probe (LPRB) 350 Determine Base Point Value 362 Quick-Strike Rules 400 Light ECM (LECM) 350 Converting Conventional and Aerospace Fighters, Game Terms 401 Light TAG (LTAG) 350 Fixed-Wing and Airship Support Vehicles 363 Components 401 Lithium-Fusion (LF) 350 Converting Battle Armor 364 Playing the Game 401 INDEX Long Range Missiles (LRM X/X/X/X) 350 Converting Conventional Infantry 364 Movement Phase 401 Maglev (MAG) 350 Converting Vehicles 365 Combat Phase 404 ’Mech Transport (MT#) 350 Converting Small Craft and DropShips 366 End Phase 409 Mechanized (MEC) 350 Converting Satellites and Space Stations 367 Special Abilities 409 RECORD SHEETS Melee (MEL) 350 Converting ’Mechs 368 Mimetic Armor System (MAS/LMAS) 350 Converting Mobile Structures 369 INDEX 410 Mine Dispenser (MDS#) 350 Converting ProtoMechs 370 Minesweeper (MSW) 350 Converting Support Vehicles 371 Missile (MSL) 351 Converting Large, Very Large, RECORD SHEETS 414 Mobile Army Surgical Hospital (MASH#) 351 and Super Large Support Vehicles 371 Mobile Field Base (MFB) 351 Converting WarShips 373 TABLES Mobile Headquarters (MHQ#) 351 Converting BattleForce to BattleTech 378 439 5 CREDITS

Project Concept David R. Deitrick Randall N. Bills James Hauser Brennan Letts Project Development Chris Lewis Herbert A. Beas II Duane Loose Randall N. Bills Matt Plog Klaus Scherwinski Franz Vohwinkel Writing Miniatures Painting & Photography Fiction Ray “Adrian Gideon” Arrastia (CSO Coordinator) Paul Bowman William “Sounguru” Burt Dan C. Duval Chris “Pendragon” Dolega Kevin Killiany Paul “DarkMarauder” Eckes Mike Miller Dave Fanjoy David L. McCulloch Joel “Psycho” Hardwick Steven Mohan, Jr. Ross “SavageCoyote” Hines Rules David “Dak” Kerber Herbert A. Beas II Frederic “foxbat” Lagoanere Randall N. Bills Steve “MadDoc” Livingston Additional Rules Mark “Hyena” Maestas Joel Bancroft-Connors Ryan “B1BFlyer” Peterson Térence Harris Mike “Ogre” Raper Ben “Ghostbear” Rome (additional photography) Chris Hartford Ed “Captain of the Watch” Smith David L. McCulloch Drew “Tai-sa” Williams Mike Miller Terrain Luke Robertson William “Sounguru” Burt (2007/2008 Diorama), Maintenance, Salvage, Repair and Customization Dwin Craig, GHQ Miniatures, Ground Zero Games, David L. McCulloch Herpa Miniature Models, Iron Wind Metals, BattleForce Rules (based on rules by Bryan Nystul) David “Dak” Kerber (Gabriel Base) Joel Steverson Map of the Inner Sphere Miniatures Rules Øystein Tvedten Kirk Alderfer Map Diagrams Ray Arrastia Ray Arrastia Matt Murray Record Sheets Rick Sardinas David L. McCulloch Index Product Editing Rita Tatum Diane Piron-Gelman Additional Design and Development The following people have been involved in the creation and de- BattleTech Line Developer velopment of BattleTech rules, either by writing material that was Herbert A. Beas II assimilated into the main body of the rules, serving as the BattleTech line developer in the past, or otherwise contributing to the game in a Production Sta major way. Art Direction Samuel B. Baker, Herb Beas, Randall N. Bills, Forest G. Brown, Randall N. Bills Chuck Crain, Chris Hartford, Clare Hess, Scott Jenkins, J. Andrew Cover Art Keith, James R. Kellar, Dale Kemper, L.R. “Butch” Leeper, Bryan Li- Franz Vohwinkel Brandi, Jim Long, David McCulloch, Jim Musser, Bryan Nystul, Mike Nystul, Blaine Pardoe, Boy F. Peterson Jr., Rick Raisley, Ben Rome, Cover Design Jerry Stenson, Christoff er Trossen, Wm. John Wheeler. Matt Heerdt BattleTech Logo Design Acknowledgements Shane Hartley, Steve Walker and Matt Heerdt To Chris Hartford for all the years of being the “aerospace guy” Evolved Faction Logos Design and giving us a great framework off of which to expand. Jason Vargas To Joel Steverson for his fantastic work on BattleForce. Not only Graphic Presentation did he take the BattleForce 2 rules and notch them up in quality and David M. Stansel-Garner presentation, he adapted and expanded it to include almost every- Troy Stansel-Garner thing under the sun that the current game line has to off er. All while Layout his own life was kicking him in the teeth. Welcome to the club. To Joel Bancroft-Conners for constantly digging deeper and Matt Heerdt making sure that in my drive to create a “yeah, we’ve got a rule for Illustrations that” mentality with the ground combat found in Tactical Opera- Doug Chaff ee tions, I raised aerospace rules to the same high bar. I hope we dark_falcon, darkstar2011, Davion, deathknight69, Death- made them Zug proof (or at least “almost”). rider6, demi-precentor worktroll, diplominator, dukeroyal, To Herb Beas for settling further and further into the role of elsni, failure16, fi reangel, foxes teeth, freak, gaiiten, gbscientist, the BattleTech line developer so I can move on to other things. general308, geoff watson, ghost0402, glitterboy2098, gojira01, To the core group of people who, to one extent or another, gomi, goose, gracus, greywolfactual, gus, Harvey, hunterada, INTRODUCTION have signifi cantly contributed to transferring BattleTech to its ice_trey, idea weenie, istal devalis, jackmc, jedibear, jeyar, new home, and to taking it to a new level: Ray Arrastia, Herb jibbajabbawocky, jimdigris, jink rum, jmiles2, jungle boy, Beas, Loren Coleman, Warner Doles, David M. Stansel-Garner, kit_desummersville, kobra, kojak, kuttsinister7, Leon_Shirow, Diane Piron-Gelman, Jason Hardy, Chris Hartford, Jason Knight, lissette woo, lyonheart, mad malefactor, malakar, martius, Chris Lewis, David McCulloch, Ben Rome, Matt Plog, Paul mattlov, max francis vard, minchandre, mock26, mostro_joe, GENERAL RULES Sjardijn, Peter Smith, Scott Taylor, Christoff er Trossen, Øystein mystic, nan, nightlord01, nikita, oldfart3025, omaharenegade, Tvedten, Jason Vargas, and the fanatic core of fact-checkers panzerfaust150, perkinsc, peter smith, praetorian, prometheus and playtesters who worked under “urgent data requests” fi r e , purpledragon, rage, redshirt, revanche, rexor-k, Rick Rais- more often than we’d like to admit. ley, rommel_twee, shadow slayer, shadow_walker, shadow6, ADVANCED To Ray Arrastia, our own Renaissance man: sculpting, paint- shatara, shijima, shockwave, sierra_gulf, skiltao, sldf_spector, AEROSPACE ing, illustration, graphic design and layout…just don’t start snake_eyes, sudedei, sushi, talz, teamnutmeg, tel hazen, tor- MOVEMENT writing, or you may put some authors out of a job. rent, truegrit, truetanker, twycross, urgru, vandal, vega_obscura, To Diane Piron-Gelman for always stepping up to edit an- vorpal, wantec, warchicken, wasp, weirdguy, weirdo, welshman, other giant tome. werewolf, whistler, wildfi re, wolf lancer 4, wolfspider, wrangler, ADVANCED To the CGL Demo Team for continued support! Let’s get zone of alienation. AEROSPACE some cool aerospace games going! COMBAT To the camospecs.com team, who always step up no matter Special Thanks how many curve balls I throw. To the Aerospace Cabal: Joel “Welshman” Bancroft-Connors, Jason Donahue, Térence “Weirdo/Zug” Harris, Mike Miller, Luke ADVANCED Playtesters/Proofers/Fact Checkers “Jellico” Robertson, and Christopher K. “Goose” Searls. I’ve tried AEROSPACE Joel Agee, Kirk “RommelTwee” Alderfer, Ray “Adrian Gideon” hard to interact with the community over the years, taking CONSTRUCTION Arrastia, Chuck Chaffins, Joel Bancroft-Connors, Ron Barter, their dedication and passion and using that to increase the Brian “cache” Benzing, Paul “Blackhorse” Bowman, James Rich- quality of our products. The creation of the “Aerospace Cabal” ard Brown, Joshua “Sweeper” Brumley, William “Sounguru” Burt, and their work on Strategic Operations took that to a new level, MAINTENANCE, Roy “Wolf Lancer 4” Carl, Scott “Gnollyn” Crandall, Aaron “Jalinth” as I directly tapped into players’ expertise to “hopefully” fi ll in so SALVAGE, REPAIR Davis, Konstantin Dika, Brent Dill, Nicolai “Wolf_Mav969” Duda, many of the gaps left in aerospace rules across so many years. I & CUSTOMIZATION Dan Eastwood, Roberta “Fallguy” Elder, Tami “McKenna” Elder, believe I can fi nally say that this is the rules set aerospace fans Roy “Davion” Falo, Dave Fanjoy, Thomas Ferrell, Bruce Ford, have been waiting for. Anthony Hardenburgh, Térence Harris, John “Worktroll” Haward, Ross “Savage Coyote” Hines, Glenn Hopkins, John “Bleusman” Dedication BATTLEFORCE: Hudson, Lynne “Devessi” Hunt, Rich “Hunter” Hunt, Jan-Hendrik As this book is really volume two of Tactical Operations, I must STANDARD RULES Kalusche, David Kerber, Rodney Klatt, Michael “Konan” Koning, again dedicate this book to my fantastic, all-too-forgiving wife. Alan “Brainburner” Kreilick, Edward “Tenaka Furey” Laff erty, Jay Again, please give Tara a giant round of thanks if you like these Lawson, Edward Lott, Tami Lynx, Mark “Hyena” Maestas, Chris core rulebooks, as they wouldn’t exist without her support. “Alex Knight” Marti, Eberhard “Rote Baron” von Massenbach, BATTLEFORCE: Brian McAuliff e, Tim McAuliff e, Mike Miller, Jeff Morgan, Matt ©2011 The Topps Company, Inc. All Rights Reserved. BattleTech ADVANCED RULES “Blarg D Impaler” Murray, Darrell “FlailingDeath” Myers, Justin Strategic Operations, Classic BattleTech, BattleTech, ’Mech, Bat- “iamclanwolf” Nelson, Andrew Norris, Jason Paulley, William tleMech and MechWarrior are registered trademarks and/or J. “incrdibl” Pennington, Michael Pfi ster, Aaron “Gravedigger” trademarks of The Topps Company, Inc., in the United States and/ Pollyea, Jim Rapkins, Rick “Rick Steele” Remer, Kevin Roof, Luke or other countries. No part of this work may be reproduced, stored BATTLEFORCE: Robertson, Andreas “Gaiiten” Rudolph, Eric “Mendrugo” Salz- in a retrieval system, or transmitted in any form or by any means, CONVERSION RULES man, Rick Sardinas, Björn “Keiran” Schmidt, Christopher K. Searls, without the prior permission in writing of the Copyright Owner, Chris Sheldon, Paul Sjardijn, Jeff Skidmore, Ed “Captain of the nor be otherwise circulated in any form other than that in which Watch” Smith, Peter Smith (played by Peter Smith), Sam “Wasp” it is published. Snell, Joel Steverson, John Surette, Geoff “97jedi” Swift, Roland MINIATURES RULES “Ruger” Thigpen, Christopher J Thomas, Colin “CharlieTango” Corrected Second Printing Toenjes, Øystein Tvedten, Jason “Panzerfaust 150” Weiser, Law- Published by Catalyst Game Labs, rence Wigg, Chris “Chinless” Wheeler, Paul “Weasel” Wolf, Patrick an imprint of InMediaRes Productions, LLC Wynne; OPFOR Kiel: Andreas “Rico” Basener, Sven “Wallace” Gorny, PMB 202 • 303 91st Ave NE • E502 • Lake Stevens, WA 98258 Björn “Cunningham” Grammatke, Jan-Hendrik “Korsar” Kalusche, INDEX Alexander “Guyver” Krohn, Jan “Fastjack” Rüther, Michael “JackTF” FIND US ONLINE: Schulz; Steel City : Rich Cencarik, Charlie Cogley, [email protected] Rich Darr, Brian Golightly, Dave Lang, Drew Martin. (e-mail address for any BattleTech questions) http://www.battletech.com Additional Thanks (offi cialBattleTech web pages) RECORD SHEETS To the following on-line players that provided great sugges- tions, off of which many of the rules in this book were built: http://www.CatalystGameLabs.com 3rdcrucislancers, abandon, adept dave Baughman, agen, apar- (Catalyst web pages) biter, asano, atlas3060, auren, awprime, axeman89, bean2213, http://www.battlecorps.com/catalog bedwyr, Blackhorse 6, blacksheep, bluedragon7, bluetiger, (online ordering) boilerman, bored_lyron, boyscout, bryanc, bulldog79, cache, cannonshop, captainjohn, casper, chaos cat, charlie tango, chrisxa, cobrausn, coelacanth, daemion, dark jackal, dark jaguar, 7 The Total Warfare (TW) and TechManual (TM) rulebooks present Building on Total Warfare and TechManual, Tactical Operations the core game and construction rules for BattleTech (BT), otherwise conveys many advanced rules for movement and combat across referred to as the standard rules. These two volumes encompass various units, while expanding core rules such as those for build- eight core unit types—several of which contain numerous sub- ings, and implementing a host of advanced terrain and weather unit types—and a host of weapons and rules, as well as covering rules. Rules for the construction and use of advanced Support many diff erent game situations. However, despite the breadth of Vehicles are presented, as well as advanced and prototype con- play covered, many game situations still fall outside those rules, struction options and weapons for use by almost every unit. not to mention a plethora of more advanced equipment, as well as a few advanced units. STRATEGIC OPERATIONS SitRep: Forces in solar system. Beginning burn to planet. ADVANCED RULES Con ict expected to last weeks to achieve object.

Beyond the standard rules, a legion of advanced rules exists, al- BattleTech Strategic Operations (SO) is the rulebook you hold lowing players to expand their games in any direction they desire. in your hands and is the second “staging” Advanced Rulebook. It In an eff ort to bring these rules to players in the most logical form stages a player up to the next logical area of play, focusing on possible, the advanced rules are contained in three “staging” core “in a solar system” and multi-game play; its rules represent weeks rulebooks, each one staging up and building off of the previous within the BattleTech universe, the time frame needed for several rules set. Additionally, each one focuses on a particular “in-uni- battles to conquer an entire solar system. verse time frame” that will allow players to easily grasp where a Strategic Operations contains advanced movement and combat given rulebook will “plug into” their existing game play. operations emphasizing the importance of aerospace units, while extensive rules cover combat drops of numerous troop types into TACTICAL OPERATIONS any situation. Linked scenarios and comprehensive maintenance, SitRep: salvage, repair and customization rules provide an easy format for Forces on-world. players to turn multiple games into an interconnected campaign Con ict expected to last mere hours to achieve object. to capture a target system, where the support crew of technicians and doctors and their skills can be just as important as any war- BattleTech Tactical Operations (TO) is the fi rst in the “staging” rior. Complete game play and construction rules for advanced Advanced Rulebooks. Its focus is during game play, and applies aerospace units are also included. Finally, a complete game sys- directly to a game as it unfolds on a world in the BattleTech uni- tem—BattleForce—allows players to use their existing miniatures verse; its rules represent hours in-universe, the time frame it takes and mapsheets to play quick, fast-paced BattleTech games, from for a single, moderate-sized battle to play out on a gaming table. small-scale skirmishes to large-scale planetary invasions. This book contains a number of rules changes from pre- PLAYER ADJUDICATION vious editions. We feel confident that these are the most An advanced-rules book for any game is, almost by defi ni- complete, clear and concise advanced rules for BattleTech ever tion, more complex. In a game system with such a long and presented. rich heritage as BattleTech—this rulebook alone draws from INTRODUCTION These rules supersede all previously published rules, includ- dozens of diff erent sources across a large number of years— ing the BattleTech Manual, BattleTech Compendium, BattleTech that complexity is even greater. Developers and writers have Compendium: The Rules of Warfare, BattleTech Master Rules gone to great eff ort to make these rules as comprehensive as (standard and revised editions), Combat Operations, AeroTech possible—not only from one section to the next in this book, (First, Second and revised editions), and BattleForce (First and but in how such advanced weapons and rules interact with GENERAL RULES Second editions). the core game and construction rules as presented in Total To use the construction rules, designers will need paper and Warfare and TechManual. However, the sheer scope of Stra- pencils, as well as copies of the Blank Record Sheets found at tegic Operations (as with Tactical Operation) and the plethora ADVANCED the back of this book. Due to the complexities involved with of options provided means that it is not possible to cover all AEROSPACE the construction of the Advanced Aerospace Units, a calcula- potential situations. Once this product reaches the players’ MOVEMENT tor will be handy as well. hands, they’ll envision scenarios and create situations on a game board that never crossed the minds of the developers or INTERSTELLAR OPERATIONS the legion of authors and playtesters that thoroughly worked ADVANCED SitRep: over this product. AEROSPACE Forces marshaled. With that in mind, when players encounter situations not COMBAT Flotillas assigned to target solar systems. covered in the rules as they integrate the contents of Strategic Con ict expected to last months to achieve objects. Operations into their playing group, they are encouraged to ADVANCED adjudicate each situation appropriately; make up the rules AEROSPACE BattleTech Interstellar Operations (IO) is the third and fi nal that work for you. If in the process a playing group runs into CONSTRUCTION “staging” Advanced Rulebook. Players are staged up to the an argument, feel free to let a die roll resolve any disputes so fi nal level of play, where they can assume the roles of a House you can return to playing the game and having fun. Lord or Clan Khan and dominate the galaxy; IO rules represent Finally, the forums on www.classicbattletech.com are an MAINTENANCE, SALVAGE, REPAIR months in the BattleTech universe, the time frame for conquer- excellent resource. Players can tap into a strong and vibrant & CUSTOMIZATION ing numerous star systems. online community, tapping a wide selection of players for dif- Interstellar Operations contains complete rules for gen- ferent ideas on how best to adjudicate a particular situation. erating and running any type or size of force, as well as the BATTLEFORCE: BattleTech Strategic Game: The Inner Sphere in Flames. This com- STANDARD RULES prehensive rules set governs the running of an entire faction’s military as a player tries to conquer (or defend) numerous solar FICTION systems. More importantly, the Strategic Game contains rules that allow players to stage any portion of a given confl ict back As described in Total Warfare and TechManual, fiction BATTLEFORCE: through the various rule sets, as they desire–from the simple, plays a pivotal role in bringing the BattleTech universe to life. ADVANCED RULES easy-to-use rules of confl ict for the Strategic Game, down to Whether “story fi ction” that places readers inside the heads of BattleForce, or all the way back down to a standard BattleTech the characters in that universe, or “sourcebook fi ction” that game as presented in Total Warfare and Tactical Operations. places the reader in the universe as though living among BATTLEFORCE: Players have complete fl exibility for any type of confl ict in those characters, both work hand-in-hand to immerse players CONVERSION RULES which they wish to engage. in this vibrant milieu. Total Warfare concentrated on story fi ction, while TechMan- CHOOSE WHAT YOU LIKE ual concentrated on sourcebook fi ction. Strategic Operations As previously noted, Strategic Operations encapsulates a covers something of a middle ground, with various story and MINIATURES RULES myriad of advanced rules. In eff ect, all the rules and weapons/ sourcebook fi ction sections found throughout the book. equipment in this volume are optional. This means you can use as many or as few of the rules in this book as you want. (In FICTION VS. RULES fact, this book contains so many new rules that we recommend It is important to remember that regardless of the critical you try them out a few at a time, rather than attempting to role fi ction plays in immersing players in the BattleTech uni- INDEX use them all at once.) Furthermore, most of the new rules and verse, such fi ction should never be construed as rules. As with equipment here can be added individually to a standard game. Total Warfare, TechManual and Tactical Operations, to eliminate You can add rules and pieces of equipment to your game one at confusion about which sections are fi ction and which are rules, a time—most of the rules do not rely on other rules in this book the fiction sections have a unique look, compared to the RECORD SHEETS to work in existing BattleTech games. This allows you to tailor uniform presentation of the various rules sections. All fi ction your BattleTech game to your taste by including only those rules sections are italicized in the table of contents. that you fi nd make the game more interesting or fun. Use what- ever new rules and equipment you want and disregard the rest. FICTION VS. ART Given the scope of the rules and the fact that they are optional, Strategic Operations follows the graphic design format all players in a group should read through and agree to the use established by Total Warfare, TechManual and Tactical Opera- of any of these rules and weapons/equipment. tions, wedding art to the book’s visual presentation in order 9 to enhance the players’ experience. In this case, role, though the wild variations in size and use of the graphic presentation represents a computer WarShips means that some vessels fall outside the from House Marik’s Lloyd Marik-Stanley Aero- categories shown below: space School, one of the Inner Sphere’s largest and most advanced universities for the teaching Raider: 100,000 to 150,000 tons of all aspects of aerospace travel, piloting and Corvette: 150,000 to 250,000 tons combat. Destroyer: 250,000 to 550,000 tons As with fi ction, while art plays an important Frigate: 500,000 to 750,000 tons role in bringing the BattleTech universe to life, it Light Cruiser: 600,000 to 725,000 tons should never be construed as rules. Cruiser: 700,000, to 800,000 tons Heavy Cruiser: 800,000 to 1,000,000 tons Battle Cruiser: 750,000 to 1,400,000 tons Battleship: 1,000,000 to 2,500,000 tons JumpShip COMPONENTS Surveillance, Transport and Carriers: No weight restrictions Page 26 of Total Warfare (as well as p. 13 of TM) discusses several units that exist in the Bat- Small WarShips tleTech universe, but fall outside the purview of Small WarShips weigh less than 750,000 tons. the standard-rules game and construction rule- These armed and armored JumpShips normally books. Those units are discussed here. serve as escorts, providing protection for Jump- Ships and DropShip fleets. Many commanders JUMPSHIPS also employ them as strategic assets, allowing JumpShips provide the only means of trans- them to accompany DropShips all the way to the Small WarShip portation between the far-flung star systems destination planet. Upon arrival, they establish a of the Inner Sphere, the Periphery and beyond. geosynchronous orbit that allows them to react These vessels make interstellar leaps of 30 light- either to enemy troop movement on the ground years at a time by harnessing the radiant energy with tactical orbital bombardments or to the threat of the stars with their huge solar-energy sails and of incoming reinforcements. Kearny-Fuchida hyperdrive technology. Jump- Ships are primarily used to transport DropShips Large WarShips between star systems. Large WarShips range in weight from 750,000 to a mammoth 2,500,000 tons. Employed almost WARSHIPS exclusively as protection for JumpShip fleets, a Large WarShip Heavily armored, massively armed and highly large WarShip rarely uses its massive destructive mobile, the military JumpShips known as War- fi repower against ground targets. Because of their Ships generally have the fi repower to destroy sheer size and fi repower, most large WarShips need even an assault DropShip with a single volley. only fear another large WarShip. They usually need only fear another WarShip. As with DropShips, their myriad sizes and de- SPACE STATIONS signs create two types of categories, both based Numerous orbital facilities, colloquially known as on size, though their intended role comes into Space Stations, serve multiple functions through- play in the second type of categorization. The out the Inner Sphere. From factories to habitats, first category type is simple demarcation be- shipyards to system-defense stations, all of these tween small and large, as explained below. The facilities fall into one of three broad groups: low- Space Station second type of classifi cation combines size and orbit, geosynchronous or stable-point stations. TM A Advanced F B RECORD SHEETS Movement Compass E C ADVANCED AEROSPACE MOVEMENT SHEET D Players use the following record sheets to track various VELOCITY RECORD ADVANCED MOVEMENT INTRODUCTION Unit: A vector is active if thrust is applied while the unit is facing that hexside. A vector is inactive if the unit spends no thrust to move through that types of information while playing BattleTech. Each type of Turn Velocity hexside. # Thrust Facing A B C D E F Fuel Each time a unit spends thrust, note down that number on the record sheet in the appropriate vector (the vector of the unit’s facing). Next, unit (JumpShips, WarShips, and Space Stations) uses a unique 1 / / / / / / determine the effect of spending thrust by consolidating the active vectors. 2 / / / / / / First, consolidate any active opposing vectors (see Opposing Vectors diagram) by subtracting the lowest thrust value from both vectors, reducing record sheet. Blank Record Sheets are provided at the back 3 / / / / / / one vector to 0. 4 / / / / / / Next, consolidate the oblique vectors (see Oblique Vectors diagram). When any pair of oblique vectors is active, subtract the lowest of the two of this rulebook for all unit types. How they work, and which 5 / / / / / / thrust values from both vectors (or from both if they are equal), reducing 6 / / / / / / one (or both) oblique vectors to 0, and add the same value to the thrust value of the vector in between. GENERAL RULES record sheets should be used for each unit type featured in 7 / / / / / / After consolidating all vectors, a unit should have no more than two 8 / / / / / / active vectors. OPPOSING VECTORS 9 / / / / / / A A A this book, are outlined below. If both vectors marked with F B F B F B 10 / / / / / / arrows are active, subtract an equal amount from both until only E C E C E C 11 / / / / / / one of them is active. D D D 12 / / / / / / / / / / / / 13 OBLIQUE VECTORS A Construction If both vector markers are F B 14 / / / / / / A X A ADVANCED active, subtract an equal amount F B F B E C 15 / / / / / / from both and add that amount to D X As noted in TechManual, at the end of the design process / / / / / / vector X. E C E C 16 D D AEROSPACE 17 / / / / / / X X A A for any construction rules presented in this volume, each 18 / / / / / / F B F B MOVEMENT X A 19 / / / / / / E C F B E C D X D designer must translate his or her unit from its raw statistics 20 / / / / / / E C D to an appropriate record sheet in order to use it properly in a VELOCITY RECORD VELOCITY RECORD Unit: Unit: ADVANCED game of BattleTech. Turn Velocity Turn Velocity # Thrust Facing A B C D E F Fuel # Thrust Facing A B C D E F Fuel AEROSPACE 1 / / / / / / 1 / / / / / / 2 / / / / / / 2 / / / / / / COMBAT AEROSPACE RECORD SHEETS 3 / / / / / / 3 / / / / / / 4 / / / / / / 4 / / / / / / Based on unit type, the three aerospace unit record sheets 5 / / / / / / 5 / / / / / / 6 / / / / / / 6 / / / / / / have a diff erent appearance, but use the same overall layout 7 / / / / / / 7 / / / / / / ADVANCED 8 / / / / / / 8 / / / / / / 9 / / / / / / 9 / / / / / / AEROSPACE and core components. These record sheets are: JumpShip, 10 / / / / / / 10 / / / / / / 11 / / / / / / 11 / / / / / / CONSTRUCTION WarShip, and Space Station. 12 / / / / / / 12 / / / / / / 13 / / / / / / 13 / / / / / / Advanced Aerospace Movement Sheet: The Advanced 14 / / / / / / 14 / / / / / / 15 / / / / / / 15 / / / / / / Aerospace Movement Sheet is not a specifi c unit record sheet, 16 / / / / / / 16 / / / / / / 17 / / / / / / 17 / / / / / / MAINTENANCE, but instead can be used in conjunction with any other aero- 18 / / / / / / 18 / / / / / / 19 / / / / / / 19 / / / / / / SALVAGE, REPAIR space record sheet either from this rulebook or TechManual, 20 / / / / / / 20 / / / / / / & CUSTOMIZATION

allowing players to easily track advanced vector movement © 2011 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. rules (see Advanced Movement, p. 64). BATTLEFORCE: STANDARD RULES

BATTLEFORCE: ADVANCED RULES

BATTLEFORCE: CONVERSION RULES

MINIATURES RULES

INDEX

RECORD SHEETS

DF MM

Clan Ghost Bear and Clan Nova Cat engage in a  erce naval battle in the Alshain system.

11 Fighter Squadron Record Sheet: The Fighter Squadron Re- TM SQUADRON cord Sheet doesn’t represent a new unit type so much as a new RECORD unit formation and a way to track those details. However, most of SHEET SQUADRON DATA the information on that sheet follows the same data blocks as out- Name: Gunnery Skill: Piloting Skill: Safe Thrust: Max Thrust: Starting#/ AV Heat Each / Range Starting#/ AV Heat Each / Range Starting#/ AV Heat Each / Range Weapon Bay Loc. Current# Each Current Total Bracket Weapon Bay Loc. Current# Each Current Total Bracket Weapon Bay Loc. Current# Each Current Total Bracket lined below (for more information, see Fighter Squadrons, p. 27). / / / / / / / / / / / /

/ / / / / /

/ / / / / /

/ / / / / / Unit Data Tech Base: Inner Sphere Clan Total Heat Capacity (Current): ( ) Total Fuel: SI: FIGHTERFIGHTER DATA DATA The Unit Data block for aerospace units varies by name with Ftr #1: Total Armor/Fatal SI Weapons and Equipment Loc Ht AV/Range Weapons and Equipment Loc Ht AV/Range Threshold ( / ) ( ) Engine 2 4 D Gear +5 the unit type (JumpShip Data for JumpShips, WarShip Data for Avionics +1 +2 +5 Thrust Sensors +1 +2 +5 Safe: FCS +2 +4 D Max: HS: ( ) Fuel: WarShips and so forth). Located in the upper left corner, this sec- Life Support +2 Pilot +1 +2 +3 +4 +5 D G/P: /

Ftr #2: Total Armor/Fatal SI Weapons and Equipment Loc Ht AV/Range Weapons and Equipment Loc Ht AV/Range tion of the record sheet lists the unit’s most important statistics, Threshold ( / ) ( ) Engine 2 4 D Gear +5 Avionics +1 +2 +5 Thrust including its model (Type), weight (Tonnage), Thrust Points (Safe, Sensors +1 +2 +5 Safe: FCS +2 +4 D Max: HS: ( ) Fuel: Max or Station Keeping), Weapons Inventory, Cost and Battle Life Support +2 Pilot +1 +2 +3 +4 +5 D G/P: /

Ftr #3: Total Armor/Fatal SI Weapons and Equipment Loc Ht AV/Range Weapons and Equipment Loc Ht AV/Range Threshold ( / ) ( ) Value. JumpShips, WarShips and Space Stations, which can pos- Engine 2 4 D Gear +5 Avionics +1 +2 +5 Thrust sess fi ghter and other unit bays, may note their complement of Sensors +1 +2 +5 Safe: FCS +2 +4 D Max: HS: ( ) Fuel: such units, followed by the number of functioning doors on the Life Support +2 Pilot +1 +2 +3 +4 +5 D G/P: / Ftr #4: Total Armor/Fatal SI Weapons and Equipment Loc Ht AV/Range Weapons and Equipment Loc Ht AV/Range Threshold ( / ) ( ) vessel capable of releasing these units during game play. Engine 2 4 D Gear +5 Avionics +1 +2 +5 Thrust Sensors +1 +2 +5 Safe: In the Weapons Inventory, weapons of identical types and loca- FCS +2 +4 D Max: HS: ( ) Fuel: tion may be combined on a single line to conserve space. Unlike Life Support +2 Pilot +1 +2 +3 +4 +5 D G/P: / Ftr #5: Total Armor/Fatal SI Weapons and Equipment Loc Ht AV/Range Weapons and Equipment Loc Ht AV/Range Threshold ( / ) ( ) Engine 2 4 D Gear +5 ’Mechs and vehicles, however, multiple weapons in the same fi ring Avionics +1 +2 +5 Thrust Sensors +1 +2 +5 Safe: arc (or the same bay, for DropShips) must note their total com- FCS +2 +4 D Max: HS: ( ) Fuel: Life Support +2 Pilot +1 +2 +3 +4 +5 D G/P: / bined heat and Damage Values at each range bracket, as these Ftr #6: Total Armor/Fatal SI Weapons and Equipment Loc Ht AV/Range Weapons and Equipment Loc Ht AV/Range Threshold ( / ) ( ) Engine 2 4 D Gear +5 units generally fi re their weapons by arc or bay. Unlike other units, Avionics +1 +2 +5 Thrust Sensors +1 +2 +5 Safe: aerospace units do not list weapon ranges in hexes, but rather list FCS +2 +4 D Max: HS: ( ) Fuel: Life Support +2 Pilot +1 +2 +3 +4 +5 D G/P: / the damage their weapons can deliver at each range bracket (with VELOCITY RECORD Turn # 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 a value of 0 or a dash for any bracket beyond the weapon’s range). Thrust Velocity Effective Velocity Altitude Ammunition is noted on a separate line; designers can track such Fuel Overheat munitions there or in the Notes block. © 2011 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. Aerospace units that have access to capital missile weapons should list damage in standard- and capital-scale. To translate standard-scale damage into capital-scale damage, divide the Damage Value for the weapon in standard scale by 10 and round TM ARMOR DIAGRAM normally. When listing Damage Values, the appropriate format is Capital Scale

Nose Damage Threshold to list the capital value fi rst, followed by the standard damage in (Total Armor) JUMPSHIP RECORD SHEET ( ) parentheses. JUMPSHIP DATA Type: Name: Tonnage: Fore-Left Damage Fore-Right Damage Threshold (Total Armor) Threshold (Total Armor) Thrust: Tech Base: ( ) ( ) Station-Keeping Only Clan Pilot/Crew Data Inner Sphere DropShip Capacity: This block lists the name, skills and condition of the unit’s pilot Fighters/Small Craft: / Launch Rate: Weapons & Equipment Inventory or crew. Capital Scale (1–12) (13–24) (25–40) (41–50) Standard Scale (1–6) (6–12) (13–20) (21–25) Bay Loc Ht SRV MRV LRV ERV Structural Integrity: Critical Damage 1 K-F Drive All aerospace units include a block for tracking possible eff ects Integrity: of critical damage. The equivalent of a Critical Hits Table, this sec- Sail Integrity: tion is pre-generated, and varies only slightly by unit type. Docking Collars:

Armor Diagram The Armor Diagram for aerospace units fi lls most of the right- Aft-Left Damage Aft-Right Damage Threshold (Total Armor) Threshold (Total Armor) hand side of the unit’s record sheet. It outlines each of the main ( ) ( )

Aft Damage Threshold body locations found on the unit, and surrounds a single area (Total Armor) ( ) shaded in gray that represents the unit’s structural integrity. CREW DATA CRITICAL DAMAGE Life Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 +2 Support When fi nalizing the design of an aerospace unit, the designer Hits Taken 1 2 3 4 5 6 CIC +2 +4 D Modifier +1 +2 +3 +4 +5 Incp. Ammo: must black out all excess armor and structural integrity circles/ Crew: Marines: Sensors +1 +2 +5 Passengers: Elementals: Thrusters squares by location. Cost: BV: Other: Battle Armor: Life Boats/Escape Pods: / Left +1 +2 +3 D

Capital-Scale Armor: JumpShips, WarShips and Space Stations VELOCITY RECORD Right +1 +2 +3 D Turn # 1 2 3 4 5 6 7 8 9 10 Engine –1 –2 –3 –4 –5 D track armor using capital scale (10 x standard-scale). To help diff er- Thrust Velocity Effective Velocity entiate capital-scale from standard-scale armor tracking on other HEAT DATA Heat Sinks: Heat Generation Per Arc Turn # Nose: 11 12 13 14 15 16 17 18 19 20 ( ) aerospace units, these record sheets use squares for each armor Thrust Left/Right Fore: / Velocity Single Left/Right Broadside: / Effective Velocity Left/Right Aft: / point in place of circles. Double Aft:

© 2011 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. TM Heat Scale ARMOR DIAGRAM JumpShips, WarShips, and Space Stations, which operate on Capital Scale Nose Damage Threshold (Total Armor) ( ) a zero-net-heat principle, do not use a Heat Scale, nor do they WARSHIP RECORD SHEET track the number of sinks on the ship using circles. Instead, WARSHIP DATA INTRODUCTION Type: these units list the number of heat sinks, checking off their Name: Tonnage: Fore-Left Damage Fore-Right Damage Threshold (Total Armor) Threshold (Total Armor) Thrust: Tech Base: ( ) ( ) Safe Thrust: Clan type (single or double) and their heat capacity in parentheses. Maximum Thrust: Inner Sphere DropShip Capacity: These units also must note the total number of heat points for Fighters/Small Craft: / Launch Rate: Weapons & Equipment Inventory each arc’s worth of weapons fi re. Remember that such units Capital Scale (1–12) (13–24) (25–40) (41–50) Standard Scale (1–6) (6–12) (13–20) (21–25) Bay Loc Ht SRV MRV LRV ERV Structural may not fi re an arc if doing so would exceed the unit’s heat GENERAL RULES Integrity: sink capacity.

K-F Drive Integrity: Velocity Record ADVANCED Sail Integrity: Only found on JumpShip and WarShip record sheets, this AEROSPACE Docking Collars: block provides space to record the unit’s current velocity dur- MOVEMENT ing game play.

Aft-Left Damage Aft-Right Damage ADDITIONAL RECORD SHEETS AND TEMPLATES ADVANCED Threshold (Total Armor) Threshold (Total Armor) ( ) ( ) AEROSPACE Aft Damage Threshold The following additional record sheets are also found at (Total Armor) ( ) the end of this rulebook, but are described elsewhere in this COMBAT CREW DATA CRITICAL DAMAGE Life Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 +2 Support volume. Hits Taken 1 2 3 4 5 6 CIC +2 +4 D Modifier +1 +2 +3 +4 +5 Incp. Ammo: Sensors +1 +2 +5 ADVANCED Crew: Marines: Passengers: Elementals: Thrusters Radar Map Other: Battle Armor: AEROSPACE Cost: BV: Left +1 +2 +3 D Life Boats/Escape Pods: / This template is used in conjunction with the Abstract Aero- VELOCITY RECORD Right +1 +2 +3 D CONSTRUCTION

Engine –1 –2 –3 –4 –5 D Turn # 1 2 3 4 5 6 7 8 9 10 space System (see p. 18). Thrust Velocity Effective Velocity HEAT DATA Heat Sinks: Heat Generation Per Arc MAINTENANCE, Nose: High Speed Closing Engagements Sheet Turn # 11 12 13 14 15 16 17 18 19 20 ( ) Thrust Left/Right Fore: / SALVAGE, REPAIR Velocity Single Left/Right Broadside: / This record sheet is used in conjunction with the High Speed Effective Velocity Double Left/Right Aft: / Aft: Closing Engagements rules (see p. 74). & CUSTOMIZATION © 2011 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. BattleForce Record Sheets The various BattleForce Record Sheets are for use with either BATTLEFORCE: TM the BattleForce: Standard Rules or BattleForce: Advanced Rules STANDARD RULES ARMOR DIAGRAM

Capital Scale Nose Damage Threshold rules set; the specifi cs of those record sheets are discussed in (Total Armor) ( ) SPACE STATION RECORD SHEET those sections (see, pp. 212 and 260, respectively). SPACE STATION DATA Type: BATTLEFORCE: Name: Tonnage: Fore-Left Damage Fore-Right Damage Threshold (Total Armor) Threshold (Total Armor) Miniatures Rules Templates ADVANCED RULES Thrust: Tech Base: ( ) ( ) Station Keeping Only Clan Inner Sphere These templates are for use with the table-top miniatures DropShip Capacity: Fighters/Small Craft: / Launch Rate: conversion rules (see Miniatures Rules, p. 386). Weapons & Equipment Inventory Capital Scale (1–12) (13–24) (25–40) (41–50) Standard Scale (1–6) (6–12) (13–20) (21–25) Bay Loc Ht SRV MRV LRV ERV Structural BATTLEFORCE: Integrity: Unit Maintenance Worksheet 1 CONVERSION RULES Sail Integrity: This worksheet is for use with the Maintenance, Repair, Sal- vage and Customization rules (see p. 166).

MINIATURES RULES

Aft-Left Damage Aft-Right Damage Threshold (Total Armor) Threshold (Total Armor) ( ) ( )

Aft Damage Threshold (Total Armor) INDEX ( )

CREW DATA CRITICAL DAMAGE Life Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 +2 Support Hits Taken 1 2 3 4 5 6 CIC +2 +4 D Modifier +1 +2 +3 +4 +5 Incp. Ammo: Crew: Marines: Sensors +1 +2 +5 Passengers: Elementals: Thrusters Cost: BV: Other: Battle Armor: Life Boats/Escape Pods: / Left +1 +2 +3 D RECORD SHEETS

NOTES Right +1 +2 +3 D

HEAT DATA Heat Sinks: Heat Generation Per Arc ( ) Nose: Left/Right Fore: / Single Left/Right Aft: / Double Aft:

© 2011 The Topps Company, Inc. BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

13