BATTLETECHTM TOTAL WARFARE

• RA

Colonel John Marik-Johns leads an assault against ‘Emperor’ Baranov’s Fourth Tikonov Republican Guards on the contested world of Hall.

INTRODUCTION COMPONENTS 8 20 Fiction 8 units 20 Fiction vs. Rules 9 BattleMechs 20 Fiction and Art 9 IndustrialMechs 21 3-d terrain vs. Paper Maps 9 ProtoMechs 21 standard vs. Advanced rules 10 Combat Vehicles 22 Rule Levels 10 Infantry 23 reader response 10 Conventional Fighters 23 Battletech: More than a game 10 Aerospace Fighters 23 Core Rulebooks 10 Small Craft 24 Technical Readouts 10 DropShips 24 The Jihad 11 Support Vehicles 25 Handbooks 11 other units 26 Historicals 11 Aerospace Units 26 Map Sets 11 Support Vehicles 26 Record Sheets 11 Mobile Structures 26 where to order? 11 record sheets 26 other Avenues 12 ’Mech Record Sheet 27 Iron Wind Metals 12 IndustrialMech Record Sheet 27 Catalyst Demo Teams 12 ProtoMech Record Sheet 28 Classicbattletech.com 12 Combat Vehicle Records Sheets 28 Battlecorps 12 Generic Conventional Infantry Record Sheet 29 HeavyMetal Software 13 Battle Armor Record Sheet 29 Camo Specs Online 13 Aerospace Record Sheets 30 Fighting Pirannha Graphics 13 Support Vehicle Record Sheets 31 Virtual World Entertainment 13 Mapsheets 31 Armorcast 13 Clear 32 WizKids 13 Light Woods 32 Heavy Woods 32 Rough 32 a time oF war 14 Water 32 Pavement 32 Roads 32 Bridges 33 Buildings 33 Railroads 33 Piloting/driving skill rolls 59 Counters 33 Making Piloting/Driving Skill Rolls 59 Buildings and Bridges 33 Movement on Pavement 61 Rubble 33 Bridge Movement 62 dice 33 Skidding 62 INTRODUCTION Sideslipping 67 military orgaNiZatioN 34 Falling 68 Determining Location After a Fall 68 Facing After a Fall 68 COMPONENTS PLAYING THE GAME Falling Damage to a ’Mech 68 36 Falling Damage to the MechWarrior 69 A Note on Scale and the Rules 36 PLAYING Individual Unit Rules 36 THE GAME sequence of Play 37 trial oF possessioN 70 Initiative Phase 37 Movement Phase (Ground) 37 AEROSPACE MOVEMENT GROUND Movement Phase (Aerospace) 37 74 Weapon Attack Phase 37 Game Terms 74 MOVEMENT Physical Attack Phase 38 Mapsheets 75 Heat Phase 38 Scale 76 AEROSPACE End Phase 38 space Movement 76 unequal numbers of units 39 Movement Direction 76 MOVEMENT warriors 39 Movement Subphases 76 Skills 39 thrust Points 76 Skill Improvement 40 Using Thrust Points 76 COMBAT Damaging a Warrior 41 Facing 77 Consciousness Rolls 41 Facing Change 77 game terms 42 special Movement Modes 77 Base To-Hit Number 42 Evasive Action 77 HEAT Modifi ed To-Hit Number 42 Rolling 77 Modifi ed Piloting/Driving Skill 42 high-g Maneuvers 78 Target Number 42 stacking 78 Modifi ed Target Number 42 Atmospheric Movement 78 BUILDINGS Attacker Movement Modifi er 42 Turn Sequence 78 Target 42 Space/Atmosphere Interface 78 Target Movement Modifi er 42 High-Altitude Movement 79 Margin of Success/Failure (MoS/MoF) 42 Gravity 80 PROTOMECHS Damage Value 43 Low-Altitude Movement 80 Armor Value 43 Launching/Recovering Fighters/Small Craft 86 Level, Elevation, Altitude 43 Landing and Liftoff 87 Attack Path/Flight Path 43 Carrying Units 89 COMBAT Mapsheet 43 Matching Mapsheets to low-Altitude hexes 91 VEHICLES Playing Area 43 Aerospace Units on Ground Mapsheets 91 Scenario 43 Control rolls 92 Mechanized 43 Out-of-Control Eff ects 93 SUPPORT VEHICLES wolF oN tHe mouNtaiN 44 FigHtiNg witHDrawal 94 GROUND MOVEMENT COMBAT INFANTRY 48 98 Movement Basics 48 Game Terms 98 Level Change 48 Attack declaration 98 AEROSPACE Minimum Movement 49 Torso Twist/Turret Rotation 98 UNITS Prone ‘Mech Movement 49 line of sight 99 Stacked Terrain 49 Levels and Height 99 Movement Direction 49 Intervening Terrain 100 CREATING Dropping to the Ground 49 Partial Cover (’Mech Only) 102 SCENARIOS Lateral Shift 50 Water Hexes 102 Standing Up 50 weAPon AttACKs 103 Facing 50 Ammunition Expenditure 103 PAINTING Facing Change 50 Firing Arcs 104 MINIATURES Movement Modes 53 Forward Arc 105 Standing Still 53 Left Side Arc 105 Walking/Cruising 53 Right Side Arc 105 Running/Flanking 53 Rear Arc 105 INDEX Jumping 53 Rotating the Firing Arcs 105 VTOL Movement 54 Reversing (Flipping) Arms 106 Wing-in-Ground-Eff ect (WiGE) Movement 55 Firing weapons 106 Naval Movement 56 Base To-Hit Number 106 Underwater Movement (Non-Naval Units) 56 Modifi ed To-Hit Number 106 stacking 57 To-Hit Modifi ers 106 Unit and Terrain Rules 57 Specialized Attacks 110 Elevation and Depth Rules 58 Prone ’Mechs 113 3 Weapons and Equipment 113 Damage to Target 150 To-Hit Roll 114 Location After Attack 150 Hit Location 119 Falls 150 Damage 121 diff erent levels 150 Recording Damage 121 Physical Attacks by Prone ’Mechs 151 Damage Resolution 122 Physical Attacks Against Prone ’Mechs 151 Transferring Damage 123 unit displacement 151 Critical damage 123 Accidental Falls From Above 152 ’Mech Critical Hits 124 Domino Eff ect 152 ’Mech Critical Hit Eff ects 125 destroying a unit 128 mutual aDvaNtage 154 ’Mechs 128 ProtoMechs 128 Vehicles 128 HEAT Infantry 128 158 Aerospace Units 128 heat Points 158 other Combat weapons and equipment 129 Building Up Heat 158 Active Probe 129 Recording Heat Build-Up 159 Anti-Missile System 129 eff ects of heat 159 Anti-Battle Armor Pods 130 Movement 159 Anti-Personnel Pods 130 Weapon Attacks 160 Artemis IV FCS 130 Shutdown 160 Backhoe 130 Ammunition 160 Bridge-layer 130 ICE-Powered ’Mechs 160 Bulldozers 131 Damage to 160 C3 Computer 131 Aerospace units 160 Improved C3 Computer 133 Heat Eff ects 161 Cargo Bays 133 Large Craft 161 CASE 133 Chainsaw 134 just aNotHer Day at tHe oFFiCe 162 Combine 134 Dual Saw 134 Dumper 134 BUILDINGS 166 ECM Suite 134 Endo Steel 134 Building types 166 Extended Fuel Tanks/Cells 135 Construction Factor 166 Ferro-Fibrous Armor 135 Building Levels 167 Gauss Rifl e 135 Movement eff ects 167 Heavy-Duty Pile Driver 136 Moving Through Buildings 167 Lift Hoists 136 Combat eff ects 171 Machine Gun Array 137 Attacking Buildings 171 MASC 137 Attacking Units Inside Buildings 171 Mining Drill 138 Area Eff ect Weapons 172 Missile Launchers 138 Combat Within Buildings 175 Nail-Rivet Gun 138 Collapse 176 Narc Missile Beacon 138 Basements 179 Retractable Blade 139 Plasma Weapons 139 CHiarosCuro 180 Rock Cutter 140 Rotary Autocannon 140 PROTOMECHS Special Munitions 140 184 Salvage Arm 142 Playing the game 184 Spot Welder 142 Movement 184 Stealth Armor System 142 Combat 184 TAG 142 Damage 185 Targeting Computer 143 Frenzy 187 Tracks 143 Physical Attacks 187 TSM 143 other Combat equipment 187 Wrecking Ball 143 ProtoMech Myomer Booster 187 PhysiCAl AttACKs 144 Base To-Hit Number 144 Modifi ed To-Hit number 144 eiseNjÄger 188 Punch Attacks 145 Club Attacks 145 COMBAT VEHICLES Finding a Club 146 192 Physical weapon Attacks 146 Movement 192 Push Attack 147 Combat 192 Kick Attacks 147 Ground Combat Vehicles 192 Charge Attacks 148 VTOL Combat Vehicles 196 Damage 148 Naval Combat Vehicles 198 Location after Attack 148 WiGE Combat Vehicles 199 Falls 148 death from Above Attacks 149 Weapon Attack Phase 149 simple Farmer 200 tHe CirCle 252 SUPPORT VEHICLES CREATING SCENARIOS 204 256 INTRODUCTION special Movement rules 204 General Rules 256 Airships 204 Number of Players 256 Tractors 205 Set-Up 256 Trailers 205 Movement and Retreat 257 COMPONENTS Additional Combat rules 206 Ending the Game 257 To-Hit Modifi ers 206 Determining Victory 257 Hit Location 206 Forced withdrawal 258 Damage 206 Crippling Damage 258 PLAYING Carrying units 207 types of scenarios 258 THE GAME Mounting 207 Standup Fight 259 Dismounting 207 Hide and Seek 260 Hold the Line 260 GROUND MOVEMENT proper work 208 Extraction 260 Breakthrough 261 Chase 262 INFANTRY selecting Mapsheets 262 AEROSPACE 212 Using the Mapsheet Tables 262 MOVEMENT infantry Movement 214 unit generation 264 infantry Combat 214 Force Composition 264 Conventional Infantry 214 Assigning ’Mechs 266 COMBAT Battle Armor 217 Experience Rating and Skills 272 Anti-’Mech Attacks 220 Finishing Touches 273 Leg Attacks 220 Clan honor 273 Swarm Attacks 220 Honor Levels 273 HEAT infantry Carriers 223 Zellbrigen 274 Mounting 223 Dismounting 225 Mechanized Battle Armor 226 baCk eND oF NowHere 276 BUILDINGS other Combat weapons and equipment 228 Active Probe 228 PAINTING MINIATURES Armor 228 288 Bomb Rack 228 Materials and tools 280 Camo System 228 Painting to Match Cover Art 281 PROTOMECHS ECM Suite 228 The BattleMaster and Battle Armor 281 Improved Sensors 228 The Harasser 284 Magnetic Clamps 228 The Infantry 285 COMBAT Manipulators 228 Additional Advice 286 VEHICLES Narc 229 Paints and Brushes 286 Pop-up Mine 229 Hobby Knife Safety Tips 286 Special Munitions 229 Using Spray Primer 286 SUPPORT Squad Support Weapon 229 Basic Techniques 286 VEHICLES TAG, Light 229 Finishing Touches 288 Mistakes 288 aNgels oN our sHoulDers 230 A Final Note 288 Kitbashing 289 INFANTRY Concept and Planning 289 AEROSPACE UNITS Tools and Equipment 290 234 Techniques 291 AEROSPACE Scale 234 Finishing 295 UNITS Large Craft Weapon Bays 234 Preparing terrain 296 Aerospace Units vs. Ground Units 234 Clear 296 space Combat 235 Hills 296 Line of Sight 235 CREATING Trees 296 SCENARIOS Firing Arcs 235 Water 297 Firing Weapons 235 Roads/Bridges 297 Damage 238 Buildings 298 PAINTING Collisions and ramming 241 Rubble 298 MINIATURES Ramming Attacks 241 Rough Ground 299 Damage from Collisions 241 Assembling the Playing Area 299 Atmospheric Combat 241 Air-to-Air Attacks 241 INDEX Air-to-Ground Attacks 242 INDEX Ground-to-Air Attacks 247 300 Attacks By and Against Spheroid DropShips in Atmosphere 248 Damage to Aerospace Units in Atmosphere 249 TABLES Attacks by Grounded Aerospace Units 249 303 other Combat weapons and equipment 251 Screen Launchers 251 Tele-Operated Missiles 251 5 CREDITS

Battletech original design Miniatures Painting & Photography Jordan K. Weisman Ray “Adrian Gideon” Arrastia L. Ross Babcock III William “sounguru” Burt Sam Lewis Mike “Chewie” DuVal Paul M. Eckes Project Concept Dave Fanjoy Randall N. Bills Ross Hines Leigh-Alexandra Jacob Project development Steve “MadDoc” Livingston Randall N. Bills Mark “Hyena” Maestas Assistance Development Lance “Jal Phoenix” Scarinci Herb Beas Drew Williams 2005 Origins International Games Expo Diorama writing Ray “Adrian Gideon” Arrastia, Chad “Urbiemech” Derrenbacker, Fiction Ross “Savage Coyote” Hines, David “Dak” Kerber, Mark “Hyena” Herb Beas Maestas, Steve “Insane Kangaroo” McCartney, Ryan “F15CFlyer” Randall N. Bills Peterson, Robert “Cabal” Pidgeon, Ben “Ghostbear” Rome, Paul Dan C. Duval Sjardijn, Allen “Papoose” Soles, Joe “Minidragon” Wiedeman Kevin Killiany Terrain Jason M. Hardy Blair Line Signs, Busch, GHQ Miniatures, Ground Zero Games, David L. McCulloch Herpa Miniature Models, Iron Wind Metals, Joker’s Terrain, Steve Mohan, Jr. JR Miniatures, Kato USA, Marklin, Old Crow Models, Pegasus Jason Schmetzer Hobbies’ Platformer Terrain, Talon Games’ BattleHex Terrain Phaedra M. Weldon Map of the Inner Sphere Painting Miniatures Øystein Tvedten Drew Williams Map Diagrams Kitbashing Ray Arrastia Ray Arrastia Record Sheets David L. McCulloch Product editing Index Diane Piron-Gelman Rita Tatum

Battletech line developer Additional design and development Randall N. Bills The following people have been involved in the creation and development of BattleTech rules, either by writing material that was Production staff assimilated into the main body of the rules, serving as the BattleTech Art Direction line developer in the past, or otherwise contributing to the game in Randall N. Bills a major way. Cover Art Samuel B. Baker, Herb Beas, Randall N. Bills, Forest G. Brown, Franz Vohwinkel Chuck Crain, Chris Hartford, Clare Hess, Scott Jenkins, J. Andrew Cover Design Keith, James R. Kellar, Dale Kemper, L.R. “Butch” Leeper, Bryan Adam Jury LiBrandi, Jim Long, David McCulloch, Jim Musser, Bryan Nystul, David M. Stansel-Garner Mike Nystul, Blaine Pardoe, Boy F. Peterson Jr., Rick Raisley, Jerry Jason Vargas (Limited Edition) Stenson, Christoff er Trossen, Wm. John Wheeler. BattleTech Logo Design Shane Hartley, Steve Walker and Matt Heerdt Acknowledgements Evolved Faction Logos Design To Herb Beas for helping to make the new core rulebooks possible Jason Vargas by tackling the primary development of the Jihad sourcebooks and Graphic Presentation more and being an all-round excellent development assistant. David M. Stansel-Garner To the core group of people who, to one extent or another, have Troy Stansel-Garner signifi cantly contributed to keeping BattleTech not simply alive Layout these last fi ve years, but thriving once more: Ray Arrastia, Herb Adam Jury (Rules) Beas, Loren Coleman, Warner Doles, David M. Stansel-Garner, David M. Stansel-Garner (Fiction) Diane Piron-Gelman, Jason Hardy, Chris Hartford, Jason Knight, Illustrations Chris Lewis, David McCulloch, Ben Rome, Matt Plog, Paul Sjardijn, Chris Lewis Peter Smith, Scott Taylor, Christoff er Trossen, Øystein Tvedten, and Klaus Scherwinski Jason Vargas. To David Stansel-Garner for being the primary vision behind Additional thanks the new re-branded graphic presentation of BattleTech. To the BattleTech Community who through thick and thin To Eberhard von Massenbach who is always there to fi nd have supported the game and universe we all love, making the the obscure rules minutia and whose keeping the fl ame lit this book possible. INTRODUCTION by Christoph Nick alive across the pond. To for constantly putting up with my endless special thanks demands and allowing me to go absolutely wild with the re- To Iron Wind Metals, who has staunchly supported COMPONENTS branding of BattleTech. BattleTech for long years, continues to do so and signifi cantly To all the Commandos…simply too many to name, but donated to the cause of Total Warfare; to Fighting Pirannha thanks for your commitment! Graphics for their support and contributions; fi nally to the PLAYING To Adam Jury and Ray Arrastia, who took on the assault lance artists from Camo Specs Online—specifi cally Ray Arrastia, THE GAME at the last second to save our hides (we’re even for SR4, Adam!) Mike DuVal, Dave Fanjoy, Ross Hines, Steve Livingston, Mark To Franz Vohwinkel, Klaus Scherwinski and Chris Lewis for all Maestas and Lance Scarinci—for instantly taking on the GROUND the great BattleTech art over the years (and the years that will scope of the mission, and giving their all to take the visuals of MOVEMENT come) and for outdoing themselves this time around. BattleTech to a whole new level. To Peter LaCasse for quickly generating the Random Assignment Tables found in the Creating Scenarios section. randall’s thanks and dedication AEROSPACE To Ray Arrastia, Jason Hardy, Eberhard von Massenbach, Friends have always meant the world to me. While I add MOVEMENT Jason Schmetzer, Chris Smith, Andrew Timson, and Patrick new friends that are as close as family as the years move on, Wynne for those last frantic, late night proof checks. I’m blessed to still stay in touch with friends from twenty years COMBAT ago. While there are so many who have touched my life, when Playtesters/Proofers/Fact Checkers it comes to BattleTech, two in particular were there twenty The playtesters for any game line are a necessary component in years ago when I fi rst pulled the cover off the BattleTech box the creation of a solid product. However, when tackling something set: Chad Dean and Tony Liddle. Thanks for all the years we’ve HEAT on the scope of Total Warfare, which involves the melding of had and all the years to come twenty years worth of rules into a unifi ed whole that far exceeds To my magnifi cent family and wife…there wouldn’t be a it constitute parts (particular when set against the millions-of- Total Warfare without Tara’s unfl agging support. BUILDINGS words background of the vast scale of BattleTech history and Finally, this book is dedicated to Bryan Nystul: thanks for continuity) their roles are not only greatly expanded, but become being a great sensei when my work in the industry began and vital. A testament to the strength of the BattleTech community, their for showing me the possibilities. I hope you fi nd what you’re PROTOMECHS dedication knew no bounds: the product is far superior due to their looking for. signifi cant contributions. Joel Agee, Brian Alter, Ray Arrastia, Ron Barter, Terren “Tel Hazen” ©2006-2011 The Topps Compnay, Inc. All Rights Reserved. COMBAT Bruce, Rick Casarez, Doug Davidhizar, Brent Dill, Benjamin Disher, BattleTech, Total Warfare, TechManual, Tactical Operations, VEHICLES John “Quentil” Dzieniszewski, Dave Fanjoy, David Ferguson, Thomas Strategic Operations Interstellar Operations, A Time of War: The Ferrell, Bruce Ford, Eugen Fournes, John “AngelRipper” Frideres, BattleTech RPG, MechWarrior, ’Mech, BattleMech and BattleForce Aaron “Bear” Gregory, Eric Hawkins, Glenn Hopkins, Ken Horner, are registered trademarks and/or trademarks of The Topps SUPPORT John “Bleusman” Hudson, Darryl Hunt, Stephen “Blayde” King, Rod Company, Inc., in the United States and/or other countries. No VEHICLES Klatt, Nadine Klatt, Michael “Konan” Koning, Peter LaCasse, Edward part of this work may be reproduced, stored in a retrieval system, “Tenaka Fury” Laff erty, Mark Maestas, Eberhard “Rote Baron” von or transmitted in any form or by any means, without the prior INFANTRY Massenbach, Brian McAuliff e, Tim McAuliff e, Mike Miller, Jeff rey permission in writing of the Copyright Owner, nor be otherwise “Fej” Morgan, Darrell “FlailingDeath” Myers, Lou “Nukeloader” Myers, circulated in any form other than that in which it is published. Andrew Norris, Mike Pfi ster, Max “Medron Pryde” Prohaska, Ben AEROSPACE Rome, Richard Sardiñas, Christopher K. Searls, Chris Sheldon, Alyson Corrected Third Printing. UNITS Sjardijn, Paul Sjardijn, Scott Stansbury, Joel “Septicemia” Steverson, Second Printing by Catalyst Game Labs. Rob Strathmann, Terry Sweetapple, Dr. Geoff “97jedi” Swift, Lee Thoms, Roland Thigpen, Todd “BlueWeasel” Thrash, Andrew Published by Catalyst Game Labs, CREATING Timson, John Unchelenko, Chris Wheeler, Paul Wolf, Patrick Wynne; an imprint of InMediaRes Productions, LLC SCENARIOS Gravedigger Arms Limited: James Humpula, Darlene Morgan, Aaron PMB 202 • 303 91st Ave NE • E502 • Lake Stevens, WA 98258 “Gravedigger” Pollyea, Jeff Skidmore, Charles “IronSphinx” Wilson; PAINTING The Singapore Longshoremen: Jason Chodara, Leonard Conklin, Dan FiND us oNliNe: MINIATURES Eastwood, Tom Evans, Rick “Rick Steele” Remmer, Chris “Chungalo” [email protected] Smith, Sam “Wasp” Snell, Jeremy Zuvich; Seacoast BattleTech Society: (e-mail address for any BattleTech questions) Debra Atkinson, David Baughman, James Bernard, Josh Carter, Alex http://www.battletech.com INDEX Ellis, Korac MacArthur, Clayton Poland; Steel City MechWarriors: Rich (offi cialBattleTech web page) Cencarik, Rich Darr, Brian Golightly, Dave Lang, Drew Martin. http://www.CatalystGameLabs.com And to all the players that fought through the endless delays (Catalyst Game Labs web page) to get on-line questions answered over the years; your questions http://www.battlecorps.com/catalog/ generated numerous FAQs off of which much clarifi cation came (online ordering) about in this book.

7 Total Warfare (TW) has been carefully reworked from previous To play BattleTech, players will need dice, maps and counters or BattleTech rules (BT) editions to clarify confusing or contradictory miniatures to represent the BattleMechs and/or other units used information, folding in many years of Frequently Asked Questions by each side. All of these items can be found in the BattleTech (FAQs), play testing and game play. In addition, for the fi rst time Introductory Box Set, the recommended product for beginning in well over a decade, all the various rules sets that directly aff ect BattleTech players. For more information about the availability BattleTech ground warfare—including aerospace rules covering units and use of these items, see Components, page 20 of this book. that can enter a planet’s atmosphere—appear in a single volume, woven together to make sure that all rules function seamlessly with one another. Total Warfare also includes additional material to FICTION expand and enhance game play. Along with the rules of BattleTech, this book contains an easy-to-use scenario creation system, as well as Fiction has always played an important role in BattleTech, a painting section that will have players quickly painting the plastic with more than eighty novels published to date (and well over a miniatures in the BattleTech Introductory Box Set, as well as priming hundred sourcebooks) fl eshing out and expanding the universe them for the complete BattleTech line of metal miniatures from Iron into its current, vibrant form. Wind Metals. BattleTech uses two diff erent types of fi ction to convey its story. This book contains a number of rules changes from previous “Story fi ction” includes novels, novellas, short stories and so on; editions. We feel confi dent that these are the most complete, fi ction that puts the reader inside the heads of the characters clear and concise rules for BattleTech ever presented. that populate the universe. “Sourcebook fi ction”—which appears As noted in the back cover text of this book, unlike previous in the various Handbooks, Historicals, Technical Readouts and so editions of the BattleTech rulebook, no construction rules appear on (see BattleTech: More Than a Game, p. 10)—presents story ele- in Total Warfare; those rules are in the TechManual (see Core ments as though the reader were a character transplanted into Rulebooks, p. 10). the game universe, reading military documents, historical texts, The rules in this book supersede all previously pub- secret security briefs, intercepted personal communications, local lished rules, including the BattleTech Manual, the BattleTech newspapers and so on. These two methods work hand-in-hand to Compendium, BattleTech Compendium: The Rules of Warfare, bring the BattleTech universe to life. BattleTech Master Rules (standard and revised editions) and Every BattleTech sourcebook published by Catalyst (or FanPro) older editions of the BattleTech boxed set. Where applicable, includes a short story. In addition, www.battlecorps.com pub- these rules also supersede sections of various other rules lishes numerous BattleTech stories every month that support expansions, including AeroTech 2, Revised; Maximum Tech, product releases (sourcebooks and rulebooks), as well as the Revised; and so on. In other words, if a rule in Total Warfare current Jihad story arc (see p. 11). directly confl icts with rules in a previously published rulebook Because it hurls the players directly into the BT universe, Total or expansion, Total Warfare takes precedence. Warfare includes more “story fi ction” than any core rulebook previously published for BattleTech. Twelve short stories off er To further cement this concept directly into a reader’s a taste of the core factions with which players will come to mind, the art at the beginning of this section shows the very associate, while conveying the theme of a given section of the Nagelring military computer represented “in universe” by the rulebook; players can also use these stories to launch endless text and layout of this rulebook. INTRODUCTION games and campaigns, whether set in the current Jihad era or Note that as with fi ction, players should never construe art in the rich history of BattleTech. as rules. In a similar vein, while the diagrams used through- Finally, A Time of War (see p. 14) and Military Organization out this book are rules, players should note that the graphic COMPONENTS (see p. 34) provide two examples of the many diff erent types icons within each diagram only represent specifi c unit types of “sourcebook fi ction” players will discover in the various (‘Mechs, vehicles, infantry and so on). As such, players should sourcebooks published for BattleTech. not be confused by a specifi c unit image (such as the Mad Cat PLAYING for the ‘Mech) used in an example, when its game stats do not THE GAME FiCtion vs. rules mirror the example. It is important to note that fi ction, though essential in GROUND making the game universe come alive, should never be MOVEMENT construed as rules. While BattleTech fi ction usually attempts 3-D TERRAIN VS. to adhere to the aesthetics established by the rules, authors often use creative license to accomplish the needs of a given PAPER MAPS AEROSPACE MOVEMENT story. To eliminate confusion in Total Warfare about which sec- BattleTech at its core is a board game; players move pieces tions are fi ction and which are rules, the fi ction sections have on a hex-grid mapsheet. Unlike tabletop miniatures games, COMBAT a unique look. In addition, all fi ction sections are italicized in which use three-dimensional (3-D) terrain and rulers to the Table of Contents. approximate movement and combat, the core BattleTech game rules use specific, codified movement and combat FiCtion And Art ranges within a mapsheet’s hex grid. HEAT From the moment of BattleTech’s inception, it was con- Nevertheless, any game system that uses three-dimen- ceived as a visually intensive universe. Though the Technical sional miniatures (such as the complete line of BattleTech Readout series is one of the better examples of the importance miniatures sold by Iron Wind Metals; see p. 12) looks better BUILDINGS of art in conveying the universe to a reader, every sourcebook when played on 3-D terrain—hence the photos in this rule- employs art to work hand-in-hand with the fi ction to bring book. Three-dimensional terrain also enhances the feel of the game. When using 3-D terrain, however, players should note the universe to life: from a stunning cover to the smallest illus- PROTOMECHS tration buried on a last page. that BattleTech requires hex-grids. Even the graphic layout of rulebooks and sourcebooks— While the BattleTech Introductory Box Set, Total Warfare and other rulebooks all require the playing area (whether the borders around the edges of a page, how the words are COMBAT placed on the page and so on—are specifi cally designed to mapsheets or 3-D terrain) to be a hex grid, some players may VEHICLES accentuate the universe. wish to learn how to play BattleTech as a table-top miniatures For Total Warfare, the graphic design concept is that of a game (using rulers and without the hex grid on 3-D terrain). Players can visit www.classicbattletech.com to download a SUPPORT computer interface. Specifi cally speaking, it is a computer VEHICLES from House Steiner’s (see A Time of War, p. 14) Nagelring; one free conversion rules set—BattleTech Miniatures Rules—cov- of their premier military academies (for more information ering the diff erences between the two types of play. on House Steiner and specifi cally on the Nagelring, players INFANTRY should check out Handbook: House Steiner).

AEROSPACE UNITS

CREATING SCENARIOS

PAINTING MINIATURES

INDEX

WSB WSB WSB WSB

9 As players encounter BattleTech sourcebooks and rulebooks STANDARD VS. beyond this rulebook, they will encounter books that bear the title “BattleTech” and others that bear the title “Classic BattleTech.” ADVANCED RULES What’s the diff erence? BattleTech was originally published by FASA Corporation. When FASA Corporation closed its doors the The rules presented in Total Warfare are considered the stan- BattleTech property was purchased by WizKids LLC, who licensed dard rules of BattleTech. They represent all tournament-appropri- the rights to continue to produce books in the same vein as ate rules: the “big” BattleTech tournaments run directly by Catalyst FASA Corporation to FanPro LLC. WizKids leapt the timeline Game Labs at the Origins International Games Expo®, any Gen forward to create MechWarrior: Dark Age, a collectible minia- Con Game Fair® and many other conventions all use the rules tures game set 65 years into BattleTech’s future. To help ensure presented in Total Warfare. there was no brand confusion, the word “Classic” was added Advanced rules—as found in Tactical Operations, Strategic to the BattleTech title, though Operations (see Core Rulebooks, at right) and so on—provide more the game and its fictional depth for virtually every aspect of play. However, the additional setting remained the same. complexity makes such rules inappropriate for tournament play. To celebrate the 25th anniver- sary of BattleTech, Catalyst Game rule levels Labs, the current publisher of Previously, BattleTech split its rules into levels. However, with BattleTech, has secured the rights the introduction of several new units and their construction to revert “Classic BattleTech” systems (notably IndustrialMechs and Support Vehicles), the lines to “BattleTech.” However, regard- between the levels became blurred. The current rules are simply less of what title a book bears, classifi ed as standard or tournament and advanced or non-tour- it’s all BattleTech! nament, as appropriate. Core ruleBooKs Following the introduction to READER RESPONSE the game through the BattleTech Introductory Box Set, the core rulebooks How does a MechWarrior interface with a BattleMech? How does a ProtoMech really work? When was the Gauss ri e or the Particle Projector Cannon developed? Or how can I just make my own, are the foundation of gamecool and unique play BattleMech design? If you’ve(and ever been plagued by these questions, then get on your We hope this product will help you better enjoy your coveralls and make sure you’ve got your astech certification, because you’re about to dive into BattleTech construction! the universe) for the various aspects A companion volume to Total Warfare™, the BattleTech games. If you have questions or comments about Classic BattleTech TechManual™ combines all the construction rules for the various units presented in that core rules set. Streamlined and updated, it of BattleTech. Total Warfarecontains allis the core weaponrythe and equipment fi rst from previous rules set, as well as the newest, BattleTech or any other Catalyst Game Labs (or FanPro/FASA) bleeding edge technologies. More than just a rulebook, however, the TechManual presents numerous sourcebook-style treatises, providing the in-universe context for these units and the in this new series of coretechnologies rulebooks, of their development. A must have product, please write to Catalyst Game Labs, PMB 202, 303 91st resource for any BattleTech a cionado! Ave NE, E502, Lake Stevens, WA 98258, or send an e-mail to delivering a breadth and a visual pre- [email protected]. While we read all cor- sentation never before achieved, while respondence, we simply do not have the time to indulge in the TechManual (construction rules for the luxury of writing detailed answers to general questions. To make various units found inUnder LicenseTotal From Warfare) is ISBN-10: ??? ISBN-13:ISBN-10: ???1-932564-79-9 $39.99 ©2007 WizKids, Inc. All Rights Reserved. Classic BattleTech TechManual, Classic BattleTech, BattleTech, BattleMech, ’Mech, and WK ISBN-13: 9781932564792 $39.99 Games are registered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries. WEBSITE: CATALYSTGAMELABS.COM the second in thisCatalyst Game Labs andseries. the Catalyst Game Labs logo are trademarks of InMediaRes Productions, These LLC. Printed in Thailand. two core it easier for us to answer you quickly, provide us with multiple- XXXXX THE CORE CONSTRUCTION RULES choice questions or phrase your query so that we can answer yes rulebooks are followed by four more or no. Please include a self-addressed, stamped envelope with core rulebooks, which act as the bedrock for any type of game your letter for our reply. players may wish to undertake: Tactical Operations (advanced rules, Alternatively, players can visit the forums at classicbattletech.com equipment and units, including construction rules, for planetary where they can post reviews of products, ask rules and universe conquests), Strategic Operations (advanced rules and units, includ- questions and more (see classicbattletech.com, p. 13). ing construction rules, for system conquests and campaigns) A Time of War: The BattleTech RPG (a complete game system for role- playing) and Interstellar Operations (a rules framework for building BATTLETECH: and running any type of force through everything from small-scale campaigns to multiwar clashes between stellar empires). MORE THAN A GAME teChniCAl reAdouts BattleTech is much more than a board game as presented in the The ultimate guidebooks to the BattleTech Introductory Box Set. Vibrant, strong and still growing weaponry and war machines of the after twenty years, the fi ctional universe and the valiant struggles 31st century, BattleTech technical of its dynamic human characters, set against a far-future battle- readouts describe the BattleMechs, fi eld, has endeared it to millions of fans and will continue to do Combat Vehicles, Support Vehicles, so into the future. aerospace fighters, DropShips, To convey the universe to the BattleTech community (as well as WarShips, infantry and more of demonstrate how players can take that universe and integrate it the BattleTech universe. Each fully into the game system), Catalyst publishes several diff erent lines of illustrated entry in these reference rulebooks, sourcebooks, campaign packs and so on. While not an books contains complete BattleTech game statistics. all-inclusive list, the following provides an overview of the primary Pre-fi lled record sheets for the various units found in the techni- series of products published by Catalyst (or FanPro) for BattleTech. cal readouts are published separately (see Record Sheets). the JihAd ASCENDING: A JIHAD COMPILATIONBLAKE HexPacks are the easiest BattleTech has always been a TM way to expand a player’s dynamic universe with progress- terrain options. Each con- ing storylines that shake things tains one mapsheet with INTRODUCTION

• a diff erent map printed on up, uniting and shattering fac- BATTLETECH A CLASSIC SOURCEBOOK tions, developing characters either side. Additionally, into beloved (or despised) icons each HexPack includes COMPONENTS that wage a valiant struggle numerous punch-out-and- or die a glorious death. Such use hex templates that events breathe life not only into allow players to quickly and PLAYING the fi ction players read, but the 35300 easily modify pre-existing mapsheets from scenario to scenario. THE GAME A JIHAD PLOT SOURCEBOOK COMPILATION games they play. Previous companies (FanPro and FASA Corporation) pub- The current universe-shaking storyline is the Word of Blake’s lished a host of paper mapsheets for BattleTech, which may GROUND Jihad, begun in 2005 with the publication of Dawn of the Jihad still be found in some stores. While the thinness of those paper MOVEMENT and Jihad Hot Spots: 3070 (currently in print as a combined mapsheets compared to the Introductory Box Set and HexPacks volume, Blake Ascending). Look for future Jihad books that will thick mapsheets may be a little disconcerting, they are 18” x 22” continue to shock, amaze and entertain for years to come. mapsheets and the hex sizes are identical; they can all be used AEROSPACE interchangeably without issue. MOVEMENT hAndBooKs reCord sheets The The Inner Sphere At a COMBAT Glance book in the BattleTech While players can use the blank Introductory Box Set provides record sheets found in TechManual a taste of the Great Houses of to fill out any number of units, the Inner Sphere. Each House pre-filled record sheets (such HEAT represents a fully fleshed-out as those found in the BattleTech star-spanning realm, with its Introductory Box Set) allow players own history, cultural identity, to jump directly into the action. BUILDINGS fi ghting style and so on. Each A selection of print Record volume in the series is fi lled with Sheet books are available, con- taining the primary variants the essential histories, politics, PROTOMECHS culture and industry that makes found within the corresponding up the Great Houses as well as other factions, such as the wild Technical Readout. Additionally, frontiers of the Periphery; the books include rules for personal players can order various pre- COMBAT equipment, creatures, campaign ideas and more for BattleTech fi lled, PDF record sheet books from battlecorps.com/catalog. VEHICLES and A Time of War: The BattleTech RPG. This includes unabridged PDF versions of the print Record Sheet books, but they diff er in that they contain all variants found within the corresponding Technical Readout. SUPPORT historiCAls VEHICLES The Historical series delves into the pivotal wars of the Inner HISTORICAL: OPERATION KLONDIKE • A BATTLETECH SOURCEBOOK e-PuBliCAtions DAFDASUrero commodolent nulla feu feuisl init alisit ad modip euipi- sis nonummy nonumsan ullutat. Sphere’s thousand-yearUt velisis nulput wisci et nullamc history, Beyond the printed source material for BattleTech, a host ommodol oborercin henim aute dolobore dolestrud exeros alis acip INFANTRY eu feu faciliquisl elis dunt nismodi psumsan heniatio odolore raestrud with importantmagnis nis nostrud tie facilit wis eapersonalities, of electronic publications further expands the universe in cor iure dolorem veliquat lobore con henim vulla facidunt vendiam, conulluptat wisim quat ullaortin hendreet utet incinciduip eriure vel- a host of directions, available at battlecorps.com/catalog. maps of individualiquipis amet inisim vulla consenit attack waves aliquipis nis alis do od magna facilit nos nos delis augait ing essi. Putpatum incil ut volor ipit ver sim in veliquating eugiationsed doleni- From out-of-print vintage products now available in PDF and regimentsi blamcore listings, cortis augiamcor illaor along with a AEROSPACE ilit wis euguer ad magna acipsum aliquam quat lutat. Nulputpat. Min- isl illum inis nullum endip eugiat campaign frameworkpraesed digna aut vulpu that allows format, to brand new PDF-only series such as Experimental UNITS players to enact every aspect of Technical Readouts, Turning Points and Field Reports, to each of these importantSTAR LEAGUE ERA events. classic BattleTech novels now available in epub format for CREATING War of 3039,Under LicenseBrush From Wars and use on any electronic reader: a galaxy of electrons is avail- SCENARIOS 35xxx ©2010 WizKids, Inc. All Rights Reserved. Historical: Operation Klondike, Classic BattleTech, BattleTech, BattleMech, ’Mech, and WK ISBN-13: xxx $24.99 Games are registered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries. WEBSITE: CATALYSTGAMELABS.COM Operation KlondikeCatalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, are LLC. Printed in Canada. currentlywww.catalystgamelabs.com able to explore! available. More such source- books will appear in the future, allowing players to explore PAINTING the historical wars that have shaped every faction to date. WHERE TO ORDER MINIATURES heXPACKs Visit your local game store to purchase the item INDEX The BattleTech Introductory Box Set contains two playing map- you’re looking for; if they do not have an item, order sheets, each with a diff erent map printed on either side. Once it through them (feel free to let the store know about players begin using the maps, they’ll quickly fi nd that one of the www.CatalystGameLabs.com, where they can fi nd a com- easiest ways to make an already played scenario fresh and new plete list of distributors used by Catalyst Game Labs). is to play it on a diff erent map. In addition, the style of a playing map (mountain, forest, city and so on) can reinforce the fl avor of a given scenario or campaign. 11 Civil wAr (3062, 3067) BATTLETECH ERAS The Clan threat is eventually lessened with the complete destruction of a Clan. The BattleTech universe is a living, vibrant entity that grows With that massive external threat appar- each year as more sourcebooks and fi ction are published. A ently neutralized, internal confl icts explode dynamic universe, its setting and characters evolve over time around the Inner Sphere. House Liao con- within a highly detailed continuity framework, bringing every- quers its former Commonality, the St. Ives thing to life in a way a static game universe cannot match. Compact; a rebellion of military units belong- However, the same dynamic energy that makes BattleTech so ing to House Kurita sparks a war with their pow- compelling can also make it confusing, with so many sourcebooks erful border enemy, Clan Ghost Bear; the fabulously powerful published over the years. As people encounter BattleTech, get Federated Commonwealth of House Steiner and House Davion hooked and start to obtain sourcebooks, they need to know where collapses into fi ve long years of bitter civil war. a particular sourcebook is best used along the BattleTech timeline. To help quickly and easily convey the timeline of the BattleTech JihAd (3067, Current) universe—and to allow a player to easily “plug in” a given source- Following the Federated Commonwealth book—we’ve divided BattleTech into fi ve major eras. (For those Civil War, the leaders of the Great Houses that own the BattleTech Introductory Box Set, the year dates in meet and disband the new StarLeague, parentheses following each era’s title correspond to the maps declaring it a sham. The pseudo-religious found in the Inner Sphere at a Glance sourcebook.) Word of Blake—a splinter group of ComStar, the protectors and controllers of interstellar stAr leAgue (2570) communication—launch the Jihad: an inter- Ian Cameron, ruler of the Terran Hegemony, concludes stellar war that will ultimately pit every faction decades of tireless eff ort with the creation of the Star League, a against each other and even against themselves, as weapons of political and military alliance between all Great Houses and the mass destruction are used for the fi rst time in centuries while Hegemony. Star League armed forces immediately launch the new and frightening technologies are likewise unleashed. Reunifi cation War, forcing the Periphery realms to join. For the next two centu- dArK Age (3132+) ries, humanity experiences a golden Under the guidance of Devlin Stone, the age across the thousand light-years Republic of the Sphere is born at the heart of of human-occupied space known as the Inner Sphere following the Jihad. One the Inner Sphere. It also sees thecre- of the more extensive periods of peace ation of the most powerful military begins to break out as the 32nd century in human history. dawns. The factions, to one degree or another, embrace disarmament and the suCCession wArs (3025, 3030, 3040) massive armies of the Succession Wars begin Every last member of First Lord Richard Cameron’s family is to fade. However, in 3132 eighty percent of killed during a coup launched by Stefan Amaris. Following the interstellar communications collapses, throwing the thirteen-year war to unseat him, the rulers of each universe into chaos. Wars almost immediately erupt and the fac- of the fi ve Great Houses disband the Star League. tions begin rebuilding their armies. General Aleksandr Kerensky departs with eighty percent of the Star League Defense sourCeBooKs Force beyond known space and the Inner As Catalyst Game Labs continues to publish new BattleTech Sphere collapses into centuries of warfare products (and reprint previously published products), easy ref- known as the Succession Wars that will erence logos—corresponding to those above—will be printed eventually result in a massive loss of tech- directly on their back covers. This will allow retailers and players nology across most worlds. alike to know at a glance what eras are covered by a given product. For additional ease of reference, era logos will also ClAn invAs ion (3052, 3057) appear on product’s sell sheet, on-line products page and so on. A mysterious invading force strikes the coreward region of the Inner Sphere. The invaders, called the Clans, are descendants If a Catalyst Game Labs BattleTech product does not contain of Kerensky’s SLDF troops, forged into a society dedicated to an era logo, then it is considered a core rulebook or supplement becoming the greatest fi ghting force in history. to be used across all eras, such as the Introductory Box Set, Total With vastly superior technology and war- Warfare and so on. riors, the Clans conquer world after world. Eventually this outside threat will forge a new Star League, something hundreds of years of warfare failed to accomplish. In addition, the Clans will act as a catalyst for a technological renaissance. CAtAlyst deMo teAMs OTHER AVENUES The Catalyst Demo Team is the group of fans that work directly with retailers worldwide to help promote the BattleTech game From the moment of BattleTech’s inception, it proved fl ex- system and universe. Whether running games at conventions or INTRODUCTION ible and dynamic enough to spawn a host of related products at local retail stores, Catalyst Demo Teams help the gaming com- and services that provide additional support to the gaming munity stay in touch through worldwide events and tournaments, community. Below are just a few of the most important. as well as supporting local retailers. Visit the Catalyst Demo Teams COMPONENTS website to fi nd whether a local retailer in your area is a “Firebase” iron wind MetAls and how you can become a Catalyst Demo Teams member. Iron Wind Metals produces a complete line of metal min- For more information, visit www.catalystdemos.com. PLAYING iatures for almost any type of BattleTech play; all the minia- THE GAME tures shown in this book are part of that line. As players have ClAssiCBAttleteCh.CoM discovered for years, assembling and painting miniatures is a This is the offi cial website for BattleTech, where players GROUND joy unto itself. The feel of a weighted, beautifully painted min- can get the lowdown on what’s happening in the BattleTech MOVEMENT iature provides a whole new level of play experience. universe, be the fi rst to preview new products, download For more information, visit www.ironwindmetals.com. exclusive BattleTech fi les, exchange ideas with other fans from around the world and more! AEROSPACE MOVEMENT For more information, visit www.classicbattletech.com.

CAMo sPeCs online COMBAT Camo Specs Online is the official source for the camo specs of the BattleTech universe. See more than 600 diff erent schemes already represented, with frequent updates; talk directly to the artists; view never-before-seen canon schemes; HEAT submit your own art and become a CSO artist! For more information, visit www.camospecs.com. BUILDINGS

PROTOMECHS

Fighting PirAnnhA grAPhiCs Fighting Pirannha COMBAT ral Partha europe Graphics ships high VEHICLES For players in Europe (and other appropriate countries quality, BattleTech outside the United States), BattleTech miniatures support is waterslide decals SUPPORT provided by Ral Partha Europe. worldwide, with more VEHICLES For more information visit www.ralparthaeurope.co.uk. than 600 Clan, House, Periphery and merce- BAttleCorPs nary insignias already INFANTRY BattleCorps.com is the premiere online fi ction source for available. They’ll even BattleTech. Developed by InMediaRes Productions, LLC, to take original artwork and create custom decal sheets! actively support the BattleTech community, their BattleShop For more information, visit fi ghtingpirannhagraphics.com. AEROSPACE offers everything from poster maps to PDF sourcebooks UNITS to miniatures to software, and players can order the paper virtuAl world entertAinMent product direct as well. BattleCorps is a one-stop shop for Test-drive a ’Mech in adrenalin-pumping, full-tilt computer CREATING any fan of the BattleTech/MechWarrior universe. The site’s game action as you face off against seven other pilots in the SCENARIOS subscription-based services take the BattleTech experience to world’s most sophisticated civilian combat simulator. a whole new level, featuring a stable of authors from national For more information, visit www.mechjock.com. best sellers to great new talent, new art, unique product pre- PAINTING MINIATURES views, faction-specifi c message boards, moderated chats with authors and developers, and more. For more information, visit www.battlecorps.com. INDEX

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