Battletech GM's Notes

Game Rules

Level 3 Rules

The following Level 3 Rules are in general use:

Firing When Down

A prone 'mech requires only one arm to prop itself up to fire, and takes only the basic +2 firing-while-prone modifier for propping with only one arm.

(Modifies Total Warfare, p.113 and Tactical Operations, p.85.)

Custom Hit Location Charts

Kick Location Table
Left SideFront/RearRight Side
1–5L Leg1–3R Leg1–5R Leg
6R Leg4–6L Leg6L Leg
Quad Kick Location Table
Left SideFrontRearRight Side
1R.F.Leg1R.R.Leg1R.F.Leg1L.F.Leg
2–3L.F.Leg2–3R.F.Leg2–3R.R.Leg2–3R.F.Leg
4–5L.R.Leg4–5L.F.Leg4–5L.R.Leg4–5R.R.Leg
6R.R.Leg6L.R.Leg6L.F.Leg6L.R.Leg

Skidding

Units always make skidding/sideslipping tests upon the first facing change they make in any given hex when other conditions for skidding/sideslipping are met, not only if they then attempt to enter a new hex.

(modifies Total Warfare, p.62)

Skidding in Combat

The modifier for attacks against a skidding unit is only +1. The modifier for attacks by a skidding unit is +2.

(modifies Total Warfare, p.62)

Special Auto-cannon Munitions

All of the Davion special auto-cannon munitions may be used with LB-X auto-cannons as well as standard auto-cannons.

Physical Attack Options

Instead of making physical attacks a mech may make a Dodge Maneuver. A Dodge Maneuver adds a +2 to-hit modifier to all physical attacks made against the dodging unit.

Real Time Initiative

Under normal rules a unit can find out that it was destroyed before the controlling player fires resulting in the "I'm already dead so who cares" alpha strike. The real time initiative rule was created to eliminate this activity.

Under the real time initiative rule each side rolls initiative as normal. The movement and reaction phases also proceedphase proceeds as normal. During the weapon attacks and physical attacks phases the side that won the initiative picks a unit to attack first. That unit makes all of its desired attack tests and applies all damage from those tests before the losing side may fire back. All piloting skill rolls due to damage inflicted are made at the end of the weapon attack phase and the physical attack phase as needed.When a unit activates it makes all appropriate piloting skill rolls and consciousness checks due to damage taken up to that point in the phase and then clears its accumulated damage for the phase. If the unit has already activated before taking damage it makes its tests at the end of the phase as normal.

If a pilot fails a consciousness test due to damage they must wait until the same phase of the next turn to test again. A unit that misses the movement phase due to being unconscious is considered immobile for that turn, even if it regains consciousness in a later phase.

Mechwarriors who have activated sixth sense during their turn move after all other units on the field have moved during the movement phase. The sixth sense unit also attacks and resolves damage before all other units during the weapon attack and physical attack phases. If a pilot fails a consciousness test due to damage they must wait until the same phase of the next turn to test again. Units that have failed a consciousness test are considered immobile for the next turn, even if they pass their consciousness test before the end phase of the turn.

Retreating off of Board edges other than Home Edge

When units retreat off of a board edge other than their home edge it is harder for them to rejoin their unit. Make a piloting skill roll modified by situation and consult the margin of failure chart for the result.

Situation
Unit is retreating off edge adjacent to home edge:+1
Unit is retreating off edge opposite of home edge:+2
Planet is friendly to retreating unit:-1
Planet is hostile to retreating unit:+1
Unit is faster than 50% of enemy force:-1
Unit is slower than 50% of enemy force:+1
Results
MOS
0-1Lose 4 hours of repair time
2-3Lose 3 hours of repair time
3-44-5Lose 2 hours of repair time
56+Lose 1 hour of repair time
MOF
1-2Lose 6 hours of repair time
3-4Lose all repair time
5-6Lose all repair time and roll once on Random Damage Table, reroll any result not related to armor damage or ammo.
7+Unit is captured by the enemy.

Repairs

A Technical Team may not attempt to repair the same part twice, nor may another team of the same or lower Experience Rating attempt the job, unless the team that made the failed attempt was an Elite Technical Team. Otherwise, only a Technical Team with a higher Experience Rating may attempt to repair the part after a failed attempt. If an Elite Technical Team fails to make the repair, they or another Elite Technical Team may make further attempts, at a cumulative +1 TN for each attempt, until a total of four attempts (by any Experience Rating Technical Team) have been made. If the fourth attempt fails, it is impossible and the part must be replaced.

(modifies Strategic Operations, p.181)

Replacement

A Technical Team may not attempt to replace the same part twice, nor may another team of the same or lower Experience Rating attempt the job, unless the team that made the failed attempt was an Elite Technical Team. Otherwise, only a Technical Team with a higher Experience Rating may attempt to replace the part after a failed attempt. If an Elite team fails to install a part, they or another Elite Technical Team may make further attempts, at a cumulative +1 TN for each attempt, until a total of four attempts (by any Experience Rating Technical Team) have been made. If the fourth attempt fails, the replacement part is destroyed during the installation attempt, but a new part may be obtained and installed.

(modifies Strategic Operations, p.181)

Maintenance has a -3 TN modifier. Add 1 to the MOS target for all good effects on the Maintenance Check Table.

Morale

During a battle the opposing forces will take losses. The following rules apply only to 'Mechs and vehicles. Infantry uses the morale rules from Tactical Operations.

A unit must take a moral test in the end phase if it meets one of these conditions:

To test for morale roll 2d6, applying modifiers for unit skill, nationality and situation. On a result of 2 or less they route, 3-5 fighting withdrawal, 6-8 stand ground, 9-11 advance, 12 or more fight to the death. If a unit gets a result of less than 2 or greater than 12, the unit no longer makes morale checks.

Unit SkillTarget Modifier
Green-1
Regular+0
Veteran+1
Elite+2
NationalityTarget Modifier
Kuritan+1
Davion+0
Liao+1
Steiner+0
Marik+0
Pirate-2
Mercenary-1
Guerrilla-2
Clan+2
Comstar+0
Word of Blake+2
SituationTarget Modifier
Force at 50% casualties-1
Force at 75% casualties-2
Lance/Star/Level I at 75% casualties-1
Hit with Cruise Missile-2
Hit with inferno-1
Force commander incapacitated/dead-2
Lance/Star/Level I incapacitated/dead-2

Random Damage Table

Utilize the random damage table to represent units that have been engaged in combat before the actual battle. For each unit roll 1d6 and divide the result by 2 rounding down. This result is the number of times to roll on the Random Damage Table for that unit. Roll 3d6 when consulting the Random Damage Table.

3d6 RollRandom Damage
3All ammunition expended.
4Roll 1d6, apply result as damage to all right side locations front and back.
520 points of damage applied in 5 point clusters using the front hit location table.
6Ammo in one weapon is halved. Determine at random if more than one.
7One heat sink damaged.
825 points of damage applied in 5 point clusters using the front hit location table.
9One weapon is unusable. Determine at random if more than one.
10One weapon generates +2 heat per use. Determine at random if more than one.
11Leg actuator damaged. Determine at random and ignore hip. Roll again for vehicles.
12Two heat sinks damaged.
13Engine has one critical hit.
1410 points of damage to one location. Use front hit location table and ignore head hits.
15Roll 1d6, apply result as damage to all left side locations front and back.
16Two points of damage to all locations.
17No damage.
18Roll twice on this chart.

MechwarriorUnit Creation Rules

PCs

Players will start with a set number of PCs, depending on the campaign (four players with four characters each has been standard, but it could vary), and receive a pool of XP with which to build them, as described below. These are founding members of the unit, and cannot be fired. Personnel hired in-game, whether as unit expansion or replacements for killed or otherwise lost founding members, do not have this protection.

Each PC shall be designated as MechWarrior, armor commander, fighter pilot, or infantry platoon leader, which determines the options available for purchasing starting units.

Starting Combat Units

The unit receives a set amount of cash (default: 5.5 million C-Bills) per PC, and may use this to purchase a maximum of one combat unit (BattleMech, combat vehicle, aerospace or conventional fighter, or infantry platoon, as appropriate) per PC. Any leftover cash can be used to purchase support units or personnel, supplies, or simply kept as cash reserve.

The combat units available for purchase will be determined by random generation from an appropriate table. These will include twice as many 'mechs as designated MechWarriors, twice as many fighters as designated fighter pilots, and four times as many vehicles as designated armor commanders. Infantry availability is unrestricted except by era/tech level.

Each combat unit comes with any additional personnel it requires (additional vehicle crew, the troops that make up a standard-sized infantry platoon) with the same skills and abilities as the primary character, and an appropriate tech or mechanic, with randomly determined skill.

Starting Support Units

Ordinary support vehicles (GM's discretion as to what qualifies; some things that are game-mechanically "Support Vehicles" are actually low-tech or simply unusual combat vehicles, while many non-combat vehicles (e.g.) are game-mechanically Combat Vehicles) are readily available, and can be purchased without limit beyond available cash. They come with an appropriately sized crew with skills determined by rolling on the Green column of the Random Skills Table, but with Piloting and Gunnery results swapped. Unlike combat vehicles, they do not come with an appropriate tech.

Support personnel - techs, medics, HR and Logistics administrative personnel - can be acquired at unit creation by paying a year's salary for them. (This cost does not apply to personnel acquired after unit creation, but that's subject to hiring availability.)

Salary per month (per year)
GreenRegularVeteranElite
MechWarrior/ASF Pilot900 (10,800)1,500 (18,000)2,400 (28,800)4,800 (57,600)
Vehicle Crew (per person)/CF Pilot540 (6,480)900 (10,800)1,440 (17,280)2,880 (34,560)
Infantry (per troop)450 (5,400)750 (9,000)1,200 (14,400)2,400 (28,800)
Anti-Mech Infantry (per troop)675 (8,100)1,125 (13,500)1,800 (21,600)3,600 (43,200)
Technician/Medic480 (5,760)800 (9,600)1,280 (15,360)2,560 (30,720)
Administrator300 (3,600)500 (6,000)800 (9,600)1,600 (19,200)

MechwarriorCharacter Creation

Mechwarriors start with a base piloting and gunnery skill of 7. Each Mechwarrior is given a random amount of experience points to represent previous training. Roll 2d6 designating one of them as the tens die. If the tens die comes up a 1 re-roll it. Once starting experience is determined that experience may be spent on the piloting and gunnery skill and on special abilities as described below.

As random generation has commonly resulted in wildly uneven differences between players' MechWarriors, with some players getting all good-to-excellent MechWarriors while others got all average-to-terrible ones, rather than randomly rolling XP, everyone will start with similar experience levels.

Each player starts with set number of XP per character (default: 48+1d6), and may distribute these between their PCs in any way they like. Each PC shall be designated MechWarrior, armor commander, aerospace pilot, or infantry platoon leader, and starts with base skills (Gunnery, Piloting, Driving, and/or Anti-Mech, as appropriate for their unit type) at 8, and may use XP to buy down their base skills or purchase special abilities at the rates given below.

Note that buying an infantry platoon's Anti-Mech below 8 requires anti-mech training, which drastically increases the C-Bill cost of the platoon.

New or replacement personnel use the full Random Experience Rating Table from Total Warfare, p.273 (reproduced below for convenience), and may trade a single rank from one skill to buy special abilities at the rates given below.

Random Experience Rating Table
2d6Experience Rating
2–5Green
6–9Regular
10–11Veteran
12Elite
Random Skills Table
GreenRegularVeteranElite
1d6GunneryPilotingGunneryPilotingGunneryPilotingGunneryPiloting
077564645
167464534
256464534
356453423
446453423
546342312
645342312
745231201
834231201
Mechwarrior Skill Levels
RankPilotingGunneryCombined
Untrained8816
Green6510 or greater
Regular548 or 9
Veteran436 or 7
Elite325 or less

Mechwarriors gain 1 experience point for each battle that they survive through.

-1 Gunnery* = 8 points
-1 Piloting* = 4 points
+1 Tactics = 2 points/Lance
A unit adds their Tactics value to their initiative roll each turn if they are commanding their side. If a unit has bought tactics for twice as many units as they are commanding they double their skill, or triple it if three times. A unit may not modify the initiative roll by more than 3.
Commanders of subformations, a maximum of one per lance, may contribute half their Tactics skill to the overall commander's total.
Bull's Eye Marksman = 4 points
Allows the user to hit any desired location on a target. Must remain stationary and make no physical attacks. Resolve the attack as though the unit were equipped with a targeting computer. Can only use a single weapon and may not fire any other weapon during the same phaseturn. If the unit is equipped with an actual targeting computer or otherwise able to make an aimed shot without this ability (e.g., against a shutdown 'mech), they receive a -2 TN bonus on the aimed shot if they fulfill the conditions for using Bull's Eye Marksman.
Dodge Maneuver = 2 points
Allows a pilot to make a dodge maneuver instead of making physical attacks. Adds a +2 to-hit modifier to all physical attacks made against the dodging unit. Must be declared in place of a physical attack.
Edge* = 8 points
Allows a re-roll on a single die roll per scenario. Any die roll may be re-rolled, but the player must accept the results of the second roll. The player may also force his opponent to re-roll one of his die rolls. However this may only be used to affect rolls that directly affect the unit with the Edge ability. A unit with more than one point of Edge has as many re-rolls during a scenario as he has points of Edge and may choose to re-roll a re-roll so long as he has unused Edge points.
Maneuvering Ace = 5 points
-1 to piloting rolls to avoid skidding. May perform the lateral shift maneuver, which normally is only available to quad 'mechs. (May be taken by hovers and VTOLs.)
Melee Specialist = 5 points
+1 point of damage from physical attacks. -1 to the unit's attacker movement modifier when making physical attacks. The attacker movement modifier can not drop below zero.
Pain Resistance = 4 points
Add +1 to consciousness rolls. Reduce pilot damage from ammunition explosions to one point. Reduce damage from autoeject to 4. Reduce damage from failed ejection by 1. For combat vehicles, Reduce by 1 turn the duration of Crew Stunned criticals, and reduce to +1 the Driving Skill penalty for Driver/Pilot Hit criticals.
Sixth Sense* = 61 points
The player must announce that he is using this ability at the beginning of the round. For the remainder of that turn the unit with Sixth Sense moves last regardless of initiative rolls during that turn. This ability may be used once per scenario per point of Sixth Sense.
Speed Demon = 42 points
The unit adds +1 to Running/Flank MP if no weapon or physical attacks are made that turn.
Tactical Genius = 8 points1 point/platform
If the character with Tactical Genius is in overall command of the force, and the force's total size is equal to or less than the points the character has spent on Tactical Genius, the character may re-roll their force's initiative roll once per turn. Unlike ranks of Tactics, points subcommanders may have spent on Tactical Genius do not contribute to the point total, and multiples of the force size do not grant additional re-rolls. If the unit with Tactical Genius is in command of the force then it may re-roll an initiative roll once per turn. The player must announce that he is using this ability at the beginning of the round and must be in command of his side. This unit's side is considered to have won the initiative roll by 1. This ability may be used once per scenario per point of Tactical Genius.
Weapon Specialist* = 6 points
-2 to hit with the specific weapon chosen at the time of purchase.
Skid Steer = 41 points
The pilot is skilled at using skidding to his benefit. The pilot may elect to take a +2 penalty to a skidding piloting check in order to slip steer. If successful the unit may move up to ˝ the distance of a normal skid for its movement before the piloting roll without losing control. If the unit fails its piloting skill roll then it skids per normal rules. This ability is only available for vehicle crewsWheeled and Tracked vehicles.
Forward Spotter = 3 points
This pilot is especially skilled at spotting for artillery and indirect fire. Reduce by 1 the movement modifier for the spotting unit.
Fast Tracking = 3/42/3 points
This pilot is skilled at shifting his field of fire to focus on multiple targets. During the weapon attacks phase this pilot may fire any number of weapons and then twist his 'mech's torso to fire the remainder of his weapons. All normal penalties for firing on multiple targets still apply.
Vehicle crews may rotate the turret in between shots of multiple turret weapons. (32 for mechs, 43 for vehicles)
Two Guns = 4 points
This pilot is skilled at attacking multiple targets. Reduce the penalty for attacking multiple targets by 1 for this pilot.
Presence = 12 points
For whatever reason this pilot has gained a reputation on the battlefield. Green pilots need a 10+, Regular pilots need an 8+, Veteran pilots need a 6+, and Elite pilots need a 4+. Units with presence ignore this ability. If it fails the unit becomes demoralized and takes a +1 penalty to all attacks against the unit with presence.
Path Finder* (ground units only)= 5 points
This pilot is skilled at finding the easiest path through a type of difficult terrain. The pilot must pick a terrain type: rough/rubble, woods/jungle, hillselevation, water, pavement, mud/swamp. Reduces the MP cost of one hex of this terrain type per movement phase by 1. This cannot reduce the cost of entering a hex below 0. It does not convey the ability to enter terrain that the unit's motive type restricts it from. Hovercraft cannot take Pathfinder: Water or Mud/Swamp.
Enemy* = 5 points
This pilot displays exceptional skill when fighting a specific enemy. While fighting units of that enemy the pilot receives a +1 bonus to gunnery skill rolls. The enemy must be picked from the following: Specific Clan, Specific House Military, Mercenaries, Guerrillas, or Bandits/Pirates.
Home Ground* = 1 point
The pilot is highly familiar with a specific type of terrain. While fighting on that terrain the pilot enjoys a +1 bonus to piloting skill rolls. Select terrain from the following: Wetlands, Wooded, Urban, Mountains, Hills, Flatlands, Coastal, or Badlands.
Blood Stalker = 4 points
Blood Stalker can be used on only one enemy unit per scenario. When used, the Blood Stalker Ability applies a -1 To-Hit Modifier for all ranged attacks made by the warrior against his designated target. In exchange, however, any attacks directed against targets other than the one the Blood Stalker has designated suffer a +2 To-Hit Modifier. These modifiers last until the End Phase of the first turn after the designated target retreats, or is otherwise defeated or destroyed. Afterwards, the ability deactivates and the Blood Stalker modifiers no longer apply, and the ability cannot be used again during the scenario.
Cross-Country (ground vehicles only) = 8 points
A vehicle with a Cross-Country driver can pass through Water terrain as if it were 1 Depth shallower than it is, and can move through land terrain with the same terrain restrictions as a BattleMech. Moving through terrain the vehicle's motive type would ordinarily restrict it from costs twice the MP a BattleMech would pay (e.g., a hovercraft moving through Light Woods would pay 4 MP per hex, and a tracked vehicle climbing 2 Levels in one hex would pay 6 MP).
This ability does not apply if the vehicle enters the restricted terrain in an uncontrolled fashion, such as the result of a skid, sideslip, charge or push by another unit, etc. In such a situation, the usual rules for skidding into prohibited terrain (Total Warfare, p.63) apply.
Dust-Off (VTOLs only) = 5 points
A pilot with Dust-Off can move vertically, take off, land, or hover 1 Level above the ground in Light or Heavy Woods or Jungle terrain. Accomplishing this requires a successful Piloting roll for each movement made within the trees, with a TN penalty of +1 for Light Woods/Jungle, and +2 for Heavy Woods/Jungle. Failure results in a crash. This ability does not allow the VTOL to enter or leave a wooded hex without first rising above the Level of the trees, only to move vertically.
Forward Observer = 3 points
When this character spots for artillery (note: not LRM indirect fire), the artillery unit receives a -1 TN bonus on their artillery attack roll. When helping adjust fire, the Forward Observer applies an additional -2 TN modifier. The artillery attack does not take a penalty for the Forward Observer firing themselves while spotting.
Foot Cavalry (foot infantry only) = 2 points
The infantry unit gains 1 MP. This allows units restricted to move-or-fire by support weapons to move and fire.
Fist Fire (mechs only) = 5 points
To use this ability, the mech must have an arm with a functional shoulder, upper, and lower arm actuator, as well as at least one direct-fire energy or ballistic weapon in that arm. This arm may be used to deliver a punch or physical weapon attack, per standard physical attack rules, and doing damage accordingly. If the attack hits, the character may then fire one direct-fire energy or ballistic weapon mounted in that arm, per normal ranged attack rules, with an additional -1 to-hit modifier. If the weapon attack succeeds, the target takes the damage to the same location that the punch or physical weapon attack hit.
A mech can only make one Fist Fire attack in a turn, and cannot make any other physical attack - even a standard punch with the other arm - in the same turn. Per normal physical attack rules, a mech cannot make a Fist Fire attack with an arm from which any weapons - including the one designated for Fist Fire - fired in the Fire Phase.
Heavy Lifter (mechs only) = 1 point
The mech's maximum weight limits for lifting, carrying, dragging, and throwing are increased by 50%.
Hopper (mechs only) = 2 points
The mech does not automatically fall if a leg is destroyed, but may make a Piloting Skill check with all normal modifiers - including that for the missing leg - to remain standing. When standing with only one leg, the mech has 2 MP rather than 1. As per normal one-legged mech rules, these count as Running MP, and the mech must make a Piloting Skill roll to avoid falling at the end of any Movement Phase in which MP are expended. The MechWarrior also receives a -2 TN modifier on the Piloting Skill roll to avoid pilot damage from any fall due to leg destruction or attempted hopping movement.
Hot Dog (heat-tracking units only) = 4 points
All heat-effect Avoid TNs are reduced by 1.
Human TRO* = 45 points
The character must pick a class of unit ('mech, combat vehicle, aerospace fighter, etc.), and receives a +1 bonus on rolls to confirm critical hits against units of that class.
Jumping Jack = 4 points
The attacker movement penalty for using Jumping movement is reduced to +2.
Lucky = 2 points/rank (max 4 ranks)
For each rank of Lucky, the unit may re-roll one failed attack roll or Piloting Skill roll per scenario. The second roll stands, even if it fails or is worse than the first; the Lucky ability may not be used again on that particular roll. Lucky may not re-roll other types of roll, or force or allow re-rolls of other units' rolls.
Melee Master ('mechs only, prereq. Melee Specialist) = 4 points
A MechWarrior may deliver one extra punch, kick, club, or physical weapon attack, so long as other restrictions on the attack are met.
Artilleryman* = 3 points
The Artilleryman selects one type of artillery piece (Long Tom, Sniper, Thumper, or Arrow IV). Effective range when firing that type of weapon is increased by 10% (rounded up), and scatter on a missed attack is reduced by 2 hexes (minimum 0).
Oblique Attacker = 4 points
The character can make indirect fire attacks without a spotter at an additional +2 modifier. When making an indirect-fire attack with a spotter, they do not take the +1 indirect fire penalty.
Sandblaster* = 4 points
The character must select a specific cluster weapon (as for Weapon Specialist), and when using that type of weapon, they receive a bonus on the Cluster Hits Table for any attack that hits: +2 at long range, +3 at medium range, and +4 at short range.
Sharpshooter (prereq. Bullseye Marksman) = 5 points
When making an Aimed Shot using Bullseye Marksman, if the shot strikes the desired location, the Sharpshooter gets to make a check for critical hit (in addition to any that might ordinarily apply) in that location.
Slugger ('mechs only) = 2 points
A MechWarrior with the Slugger ability can use improvised clubs one-handed.
Stand Aside (cannot have Artful Dodger) = 2 points
A unit with the Stand Aside ability can move through enemy-occupied hexes. To enter the hex, they must make a Piloting Skill roll with a +2 TN penalty. For every weight class by which the opposing unit outweighs it, it receives an additional +1 modifier. If it instead outweighs the opposing unit, it receives a -2 modifer for each weight class difference.
If the check succeeds, the unit can enter the hex at a cost of 1 additional MP, and continue its movement normally. If the check fails, if stacking rules allow it to enter the hex, it can do so, but, as per normal movement rules, cannot then leave it in the same Movement Phase. Otherwise, it loses half its remaining MP (rounded down), and cannot attempt to enter the hex again in the same Movement Phase.
This ability does not allow the unit to violate stacking rules. If for some reason use of this ability results in the unit being forced to end its movement in a hex that would violate stacking, it is moved back to the last hex it occupied that does not violate stacking rules, and its movement ends.
No unit can have both Stand Aside and Artful Dodger.
Artful Dodger (cannot have Stand Aside) = 2 points
This ability works identically to Stand Aside, except that the unit receives a +1 Piloting Skill modifer for every weight class lighter the opposing unit is, or a -2 modifier for every weight class heavier the opposing unit is.
No unit can have both Artful Dodger and Stand Aside.
Street Fighter ('mechs only) = 4 points
A MechWarrior with Street Fighter may make physical attacks during the Weapon Attack Phase. This does not allow any additional attacks or otherwise change the requirements for making attacks; it only changes when the attack is resolved.
Swordsman ('mechs only) = 5 points
A Swordsman can use a physical weapon to make an Aimed Shot or Piercing Strike. These options cannot be combined in the same attack.
Aimed Shot:
The Swordsman may make an Aimed Shot with the weapon, as if it were a standard direct-fire energy weapon equipped with a targeting computer. The weapon's normal to-hit modifiers and other effects apply normally.
Piercing Strike:
The Swordsman may take an extra +2 to-hit penalty on their attack roll. If the attack hits, they get an critical hit check on the location hit, in addition to any they might normally receive, at -1 if the location is still protected by armor.
Terrain Master* (prereq. Pathfinder in chosen terrain) = 5 points
A Terrain Master can choose a set of special abilities for a terrain type in which they already have Pathfinder. These abilities stack with those granted by Pathfinder. Movement penalty reduction cannot reduce the cost of entering a hex below 1.
Drag Racer (Tracked or Wheeled vehicles only, prereq. Pathfinder: Pavement)
The unit receives +1 Cruise MP and +2 Flank MP as long as its movement is entirely on Pavement. (This bonus stacks with the ordinary +1 MP bonus ground vehicles receive for movement on pavement.) If the Drag Racer for some reason involuntarily leaves the Pavement during its movement (e.g., skidding), it loses the bonus, and if this means it has expended more MP than it has, its movement immediately ends. It also receives a -2 TN bonus to all Driving Skill checks made on Pavement. In addition, if moving at Flank speed, it can execute a drift into either of the forward-side hexes, as per a four-legged 'mech's lateral shift.
Forest Ranger (prereq. Pathfinder: Woods/Jungle)
The movement penalty for moving into any Woods or Jungle terrain is reduced by 1, and the unit receives a -1 TN modifier to any Piloting Skill rolls for moving through Jungle terrain. In addition, if it stands still or uses only Walking/Cruising MP, the unit gains an additional +1 to-hit modifier for attacks directed against it when it is in a Woods or Jungle hex.
Frogman ('mechs only; prereq. Pathfinder: Water)
The movement penalty for moving into any Water hex is reduced by 1, and a -1 TN bonus is applied to any Piloting Skill roll made in water, including underwater physical attacks.
Mountaineer (prereq. Pathfinder: Hills)
The movement penalty for making elevation changes is reduced by 1, and the Mountaineer gets a -1 TN bonus to any Piloting Skill check required for crossing such terrain (e.g., changing elevation while backing up).
Boulderer (prereq. Pathfinder: Rough/Rubble)
The movement penalty for moving into any Rough or Rubble hex is reduced by 1, and a -1 TN bonus is applied to any Piloting Skill check required for crossing such terrain.
Swamp Beast (prereq. Pathfinder: Mud/Swamp)
The movement penalty for moving into any Mud or Swamp hex is reduced by 1, and a -1 TN bonus is applied to any Piloting Skill check required for crossing such terrain, including checks to avoid bogging down. In addition, if the Swamp Beast uses Running or Flank movement, it may forego the movement penalty reduction to instead throw up a cloud of muck around it that grants it a +1 TN modifier against any attacks directed against it while it is in a Mud or Swamp hex.
Urban Guerrilla (infantry only) = 2 points
On any Light or Heavy Urban map (see Map Tables), an Urban Guerrilla infantry platoon receives a +1 to-hit modifier for any weapon attacks made against them, and never counts as being in the open for the purposes of damage-doubling of vehicular weapons.

The following skills only apply to campaigns. These skills modify the resources available to a unit and some have requirements:

Own Mech = 4, 6, 8, 10
This pilot owns their own mech. This skill has a varying point cost to represent the weight of the mech owned. Light = 4, Medium = 6, Heavy = 8, and Assault = 10. For vehicles the crew of the vehicle is considered to have joint ownership of the vehicle. +4 for an OmniMech
Custom Mech = Varies
This pilot uses a custom mech. This skill may only be taken if the character also has Own Mech. Select the character's mech as normal and then the player may customize that mech. The customization is assumed to be factory quality, so there are no engineering rolls required. This skill has a variable cost depending on the technology used. If the mech being customized is an omnimech then reduce the point cost for this skill by 4. However, only the pod space may be used for the customization. To modify fixed equipment the full cost of the skill must be paid. The costs are: Light 6, Medium 7, Heavy 8, Assault 9. Level 2 Inner Sphere technology adds 4. Level 2 Clan/Level 3 Inner Sphere technology adds 8. Level 3 Clan technology add 12 and a beating.

Switching Weapon Specialist

For a smaller amount of points a Mechwarrior may switch their Weapon Specialist skill to a closely related weapon specialist skill as shown below. Each time this is done you must fight one battle without the Weapon Specialist bonus before the change takes effect.

For 1 point:
SRM-Any → Streak SRM-Any
Standard Laser → ER Laser
Standard PPC → ER PPC
For 2 points:
LRM-5 → LRM-10 → LRM-15 →  LRM-20
SRM-2 → SRM-4 → SRM-6
Auto-cannon → Ultra Auto-cannon
Auto-cannon → LB-X Auto-cannon

When buying up or down for missile launchers you must buy each intervening step. I.E. If you want to go from LRM-5 to LRM-20 you must pay the points for going to LRM-10 and LRM-15.

For going from SRM to Streak SRM you must transfer to the same size launcher. You can return to a previously bought point for free.

Technician Skills

Technicians earn 1 XP for each Repair Cycle they participate in (no more than one between any two combat scenarios). Technicians may spend experience points to improve their tech skill, or on the following abilities:

Technician/Mechanic/Support Skill Costs
AdvancementCost
Green (9) → Regular (7)5 XP
Regular (7) → Veteran (6)10 XP
Veteran (6) → Elite (5)20 XP
Engineer = 6
Equivalent to Mechwarrior engineering skill. Adds +2 to customization rolls.
Workaholic = 10
Provides 25% more work time than normal.
Master Scavenger = 6
Treat parts scavenged by this tech as if they were new. Also this tech may take two or more identical pieces of destroyed equipment and use them to have a better chance of salvaging one of them. For each identical piece of destroyed equipment this tech scavenges he gets a +1 bonus to make one of the items repairable. For example if after the battle your tech finds three destroyed medium lasers he can choose to check to see if each medium laser is repairable at a +10, or he can scavenge one to see if one is repairable at a +9, or he can scavenge two to see if the third is repairable at a +8.
Fast Hands = 8
All repairs take 10% less time to make. Taking extra time is a multiplier of 1.75 instead of 2.
Mechanical Genius = 20
All repair modifiers are modified by -1.
Specialist* = 10 points
The tech receives a -2 TN bonus to repair jobs on a specific frame (e.g., Warhammers, Vedettes, Stukas), or to a specific class of repairs (e.g., BattleMech IS repairs, PPC repairs, heat sink replacement), chosen when the ability is taken. This ability can be taken multiple times, for a different frame or class of repairs each time. In cases where a frame and repair class specialization intersect, the bonuses stack, but only one bonus of each type can apply.
For the disappeared Engineer special ability, try Specialist: BattleMech Customization.
Junkyard Dog = 4 points
This tech's team does not suffer casualties on a roll of 2 when conducting salvage operations.
Clan/IS Familiarity = 8
Lower the penalty for working on mixed tech to a +2.

Medical Skills

Medics gain 1 XP at the end of each Repair Cycle in which they make healing checks. There are no medical special abilities, so these can be used only for improving Medic skill, as so:

Medic Skill Costs
AdvancementCost
Green (10) → Regular (8)5 XP
Regular (8) → Veteran (7)10 XP
Veteran (7) → Elite (6)20 XP

Support Personnel Skills

All support personnel other than technicians and medics gain 1 XP at the end of every contract/mission during which they provide services.

Support personnel can spend XP on special abilities, or to improve their support skill, at the same rates as Technicians.

Logistical Support Special Abilities

"It Fell Off A Truck" = 8 points
The TN penalty for locating high-tech parts and ammunition (but not units) is reduced by 1.
Master Haggler = 8 points
This character receives a ±2 bonus (whichever is beneficial to them) on rolls to determine the sale price of units and equipment bought or sold.

Connected = 4 points
Can perform an Expedited Search for 50% normal cost.

Human Resources Support Special Abilities

"I Know Just The Guy" = 8 points
Personnel located by this character can shuffle XP between their randomly generated skills and special abilities without restriction, like a PC in character generation.
Eye For Talent = 5 points
Personnel located by this character receive a +2 bonus on the Random Experience Rating Table roll.

Buying, Selling, and Hiring

Locating new equipment or personnel requires a Logistics or Human Resources (respectively) skill check, with situational modifiers.

Modifiers
Situational Modifiers:
At major hiring hall-1
In the field+2
In hostile territory+4
In major Periphery state (TC, MoC, OA)⁑+1
In minor Periphery state/independent⁑+2
Unit Modifiers:
Specific variant model†+1
Specific base model+0
Specific chassis-1
General category-2
Any in weight class-3
Any unit of type-4
BattleMech+1
Ground/Naval Vehicle-3
VTOL-2
Conventional Infantry, Jump/Mechanized-3
Conventional Infantry, Motorized-4
Conventional Infantry, Foot-5
Aerospace Fighter+0
Conventional Fighter-1
Small Craft/Civilian Dropship+2
Military Dropship+3
Jumpship+4
LAM+5
Light Unit-1
Medium Unit+0
Heavy Unit+1
Assault Unit+2
Support Unit-1
ICE/Turbine Vehicle/CF-1
Extinct Unit+6
Tech Modifiers:
Production tech (re)introduced within last ten years+1
Production tech (re)introduced within last five years+2
Production tech (re)introduced this year+3
Advanced tech‡§+4
Experimental/Prototype tech§+5
Lostech§+6
"Expedited" Search:
10,000 C-Bills-1
100,000 C-Bills-2
1,000,000 C-Bills-3
10,000,000 C-Bills-4
each tenfold increase in expenditure-1 per
Personnel Modifiers:
MechWarrior+1
Aerospace Fighter Pilot+1
Conventional Fighter Pilot+0
Combat Vehicle Crew+0
Conventional Infantry Squad-2
Dropship/Small Craft Crew+2
Jumpship Crew+3
Technician/'Mech+1
Technician/Aerospace+1
Mechanic+0
Medic+1
Administrative Personnel-3
Green-2
Regular0
Veteran+2
Elite+5
Mercenary unit has Dragoons Rating F+2
Mercenary unit has Dragoons Rating D+0
Mercenary unit has Dragoons Rating C-1
Mercenary unit has Dragoons Rating B-2
Mercenary unit has Dragoons Rating A-3
Mercenary unit has Dragoons Rating A*-4
Mercenary command in debt+3

* This is not a footnote. The top Dragoons Rating is actually "A*".

⁑ Modifiers for being in the Periphery apply to acquiring units or hardware, but not to recruiting personnel.

† Variants native to the local faction are treated as base models. For example, a mercenary unit operating out of Galatea during the Fourth Succession War would have no modifier for locating BNC-3E (base model) or BNC-3S (Steiner variant) Banshees, but would be at +1 to locate BNC-3Ms or BNC-3Qs (both Marik variants). If they were deployed on a planetary assault on Shiloh, however, they would have no modifier for BNC-3Es, 3Ms, or 3Qs, but would have a +1 to locate BNC-3S Banshees. (Also in the former case they would receive a -1 for being at a major hiring hall, while in the latter case they would receive an additional +6 for being in the field in hostile territory. And in all cases a +3 for searching for an assault BattleMech.)

‡ This modifier does not apply to equipment that is classified as Advanced because it relies on Advanced rules rather than because of its actual tech level. These items include:

§ GM approval required.

Number Available
MoSEquipmentBulk EquipmentSpecific VariantSpecific Base ModelSpecific ChassisGeneral CategoryAny in Weight ClassAny Unit of Type
≥+71d6+33d6+421d3+21d6+12d62d6+26d6
+5–61d6+23d6+221d3+11d61d6+22d6+15d6
+3–41d6+13d611d31d6-1*1d6+12d64d6
+1–21d62d611d21d6-2*1d61d6+13d6
01d31d6111d6-4*1d6-2*1d62d6
-11d3 Salvage1d3 Salvage1 Salvage1 Salvage1d6-4* Salvage1d6-3* Salvage1d3 Salvage1d6 Salvage
-21 Salvage1d6-4* Salvage-1 Salvage1 Salvage1 Salvage1 Salvage1d6-3* Salvage
-3-------1 Salvage
≤-4--------

* Minimum result 1.

"Salvage" equipment is destroyed but repairable, with a random number of critical hits between 1 and the total number it can sustain. "Salvage" locations have random internal structure damage between 1 and one less than the total it can sustain. "Salvage" units take rolls on the Random Damage Table until they are not combat-effective (have no functional weapons, are unable to move, or are Destroyed; ammunition hits or other effects that would render the unit Totally Destroyed are ignored), and are 1 Quality Level lower than determined. If this reduces them below A Quality, they are not actually repairable.

Determining Quality

The GM should secretly roll 2d6 twice for each unit for sale, the first roll to determine the actual Quality level of the unit, the second to determine the offered sale price. The sale price is relative to the determined actual quality, adjusted for Salvage condition and any other modifiers that may apply. Any Quality adjusted below Salvage is treated as Salvage; any Quality adjusted above F is treated as F.

For equipment, if Advanced Maintenance (Strategic Operations, p.174) is not in effect, roll once against the Sale Price column and apply the result to an assumed Quality D for good items, or Salvage for Salvage items.

Random Quality Table
2d6Actual QualitySale Price
≤2Aas +3 Quality
3Aas +2 Quality
4Bas +1 Quality
5Bas +1 Quality
6Cas true Quality
7Cas true Quality
8Das true Quality
9Das true Quality
10Eas -1 Quality
11Eas -1 Quality
≥12Fas -2 Quality
Quality Price Adjustment
QualityPrice Modifier
Salvage×0.5
A×0.8
B×0.9
C×0.95
D×1.0
E×1.1
F×1.3

If the determined actual Quality is D or lower, roll 2d6 against TN 7 and apply any damage results from the Maintenance Check Table (Strategic Operations, p.172), ignoring any results other than damage.

(This means: Quality D, apply 1 random damage roll on a roll of 2; C, apply 1 random damage on a 2 or 3; B, apply 1 random damage on 2, 3, or 4; A, apply 1 random damage on a 4 or 5, 2 on a 3, and 3 on a 2.)

Random damage is readily apparent; actual Quality is not. A successful Technician check with a base time of 30 minutes and -2 modifier can determine the actual Quality of a unit for sale. The unit's Quality modifier does not apply to this roll.

Unit Construction and Maintenance Rules

Buying and Selling Equipment

When a unit wishes to acquire equipment use the Logistics skill of the person looking for the item with the following modifiers:

Target Number to Find
Common Weapons-1
Uncommon Weapons+1
Rare Weapons+3

Common Weapons is defined as level 1 equipment.

Uncommon Weapons is defined as non-house specific level 2 equipment.

Rare Weapons is defined as house specific equipment and clan tech.

Armor

To find armor roll 2d6 and multiply by 10 tons for Level 1 armor, 5 tons for Level 2 armor, or 2 tons for Level 3 armor.

Ammo

To find ammo roll 2d6 for Level 1, 2d6 times 0.5 rounded down for Level 2, or 2d6 times 0.25 rounded down for Level 3.

Parts

Actuators, Heatsinks, Jump Jets = Common Weapons

Locations, Gyro, Engine, Cockpit, Life Support, & Sensors = Uncommon Weapons

Units

Specific Vehicle+1
Specific Mech+3

Number of Bids

MOSBids
-6 or less1
-3 to -52
0 to -23
1 to 34
4 to 66
7 or more8

Price Fluctuations

Once an item has been found check the price fluctuation of the bids by rolling 1d6. On a 1-2 the price is lower, on a 3-4 the price is standard, and on a 5-6 the price is higher. For a higher or lower bid modify the price by 3d6 percent.a skill check. Any time an item is bought at a lower price roll 2d6. On a 10 or higher roll on the critical damage table and apply the resulting criticals to the weapon. If this result is equal to or greater than the number of criticals in the weapon then it must be salvaged per normal rules for destroyed equipment.

MOS% Change
-6 or less+15%
-4 to -5+10%
-2 to -3+5%
-1 to 20%
3 to 4-5%
5 to 6-10%
7 or more-15%

Value Fluctuations

1d6 RollFluctuation
1-2Lower by 2d6%
3.4Standard
5-6Higher by 2d6%

Contract compensation and force allocation

MissionExpected Loss RateEnemy ForceEnemy Force Size
RetainerNA5+NA
Garrison0.22% to 41.6%8++1d6-2
Cadre0.22% to 24.68%12+1d6-4
Relief0.39% to 67.24%Yes+1d6
Defensive Campaign2.48% to 53.14%Yes+5
Riot Duty0.22% to 2.48%7+-5
Security Duty0.22% to 3.65%10+-4
Objective Raid0.22% to 32.22%5+-2
Extraction0.22% to 24.68%7+-4
Reconnaissance0.22% to 32.22%9+-2
Diversionary Raid0.22% to 32.22%9+-3
Planetary Assault0.22% to 13.93%Yes+0
Pirate Hunting0.22% to 5.25%Yes-3
Guerrilla Warfare0.22% to 67.24%Yes+8
RollForce SizeExpected Loss Rate
-362.5%0.71%
-265%0.89%
-167.5%1.12%
070%1.39%
172.5%1.72%
275%2.11%
377.5%2.57%
480%3.11%
582.5%3.74%
685%4.47%
787.5%5.32%
890%6.3%
992.5%7.42%
1095%8.71%
1197.5%10.18%
12100%11.85%
13102.5%13.74%
14105%15.88%
15107.5%18.29%
16110%20.99%
17112.5%24.02%
18115%27.41%
19117.5%31.18%
20120%35.38%

Map Tables

2d6Terrain
2Badlands
3Hills
4Wetlands
5Light Urban
6Hills
7Flatlands
8Wooded
9Heavy Urban
10Coastal
11Wooded
12Mountains
2d6Flatlands Terrain
2Dropport #1 (Military)
3Woodland (Woodlands)
4Desert Hills (Badlands)
5City Ruins (Build-It Urban)
6Open Terrain #1 (Woodlands)
7Battletech Map (Mixed)
8Open Terrain #2 (Woodlands)
9Citytech Map (Build-It Urban)
10Scattered Woods (Woodlands)
11Battleforce Map (Mixed)
12Dropport #2 (Military)
2d6Hill Terrain
2Wide River (Wetlands)
3City Hills #1 (Build-It Urban)
4Box Canyon (Badlands)
5Woodland (Woodlands)
6Rolling Hills #1 (Woodlands)
7Desert Hills (Badlands)
8Rolling Hills #2 (Woodlands)
9Battleforce Map (Mixed)
10River Valley (Wetlands)
11City Hills #2 (Build-It Urban)
12Battletech Map (Mixed)
2d6Mountain Terrain
2Woodland (Woodlands)
3Rolling Hills #1 (Woodlands)
4Mountain Lake (Mixed)
5River Valley (Wetlands)
6Desert Mountain #1 (Badlands)
7Box Canyon (Badlands)
8Desert Mountain #2 (Badlands)
9Battleforce (Mixed)
10Desert Hills (Badlands)
11Rolling Hills #2 (Woodlands)
12Heavy Forest #1 (Woodlands)
2d6Badlands Terrain
2Desert Sinkhole #1 (Badlands)
3Desert Sinkhole #2 (Badlands)
4Box Canyon (Badlands)
5
6Desert Mountain #1 (Badlands)
7Desert Mountain #2 (Badlands)
8
9
10
11
12
2d6Wetlands Terrain
2Wide River (Wetlands)
3Lake Area (Wetlands)
4Large Lakes #1 (Wetlands)
5Large Lakes #2 (Wetlands)
6River Delta #1 (Wetlands)
7River Delta #2 (Wetlands)
8
9
10
11
12
2d6Wooded Terrain
2River Delta #1 (Wetlands)
3Scattered Woods (Woodlands)
4Open Terrain #1 (Woodlands)
5Rolling Hills #1 (Woodlands)
6Heavy Forest #1 (Woodlands)
7Woodland (Woodlands)
8Heavy Forest #2 (Woodlands)
9Rolling Hills #2 (Woodlands)
10Open Terrain #2 (Woodlands)
11Battletech (Mixed)
12River Delta #2 (Wetlands)
2d6Light Urban Terrain
2City Residential (Premade Urban)
3City Suburbs (Premade Urban)
4City Hills #1 (Build-It Urban)
5City Hills #2 (Build-It Urban)
6City Street Grid #1 (Build-It Urban)
7City Street Grid #2 (Build-It Urban)
8
9
10
11
12
2d6Heavy Urban Terrain
2Drop Port #1 (Military)
3Military Base #1 (Military)*
4City Street Grid #1 (Build-It Urban)
5City Hills #1 (Build-It Urban)
6City Skyscraper (Premade Urban)
7City Residential (Premade Urban)
8City Downtown (Premade Urban)
9City Hills #2 (Build-It Urban)
10City Street Grid #2 (Build-It Urban)
11Military Base #2 (Military)*
12Drop Port #2 (Military)

*The Military Base is meant to be used with both parts. If one part is rolled the next map is automatically the other part. If the last map is the Military Base, re-roll ignoring any other results of Military Base.

2d6Coastal Terrain
2Archipelago #1 (Coastal)
3Archipelago #2 (Coastal)
4Coast #1 (Coastal)
5Coast #2 (Coastal)
6Seaport (Coastal)
7River Delta #1 (Wetlands)
8River Delta #2 (Wetlands)
9
10
11
12
2d6Solaris VII
2King of the Mountain
3The Mudpit
4Hartford Gardens
5The Scrapyard
6The Pool
7The Coliseum
8The Jungle
9
10
11
12