Battletech GM's Notes

Game Rules

Custom Hit Location Charts for Partial Cover

Partial Cover: Left/Right
2L/R Torso (Crit)
3-4L/R Leg
5L/R Arm
6L/R Torso
7Center Torso
8L/R Torso
9-10L/R Arm
11L/R Leg
12Head

[The exposed arm, leg, or torso is the one that gets hit. Use if target is vertically behind cover]

Custom Hit Location Charts

Kick Location Table
Left SideFrontRight Side
1-45L Leg1-3R Leg1-45R Leg
5-6R Leg4-6L Leg5-6L Leg
Target Low
Left SideFrontRight Side
2L Torso (crit)2C Torso (crit)2R Torso (crit)
3L Arm3R Arm3R Arm
4-5L Leg4-5R Leg4-5R Leg
6C Torso6R Torso6C Torso
7L Torso7C Torso7R Torso
8R Torso8L Torso8L Torso
9R Leg9-10L Leg9L Leg
10L Leg10R Leg
11R Arm11L Arm11L Arm
12L Torso (crit)12C Torso (crit)12R Torso (crit)

Modified Targeting Computer Rules

Many has been the complaint that allowing targeting computers to target a specific location, even with the +3 penalty, results in short brutal fights. Usually it ends with the first mech to fire using its targeting computer to cut its target in half. Below is a variant rule for using targeting computers.

Instead of being able to target a specific location at a +3 penalty the targeting computer can be used to focus shots to a specific side of the target at a +1 penalty. When facing the target's front or rear you can focus up (use modified partial cover upper body table), focus left (use left side chart), focus right (use right side chart), or focus down (use target low table above). When facing the side of a target you can focus up (use modified partial cover upper body table for appropriate side) or focus down (use target low table for appropriate side above). In cases where the target is already in partial cover if you are facing the front/rear of the target you can focus left or focus right. If you are facing the side of the target while it is in partial cover you do not have any options.

Jumping Into Heavy Woods

While it is reasonable for a mech to jump into light woods without fear of crashing, heavy woods contain very dense concentrations of trees and/or trees of significant size. These would definitely have the potential of causing a mech to crash upon landing in the heavy woods. Whenever a mech jumps into heavy woods make a piloting skill roll modified by the weight of the mech as per the chart below.

Light+1
Medium+0
Heavy-1
Assault-2

Modified Infantry Carrier Rules

There is a slight possibility that the mech carrying a point of Elementals may become immobilized before dropping its Elementals off. Since the carrying unit has to be able to expend a movement point to dismount the Elementals this effectively disables the Elementals until the mech can move again. This makes little sense due to the fact that the Elementals are just hanging onto the mech rather than riding inside. Thus under these circumstances the Elementals can dismount from the mech even though the rules normally do not allow this.

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.

Random Initiative

The random initiative rule was conceived as a way to speed up engagements at the company level or larger. Under the random initiative rule each lance/star on each side is assigned a playing card or chit. At the beginning of the movement phase the cards/chits are mixed up and then revealed one at a time. Whatever unit is assigned to the revealed card/chit moves and once their movement is complete another card/chit is revealed until all units on both sides have declared their movement. All units may react as necessary during the reaction phase.

The cards/chits are then remixed at the beginning of the weapon attack phase and revealed one at a time. The unit assigned to the revealed card/chit declares all of its weapon attacks and resolves the damage from them before another card/chit is revealed. This is repeated until all units have completed their attacks. This process is then repeated for the physical attacks phase.

Several Mechwarrior abilities may be used to modify the battle order.

Mechwarriors with sixth sense may declare when in the battle order they wish to move once per game per level of sixth sense. They may also do this once per game per level of sixth sense during a weapon attacks phase and a physical attacks phase. The controlling player may use each one in the same turn or different turns. i.e. with level one sixth sense the controlling player can move in any order during the movement phase, fire in any order during the weapon attack phase, and perform physical attacks in any order during the physical attacks phase all in the same turn. Alternatively only one or two of these abilities may be used in one turn and the remainder may be used during a latter turn. When the sixth sense ability is used ignore when the unit's assigned card/chit is revealed.

Mechwarriors with tactical genius commanding a unit may perform a substitution once per phase per turn. When the card/chit for one of the units under the tactical genius's command is revealed it may be exchanged for another unit under the tactical genius's command. This substitution may be performed during the movement phase, weapon attack phase, and physical attack phase of the turn. The same substitution does not need to be made during each phase, but only one substitution may be made during each phase.

These same rules may be used for smaller engagements by assigning a card/chit to each unit on each side rather than by lance.

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

If a botch occurs on a repair roll denote the next level of tech who can attempt to repair that component. Use (R) for regular (V) for veteran and (E) for elite.

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

Modified LAM Rules

LAMs will be allowed to still exist following these modified rules.

Fluff

LAMs (or Land-Air-'Mechs) are specialized scout 'mechs capable of converting from 'mech mode to an alternate form known as Air 'Mech mode. While in Air 'Mech mode the LAM looks like a cross between a 'mech and an aerospace fighter. The advantage of this form is that the 'mech may now go anywhere a VTOL could go while still retaining some of the mass a 'mech is capable of attaining.

Construction

LAMs may be no heavier than 55 tons. Also a LAM must devote 10% of its tonnage to conversion equipment to assume Air 'Mech mode.

Movement and Combat

While in 'mech mode the LAM behaves as a normal 'mech for purposes of movement and combat.

When in Air 'Mech mode the LAM can move as if it where a VTOL or a 'mech. When moving as a 'mech the LAM has 1/3 the normal Walking MP. While jumping the LAM has double the Jump MP. When an Air 'Mech jumps it generates ½ the normal amount of heat with a minimum of 3 heat generated each time it jumps. An Air 'Mech may also choose to move as a VTOL. It's cruising MP is equal to 1.5 times its jump MP with its flank MP calculated as normal. The LAM starts out 1 elevation level higher than the terrain it currently occupies once it starts to fly like a VTOL. It must then follow all VTOL rules for movement, crashing, and combat. While a LAM is flying it generates 2 heat while moving at cruising speed and 3 heat while moving at flank speed. The LAM must declare at the beginning of its movement whether it is staying airborne or moving on the ground. Once an Air 'Mech has begun moving as a VTOL it can not start moving on the ground until it ends its turn 1 elevation level above the terrain in its ending hex. A LAM in flight will crash if either of its side torsos are destroyed, since the side torsos become wings. Follow the VTOL rules for crashing under these conditions. A flying Air 'Mech gains a -1 bonus to hit ground-attacking fighters.

During the turn that a LAM is converting from 'mech to Air 'Mech or Air 'Mech to 'mech it suffers the following penalties:

When converting from 'mech to Air 'Mech the LAM moves at ½ 'mech movement and has a +3 penalty to hit.

When converting from Air 'Mech to 'mech the LAM moves at ½ Air 'Mech movement and has a +3 modifier to hit.

If the LAM's gyro or hip actuators are hit it may no longer change modes until it has undergone repairs.

LAM pilots must also spend 6 experience points in order to lower their piloting skill by one to represent the difficult nature of piloting a vehicle that handles in two completely different ways.

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.

Mechwarrior Rules

Mechwarrior 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.

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

The following passage regards pilot damage during a campaign:

Injured Mechwarriors must sit out a battle to heal one point of damage. If a Mechwarrior has taken 4 points of damage then they require rehabilitation and will not be able to fight for approximately a year. Mechwarrirors who have taken 5 points of damage are considered permanently crippled and must be retired from play.

-1 Gunnery* = 8 points
-1 Piloting* = 4 points
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 phase.
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.
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 = 86 points
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 ½ 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* = 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, hillselevation, water. Reduces the MP cost of one hex of this terrain type by 1.
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.

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.

Mechwarrior Skill Levels

RankPilotingGunneryCombined
Untrained7714
Green6510 or greater
Regular548 or 9
Veteran436 or 7
Elite325 or less

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 change skill to match that of their mechwarrior. For example when a green mechwarrior becomes a regular his tech becomes a regular as well. Technicians may also gain experience points to buy technician skills as well. Technicians earn one experience point each time they perform exceptional feats of repair like rebuilding a severely damaged 'mech or making major customizations to a 'mech. Omnimechs are not eligible for experience from customization due to their omni pods.

Technicians may spend experience points on the following abilities:

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.
Clan/IS Familiarity = 8
Lower the penalty for working on mixed tech to a +2.

Support Personnel Skills

All support personnel other than technicians and medics gain 1 XP per contract they provide services during.

Unit Construction and Maintenance Rules

Buying and Selling Equipment

When a unit wishes to acquire equipment consult the following chart.

Target Number to Find
Common Weapons6+
Uncommon Weapons8++10% to base cost
Rare Weapons10++40% to base cost

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 8+

Specific Mech 10+

Specific Vehicle+1
Specific Mech+3

Number of Bids

1-24+
1-46+
1-68+
2-810+
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%

Customizing Weapons

It is possible for skilled techs to modify weapon systems to increase aspects of their performance at the expense of other aspects of their performance. The possible modifications are listed below broken down by weapon class with relevant skill modifiers and the time and cost necessary to make the customization. Note that once a weapon is customized there is a chance that it will fail during combat because the customizations are jury rigged rather than factory refits. Whenever the pilot roll a 2 or 3 on his attack roll for the customized weapon he must roll on the random weapon damage tables from Maximum Tech as if the weapon had taken a single critical hit. Note that this will not automatically destroy the weapon as it hasn't actually taken a critical, it is just starting to become unstable under the stresses of combat. Customized weapons that have become unstable can be repaired just like a damaged weapon that had taken a number of critical hits equal to the number of times rolls were made on the random damage tables.

Lasers:

Increased Range:
The range of any laser weapon can be increased through customization. The weapon's damage is unchanged. Increase the weapon's heat by a factor of 1.7 rounding up. Increase the range of the weapon by a factor of 1.4 rounding up. Divide the resulting range by three to get the new range brackets and place any excess hexes in the long range bracket.
Increased Damage:
The damage of any laser weapon can be increased through customization. The weapon's range is unchanged. Increase the weapon's heat by a factor of 2.5 rounding up. Increase the damage of the weapon by a factor of 2. Also, because shielding is sacrificed, increase the to hit number by a penalty of +1. This option may not be applied to Heavy Lasers.

Autocannons:

Increased Firing Rate:
The rate of fire of an autocannon can be improved through customization. For regular ACs and LB-X ACs treat them as Ultra Autocannons after the customization. Unlike normal Ultra ACs these jury-rigged ACs jam on a roll of 2 or 3. When firing cluster rounds from a customized LB-X roll for the number of hits as per solid shots and then roll as many times on the ACs corresponding missile hit table as there were hits scored. Ultra ACs customized in this way may fire as a RAC. Increase the jamming threshold for each rate of fire by 1. Autocannons jury-rigged to fire faster than normal do not jam, instead they explode for an amount of damage equal to one round of fire. This explosion thoroughly wrecks the autocannon's systems making it salvageable on a roll of 12+. This modification may not be applied to a RAC.
Increased Range:
The range of the autocannon can be increased by using high output propellants and specially modified shells. Damage remains unchanged. Increase the range by a factor of 1.2 rounding up. Increase the weapon's heat by a factor of 2. Divide the resulting range by three to get the new range brackets and place any excess hexes in the long range bracket. Increase the minimum range bracket of the autocannon by 1.2 rounding up. These heavily modified shells are much bulkier than ordinary shells. Reduce the amount of ammo per ton by half rounding up. This heavily modified ammunition is highly unstable. On an attack roll of 2 a round explodes in the autocannon doing damage equal to one round of fire. This explosion thoroughly wrecks the autocannon's systems making it salvageable on a roll of 12+.
Increased Damage:
The damage of the autocannon can be increased by using explosives in the tip of the shells and high output propellants. The range remains unchanged. Increase the weapon's heat by a factor of 2. Increase the weapon's damage by a factor of 1.2 rounding up. These heavily modified shells are much bulkier than ordinary shells. Reduce the amount of ammo per ton by half rounding up. This heavily modified ammunition is highly unstable. On an attack roll of 2 a round explodes in the autocannon doing damage equal to one round of fire. This explosion thoroughly wrecks the autocannon's systems making is salvageable on a roll of 12+.

Guass Rifles:

Increased Range:
The range of the guass rifle can be increased by increasing the output of the magnets and reducing the weight of the ammo. Increase the weapon's heat by a factor of 2. Increase the weapon's range by a factor of 1.15 rounding up. Reduce the weapon's damage by 0.5 rounding up. Divide the resulting range by three to get the new range brackets and place any excess hexes in the long range bracket. Increase the weapon's minimum range bracket by a factor of 1.15 rounding up. The modified ammo is smaller than normal guass rifle rounds and thus the ammo per ton is increased by a factor of 1.5 rounding up. Running the guass rifle's capacitors at this level is very dangerous. On a roll of 2 the capacitors explode for the normal damage caused by the guass rifle when it takes a critical hit.
Increased Damage:
The damage of the guass rifle can be increased by increasing the output of the magnets and adding explosives to the ammunition. The range is unchanged. Increase the weapon's heat by a factor of 2. Increase the weapon's damage by a factor of 1.2 rounding up. This modified ammo is heavier than normal guass rifle rounds. Due to this reduce the amount of ammo per ton by 0.3 rounding up. Since the guass ammo is now packed with explosives critical hits to the guass ammo will cause an ammo explosion. The strength of this explosion is equal to ½ the damage of one round rounded down multiplied by the number of rounds remaining. Also running the guass rifle's capacitors at this level is very dangerous. On a roll of 2 the capacitors explode for the normal damage caused by the guass rifle when it takes a critical hit.

Missiles:

Increased Range:
The range of a missile launcher may be increased by reducing the explosive payload and using larger boosters. Increase the range of the missile launcher by a factor of 1.2 rounding up. Divide the resulting range by three to get the new range brackets and place any excess hexes in the long range bracket. Increase the launcher's heat by a factor of 1.5 rounding up. Also increase any minimum range bracket by a factor of 1.2 rounding up. Due to the reduced size of the explosive payload these missiles are less effective than normal. When rolling for the number of missile hits roll 3d6 and take the worse two dice rolls for the number of missile hits.

Exchange Rates

CurrencyValue in C-Bills
C-Bill1.00
S-Bill0.77
D-Bill0.77
M-Bill0.80
L-Bill0.45
K-Bill0.71
R-Bill0.58

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