2 | L/R Torso (Crit) |
3-4 | L/R Leg |
5 | L/R Arm |
6 | L/R Torso |
7 | Center Torso |
8 | L/R Torso |
9-10 | L/R Arm |
11 | L/R Leg |
12 | Head |
[The exposed arm, leg, or torso is the one that gets hit. Use if target is vertically behind cover]
Left Side | Front | Right Side | |||
---|---|---|---|---|---|
1- | L Leg | 1-3 | R Leg | 1- | R Leg |
R Leg | 4-6 | L Leg | L Leg |
Left Side | Front | Right Side | |||
---|---|---|---|---|---|
2 | L Torso (crit) | 2 | C Torso (crit) | 2 | R Torso (crit) |
3 | L Arm | 3 | R Arm | 3 | R Arm |
4-5 | L Leg | 4-5 | R Leg | 4-5 | R Leg |
6 | C Torso | 6 | R Torso | 6 | C Torso |
7 | L Torso | 7 | C Torso | 7 | R Torso |
8 | R Torso | 8 | L Torso | 8 | L Torso |
9 | R Leg | 9-10 | L Leg | 9 | L Leg |
10 | L Leg | 10 | R Leg | ||
11 | R Arm | 11 | L Arm | 11 | L Arm |
12 | L Torso (crit) | 12 | C Torso (crit) | 12 | R Torso (crit) |
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.
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 |
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.
The following Level 3 Rules are in general use:
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)
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)
All of the Davion special auto-cannon munitions may be used with LB-X auto-cannons as well as standard auto-cannons.
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.
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.
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.
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.
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 |
MOS | |
---|---|
0-1 | Lose 4 hours of repair time |
2-3 | Lose 3 hours of repair time |
Lose 2 hours of repair time | |
Lose 1 hour of repair time | |
MOF | |
1-2 | Lose 6 hours of repair time |
3-4 | Lose all repair time |
5-6 | Lose 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. |
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.
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)
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.
LAMs will be allowed to still exist following these modified rules.
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.
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.
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 ˝ 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 ˝ 'mech movement and has a +3 penalty to hit.
When converting from Air 'Mech to 'mech the LAM moves at ˝ 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.
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 Skill | Target Modifier |
---|---|
Green | -1 |
Regular | +0 |
Veteran | +1 |
Elite | +2 |
Nationality | Target 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 |
Situation | Target 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 |
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 Roll | Random Damage |
---|---|
3 | All ammunition expended. |
4 | Roll 1d6, apply result as damage to all right side locations front and back. |
5 | 20 points of damage applied in 5 point clusters using the front hit location table. |
6 | Ammo in one weapon is halved. Determine at random if more than one. |
7 | One heat sink damaged. |
8 | 25 points of damage applied in 5 point clusters using the front hit location table. |
9 | One weapon is unusable. Determine at random if more than one. |
10 | One weapon generates +2 heat per use. Determine at random if more than one. |
11 | Leg actuator damaged. Determine at random and ignore hip. Roll again for vehicles. |
12 | Two heat sinks damaged. |
13 | Engine has one critical hit. |
14 | 10 points of damage to one location. Use front hit location table and ignore head hits. |
15 | Roll 1d6, apply result as damage to all left side locations front and back. |
16 | Two points of damage to all locations. |
17 | No damage. |
18 | Roll twice on this chart. |
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.
The following skills only apply to campaigns. These skills modify the resources available to a unit and some have requirements:
Rank | Piloting | Gunnery | Combined |
---|---|---|---|
Untrained | 7 | 7 | 14 |
Green | 6 | 5 | 10 or greater |
Regular | 5 | 4 | 8 or 9 |
Veteran | 4 | 3 | 6 or 7 |
Elite | 3 | 2 | 5 or less |
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.
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.
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:
All support personnel other than technicians and medics gain 1 XP per contract they provide services during.
When a unit wishes to acquire equipment consult the following chart.
Common Weapons | 6+ | |
Uncommon Weapons | 8+ | +10% to base cost |
Rare Weapons | 10+ | +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:
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.
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.
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.
Actuators, Heatsinks, Jump Jets = Common Weapons
Locations, Gyro, Engine, Cockpit, Life Support, & Sensors = Uncommon Weapons
Specific Vehicle 8+
Specific Mech 10+
Specific Vehicle | +1 |
Specific Mech | +3 |
1-2 | 4+ |
1-4 | 6+ |
1-6 | 8+ |
2-8 | 10+ |
MOS | Bids |
---|---|
-6 or less | 1 |
-3 to -5 | 2 |
0 to -2 | 3 |
1 to 3 | 4 |
4 to 6 | 6 |
7 or more | 8 |
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 2 | 0% |
3 to 4 | -5% |
5 to 6 | -10% |
7 or more | -15% |
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.
Currency | Value in C-Bills |
---|---|
C-Bill | 1.00 |
S-Bill | 0.77 |
D-Bill | 0.77 |
M-Bill | 0.80 |
L-Bill | 0.45 |
K-Bill | 0.71 |
R-Bill | 0.58 |
1d6 Roll | Fluctuation |
---|---|
1-2 | Lower by 2d6% |
3.4 | Standard |
5-6 | Higher by 2d6% |
Mission | Expected Loss Rate | Enemy Force | Enemy Force Size |
---|---|---|---|
Retainer | NA | 5+ | NA |
Garrison | 0.22% to 41.6% | 8+ | +1d6-2 |
Cadre | 0.22% to 24.68% | 12 | +1d6-4 |
Relief | 0.39% to 67.24% | Yes | +1d6 |
Defensive Campaign | 2.48% to 53.14% | Yes | +5 |
Riot Duty | 0.22% to 2.48% | 7+ | -5 |
Security Duty | 0.22% to 3.65% | 10+ | -4 |
Objective Raid | 0.22% to 32.22% | 5+ | -2 |
Extraction | 0.22% to 24.68% | 7+ | -4 |
Reconnaissance | 0.22% to 32.22% | 9+ | -2 |
Diversionary Raid | 0.22% to 32.22% | 9+ | -3 |
Planetary Assault | 0.22% to 13.93% | Yes | +0 |
Pirate Hunting | 0.22% to 5.25% | Yes | -3 |
Guerrilla Warfare | 0.22% to 67.24% | Yes | +8 |
Roll | Force Size | Expected Loss Rate |
---|---|---|
-3 | 62.5% | 0.71% |
-2 | 65% | 0.89% |
-1 | 67.5% | 1.12% |
0 | 70% | 1.39% |
1 | 72.5% | 1.72% |
2 | 75% | 2.11% |
3 | 77.5% | 2.57% |
4 | 80% | 3.11% |
5 | 82.5% | 3.74% |
6 | 85% | 4.47% |
7 | 87.5% | 5.32% |
8 | 90% | 6.3% |
9 | 92.5% | 7.42% |
10 | 95% | 8.71% |
11 | 97.5% | 10.18% |
12 | 100% | 11.85% |
13 | 102.5% | 13.74% |
14 | 105% | 15.88% |
15 | 107.5% | 18.29% |
16 | 110% | 20.99% |
17 | 112.5% | 24.02% |
18 | 115% | 27.41% |
19 | 117.5% | 31.18% |
20 | 120% | 35.38% |
2d6 | Terrain |
---|---|
2 | Badlands |
3 | Hills |
4 | Wetlands |
5 | Light Urban |
6 | Hills |
7 | Flatlands |
8 | Wooded |
9 | Heavy Urban |
10 | Coastal |
11 | Wooded |
12 | Mountains |
2d6 | Flatlands Terrain |
---|---|
2 | Dropport #1 (Military) |
3 | Woodland (Woodlands) |
4 | Desert Hills (Badlands) |
5 | City Ruins (Build-It Urban) |
6 | Open Terrain #1 (Woodlands) |
7 | Battletech Map (Mixed) |
8 | Open Terrain #2 (Woodlands) |
9 | Citytech Map (Build-It Urban) |
10 | Scattered Woods (Woodlands) |
11 | Battleforce Map (Mixed) |
12 | Dropport #2 (Military) |
2d6 | Hill Terrain |
---|---|
2 | Wide River (Wetlands) |
3 | City Hills #1 (Build-It Urban) |
4 | Box Canyon (Badlands) |
5 | Woodland (Woodlands) |
6 | Rolling Hills #1 (Woodlands) |
7 | Desert Hills (Badlands) |
8 | Rolling Hills #2 (Woodlands) |
9 | Battleforce Map (Mixed) |
10 | River Valley (Wetlands) |
11 | City Hills #2 (Build-It Urban) |
12 | Battletech Map (Mixed) |
2d6 | Mountain Terrain |
---|---|
2 | Woodland (Woodlands) |
3 | Rolling Hills #1 (Woodlands) |
4 | Mountain Lake (Mixed) |
5 | River Valley (Wetlands) |
6 | Desert Mountain #1 (Badlands) |
7 | Box Canyon (Badlands) |
8 | Desert Mountain #2 (Badlands) |
9 | Battleforce (Mixed) |
10 | Desert Hills (Badlands) |
11 | Rolling Hills #2 (Woodlands) |
12 | Heavy Forest #1 (Woodlands) |
2d6 | Badlands Terrain |
---|---|
2 | Desert Sinkhole #1 (Badlands) |
3 | Desert Sinkhole #2 (Badlands) |
4 | Box Canyon (Badlands) |
5 | |
6 | Desert Mountain #1 (Badlands) |
7 | Desert Mountain #2 (Badlands) |
8 | |
9 | |
10 | |
11 | |
12 |
2d6 | Wetlands Terrain |
---|---|
2 | Wide River (Wetlands) |
3 | Lake Area (Wetlands) |
4 | Large Lakes #1 (Wetlands) |
5 | Large Lakes #2 (Wetlands) |
6 | River Delta #1 (Wetlands) |
7 | River Delta #2 (Wetlands) |
8 | |
9 | |
10 | |
11 | |
12 |
2d6 | Wooded Terrain |
---|---|
2 | River Delta #1 (Wetlands) |
3 | Scattered Woods (Woodlands) |
4 | Open Terrain #1 (Woodlands) |
5 | Rolling Hills #1 (Woodlands) |
6 | Heavy Forest #1 (Woodlands) |
7 | Woodland (Woodlands) |
8 | Heavy Forest #2 (Woodlands) |
9 | Rolling Hills #2 (Woodlands) |
10 | Open Terrain #2 (Woodlands) |
11 | Battletech (Mixed) |
12 | River Delta #2 (Wetlands) |
2d6 | Light Urban Terrain |
---|---|
2 | City Residential (Premade Urban) |
3 | City Suburbs (Premade Urban) |
4 | City Hills #1 (Build-It Urban) |
5 | City Hills #2 (Build-It Urban) |
6 | City Street Grid #1 (Build-It Urban) |
7 | City Street Grid #2 (Build-It Urban) |
8 | |
9 | |
10 | |
11 | |
12 |
2d6 | Heavy Urban Terrain |
---|---|
2 | Drop Port #1 (Military) |
3 | Military Base #1 (Military)* |
4 | City Street Grid #1 (Build-It Urban) |
5 | City Hills #1 (Build-It Urban) |
6 | City Skyscraper (Premade Urban) |
7 | City Residential (Premade Urban) |
8 | City Downtown (Premade Urban) |
9 | City Hills #2 (Build-It Urban) |
10 | City Street Grid #2 (Build-It Urban) |
11 | Military Base #2 (Military)* |
12 | Drop 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.
2d6 | Coastal Terrain |
---|---|
2 | Archipelago #1 (Coastal) |
3 | Archipelago #2 (Coastal) |
4 | Coast #1 (Coastal) |
5 | Coast #2 (Coastal) |
6 | Seaport (Coastal) |
7 | River Delta #1 (Wetlands) |
8 | River Delta #2 (Wetlands) |
9 | |
10 | |
11 | |
12 |
2d6 | Solaris VII |
---|---|
2 | King of the Mountain |
3 | The Mudpit |
4 | Hartford Gardens |
5 | The Scrapyard |
6 | The Pool |
7 | The Coliseum |
8 | The Jungle |
9 | |
10 | |
11 | |
12 |