The following Level 3 Rules are in general use:
The TN for knockdown checks from damage scales as per "Taking Damage" (Tactical Operations, p.22), but rather than using Piloting Skill modifiers based on weight class, the threshold for checks and additional +1s on checks is set to half the 'mech's tonnage. (This is a threshold that must be equalled or exceeded, so it effectively rounds up.)
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.)
Left Side | Front/Rear | Right Side | |||
---|---|---|---|---|---|
1–5 | L Leg | 1–3 | R Leg | 1–5 | R Leg |
6 | R Leg | 4–6 | L Leg | 6 | L Leg |
Left Side | Front | Rear | Right Side | ||||
---|---|---|---|---|---|---|---|
1 | R.F.Leg | 1 | R.R.Leg | 1 | R.F.Leg | 1 | L.F.Leg |
2–3 | L.F.Leg | 2–3 | R.F.Leg | 2–3 | R.R.Leg | 2–3 | R.F.Leg |
4–5 | L.R.Leg | 4–5 | L.F.Leg | 4–5 | L.R.Leg | 4–5 | R.R.Leg |
6 | R.R.Leg | 6 | L.R.Leg | 6 | L.F.Leg | 6 | L.R.Leg |
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)
There is no restriction on moving into Water hexes using Running or Flank movement, though all other standard MP penalties, Piloting Skill checks, and terrain restrictions apply.
(modifies Total Warfare, p.53)
All movement effects outlined on Tactical Operations, p.55 apply as written.
Falling damage is multiplied by the G-rating of the world, before rounding. This applies not only to damage taken when falling, but damage delivered by Death From Above (to both attacker and target), accidental falls from above, and collapsing buildings.
(modifies Tactical Operations, p.55)
Unit tonnages are multiplied by the G-rating of the world for purposes of determining if buildings will support load.
For example, a 55-ton 'mech on a 1.25 G world would collapse a building with CF less than 69 (55 × 1.25 == 68.75), while the same 'mech on a 0.75 G world would be supported by a building with CF as low as 42 (55 × 0.75 == 41.25).
As BattleMechs (and combat vehicles) are designed to operate in a wide variety of planetary conditions, their targeting computers can be easily recalibrated to compensate for changes in gravity. This is done as part of the maintenance routine. There is no general to-hit modifier for gravities that the unit has been calibrated for. If a unit is fighting in gravity it was not calibrated for at its last maintenance, all ballistic and missile weapon attacks take a +1 penalty for every full 0.1 G the gravity is above or below the last gravity it was calibrated for. (Not necessarily the standard 1.0 G, but assume that by default if the previous value is unknown.)
In addition, high or low gravity can affect weapon ranges. Divide the maximum range of any ballistic or missile weapons by the G value of the world, and round normally. This is the new maximum range of the weapon. In low gravities, all extra hexes of range are added to the Long range bracket. In high gravities, the lost hexes are taken from each range bracket as evenly as possible, starting from the Long bracket and working back towards Short. Minimum ranges are unaffected. On very-heavy-G worlds, this can result in the minimum range extending into the Medium bracket. In such cases, both penalties apply.
For example, on a 1.25 G world, an LRM rack's 21-hex range would be reduced to 17 hexes (21/1.25 == 16.8, rounded to 17). The 4 hexes lost from its range would come 2 from its Long bracket, and 1 each from its Medium and Short brackets, which reduces its range brackets from 7–7–7 to 6–6–5. This gives the LRM rack a Short range of 6, a Medium range of 12, and a Long range of 17. Its minimum range of 6 is unaffected.
On a 0.75 G world, on the other hand, the LRM rack's 21-hex range would be increased to 28 hexes (21/0.75 == 28.0), all of which would go to its Long range, giving it a Short range of 7, a Medium range of 14, and a Long range of 28.
Energy weapons are in any case unaffected.
(modifies Tactical Operations, p.55)
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.
BattleMechs may make stomp attacks against vehicles or infantry in the same hex. For purposes of determining attack direction, treat the vehicle as if it were in the hex directly in front of the BattleMech, retaining its facing. In all other ways, it is resolved exactly like a standard kick attack.
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 phase 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. 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.
When units retreat off of a board edge other than their home edge it is harder for them to rejoin their unit. At the end of the scenario, the enemy force may nominate some or all of their units to pursue the retreating unit. The retreating unit must make a Piloting Skill roll modified by situation and consult the Results chart.
Unit is retreating off edge adjacent to home edge: | +1 |
Unit is retreating off edge opposite home edge: | +2 |
Planet is friendly to retreating unit: | -1 |
Planet is hostile to retreating unit: | +1 |
Retreating unit is faster/slower than pursuing force: | Difference between Modified Movement Speed of the slowest pursuing unit and the retreating unit |
Margin of Success | |
---|---|
8+ | Unit arrives safely and on time |
0–7 | Unit arrives safely, but is delayed by 8-MoS hours |
Margin Of Failure | |
1–4 | Unit is intercepted by enemy, a Pursuit scenario follows, with the pursuers entering 5-MoF turns behind the retreating unit |
5–7 | Unit is cornered by enemy, a Fugitive at Bay scenario follows |
8+ | Unit becomes completely lost and is captured by the enemy |
If a combat scenario results, and the retreating unit remains mobile after escaping off-board or holding the field, it is able to rejoin the friendly force, but is delayed by 8 hours. If it is immobilized, it is captured by the enemy, even if it successfully holds the field.
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 morale 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 |
As the current firing arcs for fighters and aerodyne dropships and small craft make it pointless to have weapons mounted anywhere but Nose and Aft, and a glorified form of suicide to get on board an aerodyne dropship, fighter and aerodyne arcs are reverted to the original Aerotech arcs. (Note that fighters do not have Wing Aft arcs, and, while aerodyne dropships and small craft have them, most do not actually mount weapons there.)
(modifies Total Warfare, p.236)
The current rules for grounded dropships in combat are full of holes — a patch layered on top of rules not designed to support multiple-hex units — and do not reflect the diversity of vessels in common service. The rules that do exist are scattered across multiple sections of different books. In an effort to address these problems, here we have rules for dropships in ground combat — a combination of official rules collected from various sources, rules from older books that covered things that current rulebooks don't, and house rules to patch the gaps.
Dropships come in a variety of shapes and sizes, ranging from the 36.4m-diameter Confederate to the 277m-diameter Mammoth (the Behemoth, though more massive than the Mammoth, is both unable to land and actually slightly smaller in diameter than the Mammoth — though significantly longer), and they're large enough that their size differences are significant on the scale of 30-meter ground-map hexes and 6-meter Levels. The current rules ignore these major differences.
However, Dropships & Jumpships provided rough ground footprints for all the dropship classes in common service, and exact dimensions to more precisely refine those. Grounded dropships will use those footprints and heights rather than the generic roughly-Union/Leopard-sized footprints in Total Warfare.
Dropships have different heights, depending on the class. Elevations in Levels for each hex of the ship are marked on the dropship templates. This elevation is the height above underlying terrain, and is added to the Level of the dropship's center hex.
Some dropships overlap slightly into space beyond the hexes they technically occupy. Hexes do not count as dropship hexes unless they are a full hex with a marked Level on the template.
(modifies Total Warfare, p. 99, 249–250)
Spheroid dropships cannot move on the ground, except to take off again.
Aerodyne dropships can taxi on the ground map (see Total Warfare, p.88). When doing so, they move as a ground vehicle with Cruising MP equal to half their Safe Thrust rating (rounded down). They cannot use Flank Speed. They have the terrain restrictions of a Wheeled vehicle. No hex of the dropship can move into or through a hex prohibited to Wheeled vehicles. They must pay the extra MP cost for any terrain hex that any hex of the dropship moves into.
If all dropship hexes remain on Pavement or Road hexes for their full movement, the dropship gains a bonus MP.
If legal terrain becomes forbidden terrain after the dropship has moved into it (e.g. Building hexes are not forbidden terrain for Wheeled vehicles, but almost any dropship entering almost any Building hex will reduce the hex to Rubble, which is forbidden to Wheeled vehicles), the dropship can still move out of that hex, but cannot move into it again.
When taxiing dropships change facing, they rotate around the rearmost hex on their centerline (the nose wheel is assumed to be the steerable one). If this causes dropship hexes to enter terrain hexes with an MP cost that the dropship did not occupy before, it must pay the MP cost for entering the hexes in addition to the 1 MP per hexside cost of changing facing.
Units with destroyed landing gear cannot taxi. Taxiing dropships do not produce damaging drive exhaust plumes.
Any non-dropship unit in a hex that an aerodyne dropship moves into suffers an immediate charge attack from the dropship. A dropship attempting to avoid running down a ground target can choose to make the charge attack as if its Piloting Skill were (12 - Piloting) rather than its actual skill, if that provides a worse TN.
If the charge attack is successful, the target unit takes 1 point of damage for each 10 tons the dropship masses (round up), in 5-point groups, and is shunted into a random adjacent hex that is not part of the charging dropship (Domino Effect may apply). 'Mechs must make a Piloting Skill roll to remain standing. The dropship takes 1 point of damage for each 10 tons the target masses (round up), in 5-point groups on the Nose or Aft chart (depending on if the dropship is moving forwards or backwards).
If the charge attack is unsuccessful, neither unit takes damage, but the target is still shunted into a random adjacent hex that is not part of the charging dropship (Domino Effect may apply), and 'mechs must make a Piloting Skill roll to remain standing.
Because dropships are so much more massive than typical ground units, the charge, whether successful or unsuccessful, does not end the dropship's movement.
If a dropship attempts to move into another dropship's hexes, it is resolved using the ordinary charge rules (Total Warfare, p.148) — declared during the Movement Phase, but resolved in the Physical Attack Phase.
If an aerodyne dropship taxis while another unit is on top of it, the other unit must make an immediate Piloting, Driving, or Anti-'Mech Skill check (as appropriate for the unit type) or fall into the nearest non-dropship hex (determine randomly if more than one), taking falling damage as appropriate for the difference in Level between the initial and final hexes. If it falls into a hex that the dropship is moving into, it receives a charge from the dropship, as above. If the unit makes the Piloting/Driving test, it remains in its hex on the dropship and moves with the dropship. Any movement the dropship makes is added to the other unit's for purposes of figuring the other unit's target movement modifier. A unit riding a moving dropship takes an additional +1 attacker movement modifier on top of any it may have generated itself.
If a dropship takes off while another unit is on top of it, the other unit automatically falls off and is completely destroyed by the drive exhaust.
Dropships completely fill their hexes. Except for infantry, other units cannot use ordinary movement to enter hexes occupied by dropships at ground level. Ordinary stacking rules apply to infantry — up to two units from each side can be in the hex, one of which is the dropship, and any others can only be infantry.
However, dropships are large enough to be treated as terrain. They can be climbed or jumped onto as if their hexes were Clear terrain hexes with Level equal to the dropship hex's elevation. Ordinary movement restrictions apply, which may make it difficult to actually get on top of a dropship, particularly spheroids, most of which are taller than even a highly mobile battlemech's jump capability. You cannot perform a DFA attack against a dropship; you simply land on top of it.
Also, most dropships have interior spaces designed to be accessible by smaller units, and while other units cannot move into them normally, they can board them through an appropriate door. (See Total Warfare, p.89–90 and Tactical Operations, p.188–189.)
Grounded dropships get a -2 modifier to hit when firing at ground targets. Dropships ignore modifiers for firing at multiple targets. Dropships cannot fire at targets on top of them. Taxiing aerodynes are moving at Cruise Speed, and so take a +1 attacker movement modifier.
Dropship weapons work differently than ground units' weapons. Rather than being fired as individual weapons, dropship weapons are grouped into bays by type, and the entire bay is fired as a single weapon. Dropship weapon bays all have the same range brackets (see table, below), and individual weapons' Aerospace Ranges determine only whether or not the weapon contributes its damage to the bay's total in that aerospace range bracket.
Range | Short | Medium | Long | Extreme |
---|---|---|---|---|
Hexes | 0–6 | 7–12 | 13–20 | 21–25 |
Attack Modifier | +0 | +2 | +4 | +6 |
Damage also works differently for aerospace units, but how damage is taken is determined by the type of unit receiving the damage, not the type of unit delivering it, so when a dropship hits a ground unit with a weapons bay, the damage is delivered as if the ground unit had been hit by whichever of the weapons that make up the bay have enough Aerospace Range to reach it.
For example, a Union-class dropship's aft side arcs contain a single weapons bay, a Laser bay consisting of one Large Laser and two Medium Lasers. The Large Laser has a range of Medium, and the Medium Lasers have a range of Short.
Unlike smaller units, the lasers are not treated as independent weapons with different ranges and attack TNs. Instead, the bay is fired as a single weapon, with the above range breaks, and the damage the bay does on a successful hit is determined by how many of the actual weapons that make it up are within their Aerospace Range.
If the Union were to fire its Laser bay at a target 5 hexes away, that isn't Short range for the Large Laser and Medium range for the Medium Lasers, as it would be with ground units. Rather, 5 hexes is Short range for all aerospace weapons bays, so the Laser bay would attack with a +0 range modifier. If it hit, it would do 18 damage, 8 from the Large Laser and 2×5 from the Medium Lasers. This damage would be delivered as one 8-point group and two 5-point groups, to locations rolled on the appropriate ground unit hit location table.
If it fired at a target 7 hexes away, that would be Medium range for the bay, so the attack would be made with a +2 range modifier. If it hit, it would do only 8 damage, in a single group, because the Medium Lasers are Short range weapons, which have an Aerospace Range of only 6 — despite the Medium Laser having a 9-hex range normally.
The Laser bay does no damage beyond 12 hexes.
Dropships generate heat by firing arc. Any time a dropship fires any weapon or bay in an arc, it takes the full heat of all weapons in the arc, even if it chooses not to fire a particular bay (to conserve ammo, perhaps). Dropships do not track heat, however. They are simply not allowed to exceed their heat dissipation capacity by firing more arcs than they can handle the heat of. (Exception: A dropship with an arc that alone produces more heat than it can dissipate can fire that arc, if it fires nothing else. No canon dropship is actually designed this way, but it is at least theoretically possible that one might take enough heat sink damage for this to be relevant.)
Unless something has gone horribly wrong, spheroid dropships land with their main drive down, so their ordinary firing arcs are reoriented, with their Nose weapons pointed at the sky, their Aft weapons down at the ground beneath them, and their sides oriented vertically, giving each side's Fore and Aft weapons a 180° arc of fire around the dropship (see Total Warfare, p.252).
Spheroid dropships' forward Side weapons can engage ground targets, and trace LOS from the full elevation of any hex on the weapons' side of the dropship (including hexes on the centerline), and use range and terrain modifiers from the hex chosen. Note, however, that dropships block LOS through their hexes, and so LOS from a hex may be blocked by another dropship hex in front of it. There is a one-hex-wide dead zone adjacent to the dropship that the forward Side guns cannot depress far enough to hit, unless the target's elevation is higher than half the height of the dropship hex.
Spheroid dropships' Side Aft weapons can engage ground targets, and trace LOS from any hex on the weapons' side of the dropship (including hexes on the centerline), at half (round down) the dropship's highest elevation, or the elevation of the hex (whichever is lower), and use range and terrain modifiers from the hex chosen. Note, however, that dropships block LOS through their hexes, and so LOS from a hex may be blocked by another dropship hex in front of it. They have a one-hex-wide dead zone adjacent to the dropship, in which they cannot engage targets above the elevation of the weapons.
Nose weapons can only be fired at airborne aerospace targets or targets (such as VTOLs) flying above the dropship's hexes (not on its surface). Spheroid dropships can engage both airborne aerospace targets (with Nose weapons) and ground targets (with Side, Side Aft, and possibly Aft weapons) at the same time; they are the only units that can do so.
Aft weapons can only be fired at targets (necessarily infantry) on the ground in the dropship's hexes. The dropship has clear LOS to any units in their hexes
Aerodyne units normally land belly-down, and so their firing arcs on the ground are the same as when they're airborne (but see Aerospace Firing Arcs, above). Grounded aerodynes cannot engage airborne aerospace targets, but can engage ground targets with all six arcs.
Aerodyne units' nose weapons trace LOS from the elevation of the dropship's frontmost centerline hex. Aft weapons trace LOS from the elevation of the dropship's rearmost centerline hex. Wing weapons, forward or aft, trace LOS from the highest elevation of the left or right side hex rows.
Because of their sheer size, firing at grounded dropships gets the -4 modifier for firing at an immobile target, even if the dropship is capable of movement or actually moving (an aerodyne taxiing). Angle of attack modifiers do not apply, but a taxiing aerodyne gets defender movement modifiers as normal for its speed (if it's capable of moving fast enough to generate any, which most aren't).
Dropships block LOS through their hexes, and can provide partial cover as if they were elevated terrain.
Attackers can trace LOS to any of a dropship's hexes (but note that the dropship's own hexes may block LOS to hexes behind them), and use whatever range and terrain modifiers are most favorable. Dropships cannot have partial cover; if an attacker has LOS to any of the dropship's hexes at any Level, the attacker has LOS to the whole ship.
Hit locations for attacks against a spheroid dropship from on top of it are rolled on the Nose chart. Hit locations for attacks against an aerodyne from on top of it are rolled on the Above chart.
Damage works differently for aerospace units than for ground units, particularly for cluster weapons, and the damage method is determined by the type of unit receiving fire rather than the unit delivering it. As such, ground units firing on a dropship use the aerospace method of determining cluster hits. Rather than rolling on the Cluster Hits table, all cluster weapons do a fixed amount of damage, listed under Attack Value on weapon tables, allocated in 5-point groups, regardless of weapon type. For situations not covered by the basic Attack Value, such as a hit from an LB 10-X with Sandblaster, the weapon does damage as if the Cluster Hits table roll were a 7 plus the modifier.
If a dropship is caught in the blast of an area-effect weapon, such as a bomb or artillery shell, it takes damage only once, from the most damaging hex that applies, even if more than one dropship hex is inside the blast radius. Dropships can block the expansion of area-effect blasts (see Tactical Operations, p.184).
Ferro-Fibrous armor factors round normally, so as not to invalidate half of the Ferro-Fibrous designs published between 1989 and 2007.
Tech Rating Modifiers are not used, because literally everything is Tech Rating D or higher except for some types of foot infantry.
(modifies Strategic Operations, p.170)
Multipliers for taking extra time are ×2 for -1, ×3 for -2, or ×4 for -3.
(modifies Strategic Operations, p.182; this is actually official errata)
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.
MoS/MoF | Current Quality | |||||
---|---|---|---|---|---|---|
A | B | C | D | E | F | |
≤-7 | Destroyed | A, 2 damage | B, 2 damage | C, 1 damage | D, 1 damage | E, 1 damage |
-6 | 3 damage | A, 1 damage | B, 1 damage | C, 1 damage | D, 1 damage | E |
-5 | 3 damage | 1 damage | B, 1 damage | C, 1 damage | D | E |
-4 | 2 damage | 1 damage | 1 damage | C | D | E |
-3 | 1 damage | 1 damage | — | — | D | E |
-2 | 1 damage | — | — | — | — | — |
-1–+4 | — | — | — | — | — | — |
+5 | B | C | — | — | — | — |
+6 | B | C | D | E | — | — |
≥+7 | B | C | D | E | F | +1 XP |
(modifies Strategic Operations, p.172)
It takes 20 minutes for a medical team to make a healing check. Only one check can be made on any given person in a 24-hour period. (This works out roughly the same as standard rules given a full Maintenance/Repair Cycle, but allows for making checks during an abbreviated Maintenance/Repair Cycle.)
Natural healing takes 15 days.
(modifies Strategic Operations, p.187)
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. |
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.
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.
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.)
Green | Regular | Veteran | Elite | |
---|---|---|---|---|
MechWarrior/ASF Pilot | 900 (10,800) | 1,500 (18,000) | 2,400 (28,800) | 4,800 (57,600) |
Vehicle Crew (per person)/CF Pilot | 540 (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/Medic | 480 (5,760) | 800 (9,600) | 1,280 (15,360) | 2,560 (30,720) |
Administrator | 300 (3,600) | 500 (6,000) | 800 (9,600) | 1,600 (19,200) |
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.
2d6 | Experience Rating |
---|---|
2–5 | Green |
6–9 | Regular |
10–11 | Veteran |
12 | Elite |
Green | Regular | Veteran | Elite | |||||
---|---|---|---|---|---|---|---|---|
1d6 | Gunnery | Piloting | Gunnery | Piloting | Gunnery | Piloting | Gunnery | Piloting |
0 | 7 | 7 | 5 | 6 | 4 | 6 | 4 | 5 |
1 | 6 | 7 | 4 | 6 | 4 | 5 | 3 | 4 |
2 | 5 | 6 | 4 | 6 | 4 | 5 | 3 | 4 |
3 | 5 | 6 | 4 | 5 | 3 | 4 | 2 | 3 |
4 | 4 | 6 | 4 | 5 | 3 | 4 | 2 | 3 |
5 | 4 | 6 | 3 | 4 | 2 | 3 | 1 | 2 |
6 | 4 | 5 | 3 | 4 | 2 | 3 | 1 | 2 |
7 | 4 | 5 | 2 | 3 | 1 | 2 | 0 | 1 |
8 | 3 | 4 | 2 | 3 | 1 | 2 | 0 | 1 |
Rank | Piloting | Gunnery | Combined |
---|---|---|---|
Untrained | 8 | 8 | 16 |
Green | 6 | 5 | 10 or greater |
Regular | 5 | 4 | 8 or 9 |
Veteran | 4 | 3 | 6 or 7 |
Elite | 3 | 2 | 5 or less |
Combat personnel gain 1 experience point at the end of each battle that they participate in.
Combat unit crew may purchase skills and special abilities with experience points.
Abilities marked with an asterisk can be taken more than once, and the effects are cumulative. Abilities marked with a dagger can be taken more than once, but it must be for a different speciality each time.
Crew must be conscious to use any skill or ability, unless it is applied directly to a consciousness check. (e.g. One needn't be conscious to gain the benefits of Pain Resistance, or to apply Edge to a check to regain consciousness.)
These skills and special abilities are available to any unit type.
These skills and abilities are available only to infantry.
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 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:
Advancement | Cost |
---|---|
Green (9) → Regular (7) | 5 XP |
Regular (7) → Veteran (6) | 10 XP |
Veteran (6) → Elite (5) | 20 XP |
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:
Advancement | Cost |
---|---|
Green (10) → Regular (8) | 5 XP |
Regular (8) → Veteran (7) | 10 XP |
Veteran (7) → Elite (6) | 20 XP |
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.
Locating new equipment or personnel requires a Logistics or Human Resources (respectively) skill check, with situational 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 |
Great House military: AFFC/AFFS/LCAF⁂ | -3 |
Great House military: FWLM, post-Addendum to the Incorporation⁂ | -2 |
Great House military: FWLM, pre-Addendum to the Incorporation⁂ | variable, +0 to -3 |
Great House military: DCMS⁂ | -1 |
Great House military: CCAF, pre-4th Succession War⁂ | -1 |
Great House military: CCAF, post-4th Succession War⁂ | +0 |
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 |
Ammunition | -4 |
Armor | -3 |
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 |
Regular | 0 |
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.
⁂ Modifiers for being Great House military apply only when connected to the military's supply chain — in garrison, or when part of a major assault (in which case the "in the field" and "in hostile territory" modifiers would apply as well), but generally not when on a raid.
† 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.
MoS | Equipment | Bulk Equipment§ | Specific Variant | Specific Base Model | Specific Chassis† | General Category‡ | Any in Weight Class | Any Unit of Type |
---|---|---|---|---|---|---|---|---|
≥+7 | 1d6+3 | 3d6+4 | 2 | 1d3+2 | 1d6+1 | 2d6 | 2d6+2 | 6d6 |
+5–6 | 1d6+2 | 3d6+2 | 2 | 1d3+1 | 1d6 | 1d6+2 | 2d6+1 | 5d6 |
+3–4 | 1d6+1 | 3d6 | 1 | 1d3 | 1d6-1* | 1d6+1 | 2d6 | 4d6 |
+1–2 | 1d6 | 2d6 | 1 | 1d2 | 1d6-2* | 1d6 | 1d6+1 | 3d6 |
0 | 1d3 | 1d6 | 1 | 1 | 1d6-4* | 1d6-2* | 1d6 | 2d6 |
-1 | 1d3 Salvage | 1d3 Salvage | 1 Salvage | 1 Salvage | 1d6-4* Salvage | 1d6-3* Salvage | 1d3 Salvage | 1d6 Salvage |
-2 | 1 Salvage | 1d6-4* Salvage | - | 1 Salvage | 1 Salvage | 1 Salvage | 1 Salvage | 1d6-3* Salvage |
-3 | - | - | - | - | - | - | - | 1 Salvage |
≤-4 | - | - | - | - | - | - | - | - |
* Minimum result 1.
† Specific skill level personnel recruitment checks use the Specific Chassis column.
‡ General skill level personnel recruitment checks use the General Category column.
§ Result tons for ammo, Result ×10 tons for armor.
"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.
"Salvage" results on personnel recruitment checks indicate no personnel available.
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.
2d6 | Actual Quality | Sale Price |
---|---|---|
≤2 | A | as +3 Quality |
3 | A | as +2 Quality |
4 | B | as +1 Quality |
5 | B | as +1 Quality |
6 | C | as true Quality |
7 | C | as true Quality |
8 | D | as true Quality |
9 | D | as true Quality |
10 | E | as -1 Quality |
11 | E | as -1 Quality |
≥12 | F | as -2 Quality |
Quality | Price 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.
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% |
This is a common scenario type that occurs when two forces are mutually trying to reconnoiter each other and prevent the other from reconnoitering them. It normally involves only the forces' recon elements.
Each force must make an initiative roll, with all standard modifiers and re-roll chances applied by the leadership of the forces involved. In addition to the standard modifiers, each force receives a bonus equal to the lowest modified movement speed in the force.
In addition, the force receives a +2 bonus if any of its units have an active probe or remote sensor dispenser, and a +1 bonus if all units in the force are equipped with ECM or stealth technologies.
The winner of this initiative roll becomes the Attacker; the loser is the Defender.
Lay out appropriate mapsheets in a Long configuration. The Attacker chooses a short edge as their home edge. If the margin between initiative rolls is 6 or more, the Defender enters from the Attacker's home edge ceil((MoF-5)/2) rounds after the Attacker. Otherwise the Defender enters from the edge opposite the Attacker's home edge.
The Attacker's objective is to move units off the edge opposite their home edge. The Defender's objective is to prevent them from doing so. If the Attacker is able to move half or more of their force off the objective edge, or hold the field with half or more of their force able to move, they gain strategic advantage for the next scenario. If the Attacker is unable to move any of their units off the far edge, and is prevented from holding the field or holds the field but has no mobile units remaining, the Defender holds strategic advantage. Otherwise the scenario is a draw and neither force gains strategic advantage.
This scenario type occurs when there is something that the Attacker wants destroyed, liberated, captured, observed, stolen, or the like, that they want to escape with or escape after destroying, observing, etc. This is commonly the mission objective for any Raid-type mission (Objective Raid, Extraction Raid, Recon Raid), or from the other direction for various defensive missions (Defensive Campaign, Garrison, Security Duty), but these scenarios may also appear as a way to gain strategic advantage or other benefits in other mission types.
The scenario objective will be on-board. The Defender starts deployed on the same mapsheet as the objective. If the Attacker has strategic advantage going into the fight, they may be able to choose their home edge after the Defender has deployed; otherwise they have a set home edge that the Defender knows while deploying.
The Attacker's goal — what exactly needs to be done and how much of it — may vary somewhat depending on the exact mission parameters, but is generally something along the lines of moving a mech or mechs with hands into objective hexes, spending a turn picking up the objective, and retreating off their home edge with it, or destroying a structure or similar in the objective hexes and retreating off their home edge. The Defender's goal is to prevent the Attacker from accomplishing their goal.
This sort of scenario is generally the result of a defending force gaining strategic advantage in a Recon Meeting Engagement when their opponents are attempting an Objective Raid or similar offensive action. The Defender has located the Attacker and engaged them away from their objective, in an attempt to prevent them from even reaching it.
Set up a square battlefield. The side with strategic advantage selects an edge as their home edge, and the opposite edge becomes their opponents' home edge. The Attacker's goal is to move units off the Defender's home edge, while the Defender's goal is to prevent them from doing so.
After the scenario is over, the Attacker may carry on with an Objective Raid or similar scenario to attack their actual objective using any units they were able to move off the Defender's home edge. The Defender may have units at the actual objective, and may use units that they retreated off their home edge during the Blocking Action.
Record the turn number at which each unit moves off the Defender's home edge. Subtract from each the unit's modified movement speed. The highest result for any unit the Attacker intends to use is the Attacker's attack time. Any Defending unit that has a lower result may start the Objective Raid scenario already deployed around the objective, as standard. Defending units with a result that is the same or higher enter from the Attacker's home edge a number of turns after the Attacker arrives equal to the difference between their result and the Attacker's. Defending units may delay to a later turn if they wish.
If the Defender holds the field, the Attacker may still carry out the Objective Raid with any units they moved off the Defender's home edge, but the Defender gains strategic advantage, and may be able to force the Attacker into another Blocking Action or Pursuit as they retreat from the objective.
If the Attacker, on the other hand, holds the field, they gain strategic advantage.
This scenario type occurs when one force is attempting to flee a superior enemy force, or one that they for other reasons do not want to stand and fight.
Lay out appropriate mapsheets in a Long configuration. The Defender enters from one of the short edges, and their objective is to move all of their units off the opposite edge. The Attacker enters from the same edge on a later turn, and their objective is to prevent the Defender from moving their units off.
Similar to a Pursuit, this scenario type occurs when a single unit or small group is attempting to elude a superior enemy force, often as a result of attempting to retreat off a non-home edge, but has failed to do so and must fight free or be captured. The pursuing force is the Attacker; the pursued the Defender.
Set up mapsheets in a square configuration. The Defender sets up at the center of the battlefield. The Attacker sets up anywhere on the edges. The Defender's objective is to escape off any board edge. The Attacker's objective is to prevent them from doing so.
This scenario type occurs when the Attacker's goal is to completely destroy a Defender that has holed up against them.
Set up mapsheets in a square configuration. The Defender sets up first in the middle of the battlefield, and may make use of hidden units. The Attacker enters from the edges of their choice. The Attacker's goal is to eliminate the Defender. The Defender's goal is to survive. As the Defender has no home edge, any Defending units that leave the board are treated as retreating off an edge opposite their home edge.
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 |