BattleTech House Rules

Game Rules

Level 3 Rules

The following Level 3 Rules are in general use:

Taking Damage

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.)

Firing When Down

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

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

Custom Kick Location Charts

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

Skidding

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

(modifies Total Warfare, p.62)

Skidding in Combat

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

(modifies Total Warfare, p.62)

Running in Water

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)

Planetary Conditions

High/Low Gravity

All movement effects outlined on Tactical Operations, p.55 apply as written.

Falling:

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)

Buildings:

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).

Weapon Attacks:

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)

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.

Physical Attacks Against Units In The Same Hex

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.

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 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.

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. 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.

Situation
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
Results
Margin of Success
8+Unit arrives safely and on time
0–7Unit arrives safely, but is delayed by 8-MoS hours
Margin Of Failure
1–4Unit is intercepted by enemy, a Pursuit scenario follows, with the pursuers entering 5-MoF turns behind the retreating unit
5–7Unit 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.

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 morale test in the end phase if it meets one of these conditions:

  • When the force has suffered 25%, 50% and 75% casualties
  • After the unit's Lance/Star/Level I has suffered 50% and 75% casualties
  • If a unit has a location that contains ammunition and has no armor remaining
  • If a unit has lost all armor on its head
  • If the unit has suffered crippling damage (as per p. 258, TW)

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

Aerospace Firing Arcs

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.)

Nose and Aft arcs Nose and Aft arcs; 300°–60° and 120°–240°
Right Wing and Left Wing Aft arcs Right Wing and Left Wing Aft arcs; 0°–90° and 180°–270°
Left Wing and Right Wing Aft arcs Left Wing and Right Wing Aft arcs; 270°–0° and 90°–180°
combined aerodyne firing arcs combined aerodyne firing arcs

(modifies Total Warfare, p.236)

Dropships on Ground Maps

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.

Dropship Templates

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)

Dropship Ground Movement

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 and Other Units' Movement

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.)

Attacks by Grounded Dropships

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.

Aerospace Weapon Ranges
RangeShortMediumLongExtreme
Hexes0–67–1213–2021–25
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.)

Spheroids

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

Aerodynes

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.

Attacks Against Grounded Dropships

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).

Construction

Ferro-Fibrous Armor Rounding

Ferro-Fibrous armor factors round normally, so as not to invalidate half of the Ferro-Fibrous designs published between 1989 and 2007.

Repairs, Replacement, and Maintenance

Tech Rating

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)

Extra Time

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)

Repairs

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

(modifies Strategic Operations, p.181)

Replacement

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

(modifies Strategic Operations, p.181)

Maintenance

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

Modified Maintenance Check Table
MoS/MoFCurrent Quality
ABCDEF
≤-7DestroyedA, 2 damageB, 2 damageC, 1 damageD, 1 damageE, 1 damage
-63 damageA, 1 damageB, 1 damageC, 1 damageD, 1 damageE
-53 damage1 damageB, 1 damageC, 1 damageDE
-42 damage1 damage1 damageCDE
-31 damage1 damageDE
-21 damage
-1–+4
+5BC
+6BCDE
≥+7BCDEF+1 XP

(modifies Strategic Operations, p.172)

Medical Care

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)

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.

Unit Creation Rules

PCs

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

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

Starting Combat Units

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

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

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

Starting Support Units

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

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

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

Character Creation

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

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

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

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

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

Combat personnel gain 1 experience point at the end of each battle that they participate in.

Skills and Abilities

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.)

General Skills and Abilities

These skills and special abilities are available to any unit type.

-1 Gunnery* (min. 0) = 8 points
Ambush Hunter = 3 points
If the unit begins the scenario hidden, and does not move during the turn it is revealed, it gains a -2 TN bonus on all attack rolls for the turn.
Blood Stalker = 4 points
Blood Stalker can be used on only one enemy unit per scenario. At the beginning of any turn, the Blood Stalker may designate a unit as his target. The Blood Stalker Ability applies a -1 To-Hit Modifier for all ranged attacks made by the warrior against his designated target. In exchange, however, any attacks directed against targets other than the one the Blood Stalker has designated suffer a +2 To-Hit Modifier. These modifiers last until the End Phase of the first turn after the designated target retreats, or is otherwise defeated or destroyed. Afterwards, the ability deactivates and the Blood Stalker modifiers no longer apply, and the ability cannot be used again during the scenario.
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. Edge may be used to re-roll again rolls already re-rolled using Lucky, but Lucky may not be used to re-roll Edge re-rolls.
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.
Forward Observer = 3 points
When this character spots for artillery (note: not LRM indirect fire), the artillery unit receives a -1 TN bonus on their artillery attack roll. When helping adjust fire, the Forward Observer applies an additional -2 TN modifier. The artillery attack does not take a penalty for the Forward Observer firing themselves while spotting.
Hot Dog (heat-tracking units only) = 4 points
All heat-effect Avoid TNs are reduced by 1.
Human TRO† = 5 points
The character must pick a class of unit ('mech, combat vehicle, aerospace fighter, etc.), and receives a +1 bonus on rolls to confirm critical hits against units of that class.
Lucky* = 2 points/rank (max 4 ranks)
For each rank of Lucky, the unit may re-roll one failed attack roll or Piloting Skill roll per scenario. The second roll stands, even if it fails or is worse than the first; the Lucky ability may not be used again on that particular roll (though Edge may). Lucky may not re-roll other types of roll, or force or allow re-rolls of other units' rolls. Lucky may not be used to re-roll rolls that Edge has already been used on, not even when it was another character's use of Edge.
Pain Resistance (non-infantry) = 4 points
Add +1 to consciousness rolls. Reduce pilot damage from ammunition explosions to one point. Reduce damage from failed ejection by 1. For combat vehicles, reduce by 1 turn the duration of Crew Stunned criticals (this means that the first such critical in a round has no effect), and reduce to +1 the Driving Skill penalty for Driver/Pilot Hit criticals.
Sixth Sense* = 1 points
The player must announce that he is using this ability at the beginning of the round, before initiative is rolled. 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. If more than one unit declares the use of Sixth Sense in a turn, all Sixth Sense units move after all units that did not use Sixth Sense, but in initiative order among each other.
Tactical Genius* = 2 points/Lance
If the character with Tactical Genius is in overall command of the force, and the force's total size in Lance-level formations is equal to or less than the character's ranks in Tactical Genius, the character may re-roll their force's initiative roll once per turn. Unlike ranks of Tactics, points subcommanders may have spent on Tactical Genius do not contribute to the point total, and multiples of the force size do not grant additional re-rolls.
+1 Tactics* = 2 points/Lance
A unit adds their Tactics value to their initiative roll each turn if they are commanding their side. If a unit has bought Tactics for twice as many units as they are commanding they double their skill, or triple it if three times. A unit may not modify the initiative roll by more than 3.
Commanders of subformations, a maximum of one per lance, may contribute half their Tactics skill to the overall commander's total.
Two Guns (non-infantry) = 3 points
This pilot is skilled at attacking multiple targets. Reduce the penalty for attacking multiple targets by 1 for this pilot. This applies to the attack penalty for attacking while spotting.
Weapon Focus† (non-infantry) = 6 points
-1 to hit with the specific weapon chosen at the time of purchase. This weapon can be a physical weapon such as a hatchet or sword, but not "unarmed" physical attacks such as punching, charging, or DFA.
Weapon Specialist† (non-infantry, prereq. Weapon Focus in chosen weapon) = 6 points
-1 to hit with the specific weapon chosen at the time of purchase; stacks with Weapon Focus.

'Mech and Vehicle Skills and Abilities

-1 Piloting/'Mech* (min. 0) = 4 points
-1 Driving/Ground* (min. 0) = 4 points
-1 Piloting/VTOL* (min. 0) = 4 points
Artful Dodger (cannot have Stand Aside) = 2 points
This ability works identically to Stand Aside, except that the unit receives a +1 Piloting Skill modifer for every weight class lighter the opposing unit is, or a -2 modifier for every weight class heavier the opposing unit is.
No unit can have both Artful Dodger and Stand Aside.
Artilleryman† = 3 points
The Artilleryman selects one type of artillery piece (Long Tom, Sniper, Thumper, or Arrow IV). Effective range when firing that type of weapon is increased by 10% (rounded up), and scatter on a missed attack is reduced by 2 hexes (minimum 0).
Bootlegger (ground vehicle or VTOL) = 3 points
When moving at Flank Speed on any terrain that does not impose an MP cost for the vehicle to move through, the vehicle may choose to make a skid/sideslip (as appropriate for the motive type) test with an additional +2 TN penalty. On terrain where a skid/sideslip test would be required anyway, this takes the place of the regular test. If the test is successful, the vehicle may change facing by up to a number of hexsides equal to the straight-line distance moved before the test for a cost of only 1 MP. If the test fails, the vehicle spins out, suffering all the normal consequences of a failed skid/sideslip test, winds up facing a random direction (roll 1d6; 1 is the original direction of travel, and count around clockwise), and its movement ends.
Bullseye 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 turn. If the unit is equipped with an actual targeting computer or otherwise able to make an aimed shot without this ability (e.g., against a shutdown 'mech), they receive a -2 TN bonus on the aimed shot if they fulfill the conditions for using Bullseye Marksman.
Controlled Fall ('mechs only) = 2 points
Whenever a 'mech would take damage from falling, and is able to make Piloting Skill checks (MechWarrior is conscious, 'mech is not shut down, etc.), it may make a Piloting Skill check to reduce the damage taken. The TN is equal to the TN of the check for avoiding MechWarrior damage. Damage is reduced by (0.01 × ['mech tonnage] × MoS), rounded down.
So, for example, if a 55-ton 'mech with Piloting 5 and no critical damage took 20 points of damage, and failed the resulting TN 6 Piloting Skill roll, it would get a second TN 6 Piloting Skill roll to reduce the falling damage. If it got a 10 on this second roll, it would reduce the falling damage by (0.01 × 55 × MoS 4), or 2.2 points, rounded down to 2, and would take only 4 points of damage from the fall.
If the optional rules for Piloting Skill rolls for taking damage (Tactical Operations, p.23) are in play, the weight class modifiers are subtracted from the Controlled Fall TN (so a light 'mech takes a -1 bonus to its TN, while an assault takes a +2 penalty). If the fall is from taking 20+ damage, the modifiers still apply to the initial TN, so they effectively cancel out, but lighter and more agile 'mechs do gain a benefit on falls for other reasons.
Falling damage can be reduced to 0, but not below. If the damage is reduced to 0, no Piloting Skill check for avoiding MechWarrior damage is required.
If the MechWarrior also has Hopper, and the Hopper bonus for avoiding pilot damage applies, it also applies to the Controlled Fall check.
Note that the damage reduction does not scale with gravity as falling damage itself does.
Cross-Country (ground vehicles only) = 8 points
A vehicle with a Cross-Country driver can pass through Water terrain as if it were 1 Depth shallower than it is, and can move through land terrain with the same terrain restrictions as a BattleMech. Moving through terrain the vehicle's motive type would ordinarily restrict it from costs twice the MP a BattleMech would pay (e.g., a hovercraft moving through Light Woods would pay 4 MP per hex, and a tracked vehicle climbing 2 Levels in one hex would pay 6 MP).A ground vehicle with a Cross-Country crew can change elevation up to 2 Levels per hex and enter certain types of terrain ordinarily restricted to its motive type. Ordinarily forbidden terrain types have twice the MP cost they would for a BattleMech.
Tracked:
Heavy Woods, Depth 1 Water, Light Jungle, Ultra Rough
Wheeled:
Light Woods, Depth 1 Water, Rough
Hover:
Light Woods
This ability does not apply if the vehicle enters the restricted terrain in an uncontrolled fashion, such as the result of a skid, sideslip, charge or push by another unit, etc. In such a situation, the usual rules for skidding into prohibited terrain (Total Warfare, p.63) apply.
This ability qualifies the vehicle for the +1 mobility bonus to Modified Movement Speed, and additionally exempts it from any motive-based terrain penalty.
Dust-Off (VTOLs only) = 5 points
A pilot with Dust-Off can move vertically, take off, land, or hover 1 Level above the ground in Light or Heavy Woods or Jungle terrain. Accomplishing this requires a successful Piloting roll for each movement made within the trees, with a TN penalty of +1 for Light Woods/Jungle, and +2 for Heavy Woods/Jungle. Failure results in a crash. This ability does not allow the VTOL to enter or leave a wooded hex without first rising above the Level of the trees, only to move vertically.
Fast Tracking = 2 points ('mechs)/3 points (vehicles)
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.
Fist Fire (mechs only) = 5 points
To use this ability, the mech must have an arm with a functional shoulder, upper, and lower arm actuator, as well as at least one direct-fire energy or ballistic weapon in that arm. This arm may be used to deliver a punch or physical weapon attack, per standard physical attack rules, and doing damage accordingly. If the attack hits, the character may then fire one direct-fire energy or ballistic weapon mounted in that arm, per normal ranged attack rules, with an additional -1 to-hit modifier. If the weapon attack succeeds, the target takes the damage to the same location that the punch or physical weapon attack hit.
A mech can only make one Fist Fire attack in a turn, and cannot make any other physical attack - even a standard punch with the other arm - in the same turn. Per normal physical attack rules, a mech cannot make a Fist Fire attack with an arm from which any weapons - including the one designated for Fist Fire - fired in the Fire Phase. A Melee Master does get their bonus attack, but cannot use the arm that was used for Fist Fire to make it.
Ground Effect Master (VTOLs only) = 5 points
When it would ordinarily move into a hex at ground level (thus crashing), the VTOL can instead ride the air cushion of ground effect to rise 1 elevation level without expending MP, even if entering the hex is the result of an accidental sideslip. Note that this does not apply if the VTOL is already above the base level of the hex, but would crash because of taller obstacles (such as trees) in the hex.
If the VTOL spends its entire movement 1 level above the ground, it gains +1 Flank MP.
This ability does not qualify the unit for a mobility bonus to Modified Movement Speed, because it is superceded by the extra mobility bonus from VTOL movement.
Heavy Lifter (mechs only) = 1 point
The mech's maximum weight limits for lifting, carrying, dragging, and throwing are increased by 50%.
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 or Driving skill rolls. Select terrain from the following: Wetlands, Wooded, Urban, Mountains, Hills, Flatlands, Coastal, or Badlands.
Hopper (mechs only) = 2 points
The mech does not automatically fall if a leg is destroyed, but may make a Piloting Skill check with all normal modifiers - including that for the missing leg - to remain standing. When standing with only one leg, the mech has 2 MP rather than 1. As per normal one-legged mech rules, these count as Running MP, and the mech must make a Piloting Skill roll to avoid falling at the end of any Movement Phase in which MP are expended. The MechWarrior also receives a -2 TN modifier on the Piloting Skill roll to avoid pilot damage from any fall due to leg destruction or attempted hopping movement.
Jumping Jack = 4 points
The attacker movement penalty for using Jumping movement is reduced to +2. This stacks with the reduction from Melee Specialist.
Maneuvering Ace ('mechs, hovercraft, or VTOLs only) = 5 points
-1 to Piloting or Driving rolls to avoid skidding or side-slipping. May perform the lateral shift maneuver, which normally is only available to quad 'mechs.
Melee Master ('mechs only, prereq. Melee Specialist) = 4 points
A MechWarrior may deliver one extra punch, kick, club, or physical weapon attack, so long as other restrictions on the attack are met.
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. The reduction of attacker movement modifier stacks with that from Jumping Jack.
Oblique Attacker = 4 points
The character can make indirect fire attacks without a spotter at an additional +2 modifier. When making an indirect-fire attack with a spotter, they do not take the +1 indirect fire penalty.
Path Finder† (ground units only)= 5 points
This pilot is skilled at finding the easiest path through a type of difficult terrain. The character must pick a terrain class: Rough/Rubble, Woods/Jungle, Hills/Elevation, Water, Pavement/Road, or Mud/Swamp. The MP cost imposed by entering the selected terrain type is reduced by 1 for one hex per Movement Phase. In the case of Path Finder: Pavement/Roads, this reduction is applied to the base cost of entering the hex, and can reduce the MP cost of entering the hex to 0. Except in the case of Path Finder: Pavement/Roads, no unit may use this ability on a terrain type that does not impose an extra MP cost on the unit's motive type (e.g., hovercraft may not use Path Finder: Water).
This ability qualifies the unit for the +1 mobility bonus to Modified Movement Speed when the Path Finder terrain is the scenario terrain type.
Sandblaster† = 4 points
The character must select a specific cluster weapon (as for Weapon Specialist), and when using that type of weapon, they receive a bonus on the Cluster Hits Table for any attack that hits: +2 at long range, +3 at medium range, and +4 at short range. This bonus does not stack with that from Artemis, Narc, or similar systems.
Sharpshooter (prereq. Bullseye Marksman) = 5 points
When making an Aimed Shot using Bullseye Marksman, if the shot strikes the desired location, the Sharpshooter gets to make a check for critical hit (in addition to any that might ordinarily apply) in that location.
Skid Steer (Wheeled and Tracked vehicles only) = 1 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 Wheeled and Tracked vehicles.
Slugger ('mechs only) = 2 points
A MechWarrior with the Slugger ability can use improvised clubs one-handed.
Stand Aside (cannot have Artful Dodger) = 2 points
A unit with the Stand Aside ability can move through enemy-occupied hexes. To enter the hex, they must make a Piloting Skill roll with a +2 TN penalty. For every weight class by which the opposing unit outweighs it, it receives an additional +1 modifier. If it instead outweighs the opposing unit, it receives a -2 modifer for each weight class difference.
If the check succeeds, the unit can enter the hex at a cost of 1 additional MP, and continue its movement normally. If the check fails, if stacking rules allow it to enter the hex, it can do so, but, as per normal movement rules, cannot then leave it in the same Movement Phase. Otherwise, it loses half its remaining MP (rounded down), and cannot attempt to enter the hex again in the same Movement Phase.
This ability does not allow the unit to violate stacking rules. If for some reason use of this ability results in the unit being forced to end its movement in a hex that would violate stacking, it is moved back to the last hex it occupied that does not violate stacking rules, and its movement ends.
No unit can have both Stand Aside and Artful Dodger.
Speed Demon = 2 points
The unit adds +1 to Running/Flank MP if no weapon or physical attacks are made that turn.
This ability qualifies the unit for the +1 mobility bonus to Modified Movement Speed.
Street Fighter ('mechs only) = 4 points
A MechWarrior with Street Fighter may make physical attacks during the Weapon Attack Phase. This does not allow any additional attacks or otherwise change the requirements for making attacks; it only changes when the attack is resolved.
Swordsman ('mechs only) = 5 points
A Swordsman can use a physical weapon to make an Aimed Shot or Piercing Strike. These options cannot be combined in the same attack.
Aimed Shot:
The Swordsman may make an Aimed Shot with the weapon, as if it were a standard direct-fire energy weapon equipped with a targeting computer. The weapon's normal to-hit modifiers and other effects apply normally.
Piercing Strike:
The Swordsman may take an extra +2 to-hit penalty on their attack roll. If the attack hits, they get an critical hit check on the location hit, in addition to any they might normally receive, at -1 if the location is still protected by armor.
Terrain Master† (prereq. Path Finder in chosen terrain) = 5 points
A Terrain Master can choose a set of special abilities for a terrain type in which they already have Path Finder. These abilities stack with those granted by Path Finder. Path Finder's effects apply first. Movement penalty reduction cannot reduce the cost of entering a hex below 1.
Drag Racer (Tracked or Wheeled vehicles only, prereq. Path Finder: Pavement/Roads)
The unit receives +1 Cruise MP and +2 Flank MP as long as its movement is entirely on Pavement. (This bonus stacks with the ordinary +1 MP bonus ground vehicles receive for movement on pavement.) If the Drag Racer for some reason involuntarily leaves the Pavement during its movement (e.g., skidding), it loses the bonus, and if this means it has expended more MP than it has, its movement immediately ends. It also receives a -2 TN bonus to all Driving Skill checks made on Pavement. In addition, if moving at Flank speed, it can execute a drift into either of the forward-side hexes, as per a quad 'mech's lateral shift.
Forest Ranger (prereq. Path Finder: Woods/Jungle)
The movement penalty for moving into any Woods or Jungle terrain is reduced by 1, and the unit receives a -1 TN modifier to any Piloting Skill rolls for moving through Jungle terrain. In addition, if it stands still or uses only Walking/Cruising MP, the unit gains an additional +1 to-hit modifier for attacks directed against it when it is in a Woods or Jungle hex.
Frogman ('mechs only; prereq. Path Finder: Water)
The movement penalty for moving into any Water hex is reduced by 1, and a -1 TN bonus is applied to any Piloting Skill roll made in water, including underwater physical attacks.
Mountaineer (prereq. Path Finder: Hills/Elevation)
The movement penalty for making elevation changes is reduced by 1, and the Mountaineer gets a -1 TN bonus to any Piloting Skill check required for crossing such terrain (e.g., changing elevation while backing up).
Boulderer (prereq. Path Finder: Rough/Rubble)
The movement penalty for moving into any Rough or Rubble hex is reduced by 1, and a -1 TN bonus is applied to any Piloting Skill check required for crossing such terrain.
Swamp Beast (prereq. Path Finder: Mud/Swamp)
The movement penalty for moving into any Mud or Swamp hex is reduced by 1, and a -1 TN bonus is applied to any Piloting Skill check required for crossing such terrain, including checks to avoid bogging down. In addition, if the Swamp Beast uses Running or Flank movement, it may forego the movement penalty reduction to instead throw up a cloud of muck around it that grants it a +1 TN modifier against any attacks directed against it while it is in a Mud or Swamp hex.
This ability qualifies the unit for the +2 extra mobility bonus to Modified Movement Speed when the Terrain Mastery is the scenario terrain type. This supercedes the +1 mobility bonus from Path Finder.

Infantry Skills and Abilities

These skills and abilities are available only to infantry.

-1 Anti-Mech* (min. 0) = 4 points
The first rank taken in Anti-Mech skill requires spending the premium cost for Anti-Mech training (an additional 4× the base cost of the unit). Subsequent ranks do not require further expenditure.
Coordinated Fire* (infantry only) = 2 points
For each rank of Coordinated Fire, the infantry unit may increase or decrease the size of its damage clusters by 1 (to a minimum of 1, and a maximum of its total damage). This does not change the amount of damage done, merely the size of the groups in which it is applied.
For example, a rifle platoon that inflicts 7 damage would ordinarily deliver it in three 2-point hits and one 1-point hit. If said platoon had two ranks of Coordinated Fire, it could opt instead to deliver it as seven 1-point hits, the usual three 2-point hits and one 1-point hit, two 3-point hits and one 1-point hit, or one 4-point hit and one 3-point hit.
Foot Cavalry (foot infantry only) = 6 points
The infantry unit gains 1 MP. Units reduced to 0 MP by support weapons have 1 MP, and can move and fire. This effect stacks with Strong Back.
Modified Movement Speed is based on the platoon's new MP.
Strong Back (foot infantry only) = 4 points
The infantry unit does not take an MP penalty for carrying support weapons.
Modified Movement Speed is based on the platoon's new MP.
Urban Guerrilla (infantry only) = 2 points
On any Light or Heavy Urban map (see Map Tables), an Urban Guerrilla infantry platoon receives a +1 to-hit modifier for any weapon attacks made against them, and never counts as being in the open for the purposes of damage-doubling of vehicular weapons.

Aerospace Skills and Abilities

-1 Piloting/'Mech* (min. 0) = 4 points
Golden Goose = 6 points
Pilots with this ability receive a -1 TN bonus on air-to-ground strike attacks, and a -2 TN bonus on bombing attacks. If a bombing attack misses, the bomb scatter distances is reduced by 2 hexes (to minimum 0).
Ground-Hugger = 5 points
Pilots with this ability receive a -1 TN bonus on strafing and strike attacks.
When strafing, the strafing target area can be in two 1–3 hex lines along the fighter's flight path rather than a single 1–5 hex line.
Strike attacks can be delivered against up to two targets. Energy weapons may be fired at both targets; non-energy weapons at only one.
Leaf On The Wind = 4 points
The Thrust cost of any special maneuvers is reduced by 1, and the craft gains a -1 TN bonus for Piloting Skill checks to execute landings (including crash landings).
Shaky Stick = 4 points
When the craft makes air-to-ground attacks, any ground fire at it takes a +1 TN penalty.
Wind Walker = 2 points
The craft gains a -1 TN bonus for Piloting Skill checks to pass through the space/atmosphere interface.

Switching Weapon Specialist

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

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

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

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

Technician Skills

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

Technician/Mechanic/Support Skill Costs
AdvancementCost
Green (9) → Regular (7)5 XP
Regular (7) → Veteran (6)10 XP
Veteran (6) → Elite (5)20 XP
Fast Hands = 8 points
All repairs take 10% less time to make. Taking extra time is a multiplier of 1.75 instead of 2.
Junkyard Dog = 4 points
This tech's team does not suffer casualties on a roll of 2 when conducting salvage operations.
Master Scavenger = 6 points
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.
Mechanical Genius = 20 points
All repair modifiers are modified by -1.
Specialist† = 10 points
The tech receives a -2 TN bonus to repair jobs on a specific frame (e.g., Warhammers, Vedettes, Stukas), or to a specific class of repairs (e.g., BattleMech IS repairs, PPC repairs, heat sink replacement), chosen when the ability is taken. This ability can be taken multiple times, for a different frame or class of repairs each time. In cases where a frame and repair class specialization intersect, the bonuses stack, but only one bonus of each type can apply.
For the disappeared Engineer special ability, try Specialist: BattleMech Customization.
Workaholic = 10 points
Provides 25% more work time than normal.

Medical Skills

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

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

Support Personnel Skills

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

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

Logistical Support Special Abilities

Connected = 4 points
Can perform an Expedited Search for 50% normal cost.
"It Fell Off A Truck" = 8 points
The TN penalty for locating high-tech parts and ammunition (but not units) is reduced by 1.
Master Haggler = 8 points
This character receives a ±2 bonus (whichever is beneficial to them) on rolls to determine the sale price of units and equipment bought or sold.

Human Resources Support Special Abilities

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

Buying, Selling, and Hiring

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

Modifiers
Situational Modifiers:
At major hiring hall-1
In the field+2
In hostile territory+4
In major Periphery state (TC, MoC, OA)⁑+1
In minor Periphery state/independent⁑+2
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
Regular0
Veteran+2
Elite+5
Mercenary unit has Dragoons Rating F+2
Mercenary unit has Dragoons Rating D+0
Mercenary unit has Dragoons Rating C-1
Mercenary unit has Dragoons Rating B-2
Mercenary unit has Dragoons Rating A-3
Mercenary unit has Dragoons Rating A*-4
Mercenary command in debt+3

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

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

⁂ 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.

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

* Minimum result 1.

† 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.

Determining Quality

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

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

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

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

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

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

Scenario Rules

Enemy Force Strength

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%

Scenario Types

Recon Meeting Engagement

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.

Objective Raid

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.

Blocking Action

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.

Pursuit

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.

Fugitive at Bay

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.

Search and Destroy

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.

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