BattleTech: Clan Invasion
BattleTech: Clan Invasion Rulebook
Table of Contents
Table of Contents
Base Skill Values
A standard Clan MechWarrior has a Gunnery skill of 3 and a Piloting skill of 4. Unless a scenario states otherwise, these skill values apply to all MechWarriors.
Box Contents
The BattleTech: Clan Invasion box contains the following components.
- Plastic miniatures: five high-quality plastic miniatures are ready to play, with no need to clip them from sprues or assemble them. They represent several typical Clan OmniMechs. The box also contains two Elemental laser miniatures.
- Mech card booklet: this booklet contains 24 pre-filled cards matching the miniatures in this set, plus nine upgraded versions of BattleMechs from the BattleTech core game.
- MechWarrior cards: the cards of Kerensky's elite pilots show the special abilities that MechWarriors can display on the battlefield.
- BattleTech Rulebook (Additional Rules): the book you are reading now. It contains the additional rules needed to bring all of the new material into the core game.
- "Clan History": this booklet gives a brief overview of the Clan Invasion era and basic information about the richly imagined fictional universe of BattleTech.
- Counter set: cardboard counters and tokens allow you to add more OmniMechs to the game.
- "Bonds of Battle": a story that lets players immerse themselves in the BattleTech universe and the gripping history of the Clan Invasion era.
- Reference sheets: these sheets collect the tables from the BattleTech core box together with the rules added by Clan Invasion, arranged for convenience. The sheets are identical, so both players can take one each.
- Dice: BattleTech uses two six-sided dice.
- Terrain maps: the set includes two double-sided terrain maps with different landscapes.
Weapons and Equipment
This section describes the most common weapons and equipment used by Clan forces, together with their Inner Sphere equivalents where applicable. The Inner Sphere equivalents were revived shortly before the Invasion and were in service with Inner Sphere forces during its first years.
The Inner Sphere reached the height of technological perfection in the Star League era, but the Succession Wars that followed the League's fall set human progress back by many decades, if not centuries. By the end of the Third Succession War at the start of the XXXI century, BattleMech production technology had been almost entirely lost, and the surviving ancient war machines were kept in service only through prayer and improvised parts. Even the most advanced BattleMechs in the hands of the most prestigious MechWarrior units often used less advanced technology than machines that were 400 years old. Reversing this decline fell to the scientific institute of New Avalon, and the restoration of an undamaged Star League memory core in 3028 accelerated the process.
Each Great House spent years making enormous efforts to revive ancient technologies and be the first to field them. However, it was only by the 3040s that Star League-level military technologies began to be reintroduced into production.
Unfortunately for the Inner Sphere, at the time of the Clan Invasion the technological base of the Great Houses' forces was still largely built on Succession War-era designs, because the cost of modernizing whole armies was too great and such a large-scale upgrade was not possible in a short time. Worse still for the Inner Sphere, while the Houses struggled to rebuild ancient technologies from scratch, the Clans had owned them from the beginning and had continued to develop them without pause. By the start of Operation Revival, some Clan technologies even surpassed the ancient technologies of the Star League, and they were deployed across the Touman of every Clan, not only among selected elite units. Even the meager number of restored technologies that the Inner Sphere could field often decided questions of life and death.
Special Equipment
Building on research begun in the Star League era, the Clans developed several new advanced technologies. Because the Great Houses are desperate to close the technology gap, they have managed to reproduce most of the enemy's developments, although, as with the restored weapon technologies, the Inner Sphere equivalents are bulkier and heavier.
Anti-Missile System (AMS)
The Anti-Missile System is, in essence, a rapid-fire machine gun designed to track, hit and destroy incoming missiles.
Rule: if a successful missile weapon attack is made against a BattleMech carrying an AMS, and the missiles are fired from a hex that lies within the AMS's arc of fire, the target player may activate the AMS.
If the defending player decides to activate the AMS, the result is as follows. The attacking player applies a –4 modifier to the roll on the Cluster Hits Table (an AMS never reduces the result of the table below 2).
If the missile weapon has a built-in guidance system (for example, an SRM with a guidance system), treat the attacker as having rolled 7 on the appropriate column of the Cluster Hits Table to determine how many missiles hit the target.
If a missile attack consists of only one missile, roll 1D6: on a result of 1–3 the missile is destroyed; on a result of 4–6 the missile hits the target.
Each use of an AMS expends one unit of AMS ammunition and generates 1 point of heat.
Each individual AMS may intercept no more than one missile attack per turn.
If, in a single weapons fire phase, more than one missile weapon successfully hits a target equipped with an AMS and the missiles are inside its arc of fire, the defending player may choose, when activating the AMS, which missile weapon (if there is a choice) receives the negative modifier.
Each individual attack may be opposed by only one AMS, regardless of how many systems cover the direction of the attack. If more than one AMS on a BattleMech covers the same direction of attack, the defender chooses the order in which they are activated and determines which specific missile attack (if there is a choice) each system's modifiers apply to.
Firing an AMS is not an attack. Therefore, by activating an AMS mounted in an arm, you do not deprive yourself of the ability to strike with that arm in melee combat.
Critical hit: if the AMS ammunition suffers a critical hit, it explodes, dealing 2 damage for each remaining unit of ammunition in it.
Cellular Ammunition Storage Equipment (CASE)
CASE was developed as a technology for preventing damage when ammunition detonates inside a BattleMech. When overheating or a direct hit causes ammunition in a location protected by CASE to explode, specially designed blast panels channel the force of the explosion outward at the rear of the BattleMech.
All Clan BattleMechs are equipped with CASE by default, protecting all critical locations that could cause an internal explosion. CASE does not occupy critical slots and does not affect the BattleMech's mass.
Rule: if ammunition or equipment capable of exploding, such as a Gauss rifle, detonates in a location equipped with CASE, the explosion damages internal structure under the standard rules, but all remaining damage is reduced to zero and is not transferred to other locations of internal structure. Remember that if all of the internal structure of the left or right side of the torso is destroyed, the corresponding arm immediately falls off. However, the arm is not damaged by the explosion and may be used as an improvised weapon (see page 26 of the base rules).
If the ammunition explosion spreads to a component protected by CASE, it damages the BattleMech's internal structure under the normal rules, but, as stated earlier, all remaining damage is reduced to zero. For example, if an Inner Sphere BattleMech suffers an ammunition explosion located in an arm, and the remaining damage passes to the side torso equipped with CASE, the side torso's internal structure is damaged under the normal rules, but none of the remaining damage is transferred.
CASE continues to function even if the BattleMech has been disabled or the MechWarrior has lost consciousness.
Critical hit: critical slots allocated to CASE are not applicable (see page 31 of the base rules). Critical hits to them have no effect; the player must roll again.
Gauss Rifle
The Gauss rifle consists of an induction coil that accelerates a ferromagnetic projectile over long distances with virtually no heat.
Ammunition: Gauss rifle ammunition is not explosive.
Critical hit: the first critical hit to a Gauss rifle causes the weapon to explode as if damage had been dealt to a critical slot, dealing 20 points of damage to the BattleMech and 2 points of damage to the MechWarrior. Mark only the critical slots that were hit. Further critical hits to the weapon are resolved under the normal rules and do not cause a second explosion.
Myomer Accelerator Signal Circuitry (MASC)
In essence, this is a system that improves the standard movement scheme by temporarily overloading the myomer muscles in the BattleMech's legs. It allows the BattleMech to move much faster for a short time, but it overloads the myomers and limb actuators beyond their rated limits. With frequent use, the risk of myomer bundles tearing and actuator malfunctions increases sharply.
Experienced MechWarriors try not to overuse MASC, so as not to turn their BattleMech into a tangle of damaged limbs.
Rule: a BattleMech equipped with MASC may activate the system after choosing the movement mode it will use in the movement phase. The player then rolls 2D6 (before the BattleMech moves).
If the result is 3 or higher, in its movement phase the BattleMech may move a distance twice its current walking MP.
If the result is 2, the player automatically assigns one critical hit to each leg that has not yet been destroyed; the player does not roll on the critical hit determination table. The damage (and any Piloting skill checks it generates) is applied before the BattleMech moves. Any reduction in speed is applied immediately; the player recalculates the available walking MP and then doubles this new number to determine how many MP the BattleMech may expend that turn thanks to the MASC activation.
The player must roll 2D6 once in each turn in which they decide to activate MASC, to determine whether the system inflicts a critical hit on each leg. A second consecutive use of MASC inflicts a critical hit on each leg on a roll of 4 or lower. A third consecutive use inflicts it on a roll of 6 or lower. A fourth consecutive use inflicts it on a roll of 10 or lower. A fifth consecutive use automatically inflicts a critical hit on each leg.
After each turn in which the system is not used, reduce the target value at which critical hits are assigned by one step, but never below 3. For example, a player who uses MASC three turns in a row must roll 7 or higher on the third turn to avoid a critical hit.
If the player does not activate MASC in their fourth turn, then on the fifth turn, when MASC is activated, the player needs a roll of 5 or higher to avoid a critical hit.
If the player decides not to use MASC for two turns in a row (fourth and fifth), the target value for success drops back to its original 3.
MASC Table
| Consecutive turns | Critical hit avoided on |
|---|---|
| 1 | 3+ |
| 2 | 5+ |
| 3 | 7+ |
| 4 | 11+ |
| 5 | Automatic critical hit |
Critical hit: if MASC suffers a critical hit during the movement phase in which it is used (for example, because of a fall), MASC immediately stops working, and the player must recalculate the BattleMech's MP. If the recalculation leads to a situation in which the BattleMech has already expended more MP than it has available, its movement ends.
Short Range Missiles with Guidance System
Short range missile launchers with a guidance system include a "flexible reprogramming" function built into the aiming and firing mechanisms. SRM launchers with a guidance system will not open fire on a target until all missiles in a salvo simultaneously lock onto their target during the preparation of the salvo.
Rule: make the attack roll as usual. On a success, all missiles in the salvo automatically hit the target (no roll on the Cluster Hits Table is required). The player then rolls to determine the locations hit under the standard cluster-hit rules. On a failure, the missile launcher does not open fire: no ammunition is expended and no heat is generated. However, the attempt still counts as an attack made in your turn; therefore, a failed attack by a guided missile launcher mounted in an arm still deprives the player of the ability to strike with that arm in melee combat that turn.
Targeting Computer
Clans take pride in the extraordinary accuracy and range of their weapons, which warriors regard as an extension of themselves.
Because melee combat is considered an unworthy occupation among the Clans, most of their technological achievements are devoted to making long-range combat more deadly.
Rule: the targeting computer improves the accuracy of the BattleMech's ballistic and energy weapons, except flamers and machine guns. Attacks made with suitable weapons receive a –1 modifier to the target number.
The above modifier applies when making aimed shots at an immobilized target (see page 11 of the base rules). However, the targeting computer also allows the BattleMech to make aimed shots at BattleMechs in motion. When targeting BattleMechs in motion, ignore the standard targeting computer modifier of –1 and instead apply a +3 modifier. In other cases, follow the normal rules for aimed shots.
Aimed shots using a targeting computer at a target of any type (immobilized or not) may not be made with pulse weapons, and the head may not be targeted. The standard modifiers for a BattleMech with a targeting computer (TC) making various types of aimed shots are given below.
- Aimed shot with a TC, target in motion: +3 to the target number (the head may not be targeted).
- Aimed shot with a TC, immobilized target, head hit: permitted only if the TC is turned off or has been destroyed.
- Aimed shot with a TC, immobilized target, any other location: –5 to the target number (–4 for an immobilized target, –1 for the TC).
Pulse Laser
Pulse lasers use rapidly rotating powerful energy pulses to generate many laser beams, creating an effect comparable to machine-gun fire. As a result, such a weapon can hit targets with high accuracy in a rapid volley.
Rule: when firing a pulse laser, apply a –2 modifier to the target number. Pulse weapons may not use a targeting computer to make aimed shots.
Clan Weapons and Equipment Table
| Type | Heat | Damage | Minimum | Short | Medium | Long | Mass (tons) | Critical slots | Ammo |
|---|---|---|---|---|---|---|---|---|---|
| Direct-fire energy weapons | |||||||||
| Large Laser ER | 12 | 10 | — | 1–8 | 9–15 | 16–25 | 4 | 1 | — |
* All Clan BattleMechs are equipped with CASE by default, protecting all critical locations that could cause an internal explosion. It does not occupy critical slots and does not affect mass.
** Mass equals the total mass of all energy and ballistic weapons ÷ 5, rounded up to the nearest whole number.
*** The number of critical slots equals the mass of the targeting computer in tons.
† Applies only to heat sinks installed outside the reactor (see "Stage 6. Installing Additional Heat Sinks" on page 53 of the base rules).
‡ Percentage of the BattleMech's total mass, rounded to the nearest whole number of tons/critical slots.
Inner Sphere Weapons and Equipment Table
| Type | Heat | Damage | Minimum | Short | Medium | Long | Mass (tons) | Critical slots | Ammo |
|---|---|---|---|---|---|---|---|---|---|
| Direct-fire energy weapons | |||||||||
| Large Laser ER | 12 | 8 | — | 1–7 | 8–14 | 15–19 | 5 | 2 | — |
† Applies only to heat sinks installed outside the reactor (see "Stage 6. Installing Additional Heat Sinks" on page 53 of the base rules).
‡ Percentage of the BattleMech's total mass, rounded to the nearest whole number of tons/critical slots.
Elementals
Built on industrial exoskeletons and piloted by giant warriors genetically engineered for the task, these battle armor suits allow even a small number of infantry to stand against BattleMechs in open combat.
The first Inner Sphere MechWarriors who faced Elementals were astonished that their anti-infantry flamers and machine guns had little effect on them, and were utterly horrified when the armor suits withstood direct hits from medium lasers. It is no wonder that, in the first chaotic days of the Clan Invasion, some in the Inner Sphere assumed they were facing an alien form of life.
Whether they are mounted on OmniMechs during battle or move under their own power, Elementals are highly mobile, which never lets the enemy relax. The armor suit amplifies the already formidable strength of the warrior, allowing him to tear armor plates off BattleMechs single-handedly. Each suit is also equipped with an impressive array of weapons capable of countering BattleMechs; the standard Elemental loadout includes a small laser on the right arm and a detachable short-range missile launcher on the back.
General Rules
Elementals always deploy in squads of five soldiers, known as a Point. Each Point counts as one unit for determining initiative, choosing movement mode, declaring fire, and grouping.
Elementals use the Gunnery skill under the normal rules and have a base Gunnery skill of 3, like any Clan MechWarrior. However, they have no Piloting skill and never make Piloting skill checks. Instead, they have an additional unique skill known as the Anti-Mech skill. It is used for attacks against BattleMechs (see page 9 of the base rules). The base Anti-Mech skill of an Elemental Point is 4.
Movement
Elementals have 1 walking MP and 3 jumping MP.
An Elemental Point has no front facing; it may move in any direction without needing to change its facing.
Elementals may change only 1 level per hex when moving on the ground. They may not enter water of depth 1 or more.
When jumping, Elementals follow the jumping rules for BattleMechs, except that they may not jump into hexes containing water.
Stacking
If a hex is not occupied by a BattleMech, up to two friendly and two hostile Elemental units may be in that hex without violating stacking limits. However, if the hex already contains a BattleMech, the player who controls it may place only one Elemental unit in that hex.
Elementals situated on a friendly BattleMech (see "Drop Elementals" on page 12) or during an Anti-Mech attack against an enemy BattleMech (see "Anti-Mech Attacks" below) are not counted toward the stacking limit.
If Elementals dismounting in the same hex as their carrier exceed the stacking limit, they dismount into an adjacent eligible hex of the player's choice. BattleMechs may move freely through hexes containing enemy Elementals.
Basic Combat
Each Elemental carries a small laser and an SRM-2 with two salvos of ammunition.
Elementals have a 360-degree field of fire and may shoot at units in the same hex as themselves; attacks against a target in the same hex as the Elemental are resolved from the front. Weapon attacks against a unit in the same hex are made at range 1.
Elementals have no separate arcs of fire; when firing at several targets, the multiple-target modifier of +1 always applies.
Elementals do not apply movement modifiers of the attacker to their attacks. As a result, the most common movement choice for Elementals is jumping.
Elementals do not generate heat.
Elemental Attacks
All Elementals in a Point must fire the same weapon at the same target. For example, a Point of Elementals may fire all of its SRMs at one target and all of its small lasers at another, or fire all of its weapon types at a single target. Players make a separate attack roll for each type of weapon used.
Missile attacks: a Point of Elementals makes two SRM shots for each functioning battle armor suit in the Point. Roll 2D6 and consult the Cluster Hits Table (see page 23 of the base rules) using the column corresponding to the number of missiles fired (2, 4, 6, 8 or 10). Then determine the location hit separately for each missile that hits the target. Each missile attack uses one of the Elementals' two available missile salvos.
Standard attacks: roll 2D6 and consult the appropriate column of the Cluster Hits Table, based on the number of Elementals remaining in the Point, to determine how many Elementals in the squad hit the target. A Point of one Elemental always hits the target on a successful roll. Determine the location hit separately for each successful shot.
Attacks Against Elementals
When attacking Elementals, BattleMechs apply a +1 target number modifier because of the small size of the targets and the dispersion of their formation. Elementals attacking other Elementals do not apply this modifier.
Attacks against Elementals are always aimed at the whole Point, but the damage is taken by individual Elementals. An Elemental damaged by a successful attack is determined at random.
When a successful attack is made against a Point of Elementals, roll 1D6 for each hit to determine which Elemental is damaged. Reroll if fewer Elementals remain in the Point than the number rolled, or if the result indicates an Elemental that has already been destroyed in the current or previous phase. Remaining damage from the hit is not transferred to another Elemental — it is wasted.
Armor rating: each Elemental can take 10 points of damage before it is destroyed. The eleventh point of damage destroys the suit. An Elemental fights at full strength until it is destroyed.
Anti-Mech Attacks
Elementals are capable of special attacks against BattleMechs, which consist of closing with the BattleMech, climbing onto it, firing at vulnerable points, and tearing apart important joints.
Attacks against BattleMechs are made using the Anti-Mech skill. The base Anti-Mech skill of an Elemental Point is 4. These attacks are made by Elementals in the weapons fire phase.
Leg Attacks
Elemental Points that are in the weapons fire phase, in the same hex as an enemy BattleMech and at the same height as its legs, may make a special leg attack instead of making a normal weapon attack.
The base target number for this attack is the Anti-Mech skill of the attacking Point, to which a modifier applies depending on the number of functioning Elementals remaining in the Point (see the Leg Attack table below). The more Elementals in the Point's ranks, the greater the Point's chance of success.
On a hit, the attacker makes a roll on the "Front" column of the Kick Table and deals 4 points of damage to the location determined by the roll. The attacker also makes one roll on the Critical Hit Determination Table (see page 31 of the base rules), even if the internal structure of the target was not damaged by the attack. If internal structure does take damage, this additional roll is added to any further rolls required under the normal rules.
A BattleMech may become the target of only one leg attack in a single turn.
Aimed shots: if the target BattleMech is immobilized, the Elemental Point may make an aimed shot (see page 21 of the base rules).
Leg Attack Table
| Elementals in the Point | Attack modifier |
|---|---|
| 4–5 | 0 |
| 3 | +2 |
| 2 | +5 |
| 1 | +7 |
Boarding Attacks
Elemental Points that are in the weapons fire phase in the same hex as an enemy BattleMech may, instead of a normal weapon attack or a special leg attack, attempt a boarding attack. Only one Elemental Point may make a boarding attack against a BattleMech.
The base target number for this attack is the Anti-Mech skill of the attacking Point, to which a modifier applies depending on the number of functioning Elementals remaining in the Point (see the Boarding Attack Modifiers table below). The more Elementals in the Point's ranks, the greater the Point's chance of success.
Making the boarding attack roll determines only whether the Elemental Point succeeds in gaining secure footholds on the BattleMech. No damage is dealt in that turn.
Boarding Attack Table
| Elementals in the Point | Attack modifier |
|---|---|
| 4–5 | +2 |
| 1–3 | +5 |
Boarding Attack Modifiers
| Attacking Point: Elementals in the Point | Defending drop Elementals: 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 5 | +0 | +0 | +0 | +1 | +2 |
| 4 | +0 | +0 | +1 | +2 | +3 |
| 3 | +0 | +1 | +2 | +3 | +4 |
| 2 | +1 | +2 | +3 | +4 | +5 |
| 1 |
| Situation | Modifier |
|---|---|
| BattleMech is prone | –2 |
| BattleMech is immobilized | –4 |
The Elemental Point making a boarding attack against a BattleMech may not attack anyone other than that BattleMech or enemy Elementals located on that BattleMech's armor. The Point making the boarding attack also may not be chosen as the target of weapon fire.
During subsequent movement phases, the Point making the boarding attack remains attached to the target BattleMech and moves with it.
The Point making a boarding attack may break off the attack during any later weapons fire phase. When it does so, the Point is placed in the same hex as the target BattleMech, with no additional effects.
Aimed shots: if the target BattleMech is immobilized, the Elemental Point may make an aimed shot (see page 21 of the base rules).
Grouping: while an Elemental Point is making a boarding attack, it does not violate the hex's stacking limit. However, if the target BattleMech is destroyed, the attacking Elemental Point remains in the hex and the stacking rules begin to apply as usual. If the stacking limit is violated as a result, randomly determine which friendly Elemental Points (other than the one that made the boarding attack) are moved, using the domino effect rule (see page 42 of the base rules).
Drop Elementals: if a friendly Elemental Point is placed on the target BattleMech under the rules for Drop Elementals (see page 12), the carrying BattleMech may still be chosen as the target of a boarding attack. However, the attacking player must take into account an additional target number modifier based on the number of Elementals taking part in the boarding attack relative to the number of enemy Elementals placed on the carrying BattleMech. See the Boarding Attack Modifiers table above.
Repelling Boarding Attacks
If an Elemental Point makes a boarding attack, the MechWarrior may attempt to shake the Elementals off with the BattleMech's arms. The pilot of the attacked BattleMech may declare that it will make two or fewer arm-shake attempts (one for each arm). The BattleMech may not perform this action with an arm that was used to fire in that turn, nor with arms on which melee weapons are mounted. It also must not make any other melee attacks during its turn. In addition, if it has declared an intention to make a Death From Above or a charge attack in its turn, it loses the attempt to shake off the attacking Elemental Point with its arms in that same turn.
To each arm-shake attempt apply a target number modifier of +4, as well as any modifiers relating to arm strikes (see page 28 of the base rules). A successful Piloting skill check causes the Elementals to leave the BattleMech and return to the hex. The Elemental Point takes damage from that BattleMech equal to an arm strike.
For each failed Piloting skill check, the BattleMech takes damage (but does not fall). The damage corresponds to the damage from the corresponding arm's blow: roll 1D6 and consult the "Front" column of the Arm Strike Hit Table to determine the location struck. The Elementals remain in place. All declared attempts to shake off the Elementals must be resolved, even if the first of them succeeds. If the second attempt fails, the BattleMech is still damaged, regardless of whether Elementals are on it at that moment.
Jumping, Falling and Water
Jumping: if a BattleMech jumps, after landing the player makes a Piloting skill check with a +4 modifier. If the check is failed, the jump has no effect on the Elementals. On a success, the Elemental Point falls into the hex where the BattleMech landed. The Elementals may not move or fire until the end of this turn, and each Elemental takes 1 point of damage for each jumping MP the BattleMech spent in this phase.
Editor's note: as printed in the source, the outcomes of this check are given in this order (failure: no effect; success: the Point falls). This reads as inverted relative to the intent of a landing check and should be checked against the English original before use.
Falling / lying down: if an Elemental Point making a boarding attack against a BattleMech and that BattleMech falls, the attacking Elemental Point immediately falls into the same hex. The Elementals may not move or fire until the end of this turn. The Point also takes 2D6 damage.
A BattleMech may deliberately lie down (with much more force than usual) to shake off its attackers, but this requires a successful Piloting skill check. If the check is failed, the BattleMech falls but does not shake off the Elementals. On a success, the Elementals are shaken off and take damage as if the BattleMech had fallen; the BattleMech itself also takes damage from the fall, and the player must make an additional Piloting skill check to avoid damaging the pilot.
If a fallen Elemental Point exceeds the hex's stacking limit, the domino effect arises (see page 42 of the base rules).
Water: if a BattleMech against which a boarding attack is made enters depth 2 or deeper, or falls prone in depth 1 or deeper, the attacking Elemental Point is immediately destroyed. Also, any attacking Point that is shaken off the BattleMech in depth 1 or deeper is destroyed.
Friendly Drop Elementals During Boarding
An Elemental Point may attempt to climb onto a friendly BattleMech against which a boarding attack is being made, in order to help fight the attacking Elementals. To do this, the friendly Elemental Point must make a boarding attack under the normal rules. Consult the Boarding Attack Modifiers table and compare the number of enemy Elementals making the boarding attack with the number of friendly Elementals attempting to climb onto the BattleMech; the corresponding target number modifier applies as a negative number.
For example: if a Point of five enemy Elementals successfully makes a boarding attack against a BattleMech, and a Point of four friendly Elementals attempts to climb onto it to help deal with the attacking Point, then an additional target number modifier of –1 applies (the +1 from the table becomes a negative number).
On a successful roll, drop Elementals may attack enemy Elementals directly during the weapons fire phase of the following turn, ignoring all target movement modifiers and terrain modifiers.
Attacks Against BattleMechs Taken by Boarding
Although Elementals making a boarding attack may not be chosen as the target of weapon fire, they may be hit by successful attacks made against the BattleMech they are attacking. Each time a BattleMech taken by boarding is hit in any location of its torso, roll 1D6. On a result of 1–4 the hit falls on the BattleMech; on a result of 5–6 it falls on the Elementals. Any damage left over after an Elemental is destroyed passes to the BattleMech.
Damage From Boarding Attacks
If an Elemental boarding Point successfully holds its position on a BattleMech, it may attack the BattleMech with its small lasers during the weapons fire phase of the same turn, after it has successfully boarded the BattleMech. All such attacks automatically hit the target. The player makes a 2D6 roll and consults the Boarding Attack Hit Table (below) to determine which location is damaged.
The damage from a boarding attack equals the number of functioning Elementals in the Point × 3, and is applied to one location. For example, a full Point of Elementals deals 15 points of damage to one location of a BattleMech with a single hit (5 soldiers × 3 = 15 points of damage).
Critical hits: a boarding attack may result in one or more critical hits. The attacker always makes one roll on the Critical Hit Determination Table (see page 31 of the base rules), even if the internal structure took no damage from the attack. If internal structure does take damage, this additional roll is added to any further rolls required under the normal rules.
Drop Elementals: if the target BattleMech carries friendly Elementals, the boarding Point may make standard attacks against them instead of attacking the BattleMech. These attacks are resolved under the normal rules, but all target movement modifiers and terrain modifiers are ignored.
Boarding Attack Hit Table
| 2D6 Result | Location |
|---|---|
| 2 | Head |
| 3 | Center torso (rear) |
| 4 | Right torso (rear) |
| 5 | Right torso (front) |
| 6 | Right arm |
| 7 | Center torso (front) |
| 8 | Left arm |
| 9 | Left torso (front) |
| 10 | Left torso (rear) |
| 11 | Center torso (rear) |
| 12 | Head |
Drop Elementals
Elemental Points are trained to work closely with Clan OmniMechs in battle. The chassis of each OmniMech is fitted with special mounts that allow it to carry one Elemental Point into battle.
Mounting on a BattleMech
Elementals may begin any scenario already mounted on a friendly OmniMech, unless the scenario states otherwise.
To climb onto a friendly OmniMech, an Elemental Point must begin its movement phase in the same hex as its carrier, and the carrier's movement must already be complete at that point.
Occupied Locations
Each Elemental is always mounted on a specific location. This location never changes, regardless of how many Elementals in the Point have been destroyed or any other cause. On the Elemental Point's record card, each Elemental is assigned a number from 1 to 5. This number indicates the location of the BattleMech where each individual Elemental is mounted during transport. Two Elementals are placed on the left side and two on the right side, and the fifth is placed at the rear. This is also summarized in the Drop Elemental Transport Table below.
Drop Elemental Transport Table
| Elemental number | Mount location on the BattleMech |
|---|---|
| 1 | Right torso |
| 2 | Left torso |
| 3 | Right torso (rear) |
| 4 | Left torso (rear) |
| 5 | Center torso (rear) |
Falling and Lying Down
When a BattleMech carrying Elementals fails a Piloting skill check and falls, follow the same rules as in "Falling / Lying Down" on page 10, in the section "Repelling Boarding Attacks".
If the carrying BattleMech deliberately lies down while carrying an Elemental Point, the Elementals keep their position and take no damage.
Dismounting
An Elemental Point may dismount from its carrier during the movement phase, after the carrier has completed its movement, if this does not violate the stacking limit (see page 10). Elementals may not dismount from a BattleMech that has made a charge. Elementals dismount into the same hex in which the carrying BattleMech stands.
An Elemental may not move or attack in the same turn in which it dismounts. Attacks against a dismounted Point are resolved as if the Point had moved 0 hexes.
Combat
Attacks by Elementals: Drop Elementals may take no actions other than dismounting.
Attacks by carrying BattleMechs: A carrying BattleMech may not use any weapon mounted on its body if an Elemental is mounted on the same location. A weapon occupying several locations may not be used even if only one of those locations is occupied by an Elemental.
Damage to Drop Elementals: Drop Elementals can take damage only when the BattleMech carrying them takes damage. If a hit on a carrying BattleMech falls on a location where an active Elemental is mounted, roll 1D6. On a result of 1–4 the Elemental takes no damage and the hit falls on the carrying BattleMech. On a result of 5–6 the hit falls on the Elemental. Any damage remaining after an Elemental is destroyed is transferred to the hit location on the BattleMech.
When the BattleMech location on which Elementals are mounted is destroyed, all Elementals mounted there (both at the front and at the rear) are also destroyed.
Elemental Points mounted on a friendly BattleMech may not be chosen as the target of an attack; only a successful hit on the BattleMech can deal damage to them.
Several Elementals in one location: when determining damage to a location on which two or more Elementals are mounted, roll 1D6 for each Elemental in that location to determine whether any of them is damaged, before the shot or blow strikes the carrying BattleMech. The controlling player determines the order of the rolls for each Elemental.
Destruction of the Carrying BattleMech
If the carrying BattleMech is destroyed, roll 1D6. On a result of 1–2 the Elemental Point survives (except for any Elementals that were in the destroyed location of the BattleMech); on a result of 3–6 the Point is destroyed.
If the Elemental Point survives, it is placed in the hex in which the BattleMech was destroyed; its movement modifier for the current turn equals the movement modifier of the destroyed carrying BattleMech. If the carrier was destroyed in a hex into which Elementals are forbidden to enter, the Elementals are destroyed.
Creating a BattleMech
The additional BattleMech design options described below became possible thanks to the new weapons and equipment presented in the previous section.
OmniMechs
OmniMechs are BattleMechs that can be quickly reconfigured between missions. They are the main type of BattleMech used by the Clans.
Before building its own OmniMech, you must first design its base configuration. It includes the chassis, reactor, gyro, cockpit, armor and, optionally, any fixed weapons and heat sinks built into its structure.
Remaining weight and space may be filled by pod modules carrying additional weapons and equipment, which can be swapped quickly and easily between missions. "Fixed" equipment must be recorded on the critical hit determination table under the normal rules and must match one of the existing OmniMech configurations. Pod-mounted equipment may be freely installed on any OmniMech configuration.
A base OmniMech configuration is not a complete battle-ready BattleMech and is generally not permitted for play under the normal rules (since it is, in essence, only an unfinished BattleMech frame). Only completed primary or alternative OmniMech configurations are considered valid for play under the normal rules.
This chapter describes the construction of an OmniMech's base configuration.
Step 0: Technology Base
Before following the normal steps of BattleMech construction, you must choose the technology base on which your battle machine is designed. BattleMech design schemes belong to one of two technology bases: Clan or Inner Sphere. Under the rules, Clan BattleMechs may not be fitted with Inner Sphere weapons and equipment, and vice versa.
- Clans: BattleMechs designed and built using technologies available to the Clans.
- Inner Sphere: BattleMechs designed and built using technologies available to the Inner Sphere forces.
Example: Jason wants to create an OmniMech, so he chooses the Clan technology base.
Step 1: Chassis
Endo-Steel Internal Structure
Designers may now choose a new type of internal structure: endo-steel. This structure reduces weight by increasing volume. Endo-steel weighs half as much as standard structures (rounded to the nearest half ton). For example, a 35-ton BattleMech may use a standard structure weighing 3.5 tons, or an endo-steel structure weighing only 2 tons.
Space occupied: endo-steel internal structure occupies 7 critical slots on a Clan BattleMech and 14 critical slots on an Inner Sphere BattleMech.
Endo-steel slots may be placed in any location of the BattleMech. They need not be contiguous. Endo-steel critical slots are inapplicable (see page 31 of the base rules); critical hits to them have no effect and must be rerolled.
Example: Jason wants to build an armored heavy BattleMech focused on fire support, which he will name the "Timber Wolf." Heavy BattleMechs weigh between 60 and 75 tons. Jason decides that his Timber Wolf will weigh 75 tons. According to the internal structure table, a 75-ton BattleMech requires 7.5 tons for standard internal structure. Jason decides to save some weight and uses endo-steel structure instead. This reduces the structure weight to 4 tons. Regardless of the structure type, the BattleMech has the same number of internal structure points: 23 points in the center torso, 16 points in each of the right and left torsos, 12 points in each of the right and left arms, and 16 points in each of the right and left legs. Jason shades all superfluous circles on the internal structure diagram on the BattleMech record card. He has 71 tons of available weight remaining (75 – 4 = 71).
Actuators
The forearm and hand actuators of OmniMechs are pod modules and may be removed to make room for additional weapons or equipment. If a Gauss rifle, autocannon or PPC is included in the configuration of a BattleMech's arm, the forearm and hand actuators must be removed by default.
Step 2: Reactor
A new type of fusion reactor is now available to you: the extra-light fusion reactor, known on the BattleMech record card as the "XL reactor". Like endo-steel structure, XL reactors save weight by increasing volume, but there is a drawback: they make the BattleMech more vulnerable.
An XL reactor weighs half as much as a standard fusion reactor (rounded to the nearest half ton). For example, a reactor rated at 270 may be either standard, weighing 14.5 tons, or XL, weighing 7.5 tons.
Space occupied: if you install an XL reactor on a Clan BattleMech, it occupies 4 additional reactor critical slots; on an Inner Sphere BattleMech, it occupies 6 additional reactor critical slots.
The additional occupied slots must be distributed evenly across both sides of the torso (for example, 2 per side on Clan BattleMechs, or 3 per side on Inner Sphere BattleMechs). In addition, the slots must be contiguous.
A hit to one of these critical slots counts as a hit to a reactor slot in the center torso. Destruction of one side of the torso of an Inner Sphere BattleMech with an XL reactor installed leads to critical damage to three reactor slots at once and thus automatically destroys the BattleMech.
Example: Understanding the advantages of the XL reactor, Jason decides that his Timber Wolf will be able to move faster than a standard Inner Sphere BattleMech of the same weight. He decides to build a BattleMech with 5 walking MP. To do this he must install a reactor rated at 375 in his Timber Wolf (5 × 75 = 375). According to the reactor table, a standard reactor rated at 375 weighs 38.5 tons. However, thanks to the properties of the XL reactor, its weight is halved, giving a final mass of 19.5 tons (38.5 / 2, rounded to the nearest half ton). The BattleMech therefore has 51.5 tons of available weight remaining (71 – 19.5 = 51.5). The Timber Wolf's walking MP becomes 8 (5 × 1.5 = 8).
Step 3: Jump Jets
Jason could install jump jets on his Timber Wolf, but equipment added during the design of the base configuration becomes "fixed" and cannot be changed in other configurations. Since the whole point of OmniMechs is versatility, he decides not to include mandatory jump jets in the base configuration, leaving open the option of installing them as a pod-mounted component on any configuration of the BattleMech if needed.
Step 4: Control Systems
At this stage the BattleMech receives its control systems: a gyro, which allows it to keep an upright position, and a cockpit, in which the MechWarrior will sit.
The nominal rating of the Timber Wolf's reactor is 375, so Jason realizes that his BattleMech will need a 4-ton gyro (375 ÷ 100 = 3.75, rounded up to 4). Since the cockpit always weighs 3 tons, the BattleMech has 44.5 tons of available weight remaining (51.5 – 4 – 3 = 44.5).
Step 5: Armor
A new type of ferro-fibrous armor is now available to you. It provides better protection than standard armor by increasing the space it occupies.
Armor value: Clan ferro-fibrous armor multiplies the number of armor points by 1.2. For example, 5 tons of Clan ferro-fibrous armor gives a BattleMech 96 armor points (5 × 16 × 1.2).
Inner Sphere ferro-fibrous armor multiplies the number of armor points by 1.12. For example, 5 tons of Inner Sphere ferro-fibrous armor gives a BattleMech 89.6 armor points (5 × 16 × 1.12).
In both cases, round the final number of armor points down to the nearest whole number.
Space occupied: ferro-fibrous armor occupies 7 critical slots on a Clan BattleMech and 14 critical slots on an Inner Sphere BattleMech.
The occupied slots may be chosen in any location of the BattleMech at the player's discretion. They need not be contiguous. Critical slots of ferro-fibrous armor are inapplicable (see page 31 of the base rules); critical hits to them have no effect and must be rerolled.
Thanks to the versatility inherent in OmniMechs, the Timber Wolf can perform various roles in battle, from long-range artillery support to melee combat. However, armor is not a modular component and may only be part of a BattleMech's base configuration.
Jason wants his BattleMech to survive any battle, so heavy armor is essential. He decides to use ferro-fibrous armor with an increased armor value and fits almost the maximum amount of armor plating that the 75-ton chassis can bear, namely 12 tons of armor. This gives his BattleMech 230 armor points (12 × 16 × 1.2 = 230.4, rounded down to 230).
Armor points must be distributed among specific locations (and sides) of the BattleMech. Each arm receives 17 points, and each leg 23 points. The head receives 9 points of armor (the maximum value), and each side torso 29 points: 22 to the front and 7 to the rear. Finally, the center torso receives 35 points: 27 to the front and 8 to the rear. Having finished distributing armor, Jason must make sure he has not placed more armor points on any location than can fit there: he multiplies the number of internal structure points on each location (except the head) by 2, and the resulting number must be greater than or equal to the number of armor points on that location.
After placing 12 tons of armor, the BattleMech has 32.5 tons of available weight remaining (44.5 – 12 = 32.5).
Step 6: Additional Heat Sinks
Two types of heat sinks are now available to you: standard (single) and double. Any BattleMech may be equipped with only one type of heat sink. This rule also applies to heat sinks built into the reactor. If you decide to equip the BattleMech with double heat sinks, the 10 heat sinks built into the reactor will also be double; conversely, if standard heat sinks are chosen, the 10 reactor heat sinks will be single.
Double heat sinks dissipate 2 heat points each. The number of dissipated points also doubles under the normal rules if the heat sink is submerged in water (but the standard maximum of 6 dissipated heat points from water cooling still applies).
Space occupied: when installed on a Clan BattleMech, each double heat sink occupies 2 critical slots; on an Inner Sphere BattleMech, it occupies 3.
Double heat sinks built into the reactor occupy the same space as ordinary single heat sinks.
The slots occupied by a double heat sink must be contiguous (which makes it impossible to place double heat sinks in the legs of Inner Sphere BattleMechs).
Example (continued): As with jump jets, heat sinks are pod equipment, so at this stage there is no critical need to add any extra heat sinks to the base configuration. However, Jason knows that the Timber Wolf will carry a lot of weapons, so he decides to add several extra heat sinks as "fixed" equipment. Choosing double heat sinks, he adds five extra heat sinks. The BattleMech can thus dissipate up to 30 heat points per turn.
The base configuration of the Timber Wolf now has 15 double heat sinks built in; their number in any alternative configuration may not be lower than this figure, but if there are not enough of them, more heat sinks may always be added to an alternative configuration as pod equipment. Moreover, because the BattleMech's "fixed" heat sinks are double, only heat sinks of the same type may be added in future.
After the 5 tons of weight spent on heat sinks, the BattleMech has 27.5 tons of available weight remaining (32.5 – 5 = 27.5).
Step 7: Weapons and Ammunition
Jason could mount weapons on his Timber Wolf as fixed equipment, but he decides this runs strongly against the idea of building OmniMechs, since he does not want the alternative configurations of his BattleMech to be tied to the same equipment.
The BattleMech therefore has 27.5 tons of available weight for installing pod modules. Each individual configuration may use this weight to install any modular equipment in the desired quantity: jump jets, heat sinks, weapons and equipment that are permitted to be added and for which free critical slots are available.
Jason quickly develops two configurations that use different pod modules. The first, known as "Prime," will carry 2 Large Lasers ER, 2 Medium Lasers ER, 2 LRM-20s (with two tons of ammunition), a Medium Pulse Laser, 2 Machine Guns (with one ton of ammunition), and also 2 additional double heat sinks to protect against overheating. Because explosive components are installed in the right and left sides of the torso, both sides are automatically equipped with CASE, which occupies no critical slots and imposes no load on the chassis.
The next, alternative configuration, named "A," includes 2 ER PPCs, 3 Medium Pulse Lasers, an SRM-6 with guidance system (with one ton of ammunition), and a Small Laser ER. Five additional double heat sinks help reduce the heat load. Because explosive components are installed in the right side of the torso, it is also automatically equipped with CASE.
In both cases, the total weight of all elements added to the configuration may not exceed 27.5 tons, the Timber Wolf's available pod space.
Step 8: Filling in the BattleMech Record Card
The last step in building the Timber Wolf's base configuration is to allocate the critical slots for its "fixed" equipment. The configuration includes endo-steel internal structure, an XL reactor and ferro-fibrous armor. All of these items require designated fixed critical slots, each of which will be assigned a permanent place on the critical hit table. The record-sheet diagram of the example shows how they are distributed.
[Transcriber's note: the printed record-sheet diagram of the Timber Wolf (critical slot table, head, torso and limb allocations) is a graphic and is not reproduced here. The text rules above are complete.]
Once this step is complete, the base configuration of the Timber Wolf can be considered finished.
Creating a Force
MUL Database
The MUL database at www.MasterUnitList.info is an online tool for BattleTech and Alpha Strike games, in English. This constantly expanding (and free to use) database of official unit technical specifications gives players the means to create forces that fit perfectly into the history of the universe. The database contains detailed information about BattleMechs, vehicles, aerospace fighters and infantry units from all BattleTech publications of the last 35 years.
Players can browse the desired unit types by clicking the Units tab, which has many filters for easy searching. These filters include:
- basic data (such as the desired weight ranges of units, battle value, the in-universe date of first appearance, costs in C-bills, the basic currency of the BattleTech universe, and even Alpha Strike special ability codes);
- technology bases (Inner Sphere, Clan, mixed and primitive);
- BattleTech rules levels (introductory, standard, advanced and experimental);
- unit types (for example BattleMech, ProtoMech, combat vehicle, and so on);
- source (the most complete and accessible source describing the unit, and the corresponding unit card);
- factions (Lyran Commonwealth, Federated Suns, Draconis Combine and others);
- unit subtypes (for example VTOLs or OmniMechs);
- eras of production and availability (from the Age of War to the current Dark Age era). The production era filter sorts units so that only those first produced in that era are shown. The availability era filter sorts units so that only those available to at least one faction in that era are shown.
The list of units found with these filters contains the name and model of each unit, its mass, battle value, cost (in C-bills), the name of the main source describing it, the rules level applicable to the unit, the era in which it became widely deployed, and the unit's year of first appearance (the specific point in BattleTech universe time at which the selected unit first appeared). Clicking a unit's name in the list lets the user view more detailed information, including links to images of the units on CamoSpecs Online (www.camospecs.com) and variants of the corresponding miniatures on the Iron Wind Metals website (www.ironwindmetals.com). The site also hosts Alpha Strike cards for the selected unit models and configurations, which can be copied, edited and printed.
Armed with this database, players gain access to the widest possible selection of BattleTech universe units and can easily create their own force, suited to any desired era and belonging to any desired faction from the official BattleTech canon.
Forming Combat Formations
The following rules for creating combat formations are adapted and optimized from the full rules in the Campaign Operations (CO) rulebook (English). For more information on standard combat formations and on creating your own, see "Creating Combat Formations" (page 56, CO).
Combat units (BattleMechs, Elementals and others) are almost always part of a combat formation (Stars for the Clans, Lances for the Inner Sphere), and the combat formations assembled together in turn make up a player's force. Each unit has its own role, which reflects its specialization on the battlefield. The player groups units into formations, each of which has its own type reflecting its specialization.
Roles are the simplest way to sort units into formation types, but not the only one. A formation type may give bonus abilities to some or all of the units within it. A step-by-step process for creating a force is presented below.
Step 1: Force Size
There are several methods of determining the size of a force. Before the game begins, players must agree on the methods and limits to use.
Unit count: players may simply choose the number of combat units for each force. This method works best when both forces have the same access to technology for their units (for example, if both forces consist of Clan BattleMechs). In addition, players may set limits on the total tonnage of the force and on the types of units. For example, a force consisting of a Star (five Points) may also be limited to a maximum total weight of 275 tons, or be required to contain at least one Point of Elementals.
Battle Value (BV): this is a more complex and balanced method of determining force size than the previous one. Each unit has a battle value based on its mobility, armor, weapons and ability to cope with equipment overheating. The full information and the method of calculating a unit's BV are described in detail in the Total Warfare and TechManual rulebooks (in English).
Example: Mark decides to assemble a Star of BattleMechs with a maximum battle value of 20,000. This should be enough to field MechWarriors ranging from veterans to elites piloting Clan OmniMechs of various tonnages. Mark would also like to build his force from miniatures in the Clan Invasion set, and will take this into account in later steps of force creation.
Step 2: Era and Faction
After choosing the force size, the next step is to determine the details of the scenario or campaign in which the force will fight: the historical era and the faction to which the force belongs. These details may seem unimportant to players who are interested in easy-to-learn games, but the BattleTech universe includes thousands of different combat formations, as well as an incredible number of different technologies that came into being over hundreds of years of in-universe history. Tying a campaign, or even a single mission, to a specific historical context will help determine which factions, combat units and technologies are available to the players, and will also give deep immersion both in the game itself and in the BattleTech universe.
The combat units and their alternative configurations presented in the Clan Invasion set are ideally suited to games set in the corresponding era, but you may freely use them in some other suitable eras, for example the Civil War, the Jihad and the Dark Age.
Example: Given that Mark has decided to use miniatures from the Clan Invasion set, he chooses the Clan Invasion era for his force.
Turning to the MUL database, he looks at the prime configuration of each OmniMech. In the Faction Availability section for the Clan Invasion era, he sees that most units in the set are common to all the Clans taking part in the invasion and to the reserve Clans. The OmniMech called the Mongrel, however, is not available to all factions. Among the invading Clans, only the Clans Diamond Shark, Jade Falcon, Smoke Jaguar and Steel Viper have such an OmniMech at their disposal. Mark chooses the Smoke Jaguars as the faction for his force.
Mark then selects the "Eras" tab in the main navigation panel of the MUL database and selects the Clan Invasion section. He then chooses Clan Smoke Jaguar. As a result, Mark obtains an exhaustive list of the combat units available to his force. Here he can review each unit's base battle value and click on each one for more detailed information.
Step 3: Combat Formation
After the players have chosen a faction and an era suitable for the force, they can begin organizing it by choosing the combat formations they need and filling them with combat units. The players then fill in the corresponding unit cards, or use pre-prepared cards for each combat unit.
The type of a combat formation describes its general battle task and any bonus abilities it receives in accordance with its type (see "Combat Formation," page 20). Formations must consist of at least three combat units, and the units included in a formation must meet the requirements for that formation type in order to receive any bonus abilities.
Example: Mark reviews the roles of the prime configurations of each OmniMech in the Clan Invasion set and sees two snipers (the Executioner and the Adder), a brawler (the Timber Wolf), a striker (the Mongrel) and a skirmisher (the Nova). Luckily for Mark, thanks to the versatility of Clan OmniMechs, they can fit into a wide range of formations, but their primary role may serve as a useful hint when determining the most effective formations for them.
Strikers and skirmishers fit well into strike or cavalry Stars, snipers and missile boats into fire Stars, and brawlers together with snipers and skirmishers perform excellently in Battle Stars. Mark chooses a Battle Star for himself, as he considers it a balanced and effective formation.
Mark also considers a fire Star as an option, but to fill it out completely Mark would need additional BattleMechs in the sniper or missile boat configuration. He again turns to the MUL database and clicks the Units tab. Then, in the filter panel on the left, he clicks Alpha Strike and selects Missile Boat under the Role tab. Mark then clicks the Factions tab, types "Clan Smoke Jaguar" and selects it from the list. He then opens the Availability Era tab and ticks Clan Invasion. Once Mark has set the search filters he needs, he clicks the Filter button, which produces a list of all combat units with the missile boat role available to Mark's faction in the era he has chosen for his force. Finding nothing that suits him, Mark decides to return to his original choice of formation: the Battle Star.
Step 4: Skills
Choose the Piloting and Gunnery skill values of each combat unit. Players must agree in advance on any minimum or maximum skill values allowed in the game.
Depending on the battle value (BV) of a combat unit, the Piloting and Gunnery skills of its MechWarrior, crew or Elementals also change. The base BV of each combat unit assumes a Gunnery skill of 4 and a Piloting skill of 5. A veteran MechWarrior with a Gunnery skill of 3 and a Piloting skill of 4 multiplies the base BV of the unit by 1.32. An elite MechWarrior with a Gunnery skill of 2 and a Piloting skill of 3 multiplies the base BV of the unit by 1.68.
The full rules for calculating battle value for all types of combat units can be found in the TechManual rulebook (see page 302). The MUL database (see the navigation side panels) also gives the revised BV calculation for any combination of Gunnery and Piloting skill values for each combat unit.
Base values: for Inner Sphere MechWarriors the base Gunnery skill is 4 and the base Piloting skill is 5. For Clan MechWarriors the base Gunnery skill is 3 and the base Piloting skill is 4. When using the base skill values of Clan MechWarriors, remember to account for the increase in the force's BV due to the improved skills.
Example: Mark chooses the Timber Wolf in prime configuration as the first combat unit of his force. The base battle value listed on the unit card and in the MUL database for this BattleMech is 2737. Mark wants the Timber Wolf to be piloted by an elite MechWarrior, so he assigns the unit a Gunnery skill of 2 and a Piloting skill of 3. Searching the MUL database for "Timber Wolf Prime," he opens the page for this combat unit and finds a skill table in the lower right corner. Checking the table against the chosen pilot skills, Mark finds the adjusted battle value of his Timber Wolf Prime: 4598.
Mark repeats these steps for each of his combat units, choosing skill values for each pilot and noting the adjusted battle value. If necessary, Mark may edit each pilot's skill values if the total exceeds the maximum battle value set for his force (20,000).
Combat Unit Role
The role of a combat unit is its main intended function on the battlefield. Although most combat units can be used for almost any role when necessary, each is limited to one primary role, which it performs most effectively. If you have only an Atlas, you can certainly use it for scouting, but in that case consider that you slightly overpaid for the scout. A combat unit's role is assigned according to the tasks it performs best, or according to the role in which it is most often used on the battlefield.
Most roles for ground combat units are based on three parameters: mobility, durability, and range and effectiveness of damage against targets.
Combat unit cards: the roles of combat units in the Clan Invasion set are printed on their cards. Below is a list of the roles of BattleMechs that can be found in the BattleTech core game set. You can also find these combat units' roles in the MUL database.
Table of Roles
| BattleMech | Role |
|---|---|
| Locust LCT-1E | Scout |
| Locust LCT-1V | Scout |
| Commando COM-2D | Striker |
| Commando COM-3A | Striker |
| Griffin GRF-1N | Sniper |
| Griffin GRF-1S | Skirmisher |
| Shadow Hawk SHD-2H | Skirmisher |
| Wolverine WVR-6M | Skirmisher |
| Wolverine WVR-6R | Skirmisher |
| Catapult CPLT-C1 | Missile Boat |
| Catapult CPLT-K2 | Sniper |
| Thunderbolt TDR-5S |
Ambusher: ambusher units are most often quite slow, lightly armored, and prefer short-range combat. They often have to hide in cover until the target comes within their firing zone, which is why they are called ambushers.
The ambusher role is most often performed by infantry rather than BattleMechs. An ambusher unit benefits from camouflage equipment or the ability to take cover, from ease of transport, or from a low production cost that allows the enemy to be overwhelmed by numbers. Ambusher formations often show success in urban battles. Prime examples of ambusher units are the SRM carrier and the urban mech.
Brawler: brawlers are combat units usually included in combat lances and Stars. They move quickly enough to keep up with forward units, have fairly sturdy armor, and can fight at any range. Although they are capable of dealing damage to the enemy even at long distances, the closer they are to the enemy, the better. They do not need to break formation to join battle, because they are built precisely to hold the line even against ramming attacks. The Warhammer and the heavy tank Myrmidon are prime examples of the brawler role.
Juggernaut: juggernauts are slow, very sturdy combat units that prefer close combat. Juggernauts are able to fully control all the surrounding territory, but the main difficulty in deploying them lies precisely in getting them to the battlefield. Juggernauts are extremely important for seizing and holding territory, but they can be utterly useless during the active phases of a battle, in which there are practically no cleared zones in need of control. The Atlas and the Hunchback are prime examples of juggernauts.
Sniper: members of this role prefer to set up a good "sniper's nest," not to move, and to hit targets from long range. Some snipers rely on range, stealth or cover for protection, while others rely on armor. Few of them rely on speed, as this harms their ability to hit targets at long range, although some snipers intended for fire support of faster formations may have enough speed not to fall behind them. Examples of snipers are the Zeus and the PPC carrier Schrek.
Missile Boat: missile boats are, in essence, snipers, but most of their firepower is concealed in weapons capable of indirect fire from closed positions: long-range missiles, mortars or artillery pieces. Missile boats often group together to achieve maximum density and accuracy of fire, without leaving the other parts of their combat formation unable to fire. The Archer and the LRM carrier are prime examples of missile boats.
Striker: striker combat units are fast, lightly armored, and usually prefer combat at short or medium range. To survive, they rely on their speed (or numbers), striking the enemy's rear or flanks. The Jenner and Harasser missile platforms are prime examples of striker combat units.
Skirmisher: skirmishers are capable of high speed, but can also boast fairly sturdy armor. This allows them to withstand even heavy enemy fire, though they usually prefer not to sit still holding a position or delivering aimed fire. Skirmishers often lead lighter striker combat units, strike the flanks side by side with slow brawlers and juggernauts, or combine their efforts with other skirmishers as part of heavy cavalry formations. The Wolverine and the Dragon are prime examples of skirmishers.
Scout: scouts are fast, equipped with light armor (or none at all) and a small amount of weaponry. In eras when new or ancient restored technologies were available, scouts were often fitted with advanced electronics. Scouts enter combat only when absolutely necessary, preferring to serve as spotters or support units for other combat formations. The Raven, as well as the Swift Wind reconnaissance vehicle, are prime representatives of the scout role.
Clan Force Structure
The basic combat formation in a Clan touman is the Star. A Star in turn consists of 5 combat units, each of which is called a Point. A Point is either one BattleMech or five Elementals. Usually a Star consists of one type of combat unit, but there are exceptions: some Clans field mixed-type Stars, for example Nova Stars. Combining two Stars is called a Binary, and three Stars form a Trinary. Binaries and Trinaries most often include different types of combat units.
To improve coordination between OmniMechs and Elementals, many Clans use a combat formation called a Nova, which consists of a Star of OmniMechs paired with a Star of Elementals. Larger formations made up of Nova Stars rather than standard Stars receive the designation Supernova: for example, two Nova Stars combined are called a Supernova Binary.
The next level of Clan force structure is the Cluster, which includes three to five Binaries, Trinaries, Supernova Binaries or Supernova Trinaries. Clusters take part in important missions, and bidding often takes place between Clusters to decide which of them is honored to take on the achievement of a strategic objective.
The largest combat formation of a Clan within a touman is the Galaxy, consisting of three to five Clusters. A Galaxy is commanded by a Galaxy commander, and the most prestigious Galaxies are often led by a Lawkeeper, a SaKhan or even a Khan. Fully staffed Galaxies take part only in the most important battles.
The entire military might of a Clan constitutes its touman.
Clan Force Structure Table
| Formation | Composition | Commander rank |
|---|---|---|
| Point (Elementals) | 5 Elementals | Point commander |
| Point (BattleMech) | 1 BattleMech | MechWarrior or Point commander |
| Star | 5 Points | Star commander |
| Nova | 1 Star of BattleMechs and 1 Star of Elementals | Star commander or Nova commander |
| Binary | 2 Stars | Star captain |
| Supernova Binary | 2 Novas | Star captain or Nova captain |
| Trinary | 3 Stars | Star captain |
| Supernova Trinary | 3 Novas | Star captain or Nova captain |
Inner Sphere Force Structure
The basic combat formation of Inner Sphere forces is the Lance, consisting of four BattleMechs. Three to four Lances form a Company. Three to four Companies combine into a Battalion, and three to four Battalions in turn make up a Regiment.
The largest military formation of the Great Houses is the Brigade, commanded by a general and consisting of three to six Regiments sharing a common genetic heritage and naming system. Since the fall of the Star League, the participation of a fully staffed Brigade in a battle has become a mythical event.
Inner Sphere Force Structure Table
| Formation | Composition | Commander rank |
|---|---|---|
| Lance | 4 BattleMechs | Lieutenant |
| Company | 3–4 Lances | Captain |
| Battalion | 3–4 Companies | Major |
| Regiment | 3–4 Battalions | Colonel |
| Brigade | 3–4 Regiments | General |
Combat Formation
The Stars or Lances that make up a force may be composed only according to the tables above. However, the various armed forces of the BattleTech universe often prefer to compose combat formations on the basis of a defined role for each of their combat units, in order to maximize their effectiveness in battle.
Below (see pages 21–23) are descriptions of various types of Stars and Lances often used in missions, together with information on their advantages and composition requirements. Each of these formations draws maximum benefit from a unique combat unit role, giving the player a special advantage on the battlefield.
Note: although the formation names below are Clan names, you may apply the rules relating to them to Inner Sphere forces too. Consider the words "Star" and "Lance" interchangeable, and all rules concerning the number of combat units, their roles, other characteristics and mandatory requirements for the various formation types remain fixed. For example, a Striker Star and a Striker Lance are interchangeable, but this combat formation must still include three or more heavy combat units, may not include light combat units, and so on, regardless of whether the formation consists of four combat units or five.
Composition: a formation must consist entirely of combat units of one and the same class (BattleMechs or Elementals). Mixing combat units of different classes within one formation is not permitted, unless this is specifically allowed by a given formation type (see "Nova," page 23).
Requirements: each description of a formation type presented in this chapter includes the requirements that a force must satisfy in order to count as a formation of that type and receive the corresponding bonus abilities: a defined ratio or number of certain combat units in the formation, combat unit roles, movement capabilities, and so on.
If a formation type includes a requirement stated as a percentage, that requirement applies equally to Lances of four BattleMechs and to Stars of five BattleMechs. This means that the number of combat units represented by the percentage may need to be rounded up. For example, the requirements for a Combat Lance state that 50% of the formation must consist of heavy combat units (60 tons or more). For an Inner Sphere Lance of four BattleMechs this corresponds to two or more heavy BattleMechs (4 × 0.5 = 2). For the Clan equivalent, a Combat Star, the requirement rises to three BattleMechs (5 × 0.5 = 2.5, rounded up to 3).
A formation may be assigned only one type, even if the combat units in it meet the requirements of several formation types. For example, the requirements for a Striker Star also satisfy the less strict requirements for a Combat Star; however, the player assembling the force must choose only one type for each individual formation.
Optimal role: the descriptions of some combat formations may specify a so-called "optimal role." The optimal role relates directly to the roles of the combat units in the formation and serves as a shortcut around any other requirements of the formation. If all the combat units in a formation have a role matching the optimal role of some formation type, the player may ignore all the other requirements of that formation.
For example, the optimal role of a Combat Star is brawler. If all five combat units of such a formation have the brawler role, the standard requirement of a Star that 50 percent of its combat units be heavy may safely be ignored.
Bonus abilities: each formation type gives the combat units in its composition at least one bonus ability corresponding to the tactics, equipment and weaponry of that formation type. A formation keeps using its bonus ability until three of its combat units have been destroyed. Each bonus ability is described in detail in its own text block.
Bonus abilities are based on pilot special abilities (SPAs). The full list of SPAs and the rules for using them can be found in the Campaign Operations rulebook (in English), pages 70–82.
Naming rules: players may invent names for their own formations. There are no strict naming rules for units in the BattleTech universe; for the most part, it depends on context. You may name your formations according to their role (for example, "Scout Star"), by the name of the formation's commander (for example, "Roscoe's Star"), by letter or number designations (for example, "2nd Bravo Star"), according to their weight class (for example, "Medium Star"), or in the spirit of their faction's symbolism (for example, "Alpha Talon 2").
For game purposes, the name of a Star or Lance does not change the properties of the formation. Thus, even if the player has named their Striker Star "Schmidt's Savages," they must still identify the formation as a Striker Star.
Formation Types
Striker Star
Striker Stars form the main strength of any force. Compensating for their low speed with enormous firepower and sturdy armor, these formations rely on brute force to break through to the enemy and destroy everything in their path.
Requirements: all combat units in a Striker Star must have at least 135 armor points, and at least 75% of the combat units must be able to deal 25 or more damage points at a range of 7 or more hexes. At least three combat units in the formation must be heavy or belong to a higher weight class.
Also, a Striker Star must include at least one combat unit with the juggernaut role, or two combat units with the sniper role.
Optimal role: juggernaut.
Bonus ability: at the start of each turn, the player may choose two or fewer combat units in the formation to receive the Demoralizer ability for that turn (see the box below).
Demoralizer
"Come out and fight me one-on-one, you pathetic sphere, if you dare!"
Unit type: any.
A MechWarrior, pilot or crew commander with the Demoralizer ability can sow terror in the hearts of enemies on the battlefield, intimidating the enemy with their presence and taunts (using communications equipment or not).
The Demoralizer ability may be used against one enemy combat unit that is in line of sight and within 10 hexes of the demoralizer. The demoralizer makes a special "psychological" attack against the target instead of a normal weapon attack. A Piloting skill check by the demoralizer with a +4 modifier represents a test of will. If the check succeeds, the target becomes demoralized. During its next turn, the demoralized combat unit may not use movement modes faster than walking and cannot approach the demoralizer of its own will (although factors such as momentum or the demoralizer's own movement may still reduce the distance between the two combat units). In addition, the demoralized combat unit adds a +1 modifier to the to-hit roll for all attacks against the demoralizer, becoming less effective because of the terror the enemy has inspired in it.
The effects of the ability last only one turn, during which the demoralizer may maneuver and make its own attacks under the normal rules.
If the demoralization fails, both units act under the normal rules in the next turn, although the demoralizer may attempt to use the ability again in the next turn.
Combat Star
Combat Stars are the vanguard of any force. Whether a Star holds its position ahead of an approaching battle group or supports assault units in an attack, its main task is to impose close combat on the enemy. Combat Stars rely on their armor and mass to protect their allies, while their incredible firepower strikes the enemy.
Traditionally, combat Stars are divided by weight class. In such a grouping system, the word "combat" is most often dropped from the formation name, and the formation is called by more general terms such as "heavy star" or "medium star."
Requirements: at least three combat units in the formation must form a combination of brawler, sniper and/or skirmisher. 50% of the combat units of a standard combat Star must be heavy (60 tons) or belong to a higher weight class.
Optimal role: brawler.
Bonus ability: combat units in such a formation may re-roll attack rolls or failed Piloting skill checks (6 times in total per scenario). The result of a re-roll is binding. This ability may not be used to change the result of other types of rolls, such as critical hit checks, initiative or morale rolls.
Command Star
As the name suggests, a Command Star is the formation of the force commander (or of their key subordinates). Traditionally this Star has a wide range of abilities designed both to support and to protect its leader on the battlefield.
Requirements: 50% of the combat units must perform one of the following roles: sniper, missile boat, skirmisher or juggernaut. One more combat unit in the Star must be a striker, brawler or scout. At least one combat unit must be designated as the command unit; any combat unit of the Star may become it.
Optimal role: none.
Bonus ability: before the start of the game, two non-command combat units in this formation receive the Combat Intuition ability (see the box on page 22). This choice may not be changed after the game begins.
In addition, if the player's force includes a Command Star and the command unit is not destroyed, that player may once per turn re-roll an initiative roll. The result of the re-roll is binding.
Fire Star
Fire Stars are equipped with powerful long-range weapons, allowing them to keep their distance from the enemy and deliver crushing blows with the least risk of being attacked.
Requirements: at least 75% of the combat units in the formation must have the missile boat or sniper role.
Optimal role: missile boat.
Bonus ability: at the start of each turn, two or fewer combat units of the Fire Star may receive the Sniper ability (see the box on page 22), improving their weapon attacks during that turn.
Recon Star
Recon Stars are extremely fast formations, able to get ahead of advancing troops. They use their speed for reconnaissance, for avoiding enemy fire, and for pursuing and outflanking enemies. This type of formation is especially useful in missions where gathering intelligence is important, but it can also be useful in standard scenarios.
Requirements: all combat units in a Recon Star must have a minimum ground walking/flying speed of 5 MP. At least two combat units in the formation must have the striker or scout role.
Optimal role: scout.
Bonus ability: all combat units of a Recon Star receive the Master Maneuverer ability (see the box below).
Striker/Cavalry Star
Striker Stars (also known as cavalry Stars) consist of mobile combat units capable of delivering swift and unexpected blows in battle, and possessing enough armor to survive a combat encounter and then withdraw or hold their position until reinforcements arrive.
Requirements: all combat units in a Striker/Cavalry Star must have a minimum walking speed of 5 MP, or 4 or more jumping MP. A Striker/Cavalry Star may not contain combat units of assault weight class or higher. At least 50% of the combat units of a Striker/Cavalry Star must have the striker or skirmisher role.
Optimal role: skirmisher.
Bonus ability: before the start of the game, choose three combat units in the Star; they receive the Speed Demon ability (see the box below).
Heavy Striker/Cavalry Star
Requirements: all combat units in a Heavy Striker/Cavalry Star must have a minimum walking/flying speed of 4 MP. All combat units must be at least of medium weight class (40 tons), and three combat units in the formation must be heavy (60 tons) or belong to a higher weight class. At least one combat unit must carry weapons capable of dealing at least 5 damage points at a range of 18 or more hexes. Also, at least two combat units in this formation must have the striker or skirmisher role.
Bonus ability: see the bonus ability of the standard Striker/Cavalry Star.
Combat Intuition
"I hate being right..."
A MechWarrior, pilot or crew commander with Combat Intuition can focus on the enemy and accurately predict its actions. During the final phase of the turn, players must announce that their combat units with this ability will use it, and choose a target. Using this ability wears the pilot down and immediately deals them 1 point of damage. Combat Intuition may be used every turn, but its use may pose a real danger to the pilot if it is abused.
After the initiative roll in the next turn, choose one of the following options.
- In the movement phase of its own turn, the unit using Combat Intuition may immediately carry out all of its actions in the movement, weapons fire and melee phases (in exactly that order) at any moment before the target enters the movement phase, including before any other enemy combat units have moved. At that moment, the target loses all movement modifiers, but is not considered immobilized. Any damage dealt by the attacks of a unit with Combat Intuition takes effect immediately. The rest of the turn continues under the normal rules, but the unit that used Combat Intuition may not be activated again during the weapons fire and melee phases. All attack modifiers against this unit, including those for its movement, apply as normal.
- The unit may choose to move after all other friendly and enemy formations have moved, and may declare its attacks during the weapons fire phase after all other formations. All attacks by the unit are resolved under the normal rules.
Master Maneuverer
"They call me a wanderer, but not because I move from place to place..."
MechWarriors with the Master Maneuverer ability perform sharp turns and maneuvers in confined spaces especially well. A BattleMech with this ability may freely move into adjacent hexes that are not directly in front of or behind it, without needing to change its facing. Such lateral maneuvers cost 1 movement point in addition to the cost of moving into the target hex.
Sniper
"I can ruin a trakhazoid's sex life from a quarter of a kilometer away."
The Sniper ability halves all range modifiers for weapon attacks: attacks receive a +1 modifier when firing at medium range (instead of +2) and a +2 modifier at long range (instead of +4).
Speed Demon
"Speed is life... and fun!"
The name of the Speed Demon ability speaks for itself. Until a combat unit with this ability makes an attack during its own turn, it adds 1 point to its walking MP.
Support Star
Support Stars are versatile formations that perform the role of supporting allied units.
Requirements: none.
Optimal role: none.
Bonus ability: before the start of the game, each Support Star must choose one of the allied formations to assist. For every two combat units in the supported formation with the abilities corresponding to its formation type, one combat unit in the Support Star receives the same ability. This bonus ability is kept for as long as the Support Star has three or more functioning combat units; it continues to operate even if the supported formation loses its own bonus ability because of the loss of its combat units.
If a Support Star assists a Command Star, it gains the ability to give two of its combat units the Combat Intuition ability, but the Support Star may not re-roll initiative rolls. If a Support Star assists a combat Star, then instead of 6 re-rolls per scenario, the Support Star receives 3.
Note: the player is not obliged to combine two Stars into the Nova formation type described here; instead they may simply assign a separate formation type to each of their Stars. In most cases this will result in the Elemental Star being assigned the Support Star formation type, although it may also be assigned another type depending on whether the requirements are met. If the Elemental Star is still not assigned a separate formation type, the combined formation should be considered a Nova.
Nova
A Nova consists of a Star of OmniMechs and a Star of Elementals. Although a separate place is allocated for it in the Clan force table on page 19, the fact that a Nova is in fact two Stars in one gives it greater tactical flexibility.
A Nova is built on the basis of other non-infantry formation types, such as the Combat Star, the Striker Star and so on. Only the non-infantry combat units of a Nova must meet the requirements of the underlying non-infantry formation type.
Composition: a Clan Star of BattleMechs (built on the basis of any other type of Star) and a Clan Star of Elementals.
Requirements: all five BattleMechs in the Nova must be OmniMechs, and all five Elemental combat units must be Drop Elementals.
Bonus ability: the BattleMechs in a Nova formation receive the bonus abilities corresponding to the formation type around which they were built. The Elemental combat units of the Nova do not receive the advantages of the BattleMech formations and are not counted toward the requirements of the BattleMech formation type.
Elementals of a Nova formation mounted on friendly BattleMechs may make weapon attacks. To these attacks apply the attacker's movement modifier and an additional drop-attack target number modifier of +2.
Clan Honor
The Clan code of honor, or zellbrigen, is not part of the normal rules of the BattleTech game. However, players may use these interaction rules to achieve a deeper and more balanced game experience, closely tied to the BattleTech universe.
The origins of the zellbrigen code go back to Operation Klondike, in which the young Clan society sought to prove its superiority in honest duels over the less worthy peoples of the Pentagon Worlds. As Clan culture took root and developed, zellbrigen became the instrument by which Clan warriors tested themselves and measured the glory of their victories, and also reduced unnecessary losses in large battles. After returning to the Inner Sphere, the Clans initially tried to keep to their code of honor, but after repeated clashes with Inner Sphere warriors who either did not know the principles of zellbrigen or did not wish to follow them, Clanners quickly abandoned the idea of honorable single combat.
Adherence to the code of honor can, and often does, place Clan formations at a disadvantage in some scenarios. However, from the standpoint of game balance and atmosphere, zellbrigen is a way for Clan warriors to deliberately restrain their superior technological capabilities in order to win greater glory, rather than turning battle into a dishonorable slaughter. Players should nevertheless understand that BattleTech games are, as a rule, difficult to balance perfectly; using zellbrigen makes absolute balance in a scenario practically impossible.
As you play more games, you will learn what suits you and your fellow players best. Different players role-play adherence to the zellbrigen code in their own ways (and each Inner Sphere commander opposes it differently). It will be hard to find two identical games that include the code of honor in their rules.
Since zellbrigen is presented only as an addition to the game, determining a suitable way to integrate it into BattleTech scenarios is left to the players. When including these rules in the game, be ready to make decisions on the fly, since the Clan code of honor can lead to many unforeseen situations. If at some point the players cannot reach a common view, we recommend that each of them roll 2D6; the player with the highest result decides how to resolve the situation, and then the game continues.
All players must agree to the use of zellbrigen before the game begins.
Zellbrigen
According to the rules of the ritual duel, or zellbrigen, Clan players must challenge at least one opponent for each of their BattleMechs. A traditional challenge may sound something like this: "I am MechWarrior Seth of Clan Steel Viper, pilot of the sole Stormcrow in the Alpha Star. Here and now I proclaim the zellbrigen ritual and challenge the pilot of the Warhammer marked 11 to a duel of warriors. Let no worthy warrior interfere!"
During a duel, no other warrior may attack the duelists' BattleMechs. If someone from outside interferes in the duel, the Clan duelist may attack the interfering formation, provided that another Clan BattleMech has not already challenged the offender to a duel. The duel ends when one of the participants is destroyed, disabled, or retreats from the battlefield.
Do not expect the Clan player to follow zellbrigen if doing so contradicts common sense, as shown in the example below.
Example: you play the Clans in a scenario using zellbrigen. You have one Gladiator, and your opponent has four BattleMechs: a Battlemaster, a Thunderbolt, an Awesome and a Locust. The Locust challenges the Gladiator to a duel, and the Gladiator accepts the challenge. The Locust then uses its superior movement speed and hides behind the hills and dense forest, so that the Gladiator loses sight of it for the rest of the battle. At this time the other three BattleMechs of the Locust's Point reduce the Gladiator to dust. The Gladiator cannot return fire, because its player must uphold Clan honor, which in this case means it may attack only the BattleMech that challenged it to a duel. It futilely attempts to pursue the Locust, while the targets forbidden by the code destroy its BattleMech.
The requirement that the Gladiator strictly follow zellbrigen means that the Clan player must lean back in their chair and allow their BattleMech to be destroyed. To give players options for resolving such situations, use the following recommendations for handling zellbrigen in the game.
1. Issuing the challenge. One of the most important parts of a duel is the challenge. The challenge takes place in the weapons fire phase, during the declaration of fire. When a Clan BattleMech declares its intention to attack an enemy combat unit that it has not attacked before, it effectively declares its intention to enter a duel, and the Clan player must at that moment verbally issue the challenge. The duel makes initiative an even more important aspect of the game, since initiative also determines the order of declaring fire and challenges.
If the Inner Sphere force outnumbers the Clan force, each Clan BattleMech may challenge more than one opponent at a time, and often must do so, especially if the Clan warrior wants a truly worthy fight or greatly outmatches any single opponent.
Conversely, BattleMechs from a force that greatly outnumbers the Clan force may challenge only one opponent, and may also refrain from using one or more weapon types for the duration of the duel, in order to make the battle more honorable.
For example: a Clan MechWarrior piloting a Turkina encounters a light Javelin and wishes to preserve their honor. The Clan warrior must either challenge the Javelin and at least one other Inner Sphere BattleMech, or refrain from using their ER PPCs (and possibly other weapons) for the duration of the duel.
All opponents of one BattleMech are considered participants in the same duel and may freely fire at it together. However, each Clan BattleMech must be able to choose at least one unique target for its duel (this rule does not apply to combat units that are not Clan BattleMechs). In effect, Clan MechWarriors eager to win glory on the battlefield may thus exclude all their Elementals from the battle. Even though a Clan BattleMech may challenge more than one Inner Sphere BattleMech, other Inner Sphere BattleMechs may not join other duels on their own, even if the Clans outnumber their force. Such an action is a violation of zellbrigen and gives the Clan dueling BattleMech the right to attack the offender.
2. Declining a duel. A Clan warrior is not obliged to accept a challenge issued by an Inner Sphere warrior, especially if they suspect that the challenge is a ruse to abuse zellbrigen and win by deception. As a rule, the Clan warrior may also decline a challenge from a BattleMech of a weight class different from their own, if instead they challenge another Inner Sphere BattleMech.
While Inner Sphere warriors are not expected to take challenges seriously, an Inner Sphere player may still follow the rules and decline challenges from Clan BattleMechs of a different weight class, if in return they challenge another Clan BattleMech. And a final rule: any challenge must be accepted if there are no other targets left in the game to challenge.
3. Dezgra. Certain situations may lead to the immediate cancellation of a duel. In these cases the players' opinion is decisive; nevertheless, the players may apply the following rules so that such situations have noticeable consequences, which will force the BattleMechs to fight actively against each other.
Duelists must observe the following rules of conduct in combat:
- A duelist is forbidden to leave the enemy's line of sight of its own accord.
- A duelist that is in the line of sight of an enemy may not deliberately miss when firing at the opponent. This rule assumes that the duelist is able to make at least one shot, and that the enemy BattleMech is within its arc of fire and within the range of its weapons.
- A duelist is forbidden to leave the range of all of its weapons of its own accord.
After a combat unit has violated any of these principles three times (including violating the same principle several times), the opposing Clan forces may consider that unit dezgra (dishonored). From this moment, any Clan BattleMech or formation may freely fire at the offending formation until the end of the scenario without violating zellbrigen.
Melee Combat
Unlike the rules of the duel, the Clans' dislike of melee combat is a more informal, though widespread, custom. Its origin is unknown, although some experts suspect that Nikolai Kerensky actively encouraged long-range combat.
Clan warriors may make melee attacks only if the enemy combat unit makes such an attack first, and only against that particular unit. If the opposing player declares such an attack in the melee combat phase, any Clan BattleMech targeted by that attack may freely enter melee combat with the attacking BattleMech.
Retreat
Clan MechWarriors despise their Inner Sphere opponents, considering them dishonorable warriors piloting antiquated BattleMechs. That is why Clan warriors consider retreat from Inner Sphere opponents a disgrace that is nearly impossible to atone for. If they have to choose between retreat and death in battle, they will always choose death.
Scenarios
This chapter presents three situations that can be played out on the table, called scenarios. Each describes the forces available to the sides in the conflict, the map sheets, the victory conditions and any special rules.
Each successive scenario is longer and more complex than the previous one, so they should be played in the order in which they are given. These scenarios give an idea of how varied the stories are that can be played within the BattleTech system. They may inspire players to create their own stories, and to this end each scenario includes hints on how it can be modified to reveal new facets of the game.
Choosing sides: players roll 2D6. The winner chooses to be the attacker or the defender; the loser takes the remaining role.
Game terms: as stated on page 3 of the base rules, a map sheet is one sheet approximately 46 × 56 cm (18 × 22 inches), and the play area is all the space on which the game is played, regardless of the number of map sheets used.
Unless stated otherwise, the "home" edge of the map is the side of the play area near which the attacking or defending player deploys their BattleMechs or through which they enter the game.
Copying mech cards: players will have to make a copy of the mech card booklet, since some scenarios require two BattleMechs with identical cards to be on the field at the same time. Players may also simply download the PDF of this booklet from https://hobbygames.ru/ and print the required number of mech cards.
Miniatures and cardboard counters: when preparing a scenario, refer to the pictures on the indicated mech cards to choose the right miniatures. If a scenario requires a second identical miniature, use a stamped cardboard counter in its place.
OmniMech Variants
Each OmniMech is based on a unique chassis, which may be presented in several variants that appeared over centuries of constant war. These variants may differ in weapons, equipment or armor placement.
This set includes two Timber Wolf cards showing two configurations: Prime and A (the configuration of the BattleMech is given in the "Type" line of the "Mech Data" section). Such designations are used in scenarios to define the participating forces. However, the illustration on the mech cards is the same for the different configurations, because it shows the base chassis. When assembling mech cards for play, go by the name and the picture, but be sure to check the code too, so as not to confuse configurations.
Example mech card data (Timber Wolf Prime): type Mad Cat (Timber Wolf) Prime; mass 75 tons; walking MP 5; running MP 8; jumping MP 0; base: Clans; rules: Standard; role: Brawler. (The weapons table, critical hit table and record-sheet diagram printed on the example card are graphics and are not reproduced here; the card itself is in the mech card booklet of this set.)
Scenario 1: Trial of Possession
"We are the Ghost Bear Clan. This factory belongs to us. Those who dispute our claim must report the size and disposition of their forces for participation in the trial." Star Captain Ris waited for a reply. After some hesitation, a reply finally came.
"I am Star Commander Chay of Clan Diamond Shark. We dispute your claim. My Star will await the Bear force on the Barren Plains. In the event of defeat, the Bear shall undertake to pay us 10% above the price of the Consolidated 380 reactors produced at this factory over six months."
"Diamond Sharks," thought Ris. "A good bargain, a good end."
Situation
To reduce military losses and to ensure that each generation continues to hone its combat skills, Nikolai Kerensky created a code of warfare and a system of combat trials, each of which was tied to a specific goal. The Trial of Possession is the simplest trial, in which one warrior or Clan seeks to take possession of something belonging to another, be it territory, a warrior's genetic material, or even an opinion in a dispute.
The trial includes an official challenge by the attacking side and a response by the defending forces. Such trials bring great glory to Clan commanders who field a smaller force than their opponent. This scenario simulates the typical Star-versus-Star combat encountered in Clan Trials of Possession.
Game Layout
Place the map sheets "Hills 1" and "Hills 2" as shown in the figure on page 27 of the printed rulebook.
Defender
Medium Star of Clan Ghost Bear.
- Star Commander Abid Vandenberg (Piloting 4, Gunnery 3), Timber Wolf Prime.
- MechWarrior David (Piloting 4, Gunnery 3), Mongrel Prime.
- MechWarrior Manal (Piloting 4, Gunnery 3), Nova Prime.
- MechWarrior Gusna (Piloting 4, Gunnery 3), Nova A.
- MechWarrior Tori (Piloting 4, Gunnery 3), Timber Wolf A.
Attacker
Heavy Star of Clan Diamond Shark.
- Star Commander Chay (Piloting 4, Gunnery 3), Executioner Prime.
- MechWarrior Sahara Becker (Piloting 4, Gunnery 3), Adder Prime.
- MechWarrior Efe (Piloting 4, Gunnery 3), Mongrel A.
- MechWarrior Gvion (Piloting 4, Gunnery 3), Nova Prime.
- MechWarrior Louie (Piloting 4, Gunnery 3), Executioner A.
Deployment
The defending player chooses one of their BattleMechs and deploys it on the western edge of the game area. After that, the attacking player chooses one of their BattleMechs and deploys it on the eastern edge of the game area. Players take turns deploying BattleMechs until all eight machines are on the game map. After that, the game begins with the initiative phase of the first turn.
(Deployment map labels: "Defender deployment" on the west edge; "Attacker deployment" on the east edge.)
Victory Conditions
The side that first puts the enemy out of action (see below) or destroys all of the enemy's BattleMechs wins.
Special Rules
Within this scenario a BattleMech is considered put out of action in the following cases: one or both legs are destroyed; all weapons are destroyed; the gyro is destroyed; or the BattleMech has received two hits on its reactor.
A BattleMech that has left the map for any reason is considered destroyed and may not return to the game.
The Clan code of honor applies (see pages 24–25 of the printed rulebook, the "Clan Honor" section above).
Variations
This scenario can be played many times, changing a separate parameter each time, such as the landscape or the composition of the combat formations.
Choosing BattleMechs: the simplest way to modify the scenario is to change the list of BattleMechs involved. Here is one of the possible alternative variants.
- Attacker: "Eder Prime," "Eder A," "Mongrel Prime," "Timber Wolf Prime," "Executioner Prime."
- Defender: "Eder A," "Nova Prime," "Nova Prime," "Mongrel A," "Executioner A."
Landscape: to diversify the landscape, change the arrangement of the map sheets, or use the stamped cardboard elements (page 30 of the printed rulebook), or use maps from the BattleTech core game set. For example, if you rotate the map sheets so that they face in opposite directions, the field will be completely different. Players may also connect map sheets along their narrow edges, not their wide ones.
Scenario 2: Bloodletting
The distant voice of Star Colonel Bearron filled Tristan's cockpit.
"Tristan of Clan Smoke Jaguar, the time has come to test you. Your every action will be weighed and evaluated. Crush one enemy, and you will become a warrior. Defeat two, and you will earn the right to command Stars. Defeat three victorious enemies, and the rank of Star Captain will be yours. Lose to all three, and you will fall to the lowest caste. Understood, warrior?"
"Hm."
"Excellent. It is time to begin. Remember, if your BattleMech can still crawl and your opponent's BattleMech is no more, then you may call yourself a warrior of Clan Smoke Jaguar."
Situation
The Trial of Position is the final trial of a cadet, which determines whether they will become a warrior and receive a rank.
This trial reproduces a combat encounter in which the cadet faces, one on one, senior officers of combat rank armed with combat weapons. The cadet's success determines how far they advance in rank.
During this trial two cadets enter battle with six fully armed active-duty MechWarriors. Each cadet goes into battle with three experienced warriors, who attack them in turn. If a cadet attacks any of the warriors assigned to the other cadet, that cadet gains the right to open return fire, and the battle becomes a melee free-for-all. To pass the trial, a cadet must defeat at least one of their opponents. If they succeed, they become a warrior and enter active service. Victory over two opponents brings the rank of Star Commander. Victory over three opponents is a rare achievement, for which the candidate receives the rank of Star Captain.
Game Layout
Place the map sheets "Wastes 1" and "Wastes 2" as shown in the figure on page 28 of the printed rulebook.
Defender
Cadet of Clan Smoke Jaguar undergoing the trial of position.
- Cadet Tristan (Piloting 4, Gunnery 3), Timber Wolf Prime.
Attacker
Warriors of Clan Smoke Jaguar.
- MechWarrior Alia (Piloting 4, Gunnery 3), Nova Prime.
- Star Commander Coen (Piloting 4, Gunnery 3), Timber Wolf A.
- Star Captain Din Corbett (Piloting 3, Gunnery 2), Executioner Prime.
Deployment
The attacker deploys first. They may deploy their BattleMechs in any hex of open terrain at level 0 located within the northern edge of the game area. BattleMechs may be turned to face in any direction. After the attacker has finished placing their BattleMechs, the defender may deploy their BattleMech anywhere within three hexes of the southern edge of the game area. The BattleMech may also be turned to face in any direction.
Victory Conditions
The cadet wins if they put out of action (see below) or destroy at least one of the enemy's BattleMechs. In this case the cadet becomes a private MechWarrior of the Smoke Jaguar touman. If the cadet destroys two opponents, they become a Star Commander; if they destroy all three, they become a Star Captain.
The attackers win if they prove that the cadet is not worthy of the rank of warrior, by destroying their BattleMech before they manage to destroy at least one opponent.
Special Rules
Within this scenario a BattleMech is considered put out of action in the following cases: one or both legs are destroyed; all weapons are destroyed; the gyro is destroyed; or the BattleMech has received two hits on its reactor.
A BattleMech that has left the map for any reason is considered destroyed and may not return to the game.
The Clan code of honor applies (see pages 24–25 of the printed rulebook).
The attackers engage the defender in a duel one at a time, while the remaining units stand motionless in the hexes in which they were placed. First, the attacker activates the lightest of their BattleMechs, and once it has been put out of action or destroyed, activates the next of their BattleMechs. If at any moment of the battle the cadet makes an attack against any BattleMech other than their current opponent, the trial acquires the status of a melee, and all BattleMechs of the attacking side gain the right to attack the cadet starting from the next turn.
Variations
The rules of the Trial of Position vary from Clan to Clan, but usually two cadets take part, each of whom fights a group of three opponents. To simulate such a scenario, add the corresponding BattleMechs to the attacking and defending sides, and do not forget to observe the special rules given above.
- Attacker: "Eder Prime," "Mongrel Prime," "Timber Wolf A."
- Defender: "Nova A."
If a cadet fires at another cadet or at the opponents of another cadet, the trial acquires the status of a melee, and all BattleMechs of the attacking side gain the right to attack either of the cadets starting from the next turn.
Scenario 3: Clash of Worlds
Lieutenant Olsen did everything in his power to keep his Thunderbolt upright, taking blow after blow. His lancemates were fighting their duels a little better. At last he saw the opening he needed: the final salvo from his SRM launchers tore open the armor beneath the protruding cockpit of his opponent, exposing the innards of the Mad Cat. The reconnaissance lance did not hesitate for a second. He needed only to give the order, and all four BattleMechs unleashed their power on the Clan OmniMechs. Even Liisa's Griffin joined in.
The Mad Cat toppled like a felled tree. Time froze as Olsen watched it fall. However, before he managed to voice his cry of victory, even before the ears of others had caught a short shriek, the entire reconnaissance lance was wiped from the face of the earth. Wiped out without a trace. Their images vanished from the radar, and Olsen could barely distinguish anything other than the ruins among which the fallen Mad Cat lay.
His command lance began to withdraw even before he gave the order. Fire rained down from all sides. The last thing he saw was this accursed Mad Cat, crawling toward him like a revenant and aiming at him with its large laser...
Situation
When the Clans returned to the Inner Sphere in 3050, their advanced and powerful OmniMechs and elite warriors swept through the territories of the Great Houses like a hurricane. The Clans destroyed Inner Sphere warriors by whole brigades, and for the Great Houses complete defeat was a matter of days. At first their strange code of honor and rituals went unnoticed, because their OmniMechs were far too eager to destroy their rivals. However, some observant Inner Sphere commanders did manage to discover the weak points in the Clans' tactics and strategy, and to use them to their advantage, closing the huge gap in technology and combat experience between the opposing forces. But be careful: tactical miscalculations, or deliberate disregard of the Clans' duel rituals, may give their warriors the right to open group fire on your forces, and this will mean only one thing: your sudden death.
Game Layout
Place the map sheets "Wastes 1" and "Hills 2," as shown in the figure on page 29 of the printed rulebook.
Defender
The defending side consists of Inner Sphere BattleMechs. Note: mech cards marked with an asterisk (*) are found in the BattleTech core game set.
Command Lance
- Lieutenant Yusef Olsen (Piloting 3, Gunnery 2), TDR-7M Thunderbolt.
- Lieutenant Khusnain Liisa (Piloting 4, Gunnery 3), GRF-3M Griffin.
- Sergeant Uolid Nait (Piloting 4, Gunnery 3), CPLT-C1 Catapult*.
- MechWarrior Matei Savazh (Piloting 5, Gunnery 4), SHD-2H Shadow Hawk*.
Recon Lance
- Sergeant Ryan Spencer (Piloting 4, Gunnery 4), LCT-1V Locust*.
- MechWarrior Emmett Compton (Piloting 4, Gunnery 4), LCT-3S Locust.
- MechWarrior Jackson Shelton (Piloting 5, Gunnery 4), COM-3A Commando*.
- MechWarrior Kira Estes (Piloting 5, Gunnery 4), COM-5S Commando.
Attacker
The attacking side consists of a weakened medium Clan Nova.
- Star Commander Yasmin (Piloting 4, Gunnery 3), Timber Wolf Prime.
- MechWarrior Axel (Piloting 4, Gunnery 3), Nova Prime.
- MechWarrior Eislin (Piloting 4, Gunnery 3), Eder A.
- MechWarrior Robert (Piloting 4, Gunnery 3), Eder A.
- Point commander Duyu (Anti-Mech skill 4, Gunnery 3), 5 Elementals.
- Point commander Rai (Anti-Mech skill 4, Gunnery 3), 5 Elementals.
Deployment
The defending player chooses two of their BattleMechs and deploys them in any hexes on the western edge of the game area. After that, the attacking player chooses one of their BattleMechs and deploys it in any hex on the eastern edge of the game area. Players take turns deploying BattleMechs until all 12 machines are on the game map. Elementals begin the game mounted (see page 12 of the printed rulebook, "Drop Elementals") on any BattleMech of the attacker's choice.
(Deployment map labels: "Defender deployment" on the west edge; "Attacker deployment" on the east edge.)
Victory Conditions
The side that first puts the enemy out of action (see below) or destroys all of the enemy's BattleMechs wins.
Special Rules
Within this scenario a BattleMech is considered put out of action in the following cases: one or both legs are destroyed; all weapons are destroyed; the gyro is destroyed; or the BattleMech has received two hits on its reactor. A BattleMech that has left the card for any reason is considered destroyed and may not return to the game.
Forced Withdrawal
The forces of the Inner Sphere normally do not fight to the last warrior. Instead, as soon as they take noticeable damage, they begin to withdraw. The forced withdrawal rules help simulate this.
Following the forced withdrawal rules, BattleMechs must withdraw from the battlefield if they have been put out of action (see above). A BattleMech subject to this rule is obliged to move toward its home edge of the map. In doing so, the BattleMech may not spend MP on running and thereby move backward.
During a forced withdrawal, the BattleMech may still make attacks against an opponent within the range of its weapons, or in melee combat.
The forced withdrawal rules do not apply to the Clan force: its warriors will fight to the death.
Formations
In this scenario combat formations appear (pages 16–23 of the printed rulebook). The defending force consists of a command formation and a reconnaissance formation (page 21), while the attacking force consists of a Nova formation based on a combat Star (page 23 and page 21 respectively).
Zellbrigen
In this scenario the Clan code of honor also applies (pages 24–25). Clan BattleMechs must, at the start of the game, choose their opponents for the ritual duel. Inner Sphere BattleMechs may ignore the zellbrigen rules, but this may lead to consequences, which follow from the violation of the Clan code of honor.
Variations
If three players want to play this scenario, two of them may act for the defending side. The two players must take turns rolling for initiative for their side. If the two players cannot agree which BattleMech moves first, or who declares a weapons attack first, they must roll 2D6; the winner gets the right to make decisions for the defending side until the end of the phase.
Additional Variations
Use the following rules to add changes to any of the scenarios given above.
MechWarrior Cards
These cards allow you to use well-known MechWarriors from BattleTech books in the game. Having mastered a scenario, look through the MechWarrior cards and choose whom to add to the game. For this, follow these rules:
- only one BattleMech from each side may receive a MechWarrior card;
- both MechWarrior cards must have the same cost.
Force balance: as stated above, both MechWarrior cards must have an identical cost, so before the game both players must agree on that cost. If they cannot reach agreement, roll 1D6 and divide the result in half (rounding down).
Skills: each MechWarrior card shows the Piloting and Gunnery skill values. If you play one of the scenarios given in this chapter, note the following: the skill values shown on the MechWarrior card override the values in the scenario description. However, to keep the forces balanced, the opposing BattleMech must improve (that is, lower) its own skill value by an amount equal to the advantage gained from the MechWarrior card. For example, if the card lowered a combat unit's Piloting skill from 3 to 2, the enemy BattleMech may improve its own Piloting skill by one level, lowering it from 4 to 3.
Weather Conditions
To make the game more engaging, one or both of the planetary conditions given below may be used.
Moderate rain
- Target number modifier for attacks: +1 to all weapon attacks.
- Mud: moderate rain automatically adds all the modifiers and effects of mud (see below) to any unoccupied water hex of depth 0.
Moderate snowfall
- Target number modifier for attacks: +1 to all weapon attacks.
- Deep snow: moderate snowfall gradually covers the whole battlefield with snow. At the start of turn 20 of the scenario, all hexes except water are considered covered with deep snow (see below).
Mud
- Movement point modifier: the cost of moving through hexes with mud increases by 1 MP per hex.
- Piloting skill checks: to enter a mud hex, the pilot must pass a Piloting skill check. All Piloting skill checks made in a mud hex (including the check on entering the hex) receive an additional target number modifier of +1.
Deep snow
- Deep snow does not accumulate on water hexes.
- Movement point modifier: the cost of moving through hexes with deep snow increases by 1 MP per hex.
- Piloting skill checks: to enter a hex with deep snow, the pilot must pass a Piloting skill check. All Piloting skill checks made in a hex with deep snow (including the check on entering the hex) receive an additional target number modifier of +1.
- Heat: deep snow dissipates 1 point of heat per turn if at least one heat sink is located in the legs of the BattleMech. (If the BattleMech is prone, the snow dissipates 3 points of heat per turn.)
Terrain
The set includes a sheet of thick cardboard with stamped terrain elements, with which any map can be modified. If players cannot agree on how to add new terrain before the BattleMechs are deployed, place terrain tokens according to the following rules:
- both players must add an equal number of terrain elements;
- randomly determine who places the first terrain element, after which the players take turns placing one terrain token each;
- terrain tokens may not be placed within two hexes of the edge of the map, nor closer than three hexes to another terrain element.