BattleTech Field Manual: Draconis Combine
BattleTech Field Manual: Draconis Combine Rulebook
Table of Contents
Table of Contents
- Rules
- Creating Scenarios
- Unit Generation
- DCMS Regiments
- Regulars
- Unquestioned Loyalty
- Alternate Paths
- Modern Warfare
- Ryuken: Dragon Sword
- Training
- Aerospace and Interstellar Institute (AII)
- An Ting University (ATU)
- Dieron District Gymnasium (DDG)
- Dover Institute for Higher Learning
- Galedon Military Academy (GMA)
- Kensai Kami
- Osaka Fields Proving Grounds
- Pagoda for Luthien Officers
- Sun Tzu School of Combat
- Sun Zhang MechWarrior Academy (SZMA)
- University of Proserpina (UP)
- DCMS Battle Armor
- New Equipment
- New BattleMechs
- New WarShips
Rules
This section provides new rules that reflect the unique strengths and weaknesses of DCMS forces. These rules are for use with BattleTech; MechWarrior, Second Edition (MWII); or BattleSpace as noted in the text.
The Creating Scenarios subsection provides rules and tables for quickly creating BattleTech scenarios. Unit Generation provides guidelines for creating DCMS BattleMech units and tables for randomly assigning DCMS BattleMechs in MechWarrior games. DCMS Regiments provides optional rules for simulating the unique capabilities of each DCMS regiment. The Training section contains special rules for creating MWII characters that have attended Combine academies and universities. The final four subsections, DCMS Battle Armor, New Equipment, New BattleMechs, and New WarShips, provide descriptions and game information for these new weapons and vehicles.
Creating Scenarios
Most BattleTech players have devised home rules for creating single-session scenarios. This section offers a quick method for creating standardized, one-time scenarios that also provides a framework to accommodate the unique abilities, organization and tactical styles of various regiments.
The following guidelines allow players to randomly generate BattleTech scenarios using dice rolls. Of course, players may set any scenario parameters they wish, rather than generating them with the supplied dice-roll tables.
The random-generation method consists of two steps: selecting the scenario type and selecting mapsheets.
General Scenario Rules
Unless noted otherwise in the specific rules for each scenario type, the following rules apply to all BattleTech scenarios created with this system.
Number of Players. The mission-generation rules are written for two-player scenarios. If more than two individuals are playing, simply divide all players into two opposing teams.
Map Selection. Select scenario mapsheets with the Selecting Mapsheets rules beginning on page 138. The total playing area of a scenario is referred to as simply "the map," whether it consists of single or multiple mapsheets.
Force Selection. In most scenarios, the forces on each side will be equal. For example, each side might consist of one Veteran heavy lance, or of one Elite light lance and two Regular medium lances. If both players agree, the composition of each side can be generated randomly using the tables in Unit Generation.
In general, forces created in this manner will be roughly balanced, but only if both sides are Inner Sphere forces or both sides are Clan forces. If one player is using Clan forces and his opponent is using Inner Sphere forces, the resulting match-up may be quite unequal because Clan 'Mechs and MechWarriors are considerably superior to their Inner Sphere counterparts. Players can address this problem by giving the Inner Sphere side a two-to-one numerical advantage over the Clan side; the Clan player should have half as many 'Mechs as the scenario requires.
Set-Up. Both players roll 2D6 to begin. The player with the higher result chooses his home map edge, an edge of the map where his units will enter. The opposite edge becomes the opposing player's home map edge. A player's units can safely exit the map only through that player's home edge.
Roll Initiative for the first turn per standard rules. All units start play off the map. A player's units may enter the map on any full hex along that player's home edge. That hex counts as its first hex of movement.
Movement and Retreat. Scenario maps are fixed once play begins. Unless otherwise noted, units that exit the map at any edge other than their home edge are considered destroyed. Units that exit the map from their home edge have retreated: they remain out of play for the remainder of the scenario and cannot return. However, retreated units do not count as destroyed units when determining victory.
Units may exit the map by intentionally moving off the map or being forced off by an opposing unit using a push, charge, or death-from-above attack.
Half-hexes along the edge of the map, even those with hex numbers in them, are not playable. A unit that enters one of these half-hexes for any reason automatically exits the map.
Ending the Game. Generally, a scenario ends when all of one player's units have been destroyed or have retreated off the map. At that point, the opposing player wins. Depending on the specific scenario type, however, a player may need to achieve additional or alternative goals to claim victory.
Scenario Type
If desired, one player may roll 1D6 and consult the Scenario Type Table to randomly generate a scenario type to play. Brief descriptions and victory conditions for each scenario type follow the table. Alternatively, players may simply select a scenario type or use the types as models to create their own.
Scenario Type Table
| 1D6 | Scenario Type |
|---|---|
| 1 | Stand-up Fight |
| 2 | Hide and Seek |
| 3 | Hold the Line |
| 4 | Extraction |
| 5 | Breakthrough |
| 6 | The Chase |
Stand-up Fight. In a stand-up fight, two forces of roughly equal size square off against each other. Only one side will leave the field alive. The scenario ends when all the units on one side have been destroyed or retreated off the map. The surviving side wins the scenario.
Hide and Seek. In the hide-and-seek scenario, one player assumes the role of attacker and the other becomes the defender. The defending player is "hiding" his forces, and the attacker attempts to find and destroy them.
Set the attacking force at twice the size of the defending force. For example, if the defending player controls a single lance, the attacking player may use two lances. Players may use any size forces they wish, as long as the attacker's force is twice the size of the defender's.
Use half the number of mapsheets (rounded up) recommended in the Selecting Mapsheets rules (p. 138). If possible, avoid using the Large Lakes or Lake Area BattleTech mapsheets. Urban mapsheets are ideal if buildings are used. Otherwise, avoid these mapsheets as well, because they provide few hiding places for the defender's units.
After the attacking player selects a home map edge, the defending player sets up his units using the Hidden Units rules (p. 89, BattleTech Compendium: The Rules of Warfare; or p. 53, CityTech, Second Edition). The defending units may be placed on any hex of any part of the map, except for Clear and Paved hexes. Additionally, the defending player may set minefields (see p. 93, BattleTech Compendium: The Rules of Warfare; or p. 54, CityTech, Second Edition). For each BattleMech or unit in his force, the defender may set one single-hex conventional minefield. For example, if the defender's force consists of a single four-'Mech lance or a single four-tank armor lance, he can set four minefields.
The scenario ends when all of one player's units have been destroyed or retreated off the map. The player whose forces control the map or simply survive at the end wins the scenario.
Hold the Line. In a hold-the-line scenario, the defending player must stop a larger attacking force. Set the attacking player's force at twice the size of the defender's force. For example, if the defending player controls a single lance, the attacking player may use two lances. Players may use any size forces they wish, as long as the attacker's force is twice the size of the defender's.
Set the experience levels of the defending player's forces at one level higher than those of the attacker's forces. For example, if the attacking force consists of Regular units, the defender uses Veteran units.
The defending units may not intentionally leave the map for any reason.
The scenario ends when all the units on one side have been destroyed or retreated off the map. If the defenders destroy a number of opposing units equal to the number of defending units that started the scenario (or more), the defending player wins. For example, if the defending player begins with a single lance, he can claim victory if he manages to destroy four or more attacking units. In all other cases, the player whose forces survive or control the map at the scenario's end wins.
Extraction. In an extraction scenario, the attacking player attempts to extract a target, such as a secret weapon, an important diplomat or a computer memory core, from behind the defender's lines.
After the players select their home map edges, the attacker secretly chooses a target hex for the extraction. The target hex must be within four hex rows of the defender's home edge and cannot be within four hexes of any other map edge. The attacker then writes down the target hex's number and mapsheet name on a slip of paper, which he folds and gives to a neutral party for safekeeping (or the defending player can simply put the paper in his pocket without looking at it).
The attacking player can reveal the target hex to the defender during any End Phase. Any attacking unit can pick up the extraction target by simply occupying the hex during an End Phase. Additionally, a unit that retrieves the target can pass it to any friendly unit in the same hex or an adjacent hex during any End Phase.
If a unit carrying the extraction target is destroyed, place the slip of paper in the hex previously occupied by the unit. Any unit in play can retrieve the extraction target by occupying the hex during any End Phase.
If the attacker can move a unit carrying the extraction target off his home map edge, he wins the scenario. Otherwise, the defender wins.
Breakthrough. In a breakthrough scenario, the attacking player's forces have become trapped behind enemy lines. To reach safety, his units must cross the scenario map and break through the defender's forces.
Use one more mapsheet than the number recommended in Selecting Mapsheets. For example, if eight 'Mechs will be in play, use three mapsheets rather than two. When setting up the mapsheets, place them in a single, long row with their short edges touching.
Next, both players roll 2D6. The player who achieves the higher result may choose to be the defender or attacker for the scenario. The attacker then chooses one of the narrow edges of the map where his forces will enter. The attacker's home edge is the one opposite the edge where his forces enter. (The attacker's objective is to exit his forces at his home edge.)
The defender may set up his forces in any hexes on the map. Additionally, he may position up to half of his units (round down) using the Hidden Units rules.
The scenario ends when all the defending units have been destroyed or retreated off the map, or when all attacking units have retreated or been destroyed or crippled. For the purposes of this scenario, units become crippled when they lose one or more legs or their gyros are destroyed. Attacking units may intentionally exit the map only at their home edge.
If all the attacking units survive and exit at their home edge, the attacking player wins a Decisive Victory. If all the attacking forces are destroyed or crippled and none exit at their home edge, the defending player wins a Decisive Victory.
Breakthrough Victory Points
- Attacker Points: 2 for each attacking unit that safely exits at home edge; 1 for each defending unit destroyed.
- Defender Points: 3 for each attacking unit destroyed or crippled (destroyed units forced off map only count for 2).
If neither of these conditions is met, consult the Breakthrough Victory Points to determine each player's Victory Points. The player with the most points wins a Marginal Victory. If both players achieve equal numbers of Victory Points, the scenario ends in a draw.
The Chase. In a chase scenario, the attacker's forces must race across the map to reach their DropShip before a larger force of pursuing defenders can reach them. Chase scenarios use the same rules as breakthrough scenarios, with the following exceptions.
Set the defender's force at twice the size of the attacking force. For example, if the attackers form a single lance, the defending force contains two lances.
The defending player may not deploy his forces before Turn 2. During Turn 1, the attacking units may enter the map and move unopposed per standard rules. The defending units enter the map during the Movement Phase of Turn 2, from the same map edge where the attacking units entered.
Selecting Mapsheets
After selecting a scenario type, generate the terrain for the scenario by selecting mapsheets. Certain scenarios call for specific types of mapsheets in their descriptions. In most scenarios, however, players can simply select whichever mapsheets they like or make dice rolls and consult the appropriate mapsheet tables to randomly select mapsheets.
Before selecting mapsheets, determine how many mapsheets you want to use. For most BattleTech play, one mapsheet per every four 'Mechs or units works best. For example, a scenario that pits one lance of attackers against one lance of defenders (eight 'Mechs total) will work best with two mapsheets. A scenario that pits one company of attackers against a company of defenders (24 total 'Mechs) will work best with six mapsheets. Different scenarios may work best with other mapsheet/unit ratios, so check the scenario type description.
Using the Mapsheet Tables. Players may use one of two groups of mapsheet tables to randomly select mapsheets. When using the Terrain-Specific Mapsheet Tables, one player rolls 1D6. The result indicates which terrain mapsheet table is used. For example, on a result of 1, use the Flatlands Terrain table; on a result of 2, the Hill Terrain table; and so on. (Alternatively, the players may simply select a specific terrain and skip this step.)
Then select mapsheets from the appropriate table by rolling 1D6. If using two mapsheets, roll twice; if using four mapsheets, roll four times; and so on.
When using the Random Mapsheet Tables, roll 1D6 twice for each mapsheet. The first roll indicates which of the four Random Mapsheet Tables the mapsheet is selected from. For example, on a result of 1, use Random Mapsheet Table 1. (If the initial roll produces a result of 5 or 6, repeat the roll.) The second roll indicates which map from the table is used.
All of the mapsheet tables assume that players possess one copy each of BattleTech Map Sets 2, 3, and 4. (For easy reference, each mapsheet name is followed by an abbreviation of the map set or boxed game that contains the mapsheet. Abbreviations: MS = Map Set, CT = CityTech boxed game, BT = BattleTech boxed game.) If any roll result indicates a mapsheet that is unavailable, simply repeat the roll.
Terrain-Specific Mapsheet Tables
1) Flatlands Terrain (1D6 / Mapsheet)
| 1D6 | Mapsheet |
|---|---|
| 1 | Scattered Woods (MS2) |
| 2 | Desert Hills (MS2) |
| 3 | City Ruins (MS2) |
| 4 | BattleTech Map (BT, MS2) |
| 5 | City Street Grid/Park #1 (MS4) |
| 6 | City Street Grid/Park #2 (MS4) |
2) Hill Terrain
| 1D6 | Mapsheet |
|---|---|
| 1 | Desert Hills (MS2) |
| 2 | Rolling Hills #1 (MS3) |
| 3 | Rolling Hills #2 (MS3) |
| 4 | City (Hills/Residential) #1 (MS3) |
| 5 | City (Hills/Residential) #2 (MS3) |
| 6 | Large Lakes #2 (MS4) |
3) Mountain Terrain
| 1D6 | Mapsheet |
|---|---|
| 1 | Mountain Lake (MS2) |
| 2 | River Valley (MS2) |
| 3 | Desert Mountain #1 (MS3) |
| 4 | Desert Mountain #2 (MS3) |
| 5 | Desert Sinkhole #1 (MS3) |
| 6 | Desert Sinkhole #2 (MS3) |
4) Urban Terrain
| 1D6 | Mapsheet |
|---|---|
| 1 | City Ruins (MS2) |
| 2 | CityTech Map (CT, MS2) |
| 3 | City (Hills/Residential) #1 (MS3) |
| 4 | City (Hills/Residential) #2 (MS3) |
| 5 | City Street Grid/Park #1 (MS4) |
| 6 | City Street Grid/Park #2 (MS4) |
5) Wetland Terrain
| 1D6 | Mapsheet |
|---|---|
| 1 | Scattered Woods (MS2) |
| 2 | Lake Area (MS2) |
| 3 | Large Lakes #1 (MS4) |
| 4 | Large Lakes #2 (MS4) |
| 5 | River Delta/Drainage Basin #1 (MS4) |
| 6 | River Delta/Drainage Basin #2 (MS4) |
6) Wooded Terrain
| 1D6 | Mapsheet |
|---|---|
| 1 | Scattered Woods (MS2) |
| 2 | BattleTech Map (BT, MS2) |
| 3 | River Valley (MS2) |
| 4 | Rolling Hills #1 (MS3) |
| 5 | Heavy Forest #1 (MS4) |
| 6 | Heavy Forest #2 (MS4) |
Random Mapsheet Tables
Random Mapsheet Table 1 (1D6 / Mapsheet)
| 1D6 | Mapsheet |
|---|---|
| 1 | Scattered Woods (MS2) |
| 2 | Desert Hills (MS2) |
| 3 | City Ruins (MS2) |
| 4 | Mountain Lake (MS2) |
| 5 | BattleTech Map (BT, MS2) |
| 6 | CityTech Map (CT, MS2) |
Random Mapsheet Table 2
| 1D6 | Mapsheet |
|---|---|
| 1 | River Valley (MS2) |
| 2 | Lake Area (MS2) |
| 3 | Desert Mountain #1 (MS3) |
| 4 | Desert Mountain #2 (MS3) |
| 5 | Desert Sinkhole #1 (MS3) |
| 6 | Desert Sinkhole #2 (MS3) |
Random Mapsheet Table 3
| 1D6 | Mapsheet |
|---|---|
| 1 | Rolling Hills #1 (MS3) |
| 2 | Rolling Hills #2 (MS3) |
| 3 | City (Hills/Residential) #1 (MS3) |
| 4 | City (Hills/Residential) #2 (MS3) |
| 5 | Heavy Forest #1 (MS4) |
| 6 | Heavy Forest #2 (MS4) |
Random Mapsheet Table 4
| 1D6 | Mapsheet |
|---|---|
| 1 | City Street Grid/Park #1 (MS4) |
| 2 | City Street Grid/Park #2 (MS4) |
| 3 | Large Lakes #1 (MS4) |
| 4 | Large Lakes #2 (MS4) |
| 5 | River Delta/Drainage Basin #1 (MS4) |
| 6 | River Delta/Drainage Basin #2 (MS4) |
Abbreviations: MS = Map Set, CT = CityTech boxed game, BT = BattleTech boxed game.
Laying Out the Mapsheets. To begin laying out the mapsheets, the players roll 2D6. The player with the higher roll places the first selected mapsheet on the table or floor. The other player then places the next selected mapsheet. The players continue to alternate laying out the remaining mapsheets.
Each mapsheet must be placed with one of its short edges touching the short edge of a mapsheet already placed or with one of its long edges touching the long edge of a mapsheet already placed. Additionally, the mapsheets must be placed so that they form a single, continuous, rectangular or square playing area. Within these and any guidelines provided in the scenario-type description, players may arrange the mapsheets as they see fit.
The page 140 layout diagrams show two mapsheet arrangements marked NO and several marked YES. In the NO examples the mapsheets do not form a single continuous rectangular or square area, or they touch only at corners. The YES examples form continuous rectangular areas.
Unit Generation
After selecting the scenario type and mapsheets, generate the units that will take part in the scenario. Players can generate their forces in two ways. First, they may simply assemble any units they wish based on the descriptions provided in the DCMS Rosters sections. The battlefield strength of a unit is determined by its size, weight class, equipment level and experience level, so players who want to create evenly matched battles should take note of these factors when assembling their forces. Players should also select appropriately sized forces for the chosen scenario.
Alternatively, players may use dice rolls to randomly generate forces. When using this system, players perform three steps: determining their forces' composition, assigning BattleMechs and setting unit Experience levels. This system may not always produce evenly matched forces; however, players may increase the likelihood of generating balanced forces by setting a specific weight class, equipment rating, and Experience level for both forces.
Though the tables used in the system assume that players' forces will consist entirely of BattleMechs, most of them can be easily adapted to accommodate armor, infantry and other units.
Force Composition
Begin assembling forces by determining the size of each force. Often, the specific conditions of a scenario may suggest a particular size. Players may wish to consider available playing time as well; larger engagements may take considerably longer to complete than smaller ones. Most engagements pit two four-'Mech lances against one another, but players are free to use any size forces they desire.
After determining the size of each force, determine its weight class. For lance-sized forces, roll 2D6 and consult the Random Lance Type section on the Random Weight-Class Table. For company-sized forces, roll 1D6 and consult the Random Company Type section of the table. If a company-sized force contains more than three lances, use the Random Lance Type section to determine the weight class of the extra lances.
Random Weight-Class Table
| Random Lance Type (2D6) | Weight Class |
|---|---|
| 2-6 | Light |
| 7-8 | Medium |
| 9-10 | Heavy |
| 11-12 | Assault |
| Random Company Type (1D6) | Lance Weight Classes |
|---|---|
| 1 | 3 Light |
| 2 | 2 Light, 1 Heavy |
| 3 | 1 Light, 1 Medium, 1 Heavy |
| 4 | 1 Light, 1 Heavy, 1 Assault |
| 5 | 1 Medium, 1 Heavy, 1 Assault |
| 6 | 2 Heavy, 1 Assault |
After determining the weight classes of the lance(s) in each force, use the Lance Composition Table to determine the weight classes of the BattleMechs in each lance.
Lance Composition Table
Light Lance Composition (1D6 / 'Mech Weight Classes)
| 1D6 | 'Mech Weight Classes |
|---|---|
| 1 | 4 Light |
| 2-3 | 3 Light, 1 Medium |
| 4-5 | 2 Light, 2 Medium |
| 6 | 2 Light, 1 Medium, 1 Heavy |
Medium Lance Composition
| 1D6 | 'Mech Weight Classes |
|---|---|
| 1 | 1 Light, 3 Medium |
| 2-3 | 1 Light, 2 Medium, 1 Heavy |
| 4-5 | 4 Medium |
| 6 | 3 Medium, 1 Heavy |
Heavy Lance Composition
| 1D6 | 'Mech Weight Classes |
|---|---|
| 1 | 2 Medium, 2 Heavy |
| 2-3 | 1 Medium, 3 Heavy |
| 4-5 | 4 Heavy |
| 6 | 1 Medium, 2 Heavy, 1 Assault |
Assault Lance Composition
| 1D6 | 'Mech Weight Classes |
|---|---|
| 1 | 1 Medium, 1 Heavy, 2 Assault |
| 2-3 | 3 Heavy, 1 Assault |
| 4-5 | 2 Heavy, 2 Assault |
| 6 | 1 Heavy, 3 Assault |
Assigning 'Mechs
After determining the weight classes of the BattleMechs in each force, use the Random 'Mech Assignment Table to determine the specific 'Mech designs.
To use the table, the players must first set the equipment ratings (A, B, C, D or F) of their forces. If playing lances or companies from specific DCMS regiments, consult DCMS Regiments (p. 143) to determine the equipment rating of each force. Alternatively, the players may simply set equipment ratings for their forces (Equipment Rating C is average). The players also may each roll 1D6 to determine their force's equipment rating; a result of 1 provides a rating of "A," a result of 2 a rating of "B," and so on. On a result of 6, repeat the roll.
Keep in mind that using similar equipment ratings for both sides will increase the likelihood of an evenly matched battle.
Though the Random 'Mech Assignment Table in this book can be used to determine the composition of any Inner Sphere force, it is designed for use with Draconis Combine units.
Assigning 'Mechs in MechWarrior
The Random 'Mech Assignment Table can also be used to assign the starting 'Mech for a new MechWarrior character who comes from the Draconis Combine. In this case, use this table instead of the standard MechWarrior 'Mech-assignment table (p. 20, MWII). Base the character's equipment rating on the character's current unit (or the unit with which he last served).
If the character has not served in a unit, assume he has a rating of D. Increase the rating by one level for each of the following advantages the character possesses: Land Grant, Title, an appropriate Contact (i.e., DCMS), or Well-Connected (Draconis Combine).
Random 'Mech Assignment Table: Draconis Combine
Columns A, B, C, D and F are the equipment ratings. The table has no E column, as printed.
Light 'Mechs
| 2D6 | A | B | C | D | F |
|---|---|---|---|---|---|
| 2 | JVN-10P Javelin | OW-1 Owens | LCT-1V Locust | PNT-10K Panther | UM-R60 UrbanMech |
| 3 | HM-1 Hitman | OW-1 Owens | WSP-1A Wasp | LCT-1V Locust | FS9-H Firestarter |
| 4 | JR7-K Jenner | HM-1 Hitman | JVN-10P Javelin | SDR-5V Spider | PNT-9R Panther |
| 5 | OW-1 Owens | JVN-10P Javelin | PNT-9R Panther | JR7-D Jenner | JVN-10N Javelin |
Medium 'Mechs
| 2D6 | A | B | C | D | F |
|---|---|---|---|---|---|
| 2 | DMO-1K Daimyo | FS9-O Firestarter | WVR-6K Wolverine | SCP-10 Scorpion | CDA-2A Cicada |
| 3 | GRM-R-PR29 Grim Reaper | FS9-O Firestarter | CRB-27 Crab | TBT-5N Trebuchet | SCP-1N Scorpion |
| 4 | WFT-1 Wolf Trap | LNX-9Q Lynx | ASN-23 Assassin | CLN-7V Chameleon | PXH-1 Phoenix Hawk |
| 5 | BJ2-O Blackjack | KIM-2 Komodo | TBT-7M Trebuchet | ASN-21 Assassin |
Heavy 'Mechs
| 2D6 | A | B | C | D | F |
|---|---|---|---|---|---|
| 2 | QKD-5K Quickdraw | BHKU-O Black Hawk-KU | ON1-K Orion | JM6-DD JagerMech | ARC-2R Archer |
| 3 | DAI-01 Daikyu | BHKU-O Black Hawk-KU | OSR-2D Ostroc | OSR-2C Ostroc | CRD-3K Crusader |
| 4 | DGR-3F Dragon Fire | BHKU-O Black Hawk-KU | JM6-DD JagerMech | CPLT-K2 Catapult | CPLT-C1 Catapult |
| 5 | BHKU-O Black Hawk-KU | WR-DG-02FC War Dog | JM6-DD JagerMech | DRG-1G Grand Dragon |
Assault 'Mechs
| 2D6 | A | B | C | D | F |
|---|---|---|---|---|---|
| 2 | OBK-M10 O-Bakemono | GUN-1ERD Gunslinger | HTM-27Y Hatamoto-Mizo | CGR-3K Charger | BLR-1G BattleMaster |
| 3 | NG-C3A Naginata | CGR-3K Charger | HTM-27U Hatamoto-Hi | BNC-3E Banshee | GOL-1H Goliath |
| 4 | GUN-1ERD Gunslinger | HTM-27Y Hatamoto-Mizo | HTM-27T Hatamoto-Chi | CP-10-Z Cyclops | STK-3F Stalker |
| 5 | MR-V2 Cerberus | HTM-27U Hatamoto-Hi | MAL-1R Mauler | STK-3F Stalker |
Experience Level
After determining the 'Mech designs employed by each force, the players determine the Piloting and Gunnery Skills of the MechWarriors in their forces. If the players agree, they can simply assign all MechWarriors the standard starting skill levels (Piloting 5, Gunnery 4).
Alternatively, each player may use the Random Skills Table to randomly determine the skill levels of his MechWarriors. Before using the table, however, the players must determine the Experience levels (Green, Regular, Veteran or Elite) of their forces. If the players are using units from specific DCMS regiments, they can consult the DCMS Rosters (pp. 34-131) to determine Experience levels. Alternatively, the players may simply set any Experience levels they wish, or use the Random Experience Level Table to set Experience levels. (Players can help ensure a balanced battle by setting the same level for both forces.)
Random Experience Level Table
| 2D6 | Experience Level |
|---|---|
| 2-5 | Green |
| 6-9 | Regular |
| 10-11 | Veteran |
| 12 | Elite |
After determining the Experience level of his forces, each player determines the Gunnery and Piloting Skills of his MechWarriors with the Random Skills Table. To do so, each player makes two 1D6 rolls for each MechWarrior in his force. (Add 2 to each roll result for Clan MechWarriors.) The first roll result determines the MechWarrior's Piloting Skill; the second, the MechWarrior's Gunnery Skill.
Random Skills Table (Expanded)
| 1D6 (Green) | 1D6 (Regular) | 1D6 (Veteran) | 1D6 (Elite) | Piloting | Gunnery |
|---|---|---|---|---|---|
| 1 | - | - | - | 7 | 6 |
| 2-3 | - | - | - | 6 | 5 |
| 4-5 | 1-2 | - | - | 6 | 4 |
| 6-7 | 3-4 | 1-2 | - | 5 | 4 |
| 8 |
Finishing Touches
If all players agree, they can "tune up" their units by shifting 'Mechs between lances after they have generated all the 'Mechs and MechWarriors in their forces. However, MechWarriors may not be removed from their assigned 'Mechs. Tuning a force in this manner enables a player to group 'Mechs with similar movement capabilities in lances and arrange effective C3 networks.
Commanders. In some cases, players may wish to designate lance, company, battalion, or regiment commanders within their forces. Usually, the MechWarrior with the highest skills and/or heaviest BattleMech in each unit is the unit's commander, but players may use any criteria they wish when designating commanders. After selecting commanders, each player should identify command units on those units' record sheets.
DCMS Regiments
Each DCMS regiment possesses certain specialties and skills based on its experience and the abilities of its commanders. The regiment descriptions in the DCMS Rosters provide detailed discussions of these characteristics. The following entries provide game rules to simulate these characteristics.
The following rules are intended to supplement existing BattleTech and MWII rules. They are designed to add variety to and enhance game play, not to give unfair advantage to players, so gamemasters and players should all agree on any supplemental rule before using it in play. Similarly, feel free to modify any rule that seems inappropriate for your campaign. All of the following rules are considered Level 3 rules, and are inappropriate for tournament play.
Many of the following rules are specifically designed for use with the Creating Scenarios rules (p. 136). However, feel free to use them in other game situations if appropriate.
Using Hidden Unit Rules
Several regiments can use the Hidden Units rules (p. 89, BattleTech Compendium: The Rules of Warfare) to set up part or all of their forces when scenario circumstances allow. If a scenario provides no such opportunity, such regiments cannot exercise this option. In a chase scenario, for example, both sides move right from the start, so neither side can employ these rules. In a stand-up fight scenario, however, a unit has the opportunity to use the Hidden Units rules. Players must decide for themselves if a scenario allows for hidden units; in all cases, both players must agree before using the rules in a scenario.
If the rules of a scenario type already call for a hidden units set-up, ignore the regiment's special ability to set up hidden units.
Overlapping Abilities
If opposing forces possess identical bonuses, the bonuses cancel each other out and neither side receives the benefit. For example, if two opposing units both have the bonus of choosing the side of the map where they enter, ignore the bonus and use standard rules to determine where the units enter.
Equipment Ratings
The name of each regiment listed below is followed by a letter in parentheses. This letter is the regiment's equipment rating and represents its access to advanced BattleMechs and other equipment. (For DCMS units, this access is determined by the unit's relations with the Procurement Department.) The rating is used primarily when assigning 'Mechs to a unit with the Random 'Mech Assignment Table (p. 142).
Equipment Ratings
| Rating | Description | Example |
|---|---|---|
| A | Top Priority | Ryuken-ni |
| B | Very Good | First Sword of Light |
| C | Good | Ninth Pesht Regulars |
| D | Poor | Sixteenth Legion of Vega |
| F | Awful | Second Galedon Regulars |
Regulars
8th Alshain Avengers (A). The Eighth Alshain receives a +2 Initiative bonus when fighting Clan forces.
11th Alshain Avengers (B). The Eleventh Alshain is an intimidating force on the field. It receives a +2 Initiative bonus when fighting Clan forces. Additionally, any opponent outnumbered by the Eleventh receives a -1 penalty to its Initiative roll.
14th Alshain Avengers (A). The Fourteenth possesses highly upgraded BattleMechs and several unique talents, so all unit members receive double Skill Point awards for the use of Strategy and Tactics skills.
The unit's First Battalion can choose the terrain it fights on. When appropriate, any player using the battalion can simply select a Terrain-Specific Mapsheet Table or map from the appropriate terrain table in place of making the required dice roll during mapsheet selection.
The warriors of the unit's Second Battalion have amazing response times, so they receive a +3 bonus to all Initiative rolls.
Warriors in the Third Battalion receive triple Skill Point awards for the use of the Strategy Skill and can improve that skill for one less Adventure Point than normally required.
15th Alshain Avengers (B). The Fifteenth boasts a pool of warriors with a wide variety of skills, which provides an excellent resource for any MechWarrior who wants to learn new skills. Characters in this unit may improve skills and buy new skills by spending only 5 Skill Points instead of the usual 10. Standard Adventure Point costs apply, however.
2nd Benjamin Regulars (D). The Second Benjamin receives a +1 Initiative bonus any time it fights in Urban terrain or is deployed in company-sized units or smaller. If both conditions are met, the unit receives a +2 bonus.
3rd Benjamin Regulars (C). When fighting in Flatlands terrain, the Third Benjamin receives a +1 Initiative bonus. If the Third Benjamin fields twice as many units as an opponent, the bonus increases to +2; if the Third fields three times as many units, the bonus is +3; and so on.
6th Benjamin Regulars (C). By accepting assignment to the Sixth Benjamin in advance, a player automatically succeeds in any Saving Roll made to gain admission into the Sun Zhang or Wisdom of the Dragon schools (see Training, p. 150).
9th Benjamin Regulars (D). When defending on Urban terrain, the Ninth Benjamin automatically wins the Initiative every turn. Any time an opponent's force is twice the size of the Ninth or larger, the Ninth loses this benefit.
15th Benjamin Regulars (D). Life in the Fifteenth is currently considered a living hell, but MechWarriors can still benefit from the unit's rigorous training methods. To do so, a unit member must choose four skills, each based on one of the characteristics: Mental, Physical, Athletic and Social. Every three months, the member receives 5 bonus Skill Points to one of the selected skills. Members must alternate the selected skill, so that each skill receives the bonus once a year.
17th Benjamin Regulars (B). The Seventeenth receives a +2 Initiative bonus when fighting in Flatlands terrain. However, the unit loses the bonus if more than half of its forces occupy Woods or Water terrain when Initiative is rolled.
The Seventeenth receives a -1 Initiative penalty for every officer of company commander level or higher who is lost in a battle.
Membership in the Seventeenth Benjamin also bestows a fair amount of honor on a DCMS warrior, so all members receive a -1 modifier to any Social-based skill roll when dealing with others who know of the Seventeenth and its history.
22nd Benjamin Regulars (F). The 22nd's experimentation and its relationship with the University of Proserpina provide the unit with a technological edge. When generating 'Mechs for the 22nd on the Random 'Mech Assignment Table, a player can choose 'Mechs from Column D rather than Column F after making the required dice roll. However, a player can use this option only once per lance.
2nd Dieron Regulars (B). The Second's expertise in mountain fighting gives it a +1 Initiative bonus when fighting in Mountain terrain. Additionally, the constant backstabbing in the unit makes all members especially wary and perceptive; all Skill Point awards for the use of Perception Skill are doubled for unit members.
3rd Dieron Regulars (C). The Third Dieron's urban-combat expertise makes surprising the unit during city engagements nearly impossible; the unit automatically wins the Initiative during Turn 1 of any battle in Urban terrain. The Third may use the Hidden Units rules when deploying its jump infantry.
8th Dieron Regulars (C). The Eighth receives a +1 Initiative bonus during night operations. Additionally, unit members receive +1 to-hit modifiers in place of the standard +2 night combat to-hit modifier.
12th Dieron Regulars (B). The recently improved availability of technology has raised the morale of the Twelfth's warriors to a new high. As a result, the unit breaks in battle only after suffering devastating losses. Additionally, the Twelfth automatically wins the Initiative during Turn 1 of any battle.
15th Dieron Regulars (D). Warriors in the Third Battalion of the unit's Second Company receive excellent training in strategy and tactics. Therefore, these troops receive double the standard Skill Point awards for the use of the Strategy and Tactics skills.
22nd Dieron Regulars (B). The advanced scouting techniques of the 22nd pay off when it comes to selecting the terrain on which a battle will take place. When making dice rolls to select mapsheets, a player using the 22nd may repeat each required roll and choose between the two results. When laying out mapsheets, the player may place two mapsheets each time he would normally place one. (However, this option does not allow the player to exceed the predetermined mapsheet total.)
In fighting on confining terrain such as Urban and Mountain terrain, the 22nd receives a +1 Initiative bonus. Additionally, the 22nd's controlling player may automatically select his home map edge if he forfeits the Initiative during Turn 1 of a battle.
24th Dieron Regulars (C). At the beginning of any turn, the 24th may forfeit the Initiative. In exchange, the unit's opponent receives +1 to-hit modifiers on all attempts to hit the unit's members during the turn.
40th Dieron Regulars (C). Tai-sa Doi is a master strategist and enjoys exercising his expertise by engaging his officers and troops in chess games, interstellar war simulations and other similar activities. Any unit member who joins the tai-sa in such pastimes receives double the standard Skill Point awards for the use of the Strategy and Tactics skills.
44th Dieron Regulars (C). The unit's 43rd Recon group specializes in disrupting opponents' communications and isolating enemy conventional-vehicle lances and infantry companies. To simulate this tactic, assign a number to each conventional-vehicle lance and infantry company in the opponent's force. At the beginning of each turn, the 44th's controlling player makes a 1D6 roll. On a result of 6, he repeats the roll. If the second roll yields a result that matches the assigned number of an enemy lance or infantry company, that lance or company is isolated. An isolated unit may only move at Cruising speed for the remainder of the turn.
45th Dieron Regulars (D). The 45th receives a +1 Initiative bonus in company-sized or smaller engagements. In larger battles, the unit suffers a -1 Initiative penalty. Additionally, all 45th members receive a -1 to-hit modifier for punching, kicking, pushing and clubbing attacks.
2nd Galedon Regulars (F). All warriors must have graduated from the Galedon Military Academy and served in the Second Galedon for a minimum of two years. Rewards for exceptional duty are listed in the regimental summary. All unit members receive a -1 Initiative penalty when fighting enemy forces larger than a single company.
5th Galedon Regulars (C). The Fifth receives a +1 Initiative bonus when fighting in Mountain terrain or any time the unit fields at least half as many armor units as BattleMechs. If both conditions are met, the unit receives a +2 bonus.
12th Galedon Regulars (D). The Twelfth Galedon's controlling player may choose the side of the map on which his units enter. In scenarios where the unit has the advantage of surprise, each unit member receives a -1 bonus to his BattleMech Piloting and Gunnery skills for Turns 1 and 2 of the scenario.
16th Galedon Regulars (D). The Sixteenth Galedon automatically wins the Initiative during battles on Urban terrain with at least VTOLs in the air. In battles on other terrain, the unit receives a -1 Initiative penalty.
17th Galedon Regulars (D). Third Battalion members of the unit's Second Company specialize in erratic combat maneuvers designed to confuse opponents. To use such tactics, the unit's controlling player must declare his intention to do so at the beginning of a turn. For the remainder of the turn, opponents firing at affected 'Mechs receive +1 to-hit modifiers. However, each affected 'Mech also receives a +1 to-hit modifier when firing at enemy units. If a MechWarrior piloting an affected 'Mech must make a Piloting Skill Roll during the turn, add an additional +1 modifier to the result.
19th Galedon Regulars (F). If the Nineteenth destroys three or more 'Mechs from the same enemy unit (lance, company, battalion) without losing any machines itself, the commander of the enemy unit must make a successful Piloting Skill Roll to resist becoming intimidated. (If using MechWarrior rules, the commander makes a Mental Saving Roll.) Any unit commanded by an intimidated commander receives +1 modifiers to all to-hit numbers and Piloting Skill target numbers. The penalty lasts until the intimidated unit destroys one of the Nineteenth's units.
21st Galedon Regulars (C). The 21st Galedon regularly volunteers to test new DCMS equipment. To reflect this practice, the 21st's controlling player can select a 'Mech from Column B rather than Column C when assigning 'Mechs for the unit with the Random 'Mech Assignment Table. The player can use this option only once per lance.
32nd Galedon Regulars (D). The 32nd has incredible talent for precision timing. To reflect this talent, a player controlling the 32nd can exit up to half of his units (round down) off the map and return them later in the game at a predetermined map edge.
To use this option, the player must write down the exit hex and mapsheet of each unit, the hex and mapsheet where the unit will re-enter, and the turn when the unit will re-enter. Before re-entering the map, an exiting unit must remain off the map for the amount of time it would take to travel from its exit hex to its entrance hex. To calculate this travel time, count the number of blank half hexes along the map edges between the entrance and exit hexes. Then divide this number by the unit's Running/Flank MP rating. The result is the minimum number of turns the unit must remain off the map. Note that this figure is a minimum; the controlling player can delay the unit's re-entry beyond this period if he desires.
Each returning unit re-enters the map in the End Phase of the turn noted on its "written orders." At that time, the opposing player can check the unit's orders to make sure the move was legal. If the move was illegal, the unit is considered destroyed and removed from play. (A move is illegal if the unit does not remain off the map for the required travel time or does not re-enter at the location and turn noted on its orders.)
Units off the map cannot engage in combat. If an opponent destroyed all the 32nd units remaining on the map during such maneuvers, the 32nd automatically loses the scenario.
42nd Galedon Regulars (D). The 42nd's First Battalion receives a +1 Initiative bonus when engaged in battles on Flatlands terrain. If the scenario circumstances allow for it, the controlling player may deploy up to one fourth (round down) of the unit's Second Battalion using the Hidden Units rules.
4th Pesht Regulars (C). This regiment is still in the process of change, and its warriors are slow to get into battle. To reflect this weakness, the Fourth Pesht automatically loses the Initiative for the first three turns of any scenario. Savvy commanders take this time to move into a good defensive position.
6th Pesht Regulars (D). While serving under the Sixth Pesht's Chu-sa Kevin MacDonnal, a warrior receives double the standard Skill Point awards for the use of the Strategy and Tactics skills. Additionally, reduce by 1 the Adventure Point cost for improving these skills for such troops.
7th Pesht Regulars (F). A MechWarrior under the command of Third Battalion's talented Chu-sa K'uang-yin can learn much. A Third Battalion member who captures the chu-sa's attention and spends at least six months training with her reduces his Jumping to-hit modifier from the standard +3 to +2.
9th Pesht Regulars (C). Friction between the MechWarriors and conventional forces of the Ninth Pesht force unit members to employ the art of diplomacy every day. Members receive double the standard Skill Point awards when using the Negotiation and Leadership skills.
10th Pesht Regulars (C). The Tenth Pesht loses Initiative for Turns 1 and 2 of any battle when using non-BattleMech units. However, the unit's controlling player can deploy the Tenth's conventional-vehicle and infantry units per Hidden Units rules if the scenario circumstances permit.
Unquestioned Loyalty
1st Genyosha (A). During every Combat Turn, the First Genyosha receives an Initiative bonus equal to the number of enemy 'Mechs it has previously destroyed in the battle, minus the number of destroyed Genyosha 'Mechs. This bonus cannot be reduced below zero.
2nd Genyosha (A). The Second Genyosha has developed an affinity for defensive missions over the years and performs especially well when it has a limited line of sight. The Second receives a +1 Initiative bonus when acting as defenders or fighting in Urban or Mountain terrain. If both conditions are present, the unit receives a +2 bonus.
Otomo (B). The Otomo possesses a nearly instinctive ability to identify weak areas within its own defenses and those of its allies. To reflect this ability, Otomo units may torso twist at any time during any phase of a Combat Turn. Additionally, units may torso twist even after firing weapons. Otomo units must still declare their attacks per standard rules, but they may torso twist between shots when declaring. Otomo units are still limited to one torso twist per turn.
Izanagi Warriors (C). As the personal honor guard of the Coordinator, the members of the Izanagi Warriors are just as deadly outside their BattleMechs as in them. Unit warriors receive double the standard Skill Point awards for uses of the Unarmed Combat, Blade, and Throwing Weapons skills.
1st Sword of Light (B). The First Sword of Light specializes in night missions. During nighttime conditions, unit members receive +2 Initiative modifiers and do not suffer the +2 to-hit modifier that standard units receive during night combat.
2nd Sword of Light (A). Every Second Sword unit receives a +2 Initiative bonus in all battles. During any turn in which the Second Sword outnumbers an opponent by more than two-to-one, the opponent automatically loses Initiative.
5th Sword of Light (C). Though the Fifth is only moderately upgraded compared to other Sword of Light regiments, the unit possesses quite a bit of salvaged Clan gear and a group of elite technicians. Every unit lance commander can upgrade one of his 'Mech's weapons with an equivalent Clan model, as long as his 'Mech's tonnage and size allow for it. For example, a lance commander with a Hatamoto-Chi can trade one of his PPCs for a Clan ER PPC. A commander with a Dragon can trade his AC/5 for a Clan Ultra AC/5 or LB-5X autocannon. Any surplus tonnage remaining after such upgrades should be filled by heat sinks if possible, but players are free to use such tonnage as they see fit.
7th Sword of Light (A). The Seventh receives a +2 Initiative bonus in Urban terrain to reflect its expertise in urban-combat tactics. Unit members are also highly proficient in physical attacks. Before rolling for hit location for a punching, kicking or clubbing attack (including the use of hatchets and swords), the unit's controlling player can declare his intention to apply a +1 or -1 modifier to the roll result. However, this modifier cannot cause the final result to exceed the range of results on the appropriate hit location table.
8th Sword of Light (B). The experienced Eighth has fought in a wide variety of environments and is well adapted to fight in nearly any type of terrain. As a result, all of the unit's opponents lose any terrain-based Initiative bonuses when facing the Eighth.
In addition, the Eighth has cultivated a variety of political contacts during its years of service. These contacts provide the unit with incredible sources for information-gathering and occasionally allow the Eighth to study ISF files on areas or enemy units before combat. To reflect this, apply a -2 modifier to any information-gathering skill rolls made by a character serving in the unit.
Sun Zhang Academy Cadres (C). The special abilities of the Sun Zhang Cadres are described in the DCMS Rosters (pp. 89-93) and under the Sun Zhang MechWarrior Academy section in Training.
Alternate Paths
1st Amphigean Light Assault Group (B). Warriors of the First Amphigean receive a +1 Initiative bonus when fighting in Flatlands terrain.
Additionally, up to half of a First Amphigean force can be held in reserve off the map. To use this option, the Amphigean's controlling player must write down the entrance hex (hex number and mapsheet name) for each unit held in reserve. These units may enter at any hex along the Amphigean's home edge or an adjacent edge (they may not enter at the enemy's home edge). If the reserve units enter at their home edge, they can enter
during the Movement Phase of any turn after the first. If they enter from another edge, they cannot enter before the Movement Phase of Turn 4. Additionally, reserve units cannot move more than 3 hexes away from their entrance hexes during their first movement.
7th Amphigean Light Assault Group (D). The natural speed of the Seventh gives the unit an edge on the battlefield. At the beginning of any turn, the Seventh's controlling player can announce his intention to use the unit speed bonus for any of his BattleMechs. Each affected 'Mech receives 1 additional MP to its Running MP rating for the turn. However, 'Mechs using the speed bonus cannot make weapon or physical attacks during the turn, and all Piloting Skill Rolls made for them during the turn take +1 modifiers.
If the Light Assault Group manages to destroy more than 100 tons of enemy BattleMechs in a single turn, it automatically wins the Initiative during the next turn.
2nd An Ting Legion (C). All weapons attacks made by Second An Ting units during night combat receive a +1 to-hit modifier in place of the standard night combat to-hit modifier. Additionally, Second An Ting units may fire at multiple targets without the standard multiple-targets modifier.
The unit receives a -1 Initiative penalty during all stand-up fight scenarios.
6th An Ting Legion (D). The Sixth An Ting maintains particularly strong ties to the resurrected An Ting University. Warriors who pledge to join the Sixth An Ting receive an extra year of training in the university's Advanced Program for Education. Warriors who exercise this option receive 1 additional skill level in Leadership and Training.
2nd Arkab Legion (C). The Second Arkab prefers lightning hit-and-run tactics, and so its members have developed excellent reaction times. Any unit member with a Gunnery Skill Target Number of 3 or less can perform a weapon attack during the Movement Phase of a Combat Turn instead of moving. All such attacks receive a +1 to-hit modifier, but if the target has not moved when the attack is made, no movement-based to-hit modifiers apply. Damage from such attacks is applied at the end of the Movement Phase, so any weapons damaged by the attack cannot be used during the standard Weapon Attack Phase of the turn.
Any Arkab 'Mech that employs this option cannot take any other action, including torso twisting, movement and physical attacks, for the remainder of the turn.
4th Arkab Legion (C). During the first three turns of a battle, unit members may seize the Initiative for one turn. However, the controlling player must announce his use of this option before any Initiative dice rolls are made.
Additionally, any unit member with a Gunnery Skill Target Number of 3 or less can perform a weapon attack during the Movement Phase of a Combat Turn, subject to the same conditions as Second Arkab units using this option (see previous entry).
6th Arkab Legion (D). The Sixth Arkab's controlling player may deploy up to half of his units using the Hidden Units rules if the scenario circumstances permit.
2nd Night Stalkers (D). The Second receives a +1 Initiative bonus during all night operations.
In addition, all Second Night Stalkers can outflank units of the same general class or smaller, effectively exerting a "zone of control" that the other unit cannot enter. For example, a Night Stalker 'Mech can outflank an opposing 'Mech, tank, infantry squad, and so on. A Night Stalker tank cannot outflank any enemy 'Mech, however.
To outflank an opponent, a Night Stalker unit must move into a hex adjacent to an enemy unit that has not moved yet. The Night Stalker unit must have at least 1 unused Movement Point remaining and must directly face the enemy unit. If these conditions are met, the enemy unit cannot enter either of the two hexes adjacent to itself and the Night Stalker unit.
If several Night Stalker units employ this flanking maneuver against a single target, they can effectively trap the enemy unit. However, outflanked opponents can jump their 'Mechs over the restricted hexes.
3rd Night Stalkers (D). The Third Night Stalkers can perform the same flanking maneuver as the Second Stalkers (see previous entry).
1st Proserpina Hussars (A). The First Proserpina specializes in hit-and-run tactics. Any Proserpina unit (BattleMech or armor) can make weapons attacks while moving at up to half of its Walking/Cruising MP rating (rounded down) without the standard to-hit modifier from attacker movement.
3rd Proserpina Hussars (B). The elite regiment of the Proserpina Hussars, the Third receives a +1 Initiative modifier. In addition, unit members possess the same expertise as members of the First Hussars (see previous entry).
1st Shin Legion (C). The First Shin is a seasoned, well-rounded unit equally at home in any battlefield environment. Opposing units lose any ter-
rain-based Initiative bonuses when fighting the First Shin. Additionally, the First Shin receives a +1 Initiative bonus when operating in Flatlands terrain.
Modern Warfare
1st Ghost (B). The First Ghost prefers city-based fighting and receives a +1 Initiative bonus when fighting in Urban terrain. However, this bonus does not apply during any turn in which the opposing force has more units in play than the First.
Any character who is a member of the First Ghost Regiment may purchase the Contact advantage for 1 point less than normal, as long as the contact is related to the yakuza.
3rd Ghost (D). The Third Ghost has little to recommend it except for its ties to the yakuza and the opportunity it presents to a competent warrior capable of pulling the regiment together.
Any character who is a member of the Third Ghost may purchase the Contact advantage for 1 point less than normal, as long as the contact is related to the yakuza.
5th Ghost (D). The Fifth Ghost may use the Hidden Units rules. Additionally, the unit's 201st Pesht engineers can turn a camouflage blind into a true fortification. To reflect this ability, the Fifth's controlling player may modify one mapsheet used in a scenario. On this mapsheet, all Light Woods hexes are considered Heavy Woods hexes. All Heavy Woods hexes marked on the map inflict a +3 to-hit modifier on attempts to fire through them, rather than the usual +2 to-hit modifier. Standard Heavy Woods line-of-sight rules apply to these hexes. The player must choose the affected mapsheet before placing hidden units or beginning movement.
Any character who is a member of the Fifth Ghost may purchase the Contact advantage for 1 point less than normal, as long as the contact is related to the yakuza.
6th Ghost (B). The Sixth Ghost's controlling player can set one trap for each conventional-vehicle lance and infantry platoon he has in play. Each trap acts as a single-hex conventional minefield, except it can detonate only once during the scenario.
Any character who is a member of the Sixth Ghost may purchase the Contact advantage for 1 point less than normal, as long as the contact is related to the yakuza.
7th Ghost (B). The Seventh specializes in city defense. When acting as defenders in Urban terrain, the unit may seize the Initiative twice during a scenario. The controlling player must announce his intention to use the option before any Initiative dice rolls are made for the turn.
10th Ghost (D). Internal strife, backstabbing politics and the struggle to stay alive distinguish service in the Tenth Ghost. Unit members receive double the standard Skill Point awards for the use of Unarmed Combat, Perception and Streetwise skills.
Any character who is a member of the Tenth Ghost may purchase the Contact advantage for 1 point less than normal, as long as the contact is related to the yakuza.
11th Ghost (F). The Eleventh maintains the strongest yakuza ties of all the Ghost regiments. As a result, unit members can purchase a variety of information and equipment unavailable to other regiments.
Any character who is a member of the Eleventh Ghost may purchase the Contact advantage for 1 point less than normal, as long as the contact is related to the yakuza. In addition, unit members can purchase items through the black market at reduced costs. When unit members purchase any item through the black market (see p. 85, MechWarrior Companion), reduce the item's standard Legality rating by one level when calculating the item's price multiplier. For example, an item with a standard Legality rating of C would be considered a Class B item. Items with standard Legality ratings of A are not affected by this rule.
12th Ghost (F). The Twelfth possesses adequate yakuza resources and also manages to obtain regular help from the DCMS's Procurement Department. Under Tai-sa Yoriama's command, a movement to break off the unit's yakuza ties is growing within the Twelfth, a development that promises to make the unit a very interesting post in the near future.
Any character who is a member of the Twelfth Ghost may purchase the Contact advantage for 1 point less than normal, as long as the contact is related to the yakuza.
2nd Legion of Vega (D). Every member of the Second Legion receives a +2 Initiative bonus when fighting in Mountain, Urban, or Wooded terrain. However, all Second Legionnaires receive a -1 Initiative modifier when operating in Flatlands terrain.
11th Legion of Vega (C). The Eleventh Legion receives a +1 Initiative bonus in Urban terrain engagements, and all unit members receive a -2 modifier on Piloting Skill Rolls made to avoid Skidding on pavement.
16th Legion of Vega (D). All units of the Legion's Second Battalion, Third Company may deploy under Hidden Units rules if scenario circumstances allow for it. These units may hide in Clear hexes (but not Paved), and are considered prone if they do so.
Ryuken: Dragon Sword
Ryuken-ni (A). All Ryuken regiments display a masterful ability to scout out the most advantageous battle terrain, a practice they learned from Wolf's Dragoons. To reflect this ability, the Ryuken-ni's controlling player may apply a +1 or -1 modifier to any dice roll made when selecting terrain or mapsheets, including rolls made by the opposing player.
The Ryuken-ni gains a +2 Initiative bonus when fighting in Flatlands terrain. The unit's controlling player can also employ Hidden Units rules when deploying the regiment's infantry and armor units.
Ryuken-san (A). The Ryuken-san quickly gains a psychological edge over opponents. Any Regular troops fighting the regiment receive a -1 Initiative penalty. Green troops facing the Ryuken-san receive a -2 penalty on their Initiative rolls.
In addition, the Ryuken-san's controlling player may apply a +1 or -1 modifier to any dice roll made when selecting terrain or mapsheets, including rolls made by the opposing player.
Ryuken-yon (A). The Ryuken-yon specializes in night operations, and so the standard night combat +2 to-hit modifier does not apply to the regiment's units.
The Ryuken-yon's controlling player may apply a +1 or -1 modifier to any dice roll made when selecting terrain or mapsheets, including rolls made by the opposing player.
Ryuken-go (A). When generating skills for Ryuken-go MechWarriors with the Random Skills Table (printed as p. 139; the table is on p. 143), apply a +1 modifier to dice rolls made for Piloting Skill and a -1 modifier to dice rolls for Gunnery Skill.
Additionally, the Ryuken-go's controlling player may apply a +1 or -1 modifier to any dice roll made when selecting terrain or mapsheets, including rolls made by the opposing player.
Ryuken-roku (A). In battalion-sized or larger engagements, the Ryuken-roku enjoys a +2 Initiative bonus.
The Ryuken-roku's controlling player also may apply a +1 or -1 modifier to any dice roll made when selecting terrain or mapsheets, including rolls made by the opposing player.
Training
The following rules supplement the standard MechWarrior character skill packages provided in MWII and the MechWarrior Companion. The rules enable a player to accurately simulate the skills a character may learn at the Draconis Combine academies, universities and proving grounds described in Sowing the Dragon's Teeth (p. 23).
Before using these rules to create a character, a player should perform Steps 1 and 2 (Assign Priorities and Assign Attribute Points) of the character-design process (pp. 13-15, MWII). The player should also calculate his character's Attribute Saving Rolls and Characteristics, because his character may need these to gain entrance to an academy. Gamemasters must ensure that characters meet all entrance requirements.
Follow the standard academy- and university-package rules (p. 18, MWII) when using the skill packages in this section. The MOS skill lists in the following entries combine the skills from Basic Training, Advanced Individual Training, and Fields of Study for each academy. Therefore, a character should pick only one MOS and choose skills from that list (exceptions are noted in the appropriate text).
Some academies grant a character extra skills on graduation. Players cannot increase these skills beyond their starting levels during character creation unless otherwise noted.
Unless otherwise noted, characters cannot attend more than one institution.
Aerospace and Interstellar Institute (AII)
An aerospace fighter pilot applying to the AII must purchase an Advanced Academy Package or a Basic University Package. If the character selects a university package, the character must take the DropShip Pilot MOS and the JumpShip Pilot FOS. All remaining skill choices are left up to the character's controlling player.
Every AII cadet automatically receives a free Level 2 skill in Special Interest/Naval History. The controlling player can raise the skill per standard rules if desired.
Aerospace Pilot MOS
- Required: Gunnery/Aerospace, Medtech, Piloting/Aerospace, Small Arms
- Electives: Gunnery/Spacecraft, Survival, Technician/Aerospace, Unarmed Combat, Zero-G Operations
- Bonus: A character choosing this MOS may purchase Extra Edge at a slightly reduced cost. One Advantage Point still buys the character 1 Edge Point, but for 2 Advantage Points the character can purchase 3 Edge Points. By spending 3 Advantage Points, the character can raise his total Edge to 5.
DropShip Pilot MOS
- Required: Medtech, Piloting/Spacecraft, Small Arms, Zero-G Operations
- Electives: Communications/Conventional, Computer, Gunnery/Spacecraft, Leadership, Survival
JumpShip Pilot FOS
- Required: Computer, Navigation
- Electives: Gunnery/Spacecraft, Leadership, Piloting/Spacecraft, Strategy
An Ting University (ATU)
ATU requires that every applicant purchase one of the standard university skill packages. If a character takes the Armored Infantry MOS, he need only purchase the Basic University Package. After determining his character's initial skill levels, a player may assign a bonus +1 Skill Level to any single skill, as long as the bonus does not raise the skill above Level 3. All ATU graduates automatically receive a free Extra Edge point.
BattleMech Pilot MOS
- Required: Gunnery/BattleMech, Medtech, Piloting/BattleMech, Small Arms
- Electives: Blade, Leadership, SI: Military History, Protocol, Strategy, Survival, Tactics, Technician/BattleMech, Training, Unarmed Combat
Aerospace Pilot MOS
- Required: Gunnery/Aerospace, Medtech, Piloting/Aerospace, Small Arms
- Electives: Blade, Leadership, SI: Military History, Protocol, Strategy, Survival, Tactics, Technician/Aerospace, Training, Unarmed Combat
Cavalry MOS
- Required: Drive/Ground or Piloting/VTOL, Gunnery/Conventional, Medtech, Small Arms
- Electives: Blade, Gunnery/Artillery, Jump Pack, Leadership, SI: Military History, Protocol, Strategy, Support Weapons, Survival, Tactics, Technician/Mechanic, Training, Unarmed Combat
Infantry MOS
- Required: Medtech, Small Arms, Support Weapons, Unarmed Combat
- Electives: Blade, Demolitions, Drive/Ground, Gunnery/Artillery, Leadership, SI: Military History, Strategy, Survival, Tactics, Training
Armored Infantry MOS
- Required: Gunnery/Battlesuit, Medtech, Piloting/Battlesuit, Small Arms
- Electives: Blade, Leadership, SI: Military History, Protocol, Strategy, Survival, Tactics, Technician/Battlesuit, Training, Unarmed Combat
Dieron District Gymnasium (DDG)
DDG cadets can purchase only a Basic Academy Package. However, if the character has enough skill points, he can purchase a second Basic Academy Skill Package. The player can select the six skills of the second package from the electives list of any other standard MechWarrior MOS or a combination of various MOS. However, none of these elective skills may be raised above Level 2 during character creation.
A cadet's Piloting/BattleMech base target number must be 5 or lower, and his Gunnery/BattleMech base target number must be 4 or lower before he can graduate. (These target numbers depend on the cadet's Attributes and skill levels.)
The DDG emphasizes combat, so any graduate with base target numbers of 4 or lower in Piloting/BattleMech and 3 or lower in Gunnery/BattleMech may purchase 2 Points of Extra Edge for only 1 Advantage Point. The character must pay standard costs for additional Edge purchases, however.
BattleMech Pilot MOS
- Required: Gunnery/BattleMech, Piloting/BattleMech, Medtech, Small Arms
- Electives: Technician/BattleMech, Training, Unarmed Combat
Dover Institute for Higher Learning
The Dover Institute is midway between an academy and a university. Applicants must purchase either the Basic or Advanced University Package and then make a successful Mental Saving Roll (the roll receives a -1 penalty). If the roll fails, the character washes out within the first five months of training and must select his eight skills from the standard Basic Training and BattleMech Pilot MOS lists (p. 19, MWII).
Graduates of the Dover Institute have the option of purchasing any Natural Aptitude advantage for 1 point less than the standard cost. Additionally, any Dover Institute graduate with ten years in the field may return to teach or work on one of the institute's many research-and-development projects.
The required General Science and Literature skills must both be purchased at a minimum of Level 2.
BattleMech Pilot MOS
- Required: SI: General Science, Gunnery/BattleMech, SI: Literature, Medtech, Piloting/BattleMech, Small Arms
- Electives: Administration, Bureaucracy, Leadership, Strategy, Tactics, Technician/BattleMech
Galedon Military Academy (GMA)
Applicants must purchase an Advanced Academy Package and then make a successful Athletic Saving Roll. If the roll fails, the GMA has rejected the candidate, who must use his Advanced Academy Package at another school. If the test succeeds, the cadet must spend 1 additional Advantage Point. Normally, GMA graduates must spend two years in the Second Galedon Regulars, but assume that starting characters have fulfilled this obligation. Such characters cannot purchase the Well-Equipped advantage, however.
Every GMA graduate receives a +1 bonus to his Build Attribute and a -1 penalty to his Charisma. Graduates automatically gain the Toughness Advantage at no cost. Also, graduates receive one bonus skill at Level 1. However, the skill level of any elective cannot initially exceed the cadet's Unarmed Combat or Survival Skill levels.
GMA MOS lists
- BattleMech Pilot MOS. Required: Gunnery/BattleMech, Medtech, Piloting/BattleMech, Small Arms, Survival, Unarmed Combat. Electives: Blade, Technician/BattleMech.
- Aerospace Pilot MOS. Required: Gunnery/Aerospace, Medtech, Piloting/Aerospace, Small Arms, Survival, Unarmed Combat. Electives: Blade, Technician/Aerospace.
- Cavalry MOS. Required: Drive/Ground or Piloting/VTOL, Gunnery/Conventional, Medtech, Small Arms, Survival, Unarmed Combat. Electives: Blade, Gunnery/Artillery, Jump Pack, Technician/Mechanic.
- Infantry MOS. Required: Medtech, Small Arms, Support Weapons, Survival, Unarmed Combat. Electives: Blade, Drive/Ground, Gunnery/Artillery.
- Armored Infantry MOS. Required: Gunnery/Battlesuit, Medtech, Piloting/Battlesuit, Small Arms, Survival, Unarmed Combat. Electives: Blade, Technician/Battlesuit.
Kensai Kami
The Kensai Kami program is not a standard academy or university, so characters cannot receive skill packages at the program. However, the program's wide pool of highly skilled MechWarriors and fierce competitive atmosphere make it an excellent setting for beginning a campaign.
If an existing character wants to study at the Kensai Kami, he must possess Piloting/BattleMech and Gunnery/BattleMech base target numbers of 4 or lower, as well as the Tactics Skill. Once the player is at the Kensai Kami, the gamemaster must create encounters for the character.
Alternatively, a starting character can begin play with a stint at the Kensai Kami already under his belt, provided that the gamemaster approves. In these cases, the player must roll 2D6. If the result is higher than the total of the character's BattleMech Piloting and Gunnery base target numbers, the player can provide his character with Kensai Kami experience by spending 1 Advantage Point.
Any character who has attended the Kensai Kami receives a -1 modifier to all Social-based Skill Rolls during interactions with DCMS characters. In addition, the character can increase his Tactics Skill Level by 1 at no cost and receive 1 free additional Edge Point.
Osaka Fields Proving Grounds
The Osaka Fields provides one of the few opportunities for low-born warriors to enter the DCMS. Therefore, characters with Title or Land Grant Advantages cannot train at the proving grounds.
Any eligible character who wishes to prove his worth on the Osaka Fields and enter the DCMS must purchase the Small Arms and Medtech skills per standard rules during character generation. The character must also purchase the Wealth Advantage for 1 Advantage Point, and then spend the Advantage on all the simulator time needed to hone his skills. Additionally, the character must purchase a Basic Academy Package and select skills from the standard Basic Training electives and BattleMech Pilot MOS required and elective skills (p. 19, MWII). Finally, the character must have base target numbers of 4 or lower in Gunnery/BattleMech and 5 or lower in Piloting/BattleMech.
If the character meets all these conditions, he receives 1 Extra Edge point, and a bonus skill of Tactics at Level 1 or Strategy at Level 1.
Pagoda for Luthien Officers
Applicants must first possess the Title Advantage and make a successful Social Saving Roll to gain admittance to the Pagoda for Luthien Officers. If the test fails, the character must obtain the Land Grant Advantage before the Pagoda will accept him. Once accepted, the character must purchase the Basic or Advanced University Package.
All Pagoda graduates automatically receive an additional skill level in Protocol and Bureaucracy, but neither skill level may be raised beyond Level 3 in this manner. When Pagoda graduates select a BattleMech weight class on the Master Character Table (p. 14, MWII), raise the Priority Level by 1. If the graduate possesses both the Land Grant and Title Advantages, he can select any specific 'Mech design he wants, rather than rolling on the Random 'Mech Assignment Table. However, the character's choice must belong to the appropriate weight class.
BattleMech Pilot MOS
- Required: Bureaucracy, Gunnery/BattleMech, Medtech, Piloting/BattleMech, Protocol, Small Arms
- Electives: Administration, Blade, Leadership, SI: Military History, Strategy, Tactics, Training, Unarmed Combat
Aerospace Pilot MOS
- Required: Bureaucracy, Gunnery/Aerospace, Medtech, Piloting/Aerospace, Protocol, Small Arms
- Electives: Administration, Blade, Leadership, SI: Military History, Strategy, Tactics, Training, Unarmed Combat
Sun Tzu School of Combat
Cadets need only purchase a Basic Academy Package to attend the Sun Tzu School of Combat, and ferociously defend the honor of their school against all slurs and slights (this is where the roleplaying comes in). Other Sun Tzu cadets, alumni and samurai will scorn any cadet or alumni who fails to defend the school's good name.
Sun Tzu graduates automatically receive the Tactics Skill at Level 1 for free (Tactics is not normally available at small academies). Players may increase the level of this skill during character generation per standard rules. However, Sun Tzu graduates suffer a +2 skill roll modifier when they attempt to use their Tactics Skills in combat situations where they are leading troops of a single type, rather than coordinating the movements of combined-arms forces.
BattleMech Pilot MOS
- Required: Gunnery/BattleMech, Medtech, Piloting/BattleMech, Small Arms, Tactics
- Electives: Blade, Technician/BattleMech, Unarmed Combat
Aerospace Pilot MOS
- Required: Gunnery/Aerospace, Medtech, Piloting/Aerospace, Small Arms, Tactics
- Electives: Blade, Technician/Aerospace, Unarmed Combat
Cavalry MOS
- Required: Drive/Ground or Piloting/VTOL, Gunnery/Conventional, Medtech, Small Arms, Tactics
- Electives: Blade, Technician/Mechanic, Unarmed Combat
Infantry MOS
- Required: Medtech, Small Arms, Support Weapons, Tactics, Unarmed Combat
- Electives: Blade, Drive/Ground, Gunnery/Artillery, Jump Pack
Sun Zhang MechWarrior Academy (SZMA)
All applicants must purchase the Advanced Academy Package and then make a Mental Saving Roll to gain admittance. If the test fails, the SZMA has rejected the applicant, who must use his Advanced Academy Package at another academy. If the test succeeds, the applicant must spend 1 Advantage Point to gain admittance.
The prestige of being an SZMA graduate gives a character a -1 modifier to all Social-based Skill Rolls during interactions with characters from the Draconis Combine. However, the character receives a +2 modifier on such tests when interacting with students or alumni of the An Ting University or soldiers from the An Ting Legions.
In addition to the standard allotment of skills from the Advanced Academy Package, SZMA graduates receive 2 bonus skills at Level 1 and 1 skill at Level 2 (the player may select the skills).
Any starting character who has completed the standard nine-month tour of duty in one of the Sun Zhang Academy cadres begins play with 5 skill points in each of the following skills: Gunnery, Piloting and Small Arms. (See the Sun Zhang MechWarrior Academy description in Sowing the Dragon's Teeth, p. 29, for a description of the cadres.)
BattleMech Pilot MOS
- Required: Blade, Gunnery/BattleMech, Medtech, SI: Military History, Piloting/BattleMech, Small Arms, Survival, Unarmed Combat
- Electives: Communications/Conventional, Drive/Ground, Leadership, Perception, Tactics, Technician/BattleMech, Training
Aerospace Pilot MOS
- Required: Blade, Gunnery/Aerospace, Medtech, SI: Military History, Piloting/Aerospace, Small Arms, Survival, Unarmed Combat
- Electives: Communications/Conventional, Leadership, Perception, Piloting/VTOL, Tactics, Technician/Aerospace, Training
Armored Infantry MOS
- Required: Blade, Gunnery/Battlesuit, Medtech, SI: Military History, Piloting/Battlesuit, Small Arms, Survival, Unarmed Combat
- Electives: Drive, Leadership, Perception, Tactics, Technician/Battlesuit, Training
University of Proserpina (UP)
Students taking the school's Cavalry, Infantry, or Armored Infantry MOS must purchase an Advanced Academy Package or one of the university skill packages.
Students taking the Aerospace Pilot, BattleMech Pilot, or Battlefield Specialist MOS at the UP must purchase a Basic or Advanced University Package. Every Battlefield Specialist candidate must also make a successful Athletic Saving Roll. If the roll fails, the candidate fails to meet the program's entrance requirements and must choose the Armored Infantry or BattleMech Pilot MOS.
All UP graduates may purchase a combat Natural Aptitude or Sixth Sense Skill for 1 Advantage Point less than the standard cost. Every UP Battlefield Specialist graduate receives 3 extra skills (1 skill at Level 2 and 2 skills at Level 1) to represent the extra training needed to complete the program.
BattleMech Pilot MOS
- Required: Gunnery/BattleMech, Medtech, Piloting/BattleMech, Small Arms
- Electives: Blade, Leadership, Strategy, Survival, Tactics, Technician/BattleMech, Unarmed Combat
Aerospace Pilot MOS
- Required: Gunnery/Aerospace, Medtech, Piloting/Aerospace, Small Arms
- Electives: Blade, Leadership, Strategy, Survival, Tactics, Technician/Aerospace, Unarmed Combat
Cavalry MOS
- Required: Drive/Ground or Piloting/VTOL, Gunnery/Conventional, Medtech, Small Arms
- Electives: Blade, Gunnery/Artillery, Jump Pack, Leadership, Support Weapons, Survival, Tactics, Technician/Mechanic, Unarmed Combat
Infantry MOS
- Required: Medtech, Small Arms, Support Weapons, Unarmed Combat
- Electives: Blade, Drive/Ground, Gunnery/Artillery, Leadership, Stealth, Strategy, Survival, Tactics
Armored Infantry MOS
- Required: Gunnery/Battlesuit, Medtech, Piloting/Battlesuit, Small Arms
- Electives: Blade, Leadership, Strategy, Survival, Tactics, Technician/Battlesuit, Unarmed Combat
Battlefield Specialist MOS
- Required: Blade, Gunnery/BattleMech, Gunnery/Battlesuit, Medtech, Piloting/BattleMech, Piloting/Battlesuit, Small Arms, Unarmed Combat
- Electives: Leadership, Perception, Stealth, Survival, Tactics, Technician/BattleMech, Technician/Battlesuit
Wisdom of the Dragon
Every applicant must purchase the Advanced University Package and make a Social Saving Roll. If the roll fails, the school rejects the character, who must obtain his skills at another DCMS university. If the test succeeds, the character must spend 1 Advantage Point to complete his studies.
Wisdom of the Dragon cadets may purchase 1 Advantage for 1 Advantage Point less than its standard cost. The cadet must pay standard costs for all additional Advantages. Cadets also receive 3 bonus skills: 1 skill at Level 3, 1 skill at Level 2, and 1 skill at Level 1.
BattleMech Pilot MOS
- Required: Gunnery/BattleMech, Leadership, Medtech, Piloting/BattleMech, Small Arms, Strategy, Tactics
- Electives: Blade, SI: Military History, Technician/BattleMech, Training, Unarmed Combat
Aerospace Pilot MOS
- Required: Gunnery/Aerospace, Leadership, Medtech, Piloting/Aerospace, Small Arms, Strategy, Tactics
- Electives: Blade, SI: Military History, Technician/Aerospace, Training, Unarmed Combat
Cavalry MOS
- Required: Drive/Ground or Piloting/VTOL, Gunnery/Conventional, Leadership, Medtech, Small Arms, Strategy, Tactics, Unarmed Combat
- Electives: Blade, Jump Pack, SI: Military History, Technician/Mechanic, Training
Infantry MOS
- Required: Leadership, Medtech, Small Arms, Strategy, Support Weapons, Survival, Tactics, Unarmed Combat
- Electives: Blade, Drive/Ground, Gunnery/Artillery, SI: Military History, Training
Armored Infantry MOS
- Required: Gunnery/Battlesuit, Leadership, Medtech, Piloting/Battlesuit, Small Arms, Strategy, Survival, Tactics
- Electives: Blade, SI: Military History, Technician/Battlesuit, Training, Unarmed Combat
DCMS Battle Armor
The DCMS's traditional veneration of BattleMechs and MechWarriors, and its converse lack of respect for infantry troops, has prompted it to devote few resources to the development and deployment of battle armor. In spite of scant funding, however, the DCMS fields three distinct battlesuit designs: the Raiden, Kage, and Kanazuchi models, each tailored to a different mission profile. Though the DCMS currently deploys relatively few battlesuit units, an increasing number of commanders are beginning to recognize the value of these units in combat. As a result, DCMS military academies and universities are beginning to offer powered-armor training programs and the High Command has ordered increased production of battlesuits. If these trends continue, every DCMS regiment will likely field at least one battle-armor battalion within ten years. (See Infantry Assets in Arm of the Dragon, p. 16, for more information on current battlesuit deployment in the DCMS.)
Unless specified otherwise in the Game Rules following each entry, DCMS battlesuits follow all the standard battle armor and battlesuit rules provided in the BattleTech Compendium: The Rules of Warfare (pp. 66-69) and the MechWarrior Companion (pp. 95-97). All DCMS battlesuits are Level 2 BattleTech equipment.
Raiden Battle Armor
R&D Start Date: November 3050. Prototype Design and Production: April 3052. Standard Production: January 3055.
The design history of the Raiden (the reverse-engineering of captured Clan Elemental armor and its later prototype revisions) is background fiction and is not transcribed here.
Game Rules. The Raiden functions as standard Inner Sphere powered armor and follows the standard Inner Sphere battle armor rules (p. 69, BattleTech Compendium: The Rules of Warfare, and p. 98, MechWarrior Companion).
Kage Light Battle Armor
R&D Start Date: March 3051. Prototype Design and Production: May 3052. Standard Production: March 3056.
The Kage design history is background fiction and is not transcribed here.
The standard Kage arsenal consists of a single antipersonnel weapon, mounted on the forearm for hands-free operation. Typically, one battlesuit unit in every Kage squad is designated as a support unit and equipped with a single heavy weapon in place of the standard antipersonnel weapon. If a Kage squad is attached to a force equipped with Arrow IV launchers, the Kage support unit often carries a compact TAG spotting laser in place of a heavy weapon.
The stealth specialties of the Kage battlesuit work in the same way as a combination sneak suit with Electronic Countermeasures and Infrared Suppression (p. 47, MWII).
BattleTech Game Rules
- Kage units can jump up to 4 MP.
- Kage squads always consist of four troopers. The trooper designated as #1 on the record sheet is the squad's support unit and is equipped with one of the following anti-BattleMech weapons: flamer, small laser, machine gun, or a compact TAG unit. The compact TAG operates exactly as standard TAG, except its range is reduced to that of a medium laser. The weapon can be fired once per turn until trooper #1 is eliminated. The loss of trooper #1 means the unit has lost its weapon, but may still move and perform other battlefield tasks, such as spotting for LRM indirect fire or engaging in anti-BattleMech leg attacks per standard rules.
- Every Kage battlesuit has an Armor Value of 5 points, plus 1 additional point that represents the trooper inside.
- Kage suits are specially constructed to baffle all types of sensors, which makes long-distance targeting of these suits quite difficult. Medium-range attacks against Kage units receive a +3 to-hit modifier in place of the standard medium-range modifier; long-range attacks take a +6 to-hit modifier in place of the standard long-range modifier. Additionally, Beagle active probes and their Clan equivalents cannot locate hidden Kage units.
MechWarrior Game Rules
| Stat | Value |
|---|---|
| Tech Level | 3 |
| Availability | D |
| Legality | C |
| Cost | 300,000 C-bills* |
| Energy | 1/2 |
| Ballistic | 1/2 |
| Melee | 3/4 |
| Coverage | Full |
| Damage Capacity | 60 |
| Movement | Full, with jump |
| Physical | +0 |
| Athletic | +2 |
*Primary weapons cost additional C-bills as follows: Flamer 7,500; Machine Gun 5,000; Small Laser 11,250; TAG 50,000.
Kage suits, MechWarrior notes. Kage suits are normally equipped with one secondary weapon. One trooper per squad carries a single primary weapon instead of a secondary weapon. The TAG spotting laser has no function in MechWarrior games.
Unlike most types of battle armor, a Kage suit has two fully-functioning 5-fingered hands. Therefore, a character wearing a Kage suit can use weapons not installed in the suit. Use the appropriate skill (Small Arms, Support Weapons, Blade, and so on) rather than Gunnery/Battlesuit when making attacks with such weapons, but apply a +2 modifier to the Skill Rolls.
The stealth capabilities of the Kage battlesuit function in the same way as a combination sneak suit with Electronic Countermeasures and Infrared Suppression capability (pp. 85, 87, MWII). Integral rechargers allow the suit's stealth systems to operate indefinitely.
Kanazuchi Assault Battle Armor
R&D Start Date: July 3053. Prototype Design and Production: November 3055. Standard Production: December 3058.
The Kanazuchi design history is background fiction and is not transcribed here.
The squat, thick Kanazuchi features large, stumpy legs, thick arms, and a forward-leaning "head" that contains a cockpit-like section where the pilot sits. Twin back-mounted SRM-2 launchers, a 'Mech-sized medium laser and a pair of modular-pod-mounted, secondary anti-infantry weapons comprise the Kanazuchi's arsenal. The design also features an impressive amount of armor.
Only a small number of Kanazuchi are currently deployed, and are primarily used as defensive units because of their limited mobility.
BattleTech Game Rules
- Kanazuchi battle armor units move at the same speed and with the same terrain restrictions as standard foot infantry (1 MP, no jump).
- Kanazuchi squads always consist of four troopers. Each suit carries a single medium laser as its main weapon, and two SRM-2 launchers. In any given turn, a Kanazuchi unit may fire its medium laser, plus one or both of its SRM-2s. The SRM-2 racks have no reloads, so each rack can only be fired once per scenario.
- Resolve medium laser fire as standard battle-armor direct fire. Resolve SRM-2 shots as standard battle-armor missile attacks. If both SRM-2 racks are fired at the same time, they must be resolved separately. This means a full-strength Kanazuchi unit may make as many as three separate to-hit rolls in a single turn: one for the medium laser, one for the first salvo of 8 SRMs, and a third for the second SRM salvo.
- Each Kanazuchi battlesuit has an armor value of 15 points, plus 1 additional point that represents the trooper inside.
- The physical construction of Kanazuchi suits prevents them from climbing up onto a BattleMech, so they may not engage in anti-BattleMech leg or swarm attacks. For the same reason, Kanazuchi units cannot travel with a BattleMech using the Mechanized Battle Armor rules (p. 67, BattleTech Compendium: The Rules of Warfare).
MechWarrior Game Rules
| Stat | Value |
|---|---|
| Tech Level | 3 |
| Availability | D |
| Legality | D |
| Cost | 550,000 C-bills |
| Energy | 3/4 |
| Ballistic | 3/4 |
| Melee | Special |
| Coverage | Full |
| Damage Capacity | 180 |
| Movement | 1/2, no jump |
| Physical | +3 |
| Athletic | +5 |
Kanazuchi weapons. Each Kanazuchi battle armor suit comes equipped with a right-arm-mounted medium laser as its primary weapon. The laser operates on two military power packs, installed in standard ports on the back of the suit. Because of its massive power drain, the medium laser is normally reserved for attacks against battlefield targets. MechWarrior game statistics for the weapon appear below.
Medium Laser (as printed)
- Range: 1-18/19-36/37-54
- Power Use: 20
- Damage: 25D6 + 15 (as printed)
- Recharge Time: 1
Every Kanazuchi suit also carries two secondary weapons. Typically, these weapons are mounted on the suit's torso, which gives them a fixed 90-degree forward firing arc. Each arm contains a modular port that will accept a secondary weapon, so any player may move one of these weapons to an arm of his Kanazuchi. Every Kanazuchi suit also contains two shoulder-mounted SRM-2 launchers. Treat these as a heavy SRM launcher that can fire 1 to 4 missiles per round (see p. 98, MWII). If a suit fires more than 1 missile, the trooper may aim them at the same target or at different targets that all lie within the suit's forward 90-degree firing arc. Multiple-target attacks receive a +1 to-hit modifier. The launchers hold a total of 4 missiles.
The suit's left arm is equipped with a powerful claw that adds +2D6 to melee attack damage.
New Equipment
The following equipment has been recently developed for use by DCMS forces. Some items are adapted from Clan equipment, while others are completely original Kurita creations.
Currently, these items are available to only DCMS units and mercenaries in the DCMS's employ. In the near future, however, House Kurita will likely authorize sale of these items to other Inner Sphere militaries for use against the Clans.
All of these items are for use in Level 2 BattleTech, so they can be used in tournament play unless specifically forbidden by the rules of the tournament.
Medium-Range Missiles (MRM)
Never before has the Combine military expanded so quickly, and the need for weapons to outfit DCMS BattleMechs and other combat vehicles has far outstripped the Combine's ability to manufacture them. Reluctant to purchase too many overpriced weapons from the Free Worlds League or ComStar, Theodore Kurita has directed DCMS designers to address the problem. The DCMS medium-range missile launcher (MRM) is one of the results of this effort.
MRMs evolved to fill the need for cheap and easily produced weapons that could be used effectively by the hordes of green warriors flooding the ranks of the DCMS during the 3050s. Initially, many observers considered MRMs a giant step backward in weapons development. Originally dubbed "dead-fire missiles" or "dummy rockets," MRMs are basically unguided missile systems. Like machine guns and lasers, these missiles are aimed at a target "over iron sights." Though this configuration makes MRMs less accurate than guided missile systems, the MRMs' lack of targeting systems and steering thrusters drastically reduces the size of each missile. Consequently, a standard-size MRM rack holds far more missiles than a comparably sized LRM rack. In fact, MRMs typically can fire ten, twenty, thirty or even forty missiles in a single salvo. Furthermore, each missile in an MRM rack packs as much explosive punch as an LRM. Thus, MRMs pack a huge amount of firepower, which theoretically outweighs the disadvantage of their limited accuracy.
Initially, most DCMS units spurned the new MRMs. However, the new missile launchers have recently gained popularity among District Regulars and militia forces, largely because they are easy to retrofit into the existing LRM and SRM ports of nearly all BattleMech designs.
Game Rules
Resolve attacks with MRMs in the same way as LRM attacks, with the following exceptions. First, apply a +1 modifier to the base to-hit number of the MRM attack. Second, when determining the missile hits for an MRM-30 or MRM-40 rack, roll twice on the standard BattleTech Missile Hits Table for the attack (p. 38, BattleTech Compendium: The Rules of Warfare). For an MRM-30, roll on the "15 missiles" column twice and add the results together. For an MRM-40, roll twice on the "20 missiles" column. Determine hit location per standard LRM rules.
Example: Charlie fires a salvo from his MRM-40 at Bill's 'Mech and scores a hit. To determine damage, Charlie makes two 2D6 rolls and obtains results of 9 and 6. Checking the 20-missiles column on the Missile Hits Table, he obtains results of 16 and 12, for a total of 28 missiles.
Third, MRMs may not be fired indirectly using the LRM Indirect Fire special case rule. Finally, MRMs can be installed as single-shot (OS) launchers, but they cannot be upgraded or combined with any other special equipment or enhancements, such as Artemis IV FCS, Thunder, Swarm and Narc missile beacons. Torpedo and inferno MRM configurations are impossible.
Narc Missile-Beacon Explosive Pods
These special munitions were created to offer more flexibility to Narc-equipped units, as well as the opportunity to surprise opponents with unexpected firepower. The explosive pod replaces the homing beacon in the standard Narc pod with a powerful shaped charge. Immediately after the pod attaches
itself to the target, the charge detonates, damaging the armor underneath it.
Game Rules
Any number of Narc pods carried by a BattleMech may be assigned as explosive rather than homing beacons. They need not be assigned in full-ton lots, but the BattleMech's record sheet must show exactly which critical slots contain explosive pods. Additionally, the controlling player must mark off each slot when its explosive pod has fired.
Any time a player fires a Narc pod, he first must announce which type of pod he is firing. If an explosive pod hits, roll hit location per standard rules. Explosive Narc pods inflict 4 Damage Points.
If an ammo bin containing explosive pods takes a critical hit, the explosive pods detonate and each pod causes 4 Damage Points to the 'Mech carrying them (standard Narc beacon pods in the same bin cause only 2 Damage Points).
Streak Short-Range Missiles
After examining large amounts of Clan salvage, DCMS designers have perfected the larger Streak SRM-4 and Streak SRM-6 systems.
Game Rules
These missile launchers follow standard rules for Clan Streak SRM launchers.
Sword
The BattleMech sword is a distinctively Kurita version of the standard BattleMech hatchet. Most MechWarriors consider the sword less effective in combat than the heavier hatchet, but the large katana blade better fits the samurai ideal of the Combine warrior. Additionally, the lighter weight of a sword makes sword attacks somewhat more accurate than those made with hatchets.
Game Rules
The sword follows all standard rules for hatchets, with the following exceptions. First, the weight of a sword is equal to the tonnage of the BattleMech divided by 20, rounded up to the nearest half ton. Swords occupy 1 critical slot for every 15 tons, or fraction thereof, of the BattleMech's total weight. Second, the Base To-Hit Number for a sword attack is 3. Finally, to determine the damage caused by a sword attack, divide the BattleMech's tonnage by 10 (round up) and add 1.
DCMS Weapons and Equipment Table
| Type | Heat | Dam. | Min. | Short | Medium | Long | Tons | Crit. | Ammo |
|---|---|---|---|---|---|---|---|---|---|
| MRM 10 | 4 | 1/missile | - | 1-3 | 4-8 | 9-15 | 3 | 2 | 24 |
| MRM 20 | 6 | 1/missile | - | 1-3 | 4-8 | 9-15 | 7 | 3 | 12 |
| MRM 30 |
* See special rules for this equipment.
DCMS Weapon Costs and Combat Values
| Type | Cost (unloaded) | Ammo Costs (per ton) | Combat Value |
|---|---|---|---|
| MRM 10 | 50,000 | 5,000 | 27 |
| MRM 20 | 125,000 | 5,000 | 52 |
| MRM 30 | 225,000 | 5,000 | 78 |
| MRM 40 | 350,000 | 5,000 | 105 |
| Narc Missile Beacon Explosive Pod | - | 1,500 | - |
| Streak SRM 4 | 90,000 | 54,000 | 49 |
| Streak SRM 6 |
DCMS OmniMech Configurations
The following DCMS OmniMech configurations were designed to support the new weapons described in the preceding passages. The remaining statistics for these 'Mechs can be found in Technical Readout: 3058.
RTX1-OE Raptor. The E configuration of the Raptor is designed to deliver a barrage of MRMs as heavy fire support for other light units. The RTX1-OE's pods are arranged identically to the popular B configuration, allowing pilots to adapt easily to the new weapons. Combat Value: 1,329.
| Weapons and Ammo (Alternate Configuration E) | Location | Critical | Tonnage |
|---|---|---|---|
| MRM 10 | CT | 2 | 3 |
| MRM 10 | LT | 2 | 3 |
| MRM 10 | RT | 2 | 3 |
| Ammo (MRM) 48 | LT | 2 | 2 |
| Small Laser | RT | 1 | .5 |
SR1-OE Strider. The Strider's integral CASE made the design a natural for installation of the new Streak SRM-6 racks. DCMS MechWarriors already have begun to debate the comparative effectiveness of the SR1-OE variant and the primary Strider configuration. Combat Value: 1,713.
| Weapons and Ammo (Alternate Configuration E) | Location | Critical | Tonnage |
|---|---|---|---|
| Streak SRM 6 | LA | 2 | 4.5 |
| Ammo (SRM) 15 | LT | 1 | 1 |
| Streak SRM 6 | RA | 2 | 4.5 |
| Ammo (SRM) 15 | RT | 1 | 1 |
| Medium Laser | H | 1 | 1 |
FS9-OE Firestarter. The speed and close-range firepower of the Firestarter Omni made it a natural test bed for the newly perfected BattleMech sword. Combining the sword with pulse lasers and a rack of MRMs, the FS9-OE configuration is gaining popularity as a fast city fighter. Combat Value: 2,996.
| Weapons and Ammo (Alternate Configuration E) | Location | Critical | Tonnage |
|---|---|---|---|
| Sword | LA | 3 | 2.5 |
| MRM 20 | RA | 3 | 7 |
| Ammo (MRM) 12 | RA | 1 | 1 |
| Medium Pulse Laser | LT | 1 | 2 |
| Small Pulse Laser | RT | 1 | 1 |
SD1-OC Sunder. The SD1-OC configuration of the Sunder takes advantage of the new DCMS missile systems to deliver withering firepower at close and medium ranges. For maximum efficiency this weapon load should be used in a C3 network that includes one or two faster 'Mechs, such as Owens or Striders. The SD1-OC relies on ballistic and missile weapons, but carries an ample supply of ammunition. Combat Value: 5,844.
| Weapons and Ammo (Alternate Configuration C) | Location | Critical | Tonnage |
|---|---|---|---|
| MRM 40 | LA | 7 | 12 |
| Ammo (MRM 40) 18 | LA | 3 | 3 |
| MRM 30 | RA | 5 | 10 |
| Ammo (MRM 30) 16 | RT | 2 | 2 |
| Streak SRM 4 | H | 1 | 3 |
| Streak SRM 4 | CT | 1 | 3 |
| Ammo (SRM 25) |
New BattleMechs
In response to Coordinator Theodore Kurita's directives, the DCMS has approved two new BattleMech designs for full-scale production. Both relatively inexpensive to produce, the Akuma and No-Dachi will serve to rebuild the DCMS ranks according to the Coordinator's ambitious schedule.
Akuma (AKU-1X)
- Mass: 90 tons
- Chassis: Foundation AKU Endo Steel
- Power Plant: GM 270
- Cruising Speed: 32 kph
- Maximum Speed: 54 kph
- Jump Jets: None (Jump Capacity: None)
- Armor: Durallex Special Heavy
- Armament:
- 1 Lord's Light 2 Extended-Range Particle Beam Weapon
- 1 Victory 23R Medium Laser
- 1 Victory Heartbeat Medium Pulse Laser
- 1 Shigunga Medium Range Missile 30-Rack
- 1 Guided Technologies 2nd Gen Streak SRM-4
- 1 Guided Technologies 2nd Gen Streak SRM-6
- 1 Imperator Code Red LB 10-X Autocannon
- Manufacturer: Independence Weaponry (Primary Factory: Quentin)
- Communications System: Sipher Security Plus
- Targeting and Tracking System: Matabushi Sentinel
The Akuma's overview, capabilities and deployment prose is background and is not transcribed here. The Akuma's record-sheet loadout and critical-slot layout are on the following pages.
Akuma record sheet (AKU-1X)
- Type: AKU-1X Akuma. Technology Base: Inner Sphere. Tonnage: 90. Combat Value: 5,579.
- Internal Structure: Endo Steel (mass 4.5). Engine: 270 (mass 14.5). Walking MP: 3. Running MP: 5. Jumping MP: 0.
- Heat Sinks: 13 [26] (mass 3). Gyro (mass 3). Cockpit (mass 3). Armor Factor: 280 (mass 17.5).
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 9 |
| Center Torso | 29 | 43 |
| Center Torso (rear) | - | 15 |
| R/L Torso | 19 | 28 |
| R/L Torso (rear) | - | 10 |
| R/L Arm | 15 | 30 |
| R/L Leg | 19 | 38 |
| Weapons and Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| ER PPC | LA | 3 | 7 |
| Medium Pulse Laser | LA | 1 | 2 |
| Streak SRM 4 | LA | 1 | 3 |
| Ammo (SRM 4) 25 | LA | 1 | 1 |
| Medium Laser | RA | 1 | 1 |
| MRM 30 | LT | 5 | 10 |
| Ammo (MRM 30) 16 | LT |
The record sheet's weapon names are as printed. They correspond to the armament list on the preceding page (the Lord's Light 2 extended-range particle beam weapon is listed here as ER PPC).
No-Dachi begins on the next page.
No-Dachi (NDA-1K)
- Mass: 70 tons
- Chassis: Foundation CMRFa7
- Power Plant: Magna 350 XL
- Cruising Speed: 54 kph
- Maximum Speed: 97 kph
- Jump Jets: None (Jump Capacity: None)
- Armor: Starshield A
- Armament:
- 1 Lord's Light 2 Extended-Range Particle Beam Weapon
- 2 Shigunga Medium Range Missile 20-Racks
- 1 Guided Technologies SRM-2
- 1 Telos-4 SRM-4
- 1 Diverse Optics Type 20 Medium Laser
- Manufacturer: Cosby BattleMech Research Firm (Primary Factory: Vega)
- Communications System: Garret T11-A
- Targeting and Tracking System: Garret D5j
The No-Dachi overview, capabilities and deployment prose is background and is not transcribed here.
No-Dachi record sheet (NDA-1K)
- Type: NDA-1K No-Dachi. Technology Base: Inner Sphere. Tonnage: 70. Combat Value: 4,194.
- Internal Structure: Endo Steel (mass 3.5). Engine: 350 XL (mass 15). Walking MP: 5. Running MP: 8. Jumping MP: 0.
- Heat Sinks: 10 [20]. Gyro (mass 4). Cockpit (mass 3). Armor Factor: 192 (mass 12).
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 9 |
| Center Torso | 22 | 29 |
| Center Torso (rear) | - | 10 |
| R/L Torso | 15 | 22 |
| R/L Torso (rear) | - | 8 |
| R/L Arm | 11 | 20 |
| R/L Leg | 15 | 22 |
| Weapons and Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| ER PPC | LA | 3 | 7 |
| SRM 2 | LA | 1 | 1 |
| Ammo (SRM 2) 50 | LA | 1 | 1 |
| Sword | RA | 5 | 3.5 |
| MRM 20 | LT | 3 | 7 |
| Ammo (MRM 20) 12 | LT | 1 | 1 |
| Triple Strength Myomer | LT |
The No-Dachi design history is background and is not transcribed here.
New WarShips
Following the successful deployment of its Kyushu and Kirishima Class WarShips, the Draconis Combine has put tremendous effort and resources into creating new WarShip designs to round out its navy. Currently undergoing shakedown trials are two new WarShip designs: the fast and deadly Inazuma Class corvette, and the fearsome Tatsumaki Class destroyer.
The design prose for both WarShips is background and is not transcribed here. The statistics and game information for each ship follow.
Inazuma Class Corvette
Inazuma (Corvette)
- Tech: Star League
- Introduced: 3058
- Mass: 198,000 tons
- Length: 412 meters
- Sail Diameter: 800 meters
- Fuel: 5,000 tons (5,000)
- Tons/Burn-Day: 19.75
- Safe Thrust: 5
- Maximum Thrust: 8
- Sail Integrity: 3
- KF Drive Integrity: 6
- Heat Sinks: 390 (780)
- Structural Integrity: 46
Armor
- Fore: 28
- Fore-Sides: 30
- Aft-Sides: 30
- Aft: 25
Inazuma weapons
| Arc | Type | Heat | S | M | L | Extreme | FTR |
|---|---|---|---|---|---|---|---|
| Nose | Point | 1 | 1 | - | - | - | - |
| Nose | Laser | 120 | 8 | 8 | 8 | - | Y |
| Nose | PPC | 40 | 4 | 4 | - | - | Y |
- Cargo: 1,889 tons. Bay 1: Fighters (6), 3 Doors. Bay 2: Small Craft (2), 1 Door. Bay 3: Cargo, 2 Doors.
- DropShip Capacity: 3. Grav Deck: 1 (75-meter diameter). Escape Pods: 0. Life Boats: 12.
- Crew: 80.
- Armament: 42 ER Large Lasers; 20 PPCs; 6 Anti-Missile Systems; 7 NAC/20s; 4 Medium NPPCs; 18 tons Anti-Missile System ammunition; 350 rounds NAC/20 ammunition (140 tons).
- Notes: Equipped with lithium-fusion battery system and ferro-aluminum armor.
Tatsumaki Class Destroyer
The design prose for the Tatsumaki is background and is not transcribed here.
Tatsumaki (Destroyer)
- Tech: Star League
- Introduced: 3059
- Mass: 514,000 tons
- Length: 585 meters
- Sail Diameter: 1,100 meters
- Fuel: 4,000 tons (2,000)
- Tons/Burn-Day: 39.52
- Safe Thrust: 4
- Maximum Thrust: 6
- Sail Integrity: 4
- KF Drive Integrity: 11
- Heat Sinks: 542 (1,084)
- Structural Integrity: 50
Armor
- Fore: 70
- Fore-Sides: 70
- Aft-Sides: 70
- Aft: 60
Tatsumaki weapons
| Arc | Type | Heat | S | M | L | Extreme | FTR |
|---|---|---|---|---|---|---|---|
| Nose | NAC | 120 | 40 | 40 | 40 | - | - |
| Nose | NGauss | 18 | 30 | 30 | 30 | 30 | - |
| Nose | Pulse | 40 | 6 | - | - | - | Y |
- Cargo: 54,292 tons. Bay 1: Fighters (18), 6 Doors. Bay 2: Battle Armor (108), 2 Doors. Bay 3: Cargo/Small Craft (15), 4 Doors.
- DropShip Capacity: 2. Grav Deck: 2 (200-meter diameter). Escape Pods: 45. Life Boats: 0.
- Crew: 240.
- Armament: 30 Medium Pulse Lasers; 20 Gauss Rifles; 20 ER Large Lasers; 25 LRM-20s w/Artemis; 6 Anti-Missile Systems; 1 Heavy Naval Gauss Cannon; 4 Heavy NPPCs; 10 NAC/20s; 6 Medium NPPCs; 60 tons Gauss Rifle ammunition; 125 tons LRM-20 ammunition; 18 tons Anti-Missile System ammunition; 100 rounds Heavy Naval Gauss ammunition (200 tons); 500 rounds NAC/20 ammunition (200 tons).
- Notes: Equipped with lithium-fusion battery system and ferro-carbide armor.