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BattleTech Field Manual: Federated Suns

Expansion for BattleTech

BattleTech Field Manual: Federated Suns Rulebook

Table of Contents

Table of Contents

  • Unit Assignment Tables
    • Assigning 'Mechs and Vehicles
    • Equipment Ratings
    • Assigning 'Mechs and Vehicles in MechWarrior
    • Assigning Pilots
    • Random Vehicle Assignment Table: Federated Suns
    • Random 'Mech Assignment Table: Federated Suns
  • AFFC Regiments
    • Equipment Ratings
    • Using Hidden Units Rules
    • Overlapping Abilities and Advantages
    • Forcing the Initiative
    • Off-Map Movement
    • Overrun Combat
    • Banking Initiative
    • Equipment Ratings
    • Unaffiliated AFFC Units
    • Avalon Hussars
    • Chisholm's Raiders
    • Ceti Hussars
  • Battle Armor
    • Infiltrator Mk. II Battle Armor
    • Cavalier Battle Armor
  • New Equipment
    • Rotary Autocannon
    • Autocannon Special Munitions
    • Targeting Computer
    • Federated Suns Weapons Table
    • Aerotech 2 Weapons Supplement
    • Federated Suns Equipment Costs and Battle Values
  • Omitted Unit Material

Unit Assignment Tables

This section provides new rules for regular campaign play that reflect the unique strengths and weaknesses of the AFFC and associated forces. These rules are for use with BattleTech, BattleForce 2 (BF2), and MechWarrior, Third Edition (MW3) as noted in the text. References to the BattleTech Master Rules are abbreviated as BMR.

Unit Assignment Tables includes tables for quickly generating BattleTech forces for a pick-up game. AFFC Regimental Abilities provides optional rules for simulating the unique characteristics of the various forces described in this manual. MechWarrior Rules offers several new Life Paths and other supporting material intended for direct use with MW3. The last sections, including New Equipment and New 'Mechs, provide descriptions and game information for new weapons and vehicles.

The 'Mech and vehicle assignment tables in this section can be used alone, but were designed to be used as an expansion to the Creating Scenarios rules starting on page 97 of the BMR. Likewise, they may be used to supplement the Assignment Tables starting on page 90 in MW3. Though the Random 'Mech and Vehicle Assignment Tables in this book can be used to determine the composition of any Inner Sphere force, it is designed specifically for use with Federated Suns (and Lyran Alliance) regiments. When using non-Federated Suns regiments, use the Random 'Mech Assignment Table from the appropriate BattleTech Field Manual, the BMR, or MW3 for more accurate force composition.

Assigning 'Mechs and Vehicles

After determining the weight classes of the 'Mechs in each force (p. 104, BMR), use the Random 'Mech Assignment Table, p. 139, to determine the specific 'Mech designs to be used.

To use the table, the players must set the equipment ratings to be used in the scenario. If playing elements from specific Federated Suns regiments, consult the AFFC Regiments, pp. 140-149, to determine the equipment rating of each force. This section not only tells players what table to roll upon (use the Random 'Mech Assignment Table: Federated Suns, as found on p. 139 of this book, or the House Steiner column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR), or the Random 'Mech Assignment Table: Lyran Alliance, as found in the upcoming Field Manual: Lyran Alliance), but also what column to roll upon.

Alternatively, the players may simply set an equipment rating for their forces (Equipment Rating C is considered average) or 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," 3-4 a rating of "C," 5 a rating of "D" and 6 an "F."

Using similar equipment ratings for both sides will increase the likelihood of an evenly matched battle.

Because the Federated Suns and the Lyran Alliance have been so closely tied to each other, much of the equipment built within each state is in use within the other. When randomly assigning 'Mechs to either a Federated Suns or Lyran Alliance regiment, the controlling player may choose to roll one out of every four 'Mechs on the other affiliation's assignment table, at one equipment rating lower (unless otherwise stated). The choice to roll on the alternate table must be made before any 'Mech assignment rolls are made. Once the weight classes of these "alternate" 'Mechs are chosen, the player rolls on either the House Davion or House Steiner column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR), the Random 'Mech Assignment Table: Federated Suns on p. 139 of this book or the Random 'Mech Assignment Table: Lyran Alliance in the Field Manual: Lyran Alliance.

Equipment Ratings

The name of each regiment is followed by a letter, which is followed by an "AFFC" or an "LAAF" in parentheses. The letter is the regiment's equipment rating, and represents its access to advanced 'Mechs and other equipment. The "AFFC" or "LAAF" represents which military command the regiment is primarily drawing supply from as of 3062. The rating is used when assigning 'Mechs to a unit while using the Random 'Mech Assignment Tables, but also represents the regiment's relationship with the Department of the Quartermaster and so determines how easily it can obtain equipment and supplies.

An equipment rating is often averaged out over the regiment's entire TO&E. Therefore, in a "C" rated company, there may actually be an "A" lance, a "B" lance and a "C" lance.

Assigning 'Mechs and Vehicles in MechWarrior

The Random 'Mech Assignment Table: Federated Suns can also be used to assign the starting 'Mech or Vehicle for a new MechWarrior character who comes from the Federated Suns. In this case, use this table instead of the standard Federated Suns column of the Vehicle Assignment Table (pp. 91-92, MW3). Base the character's equipment rating on the character's current regiment (or the regiment with which he last served).

If the character has not served in a regiment, assume he has a rating of C. Increase the rating by one level for every two of the following which the character possesses: Land Grant, Title, an appropriate Contact (such as AFFC), Well-Connected (Federated Suns), Social Standing of seven or higher, or a Tour of Duty: Inner Sphere (only one Tour of Duty: Inner Sphere path counts towards this total).

Assigning Pilots

Once the players have determined the 'Mechs and other battlefield units they will be using, they should then assign pilots to each. The players may make direct use of the Random Experience Level Table and the Random Skills Table (Expanded), found on p. 108 of the BMR.

If playing elements from a specific Federated Suns regiment, consult the appropriate regiment writeup (beginning with AFFC Rosters, p. 43); each regiment (and sub-unit) is given a rating of Elite, Veteran, Regular or Green. If playing an Elite regiment, the controlling player should add a +4 modifier to the Random Experience Level roll and a +2 modifier to the Random Skill roll. If playing a Veteran regiment, add +2 to the Experience roll and +1 to the Skill roll. If playing a Regular regiment, apply no modifiers, and if playing a Green regiment, apply a -2 to the Experience roll and -1 to the Skill roll.

Random Vehicle Assignment Table: Federated Suns

Vehicle types: "H" = hover, "T" = tracked, "V" = VTOL, "W" = wheeled. Weights in brackets are in tons.

2D6Light Vehicles (20-35 tons)Medium Vehicles (40-55 tons)Heavy Vehicles (60-75 tons)Assault Vehicles (80-100 tons)
2Warrior H8 Attack Helicopter [20] (V)Regulator Hovertank [45] (H)Von Luckner Heavy Tank [75] (T)Schiltron B [80] (W)
3Cavalry Attack Helicopter [25] (V)Condor Heavy Hovertank [50] (H)Pilum Heavy Tank [70] (W)Behemoth Heavy Tank [100] (T)
4Pegasus Scout Hovertank [35] (H)Maxim Heavy Hover Transport [50] (H)SRM Carrier [60] (T)Schrek PPC Carrier [80] (T)
5Hunter Light Support Tank [35] (T)Goblin Infantry Support Vehicle [45] (T)Brutus Assault Tank [75] (T)Alacorn Mk VI Heavy Tank [95] (T)

Random 'Mech Assignment Table: Federated Suns

Weights in brackets are in tons. An asterisk marks a four-legged (quad) BattleMech. Columns are the equipment ratings A, B, C, D and F (the table has no E column).

Light 'Mechs (20 to 35 tons)

2D6ABCDF
2SDR-9K Venom [35]NTK-2Q Night Hawk [35]ZPH-1A Tarantula [25]*DRT-3S Dart [25]WLF-1 Wolfhound [35]
3NTK-2Q Night Hawk [35]DRT-3S1 Dart [25]RVN-3L Raven [35]COM-5S Commando [25]FS9-H Firestarter [35]
4GRM-01C Garm [35]SCB-9A Scarabus [30]WLF-2 Wolfhound [35]FS9-H Firestarter [35]JVN-10F Javelin [30]
5BZK-F3 Hollander [35]ALM-7D Fireball [20]FS9-S Firestarter [35]JVN-10P Javelin [30]

Medium 'Mechs (40 to 55 tons)

2D6ABCDF
2SR1-0 Strider [40]SR1-0 Strider [40]FS9-0 Firestarter [45]CN9-D Centurion [50]HCT-3F Hatchetman [45]
3CN10-B Centurion [55]LNX-9Q Lynx [55]SNT-04 Sentry [40]BJ-2 Blackjack [45]ENF-5D Enforcer [50]
4STH-1D Stealth [45]ENF-6M Enforcer III [50]BJ-2 Blackjack [45]WTH-2 Whitworth [40]BJ-2 Blackjack [45]
5FS9-0 Firestarter [45]SNT-04 Sentry [40]WCT-4M Watchman [40]ENF-4R Enforcer [50]

Heavy 'Mechs (60 to 75 tons)

2D6ABCDF
2CTF-3D Cataphract [70]BNDR-01A Bandersnatch [75]WR-DG-02FC War Dog [75]AXM-2N Axman [65]JM6-DD JagerMech [65]
3CES-3D Caesar [70]MDG-1A Rakshasa [75]FLC-8R Falconer [75]ON1-K Orion [75]CPLT-C1 Catapult [65]
4JM7-F JagerMech [70]CTS-6Y Cestus [65]QKD-5K Quickdraw [60]CPLT-C4 Catapult [65]JM6-A JagerMech [65]
5JM7-D JagerMech [70]WR-DG-02FC War Dog [75]PTR-4D Penetrator [75]

Assault 'Mechs (80 to 100 tons)

2D6ABCDF
2TLR1-0B Templar [85]AWS-9Q Awesome [80]BNC-3S Banshee [95]DVS-2 Devastator [100]BNC-3S Banshee [95]
3TLR1-0A Templar [85]MR-V2 Cerberus [95]GUN-1ERD Gunslinger [85]VTR-9B Victor [80]CP-10-Z Cyclops [90]
4PPR-5S Salamander [80]NSR-9J Nightstar [95]AWS-9M Awesome [80]STK-5S Stalker [85]CGR-1A1 Charger [80]
5NSR-9FC Nightstar [95]LGB-7Q Longbow [85]ZEU-9S Zeus [80]AWS-9M Awesome [80]

AFFC Regiments

Each AFFC regiment possesses certain specialties and skills based on its experience and the abilities of its commanders. The regiment descriptions earlier in this book discuss these characteristics in detail. The following game rules simulate these characteristics and are intended to supplement existing BattleTech, BF2 and MW3 rules. These rules are intended to enhance game play, but not to give any unfair advantages. Gamemasters and players should all agree on the use of any supplemental rules before game play. Similarly, players should feel free to modify any rule that seems inappropriate for their campaign. All of the following rules are considered Level 3 rules, and are ineligible for tournament play.

Many of the following rules are specifically designed for use with the Creating Scenarios rules (p. 97, BMR). However, players should feel free to use them in other game situations. Unless otherwise stated, the following rules apply to BattleTech games only.

Equipment Ratings

RatingDescriptionExample
ATop PriorityDavion Heavy Guards
BVery Good1st FedCom RCT
CGood1st Ceti Hussars
DAdequate8th Deneb Light Cavalry
FDeficientAlcyone Capellan March Militia

Using Hidden Units Rules

Certain regiments can use the Hidden Units rules (p. 77, BMR) to set up part or all of their forces when scenario circumstances allow. If the opportunity does not exist, the regiment cannot exercise this option. For example, in a chase scenario both sides move at the start of the game, so the Hidden Units rules are void. In a stand-up fight scenario, however, one side can use the Hidden Units rules. Players must decide if a scenario accommodates the use of hidden units; in all cases, both players must agree before using the rules in a scenario.

If the rules for a scenario type already call for hidden units, ignore the regiment's special ability to set up hidden units.

Overlapping Abilities and Advantages

If opposing forces possess identical abilities or advantages, the advantages cancel each other out. For example, if two opposing regiments both have the advantage of choosing the side of the map from which they enter, ignore the advantage and instead determine the edge from which a side will enter using standard rules.

Forcing the Initiative

Several Federated Suns regiments have the ability to "force the Initiative" and gain bonuses to their Initiative rolls in BattleTech games. The bonus is equal to the number of enemy units the side destroyed in the previous turn, reduced by the number of its own destroyed units.

For example, a side with this capability receives a +2 Initiative bonus if it destroyed 4 enemy units and lost 2 of its own during the previous turn.

Off-Map Movement

Some regiments are proficient in tactical movement behind the lines of combat. Regiments with the off-map movement ability may move units off the map during play. These units re-enter play at a predetermined map edge. This ability may only be used if the scenario type allows for it. For example, an offensive force may not use this ability in breakthrough scenarios; in a hold-the-line scenario, the defending force cannot use off-map movement.

To use this ability, the controlling player writes down the exit hex and mapsheet of each unit moving off-map. The controlling player then writes down the hex, mapsheet and turn at which each unit will re-enter. Before re-entering the map, an exiting unit must remain off the map for the number of turns 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 (rounding fractions up). The result is the minimum number of turns the unit must remain off the map. The controlling player can delay the unit's re-entry beyond this period if he desires, but must select the re-entry turn when the unit leaves the map.

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 enter at the location and turn noted on its written orders.) In a campaign setting, these "destroyed" units may be brought back into play in a later battle, because they are actually lost rather than destroyed.

If a returning unit is supposed to enter the map in a hex containing an enemy unit, or containing a friendly unit that would violate the stacking limits of the hex, the returning unit is placed in a hex of the opposing player's choice adjacent to the intended entry hex.

Once the returning unit has re-entered the map, any enemy unit adjacent to it may immediately attack it using the rules for Pointblank Shots from Hidden Units (p. 77, BMR). This attack does not restrict the attacking unit's ability to make attacks in the following turn.

Units off the map cannot engage in combat. If the opposing force destroys all the units remaining on the map before off-map units return, the battle is lost.

Overrun Combat

Some regiments are capable of "overrun" combat during BattleTech games. Under certain circumstances, these forces may fire before enemy forces can move or fire.

When rolling Initiative for overrun-capable regiments, note the die roll result's Margin of Success. Divide the Margin of Success by 2 and round fractions down. The result equals the number of individual units that may move, designate and resolve their firing before any other units move and fire. "Extra" successes do not carry over into later turns (i.e., if the player has more successes than 'Mechs available to move). For example, an overrun-capable force makes an Initiative Roll of 11, while its opponent rolls only a 6. That gives the overrun-capable force a Margin of Success of 5, which means that two of its units may move and fire before any other units move (5 divided by 2 = 2.5, rounded down to 2).

Units employing the overrun capability do not take part in the normal move/fire sequence. In other words, overrunning units do not count for determining how many units each side must move when alternating turns during the Movement, Reaction and Weapon Attack phases. Overrunning units make physical attacks as normal during the Physical Attack Phase.

Banking Initiative

Some regiments command an innate grasp of the ever-changing battlefield. They can take advantage of this by electing to give up the initiative only to seize it later in combat.

In game play, the player controlling these regiments may, before making the Initiative roll, choose to give the Initiative to his opponent. For each two turns the controlling player elects to lose initiative he may, at a later Turn and before making the Initiative roll, choose to take the Initiative. The controlling player may only "bank" up to two Initiatives (giving up four Initiatives) at any one time in this way. For purposes of any other special abilities, consider the opponent to have won or lost the initiative (as appropriate) by a margin of 1.

Equipment Ratings

The name of each regiment is followed by a letter in parentheses. This letter is the regiment's equipment rating, and represents its access to advanced 'Mechs and other equipment. The rating is used when assigning 'Mechs to a regiment using the random 'Mech assignment tables, but also indicates the regiment's relationship with the procurement division of its military and so determines how easily it can obtain equipment and supplies.

Unaffiliated AFFC Units

1st Aragon Borderers (C, AFFC)

The Borderers are adept at maneuver. Up to half of the Borderers' units may make use of the off-map movement special ability if the total number of enemy units on the map is greater than the off-map force. When randomly assigning 'Mech forces, one out of every eight may be Clan. Once the weight classes of these 'Mechs are randomly determined, the Borderers player chooses which 'Mech will be Clan and rolls on the Smoke Jaguar column of the Random 'Mech Assignment Table: Clans, found on p. 107 of the BMR.

1st Argyle Lancers (D, LAAF)

When randomly assigning 'Mech forces, apply a -3 modifier when rolling to determine Random Lance Type (p. 103, BMR). Additionally, in scenarios where the Lancers are prevented from using their aerospace fighters because of weather (or because of some other outside force, not if the scenario simply does not allow for aerospace fighter integration), the Lancers receive a -1 Initiative penalty.

1st Capellan Dragoons (D, AFFC)

The Dragoons receive a +4 Initiative bonus on the first turn of any battle, but thereafter subtract one from that bonus for every two turns its units remain on the map and continue to do so until all of the Dragoons' elements are either destroyed or leave the map (this "bonus" may continue on into negative numbers).

1st Federated Suns Armored Cavalry (A, AFFC)

When randomly assigning 'Mech forces, apply a -2 modifier when rolling to determine Random Lance Type (p. 103, BMR). The Armored Cavalry may make use of the off-map movement and banking initiative special abilities.

1st Kestrel Grenadiers (B, AFFC)

The Grenadiers field a far heavier force than their status as a "household guard" would otherwise indicate. Before the scenario begins, the controlling player of the Grenadiers rolls a D6. On a 5 or 6, he has never faced the enemy regiment before and the Grenadiers receive a -3 Initiative penalty for the entire game. On any other roll, there is no effect.

1st Kittery Borderers (D, AFFC)

The Kittery Borderers receive a +1 Initiative bonus when fighting against Capellan regiments. Furthermore, they receive an additional +1 Initiative bonus while fighting within the Capellan March, but suffer a -1 Initiative penalty when operating outside that region.

Avalon Hussars

11th Avalon Hussars (B, AFFC)

At the beginning of the game, the Eleventh Avalon Hussars player must designate a command unit. As long as the command unit remains in play, the player controlling the unit in a BF2 game will not use the standard Command "cup." Instead, the player may arrange the Commands in any order he or she wishes before the game starts, drawing the commands in that exact order. Once all of the commands have been drawn, the player will rearrange them again in any order before the next turn begins. The process will continue in this way until the game ends.

17th Avalon Hussars (B, AFFC)

The Seventeenth may make use of the overrun combat and banking initiative special abilities.

20th Avalon Hussars (A, AFFC)

The Twentieth is well-known for rapidly building field works and defensive fortifications. In any scenario where the Twentieth is the defender, the player controlling the Twentieth may place up to one half as many one-level Medium buildings as it will deploy units, so long as the scenario's circumstances allow it. In addition, the Twentieth may make use of the off-map movement special ability with up to a quarter of its deployed forces.

22nd Avalon Hussars (B, AFFC)

The Twenty-second is a unit that has not only experienced extremely good luck on the battlefield, but also incredibly bad luck. Prior to the start of any BattleTech game, roll 2D6. On a roll of 12, all the Twenty-second units receive -1 to-hit modifier. On a roll of 2, the unit is subject to a -4 Initiative penalty. On any other roll, there is no effect.

39th Avalon Hussars (C, LAAF)

The Thirty-ninth Hussars use reconnaissance elements extensively to locate and surprise any enemy forces. In scenarios where the Thirty-ninth is the attacker, the player controlling the Thirty-ninth will receive a +3 Initiative bonus so long as he or she keeps more than half of the force off-board. The remainder of the regiment may enter the Thirty-ninth's home edge at any time during the game, but the controlling player forfeits any Initiative bonus at the beginning of the turn in which any of the remaining forces enter the battle.

Additionally, when randomly assigning 'Mech forces, apply a -2 modifier when rolling to determine Random Lance Type (p. 103, BMR).

41st Avalon Hussars (A, AFFC)

The members of the Forty-first Hussars are at the same time some of the most reviled and revered in the AFFC. MW3 characters assigned to the Forty-first are considered to be Well Connected within the pro-Victor Davion camp and to have Stigma/Pro-Victor within the pro-Katherine camp.

42nd Avalon Hussars (A, LAAF)

Every turn the Forty-second Hussars make use of preplanned movement (the controlling player(s) write down each unit's movement before the turn begins, with no deviations once the turn begins), each unit of the Forty-second receives a -1 to-hit modifier for any single weapon attack during that Weapon Attack Phase only. If a Hussar unit cannot move through a hex because of an enemy unit's move or would violate the Stacking rule (p. 20, BMR), the controlling player of the Hussars can change that unit's movement but must adhere to the original plan as much as possible.

Chisholm's Raiders

1st Chisholm's Raiders (F, AFFC)

At the beginning of the game, the First player must designate a command unit. As long as the command unit remains in play, the Raiders receive a -1 to-hit modifier to all physical attacks.

Additionally, the First Raiders lack any significant tactical cohesiveness. For every additional lance beyond the first, they receive a cumulative -1 Initiative penalty.

2nd Chisholm's Raiders (C, AFFC)

When randomly assigning 'Mech forces, apply a -2 modifier when rolling to determine Random Lance Type (p. 103, BMR). The Second Raiders may make use of the overrun combat special ability and may also make use of the Sprinting movement ability (see p. 13, Maximum Tech, Revised).

Ceti Hussars

1st Ceti Hussars (C, AFFC)

The First Hussars may use the forcing the initiative and overrun combat special abilities. Any regiment facing the First Hussars may use off-map movement with up to a quarter of its forces, unless its abilities allow for more.

2nd Ceti Hussars (B, AFFC)

Opponents facing the Second Hussars may not use the overrun combat special ability and may not place any hidden units.

3rd Ceti Hussars (C, AFFC)

At the beginning of the game, the First player must designate a command unit. As long as the command unit remains in play, the Third receives a -3 Initiative penalty. Finally, all of the Third's artillery units gain a -1 to-hit modifier.

Crucis Lancers

1st Crucis Lancers (A, AFFC)

When randomly assigning 'Mech forces, apply a +2 modifier when rolling to determine Random Lance Type (p. 103, BMR). Additionally, for every two units the First loses, the Lancers receive a cumulative +1 Initiative bonus (to a maximum of +4).

2nd Crucis Lancers (C, LAAF)

The Second Lancers can deploy up to half of its units in hidden positions at the beginning of any battle. In addition, when using the dropping troops rules (p. 72, BMR), all units receive a -1 modifier to the Piloting Skill roll to determine if they scatter. When randomly assigning 'Mech forces, one out of every eight may be Clan. Once the weight classes of these 'Mechs are randomly determined, the Lancers player chooses which 'Mech will be Clan and rolls on the Clan Wolf column of the Random 'Mech Assignment Table: Clans (p. 107, BMR).

3rd Crucis Lancers (A, AFFC)

Consider all of the Third Lancers' infantry forces as anti-'Mech trained. Additionally, those infantry units may deploy towed weapons (see Field Guns, p. 38, Maximum Tech, Revised). If the scenario allows, any or all of the Third's infantry may deploy hidden. When randomly assigning 'Mech forces, one out of every eight may be Lyran Alliance. Once the weight classes of these 'Mechs are randomly determined, the Lancers player chooses which 'Mech will be Lyran and rolls on the House Steiner column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR) or the "A" column of the Random 'Mech Assignment Table: Lyran Alliance, found in the Field Manual: Lyran Alliance.

4th Crucis Lancers (C, LAAF)

When randomly determining maps, the Fourth Lancers gain a +2 Initiative bonus in any scenario, but the opposing player may choose the maps instead of rolling and may choose the Fourth Lancers' home edge.

5th Crucis Lancers (B, AFFC)

When in combat against an opponent connected to the Zhanzeng de Guang, the Thuggee or any other Capellan terrorist group, the Fifth Lancers gain a +2 Initiative bonus and each unit in the Fifth receives a -1 to-hit modifier to all weapon attacks. After experiencing firsthand some of the horrors apparently wrought by the terrorists, many of the Fifth's personnel are beginning to experience psychological problems. Roll 2D10 each month any MW3 character is assigned to the Fifth; on a result of 4 or less, the character receives a one-point negative Trait, such as Addiction, Introvert or Quirk/Psychosis. On the other hand, all Fifth characters receive the Trait Combat Sense after a year of continuous service.

6th Crucis Lancers (B, LAAF)

If the Sixth Lancers are fighting in urban terrain and are the attackers in the scenario, the opponent cannot set up any units using the Hidden Units rule (p. 77, BMR).

7th Crucis Lancers (A, LAAF)

When randomly determining maps, if the player controlling the Seventh Lancers willingly allows his or her opponent to choose all of the maps involved in the scenario and choose the home edge for the Seventh, each of the Seventh's units gains one "Edge" point. Edge points may be used to force a re-roll of one single roll directly affecting the unit which spends the Edge point (a to-hit roll, either against itself or in an attack made by the unit in question, a PSR, etc.).

8th Crucis Lancers (B, AFFC)

Whenever facing a Draconis Combine regiment in battle, the Eighth receives gains a -3 Initiative penalty but also a -1 to-hit modifier for all weapons attacks.

Davion Brigade of Guards

Davion Assault Guards (A, AFFC)

When randomly assigning 'Mech forces, apply a +4 modifier when rolling to determine Random Lance Type (p. 103, BMR). In addition, the Guards may also use the forcing the initiative and overrun combat special abilities and may use the Sprinting movement ability (see p. 13, Maximum Tech, Revised).

Davion Heavy Guards (A, AFFC)

When randomly assigning 'Mech forces, apply a +3 modifier when rolling to determine Random Lance Type (p. 103, BMR). In addition, the Guards may also use the forcing the initiative, the banking initiative and overrun combat special abilities. All MW3 characters assigned to the Heavy Guards gain the 2-point Traits of Good Reputation and Well-Connected/New Avalon, as long as they remain in the Guards.

Any MW3 character assigned to the Armor Brigade gains 5 XP per month in either Tactics/Armor or Strategy.

Davion Light Guards (A, AFFC)

When randomly assigning 'Mech forces, apply a -3 modifier when rolling to determine Random Lance Type (p. 103, BMR). The Guards gain a +1 Initiative bonus if they outnumber their enemy, increasing to +3 if they outnumber their enemy by a ratio of 2:1 or greater.

1st Davion Guards (A, AFFC)

All MW3 characters assigned to the First Guards RCT gain the 2-point Traits of Good Reputation and Well-Connected/Federated Suns, as long as they remain in the Guards. In addition, during any BF2 games, the player controlling the First Guards may substitute any one command with Luck of the Fox prior to the start of the game; no matter what command was substituted, the new command is considered a "special command."

2nd Davion Guards (B, AFFC)

Before the start of any game, the Second Guards may preplot up to fifteen separate hexes on the map board for artillery strikes (see p. 70, BMR), unless the scenario would prevent it. In any event, the members of the Second Guards work extensively with their artillery elements and gain a -2 "spotter" modifier, instead of the standard -1 modifier (see p. 70, BMR). If the Second Guards are deprived of either their artillery support or their aerospace support (due to weather, terrain conditions, etc.; the fighters must be grounded or for some reason unable to survey the battle in any way), they gain a -2 Initiative penalty.

When randomly assigning 'Mech forces, one out of every eight may be Clan. Once the weight classes of these 'Mechs are randomly determined, the Guards player chooses which 'Mech will be Clan and rolls on the Clan Jade Falcon column of the Random 'Mech Assignment Table: Clans (p. 107, BMR).

3rd Davion Guards (C, AFFC)

All MW3 characters assigned to the Third Guards automatically gain the negative Traits Bad Reputation and Stigma/Hesperus Secessionist (obviously a Trait significant to any Lyran characters and NPCs), but also gain the four-point Trait Well-Connected/Federated Suns (due to the unit's connections with ComStar); Well-Connected only applies while the character is in the Third Guards. In any BF2 game, the Third may replace up to four commands with two each of Alpha Strike! and Stand and Shoot.

4th Davion Guards (B, LAAF)

When randomly determining maps, the opposing player may choose all of the maps for any scenario, but the Fourth Guards player will choose his or her home edge first. When randomly assigning 'Mech forces, one out of every eight may be Clan. Once the weight classes of these 'Mechs are randomly determined, the Guards player chooses which 'Mech will be Clan and rolls on the Clan Wolf column of the Random 'Mech Assignment Table: Clans (p. 107, BMR).

In a MW3 game, if any Tactics or Strategy rolls (opposed or not) are required of the Fourth Guards prior to the start of a scenario, the controlling player receives a +3 bonus to the roll.

5th Davion Guards (A, AFFC)

Since their action on La Grave, the Fifth Guards have practiced extensively in the forests of the worlds on which they have been assigned. Any Fifth unit beginning its turn on a Wooded hex, and continuing to travel in Wooded hexes for the entire Movement Phase, gains 1 additional MP.

When randomly assigning 'Mech forces, one out of every eight may be Clan. Once the weight classes of these 'Mechs are randomly determined, the Guards player chooses which 'Mech will be Clan and rolls on the Clan Jade Falcon column of the Random 'Mech Assignment Table: Clans (p. 107, BMR).

Deneb Light Cavalry

4th Deneb Light Cavalry (C, LAAF)

At the beginning of the game, the Fourth Deneb Light Cavalry player must designate a command unit. As long as the command unit remains in play, the Fourth gains a unique attribute when playing in a BF2 scenario. Whenever the Hello, HQ? command is drawn, the Fourth's controlling player should roll 1D6. On a roll of one, apply the effects of the command normally; if any other result is rolled, the controlling player may disregard the command's effects and instead apply the effects of any other command available in the game. No matter what the effect is applied, this command is still considered a "special command" and is thus set aside for one turn before being returned to the cup.

8th Deneb Light Cavalry (D, LAAF)

The Eighth has a deep connection with Duke Robert Steiner-Kelswa. All characters assigned to the RCT gain the four-point Trait Well-Connected/Free Skye Movement, while in the Eighth. When operating in forces larger than two companies, the Eighth receives a -1 Initiative penalty.

Additionally, the Eighth is constantly experiencing equipment breakdowns. For each lance the Cavalry field, roll 1D6 -3 prior to the start of the game. If the result is negative, randomly determine one 'Mech in the lance and roll 1D6 to determine which of the following critical hits to apply to that 'Mech: 1-Engine, 2-Sensor, 3-Foot Actuator, 4-Jump Jet, 5-Shoulder, 6-Gyro. Once the specific critical hit has been determined, randomly assign it to an appropriate slot on the Critical Hit Table of the 'Mech's record sheet.

10th Deneb Light Cavalry (C, AFFC)

The Tenth may use the off-map movement special ability. Additionally, the regiment may place up to half of its units hidden, prior to the start of any scenario, so long as the circumstances of the scenario permit.

12th Deneb Light Cavalry (D, AFFC)

When using the dropping troops rules (p. 72, BMR), all units in the Twelfth receive a -1 modifier to the Piloting Skill Roll to determine if they scatter. In addition, the BattleMechs in the Twelfth may make a drop even when its DropShips are hovering at low altitude.

15th Deneb Light Cavalry (C, AFFC)

Seen by many within the AFFC as sympathizers, any characters assigned to the Fifteenth gain Stigma/Katherine Supporter, a negative Trait that could actually prove to be advantageous within certain circles. Additionally, the Fifteenth may make use of the overrun combat special ability.

Federated Commonwealth Corps

1st FedCom RCT (B, AFFC)

The members of the First RCT are adept at small-unit tactics, but do not fight well in large groups. In any BF2 game where the First's battalions fight independently (lances/platoons belonging to one battalion do not close within three hexes of one belonging to another), roll 1D6 for each command drawn. On a roll of one, the player controlling the First may chose any BF2 command and apply its effects instead of the drawn command (no matter what command was drawn or chosen, treat it as a "special command"). On the other hand, if the First's battalions operate together, roll 1D6 for every command drawn; on a roll of one, apply the effects of the Hello, HQ? command.

3rd FedCom RCT (B, AFFC)

Prior to any battle in which the Third is the defender in the scenario, the Third's controlling player may place as many standard ten point minefields on the map as it has units deployed. Additionally, the Third may deploy up to one quarter of its units hidden, prior to the start of the game.

When randomly assigning 'Mech forces, the player controlling the Third FedCom may roll once per lance on the "A" column. The choice to roll on the "A" column must be made prior to any rolls.

5th FedCom RCT (C, AFFC)

In any Turn where the Fifth is outnumbered, the regiment receives a -3 Initiative penalty, but each unit gains a -1 to-hit modifier to all weapon attacks.

6th FedCom RCT (B, AFFC)

When randomly assigning 'Mech forces, apply a -2 modifier when rolling to determine Random Lance Type (p. 103, BMR). When randomly determining maps, the player controlling the Sixth may choose the maps for the scenario, and may choose its own home edge. Additionally, if using the Ice Special Case Rules (p. 78, BMR) or the Heavy Snowfall Weather Conditions (p. 11, Maximum Tech, Revised), the members of the Sixth gain a -2 modifier to all Piloting Skill rolls.

7th FedCom RCT (C, AFFC)

The members of the 7th RCT gain a -1 to-hit modifier on all weapon attacks when fighting against a regiment claiming loyalty to Katherine Steiner-Davion, but also suffer a -2 Initiative penalty.

8th FedCom RCT (D, AFFC)

Characters assigned to the Eighth RCT automatically gain the negative Trait of Stigma/Katherine Supporter. Additionally, in any turn in which the Eighth outnumbers an opponent, they gain a +1 Initiative bonus.

New Ivaarsen Chasseurs

1st New Ivaarsen Chasseurs (C, AFFC)

The First Chasseurs gain a -1 to-hit modifier on all physical attacks when facing any Draconis Combine opponent. Additionally, the Chasseurs air units gain a -1 to-hit modifier on air-to-ground strafing runs. On the other hand, if the Chasseurs are deprived of their air cover (assuming the scenario conditions would normally allow for their inclusion), the entire regiment suffers a -1 Initiative penalty.

2nd New Ivaarsen Chasseurs (A, AFFC)

All MW3 characters assigned to the Second Chasseurs gain 5 XP toward their Strategy skill every two months, so long as they remain with the unit.

Robinson Rangers

1st Robinson Rangers (C, AFFC)

Prior to the start of any battle, the player controlling the First Rangers should divide his or her entire force into two separate groups, each fielding the same number of units. The player may devote one of those two groups to the battle; so long as the second group is kept off-map, the First Rangers gain a +2 Initiative bonus. Once the second group enters the board, the entire force may make use of the Sprinting movement ability (see p. 13, Maximum Tech, Revised), but they lose the +2 Initiative bonus.

2nd Robinson Rangers (D, LAAF)

The members of the Second Rangers suffer a +1 to-hit modifier on all long-range weapon attacks, but also gain a -1 to-hit modifier on all physical attacks. At the same time, the regiment gains a -2 modifier to all Piloting Skill rolls required when moving on pavement or entering or leaving buildings.

When randomly assigning 'Mech forces, once per Lance, the controlling player has the option of rolling on either the "A" column of the Random 'Mech Assignment Table: Lyran Alliance or the Random 'Mech Assignment Table: Federated Suns. The decision to roll on those alternate tables must be made before any random 'Mech assignment rolls.

3rd Robinson Rangers (A, AFFC)

If the controlling player of the Third Rangers moves all of his units in groups of four during the Movement Phase, the regiment gains a -2 modifier to all Piloting Skill rolls for that Turn only.

Syrtis Fusiliers

5th Syrtis Fusiliers (C, AFFC)

The Fifth Fusiliers are subject to a -1 Initiative penalty, but all their long-range weapon attacks receive a -1 to-hit modifier. The Fifth's infantry forces gain a -1 to-hit modifier to both weapon and Anti-BattleMech attacks.

6th Syrtis Fusiliers (C, AFFC)

When the Sixth is the defender in a scenario and maps are randomly determined, the player controlling the Sixth Fusiliers may choose the specific maps for the battle and may place up to a quarter of his or her units hidden.

8th Syrtis Fusiliers (C, AFFC)

When randomly assigning 'Mech forces, apply a -2 modifier when rolling to determine Random Lance Type (p. 103, BMR). The Eighth Fusiliers may use off-map movement and force the initiative.

When randomly assigning 'Mech forces, one out of every four may be Capellan Confederation. Once the weight classes of these 'Mechs are randomly determined, the Fusiliers player chooses which 'Mech will be Capellan and rolls on the House Liao column of the Random 'Mech Assignment Table: Inner Sphere 1 (p. 105, BMR) or the "C" column of the Random 'Mech Assignment Table: Capellan Confederation, (p. 123, Field Manual: Capellan Confederation).

Capellan March Militia

Alcyone Capellan March Militia (F, AFFC)

The Alcyone CMM uses its ample artillery assets to both place minefields and to bombard an enemy force. Prior to the start of any scenario but a "Chase," the player controlling the CMM may place up to half as many standard 10-point minefields as he or she is fielding units. Additionally, the player may pre-designate up to that many hexes for artillery strikes (see p. 70, BMR).

Kathil Capellan March Militia (B, AFFC)

The members of the Kathil CMM are subject to a -1 Initiative penalty in any scenario, though all characters gain the MW3 two-point Trait of Well Connected/Kathil.

When randomly assigning 'Mech forces, the player controlling the Kathil CMM may roll once per lance on the "A" column. The choice to roll on the "A" column must be made before any rolls are made.

New Syrtis Capellan March Militia (C, AFFC)

Prior to any scenario in which the Militia is the defender, the controlling player may position any or all of its units hidden.

When randomly assigning 'Mech forces, the player controlling the New Syrtis CMM may roll once per lance on the "B" column. The choice to roll on the "B" column must be made before any rolls are made.

Ridgebrook Capellan March Militia (F, AFFC)

Prior to the start of any MW3 scenario in which the Militia is the defender, the players controlling each force involved should make an opposed Tactics roll, with the Ridgebrook CMM player receiving a +4 modifier. If the Militia is successful, it gains an Initiative bonus equal to its Margin of Success (to a maximum of +4).

Sirdar Capellan March Militia (F, AFFC)

The members of the Sirdar CMM are itching for any chance to fight the Capellan Confederation. If the unit is involved in a battle in which a Confederation regiment is participating and is not the enemy, the player controlling the Militia should roll 2D6. On a roll of 11 or 12, the Militia will fight normally. On any other result, the members of the Militia will immediately attack the Confederation troops, regardless of their mission or the circumstances of the battle.

Valexa Capellan March Militia (F, AFFC)

In any scenario where the Valexa CMM is the defender, the player controlling the Militia may position any or all of the regiment's infantry hidden. Additionally, the player may designate up to half of his or her infantry units as anti-'Mech trained, free of charge.

Warren Capellan March Militia (D, AFFC)

The Warren CMM may make use of the overrun combat special ability.

Achernar Sarna March Militia (D, AFFC)

The Achernar SMM gains a -1 to-hit modifier for both weapon and physical attacks made against all infantry units. Its 'Mech force is not in the best condition however. For each lance the Achernar SMM fields, roll 1D6 - 3 prior to the start of the game. If the result is negative, randomly determine one 'Mech in the lance and roll 1D6 to determine which of the following critical hits to applies to that 'Mech: 1-Engine, 2-Sensor, 3-Foot Actuator, 4-Jump Jet, 5-Shoulder Actuator, 6-Gyro. Once the specific critical hit has been determined, randomly assign it to an appropriate slot on the Critical Hit Table of the 'Mech's record sheet.

Nanking Sarna March Militia (F, AFFC)

The Militia receives a -1 Initiative penalty. If the Nanking SMM is fighting on Nanking, its members gain a -1 to-hit modifier for all physical attacks.

Crucis March Militia

Anjin Muerto Crucis March Militia (D, AFFC)

In any battle in which the CMM does not deploy any hovercraft or jumping BattleMechs, the entire regiment suffers a -1 Initiative penalty.

Islamabad Crucis March Militia (F, AFFC)

The CMM suffers a -1 Initiative penalty in any scenario in which the regiment deploys more than one company on the battlefield.

All MW3 characters who profess an interest in the Messengers of Shiva must spend half of their earned XPs each month on the skills Academic/Teachings of Shiva, but increasing the WIL Attribute costs only 15 XP times the value you are raising it to, rather than 25 XP.

Kestrel Crucis March Militia (F, AFFC)

MW3 characters gain 5 XP per month they are assigned to the Kestrel CMM, applied directly to their Academic/Military History skill. Prior to each battle, all characters should make a Tactics and an Academic/Military History skill check with a +4 modifier. If both are successful, the character receives a +2 bonus to all Initiative rolls.

Malagrotta Crucis March Militia (D, AFFC)

Members of the Malagrotta CMM gain a -2 modifier to all Piloting Skill roll target numbers when fighting in lower than standard gravities (see pp. 78-79, BMR).

Marlette Crucis March Militia (F, AFFC)

Adept at pushing the offensive, the Marlette CMM may use the forcing the initiative and overrun combat special abilities. When randomly assigning 'Mech forces, the player controlling the New Syrtis CMM may roll once per lance on the "A" column. The choice to roll on the "A" column must be made before any rolls.

New Avalon Crucis March Militia (B, AFFC)

The members of the New Avalon CMM gain a -1 modifier to all Piloting Skill rolls required for movement on pavement.

Remagen Crucis March Militia (F, AFFC)

While fighting at night, the members of the Remagen CMM suffer only a +1 modifier in place of the standard +2 (see p. 81, BMR). When fighting at dusk or dawn, they suffer no penalties (see p. 11, Maximum Tech, Revised).

Tsamma Crucis March Militia (F, AFFC)

In any Turn in which the Tsamma CMM does not make weapon attacks, the entire unit gains a +4 Initiative bonus for the following Turn only and a -2 to-hit modifier on all physical attacks for the Physical Attack Phase of that Turn only.

Draconis March Militia

Addicks Draconis March Militia (C, AFFC)

Prior to the start of any scenario, the Militia may place any or all of its force hidden.

Bremond Draconis March Militia (F, AFFC)

The Bremond DMM may use the banking initiative special ability.

Bryceland Draconis March Militia (F, AFFC)

Because of its decentralized command structure, the Bryceland DMM receives a -1 Initiative penalty. Opponents may not place hidden units on the board while fighting the Bryceland DMM on a world within the Bryceland PDZ.

During BF2 games, the regiment is not susceptible to the effects of the Jam Transmission and the Hello, HQ? commands.

Clovis Draconis March Militia (F, AFFC)

MW3 characters assigned to the Clovis DMM automatically gain the two-point negative Trait Quirk/Hates the Draconis Combine.

Dahar Draconis March Militia (D, AFFC)

If the Dahar DMM is involved in any scenario in non-urban terrain, it suffers a -1 Initiative penalty. The members of the Militia's aerospace wing gain a -2 modifier to all control roll target numbers.

Kilbourne Draconis March Militia (F, AFFC)

If the Kilbourne DMM fields two companies or less, the Militia may make use of the overrun combat special ability. If the Kilbourne DMM fields more then two companies, however, the regiment loses this ability and further suffers a -1 Initiative penalty.

Mayetta Draconis March Militia (F, AFFC)

If the Mayetta DMM deploys in a force greater than a battalion, the player controlling the Militia should roll 1D6 for each company, or fraction thereof, he or she is committing to the battle. The player should randomly select that number of units; those units will be unavailable for battle.

Milligan Draconis March Militia (F, AFFC)

All air-to-ground attacks made by the Militia's aircraft gain a -1 to-hit modifier, so long as at least one Militia ground unit ('Mech, vehicle or infantry squad/platoon) has LOS to the unit(s) being attacked. If the Militia is deprived of its aerospace fighter support for any reason (and the scenario would otherwise have allowed it), the unit suffers a -2 Initiative penalty.

Raman Draconis March Militia (F, AFFC)

When randomly assigning 'Mech forces, one out of every four may be Draconis Combine. Once the weight classes of these 'Mechs are randomly determined, the Raman DMM player chooses which 'Mech will be Combine and rolls on the House Kurita column of the Random 'Mech Assignment Table: Inner Sphere 1 (p. 105, BMR), or the "F" column of the Random 'Mech Assignment Table: Draconis Combine, (p. 142, Field Manual: Draconis Combine).

Robinson Draconis March Militia (F, AFFC)

If elements of the Robinson DMM share the battlefield with elements of another AFFC regiment, the entire force suffers a -1 Initiative penalty.

Academy and Training Units

Albion Training Cadres (B, AFFC)

MW3 characters assigned to the Cadres as students receive 5 XP per month to be split up as the controlling player wishes between the Leadership skill and one or more Tactics skills.

Members of the First Cadre must possess at least 6 WIL before being accepted into the unit, but also gain an extra 4 XP per month to be used towards the increase of their Piloting skill.

So long as a member is assigned to a single class of 'Mech, vehicle or fighter for the entire two-year tour with the Cadre, he or she receives a +1 modifier to all piloting skill rolls when in control of that type of equipment.

NAIS Cadet Cadres (B, AFFC)

The Second Cadre may use the off-map movement special ability.

Members of the First Cadre receive 6 XP per month to be assigned to any Academic/History skill.

The atmosphere within the Third Cadre is so tense that members actually lose 1 XP per month assigned to the Cadre, but consequently gain the Good Reputation Trait after "graduation" from the cadre (so long as their actions within the Cadre would not garner them a Bad Reputation, in which case the two Traits would cancel each other out).

1st Brockton Training Battalion (F, AFFC)

Because of the varied backgrounds of its members and the lack of overall battalion cohesiveness, the battalion suffers a -1 Initiative penalty.

1st Bell Training Battalion (F, AFFC)

The Battalion gains a +1 Initiative bonus when operating on a world within the Valexa PDZ.

1st Conroe Training Battalion (F, AFFC)

For each lance the Conroe Training Battalion fields, roll 1D6 -4 prior to the start of the game. If the result is negative, randomly determine one 'Mech in the lance and roll 1D6 to determine which of the following critical hits to apply to that 'Mech: 1-Engine, 2-Sensor, 3-Foot Actuator, 4-Jump Jet, 5-Shoulder Actuator, 6-Gyro. Once the specific critical hit has been determined, randomly assign it to an appropriate slot on the Critical Hit Table of the 'Mech's record sheet.

Filtvelt Academy Training Battalion (F, AFFC)

Often called upon to deal with pirates operating within their area, members of the battalion gain a +2 to their Tactics roll in regards to pirate activity.

Goshen War College Training Battalion (Special, AFFC)

Because many of the battalion's 'Mechs are owned by the families of the cadets using them, the battalion fields an eclectic force composition. When randomly generating forces, the player(s) controlling the unit should roll 1D6 for each 'Mech. On a roll of "1" he or she should randomly roll on the appropriate "A" column, on a "2" roll on the "B" column, and so on. On a roll of "6" the player may choose what column he or she will roll on.

Kilbourne Academy Training Battalion (F, AFFC)

Apply a -5 to the Experience roll and -2 to the Skill roll when randomly determining Experience Levels and Skills (p. 108, BMR) for the battalion.

1st Kittery Training Battalion (F, AFFC)

Characters assigned to the battalion gain Contact (2)/Major Raul Bethune.

Point Barrow Academy Training Battalion (F, AFFC)

When randomly assigning 'Mech forces, the player controlling the battalion may roll once per lance on the "A" column. The choice to roll on the "A" column must be made before any rolls.

Robinson Battle Academy Training Battalion (F, AFFC)

When fighting a Draconis Combine unit, members of the Robinson Academy Training Battalion suffer a -3 Initiative penalty, but gain a -1 to-hit modifier on all physical attacks.

Sakhara Academy Training Battalion (B, AFFC)

The battalion will not prosecute any battles in a city. When fighting in urban terrain, the battalion suffers a -2 Initiative penalty.

Tikonov Martial Academy Training Group (F, AFFC)

For each lance the Conroe Training Battalion fields, roll 1D6 - 5 prior to the start of the game. If the result is negative, randomly determine one 'Mech in the lance and roll 1D6 to determine which of the following critical hits to apply to that 'Mech: 1-Engine, 2-Sensor, 3-Foot Actuator, 4-Jump Jet, 5-Shoulder Actuator, 6-Gyro. Once the specific critical hit has been determined, randomly assign it to an appropriate slot on the Critical Hit Table of the 'Mech's record sheet.

MechWarrior Rules

Rank Trait

The table below shows the various levels of the Rank Trait used throughout the former Federated Commonwealth. This replaces the Federated Suns and Lyran Alliance columns in the Rank Table (p. 87, MW3). The ranks shown in brackets were never officially awarded by the AFFC, yet were widely recognized.

Rank Table: Nations of the Federated Commonwealth

Enlisted ranks

Trait PointsAFFSAFFCLAAF
1RecruitRecruitRecruit
2PrivatePrivatePrivate
3Private, First Class[Private, First Class]Private, First Class
4CorporalCorporalCorporal
5——Senior Corporal
6SergeantSergeantSergeant
7

Officer (commissioned) ranks

Trait PointsAFFSAFFCLAAF
1Subaltern—Leutnant
2LeftenantLeftenantFirst Leutnant
3CaptainHauptmannHauptmann
4MajorKommandantKommandant
5——Hauptmann-Kommandant
6Leftenant Colonel[Leftenant Colonel]Leutnant-Colonel
7

*These ranks are not normally attainable by player characters but are included here for comparison.

Additional Life Paths

The following rules may be used with MW3. These will expand on the training opportunities open to citizens of the Federated Suns and cover opportunities from recent military events.

Players and gamemasters should follow all of the standard rules for determining character events (see p. 24, MW3), with one exception: instead of rolling 2D6, players should roll 2D10 to randomly select an event.

Stage 3: Major Federated Suns Academy (Generic)

Affiliation Federated Suns only (Lyran Alliance may attend prior to the secession of the Alliance in 3057). Cannot have Combat Paralysis or any of the following Traits above the lowest possible level: Disabled, Lost Limb, Poor Vision, Poor Hearing. The character must not have any seriously "questionable" Events in his or her history (per the GM's judgment) unless the character has or purchases an appropriate Contact who can hide the Event.

This is not a full Life Path and should not be taken as one. Instead, the information contained below offers the generic information common to most Federated Suns military academies. The entries that follow round out a full and unique Life Path as offered by one of the Major Federated Suns Military Academies detailed in Sharpening the Claws, p. 35. Each Major Academy has its own entry, along with its own unique requirements, skill sets, etc. Simply replace or add to the requirements, traits and skills listed below with those unique ones listed in the specific academy entry.

[Omitted: the Stage 3 generic Life Path event entries that follow this paragraph, which are MW3 life-path event tables with character-history narrative rather than rules.]

Battle Armor

Infiltrator Mk. II Battle Armor

Omitted: the design and production history of the Infiltrator Mk. II (R&D start date, prototype and production dates, and the narrative of its development).

BattleTech Game Rules

The Infiltrator Mk. II is Level 2 equipment. It follows standard rules for Inner Sphere battle armor (p. 63, BMR) except as noted below.

Infiltrator Mk. II squads consist of four troopers each. Each member within a squad is equipped with the same weapon: the Magshot Gauss rifle. The Magshot Gauss rifle has the same range profile as an Inner Sphere medium laser and does 2 points of damage. Each Infiltrator Mk. II battlesuit has an Armor Value of 6 points, plus 1 additional point representing the trooper inside.

Additionally, the armor provides excellent stealth abilities. Attacks against Infiltrator Mk. II units suffer a +1 to-hit modifier at short range, a +3 to-hit modifier at medium range in place of the standard medium-range modifier and a +6 to-hit modifier at long range in place of the standard long-range modifier. Beagle active probes and their Clan equivalents cannot detect hidden Infiltrator Mk. II units.

Each Infiltrator squad has limited ECM capability. The effective radius is only the hex the squad occupies and functions as a Guardian ECM Suite (p. 126, BMR).

When using the Dropping Troops rule (p. 72, BMR), Infiltrator squads land successfully if they roll a 3 or better. If the Infiltrator squad rolls a 2 on the 2D6 roll, it has failed its landing and each trooper in the unit suffers 1D6 damage.

The Infiltrator Mk. II cannot carry an SRM launcher.

MechWarrior Game Rules

The Infiltrator Mk. II follows the normal rules for Inner Sphere Battle Armor (pp. 142-143, MW3) except as noted below.

The Infiltrator mounts one primary weapon (the Magshot Gauss rifle, see below) and one secondary weapon, but no backpack SRM launcher.

The Infiltrator Mk. II is equipped with an integral IR and electronic signal suppression system, which can help the wearer avoid detection by a variety of electronic sensors. Any characters wearing a functional Infiltrator Mk. II suit gains +6 to any Stealth skill rolls (or, alternately, any character attempting to sight an Infiltrator Mk. II suit suffers a blanket +4 to all Perception TNs, in addition to any other modifiers, including range and conditions). This bonus (or penalty) applies only when the character could be potentially monitored by either an IR detector or an electronic sensor, such as a radar (including BattleMech sensor sweep and lock, but not including standard television cameras or optical sights).

Equipment Ratings: E/E/F Cost: 514,000 C-Bills Armor Values: 8/7/6/6 Coverage: Full Attributes: STR +3, DEX -1, RFL -1 Movement: -1m to all movement rates

Federated-Barrett "Magshot" Gauss Rifle

Omitted: the development history of the Magshot Gauss rifle.

Game Notes

When used independently, treat the weapon's sight as a standard telescopic sight with IR and range finding capabilities. When tied to the Mk. II's targeting system (i.e., mounted on the Mk. II's hardpoint), the operator ignores any bonuses granted by the sight and instead applies a blanket -2 to any ranged attack TN. The bonus increases to -4 if the operator deactivates the suit's motive system, though only under the following conditions: the operator must be on terrain capable of supporting a ton of equipment, the operator is unable to make any rapid movements, and the attacker is treated as completely immobile. Characters must expend a Complex Action to deactivate the motive system and brace for the shot, and a Simple Action to reactivate it.

This weapon consumes ammunition like other ballistic weapons, and also requires a power pack like energy weapons. Each attack consumes one shot of ammo and 3 power points.

Skill: Support Weapons Equipment Ratings: E/E/F AP•Damage: 6•7D6 Type: B Range S/M/L/E: 70/280/600/1250 Shots: 20, 3 power points per shot Cost/Reload: 8,500 C-bills/10 Weight: 45 kg Notes: Encumbering

Cavalier Battle Armor

Omitted: the design and production history of the Cavalier (prototype and production dates, and the narrative of the "redesign for Davion pride" project).

BattleTech Game Rules

The Cavalier follows the normal rules for Inner Sphere battle armor (p. 63, BMR).

MechWarrior Game Rules

The Cavalier follows the normal rules for Inner Sphere Battle Armor (pp. 142-143, MW3).

New Equipment

Omitted: the introductory and development narrative for each item in this section.

All of these items are for use in Level 2 BattleTech and can be used in tournament play unless specifically prohibited under the rules of individual tournaments. Currently these items are only available to Federated Suns forces.

Rotary Autocannon

Omitted: the design and development narrative of the rotary autocannon.

Game Rules

A player firing a rotary autocannon must specify whether it is firing one, two, four or six shots. If firing one shot, all standard combat rules apply. If firing multiple shots, use the following special rules.

A rotary autocannon firing two shots generates twice as much heat and uses 2 shots of ammunition instead of the standard 1. A rotary autocannon firing four shots generates four times as much heat and uses 4 shots of ammunition. A rotary autocannon firing six shots generates six times as much heat and uses 6 shots.

When firing two shots and the standard to-hit roll is successful, the player rolls on the "2" column of the Missile Hits Table to determine how many shots struck the target. When firing four shots and the standard to-hit roll is successful, the player rolls on the "4" column of the Missile Hits Table to determine how many shots struck the target. When firing six shots and the standard to-hit roll is successful, the player rolls on the "6" column of the Missile Hits Table to determine how many shots struck the target.

When firing multiple shots, roll separately for a hit location for each attack; each hit inflicts the full amount of damage possible for an autocannon of the size used. All shots must be fired at the same target.

If a player is firing two shots and rolls a result of 2 on his to-hit roll, the autocannon's loading mechanism jams, making the weapon useless until it is successfully unjammed. If a player is firing four rounds and rolls a result of 2 or 3 on his to-hit roll, or is firing six rounds and rolls a result of 2, 3 or 4 on his to-hit roll, a jam occurs.

The player may attempt to unjam the weapon during the course of battle. The player must declare in the End Phase of any turn that he or she will attempt to unjam the weapon in the next turn. During the turn in which the player is attempting to unjam the weapon, the unit that suffered the jam must either stand still or expend walking/cruising MPs (the unit may not run/flank or jump). The unit must also make no weapon attacks (including TAG attacks or spotting for indirect or artillery attacks, though all other electronics, such as C3 and Guardian ECM, may operate normally). At the end of the Weapon Attack Phase, the player controlling the unit should make a Gunnery Skill Roll with a +3 modifier. A successful roll indicates the weapon is cleared and may be used in successive turns, while a failure means the jam was simply not cleared (though the player may attempt to unjam the weapon in a successive turn). The player may attempt to unjam a single weapon only once per turn, though he or she may attempt to unjam multiple RACs in the same turn (an "unjam" roll must be made for each jammed weapon, however). For purposes of a MW3 game, consider the act of unjamming one or more RACs a Complex Action.

Targeting Computer: If the firing unit is using a targeting computer to aim at a specific hit location, and multiple shots hit, all the shots hit the targeted location.

Criticals: If a RAC suffers a critical hit while it is jammed, it causes an ammo explosion with a damage value equal to a single shot for the weapon.

Autocannon Special Munitions

Omitted: the introductory narrative of this section.

Unless noted otherwise, the following ammo types are only available in full-ton lots. None of the following munitions are available for the Ultra, LB-X or rotary autocannon. As with other types of special ammo, the player must announce which type he will use when declaring weapons attacks.

Armor-Piercing Ammunition

Standard autocannon ammunition consists of high-explosive armor-piercing (HEAP) rounds. Manufacturers have always experimented with ways to improve the armor-piercing qualities of standard AC rounds, but have made no significant advances in the last four centuries. However, researchers at the New Avalon Institute of Science (NAIS) have made a breakthrough that greatly increases the armor-piercing power of an AC round by using a combination of top-secret materials and explosives. Though the sheer weight of this type of round significantly reduces its muzzle velocity, cutting its accuracy and reducing the number of rounds per ton, its designers believe the increased armor penetration is worth the tradeoff.

Every hit with armor-piercing ammunition that strikes armor provides a chance for a critical hit, even if the internal structure was not damaged by the attack. After marking off the armor damage for the attack, roll once on the Determining Critical Hits Table. Apply a modifier to the die roll based on the type of autocannon used: -1 for AC/20; -2 for AC/10; -3 for AC/5; or -4 for AC/2. If the initial attack damages the internal structure, make the standard roll for possible critical hits. Armor-piercing ammunition has no additional effect for attacks damaging the internal structure.

The mass of armor-piercing ammunition means that a ton of armor-piercing ammo contains half as many shots as a ton of standard ammo (rounded down). In addition, armor-piercing rounds are more difficult to aim, adding a +1 modifier to the to-hit number at all ranges.

Flechette Ammunition

Designed to combat unarmored infantry, flechette rounds release a shower of metal slivers. These rounds are less effective against armored targets.

Autocannons firing flechette ammo inflict double the normal damage against unarmored infantry units. If such a unit struck by flechettes is in Clear terrain, the flechettes do four times normal damage. Flechette ammo inflicts normal damage against battle armor units. Against all other types of units the damage is halved (round fractions down).

Incendiary Ammunition

Coated with a thin film of magnesium and an inferno type warhead, these rounds ignite as soon as they leave the autocannon barrel and are almost impossible to extinguish, as they continue to burn until the magnesium material is consumed.

Autocannons firing incendiary ammo inflict 2 additional points of damage against unarmored infantry units.

Players can use incendiary ammunition to start fires in any suitable terrain. Rather than the usual 9+ for determining fires (p. 74, BMR) the Target Number to start fires is 5+. Incendiary ammunition otherwise operates like normal autocannon rounds.

When the autocannon is fired, the round illuminates the line of fire, making it much easier to adjust fire in darkness. Autocannons firing incendiary rounds reduce the to-hit modifier for night combat to +1.

A critical hit on an autocannon that has fired incendiary ammunition in the same Turn causes the incendiary coating to combust, resulting in an explosion with results identical to an ammunition explosion. Treat the result as an ammunition explosion in the location containing the autocannon, with a damage value equal to the damage of an autocannon being used.

Precision Ammunition

With an eye to creating a "smart" autocannon submunition, the NAIS spent long years in research that resulted in the precision ammunition. Incorporating advanced targeting circuitry and a modified, self-propelled gyrojet shell, the precision ammo can auto-correct towards a target in flight, using extremely limited microbursts delivered by the gyrojet shell. Because of the limited "intelligence" of the targeting circuitry, the ammunition only proved beneficial against moving targets.

When firing with precision ammunition, reduce the target movement modifier by 2 to a minimum of zero.

The weight of the targeting circuitry and micro thrusters means that a ton of precision ammo contains half as many shots as a ton of standard ammo (rounded down).

Targeting Computer

Omitted: the introductory narrative of the Inner Sphere targeting computer.

Game Rules

Inner Sphere targeting computers follow the rules for Clan targeting computers on p. 134, BMR, with the following exceptions. The computer weighs 1 ton for every 4 tons (or fraction thereof) of direct-fire weapons the unit is carrying. The computer fills a number of critical slots equal to its tonnage.

Federated Suns Weapons Table

TypeHeatDmgMin.ShortMed.LongTonsCrit.Ammo
Rotary AC/212—1-67-1213-186345
Rotary AC/515—1-56-1011-158620
Targeting Computer

* See special rules for this equipment.

Aerotech 2 Weapons Supplement

TypeClassAttack HeatValueMax. RangeAmmo TonsPer Ton
Rotary AC/2Autocannon68Medium845
Rotary AC/5Autocannon620Medium1020

Omitted: the BattleForce 2 Roster Supplement, which lists the unit records (Enforcer III, Garm, JagerMech, Templar and Infiltrator Mk. II squad) that carry these items.

Federated Suns Equipment Costs and Battle Values

Submunitions cost multiplier (Autocannon)

TypeCost Multiplier
Armor-Piercing AC4 x normal
Flechette AC1.5 x normal
Incendiary AC2 x normal
Precision AC6 x normal
TypeCost (unloaded)Ammo Costs (per ton)Battle Value
Rotary AC/2175,0003,000118/15
Rotary AC/5275,00012,000247/31
Targeting Computer10,000 (per ton)—*
Infiltrator Mk. II BA Squad2,600,000—121

*Same Battle Value as Clan Targeting Computer (see p. 144, BMR).

Omitted Unit Material

Disclosed omissions, not transcribed: the fiction and history throughout; the AFFC rosters and regiment unit tables; the Table of Organization and Equipment rosters (Capellan, Crucis and Draconis March Militia, and the Academy and Training Unit roster); the MW3 Life Path event entries (pp. 149-155 of the printed book, the Stage 3 Academy entries and the generic event tables); the BattleForce 2 Roster Supplement unit records; and the BattleMech Variants section (the TLR1-0 Templar record sheet and design narrative, pp. 161-162). The Avalon-Class Light Cruiser entry listed at p. 163 of the contents is a WarShip record and is not transcribed.

  • Crucis Lancers
  • Davion Brigade of Guards
  • Deneb Light Cavalry
  • Federated Commonwealth Corps
  • New Ivaarsen Chasseurs
  • Robinson Rangers
  • Syrtis Fusiliers
  • Capellan March Militia
  • Crucis March Militia
  • Draconis March Militia
  • Academy and Training Units
  • MechWarrior Rules
  • 6
    Galleon Light Tank [30] (T)
    Drillson Heavy Hovertank [50] (H)
    Patton Tank [65] (T)
    Partisan Air Defense Tank [80] (T)
    7Striker Light Tank [35] (T)Vedette Medium Tank [50] (T)Manticore Heavy Tank [60] (T)Ontos Heavy Tank [95] (T)
    8Pegasus Scout Hovertank [35] (H)Condor Heavy Hovertank [50] (H)Rommel Tank [65] (T)Demolisher Heavy Tank [80] (T)
    9Yellow Jacket Gunship [30] (V)Goblin Medium Tank [45] (T)LRM Carrier [60] (T)SturmFeur Heavy Tank [85] (T)
    10Centipede Scout Car [20] (H)Drillson Heavy Hovertank [50] (H)Typhoon Urban Assault Vehicle [70] (W)Challenger X MBT [90] (T)
    11Blizzard Hover Transport [25] (H)Myrmidon Medium Tank [40] (T)Manticore Heavy Tank [60] (T)Partisan Air Defense Tank [80] (T)
    12Mantis Light Attack VTOL [15] (V)Fulcrum Heavy Hovercraft [50] (H)Tokugawa Heavy Tank [60] (W)Schiltron Primary [80] (W)
    HNT-171 Hornet [20]
    6SPR-5F Spector [35]RTX1-0D Raptor [25]JVN-10P Javelin [30]FS9-S Firestarter [35]FS9-H Firestarter [35]
    7RTX1-0A Raptor [25]BH-K305 Battle Hawk [30]ALM-7D Fireball [20]JVN-10P Javelin [30]JVN-10N Javelin [30]
    8ALM-7D Fireball [20]ALM-7D Fireball [20]JVN-10F Javelin [30]FS9-S Firestarter [35]JVN-10F Javelin [30]
    9OW-1C Owens [35]BZK-F3 Hollander [35]BH-K305 Battle Hawk [30]WLF-2 Wolfhound [35]FS9-H Firestarter [35]
    10GRM-01B Garm [35]SPR-5F Spector [35]FS9-S1 Firestarter [35]JVN-10P Javelin [30]COM-2D Commando [25]
    11JA-KL-1532 Jackal [30]OW-1B Owens [35]BZK-F3 Hollander [35]WLF-1 Wolfhound [35]JVN-10F Javelin [30]
    12RTX1-0B Raptor [25]HM-1 Hitman [30]SCB-9A Scarabus [30]ALM-7D Fireball [20]JR7-D Jenner [30]
    WTH-2 Whitworth [40]
    6BJ2-0D Blackjack [50]WCT-4M Watchman [40]BSW-X1 Bushwacker [55]DV-7D Dervish [55]DV-6M Dervish [55]
    7ENF-6M Enforcer III [50]STH-1D Stealth [45]ENF-5D Enforcer [50]ENF-5D Enforcer [50]ENF-4R Enforcer [50]
    8FS9-0B Firestarter [45]ENF-5D Enforcer [50]TBT-7M Trebuchet [50]TBT-7M Trebuchet [50]VL-2T Vulcan [40]
    9BJ2-0F Blackjack [50]ENF-6M Enforcer III [50]STH-1D Stealth [45]DV-7D Dervish [55]TBT-5N Trebuchet [50]
    10ENF-6T Enforcer III [50]BJ2-0C Blackjack [50]ENF-5D Enforcer [50]HCT-5S Hatchetman [45]HBK-4G Hunchback [50]
    11BSW-S2 Bushwacker [55]NGS-4S Nightsky [50]BJ-3 Blackjack [45]BSW-X1 Bushwacker [55]VL-5T Vulcan [40]
    12NGS-5T Nightsky [50]STY-3C Starslayer [50]NGS-4S Nightsky [50]VT-5M Vulcan [45]TBT-5N Trebuchet [50]
    CES-3R Caesar [70]
    GHR-5H Grasshopper [70]
    6CTS-6Y Cestus [65]FLC-8R Falconer [75]CES-3R Caesar [70]CTF-3D Cataphract [70]CTF-1X Cataphract [70]
    7FLC-8R Falconer [75]CES-3R Caesar [70]JM6-DD JagerMech [65]JM6-DD JagerMech [65]JM6-S JagerMech [65]
    8PTR-4D Penetrator [75]PTR-4D Penetrator [75]AXM-1N Axman [65]QKD-5K Quickdraw [60]GHR-5H Grasshopper [70]
    9MDG-1A Rakshasa [75]CTF-3D Cataphract [70]CTF-3D Cataphract [70]GHR-5H Grasshopper [70]QKD-5K Quickdraw [60]
    10GAL-1GLS Gallowglas [70]JM6-D3 JagerMech III [65]PTR-4D Penetrator [75]CTF-1X Cataphract [70]JM6-A JagerMech [65]
    11PTR-6S Penetrator [75]GAL-1GLS Gallowglas [70]JM6-D3 JagerMech III [65]AXM-1N Axman [65]GHR-5H Grasshopper [70]
    12HEL-3D Helios [60]CAG-2GLS Gallowglas [70]CTS-6Y Cestus [65]FLC-8R Falconer [75]ON1-K Orion [75]
    CGR-1AS Charger [80]
    6DVS-2 Devastator [100]VTR-9K Victor [80]AWS-8Q Awesome [85]AS7-S Atlas [100]AS7-D Atlas [100]
    7NSR-9J Nightstar [95]AWS-8Q Awesome [85]AS7-S Atlas [100]VTR-9B Victor [80]VCT-9B Victor [80]
    8GUN-1ERD Gunslinger [85]AS7-S Atlas [100]VTR-9K Victor [80]AWS-8Q Awesome [85]AWS-8Q Awesome [80]
    9EMP-6A Emperor [90]DVS-2 Devastator [100]BNC-5S Banshee [95]ZEU-9S Zeus [80]STK-5S Stalker [85]
    10LGB-7Q Longbow [85]GUN-1ERD Gunslinger [85]LGB-7Q Longbow [85]LGB-7Q Longbow [85]AWS-8Q Awesome [85]
    11TLR1-0 Templar [85]EMP-6A Emperor [90]DVS-2 Devastator [100]BNC-5S Banshee [95]ZEU-6S Zeus [80]
    12BRZ-A3 Berserker [100]PPR-5S Salamander [80]NSR-9J Nightstar [95]AS7-K Atlas [100]BNC-3S Banshee [95]
    —
    —
    Staff Sergeant
    8Sergeant MajorSergeant MajorSergeant Major
    9——Staff Sgt. Maj.
    10Command Sgt. Maj.[Command Sgt. Maj.]Senior Sgt. Maj.
    Colonel
    Leftenant General
    Colonel
    8Leftenant GeneralHauptmann GeneralLeutnant-General
    9Major GeneralMarshalHauptmann-General
    10General/Marshal—Kommandant-General
    11*Field MarshalField MarshalGeneral
    12*Marshal of the ArmiesMarshal of the ArmiesGeneral of the Armies
    —
    —
    —
    —
    —
    —
    *
    *
    —