BattleTech Field Manual: Free World's League
BattleTech Field Manual: Free World's League Rulebook
Table of Contents
Table of Contents
Rules
This section provides new rules that reflect the unique strengths and weaknesses of FWLM forces. These rules are for use with BattleTech; MechWarrior, Second Edition (MWII); or BattleSpace as noted in the text. References to the BattleTech Compendium: the Rules of Warfare are abbreviated as BTC:RoW.
The Creating Scenarios subsection provides rules and tables for randomly creating BattleTech scenarios. Unit Generation provides guidelines for creating FWLM BattleMech units and tables for randomly assigning FWLM BattleMechs in MechWarrior games. FWLM Regiments provides optional rules for simulating the unique capabilities of each FWLM regiment. The Training section contains special rules for creating MWII characters that have attended League academies and universities. The final four sections, FWLM Battle Armor, New Equipment, FWLM OmniMech Configurations and New WarShips, provide descriptions and game information for these new weapons and vehicles.
Creating Scenarios
The following guidelines allow players to randomly generate BattleTech scenarios using dice rolls. Players also may set any scenario parameters they prefer, rather than generating them with the supplied dice-roll tables.
The random-generation method of creating scenarios 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 122. 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, p. 124.
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 superior to their Inner Sphere counterparts. Players can address this problem by giving the Inner Sphere side a 2-to-1 numerical advantage over the Clan side; the Clan player should have half the Inner Sphere 'Mechs normally assigned according to the scenario.
Set-Up. Both players roll 2D6 to begin. The player with the higher result chooses his home map edge—the 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 his or her 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 hex along the player's home edge. Each unit must enter the map on a full hex nearest the home edge, and 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. Units that retreat 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 considered part of the map. 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 alternate 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 have 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 "it"—his forces hide, 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. 122). If possible, avoid using the Large Lakes or Lake Area BattleTech mapsheets. Urban mapsheets are ideal if the maps contain buildings. 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, BTC:RoW; 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, BTC:RoW; 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 roll dice and select their home map edges, the attacker secretly chooses a target hex for the extraction. The target hex must be within 4 hexrows of the defender's home edge and cannot be within 4 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 simply by 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 occupied by the unit when it was destroyed. Any unit in play can retrieve the extraction target by occupying that 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, p. 122. 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 complete victory. If the attacking forces are destroyed or crippled and none exit at their home edge, the defending player wins a complete victory.
If neither of these conditions is met, consult the Breakthrough Victory Points Table 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.
Breakthrough Victory Points Table
- 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).
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 does 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 may 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 (twenty-four 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, players may simply select a specific terrain and skip this step.) Note that the Urban terrain type is set off from the others. Generally, urban terrain is only suitable for scenarios involving buildings, so players may simply select this terrain when appropriate.
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, make two 1D6 rolls for each mapsheet. The first roll indicates which of the six Random Mapsheet Tables the mapsheet is selected from. For example, on a result of 1, use Random Mapsheet Table 1. 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 2-5. (For easy reference, each mapsheet name is followed by an abbreviation of the map set or boxed game that contains the mapsheet.) If any roll result indicates a mapsheet that is unavailable, simply repeat the roll.
Terrain-Specific Mapsheet Tables (MS = Map Set, CT = CityTech boxed game, BT = BattleTech boxed game)
| Table | 1D6 | Mapsheet |
|---|---|---|
| Table 1: Flatlands Terrain | 1 | Open Terrain #1 (MS5) |
| 2 | Open Terrain #2 (MS5) | |
| 3 | Desert Hills (MS2) | |
| 4 | City Ruins (MS2) | |
| 5 | City Street Grid/Park #1 (MS4) | |
| 6 | City Street Grid/Park #2 (MS4) | |
| Table 2: Hill Terrain | 1 | Desert Hills (MS2) |
| 2 |
Random Mapsheet Tables
| Table | 1D6 | Mapsheet |
|---|---|---|
| Table 1 | 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) | |
| Table 2 | 1 | River Valley (MS2) |
| 2 | Lake Area (MS2) |
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 printed manual illustrates correct ("YES") and incorrect ("NO") mapsheet layouts with diagrams; the diagrams are not reproduced here.)
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 FWLM Rosters sections. The battlefield strength of a unit is determined by its size, weight class, equipment level and experience level, and 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: determine their forces' composition, assign BattleMechs and set unit experience levels. This system may not always produce evenly matched forces, but players may increase the likelihood of generating balanced forces by setting a specific weight class, equipment rating, and experience level for both forces before rolling the dice to generate their forces.
Though the tables used in this system assume that players' forces will consist entirely of BattleMechs, these tables 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 Lance Type section on the Random Weight-Class Table. For company-sized forces, roll 1D6 and consult the Company Type section of the table. If a company-sized force contains more than three lances, use the Lance Type section to determine the weight class of the extra lances.
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.
Random Weight-Class Table
| Lance Type (2D6) | Weight Class |
|---|---|
| 2-4 | Light |
| 5-9 | Medium |
| 10-11 | Heavy |
| 12 | Assault |
| Company Type (1D6) | Lance Weight Classes |
|---|---|
| 1 | 2 Light, 1 Medium |
| 2 | 1 Light, 2 Medium |
| 3 | 3 Medium |
| 4 | 2 Medium, 1 Heavy |
| 5 | 1 Medium, 2 Heavy |
| 6 | 1 Medium, 1 Heavy, 1 Assault |
Lance Composition Table
| Lance Composition | 1D6 | 'Mech Weight Classes |
|---|---|---|
| Light Lance | 1 | 4 Light |
| 2-3 | 3 Light, 1 Medium | |
| 4-5 | 2 Light, 2 Medium | |
| 6 | 3 Light, 1 Heavy | |
| Medium Lance | 1 | 1 Light, 3 Medium |
| 2-3 | 1 Light, 2 Medium, 1 Heavy | |
| 4-5 | 4 Medium | |
| 6 | 3 Medium, 1 Heavy |
Assigning 'Mechs
After determining the weight classes of the BattleMechs in each force, use the Random 'Mech Assignment Table, p. 126, 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 FWLM regiments, consult FWLM Regiments, pp. 128-133, to determine the equipment rating of each force. Alternatively, the players may simply set equipment ratings for their forces (Equipment Rating C is average). Or the players 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 specifically for use with Free Worlds League units. When using non-League units, use the Random 'Mech Assignment Table from the appropriate BattleTech Field Manual for more accurate force composition.
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 Free Worlds League. 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 (such as FWLM), or Well-Connected (Free Worlds League).
Random 'Mech Assignment Table: Free Worlds League
Roll 2D6 and read the 'Mech in the row for the force's weight class and equipment rating. The printed columns are A, B, C, D and F; there is no column E in the printed table.
Light 'Mechs
| 2D6 | A | B | C | D | F |
|---|---|---|---|---|---|
| 2 | FS9-0 Firestarter | FS9-0 Firestarter | ZPH-1A Tarantula | OTT-7J Ostscout | UM-R60 UrbanMech |
| 3 | FNHK-9K Falcon Hawk | ZPH-1A Tarantula | OTT-7J Ostscout | UM-R60 UrbanMech | JVN-10N Javelin |
| 4 | ZPH-1A Tarantula | ZPH-1A Tarantula | STG-5M Stinger | JVN-10N Javelin | FS9-H Firestarter |
| 5 | WSP-3M Wasp | WSP-3M Wasp | JVN-10P Javelin | STG-3R Stinger |
Medium 'Mechs
| 2D6 | A | B | C | D | F |
|---|---|---|---|---|---|
| 2 | APL-1M Apollo | APL-1M Apollo | VT-5M Vulcan | GRF-1N Griffin | GRF-1N Griffin |
| 3 | PXH-3M Phoenix Hawk | SCP-10 Scorpion | HBK-5M Hunchback | TBT-5J Trebuchet | TBT-5N Trebuchet |
| 4 | SHD-5M Shadow Hawk | CDA-3M Cicada | GRF-3M Griffin | TBT-5N Trebuchet | HBK-4G Hunchback |
| 5 | WVR-7M Wolverine | SHD-5M Shadow Hawk | GRF-1N Griffin | HBK-4G Hunchback |
Heavy 'Mechs
| 2D6 | A | B | C | D | F |
|---|---|---|---|---|---|
| 2 | ANV-3M Anvil | HRC-LS-9000 Hercules | HRC-LS-9000 Hercules | OTL-4D Ostsol | OTL-4D Ostsol |
| 3 | HRC-LS-9000 Hercules | QKD-5M Quickdraw | OTL-5M Ostsol | RFL-3N Rifleman | ON-1K Orion |
| 4 | WHM-7M Warhammer | RFL-5M Rifleman | QKD-4G Quickdraw | WHM-6R Warhammer | MAD-3M Marauder |
| 5 | MAD-5M Marauder | MAD-5M Marauder | ARC-4M Archer | MAD-3M Marauder |
Assault 'Mechs
| 2D6 | A | B | C | D | F |
|---|---|---|---|---|---|
| 2 | ALB-3U Albatross | VTR-9K Victor | AWS-9M Awesome | CGR-1A1 Charger | GOL-1H Goliath |
| 3 | GRN-D-01 Grand Crusader | LGB-7Q Longbow | AWS-8Q Awesome | GOL-1H Goliath | CGR-1A1 Charger |
| 4 | LGB-7Q Longbow | CP-11-A Cyclops | CP-10-Z Cyclops | AWS-8Q Awesome | AWS-8Q Awesome |
| 5 | STK-5M Stalker | CP-11-A Cyclops | STK-3F Stalker | 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 of their forces. If the players are using units from specific FWLM regiments, they can consult the FWLM Rosters (beginning on page 33) 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.)
After determining the experience level of his forces, each player determines the Gunnery and Piloting Skills of his MechWarriors using 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 die roll result determines the MechWarrior's Piloting Skill; the second, the MechWarrior's Gunnery Skill.
Random Experience Level Table
| 2D6 | Experience Level |
|---|---|
| 2-5 | Green |
| 6-9 | Regular |
| 10-11 | Veteran |
| 12 | Elite |
Random Skills Table (Expanded)
| Roll (Green) | Roll (Regular) | Roll (Veteran) | Roll (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 |
The printed table column headings read "1D6" over each experience column; each 1D6 roll (add 2 for Clan MechWarriors) is looked up in the column for the force's experience level.
Finishing Touches
If all players agree, they can "fine tune" their units by shifting 'Mechs between lances after they have generated all the 'Mechs and MechWarriors in their forces, though MechWarriors may not be removed from their assigned 'Mechs. Fine 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 want when designating commanders. After selecting commanders, each player should identify command units as such on those units' record sheets.
FWLM Regiments
Each FWLM regiment possesses certain specialties and skills based on its experience and the abilities of its commanders. The regiment descriptions in FWLM Rosters (beginning on page 33) 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, the 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 inappropriate for tournament play.
Many of the following rules are specifically designed for use with the Creating Scenarios rules, beginning on p. 120. The players should feel free to use them in other game situations if appropriate. Unless otherwise stated, the following rules apply to BattleTech games only.
Using Hidden Unit Rules
Certain regiments can use the Hidden Units rules (p. 89, BTC:RoW) to set up part or all of their forces when scenario circumstances allow. If a scenario offers 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, one side has the opportunity to use the Hidden Units rules. Players must decide for themselves 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 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 advantage. 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.
Forcing the Initiative
Several FWLM regiments have the ability to "force the Initiative" and gain bonuses to their Initiative rolls in BattleTech games (see p. 14, BTC:RoW). The bonus is equal to the number of enemy units the regiment destroyed in the previous turn, reduced by the number of its own destroyed units.
For example, a regiment with this capability receives a +2 Initiative bonus if it destroyed 4 enemy units and lost 2 of its own during the previous turn.
Overrun Combat
Some FWLM forces 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 units, note the dice roll result's Margin of Success. Divide the Margin of Success by 2 and round fractions down. The end result equals the number of individual units that may move, designate and resolve their fire before any other units move and fire. "Extra" successes do not carry over into later turns. For example, an overrun-capable unit makes an Initiative Roll of 11, while its opponent rolls only a 6. That gives the overrun-capable unit 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 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.
Equipment Ratings
The name of each of the following regiments is followed by a letter in parentheses. This letter is the unit's equipment rating, which represents the unit's access to advanced BattleMechs and other equipment. The rating is used when assigning 'Mechs to a unit with the Random 'Mech Assignment Table, but it also describes the unit's relationship with the LCCC and LGAO—which determines how easily the unit can obtain equipment and supplies.
| Rating | Description | Example |
|---|---|---|
| A | Top Priority | Knights of the Inner Sphere |
| B | Very Good | First Free Worlds Guards |
| C | Good | Third Free Worlds Guards |
| D | Poor | Fourth Marik Militia |
| F | Awful | Third Sirian Lancers |
Free Worlds Legionnaires
1st Free Worlds Legionnaires (A)
The First Legionnaires use lightning-fast strikes against their opponents. Consequently, the unit receives a +2 Initiative bonus when fighting engagements in hill terrain. In urban or mountain terrain the bonus is +1.
2nd Free Worlds Legionnaires (A)
The Second Legionnaires receive a +1 Initiative bonus when fighting in flatland terrain and also possesses overrun capabilities.
3rd Free Worlds Legionnaires (B)
When acting as the attackers in any scenario other than a hide-and-seek scenario, the Third Legionnaires gain a +2 Initiative bonus and their controlling player may select half of the mapsheets used for a scenario.
The unit suffers a -2 Initiative penalty under any of the following conditions: the unit is the scenario defender, the unit is outnumbered by 2-to-1 or greater, or the unit is the attacker in a hide-and-seek scenario.
4th Free Worlds Legionnaires (B)
The Fourth Legionnaires' close ties with the Word of Blake provide the unit with access to sophisticated technologies. When assigning 'Mechs, the Fourth's controlling player may roll on Column A of the Random 'Mech Assignment Table once per lance. (The Word of Blake Battalion—the Fourth Battalion—uses only 'Mechs from Column A.)
5th Free Worlds Legionnaires (A)
The armor and infantry units attached to the Fifth Legionnaires are not well versed in mobile warfare. All the unit's conventional vehicles suffer double the normal attacker movement modifiers for weapon attacks. Though infantry are not normally subject to attacker movement modifiers, the Fifth's infantry suffer the running modifier (+2) if they move on the ground; the Fifth's jump infantry suffer the jumping modifier (+3) if they move more than 1 hex. The Fifth's vehicles receive a -1 to-hit number modifier when stationary.
The unit's 'Mechs favor mobile warfare, however, and so a Fifth Legionnaires force comprised entirely of BattleMechs gains a +1 Initiative bonus.
6th Free Worlds Legionnaires (A)
The inexperienced Sixth automatically suffers a -5 Initiative penalty on the first turn of a scenario. Reduce this penalty by 1 during each subsequent turn (in the second turn the unit receives a -4 penalty; in the third, a -3 penalty; and so on). After Turn 5, the penalty no longer applies.
7th Free Worlds Legionnaires (B)
The Seventh Legionnaires' state-of-the-art BattleMechs make the unit a "walking advertisement" for the Free Worlds League's war industries. Once per lance when determining forces, the Seventh's controlling player may select 'Mechs from any column on the Random 'Mech Assignment Table.
Free Worlds Guards
1st Free Worlds Guards (B)
Specialists in assault operations, the First Guards are adept at firing on the move. Consequently, the Guards suffer only half (round down) the standard to-hit modifiers for attacker movement (no modifier for walking; +1 for running or jumping).
2nd Free Worlds Guards (B)
The Second Guards specialize in reconnaissance operations, always carefully studying battlefield terrain and only fighting where it suits them. To reflect this, the unit's controlling player may choose the mapsheets used for a scenario.
Furthermore, the unit has an excellent technical support staff, and so the controlling player receives a +1 bonus to all rolls when using the Scavenging and Repair rules (see pp. 94-95, BTC:RoW).
3rd Free Worlds Guards (C)
Members of the Third Guards specialize in close-combat tactics; reduce by 1 all their to-hit numbers for short-range and physical attacks.
The unit does not operate well in large groups, however. If more than 12 unit 'Mechs are involved in a battle, the Third suffers a -1 Initiative penalty for every 4 'Mechs, or part thereof, beyond 12. For example, if 20 unit 'Mechs are fighting, the Third receives a -2 penalty; if 22 unit 'Mechs are fighting, it receives a -3 penalty.
Atrean Hussars
Atrean Hussars (C)
A fast and maneuverable force, the Atrean Hussars receive a +1 Initiative bonus. In addition, the unit may force the Initiative.
Atrean Dragoons
1st Atrean Dragoons (B)
Many of the First Atrean Dragoon's MechWarriors are trained to act as forward observers, so First Dragoon units receive a -2 bonus when adjusting artillery fire within LOS. However, spotting units may not move or fire.
11th Atrean Dragoons (B)
When deployed in company-sized or smaller units, the Eleventh Atrean Dragoons receive a +1 Initiative bonus. Furthermore, units commanded directly by Christian Hampton may roll an additional 1D6 prior to each Initiative Phase. On a result of 1 or 2, add +1 to the Initiative roll result. On a result of 5 or 6, subtract -1 from the Initiative roll result.
12th Atrean Dragoons (C)
When dropping from a DropShip, members of the Twelfth Atrean Dragoons gain a +2 bonus to their Landing Rolls and atmospheric re-entry Control Rolls (see pp. 37-38, BattleSpace rulebook).
Marik Militia
1st Marik Militia (A)
When acting as the attacker in scenarios set in wooded terrain, the First Militia gains a +1 Initiative bonus. Furthermore, the unit's aerospace forces receive a -1 to-hit modifier during ground-attack missions (pp. 84-85, BattleSpace rulebook, or pp. 72-75, BTC:RoW).
2nd Marik Militia (C)
The Second Militia has come to rely on information provided by reconnaissance craft (any conventional vehicle or aircraft with extra tonnage devoted to sensors or reconnaissance cameras), VTOLs and drones (such as the PathTrack and NapFind). The unit gains a +3 Initiative bonus if any such craft are operating in conjunction with the unit during a scenario. However, if the unit finds itself without such assets, it suffers a -2 Initiative penalty.
4th Marik Militia (D)
The Fourth Militia can outflank an opponent by detaching up to one third of its starting force at the beginning of a scenario, then entering the detached units on to the map later. To do so, the Fourth's controlling player must designate the detached units as a flanking force and write down the map-edge where the flanking force will enter. At the start of each turn the player rolls 2D6. If the result is equal to or lower than the number of the current turn, the flanking units arrive and enter the map through the designated map-edge during the turn's Movement Phase.
However, the Fourth Militia performs poorly when operating in conjunction with other regiments. In such circumstances, the Fourth receives a -2 Initiative penalty.
5th Marik Militia (C)
Force Commander Proulx's wide-ranging experience provides all members of the Fifth Militia's Third Battalion with double the normal Skill Point awards when using the Tactics Skill.
6th Marik Militia (B)
The Sixth Marik Militia specializes in assault operations and combat drops. The unit possesses overrun capabilities and may force the Initiative. Additionally, the Sixth Militia gains a +1 bonus for Landing Rolls and atmospheric re-entry Control Rolls (see pp. 37-38, BattleSpace rulebook).
9th Marik Militia (C)
Led by an unimaginative officer, all units of the Ninth Marik Militia suffer a -1 Initiative penalty. However, the Ninth Militia has an excellent technical-support staff and gains a +1 bonus to all rolls when using the Scavenging and Repair rules (see pp. 94-95, BTC:RoW).
10th Marik Militia (B)
The Tenth Militia gain a +1 Initiative bonus when fighting on flatland, wooded or hill terrain.
13th Marik Militia (D)
The Thirteenth specializes in covert operations and automatically wins the Initiative during the first 3 turns of a scenario.
Furthermore, the Thirteenth Militia unit may achieve "tactical surprise" when acting as the scenario attacker. (Only use this rule if playing with MechWarrior statistics for the unit commander.) To achieve tactical surprise, the unit's controlling player makes a Tactics Skill Roll for the Thirteenth's commander. Each point in the roll's Margin of Success prevents one enemy unit from deploying at the start of the scenario (to a maximum of half the defending force). Roll 1D6 during the End Phase of each game turn for each unit not initially deployed. On a result of 6, the unit may enter the mapsheet at its home map-edge during the Movement Phase of the following turn.
When acting as scenario defender, up to half of the Thirteenth Militia's units may deploy under the hidden unit rules.
15th Marik Militia (B)
The Fifteenth Militia's close ties with the Word of Blake provide the unit with access to sophisticated technologies. When assigning 'Mechs, the Fifteenth's controlling player may roll on Column A of the Random 'Mech Assignment Table once per lance. (The Word of Blake Battalion—the Fourth Battalion—uses only 'Mechs from Column A.) [Printed as "the Fourth Battalion" in the 15th Marik entry; transcribed as printed.]
Ever since the battle of Berenson, unit members have had a particular dislike of mercenary units. To reflect this, unit members receive a +2 Initiative bonus when facing mercenaries. Additionally, militia members suffer a -2 penalty when forced to work with such units.
The Fifteenth Militia may force the Initiative.
18th Marik Militia (F)
Colonel Merz is a poor commander, and so the Eighteenth suffers a -2 penalty to Initiative when fighting under his command.
Because the Eighteenth Militia has one of the lowest supply priorities in the FWLM, unit personnel have become expert at scrounging equipment. To reflect this expertise, unit members gain the Scrounge Skill at Level 1 as a bonus and receive triple the standard Skill Point awards for using the Scrounge Skill.
The unit's supporting Sixth Connaught Light Recon has an equipment rating of C, but the uneasy relationship between the Sixth Connaught and the Eighteenth Militia forces militia members to negotiate constantly with the Sixth Connaught. Consequently, members of the Sixth Connaught receive double the standard Skill Point awards when using the Negotiation Skill.
20th Marik Militia (C)
The Twentieth Marik Militia uses information provided by reconnaissance craft (any conventional vehicle or aircraft with extra tonnage devoted to sensors or reconnaissance cameras), VTOLs and drones (such as the PathTrack and NapFind). The unit gains a +1 Initiative bonus if any such craft are operating in conjunction with the unit during a scenario.
Furthermore, members of the regiment are adept at exploiting the weaknesses of enemy forces. To reflect this, the Twentieth's controlling player may designate up to one-third of his forces as a reserve force. For every 2 reserve units at the start of a scenario, the Twentieth receives a +1 Initiative bonus, up to a maximum of +6 (in addition to any Initiative bonus provided by reconnaissance units).
The controlling player may activate 1 reserve unit for every 3-point Margin of Success on an Initiative roll. Reserve units enter through the player's home edge during the Movement Phase. Entering reserve units do not reduce the Initiative bonus.
23rd Marik Militia (C)
The Twenty-third has considerable experience operating in urban or industrial terrain, and so its members have few problems moving at speed on paved surfaces. All units receive a +2 bonus if required to make a Piloting Skill Roll for skidding on such surfaces.
25th Marik Militia (D)
The Twenty-fifth receives a +1 Initiative bonus when acting as scenario defender.
Though the Twenty-fifth is renowned for the tolerance of its members, considerable friction between younger and older unit members has led to several minor fights in recent months. As a result, all unit members receive double the standard Skill Point award for use of the Unarmed Combat Skill.
30th Marik Militia (C)
The warriors of the Thirtieth routinely undertake hit-and-run missions. Consequently, unit members receive no attacker to-hit modifier for movement if traveling at less than half of their walking/cruising speed. Additionally, the Thirtieth receives a +1 Initiative bonus if acting as the attacker in an extraction scenario.
31st Marik Militia (C)
The Thirty-first's technical-support crews are renowned throughout the FWLM, and so the unit receives a +2 bonus to all rolls on when using the Scavenging and Repair rules (see p. 94-95, BTC:RoW).
Further, the unit's ground troops gain a -1 to-hit modifier against aerial targets, including VTOLs, "flying" LAMs and aerospace and conventional fighters (see pp. 86-87, BattleSpace rulebook, or p. 75, BTC:RoW).
34th Marik Militia (C)
Though a new unit, the Thirty-fourth Militia has developed extensive contacts throughout the League and has access to better equipment than its equipment rating suggests. When determining the composition of a Thirty-fourth unit for a scenario, the controlling player may roll twice on the Random 'Mech Assignment Table and can choose which roll result to use.
Knights of the Inner Sphere
The Gold Knights (A)
The Gold Knights favor extremely flexible tactics and thus gain a +2 Initiative bonus in all terrain. Furthermore, the unit may force the Initiative and overrun opponents.
The unit's chivalrous nature prevents unit members from shooting foes in the back. Therefore, Gold Knights will not fire on a unit if the attack would enter through the target's rear hex-side—unless the target unit has declared an attack against the firing unit in the current turn.
The Silver Knights (A)
The members of the Silver Knights are well versed in tactics against multiple opponents and do not suffer the standard penalties for firing at multiple targets.
However, the unit does not perform well in large groups and receives a -2 Initiative penalty if more than 12 of its 'Mechs are deployed.
Fusiliers of Oriente
Ducal Guard (A)
The Ducal Guard presents an intimidating presence on the battlefield; if the Guard outnumbers an opponent by 2-to-1 or more, it automatically wins the Initiative.
Additionally, the members of the Ducal Guard are adept at zero-G operations, and so they do not receive the standard +2 penalty to their Piloting Skill target numbers when making Control Rolls in zero-G environments (see p. 85, Explorer Corps).
1st Brigade (B)
The First Brigade is a well-rounded and flexible unit, at home in any battlefield. As a result, the First's opponents lose any terrain-based Initiative bonus. When acting as the attacker in a scenario, the First receives a +1 Initiative bonus to reflect its unpredictable behavior. Additionally, the unit may overrun opponents (see p. 128).
2nd Brigade (C)
The Second Brigade's experience in mountain fighting provides the unit with a +1 Initiative bonus when fighting in mountain terrain. Additionally, any snow- or ice-related Piloting Skill Roll modifiers are reduced by 1 for Brigade members.
Members of the regiment's Bug Blaster aerospace unit gain a +1 bonus on Piloting or Control Rolls and are considered conventional fighters when determining "free" turns in atmosphere (see p. 83, BattleSpace rulebook).
3rd Brigade (C)
When dropping from a DropShip, members of the Third Brigade receive +2 bonuses to their Landing and atmospheric re-entry Control Rolls (see pp. 37-38, BattleSpace rulebook).
4th Brigade (D)
Members of the Fourth suffer few problems when moving at speed on paved surfaces. They receive a +2 bonus if forced to make a Piloting Skill Roll for skidding on pavement. Furthermore, they receive a +1 Initiative bonus when fighting in urban terrain.
5th Brigade (B)
The Fifth Brigade receives a +2 Initiative bonus when acting as the attacker in a scenario, and may force the Initiative and overrun opponents (see p. 128).
The unit suffers a -2 Initiative penalty when fighting on flatland terrain.
Protectorate Guard
Iron Guard (C)
Force Commander Ghcorgeh Sukir is an excellent advanced instructor. Consequently, characters under his command may reduce by 1 the number of Adventure Points (AP) needed to improve Piloting, Gunnery and Tactics Skills, provided the skills are already at Level 3 or above.
Steel Guard (D)
The Steel Guard specializes in defensive operations in restricted terrain. The unit receives a +1 Initiative bonus when acting as scenario defender or operating on urban terrain. If the unit is simultaneously acting as scenario defender and operating in urban terrain, it receives a +2 bonus.
Sirian Lancers
1st Lancers (D)
The close cooperation between the First Lancers and their aerospace forces provides the unit's fighter pilots with a -1 to-hit modifier during ground-attack missions. However, if any air-to-ground attack within 2 hexes of a friendly unit misses, re-roll the attack against the Lancer unit. If several friendly units are within 2 hexes of a missed attack, the attack is resolved against the closest unit (randomly determine which unit is hit if more than one equally distant unit is in place).
2nd Lancers (C)
The Second Lancers are adept at night fighting, and so they suffer only a +1 penalty for night-time combat. Furthermore, the lightning-quick reactions of the unit's MechWarriors enable them to torso-twist when declaring attacks between shots, a capability that effectively increases their front firing arcs. Units must still declare their weapon attacks per standard rules. Note that Lancer units may not make additional torso twists during Physical Attack Phases.
3rd Lancers (F)
The Third Lancers receive a +1 Initiative bonus when acting as the attacker in a hide-and-seek or extraction scenario.
Silver Hawk Irregulars
Falcons (C)
Any Falcon 'Mech may use Sprint mode and move at a rate equal to its standard Running MP rate plus 2. The controlling player must declare his intention to use Sprint mode at the start of the Movement Phase, just as the player would declare walking, running or standing still. Any unit moving in Sprint mode cannot make any attacks and suffers a +2 penalty to Piloting Skill Rolls.
When operating in lance-sized units, the Falcons gain a +2 Initiative bonus. This bonus drops to +1 for Silver Hawk units between lance and company size. However, the independent nature of the unit's officers hampers the Silver Hawks ability to perform in larger operations; when operating in a force larger than 12 'Mechs, Silver Hawk units receive a -2 Initiative penalty.
Gryphons (B)
The Gryphons specialize in brute-force tactics, so they receive a +2 Initiative bonus when taking part in stand-up fight scenarios, defending in a hold-the-line scenario, or attacking in a breakthrough scenario. They may also force the Initiative.
Oriente Hussars
1st Hussars (C)
The First Hussars' controlling player may pre-plan the unit's movement for a turn. To do so, the player must first write down the hexes into which each affected Hussar unit will move and the targets at which it will fire (specific units or hexes may be designated as targets). While following its pre-planned orders, a Hussar unit receives a -2 to-hit modifier for Piloting and Gunnery Rolls. Affected units follow pre-written orders as closely as possible but will not enter prohibited terrain or hexes occupied by enemy units. If a Hussar BattleMech's movement is halted by the presence of an enemy unit, the Hussar MechWarrior may execute a charge attack at his or her discretion.
Using pre-planned actions may slow game play considerably, so players may want to agree on a time limit for planning moves. A good guideline is one minute per lance.
Additionally, all First Hussars receive a +1 modifier to all attacks (physical and weapon) against targets at a range of 1 hex or less.
2nd Hussars (C)
The "Crazy Second" often uses erratic movements to confuse its opponents. To use this tactic, at the start of the turn the Second's controlling player must declare his intention to use it and specify which units will employ the tactic. Any unit using evasive movement must move at least 2 hexes. Any opposing unit trying to attack an evading Hussar unit receives a +1 to-hit modifier. However, any Hussar unit using evasive movement receives a +1 to-hit modifier for attacks against opponents and Piloting Rolls.
When operating in units of company size or smaller, the Second receives a +1 Initiative bonus.
3rd Hussars (C)
Members of the Third may pre-plan their movement and attacks in the same manner as the First Hussars.
4th Hussars (C)
The Fourth Hussars receive a -2 Initiative penalty when operating in conjunction with other FWLM units or mercenaries. However, the unit's Tong connections provides it with access to better equipment than its C equipment rating suggests. When assigning 'Mechs, the unit's controlling player may roll on Column B of the Random 'Mech Assignment Table once per lance.
5th Hussars (C)
The Fifth Hussars may choose their home map-edge when playing extraction or breakthrough scenarios.
6th Hussars (B)
The Sixth Hussars are composed largely of Green troops, and so reduce by 1 the result of any roll made on the Random Experience and the Random Skills Tables. Treat results lower than the minimum as the minimum value.
Stewart Dragoons
Home Guard (B)
The Home Guard's considerable skill in defensive operations provides the unit with a +1 Initiative bonus when fighting on urban terrain or when acting as the defender in a scenario. If both conditions apply, the unit gains a +2 bonus.
Juggernaut (C)
When operating in groups of company size or smaller, Juggernaut units may overrun opponents.
When facing pirate or bandit units, the Juggernaut side gains a +1 Initiative bonus.
Orloff Grenadiers
1st Grenadiers (B)
Members of the First Grenadiers have considerable skill in urban operations and gain a +2 Initiative bonus in urban terrain. They also gain a +2 Piloting Skill bonus when forced to make a Piloting Skill Roll for skidding on pavement.
The unit suffers a -1 Initiative penalty when fighting in flatland or wetland terrain.
6th Grenadiers (B)
When operating in flatland terrain or as part of a combined arms force, the Sixth Grenadiers gain a +1 Initiative bonus. If both conditions apply, the unit receives a +2 bonus.
8th Grenadiers (C)
When BattleMechs or vehicles of the Eighth Grenadiers enter a Building hex, the building suffers damage equal to the unit's tonnage divided by 5.
Pirate and bandit forces facing the Eighth suffer a -1 Initiative penalty.
Regulan Hussars
1st Hussars (D)
The First Regulan Hussars specialize in close combat; apply a -1 to-hit modifier for all physical attacks and reduce by half the penalties for firing weapons under minimum range (round down). The First Hussars also may force the Initiative.
The Hussars' technical-support staff is stretched to the limit and suffers a -1 penalty when using the Scavenging and Repair rules (see pp. 94-95, BTC:RoW).
2nd Hussars (F)
The Second Hussars gain a +2 Initiative bonus when deployed in forces of battalion size or larger. Units of company size or smaller suffer a -1 Initiative penalty.
The unit also may force the Initiative.
4th Hussars (C)
The Fourth Hussars gain a +1 Initiative bonus when fighting mercenaries but suffer a -1 penalty when forced to work with such units.
Unit 'Mechs may use Sprint movement as well (see the Falcons entry in the Silver Hawk Irregulars, p. 132, for details).
5th Hussars (D)
Dueling is common among the Fifth Regulan Hussars, and so each member receives triple Skill Point awards for use of the Blade Skill.
When operating as part of a combined-arms force, Fifth Hussar units may also use the reserve-unit rules (see the Twentieth Marik Militia entry, p. 130, for details).
9th Hussars (F)
The Ninth's newfound strength of spirit is reflected by a +1 Initiative bonus.
Training
The following rules supplement the standard character skill packages described in MechWarrior: Second Edition (MWII) and the MechWarrior Companion. The rules enable a player to simulate the skills a character may learn at the League military academies described in The Eagle's Talons (pp. 13-25).
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 (p. 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: a character should pick only one MOS and choose skills from that list (exceptions are listed in the appropriate text).
Some academies grant a character extra skills upon graduation. Players cannot increase their skills beyond their starting levels during character creation unless otherwise noted.
Unless the Marik Officer Training College (MOTC) is selected as part of an expanded University Package, characters may not attend more than one institution.
Aitutaki Academy
All characters attending Aitutaki must purchase either the Basic or Advanced University Packages. Each candidate must then make a successful Charisma Saving Roll. Add 1 to the roll result for each level of Well Connected and Title Advantage the character possesses, provided that these Advantages relate to the Principality of Regulus. If the roll fails, the academy has washed out the cadet, who must then select skills from the lists provided on page 19 of MWII (the Aerospace Pilot MOS is not available).
On graduation, an Aitutaki cadet may increase his Blade Skill by 1 level, free of charge. Unlike other skill increases, this may raise the skill level above 3.
BattleMech Pilot MOS
- Required: Blade, Gunnery/BattleMech, Piloting/BattleMech, Small Arms, Survival
- Electives: Leadership, Medtech, Tactics, Technician/Battle-Mech, Unarmed Combat
Cavalry MOS
- Required: Blade, Gunnery/Conventional, Drive/Ground or Piloting/Aerospace (VTOL), Small Arms
- Electives: Leadership, Medtech, Survival, Tactics, Technician/Weapons, Unarmed Combat
Infantry MOS
- Required: Blade, Medtech, Small Arms, Support Weapons, Unarmed Combat
- Electives: Drive/Ground, Gunnery/Artillery, Leadership, Survival, Tactics
Support MOS
- Required (Choose 2): Technician/BattleMech, Technician/Electronics, Technician/Mechanic, Technician/Weapons
- Electives: Blade, Leadership, Medtech, Small Arms, Survival, Unarmed Combat
Command FOS
- Required: Bureaucracy, Computer, Leadership
- Electives: Negotiation, Strategy, Training
Allison MechWarrior Institute (AMI)
MechWarriors attending the AMI must purchase the Basic or Advanced Academy Package. Study at AMI may be combined with subsequent attendance at the MOTC.
Increase by 1 the Build Attribute of any AMI cadet to reflect the Institute's physical training program. This increase may not raise the Attribute beyond the standard maximum.
BattleMech Pilot MOS
- Required: Gunnery/BattleMech, Survival, Piloting/BattleMech, Small Arms
- Electives: Blade, Leadership, Medtech, Protocol, SI: Military History, Tactics, Technician/BattleMech, Unarmed Combat
Athene Combat School (ACS)
Entrance to the ACS is open to all, but the school accepts only the fittest and brightest candidates. Applicants must make successful Athletic and Mental Saving Rolls (both at +2) to gain admittance.
ACS cadets may choose any package, though a Basic or Advanced University Package is required for the Armored Infantry or Command FOS.
All ACS graduates receive a +1 bonus to both Build and Reflexes Attributes, but these bonuses may not raise the Attributes beyond the standard maximum. Furthermore, graduates may purchase the Toughness and Sixth Sense Advantages for a combined total of 3 points.
Infantry MOS
- Required: Medtech, Protocol, Small Arms, Support Weapons, Unarmed Combat
- Electives: Drive/Ground, Gunnery/Artillery, Leadership, Survival, Tactics
Support MOS
- Required (Choose 2): Technician/Battle Armor, Technician/Electronics, Technician/Mechanic, Technician/Weapons
- Electives: Blade, Leadership, Medtech, Protocol, Small Arms, Survival, Unarmed Combat
Armored Infantry FOS
- Required: Gunnery/Battle Armor, Piloting/Battle Armor
- Electives: Leadership, Survival, Tactics, Technician/Battle Armor, Unarmed Combat
Command FOS
- Required: Bureaucracy, Computer, Leadership
- Electives: Negotiation, Strategy, Training
Legionary Training Academy
All characters attending the Legionary Training Academy must purchase the Basic or Advanced University Package. The Legions' aerospace forces do not cross-train, so cadets may not combine the Aerospace Pilot MOS with any other MOS. Additionally, the academy's Recon FOS may be combined only with the Infantry MOS. Other academy MOS may be combined with FOS per standard rules.
On graduation, every academy cadet may increase his Tactics Skill by 1 level, free of charge. This bonus may not raise the skill level above 3. If the character has no Tactics Skill, he gains it at Level 1.
BattleMech Pilot MOS
- Required: Gunnery/BattleMech, Piloting/BattleMech, Small Arms, Survival
- Electives: Leadership, Medtech, Tactics, Technician/BattleMech, Tinker, Unarmed Combat
Aerospace Pilot MOS
- Required: Gunnery/Aerospace, Piloting/Aerospace, Small Arms, Zero-G Operations
- Electives: Leadership, Medtech, Survival, Tactics, Technician/Aerospace, Unarmed Combat
Cavalry MOS
- Required: Gunnery/Conventional, Drive/Ground or Piloting/Aerospace (VTOL), Medtech, Small Arms
- Electives: Gunnery/Artillery, Leadership, Survival, Tactics, Technician/Mechanic, Technician/Weapons, Unarmed Combat
Infantry MOS
- Required: Medtech, Small Arms, Support Weapons, Unarmed Combat
- Electives: Blade, Drive/Ground, Gunnery/Artillery, Leadership, Survival, Tactics
Armored Infantry MOS
- Required: Gunnery/Battle Armor, Medtech, Piloting/Battle Armor, Small Arms
- Electives: Blade, Leadership, Survival, Tactics, Technician/Battle Armor, Unarmed Combat
Recon FOS (requires Infantry MOS)
- Required (Choose 2): Demolition, Perception, Security Systems, Stealth, Tracking
- Electives: Disguise, Escape Artist, Interrogation, Streetwise
Command FOS
- Required: Bureaucracy, Leadership
- Electives: Computer, Negotiation, Protocol, Strategy, Training
- Bonus: Legion-trained officers who have taken the Command FOS receive a +1 bonus to their Tactics Skill when commanding combined-arms forces.
Lloyd-Marik Stanley Aerospace School (LMS)
Characters attending the LMS may purchase any Academy or University Package. However, any character who selects a University Package must take the DropShip Pilot MOS and the JumpShip Pilot FOS.
Increase by 1 the Reflexes Attribute of all LMS cadets to reflect the school's physical training program. This increase may not raise the Attribute beyond the standard maximum.
Aerospace Pilot MOS
- Required: Gunnery/Aerospace, Medtech, Piloting/Aerospace, Zero-G Operations
- Electives: Leadership, Small Arms, Survival, Tactics, Technician/Aerospace
DropShip Pilot MOS
- Required: Medtech, Piloting/Spacecraft, Small Arms, Zero-G Operations
- Electives: Communications/Conventional, Computer, Gunnery/Spacecraft, Leadership, Survival, Technician/Spacecraft
JumpShip/WarShip Pilot FOS
- Required: Computer, Navigation
- Electives: Perception, Strategy, Tactics, Training
Marik Officer Training College (MOTC)
Attendance at the MOTC may be combined with study at another academy as part of a University Package. Applicants must pass a Mental Saving Roll to gain entry to the college.
The MOTC provides extensive training in command techniques, etiquette and protocol that provides all graduates with a +1 bonus to their Charisma Attribute.
Command FOS
- Required: Bureaucracy, Leadership, Tactics
- Electives: Negotiation, SI: Military History, Strategy, Training
Orloff Military Academy (OMA)
Entry into the OMA is strictly by invitation only. All applicants must have the Well Connected or Title Advantage at Level 2 or higher, as well as Athletic and Mental Characteristics of 10 or lower. All cadets must purchase a Basic or Advanced University Package.
To graduate, OMA cadets must have Leadership, Protocol and Tactics Skill target numbers of 7 or lower.
On graduation, every OMA cadet may increase his Leadership and Protocol Skills by 1 level, free of charge. This bonus may not raise the skill level above 3. Additionally, OMA graduates may select any BattleMech of the appropriate weight class, rather than rolling on the Random 'Mech Assignment Table.
BattleMech Pilot MOS
- Required: Gunnery/BattleMech, Leadership, Piloting/BattleMech, Protocol, Small Arms, Tactics
- Electives: Blade, Medtech, SI: Military History, Strategy, Survival, Unarmed Combat
Princefield Military Academy
To gain admission to Princefield, an applicant must have the Well Connected or Title Advantage at Level 1 or higher, and he must make a successful Charisma Saving Roll. If the roll fails, Princefield rejects the candidate, who must seek entrance to another school.
All characters attending Princefield must purchase an Advanced University Package. All cadets taking the BattleMech or Aerospace Pilot MOS must have a Piloting/(BattleMech and/or Aerospace) Skill Target Number of 5 or lower, and a Gunnery/(BattleMech and/or Aerospace) Skill Target Number of 4 or lower before they can graduate. If this is not possible, the cadet washes out and gains no further benefits from Princefield.
All Princefield graduates automatically gain the Blade Skill at Level 2 at no cost. The player may choose to raise the skill level per standard rules if desired. Princefield graduates may also increase any Well Connected Advantage by 1 level (to a maximum of 3) or gain the Advantage at Level 1 if they don't already have it.
BattleMech Pilot MOS
- Required: Gunnery/BattleMech, Piloting/BattleMech, SI: Military History, Small Arms
- Electives: Leadership, Medtech, Protocol, Survival, Tactics, Unarmed Combat
Aerospace Pilot MOS
- Required: Gunnery/Aerospace, Piloting/Aerospace, SI: Military History, Zero-G Operations
- Electives: Leadership, Medtech, Protocol, Small Arms, Survival, Tactics, Unarmed Combat
Cavalry MOS
- Required: Gunnery/Conventional, Drive/Ground or Piloting/Aerospace (VTOL), Small Arms, SI: Military History
- Electives: Gunnery/Artillery, Leadership, Medtech, Protocol, Survival, Tactics, Unarmed Combat
Infantry MOS
- Required: Medtech, Small Arms, SI: Military History, Support Weapons, Unarmed Combat
- Electives: Drive/Ground, Gunnery/Artillery, Leadership, Protocol, Survival, Tactics
Command FOS
- Required: Bureaucracy, Leadership, Riding (horses)
- Electives: Computer, Negotiation, Strategy, Training
FWLM Battle Armor
The printed section opens with development history and design background for the Longinus and Achileus suits; that background is omitted here. Only the rules text and the component descriptions are transcribed.
Unless otherwise noted in the Game Rules section following each entry, FWLM battle armor follows the standard battle-armor rules provided in the BTC:RoW (pp. 66-69) and the MechWarrior Companion (pp. 95-97). All FWLM battle armor is considered Level 2 BattleTech equipment.
Longinus Battle Armor
The Longinus entry's R&D dates, prototype trial history and design narrative are omitted; its Game Rules are transcribed below.
Game Rules
The Longinus functions as standard Inner Sphere powered armor and follows the standard Inner Sphere battle-armor rules, with two exceptions. First, the suit may mount a single SRM-2 launcher but may fire only a single missile salvo. Until the salvo is launched (and the launcher jettisoned) the unit may not use jumping movement or make anti-BattleMech leg or swarm attacks. In addition, a single suit of Longinus battle armor costs 425,000 C-bills.
Achileus Light Battle Armor
The Achileus entry's R&D dates and development history are omitted; its component description and game rules are transcribed.
Unlike the Tornado, the Achileus features armor-composite sheaths to contain and protect its layers of myomer musculature. The Achileus also features integral mounts for jump-jets and a gyro-stabilized gun mount in the right arm. Flamers, small lasers and machine guns are the most common weapons of choice, but the gun mount can accommodate a wide range of other anti-'Mech weapons as well.
Secondary armament consists of a single anti-personnel weapon, usually an SMG, mounted on the left arm just above the wrist. Rather than a claw, the suit's right arm ends in a fully functional manipulator hand, slaved to the operator's own hand. Though the hand is too bulky to operate weaponry or most equipment, it can be used for lifting. Unlike the Longinus, the Achileus cannot carry an SRM launcher.
BattleTech Game Rules
Achileus units can jump up to 3 MP.
Achileus squads consist of four troopers, all equipped with the same primary weapon.
In BattleTech games, every Achileus battle-armor suit has an Armor Value of 6 points, plus 1 additional point for the trooper. The armor also provides excellent stealth abilities. In BattleTech games, this means that short-range attacks against Achileus units receive a +1 to-hit modifier; medium-range attacks receive a +4 to-hit modifier in place of the standard medium-range modifier; and long-range attacks take a +7 to-hit modifier in place of the standard long-range modifier. Additionally, Beagle Active Probes and their Clan equivalents cannot locate hidden Achileus units.
MechWarrior Game Rules
Achileus suits are equipped with one primary and one secondary weapon.
Treat the suit as a combination sneak suit with electronic countermeasures, electronic camouflage and infrared-suppression capabilities (pp. 85, 87, MWII). Integral rechargers allow the suit's stealth systems to operate indefinitely.
Achileus Light Battle Armor Statistics
- Tech Level: 3
- Availability: D
- Legality: C
- Cost: 320,000 C-bills + cost of primary weapon
- Power Usage: 1/turn
- Energy: 2/3
- Ballistic: 1/2
- Melee: 1/3
- Coverage: Full
- Damage Capacity: 72
- Movement: Full, with jump
- Physical: +1
- Athletic: +1
- BLD: +1
Primary weapon costs: Flamer 7,500 C-bills; Machine Gun 5,000 C-bills; Small Laser 11,250 C-bills.
New Equipment
In the nine years since the Clans invaded the Inner Sphere, the Free Worlds League has developed a number of new weapons and ordnance, which are described in the following sections. Currently, these items are available only to League forces. Given the League's market-driven economy, however, it is likely that these items will soon become generally available.
All of these items are for use in Level 2 BattleTech, and so they can be used in tournament play unless specifically prohibited under the rules of individual tournaments.
LRM Special Munitions
Over the past decade, the FWLM has experimented with a number of special long-range missile munitions. Players should note any special types of munitions on their units' record sheets before starting play. Unless noted, the following ammo types are only available in full-ton lots. To determine the cost of special-munitions LRMs, use the appropriate cost multiplier from the LRM Special Munitions Table, p. 138.
(Two additional special munitions—Swarm and Thunder rounds—are described on pages 120 and 121 of BTC:RoW.)
Swarm-I
Like conventional Swarm rounds, the Swarm-I long-range missile deploys multiple submunitions that attack the primary target and any nearby units. Swarm-I LRMs follow all the standard Swarm rules (p. 120, BTC:RoW) and also feature an IFF (Identification: Friend or Foe) detector that reduces the chance of a Swarm-I LRM targeting friendly units. To simulate this system, apply a -2 to-hit modifier when a Swarm-I targets a friendly unit. Do not apply this modifier if the friendly unit is a BattleMech with critical damage to its sensors.
Note that Swarm-I LRMs function as standard Swarm LRMs while within the coverage of an active ECM unit.
Fragmentation
Fragmentation LRMs scatter shrapnel when they reach their targets—enough shrapnel to destroy any unarmored troops within 15 meters of the detonation. However, a fragmentation LRM's shrapnel has little effect on targets such as BattleMechs and armored vehicles. Against all infantry targets (excluding battle-armor troops), double the amount of damage inflicted before applying any appropriate modifiers. Against other targets, reduce the damage to 0.
Incendiary
Incendiary LRMs may be used to start fires in any suitable terrain (see pp. 85-86, BTC:RoW, for rules on intentional fires). Use a Target Number +5 to determine if an incendiary LRM sets a fire.
Incendiary rounds may be combined with other LRM types, but treat the launcher as the next smaller size on the Missile Hits Table (p. 38, BTC:RoW) when calculating the number of missiles striking a target. For example, treat an incendiary-equipped LRM-20 as an LRM-15 on the table, treat an incendiary-equipped LRM-10 as an LRM-6, and so on. Further, apply the 1.5 cost multiplier to the entire missile load, not just the incendiary LRMs in a load.
The volatile chemicals used in incendiary rounds are prone to explode if exposed to high heat levels. To simulate this characteristic, make additional ammo explosion rolls per Inferno rules (p. 118, BTC:RoW). If an incendiary explosion occurs, the entire missile load (both standard and incendiary missiles) explodes. In such an event, treat the incendiary missiles as standard LRMs.
Flare
LRM-delivered flares illuminate areas of ground and negate penalties for night-time combat (p. 94, BTC:RoW). Flare-LRM rounds are fired at a hex on the map rather than a unit. Apply all standard to-hit modifiers to the shot, including the terrain modifiers for the target hex and a -4 modifier for shooting at an immobile target. Flare LRMs that miss scatter in the same manner as artillery shells (p. 79, BTC:RoW).
A flare LRM that reaches its target releases small, parachute-fitted flares that illuminate the target struck and all hexes within a 3-hex range of the target hex. The illumination begins in the turn following the launch and lasts for a number of turns equal to the LRM launcher size divided by 5 (illumination from a flare LRM-5 lasts 1 turn; illumination from a flare LRM-10, 2 turns; and so on). Any unit in an illuminated hex may be fired on without the usual +2 to-hit modifier for night combat.
Semi-Guided
Semi-guided LRMs home in on a point successfully designated by a TAG system (TAG rules are explained in the Arrow IV Missile System description on p. 113, BTC:RoW). Under such conditions, no target-movement modifiers apply to the missile attack. Additionally, the penalties for indirect fire and spotter movement do not apply for indirect attacks made with semi-guided LRMs. Apply all other appropriate standard modifiers, including attacker movement and intervening terrain modifiers.
LRM Munitions Table
| Type | Damage | Cost Multiplier | Notes |
|---|---|---|---|
| Standard | 1 | x1 | |
| Swarm | 1 | x2 | p. 120, BTC:RoW |
| Thunder (FASCAM) | 1 | x2 | p. 121, BTC:RoW |
| Swarm-I | 1 | x3 | p. 137 |
| Fragmentation | 0/2 | x2 | p. 138 |
| Incendiary | 0 | x1.5 | p. 138 |
| Flares |
(The printed table heads the first column "Submunitions Type".)
ER Small and Medium Lasers
The Free Worlds League has boasted the most advanced laser technology in the Inner Sphere for decades. In recent years, League laser designers have had the opportunity to study captured Clan extended-range lasers provided by the Draconis and Davion militaries. As a result, Diverse Optics is now producing a new generation of extended-range small and medium lasers.
These lasers use the standard ER-laser rules.
Ultra AC/10
After producing the Ultra version of the AC/5, developing the Ultra AC/10 was a natural project for Atreus-based Imperator Automatic Weaponry. The manufacturer began testing the new system in mid 3056, and the FWLM field-tested several prototypes during Operation Guerrero. Now the FWLM has approved the Ultra AC/10 for general use and Imperator has begun shipping Ultra AC/10s to several line units.
The Ultra AC/10 follow the standard rules for Ultra-series autocannons.
Light Gauss Rifle
In July of 3052, the Captain-General directed Imperator Automatic Weaponry of Atreus and Corean Enterprises of Stewart to research ways to reduce the weight of Gauss rifles, in the hope of producing weapons comparable to Clan Gauss rifles.
It soon became clear that simply reducing the weight of the Gauss rifle's magnetic coils would have serious effects. Doing so would also reduce muzzle velocity, in turn reducing both the weapon's range and the kinetic energy of fired shells—and so the damage they produce. The only way to maintain muzzle velocity would be to reduce the weight of the shells, which would still reduce the damage inflicted by the weapon. Consequently, the two firms began a long series experiments to test different materials for the weapon and ammunition, as well as differing calibers.
In May of 3056, the two companies presented their finished design to the LCCC for approval. Though the League designers failed to produce a weapon with the same performance as the Clan Gauss rifle, they did produce a new light Gauss rifle that proved 40 percent more efficient than standard Gauss systems. The new weapon itself essentially weighed the same as the Clan Gauss design, but its nickel-ferrous shells were only half the size of conventional Gauss-rifle rounds. The new weapon fired its shells farther than conventional rounds and at a greater speed—which helped make up for the loss in destructive power of the caused by the ordnance's lower weight.
After a series of tests, the Captain-General approved the design in August 3056. Within six months, units throughout the FWLM began to receive the new weapon.
The light Gauss rifle follows the rules for standard Gauss rifles (p. 116, BTC:RoW) except in the case of a critical hit on the weapon that causes capacitor discharge. In this circumstance, the discharge causes only 16 points of damage.
FWLM Weapons Table
| Weapon | Heat | Damage | Min | Short | Medium | Long | Tons | Crits | Ammo |
|---|---|---|---|---|---|---|---|---|---|
| ER Medium Laser | 5 | 5 | — | 1-4 | 5-8 | 9-12 | 1 | 1 | — |
| ER Small Laser | 2 | 3 | — | 1-2 | 3-4 | 5 | .5 | 1 | — |
| Light Gauss Rifle |
(Short, Medium and Long are the three columns printed under the "Range" heading.)
FWLM Weapon Costs and Combat Values
| Type | Cost (unloaded) | Ammo Costs (per ton) | Combat Value |
|---|---|---|---|
| ER Med Laser | 80,000 | — | 41 |
| ER Sm Laser | 11,250 | — | 11 |
| Lt Gauss Rifle | 275,000 | 20,000 | 140 |
| Ultra AC/10 | 320,000 | 12,000 | 247 |
FWLM OmniMech Configurations
The FWLM recently began deploying the F9-O Firestarter and BJ2-O Blackjack OmniMechs—two Combine-designed 'Mechs based on captured Clan machines. Both of the new OmniMechs support the new weapons described beginning on page 137.
(Full statistics for the Firestarter and Blackjack appear in the BattleTech Technical Readout: 3058.)
F9-OF Firestarter
The FWLM's F9-OF Firestarter variants feature the League's new laser weapons. The F-variant employs ER medium and large lasers, which makes the 'Mech ideal for sustained independent operations away from resupply bases. Though the F-variant has been fitted with an extra double heat-sink pod, the new lasers frequently cause heat problems.
Combat Value: 3,213
Alternate Configuration F
| Weapons and Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| ER Large Laser | RA | 2 | 5 |
| ER Medium Laser | RA | 1 | 1 |
| ER Large Laser | LA | 2 | 5 |
| ER Medium Laser | LA | 1 | 1 |
| ER Small Laser | H | 1 | .5 |
| Double Heat Sink | RT | 3 | 1 |
BJ2-OE Blackjack
The DCMS-designed Blackjack OmniMech is produced under license on the planet Irian. This new 'Mech gives the FWLM an excellent platform for its new weapon systems. The League's E-configuration features an arm-mounted light Gauss rifle, arm- and torso-mounted ER lasers, and an arm-mounted LRM-10 system with twin ammunition bins.
Combat Value: 3,294
Alternate Configuration E
| Weapons and Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Light Gauss Rifle | RA | 5 | 12 |
| Ammo (Gauss) 32 | RT | 2 | 2 |
| LRM 10 | LA | 2 | 5 |
| Ammo (LRM) 24 | LT | 2 | 2 |
| ER Large Laser | LA | 2 | 5 |
| ER Small Laser | CT | 1 | .5 |
P1 Perseus
The printed illustration facing this entry is omitted. The entry's Deployment paragraph (fleet fielding history) is omitted as background; the stat block, overview, capabilities and variant descriptions are transcribed.
Mass: 75 tons Chassis: Endo Steel Power Plant: Hermes 300 XL Cruising Speed: 43.2 kph Maximum Speed: 64.8 kph Jump Jets: None Jump Capacity: None Armor: Valiant Lamellor Armament: 39.5 tons of pod space available Manufacturer: Kali Yama Weapons Industries Primary Factory: Kalidasa Communications System: Irian Orator-5K Targeting and Tracking System: Wasat Aggressor Type 5 with OmniLink
Overview
The LCCC has authorized several programs to create League-designed and manufactured OmniMechs. To date, however, only one model—the P1 Perseus—has entered service with the FWLM in significant numbers.
The Perseus design is based on the Orion, widely used in the FWLM, and the new design uses many of the same components as the Orion. (In fact, FWLM technicians have christened the new design the "Omni-Orion.") This arrangement has facilitated the integration of the new OmniMech into units equipped with the older machine. Not surprisingly, the external appearances of the two machines are similar, though the cockpit of the Perseus is more centrally located than that of its progenitor. And while the two 'Mechs may look similar, the Perseus features some distinctive design features, including a completely redesigned and reinforced endo-steel skeleton that can support a diverse range of weapon systems.
Capabilities
The Perseus features enough pod space to accommodate almost forty tons of weapons, though the small size of many of the 'Mech's weapon bays limits the types of weapons they can carry. Only the Perseus's arm mounts are large enough to support the FWLM's largest weapons, such as Gauss rifles or the new Ultra AC/10, and the hand and lower-arm actuator assemblies must be removed before such weapons can be installed.
The small bays also limit the number of modern heat sinks that can be fitted in the 'Mech. Consequently, the Perseus's weapons configurations primarily feature missiles, autocannons and other weapon systems that produce lower amounts of heat.
The primary version of the Perseus features an Ultra AC/10, Artemis-equipped LRM-20 and SRM-4 launchers, and four of the new Diverse Optics ER medium lasers. Unfortunately, the ER lasers can cause severe heat build-up.
The Perseus A is much more heat efficient and can safely diffuse any heat its systems generate except in the most extreme circumstances. The A-variant relies on a pair of Artemis-equipped LRM-20 launchers as its primary weapons and also carries two medium pulse lasers and an SRM-6 for short-range firepower. A Guardian ECM system provides the Perseus A with protection against certain enemy systems. The addition of target-acquisition gear in the right leg is intended to provide artillery spotting ability to front-line troops.
The B-variant features one ER large laser and two pulse lasers for its main striking power. An Imperator Gauss rifle provides additional firepower, though the low level of available ammunition relegates the Gauss to use as a secondary weapon.
The Perseus C-variant carries the League's two new heavy weapons, the Ultra AC/10 and the light Gauss rifle. The variant carries two tons of ammunition for the arm-mounted Gauss rifle, while two torso-mounted ammunition stores feed the arm-mounted autocannon. A head-mounted SRM-2 Streak launcher and three ER medium lasers provide short-range hitting power, while a rear-mounted medium pulse laser discourages attacks from behind. To offset the heat generated by these systems, this variant features additional heat sinks located in the right and left torso bays.
P1 Perseus Record Sheet Data
Type: P1 Perseus Technology Base: Inner Sphere Tonnage: 75 tons Combat Value: 4,817
Equipment
| Component | Detail | Mass |
|---|---|---|
| Internal Structure | Endo Steel | 4 |
| Engine | 300 XL (Walking MP 4, Running MP 6, Jumping MP 0) | 9.5 |
| Heat Sinks | 12 [24] | 2 |
| Gyro | 3 | |
| Cockpit | 3 | |
| Armor Factor | 224 | 14 |
Internal Structure and Armor
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 9 |
| Center Torso | 23 | 36 |
| Center Torso (rear) | 9 | |
| R/L Torso | 16 | 24 |
| R/L Torso (rear) | 8 | |
| R/L Arm | 12 | 21 |
| R/L Leg | 16 | 32 |
Weight and Space Allocation
| Location | Fixed | Spaces Remaining |
|---|---|---|
| Head | 1 | |
| Center Torso | 2 | |
| Right Torso | 3 Engine; 4 Endo Steel | 5 |
| Left Torso | 3 Engine; 4 Endo Steel | 5 |
| Right Arm | 3 Endo Steel | 5 |
| Left Arm | 3 Endo Steel | 5 |
| Right Leg | 2 | |
| Left Leg | 2 |
Primary Weapons Configuration
| Weapons and Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Ultra AC/10 | RA | 7 | 13 |
| Ammo (Ultra) 20 | RT | 2 | 2 |
| CASE | RT | 1 | .5 |
| LRM 20 | LA | 5 | 10 |
| Artemis IV FCS | LA | 1 | 1 |
| Ammo (LRM) 12 | RT | 2 | 2 |
| SRM 4 | CT |
Alternate Configuration A
| Weapons and Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| LRM 20 | RA | 5 | 10 |
| Artemis IV FCS | RA | 1 | 1 |
| Ammo (LRM) 12 | RT | 2 | 2 |
| CASE | RT | 1 | .5 |
| LRM 20 | LA | 5 | 10 |
| Artemis IV FCS | LA | 1 | 1 |
| Ammo (LRM) 12 | LT |
Combat Value: 4,881
Alternate Configuration B
| Weapons and Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Large Pulse Laser | LA | 2 | 7 |
| Large Pulse Laser | LA | 2 | 7 |
| Gauss Rifle | RA | 7 | 15 |
| Ammo (Gauss) 8 | RT | 1 | 1 |
| ER Large Laser | LT | 2 | 5 |
| Anti-Missile System | H | 1 | .5 |
| Ammo (AMS) 24 |
Combat Value: 4,961
Alternate Configuration C
| Weapons and Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Light Gauss Rifle | LA | 5 | 12 |
| Ammo (Light Gauss) 32 | LA | 2 | 2 |
| Ultra AC/10 | RA | 7 | 13 |
| Ammo (Ultra) 20 | RT | 2 | 2 |
| Ammo (Ultra) 10 | LT | 1 | 1 |
| Streak SRM 2 | H | 1 | 1.5 |
| Ammo (Streak) 50 |
Combat Value: 4,919
New WarShips
For additional information about the production of new WarShips in the Free Worlds League, see Ships of the Line, p. 116.
Zechetinu Class Corvette
The Zechetinu ("hare") class corvette, or Zec as WarShip crews have dubbed the vessel, is designed to operate as an independent convoy-raider or picket ship, or as an escort vessel. Capable of accelerating up to 2.5 Gs for sustained periods and up to 4 Gs in short bursts, the Zechetinu is among the fastest and most maneuverable WarShips in its weight class.
Four of the FWLM's Zechetinus—the FWLS Tirana, the FWLS Karelia, the FWLS Attica and the FWLS Sparta—feature the formidable array of anti-DropShip/WarShip weapons and fighter-defense systems included in the ship's original design specifications. The FWLS Scorpion and remaining Zechetinus feature Barracuda and White Shark missile systems in place of the fore and aft naval-laser batteries.
The Zechetinu can accommodate seventy-two crew members—though in somewhat cramped conditions—but Zechetinu crews rarely spend more than a month away from port and are well paid for their services. A small grav-deck represents the craft's only dedicated recreational facilities, and so Zechetinu crews commonly use the vessel's corridors and cargo bays as exercise areas.
Zechetinu (Corvette)
- Tech: Star League
- Introduced: 3057
- Mass: 180,000 tons
- Length: 440 meters
- Sail Diameter: 502 meters
- Fuel: 2,000 tons
- Tons/Burn Day: 39.52
- Safe Thrust: 5
- Maximum Thrust: 8
- Sail Integrity: 3
- KF Drive Integrity: 5
- Heat Sinks: 1,873 (3,746)
- Structural Integrity: 15
Armor
- Fore: 24
- Fore-Sides: 21
- Aft-Sides: 20
- Aft: 20
Zechetinu Weapons
| Arc | Type | Heat | S | M | L | Extreme | FTR |
|---|---|---|---|---|---|---|---|
| Nose | Laser | 24 | 2 | 2 | 2 | — | Y |
| Nose | LRM | 6 | 2 | 2 | 2 | — | Y |
| Nose | Point | 4 | 1 | — | — | — | Y |
Zechetinu I Aft and Nose Naval Lasers
| Arc | Type | Heat | S | M | L | Extreme | FTR |
|---|---|---|---|---|---|---|---|
| (Zechetinu I) Nose | NLaser | 102 | 7 | 7 | 7 | — | |
| (Zechetinu I) Aft | NLaser | 102 | 7 | 7 | 7 | — |
Zechetinu II Weapons
| Arc | Type | Heat | S | M | L | Extreme | FTR |
|---|---|---|---|---|---|---|---|
| Nose | WShark (2) | 30 | 6 | 6 | 6 | 6 | Y |
| FL | Bcuda | 10 | 2 | 2 | 2 | 2 | Y |
| FR | Bcuda | 10 | 2 | 2 | 2 | 2 | Y |
(WShark = White Shark; Bcuda = Barracuda.)
Zechetinu Cargo, Capacity and Armament
- Cargo: Bay 1: 6 fighters (2 doors); Bay 2: Cargo* (5 doors); Bay 3: Cargo* (5 doors)
- *The Zechetinu features 13,876 tons of cargo space; the Zechetinu II has only 12,376 tons of space.
- DropShip Capacity: 1
- Grav Deck: 1 (88 meter)
- Escape Pods: 0
- Life Boats: 8
- Crew: 72
- Passengers: 0
Armament
- 16 ER Large Lasers
- 32 Small Lasers
- 8 LB-10X Autocannons
- 4 LRM-20s w/Artemis
- 4 SRM-6s w/Artemis
- 3 NAC/20s
- 4 Naval Laser/35s (Zechetinu only)
- 2 Naval Laser/45s
- 4 Naval Laser/55s
- 4 Barracuda Launchers (Zechetinu II only)
- 4 White Shark Launchers (Zechetinu II only)
- 15 tons LB-10X ammunition
- 20 tons LRM ammunition
- 10 tons SRM ammunition
- 50 tons NAC/20 ammunition
- 1,500 tons Barracuda Missiles (50) (Zechetinu II only)
- 2,000 tons White Shark Missiles (50) (Zechetinu II only)
Notes: Equipped with lithium-fusion battery system and 90 tons of Lamellor Ferro-Carbide armor.
Agamemnon Class Heavy Cruiser
The printed class introduction's naming note, the commissioning history and the second ship's trial news are omitted as background. The design paragraphs and the stat block are transcribed.
The Agamemnon class heavy cruiser continues a long tradition of naval vessels bearing the name. Massing 815,000 tons, the Agamemnon falls between the Star League's Black Lion and Clan's Sovetskii Soyuz class WarShips. Though a near match for the Black Lion in firepower, the Agamemnon lacks the armor protection of the smaller vessel. Instead, the Agamemnon relies on speed and maneuverability to avoid taking damage. Furthermore, the Agamemnon carries formidable anti-fighter defenses as well as its own aerospace wing, which makes aerospace attacks against an Agamemnon difficult and dangerous.
Agamemnon (Heavy Cruiser)
- Tech: Star League
- Introduced: 3058
- Mass: 815,000 tons
- Length: 720 meters
- Sail Diameter: 615 meters
- Fuel: 2,000 tons
- Tons/Burn Day: 39.52
- Safe Thrust: 4
- Maximum Thrust: 6
- Sail Integrity: 5
- KF Drive Integrity: 17
- Heat Sinks: 2,170 (4,340)
- Structural Integrity: 40
Armor
- Fore: 57
- Fore-Sides: 55
- Aft-Sides: 52
- Aft: 53
Agamemnon Weapons
| Arc | Type | Heat | S | M | L | Extreme | FTR |
|---|---|---|---|---|---|---|---|
| Nose | Laser | 24 | 2 | 2 | 2 | — | Y |
| Nose | LRM | 6 | 2 | 2 | 2 | — | Y |
| Nose | Point | 12 | 2 | — | — | — | Y |
Agamemnon Cargo, Capacity and Armament
- Cargo: Bay 1: 12 fighters (4 doors); Bay 2: 6 fighters (2 doors); Bay 3: Cargo (85,758 tons) (6 doors)
- DropShip Capacity: 4
- Grav Decks: 2 (both 130-meter)
- Escape Pods: 50
- Life Boats: 0
- Crew: 360
- Passengers: 0
Armament
- 16 ER Large Lasers
- 16 ER PPCs
- 32 Small Pulse Lasers
- 32 Anti-Missile Systems
- 8 LRM-20s w/Artemis
- 32 SRM-6s w/Artemis
- 6 NAC/20s
- 12 NAC/30s
- 4 NAC/40s
- 2 Naval Laser/35s
- 16 Naval Laser/55s
- 2 Heavy Naval Gauss Rifles
- 100 tons AMS ammunition
- 32 tons LRM ammunition
- 24 tons SRM ammunition
- 40 tons NAC/20 ammunition (100 shots)
- 80 tons NAC/30 ammunition (100 shots)
- 120 tons NAC/40 ammunition (100 shots)
- 50 tons Heavy NGauss ammunition (100 shots)
Notes: Equipped with lithium-fusion battery and 500 tons of standard armor.
Eagle Class Frigate
Designed as an escort vessel for the Thera super-carrier, the Eagle class frigate features a balanced combination of anti-ship and anti-fighter weapons systems. Sixteen naval autocannons and a single nose-mounted heavy naval Gauss cannon comprise the Eagle's main anti-WarShip arsenal. The Gauss cannon is capable of destroying a DropShip with a single hit but is limited by power requirements and its restricted firing arc. More than a dozen naval lasers provide secondary anti-WarShip fire but are primarily geared for anti-DropShip fighting.
The ship's anti-fighter arsenal consists of successive weapon batteries capable of engaging targets at different ranges and providing cover for a number of other vessels. Sixty-four laser and ballistic point-defense cannons complete the Eagle's armament. Though the Eagle lacks advanced armor composites, it has a large cargo capacity that most crews use for storing spare ammunition and lithium-fusion battery systems.
Eagle (Frigate)
- Tech: Star League
- Introduced: 3059
- Mass: 625,000 tons
- Length: 640 meters
- Sail Diameter: 790 meters
- Fuel: 1,000 tons
- Tons/Burn Day: 39.52
- Safe Thrust: 4
- Maximum Thrust: 6
- Sail Integrity: 4
- KF Drive Integrity: 13
- Heat Sinks: 2,592 (5,184)
- Structural Integrity: 45
Armor
- Fore: 39
- Fore-Sides: 36
- Aft-Sides: 33
- Aft: 33
Eagle Weapons
| Arc | Type | Heat | S | M | L | Extreme | FTR |
|---|---|---|---|---|---|---|---|
| Nose | Laser | 24 | 2 | 2 | 2 | — | Y |
| Nose | Point | 12 | 2 | — | — | — | Y |
| Nose | Pulse | 56 | 6 | 4 | — | — | Y |
The printed table shows the RBS NAC 240 row twice (once at the foot of the left column and again at the head of the right-hand column); both are transcribed as printed.
Eagle Cargo, Capacity and Armament
- Cargo: Bay 1: 6 fighters (2 doors); Bay 2: Cargo (40,500 tons) (10 doors); Bay 3: Cargo (28,475 tons) (5 doors)
- DropShip Capacity: 4
- Grav Decks: 2 (both 110-meter diameter)
- Escape Pods: 30
- Life Boats: 30
- Crew: 540
- Passengers: 0
Armament
- 8 ER Large Lasers
- 32 Large Pulse Lasers
- 32 Medium Pulse Lasers
- 32 Small Pulse Lasers
- 32 Anti-Missile Systems
- 8 NAC/20s
- 8 NAC/35s
- 4 Naval Laser/35s
- 6 Naval Laser/45s
- 4 Naval Laser/55s
- 1 Heavy Naval Gauss Rifle
- 200 tons Anti-Missile ammunition
- 40 tons NAC/20 ammunition (100 shots)
- 120 tons NAC/35 ammunition (120 shots)
- 37.5 tons Heavy NGauss ammunition (75 shots)
Notes: Equipped with lithium-fusion battery and 450 tons of standard armor.
Thera Class Carrier
The printed entry's trial-schedule news, the luxury-accommodation remarks and the closing forecast about the navy are omitted as background; the design paragraphs, the stat block and the weapons and armament data are transcribed.
Slow but well armed and armored, the Thera class super-carriers will be the most powerful WarShips in the FWL fleet when they begin entering service in 3060. Three vessels of the class are currently being assembled.
Each Thera super-carrier can carry four full aerospace regiments (fifty-four fighters each) and eight small craft—a cargo capacity unprecedented in either the Star League or Clan navies.
The massive WarShip has enough docking points to accommodate up to four DropShips, and the FWLM plans to assign each Thera its own escort of attack DropShips. Among the DropShip designs under consideration for this role are the League-produced Hamilcar, the Achilles, the Capellan-produced Kuan Ti and Lung Wang designs.
Thera (Carrier)
- Tech: Star League
- Introduced: 3060 (projected)
- Mass: 960,000 tons
- Length: 1,130 meters
- Sail Diameter: 1,020 meters
- Fuel: 1,400 tons
- Tons/Burn Day: 39.52
- Safe Thrust: 3
- Maximum Thrust: 5
- Sail Integrity: 5
- KF Drive Integrity: 19
- Heat Sinks: 5,633 (11,266)
- Structural Integrity: 90
Armor
- Fore: 300
- Fore-Sides: 297
- Aft-Sides: 284
- Aft: 292
Thera Weapons
| Arc | Type | Heat | S | M | L | Extreme | FTR |
|---|---|---|---|---|---|---|---|
| Nose | Laser | 96 | 6 | 6 | 6 | — | Y |
| Nose | LRM | 12 | 3 | 3 | 3 | — | Y |
| Nose | Point | 20 | 4 | — | — | — | Y |
Thera Cargo, Capacity and Armament
- Cargo: Bay 1: 108 fighters + 4 small craft (6 doors); Bay 2: 108 fighters + 4 small craft (6 doors); Bay 3: Cargo (77,000 tons) (10 doors)
- DropShip Capacity: 4
- Grav Deck: 3 (2 x 130-meter diameter and one 110-meter)
- Escape Pods: 70
- Life Boats: 70
- Crew: 1,440
- Passengers: 558 (224 pilots, 224 technicians, 100 battle armor-equipped marines)
Armament
- 64 ER Large Lasers
- 64 Large Pulse Lasers
- 64 Medium Pulse Lasers
- 64 Small Pulse Lasers
- 32 Anti-Missile Systems
- 16 LB-10X Autocannons
- 16 LRM-20s w/Artemis
- 16 SRM-6s w/Artemis
- 8 NAC/25s
- 8 NAC/30s
- 4 NAC/40s
- 8 Naval Laser/35s
- 8 Naval Laser/55s
- 5 Heavy NGauss Rifles
- 4 Barracuda Launchers
- 200 tons Anti-Missile System ammunition
- 100 tons LB-10X ammunition
- 128 tons LRM ammunition
- 128 tons SRM ammunition
- 60 tons NAC/25 ammunition (100 shots)
- 80 tons NAC/30 ammunition (100 shots)
- 120 tons NAC/40 ammunition (100 shots)
- 50 tons Heavy NGauss ammunition (100 shots)
- 1,200 tons of Barracuda missiles (40)
Notes: Equipped with lithium-fusion battery system and 450 tons of Lamellor Ferro-Carbide armor.