BattleTech Field Manual: Lyran Alliance
BattleTech Field Manual: Lyran Alliance Rulebook
Table of Contents
Table of Contents
RULES
This section provides new rules for regular campaign play that reflect the unique strengths and weaknesses of the LAAF and associated forces. These rules are for use with BattleTech, BattleForce 2 (BF2), and MechWarrior Third Edition (MW3). References to the BattleTech Master Rules are abbreviated as BMR.
Unit Assignment Tables allow for the quick generation of BattleTech forces for pick-up games. The section LAAF Regimental Abilities provides optional rules for simulating the unique characteristics of the various forces described in this manual. MechWarrior Rules offers several new Life Paths and other supporting material intended for use with MW3. The last sections, including New Equipment and New 'Mechs, provide descriptions and game information for new weapons and vehicles.
Unit Assignment Tables
The 'Mech and vehicle assignment tables in this section can be used alone or as an expansion to the Creating Scenarios rules starting on page 97 of BMR. Likewise, they may be used to supplement the Assignment Tables starting on page 90 in MW3. Though the Random 'Mech and Vehicle Assignment Tables in this book can be used to determine the composition of any Inner Sphere force, they are designed specifically for use with Lyran Alliance (and Federated Suns) regiments. When using non-Lyran Alliance regiments, use the Random 'Mech Assignment Table from the appropriate BattleTech Field Manual, the BMR, or MW3 for more accurate force composition.
Assigning 'Mechs and Vehicles
The Lyran Alliance Armed Forces have a preponderance of heavy 'Mechs. Therefore, when rolling on the Random Lance Type or Random Company Type tables (p. 103, BMR), add a +1 modifier to the roll. Treat results higher than allowed on the table as the highest value (i.e., 12 or 6). After determining the weight classes of the 'Mechs in each force (p. 104, BMR), use the Random 'Mech Assignment Table, p. 127, to determine which 'Mech designs to use.
To use the table, the players must set the equipment ratings to be used in the scenario. If playing elements from specific Lyran Alliance units, consult the Lyran Alliance Armed Forces, pp. 128-38, to determine the equipment rating of each force. This section not only tells players what column to roll upon, but also what table to use: either the Random 'Mech Assignment Table: Lyran Alliance (p. 127), the House Davion column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR), or the Random 'Mech Assignment Table: Federated Suns (p. 138, Field Manual: Federated Suns).
Alternatively, the players may set an equipment rating for their forces (Equipment Rating C is considered average) or may each roll 1D6 to determine their force's equipment rating. A result of 1 provides a rating of A, a result of 2 a rating of B, 3-4 a rating of C, 5 a rating of D and 6 an F.
Using similar equipment ratings for both sides will increase the likelihood of an evenly matched battle.
Because both the Lyran Alliance and the Federated Suns have such close ties, much of the equipment built within each state is in use within the other. When randomly assigning 'Mechs to either a Lyran Alliance or Federated Suns regiment, the controlling player may choose to roll one out of every four 'Mechs on the other affiliation's assignment table, at one equipment rating lower (unless otherwise stated). The choice to roll on the alternate table must be made before any 'Mech assignment rolls are made. Once the weight classes of these alternate 'Mechs are chosen, the player rolls on either the House Davion or House Steiner column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR), the Random 'Mech Assignment Table: Lyran Alliance, (p. 127), or the Random 'Mech Assignment Table: Federated Suns (p. 138, Field Manual: Federated Suns).
Assigning 'Mechs and Vehicles in MechWarrior
The Random 'Mech Assignment Table: Lyran Alliance can also be used to assign the starting 'Mech or Vehicle for a new MechWarrior character who comes from the Lyran Alliance. In this case, use this table instead of the standard Lyran Alliance column of the Vehicle Assignment Table (pp. 91-92, MW3). Base the character's equipment rating on the character's current regiment (or the regiment with which he last served).
If the character has not served in a regiment, assume he has a rating of C. Increase the rating by one level for every two of the following the character possesses: Land Grant, Title, an appropriate Contact (such as LAAF), Well-Connected (Lyran Alliance), Social Standing of seven or higher, or a Tour of Duty: Inner Sphere (only one Tour of Duty: Inner Sphere path counts towards this total). Decrease by one level for every two of the following: Bad Reputation, Poverty, Owns Vehicle, Ne'er-Do-Well (Life Path). The rating cannot be increased above A or below E.
Assigning Pilots
Once the players have determined the 'Mechs and other battlefield units they will be using, they should then assign pilots to each. The players may make direct use of the Random Experience Level Table and the Random Skills Table (Expanded), found on p. 108, BMR.
If playing elements from a specific Lyran Alliance regiment, consult the appropriate regiment writeup (beginning with LAAF Rosters, p. 43): each regiment (and sub-unit) is given a rating of Elite, Veteran, Regular or Green. If playing an Elite regiment, the controlling player should add a +4 modifier to the Random Experience Level roll and a +2 modifier to the Random Skill roll. If playing a Veteran regiment, add +2 to the Experience roll and +1 to the Skill roll. If playing a Regular regiment, apply no modifiers, and if playing a Green regiment, apply -2 to the Experience roll and -1 to the Skill roll.
Random 'Mech Assignment Table: Lyran Alliance
The table gives, for each weight class, a 2D6 roll and a 'Mech per equipment rating column (A, B, C, D and F). Weights in brackets are in tons. An asterisk marks a four-legged (quad) BattleMech.
Light 'Mechs
| 2D6 | A | B | C | D | F |
|---|---|---|---|---|---|
| 2 | NTK-2Q Night Hawk [35] | NTK-2Q Night Hawk [35] | NTK-2Q Night Hawk [35] | WLF-2 Wolfhound [35] | WLF-1 Wolfhound [35] |
| 3 | WLF-2 Wolfhound [35] | WLF-2 Wolfhound [35] | WLF-2 Wolfhound [35] | SDR-5V Spider [30] | SDR-5V Spider [30] |
| 4 | BZK-F3 Hollander [35] | BZK-F3 Hollander [35] | BZK-F3 Hollander [35] | SDR-5V Spider [30] | PNT-9R Panther [35] |
| 5 | SDR-7M Spider [30] | SDR-5V Spider [30] | SDR-5V Spider [30] | PNT-9R Panther [35] |
Medium 'Mechs
| 2D6 | A | B | C | D | F |
|---|---|---|---|---|---|
| 2 | END-6Q Enfield [50] | END-6Q Enfield [50] | CN9-D Centurion [50] | CN9-D Centurion [50] | ASN-21 Assassin [40] |
| 3 | CBR-O2 Cobra [45] | FS9-O Firestarter [45] | ENF-5D Enforcer [45] | BJ-1 Blackjack [45] | CLNT-2-3T Clint [40] |
| 4 | BTZ-3F Blitzkrieg [50] | LNX-9Q Lynx [55] | STH-1D Stealth [45] | ASN-23 Assassin [40] | TBT-5S Trebuchet [50] |
| 5 | CLNT-2-3U Clint [40] | CLNT-2-3U Clint [40] | CLNT-2-3U Clint [40] | ENF-5D Enforcer [50] |
Heavy 'Mechs
| 2D6 | A | B | C | D | F |
|---|---|---|---|---|---|
| 2 | CTS-6Y Cestus [65] | GAL-1GLS Gallowglas [70] | GAL-1GLS Gallowglas [70] | CPLT-C4 Catapult [65] | QKD-4G Quickdraw [60] |
| 3 | GHR-5J Grasshopper [70] | BKU-O Black Hawk-KU [60] | ON1-K Orion [75] | AXM-1N Axman [65] | CPLT-A1 Catapult [65] |
| 4 | BHKU-O Black Hawk-KU [60] | MDG-1A Rakshasa [75] | CPLT-C1 Catapult [65] | GHR-5J Grasshopper [70] | QKD-4G Quickdraw [60] |
| 5 | AV1-OA Avatar [70] | GAL-1GLS Gallowglas [70] | PTR-4D Penetrator [75] |
Assault 'Mechs
| 2D6 | A | B | C | D | F |
|---|---|---|---|---|---|
| 2 | HGN-732 Highlander [90] | TDK-7X Thunder Hawk [100] | STC-2C Striker [80] | HGN-733 Highlander [90] | HGN-733 Highlander [90] |
| 3 | FNR-5 Fafnir [100] | STC-2C Striker [80] | PPR-5S Salamander [80] | ZEU-6S Zeus [80] | STK-3F Stalker [85] |
| 4 | PPR-5T Salamander [80] | AWS-9Q Awesome [80] | HGN-732 Highlander [90] | STK-5S Stalker [85] | VTR-6S Victor [80] |
| 5 | HA1-O Hauptmann [95] | STK-5S Stalker [85] | STK-5S Stalker [80] |
*Four-legged (quad) BattleMech.
Random Vehicle Assignment Table: Lyran Alliance
Vehicle types: H = hover, T = tracked, V = VTOL, W = wheeled. Weights in brackets are in tons.
| 2D6 | Light Vehicles (15 to 35 tons) | Medium Vehicles (40 to 55 tons) | Heavy Vehicles (60 to 75 tons) | Assault Vehicles (80 to 100 tons) |
|---|---|---|---|---|
| 2 | Warrior H8 Attack Helicopter [20] (V) | Goblin Infantry Support Vehicle [45] (T) | Pike Support Vehicle [60] (T) | Partisan Air Defense Tank [80] (T) |
| 3 | Cavalry Attack Helicopter [25] (V) | Condor Heavy Hovertank [50] (H) | Pilum Heavy Tank [70] (W) | Behemoth Heavy Tank [100] (T) |
| 4 | Pegasus Scout Hovertank [35] (H) | Vedette Medium Tank [50] (T) | SRM Carrier [60] (T) | Schrek PPC Carrier [80] (T) |
| 5 | Hunter Light Support Tank [35] (T) | Goblin Infantry Support Vehicle [45] (T) | Brutus Assault Tank [75] (T) | Alacorn Mk VI Heavy Tank [95] (T) |
The Lyran Alliance Armed Forces
Each LAAF regiment possesses certain specialties and skills based on its experience and the abilities of its commanders. The regiment descriptions earlier in this book discuss these characteristics in detail. The following game rules simulate these characteristics and supplement existing BattleTech, AT2, BF2 and MW3 rules. Gamemasters and players should all agree on the use of any supplemental rules before game play. Similarly, players should feel free to modify any rule that seems inappropriate for their campaign. All of the following rules are considered Level 3 rules and are ineligible for tournament play.
Many of the following rules are specifically designed for use with Creating Scenarios (p. 97, BMR). However, players should feel free to use them in other game situations. Unless otherwise stated, the following rules apply to BattleTech games only.
Using Hidden Units Rules
Certain regiments can use the Hidden Units rules (p. 77, BMR) to set up part or all of their forces when scenario circumstances allow. If the opportunity does not exist, the regiment cannot exercise this option. For example, in a chase scenario both sides move at the start of the game, so the Hidden Units rules are void. In a stand-up fight scenario, however, one side can use the Hidden Units rules. Players must decide if a scenario accommodates the use of hidden units; in all cases, both players must agree before using the rules in a scenario.
If the rules for a scenario already call for hidden units, ignore the regiment's special ability to set up hidden units.
Overlapping Abilities and Advantages
If opposing forces possess identical abilities or advantages, the advantages cancel each other out. For example, if two opposing regiments both have the advantage of choosing the side of the map from which they enter, ignore the advantage and instead determine the edge from which each side will enter using standard rules.
Forcing the Initiative
Several Lyran Alliance regiments have the ability to "force the Initiative" and gain bonuses to their Initiative rolls. The bonus is equal to the number of enemy units the side destroyed in the previous turn, reduced by the number of its own destroyed units.
For example, a side with this capability receives a +2 Initiative bonus if it destroys four enemy units and loses two of its own during the previous turn.
Off-Map Movement
Some regiments are proficient in tactical movement behind the lines of combat. Regiments with the off-map movement ability may move units off the map during play. These units re-enter play at a predetermined map edge. This ability may only be used if the scenario type allows for it. For example, an offensive force may not use this ability in breakthrough scenarios; in a hold-the-line scenario, the defending force cannot use off-map movement.
To use this ability, the controlling player writes down the exit hex and mapsheet of each unit moving off-map. The controlling player then writes down the hex, mapsheet and turn at which each unit will re-enter. Before re-entering the map, an exiting unit must remain off the map for the number of turns it would take to travel from its exit hex to its entrance hex. To calculate this travel time, count the number of blank half hexes along the map edges between the entrance and exit hexes. Then divide this number by the unit's Running/Flank MP rating (rounding fractions up). The result is the minimum number of turns the unit must remain off the map. The controlling player can delay the unit's re-entry beyond this period if he desires, but must select the re-entry turn when the unit leaves the map.
Each returning unit re-enters the map in the End Phase of the turn noted on its "written orders." At that time, the opposing player can check the unit's orders to make sure the move was legal. If the move was illegal, the unit is considered destroyed and removed from play. (A move is illegal if the unit does not remain off the map for the required travel time or does not enter at the location and turn noted on its written orders.) In a campaign setting, these "destroyed" units may be brought back into play in a later battle, because they are actually lost rather than destroyed.
If a returning unit is supposed to enter the map in a hex containing an enemy unit, or containing a friendly unit that would violate the stacking limits of the hex, the returning unit is placed in a hex of the opposing player's choice adjacent to the intended entry hex.
Once the returning unit has re-entered the map, any enemy unit adjacent to it may immediately attack it using the rules for Pointblank Shots from Hidden Units (p. 77, BMR). This attack does not restrict the attacking unit's ability to make attacks in the following turn.
Units off the map cannot engage in combat. If the opposing force destroys all the units remaining on the map before off-map units return, the battle is lost.
Overrun Combat
Some regiments are capable of "overrun" combat during BattleTech games. Under certain circumstances, these forces may fire before enemy forces can move or fire.
When rolling Initiative for overrun-capable regiments, note the die roll result's Margin of Success. Divide the Margin of Success by 2 and round fractions down. The result equals the number of individual units that may move, designate and resolve their firing before any other units move and fire. "Extra" successes do not carry over into later turns (i.e., if the player has more successes than 'Mechs available to move). For example, an overrun-capable force makes an Initiative Roll of 11, while its opponent rolls only a 6. The overrun-capable force has a Margin of Success of 5, which means two of its units may move and fire before any other units move (5 divided by 2 = 2.5, rounded down to 2).
Units employing the overrun capability do not take part in the normal move/fire sequence. In other words, overrunning units do not count when determining how many units each side must move when alternating turns during the Movement, Reaction and Weapon Attack phases. Overrunning units make physical attacks as normal during the Physical Attack Phase.
Banking Initiative
Some regiments command an innate grasp of the ever-changing battlefield. They can take advantage of this by electing to give up the Initiative only to seize it later in combat.
In game play, the player controlling these regiments may, before making the Initiative roll, choose to give the Initiative to his opponent. For each two turns the controlling player elects to lose initiative he may, at a later turn and before making the Initiative roll, choose to take the Initiative. The controlling player may only "bank" up to two Initiatives (giving up four Initiatives) at any one time in this way. For purposes of any other special abilities, consider the opponent to have won or lost the initiative (as appropriate) by a margin of 1.
Equipment Ratings
The name of each regiment is followed by a letter, which is followed by either "LAAF" or "AFFC" in parentheses. The letter is the regiment's equipment rating and represents its access to advanced 'Mechs and other equipment. The rating is used when assigning 'Mechs to a unit using the Random 'Mech Assignment Tables, and represents the regiment's relationship with the RepDep Corps, determining how easily it can obtain equipment and supplies. LAAF or AFFC represents the military command from which the regiment is primarily drawing supply as of 3062.
An equipment rating is often averaged out over the regiment's entire TO&E. Therefore, in a B-rated company, there may actually be an A lance, a B lance and a C lance.
| Rating | Description | Example |
|---|---|---|
| A | Top Priority | Royal Guard |
| B | Very Good | Lyran Guard |
| C | Good | Arcturan Guard |
| D | Poor | Lyran Regulars |
| F | Awful | Regional Militias |
LAAF Regimental Abilities
Alliance Guards
3rd Alliance Guards RCT (C, LAAF)
When randomly assigning 'Mech forces, ignore the +1 LAAF modifier and instead apply a -2 modifier when rolling to determine Random Lance Type (p. 103, BMR). Additionally, when randomly assigning 'Mech forces, one out of every four may be Federated Suns. Once the weight classes of these 'Mechs are randomly determined, the player controlling the Third chooses which 'Mech will be Davion and rolls on the House Davion column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR), or the C column of the Random 'Mech Assignment Table: Federated Suns (p. 138, Field Manual: Federated Suns).
4th Alliance Guards RCT (D, LAAF)
The Fourth Alliance Guard can force the Initiative. All MW3 characters assigned to the Fourth Alliance Guards gain the Stigma/Anti-Katherine Trait.
5th Alliance Guards RCT (C, LAAF)
The Fifth Alliance Guards are skilled at small-unit operations and assault missions. They gain a +2 Initiative bonus when acting as the attacker in an extraction, breakthrough or chase scenario (pp. 98-100, BMR) but a -1 Initiative penalty whenever they act as a defender. When using the Dropping Troops rules (p. 72, BMR), all units of the Fifth receive a -1 Modifier to the Piloting Roll to determine if they scatter.
Alliance Jaegers
When randomly assigning 'Mech forces, one out of every four may use the next higher equipment rating column. Once the weight classes of the 'Mechs are randomly determined, the player controlling the Alliance Jaegers chooses which 'Mech will be rolled on the next higher equipment rating column. All MW3 characters assigned to the Jaegers gain the Stigma/Pro-Katherine Trait.
1st Alarion Jaegers (B, LAAF)
The Alarion Jaegers may use the off-map movement special ability and gain a +1 Initiative bonus at the beginning of any Turn in which the enemy force is currently using improved positions or controls gun emplacements. All MW3 characters assigned to the Alarion Jaegers gain the Bad Reputation Trait.
1st Bolan Jaegers (B, LAAF)
The Bolan Jaegers suffer an Initiative modifier equal to the turn number - 5. Thus, in the first turn the unit suffers a -4 Initiative penalty, which reduces to 0 on the fifth turn and subsequently applies as a bonus. The bonus can never exceed +4.
1st Coventry Jaegers (B, LAAF)
The Coventry Jaegers may force the Initiative. Additionally, if acting as the attacker in an extraction, breakthrough or chase scenario, they may use the overrun combat special ability.
1st Donegal Jaegers (B, LAAF)
The Donegal Jaegers gain a +2 Initiative bonus when acting as the defender in a scenario. All MW3 characters assigned to the Jaegers as infantry should roll 1D6. On a result of 5 or 6 they gain the Zero-G Operations Skill at +0. If a character already has the Zero-G Operations skill, he gains a +1 Skill Bonus.
1st Skye Jaegers (C, LAAF)
The Skye Jaegers' close coordination allows them to "hold" the Initiative of a number of units equal to half the MoS (round down) of their Initiative roll. A unit whose Initiative is held counts as "moved" for the purposes of the sequence of play (p. 13, BMR) but does not need to actually move immediately. Instead, the unit can be moved at the same time as another unit belonging to the same side later in the Movement Phase. However, no more than one unit who is "holding" his Initiative may be moved at one time. Units may not "hold" their Initiative until the next turn. All MW3 characters assigned to the Skye Jaegers gain the Stigma/Free Skye and Well-Connected/Free Skye Traits.
Arcturan Guards
11th Arcturan Guards RCT (D, LAAF)
The Eleventh Arcturan receives a +1 Initiative bonus if they field four units or fewer. For every four units (or part thereof) fielded beyond the first four, the Eleventh receives a -1 Initiative penalty.
15th Arcturan Guards (C, LAAF)
When randomly assigning 'Mechs to the Fifteenth Arcturan Guards, the controlling player may choose to use the B column for one 'Mech per lance; this choice must be made before any rolls. Units in the Second Battalion reduce the MP cost for jungle (pp. 8-9, Maximum Tech Revised) and heavy woods terrain by 1.
17th Arcturan Guards RCT (A, LAAF)
The Seventeenth are adept at lightning-quick maneuvers and shock tactics and may use the overrun combat special ability. However, when acting as the defender in a scenario, the Seventeenth suffers a -2 Initiative penalty.
19th Arcturan Guards (A, AFFC)
For every twelve units (or part thereof) deployed above twelve, the Nineteenth receives a -1 Initiative penalty. All MW3 characters assigned to the Nineteenth Guards gain 5 XP per month to be assigned to their Protocol/Lyran Alliance Skill.
20th Arcturan Guards (B, LAAF)
If using the Ice Special Case Rules (p. 78, BMR) or the Heavy Snowfall Weather Conditions (p. 11, Maximum Tech Revised), the members of the Twentieth gain a -2 modifier to all Piloting Skill Roll target numbers.
23rd Arcturan Guards (B, LAAF)
All MW3 characters assigned to the Twenty-third Guards gain 5 XP per month to be assigned to their Survival Skill.
25th Arcturan Guards (B, LAAF)
All of the infantry units attached to the Twenty-fifth are anti-'Mech trained. Additionally, the controlling player may deploy any or all of the Twenty-fifth's infantry in hidden positions before the start of play (see Hidden Units, p. 77, BMR).
Donegal Guards
All MW3 characters assigned to a Donegal Guards unit gain the Well Connected/Donegal Guard Trait.
2nd Donegal Guards RCT (B, LAAF)
When randomly assigning 'Mech forces, ignore the +1 LAAF modifier and instead apply a -1 modifier when rolling to determine Random Lance Type (p. 103, BMR). The Second may also use the off-map movement special ability.
3rd Donegal Guards RCT (B, LAAF)
The Third Donegal Guards gain a +1 Initiative bonus in scenarios taking place on flatlands terrain (see pp. 100-101, BMR).
4th Donegal Guards RCT (C, AFFC)
When randomly assigning 'Mech forces, ignore the +1 LAAF modifier and instead apply a -2 modifier when rolling to determine Random Lance Type (p. 103, BMR). When acting as the attacker in a scenario, the Fourth may force the Initiative.
5th Donegal Guards RCT (F, AFFC)
When randomly assigning 'Mech forces, one out of every four may use the D equipment rating column. Once the weight classes of the 'Mechs are randomly determined, the player controlling the Fifth Donegal Guards chooses which 'Mech will be rolled on the D equipment rating column.
Units facing the Fifth may not use the overrun combat special ability or force the Initiative. All MW3 characters assigned to the Fifth Donegal Guards gain the Stigma/Pro-Katherine Trait.
6th Donegal Guards RCT (C, LAAF)
The Sixth gain a +2 Initiative bonus when acting as the defender in a scenario. Reduce this bonus to +1 if the opponents are Clan. All MW3 characters assigned to the Sixth should roll 1D6. On a result of 5 or 6 they gain the following Traits: Stigma/Lyran Democrat and Well-Connected/Lyran Democrats.
7th Donegal Guards RCT (C, LAAF)
When randomly assigning 'Mech forces, ignore the +1 LAAF modifier and instead apply a -2 modifier when rolling to determine Random Lance Type (p. 103, BMR). The Seventh may also force the Initiative and use the overrun combat special ability.
8th Donegal Guards RCT (B, AFFC)
Any vehicles belonging to the armor brigade of the Eighth may use the off-map movement special ability.
11th Donegal Guards (B, LAAF)
The Eleventh are hostile to all non-Lyran troops but single out the Com Guard for particular scorn. When fighting Com Guard troops, the Eleventh gain a +3 Initiative bonus, but all Com Guard units receive a -1 to-hit modifier to all weapon attacks made at short range.
13th Donegal Guards (D, LAAF)
When randomly assigning 'Mech forces, reroll any result that indicates a light lance or a light 'Mech. If the Thirteenth is the defender in a nonchase scenario, up to half of the units of the Thirteenth may begin in an improved position (p. 80, BMR).
14th Donegal Guards RCT (LAAF, B)
The Fourteenth Donegal Guards gain a +2 Initiative bonus when facing Clan troops. The unit may also use the banking the Initiative special ability.
17th Donegal Guards RCT (C, LAAF)
At the beginning of a game, the Seventeenth Donegal may deploy up to half its units in hidden positions (p. 77, BMR). Such units may move 1 hex per turn and still remain hidden, provided that no enemy unit has LOS to the origin or destination hexes.
Lyran Guards
3rd Lyran Guards RCT (B, LAAF)
When randomly assigning 'Mech forces, one out of every six may use the A equipment rating column. Once the weight classes of the 'Mechs are randomly determined, the player controlling the Third Lyran Guards chooses which 'Mech will be rolled on the A equipment rating column.
When facing Clan opponents, the Third adhere to Level 2 honor rules (see pp. 122-24, The Clans: Warriors of Kerensky).
All MW3 characters assigned to the Third Lyran Guards gain the Stigma/Pro-Katherine Trait. Additionally, officers in the unit gain the Blades Skill at +0. If an officer character already has the Blades Skill, he gains a +1 Skill Bonus.
5th Lyran Guards RCT (F, AFFC)
The Fifth Lyran Guards suffer a -2 Initiative penalty when facing Draconis Combine troops. However, they also receive a -1 to-hit modifier on all weapon attacks made at medium and short range against Combine units. The Fifth may also force the initiative and use the overrun combat special ability.
6th Lyran Guards RCT (A, LAAF)
At the beginning of the game, the Sixth player must designate a command unit and roll 1D6. The result is the number of times during the game that the player controlling the Sixth can reroll one of his own dice rolls OR force the opponent to make a reroll. No more than one reroll may be made during any single turn. If the command unit is destroyed, any unused rerolls are immediately lost.
All of the Sixth's infantry are trained in anti-'Mech operations (pp. 67-68, BMR). Additionally, members of the Thirty-first Lyran Commando Regiment are equipped with ECM and camo suits (p. 38, Maximum Tech, Revised) and may deploy using the Hidden Units rule (p. 77, BMR).
10th Lyran Guards RCT (A, AFFC)
The Tenth Guards may use the banking Initiative and overrun combat special abilities. When randomly determining Experience Level, apply a +2 modifier to those rolls (p. 108, BMR).
When randomly assigning 'Mech forces, one out of every eight may be Clan. Once the weight classes of these 'Mechs are randomly determined, the Tenth Lyran Guards player chooses which 'Mech will be Clan and rolls on a Clan column (player's choice) of the Random 'Mech Assignment Table: Clans, found on p. 107, BMR.
14th Lyran Guards RCT (D, LAAF)
During any Movement Phase that a unit of the Fourteenth stands still or expends only Walking MP, it ignores its own Attacker Movement Modifier in the Weapon Attack Phase of the subsequent turn.
Vehicles in the Fourteenth may use the off-map movement special ability.
15th Lyran Guards RCT (C, LAAF)
The Fifteenth Lyran Guards suffer considerable micromanagement from the RCT command, leading to a lack of tactical flexibility and responsiveness in small-unit operations. If fewer than twelve units are fielded, they suffer a -3 Initiative penalty. In deployments between a company and a battalion, the Initiative penalty is -2. Larger deployments suffer a -1 Initiative penalty. In all cases, the Initiative penalties apply for the entire game.
24th Lyran Guards RCT (B, LAAF)
At the beginning of the game, the player controlling the Twenty-fourth must designate a command unit. As long as the command unit remains in play, the Twenty-fourth receives a +2 Initiative bonus and may force the Initiative.
When repairing or replacing components, the technicians of the Twenty-fourth reduce all Skill Target Numbers by 1. Additionally, when attempting to install Clan components into an Inner Sphere chassis they suffer only a +2 rather than the standard +4 modifier (see p. 85, BMR).
26th Lyran Guards RCT (A, LAAF)
When randomly assigning 'Mech forces, apply a +2 modifier when rolling to determine Random Lance Type (p. 103, BMR). The OmniMechs and battle-armor infantry of the Twenty-sixth may make use of the off-map movement special ability.
32nd Lyran Guards RCT (D, LAAF)
When randomly assigning 'Mech forces, one out of every four must use the F equipment rating column. Once the weight classes of the 'Mechs are randomly determined, the player controlling the Thirty-second Lyran Guards chooses which 'Mechs will be rolled on the F equipment rating column.
The Thirty-second gains a +2 Initiative bonus when fighting in urban terrain. Additionally, reduce the MP cost for moving into buildings by 1 (to a minimum of 2).
36th Lyran Guards RCT (C, LAAF)
At the beginning of the game, the Thirty-sixth player must designate a command unit. As long as the command unit remains in play, the Thirty-sixth receives a +1 Initiative bonus and may use the overrun combat and banking Initiative special abilities.
When using the Dropping Troops rules (p. 72, BMR) all units of the Fifth receive a -2 Modifier to the Piloting Roll to determine if they scatter. [Printed as "the Fifth" in the source; the paragraph is the Thirty-sixth's entry, so the reference is kept as printed.]
Lyran Regulars
3rd Lyran Regulars (D, AFFC)
The Third Regulars may make use of the off-map movement special ability. Additionally, at the beginning of any turn in which the Third fields fewer than twelve units, they gain a +2 Initiative bonus.
4th Lyran Regulars (D, LAAF)
Though he often takes extraordinary risks, Colonel Mohring is an outstanding and uncanny tactician. MW3 characters gain 5 XP per month in which they are with the regiment, assigned to either their Strategy or Tactics skills. In MW3 or BattleTech games, the player controlling the Fourth should make an opposed Tactics Skill Check. If the Fourth's player wins the opposed roll, that player may choose all maps to be used for the battle, decide his home edge and place up to half of the Fourth's forces in hidden locations (as long as the scenario's conditions permit and random maps are being generated). If the Fourth's player loses the roll, then the opponent gains the same opportunity. No matter the outcome of the roll, the Fourth may use the banking Initiative special ability.
5th Lyran Regulars (B, LAAF)
Prior to the beginning of any scenario, the player controlling the Fifth Regulars should roll 2D6. On a roll of 4-10, play continues normally. On a roll of 11 or 12, the Fifth gains a +2 Initiative bonus, while on a roll of 2 or 3 the unit is subject to a -1 Initiative penalty and the opposing player may select all maps for the scenario (if randomly generating maps).
7th Lyran Regulars (F, LAAF)
During any Movement Phase that a unit of the Seventh expends no MP, it gains a -1 to-hit modifier on all weapon attacks made during the Weapon Attack Phase of that turn.
8th Lyran Regulars (D, LAAF)
Prior to the start of battle, the player controlling the Eighth Regulars may choose any one of the following special abilities: banking Initiative, forcing the Initiative, off-map movement, overrun combat, +1 Initiative bonus for the entire game, the option to choose all maps to be used in the game (if randomly generating maps) or the ability to choose the BF2 commands to be played (in BF2 games only; all available commands must be chosen before a particular command can be chosen again).
When randomly assigning 'Mech forces, one out of every four may use the A equipment rating column. Once the weight classes of the 'Mechs are randomly determined, the player controlling the Eighth Lyran Guards chooses which 'Mech will be rolled on the A equipment rating column. [Printed as "Eighth Lyran Guards" in the source; the paragraph is the Eighth Lyran Regulars entry, so the name is kept as printed.]
9th Lyran Regulars (D, LAAF)
When using the Dropping Troops rules (p. 72, BMR) all units of the Fifth receive a -2 modifier to the Piloting Roll Target Number to determine if they scatter. [Printed as "the Fifth" in the source; the paragraph is the Ninth's entry, so the reference is kept as printed.] At the beginning of any turn in which the Ninth fields more then twelve units, they receive a -1 Initiative penalty. All MW3 characters gain 5 XP for every month they are assigned to the Ninth, to be applied to their Zero-G Operations Skill.
10th Lyran Regulars (D, LAAF)
When acting as the defender in a scenario (if the scenario permits), the Tenth Regulars may set as many minefields, either conventional or vibrabomb, as they have units committed to battle.
11th Lyran Regulars (F, LAAF)
During initial character creation, all MW3 characters assigned to the unit gain +1 Skill Point in any four of the seven skills listed under the Special Forces Field (p. 54, MW3).
Additionally, prior to the start of a game in which the Eleventh is the defender, the player controlling the unit should roll 1D6 and apply the following results based on the die roll (this roll can be made only if the player controlling the Eleventh, prior to the start of battle, randomly chooses one of his own units and removes it from game play): 1 - nothing additional happens; 2 - gain three platoons of Regular rifle infantry; 3 - place 2D6 conventional minefields on the map board in hidden locations; 4 - all enemy units suffer a +1 to-hit modifier on all weapon attacks; 5 - apply 2D6 critical hits randomly to the opposing force (rerolling any ammo or cockpit hits, a second Gyro hit or a third engine hit); 6 - randomly pick one enemy unit and add it to the Eleventh's force.
15th Lyran Regulars (D, LAAF)
When randomly assigning 'Mech forces, apply a +4 modifier when rolling to determine Random Lance Type (p. 103, BMR). Additionally, during any Movement Phase that a unit of the Fifteenth Regulars expends no MP, it gains a -1 to-hit modifier on all weapon attacks made during the Weapon Attack Phase of that turn.
Royal Guards
All MW3 characters assigned to the Royal Guards gain the Stigma/Pro-Katherine and Well-Connected/LAAF Traits. All members of the Guard must have the Wealth Trait or a SOC of 6 or greater.
1st Royal (A, LAAF)
The First Royals gain a +1 Initiative bonus and a -1 modifier to all Piloting Skill Rolls when fighting in urban terrain.
All MW3 characters assigned to the First Royals gain a +1 Skill Bonus to their Protocol/Lyran Alliance Skill. Additionally, MechWarriors selected for Guardian Duty gain a +1 Skill Bonus to each of their Gunnery/Humanoid skills, as well as Martial Arts/BattleMech (see pp. 11-12, MechWarrior's Guide to Solaris VII).
2nd Royal (A, LAAF)
The Second may use the banking Initiative special ability. The Second Royals gain a +1 Initiative bonus when acting as the defender in a scenario. Additionally, if acting as the defender in a nonchase scenario, up to half of the units belonging to the Second may begin in improved positions (p. 80, BMR).
3rd Royal (A, LAAF)
The Third gains a +1 Initiative bonus for every four units fielded that do not move onto the map at the start of the game. At the end of each turn after the first, roll 2D6. If the result is equal to or lower than the turn number, the withheld 'Mechs can enter the map through the Third's home edge.
Aerospace pilots of the Third receive a -1 modifier to all Piloting Skill Rolls for atmospheric Special Maneuvers (p. 31, AT2).
Skye Rangers
All MW3 characters assigned to the Skye Rangers gain the Stigma/Free Skye and Well-Connected/Free Skye Traits.
4th Skye Rangers RCT (B, LAAF)
The Fourth Skye Rangers can use the banking Initiative special ability. Additionally, the player controlling the Fourth Skye Rangers can choose half (round down) of the maps used for a scenario rather than rolling randomly (if randomly generating maps).
17th Skye Rangers (F, LAAF)
A side comprised solely of the Seventeenth cannot deploy any aerospace fighters. The regiment gains a +1 Initiative bonus when acting as the defender in a scenario, but a -2 Initiative penalty when acting as the attacker. Technicians belonging to the Seventeenth Skye Rangers receive a -2 modifier to any Technician Skill roll made for scavenging parts (p. 85, BMR).
22nd Skye Rangers (D, LAAF)
When randomly assigning 'Mech forces, ignore the +1 LAAF modifier and instead apply a -2 modifier when rolling to determine Random Lance Type (p. 103, BMR).
Also, one out of every four may use the B equipment rating column. Once the weight classes of the 'Mechs are randomly determined, the player controlling the Twenty-second chooses which 'Mech will be rolled on the B equipment rating column.
Tamar Cavaliers
Tamar Cavaliers (B, LAAF)
The Cavaliers receive a -1 to-hit modifier on all LRM and artillery weapon attacks.
When randomly assigning 'Mech forces, one out of every four may be rolled on the C column of the Random 'Mech Assignment Table: Capellan Confederation (p. 123, Field Manual: Capellan Confederation), Random 'Mech Assignment Table: Free Worlds League (p. 126, Field Manual: Free Worlds League) or the Random 'Mech Assignment Table: Federated Suns (p. 138, Field Manual: Federated Suns). The choice to roll on an alternate column must be made before any 'Mech assignment rolls are made.
Tikonov Republican Guard
When rolling to randomly determine Lance composition, the controlling player may roll on the appropriate column of either the Random 'Mech Assignment Table: Lyran Alliance (found on p. 127) or the Random 'Mech Assignment Table: Federated Suns (found on p. 138, Field Manual: Federated Suns).
1st Republican (C, AFFC)
The First Republican may use the off-map movement special ability.
2nd Republican (C, AFFC)
At the beginning of any turn in which the Second Republican fields fewer then eight units, they receive a +2 Initiative bonus.
When using the Dropping Troops rules (p. 72, BMR), all Second Republicans units receive a -1 modifier to their Piloting Rolls when determining if they scatter.
3rd Republican (C, AFFC)
The Third may place up to half of its forces in hidden locations prior to the start of battle (see p. 77, BMR), as long as the circumstances of the scenario permit. Alternately, the player controlling the Third may give up this ability to gain the following ability: when the controlling player of the Third Republican loses Initiative, he may move a single unit after his opponent has moved all of his units. The movement of units proceeds normally as if the Third's player had lost the Initiative until the controlling player of the Third has only one unit left, at which time the opponent finishes moving the rest of his units and the Third's player moves his final unit.
Militias
Alarion Alarion Province Militia (D, LAAF)
The equipment used by the Alarion APM is an uneven mix of new and old. When randomly assigning 'Mech forces, one out of every four may use the C equipment rating column. Once the weight classes of the 'Mechs are randomly determined, the player controlling the Alarion APM chooses which 'Mech will be rolled on the C equipment rating column. If this option is taken, the controlling player must choose a 'Mech to be rolled on the F equipment rating column.
Carlisle Alarion Province Militia (F, LAAF)
The Carlisle APM gains a +1 Initiative bonus when acting as the attacker in a scenario. All MW3 characters assigned to the Carlisle APM gain the Stigma/Pro-Katherine Trait.
Furillo Bolan Province Militia (F, LAAF)
When randomly assigning 'Mech forces, ignore the +1 LAAF modifier and instead apply a -2 modifier when rolling to determine Random Lance Type (p. 103, BMR). All MW3 characters assigned to the Furillo BPM gain the Stigma/Pro-Katherine Trait.
Coventry Coventry Province Militia (B, LAAF)
If all the maps in a scenario are wooded terrain (p. 101, BMR), the Militia may deploy up to half of its force in hidden locations (p. 77, BMR).
Dar-es-Salaam Cavanagh Theater Militia (F, LAAF)
The Dar-es-Salaam CTM suffers only half (round up) the standard penalties for blowing sand (p. 11, Maximum Tech Revised) and treats sand terrain as clear. They also ignore the additional heat penalty for high temperatures (pp. 12-13, Maximum Tech Revised).
Dixie Cavanagh Theater Militia (F, LAAF)
The Dixie CTM gains a +2 Initiative bonus when acting as the defender in a scenario. If the opposing force belongs to the Free Worlds League, reduce this bonus to +1.
Penobscott Cavanagh Theater Militia (F, LAAF)
When acting as the defender in a scenario involving woodland maps (p. 101, BMR), the Penobscott CTM may deploy up to half of its units in hidden positions before the start of play (p. 77, BMR). Additionally, all enemy units receive a +1 to-hit modifier on any weapon attacks made against a Penobscott unit in a wooded hex.
Accrington Freedom Theater Militia (F, LAAF)
The Accrington FTM, in addition to any units they field, may pre-plot artillery fire against 1D6 hexes before the start of a scenario (p. 70, BMR). Additionally, when acting as the defender in a scenario the militia may deploy up to one-quarter of their units in hidden positions before the start of play (p. 77, BMR).
Alexandria Freedom Theater Militia (F, LAAF)
The Alexandia FTM refuses to fight in urban terrain and therefore receive a -3 Initiative penalty in any scenario involving urban terrain. MW3 characters assigned to the Alexandria Militia gain the Stigma/Free Skye and Well-Connected/Free Skye Traits.
Denebola Freedom Theater Militia (F, LAAF)
When determining the experience level of MechWarriors in the Denebola FTM, add +2 to the die roll. Militia forces smaller than a company gain a +2 initiative bonus.
Lyons Freedom Theater Militia (F, LAAF)
MW3 characters assigned to the Lyons FTM gain the Stigma/Free Skye, Stigma/Bellerive Incident and Well-Connected/Free Skye Traits.
Gacrux Freedom Theater Militia (F, LAAF)
The Gacrux FTM may force the Initiative. MW3 characters assigned to the Gacrux FTM gain the Quirk/Xenophobia, In For Life and Well-Connected (2): Brotherhood of Cincinatus Traits.
Chahar Melissia Theater Militia (D, LAAF)
When facing Clan opponents, the Chahar MTM adheres to Level 2 honor rules (see pp. 122-24, The Clans: Warriors of Kerensky).
Neerabup Melissia Theater Militia (F, LAAF)
The Neerabup MTM receives a -2 Initiative penalty in any scenario. MW3 characters assigned to the Neerabup MTM gain the Quirk/Hate the Clans Trait.
Qanatir Melissia Theater Militia (F, LAAF)
At the beginning of any turn in which the Qanatir MTM fields fewer then twelve units, they receive a +2 Initiative bonus.
Kelenfold Pandora Theatre Militia (C, LAAF)
For every turn the Kelenfold PTM makes use of a preplanned movement (the controlling player writes down each unit's movement before the turn begins, with no deviations once the turn begins), each unit of the Kelenfold receives a -1 to-hit modifier for any single weapon attack during that Weapon Attack Phase only. If a Kelenfold unit cannot move through a hex because of an enemy unit's move or because it would violate the Stacking rule (p. 20, BMR), the controlling player of the Kelenfold PTM can change that unit's movement but he must adhere to the original plan as strictly as possible.
Koniz Pandora Theatre Militia (F, LAAF)
Any time the Koniz PTM is acting as the defender in a scenario (as long as it is appropriate for the scenario), the controlling player may place gun emplacements or conventional minefields equal to 1D6 x the number of mapsheets, anywhere in the playing area. The gun emplacements (p. 53, BMR) each have a CF of 40 and may mount a single AC/5 (1 ton of ammo), SRM 6 (1 ton of ammo) or two medium lasers.
Nekkar Skye Province Militia (F, LAAF)
All MW3 characters assigned to the Nekkar SPM gain the Contact (2): Free Skye Trait.
Alekseyvka Timbuktu Theatre Militia (F, LAAF)
All MW3 characters assigned to the Alekseyvka TTM as infantry should roll 1D6. On a result of 5 or 6 they gain the Zero-G Operations Skill at +0. If a character already has the Zero-G Operations Skill, he gains a +1 bonus.
Florida Timbuktu Theatre Militia (F, LAAF)
When randomly determining Experience Level, apply a +1 modifier to those rolls (p. 108, BMR).
Teyvareb Timbuktu Theatre Militia (F, LAAF)
The Teyvareb TTM receives a +2 Initiative bonus when acting as the attacker in an extraction or chase scenario.
Rank Table: Nations of the Federated Commonwealth
Enlisted Ranks
| Trait Points | AFFS | AFFC | LAAF |
|---|---|---|---|
| 1 | Recruit | Recruit | Recruit |
| 2 | Private | Private | Private |
| 3 | Private, First Class | [Private, First Class] | Private, First Class |
| 4 | Corporal | Corporal | Corporal |
| 5 | — | — | Senior Corporal |
| 6 | Sergeant | Sergeant | Sergeant |
| 7 |
Officer (Commissioned) Ranks
| Trait Points | AFFS | AFFC | LAAF |
|---|---|---|---|
| 1 | Subaltern | — | Leutnant |
| 2 | Leftenant | Leftenant | First Leutnant |
| 3 | Captain | Hauptmann | Hauptmann |
| 4 | Major | Kommandant | Kommandant |
| 5 | — | — | Hauptmann-Kommandant |
| 6 | Leftenant Colonel | Leftenant Colonel | Leutnant-Colonel |
| 7 |
* These ranks are not normally attainable by player characters but are included here for comparison.
Training Battalions
All training battalions receive a -1 Initiative penalty due to a lack of cohesiveness.
Buena War College Training Battalion (B, LAAF)
MW3 characters assigned to the Buena Battalion gain 5 XP a month assigned to one of the following: Acrobatics, Running, Swimming, Survival or an Academics Skill. The battalion receives a +2 Initiative bonus when facing a pirate opponent.
Pandora College Training Battalion (C, LAAF)
The 'Mechs of the Pandora Battalion may use the off-map movement special ability. They receive a +1 Initiative bonus when fighting Clan opponents. MechWarriors assigned to the Pandora Battalion gain 10 XP a month to be spent on skills from the MechWarrior field. Other characters assigned to the unit gain 5 XP a month to be spent on skills from their field.
Royal New Capetown Training Battalion (C, LAAF)
The political divisiveness within the RNCT Battalion results in an additional -1 Initiative penalty for the regiment. Also, they may designate artillery fire against 1D6 hexes before the start of a scenario (p. 70, BMR).
MechWarrior Rules
This section supplements the Character Creation rules found in the MechWarrior, Third Edition (MW3) rulebook starting on page 26. Using the following material, players and gamemasters can create characters who originate in the Lyran Alliance.
Rank Trait
The table on p. 137 shows the various levels of the Rank Trait used throughout the former Federated Commonwealth. This replaces the Federated Suns and Lyran Alliance columns in the Rank Table on p. 87 of MW3. The ranks shown in brackets were never officially awarded by the AFFC, yet were widely recognized.
Character Creation
The following section contains new material for the Lyran Alliance Affiliation and several new Life Path Stages unique to the Lyran Alliance, including the training opportunities open to members of the LAAF. These paths are also open to characters belonging to the Federated Commonwealth affiliation, provided said schooling takes place before the Lyran Secession in 3057 (see Age, below).
Region
Though the Alliance has been a unified state since 2341, the three founder states (the Protectorate of Donegal, the Federation of Skye and the Tamar Pact) have each retained their own character and politics despite numerous political reforms. Characters belonging to the Lyran Alliance affiliation may opt to belong to one of these regions or be a "vanilla" Lyran. Non-regional Lyran characters use the affiliation information exactly as given in MW3. Characters associated with the specific region gain the following traits and skills in addition to those for the Alliance.
- Donegal: Administration +1, Scrounge +1, Stigma/Pro-Katherine, Stigma/Greedy
- Skye: Stigma/Free Skye, Well-Connected (2): Free Skye, In for Life. May not choose Clan War Orphan Stage 1 path.
- Tamar: Quirk/Hatred of Clans, Edge +1
Events
Each of the paths below has a unique list of events, similar to the paths presented in the MW3 rulebook. Players and gamemasters will follow all of the standard rules for determining character events (p. 24, MW3), with one exception: instead of rolling 2D6, players will roll 2D10 to randomly select an event. In addition, each Edge point spent to affect an event roll on these tables can either be used for a reroll or to modify the result by 1 or 2 points.
Previous Path
The following paths list the previous paths a character must first progress through before entering these paths (you only need to have taken one of these previous paths).
Characters that progress through the Lyran military Paths listed in this section have the option of progressing to either the standard Stage 4 Tour of Duty: Inner Sphere as found on pages 50 and 51 of the MW3 rulebook or the Tour of Duty: LAAF as described in this section. Treat all passes through either as though the character had taken the same Path each time. For example, if a character takes the Tour of Duty: LAAF once and then takes the Tour of Duty: Inner Sphere twice, the player should treat it as if his character had taken the exact same Path three times in a row. A character cannot "flip-flop" back and forth between Paths to avoid the -1 penalty to the Events roll.
Age
Some life-paths have an associated minimum or maximum age, indicating how old a character taking that path may be at the conclusion of character generation. For example, a Clan War Orphan will, by definition, be no older than 28, since the Clans did not invade the Inner Sphere until 3050. If taking a path would make the character older than the maximum allowed, then the character may not take that path. Likewise, if ending character generation would leave the character younger than the minimum allowed, he must take additional paths.
Federated Suns or St. Ives characters over the age of 21 may have attended a Lyran academy while the Alliance still formed part of the Federated Commonwealth and may ignore the Lyran Alliance Affiliation restriction on these paths. Similarly, Lyran Characters over the age of 21 may attend a Federated Suns academy such as the NAIS.
Social Class
Because of some differences in the Lyran class system, this updated table can be used in place of the generic table found on p. 55, MW3. Additionally, because life in the Alliance is governed by social status and who you know, characters with a high SOC can ignore some path restrictions in a similar manner to Edge and Path Restrictions (p. 25, MW3). Players may voluntarily increase the minimum value of their Social Standing Attribute (to a maximum of 8) in order to gain the benefits of high social status. Rather than reducing the character's edge threshold, the player can choose to exploit his social status, calling in favors, using the family name and so on. Each of these "overrides" can only be used once and, unlike an Edge, can only be used to offset a single prerequisite rather than all those associated with a path.
| Attribute Value | Social Standing (Lyran Alliance) | SOC "Overrides" |
|---|---|---|
| 1 | Indentured Servant | 0 |
| 2 | Lower Class | 0 |
| 3 | Middle Class | 0 |
| 4 | Upper Class | 0 |
| 5 | Baron* | 0 |
| 6 | Graf | 1 |
| 7 | Landgrave | 2 |
| 8 | Duke | 3 |
| 9 | Archduke (Grand Duke) |
* Though the first of the noble ranks, barons may serve as representatives in the Estates General, whereas higher-ranked nobles are barred.
** SOC attribute may be increased to these values but cannot be preselected for a character and thus confers no advantage, per Social Class, p. 138.
Boot Camps
Many of the troops in the LAAF never attend academies. Instead, they enroll in one of the regional "boot camps" dotted around the Alliance, taking the Military Enlistment Path (p. 41, MW3). However, the best and brightest boot-camp attendees may be sponsored for attendance at a major academy. Any character rolling 9 or higher on his Military Enlistment Events (p. 41, MW3) may take his remaining military training (if any) at a randomly determined military academy (see the Military Academy Table, p. 140). Players may roll to determine the academy (and thus the available fields) before deciding whether to transfer. Those who do gain the Stigma/Militia-Trained Trait when dealing with members of the LAAF trained solely in an Academy.
Military Academy Table
| 2D6 | Academy |
|---|---|
| 2 | Sanglamore |
| 3 | Alarion |
| 4 | Coventry |
| 5 | Alarion |
| 6 | Royal New Capetown |
| 7 | Buena |
| 8 | Pandora |
| 9 | Thorin |
| 10 | Bolan |
| 11 | Bolan |
| 12 | Nagelring |
[Omitted: the Life Path stage entries that follow the Boot Camps rule on pp. 139-143, namely the generic Major Lyran Alliance Academy stage and its Academy Events table (p. 139), the Advanced Individual Training, Special Training, Naval Training and Officer Candidate School subpaths (pp. 140-141), and the individual academy and subpath entries (pp. 141-143). These are Life Path event and field tables rather than the section's rules, so they are not transcribed here.]
[Omitted: the Life Path events 4-20 at the top of p. 144 and the Fenrir Assault Battle Armor design history on pp. 144-145 (R&D and production dates, design narrative).]
Fenrir Assault Battle Armor
BattleTech Game Rules
The Fenrir battle armor is Level 2 equipment. It follows the standard rules for Inner Sphere battle armor (p. 63, BMR) except as noted below.
Fenrir units have 4 MP, cannot jump and are subject to all the standard movement restrictions regarding infantry and terrain. Fenrir units cannot travel with an OmniMech using the Mechanized Battle Armor rules.
Fenrir squads consist of four troopers, all equipped with the same configuration of primary weapons, which can be any one of the following: one medium pulse laser, two small pulse lasers, three small lasers, three machine guns, or one SRM 4.
After a successful attack, the method of determining the number of hits scored by the squad differs depending on the weapon being used. In the case of the Medium Pulse Laser, simply roll on the Battle Armor Attack Table (p. 61, BMR). If the squad carries two small pulse lasers per trooper, roll on the Battle Armor Missiles Table for the number of hits. In the case of three small lasers or machine guns, multiply the number of surviving troopers in the unit by three and consult the corresponding column of the Missile Hits Table (p. 31, BMR); each missile hit results in a single weapon hit. If the squad is equipped with SRMs, roll on the Battle Armor Missiles Table and multiply the missile hits result by 2.
Fenrir squads equipped with missiles must keep track of ammunition; the squad may only fire four salvos of four missiles each.
Their physical construction and lack of jump jets make it impossible for Fenrirs to climb up onto a BattleMech, so they may not engage in anti-BattleMech leg or swarm attacks.
Fenrir suits have an Armor Value of 5 points plus 1 additional point representing the trooper inside.
MechWarrior Game Rules
The Fenrir can mount a variety of primary weapons as outlined in the BattleTech Game Rules above, but has no secondary weapons. The primary weapons can swivel to face any direction, except straight to the rear.
Fenrir Weapon and Equipment Data
The medium pulse laser is treated like a support machine gun, but inflicts type E damage and drains 8 power points per shot fired. The small pulse laser is treated like a portable machine gun that inflicts type E damage and drains 6 power points per shot. The SRM launcher can fire one to four missiles in a turn and has three additional reloads.
Each energy weapon is powered by an HC military power pack. Each machine gun is provided with 40 shots of ammunition. The SRM launcher carries a total of 16 missiles.
- Equipment Ratings: E/E/F
- Cost: 500,000 C-bills
- Armor Values: 7/7/6/6
- Coverage: Full
- Attributes: STR +3; DEX -4; RFL -2
- Movement: 60 m/turn (43 kph)
New Equipment
As with all rest of the Inner Sphere, the Lyran military has benefited from the technological renaissance that has swept the Inner Sphere over the last decade. However, for most of that time the Quartermaster Corps relied upon field upgrade kits purchased from the Free Worlds League or the innovations coming out of the NAIS from the Davion half of the Federated Commonwealth. The sundering of those ties and the formation of the Lyran Alliance forced the QC to kick its R&D into overdrive, attempting to make up for years of malaise. With the breakthrough into large-bore LB-X and Ultra autocannons by Defiance Industries of Hesperus II in 3060, the QC demonstrated they had achieved parity with most other House militaries. However, with the unveiling of the heavy gauss rifle, also pioneered by Defiance, the Corps has shown they have learned well from their association with the NAIS.
All of these items are for use in Level 2 BattleTech and can be used in tournament play unless specifically prohibited under the rules of individual tournaments. Currently, these items are available only to Lyran Alliance forces.
Heavy Gauss Rifle
The Lyran Alliance Armed Forces have adopted the gauss rifle as their heavy weapon of choice, as demonstrated by so many Lyran BattleMech designs. The Devastator, Nightstar, Dragon Fire, Hollander, Cestus, Gunslinger, Falconer and Thunder Hawk all make great use of the range and firepower of the weapon.
[Omitted: the design-history paragraphs on the heavy gauss rifle's development program and its introduction into service (p. 146).]
The weapon's size, however, is its major drawback. Its power requirements are immense, necessitating the use of a fusion reactor and thus preventing its installation in ICE-powered vehicles. Unfortunately, even with a fusion plant, the muzzle velocity of the heavy gauss rifle is lower than that of a conventional gauss rifle, resulting in a noticeable damage dropoff with increased range. Furthermore, the weapon's massive recoil makes it difficult to fire safely while on the move, and makes it impossible to mount the weapon in turrets or BattleMech arms.
BattleTech Rules
The heavy gauss rifle follows all the rules for gauss rifles (p. 128, BMR) with the following exceptions.
Only units with fusion engines may mount heavy gauss rifles.
The massive recoil generated by the heavy gauss rifle requires that it be mounted in torso locations only. Like AC/20s and artillery weapons, a heavy gauss rifle may be divided between a side torso and center torso (p. 114, BMR), but no critical slots may be located in the arms, legs or head. In conventional vehicles, the weapon may only be mounted to the front or rear (not sides or turret).
The recoil may also cause the firing BattleMech to fall over unless it stands in place and braces for the shot. Expending any Movement Points and firing a heavy gauss rifle in the same turn requires the firer to make a Piloting Skill Roll at the end of the Weapon Attack Phase, with the following modifiers based on the unit's weight class: Assault -1, Heavy +0, Medium +1 and Light +2. Unlike other Piloting Skill Roll effects, the modifiers are not cumulative. For example, if two heavy gauss rifles are fired by the same unit in the same turn, two rolls would be required, but each would only have the single modifier. Other standard modifiers to the Piloting Skill Roll apply as usual.
Criticals: The capacitor discharge following a critical hit on a heavy gauss rifle causes 25 points of damage. The damage from this discharge is first applied to the internal structure of the location in which the critical hit was taken. Even if a heavy gauss rifle is split between the center torso and side torso, CASE located in the side torso containing the heavy gauss rifle will stop any transfer of damage to the center torso.
Lyran Alliance Weapon Table
| Type | Heat | Damage | Minimum Range | Short Range | Medium Range | Long Range | Tons | Critical Slots | Ammo Per Ton |
|---|---|---|---|---|---|---|---|---|---|
| Heavy Gauss Rifle | 2 | 25/20/10* | 4 | 1-6 | 7-13 | 14-20 | 18 | 11 | 4 |
* Damage is 25 at Short Range, but reduced to 20 at Medium Range and 10 at Long Range.
Light Engines
[Omitted: the design-history narrative on the Blackwell Corporation light engine and its acquisition by the LAAF (pp. 147-148).]
Light Fusion Engine Table
| Engine Rating | Light Engine Tonnage | Engine Rating | Light Engine Tonnage |
|---|---|---|---|
| 10 | 0.5 | 210 | 7.0 |
| 15 | 0.5 | 215 | 7.5 |
| 20 | 0.5 | 220 | 7.5 |
| 25 | 0.5 | 225 | 7.5 |
| 30 | 1.0 | 230 | 8.0 |
| 35 | 1.0 | 235 | 8.5 |
| 40 | 1.0 |
Light Engine Rules
A light engine is essentially a variation on the extra-light (XL) engine (p. 134, BMR), and follows those rules except as noted below.
Multiply the normal engine weight by 0.75 (rounding up to the half-ton), and allocate an additional 2 engine critical slots to both the right and left torsos (rather than an XL engine's 3). The light fusion engine table (p. 147) lists the tonnage taken up by light engines of various ratings for ease of reference.
Only Inner Sphere units can mount Light Engines.
Vehicles: Vehicles may use light engines, but it reduces the number of items it can mount according to the Vehicle Space Limits rule (p. 118, BMR) by 1 (rather than an XL engine's 2).
Aerospace Fighters: Aerospace fighters may use light engines.
[Omitted: the design-history narrative on the Blackwell Corporation light engine and its adoption by the LAAF (p. 147 and the top of p. 148), and the BattleForce 2 Roster Supplement unit statistics on p. 148 (the BF2 stat lines for the Fenrir squads and the new and existing 'Mechs listed there), which are unit data rather than rules.]
Lyran Alliance Weapon and Equipment Costs and Battle Values
| Type | Cost (Unloaded) | Ammo Costs (per ton) | Battle Value |
|---|---|---|---|
| Heavy Gauss Rifle | 500,000 | 20,000 | 346/43 |
| Fenrir Battle Armor Squad | 3,000,000 | — | — |
| Medium Pulse Laser | — | — | 222 |
| 2 Small Pulse Lasers | — | — | 138 |
| 3 Small Lasers | — | — | 148 |
| 3 Machine Guns | — | — | 106 |
| SRM 4 |
Structural Cost
| Engine | Formula or Cost (in C-bills) |
|---|---|
| Light* | (15,000 x Rating x Tonnage) + 75 |
* Same Battle Value as Clan XL Engine (see pp. 139-40, BMR). Use the Clan XL column of the BattleMech Structure Conversion Table when converting to BattleForce (p. 100, BF2).
Aerotech 2 Weapons Supplement
| Type | Class | Heat | Attack Value | Max. Range | Tons | Ammo Per Ton |
|---|---|---|---|---|---|---|
| Heavy Gauss Rifle | Autocannon | 2 | 25/20/10* | Long | 18 | 4 |
* Damage is 25 at Short Range, but reduced to 20 at Medium Range and 10 at Long Range.