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Published by Ithiria, 2021-11-01 07:46:06

FAS1714_FieldManualComstar

FAS1714_FieldManualComstar

48th Division (A) 104th Division (A)
Precentor Raume dislikes her enforced defensive posture Speci alists in close combat, 104th Division units reduce

and has been drilling her troops in tactical assaults. Due to this all penalt ies for firing weapons under minimum range by half
training, they may force the Initiative but only when they are the (round down) and also reduce all target numbers for physical
defender in a scenario . attacks by one. However, they suffer a +5 to-hit modifier
agai nst t argets at long range rather than the usual + 4.
388th Division (A)
The 388th hates Clan Jade Falcon with a passion. When Invader Galaxy (A)
Invader Galaxy is organized in Clan fashion, so the Star
figllting Falcon troops, 388th units gain a -1 modifier to all to-
hit numbers. However, their hatred also hinders tactical think- 'Mech/Weight Composition Table (p. 104, BMR) is used rathe r
ing, resulting in a -2 Initiative penalty. th an the Level II 'Mech/Weight Composition Table in th is book.
Furthermore , the Galaxy is equipped with a significant amount
39th Division (A) of salvaged Cl an technology. When randomly assigning 'Mechs ,
The Thirty-ninth Division maintains clo se lin ks wit h the roll 1 D6 for each Star and subtract 1 from the result. This num-
ber of 'Mechs may be chosen from anyone of the Clan
Draconis Combine troops it fought alongside on Outer Volta and Assignment Tables on p. 107 of the BMR rather than the
has received numerous gifts from the DCMS forces. When ran- ComStar Tables.
domly determining forces for the Thirty-ninth, the ComStar play-
er may roll one unit per Level lion the Draconis Combine Tab le WORD OF BLAKE MILITIA
on p. 105 of BMR or the Equipment Rating A column on p. 142
of the Field Manual: Draconis Combine. Furthermore, units 1st Division (A)
from this division gain a +1 Initiative bonus when fighting along- True Devotion may achieve "tactical surprise " when acting
side th e Izanagi Warriors or the Eighth Sword of Light.
as the scenario attacker. To achieve tactical surprise, the divi-
312th Division (A) sion's controlling player rolls 2D6 and subtracts 6. The result-
Serving as escorts for diplomatic contacts wit h the Jade ing number is the number of enemy units prevented from
deploying at the start of the scenario (to a maximum of half,
Falcons , members of the 312th have been taught to fight in th e rounding down, of the defending forces). Roll 1D6 during th e
Clan style and will always do so when facing Clan opponents. End Phase of each Combat Turn for each unit not initially
Consider them to follow Level 3 honor rules as given on page deployed. On a result of 5 or 6, the unit may enter the map-
122 of The Clans: Warriors of Kerensky. When doing so against sheet at its home map-edge during the Movement Phase of th e
Clan opponents they gain a +1 Initiative bonus . following turn.

COM GUARD 12TH ARMY V·BETA When acting as scenario defender, up to half (round down)
Thanks to Precentor Higham 's advance planning, units of True Devotion's units may deploy under the hidden units rules .

from the Twelfth Army automatically gain a +1 Initiative bonus 2nd Division (A)
when they are the defender in a scenario. Due to the influx of new machines they received, one unit

278th Division (A) from each Level II may be chosen from the Word of Blake
The 278th 's move from near-deserted Tukayyid to Ueda Random Assignment Tables rather than rolled randomly.

has been something of a culture shock . The divis ion's troops To represent their skill at moving rapidly in citi es , all
are resentful of Elected Prince Regent Mimsdotter's anti- Second Division units receive a -2 Modifier if required to make
ComStar stance, particularly the restriction on their off-duty a Piloti ng Skill Roll to avoid skidding on paved surfaces.
movements . Due to this the division 's units suffer a - 1
Initiative penalty when operating alongside the " ingrates" of the Unused to fighting in large groups, Stern Resistance units
KungsArme . rece ive a -2 penalty to Initiative if more than a Level III of their
units are involved in a battle.
116th Division (8)
The 116th has a reputation for aggression and may use 3rd Division (A)
When acting as scenario defender, infantry from Sacred
overrun combat. Despite Mansdotter's stance, the 116th
Division has also built up a strong rapport with the Second Dream III-omicron or Bloody Skies Ill-mu may deploy us ing th e
Kavalleri and gains +1 Initiative in operations alongside the hidden units ru les to represent their guerrilla skills.
FRR formation.
All BattleMechs from Bloody Skies III-mu must be jump-
capable. If a 'Mech is rolled on the Random 'Mech Assignm ent
Table that does not have jump jets, it must be rerolled unti l one
that has jump jets is rolled.

141

4th Division (A) et is placed. The added weight of the hatchet must be made up
To represent their skill at making combat drops (p. 72, for by removing other components, however there is no risk of
lOSing design integrity (see Customizing and Retrofits, p. 87 ,
BMR) , units from Blake 's Boldest apply a -1 Modifier to their BMR).
Landing Roll target number and may fire their weapons on the
turn that they land. For attacker movement modifiers that turn, 2nd Freemen (e)
they are considered to have Jumped. Overste Weaver has trained the Second Freemen superbly

5th Division (A) in methods to fight the Clans. As a result, they receive a +2
The Chosen favor extremely flexible tactics and thus gain Initiative bonus when fighting Clan forces . All Freemen mem-
bers also receive the skill of Special Interest/Clan Tactics at
a +1 Initiative bonus in all terrain. This bonus is lost if the bat- Level 1.
tle takes place in high or low gravity (p. 78, BMR).
3rd Hussars (A)
6th Division (8) To show the tendency toward larger 'Mechs in the Third
The Sixth Division is a well-rounded and flexible formation.
Hussars, add +1 to all rolls on the Random Weight-Class
As a result. the division 's opponents lose any terrain-based Tables. Add +1 to all rolls on the Lance 'MechjWeight
Initiative bonus and the Sixth can force the Initiative. Composition Table, as well.

Precentor Brandenburg-Curi excels at advanced instruc- 2nd Kavalleri (8)
tion . Consequently, characters from the True Believers may
reduce by one the number of Adventure Points (AP) needed to To represent their reliance on stealth, every lance com-
improve Piloting, Gunnery and Tactics Skills, provided the skills
are already at Level 3 or above. mander can choose to have a Guardian ECM (p . 126, BMR)

7th Division (8) mounted on his 'Mech . The added weight of the ECM must be
Glorious units have become quite adept at moving in low
made up for by removing other components, however there is
gravity. To represent this, members of the Seventh receive a-1
Modifier to Piloting Skill Rolls required when exceeding normal no risk of lOSing design integrity (see Customizing and Retrofits,
movement speeds in low gravity (p. 78, BMR).
p. 87, BMR). .
8th Division (8)
Hands of Fate units receive a +1 Initiative bonus when Up to half of the Second Kavalleri 's units in a scenario may

deployed in Level II or smaller formations, representing their be deployed as hidden units if they are the defender.
skill at very small unit actions.
4th Kavalleri (A)
9th Division (8) The morale in the Fourth Kavalleri is poor, and coordination
Many members of the Blinding Light are quite aggressive,
on the battlefield has suffered. The entire regiment receives a
and as a result the division possesses overrun capabilities. - 1 Initiative penalty.
This aggression works against them as well-division units suf-
fer a -1 penalty to Initiative if they are the defender in a sce- 1st Tyr (A)
nario. The First Tyr is composed entirely of assault 'Mechs . To

10th Division (8) represent this , do not roll on the Random Weight-Class Table or
Members of the Shooting Stars are constantly looking over the Lance Composition Table when playing the Tyr; simply roll
all 'Mechs on the Assault 'Mechs portion of the Random 'Mech
their shoulder for ROM agents, and so are unlikely to show any and Vehicle Assignment Table.
personal initiative. This results in an overall -1 penalty to
Initiative rolls. ERICANI LIGHT HORSE
With the conquest of Huntress , the Eridani Light Horse has
FREE RASALHAGUE REPUBLIC
gained access to a stockpile of Clan equipment. When ran-
3rd Drak0ns (8) domly as signing 'Mechs for any Eridani Light Horse regiment,
The Drak0ns' techs have learned how to mount hatchets except the ELH High Command Company, for every eight
'Mechs that a player is using, one of those eight will be a Clan
on nearly any 'Mech. To represent this, every lance commander 'Mech. Once a player has randomly rolled the weight class of
can choose to have a hatchet mounted on his 'Mech, as long all eight 'Mechs , he can nominate one 'Mech and roll in that
as that 'Mech has a hand actuator in the arm where the hatch- weight class on the Smoke Jaguar column of the Random
'Mech Assignment Table (p. 107, BMR).

The Eridani Light Horse excels at combined arms tactics.
Any time the Light Horse player fields 'Mechs, vehicles and
infantry on the map at the same time, he gains a +3 Initiative

142

bonus . At the beginning of any turn in which he does not have 1ST ROYAL BATTLEMECH
all three unit types on the board, he loses the Initiative bonus . REGIMENT [A)

ELH High Command Company (A) The First Royal BattieMech Regiment was outfitted with
The ELH Command Company has complete access to any salvaged Clan ' Mechs from Huntress. When randomly assigning
'Mechs , the controlling player may roll on the Smoke Jaguar col-
'Mech in the Star League Defense Force armory. When assign- umn of the Random 'Mech Assignment Table : Clans , found on
ing 'Mechs, for every four 'Mechs the Command Company p. 107 of the BMR.
fields , the controlling player may choose any two 'Mechs from
the SLDF columns of the Random 'Mech Assignment Table: Alternately, if you have access to the Field Manual:
Star League (p . 133). The controlling players must still roll ran- Crusader Clans , the controlling player may roll on the Wolf col-
domly on the Equipment Rating A column for the remaining umn of the Random 'Mech Assignment Table : Crusader Clan
' Mechs. Second-Line (found on p. 170 of that book) to better reflect the
fact that most of the First's Clan ' Mechs are not OmniMechs.

71st Light Horse (A) CLAN NOVA CAT
Due to its speed , the Seventy-first can force the Initiative.
ALPHA GALAXY [F)
151st Light Horse (8) The warriors of Alpha Galaxy have practiced marksmanship
The 151st specializes in defensive tactics , so its units
for centuries, and excel in placing crippling shots. They gain a
receive a +2 Initiative bonus when defending in a hold the line -1 To-Hit Modifier whenever making an aimed shot ; this modifi-
or extraction scenario (see pp. 98-99 , BMR). This Initiative er is cumulative with a Targeting Computer, both for making
bonus is cumulative with the Light Horse +3 Initiative bonus aimed shots or when using the Targeting Computer to attack a
from above . specific location.

21st Striker Regiment (A) DELTA GALAXY [F)
Thanks to its eclectic tactics , the Twenty-first has the over- Delta Galaxy has trained extensively to deal with infantry;

run combat ability. all leg and swarm attacks against units of Delta Galaxy receive
a +1 To-Hit Modifier. Additionally, when a 'Mech from Delta is
19th Striker Regiment (8) successfully swarmed , he does not have to make a Piloting
The Nineteenth specializes in infantry tactics and is quick- Skill Roll to intentionally go prone to shake off its assailants ,
but may do so automatically. However, the 'Mech still takes
ly becoming home to the most elite infantry units in the Light damage as from an accidental fall and must still make an addi-
Horse. When generating random infantry skills , the controlling tional Piloting Skill Roll to avoid pilot damage as in an acciden-
player uses the Veteran column rather than the Regular column tal fall (see . p. 68 , BMR) .
of the Random Skills Table (p. 108, BMR) .

ROYAL BLACK WATCH REGIMENT [A) • SIGMA GALAXY [F)
The Royal Black Watch are some of the finest To represent Sigma Galaxy's adaptive tactics , beginning

MechWarriors in existence . When generating random with the Movement Phase of Turn 5 , one turn out of every five
MechWarrior skills, the controlling player receives a +2 Modifier turns the opponent of Sigma Galaxy may be forced to move all
to the die roll on the Elite column of the Random Skills Table of his units first if he loses Initiative ; after which the Sigma
(p . 108, BMR) . Galaxy player may move all of his units . The rest of the turn pro-
gresses normally.
Additionally, the Clans revile the Black Watch and go into a
berserk rage when they face them in the field . Because of this TAU GALAXY [F)
bl ind fury, whenever the Black Watch faces a Clan opponent, Tau Galaxy never needs to follow the ritual of zellbrigen
the Clan player receives a -2 Initiative Modifier for the entire
game. However, the Clan player also receives a -1 To-Hit when fighting Inner Sphere forces. Additionally, anytime Tau
Modifier. warriors fight Clan forces , the player of Tau Galaxy rolls a D6.
On a 5+ , Tau units may disregard zellbrigen, effectively using
Finally, when playing the Black Watch , the controlling play- Level 4 honor (see p. 122, The Clans: Warriors of Kerensky) .
er may freely choose his entire force from among any Inner
Sphere 'Mechs-they do not have to appear on any Random XI GALAXY [S)
Mech Assignment Table . However, the force cannot contain any The garishly painted units of Xi Galaxy shock opponents
Clan equipment.
when first sighted . On Turn 1 , any player opposing Xi Galaxy
has a -3 Initiative Modifier. Each subsequent turn lowers this

143

Initiative modifier by one, until Turn 4, when Initiative is rolled Follow the standard Academy and University Package rules
normally, with no modifie r. (p. 18 , MW2) when using t he skill packages in this section. The
MOS skill lists in the following entries combine the skills from
Although a good shock tact ic, Xi's color scheme does have Basic Training, Advanced Individual Training and Fields of Study
it 's drawbacks. When using the night combat rules (p. 81, for each academy. Therefore, a character should pick only one
BMR) , reduce the To-Hit Modifiers for darkness to +1 for MOS and choose skills from that list (exceptions are listed in
attacks against Xi units. When fighting using the Level 3 the appropriate text).
dusk/dawn, heavy snowfall or rainfall rules (pp. 11- 12,
Maximum Tech), eliminate the To-Hit modifier for those condi- Some academies grant a character extra skills upon grad-
tions against Xi units. uation. Pl ayers cannot increase their skills beyond their start-
ing levels duri ng character creation unless otherwise noted.
OMICRON GALAXY (9)
When using the dropping troops rules (p . 72, BMR), all F OCHT WAR COLLEGE
The Focht War College maintains very high standards, and
units of Omicron Galaxy receive a -1 Modifier to the Piloting
Roll to determine if they scatter. Additionally, each Omicron as such appl icants must make Attributes and Skills their high-
'Mech unit may make a single weapon attack-the Omicron est Priorities (i .e., 3 or 4). Characters may purchase either
player chooses a single weapon he wishes to fire-during the Bas ic or Advanced University Packages , choosing their MOS
Weapon Attack Phase of the turn in which they arrive on the and FOS from t he li st below. Note that at the time of character
board. This attack is only allowed if the 'Mech made a suc- cre ation the player should determine whether attendance at the
cessful Piloting Skill Roll and did not scatter. The Attacker FWA is under the auspices of ComStar or the SLDF. Basic train-
Movement Modifier for this attack is +3 . ing for the two groups is slightly different and the choice also
determines the units a graduate may serve with .
CHI GALAXY (9)
If more than one Trinary of Chi Galaxy is deployed during a The Gun sli nger FOS may only be purchased in conjunction
with t he BattleMech Pilot MOS and confers the additional ben-
game, the Chi player receives a -1 Initiative Modifier for the efit of a +1 to either Piloting or Gunnery Skills. However, this
entire game. If at the beginning of any turn, the Chi player has may not be used to increase the skill level above the LRN char-
a total of 15 or less units on the board, the -1 Initiative modi- acteristic. Furthermore, graduates may also choose a single
fier is eliminated. specialization for t heir Gunnery/BattleMech and
Piloti ng/BattleMech Skills (see pp . 12-24, MWC).
OMEGA GALAXY (9)
When randomly generating forces using the Random 'Mech Basic Training (Com Guard)
Required: Bureaucracy, Blade, SI: ComStar Traditions
Assignment Table: Clan Nova Cat (p. 133), the player of Omega
Galaxy has the ability to choose "long-range " 'Mechs. Once the and History
Omega player has randomly determined wh at 'Mechs he has, Electives: Medtech, Small Arms, SI: Military History,
any 'Mechs that do not have at least two weapons with more
than 15 hexes of maximum range may be re-rolled. The second Su rviva l, Unarmed Combat
result must be taken .
Basic Training (SLDF)
TRAINING Required: Medtech, Small Arms, SI: Star League Traditions

The following rules supplement the standard character and History
skill packages provided with MechWarrior, Second Edition Electives: Bureaucracy, Blade , SI: Military History,
(MW2) and the MechWarrior Companion (MWC). These rules
enable a player to simulate the skills a character may lea rn at Survival, Una rmed Combat
a military academy sponsored by ComStar or the other organi-
zations described in this book. Armor MOS
Required: Gunnery/Conventional,
Before using these rules to create a cha racter, a player
should perform steps 1 and 2 (Assign Priorities and Assign Drive/ Ground or Piloting/Aerospace (VTOL)
Attribute points) of the character-design process (pp. 13-15 , Electives: Gunnery/Artillery, Leadership, Protocol, Tactics
MW2). The player should also calculate his character's
Attribute Saving Rolls and Characteristics, becau se his charac- Battle Armor MOS
ter may need these to gain entrance to an academy. Required : Gunnery/Battlesuit, Piloting/Battlesuit
Gamemasters must ensure that characters meet all entrance Electives: Demolitions, Leadership, Tactics
requirements.
BattleMech Pilot M OS
Required: Gunnery/B attleMech, Piloting/BattleMech
Electives: Leadership, Tactics, Unarmed Combat

144

Infantry MOS Electives: Blade, Demolitions, Drive/Gro und ,
Required: Support Weapons, Unarmed Combat Gunnery/ Artillery, Leadership, SI: Military History,
Electives: Drive/Ground, Gunnery/ Artillery, Tactics Strategy, Survival , Tact ics, Trai ning

Command FOS Specialist (Recon) MOS
Required: Bureaucracy, Leadership, Strategy Required: Medtech, Perception, Small Arms, Stealth
Electives: Negotiation, Protocol, Training Electives: Blade , Climbi ng, Demol itions, Drive/ Ground ,

Gunslinger FOS Running, Survival , Swi mming, Throwi ng Weapons,
(Prerequisite: BattleMech Pilot MOS) Tracking, Unarmed Combat
Required: Perception, Tactics, Strategy
Electives: Acrobat ics , Stealth, Techni ci an/BattleMech Specialist (Tech) M OS
Required : Com munications/Conventional, Medtech,
SANCHURST ROYAL
MILITARY COLLEGE Small Arms, Technici an/Elect ronics
Electives: Com munications/Hyperpulse Generat or, Computer,
All characters attending Sandhurst mu st purchase eithe r
the Advanced Academy or Advanced University Packages . They Drive /Gro und , Engineering, Scrounge, Security Systems,
must then make a successful Mental Savi ng Roll (the roll Tech nician/Battle Mech,Techn ician/Battlesu it,
receives a +1 bonus). If the roll fails, the character failed t he Technician/ Mechanic, Tinker
indoctrination course and washes out early in the trai ning; t he
character must select skills from the stan dard Basic Tra in ing Leadership Training FOS
and Infantry MOS lists (p. 19, MW2). Required: Leade rship, Strat egy
Electives: Bureaucracy, Protocol, Tactics, Training
Graduates of Sandhurst receive a free Leve l 2 Skill in
Special Interest/Writings of Jerome Blake and a free Extra Edge WAR A CADEMY OF MARS [WAMl
point. Characters who choose to take the Leadership Train ing Cadet s attending the WAM must purchase either a Basic or
FOS along with an MOS begin the game with the rank of Ade pt ;
all others who graduate begin as Acolytes. Advanced Academy Package, or a Basic University Package.
Would-be ROM members must purchase an Advanced University
Armored Infantry MOS Package . WAM applicants must then make a successfu l Mental
Required: Gunnery/Battlesuit, Medtech, Saving Roll with a - 1 MOdif ier. If the roll fails, the character failed
the indoctrination course and washes out early in the training; the
Piloting/Battlesuit, Small Arms character must then select skills from the standard Basic
Electives: Blade, Leadership , SI: Military Histor y, Prot ocol, Trai ning and Infantry MOS list s (p. 19, MW2).

Strategy, Survival, Tactics, Technician/Battlesu it, Train ing, Grad uates of the WAM receive a free Leve l 2 Skill in
Unarmed Combat Special Interest/Writings of Jerome Bla ke. Characters who
choose to take the Leadership Training FOS along with aMOS
BattleMech Pilot MOS begin the game with the rank of Ad ept; all others wh o graduate
Required: Gunnery/BattleMech, Medtech, begin as Acolytes .

Piloting/BattieMech , Small Arms BattleMech Pilot MOS
Electives: Blade, Leadership, SI: Military History, Protoco l, Required: Gunnery/BattleMech, Medtech, Piloting/BattleMech ,

Strategy, Survival , Tactics, Technician/BattleMech, Small Arm s
Training, Unarmed Combat Electives: Blade, Leadership, SI: Military History, St rategy,

Cavalry MOS Surviva l, Tactics, Technician/BattleMech, Traini ng,
Required: Drive/ Ground or Piloting/Aerospace (VTOL), Unarmed Combat, Zero-G Operations

Gunnery/ Conventional, Medtech, Small Arms Cavalry MOS
Electives: Blade, Gunnery/Artillery, Jump Pack, Leaders hip, SI: Required: Drive/Ground or Piloting/Aerospace (VTOL),

Military History, Strategy, Support Wea pons, Survival, Gunnery/ Conventional, Medtech, Sm all Arm s
Tactics, Technician/Mechanic, Tra ining, Unarm ed Combat Elect ives: Blade, Gu nnery/Arti llery, Jump Pack, Leadership, SI:

Infantry MOS Mi litary Hist ory, Strategy, Support Weapons, Survival,
Required: Medtech, Small Arms, Support We apons, Tactics , Tech nici an/Mechanic , Training, Unarmed Com bat ,
Zero-G Operations
Unarmed Combat

145

Covert Operations (ROM) MOS Electives: Computer, Engineering, Piloting/Aerospace,
Required: Cryptography, Disguise, Perception, Security Scrounge, Special Interests, Technician/Battlesuit,

Systems, Small Arms , Streetwise Technician/Electronics, Technician/Mechanic, Tinker
Electives: Alternate Identity, Escape Artist, Forgery,
Specialist (Spacecraft Tech) MOS
Impersonation, Protocol, Scrounge, Stealth, Required: Communications/Conventional, Medtech,
Unarmed Combat
Small Arms, Technician/Spacecraft
Special Forces (ROM) MOS Electives: Computer, Engineering, Navigation,
Required: Blade, Perception, Security Systems , Small Arms,
Piloting/Spacecraft, Scrounge, Technician/Aerospace,
Streetwise, Support Weapons Technician/Electronics, Tinker
Electives: Acrobatics, Demolitions, Gunnery/Battlesuit,
JumpShip Pilot FOS
Piloting/Battlesuit, Quickdraw, Stealth, Survival, Required: Computer, Navigation
Unarmed Combat Electives: Gunnery/Spacecraft, Leadership,

Leadership Training FOS Piloting/Spacecraft, Strategy
Required: Leadership, Strategy
Electives: Bureaucracy, Protocol, Tactics , Training TYRA MIRABORG MEMORIAL
ACADEMY [TMMl
MILITARY ACADEMY
OF APHROS [MAAl All characters attending the TMM must purchase either the
Basic or Advanced University Package. Characters who wish to
Attendees to the MAA must purchase either the Basic or attend General Tor Miraborg's class must make a successful
Advanced Academy Package. Those who wish to be JumpShip Mental Saving Roll. Those who complete this course gain a free
pilots must purchase the Basic University Package an d take point of Extra Edge. They must also make a Social Saving Roll;
both the DropShip Pilot MOS and the JumpShip Pilot FOS. MAA those who fail it have been selected by the Overbefalhavare's
attendees must then make a successful Mental Saving Roll men as a possible subversive and will be watched from then on
with a -2 Modifier. If the roll fails , the character failed the indoc- (this is strictly a role-playing issue).
trination course and washes out early in the training; the char-
acter must then select skills from the standard Basic Training All TMM graduates receive the 1 point version of the Well-
and Infantry MOS lists (p . 19, MW2). Connected Advantage, representing their brotherhood in the
TMM. The Advantage can only be used when in Republic space.
Graduates of the WAM receive a free Level 1 Skill in
Special Interest/Writings of Jerome Blake and a free Levell Aerospace Pilot MOS
Skill in Zero-G Operations. Characters who choose to take th e Required: Gunnery/Aerospace, Piloting/Aerospace,
JumpShip Pilot FOS along with the DropShip Pilot MOS begi n
the game with the rank of Adept; all others who graduate begin Small Arms, Zero-G Operations
as Acolytes. Electives: Leadership, Medtech, Survival, Tactics,

Aerospace Pilot MOS Technician/Aerospace, Unarmed Combat
Required: Gunnery/Aerospace, Medtech, Piloting/Aerospace,
8attieMech Pilot MOS
Small Arms Required: Gunnery/BattieMech, Medtech, Piioting/BattleMech,
Electives: Gunnery/Spacecraft, Special Interests, Survival,
Small Arms
Technician/Aerospace, Training, Unarmed Combat Electives: Blade, Leadership, Survival, Tactics ,

DropShip Pilot MOS Technician/BattleMech, Unarmed Combat
Required: Medtech, Piloting/Spacecraft, Sma ll Arms
Electives: Communications/Conventional, Computer, DropShip Pilot MOS
Required: Medtech, Piloting/Spacecraft, Small Arms,
Gunnery/Spacecraft, Leadershi p, Navigation, Survival,
Technician/Spacecraft , .Training Zero-G Operations
Electives: Bureaucracy, Communications/Conventional,
Specialist (Aerospace Tech) MOS
Required: Communications/Conventional, Medtech, Computer, Gunnery/Spacecraft, Technician/Spacecraft,
Unarmed Combat
Small Arms, Technician/Aerospace
Specialist (Aerospace Tech) MOS
Required: Computer, Small Arms, Technician/Aerospace ,

Zero-G Operations

148

Electives: Engineering, Medtech , Piloting/Aerosp ace , PURIFIER ADAPTIVE
Scrounge , Technician/Electronics, Tinker BATTLE ARMOR

Specialist (BattleMech Tech) MOS R&D Start Date : April 3058
Required: Computer, Medtech, Small Arms, Prototype Design and Production: August 3061
Standard Production : February 3062
Technician/BattleMech
Electives: Engineering, Piloting/ BattleMech, Scrounge, At the t ime of the Word of Blake invasion of Te rra in 3058 ,
ComStar scientists at the Sandhurst Royal Military College
Technician/ Electronics, Tinker, Unarmed Combat were working on an infantry uniform that used mimetic-col or
shifting-fabrics . ComStar believed that this re search wa s
Specialist (Spacecraft Tech) MOS destroyed when elements of the Word of Blake's Task Force
Required: Computer, Small Arms , Technician / Spacecraft, Steel overran the college, despite the valiant efforts of the
Sandhurst Training Regiment. However, much t o the shock of
Zero-G Operations ComStar's ROM , the Word of Blake Militia unveiled a new bat-
Electives: Communications/Conventional, Engineering, tle armor prototype in August of 3061 which incorporated the
mimetic effect.
Medtech , Scrounge, Technician/Aerospace,
Technician / Electronics, Tinker The Word of Blake Militia had learned a great deal about
battle armor construction and development through t heir joint
FRIHET TRAINING FACILITY (FTFl effort with the Free Worlds League Military to produce the
Candidates must meet certain standards at the end of Achileus Light Battle Armor. This experience allowed th em t o
fully realize the potential of the mimetic technology. Like the
basic training to continue in the FrF. To represent this, appli- Achileus, the Purifier features armor-composite sheath s, lai d
cants must make a successful Mental Saving Roll with a +3 over a musculature of myomers. However, this armor-compos-
Modifier to continue training. ite is wedded to an unusual chemical composite that cre ates
the mimetic effect.
FTF applicants must take either the Basic or Advanced
Academy Package. All FTF graduates receive a +1 bonus to Dozens of micro-cameras are built into the battle armor,
t he ir Build Attribute, though this bonus may not raise the tied to a central processing unit buried in the upper back of the
Attribute beyond the standard maximum. chest pl ate . Drawing images from the micro-cameras , t he com-
puter sends electrical impulses to the chemical composite,
Cavalry MOS which are translated into colors . As the battle armor moves, the
Required: Drive/Ground or Piloting/Aerospace (VTOL), computer processor continually updates the feeds from the
micro-cameras, manipulating the flow of current to each part of
Gunnery/ Conventional, Medtech, Small Arms the suit, allowing every section to change colors to blend in to
Electives: Gunnery/Artillery, Leadership , Survival, Tacti cs, the surrounding terrain .

Technician/Mechanic, Unarmed Combat Although the color shift is rapid, the processor cannot
properly camouflage the armor if the surroundi ng terrai n
Infantry MOS changes too quickly or too often. The slower the Purifier moves,
Required: Medtech, Small Arms, Support Weapons, the better the concealment capabilities are. If the battle armor
moves at its maximum speed , the mimetic effect actually
Unarmed Combat makes it easier to spot, as the rapidly shifting colors make t he
Electives: Blade, Drive/Ground, Gunnery/ Artillery, Leadership , Purifier stand out rather than blend in. Regardless of t his draw-
back, the mimetic adaptation was deemed a success. (Though
Survival, Tactics some work went into adapting this technology for use in vehi-
cles and 'Mechs, the results were expensive and fruitl ess and
Specialist (Mechanic) MOS research in that area was discontinued .)
Required: Computer, Medtech, Small Arms,
Once the armor had been perfected, the Word of Blake
Technician/Mechanic tested several diffe'rent weapon systems for use on t his unique
Electives: Drive/ Ground , Engineering, platform. As they have had close ties with the FWLM for sever-
al years, it was a simple matter to secure shipments of t he new
Piloting/Aerospace (VTOL), Scrounge , extended-range small laser for inclusion on the Purifier.
Technician/Electronics, Tinker Additionally, the new Purifier was given the ability to mount a
compact TAG, which has proven very effective when used in
Specialist (Recon) MOS tandem with the FWLM's new semi-guided long-range missiles.
Required: Medtech, Perception , Small Arms, Stealth
Electives: Blade, Demolitions, Support Weapons, Survival,

Tracking, Unarmed Combat

147

Fin ally, in an unusual move, Blakist scientists
spent considerable time and effort to produce a
compact Narc mi ssi le beacon to mount on the new
battle armor. Having gained an appreciation for the
FWLM 's love of missile-based weapons-evi dent
by th e League's glut of new long-range missile sub-
munitions-this addition makes the Purifier a pow-
erfu l missile spotter, though the bulky Narc unit
does limit t heir mobility until it is fired and the
em pty launcher discarded.

BAT TLETECH GAME RULES
The Pu rifier Adaptive Battle Armor is Level 2

equipment. It follows the standard rules for Inner
Sphere battle armor (p. 63, BMR) except as
described below.

Purifier squads consist of four troopers, all
equipped with the same primary weapon. Purifier
battle armor sq uads carry one weapon system,
either an Inner Sphere ER sm al l laser, a light TAG or
a disposable, compact Narc launcher. The light TAG
operates exactly as the Clan system of the same
name. The compact Narc launcher operates exactly
as a standard Narc missile beacon (see NARC
Missile Beacon, p. 133, BMR) , except its range is
reduced to th at of an Inner Sphere ER small laser.
Additionally, the Narc launche r can only fire two mis-
sile salvos before running out of ammo. Unlike in
standard battle armor missile attacks, the control-
ling pl ayer can choose to fire Narc missiles with
some or all of the Purifiers in a unit, marking off the
ammunition expenditure on the record sheet fo r
each one fired. If the attack hits, roll on the Battle
Armor Attack Table to determine how many Narc
missi les have become attach ed to the target, using
the Poi nt Members Active column that matches the
number of Narc missiles fires by the Purifier unit.
Until both salvos are launched (and the launcher is
jettisoned) a unit equipped with the Narc launcher
may not make anti-BattleMech leg or swarm attacks
or use jumping movement; it moves as standard
foot infantry.

Each Pu rifie r battlesuit has an Armor Value of
6 poi nts, plus 1 additional point that represent s
the trooper inside.

The armor of the Purifier has a mimetic effect-
it changes color to match the terrain it is in-which
a Purifier unit more difficult to hit the slower it is mov-
ing. If a Purifier unit is targeted , the following modi-
fiers replace the standard target movement modi-
fiers: if the Purifier unit moved 3 hexes, it has a +0
target movement modifier; if the unit moved 2 hexes,
it has a +1 target movement modifier; if the unit

148

moved 1 hex, it has a +2 target movement modifier to be hit; if
the unit did not move any hexes, it has a +3 target movement
modifier. All other modifiers apply normally, including terrain and
the +1 Modifie r for battle armor dispersion. This mimetic feature
is always on and cannot be turned off.

MECHWARRIOR G AME RULES
Pu rifier Adaptive Battle Armor foll ows the normal rules for

Inner Sphere battle arm or (pp. 95-97, MWC) except as not ed
below.

Tre at the suit as a combin at ion sneak suit with electronic
countermeasures, electronic ca mouflage and infrared-suppres-
sion capabilities (pp. 85 and 8 7, MW2) . Integral rechargers
allow the suit's stea lth systems to operate indefinitely.

Tech level : 4 IMPROVEO C3 COMPU TER
Availability: D ComSt ar and the Dracon is Comb ine have maintained a
Legality: C
Cost: 400,000 C-Bills + cost of primary weapon * healthy level of t echnology t rade since t he War of 3039.
Power usage: 3/Tu rn Naturally, both sides kee p thei r best material to themselves,
Energy: 2/ 3 but in the face of the Clan enemy, the Combine was willing to
Ballistic: 1/ 2 " loan" its Command/Control/Commun ications (C3) computer
Melee: 1/ 3 system to its allies for the joint war effort.
Coverage : Full
Damage Capacity: 72 Having dominated the commun ications industry for hun-
Movement : Full, with jump dreds of years, it didn't t ake long for ComStar's technicians to
Physical: +1 adopt and improve on the C3 concept. The improved C3 com-
Athletic: +1 puter system (C3i) was deve loped partly to account for
BLD: +2 ComStar's radically different "base six" command structure ,
but also because ComStar wished to refine the system to
* Primary weapon cost s: 11,250 improve its efficiency and durab ility.
ER Small Laser 30,000
Narc 40,000 After extensive testing, it was determined that there was
Light TAG simply no way fo r a si ngle C3 master unit to coordinate fire from
six units simultaneously. The solution was as simple as it was
NEW E G UIPME NT difficult to arrive at: the ComStar system does not rely on a cen-
tral "master" computer, but rather creates a sort of cellular net-
Since its inception , ComStar has always been on the cut- work in which each unit is an independently functioning node.
ting edge of technology. In fact, until the return of the Clans in This advance increased the size and cost of the C3i computer,
3050, ComStar had achieved the highest level of technology in and eliminat ed the ability to coordinate fire across multiple
the Inner Sphere since the fall of the Sta r League. They man- lances , but added the significant benefit t hat the network can-
aged to keep this edge through aggressive programs to stifle not be di srupted by the loss of a single master unit.
technological development outside ComStar, the most infa-
mous being Operation Holy Shroud. Of course, it did not take long for Word of Blake ROM
agents to get t heir hands on this technology. It is currently field-
It naturally follows th at ComStar would develop its own ed in fa irly equal quantities in both the Com Guards and the
advanced battlefi eld equipment. Until rece ntly, they managed to Word of Bla ke Milit ia.
keep ahead through their widespread intelligence network,
"borrowi ng" advancements from others and adding them to
their own units. However, true innovation was called for follow-
ing the loss of Terra t o the Word of Blake in 3058. Using their
highly advanced communications technology, ComStar scien-
ti sts developed two new systems in an effort to give them an
edge over the Word of Blake, and prepare them for the post-
Clan-invasion era to come: the improved C3 computer and the
improved Narc launcher.

149

Game Rules Reports indicate that the Word of Blake has yet to field this
The improved C3 computer system (C3i) is Level 2 equip- piece of equ ipment, leaving it firmly in the hands of the Com
Guards and their closest allies. Whether this means the
ment and can be used in tournament play unless specifica lly Blakists have not acquired it, or they simply haven't used it yet,
prohibited under the rules of individual tournament s . The is un known.
improved C3 computer follows the standard C3 rul es (p. 124,
BMR) with the following changes. Game Rules
The improved Narc launcher (iNarc) is Level 2 equipment
The C3i computer uses the equipment profile found on
page 151 of this book . and can be used in tournament play unless specifically prohib-
ited unde r the rules of individual tournaments. The iNarc is
There is no "master" C3i computer. Every unit in a C3 i net- used just like a standard Narc missile beacon (p . 133, BMR),
work must mount a C3i computer. Up to six units may be li nked with the following exceptions.
in a single C3i network. Multiple networks may not be linked
together. The iNarc uses the weapon profile and ranges found on
page 151 of this book.
Since there is no master computer in a C3i network, there
is no possibility of the entire network being shut down by the The improved pods launched by the iNarc are larger than
loss of a single unit. Only those units that are actually in the standard Narc pods. As such, they can be " brushed off" in the
effect radius of enemy ECM or have had their C3i computers same way as swarming anti-'Mech infantry (p. 67, BMR) . A suc-
destroyed by critical hits are isolated from the network. ces sful roll destroys one pod of the target's choice. Note that
un like swa rming infantry, jumping movement or falling will have
C3i computers are not compatible with the standard C3 no chance of knocking off iNarc pods . Since they have no arms,
computer/ C3 slave systems and they do not have the TAG ca pa- vehicles cannot brush the pods off, but if a vehicle unit does
bility of the standard C3 Computer. not move or f ire for an entire turn, and its crew is not stunned,
all attached iN arc pods can be removed in that End Phase (this
IMPROVED NARC LAUNCHER rule has no effect on standard Narc pods, which cannot be
Despite the advantage a well-placed Narc pod can grant, the removed during ga me play) .

Narc missile beacon has never been a very popular item among Several special munitions are available for the iNarc . Like
MechWarriors in the field. The reason for this is the system's other special munitions (p. 130, BMR) , each type of munition
short range; a Narc-equipped unit has to get dangerously close must be carried in full-ton lots, and the type of munition to be
to the target to plant a pod on it. In the case of Narc-equipped used must be announced during weapon attack declaration .
LRMs , the missile's range is more than double the Narc's range, These types of munitions cannot be used in standard Narc
requiring either a dedicated Narc spotter to close in with the launchers; only the iNarc is capable of launching them .
enemy, or requiring the LRM unit to close in, fire the Narc, and
then withdraw to LRM range-less than an ideal arrangement. Additional pods of the same type attached to the same tar-
get do not have cumulative effects. This applies to a unit with
Shortly after Anastasius Focht's first meetings with the both iNa rc homing pods and standard Narc pods as well; in
Clans, ComStar scientists were given the task of improving the such cases, only the iNarc pod has an effect.
range and flexibility of this valuable piece of military hardware
in the hope that it could provide an edge against t he Clans Cri"ticals: If a slot containing iNarc ammo is critically hit, it
should conflict ever occur. Improving on Star League t echnol o- inflicts 3 points of ammo explosion damage per shot remaining
gy is never an easy task, and even with the best electronics and in the bin.
communications specialists in the Inner Sphere on hand, it
took more than ten years to perfect the improved Narc launch- Homing Pods
er (iNarc). Of course , this meant that the Com Guards had to The standard iNarc homing pod has an improved ability to
face the Clans without the new technology on Tukayyid , but his-
tory shows that, fortunately, the aid was not needed. attract Narc-equipped missiles as compared to the Narc missile
beacon. In addition to the usual +2 Modifier on the Missile Hits
Although many compromises had to be made in designi ng Tab le Roll, also apply a -1 To-Hit Modifier to all Narc-capable
the iNarc system, the final result is a masterwork of combat elec- missile attacks made against a target that has been hit with an
tronics, and should give the Com Guards a significant edge on iNarc homing pod. Narc-capable missiles (which cost double
the battlefield . The most obvious improvement over the origi nal the usual C-Bills) work with both standard Narc pods and iNarc
Narc is a range increase of more than 50 percent. This means homing pods.
iNarc spotters no longer have to be fast, light units that close in
with the enemy; instead iNarc launchers can be effectively used Explosive Pods
by larger and tougher units to enhance their own arsenals. The iNarc can fire larger, more powerful explosive war-

ComStar did not stop at simply improving the range of the heads than the standard Narc. These work just like standard
iNarc. Using their particular expertise, they have devised a num- explosive Narc pods, but inflict 6 points of damage on a hit.
ber of specialty pods, each with its own unique use in combat.

150

CDMSTAR WEAPONS TABLE

Minimum Short Medium Long Critical Ammo
Range Range Range Tons Slots
Type Heat Damage Range 5 Per Ton
1-4 5-9 10-15 2.5 3 4
Improved Narc Launcher 0 * 2
Improved C3 Computer

* See special rules for this equipment.

Criticals: If a slot containing iNarc explosive ammo is crit- To see if the missiles strike the Nemesis unit, resolve the

ically hit, it inflicts 6 points of ammo explos ion damage per attack as though it were actually aimed at the Nemesis unit rather

shot remaining in the bin. than the intended target. Use all applicable To-Hit Modifiers , and

add an additional +1 Modifier to the Target Number. If this attack

ECM Pods roll is successful, the missiles strike the Nemesis unit rather than

Designed to disrupt advanced weapon syst ems and C3 net- the intended target. If this attack roll fails, the missiles continue

works, the ECM pod emits a small j ammi ng field surrounding on and the attack is resolved normally.

the target . If there are multiple Nemesis units along the LOS between

As long as the target has an ECM pod attached, it suffers the attacker and the target, make an attack against each of

t he effects of bei ng in the effect radiu s of an enemy EC M suite the m, starting with the t arget nearest to the attacker, until the

(p. 126, BMR). The ECM pod has no effect radius of its own, missi les successfully strike a Nemesis unit or reach the intend-

and t hus has no effect on other units-it only works on targets ed target.

it is attached to. Nemesis pods can also attract Arrow IV homing miss iles,

but th is is resolved differently. If a Nemesis unit is in a hex

Haywire Pods adjacent to the target in the turn the homing missile arrives,

A specialized variation of the ECM pod, the haywire pod there is a 50 percent chance the missile will strike the Nemesis

emits powerful static and electromagnetic "noise" that dis- unit rathe r than the intended target. Roll 106; on a result of

rupts the target's electronic systems, including t argeting and 4-6 the attack is re solved against the intended target. If there

commu nications. are mult iple adj acent Nemesis units, there is a equal ch ance

Whi le a haywire pod is attached, the target suf-

fers a +1 To-Hit Modifier to all of its weapon

att acks . In addition, it cannot act as a spotter for COMSTAR WEAPO N COSTS
LRM indirect fire or artil lery. It can guide an Arrow AND BATTLE V ALUES
IV homing missile, but the TAG attack woul d also

have a +1 To-Hit Modifi er.

Cost Ammo Costs Battle

Nemesis Pods Type (unloaded) (per ton) Value

The concept of Nemesis pods is elegant and Improved C3 Computer 750,000 7,500 *
devious: use the enemy's own Narc signals against Improved Narc Launcher 250,000 15,000
t hem, causing their own Narc-equipped missi les to 75/15
ECM Pods

home in on thei r own units. Originally this system Explosive Pods 1,500

was only useful against Narc-equipped missiles, but Haywire Pods 20,000
its freq uencies were soon tuned to attract Artemis,
semi-guided and even Arrow IV homing mi ssiles. Nemesis Pods 10,000

When resolving an attack using Narc-capable, Purifier Battle Armor Squad 2,400,000
Artemis IV-capable or semi-guided miss iles, t here is
a chance the missiles will strike a friendly unit with ER Small Laser 184
an attached Nemesis pod (a "Nemesis unit ") if it is
along the LOS between the attacker and the t arget, Narc 89

TAG 70

* Same Battle Value as a unit in a fight ing group with a complete st an-

dard C3 network (see p. 143, BMR).

and LOS exists between the attacker and the

Nemesis unit.

151

BATTLEFDRCE Ii! ROSTER S UPPLEMENT

Damage Over- Armor/ Point

Name MP PB/M/L heat Class Structure Value Specials
EXT-5E Exterminator 12
HSR-500-0 Hussar 6 3/2/- H 5/3 tag
KT0-21 Kintaro 2/1 9
TSN-1C Tessen 9 2/1/1 L 4/6 11 car4
THG-12E Thug 4/2 car4
VQR-2A Vanquisher 5 4/3/- M 10 car4, tag
Purifier Squad 6/6 15
6 3/2/1 M 8/8 19
ER Small Laser
Narc 4 4/3/2 A
TAG
3 5/4/2 1 A
I
3J 1/-/- 2/- 2
3J 2/- 1
3J -/-/- 2/- 1
-/-/-
II

the missile will strike any of them if it does not strike the abandonment of the project in 3055. When ComStar's techni-
intended target. cians completed work on their improved version of the Combine
C3 computer they sought out a new chassis on which to deploy
BATTLEMECH VARIANTS the system. The unfinished Tessen was quickly identified as a
suit able candidate and six prototypes were constructed for field
With the successful deployment of the new iNarc and C3i, t rials. These took place on Tukayyid against a wide variety of
both the Com Guards and tile Word of Blake Militia have begun opposing forces, including simulated Clan troops, and in June
to upgrade aging Star League designs, making major modifica- 3061 the Tessen was certified combat-ready and full-scale pro-
tion to their chassis and existing weaponry while incorporating duction began.
the new iNarc and C3i systems. Four of the most successful
variants are included in record sheets at the back of this book: CAPABILITIES
the HSR-500-D Hussar, KTO-21 Kintaro, EXT-5E Exterminator The original Tessen was fast and heavily armored for its
and THG-12E Thug.
s ize, capable of either evading or destroying any threats it
TSN·1 C TESSEN encountered while on a mission . The modified version remains
swift, capable of 97 kph, but the reduction in speed allowed the
Mass: 50 tons designers to retain the nine tons of ferro-fibrous armor which
Chassis: Endo Steel provide amble protection against weapon fire. However, the
Power Plant: 300 Vlar XL addition of the C3i, TAG and iNarc systems reduced the payload
Cruising Speed: 65 kph considerab ly. Its weapon load-now only a single Diverse
Maximum Speed: 97 kph Optics pulse laser and a Lord 's Light Extended Range PPC-is
Jump Jets: None also inferior to many lighter 'Mechs.

Jump Capacity: None The changes in the completed design have drawn consid-
Armor: Durallex Ferro Fibrous erable criticism, with many analysts stating that the Tessen is
Armament: totally unsuited to independent scouting operations and further
noting th at it does not even mount a missile launcher to capi-
1 Lord's Light Extended Range PPC talize on the iNarc. However, the production model is not
1 Diverse Optics 20P Medium Pulse Laser intended to operate alone but rather to serve as a spotter for a
Manufacturer: Independence Weaponry "hunter" unit of C3i-equipped 'Mechs and vehicles . The
Primary Factory: Quentin Tes sen 's speed and resilience allow it to close with enemy
Communications System: Garret T-22 with improved C3 units and provide targeting telemetry to its companions , allow-
Targeting and Tracking System : Garret D2J(I) ing them to rain-down devastating firepower on the designated
target. Such attacks have proven deadly in trials though their
OVERVIEW use against Cl an forces is in quest ion as such " mob" attacks
Named for the war fa n used by ancient Japanese samurai , would free such troops from their restrictive rules of engage-
ment. Sim il arly, th e inclusion of the iNarc system makes more
the Tessen was first conceptualized as a heavy scout ' Mech
designed jointly by the DCMS and Com Guard . However, numer-
ous philosophical and technological differences lead to the

152

Type: Tessen
Technology Base: Inner Sphere
Tonnage: 50
Battle Value: 989

Equipment Endo Steel Mass
Internal Structure: 300 XL 2.5
Engine: 6 9.5
9
Walking MP: 0 1
Running MP: 11 [22] 3
Jumping MP: 3
Heat Sinks: 161 9
Gyro : Internal Armor
Cockpit: Structure Value
Armor Factor: 9
3 25
Head 16 7
Center Torso 18
Center Torso (rear) 12 6
R/ L Torso 16
R/ L Torso (rear) 8 20
R/ L Arm 12
R/L Leg

Weapons and Ammo Location Critical Tonnage
ER PPC RA 3 7
Medium Pulse Laser RA 1 2
C3i Computer CT 2
TAG H 1 2.5
iNarc Launcher LA 3 1
Ammo (iNarc) 16 LA 4 5
CASE LT 1 4
.5

sense in the 'Mech's spotter role. The pods used by' the new Bryant. Though they only received their first pair of Tessens in
system provide considerable flexibility, giving the Tessen limit- November 3061, the 'Mechs have already proved themselves
ed electronic warfare capability in addition to their normal in action against Word of Blake raiders. Deployed as part of the
(improved) role in increasing missile accuracy. Eighty-third's fast reaction force, the Tessens were in the van-
guard of the Com Guard force sent to oppose the attack. They
DEPLOYMENT waited in ambush until the opposing forces began long-range
Though the Tessen is built on Quentin in the Draconis sniping, then leapt out from their concealment, providing their
heavier companions-retrofitted with the C3i system-with
Comb ine, to date the design has only been fielded by ComStar accurate targeting information. The long range sniping sudden-
and the SLDF. The DCMS was offered half of the initial produc- ly became a deadly hail of fire and before they could react, the
tion run but declined on the grounds that the C3 technology Blakist force had lost two of its heaviest 'Mechs. Attempts to
used in the Tessen was incompatible with the system already pin down the fast-moving 'Mechs proved futile and the Blakists
used throughout the Combine. withdrew rather than risk further losses.

The most notable recipient of the design has been
ComStar's Eighty-th ird Divis ion, the Wh ite Cyclones, based on

153

VGR·2A VANGUISHER OVERVIEW
When Word of Blake ROM agents arrived on Terra with the
Mass: 100 tons
Chassis: Hollis Alteration Mark VI plans for ComStar's new improved C3 computer (C3i),
Power Plant: 300 Vlar Precentor Martial St. Jamais deemed getting the new technolo-
Cruising Speed: 32 kph gy into service a high priority. Word of Blake scientists had soon
Maximum Speed: 54 kph mastered production of the sophisticated targeting and tracking
Jump Jets: None system, and all that was lacking was a platform to carry it.
Though several Star League-era designs were upgraded and
Jump Capacity: None refitted with the C3i, the Precentor Martial chose to develop a
Armor: Aldis Plate with CASE brand new design around it as well . He commissioned Militia
Armament: designers to create a new assault 'Mech based on the aging
King Crab but meant to showcase the C3i's capabilities, and
2 Corean Light Gauss Rifles began searching for a suitable company to produce the new
2 Diverse Optics Sunbeam Extended Range Large Lasers de s ign.
3 Diverse Optics Extended Range Medium Lasers
Manufacturer: Skobel MechWorks Skobel MechWorks was the company he was looking for. A
Primary Factory: Russia, Terra Terra-based company that had produced the original
Communications System: Skobel Wave VI Comm with C3i BattleMech, the Mackie, Skobel was now turning out their
Computer Nexus design for the Militia. The Precentor Martial ordered one
Targeting and Tracking System: Falcon 12b Watcher of Skobel's ancient factories, long mothballed and thought
destroyed, reopened, and from the very assembly lines that
had once produced the Mackie stepped its descendent: the
Vanquis her.

CAPABILITIES
Though based on the King Crab, the Vanquisher bears only

a small resemblance to its predecessor, despite its legs and
hunched-over torso . This mammoth 'Mech utilizes long-range
weapons to bring down its foe, using targeting information gath-
ered from its faster companions to make a pinpoint assault.
The light Gauss rifles and ER large lasers are the Vanquisher's
main weapons, though its three ER medium lasers boast
impressive ranges as well , and can be quite dangerous in their
own right.

The Vanquisher is slow, but it boasts an incredible amount
of protection. Not only does it bear almost twenty tons of stan-
dard armor, it lacks a dangerous extra-light engine and is
equipped with CASE in both side torsos, to protect against light
Gauss rifle explosions . The new design meets its specifications
admirably, and is sure to be the basis on which any Militia C3i
network is built.

DEPLOYMENT
Initial production runs of the Vanquisher and C3i-refitted

' Mechs are being field-tested by the Sixth Division, True
Believers IV-Theta . Precentor Brandenburg-Curi, "the
Schoolmaster," is putting them through their paces in extreme-
ly difficult situations, and the designs are expected to be
released to the rest of the Militia soon .

154

Type : Vanquisher
Technology Base: Inner Sphere
Tonnage: 100
Battle Value: 1,858

Equipment Endo Steel Mass
Internal Structure: 300 5
Engine : 3 19
5
Wal ki ng MP: 0 6
Running MP: 3
Jumping MP: 16 [32] 3
Heat Sinks: 19.5
Gyro: 307 Armor
Cockpit: Internal Value
Armor Factor: Structure 9
47
Head 3 15
Center Torso 31 32
Center Torso (rear) 10
Rj L Torso 21 34
Rj L Torso (rear) 42
Rj L Arm 17
Rj L Leg 21

Weapons and Ammo Location Critical Tonnage
Light Gauss Rifle RA 5 12
Ammo (Gauss) 32 RA 2 2
Light Gaus s Rifle LA 5 12
Ammo (Gauss) 32 LA 2 2
ER Large Laser RT 2 5
ER Medium Laser RT 1 1
CASE RT 1
ER Large Laser LT 2 .5
ER Mediu m Laser LT 1 5
CASE LT 1 1
C3 i Computer CT 2 .5
ER Medium Laser H 1 2.5
1

155

DANTE·CLASS FRIGATE

ComStar's three Dante-class vessels were built in the short period between 2935 and 2949, products of the renovation of the
Star League-era shipyards at Titan and · increased militarism within the order. Though ComStar retained a number of ex-SLDF
WarShips in mothballs, most of these vessels demanded large crews that the order was unable to supply. Primus York sought the
creation of the heavily automated Dante -class as a stop-gap measure to support the nascent ComStar Guards and Militia while the
other vessels were refurbished and new crews trained.

The first Dante, the NarbonQe, ent7red service in 2941, followed by the Bordeaux in 2944 and the Montpellier in 2948. However,

the spiraling cost of renovating the remainder of the fleet, and the difficulty of hiding both the vessels and the large number of naval
personnel, lead to the program being frozen in 2949. As a proven design, the Precentor Martial had considered commissioning the
construction of further units in the class but the Blakist invasion of 3058 halted those plans.

Though massing less than some destroyers, the Dante's mix of speed, firepower and armor earned it the designation of frigate.
Its principal role is the command and escort of DropShip flotillas. Though the design is also adept at raiding tactics, its small cargo
bays and limited fuel bunkerage impede independent operations .

Dante (Frigate)
Tech: Star League
Introduced: 2941
Mass: 610,000 tons
Length: 640 meters
Sail Diameter: 610 meters
Fuel: 3,000 tons
Tons/Burn Day: 39.52
Safe Thrust: 5
Maximum Thrust: 8
Sail Integrity: 4
KF Drive integrity: 13
Heat Sinks: 650 (1300)
Structural Integrity: 50

Armor
Fore: 100
Fore-Sides: 90
Aft-Sides: 80
Aft: 70

Weapons Heat Range Values L Extreme FTR
Arc Type LRM 5 5
Nose Point SM Y
Nose Pulse 24 5 4 60 Y
Nose NAC 15 3 60 60 Y
Nose NAC 40 4 60 2
Nose Laser 200 60 2 5 Y
FL/FR LRM 200 60 5 Y
FL/FR Point 24 2 60 Y
FL/FR Pulse 24 5 4 60 Y
FL/FR NAC 15 3 60 2
FL/FR NAC 40 4 60 5 Y
FL/FR Laser 200 60 2 Y
LBS/RBS LRM 200 60 5 60 Y
LBS/RBS Point 24 2 Y
LBS/RBS Pulse 24 5 4
LBS/RBS NAC 15 3 60
LBS/RBS 40 4
200 60

158

Weapons Heat Range Values L Extreme FTR Y
Arc Type NAC 5M 60 60 Y
LBS/ RBS NAC 200 60 70 Y Y
LBS/ RBS Laser 240 70 2 2 Y Y
ALl AR LRM 24 2 5 5 Y
ALl AR Point 24 5 Y
ALl AR Pulse 15 3 4 60
ALl AR NAC 40 4 60 60
ALl AR NAC 200 60 60
ALlAR 48 200 60 4
Aft Laser 24 44 5
Aft LRM 15 55
Aft Point 40 3
Aft Pulse 44

Cargo: (17,087 tons) 4 Doors
Bay 1: 12 Fighters 2 Doors
Bay 2: Cargo 2 Doors
Bay 3: Cargo

DropShip Capacity: 2
Grav Deck: 1 (135 meter)
Escape Pods: 24
Life Boats: 0
Crew: 188
Passengers: 24

Armament: 16 Extended Range Large Lasers, 48 Small Pulse Lasers, 32 Large Pulse Lasers , 24 Anti-missile systems, 32 LRM-20
Launchers, 16 NAC 30 , 4 NAC 35, 12 NL 55, 150 tons AMS ammo, 160 tons LRM ammo, 150 NAC 30 shells (120 tons), 100 NAC
35 shells (100 tons)

Notes: Equipped with lithium-f us ion battery system. Uses 600 tons of ferro-carbide armor.

157

LEVEL II NUMBER _ _ LEVEL II NUMBER _ _

1LEVEL I NUMBER 1 LEVEL I NUMBER 1
1~
~ 06 os O. OJ 01 01 00 06 050' 03 02 00
1 00
00 00
2~ 06 05 0" OJ I 02 01 2~ 03 02 01 PURIFIER ADAP'rIVE ARMOR
00 06 05 O. RECORD FORM

3~ 06 05 04 0 3 02 01 00 3~ 06 05 0" 0) 02 0 1 MOVEMENT POINTS: 3 JUMP

4~ 06 05 04 0) 02 01 4~ 06 as 0 4 OJ 02 01

W EA PON TYPE _ _ _ _ _ __ WEAPON TYPE _ _ _ _ _ __ I BATTLE ARMOR
ATTACK TABLE
8g NARC t.'JSSlLE I gg NARC MISSILE 2 88 NARC MISSILE 1 gB NARCMISSILE 2

LEVEL I NUMBER 2 LEVEL I NUMBER 2 Die Roll Squad Members Active
12D6J
~ 7 06 05 O. OJ 02 01 00 ~ 1 06 05 O. OJ 02 01 00 123 4
~2 06 05 O. OJ 02 01 2~ 06 0 5 O. OJ 02 01 2 1
00 00 3 2
~ 3 06 05 O. OJ 02 01 ~ 3 06 05 O' OJ 0 2 01 4
~ 4 06 05 O. OJ 02 01 00 ~ 4 "06 05 OJ 0 2 0 1 00 5 22
6 22
00 00 7 22
8 22 3
WEA PON TYPE _ _ _ _ _ __ W EA PON TYPE _ _ _ _ _ __ 9 22 3
10 23 3
88 NARC MISSILE 1 88 NARC MISSILE 2 88 NARC MISSILE 1 gg NARC MJSSlLE 2 11 23 4
12 23 4
LEVEL I NUMBER 3 LEVEL I NUMBER 3 23 4

~1 co 05 O' OJ 02 01 00 ~1 06 05 O' OJ 02 0 1 00

~ 2 06 05 O' OJ 02 01 00 ~ 2 "0' 05 OJ 02 01 00

~ 3 06 05 O' OJ 02 01 00 ~ 3 06 05 O' OJ 02 0 1 00 LEG ATTACKS TABLE
~4 06 05 O. OJ 02 0 1 ~ 4 0' 05 O. OJ 02 01
00 00

W EAPON TYPE _ _ _ _ _ __ W EAPON TYPE _ __ _ _ __ Battle Armored Base To-Hit
Troopers Active Number
gg NARC MISSILE 1 gg NARC MISSilE2 gg NARCMISSILE 1 gg NARCMISSILE 2 4
LEVEL I NUMBER 4 4 7
LEVEL I NUMBER 4 3 10
0' 0 5 O' OJ 02 01 00 2 12
00
1~ ,. 1 06 05 O. OJ 02 01 00 No attack possible
,,.. 43 "06 0506 05 0" 0 3 02 01 00
r , . 2 06 as 04 OJ 02 01 ,,,.. 32 06 05 O. OJ 02 01 00
00
06 05 O. OJ 02 01
00
OJ 02 0 1 4 "06 05 OJ 02 0 1 00

WEAPON TYPE _ _ _ _ _ __ WEA PON TYPE _ _ _ :::-:-_ __
I LEVEL I NUMBER 5
88 NARC MISSILE 1 gg NARC MISSILE 2 gg NARC MISSILE 1 ggNARC MISSJlE 2 SWARM ATTACKS TABLE
,. "06 05
,, 21 "06 05 OJ 02 0 1 00 LEVEL I NUMBER 5 Battle Armored Base To-Hit
Troopers Active Number
r , . 1 06 05 O. OJ 02 J 01 00 7
4 10
06 05 O. OJ 02 0 1 00 1- 3
No attack possible
OJ 02 01 00 ,,,. 32 06 05 0. OJ 02 01 00

3 "06 05 OJ 02 0 1 00 00

05 O. OJ 02 0 1 00 4 "06 05 OJ 02 0 1

~ 4 I I06

W EA PON TYPE _ _ _ _ _ __ WEAPON TYPE _ __ ,----_ __

88 NARC MISSIlE i gg NARC MISSilE 2 88 NARC MISSILE 1 88NARC MISSILE2
LEVEL I NUMBER 6 SWARM HIT LOCATION TABLE
,----,
- , I06 I as I 0.. I OJ 02 01 00
6LEVEL I NUMBER , 12 06 05 I 0" I 03 02 01 00 Die Roll (2D6) Location Die Roll (2D6) Location
I!05 I 0.. OJ I 02 01 I 00 2 Head 7 Front Center Torso
3 Rear Center Torso 8 Left Arm
r ( 06 4 Rear Right Torso 9 Front Left Torso
I , 06 05 O. OJ 02 01 00 1 5 Front Right Torso 10 Rear Left Torso
I" I 6 Right Arm 11 Rear Center Torso
2 06 05 0. OJ 02 01 00 1 12 Head
""J4~. ~- 3 06 05 0. 0 3 1 0 2 01 00
"06 05 OJ 02 0 1 00 II" 4 06 05 O. OJ 02 01 00

WEA PON TYPE _ _ _ _ _ __ W EAPON TYPE _ _ _ _ __ _

gg NARC MISSIlE I gg NARC MISSILE2 gg NARC MISSIlE I gg NARC MISSilE2

;

Permission granted to photocopy for personal use. Copyright © 1999 FASA Corporation.

"""""""••,....... ® ffiech Data

BATTI.EMECH RECORD SHEET Type: EXT-SE Exterminator Tonnag e: 65

ARMOR DIAGRAM Movement Points: Technology Base: 3060
Walking: 6 Inner Sphere
Head Running: 9 [121
Jumping 0

Left Torso Weapons Inventory
Rear
Type Location Heat Damage Min. Short Med. Long

2ER Medium Lasers RA 12
2ER Medium Lasers LA 12

1C3i CT 15
1iNarc LT

Ammo Type Rounds
iNarc 16

Total Heat Sinks: 10 12D1 Double

0000000000

Auto Eject o Disabl ed

o Operational

Left Right Warrior Data
Leg Leg

Left Arm Critical Hit Table Right Arm Name: Piloting Skill:
Gunnery Skill
1. Shoulder
2. Upper Arm Actuator Hits Taken I 1 2 3 5

1. Shoulder 1·3 3. Lower Arm Actuator Consciousness # 3 1 5 1 7 11: 1 11 1D:ad 1
Upper Arm Actuator 4. Hand Actuator
2. Lower Arm Actuator 5. ER Medium Laser
Hand Actuator 6. ER Medium Laser
1·3 3. ER Medium Laser Head
4. ER Medium Laser 1. [yin Sle8i
1. Life Support 2. ',i) ;; j\ J;.'jin
5. 2. Sensors
3. Cockpit 4·6 3. R() :~ .A~Fdn
6. 4. N(di Ag<lin 4. R(di Ag;:pn Heat Scale
5. Sensors 5. FuH
1. [do StP8i 6. Life Support 6. Ril;; 30 Shutdown
f~o!l Ag,,'" 29
2. fiGH ACJ ,~; i1 Center Torso Right Torso 28 Ammo Explosion, avoid on 8+
RI)!I i\{Jjn 27
4·6 3. 1. XL Engine 1. XL Engine 26 Shutdown, avoid on 10+
4. fio!! r_Q3i n 2. XL Engine 2. XL Engine 25 -5 Movement Points
Rc;!I Ayw; 24 +4 Modifier to Fire
5. 1·3 3. XL Engine 1·3 3. XL Engine 23 Ammo Expl osion , avoid on 6+
4. Gyro 4. Ammo (iNarc) 4 22 Shutdown, avoid on 8+
6. 5. Gyro 5. Ammo (iNarc) 4 21
6. Gyro 6. Ammo (iNarc) 4 20 -4 Movem ent Points
Left Torso 19 Ammo Explosion, avoid on 4+
1. Gyro 1. Ammo (iNarc) 4 18 Shutdown, avoid on 6+
1. XL Engine 2. XL Engine 17 +3 Modifier to Fire
2. XL Engine 4.6 . MASC 16
XL Engine 4·6 3. XL Engine [3. MASC 15 -3 Movement Po ints
1.3 ~3: iNarc 4. XL Engine 4. MASC 14 Shutdown, avoid on 4+
5. iNarc [5. C3i 5. b eD:;Ec' 13 +2 Modifier to fi re
6. iNarc l§., C3i 6. hdn She' 12
11
1. EndD 5!'lH! Right Leg 10 -2 Movement POints
2. [uk Stefl 09
1. Hip 08 +1 Modifier to Fire
4·6 3. Endr; Steel 2. Upper Leg Actuator 07
4. Fn do Ste'31 3. Lower Leg Actuator 06
5. i:.ncl(l Steel 4. Foot Actuator 05 -1 Movement Points
5. t :1(C ~)tel)~ 04
6. Erdo Steel 6. Lyk; S!ft~i 03
02
Left Leg Engine Hits 000 01
Gyro Hhs 00 00
1. Hip
2. Upper Leg Actuator Sensor Hhs 00
3. Lower Leg Actuator
LHe SUptllft 0
4. Fool Aclualor
Cost: 1B, 743,010
5. Enrj(l St0BI Battle Value: 1,159
C3 BV: 113
6. End.} Steel

BATTLETECH is a Registered Trademark of FASA Corporation. Copyright 1999. Permission to photoco py for personal use.

mech Dara

BArrl.EMECH RECORD SHEET Type: HSR·500·D Hussar Tonnage: 30
Movement Points:
ARMOR DIAGRAM Technology Base: 3060
Walking: 9 Inner Sphere
Head Running : 14
Jumping: 0

Left Torso Right Torso VVeapons Inventory
Rear Rear
Type Location Heat Damage Min. Short Med Long

1ERPPC IT 1510 14 23
1C31 CT

Ammo Type Rounds

Total Heat Sinks: 10 (20) Double

0000000000

Auto Eject

Left Right Warrior Dara
Leg Leg
Name: _ _ _ _ _ _ _ _ _ _ _ __
Left Arm Critical Hit Table Right Arm
Gunnery Skill : _ _ _ Piloting Skill :
1. Shoulder 1. Shoulder
Upper Arm Actuator 2. Upper Arm Actuator Hits Taken
2. Lower Arm Actuator
Hand Actuator 1·3 3. Lower Arm Actuator Consciou sn ess # '-----'-_--'-_"----........l._-'-----'
1·3 3. En(jD S~ ee ~ Head 4. Hand Actuator
4. Endo SteO! 5. F~rr0-FIil'ous Hear Scale
1. Life Support 6. Ferro"~lhrou ~
5. 2. Sensors Shutdown
3. Cockpit 1. hen ,)-~Tl' flU ';
6. 4. RCIH A~l<l ln Ammo Explosion, avoid on 8+
5. Sensors 2. fh l (,qain
1. 6. Life Support Shutdown, avoid on 10+
4·6 3. Ron Aqain ·5 Movement Points
2. Li1 (1 C Stee l Center Torso 4. Re,:! AOil[n +4 Modifier to Fire
Enijc S t0~: 5. Roil !\03T Ammo Explosion, avoid on 6+
4·6 3. 1. XL Engine 6. Ron AfPill Shutdown, avoid on 8+
4. ;::rtCH) E i!~ ef 2. XL Engine
Right Torso ·4 Movement Points
5. F!cJ [,(pin 1·3 3. XL Engine Ammo Explosion, avoid on 4+
4. Gyro 1. XL Engine Shutdown, avoid on 6+
6. ReI[ .4gilin 5. Gyro 2. XL Engine +3 Modifier to Fire
6. Gyro
Left Torso 1·3 3. XL Engine ·3 Movement POints
1. Gyro 4. Ferro·FEll·qU,; 14 Shutdown, avoid on 4+
1. XL Engine 2. XL Engine 5. Fen ,)·;:·lin,'lS 13 +2 Modifier to fire
2. XL Engine 3. XL Engine 6. r t: rro . Fjb~ au') 12
XL Engine 11
1.3 [3: ER PPC 4·6 4. XL Engine 1. Fel w·Fd:Ji[)u<; 10 ·2 Movement Points
ER PPC rs. C3i 2. Fp.rro· F it'rol!~' 09
5. ER PPC 08 +1 Modifier to Fire
6. ~ C3i 4·6 3. Fcrro . ritlrOus 07
4. Fsn»·FHFOU;; 06
1. Fn do f.~ !0e i 5. Fen'j"F!!)! ('US 05 ·1 Movement Points
2. Ln(ju S: 8e ' 6. Ferro·FlbroJs 04
03
4·6 3. Cnce Ster: Right Leg 02
4. Fndc Stee l 01
1. Hip 00
5. [ "de; S!H [ 2. Upper Leg Actuator
3. Lower Leg Actuator
6. tna c ~;r08 · 4. Foot Actuator
5. "G'fOFIOIOUS
Left Leg Engine Hits 000 6. HrrD-htll')U:>
GyroHHs 00
1. Hip Sensor Hits 0 0
2. Upper Leg ActOator
3. Lower Leg Actuator Lile Support 0
4. Foot Actuator
5. Elldo Steel Cost: 6,152 ,640
6. Enci,) Stu'l Battle Value:
C3 BV: 867
80

BATTLETECH is a Registered Trademark of FASA Corporation. Copyright 1999. Permission to photocopy for personal use.

ffiech Data

BAITJ.EMECH RECORD SHEET Type: KTO·21 Kintaro Tonnage: 55

ARMOR DIAGRAM Movement Points: Technology Base: 3060
Walking: 5 Inner Sphere
Head Running : 8
Jumping: 0

Left Torso Right Torso UVeaponslnventory
Rear Rear
Type Location Heal Damage Min. Short Med. Long

2ER Medium Lasers RA 12
15
1C3i CT

1iNarc LT

1SRM 6 RT
1SRM 6 LA

Ammo Type Rounds
iNarc 12

SRM 6 30

Total Heat Sinks: 10 1201 Double

0000000000

Auto Eject D Disabled

D Operational

Warrior Data

Name :

Left Arm Critical Hit Table Right Arm Gunnery Skill: Piloting Skill:

1. Shoulder ID~adHits Taken I 1 2 3 5
2. Upper Arm Actuator
1. Shoulder 3. Lower Arm Actuator IConsciousness # 3 1 5 7 1 1: 1 11 1
2. Upper Arm Actuator
Lower Arm Actuator Head '·3 4. Hand Actuator Heat Scale
'·3 r!s:. Hand Actuator 5. ER Medium Laser
lQ, SRM 6 1. Life Support 6. ER Medium Laser
SRM 6 2. Sensors
3. Cockpit 1. beo St;;;'!
1. F0: ro+brou~, 4. R(, I' Ailaill 2. [nco ~)t2e :
Fer ro ·r·ibrous 5. Sensors
2. rf:no-FHyou:; 6. Life Support 4·6 3. End0 Stf:~e[
EnrlD SIBel 4. End,) f~L8e~
4·6 3. [1110 Steel Center Torso 5. [nuU Stu'; 30 Shu tdown
4. ltil A(lain 6. FnCD $k('l 29
1. Engine 28 Ammo Explosion. avoid on 8+
5. 2. Engine Right Torso [Case) 27
3. Engine 26 Shutdown, avoi d on 10+
6. [1. SR M 6 25 -5 Movement Points
'·3 4. Gyro 24 +4 MOdifier to Fire
Left Torso 5. Gyro l£ SRM 6 23 Ammo Exp losion , avoid on 6+
6. Gyro 22 Shutdown. avoid on 8+
~rT iNarc !: Am mo (iNarc) 4 21
iNarc 1. Gyro 20 -4 Movement Poinls
'·3 iNarc 2. Engine '·3 Ammo (iNarc) 4 19 Ammo Explosion , avoid on 4+
5. 5. Ammo (iNarc) 4 18 Shutdown , avoid on 6+
6. 4·6 3. Engine 6. Ammo (SRM 6) 15 17 +3 Modifier to Fire
4. Engine 16
1. Fer; 0-Ftrc)'-,:; [5. C3i 1. Am mo (SRM 6) 15 15 -3 Movement POi nts
2. Fer; \,-F;I)t()us ~ C3i 2. En,j>:, ~~t8e ! 14 Shutdown, avoid on 4+
13 +2 Modifier to tire
4·6 3. Ferfo. F;lxou<; 4·6 3. [n00 S,"0; 12
4. Ft~i r{)wF~tv;)u~; 4. H(!o ~;:,:~ : 11 -2 Movement Points
5. LYle :it";cI 10
5. F'P'I ro-F'it:rDJS 6. C/~SL 09 +1 Modifier to Fire
6. Ferro·Fbrou$ 08
Right Leg 07 -1 Movement POints
Left Leg Engine Hits 000 06
GyroHits 00 1. Hip 05
1. Hip Sensor Hits 0 0 2. Upper Leg Actuator 04
2. Upper Leg Actuator Ute SUppnrt 0 3. Lower Leg Actuator
3. Lowe r Leg Actuato r 4. Foot Actuator 03
~. t001 Ac1ua1m Cost: 6,55 1,283 5. E!1nr; :)t£!e:
5. Ferro·Fibrous Battle Value: 6. Endc Stt~t; : 02
6. Fwc-l'Inrou,> 1,144 01
C3 BV: 111
00 I

BAnLETECH is a Registered Trademark of FASA Corporation. Copyright 1999. Permission to ph otocopy fo r personal use.

®

mech Data

BAn...MECH RECORD SHEE.,. Type: TSN·1C Tessen Tonnage : 50
Movement Points:
ARMOR DIAGRAM Technology Base: 3060
Walking: 6 Inner Sphere
Running: 9
Jumping : 0

Left Torso Right Torso Weapons Inventory
Rear Rear
Type Location Heat Damage Min, Short Med, Long

1ER PPC RA 15 10 14 23

1C3i CT 15
HAG H 15
1iNarc LA

Ammo Type Rounds
iNarc
16

Total Heat Sinks: 111221 Double

0000000000 0

Auto Eject D Disabled

D Operational

Right Warrior Data
Leg

Name: _ _ _ _ _ _ _ _ _ _ _ __

Left Arm Critical Hit Table Right Arm Gunnery Skill: Piloting Skill:

1. Shoulder Head 1. Shoulder Hear Scale
2. Upper Arm Actuator 2. Upper Arm Actuator
Lower Arm Actuator 1. Life Support 30 Shutdown
1.3 [3: iNarc 2. Sensors 1.3 ~3: Lower Arm Actuator 29
iNarc 3. Cockpit ER PPC 28 Ammo Explosion, avoid on 8+
5. iNarc 4. TAG 5. ER PPC 27
6. 5. Sensors 6. ER PPC 26 Shutdown, avoid on 10+
6. Life Support 25 -5 Movement Points
1. Ammo (iNarc) 4 1. Medium Pulse Laser 24 +4 Modifier to Fire
Ammo (iNarc) 4 Center Torso 2. FSl'rv-FI!lroljs 23 Ammo Explosion, avoid on 6+
2. Ammo (iNarc) 4 22 Shutdown, avoid on 8+
Ammo (iNarc) 4 1. XL Engine 4·6 3. Fwo-FirnLs 21
4·6 3. 2. XL Engine 4. Ferro-Fit;i(ll r<. 20 -4 Movement Points
4. [nUt) Stee i 5. EnuiJ Steel 19 Ammo Explosion, avoid on 4+
1·3 3. XL Engine 6. Enuo SWel 18 Shutdown , avoid on 6+
5. Ewlc; Stee: 4. Gyro 17 +3 Modifier to Fire
5. Gyro Right Torso 16
6. 6. Gyro 15 -3 Movement POints
1. XL Engine 14 Shutdown, avoid on 4+
Left Torso [Casel 1. Gyro 2. XL Engine 13 +2 Modifier to fire
2. XL Engine 12
1. XL Engine 1·3 3. XL Engine 11
XL Engine 4·6 3. XL Engine 4. F8f1I,o -FilJr()llS 10 -2 Movement Points
2. XL Engine 4. XL Engine 5. F~n I)-Fl i)II'US 09
[5. C3i 6. h;lrGFJ!)f()I;S 08 +1 Modifier to Fire
1·3 3. ~:1(j() ':;t£::f ! l£. C3i 07
4. 1. Fe!re-Fir,rolf> 06
Stu~ : 2. Ferre·['itoro,;<, 05 -1 Movement Points
5. UU;) ~?ke : 04
4·6 3. F"rloFibrou~ 03
6. 4. F8f1C -FlbJ'ilS 02
5. F0if<j ·Ft i)1UilS 01
1. Stf{: ; 6. F81rc-Florous 00

2. T) S itW Right Leg
StF;(\:
4·6 3. 1. Hip
4. '->c<:;: 2. Upper Leg Actuator
3. Lower Leg Actuator
5. tn dc: Ste~~ : 4. Foot Actuator
5. Fe!I J-F,ulou:-,
6. l,,/":)1: 6. r,);r()-hbri)u~;

Left Leg Engine Hits 000
GyroHits 00
1. Hip Sensor Hits 00

2. Upper Leg Actuator Ute Support 0
3. Lower Leg Actuator
4. Foot Actuator Cost: 10,824,000
5. tr@ Sic s Battle Value:
6. Fn::\(l (;tu;; C3 BV: 989
123

BATILETECH is a Registered Trademark of FASA Corporation. Copyright 1999. Permission to photocopy for pe;~onal use.

®

ffiech Data

I!li.iiiiiiii6iiiiiiiiiiiiiiiiiiiliiiiii. . Type: THG-12E Thug Tonnage: 80

BAIT..EMECH RECORD SHEE" Movement Points: Tech nology Base: 3060
Walking 4 Inner Sphere
ARMOR DIAGRAM Running : 6
Jumping: 0

Left Torso Right Torso Weapons Inventory
Rear Re ar
Type Location Heat Damage Min. Short Med. Long

1ER PPC RA 15 10 14 23
1ER PPC LA 15 10 14 23
1SRM 6 IT
1SRM 6 RT
CT
1C3i

Ammo Type 15Rounds
SRM 6

Total Heat Sinks: 17 (341 Double

0000000 000 0000000

Auto Eject o Disabled

o Operalional

Left Right Warrior Data
Leg Leg

Name: _ _ _ _ _ _ _ _ _ _ _ __

Left Arm Critical Hit Table Right Arm Gunnery Skill: Piloting Skill:

1. Shoulder 1. Shoulder -:-+-~--+I-~---tI-l-:-+11-51-1+consCi:::nT:skse:11-I-D: -a--d--1
2. Upper Arm Actuator 2. Upper Arm Actuator ~~~~
Lower Arm Actuator Head
1·3 ~: Hand Actuator 1·3 3. Lower Arm Actuator Heat Scale
Double Heat Sink 1. Life Support 4. Hand Actuator
~. Double Heat Sink 2. Sensors ~ Double Heat Sink I 30 Shutdown
3. Cockpit 6. Double Heat Sink I 29
[~ Double Heat Sink 4. Endo SI",::
. ER PPC 5. Sensors 1. Double Heat Sink 28 Ammo Explosion , avoid 011 8+
ER PPC 6. Life Support
4.6 3. ER PPC 4·6 [ ER PPC 27
4. Center Torso 3. ER PPC 26 Shutdown, avoid on 10+
5. 4. ER PPC 25 -5 Movement Points
6. 1. Engine 5. Hu:: AJair! 24 +4 Modifier to Fire
2. Engine 6. Ro :: ;\JJ'n 23 Ammo ExploSion, avoid on 6+
22 Sh utdown , avoid on 8+
Left Torso 1·3 3. Engine Right Torso [CASEI 21
4. Gyro 20 -4 Movement POints
[. Double Heat Sink 5. Gyro 1.3 ~~.: Double Heat Sink b 19 Ammo ExploSion, avoid on 4+
Double Heat Sink 6. Gyro Double Heat Sink 18 Shutdown, avoid on 6+
[ Double Heat Sink ~5.. Double Heat Sink 17 +3 Modifier to Fire
SRM 6 1. Gyro Double Heat Sink 16
1·3 r4. 2. Engine 6. Double Heat Sink 15 -3 Movement Points
~ SRM 6 Double Heat Sink 14 Shutdown, avoid on 4+
6. 4·6 3. Engine 13 +2 Modifier to fire
[ncb Srpi-3i 4. Engine 12
[5. C3i 11
1. FraG STeei l§.. C3i [ SRM 6
r 10 -2 Movement Points
2. En:jD S:8ei 2. SRM 6 09
08 +1 Modifier to Fire
4·6 3. [ndo Sleei 4·6 3. Ammo (SRM 6) 15 07
4. t.11(IO Steel 4. En(jG St,:0:
06
5. [do S:88! 5. bno SleB i 05 -1 Movement Points
6. [ndo 5Wei
6. crISE 04
03
Left Leg Engine Hils 00 0 Right Leg
GyroHils 00 02
1. Hip Sensor Hils 00 1. Hip 01
2. Upper Leg Actuator 2. Upper Leg Actuator 00
Life Support 0 3. Lower Leg Actuator
3. Lower Leg Actuator 4. Foot Actuator
4. Foot Actuator Cost: 9,974 ,641 5. EnCc Stet"'!
Battle Value: 1,476 6. EiH~() Stee !
5. Endo Steel C3 BV: 202

6. Endo Stoel

BATTLETECH IS a Registered Trademark of FASA Corporation. Copyright 1999. Permission to photocopy for personai use.

ffiech Data

BATT&EMECH RECORD SHEET Type: VQR·2AVanquisher Tonnage: 100
Movement Points:
ARMOR DIAGRAM Technology Base: 3060
Walking : 3 Inner Sphere
Running: 5
Jumping: 0

Right Torso VVeapons Inventory
Rear
Type Location Heat Damage Min. Short Med. Long

1light Gauss Rille RA 17 25
1light Gauss Rille LA 17 25
tER Large Laser RT 12 14 19
14 19
1ER Large Laser LT 12 8 12
1ER Medium Laser LT
1ER Medium Laser RT 12
1ER Medium Laser H 12

lC3i CT Rounds
Ammo Type 64
Light Gauss Rifle

Total Heat Sinks: 16 1321 Double

0000000000 000000

Auto Eject o Disabled

o Operational

Right Warrior Data
Leg

Name: _ _ _ _ _ _ _ _ _ _ _ __

Left Arm Critical Hi[ Table Right Arm Gunnery Skill: _ _ _ Piloting Skill: _ _ __

Head 1. Shoulder I ~ \ : \ ~ Ie
2. Upper Arm Actuator
1. Life Support consCi:::nTeas: :
1. Shoulder 2. Sensors Double Heat Sink 5
Upper Arm Actuator 3. Cockpit \1: \ 11 \ D:ad
2. Double Heat Sink 4. ER Medium Laser 1·3 ~ Double Heat Sink
Double Heat Sink 5. Sensors
1·3 3. Double Heat Sink 6. Life Support ~ Double Heat Sink
4. Light Gauss Rifle . Light Gauss Rifle
Center Torso
5. [1. Light Gauss Rifle Hear Scale

6. 2. Light Gauss Rifle 30 Shutdown
29
1. Light Gauss Rifle 4.6 3. Light Gauss Rifle 28 Ammo Explosion, avoid on 8+
Light Gauss Rifle 4. Light Gauss Rifle 27
2. Light Gauss Rifle 5. Ammo (Lt. Gauss) 16 26 Shutdown , avoid on 10+
Light Gauss Rifle 6. Ammo (Lt. Gauss) 16 25 ·5 Movement Points
4·6 3. Ammo (Lt. Gauss) 16 24 +4 Modifier to Fire
4. Ammo (Lt. Gauss) 16 Right Torso ICase) 23 Ammo Explosion , avoid on 6+
22 Shutdown, avoid on 8+
5. [. Double Heat Sink 21
20 -4 Movement Points
6. 1 3 ~: Double Heat Sink 19 Ammo Explosion, avoid on 4+
Double Heat Sink 18 Shutdown, avoid on 6+
Left Torso ICase) 1. Engine • [4. ER Large Laser 17 +3 Modifier to Fire
2. Engine ~. ER Large Laser 16
[ Double Heat Sink 6. ER Medium Laser 15 ·3 Movement POints
~: Double Heat Sink 1·3 3. Engine 14 Shutdown, avoid on 4+
1•3 Double Heat Sink 4. Gyro 1. Endo Sloe: 13 +2 Modifier to fire
[4. ER Large Laser 5. Gyro 2. Enu0 SteEi 12
ER Large Laser 6. Gyro 11
~. ER Medium Laser 4·6 3. EndO Skrci 10 -2 Movement Points
1. Gyro 4. Fndo Sh:sj
6. 2. Engine 5. En(io SIP.Bi I 09
6. UISE
1. EntL) SteEd 4·6 3. Engine 08 +1 Modifier to Fire
4. Engine Right Leg
2. tniiD S:Bel [5. C3i I 07
IQ, C3i 1 Hip
4·6 3. t'lGO Sieci 2. Upper Leg Actuator 06
4. Fr:do Ste'll 3. Lower Leg Actuator 05 ·1 Movement Points
4. Foot Actuator 04
5. [ do Ste8i 5. Ende Stee: 03
02
6. Cf\SE 6. tilde; Stee: 01
00
Left Leg Engine Hils 000
Gyro Hils 00
1. Hip Sensor Hils 00
2. Upper leg Actuator
3. Lower Leg Actuator Life Support 0

4. Foot Actuator Cost: 12,422,000
5. hio Stq."i Battle Value: 1,858
6. Ens') f;tH:: C3 BV 291

BATILETECH is a Registered Trademark of FASA Corporation. Copyright 1999. Permission to photocopy for personal use.

INDEX

A Colors Operation Serpent, 14
Acolyte, 10 Com Guard, 17 pirate gangs and, 13
Adept, 10 Free Rasalhague Republic, 67 ComStar/Mercenary Relations
Aerospace forces Nova Cat Clan, 113 Department, 64
Star League Defense Force, 77 ComStar War, 12
Com Guard, 9 Word of Blake, 50 Corporal, 66, 80
Nova Cat Clan, 109 Counter-Reformists, 47
Star League Defense Force, 77, 78 Com Guard
Word of Blake, 9 1st Army V-Kappa, 20-21 , 125, C
Amaris, Stefan, 11, 84, 98, 104 136-37 Dante-class frigate, 158-59
Amis, Edwin, 90 2nd Army V-Mu, 22-23, 125, 137 Davion, Hanse, 13, 18, 88
Antonescu, Charles, 91 3nd Army V-Lambda, 24-25, 125, Decorations/awards
Arc Royal Defensive Cordon, 6 137
Arian, Trent, 4, 46 4th Army V-Iota, 26-27, 126, 137-38 Com Guard, 18
Armor units 5th Army V-Omicron, 28-29, 126, Free Rasalhague Republic, 67
Com Guard, 9 138 Nova Cat Clan, 112-13
Nova Cat Clan, 109 6th Army V-Kappa, 30-31, 126, 138 Star League Defense Force, 82-83
Star League Defense Force, 77-78 7th Army V-Iota, 32-33, 126, 139 Word of Blake, 50
Word of Blake, 9 8th Army V-Pi, 34-35, 126, 139 Demi-Precentor, 10
Awards. See Decorations/awards 9th Army V-Lambda, 36-37, 126, Devalis, Karl, 115
Azi.., Demona, 45, 46 139-40 Division commanders, 47
10th Army V-Nu, 38-39 , 126, 140 Drummond, Phillip, 104-6, 107
B 11th Army V-Eta, 40-41, 126,
Barclay, Sandra, 90-91 140-41 E
BattleForce 2 command lists, 136 12th Army V-Beta, 42-43, 127, 141 ECM pods, 151
BattleMechs branch designation, 10 Eicher, Eveline, 91
command structure, 15 Equipment
Com Guard, 8-9 decorations, 18
Nova Cat Clan, 109 history of, 11-14 new, 149-51
Star League Defense Force, 77 insignia, 17-18 ratings, 136-44
Word of Blake, 8-9 operational deployment, 15 Eridani Light Horse , 127
variants, 152-55 organization of, 15-17 19th Cavalry Regiment, 96, 143
BattleTech game rules, 148 personalities of, 18-19 19th Striker Regiment, 89
Black Starburst, 67 rank designation, 10 21st Striker Regiment, 95, 143
Blake, Jerome , 45 seniority, 10 71st Light Horse, 93, 143
death of, 12 training, 15, 17 151st Light Horse, 94, 143
reconstruction efforts of, 11 uniform s, 17 command/transport division, 92
Blane , William, 5, 45 unit structure, 8-9 history of, 84-89
warship fleet, 44 insignia, 90
C organization of, 90
C3 computer, 149-50 Command Council, 63-64 personalities of, 90-91
Ca lvin, Paul, 91 Commander in Chief, 65 traditions, 89-90
Campaign ribbons, 18, 83 Commanding General, 79 training, 90
Campbell, Neil, 98, 99 Communications Protocol, 11 uniform, 90
Captain, 65, 80 ComStar Exodus Day, 90
Chaos March, 5, 15 Expatriates, 47
Chronicle of Battles, 113 Clans and, 14 Explorer Corps, 13
Cl an s Draconis Combine and, 12 Explosive pods, 150
mercenary units and, 12
campaign ribbons, 18 military policy of, 13 F
feuds of, 107 neutrality of, 11, 12 First Royal BattleMech Regiment, 101-3,
Inner Sphere invasion, 14, 88-89 Operation Bulldog, 14
Colonel, 65, 80 127,143

185

Focht, Anastasius, 4 , 14 Star League Defense Force , 78 Alpha Galaxy, 116, 127-28, 143
Operation Revival and, 108 Word of Blake, 9 armor assets, 109
profile of, 19 Intelligence, 64 blood names, 104
Reformation and, 45 Irece Prefecture, 5, 6 Chi Provisional Galaxy, 122, 128,
Star League Defense Force, 75
..I 144
Focht Star of Honor, 18 Jade Falcon Clan, 1 4, 108 colors , 113
Focht War College (FWC), 17, 78-79 , Justice Department, 64 command list, 136
command structure , 110-11
144-45 K customs/ rituals, 113-14
Force the initiative , 135 Kerensky, Aleksandr, 11 decorations, 112-13
Formation abilities , 135-44 Kerensky, Nicholas, 105, 107 Delta Galaxy, 117 , 128, 143
Free Rasalhague Republic Kerensky, Ulric, 108 history of, 104-9
Khan , 110 infantry assets, 110
lstTyr, 74, 127, 142 Kungsarme, 63-64 insignia , 112
2nd Freemen , 70 , 127, 142 Kurita, Theodore, 13 , 14, 62, 63 loyalty of, 5, 7
2nd Kavalieri, 72, 127 , 142 'Mech assets, 109
3rd Drakons, 69 , 127, 142 L military practices, 111
3rd Hussars , 71 , 127, 142 Liberation Star, 50 naval assets, 110
4th Kavalieri, 73, 127, 142 Lieutenant, 66, 80 Omega Provisional Galaxy, 123 , 128,
awards, 67 Lieutenant colonel, 65
colors, 67 Lieutenant general, 8 0 144
command list, 136 Om icron Provisional Galaxy, 121,
command structure, 64 M
history of, 61-63 McHenry, Annette, 99 128, 144
insignia, 65-66 McKenna Wheel, 83 Sigma Galaxy, 118, 128, 143
loyalty, 7 Major, 65 , 80 Tau Galaxy, 119, 128, 143
militancy of, 5 Major general, 65, 79 training, 111-12
organization of, 63-66 Mansdptter, Chri stian , 62, 68 uniform, 112
personalities of, 68 Ma~k, Thomas , 5, 45 warriors, 115
rank designations, 65-66 Master sergeant, 80 Xi Provisional Galaxy, 120, 128,
training, 67-68 MechWarrior game rules, 149
uniforms, 66-67 Medal of honor, 82 143-44
unit struct ure , 64-65 Medal of valor, 82-83 Zeta Provisional Galaxy, 124, 128
Frihet Training Facility (FTF), 68, 147 Medical Corps, 64
Mercenary units, 12, 47-48 C
G Military Academy of Aphros (MAA). 48- Oath master Grand Melee, 113
Operation Bulldog, 14, 109
Galaxy commander, 110 49, 146 Operation Flush, 13
General, 65, 79 Military education, 64 Operation Holy Shroud , 12
Ghost Bear, 5 , 62-63 Mindru , 115 Operation Klondike, 106
Golden Century, 107-8 Minnesota Tribe, 12 Operation Odysseus, 46, 48
Great Houses, 11 Miraborg, Tor, 62, 68 Operation Revival , 105, 108
Guerrilla war, 45 Miraborg Cross , 67 Operation Scorpion, 14, 45
Mori , Sharilar, 8 , 45 Operation Serpent, 14
H Mulvanery, Suzanne, 4, 46 Operation Silver Shield, 11
Haywire pods, 151 Operation Winged Crusader, 12
Hidden units, 135 N Overrun combat, 135-36
Homecoming Day, 114
Homing pods , 150 Narc launcher, 150-51 p
Nemesis pods , 151
Infantry troops Nova Cat Clan, 6 Pirate gangs, 13
Com Guard, 9 Point commander, 111
Nova Cat Clan, ,110 aerospace assets, 109 Precentor, 10
Precentor Martial , 10, 46-47
Precentor Naval, 47
Precentor ROM, 47

188

Precentor's Sword, 18 BattleMech assets, 77 V
Private, 66, 80 chain of command, 75-76 Vineer, 113
Pryde, Marthe, 14 colors, 77 VQR-2A Vanquisher, 154-55
Purification, 12 command list, 136
Purifier adaptive battle armor, 147-49 Eridani Light Horse, 84-96, 127 , W
War Academy of Mars (WAM), 48, 145
G·R 142-43 War games, 84
1st Royal BattleMech Regiment, Warrant officer, 80
Quatermaster, 64 Warrior, 111
Raiding ribbons, 67 101-3, 127, 143 Warrior's Ombudsmen, 64
Rasmussen, Nels, 62, 68 infantry, 78 Waterly, Myndo, 13, 45, 63
Readjustment Act, 13 loyalty of, 7 West, Santin, 18, 115
Recruit, 80 rank designations, 79-81 White Starburst, 67
Redburn, Andrew, 102 Royal Black Watch Regiment , 97- Whitting Conference , 14, 75, 89
Reformation, 45 Winston , Ariana , 88 , 89
Reservist readiness, 64 100. 127, 143 Wolf Clan, 62
Rite of the Vision , 113 training, 78-79 Word of Blake, 4
Ritual of Battle, 113-14 uniforms, 83
Ronin Wars, 62, 63 unit structure, 76-78 1st Division, 51, 127, 141
Rosse, Anna, 105 war games, 84 2nd Division, 52, 127, 141
Rosse, Sandra, 106-7 Steiner-Davion, Victor 3rd Division, 53, 127, 141
Royal Black Watch Regiment, 100, 127 challenge of, 108 4th Division, 54, 127, 142
Operation Bulldog, 14 5th Division , 55 , 127, 142
equipment ratings, 143 profile of, 18-19 6th Division, 56, 127, 142
history of, 97-98 Star League Defense Force , 75, 76 7th Division, 57, 127, 142
insignias, 98 Strategy/tactics, 64 8th Division, 58, 127, 142
personalities of, 99 Succession Wars, 85, 87-88, 98 9th Division, 59, 127, 142
training, 98-99 10th Division, 60,127,142
uniforms, 98 T academies, 48-49
Rules Task Force Serpent, 101 branch designations, 10
formation abilities, 135-44 Terra liberation, 45-46, 85 colors, 50
training, 144-47 Toyama, 47 command list, 136
unit assignment, 130-34 Training command structure, 46-48
Rul ing Conclave , 46 decorations/awards, 50
Com Guard, 15, 17 factions , 14, 47-48
s Eridani Light Horse, 90 formation of, 14
1st Royal BattleMech Regiment, 101 history of, 45-46
St. Ives conflict, 5-6 Free Rasalhague Republic, 67-68 leaders, 50
St. Jamais, Cameron , 5 Nova Cat Clan, 111-12 loyalty. of, 7
Royal Black Watch Regiment , 98-99 motives , 5
leadership of, 46, 47 rules, 144-47 Operation Odysseus, 46
profile of, 50 Star League Defense Force, 78-79 organization of, 46-48
Sandhurst Royal Military College, 12, 15, Word of Blake, 48-49 rank designations , 10
17, 48, 145 Transportation , 64 seniority, 10
Sergeant, 66 , 80 True Believers, 47 training, 48-49
Sergeant major, 66 TSN-l0 Tessen, 152-53 uniforms, 49-50
Shunners, 48 Tukayyid campaign ribbon, 18 unit structure, 8-9
Sinclair Wings , 18 Tyra Miraborg Memorial Academy (RMM),
Smoke Jaguar Clan, 14, 107 67-68,146-47 Y·Z
Star captain , 111 TyrOs Hand, 67
Star colonel, 111 York, Hollings , 12, 13
Star commander, 111 U Zwick, Gregory, 47, 50
Star League Defense Force Unit
aerospace assets, 77, 78
armor units, 77-78 assignment, 130-34
awards. 18. 82-83 loyalty ratings , 7
quality ratings, 7

187


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