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Historical Liberation of Terra Volume 01

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Published by Ithiria, 2021-11-01 07:43:32

Historical Liberation of Terra Volume 01

Historical Liberation of Terra Volume 01

Rules Annex

RANDOM UNIT ASSIGNMENT TABLE: RIM WORLDS REPUBLIC

Light Units (20 to 35 tons) Aerospace Fighters

2D6 BattleMechs A (1-2) B (3-4) C (5-6) Vehicles (20 to 45 tons)
2 MON-66 Mongoose [25] (RS3050U-C) NTK-2Q Night Hawk [35] (RS3058U-C) THE-N Thorn [20] (RS3050U-C) Cobra Transport VTOL [30] V (RS3075u) SWF-606 Swift [25] (RS3050U-C)
3 WSP-1A Wasp [20] (RS3039u) MON-66 Mongoose [25] (RS3050U-C) HSR-200D Hussar [30] (RS3050U-C)
4 THE-N Thorn [20] (RS3050U-C) FS9-H Firestarter [35] (RS3039u) Beagle [15] H (RS3050U-C) SB-27 Sabre [25] (TR3075)
5 SDR-5V Spider [30] (RS3039u) WSP-1A Wasp [20] (RS3039u) LCT-1V Locust [20] (RS3039u) Ignis [30] T (RS3075u) CNT-1D Centurion [30] (TRO3075)
OTT-7J Ostscout [35] (RS3039u) Hipparch [30] H (HistRW)
F-10 Cheetah [25] (RS3039u)

6 TLN-5V Talon [35] (RS3058U-C) STG-3R Stinger [20] (RS3039u) WSP-1A Wasp [20] (RS3039u) Nightshade [25] V (RS3050U-C) THK-63Tomahawk [45] (RS3050U-C)
7 STG-3G Stinger [20] (RS3039u) FS9-H Firestarter [35] (RS3039u) SDR-5V Spider [30] (RS3039u) J. Edgar [25] H (RS3039u) TRN-3TTrident [20] (RS3050U-C)

8 NTK-2Q Night Hawk [35] (RS3058U-C) JKR-8T Jackrabbit [25] (RS3075u) PNT-9R Panther [35] (RS3039u) Lightning [35] H (RS3050U-C) ZRO-114 Zero [35] (RS3050U-C)
Cyrano [30] V (RS3050U-C) RGU-133E Rogue [40] (RS3050U-C)
9 LCT-1V Locust [20] (RS3039u) MON-66 Mongoose [25] (RS3050U-C) MCY-99 Mercury [20] (RS3050U-C) Ripper [10] V (RS3050U-C) SPD-502 Spad [30] (RS3050U-C)
Lightning [35] H (RS3050U-C) ZRO-114 Zero [35] (RS3050U-C)
10 FS9-H Firestarter [35] (RS3039u) THE-N Thorn [20] (RS3050U-C) FFL-3A Firefly [30] (WD) Gabriel [5] V (RS3050U-C) SWF-606 Swift [25] (RS3050U-C)

11 HER-1S Hermes [30] (RS3050U-C) JKR-9R Jackrabbit [25] (RS3075u) MON-66 Mongoose [25] (RS3050U-C)

12 OTT-7J Ostscout [35] (RS3039u) SPR-4F Spector [35] (RS3058U-C) JKR-9R Jackrabbit [25] (RS3075u)

Medium Units (40 to 55 tons) B (3-4) C (5-6) Vehicles Aerospace Fighters
2D6 BattleMechs A (1-2) LNX-9Q Lynx [55] (RS3058U-C) STN-3L Sentinel [40] (RS3050U-C) Turhan [50] W (RS3075u) (50 to 70 tons)
STN-3L Sentinel [40] (RS3050U-C) WTH-1 Whitworth [40] (RS3039u) Kanga [50] H (RS3050U-C)
2 WVR-6R Wolverine [55] (RS3039u) PXH-1 Phoenix Hawk [45] (RS3039u) Zephyr [40] H (RS3050U-C) GTHA-300 Gotha [60] (RS3050U-C)
3 KTO-19 Kintaro [55] (RS3050U-C) WVE-5N Wyvern [45] (RS3050U-C) GRF-1N Griffin [55] (RS3039u) Thor [55] W (RS3050U-C) LTN-G15 Lightning [50] R(TR3075)
4 PX-4R Phoenix [50] (RS3075u) GRF-1N Griffin [55] (RS3039u) DV-6M Dervish [55] (RS3039u) T12 Tiger [55] H (HistRW)
5 WVR-6R Wolverine [55] (RS3039u) PX-3R Phoenix [50] (RS3075u) PX-3R Phoenix [50] (RS3075u) Turhan [50] W (RS3075u) F-90 Stingray [60] (RS3039u)
6 WTH-1 Whitworth [40] (RS3039u) WVR-6R Wolverine [55] (RS3039u) Maxim [50] H (RS3039u) IRN-SD1 Ironsides [65] (RS3050U-C)
7 PX-3R Phoenix [50] (RS3075u) CRB-27 Crab [50] (RS3050U-C) TLS-1B Talos [50] (HistRW) Chaparral [50] T (RS3050U-C) HCT-213B Hellcat II [50] R(RS3050U-C)
8 GRF-2N Griffin [55] (RSOK) HBK-4G Hunchback [50] (RS3039u) WVR-6R Wolverine [55] (RS3039u) Zephyr [40] H (RS3050U-C) GTHA-500 Gotha [60] (RS3050U-C)
9 CRB-27 Crab [50] (RS3050U-C) SHD-2H Shadow Hawk [55] (RS3039u) PXH-1 Phoenix Hawk [45] (RS3039u) LVT-4 Hovertank [50] H (XTRPrim2)
10 PXH-1 Phoenix Hawk [45] (RS3039u) KTO-19 Kintaro [55] (RS3050U-C) Chaparral [50] T (RS3050U-C) SL-25 Samurai [50] (RS3039u)
11 KY2-D-02 Kyudo [45] (RS3075u) PX-4R Phoenix [50] (RS3075u) HCT-213 Hellcat [60] (TR3075)
12 WVE-5N Wyvern [45] (RS3050U-C) HBK-4G Hunchback [50] (RS3039u) LTN-G15 Lightning [50] R(TR3075)
SHD-2H Shadow Hawk [55] (RS3039u) HCT-213B Hellcat II [50] R(RS3050U-C)
IRN-SD2 Ironsides [65] (RS3050U-C)

Heavy Units (60 to 75 tons) B (3-4) C (5-6) Vehicles Aerospace Fighters
2D6 BattleMechs A (1-2) CTS-6Y Cestus [65] (RS3058U-C) ST-8A Shootist [70] (RS3058U-C) Demon [60] W (RS3050U-C) (75 to 100 tons)
EXT-4D Exterminator [65] (RS3050U-C) BL-6-KNT Black Knight [75] (RS3050U-C) Von Luckner [75] T (RS3039u)
2 BL-6-KNT Black Knight [75] (RS3050U-C) FLS-8K Flashman [75] (RS3050U-C) BMB-12D Bombardier [65] (RS3050U-C) Marsden II [60] T (RS3075u) VLC-5N Vulcan [80] (TR3075)
3 CHP-1N Champion [60] (RS3050U-C) CRD-2R Crusader [65] (RS3075u) OSR-2C Ostroc [60] (RS3039u) Manticore [60] T (RS3039u) EGL-R6 Eagle [75] (TR3075)
4 LNC25-01 Lancelot [60] (RS3050U-C) TDR-5S Thunderbolt [65] (RS3039u) ARC-2R Archer [70] (RS3039u) Merkava Mk. VIII [75] T (RS3075u) CHP-W5 Chippewa [90] (RS3039u)
5 CRD-2R Crusader [65] (RS3075u) WHM-6R Warhammer [70] (RS3039u) TDR-5S Thunderbolt [65] (RS3039u) Von Luckner [75] T (RS3039u) TRB-D36Thunderbird [100] (TR3075)
6 WHM-6R Warhammer [70] (RS3039u) ARC-2R Archer [70] (RS3039u) CRD-2R Crusader [65] (RS3075u) Marksman [65] T (RS3050U-C) VLC-5NVulcan [80] (TR3075)
7 ON1-K Orion [75] (RS3039u) OSR-2C Ostroc [60] (RS3039u) OSR-2C Ostroc [60] (RS3039u) Demon [60] W (RS3050U-C) RPR-100 Rapier [85] (RS3050U-C)
8 ARC-2R Archer [70] (RS3039u) CHP-1N Champion [60] (RS3050U-C) WHM-6R Warhammer [70] (RS3039u) Magi [70] T (RS3050U-C) AHB-443 Ahab [90] (RS3050U-C)
9 MAD-1R Marauder [75] (RS3075u) LNC25-01 Lancelot [60] (RS3050U-C) CPLT-C1 Catapult [65] (RS3039u) Burke [75] T (RS3050U-C) EGL-R6 Eagle [75] (TR3075)
10 OTL-4D Ostsol [60] (RS3039u) GLH-2D Galahad [60] (RS3075u) CHP-1N Champion [60] (RS3050U-C) Padilla [75] T (RS3058U-C) AHB-443 Ahab [90] (RS3050U-C)
11 EXC-B2 Excalibur [70] (RS3058U-C) HMR-HD Hammerhead [75] (RS3050U-C)
12 EXT-4D Exterminator [65] (RS3050U-C) STU-K5 Stuka [100] (RS3039u)

Assault Units (80 to 100 tons) B (3-4) C (5-6) Vehicles DropShips
2D6 BattleMechs A (1-2) HGN-732 Highlander [90] (RS3050U-C) PLG-3Z Pillager [100] (RS3058U-C) Puma [95] T (RS3050U-C) Achilles A (TR3057r)
CRK-5003-1 Crockett [85] (RS3050U-C) THG-11E Thug [80] (RS3050U-C) Fury [80] T (RS3050U-C) Union S (TR3057r)
2 PLG-3Z Pillager [100] (RS3058U-C) Rhino [80] T (RS3050U-C) DroST IIa A (HistRW)
3 STK-3H Stalker [85] (RS3039u) THG-11E Thug [80] (RS3050U-C) STK-3F Stalker [85] (RS3039u) Puma [95] T (RS3050U-C) Triumph A (TR3057r)
4 STC-2C Striker [80] (RS3058U-C) AS7-D Atlas [100] (RS3039u) BNC-3M Banshee [95] (RS3039u) Fury [80] T (RS3050U-C) Jumbo S (HistRW)
5 GOL-1H Goliath [80] * (RS3039u) GOL-1H Goliath [80] * (RS3039u) Rhino [80] T (RS3050U-C) Buccaneer A (TR3057r)
6 LGB-7Q Longbow [85] (RS3058U-C) BLR-1G BattleMaster [85] (RS3039u) Puma [95] T (RS3050U-C) Gazelle A (TR3057r)
7 BNC-3M Banshee [95] (RS3039u) AWS-8Q Awesome [80] (RS3039u) VTR-9B Victor [80] (RS3039u) Alacorn Mk. VI [95] T (RS3058U-C)
8 HGN-732 Highlander [90] (RS3050U-C) RMP-2G Rampage [85] (ISP2) Fury [80] T (RS3050U-C) Lion S (TR3057r)
9 RMP-4G Rampage [85] (ISP2) STK-3F Stalker [85] (RS3039u) BLR-1G BattleMaster [85] (RS3039u) Rhino [80] T (RS3050U-C) Buccaneer A (TR3057r)
10 BLR-1G BattleMaster [85] (RS3039u) RMP-4G Rampage [85] (ISP2) HGN-732 Highlander [90] (RS3050U-C) Fury [80] T (RS3050U-C) Dictator S (TR3075)
11 EMP-6A Emperor [90] (RS3058U-C) VTR-9B Victor [80] (RS3039u) AWS-8Q Awesome [80] (RS3039u) Leopard CV A (TR3057r)
12 RMP-5G Rampage [85] (ISP2) EMP-6A Emperor [90] (RS3058U-C) CP-10-Z Cyclops [90] (RS3039u)
KGC-000 King Crab [100] (RS3050U-C)

*This is a four-legged (quad) BattleMech. AAerodyne HHover SSpheroid TTracked VVTOL WWheeled. RRoyal variant available for SLDF Royal units.

­149

Rules Annex

OPERATION CHIEFTAIN AMARIS EMPIRE
MILITARIES
Rim Worlds Army/Amaris Empire Armed Forces
Each army and fleet of the SLDF and RWR possesses certain Amaris Dragoons: Apply a +2 bonus to the Random
specialties and skills based on its experience and the abilities of
its commanders and personnel. The following game rules simulate Experience Level roll for all Amaris Dragoon forces, and when
these characteristics and supplement the existing BattleTech rules rolling to randomly determine unit composition may either reroll
presented in Total Warfare, Tactical Operations, Strategic Operations any one selection per lance after rolling all of the selections or
and A Time of War rules. Gamemasters and players should all agree prior to making any of the rolls may roll once as if they were an
on the use of any supplemental rules before game play. Similarly, SLDF line unit, using the SLDF tables (note: the Amaris Dragoons
players should feel free to modify any rule that seems inappropriate may only do this after 1 January 2767). The Amaris Dragoons gain
for their campaign. a +3 bonus to all morale checks. Prior to the beginning of the
battle, the commander of the Dragoon forces rolls 1D6. On a roll
All of the following rules are ineligible for tournament play. of 1-4, he may select one of the following special abilities: Banking
Initiative, Force the Initiative, Offboard Movement, Overrun
STAR LEAGUE Movement or a blanket +1 Initiative bonus. On a roll of 5-6, select
two of the previous abilities.
Star League Defense Forces
Battle and Hussar Regiments: Battle and Hussar regiments Amaris Fusiliers: Amaris Fusilier units receive a +1 bonus
when rolling to randomly determine lance weight. When fighting
receive a +1 bonus when rolling to randomly determine lance within the Rim Worlds Republic, they receive either a +1 bonus to
weight. Additionally, Battle and Hussar regiments may Force the all Initiative rolls or may choose half of the maps to be used as well
Initiative. as their own home edge when fighting in any defensive scenario
(commanding player’s choice).
Dragoon Regiments: Dragoon regiments receive a +2 bonus
when rolling to randomly determine lance weight and may utilized Amaris Guards: The Amaris Guards receive a +2 bonus to
Overrun Movement. all Random Experience Level rolls and may optionally also apply
a +2 bonus when rolling to randomly determine lance weight.
Heavy Assault Regiments: Heavy Assault regiments receive When rolling to randomly determine unit composition may either
a +3 bonus when rolling to randomly determine lance weight. reroll any two selections per lance after rolling all of the selections
Additionally, Heavy Assault regiments may Force the Initiative and or prior to making any of the rolls may roll once as if they were
utilize Overrun Movement. an SLDF Royal unit, using the SLDF tables and Royal modifiers
(note: the Amaris Guards may only do this after 1 January 2767).
Striker and Light Horse Regiments: Striker and Light In any battle in which they are the defenders, any Amaris Guards
Horse regiments receive a –1 penalty when rolling to randomly formation may select their home edge and may place up to one
determine lance weight. Additionally, Striker and Light Horse quarter of their forces in hidden positions on their half of the map.
regiments may Force the Initiative. When defending in a scenario,
these units may select half of the map sheets to be used, may Amaris Legionnaires: Apply a –1 penalty to the Random
select their own home edge, and may place up to half of their Experience Level roll for all Amaris Legionnaire forces. The
units in hidden positions. When attacking in a scenario, they may Legionnaires always roll on the C column when determining
either receive a +1 bonus to all Initiative rolls or may select half of BattleMech types.
the map sheets to be used.
Hegemony Patriots: Patriot regiments receive a –2 penalty
Regimental Combat Teams (RCTs): Apply a +2 bonus to when rolling for Random Experience Level, a –1 penalty to all
the Random Experience Level roll for all RCT forces. All RCTs gain supply and replacement rolls and a –3 penalty to all morale checks.
the Banking Initiative and use Off-Map Movement. Additionally,
prior to the start of any battle, the commander of the RCT forces RUNNING NOTABLE
may either select the RCT’s home edge or may select to gain a PERSONALITIES
+1 bonus to all RCT Initiative rolls. RCTs gain a +1 bonus to all
morale checks. The following rules allow players to take the notable
personalities from this book and plug them into their campaign
Royal Regiments: Royal units apply a -2 modifier when play. The rules cover a very wide gamut of options, reflecting the
determining the column used when randomly rolling to determine disparate nature of the characters in this sourcebook. Some may
unit composition. All Royal units receive a +2 bonus when rolling to have rules exclusive to the BattleTech boardgame, some may have
determine the availability of equipment, supplies and replacements. rules only appropriate for roleplaying using A Time of War, while
Royal units gain a +1 bonus to all morale checks (cumulative with others may have a mix. Players are encouraged to use whichever
any other morale modifiers). rules are the most applicable for the type of game they’re playing,
adjudicating as necessary if a given character rule does not
Volunteer Regiments: Volunteer units apply a +2 modifier explicitly state every situation that might be covered.
when determining the column used when randomly rolling to
determine unit composition. All volunteer units suffer a –1 penalty
to their Random Experience Level roll.

1­ 50

Rules Annex

Additional information on generating and using special skills skill checks as well as a +3 bonus to all Initiative rolls for units he
and abilities assigned to notable personalities can be found under directly commands. DeChavilier is also a fantastic motivator; when
Notable Personalities in Non-RPG Campaign Play—Campaign he is present on the battlefield, everyone on DeChavilier’s side
Traits, Masters and Minions: The StarCorps Dossiers, pp. 246-252. receives a +1 modifier to all Attribute and Skill Check rolls, while
those to whom he has just spoken for more than five minutes (be
STAR LEAGUE DEFENSE FORCE it in a one-on-one conversation or an address to a large audience)
First Lord Simon Cameron: Honorable to a fault, Simon receive a +2 modifier on any morale-based checks (lasting a total of
1D6 hours). Unfortunately, during Operation CHIEFTAIN, the stress of
earned the respect of the people but failed to do so with his peers fighting such a long, protracted war took its toll upon DeChavilier’s
on the High Council. Charismatic and well-spoken, he gains a +2 own morale. To reflect this, any time he learns of a major SLDF defeat
modifier on all Negotiation Skill rolls (–1 if negotiating with the in the campaign where the SLDF casualties exceed 5 percent of the
High Council). He inspires loyalty in any troops under his command, starting force, DeChavilier will suffer a –1 roll modifier to all WIL-
granting them a +1 bonus on all Initiative rolls, but his rigid honor based Skill and Attribute Checks for one hour. Double this modifier
code means he holds back from exploiting enemy weaknesses. and its duration if DeChavilier personally knew any of the casualties.
As a consequence, troops under his personal command may not
use Banking Initiative, Forcing the Initiative or Overrun Combat, Admiral Joan Brandt: Joan Brandt is one of the most skilled
irrespective of any unit abilities. pilots and aerospace commanders in known space and not only
does she know it, she makes sure everyone knows as well; because
First Lord Richard Cameron II: A power hungry hedonist, of her ego, she suffers a –1 roll modifier in all social interactions with
Richard Cameron threatens to run the Star League and Terran others (this becomes a –2 modifier when interacting with superior
Hegemony into the ground. His combination of naïveté and officers). On the other hand, she also receives a +2 Initiative roll
selfishness are a lethal mix that imperils the Hegemony and Star in any combat scenario that purely employs aerospace units. She
League and that will encourage some on Terra to view Amaris as also receives a +2 roll modifier to all BOD- and DEX-based Skill and
a savior. Any force commanded by Richard suffers a –2 modifier Attribute checks (+4 if both Attributes apply).
on their Initiative rolls. Furthermore, Richard suffers a –2 on all
Negotiation and Protocol Skill rolls. His mercurial nature means any Deep down, Brandt has lost faith in the righteousness or
social Skill rolls receive a 1d6–3 modifier. He also suffers from the viability of the Star League, though she wholeheartedly believes
Impatient Trait and a –2-TP Compulsion Trait (reflecting his serious that the SLDF is still the most powerful entity in known space
addiction to alcohol, sex and drugs). and that Stefan Amaris and his Periphery supporters deserve to
be punished for their crimes. As a result, whenever Admiral Brant
Commanding General Aleksandr Kerensky: Kerensky is an gives her troops a pep talk before a battle against any Periphery or
extremely intelligent and learned man, but despite the friendly and Amaris-loyal forces, there is a 50% chance that all units under her
outgoing persona he exhibits publicly, he is in reality a shy and private command will receive a +1 modifier to all attack rolls (but with a
man. Throughout his life he allowed himself to become close with very corresponding –1 modifier on all Piloting Skill rolls) for 1D6 hours.
few individuals, his wife Katyusha and his deputy Aaron DeChavilier
being just two of a relative handful of others who he allowed to see RIM WORLDS REPUBLIC/
the “true” Aleksandr Kerensky. Kerensky is extremely loyalty to those AMARIS EMPIRE
who do their best to serve the Star League, even if they ultimately
prove lacking in some way; on the other hand, throughout his career Emperor Stefan Amaris: Contempt breeds contempt, and
he attacked any hint of selfishness, impropriety, graft and other forms having been poisoned against the Camerons by his mother, Stefan set
of corruption within his soldiers and the Star League government as a about dripping his own poison into Richard Cameron’s ears. Amaris
whole, in response earning the general many enemies. Kerensky gains puts a foppish and unserious face to the world but this act conceals a
a +3 modifier to all rolls when making INT-based Skill and Attribute shrewd and clinical mind. With his combination of ruthless ambition
checks, but the heart condition that affected him as a young child left and the Amaris desire for revenge against House Cameron, Stefan
him a weaker-than-average constitution, reflected by a –1 modifier to receives a +2 roll modifier for all Strategy and Tactics Skill Checks he
all rolls for BOD-based Attribute checks. Additionally, Kerensky receives makes, as well as a +3 roll modifier on any Acting or Leadership Skill
a +4 roll modifier to all social interactions with members of the SLDF rolls. However, though he was trained as a MechWarrior, Stefan Amaris
(+2 when interacting with other citizens of the Star League). This lacks any real martial skill; in the rare instances where he may appear
modifier drops to –2, however, when interacting with those individuals in combat, he is always a Regular-rated unit.
and officials he considers to be corrupt.
Regent Mohammed Selim: Extremely loyal and a skilled
General Aaron DeChavilier: “Duty, honor, pride and country” administrator, Selim is the ideal regent for the Rim Worlds Republic.
are the guiding concepts by which Aaron DeChavilier lives. He is However, despite his training, Selim lacks martial leadership skills and
devoutly loyal to the Star League and to his fellow uniformed SLDF fails to inspire his troops. Any force he commands suffers a –1 Initiative
brothers and sisters, whether currently serving or retired, at least so modifier in combat, but receives a +2 roll modifier to Maintenance
long as they remain loyal to the Star League as well. He is a peerless and Repair checks. Selim himself receives a +4 roll modifier to all
tactician and strategist, gaining a +2 bonus to all Strategy and Tactics Administration Skill Checks, and a +2 roll modifier in Leadership.

­151

Rules Annex

STAR LEAGUE MEMBER STATES Coordinator Minoru Kurita (Draconis Combine): Less
Captain-General Kenyon Marik (Free Worlds League): refined than his father, Minoru Kurita’s upbringing focused on the
military aspects of samurai culture. As a consequence, he suffers a
Raised by a brutal and dissolute father, Kenyon learned to succeed –1 roll modifier to all Negotiation Skill checks, but any troops under
no matter the cost at a young age. His mix of ruthless ambition with his direct command receive a +2 Initiative modifier in combat.
a willingness to take risks in pursuit of his goals sometimes resulted Additionally, Minoru’s presence in the field provides all Combine
in spectacular successes (such as in the First Succession War), but at troops with the Overrun Combat special ability, as well the ability
other times horrible disasters (like his service in the SLDF). In both to designate their Home Edge/Deployment zone. Minoru has the
cases, Kenyon learned and prospered, though his temper often got Impatient Trait, but receives a +1 roll modifier when using the
the better of his highly analytical mind. All troops under Kenyon’s Acting Skill to intimidate others.
personal command receive a +2 Initiative roll modifier and gain a
+1 to-hit modifier. However, when dealing with the SLDF he suffers STAR LEAGUE TERRITORIAL STATES
a –1 roll modifier on all Negotiation, Strategy or Tactics rolls (–2, if Protector Nicoletta Calderon (Taurian Concordat): Often
dealing with Kerensky).
likened to the British Queen Victoria, Nicoletta ascended the
Chancellor Barbara Liao (Capellan Confederation): throne at a young age but came to dominate the Concordat
Determined but measured in her responses, Barbara Liao was the and win the hearts of its people. Mixing intellect, charm and
ideal leader for the Capellan Confederation in the last days of the ruthlessness she stamped her authority on Taurus and in the High
Star League. She sought to maintain peace and order but was not Council of the Star League but was dismayed at the disdain shown
above taking action, often unilaterally, to benefit her people. She the Periphery by the lords of the Inner Sphere. She gains a +1
receives a +1 modifier to all Strategy or Tactics rolls. She speaks roll modifier on any CHA-linked Skill checks made when dealing
Mandarin, English and Russian fluently and prefers to do business with other Periphery state leaders, but suffers a –1 roll modifier
in the former. Anyone who attempts to negotiate with Barbara in instead when dealing with the Inner Sphere lords. Furthermore,
a language other than Mandarin increases their target numbers her cooperation with Amaris blackened her name with the SLDF
by 1. and thus, when making any CHA-linked Skill Checks while dealing
with SLDF personnel, her modifier becomes a –2 penalty (–4 if
Prince John Davion (Federated Suns): Though the War dealing with General Kerensky).
of Davion Succession lead him to disdain the Star League, John
Davion felt Simon Cameron was his spiritual kin—both were President Beatrice Avellar (Outworlds Alliance): Like
men of honor—and when Cameron died John pledged himself Nicoletta Calderon, Beatrice Avellar became leader of her realm
to preserving the Star League, but not at the expense of House at a young age but despite a vigorous reform program, failed to
Davion. Prior to 2750, Prince John suffers a –1 roll modifier on any win her people’s hearts and minds, due to her conservative views,
Negotiation checks with the High Council, but after Simon’s death which flew in the face of the Alliance’s spirit of religious tolerance
this changes to a +1 modifier (+2 when dealing with Kerensky). (Beatrice suffers a –2 roll modifier to any CHA-based Skill Checks
when dealing with those she believes are dissolute or ungodly).
Archon Robert Steiner II (Lyran Commonwealth): Growing Still, this did not prevent her performing her duty on behalf of
up in the shadow of his illustrious father and the man who would her “poor lost souls”, and is reflected by a +2 Skill roll modifier for
become Regent of the Star League, Aleksandr Kerensky, Robert Administration and Leadership.
Steiner II is bitter and vindictive, particularly toward those he views
as his social inferiors. Unlike his father, he never grew out of his President Allyce Avellar (Outworlds Alliance): Of an “artistic
“wild child” phase and remains self-centered, thinking of his own inclination”, Allyce Avellar was a terrible politician and leader.
position and desires above all else (including the Lyran people). She suffers a –1 roll modifier for all Skill checks except for those
He possesses the Impatient Trait, and also suffers a –2 roll modifier involving Art or Interest (for which she receives a +1 roll modifier
to all CHA-link Skill checks unless he is interacting with other instead). Furthermore, Allyce’s sensitivities are so profound that,
members of the nobility. He also enjoys the finer things in life, and if she fails any Skill Check by a MoF of 4 or more, she must
is a skilled equestrian (reflected in a +2 roll modifier for all Appraisal immediately make a WIL Attribute Check to avoid being reduced to
and Animal Handling/Riding Skill checks). tears or erupting in a temper tantrum.

Coordinator Takiro Kurita (Draconis Combine): Calm and Magestrix Janina Centrella (Magistracy of Canopus):
calculating, Takiro Kurita is the epitome of a samurai. Skilled in both Hardnosed and determined where her mother (and grandmother)
arts and war, his elegance masks a ruthlessness and determination had been weak-willed and licentious, Janina saw military strength
to better the lot of his people. Any force commanded by Takiro as necessary for the Magistracy’s future. She receives a +2 roll
receives a +1 modifier to all Initiative and Morale Check rolls. modifier to all WIL-linked Skill checks when dealing with MAF
However, such troops will adhere strictly to Bushido and fight military personnel (+1 for non-MAF forces). A skilled MechWarrior
according to its tenets. As a consequence, their actions are limited and tactician, Janina also provides the troops under her direct
in the same way as using Level 1 Clan Rules of Engagement (see p. command with a +1 Initiative roll modifier, as well as the ability to
273, TW). Takiro also receives a +2 roll modifier to Art/Calligraphy use Overrun Combat.
Skill checks and possesses the Patient Trait.

1­ 52

Rules Annex

NEW COMBAT EQUIPMENT: THE M-SERIES DRONES
STAR LEAGUE SPACE
DEFENSE SYSTEM While the M-5 “Caspar” drone was the most famous and successful
of the SDS vessels protecting the Terran Hegemony, they were not the
The Terran Hegemony’s Space Defense System (SDS) Network only component of the largely autonomous space defense network.
was one of the most advanced technological achievements in
history. The brainchild of First Lord Jonathan Cameron, it was M-1: The original proof-of-concept drone used an Ares MK VII
conceived as a completely integrated defense network able to Attack Craft hull as its base. Equipped with a slightly smaller engine
defend a system from jump point to planet surface with the minimal and comparable firepower, the M-1 saw its first test flights in 2692.
use of manpower. Deployed across the Hegemony it was intended to It saw moderate use until the development of the “BlackWasp” series
defend the nation from all-out invasion, a reality that would tragically drone fighters. While the robot brain of the “BlackWasp” was not as
come to pass when Stefan Amaris took command of the system and sophisticated, it proved more versatile in the long run. There were no
used it to hold off the power of the SLDF navy for years. At the time M-1s in service by the time of the Amaris Coup.
of its implementation it met with heavy resistance from the Star
League Council members. That the system would be deployed within M-2:The second SDS Drone used the 1,800 ton Hector hull to test larger
the Hegemony borders caused significant concern; Cameron allayed scale deployments. After several friendly-fire episodes involving the M-2
these fears by explaining the untried network should be rolled drones, the Hegemony scrapped it in favor of focusing on the larger M-3.
out near their place of manufacture. Once the system was proven
reliable, the member state capitals would each get their own SDS M-3: Based on the Pentagon DropShip, the M-3 was the first SDS
system. Many Hegemony worlds already possessed ground-based Drone to see wide-scale deployment. The M-3 proved the viability of the
capital weapon defenses and the first SDS drones took flight in 2695, SDS drones and would see service alongside the larger M-5 through the
with the network considered fully operational by 2730. Despite this, life of the SDS network. The last M-3s were destroyed during Kerensky’s
it was never rolled out beyond the Hegemony’s borders. final approach over Terra.

The heart of this network was its automated aerospace drones, M-4: The first WarShip SDS drone used aging Baron-class hulls
a mixture of robotic fighters, drone DropShips, space stations and refitted with drone controllers. Intended only as a proof of concept, the
Warships, including the infamous M-5 “Caspar” drone. The SDS last of the ten M-4s built was scrapped in 2735.
drones used an ultra-sophisticated artificial intelligence system that
allowed it to operate with only a handful of humans monitoring an M-5: The most infamous SDS drones were based on a ground up
entire network of drones. When linked by a special battle computer modification of the Lola-class destroyer. The pinnacle of SDS drone
network, the SDS drones became even more fearsome, calling on capability, the M-5 would become the stuff of legends and nightmares.
the digitized skills of the Star Leagues best admirals. Using equally
automated space stations and space ports, the SDS drones were M-6: This drone was a failed attempt to outfit a Texas-class
capable of basic repairs, rearmament and the launch and recovery Battleship with an SDS Control system. The size of the ship proved too
of sub-drones. Typically SDS drones were deployed at a system’s daunting to wire with the advanced control systems and the only pro-
jump points as their primary deployment, with deployment around totype was destroyed when it slammed itself into Pluto.
a system’s primary world done for key worlds of the Hegemony.
At Terra this was taken to the extreme with the entire system M-7 and M-8: Much smaller cousins to the M-9, these SDS sta-
blanketed by overlapping drones, space stations, control ships, and tions were fully unmanned, lightly armed and served as repair and refit
planetary based capital weapon systems. stations for robotic fighters and SDS drones throughout the Hegemony.

Jonathan Cameron’s goal of the ultimate protective system M-9: Rarely referred to by its M-series designation, the Pavise SDS
was fully realized in the Hegemony’s SDS Network, much to the Battlestation was the largest SDS system ever deployed.
misfortune of General Kerensky, the SLDF and ultimately the entire
Inner Sphere. During the campaign to liberate the Hegemony from M-10: Using refitted Titan hulls, this little-seen SDS drone was
Stefan the Usurper, a huge percentage of the SLDF’s naval forces used for deploying or transporting large formations of robotic fight-
were devastated by the SDS network. ers into combat. Few were built as the effort to refit the DropShips to
drone controls was not usually worth the effort and standard carrier
Fortunately, or unfortunately, what we know of the network DropShips were used to deploy ASF drones.
today is mostly limited to battleROMs and eyewitness accounts. After
liberating Terra, Kerensky set out to destroy the entire SDS Network The M-series drones would make up the vast majority of all SDS drones
and all records associated with it. His purge left little behind and has all produced. Few other drone models were produced and those rarely made
but ensured the system will never be rebuilt. Centuries later, the Word it out of prototype stage, with none surviving the Amaris Civil War. This
of Blake’s Caspar II and III systems would only offer up a pale example includes the DropShip and smaller experimental prototypes constructed by
of the original system. With even the Word’s imitation nearly able to Amaris’s scientists. This attempt to build out the existing SDS network was
stop the combined might of the Inner Sphere it is for the best that the essentially unsuccessful, accounting for only a handful of kills in the final
original SDS system has never been duplicated. Terran campaign. [Editor’s Note: This information shows that the Task Force
Serpent SDS intelligence briefing was erroneously focused on the late-stage
prototypes that Amaris unsuccessfully fielded as opposed to the primary
M-series network that made up the majority of the SDS network]

1­ 53

Rules Annex

AEROSPACE SMART ROBOTIC CONTROL SYSTEM (ASRCS)

Introduced: 2600
Extinct: 2780 (Inner Sphere), circa 2850 (Clans)
Recovered: 3069 (Word of Blake)

Using sophisticated “smart” programming to simulate artificial intelligence but designed for simple tasks, robotic control systems (RCS)
completely lack a human component and rely entirely on their own on-board sensors for input. While this makes these drones superior to those
mounting remote drone systems—a drone carrier controller is not needed—they are still susceptible to ECM while their rigid programming
often leaves them unable to adapt to changing environments.

AEROSPACE SMART ROBOTIC CONTROL SYSTEM (ASRCS)

Rules Level: Advanced drone into higher heat levels. A drone that exceeds 14 points of
Available To: AF, SC, SA, DS, and SS (DS only available prior to Heat can perform no other action beyond basic movement at a
2780, after 3067 (for WoB) and 3082 (for Inner Sphere)) Safe Thrust rate until its heat levels have returned to zero.
Tech Base (Ratings): Inner Sphere (D-X-F), Clan (X-E-E)
Game Rules: Except where specifically noted otherwise below, Critical Hits: Critical hits against drones mounting an ASRCS
units mounting the Aerospace Smart Robotic Control System that would normally stun or wound the pilot/crew do not have
operate per the standard rules for a given unit type. a permanent effect on drones. However, critical hits to a drone’s
pilot/crew are still tracked. In the turn following any critical hits
Units using an ASRCS are automatically considered to that would stun or wound a pilot/crew, treat the drone as having
have a Crew of 0 for game play purposes, regardless of the a Piloting/Gunnery Skill one higher than normal. If no critical hits
construction rules for said unit, and may not use crew-served that would wound/stun a pilot/crew occur during that turn, the
equipment beyond weapons, communications, and sensors. A Piloting/Gunnery Skill returns to its standard ratings at the start
drone’s Piloting or Gunnery Skill is determined by its type as well of the following turn. Once a drone receives a critical hit that
as how much mass is devoted to the control system (see the would kill the pilot/crew, that critical hit destroys the drone’s
Smart Robotic Control System (ASRCS) Equipment Table, p. 156). ASRCS, rendering the drone deactivated for the remainder of
the game.
Initiative: In game play, drones mounting an ASRCS operate
with their own Initiative roll, which receives a –4 modifier. Even if Additionally, drones suffer no pilot damage effects for
friendly non-drone or SDS drones are present, the ASRCS drones high-G maneuvers (see p. 78, TW, and p. 36, SO), nor will they
operate on their own initiative and are not counted as part of suffer pilot damage effects from overheating or hazardous
their player’s force. environments.

Other Actions and Equipment: Drones mounting an Independent Command Rules: Drones mounting ASRCS
ASRCS move in accordance with the standard rules for their follow the Drone Independent Command Rules (see pp. 165-167)
unit type (though drones cannot deliberately perform ramming to determine their actions in combat. ASRCS drones must note
attacks), and may make sensor sweeps and use unmanned their Aggression Level at the start of game play and may not
communications systems (see Advanced Sensors, p. 117, SO). They change them unless they receive an order from a Control Unit
may also operate any and all mounted weapons per normal rules (see below). If an ASRCS drone is controlled by a Control Unit, the
for the drone unit’s type regardless of crew needs but cannot controlling player may change the Aggression Level during the
make secondary attacks. For targeting purposes, drone units End Phase of any turn. However, it does not take effect until the
ignore modifiers for operating with insufficient crew. Drones Initiative Phase two turns after the change was issued.
units can mount any other equipment that requires additional
crew to operate (such as MASH units, field kitchens, etc.), but Electronic Warfare: ASRCS drones are unaffected by ECM
may not use these items or conduct field repairs without outside mounted on ground units. If using the Electronic Warfare rules
assistance. An exception is the Advanced Robotic Transport Bay (see p. 110, SO), at the end of any Movement Phase where an
Systems (see p. 161). ASRCS drone is within a hostile ECM field from a non-ground unit
(including being struck by an ASEW missile (see p. 358, TO), then
Heat: Drones mounting an ASRCS operate within certain the drone’s systems will be overwhelmed and the controlling
predefined limits intended to maximize their survivability. player must roll 1D6:
Drones that track heat will not deliberately exceed their heat
management systems, and will not use any equipment that • On a result of 4 or less, the drone will suffer a +1 modifier
generates heat in excess of their heat sinks. Heat from external to all Piloting and Gunnery Skill Rolls when under the
sources (such as fire, flamers, and plasma weapons) may force a effect of an ASEW missile or within the ECM field of a
hostile aerospace fighter, Small Craft, or Large Craft (except

1­ 54

Rules Annex

AEROSPACE SMART ROBOTIC CONTROL SYSTEM (ASRCS)

WarShips), and a +2 modifier when in a hostile WarShip’s • Only four commands can be issued to an ASRCS drone by a
ECM field. This is cumulative with any critical hit effects. The Control Unit: Activate, Deactivate, Change Aggression Level,
ASRCS drone will also be unable to receive any commands and Designate Priority Target:
from a controller unit, while effected by the ECM, but will οο Activate: Activates a deactivated drone. Activation will
otherwise operate as normal. occur on the next combat round. The control unit must
• On a result of 5, the drone will drift in the direction it was be within 5,000,000 kilometers to issue this command.
headed at the time but takes no other actions for 1 turn. (If οο Deactivate: Deactivates (shuts down) an active drone
any other unit lies in its path, the controlling player should (see Deactivated, below). There is no maximum range
treat the effect as an unintentional ramming attack with a that this command can be sent from. If the human-
+4 to-hit modifier). In addition, the ASRCS drone will also be controlled ATAC is within nine million kilometers, the
unable to receive any commands from a controller unit, while SDS drone shuts down at the start of the next combat
affected by the ECM, but will otherwise operate as normal. turn. For every additional nine million kilometers, or
• On a result of 6, the drone goes rogue and executes an fraction thereof, add one full combat round before the
attack, per Command Tree Event 5: Target Locked (see p. SDS Drone shuts down.
165), on the nearest active unit of any type, regardless of οο Change Aggression Level: Changes the Aggression Level
target’s affiliation, for as long as it remains within the area of of a drone (see Aggression Level, p. 164). When issuing the
a hostile ECM bubble. Such attacks will be carried out at the command, the controlling player simply announces the
Aggressive Aggression level. new Aggression Level for that drone. The control unit
Boarding Rules: When conducting boarding operations must be within 500 hexes to issue this command.
(see Infantry vs. Infantry Action, p. 199, TO and p. 36, SO), a οο Designate Priority Target: Designating a priority target
successful boarding action will cause the drone to shut down. has the effect of overriding the automatic target selection
The Marine Point score of a Small Craft or Satellite equipped with process used in the Drone Independent Command Rules
an ASRCS is 1. This represents the drones closed control systems (see pp. 165-167). Instead, the player designates the
and lack of standard crew access ways. target to attack; however, all other rules from the Drone
Marine Point score of a SDS drone is as follows: All DropShip Independent Command Rules still apply. The control
and space station ASRCS Drones have a base Marine Point total unit must be within 500 hexes to issue this command.
of 3. For every 7 tons devoted to general crew, the SDS drone
receives .5 Marine Points. For every 7 tons devoted to Gunners, • Drones in a fighter squadron (see p. 27, SO) are treated as a
the DropShip or Space Station ASRCS drone receives .25 Marine single unit for the purposes of issuing commands.
Point. These Marine Points represent the narrow access ways,
sealed compartment structure and internal automated anti- • Aerospace fighters and Small Craft may only issue one
personnel weapon systems. command to a single friendly drone (or drone squadron)
Controlling players should note a drone’s Marine Point value per turn and do so in place of their normal Weapon Attack
on the unit’s record sheet, prior to the start of game play. Phase (i.e. the Control Unit cannot make any attacks in the
Fighter Squadrons: ASRCS drones follow all the standard rules turn they issue a command).
for fighter squadrons (see p. 27, SO), with the following exceptions:
• ASRCS drones and human piloted fighters may not be part • Large Craft may issue multiple commands to multiple
of the same squadron. friendly drones per turn. Each command beyond the first
• Only drones of the same skill level may be in a squadron. reduces the number of arcs it can fire from in that turn, with
• Drone squadrons can only be formed prior to the beginning the player choosing which arcs cannot fire that turn. For
of game play and will not split into individual fighters under example, if a controlling player of a Large Craft issues three
any circumstances. commands to three different drones; the player would then
Control Units: Friendly non-drone units may be designated need to designate two firing arcs that are unavailable during
as a Control Unit for friendly ASRCS drones prior to the start of a the Weapon Attack Phase of that turn.
scenario using the following rules:
• A Control Unit can never issue more than one command to • Control units equipped with and Autonomous Tactical
an ASRCS drone per turn. All commands must be announced Analysis Computer have their own special rules for
at the start of a turn, with the command taking affect at the controlling drone aerospace fighters (see p. 159).
end of the turn.
• To issue any command, a friendly drone must be within the
Control Unit’s line of sight. Note that in atmosphere, line
of sight is 80 kilometers (about 160 BattleTech mapsheets)
before ground clutter and background interference renders
the command incoherent.

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Rules Annex

AEROSPACE SMART ROBOTIC CONTROL SYSTEM (ASRCS)

• If a unit mounts a Naval Comm-Scanner Suite (see p. 332, the unit enters. If players are using Low-Altitude Movement,
TO), the rules above are modified as follows: the airborne drone falls three altitudes each turn. If it enters a
οο A unit that mounts a Small NCSS may send two additional Ground Hex (on the High-Altitude Map) or Altitude 0 (if using
commands per firing arc; a Small Craft may send three Low-Altitude Movement), the airborne drone crashes. Drones
commands total. operating in space under these conditions continue along their
οο A unit that mounts a Large NCSS may send three last heading and speed, expend no thrust, and take no actions.
additional commands per firing arc. In addition, LOS If the drone is reactivated at some point and the drone is not
range is doubled. destroyed, the drone resumes normal operation. Deactivated
Human Controls: Aerospace drones are not designed to be drones are treated as having a Marine Point value of zero, for
purposes of Boarding Rules operations (see Infantry vs. Infantry
operated by human crews. Aerospace, small craft and satellite Action, p. 199, TO and p. 36, SO).
drones possess no interface controls. Large Craft drones (DS, WS,
SS) have rudimentary controls that allow basic operations. When Additionally, deactivated drones have a Marine Point total of
a Large Craft drone is under control of a human crew, apply a +2 0 as their automated defenses are offline.
modifier to all piloting skill rolls and a +4 modifier for all gunnery
skill rolls. In addition, the drone may not move expend more than Jump Travel: Drone computer systems suffer from a
its safe thrust. computer equivalent of Transit Disorientation Syndrome (TDS).
The TDS effects are extremely severe, resulting in the drone going
Deactivated Drones: A drone that is deactivated becomes insane in over 95 percent of all hyperspace jumps. Drones must
immobile. Airborne drones in the space/atmosphere interface, be deactivated prior to jump travel. If a drone is not shut down
atmospheric row, or ground row of hexes on the High-Altitude prior to a jump, roll 2D6 at the completion of a successful jump.
Map fall 1 hex per turn of inactivation, beginning during the On a roll of 11 or less the drone will go rogue and treat all craft as
Movement Phase (Aerospace) of the turn following. If there are hostile, regardless of affiliation. It will ignore all commands from
two equal hexes to fall into, randomly determine which hex control units and its Aggression level will be set to Aggressive.

CONSTRUCTION ASRCS ASRCS EQUIPMENT TABLE
RULES
Consult the Aerospace Smart Robotic Control Unit Type Piloting/
System (ASRCS) Equipment Table (see below) for the Gunnery Driving Mass**
weight of the equipment to be installed. For units
weighing less than 10 tons in total mass, the robotic Conventional Fighter 5 6 5%
control system adds no weight beyond that of the
unit’s existing control systems. For units 10 tons and Aerospace Fighter 5* 6* 5%
over, the ASRCS adds extra weight as a percentage
(listed in the ASRCS Table below) of the unit’s total Small Craft 5* 6* 5%
weight to the tonnage of any basic cockpit or control
systems already employed by the unit. In all other Satellite 5 6 5%
respects, the unit follows its standard construction
rules. Note: If the unit requires weight to be spent on DropShip 5* 6* 7%
life-support systems (typically represented as crew
quarters or cockpits), the drone unit is not exempt JumpShip† 5* 6* 10%
from this requirement (see Add Control/Crew Systems
pp.188, TM and pp. 149, SO). Space Station 5* 6* 7%

*An additional 2% mass will lower skills to 4/5. This may only be done once.
For craft under ten tons in weight, add 1 ton of additional mass. Craft with a
standard control system are indicated by the modifier “standard” in front of
their equipment listing, while those with upgraded gunnery and piloting
are indicated by the modifier “improved”
**Round all weights up to the nearest .05 tons
†Mass is a portion of free mass after assigning tonnage for KF Drive Unit.

1­ 56

Rules Annex

SHIELDED AEROSPACE SMART ROBOTIC CONTROL SYSTEM (S-ASRCS)
Introduced: 2755 (Terran Hegemony)
Extinct: 2780 (Inner Sphere), circa 2850 (Clans)
Recovered: N/A

The original ASRCS system was highly susceptible to the effects of electronic interference, making them questionable to use in conjunction
with manned vessels or near major population centers. In the 2750’s Hegemony scientists made breakthroughs in the miniaturization of
some components of the SDS Drone system that allowed them to improve the ECCM shielding and logic algorithms of the ASRC systems. This
shielded version of the ASRC system was most notably used in the Mk 39 “VoidSeeker” series of robotic fighters.

SHIELDED AEROSPACE SMART ROBOTIC CONTROL SYSTEM (S-ASRCS)

Rules Level: Experimental (see p. 110, SO), S-ARSCS equipped units follow the standard
Available To: AF, SC, SA, and SS ECM/ECCM rules and do not suffer interference like drones
Tech Base (Ratings): Inner Sphere (D-X-F), Clan (X-E-E) mounting ASRCS. Additionally, as a byproduct of their drone
Game Rules: Except where noted below, units equipped with communication systems, S-ASRCS equipped units are treated as
the S-ASRCS follow the same rules as ASRCS equipped units if they mounted a Guardian ECM system.
(see p. 154).
Fighter Squadrons: S-ASRCS drones follow all the standard
Electronic Warfare: S-ASRCS drones are unaffected by ECM rules for robotic fighter squadrons (see p. 155), except they may
mounted on ground units. If using the Electronic Warfare rules not be combined in a squadron with any other drone type.

CONSTRUCTION S-ASRCS
RULES
The S-ASRCS follow the same rules as ASRCS equipped fighters (see p. 156) and use the Aerospace Smart Robotic Control
System (ASRCS) Equipment Table (see p. 156) for the base mass of their control system.

S-ASRCS may improve the gunnery and piloting skills of their control systems by two levels. For an additional 1% mass,
S-ASRCS are referred to as “Improved” and give the drone a Piloting of 5 and Gunnery of 4. For an additional 3% mass, they are
referred to as “Elite” and have a Piloting of 4 and a Gunnery of 3. Units under ten tons in mass can be improved to a Piloting
of 5 and Gunnery of 4 for a cost of one ton.

SDS DRONE CONTROL SYSTEM

Introduced: 2695 (Terran Hegemony)
Extinct: 2780
Recovered: N/A

The extreme vulnerability of the Smart Robotic Control System to electromagnetic interference meant any equipped drone could go
hostile with little or no warning. This limitation kept its use from being practical for anything larger than a small craft (the only common
exception being automated deep space monitoring stations). It also limited the deployment of this class of drones, avoiding population centers
and preventing their joint operations with manned formations.

What originally began as an attempt to provide better ECCM logic circuits led to the breakthrough in field of neural network artificial
intelligence and resulted in the SDS Drone Control System (SDS-DC). The SDS-DC not only solved the problems of ECM interference but broke
the barriers of artificial intelligence wide open and created the most powerful non-human intelligence man has ever seen. This breakthrough
would lead to numerous follow-on Star League-era discoveries from robotic assistants to predictive analysis. It is even rumored that an SDS-DC
descendent smart computer in the SLDF’s planning division predicted a Hegemony civil war to begin almost to the day of the Amaris coup.
Supposedly the prediction was discounted as wholly implausible and never shared beyond the planning division’s staff.

­157

Rules Annex

SDS DRONE CONTROL SYSTEM

Rules Level: Experimental in no additional negative effects to a SDS and the drone will
Available To: SC, DS, WS, and SS continue to operate until destroyed or deactivated.
Tech Base (Ratings): Inner Sphere (E-X-F)
Game Rules: SDS drones are automatically considered to have Additionally, drones suffer no pilot damage effects for
a Crew of 0 for game play purposes, regardless of the construc- high-G maneuvers (see pp. 78, TW, and 36, SO), nor will they
tion rules for said unit, and may not use crew-served equipment suffer pilot damage effects from overheating or hazardous
beyond weapons, communications, and sensors. An SDS drone’s environments.
Piloting and Gunnery Skill is determined by its type and how
much mass is devoted to the control system (see the SDS Drone Other Actions and Equipment: SDS drones follow the
Control System Equipment Table, p. 159). same rules as ASRCS drones (see p. 154)

Basic Features: SDS drones move in accordance with Evasive Action: SDS drones making evasive maneuvers
the standard rules for their unit type. Aside from the below (see pp. 77, TW) only apply a +1 modifier to hit, instead of the
exceptions, drone units function per the rules for their applicable normal +2.
unit type, including other critical hit effects and all effects due
to heat. Electronic Warfare: If using the Electronic Warfare rules
(see p. 110, SO), SDS drones follow the standard ECM/ECCM rules
Attacks and Commands: SDS drones operate like any and do not suffer interference like drones mounting ASRCS.
other manned player-controlled unit. They may also operate any Additionally, as a byproduct of their drone communication
and all mounted weapons per normal rules for the unit’s type, systems, increase an SDS drone’s ECM zone of effect by one hex
regardless of crew needs. For targeting purposes, SDS drone for the class of unit: WarShips would have a 3-hex ECM field;
units ignore modifiers for operating with insufficient crew. SDS DropShips 2 hexes, and Small Craft 1 hex.
drones may also target multiple targets in a turn. The first two
targets in a turn receive no to-hit modifier, with the third and Anti-Ship Electronic Warfare Missiles: If an ASEW missile
subsequent targets receive a +1 to-hit modifier. (see p. 358, TO) successfully strikes a SDS drone, the drone will
lose contact with any connected ATAC Unit for 1D6 ÷ 2 turns
Additionally if an SDS drone has received more than three (round down). SDS drones in this situation will continue to
critical hits of any kind (not including destroyed weapons) or has operate but must make its own individual initiative rolls for the
lost more than 50% of its starting weapons (Capital weapons for remainder of combat with a –4 modifier. After 1D6 ÷ 2 turns,
WarShips), it may conduct ramming attacks (see p. 241, TW), on the interference ceases and the SDS drone may restore normal
a Control Roll of 6 or higher. This roll is made at the start of the communication with its ATAC Unit. Additional hits in the same
movement phase and before any movement is made. If the roll is turn do not add additional time to how long the connection is
failed, the drone may perform another action per the normal rules. disrupted, but ASEW hits in subsequent turns will extend the
original interference by an additional 1D6 ÷ 2 turns.
Initiative: In game play, all SDS drones operate together on
their own Initiative roll. Even if friendly non-drone units, other Additionally, an SDS that is struck by an ASEW missile will
non-SDS drones (see Aerospace Smart Robotic Control System, automatically deactivate on a roll of 12 on a 2D6; the roll is made
p. 154, and Drone (Remote) Systems, p. 305, TO) are present, SDS during the End Phase of any turn following the phase in which
drone operates on their own team initiative and are not counted the drone was struck by an ASEW missile. This check is made for
as part of their player’s other forces for initiative purposes. Note; every ASEW missile that hits a drone.
Players controlling non-linked (see ATAC, p. 159) SDS drones
should not coordinate their actions during combat, representing Boarding Rules: When conducting boarding operations
their independent operations. (see Infantry vs. Infantry Action, p. 199, TO and p. 36, SO), a
successful boarding action will cause the drone to shut down.
Critical Hits: Critical hits against SDS drones that would
normally stun or wound the pilot/crew do not have a permanent Marine Point score of a SDS drone is as follows: All SDS
effect on drones. Critical hits to a drone’s pilot/crew are still Drones have a base Marine Point total of 10. For every 7 tons
tracked. Once a drone receives a critical hit that would kill devoted to general crew, the SDS drone receives 1 Marine Point.
the pilot/crew, that critical hit destroys the drone’s ability to For every 7 tons devoted to Gunners, the SDS drone receives .5
send/receive communications from an ATAC. SDS drones in Marine Points. These Marine Points represent the narrow access
this situation will continue to operate but must make its own ways, sealed compartment structure and internal automated
individual initiative rolls for the remainder of combat with a -2 anti-personnel weapon systems.
modifier. The distributed nature of their drone systems results
Controlling players should note a drone’s Marine Point value
on the unit’s record sheet, prior to the start of game play.

Human Controls: SDS drones follow the same rules for
human controls as ASRCS equipped drones (see p. 156).

1­ 58

Rules Annex

SDS DRONE CONTROL SYSTEM

Deactivated: SDS drones follow the same rules for Drones are built with fail-safes that prevent the activation of
deactivation as ASRCS equipped drones (see p. 156), with the their Kearny-Fuchida drives while the SDS AI is still active. It is
following exception. The internal defense grid for SDS Drones impossible for the unit to jump while the AI is active. In order
remains active unless a valid “Prepare for Boarding” command to successfully jump an SDS drone, it must first be given a
is received. Calculate Marine Points as per SDS Drone rules for deactivation command from a friendly human-controlled ATAC
boarding (see Boarding Rules, above). unit to deactivate and then a “prepare for boarding” command.
A human crew must then board the vessel and manually engage
Jump Travel: SDS Drones follow the same rules as ASCRS the KF drive for a jump.
drones (see p. 156), with the following exception. WarShip SDS

CONSTRUCTION SDS DRONE SDS DRONE CONTROL SYSTEM
RULES EQUIPMENT TABLE
CONTROL SYSTEM
Consult the SDS Drone Control System Unit Piloting/
Equipment Table for the weight of the equipment Type Gunnery Driving Mass* Notes**
to be installed. SDS-DC controls add extra weight
as a percentage of the unit’s total weight. SDS Small 5 6 5% Additional 2% tonnage
drones must still devote tonnage to quarters for the Craft will increase skills to 4/5
required minimum crew (officers, gunners, crew, bay
personnel, etc.), representing various automation DropShip 5 6 4% Additional 4% tonnage
and internal maintenance units and access ways (see will increase skills to 4/5
Add Control/Crew Systems, pp. 188, TM, and 149, SO).
Calculate base crew as normal for the drone unit’s Space 4 5 8% Additional 4% tonnage
type then dividing the result by half, rounding up Station will increase skills to 3/4
to the nearest whole number. Divide final Gunner
crew tonnage by half, rounding up to the nearest WarShip 4 5 6% Additional 4% tonnage
whole number. This tonnage represents additional will increase skills to 3/4
fire control and automatic maintenance systems.
All mobile SDS drones (WarShips, DropShips, *Round all weights up to the nearest applicable weight increment (see pp.
Small Craft) must be fitted with an SDS Self- 184, TM for Small Craft and DropShips and pp. 145, SO for Space Stations
Destruct (see p. 162). and Warships.
In all other respects, SDS drones follows its **Craft with a standard control system are indicated by the modifier
unit’s standard construction rules. “standard” in front of their equipment listing, while those with upgraded
gunnery and piloting are indicated by the modifier “improved”

AUTONOMOUS TACTICAL ANALYSIS COMPUTER (ATAC)

Introduced: 2705
Extinct: 2780 (All)

Comprising a sophisticated array of neural networks and simulations designed to encapsulate the strategic and tactical thinking of
generations of Terran Hegemony admirals, the ATAC system could coordinate the actions of an entire fleet of SRCS-equipped spacecraft. The
jewel in the crown of the SDS system, ATAC could turn the relatively predictable drones into coordinated and dangerous opponents drawing
on generations of experience.

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Rules Annex

AUTONOMOUS TACTICAL ANALYSIS COMPUTER (ATAC)

Rules Level: Experimental destruct will continue to operate. There is no maximum
Tech Base (Ratings): Inner Sphere (F-X-F), Clans (X-X-X) range that this command can be sent from. If the human-
Unit Restrictions: WarShips and Space Stations. controlled ATAC is within nine million kilometers, the SDS
Game Rules: While more than one unit per force can be equipped drone shuts down at the start of the next combat turn.
with an ATAC, only one can be connected to a given SDS drone For every additional nine million kilometers, or fraction
at any given time. In addition, the total tonnage of the force that thereof, add one full combat round before the SDS Drone
can be controlled is limited by the mass of the active ATAC. shuts down.
• Prepare for Boarding: A special command required to
When multiple ATACs are present the controlling player must deactivate a drones internal defense grid in order for
secretly note which one is designated as the active controller for maintenance crews or jump navigation crews to board. The
a given SDS drone. This information must be revealed to their human-controlled ATAC must be within 500 hexes to issues
opponents when any unit equipped with an active probe, DropShip this command.
or WarShip moves within 6 hexes of the active ATAC Control Unit. • Navigation: Direct the drone to a specific location in
Note that the active controller can be situated off-board. space. If issued “direct navigation” command, the drone
will travel to the destination, only defending itself if
Should a player wish to switch control from one ATAC attacked. With a “patrol navigation” command drone will
to another, or to have a new ATAC take over when another engaged enemy targets as normal, if they are detected.
is destroyed, the player must announce this during the End There is no maximum range that this command can be
Phase; all SDS drones being controlled by the replaced ATAC will sent from. If the human-controlled ATAC is within nine
operated in Independent Command mode (see p. 197) for the million kilometers, the SDS drone begins navigating at the
following two full game turns. start of the next combat turn. For every additional nine
kilometers, or fraction thereof, add one full combat round
A ship equipped with an ATAC may only control drones in before the SDS Drone acts on this command.
their force. Drones of another player may not be controlled. They • Activate: Will activate any drone that is deactivated. The
are using different authentication codes and will not respond. drone activates on the next combat turn. The human-
controlled ATAC must be within 5,000,000 kilometers to
ATAC Fighter Squadrons: If the ATAC equipped unit is issues this command.
human-controlled, it may direct robotic fighter squadrons (Either Electronic Warfare: If using the Electronic Warfare rules
ASRCS or S-ARCS). Treat each squadron as a single unit for pur- (see p. 110, SO) the ECM affects can interfere with an SDS drone’s
poses of the maximum number of units an ATAC unit may direct. ability to communicate with an ATAC equipped unit.
Robotic fighter squadrons under ATAC commanded are treated In the End Phase of each turn, the SDS drone checks its line
as a fully intelligent game unit and do not follow the indepen- of sight to its ATAC-equipped unit. If there is a hostile ECM field
dent drone command tree while under ATAC direction. between the SDS drone and the ATAC equipped unit, make an
immediate ECCM roll by the ATAC equipped unit and apply any
Drone Fire-Control Network: The ATAC provides the same ECCM modifiers to hostile ECM as if it were targeting the SDS
ability as a Naval C3 to its SDS drones (see p. 332, TO). While drone. If the ATAC equipped unit counteracts the hostile ECM,
controlled by their designated ATAC, up to six drones (with a the SDS drone operates normally.
fighter squadron acting as a single drone) can be linked together If the drone enters a zone where ECM interference
to share targeting data. These can either be six drone units or up provides a +1 to-hit modifier against manned units, then on
to five drones and the ATAC controller unit. Any drone actively in the subsequent turn the drone suffers a –1 Initiative modifier
a hostile Large Craft ECM field is unable to share or benefit from and a +1 to-hit modifier for all attacks made at Extreme range.
shared targeting data. Only a unit under active ATAC control can (These to-hit modifiers are based on actual range and not
share or benefit from shared targeting data. modified range as a result of the Naval C3 ability of the ATAC.)
For example, if the player rolled an Initiative of 6 for his SDS
Initiative, Piloting and Gunnery bonus: Units operating as drones, then the SDS affected by ECM would have an initiative
part of an ATAC-coordinated formation receive modifiers to their of 5.
group Initiative rolls and Piloting and Gunnery Skills. This reflects If the ECM interference provides a +2 to-hit modifier against
the command and control nature of the network, which allows manned units, then on the subsequent turn the drone suffers a
the units to share combat data. These bonuses degrade with the –2 to its initiative roll and +1 to-hit at long and extreme ranges.
distance they are from the ATAC-equipped unit that is directing
them (see ATAC Modifier Table, next page).

Direct Control: A human-controlled ATAC system can issue
additional commands to friendly SDS drones. These commands are:

• Deactivate: Deactivates (shuts down) an active drone
(see Deactivated, p. 156). Its internal defense grid and self-

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AUTONOMOUS TACTICAL ANALYSIS COMPUTER (ATAC)

If the ECM interference is +3, then on the subsequent turn the During the Weapon Attack Phase, after rolling ECCM again,
drone suffers a –3 to its initiative roll and +1 to-hit at any range. follow the same process as above, to determine any to-hit
modifier effects for that turn.
If the ECM interference is +4, then on the subsequent turn
the drone can no longer benefit from ATAC system. It also suffers If the ATAC is located off-board then line of sight to it
initiative and attack penalties equivalent to being in a +3 ECM is considered obstructed if hostile ECM comes between the
interference zone controlled unit and the edge of the map designated as the home
edge at the start of play.
At any time, an SDS drone can drop from an ATAC network
and operate individually. Such an order takes effect at the start of
the turn following the turn in which the order was issued.

CONSTRUCTION ATAC ATAC MODIFIER TABLE
RULES
The ATAC has a base weight of 2% of the Range Piloting/Gunnery Initiative*
equipped unit’s weight, to a maximum tonnage
of 50,000 tons plus an additional 150 tons per 0-50 –1 +4
SDS Drone it is intended to direct. ATACs may
be installed in human-controlled ships or in a 51-100 –1 +2
WarShip class SDS drone. On human crewed ships,
one crew is required for every three drones the 101- to Off-board –0 +0
ATAC is capable of directing.

ADVANCED ROBOTIC TRANSPORT BAY SYSTEM (ARTS)

Introduced: 2609 (Terran Hegemony), 2700 (Inner Sphere)
Extinct: 2804 (IS)
Recovered: 3068 (Word of Blake), 3085 (Republic of the Sphere)

The ability for Star League-era Caspar drone systems to launch and recover themselves and even perform basic maintenance such as
ammo loading and refueling was built upon earlier advances in robotic warehouse technologies. The Terran Hegemony’s SDS took this to the
point that entire space stations supported the SDS drone network. The robotic transport bay took the terrestrial bound technology and applied
it space going vessels. While greatly streamlining shipping and reducing crew sizes, in most applications it never replaced crews completely.

ADVANCED ROBOTIC TRANSPORT BAY SYSTEMS (ARTS)

Rules Level: Advanced Repair Bays equipped with an ARTS are capable of performing
Available To: SA, DS, SS, and WS basic maintenance on vessels docked in them using the repair rules
Tech Base (Ratings): Inner Sphere (D-X-F), Clan (X-E-E) and times from the Maintenance, Repair, Salvage and Customization
Game Rules: A unit equipped with this system requires no Bay rules in Strategic Operations on (see pp. 166, SO). The ARTS can
Personnel to perform launch/recovery, ammunition loading/ make the following repairs at Veteran skill level:
unloading or small craft/fighter refueling. Drone units equipped
with an ARTS may launch and recover small craft and fighter (drone • Replace any damaged armor.
or human-controlled) as if they were a normally crewed unit. • Repair units with less than 25% structural damage. (Example,

an M-5 has an SI of 50. If its SI is between 37 and 49 points,

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ADVANCED ROBOTIC TRANSPORT BAY SYSTEMS (ARTS)

the ARTS can fix it. If the M-5’s SI was 36 it would need to be Human Crew: If a human-controlled small craft or aerospace
repaired in a standard, human crewed yard.) fighter lands in an ARTS bay on an SDS Drone, the crew may not
• Can repair one critical hit to the following systems, Avionics, leave their craft unless the Drone has had its internal defense
CIC, Sensors system deactivated or the humans conduct a boarding action
• Can repair up to two critical hits to Thrusters or Engines. (see pp. 188, TO and pp. 36, SO).
• Can repair any heat sinks not located in the vessels engine.

CONSTRUCTION ARTS
RULES
ARTS may be installed individually and may be installed in the same unit as a standard Transport Bay. Indicate ARTS bays
by placing ARTS before the name of the bay. ARTS bays weigh an additional 25% over the standard bay tonnage (i.e. a fighter
ARTS bay weighs 187.5 tons instead of 150).

SDS SELF-DESTRUCT SYSTEM

Introduced: 2695
Extinct: 2780
Recovered: N/A

In the time of the Star League it was thought the SDS self-destruct system was put in place after a tragic episode in 2694. A squadron of
M-2 Hector Drones became non-responsive and destroyed three civilian transport JumpShips because their IFF beacons were broadcasting out
of sync. In reality files recovered from the ComStar archives reveal the true reason for the self-destruct system was Jonathan Cameron’s fear of
the SDS technology falling into the hands of the other member states.

The self-destruct system was little more than a massive bomb fitted into, or in some cases around, the engine compartment. In the event
the ship was disabled, the destruct system would engage and scuttle the ship, reducing all the proprietary technology to slag. When combined
with the SDS drones’ programming to ram enemy combatants if critically damaged, it also turned the self-destruct system into a deadly bomb.

SDS SELF-DESTRUCT SYSTEM

Rules Level: Experimental The SDS Self-Destruct can be accidentally detonated when
Available To: DS and WS the equipped ship is hit from the Aft. On any critical hit to the
Tech Base (Ratings): Inner Sphere (B/D-F-D) Aft, in addition to the normal critical hit rolls, roll 2D6. On a result
Game Rules: The SDS Self-Destruct operates identically to of 12+ the Self-Destruct goes off, destroying the engine and
the Booby Trap rules in Tactical Operations (see p. 297, TO), applying the damage of the Self-Destruct directly to the ships
with the following exception. If a Caspar equipped with a structural integrity.
Self-Destruct successfully rams another unit, the Self-Destruct
is triggered automatically and does damage to the rammed An SDS drone will activate its self-destruct if any of the
units Structural Integrity equal to the Drones safe thrust following triggers are reached, All Engine criticals are destroyed,
MP multiplied by its tonnage (up to a maximum of 500 98% of structural integrity (round up) is destroyed, it loses
standard points). “control” in a boarding action, or it receives a command from a
friendly human operated ATAC system.

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CONSTRUCTION Rules Annex
RULES
SDS SELF-DESTRUCT SYSTEM
An SDS Self-Destruct follows the same construction rules as a standard Booby Trap (see p. 297, TO), with the following
exception. SDS Self-Destruct systems have a maximum tonnage of 10,000 tons.

SLDF SDS JAMMER

Introduced: 2776
Extinct: 2780
Recovered: N/A

As the war to liberate Terra wore on, the SLDF was able to gather more and more data on the super-secret SDS Network. Analysis showed
that drones would lose their coordination and suffer degradation in accuracy if exposed to heavy ECM interference.

To capitalize on this weakness, dozens of SLDF WarShips had their cargo decks fitted with multi-kiloton jamming systems. These ECM arrays
allowed Kerensky’s troops to blanket hundreds of kilometers with jamming waves that disrupted the SDS drones and prevented them from
coordinating like they had in earlier confrontations.

SLDF SDS JAMMER

Rules Level: Experimental field. For all intents and purposes, the jamming field blocks line
Available To: WS of sight, for the C3 network effects, into the jammed area. As a
Tech Base (Ratings): Inner Sphere (B/D-F-D) result, SDS drones inside the jamming field may not spot for units
Game Rules: A ship equipped with an SLDF SDS Jammer system outside the field and all SDS units outside the field will not “see”
may activate in the end phase of any turn. Once activated the any unit inside the jamming field for the purposes of attacking. In
system extends a jamming field out to fifty hexes. If an ATAC order for an SDS drone to make any attacks on a ship inside the
equipped unit is located within this jamming field, the jammer field, it must first enter the field.
generates a +4 ECM modifier for the sole purpose of determining
if an SDS drone also in the jamming field can network with that Unless under direct human command (from a human
ATAC equipped unit (see Electronic Warfare, p. 160). operated ATAC equipped unit), the SDS drone must roll an 8+
on 2D6 to enter the jamming field. This roll is made at the start
If the ATAC unit is located outside the jamming field, it is of the movement phase. If the roll is failed, the drone may make
unable to communicate with any SDS unit inside the jamming another action instead.

CONSTRUCTION SLDF SDS JAMMER
RULES
The SLDF SDS Jammer weighs thirty thousand tons. It may be mounted in any SLDF-era WarShip cargo bay, provided the
bay is large enough, without any other modifications to the WarShip.

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DRONE INDEPENDENT COMMAND RULES

Rules Level: Experimental set at the start of game play for all drones that begin deployed
Available To: Units mounting Aerospace (ASRCS) or Shielded on the playing area. Drones not deployed need not have their
(S-ASRCS), use these rules (see pp. 154 and 157, respectively). Aggression Level set until the turn they are deployed. The
Such units are uniformly referred to as “drones.” Aggression Level may be changed in the End Phase of any
Game Rules: Drone units use the following rules when not under turn for drones under control of a Control Unit (see p. 155,
the control of another unit. The Drone Independent Command respectively). It is recommended a GM control drones that are
Decision Tree (see p. 165) consists of Events and Event Orders. under Independent Command, to carry out orders described on
During the End Phase of every turn that a drone is in independent the following pages.
operation (see ATAC Fighter Squadrons p. 160), it will proceed
through the Decision Tree in order from the beginning. If the High-G Maneuvers: Drones will use high-g maneuvers (see
Event’s Trigger is valid, then the drone will execute the order for p. 78, TW) during combat, even if it means possible damage.
that Event. If the Event’s Trigger is not valid, the drone proceeds to How often they will use high-g maneuvers is based upon their
the next Event in the Decision Tree. An active drone restarts at the Aggression Level (see above).
top of the Decision Tree once the end has been reached.
• Aggressive: Will always use high-g maneuvers.
Aggression Levels: When an Event Trigger occurs, the • Neutral: Will only use high-g maneuvers when weapons are
drone will execute the default order for that Event based on the
drone’s set Aggression Level. Aggression Levels are: Aggressive, in range.
Neutral, and Defensive. Each drone has a single Aggression Level • Defensive: Will only use high-g maneuvers when weapons
assigned to it that applies to all Events. Aggression Levels are
are in short range.
If a drone only has 1 SI remaining, regardless of Aggression
Level, the drone will not use a high-g maneuver.

DRONE INDEPENDENT COMMAND DECISION TREE

The following rules apply only to“drones,”any unit mounting any valid hostile target. This is in addition to any action required
one of the various ASRCS systems. If the rules refer to a specific by a triggered Event.
system, those rules only apply to a drone mounting that system.
Remaining Weapons: If after firing all valid weapons at its
Space Stations and Satellites: These drone types ignore all primary target, Large Craft (DS, WS, and SS) drones that have
movement orders. unfired weapons and sufficient heat sinks to fire them and the
target is within range and appropriate fire arc, it will fire on the
Overriding Orders nearest hostile unit, regardless of size/class.
These orders will take effect whenever conditions are met,
Ramming: ASRCS and S-ARSCS drones will not attempt a
regardless of any Event Triggers that are met. ramming attack. If a ramming attack is indicated, the drone will
Target!: If there is a hostile Large Craft in the drone’s forward instead alpha strike with all weapons, even if this means it will
overheat.
arc at short or medium range and the drone did not attack
another target the previous turn, it will attack that Large Craft 1. Collision
with all available weapons. Event Trigger: Drone is in danger of colliding with another

Large Craft Priority Target: Large Craft (DS, WS, and SS) object. For aerospace and small craft drones, treat the Aggression
drones are programmed to target Large Craft as a priority. When Level of “Aggressive” as “Neutral” for this Event.
selecting a valid target, Large Craft drones will always choose
the nearest hostile Large Craft in range unless overridden Aggressive: Large Craft Drones (DS, WS, and SS). If the
by another Event Order. When more than one Large Craft possible collision is with any small craft, aerospace or a non-
is equidistant from the Large Craft drone, use the Bearings friendly object that will do less than 20% total starting armor
Launch Capital Missile rules for target selection (see Detection damage to the drone, the drone will ignore the possible collision
Phase, Standard Play, p. 102, SO). and Proceed to next Event in the Decision Tree.. If not, treat as
Aggression Level “Neutral.”
No Large Craft Targets: Large Craft (DS, WS, and SS) drones
are programmed to target Large Craft as a priority. If no valid Neutral: Unit will use all available thrust to avoid collision.
hostile Large Craft is in range, the Large Craft drone will fire on Will continue to target hostile units and attempt to maneuver to

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remain in combat with the nearest hostile unit (Large Craft for 4. Swarm
Large Craft drones). Event Trigger: A hostile Large Craft or Small Craft (aerospace

Defensive: Unit will use all available thrust to avoid collision. small craft and satellite drones only) is crippled and within 12
It will forgo all other actions until it is no longer in danger hexes (6 for aerospace small craft and satellite) of the drone. A
of collision. drone considers a target crippled if the target has received two
or more critical hits to its engine, if all weapons in three or more
2. Omega locations are destroyed, if it has lost more than half its original
Event Trigger: Drone is crippled. Aerospace, small craft, Structural Integrity, or if the crew has suffered four or more hits.

or satellite drones are considered crippled under any of the Aggressive: If the hostile Large Craft is a WarShip and the
following: it suffers a critical hit to its engine or fuel tank, all drone is a DropShip or Small Craft, it will immediately attempt to
weapons are destroyed, it loses more than half its original ram. Otherwise, the drone will close to short range and attempt
Structural Integrity, or its pilot/crew suffers four or more hits. A to fire at the facing with the lowest current armor rating.
Large Craft (DS, WS, and SS) drone is considered crippled under
any of the following: suffering three engine critical, all weapons Neutral: Drone will shift fire from any active target and
are destroyed, loses more than half its original Structural Integrity, attack the crippled unit. It will attempt to fire at the facing with
or receives enough critical hits that would kill the pilot/crew of a lowest current armor rating. It will close on the crippled unit
non-drone unit. using Safe Thrust.

Aggressive: Unit will accelerate at maximum thrust toward Defensive: Drone will ignore the crippled unit and will
the nearest hostile unit (Large Craft for Large Craft Drones (DS, move to the next Event.
WS, and SS)) in its forward arc. It will fire all weapons at the
hostile target as it closes. Once in range, it will attempt to ram 5. Target: Locked
the hostile unit. Event Trigger: In the previous turn the drone fired on a

Neutral: Drone will attempt to keep all hostile Large Craft at Large Craft and the Large Craft is still in range of one or more of
long range, protecting its most damaged components. If unable the drone’s weapons in the current turn.
to keep all hostile Large Craft at long range, it will attempt to stay
at long range from the largest hostile Large Craft*. Drone will Aggressive: The drone will attempt to close to short range,
attempt to attack the nearest hostile Large Craft*. If the nearest using Maximum Thrust if required. It will attempt to fire at the
hostile target (of any kind) is at short or medium range, it will facing with the lowest current armor rating. It will fire all available
conduct evasive maneuvers. weapons at the targeted Large Craft.

Defensive: Drone will conduct a Forced Withdrawal (see p. Neutral: Drone will maintain current range, using Maximum
258, TW) using evasive maneuvers when thrust permits. When it Thrust if required. It will attempt to fire at the facing with lowest
reaches the edge of the playing area, it will flee the battlefield, current armor rating. It will fire all available weapons at the
remaining out of play for the remainder of the game. targeted Large Craft.

3. Boarding Defensive: Drone will maintain current range, using no
Event Trigger: If a Small Craft or ground unit operating in more than Safe Thrust. It will attempt to fire at the facing with
lowest current armor rating. It will fire all available weapons at
Zero-G (see p. 279, SO) enters the same or adjacent hex as the the targeted Large Craft.
drone and has a relative velocity of 4 or less, the drone will react
to the possible boarding attempt. Aerospace drones ignore this 6. Support
Event Trigger. Event Trigger: Drone is not currently engaged with a hostile

Aggressive: Drone will not attempt to avoid the unit. Large Craft and a friendly unit (drone or non-drone) is in active
Neutral: Drone will spend the next Movement Phase combat with a hostile target at short, medium, or long range
expending up to Maximum Thrust to increase range with the from the drone.
unit or to increase relative velocity to 5 or greater.
Defensive: Drone will act as per Neutral orders and will also Aggressive: Drone will engage friendly’s hostile unit while
make the unit its primary target, firing all available weapons at attempting to close to short range.
the unit.
Neutral: Drone will engage hostile unit while attempting to
maintain current range band.

Defensive: Drone will engage hostile unit but will not
change range bands. It will not pursue the target if it moves
beyond the current range band.

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7. Target: Engage Once the Modified To-Hit Target Number is 11 or less, restart the
Event Trigger: Drone is not engaged with a hostile Large Trigger Decision Tree.

Craft or Small Craft (aerospace small craft and satellite drones Neutral: Drone will move towards the nearest hostile unit*
only) and there is a hostile Large Craft or Small Craft (aerospace at Safe Thrust. It will begin attacking as soon as its Modified
small craft and satellite drones only) within range of any weapons To-Hit Target Number is 12 or less for any weapon. Once
mounted in its forward arc. Modified To-Hit the Target Number is 10 or less, restart the
Trigger Decision Tree.
Aggressive: Drone will engage hostile unit while attempting
to close to short range at any thrust. Defensive: Drone will move towards the nearest hostile
unit* while evading. It will not exceed Safe Thrust. Once the
Neutral: Drone will engage hostile unit while attempting to Modified To-Hit Target Number is 9 or less, restart the Trigger
maintain current range band. Decision Tree.

Defensive: Drone will engage hostile unit but will not 9. Target: Acquired
change range bands. It will not pursue the target if it moves Event Trigger: Drone is not currently engaged with a hostile
beyond the current range band.
unit (Large Craft Drones only: Large Craft), and there are no
8. Target: Range hostile targets of any type within 100 hexes of the drone.
Event Trigger: Drone is not currently engaged with a
Aggressive: Large Craft (DS, WS, and SS) drones will move
hostile Large Craft or Small Craft (aerospace small craft and towards the nearest hostile unit at Maximum Thrust. If the
satellite drones only) and there is a Large Craft or Small Craft standard Maximum Thrust of the target (before any damage)
(aerospace small craft and satellite drones only) within range of is higher than the drone’s current Maximum Thrust, it will
any weapons mounted in any arc. choose the next closest target. If no target can be intercepted
in this fashion, move to Event Trigger 10. Aerospace and small
Aggressive: Drone will move towards the nearest hostile craft drones will maintain current heading and velocity, unless
unit* at Maximum Thrust. It will begin attacking as soon as its specifically commanded otherwise by a Control Unit (see p. 155).
Modified To-Hit Target Number is 12 or less for any weapon. Restart the Trigger Decision Tree.
Once the Modified To-Hit Target Number is 11 or less, restart the
Trigger Decision Tree. Neutral: Large Craft (DS, WS, and SS) drones will move
towards the nearest Large Craft* at Safe Thrust. If the standard
Neutral: Drone will move towards the nearest hostile unit* Maximum Thrust of the target (before any damage) is higher
at Safe Thrust. It will begin attacking as soon as its Modified than the drone’s current Safe Thrust, it will choose the next
To-Hit Target Number is 12 or less for any weapon. Once closest target. If no target can be intercepted in this fashion,
Modified To-Hit Target Number is 10 or less, restart the Trigger go to Event Trigger 10. Aerospace and small craft drones will
Decision Tree. expend Safe Thrust to lower its velocity to 0 (i.e. it will remain in
its current position), unless specifically commanded otherwise
Defensive: Drone will move towards the nearest hostile by a Control Unit (see p. 155). Restart the Trigger Decision Tree.
unit* while evading. It will not exceed Safe Thrust. Once the
Modified To-Hit Target Number is 9 or less, restart the Trigger Defensive: Large Craft (DS, WS, and SS) drone will move
Decision Tree. towards the nearest Large Craft* while evading. It will not
exceed Safe Thrust. If the standard Maximum Thrust of the
8A. Target: Detected target (before any damage) is higher than the drone’s current
Event Trigger: Aerospace and small craft drones only. Safe Thrust, it will choose the next closest target. If no target
can be intercepted, go to Event Trigger 10. Aerospace and
Drone is not currently engaged with a hostile unit and there is a small craft drones will expend Safe Thrust to lower its velocity
hostile unit within 50 hexes of the drone. to 0 (i.e. it will remain in its current position), unless specifically

Aggressive: Drone will move towards the nearest hostile
unit* at Maximum Thrust. It will begin attacking as soon as its
Modified To-Hit Target Number is 12 or less for any weapon.

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commanded otherwise by a Control Unit (see p. 155). Restart the top of the Decision Tree. Aerospace, small craft, satellite
the Trigger Decision Tree. drones only: when a target is detected within 50 hexes, go to
Event Trigger 7A.
10. Minimal Threat
Event Trigger: No hostile target within 100 hexes of the Neutral: Large Craft (DS, WS, and SS) drones will expend
Safe Thrust to lower its velocity to 0 (i.e. it will remain in its
drone (50 for aerospace small craft and satellite drones) or any current position). It will conduct passive sensor sweeps for
hostile Large Craft or Small Craft (aerospace small craft and hostile targets; when a Large Craft is detected, start at the top of
satellite drones only) within 100 hexes (50 for aerospace small the Decision Tree. Aerospace and small craft drones only: if within
craft and satellite drones) that have a Maximum Thrust less than 250 hexes of a friendly unit with a fighter/small craft cubicle, it will
the drone’s current Maximum Thrust . expend Safe Thrust to intercept allied unit and dock. Otherwise,
lower its velocity to 0. Restart the Trigger Decision Tree.
Aggressive: Large Craft (DS, WS, and SS) drones will move
at Maximum Thrust in the direction of the nearest hostile Large Defensive: Large Craft (DS, WS, and SS) drones will
Craft. If thrust is insufficient to intercept (see Target: Acquired, deactivate and can only be re-activated by a DTAC equipped
Aggressive), it will expend Safe Thrust to lower its velocity to 0 (i.e. unit. Aerospace and small craft drones only: if within 250 hexes
it will remain in its current position). Aerospace and small craft of an allied unit with a fighter/small craft cubicle, it will expend
drones will expend Safe Thrust to lower its velocity to 0, unless Safe Thrust to intercept allied unit and dock. If there is no unit
specifically commanded otherwise by a Control Unit (see p. 155). within range, drone will deactivate. Drone will not reactivate until
Restart the Trigger Decision Tree. it receives an activation command from a designated controller
unit. Any drone in a deactivated state will cease to process
Neutral: Large Craft (DS, WS, and SS) drones will move command triggers until reactivated.
at Safe Thrust in the direction of the nearest hostile Large
Craft. If thrust is insufficient to intercept (see Target: Acquired, 12. Hibernation
Aggressive), it will expend Safe Thrust to lower its velocity to 0 (i.e. Event Trigger: Large Craft (DS, WS, and SS) drones only. No
it will remain in its current position). Aerospace and small craft
drones will expend Safe Thrust to lower its velocity to 0, unless hostile targets within radar detection range (5,555 hexes).
specifically commanded otherwise by a Control Unit (see p. 155). Aggressive: Drone will conduct a patrol of the area, moving
Restart the Trigger Decision Tree.
1,000 hexes in a random direction and accelerating the first
Defensive: Drone will expend Safe Thrust to lower its 500 hexes, then decelerating until it reaches 0 velocity. If no
velocity to 0 (i.e. it will remain in its current position). hostile Large Craft are detected, the unit will return to its original
Aerospace and small craft drones only: if within 250 hexes position and repeat the above process in a new direction. At
of a friendly fighter/small craft cubicle-equipped unit, it any time a hostile Large Craft is detected, start at the top of the
will expend Safe Thrust to intercept allied unit and dock. Decision Tree.
Otherwise the drone will lower velocity to 0, unless specifically
commanded otherwise by a Control Unit (see p. 155). Restart Neutral: Drone will expend Safe Thrust to lower its velocity
the Trigger Decision Tree. to 0 (i.e. it will remain in its current position). At any time a hostile
Large Craft is detected, start at the top of the Decision Tree.
11. Bingo Targets
Event Trigger: No hostile targets within battlefield radar Defensive: Drone will deactivate. It will not reactivate until
it receives an activation command from a valid Control Unit. Any
detection range (555 hexes for Large Craft, 55 hexes for small drone deactivated will cease to process command triggers until
craft, satellites, and aerospace). reactivated (see Deactivated, p. 156).

Aggressive: Drone will make an active Detection Roll *When more than one Large Craft is equidistant from the
(see Radar (Object), p.119, SO) every turn. Large Craft drones drone, use the Bearings Launch Capital Missile rules for target
(DS, WS, and SS) only: when a Large Craft is detected, start at selection (see Detection Phase, Standard Play, p. 102, SO).

1­ 67

Rules Annex

M-5 “CASPAR” CAPITAL DRONE compartment. A lucky hit to the aft could trigger the system and
The pinnacle of the SDS network, the M-5 drones would so destroy the WarShip drone. Even this flaw was not enough of an edge
for Kerensky’s forces, who would have to resort to drastic measures to
capture the imagination of the Inner Sphere as to overshadow all other finally defeat the waves of M-5s that guarded Terra.
aspects of the SDS Network. The drones became known as Caspars,
after an ancient Terran commander, and were intended as a nod to the Most worlds in the Hegemony possessed at least a handful of M-5
superior nature of the M-5 over all the other drones in the network. drones, while key worlds would field multiple squadrons. Terra had
at least two hundred and fifty and possibly more of the M-5 drones.
The Caspar was the primary capital-class SDS drone. The M-5 Had Kerensky’s technicians not devised a jamming system to offset
used an unequipped Lola block II hull as a starting point for its the drones coordination network, it is possible the Inner Sphere today
design, heavily modifying the frame to achieve its final form. Not would still live under the shadow of an Amaris emperor.
intended for long deployments and meant to rely on outside support
for major repairs, the M-5 could surrender most of its cargo space Only one variant of the M-5 was deployed. The M-5C variant
for the advanced drone control systems. The remaining tonnage carried the Autonomous Tactical Analysis Computer, the true secret
allowed the M-5 to mount firepower nearly equal to the Texas, a ship to the SDS drone network. This advanced neural network could
that out-massed it by 500,000 tons, while maintaining the thrust of process millions of simulations a second and then relay the results
a destroyer-class ship. The battery of naval lasers and paired heavy out to all the ships connected to it. It was the ATAC that allowed
naval PPCs mounted in the nose allowed Caspars to make slashing the Caspar drones to coordinate their attacks with such brutal
assaults that often struck from outside an opponent’s effective efficiency. Each M-5C could direct up to fifty other SDS drones.
attack range. Its large array of heat sinks allowed the drone to dive
into enemy formations and fire both of its autocannon broadsides To fit the large computer array, the M-5C downgraded its own SDS
without fear of overheating. Considered the perfect WarShip, its Drone computer. While this affected the command drones accuracy, it
only flaw lay in the self-destruct system, built into the engine was able to rely on ships in its network for targeting assistance and the
two additional naval PPCs improved its bow armament considerably.

­168

Rules Annex

M-5 “CASPAR” CAPITAL DRONE M-3 DRONE
Tech: Inner Sphere Based on the 2650 model of the Pentagon assault DropShip,
Introduced: 2710
Mass: 680,000 tons the M-3 was the first full production SDS Drone to see widespread
Length: 628 meters use. First deployed in 2698, they replaced the sullied M-2 as the
Sail Diameter: 1,100 meters primary drone system of the early SDS network. The M-3 was also
Fuel: 1,000 tons (2,500 points) the first of the drones to be built new and not as retrofits of existing,
Tons/Burn Days: 39.52 crewed ship hulls. Starting in 2704, the M-3 was produced at O’Neil
Safe Thrust: 4 Shipyards and would eventually be built at a half dozen locations
Maximum Thrust: 6 across the Hegemony.
Sail Integrity: 5
KF Drive Integrity: 15 While overshadowed by their M-5 brethren, to the point it was
Heat Sinks: 1,250 (2,500) often overlooked in fleet action reports, the M-3 would prove to
Structural Integrity: 50 be a highly effective combat platform. With the same performance
Battle Value: 95,051 characteristics as its parent design, its high thrust profile, combined
with not needing to worry about the frailty of human crew, allowed
Armor the M-3 to quickly engage threats. Its lack of crew and marines
Nose: 48 allowed it to double its nose firepower compared to its Pentagon
Fore-Sides: 48 progenitor. This made it a credible threat to corvette and destroyer-
Aft-Sides: 48 class WarShips and capable of destroying the most thickly armored
Aft: 48 DropShip in a single salvo.

Cargo 1 Door Easier to produce than the massive M-5, the majority of
Bay 1: Cargo (1,840.5 tons) Hegemony systems were protected by these diminutive assault
ships. Again, in the shadow of their larger cousin, and so closely
DropShip Capacity: 0 resembling the human crewed Pentagon, they often were
Grav Decks: 0 overlooked in the historical reports that focused on the Caspar.
Escape Pods: 0 While singly they could be ignored by most SLDF forces, en masse
Life Boats: 0 they proved a threat that was difficult to discount. Even during the
drop onto Terra, after Kerensky had already neutralized the last
Crew: None of the M-5s, three squadrons of M-3s reminded the SLDF of their
danger. Deploying from a hidden hanger on Terra’s moon, the last
Notes: Equipped with 322.5 tons of Ferro-Carbide armor, SDS Self- drones of the SDS network accelerated towards Kerensky’s battle
Destruct System and SDS Drone Control System (Gunnery 3, fleet. Working in ATAC coordinated concert, the eighteen drones
Piloting 4). Automated defenses provide 110 Marine Points. overwhelmed the defenses of several assault DropShips, blasted
through two Vincent-class corvettes and descended upon the
Weapons: Capital Attack Values (Standard) SLS Van Gogh, the last of the Luxor-class WarShips. The Van Gogh
Arc (Heat) Type Heat Short Medium Long Extreme Class managed to pick away at the oncoming swarm, but the numbers it
Nose (810 Heat) faced were too many and several of M-3s slammed into the heavy
4 NL55 340 22 22 22 22 Capital Laser cruiser, ending the proud Luxor-class.
2 Heavy N-PPC 450 30 30 30 30 Capital PPC
1 Killer Whale 20 4 4 4 4 Capital Missile
(20 Missiles)
FR/FL (370 Heat)
2 NL55 170 11 11 11 11 Capital Laser
3 NAC/20 180 60 60 60 — Capital AC
(300 rounds)
1 AR-10 Launcher 20 * * * * Capital Missile
(10 KW 20 B)
RBS/LBS (465 Heat)
1 NL55 85 5.5 5.5 5.5 5.5 Capital Laser
2 NAC/25 170 50 50 50 — Capital AC
(200 rounds)
2 NAC/25 170 50 50 50 — Capital AC
(200 rounds)
2 AR-10 Launcher 40 * * * * Capital Missile
(20 KW 40 B)
AR/AL (350 Heat)
2 NL55 170 11 11 11 11 Capital Laser
3 NAC/20 180 60 60 60 — Capital AC
(300 rounds)
Aft (360 Heat)
4 NL55 340 22 22 22 22 Capital Laser
2 Barracuda 20 2 2 2 2 Capital Missile
(40 Missiles)

1­ 69

Rules Annex

M-3 DRONE Weapons: Capital Attack Values (Standard)
Type: Military Spheroid Arc (Heat) Type Heat Short Medium Long Extreme Class
Use: SDS Drone Nose (116 Heat)
Tech: Inner Sphere 4 PPC 40 4 (40) 4 (40) — — PPC
Introduced: 2698 4 Gauss Rifles 4 6 (60) 6 (60) 6 (60) — Gauss
Mass: 4,000 tons (96 rounds)
Battle Value: 16,459 4 ER Large Lasers 48 3 (32) 3 (32) 3 (32) — Laser
4 LRM 20 + Artemis IV 24 6 (64) 6 (64) 6 (64) — LRM
Dimensions (96 rounds)
Length: 89 meters FR/FL (57 Heat)
Width: 75 meters 2 PPC 20 2 (20) 2 (20) — — PPC
Height: 75 meters Gauss Rifle (24 rounds) 1 2 (15) 2 (15) 2 (15) — Gauss
2 ER Large Lasers 24 2 (16) 2 (16) 2 (16) — Laser
Fuel: 600 tons (18,000 points) 2 LRM 20 + Artemis IV 12 3 (32) 3 (32) 3 (32) — LRM
Tons/Burn-day: 1.84 (48 rounds)
Safe Thrust: 7 AR/AL (52 Heat)
Maximum Thrust: 11 1 PPC 10 1 (10) 1 (10) — — PPC
Heat Sinks: 200 (400) 2 ER Large Lasers 36 4 (36) 2 (16) 2 (16) — Laser
Structural Integrity: 21 4 Medium Lasers
1 LRM 20 + Artemis IV 6 2 (16) 2 (16) 2 (16) — LRM
Armor (18 rounds)
Nose: 368 Aft (34 Heat)
Sides: 323 1 PPC 10 1 (10) 1 (10) — — PPC
Aft: 278 1 ER Large Laser 24 3 (28) 1 (8) 1 (8) — Laser
4 Medium Lasers
Cargo
Bay 1: Cargo (28 tons) 1 Door

Life Boats: 0
Escape Pods: 0

Crew: None

Notes: Carries 75.5 tons of standard
armor, SDS Self-Destruct and SDS
Drone Control System (Gunnery 3,
Piloting 4). Automated defenses
provide 14 Marine Points.

1­ 70

Rules Annex

MODEL 96C “HOWDAH” to not only monitor/control the drones but also service and tow
drones endeared the Model 96 to longer term use and a yard line
SDS COMMAND SHIP was started on New Earth to build the Howdah. The SDS command
All too often the SDS network is characterized as a faceless ship would see service through the Liberation of Terra, with the last
of them scuttled as part of Kerensky’s methodical dismantling of
computer network that operated with emotionless and calculating the SDS Network.
precision. The reality is that as automated as the SDS network was, it
could not run completely without human intervention. This human Outwardly the Howdah is identical to the Elephant, from
intervention was as much for security as it was to direct the overall performance profile to external weapon systems. Officially the
network. From an SDS Control center, any drones in the system Howdah never existed, and was listed on the SLDF rolls as the
could be shut down, activated and also directed much like a human- standard Model 96. First launched in 2695, the Howdah was based
controlled ship, giving it operational orders and providing networking on the 2650 update of the Model 96, so lacked the ER PPCs that
between the various drones. Human-controlled ATAC systems were the Elephant was later refitted with. Internally the Howdah gave up
also able to network in the less advanced drone fighters, giving them much of its cubicle space to make room for an ATAC system able to
near the same intelligence as the full SDS drones. coordinate up to three squadrons of drones. In addition to two small
craft, the ship was equipped with six advanced robotic transport
The first such control centers were built into DropShips. The bays. When first launched they carried the early MK 20 “SwiftStar”
Howdah was originally a simple refit of the Model 96 “Elephant” Robotic Drones—based on the Swift aerospace fighter—and would
to service and direct early M-2 drones. During testing the drones later carry the more advanced MK 30 “BlackWasp” and eventually
were deactivated except while in their test zones and these early
Model 96s towed the drones to and from their test sites, as well as the MK 39 “VoidSeeker” series.
serving as a command center for monitoring the tests. The ability

­171

Rules Annex

MODEL 96C “HOWDAH” SDS M-9 “PAVISE” SDS BATTLE STATION
COMMAND SHIP The M-9 was the largest SDS drone ever built. The failure of
Type: Military Spheroid
Use: Tug/ SDS Controller the Texas-based M-6 showed significant problems in integrating
Tech: Inner Sphere the engines to an SDS drone’s control systems, but did prove that
Introduced: 2695 a hull of its size could otherwise be fitted with drone controls. Thus
Mass: 15,000 tons the Pavise battle station came into being. They were intended to be
Battle Value: 10,750 the first and last line in system defense as well as the primary repair
and rearm yard for SDS drones.
Dimensions
Length: 150 meters The Pavise was virtually two stations in one. Above the paired
Width: 68 meters 450 meter grav-decks was the human-occupied section. This
Height: 68 meters section operated much like existing traffic control and monitoring
stations. Five small craft hangers serviced this section, and a fifty-
Fuel: 700 tons (21,000 points) thousand ton cargo hold held supplies, spares and served as an
Tons/Burn-day: 1.84 impound hold for stations serving in customs duties. The large
Safe Thrust: 5 hydroponics decks offered fresh produce and relaxation areas for
Maximum Thrust: 8 crew and visitors. In addition to the small crew, the station could
Heat Sinks: 200 (400) support three hundred visitors, be they passengers or additional
Structural Integrity: 25 staff. A single station and its small crew were capable of monitoring
up to three hundred SDS drones and an entire star system.
Armor
Nose: 371 Below the grav-decks lay the most advanced space vessel ever
Sides: 325 constructed. The entire station was fully automated, down to the
Aft: 279 life support controls that maintained the habitable upper sections.
Automated drones carried parts and ammunition from the automated
Cargo 2 Doors cargo decks, and huge robot crane gantries allowed ships and cargo
Bay 1: Cargo (1,462 tons) to be plucked from space into the stations repair bays and flight decks.
Bay 2: Small Craft (2) 2 Doors
Bay 3: ARTS Fighter Cubicles (6) 4 Doors The multi-level robotic flight deck could support 144 drone
fighters, able to launch, recover and rearm without the need
Life Boats: 2 for human intervention. The twelve DropShip collars typically
Escape Pods: 10 supported at least a squadron of M-3 drones and could support
additional system traffic. The fighters and DropShips provided
Crew: 9 officers, 38 crew, 9 gunners, 10 bay personnel much needed mobile firepower to the M-9’s defense. The two
massive repair bays took automated systems to a new level. With
Notes: Carries 77 tons of Ferro-Aluminum armor, Tug Adaptor, and one able to service ships up to 800,000 tons and the other up to
an Autonomous Tactical Analysis Computer (up to twenty 100,000 tons they could repair such complex components as the
SDS drones). engines and sensor systems of the M-5 drone. The ATAC system,
able to coordinate up to 300 SDS drones, was located in the lower
Weapons: Capital Attack Values (Standard) portion of the station, though the human crew was able to monitor
Arc (Heat) Type Heat Short Medium Long Extreme Class and override the system if the need arose. While the M-9 was
Nose (64 Heat) essentially stationary, compared to other spacecraft, it possessed
4 PPC 40 4 (40) 4 (40) — — PPC the firepower to stop any ship that came within the range of its
1 ER Large Lasers 18 2 (18) 2 (18) 2 (18) — Laser weapons and its deep AR-10 magazines allowed it to use bearings-
2 Medium Lasers launched missiles to strike targets even farther out.
2 Gauss Rifles (48 rounds) 2 3 (30) 3 (30) 3 (30) — Gauss
1 LRM 10 + Artemis IV 4 1 (8) 1 (8) 1 (8) — LRM The Pavise was typically deployed near a system’s jump points
(24 rounds) or in orbit around populated worlds. It was a complete success in
FR/FL (44 Heat) its role as a SDS command and repair yard, but it would fortunately
2 PPC 20 2 (20) 2 (20) — — PPC fall short of its job as the first and last line of defense for a system.
1 ER Large Laser 18 2 (18) 2 (18) 2 (18) — Laser Like all space stations, the virtual immobility that granted the Pavise
2 Medium Lasers the tonnage to mount such blistering firepower also left it as an
2 Gauss Rifles (48 rounds) 2 3 (30) 3 (30) 3 (30) — Gauss unwilling observer in the maneuver warfare of space combat. In
1 LRM 10 + Artemis IV 4 1 (8) 1 (8) 1 (8) — LRM systems protected by the Pavise Kerensky’s forces would use high-
(24 rounds) speed attack runs or bearings-launched missiles to wear down the
AR/AL Aft (52 Heat) massive stations. However, Terra, with no less than five stations at
2 PPC 20 2 (20) 2 (20) — — PPC each jump point, would require more aggressive tactics.
2 ER Large Lasers 30 3 (26) 2 (16) 2 (16) — Laser
2 Medium Lasers
2 Gauss Rifles (48 rounds) 2 3 (30) 3 (30) 3 (30) — Gauss
Aft (58 Heat)
4 ER Large Lasers 54 4 (42) 3 (32) 3 (32) — Laser
2 Medium Lasers
1 LRM 10 + Artemis IV 4 1 (8) 1 (8) 1 (8) — LRM
(24 rounds)

1­ 72

Rules Annex

M-9 “PAVISE” SDS BATTLE STATION Cargo 1 Door
Type: Space Station Bay 1: Small Craft (10) 21 Doors
Tech: Inner Sphere Bay 2: ARTS Fighter Cubicles (144) 1 Door
Introduced: 2720 Bay 3: ARTS Pressurized Repair Bay 1 Door
Mass: 1,500,000 tons (800,000 ton capacity) 2 Doors
Bay 4: ARTS Pressurized Repair Bay 2 Doors
Dimensions: (100,000 ton capacity)
Length: 1,000 meters Bay 5: Cargo (157,585 tons)
Width: 200 meters Bay 6: Cargo (50,000 tons)

Fuel: 5,000 tons (12,500 points) DropShip Capacity: 12
Tons/Burn Days: 2.82 Grav Decks: 2 (450 meter diameter)
Heat Sinks: 7,000 (14,000) Escape Pods: 90
Structural Integrity: 1 Life Boats: 0
Battle Value: 288,172
Crew: None*, 20 first class cabins, 450 second class cabins, 25 marines
Armor
Nose: 550 *The Pavise is fully autonomous and requires no crew to perform day-
Fore-Sides: 550 to-day operations. Twenty officers and 150 crew oversee the SDS computer
Aft-Sides: 550 network, operate the space traffic control center and perform major
Aft: 550 maintenance that the robotic systems cannot perform.

Notes: Equipped with 4,125 tons of Ferro-Carbide armor, SDS Drone
Control System (Gunnery 3, Piloting 4), Naval Comm-Scanner
Suite (Large), and an Autonomous Tactical Analysis Computer
(up to 300 SDS drones). Automated defenses provide 251
Marine Points.

1­ 73

Rules Annex

Weapons: Capital Attack Values (Standard) Weapons: Capital Attack Values (Standard)
Arc (Heat) Type Heat Short Medium Long Extreme Class Arc (Heat) Type Heat Short Medium Long Extreme Class
Nose (3,902 Heat) AL/AR (3,902 Heat)
2 Heavy N-Gauss 36 60 60 60 60 Capital Gauss 2 Heavy N-Gauss 36 60 60 60 60 Capital Gauss
2 Heavy N-Gauss 36 60 60 60 60 Capital Gauss 2 Heavy N-Gauss 36 60 60 60 60 Capital Gauss
4 Heavy N-PPC 900 60 60 60 60 Capital PPC 4 Heavy N-PPC 900 60 60 60 60 Capital PPC
4 Heavy N-PPC 900 60 60 60 60 Capital PPC 4 Heavy N-PPC 900 60 60 60 60 Capital PPC
6 NL55 510 33 33 33 33 Capital Laser 6 NL55 510 33 33 33 33 Capital Laser
6 NL55 510 33 33 33 33 Capital Laser 6 NL55 510 33 33 33 33 Capital Laser
2 NAC/35 240 70 70 — — Capital Autocannon 2 NAC/35 240 70 70 — — Capital Autocannon
2 NAC/35 240 70 70 — — Capital Autocannon 2 NAC/35 240 70 70 — — Capital Autocannon
5 NAC/10 150 50 50 50 — Capital Autocannon 5 NAC/10 150 50 50 50 — Capital Autocannon
4 AR-10 80 * * * * Capital Missile 4 AR-10 80 * * * * Capital Missile
(100 KW, 100 WS, 100 B) (100 KW, 100 WS, 100 B)
6 PPC 60 6 (60) 6 (60) — — PPC 6 PPC 60 6 (60) 6 (60) — — PPC
6 ER Large Lasers 72 5 (48) 5 (48) 5 (48) — Laser 6 ER Large Lasers 72 5 (48) 5 (48) 5 (48) — Laser
6 Large Pulse Lasers 108 13 (126) 5 (54) — — Laser 6 Large Pulse Lasers 108 13 (126) 5 (54) — — Laser
12 Medium Pulse Lasers 12 Medium Pulse Lasers
12 Small Pulse Lasers 24 3 (36) — — — Point Defense 12 Small Pulse Lasers 24 3 (36) — — — Point Defense
4 Gauss Rifles 4 6 (30) 6 (30) 6 (30) — Gauss 4 Gauss Rifle 4 6 (30) 6 (30) 6 (30) — Gauss
(160 rounds) (160 rounds)
4 LB 10-X AC 8 2 (24) 2 (24) — — Autocannon 4 LB 10-X AC 8 2 (24) 2 (24) — — Autocannon
(160 rounds) (160 rounds)
4 LRM 20 + Artemis IV 24 6 (64) 6 (64) 6 (64) — Missile 4 LRM 20 + Artemis IV 24 6 (64) 6 (64) 6 (64) — Missile
(144 rounds) (144 rounds)
FL/FR (3,902 Heat) Aft (3,902 Heat)
2 Heavy N-Gauss 36 60 60 60 60 Capital Gauss 2 Heavy N-Gauss 36 60 60 60 60 Capital Gauss
2 Heavy N-Gauss 36 60 60 60 60 Capital Gauss 2 Heavy N-Gauss 36 60 60 60 60 Capital Gauss
4 Heavy N-PPC 900 60 60 60 60 Capital PPC 4 Heavy N-PPC 900 60 60 60 60 Capital PPC
4 Heavy N-PPC 900 60 60 60 60 Capital PPC 4 Heavy N-PPC 900 60 60 60 60 Capital PPC
6 NL55 510 33 33 33 33 Capital Laser 6 NL55 510 33 33 33 33 Capital Laser
6 NL55 510 33 33 33 33 Capital Laser 6 NL55 510 33 33 33 33 Capital Laser
2 NAC/35 240 70 70 — — Capital Autocannon
2 NAC/35 240 70 70 — — Capital Autocannon 2 NAC/35 240 70 70 — — Capital Autocannon
5 NAC/10 150 50 50 50 — Capital Autocannon 2 NAC/35 240 70 70 — — Capital Autocannon
4 AR-10 80 * * * * Capital Missile 5 NAC/10 150 50 50 50 — Capital Autocannon
(100 KW, 100 WS, 100 B) 4 AR-10 80 * * * * Capital Missile
6 PPC 60 6 (60) 6 (60) — — PPC (100 KW, 100 WS, 100 B)
6 ER Large Lasers 72 5 (48) 5 (48) 5 (48) — Laser 6 PPC 60 6 (60) 6 (60) — — PPC
6 Large Pulse Lasers 108 13 (126) 5 (54) — — Laser 6 ER Large Lasers 72 5 (48) 5 (48) 5 (48) — Laser
12 Medium Pulse Lasers 6 Large Pulse Lasers 108 13 (126) 5 (54) — — Laser
12 Small Pulse Lasers 24 3 (36) — — — Point Defense 12 Medium Pulse Lasers
4 Gauss Rifles 4 6 (30) 6 (30) 6 (30) — Gauss 12 Small Pulse Lasers 24 3 (36) — — — Point Defense
(160 rounds) 4 Gauss Rifle 4 6 (30) 6 (30) 6 (30) — Gauss
4 LB 10-X AC 8 2 (24) 2 (24) — — Autocannon (160 rounds)
(160 rounds) 4 LB 10-X AC 8 2 (24) 2 (24) — — Autocannon
4 LRM 20 + Artemis IV 24 6 (64) 6 (64) 6 (64) — Missile (160 rounds)
(144 rounds) 4 LRM 20 + Artemis IV 24 6 (64) 6 (64) 6 (64) — Missile
(144 rounds)

1­ 74

Rules Annex

MK. 39 “VOIDSEEKER” DRONE SERIES The 007 Striker packed an additional fifteen tons into the crafts
As the M-5 was the zenith of the SDS large spacecraft evolution, airframe, bulking up the wings and fuselage both in structure and
armor. The “VoidSeeker” common engine dropped the seventy-five
so was the Mk. 39 series for fighter drones. Prior to its development, ton 007’s maximum thrust, but it was still on par with other heavy
the Mk. 30 “BlackWasp” was the gold standard for drone fighters – the fighters of the era. Three extended-range large lasers gave it three
heavier Mk. 31 and lighter 32 failed to be as effective as the Mk. 30’s times the ranged firepower of the 004 and with twenty-four reloads
near perfect blend of thrust, armor and weapons. Unfortunately, the for the nose-mounted Artemis IV enhanced LRM launcher had an
Mk. 30’s vulnerability to electromagnetic radiation was a weakness extra punch that could allow a squadron of 007s to threaten even
that would hamper its effectiveness. With the possibility of the heavy DropShips.
fighter going rogue, its use in populated locations was limited and
canny opponents would drive in close to confuse them. None of the other variants of the Mk. 39 series saw the wide-
spread deployment of the 004 and 007. Of the only other viable
The Mk. 33 to 38 series would be attempts to develop a designs, the thirty-ton 009 nearly tore itself apart when executing
hardened control system. It was not until the Mk. 39, though, that high-thrust maneuvers and the hundred-ton 005 would damage
advances in the SDS drone systems allowed the ECCM capabilities fighter bay landing arrestors in more than 50% of recovering attempts.
of the larger drones to be worked into the smaller hull of an
aerospace fighter. This breakthrough allowed the “VoidSeeker” to
operate in the chaotic battleground of mixed space combat and Type: MK. 39-004 Interceptor
was the final component the Hegemony’s SDS network needed. Technology Base: Inner Sphere
The Mk. 39 series would be deployed only a few years before Tonnage: 60
Amaris executed his coup taking control of the Hegemony and its Battle Value: 1,421
SDS Network. Despite the short time in production, the success of
the design led to thousands of them being built. Even as late as Equipment Mass
the Clan invasion, examples of these drones were still turning up.
Unfortunately (or fortunately depending on the viewpoint), the fail- Engine: 300 XL 9.5
safes built into the drone controllers have never been cracked and
every attempt to plumb the depths of a “VoidSeeker” has resulted Safe Thrust: 7
in little more than a molten pile of computer chips.
Maximum Thrust: 11
Once they had achieved ECCM success, Hegemony designers
chose to keep the basic airframe and components of the Mk. 39 Structural Integrity: 7
as they continued to refine the design. The end result was a series
of airframes based on a common structure. Despite many variant Heat Sinks: 16 [32] 6
attempts, only the Mk. 39-004 Interceptor and the Mk. 39-007 Striker
would go on to see widespread deployment. The base airframe was Fuel: 480 6
built around the then-experimental Stingray medium aerospace
fighter hull, with the Mk. 39 mounting a GM 300 series Cockpit (Robotic): 3
experimental light engine thereby marking their elite
“Royal” status as some of the only fighters to mount the Armor Factor (Ferro): 198 10
extra-light class engines in the Star League. The engine
was supplied with a six–ton fuel tank, allowing drones to Armor
sustain burns longer than most contemporary manned
fighters. Ferro-aluminum and double heat sinks allowed Value
the design maximum weight to allocate to weapon
systems. A side benefit of the new shielded drone controls Nose 58
was the ability to generate an ECM jamming field similar
to that of a Guardian ECM, without the additional weight Wings 42/42
required to mount such a system.
Aft 33
The Mk 39-004 Interceptor was the direct descendent
of the Mk. 30. Capable of close to six gravities of thrust, it
was able to quickly close on its targets, bringing to bear the
wing-mounted pulse lasers for deadly effect. Alternatively
the high thrust allowed it to stay at range and snipe with the
Blankenburg extended-range large laser. The Beagle Active
Probe allowed the 004 to cut through enemy jamming,
clearing the way for its heavier cousin and SDS drones.

1­ 75

Rules Annex

Weapons and Ammo Location Tonnage Heat SRV MRV LRV ERV

ER Large Laser Nose 5 12 8 8 8 —

Beagle Active Probe Nose 1.5

Large Pulse Laser RW 7 10 9 9 — —

Medium Laser RW 1 3 5 — — —

Large Pulse Laser LW 7 10 9 9 — —

Medium Laser LW 1 3 5 — — —

S-ASRCS (Improved) — 3

Notes: Shielded Aerospace Smart Robotic Control System (Improved) gives the Mk. 39-004 Interceptor a
Piloting Skill of 5, a Gunnery Skill of 4 and the abilities of a Guardian ECM Suite.

Type: MK. 39-007 Striker
Technology Base: Inner Sphere
Tonnage: 75
Battle Value: 1,814

Equipment Mass

Engine: 300 XL 9.5

Safe Thrust: 6

Maximum Thrust: 9

Structural Integrity: 7

Heat Sinks: 21 [42] 11

Fuel: 480 6

Cockpit (Robotic): 3

Armor Factor (Ferro): 241 13.5

Armor

Value

Nose 72

Wings 58/58

Aft 52

Weapons and Ammo Location Tonnage Heat SRV MRV LRV ERV

ER Large Laser Nose 5 12 8 8 8 —

LRM 15 with Artemis IV Nose 8 5 12 12 12 —

Ammo (LRM) 24 — 3

ER Large Laser RW 5 12 8 8 8 —

ER Large Laser LW 5 12 8 8 8 —

Medium Pulse Laser Aft 2 4 6 — — —

S-ASRCS (Improved) — 4

Notes: Shielded Aerospace Smart Robotic Control System (Improved) gives the Mk. 39-007 Striker a Piloting
Skill of 5, a Gunnery Skill of 4, and the abilities of a Guardian ECM Suite.

1­ 76

WARSHIP RECORD SHEET TM ARMOR DIAGRAM

WARSHIP DATA Nose Damage Threshold Capital Scale
(Total Armor)
4 (48) Fore-Right Damage
Threshold (Total Armor)
Type: M5 “CASPAR” CAPITAL DRONE
5 (48)
Name: Tonnage: 680,000 Fore-Left Damage
Tech Base:Inner Sphere Threshold (Total Armor)
Thrust:
Star League 5 (48)

Safe Thrust: 4 Launch Rate: 0

Maximum Thrust: 6

DropShip Capacity: 0

Fighters/Small Craft: 0 / 0

Weapons & Equipment Inventory

Capital Scale (1–12) (13–24) (25–40) (41–50)

Bay Loc Ht SRV MRV LRV ERV
4 NL55 N 340 22 22 22 22
2 Heavy N-PPC N 450 30 30 30 30 Structural
1 Killer Whale (20 Missiles) N 20 4 4 4 4 Integrity:
2 NL55 FR/FL 170 11 11 11 11
3 NAC/20 (300 Rnds) FR/FL 180 60 60 60 60 50
1 AR-10 Launcher FR/FL 20 * * * *
(10 KW, 20 B) K-F Drive
1 NL55 RBS/LBS 85 6 6 6 6 Integrity:
2 NAC/25 (200 Rnds) RBS/LBS 170 50 50 50 —
2 NAC/25 (200 Rnds) RBS/LBS 170 50 50 50 — 15
2 AR-10 Launcher RBS/LBS 40 * * * *
(20 KB, 40 B) Sail Integrity:
2 NL55 AR/AL 170 11 11 11 11 5
3 NAC/20 (300 Rnds) AR/AL 180 60 60 60 60
4 NL55 A 340 22 22 22 22 Docking Collars:
2 Barracuda (40 Missiles) A 20 2 2 2 2 0

Grav Decks:
None
Cargo:
Bay 1: Cargo (1,840.5 Tons) (1 door)

Notes: DS Self-Destruct System and SDS Drone Control System
(Gunnery 3, Piloting 4). Automated defenses provide 110 Marine
Points.

Ammo: NAC/20 (2,000) Barracuda (140) Aft-Left Damage Aft-Right Damage
Killer Whale (100) Threshold (Total Armor) Threshold (Total Armor)

BV: 95,051 5 (48) 5 (48)

Aft Damage Threshold
(Total Armor)
5 (48)

CREW DATA CRITICAL DAMAGE

Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Life +2
CIC +2 +4 D Support

Hits Taken 1 2 3 4 5 6

Modifier +1 +2 +3 +4 +5 Incp. Sensors +1 +2 +5

Crew: 0 Marines: 0 Thrusters
Left +1 +2 +3
Passengers: 0 Elementals: 0

Other: 0 Battle Armor: 0 D

Life Boats/Escape Pods: 0 / 0

VELOCITY RECORD Right +1 +2 +3 D

Turn # 12345 6 7 8 9 10 Engine –1 –2 –3 –4 –5 D
Thrust
Velocity HEAT DATA
Effective Velocity

Heat Sinks: Heat Generation Per Arc
1,250
Turn # 11 12 13 14 15 16 17 18 19 20 (2,500) Nose: 810
Thrust Double
Velocity Left/Right Fore: 370 / 370
Effective Velocity
Left/Right Broadside: 465 / 465

Left/Right Aft: 350 / 350

Aft: 360

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

WARSHIP RECORD SHEET TM ARMOR DIAGRAM

WARSHIP DATA Nose Damage Threshold Capital Scale
(Total Armor)
4 (48) Fore-Right Damage
Threshold (Total Armor)
Type: M5C “CASPAR” CAPITAL DRONE
5 (48)
Name: Tonnage: 680,000 Fore-Left Damage
Tech Base:Inner Sphere Threshold (Total Armor)
Thrust:
Star League 5 (48)

Safe Thrust: 4 Launch Rate: 0

Maximum Thrust: 6

DropShip Capacity: 0

Fighters/Small Craft: 0 / 0

Weapons & Equipment Inventory

Capital Scale (1–12) (13–24) (25–40) (41–50)

Bay Loc Ht SRV MRV LRV ERV
4 NL55 N 340 22 22 22 22
4 Heavy N-PPC N 900 60 60 60 60 Structural
1 Killer Whale (20 Missiles) N 20 4 4 4 4 Integrity:
2 NL55 FR/FL 170 11 11 11 11
3 NAC/20 (300 Rnds) FR/FL 180 60 60 60 60 50
1 AR-10 Launcher FR/FL 20 * * * *
(10 KW, 20 B) K-F Drive
1 NL55 RBS/LBS 85 6 6 6 6 Integrity:
2 NAC/25 (200 Rnds) RBS/LBS 170 50 50 50 —
2 NAC/25 (200 Rnds) RBS/LBS 170 50 50 50 — 15
2 AR-10 Launcher RBS/LBS 40 * * * *
(20 KB, 40 B) Sail Integrity:
2 NL55 AR/AL 170 11 11 11 11 5
3 NAC/20 (300 Rnds) AR/AL 180 60 60 60 60
4 NL55 A 340 22 22 22 22 Docking Collars:
2 Barracuda (40 Missiles) A 20 2 2 2 2 0

Grav Decks:
None
Cargo:
Bay 1: Cargo (1,933.5 Tons) (1 door)

Notes: DS Self-Destruct System and SDS Drone Control System
(Gunnery 4, Piloting 5). Automated defenses provide 110 Marine
Points.

Ammo: NAC/20 (2,000) Barracuda (140) Aft-Left Damage Aft-Right Damage
Killer Whale (100) Threshold (Total Armor) Threshold (Total Armor)

BV: 100,128 5 (48) 5 (48)

Aft Damage Threshold
(Total Armor)
5 (48)

CREW DATA CRITICAL DAMAGE

Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Life +2
CIC +2 +4 D Support

Hits Taken 1 2 3 4 5 6

Modifier +1 +2 +3 +4 +5 Incp. Sensors +1 +2 +5

Crew: 0 Marines: 0 Thrusters
Left +1 +2 +3
Passengers: 0 Elementals: 0

Other: 0 Battle Armor: 0 D

Life Boats/Escape Pods: 0 / 0

VELOCITY RECORD Right +1 +2 +3 D

Turn # 12345 6 7 8 9 10 Engine –1 –2 –3 –4 –5 D
Thrust
Velocity HEAT DATA
Effective Velocity

Heat Sinks: Heat Generation Per Arc
1,250
Turn # 11 12 13 14 15 16 17 18 19 20 (2,500) Nose: 1,260
Thrust Double
Velocity Left/Right Fore: 370 / 370
Effective Velocity
Left/Right Broadside: 465 / 465

Left/Right Aft: 350 / 350

Aft: 360

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

SPHEROID DROPSHIP RECORD SHEET TM ARMOR DIAGRAM

DROPSHIP DATA Nose Damage Standard Scale
Threshold
Type: M-3 DRONE Right Damage
(Total Armor) Threshold
Name: Tonnage: 4,000 37 (368)
Tech Base: Inner Sphere (Total Armor)
Thrust: Structural Integrity:21 33 (323)
Star League
Safe Thrust: 7
Launch Rate: 0
Maximum Thrust: 11

Fighters/Small Craft: 0 / 0

Weapons & Equipment Inventory Left Damage
Threshold
Standard Scale (1–6) (7–12) (13–20) (21–25)
(Total Armor)
Bay Ht SRV MRV LRV ERV 33 (323)
4 PPC 40 4(40) 4(40) — —
4 Gauss Rifle (96 Rnds) Loc 4 6(60) 6(60) 6(60) —
4 ER Large Laser N 48 3(32) 3(32) 3(32) —
4 LRM 20 + Artemis IV N 24 6(64) 6(64) 6(64) —
N
(96 Rnds) N
2 PPC
1 Gauss Rifle (24 Rnds) FR/FL 20 2(20) 2(20) — —
2 ER Large Laser FR/FL 1 2(15) 2(15) 2(15) —
2 LRM 20 + Artemis IV FR/FL 24 2(16) 2(16) 2(16) —
FR/FL 12 3(32) 3(32) 3(32) —
(18 Rnds)
1 PPC AR/AL 10 1(10) 1(10) — —
2 ER Large Laser AR/AL 36 4(36) 2(16) 2(16) —

4 Medium Laser AR/AL 6 2(16) 2(16) 2(16) —
1 LRM 20 + Artemis IV
A 10 1(10) 1(10) — —
(18 Rnds) A 24 3(28) 1(8) 1(8) —
1 PPC
1 ER Large Laser

4 Medium Laser

Cargo: Aft Damage
Bay 1: Cargo (28 tons) (1 doors) Threshold
Notes: SDS Self-Destruct and SDS Drone Control System (Gunnery 3,
Piloting 4). Automated defenses provide 14 Marine Points. (Total Armor)
28 (278)
BV: 16,459

CREW DATA CRITICAL DAMAGE

Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Gear +5

Hits Taken 1 2 3 4 5 6 FCS +2 +4 D Life +2
Support
Modifier +1 +2 +3 +4 +5 Incp.
Sensors +1 +2 +5 K-F Boom D
Crew: 0 Marines: 0

Passengers: 0 Elementals: 0 Thrusters Docking D
Collar
Other: 0 Battle Armor: 0

Life Boats/Escape Pods: 0 / 0 Left +1 +2 +3 D

VELOCITY RECORD Right +1 +2 +3 D

Turn # 1 2 3 4 5 6 7 8 9 10
Thrust
Velocity Engine –1 –2 –3 –4 –5 D
Effective Velocity
Altitude HEAT DATA

Turn # 11 12 13 14 15 16 17 18 19 20 Heat Sinks: Heat Generation Per Arc
Thrust 200 (400)
Velocity Nose: 116 Aft: 34
Effective Velocity Double
Altitude Fore-Left: 57 Aft-Left: 52

Fore-Right: 57 Aft-Right: 52

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

SPHEROID DROPSHIP RECORD SHEET TM ARMOR DIAGRAM

DROPSHIP DATA Nose Damage Standard Scale
Threshold
Type: MODEL 96C “HOWDAH” SDS COMAND SHIP Right Damage
(Total Armor) Threshold
Name: Tonnage: 15,000 38 (371)
Thrust: Tech Base: Inner Sphere (Total Armor)
Structural Integrity:25 33 (325)
Safe Thrust: 5 Star League
Launch Rate: 8
Maximum Thrust: 8

Fighters/Small Craft: 6 / 2

Weapons & Equipment Inventory Left Damage
Threshold
Standard Scale (1–6) (7–12) (13–20) (21–25)
(Total Armor)
Bay Ht SRV MRV LRV ERV 33 (325)
4 PPC 40 4(40) 4(40) — —
1 ER Large Laser Loc 18 2(18) 1(8) 1(8) —
N
2 Medium Laser N
2 Gauss Rifle (48 Rnds)
1 LRM 10 + Artemis IV N 2 3(30) 3(30) 3(30) —
N 4 1(8) 1(8) 1(8) —
(24 Rnds)
2 PPC FR/FL 20 2(20) 2(20) — —
1 ER Large Laser FR/FL 18 2(18) 1(8) 1(8) —

2 Medium Laser FR/FL 2 3(30) 3(30) 3(30) —
2 Gauss Rifle (48 Rnds) FR/FL 4 1(8) 1(8) 1(8) —
1 LRM 10 + Artemis IV
AR/AL 20 2(20) 2(20) — —
(24 Rnds) AR/AL 30 3(26) 2(16) 2(16) —
2 PPC
2 ER Large Laser AR/AL 2 3(30) 3(30) 3(30) —
A 54 4(42) 3(32) 3(32) —
2 Medium Laser
2 Gauss Rifle (48 Rnds) A 4 1(8) 1(8) 1(8) —
4 ER Large Laser

2 Medium Laser
1 LRM 10 + Artemis IV

(24 Rnds)

Cargo: Aft Damage
Bay 1: Cargo (1,462 Tons) (2 door) Threshold
Bay 2: Small Craft (2) (2 doors)
Bay 3: ARTS Fighter Cubicles (6) (4 doors) (Total Armor)
Notes: Tug Adaptor, and an Autonomous Tactical Analysis Computer 28 (279)
(up to twenty SDS drones).

BV: 10,750

CREW DATA CRITICAL DAMAGE

Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Gear +5

Hits Taken 1 2 3 4 5 6 FCS +2 +4 D Life +2
Support
Modifier +1 +2 +3 +4 +5 Incp.
Sensors +1 +2 +5 K-F Boom D
Crew: 66 Marines: 0

Passengers: 0 Elementals: 0 Thrusters Docking D
Collar
Other: 0 Battle Armor: 0

Life Boats/Escape Pods: 2 /10 Left +1 +2 +3 D

VELOCITY RECORD Right +1 +2 +3 D

Turn # 12345 6 7 8 9 10
Thrust
Velocity Engine –1 –2 –3 –4 –5 D
Effective Velocity
Altitude HEAT DATA

Turn # 11 12 13 14 15 16 17 18 19 20 Heat Sinks: Heat Generation Per Arc
Thrust 200 (400)
Velocity Nose: 64 Aft: 58
Effective Velocity Double
Altitude Fore-Left: 44 Aft-Left: 52

Fore-Right: 44 Aft-Right: 52

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

SPACE STATION RECORD SHEET TM

SPACE STATION DATA ARMOR DIAGRAM

Type: M-9 “PAVISE” SDS BATTLE STATION Capital Scale
Nose Damage Threshold
Name: Tonnage: 1,500,000 Fore-Left Damage
Thrust: Tech Base:Inner Sphere Threshold (Total Armor) (Total Armor)
55 (550)
Station Keeping Only Star League 55 (550)
Fore-Right Damage
Threshold (Total Armor)

55 (550)

DropShip Capacity: 12
Fighters/Small Craft:144/10 Launch Rate: 16/turn

Weapons & Equipment Inventory

Capital Scale (1–12) (13–24) (25–40) (41–50)

Bay Loc Ht SRV MRV LRV ERV
2 Heavy N-Gauss (200 Rnds) N 36 60 60 60 60 Structural
2 Heavy N-Gauss (200 Rnds) N 36 60 60 60 60 Integrity:
4 Heavy N-PPC N 900 60 60 60 60
4 Heavy N-PPC N 900 60 60 60 60 1
6 NL55 N 510 33 33 33 33 Sail Integrity:
6 NL55 N 510 33 33 33 33
2 NAC/35 (200 Rnds) N 240 70 70 — — 0
2 NAC/35 (200 Rnds) N 240 70 70 — —
5 NAC/10 (500 Rnds) N 150 50 50 50 —
4 AR-10 N ** * * *
(100 KW, 100 WS, 100 B)
2 Heavy N-Gauss (200 Rnds) FL/FR 36 60 60 60 60
2 Heavy N-Gauss (200 Rnds) FL/FR 36 60 60 60 60
4 Heavy N-PPC FL/FR 900 60 60 60 60
4 Heavy N-PPC FL/FR 900 60 60 60 60
6 NL55 FL/FR 510 33 33 33 33
6 NL55 FL/FR 510 33 33 33 33
2 NAC/35 (200 Rnds) FL/FR 240 70 70 — —
2 NAC/35 (200 Rnds) FL/FR 240 70 70 — —
5 NAC/10 (500 Rnds) FL/FR 150 50 50 50 —
4 AR-10 FL/FR * * * * *
(100 KW, 100 WS, 100 B)
2 Heavy N-Gauss (200 Rnds) AL/AR 36 60 60 60 60
2 Heavy N-Gauss (200 Rnds) AL/AR 36 60 60 60 60
4 Heavy N-PPC AL/AR 900 60 60 60 60
4 Heavy N-PPC AL/AR 900 60 60 60 60
6 NL55 AL/AR 510 33 33 33 33
6 NL55 AL/AR 510 33 33 33 33
2 NAC/35 (200 Rnds) AL/AR 240 70 70 — —
2 NAC/35 (200 Rnds) AL/AR 240 70 70 — —
5 NAC/10 (500 Rnds) AL/AR 150 50 50 50 —
4 AR-10 AL/AR * * * * *
(100 KW, 100 WS, 100 B)
2 Heavy N-Gauss (200 Rnds) A 36 60 60 60 60
2 Heavy N-Gauss (200 Rnds) A 36 60 60 60 60
4 Heavy N-PPC A 900 60 60 60 60
4 Heavy N-PPC A 900 60 60 60 60
6 NL55 A 510 33 33 33 33
6 NL55 A 510 33 33 33 33 Aft-Left Damage Aft-Right Damage
2 NAC/35 (200 Rnds) A 240 70 70 — — Threshold (Total Armor) Threshold (Total Armor)
2 NAC/35 (200 Rnds) A 240 70 70 — —
5 NAC/10 (500 Rnds) A 150 50 50 50 — 55 (550) 55 (550)

4 AR-10 A ** * * * Aft Damage Threshold
(100 KW, 100 WS, 100 B) (Total Armor)
55 (550)
(Weapons and Equipment Inventory continued on next page)

CREW DATA CRITICAL DAMAGE

Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Life +2
Support

Hits Taken 1 2 3 4 5 6 CIC +2 +4 D

Ammo: Killer Whale (600) White Shark (600) Barracuda (600) Modifier +1 +2 +3 +4 +5 Incp.
Hvy. Naval Gauss (2,400) NAC/20 (3,000) NAC/35 (2,400)
Gauss (960) LB 10-X (960) LRM 20 + Artemis IV (864) Crew: 0 Marines: 25 Sensors +1 +2 +5
Thrusters
BV: 288,172 Passengers: 0 Elementals: 0
Left +1 +2 +3
Other: 170 Battle Armor: 0

Life Boats/Escape Pods:0 /90 D

Right +1 +2 +3 D

HEAT DATA

Heat Sinks: Heat Generation Per Arc
7,000
Nose: 3,902
(14,000)
Double Left/Right Fore: 3.902 / 3,902

Left/Right Aft: 3,902 / 3,902

Aft: 3,902

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

ATM

Advanced F B
Movement E C
Compass

SPACE STATION RECORD SHEET (REVERSE) D

STATION DATA (Cont.) ADVANCED MOVEMENT

Type: M-9 “PAVISE” SDS BATTLE STATION A vector is active if thrust is applied while the unit is facing that hexside.
A vector is inactive if the unit spends no thrust to move through that
Name: hexside.

Weapons & Equipment Inventory (Cont.) Each time a unit spends thrust, note down that number on the record
sheet in the appropriate vector (the vector of the unit’s facing). Next,
Standard Scale (1–6) (7–12) (13–20) (21–25) determine the effect of spending thrust by consolidating the active vectors.

Bay Loc Ht SRV MRV LRV ERV First, consolidate any active opposing vectors (see Opposing Vectors
6 PPC N 60 6(60) 6(60) — — diagram) by subtracting the lowest thrust value from both vectors, reducing
6 ER Large Laser N 72 5(48) 5(48) — — one vector to 0.
6 Large Pulse Laser N 108 13(126) 5(54) — —
Next, consolidate the oblique vectors (see Oblique Vectors diagram).
12 Medium Pulse Laser N 24 3(36) Point Defense When any pair of oblique vectors is active, subtract the lowest of the two
12 Small Pulse Laser N 4 6(60) 6(60) 6(60) — thrust values from both vectors (or from both if they are equal), reducing
4 Gauss Rifle (160 Rnds) N 8 2(24) 2(24) — — one (or both) oblique vectors to 0, and add the same value to the thrust
4 LB 10-X AC (160 Rnds) N 24 6(64) 6(64) 6(64) — value of the vector in between.
4 LRM 20 + Artemis IV
FL/FR 60 6(60) 6(60) — — After consolidating all vectors, a unit should have no more than two
(144 Rnds) FL/FR 72 5(48) 5(48) — — active vectors.
6 PPC FL/FR 108 13(126) 5(54) — —
6 ER Large Laser OPPOSING VECTORS A A A
6 Large Pulse Laser FL/FR 24 3(36) Point Defense If both vectors marked with FB FB FB
FL/FR 4 6(60) 6(60) 6(60) — EC EC EC
12 Medium Pulse Laser FL/FR 8 2(24) 2(24) — — arrows are active, subtract an
12 Small Pulse Laser FL/FR 24 6(64) 6(64) 6(64) — equal amount from both until only D D D
4 Gauss Rifle (160 Rnds) one of them is active.
4 LB 10-X AC (160 Rnds)
4 LRM 20 + Artemis IV AL/AR 60 6(60) 6(60) — — OBLIQUE VECTORS F A BX A A
AL/AR 72 5(48) 5(48) — — If both vector markers are EC FB FB
(144 Rnds) AL/AR 108 13(126) 5(54) — — E D CX EC
6 PPC active, subtract an equal amount D
6 ER Large Laser AL/AR 24 3(36) Point Defense from both and add that amount to D
6 Large Pulse Laser AL/AR 4 6(60) 6(60) 6(60) — vector X.
AL/AR 8 2(24) 2(24) — — XX
12 Medium Pulse Laser AL/AR 24 6(64) 6(64) 6(64) — VELOCITY RECORD
12 Small Pulse Laser
4 Gauss Rifle (160 Rnds) A 60 6(60) 6(60) — — A XF A B A
4 LB 10-X AC (160 Rnds) A 72 5(48) 5(48) — — FB EC FB
4 LRM 20 + Artemis IV A 108 13(126) 5(54) — — EC D XE D C

(144 Rnds) A 24 3(36) Point Defense D
6 PPC A 4 6(60) 6(60) 6(60) —
6 ER Large Laser A 8 2(24) 2(24) — —
6 Large Pulse Laser A 24 6(64) 6(64) 6(64) —

12 Medium Pulse Laser
12 Small Pulse Laser
4 Gauss Rifle (160 Rnds)
4 LB 10-X AC (160 Rnds)
4 LRM 20 + Artemis IV

(144 Rnds)

Grav Decks: Grav Deck #1: 450-meter Unit:
Grav Deck #2: 450-meter
Turn Velocity
Cargo: Bay 1: Small Craft (10) (1 doors)
Bay 2: ARTS Fighter Cubicles (144) (21 doors) # Thrust Facing A B C D E F Fuel
Bay 3: ARTS Pressurized Repair Bay (1 door)
(800,000 ton capacity) 1 //////
Bay 4: ARTS Pressurized Repair Bay (1 door)
(100,000 ton capacity) 2 //////
Bay 5: Cargo (157,585 Tons) (2 doors)
Bay 6: Cargo (50,000 Tons) (2 doors) 3 //////

Notes: SDS Drone Control System (Gunnery 3, Piloting 4), Naval 4 //////
Comm-Scanner Suite (Large), and an Autonomous Tactical Analysis
Computer (up to 300 SDS drones). Automated defenses provide 251 5 //////
Marine Points.
6 //////

7 //////

8 //////

9 //////

10 / / / / / /

11 / / / / / /

12 / / / / / /

13 / / / / / /

14 / / / / / /

15 / / / / / /

16 / / / / / /

17 / / / / / /

18 / / / / / /

19 / / / / / /

20 / / / / / /

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET

FIGHTER DATA ARMOR DIAGRAM
Type: MK. 39-004 “VOIDSEEKER” INTERCEPTOR Nose Damage

Thrust: Tonnage: 60 Threshold (Total Armor)
6 (58)
Safe Thrust: 7 Tech Base: Inner Sphere Key:-
HE - High Explosive
Maximum Thrust: 11 Era: Star League LG - Laser Guided
C - Cluster
Weapons & Equipment Inventory RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Right Wing
Qty Type Loc Ht SRV MRV LRV ERV Damage Threshold
1 ER Large Laser [DE] N 12 8 8 8 —
1 Beagle Active Probe [E] N — — — — — (Total Armor)
1 Large Pulse Laser [P] L/RW 10 9 9 — — 5 (42)
1 Medium Laser [DE] L/RW 3 5 — — —
1 S-ASRCS (Improved) [E] — — — — — —

Notes: Shielded Aerospace Smart Robotic Control System Structural
(Improved) gives the Mk. 39-004 Interceptor a Piloting Skill of Integrity:
5, a Gunnery Skill of 4 and the abilities of a Guardian ECM
Suite. 7

Left Wing
Damage Threshold

(Total Armor)
5 (42)

Fuel: 480 Points

BV: 1,421

Heat
Scale

Overflow

30*

29

Aft Damage 28*
Threshold 27*
26*
(Total Armor)
4 (33) 25*
24*
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*
21*
Avionics +1 +2 +5 Engine 24D Name: Heat Effects Heat Sinks: 20*
Gunnery Skill: Level* 16 (32) 19*
18*
Piloting Skill: 30 Shutdown Double 17*
28 Ammo Exp. avoid on 8+ 16
FCS +2 +4 D Gear +5 27 Pilot Damage, 15*
Sensors +2 Hits Taken 1 2 3 4 5 6 14*
Life Consciousness # 3 5 7 10 11 Dead avoid on 9+ 13*
Support 26 Shutdown, avoid on 10+ 12
+1 +2 +5 Modifier +1 +2 +3 +4 +5 25 Random Movement, 11
10*
avoid on 10+
9
24 +4 Modifier to Fire 8*
23 Ammo Exp. avoid on 6+ 7
VELOCITY RECORD 22 Shutdown, avoid on 8+ 6
5*
Turn # 12345 6 7 8 9 10 21 Pilot Damage, avoid on 6+ 4
20 Random Movement, 3
Thrust avoid on 8+ 2
19 Ammo, Exp. avoid on 4+ 1
Velocity 0

Effective Velocity 18 Shutdown, avoid on 6+
17 +3 Modifier to Fire
Altitude 15 Random Movement,

Turn # 11 12 13 14 15 16 17 18 19 20 avoid on 7+
Thrust 14 Shutdown, avoid on 4+
Velocity
Effective Velocity 13 +2 Modifier to Fire
Altitude 10 Random Movement,

avoid on 6+
8 +1 Modifier to Fire
5 Random Movement,

avoid on 5+

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET

FIGHTER DATA ARMOR DIAGRAM
Type: MK. 39-007 “VOIDSEEKER” STRIKER Nose Damage

Thrust: Tonnage: 75 Threshold (Total Armor)
8 (72)
Safe Thrust: 6 Tech Base: Inner Sphere Key:-
Maximum Thrust: 9 HE - High Explosive
Era: Star League LG - Laser Guided
C - Cluster
Weapons & Equipment Inventory RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Right Wing
Qty Type Loc Ht SRV MRV LRV ERV Damage Threshold
1 ER Large Laser [DE] N 12 8 8 8 —
1 LRM 15/w Artemis IV N 5 12 12 12 — (Total Armor)
[M,C,S] 6 (58)
Ammo (LRM 15 Artemis) 24
1 ER Large Laser [DE] L/RW 12 8 8 8 —
1 Medium Pulse Laser [P] A 4 6 — — —
1 S-ASRCS (Improved) [E] — — — — — —
Structural
Notes: Shielded Aerospace Smart Robotic Control System Integrity:
(Improved) gives the Mk. 39-007 Striker a Piloting Skill of 5,
a Gunnery Skill of 4, and the abilities of a Guardian ECM Suite. 7

Left Wing
Damage Threshold

(Total Armor)
6 (58)

Fuel: 480 Points

BV: 1,814

Heat
Scale

Overflow

30*

29

Aft Damage 28*
Threshold 27*
26*
(Total Armor)
6 (52) 25*
24*
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*
21*
Avionics +1 +2 +5 Engine 24D Name: Heat Effects Heat Sinks: 20*
Gunnery Skill: Level* 21 (42) 19*
18*
Piloting Skill: 30 Shutdown Double 17*
28 Ammo Exp. avoid on 8+ 16
FCS +2 +4 D Gear +5 27 Pilot Damage, 15*
Sensors +2 Hits Taken 1 2 3 4 5 6 14*
Life Consciousness # 3 5 7 10 11 Dead avoid on 9+ 13*
Support 26 Shutdown, avoid on 10+ 12
+1 +2 +5 Modifier +1 +2 +3 +4 +5 25 Random Movement, 11
10*
avoid on 10+
9
24 +4 Modifier to Fire 8*
23 Ammo Exp. avoid on 6+ 7
VELOCITY RECORD 22 Shutdown, avoid on 8+ 6
5*
Turn # 12345 6 7 8 9 10 21 Pilot Damage, avoid on 6+ 4
20 Random Movement, 3
Thrust avoid on 8+ 2
19 Ammo, Exp. avoid on 4+ 1
Velocity 0

Effective Velocity 18 Shutdown, avoid on 6+
17 +3 Modifier to Fire
Altitude 15 Random Movement,

Turn # 11 12 13 14 15 16 17 18 19 20 avoid on 7+
Thrust 14 Shutdown, avoid on 4+
Velocity
Effective Velocity 13 +2 Modifier to Fire
Altitude 10 Random Movement,

avoid on 6+
8 +1 Modifier to Fire
5 Random Movement,

avoid on 5+

© 2012 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
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A STAR LEAGUE SOURCEBOOK

In 2777—after ten years of savage
fighting in the Periphery—General
Alaksandr Kerensky and the Star
League Defense Force launched
the final phase in the war against
Stefan Amaris, the Usurper of the
Star League. For two more years,
the greatest army ever forged by
humankind would wage a planet-
by-planet war for the heart of the
League itself, ultimately landing on
mankind’s homeworld of Terra. As
the single greatest campaign ever
fought in human history, Operation
LIBERATION would change the fate
of generations to come.

Historical: Liberation of Terra, Volume 2
describes the final years of the civil war that
ultimately brought about the end of the
first Star League. Covering the fighting that
followed Kerensky’s conquest of the Rim
Worlds Republic and the early stages of the
Hegemony campaign to the final conclusive
battles on Terra itself, this book provides a
hard look at the last days of the Star League
Era, and the fateful decisions that would
eventually pave the way for centuries of
Succession Wars to come.

STAR LEAGUE ERA CLAN INVASION ERA JIHAD ERA

®

SUCCESSION WARS ERA CIVIL WAR ERA DARK AGE ERA

©2013 The Topps Company Inc. All Rights Reserved. BattleTech Historical: Liberation of Terra II, tBhaetUtlenTiteecdh,StCalatesssiac nBda/totrleoTtehcehIWr,SBEBNS-1IT3E:: xxx $24.99
BattleMech, and ’Mech are registered trademarks and/or trademarks of The Topps Company Inc. in CATALYSTGAMELABS.COM
WWW.CATALYSTGAMELABS.COM
countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Printed in USA.



LIBERATION OF TERRA: VOLUME II

TABLE OF CONTENTS

HARD JUSTICE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Magadan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Landings—Asian Theatre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Harbin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
How to Use this Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Hokkaido and Kyushu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Ulan Bator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
HEART OF DARKNESS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 Jaipur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
Astana . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
Key Events of Human History: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 Singapore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
Consolidation (July 2777-June 2778) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
PERSONALITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 Preparations (July 2778-January 2779) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89

Star League . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 ENDGAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
Janos Grec . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Lauren Hayes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 Australasia (January 2779-May 2779) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Jack Lucas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Island Hopping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Australia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Rim Worlds Republic/Amaris Empire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 Landings - Australasia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Antilos Legos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 Gold Coast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Patrick Scoffins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Lissa Outerbridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 North American Landings (January 2779-June 2779) . . . . . . . . . . . . . . . . .95
Samir Njari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 Harsh Alaska . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Aisling Connor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 Landings – North America . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Mexican Landing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
ComStar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 New Landings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
Jerome Blake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Up and Down the Coast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
Conrad Toyama . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Approaching Unity City (June 2779-September 2779) . . . . . . . . . . . . . . .102
TIGHTENING THE NOOSE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 Battle for Vancouver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
Crossing the Columbia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
Push Comes to Shove . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 Unity City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
Good Enough . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Inside Looking In . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29 The Usurper’s Redoubt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
Mine, All Mine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Planets on Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33 AFTERMATH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108

Get the Show on the Road . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 Protector of the Realm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
Task Force Confederation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36 The Geneva War Trials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
Task Force Sun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Fateful Decisions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Task Force Commonwealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Additional Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Further Afield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
Crisis in the SLDF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Big Trouble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
We’re Going Home . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Erosion of the SLDF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Hungry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Planning for Exile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Up Next . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 Legacies: the Succession Wars, ComStar, and the Clans . . . . . . . . . . . . . .117
Digesting the Hegemony . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
RING OF STEEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49 Jointly Administered Worlds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Timeline of the End of the Star League and Immediate Aftermath . . .124
On Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Eruption . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 RULES ANNEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
Unchained . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
House of Pain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Special Case Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
Loss of Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Creating Operation CHIEFTAIN Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
Blood and Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Before You Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
THE TERRAN SYSTEM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56 General Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
Random Assignment Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
Kicking Down the Gates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57 Force Compositions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127
Preparations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57 Running Notable Personalities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
The “Go” Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58 Star League Defense Force . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
Operation BARBICAN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58 Rim Worlds Republic/Amaris Empire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
Running the Gauntlet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59 ComStar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135
Star League Space Defense System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135
Terran Sideshows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62 Prototype SLDF SDS Jammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136
Selene’s Children: Luna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62 New Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136
Killing Aphrodite: Venus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63 Vector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136
God of War: Mars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64 Vali . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
Distant Thunder: The Belter Communities and Jupiter . . . . . . . . . . . . . . . .65 Ballista . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Giants of Industry: Titan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 LB-X Carrier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141
On Bright Wings: Mercury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 Pollux ADA Heavy Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
AEM-01 Dragoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144
THE LANDINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67 Pueblo-class DropShip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146
Lee-class DropShip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148
Homecoming (January-June 2777) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68 Stefan Amaris (BATTLESHIP) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150
The Battle for Moscow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69 Record Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .152
Landings—European Theatre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
Kiev and the Ukraine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
Berlin and the Ruhr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
London and Sandhurst . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
Madrid and Iberia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
Naples and Italy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
Paris and Geneva . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78

2

LIBERATION OF TERRA: VOLUME II

CREDITS

Writing Production Staff Special Thanks
Chris Hartford Art Direction Chris Hartford would like to thank: Herb Beas for allowing us to do another one of these
Christoffer “Bones” Trossen
Brent Evans books and not being (too) mad when when the fun of having an Olympics in town made me
Hard Justice Assistant Art Director overrun (go Team GB!); Christoffer “Bones” Trossen for his continued support in this writing part-
Christoffer “Bones” Trossen nership and his willingness to step up to do the heavy lifting; Randall for remaining a fanboy at
Ray Arrastia heart :) ; Ray, Brent and the art guys for another superb job; Oystein for converting my scribbles
Rules Annex Cover Art into decent maps; Diane for helping turn my English into American; the fact-checkers for help-
Chris Hartford ing us avoid various pitfalls; and of course all the BattleTech players, without whose interest and
Christoffer “Bones” Trossen Randall Mackey support there’d be no Historicals .
Joel Bancroft-Connors Cover Design
Chris Trossen would like to thank: My good friend Chris Hartford, a man whose creative
Product Development Ray Arrastia pool is seemingly limitless--by my count, this is the fifth of these massive war projects we’ve
Herbert A . Beas II Layout worked, and despite a difference of six timezones, 3,900 miles and occasionally a language, we’ve
somehow managed to once again build a seamless ultimate reference to the most infamous
Strategic Assistance Ray Arrastia events in the BattleTech Universe (we’re running out of wars to cover, buddy!); Randall and Herb,
Øystein Tvedten Illustrations who for some reason continue to give Chris and I all the coolest assignments despite the real-life
distractions that keep rearing their heads, and who still put up with my occasional rant; John
Product Editing Justin Adams “Ralphie” Kielman, a true encyclopedia of otherwise “useless” trivia, especially when it comes to
Diane Piron-Gelman Fernando Argosino BattleTech, and whose snarky sense of humor literally gave name to the 141st Amaris Dragoons
Chris Daranouvong (the Singapore Longshoremen)--we’ve been playing this game for almost 25 years now, bud, and
BattleTech Line Developer Alex Iglesias while a simple “thank you” can’t even begin to repay all the help and support you’ve provided
Herbert A . Beas II Chris Lewis (even when you didn’t realize it), you’ve got one anyway, and here’s to another quarter century;
Victor Moreno and finally, to all of those heroes who took up arms in defense of their nations and their freedoms
Assistant Line Developer Matt Plog throughout history, each paying an incalculable price in the process--it should be no secret that
Ben H . Rome Jeff Porter WWII was a source of inspiration for our work on the Liberation of Terra, but the history of war
Anthony Scroggins is the history of Mankind, all of which has in some way provided the verisimilitude that makes
Rudy Valle the BattleTech Universe such a complex and compelling part of our lives--here’s to you heroes
David White throughout history, whose stories have inspired those we have told here and perhaps have
Maps encouraged those who otherwise would know nothing about your sacrifices to dig a little deeper
Øystein Tvedten and learn about them!
Record Sheets
Ray Arrastia Herbert Beas would like to thank: The collective efforts of Chris Hartford, Chris Trossen,
and Øystein Tvedten for helping complete this final endcap to our Year of the Star League!
Couldn’t have done it without you guys!
Factcheckers and Playtesters

Joel Agee, Brian Alter, Ray Arrastia, Joel Bancroft-Connors, Rich Cencarik, Tami Elder,
Stephen A . Frabartolo, William Gauthier, Keith Hann, Térence Harris, Ross Hines, Alex Kaempen,
Edward Lott, Iain MacLeod, Darrell Myers, Josh Perian, Aaron Pollyea, Craig Reed, Luke Robertson,
Andreas Rudolph, Eric Salzman, Jason Schmetzer, Chris Sheldon, Sam Snell, Øystein Tvedten,
Elliotte Want, Chris Wheeler, Matt Wilsbacher, Mark Yingling .

©2013 The Topps Company, Inc . All Rights Reserved . BattleTech Historical: Liberation of Terra II,
BattleTech, Classic BattleTech, BattleMech, and ’Mech are registered trademarks and/or trademarks
of The Topps Company Inc . in the United States and/or other countries . No part of this work may be
reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the
prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other
than that in which it is published . Printed in the USA .

Published by Catalyst Game Labs,
an imprint of InMediaRes Productions, LLC

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(online ordering)

LIBERATION OF TERRA: VOLUME II

4

LIBERATION OF TERRA: VOLUME II

HARD JUSTICE

Near the Via di Trastavere Mikkelsen sneered . “So, you get your show trial, candy striper?”
Rome, Italy “Whatever gave you that idea that I’m Swiss Guard? I’m with the
Terra Congregation for the Doctrine of the Faith ”. Mikkelsen blanched and
11 October 2777 the dark-haired man smiled coldly . “Yes, I see even you’ve heard of us ”.
He paused to cross himself .“By the authority vested in me by the Curia
Mikkelsen burst through the flimsy door, the portal rebounding and His Holiness I excommunicate you and condemn you to eternal
with a sharp retort . He careened into the opposite wall, grazing Purgatory ”. He paused again and drew a pistol, pulling back the slide
knuckles and cheekbones . He pushed off, continuing his headlong and then leveling the barrel at Mikkelsen’s forehead . “And because of
flight as sounds of pursuit echoed though the building . what you people did to Pope Clement, I’ll help you on your way ”.

How did the bastards find me? The question ricocheted around sts
his brain . Six months in hiding as Kerensky’s dogs hunted them
down, then this morning finding them on his scent . He didn’t stop to Amaris Imperial Palace,
count them . Dogs hunted in packs, and these had very sharp teeth . Lake Louise, Canada
Terra
He stumbled on a grate and his shoulder grazed the wall . 29 September 2779
Pain lanced through his arm and he heard a tearing sound as cloth
ripped free, but he didn’t slow his pace . If I can lose them in the Elaine’s eyes snapped open, an instant transition from sleep to
alleyways, then I might stand a chance. He allowed himself a brief wakefulness . The water in the glass beside her cot danced . Earthquake?
snort of contempt as he launched himself onto a beer crate and She dismissed that immediately, knowing full well what was happening .
then leapt over a low wall into the neighboring yard . A second tremor came, and this time she heard the explosion .

Stone chips showered down on him as he landed heavily, the “That’s artillery,” Marie said, an edge of panic in her voice . She
report of automatic weapons fire echoing along the courtyard . He threw back her own covers and reached for the clothes heaped
kicked at another gate, a metal one, and swore as he saw the solid beside the bed . “Kerensky’s going to kill us ”.
chain securing it . Imagining the SLDF troops drawing a bead on his
back, he launched himself at the gate, grabbed the top and hauled A third explosion registered, this time close enough to shake
himself over . Hardly elegant, but the vault was sufficient . A half dust loose from the bare ferrocrete walls . Elaine sneezed and shook
dozen paces down the passetto he could see daylight and the trees her head . “Not down here . They’d need to use nukes or a Damocles
along the boulevard . If he could escape into the crowds… orbital artillery round to do that ”. She sounded more confident than
she felt . They’d been briefed on the safety of the facility when they’d
The rifle butt caught Mikkelsen on the bridge of the nose as he been assigned the bedroom on sub-level seven . “Bedroom” could
emerged into the sunlight . He fell like a sack of potatoes, shock and be considered generous for their accommodation, though; it was
agony removing any chance of escape . A twitch of his right hand a storeroom somewhere near the auxiliary generators . Still, at least
toward the pistol in his belt was stopped by heavy boots crushing there were only two of them living there . Many of the Republican
his fingers into the pavement . Guard were quartered a dozen troops in a room of similar size .

“Please, try that again,” said the Lyran-accented trooper whose “Well, I’m not going to sleep though that ”. Marie finished
assault rifle was pointing at his chest . “I’d love the excuse ”. pulling on her boots and did up the buttons on her green and gold
uniform jacket . “I’m going to see if anyone wants to be spelled ”.
A second trooper held up a scanner to Mikkelsen’s ruined face
and compared images on the screen . “It’s him ”. Elaine rolled over on her cot and grabbed her chronometer .
She groaned; they’d only been off shift ninety minutes and she’d
Mikkelsen held up his free hand, fingers spread in submission . been asleep less than thirty . “See if there’s any coffee in the pot, will
His heart raced and he spat to clear blood from his mouth . “You you?” She sank back into her pillow, an arm across her eyes, as her
lapdogs of Kerensky wouldn’t dare . Your master has you too well companion departed .
at heel ”.
The sound of artillery faded into the background noise of
The trooper looked at him wryly, then stepped back . “You may the complex—the tread of boots, the rattling of pipes and distant
be correct in my case . But not his ”. thrum of machinery—and her breathing became more regular as
she drifted off to sleep again . The sound of the metal door opening
Mikkelsen could see another figure now . Dark-haired and jolted her back to wakefulness and she sat bolt upright . “You took
uniformed, but not SLDF . The figure leaned in to look at the scanner your ti… oh ”. She clutched the blanket to her chest as she realized it
and nodded . “Under the provisions of the Lateran Treaty—“ The wasn’t Marie coming into the room, but a young guardsman .
voice was accented, but different . Davion? French? Swiss? “—the
Sovereign State of the see of Saint Peter calls for the extradition of “Miss Young?” She nodded . “General Bridge wants to see you ”.
the war criminal Hans Mikkelsen, formerly of the mercenary body
known as the Greenhaven Gestapo ”.

“All yours,” the Lyran said .

5

HARd JUsTIcE

sts sts
Amaris Imperial Palace,
Cheapside, Lake Louise, Canada
London, United Kingdom Terra
Terra 29 September 2779
14 August 2777
Elaine exhaled sharply, her
The view from the six- hands unconsciously tugging at
teenth-story ledge was spec- the cuffs of her jacket . Her stride
tacular, the best money could was brisk, heels clicking on the
buy . To the west rose the neo- polished hardwood floors of the
classical edifice of St . Paul’s, opulent palace . Once opulent, at
the third cathedral on that site, least; now holes had been drilled
while to the east, almost hid- through ornate paneling and cables
den by the Minster Court stra- ran along statue-lined corridors
toscraper, was the low struc- like so many snakes . She reached
ture of the Tower of London . a junction and waved her ID at the
Seventeen hundred years old armored troops . Their dark visors gave
and still a focus of tourism, at least nothing away, but she could almost sense what they
until he came . Roger Calvinson sighed as thought as they waved her through .
he recalled the glory days, a marked contrast to his current precari- Pity .
ous perch a hundred meters above the street . It felt like the last walk of the condemned, this progress
through the Star Palace-as-was . Elaine’s colleagues had given her
It had all been so easy . A country bumpkin whose desire to that look when the general chose her for the task . No one wanted
spend far exceeded his pocket . It had been a pleasure to subsidize to face him, particularly at this juncture . Too many had been sent
him—at first—knowing that eventually the bill would come due . before and failed to return, subject to the capriciousness of fate .
And yet it never did . The Jolly Fat Man, constantly targeted by She was, when it came down to it, expendable . A secretary, not a
schemers and those seeking to exploit his generosity, always decision-maker .
managed to turn the situation to his advantage . To make a profit . She turned into another long corridor . Less cabling here but
Some began to see him as a lucky mascot, a goose with golden more signs of casual damage—defaced paintings and headless
eggs, and sought to include him in business ventures . When statues . Singed chairs and broken mirrors . A dark patch caught her
the Fat Man suggested several investments of his own and sought eye—a halo of droplets and a long smear down the wall . There was
massive loans to finance his ventures, we were blinded by our greed. a coppery tang in the air and drag marks on the once-pristine floor .
The Regency years were good for business, and even with the wastrel She shuddered . Not me. Please, not me.
boy on the throne, life was looking up for the Hegemony’s elite. Even A final corner turned, then a pair of solid doors . More guards,
when war came, we weren’t too concerned. We’d beaten the Periphery more ID checks . This time she had to press her thumb against a
before and when they lost, as they surely would, there’d be yet more contact panel and felt a sharp prick as the DNA scanner extracted
opportunities for us to exploit. its sample . The light flashed green and the guards stepped aside,
ushering her into the heart of darkness .
Then the jaws of the trap snapped shut .
The Fat Man was no longer so jolly . Instead, he was a murderer sts
and usurper . Whom the elites had bankrolled and who now had an
iron grip on their finances . Yes, he owed them trillions—god, how did Hegemony Congress,
it escalate to that level—but by the time Roger and others realized Geneva, Switzerland
they couldn’t force him to pay, he had them over the metaphorical Terra
barrel . The only way they could ever hope to recoup those debts 19 February 2777
was if the Fat Man won . And yes, at first the elites supported him
wholeheartedly, but then they saw just how ruthless he could be . “You should have got out while you could,” the mercenary
Goddard tried to put a coalition together to force Amaris to pay growled . “Not been penned up in here with us dogs ”. The contrast
up, and look where he’d landed: floating face-down in the Thames . between them was immense: the civilian short, fat and clean-
No one tried that again . Instead, good money poured after bad, shaven in a crumpled but once-elegant grey suit, the trooper lanky
feeding the voracious war machine of the new Emperor . with a week’s growth of beard, in urban camouflage fatigues and
And now he has lost, and with him falls the Hegemony’s financial with a wicked-looking machine gun strapped across his chest .
structure and our fortunes. A wry smile tugged at Roger’s lips as he
glanced down at the street below . With him falls me .
Releasing his fingers, he let gravity pull him down .

6

HARd JUsTIcE

“I tried, but they turned me back at Les Avanchets when the deep breath and stepped forward again, then took a second step .
spaceport fell ”. Her right hand reached out to clasp the drapes .

“Heh . Bad luck ”. The trooper glanced at the stack of documents “Leave them,” a voice rasped from the darkness behind her .
and then at the small fire . “Burning evidence?” She spun and saw one of the shadows move . She swallowed .

“Keeping warm . Though now you mention it…” He flicked The shadow spoke again . “So, they send a child . A secretary .
through one of the folders, then scattered the contents on the fire . Did they think that would save you? Surely they know better ”. The
“Tax returns ”. figure chuckled . “Come over here ”. He gestured, something in his
right hand glinting in the faint light . “I’ll not bite ”.
They both laughed .
“Well, I guess all the bigwigs bugged out before things hit the “My…” She swallowed again, struggling to maintain her
fan ”. The trooper gestured at the battered oak paneling lining the composure . “My lord ”. She sketched a curtsy, wobbling . The man
rooms . “This must have belonged to someone pretty high up ”. took a step closer and she could make out the distinctive mustaches
“No idea,” said the suit . “I was in the media department ”. and bald pate . He wore glasses, the left lens filled with a spiderweb
“Oh . Computer jockey?” The trooper feigned interest . of cracks . His hands, peeking from the sleeves of dark robes,
“More media relations . PR ”. twitched and she saw that the glinting object was a pistol .
“Ah . You ever make the holo? You look familiar ”.
He laughed . “No, I was a behind-the-scenes type ”. He stroked “Bridge always was a mewling coward . Never a new thought
the back of his right hand across his jowls . “Not really got the looks in his head, eh, Ricky ”. He glanced to his left and grinned as if
for the camera ”. addressing someone else . They were alone in the room . “Bloody
“Well, I guess we’re all soldiers now . You armed?”The suited figure traitors,” he muttered . ”You, though . You I remember . Lots of spirit,
shook his head and the trooper drew a pistol from his belt, handing it like Elise ”. He spat ”. And Shera . Fucking bitch ”. He glanced to his left
grip first to the suit . “You’d best have one, to defend yourself against again . “No, I won’t mind my language ”. He turned back to Elaine and
our guys as much as the Leaguers . You know how to use it?” gave her an eerie smile . “Sorry, he talks too much . Bloody ghosts ”.
The suit ejected the magazine, checked it and reinserted it, pulling
back the slide . “I’ve shot a few times . Just target practice, you know ”. “My lord?”
The merc nodded . “Better safe than sorry . Anyway, gotta finish He gestured dismissively with the pistol . Elaine flinched .“I presume
my rounds . We’re at the north end if you fancy some company and he is here . Abaddon ”. He snorted .“That’s what Bridge was too chickenshit
a bite of something that was freeze dried a century or so back ”. He to tell me ”. He scoffed .“Like I couldn’t figure that out for myself when he
sketched a jaunty salute and ducked back out into the corridor . kicked the gate down . Diplomacy never was Aleks’s strong suit ”. The
The suited man watched the soldier walk away . Then he madman looked intently into space .“He’ll kill us all, him and his Wolves ”.
stooped to pick up a holo lying face-down on the floor . It showed “Y-yes sir . General Bridge said …” She winced as gunfire echoed
him standing behind the right shoulder of a rotund Asiatic in the distance .“He said Kerensky wanted you to surrender in person ”.
gentleman with a thin mustache and gold-embroidered robes . “That’s General Kerensky to you, girl . Always show proper
He grunted and threw it onto the fire, then reached inside his respect ”. His head tilted to one side . “No, I’m not being hypocritical .
jacket and removed a rectangular plastic badge . He ran his fingers He’s my subordinate, or at least he should be, so I’m perfectly
along it, clearing away a patina of dust . His own face stared back, entitled to call him Aleks ”. He made a dismissive noise . “Well, that’s
the name Samir Njari, Chairman, Krypteia Operations stenciled what you think ”.
prominently underneath . That too went into the fire . He reached out with his left hand and patted Elaine on the
shoulder . “Well then, best go settle up, eh, Elise . Will you help your
sts old uncle to the door?” He grasped her right hand with his left, the
former lord of the Rim Worlds Republic and Emperor of humanity
leading her gently back toward the exit .

Amaris Imperial Palace, sts
Lake Louise, Canada
Terra Presnensky
29 September 2779 Moscow, Russia
Terra
Elaine stepped into darkness, only the light from the guard 14 February 2777
post illuminating the chamber . She fumbled for a light switch and
flipped it, but there was no response . As the doors swung shut, “You have blood on your face ”.
leaving only a thin strip of light underneath them, her eyes slowly Megan Cole watched as the girl touched her cheek and her
adjusted to the gloom . Various pieces of furniture lay scattered fingers came away reddened . “It’s not mine ”. She looked at her
around the room and a few meters to her right she slowly made shoes, refusing to meet her aunt’s gaze . “Kolya and I were down by
out drapes . A window, she hoped, taking several shuffling steps the river . We wanted to see the ’Mechs ”.
towards them . Her foot collided with something on the floor and Her aunt grabbed her chin and forced Jess’s head back . A cloth
her heart raced as the object tinkled and rolled away . She took daubed at her cheek, wiping away blood and grime . “You’re not to

7

HARd JUsTIcE

see that boy . He’s trouble . Him and his brother, and that bezúmnyj Amaris Imperial Palace
mother of theirs ”. Jess fidgeted, but her aunt didn’t release her chin . Lake Louise, Canada
Terra
“I’m twelve . I can look after myself,” she pouted, and tried to 29 September 2779
pull away .
It would be so easy to step forward and squash the life out of him,
Megan grabbed the girl’s shoulders and shook her . “Jessica, if thought the pilot . To destroy this worm who had betrayed not only
you think you can run wild with the ‘Goons on the rampage and the the Star League but the boy he had befriended. His fingers caressed
General visiting his wrath on them like an avenging angel, you’ve the target selector . The boy I swore to protect.
got another thing coming . It’s dangerous . Very dangerous ”.
The Usurper seemed calm, his eyes fixed on the jeweled pistol
“But we wanted to see the Star League soldiers ”. Jess wriggled now discarded at the ’Mech’s feet . A frightened girl had helped him
free . “And the General ”. through the door, but she’d ducked back inside after seeing the hulking
olive-drab Orion and its companions staring down at them . Amaris had
Megan shuddered at that prospect . Of course he did. She’d hobbled down the stairs, scarcely looking at the lead ’Mech, and then
almost bolted after working out who the ragged eight-year-old thrown the weapon at its feet . He’d ignored Aaron’s Atlas and Liz Hazen’s
boy playing with Jess was all those years ago . It was something Highlander, even when she raised her gun-arm at him and he’d ordered
he’d said that gave the secret away away . “Ryszard Semyonovich,” her to hold fire, focusing on the Orion that contained his nemesis .
he’d called the fallen First Lord, something she’d heard the father
say back in Unity City when exasperated with another boy almost Amaris didn’t say a word, instead cocking his head on one
a quarter century back . Before that boy-child’s fall from grace and side as if straining to hear something . Sighing, the broken figure
Jess’s birth . Before Amaris . With twelve billion people on Terra, what had looked up at the polarized canopy as if his eyes could meet
were the odds of our two children meeting and becoming friends? those of the pilot within . With his shoulders slumped, he appeared
She shuddered again . The boy’s existence was explosive, let alone resigned . Accepting that he would have to pay for his treachery and
adding Jess to the mix . Would we survive either revelation? the carnage his actions had wrought over the past decades . No, not
accepting . Expecting . The traitor expected summary justice .
Now, half a decade later, things were coming to a head .
Kerensky was here and was sure to come for his wife and children . The ’Mech remained motionless, a colossus staring down an
Should I confide in him? A dozen years of lies and pretense . A decade ant . The chubby figure shrugged, his tattered and bloodstained robe
of looking over her shoulder for assassins . She could be free of that catching in the light breeze . Then he stepped past the war machine .
burden . Jess would be safe with him, surely . He glanced to the left and a thin smile crossed his lips as his wife and
children emerged from a side door, scuttling across the courtyard to
The girl bounced over to the sideboard, the scolding seemingly join his final walk . Hand in hand, they walked toward the shattered gate .
forgotten . Megan watched her intently . The child Helena couldn’t The Orion tracked them, servos whirring and myomers creaking as the
keep . Can I give her up? She exhaled, knowing the answer, reaching massive machine’s torso twisted, a targeting reticule hovering over the
over to brush an errant lock of hair from the girl’s forehead . beggar-like figure of the former lord of the RimWorlds Republic . It would
be so easy to squeeze the trigger and end it all now—but no, death
“Come on . Let’s get you ready for bed ”. would be too good for the murderer of Richard Cameron . Too quick .

sts Kerensky pressed the thumb stud, triggering the tac-mic . “Bring
him in ”.

8

INTROdUcTION

Whenever the history of Man is viewed, be it in detail or at a distance, it is plainly evident that the ripples and currents that propel
contemporary events are the very same that our ancestors felt centuries and millennia ago . While others have linked the cataclysmic events
of the past three hundred years directly to the Amaris Civil War, and gone on to blame that terrible conflict on the Reunification War, which in
turn resulted from the Age of War, the Second Soviet Civil War, the World Wars, the Holy Wars, Judas’ thirty pieces and even the Exodus of the
Twelve Tribes, the simple truth is that a single element links each of these terrible times: humankind . Man’s desire to take what he wants and to
do so at any cost is the crash of the wave, be it simple tide or inexorable tsunami, which strikes to destroy what others have built . Clearly most
leaders fail to realize that whatever they build is just as susceptible to another’s waves of aggression and greed .

Viewing the Amaris Civil War as a whole, there are striking similarities between the Word of Blake’s Jihad, Terra’s Second World War, or any
number of history’s other terrible conflicts . But if you look just a bit deeper, you can catch reflections and barely perceptible hints from both the
past and the future . It is easy to see Hitler in Amaris, or Alexander in Kerensky, but what of parallels shared with others? Many have condemned
my father for being the new Amaris in initiating the Fourth Succession War, but few have made even obvious connections between individuals
like ilKhan Ulric Kerensky and his forebear—both of whom prosecuted pragmatic campaigns that were seriously limited by manpower and
logistical concerns, and who were each ultimately betrayed by their supposed allies .

Unfortunately, even if history has frequently proven that what has happened before will happen again, it has also very clearly pointed
out that Humanity rarely learns from its mistakes . So while we may, for the moment, have peace in our time, the time is now to study the flow
of past currents so that we can predict and prepare for the next waves to crash, lest everything we have rebuilt be washed away once more .

—Paladin Victor Steiner-Davion, Santa Fe, Terra, 3090

HOW TO USE THIS BOOK of Amaris’ brutal and devastating Civil War, describing in detail
not only the efforts to punish those responsible for the war even
BattleTech Historical: Liberation of Terra, Volume 2 is the latest while the Inner Sphere attempted to rebuild, but also the political
in a series of products that explore the major yet little-detailed machinations that resulted in the dissolution of the Star League as
conflicts in the past of the BattleTech Universe . In this case, we well as the creation of ComStar, Kerensky’s Exodus (and the eventual
cover the end of the long war between the Star League and the founding of the Clans) and the Succession Wars .
Usurper Stefan Amaris, a conflict alternately known as the Amaris
Civil War or the Star League Civil War . As with the other books in the The Rules Annex includes a number of items designed to aid
Historical series, Liberation of Terra, Volume 2 is part sourcebook and play in the late Star League era, including rules for generating SLDF
part rulebook, describing the background and major events of the and Republican forces, as well as a number of New Combat Units
conflict as well as providing tools relevant to players who wish to that played a significant role in the war .
recreate battles of the historical era in question .
A NOTE ON SOURCES:
Hard Justice, the introductory story, shows how justice came to Select details of the Amaris Coup and Operation LIBERATION
some of Amaris' inner circle, including the Usurper himself . The first
full chapter, Heart of Darkness, provides a brief recap of the war and have appeared in numerous volumes: the Star League Sourcebook,
the events leading up to it from the perspective of Stefan Amaris Handbook: Major Periphery States (and its precursors, Periphery 1st
himself . Personalities describes some of the notable political and and 2nd editions), and the Handbook series (and their House Book
military players that took center stage in the latter years of the SLDF’s precursors), as well as several Technical Readouts (notably, but not
drive into the Terran Hegemony, as well as in the aftermath of the exclusively, TR2750 and TR3075) . The era has also appeared in fiction:
war . The next five chapters cover the final years of the war, including The early Star League (and the “Kids Clique”) form the backdrop of
the tremendous campaigns that did, in fact, result in the Liberation the BattleCorps novel, Fall from Grace by Chris Hartford, and the early
of Terra—albeit at a tremendous cost . Tightening the Noose recounts years of Aleksandr Kerensky on Tharkad appears in the Destiny’s Call
the SLDF’s efforts to cut Terra off from the rest of the Hegemony, serial by Loren Coleman . The histories of several notable SLDF and
roughly covering the years 2775 and 2776 . Ring of Steel covers RWA personalities can be found in Historical: Operation Klondike as
the final half of 2776, describing Kerensky’s battles to liberate the well in the Wolf Clan and Jade Falcon sourcebooks together with
five systems closest to Terra itself . The Terran System highlights the Invading Clans . Field Manual: SLDF, Era Report: 2750 and the Field
herculean efforts of the battered Star League Navy as it desperately Report: 2765 series provide additional details on the military and
fought to overcome the most potent weapon in Amaris' arsenal: the political situation prior to the Periphery Uprising and Amaris Coup .
Reagan Space Defense System and its hundreds of drone WarShips Historical: Reunification War provides a detailed introduction to the
and thousands more robotic DropShips and fighters . The Landings earliest days of the Star League, and especially lays the foundations
sees the SLDF finally make landfall on Terra itself and covers its for the conflicts that directly led to the Amaris Coup . And, of course,
campaigns to eradicate Amaris’ control over Europe and Asia, while the companion Historical: Liberation of Terra, Volume 1 covers the
the final chapter of the war is played out in Endgame, which brings Periphery Uprising, Amaris' coup, General Kerensky’s conquering
the fight to North America after a brief campaign in Australia and of the Rim Worlds Republic, and the first years of the campaign to
the South Pacific . Aftermath brings completion to the long story liberate the Terran Hegemony .

9

LIBERATION OF TERRA: VOLUME II

10

LIBERATION OF TERRA: VOLUME II

HEART OF DARKNESS

“What greatness had not floated on the ebb of that river into the mystery of an unknown THE DREAM IS OVER
earth! … The dreams of men, the seed of commonwealth, the germs of empires.” Reverberations from the Amaris Coup and

—Heart of Darkness, Joseph Conrad, 1902 Aleksandr Kerensky’s war against the would-be First
Lord had a deleterious effect on far more than just the
“And so the founder asked her, Star League government and the Terran Hegemony.
‘When is night darkest?’ Indeed, the economies of each of the Star League
And she declaimed, member states were thrown into a recessive turmoil
‘When dreams become nightmares.’” from which, as history eventually showed, they would
—Attributed to Anna Rosse, The Remembrance of Clan Nova Cat (referring to her never fully recover.
childhood with the Terran Resistance)
Within days of the Coup, rumors of everything
[Stone, from an alien invasion of the Hegemony to a civil war
I’d intended a short précis on events to this point as a preamble to the discussion of the launched by Aleksandr Kerensky to a computer virus
actual Liberation of Terra, but sifting through ComStar’s archives the team chanced across created by a secret coalition of industrial giants to take
the following, salvaged from the ruins of Amaris' palace at Lake Louise in 2780. I thought command of the SLDF within the Hegemony spread
you might appreciate the insights it offers into the psyche and motivations of the Usurper across the Inner Sphere. Fragmented reports from the
himself… in his own words. relatively few JumpShips to escape the Coup agreed on
—Victor] one fact: Someone had launched an attack on dozens
of Hegemony systems. In addition, the HPGs within the
Voicelog transcript: 28 August 2725 Hegemony had apparently all shut down and expedi-
I wanted a car or a chemistry set but instead I got this stupid thing for my birthday. tions sent into the Hegemony did not return.

When Man voyaged to the stars, he took with him factional politics and nationalism . The interstellar stock markets crashed while
The result was the fragmentation of the first great pan-human empire, the Terran Alliance, commodities and futures skyrocketed. Public con-
and the formation of many of the states we are familiar with today . The Ares Conventions of fidence in the economy of the Star League plum-
2412 enshrined warfare as a legitimate means of dispute resolution in these turbulent years, meted, while vital corporations that relied upon
protecting civilians and infrastructure while espousing the ideal of might-makes-right . Hegemony-based concerns (or worse, Hegemony
money) suddenly began to panic. Never once had
The introduction of the BattleMech in 2439 shifted the balance of power away anyone considered a worst-case scenario in which
from armor and infantry, and with authority delegated to regional lords in a neo-feudal the Terran Hegemony was cut off from the rest of
structure designed to counter the difficulties of communicating over hundreds of light the Inner Sphere—it was just too inconceivable
years, the walking behemoths became the equivalents of the knights of old . The rise of a prospect. Private citizens everywhere similarly
the compact, powerful war machines further supported the idea of war as an extension of began to panic; after all, if the Hegemony could
politics; where once tens of thousands of troops were thrown onto the battlefields, now suddenly be swallowed by a black hole, what
dozens or a few hundred could duke it out . was preventing their own nation from suffering
the same fate? Entire life’s savings were with-
But not everyone felt this state of affairs was justified . Director Deborah Cameron of drawn from accounts, while hundreds of millions of
the Terran Hegemony, the successor to the Terran Alliance, sought to bring peace with the citizens followed the precedent set by investment
surrounding nations, employing her state’s technological prowess to maintain order . It was her firms and major corporations across the stars and
son, Ian Cameron, who finally succeeded in that mission, unifying the six great Inner Sphere liquidated their Hegemony-based stock portfolios,
powers—the Terran Hegemony, Lyran Commonwealth, Draconis Combine, Federated Suns, followed quickly by similar liquidations of other
Capellan Confederation and Free Worlds League—in a new pan-human alliance . holdings when those non-Hegemony stock prices
suddenly began to nosedive.
This new Star League sought to bring peace and prosperity, but in one of the greatest
ironies in history its first major action was to wage war against the smaller nations of Amaris' Inner Sphere-wide declaration on 31
the Periphery, compelling them to join the alliance . After a bloody twenty-year war they January 2767 did little to quiet fears. Though com-
succeeded, but in doing so instilled deep distrust of the Cameron family and the Star munications and shipments into and out of the
League . Only one of the four main Periphery powers joined the Star League voluntarily, Hegemony began again, in the process opening
and in doing so it provoked a popular uprising that had the nation’s ruler, Gregory Amaris, interstellar commerce back up, the Inner Sphere’s
under effective house arrest for the duration of the conflict . Though eventually rescued confidence had been shaken. Worse, reverbera-
tions from the economic crash would continue for

Continued on p. 12

11

HEART OF dARkNEss

the rest of the year. After a month on virtual hold, by the Star League, he blamed them for his difficulties . In this creation of an ideal society
the Hegemony’s economy crashed as soon as its was born the seeds of its own destruction: the mistrust of the Periphery nations and the
exchanges and markets opened up communications hatred toward the Star League of one of the Periphery’s ruling families . For almost two
again with the rest of the Inner Sphere markets, centuries both bided their time as the House Lords sought to advance their own positions .
which in turn sent another shock through the
member-state economies that were just beginning Voicelog transcript: 29 August 2725
to see some slight upturns after such a huge crash. Mother says I must record my thoughts so that future people can learn from me and so she has given me
This back-and-forth effect left behind it a wake of
failed banks, bankrupted companies and impover- this diary. She says it is important that future people know what I had to learn and what is our family story. She
ished citizens. has told me that story every birthday since I was little, that Princess Terens Amaris sacrificed her life on Terra
so that she could bring light to the people of the Rim Worlds and that her best friend, Lady Heather, made her
The only real solution to recovering from this the queen of the Rim Worlds. Then many years later the evil king Cameron of Terra tried to take control of all of
nightmare was, unfortunately, not an option that everything and unlike most of the free Perrifry kingdoms, Terens’s grandson King Gregory decided to allow the
General Kerensky would allow. He ordered a block- bully to take his stuff. Some of the people didn’t like this and told Gregory to go away but he said no and so they
ade of the Terran Hegemony and declared anyone hit him. Gregory fought bravely but had to hide for many years while the bullies tried to discover his secrets. But
who continued to support Stefan Amaris' occupa- they weren’t clever enough and eventually he escaped and the bullies were punished.
tion government in any way—which included
doing business with Hegemony concerns—a The idea of the Star League as a golden era owes a lot to rose-tinted glasses and
criminal. Commerce could no longer legally flow the perspective of the apocalyptic Succession Wars, though it was a time of social and
into the Hegemony, while anyone caught circum- technological advancement . Humanity lived far longer than at any other time in its history
venting these restrictions could be prosecuted and was able, thanks to the development of the HPG, to communicate almost instantaneously
for treason. across the vastness of space . Political tensions still manifested as warfare, but the SLDF could
intervene (notably in the War of Davion Succession between the Draconis Combine and
Not that the General needed to make those proc- the Federated Suns) or act as a direct participant, such as in the “First Hidden War” against
lamations, at least in most cases. While the economy renegades from the DCMS . Yet on some occasions the SLDF stood aloof; it let the Free Worlds
of the Inner Sphere very much relied upon the Terran League fight a bloody civil war, and permitted the Federated Suns and Capellan Confederation
Hegemony to drive and feed it before the Coup, in to prosecute a bloody border war . When the Periphery rose up in revolt in 2765, it was seen as
its immediate wake those businesses that did not just another situation for the Star League military to resolve, provoked by the excesses of the
immediately fail were forced to find options other High Council and the mismanagement of First Lord Richard Cameron .
than those based in the Hegemony to supply their
needs (or purchase their wares). In fact, the five Star Voicelog transcript: 29 July 2736
League State Administrators set up clearing-houses on I’m not sure what I expected of the Martial Olympiad. Something more ... military, I suppose. Instead,
each member state and regional capital to mate non-
Hegemony companies with each other in an effort to the Outreach games seemed more corporate sponsorship and arms fair than a competition. Sure, there was a
keep business and commerce flowing through the rest lot of jingoistic drivel and flag-waving for the SLDF and condescending praise for the poor unfortunate House
of the Inner Sphere. forces who failed to make these finals, but in essence its purpose has been lost. Cameron doesn’t care—he’s lost
in la-la-land, and those self-aggrandizing wastrels of the High Council are too busy with their own schemes.
That, of course, did not stop all trade flowing Even the Commanding General, Becky Fetladral, seems unengaged with the contest, not seeing how far it has
into and out of the Hegemony. Stefan Amaris set fallen. Her aide is another matter. He sees and he cares—someone to watch out for. God, what was his name?
up “free market zones” on border worlds that were Ah yes. Kerensky.
designed to encourage trade with the Hegemony,
and further created a shell game of interstellar In truth, the Periphery Uprising was part of a grand scheme two hundred years in the
transport companies that moved cargoes through making . The Amaris clan had long held a grudge against the Camerons, and the death of
uninhabited systems to avoid detection. Those cor- First Lord Simon Cameron afforded the current ruler of the Rim Worlds Republic, Stefan
porations and individuals that relied upon particu- Amaris, the opportunity to exact vengeance for all the slights inflicted on his family .
lar Hegemony products could still get them, though
at a premium. The perpetrator of Simon Cameron’s murder has never been clearly established, but
Amaris positioned himself to exploit the aftermath . Beginning in 2753, he ingratiated
The Great Interstellar Crash, as the post-Coup himself with the boy ruler Richard Cameron (who wielded little actual power), corrupting
economic problems were called, affected citizens
of every nation, background and social stratum.
Moreover, it hit hard each of the five Star League
member states and their ruling Great Houses. Tax
revenues fell beyond critical levels while the num-
ber of citizens and businesses demanding relief

Continued on p. 13

12


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