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SLAUGHTERTECH 1) Detremine the speed of the mech

2) Determine the Engine rating


3) Determine the Engine weight
Below you will find the rules that my friends and I have come 4) Check to see if steps 2 or 3 qualify the mech for 2x
up with for Battletech. These rules were meant to augment the engine status. If the mech does qualify, follow ths steps:
existing rules, not replace them. _The Battletech Compendium_
is the ruleook referenced throughout this text and is considered A) If the last digit of the Engine rating is a 5, add 5 to the engine
necessary for these rules to be used fully. rating making it an even number.
One of the basic assumptions throughout this entire text is that B) Divide the engine rating by 2 creating the engine ratings of the
the Clans do not exist. Granted, some of the technology 2 smaller engines to be used.
presented in here is Clan in nature or capability, but this system C) Use the smaller engine ratings to determine the engine
was started before the Clans were presented. The history of the weights of the two smaller engines.
Battletech Universe has also been ignored completely. This is D) Modify the weights of the engines appropriately if you are
evident with the huge variety of weapons and the fact that (for going to use ST or XL engines.
example) LB-X autocannons weigh more than standard E) Add the weights of the engines together to determine the final
autocannons. For any system that is not specifically modifed or weight of the engines.
covered in these rules assume that the standard rules for "Inner
Sphere" systems take precedence. (Note: Gyro weight is based upon the engine rating from line 4A.)
The 2x engine rules were created some time ago, exact date
forgotten. These rules are of my design and should be REQUIREMENTS:
considered copyrighted. The Observer rules were created based
upon ideas found in the Rec.Games.Mecha archives. Credit is If the mech is 55-100 tons, then the requirements are:
given at the end.
The Internal Structure and Armor rules were developed 1) The required engine rating is above 400
recently and are pretty much an adjustment to existing rules or
plus added systems. If anything appears to have come from 2) The weight of the engine required is 75% or greater than
FASA then it probably did. the weight of the mech.
The Weapons list is a compilation of the existing weapons plus
those developed by myself, my friends, and others. The If the mech is 5-50 tons, then the requirements are:
alternate ammunitions were an outgrowth of rules presented in
the FASA product _Unbound_ and material found in the 1) The required engine rating is above 400
aforementioned archives. or
The Infantry Rules were developed to make all types of infantry 2) The weight of the engine required is 50% or greater than
a viable selection. These rules were also intened to make the weight of the mech.
them a little more capable of playing a role on the battlefield.
The Credit Section is where I give credit to those who inspired Now that the rules for what mechs are allowed to have 2
me to put something resembling their work into my compilation. engines have been established, next are the special rules
I tried to give credit where it is due, but if you feel slighted I pertaining to them.
apologize. One source of inspiration and information that is
not credited there is FASA. They deserve the credit for anything 1) Since the mech has 2 fusion engines, it also has 20 heat
that resembles material from the rulebook and the product sinks.
_Unbound_. A) They can be made double heat sinks.
B) The number of HS that can be put on to an engine w/out
Matt Murray being represented on the critical hit table is based upon the
engine rating of each engine, not the combined engine ratings.
TWO ENGINE AND C) If the engine heat sinks are double HS, then divide the
TWO COCKPIT number of heat sinks that can be put on an engine by the number
of crits each double heat sink takes up. (This rule is put in so that
double heat sinks are not common and do not unbalance the
The 2xeng and 2xeng2xcockpit mech rules will require that
game since heat is the restraining factor in this game. This rule is
you make new mech sheets for these monsters. With a little bit of
also under the assumption that the rules concerning mixing
work, clear tape, and photocopies you can cut up, you can make
standard and double heat sinks are changed. If you want to, you
the sheets no problem. I'll give you what location has how many
can mount double and standard HS on a mech. All of the heat
crits of each thing.
sinks from the engines must be the same type. All 20 must be
either double or standard, not half&half. If you keep the original
2 ENGINE MECHS
rule saying ALL heat sinks must be the same type, then you may
also consider possibly ignore this subrule completely.
The two engine mech is simply a battlemech that has such a
2) A damage track is kept for each engine. It is possible for
high speed that the weight or power requirements are so high
a 2x engine mech to recieve 4 engine hits, 2 per engine. When
that two engines are required as opposed to one. For a mech to
one of the two engines receives 3 hits, it is destroyed and the
have two engines, it must pass one of two requirements. If it
move rate of the mech is halved, rounding down. The destroyed
doesn't, then the mech will simply use one engine. NOTE: The
engine also stops producing heat due to damage or moving. A
weight requirements below are based upon standard engine
2x engine mech is considered destroyed when both engines are
weights and are regardless of the possibility of the engines being
destroyed,
ST or XL engines.
i.e.: When each engine has received 3 engine hits. Any HS
mounted on the engine and not represented on the crit. hit table
For the design of your mech, replace the rules for
for the mech are also destroyed.
"Determine engine weight" with this list:
3) When the internal structure for a side torso has been
completely destroyed, that sides engine is also counted as
destroyed with the appropriate effects for losing one engine as way to meeting the clans on even grounds. *I* wouldn't want a
outlined in rule 2. 100 ton clan mech with 2x engines stomping on my face and
4) The Critical Hit table for a 2x engined mech is different ripping my lipps off!
from that you would find on a standard one.
A) Change the center torso by changing all engine slots SPECIAL TECHNOLOGY (ST) ENGINES
(11,12,13,22,23,24) into empty slots that can mount equipment.
B) Change both of the side torsos to this slot configuration: ST engines were developed primarily to incorporate the
weight saving capabilities of XL engines without the huge space
Standard ST Engines XL Engines requirements. ST engines are best described as being halway
between standard and XL engines. ST engines are best used on
1. Engine 1. Engine 1. Engine one engine mechs that need extra tonnage for ballistic weapons
2. Engine 2. Engine 2. Engine and extra space for the weapons themselves. For 2x engine
3. Engine 3. Engine 3. Engine mechs, internal space becomes critically short when both
4. ______ 4. ______ 4. Engine engines are made XL, making the use of ST engines
5. ______ 5. ______ 5. Engine predominant.
6. ______ 6. ______ 6. Engine
1) ST engines weigh .75 the weight of a standard engine,
1. ______ 1. Engine 1. Engine this in comparison to XL engines that weigh .5 the weight of a
2. Engine 2. Engine 2. Engine standard engine.
3. Engine 3. Engine 3. Engine 2) ST engines require 3 extra crit slots on a critical hit table.
4. Engine 4. Engine 4. Engine These crit slots have already been described for 2x engine
5. ______ 5. Engine 5. Engine mechs. For one engine mechs, ST engines require one extra slot
6. ______ 6. Engine 6. Engine in each of the 3 torsos.
3) 3 engine hits are required to destroy an ST engine,
(As you can see, you have a high to 100% chance of getting an regardless if they are in the side or center torsos.
engine hit with the more advanced engines.) 4) For figuring the costs of an ST engine, as per p. 128 of
_The Battletech Compendium_, use the formula of:
5) If the engines are going to use ST or XL technology, both (10,000 x rating x tonnage) / 75
must be of the same type.
6) The heat produced from movement is doubled with 2x NOTES ON ST ENGINES:
engine mechs. Walking heat is 2 while running produces 4 heat.
7) As before, regardless of technology level of the engine, As you can see, ST engines are halfway XL engines.
each engine requires only 3 engine hits to be destroyed. That's what they are intended to be. When I first came up with
ST engines, I had trouble convincing my friends the need of ST
DESIGN NOTES ON 2X ENGINE MECHS: engines. They are truly put in for 2x engine mechs, I have never
seen their use on one engine mechs. Use them as you please.
These rules were written long before the clans came into the The Clans would probably never use ST engines. They
picture. They were even written before the rules for XL engines would more then likely use XL engines exclusively.
were published. From the time we came out with the rules for 2x Historically, you could say that ST engines are a stepping
engine mechs, we have experimented with rules for 2x engine stone to XL engines, with their use relegated primarily to
tanks (we never goofed with aerospace fighters, but that would 2xengine mechs. You could also say that Peripheral houses
be another logical growth of the rules.) The rules we developed and governments developed them as their best effort to reach XL
never did seem balanced and seemed to require a major rewrite technology.
of the tank rules, which we did for some areas. If you desire to
have 2x engine tanks, you may want to take a long hard look at 2X COCKPIT and 2X ENGINE 2X COCKPIT MECHS
them. Realize that the limiting factors for 2x engine mechs are:
loss of internal space, loss of armor protection for the engines 2x cockpit mechs are a natural outgrowth of mech designs
due to sitting in the side torsos, ease of getting engine hits due to that had 2 seats in a mech cockpit where one seat was for the
doubled number of engine crits, and increased heat for mech pilot and the other seat was for a
movement. All of these limiting factors are not available for tanks commander/observer/nobody useful. There are 3 types of 2x
based on the available rules. There are no damage locations cockpit mechs: one engine 2x cockpit, 2x engine 2x cockpit Alpha,
where tank engines are. There are no internal crit slotsfor tanks. and 2x engine 2x cockpit Beta. After the descriptions of the
Tanks don't have to worry about movement heat. As you can see, three type of 2x cockpit mechs rules will be given for their use.
tanks were made overly simple so that they were easy to play
and integrate. Due to these simplifications, you can't easily NOTE: When examples of the internal structure are shown, there
integrate 2x engine rules for them. On further investigation, you'll will be two empty critical slots with astricks. These are the slots
see that the same problems exist for aerospace fighters, for "extra" sensors to be placed in. They will be explained later in
conventional fighters, and the other vehicles. If you are going to the rules.
put rules for 2x engines in for other vehicles, you will have to
rebuild a lot of the game. 2X COCKPIT MECHS:
The Clans would probably never have 2x engine mechs.
Their mechs tend to point to a huge standardization policy These designs are achieved through the removal of the
throughout the clans and would be very slow to change to 2x cockpit from the head and replacing it with a cockpit in each side
engines upon discovering 2x engine mechs. Even with those torso.
points of logic out of the way, it should be apparent enough that
the clans are nasty enough as they are and need no further 1) The critical hit table is modified by replacing the head
modification. You will find that 2x engine mechs come only half with six empty crit slots. This effectively turns the head from a
cockpit center into a weapons platform. This platform can have a
turret like a ground vehicle where the turret mechanism weighs
ten percent of the weapons mounted (round up to the nearest half CENTER TORSO
ton). When the armor has been breached and internals have
been scored, roll for turret lock where the turret locks on a roll of 1) Life Support
1-3. If the turret locks, it locks facing the hexside that it was firing 2) Gyro
into that turn. 1 3) Cockpit
2) The side torsos are modified as such: 4) Gyro
5) Gyro
LEFT SIDE TORSO RIGHT SIDE TORSO 6) Life Support

1) Life Support 1) Life Support 1) Life Support


2) Sensors 2) Sensors 2) Sensors
1 3) Cockpit 1 3) Cockpit 2 3) Cockpit
4) _______ 4) _______ 4) Gyro
5) _______* 5) _______* 5) Sensors
6) Life Support 6) Life Support 6) Life Support

1) _______ 1) _______ 3) The pilot is in the upper cockpit while the gunner is in the
2) _______ 2) _______ lower cockpit. Notice also that there are no provisions for there to
2 3) _______ 2 3) _______ be backup sensors on this type of mech.
4) _______ 4) _______
5) _______ 5) _______ GENERAL RULES COVERING 2X COCKPIT MECHS
6) _______ 6) _______
1) There are 2 cockpits on 2x cockpit mechs. One is for a
3) The pilot can be in one side or the other as long as which pilot where the other one is for a gunner. These two pilots work
side has the pilot and which side has the gunner is marked on the together to pilot and fight the mech. The cumulative effect of
sheet before the game begins. these two working together and being able to concentrate on their
jobs is that the piloting and gunnery skills are better. To reflect
2X ENGINE 2X COCKPIT MECHS ALPHA these advantages, a mech with two cockpits has a -1 bonus on its
to hit and piloting target numbers.
These types of mechs are achieved through the addition of 2) The pilot controls the piloting functions of the mech, but
a cockpit to the center torso. Traditionally the gunner would be he can also do weapons firing. If the gunner should be killed, the
positioned in the torso and the pilot would be in the head. This pilot can take over weapons fire. The turn after the gunner is
arrangement can be swapped around with little problem, but it killed, the mech can not fire weapons but can still move. This
would seem more logical to have the pilot in the head. represents the pilot realizing the loss of the gunner and switching
over gunnery systems to his control. After this turn of lost
1) The head cannot be mounted on a turret. weapons fire, the pilot operates the mech without the piloting skill
2) The head and Center torso critical hit tables would look bonus and has a +1 penalty to weapons fire.
like this: 3) The gunner controls the firing functions of the mech, but
Center torso Head he can also pilot the mech. If the pilot should be killed, the gunner
can take over moving the mech. The turn after the pilot is killed,
1) _______ 1) Life Support the mech can not move but may continue to fire weapons. This
2) _______ 2) _______* represents the gunner realizing the loss of the pilot and switching
1 3) _______ 3) Cockpit over movement systems to his control. After this turn of lost
4) Gyro 4) _______ movement, the gunner operates the mech without the gunnery
5) Gyro 5) _______* bonus and has a +1 penalty to piloting skill.
6) Gyro 6) Life Support 4) The bonuses and penalties mentioned above are treated
just like any of the bonuses and penalties found in the rules and
1) Life Support can be made cumulative with any other modifiers. If the players
2) Sensors are using the optional rules for DNI and VRPP piloting
2 3) Cockpit enhancements, they can also be used with 2x cockpit mechs.
4) Gyro (The two pilots had better know each other *VERY* well to
5) Sensors be allowed to use DNI.)
6) Life Support 5) If both the pilot and the gunner are killed, then the mech
is considered destroyed.
3) To put the gunner in the head, move the sensors from the 6) The Sensors that were deleted from one of the cockpits
center torso and put them in the #2 and #5 slots in the head. can be left in to serve as backup sensors. Either one or both of
the deleted sensors can be left in. As long as there are two
2X ENGINE 2X COCKPIT MECHS BETA undestroyed Sensors critical hit locations remaining on the mech,
there is no effect from Sensors hits.
These types of mechs are achieved through putting both of 7) When a 2 is rolled onto a torso hit location that has a
the cockpits in the center torso. The advantage of this cockpit in it will also damage the pilot/gunner like a head hit.
arrangement is that the head can act as a weapons platform like 8) When a 2x cockpit mech falls, the pilot must roll two
the rules above state. The primary disadvantage is that whenever piloting skill rolls to determine if both he and the gunner take
the center torso is hit on a 2, both pilots take damage and roll for damage. Roll each one seperately.
consciousness. 9) When ammunition explodes, each pilot takes one point of
damage as oppossed to both taking two points. If one of the
1) The head can act as a turreted weapons platform as pilots is dead, then the other takes 2 points of damage.
discussed above in the rules for 2x cockpit mechs.
2) The center torso is modified as such:
10) Life support hits are kept for each cockpit and are coordination still continues even if LOS between company mates
seperate from each other. It is possible for one pilot to take hits is blocked or there is a Guardian operating in the LOS, even if the
from excess heat and the other to be perfectly fine. C^3 does not work.
11) Conciousness rolls for each pilot are done seperately WEIGHT: The Commander's seat weighs 1 ton and takes
and are independant of each other. It is possible for one pilot to up 1 critical spot in the head.
be unconcious while the other is not. If this should happen, treat
the unconcious pilot to be "temporarely" dead. Refer to rules 2 & Forward Observer: The Forward Observer is a person
3 for switchover procedure. When the unconcious pilot regains trained in the coordination and direction of all indirect fire. S/he
conciousness, he may resume his functions at the beginning of can assist in the firing of normal artillery fire and indirect missile
the next turn. fire.
ADVANTAGES: The FO mech can act as an observer for
Design notes on 2x cockpit mechs: 2x cockpit mechs are a unit firing LRM or BRM missiles indirectly. For this fire there is
just about the epitome of Battlemech technology when you no +1 automatic penalty to the to hit and the FO mech can make
combine 2x engine 2x cockpit rules with ST/XL engine rules. attacks as normal. The FO mech can also act as a spotter for off
Throw in any other sundry advanced technologies you wish and board artillery fire, giving a -1 to hit bonus for Observing unit
you will have true war machines. Gunnery Skill as per p.49 of _The Battletech Compendium_.
These rules were developed well before the Clans came out. WEIGHT: The Forward Observer seat weighs 1 tons and
Based on the reading I've done, I don't think the clans would go 1 critical spot in the head.
for this type of mechs. Their honor code would seem to dictate
that they fight "without someone else's help." Anyway, would you Mech Gunner: The Mech Gunner is a Mechwarrior in a
want the Clans to be any more powerful? specially designed chair that allows the gunner to fire the mech's
weapons while the normal pilot concentrates on piloting the mech.
COCKPIT SECOND SEATS/OBSERVERS While this system has the same advantages as 2 cockpits, it still
has the inherent disadvantage that destroying the head will knock
Normally the cockpit of a mech has a second seat for a out the mech.
passenger but that seat has no special function. These rules ADVANTAGES: The mech with a mech gunner can fire
are designed to add special seatings for specialty observers. weapons and pilot better. Any Piloting Skill rolls and weapons fire
Note that the people in these seats *CAN NOT* control the mech is done at a -1 bonus, cumulative with other bonuses and
that they are in in any special manner or way. (Exception: penalties.
Mech Gunners) They are only observers. DISADVANTAGES: The mech gunner in this system
If the critical hit location that the second chair takes up is cannot be combined with the 2 cockpit system, it is either/or. If
destroyed then the passenger is killed and cannot perform their the gunner gets knocked out via unconciousness or critical hit
function. If the pilot's critical hit location is destroyed then the then the mech cannot fire weapons. If the pilot is knocked out in a
mech is considered destroyed for one cockpit mechs. 2x cockpit similar manner then the mech cannot move. If the head is
mechs are different in that the cockpit up in the head (normally destroyed then the mech is counted as destroyed. Otherwise
the pilot's cockpit) is the only cockpit that can have a second refer to rules 8, 9, and the first part of 11 in the 2 cockpit rules for
chair. Destruction of the head still results in the Observers assitional information. Mech Gunner chairs can not be installed
death as well as the pilot/gunner, but the 2x cockpit mech still on 2x cockpit mechs.
functions as per the 2x cockpit rules. (Exception: Mech WEIGHT: The Mech Gunner seat weighs 2 tons and takes
Gunners: The mech is not considered destroyed if the head is up 1 critical hit location in the head.
still intact and the pilot is unconcious/dead then the gunner can
still fire the mech's weapons. Mech gunners can not be used in GYRO DESIGN CHANGES
2x cockpit mechs.)
Gyros can be rounded to the nearest half or quarter ton,
Artillery Spotter: The Artillery Spotter is a trained depending on what your are rounding nearest to in your design.
professional in the coordination of off-board artillery fire. Their
seat has range finding and communication equipment built in to
assist them. ALTERNATE INTERNAL STRUCTURES
ADVANTAGES: The AS mech can act as an oberver for and
off board artillery fire. Any off board artillery fire using this mech ARMOR
as the observer gets a -2 to hit bonus for Observing unit Gunnery
Skill as per p.49 of _The Battletech Compendium_. There are several different types of internal structures,
WEIGHT: The Artillery Spotter seat weighs 1.5 tons and armors, and defensive systems that can be used by a mech.
takes up 1 critical location in the head. Each are detailed below.

Company Commander: The company commander can be Endo Steel: This is the same as presented in the books
in a command mech that has a trusted pilot piloting his mech with the exception of changing the number of critical hit locations
while he pays attention to the battle. His attention to the battle that are taken up. This is done to make its use more viable.
plus his training gives his company a special advantage over TONS: Half Standard
those that do not have a dedicated command mech. Slots: 10
ADVANTAGES: The Command Mech and the 11 other
mechs designated as being in the comapany get a special and Nitivir Composite: This extra strong internal structure is
seperate Initiative Roll. They roll 2D6 for their Initiative instead of made from a laticed composite of Nickel, Titanium, Vanadium,
the regular 1D6. Iridium, and other standard metals. This combonation is heavier
DISADVANTAGES/REQUIREMENTS: For the Company and bulkier than standard internal structure but is 25% more
Commander to be able to do his/her job the command mech must resilient to damage and allows the mech to mount heavier armor.
be equipped with 2 C^3 Masters and the rest of the company The mech with Nitivir Composite multiplies the amount of
must be set up with the C^3 system as per the rules in _The internal points for each of the internal structure areas by 1.25,
Battletech Compendium_ p.118. This communication and round .5 up. This new, higher number is the amount of internal
structure each area has and is used as the base for the max Every time that Blue Shield is activated by PPC or HPPC hit
number of armor points that the area can mount. If the number of roll 2D6. On a roll of 2 when hit by a PPC or on a roll of 2 or 3
internal structure or armor points in a location exceeds the when hit by
number of circles that the mech sheet has simply write the HPPC the system overloads, destroying all of the shield critical
excess points next to the appropriate location. locations and inflicting 5 points of internal damage to all of the hit
TONS: Standard locations except for the head which takes one point of internal
Slots: 10 damage.
Blue Shield is compatible with all of the armors and can be
Standard Internal Structure: The standard internal use with the other defensive systems.
structure is not changed at all from the rules. It is though used
as the basis of comparison for the other internal structures. Chameleon System: This is a system that evaluates the
surrounding terrain with electronic sensors and changes the color
The below armor types are "base" armors and are not scheme of the armor on the mech/vehicle. It works best when the
compatible with each other. See the defensive systems below to mounting vehicle is not moving and in some type of obscuring
see which are compatible with what. terrain.
The Chameleon System weighs 3 tons and takes up one
Ferro-Fibrous Armor: This armor is like that presented in critical hit space in each hit location. This system adds a +1 to
the rules with changes to make its use more viable. The Armor hit penalty to any weapons fire against the mounting vehicle
Value is multiplied by 1.2 instead of 1.12. (Where did they get when the mounting vehicle is standing still, walks/cruises or
1.12?) jumps. It has no effect when the mounting vehicle runs/flanks.
TONS: Standard When the mounting vehicle is stationary for the turn in a hex that
Slots: 10 provides terrain modifiers to hit (Woods, smoke, etc.) the terrain
to hit penalties against the mounting vehicle are used as the
Ceramo-Steel Armor: This armor uses the natural heat effects of the Chameleon System. EXAMPLE: Fred walks his
resistive properties of ceramic materials and meshes them within mech that has the Chameleon System and ends it in a heavy
layers of standard armor. Ceramo-Steel armor comes in 2 ratings: woods hex. Since he walked it any fire against his mech has a +1
Level 1 and Level 2. to hit penalty in addition to any other modifiers. The next turn
Level 1 Ceramo-Steel comes with a armor rating multiplier Fred does not move his mech, remaining in the heavy woods hex.
of 1.1 similar to Ferro-Fibrous and makes the mech invulnerable The Chameleon System gives any fire against the mech a +4
to energy weapons target heat (From lasers, PPCs, etc). to hit penalty (+2 for heavy woods hex that the Chameleon
Incindiery Target Heat from Infernos, Flamers, and the like still System emulates) in addition to the +2 for the heavy woods his
affect the mech normally. mech is in and any other
Level 2 Ceramo-Steel Armor gets no armor multiplier but modifiers.
makes the mech invulnerable to *any* target heat. The Chameleon System is not very good at keeping the
TONS: Standard (for both levels) color coordination if the mounting vehicle is running/flanking or
Slots: 10 (for both levels) jumping. This difficulty can overload the system with disasterous
results. At the end of any turn that the mounting vehicle
Reflective Armor: This is an armor where the armor runs/flanks or jumps it must roll 2D6. On a roll of 2, 3, or 4 the
plates have been covered in layers of polished metallic flakes. system has overloaded and explodes. This destroys all of the
The effect is to reduce the effectiveness of lasers hitting the system's critical locations and inflicts 5 points of internal damage
target. The disadvantage is that the overall armor resiliancy is to all of the hit locations except for the head which takes one
reduced. point of internal damage.
Reflective Armor reduces the effectiveness of incoming The Chameleon System can be used with all armors except
laser fire. All laser fire that hits the mounting vehicle has 1 point of Reflective Armor and defensive systems except for Reactive
damage subtracted from it. EXAMPLE: A large laser and 2 Armor.
medium lasers are fired at a tank with reflective armor. The net
damage is: 15 (8-1 + 5-1 + 5-1). Reactive Armor: This is bolted on armor that protects the
Reflective armor gives less protection than standard armor mech from slow incoming projectiles by using a shaped charge to
and is expressed by multiplying the number of armor points blow them away. It can be combined with any of the other types
available by .9. of armor. The covering of Reactive Armor requires internal
support brackets which take up space.
Standard Armor: This ablative armor is not changed from Reactive Armor requires 1 critical hit space in each of the
the game, yet is used as the basis of comparison for other mech's/vehicle's locations and weighs equal to the
armors. mech's/vehicle's tonnage/20. Any missile and certain other
weapon attacks made against the target with reactive armor do
Below are defensive systems that can be designed into a half damage, round fractions up. The armor location hit must
mech in addition to other armors/defensive systems. Refer to have armor points left for this to work or there will be no effect.
the description of each one to determine what can Any critical hits to the Reactive Armor slots count as no effect.
armors/systems can be used on the same mech/vehicle. VTOLs may not have reactive armor. Reactive Armor has no
effect upon TSM or Inferno.
Blue Shield Project: This system is a concentrated particle Every time that the mech is hit by missile fire and Reactive
field dampener which dissipates incoming PPC fire. Armor is used roll 2D6. On a roll of a 2 the armor has blown back
Blue Shield way 3 tons and takes up one critical hit space in the missile at a bad angle. Apply the half damage to the location
each of the mech/vehicle's hit locations. This system halves the hit and then roll for another hit location. This second hit location
damage of any LPPC, PPC, HPPC, or variants. A critical hit to a takes an equal amount of damage as the first.
Blue Shield slot destroys the entire shield. Reactive Armor is compatible with all armor and defensive
systems except for Chameleon System. Reactive Armor will not
explode when set afire.
WEAPONS TABLE
TYPE DAMAGE HEAT TAR/HEAT MIN. RANGE (S/M/L/Ex./Max.)
S. Laser 3 1 - - 1/2/3/4/5
M. Laser 5 3 .5 - 1-3/4-6/7-9/10-12/13-15
L. Laser 8 8 1 - 1-5/6-10/11-15/16-20/21-25
ER Small Laser 3 2 - - 1-2/3-4/5-6/7-8/9-10
ER Medium Laser 5 5 .5 - 1-5/6-10/11-15/16-20/21-25
ER Large Laser 8 12 1 - 1-7/8-14/15-21/22-28/29-35
S. Pul. Laser 3 2 .5 - 1/2/3/4/5
M. Pul. Laser 6 4 1 - 1-2/3-4/5-6/7-8/9-10
L. Pul. Laser 9 10 2 - 1-3/4-6/7-9/10-12/13-15
Light PPC 5 5 1 4 1-7/8-14/15-21/22-28/29-35
PPC 10 10 2 3 1-6/7-12/13-18/19-24/25-30
Heavy PPC 15 15 3 2 1-5/6-10/11-15/16-20/21-25
ER Light PPC 5 7 1 - 1-8/9-16/17-24/25-32/33-40
ER PPC 10 15 2 - 1-7/8-14/15-21/22-28/29-35
ER Heavy PPC 15 23 3 - 1-6/7-12/13-18/19-24/25-30
Pul. LPPC 6 6 2 3 1-5/6-10/11-15/16-20/21-25
Pul. PPC 11 11 3 2 1-4/5-8/9-12/13-15/16-18
Pul. HPPC 16 16 4 1 1-3/4-6/7-9/10-12/13-15
Light EDC 5 3 - 3 1-6/7-12/13-18/19-24/25-30
EDC 10 7 1 2 1-5/6-10/11-15/16-20/21-25
Heavy ED C 15 10 2 - 1-3/4-6/7-9/10-12/13-15
Rail Gun 5 0 - 4 1-9/10-18/19-27/28-36/37-45
Rail Cannon 10 1 - 3 1-8/9-16/17-24/25-32/33-40
Gauss Rifle 15 2 - 2 1-7/8-14/15-21/22-28/29-35
Gauss Cannon 20 3 - 1 1-6/7-12/13-18/19-24/25-30
A/C 2 2 0 - 4 1-8/9-16/17-24/25-32/33-40
A/C 5 5 1 - 3 1-6/7-12/13-18/19-24/25-30
A/C 10 10 3 - - 1-5/6-10/11-15/16-20/21-25
A/C 15 15 5 - - 1-4/5-8/9-12/13-15/16-18
A/C 20 20 7 - - 1-3/4-6/7-9/10-12/13-15
A/C 2 Ultra 2 (x2) 0 - 4 1-8/9-16/17-24/25-32/33-40
A/C 5 Ultra 5 (x2) 1(x2) - 3 1-6/7-12/13-18/19-24/25-30
A/C 10 Ultra 10(x2) 3(x2) - - 1-5/6-10/11-15/16-20/21-25
A/C 15 Ultra 15(x2) 5(x2) - - 1-4/5-8/9-12/13-15/16-18
A/C 20 Ultra 20(x2) 7(x2) - - 1-3/4-6/7-9/10-12/13-15
LB2-X 2 0 - 4 1-8/9-16/17-24/25-32/33-40
LB5-X 5 1 - 3 1-6/7-12/13-18/19-24/25-30
LB10-X 10 3 - - 1-5/6-10/11-15/16-20/21-25
LB15-X 15 5 - - 1-4/5-8/9-12/13-15/16-18
LB20-X 20 7 - - 1-3/4-6/7-9/10-12/13-15
Machine Gun 2 0 - - 1/2/3/4/5
Vulcan 4 1 - - 1-2/3-4/5-6/7-8/9-10
Light Cannon 3 0 - - 1-3/4-6/7-9/10-12/13-15
Flamer 2 3 3(I) - 1/2/3/4/5
Flame Thrower 4 5 5(I) - 1-2/3-4/5-6/7-8/9-10
Coolant Cannon 0 0 (-10) - 1/2/3/4/5
BRM/6 1D6 2 - 7 1-9/10-18/19-27/28-36/37-45
BRM/12 2D6 4 - 7 1-9/10-18/19-27/28-36/37-45
BRM/18 3D6 6 - 7 1-9/10-18/19-27/28-36/37-45
BRM/24 4D6 8 - 7 1-9/10-18/19-27/28-36/37-45
BRM/30 5D6 10 - 7 1-9/10-18/19-27/28-36/37-45
LRM/5 1/hit 2 - 6 1-7/8-14/15-21/22-28/29-35
LRM/10 1/hit 4 - 6 1-7/8-14/15-21/22-28/29-35
LRM/15 1/hit 5 - 6 1-7/8-14/15-21/22-28/29-35
LRM/20 1/hit 6 - 6 1-7/8-14/15-21/22-28/29-35
TSM/1 (5/2)/hit 2 - 6 1-7/8-14/15-21/22-28/29-35
TSM/2 (5/2)/hit 4 - 6 1-7/8-14/15-21/22-28/29-35
TSM/3 (5/2)/hit 5 - 6 1-7/8-14/15-21/22-28/29-35
TSM/4 (5/2)/hit 6 - 6 1-7/8-14/15-21/22-28/29-35
MRM/3 1/hit 1 - 3 1-5/6-10/11-15/16-20/21-25
MRM/6 1/hit 2 - 3 1-5/6-10/11-15/16-20/21-25
MRM/9 1/hit 3 - 3 1-5/6-10/11-15/16-20/21-25
MRM/12 1/hit 4 - 3 1-5/6-10/11-15/16-20/21-25
SRM/2 2/hit 2 - - 1-3/4-6/7-9/10-12/13-15
SRM/4 2/hit 3 - - 1-3/4-6/7-9/10-12/13-15
SRM/6 2/hit 4 - - 1-3/4-6/7-9/10-12/13-15
Streak SRM/2 2x2 2 - - 1-3/4-6/7-9/10-12/13-15
WEAPONS TABLE
TYPE DAMAGE HEAT TAR/HEAT MIN. RANGE (S/M/L/Ex./Max.)
Streak SRM/4 2x4 3 - - 1-3/4-6/7-9/10-12/13-15
Streak SRM/6 2x6 4 - - 1-3/4-6/7-9/10-12/13-15
CRM/1 3/hit 0 - - 1/2/3/4/5
CRM/2 3/hit 1 - - 1/2/3/4/5
CRM/3 3/hit 2 - - 1/2/3/4/5
CRM/4 3/hit 3 - - 1/2/3/4/5
Inferno/1 - 2 (5/2)(I) - 1-7/8-14/15-21/22-28/29-35
Inferno/2 - 1 5/hit(I) - 1-3/4-6/7-9/10-12/13-15
Inferno/3 - 1 3.3/ht(I) 3 1-5/6-10/11-15/16-20/21-25
Inferno/5 - 2 2/hit(I) 6 1-7/8-14/15-21/22-28/29-35
TAG Laser - 0 - - 1-5/6-10/11-15/16-20/21-25
NARC - 0 - - 1-3/4-6/7-9/10-12/13-15
AMS - 1 - - Special rules
AML - 3 - - Refer to note
PAML - 1D6 - - Refer to note
AP pods 1D6-1 0 - - 0-1 Auto hit
Hatchet 1/5 ton 0 - - Close combat
Sword 1/10ton 0 - - Close combat
Buzzsaw 2D6 3 - - Close combat
Arrow IV 20/10 10 - - 5 maps
Bolt III 10/5 5 - - 5 maps
Dart II 5/2 3 - - 5 maps
Long Tom 20/10 20 - - 20 maps
Sniper 10/5 10 - - 14 maps
Thumper 5/2 6 - - 12 maps
Self Destruct ER/15 A lot ER/30 - 0/1

RANGE TARGET # DAMAGE and TARGET HEAT MODIFIERS


Short (S) 4 Normal Damage
Medium (M) 6 Normal Damage
Long (L) 8 Normal Damage
Extreme (Ex.) 10 Damage&Tar. Ht. x.75 (round .5+ up)
Maximum (Max.) 12 Damage&Tar. Ht. x.5 (round .5 up)

Note: Missiles roll on the Extreme Range Missile Hit Chart and the Maximum Range Missile Hit Chart when firing at those ranges.
BRM's roll D6-1 at Extreme Range and D3 at Maximum Range.

MISSILE HIT CHARTS

STANDARD MISSILE HIT CHART


DIE ROLL # of MISSILES EXTREME RANGE MISSILE HIT CHART
2 3 4 5 6 9 10 12 15 20 DIE ROLL # of MISSILES
2 1 1 1 1 2 3 3 4 5 6 2 3 4 5 6 9 10 12 15 20
3 1 1 2 2 2 3 3 4 5 6 8 1 2 2 3 3 5 5 6 7 10
4 1 1 2 2 3 4 4 6 6 9 9 1 2 3 3 4 6 6 7 8 11
5 1 2 2 3 3 5 6 6 9 12 10 1 2 3 3 4 6 6 8 9 12
6 1 2 2 3 4 6 6 8 9 12 11 2 3 3 4 5 7 7 9 11 14
7 1 2 3 3 4 6 6 8 9 12 12 2 3 3 4 5 7 8 9 12 15
8 2 2 3 3 4 7 6 8 9 12
9 2 3 3 4 5 8 8 10 12 16 MAXIMUM RANGE MISSILE HIT CHART
10 2 3 3 4 5 8 8 10 12 16 DIE ROLL # of MISSILES
11 2 3 4 5 6 9 10 12 15 20 2 3 4 5 6 9 10 12 15 20
12 2 3 4 5 6 9 10 12 15 20 2 1 1 1 1 1 1 1 2 2 3
3 1 1 1 1 1 1 2 2 3 3
EXTREME RANGE MISSILE HIT CHART 4 1 1 1 1 1 2 2 3 3 4
DIE ROLL # of MISSILES 5 1 1 1 2 2 2 3 3 4 6
2 3 4 5 6 9 10 12 15 20 6 1 1 1 2 2 3 3 4 4 6
2 1 1 1 1 1 1 2 3 3 4 7 1 1 2 2 2 3 3 4 5 6
3 1 1 1 1 1 2 2 3 4 5 8 1 1 2 2 2 3 3 4 5 6
4 1 1 1 1 2 3 3 4 5 7 9 1 2 2 2 2 4 4 5 6 8
5 1 1 2 2 2 4 4 5 6 8 10 1 2 2 2 3 4 4 5 6 8
6 1 1 2 2 2 4 4 6 6 9 11 1 2 2 2 3 4 5 6 7 10
7 1 1 2 2 3 5 5 6 7 9 12 1 2 2 3 3 5 5 6 8 10
CONSTRUCTION PARTICULARS
WEAPON TONS SHOTS/TON CRITICAL NOTES
S. Laser .5 - .5 #1
M. Laser 1 - 1 #2
L. Laser 4 - 2 #3
ER Small Laser .5 - .5 #1
ER Medium Laser 1 - 1 #2
ER L. Laser 4 - 2 #3
S. Pul. Laser 1 - 1 -2 to hit
M. Pul. Laser 2 - 1 -2 to hit
L. Pul. Laser 6 - 2 -2 to hit
Light PPC 3 - 2 #4
PPC 7 - 3
Heavy PPC 9 - 4 #4
ER Light PPC 3 - 2 #4
ER PPC 7 - 3
ER Heavy PPC 9 - 4 #4
Pul. LPPC 4 - 2 -1 to hit
Pul. PPC 8 - 3 -1 to hit
Pul. HPPC 10 - 4 -1 to hit
Light EDC 3.5 20 3 #5
EDC 8 15 5 #5
Heavy EDC 11 10 7 #5
Rail Gun 9 20 4 Explodes for 10
Rail Cannon 12 15 5 Explodes for 15
Gauss Rifle 15 8 7 Explodes for 20
Gauss Cannon 18 4 9 Explodes for 25
A/C 2 3 45 1 #6
A/C 5 4 20 4 #6
A/C 10 10 10 6 #6
A/C 15 12 7 8
A/C 20 14 5 10
A/C 2 Ultra 4 45 2 Double shot, #6
A/C 5 Ultra 6 20 4 Double shot, #6
A/C 10 Ultra 13 10 7 Double shot, #6
A/C 15 Ultra 14.5 7 9 Double shot
A/C 20 Ultra 16 5 11 Double shot
LB2-X 3.5 45 1 Shotgun w/-1,#6,#7
LB5-X 5 20 4 Shotgun w/-1,#6,#7
LB10-X 11 10 7 Shotgun w/-1,#6,#7
LB15-X 13 7 8.5 Shotgun w/-1,#1
LB20-X 15 5 10 Shotgun w/-1
Machine Gun .5 200 .5 #1
Vulcan 1 100 1
Light Cannon 1 100 1
Flamer 1 - 1 #8
Flame Thrower 2 - 1 #8
Coolant Cannon 1 2 N/A (1) #9
BRM/6 3 14 2 #10
BRM/12 6 10 4 #10
BRM/18 9 6 6 #10
BRM/24 12 5 8 #10
BRM/30 15 4 10 #10
LRM/5 2 24 1
LRM/10 5 12 2
LRM/15 7 8 3
LRM/20 10 6 5
TSM/1 2 18 1 #11
TSM/2 5 9 2 #11
TSM/3 7 6 3 #11
TSM/4 10 4 5 #11
MRM/3 1 50 1 #12
MRM/6 2 25 2 #12
MRM/9 3 15 3 #12
MRM/12 4 10 4 #12
SRM/2 1 50 1
SRM/4 2 25 1
SRM/6 3 15 2
Streak SRM/2 1.5 50 1
CONSTRUCTION PARTICULARS
WEAPON TONS SHOTS/TON CRITICAL NOTES
Streak SRM/4 3 25 2
Streak SRM/6 4.5 15 2
CRM/1 .5 50 .5 #13
CRM/2 1 25 1 #13
CRM/3 1.5 15 1.5 #13
CRM/4 2 10 2 #13
Inferno/1 3 9 2 #14
Inferno/2 2 25 2 #14
Inferno/3 2 25 2 #14
Inferno/5 3 12 2 #14
TAG Laser 1 - 1 #15
NARC 3 6 2 #16
Artemis 1 - 1 #17
AMS .5 50 1 #18
AML 1.5 - 2 #18
PAML 3 - 2 #18
AP pods .5 one shot 0
Hatchet 1/15 ton 1/15 ton
Sword 1/15 ton 1/15 ton -2 to hit
Buzzsaw 4 - 2 Att roll 2 dest. saw
Arrow IV 15 5 15
Bolt III 10 10 10
Dart II 7 20 7
Long Tom 30 5 30
Sniper 20 10 20
Thumper 15 20 15
Icewind .5 one shot 0 #19
C^3 Master 5 - 5
C^3 Slave 1 - 1
Beagle 1.5 - 2
Guardian 1.5 - 2
AAR 1per5 - 1per5 tons #20
GAR 1per5 - 1per5 tons #21
Target Comp. 1per5 - 1per5 tons
Infantry pods 4.5 1 Platoon 3 #22
BAIP 2 1 Star 2 #23
Self Destruct 1 Your mech! 1 #24

1) The .5 critical means that 2 of these weapons can be of electrical energy into the target. For the EDC to fire, a
fitted into one location. If this location gets hit, both weapons are discharge coil is needed. As this coil burns out every-time the
lost. The two weapons can be considered "banked" as per the weapon fires, the weapon is designed to have a new coil placed
rules below. Any weapn that takes up x.5 critical hit locations can in the receptacle and the burned out one cycled out in a way
fit another .5 critical hit location item with one of its lines. similar to an autocannon reload system. Thus in the listing for the
Example: An LBX-15 takes up 8.5 critical hit locations. On one of weapon under ammunition the number gives how many coils.
the lines a small laser can share the same line as one of the 9 A) The "ammunition" for the EDC is not truly ammo. When
LBX-15 lines. Another example would be where a CRM/3 has 1.5 it is hit it does not explode.
tons of ammo assigned to it. The first line would be "CRM/3," the B) The EDC will cause collateral damage to units in water
second would read "CRM/3 & 1/2 ton ammo," and the last line hexes. If the EDC hits a target in or above (like hovercraft or LAM
would read "1 ton CRM/3 ammo." at 1 elevation) water the EDC does full damage to all targets in
that hex. Any units in or above water 1 hex away will receive full
2) The .5 Target Heat means that for every 2 medium lasers damage minus 5 points. Any units in or above water 2 hexes
that hit, the target receives 1 point of heat. Refer to the Target away will receive full damage minus 10 points of damage. Any
Heat rules found below. unit 3 or more hexes away is safe from collateral damage.

3) The large laser and variants had their weights reduced to 6) The weights of the lighter autocannons were lowered
make them more competitive with other weapons. It seemed that because they were perceived to be to heavy for them to be worth
the large laser was not worth the weight of the weapon, therefore taking. The benefits of low heat and high range were not enough
the weight is reduced on this weapons list. to counter the drawbacksof very high weight and possibility of
ammo explosions. It got to the point that all A/C 2 through A/C 10
4) These two weapons seemed like natural outgrowthes of were replaced with different weapons due to their attractiveness.
the standard PPC. The pulse PPC's also seemed like they should Therefore the weights of some of the A/C were
belong somehow. Their only special rule is that there is a -1 to hit reduced.
for them as opposed to the -2 for the pulse lasers.
7) The weights of the LBX autocannons were made higher
5) The Electrical Discharge Cannon is an energy weapon than the standard models to compensate for the fact that they
designed around the principle of discharging huge amounts were better than standard autocannons. Granted, these changes
to the various autocannons are not historical, but then again, who following systems: Artemis, AAR, GAR, NARC, TAG, or anything
plays historically? else that would improve the accuracy or damage of the missile.
(This restriction does not apply to 2x cockpit mechs, C^3, or
8) The Flamer and the Flame Thrower are modified to make pilot/gunners that have an improved gunnery skill.) This reflects
them more worth their weight. In addition to doing their damage, the fact that the TSM is a ballistic missile that air bursts over the
these weapons incur "incindiery" target heat upon their target. target and cannot really be guided to the explosion point.
The target heat from these weapons will remain on the target for Another reason is because these things are nasty enough as they
3 turns. Any additional target heat beyond 10 points carries over are!
for an additional 3 turns. Refer to the target heat rules below. F) When TSM ammunition explodes due to heat or critical
hit each missile explodes for 7 points of damage.
9) The coolant cannon is "weapon" that does no damage
and is designed to cool down mech in one of two methods. The 12) MRM's (Medium Range Missiles) Medium Range
first is to take any flame/inferno heat that is sticking to the target Missiles were developed as support weapons that would have a
and eliminate it. Any flame/inferno heat fired upon the target after longer range than SRM's but shorter range than LRM's.
it has been cooled will act normally. This first method of cooling A) To resolve a missile hit from an MRM, conduct it in a
will take precedence over the second method. (This first method manner similar to an LRM except that MRM hit in groups of 3 as
of "attack" is similar to blowing out a candle or using a fire opposed to in groups of 5 as with LRM.
extinguisher to put out a fire.) B) MRM can not be fired in indirect fire mode. They are,
The second method of "attack" for a coolant cannon is to except as noted previouslly, functionally similar to LRM.
eliminate 10 points of heat generated that turn by the target.
This can be done only if the target has no flame/inferno target 13) CRM (Close Range Missiles) are an functionally similar
heat generating at the time. If the target has less than 10 points of to SRM's except that they do 3 points of damage per missile that
flame/inferno heat generateing at the time, for example 6 points, hits.
the coolant cannon would eliminate the 6 points of fame/inferno
heat and reduce the heat generated by the target by 4. In general 14) Inferno weapons. The only changes from the Inferno
terms, the coolant cannon does -10 points of target heat. It will rules as listed on p.60 of _The Battletech Compendium_ are
eliminate up to 10 points of flame/inferno heat. Any remaining listed below.
coolant cannon "damage" will reduce that turns heat output A) The max target heat that Infernos (of any kind) can
for the target by the remaining amount. deliver is 10 instead of 6.
Coolant cannons can only be mounted on ground vehicles B) Inferno/1 is based upon the TSM/1. Use notes 11B,
since the volume of the coolant is too large to mount on a 11D, and 11E for additional information. The Inferno/1 delivers
battlemech. If rules are made such that a coolant cannon were to 5 target heat to anything in the target hex and 2 target heat to
take up crits, the number is listed in parentheses. anything in the 6 immediately surrounding hexes.
C) While the Geneva Conventions and the rules may
10) Bombardment Range Missiles (BRM) BRM's are an prohibit the use of incindiery weapons against infantry, we
extreme range weapon designed to saturate an area with warmongers will not. The number of men killed by an inferno
warheads. It is a rather erratic weapon in its performance, but this attack is equal to the target heat inflicted.
is compensated for by its long range.
A) BRM's do not roll on the missile hit chart to determine the 15) TAG Laser. The TAG laser appeared to be too limited in
number of missiles that hit. Instead, a number of D6 are rolled to scope for your average warmonger. To make the TAG laser more
determine the number that hit. When firing at Extreme Range a useful for its weight it was decided to make it helpful for normal
number of D6-1 are rolled and the number of D3 when firing at missile attacks in addition to your average Arrow IV attack. In
Maximum range. addition to its normal functions, the TAG laser can be used by
B) The damage that a BRM does is distributed as an LRM amech about to make a missile attack against a target. Fire the
would. Every 5 points of damage is rolled for. TAG laser first. If it hits then any *one* missile launcher may be
C) If Artemis is tied in to a BRM, an extra D6 is rolled to fired at that target with a to hit modifier of -1 since the TAG laser
determine the number of missiles that hit. If the number of has a more definate lock on the target and feeds its information to
missiles that would hit is greater than the rating of the launcher, the selected missile launcher. Multiple TAG lasers are needed
then simply all of the missiles hit. for multiple launcher assists and can only assist in missile shots
D) BRM's may indirect fire just as LRM's can. at the TAGed target. TAG can be combined with any missile
launcher or targeting enhancement. TAG is useless with Thunder
11) Tactical Support Missiles (TSM) TSM's are an area and Swarm munitions. There is no additional cost to launchers or
effect, mech mounted, reloadable weapon system based loosely munitions to use TAG. The C^3 system's capability to emulate
on the LRM. It utilizes an airburst schrapnel charge to spread its TAG does not get the -1 to hit missile bonus.
damage over an area.
A) TSM's do 5 points of damage to any units in the target 16) NARC Pods. The NARC as presented in the rules is,
hex and 2 points of damage to any units one hex away from the well, to put it bluntly, pretty wimpy. Here are the modifications
target hex. (The 6 surrounding hexes) suggested:
B) Like artillery, TSM's attack hexes rather than units. The to A) Any missile equipped attack against a NARCed target
hit roll is modified only by intervening terrain and the attacking has a -1 to hit and a +2 on the missile chart instead of just the +2
unit's movement and condition, never by the movement or to missile hit chart modifier as presented in the rules originally.
condition of units in the hex. B) Record the hit location of where the NARC beacon will hit.
C) To determine the number of missiles that hit, roll on the Once that location has been destroyed (Mech arm destroyed or
Missile Hit Chart under the appropriate number. (Obviously the blown off) then the NARC beacon is lost also.
TSM/1 is a hit or miss deal.) C) NARC and Artemis are still incompatible.
D) Roll for scatter for any TSM's that did not hit their D) The idea of special NARC missiles has been discarded.
intended target hex. Use the Artillery scatter method. Roll each All normal missiles and those not specifically mentioned are
missile seperately. "NARC compatible."
E) The firing of TSM's cannot be modified or helped by the
17) Artemis. The only change to the Artemis is that Artemis G) Guardian ECM nullifies the capabilities of AAR if the
assisted BRM attacks get an additional D6 (D6-1, D3) to defender has Guardian or the line of sight from the AAR using
determine the number of missiles that hit. unit to the defender passes within 6 hexes of an enemy AAR.

18) Anti-Missile System (AMS) Ammunition, Anti-Missile 21) Ground Attack Radar (GAR) Ground Attack Radar is in
Laser (AML), and Pulse Anti-Missile Laser (PAML) game terms functionally similar to AAR except that it can only be
Was somebody smoking dope at FASA and not invite us? used by aerial targets to fire upon ground targets. (GAR is the
Why does the original rules state that AMS get only 12 reloads? AAR that *can* be used against targets on the ground as
Especially if you can expend all 12 in one shot? And treat an mentioned in rule 19C.)
AMS ammo hit as machine gun ammo? Hello? Is this thing on? A) GAR can not be used to help in the fire of strafing runs.
A) Increase AMS ammunition to 50 shots per ton. Even GAR is used for firing upon individual targets while strafing
that is being mean. saturates an area with fire.
B) The Anti Missile Laser is an energy weapon based B) GAR can not be used by ground mechs/vehicles for use
version of the AMS. It operates exactly like an AMS except that against other ground targets. The only way for LAM to use GAR
there is no ammunition to go with the weapon. After the AML has is for them to be flying in either LAM or fighter mode. VTOLs or
been used roll 2D6. If a two is rolled then the focusing any other flying craft that has landed may not use GAR.
mechanism has been overstressed and has broken. The AML C) For any attacks that are made against ground targets
cannot be used until repaired. that utilize GAR the movement to hit modifiers are halved.
C) The Pulse Anti-Missile Laser is a pulse energy weapon Example: A LAM in Airmech mode with GAR that is jumping
based version of the AMS. It operates exactly like an AML except (+3 to hit) is trying to fire on a mech running 6 hexes (+2 to hit).
that the PAML can engage twice per turn and the heat generated The total modifier to hit is +5. Since the LAM is using GAR the
is 1D6 per engaging. After each time that the PAML is engaged total movement based to hit modifier is +2.5 which is rounded up
roll 2D6, if a two is rolled the PAML's focusing device is damaged. to +3.
This will knock out the PAML until repaired. If the PAML is D) GAR does not compensate for any other to hit modifiers
damaged on it's first use of the turn then it cannot be used again, that might accumulate, such as heat, terrain, or pilot.
that turn or for the rest of the game. E) GAR does not have to be linked to all weapons on a
mech/vehicle. If GAR is linked to only certain weapons then only
19) Icewind. The Icewind system is not an offensive weapon those weapons get the benefits of the AAR.
but a defensive heat reducing system. It is a bottle of F) GAR weighs 1 ton for every 5 tons of weapons that it is
non-flammable gas in liquid state under compression. When the tied into. It takes up one critical for every ton of weight.
ambiant temperature of the mech reaches a preset level the easy G) Once the AAR has taken one critical it is destroyed.
melt cap of the bottle melts, releasing a cold cloud of vapor into The AAR cannot be mounted in the legs.
the interior of the mech, cooling the mech off. H) Guardian ECM nullifies the capabilities of AAR if the
A) For every Icewind installed put a line on the heat scale. defender has Guardian or the line of sight from the AAR using
This represents the setting of the Icewind. If multiple Icewinds are unit to the defender passes within 6 hexes of an enemy AAR.
mounted settings can be put on the same line.
B) Resolve the heat buildup for the mech normally. If the 22) Infantry Pods are special cargo carriers that come with
final heat level for that turn is above the rating of the Icewind(s) one platoon of jump infantry that are mounted on mechs. The
then each Icewind that it is above releases. For each Icewind that criticals that the pods take represent special internal bracing for
releases reduce the heat scale by 4 points. That is the final heat seating and life support equipment. The infantry take no damage
level for the mech for that turn. from weapons hits to the mech because they are in an armored
C) Once an Icewind has gone off it is gone for the game. pod, as opposed to hanging on the sides of the mech. The pod
In a campaign an Icewind can be reloaded same as doing a quick and/or exit doors are normally mounted/facing the back or the top
reload yet requires a coolant truck. of the mech. While these pods tend to grossly distort the normal
profile of the mech they do not make it any easier to target.
20) Anti Aircraft Radar (AAR) AAR is a special targeting A) The jump infantry may dismount from the mech as per
system that is used against any aerial target (Aerospace fighters, regular infantry except that the mech does not need to expend
conventional fighters, VTOL, and LAM in LAM mode but not 1mp. Remounting is per regular rules. Remember that infantry
mechs that are simply jumping.) may not move or fire the turn that they dismount. The reaon that
A) For any attacks that are made against aerial targets that 1mp does not have to be expended is because the infantry can
utilize AAR the movement to hit modifiers are halved. Example: jump down and land safely while the mech is moving.
A mech with AAR that is running (+2 to hit) is trying to fire on a B) The pods must be mounted in the torsos, head, or arms.
VTOL flying 11 hexes (+5 to hit). The total modifier to hit is +7. If mounted in the arms the mech may not make make any
Since the mech is using AAR the total movement based to hit physical attacks involving the arms while infantry are in their
modifier is +3.5 which is rounded up to +4. pod(s). If the head or arm is "blown off" with 3 critical hits and the
B) AAR does not compensate for any other to hit modifiers infantry are still in their pod(s) they suffer 2D6 casualties.
that might accumulate, such as heat, terrain, or pilot. C) When the Infantry Pod has suffered 1 critical hit any
C) AAR may be used by the affected targets listed in infantry still in the pods suffer 1D6 casualties and 1 casualty
parenthesis above against other such targets. AAR may not be when the heat scale is 15-25 and 2 when it is 25+. Double this
used against targets on the ground. number if the Infantry Pod has suffered 2 critical hits. On the
D) AAR does not have to be linked to all weapons on a second critical hit 2D6 remaining infantry are destroyed. Any
mech/vehicle. If AAR is linked to only certain weapons then only infantry in the pod when it suffers its third critical hit are
those weapons get the benefits of the AAR. destroyed.
E) AAR weighs 1 ton for every 5 tons of weapons that it is D) The platoon of jump infantry comes free with the pod and
tied into. It takes up one critical for every ton of weight. does not have to be payed for in any manner.
F) Once the AAR has taken one critical it is destroyed. The
AAR cannot be mounted in the legs. 23) Battlearmor Infantry Pods (BAIP) are just like Infantry
Pods except that they carry one star (5 man team) of Battlearmor.
The rules
below will either refer you to the rules above or modify it. These sinks must dissipate 24 heat that turn. The next turn the same
rules are different and should not be confused with the mech runs (+2 heat), fires 2 PPC (+20 heat), and is hit by, among
*Mechanized Battlearmor* rules on p.44-45 of _The Battletech other weapons, 1 large laser and 3 medium lasers (+2.5 heat,
Compendium_. rounded down to 2). This turn the mech must dissipate 24 heat.
A) Refer to note 22A. Notice that none of the energy weapon target heat from turn 1 did
B) Same as note 22B except that when the location is not carry over to the next turn.
"blown off" each trooper suffers 1D6 damage.
C) When this type of infantry pod suffers 1 critical hit each TARGET HEAT FROM INCINDIERY WEAPONS:
trooper takes 1D6 points of damage. On the second critical hit all
remaining troopers are destroyed. Battlearmor suffer no damage Incindiery weapons are generally inferno launchers and
for excessive heat. flamers/flamethrowers. They are marked on the weapons
D) When a BAIP is mounted on the mech it does not come damage chart in the TAR/HEAT column with an (I). Incindiery
with the Battle armor troops free. Each point of Battle Armor weapon target heat is described on p.60 of _The Battletech
counts as a 5 ton mech and most be "bought" as such. They may Compendium_ under the heading of Infernos. The only additions
be mounted in the BAIP at the start of the game. to those rules is:
the max heat that a target can receive is 10 instead of 6,
24) Self Destruct is a system for voluntarily making your Inferno Launchers have to roll to determine the number of
mech into a small ultrahot ball of thermal destruction. It takes the missiles that explode close enough to the target to generate
reactor fuel and dumps it into the reactor, after which the target heat, and flamers/flamethrowers are considered in the
magnetic bottle is allowed to decay rapidly. The end result is a same class as inferno launchers.
metallic vapor where the mech used to be and blast marks for
meters!!! WEAPON BANKING RULES
A) The Self Destruct Device weighs one ton and takes up
one critical hit location which must be located in one of the torsos. Weapons can be mounted in pairs on the same weapon
B) When activated the device destroys the mech and mount. This is known as "banking."
anything in the same hex. Anything 1 hex away takes damage A) Banked weapons must be mounted in the same area of
equal to the engine rating divided by 15. If the mech is a 2x the mech/vehicle. For mechs both weapons must be completely
engine mech then the engine rating used is the sum of the 2 in the hit location area. Example: A pair of A/C 20's could not be
engine ratings. If one of the engines has been destroyed due to banked on a mech since 2 of them would not fit in any one hit
damage then the total engine rating is based upon the one location, be it a torso or an arm. A pair of Heavy PPC could be
operating engine. banked in an arm since it has 8 critical locations and 2 HPPC
C) The device is activated during the weapons attack phase would take up 8 critical slots. The above pair of A/C 20's could be
as if it were a weapon. No weapons may be fired if the device is banked in the turret of a tank, but not on a mech. Remember that
to be activated. Lower Arm and Hand actutors can be removed for more criticals.
D) Units taking damage take target heat equal to 1/2 the B) The weapons banked must be of the exact same type.
damage taken, round down. This target heat lasts for that turn Exception: Missile launchers of the same type but of different size
only, similar to energy weapon target heat. can be banked.
E) Units that self destruct are destroyed and count towards C) Any weapon except for artillery weapons can be banked.
the victory of the enemy. D) Banked weapons can fire together as one weapon. For
F) It is assumed that the pilot(s) give themselves enough this only one to hit roll is made. If the bank hits then both
time to eject before the explosion. Those of us that created these weapons hit in the same location. If the to hit roll is missed then
rules really don't care, but some of you might. After all, life is both weapons miss. Banked weapons do not have to be fired as
cheap, mechs aren't. a bank, they may be fired independently.
E) Non-Energy weapons that are fired banked must both
TARGET HEAT RULES use the same type of ammunition. Different types of alternate
ammunitions cannot be
These rules were created to simulate the fact that when used.
certain weapons hit they are going to create additional heat upon F) two .5 critical space weapons in the same critical slot are
their target. Certain weapons are designed for this task while automatically counted as being banked. For other weapons to be
others create target heat do to the huge energy conversion of counted as banked there must be some discernable mark
their damage. connecting the two weapons.
The types of weapons that create target heat can be divided G) If one banked weapon is destroyed there is no effect
up into two general groups: energy weapons and incindiery upon theother weapon. It may only fired independently though,
weapons. These two weapons groups are treated seperately and not banked with another weapon.
within these rules. The target heat that a weapon inflicts upon a
target is listed in the TAR/HEAT column of the weapons damage ALTERNATE AMMUNITIONS FOR WEAPONS
chart. Incindiery weapons are marked with an (I).
This section is a listing of the various types of different
TARGET HEAT FROM ENERGY WEAPONS: munitions that can be used for weapons. The basic format will
be:
When an energy weapon hits a target it will recieve target heat. WEAPON: This will tell what weapon the ammo may be used
The heat that the target recieves affects it only for the turn that for.
the weapon hit. The target heat that a target recieves is treated DESCRIPTION: This will give a description plus necessary
as heat generated by the mech that turn. There is no limit to the special rules.
amount of energy weapon target heat that a unit can receive. ADVANTAGES: Self explanatory
EXAMPLE: During turn 1 a mech has walked (+1 heat), DISADVANTAGES: Self explanatory
fired 2 PPC (+20 heat), and was hit by a PPC and 2 medium
lasers (+3 heat). Its heat Note: All of the Alternate Ammunitions must be used as
reloads in full or half ton increments. A part of a ton of one type
of ammunition cannot be mixed with a complementary part of a ADVANTAGES: NS ammo divides the damage into groups
ton of another type. Be prepared that some 20th Century of 5 points. Roll for damage location for the 2 or 3 groups of 5
acronyms are used using different words. This reflects that the damage points seperately.
names will change to reflect changing technology. Other types DISADVANTAGES: Due to the size and shape of the NS
use a name from history to represent what they are loosely based round Gauss Cannons only get 10 shots per ton of reloads, the
upon. All ammunition types must be specified before the start of Gauss Rifle 6, and the Gauss Cannon 3 shots per ton.
the game. Any unspecified reloads are assumed to be
standard. Silver Bullet Ammunition
WEAPON: Rail Gun, Rail Cannon, Gauss Rifle, Gauss
Cannister Shot Ammunition Cannon
WEAPON: Rail Gun, Rail Cannon, Gauss Rifle, and Gauss DESCRIPTION: Silver Bullet ammo is a single round with an
Cannon explosive charge in the center. This charge is used to explode the
DESCRIPTION: Cannister Shot is where the standard round near its target. If a hit is made using SB ammo roll to
round slug is replaced with a container of submunitions. The net determine the amount of damage on the 5, 10, 15, or 20 column
effect is that the damage is spread all over the target hit. of the missile hit chart.Distribute each point of damage
Cannister is a less volatile (and less effective) version of Silver individually (like an LBX autocannon round).
Bullet ammunition. ADVANTAGES: When firing SB ammo there is a -1 to hit
ADVANTAGES: When a target has been it with Cannister modifier.
Shot roll on the standard Missile Hit Chart under the column for DISADVANTAGES: In addition to the weapon doing
the damage that the weapon does. This is the amount of damage damage when hit as per normal rules the ammo will explode
that the weapon does. Roll for hit location for each point of when hit by a critical hit or exploding due to heat. When
damage (as per the LB-X autocannon cluster munitions.) exploding there will be 5, 10, 15, or 20 points of damage per
DISADVANTAGES: Due to the size and shape of the round exploded, explosion strength per round based upon
Cannister shot round Gauss Cannons only get 10 shots per ton of original damage value of weapon.
reloads, the Gauss Rifle 6, and the Gauss Cannon 3 shots per
ton. Smart Rock Ammunition
WEAPON: Rail Gun, Rail Cannon, Gauss Rifle, Gauss
Chain Shot Ammunition Cannon
WEAPON: Rail Gun, Rail Cannon, Gauss Rifle, and Gauss DESCRIPTION: Smart Rocks replace some of the shot
Cannon mass with a small guidance system and compressed gas
DESCRIPTION: Chain Shot takes a round of shot and steering rockets.
replaces it with 2 hollow hemispheres connected by a heavy ADVANTAGES: There is a -1 to hit bonus when firing at
chain. The tendency for the chain to wrap around part of a mech medium range, a -2 to hit when firing at long range, -3 to hit at
creates problems for the pilot of the target mech. The reduced extreme range and -4 to hit at maximum range with Smart Rocks.
volume of the shot reduces the damage done.Take the base DISADVANTAGES: When firing smart rocks there is a +1
damage for the weapon firing and divide it by 3. This is the additional to hit modifier when firing inside minimum range.
damage that each of the 2 halves will do. When the weapon hits Weapon damage is reduced also. Rail Guns score 2 points of
each of the halves will hit a potentially different hit location. To damage, Rail Cannons score 5, Gauss Rifles score 7 points, and
represent the wrapping possibility of the chain the hit location Gauss Cannons score 10 points when firing Smart Rocks.
procedure is modified. For each half roll a D6 to represent the
direction that the half will hit from. A roll of 1 means damage is Armor Peircing Discarding Sabot (APDS) Ammunition
rolled on the front, 2 goes to the right side front (Roll on the right WEAPON: Auto cannons, LB-X autocannons, Ultra auto
side hit location table, torso damage goes on the front), 3 to the cannons
right side rear, 4 to the rear, 5 to the left side rear, and 6 rolls on DESCRIPTION: APDS ammo replaces the normal round
the left side front. Once the direction has been determined roll with a smaller, high velocity, high density penetrator round inside
2D6 for location as per normal rules. a sabot.
ADVANTAGES: When hit the target must make a piloting ADVANTAGES: APDS ammo does some internal damage
skill roll with a +2 penalty, +4 if both halves hit the legs. If this is when the round hits. Refer to the chart below.
failed then the target mech falls. Any piloting skill rolls after being
hit by chain shot are at a +1 penalty until the mech expends 1 MP A/C or LBX Armor Damage Internal Damage
to free itself of the chain. Each chain shot that accumulates gives 2 1 1
an additional +1 penalty to the Piloting Skill Roll. Example: A 5 3 2
mech has been hit by 3 chain shots in one turn. Trying to get back 10 7 3
up will require a piloting skill roll with a +3 penalty due to the 3 15 10 5
chain shots hanging fom it. After getting back up the mech 20 13 7
expends 2 MP to free itself of 2 chain shots. From here the mech
makes piloting skill rolls with a +1 penalty due to the remaining DISADVANTAGES: The APDS round is a high compression
chain shot hanging from it. round that autocannons have trouble handling. Whenever APDS
DISADVANTAGES: Since the Chain Shot is very rounds are fired roll a second 2D6 for a stress check. If a 2 or a 3
unpredictable in its ballistic characteristics there is a +2 to hit is rolled the autocannon has broken some linkage on it. That
penalty. Vehicles do not have to make a piloting skill roll when autocannon may still fire but has a +2 to hit penalty. If the
first hit, but still have the piloting skill roll penalties just as mechs. autocannon continues to fire APDS roll a stress check with a 2, 3,
4, or 5 as a failure. If the autocannon fails this second check it is
Nested Slug Ammunition considered destroyed. Autocannon Ultras that fire 2 APDS
WEAPON: Rail Cannon, Gauss Rifle, and Gauss Cannon rounds roll stress checks twice. LB-X Autocannons get a -1
DESCRIPTION: Nested Slug Ammunition uses a nested set bonus on the stress check roll. When APDS ammo takes a
of Rail Gun rounds instead of one large round. It distributes the critical hit or explodes the internal damage produced is twice that
damage over several areas. The round still does full damage, it for normal exploding ammo.
just divides it over 2, 3, or 4 areas.
Bolt Thrower (BT) Ammunition ineffective. To represent this these rounds have a +1 to hit
WEAPON: Auto Cannons, LB-X Cannons, Ultra auto penalty.
cannons Against Level 1 Ceramo-Steel armor HEAP rounds do no
DESCRIPTION: Bolt Thrower ammunition is a standard target heat on the target and against Level 2 Ceramo-Steel armor
auto cannon round that has roughly half the round's mass HEAP rounds do only armor damage, no Internal or Target Heat
removed to accomadate a solid fuel propellent. This propellent damage. Due to the slow speed of these rounds Reactive Armor
increases the range of the round significantly. can affect them. Apply the 1/2 damage rule from Reactive Armor
ADVANTAGES: When using Bolt Thrower ammo the to these rounds also when fired against a target with Reactive
classes of autocannons have these ranges: Armor.

Class Short Medium Long Extreme Maximum Damage Bangalor Missiles


2 1-12 13-24 25-36 37-48 49-60 1 WEAPON: MRM, TSM, LRM, BRM
5 1-9 10-18 19-27 28-36 37-45 3 DESCRIPTION: Bangalor missiles have for a warhead several
10 1-8 9-16 17-24 25-32 33-40 5 line charges acting as Bangalor Torpedoes (an Army engineer
15 1-6 7-12 13-18 19-24 25-30 8 obstacle clearing charge). These line charges also have landing
20 1-5 6-10 11-15 16-20 21-25 10 spikes that allow them to land without bouncing or to stick to the
side of buildings.
NOTE: Minimum Ranges are not affected. ADVANTAGES: Bangalor missiles can do either of two things:
DISADVANTAGES: As can be seen from the table above the Minefield clearing: Bangalor missiles can be used to attack
damage mined hexes of any type. Bangalor missiles will reduce the attack
produced is 50% of the normal autocannon round due to the strength of a mined hex by the number of missiles/attack strength
reduction in per hex in the attack.
mass. EXAMPLE: A hex that has been mined by a 20 point FASCAM
is attacked by 5 point Bangalor attack. Assuming that the attack
Cluster Ammunition: hits the mined hex will have its attack strength reduced by 5 down
WEAPON: LB-X Autocannons to 15.
DESCRIPTION: Cluster Ammunition is the standard cluster Preset conventional minefields (as per p.60-61 of _The
round that the LB-X autocannons use as presented on p.120 in Battletech Compendium_) have an attack strength of 6 and
_The Battletech Compendium_. Command Detonated hexes have a strength of 10 (assuming the
ADVANTAGES: As per the rules. hex is attacked blindly in hopes that it is mined). Vibrabomb
DISADVANTAGES: Only LB-X autocannons can use these hexes that are attacked have their sensitivity rating lowered by
rounds. the Bangalor missile attack strength. When the rating reaches 0
the vibrabomb detonates as if tripped.
Flechette Ammunition: Building/fortification destruction: Bangalor missiles do double
WEAPON: LB-X Autocannons damage against buildings or any structure that has its strength
DESCRIPTION: Flechette Ammunition is similar to Cluster listed in CF.
ammunition except that it is specially designed for taking out DISADVANTAGES: Bangalor missiles do no damage against
infantry, battlearmor, and clearing trees. mechs, vehicles, or infantry. TAG, Artemis, and NARC work only
ADVANTAGES: Flechette Ammunition does double normal when firing Bangalors against buildings.
damage versus infantry and battlearmor. Flechette retains the -1
to hit bonus of LB-X Cluster rounds. When firing LB10X or bigger FASCAM Missiles, FASCAM Artillery Rounds
with Flechette rounds to clear heavy woods instead of reducing WEAPON:MRM, TSM, LRM, BRM, All Artillery Weapons
the heavy woods to a light woods as per the rules these rounds DESCRIPTION: FASCAM Missiles and FASCAM Artillery
will reduce them to a rough hex. Rounds deliver Field Artillery SCatterable fAmily of Mines. Each
DISADVANTAGES: When firing this ammunition versus mechs warhead contains an even mix of anti-vehicle and anti-personnel
or vehicles apply a -2 penalty to the roll on the Missile Hit Chart to mines.
determine the amount of damage. Any rolls below 2 are treated ADVANTAGES: FASCAM missiles are treated just like
as a 2. Thunder LRM as described on p.121 of _The Battletech
Compendium_. FASCAM Artillery Rounds deliver minefields over
HEAP Ammunition: an area of 7 hexes: the target hex and the 6 surrounding.
WEAPON: Auto Cannons, LB-X Cannons, Ultra auto cannons FASCAM Artillery Rounds deliver minefields in strengths equal to
DESCRIPTION: High Explosive Armor Piercing rounds use a the damage that they would do normally. EXAMPLE: A Long Tom
shaped charge chemical warhead that burns through the armor to is firing a FASCAM shell. When the shell lands the hex hit will
produce armor and internal structure damage. have a 20 point minefield and each of the 6 surrounding hexes
ADVANTAGES: HEAP rounds do some internal damage and will have a 10 point minefield. FASCAM TSM are handled in a
target heat in addition to the armor damage. Refer to the chart manner similar to FASCAM Artillery Rounds except that the
below. attack values are 5/2 per missile that lands in the target hex.
DISADVANTAGES: The number of reloads per ton is half that
A/C or LBX Armor Dam. Internal Dam. Target Heat for normal missiles/artillery rounds. FASCAM missiles are not
2 1 1 1 affected by TAG, Artemis, or NARC.
5 3 1 2
10 6 2 3 Fuel-Air Explosive (FAE) Missiles
15 9 3 4 WEAPON: TSM
20 12 4 5 DESCRIPTION: FAE missiles replace the standard explosive
charges of TSM missiles with a Thermite ignited canister of
DISADVANTAGES: HEAP rounds use a directional charge to hydrocarbon fuel. The resulting explosion produces armor
do their damage. If the round(s) hit at the wrong angle then the damage and target heat.
blast is ADVANTAGES: Each FAE missile does 3 points of damage/ 2
points of incindiery target heat to the target hex and 1 point of
damage/ 1 point of incindiery target heat to the 6 surrounding ADVANTAGES:
hexes. The incindiery target heat lasts for 3 turns as per the -1 to hit light mechs
Inferno rules. -2 to hit medium mechs
DISADVANTAGES: FAE missiles use the inferno rules -3 to hit heavy mechs
concerning checking for ammo explosion due to heat. If FAE -4 to hit assault mechs
missile ammunition does explode due to heat or critical hit each additional -1 to hit if target has been hit by NARC
missile explodes for 10 points of damage. DISADVANTAGES: RG missiles when fired have any terrain to
hit modifiers doubled. If the target is within 6 hexes of an enemy
Smoke Missiles ECM unit then the above modifiers are ignored and there is a +1
WEAPON: TSM to hit. If fired indirect and miss their original target then roll
DESCRIPTION: Smoke Missiles are designed to fill the target another to hit for any one randomly determined target within the 6
hex and adjacent hexes with smoke. hexes immediately surrounding the target. If the to hit is made
ADVANTAGES: Each missile will produce a 1 elevation high then the missiles hit that unit instead.
smoke cloud in the target hex and the 6 adjacent hexes that lasts Keep doing this procedure until an alternate target is hit or all
for 1 turn for each missile that hits that hex. possible alternate targets within the 6 hexes have been missed.
DISADVANTAGES: These missiles do no damage to any unit (If any clarifications are needed, the rules are similar to those
in the target hexes. involving Swarm missiles except that only one target is hit.) RG
missiles are not affected by Artemis or TAG lasers. Multiply the
Swarm Missiles number of reloads by .75 for Radar Guided missiles. RG missiles
WEAPON: MRM, LRM, BRM are not affected by Artemis.
DESCRIPTION: Swarm missiles are special missiles using
hundreds of submunitions able to saturate an area. Radiation Seeking Missiles
ADVANTAGES: Swarm missiles are used just as the WEAPONS: CRM, SRM, MRM, LRM, BRM
description on p.121 of _The Battletech Compendium_ for Swarm DESCRIPTION: These missiles rely upon the emitions of
LRMs. For the BRM to determine the number of missiles that hit special electronics to home in on their target. They are not very
a secondary target use a D6 for every 6 missiles remaining, good if the target does not have special electronic gear operating.
disregarding remaining portions of 6. ADVANTAGES: The missiles have a -2 to hit bonus against
DISADVANTAGES: The number of reloads per ton is half any units that have active Guardian, Beagle, AAR, or GAR. For
that for normal missiles. targets that have a NARC attached to them double the NARC
bonuses.
TOW Missiles DISADVANTAGES: The missiles have a +2 to hit penalty
WEAPONS: MRM, LRM, BRM against any unit that does not have the above systems operating.
DESCRIPTION: TOW Missiles are optically tracked, wire
guided missiles. They operate in a manner similar to FTL missiles Heat Seeking (HS) Missiles
in that only some of the missiles in a rack are wire guided while WEAPONS: CRM, SRM
the rest follow. DESCRIPTION: The HS warheads replace part of the
ADVANTAGES: explosive payload with an infrared guidance system.
-3 to hit if firing unit is stationary ADVANTAGES: HS missiles receive a to hit bonus equal to the
-2 to hit if firing unit walked/cruised target mech's Fire Modifier from heat buildup (if any) from the
-1 to hit if firing unit ran/flanked beginning of the turn. In addition, if the target is receiving
additional. -1 to hit if target is the only target to be attacked incindiery target heat from Infernos or Flamers/Flame Throwers
DISADVANTAGES: Double all terrain to hit modifiers to reflect there is a to hit bonus equal to the square of the target heat
the possibility of guide wire snap. Above advantages are lost if generated by the incidiery weapons, rounded down.
firing unit plans to enagage in close combat. If the firing unit takes Example: A mech has ben hit by a Flame Thrower and is
the advantages then it may not make close combat attacks. TOW receiving 5 incindiery target heat. The square root of 5 is 2.23
missiles may not be fired indirectly. TOW missiles are not which is rounded down to 2. Any HS missiles fired at that mech
affected by NARC, Artemis, or Guardian. get a to hit bonus of -2. If the missiles score critical hits then they
are automatically heat sinks before anything else.
Follow The Leader (FTL) Missiles DISADVANTAGES: HS SRM do 1 point while HS CRM do 2
WEAPONS: CRM, SRM, MRM, LRM, BRM points of damage per missile that hits (as well as blow up for that
DESCRIPTION: A modification to the guidance system of the amount in ammo explosions.) If the heat scale of the target mech
missiles has the majority of the missiles in a rack follow one is 0 then Heat Seeking missiles have a +2 to hit. HS missiles are
missile. not affected by Artemis or NARC.
ADVANTAGES: FTL missiles do not scatter their damage all
over the target but concentrate in one location. Example: If an Laser Guided Missiles (LGM)
LRM 20 rack fires with FTL missiles and hits with 12 missiles the WEAPONS: CRM, SRM, MRM
missiles will all hit on one damage location area as opposed to 5 DESCRIPTION: LGM require the guidance of a TAG laser to
in one area, 5 in another, and 2 in a third. work effectively. When the TAG laser hits the target then there is
DISADVANTAGES: For FTL missiles to work the lead missile a marked increase in the percentage of missiles that hit. When
must be one that hits. Occasionally the targetting systems will the TAG laser misses then the probability of a hit decreases
follow the wrong missile. Firing with FTL missiles has a +2 Fire ADVANTAGES: LGM get a +3 on the Missile Hit Chart if the
Modifier penalty. target is TAGed by the firing mech. The -1 to hit for each missile
launcher tied into a TAG laser as per the TAG laser note above
Radar Guided Missiles (RG) still applies. LGM that are following a TAG beam do not get to hit
WEAPONS: CRM, SRM, MRM, LRM, BRM penalties due to Chameleon System.
DESCRIPTION: The crude guidance system of the missile has DISADVANTAGES: The announcement to fire LGM and TAG
been replaced by a rough radar unit. These guidance systems laser(s) must be made and adhered to before any dice are rolled.
are not very good, yet not overly affected by Guardian ECM. If LGM and TAG are fired and no TAG laser hits then the LGM
*must* be fired with a +2 to hit.
Only TAG laser(s) fired from the firing mech can TAG a target Dam Buster Artillery Shells
for LGM to get their bonusses. LGM can be fired without the WEAPONS: Arrow IV, Bolt III, Dart II, Long Tom, Sniper,
intention to TAG the target with a +2 to hit penalty. Thumper
DESCRIPTION: These shells replace their normal high
Tandem Charge (TC) Warhead Missiles explosive warheads with a concussionary charge. These have
WEAPONS: CRM, SRM the capability to clear minefields by setting off the mines and to
DESCRIPTION: The TC warhead contains two shaped charge damage buildings better. These were first developed by a Long
warheads where one punches a hole in the armor allowing the Tom gunner to destroy a dam that, with its destruction, was able
second to damage the internal structure. to knock out a company of enemy mechs.
ADVANTAGES: CRM with TC warheads do 2 points of armor ADVANTAGES: The target and adjacent hex damage of these
and one point of internal structure damage per missile. SRM with shells are used to reduce the attack strength of mine hexes as
TC warheads do 1 point of armor and 1 point of internal damage. per the rules for Bangalor missiles. These shells will also do
If the area hit has no armor then each missile that hits does 1 double damage to any structure with a CF rating. EXAMPLE:
point of damage due to the narrowness of the impact area. Should a three hex long building be hit in the center hex by a
DISADVANTAGES: The number of reload shots per ton is Long Tom Dam Buster then it would receive 80 points of damage.
multiplied by .75, round down. This represents the extra room (20x2 for the center hex of the building + 10x2 + 10x2 for each of
required to hold the larger warheads. For ammo explosions, treat the adjacent hexes of the building)
each TC CRM as having a 4 point warhead and each TC SRM as DISADVANTAGES: These shells do 1/4 damage to infantry,
having a 3 point warhead. TC warhead internal damage against vehicles, or mechs.
its target roll to score critical hits on the Critical Hits Effects table
with a -3 modifier. (TC warheads score only 1 critical on a roll of Illumination Artillery Shells
11 or 12.) WEAPONS: Dart II, Thumper
DESCRIPTION: These shells shoot a round that has a brightly
Beehive Artillery Shells burning peice of metal (usually Magnesium) with a parachute
WEAPONS: Long Tom, Sniper, Thumper attached. These shells are used to eliminate the effects of
DESCRIPTION: These shells are effectively huge shotgun darkness during night fights.
shells used to fire directly upon approaching enemy. They are ADVANTAGES: Fire this shell as if it were a normal shell.
primarily used as a last ditch weapon to beat back unwanted When the hex of impact is determined this is actually the hex
interlopers, making use of this shell rare. Under normal above which the illumination shell floats down on its parachute.
circumstances a gun train might have 1 ton per gun of reloads. This hex will drift in the direction of the wind for each turn that it is
On rare occasions when artillery guns are expected to be very up. The illumination covers an area with a radius of 10 hexes for
close to the fighting 2-3 tons of reloads per gun are carried. 3 turns.
ADVANTAGES: These shells make the artillery guns act just
like LB-X autocannons. Take the base damage of the gun (20 for Smoke Artillery Shells
Long Toms, 10 for Snipers, and 5 for Thumpers) and roll 2D6 WEAPONS: Arrow IV, Bolt III, Dart II, Long Tom, Sniper,
under that number on the Missile Hit chart *twice*. These 2 Thumper
values are added together to determine the damage done. DESCRIPTION: These smoke round rules replace those on p.
Each point of damage is allocated seperately. 49 of _The Battletech Compendium_.
EXAMPLE: (The Shot from Hell) A Long Tom fires a Beehive ADVANTAGES:
Artillery round at an approaching mech and hits. Since the Long Arrow IV & Long Tom: These smoke rounds produce a 2
Tom does 20 points of base damage it rolls under the 20 column elevation high smoke cloud in the target hex and the 6 adjacent
of the Missile Hit Chart twice. The Long Tom miraculously rolls an hexes that lasts for 3 turns.
11 and a 12 doing 40 points of damage. Somebody had more Bolt II & Sniper: These smoke rounds produce a 1 elevation
than just a bad hair day... high smoke cloud in the target hex and the 6 adjacent hexes that
DISADVANTAGES: The range of these rounds in hexes is lasts for 3 turns.
equal to the number of boards that the gun can fire normal rounds. Dart II and Thumper: These smoke rounds produce a 1
The base to hit number is 9 regardless of range. elevation high smoke cloud in the target hex and the 6 adjacent
hexes that lasts for 1 turn.
Copperhead Artillery Shells
WEAPONS: Long Tom, Sniper, Thumper Telemetry Artillery Shells
DESCRIPTION: These are missiles that are shot from the tube WEAPONS: Arrow IV, Bolt III, Dart II, Long Tom, Sniper,
of the gun towards the general area of impact. In flight on the Thumper
descent the missiles rocket motor takes over and allows the DESCRIPTION: These shells are used to better adjust fire with
missile to home in on a TAGed target. artillery guns using a signal that orbitting geo-positional satellites
ADVANTAGES: Follow the rules in the last three pick up. The satellites then tell the firing crew, within 10 meters,
paragraphs of the last column under the rules for "Arrow IV where the shell landed. The shell also releases a small marker
Missile Artillery System" on p. 117 of _The Battletech cloud that observers can use to better observe where the shell
Compendium_. These rules apply to Copperhead Artillery Shells. landed.
The Long Tom Copperhead does 20 points of artillery damage to ADVANTAGES: These shells allow artillery peices to adjust
the target and 5 points to any other unit in the hex. The Sniper fire against fixed positions without the need of an observer. If
Copperhead does 10 points of artillery damage to the target and these shells are fired with the help of an observer then there is a
2 points to any other unit in the hex. The Thumper Copperhead -2 bonus for adjusting fire with the next shot. The bonuses do not
does 5 points of artillery damage to the target and 1 point to any add on to each other if Telemetry shells are used 2 or more times
other unit in the hex. in a row. These bonuses are cumulative with observer and
DISADVANTAGES: These shells cannot be used as standard artillery gunner modifiers.
artillery shells. They must be used as TAG homing missiles. The hex that a Telemetry shell lands in counts as a
They cannot carry any special kind of warhead. "pre-registered hex" as per p. 48 of _The Battletech
Compendium_ once the shell has landed.
Any shots against this hex automatically hit.
DISADVANTAGES: These shells do no damage at all. The Infantry Carrier rules in _The Battletech Compendium_ on page
bonus will only help the gun/launcher that fired the shell or any 44.
gun/launcher that is connected to the firing unit via C^3. It is not Battlearmor are handled differently from standard infantry in
possible for one gun to do the sounding shots for another gun that 5 tons must be "paid" for each point of 5. Battlearmor does
unless they are connected by C^3 as per the C^3 rules. not have to be carried on to the field via APC yet may be
desirable.
White Phospherous Artillery Shells
WEAPONS: Arrow IV, Bolt III, Dart II, Long Tom, Sniper, Movement modifiers: This ill defined subject is addressed
Thumper and changed here. Infantry recieve a -1 to hit bonus if they do not
DESCRIPTION: The "Willie Pete" White Phosperous (WP) move and no penalties for moving. Since infantry do not have a
round is the field artillery version of Inferno missiles. This safer "running" speed there are no like modifiers. Jump infantry and
medium of delivering incindieries does not last as long as Inferno battlearmor that jump as part of their movement get a +1 to hit
liquid, yet is the only kind that can stand the shock of firing penalty.
without exploding. Infantry type modifications: Since all movement types of
ADVANTAGES: Given below is a table showing the target heat infantry "cost" the same, there must be some way to make all the
that WP shells deliver to the units in the hex of impact and the 6 infantry from rifle up to SRM platoons equal. Below are the rules
surrounding hexes. Target is heat listed as X/Y is treated where X changes, if any, to the various types of infantry and battlearmor to
is the target heat that any units in the hex of impact receive and Y make them equal.
is the target heat that any units in a surrounding hex take.
Rifle Platoons: The special advantage that Rifle Platoons get
Damage Rating Turn 1 Turn 2 Turn 3 Turn 4 is that when they score damage and roll for location, that location
20/10 10/10 10/5 5/2 2/0 may be shifted up or down by one. This shows that the soldiers
10/5 10/5 5/2 2/0 are better able to control and call their shots. EXAMPLE: A rifle
5/2 5/2 2/0 platoon has hit a mech from the front and has rolled a 6 for
damage location, giving a right torso hit for the 5 point group.
NOTE: The Damage rating is the damage that the weapon The rifle platoon has the option of shifting that damage location
would do if it were to fire a regular shell. Obviously a bigger shell roll from a 6 to a 5 or 7, hitting the right leg or the center torso.
will do more heat longer. The last 2 points are rolled to hit 11, left arm. The rifle platoon
DISADVANTAGES: WP rounds do no damage, only target may shift it to 10, left arm again, or to 12, head. Obviously it will
heat. WP rounds are treated just like Infernos for purposes of be shifted to the head.
interactions with Coolant Cannons. (If the Coolant Cannon were
to use liquid oxygen instead of liquid nitrogen then double the Machine Gun Platoons: Machine gun platoons recieve a -1 to
heat inflicted, up to 20.) hit bonus due to hit due to the directed high rate of fire of their
weapons.
EXPANDED INFANTRY RULES
Flamer Platoons: Flamer platoons get the bonus of doing
These rules are written to rectify the rules for infantry in heat damage in addition to their normal damage. They inflict 3
Battletech. This is done under the following assumptions: turns of incindiery heat as per the target heat rules equal to their
1) When determining the size of a balanced game each damage value.
side will determine its size in tons instead of some financial unit EXAMPLE: A flamer platoon with 16 men hits a mech doing 5
such as C-Bills. points of damage and 5 points of target heat which lasts for 3
2) If sides are determined in tons then the various types of turns.
infantry are inherently different in capability.
3) If the various types of infantry are different incapability Laser Platoons: Laser platoons inflict 1 point of target heat for
then one or a few types will be taken over all the others. This every 7 infantrymen in the platoon, round fractions down.
eliminates some of the diversity that commanders can expect on
the battlefield and some of the realistic options that a commander SRM Platoons: SRM platoons may not use any of the different
can use in determining his/her force composition. SRM warheads or guidance systems available for mech mounted
With these reasons the rules for infantry will be changed or SRMs.
expanded to make their use more defined and balanced.
Machine Gun Battlearmor: Machine gun battlearmor recieve
Equivelant tonnage: Free for standard infantry. They weigh a -1 to hit bonus due to the directed high rate of fire.
no tons when determining their "cost." The only requirement is
that they be transported onto the battlefield in some vehicle or Flamer Battlearmor: Flamer battlearmor use the flamer rules
mech. For transport by mech refer to the infantry pods in the as presented in the weapons list.
weapons list and notes. For transport by vehicle refer to the
Small Laser Battlearmor: No changes.

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