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BATTLETECH

Combat Manual
ComStar
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Combat Manual ComStar TOC1

Credits ................................................................................................................................................... 1
Force Building ........................................................................................................................................... 1
Force Building Terms............................................................................................................................. 1
Select Point/Battle Value Total ............................................................................................................. 2
Choose an Era ....................................................................................................................................... 2
Choose a Faction ................................................................................................................................... 2
Choose a Combat Command ................................................................................................................ 2
Unit Organizations ........................................................................................................................................2
Build a Level III ...................................................................................................................................... 3
Build Formations ................................................................................................................................... 3
Step 1: Choose Formation Type ..................................................................................................................3
Step 2: Choose Units for the Formation .......................................................................................................3
Standard Lances .................................................................................................................................... 4
Availability Lists ..................................................................................................................................... 4
Alternate Munitions.......................................................................................................................................4
What if I Just Want to Start Playing? ............................................................................................................5
ComStar Availability Lists Table ............................................................................................................ 5
Early Clan Invasion ......................................................................................................................................5
Step 3: Select Skill and Modify PV/BV for the Unit .......................................................................................5
Step 4: Assign Special Pilot Abilities ............................................................................................................5
Special Command Abilities .................................................................................................................... 5
Determine Force Experience Level ....................................................................................................... 5
Choose Number and Assign Special Command Abilities ...................................................................... 6
Supplemental Mercenaries ................................................................................................................... 6
ComStar Special Command Abilities ..................................................................................................... 6
New Special Command Abilities ..................................................................................................................6
ComStar Lances (Formations) ................................................................ Error! Bookmark not defined.
New Lance (Formation) Types ..................................................................... Error! Bookmark not defined.
Hammer Lance ............................................................................................. Error! Bookmark not defined.
Available MechWarriors ....................................................................................................................... 7
Force Commander Bors Krepky ...................................................................................................................7
Combat Commands ...................................................................................................................................... 8
Com Guards............................................................................................................................................... 8
First Army V-iota/kappa “The Bear Maulers” ........................................................................................... 8
91st Division “Visions of Words”/”The Luk-y” ...................................................................................... 8
Combat Manual ComStar TOC2

211th Division “The Gray Backs”/”The Martial Hunters” ...................................................................... 8


308th Division “Clarity of Thought”/”Winged Divinity” ......................................................................... 8
103th Division “Truth in Communication”/”Kimmelry’s Raiders ........................................................... 8
309th Division “Purpose, Always Purpose” ............................................................................................ 8
12th Division “Pure Waveforms”/”The Grizzly-Grinders”...................................................................... 8
Second Army V-lambda/mu “The Iron Warriors” ..................................................................................... 8
81st Division “Operations of Thought”/”The Defenders of Joje” ......................................................... 8
301st Division “White Sharks”/”Shark Bait” .......................................................................................... 8
82nd Division “Justice Through Words”/”The Web-Cutters” ................................................................ 9
77th Division “The White Monsters”/”The Monsters” .......................................................................... 9
211th Division “Effective Action”/”The Martial’s Hunters” ................................................................... 9
321st Division “Pure Duty”/”Com Guard Grenadiers” ........................................................................... 9
Third Army V-iota/lambda “The Emerald Falconeers” ............................................................................. 9
11th Division “Pirate’s Bane”/”The Wing Clippers” ............................................................................... 9
2nd Division “ComStar Angels”/”The Falconeers” ................................................................................. 9
322nd Division “The Tradesman’s Pal”................................................................................................... 9
111th Division “The White Clan” .......................................................................................................... 9
201st Division “Snow on the Mountains”/”The Winged Warriors”....................................................... 9
203rd Division “Strong Messages” ......................................................................................................... 9
Fourth Army V-nu/iota “The Defenders of Honor” ................................................................................ 10
87th Division “White Harts”/”The Nova Cat Trainers” ........................................................................ 10
90th Division “Gentle Persuasion” ....................................................................................................... 10
104th Division “The Rhinos”/”Smoke and Mirrors” ............................................................................. 10
130th Division “Trust Through Thought” ............................................................................................. 10
83rd Division “The White Cyclones” .................................................................................................... 10
311th Division “Disruptions” ................................................................................................................ 10
Fifth Army V-xi/omicron “The Mountaineers” ....................................................................................... 10
323rd Division “Negative Communications”/”The Groundhogs of Tukayyid”..................................... 10
207th Division “The Pounders” ............................................................................................................ 10
299th Division “Courtesy Through Thought”/”The Battle-Smokers: ................................................... 10
50th Division “Uncluttered Speech” .................................................................................................... 11
367th Division “Spoken Ideas” ............................................................................................................. 11
401st Division “The White Eagles” ....................................................................................................... 11
Combat Manual ComStar TOC3

Sixth Army V-pi/kappa “Grim Defiance” ................................................................................................. 11


386th Division “The Victors” ................................................................................................................ 11
78th Division “Vigorous Defiance” ....................................................................................................... 11
1st Division “Strong Retaliation”/”McGillaray’s Legion ....................................................................... 11
102nd Division “Vigilant Thought”/”Focht’s Knights” .......................................................................... 11
4th Division “Cautious Words” ............................................................................................................. 11
6th Division “Alert Words” ................................................................................................................... 11
Seventh Army V-kappa............................................................................................................................ 12
417th Division “Major Trouble” ........................................................................................................... 12
9th Division “Bountiful Words”/”Dark Kat Killers” ............................................................................. 12
13th Division “Comprehension Is All” ................................................................................................. 12
431st Division “Quiet Contemplation”................................................................................................. 12
244th Division “Peace Through Words”/”The Cloaked” ...................................................................... 12
467th Division “Whirlwinds”/”The Jaguar-Skinners” ........................................................................... 12
Eighth Army V-Omicron .......................................................................................................................... 12
31st Division “Static Hurlers”/”The Lost Boys” .................................................................................... 12
56th Division “Eyes of ComStar”/”The Martial’s Sword” ..................................................................... 12
182nd Division “Standing Waves”/”The Steel Cavalry” ....................................................................... 12
85th Division “Lions of the Periphery”/”Mack the Knife Division” ...................................................... 12
143rd Division “The Grace of Thought”/”The Focht Hussars” ............................................................. 13
79th Division “Straight Words”/”The Steel-Snake Charmers” ............................................................. 13
Ninth Army V-lambda ............................................................................................................................. 13
198th Division “Outer Limits”/”Dinju Mountain Men” ........................................................................ 13
247th Division “Thoughts of War” ....................................................................................................... 13
366th Division “ComStar Lancers”/”The Brzo Lancers” ....................................................................... 13
379th Division “Blessed Thoughts”/”Hawks of the High Wind” .......................................................... 13
34th Division “Warriors of Peace”/”Black Glove Division” .................................................................. 13
76th Division “Rigid Compliance”/”The Battered Wolf-Warriors” ...................................................... 13
Tenth Army V-nu “The Red Legion” ........................................................................................................ 13
66th Division “Obedience Above All”/The Loner Division” .................................................................. 13
282nd Division “Clear Thoughts”.......................................................................................................... 14
283rd Division “Waveforms”/”The Wolf Lords” .................................................................................. 14
138th Division “Bandits’ Bane” ............................................................................................................ 14
Combat Manual ComStar TOC4

166th Division “Disciples of Blake”/”Wolf Bait” .................................................................................. 14


208th Division “Promising Dialogue”/”The Racice River Raiders” ....................................................... 14
Eleventh Army V-lambda “The Honorable” ............................................................................................ 14
403rd Division “Forceful Words”/”Przeno River Rats” ........................................................................ 14
388th Division “The White Banshees” ................................................................................................. 14
214th Division “Arrows of ComStar”/”The Red Arrow Division” ......................................................... 14
222nd Division “Banished Thoughts”/”The Banished Few” ................................................................. 14
223rd Division “The Sun of Communication”....................................................................................... 14
39th Division “Firm Actions”/”The White Lancers” ............................................................................. 15
Twelfth Army V-nu “The Broadsword and Shield” ................................................................................. 15
48th Division “Open Thoughts”/”The Silver Cavalry” .......................................................................... 15
116th Division “Aggressive Actions”/”The Aggressors” ....................................................................... 15
394th Division “The White Lions” ........................................................................................................ 15
312th Division “Clear Communication”/”The Ivory Rooks” ................................................................. 15
278th Division “Clear Courtesy”/”The Khan Killers” ............................................................................ 15
167th Division “White Saviors”/”The Green Mountain Boys” ............................................................. 15
Standard Level IIs ........................................................................................................................................ 16
Assault Lance........................................................................................................................................... 16
Availability List Tables ................................................................................................................................. 17
‘Mech ...................................................................................................................................................... 17
ComStar – Late Succession Wars ........................................................................................................ 17
ComStar – Early Clan Invasion............................................................................................................. 17
Air ............................................................................................................................................................ 17
ComStar – Late Succession Wars ........................................................................................................ 17
Vehicle..................................................................................................................................................... 18
ComStar - Late Succession Wars ......................................................................................................... 18
Combat Manual: ComStar 1

Credits
Rules and Writing: Joshua Franklin
Review/Fact Check/Additional Writing: ??
The entire Combat Manual series as a whole involved much work from Geoff Swift (writing and creativity) and Ray
Arrastia (development, design and layout). Their work, along with the awesome art team (illustrations) and CamoSpecs
Online crew (painted minis) are sadly missing from this book. As well as the review and editing guys. I’m sure you’ll
notice all of those shortly.. However, I would be remiss in not mentioning them, as this series (and therefore this book)
wouldn’t exist without the work they did in making this series mean so much to myself, and probably whoever is taking
the time to read this Combat Manual: ComStar, Lite (missing so much), Beta (as I’m the only one that’s read this so
far, I’m sure there will be some fixes to be made).
I’d also like to thank the MUL team for some important background work on listing combat commands. It gave me
a good start on each faction. I’d also like to thank everyone on the Sarna wiki for their work. It’s extremely helpful in
double checking at the end if I missed an unusual resource (Turning Point, etc) that I might have missed on a particular
command. Any errors are still my own, but there’d be a lot more and would have taken me much longer without them.

Combat Manual: Mercenaries, Combat Manual: Kurita, Combat Manual: Davion, Alpha Strike, Classic BattleTech, BattleTech, ‘Mech, BattleMech,
MechWarrior and Topps logo are registered trademarks and/or trademarks of The Topps Company, Inc. in the United States and/or other countries.

The following rules allow players to build ComStar Forces for their Alpha Strike games set in the Late Succession
Wars or Early Clan Invasion eras.
Force Building, when used in conjunction with the Alpha Strike Force Building rules (see p. 146, ASC), guides
players on the assembly of ComStar Forces ranging from lances to companies to even larger Sub-Commands.
The ComStar Special Command Abilities section expands on the Special Command Abilities (SCAs) from the
Alpha Strike Companion (see p. 44, ASC), and introduces several new abilities.
Two new types of Formations are included in ComStar Lances, along with Standard Lances for players to “grab
and go” and field in quick pickup games, or for players who wish to ease into the Force Building rules. In similar fashion,
the MechWarriors listed in the Available MechWarriors section are provided for players to include in their Force,
regardless of the Combat Command the choose to field.

Force Building
Combat Manual: ComStar uses the rules for Force Building as presented in the Alpha Strike Companion (see ASC
pp. 146-157) and adds several new options. In addition to Point Values, Special Command Abilities and Formations
(from Alpha Strike and the Alpha Strike Companion), Combat Manual: ComStar adds a system for creating a ComStar-
specific Force.
When building a Force, the Force Building Sheet (see p. XX) may be used to record each Formation choice. Each
sheet covers one company, with overall Force information noted in the upper boxed area. If a Force has multiple
companies, a different sheet will be required for each company, and the boxed information would be the same for each
company.

Force Building Terms


Unit: During gamplay, a Unit moves and attacks singly and is represented by a separate Unit Card. A Unit is
usually a single ‘Mech, vehicle, etc, but infantry may include multiple soldiers operating as a single Unit.
Formation: The smallest organization of Units. For ComStar, this is a Level II of 6 Units. Formations known as
Standard Lances meet certain criteria to fulfill specific roles on the battlefield, and in return grant Bonus Abilities.
Standard Lances available to all Factions are listed in Ground Formation Types (see p. 150, ASC).
Force: The combined Formations fielded by one player in an Alpha Strike game. A player may build a larger Force
before gameplay begins, such as a Force devised for a campaign, and then select a portion of that Force to meet the
requirements of a single scenario. However, the player’s Force is the Formations the player is fielding in that game
only.
Combat Command: A military group that trains and works together to receive access to Special Command
Abilities. Combat Commands are listed in the ComStar Combat Commands chapter.
Sub-Command: A Combat Command is further broken down into Sub-Commands. Formations in a Sub-
Command share training so that they can receive the benefits of their Combat Command’s Special Command Abilities.
Era: A group of years defined by the Force Building rules as sharing common technology and historical events.
The chosen Era of a Force limits which Units are available to that Force.
Faction: Each Combat Manual details at least one Faction. Any Force built using rules contained in Combat
Manual: ComStar are considered members of the ComStar Faction. Factions may access Units from the general list
and their faction-specific list.
Availability List: A collection of Units from which a Force may be selected. An Availability List usually relates to a
particular Era, Faction, or Combat Command. The choice of Faction and Combat Command, combined with the Era of
play, determines the Availability Lists from which a Force may select Units, and whether or not an associated Faction
Points (FPs) cost is required to select a particular Unit.
Combat Manual: ComStar 2

Faction Points (FPs): Faction Points limit access to Availability Lists from which a Faction would not otherwise
be able to select Units. FP could be considered combat salvage, luck, political influence, favors, or simply money that
a Force expends to acquire Units not commonly available to their Faction (see Faction Points, p. XX).

Select Point/Battle Value Total


Point Values remain the balancing system for Alpha Strike, and Battle Value for BattleTech. The rules for Point
Values are described in Alpha Strike (see Force Balancing, p. 24, AS). Battle Values are found in the TechManual. As
you add Units to your Force, remember that the base Unit PV/BV may need to be adjusted for the Skill Rating of the
Unit.

Choose an Era
The selection of an Era affects which Factions are available, and also the general tech level and Units available to
a Force. Combat Manual: ComStar lists options for Early Clan Invasion (3050-3054) era.

Choose a Faction
The Faction is the House or Clan with which the Force is associated, and determines the Force’s available
equipment and its organization. Combat Manual: ComStar includes options for the ComStar and Word of Blake
Factions. The choice of Faction determines the Standard Formations (see p. XX) and Availability Lists (see p. XX) from
which a Force may be assembled.

Choose a Combat Command


Every Alpha Strike Force belongs to (or may be the entirety of) a Combat Command. These large military
organizations are usually divisions, or even armies consisting of multiple divisions. The choice of Combat Command
bestows Special Command Abilities on a Force, and may also dictate the Skill Ratings assigned to Units in later steps
(see Force Composition below). A Combat Command may also provide special rules for Force Building, such as giving
access to or modifying FP costs of Units on certain Availability Lists, or requiring average weights for constituent
Formations. A selection of the Inner Sphere’s most famous or interesting ComStar Combat Commands are listed in the
ComStar Combat Commands chapter.
Unlisted ComStar Forces: A Force may also be fielded from an unlisted ComStar Combat Command. These
forces are generally militia, garrisons or the large number of unlisted conventional (non-’Mech) commands. Doing so
not provide access to non-ComStar Availability Lists or Unique Characters. (see p. XX).
Unit Composition: This entry for each Combat Command lists the organization, Unit types and average Size of
the Combat Command. If a player’s Force consists of one-half or more of the listed Unit Composition for a Combat
Command, then the Force must match both the Experience Level (average Skill Rating, see Determine Force
Experience Level, p. XX) and average Size of that Command, rounding normally, as well as any other specifications.
Many Commands list multiple Unit Compositions for different Unit types, including ‘Mechs, vehicles, aerospace
fighters, infantry, and artillery. The composition for each Unit type is considered separately when determining if a
player’s Force must adhere to the Command’s Unit Composition. For example, if a Unit Composition lists one ‘Mech
battalion, and a player’s force includes more than six ‘Mech lances, then that Force’s ‘Mech units must possess an
average Skill Rating and average Size that matches the Combat Command.
If a Command’s Force Composition does not list a particular Unit type, then that Unit type cannot be added to a
Force from that command. (See Sub-Command Formations and Supplemental Formations, p. XX, for an exception to
this rule.)

Unit Organizations
The Force Composition rules use standard terms in identifying the organization of the Force and the Unit types of
which it is composed.

Standard Organization
ComStar Formations are often mixed, particularly at the Level III or higher level. A Level I is a single BattleMech,
Combat Vehicle or Aerospace Fighter, or a platoon of 28 infantry. Regardless of unit types, each Level is then 6 of the
previous level.

Standard ComStar BattleMech Organization


Unit Component Formations Total Strength
Level I -- 1 BattleMechs, Combat Vehicles, Aerospace
Fighter or 28 infantry
Level II 6 Level Is 6 Level Is
Level III (Battalion) 6 Level IIs 36 Level Is
Level IV (Division) 6 Level IIIs 216 Level Is
Level V (Army) 6 Level IVs 864-1296 Level Is
Combat Manual: ComStar 3

Divsion Organization
ComStar Divisions have varying compositions of different unit types. They assign Greek letters to the different
compositions. ComStar Divisions always have 39 Aerospace Fighters. Early letters, starting with Alpha, have the most
BattleMechs with each letter in progression having less BattleMechs and more Armor and Infantry. Omega has the
least BattleMechs and most Armor and Infantry.

Approximate Division Unit Composition


Name BattleMech Armor infantry Aerospace
Alpha 164 4 9 39
Beta 158 6 13 39
Gamma 151 9 17 39
Delta 144 11 22 39
Epsilon 138 13 26 39
Zeta 132 15 30 39
Eta 125 17 35 39
Theta 119 19 39 39
Iota 112 22 43 39
Kappa 105 24 48 39
Lambda 99 26 52 39
Mu 93 28 56 39
Nu 87 30 60 39
Xi 80 32 65 39
Omicron 73 35 69 39
Pi 67 37 73 39
Rho 60 39 78 39
Sigma 54 41 82 39
Tau 48 43 86 39
Upsilon 41 45 91 39
Phi 34 48 95 39
Chi 28 50 99 39
Psi 21 52 104 39
Omega 15 54 108 39

Build a Level III


Multiple Formations in a Force are grouped together as larger Formations, starting with Level III. If enough
companies are fielded, those are in turn grouped into even larger Formations (see Force Building Basics, p. 146, ASC).
The Force Building Sheet (see p. XX) has space for the Force Building of a single company. Additional sheets are
required if building multiple companies. Several Force Building rules are limited per company: Faction Points, Rare
Units and multiples of the same variant for ‘Mechs only (see Build Formations below). Specific Combat Command
requirements or limits may occur at organizational levels higher than the company level.
A Force does not need to include complete Level IIIs, but at least one complete Formation within a Level III must
be fielded and comply to their Sub-Command’s specifications prior to the start of play in order for the Force to benefit
from the Sub-Command’s Special Command Abilities or Special Rules.

Build Formations
The following steps are repeated for each Formation, which generally consists of six Level IIs per Level III. A Level
III Formation may include fewer Level IIs, or incomplete Level IIs. However, if a Formation does not include the full
number of Units required prior to the start of the game, it does not receive any benefits for a Formation of its type. For
example, a Level II could include two assault ‘Mechs, but it would not receive the Bonus Abilities of the Assault Level
II.

Step 1: Choose Formation Type


Formation Types are listed in Ground Formation Types (p. 150, ASC) and can be used by any Faction. The Combat
Manual series presents new and variant Formations related to each Faction. (see New Formation Types, p. XX). The
new Formations follow the same format as those in the Alpha Strike Companion. The Units included in Formations
must fulfill the requirements for that Formation to receive the Bonus Abilities listed.

Step 2: Choose Units for the Formation


There are two methods for filling out your Formation with Units: selecting Units from Availability Lists or using
ready-made Standard Level IIs. A player may mix the two methods, choosing some or all of their Formations from the
Standard Lances and then modifying them based on their Faction’s Availability Lists.
Combat Manual: ComStar 4

Standard Lances
Combat Manual:ComStar includes a list of Standard Level IIs with Units already assigned. If a player selects a
Standard Level II and doesn’t wish to modify it, they may skip to Step 3 below.

Availability Lists
An Availability List details the Units that are readily available to a specific Faction in a specific Era; for example,
the ComStar Late Succession Wars Availability List is a list of units available to ComStar Forces in the Late Succession
Wars Era.
There are two Availability Lists available to all ComStar forces: General and ComStar. ComStar Forces can choose
Units from either of these two Availability Lists, published in this Combat Manual. If building a Late Succession Wars
Force, a player is limited to the Late Succession Wars General and ComStar Availability Lists. If building an Early Clan
Invasion Era Force, they may also use the Early Clan Invasion General and ComStar Availability Lists.
The Units selected from the Availability Lists must meet any requirements for a Formation, if included in one, as
well as any Force Composition Rules for the Combat Command.

Alternate Munitions Bombs: Inferno, Torpedo, Arrow IV


The following Alternate Munitions are Homing, Arrow IV Non-Homing
available during the Early Clan Invasion. LRM/SRM: Heat-seeking, Smoke,
Artillery: Flechette, Illumination, Smoke, Tandem Charge
Arrow IV Homing, Cluster Mines: Active, Command Detonated,
Autocannon: Flak, Tracer Vibrabomb

Faction Points (FPs): Faction Points are generated and spent at the Level III level. A player receives 1 FP per
Unit in the Level III, up to 12 FPs. Each Unit costs from 0 to 5 or more FPs to add to a Force. A player may not share
FPs between different companies. A player cannot exceed 12 FPs per Level III, but does not have to spend any or all
of them. A Force with many leftover FPs will clearly appear to belong to its Faction, while a Force that spends all of its
FPs will show evidence of prior combat salvage, trade deals, or negotiations. Faction Points are not intended as a
Force-balancing system; rather, they help a Force maintain its Faction’s “flavor, ” while allowing some leeway—
represented as the Force having acquired odd Units via trade and/or salvage.
A player should consult the ComStar Availability Lists Table below for the Era chosen. Each Availability List has a
Faction Point Cost associated with selecting a Unit from that list. Units on the General and ComStar Lists of the current
era are generally 0 FP. A player must use FPs to access another Faction’s Availability List, representing an alliance,
acquisition through trade or enemies, or through salvage. The list of Units belonging to the General and ComStar
Availability Lists for the Late Succession Wars and Early Clan Invasion are found at the end of this book (see ComStar
Faction Lists, pp. XX). Availability Lists for other Factions can be found in their respective Combat Manuals.
Comstar forces have no Common Enemies or Allies, relying on their own equipment. The ComStar Combat
Commands chapter may have other Availability Lists included in the Combat Command’s Special Rules, including any
access to Clan Availability Lists in the Early Clan Invasion era. The FP cost of selecting Units from Availability Lists of
other Factions is affected if those Factions are Allies or Enemies of a player’s Force.
Rare Units: A Unit with an * in the Availability Lists is considered Rare. A player may only have one of any particular
Rare Unit in a company. For example, the Assassin ASN-21 is rare, as is the Grasshopper GHR-5N. A player may
include one ASN-21 and one GHR-5N in a single company but cannot have two ASN-21s in the same company.
Very Rare Units: A Force can only have one unit marked as Very Rare. Not one of a particular Very Rare, but
only one Very Rare unit of any kind can be in the force. Large forces (more than 23 units), can have one Very Rare unit
for every 12 units in the force, round down.
Multiple of the Same Variant (‘Mech-only): BattleTech Forces tend to be ad-hoc, consisting of a mix of whatever
Units are available. A company may include more homogenous lances, but at a cost of additional Faction Points (FPs).
Each copy of the same Unit in a company costs 1 FP. This applies to specific Unit variants—two Thunderbolt TDR-5S
Units in the same company would cost an additional FP each, but a Thunderbolt TDR-5S and a Thunderbolt TDR-7M
would not. This rule only applies to BattleMechs.
Story Availability List: Ask where this one came from, and you’ll need a seat while you hear the story. Perhaps
a MechWarrior defected with his ‘Mech. Perhaps each owner has had a string of bad luck, being salvaged by a
succession of owners. Perhaps it was found in a deserted Star League cache. Or maybe the means by which it was
acquired are noticeably illegal. Any Inner Sphere faction can access any of the following Availability Lists for 6 FPs.
The Inner Sphere: Davion, Kurita, ComStar, ComStar, ComStar, Mercenary, Wolf’s Dragoons. Star League cache:
Star League. Or the following may be accessed for 7 FPs. Star League cache: Star League Royal. Invading Clans
(Early Clan Invasion): Jade Falcon, Ghost Bear, Wolf, Smoke Jaguar, Nova Cat.
The Story Availability List can only be used once per company, regardless of which list it was then used to access.
Story Availability List cannot be used to access an Availability List for an era after the era chosen for the Force (a Late
Succession Wars Force cannot use Story Availability List to access a unit on an Early Clan Invasion Era Availability
List).
Unique Characters: Unique Characters (as presented in the ComStar Combat Commands chapter or the
Combat Manual: ComStar 5

Available MechWarriors section below) do not cost FPs, have a set Skill Rating, an assigned Unit (often a unique Unit
with specified stats) and particular Special Pilot Abilities. The Unique Character must be used as-is; the character’s
Unit, Skill Rating, or Special Pilot Abilities may not be changed. One Unique Character may be included per Force. The
Unique Character(s) may only be selected from those listed among a Force’s Combat Command, or from the Available
MechWarriors section (see p. XX).
Supplemental Formations: A Force may add Supplemental Formations from its Faction, defined as Formations
that do not belong to its chosen Combat Command or Sub-Commands. These usually represent local militia, garrisons
or other attached forces. These Formations may not outnumber a Forces non-supplemental Formations, and they do
not benefit from a Force’s special rules. These supplemental Formations must be filled with Units from the General or
ComStar Availability Lists (or the ComStar Standard Lances), as they do not receive Faction Points or access to any
other Availability Lists.

What if I Just Want to Start Playing?


The Standard Lances (see p. XX and ASC, p. 150) are the quickest way. Just pick a few that match that the
desired way to play, or mix and match whatever sounds fun.
Even if players want to hand-pick their Units, there are a few simple points that can help ease Force building.
Faction Points: If Units are chosen from the ComStar Faction List in the back of this book, ignore Faction
Points. They are ONLY needed if Units are added from another faction’s Availability List in other Combat Manuals.
There’s no Availability List so expensive that a player can’t have at least one Unit per company from any of the
Availability List to which they have access. Faction Points are for those wanting to push for a less “pure Faction”
force.
Formation Requirements: Most Formations have an Ideal Role. Choosing a Unit with the preferred role can
meet Formation requirements for that Unit.
For example, Assault Lances have an Ideal Role of Juggernaut. Select four Juggernauts from the ComStar
Faction List in this book, and that is a legal ComStar Assault Lance. Pick four Brawlers for a Battle Lance and four
Strikers for a Striker Lance, and that is a full ComStar company. Select Skill ratings to match up with the agreed
PV limit, choose Special Command Abilities from the formation’s Combat Command, and a complete ComStar
Force is ready to play.

ComStar Availability Lists Table


Early Clan Invasion
ComStar Faction Lists (see pp. XX)
General – Late Succession Wars, Early Clan Invasion (0)
ComStar – Late Succession Wars, Early Clan Invasion (0)
Allied Lists
None
Enemy Lists
Common Enemies for the Combat Command: – Early Clan Invasion (2-6)

Step 3: Select Skill and Modify PV/BV for the Unit


For each Unit, select a Skill rating and adjust the Unit’s PV/BV for that Skill Rating, as described in Adjusting for
Skill (see p. 24, Alpha Strike).

Step 4: Assign Special Pilot Abilities


Up to one Unit per company may be assigned Special Pilot Abilities (see pp. 50-58, ASC). A Unique Character, if
any are included, does not count toward this limit. The number of Special Pilot Abilities and the total SPA cost is limited
by the Skill rating of that Unit (p. 49, ASC).
In addition, Standard Level IIs often bestow Bonus Special Pilot Abilities that must be assigned during Force
building (with the exception of a handful of Formation Bonus Abilities which specifically state that they are assigned
during gameplay). Some Combat Command entries include a Force Building Rules section that may affect which SPAs
are granted by a Formation’s Bonus Ability. For replacement purposes, each 2 points of Lucky (from the Battle Lance
Bonus Ability) counts as one SPA.
The Formation is now complete; repeat the above steps for any additional Formations. As companies are
completed, the company steps may be repeated until the Point Value maximum is reached.

Special Command Abilities


Special Command Abilities (see p. 44, ASC) apply to the overall Force. They reflect the preferred tactics and
specialization training of a Combat Command. The better trained a Force, the more Special Command Abilities the
Force can select.

Determine Force Experience Level


To find a Force’s average Experience Level, add together the Skill ratings for all Units in that Force, divide this
Combat Manual: ComStar 6

sum by the total number of Units, and round the result normally to the nearest whole number. Use that number to
determine the Force’s final Experience Level using the Point Value Skill Rating Table (p. 24, AS).
For example, a company of 12 ‘Mechs includes four ‘Mechs with a Skill rating of 4, three with a Skill rating of 3,
two with a Skill rating of 2, and three more with a Skill rating of 5. The sum of the company’s Skill ratings is 44 ([4 x 4]
+ [3 x 3] + [2 x 2] + [3 x 5] = 44). With 12 units in total, this yields an average Skill Rating of 3.67, which rounds normally
to 4. At a rating of 4, the Point Value Skill Rating Table defines the entire Force as having a Regular Experience Level.

Choose Number and Assign Special Command Abilities


All Forces created to represent Combat Commands in the ComStar Combat Commands chapter automatically
receive one Special Command Ability (SCA). Veteran Combat Commands may select an additional Special Command
Ability, and Elite Combat Commands may select up to two additional Special Command Abilities.
The additional Special Command Abilities for Veteran and Elite Combat Commands, beyond the first SCA all forces
receive, cost 5% of the force’s Point Value (PV) or Battle Value (BV) if used. A force from an Elite Combat Command
using both additional SCAs (three total) would have 10% less PV/BV for units and units’ skills. A force from a Veteran
or Elite Combat Command may choose not to use some/all of its additional Special Command Abilities to avoid paying
the PV/BV cost.
After determining the number of Special Command Abilities a Force possesses, it may choose from either its
Combat Command and any parent Commands (usually the Brigade and including its Faction SCA if there is one).
Green Combat Commands may use their Combat Commands SCA (they may not use a parent Combat Command,
Brigade or Faction SCA). If the Combat Command does not list enough Special Command Abilities (including parent,
Brigade and/or Faction SCAs), the force receives no SCAs beyond those listed.
Players using an unlisted ComStar Combat Command must roll randomly for each Special Command Ability. For
each SCA, roll 2d6 and consult the Special Command Ability Assignment Table below. Reroll duplicate results. Several
results require a second 1D6 roll to determine the type of specialization.

Special Command Ability Assignment Table


2 Communications Disruption
3 Overrun Combat
4 Firing Specialization (1-2 Sharp Shooters, 3-4 Brawlers, 5 Anti-Air Specialists, 6 Ground Attack Specialists)
5 Banking Initiative
6 Enemy Specialization (1-3 Mercenaries/Pirates/Clans, 4-5 -Steiner, 6-Liao)
7 Tactical Specialization/Combined Arms
8 Tactical Specialization* (1-4 Attack/Breakthrough Scenario, 5-6 Defense/Hold the Line Scenario)
9 Environmental Specialists** (1 Woods, 2 Water, 3 Winter (Snow+Ice+Tundra), 4 Vacuum (+Trace), 5 Night, 6
Urban (buildings+pavement+bridges)
10 Forcing the Initiative
11 Off-Map Movement
12 Environmental Specialists** (1-2 Hot, 3-4 Cold, 5 Low Gravity, 6 High Gravity)

Supplemental Mercenaries
Many of the big-time mercenary Combat Commands like to maintain their command integrity and fight the battle
on their own. But for every Wolf's Dragoons, there are a hundred no-name mercenary outfits willing to fight under any
terms that get them paid. Sometimes even Wolf's Dragoons will intentionally dispatch a smaller Force to supplement a
House Force—the Black Widow Company being perhaps the most famous example.
If you are building a ComStar Force using this Combat Manual, up to one-third of your Formations may be
Mercenaries. The Mercenary Formations are built as if they were their own Force, using the appropriate Availability
Lists.
Supplemental Mercenary Forces may not access the House Force’s Special Command Abilities. However, they
may roll for SCAs—or choose from those listed with Mercenary Combat Commands, if the usual requirements are
met—as if they were their own Force, at 1 Experience Level lower than usual (minimum Wet Behind the Ears/0 SCAs).
Mercenaries fielded as part of a House Force in this fashion receive are discounted 1 PV for every 10 PV spent on
them. They are also subject to Morale rules (see pp. 32-33, ASC), even if the Morale rules are not in use for the other
Forces.

ComStar Special Command Abilities


For the purposes of the Combat Manuals, several terrains or environmental conditions have been combined into
a single Special Command Ability specialization. Players should generally be fairly lenient in deciding whether or not a
given map counts for the terrain. For example, a single tree does not constitute Woods, but several small areas (or one
large area) of forested terrain should be counted as Woods for the purposes of the SCA specialization.

New Special Command Abilities


In addition to the existing Special Command Abilities, the following new Special Command Abilities are available
Combat Manual: ComStar 7

for ComStar Forces.


Recon: Whenever enemy forces attempt to deploy hidden units, the controlling player must roll 1d6 for each unit.
On a result of 1-4, the “hidden” unit must be placed on the map as usual (as other non-hidden units). In addition, this
force receives a +1 Initiative modifier for the first three turns.

Available MechWarriors
The following MechWarriors never committed to any one Combat Command. They can be used with any ComStar
Combat Command which does not already include a Unique Character.

Rank Name
PV:31(37)
Unit Type, Skill, TP, SZ, MV, TMM, S/M/L, OV, A/S, Specials
Champion CHP-2N (Krepky), 2, BM, 3, 10”, 2, 5/5, 4/3/-, 0
Champion CHP1N, 2, BM, 3, 10”, 2, 5/5, 3/3/1, 0, FLK1/1/1
Special Pilot Abilities: Natural Grace, Lucky (1)
Combat Manual: ComStar 8

Combat Commands
Com Guards
Special Command Abilities: Independence
Common Enemies: None
Common Allies: None
Special Rules: All Com Guard combat commands have access to these SCAs and Availability Lists unless stated
otherwise.

First Army V-iota/kappa “The Bear Maulers”


Common Enemies: Post-Tukayyid - Clan Ghost Bear (3)

91st Division “Visions of Words”/”The Luk-y”


Experience Rating: Veteran/Elite
Force Composition: Omicron/Eta
Special Command Abilities: Stiff Spine, Esprit de Corps

211th Division “The Gray Backs”/”The Martial Hunters”


Experience Rating: Green/Veteran
Force Composition: Phi
Special Command Abilities: Tactical Specialization/Small Unit Actions

308th Division “Clarity of Thought”/”Winged Divinity”


Experience Rating: Regular
Force Composition: Xi
Special Command Abilities: Recon

103th Division “Truth in Communication”/”Kimmelry’s Raiders


Experience Rating: Veteran/Regular
Force Composition: Nu
Special Command Abilities: Enemy Specialization/Ghost Bear

309th Division “Purpose, Always Purpose”


Experience Rating: Green
Force Composition: Mu
Special Command Abilities: None
Notes: Disbanded after Tukayyid 3052.

12th Division “Pure Waveforms”/”The Grizzly-Grinders”


Experience Rating: Veteran/Elite
Force Composition: Omicron/Gamma
Special Command Abilities: Focus/Hot Dog, Environmental Specialization/Smoke
Notes: Moved to Sixth Army after Tukayyid 3052.

Second Army V-lambda/mu “The Iron Warriors”


Common Enemies: None
Special Command Abilities: Stiff Spine

81st Division “Operations of Thought”/”The Defenders of Joje”


Experience Rating: Green/Veteran
Force Composition: Phi/Kappa
Special Command Abilities: Tactical Specialization/Defense
Common Enemies: Post-Tukayyid – Clan Diamond Shark (6)

301st Division “White Sharks”/”Shark Bait”


Experience Rating: Regular/Veteran
Force Composition: Lambda/Phi
Combat Manual: ComStar 9

Special Command Abilities: Focus/Antagonizer


Common Enemies: Post-Tukayyid – Clan Diamond Shark (6)

82nd Division “Justice Through Words”/”The Web-Cutters”


Experience Rating: Green/Elite
Force Composition: Sigma/Pi
Special Command Abilities: Combat Drop Specialists
Common Enemies: Post-Tukayyid – Clan Smoke Jaguar (6)

77th Division “The White Monsters”/”The Monsters”


Experience Rating: Veteran/Regular
Force Composition: Iota/Theta
Special Command Abilities: Focus/Marksman

211th Division “Effective Action”/”The Martial’s Hunters”


Experience Rating: Green/Veteran
Force Composition: Eta/Phi
Special Command Abilities: Environmental Specialization/Woods, Tactical Specialization/Small Unit Actions
Notes: Moved to First Army after Tukayyid 3052.

321st Division “Pure Duty”/”Com Guard Grenadiers”


Experience Rating: Veteran/Elite
Force Composition: Xi/Beta
Special Command Abilities: Zone of Control
Notes: Moved to Twelfth Army after Tukayyid 3052.

Third Army V-iota/lambda “The Emerald Falconeers”


Common Enemies: Post-Tukayyid – Clan Jade Falcon (6)

11th Division “Pirate’s Bane”/”The Wing Clippers”


Experience Rating: Green/Elite
Force Composition: Epsilon/Beta
Special Command Abilities: Walking Death

2nd Division “ComStar Angels”/”The Falconeers”


Experience Rating: Green/Elite
Force Composition: Mu/Xi
Special Command Abilities: Tactical Specialization/Defense, Environmental Specialization/Urban, Banking
Initiative
Common Enemies: Post-Tukayyid – Clan Steel Viper (6)

322nd Division “The Tradesman’s Pal”


Experience Rating: Green
Force Composition: Pi
Special Command Abilities: None
Notes: Disbanded after Tukayyid 3052

111th Division “The White Clan”


Experience Rating: Regular
Force Composition: Rho
Special Command Abilities: Tactical Experts/Engineers
Notes: Disbanded after Tukayyid 3052

201st Division “Snow on the Mountains”/”The Winged Warriors”


Experience Rating: Regular/Veteran
Force Composition: Kappa/Beta
Special Command Abilities: Tactical Experts/Dogfighting, Environmental Specialization/Mountains
Notes: Moved to Terran Defense Force after Tukayyid 3052.

203rd Division “Strong Messages”


Combat Manual: ComStar 10

Experience Rating: Veteran


Force Composition: Xi
Special Command Abilities: Focus/Weapon Specialist (LRM)
Notes: Disbanded after Tukayyid 3052

Fourth Army V-nu/iota “The Defenders of Honor”


Common Enemies: Post-Tukayyid – Clan Ghost Bear (6)
Special Command Abilities: Tactical Specialization/Small Unit Actions, Assault Operations

87th Division “White Harts”/”The Nova Cat Trainers”


Experience Rating: Green/Regular
Force Composition: Rho/Pi
Special Command Abilities: Zone of Control
Common Enemies: Post-Tukayyid – Clan Nova Cat (6)

90th Division “Gentle Persuasion”


Experience Rating: Regular
Force Composition: Zeta
Special Command Abilities: Tactical Specialization/Attack
Notes: Disbanded after Tukayyid 3052

104th Division “The Rhinos”/”Smoke and Mirrors”


Experience Rating: Green/Regular
Force Composition: Lambda/Chi
Special Command Abilities: Brawlers
Notes: Moved to Terran Defense Force after Tukayyid 3052. Still rebuilding in 3054, only up to Level III strength.

130th Division “Trust Through Thought”


Experience Rating: Green
Force Composition: Nu
Special Command Abilities: Environmental Specialization/Clear
Notes: Disbanded after Tukayyid 3052

83rd Division “The White Cyclones”


Experience Rating: Regular
Force Composition: Tau/Gamma
Special Command Abilities: Tactical Specialization/Attack

311th Division “Disruptions”


Experience Rating: Green
Force Composition: Xi
Special Command Abilities: Environmental Specialization/Mountains
Notes: Disbanded after Tukayyid 3052

Fifth Army V-xi/omicron “The Mountaineers”


Common Enemies: Post-Tukayyid – Clan Smoke Jaguar (6)

323rd Division “Negative Communications”/”The Groundhogs of Tukayyid”


Experience Rating: Veteran/Regular
Force Composition: Theta/Nu
Special Command Abilities: Tactical Specialization/Defense
Notes: Moved to Third Army after Tukayyid 3052.

207th Division “The Pounders”


Experience Rating: Veteran/Green
Force Composition: Omicron/Mu
Special Command Abilities: Forcing the Initiative
Notes: Moved to Ninth Army after Tukayyid 3052.

299th Division “Courtesy Through Thought”/”The Battle-Smokers:


Combat Manual: ComStar 11

Experience Rating: Regular


Force Composition: Gamma/Lambda
Special Command Abilities: Stiff Spine, Tactical Adjustments
Notes: Moved to Third Army after Tukayyid 3052.

50th Division “Uncluttered Speech”


Experience Rating: Green
Force Composition: Sigma
Special Command Abilities: None
Notes: Disbanded after Tukayyid 3052

367th Division “Spoken Ideas”


Experience Rating: Regular
Force Composition: Lambda
Special Command Abilities: Focus/Sandblaster
Notes: Disbanded after Tukayyid 3052

401st Division “The White Eagles”


Experience Rating: Regular
Force Composition: Chi
Special Command Abilities: Anti-‘Mech Training
Notes: Disanded after Tukayyid 3052.

Sixth Army V-pi/kappa “Grim Defiance”


Common Enemies: Post-Tukayyid – Clan Steel Viper (6)
Special Command Abilities: Tactical Experts/Hidden Units, Overrun Combat (May not select both at the same
time).

386th Division “The Victors”


Experience Rating: Regular
Force Composition: Kappa
Special Command Abilities: Esprit de Corps
Notes: Disbanded after Tukayyid 3052.

78th Division “Vigorous Defiance”


Experience Rating: Regular
Force Composition: Iota
Special Command Abilities: Environmental Specialization/Swamp
Notes: Disbanded after Tukayyid 3052.

1st Division “Strong Retaliation”/”McGillaray’s Legion


Experience Rating: Elite/Regular
Force Composition: Pi/Xi
Special Command Abilities: Enemy Specialization/Mercenary, Environmental Specialization/Space, Forcing the
Initiative, Focus/Melee Master

102nd Division “Vigilant Thought”/”Focht’s Knights”


Experience Rating: Elite/Regular
Force Composition: Theta/Omicron
Special Command Abilities: Anti-‘Mech Training, Tactical Experts/Engineers

4th Division “Cautious Words”


Experience Rating: Regular
Force Composition: Omicron
Special Command Abilities: Environmental Specialization/Water
Notes: Disbanded after Tukayyid 3052.

6th Division “Alert Words”


Experience Rating: Green
Force Composition: Xi
Combat Manual: ComStar 12

Special Command Abilities: None


Notes: Disbanded after Tukayyid 3052.

Seventh Army V-kappa


Common Enemies: Post-Tukayyid – Clan Nova Cat (6)

417th Division “Major Trouble”


Experience Rating: Veteran
Force Composition: Lambda
Special Command Abilities: Ground Attack Specialists, Tactical Experts/Engineers
Notes: Disbanded after Tukayyid 3052.

9th Division “Bountiful Words”/”Dark Kat Killers”


Experience Rating: Veteran
Force Composition: Mu/Pi
Special Command Abilities: Tactical Specialization/Defense, Off-Map Movement

13th Division “Comprehension Is All”


Experience Rating: Veteran
Force Composition: Psi
Special Command Abilities: Tactical Experts/Hidden Units, Banking Initiative
Notes: Disbanded after Tukayyid 3052.

431st Division “Quiet Contemplation”


Experience Rating: Regular
Force Composition: Xi
Special Command Abilities: Tactical Experts/Hidden Units
Notes: Disbanded after Tukayyid 3052.

244th Division “Peace Through Words”/”The Cloaked”


Experience Rating: Regular
Force Composition: Rho/Sigma
Special Command Abilities: Overrun Combat

467th Division “Whirlwinds”/”The Jaguar-Skinners”


Experience Rating: Green/Regular
Force Composition: Mu/Xi
Special Command Abilities: None
Notes: Moved to Fifth Army after Tukayyid 3052.

Eighth Army V-Omicron


Common Enemies: Post-Tukayyid – Clan Diamond Shark (6)

31st Division “Static Hurlers”/”The Lost Boys”


Experience Rating: Veteran/Elite
Force Composition: Kappa/Theta
Special Command Abilities: Warrior Code
Notes: Moved to Sixth Army after Tukayyid 3052

56th Division “Eyes of ComStar”/”The Martial’s Sword”


Experience Rating: Green/Regular
Force Composition: Upsilon/Iota
Special Command Abilities: Environmental Specialization/Urban

182nd Division “Standing Waves”/”The Steel Cavalry”


Experience Rating: Regular
Force Composition: Zeta/Kappa
Special Command Abilities: Flankers

85th Division “Lions of the Periphery”/”Mack the Knife Division”


Combat Manual: ComStar 13

Experience Rating: Green/Elite


Force Composition: Kappa/Omicron
Special Command Abilities: Overrun Combat, Forcing the Initiative

143rd Division “The Grace of Thought”/”The Focht Hussars”


Experience Rating: Regular
Force Composition: Xi/Detla
Special Command Abilities: Focus/Speed Demon
Notes: Moved to Ninth Army after Tukayyid 3052.

79th Division “Straight Words”/”The Steel-Snake Charmers”


Experience Rating: Regular/Elite
Force Composition: Epsilon/Zeta
Special Command Abilities: Enemy Specialization/Liao
Notes: Moved to Fourth Army after Tukayyid 3052.

Ninth Army V-lambda


Common Enemies: None

198th Division “Outer Limits”/”Dinju Mountain Men”


Experience Rating: Regular/Elite
Force Composition: Nu/Epsilon
Special Command Abilities: Overrun Combat
Notes: Moved to Tenth Army after Tukayyid 3052.

247th Division “Thoughts of War”


Experience Rating: Veteran
Force Composition: Pi
Special Command Abilities: Environmental Specialization/Urban
Notes: Disbanded after Tukayyid 3052

366th Division “ComStar Lancers”/”The Brzo Lancers”


Experience Rating: Regular/Green
Force Composition: Tau/Iota
Special Command Abilities: Tactical Specialization/Small Unit Actions

379th Division “Blessed Thoughts”/”Hawks of the High Wind”


Experience Rating: Green
Force Composition: Sigma/Pi
Special Command Abilities: Environmental Specialization/Urban
Notes: Moved to Fifth Army after Tukayyid 3052.

34th Division “Warriors of Peace”/”Black Glove Division”


Experience Rating: Green/Elite
Force Composition: Xi/Upsilon
Special Command Abilities: Tactical Specialization/Defense

76th Division “Rigid Compliance”/”The Battered Wolf-Warriors”


Experience Rating: Regular
Force Composition: Theta/Mu
Special Command Abilities: Tactical Specialization/Defense
Notes: Moved to Fifth Army after Tukayyid 3052.

Tenth Army V-nu “The Red Legion”


Common Enemies: None

66th Division “Obedience Above All”/The Loner Division”


Experience Rating: Elite/Green
Force Composition: Theta/Upsilon
Special Command Abilities: Esprit de Corps, Rapid Strike, Focus/Weapon Specialist (General, ENE, Lasers)
Combat Manual: ComStar 14

282nd Division “Clear Thoughts”


Experience Rating: Veteran
Force Composition: Rho
Special Command Abilities: Hold the Line, Environmental Specialization/Woods
Notes: Disbanded after Tukayyid 3052

283rd Division “Waveforms”/”The Wolf Lords”


Experience Rating: Green/Regular
Force Composition: Mu/Pi
Special Command Abilities: Environmental Specialization/Hills

138th Division “Bandits’ Bane”


Experience Rating: Green
Force Composition: Xi
Special Command Abilities: Enemy Specialization/Mercenary
Notes: Disbanded after Tukayyid 3052

166th Division “Disciples of Blake”/”Wolf Bait”


Experience Rating: Regular/Green
Force Composition: Tau/Rho
Special Command Abilities: Banking Initiative
Notes: Moved to Fourth Army 3052.

208th Division “Promising Dialogue”/”The Racice River Raiders”


Experience Rating: Green/Elite
Force Composition: Eta
Special Command Abilities: Steady

Eleventh Army V-lambda “The Honorable”


Common Enemies: Post-Tukayyid – Clan Jade Falcon (6)
Special Command Abilities: Tactical Experts/Engineers

403rd Division “Forceful Words”/”Przeno River Rats”


Experience Rating: Regular/Elite
Force Composition: Upsilon/Phi
Special Command Abilities: Zone of Control, Tactical Specialization/Defense
Notes: Moved to Twelfth Army after Tukayyid 3052.

388th Division “The White Banshees”


Experience Rating: Green/Regular
Force Composition: Delta/Xi
Special Command Abilities: Enemy Specialization/Jade Falcon

214th Division “Arrows of ComStar”/”The Red Arrow Division”


Experience Rating: Green/Regular
Force Composition: Kappa/Eta
Special Command Abilities: Forcing the Initiative
Notes: Moved to Seventh Army after Tukayyid 3052.

222nd Division “Banished Thoughts”/”The Banished Few”


Experience Rating: Regular
Force Composition: Iota/Xi
Special Command Abilities: Off-Map Movement

223rd Division “The Sun of Communication”


Experience Rating: Green
Force Composition: Iota
Special Command Abilities: Tactical Specialization/Defense
Notes: Disbanded after Tukayyid 3052.
Combat Manual: ComStar 15

39th Division “Firm Actions”/”The White Lancers”


Experience Rating: Green/Elite
Force Composition: Mu/Gamma
Special Command Abilities: Hold the Line, Banking Initiative, Tactical Experts/Hidden Units
Common Enemies: Post-Tukayyid – Clan Smoke Jaguar (6)
Notes: Only Hold the Line SCA available until after Tukayyid.

Twelfth Army V-nu “The Broadsword and Shield”


Common Enemies: Post-Tukayyid – Clan Nova Cat (6)

48th Division “Open Thoughts”/”The Silver Cavalry”


Experience Rating: Regular
Force Composition: Pi/Chi
Special Command Abilities: Forcing the Initiative, Tactical Specialization/Defense
Notes: Moved to Eleventh Army after Tukayyid 3052.

116th Division “Aggressive Actions”/”The Aggressors”


Experience Rating: Green/Regular
Force Composition: Omicron/Lambda
Special Command Abilities: Overrun Combat

394th Division “The White Lions”


Experience Rating: Veteran/Elite
Force Composition: Lambda/Tau
Special Command Abilities: Enemy Specialization/Clan Jade Falcon, Forcing the Initiative
Notes: Moved to Fifth Army after Tukayyid 3052.

312th Division “Clear Communication”/”The Ivory Rooks”


Experience Rating: Regular/Green
Force Composition: Upsilon/Rho
Special Command Abilities: Warrior Code
Notes: Moved to Eleventh Army after Tukayyid 3052.

278th Division “Clear Courtesy”/”The Khan Killers”


Experience Rating: Elite
Force Composition: Nu/Chi
Special Command Abilities: Esprit de Corps, Focus/Cluster Hitter, Anti-‘Mech Training

167th Division “White Saviors”/”The Green Mountain Boys”


Experience Rating: Regular/Green
Force Composition: Xi
Special Command Abilities: Environmental Specialization/Mountains, Environmental Specialization/Woods
Notes: Moved to Eighth Army after Tukayyid 3052.
Combat Manual: ComStar 16

Standard Level IIs


The following ComStar Standard Lances are provided for players who simply want to get straight into the action
and not delve into the Force Building rules. Standard Lances are provided for the Late Succession War and the Early
Clan Invasion Eras. More adventurous players may swap out one or more Units as long as the Formation’s
requirements are still met (see pp. 150-159, ASC).

Assault Lance
Awesome AWS-9M, Hunchback HBK-5M, Stalker STK-5M, BattleMaster BLR-3M
Combat Manual: ComStar 17

Availability List Tables


See Combat Manuals Kurita or Mercenaries for Inner Sphere General Availability Lists.
Units marked with * below are Very Rare.

‘Mech
ComStar – Late Succession Wars
BattleMaster BLR-2C
Black Knight BL-6-KNT
*Black Knight BL-6b-KNT
Bombardier BMB-12D
*Cestus CTS-3Y
Champion CHP-1N
*Champion CHP-1N2
Crab CRB-27
Crockett CRK-5003-1
*Emperor EMP-6A
Excalibur EXC-B1
Excalibur EXC-B2
Exterminator EXT-4D
Flashman FLS-8K
Guillotine GLT-3N
Highlander HGN-732
Hussar HSR-200-D
King Crab KGC-000
Kintaro KTO-19
Lancelot LNC25-01
*Lancelot LNC25-05
*Marauder MAD-1R
Mercury MCY-99
*Nightstar NSR-9J
*Phoenix Hawk LAM PHX-HK2
*Phoenix Hawk LAM PHX-HK2M
*Pillager PLG-3Z
Sentinel STN-3L
*Shootist ST-8A
*Spartan SPT-N2
Thorn THE-N
*Thunderhawk TDK-7X
Thug THG-11E
*Trebuchet TBT-3C
Wasp LAM WSP-105
Wyvern WVE-5N

ComStar – Early Clan Invasion


Black Knight BL-9-KNT
Champion CHP-3N
Grim Reaper GRM-R-PR29
Raijin RJN101-A
Wyvern WVE-9N
Firefly FFL-4C
Hussar HSR-400-D
King Crab KGC-001
Mercury MCY-97
Thorn THE-N1

Air
ComStar – Late Succession Wars
Ahab AHB-443
Combat Manual: ComStar 18

Eagle EGL-R6
Hellcat II HCT-213B
Hellcat II HCT-214
Gotha GTHA-5000
Hammerhead HMR-HD
Hammerhead HMR-HE
Heavy Strike Fighte Meteor
Medium Strike Fighter Defender
Ironsides IRN-SD1
Planetlifter Air Transport
Rapier RPR-100
Rapier RPR-101
Rogue RGU-133E
Rogue RGU-133F
Rogue RGU-133P
Sabre SB-27
Spad SPD-502
Spad SPD-503
Sparrowhawk SPR-H5
Stingray F-90
Swift SWF-606
Swift SWF-606R
Tomahawk THK-53
Tomahawk THK-63
Thunderbird TRB-D36
Trident TRN-3T
Zero ZRO-114

Vehicle
ComStar - Late Succession Wars
Alacorn Heavy Tank Mk VI
Beagle Hover Scout
Burke Defense Tank
Chaparral Missile Artillery Tank
Chevalier Light Tank
Chevalier Light Tank (BAP)
Cobra Transport VTOL
Cobra Transport VTOL (Command)
Cobra Transport VTOL (MASH)
Cyrano Gunship
Demon Tank
Fury
Gabriel Reconnaissance Hovercraft
Lightning Attack Hovercraft
Magi Infantry Support Vehicle
Marksman
Nightshade ECM VTOL
Nightshade ECM VTOL (Armor)
Padilla Heavy Artillery Tank
Puma Assault Tank PAT-005
Ripper Infantry Transport
Rhino Fire Support Tank
Rhino Fire Support Tank (MG)
Rotunda Scout Vehicle RND-J-1-11
Thor Artillery Vehicle
Zephyr Hovertank

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