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2 —_ Pa ai oi) on Seer Sone ae INTRODUCTION DEFAULT SKILL RATINGS........3 Box Contents a ties WEAPONS & EQUIPMENT........ 4 SPECIAL EQUIPMENT .. 4 Anti-Misslle System (AMS)... Cellular Ammunition Storage Equipment (CASE)... 4 WEAPONS AND EQUIPMENT TABLE: CLAN. 5 WEAPONS AND EQUIPMENT TABLE! INNER SPHERE 6 Gauss Rife -Myomer Acceleration Signal Circuitry (MASC). masc TABLE Pulse Laser . Streak SRM (SSRM) Launcher Targeting Computer... ELEMENTALS....... GENERAL RULES. movement. Stacking, compat (STANDARD). Elemental Attacks, Attacks Against Elementals. ANTI-MECH ATTACKS. Leg Attacks... o LEG ATTACKS TABLE Swarm Attacks. ‘SWARM ATTACKS TABLE SWARM ATTACK MODIFIERS TRELE so... 10 SWARM ATTACKS HIT LOCATION TABLE ......ce.sec0c1T MECHANIZED BATTLE ARMOR .12 Mounting i “2 Occupied Locations... Falling and Dropping Prone.........-12 Dismounting ....... 12 Combat 12 BATTLE ARMOR TRANSPORT POSITION TABLE a2 CONSTRUCTION 13 omnrmechs es STEP 0: CHOOSE TECHNOLOGY BASE... 13 STEP 1: DESIGN THE CHASSIS..13 Choose Actuators... 3 STeP 2: INSTALL ENGINE.......13 STEP 3: ADD JUMP JETS........14 STEP 4: INSTALL, CONTROL SYSTEMS, 4 STEP 5: ADD ARMOR... 14 STEP 6: ADD ADDITIONAL, HEAT SINKS... STEP 7; ADD WEAPONS AND AMMUNITION .......002000.15 STEP g: compete THE RECORD SHEET............15 FORCE BUILDING. . THE BATTLETECH MASTER UNIT LIST (MULD....16 STEP I. SELECT FORCE SIZE...16 STEP 2: CHOOSE ERA AND FACTION ......-0.000.17 STEP 3: BUILD A FORMATION .17 STEP 4: SELECT SKILLS 18 UNIT ROLE AGORC UNIT ROLES TABLE. ‘Ambusher. Brawler....-.. Juggernaut. Sniper.. Missile Boat .. striker... CLAN ORGANIZATION. ............19 CLAN FORCE ORGANIZATION SCHEMES TABLE 218 INNER SPHERE ORGANIZATION .20 INNER SPHERE ORGANIZATION SCHEMES TABLE... .....00..20 FORMATIONS 220 Formation Compositions. ......+++++.20 Formation Requirements. Ideal Role. BONUS ABILITIES. Naming Conventions FORMATION TYPES Assault Star Demoratizer .. Battle Star ‘Command Star Fire Star comaar irurrion SNIPER Recon Star. MANEUVERING ACE. Striker/Cavalry Star ...... Heavy Strker/Cavalry Star........0...22 SPEED Demon. Support Star. Nova CLAN HONOR...... 24 ZeLLeRIcEN. ts 224 Physical Attacks,.......2+00 25 Retreat 25 SCENARIOS....... 26 SCENARIO 1 TRIAL OF POSSESSION... .25 Scenarto 2: THE BLOODING. 27 Scenarto 3: WORLOS CoLLIDe. . ADDITIONAL VARIATIONS . . 28 30 Dedication FIND US ONLINE: This box is dedicated to all the BatteTech fans __precentor_martalacataystgamelabscom Printed in China, that helped make this a realty in our frst ever (e-mail adress for any BatleTech questions) BatdleTech Kckstarter tothe passionate BattleTech htpu/bg batletechcom’ Published by Catalyst Game Labs, community worldwide; andto the countless artist, (official Battletech web pages) an imprint of nMediaRes Productions, LC. ‘writers, andl developers who havea helped create bpy/wunCatalystGameLabs.com 7108 S Pheasant Ridge Dr and shape the BatlTech Universe we love to play (Catalyst web pages) Spokane, Washington 99224 in Thisis the tenth Battleech box et produced in _httpdiwwestorecataystgamelabs com the game’ thirty-six years—here's to many more! ‘online ordering) tees orghat | Proj Deeopmert | Adon ¥iting cover an Mya | oat songs jhe Crastoseray’ | Bette ee ear Exhie Cover At ee a one one vente bacicech ie Production st aaa ere ane teeta gaa Reseed eesti Se | Pome lemunmce eaenpen eauercsneorecor | “aittaen meee Ws yen etary Sees earner ee ea lanes sane ae oa seemed kaa Sa as tems as aor oer ‘exam gp Conpn. in Alig asne Ca tlh lsc Nash Bach User ane psp itd ens anoreadenst heap ame ele ‘heuneelsies ade coutes Nope mek aj epee oed a teeasem of eosntes ory moby ay meas who emisin nwa af Deco ‘hres nb teed nay fom cterta thatch publi. Cast Gane abs nd at canes gpa eran fies Piston LL _CLAN INVASION INTRODUCTION Its the 31st century. While the Great Houses waged endless war on one another, the descendants of Kerenshy’s Star League Defense Force waited forthe day to storm back into the Inner Sphere, That day has come. The Clans field OmniMechs, high-tech juggernauts bristling with advanced weapons and equipment, and Elemental, powered battlesuits capable of bringing down a’Mech. Your ete force of genetically ‘engineered MechWarriors and Elementals will weld these weapons of war ina crusade aimed at the heart ofthe Inner Sphere. This booklet expands on the rules found in the BatleTech: A Game of Armored Combat box set, adding all the ules needed to construct ‘and field Clan Mechs and Elemental battle armor. The A Game of Armored Combat rulebook is needed to use these rules DEFAULT SKILL RATINGS The typical Clan MechWartior has a Gunnery Skill of 3 and a Piloting Skill of 4, Unless otherwise stated in the scenario being played, all Can MechWarriors possess these skil ratings. BOX CONTENTS Your BatteTech: Can Invasion boxed set includes: Plastic Miniatures: Five high-quality plastic miniatures, which are ready to play without any cutting or assembly required, The miniatures represent some of the most common OmniMechs found among the Clans. Also included are two bases of Elemental battle armor. Record Sheet Booklet: This booklet contains twenty-four pre- ‘made record sheets that correspond to the miniatures found in this box et, as well as upgraded variants of the nine BattleMechs found in the BattleTech Beginner Box and A Game of Armored Combat. Pilot Cards: Twenty pilots on ten cards detal the elite warriors of Kerensky, along with the Special Pilot Abilities they bring to any battlefield BattleTech Rules Supplemental: This is the rulebook you're ‘currently reading, which expands on the rules found in A Game of Armored Combat. Clan Invasion Primer: This pamphlet introduces BattleTech’s incredibly rich fictional setting, along with details about the Clans, Punchboard: These additional playing pieces allow players to Increase the number of OmniMechs available for their games The Bonds of Battle: The Bonds of Battle isa short story that will immerse playersin the BatteTech universeand the Can Invasions exciting ea ‘Tables Card: This card compiles tables found in AGame of Armored Combat, updated with the rules found in this booklet, to be used, for ease of reference during game play. Dice: The game of BattleTech is played using two six-sided dice Playing Maps: The box set contains two mapsheets, with diferent, maps printed on each side, Alpha Strike Cards: Alpha Strike is an alternate, fast-playing fotm of BatteTech. The rules are not included in this box set, but players can download the free Alpha Strike Quick-Start Rules at bbgbattletech.com to give this alternate rules system a try. Inner Sphere Poster: This double-sided poster depicts a map of. the inner Sphere. One side is setin the year 3025, just prior tothe Fourth Succession War, and the other side is set in 3052, just after the Truce of Tukayyid, Ee > Cen i VVEAPONS & EQUIPMENT This chapter describes the weapons and equipment used by Clan BattleMechs as well as, where applicable, Inner Sphere equivalents which re-emerged just before and during the fist few years of the Clan Invasion. Game rules for many more weapons and other items ‘ean be found in the Battle Mech Manual, ‘The Inner Sphere reached a height of technological sophistication during the Star League era, but the Succession Wars which raged after the League’ fall pushed many of those achievements out of mankind's reach. By the time the Third Succession War sputtered to a halt in the early 31st century, BattleMech technology had sunk toa nadir with centuries-old ‘machines often held together by jury-rigged spare parts and prayers. Frontline machines fielded by the most prestigious “Mech regiments were no more advanced than what might have been seen 400 years prot, and often much less, Several ‘events—most notably the research undertaken by the New ‘Avalon Institute of Science and the recovery ofan intact Star League memory care in 3028—began to reverse this decline During years of frenzied development efforts, each House raced the others tofield these recovered technologies. By the 3040s, Star League-level military technology began to trickle ‘out onto BattleMechs once mor. Unfortunately forthe Inner Sphere, Succession War-era ‘technology was still prevalent when the Clan Invasion struck, as the scale and expense of upgrading entire armies proved +00 great to accomplish in a short period of time. Worse, while the Inner Sphere struggled to regain the technological base itonce knew, the Clans had started from that base and only progressed. At the time of Operation REVIVAL, Clan technology Insome respects was superior even to that of the Star League and was fielded throughout each Clan's touman instead of among only a select few, elite units. However, even the scant amount of recovered technology which reached Inner Sphere units inthe field frequently made the difference between life and death, SPECIAL EQUIPMENT Building on research pioneered in the days of the Star League, the Clans deploy several pieces of advanced technology. As the Great Houses desperately race to close the technological gap, they have managed to replicate most of these items—though, as with recovered weapons technology, Inner Sphere equivalents tend to be bulkier and heavier. ANTI-MISSILE SYSTEM CAMS) ‘An anti-missile system is essentially a rapid-fire machine gun designed to track, engage, and destroy incoming missiles. Game Rules: Ifa successful attack rll Is made with a Missile weapon against @ Mech carrying an AMS, and the missles strike fee ce the Mech In a location covered by the fring arc ofthe location in which the AMS is mounted, the target player can choose to engage the AMS, If the defending player chooses to engage the AMS, the result, isas follows: @ The attacking player applies a ~4 modifier to their roll on the Cluster Hits Table (an AMS never reduces a roll on the table below 2). ‘© Ifthe Missile weapon isa Streak launcher, treat the launcher as though its controller rolled an 11 on the appropriate column of ‘the Cluster Hits Table, then apply the ~4 modifier to determine how many missiles struck the target. © Ifthe Missile weapon attack consists of only a single misie, oll 1D6: on a result of 1-3, the missile is destroyed; on a result of, 4-6, the missile strikes the target. © One shot of AMS ammunition is marked off and 1 heat point {generated each time the AMS engages a missile weapon. Each AMS cannot engage more than one Missle attack per turn, Ina single Weapon Attack Phase, more than one Missile weapon successfully strikes the target covered by the fring arcof the location In which the AMS is mounted, the defending player can choose which Missile weapon (if any) receives the negative modifier. ‘Only one AMS can engage each attack, regardless of how many systems cover the attack direction Ifa Mech mounts more than one |AMS that covers the same attack direction, the defender chooses the ‘order in which they activate and against which Missile attack (f any) ‘each inflicts their modifies. Firing an AMS is not an attack. As such, engaging an arm: ‘mounted AMS will not prevent a Mech from punching. Critical Hit: Fa slot containing AMS ammo suffers a critical hit, Itexplodes for 2 points per shot CELLULAR AMMUNITION STORAGE EQUIPMENT (CASE) CASE was developed as damage-control technology in the event of catastrophic internal explosions. When heat or damage triggers an ammunition explosion in a CASE-protected location, specially designed blow-away panels direct the force of the explosion ‘outward through the rear ofthe Mech, All Clan ’Mechs by default are equipped with CASE in any location featuring one or more explosive components, This requires neither weight nor critical slots. ‘Game Rules: if ammo or an explosive component, such as {8 Gauss rifle, In a CASE-equipped location explodes, resolve the resulting damage to the internal structure thatlocatlon as normal However, excess damage Is ignored, rather than transferring to ‘an addtional internal structure location. Remember that the loss ‘of all internal structure in 2 side torso location also blows off the ‘corresponding arm though the arms not damaged by the explosion ‘and can still be used as a club (see p. 26, AGOAC Rulebool. He ee a ,. WEAPONS & EQUIPMENT WEAPONS AND EQUIPMENT TABLE: CLAN um Short Medium —_Long a Ammo CoO Ce ee Sy Creer Direct-Fire Energy Weapons ER Large Laser ER Medium Laser ERSmall Laser Large Pulse Laser ‘Medium Pulse Laser ‘Small Pulse Laser Flamer ERPPC Ballistic Weapons Gauss Rifle Machine Gun ‘Missile Weapons Lams Lam 10 LRM1s LRM20 SRM2 SRM 4 SAM Streak SRM 2 Streak SRM 4 Streak SRM 6 Equipment ‘Anti-Missie System CASE Heat Sink Heat Sink, Double Mase 3 = ey Targeting Computer = 5 2 a “This temis automatically indudd never locaton on. (an ech wc contains expe components: weighs nothing andocpies nota sos, *"Tonageis equal the weight ol Energy and Balls weapons an the ech, ded Sun p tothe nearest fulton) *Thenumbeof ital ss required sequal tthe compute tonnage + orheat sinks ouside the engine (cSt Aa Aina Heat Ss, p53, GOA Ruebool, + Ferentag ofthe ’Meds tata weight Round tthe ears fl tanta sot Fe eC ee | CC cy Maa bance ca) cco GC ea Ditect-Fire Energy Weapons ER Large Laser 2 18 9.15 16-25 ERMedium Laser 5 7 1s 610 15 ER Small Laser E 5 12 34 5-6 LargePulseLaser 10 16 74 15-20 Medium Pulse Laser 7 4 5-8 9-12 Small Pulse Laser 3 12 34 56 Flamer 3 2 1 2 3 ERPPC Ww Ballistic Weapons Gauss Rifle Machine Gun Missle Weopons Lams Law 10 Lam 15: Lam 20 SRM 2 SRM 4 SAM 6 Streak SRM 2 Streak SRM 4 Streak SAM 6 Equipment Anti-Missile System case Heat Sink Heat Sink, Double Masc 5 » = = a Targeting Computer = = = = = “Tstemis automatically induded in every location ona an ‘Mech whch contains expesiecmpenetst weighs nating and ecules no tal sts, *“Tonnageisequaltthe eit fl Energy and Baltic weapons on he Mech, vided by Sound po the nest fulton). The number fia sos requ sequal tthe camper tonnage. ‘Foret ins ouside the engine eS 6: Ad dion a Sinks, 53, AGOAC Reo) + Percentage ofthe ‘Mech otal weight. Round the nearest fil tonic slot. Pee eet ed WEAPONS AND EQUIPMENT rad Range Short as cord Peery Ditect Fire Energy Weapons ER Large Laser Large Pulse Laser Medium Pulse Laser Small Pulse Laser ERPPC Ballistic Weapons Gauss Rifle Missle Weapons Streak SRM 2 2 10 4 2 15 Equipment Anti-Missle System case Heat Sink, Double asc TABLE: INNER SPHERE rr Cor Long ir Critical Es Ammo Al ace B14 47 15-19 210 5-6 3 15-23 34 16-22 + Percentage ofthe Meds toal weight Round tothe exes ful tnt st. ‘ Forheat sins use the engine (se Step 6: Ad Aktion Heat sks, p53, AGOARueboot, If an ammo explosion transfers into a location protected by CCASE, the internal structure in that location takes damage as normal All excess damage is ignored, as described above. For example, fan Inner Sphere Mech suffered an ammo explosion in an arm location ‘and excess damage transferred to side torso equipped with CASE, the intemal structure ofthe side torso would be damaged as normal, butany excess damage beyond that would not transfer. ‘CASE functions even ifthe Mech is shut down orits MechWearrior Is unconscious. Critical Hit: Slots allocated to CASE are inapplicable slots (see .31, AGoAC Rulebook critica hits to them have no effect and must be re-olled GAUSS RIFLE [AGauss rifle uses a magnetized series of colls or ralls,rather than chemicals or povider, to accelerate a ferrous slug to incredibly long ranges with almost negligible heat. ‘Ammunition: Gauss weapon ammunition is non-explosive. Critical Hit: The first critical hit on a Gauss rifle causes the weapon to explode as if an ammunition critical slot was hit, dealing 20 points of damage to the ‘Mech and 2 points of damage to the: ‘MechWarrior. Only mark off the critical slotis) that was hit. Further Ctitical hits to the weapon should be applied normally but will not ‘cause another explosion. MYOMER ACCELERATION SIGNAL CIRCUITRY (MASC) Essentially an override for the standard movement circuitry regulating a BattleMech’s leg myomers, this system creates a short burst of speed but stresses the myomers and actuators beyond safe tolerances. With continuous use, the lkeliood of torn myomer bundles and actuator malfunctions rises dramatically Wise MechWarriors thus engage MASC only intermittently, o avoid transforming their speed demon into a tangle of ruined limbs. ‘Game Rules: A Mech with MASC can activate the system when it declares which movement mode it will use during the Movement Phase. If s, its controller immediately rolls 206 (before the Mech, moves): | Onaresultof or higher the’Mech can run that turn ata speed ‘equal to double ts current Walking MP. © Onaresult of, the player automaticaly assigns one critical hit to eachleg that hasnotyet been destroyed the player does not roll on the Determining Critical Hits Table. This damage (and any Pllotng Skil ols that result is applied before the ‘Mech moves. Any speed reductions that occur apply immedatey ‘th the player recalculating thelr appropriate Walking MP anc ‘then doubling that new number to determine how mary total IMP the ‘Mech may expend that tun due to the MASC system activation. (© The player must roll 2D6 every turn the 'Mech uses MASC to determine whether or the system delivers a cltcal hitto each leg. On the second consecutive turn of MASC use, a result of 4 oF less inflicts a critical hit to each leg. A result of 6 or less inflicts a critical hit to each leg on the third consecutive turn, 2s does a result of 10 or less on the fourth turn, On the fifth consecutive turn of MASC use, a critical hit is automatically assigned to each leg © Foreach turn in which the system isnot used, reduce the target ‘number at which critical its are assigned by one interval, but never below 3. For example, @ player using MASC for three ‘consecutive turns needs a result of7 or higher onthe thitd turn to.avoidinficting critical damage. After an intervening turn of not using the system, the player needs a 5 or higher to avoid inflicting critical hits on the ‘Mechs legs. Two turns without Using MASC reduces the target number tothe original 3, Critical Hits If critical damage occurs toa MASC system during ‘a Movement Phase in which itis being used (for example, due to 2 fall), the MASC immediately stops functioning and the player must recalculate the ‘Mech’ MP.If this recalculation results in the ‘Mech having already expended more MP than it has available, its ‘movement ends, MASC TABLE Turn Cerner 1 3+ 5+ y me ‘Automatic PULSE LASER Pulse asers use rapid-cycling, high-energy pulses to generate ‘multiple laser beams, creating an effect comparable to machine- gun fire. The result is a burst of fire that is more effective and. accurate Game Rules: Attack rolls for pulse lasers apply a -2 Target ‘Number modifier. Pulse weapons may not usea targeting computer tomake an aimed shot. WEAPONS & EQUIPMENT STREAK SRM (SSRM) LAUNCHER Streak SRM missile systems Incorporate a kind of “smart ‘verrde" feature the targeting and firing mechanisms; Streak SRM systems will not fre unless all ofthe launcher’ tubes simultaneously achieve a“hard lock"on their target. Game Rules: Make an attack roll as normal. If successful, al ‘missles from the launcher automatically hit (no ral on the Cluster Hits Table is required); the player rolls to determine hit locations as Per the regular cluster rues. Ifthe roll ails, the launcher does not fire: no ammunition is used and no heat is generated, However, the attempted attack still counts as an attack for purposes such as physical attacks; for erample, an attack made witha leg-mounted Streak launcher that does not ht still precludes making a kick with that eg that tur, TARGETING COMPUTER The Clans prize the enhanced range and accuracy of their weapons, seen by Clan warriors as an extension of themselves With close-quarters ‘Mech combat considered distasteful, most Clan technological advancements focus on making ranged combat deadlier, Game Rules: A targeting computer improves the accuracy ‘of a ‘Mech’ Ballistic and Energy weapons, except for flamers and machine guns. ‘Attacks with al eligible weapons apply @ -1 Target Number modifier The above modifier applies when making an aimed shot against an immobile target (see p. 11, AGOAC Rulebook). However, a targeting computer also allows a ‘Mech to make aimed shots ‘against non-immobile ‘Mechs. When targeting a non-immobile “Mech, the targeting computer's usual -1 Target Number modifier { ignored, and a +3 modifier is applied instead. Otherwise, follow the normal rules for aimed shots, When making targeting computer-aided aimed shots against either type of target (mobile or immobile), Pulse type weapons cannot be used, and the head may not be targeted. Below are the standard modifiers fora’Mech witha targeting computer (TC) when making the various types of aimed shots: © Aimed Shot w/TC, Mobile Target: +3 Target Number modifier (head may not be targeted) © Aimed Shot w/ TC, Immobile Target, Head Shot: not a legal target unless the TCis shut off © Aimed Shot w/ TC, immobile Target, any other location: -5 Target Number modifier (-4 immobile, -17C) CLAN INVASION ELEMENTALS Derived from industrial exoskeletons and piloted by glant warriors ‘genetically engineered for the task, these hardened, powered battlesuits make it possible for otherwise insignificant numbers of infantry to inflict real ‘damage against BattleMechs ‘The first Inner Sphere MechWarriors to face Elementals were astounded ‘when their traditional anti-personnel flamers and machine guns had little effect, and horrified when the suits even withstood direct hits froma medium laser.Itisno wonder that in the early, chaotic days ofthe Clan Invasion, some. Inthe Inner Sphere speculated that they faced an alien lfe form. ‘Whether cartied into battle on OmniMechs or moving under their own power, Elementals ate highly mobile, keeping the enemy off balance. The Suit enhances the pilot's already terrifying strength, allowing them to rip, sheets of armor offa Mech with their hands alone. But each suitalso mounts a formidable array of 'Mech-scale weaponry; the typical arrangement is for an Elemental to carry a small laser on thelr ight arm and a detachable short- range missile launcher on their back. GENERAL RULES Elementals are always fielded in units of iv suits known asa“Point” Each Pointis treated as one unit for initiative, movement selection, fre selection, and stacking purposes. Elemental units use a Gunnery Skillas normal and have ‘a default Skill Rating of, just lke a Clan MechWarrio. However, they have no Piloting Skill and never make Piloting Skill oll. Instead, they have an additional unique skl, known as thelr Anti~Mech Skill. Tis is Used for anti’Mech attacks (see p. 9) Elementals have a default Anti: ‘Mech SkillRating of 4, MOVEMENT Elemental have a Ground MP of 1, and a Jumping MP of 3. Elemental units have no facing and can move in any direction without needing to make facing changes. Elementals may only change 1 level per hex when using ground: ‘movement. They may never enter water of Depth 1 or deeper. When jumping, Elemental follow the jumping rules for’Mechs, except that they cannot jump into water hexes. STACKING ‘Assuming here aren Mech nthe upto ‘wo friendly and two hostile Elemental units can bein thesbme hex without vilting the "acing lit. Home fa Mechs present inthe hex: these to which ‘Sbsiongs en only have one Elemental untinthathex. eS When riding on a friendly Clan ‘Mech (see Mechanized Battle ‘Amor, p. 12) or when swarming an enemy ‘Mech (see Swarm “Attacks, below), Elementals do not count against the stacking limit If Elementals dismounting in the same hex as their carrier would violate the stacking limit they dismount into an adjacent legal hex of their controller's choice, “Mechs can move freely through a hex containing enemy Elementals COMBAT (STANDARD) Each Elemental s armed with a small laser and an SRM 2 with two salvoes of ammunition Elementals have a 360-degree arc of fre and can fre atunitsin ‘the same hex; when determining damage, attacks made from the same hex trike from the front. Weapon attacks against units the same hex are made ata Range of 1. Elementals have no separate firing arcs; when firing at secondary targets, thelr multiple targets modifies always +1 Elementals do not apply attacker movement modifiers to thelr attacks. Asa result, jumpingis the most common movement choice for Elemental units Elementals do not track heat. ELEMENTAL ATTACKS All Elementals in a unit must fire the same weapon at the same target. For example, an Elemental unit could fie allits SAMs at one. target and all ts small lasers at another, or all of both against a single target. Their controller makes a separate attack roll for each type of weapon fired. Missile Attacks: An Elemental unit fires two SRMs per sult remaining in the unit. Roll 206 and consult the Cluster Hits Table (see p. 23, AGOAC Rulebook), using the columa for the number of missiles fired (2,4 6,8, or 10). Determine a hit location separately for each missile hit. Each missile attack uses one ofthe Elemental’ ‘two available missile salvoes, ‘Non-Missile Attacks: Roll 206 and consult the appropriate column of the Cluster Hits Table, based on the number of sults Femaining in the unit, to determine how many Elementals in the Unit scored a hit. single-suit unt always hts on a successful to-hit roll, Determine a hit location separately for each hit ATTACKS AGAINST ELEMENTALS ‘Mechs apply a +1 Target Number modifier when attacking Elementals, to account for their targets’ small size and dispersed formations. Elementals attacking other Elementals do not receive this modifier ‘Attacks against an Elemental Point target the unit asa whole, butindividual sults take the damage. The precise suit damaged by 2a successful attacks determined randomly. (On a successful attack against an Elemental unit, roll 1D6 for each Damage Value grouping to determine which suit shit, Re-rol ifthe unit does not have that many suits orf the result indicates a suit destroyed in the current ora previous phase, Excess damage from a damage grouping does not carry over to another suit—it iswasted, ‘Armor Value: Each Elemental can take 10 points of damage before being destroyed. The eleventh point destrays the suit, An Elemental operates at full effectiveness until itis destroyed eae} LEG ATTACKS TABLE Cee Attack Active ity 45 o 3 2 2 45 1 a SVVARM ATTACKS TABLE Battle Armor Suits ro cer ie ANTI-"MECH ATTACKS Elementals can make specialized anti-Mech attacks, which Involve closing with a ‘Mech, climbing it and fring and tearing at \ullnerable joints and other locations. Anti-Mech attacks are made using the unit's Anti’Mech Skill Rating; Elementals have a default Anti’Mech Skill Rating of 4, Resolve anti-Mech attacks in the Weapon Attack Phase. LEG ATTACKS Elemental units that begin a Weapon Attack Phase inthe same hhex and atthe same elevation asthe legs of an enemy ‘Mech can choose to attack the ‘Mech’ legs instead of making a standard weapon attack. ‘The base Target Number isthe unit's Anti“Mech Skil Rating, ‘modified by the number of suits remaining n the unit (as shown on the Leg Attacks Table, above).The more suts remaining, the greater the chance of the unit's success On a hit the attacker rolls on the Front column of the Kick Location Table and apples 4 points of damage to the rolled location ‘The attacker also rolls once on the Determining Critical bits Table (see p. 31 AGOAC Rulebook, even ifthe target did not suffer internal structure in the attack. iFintemal structure does take damage, this automatic rolis cumulative with any further ols required on the table. ‘A’Mech can only be the target af one leg attack each tur. ‘Aimed Shots: if the target ‘Mech is immobile, an Elemental unit can make an Aimed Shot (see p.21, AGoAC Rulebook) SWARM ATTACKS Elemental units thatbegin a Weapon AttackPhase inthe same hexasan enemy Mech can choose to swarm the Mach rather than use thelr weapons or attacks legs. Mech can only be swarmed byone Elemental unt The base Target Number is the attacking units Ant’Mech Skil Rating, modified bythe number of suits remaining inthe unit {as shown on the Swarm Attacks Table, above). The more sults retaining the greater te chance of the units success. The swarm attack rol determines only ifthe Elemental unit tmariages to gain secure foothelds on the ‘Mech. No damage is eh eae on ote erry ed Btn Pres) Battle Armor Suits Active Fy ry 5 “mech prone "Mech immobile ‘A swarming unit cannot make attacks against a target other than the Mech its swarming or mechanized battle armor being cartied by the Mech it s swarming. However, a unit performing a swarming attack cannot be the target of weapon attacks, During subsequent Movement Phases, swarming Elementals remain attached to and move with the target ‘Mech, ‘A swarming unit can end a swarming attack during any subsequent Weapon Attack Phase. It is then placed in the hex Containing the target’Mech with no further effects. ‘Aimed Shots: the target Mechisimmobile, the Elemental unit ‘can make an Aimed Shot (see p. 21, AGOAC Rulebook ‘Stacking: While an Elemental unitis swarming a target, it does ‘not count against the stacking limit ofthe hex. However, fa swarmed "Mech is destroyed, the swarming Elemental unit is placed in the hhex and the stacking rules take effect as normal. f this results in a Violation of the stacking rules, randomly determine which of the {fiendly non-swarming Elemental units will be displaced using the Domino Effect rue (see p. 42, AGOAC Ruleboo). Mechanized Battle Armor: Ifthe target ‘Mech is carrying a friendly Elemental unit using the Mechanized Batle Armor rules see . 12), the carrying ‘Mech can still be the target ofa swarm attack, but the attacking player must apply an additional Target Number ‘modifier based on the number of suits attacking, versus the number of suits mounted on the carrying Mech. See the Swarm Attack Modifiers Table above. Fighting Off Swarm Attacks If an Elemental unit swarms a ‘Mech, the ‘Mech can try to remove the Elementals with its arms. The ‘Mech’s controller can declare itwill make up to two Piloting Skill Rolls (one for each arm). The ‘Mech cannot make such an attempt with any arm that fired ‘2 Weapon that turn, or with an arm that mounts a physical attack ‘weapon. It also cannot make any other physical attack during the turn; fit announced a death from abave or charge attack that turn, itcannot attempt to remove swarming Elementals with its arms the same turn For each Piloting Skill Roll, apply a +4 Target Number modifier and any modifiers applicable to a punch attack (see Punch Attacks, . 28, AGOAC Rulebook). A successful Piloting Skill Rol forces the Elemental unt off the ‘Mech and back into the hex. The Elemental nit takes damage equal toa punch from that Mech, For each failed Plioting Skil Roll, the ‘Mech sustains damage (but does net fal) It takes punch damage from the appropriate arm: roll 1D6 and consult the Front column ofthe Punch Location Table to determine the location ofthe damage. The Elementals tay attached. All declared attempts to remove the Elementals must be resolved, leven if the first is successful—this could result in the first attempt succeeding, but the second attempt fling and damaging the’ Mech, Jumping: Ifthe ‘Mech jumps, its controller makes a Piloting Skill Roll with a+4 modifier upon landing Failure has no effect.On a success, the Elemental unit falls off nto the hexin which the Mech landed, The Elemental unit cannot move or shoot forthe rest ofthe turn, and each suit takes 1 point of damage for every Jump MP the “mech used that phase. Falling/Dropping Prone: if a swarmed ‘Mech falls, the ‘swarming Elemental unit falls off the ‘Mech into that hex. The Elemental unit cannot move or shoot forthe rest ofthe turn. It also suffers 206 points of damage. ‘A’Mech can intentionally drop prone (with much more force than normal) to shake off its assailants, but doing so requires a suecessful Pllotng Skil Roll. fthe rll falls, the’Mech goes prone but doesnt dislodge the Elementals. ifthe rll succeeds, the Elementals, falloff and take damageas though the ‘Mech had fallen as described above; the ‘Mech also suffers damage as fit fell, and its controller must make an additional Plioting Skil Roll to avoid pilot damage. IF the fallen Elemental unit violates the stacking limit of the hex, a domino effect will occur (see Oomino Effect, p.42, AGOAC Rulebook Water: fa swarmed ‘Mech enters Depth 2 or deeper water, or {goes prone in Depth 1 or deeper water the swarming Elemental unit Is destroyed. Likewise, ny swarming Elemental unit knocked off the target Mech in a Depth 1 or deeper water hexis destroyed Asean oe ae ee} ‘Mechanized Battle Armor: An Elemental unit can attempt to mount a friendly swarmed ‘Mech in order to ald in fighting off ‘the attacking enemy suitsThe fiendly Elemental unit must make ‘a standard swarm attack. Consult the Swarm Attack Modifiers Table (see p. 10) for the number of enemy suits swarming the friendly carrying unit versus the number of friendly suits attempting to. ‘mount; this modifier is applied as a negative number to the Target Number. For example: ifa unit of five enemy Elementals successfully swarms a ‘Mech and a unit of 4 friendly Elementals attempts to ‘mount the Mech to aid against the swarming attack, an additional “1 modifier (the +1 from the table, tured into a negative modifier) would be applied to the Target Number. If the rllis successful, the mechanized battle armor can attack the enemy Elementals directly during the Weapon Attack Phase 6f the following turn, ignoring all target movement and terrain modifiers. Attacks Against Swarmed Units ‘Though swarming Elementals cannot be deliberately targeted by weapon attacks, attacks against a swarmed unit may strike the swarming Elementals instead. When a swarmed 'Mech suffers @ hit on any torso location, roll 1D6. On a result of 1~4, the weapon ae ey etary heed SUR DEPLOYMENT The defender chooses one of their BattleMechs and places it on any hex along the west edge of the playing area. The attacker then ‘chooses one of their BattleMechs and places It on any hex along the east edge. The players alternate placing their’Mechsin this way until all eight Mechs ae on the playing area. Play then begins withthe Initiative Phase of the fist turn, VICTORY CONDITIONS The winner is the side which cripples (see below) or destroysall of the other side's BattleMechs frst. SPECIAL RULES For this scenario, a ‘Mech is considered crippled under the following conditions: one or both legs are destroyed, all of its ‘weapons are destroyed, its gyro is destroyed, or it has taken two engine critical hits. ifa/Mech exits the map for any reason, itis considered destroyed ‘and may not re-enter the scenario. Clan Honor Rules are in effect (see pp. 24-25), VARIATIONS This scenario can be replayed with any number of variations, Modifying the terrain or the forces on each side are two of many possible ways to mixitup. FORCE SELECTION ‘The simplest way to modify the scenarios by altering the roster of ‘Mechs each side uses. Here is one suggested alternate arrangement: ‘Attacker: Adder Prime, Adder A, Mongrel Prime, Timber Wolf Prime, Executioner Prime. Defender: Alder A, Nove Prime, Nova Prime, Mongrel, Executioner A. TERRAIN The terrain In this scenario can be varied by setting up the mapsheets diferently, using the die-cut terran tiles (see p30) or using the mapsheets from the A Game of Armored Combat box. For example, turning the mapsheets so they are facing opposite directions will reat a different battlefield. Orplayers can place the mapsheets so that their ‘narrow sides touch, rather than thelr wide sides, SCENARIO 2: THE BLOODING Star Colonel Barron's disembodied voice filled Tristan’ cockpit. “Tristan of the Smoke Jaguars, the time of your testing 's now. Your every action wil be weighed and measured. Defeot {an enemy and.a warrior you shal be. Defeat two and you win the right to command a Star. Three kills and the rank of Star Captain 's yours. Defeat no enemies and you will be relegated to another caste. Do you understand tis, quiaff?” ea “Good. Then begin. AS long as your OmniMech functions and, {your opponent’ doesnot, even ifyou must crawl off the battlefield, then you will bea Smoke Jaguar warrior” SITUATION ‘A Tiial of Position is a cadet’ final test and determines whether a cadet becomes a warrior, as well as their rank. The trial isa combat situation in which the candidate usually faces selected superiors one at a time with live weapons. The, Candidates success determines how far he advances in rank and, responsibilty. During this test, two cadets face six frontline warriors with weapons at full power. ach candidate faces three of the. experienced warriors, who attack one at a time. Ifa candidate attacks any of the warriors assigned to another cadet. they are free ‘to return fire and the combat becomes a general melee. To pass the tial, a candidate must defeat at least one of his opponents, If he does so, he becomes a warrior and enters active service Defeat of two opponents ears the rank of Star Commander, Defeating three opponents isa rare accomplishment and earns the candidate the rank of Star Captain GAME SET-UP Lay out the Barren Lands #1 and Barren Lands #2 mapsheets as shown on page 28. DEFENDER The defender is a Clan Smoke Jaguar cadet testing to become a warrior. © Cadet Tristan (Piloting 4, Gunnery 3), Timber Wolf Prime ATTACKER The attackers are Clan Smoke Jaguar warriors. MechWarrior Ala (Piloting 4, Gunnery 3), Nova Prime © Star Commander Cohen (Plating 4, Gunnery 3), Timber Wolf A © Star Captain Deen Corbett (Ploting 3, Gunnery 2), Executioner Prime DEPLOYMENT The attacker sts up fst and can place their‘Mechs on any Clear Level 0 hee within si exes ofthe north edge ofthe playing area, with any facing dese Fe SCENARIOS VICTORY CONDITIONS ‘The cadet wins ifthey cripple see below) or destroy at least one ofthe attackers BattleMechs, Joining the ranks of the Clan Smoke Jaguar Touran as a MechWarrior. With two kil, they earn the rank of Star Commander, or Star Captain with three kils.The attacker wins if they prove the cadet unworthy by destroying the defender before he gets a single kil SPECIAL RULES For this scenatio, a Mech Is considered crippled under the following conditions: one or both legs are destroyed, al of Its weapons are destroyed, its gyro is destroyed, or it has taken ‘two engine critical hits Ifa’Mech exits the map for any reason, itis considered destroyed and may not re-enter the Clan Honor rules are in effect (see pp. 24-25) ‘The attacker duels with the defender one BattleMech at a time, while the others remain Inthe hex they were deployed in. The attacker first activates their lightest ‘Mech, and once itis crippled or destroyed they activate the next-lightest. fat any point the defender fires on one of the unengaged attackers, the trial Becomes a melee and all attackers are free to move and fire atthe defender the following turn. VARIATIONS ‘The procedure for Trials of Positions varies by Clan, but most involve two cadets simultaneously testing against three opponents each.To simulate this, add the following attacker and defender Mechs, and follow all the special rules above. ‘Attacker: Adder Prime, Mongrel Prime, Timber Wolf A Defender: Nova A, Ifa cadet fires onthe other cadet, or on any ofthe other cadet's opponents the tral becomes ‘a melee and all attackers are free to move and fire at any defenders the following turn. SCENARIO 3: WORLDS COLLIDE Lieutenant Olsen struggled to keep his Thunderbolt upright ashe received impact after mpact. Fislancemates fred lite better in their own duels. Then, hesaw the opening he needed: his fast volley of hort range missles shredded the armor under his opponent’ bulbous cockpit, exposing the Mad Cats innards, The Recon Lance was in place. When he gave the command, all four Mechs tore into the Clan OmniMech. Even Lees joined in with is Griffin. The Mad Cat toppled lke a felled tree. Time froze as Olsen watched it fll. But before he could loose. victory whoop, even before the bref screams in his ears registered, his entire recon ance was ‘gone. Just gone. Their blue bli had vanished, and he couldnt readily distinguish the ruin that now lay around the fallen Mad Cat. ‘His command lance was already in retreat before he gave the order. Weapons firewas incoming {fromall directions now. The ast thing he saw was the damned Mad Cat, crawling towards him ikea zombie and bringing its large laser to bear. SITUATION \When the Clans came to the Inner Sphere in 3050, theiradvanced and powerful OmniMechs and fierce warriors swept through the Great Houses like a hurricane. Entire brigades were destroyed and nations teetered on the edge of defeat. At fist, the Clans’ odd code of honor and rituals went unnoticed as thelr OmniMechs plowed through rankafter rank of Inner Sphere Battle Mechs, Hovever,a perceptive nner Sphere commander can spot the weaknesses in Clan fighting strategy and exploit it to his advantage, thereby narrowing the gap cteated by the Clans'advanced weapons and training. But, be warned: miscalculations or obvious disregard of the Clans’ dueling rituals opens up the Inner Sphere forces to group fire, allowing the Clans to destroy thelr targets with ease, GAME SET-UP Lay out the Barren Lands #1 and Rolling Hills #2 mapsheets as shown on page 29, — Sea ene Prete) een aa DEFENDER The defender consists of two lances of Inner Sphere BattleMechs. "Note: Record Sheets for Battle Mechs marked with an asterisk ("can be found in the A Game of Armored Combat box set. Command Lance © Lieutenant Yusef Olsen (Piloting 3, Gunnery 2), ‘TDR-7M Thunderbolt © Lieutenant Husnain Lees (Piloting 4, Gunnery 3), GRF-3M Griffin © Sergeant Waleed knight (Piloting 4, Gunnery 3), CPLT-C1 Catapult” ‘© MechWarrior Matei Savage (Pioting 5, Gunnery 4), SHD-2H Shadow Hawk* Recon Lance ‘© Sergeant Ayan Spencer (Plating 4, Gunnery 4), LCT-1V Locust® (© MechWarrior Emmett Compton (Piloting 4, Gunnery 4), LCT-35 Locust (© MechWarrior Jaxson Shelton (Piloting 5, Gunnery 4), ‘COM-3A Commando* © MechWartior Kira Estes (Piloting 5, Gunnery 4), COM-5S Commando ATTACKER The Attacker a weakened Clan Medium Nova, Star Commander Yasmin (Piloting 4, Gunnery 3), Timber Wolt Prime MechWartior Axl (Piloting 4, Gunnery 3), Nova Prime MechWartior Alyn (Ploting 4, Gunnery 3), Adder A MechWartior Robert (Piloting 4, Gunnery 3),AdderA Point Commander Dewey, (Anti“Mech 4, Gunnery 3), 5 Elementals ‘© Point Commander Ral (Anti“Mech 4, Gunnery 3), § Elementals DEPLOYMENT The defender chooses two of their BattleMechs and places — them on any hexes along the west edge of the playing area, The attacker then chooses one of thelr BattleMechs and places it o ‘Mechs in this way until all twelve ‘Mechs are on the playing area. Elementals begin play mounted (see p. 12) on any of the Clan ‘Mechs the attacker chooses VICTORY CONDITIONS “The winner isthe side which cripples (see below) or destroys all of the other side's BattleMechs frst. SPECIAL RULES For this scenario, a‘Mech is considered crippled under the following conditions: one or both legs are destroyed, all ofits weapons are destroyed, its gyro Is destroyed, or it has taken two engine critical hits. If a ‘Mech exits the map for any reason, itis considered destroyed and may not re-enter the scenario. FORCED WITHDRAWAL Inner Sphere forces will not usually fight to the last man. Instead, once they have taken appreciable amounts of damage, they will begin to retreat. The Forced Withdrawal ruleshelp simulate this situation, Under Forced Withdrawal, ‘Mechs must retreat from the battlefield when crippled (see above). A’Mech subject to Forced Withdrawal must always move toward its home map edge. However, the Mech need not spend Running MP, and may retreat moving backward, Withdrawing ‘Mechs may stil attack an enemy ‘Mech that closes within range of a weapon or physical attack, Clan forces are not subject to Forced Withdrawal and will fight Inner Sphere forces tothe death FORMATIONS Formation rules (pp. 16-23) are in effect. The defender uses the Command and Recon Formations (p. 21 and p. 22 respectively) and the attacker uses the Nova Formation, with the Battle Star asthe underying Formation (p.21 and p. 23, respectively). ZELLBRINGEN Clan Honor rules are in effect (see pp. 24-25), and the Clan ‘Mechs must begin play by choosing targets to duel with. Inner Sphere ‘Mechs may ignore the Clans’ practice of zellbringen, but will stil suffer the consequences ‘of breaking Clan honor VARIATIONS If three players want to ‘ty the scenario, two players can share command ‘ofthe defending side. In this case, ech defending player controls one ofthe defender ances. The two players take turns rolling Initiative fr thelr side. fat any time the two players cannot agtee on Which Mech to move or declare fire with, both with the higher esuitdecides ction forthe remainder of re CoE] ADDITIONAL VARIATIONS Use the following rules for additional variations for any of these MECHVVARRIOR CARDS “These cards bring notable MechWarriors from the fiction to life. ‘After you have one scenario under your belt review the MechWarior Cards and consider adding them to your game, Use the following rules when doing so: (Only one BattleMech per side can have an attached MechWarrior Card Both MechWarrior Cards must have the same cost. Force Balance: As noted above, both MechWarior Cards must have the same cost, so both players will need to agree on that cost prior to the game. If you cannot agree, roll a D6 and divide by 2 (rounding down). Piloting and Gunnery Skills: All MechWaerior Cards include Gunnery and Piloting Skills. Use the values listed on the card during game play. If you're replaying one of the scenarios from this section, note that the values on the MechWarrior Card will replace the Piloting and Gunnery Skill listed in the scenario entry for that Mech. However, to maintain force balance, an opposing MechWarrior should have their Skill Rating improved (ie, lowered) by the same increment as the bonus provided by the MechWarrior Card. For example, ifa MechWarrior Card would lower a unit's rating from Piloting Skill 3 to Piloting Skill 2, an opposing MechWarrior could improve their Piloting Skill of 4 by one level, to Piloting Skill 3. ya WEATHER CONDITIONS AND TERRAIN MODIFICATIONS For more challenging games players can introduce one or both ‘of the following Planetary Conditions. MODERATE RAINFALL Attack Target Number Modifier: +1 to ll weapon attacks. ‘Muds Moderate rainfall automatically includes allodifiers and effects of mud (see below) in any clear, Depth 0 water hex on the playing area, MODERATE SNOWFALL ‘Attack Target Number Modifier: +1 toll weapon attacks Deep Snow: Moderate snowfall eventually covers the battlefield in snow. At the start of Turn 20 of a scenario, every hex is covered in deep snow (see below), except for water exes. muD (MP Modifier: A hex covered in mud adds +1 MP cost per hex, PSRs: Entering a mud hex forces a Piloting Skill Roll All PSRs made in a hex with mud (including the PSR made when entering one) apply a +1 Target Number modifier. SNOW, DEEP Deep snow may not be added to water exes. [MP Modifier: A hex covered in deep snow adds +1 MP cost per hex PSRs: Entering a deep snow hex forces a Piloting Skill oll All PSRs made ina hex with deep snow (Including the PSR made when entering one) apply a+1 Target Number modifier Heat: Deep snow dissipates 1 heat point per ‘um ifat least one heat sinkis mounted inthe legs (ifthe ‘Mech is prone, 3 heat points per turn are dissipated). TERRAIN ‘The punch-out sheet includes several terrain pieces to modify elther mapsheet. If players cannot mutually agree on a way to add the terrain, use the following rules before deploying any Mechs: Both players must add the same ‘number of terrain pieces. Randomly determine who will start, then rotate back and forth, placing ‘only one terrain piece ata time. © Terrain cannot be within two hexes of the edge of the mapsheet, and there ‘must always be three hexes between each terain piece.

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