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MECHWARRIOR: CALL TO HONOR is a variant rule set put together by Ryan Morgan and designed to be used with the

miniatures available from the Mechwarrior: Dark Age and Mechwarrior: Age of Destruction Games. Call to Honor is an
epic in scale, science fiction war game that takes place within the Battletech universe. The goal of this rule set is to provide
a way to stage fast playing skirmish games all the way up to large scale Mechwarrior battles that move quickly. In either
case these rules implement mechanics that emphasize hard scifi. Units will act quicker and hit harder than ever before.
These rules were written using the Mechwarrior: Age of Destruction rule book as a template and variant changes replace
those rules in the necessary areas. These rules are unofficial and intended for non-profit personnel use only.
FOUNDATION
At the heart of each game of Mechwarrior are the miniatures and they are called units. Each unit belongs to one of
several different factions, each with a unique faction symbol on its base to identify it. If a unit has no faction symbol on its
base, it is a Mercenary unit. Mercenary units are soldiers for hire that have been paid to fight for your army. Mercenary units
may also be composed into an army unto its self, as if they were their own faction.
Mechwarrior: Call to Honor is designed to be played with two-opposing sides composed of as many
players and armies as you wish. When you and your friends get together for a Mechwarrior: Call to Honor game,
you each build an army composed from your own collection of units. You can build your army many different
ways, using units from a single faction or mixing units from several factions.
Mechwarrior Units
There are three different unit types in Mechwarrior: Mechs, infantry, and vehicles. Each type has a
different base. Each unit has at least three main components: the figure (the three-dimensional representation of
the unit), the base, and the combat dial. Mechs also have a fourth component called a heat dial. The base, combat
dial and heat dial are described below. A full break down of the dial can be found in any Age of Destruction rule
book.

The Combat Dial


The combat dial is a unique feature that sets Mechwarrior apart from all other science fiction miniatures
games. The combat dial is the rotating disk found under each unit’s base. It is printed with numerical values that
are viewed through the unit’s stat slot. Each time your unit is damaged, turn its combat dial clockwise to the next
set of numbers; this usually reduces the unit’s effectiveness. When your unit is repaired of damage, turn its
combat dial counterclockwise; this usually improves the unit’s effectiveness.
The Heat Dial
The heat dial is a tumbler dial adjacent to a Mech’s stat slot. As a Mech operates, it heats up and often
becomes harder to pilot. The heat dial is printed with colored squares and numbers that tell you how the Mech’s
accumulated heat is affecting it. When a Mech gains heat, click its heat dial counterclockwise; when it loses heat,
click its heat dial clockwise.

COMBAT VALUES
Combat values are numbers that tell you how well your unit completes certain actions. They appear in a
unit’s stat slot and on its base.
Infantry and vehicles each have six combat values. Four of these values appear in the stat slot and change
as the unit is dealt or repaired of damage: damage, speed, attack, and defense. The other two values are printed on
each unit’s base and do not change as the unit is dealt or repaired of damage: minimum range and maximum range.
Each value appears next to its symbol. Mechs have ten combat values. Five of these values appear in the stat slot:
primary damage, secondary damage, speed, attack, and defense. The other five values are printed on each unit’s
base: minimum range and maximum range (for the primary damage value and secondary damage value) and vent
rating.
Each unit also has a green starting marker (green arrow) and may have one or more black repair markers
(black arrow) on its combat dial. Starting markers show the starting position of each unit’s combat dial (how the
dial should be oriented to begin the game), and repair markers represent how difficult a unit’s repairs are.
ITEMS REQUIRED FOR PLAY
Mechwarrior: Call to Honor functions very well at any level of play. Two players can easily play a large
battle of 1500 points in a couple hours. Multiple players can each field an army of half that size in a large, but
brisk game. Or two players can stage a game of just a few hundred points and complete it in 45 minutes or less.
In addition to your MechWarrior units and these rules, you will need the following items to play: a tape
measure marked in 1” increments and three six-sided attack dice (two of one color and one of another) for each
player. In addition, you will need a plentiful amount of coins, beads, or poker chips to use as effect tokens during
the game. You also need an area to play on. While the game can be played on any area, the minimum
recommended area is 4’X6’ and the optimal area is 6’x 8’. Also, the game can be played with no terrain, but it is
strongly recommended that at minimum you collect some simple items to use as terrain such as books, sheets of
paper, or salt shakers. A collection of terrain can be a large part of the hobby and more elaborate forms of terrain
can also be used.
GETTING STARTED
BUILDING YOUR ARMY
All players must agree on the game’s build total. The build total dictates how many points worth of units
each player may use to create his or her army. Each MechWarrior unit has a point value printed on its base.
Choose units for your army whose point values add up to, but do not exceed, the agreed-upon build total. You
may choose units that add up to less than the build total.
Build totals are always in multiples of 500 points. For your first play, while you are learning the game, use
a 500-point build total. Once your comfortable with the rules, it will be easy to play with build totals of 1,500,
2,000, or more points.
Example. Kevin is creating an army for a game with a 500-point build total. He’s looking for some fast
units, so he chooses two Veteran Zibler Fast Strike Tanks (50 pts. each) for their speed. Kevin then selects two
Elite Dasher II Mechs (144 pts.) for their short and long range capabilities. Finally, Kevin chooses six Veteran
Fenrir Battle Armors (17 pts. each) to support his tanks and Mechs.
The total point value of Kevin’s units is 490 points (100 + 102 + 288 = 490). Kevin’s units add up to less
than the 500-point build total, which is fine. A build total of 501 or more points would not have been allowed
unless it is agreed upon by his opponent (s).
Your army may contain multiple copies of the same unit, unless that unit is Unique (has the star rank
symbol). The same Unique may appear in opposing armies during the same game.

 Hint. When designing your Army, select units that work well together and toward your strategic goals.
Armies might focus on speed to outmaneuver opponents, or around themes such as air drops or
infiltration. Of course, every strategy has a counterstrategy, so be sure to diversify your units so that you
can handle a variety of threats.
PREPARE THE SCENARIO
In Mechwarrior: Call to Honor all games are scenario based or at the very least prepared with an objective
in mind. The scenarios and objectives are left to you to generate before the battlefield is prepared. A simple
scenario could be the defense of a critical area or the objective of the game could be to destroy the opposing
force. A series of excellent scenarios can be found in the Age of Sigmar General's Compedium or Warhammer
40K's Core Rule book. Games Workshop's scenarios tend to be broad enough that they fit nearly any miniature
system, but provide a lot of flavor and interesting decisions to make. No matter what the scenario or objective is,
it should be agreed upon by all players and firmly established before the battlefield is prepared.
PREPARING THE BATTLEFIELD
Find a flat area about 4’ wide and 6’ long. Populate this area with as much terrain as desirable. All players
should agree on the layout of the area. Each player then selects one edge of the battlefield to be his or her starting
edge.
Next, each player rolls three six-sided dice and adds together the results; re-roll ties. Whoever rolls the
highest total is called the first player.
After terrain has been placed and starting edges have been determined, each player turns his or her units’
combat dials so that the starting marker (green arrow) shows in the stat slot of each unit. Mechs must have their
heat dials turned so that three green squares are showing. This is the Mech’s heat starting position. Now it’s time
to deploy your army.
The First player deploys his or her army first. Each unit moves on to the table from the players starting
edge. Each unit must end this move with its base entirely on the table. Units need not move their entire move
value. After the first player is finished deploying, the player to the left of the first player deploys his or her army
as stated above. If there are more than two players, continue this process clockwise around the battlefield. When
all units have been deployed, the battle is ready to begin.
HOW TO PLAY
Players alternate moving their units and attacking opposing units to win the battle.
TURNS, PHASES, AND SEGMENTS
The game is played in a series of turns. The first player and his teammates take the first turn. The second
player and his teammates take the next turn, and play alternates back and forth.
Each Turn is divided into three phases and the second phase of each turn is divided into six segments.
The turn is laid out thusly:
PLAYER 1 Turn
Phase A: Player 1 moves all of his forces
Phase B: Combat
Segment 1: Player 1 makes additional VTOL moves
Segment 2: Player 1 fires or engages in close combat with all able units
Segment 3: Player 2 fires or engages in close combat with all able units
Segment 4: Place artillery markers
Segment 5: All players apply all combat effects
Phase C: Player 1 moves all of his forces
PLAYER 2 Turn
Phase A: Player 2 moves all of his forces
Phase B: Combat
Segment 1: Player 2 makes additional VTOL moves
Segment 2: Player 2 fires or engages in close combat with all able units
Segment 3: Player 1 fires or engages in close combat with all able units
Segment 4: Place artillery markers
Segment 5: All players apply all combat effects
Phase C: Player 2 moves all of his forces
IMPORTANT GAME CONCEPTS
BASE CONTACT
A unit is in base contact with another unit if their bases are touching. A unit can also be in base contact
with a terrain feature or other item if its base is touching and/or overlapping it.
FACING
The position of a unit’s front arc relative to the battlefield indicates its facing. When you move a unit, you
determine its facing at the end of movement. A unit’s facing is important because it may make ranged or close
combat attacks only through its front arc.
FRIENDLY AND OPPOSING UNITS
Friendly units are units you control in the game or units controlled by an allied teammate. Opposing units
are any units controlled by an opponent. Friendly and opposing status is set at the beginning of the game but may
change during the game.
MEASURING
When measuring distances, such as for setup, movement, and ranged combat, always measure from the
edge of a unit’s base to the edge of a unit’s base. You may not pre-measure any combat ranges during the game.
MODIFIERS
Combat values may be altered during the game. Numbers that alter combat values are called modifiers. A
modifier can be either positive or negative, adding to or subtracting from the value to which it is applied. Special
equipment, combat enhancement cards, and terrain are among the game effects that can modify combat values.
A combat value cannot be negative. If a modifier would cause a value to be negative, the value is 0
instead.
Always use a unit’s modified (if applicable) combat values unless a rule or special equipment specifically
states that the unit’s unmodified combat value should be used. If an effect says to double or halve an unmodified
combat value, modifiers should be applied only after the increase or decrease is made.
A single attack affecting multiple targets can have separate modifiers for each target.
EFFECT TOKENS
Since all combat takes place simultaneously effect tokens are used to track certain combat effects during
Phase B of any given turn. Some examples of effects that the tokens can track are damage taken and heat
received. When the rules call for an effect token to be placed or state that an effect is “dealt” to a unit, simply
place a token that corresponds to the effect next to the unit that received it. It is a good idea to have many
different types or colors of tokens. For example you may want to have an assortment of change such as pennies,
nickels, and dimes or different colored poker chips.
REPLACEMENT VALUES
Some game effects tell you to use a specific value in place of a combat value, such as when one value
“becomes” or is used “instead of” another value; this new value is a replacement value. The original combat
value does not apply while the replacement value applies.
ROUNDING
Some game effects tell you to divide (usually halve) a number. If such division results in a fraction,
always round up.
SPECIAL EQUIPMENT
Colored areas might appear in a unit’s stat slot, associated with a particular combat value. These colored
areas represent special equipment that your unit possesses. These areas are usually shaped like squares, though
they may also be shaped like circles (see below). Special equipment is lost or comes into operation as your unit is
dealt or repaired of damage. Special equipment rules are printed on the Mechwarrior special equipment section
(SES) of this document. Special equipment rules take precedence over game rules, except where noted.
Special equipment is able to affect game play only while it appears in a unit’s stat slot. If special
equipment is described as optional, it is assumed to be in effect unless it is canceled. A player may cancel any of
his or her unit’s special equipment at any time prior to rolling dice. The special equipment remains canceled until
the end of that turn. At the beginning of the next turn, it is in effect again.
Optional special equipment is used when a player elects to use it or does not cancel it and the
requirements for that special equipment are met. Special equipment that is not optional is used when the
requirements for that special equipment are met.
Unless stated otherwise, special equipment that appears on a Mech’s primary or secondary damage values
may be used only when resolving attacks using the Mech’s primary or secondary damage value, respectively.
Special equipment as circles. Special equipment colors shaped like circles are the same as squares, except
that the unit using that special equipment is dealt 1 damage after the action resolves.
MOVEMENT
A unit’s speed value appears on its combat dial. This is the number of inches you may move that unit
During Phases A and C of your turn you may move all of the units in your army. When you move a unit,
place the ruler on the battlefield, and measure from the edge of the unit’s base to the desired destination.
When a unit moves it may not cross any enemy unit’s base and may not pass between two or more
friendly and enemy units in base contact. There must be room for the moving unit’s base to rest completely on the
battlefield at the end of its movement path. You determine the unit’s facing after the move.
BREAKING AWAY
If you give a move order to a unit that is in base contact with one or more opposing units, that unit must
attempt to break away. Roll one six-sided die.
Infantry and vehicles fail to break away on results of 1–3 and cannot move. Mechs fail to break away on
results of 1 or 2, though you may still change their facing if they are in contact with a non-Mech unit.
A unit may move without needing to break away if the only opposing unit it is in base contact with is a
shutdown ’Mech or a unit with Salvage special equipment.
FREE SPIN
If a unit ends its movement in base contact with one or more opposing units, those opposing units may
change their facing.
Mechs with the Quad Mech speed mode and vehicles may not make free spins.
SPEED MODES
The following speed mode entries are characterized primarily by how they interact with terrain.
FOOT
A unit with the foot speed mode exists at NOE (nape of the earth) level. NOE level is any point on the
battlefield that is not elevated. It interacts with all terrain types per the rules for those types.
AQUATIC
A unit with the aquatic speed mode exists at NOE level. It interacts with all terrain types per the rules for
those types except that this unit treats level 2 water terrain as clear terrain for movement purposes and level 3
water terrain as difficult ground for movement purposes. If it occupies level 2 or 3 water terrain, it is submerged.
HOVER
A unit with the hover speed mode exists at NOE level. It interacts with all terrain types per the rules for
those types except that it treats all water terrain as clear terrain and all hindering terrain as blocking terrain for
movement purposes. If it occupies water terrain, it is not submerged. It fails to break away only on a die roll
result of 1.
TRACKED
A unit with the tracked speed mode exists at NOE level. It interacts with all terrain types per the rules for
those types except that it treats all hindering terrain as clear terrain for movement purposes.
WHEELED
A unit with the wheeled speed mode exists at NOE level. It interacts with all terrain types per the rules for
those types except that this unit treats level 2 and 3 water terrain as blocking terrain for movement purposes.
MECH
A unit with the Mech speed mode exists at NOE level. It interacts with all terrain types per the rules for
those types except that it treats level 1 water terrain as clear terrain and level 2 + water terrain as difficult terrain
for movement purposes. If this unit occupies level 3 water terrain it is submerged. This unit’s movement path
may cross enemy infantry bases, and it deals 1 damage to any opposing infantry in base contact with it when it
successfully breaks away.
Run option. A unit with the Mech speed mode can use the run option when moving; this allows the unit to move a
number of inches equal to double its speed value. You must declare that the Mech will run before attempting to
move it. Running causes the unit to gain 1 heat. If a Mech given a move order to run fails a break away roll it
may re-roll the roll, it gains 1 heat regardless of the result. This action may be combined with the jump jets
special ability and the Mech gains 2 heat instead of the normal 1. When a Mech receives Heat place a number of
effect tokens equal to the amount of heat received next to the Mech as a reminder that it is to be resolved during
Phase B, Segment C. Mechs may not run while submerged.
QUAD ’MECH
A unit with the Quad Mech speed mode exists at NOE level. It interacts with all terrain types per the rules for
those types except that it treats level 1 water terrain as clear terrain and level 2+ water terrain as hindering terrain
for movement purposes. It this unit occupies level 3 water terrain it is submerged.
A Mech with the quad Mech speed mode
• ignores infantry bases when moving
• can use the run option when moving
• need not make a break away roll to move away from opposing infantry
• cannot change its facing if it fails a break away roll
• cannot make free spins.
VTOL
A unit with the VTOL speed mode can exist on the battlefield at two different levels: NOE and cruising. It
may exist at only one level at a time.
At NOE level, this unit is treated as if it has the hover speed mode.
A unit with the VTOL speed mode can change levels as part of resolving its movement. Each change between
levels requires 2˝ of the unit’s movement for that order. You may change levels at any time during the resolution of
this unit’s move, as long as the unit has at least 2˝ of movement remaining to make the change. Use the adjustable
stand on the unit’s base to indicate the level of the unit: up is cruising, down is NOE. A unit with the VTOL speed
mode may begin the game at either level.
A unit with the VTOL speed mode
• cannot be a member of a formation,
• cannot be the passenger of a transport
• must immediately be moved to NOE level if it gains the Demoralized special equipment
Cruising. A unit at cruising level does not interact with or occupy any terrain type. Its base does not block lines
of fire. Only units with the jump jets special ability are ever considered to be in base contact with a unit at
cruising level, even if their bases are touching. Lines of fire drawn to or from a unit at cruising level ignore
blocking terrain and unit bases. Lines of fire drawn to or from a unit at cruising level ignore hindering terrain
unless the target or attacker occupies hindering terrain. A unit at cruising level ignores terrain and unit bases for
movement path purposes, but it cannot end its movement overlapping another unit’s base.
Height-advantage modifier. A unit at cruising level gets +1 to its defense value when it is the target of a ranged
combat attack originating from NOE level. A Unit at cruising level also gets +1 to its defense value when it is the
target of a close combat attack originating from a unit with jump jets.
Additional movement. VTOL’s may make an additional move before combat in Phase B, segment 1. This move

may not be used to board/disembark units.

TRANSPORTS AND PASSENGERS

Units may be carried into battle by armored personnel carriers known as transports. Transports increase
the mobility of other units by permitting them to be moved using the transport’s speed value and move order.
A unit is a transport if it has a capacity value on its base above the stat slot. This number indicates how
many total units the transport can carry. A transport can carry only infantry and vehicles; each infantry counts as
one unit and each vehicle counts as three units.
Each transport has a number of transport shells equal to its capacity value. Transport shells are the opaque covers
that are packaged with infantry. Identify a transport’s transport shells by writing the unit’s collector’s number on
the shells. If you have more than one transport with the same collector’s number in your Army, label slips of
paper “1,” “2,” and so on and place them under each transport; mark their transport shells in the same way. Place
the transport shells off to the side of the battlefield.
Only infantry and vehicles may become passengers of a transport; transports cannot become passengers of
other transports.
Passengers are not counted toward formation size limits and may not participate in Phase B while being
transported. Passengers do not count toward victory conditions and cannot use any of their special equipment.
Passengers of an eliminated transport are eliminated. Otherwise, passengers are not affected by any attacks that
affect their transport.
Boarding. In order for a friendly infantry or vehicle unit to board a friendly transport that unit must end its move
in base contact with a friendly transport, that has available capacity, and remove the unit from the battlefield.
Infantry and vehicle units removed in this way should be placed in or near its corresponding transport shells. If
the transport has not yet moved in that phase reduce its speed value by half.
If a transport is a Mech, it can use this move order to run.
Disembarking. To disembark any number of passengers from a transport, declare that you are disembarking
passengers and place the disembarking unit in base contact with the transport's rear arc. Passengers who have
disembarked may move up to half their speed value this phase. A transport may move before or after it
disembarks passengers. When disembarking a passenger its base must rest completely on the battlefield. If the
base of a disembarking passenger cannot rest completely on the battlefield (due to terrain or a lack of space on
the battlefield), it is eliminated. The transport’s controller decides which passengers to eliminate.
A transport with Demoralized special equipment cannot board units. If a transport gains Demoralized
when it already has passengers, all of its passengers must disembark in the next move Phase. If a transport
becomes an enemy unit as a result of the bypass special ability, all of its passengers immediately disembark, and
each disembarked passenger is dealt 1damage.
VTOL transports. A transport with the VTOL speed mode at cruising level can board and disembark only
passengers with Jump Jets special equipment. If a VTOL transport at cruising level gains demoralized and has a
speed value of 0, any of its passengers are eliminated unless they have Jump Jets. A transport with the VTOL
speed mode at NOE level boards and disembarks units normally.
COMBAT
There are two kinds of combat in Call to Honor: ranged combat and close combat. All units in your army
may be given one of these combat orders during their corresponding Segment in Phase B of the turn. During this
order they are the attacker. The unit against which the attack is being made is the target.
IMPORTANT COMBAT CONCEPTS
The following general rules apply to combat. They use some terms that are further explained in the ranged
and close combat sections.
RANGE TYPES
There are three range types: ballistic, energy, and melee. A unit’s range type appears next to its damage value and
can affect how that unit’s attacks are resolved and how its damage is scored against different targets. Infantry and
vehicles each have only one range type. Mechs may have up to two different range types, and Mechs are the only
units with the melee range type.
A SUCCESSFUL ATTACK
To see if an attack succeeds, make an attack roll. To make an attack roll, roll the attack dice (The three
dice of two different colors) and add the attacker’s attack value; this total is the attack result. If the attack result is
equal to or greater than the target’s defense value, the attack succeeds.
DAMAGE
When an attacker succeeds at an attack, the damage scored to the target is equal to the unit’s damage
value, affected by any modifiers. All damage in call to honor is applied simultaneously in Phase B, Segment C;
that is no one will “click” their units until Segment C of Phase B. Because of this when damage is scored to a
target or dealt to a target a number of effect tokens equaling the damage received should be placed next to the
effected unit as a reminder until Phase B, segment C. A unit may have multiple effect tokens placed on it during
the course of phase B.
MECH DAMAGE
In general, Mechs score damage according to the rules above. Mechs, however, have three special features
that affect the way they resolve combat: a primary damage value, a secondary damage value, and the melee range
type.
Ranged combat damage. When a Mech makes a ranged combat attack, its controller must announce prior
to rolling the attack dice or measuring the range whether the primary or secondary damage value will be used.
This announcement also determines the range type of the attack (ballistic or energy). If the controller does not
make this announcement, the attack uses the primary damage value and its associated range type by default. If the
ranged combat attack is not possible using the primary damage value, the attack is canceled and the shot is
considered to be a miss.
Close combat damage. When a Mech makes a close combat attack, it usually must use its primary damage
value. If, however, the Mech’s secondary damage value has the melee range type, its controller may choose to
use the secondary damage value instead. This decision must be announced prior to rolling the attack dice. On
some units, the melee range type might be associated with the primary damage value; these units may use only
their primary damage values to resolve close combat attacks.
If a Mech with the Quad-Mech speed mode doesn’t have the melee range type associated with either of its
damage values, its primary damage value becomes 1 for that close combat attack.
TARGETING FRIENDLY UNITS
Friendly units may not target each other with damaging attacks. Additionally, a unit may never target itself
with any attack or special equipment that scores or repairs damage.
ELIMINATING UNITS
As soon as three bullet hole symbols appear in a unit’s stat slot, that unit is eliminated and must be
removed from the game.
CRITICAL HITS AND MISSES
When making an attack roll as part of resolving a ranged or close combat attack, if the two dice with
matching colors comes up with a result of 6, the attack automatically succeeds; this is a critical hit. If the attack
was meant to score damage or repair damage, the critical hit scores or repairs +1 damage against each target of
the attack.
If the two dice with matching colors comes up with a result of 1, the attack automatically fails; this is a
critical miss. Your unit is dealt 1 damage after a critical miss. If you roll a critical miss when trying to repair a
target of damage, the repair attempt automatically fails and the target is dealt 1 damage.
 Hint. Even if you need an attack roll higher than 18 to hit a target or lower than 3 to hit a target, roll
anyway; a critical hit or miss may change the results.
REPAIRING DAMAGE
The Repair special equipment allows you to repair a unit of damage. Repairs are treated like Damage in
that they are applied simultaneously during Phase B, Segment C. When a unit successfully makes a repair roll
place a number of effect markers equal to the amount of damage repaired next to the appropriate unit.
When a unit is repaired of damage during Phase B, Segment C, turn its combat dial once
counterclockwise for each 1 damage repaired; never turn past a unit’s starting marker. Always apply this repair 1
damage at a time; you must stop repairing a unit of damage if a black repair marker (black arrow) shows on its
combat dial, even if more damage could be repaired. If a unit has a black repair marker showing on its combat
dial during the first click of repair, it cost 2 repair damage to click past the black marker, that is if you were to
repair 3 clicks of damage this turn and a black arrow is showing you would only repair 2 clicks of damage
because the cost of passing the black arrow is 2 clicks of repair damage.
Attack types. There are three attack types associated with the repair special ability: crosshairs, triage, and wrench.
Attack types come into play only when repairing units of damage; see the Repair special equipment in the SES.
GAINING HEAT
Mechs are the Dreadnaughts of the Battlefield able to unleash mass amount of firepower and complete
fierce close combat actions that are unmatched by any other unit in the game. But in order to complete such actions
they must pay a potentially terrible price in the form of Heat build up. Infantry and vehicles may only be given 1
combat order per segment but Mechs may be given 2 at the cost of 1 heat for the second order. When a Mech
receives Heat place a number of effect tokens equal to the amount of heat received next to the Mech as a reminder
that it is to be resolved during Phase B, Segment C. As most Mechs receive heat their performance decreases.
To apply Heat received during Phase B, Segment C; turn a Mech’s heat dial counterclockwise once for
each 1 heat effect token next to the mech. As it gains or loses heat, numbers or colored squares might appear on its
heat dial. These numbers and squares are called heat effects. You can find descriptions of all heat effects in the
SES. If a Mech’s heat dial shows a number or heat effect in a location corresponding to its primary damage value,
secondary damage value, or speed value, that combat value is affected by that heat effect or modified by that
number.
When a unit gains heat, apply the total amount of heat gained before making any die rolls required as a
result of that heat gain; you must make these rolls immediately after the heat is applied. Some die rolls may result
in additional heat gain. Apply any new heat gain immediately, and then make any new die rolls required as a result
of these heat effects. Continue this process until the Mech either does not gain additional heat or becomes
shutdown. Heat effects that do not require a die roll always apply while they appear on the heat dial.
Example. Kim Decided to give her Jade Hawk an additional Combat order for 1 heat. This turn she also
gave it a move order to run, which will cause it to gain 1 heat. So this turn the Jade Hawk has 2 heat effect tokens
placed next to it. During Phase B, Segment C Kim applies the 2 heat to her Jade Hawk BEFORE she checks to see
if any heat effects require her to make heat effect rolls.
In some cases, multiple heat effects may appear on the dial at the same time; if they do, roll a separate die
for each heat effect and apply the results to the Mech at the same time. For example, if a Mech gains heat and both
the Avoid Shutdown and Avoid Ammunition Explosion heat effects appear on the heat dial, you must roll for both
effects and apply the results separately. Thus, it is possible to have the Mech shut down from a failed Avoid
Shutdown roll and also be dealt damage from a failed Avoid Ammunition Explosion roll.
Example. Kevin’s Mangonel has seen a lot of action in this battle! Its heat dial shows two –1 modifiers:
one applying to the Mangonel’s secondary damage value and one applying to its speed value. If Kevin needs to
refer to the secondary damage or speed values for this Mech, each will be reduced by 1.
LOSING HEAT
Mechs lose heat in two ways: by being given the vent order and by occupying Level 3 water terrain.
Vent Orders. Vent orders are the primary way of dispersing heat in Call to Honor. During Phase B a Mech
may be given a vent order IN PLACE OF its first combat order. To complete a vent order place a number of
negative Heat effect tokens, equal to the Mech’s vent rating, next to the Mech. If a vent order is given to a Mech
during Phase B it may not move during its next available move phase, instead remove the vent token. A Mech may
have both positive and negative heat effect tokens placed on it during a turn.
Occupying Level 3 Water Terrain. Any Mech you control that began and ended the turn occupying level 3
water terrain may immediately reduce its heat dial by 1 heat.
Example. During his corresponding segment of Phase B, Tony gives his arbalest a vent order to cool. Its
vent rating is 2, so he places 2 negative heat effect markers near his Mech. During Phase B, segment C He turns its
heat dial clockwise twice. After applying this heat loss, the Avoid Shutdown heat effect appears on the heat dial, so
he rolls a six-sided die and succeeds.
*Note* that when a unit loses heat, heat effects may reappear on its heat dial. Like when a unit gains heat,
when a unit loses heat apply the total amount of heat lost before making any die rolls required because of heat
effects; make these rolls immediately after applying the total heat lost.
SHUTDOWN
Shutdown occurs when a Mech’s onboard systems decide its internal heat level is too high to continue
operation.
Shutdown automatically occurs when three radioactive symbols appear on the heat dial. A shutdown
Mech cannot gain more heat. Shutdown can also occur if you fail a heat effect roll that shuts down your Mech. If a
Mech becomes shutdown because of a failed heat effect roll, do not turn its heat dial to the three radioactive
symbols. If a mech shuts down, but has unresolved heat tokens remaining, then those heat tokems must be applied
as damage to the mech. Its not smart to push your mech too far, it may explode!
A shutdown Mech may not move during Phase A or C and may only be given a vent order during Phase B.
Optional special equipment on a shutdown Mech is canceled until the unit restarts. A shutdown Mech cannot make
free spins. Any unit attacking a shutdown Mech gets +4 to its attack value for that attack.
RESTARTING
A shutdown unit automatically restarts when the heat starting position appears on its heat dial. Restarting
might also occur because of a successful heat effect roll.
When a shutdown Mech restarts it may participate in the next applicable phase. If the Mech restarts
because of a successful heat effect roll, do not turn its heat dial to the heat starting position.
A Mech that restarts because of a successful heat effect roll does not roll for any other heat effects that
might be present on the heat dial on that turn.
RANGED COMBAT
To make a ranged combat attack, a unit must be given a ranged combat order during Phase B. A ranged
combat attack has either the Ballistic or Energy range type; a damage value with the Melee range type will have
range values of 0 and so may never be used to resolve a ranged combat attack.
Range values. Your unit has two basic range values separated by a slash printed on its base. The number to
the left of the slash is the minimum range value; the number to the right is the maximum range value. A unit’s
maximum range value and attack value must both be greater than 0 in order for it to make a ranged combat attack.
Short, Medium, and Long Range. A unit’s printed maximum range value is called short range. A unit may
multiply its maximum range by 2 for a medium range value. And a unit may multiply its maximum range by 3 for a
long range value.
 An attack that measures under the short range is considered a short ranged attack and has no modifiers.
 An attack that measures over the short range but not farther than medium range is considered to be a
medium range attack and has a modifier of -1 to the attack value.
 An attack that measures over medium range but not farther than the Maximum long range of a unit is
considered to be a long range attack and has a modifier of -2 to the attack value.
Critical Hits and Misses are not affected by range modifiers.
Line of fire. To make a ranged combat attack, declare the target and place one end of the tape measure at
the edge of the attacker’s front arc and draw it in a straight line to the edge of the target’s base. This is called the
line of fire. It cannot exceed the attacker’s maximum Long range value or be less than the attacker’s minimum
range value. If the line of fire exceeds long range, the attack is considered a miss and is complete. The attacker may
make a ranged combat attack targeting a unit that is in base contact with it if these conditions are met.
If the line of fire is clear, the ranged combat attack may be made. A clear line of fire might be hindered by
hindering terrain or have a range modifier .
If the line of fire is blocked, a new target must be chosen or the attack is considered a miss.
 If a non-Mech unit targets a Mech, the line of fire is blocked if it crosses any part of another
Mech figure.
 If a non-Mech unit targets another non-Mech unit, the line of fire is blocked if it crosses any
other unit’s figure.
 If a Mech unit targets a Mech unit, the line of fire is blocked if it crosses another Mech’s base.
 Blocking terrain might also block a unit’s line of fire.
 Bases of units at cruising level never block line of fire. You may visually check a potential line of
fire at any time, but you may never pre-measure a line of fire.
 If a non-Mech attacker is in base contact with any number of opposing units, it may not make a
ranged combat attack targeting opposing units not in base contact with itself.
 If a Mech Attacker is in base contact with any number of opposing non-Mech units, it may make
a ranged combat attack targeting opposing units not in base contact with itself.
 An Attacker may not make a range combat attack against a target in base contact with a friendly
unit.
Called-shot modifier. If a Mech attacker, which is in base contact with one or more opposing units, targets
an opposing unit with which it is not in base contact, the target gets +2 to its defense value; this is the called-shot
modifier.
RANGED COMBAT AGAINST MULTIPLE TARGETS
Some units can target two or more opposing units with a single ranged combat attack. You may never,
however, target a unit more than once per ranged combat attack.
A unit must show two or more Ballistic or Energy range type symbols next to its range values in order to
resolve the ranged combat against two or more targets. The number of symbols is the maximum number of
different units your unit may target with a single ranged combat attack. You do not have to target as many units as
the unit has range type symbols. You must be able to draw a clear line of fire to each target you wish to attack.
Declare the amount of damage you will be dividing between the units you are targeting
Roll the attack dice once and compare the attack result to each target’s defense value. Each target of a
multiple ranged combat attack applies the modifiers specific to its condition. It is possible for the attack to succeed
against some targets but fail against others.
If a multiple ranged combat attack succeeds against one or more targets deal the previously declared
damage against each target that was successfully attacked. Any targets that were unsuccessfully attacked are not
damaged and the damage value previously declared to that target is lost.
Example. Mike Has a unit with three Ballistic range type symbols and his unit has a damage value of 5.
Mike has drawn a clear line of fire to three enemy units and declares that he will be dividing the damage thusly: the
first unit will be dealt 1 damage, the second unit will be dealt 2 damage, and the third unit will be dealt 2 damage.
Mike makes the attack roll and succeeds at damaging the first and third targets. Mike’s opponent places 1 damage
effect token on the first target and 2 damage effect tokens on the third target. The damage that mike declared
against the second target is lost because the attack was unsuccessful.
ANTI-AIRCRAFT UNITS
A unit with the “AA” abbreviation in its name is an anti-aircraft unit. An AA unit’s ranged combat attacks
affect the target VTOL and any other VTOL’s, friend or foe, within 3” of said target. First, make one attack roll and
compare the attack result to the defense value of the target VTOL. Score damage per the rules to target. Then
compare the attack result to the defense value of any other VTOL’s within 3” of the targets. Score 1 damage to each
VTOL against which the attack succeeds. This ability can only be used if the primary target is a VTOL.
ARTILLERY UNITS
Artillery units are capable of long-range bombardment on the battlefield. A unit is an artillery unit if it has
a number in parentheses printed after its maximum range value.
An artillery unit has two types of attack, direct fire and artillery fire. Direct Fire is carried out in the same
manner as other units. Artillery Fire is addressed below.
Artillery Range. An artillery unit’s printed maximum range value is called Direct Fire Range. An artillery
unit’s printed range in parenthesis is called artillery range value. An artillery unit may calculate its short, medium
and long range normally using either value with its respective attack.
 An attack that measures under the short range is considered a short ranged attack and has no modifiers.
 An attack that measures over the short range but not farther than medium range is considered to be a
medium range attack and has a modifier of -1 to the attack value.
 An attack that measures over medium range but not farther than the Maximum long range of a unit is
considered to be a long range attack and has a modifier of -2 to the attack value.

Each artillery unit has its own artillery marker, as illustrated. This marker is used in the game to show the
location of an artillery attack. An artillery attack scores damage against units within the attack’s blast radius.
In order to make an artillery attack, declare an artillery order for its attack during Segment 4 of Phase B in
either players turn. The attacker may not be in base contact with an opposing unit. The line of fire for the artillery
attack is measured from the edge of the attacker's front arc, and it must be greater than the attacker’s minimum
range value but less than or equal to its short, medium, or long artillery range values. The line of fire need not be
clear in order to make an artillery attack. Select any spot on the battlefield. Another friendly unit on the battlefield
must be able to draw a clear line of fire to this spot. This friendly unit is called a spotter and all artillery attacks
must have a spotter in order to place the artillery marker.
Place the attacker’s artillery marker on the designated spot, with the marker’s arrow pointing in the
direction of artillery units forward facing. While an artillery unit’s marker is on the battlefield the artillery unit may
not move. During the next Phase B, resolve the attack by giving the artillery unit another artillery order and making
an attack roll, adding the attacker’s attack value plus any range modifiers (keep the result of the non-matching
color attack die; you may need it later). Compare the attack result to the marker’s target value; if the result is
greater than or equal to the target value, the attack succeeds against the marker. Score damage equal to the
attacker’s damage value to every unit within the blast radius, measured from the center dot of the artillery marker
to the edge of any affected unit’s base. After resolving the attack, remove the artillery marker from the battlefield.
Drift. If the attack fails against the marker, the marker drifts. Drift numbers, labeled 1–6, ring the marker.
Find the drift number that corresponds to the result of the non-matching color attack die from the attack roll; the
marker drifts in that direction. To determine the distance of the drift, compare the attack result to the marker’s
attack result ranges; the range the attack value falls in uses that range’s drift distance. Measure the drift distance
from the marker’s center dot through the drift point, and then place the marker’s center dot at the new position.
Score damage equal to the attacker’s damage value to every unit within the new position’s blast radius. After
resolving the attack, remove the artillery marker from the battlefield. If the marker’s center dot drifts off of the
battlefield, the artillery attack affects no units.
If an artillery unit has Demoralized special equipment when you resolve its artillery attack, use the attack
and damage values listed on its artillery marker to resolve the attack instead of using the artillery unit’s attack and
damage values.
Multiple ranged combat attacks. Artillery units capable of multiple ranged combat attacks may place a
number of artillery markers up to the number of targets they can attack. Make one attack roll for all markers.
Resolve the drift direction and distance, if any, for each marker. Score damage equal to the attacker’s damage value
to every unit within the blast radius of each marker, even if the blast radii of several markers overlap.
Critical hits and misses. If an artillery attack results in a critical hit, the attack automatically succeeds
without drift, and it scores +1 damage to each unit affected by the attack. If an artillery attack results in a critical
miss, the attacker is dealt 1 pushing damage, and all other units ignore the attack.
CLOSE COMBAT
To make a close combat attack, a unit must be given a close combat order and have a minimum range
value of 0. Only infantry and Mechs can make close combat attacks. In order to make a close combat attack against
a target, the attacker’s front arc must be in base contact with the target. A Mech with the Quad-Mech speed mode
can make a close combat attack against a target if any part of its base is in base contact with the target. A close
combat attack uses neither the ballistic or energy range types; it uses either no range type or the Melee range type.
DEATH FROM ABOVE
Mechs with attack values greater than 0 and with Jump Jets special equipment may make a special attack
called death from above. Give the attacker a close combat order using Jump Jets special equipment. The target gets
+2 to its defense value against this attack.
To resolve the attack, make an attack roll and add the result to the attacker’s attack value. If the attack
result is equal to or greater than the target’s defense value, the attack succeeds. The attacker scores damage to the
target equal to its primary damage value +2. The attacker is dealt 1 damage after the attack resolves. If the death
from above attack fails, the attacker is dealt 2 damage.
ATTACK SEQUENCE
Use the following sequence of events to resolve a ranged or close combat attack, regardless of whether or
not you are using a formation. If a step or part of a step is not applicable to the attack, ignore it.
1. Declare the target(s) of the attack.

2. The attacker chooses which of its optional special equipment to cancel and determines any modifiers to
its attack value.
3. The target chooses which of its optional special equipment to cancel and determines any modifiers to its
defense value.
4. Make an attack roll and determine if the attack succeeds.

4. Calculate the damage scored:

a. Apply the attacker’s current heat effects to its damage value.

b. Modify the damage scored based on the attacker’s special equipment and faction abilities.
c. If the attack is a critical hit, increase the damage scored by 1.

d. Reduce the damage scored because of the affected units’ special equipment and faction abilities.
e. Damage scored is dealt to the affected units. Place the appropriate number of effect tokens on the
target(s).
7. Determine any heat gained to the attacker. Place the appropriate effect token
FORMATIONS
A combat order given to one of your units may be shared among other friendly units by using formations.
Using formations is optional, and a formation exists only for the duration of a combat order. Players may declare a
formation when the proper conditions exist. A unit that is part of a formation is called a member. All members of a
formation must be from the same faction (determined by its faction symbol) or have an alliance (see below) with
each other. Mercenary units may create formations with any other faction, though Mercenaries do not allow
factions not of the same faction or allied to create formations with each other. Mercenaries may create formations
among themselves also.
Alliances. There are three alliance types: situational alliances (not used in Call to Honor), House
Alliances, and Grand Alliances.
House Alliances are alliances between two factions. The following House Alliances are always in effect,
though new House Alliances may come into effect later:
• Republic of the Sphere – Highlanders
• House Davion – Swordsworn
• House Steiner – Stormhammers
 House Kurita – Dragon's Fury
Grand Alliances are alliances announced with each new MechWarrior release. Grand Alliances are not
always the same; they may change from release to release. Consult each release’s Booster Pack for a list of which
Grand Alliances are in effect.
RANGED COMBAT FORMATIONS
Any two or three of your units, with line of site to the same target, may be designated as a ranged combat
formation. Only units eligible to receive ranged combat orders may be members of ranged combat formations.
When you give a ranged combat order to all the members, all members contribute to one attack. Ranged combat
formations may be used to attack and damage only a single opposing target unit. The member to which you will be
using its damage and attack value is called the primary attacker. Each member must be able to draw a clear line of
fire to the target and share the same or greater Range as the primary member.
To resolve the attack, use the primary attacker’s attack and damage values. Each other member of the
formation may then add +2 to the attack value or +1 to the damage value, which must be determined before the
attack is made. The Range modifiers are determined using the greatest modifier of the formation.
If you roll a critical miss on a ranged combat formation attack, only the primary attacker is dealt 1
damage.
If you roll a critical hit on a ranged combat formation 1 extra damage may be allocated to 1 of the
available target units, commander’s choice.
If the primary attacker is given an order that allows it to make two ranged combat attacks (for example, a
unit using the Pulse special equipment), you may use a ranged combat formation only for the first attack—the
primary attacker gets no bonuses to subsequent attacks generated by the order.
Artillery units. Artillery units follow the rules for ranged combat formations, with the following exceptions:
• All members must be artillery units.
• The primary attacker’s artillery marker must be placed within an artillery range value that is equal to or
lesser than every other member of the formation.
• A spotter must still establish line of sight.
• Use only the primary attacker’s artillery marker.

Example. Joe has three units in base contact. Unit one has a range of 12”, unit two has a range of 8” and
unit three has a range of 14”. The Line of fire established is 24.” Unit 1 is the primary attacker. Because both units
two and three are also within range they may create a ranged combat formation. If unit three had been the primary
member and the line of fire 48” then they could not have been a formation because they do not share an equal or
greater range. Also the range modifier for the attack will be -2 because unit two is at long range.
CLOSE COMBAT FORMATIONS
If two or three of your infantry and/or Mechs have their front arcs in base contact with the same single
opposing target unit, you may designate them a close combat formation. Only units eligible to receive close combat
orders may be members of close combat formations. Members of a close combat formation do not have to be in
base contact with each other. You must give a close combat order to all members; all members contribute to the
attack. Close combat formations may be used to attack and damage only a single target opposing unit. The member
from whom you are using the attack and damage values is called the primary attacker.
To resolve the attack, use the primary attacker’s attack value and damage values. Each other member of
the formation may add either +2 attack or +1 damage.
If you roll a critical miss on a close combat formation attack, only the primary attacker is dealt 1 damage.
TERRAIN
You do not have to use terrain when you fight a MechWarrior battle, but adding terrain will make your
games more challenging and interesting.
There are four types of terrain: clear, hindering, blocking, and water. These categories’ effects may be
combined with each other. These terrain types can exist at NOE level, or they can be elevated. A piece of terrain
placed on the battlefield is called a terrain feature. A unit occupies a terrain feature if its center dot is in the terrain.
Terrain impacts the game in two ways: moving and drawing lines of fire. Some terrain types affect
movement and lines of fire differently. For example, some units have speed modes that allow them to bypass some
terrain restrictions.
MOVEMENT
When adjusting movement for the following terrain types it is important to note that movement penalties
are to be considered active from the beginning of the units move. That is to say a unit that is anticipating moving
through or into terrain that will affect its move must adjust its movement value accordingly at the beginning of the
turn.
Example: Player one's mech has a movement value of ten and is planning on entering a wooded area from
clear terrain. The area is difficult terrain and halves the movement of all units. Player one must halve the
movement of the mech now even though it is in clear terrain.
CLEAR TERRAIN
Clear terrain represents anything from a grassy plain to a city square. The entire battlefield is considered
to be clear terrain, except in those areas where hindering, blocking, or water terrain is placed. Clear terrain has no
effect on movement or drawing lines of fire.
HINDERING TERRAIN
Hindering terrain consists of three categories; difficult ground, Soft Cover, and Hard Cover. A unit whose
base is within hindering terrain 50% or more is considered to be occupying hindering terrain.
Difficult ground. Difficult ground is areas of the battlefield that offer no cover but are difficult to move
through. Some examples of difficult ground are Moving up hill, marshes, rubble, and dense woods. Difficult
ground has a movement penalty of Half the units move.
Soft Cover. Soft Cover is areas of the battlefield that offer some defense against the enemy. Some
examples of soft cover are Debris, Woods, Wooden or concrete structures, and brush. A unit that is occupying soft
cover receives a defense modifier of +1.
Hard Cover. Hard cover is areas of the battlefield that provide excellent defense against the enemy. Some
examples of hard cover are Bunkers, redoubts, fortified areas, and reinforced structures. A unit occupying hard
cover receives a +2 defense modifier.
An attacker that occupies hindering terrain may not be penalized by the hindering terrain modifier if its
target is outside of the hindering terrain the attacker is in. If the line of fire does not cross any hindering terrain
except beneath the attacker’s base, the hindering terrain modifier does not apply to that attack. This is true even if
the target is at cruising level. This represents the attacker’s ability to fire from the edge of hindering terrain,
protected but not penalized by it.
BLOCKING TERRAIN
Some examples of blocking terrain include large boulders, high walls, and sealed buildings. No part of a
unit’s movement path may cross blocking terrain. No part of a unit’s base may overlap blocking terrain at the end
of its movement or during deployment. Blocking terrain blocks any line of fire crossing it.
WATER TERRAIN
Water has three levels that differ in effect.
Level 1 Water Terrain. Level 1 water terrain is shallow water. It can be likened to streams and creaks. It is
considered to be difficult ground.
Level 2 Water Terrain. Level 2 water terrain is deeper water such as rivers and lakes. Level 2 Water
Terrain is blocking terrain for movement purposes and clear terrain for ranged combat purposes.
Level 3 Water Terrain. Level 3 Water terrain is very deep water. The ocean and seas would be level 3
water terrain. Level 3 Water terrain is blocking terrain for movement purposes and clear terrain for ranged combat
purposes.
Submerged. A unit that is submerged cannot make or be the target of ranged combat attacks, and it cannot
be the target of close combat attacks unless the attacker is also submerged in the same feature. The bases of
submerged units do not block line of fire for units that are not submerged.
ELEVATED TERRAIN
Clear, hindering, and blocking terrain may be elevated to form hills and low plateaus. Elevated terrain
does not necessarily represent the same level of height above the battlefield.
When any unit moves uphill it is considered to be difficult ground.
Elevated terrain features block line of fire if neither the attacker nor the target occupies that elevated
terrain feature.
If the attacker and target both occupy same height elevated clear terrain feature, line of fire is affected
only by terrain on that elevated terrain feature or by bases of other units on that elevated terrain feature.
If the attacker or target is on an elevated terrain feature, but the other is not, line of fire is blocked under
the following circumstances:
This line of fire passes through hindering terrain and a unit base, but because the attacker is elevated, the
intervening terrain is ignored.
 The line of fire crosses a unit base on the elevated terrain feature.
 The line of fire crosses a different elevated terrain feature.
 The line of fire crosses a blocking terrain feature, elevated or non-elevated.
Hindering terrain affects line of fire only if either the attacker or target occupies hindering terrain or the
hindering terrain is elevated; otherwise, it has no effect.
Units on different elevations separated by more than 1”may not make close combat attacks against each
other and may not create formations with each other.
Height-advantage modifier. When a unit not occupying elevated terrain makes a ranged or close combat
attack against a target occupying elevated terrain, the target gets +1 to its defense value against that attack; this is
the height-advantage modifier.
In attack formations, only the primary attacker is subject to the height-advantage modifier.
Abrupt elevated terrain. Flat rooftops and plateaus flanked by cliffs are examples of abrupt elevated
terrain. Abrupt elevated terrain is treated like elevated terrain, with the following exceptions:
 Infantry and Mech units may move vertically up an abrupt elevated terrain feature the distance of
¼ their total movement value.
 Units with Jump Jets may move onto and off of abrupt elevated terrain without penalty.

 A unit cannot make a close combat attack against another unit if one of them is on abrupt
elevated terrain and the other is not.
Mechwarrior: Call to Honor SES
BALLISTIC DAMAGE
HOMING BEACON (optional) Give this unit a ranged combat order targeting a single opposing unit; it gets +2 to its
attack value for this attack. If the attack succeeds, place a Homing Beacon effect token on the target. Until the end of your
turn any line of fire for a ranged combat attack drawn to the opposing unit by any friendly units is clear, and hindering
terrain is ignored.

ARMOR PIERCING (optional) This unit’s ranged combat attacks ignore other units’ defense special
equipment with “armor” in the name.

ANTI-PERSONNEL (optional) This unit’s ranged combat attacks affect its targets and any infantry within
1” of those targets. First, make one attack roll and compare the attack result to the defense values of the targets of
the attack. Score damage per the rules to each target against which the attack succeeds. Then compare the attack
result to the defense values of any infantry within 1” of the targets. Score damage equal to this unit’s damage value
to each infantry against which the attack succeeds.

STREAK MISSILES (optional) When this unit makes a ranged combat attack targeting a single opposing
unit, It must establish line of site using a spotter. It ignores other units and blocking terrain for line of fire
purposes. If the attack succeeds, this unit gets –1 to its damage value for this attack, minimum 1. This attack may
not target a shutdown Mech or a unit with Electronic Camouflage special equipment. This special equipment is
automatically turned off when this unit is part of a ranged combat formation.

POINT DEFENSE SYSTEM (optional) Any friendly unit in base contact with this unit may use this unit’s
unmodified defense value instead of its own.

ARTEMIS V FIRE CONTROL SYSTEM (optional) When this unit succeeds at a ranged combat attack
targeting a single opposing figure, roll one six-sided die. On a result of 3–5, this unit gets +1 to its damage value for the
attack; on a result of 6, it gets +2 to its damage value for the attack.
ENERGY DAMAGE
TSEMP (Tight-Stream Electromagnetic Pulse) (optional) Give this unit a ranged combat order targeting a single
opposing unit. If the attack succeeds, reduce the damage received to 1 and Mark the opposing unit with a special
token after resolving the attack. The opposing unit will not activate during the next Turn. The opposing unit
removes this token at the end of the next turn.

PULSE (optional) When this unit resolves a successful ranged combat attack against a single opposing unit,
make a second ranged combat attack against the opposing unit. If this unit is a Mech it gains 1 heat after resolving
the second attack in addition to any other heat generated by the first attack.

GRAPPLE (optional) When this unit is in base contact with a single opposing unit, the opposing unit must roll a
5 or 6 to move away.

ALPHA STRIKE (optional) When this Mech makes a ranged combat attack against a single opposing target
figure, roll a d6; add that number of heat tokens to this mech. If the attack succeeds, this Mech gets +X to its
damage value, where X equals the number of heat tokens added to this mech.

FLAMERS (optional) When this unit succeeds at a close combat attack targeting a single opposing Mech, the
opposing Mech gains 2 heat and no damage. If the opposing unit is not a Mech deal +1 damage instead.

PPC CAPACITOR (optional) This unit may not use a replacement value for its damage value. When this unit
succeeds at an attack, increase its unmodified damage value by one-half for the attack. It gains 1 heat in addition to
any other heat generated by the attack.
MELEE DAMAGE
FULL STRIKE (optional) When this Mech makes a close combat attack, all opposing units in base contact
with its front arc become targets. Make one attack roll and compare the attack result to each target’s defense value.
Score damage equal to this unit’s damage value to each target against which the attack succeeds.

CLOSE COMBAT WEAPON (optional) When this Mech succeeds at a close combat attack targeting a
single opposing figure, roll one six-sided die. Score damage to the target equal to the result instead of this unit’s
damage value.

RAPID STRIKE (optional) Once per turn, when this Mech resolves a successful close combat attack against a
single opposing unit, make a second close combat attack against that target. This unit gains 1 heat in addition to
any other heat generated by the Attack.

AGILITY (optional) When this Mech is the target of an Attack or special attack from an opposing unit in base
contact with this Mech, damage scored is reduced to 1.

BRAWLING (optional) This Mech gets +1 to its damage value when making an attack or special attack against
opposing units in base contact, regardless of the damage value used to resolve the attack.
SPEED
ACTIVE CAMOUFLAGE (optional) This unit gets +1 to its defense value against ranged combat attacks
when it occupies any type of terrain feature. This modifier is in addition to any other modifiers the unit may have.

EVADE (optional) This unit gets +2 to its defense value against ranged combat attacks. It fails to break away
only on a die result of 1. If this unit is a Mech it does not gain 1 heat when using the run option.

JUMP JETS (optional) This unit ignores figure bases and terrain for movement purposes, though it still cannot
occupy blocking terrain at the end of its move.

ELECTRONIC CAMOUFLAGE (optional) This unit ignores other units’ streak missiles special
equipment. Opposing units may not use improved targeting special equipment when attacking this unit.

INFILTRATE (optional) Deploy this unit after all figures without Infiltrate have been deployed. Deploy
figures with Infiltrate starting with the first player and proceeding clockwise. Units with Infiltrate may be deployed
up to three times their speed values away from their controllers’ starting edge; No unit may be deployed within 12”
of an opposing player’s forces.

RECONNAISSANCE (Optional) This unit may make a move during phase B, segment 3.
ATTACK
REPAIR (optional) This unit may be given close combat orders regardless of its type. Make a close combat attack
targeting a friendly unit; neither this unit nor the target may be in base contact with an opposing unit. Ignore all non–heat
effect attack modifiers. If the attack succeeds, repair the target of damage equal to either this unit’s damage value or the
result of one six-sided die roll. The Repaired unit may not take a combat action this phase.

BYPASS (optional). When this unit makes a close combat attack it adds a -2 modifier to the result. If the attack succeeds
destroy this unit and take control of the unit the attack succeeded against. Other units may not take part in this attack unless
they have bypass also.

IMPROVED TARGETING When this unit makes a ranged or close combat attack, you may re-roll one attack die; if
you do; you must accept the re-roll result. If you would roll a critical hit with the re-rolled die, it is not a critical hit;
calculate the attack result normally. If you re-roll a die from a critical miss, and the new result is not a critical miss, this unit
does not take critical miss damage. This ability may not be used when the target of the attack has the electronic camouflage
special equipment.

DEMORALIZED This unit must attempt to move back to its starting edge each movement phase. When this unit
moves it must follow the shortest distance to its destination. Once this unit has reached its starting edge it may no longer be
activated. This unit may not activate during the combat phase.

COMMAND (optional) At the beginning of Phase B roll a d6 for each unit with this ability. On a roll of 4+ gain a
command token. This token may be spend at any time to add +2 to the attack value of any unit or +1 to the damage value of
any unit. This token may not be spent on a unit that is already being supported by 2 units.

COOLANT FLUSH (optional) This unit may be given close combat orders regardless of its type. Make a close
combat attack targeting a friendly unit; neither this unit nor the target may be in base contact with an opposing unit. Ignore
all non–heat effect attack modifiers. If the attack succeeds, reduce the targets heat equal to either this unit’s damage value or
the result of one six-sided die. The cooled unit may not take a combat action this phase.
DEFENSE
DECOY (optional) When this unit is the target of a successful attack from an opposing unit that is not in base contact and
the attack is not a critical hit, the opposing unit must make a second attack roll. If the second attack roll fails, this unit
ignores the successful attack. The second attack roll does not count as an additional attack for the attacker and does not
generate additional heat.

REFLECTIVE ARMOR Decrease by 2 any Energy damage scored to this unit.

REACTIVE ARMOR Decrease by 2 any Ballistic damage scored to this unit.

HARDENED ARMOR Decrease by 2 any damage scored to this unit.

HEAVY ARMOR Decrease by 1 any damage scored to this unit.

ADVANCED ANTI-MISSILE SYSTEM (optional) When this unit or a friendly unit within 6” of this unit is the
target of a successful, Non-base contact, Ballistic attack, roll one six-sided die. On a result of 3–5, reduce the damage scored
against the target by 1, to a minimum of 1. On a result of 6, reduce the damage scored against the target by 2, to a minimum
of 0. Apply the effects of this special equipment after applying the effects of all other special equipment and faction
abilities.
BALLISTIC HEAT EFFECTS
STARTING POSITION At the beginning of the game, this Mech must have this green square showing on its heat
dial.

AVOID AMMUNITION EXPLOSION If this Mech is not shutdown, roll one six-sided die. On a result of 1 or 2,
this Mech is dealt Armor Penetrating damage equal to this weapon’s damage value –1, minimum 1.

AVOID AMMUNITION EXPLOSION: CRITICAL If this Mech is not shutdown, roll one six-sided die. On a
result of 1–3, this Mech is dealt Armor Penetrating damage equal to this Weapon’s damage value +1.

AMMUNITION JAM This Mech cannot Attack with this weapon.

ENERGY HEAT EFFECTS


STARTING POSITION At the beginning of the game, this Mech must have this green square showing on its heat
dial.

AVOID HEAT SINK OVERLOAD If this Mech is not shutdown, roll one six-sided die. On a result of 1 or 2, this
Mech gains 1 heat.

AVOID HEAT SINK OVERLOAD: CRITICAL If this Mech is not shutdown, roll one six-sided die. On a
result of 1–3, this unit gains 2 heat.

WEAPONS OFFLINE This Mech cannot attack with this weapon.


SPEED HEAT EFFECTS
STARTING POSITION At the beginning of the game, this Mech must have this green square showing on its heat
dial.

AVOID SHUTDOWN If this Mech is not shutdown, roll one six-sided die.
On a result of 1 or 2, this Mech is Shutdown. (optional) If this Mech is shutdown, roll 1 six-sided die. On a result of 4–6,
this Mech restarts.

AVOID SHUTDOWN: CRITICAL If this unit is not shutdown, roll one six-sided die. On a result of 1–3, this
Mech is Shutdown. (Optional) If this Mech is shutdown, roll one six-sided die. On a result of 5–6, this unit restarts.

ENGINE OVERHEAT This unit cannot activate during Phase A or C or use its speed special equipment.
FACTION ABILITIES
Some MechWarrior: Age of Destruction and Mechwarrior: Dark age factions have special abilities
associated with them. These faction abilities are incorporated into Mechwarrior: Call to Honor and are optional and
can be canceled. However, they must be either entirely used throughout the game or entirely canceled throughout
the game.
HOUSE LIAO
All House Liao units possess the following faction abilities.
Awe. At the beginning of your Phase A, you may choose an opponent. At the beginning of that opponent’s
next turn, you may roll one six-sided die for each full 500 points in the game’s build total. For each result of 6,
your opponent must choose 1 unit that may not move in Phase A and C. Use this ability only if at least half of the
build total of your army at the start of the game is composed of Elite-rank House Liao units.
Fanaticism. If an opposing figure eliminates any of your House Liao units, each friendly House Liao unit
within 8˝ of your eliminated House Liao unit may repair 1 damage.
Ruthlessness. When this unit succeeds at an attack targeting a single Green-rank opposing figure, it gets
+1 to its damage value for that attack; unless this unit is in base contact with another opposing unit. Any
subsequent attack made by this unit must target the same Green figure until that figure is eliminated or becomes a
passenger.
JADE FALCON
All Jade Falcon units possess the following faction abilities.
Zellbrigen. When this unit succeeds at an attack targeting a single opposing Elite-rank figure, it gets +1 to
its damage value for that attack, unless this unit is in base contact with another opposing unit. Any subsequent
attack made by this unit must target the same Elite figure until that unit is eliminated or becomes a passenger.
Merciless. When this unit makes a death from above attack, roll one six-sided die and add the result to this
unit’s attack value for that attack. This unit is dealt 1 damage when it fails a death from above attack and 0 damage
when it succeeds at a death from above attack.
Enhanced Imaging. When this unit makes a ranged combat attack targeting a single opposing figure, roll
one six-sided die. On results of 4–6, the following two effects apply to the attack: (1) This unit’s line of fire ignores
hindering terrain and (2) the target treats hindering terrain as clear terrain.
SEA FOX
All Sea Fox units possess the following faction abilities.
Renegade. Sea Fox units cannot be members of formations.
Scavenger. When this unit eliminates an opposing figure with the demoralized special equipment, this unit
is repaired 2 damage.
Predator. This unit may make 1 free attack against a unit with the demoralized special equipment
showing, in addition to any other attacks it makes. This attack generates no heat.
COMBAT ENHANCEMENT CARDS
Combat enhancement cards are not recommended for play with Mechwarrior: Call to Honor. With that
said you may use them if you wish and your opponent agrees. They will most likely need to be modified for play
within this variant system. The rules for CEC’s are not included here.
Mechwarrior: Call to Honor Etiquette
Situations may arise that are not covered by these rules. While I have attempted to write rules that flow
similarly to other Mechwarrior and Battletech games, it is inevitable that players will run into a disagreement over
who can do what. To avoid or resolve arguments, I suggest the following points of etiquette:
• Players should never click the combat or heat dials of any units being used in the game unless those
units are damaged or repaired or gain or lose heat. At those times, players should turn the dials only the required
numbers of times in the proper direction — don’t turn through combat or heat dials just to see what’s coming up.
Unless asked to do so, players should turn only their own units’ combat and heat dials—never another player’s.
• You will constantly pick up your units during a game to adjust their dials. This game already plays with
many tokens and it would be silly to ask you to get more so you can mark positions while clicking your figures.
Instead, I would ask that players be as honest as possible when picking up figures during Phase B.
• Because weapons, arms, and other bits of units stick out from their bases, it is sometimes difficult to get
a clean base contact between two units. If you cannot get two unit bases to touch, agree that the units are in base
contact until one of them moves away.
• Ambiguous situations will arise. For example, a line of fire might or might not be nicking an intervening
unit’s base. There might or might not be enough room between two units to allow a third to stand between them.
Players will reasonably disagree in situations like these. In all such instances, roll off and let fate decide who is
right.
Variants to Variants?
I have been playing with a couple of Idea that I felt were worth adding, but not “Officially”. They are a
special action for mechs called “Pour it on.” and a very early alternative method for artillery fire resolution. Pour it
on was developed during all mech games. Some of the higher armored mechs were nearly unkillable by low level
mechs and we developed this idea to help bridge that gap. The alternate method for artillery is being developed to
compensate for the fact that this game is getting quite old and keeping all those pogs is getting tough.
• Pour it on – A mech may support itself for one heat and add either +2 to its attack value or +1 damage. You may
Pour it on even when firing a second time. In that case the mech would gain 2 heat. I once witnessed a mech pour it
on with two consecutive alpha strikes and kill himself as well as his target! Your mileage may very. It could be
better to allow a second shot or pour it on for less suicidal mechs.
• Artillery Variant - Artillery have a third range band list in parenthesis. This is the Artillery Support range. A unit
may forgo its combat order to “call for artillery ” as long as its inside the Artillery's support range. The Artillery
unit may take its combat action through the unit that called for artillery as if it was in the place of the unit calling it
in. measure to and from the caller as if it was firing but use the stats of the artillery piece. The artillery support
range comes with its own modifiers. If the caller is within the printed range, then a -1 modifier is applied. If the
caller is within 2x the support range, then a -2 modifier is applied. If the caller is within 3x the support range, then
a -3 modifier is applied. Support Range modifiers are in addition to normal modifers.
◦ Example: A VTOL calls for support. It is 52” from the friendly Long Tom and 24” from the target. The Long
Tom's Support Range is 48”. The Long Tom would perform the attack against the target with a -3 modifier. -2
support range and -1 medium range.
Enjoy!

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