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BATTLETECH
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INTERSTELLAR OPERATIONS
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• CATALYST GAME LABS •


INTRODUCTION Artemis IV FCS (Artemis-P) 70
8 Beagle Active Probe (BAP-P) 71
Advanced Rules 8 CASE (CASE-P) 71
Tactical Operations 8 Double Heat Sinks (DHS-P) 71
Strategic Operations 8 Endo Steel (ES-P) 71
Interstellar Operations 9 Extralight Fusion Engine (XL-P) 71
Choose What You Like 9 Ferro-Fibrous Armor (FF-P) 72
Player Adjudication 9 Gauss Rifle (GR-P) 72
Fiction 9 Guardian ECM (ECM-P) 72

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Fiction Vs. Rules 9 LB 10-X (LB 10-X-P) 72
Fiction Vs. Art 9 Narc Missile Beacon (NARC-P) 72
Pulse Lasers (PL-P) 73
CHARGE OF THE LIGHT 10 Remote Sensors (RS-P) 73
Rocket Launchers (RL-P) 73

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TAG (TAG-P) 73
ALTERNATE ERAS 14 Augmented Warriors (Multiple Eras) 74
General Augmented Warrior Rules 74
Star League Era (2300-2780) 14 Belter Augmentations 74
Sub-Era: Age of War (2300-2570) 14 Clan Enhanced Imaging Neural Implant 75
Sub-Era: Age of the Star League (2571-2780) 15 Cybernetic and Prosthetic Augmentations 76
Succession Wars Era (2781-3049) 15 Centurion Weapon System (Star League) 85
Sub-Era: Early Succession Wars (2781-2900) 15 Centurion Weapon System Game Rules 86
Sub-Era: Late Succession Wars (2901-3049) 15 Centurion Weapon System Construction Rules 86
Clan Sub-Eras (2800-3049) 15 Dark Age Equipment (Dark Age) 86
Clan Invasion Era (3050-3061) 15 Anti-Penetrative Ablation (ABA) Armor 86
Sub-Eras 16 Ballistic-Reinforced Armor 87
Civil War Era (3062-3067)
Sub-Eras
Jihad Era (3068-3085)
Sub-Eras
The Dark Age Era (3086-3150)
Sub-Era: The Republic Age (3086-3130)
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Heat-Dissipating Armor
Impact-Resistant Armor
HarJel Repair Systems
Radical Heat Sinks
Re-engineered Lasers
Remote Drone Command Console
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Sub-Era: Late Dark Age (3131-3150) 16 Tight-Stream Electro-Magnetic Pulse (TSEMP) Weapons 90
Clan Sub-Era: The Post-Reaving (3086-3150) 17 Dark Age RISC Equipment (Dark Age) 91
General Era Rules Expansions 17 RISC Advanced Point Defense System 91
Star League Era 17 RISC Emergency Coolant System 92
Succession Wars Era 19 RISC Heat Sink Override Kit 92
Clan Invasion Era 24 RISC Hyper Laser 93
Civil War Era 26 RISC Laser Pulse Module 93
Jihad Era 27 RISC Repeating TSEMP 94
Dark Age Era 28 RISC Super-Cooled Myomer 94
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The Universal Technology Advancement Table 32 RISC Viral Jammers 94


Evolving Technology in Campaign Play 33 Early Clan Improved Equipment (Early Clan) 95
General Early Clan Improved Weapons Rules 95
Improved Lasers 95
ALTERNATE ERAS UNITS & EQUIPMENT Improved and Enhanced PPCs 95
64 Improved Autocannon 96
Advanced Clan Equipment (Wars of Reaving) 64 Improved Gauss Rifle 96
Electric Discharge ProtoMech (EDP) Armor 64 Improved Standard Missile Launchers 96
Extended Jump Jet (XJJ) System 65 Early Clan Prototype Systems (Early Clan) 97
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Fusillade Launcher 65 General Early Clan Prototype Systems Rules 97


Improved Advanced Tactical Missile (iATM) Launchers 65 ER Lasers (ER-CP) 97
Magnetic Clamp System 66 LB-X Autocannon (LB-X-CP) 97
Nova Combined Electronic Warfare System (CEWS) 66 Streak SRM (Streak-CP) 97
ProtoMech Quad Melee Weapon System 67 Ultra Autocannon (UAC-CP) 98
Specialty Munitions: Improved Magnetic Pulse (IMP) Missiles 67 Expanded ProtoMechs (Wars of Reaving) 98
Specialty Munitions: Improved Inferno (IIW) Missiles 67 Expanded ProtoMech Game Rules 99
Advanced Pilot Interfaces (Multiple Eras) 68 Expanded ProtoMech Construction Rules 100
Damage Interrupt Circuit 68 Inner Sphere ProtoMech Interface (Jihad) 102
Direct Neural Interface Cockpit Modification 68 Inner Sphere ProtoMech Interface Game Rules 102
SLDF Advanced Neurohelmet 68 Inner Sphere ProtoMech Interface Construction Rules 102
Virtual Reality Piloting Pod 69 Inner Sphere Recovered Prototypes (Late Succession Wars) 102
Advanced Prototype Systems (Age Of War) 70 General Inner Sphere Recovered Prototypes Rules 102
General Advanced Prototype Systems Rules 70 Double Heat Sinks (Freezers) 102
Arrow IV (Arrow-P) 70 Endo Steel (ES-P) 103
ER and Pulse Lasers (ER-LL-P and MPL-P) 103 Superheavy ’Mech Construction Rules 160
Ferro-Fibrous Armor (FF-P) 103 Tripod ’Mechs (Multiple Eras) 163
Gauss Rifle (Gauss-X) 103 Tripod ’Mech Game Rules 164
LB 10-X (LB-X-P) 103 Tripod ’Mech Construction Rules 165
Triple-Strength Myomer (TSM-X) 103 Thermobaric Weapons (Multiple Eras) 165
Ultra Autocannon (UAC/P) 104 Fuel-Air Munitions Game Rules 165
INTRODUCTION
Specialty Munitions: Anti-TSM (“Green Smoke”) Missiles 104 Weapons of Mass Destruction (Multiple Eras) 166
Specialty Munitions: Listen-Kill Missiles 105 General Weapons of Mass Destruction Rules 166
Space Station K-F Adapter 105 Nuclear Weapons 169

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Land-Air BattleMechs (Multiple Eras) 105 Nuclear Weapons Game Rules 169
Bimodal LAMs 106 Resolving a Nuclear Detonation 170
Standard LAMs 106 Standard Nuclear Weapons 174 ALTERNATE ERAS
General LAM Game Rules 106 Biological and Chemical Weapons 178
LAM Conversion 106 Biological and Chemical Weapon Game Rules 178

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Movement Phase 108 Biological and Chemical Weapon Construction Rules 180
Combat Phase 110 Chemical and Biological Weapon Classes 180
Heat Phase 113 Word of Blake Super-Jump Drive (Jihad) 183 ALTERNATE ERAS:
Going In 113 Word of Blake Super-Jump System Game Rules 183 UNITS AND
LAM Construction 114 Word of Blake Super-Jump System Construction Rules 183 EQUIPMENT
Machina Domini Interface (Jihad) 116
Machina Domini Interface Game Rules 116
Machina Domini Interface Construction Rules 116
Modular Space Stations (Multiple Eras) 117 ALTERNATE ERAS COST AND AVAILABILITY ALTERNATE ERAS:
Modular Space Station Game Rules 117
184 COST AND
Modular Space Station Construction Rules 117 Costs AVAILABILITY
Primitive Prototype Equipment (Age of War) 117 Advanced Clan Equipment (Wars of Reaving) 184
Primitive Prototype Equipment Rules

Prototype DropShip K-F Boom


Primitive Prototype Jump Jets e
Primitive Prototype DropShip and JumpShip Equipment
DropShuttle Bays

Primitive Units and RetroTech (Multiple Eras)


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119
119
120
120
Advanced Pilot Interfaces (Multiple Eras)
Advanced Prototype Systems (Age of War)
Augmented Warrriors (Multiple Eras)
Centurion Weapon System (Star League)
Dark Age and RISC Equipment (Dark Age)
Early Clan Improved Equipment (Early Clan)
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STRATEGIC
BATTLEFORCE
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Primitive Units Overview 120 Early Clan Prototype Systems (Early Clan) 185
Primitive Units Game Rules 120 Expanded ProtoMechs (Wars of Reaving) 185 ABSTRACT
Restricted Technologies 121 Inner Sphere ProtoMech Interface (Jihad) 186 COMBAT
Primitive ’Mech Construction 122 Inner Sphere Recovered Prototypes (Late Succession Wars) 186 SYSTEM
Primitive Combat Vehicle Construction 124 Land-Air BattleMechs (Multiple Eras) 186
Primitive Conventional Fighter Construction 124 Machina Domini Interface (Jihad) 186
Primitive Aerospace Fighter Construction 125 Modular Space Stations (Multiple Eras) 186
Primitive Small Craft Construction 125 Primitive Prototype Equipment (Age of War) 187 CONVERSION
Primitive DropShip Construction 126 Primitive Units and RetroTech (Multiple Eras) 187 RULES
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Primitive JumpShip Construction 128 Prototype Specialty Munitions (Clan Invasion) 187
Prototype Specialty Missiles (Clan Invasion) 131 QuadVees (Dark Age) 187
Specialty Munitions: Dead-Fire (DF) Missiles 131 Robotic and Drone Systems (Multiple Eras) 187
Specialty Munitions: Retro-Streak (RS) Missiles 132 Superheavy ’Mechs (Multiple Eras) 188
Specialty Munitions: Shoot-and-Sit (SS) Missiles 132 Tripod ’Mechs (Multiple Eras) 189 INNER SPHERE
QuadVees (Dark Age) 133 Thermobaric Weapons (Multiple Eras) 189 AT WAR
QuadVee Game Rules 133 Weapons of Mass Destruction (Multiple Eras) 189
QuadVee Construction Rules 134 Word of Blake Super-Jump Drive (Jihad) 189
Robotic and Drone Systems (Multiple Eras) 134 Battle Value 189
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General Robotic Unit Game Rules 134 Advanced Clan Equipment (Wars of Reaving) 189
Smart Robotic Control System (SRCS) 140 Advanced Pilot Interfaces (Multiple Eras) 189 INDEX
Shielded Aerospace Smart Robotic Control Systems 141 Advanced Prototype Systems (Age of War) 189
SDS (Caspar) Drone Control System (SDS-DCS) 142 Augmented Warriors (Multiple Eras) 190
Caspar II Advanced Smart Robotic Control System 143 Centurion Weapon System (Star League) 191
Autonomous Tactical Analysis Computer (ATAC) 145 Dark Age and RISC Equipment (Dark Age) 191
Direct Tactical Analysis Control (DTAC) System 146 Early Clan Improved Systems (Early Clan) 192
Advanced Robotic Transport System (ARTS) 147 Early Clan Prototype Systems (Early Clan) 192 RECORD SHEETS
SDS Self-Destruct System 147 Expanded ProtoMechs (Wars of Reaving) 192
SLDF SDS Jammer System 148 Inner Sphere ProtoMech Interface (Jihad) 192
Word of Blake Dragon’s Breath Multi-Missile Launch System 148 Inner Sphere Recovered Prototypes (Late Succession Wars) 192
Robotic Independent Command Rules 149 Land-Air BattleMechs (Multiple Eras) 192
Ground Operations RIC Decision Tree 154 Machina Domini Interface (Jihad) 193
Superheavy ’Mechs (Multiple Eras) 159 Modular Space Stations (Multiple Eras) 193
Superheavy ’Mech Game Rules 159 Primitive Prototype Equipment (Age of War) 193

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Primitive Units and RetroTech (Multiple Eras) 193 Additional Movement Rules 236
Prototype Specialty Missiles (Clan Invasion) 193 Engagement Control 237
QuadVees (Dark Age) 193 Combat Phase 239
Robotic and Drone Systems (Multiple Eras) 193 Types of Attacks 239
Superheavy ’Mechs (Multiple Eras) 193 Attack Declaration 239
Tripod ’Mechs (Multiple Eras) 194 Resolving Attacks 239
Thermobaric Weapons (Multiple Eras) 194 Underwater Combat 241
Weapons of Mass Destruction (Multiple-Eras) 194 End Phase 242
Word of Blake Super-Jump Drive (Jihad) 194 Ending Engagements 242

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Alternate Era Weapons and Equipment Battle Value Table 195 Forced Withdrawal 242
BattleForce Addendum 198 Damage 242
Advanced Clan Equipment (Wars of Reaving) 198 Morale 242
Advanced Pilot Interfaces (Multiple Eras) 198 Salvage 244
Advanced Prototype Systems (Age of War) 199 Victory Conditions 244

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Augmented Warriors (Multiple Eras) 199 STRATEGIC AEROSPACE RULES 245
Centurion Weapon System (Star League) 201 Expanded Game Terms 245
Dark Age and RISC Equipment (Dark Age) 201 Turn Scale 245
Early Clan Improved Systems (Early Clan) 203 Aerospace Setup 245
Early Clan Prototype Systems (Early Clan) 203 Deploying Forces 245
Expanded ProtoMechs (Wars of Reaving) 203 The Atmospheric Radar Map 245
Inner Sphere ProtoMech Interface (Jihad) 203 Placing Aerospace Forces on the Atmospheric Radar Map 246
Inner Sphere Recovered Prototypes (Late Succession Wars) 203 Aerospace Gameplay 246
Land-Air BattleMechs (Multiple Eras) 204 Abstract Aerospace Movement 246
Machina Domini Interface (Jihad) 205 Aerospace Combat 247
Modular Space Stations (Multiple Eras) 205 Squadron Attacks 247
Primitive Prototype Equipment (Age of War) 205 Resolving Aerospace Air-to-Air Attacks 247

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Primitivie Units and RetroTech (Multiple Eras)
Prototype Specialty Munitions (Clan Invasion)
QuadVees (Dark Age)
Robotic and Drone Systems (Multiple Eras)
Superheavy ’Mechs (Multiple Eras)
Thermobaric Weapons (Multiple Eras)
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209
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Resolving Aerospace Air-to-Ground Attacks
Resolving Ground-to-Air Combat
End Phase
Ending Air-to-Air Engagements
Aerospace Damage
ADVANCED STRATEGIC AEROSPACE
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Tripod ’Mechs (Multiple Eras) 210 Expanded game terms 250
Weapons of Mass Destruction (Multiple Eras) 210 Expanded Aerospace Setup 250
Word of Blake Super-Jump Drive (Jihad) 213 The Capital Radar Map 250
Additional BattleForce Special Unit Abilities 213 Placing Aerospace Forces on the Capital Radar Map 251
Additional Alternate Era Weapons and Equipment Tables 216 Aerospace Squadrons on the Ground Map 251
Aerodyne Squadrons 252
FALLING INTO FIRE 226 Spheroid Squadrons and Airships 252
Landing Rolls 252
Aerospace Squadron Transports 252
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STRATEGIC BATTLEFORCE Capital-Scale Strategic Aerospace 253


230 Turn Scale 253
Standard Rules 230 Squadrons 253
Game Terms 230 Capital-Scale Aerospace Movement 254
Components 231 Calculating Movement Rates 254
Record Sheets 231 Spheroid Elements Operating in the Atmosphere 254
Maps and Miniatures 232 Station Keeping and Zero Thrust 254
Scale 232 Stacking Limits 254
Map Scale 232 Facing 254
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Turn Length 232 Entering and Leaving the Central Zone 254
Force Structure 232 Aerospace Engagements 255
Visual and Sensor Range 232 Exiting the Capital Radar Map 255
Setup 232 Fuel Endurance (Fighters Only) 255
Choosing Maps 232 Gravity 255
Force Commander and Formation Leaders 233 Engagement Maps 256
Deployment 233 Capital-Scale Aerospace Combat 257
Playing the Game 233 Large Aerospace Firing Arcs and Attacks 257
Initiative Phase 234 Resolving Aerospace Attacks 257
Movement Phase 234 Capital-Scale Aerospace End Phase 259
Facing 234 Ending Aerospace Engagements 259
Stacking 234 Capital-Scale Aerospace Damage 259
Unequal Number of Formations 234 Strategic Aerospace Special Actions 260
Terrain 234 Advanced Capital Missile Attacks 260
Movement Modes and Unit Types 236 Orbit-to-Surface and Air-to-Ground Capital Combat 260
Space Bombers 261 Quad-Vees 292
Aerospace Boarding Actions 262 Special Command Abilities 293
High-Speed Attacks 262 Piloting Special Abilities and Design Quirks 296
Docking/Undocking 263 Unit Abilities 296
Hyperspace Jumps 263 Design Quirks 296
ADVANCED STRATEGIC BATTLEFORCE 264
Advanced Initiative INTRODUCTION
264 PRESSURE PLAY 300
Detection and Reconnaissance Phase 265
Playing the Game 265

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Visual Ranges 265 ABSTRACT COMBAT SYSTEM
Step 1: Detection 265 304
Step 2: Reconnaissance 266 Game Terms 304 ALTERNATE ERAS
Step 3: Recon Scan 266 Components 305
Losing Contact 268 Record Sheets 305

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Advanced Movement Options 268 Scale 306
Adjusting Formations 268 Map Scale 306
Evading 268 Turn Length 306 ALTERNATE ERAS:
Hull Down 269 Force Structure 306 UNITS AND
Sprinting 269 Setup 307 EQUIPMENT
Movement Dice 269 Force Commander and Combat Unit Leaders 307
Transporting Non-Infantry Forces 269 Force Record Sheets 307
Advanced Terrain 269 Leadership Rating 307
Bridges 269 ALTERNATE ERAS:
Playing the Game 307
Buildings (Urban Hexes) 269 COST AND
Master Modifiers Table 307
Deep Snow 270 AVAILABILITY
Sequence of Play 307
Heavy Industrial 270 Initiative Phase 310
Ice
Jungle
Mud
Rails
Rough, Ultra
Rubble, Ultra
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271
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272
Deployment Phase
Formation Setup
Adjusting Formations
Switching Formation Role
Deploy Forces
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STRATEGIC
BATTLEFORCE
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Detection and Reconnaissance Phase 313
Swamp 272
Step 1: Detection 313
Tundra 272 ABSTRACT
Step 2: Reconnaissance 314
Water (Extreme Depth) 272 COMBAT
Movement Phase 314
Woods (Expanded) 272 SYSTEM
Movement Basics 314
Bogging Down 272
Facing 314
Advanced Combat Options 273
Stacking Limits 314
Artillery 273
Terrain 314
Artillery Counter-Battery Fire 274
Transporting Infantry Units 315 CONVERSION
Artillery Flak 275
RULES
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Alternate Munitions 275


Engagement Control 315
Battlefield Intelligence 276
Losing Contact 315
Battlefield Intelligence Benefits 277
Hidden Formations 315
Boarding Actions 277 Combat Phase 316
C3 Networks 279 Types of Attacks 316
INNER SPHERE
Dropping Troops 279 Attack Declaration 316
AT WAR
Environmental Conditions 280 Combat Tactics 316
Exceptionally Large Elements 282 Resolving Attacks 316
Hidden Formations 284 Step 1: Determine Range 316
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Expanded Ground Ranges 284 Step 3: Determine To-Hit Number 317


Minefields 284 Step 3: Roll To-Hit 317
INDEX
Urban Hexes (Buildings) 285 Step 4: Determine and Apply Damage 317
VTOL Special Attacks 288 Step 5: Determine Critical Hits 317
Additional Advanced Options 288 End Phase 317
Advanced Buildings and Urban Terrain 288 Fatigue 317
Advanced Infantry Options 290 Morale 317
Fortified Positions 290 Retreat and Surrender 318 RECORD SHEETS
Terrain Conversion 290 Victory Conditions 318
New Unit Types 291 ABSTRACT COMBAT AEROSPACE 319
Robotic Drones 291 Hyperspace Travel 319
Four-Legged and Three-Legged Elements 292 Space Combat 319
Glider ProtoMechs 292 Jump Point Combat 320
Superheavy ‘Mechs 292 Aerospace Ground Support 320
Land-Air BattleMechs 292 Orbit-to-Surface and Surface-to-Orbit 321

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Advanced Abstract Combat Rules 321
Combat Drop 321
Fortress Hexes 322
Capitals and Industry 324
Abstract Combat with Planetary Maps 324
Scale 324
Movement Phase 324
Scaled Strategic BattleForce 324
Scale 325

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Detection and Reconnaissance Phase 325
Movement Phase 325
Combat Phase 325
End Phase 325
Strategic Aerospace 325
Advanced Rules

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325

CONVERSION RULES INNER SPHERE AT WAR


326 344
Phase 1: Create Strategic BattleForce Units from Alpha Strike 326 Terminology 344
Step 1A: Choose Elements 326 Object of the Game 345
Step 1B: Determine Type 326 Scope of the Game 345
Step 1C: Determine Size Value 327 Sequence of Play 345
Step 1D: Determine Movement Stats 327 GAME SETUP 345
Step 1E: Determine Armor Value 327 Choose Campaign Size 345
Step 1F: Determine Damage Value 327 Setup the Map 345
Step 1G: Determine Skill Value Choose Factions
Step 1H: Determine Point Value (PV)

Step 2A: Select Units


Step 2B: Determine Size
Step 2C: Determine Movement Stats
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Phase 2: Create SBF Formations or ACS Combat Teams
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Faction Abilities and Flaws
Starting Setup
Starting Economy
Starting Military
PLAYING THE GAME
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Step 2D: Determine Combat Team Armor Value 329 Order Writing Phase 350
Step 2E: Determine Combat Team Damage Value 329 Economics and Logistics Phase 350
Step 2F: Determine Formation Skill Value 329 Calculating Resource Points 350
Step 2G: Determine Formation Tactics Value 329 Banking Resource Points 351
Step 2H: Determine Formation Morale Value 329 Infrastructure 351
Step 2I: Determine Formation Point Value 329 Supply 351
Phase 3: Create ACS Combat Units 329 Mercenary Supply and Hiring 352
Step 3A: Choose Combat Teams 329 Military Development Phase 353
Step 3B: Determine Type 329 Creating Combat Commands 353
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Step 3C: Determine Size Value 330 Fortifications 353
Step 3D: Determine Movement Stats 330 Commerce and Diplomacy Phase 354
Step 3E: Determine Combat Unit’s Armor Value 330 Diplomacy 354
Step 3F: Determine Combat Unit’s Attack Values 330 Military Phase 354
Step 3G: Determine Combat Unit’s Tactics Value 330 Military Phase Basics 354
Step 3H: Determine Combat Unit’s Morale Value 330 Orders 354
Step 3I: Determine Skill Value 330 Military Actions 358
Step 3J: Determine Point Value 330 Combat Resolution 362
Phase 4: Create ACS Formations 330 End Phase 364
Step 4A: Choose Combat Units
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330 Damage 364


Step 4B: Determine Type 330 Salvage 364
Step 4C: Determine ACS Formation’s Movement 330 Repair 364
Step 4D: Determine ACS Formation’s Tactics Value 330 Retreat 365
Step 4E: Determine ACS Formation’s Morale Value 330 Surrender 365
Step 4F: Determine ACS Formation’s Skill Value 330 Fatigue 365
Phase 5: Assign Special Abilities 330 Morale 366
Converting Special Abilities to SBF and ACS 330 Experience 367
Special Abilities Details 331 Garrsions 368
Examples 339

CUTTING LOSSES 340 INDEX 369


RECORD SHEETS AND TABLES
376
CREDITS

Project Concept Additional Design and Development


Randall N. Bills The following people have been involved in the creation and development of BattleTech rules, either
by writing material that was assimilated into the main body of the rules, serving as the BattleTech line
Project Development developer in the past, or otherwise contributing to the game in a major way. INTRODUCTION
Ray Arrastia Ray Arrastia, Samuel B. Baker, Herb Beas, Randall N. Bills, Forest G. Brown, Chuck Crain,
Joel Bancroft-Conners Chris Hartford, Clare Hess, Scott Jenkins, J. Andrew Keith, James R. Kellar, Dale Kemper, L.R. “Butch” Leeper,

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Herbert A. Beas II Bryan LiBrandi, Jim Long, David McCulloch, Jim Musser, Bryan Nystul, Mike Nystul, Blaine Pardoe,
Randall N. Bills Boy F. Peterson Jr., Rick Raisley, Ben Rome, Jerry Stenson, Christoffer Trossen, Wm. John Wheeler.
Development Assistance
Playtesters/Proofers/Fact Checkers ALTERNATE ERAS
Aaron Cahall
Matt Alexander, Sebastian Brocks, Rich Cencarik, Bill Derer, Brent “Moonsword” Ezell, Bruce Ford,
Paul Sjardijn
Eugen Fournes, Stephan Frabartolo, Joshua K. Franklin, William “MadCapellan” Gauthier, Keith Hann,

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Jason Hansa, Térence Harris, John “Worktroll” Haward, Matt Heerdt, Johannes Heidler, Ross Hines,
Writing Ken’ Horner, Daniel Isberner, Alex Kaempen, Stephen C. King, Chris Marti, Mike Miller, Jan Prowell,
Fiction Craig Reed, Luke Robertson, Andreas Rudolf, Eric Salzman, Christopher K. Searls, Chris Sheldon, ALTERNATE ERAS:
Herbert A. Beas II Agustín Sieiro, Cameron Smith, Lee Thoms, Mike Timbers, Drew Triebe, Øystein Tvedten, UNITS AND
Jason Schmetzer John Unchelenko, Elliotte Want, Chris Wheeler, Matthew Wilsbacher, Andreas Zuber. EQUIPMENT
Rules
Matt Alexander Special Thanks
Ray Arrastia Congratulations to Brian “ScrapYardArmory” for winning our IO Beta scenario contest with “The Battle
Joel Bancroft-Connors of Altais,” which we will publish in a future free IO supplemental PDF. ALTERNATE ERAS:
Herbert A. Beas II Special thanks to all the players whose help and feedback on the BattleTech forums also helped make COST AND
Randal N. Bills it possible to polish its contents better while the deadlines loomed: AVAILABILITY
Joshua Franklin abou, Acolyte, ActionButler, Alexander Knight, AmBeth, Arthinas, Atlas3060, atlask, Big D,
Keith Hann
John Haward
Johannes Heidler
Chris Marti
Ben Rome
Paul Sjardijn
eBirdofPrey, Black Omega, bluedragon7, bobthecoward, BrokenMnemonic, brother elf, CampaignAnon,
Charlie 6, ColBosch, Conquest7706, csentman, Cybra, cylentwolf, Daryk, Deadborder, Demos, Diplominator,
doulos05, Dukeroyal, EvilOverlordX, FedComGirl, Finster, General308, Giovanni Blasini, glitterboy2098,
Gus, Hammer, Hythos, Issamuel, james43a, Jayof9s, JerseyMekWorks, Kodiak, Kojak, Kommando, Kreedo,
Liam’s Ghost, LiaoScotsman, Lime2K, lordorm, Louie N, Maelwys, Maingunnery, Malleus001, Martius,
mbear, mchapman1970, megatrons2nd, mitchberthelson, monbvol, mordel, Nahuris, nckestrel, Nebfer,
STRATEGIC
BATTLEFORCE
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Joel Steverson Nerroth, Nightgaun7, nova_dew, Obvious, Peacemaker, pfarland, pheonixstorm, RedDevilCG, Revanche,
RotS fan, ScannerError, SCC, Scotty, ScrapYardArmory, seizurebot1011, Shin Yodama, sillybrit, SirFozzie, ABSTRACT
Product Editing skiltao, Smoke Banshee, solmanian, soshi, StCptMara, Syzyx, Trace Coburn, Vandervecken, victor_shaw, COMBAT
Aaron Cahall Weirdo, Woody, Wrangler, YingJanshi. SYSTEM
…And a special thanks to Keith Hann, for sorting and collating all that feedback across multiple threads
on multiple forum threads and social media. Your hard work is always appreciated.
BattleTech Line Developer
Randall N. Bills Dedication
Assistant Line Developer CONVERSION
To all the BattleTech fans that have kept the faith for so many years…thank you.
RULES
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Ben H. Rome To Ibis, for always supporting me while I followed my passions and did my “BattleTech thing.”
Products Developer
Ray Arrastia ©2016 The Topps Company, Inc. All Rights Reserved. Interstellar Operations, Classic BattleTech, BattleTech,
’Mech, BattleMech, MechWarrior and Topps logo are registered trademarks and/or trademarks of The Topps
Production Staff Company, Inc. in the United States and/or other countries. No part of this work may be reproduced, stored in
INNER SPHERE
Art Director a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the
AT WAR
Brent Evans Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Catalyst Game
Assistant Art Director Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
Ray Arrastia
Printed in USA
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Cover Art
Alex Iglesias Published by Catalyst Game Labs, INDEX
Cover Design an imprint of InMediaRes Productions, LLC.
Ray Arrastia PMB 202 303 91st Ave NE E502
BattleTech Logo Design Lake Stevens, WA 98258
Shane Hartley and Steve Walker
Evolved Faction Logos Design FIND US ONLINE:
Jason Vargas classicbattletech@catalystgamelabs.com RECORD SHEETS
Layout (e-mail address for any BattleTech questions)
Ray Arrastia http://bg.battletech.com/
David Allen Kerber (official BattleTech web pages)
Illustrations http://www.CatalystGameLabs.com
Jeff Porter (Catalyst web pages)
Miniatures Painting & Photography http://www.battlecorps.com/catalog
(online ordering)
Camospecs Online

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The Total Warfare (TW) and TechManual (TM) rulebooks present the Building on Total Warfare and TechManual, Tactical Operations
core game and construction rules for BattleTech (BT), otherwise referred conveys numerous advanced rules for movement and combat across
to as the standard rules. These two volumes encompass eight core various units, while expanding core rules such as those for buildings,
unit types—several of which contain numerous subunit types—and and implementing a host of advanced terrain and weather rules.
a host of weapons and rules, as well as covering many different game Rules for the construction and use of advanced Support Vehicles are
situations. However, despite the breadth of play covered, many game presented, as well as advanced and prototype construction options
situations still fall outside those rules, not to mention a plethora of more and weapons for use by almost every unit.
advanced equipment, as well as a few advanced units.
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STRATEGIC OPERATIONS
SitRep:
ADVANCED RULES Forces in solar system.
Beginning burn to planet.
Conflict expected to last weeks to achieve object.
Beyond the standard rules, a legion of advanced rules exists, allowing
players to expand their games in any direction they desire.
In an effort to bring these rules to players in the most logical form Strategic Operations (SO) is the second “staging” Advanced Rulebook.
possible, the advanced rules are contained in three “staging” core It stages a player up to the next logical area of play, focusing on “in a
solar system” and multi-game play; its rules represent weeks within
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rulebooks, each one staging up and building off of the previous rules
set. Additionally, each one focuses on a particular “in-universe time the BattleTech universe, the time frame needed for several battles to
frame” that will allow players to easily grasp where a given rulebook conquer an entire solar system.
will “plug into” their existing game play. Strategic Operations contains advanced movement and combat
operations emphasizing the importance of aerospace units, while
TACTICAL OPERATIONS extensive rules cover combat drops of numerous troop types into any
SitRep: situation. Linked scenarios and comprehensive maintenance, salvage,
Forces on-world. repair and customization rules provide an easy format for players to turn
Conflict expected to last mere hours to achieve object. multiple games into an interconnected campaign to capture a target
system, where the support crew of technicians and doctors and their
Tactical Operations (TO) is the is the first in the “staging” Advanced skills can be just as important as any warrior. Complete game play and
Rulebooks. Its focus is during game play, and applies directly to a game construction rules for advanced aerospace units are also included. Finally,
as it unfolds on a world in the BattleTech universe; its rules represent a complete game system—BattleForce—allows players to use their
hours in-universe, the time frame it takes for a single, moderate-sized existing miniatures and mapsheets to play quick, fast-paced BattleTech
battle to play out on a gaming table. games, from small-scale skirmishes to large-scale planetary invasions.
INTERSTELLAR OPERATIONS rules as presented in Total Warfare and TechManual. However, the
SitRep: sheer scope of Interstellar Operations (as with Tactical Operation
Forces marshaled. and Strategic Operations) and the plethora of options provided
Flotillas assigned to target solar systems. means that it is not possible to cover all potential situations. Once
Conflict expected to last months to achieve objects. this product reaches the players’ hands, they’ll envision scenarios
and create situations on a game board that never crossed the
INTRODUCTION
Interstellar Operations (IO) is the rulebook you are holding in your minds of the developers or the legion of authors and playtesters
hands and final “staging” Advanced Rulebook. Players are staged up that thoroughly worked over this product.

e
to the final level of play, where they can assume the roles of a House With that in mind, when players encounter situations not covered
Lord or Clan Khan and dominate the galaxy; IO rules represent in the rules as they integrate the contents of Interstellar Operations
months in the BattleTech universe, the time frame for conquering into their playing group, they are encouraged to adjudicate each
numerous star systems. situation appropriately; make up the rules that work for you. If in ALTERNATE ERAS
Interstellar Operations contains rules for the running of an entire the process a playing group runs into an argument, feel free to
faction’s military as a player tries to conquer (or defend) numerous let a die roll resolve any disputes so you can return to playing the

fil
solar systems. More importantly, the system contains rules that game and having fun.
allow players to stage any large-scale conflict back through the Finally, the forums on bg.battletech.com are an excellent ALTERNATE ERAS:
various rule sets, as they desire—from BattleForce or Alpha Strike resource. Players can tap into a strong and vibrant online UNITS AND
as detailed in Strategic Operations, Alpha Strike and the Alpha Strike community, tapping a wide selection of players for different ideas EQUIPMENT
Companion, all the way up to the simple, easy-to-use rules of on how best to adjudicate a particular situation.
conflict at the largest scale. Players have complete flexibility for any
type of conflict in which they wish to engage.
ALTERNATE ERAS:
FICTION COST AND

CHOOSE WHAT As described in Total Warfare and


AVAILABILITY

YOU LIKE
e
As previously noted, Interstellar Operations
encapsulates a myriad of advanced rules. In
effect, all the rules and weapons/equipment
TechManual, fiction plays a pivotal role in
bringing the BattleTech universe to life.
Whether “story fiction” that places readers
inside the heads of the characters in that
universe, or “sourcebook fiction” that places the
reader in the universe as though living among
STRATEGIC
BATTLEFORCE
pl
in this volume are optional. This means you
those characters, both work hand-in-hand to
can use as many or as few of the rules in this ABSTRACT
immerse players in this vibrant milieu.
book as you want. (In fact, this book contains COMBAT
Total Warfare concentrated on story fiction,
so many new rules that we recommend SYSTEM
while TechManual concentrated on sourcebook
you try them out a few at a time, rather
fiction; Interstellar Operations follows the Total
than attempting to use them all at once.)
Warfare format.
Furthermore, most of the new rules and
equipment here can be added individually to CONVERSION
a standard game. You can add rules and pieces
FICTION VS. RULES
RULES
m

of equipment to your game one at a time— It is important to remember that regard-


most of the rules do not rely on other rules in less of the critical role fiction plays in immers-
this book to work in existing BattleTech games. ing players in the BattleTech universe, such
This allows you to tailor your BattleTech game fiction should never be construed as rules.
to your taste by including only those rules that As with Total Warfare, TechManual, Tactical INNER SPHERE
Operations and Strategic Operations, to elimi- AT WAR
you find make the game more interesting or
fun. Use whatever new rules and equipment nate confusion about which sections are fic-
you want and disregard the rest. Given the tion and which are rules, the fiction sections
have a unique look, compared to the uniform
Sa

scope of the rules and the fact that they are


optional, all players in a group should read presentation of the various rules sections.
All fiction sections are italicized in the table INDEX
through and agree to the use of any of these
rules and weapons/equipment. of contents.

PLAYER ADJUDICATION FICTION VS. ART


An advanced-rules book for any game is, almost by definition, Interstellar Operations follows the graphic design format
more complex. In a game system with such a long and rich established by Total Warfare, TechManual Tactical Operations, RECORD SHEETS
heritage as BattleTech—this rulebook alone draws from dozens of Strategic Operations and A Time of War, wedding art to the book’s
different sources across a large number of years—that complexity visual presentation in order to enhance the players’ experience. In
is even greater. Developers and writers have gone to great effort this case, the graphic presentation represents a computer from
to make these rules as comprehensive as possible—not only from ComStar’s Sandhurst Royal Military College.
one section to the next in this book, but in how such advanced As with fiction, while art plays an important role in bringing the
weapons and rules interact with the core game and construction BattleTech universe to life, it should never be construed as rules.

9
e
fil
Jason Schmetzer

GARAMONDIA
BASALT
e “This way, sir,” the aide beckoned.
It was a short walk out of the operations center to a small plan-
pl
TERRAN HEGEMONY ning room off the main causeway. Marceneaux frowned as he
12 APRIL 2445 looked down the long hall. The blast door at the end was open to
the outside, which made the idea of the bunker rather pointless.
Dust, shaken loose by the near-constant artillery barrage, All it would take was one gas round in the Fed artillery rotation
drifted down to distort the hologram with scintillating bril- and they’d be bloated corpses. “Major,” he said, inclining his head
liance. The gray-haired man leaning forward over the holotable toward the open hatch before stepping into the room.
grunted as it did so, thankful for the moment to close his eyes “Mad Dog,” the man waiting within said, tipping a finger to
m

while the holo reformed. He resisted the urge to reach up and forehead in salute.
rub the bridge of his nose, but God knew the urge was a strong Marceneaux stifled a curse. “Gabe.” He pulled out a stool and
one. The headache was more than a week old, constant as the sat down. “What’re you doing here? I’ve got a battle to win.”
sun rises, and hard as the forward hull of one of the tanks dis- Gabriel Calhoun grinned. “Always the same, General,” he said.
played in his holo. “I’ve been sent with a special detachment to help you kick the
“Sir,” an aide said tentatively. The older man ignored him. Feds off this world.”
“General Marceneaux, sir,” he said. “I’m doing just fine, thanks,” Marceneaux said. “The Federated
Suns hasn’t produced the general yet that can pry my divisions
Sa

Marceneaux still ignored him. He opened his eyes as the holo


rastered back into clarity, showing him the dispositions of his off this rock.”
divisions and their combat brigades as if he were perched on a Calhoun’s grin widened to a knowing smile. “That’s the Mad
cloud ten kilometers above the battlefield. The Titan view, the Dog Marceneaux I remember.” He held up his hands in mock sur-
staff called it, as if they were tall enough to stand astride the field render. “I brought two things, General,” he said. “First, the news
and see it like the gods of old Greece had watched from Olympus. that the Feds have slipped six more heavy divisions on-world,
Marceneaux sighed. Maybe if I close my eyes it’ll go away. mostly tanks and artillery. It’s a shock-corps, General.” Artillery
“Sir,” the aide said, a bit more forcefully. Another artillery strike thundered again, the sound still strident even through meters of
pounded at the fortified roof of the bunker, but Marceneaux compressed Basalt soil.
ignored it as he had ignored all the rest. There’d be more dust to Marceneaux’s keen mind instantly flashed back to recent intel-
clear from the holo lenses, of course, but there was nothing to be ligence reports, information the Hegemony had gathered about
done. The sky was raining high-explosives. Even the rocks wept Davion troop movements. He cupped his chin for a moment,
under that pounding. thinking about which units he’d move around if he were the
“All right, Bevan,” he said. “Let’s see what the Director-General’s Fed commander.
courier has to say.” “Sixth Terran March Corps,” Marceneaux said after a moment.
“No one else is close enough.”
Calhoun inclined his head. “That’s our estimate.”
“Hm.” Marceneaux waited. “What’s the second thing you
brought me?”
Calhoun smiled.

sts

“I have a target tank,” Grady called, “One o’clock, twelve


hundred meters.”

e
Sergeant Brian Leon kicked the turret traverse and brought
the big main gun around. The heavy turret slewed quickly
on its bearings even as Brian bounced a laser rangefinder
off the selected target and the barrel elevated slightly to
the correct position as the azimuth came down.

fil
“Target,” Brian said a half-second later as the targeting
pipper in his gun sight came to rest on the Davy tank.
“Shoot!” Grady ordered. The tank commander’s voice was
loud enough to hear even over the cacophony of battle
raging through the tank’s interior. The dampened hel-
mets canceled most of the noise, but strong tones still
got through, and Grady’s rage was strong enough.
“Shoot,” Brian whispered, and squeezed the
firing trip.
The entire turret shook with recoil as the 150mm

e
automatic cannon belched a three-round burst in
quick succession, before the autoloader kicked
the empty shells out of the cassette-maga-
zine and reloaded in the space of four sec-
onds. Brian ignored the painful throb-
pl
bing in his forehead as he held
his head to the gunsight. He
was rewarded with the sight
of his shells tracking straight
and true, pounding through
the last of the Fed main battle
tank’s forward armor glacis and blasting its turret
m
into the sky.
“Splash!” Grady screamed. “Take that, you
sons of bitches!”
“Almost to the nav, TC,” the driver,
Pesco, reported.
“Hold there,” Grady said. “Let’s see who
else made it.”
Not many, Brian thought to himself. He
Sa

took a moment to run his guns through


a self-diagnostic. The rear-mounted
missile rack was still dead-lined,
the victim of a Fed infantry
ambush. The forward machine
guns were still operable,
although the forward-port
gun was only half-travers-
ing with shells jammed in
the mechanism.
“Grady,” Brian said after
the check completed, “do
I have time to unbutton
and clear the forward-
port gun?”
“Hold on that,” Grady said. “I’ve got radar contacts in the smoke.” the room, arms folded and not speaking. He cradled a small com-
Brian clenched his jaw and held in a curse. He swung the big municator in his hand but did nothing more than fiddle with the
turret around and reloaded the gun, even though the ready- volume control as he watched the holo form.
magazine was only half-loaded from the larder in the base of the “Ninth Armored Cav is off the map,” Petit said. “Last reports had
tank’s hull. their CPs overrun. No word yet about ransoms or capture. There’s
The rest of the brigade was scattered to hell and gone. They’d about two battalions of troops still moving, but it’s only a matter
been placed out on the far left of the Hegemony positions, on the of time until they get swept up. This new division’s coming on
flank, away from where the S-2 thought the main Fed push would strong and fresh, General.”
come. Of course, the -2 had been wrong, but at least he’d been a Marceneaux looked at the holo, then over his shoulder at
man about it and come out in a track to help hold the flank. He’d Calhoun. “Support?” he asked Petit, without looking away

e
bought it in the initial rush, but at least he wouldn’t have to face from Calhoun.
Mad Dog Marceneaux and say he’d guessed wrong. “Nothing, sir,” Petit said, softly. “I’ve got a brigade forming from
And now there were fresh—and heavy—Davy troops, tanks the other flank, but by the time they cross the field they’d have to
and infantry both, moving forward. Brian’s brigade had dwindled go right into the defense. Those boys and girls are on their own.”

fil
to a regiment and then a battalion. Grady was running what was Marceneaux snarled a curse, but a soft one, directed at the holo.
left of their platoon, four tanks out of nine. Petit was a good officer; he felt as helpless as Marceneaux did,
“Targets?” Brian asked. He tracked the turret back and forth, losing good soldiers because of a mistake. Marceneaux’s mistake.
keeping the bearings warm. He should have placed more strength on the flank.
“Course?” Pesco asked. The driver had the engine idled but And then they would have just come on the other side, or right
ready, but Grady didn’t give him any coordinates. down the middle, you old fool, his mind told him. He looked at the
“Wait,” Grady said. His voice was flat over the interphone, cold, holo, his mind racing. There’s nothing else. “Calhoun.”
but still carried a hint of tension. The same tension he’d had all “Mad Dog,” Calhoun said, not moving.
week, when the first Davy thrust had come at their flank and Mad “Can you get there in time?”
Dog’s daring plan was shot to hell. “We’re at the LZ, sir… it’s on that flank.”

e
I just want to see Mirach again, Brian told himself.
“Target tank, ten o’clock,” Grady snapped. “ID?”
“Tracking,” Brian said. He slewed the turret around, waiting for
the battle computer to acquire the target. A big return glanced
off on the radar screen, and the MAD screamed for attention.
“Can you save my people, Gabe?” Marceneaux looked up, away
from the holo and the slaughter it showed. “Can you get them out?”
Calhoun straightened, coming off the wall and drawing himself
to attention. He was indoors, so he didn’t salute, but Marceneaux
saw his fingers twitch nonetheless. “You tell ‘em to hold, General,”
pl
Brian squinted, saw the squat shape of a main battle tank. The he said. “I’ll do my best.”
turret… look at the turret… shit. “It’s a flat-top!” Marceneaux nodded. “Go.” He didn’t watch Calhoun leave, ,
“Shoot!” but instead spun and pointed at the officer on the communica-
The cannon roared, whipping through the three-round cas- tions board. “Son, you get me on that battalion frequency so I can
sette in three seconds, each chamber of the giant revolver action tell those boys they’re not alone.” He smacked the edge of the
spinning to align its shell with the barrel before the hammer holotable hard enough to reset the image. “And by your hope of
came down. Burnt propellant gas filled the turret again, burn- salvation you do it quick.”
ing unnoticed in Brian’s nostrils. He watched his gunsight, head
m

aching, hands steady, repeating the motions he’d been repeat- sts
ing for six and half days. Squeeze, watch the sword-and-sunburst
erase from the target. “Shoot!” Brian screamed, and kept screaming as the cannon
Do it again. cycled hellfire downrange, blowing the turret from the Davion
More flat-turrets crowded around the corpse of the lead Fed scout vehicle that had been edging forward to paint them
tank, and the hull of Brian’s tank began to ring with the impacts for artillery fire. The light armor couldn’t resist the heavy fire
of lighter-caliber Fed cannons even as Grady’s screams pushed and the tank ignited. Pesco didn’t wait for the order. The tank
Sa

Pesco into motion. The tank lurched backward, running toward snarled into reverse, back toward the RV and the half-troop of
the electronic nav that designated the final brigade RV point. tanks clustered there.
There wasn’t anywhere to run to after that. “I don’t care if you are an officer, you pig-shit asshole,” Grady
screamed into the microphone. “We stay up here and we’re dead.
sts There’s no one else coming and we have to get back now!” Brian
looked away from the sight long enough to look back at Grady,
Marceneaux threw open the door of the planning room and but the TC seemed just angry as hell, not manic. He didn’t hear
stormed the few short steps back to the operations center. the reply, but from the way Grady’s eyes bulged in their sockets,
One of the officers there, Colonel Petit, handed him a pad. he figured the rear-echelon butter-bar who’d showed up to “con-
Marcenaeux squinted at the little screen long enough to read solidate” their position was arguing.
the information displayed and then flung the small electronic “Then you stay and die,” Grady said, cold and nearly as silent
device across the room. as death. “Me and my boys, we’re living to fight another day. The
“Show me,” he commanded, waving at the holotable. He glared Mad Dog won’t let these bastards keep this up, and I want to be
through the still-meshing images as Calhoun followed him into there to kick in their teeth.”
Brian shivered despite the ravenous heat of the tank’s inte- with fire-control radars. There was even a millimeter-wave warn-
rior. Between the big diesel driving the tank and the cannon’s ing for inbound artillery.
breech sitting just over his head, it had to be well over fifty “Just drive,” Brian whispered, and held on for the next six minutes.
degrees Celcius. “Target tank, four o’clock,” Grady finally said. “Command track.”
“Pesco,” Grady said on the interphone, “when we get to the Brian looked, found the clustered antennas. “Target.” He
laager, you just drive on through. Thems that’s going to follow us brought the barrel around a bit, leading the hard-charging
will.” Brian felt a tap on his shoulder and looked back. Grady was tank. More flat-topped tanks wallowed in the low battlefield fog
leaning forward, one hand cupped over his headset mike. “Brian, behind it, and the paired light-cannon barrels on the turret nosed
that bastard so much as paints us you stick it in good, you hear?” left and right, sniffing for Hegemony targets.
“TC?” “Shoot,” Grady said. Brian squeezed his triggers as soon as he

e
“There’ll be a gun-track with a REMF in it, trying to push us for- heard the “sh” in Grady’s voice, and the cannon hammered a tre-
ward.” Grady’s eyes were rock-hard, red-tinged from propellant ble-salute at the Fed officer’s tank. The cannon powered through
exhaust, but firm. “He tries to stop us, you do him good. I’m not its cassette and then clamored empty.
dying to earn supply prick his I-got-shot-at medal.” “We’re Winchester on the main gun,” Brian screamed.

fil
Brian swallowed and turned back around. A squeal of static “Pesco!” Grady shouted. “Reverse!”
burst from the radio an instant before a gravelly familiar “Crunchies!” came a call on the platoon freq. Brian let go of
voice erupted. the main gun controls and switched the forward machine guns
“Listen up, troopers,” General Marceneaux said. “I know you’re to his main display. If there was Fed infantry out there with man-
hurt and you’re running. I know they’re coming, thick as grass portable missiles, the miniguns were his only hope.
and tight as crabs.” The General’s voice was strong, harsh, and “Where am I going?” Pesco asked.
caustic—just like always. Brian felt himself straighten a bit in his “Back!” Grady said. “Until we find an ammo bunny or we’re dead.”
seat, as if the Mad Dog was walking by on review. Brian searched the smoke, watching for the small shapes of Fed
“I’m not going to say hold the line, boys,” he said. “But you hold infantrymen. He saw several tanks, but didn’t bother to engage.
that zone. Keep moving, keep shooting, and keep those bastards The light slugs from his machine gun wouldn’t harm the heavy
where they are. Help is on the way.”

phone to pick up. “He just killed us.”


e
“We’re dead,” Pesco whispered, loud enough for the inter-

“You boys know me,” Marceneaux said. “If I was leaving you
out to dry, I’d say so. Hell’s own chariot is coming for those Fed
armor of the Fed tanks and he didn’t want to draw attention to
them on the off chance the Fed gunners had other things to
shoot at. There were a lot of them, though.
“I think we’re getting overrun, TC,” Brian said.
“Yeah,” Grady grunted.
pl
bastards. You just hold, and keep alive.” There was a moment “We’re dead,” Pesco said.
of silence, as if the General had something else to say but “Keep moving,” Grady said. “We have to—shit!”
couldn’t. Brian swallowed again, imagining the expression of A Fed tank lurched out of the foggy lowlands, its turret already
the officer’s face. tracking toward them. Brian cranked the minigun around and
“Mad Dog, out,” he finally said, and then cut to static. ripped a long burst of fire into the tank’s front glacis, trying to
“We’re dead,” Pesco said again. distract the gunner. Pesco was sobbing—the tank jerked with
“Driver, shift oblique,” Grady ordered. erratic movements, a legacy of the driver’s shaking hands. Brian
“What the hell?” Pesco said. “Two seconds ago you were run- let off the triggers and sat back. Soon he’d be able to rest.
m

ning for the hills.” “Damn it,” Grady whispered, the interphone faithfully transmit-
“If the Mad Dog says help is coming, then help is coming,” ting his words. The Fed tank’s long gun swiveled, and stopped…
Grady said. “Now drive.” pointed straight at the Hegemony tank. Brian looked through the
The tank bent around to the left, but Pesco didn’t stop talking. sight, wondering if he’d have time to see the shell coming. He’d
“That’s all well and good, TC, but you can read the tac screen often wondered if his own targets could.
as well as I can.” Brian glanced at the screen, but the symbols A massive foot crushed the sixty-ton Fed tank to paste,
showing the rest of the division—what was left of it—appeared twisting as it did so to grind the Fed beneath its heel. It was
Sa

unchanged. “There ain’t nobody near us.” attached to a foot, which went to a leg and up to a torso. Brian
“You just drive,” Grady said. “Brian, you just shoot. Everything dialed the gun sight up, trying to get a view. A fat-bodied
else, we leave up to the Mad Dog. That’s what he does, and across torso appeared, then erupted with blue-white lightning. Brian
twenty years and more worlds than that, he’s never left a man to blinked, suddenly aware that he was screaming. The massive
die without telling him first.” machine lifted its foot and moved past them, still firing. It was
Alarms began to ping as their course took them back into con- quiet in the tank.
tact with the advancing Fed troops. Brian traversed the turret left, “Mad Dog wasn’t kidding,” Pesco finally said, a sense of wonder
bringing the cannon to bear along the likely axis of threat. Heavy evident in his voice. “What was that?”
pings began to sound as Fed targeting systems painted the hull No one answered.

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