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BattleTech Field Manual: Capellan Confederation

Expansion for BattleTech

BattleTech Field Manual: Capellan Confederation Rulebook

Table of Contents

Table of Contents

  • Unit Assignment Tables
    • Assigning 'Mechs and Vehicles
    • Assigning 'Mechs and Vehicles in MechWarrior
    • Random Vehicle Assignment Table: Capellan Confederation (and St. Ives)
    • Random 'Mech Assignment Table: Capellan Confederation
  • CCAF Regimental Abilities
    • Using Hidden Units Rules
    • Overlapping Abilities and Advantages
    • Forcing the Initiative
    • Off-Map Movement
    • Overrun Combat
    • Banking Initiative
    • BattleForce 2 Command Lists
    • Equipment Ratings
    • Capellan Hussars
    • Warrior Houses
    • Confederation Reserve Cavalry
    • Capellan Defense Force
  • MechWarrior Rules
    • Social Standing
    • Rank Trait
    • Affiliation: St. Ives
    • Additional Life Paths
  • Fa Shih Battle Armor
  • New Equipment
    • Capellan Confederation Equipment Costs and Battle Values
    • Stealth Armor System
    • Arrow IV System Munitions
    • Missile Munitions
  • Omitted Unit Material

Unit Assignment Tables

The 'Mech and vehicle assignment tables in this section can be used alone, but they were designed to be used as an expansion to the Creating Scenarios rules starting on p. 97 of the BMR. Likewise, they may be used to supplement the Assignment Tables starting on p. 90 in MW3. Though the Random 'Mech and Vehicle Assignment Tables in this book can be used to determine the composition of any Inner Sphere force, it is designed specifically for use with the Capellan Confederation (and St. Ives) units. When using non-Capellan units, use the Random 'Mech Assignment Table from the appropriate BattleTech Field Manual, the BMR or MW3 for more accurate force composition.

Assigning 'Mechs and Vehicles

After determining the weight classes of the 'Mechs in each force (p. 104, BMR), use the Random 'Mech Assignment Tables, p. 123, to determine the specific 'Mech or vehicle designs.

To use the table, the players must first choose a faction of Capellan Confederation or St. Ives, then set the equipment ratings. Ratings are A, B and C for the CCAF (St. Ives). If playing lances or companies from specific CCAF regiments, consult CCAF Rosters, pp. 50-118, to determine the equipment rating of each force. Alternatively, the players may simply set an equipment rating for their forces (Equipment Rating B is considered average) or roll 1D6 each to determine their force's equipment rating; a result of 1 provides a rating of "A," a result of 2-4 a rating of "B" and 5-6 a rating of "C."

Using similar equipment ratings for both sides will increase the likelihood of an evenly matched battle.

Note that the "C" rating for the St. Ives Commonality Military uses the same column as the CCAF, which represents the older Confederation machines still in use.

Any player using the St. Ives Random 'Mech Assignment Table (unless stated otherwise) may roll once on the House Davion column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR), or the appropriate equipment column of the Random 'Mech Assignment Table: Federated Suns found in the upcoming Field Manual: Federated Suns for every four 'Mechs fielded. The choice to roll on an alternate column must be made before any other 'Mech assignment rolls. This simulates the years of close ties between the two states.

When playing the Confederation faction, for every eight 'Mechs fielded, the controlling player may roll once on the appropriate equipment column of the St. Ives Random 'Mech Assignment Table.

Vehicles follow all the standard rules for random force generation as found on p. 102, BMR. However, there is no equipment rating.

Assigning 'Mechs and Vehicles in MechWarrior

The Random 'Mech Assignment Table can also be used to assign the starting 'Mech or vehicle for a new MechWarrior character who comes from the Capellan Confederation or St. Ives. In this case, use this table instead of the standard Capellan Confederation column of the Vehicle Assignment Table (pp. 90-91, MW3). Base the character's equipment rating on the character's current unit (or the unit with which he or she last served).

If the character has not served in a unit, assume he has a rating of C. Increase the rating by one level for every two of the following that the character possesses: Land Grant, Title, an appropriate Contact (such as CCAF), Well-Connected (Confederation or St. Ives), Social Standing of seven or higher, or a Tour of Duty: Inner Sphere (only one Tour of Duty: Inner Sphere Path counts toward this total).

Random Vehicle Assignment Table: Capellan Confederation (and St. Ives)

Vehicle types: "Hover" = hovercraft, "Tracked" = tracked, "VTOL" = VTOL, "Wheeled" = wheeled. Weights in brackets are in tons.

2D6Light Vehicles (20-35 tons)Medium Vehicles (40-55 tons)Heavy Vehicles (60-75 tons)Assault Vehicles (80-100 tons)
2Cavalry Attack Helicopter [25] (VTOL)Drillson Heavy Hovertank [50] (Hover)Manticore Heavy Tank [60] (Tracked)Heavy LRM Carrier [80] (Tracked)
3Galleon Light Tank [30] (Tracked)Light SRM Carrier [40] (Hover)Bulldog Medium Tank [60] (Tracked)Heavy LRM Carrier [80] (Tracked)
4Skulker Wheeled Scout Tank [20] (Wheeled)Maxim Hover Transport [50] (Hover)LRM Carrier [60] (Tracked)Demolisher Heavy Tank [80] (Tracked)
5Saracen Medium Hovertank [35] (Hover)Hetzer Wheeled Assault Gun [40] (Wheeled)Manticore Heavy Tank [60] (Tracked)Ontos Heavy Tank [95] (Tracked)

Random 'Mech Assignment Table: Capellan Confederation

The table gives, for each weight class, a 2D6 roll and a 'Mech per column. Columns are: CCAF A; CCAF B; CCAF/SIMC C (the "C" rating also used by St. Ives Commonality Military); SIMC A; and SIMC B. Weights in brackets are in tons. An asterisk marks a four-legged (quad) BattleMech.

Light 'Mechs (20-35 tons)

2D6CCAF ACCAF BCCAF/SIMC CSIMC ASIMC B
2OW-1D Owens [35]JA-KL-1532 Jackal [30]RVN-3L Raven [35]OW-1 Owens [35]ALM-7D Fireball [20]
3FNHK-9K Falcon Hawk [35]JR7-F Jenner [35]JR7-F Jenner [35]SDR-9K Venom [35]RVN-3L Raven [35]
4D9-G9 Duan Gung [25]FS9-H Firestarter [35]FS9-H Firestarter [35]SCB-9T Scarabus [30]WLF-1 Wolfhound [35]
5ZPH-1 Tarantula [25]*UM-R63 UrbanMech [30]UM-R60L UrbanMech [30]

Medium 'Mechs (40-55 tons)

2D6CCAF ACCAF BCCAF/SIMC CSIMC ASIMC B
2SYU-2B Sha Yu [40]SNK-1V Snake [45]CLNT-1-2R Clint [40]ENF-6M Enforcer III [50]HCT-5S Hatchetman [45]
3HUR-R4L Huron Warrior [50]MHL-2L Marshal [55]HBK-4P Hunchback [50]BSW-X1 Bushwacker [55]CDA-3C Cicada [40]
4MS1-0C Men Shen [55]TBT-7M Trebuchet [50]VL-2T Vulcan [40]SNT-04 Sentry [40]CLNT-2-3U Clint [40]
5SNK-1V Snake [45]BJ-2 Blackjack [45]CLNT-2-3T Clint [40]

Heavy 'Mechs (60-75 tons)

2D6CCAF ACCAF BCCAF/SIMC CSIMC ASIMC B
2LHU-2B Lao Hu [75]WR-DG-02FC War Dog [75]CPLT-C3 Catapult [65]HEL-C Helios [60]CTS-6Y Cestus [65]
3JN-G8A Jinggau [65]THR-1L Thunder [70]ON1-VA Orion [75]MDG-1A Rakshasa [75]AXM-1N Axman [65]
4ON1-K Orion [75]ON1-K Orion [75]GHR-5H Grasshopper [70]WR-DG-02FC War Dog [75]JM6-DD JagerMech [65]
5CTF-3L Cataphract [70]GHR-5H Grasshopper [70]CPLT-C4 Catapult [65]

Assault 'Mechs (80-100 tons)

2D6CCAF ACCAF BCCAF/SIMC CSIMC ASIMC B
2SRC-3C Sirocco [95]*Y-H9G Yu Huang [90]STK-5M Stalker [85]DVS-2 Devastator [100]LGB-7Q Longbow [85]
3MR-5M Cerberus [95]AWS-9M Awesome [80]AWS-8Q Awesome [80]NSR-9FC Nightstar [95]NSR-9J Nightstar [95]
4MR-V2 Cerberus [95]STC-2D Striker [80]CP-10-Q Cyclops [90]LGB-7Q Longbow [85]EMP-6A Emperor [90]
5STK-5M Stalker [85]STK-5M Stalker [85]STK-4P Stalker [85]

CCAF Regimental Abilities

Each CCAF regiment possesses certain specialties and skills based on its experience and the abilities of its commanders. The regiment descriptions earlier in this book discuss these characteristics in detail. The following game rules simulate these characteristics and are intended to supplement existing BattleTech, BF2 and MW3 rules. These rules are intended to add variety to and enhance game play, but not to give any unfair advantages. Gamemasters and players should all agree on the use of any supplemental rules before game play. Similarly, players should feel free to modify any rule that seems inappropriate for their campaign. All of the following rules are considered Level 3 rules and are ineligible for tournament play.

Many of the following rules are specifically designed for use with the Creating Scenarios rules (p. 97, BMR). However, players should feel free to use them in other game situations. Unless otherwise stated, the following rules apply to BattleTech games only.

Using Hidden Units Rules

Certain regiments can use the Hidden Units rules (p. 77, BMR) to set up part or all of their forces when scenario circumstances allow. If the opportunity does not exist, the regiment cannot exercise this option. For example, in a chase scenario both sides move at the start of the game, so the Hidden Units rules are void. In a standup fight scenario, however, one side can use the Hidden Units rules. Players must decide if a scenario accommodates the use of hidden units; in all cases, both players must agree before using the rules in a scenario.

If the rules for a scenario type already call for hidden units, ignore the regiment's special ability to set up hidden units.

Overlapping Abilities and Advantages

If opposing forces possess identical abilities or advantages, the advantages cancel each other out. For example, if two opposing regiments both have the advantage of choosing the side of the map from which they enter, ignore the advantage and instead determine the edge from which a side will enter using standard rules.

Forcing the Initiative

Several Confederation regiments have the ability to "Force the Initiative" and gain bonuses to their Initiative rolls in BattleTech games. The bonus is equal to the number of enemy units the side destroyed in the previous turn, reduced by the number of its own destroyed units.

For example, a side with this capability receives a +2 Initiative bonus if it destroys 4 enemy units and loses 2 of its own during the previous turn.

Off-Map Movement

Some regiments are proficient in tactical movement behind the lines of combat. Regiments with the off-map movement ability may move units off the map during play. These units re-enter play at a predetermined map edge. This ability may only be used if the scenario type allows for it. For example, an offensive force may not use this ability in breakthrough scenarios; in a hold-the-line scenario, the defending force cannot use off-map movement.

To use this ability, the controlling player writes down the exit hex and mapsheet of each unit moving off-map. The controlling player then writes down the hex, mapsheet and turn at which each unit will re-enter. Before re-entering the map, an exiting unit must remain off the map for the number of turns it would take to travel from its exit hex to its entrance hex. To calculate this travel time, count the number of blank half hexes along the map edges between the entrance and exit hexes. Then divide this number by the unit's Running/Flank MP rating (rounding fractions up). The result is the minimum number of turns the unit must remain off the map. The controlling player can delay the unit's re-entry beyond this period if he desires, but he must select the re-entry turn when the unit leaves the map.

Each returning unit re-enters the map in the End Phase of the turn noted on its "written orders." At that time, the opposing player can check the unit's orders to make sure the move was legal. If the move was illegal, the unit is considered destroyed and removed from play. (A move is illegal if the unit does not remain off the map for the required travel time or does not enter at the location and turn noted on its written orders.) In a campaign setting, these "destroyed" units may be brought back into play in a later battle because they are actually lost rather than destroyed.

If a returning unit is supposed to enter the map in a hex containing an enemy unit, or containing a friendly unit that would violate the stacking limits of the hex, the returning unit is placed in a hex of the opposing player's choice adjacent to the intended entry hex.

Once the returning unit has re-entered the map, any enemy unit adjacent to it may immediately attack it using the rules for Pointblank Shots from Hidden Units (p. 77, BMR). This attack does not restrict the attacking unit's ability to make attacks in the following turn.

Units off the map cannot engage in combat. If the opposing force destroys all the units remaining on the map before off-map units return, the battle is lost.

Overrun Combat

Some regiments are capable of "overrun" combat during BattleTech games. Under certain circumstances, these forces may fire before enemy forces can move or fire.

When rolling Initiative for overrun-capable regiments, note the die roll result's Margin of Success. Divide the Margin of Success by 2 and round fractions down. The result equals the number of individual units that may move, designate and resolve their firing before any other units move and fire. "Extra" successes do not carry over into later turns (i.e., if the player has more successes than 'Mechs available to move). For example, an overrun-capable force makes an Initiative Roll of 11, while its opponent rolls only a 6. That gives the overrun-capable force a Margin of Success of 5, which means that two of its units may move and fire before any other units move (5 ÷ 2 = 2.5, rounded down to 2).

Units employing the overrun capability do not take part in the normal move/fire sequence. In other words, overrunning units do not count for determining how many units each side must move when alternating turns during the Movement, Reaction and Weapon Attack phases. Overrunning units make physical attacks as normal during the Physical Attack Phase.

Banking Initiative

Some regiments command an innate grasp of the ever-changing battlefield. Those that do can take advantage of this by electing to give up the Initiative only to seize it later in combat.

In game play, the player controlling these regiments may, before making the Initiative roll, choose to give the Initiative to his opponent. For each two turns the controlling player elects to lose Initiative he may, at a later round and before making the Initiative roll, choose to take the Initiative. The controlling player may only "bank" up to two Initiatives (giving up four Initiatives) at any one time in this way. For the purposes of any other special abilities, consider the opponent to have won or lost the Initiative (as appropriate) by a margin of 1.

BattleForce 2 Command Lists

Following are new command lists for use with the BattleForce 2 game, reflecting the unique combat style of the St. Ives Military Command and the Chaos March/Sarna Supremacy. A command list for the regular CCAF appears in the BattleForce 2 rulebook (p. 31).

St. Ives Command List

RollCommand
1Alpha Strike!
2Ambush
3Ambush
4Careful Aim
5Evasive Action
6Hello, HQ?
7Charge!
8Jam Transmission
9Luck of the Fox
10Luck of the Fox

Chaos March/Sarna Supremacy Command List

RollCommand
1Alpha Strike!
2Ambush
3Doubletime March
4Evasive Action
5Evasive Action
6Evasive Action
7Fall Back!
8Fall Back!
9Hello, HQ?
10Hello, HQ?

Equipment Ratings

The name of each regiment is followed by a letter in parentheses. This letter is the regiment's equipment rating and represents its access to advanced 'Mechs and other equipment. The rating is used when assigning 'Mechs to a regiment using the Random 'Mech Assignment Tables, but it also indicates the regiment's relationship with the procurement division of its military, so it determines how easily the regiment can obtain equipment and supplies.

An equipment rating can be averaged out over a regiment's forces. So in a "B"-rated company, there may be an "A" lance, a "B" lance and a "C" lance in regards to equipment.

RatingDescriptionExample
ATop PriorityRed Lancers
BGood4th Tau Ceti Rangers
CAdequateKamakura's Hussars

Capellan Hussars

All Hussar regiments ignore any special ability of an opposing regiment that would inflict a negative Initiative modifier on the Capellan Hussars.

1st Hussars: Red Lancers (A)

The Red Lancers are a fearsome and intimidating presence on the battlefield. Enemy units may not voluntarily move into an adjacent hex with a Red Lancer unless the unit is Elite. During the Movement Phase, any non-Elite enemy unit that has not moved and finds itself adjacent to a Red Lancer must move, if sufficient Movement Points are available, until it is no longer adjacent to the Red Lancer. The Red Lancers may also employ off-map movement and banking Initiative.

2nd Hussars: Prefectorate Guard (A)

If the Second Hussars are ever reduced to one-third of their starting force, they lose the ability to ignore Initiative modifiers produced by enemy units.

Whenever the Second Hussars play the defenders in a scenario, they receive a +1 Initiative bonus. Any Hussar 'Mech that does not expend any Movement Points during a Movement Phase has a +1 to-hit modifier during the subsequent Weapon Attack Phase. These modifiers are not cumulative from one turn to the next.

3rd Hussars: Holdfast Guard (A)

The Third Hussars ignore all special abilities of enemy regiments that affect them directly.

4th Hussars: Dynasty Guard (B)

If the Fourth Hussars are ever reduced to one-third of their starting force, they lose the ability to ignore Initiative modifiers produced by enemy units.

To represent the Fourth's incessant search for new equipment, one Guard 'Mech in every full lance deployed may choose to mount any single Inner Sphere weapon on his 'Mech. The added weight and critical space of the weapon must be made up for by removing other components; however, there is no risk of losing design integrity (see Customizing and Retrofits, p. 87, BMR).

Warrior Houses

When randomly assigning 'Mech forces, the Warrior Houses may choose to reroll any result that does not include one of the following 'Mech variants or configurations: Cossack, Duan Gung, UrbanMech, Raven, Sha Yu, Snake, Vindicator, Huron Warrior, Men Shen, Helios, Ti Ts'ang, Catapult, Jinggau, Cataphract, Thunder, Lao Hu, Emperor, Yu Huang and Pillager.

Additionally, one Warrior House 'Mech in every full lance deployed may choose to mount any two Inner Sphere weapons on his 'Mech. The added weight and critical space of the weapons must be made up for by removing other components; however, there is no risk of losing design integrity (see Customizing and Retrofits, p. 87, BMR).

House Imarra (B)

If an opposing regiment has equal or lesser experience than House Imarra, the opposing regiment suffers a -1 Initiative modifier. House Imarra may use the off-map movement and overrun combat special abilities.

House Kamata (B)

If using the Concealing Information or Double-Blind Rules (see pp. 51-52, Maximum Tech Revised), a House Kamata player may choose to look at one enemy unit's record sheet before the start of every turn. Once the turn has begun, the opponent may conceal the record sheet.

House Hiritsu (A)

When banking Initiative, a House Hiritsu player may forfeit and then bank Initiative on a one for one basis instead of the standard two for one. No more than two Initiatives may be "banked" in this manner.

If any infantry units are fielded, House Hiritsu gains a +1 Initiative bonus. At the beginning of any turn in which House Hiritsu does not have infantry, the Initiative bonus is lost.

House Lu Sann (B)

At the beginning of any turn in which a House Lu Sann player fields more 'Mechs than the enemy, he may force the Initiative.

House Dai Da Chi (A)

If an enemy 'Mech is destroyed while in a Woods or Building hex, a House Dai Da Chi 'Mech may occupy the hex, creating a zone of intimidation. During any subsequent turn in which the House Dai Da Chi 'Mech remains in the hex, enemy units may not move into or through an adjacent hex.

House Dai Da Chi VTOLs are adept at evasive maneuvers, adding a +1 to-hit modifier to all enemy attacks against them. However, the VTOLs also have an additional +1 to-hit modifier to their own attacks. If any House Dai Da Chi VTOLs are onboard during the Off-Board Attack Phase of a turn in which artillery rounds arrive onboard, the artillery rounds receive a -1 to-hit modifier.

House Fujita (B)

Any House Fujita 'Mech making a weapon attack against an enemy 'Mech that destroyed two or more House Fujita 'Mechs in previous turns receives a -1 to-hit modifier.

House Ma-Tsu Kai (B)

When randomly determining maps, House Ma-Tsu Kai may choose the maps instead of rolling. In any scenario where House Ma-Tsu Kai is the defender, any units beginning the game on the map may be hidden.

If any House Ma-Tsu Kai VTOLs or infantry are onboard during the Off-Board Attack Phase of a turn in which artillery rounds arrive onboard, the artillery rounds receive a -2 to-hit modifier.

House Ijori (B)

At the beginning of any turn in which a House Ijori player does not have infantry on the map, he suffers a -2 Initiative penalty. In urban terrain the Initiative penalty is only -1.

Any anti-BattleMech infantry (see p. 67, BMR) attacks made by House Ijori in urban terrain receive a -1 to-hit modifier.

Death Commandos (A)

The Death Commandos player chooses his entire force from among any Inner Sphere 'Mechs; they do not have to appear on any Random 'Mech Assignment Table.

The Death Commandos ignore all enemy regiment special abilities that affect opposing forces. At the start of a game, the Death Commandos player chooses and reveals two of the following special abilities for the battle: forcing the Initiative, off-map movement, overrun combat and banking Initiative. If an enemy force is not Elite, it suffers a -2 Initiative penalty each turn.

Confederation Reserve Cavalry

2nd Confederation Reserve Cavalry (B)

The Second CRC may reduce the total to-hit modifier for firing through and into woods by 1, regardless of how many Woods hexes are involved. 'Mechs in the Second CRC also receive a -1 to-hit modifier on any Aimed Shot (see p. 33, BMR), provided the 'Mech has not sustained any sensor critical hits.

3rd Confederation Reserve Cavalry (C)

This regiment suffers a -1 Initiative penalty if an opponent fields any aerospace fighters. If the controlling player of the Third CRC fields more than twelve 'Mechs, he randomly chooses one that will not enter the game due to needed repairs.

In an MW3 campaign, any member of the Third CRC receives a free Contact (1) and an extra experience point in any game session where the Scrounge Skill was used successfully.

5th Confederation Reserve Cavalry (B, C)

If the Fifth CRC is defending, it may place up to 25 percent of its units as hidden. If any Fifth CRC infantry are onboard during the Off-Board Attack Phase of a turn in which artillery rounds arrive onboard, the artillery rounds receive a -1 to-hit modifier.

6th Reserve Cavalry (Hustaing Warriors) (B)

When randomly assigning 'Mechs to a Sixth CRC regiment, two out of every four must be a St. Ives 'Mech. Once the weight classes of these 'Mechs are randomly determined, the Hustaing player chooses which two 'Mechs will be St. Ives and then rolls on the SIMC B column of the Random 'Mech Assignment Table: Capellan Confederation (p. 123). Additionally, for every four St. Ives 'Mechs used, one must be Federated Suns. Follow the same procedure as above, but use the House Davion column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR) or the appropriate column of the Random 'Mech Assignment Table: Federated Suns in the Field Manual: Federated Suns. In all cases, the equipment rating of the Hustaing Warriors still applies.

Any time the Hustaing Warriors are used in a scenario, they must field at least one vehicle. Vehicle units may use the off-map movement special ability. A Hustaing Warriors regiment may force the Initiative.

7th Confederation Reserve Cavalry (C)

When randomly assigning 'Mechs to a Seventh CRC regiment, one out of every four must be a Periphery 'Mech, though the controlling player may choose to roll more than one of his four 'Mechs on the Periphery table. Once the weight classes of these 'Mechs are randomly determined, the Hustaing player chooses which 'Mech will be Periphery and then rolls on the Periphery section of Vehicle Assignment Table 4-Miscellaneous (p. 93, MW3). If the Seventh CRC player rolls two or more 'Mechs on the Periphery section, the equipment rating of the regiment is shifted to a B for any remaining 'Mechs.

In an MW3 campaign, members of the Seventh CRC may receive double experience points after any mission dealing with relations between the Capellan Confederation and the Magistracy of Canopus.

Capellan Defense Force

1st Capellan Defense Force (B)

The First CDF may use the off-map movement special ability. In addition, they receive only a +1 to-hit modifier during any night combat scenario, instead of the standard +2. At the beginning of any turn in which the First CDC player has more than double the enemy's aerospace fighters, he receives a +2 Initiative bonus.

2nd Capellan Defense Force (C)

When randomly assigning 'Mechs to a Second CDF regiment, one out of every four may use the B equipment rating column. Once the weight classes of the 'Mechs are randomly determined, the Second CDF player chooses which 'Mech will be rolled on the B equipment rating column. Reroll any OmniMech result.

At the beginning of any turn in which an opponent uses aerospace fighters, the Second CDF receives a -2 Initiative penalty. When fighting in urban terrain, enemy units receive a +1 to-hit modifier when making weapon attacks against the Second CDF.

Liao Chang-Cheng

When randomly assigning 'Mechs to a Liao Chang-Cheng regiment, one out of every four may be Federated Suns. Once the weight classes of the 'Mechs are randomly determined, the LCC player chooses which 'Mech will be rolled on the House Davion column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR) or the C equipment rating column of the Random 'Mech Assignment Table: Federated Suns in the Field Manual: Federated Suns.

1st LCC: Kamakura's Hussars (B)

During any turn in which every unit of the Kamakura's Hussars employs running/flank/maximum thrust movement, the opponent may not use or initiate any special abilities for the remainder of the current turn and the entirety of the subsequent turn. Any special ability already in progress, such as off-map movement, may continue normally.

2nd LCC: Renshield's Dragoons (A)

Any time the controlling player fields only vehicles and randomly generates his force, he may include one additional vehicle beyond initial force sizes agreed upon for the scenario.

The controlling player must designate one unit as the commander of Renshield's Dragoons. If the commanding unit is destroyed, the Second LCC automatically loses the Initiative for three consecutive turns. The enemy is considered to have won the Initiative by a margin of 1.

3rd LCC: Vong's Grenadiers (C)

In wooded or urban terrain, Vong's Grenadiers receive a -2 Initiative penalty. In any non-wooded or urban terrain, the Third LCC may use the overrun combat special ability.

4th LCC: Syn's Hussars (C)

Every 'Mech in Syn's Hussars may choose to mount any single Inner Sphere weapon. The added weight and critical space of the weapon must be made up for by removing other components; however, there is no risk of losing design integrity (see Customizing and Retrofits, p. 87, BMR).

Victoria Commonality Rangers

Kingston's Rangers (B)

Any time a unit from Kingston's Rangers is destroyed, all remaining Rangers units receive a -1 to-hit modifier to all weapon attacks on the following turn. The units may only use walking/cruising/safe thrust movement, or stand still, to obtain the modifier. Any Kingston's vehicles may use the off-map movement special ability.

Sung's Rangers (C)

When randomly assigning 'Mechs to Sung's Rangers, one out of every four must be a Periphery 'Mech, though the controlling player may choose to roll more than one of his four 'Mechs on the Periphery table. Once the weight classes of these 'Mechs are randomly determined, the Sung's player chooses which 'Mech will be Periphery and then rolls on the Periphery section of Vehicle Assignment Table 4-Miscellaneous (p. 93, MW3). If the Sung's player rolls two or more 'Mechs on the Periphery column, the equipment rating of the regiment is shifted to a B for any remaining 'Mechs.

When fielding twelve or more units, the controlling player must designate one lance as the command lance. Any time a command lance unit inflicts damage on an enemy unit, the damaged unit must attack the command lance during the Weapon Attack Phase of the following turn. If multiple command lance units inflict damage, the target may choose which command lance unit on which to concentrate fire.

McCarron's Armored Cavalry

When randomly assigning 'Mechs to a McCarron's Armored Cavalry regiment, the controlling player may choose to roll any of his units on any Inner Sphere Random 'Mech Assignment Table. However, the regiment must lower its normal equipment rating by one step (e.g., an A equipment rating is lowered to a B).

At the beginning of any turn in which a MAC regiment fields more units and of greater experience than the enemy, the opposing regiment receives a -1 Initiative penalty.

McCarron's Command Battalion (A)

When banking Initiative, a McCarron's Command Battalion player may forfeit and then bank Initiative on a one for one basis instead of the standard two for one. No more than two Initiatives may be "banked" in this manner.

During any Movement Phase that an MCB unit spends only half its Walking MP (rounded down), it receives a -1 to-hit modifier for any weapon attacks during the subsequent Weapon Attack Phase.

The MCB player must nominate one unit as the command unit. If the command unit is destroyed, the opponent automatically wins the Initiative by a margin of 1 for the next three turns.

1st MAC: The Nightriders (A)

The Nightriders may force the Initiative. Any aerospace fighters fielded by the First MAC gain a -1 to-hit modifier for any strafing, striking or bombing attacks.

During any Movement Phase that enemy units are using off-board movement, the First MAC may move one unit off the map on the same side the enemy units are moving and force those units to double the number of turns (round up) until they reappear on the map. The First MAC's unit will reappear on the same hex it left the map on the turn following the appearance of the enemy units.

2nd MAC: Angel's Regiment (A)

At the beginning of any game, the controlling player of the Angel's Regiment announces which one of the following special abilities his regiment possesses: forcing the Initiative, off-map movement, overrun combat or banking Initiative.

Once the Regiment entrenches, it is hard to move them out. All enemy units receive a +1 to-hit modifier to any weapon attacks made against any Angel's Regiment armor or infantry units that expended no Movement Points during the Movement Phase of the same turn. This modifier is not cumulative.

3rd MAC: The Wild Ones (A)

When rolling on the Random Lance Type Table, reroll any result of 2 through 7; if rolling on the Random Company Type Table, reroll any result of 1 or 2.

At short range, all weapon and physical attacks made by Wild Ones units receive a -1 to-hit modifier. The Medium Range Modifier is reduced by -1. The Long Range Modifier is increased by +1.

At the beginning of the game, the Wild Ones player must designate a command unit. As long as the command unit remains in play, the Wild Ones may use the off-map movement special ability. If the command unit is destroyed while off-map movement is taking place, the controlling player may continue the movement and return to the map, but may not initiate any additional off-map movements.

The Wild Ones tend to ignore infantry until slapped in the face. All infantry attacks against the Wild Ones gain a -1 to-hit modifier. If an infantry attack destroys a Wild Ones unit, the modifier is lost.

4th MAC: Lord Carson's Cavaliers (A)

When randomly generating forces, any time a roll results in a 12 on the Random 'Mech Assignment Table, the Cavaliers may keep that 'Mech and trade another 'Mech for any Inner Sphere OmniMech configuration, though it must be of the same weight class. If a 12 is rolled on the first 'Mech assignment, ignore this ability.

Carson's Cavaliers may bank three Initiatives instead of the standard two.

At the beginning of the game, the Carson's Cavaliers player must designate a command unit. If the designated command unit is destroyed, the regiment loses any currently banked Initiative and suffers a -2 Initiative penalty for the next two turns.

5th MAC: Kyp's Kommando (B)

For every twelve units deployed above twelve, a Kyp's Kommando regiment receives a -1 Initiative penalty. When acting as the defenders in a scenario, the Kommandos may not withdraw from the map. Attacks against any Kommando unit that has expended no Movement Points in the current turn and is in woods or behind partial cover gain a +1 to-hit modifier.

Citizens' Honored

4th Tau Ceti Rangers (A)

When randomly assigning 'Mechs to a Fourth Tau Ceti Rangers regiment, the controlling player may choose to roll half of his units on the ComStar table. After randomly determining weight class, roll on the ComStar column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR) or the B Equipment Rating column of the Com Guard section of the Random 'Mech Assignment Table: ComStar (p. 131, Field Manual: ComStar). If more than 12 units are fielded, the Rangers receive a +1 Initiative bonus.

15th Dracon (B)

When randomly assigning 'Mechs to a Fifteenth Dracon regiment, the controlling player may choose to roll half of his units on the ComStar table. After randomly determining weight class, roll on the ComStar column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR) or the B Equipment Rating column of the Com Guard section of the Random 'Mech Assignment Table: ComStar (p. 131, Field Manual: ComStar).

The Dracon may use the off-map movement special ability. In addition, one-third of their units (round down) may begin the game one hex-row off the map on their home map edge. The Fifteenth Dracon player must write down the exact hex to which each unit is adjacent. During the Turn 1 Movement Phase, these units may move on the board normally or initiate off-map movement.

When randomly generating maps, if an urban terrain map is rolled, the Fifteenth Dracon player may take a -1 Initiative penalty for the first three turns to force a reroll. The reroll can be forced repeatedly for a cumulative Initiative penalty but only lasts for the first three turns.

Lockhardt's Ironsides (C)

Units of Lockhardt's Ironsides may spend running/flank Movement Points while moving backwards, though all other rules concerning backwards movement still apply. Any time all Ironsides units spend running/flanking movement while moving backwards, all enemy units must spend running/flank Movement Points if they are available during the next Movement Phase.

Laurel's Legion (C)

When randomly assigning 'Mechs to Laurel's Legion, two out of every four must be Federated Suns. After randomly determining weight class, roll on the House Davion column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR) or the C Equipment Rating column of the Random 'Mech Assignment Table: Federated Suns in the Field Manual: Federated Suns.

Any 'Mech that retreats off the Legion's home map edge may be replaced three turns later by a new randomly determined Legion 'Mech using the "B" Confederation column of the Random 'Mech Assignment Table: Capellan Confederation (p. 123). The new 'Mech must be one weight class lower than the 'Mech that retreated. Light 'Mechs may not be replaced.

Capellan Brigade

Ambermarle's Highlanders (C)

Ambermarle's Highlanders may use the hidden units special ability. The regiment also has the off-map movement ability but the minimum travel time is 50 percent longer.

Harloc Raiders (B)

In any scenario where the Raiders are the defenders, up to 50 percent of their units (round down) may begin the scenario hidden. However, if the second battalion is defending in urban terrain, up to 75 percent of the units may begin the scenario hidden.

The Harloc Raiders may also use the banking Initiative special ability.

Marshigama's Legionnaires (B)

Any weapon attack made by a Legionnaire against a target beyond the 20-hex range receives a -1 to-hit modifier. If the Legionnaire unit does not spend any Movement Points for two consecutive turns, the to-hit modifier becomes -2. The modifiers are not cumulative over the course of multiple turns.

At the beginning of any turn in which more than one-third (round up) of the Legionnaires' starting forces (not surviving forces) are within four hexes of opposing units, the Legionnaires receive a -2 Initiative penalty.

Shin Legion (C)

When randomly assigning 'Mechs to the Shin Legion, three out of every four must be Draconis Combine. After randomly determining weight class, roll on the House Kurita column of the Random 'Mech Assignment Table: Inner Sphere 1 (p. 105, BMR) or the C Equipment Rating column of the Random 'Mech Assignment Table: Draconis Combine (p. 142, Field Manual: Draconis Combine).

The Shin Legion is a seasoned, well-rounded regiment prepared for any battlefield environment. Enemy regiments lose any terrain-based Initiative bonuses when fighting the Shin Legion and the Shin Legion receives a +1 Initiative bonus when operating in flatlands terrain.

St. Cyr's Armored Hussars (C)

If St. Cyr's Armored Hussars face a more experienced regiment, they receive a -1 Initiative penalty per experience level difference. At the beginning of any turn, if the opponent's 'Mechs outnumber the Hussars, the opponent may use the overrun combat special ability.

If three or more 'Mechs in second battalion inflict damage on the same unit, the damaged unit may only expend walking/cruising/safe thrust Movement Points during the next Movement Phase. First company of second battalion receives a -1 to-hit modifier for all physical attacks.

St. Ives Armored Cavalry

1st St. Ives Lancers (A, St. Ives)

The First St. Ives Lancers is the best-equipped unit in the SIMC. Players controlling the Lancers may roll twice per lance on the equivalent Federated Suns table instead of the standard one. For every twelve 'Mechs fielded, four of them may be Clan 'Mechs. Determine weight classes normally and then roll on the Smoke Jaguar column of the Random 'Mech Assignment Table: Clans (p. 107, BMR).

All units in the First St. Ives Lancers may use the banking Initiative special ability, and half of the force (round up) may use off-board movement.

2nd St. Ives Lancers (A, St. Ives)

Though suffering heavy losses during the war, the Second Lancers kept themselves operating at full strength by salvaging equipment from the battlefields. As a result, when randomly assigning 'Mechs to a Second St. Ives Lancers regiment, roll once per lance on the "A" Confederation column of the Random 'Mech Assignment Table: Capellan Confederation (in addition to the optional roll on the Federated Suns table).

The Second Lancers may use the off-map movement special ability and may hold any number of units in reserve (they do not start the game on the map or move on the map during the first turn) and deploy them during the Movement Phase of subsequent turns. For every 'Mech or vehicle that remains in reserve, the Second Lancers receive a +1 Initiative bonus with a maximum of +3. A +1 Initiative bonus is lost each time a reserve unit moves onto the board.

SIAMS Training Group (B, St. Ives)

Due to its high turnover rate, the Training Group receives a -1 Initiative penalty. The Group will not leave one of their own behind, so no Group may exit the map until every mobile unit is within a single turn's movement of their home map edge. This includes the pilots and crews of any destroyed or disabled 'Mechs or vehicles. These crews may mount another combat unit per Mounting rules (see p. 59, BMR) or move as foot infantry. Note that each 'Mech has 1 pilot and each vehicle has a crew of pilots equal to (tonnage/15).

St. Ives Sentinels

Aliesha's Mounted Fusiliers (C, St. Ives)

When randomly assigning 'Mechs to Aliesha's Mounted Fusiliers, roll twice per lance on the "B" Confederation column of the Random 'Mech Assignment Table: Capellan Confederation (in addition to the optional roll on the Federated Suns table).

The Fusiliers' equipment is still in a horrendous state of repair following the civil war. For each lance the Fusiliers field, roll 1D6 -3 prior to the start of the game. If the result is negative, randomly choose one 'Mech in the lance and roll 1D6 to determine which of the following critical hits to apply to that 'Mech: 1-Engine, 2-Sensor, 3-Foot Actuator, 4-Jump Jet, 5-Shoulder Actuator, 6-Gyro. Once the specific critical hit has been determined, randomly assign it to an appropriate slot on the Critical Hit Table of the 'Mech's record sheet.

The Mounted Fusiliers receive a +2 Initiative bonus and a -1 to-hit modifier to all physical attacks when fighting in urban terrain. Also, the Fusiliers are not required to make the standard Piloting Skill Rolls when running and turning on paved hexes, as long as the 'Mech has not taken any leg actuator critical hits.

Marcella's Armored Infantry (B, St. Ives)

Marcella's Armored Infantry regiment may use the banking Initiative special ability.

Due to Colonel Devon's intense hatred for the Thuggee Cult and anything associated with the Black May attacks, Marcella's Armored Infantry receives a -1 Initiative penalty any time they fight against either a Thuggee force or any other force known to have perpetrated nerve-gas attacks. However, against such a force, they may use the overrun combat special ability. Any time the Armored Infantry wins the Initiative against such a force, add a +4 to the margin of success.

St. Ives Janissaries

1st Janissary Brigade (B, St. Ives)

At the beginning of any scenario, the First Janissary player announces which two of the following special abilities are possessed by the unit: overrun combat, off-map movement or banking Initiatives. The First Janissary can forfeit the use of both special abilities for the duration of the scenario in order to choose all maps used in the scenario (if random maps are being generated).

2nd Janissary Brigade (B, St. Ives)

The Second Janissaries may use the banking Initiative special ability.

In MW3, because of Colonel Ilyanova's innate strategic ability, characters pay only half of the XP cost for advancing their Strategy or Tactics Skill for the duration of their assignment to the Second Janissaries.

Free Capella

Blackwind Lancers (B, St. Ives)

The Blackwind Lancers may hold any number of units in reserve (they do not start the game on the map or move on the map during the first turn) and deploy them during the Movement Phase of subsequent turns. For every 'Mech or vehicle that remains in reserve, the Blackwind Lancers receive a +1 Initiative bonus with a maximum of +4. A +1 Initiative bonus is lost each time a reserve unit moves onto the board.

Blackwind Lancer characters in MW3 have the Well-Connected Trait (via Free Capella) for the duration of their service with the unit.

Borodin's Vindicators (B, St. Ives)

When randomly assigning 'Mechs to a Borodin's Vindicators regiment, one out of every four may be rolled on the House Davion or House Steiner column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR), or the B Equipment Rating column of the Random 'Mech Assignment Tables found in the Field Manual: Federated Suns or upcoming Field Manual: Lyran Alliance. The choice to roll on an alternate column must be made before any 'Mech assignment rolls are made.

The Vindicators receive a -1 to-hit modifier on all physical attacks against any unit attacking a St. Ives Commonality world (as part of the scenario).

Jie Fang Legion (B, St. Ives)

When randomly assigning 'Mechs to a Jie Fang Legion regiment, the player may roll twice on the Federated Suns table at a "C" rating, in place of the standard one per four 'Mechs.

Jie Fang Legion characters in MW3 advance their Tactics and Strategy skills as if they had the Natural Aptitude Advantage in those skills while they are members of the Legion.

Free Republic Revolutionaries (C)

When randomly assigning 'Mechs to a Free Republic Revolutionaries regiment, one out of every four may be rolled on the House Davion or House Steiner column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR), or the C Equipment Rating column of the Random 'Mech Assignment Tables found in the Field Manual: Federated Suns or Field Manual: Lyran Alliance. The choice to roll on an alternate column must be made before any 'Mech assignment rolls are made. Every other one of these rolls may be made at one equipment rating higher (B) to signify the good raiding potential in the area.

At the beginning of any scenario where the Revolutionaries are not allied with another regiment, they gain the banking Initiative special ability, and up to 25 percent of its units may be hidden. If they are operating with an allied regiment, they lose those abilities and the entire allied faction receives a -1 Initiative penalty for the duration of the scenario.

Sarna Martial Academy Cadre (C)

When randomly assigning 'Mechs to a Sarna Martial Academy Cadre regiment, apply a -2 penalty when randomly rolling to determine unit quality. When fighting in a group consisting of more than twelve units, the Cadre receives a -1 Initiative penalty. In smaller groups, however, the Cadre can make use of the off-board movement special ability with up to half of its force.

During character creation, MW3 characters assigned to the Cadre (especially those who attended the Sarna Martial Academy) will take this assignment as their first Stage 4 "Tour of Duty: Inner Sphere." All such characters receive the Disadvantage of Stigma/Sarna Supremacy Native but gain two additional Skill Points per pass in which they are assigned to the Cadre. The additional points may be applied to any of their military skills.

MechWarrior Rules

This section supplements the Character Creation rules found in the MechWarrior, Third Edition (MW3) rulebook starting on p. 26. Using the following material, players and gamemasters can create characters with roots in the St. Ives Compact/Commonality and take characters in new directions within the Capellan Confederation. Enterprising gamemasters can easily modify the information presented here to create unique paths or affiliations for the various other Capellan Commonalities, giving players further options in character creation.

Included in this section is a new affiliation and several new Life Paths. The unique rules listed here can be intermingled with those in the MW3 rulebook with the following exception: each of the new Life Paths possesses a category labeled Previous Paths. A character wishing to embark on any of the new Life Paths must meet the Attribute minimums and have immediately progressed from one of the listed Previous Paths.

Characters progressing through the Capellan military paths have the option to move into either the standard Stage 4 Tour of Duty: Inner Sphere as found on p. 50 of MW3 or the Tour of Duty: Xin Sheng as described in this section (p. 141). Treat all passes through either tour as though the character had taken the same path each time (a character cannot "flip-flop" back and forth between Paths to avoid the -1 penalty to the Events roll). For example, if a character takes the Tour of Duty: Xin Sheng once and then takes the Tour of Duty: Inner Sphere twice, the player should treat this as if his or her character had taken the exact same path three times in a row.

Social Standing

This updated table can be used in place of the table found on p. 55 of MW3 to better represent the unique Capellan class system.

Attribute ValueBirth Status
1Servitor
2Servitor
3Middle Class
4Upper Class
5Lord/Lady
6Mandrinn/Mandrissa
7Shonso/Shanna
8Lama/Lamia
9Duke/Duchess
10Liao Family

Before the annexation, an SOC of 2 in the St. Ives Commonality designated a citizen of lower class. Since the reintegration of St. Ives into the Confederation, this has changed. While a character with SOC 2 born before the annexation will still be afforded the same privileges in the commonality's civilian sector, he or she can never enter the military, hold political office or even travel through the bulk of the Confederation without reinvesting themselves as a Capellan citizen (i.e., attaining SOC 3 or higher).

Rank Trait

The following table shows Capellan ranks for the various levels of Rank Trait, including the unique ranks used in the Warrior Houses. This replaces the Capellan Confederation columns in the Rank Table (p. 87, MW3).

Rank Table: Capellan Confederation

Enlisted ranks

Trait PointsCapellan StandardWarrior House
1——
2Shia-ben-bing—
3——
4San-ben-bing—
5——
6Si-ben-bingZhang-si
7——
8——
9Yi-si-ben-bing

Officer ranks

Trait PointsCapellan StandardWarrior House
1Sao-weiBan-zhang
2Sang-weiPai-zhang
3Sao-shaoLien-zhang
4——
5——
6Zhong-shaoYing-zhang
7Sang-shaoShiao-zhang
8——
9—

*These ranks are not normally attainable by player characters but are included here for comparison.

Affiliation: St. Ives

Duchess Candace Liao has always acted as a shield for her citizens. As a result, even in the time before the Fourth Succession War the people of the St. Ives Commonality enjoyed more personal freedoms than the average Confederation citizen. The Chancellor and his advisers saw no reason to interfere. As long as Candace continued to take such an active interest in the commonality and St. Ives' industries continued to perform, they opted to stay out of the way.

With St. Ives' secession three decades ago, relations with the Capellan Confederation naturally soured, though for the newly born Compact, this was a time of growth. The St. Ives Commonality had long been a nation of traders and industrialists, benefiting the Capellan Confederation for many centuries. Time spent independent from the Confederation allowed this natural disposition to flourish again on many worlds. The Compact was able to hold its own as an independent power.

Even in the quiet moments, though, many St. Ives citizens still felt a measure of distrust for their Capellan cousins. Three decades of paranoia hovered in the collective consciousness of the Compact, and their fears were finally vindicated with the emergence of a bloody civil war in which the Confederation regained control of the region. And as the citizens try to come to terms with their reintegration into the Confederation, it is certain to remain a time of struggle.

Though the St. Ives Commonality is again a part of the Capellan Confederation, its people enjoyed some decades of complete independence as well as a close relationship with the House Davion. In fact, many considered the Compact to be the Federated Suns' closest ally. The Duchess still maintains solid relations with elements of the Federated Suns as well as with ComStar, the Draconis Combine and the Free Rasalhague Republic. Cordial, if strained, relations exist with the Lyran Alliance.

Game Material

  • Primary Language: Mandarin (Chinese)
  • Secondary Languages: English, Hindi, Russian, Vietnamese
  • Attribute Thresholds: Edge -1
  • Bonus Skills: Language/Any St. Ives Secondary +2; Interest/Any +1; Pick Two: Administration +1, Negotiation +1, Protocol/Capellan Confederation +1, Protocol/Federated Suns +1, or Academic/Capellan History +1
  • Bonus Traits: Player may choose one of the following: Natural Aptitude/Administration, Negotiation or Protocol, or Exceptional Attribute/Edge. If a bonus trait is selected, the character must also suffer one of the following negative traits: Stigma/Outspoken St. Ives Loyalist (a penalty with pro-Confederation citizens) or Stigma/Known Capellan Sympathizer (difficulty with citizens of St. Ives).
  • Path Restrictions: St. Ives citizens living during the time of the Capellan war exist in an awkward state of Compact/Capellan citizenship. As a former citizen of the St. Ives Compact, a character may follow any of the unrestricted paths without penalty.

If the player chooses, a character may enter any Life Path as a full Capellan citizen, including those paths normally restricted to the Capellan Confederation affiliation, unless the character has Stigma/St. Ives Loyalist. The character must meet all of the listed prerequisites as stated, except for SOC which must be one point higher than any listed minimum. Note: most Stage 3 and Stage 4 paths for the Confederation require at least a SOC 3, the minimum for a Capellan Confederation citizen (see p. 28, MW3).

Additionally, a St. Ives character may choose to take any Federated Suns or Lyran Alliance Path as if he or she were a native of that nation, with the following exceptions: any SOC prerequisite must be one point higher than the listed minimum and the character must purchase an appropriate one-point Contact (such as a Federated Suns or Lyran Alliance noble).

Additional Life Paths

The following rules and Life Paths may be used with MW3. These will expand on the training opportunities open to a citizen of the Capellan Confederation (including the St. Ives Compact/Commonality) and cover opportunities from recent military events. In order to integrate these new Life Paths, a few alterations or clarifications need to be made on the paths found in the MW3 rulebook.

Expansions to Basic Paths

This material expands on the information regarding the Capellan Confederation Affiliation (p. 28, MW3). Assume those rules prevail unless specifically stated otherwise here.

Due to the Confederation's dedication to providing free schooling to all citizens, regardless of location, the Stage 1 Life Path Backwoods (p. 33, MW3) should allow continuation in the Stage 2 Path High School. (This does not eliminate the need for a minimum SOC 3 for a Capellan citizen.)

For Stage 2 Life Paths (p. 36, MW3), the High School and Preparatory School Paths should be closed to any character who chose Affiliation: Capellan Confederation (p. 28, MW3) but is not a Capellan citizen.

The Stage 3 paths of Military Enlistment and Military Academy are specifically dealt with in the entry below on regional training centers. A generic Life Path for one of the Major Capellan Academies is given below with customized additions and changes following for each specific academy or university.

Regional Training Centers

There are no special Life Paths associated with regional training centers (RTCs).

A minor regional training center in the Confederation (including the St. Ives Commonality) is the military's basic instruction program. Taking the Military Enlistment Path (p. 41, MW3) without officer training implies that the recruit attended a small RTC. Capellan characters who select the Military Academy Path (p. 40, MW3) or were selected for Officer Candidate School during a Military Enlistment Path have attended one of the major regional training centers.

For some extra variety, gamemasters are encouraged to add Academic/Capellan Philosophies +3 to the skills list for some RTCs and STR +1 to Attribute thresholds. If these changes are made, apply a penalty of -2 to all Event rolls or simply note that the character attended the RTC and military advancement will be limited when compared with a graduate of a major Capellan academy. An officer can correct this deficit by returning to Sian University for proper political evaluation and an OCS "refresher."

Characters with Affiliation: Magistracy of Canopus or Affiliation: Taurian Concordat may claim to have attended a Capellan RTC as long as they acquire a skill in Academic/Capellan Philosophies. Taurians will not be selected for Officer Training, regardless of Event rolls.

Omitted from this transcription: the MechWarrior Life Path entries that follow (Life Paths pp. 135-141: Warrior House Aspirant, the Academy and university Life Paths, the Tour of Duty: Xin Sheng and the other new Stage 2-4 paths with their attribute, skill and event tables). They are character-generation tables for the MechWarrior roleplaying game, not BattleTech game rules, and are not transcribed here. The Fa Shih battle armor and New Equipment rules are included below.

Fa Shih Battle Armor

Omitted from this transcription: the Fa Shih design history and fiction (book pp. 142-143, the R&D and production narrative and the Word of Blake and Taoist references). Only the BattleTech and MechWarrior game rules for the unit are transcribed below. The unit's record-sheet data and the Fa Shih squad's stat block are not reproduced.

BattleTech Game Rules

The Fa Shih battle armor is Level 2 equipment. It follows standard rules for Inner Sphere battle armor (p. 63, BMR) except as noted below.

Fa Shih squads consist of four troopers each. Each member within a squad is equipped with the same weapon; either an Inner Sphere small laser, flamer, machine gun or light TAG. The light TAG functions exactly as the Clan system of the same name.

Each Fa Shih battlesuit has an armor value of 7 points, plus 1 additional point that represents the trooper inside.

Each battlesuit also carries one 10-point minefield mounted on its back, which may be one of the following types: Conventional, Command-Detonated or Vibrabomb. Each trooper may carry a different minefield (simply mark on the Fa Shih record sheet what minefield each trooper carries). During any turn in which a Fa Shih squad does not move or attack in either the weapon and physical attack phases, one or two of the troopers in that squad may lay its minefield in the hex the squad currently occupies.

The Fa Shih are superior at clearing minefields. They follow the standard rules for infantry clearing minefields as described on p. 81 of the BMR, except they clear the field on a 2D6 result of 6 or more and only on a 2D6 result of 2 does the minefield explode.

Using their specialized magnetic clamps, Fa Shih squads may mount standard BattleMechs like OmniMechs as described in Mechanized Battle Armor on p. 59, BMR.

In addition, the specialized magnetic clamps allow Fa Shih squads to mount vehicles as though they were OmniMechs (see Mechanized Battle Armor on p. 59, BMR), with the following exceptions: the battle armor takes damage first from all hits on any of the vehicle's locations except the turret, and the vehicle can only use any turret-mounted weapons when carrying Fa Shih battle armor in this manner.

MechWarrior Game Rules

Fa Shih battle armor follows the normal rules for Inner Sphere battle armor (pp. 142-43, MW3) except as noted below.

The Fa Shih does not have an SRM pack, and it mounts one primary and one secondary weapon.

Use the rules found on pp. 30 and 57 of MechWarrior's Guide to Solaris VII for using the light TAG. It uses 10 Power Points per shot and comes with an HC Military Power Pack.

Although the Fa Shih can lay minefields, their use is not covered in existing MechWarrior rules. Mines and the abilities of this battle armor to lay and clear them will be covered in a future supplement.

Equipment Ratings: E/E/F Cost: 400,000 C-bills Armor Values: 9/7/6/6 Coverage: Full

New Equipment

The Capellan Confederation Research and Development Department has rarely been known for innovative work when it comes to military matters. The Raven scout 'Mech is one of its few military accomplishments, and that relied on efficiency of design more than on the development and employment of brand-new technology. Even in recent years, with 'Mechs such as the Men Shen and Ti Ts'ang entering the armed forces' TO&E, the emphasis has remained on revamping and improving older ideas or acquiring the necessary technology from other sources rather than risk spending considerable resources on ground-breaking work that might lead nowhere.

With this in mind, it is not surprising that most of the new equipment made available to the CCAF is evolutionary in scope, derived from equipment fielded by other Houses and the Clans. Even the new Stealth Armor System produced by the Shengli Arms facility on Victoria is an evolution of a similar system found in the archives of the renovated Star League 'Mech Manufacturing Center.

All of these items are for use in Level 2 BattleTech and can be used in tournament play unless specifically prohibited under the rules of individual tournaments. Currently, these items are available only to Capellan forces.

Capellan Confederation Equipment Costs and Battle Values

TypeDamageCost Multiplier
Arrow IV System Submunitions
FASCAM11.5 x normal
Inferno-IV*normal
Vibrabomb-IV*2 x normal
LRM
Thunder-Augmented24 x normal
Thunder-Inferno*normal
Thunder-Vibrabomb12.5 x normal
TypeCostBattle Value
Fa Shih Battle Armor Squad2,250,000—
Flamer—87
Machine Gun—85
Small Laser—94
TAG—75
Structural CostFormula or Cost (in C-bills)
Armor: Stealth**50,000 x tons of armor

* See rules for this equipment.

** Battle Value: +0.2 to Defensive Movement Factor; add +10 to maximum potential Heat Points.

Stealth Armor System

Stealth armor is the modern-day incarnation of the Star League's finest achievement in stealth systems. The original null-signature system consisted of several subsystems that combined to mask a BattleMech's presence on the battlefield and made a hidden 'Mech as good as invisible. Unfortunately, the Confederation was unable to duplicate the technology of that long-lost system and had to make several concessions to achieve a rough equivalent. The most significant concession is the composition and shape of the 'Mech's armor. It is the cornerstone of the entire system and incorporates the use of a Guardian ECM Suite. Originally tested on the Raven to provide proof of concept, the time and resources spent on this armor system are at odds with the Confederation's usual reticence to develop such radical technology. However, the Capellan propensity for electronic warfare explains this apparent anomaly.

BattleTech Rules

The stealth armor system takes up 2 critical slots in each of the BattleMech's hit locations except for the center torso and head (2 slots each in the right and left torsos, the right and left arm, and the right and left leg, for a total of 12 critical slots). Critical hits to these slots are re-rolled.

A 'Mech with the stealth armor system must also mount a Guardian ECM Suite. When the stealth armor system is not engaged, the ECM Suite functions normally. However, when the stealth armor system is engaged, though the ECM still continues to function normally, the 'Mech suffers the effects of being in the radius of an enemy ECM Suite (p. 126, BMR). If the ECM Suite is destroyed, the stealth armor system cannot function; though the armor still takes damage normally.

The player may turn the stealth armor system on or off during the End Phase of any turn. A 'Mech may also start the game with the system already engaged; this must be indicated on the unit's record sheet. While the system is engaged, the 'Mech is more difficult to attack at long distance. Medium-range attacks receive a +3 to-hit modifier in place of the standard medium-range modifier; long-range attacks add a +6 to-hit modifier. In addition, Beagle active probes and their Clan equivalents cannot locate a hidden unit with its stealth armor engaged. Finally, a 'Mech with the stealth armor system engaged cannot be attacked as a secondary target; the system makes the target so hard to detect and lock on to that any unit making a weapon attack against a 'Mech with engaged stealth armor can attack only that unit during that weapon attack phase (see Multiple Targets Modifier, p. 30, BMR).

Finally, the stealth armor features heat baffles that mask the 'Mech's heat sinks and reduce its infrared signature. However, the baffles restrict the normal venting of heat. While engaged, the stealth armor system generates 10 Heat Points per turn.

Arrow IV System Munitions

With the outstanding success over the past decade of Raven teams spotting for the Arrow IV Missile Artillery Systems of the CPLT-C3 Catapult, great effort was made to expand the number of special munitions available to the Arrow IV System.

Unless noted otherwise, the following ammo types are only available in full-ton lots. In addition, unless otherwise noted, the following ammo types follow all the standard rules for Arrow IV as described on p. 71 of the BMR.

FASCAM

Like the Clan version, this special munition of the Arrow IV system delivers a round that lays a 30-point minefield in the target hex as described in Thunder Long-Range Missiles, p. 132, BMR.

Inferno-IV

This risky and dangerous munition is an attempt to wed the technology of inferno short-range missile munitions with an Arrow IV round. Because of the increased size of the round, in comparison with a short-range missile, additional chemicals were added that drastically increased the temperature of the burning gel.

Inferno-IV rounds follow all the rules for infernos as found on p. 131 of the BMR, with the following exceptions. Like standard area-saturation artillery, the Inferno-IV affects the impact hex and the surrounding six hexes, affecting all units in those hexes and setting all the hexes on fire. In addition, the heat level of a BattleMech hit by an Inferno-IV round is increased by 10 points during the heat phase, instead of the standard 6. If a BattleMech has already been hit by inferno missiles, the 10 Heat Points replace the 6 Heat Points of the standard inferno for the duration of the three turns and then the standard 6 Heat Points resume (provided the standard inferno is still burning).

Vibrabomb-IV

Designed to allow for the placement of minefields that can be manipulated to suit specific battlefield conditions, the Vibrabomb-IV provides commanders with the ability to lay vibrabomb minefields during combat.

Vibrabomb-IV rounds follow the rules for laying a minefield in a hex as described in Thunder Long-Range Missiles, p. 132, BMR. However, the minefield is a 20-point vibrabomb minefield rather than the usual FASCAM minefield and follows all of the rules for Vibrabomb Minefields (p. 81, BMR). The sensitivity of the minefield is set at the time of launch and should be recorded secretly.

Missile Munitions

The recent close ties between the Capellan Confederation and the Free Worlds League allowed House Liao access to an array of new long-range missile munitions. With an eye toward improving the ability to lay minefields with long-range missiles, the Confederation attempted to suggest research in this direction. However, minefields are indiscriminate in their destruction, and the Captain-General forbade such development. Nevertheless, the Confederation secretly continued its own research in this direction. Using their experience in developing Arrow IV minefield munitions, Capellan R&D achieved a number of phenomenal successes.

Unless noted otherwise, the following ammo types are only available in full-ton lots. In addition, unless otherwise noted, the following ammo types follow all the standard rules for Missile Munitions (p. 130, BMR).

Thunder-Augmented

The Thunder-Augmented munition was developed to deliver a much larger minefield than was previously possible.

Thunder-Augmented missiles follow the rules for laying a minefield in a hex as described in Thunder Long-Range Missiles, p. 132, BMR. However, instead of laying mines only in the impact hex, the impact hex and the six adjacent hexes are filled with mines. Since the mines are spread over a wider area, they inflict less damage. Specifically, an LRM 5 lays a 3-point field, LRM 10 is 5 points, LRM 15 is 8 points, and LRM 20 is 10 points. Like standard thunders, multiple minefields can be laid in the same hex, of standard or augmented varieties, but the total damage value of any hex will never exceed 20.

Because of the extra submunitions required to cover a larger area, the size of each Thunder-Augmented missile is drastically increased, which means that a ton of Thunder-Augmented ammo contains half as many shots as a ton of standard ammo.

Thunder-Inferno

With the success of the Inferno-IV round for the Arrow IV System, the Thunder-Inferno munition was a logical development. However, unlike the Inferno-IV round, which detonates directly at the target, the Thunder-Inferno lays a minefield. When the minefield is triggered, it explodes and sprays the target with a burning gel.

Thunder-Inferno missiles follow the rules for laying a minefield in a hex as described in Thunder Long-Range Missiles, p. 132, BMR. However, the minefield does no damage when triggered. Instead, the target is hit with a number of inferno missiles equivalent to the size of the launcher. For example, an LRM 15 Thunder-Inferno salvo will lay a field that will strike the target with 15 inferno missiles if triggered. The hex is also set on fire.

With the above exceptions, Thunder-Infernos follow all the rules for infernos found on p. 131 of the BMR.

Due to the increased size of the missile to accommodate the flammable gelatin, each ton of Thunder-Inferno ammo contains half as many shots as a ton of standard ammo.

Thunder-Vibrabomb

Like the Thunder-Inferno, the impetus of the Thunder-Vibrabomb was derived from the Vibrabomb-IV and functions in much the same way.

Thunder-Vibrabomb rounds follow the rules for laying a minefield in a hex as described in Thunder Long-Range Missiles, p. 132, BMR. However, the minefield is a vibrabomb minefield and with the exception of damage, which per standard Thunder Long-Range Missile rules is determined by the LRM launcher size, follows all of the rules for Vibrabomb Minefields as described on p. 81, BMR. The sensitivity of the minefield is set at the time of launch and should be recorded secretly.

Due to the increased size of the missile to accommodate the extra electronics in the submunitions, each ton of Thunder-Vibrabomb ammo contains half as many shots as a ton of standard ammo.

Thunder-Active

Thunder-Active munitions were developed in an effort to expand the lethality of laid minefields. Though minefields are effective against surface-bound targets, jump-capable 'Mechs and infantry, especially battle-armor infantry, could easily avoid them. Years of research were dedicated to producing a munition that could be detonated in a standard fashion, or that could detect an airborne enemy and detonate. Using modified miniature beagle probes that continually sweep an area and secondary explosives that launch canisters into the air when a unit is detected, the Confederation R&D department solved the limitations of minefield tactics.

Thunder-Active rounds follow all the rules for laying a minefield in a hex as described in Thunder Long-Range Missiles, p. 132, BMR. In addition, any time a ground unit (BattleMech or infantry, friend or foe) using jump movement passes over a hex with a Thunder-Active minefield, it must make a roll for the hex exactly as if the unit had entered the hex using non-jumping movement. On a 2D6 roll of 9 or greater, the minefield explodes, causing standard damage. Any Piloting Skill Rolls that need to be made as a result of this damage are resolved when the unit reaches the target hex of its jump. Thunder-Active munitions do not affect VTOL vehicles.

Due to the increased size of the missile to accommodate the miniature probe and extra explosives in the submunitions, each ton of Thunder-Active ammo contains half as many shots as a ton of standard ammo.

Omitted Unit Material

Omitted from this transcription (book pp. 146-150): the BattleMech Variants overview and its fiction, the Sha Yu, Lao Hu and Feng Huang-class record-sheet overviews and stat blocks, and the BattleForce 2 roster supplement table. These are unit descriptions and stat data, not rules, and are not reproduced. The Confederation's 'Mech and vehicle assignment tables, regimental rules and New Equipment rules are transcribed above.

  • Liao Chang-Cheng
  • Victoria Commonality Rangers
  • McCarron's Armored Cavalry
  • Citizens' Honored
  • Capellan Brigade
  • St. Ives Armored Cavalry
  • St. Ives Sentinels
  • St. Ives Janissaries
  • Free Capella
  • 6Scorpion Light Tank [25] (Tracked)Vedette Medium Tank [50] (Tracked)Bulldog Medium Tank [60] (Tracked)Schrek PPC Carrier [80] (Tracked)
    7Pegasus Scout Hovertank [35] (Hover)Vedette Medium Tank [50] (Tracked)SRM Carrier [60] (Tracked)Ontos Heavy Tank [95] (Tracked)
    8Pegasus Scout Hovertank [35] (Hover)Hetzer Wheeled Assault Gun [40] (Wheeled)Po Heavy Tank [60] (Tracked)Partisan Heavy Tank [80] (Tracked)
    9Harasser Missile Platform [25] (Hover)Regulator Hovertank [45] (Hover)Po Heavy Tank [60] (Tracked)Partisan Defense Tank [80] (Tracked)
    10Galleon Light Tank [30] (Tracked)Regulator Hovertank [45] (Hover)Zhukov Heavy Tank [75] (Tracked)Partisan Defense Tank [80] (Tracked)
    11Striker Light Tank [35] (Hover)Condor Heavy Hovertank [50] (Hover)Brutus Assault Tank [75] (Tracked)Demolisher Heavy Tank [80] (Tracked)
    12Hawk Moth Gunship [25] (VTOL)Gladius Medium Hovertank [40] (Hover)Brutus Assault Tank [75] (Tracked)Schiltron [80] (Wheeled)
    C-SK1 Cossack [20]
    SDR-5M Spider [30]
    6SDR-7M Spider [30]SDR-7M Spider [30]JR7-D Jenner [35]ALM-7D Fireball [20]UM-R63 UrbanMech [30]
    7RVN-3L Raven [35]UM-R63 UrbanMech [30]UM-R60 UrbanMech [30]RVN-3L Raven [35]FS9-S Firestarter [35]
    8RVN-4L Raven [35]RVN-3L Raven [35]FS9-H Firestarter [35]C-SK1 Cossack [20]COM-5D Commando [25]
    9D9-G9 Duan Gung [25]RVN-3L Raven [35]UM-R60 UrbanMech [30]WLF-2 Wolfhound [35]JVN-10P Javelin [30]
    10HMR-3M Hammer [30]JR7-D Jenner [35]JR7-F Jenner [35]SPR-5F Spector [35]RVN-3L Raven [35]
    11EGL-2M Eagle [25]ZPH-1 Tarantula [25]*RVN-3L Raven [35]D9-G9 Duan Gung [25]BH-305 Battle Hawk [30]
    12C-SK1 Cossack [20]D9-G9 Duan Gung [25]HSR-300-D Hussar [30]AF1 Arctic Fox [30]C-SK1 Cossack [20]
    STH-1D Stealth [45]
    DV-7D Dervish [55]
    6MS1-00 Men Shen [55]CDA-3C Cicada [40]CDA-2A Cicada [40]HCT-5S Hatchetman [45]VT-5S Vulcan [40]
    7VND-4L Vindicator [45]VND-3L Vindicator [45]VND-1R Vindicator [45]BJ2-OF Blackjack [45]BJ-3 Blackjack [45]
    8HUR-R4L Huron Warrior [50]DV-7D Dervish [55]VND-1R Vindicator [45]BJ2-O Blackjack [50]BJ-3 Blackjack [45]
    9BJ2-OE Blackjack [50]CLNT-2-3U Clint [40]HBK-4G Hunchback [50]FS9-OA Firestarter [45]BJ-2 Blackjack [45]
    10TR1 Wraith [55]HBK-5N Hunchback [50]TBT-5N Trebuchet [50]BJ2-OC Blackjack [50]VND-1AA Vindicator [45]
    11MS1-OA Men Shen [55]HUR-R4L Huron Warrior [50]BJ-2 Blackjack [45]WTC-4M Watchman [40]ENF-5D Enforcer [50]
    12BJ2-OE Blackjack [50]BJ2-OE Blackjack [50]VND-3L Vindicator [45]MS1-0 Men Shen [55]STH-1D Stealth [45]
    GAL-1GLS Gallowglas [70]
    CPLT-C3 Catapult [65]
    6CPLT-C5 Catapult [65]CPLT-C4 Catapult [65]CTF-1X Cataphract [70]CTS-6Y Cestus [65]CTF-3D Cataphract [70]
    7CTF-3L Cataphract [65]CTF-3L Cataphract [70]JM6-S JagerMech [65]CTF-3D Cataphract [75]CTF-3D Cataphract [70]
    8THR-1L Thunder [70]CTF-3L Cataphract [70]CPLT-C1 Catapult [65]CES-3R Caesar [70]CES-3R Caesar [70]
    9CPLT-C5 Catapult [65]CPLT-C3 Catapult [65]JM6-S JagerMech [65]MTR-5K Maelstrom [75]GHR-5J Grasshopper [70]
    10TSG-9H Ti Ts'ang [60]GLT-5M Guillotine [70]ON1-K Orion [75]PTR-4D Penetrator [75]GHR-5J Grasshopper [70]
    11TSG-9J Ti Ts'ang [60]THR-1L Thunder [70]CTF-2X Cataphract [70]HEL-3D Helios [60]GAL-1GLS Gallowglas [70]
    12HEL-3D Helios [60]ANV-3M Anvil [60]CTF-3L Cataphract [70]HEL-4A Helios [60]MTR-5K Maelstrom [75]
    VTR-9K Victor [80]
    AS7-K Atlas [100]
    6STK-5M Stalker [85]CGR-1A5 Charger [80]BNC-3E Banshee [95]EMP-6A Emperor [90]AWS-8Q Awesome [80]
    7STC-2D Striker [80]CGR-1A1 Charger [80]CGR-1L Charger [80]EMP-6A Emperor [90]VTR-9K Victor [80]
    8EMP-6A Emperor [90]AS7-K Atlas [100]STK-3F Stalker [85]VTR-9K Victor [80]CGR-1A9 Charger [80]
    9T-IT-N10M Grand Titan [100]CP-11-A Cyclops [90]CGR-1A5 Charger [80]PLG-3Z Pillager [100]BNC-5S Banshee [95]
    10Y-H9G Yu Huang [90]AWS-9Q Awesome [80]STC-2C Striker [80]PLG-3Z Pillager [100]PLG-3Z Pillager [100]
    11Y-H10G Yu Huang [90]STK-3F Stalker [85]AS7-D Atlas [100]NSR-9FC Nightstar [95]AWS-9Q Awesome [80]
    12PLG-3Z Pillager [100]EMP-6A Emperor [90]STC-2D Striker [80]PPR-5S Salamander [80]AS7-S Atlas [100]
    —
    10——
    —
    10——
    11*Jiang-junGao-shiao-zhang
    12*Sang-jiang-jun—
    Thunder-Active13 x normal