BattleTech Field Manual: Crusader Clans
BattleTech Field Manual: Crusader Clans Rulebook
Table of Contents
Table of Contents
Rules
This section provides new rules for regular campaign play that reflect the unique strengths and weaknesses of Crusader Clan forces. These rules are for use with BattleTech, BattleForce 2 and MechWarrior, Second Edition (MWII) as noted in the text. References to the BattleTech Compendium: The Rules of Warfare are abbreviated as BTC:RoW.
Creating Scenarios includes rules and tables for quickly generating BattleTech scenarios, while Unit Generation offers a quick-and-dirty method for creating Clan forces for a pick-up game. Crusaders Touman provides optional rules for simulating the unique characteristics of the various Galaxies and Clusters described previously in this manual. The final three sections, Crusader Battle Armor, New Equipment and New 'Mechs provide descriptions and game information for new weapons and vehicles.
Creating Scenarios
Unless noted otherwise in the specific rules for each scenario type, the following rules apply to all BattleTech scenarios created with this system.
Number of Players. The mission-generation rules are written for two-player scenarios. If more than two individuals are playing, simply divide all players into two opposing teams.
Map Selection. Choose scenario mapsheets using the Selecting Mapsheets rules beginning on page 165. The total playing area of a scenario is referred to as simply "the map," whether it consists of single or multiple mapsheets.
Force Selection. In most scenarios, the forces on each side will be equal. For example, each side might consist of one Veteran heavy Star, or of one Elite light Star and two Regular medium Stars. If both players agree, the composition of each side can be generated randomly using the tables in Unit Generation, p. 168.
In general, forces created in this manner will be roughly balanced, but only if both sides are playing Inner Sphere forces or both sides are fielding Clan forces. If one player is using Clan forces and his opponent is using Inner Sphere forces, the resulting match-up may be quite unequal because Clan 'Mechs and MechWarriors are superior to their Inner Sphere counterparts. Players can address this problem by giving the Inner Sphere side a two-to-one numerical advantage over the Clan side; the Clan player should have half the 'Mechs normally assigned according to the scenario.
For a more detailed system for balancing forces, see the Point System on pp. 58-60 of First Strike! or the Battle Value System on pp. 99-124 of Maximum Tech: The BattleTech Advanced Rulebook.
Set-Up. Both players roll 2D6 to begin. The player with the higher result chooses his home map edge, the edge of the map where his units will enter. The opposite edge becomes the opposing player's home map edge. A player's units can safely exit the map only through his or her home edge.
Roll Initiative for the first turn per standard rules. All units start play off the map. A player's units may enter the map on any hex along the player's home edge. Each unit must enter the map on a full hex nearest the home edge, and that hex counts as its first hex of movement.
Movement and Retreat. Scenario maps are fixed once play begins. Unless otherwise noted, units that exit the map from any edge other than their home edge are considered destroyed. Units that exit the map from their home edge have retreated, they remain out of play for the remainder of the scenario and cannot return. Units that retreat do not count as destroyed units when determining victory.
Units may exit the map by intentionally moving off the map or being forced off by an opposing unit using a push, charge or death-from-above attack.
Half-hexes along the edge of the map, even those with hex numbers in them, are not considered part of the map. A unit that enters one of these half-hexes for any reason automatically exits the map.
Ending the Game. Generally, a scenario ends when all of one player's units have been destroyed or have retreated off the map. At that point, the opposing player wins. Depending on the specific scenario type, however, a player may need to achieve additional or alternate goals to claim victory.
Scenario Type
If desired, one player may roll 1D6 and consult the Scenario Type Table to randomly generate a scenario type to play. Brief descriptions and victory conditions for each scenario type follow the table. Alternatively, players may simply select a scenario type or use the types as models to create their own.
Scenario Type Table
| 1D6 Roll | Scenario Type |
|---|---|
| 1 | Stand-Up Fight |
| 2 | Trial of Position |
| 3 | Hold the Line |
| 4 | Extraction |
| 5 | Breakthrough |
| 6 | The Chase |
Stand-Up Fight. In a stand-up fight, two forces of roughly equal size square off against each other. Only one side will leave the field alive. The scenario ends when all the units on one side have been destroyed or have retreated off the map. The surviving side wins the scenario.
Trial of Position. A Trial of Position determines a Clan warrior's rank within the military and, in the case of a cadet's initial Trial, whether he will be a warrior at all. These Trials are fairly common, and in some Clans they are actually compulsory on an annual basis to prove one's mettle. The following scenario describes the typical Trial of Position, which is used with some variation throughout the Clans.
The Trial of Position is best played by four players, though it can also be played with two or three players. In a four-player setup, two of the players are undergoing the Trial, and each of them will pilot one medium or heavy OmniMech of their choice. This OmniMech can be a standard configuration or, if all players agree, a custom configuration. These pilots have a Regular experience level (Piloting 4, Gunnery 3).
The remaining two players control the defenders, each playing three OmniMechs. The players should choose which defending player opposes which attacking player at this point. Each defending player generates his three OmniMechs using the appropriate Clan column of the Random 'Mech Assignment Table: Crusader Clan Front-Line on page 169. The first of the three 'Mechs is one weight class lighter than the attacking 'Mech it opposes, the second 'Mech is the same weight class as the opposing 'Mech and the final 'Mech is one weight class heavier. All of these 'Mechs are piloted by Veteran Clan warriors (Piloting 3, Gunnery 2).
Rather than moving onto the map during Turn 1, each player's forces are placed on the map before play begins. The attacking 'Mechs are deployed first, placed in any chosen Clear or Paved hexes within 2 hexes of their home map edge and at least 8 hexes from each other. The defending 'Mechs are placed in any Clear or Paved hexes within 2 hexes of their home map edge.
The rules for strict Clan Honor (see p. 172) are in effect for this scenario.
The game proceeds as described on page 12 of Martial Practices, with the attacking 'Mech facing the first (lightest) of his opponents in a one-on-one duel, while the other defending 'Mechs stand by. 'Mechs not involved in the duel cannot move or make attacks. When a defending 'Mech is destroyed or its pilot concedes (which is often the case if his 'Mech is badly damaged or crippled, with no loss of honor), the next heaviest defending 'Mech is activated, and may move and attack normally in the following turn.
If either attacking 'Mech makes an attack against the other attacker's target or against a 'Mech that has not yet entered a duel, the battle becomes a melee. Starting in the next turn, all defending 'Mechs may move and attack normally, and all 'Mechs may target opponents freely with no regard to the rules of zellbrigen.
The scenario ends when all 'Mechs on one side or the other are destroyed. After defeating at least one opponent, an attacking player may withdraw from the scenario during any End Phase by simply declaring he is doing so. His opponents remain on the map, but will not move or attack. The other attacker continues play normally. A player may not exercise this option if the Trial has become a melee.
Victory is determined somewhat differently in this scenario. Each attacker's victory is determined separately. If he defeats one opponent, he has achieved a Marginal Victory and earned the rank of MechWarrior. If he defeats two or more opponents, he has achieved a complete victory. Defeating two opponents earns the rank of Star Commander, defeating three earns Star Captain rank and defeating four opponents (an almost unheard-of accomplishment) earns the rank of Star Colonel. A defender only "wins" if his opponent fails to defeat a single 'Mech.
Hold the Line. In a hold-the-line scenario, the defending player must stop a larger attacking force. Set the attacking player's force at twice the size of the defender's force. For example, if the defending player controls a single Star, the attacking player may use two Stars. Players may use any size forces they wish, as long as the attacker's force is twice the size of the defender's.
Set the experience levels of the defending player's forces at one level higher than those of the attacker's forces. For example, if the attacking force consists of Regular units, the defender uses Veteran units.
The defending units may not intentionally leave the map for any reason.
The scenario ends when all the units on one side have been destroyed or retreated off the map. If the defenders destroy a number of opposing units equal to the number of defending units that started the scenario (or more), the defending player wins. For example, if the defending player begins with a single Star, he can claim victory if he manages to destroy five or more attacking units. In all other cases, the player whose forces survive or control the map at the scenario's end wins.
Extraction. In an extraction scenario, the attacking player attempts to extract a target, such as a secret weapon, an important diplomat or a computer memory core, from behind the defender's lines.
After the players roll dice and select their home map edges, the attacker secretly chooses a target hex for the extraction. The target hex must be within 4 hexrows of the defender's home edge and must be at least 4 hexes away from any other map edge. The attacker then writes down the target hex's number and mapsheet name on a slip of paper, which he folds and gives to a neutral party for safekeeping (or the defending player can simply put the paper in his pocket without looking at it).
The attacking player can reveal the target hex to the defender during any End Phase. Any attacking unit can pick up the extraction target simply by occupying the hex during an End Phase.
Additionally, a unit that retrieves the target can pass it to any friendly unit in the same hex or an adjacent hex during any End Phase.
If a unit carrying the extraction target is destroyed, place the slip of paper in the hex occupied by the unit when it was destroyed. Any unit in play can retrieve the extraction target by occupying that hex during any End Phase.
If the attacker can move a unit carrying the extraction target off his home map edge, he wins the scenario. Otherwise, the defender wins.
Breakthrough. In a breakthrough scenario, the attacking player's forces have become trapped behind enemy lines. To reach safety, his units must cross the scenario map and break through the defender's forces.
Use one more mapsheet than the number recommended in Selecting Mapsheets. For example, if playing with eight 'Mechs, use three mapsheets rather than two. When setting up the mapsheets, place them in a single, long row with their short edges touching.
Next, both players roll 2D6. The player who achieves the higher result may choose to be the defender or attacker for the scenario. The attacker then chooses one of the narrow edges of the map where his forces will enter. The attacker's home edge is the one opposite the edge where his forces enter. (The attacker's objective is to exit his forces at his home edge.)
The defender may set up his forces in any hexes on the map. Additionally, he may position up to half of his units (round down) using the Hidden Units rules.
The scenario ends when all the defending units have been destroyed or retreated off the map, or when all attacking units have retreated or been destroyed or crippled. For the purposes of this scenario, units become crippled when they lose one or more legs or their gyros are destroyed. Attacking units may intentionally exit the map only through their home edge.
If all the attacking units survive and exit at their home edge, the attacking player wins a complete victory. If all the attacking forces are destroyed or crippled and none exit at their home edge, the defending player wins a complete victory.
If neither of these conditions is met, consult the Breakthrough Victory Points Table to determine each player's Victory Points. The player with the most points wins a marginal victory. If both players achieve equal numbers of Victory Points, the scenario ends in a draw.
Breakthrough Victory Points Table
Attacker Points
| Points | Awarded |
|---|---|
| 2 | for each attacking unit that safely exits at home edge |
| 1 | for each defending unit destroyed |
Defender Points
| Points | Awarded |
|---|---|
| 3 | for each attacking unit destroyed or crippled (destroyed units forced off map only count for 2) |
The Chase. In a chase scenario, the attacker's forces must race across the map to reach their DropShip before a larger force of pursuing defenders can reach them. Chase scenarios use the same rules as breakthrough scenarios, with the following exceptions.
Set the defender's force at twice the size of the attacking force. For example, if the attackers form a single Star, the defending force contains two Stars.
The defending player does not deploy his forces before Turn 2. During Turn 1, the attacking units may enter the map and move unopposed per standard rules. The defending units enter the map during the Movement Phase of Turn 2, from the same map edge where the attacking units entered.
Selecting Mapsheets
After selecting a scenario type, determine the terrain for the scenario by selecting mapsheets. Certain scenarios specify certain types of mapsheets in the setup instructions. In most scenarios, however, players can simply select whichever mapsheets they like or roll dice and consult the appropriate mapsheet tables to randomly select mapsheets.
Before selecting mapsheets, determine how many mapsheets you want to use. For most BattleTech play, one mapsheet for every five 'Mechs or units works best. For example, a scenario that pits one Star of attackers against one Star of defenders (ten 'Mechs total) will work best with two mapsheets. A scenario that pits one Trinary of attackers against a Trinary of defenders (thirty total 'Mechs) will work best with six mapsheets. Different scenarios may work best with other mapsheet/unit ratios, so check the scenario-type description.
Using the Mapsheet Tables
Players may use one of two groups of mapsheet tables on p. 167 to randomly select mapsheets. When using the Terrain-Specific Mapsheet Tables, one player rolls 1D6. The result indicates which terrain table is used. For example, on a result of 1, use the Flatlands Terrain table; on a result of 2, the Hill Terrain table; and so on. (Alternatively, the players may simply select a specific terrain and skip this step.) Note that the Urban terrain type is set off from the others. Generally, urban terrain is only suitable for scenarios involving buildings, so players may simply select this terrain when appropriate.
Next, select mapsheets from the appropriate table by rolling 1D6. If using two mapsheets, roll twice; if using four mapsheets, roll four times; and so on.
When using the Random Mapsheet Tables, make two 1D6 rolls for each mapsheet. The first roll indicates the specific Random Mapsheet Table from which the mapsheet is selected. For example, on a result of 1, use Random Mapsheet Table 1. The second roll indicates which map from the table is used.
All of the mapsheet tables assume that players possess one copy each of BattleTech Map Sets 2-5. (For easy reference, each mapsheet name is followed by an abbreviation of the map set or boxed game that contains the mapsheet.) If any roll result indicates a mapsheet that is not available, simply repeat the roll.
Laying Out the Mapsheets
To begin laying out the mapsheets, the players roll 2D6. The player with the higher result places the first selected mapsheet on the table or floor. The other player then places the next selected mapsheet. The players continue to alternate laying out the remaining mapsheets.
Each mapsheet must be placed with one of its short edges touching the short edge of a mapsheet already placed or with one of its long edges touching the long edge of a mapsheet already placed. Additionally, the mapsheets must be placed so that they form a single, continuous rectangular or square playing area. Within these and any guidelines provided in the scenario-type description, players may arrange the mapsheets as they see fit.
[The printed page shows YES and NO diagrams of acceptable and unacceptable mapsheet layouts; they are not reproduced here.]
Unit Generation
After selecting the scenario type and mapsheets, generate the units that will take part in the scenario. Players can generate their forces in two ways. First, they may simply assemble any units they wish based on the descriptions provided earlier in this book and in the Crusaders Touman (p. 171 of this section). The battlefield strength of a unit is determined by its size, weight class, status and experience level, and so players who want to create evenly matched battles should take note of these factors when assembling their forces. Players should also select appropriately sized forces for the chosen scenario.
Alternatively, players may use dice rolls to randomly generate forces. When using this system, players perform three steps: determine their forces' composition, assign BattleMechs and set unit experience levels. This system may not always produce evenly matched forces, but players may increase the likelihood of generating balanced forces by setting a specific weight class, status and experience level for both forces before rolling the dice.
Though the tables used in this system assume that players' forces will consist entirely of BattleMechs and Elementals, these tables can be easily adapted to accommodate armor, infantry and other units.
Force Composition
Begin assembling forces by determining the size of each force. Often, the specific conditions of a scenario may suggest a particular size. Players may wish to consider available playing time as well, larger engagements may take considerably longer to complete than smaller ones. Most engagements pit two five-'Mech Stars against one another, but players are free to use any size forces they desire.
Bidding
When playing a game involving Clan forces on both sides, the element of batchall can be added to the force selection process. First, the players set the size of the defending force. Then, starting with the number of units that would normally be allowed the attacker
Terrain-Specific Mapsheet Tables
Table 1: Flatlands Terrain
| 1D6 | Mapsheet |
|---|---|
| 1 | Open Terrain #1 (MS5) |
| 2 | Open Terrain #2 (MS2) |
| 3 | Desert Hills (MS2) |
| 4 | City Ruins (MS2) |
| 5 | City Street Grid/Park #1 (MS4) |
| 6 | City Street Grid/Park #2 (MS4) |
Table 2: Hill Terrain
| 1D6 | Mapsheet |
|---|---|
| 1 | Desert Hills (MS2) |
| 2 | Rolling Hills #1 (MS3) |
| 3 | Rolling Hills #2 (MS3) |
| 4 | City (Hills/Residential) #1 (MS3) |
| 5 | City (Hills/Residential) #2 (MS3) |
| 6 | BattleForce Map (BF2) |
Table 3: Mountain Terrain
| 1D6 | Mapsheet |
|---|---|
| 1 | Mountain Lake (MS2) |
| 2 | River Valley (MS2) |
| 3 | Desert Mountain #1 (MS3) |
| 4 | Desert Mountain #2 (MS3) |
| 5 | Large Mountain #1 (MS5) |
| 6 | Large Mountain #2 (MS5) |
Table 4: Badlands Terrain
| 1D6 | Mapsheet |
|---|---|
| 1 | Desert Sinkhole #1 (MS3) |
| 2 | Desert Sinkhole #2 (MS3) |
| 3 | Moonscape #1 (MS5) |
| 4 | Moonscape #2 (MS5) |
| 5 | Desert Mountain #1 (MS3) |
| 6 | Desert Mountain #2 (MS3) |
Table 5: Wetlands Terrain
| 1D6 | Mapsheet |
|---|---|
| 1 | Scattered Woods (MS2) |
| 2 | Lake Area (MS2) |
| 3 | Large Lakes #1 (MS4) |
| 4 | Large Lakes #2 (MS4) |
| 5 | River Delta/Drainage Basin #1 (MS4) |
| 6 | River Delta/Drainage Basin #2 (MS4) |
Table 6: Wooded Terrain
| 1D6 | Mapsheet |
|---|---|
| 1 | Scattered Woods (MS2) |
| 2 | BattleTech Map (BT, MS2) |
| 3 | Woodland (BP) |
| 4 | Rolling Hills #1 (MS3) |
| 5 | Heavy Forest #1 (MS4) |
| 6 | Heavy Forest #2 (MS4) |
Urban Terrain Table
| 1D6 | Mapsheet |
|---|---|
| 1 | City Ruins (MS2) |
| 2 | CityTech Map (CT, MS2) |
| 3 | City (Hills/Residential) #1 (MS3) |
| 4 | City (Hills/Residential) #2 (MS3) |
| 5 | City Street Grid/Park #1 (MS4) |
| 6 | City Street Grid/Park #2 (MS4) |
Random Mapsheet Tables
Table 1
| 1D6 | Mapsheet |
|---|---|
| 1 | Scattered Woods (MS2) |
| 2 | Desert Hills (MS2) |
| 3 | City Ruins (MS2) |
| 4 | Mountain Lake (MS2) |
| 5 | BattleTech Map (BT, MS2) |
| 6 | CityTech Map (CT, MS2) |
Table 2
| 1D6 | Mapsheet |
|---|---|
| 1 | River Valley (MS2) |
| 2 | Lake Area (MS2) |
| 3 | Desert Mountain #1 (MS3) |
| 4 | Desert Mountain #2 (MS3) |
| 5 | Desert Sinkhole #1 (MS3) |
| 6 | Desert Sinkhole #2 (MS3) |
Table 3
| 1D6 | Mapsheet |
|---|---|
| 1 | Rolling Hills #1 (MS3) |
| 2 | Rolling Hills #2 (MS3) |
| 3 | City (Hills/Residential) #1 (MS3) |
| 4 | City (Hills/Residential) #2 (MS3) |
| 5 | Heavy Forest #1 (MS4) |
| 6 | Roll both dice again |
Table 4
| 1D6 | Mapsheet |
|---|---|
| 1 | Heavy Forest #2 (MS4) |
| 2 | City Street Grid/Park #1 (MS4) |
| 3 | City Street Grid/Park #2 (MS4) |
| 4 | Large Lakes #1 (MS4) |
| 5 | Large Lakes #2 (MS4) |
| 6 | Roll both dice again |
Table 5
| 1D6 | Mapsheet |
|---|---|
| 1 | River Delta/Drainage Basin #1 (MS4) |
| 2 | River Delta/Drainage Basin #2 (MS4) |
| 3 | Deep Canyon #1 (MS5) |
| 4 | Deep Canyon #2 (MS5) |
| 5 | Large Mountain #1 (MS5) |
| 6 | BattleForce Map (BF2) |
Table 6
| 1D6 | Mapsheet |
|---|---|
| 1 | Large Mountain #2 (MS5) |
| 2 | Moonscape #1 (MS5) |
| 3 | Moonscape #2 (MS5) |
| 4 | Open Terrain #1 (MS5) |
| 5 | Open Terrain #2 (MS5) |
| 6 | Woodland (BP) |
Abbreviations: MS = Map Set, CT = CityTech boxed game, BT = BattleTech boxed game, BF2 = BattleForce 2 boxed game, BP = BattlePack: Fourth Succession War.
in the scenario being played, the players take turns bidding away units from the attacking force to determine which of them will have the honor of being the attacker in the scenario. The lowest bid is the attacker. If neither player is willing to bid away any portion of his force, the attacker is determined randomly.
As long as the attacker bids away some portion of his starting force, he will receive the following bonuses. He may add +1 to the die roll when rolling on the Random Experience Level Table, and he gains a +1 Initiative bonus for the entire scenario, in addition to any other Initiative bonuses to which he may be entitled. If the attacker bid away half or more of his starting force, these bonuses are doubled to 2.
Players may not use bidding in the setup for the Trial of Position.
Weight Class
After determining the size of each force, determine its weight class. For Star-sized forces, roll 2D6 and consult the Star Type section on the Random Weight-Class Table. A result of 12 indicates a Nova unit, consisting of a Star of OmniMechs and a Star of Elemental battle armor. In this case, roll again to determine the weight class of the 'Mechs in the unit, re-rolling a result of 2 or 12. Note that Nova units must consist of OmniMechs, so second-line units should re-roll Nova results. For Binary and Trinary-sized forces, roll 2D6 and consult the Binary/Trinary Type section of the table.
After determining the weight classes of the Star(s) in each force, use the Star Composition Table to determine the weight classes of the BattleMechs in each Star.
Random Weight-Class Table
Star Type
| 2D6 Result | Weight Class |
|---|---|
| 2 | Elemental |
| 3-6 | Light |
| 7-8 | Medium |
| 9-10 | Heavy |
| 11 | Assault |
| 12 | Nova (Roll again for weight class) |
Binary/Trinary Type
| 2D6 Result | Star Weight Classes (Binary) | Star Weight Classes (Trinary) |
|---|---|---|
| 2-4 | 2 Light | 3 Light |
| 5-6 | 2 Medium | 1 Light, 1 Medium, 1 Heavy |
| 7 | 1 Light, 1 Medium | 2 Light, 1 Heavy |
| 8 | 1 Medium, 2 Heavy | 1 Light, 1 Heavy, 1 Assault |
| 9 | 1 Heavy, 1 Assault | 2 Heavy, 1 Assault |
| 10-11 | 2 Heavy | 1 Medium, 1 Heavy, 1 Assault |
| 12 | Supernova Binary (Roll again for weight classes) | Supernova Trinary (Roll again for weight classes) |
Star Composition Table
Light Star
| 1D6 Result | 'Mech Weight Classes |
|---|---|
| 1 | 5 Light |
| 2-3 | 4 Light, 1 Medium |
| 4-5 | 3 Light, 2 Medium |
| 6 | 2 Light, 2 Medium, 1 Heavy |
Medium Star
| 1D6 Result | 'Mech Weight Classes |
|---|---|
| 1 | 1 Light, 4 Medium |
| 2-3 | 5 Medium |
| 4-5 | 4 Medium, 1 Heavy |
| 6 | 3 Medium, 2 Heavy |
Heavy Star
| 1D6 Result | 'Mech Weight Classes |
|---|---|
| 1 | 2 Medium, 3 Heavy |
| 2-3 | 1 Medium, 4 Heavy |
| 4-5 | 5 Heavy |
| 6 | 1 Medium, 3 Heavy, 1 Assault |
Assault Star
| 1D6 Result | 'Mech Weight Classes |
|---|---|
| 1 | 1 Medium, 2 Heavy, 2 Assault |
| 2-3 | 4 Heavy, 1 Assault |
| 4-5 | 3 Heavy, 2 Assault |
| 6 | 2 Heavy, 3 Assault |
Assigning 'Mechs
After determining the weight classes of the BattleMechs in each force, use the Random 'Mech Assignment Table to determine the specific 'Mech designs.
To use the table, the players must first set the status (Front-Line or Second-Line) of their forces. If playing Stars or Binaries/Trinaries from specific Crusader Clans, consult Crusaders Touman, p. 171, to determine the status of each force. Alternatively, the players may simply set the status for their forces. Or the players may each roll 1D6 to determine status; a result of 1-3 indicates front-line troops, while a result of 4-6 indicates second-line forces. Keep in mind that using similar status for both sides will increase the likelihood of an evenly matched battle.
After determining the status, roll 2D6 to find the specific 'Mech. If the result indicates two 'Mechs separated by a slash, roll an additional 1D6. On a result of 1-3, use the first 'Mech; on a result of 4-6, use the second 'Mech.
Though players can use the Random 'Mech Assignment Table in this book to determine the composition of any Clan force, it is designed specifically for use with Crusader units. When playing scenarios with other types of units, use the Random 'Mech Assignment Table from the appropriate BattleTech Field Manual for more accurate force composition.
Random 'Mech Assignment Table: Crusader Clan Front Line
Light 'Mechs
| 2D6 | Blood Spirit | Fire Mandrill | Hell's Horses | Ice Hellion | Jade Falcon | Star Adder | Wolf |
|---|---|---|---|---|---|---|---|
| 2 | Incubus | Kit Fox B | Fire Moth A | Fire Moth D | Cougar Prime | Kit Fox A | Fire Moth Prime |
| 3 | Mist Lynx B | Mist Lynx C | Fire Moth Prime | Mist Lynx A | Cougar Prime | Mist Lynx Prime | Adder C |
| 4 | Incubus | Adder Prime | Mist Lynx B | Kit Fox D | Adder A |
Medium 'Mechs
| 2D6 | Blood Spirit | Fire Mandrill | Hell's Horses | Ice Hellion | Jade Falcon | Star Adder | Wolf |
|---|---|---|---|---|---|---|---|
| 2 | Conjurer | Stormcrow A | Ice Ferret A | Phantom A | Ice Ferret Prime | Viper Prime | Hunchback IIC |
| 3 | Conjurer | Hunchback IIC | Phantom Prime | Phantom D | Viper B | Huntsman B | Ice Ferret D |
| 4 | Battle Cobra A | Shadow Cat Prime | Ice Ferret Prime | Viper Prime | Viper C |
Heavy 'Mechs
| 2D6 | Blood Spirit | Fire Mandrill | Hell's Horses | Ice Hellion | Jade Falcon | Star Adder | Wolf |
|---|---|---|---|---|---|---|---|
| 2 | Thresher | Mad Dog B | Linebacker A | Linebacker A | Linebacker Prime | Cauldron-Born Prime | Timber Wolf D |
| 3 | Mad Dog B | Summoner C | Summoner A | Mad Dog A | Mad Dog C | Mad Dog Prime | Linebacker A |
| 4 | Crossbow B | Summoner B | Summoner Prime | Hellbringer B | Mad Dog Prime |
Assault 'Mechs
| 2D6 | Blood Spirit | Fire Mandrill | Hell's Horses | Ice Hellion | Jade Falcon | Star Adder | Wolf |
|---|---|---|---|---|---|---|---|
| 2 | Blood Kite | Turkina B | Dire Wolf Prime | Naga Prime | Gargoyle Prime | Executioner Prime | Warhawk Prime |
| 3 | Warhawk Prime | Turkina A | Kingfisher Prime | Gargoyle A | Executioner A | Executioner B | Executioner A |
| 4 | Blood Kite | Warhawk B | Warhawk B | Executioner A | Executioner Prime |
Random 'Mech Assignment Table: Crusader Clan Second-Line
Light 'Mechs
| 2D6 | Blood Spirit | Fire Mandrill | Hell's Horses | Ice Hellion | Jade Falcon | Star Adder | Wolf |
|---|---|---|---|---|---|---|---|
| 2 | Howler | MCY-97 Mercury | THE-N Thorn | Horned Owl | Mist Lynx Prime | Locust IIC | Jenner IIC |
| 3 | MON-66 Mongoose | HER-1S Hermes | Howler | Howler | THE-N Thorn | HSR-200-D Hussar | Jenner IIC |
| 4 | Jenner IIC | Locust IIC | Piranha | MCY-97 Mercury | Howler |
Medium 'Mechs
| 2D6 | Blood Spirit | Fire Mandrill | Hell's Horses | Ice Hellion | Jade Falcon | Star Adder | Wolf |
|---|---|---|---|---|---|---|---|
| 2 | Griffin IIC | Conjurer | Hunchback IIC | Hunchback IIC | Stormcrow Prime | Vapor Eagle | Hunchback IIC |
| 3 | CRB-27 Crab | Conjurer | STN-3L Sentinel | Shadow Hawk IIC | Nova Prime | Shadow Hawk IIC | Conjurer |
| 4 | Conjurer | WVE-5N Wyvern | Conjurer | WVE-5N Wyvern | STN-3L Sentinel |
Heavy 'Mechs
| 2D6 | Blood Spirit | Fire Mandrill | Hell's Horses | Ice Hellion | Jade Falcon | Star Adder | Wolf |
|---|---|---|---|---|---|---|---|
| 2 | Glass Spider | Black Python | GLT-3N Guillotine | Grizzly | Timber Wolf Prime | Rifleman IIC | BL-6-KNT Black Knight |
| 3 | Thresher | BMB-12D Bombardier | Thresher | FLS-8K Flashman | Mad Dog Prime | LNC25-01 Lancelot | Black Python |
| 4 | Rifleman IIC | FLS-8K Flashman | CHP-1N Champion | GLT-3N Guillotine |
Assault 'Mechs
| 2D6 | Blood Spirit | Fire Mandrill | Hell's Horses | Ice Hellion | Jade Falcon | Star Adder | Wolf |
|---|---|---|---|---|---|---|---|
| 2 | HGN-732 Highlander | Stone Rhino | Supernova | Marauder IIC | Stone Rhino | Stone Rhino | Supernova |
| 3 | Marauder IIC | Phoenix Hawk IIC | Stone Rhino | KGC-000 King Crab | Warhawk Prime | Bane | Marauder IIC |
| 4 | Stone Rhino | THG-11E Thug | HGN-732 Highlander | Warhammer IIC | THG-11E Thug |
Assigning 'Mechs in MechWarrior
The Random 'Mech Assignment Tables can also be used to assign the starting 'Mech for a new MechWarrior character who is part of a Crusader Clan. In this case, use the table below instead of the standard MechWarrior 'Mech-assignment table (p. 20, MWII). Base the character's status on the unit with which the character last served.
If the character has not served in a unit, assume he has a front-line 'Mech if he is trueborn or a second-line 'Mech if he is freeborn.
Experience Level and Skills
After determining the 'Mech designs employed by each force, the players determine the experience levels (Green, Regular, Veteran or Elite) of their forces. If the players are using units from specific Crusader units, they can consult the unit rosters found earlier in this book. Alternatively, the players may simply set any experience levels they wish, or use the Random Experience Level Table. Again, players can help ensure a balanced battle by setting the same level for both forces.
After determining his forces' experience level, each player determines the Gunnery and Piloting Skills of his MechWarriors. If the players agree, they can simply assign all MechWarriors the standard starting skill levels (Piloting 5, Gunnery 4). Alternatively, each player may use the Random Skills Table to randomly determine the skill levels of his MechWarriors. To do so, each player makes two 1D6 rolls for each MechWarrior in his force (add 2 to each roll result for Clan MechWarriors). The first die roll result determines the MechWarrior's Piloting Skill; the second, the MechWarrior's Gunnery Skill.
Random Experience Level Table
| 2D6 Roll | Experience Level |
|---|---|
| 2-5 | Green |
| 6-9 | Regular |
| 10-11 | Veteran |
| 12 | Elite |
Random Skills Table (Expanded)
| 1D6 (Green) | 1D6 (Regular) | 1D6 (Veteran) | 1D6 (Elite) | Piloting | Gunnery |
|---|---|---|---|---|---|
| 1 | — | — | — | 7 | 6 |
| 2-3 | — | — | — | 6 | 5 |
| 4-5 | 1-2 | — | — | 6 | 4 |
| 6-7 | 3-4 | 1-2 | — | 5 | 4 |
| 8 |
Finishing Touches
If all players agree, they can fine-tune their units by shifting 'Mechs between Stars after they have generated all their 'Mechs and MechWarriors, though MechWarriors may not be removed from their assigned 'Mechs. Fine-tuning a force in this manner enables a player to group 'Mechs with similar movement capabilities in Stars.
Commanders
In some cases, players may wish to designate Star, Binary/Trinary, Cluster or Galaxy commanders within their forces. Usually, the MechWarrior with the highest skills and/or heaviest BattleMech in each unit is the unit's commander, but players may use any criteria they want when designating commanders. After selecting commanders, each player should identify command units as such on those units' record sheets.
Crusaders Touman
Each unit possesses certain specialties and skills based on its experience and the abilities of its commanders. The Galaxy descriptions in the Strength of the Clans sections discuss these characteristics in detail. The following game rules simulate these characteristics and are intended to supplement existing BattleTech, BattleForce 2 and MWII rules. These rules are intended to add variety to and enhance game play, but not to give unfair advantage to players, and so gamemasters and players should all agree on any supplemental rule before using it in 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 inappropriate for tournament play.
Many of the following rules are specifically designed for use with the Creating Scenarios rules (p. 163). Players should feel free to use them in other game situations if appropriate. Unless otherwise stated, the following rules apply to BattleTech games only.
Clan Honor
The following rules reflect the level of commitment to Clan honor, and are broken into the three main spheres of battlefield conventions: Dueling, Physical Attacks and Retreat. For the purposes of these rules there are two levels of commitment: Strict and Liberal (equivalent to levels 1 and 2, respectively, of the rules found on pages 40-42 of First Strike!). Unless otherwise noted, Crusader units follow the strict interpretation of Clan Honor when facing Clan opponents, and liberal rules against Inner Sphere foes.
Clan dueling rules and restrictions on physical attacks apply only to MechWarriors engaging enemy 'Mechs. Conventional vehicles and infantry targets may be targeted without reference to Clan honor. Likewise, Clan infantry need not follow the rules of engagement, though Elemental points often follow the zellbrigen (dueling) code.
Dueling Rules
Under the rules for ritual dueling, or zellbrigen, Clan players must declare targets for each of their dueling 'Mechs. During a duel, no other Clan warrior may attack either of the dueling 'Mechs. If a second enemy unit interferes with a duel, the dueling Clan warrior may attack that unit, provided that another Clan 'Mech has not already challenged that unit to a duel. A duel ends when one combatant is destroyed, disabled or withdraws from the battlefield.
Clan units following the strict interpretation of zellbrigen will uphold all the rules of dueling, regardless of his opponent's actions. MechWarriors following the liberal interpretation will follow the dueling protocol as long as other forces do so. However, if any enemy unit violates zellbrigen (a third party interfering, a 'Mech involved in one duel firing on a 'Mech in another duel, and so on), a Clan warrior need no longer follow any battlefield protocol, turning the engagement into what the Clans call a melee.
At either honor level, refusal by an Inner Sphere unit to adhere to Clan precepts of honor by, for example, running away, voids the zellbrigen. Furthermore, while Clan units may challenge Inner Sphere forces to duel, the same Clan unit need not accept challenges made by Inner Sphere units.
Physical Attacks
Unlike the formal dueling protocol, the Clan's avoidance of physical 'Mech attacks is an informal, if widespread, custom. To reflect this custom, Clan warriors following strict interpretations of honor will never make physical attacks. Warriors following the liberal interpretation may make physical attacks, but only if an enemy unit makes one first during the Physical Attack Phase of that turn.
Retreating from Battle
Though Clan MechWarriors view withdrawal from battle as a breach of personal honor, many of them accept that such actions may be necessary for the honor of the Clan, a way of preserving their fighting strength for later battles.
To reflect this, Clan warriors following the strict interpretation will not retreat so long as enemy forces remain on the map, even if crippled. Units following the liberal interpretation may retreat, but only if crippled or when scenario Special Rules apply.
Using Hidden Units Rules
Certain units can use the Hidden Units rules (p. 89, BTC:RoW) to set up part or all of their forces when scenario circumstances allow. If a scenario offers no such opportunity, the regiments cannot exercise this option. In a chase scenario, for example, both sides move at the very beginning of the scenario, and so neither side can use these rules. In a stand-up fight scenario, however, one side can use the Hidden Units rules. Players must decide for themselves 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 unit'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 units 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 Crusader units have the ability to "force the Initiative" and gain bonuses to their Initiative rolls in BattleTech games (see p. 14, BTC:RoW). The bonus is equal to the number of enemy units the regiment destroyed in the previous turn, reduced by the number of its own destroyed units.
For example, a Cluster with this capability receives a +2 Initiative bonus if it destroys four enemy units and loses two of its own during the previous turn.
Off-Map Movement
Some units are proficient in tactical movement behind the lines of combat. Units 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 amount of time 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 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, since 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 Point Blank Shots from Hidden Units (p. 89, BTC:RoW). 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 forces 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 units, 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 unit makes an Initiative Roll of 11, while its opponent rolls only a 6. That gives the overrun-capable unit a Margin of Success of 5, which means that two of its units may move and fire before any other units move (5 divided by 2 = 2.5, rounded down to 2).
Units employing 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.
BattleForce 2 Command Lists
Following are new command lists for use with the BattleForce 2 game, reflecting the unique combat style of each of the Crusader Clans. Command lists for Clans Jade Falcon and Wolf appear in the BattleForce 2 rulebook, and so are not repeated here.
Blood Spirit Command List
| 2D6 | Command |
|---|---|
| 11 | Hello, HQ? |
| 12 | Alpha Strike! |
| 13 | Stand and Shoot |
| 14 | Careful Aim |
| 15 | Hello, HQ? |
| 16 | Doubletime March |
| 17 | Alpha Strike! |
| 18 | Stand and Shoot |
| 19 | Careful Aim |
| 20 | Careful Aim |
Blood Spirit Command List (second column as printed)
| 2D6 | Command |
|---|---|
| 16 | Luck of the Fox |
| 17 | Jam Transmission |
| 18 | Stand and Shoot |
| 19 | Careful Aim |
| 20 | Careful Aim |
Note: the printed page sets a second column of entries numbered 16 through 20 beside the Blood Spirit list, with the same numbers as the first column. Both sets are transcribed as printed.
Fire Mandrill Command List
| 2D6 | Command |
|---|---|
| 11 | Careful Aim |
| 12 | Alpha Strike! |
| 13 | Doubletime March |
| 14 | Evasive Action |
| 15 | Hello, HQ? |
| 16 | Evasive Action |
| 17 | Stand and Shoot |
| 18 | Stand and Shoot |
| 19 | Careful Aim |
| 20 | Careful Aim |
Hell's Horses Command List
| 2D6 | Command |
|---|---|
| 11 | Alpha Strike! |
| 12 | Ambush |
| 13 | Doubletime March |
| 14 | Evasive Action |
| 15 | Hello, HQ? |
The printed Hell's Horses list ends at 15; no entries for 16-20 appear on the page.
Ice Hellion Command List
| 2D6 | Command |
|---|---|
| 11 | Doubletime March |
| 12 | Evasive Action |
| 13 | Doubletime March |
| 14 | Evasive Action |
| 15 | Hello, HQ? |
| 16 | Careful Aim |
| 17 | Fall Back! |
| 18 | Luck of the Fox |
| 19 | Ambush |
| 20 | Fall Back! |
Star Adder Command List
| 2D6 | Command |
|---|---|
| 11 | Alpha Strike! |
| 12 | Alpha Strike! |
| 13 | Ambush |
| 14 | Careful Aim |
| 15 | Doubletime March |
| 16 | Hello, HQ? |
| 17 | Luck of the Fox |
| 18 | Luck of the Fox |
| 19 | Stand and Shoot |
| 20 | Stand and Shoot |
Clan Blood Spirit
Blood Guard Keshik
The Blood Guard Keshik presents an intimidating presence on the battlefield; if the Keshik outnumbers an opponent by 2-to-1 or more at the beginning of the turn, it automatically wins the Initiative for that turn.
In addition, any time the Keshik wins Initiative in this way for 3 consecutive turns, they automatically receive the overrun combat ability for one-fourth of their forces (rounding down) starting in the fourth turn and continuing as long as they outnumber their opponent by 2-to-1 or more.
Alpha Galaxy (The Blooding)
Alpha Galaxy attempts to lull their opponents into a false sense of security by repeating the same maneuver over and over again. Once they believe the enemy is reacting out of habit, they strike.
If Alpha Galaxy wins the Initiative 4 turns in a row, in the fifth and subsequent turns they may move half of their forces (rounding down) after all other units have moved.
Omega Galaxy (The Sanguine Reavers)
The Omega Galaxy recently has been enlarged with the surviving units of four different Galaxies. Modify their Initiative rolls by -2 to represent the confusion this sudden influx created.
Omicron Galaxy
The Omicron Galaxy is adept at moving its forces unknown to the enemy commander. This enables them to surprise their enemies by striking from an unexpected quarter. Each consecutive time Omicron Galaxy wins the Initiative, that player may move one unit last. For example, if Omicron Galaxy has won the Initiative for 4 consecutive turns, he will move four of his units last.
Sigma Galaxy
The Sigma Galaxy excels in small-unit actions. Any time Sigma Galaxy fields a unit smaller than a Binary, they receive a +1 Initiative bonus. Any time Sigma Galaxy fields a force larger than a Binary, they receive a -1 Initiative modifier.
Tau Galaxy
Tau Galaxy always fields complete combined arms units, including aerospace. The ground units work in conjunction with their aerospace counterparts in spotting for aerospace strikes.
If the Tau Galaxy force fields aerospace fighters, the fighters receive a -1 to-hit modifier. However, because the ground forces are distracted by spotting for the aerospace units, Tau Galaxy receives a -2 Initiative penalty.
Upsilon Galaxy
Upsilon Galaxy spends a great deal of time moving their forces rapidly in unexpected directions, in an attempt to confuse their enemy.
All units fighting against Upsilon automatically receive a +1 to-hit modifier. The only way for an attacker to counteract this modifier is for the attacker to stand still, in which case the additional modifier is disregarded. However, because Upsilon is spending so much time trying to out-maneuver the opponent, they receive a -2 Initiative bonus.
Clan Fire Mandrill
Kindraa Sainze
The Scout/Striker trinary of the Third Sainze Honor Guard Battle Cluster may use off-map movement.
Eager to prove themselves, the Seventh Sainze Honor Guard Striker Cluster receives a +1 modifier to their Initiative when they are the attacker in a scenario.
The command Binary of the Fourteenth Sainze Rear Guard Battle Cluster may roll on the front-line table for choosing random 'Mechs. It receives a +1 Initiative modifier as the defender or in woods, mountain or urban terrain. These modifiers are not cumulative.
Kindraa Faraday-Tanaga
Each MechWarrior of Veteran quality or better in this Kindraa may re-roll one failed to-hit roll for a single weapon once per scenario.
No matter how many units are on the map, so long as all combat in the scenario is fought according to the rules of zellbrigen, 'Mechs of the First Battle Cluster receive a -1 to-hit modifier for any weapon firing at short range. If the weapon is at or under minimum range, this bonus does not apply.
The Sixteenth Assault Cluster gains a +1 Initiative bonus as the defender in a scenario.
Kindraa Payne
Except for the First Battle Payne, units of this Kindraa receive a +1 Initiative bonus when fighting against a Crusader enemy, increased to +2 if the enemy unit is from the Sainze Kindraa. All 'Mechs are OmniMechs in this Kindraa.
The Screen Trinary of First Battle Payne is well-versed in targeting Elementals, and as such their units do not suffer the usual +1 to-hit modifier for firing on battle armor units.
Kindraa Mattila-Carrol
Medium and light 'Mechs of this Kindraa may use off-map movement at 1.5 times the normal amount of time required for such actions. Members of the Kindraa Command Trinary may use off-map movement with no time penalty.
The Seventy-first Firestorm Cluster unit receives a +2 Initiative bonus when fielding combined-arms forces including 'Mechs, fighters and Elementals in a battle where the enemy does not include all three unit types.
If the 301st Firebrand Cluster destroys more enemy 'Mechs in a single turn than it loses itself, the enemy may only move at Walk/Cruise speed in the following turn.
Kindraa Beyl-Grant
The aerospace fighters of the Kindraa Command Trinary gain a -1 to-hit modifier against ground targets.
The Second Battle Cluster is highly proficient at anti-aircraft attacks. Its units receive a -1 to-hit modifier when making return fire attacks against aerospace units.
As the defending force, the Seventeenth Auxiliary Cluster gains a +2 Initiative modifier and may select their home edge. As the attacker, the unit automatically loses home edge selection and the first two turns of Initiative, after which they still suffer a -1 Initiative penalty.
Kindraa Kline
The forces of Kindraa Kline have a limited selection of OmniMechs. They may only field the Adder, Summoner, and Warhawk OmniMech designs, and because they have no access to medium OmniMechs, front-line forces must use second-line medium 'Mechs. However, familiarity with these 'Mechs grants a -1 modifier to their piloting target numbers. Second-line BattleMechs are chosen normally.
The Twenty-first Vanguard Battle Cluster receives a +3 Initiative bonus as the defender in a scenario, but suffers a -1 penalty to Initiative as the attacker.
The Twenty-seventh Vanguard Assault Cluster receives a +1 Initiative bonus as the defender in a scenario. Additionally, their MechWarriors receive an additional -1 to-hit modifier for weapon attacks against targets at a range of 1 hex.
Kindraa Mick-Kreese
The aerospace pilots of the Kindraa Command Trinary gain a -1 to-hit modifier against a target fighter if in that fighter's rear arc. They also receive a +2 Initiative bonus in space, while suffering a -1 Initiative penalty and a +1 to-hit modifier while in atmosphere.
The command 'Mech binary of the Eleventh Battle Force may trade one point of movement for a +1 modifier to hit and to be hit. Up to 2 points of movement can be spent in this way. The Veteran fighter Binary may declare a strafing run to be a "high angle dive," in which case any hits are scored on the Punch Hit Location Table; after the attack, however, the player must make a Piloting Roll with a +2 modifier to avoid crashing into the ground.
Clan Hell's Horses
When rolling on the Star Type and Binary/Trinary Table for Hell's Horses front-line forces, a roll result of 6 indicates a Nova unit, in addition to the usual chance on a 12.
The Hell's Horses' strong infantry training also results in troopers of far better quality than the norm. To reflect this, the to-hit rolls of all Horse conventional (unarmored) infantry gain a to-hit modifier of -1.
To reflect the Clan's training in infantry support tactics, all units of the Hell's Horses Clan gain a +1 bonus to their Initiative rolls, in addition to any other unit bonuses, when infantry of any kind is used in conjunction with any other battlefield unit type. This bonus is lost if, at any point, the Horses lose all of the deployed infantry. If forced to operate without infantry from the start, Hell's Horses' units automatically suffer a -1 penalty to their Initiative.
Alpha Keshik
Alpha Keshik's presence on the battlefield infuses the warriors of the Clan Hell's Horses with utter confidence that victory is assured. To reflect this, Hell's Horses units involved in any battle alongside the Alpha Keshik gain the ability to overrun and force the Initiative.
Alpha Galaxy
Alpha Galaxy warriors are fierce fighters and possess the overrun ability.
Units of the Eleventh Mechanized Cavalry must subtract 2 from the die roll result when rolling for random Star and Binary/Trinary weight class. However, the warriors of the Eleventh reduce by 1 all to-hit penalties for target movement. Additionally, MWII characters assigned to the Blackhorse receive a -1 modifier to all social skills used among the Clans, as a posting to the Eleventh is considered a high honor.
Presently assigned to Clan Wolf as part of a contract between the Horses and the Wolves, units of the Twelfth Mechanized Cavalry may roll once per Star on the appropriate Wolf Clan table for random 'Mech assignments instead of the Hell's Horses table.
The Thirtieth Mechanized Strike can choose its home edge when acting as attacker in a scenario.
Beta Galaxy
Beta Galaxy receives a +1 Initiative bonus when operating in conjunction with aerospace forces, or when acting as the attacker in a scenario. If both conditions exist, a net bonus of +2 applies to the Initiative roll.
The 666th Mechanized Assault adds +2 to all rolls for determining random Star and Binary/Trinary weight class.
The Seventy-seventh Mechanized Cavalry must subtract 1 when rolling for Star and Binary/Trinary weight class. Additionally, the Seventy-seventh has grown used to fighting in the violent weather common to Eden. To reflect this, reduce by half all to-hit and Piloting Skill roll modifiers caused by bad weather and visibility, including night combat conditions, rounding fractions down.
The 333rd Mechanized Strike's infantry are extremely adept at evading enemy fire, and impose an additional +1 modifier to their opponents' to-hit rolls against them.
Gamma Galaxy
Gamma suffers from an unusually low morale, which translates to a -2 Initiative penalty in battle. However, the liberal use of aerospace fighters by Gamma gives all Gamma's fighter pilots a -1 modifier to all to-hit and Piloting Skill rolls when involved in air-to-ground attacks.
The 201st Mechanized Assault may ignore the Gamma Galaxy Initiative penalty for low morale when engaging in any mission against Clan Ghost Bear units. Further, the Bearslayer player adds +1 to the roll when determining random Star and Binary/Trinary weight class.
When rolling to determine random Star and Binary/Trinary weight class for the Eighty-seventh Mechanized Cavalry, subtract 2 from the roll. The Eighty-seventh's aerospace, which includes several Kirghiz C fighters, can use these craft to deploy Elementals on the field. When deploying Elementals this way, use the standard rules for BattleMech drop procedures (p. 82, BTC:RoW).
Delta Galaxy
Delta Galaxy gains a +1 Initiative bonus when working with aerospace units. Delta Galaxy is also the Hell's Horses' premiere second-line Galaxy. As a result, when rolling for random 'Mech assignment, Delta may roll twice on the front-line table for each Star committed to the scenario.
When rolling to determine random Star and Binary/Trinary weight class for the Seventy-first Mechanized Cavalry, subtract 2 from the roll. Further, if aerospace units are included in the Horses' forces, the Delta player may choose one of the scenario mapsheets from the appropriate table and may select the Seventy-first's home map edge. The Seventy-first may also use off-map movement.
Due to the hostility the Forty-fourth's commander feels for Delta's Galaxy Commander, the Delta player subtracts 4 from all Initiative rolls when elements from the Forty-fourth work with elements of the Seventy-first. Reduce this penalty by half if either force's commander is killed or not present in the battle. The Forty-fourth adds a +2 to all random Star and Binary/Trinary weight class rolls.
The Sixty-fifth Mechanized Assault adds +1 to rolls when determining random Star Composition.
Epsilon Galaxy
Epsilon Galaxy specializes in defensive operations and close-quarters combat. Thus, the warriors of Epsilon gain a +1 bonus to their Initiative when acting as defenders or when fighting in anything but flatland terrain. Their 'Mechs also receive an additional to-hit modifier of 1 to weapon attacks made at short range. However, against targets at medium and long range, Epsilon's warriors suffer an additional +1 penalty to their targets. Unless the specific scenario type forbids it, the player of Epsilon Galaxy can use the hidden units rules for up to one fourth of his forces.
When rolling to determine random Star and Binary/Trinary weight class for the 108th Mechanized Cavalry, subtract 2 from the roll. The 108th may employ off-board movement.
The Sixty-second Mechanized Assault gains overrun abilities when fighting in mountainous, urban or wooded terrain.
The Twenty-second BattleMech Cluster gain a +2 bonus to all to-hit rolls for off-board artillery attacks when they have infantry present on the board.
Zeta Galaxy
All units of Zeta Galaxy possess the ability to force the Initiative.
The Fortieth Mechanized Cavalry subtracts 2 from all Star and Binary/Trinary weight class rolls. Further, Apollo has worked without air support for so long that it cannot effectively work with air cover, imposing a -1 Initiative penalty in engagements that employ aerospace forces.
When rolling random 'Mech assignments for the 229th Mechanized Strike, re-roll any 'Mech design which does not feature at least one SRM or LRM launcher. If the second roll results in a missile-free 'Mech, the player must choose one of the two results.
Eta Galaxy
All units in Eta Galaxy possess overrun and off-map movement capabilities. In addition, the Eta Galaxy player may use the hidden units rules for up to half of his force. At the end of every turn, the player controlling Eta's forces should roll 2D6. On any result of 7 or higher, Eta will break with the rules of zellbrigen, allowing massed weapons fire.
As rebels in the Hell's Horses Touman, MWII characters belonging to Eta Galaxy suffer a +2 penalty to all Social skill roll targets numbers (+4 if the player serves in Eta's Thirty-ninth BattleMech Cluster) when interacting with Clan characters. Eta Galaxy characters also gain double skill point awards for any use of Unarmed Combat or Blade skill rolls, reflecting their tendency to get into brawls with their fellow warriors.
Theta Galaxy
All warriors of Star Captain Rank and higher in Theta Galaxy are actually more experienced warriors than the rest, acting as Stablemasters (Hell's Horses' term for training officers) to the others (referred to as Colts). These officers are always one experience level higher than the roll on the Random Experience Level Table indicates, and may roll on the appropriate front-line table rather than the second-line table for 'Mech assignments.
Iota Galaxy
Iota Galaxy never uses zellbrigen, and may employ off-map movement and hidden unit rules. Unlike other Hell's Horses Galaxies, Iota gains no benefits from working with Alpha Keshik. Characters from Iota Galaxy are treated as lower than scum by their fellow Horses, and suffer a +3 target number modifier to all Social skill rolls when interacting with Clan characters. Because they fight frequently and in a variety of styles, Iota Galaxy warriors may improve any combat skill at a cost of one Adventure Point less than normal.
Clan Ice Hellion
Alpha Galaxy
All units from Alpha Galaxy gain a +1 modifier to their Initiative die rolls.
Elemental units of the 150th Hellion Lancers receive a -1 to-hit modifier for anti-BattleMech Leg and Swarm attacks.
Due to the heavier nature of the Seventy-eighth Hellion Lancers, and the MechWarrior's problems in dealing with it, this unit does not receive the usual Alpha Galaxy Initiative Bonus. However, apply +1 to all rolls on the Star and Binary/Trinary weight class tables.
Beta Galaxy
The 200th Attack Cluster may use the hidden units rules for up to half their force.
Members of the 121st Hellion Lancers gain a +1 Initiative bonus due to their skill in pursuit. Additionally, individual light or medium Stars may swarm a single target. This gives the entire Star a -1 to-hit modifier with weapon attacks. Star members may only fire at the Swarmed 'Mech. After the target is destroyed in a Swarm attack, the entire Star must leave the battlefield as quickly as possible through their home map edge as punishment for dishonorable conduct.
Delta Galaxy
All units in Delta Galaxy are experts in fighting under hazardous or extreme conditions. All warriors receive a -1 to any Piloting skill rolls required by Hostile Environments (p. 89-91, BTC:RoW). They also receive a +1 Initiative bonus in these types of environments, as well as in mountain or wooded terrain. If none of these conditions are present, the unit suffers a -1 Initiative penalty.
Warriors of the Fifty-third Striker Irregulars constantly push themselves to work harder. To this end, their MWII characters need only pay half the required Skill Points for advancement of any combat skills. However, Skill Point costs to advance all other types of skills are doubled.
Zeta Galaxy
Masters of harassment warfare, the Third Hector Cavaliers is constantly on the move. In the End Phase of each turn, one 'Mech unit per Star may attempt a Piloting Skill Roll with a +2 modifier. A successful roll grants the unit a number of MP equal to half its Walking MP, rounded down. This movement must be used immediately (moving in the End Phase) or it is lost. This movement has no effect on the movement mode chosen by the unit in the following turn, nor its target movement modifier.
Though untested in combat, members of the Forty-fifth Hector Cavaliers possess an unmatched enthusiasm. Each MWII character in the unit gains an extra point of Edge at no cost. In BattleTech-only games, the Forty-fifth's player is allowed 3 re-rolls per scenario to be used only for failed Piloting or Gunnery skill rolls (not Hit Location or Missile Hit rolls).
Zeta Prime Galaxy
The 176th Attack Cluster has the ability to escape from almost any bad situation. MWII characters in this unit receive 1 point of Edge at no cost, and need only pay half the cost for further Edge improvements while a member of the unit.
Theta Galaxy
Whenever Theta Galaxy fights as a Trinary or larger, the entire unit suffers a -2 Initiative penalty.
If the 180th Attack Cluster is fighting with combined arms ('Mechs, aerospace and Elementals), it gains a +2 Initiative bonus. Members of this unit are also low-G combat specialists. They gain a -1 Piloting skill modifier to any Piloting rolls required in low G. Additionally, any damage suffered due to extra movement (see p. 90, BTC:RoW) is reduced by one point.
If fighting as a Star- or Nova-sized or smaller force, the members of the Forty-third Hector Cavaliers gain a +1 Initiative bonus.
Because of their constant exposure to members of the merchant caste, MWII characters in the Forty-fourth Hector Cavaliers may purchase advancement in Negotiation, Appraisal and Scrounge skills at half the normal cost in Skill Points.
Clan Jade Falcon
Turkina Keshik
Warriors of the Turkina Keshik are among the best Clan Jade Falcon has to offer. As such, each may re-roll a single failed Piloting roll or missed to-hit roll once per battle. Furthermore, if Khan Pryde is present during an engagement, the Jade Falcon side gains a +1 Initiative bonus and may re-roll Initiative twice during the battle.
Gamma Galaxy (Jade Falcon Galaxy)
The members of the Jade Falcon Guards are driven to prove themselves and honor the memory of Aidan Pryde. To simulate this, the Guard gains a +1 Initiative bonus when acting as the attackers in a scenario.
The First Falcon Hussars are new to the Inner Sphere and relish in combat. The unit gains a +2 Initiative bonus. However, their naivete means no member of the unit can refuse an honor duel provided the rules of zellbrigen are followed and the opposing unit always follows the strict honor rules.
The members of Third Falcon Talon Cluster are proficient in fighting in adverse conditions, and thus suffer only half the normal penalties (round up) for fighting at night or in adverse weather conditions.
Star Colonel Ceren Newclay of the Ninth Talon Cluster is adept at getting the best from his troops during large-scale engagements, and so in BattleForce 2 scenarios, any unit commanded directly by Newclay may draw two commands each turn, with the player choosing which to keep. Further, the entire Ninth Talon may ignore the effects of the Hello, HQ? special command.
Delta Galaxy (Gyrfalcon Galaxy)
If saKhan Samantha Clees commands a battle, her side gains a +2 Initiative bonus while her 'Mech remains operational. However, if she is eliminated, the Falcons suffer a -2 Initiative penalty.
The First Falcon Strikers are adept at firing on the move and so reduce their attacker movement modifier by 1 (to a minimum of 0). The First Striker may deploy a maximum of six OmniMechs, but may deploy up to six Stars of Elementals.
The Seventh Talon prefer simple engagements and gain a +1 Initiative bonus in flatland or hill terrain, but suffer a -1 penalty in mountain or urban environs.
Omega Galaxy
The members of Fourth Falcon Striker Cluster always follow the strict interpretation of honor, but suffer only a +3 to-hit penalty for long-range attacks rather than the normal +4. The unit gains a +1 Initiative bonus when fighting Snow Raven troops.
When defending in a scenario, the Eighth PGC may reduce by 1 the to-hit penalty of the medium- and long-range brackets (i.e., the medium-range penalty becomes +1 and the long range penalty becomes +3). When acting as the attacking force, however, the unit suffers a +1 penalty to all to-hit target numbers.
Rho Galaxy
Galaxy Commander Danforth's Wolf-like approach to warfare allows units under her direct command to use tactics rarely seen in the Jade Falcon Touman. She may detach up to one-fourth of the Falcon force at the beginning of a scenario, bringing the detached units on to the map later. To do so, the Jade Falcon player must designate the map edge through which the detached units will enter. At the start of every turn, the Falcon player rolls 2D6. If the result is equal to or lower than the current turn number, the designated units enter the map through that edge during the Falcon Movement Phase. Units under Danforth's command also use liberal honor rules.
The 124th Striker Cluster specializes in assault operations. The unit may use overrun combat and can force the Initiative.
Since the disaster at Semore Chasm, the Seventh Falcon Regulars has drilled in cold-weather tactics. Consequently, the unit suffers no MP penalties for snow and icy terrain. Similarly, the unit suffers only a +3 Piloting skill penalty for icy conditions. However, skidding and bog-down rules still apply.
The inexperienced Jade Falcon Eyrie Cluster automatically loses the Initiative in the first turn of combat and suffers a -4 Initiative penalty in the second turn. Reduce this penalty by 1 during each subsequent turn. After the fifth turn, the unit suffers no Initiative penalty. Regardless of the interpretation of honor under which they fight, the members of the Jade Eyrie Cluster may make physical attacks.
Iota Galaxy
The Second Falcon Jaegers specialize in orbit-to-surface assaults and gain a +3 bonus to their Landing rolls and atmospheric Control rolls (see pp. 37-8, BattleSpace).
Members of the Fifth Talon are adept at urban warfare, gaining a +1 Initiative bonus in such terrain. Further, the members of the unit may avoid a Piloting roll for skidding on paved surfaces by spending an additional Movement Point when turning.
Bloodied on Coventry, the rebuilt 305th Assault Cluster has an intimidating presence, and as such gains a +2 Initiative bonus unless outnumbered 2-to-1 or worse. The unit favors aggressive tactics and may use overrun combat.
When fighting Inner Sphere forces, the Seventy-third Striker Cluster may ignore all honor rules, and when facing mercenaries the unit also gains a +2 Initiative bonus. However, the unit will not withdraw when faced with such units, preferring death over more dishonor.
The inexperienced Gyrfalcon Eyrie Cluster automatically loses the Initiative in the first round of combat and suffers a -4 Initiative penalty in the second turn. Reduce this penalty by 1 during each subsequent turn. After the fifth turn, the unit suffers no Initiative penalty.
Epsilon Galaxy
Rard Hoyt has earned the respect of the warriors under his command, but has problems with units from outside Epsilon Galaxy. As a result, any force commanded by Hoyt and comprised solely of Epsilon troops gains a +2 Initiative bonus, but a force containing units from outside the Galaxy suffers a -1 Initiative penalty.
The Fifth Battle Cluster have an abiding hatred of Clan Wolf and gain a +1 Initiative bonus when fighting units from that Clan. Since the siege of Borealtown on Wotan, the unit has become adept at defensive operations, gaining a +1 bonus when fighting in urban terrain or as the defender (cumulative with each other and with that of the Wolf feud).
Any Falcon force including members of the Tenth Talon suffers a -2 Initiative penalty.
Mu Galaxy
The First Velites hate pirates; reduce their to-hit target numbers by 1 when facing such foes.
The Fifth Falcon Regulars possess above-average equipment and may roll on the front-line 'Mech table once per Star when assigning random 'Mechs.
The Fifth PGC suffers a -2 Initiative penalty when deployed as the defenders in a scenario or when outnumbered 2-to-1 or worse.
When deployed in units larger than Trinary size, the Ninth PGC suffers a -1 Initiative penalty. The unit possesses excellent logistics and repair facilities and so gains +1 to all rolls when using the Scavenging and Repair rules (pp. 94-95, BTC:RoW).
Lambda Galaxy
Adept at fighting in a wide range of conditions, the Twenty-second PGC may ignore any enemy terrain or environment-based Initiative modifiers.
The Seventy-fourth Battle Cluster has a reputation for swift attacks: the attacks of the 'Mechs in the unit suffer no to-hit modifier for attacker movement when they use only half or less of their MP available according to their chosen movement mode.
Sigma Galaxy
Though forced to resign his post as saKhan, Timur Malthus remains a formidable commander. Any Falcon units under his control ignore enemy Initiative bonuses.
Twelfth Talon gains a +1 Initiative bonus when fighting as a Trinary-sized unit or on Ironhold (this is cumulative, so that a Trinary-sized detachment from the Twelfth on Ironhold gains a +2 bonus). However, when fighting in larger formations, the unit suffers a -2 Initiative penalty.
The Second Falcon Velites gain a +1 Initiative bonus when facing Clan Wolf units and may force the Initiative.
The First Dragoons are staunch Crusaders and gain a +1 Initiative bonus when facing units of a Warden clan. The unit may force the Initiative and use overrun combat, but must adhere to strict honor rules.
Zeta Galaxy
When facing Clan units, a force commanded by Yesukai Shambag gains a +1 Initiative bonus. When facing Inner Sphere or bandit forces, her command suffers a -2 Initiative penalty.
In scenarios where the Third Falcon Velites act as the defender, they gain a +2 Initiative bonus. In addition, units of the Velites who do not move gain a -1 to-hit modifier in the same turn.
The Second Falcon Dragoons have become proficient in jungle and swamp operations, reducing the MP cost and Piloting skill modifiers for such terrain by 1.
Clan Star Adder
Clan Star Adder Command
Both Keshiks are staffed with elite warriors piloting the best equipment. When choosing 'Mechs, the controlling player may choose from any Clan OmniMech once per Star. Additionally, the presence of either of the Khans on the field of battle will motivate the warriors of Clan Star Adder to perform better. If one or both Khans are present on the field, the Star Adders gain a +2 Initiative bonus. If a Khan's 'Mech is destroyed and/or a Khan is killed, all Adder warriors will fly into a berserker rage; they must immediately choose the closest enemy target and engage it until it is destroyed or leaves the field of battle. The Keshiks also possess the ability to overrun an opponent and to force the Initiative.
Alpha Galaxy
Alpha Galaxy has trained extensively against each other in protracted engagements. When fighting in groups of more than one Binary or Trinary, the Adders receive a +1 to their Initiative.
When rolling to determine random Star and Binary/Trinary weight class for the Fifth Assault Cluster, add a +2 modifier. The Fifth also possesses the overrun capability.
All OmniMech Stars of the Eighty-fifth Adder Cavaliers are Novas. Apply a -1 modifier to all Piloting skill rolls while Elementals are mounted, to account for the fact that the warriors of the Eighty-fifth have yet to become fully accustomed to carrying armored infantry.
The 191st Adder Guards can force the Initiative.
Gamma Galaxy
Generally, Gamma does not work well in large groups. When fighting with more than one Binary or Trinary, apply a -2 modifier to the Initiative roll of Gamma's warriors.
The Ninth Armored Cavalry Squadron prefers to fight in the traditional ways of Clan zellbrigen. As long as all of their warriors uphold the strictest tenets of zellbrigen, they receive a +2 bonus to Initiative rolls. Also, when rolling to determine random Star and Binary/Trinary weight class, add 2 to the roll results.
When fighting in urban terrain, the warriors of the Seventy-third Adder Cavaliers receive a +2 Initiative bonus. When fighting in mountainous or wooded terrain, they receive a +1 Initiative bonus. MWII characters of the Seventy-third may purchase each new Tactics skill level at half the normal cost in AP and Skill Points, up to a maximum level of their INT score, due to Star Colonel Connery's tactical ingenuity.
Delta Galaxy
Delta works closely with their aerospace fighter support. When fighting in a force that includes aerospace fighters, the warriors of Delta may use overrun movement, allowing that number of fighters to make their ground attacks and leave before taking enemy fire. If they are deprived of their aerospace cover for any reason, however, they become overly cautious and are subject to a -1 Initiative penalty.
When rolling to determine random Star and Binary/Trinary weight class for the Sixth Adder Assault Cluster, add a +2 modifier. The Sixth also possesses overrun capabilities.
When rolling to determine random Star and Binary/Trinary weight class for the Eighteenth Armored Cavalry Squadron, add a +1 modifier. When fighting alongside Elementals, the warriors of the Eighteenth receive a +1 Initiative bonus.
Epsilon Galaxy
Epsilon's technical staff has become quite proficient in the art of scavenging. The unit receives a +2 bonus to all rolls when using the Scavenging and Repair rules (see pp. 94-95, BTC:RoW).
When rolling to determine random Star and Binary/Trinary weight class for the Thirteenth Adder Assault Cluster, add a +1 modifier. In addition, the Thirteenth possesses standard overrun capabilities and can force the Initiative.
The warriors of the Forty-second Adder Cavaliers are the "luckiest" unit in the Touman. Each warrior is awarded an extra point of edge, and MWII characters with the Combat Sense or Sixth Sense advantages make rolls against those advantages with a +2 modifier (unit members receive these bonuses only after six months of service with the Forty-second).
The 471st Adder Guards do not work well with other units or in large formations. If warriors from the 471st take part in an operation with warriors from another Cluster and/or take part in a battle with more than one Binary or Trinary, apply a -1 Initiative modifier and a -1 Piloting skill roll modifier.
Kappa Provisional Galaxy
While fighting in urban terrain, Kappa may use the hidden units rules for up to half their force. They may also forego zellbrigen and receive a +2 modifier to their Initiative rolls.
The warriors of the 417th Adder Sentinels are adept in many forms of combat. They may fire at two or more targets within the Front firing arc without incurring the standard +1 to-hit modifier. When randomly determining Star composition, the controlling player may roll for a front-line 'Mech in the appropriate weight class once per Star.
Mu Provisional Galaxy
When fighting in hill or mountain terrain, the warriors of Mu may force the Initiative and possess overrun capabilities.
The warriors of the 178th Adder Sentinels may not be ambushed while in hill or mountain terrain (enemy forces may not use hidden units). Additionally, the warriors of the 178th receive a +1 to their Initiative rolls when fighting units hailing from Clan Blood Spirit.
Xi Provisional Galaxy
Xi is the best trained and equipped second-line Galaxy in Clan Star Adder's Touman. When rolling for BattleMech acquisition, the controlling player may pick any one 'Mech of the appropriate class from the second-line table once per Star. The controlling player may also roll on the OmniMech column once per Star.
All of the 235th Adder Sentinels' 'Mechs are of Omni technology. Roll on the front-line table when determining random force composition.
Omicron Provisional Galaxy
The warriors of Omicron are relatively new and have yet to learn to work well with each other. Apply a -1 Initiative modifier when fighting with more than one Binary or Trinary.
The 271st Adder Sentinels is having major difficulties keeping all of its BattleMechs functioning. Roll 1D6 for each BattleMech fielded. On a roll of 6, that 'Mech is not completely functional. Roll 1D6 ÷ 2, and apply that number of critical hits randomly to the 'Mech. Re-roll any hits that would cripple or otherwise destroy the 'Mech (3 Engine hits, 2 Gyro hits, ammo hit, and so on).
Rho Provisional Galaxy
Rho Galaxy receives a negative modifier to their Initiative roll starting on the first game turn equal to a 1D6 roll. That negative modifier continues until they engage in combat (a Rho warrior either hits or is hit by an enemy unit). Beginning from the turn at which the unit engages in combat, subtract 1 from the modifier for each turn past the first turn in combat, until the modifier reaches 0. The modifier cannot go below zero (resulting in a positive modifier).
Sigma Provisional Galaxy
Sigma specializes in surprise attacks. If entering battle via a combat drop (p. 82, BTC:RoW), all Piloting Skill Rolls for landing are made with a -2 modifier.
The warriors of the 471st Adder Sentinels possess overrun capabilities.
The 1143rd Gatekeeper Cluster Warriors are well versed in urban combat. They receive a +2 Initiative and -1 Piloting skill modifier when engaged in combat in urban terrain.
Tau Provisional Galaxy
The 1114th Gatekeeper Cluster receives a -2 Initiative penalty when working with warriors from any other unit. If the unit is outnumbered by more than a 3-to-2 ratio, its warriors will fly into a berserker rage. They will move toward the nearest enemy unit at their best possible speed and fire, at the very least, their maximum number of weapons without overheating. If adjacent to an enemy unit, they will perform physical attacks. When in a berserker rage, they receive a blanket +1 to-hit bonus.
Clan Wolf
Alpha Galaxy
No unit gains positive Initiative modifiers when fighting the Golden Keshik. If operating with members of the Fourth Striker Cluster, units of the keshik and the Fourth Striker may use off-map movement.
When elements of the Fifth Wolf Battle Cluster are involved in a battle, the opposing force may not use hidden units rules unless the scenario specifically allows them. Also, the Fifth may designate one of the two map sides as part of their home map edge (allowing them to enter or retreat through their regular home edge and one map side). This additional "edge" begins at the home map edge and extends up the chosen map side for only 5 full hexes.
Beta Galaxy (The Shadow Wolves)
If members of different Beta clusters are present in battle at one time, the controlling player must roll Initiative for each Cluster represented. In order to win Initiative, the player must win the Initiative for all Clusters in use.
Marialle Radick of the Silver Keshik possesses the MWII advantage of Sixth Sense. In combat, she will automatically know if hidden units are present, though not where they are.
The Second Wolf Assault Cluster automatically wins the Initiative during the first turn of combat. Any turn in which the unit wins Initiative, it gains a +1 Initiative bonus the following round.
Gamma Galaxy (The Wolf Hussars)
In any turn in which the Seventh Battle Cluster kills or cripples more 'Mechs than it loses, it gains a +1 bonus to Initiative the following round. This is a cumulative modifier; if the unit gains the bonus in three consecutive turns, it has a +3 Initiative modifier. The Seventh maintains the Initiative bonus in turns where neither side gains an advantage in kills or cripples, but if the unit loses more 'Mechs than the opponent, it loses the Initiative bonus and must begin again at a bonus of 0.
Delta Galaxy (The Snarling Wolves)
When facing another Clan, the Second Wolf Lancers may designate up to one 'Mech per Binary or Trinary as a "caricature unit," a unit painted with a caricature of the insignia of the Clan they are facing. The opposing side gains a -1 to-hit modifier against these 'Mechs. However, the enemy suffers a +1 to-hit modifier against all other Lancer units until all caricature 'Mechs are off the map, destroyed or crippled.
The Third Wolf Lancers suffer a -1 Initiative penalty any time they are outnumbered on the field. However, all Elementals of the Lancers may always set up using the hidden units rules unless the scenario precludes it.
Theta Galaxy
When the Green Keshik is engaged in combat, any enemy unit targeting a Keshik warrior may be targeted by any Theta warrior at a -1 to-hit modifier.
Except for the Ice Hellions and Hell's Horses, opposing Clan units must ignore the Second Wolf Cavalry's conventional vehicles until they fire or move to within a range of 3 hexes.
As the defenders, the Twelfth Wolf Regulars may set up no more than half their force using the hidden units rules, and receive a +2 Initiative bonus. As the attackers, the Twelfth receives none of these advantages and suffers a -1 penalty to Initiative rolls.
As the defenders in a scenario, warriors of the Thirteenth Wolf Regulars who move at Walking speed suffer only half the target movement modifiers (rounded down) generated by enemy movement.
Iota Galaxy
Sradac's command Star of Elementals are all highly trained in evasive techniques. Any unit attempting to fire on them receives an additional +1 to-hit modifier.
The Sixth Wolf Regulars may use off-map movement, but at twice the normal cost in time required for such movement. These units return to the map during the Initiative Phase rather than the End Phase, and may move and fire in that turn per normal rules.
Crusader Battle Armor
The background of the Crusader battle armor designs, including the Clan and Inner Sphere development history, is background fiction and is not transcribed here.
Unless specified otherwise in the rules following each entry, the new battle armor follows all the standard battle armor rules provided in BTC:RoW (pp. 66-69) and the MechWarrior Companion (pp. 95-97). Both new suits are Level 2 BattleTech equipment.
Gnome Battle Armor
The development history of the Gnome, including its origins in the Hell's Horses program and its first deployment, is background fiction and is not transcribed here.
The designers of the new battle armor dubbed it the Gnome, after an elemental being that inhabits earth. Using the latest techniques in small-scale, ferro-fibrous armor design, the Gnome mounts enough armor to withstand two strikes from Clan medium lasers. Its main armament is an extended-range small laser in the right arm, with a fully articulated claw on the left arm. In addition, the suit upgrades the Elemental's detachable SRM-2 launcher to a permanently attached Streak model for increased range and accuracy. The Gnome sacrifices mobility for firepower and armor, but thanks to advanced Clan manufacturing techniques, it is less ponderous than the Kanazuchi. It maintains jump capability, though at a 33 percent reduction in speed compared to standard Elemental suits. However, the Gnome's sheer bulk reduces the user's dexterity to such a degree that effective anti-'Mech swarming attacks are impossible.
BattleTech Game Rules
- Gnome units can jump up to 2 MP. Each Gnome battlesuit has an Armor Value of 14 points, plus 1 additional point that represents the trooper inside. Though Gnome troopers can jump and travel aboard OmniMechs using the Mechanized Battle Armor rules, they lack the dexterity to make anti-'Mech leg or swarm attacks.
- Unlike the weapons in the standard Elemental suit, those mounted in the Gnome are not modular. Every Gnome suit mounts an ER small laser. It also mounts a special SRM 2 launcher with two shots, that uses the following rules: The missiles have the range profile of a Clan Streak SRM. When rolling to determine the number of missile hits, roll on the standard Battle Armor Missiles Table. If an odd number of missiles is called for, add one missile to the result. For example, with five Point members active, a roll of 3 would indicate three missiles hit. However, because these are advanced missiles, the result is increased to four missiles.
MechWarrior Game Rules
| Stat | Value |
|---|---|
| Tech Level | 4 |
| Availability | D |
| Legality | D |
| Cost | 750,000 C-Bills |
| Energy | 3/4 |
| Ballistic | 3/4 |
| Melee | Special |
| Coverage | Full |
| Damage Capacity | 170 |
| Movement | 2/3, with jump |
| Physical | +3 |
| Athletic | +4 |
The Gnome comes equipped with a right-arm mounted Clan ER small laser as its primary weapon; it mounts no secondary weapons. The laser has the following MechWarrior game statistics:
Extended Range Small Laser
- Range: 1-12/13-24/25-36
- Power Use: 15
- Damage: 25D6 + 15
- Recharge Time: 1
In MWII play, the SRMs mounted on the Gnome are fired in the same way as the standard Elemental SRM launcher, except that the launcher may not be jettisoned. The suit's left arm is equipped with a claw that adds +2D6 to melee attack damage.
Salamander Battle Armor
The development history of the Salamander, including its R&D origins and field testing, is background fiction and is not transcribed here.
One of the early Elemental versions, named the Salamander after the elemental creature of fire, was designed specifically for urban warfare and anti-infantry operations, before unarmored infantry had fallen into disuse among the Clans. The Faraday-Tanaga scientists chose to model their new armor after this prototype while enhancing the suit's anti-'Mech capabilities. They eventually created a potent guerrilla fighter and counter-insurgency weapon.
As much a psychological as a physical weapon, the Salamander has a menacing look and a selection of weapons virtually guaranteed to break the will of any infantry that dares to stand against it. The Salamander's primary weapon is the flamer, which wreaks havoc with opposing infantry and can also be used to raise the heat levels of enemy 'Mechs. The Salamander carries a 'Mech-scale flamer underslung on each arm beneath a powerful claw for use in anti-'Mech swarm attacks. The suit's feet are also modified with gripping claws and magnets to aid in grabbing on to enemy 'Mechs. As an added anti-'Mech weapon, each Salamander suit also carries a single Inferno SRM, mounted over the shoulder in an insulated launch tube.
In order to increase the Salamander's weapon load while maintaining its maneuverability, designers had to reduce its armor protection. In spite of this, the suit is still well-protected from attack, and its armor is specially formulated to make the wearer impervious to fire and flamer attacks, a vital safety factor, given the Salamander's weapon assortment.
BattleTech Game Rules
Salamander suits are armed with two flamers per trooper. Resolve the attack normally, but double the result from the Battle Armor Direct Fire Table to determine how many flamers hit the target. Each suit also carries a single Inferno SRM (see p. 117, BTC:RoW). A Salamander Point may fire its SRMs only once, determining the number of missile hits using the Battle Armor Direct Fire Table.
Each Salamander battlesuit has an Armor Value of 7 points, plus 1 additional point that represents the trooper inside. Salamander units are immune to fire; they take no damage from flamers and are unaffected by inferno missiles and fires in their hexes.
Salamander suits have two powerful, articulated claws as well as clawed magnetic boots, making them extremely adept at anti-'Mech leg and swarm attacks. Apply a -1 modifier to the Base To-Hit number for such attacks. In addition, any attempt to remove swarming Salamanders, whether through punch attacks or jumping movement, suffers a +1 modifier to the target number.
MechWarrior Game Rules
| Stat | Value |
|---|---|
| Tech Level | 4 |
| Availability | D |
| Legality | D |
| Cost | 475,000 |
| Energy | 2/3 |
| Ballistic | 2/3 |
| Melee | Special |
| Coverage | Full |
| Damage Capacity | 80 |
| Movement | Full, with jump |
| Physical | +1 |
| Athletic | +2 |
Each Salamander suit comes equipped with two arm-mounted flamers as its primary weapons. The suit supports no secondary weapons, though it carries a single inferno SRM missile. This weapon is fired in the same way as a heavy SRM launcher, except that it starts a fire in its area of effect instead of inflicting damage directly.
The claws of the Salamander suit are strong and sharp, adding +2D6 to melee attack damage. The suit's clawed arms and legs make climbing almost as easy as walking for Salamander troopers, applying a -4 modifier to all Climbing Skill target numbers. As in BattleTech, characters wearing Salamander armor take no damage from fire-based attacks.
New Equipment
The Clan technology history that opens the New Equipment section (book pp. 184-185, covering the Clans' weapons development and the Inner Sphere arms race) is background and is not transcribed here.
Heavy Lasers
The warriors of the Crusader Clans constantly press their scientist and technician castes to improve the damage-dealing capabilities of their 'Mechs. Traditionally, this meant cramming as many weapon pods as possible onto a chassis, exemplified by the Nova and Dire Wolf OmniMechs. After almost a century of technological stagnation, however, this prodding has finally resulted in a breakthrough in laser weapon development. Clan Star Adder scientists drastically increased the barrel and crystal size of standard lasers while improving on heat efficiency and intensity. The result, the so-called heavy laser, has effective ranges equivalent to Inner Sphere lasers, but inflicts twice the damage of those antiquated weapons.
All that firepower comes at a price, however. The Star Adders achieved the increased beam intensity at the expense of all other considerations. Warriors who use the new lasers report that their cockpit monitors are plagued with static every time the weapons are fired. Apparently, poor shielding of the laser emitters, one of the many sacrifices made by the designers, allows interference with nearby electromagnetic fields. The long-term effects of these emissions on MechWarriors are unknown, but are also of little concern to most Crusaders. The poor range compared to ER and pulse lasers is also of no consequence to warriors who prefer to crush their enemies from up close. Though heavy lasers have only been available since December of 3059, the Crusader Clans' adoption history of the weapon is background and is not transcribed here.
Game Rules. Heavy lasers are used in the same way as standard lasers, except that a +1 modifier applies to the base to-hit number for attacks made with these weapons to reflect the interference they cause in cockpit systems. This interference has no other game effect, though MWII gamemasters may inflict penalties on warriors who use these weapons for extended periods of time.
Heavy lasers are Level 2 equipment, and can be used in tournament play unless specifically prohibited under the rules of individual tournaments.
Crusader Weapon Costs and Battle Values
| Type | Cost (unloaded) | Ammo Costs (per ton) | Battle Value |
|---|---|---|---|
| Heavy Laser (Large) | 250,000 | — | 243 |
| Heavy Laser (Medium) | 100,000 | — | 76 |
| Heavy Laser (Small) | 20,000 | — | 15 |
Crusader Weapons Table
| Type | Heat | Dmg | Min. | Short | Range Med. | Long | Tons | Crit. | Ammo |
|---|---|---|---|---|---|---|---|---|---|
| Energy Weapons | |||||||||
| Heavy Laser (Large) | 18 | 16 | — | 1-5 | 6-10 | 11-15 | 4 | 3 | — |
| Heavy Laser (Medium) |
BattleForce 2 Roster Supplement
| Name | MP | Damage PB/M/L | Overheat | Class | Armor/Structure | Point Value | Specials |
|---|---|---|---|---|---|---|---|
| Clan BattleMechs | |||||||
| Blood Kite | 3J | 7/5/4 | 3 | A | 6/7 | 25 | |
| Hellfire | 4 | 5/4/1 | 2 | H | 4/5 | 15 |
New BattleMechs
The overview, capabilities and deployment prose for each new 'Mech is background and is not transcribed here. Each entry's stat list and record-sheet loadout tables are included; the full BattleMech record sheets that follow the new 'Mech entries are not transcribed.
Blood Kite
- Mass: 85 tons
- Chassis: York XT
- Power Plant: 255 Standard
- Cruising Speed: 32 kph
- Maximum Speed: 54 kph
- Jump Jets: 3 (Jump Capacity: 90 meters)
- Armor: Standard
- Armament:
- 3 Extended Range Large Lasers
- 3 Long Range Missile 15-Racks
- 3 Short Range Missile 4-Racks
- Manufacturer: York BattleMech Y3 Facility
- Communications System: York Y3-Com
- Targeting and Tracking System: York Y3-T&T
Record-sheet data
- Type: Blood Kite. Technology Base: Clan. Tonnage: 85.
- Internal Structure: Endo Steel (mass 4.5). Engine: 255 (mass 13). Walking MP: 3. Running MP: 5. Jumping MP: 3.
- Heat Sinks: 21 [42] (mass 11). Gyro (mass 3). Cockpit (mass 3). Armor Factor: 240 (mass 15).
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 9 |
| Center Torso | 27 | 39 |
| Center Torso (rear) | - | 12 |
| R/L Torso | 18 | 27 |
| R/L Torso (rear) | - | 9 |
| R/L Arm | 14 | 24 |
| R/L Leg | 18 | 30 |
| Weapons and Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| ER Large Laser | H | 1 | 4 |
| ER Large Laser | CT | 1 | 4 |
| LRM 15 | RA | 2 | 3.5 |
| Ammo (LRM) 16 | RA | 2 | 2 |
| SRM 4 | RA | 1 | 1 |
| LRM 15 | RT | 2 | 3.5 |
| Ammo (LRM) 16 | RT |
Hellfire
- Mass: 60 tons
- Chassis: Star League XT
- Power Plant: 240 Standard
- Cruising Speed: 43 kph
- Maximum Speed: 65 kph, 86 kph w/MASC
- Jump Jets: None (Jump Capacity: None)
- Armor: Ferro-Fibrous with CASE
- Armament:
- 1 Heavy Large Laser
- 3 LRM-10 Launchers
- 2 ER Medium Lasers
- 2 Heavy Medium Lasers
- 2 Heavy Small Lasers
- Manufacturer: Arcadia BattleMech Plant CM-T4
- Communications System: Hector CC-22E
- Targeting and Tracking System: Brim CT-37 Mk. XII
Record-sheet data
- Type: Hellfire. Technology Base: Clan. Tonnage: 60.
- Internal Structure: (mass 6). The printed line gives no structure type; only the mass is shown. Engine: 240 (mass 11.5). Walking MP: 4. Running MP: 6 (8). Jumping MP: 0.
- Heat Sinks: 17 [34] (mass 7). Gyro (mass 3). Cockpit (mass 3). Armor Factor: 173 (mass 9).
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 9 |
| Center Torso | 20 | 24 |
| Center Torso (rear) | - | 10 |
| R/L Torso | 14 | 20 |
| R/L Torso (rear) | - | 7 |
| R/L Arm | 10 | 19 |
| R/L Leg | 14 | 19 |
| Weapons and Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Heavy Medium Laser | RA | 2 | 1 |
| ER Medium Laser | RA | 1 | 1 |
| Heavy Small Laser | RA | 1 | .5 |
| Heavy Medium Laser | LA | 2 | 1 |
| ER Medium Laser | LA | 1 | 1 |
| Heavy Small Laser | LA | 1 | .5 |
| LRM 10 |
Hellion
- Mass: 30 tons
- Chassis: Endo Steel
- Power Plant: 210 XL
- Cruising Speed: 76 kph
- Maximum Speed: 119 kph, 151 kph w/MASC
- Jump Jets: None (Jump Capacity: None)
- Armor: Ferro-Fibrous
- Armament: 11.5 tons pod space
- Manufacturer: Hector MechWorks Facility Alpha
- Communications System: HCFA 3035 3.0
- Targeting and Tracking System: HCFA 3047 1.5
Record-sheet data (Primary Weapons Configuration; the A and B configurations are described in the printed overview prose and are not separately itemized on this page)
- Type: Hellion. Technology Base: Clan OmniMech. Tonnage: 30.
- Internal Structure: Endo Steel (mass 1.5). Engine: 210 XL (mass 4.5). Walking MP: 7. Running MP: 11 (14). Jumping MP: 0.
- Heat Sinks: 10 [20] (mass 0). Gyro (mass 3). Cockpit (mass 3). Armor Factor: 105 (mass 5.5).
| Location | Internal Structure | Armor Value |
|---|---|---|
| Head | 3 | 9 |
| Center Torso | 10 | 15 |
| Center Torso (rear) | - | 5 |
| R/L Torso | 7 | 10 |
| R/L Torso (rear) | - | 4 |
| R/L Arm | 5 | 10 |
| R/L Leg | 7 | 14 |
| Location | Fixed | Spaces Remaining |
|---|---|---|
| Head | 1 | |
| Center Torso | 2 | |
| Right Torso | 2 Endo Steel, 1 MASC | 7 |
| Left Torso | 3 Endo Steel | 7 |
| Right Arm | 2 Endo Steel, 2 Ferro-Fibrous | 4 |
| Left Arm | 5 Ferro-Fibrous | 3 |
| Right Leg | Double Heat Sink | 0 |
| Left Leg | Double Heat Sink | 0 |
| Weapons and Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| 2 ER Medium Lasers | RA | 2 | 2 |
| ER Medium Laser | LA | 1 | 1 |
| LRM 10 | RT | 2 | 2.5 |
| Streak SRM2 | RT | 1 | 1 |
| 2 Streak SRM2 | LT | 2 | 2 |
| ER Medium Laser | H | 1 | 1 |
| Ammo (Streak) 50 | LT |
Alternate Configuration A
| Weapons and Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| LRM 10 | RA | 1 | .5 |
| LRM 10 | LA | 1 | 2.5 |
| LRM 10 | LT | 1 | .5 |
| ER Medium Laser | H | 1 | 1 |
| Ammo (LRM) 12 | RA | 1 | 1 |
| Ammo (LRM) 12 | LA | 1 | 1 |
| Ammo (LRM) 12 | CT |
Alternate Configuration B
| Weapons and Ammo | Location | Critical | Tonnage |
|---|---|---|---|
| Large Heavy Laser | RA | 3 | 4 |
| 2 Medium Heavy Lasers | RT | 4 | 2 |
| 2 Medium Heavy Lasers | LT | 4 | 2 |
| Small Heavy Laser | H | 1 | .5 |
| Double Heat Sink | LT | 2 | 1 |
| Double Heat Sink | RT | 2 | 1 |
| Double Heat Sink |
The Hellion's overview, capabilities and deployment prose is background and is not transcribed here. The illustration plate on the following page is omitted. | Clan Battle Armor | | | | | | | | | Gnome | 2J | 2/2/— | — | I | 3/— | 4 | car5 | | Salamander | 3J | 1/—/— | — | I | 2/— | 2 | car5 |