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BattleTech Field Manual: The Periphery

Expansion for BattleTech

BattleTech Field Manual: The Periphery Rulebook

Table of Contents

Table of Contents

  • Unit Assignment Tables
    • Assigning 'Mechs
    • Assigning 'Mechs and Vehicles in MechWarrior
    • Assigning Pilots
    • Random 'Mech Assignment Table: Periphery
    • Random 'Mech Assignment Table: Periphery (continued)
    • Random Vehicle Assignment Table: Periphery
    • Random Aerospace Assignment Table: Outworlds Alliance
  • Periphery Regiments
    • Using Hidden Units Rules
    • Overlapping Abilities and Advantages
    • Forcing the Initiative
    • Off-Map Movement
    • Overrun Combat
    • Banking Initiative
    • BattleForce 2 Command Lists
    • Periphery Regiment Rules: Magistracy Armed Forces
    • Periphery Regiment Rules: Taurian Defense Force
      • I Corps
      • II Corps
      • III Corps
  • MechWarrior Rules
    • Rank Trait
    • Additional Affiliations
    • Additional Life Paths
  • New Equipment
    • Periphery Weapons Table
    • AeroTech 2 Weapons Supplement
    • Periphery Equipment Costs and Battle Values
    • Rocket Launchers: Game Rules

Unit Assignment Tables

The 'Mech and vehicle assignment tables in this section can be used alone or with the Creating Scenarios rules (see p. 97 of BMR) and the standard MechWarrior Assignment Tables (see p. 90, MW3). The Random 'Mech and Vehicle Assignment Tables in this book are designed for use with Periphery regiments but can be used to determine the composition of any Inner Sphere force. When creating non-Periphery regiments, however, use the Random 'Mech Assignment Table from the appropriate BattleTech Field Manual, the BMR, or MW3 for the most accurate force composition.

Additional guidelines for assigning 'Mechs are listed in the individual unit rules provided in this section.

Assigning 'Mechs

After determining the weight classes of the 'Mechs in each force (p. 104, BMR), use the appropriate Random 'Mech Assignment Table, pp. 146-147, to determine the specific 'Mech designs for each force. If desired, players may select from the Random 'Mech Assignment Table: Periphery (pp. 146-147).

The letters above the columns in each table represent equipment ratings. Equipment ratings for all the military units are listed in the individual unit rules in this section. When assigning 'Mechs for a unit, select from the table column that corresponds to the unit's equipment rating. Note that an equipment rating is often an average of the ratings for the unit's component parts. Therefore, a company with an equipment rating of B may include an "A" lance, a "B" lance and a "C" lance.

If desired, players can ignore the equipment ratings listed for units and determine the ratings themselves. Each player may simply set an equipment rating for his force (Equipment Rating C is considered average) or make a 1D6 roll to determine the force's equipment rating: a result of 1 provides a rating of A; a result of 2-3, a B rating; and 4-6, a C rating.

Using similar equipment ratings for opposing sides in a battle will increase the likelihood of an evenly matched contest.

Assigning 'Mechs and Vehicles in MechWarrior

The Random 'Mech Assignment Table: Periphery can also be used to assign the starting 'Mech or vehicle for a new MechWarrior character who comes from the Periphery. In this case, use this table instead of the Vehicle Assignment Table (pp. 91-92, MW3). Base the character's equipment rating on the character's current regiment (or the regiment with which he last served).

If the character has not served in a regiment, assume he has a rating of C. Increase the rating by one level for every two of the following traits the character possesses: Land Grant, Title, an appropriate Contact, Well-Connected, Social Standing of 7 or higher, or a Tour of Duty (only one Tour of Duty Path counts toward this total). Decrease by one level for every two of the following: Bad Reputation, Poverty, Owns Vehicle, Ne'er-Do-Well (Life Path). The rating cannot be increased above A or below C.

Assigning Pilots

After determining 'Mechs and other battlefield units, assign pilots using the Random Experience Level Table and the Random Skills Table (Expanded) (p. 108, BMR).

If playing elements from a specific unit, consult the unit description in this book. Each unit (and sub-unit) has a rating of Elite, Veteran, Regular or Green. If playing an Elite unit, add a +4 modifier to the Random Experience Level roll and a +2 modifier to the Random Skill roll. If playing a Veteran unit, add +2 to the Random Experience Level roll and +1 to the Random Skill roll. If playing a Regular unit, apply no modifiers. If playing a Green unit, apply a -2 modifier to the Random Experience roll and -1 modifier to the Random Skill roll.

Random 'Mech Assignment Table: Periphery

The table gives, for each weight class, a 2D6 roll and a 'Mech per column. Weights in brackets are in tons. An asterisk marks a four-legged (quad) BattleMech.

Light 'Mechs (20 to 35 tons)

2D6Periphery CMagistracy of Canopus AMagistracy of Canopus BTaurian Concordat ATaurian Concordat B
2THE-S Thorn [20]EGL-2M Eagle [25]RVN-3L Raven [35]ABS-3L Anubis [30]SDR-7M Spider [30]
3HER-1A Hermes [30]D9-G9 Duan Gung [25]HMR-3M Hammer [30]FS9-S Firestarter [35]MON-67 Mongoose [25]
4PNT-9R Panther [35]JR7-K Jenner [35]JR7-D Jenner [35]JR7-K Jenner [35]FS9-M Firestarter [35]
5SDR-5V Spider [30]ABS-3L Anubis [30]UM-R60 UrbanMech [30]

Medium 'Mechs (40 to 55 tons)

2D6Periphery CMagistracy of Canopus AMagistracy of Canopus BTaurian Concordat ATaurian Concordat B
2HBK-4P Hunchback [50]VND-4L Vindicator [45]BJ-3 Blackjack [45]BJ-2 Blackjack [45]BJ-3 Blackjack [45]
3CN9-A Centurion [50]HER-5S Hermes II [40]ENF-5D Enforcer [50]ENF-5D Enforcer [50]HBK-5N Hunchback [50]
4TBT-5N Trebuchet [50]HUR-R4L Huron Warrior [50]CDA-2A Cicada [40]HCT-3F Hatchetman [45]MHL-X1 Marshal [55]
5HCT-3F Hatchetman [45]HBK-5N Hunchback [50]VND-1R Vindicator [45]

Heavy 'Mechs (60 to 75 tons)

2D6Periphery CMagistracy of Canopus AMagistracy of Canopus BTaurian Concordat ATaurian Concordat B
2GLT-4L Guillotine [70]TSG-9H Ti Ts'ang [60]GLT-5M Guillotine [70]HEL-3D Helios [60]GHR-5N Grasshopper [70]
3GHR-5N Grasshopper [70]HRC-LS-9000 Hercules [70]TMP-3M Tempest [65]ON2-M Orion [75]BL6-KNT Black Knight [75]
4DRG-1N Dragon [60]GAL-1GLS Gallowglas [70]GHR-5N Grasshopper [70]CPLT-C3 Catapult [65]CPLT-C4 Catapult [65]
5CPLT-C1 Catapult [65]ON1-M Orion [75]

Assault 'Mechs (80 to 100 tons)

2D6Periphery CMagistracy of Canopus AMagistracy of Canopus BTaurian Concordat ATaurian Concordat B
2THG-10E Thug [80]Y-H9G Yu Huang [90]DVS-2 Devastator [100]PLG-3Z Pillager [100]STK-5S Stalker [85]
3CGR-1L Charger [80]BNC-3M Banshee [95]EMP-6A Emperor [90]CP-11-G Cyclops [90]CP-11-A Cyclops [90]
4AWS-8Q Awesome [80]LGB-7Q Longbow [85]STK-3F Stalker [85]LGB-7Q Longbow [85]CGR-1A5 Charger [80]
5CP-10-Z Cyclops [90]VTR-9K Victor [80]AS7-D Atlas [100]

Random 'Mech Assignment Table: Periphery (continued)

Columns are the Marian Hegemony, Circinus Federation, Pirates, Hanseatic League and Castilian/Umayyad. Weights in brackets are in tons. An asterisk marks a four-legged (quad) BattleMech.

Light 'Mechs (20 to 35 tons)

2D6Marian HegemonyCircinus FederationPiratesHanseatic LeagueCastilian/Umayyad
2WLF-1 Wolfhound [35]JA-KL-1532 Jackal [30]SDR-9K Venom [35]FS9-H Firestarter [35]MCY-98 Mercury [20]
3FS9-S1 Firestarter [35]MON-67 Mongoose [25]PNT-10K Panther [35]THE-S Thorn [20]SDR-5V Spider [30]
4JA-KL-1532 Jackal [30]SDR-5V Spider [30]JR7-D Jenner [35]COM-5S Commando [25]PNT-9R Panther [35]
5JVN-10N Javelin [30]FS9-H Firestarter [35]JVN-10F Javelin [30]

Medium 'Mechs (40 to 55 tons)

2D6Marian HegemonyCircinus FederationPiratesHanseatic LeagueCastilian/Umayyad
2CDA-2A Cicada [40]CN9-D Centurion [50]FS9-O Firestarter [45]ASN-23 Assassin [40]KTO-18 Kintaro [40]
3CLNT-2-3T Clint [40]BJ-3 Blackjack [45]WFT-1 Wolf Trap [45]WTH-2 Whitworth [40]CDA-2A Cicada [40]
4ASN-40 Assassin [40]ASN-21 Assassin [40]BSW-X1 Bushwacker [55]VL-5S Vulcan [40]VL-2T Vulcan [40]
5HBK-4P Hunchback [50]ENF-4R Enforcer [50]HBK-4P Hunchback [50]

Heavy 'Mechs (60 to 75 tons)

2D6Marian HegemonyCircinus FederationPiratesHanseatic LeagueCastilian/Umayyad
2TMP-3M Tempest [65]TMP-3M Tempest [65]GAL-1GLS Gallowglas [70]DRG-5K Grand Dragon [65]QKD-4G Quickdraw [60]
3QKD-5M Quickdraw [60]CES-3R Caesar [70]CES-3R Caesar [70]CHP-1N Champion [60]FLS-7K Flashman [75]
4CTF-3D Cataphract [70]JM6-DD JagerMech [65]CTF-3D Cataphract [70]CPLT-K2 Catapult [65]CPLT-A1 Catapult [65]
5GHR-5N Grasshopper [70]MLN-1B Merlin [60]DRG-1N Dragon [60]

Assault 'Mechs (80 to 100 tons)

2D6Marian HegemonyCircinus FederationPiratesHanseatic LeagueCastilian/Umayyad
2T-IT-N10M Grand Titan [100]DVS-2 Devastator [100]GUN-1ERD Gunslinger [85]ZEU-6S Zeus [80]CGR-1A1 Charger [80]
3CGR-1A5 Charger [80]STK-5M Stalker [85]BNC-3E Banshee [95]LGB-7Q Longbow [85]HGN-733 Highlander [90]
4ZEU-9S Zeus [80]VTR-9S Victor [80]CGR-SB Charger [80]CP-11-A Cyclops [90]VTR-9B Victor [80]
5AS7-D Atlas [100]LGB-7Q Longbow [85]CGR-1L Charger [80]

Random Vehicle Assignment Table: Periphery

Weights in brackets are in tons.

2D6Light Vehicles (20 to 35 tons)Medium Vehicles (40 to 55 tons)Heavy Vehicles (60 to 75 tons)Assault Vehicles (80 to 100 tons)
2Savannah Master Hovercraft [5]Regulator Hover Tank [45]Zhukov Heavy Tank [75]Behemoth Heavy Tank [100]
3J. Edgar Light Hovertank [25]Vedette Medium Tank [50]Brutus Assault Tank [75]Demolisher Heavy Tank [80]
4Hunter Light Support Tank [35]Condor Heavy Hover Tank [50]Pike Support Vehicle [60]Partisan Heavy Tank [80]
5Saracen Medium Hover Tank [35]Light SRM Carrier [40]SRM Carrier [60]Ontos Heavy Tank [95]
6

Random Aerospace Assignment Table: Outworlds Alliance

2D6Light Fighters (20 to 45 tons)Medium Fighters (50 to 70 tons)Heavy Fighters (75 to 100 tons)
2SYD Z4 Seydlitz [20]IRN-SD1 Ironsides [65]SL-15R Slayer [80]
3SPR-H5K Sparrowhawk [30]CSR-V20 Corsair [50]STU-K10 Stuka [100]
4Centurion [30]LCF-R15 Lucifer [65]F-100 Riever [100]
5Sabre [25]SL-17 Shilone [65]Thunderbird [100]
6SYD Z1 Seydlitz [20]Lightning [50]SL-15 Slayer [80]
7SPR-H5 Sparrowhawk [30]CSR-V12 Corsair [50]

Periphery Regiments

Each Periphery regiment possesses certain specialties and skills based on its experience and the abilities of its commanders. The regiment descriptions presented earlier in this book discuss these characteristics in detail. The following game rules simulate these characteristics and supplement existing BattleTech, AeroTech 2, BattleForce 2 and MW3 rules. Before using any supplemental rules, the gamemaster and all players should agree on the rules' use before starting 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 not appropriate for tournament play.

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

Using Hidden Units Rules

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

If the rules for a scenario already call for hidden units, the regiment's special ability to set up hidden units has no effect.

Overlapping Abilities and Advantages

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

Forcing the Initiative

Several Periphery regiments have the ability to force the Initiative and gain bonuses to their Initiative Rolls. The bonus is equal to the number of enemy units the side destroyed in the previous turn, reduced by the number of its own destroyed units.

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

Off-Map Movement

Some regiments are proficient in tactical movement behind the lines of combat. Regiments with the off-map movement ability may move units off the map during play. These units re-enter play at a predetermined map edge. This ability may be used only 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 the off-map movement ability, the controlling player writes down a specific exit hex and mapsheet for each unit moving off-map, as well as the turn when the unit exits. The controlling player must also write down a specific re-entry hex, mapsheet and re-entry turn for each exiting unit.

Before re-entering the map, an exiting unit must remain off the map for the number of turns it would take to travel from its exit hex to its entrance hex. To calculate this travel time, count the number of blank half hexes along the map edges between the entrance and exit hexes. Then divide this number by the unit's Running/Flank MP rating (round 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, because they are actually lost rather than destroyed.

If a unit's re-entry hex is occupied by an enemy unit or if the re-entering unit would violate the stacking limits of the hex by entering it, the re-entering unit is placed in a hex of the opposing player's choice, adjacent to the intended entry hex.

Once a returning unit has re-entered the map, any enemy unit adjacent to it may immediately attack it, using the rules for Pointblank Shots from Hidden Units (p. 77, BMR). The 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 a force destroys all enemy units on the map before off-map enemy units return, the battle is lost.

Overrun Combat

Some regiments are capable of "overrun" combat; these forces may fire before enemy forces can move or fire under certain circumstances.

When rolling Initiative for overrun-capable regiments, note the die roll's Margin of Success. Divide the Margin of Success by 2 (round fractions down). The result equals the number of individual units that may move, designate and resolve their firing before any other units move and fire. "Extra" successes do not carry over into later turns (i.e., if the player has more successes than 'Mechs available to move). For example, an overrun-capable force makes an Initiative Roll of 11, while its opponent rolls only a 6. The overrun-capable force has a Margin of Success of 5, which means 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 the overrun capability do not take part in the normal move/fire sequence. In other words, overrunning units do not count when determining how many units each side must move when alternating turns during the Movement, Reaction and Weapon Attack Phases. Overrunning units make physical attacks as normal during the Physical Attack Phase.

Banking Initiative

Some regiments have an innate grasp of the ever-changing battlefield. Such units can elect to concede the Initiative then seize it later in combat.

When conceding the Initiative, the controlling player must do so before making his Initiative Roll for the turn. For every two turns a player concedes Initiative, he may seize the Initiative in a subsequent turn. (Initiative is seized before Initiative Rolls are made for the turn.) A player may not "bank" more than two Initiatives (by conceding it in four other previous turns) at any one time. For purposes of other special abilities, consider the opponent to have won or lost the initiative (as appropriate) by a margin of 1.

BattleForce 2 Command Lists

The following lists of new commands are for use with the BattleForce 2 game.

Magistracy Armed Forces Command List

RollCommand
1Jam Transmission
2Double-Time March
3Stand and Shoot
4Double-Time March
5Hello, HQ?
6Alpha Strike!
7Stand and Shoot
8Double-Time March
9Jam Transmission
10Luck of the Fox

Taurian Defense Force Command List

RollCommand
1Alpha Strike!
2Alpha Strike!
3Charge!
4Charge!
5Evasive Action
6Evasive Action
7Evasive Action
8Hello, HQ?
9Hello, HQ?
10Stand and Shoot

Marian Hegemony Armed Forces Command List

RollCommand
1Alpha Strike!
2Ambush
3Charge
4Evasive Action
5Hello, HQ?
6Stand and Shoot
7Careful Aim
8Fall Back!
9Death from Above
10Double-Time March

Outworlds Alliance Military Corps Command List

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

Circinian Military Command List

RollCommand
1Fall Back!
2Careful Aim
3Evasive Action
4Jam Transmission
5Ambush
6Ambush
7Luck of the Fox
8Double-Time March
9Charge!
10Alpha Strike!

Lesser Periphery States Command List

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

Bandit Kingdoms Command List

RollCommand
1Alpha Strike!
2Charge!
3Charge!
4Death from Above
5Double-Time March
6Evasive Action
7Fall Back!
8Jam Transmission
9Stand and Shoot
10Stand and Shoot

Deep Periphery Command List

RollCommand
1Alpha Strike!
2Alpha Strike!
3Ambush
4Charge!
5Charge!
6Fall Back!
7Hello, HQ?
8Hello, HQ?
9Stand and Shoot
10Stand and Shoot

Periphery Regiment Rules: Magistracy Armed Forces

Unless otherwise noted, all Magistracy Armed Forces (MAF) units roll for lance composition using the Periphery "C" and the Magistracy of Canopus "A" and "B" columns of the Random 'Mech Assignment Table: Periphery (p. 146).

Magistracy Royal Guards

When randomly assigning 'Mechs to the Magistracy Royal Guards, make a 1D6 roll any time a roll produces a result of 12. If the 1D6 result is a 6, the player may choose any 'Mech, regardless of weight class, that appears on any of the following: Random 'Mech Assignment Tables: Magistracy of Canopus (p. 146), Capellan Confederation (p. 123, Field Manual: Capellan Confederation), Federated Suns (p. 139, Field Manual: Federated Suns) or Free Worlds League (p. 126, Field Manual: Free Worlds League). If the 1D6 roll produces any other result, the player must accept the original roll result of 12.

Raventhir's Iron Hand (A)

In any scenario where the Iron Hand is the defender, the unit may use the Off-Map Movement and Overrun Combat special abilities. However, the unit's opponent receives a +1 Initiative bonus for the entire scenario.

1st Canopian Cuirassiers (A)

When using the dropping troops rules (p. 72, BMR), the First Canopian Cuirassiers receive a -1 modifier to Piloting Rolls made to determine if they scatter.

2nd Canopian Cuirassiers (B)

When playing a scenario on urban terrain maps, the Second Canopian Cuirassiers receive a +2 Initiative modifier and may use the Banking Initiative special ability.

Chasseurs à Cheval

All Cheval units may use the Overrun Combat special ability.

1st Canopian Light Horse (A)

At the beginning of every fifth turn in a scenario, the First Canopian Light Horse receives a cumulative +1 Initiative bonus.

2nd Canopian Light Horse (B)

If the Second Canopian Light Horse moves more than half of its starting units using Running/Flanking/Overthrust Movement, it gains a -1 to-hit modifier on the subsequent turn. This modifier is not cumulative.

3rd Canopian Light Horse (C)

If the unit loses the Initiative in two consecutive turns, it receives a cumulative -1 Initiative penalty at the beginning of the next turn.

Canopian Fusiliers

The Canopian Fusiliers comprise the MAF's finest troops. When generating random MechWarrior skills, the controlling player may roll on the Veteran column of the Random Skills Table (p. 108, BMR).

1st Canopian Fusiliers (C)

The First Fusiliers receive a +1 Initiative modifier whenever they field twelve or fewer units in a scenario. If they field more than twelve units in a scenario, they receive a -2 Initiative modifier.

2nd Canopian Fusiliers (B)

The Second Canopian Fusiliers go berserk and receive a -1 to-hit modifier to all weapon attacks any time they face Star League Defense Force troops. However, the Second Fusiliers receive a -3 Initiative penalty as well.

3rd Canopian Fusiliers (A)

During any turn in which the Third Fusiliers win the Initiative, they may move half of their current units (round down) after all opponent units have moved.

Magistracy Highlanders

Because of the Highlanders' mercenary past, any MW3 character who serves in the unit automatically receives the Contact/Mercenary (2) Trait.

1st Magistracy Highlanders (B)

All First Magistracy Highlander units receive a -2 to-hit modifier to weapon attacks if none of the units received damage of any kind during the previous turn. No assault 'Mechs may be selected for the unit when determining forces.

2nd Magistracy Highlanders (C)

The Second Magistracy Highlanders may use the Off-Map Movement special ability.

Raventhir Cuirassiers

Any MW3 character who serves in the Raventhir Cuirassiers automatically receives the Title Trait.

1st Raventhir Cuirassiers (C)

The First Raventhir Cuirassiers receive a -1 to-hit modifier to all long-range weapon attacks. Any MW3 character who serves in the First Cuirassiers automatically receives the Contact/Taurian Concordat MechWarrior Trait.

2nd Raventhir Cuirassiers (C)

Any MW3 character who serves in the First Cuirassiers automatically receives the Contact/Capellan Confederation MechWarrior (1) Trait. [Sic: the printed text names the First Cuirassiers in this entry; transcribed as printed.]

Independent Magistracy Units

Magistracy Cavaliers (C)

When playing a scenario on open terrain, the Cavaliers may use the Banking Initiative and Forcing the Initiative special abilities. When playing a scenario on any other type of terrain, the Cavaliers receive a -1 Initiative penalty.

1st Canopian Brigade (C)

For each First Brigade 'Mech not deployed during a scenario, the unit receives a cumulative +1 Initiative bonus. For every three 'Mechs not deployed, the First receives a cumulative -1 to-hit modifier to all weapon attacks. All bonuses are lost as soon as any of these "reserve" forces enter the map.

Colonial Marshals (A)

The Colonial Marshals may use the Forcing the Initiative, Off-Map Movement, Overrun Combat and Banking Initiative special abilities. However, if the Colonial Marshals field more than two units, they begin to lose the special abilities. For every two units or a portion thereof greater than two, the Marshals randomly lose one of the abilities.

Periphery Regiment Rules: Taurian Defense Force

Unless otherwise noted, all Taurian Defense Force (TDF) units roll for lance composition using the Periphery C and the Taurian Concordat A and B columns of the Random 'Mech Assignment Table: Periphery (p. 146).

Taurian Guard

When determining lance composition, the player controlling a Taurian Guard unit may choose up to two of the 'Mechs or vehicles he or she wants from the appropriate column and table prior to rolling for selections.

All MW3 characters assigned to a Taurian Guard unit gain 1 free Edge point for the duration of his or her assignment.

Taurian Guard (A)

If the Guard control the fastest 'Mechs in the game, they receive an Edge point. Compare the fastest 'Mech from each Guard lance against the fastest 'Mech of the opposing force. For every functioning Guard 'Mech that is faster, the unit receives a cumulative +1 Initiative bonus, up to a maximum bonus of +3. This bonus may be altered as 'Mechs from either side are damaged.

When operating in urban settings, the Guard's First Battalion receives the Overrun Combat special ability.

Concordat Commandos (A)

When rolling to determine lance weight, the player controlling the Commandos may downgrade the weight class of any single element ('Mech or vehicle) per lance and upgrade an element in another lance by one weight class.

Up to half of the Commando units may start the game off-map and use Off-Map Movement special ability. When all forces are on the map, the Commandos receive the Overrun Combat special ability.

I Corps

Concordat Jaegers (A)

When assigning 'Mechs, the Jaegers player may roll and select one element per lance from the B column of the St. Ives or Capellan Confederation Random 'Mech Tables, (p. 123, Field Manual: Capellan Confederation).

The Jaegers may force the Initiative per standard rules. In open terrain (no urban environments or heavy woods) the unit gains a +1 Initiative bonus against any other Periphery force.

Red Chasseurs (B)

Prior to starting play, the Chasseurs player may opt to select all of the maps for play and his unit's home edge; in exchange, the player concedes the Initiative in the first four rounds of play (for the purposes of other abilities, consider the Initiative to have been lost by a margin of 1). Alternatively, he may allow the enemy to choose maps and home edge; in exchange, he may place up to half of his force in hidden positions on the map (as long as the circumstances of the battle allow for the hidden placement).

II Corps

Hyades Light Infantry (C)

Any time the controlling player rolls a 2 or 12 when rolling to determine lance composition, he may roll on any C, D or E column of the appropriate weight class on any Inner Sphere Random 'Mech Assignment Table (see the appropriate Field Manual). If using Battle Values to determine the composition of forces, at least 10 percent of the unit's BV must be devoted to infantry or be lost.

When using the dropping troops rules (p. 72, BMR), members of this regiment gain a -2 bonus on landing rolls. No MW3 character assigned to this unit may have TDS.

III Corps

All MW3 characters assigned to III Corps gain the Disadvantage Quirk/Hatred of House Davion.

Pleiades Hussars (B)

If using BV to determine the composition of forces, at least 10 percent of the unit's BV must be devoted to infantry or be lost.

Any time the Hussars are outnumbered by 2-to-1 or be greater, the unit gains the Overrun Combat special ability and a +2 Initiative bonus.

1st Taurian Lancers (C)

If using BV to determine the composition of forces, at least 20 percent of the unit's BV must be devoted to armor units or lost.

MW3 characters assigned to the Lancers gain 5 Experience Points per month; the point may be assigned to any Career, Tactics or Strategy skill.

IV Corps

Pleiades Lancers (A)

After rolling for weight and composition of forces, the Pleiades Lancers may sacrifice one fourth of its units to gain a +3 Initiative bonus throughout the game. These units are not destroyed but may not be used during the game.

All MW3 characters assigned to Lancers gain the Disadvantage Quirk/Hatred of House Davion.

2nd Taurian Lancers (B)

If using BV to determine the composition of forces, at least 20 percent of the unit's BV must be devoted to armor units or be lost.

If the Lancers are conducting a defensive urban mission, the controlling player may place up to one fourth of his forces in hidden positions. Any time the Second Lancers outnumber their opponents by 2-to-1 or more, the unit receives the Force the Initiative special ability.

V Corps

3rd Taurian Lancers (C)

If using BV to determine the composition of forces, at least 20 percent of the unit's BV must be devoted to armor units or lost.

If elements from different battalions are deployed with the Third Lancers, the unit receives a -1 Initiative penalty for the entire game. Additionally, enemy units may not fire on the unit's infantry if a Third Lancers BattleMech is closer.

All MW3 characters assigned to Lancers gain the Disadvantage Quirk/Rivalry with Vandelay's Valkyries.

VI Corps

All MW3 characters assigned to VI Corps must take the Disadvantage Quirk/Loyalty to the Calderons if they do not already have it. These characters may use the resulting advantage points to increase other advantages or skills, however.

1st Taurian Pride (C)

Once per lance, the controlling player may select a 'Mech from the appropriate column prior to rolling for any other 'Mechs during lance composition. Additionally, the First Pride receives the Banking Initiative special ability.

2nd Taurian Pride (C)

When Marra Westin is on the field, the Second Pride is considered Elite for purposes of judging special abilities; additionally, the unit gains the Banking Initiative special ability. All of these abilities are lost if Marra Westin's 'Mech is destroyed or crippled, however. If she is killed, the opposing unit receives the Overrun Combat and Force the Initiative special abilities.

Periphery Regiment Rules: Marian Hegemony Armed Forces

Unless otherwise noted, all Marian Hegemony Armed Forces (MHAF) units use the Periphery C and the Marian Hegemony A columns of the Random 'Mech Assignment Table: Periphery (p. 146-147) when rolling for lance composition.

I Legio Martia Victrix (A)

I Legio receives a +2 Initiative bonus when fighting as the defender. If a unit is targeted by multiple enemy units and is in partial cover, the unit may force the opponent to roll on the Full-Body Hit Table if the attack succeeds.

II Legio Cataphractii (A)

II Legio receives a +1 Initiative bonus, as well as the Overrun Combat and Seize the Initiative special abilities.

III Legio Limitanei (C)

The III Legio's disorganized style of combat tends to cause it problems when engaging the enemy at any range. The III Legio automatically loses the Initiative for the first three turns of any scenario and receives a +1 penalty on all long and medium range to-hit numbers.

IV Legio Comitatensis (C)

IV Legio elements receive no penalties for weapon attacks made while walking or cruising. Reduce by 1 all penalties for weapon attacks made while running or jumping.

V Legio Ripariensis (A)

The controlling player may place any or all of his force in hidden positions on any city map prior to the start of the game. As long as at least half of the player's force is located on a city map, the entire unit receives the Banking Initiative special ability.

VI Legio Ripariensis (C)

Any element of the legion with a walking/cruising movement of 5 hexes or greater may use the Offboard Movement special ability.

Cohors Morituri (C)

The controlling player may choose to take a +1 penalty to all to-hit numbers or a -1 Initiative penalty throughout the game; in exchange, the unit receives any two of the special formation abilities listed on pages 148 and 149. The player must make this decision before play starts.

Periphery Regiment Rules: Alliance Military Corps

Unless otherwise noted, all Alliance Military Corps (AMC) units roll for lance composition using the Periphery C column of the Random 'Mech Assignment Table: Periphery (p. 146).

1st Wing/Avellar Guards

Skilled at pushing the offensive, the First Wing/Avellar Guards may use the Overrun Combat special ability. Members of the First Wing may spend 1 Thrust Point above the standard threshold before a Control Roll is required (p. 8, AT2).

2nd Wing/First Long Road Legion

The Second Wing/First Long Road Legion receive a +1 Initiative bonus when both ground and aerospace forces of the units are active. Second Wing fighters receive a -1 to-hit modifier when performing dive-bombing and level-bombing attacks (p. 26, AT2).

3rd Wing/Alliance Borderers

When acting as the defender, these units receive the Banking Initiative special ability. Third Wing fighter pilots are adept at atmospheric flight and receive a -1 modifier to Piloting Skill Rolls when performing Special Maneuvers in atmosphere (p. 31, AT2).

4th Wing/Second Long Road Legion

These units receive a -1 to-hit modifier when defending in Hold-the-Line scenarios (pp. 98-99, BMR). Enemy units firing on Fourth Wing fighters from the ground receive a +1 to-hit penalty (p. 27, AT2).

5th Wing/Alliance Grenadiers

These units receive a +1 Initiative bonus and may use the Overrun Combat special ability if their opponents are pirates or bandits. Fighters in the Fifth Wing receive a -1 modifier to Control Rolls when crossing a space hex to an atmospheric interface hex (p. 11, AT2).

Periphery Regiment Rules: Circinian Military

Unless otherwise noted, all Circinian units roll for lance composition using the Circinus Federation column of the Random 'Mech Assignment Table: Periphery (p. 147).

Black Warriors

To maintain mobility during bandit raids, the Black Warriors field a light force. When rolling to determine lance weight, apply a -3 modifier to the Random Lance Type roll (p. 103, BMR). Adept at hit-and-run strikes, the Black Warriors possess the Off-Map Movement and Overrun Combat special abilities.

McIntyre House Guards

As a defensive unit, the Guards field a heavy force. When rolling to lance composition, apply a +3 modifier to the Random Lance Type roll (p. 103, BMR). Because the Guards excel in the defense, up to half of Guard units may begin in hidden positions when the Guards are the defenders in a scenario. Alternatively, the Guards may prepare various defensive measures in up to twenty separate hexes on the map board prior to the start of play. Permitted defensive measures include artillery strikes (p. 70, BMR), conventional or vibrabomb mines (pp. 80-81, BMR). Any single hex can contain only one type of defensive measure.

Periphery Regiment Rules: Lesser Periphery States

Unless otherwise noted, all of these units roll for lance composition using the Periphery C column of the Random 'Mech Assignment Table: Periphery (p. 146).

Brotherhood of Randis

When rolling to determine lance composition, the controlling player may roll on the ComStar column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR) twice per lance. Brotherhood units may choose their own home edge unless they are the defenders in a chase scenario. Additionally, the Brotherhood player may choose the maps to be used in the battle or may deploy any or all of his Brotherhood units in hidden positions prior to the start of battle.

Fiefdom Military Forces (Novo Franklin)

The Fiefdom player rolls 1D6 per lance deployed. Divide the result by 3 and round up the result. The final result equals the number 'Mechs in the lance that suffer from unrepaired damage. Choose the affected 'Mechs randomly.

For each damaged 'Mech, roll 1D6, divide by 2 and round up the result. Roll that number of D6s to determine the Critical Hit location to the 'Mech.

Roll ResultCritical Hit Location
1Engine
2Sensor
3 or 4Leg Mounted Actuator (foot, lower, upper or hip, determined randomly)
5Arm Actuator (hand, lower, upper or shoulder)
6Heat Sink

After determining the Critical Hit location, randomly assign it to an appropriate slot on the Critical Hit Table of the 'Mech's record sheet.

Larsen's Loners

In any scenario where the Loners are the defenders, the controlling player may set minefields (standard, vibrabomb or command detonated mines). Multiply by 3 the number of Loners 'Mechs fielded to determine how many hexes the minefields may cover. Additionally, the Loners possess the Overrun Combat special ability.

Nelson's Longbows

When rolling to determine lance weight, apply a +3 modifier. Whenever an assault-class 'Mech is indicated, the Longbows player may simply choose to take a Longbow rather than roll for a 'Mech design. When using the LRM Indirect Fire Special Case Rules (p. 80, BMR), Nelson's Longbows ignore the +1 modifier for indirect fire and apply only half the standard modifier for the spotter's movement (round up).

Niops Association Militia

When rolling to determine lance composition, the Militia player rolls for BattleMechs on the ComStar column of the Random 'Mech Assignment Table: Inner Sphere 2 (p. 106, BMR). The player rolls for aerospace fighters on the ComStar row of the Vehicle Assignment Tables: Aerospace Fighters & Military DropShips (p. 64, AT2).

Periphery Regiment Rules: Bandit Kingdoms

Unless otherwise noted, all of these units roll for lance composition using the Periphery C column of the Random 'Mech Assignment Table: Periphery (p. 146).

Able's Aces

If desired, the Aces player may roll on the D or F column of the Random 'Mech Assignment Table: Federated Suns (p. 139, Field Manual: Federated Suns) or (p. 127, Field Manual: Lyran Alliance). If the Aces outnumber their opponent at any time during the game, the unit gains the Force the Initiative special ability.

Death's Consorts

Prior to the start of play, the Consorts player may choose one of the following special abilities: Overrun Combat, Off-Map movement or Forcing the Initiative. All MW3 characters assigned to the Consorts must have at least one negative trait in Bad Reputation. Lady Death does not deal with second-raters.

Band of the Damned

If the number of Damned 'Mechs fielded at the beginning of the battle equals or exceeds the number of Damned vehicles the Band gains an Initiative bonus. For every two vehicles fielded, the Band receives a +1 bonus, up to a maximum +3 bonus. Reduce the bonus by 1 for every two vehicles that retreat or are destroyed. Against Combine forces of lesser experience, the Band may use the Overrun Combat special ability.

Rezak possesses the MW3 trait Well-Connected (6). Every character in his band must have at least one Contact (1) somewhere in the Inner Sphere.

Morrison's Extractors

The Extractors possess the Overrun Combat and Bank Initiative special abilities. However, the unit suffers a +1 penalty when attempting to hit enemy aerospace fighters, in addition to any other appropriate modifiers. Airborne enemy fighters and DropShips gain a -1 bonus when attempting to hit Extractors units.

New Belt Pirates

Any time the Pirates player rolls a "2" or "12" when determining lance composition, the player may substitute a roll on the corresponding weight class column of any Clan Random 'Mech Assignment Table.

Any MW3 character assigned to the New Belt Pirates gains +6 points to his Survival skill.

Tortuga Fusiliers

In urban settings, up to one fourth of Fusiliers units may deploy in hidden positions set prior to the start of play. The Fusiliers possess the Bank Initiatives special ability as well.

Shen-Sè Tian

When determining lance composition, the Shen-sè Tian player may roll on the Random 'Mech Assignment Table: Capellan Confederation (p. 123, Field Manual: Capellan Confederation), using either the B or C column, up to three times per lance.

Periphery Regiment Rules: Deep Periphery

Hanseatic League

Unless otherwise directed, use the Hanseatic League column of the Random 'Mech Assignment Table: Periphery (p. 147) when determining lance composition for these units.

Regimental Rules: Hanseatic League

Regional Defense Force 1

The troops of RDF 1 guard the heart of the Hanseatic League and are adept at ceremonial duties. They receive a +1 Initiative bonus when fighting on the League's core worlds but suffer a -2 Initiative penalty when fighting outside the League. MW3 characters assigned to the unit gain Protocol/Hanseatic League +1.

Regional Defense Force 2

RDF 2 units receive a +1 Initiative bonus when acting as the defender in a scenario.

Regional Defense Force 3

If outnumbered, RDF 3 units may use the Force the Initiative special ability. When commanded directly by Major Garcia, RDF 3 units suffer a -1 Initiative penalty but cannot be targeted with the Overrun Combat special ability.

Regional Defense Force 4

Because of its frequent anti-piracy missions, RDF 4 is adept at small-unit actions; RDF 4 units receive a +1 Initiative bonus when deployed in forces of company size or smaller. RDF 4 units of battalion size or larger receive a -1 Initiative penalty. MW3 characters assigned to RDF 4 gain Streetwise +2.

Regional Defense Force 5

Because of supply shortages, no 'Mech, vehicle or fighter assigned to RDF 5 may begin a scenario with more than half its standard ammunition load. MW3 characters assigned to RDF 4 [sic: the printed text names RDF 4 in this entry] gain the following skill bonuses: Technician/Any +2, Scrounge +1.

Regional Defense Force 6

RDF 6 favors fast, mobile warfare. RDF 6 units do not suffer the to-hit penalty for walking if they use less than half their normal walking MP when attacking.

Convoy Protection Force (CPF)

No CPF force may be larger than company strength. Characters assigned to the CPF do not suffer from TDS and must have a SOC of at least 5. CPF infantry characters gain the skill Zero G Operations +3; CPF aerospace pilots gain Tactics/Space +2 and Tactics/Air Support +1 (p. 56, AT2).

Regimental Rules: Nueva Castile

Unless otherwise directed, use the Castilian/Umayyad column of the Random 'Mech Assignment Table: Periphery (p. 147), when determining lance composition for these units. BattleMechs may not comprise more than half of the units deployed in any Castilian force.

1st Brigada

The First Brigada favors assault tactics and receives a +1 Initiative bonus when acting as the attacker in Breakthrough scenarios (p. 99, BMR). Apply a +1 modifier when rolling on the Random Lance Type table (p. 103, BMR) during force assignment.

2nd Brigada

Light and agile, the Second Brigada may use the Off-Map Movement special ability.

3rd Brigada

Third Brigada is ill-suited to urban patrol duties. All Third Brigada units receive a -1 Initiative penalty in any scenario that involves urban maps. In non-urban terrain, the units receive a +1 Initiative bonus and may use the Banking Initiative special ability.

4th Brigada

After their defeat on Cordoba, members of the Fourth Brigada received the Stigma/Coward trait. When fighting Ummayyad units, however, Fourth Brigada units receive a +2 Initiative bonus and may use the Force the Initiative special ability.

Regimental Rules: Umayyad Units

Unless otherwise directed, use the Castilian/Umayyad column of the Random 'Mech Assignment Table: Periphery (p. 147) when determining lance composition for these units.

1st Corps

The Umayyad First Corps are the elite of a warrior society. When determining the skills of pilots (p. 108, BMR) apply a +1 modifier to roll results. Members of the First Corps may not withdraw from the battlefield unless outnumbered by 2-to-1 or more.

2nd Corps

The Second Corps consists of seasoned warriors who excel in offensive and defensive roles. When acting as the attacker, Second Corps units may use the Overrun Combat special ability. When acting as the defender, Second Corps units may use the Banking Initiative special ability.

3rd Corps

The weakest of the Umayyad units, the Third Corps is ill suited to offensive roles but has earned a reputation for innovative defensive tactics. When serving as defender in a Hide and Seek or Hold the Line scenario, up to one fourth of Third Corps units may begin the game hidden (p. 77, BMR) or in Improved Positions (p. 80, BMR). When acting as the attacker, Third Corps units receive a -2 Initiative penalty.

MechWarrior Rules

This section provides several new Life Paths and other rules that supplement the character-creation rules provided in the MechWarrior, Third Edition (MW3). These rules enable players and gamemasters to create characters who originate in the Periphery.

Rank Trait

The Rank Table: Nations of the Periphery lists the various levels of the Rank Trait used throughout the nations of the Periphery. This table can be used with the rank table provided in MW3 (p. 87) if characters with various backgrounds are a part of the same unit.

Rank Table: Nations of the Periphery, Enlisted Ranks

Trait PointsMagistracy of CanopusTaurian ConcordatOutworlds AllianceMarian HegemonyCircinus FederationHanseatic LeagueUmayyad CaliphateCastilian Principalities
1VolunteerRecruitDefenderMilesPrivateSoldierSafiyaCaballero
2First RankerCorporal——————
3——

Rank Table: Nations of the Periphery, Officer (Commissioned) Ranks

Trait PointsMagistracy of CanopusTaurian ConcordatOutworlds AllianceMarian HegemonyCircinus FederationHanseatic LeagueUmayyad CaliphateCastilian Principalities
1—Coronet—LegionnaireMechWarrior———
2EnsignSubalternSupervisorCenturionLieutenantLieutenantAmir'asharaCaptain
3Commander

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

Additional Affiliations

This section describes additional affiliations that players may choose during MechWarrior character creation. These affiliations are used in the same way as those found in MW3, with any notable exceptions included in the text. All these affiliations comply with the standard rules for character creation provided in MW3.

The narrative paragraphs that open each affiliation are flavour text and are omitted here; the Game Material block of each affiliation is transcribed in full.

Affiliation: Bandit Kingdom (Pirate)

Game Material

  • Primary Language: Any
  • Secondary Languages: Any
  • Attribute Thresholds: CHA -1, SOC -3, BOD +1, WIL +2
  • Bonus Skills: Language/Any +1, Perception +2, Choose three: Blades +3, Escape Artist +1, Fast Talk +2, Intimidation +2, Pistols +2, Rifle +1, Scrounge +2, Streetwise/Any +1, Seduction +1, Survival +2
  • Bonus Traits: Stigma/Bandit Born; may purchase Pain Resistance or Toughness for 1 point less than the usual cost.
  • Path Restrictions: May not take Nobility (Stage 1), High School, Preparatory School or Military School (Stage 2), University or Military Academy (Stage 3), Postgraduate Studies (Stage 4).

Affiliation: Castilian Principalities

Game Material

  • Primary Language: Spanish
  • Secondary Language: German
  • Attribute Thresholds: DEX +1
  • Bonus Skills: Blade +1, Negotiation +1, Protocol/Castilian +2
  • Bonus Traits: The Castilian feudal system places considerable emphasis on rank and birth status. Characters may not have Rank Traits higher than their Title Traits. Furthermore, each Castilian has the traits Quirk/Honor Code and Quirk/Hate Ummayyads.
  • Path Restrictions: Castilians may not take the University (3) Path.

Affiliation: Hanseatic League

Game Material

  • Primary Language: English
  • Secondary Language: German
  • Bonus Skills: Appraisal +1, Negotiation +1, Bureaucracy +1
  • Traits: Wealth plays a significant role in Hanseatic society; no character may have a SOC value higher than his Wealth Trait (minimum of 2). Characters with the Poverty Trait also gain the Stigma/Serf and In for Life Traits.
  • Path Restrictions: None. Hanseatic Characters who take the Free Trader or Deep Periphery Trader Paths may add a +1 modifier to their event rolls.

Affiliation: Marian Hegemony

Game Material

  • Primary Languages: English and Latin
  • Secondary Languages: German, Spanish, Greek, Swedish, French
  • Bonus Skills: History/Marian Hegemony +3, History/Roman Empire +2, Strategy +2
  • Traits: Toughness, Quirk/Paranoid
  • Path Restrictions: None

Affiliation: Umayyad Caliphate

Game Material

  • Primary Language: Arabic
  • Secondary Language: English, Russian
  • Attribute Thresholds: DEX +1
  • Bonus Skills: Academics +1, Art +2, Protocol/Umayyad +1
  • Bonus Traits: Rank and status are central to Umayyad military life; all Umayyad officers and MechWarriors must have the Title Trait. Additionally, Umayyad martial culture discriminates against cowards; any character with the Combat Paralysis Trait also receives the Stigma/Coward Trait when dealing with other Umayyads.
  • Path Restrictions: All Umayyad warriors must take the Nobility Path (1).

Affiliation: Black Warriors (Circinus Federation)

Restrictions: Any affiliation. Applicants from beyond the Circinus Federation must have a relevant Bad Reputation or Stigma (per the gamemaster's judgment). Cannot have Combat Paralysis, Disabled, Glass Jaw, Slow Learner or any of the following traits above the lowest possible level: Lost Limb, Poor Vision, Poor Hearing.

Additional Life Paths

Omitted in this transcription: the Stage-by-Stage Life Path event tables for the Periphery affiliations (pp. 159-168), including the Black Warrior, Canopian Institute of War and other affiliation paths. They are character-generation event lists, as in the sibling Capellan Confederation transcription, and are not reproduced here.

The following section contains several new Life Path Stages unique to the various Periphery affiliations. Each of the paths below has a unique list of events similar to the paths presented in the MW3 rulebook. Use the standard rules for determining character events (p. 24, MW3), with one exception: instead of rolling 2D6, players roll 2D10 to select an event. In addition, each Edge point spent to affect an event roll on these tables can be used for a re-roll or to modify the result by 1 or 2 points.

Each path description lists previous paths—a character must first progress through one of the listed paths before entering the new path.

New Equipment

The introductory history of Periphery technology (p. 169) is omitted. The BattleForce 2 Roster Supplement statline table on p. 169 is a roster of units and is omitted; the BattleMech variant descriptions and record sheets on pp. 170-171 and 172-194 are omitted as rosters and record sheets.

Periphery Weapons Table

TypeHeatDamageMinimum RangeShort RangeMedium RangeLong RangeTonsCritical SlotsAmmo Per Ton
Rocket Launcher 1031/missile—1-56-1112-180.51—
Rocket Launcher 1541/missile—1-45-910-151.02—
Rocket Launcher 20

AeroTech 2 Weapons Supplement

TypeClassHeatAttack ValueMax. RangeTonsAmmo Per Ton
Rocket Launcher 10RL36Medium0.5—
Rocket Launcher 15RL49Medium1.0—
Rocket Launcher 20RL512Medium1.5—

Periphery Equipment Costs and Battle Values

TypeCostAmmo Costs (per reload)Battle Value
Rocket Launcher 1015,0001,00018
Rocket Launcher 1530,0001,50023
Rocket Launcher 2045,0002,00024

Rocket Launchers: Game Rules

Resolve Rocket Launcher attacks in the same way as a One Shot LRM attack consisting of the appropriate number of missiles (as listed in the weapon's name), but with the following exceptions: use the range brackets listed for each specific weapon and apply a +1 modifier to the base to-hit number of the Rocket Launcher attack. As soon as the weapon is fired, the player making the attack should place a mark next to the weapon's critical slot on the Critical Hit Table; each rocket launcher may only be fired once during a game.

Rocket Launchers may not make use of any specialized munitions or equipment (such as Artemis IV, NARC homing missiles and the like); ECM suites likewise have no effect on the weapon (though Anti-Missile Systems may be used against a Rocket Launcher attack). Rocket Launchers can be reloaded following a mission for the cost listed in the Periphery Equipment Costs and Battle Values Table (p. 169).

  • IV Corps
  • V Corps
  • VI Corps
  • Periphery Regiment Rules: Marian Hegemony Armed Forces
  • Periphery Regiment Rules: Alliance Military Corps
  • Periphery Regiment Rules: Circinian Military
  • Periphery Regiment Rules: Lesser Periphery States
  • Periphery Regiment Rules: Bandit Kingdoms
  • Periphery Regiment Rules: Deep Periphery
  • Regimental Rules: Hanseatic League
  • Regimental Rules: Nueva Castile
  • Regimental Rules: Umayyad Units
  • JVN-10F Javelin [30]
    COM-2D Commando [25]
    6UM-R60 UrbanMech [30]ZPH-1A Tarantula [25]*FS9-S Firestarter [35]UM-R63 UrbanMech [30]JR7-D Jenner [35]
    7JVN-10N Javelin [30]SDR-7M Spider [30]JVN-10F Javelin [30]COM-2D Commando [25]JVN-10 Javelin [30]
    8FS9-H Firestarter [35]RVN-3L Raven [35]SDR-5V Spider [30]JVN-10P Javelin [30]FS9-H Firestarter [35]
    9COM-2D Commando [25]JVN-10P Javelin [30]PNT-9R Panther [35]SDR-5V Spider [30]UM-60L UrbanMech [30]
    10JR7-D Jenner [35]ABS-3R Anubis [30]COM-2D Commando [25]RVN-3L Raven [35]JVN-10P Javelin [30]
    11UM-60L UrbanMech [30]JA-KL-1532 Jackal [30]SDR-7M Spider [30]SDR-7M Spider [30]RVN-3L Raven [35]
    12MON-67 Mongoose [25]RTX1-O Raptor [25]WLF-1 Wolfhound [35]D9-G9 Duan Gung [25]PNT-10K Panther [35]
    DV-7D Dervish [55]
    TBT-5S Trebuchet [50]
    6BJ-1 Blackjack [45]CN9-D Centurion [50]HBK-4P Hunchback [50]ENF-4R Enforcer [50]HBK-4G Hunchback [50]
    7ASN-21 Assassin [40]MHL-2L Marshal [55]TBT-5N Trebuchet [50]MHL-X1 Marshal [55]VND-1AA Vindicator [45]
    8WTH-1 Whitworth [40]TBT-7M Trebuchet [50]BJ-2 Blackjack [45]TBT-5N Trebuchet [50]ENF-4R Enforcer [50]
    9HBK-4G Hunchback [50]SNK-1V Snake [45]VND-3L Vindicator [45]KW1-LH2 Lineholder [55]HCT-3F Hatchetman [45]
    10DV-6M Dervish [55]BJ2-0D Blackjack [50]TBT-7M Trebuchet [50]VND-3L Vindicator [45]DV-7D Dervish [55]
    11VL-2T Vulcan [40]TR1 Wraith [50]WCT-4M Watchman [40]MHL-2L Marshal [55]HCT-5S Hatchetman [45]
    12MHL-X1 Marshal [55]MS1-O Men Shen [55]CDA-3M Cicada [40]BJ-3 Blackjack [45]TBT-7M Trebuchet [50]
    THR-1L Thunder [70]
    QKD-5M Quickdraw [60]
    CTF-1X Cataphract [70]
    6QKD-4G Quickdraw [60]THR-1L Thunder [70]CPLT-C4 Catapult [65]CPLT-C1 Catapult [65]ON1-K Orion [75]
    7GHR-5H Grasshopper [70]CTF-3L Cataphract [70]CTF-2X Cataphract [70]GHR-5J Grasshopper [70]GHR-5H Grasshopper [70]
    8JM6-S JagerMech [65]GHR-5J Grasshopper [70]ON1-K Orion [75]CTF-3D Cataphract [70]CPLT-C1 Catapult [65]
    9ON1-K Orion [75]WR-DG-02-FC War Dog [75]CPLT-C3 Catapult [65]CPLT-C4 Catapult [65]GHR-5H Grasshopper [70]
    10CTF-1X Cataphract [70]BNDR-01A Bandersnatch [75]CTF-3L Cataphract [70]GHR-5N Grasshopper [70]QKD-5M Quickdraw [60]
    11CPLT-C4 Catapult [65]CTF-3D Cataphract [70]QKD-5M Quickdraw [60]CTF-3L Cataphract [70]ON1-V Orion [75]
    12BL-7-KNT Black Knight [75]JN-G8A Jinggau [65]GAL-1GLS Gallowglas [70]TSG-9H Ti Ts'ang [60]GAL-1GLS Gallowglas [70]
    BNC-3S Banshee [95]
    BNC-3M Banshee [95]
    6VTR-9B Victor [80]STK-5M Stalker [85]CGR-1A5 Charger [80]VTR-9K Victor [80]STK-3F Stalker [85]
    7ZEU-6S Zeus [80]AWS-9Q Awesome [80]STK-3F Stalker [85]AS7-D Atlas [100]AWS-8Q Awesome [80]
    8CGR-1A1 Charger [80]AWS-9M Awesome [80]AWS-8Q Awesome [80]AWS-9M Awesome [80]VTR-9B Victor [80]
    9BNC-3E Banshee [95]AS7-D Atlas [100]LGB-7Q Longbow [85]STK-5M Stalker [85]ZEU-6T Zeus [80]
    10STK-3F Stalker [85]CP-11-G Cyclops [90]VTR-9K Victor [80]ZEU-9S Zeus [85]LGB-7Q Longbow [85]
    11AS7-D Atlas [100]T-IT-N10M Grand Titan [100]CP-11-A Cyclops [90]AWS-9Q Awesome [80]BNC-3S Banshee [95]
    12HGN-733 Highlander [90]PLG-3Z Pillager [100]AWS-9M Awesome [80]EMP-6A Emperor [90]AWS-9Q Awesome [80]
    JR7-D Jenner [35]
    FS9-H Firestarter [35]
    6PNT-9R Panther [35]JR7-F Jenner [35]PNT-9R Panther [35]PNT-10K Panther [35]COM-2D Commando [25]
    7FS9-H Firestarter [35]JVN-10F Javelin [30]COM-2D Commando [25]JVN-10F Javelin [30]JR7-D Jenner [35]
    8COM-2D Commando [25]COM-2D Commando [25]FS9-H Firestarter [35]FS9-H Firestarter [35]FS9-H Firestarter [35]
    9JVN-10P Javelin [30]WLF-1 Wolfhound [35]RVN-3L Raven [35]UM-R60 UrbanMech [30]UM-R60 UrbanMech [30]
    10PNT-9R Panther [35]FS9-S Firestarter [35]SDR-5V Spider [30]WLF-1 Wolfhound [35]JVN-10N Javelin [30]
    11HMR-3M Hammer [30]DRT-4S Dart [25]WLF-1 Wolfhound [35]JVN-10N Javelin [30]MON-67 Mongoose [25]
    12MON-66 Mongoose [25]SPR-5F Spector [35]C-SK1 Cossack [20]SDR-7M Spider [30]THE-S Thorn [20]
    TBT-5S Trebuchet [50]
    TBT-5S Trebuchet [50]
    6DV-6M Dervish [55]KW1-LH2 Lineholder [55]CLN-7V Chameleon [50]HBK-4G Hunchback [50]BJ-1 Blackjack [45]
    7VND-1R Vindicator [45]HBK-4G Hunchback [50]MHL-X1 Marshal [55]WTH-1 Whitworth [40]HBK-4G Hunchback [50]
    8HBK-5H Hunchback [50]TBT-5N Trebuchet [50]KW1-LH2 Lineholder [55]CN9-D Centurion [50]HCT-3F Hatchetman [45]
    9ENF-4R Enforcer [50]HCT-3F Hatchetman [45]VND-1R Vindicator [45]HCT-3F Hatchetman [45]WTH-1 Whitworth [40]
    10CN9-A Centurion [50]CN9-A Centurion [50]DV-7D Dervish [55]CLNT-2-3T Clint [40]CN9-A Centurion [50]
    11BJ-3 Blackjack [45]CLNT-2-3U Clint [40]CLNT-2-3U Clint [40]WVE-5N Wyvern [45]CLNT-2-3T Clint [40]
    12VND-3L Vindicator [45]NGS-4S Nightsky [50]BJ-2 Blackjack [45]BJ-1 Blackjack [45]HER-2S Hermes II [40]
    QKD-4G Quickdraw [60]
    ON1-K Orion [75]
    6QKD-4G Quickdraw [60]CPLT-C1 Catapult [65]GHR-5H Grasshopper [70]JM6-S JagerMech [65]QKD-4G Quickdraw [60]
    7ON1-V Orion [75]ON1-K Orion [75]ON1-K Orion [75]GHR-5H Grasshopper [70]GHR-5H Grasshopper [70]
    8GHR-5H Grasshopper [70]GHR-5H Grasshopper [70]QKD-5M Quickdraw [60]GLT-5M Guillotine [70]CPLT-C1 Catapult [65]
    9CTF-1X Cataphract [70]QKD-4G Quickdraw [60]MLN-1B Merlin [60]QKD-4G Quickdraw [60]GHR-5H Grasshopper [70]
    10CPLT-C1 Catapult [65]CTF-3D Cataphract [70]THR-1L Thunder [70]DRG-5N Dragon [60]CPLT-A1 Catapult [65]
    11CPLT-H2 Catapult [65]GLT-5M Guillotine [70]FLS-7K Flashman [75]ON1-K Orion [75]JM6-S JagerMech [65]
    12ON2-M Orion [75]EXC-C1 Excalibur [70]PTR-4D Penetrator [75]GHR-5N Grasshopper [70]BMB-10D Bombardier [65]
    AWS-8Q Awesome [80]
    AWS-8Q Awesome [80]
    6LGB-7Q Longbow [85]AWS-8T Awesome [80]VTR-9B Victor [80]VTR-9B Victor [80]STK-3F Stalker [85]
    7AWS-8Q Awesome [80]STK-3H Stalker [85]STK-3F Stalker [85]BNC-3E Banshee [90]BNC-3E Banshee [90]
    8STK-3F Stalker [85]AWS-8Q Awesome [80]AWS-8Q Awesome [80]AS7-D Atlas [100]ZEU-6S Zeus [80]
    9BNC-3M Banshee [95]BNC-3S Banshee [95]AS7-D Atlas [100]STK-3F Stalker [85]AS7-D Atlas [100]
    10VTR-9K Victor [80]ZEU-9S Zeus [80]CGR-1A5 Charger [80]CGR-3K Charger [80]CGR-1A1 Charger [80]
    11CGR-2A2 Charger [80]CGR-1A5 Charger [80]LGB-7Q Longbow [85]AS7-S Atlas [100]CP-10Z Cyclops [90]
    12AWS-9Q Awesome [80]HGN-732 Highlander [90]EMP-6A Emperor [90]BNC-5S Banshee [90]AWS-8Q Awesome [80]
    Harasser Missile Platform [25]
    Maxim Heavy Hover Transport [50]
    Bulldog Medium Tank [60]
    Heavy LRM Carrier [80]
    7Pegasus Scout Hovertank [35]Drillson Heavy Hover Tank [50]Manticore Heavy Tank [60]Schrek PPC Carrier [80]
    8Cavalry Attack Helicopter [25]Gladius Medium Hover Tank [40]Po Heavy Tank [60]Ontos Heavy Tank [95]
    9Warrior H-7C Attack Helicopter [21]Myrmidon Medium Tank [40]LRM Carrier [60]Demolisher Heavy Tank [80]
    10Saladin Assault Hovertank [35]Goblin Medium Tank [45]Patton Tank [65]Partisan Heavy Tank [80]
    11PKR-T5 Packrat LRPV [20]Fulcrum Heavy Hover Tank [50]Von Luckner Heavy Tank [75]SturmFeur Heavy Tank [85]
    12Yellow Jacket Gunship [30]Hetzer Wheeled Assault Gun [40]Pilum Heavy Tank [70]Behemoth Heavy Tank [100]
    STU-K5 Stuka [100]
    8SYD Z1 Seydlitz [20]Lightning [50]SL-15A Slayer [80]
    9Centurion [30]SL-17 Shilone [65]Eagle [75]
    10SL-21 Sholagar [35]F-90 Stingray [60]CHP-W5 Chippewa [90]
    11SYD Z2 Seydlitz [20]CSR-V20 Corsair [50]STU-K10 Stuka [100]
    12SPD-502 Spad [30]SL-17R Shilone [65]RPR-100 Rapier [85]
    —
    —
    —
    —
    —
    —
    4—Section LeaderProtectorMiles ProbatusCorporal———
    5————————
    6Lance CorporalForce SergeantGuardianMiles Gregarius————
    7Star CorporalLance Sergeant——Sergeant———
    8Command Sgt.———————
    9Banner SergeantBtn. Chief Sgt.Preceptor—————
    10————————
    —
    Section Leader
    Principes
    Captain
    Commander
    Amir kabir
    Major
    4MajorBrigadierDirectorLegatusMajorMajorAmir mi'aComandante
    5————————
    6Force Major———————
    7ColonelColonelChairmanPrefect(Colonel)———
    8————————
    9—————Captain-GeneralAtabegPríncipe
    10GeneralMarshal—General————
    11*——Senior Chairman—————
    12*Senior GeneralSenior MarshalPresidentImperatorPresident———
    5
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