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It is the 31st century. Mankind has spread to the stars and spawned titanic stellar empires, each controlling hundreds of worlds across a thousand light years and beyond. Yet the sins of man have followed him from the cradle of humanity. Political machinations of feudal lords plunge whole sectors into war; unscrupulous merchant starship captains smuggle weapons to their own faction’s enemies; greedy military commanders demand tribute from worlds they’re protecting; animalistic pirate kings harvest high technologies and human slaves in lightning raids; betrayals from oath-bound allies leave honorable soldiers growing cold on forgotten worlds; death at the tip of knife from a concubine turned assassin to avenge a world and love lost: it is a time of war. What empire will you swear allegiance to: a warrior merchant of House Steiner; the honorbound samurai of House Kurita; the vat-bred warriors of the Clans; a mercenary that fights only for the highest bidder? Choose your life in the universe: a MechWarrior piloting the thirty-foot-tall BattleMechs that turn the tide of any battle; a spy deep behind enemy lines discovering critical secrets; a merchant carrying critical supplies; a scientist unleashing the latest cutting edge technologies?
How will you become a legend? A Time of War rulebook contains everything you need to start your adventure in the BattleTech universe!
Under License From
©2010 WizKids, Inc. All Rights Reserved. A Time of War: The BattleTech RPG, Classic BattleTech, BattleTech, BattleMech, ’Mech, MechWarrior, and WK Games are registered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Printed in Canada.
WEBSITE: CATALYSTGAMELABS.COM
BATTLETECH A TIME OF WAR TM
• CATALYST GAME LABS •
6
THE FIRES OF HELL: GATHERING PLAYERS
THE UNIVERSE BEFORE YOU Welcome to the BattleTech Universe Starting Out What is a Roleplaying Game? What’s Needed to Play A Universe at War House Davion (Federated Suns) House Kurita (Draconis Combine) House Liao (Capellan Confederation) House Marik (Free Worlds League) House Steiner (Lyran Alliance) ComStar Word of Blake The Clans The Periphery A Brief History of BattleTech Colonizing the Stars Age of War Star League The Succession Wars Clan Invasion Civil War Jihad The BattleTech Universe Core Rulebooks Techinical Readouts and Record Sheets The Jihad Handbooks Historicals Maps, Terrain and Miniatures Fiction BattleCorps Choose Your Rules Gamemaster Adjudication Fiction vs. Rules
16 16 16 17 21 21 21 21 22 22 23 23 23 24 25 25 25 26 26 26 27 27 31 31 31 31 32 32 32 32 32 33 33 33
BASIC GAMEPLAY Overview Characters Character Record Sheet Attributes Traits Skills Personal Data Combat Data Biographical Data Inventory Vehicle Data Actions Attribute Checks Skill Checks Opposed Actions Basic Action Resolution Edge THE FIRES OF HELL: THE CALM BEFORE
34 34 34 34 36 36 37 37 37 37 37 38 38 39 39 40 42 44
CHARACTER CREATION Overview Choosing the Character Concept Character Creation Basics Points-Only Character Creation (Optional) Prerequisites and Accumulating Experience Choosing Life Modules Stage 0: Affiliation Stage 1: Early Childhood Stage 2: Late Childhood Stage 3: Higher Education (Optional) Stage 4: Real Life (Optional) Stage 0 Modules: Affiliations Universal Experience Points
48 48 49 51 51 52 52 52 52 52 53 53 53
Changing Affiliations Stage 1 Modules: Early Childhood Back Woods Blue Collar Born Mercenary Brat Farm Fugitives Nobility Slave Street Trueborn Creche War Orphan White Collar Stage 2 Modules: Late Childhood Adolescent Warfare Back Woods Clan Apprenticeship Farm Freeborn Sibko High School Mercenary Brat Military School Prepatory School Space Family Street Trueborn Sibko Stage 3 Modules: Higher Education Overview Choose Your Schooling Age Repeating Stage 3 Stage 4 Modules: Real Life Age Repeating State 4 Agitator Civilian Job Clan Watch Operative Clan Warrior Washout Cloister Training Combat Correspondent ComStar/Word of Blake Cover Operations Dark Caste Explorer Goliath Scorpion Seeker Guerilla Insurgent Merchant Ne’er-do-well Organized Crime Postgraduate Studies Protomech Pilot Training Scientist Caste Service Solaris Insider Solaris VII Games Think Tank Tour of Duty To Serve and Protect Travel Purchasing Attributes, Traits and Skills Determining Final Levels Opposed Traits and Canceling Experience Buying Additional Experience Points Optional Points-Only Design System Final Touches Defining Features Character Background Purchasing Equipment Sample Characters MechWarrior Tanker Aerospace Pilot Elemental Scout Faceman Renegade Warrior Battlefield Tech THE FIRES OF HELL: THE MISSION BEGINS
53 65 65 65 65 65 65 66 66 66 66 66 66 67 67 67 67 67 67 68 68 68 68 69 69 69 70 70 71 71 74 74 74 74 74 74 75 75 75 75 76 77 77 78 78 78 79 79 79 79 80 80 80 80 80 81 82 85 85 87 89 89 91 91 91 91 93 94 95 96 97 98 99 100 101 102
TRAITS Overview Trait Points Character and Vehicle Traits Positive, Negative and Flexible Traits Multiple Traits Opposing Traits Variable-Level Traits Trait Descriptions Alternate ID Ambidextrous Animal Antipathy Animal Empathy Attractive Bloodmark Citizenship/Trueborn Combat Paralysis Combat Sense Compulsion Connections Custom Vehicle Dark Secret Dependents Design Quirk Enemy Equipped Exceptional Attribute Extra Income Fast Learner Fit G-Tolerance Glass Jaw Good Hearing Good Vision Gregarious Gremlins Handicap Illiterate Impatient Implant/Prosthetic In For Life Introvert Lost Limb Natural Aptitude Pain Resistance Patient Phenotype Poison Resistance Poor Hearing Poor Vision Property Rank Reputation Sixth Sense Slow Learner Tech Empathy Thick-Skinned Thin-Skinned Title/Bloodname Toughness Transit Disorientation Syndrome Unattractive Unlucky Vehicle Level Wealth THE FIRES OF HELL: SECURING THE LZ
106 106 106 106 107 107 107 108 108 108 108 108 108 109 109 110 110 110 111 112 112 113 113 113 116 116 116 117 117 118 118 118 118 118 118 118 119 119 119 120 121 121 121 121 121 121 122 122 122 123 123 124 125 125 125 125 126 126 127 127 128 128 128 128 136
SKILLS Skills Overview Using Skills Linked Attributes Target Numbers Complexity Rating Subskills Specialties Tiered Skills
140 140 140 141 141 141 141 141
Available Skills Acrobatics Acting Administration Animal Handling Appraisal Archery Art Artillery Career Climbing Communications Computers Crytopgraphy Demolitions Disguise Driving Escape Artist Forgery Gunnery Interest Interrogation Investigation Language Leadership Martial Arts MedTech Melee Weapons Navigation Negotiation Perception Piloting Prestidigitation Protocol Running Science Security Systems Sensor Operations Small Arms Stealth Strategy Streetwise Support Weapons Surgery Survival Swimming Tactics Technician Thrown Weapons Tracking Training Zero-G Operations
141 141 142 143 143 143 143 144 144 144 144 144 145 145 146 146 146 147 147 147 147 148 148 148 148 149 149 149 150 150 151 151 152 152 153 153 153 153 153 154 154 154 154 154 156 156 156 157 158 158 159 159
THE FIRES OF HELL: RECON
160
COMBAT Overview The Combat Turn Initiative Phase Action Phase End Phase Initiative Phase Individual vs. Squad and Team Initiative Initiative Modifiers Holding Action Action Phase Movement Actions Movement Modes and Maneuvers Terrain and Encumbrance Movement From Previous Turn Command Cohesion Resolving Actions in Personal Combat Ranged Combat Resolution Ranged Attack Roll Ranged Line of Sight Other Combat Modifiers Special Ranged Attack Effects Melee Combat Resolution
164 164 164 164 164 164 165 166 166 166 167 167 169 170 170 171 171 171 171 172 172 175
Melee Combat Rolls Melee Combat Limits Range and Line of Sight Other Combat Modifiers Special Melee Effects Damage Resolution Damage Notation Standard Damage vs. Fatigue Standard Ranged Attack Damage Standard Melee Attack Damage Continuous Damage Falling Damage Fatigue Damage Effects Injury Modifiers Fatigue Modifiers Consciousness Check Bleeding Effect Death Tactical Kill Stun Traits and Damage Effects Armor and Barrier Effects Armor and Barrier Types AP vs. BAR Armor Degradation Stacked Armor End Phase Bleeding and Continuous Damage Fatigue Resolving Extended Actions and Automatic Events Optional Personal Combat Rules Morale Checks Hit Locations Knockdown Damage Lethality Reduction Healing and Recovery General Healing Rules Normal (Unassigned) Healing Assisted Healing Surgery
175 175 175 175 175 177 177 179 179 180 180 181 182 182 182 183 184 184 184 184 184 184 185 185 185 186 188 189 189 189
THE FIRES OF HELL: HEAVY ARTILLERY
196
189 189 189 190 192 192 192 192 193 193 193
TACTICAL COMBAT ADDENDUM Overview 200 Vehicular vs. Infantry Units 201 The Combat Turn 202 Initiative Phase 204 Rolling Tactical Initiative 204 Tactical Action Sequence 205 Tactical Action Resolution 205 Action Phase 206 Action Sequence 206 Movement Actions 206 Vehicular Combat 209 Weapon Damage Conversion 211 Margin of Success/Failure in Tactical Combat 212 Vehicular Weapon Traits 212 Battle Armor Weapons 214 Damage to Vehicle Pilots/MechWarriors 218 Physical Attacks 218 End Phase 218 Heat (‘Mechs and Fighters) 218 Special Pilot Abilities 219 Gunnery Abilities 219 Piloting Abilities 222 Miscellaneous Abilities 225 THE FIRES OF HELL: JOURNEY
226
SPECIAL CASE RULES Planetary Conditions
230
Movement Modifiers Terrain Types Clear Vegetation Rough Ice Water Paved Urban Magma Terrain Conditions Soft Terrain Fragile Terrain Dynamic Terrain Weather Conditions Exotic Conditions High/Low Gravity Creatures Encounters Creature Attributes Creature Skills Creature Combat Creature Compendium: Terrestrials Creature Compendium: Extraterrestrials Creatures Table Diseases Medical Maintenance Random Disease Effects THE FIRES OF HELL: STORMING THE OBJECTIVE
230 230 231 231 232 232 232 232 232 233 233 233 234 235 236 237 237 238 239 239 239 240 241 242 245 245 245 248
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
250
SKILLS
EQUIPMENT Overview Supply and Demand Equipment Ratings Acquiring Gear Using Equipment Equipment Data Repairs The Warrior’s Catalog Melee and Archaic Weapons Archaic Melee Weapons Archaic Ranged Weapons Modern Melee Weapons Small Arms Ballistic Weapons Energy Weapons Flechette Weapons Gauss Weapons Gyrojet Weapons Miscellaneous Small Arms Support Weapons Machine Guns Grenade Launchers and Mortars Missile Launchers Recoilless Rifles Support Energy Weapons Support Gauss Weapons Explosives Standard Explosives Demolitions Ordnance Specialty Ammunitions Weapon Accessories Personal Protective Equipment Flak Armor Ablative Armor Ablative/Flak (AB/FLAK) Armor Ballistic Plate Armor Neo-Chainmail Armor Myomer Armor Concealed Armor Combat Armor Accessories Standard Armor Kits Exotic Armor Hostile Environment Gear Stealth Gear
254 254 254 256 259 259 259 260 260 260 260 260 264 264 265 266 272 272 272 272 272 274 276 276 276 276 277 277 279 279 279 285 287 287 287 287 287 287 287 289 289 291 291 291 297
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
3
Non-Combat Attire Battle Armor and Exoskeletons Special Rules S i l Game G R l Electronics Communications Equipment Audio/Video/Trideo Equipment Computers Surveillance Gear Optics Remote Sensors Power Packs and Rechargers Power Packs Rechargers Miscellaneous Gear Espionage Gear and Security Repairs/Salvage Gear Other Miscellaneous Gear Health Care Medical Equipment Prosthetics Limb and Organ Replacements Elective Implants Drugs and Poisons Special Game Rules Personal Vehicles Special Game Rules Fuel THE FIRES OF HELL: BURNOUT
297 298 300 300 300 300 301 302 303 305 306 306 307 307 307 309 309 311 311 314 314 316 317 318 321 323 323 326
GAMEMASTER’S GUIDE Character Advancement Rewards Character Advancement Overview Aging Attributes
330 330 332 332 333
Traits 333 Skills 333 Training 334 Downtime 334 Wealth and Property 334 Rank and Power 336 NPCs and Random Encounters 336 NPC Templates 336 NPC Types 337 Random Encounters 340 Gamemastering Tips and Suggestions 342 General Gamemastering Guide 342 Developing Stories 345 The Plot Approach 345 The Grand Plot 345 The Sandbox Approach 346 Combined Approach 346 Remember… 346 Adventure Seeds 347 Adventure Seed…. Political and Military Power 349 Roleplaying Power 349 Titles and Ranks Explained 351 Knight Bachelor 351 Knight Banneret 351 Baronet 352 Baron 352 Viscount 352 Count/Countess 352 Marquis/Marquessa 353 Duke/Duchess 353 Grand Duke/Grand Duchess 353 Heir/Prime Minister 353 Sovereign/Head of State 353 Clan Social Rank 355 Trueborn 355 Trueborn (Exclusive Bloodname) 355 Bloodnamed (Lesser, General Bloodhouse) 355 Bloodnamed (Lesser, Phenotype Bloodhouse) 355
Bloodnamed (Greater, General Bloodhouse) 355 Bloodnamed (Greater, Phenotype Bloodhouse) (G t Ph t Bl dh ) 356 Bloodnamed (Lesser, General Exclusive Bloodhouse) 356 Bloodnamed (Lesser, Exclusive Phenotype Bloodhouse) 356 Bloodnamed (Greater, Exclusive General Bloodhouse) 356 Bloodnamed (Greater, Exclusive Phenotype Bloodhouse/Kerensky’s Legacy) 356 Common Military Ranks 356 Universal Aesthetics 359 Worlds 359 People 359 Politics 360 Technology 360 MechWarriors and Their ‘Mechs 360 Touring the Stars 362 Society and Culture Across Human Space 362 Economics and Industries 366 Whistle Stop Tour 374 El Dorado 374 Arcturus 376 Ovan 377 Annapolis 380 Solaris VII 382
INDEX RECORD SHEETS TABLES
CREDITS Project Concept Randall N. Bills
Product Editing Diane Piron-Gelman
Project Development Herbert A. Beas II Development Assistance Randall N. Bills Paul Sjardijn
BattleTech Line Developer Herbert A. Beas II
Writing The Fires of Hell (Fiction) Ben H. Rome Jason Hardy Ken’ Horner Kevin Killiany Nick Marsala Steve Mohan, Jr. Jim Rapkins Paul Sjardijn Rules Herbert A. Beas II Additional Rules Joel Bancroft-Connors Craig Erne Chris Hartford Ken’ Horner Nick Marsala Mike Miller Jim Rapkins Ben H. Rome Paul Sjardijn The Universe Before You Björn Schmidt
Production Staff Art Direction Randall N. Bills Brent Evans Cover Art Neil Roberts Cover Design Matt Heerdt BattleTech Logo Design Shane Hartley, Steve Walker and Matt Heerdt Evolved Faction Logos Design Jason Vargas Graphic Presentation David M. Stansel-Garner Troy Stansel-Garner Layout Matt Heerdt Illustrations Klaus Scherwinski Liam Curtner Chris Lewis Will Nichols Miniatures Painting g & Photography g p y Joel “Psycho” Hardwick, David “Dak” Kerber, Frederic “foxbat” Lagoanere, Steve
“MadDoc” Livingston, Ed (Captain of the Watch) Smith. 2005 Origins International Games Expo Diorama Ray “Adrian Gideon” Arrastia, Chad “Urbiemech” Derrenbacker, Ross “Savage Coyote” Hines, David “Dak” Kerber, Mark “Hyena” Maestas, Steve “Insane Kangaroo” McCartney, Ryan “F15CFlyer” Peterson, Robert “Cabal” Pidgeon, Ben “Ghostbear” Rome, Paul Sjardijn, Allen “Papoose” Soles, Joe “Minidragon” Wiedeman Terrain Blair Line Signs, Busch, GHQ Miniatures, Ground Zero Games, Herpa Miniature Models, Iron Wind Metals, Joker’s Terrain, JR Miniatures, Kato USA, Marklin, Old Crow Models, Pegasus Hobbies’ Platformer Terrain, Talon Games’ BattleHex Terrain Map of the Inner Sphere Øystein Tvedten Record Sheets David L. McCulloch Index Rita Tatum Additional Design and Development The following people have been involved in the creation and development of BattleTech rules, either by writing material that was assimilated into the main bodyy of the rules,, serving g as the BattleTech line developer in the past, or otherwise contributing to the game in a major way.
Samuel B. Baker, Herb Beas, Randall N. Bills, Forest G. Brown, Chuck Crain, Chris Hartford, Clare Hess, Scott Jenkins, J. Andrew Keith, James R. Kellar, Dale Kemper, L.R. “Butch” Leeper, Bryan LiBrandi, Jim Long, David McCulloch, Jim Musser, Bryan Nystul, Mike Nystul, Blaine Pardoe, Boy F. Peterson Jr., Rick Raisley, Jerry Stenson, Christoffer Trossen, Wm. John Wheeler. Acknowledgements To Randall Bills for, well, for foisting this one on me, and for letting me turn the Jihad story arc into one of my favorite fictional playgrounds, and for not firing me as an assistant dev when I missed…a few deadlines. This has all been a blast so far! To the core group of people who, to one extent or another, have significantly contributed to keeping BattleTech not simply alive these last five years, but thriving once more: Ray Arrastia, Herb Beas, Loren Coleman, Warner Doles, David M. Stansel-Garner, Diane Piron-Gelman, Jason Hardy, Chris Hartford, Jason Knight, Chris Lewis, David McCulloch, Ben Rome, Matt Plog, Paul Sjardijn, Peter Smith, Scott Taylor, Christoffer Trossen, Øystein Tvedten, Jason Vargas, and the fanatic core of factcheckers and playtesters who sometimes worked under four-day “urgent data requests” more times than I should probably mention. To David Stansel-Garner for being the primary vision behind the new re-branded graphic presentation of Classic BattleTech. To Rob Boyle for constantly putting up with Randall’s endless demands, while I more or less hid in the shadows with fingers crossed. To all the Commandos, for their ongoing stalwart support! To Franz Vohwinkel, Klaus Scherwinski and Chris Lewis for all the great BattleTech art over the years (and the years that will come) and for outdoing themselves this time yet again. Playtesters/Proofers/Fact Checkers There is no overstating the invaluable assistance our cadre of playtesters and fact-checkers have made it possible to buff the tarnish off this twenty-plus-year-old game of ours. Were it not for these guys’ tireless efforts to fix the broken rules, dust off the ancient tomes for obscure component origins and one-line factoids—or even argue the pros and cons of “retcons” versus “two-steps”—we’d never achieve the level of quality we’ve managed to produce in these last few years. And to rise to that occasion for TechManual so soon after Total Warfare, I don’t think we could ask for a better team. Thanks, to you guys! Joel Agee, Ron Barter, Roland Boshnack, Jason Bouchard, James Richard Brown, Rich Cencarik, Jean-Marc Comeau, Konstantin Dika, Brent Dill, Nicholai Duda, Bruce Ford, Aaron Gregory, Jon “Worktroll” Haward, Glenn “Lobsterback” Hopkins, Adam Jury, Jen-Hendrik Kalusche, Rod Klatt, Edward “TenakaFurey” Lafferty, Edward Lott, Chris Marti, Jeffrey Morgan, Daryl “FlailingDeath” Myers, Andrew Norris, Aaron Pollyea, Richard Putz, Craig Reed, Andreas Rudolf, Christopher K. Searls, Adam Sherwood, Sam Snell, Chris Wheeler, Patrick “Roosterboy” Wynne. …And, of course, to all the players whose on-line questions and incidental remarks fed (and continue to feed) a wealth of the material that went into this book and other BattleTech products, past and future. Although I don’t know you all by your real names (and some of you may actually be playtesters I already mentioned), I want to thank all of you “avatars” listed below for your on-line input in the creation of this book: 00Dawg, 3rdCrucisLancers, 97jedi, Akalabeth Angel, Atlas3060, ATN082268, AWPrime, BattleFish, Bedwyr, bilblak, bluedragon7, Boilerman, BrianDavion, Casper, Casperionx, Centurion, Charlie Tango, ColBosch, ColonelCody, COLWebbSFMC, corbrausn, Critias, cvb, DarkISI, DarkMessiah, Darrien Wolffe, Daryk, Deathknight69, Discord, DougGlendower, Dread Moores, Drop-Bear, drufause, Dukeroyal, Fallguy, Feret, Fokker, General308, Ghost Bear Legend, God and Davion, Grantwhy, GreenDragon, grunt213, Guardiandashi, Gus, Hammer, Hammerpilot_IIC, HunterADA, ice_trey, Idea weenie, incrdbil, IronSphinx, Jabberwocky, Jaim_Magnus, Jazzjr, JediBear, JerimiahRose, Kojak, krazzyharry, Labyr, Lazarus Sinn, Leto_II, Liam’s Ghost, limejello, Logic, LostInSpace, MacPhail, MadCapellan, Maelwys, Martius, Mattlov, Monbvol, Nerd, Netherek, NicolBolas, Nikita, Paint it Pink, Pallando, panzerfaust150, PerkinsC, Psycho, Psychopompous, Pyro, raven, Red Pins, rlandrigan, Round Top, Semi_Jumppanen, Sharkhead11, Siden Pryde, skiltao, StCptMara, Sushi, Taharqa, Tel Hazen, The Prince, Thoth, TopCat, Trboturtle, Tenchknife, Tycho, Uroshnor, Vandal, Vestifex, Vorpal, Wanderer, wasp, Wrangler, Yellow Dog
Beta Testers Special thanks to those of you whose comments during the “Beta” playtest cycle helped to improve this project for the final release. Though I may not know you all by name, a hearty thank you goes to all of the following avatars from the BattleTech forums: Arcologist, Arthinas, Atlas3060, Bedwyr, bluedragon7, Christian Soldier, Colodie, COLWebbSFMC, Crushus Maximus, Darkblood18, DarkISI, Darrian Wolffe, DarthGM, Demos, Diplominator, Dmitry, doulos05, dratt, Drop-Bear, Dukeroyal, Erin Steiner, fever_Dream, Fokker, Frischi, Gelai, Geoff Watson, gnome76, Goose, Granite, ice_ trey, Imperator, Jackmc, joechummer, JohnHawk, Kasaga, Khanjohn, Köning Wolf, Koyla Tsneg, Leon_Shirow, Liam’s Ghost, Lime2K, Lisette Woo, Lt. Nebfer, MadDogMike, Maelwys, Major Tom, Mad Catter, Martius, Maverick, Minchandre, mitchberthelson, Monbvol, Mrpossum, Munchkinman, NicoliVoldkif, Nightsong, Nodachi, Paj, Pinetree, Plainsfox, Pyro, RoundTop, Rugoe, Ryoken Prime Pilot, sidewinderoog, Specter83, Starfleet, StCptMara, swang30, Taharqa, Takiro, Talz, TwilightWalker, twycross, Tycho, Unosdraconis, Vigonal, WiseOldNovaCat, Wolf Lancer 4. Adventure Seeds Thanks also to Edward McEneely and John H. McCullough for the Adventure Seeds The Birthright and The Package. Herb’s Thanks and Dedication More than any other book prior, I would have to thank my wife, Beckie, for her patience and support, especially in the midst of the chaos and stress that swirled around its over-extended creation. And to our “children”—Oscar, Annie, Meggie, Blaze, and Logan—most of whom kept me company when work intervened. And a final farewell to Merlin “Cash” Beas, the fifth feline “Herblet”, who will be missed. I’d also like to thank my older gaming groups, particularly the “Fundamentally Doomed”: Jamie “Damon” Amirault, Hal Brown, Jeff “Fletchi” Fletcher, Jay Fletcher, and Kevin Dwelley, as well as newer gamers Jason “Jay” Bouchard and Rich “Not ANOTHER Marauder!” Putz. And of course, I would also like to thank Bryan Nystul, who brought me into BattleTech over 12 years ago now; Randall Bills, for putting me in this position and being a great mentor and virtual boss; Loren Coleman, for his dogged support, even when I was screaming at him; Ben Rome, for taking Masters & Minions away when I needed it most; and to the cadre of other “core writers” I’ve worked with through these past ten years: Chris Hartford, Chris Trossen, Ken’ Horner, Kevin Killiany, Camille Klein, Nick Marsala, David McCulloch, Steve Mohan, Diane PironGelman, Jason Schmetzer, Paul Sjardijn, Øystein Tvedten, Andreas Zuber, and so many more! ©2010 WizKids Inc. All Rights Reserved. A Time of War: The BattleTech RPG, Classic BattleTech, BattleTech, ’Mech, BattleMech, MechWarrior and the WK Games logo are registered trademarks of WizKids, Inc in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
Printed in Thailand Published by Catalyst Game Labs, an imprint of InMediaRes Productions, LLC. PMB 202 303 91st Ave NE G701 Lake Stevens, WA 98258 FIND US ONLINE: [emailprotected] (e-mail address for any BattleTech questions) http://www.classicbattletech.com (official BattleTech web pages) http://www.battlecorps.com/catalog (online ordering)
GAMEMASTERING GUIDE
INDEX
5
Ben H. Rome FORT DEFIANCE MARIA’S ELEGY HESPERUS II, LYRAN ALLIANCE 5 JUNE 3076
Buzzy sighed again and smiled. He turned and thrust the case at Naoko, cracking a smile. “Da.” ▲▼▲
“Watch out!” came the cry from across the bay. Lunging forward, Sergeant Busby “Buzzy” Matvey caught the teetering metal case just before it plunged down to the mid-sized hangar’s ferrocrete floor. With a grunt, he shoved the olive-drab canister back onto the top of its stack while the forklift backed away. But not fast enough. Buzzy smiled as Lieutenant Luella Hildebrand boiled up to the side of the lift like a miniature tornado. He shook his head as he returned to his work transferring the supply crates into the tight cargo bay of the Mark IV Landing Craft. Already, Luella’s dressingdown of the poor lift driver was reaching a staccato pace that even a Mydron Minigun couldn’t match. “Hot one, her, yes?” asked Buzzy’s lanky partner. “Da,” he replied, handing over another narrow crate marked, “CAUTION: FLAMMABLE”. “You know I wasn’t talkin’ about her looks, now.” Buzzy sighed. “Da,” he responded again, this time looking his companion full in the face. A grizzled soldier, Ethan Naoko had once more neglected to shave the stubble from his pointed chin. “You know, if the Captain sees that scruff, he’ll have words again.” The older man shrugged. “So what? Not like we’re on a mission. Unless you’ve heard something I’ve not?” “Nope,” Buzzy replied. “I just know as much as you.” Pivoting, he grabbed another case from the stack. Luella’s rapidfire delivery finally ceased in the background and he noted the lift’s whine as it backed away, almost as though the machine itself were sulking. He heard Ethan’s low whistle behind him. “Still, y’know, she’s pretty hot…”
Lieutenant Luella Hildebrand stalked away from the retreating lifter, the confrontation filed away and forgotten. There was still too much to do and clearly not enough time. Detonators, she thought. Did we pack enough? She consulted the datapad clutched in her left hand and scrolled down the list, her determined stride missing not a hitch as she stalked down the corridor toward the Captain’s office. Without looking up, she deftly avoided collisions with her fellow officers, finally stopping in front of a nondescript gray-green door. Knocking once, she didn’t wait for an acknowledgement and stormed in. “Problem, Luella?” asked the man seated in front of her, his nightblack face cast strangely aglow by the monitor he was staring into. The Lieutenant snapped to attention and saluted. “Captain Travis,” she barked. “No, sir. Just a lift driver who isn’t aware of the regs regarding volatile and explosive cargo.” Captain Jared Travis leaned back, looking over at his exec. His white teeth practically lit up his face. “I assume you re-educated him?” Luella relaxed slightly. “Yes, Captain. I’ll report him later.” Jared waved it off. “No need,” he said. “We’ve got more important things at the moment.” He stood and turned, searching the cluttered shelves behind him. “Has Corporal Logan reported in yet?” “Not yet, sir.” “Very well. He should soon, I would expect. The shuttle from the Duquesne was probably delayed. Ah-ha!” The captain snagged a small book from the shelf and turned back to Luella. “Have the team report to the hangar at twenty-hundred hours,”
he said as he opened the leatherbound book to a ribbon-marked page. “Very good, sir.” Luella turned to go, already churning through the supply list in her head. “Oh, and Luella?” Jared called. She stopped and turned to look back at him. “Sir?” “Take a few minutes to relax. Don’t know when we’ll get the chance again.” ▲▼▲ Captain Jared Travis closed the small Bible in his hand and leaned back in his office chair, unable to concentrate enough to quiet his own self. The butterflies he felt in his stomach weren’t from the orders sitting on his monitor, or their promise of action. No, he thought, it’s because she’s coming. Jared took a deep breath and released it slowly. The last time he and Belle Lee had crossed paths—two years ago—it had been a torrential downpour of violence, emotion, stress and fatigue. And it all ended with a failed marriage proposal. Ancient history, Travis! he chided himself. Get a grip! He had no idea why his mind was dragging it all back up again. Yes, the fighting on Kittery was horrific; their escape from that Blakist hellhole a nightmare ordeal that still kept him awake sometimes. But it was all in the past. Travis snapped himself out of his reverie. The General was coming to brief them on a mission, not to re-ignite some short-lived, warfueled relationship. Jared refocused on the monitor in front of him. The orders were simple enough on the surface, but that wasn’t saying much; a reconnaissance mission to an as-yet-undetermined planet, part of a larger operation currently being assembled. Travis knew without a doubt that the target world was already determined, but that operational security demanded such information be withheld until all the players were in place and ready to strike. That was simply how these things went down. The rest of the orders contained little else in the way of useful information beyond the standard bureaucratic rhetoric. Indeed, the only part that had Jared’s insides doing somersaults was the last line: “General Belle Lee will present your operational orders in person.” Shaking off the malaise, he refocused again on the screen, bringing up the profiles of his two new team members. He tapped past Luella’s dossier; she’d already been here a week and he felt he had her pegged. That brought him to the “newbie”: Franz Logan. Jared’s mouth turned down as he scanned Logan’s short record. Recent academy grad from Skye, failed the MechWarrior MOS twice, two reprimands from his drill sergeant for daydreaming on watch. Excellent weapons skills, passable first aid, and licensed to operate standard WorkMechs. “So basically, we’ve got ourselves a wannabe ’Mech jock who knows which end of the rifle goes where and is most likely to succeed as a battlefield casualty when the crap hits the fan,” he said to the empty office. “Wonderful.” ▲▼▲ Corporal Franz Logan pressed his face against the unyielding surface of the observation deck’s massive, armored window, looking
down on the planet below. One hand pressed against the glass above his head, the other clutched a nearly full bulb of raspberry juice. He still couldn’t believe he was finally seeing this place in the flesh: Hesperus II. Home to one of the largest BattleMech manufacturing centers in the Lyran Alliance, if not the entire Inner Sphere! Franz drank in the planet’s details as his DropShip drew ever closer. Once upon a time, he’d memorized every detail about this place; to him, it was the seat of the gods of war. He smiled as the DropShip turned slightly, bringing the gigantic Myoo Mountains into view. The massive mountain chain was easily visible even from high orbit. It was like visiting Mecca. More like, ‘Mecha’, he thought to himself. He snorted loudly at the joke in his head. “Find something amusing?” came a voice next to him. Startled from his planetary worship, Franz gave a small cry and involuntarily squeezed his hands. Including the juice bulb in his right. Horrified, he turned quickly. “Watch out—” Too late! The stream of juice shot forth from the bulb’s opening and struck the voice’s owner dead-on, slashing a red stain across her otherwise pristine and nondescript gray jumpsuit. Franz felt the blood drain from his face. He stared, slack-jawed, through the haze of remaining raspberry droplets as the red-haired woman looked down at her jumpsuit in bemused shock. “I’m…” he stammered. “Oh, my God…I’m so…” The woman chuckled softly. “Quite all right, Corporal,” she said. With a light touch off the window, she drifted away from the remaining juice mist. “I should know better than to disturb someone intent on merging with an observation window.” Franz noticed how the woman’s blue eyes sparkled as she spoke. He felt his face go from cold to hot as he blushed. He broke eye contact and looked around the deck. “Ma’am,” he croaked. It figured, he thought. The first beautiful woman I’ve seen since that miserable night with Jenny right before boot camp, and I say hello by squirting her with raspberry juice. The woman smiled again, obviously amused by his awkwardness. “We’ll be on final approach in fifteen minutes,” she said. “You may want to clean up that mess before we get gravity back. I don’t think the purser would appreciate stains on his carpet.” “N-n-no, I don’t think he would,” he mumbled. He glanced down at his feet, noting with horror that the toes of his regulation boots were scuffed. Again. Steeling his spine, he looked up and blurted out, “Would you like to watch the landing with…” It took a moment for Franz to realize the room was empty. “…me?” ▲▼▲ “Cigarette?” Ethan Naoko asked absently, shrugging the pack from his pocket and gesturing to Buzzy. The larger man shook his head. “Nah. Trying to quit.” Ethan shrugged. “Suit yourself.” He fished one out and stuck the pale yellow stick in his mouth. He gazed up into the Hesperan sky. Buzzy caught the older man’s gaze and looked up himself. “Getting busy up there again.” His eyes tracked the multiple lights crossing the sky. Most were headed toward the nearby temporary town outside Maria’s Elegy. “Yeah. Good to see, I think. Means the reconstruction’s going forward again.” Buzzy nodded. He looked over at Naoko. “Did you ever think you’d be involved in combat again? I mean, getting pulled back into the fray from a desk job…”
“And three months from retirement,” Ethan finished for him. He looked down, chewing thoughtfully on the unlit cigarette. “Tell the truth, no,” he said quietly. A Warrior VTOL screamed across the sky, running low to the ground. Its passage kicked up dust and grit, but added a sudden welcome breeze to an otherwise dry afternoon in Hesperus’ socalled “temperate zone”. The thumping rhythm of the craft’s rotors echoed long after it disappeared. “Thirty-plus years I’ve put in, Buzzy,” Ethan said, shoving his hands into his pockets and walking slowly toward the barracks entrance a short distance away. “I’ve run the gamut of war, I think. ’Mech jock, infantryman, prisoner of war, desk jockey. Even ended up going from one army to another, thanks to the vagaries of what flag’s flying when.” “Wait, what? I never knew that!” Ethan looked over at the bigger man. “Yep. Did my time in the DCMS and was a civvie when the Feddies showed up on Breed back in ’63. Conscripted a bunch of us for grunt work. Somehow, we got loaded up and shipped off with the rest of the Feddie army back to Robinson as fresh AFFS recruits.” He spat out the mangled cigarette. “You’re so full of shit.” The older man stopped and looked at Buzzy for a moment, then laughed. Wiping his eyes, he slapped Buzzy on the shoulder, releasing another small cloud of Hesperan dust. “Had you going for moment, though,” he rasped. Buzzy shook his head, then looked up. “Sell it to the greenie, Ethan.” The distant rumble of a DropShip’s fusion engines were audible. Both men turned toward the makeshift drop pad to the east, where the ovoid craft now settled on a descending column of fire. “New shipment’s arrived,” Buzzy said. Naoko nodded. “Maybe this one’s got our orders.” “That’d be nice. Bein’ a glorified cargo grunt isn’t my idea of fun.” “This is the army, Buzzy. What the hell did you expect?” “Fame, fortune, women?” Buzzy suggested with a smirk. “And guns, of course. Always the guns.” ▲▼▲ Luella adjusted her headphones to no avail; the heavy thrum from the massive GM 520-OR drive train permeated everything around her. If she concentrated long enough, she was sure she could feel her bones vibrate from the Defiance E-class ground tug’s inexorable crawl towards the Duquesne. Despite the noise, it was the first few moments of rest she’d had all week. She’d been assigned to Recon Squad Four, part of the “Stone’s Lament” regiment, after the horrendous losses to her squad on Coventry. Her reassignment came as part of some agreement the Alliance had with Devlin Stone. She didn’t understand it, but didn’t have to; her superiors ordered her, and here she was. Along with her came new operational orders; the unit was being resupplied and prepared for action somewhere along the Blake Protectorate border. Where that would be, she surmised, would come soon enough—the briefing officer, along with additional supplies for the squad and the squad’s final member, were all on the DropShip now looming over the makeshift drop pad. Not all of the Duquesne’s cargo was for the squad. Far from it. The massive Excalibur-class carried an enormous amount of cargo, if not BattleMechs. This one, according to the data file currently showing on Luella’s small screen, was full mostly of construction supplies and material for the rebuilding project going on in Maria’s Elegy. The city had been virtually razed in the brutal
fighting against the dug-in Blakist occupiers, and every week brought new shipments of construction supplies from the Lyran Alliance and beyond. Luella looked again at the Duquesne, its massive egg shape still growing in the tug’s windscreen. Hopefully, she mused, she would be able to collect Logan and the rest of the squad’s equipment quickly amid all that other material. There was still much to do, and very little time left. ▲▼▲ Franz decided to disembark from the Duquesne through one of the large ’Mech bays. He’d discovered the lance of BattleMechs being transported by the DropShip early in the voyage from the star’s nadir point and made it a point to visit them every single day. He actually spent a lot of the trip just sitting in the bay, admiring the gigantic war machines and drinking in their details. He knew them all by heart; leaving through the bay was more to a chance to say goodbye to his silent companions than anything else. As the ’Mech bay doors ground open and the harsh light from the Hesperan sun exploded into the bay, Franz noticed a small group of men and women clustered near one of the larger ’Mechs, a Victor. He did a quick double take when he spotted a shock of red hair; it was the woman from earlier that morning, the one he’d sprayed with raspberry juice. He felt himself blush again. He dared not approach them, as they seemed deep in conversation. All of them were dressed in familiar garb: t-shirts, cooling vests, shorts and heavy combat boots. One even wore a Trinity-style cowboy hat, though he also carried a bulky helmet under his arm. All bore a manner of unmistakable confidence. Franz knew the attire and the attitude well—and what they represented. To many, MechWarriors were the “gods” of war, the specialized elite who commanded mighty BattleMechs—titanic knights in shining armor. It was a group that Franz didn’t belong to, and could never belong to. Horrible scores and failure to pass the tests back on Skye saw to that. He stood off at a distance, in the shadows of a cargo pallet, unwilling to approach. Ashamed. Yet unable to tear his eyes away from those who lived his shattered dreams. After a few minutes, the four warriors broke up. Each went toward a different ’Mech. Franz thought the woman would move toward the smaller Phoenix Hawk, but was surprised when she turned and scrambled up the side of the Victor, the heaviest ’Mech in the bay. His watch beeped, a subtle reminder of his looming appointment with his new superiors, but Franz didn’t hear it. Instead he continued to stare as each ’Mech thundered out of its gantry and trooped down the DropShip’s ramp to the ferrocrete pad below. From the top of the ramp, Franz watched the lance form up and move off, tromping their way across the tarmac—deftly avoiding an approaching ground tug as they went. The retreating metal titans headed off toward the nearest Defiance complex entrance, rumbling the earth with every footstep. An eternity later, Franz became aware of someone shouting at him. She was a short, lithe woman in a standard, olive drab jumpsuit. She wore an expectant look as she stalked up the ramp. Franz immediately noticed the dual arrows sewn into her fatigue collar—the insignia of a Lyran “leutnant”—and the nametag “Hildebrand” stitched over her left breast. Dropping his duffle, he snapped to attention and saluted. Hildebrand stopped, looked at the datapad in her hand, and— with obvious annoyance—asked, “Corporal Franz Logan?”
“Sir, yes sir!” Hildebrand returned his salute and barked, “At ease, soldier. I am Lieutenant Luella Hildebrand. You can quit land-gazing, grab your gear, and help me load up that half-track behind you. Then, maybe, I’ll forget your inattentiveness.” Logan relaxed a bit and snatched up his dropped bag as the Leutnant—no, “Lieutenant”—stepped past him. He noticed the half-track strapped on the pallet as the cargo bay laborers began unstrapping it from the floor mounts. “This one, ma’am?” Hildebrand half-turned and nodded. “That’s correct, Corporal. All those crates on the next pallet over need to be loaded into the squad bay in the rear. Once you’re done, we’ll travel back to barracks and get things started. We’re behind schedule.” “Yes ma’am. The Duquesne had some plant issues halfway through our travel from the nadir. Or so the Captain said.” Logan tossed his duffle into the small space behind the driver’s seat and flipped the switch to drop the rear ramp. “Regardless, step it up. We don’t have all day. Be done when I get back,” she snapped and moved farther into the bay, heading toward the interior lift. Logan didn’t bother to reply. He rolled up his sleeves and started grabbing crates. ▲▼▲ Ethan dropped heavily into the chair opposite Buzzy, his tray clattering onto the table and sloshing the gray paste that passed for soup around its shallow brim. Flecks of soup splashed onto the lacquered surface in front of Buzzy. “Hey man, trying to be neat here!” “Sorry,” Ethan replied. He grabbed a biscuit and dug into the vast array of food arranged on his tray. The two ate in companionable silence, despite the normal mess hall noise. As they were finishing up, a woman in tan fatigues with a stethoscope dangling around her neck pulled out a chair beside them and sat down with a cup of coffee. Doctor Grace Luther wrapped her hands around the mug as if to warm herself and sighed. “What’s up, doc?” Ethan piped up, chuckling. Grace moaned. “Doesn’t that ever get old with you?” “Naoko defines old, Doc,” Buzzy smiled. “You know that.” “I suppose so. And don’t call me ‘Doc,’ Busby. It’s Grace.” “Sorry.” Ethan stuffed the last of his shortbread into his mouth and mumbled. “Man, talking with your mouth full is no way to talk to the lady,” Buzzy said, kicking his friend under the table. The older man swallowed hard and wiped his mouth on his sleeve. “Sorry, Doc—I mean, Grace.” “It’s okay, Ethan. I’m too tired to really care about you two and your pathetic attempts to date me.” She ran her fingers through her dirty blonde hair, tucking the stray strands back over her ear. Buzzy laughed. “Not me, Grace. You know I have a girl back home.” He pushed his tray away from him. “It’s ol’ Ethan here you’ve got to watch out for. Sly as a fox, that one.” Ethan colored slightly and mumbled under his breath. “What, no answer?” Grace smiled. “You’re losing your wit, old man.” The three of them laughed lightly, breaking the building tension. Grace took a long sip of her coffee, then looked at her two companions. “They’re pushing harder to finish the preps,” she said. “Any idea what this mission’s all about?” The two men glanced at each other, then at the doctor. “No clue,” Ethan admitted. “Just that the ElTee’s been like a wolverine getting
all our supplies together. Scuttlebutt says some big honcho came down on the latest supply dropper; most likely we’ll know at the meeting in a couple of hours.” “That’s what I’ve heard, too,” Grace sighed. “Can’t say I’m terribly happy about it.” Buzzy lightly punched the woman on the shoulder. “What, anxious to leave our good company so soon?” He noticed her face darkened and the corners of her mouth turned down. “Oh, wait— your request for transfer failed?” She nodded. “Captain denied it.” Ethan leaned forward, sympathetic. “Sorry to hear it, Grace. I know it’s been tough since the Elegy.” Grace nodded once. Staring at the table, she clutched her mug as if it were a lifeline. “I still have nightmares about that night. I really don’t think I’m an asset to the team—you guys need someone who can operate under pressure, not some ‘’fraidy cat pacifist’ like me.” “Nonsense!” Buzzy retorted. “What happened to Jamison wasn’t your fault! It was those damned Blakists and you know it. They did that to him; you did everything you could to save him.” “It just wasn’t enough…” “Bullshit,” Ethan chimed in. “Look, Gracie, you’re a damned fine field doctor. You have your principles to adhere to—we all do. That’s what separates us from those demon-spawned Wordies. The fact that you feel like this proves it.” “He’s right,” Buzzy said. “I mean, it doesn’t happen a lot, but in this, he’s dead-on.” Grace smiled at the jibe, but it was a weak smile. “Maybe…” Ethan leaned back. “No ‘maybe’ about it! Just let us shoot ’em, Doc, and be there to patch us up when we take the bullets.” Grace winced and her eyes narrowed suddenly. She set her cup down, hard enough to make Buzzy blink. “I’ve got work to do,” she said, coldly. “I’ll see you guys at the briefing.” She stood up quickly and hurried away. Buzzy kicked Ethan again under the table. “Durak!” “What?” cried the older man. “Sometimes—no, most times? You say the stupidest shit.” ▲▼▲ Jared looked up from the podium as the door opened. With a quick salute, Luella stepped into the room and threaded her way through the short row of chairs to where the Captain stood. “I take it we have no problems?” “None, sir.” She handed over a small stack of flimsies. “The halftrack is in decent condition, though it’s the Taurian model. So we’ve got less armor than a Lyran design.” Jared nodded. “Not surprised. I’d heard rumors these were heavy on the merc market; looks like Alliance suppliers grabbed a stack.” “Likely the case. Anyway, we’ve got full ammo loads, a new portable comms package, and additional spare parts. And Corporal Logan has arrived as well.” “Impressions?” “He was too busy ogling the lance of ’Mechs that disembarked from the Duquesne—he almost missed my arrival.” The captain grunted softly, flipping through the stack of flimsies. “Good worker, otherwise. Had the half-track loaded after I signed off with the cargo master.” She paused, glancing around the tiny briefing room.
Jared looked up from his reading. “Obviously you have something to say, Lieutenant, so out with it.” “Permission to speak freely?” The captain sighed. “Look, Luella, I know you’re a stickler for rules and regs. But believe me, you’ll be on my good side if you toned down the rigidity with me when we’re in private.” Luella appeared to contemplate this for a moment, then nodded. “Sir, there is something on my mind.” “So I can tell.” He set the stack down and looked her in the eyes. “Speak.” “Sir, I know…I mean, I’ve heard that Lieutenant Jamison was close to you…” Jared nodded. “We served together nearly ten years. He was my XO for six and was there with me on Kittery.” She looked around, casting for the words. “I’m...I’m really sorry about what happened to him. And I’m not sure I can live up to his reputation around here.” The captain looked at his new executive officer thoughtfully, pursing his lips. “Is that what’s been bugging you, Lieutenant?” “Yes, sir. I feel as if you don’t trust me to do my job,” she said, her eyes locking back on his. “Sir.” Jared smiled slightly. “You’re right,” he replied, noting the small shock in her eyes at his response. “But it’s not because of you, nor is it because of Lieutenant Jamison’s death. “It’s simply because until we fight as a unit and I see what you’re capable of under the stress of combat, I can’t trust you.” Luella opened her mouth to reply but Jared cut her off. “That’s not to say I don’t think you’ll do a great job. But in all honesty, what concerns me is your record.” “Sir?” Jared fixed her with a hard stare. “You’re noble-born, Luella,” he said. “You got your position through your family’s name, not by your merits.” Luella’s eyes widened, and her mouth hung open. Her fists clenched and she looked ready to leap at her commanding officer. “How—how dare you?” she seethed. “Attention!” Jared snapped. Luella froze and assumed a rigid stance, her face flushed and mouth stretched into a thin frown. “Now,” Jared continued. “This is my personal impulse and direct opinion. It is also your chance to prove me wrong. “You want to know what killed Richie and Donald? Oh, it was the Blakists—they pulled the triggers, after all. But if it wasn’t for some blue-blooded half-wit minor noble from some back-assed Lyran planet, they wouldn’t have been in that position to start with. “See, this half-wit’s family had some type of ‘summer home’ here on Hesperus. When we arrived with Stone, it was still standing and miraculously untouched. So our General Hogarth—the aforementioned half-wit—orders us to hold our position and guard the house. Not because of some strategic value, but because it held some worthless art that his family didn’t want to see destroyed.” Luella’s jaw relaxed and understanding began to dawn in her eyes. “So we got caught by a Blakist battle armor advance, with poor cover. All of that house’s precious art couldn’t stop the laser beams and machine gun rounds that ended up taking Richie and Don’s lives. Hogarth ends up with a medal and commendation; we end up with two friends needlessly dead and not even an apology. “So pardon me if I seem a bit leery of you for now, Lieutenant. Your family name isn’t unknown to me and I’m fairly sure you got transferred over to this unit because up until last week, we were
assigned as a garrison force. So, yes, you’re going to have to prove yourself to me; yelling isn’t going to make things any easier.” Luella nodded curtly. Her eyes fixed on the tri-vid projection screen behind Jared and she coldly intoned, “Is that all, sir?” Captain Travis sighed deeply. “Yes, Lieutenant. Carry on.” The executive officer snapped a rigid salute and with paradeground precision, wheeled about and exited the room. Jared watched her go and sank into one of the briefing chairs. His eyes clouded as he bowed his head and wept quietly. ▲▼▲ Corporal Franz Logan stepped into the briefing room at 1950, ten minutes early. Three other people were already present: Doctor Grace Luther, who’d given him a quick exam and declared him fit for duty, and two other men—one large enough to be an Elemental, and another, smaller and older man. Judging by their fatigues, he guessed them to be other members of his new unit, but neither the good-looking exec nor the Captain was present. Franz approached the larger of the two men and stuck out his hand. “Corporal Franz Logan, LAAF.” The larger man looked at the proffered hand and then at Franz’s face with an unreadable expression. “Problem with your arm, son?” he asked, his Russian accent heavy. Reddening, Logan snapped a quick salute just as the smaller, older man burst out laughing. “Geez, Buzzy, give the kid a break, will you?” The older man turned to Franz and stuck out his own hand. “Sergeant Ethan Naoko,” he said. “This here’s Corporal Busby Matvey, but we all call him ‘Buzzy’.” Franz breathed a sigh of relief and seized Ethan’s hand, pumping it vigorously. “Pleased to meet you both. Um…are these new recon squads all this casual?” Buzzy laughed. “Heck no, just us. But from the looks of it, don’t try to get casual with the El-Tee. She’s more liable to rip your spine out and replace it with the nearest rifle barrel.” “Yeah, I got that impression when I met her earlier today on the flight line.” Ethan chuckled. “So, Franz. You came in on the Duquesne?” “Yeah.” Buzzy slipped into a chair and stretched. “Did you meet the General?” Both men took chairs on either side of the larger man. “General? I…I don’t think so. Didn’t really see anyone of note, except…” Franz’s voice trailed off. “Except who?” prodded Ethan. “Yeah, who?” echoed Buzzy. “Well, there was this hot fox that I ran into on the way down. Red hair, blue eyes, body that’d probably wrap you up in a pretzel and you’d enjoy the experience—” A heavy sigh came from the far corner of the room, suddenly reminding Franz of the doctor’s presence. Grace hadn’t said a word since he entered, and remained otherwise silent in her chair, studying a datapad. “She was one of the MechWarriors that arrived,” he finished, his voice lowered. “Nice!” Ethan whistled. “What’s she pilot?” “Victor.”
“Assault-class jock? And to die for? Damn, what I’d give to be back in the cockpit again.” Franz looked at Ethan as the door behind them opened. “You were a MechWarrior?” A deep voice rumbled behind them all. “He was, a long time ago. Don’t let him fool you, though—he drove a Stinger.” Ethan and Buzzy jumped to immediate attention upon hearing Captain Travis’ voice; Franz instinctively followed his new teammates’ lead. Trailing in the big, dark-skinned man’s wake was the petite Lieutenant Luella Hildebrand. “At ease,” the Captain said, nodding to Luella who stepped over to the tri-vid system. The doctor slid into the seat beside Ethan as the team got comfortable. “Glad to see you’re all here. I assume we’ve all made our introductions?” Jared looked at Franz, who nodded affirmatively. “Good. So you all know we’ve been assigned to an upcoming operation; until today, we didn’t know what that exactly entailed.” Jared looked at the four of them, then at Luella. “Now we do.” He tapped a command on the podium. The lights dimmed and the tri-vid lit up with a slowly revolving planetary image. “This is the primary planet in the Rochelle system. I’ve already downloaded the planetary informational file into your personal datapads; it’s been appended with information we’ve received from Alys Rousset-Marik’s resistance group.” The rotating image flashed in spots, with small data windows opening up. The four seated team members shifted in their seats and Buzzy raised his hand. “Yes, Corporal?” “Is this a large-scale op or are we going point for a small force?” Captain Travis tapped his podium again and the tri-vid image shifted to a system view. “I’ll let the commander of that operation answer it for you. Atten-shun!” The room immediately snapped to attention as the door admitted a striking, red-haired woman with flashing blue eyes and wearing the standard green jumpsuit with a general’s diamond cluster on each collar. Franz’s heart froze and ice shot through his veins. The woman from the observation deck! The MechWarrior who drove the Victor! He’d sprayed a general with common fruit juice! It was all he could do to remain standing. Buzzy glanced at the now-green corporal standing next to him and then at the general. He elbowed Ethan, who stole a look and shook his head with a grin. “At ease,” she commanded. The room relaxed and they all settled back into the room’s rigid chairs. Captain Travis’s stomach squirmed slightly at the sight of the General, but kept his face passive. She definitely commands a room, he thought. “General Belle Lee, commander of Stone’s Lament. General, this is Recon Squad Four, at your service.” Belle returned Jared’s salute and turned to face the team. “Good evening, everyone. We’ll put aside pleasantries for now,” she began, then looked at Franz directly. “We’ve got a mission to attend to; there will be time for drinks later.” At that, Corporal Franz Logan fell out of his chair. As the room devolved into controlled pandemonium, Ethan looked at Buzzy and winked. “At least the kid has good taste.”
CLAN JADE FALCON OCCUPATION ZONE RULER
Khan Marthe Pryde
GOVERNMENT
Clan (Caste-driven, Warrior-dominant hierarchy)
CAPITAL (CITY, WORLD)
Hammarr, Sudeten
DOMINANT LANGUAGE(S)
English (official)
DOMINANT RELIGION(S)
None
INHABITED WORLDS
52
— Encyclopedia Galactica
GOVERNMENT
Clan (Caste-driven, Warrior-dominant hierarchy) Wolf City, Arc-Royal
DOMINANT LANGUAGE(S)
English (official)
DOMINANT RELIGION(S)
None
INHABITED WORLDS
N/A
FOUNDING YEAR
3057
CURRENCY
Kerensky
CURRENCY
Kerensky
RULER
Archon Adam Steiner
GOVERNMENT
Constitutional Monarchy (with German feudal stylings)
CAPITAL (CITY, WORLD)
Tharkad City, Tharkad
DOMINANT LANGUAGE(S)
English and German (official), Scottish Gaelic, Italian, French
DOMINANT RELIGION(S)
Christianity (Protestant), Judaism, Islam
INHABITED WORLDS
CLAN
CAPITAL (CITY, WORLD)
3050
330
FOUNDING YEAR
2341
CURRENCY
Kroner
GREAT HOUSE
Khan Phelan Kell
FOUNDING YEAR
HOUSE STEINER (LYRAN ALLIANCE)
CLAN WOLF (IN-EXILE) RULER
CLAN
Inner Sphere: General term used to describe a region of space roughly one thousand light-years across, composed of more than two thousand populated planets, with Terra (Earth) at the center. This area is further divided into geopolitical regions, where one power or another holds sway. For most of the centuries since humankind took to the stars, the vast majority of these worlds have belonged to one of the five Great Houses. Smaller powers have come and gone over this same time period. Any world or geopolitical power outside the Inner Sphere is said to lie in the Periphery, considered the frontier of the known universe.
HOUSE MARIK (FREE WORLDS LEAGUE)) Captain-General Corinne Marik (contested) ontested)
GOVERNMENT
Parliamentary Confederacy (operating under military rule)
CAPITAL (CITY, WORLD)
Atreus City, Atreus
DOMINANT LANGUAGE(S)
English (official), Spanish, Greek, Romanian, Urdu
DOMINANT RELIGION(S)
Christianity (Catholic), Judaism, Islam
CLAN DIAMOND SHARK RULER
Khan Barbara Sennet
GOVERNMENT
Clan (Caste-driven, Warrior-dominant hierarchy with mercantile stylings) Brasilia, Itabaiana
DOMINANT LANGUAGE(S)
English (official)
DOMINANT RELIGION(S)
None
INHABITED WORLDS
3
CLAN N
CAPITAL (CITY, WORLD)
FOUNDING YEAR
3067
CURRENCY
Kerensky ky
INHABITED WORLDS
308
FOUNDING YEAR
2271
CURRENCY
Eagle
GREAT HOUSE
RULER
MAGISTRACY OF CANOPUS Coreward
MAXIMUM JUMP: APPROXIMATELY 30 LIGHT YEARS
Map compiled by COMSTAR. From information provided from the COMSTAR EXPLORER CORPS and the STAR LEAGUE ARCHIVES on Terra.
Spinward
120 LIGHT YEARS OR 26.8 PARSECS
Anti-spinward
30 LIGHT YEARS
Rimward
RULER
Magestrix Naomi Centrella-Liao -LLiao
GOVERNMENT
Monarchy (Matriarchal)
CAPITAL (CITY, WORLD)
Crimson, Canopus IV
DOMINANT LANGUAGE(S)
English (official), Spanish, Greek, Romanian, Chinese (Mandarin)
DOMINANT RELIGION(S)
Buddhism, Christianity, Wicca, Judaism
© 3075 COMSTAR CARTOGRAPHIC CORPS
INHABITED WORLDS
44
FOUNDING YEAR
2530
CURRENCY
Dollar
PERIPHERY STATE P
LEGEND
CLAN NOVA CAT GHOST BEAR DOMINION GOVERNMENT
Clan (Caste-driven, Warrior-dominant hierarchy) rchyy)
CAPITAL (CITY, WORLD)
Silverdale, Alshain and Erinyes, Orestes
DOMINANT LANGUAGE(S)
English (official), Swedish, Japanese, German, Swedenese
DOMINANT RELIGION(S) INHABITED WORLDS
Khan Santin West
GOVERNMENT
Clan (Caste-driven, Warrior-dominant hierarchy)
CAPITAL (CITY, WORLD)
New Barcella, Irece
DOMINANT LANGUAGE(S)
English (official)
DOMINANT RELIGION(S)
None
INHABITED WORLDS
CLAN C
Khan Aletha Kabrinski
CLAN
RULER
RULER
13
FOUNDING YEAR
3060
IN STEWARDSHIP
CURRENCY
Combine Ryu
None
60
FOUNDING YEAR
3050
CURRENCY
Kerensky
HOUSE KURITA (DRACONIS COMBINE) RULER
Coordinator Hohiro Kurita
GOVERNMENT
Autocracy (Japanese feudal stylings) ngs) gs
Khan Vlad Ward
CAPITAL (CITY, WORLD)
Yamashiro, New Samarkand
GOVERNMENT
Clan (Caste-driven, Warrior-dominant hierarchy)
DOMINANT LANGUAGE(S)
Japanese (official), Arabic, English
CAPITAL (CITY, WORLD)
Essen, Weingarten
DOMINANT RELIGION(S)
Shinto (official), Buddhism, Islam
DOMINANT LANGUAGE(S)
English (official), Russian, German, Swedenese
DOMINANT RELIGION(S)
None
INHABITED WORLDS
49
FOUNDING YEAR
3050
CURRENCY
Kerensky
CLAN
RULER
INHABITED WORLDS
267
FOUNDING YEAR
2319
CURRENCY
Ryu
GREAT HOUSE G
CLAN WOLF OCCUPATION ZONE
CLAN SNOW RAVEN
HOUSE DAVION (FEDERATED SUNS) GOVERNMENT
Constitutional Aristocracy (Western European feudal stylings)
CAPITAL (CITY, WORLD)
New Avalon City, New Avalon
DOMINANT LANGUAGE(S)
English (official), French, German
DOMINANT RELIGION(S)
Christianity (Catholic), Buddhism, Judaism
INHABITED WORLDS
432
FOUNDING YEAR
2317
CURRENCY
Pound
Khan Lynn McKenna
GOVERNMENT
Clan (Caste-driven, Warrior-dominant hierarchy)
CAPITAL (CITY, WORLD)
None
DOMINANT LANGUAGE(S)
English (official)
DOMINANT RELIGION(S)
None
INHABITED WORLDS
3
CLAN CLA N
Princess-Regent Yvonne Steiner-Davion vion
GREAT HOUSE
RULER
RULER
FOUNDING YEAR
3064
CURRENCY
Kerensky
CALDERON PROTECTORATE President Eric Martens-Calderon
GOVERNMENT
Constitutional Monarch (currently under military regency)
CAPITAL (CITY, WORLD)
New Taurus, Erod’s Escape
Chancellor Sun-Tzu Liao
DOMINANT LANGUAGE(S)
English (official), Spanish, French
GOVERNMENT
Dictatorship (Chinese feudal stylings) s)
DOMINANT RELIGION(S)
CAPITAL (CITY, WORLD)
Zi-Jin Cheng (Forbidden City), Sian
Deism (official), Christianity (Catholic), Judaism, Islam
DOMINANT LANGUAGE(S)
Chinese (Mandarin, official), Chinese (Cantonese), Russian, English, Hindi
DOMINANT RELIGION(S)
Buddhism, Taoism, Hinduism
INHABITED WORLDS
160
FOUNDING YEAR
2366
CURRENCY
Yuan
GREAT HOUSE
HOUSE LIAO (CAPELLAN CONFEDERATION) N) RULER
INHABITED WORLDS
6
FOUNDING YEAR
3066
CURRENCY ENCY
Protectorate Bull
MINOR PERIPHERY STATE
RULER
NUEVA CASTILE RULER
The Council of Merchants
RULER
Caliph Lise Burrill (C) King Joseph Noye (P)
GOVERNMENT
Mercantile Alliance (with German feudal stylings)
GOVERNMENT
Feudal Monarchy (C) Monarchy (with Spanish stylings, P)
CAPITAL (CITY, WORLD)
Commerce, Bremen
DOMINANT LANGUAGE(S)
German (official), English, Spanish
CAPITAL (CITY, WORLD)
Granada (C) Asturias (P)
DOMINANT RELIGION(S)
Christianity (Protestant), Judaism
DOMINANT LANGUAGE(S)
Arabic, English, Russian (C) Spanish, German (P)
DOMINANT RELIGION(S)
Islam (C), Christianity (P)
INHABITED WORLDS
24
FOUNDING YEAR
2891
(EST)
CURRENCY
None (Barter)
2 (C) 7 (P)
INHABITED WORLDS
FOUNDING YEAR
2830 (C) 2392 (P)
CURRENCY
None (Barter)
DEEP PERIPHERY STATE
UMMAYAD CALIPHATE (C) & CASTILIAN PRINCIPALITIES (P)
DEEP PERIPHERY STATE
THE HANSEATIC LEAGUE
RIM COLLECTION President Elian Whitney
GOVERNMENT
Democracy
CAPITAL (CITY, WORLD)
New Promise, Gillfillan’s Gold
DOMINANT LANGUAGE(S)
English, German, Scottish Gaelic, Italian, Greek
DOMINANT RELIGION(S)
Christianity (Protestant), Judaism, Islam FOUNDING YEAR
6
3048 Lyran Kroner
CURRENCY
CIRCINUS FEDERATION RULER
President Calvin McIntyre
GOVERNMENT
Military Dictatorship
CAPITAL (CITY, WORLD)
Clayborne Remembered, Circinus
DOMINANT LANGUAGE(S)
English, German, Spanish, Greek
DOMINANT RELIGION(S)
Christianity, Judaism, Islam
INHABITED WORLDS
8
FOUNDING YEAR
c. 2775
CURRENCY
Skull
MINOR PERIPHERY STATE
INHABITED WORLDS
MINOR PERIPHERY STATE
RULER
RIM COMMONALITY Chairman Ardal Thomasson
RULER
Caesar Cassius O’Reilly
CAPITAL (CITY, WORLD)
Zletovo, Lesnovo
GOVERNMENT
Dictatorship bllilican can st styli ylings ngs)) (with Romanesque republican stylings)
CAPITAL (CITY, WORLD)
Nova Roma, Alphard
DOMINANT LANGUAGE(S)
English and Latin (official) German, Spanish, Greek
DOMINANT RELIGION(S)
Christianity (Lutheran), Judaism, Islam
INHABITED WORLDS
26
FOUNDING YEAR
2920
CURRENCY
Talent
LEGEND
INHABITED WORLDS
5
FOUNDING YEAR
MINOR
RULER
PERIPHERY PERI PER IP P STATE
MARIAN HEGEMONY
3075
Coreward
MAXIMUM JUMP: APPROXIMATELY 30 LIGHT YEARS
© 3075 COMSTAR CARTOGRAPHIC CORPS
FRONC REACHES RULER
President Carver Trondel
CAPITAL (CITY, WORLD)
Freedom’s Ring, Fronc
Rimward
INHABITED WORLDS
8
FOUNDING YEAR
3066
MINOR
Map compiled by COMSTAR. From information provided from the COMSTAR EXPLORER CORPS and the STAR LEAGUE ARCHIVES on Terra.
Spinward
120 LIGHT YEARS OR 26.8 PARSECS
Anti-spinward
30 LIGHT YEARS
CLAN HELL’S HORSES
COMSTAR
GOVERNMENT
Clan (Caste-driven, Warrior-dominant hierarchy)
CAPITAL (CITY, WORLD)
Szrged, Csesztreg
DOMINANT LANGUAGE(S)
English (official)
DOMINANT RELIGION(S)
None
INHABITED WORLDS
45
FOUNDING YEAR
3071
CURRENCY
Kerensky
RULER
Primus Gavin Dow
GOVERNMENT
Corporate (with reformed mystical trappings)
CAPITAL (CITY, WORLD)
Arc-Royal
DOMINANT LANGUAGE(S)
English (official), others by realm of birth
DOMINANT RELIGION(S)
None
INHABITED WORLDS
N/A
FOUNDING YEAR
2785
CURRENCY
C-Bill
MAJOR POWER
Khan James Cobb
CLAN
RULER
BROTHERHOOD OF THE AZAMI Caliph Sahalli Odessa
CAPITAL (CITY, WORLD)
Algiers, Algedi
INHABITED WORLDS
5
MINOR
RULER
3072
FOUNDING YEAR
OUTWORLDS ALLIANCE President Mitchell Avellar ar ar
GOVERNMENT
Parliamentary Confederacy rac racy acyy
CAPITAL (CITY, WORLD)
Famindas, Alpheratz
DOMINANT LANGUAGE(S)
English (official), Japanese, French
DOMINANT RELIGION(S)
Christianity (Gregorian), Islam, Agnostic, Shinto
WORD OF BLAKE
INHABITED WORLDS
GOVERNMENT
Corporate Confederacy (with mystical trappings)
CAPITAL (CITY, WORLD)
Hilton Head Island, Terra
DOMINANT LANGUAGE(S)
English (official), others by realm of birth
DOMINANT RELIGION(S) INHABITED WORLDS
Word of Blake
143
FOUNDING YEAR
3052
CURRENCY
C-Bill
41
FOUNDING YEAR
2417
CURRENCY
Escudo
FILTVELT COALITION RULER
Coalition Council
CAPITAL (CITY, WORLD)
Undredal, Filtvelt
INHABITED WORLDS
21
MINOR
“The Master”
MAJOR POWER M
RULER
PERIPHERY P E STATE
RULER
3072
FOUNDING YEAR
KITTERY PREFECTURE Devlin Stone/David Lear
CAPITAL (CITY, WORLD)
CanFu City, Kittery
INHABITED WORLDS
4
MINOR
RULER
3072
FOUNDING YEAR
TAURIAN CONCORDAT MALAGROTTA COOPERATIVE
GOVERNMENT
Constitutional Monarchy hyy (under martial law)
RULER
Voorzitter Gary Tiqualme
CAPITAL (CITY, WORLD)
Torida, Malagrotta
CAPITAL (CITY, WORLD)
Samantha, Taurus
DOMINANT LANGUAGE(S)
English (official), Spanish, French
DOMINANT RELIGION(S)
Deism (official), Christianity (Catholic), Judaism, Islam
57
FOUNDING YEAR CURRENCY
2335 Bull
7
3073
FOUNDING YEAR
TORTUGA DOMINIONS RULER
Gary Tiqualme
CAPITAL (CITY, WORLD)
Raiders Roost, Tortuga Prime
INHABITED WORLDS
6
FOUNDING YEAR
c. 2593
MINOR
INHABITED WORLDS
INHABITED WORLDS
MINOR
Protector Boris Tharn
PERIPHERY P PE E STATE
RULER
“This is the Inner Sphere, thousands of planets colonized by humankind. Once, it was united under the Star League, but for the last three hundred years, it has been consumed by savage wars….”
on the border worlds, and high-minded ideals like “honor”, “glory”, and “freedom” are the catchphrases of warlords. It is a universe where life is cheap, but BattleMechs are not.
WELCOME TO THE BATTLETECH UNIVERSE!
STARTING OUT
It is a universe at war. Even as humankind reached out to command the stars, the human lust for conflict and conquest could not be overcome as easily as the distances of light years. Driven by the dream of one day ruling all of humanity, mighty empires formed, fell, and rose again. From the chaos of war arose the Star League, the pinnacle of human civilization, a Golden Age where a lasting peace and time of prosperity seemed possible at last. But greed, ambition, and treachery combined to tear it all down once more, plunging all the worlds humans called home into centuries of simmering conflict. Power over billions now rests in the hands of those who can claim noble blood, or the heritage of elite warriors. Generations of soldiers have done battle across countless worlds, fighting for a dream long dead, perpetuating the cycle until few could imagine any other way. The most elite among these men and women— like modern-day knights in the neo-feudal realms that now hold sway—are the MechWarriors, those who command the mightiest war machines of the thirty-first century: BattleMechs. The BattleTech universe is a realm of perpetual war between interstellar dynasties and feuding Clans. It is a realm where humankind’s greatest enemy is itself, rather than alien invaders. It is a universe where flags and governments change with regularity
A Time of War: The BattleTech RPG (BTRPG) is a role-playing game set in a distant future where ongoing warfare and neo-feudalism are the norm. Humanity has settled thousands of worlds and forged mighty empires, but remains bitterly divided. Warring factions struggle endlessly for dominance, each devoted to their own vision of restoring a long-lost Golden Age. Fighting for these massive empires, interstellar conglomerates, and feuding noble families are warriors, mercenaries, pirates and spies.
WHAT IS A ROLEPLAYING GAME? If you have ever read a book, seen a movie, or watched a television show where, upon finding a character saying or doing something really dangerous or foolish, you thought, “I wouldn’t have said/done that!” then you have a good idea of what makes up the core premise of a role-playing game. While the actions of a character in a book, movie, or television program may be beyond your control, in a role-playing game, you control the actions of your character, effectively determining the character’s fate through decisions and actions whose outcomes can range from spectacular success to tragic failure. A role-playing game (RPG, for short) is essentially an improvisational theater: part storytelling, and part game. A single player (called the gamemaster, or GM) directs the game for a group of players that assume the roles of characters in a fictitious setting. This setting could be a mystery adventure set
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
In this war-torn universe, one moment of inattention can prove lethal.
in the 1930s where the characters travel the globe in search of treasure and intrigue, or a fantasy realm inhabited by dragons, trolls and sword-wielding barbarians, or even a science fiction setting complete with aliens, spaceships and world-crushing weaponry. The players pick a setting that they find cool and want to play in. The players then craft their own characters, providing a detailed history and personality to bring each to life. These characters have a set of statistics— typically numerical values that represent skills, attributes, and other abilities. The gamemaster then explains the situation in which the characters find themselves. The players, through their characters, interact with the storyline and each other’s characters, acting out the plot. As the players role-play through some scenarios, the gamemaster will likely ask a given player to roll dice, and determine the success or failure of a character’s attempted action based on the roll’s result, using the rules of the game as a guide. Together, the players control the storyline (the adventures), which evolves much like any movie or book, but within the flexible plot directed by the gamemaster. This gamemaster’s plot provides a framework and ideas for potential courses of action and outcomes, but is simply an outline of what might happen; nothing is concrete until the players become involved. If you don’t want your character to walk down those darkened stairs, your character doesn’t. If you think you can talk yourself out of a situation in place of pulling a gun, then try to make it happen. Only the story into which the players are immersed is scripted; their reactions to it are not. And so the story can be changed based on the characters’ actions and their responses to the events of the story, creating a constantly evolving adventure. The best part is that there is no “right” or “wrong” way to play an RPG. Some games may involve more combat and dice rolling-related situations, where other games may involve more storytelling and improvised dialogue to resolve a situation. Each group of players decides for themselves the type and style of game they enjoy playing!
• • • • •
One player to act as the gamemaster The contents of this book Something for everyone to take notes with Three 6-sided dice per player (or a digital equivalent) Imagination
A Group of Players and a Place to Meet While role-playing games are flexible enough to allow any number of people, most gaming groups number around four to eight players. This number of people brings a good mix of personalities to the table and ensures great cooperative play without getting too chaotic or too focused on just one or two characters. Once a group of players have determined to play A Time of War, they’ll need to designate someone as the gamemaster (see below), and work out a time and place to meet. While most role-playing groups meet locally and regularly, each group is different and should determine where, when, and how often they’ll play. One group may decide they can only get together once a week, at a friend’s house, library, or college common room for four-hour sessions, while another group might have to meet “virtually” via internet chat rooms, synching up their schedules for a once-a-month six-hour gaming marathon. As long as the player group can meet with regularity, and includes a gamemaster and at least one or two charactercontrolling players, all the makings of a good role-playing game campaign are present. Starting Players: When playing groups meet for the first time, the players should use this first session to generate their characters (as opposed to generating them outside of the group). This will make it far easier for the gamemaster to coordinate the party’s creation and tailor it to the needs of the planned campaign, while avoiding any possible clashes that can result from players accidentally making characters that are too different—or, worse, too similar—to each other. It also allows the more experienced role-players in the group a chance to help out those who may be newer to role-playing.
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
WHAT’S NEEDED TO PLAY To play a game of A Time of War, r you need the following. • A group of players and a place to meet (in “real life” or online)
One Player to Act as the Gamemaster Once a group has been determined, one player in a role-playing game must step up and take the reins of the
17
Startled by an unsuspecting crewman, Mayamba—a veteran JumpShip pirate—lets his gun do all the talking.
gamemaster. Many role-playing groups maintain a single gamemaster who runs all of their gaming sessions month after month. Other groups may rotate the player who acts as gamemaster, with each gamemaster controlling a given portion of the unfolding story for several sessions before handing off control to another player. Once again, the approach taken to selecting a gamemaster is ultimately up to the player group’s style. Some groups may have the perfect person who loves the work involved and is more than willing to run session after session, while other groups may decide that they all want to take turns as the gamemaster and as players. The gamemaster controls the story. This player keeps track of what is supposed to happen and when, describes events as they occur so that the players (as characters) can react to them, and keeps track of other characters in the game (referred to as nonplayer characters, or NPCs). The gamemaster is also the official judge of the rules for the campaign, and helps the players resolve their characters’ actions based on the situation and the suggested rules that may cover them. The gamemaster describes the world as the characters see it, functioning as their eyes, ears, and other senses. Gamemastering may not be easy, but the thrill of creating an adventure that engages the other players’ imaginations, testing their gaming skills and their characters’ abilities in the game world, can make the entire experience worthwhile. While supplements and sourcebooks produced by Catalyst Game Labs will follow to support A Time of War with a wealth of gamemaster and player support, gamemasters can always adapt the game universe to suit their own styles. The Contents of This Book Whether you have purchased the print or electronic version, this book is specifically organized to present the information needed to start your own adventures in the universe of BattleTech. Below you’ll find a summation of each chapter of this rulebook. The Universe Before You: An introduction to gaming and a short review of the BattleTech setting described and covered by A Time of War. Basic Game Play: The core rules and game mechanics are
covered in this section, describing the general rules governing the characters’ use of skills, attributes, and traits. Character Creation: This chapter covers the character design process, enabling players to create a unique persona to face the challenges in A Time of War. Traits: Traits are special capabilities a character may have that go beyond training and attributes. The rules for these special capabilities are found in this chapter. Skills: The character’s skills represent trained abilities that are often at the core of virtually everything the character does in the course of his or her adventures. Skills determine what the character knows how to do (and how well the character can do it). Combat: The heart of any role-playing game set in a universe of war, the Combat chapter provides rules for handling game play when negotiations break down and the only solution left is violence. Tactical Combat Addendum: Set in a universe where combat is often resolved using armored battlefield units, this chapter provides rules specifically designed to mesh the role-playing experience with the tabletop wargame described in Total Warfare, Tactical Operations, and Strategic Operations (see The BattleTech Universe, p. 31, for more information). Special Case Rules: Whether it be the alien environs of a thousand distant worlds, or the perilous flora and fauna that often come with them, this chapter covers the special cases dealing with game play events beyond the normal interactions between human beings and their weapons of war. Equipment: Also known as the player-character’s toy box, this chapter covers a wide range of personal gear a character might want (or need), ranging from mundane gadgets like personal computers and communicators, to powerful support weapons, explosives, and even cybernetic implants. Character Advancement: The evolution of a character from game session to game session can come in many forms, be it improved skills and attributes based on experience, or improved wealth and power from a rise in rank or title. This chapter covers those elements of the game. The GM’s Toolkit: This chapter is a veritable how-to manual for gamemasters, providing a guide for when and how to use
GAME TERMS
i
The following terms are commonly used when playing games set in the BattleTech universe:
THE UNIVERSE BEFORE YOU
Action Check ................................................Any time a character must complete an action whose outcome is in doubt (such as the use of a Skill or the test of an Attribute), it requires a dice roll. This roll is referred to as the Action Check. Attribute .........................................................A feature that measures raw physical or mental capabilities.
BASIC GAMEPLAY
Attribute Check ...........................................Any Action Check that tests a character’s Attribute is referred to as the Attribute Check. Burning Edge ...............................................The act of using a character’s Edge Attribute to change an Action Check outcome or otherwise “cheat fate” is referred to as “burning Edge”. Dice/Die (D6) ...................................... Dice are used to resolve Action Checks. A Time of War uses six-sided dice (often abbreviated as D6).
CHARACTER CREATION
Experience (XP) ...........................................The measure of a character’s advancement is accomplished by the accumulation and distribution of Experience (XP) points. Gamemaster (GM) ......................................In a role-playing game, the gamemaster (GM for short) is the one who controls all the non-player characters, tells the story, and sets up challenges for the player characters.
TRAITS
Margin of Failure (MoF)...........................The difference between a target number and a modified roll result that falls below that number is referred to as the roll’s Margin of Failure (or MoF, for short). Margin of Success (MoS) .........................The difference between a target number and a modified roll result that equals or exceeds that number is referred to as the roll’s Margin of Success (or MoS, for short).
SKILLS
Modified Roll ................................................The result of a dice roll after all modifiers are applied is referred to as a Modified Roll. Modifiers ........................................................Any number that is added to (or subtracted from) a dice roll, a target number, or a damage value is referred to as a modifier. Modifiers that apply to a target number are called TN modifiers. Modifiers that apply to the dice roll result are referred to as roll modifiers. Modifiers that apply to a damage result are referred to as damage modifiers. Modifiers may be added or subtracted as appropriate (positive modifiers will increase a roll result; negative modifiers will decrease it). Multipliers .....................................................Multipliers are special modifiers that require the player to multiply a roll result, target number, or damage value instead of adding or subtracting. Net Margin of Success (Net MoS)........In any Opposed Action Check, the Net Margin of Success (Net MoS) is defined as the sum of the winning character’s MoS plus the losing character’s MoF. If neither character failed in the roll, the character with the higher MoS wins, and subtracts the opposing character’s MoS to find the Net MoS. If neither character made a successful roll, there is no Net MoS. Non-Player Character (NPC)..................Any characters not controlled by the players in a role-playing game are referred to as non-player characters (NPCs for short).
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
Opposed Action Check ............................A special Action Check that pits one character’s roll against another’s is referred to as an Opposed Action Check. Party .................................................................A common term for a group of player characters. Player Character (PC)............................. Any player-controlled characters in a role-playing game are referred to as player characters (PCs for short). Skill ...................................................................Any trained ability a character possesses is referred to as a Skill. Skills vary in complexity, and the character’s proficiency in them is identified by a Skill Level. A character that does not possess a given Skill is said to be Untrained in that skill.
GAMEMASTERING GUIDE
INDEX
Skill Check .....................................................Any Action Check that tests a character’s Skill is referred to as a Skill Check. Target Number (TN) ..................................The base number that a dice roll must equal or exceed to achieve a successful result. A target number may also occasionally be referred to as a to-hit roll. Trait ...................................................................Additional features a character may possess that are not quantified by Attributes and Skills are referred to as Traits, and may be positive or negative.
19
When a mission goes awry, apologies are not enough for some liege lords.
the rules, and a wealth of easy-to-use resources for generating unexpected campaign events and encounters to keep a player group guessing. Something for Everyone to Take Notes With Role-playing can get pretty in-depth over time. Each character the players and gamemaster control has a number of statistics and other resources that must be tracked over time to maintain continuity in the game. For this reason, character record sheets are provided at the back of this book, and may be photocopied as needed to facilitate easy record keeping for characters. In addition, notepads (or word processing programs) may be used to record any other information the players or gamemaster deem important throughout the course of a session. Additionally, some groups enjoy a synopsis of each session that can be compiled and read at a later time in order to enjoy and share their exploits. This can be particularly useful if a player is unable to attend a given session, providing a quick re-cap that can be quickly read before the next gaming session begins and avoiding any bog-down that could occur as the player tries to catch up on current events. The session scribe can be a shared responsibility or assigned, all based on what a given playing group finds works best for them. Three Six-Sided Dice Per Player (or a Digital Equivalent) As will be described in the Basic Game Play section (p. 34), three six-sided dice (3D6) are required to play A Time of War. Dice are used to help resolve actions the characters may perform where the possibility of success or failure exists. For players gaming through an on-line medium, such as chatrooms, dice-rolling programs (often referred to as “dicebots”) are a common and easily accessible equivalent, providing similar randomized results to the clattering of physical dice across a gaming table.
Imagination Last, but by no means least, a role-playing game requires imagination. All too often, it’s easy for someone looking at a pencil-and-paper based RPG to be intimidated by the rulebooks and the numbers. But at the core, the focus is to have fun, to delve into a fictional reality where control over the characters’ actions— the characters’ fates—lies in the hands of the players controlling them. The imagination—more than the game rules—is what truly brings the player into the game; without it, a role-playing game would merely be an exercise in mindless dice-rolling. The need for imagination goes for the gamemaster, too. A large part of the gamemaster’s job is to tell a good story, a story the players can dive into. Inspiration can be drawn for this effort from film, television, or even a good book. Pay attention to how the story is put together, how the characters are built, and how the plot unfolds, and find ways to use these ideas in your own game, adding plots and subplots that perhaps you didn’t notice were there before. The players, too, can aid in constructing this story, both by their own reactions to the events the gamemaster constructs, and by telling a part of the story themselves as they execute their actions. For further inspiration, players and gamemasters can even explore the wealth of sourcebooks, rulebooks, and stories written for the BattleTech universe, many of which are described later in The BattleTech Universe (see p. 31). Finally, a wealth of resources exists online for any player interested in the BattleTech universe, from the forums and official product information provided by classicbattletech.com, to the quality fiction provided by battlecorps.com.
A UNIVERSE AT WAR The BattleTech universe is a universe caught in the throes of eternal war. Though there have been periods of peace, the sheer number of worlds and the ambitions of their far-flung leaders have all but ensured that somewhere, somehow, armies have fought and bled for someone’s cause. Even during the golden days of the first Star League, conflict has raged, pitting man against man in an ongoing struggle for supremacy. At the heart of these conflicts were the Great Houses and realms described below (additional faction-specific information—such as dominant languages and religions, government, and more—may be found on pp. 12-15).
HOUSE DAVION (FEDERATED SUNS) Founded: 2317 Seen by many as a realm that hat glorifies warfare, House Davion’ss Federated Suns has one of the Inner Sphere’s most capable military forces, and their First Prince is seen as one of the mightiest rulers in the Sphere. Primarily settled and ruled by descendants of Terra’s Western n Europe, the Federated Suns has adopted a nobility system based ed on feudal England and France, and professes the ideals of personal freedom and rule of law above all else. House Davion’s archenemies are its neighbors, House Liao’s Capellan Confederation and House Kurita’s Draconis Combine. During the Fourth Succession War, the Federated Suns united with House Steiner’s Lyran Commonwealth to create the Federated Commonwealth. Under this union, Houses Davion and Steiner conquered half the Confederation, and went on to challenge the might of House Kurita in the War of 3039. But this alliance eventually sundered during the FedCom Civil War in the 3060s. Now threatened by the Word of Blake and their Jihad, the Federated Suns once more stands beside its old enemies, united against a common threat. The Federated Suns is very liberal when it comes to personal freedom and trade, with a free market economy that allows its citizens to pursue personal profit. Militarily, they prefer combined-arms warfare and strategic initiative, valuing the virtues of logistics and maneuvering over brute force and savagery.
HOUSE KURITA (DRACONIS COMBINE) Founded: 2319 Patterned on the culture of feudal Japan, and ruled by a hierarchy of warlords loyal to the shogunate ideals of the ruling House Kurita, the Draconis Combine is a realm m
whose warriors and citizenry embrace the tenets of bushido— the ancient Japanese Way of the Warrior. To the people of the Combine, honor and duty are the very cornerstones of society, without which there can be nothing. While these social mores have made the Combine’s military one of the most fearsome and fanatical on the battlefield, it was the modernist reforms of Coordinator Theodore Kurita that transformed the DCMS into an even more deadly force. Hard pressed during the Clan invasion—to the point where their own capital of Luthien teetered on the brink of a Clan occupation—the “Dragon” repaid its would-be conquerors by leading the charge to Annihilate Clan Smoke Jaguar. Today the Combine is riddled with internal enemies in the form of the subversive Black Dragon Society, while fighting a war of attrition against the Word of Blake. Thus, Coordinator Hohiro Kurita and his supreme warlord, Kanrei Kiyomori Minamoto, now struggle to achieve the twin goals of unifying their realm while turning back the deadly Word of Blake offensive. A particularly harsh and xenophobic society, the Draconis Combine maintains a socialist market economy and a rigid leadership divided into social castes. Militarily, the Draconis Combine Mustered Soldiery continues to struggle with the competing ideals of personal honor and glory, and the need to function as a unit against a determined enemy. Thus, in battle it is as common to see a lone Combine warrior challenge a superior force as it is to see entire formations combine their might to bring down an enemy.
HOUSE LIAO (CAPELLAN CONFEDERATION) FEDERATION) Founded: 2366 Originally settled by people from rom Terra’s Asian nations, one can see the roots oots of Chinese and Russian culture in people of House Liao’s Capellan Confederation. The smallest of the five Great Houses after centuries of unrelenting warfare, House Liao has come to embrace the harsh reality of police state politics and ruthless control ntrol to ensure their nation’s survival against its enemies. The Maskirovka, the Capellan secret police, keeps a cold and calculating ating eye on the Confederation’s people, who must earn their rights to be citizens, rather than expect such privileges from birth. Nearly shattered by House Davion in the Fourth Succession War, the Confederation teetered on the edge of extinction until its latest Chancellor, Sun-Tzu Liao, rose to form the Trinity Alliance with the Magistracy of Canopus and the Taurian Concordat and reclaim much of what his realm lost in the C FFourth Succession War. After bringing the renegade St. Ives Compact back into the fold during his wildly successful Xin C SSheng political movement, Sun-Tzu’s reign promised the Confederation a return to its former glory—until the Word of Blake Jihad erupted and soon engulfed his state in a new Sphere-spanning war. Although the Confederation effectively stands alone aagainst the Blakist menace, with only its allies in the Magistracy of Canopus for support, House Liao has M maintained its determination to survive the worst that war m
THE UNIVERSE BEFORE YOU
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A master of covert ops, Dirk Jacobs prepares his vibroblade just in case these House Marik sentries aren’t as bored as they seem.
can throw at it. For the people of this realm, the needs of the state will always take precedence over those of its individuals. This fact is as evident in the seemingly fanatical nature of the Capellan soldiery as it is in the open market communism that dominates the nation’s economy.
one of the most economically and socially progressive powers in the Inner Sphere. However, with a military made up of regional forces, the performance of its troops can vary with the political situation at home.
HOUSE MARIK (FREE WORLDS LEAGUE)
Founded: 2341 Originally known as the Lyran Commonwealth, House Steiner’s Lyran Alliance is widely recognized as a nation of merchants and industrialists first, and warriors a distant second. Settled and dominated by predominantly Germanic and Scottish cultures, and ruled by the Steiner family through a combination of political intrigue and brute economic force, the Lyran state is united in the pursuit of status and wealth. Often on the defensive in the Succession Wars, House Steiner’s peace initiatives sparked the creation of the Federated Commonwealth, but when the Clans invaded, the Lyran half of that alliance suffered the bulk of their assault. The strain of this event and others led to the sundering of the Federated Commonwealth, the birth of the Lyran Alliance, and the eruption of the FedCom Civil War. In the wake of that conflict, the battered Alliance hoped to reclaim its lost glories under a new Archon, only to see the start of the Word of Blake Jihad firsthand with a surprise assault on their own capital world of Tharkad. Like the Federated Suns, the Lyran state enjoys an open market economy that boasts centuries of stability and success, boosted by the presence of some of the Inner Sphere’s most industrialized worlds. Although the reforms of the Federated Commonwealth era improved Lyran martial prowess, the influence of the socalled “social generals” and widespread confidence in “bigger equals better” firepower has returned House Steiner’s realm to a time when it was widely seen as militarily inept. Indeed, the Lyran solution to most problems is typically negotiation, barter, or
HOUSE STEINER (LYRAN ALLIANCE) Founded: 2271 Unlike the other feudal realms of the Inner Sphere, the Free Worlds League is—at least on paper—a democracy. Although h largely run by the Marik family for centuries (due to various circumstances stances and the provisions of an “emergency mergency resolution” passed in the late 2700s), the League is actually a conglomerate of many smaller states and planets that allied long ago, and stands today as the oldest of the Successor States. Though internally divisive by nature and riddled with bureaucracy, the League has existed in relative peace for many years, and even escaped the worst of the Fourth Succession War. A civil war nearly sundered the realm in the 3030s, but the League recovered and gradually rose in stature over the decades since, fighting only a small and very effective war in 3057 while harboring the breakaway Word of Blake after that group’s formation. Becoming the arms dealer for the Inner Sphere after the Clans’ arrival, the Free Worlds’ industry and economy boomed, but with the start of the Jihad, even the people of the League were not immune. Shocked to learn that their CaptainGeneral, Thomas Marik, was actually an impostor set on the throne by ComStar many decades ago, the League has begun to unravel at its seams. Today, at least three leaders have risen with a claim to the title of Captain-General, putting the entire realm on the verge of collapse. Defining itself as a nation of tolerance and open-mindedness, it comes as little surprise that the Free Worlds League also maintains an open market capitalist economy, which has helped to make it
covert action—but with their resources and wealth, the armies of House Steiner can often field heavier and more numerous forces than their enemies, producing a virtual wall of steel against an enemy advance.
COMSTAR Founded: 2785 Jerome Blake, the last administrator of the original Star League’s communications network, founded ComStar in the wake of the Star League’s final collapse. As an independent and ostensibly neutral international organization, ComStar’s role was to rebuild and administer the hyperpulse generator network that made interstellar communications possible across the Inner Sphere. To secure ComStar’s neutrality, Blake and mercenary forces in his employ seized Terra to spare it the turmoil of the Succession Wars, establishing the central hub of ComStar’s power. After Blake’s death, his followers— considering him a visionary and a saint—gradually transformed ComStar into a quasi-religious order, a veritable church, devoted to “the word of Blake” with a mandate to preserve the secrets of the lost Star League from the Inner Sphere’s ultimate collapse. In the centuries that followed, ComStar provoked or played an influential role in the raging Succession Wars, operating entirely from the shadows while maintaining their neutrality to all powers. But when the Clan Invasion revealed a greater threat that would require Inner Sphere unity to defeat, ComStar’s order fractured as divisions emerged between the devout followers of Blake’s word who believed it was ComStar’s time to rise and rule all, and those who believed ComStar should secularize and share its power with the Inner Sphere nations. The Schism, as it came to be known, set the stage for a broiling war between the so-called “reformist” ComStar and the reactionary Word of Blake, which would culminate in the Jihad. Not a realm in their own right, ComStar claims among its membership people from all corners of the Inner Sphere. As a result, ComStar has none of the cultural identity the Great Houses may claim, nor does it boast the industrial capacity of hundreds of worlds. Nevertheless, the reformed Order still stands as a curious combination of interstellar relief organization and communication company to its allied realms, with economic and political power far exceeding its size. The Com Guards—ComStar’s military arm—represents one of the most sophisticated and well-trained armies in the Inner Sphere, preferring truly combined-arms tactics and elaborate command and control networks, though many of its warriors suffer from an identity crisis prompted by the Schism and the upheavals since.
WORD OF BLAKE Founded: 3052 A reactionary breakaway faction of ComStar, the Word of Blake represents the original quasi-mystical version of Jerome
Blake’s interstellar communications legacy, which formed after ComStar defeated the Clans in the Battle of Tukayyid. Committed to the presumed prophecies of Jerome Blake, which claimed that the Inner Sphere was destined to collapse and that ComStar would rise up to reunite humanity under its banner, the “Blakists” could not reconcile their faith with the reformist mission launched by ComStar’s new leaders. Under the leadership of Demona Aziz, former Precentor of Atreus, the Word of Blake found a safe haven on Gibson in the Free Worlds League, where they rebuilt, reorganized, and eventually grew strong enough to take Terra from their “heretic” brethren in 3058. Aggressive and determined to ensure the success of Blake’s vision, the Word gradually expanded its influence and international standing throughout the lawless worlds of the nearby Chaos March, claiming more territory than ComStar had ever claimed in its entire history. Though internally divided among several sects, the Word of Blake nevertheless managed to maintain its focus and unity until the final meeting of the new Star League council in 3067, when—according to Blakist prophecies—they believed they would be recognized by the other realms as a legitimate power with a leading stake in Inner Sphere politics. When the Star League instead disbanded, many in the Word of Blake took this as the ultimate betrayal of Blake’s vision, and lashed out. The result was the Jihad—a virtual holy war between the Word of Blake and its allies and the rest of the Inner Sphere. Like ComStar, the Word of Blake’s military emphasizes teamwork and combined arms, and benefits from a technology base that dates back to the original Star League. Their quasireligious fervor, however, has made the followers of “Blake’s true vision” far more deadly and determined in combat, especially now that they feel the entire universe has turned against them.
THE CLANS Founded: 2810 After the collapse of the original Starr — League, General Aleksandr Kerensky— e leader of the Star League Defense Force—led roughly eighty percent of the SLDF on an Exodus from the Inner Sphere, rather than witness the coming wars as the Great Houses turned inexorably against one another. or over After wandering the interstellar void for a year, these survivors of the Star League g ntagon settled the distant worlds of the Pentagon and Kerensky Clusters. Under the leadership rship of med Aleksandr’s son Nicholas, these exiles fformed a new society that would one day return to the Inner Sphere as the Clans.
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Determined to harness the violence inherent in humankind— which he felt could not be contained or eradicated—and to ensure the survival of colonies by filling every necessary niche his new society would need, Nicholas instituted a caste-based system where everyone had a role, and the warrior was considered the pinnacle. Led by an original 800 loyal officers, whose bloodlines would continue in a eugenics program determined to produce the perfect warriors, the Clans became a society where might makes right, be it in politics or on the battlefield—but where rampant bloodshed could at least be contained to those trained for battle. During the so-called “Golden Century” after their formation, the Clans made immense technological and genetic breakthroughs, including the development of OmniMechs, battle armor, and the powerful Elemental phenotype. Convinced over the centuries that they were the saviors of the Inner Sphere their forebears had left behind, the Clans returned to the Inner Sphere in 3048 on a mission of conquest. With the ultimate goal of seizing Terra and re-forming the Star League in their image, the Clans tore through nearly a quarter of the Inner Sphere in less than two years’ time, endangering the survival of both the Lyran half of the Federated Commonwealth and the Draconis Combine, while nearly destroying the entire Free Rasalhague Republic. At the Battle of Tukayyid, however, ComStar won a fifteen-year truce with the Clans, giving the Inner Sphere desperately needed breathing room to rebuild and upgrade their armies. This truce would eventually give the Inner Sphere nations enough time to re-form the Star League themselves and destroy one of the invading Clans, effectively winning a lasting end to the Clan Invasion, but not before several invading Clans had established a home on Inner Sphere worlds. Of the original twenty Clans created by Nicholas Kerensky, only fourteen remained in 3060. Though each has developed a unique identity over the centuries, most today are loosely aligned along Crusader or Warden political lines (favoring the Inner Sphere’s conquest or protection, respectively). As of 3075, seven Clans— the Diamond Sharks, Ghost Bears, Hell’s Horses, Jade Falcons, Nova Cats, Snow Ravens, and Wolves—have secured territories in the Inner Sphere. Reliant on socialized economies and the brutal discipline of the warrior caste, these Clans now struggle to hold onto their hard-won territories with honor as the Word of Blake Jihad swirls around them.
In battle and elsewhere the Clans have developed a sense of personal honor that includes formal contests (“Trials”) to resolve conflicts at any level and ensure that their warriors remain strong and ready for battle. Their custom of bidding forces before battle helps to reduce waste in combat by minimizing the Clan’s risk in each conflict. However, as many Clans realized that their Inner Sphere opponents would not adhere to the same level of honor, their tactics and technologies have begun to adapt, making the Clans more ruthless and deadly than ever.
THE PERIPHERY The Periphery is the collective term used to describe the many realms ms and independent worlds that existt beyond the borders of the Great House states. Many include the refugees of the Succession Wars, while others are minor powers in their own right. Pirates and privateers stalk the space lanes of these far-flung territories, often crossing paths with other wanderers rs and merchants from the Inner Sphere. ere. Lacking the resources and support pport of the larger interstellar realms closer to Terra, the Periphery worlds are generally poorer, less industrialized, less populous, and more untamed than the rest of the Inner Sphere. These factors combine with the fiercely independent nature of most Periphery peoples and the all-pervasive threat of piracy to give these fringe realms a “frontier” feel. Many of the Inner Sphere realms thus tend to view the worlds and people of the Periphery as technologically and culturally backward—and this underestimation has bred more than its fair share of conflict. Though once on par with the Inner Sphere (after their subjugation to the Star League), the cultures, economies, and technological sophistication of the Periphery worlds now vary greatly from realm to realm and even world to world. In the last few decades, however, several of the Periphery’s larger realms have shown remarkable growth that has even made the mighty Successor States take notice.
Within weeks of the “go” vote, Wolf Clan forces gather in space for the start of Operation Revival.
A BRIEF HISTORY OF BATTLETECH
THE UNIVERSE BEFORE YOU
The history of the BattleTech universe spans over a thousand years and covers the rise, fall, and rebirth of many empires, heroes, and villains. The following overview represents a highly simplified version of this deep history.
BASIC GAMEPLAY
COLONIZING THE STARS At the beginning of the twenty-first century, two men— Thomas Kearny and Takayoshi Fuchida—discovered the principles behind faster-than-light travel. Although no one believed them at first, less than a century later, the KearnyFuchida drive finally helped humankind take its place among the distant stars with the first extra-solar colony established on the world of New Earth in 2116. Within another one hundred years, the human sphere of influence included six hundred extra-solar colonies, all founded within 120 lightyears of Terra. In 2236, several colony worlds—chafing under an increasingly restrictive Terran Alliance—launched a rebellion against their homeworld government. In response to this so-called Outer Reaches Rebellion, the Terran Alliance government suddenly severed all ties to its colonies beyond a thirty light-year radius, whether such worlds wanted independence or not. As “Mother Terra” drew inward, new alliances formed among the distant colonies, desperate to survive in a universe void of Terran trade and Terran security. These alliances eventually formed the five states of the Inner Sphere: the Capellan Confederation, the Draconis Combine, the Federated Suns, the Free Worlds League, and the Lyran Commonwealth.
AGE OF WAR In the year 2398, the Capellan Confederation declared war against the Free Worlds League over the world of Andurien and its neighboring systems. Soon afterward, conflict spread out across human-occupied space as the other interstellar alliances and empires fell upon one another in a savage series
CHARACTER CREATION
of wars. This period of constant fighting—spanning nearly two centuries and hundreds of worlds—saw the creation of the first BattleMechs and the birth of the Ares Conventions. The BattleMech, invented by the Terran Hegemony in 2439, would soon become the ultimate weapon in conventional ground warfare, blending superior mobility, resilience, adaptability, and firepower in a single package piloted by an individual warrior. After its proven trial by fire in 2443, the technology quickly spread to the other realms of the Inner Sphere, revolutionizing the face of modern warfare. Equally significant were the Ares Conventions. First proposed by Capellan Chancellor Aleisha Liao, the Conventions were an interstellar agreement to limit warfare and avoid the horrors of mutually assured destruction across entire worlds. Unfortunately, while their spirit would survive even into the thirty-first century, the Ares Conventions also legitimized the concept of resolving political and economic disputes through war by establishing rules for “limited warfare”. By the time the Age of War ended in 2571, warfare had been so revolutionized by the BattleMech and the Ares Conventions that conflicts now resembled personal duels or chess matches more than full-on bloodshed.
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STAR LEAGUE Also referred to as the Golden Gold den Age of Humankind, the Star League era began when the five Great Houses of the Inner Sphere joined with House Cameron—lords of the Terran Hegemony—to create the Star League in 2571. The result of brilliant diplomacy and military cunning, the Star League unified the six largest states of the Inner Sphere in a single confederacy of nations. But while the Star League ended war between the Great Houses, its first order of business upon its formation was to declare war on the Periphery realms that held out against the alliance. Driven by the ideal of bringing all of humanity under one rule, the Star League launched the Reunification War against the Periphery realms. Ultimately victorious, the Star League reigned over all worlds without contest for over two hundred years. Under the leadership of the Cameron family, and the ever-watchful protection of the Star League Defense Force, the Star League ushered in a time of relative peace and prosperity—a pinnacle of human civilization. But like all great empires, the Star League was destined to fall…
bid to destroy the enemy’s infrastructure. Technology vital for the survival of interstellar empires became nearly irreplaceable as the specialized factories and parts were quickly lost, forcing a return to the kind of low-intensity warfare espoused by the nearly forgotten Ares Conventions. This change left the Inner Sphere in a virtual stalemate until Houses Steiner and Davion allied in 3028 and launched the devastating Fourth Succession War that nearly ripped the Capellan Confederation in two. By 3030, a single mighty empire— led by the marriage of Steiner and Davion rulers—united almost half of the Inner Sphere under its banner, and though they met defeat when trying to conquer the Draconis Combine in 3039, an eventual Steiner-Davion conquest of the entire Inner Sphere seemed all but assured. Until, in the waning days of the 3040s, a new enemy appeared…
THE SUCCESSION WARS In 2766, Stefan Amaris, lord of the Rim Worlds Republic—then largest of all the Periphery states—killed the young First Lord Richard Cameron and his family in a bloody coup years in the making. Having lured the trusting SLDF away from Terra to quell a sudden Periphery-wide revolt, the Rim Worlds troops swiftly seized and shattered the Terran Hegemony, ultimately forcing the Star League’s commanding general, Aleksandr Kerensky, to fight a long and bloody war of liberation. Though ultimately victorious some seven years later, Kerensky saw the League he fought for torn asunder by the surviving House Lords—each of whom claimed the right to take the throne left vacant by the lost Cameron family. Desperate to avoid the coming conflicts, Kerensky led the bulk of the Star League Defense Force to parts unknown—and, in so doing, left the Inner Sphere to almost three hundred years of constant warfare. The Succession Wars, as they came to be known, effectively threw the Ares Conventions into the fire as the Houses tore into each other with every weapon in their arsenal. Whole worlds were wiped out by chemical, nuclear, and biological weapons, while JumpShips and factories of every kind were targeted in a
CLAN INVASION After centuries in exile, the descendants of Aleksandr Kerensky’s long-departed SLDF forces returned to the Inner Sphere with a vengeance. Tearing their way through the Periphery in 3048, the warriors of the Clans—with their strange customs, advanced BattleMechs, and battle-armored infantry—were at first seen by the people of the Inner Sphere as alien invaders. Their attacking forces smashed through the front-line troops of the Federated Commonwealth and the Draconis Combine alike, and nearly destroyed the newborn Free Rasalhague Republic that lay between them. It took unprecedented cooperation between the Great Houses and the might of ComStar’s army to halt the invasion in 3052, but at a terrible price. The Clan Invasion sparked a surge in the technological renaissance that had only just begun in the Inner Sphere. Within a few years, the threatened nations of the Inner Sphere had pushed military production and sophistication to nearStar League levels, and even mighty WarShips—lost since the early years of the Succession Wars—once more flew under the banners of the Great Houses. Unfortunately, ComStar’s victory against the Clans at Tukayyid had only bought a fifteen-year truce, and in the effective absence
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
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TRAITS
of a mutual threat, the realms of the Inner Sphere once more turned envious eyes upon each other. Even as some leaders worked tirelessly toward a more lasting end to the Clan threat, the machinations of others divided the Federated Commonwealth in two and ignited the worlds around Terra in war.
CIVIL WAR In 3060, the Successor States and ComStar re-formed the Star League in an effort to destroy the Clan threat once and for all. The allied forces, united under a new Star League Defense Force, combined to destroy the Smoke Jaguar Clan, effectively shattering the head of the Clans’ militant Crusader faction. But as the allies won a formal end to the Clan invasion, tensions mounted at home between the sundered Federated Commonwealth states, while a resurgent Capellan Confederation launched its own campaign to reclaim many of its long lost territories. The FedCom Civil War finally erupted in 3062 and raged until early 3067, savaging two founding members of the reborn Star League—the Federated Suns and the Lyran Alliance—while igniting several other conflicts in their bordering nations as well. In the aftermath of the conflict, Houses Davion and Steiner stood once more apart, their realms battered. Although some dared look to a bright future in the hopes that the new Star League would finally contain war throughout the Inner Sphere, others saw a reborn League that had stood idly by as its member states nearly destroyed one another. On the eve of the Star League conference in November of 3067, the future of the Inner Sphere hung in the balance.
and often derided by their former ComStar brethren, the Word of Blake built its strength quickly, seizing Terra from ComStar in 3058 and gradually expanding its influence throughout the Periphery, Free Worlds League, and the abandoned worlds near Terra. By 3064, the Word had won probationary membership in the new Star League, and anticipated their full membership in 3067 as the realization of a great prophecy. When instead the Star League disbanded, the most radical elements in the Word of Blake launched a string of attacks that inadvertently ignited a war across the entire Inner Sphere—a holy war of immense proportions. In just a few short months, the Word’s disastrous efforts to force the Star League to re-form at gunpoint unleashed a conflict that pitted the entire Inner Sphere against them and saw the use of terrible weapons not seen since the Third Succession War. The year is 3076, and the Jihad still rages. The fires of war continue to sweep across the Inner Sphere, Periphery, and even the Clan homeworlds, once more pitting humankind against itself in a war for power, freedom, and—above all else—survival.
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JIHAD IHAD At the Star League con conference in 3067, the leaders of the Suns, and Lyran Alliance Capellan n Confederation, Con nfe f de d ration, Federated F shocked their fellow House Lords by declaring the new Star shoc sh ocke oc ked ke d tth heir fe ellow ow w Hous League Le eag ague u a failure failure and and n pulling pulling out of the alliance. The Star League’s supporters su upp porters r rreacted rs eac ed with univ ea eact universal dismay, but one—the Word of Blake—took Blake—to ook o this event harde hardest of all. defeat at Tukayyid, the Word of Formed e in 3052, after the Clans’ C fanatical, quasi-religious factions that left Blake represented repr prres esented th the fanatic C mStar wh Co ComStar w when e its en t n new ew leader leadership rship moved for a more secular and open relationship relat atio at io ons n hi h p with the Inner Inn ner Sphere. Though seen as radicals
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GLOSSARY A Time of War: The BattleTech RPG (BTRPG) uses a host of terms to convey the numerous concepts covered in the universe and in game play. While not all-inclusive, this list of terms will allow new players to quickly acclimate themselves to the universe of BattleTech. Several terms in this glossary are standard scientific terms, often used in the real world. As the universe of BattleTech attempts to remain as close to “reality” as possible—while allowing players to interact with the great stories waiting to unfold—such terms are used liberally.
i
warrior’s genetic link to one of the Clans’ original founders— enables the warrior to pass his genes along to the next generation through the Clan eugenics program. Bloodright — A trueborn Clan warrior’s genetic link to a Clan founder is referred to as the warrior’s Bloodright. If the warrior is proven worthy enough, he may receive an opportunity to win a Bloodname in a Trial of Bloodright, thereby ensuring the passing of his own genetic legacy to the next generation of warriors. Brotherhoods — Cabals of MechWarriors who aid (and sometimes hinder) the rulers of the Great Houses.
UNIVERSE TERMS
Clans — The descendants of the original Star League Defense Force, forged into a new society that uses ritualized warfare and a code of honor in combat, and which maintains order using a strict caste system that segregates warriors, laborers, scientists, and technicians.
The following terms are commonly used by people living in the BattleTech universe:
Combat Vehicles — Any ground vehicle (including tracked, wheeled, hovercraft, or Wing-in-Ground Effect vehicles) or VTOL designed expressly for battlefield use, but not including BattleMechs, ProtoMechs, fighters, or battle armor.
Abtakha — A term used by the Clans to refer to a warrior adopted by the Clan after first being captured. Aerospace Fighter — Any combat-capable aircraft that can operate equally well in space and in atmosphere.
Combined-Arms Combat — The integrated deployment of various types of military assets (such as infantry, ’Mechs, and combat vehicles) as a single force.
Age of War — The period of history before the founding of the first Star League, during which time many of the Great Houses formed and the BattleMech was created. The Age of War was characterized by the widespread use of unlimited warfare, until the various states signed the Ares Conventions.
ComStar — The organization that took over interstellar communications (and Terra) shortly after the fall of the original Star League.
AgroMech — An IndustrialMech designed for use in agricultural settings.
Conventional Fighter — Any combat-capable aircraft (except for VTOL vehicles) that can only operate in atmosphere.
Ares Conventions — The archaic rules of warfare that first codified (and accidentally legitimized) the use of limited warfare in settling disputes between the realms of the Inner Sphere. While no longer technically in effect, the Ares Conventions are often cited and held as the ideal for limited warfare.
Cybernetics — Any technology implanted in the human body or grafted to the human nervous system, to replace or repair a damaged body part, or to physically enhance the user.
Autocannon — A common, fully automatic ballistic weapon, using in personal and tactical combat alike. Autocannons use conventional chemical or explosive reactions to deliver slug munitions to a target in rapid fire bursts. Battle Armor — A suit of powered personal armor, weighing up to two tons. Also referred to as battlesuits, battle armor can withstand damage from some of the heaviest battlefield weapons. BattleMechs — The pinnacle of military technology, BattleMechs are armed and armored bipedal or four-legged war machines that stand anywhere from eight to twelve meters in height and are piloted by MechWarriors. Bloodhouse — The trueborn genetic successors of the Clans’ founding warriors are grouped into Bloodhouses, each of which bears the name and the genetic legacies of a founding warrior. Bloodname — The ultimate achievement of a trueborn Clan warrior, the winning of a Bloodname—which identifies the
ConstructionMech — An IndustrialMech designed to aid in building construction.
DropShips — Large space vessels used to ferry supplies, personnel, and equipment from JumpShips or WarShips to other vessels or to and from a planet’s surface. Elemental — Term used to describe the genetically bred battle armor warriors used by the Clans, as well as their “standard” battle armor design. Enhanced-Imaging Implant — A neural cybernetic implant developed by the Clans for a direct connection between a MechWarrior, fighter pilot, battlesuit trooper, or ProtoMech Warrior to control their machines in battle without a neurohelmet. The technology is considered dangerous, as it eventually induces madness in the user. Eugenics Program — The Clan system of producing increasingly superior warrior generations by selective pairing of genetic material in artificial wombs. Families — Influential people who can trace their lineage back centuries and whose power and influence can rival that of a landed noble. Titles and BattleMechs within these families are often passed down from generation to generation. ForestryMech — An IndustrialMech designed for use in logging forests.
GLOSSARY
i
Freeborn — Term used in Clan society to refer to anyone born of the natural mating of parents, rather than in the “iron wombs” of the Clan eugenics program.
JumpShips — Spacecraft that can “jump” through hyperspace, instantaneously transporting themselves and their crews to other star systems up to 30 light-years away.
Gauss Weaponry — Any ballistic weapon described as a Gauss weapon delivers its rounds using magnetic propulsion, rather than a chemical or explosive reaction. Gauss weapons are typically more powerful than conventional ballistics, but expensive and more energy-intensive.
Kearny-Fuchida (K-F) Drive — The technology at the core of a JumpShip (or WarShip) that transports such vessels through hyperspace is referred to as the Kearny-Fuchida (or K-F) drive, after the scientists who first developed hyperspace theory, Thomas Kearny and Takayoshi Fuchida.
Great Houses — The five most powerful families of the Inner Sphere, and the star empires they rule: House Davion (Federated Suns), House Kurita (Draconis Combine), House Liao (Capellan Confederation), House Marik (Free Worlds League), and House Steiner (Lyran Alliance/Commonwealth). The ruler of a Great House is called a House Lord.
Laser — The most common form of energy weapon in the BattleTech universe, short for Light Amplification by Stimulated Emission of Radiation.
House Lord — The ruling member of one of the Great Houses.
Limited Warfare — The (generally) accepted practice of withholding nuclear, chemical, and biological weapons as an aid in conquering planets; winning battles through use of ’Mechs, tanks, and infantry with minimal civilian casualties. Those Houses, Clans, and groups that follow the Ares Conventions practice the concept of limited warfare.
House Cameron — The extinct Great House that ruled the Terran Hegemony and the first Star League. House Davion — The Great House that rules the Federated Suns. House Kurita — The Great House that rules the Draconis Combine. House Liao — The Great House that rules the Capellan Confederation. House Marik — The Great House that rules the Free Worlds League. House Steiner — The Great House that rules the Lyran Alliance. Holovid — Also known as “tri-vid”, a common video medium in the BattleTech universe that projects three-dimensional images using lasers. Hyperpulse Generator (HPG) — The most common form of interstellar communication, based on the hyperspace principles developed by Thomas Kearny and Takayoshi Fuchida (see Kearny-Fuchida Drive, below). IndustrialMechs — Also referred to as WorkMechs, IndustrialMechs are bipedal or four-legged machines similar to BattleMechs in design, but which are usually unarmed and built for civilian use. Inner Sphere — A region of space surrounding Terra and extending roughly 600 light-years outward, and largely dominated by the five Great House empires. In general terminology, the Inner Sphere can also refer to all realms, peoples, and technologies not of the Clans. Jihad — Term applied to the war launched when the second Star League disbanded and the Word of Blake struck out against all Inner Sphere realms. Jump Points — Any point in a star system where gravitational forces are low enough to permit the proper formation of the K-F jump field is referred to as a jump point. Normal space traffic enters and departs from the zenith and nadir jump points of a system (located due “north” and “south” of the system’s star, respectively), but non-standard (or “pirate”) points may also be located based on the interaction of planets, moons, and other bodies within the system.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
Light-Year — A unit of distance based on the distance traveled by light in a vacuum over the course of 1 Terran year. A lightyear is approximately 9.46 trillion kilometers in distance. TRAITS
SKILLS
Lostech — General term used during the Succession Wars to describe lost technology from the first Star League. ’Mech — An abbreviation of BattleMech (also used for IndustrialMechs, but not for ProtoMechs).
COMBAT
MechWarrior — The pilot of a BattleMech. Metric System — The denizens of the BattleTech universe all use the metric system in everyday life. Land distances are always given in meters and kilometers; temperature is always given in Celsius; weight is described in grams, kilograms and metric tons, and so forth. MiningMech — An IndustrialMech designed for mining and excavation. Minor Houses — Any powerful family that rules a smaller interstellar realm, Periphery state, or territory within a Great House empire. Myomer — Bundles of polyacetylene fibers that simulate the work of human muscles when exposed to electrical current. Small-scale myomers are used mainly in medicine to replace damaged human tissue, while larger myomers are primarily used to control the limbs and main weapons of ’Mechs, ProtoMechs, and battle armor. Neural Impulse Helmet (Neurohelmet) — The device that allows a BattleMech pilot to “drive” a ’Mech, allowing the giant machine to walk upright and balance its own weight. OmniFighter — An aerospace fighter built for rapid reconfiguration between missions.
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
OmniMech — A ’Mech built for rapid reconfiguration between missions. OmniVehicle — A Combat or Support Vehicle built for rapid reconfiguration between missions.
29
GLOSSARY
i
Particle Projector Cannons (PPCs) — A high-powered energy weapon that uses magnetic accelerators to fire high-energy proton or ion bolts that cause damage through both impact and high temperature. Periphery — The smaller, less powerful realms that lie along the fringes of the Inner Sphere are collectively known as the Periphery. Although often overlooked by the Great Houses, several Periphery states have grown in stature to become true powers in their own right, such as the Magistracy of Canopus, Taurian Concordat, and the Outworlds Alliance. Beyond these realms, in the less-explored reaches of space, lies the Deep Periphery, which includes many states only recently discovered by the denizens of the Inner Sphere. Power Armor — See Battle Armor. Phenotype — A genetically bred human form developed by the Clan eugenics system to perfect their warrior caste in specialized roles. Clan phenotypes include Elementals (bred for battle armor warfare), fighter pilots (bred for aerospace combat), and MechWarriors (bred for BattleMech combat). ProtoMech — A Clan-designed unit similar in many ways to a BattleMech, but much smaller and controlled by ProtoMech Warriors, who make use of enhanced-imaging neural implants to directly interface with their machines. Scorched-Earth — A military tactic or strategy that consists of devastating or destroying all land, buildings, and resources while advancing (or retreating) so as to leave nothing salvageable to the enemy. Sibko — A Clan term, derived from “sibling companies”, that describes a group of trueborn warriors from a single genetic pairing. Slug Thrower — A generic term applied mostly to small arms that fire ballistic rounds, rather than laser bolts, particle beams, or otherwise project energy damage. Small Craft — Any aerospace craft between an aerospace fighter and a DropShip in weight and size is described as a Small Craft. This includes many surface-to-orbit shuttles. Star League — The original alliance of the Great Houses of Cameron, Davion, Kurita, Liao, Marik, and Steiner, as well as the Periphery realms, effectively uniting all of humanity from 2570 through 2781. In 3060, the name was used again to declare the Inner Sphere’s alliance against the Clans; this “Second Star League” only lasted from 3060 to 3067. Successor States — The realms ruled by the Great Houses of Davion, Kurita, Liao, Marik, and Steiner, who were once united under the Star League. Succession Wars — The period from the fall of the first Star League to the Clan Invasion in 3048 where each Great House waged war against the others to recreate the Star League. Support Vehicle — Any ground vehicle (including tracked, wheeled, hovercraft, or Wing-in-Ground Effect vehicles), VTOL, airship, fixed-wing aircraft, train, or satellite designed for civilian, industrial, or other non-battlefield use. Terra — The name for Earth in the BattleTech universe. Humanity’s homeworld. Terran Hegemony — The destroyed realm that once included Terra and formed the central power of the original Star League under the rule of House Cameron. Trueborn — A member of the Clans produced using the Clan eugenics system, rather than by natural methods. Unlimited Warfare — The concept of using total war to overpower an enemy, including the use of weapons of mass destruction (WMDs) to quickly destroy as many of the enemy as possible, in complete defiance of the spirit of the Ares Conventions. WarShip — A combat-capable JumpShip, capable of in-system travel like a DropShip, is referred to as a WarShip. Wing-in-Ground Effect (WiGE) Vehicle — An uncommon Combat or Support Vehicle type, WiGE vehicles are a hybrid of hovercraft and true aircraft that can achieve great speeds. Word of Blake — The fundamentalist breakaway faction of ComStar that formed after the Battle of Tukayyid. VTOL Vehicle — A VTOL vehicle is any non-fixed wing aircraft that travels by using rotors or ducted fans for lift.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
In the shadow of a BattleMech melee, Private Daniel Auger heroically dispatches an enemy spotter in a deadly knife fight.
THE BATTLETECH UNIVERSE A Time of War is set in the universe of BattleTech, a futuristic setting of armored combat that is much more than a mere board game. The BattleTech Introductory Box Set offers players an excellent starting point to learn about this war game and its universe, which is vibrant, strong and still growing after twenty-five years in print. The fictional universe—and the valiant struggles of its dynamic, human characters—has been enjoyed by millions of fans around the world. To convey the universe to the BattleTech community (as well as to demonstrate how players can take that universe and integrate it into the game system), Catalyst Game Labs publishes several different lines of rulebooks, sourcebooks, and campaign packs to support campaigns of every style and scale. While not an allinclusive list, the following provides an overview of the primary series of products published by Catalyst Game Labs (or FanPro LLC/FASA) for use with BattleTech.
CORE RULEBOOKS Following the introduction to the game through the BattleTech Introductory Box Set, the core rulebooks lay the foundation of game play (and the universe) for the various aspects of BattleTech. Total Warfare, the first in this series of core rulebooks,
TRAITS
delivered the basic rules of armored combat in the thirty-first century, the rules for fighting with BattleMechs, ProtoMechs, aerospace fighters, infantry, and more. Covered with a breadth and a visual presentation never before achieved, Total Warfare launched a series that will act as the bedrock for any type of game the players may wish to undertake (including the roleplaying aspect covered in this volume, A Time of War).
SKILLS
TECHNICAL READOUTS AND RECORD SHEETS With so much of the BattleTech universe focused on war, the vehicles, BattleMechs, and other tools of modern tactical warfare often play a significant role in a character’s identity. The Technical Readouts are the ultimate guidebooks to the weaponry and war machines of the thirty-first century. With fully illustrated entries and statistics, these reference books also provide insight into the design philosophies and battlefield preferences of the various factions that vie for power across the Inner Sphere and beyond. Pre-filled record sheets to track the status and capabilities of the various units found in the Technical Readout books are published separately in the Record Sheets series.
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
THE JIHAD BattleTech has always been a dynamic universe with progressing story lines that shake things up, uniting and shattering factions, developing characters into beloved (or despised) icons of this war-torn universe. Such events breathe life not only into the fiction players read, but into the games they play.
INDEX
31
The current universe-shaking story line is the Word of Blake’s Jihad, a Sphere-spanning war begun in 2005 with the publication of Dawn of the Jihad and Jihad Hot Spots: 3070. Look for future Jihad books that will continue to shock, amaze and entertain for years to come.
HANDBOOKS The BattleTech Universe book in the BattleTech Introductory Box Set provides a taste of the Great Houses of the Inner Sphere, delving into the history of the universe and the Houses that jointly make up the Inner Sphere. The Handbooks series describes in further detail the culture, history, and political makeup of each of the Inner Sphere’s major powers, providing a wealth of information and game material ideally suited for role-playing campaigns.
HISTORICALS The Historicals series delves into the pivotal wars of the Inner Sphere’s thousand-year history, with important personalities, maps of individual attack waves and regiment listings, along with a campaign framework that allows players to enact every aspect of each of these important conflicts. War of 3039 and Brush Wars are currently available in print, while the new Turning Points series offers a look at pivotal battles of the Jihad in an electronic book format available through BattleCorps.com. More such sourcebooks and e-books will appear in the future, allowing players to explore the stunning events of the current Jihad and the historical wars that have shaped every faction to date.
MAPS, TERRAIN AND MINIATURES In the tabletop wargame of BattleTech, pre-printed hexagonal map sheets and terrain are used to regulate movement and combat in game play, providing a solid visual reference to ranges, lines of sight, and terrain that can affect a battle. Miniatures or counters are used on these maps to represent the units involved in a firefight, so that players can determine their units’ facings and positions with ease. Although the role-playing setting offers players far more game play options than tactical combat and thus does not require miniatures or maps, such tools are highly recommended if and when the player characters find themselves in combat. The maps provided in the BattleTech Introductory Box Set can be easily adapted from the tactical scale of the war game to the personal scale of this role-playing system, while counters or miniatures from a variety of systems (including, of course, the miniatures used to represent units in Total Warfare) may be used to represent characters and creatures in personal combat.
FICTION As described in our other core rulebooks, fiction fiction plays a pivotal role in bringing the BattleTech universe to life. Whether “story fiction” that places readers inside the heads of the characters in that universe, or “sourcebook fiction” that places the reader in the universe as though living among those characters, both work hand-in-hand to immerse players in this vibrant milieu. Total Warfare concentrated on story fiction, while TechManual concentrated on sourcebook fiction. Tactical Operations covers something of a middle ground, with various story and sourcebook fiction sections found throughout the book. In A Time of War, the fiction presented reflects the story of a single, diverse group of characters not unlike a typical party of player characters, and is intended to entertain and provide inspiration for new players adventuring in the BattleTech universe. Novels From the moment Decision at Thunder Rift published in 1986, novels have consistently proven the best way to convey the fantastic stories that have kept fans coming back to this universe for 25 years. What’s more, a host of players across the years have found the joy that comes from reading a gripping story they can then attempt to recreate on their own gaming table. The re-launching of the BattleTech novel line follows that grand tradition of epic story telling. A host of amazing authors will bring their talents to immerse players into the universe through all new fiction, including New York Times’ Bestselling author, Michael A. Stackpole. Additionally, perennial novel series such as the Warrior Trilogy and Blood of Kerensky Trilogy will be rereleased in definitive author omnibus editions. While the re-launching of BattleTech novels will place them on store shelves once more, nearly 100 full-length novels have been published for the BattleTech (MechWarrior) universe across more than 20 years. With unit sales in the tens of millions, the novels have been translated into more than fifteen languages world-wide, making it one of the biggest science fiction novel lines in history. However, much of that rich novel history has been out-of-print for long years. BattleCorps. com is changing that. Starting in early 2009, BattleCorps.com is publishing one of these out-of-print novels each month in Electronic Advanced Reader Copy format (a PDF-style document). While these EARC publications can be purchased through the BattleShop by anyone, they’re free to BattleCorps.com members.
BATTLECORPS In addition to the novels, even more fiction and supporting material (including adventures and scenarios) may be found on BattleCorps.com. BattleCorps.com is the premiere online fiction source for BattleTech, providing stories to subscribers
by a stable of authors that includes national best sellers as well as upcoming new talent. In addition, the BattleShop at BattleCorps.com offers players the ability to order everything from poster maps, to PDF sourcebooks to miniatures for a complete gaming experience.
CHOOSE YOUR RULES Intended to cover a broad range of possibilities for roleplaying, A Time of War covers an equally broad range of rules, with varying degrees of complexity. Though designed for compatibility with the tactical game system in Total Warfare, the emphasis on the character’s personal scale means that these rules would be considered “advanced” or optional in a tactical game campaign. Players and gamemasters in a role-playing setting should consider these rules a guideline to performing and resolving actions at the personal scale—but never as a straitjacket to entertaining game play. As long as the players and gamemaster are having fun, they can use as many of these rules (or as few of them) as desired. In this way, a playing group’s role-playing experience in the BattleTech universe can be tailored to the personal tastes of its members by including only those rules that make the game more interesting or fun.
GAMEMASTER ADJUDICATION Because the actions and events possible in a role-playing game are driven more by the players’ imaginations, it is
possible to encounter many rules within this book that do not account for every possibility or circumstance. Although the developers and writers have gone to great effort to make these rules as comprehensive as possible, no set of rules can cover every option that may cross a creative player’s mind. When confronted by such unexpected circumstances, it falls to the gamemaster—with all due respect to the players, of course—to resolve the situation appropriately using any means desired. If, in the process of this gamemaster adjudication, a playing group runs into an argument, feel free to let a die roll resolve any disputes so you can return to playing the game and having fun. Net-savvy players may even take advantage of the discussion forums at www.classicbattletech.com for ideas on how other player groups may have tackled a similar “gray area”.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
FICTION VS. RULES It is important to remember that regardless of the critical role fiction plays in immersing players in the BattleTech universe, the events and actions depicted in BattleTech fiction should never be construed as rules. As with Total Warfare and TechManual, the sections of this book devoted to fiction are given a unique look and style that sets them apart, compared to the uniform presentation of the various rules sections, and all fiction chapters are italicized in this book’s table of contents. The only significant exception to this is the sourcebook material that will appear in the Equipment section, and the “in-universe” quotes and anecdotes scattered throughout the Traits and Skills sections, as well as other chapters. These little bits of “fluff ” are intended to emphasize the nature of the items and game play features they precede, and are almost universally identified by their italicized font style and quotation marks.
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
Called away from a formal affair, Kell Hounds Lieutenant Colonel Scott Bradley receives an urgent strategic update from his troops in the field. INDEX
33
Despite the devastating power of the Blakist invaders and their “Demon” battlesuits, Canopian special forces refuse to stand down.
“While Franz is lying unconscious on the briefing room floor, does anyone have anything they’d like to say…?”
OVERVIEW As with most role-playing games, A Time of War: The BattleTech RPG (BTRPG) relies primarily on the interaction between the gamemaster and the players to resolve actions and events within the game’s imaginary setting. Indeed, whenever an outcome is not in doubt, or when the current focus is on dialogue or descriptions, game play may be resolved through informal discussion between players and gamemaster. Dice come into play whenever a character attempts to perform an action that could reasonably fail, or that could be opposed by another character: for example, using one of the character’s Skills, or attempting a difficult or strenuous feat. Any actions or situations that require a dice roll—typically using two six-sided dice (2D6)—are referred to as Checks in A Time of War. Ultimately, the gamemaster determines when a situation requires a Check, but in general—unless the in-game situation involves combat, potential for injury, or simply a long and complex task—it is best to resolve game play through role-playing (rather than “roll-playing”). A player who spends more time crunching numbers and tossing dice than getting into character and thinking through a problem is likely to have a less rewarding an experience than one who gets into character and tries to live the adventure. When dice are used to resolve an action (an Action Check), the player rolls against an appropriate target number (TN) based on the Skill, Attribute or Trait being used. Modifiers, based on the complexity of the action and the circumstances surrounding it, are applied to the roll result (the outcome shown on the dice). If the roll for the Action Check—after adding in all modifiers— equals or exceeds the acting character’s target number, the action is considered a success. If the roll falls below the target number, the action is considered a failure.
CHARACTERS A character in A Time of War is much like a character in a novel or film, except that the player (or the gamemaster, for non-player characters), rather than a pre-set script, controls the character’s actions. Composed of a collection of Attributes, Traits and Skills, all characters in A Time of War define their game play abilities through these values, but it is the player who provides the personality behind the statistics.
CHARACTER RECORD SHEET The Character Record Sheet notes the game statistics that allow a character to interact within the game’s framework. In conjunction with these core rules, the character sheet provides all the information the player needs to resolve actions, track damage, determine movement, or identify resources the character has at his disposal. In addition to the character’s three primary categories of statistics—Attributes, Traits, and Skills—the Character Record Sheet also features areas to track the character’s personal data, combat data, inventory, biography, and any key vehicle data.
ATTRIBUTES
1
Characters in A Time of War are described using three ee broad scribe categories of statistics. The first of these—Attributes—describes the character’s raw physical and mental capabilities. Each character possesses eight Attribute values (also called “Attribute scores”) that are described below. STR (Strength): As its name implies, the STR (Strength) Attribute measures a character’s raw muscle power, affecting the amount of weight he can lift and carry, and how much damage he can deliver in melee combat. Higher STR scores define physically stronger characters. BOD (Body): A character’s BOD (Body) Attribute indicates how sturdy and “in shape” he is, measuring raw endurance as well as how
TM
4 5
CHARACTER RECORD SHEET
PERSONAL DATA Name:
Player:
Height:
cm
Weight:
Hair:
kg
Extra:
1 2 3
ATTRIBUTES Attribute STR BOD RFL X DEX INT L WIL A CHA EDG
Affiliation:
Eyes:
Score
COMBAT DATA Link
Condition Monitor Standard Damage:
XP
Fatigue Damage: Stun:
Personal Armor (Loc) oc ( Torso Main
TRAITS (PERSONAL) Trait
Unconscious:
Movement (Meters per Turn) Walk: Run/Evade: Sprint: TP Page Ref.
XP
( ( (
):
Cl Climb: Crawl: raw Swim: im
rmor Type Typ Armor
BAR (M/B/E/X) ( / / / )
):
(
/
/
/
)
):
(
/
/
/
)
):
(
/
/
/
)
Weapon Skill AP/BD Range Ammo Notes Martial Arts / ( Melee ) N/A / ( / / / ) / ( / / / ) / ( / / / )
SKILLS Skill
Lvl
Links
TN/C /
XP
Skill
Lvl
Links
TN/C /
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
XP
© 2010 WizKids, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
much damage the character can withstand in combat. Higher BOD scores reflect greater durability and the ability to perform strenuous tasks for longer durations. RFL (Reflexes): The RFL (Reflexes) Attribute measures a character’s swiftness and reaction time, affecting how fast he can react to threats or cover ground. Higher RFL scores reflect less hesitation, better response times and quicker overall movement. DEX (Dexterity): The DEX (Dexterity) Attribute defines a character’s fine motor control and physical acuity, a vital quality for everything from operating a computer to firing a handgun. Higher DEX scores reflect a steadier hand and superior hand-eye coordination. INT (Intelligence): As can be surmised, the INT (Intelligence) Attribute measures a character’s brainpower, particularly his memory, higher reasoning and deductive powers. Higher INT scores reflect keener minds. WIL (Willpower): The WIL (Willpower) Attribute measures a character’s bravery and his capacity to “think for himself”, as well as his ability to steel his nerves and rally his body against fear and physical exhaustion, and to take charge of a situation. Higher WIL scores describe bolder and more decisive characters. CHA (Charisma): The CHA (Charisma) Attribute measures a character’s personal appeal, affecting how those around him react to his general appearance, mannerisms and speech. While not an indicator of physical beauty per se, higher CHA scores describe characters who are more appealing and inspiring to others. EDG (Edge): The EDG (Edge) Attribute is easily one of the most powerful Attributes a player character (or critical NPC) possesses. Representing raw luck, a character’s EDG points can be “burned” in game play to affect Action Checks, altering their outcomes slightly or even forcing a “do over” that can snatch a victory out of certain defeat. Characters with a higher EDG have more luck on their side.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
TM
CHARACTER RECORD SHEET (REVERSE) BIOGRAPHY Life Module 1/Early Childhood: 2/Late Childhood: 3: 4: 5: 6: 7: 8: 9: 10:
6
Other Notes
INVENTORY Item
Location
Data/Statistics
C-bills:
VEHICLE DATA Vehicle Model/Name: Vehicle Traits:
Vehicle Type:
Vehicle Mass:
Vehicle Type:
Vehicle cle Mass Mass:
Vehicle Type:
Vehicle Mass:
Notes: Vehicle Model/Name: Vehicle Traits: Notes: Vehicle Model/Name: Vehicle Traits:
7 8
Notes: © 2010 WizKids, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
Attribute Statistics On the character sheet, each Attribute receives the following identifying information: Attribute Score (Score), Link Modifier (Link), and Experience (XP). These statistics are further defined below. Attribute Scores In game play, Attribute scores are most commonly applied directly as modifiers to Attribute Checks—dice rolls used to determine the character’s success in actions where the character is either unskilled or where no Skill actually applies. Since all Action Checks (including Attribute Checks) apply modifiers to the roll, and the goal of any Action Check is to equal or exceed its target number, higher Attribute scores improve the character’s chances of success. For human characters, Attribute scores tend to fall in a range from 1 (feeble) to 8 (excellent), although truly exceptional specimens may possess Attributes as high as 10. An Attribute score of 4 defines the level an “average” person may expect. Link Modifiers When a character possesses a Skill, his TN for that Skill is much lower than it would be for attempting to use the Skill untrained, with raw Attributes alone. Though training in a Skill usually makes the difference, particularly high or low Attributes can also affect the outcome of a Skill Check. This Attribute effect on a trained Skill is identified by its Link Modifier, which is applied as a roll modifier to trained Skills only. Experience The Experience (XP) column of an Attribute is used to track the level of development the Attribute has received. An Attribute will possess the highest score that its XPs completely cover, but excess XPs may be stored and accumulated as the character advances in game play.
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
Attribute Increase and Decrease Over time, a character character’ss Attributes may increase or decrease as a result of game play, experience and age. Increases, which typically occur through spending
35
ZERO ATTRIBUTE EFFECTS TABLE Attribute
Suggested Effect
STR
Critically enfeebled (Requires full mobility and life support)
BOD
Character killed
DEX
Extensive nerve damage (No actions involving hands)
RFL
Paralyzed from the neck down (Requires mobility and life support)
INT
Major brain damage (All Skills reduced to Untrained)
WIL
Psychosis (Character receives random Compulsion Trait at maximum value)
CHA
Crippling depression (Character receives Combat Paralysis Trait; reduced all CHA-based Skills to Untrained)
EDG
Out of luck (Must buy back 1 point with Experience before EDG can restore normally)
XPs on such upgrades (see Character Advancement, p. 330), can bring an Attribute as high as the maximum value allowed for the character’s phenotype type. Decreases—which more commonly occur through game play events, injuries and advanced age—can reduce Attributes to critical levels. Attributes reduced below a value of 1 will have grave consequences based on the Attribute so reduced, either killing or permanently crippling the character in some way. The nature of such damage is ultimately up to the gamemaster, but suggested possibilities appear in the Zero Attribute Effects Table. In addition, all character actions attempted using Attributes reduced to a value of 0 automatically fail (treat as a natural roll of 3).
TRAITS
2
A character’s Traits define special-purpose characteristics tics and abilities beyond the more quantifiable Attributes and Skills. Traits can affect game play in a variety of ways, from a special rule applicable to limited circumstances to a personal detail significant enough for its own plot hook. Some Traits provide modifiers to certain Action Checks the character may perform, while others use even more specialized rules. Thus, there is no hard-and-fast approach to using Traits beyond the rules for the Trait itself (see Traits, beginning on p. 106). When in doubt, a player may declare that he or she wishes to make use of a Trait at any point in game play. Ultimately, however, it is up to the gamemaster to determine whether or not the Trait and its effects apply to the situation at hand (or, if necessary, whether another Trait or Skill might apply instead). Leutnant Luella Hildebrand is finding it hard to get some badly needed supplies for her team’s upcoming mission, and has managed to narrow down the source of their difficulties to a tight-fisted officer at the nearby Quartermaster Office. Taking the savvy Ethan Naoko along for the ride, she opts to confront the LAAF officer, an apparently pp y no-nonsense woman who remains adamant that the supplies she has requested are earmarked for troops “higher on the realm’s priority list right now.”
Ethan’s character has the Gregarious Trait, which the player suggests using to “sweet talk” the young lady. But Luella’s character has the Connections Trait at level 3, which her controlling player suggests could be used to “call in favors” and deal with the situation by bringing pressure on the officer instead. The GM, considering the fact that Luella and Ethan are already face-to-face with the officer, decides that use of Luella’s Connections would take too long as she hunts for contacts to bring into this dispute. Thus, he deems Ethan’s Gregarious Trait more useful to the current situation, and allows the use of that Trait to provide a bonus to his Acting Skill Check, which he uses in a somewhat desperate appeal to the officer’s better nature.
SKILLS
3
A character’s Skills list represents abilities he has been trained to use effectively. In a typical A Time of War role-playing session, characters generally use Skill Action Checks to resolve actions far more often than they use Attributes or Traits. A complete list of Skills may be found in the Skill List Table (p. 142). The descriptions for each Skill appear in the section following that table. Skill Statistics On the character sheet, each Skill receives the following identifying information: Skill Level (Level), Linked Attributes (Links), Target Number / Complexity Ratings (TN / C), and Experience (XP). In addition to these statistics, the name of the Skill can provide additional information, such as the presence of any subskills or specialties associated with their use.
Subskills and Specialties Subskills and specialties are variations on standard Skills that further refine the area of expertise and professional training the Skill in question requires. Subskills are mandatory areas of focus for otherwise-related Skills, and are identified by following the root Skill’s name with a slash and the appropriate Subskill’s name (for example, “Language/French” or “Technician/Electronics”). Specialties, on the other hand, are optional, and are identified by following the root Skill’s name with the appropriate specialty’s name in parentheses (for instance, “Small Arms (Submachine Guns)” or “Technician/Mechanical (Fuel Cell Engines)”. The differences between subskills and specialties are further defined below. Subskills: Subskills must be identified with their root Skills at purchase, and are used to specifically identify the nature of a Skill that can have vastly different areas of expertise. The Skills chapter (beginning on p. 140) describes all the Skills used in A Time of War, listing their applicable subskills within each description. Characters may possess multiples of the same root Skill, but each must have a different Subskill assigned to it. Characters trained in one or some of the subskills under a single root Skill can only resolve the trained subskills normally. If attempting to use another Subskill they do not possess, the action is treated as an untrained Skill Check. Specialties: Specialties are usually not mandatory for a given Skill, but instead reflect a personal favoritism in a character’s Skill training. Because they represent a degree of personalization, specialties are not described in the Skills chapter, nor do they need to be identified during character creation as they can develop later
in the character’s career. A character may only possess one specialty per Skill (or Subskill). Characters who possess a specialty in a given Skill receive a bonus modifier to performing that Skill when the particular area of specialization applies. The downside of this bonus is that a penalty will apply whenever the same Skill is used in a situation where the specialty does not apply. For example, a character that has the “Small Arms (Shotguns)” Skill would receive the specialty bonus when using a shotgun-style weapon in personal combat, but would suffer a penalty when using a laser pistol instead. Skill Levels A Skill’s level quantifies the amount of training the character has received in the Skill. Character Skills may receive a level of 0 through 10. As with Attribute scores, higher values reflect a greater chance of success, as the Skill’s level is added to the roll result as a bonus. A Skill Level of 0 thus represents a rudimentary understanding of the Skill, while a Level of 10 represents the pinnacle of human expertise. Characters are said to be untrained in any Skill that is not listed on the character sheet, or in which they have yet to achieve even a Level of 0 through the expenditure of XPs. As noted under Attributes (see pp. 34-35), untrained Skills are resolved as special Attribute Checks. Linked Attributes Particularly high or low Attributes can affect the character’s success in using the Skills to which they are related (or “linked”). Linked Attributes can provide modifiers to any Skill Checks to which they are linked, or may be used to identify which Attributes are called upon when attempting a given Skill untrained. Basic Skills (as defined under Skill TN and Complexity, below) are linked to only one Attribute, while Advanced Skills (which require more institutionalized learning or specialized instruction) are linked to two Attributes. The Attributes listed under a Skill’s “Links” column are the Attributes that will provide any applicable link modifiers (found under the Links column for the relevant Attributes) to the Action Check roll. The modifiers for a Linked Attribute may be found in the Action Check Modifiers Table on p. 41.
Tiered Skills: In rare instances (most notably Martial Arts and Melee Weapons), a Skill may be usable for a time in a cruder form, but the character may be unable to progress beyond a certain level of effectiveness without more specialized training. These so-called “tiered” Skills begin as basic in their training complexity, but become advanced before they can progress beyond a certain point. Basic tiered Skills have a maximum Level of 3, while Advanced tiered Skills have a minimum Level of 4. Tiered Skills are technically the same Skill on the character sheet, but must be clearly identified by their TN / C values (and Linked Attributes) when they transition from basic to advanced. For example, Martial Arts—a Tiered Skill—has a TN/C of 7/SB at Skill levels of 0 through 3, but a TN/C of 8/SA at Skill levels of 4 and up.
BASIC GAMEPLAY
CHARACTER CREATION
Experience The Experience (XP) column for a Skill is used to track the level of development the Skill has received. A Skill has the highest level that its XPs completely cover, but excess XPs may be stored and accumulated as the character advances in game play.
TRAITS
PERSONAL DATA
SKILLS
4 5 6 7 8
At the top of the Character Record Sheet, the Personal nal Data field provides a place to note the character’s name, controlling player, basic physical descriptors (such as height, weight, hair and eye color).
COMBAT DATA
To the right of the Attributes and Traits fields, the character’s racter’s Combat Data block is used to track the character’s damage and fatigue levels, stun and consciousness status, movement rates, and primary personal armor and weapon stats.
BIOGRAPHICAL DATA
The uppermost block on the back of the Character R Record ecord Sheet, this block is used to record the character’s background and/or previous stages in life (as devised using the Life Module character creation rules).
INVENTORY Skill TN and Complexity The target number and Complexity of a Skill defines the base value that must be rolled in order to succeed in using the Skill, as well as how complex the Skill is to use and to learn. The TN for a Skill is a simple numeric value that appears to the left of the slash under the Skill’s “TN / C” column, while the Skill’s Complexity is given as a two-letter code on the right of the slash. In game play, the Complexity code for a Skill defines its sophistication in terms of action first (S for Simple or C for Complex) and its difficulty to learn second (B for Basic or A for Advanced). A Skill described as simple can be accomplished relatively quickly—almost reflexively—while Complex Skills take longer and require greater concentration on the character’s part. Meanwhile, Skills described as basic are fairly easy to learn—even without intensive training and discipline—while Advanced Skills require a greater investment in time and study to hone.
THE UNIVERSE BEFORE YOU
The central—and largest—block on the back o off the character sheet is where players can record their personal equipment, including everything from additional small arms weaponry to lightweight, civilian-grade vehicles, identifying not only their vital gameplay stats, but also where the character keeps them.
VEHICLE DATA
For characters who have one (or more) Vehicle TTraits— raits— reflecting ownership of a heavy piece of military or heavy industrial hardware (such as a ’Mech)—the last data block on the back of the Character Record Sheet provides the player with space to identify the vehicle’s name and model, its type (such as combat vehicles, ProtoMechs, battle armor, BattleMechs), its mass (in tonnage), any special Traits that affect the vehicle, and final notes that can indicate extra features like the vehicle’s colors, details, nicknames, and the like.
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
37
Even as her “employer” laughs with his guest unawares, Loki Agent Meridian administers the toxin that will slay one more traitor to the realm.
ACTIONS In a typical role-playing game session, dice are not required to resolve mundane actions or dialogue. Indeed, a good role-playing session can be accomplished with nary a die roll made, through nothing more elaborate than interactive storytelling between the gamemaster and the players. Still, in many situations throughout an adventure, the outcome of a character’s choices may rely on actions that can fail. At times like these, the gamemaster will request an Action Check , a (typically) 2D6 dice roll used to determine the character’s chances and level of success. Action Checks in A Time of War come in two main forms: Attribute Checks and Skill Checks. Attribute Checks are used to resolve situations where none of the character’s Skills apply (or where he simply lacks the required Skill), and thus must attempt to resolve the outcome by raw Attributes alone. Skill Checks are used to resolve any action where one of the character’s trained Skills applies.
ATTRIBUTE CHECKS Attribute Checks are used whenever the character’s Attributes are being directly tested and no Skill applies to the situation, or when the character simply lacks the proper training in the Skill he is being asked to perform. Based on the action in question, an Attribute Action Check may call upon one or two Attributes—known as Single Attribute and Double Attribute Checks, respectively. Unless the action in question is an untrained Skill (which has defined Linked Attributes to work from), the Attribute or Attributes required for an Attribute Check are determined at the gamemaster’s discretion. Regardless of the Attributes called upon for an Attribute Check, the target numbers are fixed at 12 for a Single Attribute Check
and 18 for a Double Attribute Check. Including those made for untrained Skill use, Attribute Checks do not receive link modifiers, but instead add the relevant Attribute score (or scores) directly to the dice roll result. Single Attribute Checks: Examples of Single Attribute Action Checks include a STR Attribute Check to determine if the character can lift or move a heavy object away from a blocked door, an INT Attribute Check to recall an important detail at a high-pressure moment, or using CHA to handle an untrained Negotiation Skill Check. Double-Attribute Checks: Examples of more involved Double Attribute Checks include a BOD+RFL Attribute Check to determine the character’s performance in a sporting event, a RFL+INT Attribute Check to determine how well the character performs in a video game, or using INT and DEX to perform an action using an untrained Technician Skill. Busby “Buzzy” Matvey has a STR Attribute score of 8 and a RFL Attribute score of 6. He is attempting to haul a crate of ordnance off the bed of a transport when, without warning, the vehicle—erroneously left in neutral, rather than park— suddenly lurches beneath him. Though the crate’s weight is not overly encumbering to him, it is massive enough that the sudden shift in his balance threatens to topple both Busby and the explosives onto the tarmac below—with potentially lethal results! The GM decides that Busby needs a successful STR+RFL Double Attribute Check to avoid falling and dropping the crate. This means that Busby’s controlling player will be rolling 2D6 against a target number of 18, but gets to add +14 to the dice roll (STR 8 + RFL 6 = 14). Busby will thus be hoping for a dice roll of 4 or more to avoid the fall (4 + 14 = 18), unless the GM applies other modifiers to the result to reflect other conditions.
Newly arrived at the LAAF field base on Hesperus II, Franz Logan is passing by the base recreation center when he is blindsided by an errant soccer ball. Annoyed, Franz allows his temper to get the best of him, and decides to hurl the offending object at the nearest off-duty soldier he deems partially responsible for this “attack”. The GM decides this is essentially a Thrown Weapons Skill Action, but Franz lacks that Skill. As Thrown Weapons has only one Linked Attribute—DEX—the action must be resolved as a Single Attribute Check against Franz’s DEX score (which happens to be 6). This means that Franz’s controlling player will be rolling against a TN of 12, but with an automatic +6 applied to the dice roll due to Franz’s DEX score. It will therefore take a 2D6 roll result of 6 or higher for Franz to bean his target—give or take any other modifiers the GM may assign for conditions like range and movement.
SKILL CHECKS Skill Checks are used in place of Attribute Checks whenever the character is attempting to perform an action for which he has received proper training or instruction. Skill Checks are resolved in the same fashion as Attribute Checks, but receive much lower target numbers as trained Skills—although the complexity of a Skill will affect its TN somewhat. Linked Attribute and specialty modifiers also apply to this type of action Check, reflecting the impact of exceptionally good or poor Attributes on the character’s success. Skills are specifically focused, and so are used in more defined situations than Attributes. For example, a character in a gunfight would rely on her Small Arms Skill to make ranged weapon attacks using her pistol, rifle or submachine gun, but against an enemy who gets in too close, she would need her Martial Arts Skill to battle the enemy hand-to-hand, or her Melee Weapons Skill to use close-quarters weapons like knives, swords and staves. Untrained Skill Checks: A character lacking a Skill appropriate to a situation (even at Level 0) may still attempt to resolve an action using that Skill—but must do so as an Attribute Check instead. In such a case, the Attributes being tested are the ones described as the Skill’s Linked Attributes. Target numbers for an untrained Skill Check are the same as those for an appropriate Attribute Check. Doctor Grace Luther, a combat medic, also doubles as the communications (“commo”) tech for Recon Team Four. Her character has the Communications/Conventional Skill, which uses INT as a Linked Attribute, has a TN of 7, and a Complexity of “SB” (“Simple-Basic”). In an effort to secure reconnaissance data on a target area in the field, she attempts to patch into a neutral weather satellite. The GM decides to allow this as an aspect of her Communications skill, but only so far as establishing a link to the target sat. Grace will be attempting to establish her satellite link using her Communication/Conventional Skill, against a TN of 7. The modifiers that will apply to this roll will be Grace’s Skill level in Communication/Conventional, as well as any applicable Linked Attribute modifiers for her INT score, and any difficulty modifiers the GM sees fit to assign the effort. If the roll is successful, Grace will have established a link
to the satellite, but may require additional Skill Checks to hack into its software for any desired images and data. Sergeant Ethan Naoko has been asked to help the technicians bring a damaged BattleMech into a repair bay. It’s been a while since he’s commanded a ’Mech, but he does have a level of 4 in Piloting/’Mech (Light). The Skill’s Linked Attributes are RFL and DEX, and its TN/C Rating is “8/ SA”, indicating a “Simple-Advanced” Skill with a TN of 8. In addition, as the Skill fully describes itself as “Piloting/’Mech (Light)”, a specialty bonus will apply to any Piloting Skill rolls if the ’Mech is in the “light” weight class (or a penalty, if the design is not in the “light” weight class), in addition to the modifiers for Ethan’s Skill level, the linked Attributes, and any conditions the GM sees fit to include.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
OPPOSED ACTIONS In some cases, a character’s Action Check may be directly opposed by the actions of another character. Examples of such cases—called Opposed Actions—include abstracting a negotiation or resolving the outcome of a simple arm-wrestling contest between two characters. Opposed Actions may be made between identical Skills and Attributes, or they may occur between different Skills and Attributes that might reasonably oppose each other (such as using Stealth to oppose Perception when attempting to slip by a sentry, or WIL versus CHA when attempting to resist being terrified by an attacking creature). The TNs and modifiers applied to an Opposed Action Check are the same as those used in standard Action Checks. However, unlike a standard Action Check, the winner of an Opposed Action Check is the character that succeeds with the highest Margin of Success (MoS) against the action’s TN. If the MoS between both characters is a tie, the characters expend the time and energy on the action, but achieve no resolution. If the opposing characters both fail their Opposed Action Checks, the characters expend time and energy on their actions, but the outcome—depending on the severity of the failed rolls and any relevant circumstances—may result in anything from a clumsy and confused “disconnect” between the characters, to self-inflicted injuries from an epic failure. Mere days before another dangerous mission into enemy territory, Busby Matvey and Ethan Naoko take some much-needed R&R time and journey to an off-base tavern. After a few drinks, and a few stories of missions past, Ethan feels a bit daring and challenges Busby to an arm-wrestling match to determine who buys the next round. The GM decides that this will be a straight Opposed Attribute Check against the characters’ STR Attribute scores. Given his STR Attribute score of 8, versus Ethan’s STR of 6, Busby—though somewhat inebriated—takes that bet. As an Opposed Single Attribute Check, the players controlling Busby and Ethan will both be rolling against a TN of 12. Busby’s roll will receive an added +8 to reflect his strength (STR 8), while Ethan’s roll will receive a +6 roll modifier. Unless other modifiers are applied, this means Busby will succeed on a roll of 4 or higher, while Ethan will need a 6 or higher to succeed. Victory in the arm-wrestle, of course, goes to the character whose roll succeeds by the most points.
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
39
BASIC ACTION RESOLUTION Regardless of its nature, the Action Check is a simple matter of rolling dice (typically 2 six-sided dice, or 2D6), applying any prescribed modifiers to the roll result, and comparing that result to the target number. Success in an Action Check occurs when the final modified roll result equals or exceeds the action’s TN. Exceptions: Special Traits or conditions (such as the Natural Aptitude Trait) may vary the basic action resolution system somewhat, but the heart of every Action Check is always based on a 2D6 roll result. Determine Target Number The target number that applies to each roll in basic game play is given in the Basic Action Check Table. Attribute Checks receive a different TN based on whether they employ one or two Attributes, while Skills list their TNs and Complexity ratings on the character sheet. (All of the TNs used in standard game play are listed on the Basic Action Check Table for clarity.) Making the Roll Once a TN is identified, the character’s controlling player rolls 2D6 (unless a special Trait or condition applies, such as Natural Aptitude). If the action is being opposed by another character (see Opposed Actions, p. 39), the acting character and his opponent must each make an appropriate roll to resolve the action. Apply Modifiers Once the roll is made, modifiers are then added to produce a final roll result to compare with the TN. Based on the nature of the roll, these modifiers will reflect the character’s Attributes, Skill Level, and any other general conditions that might affect the action’s outcome. Because the goal of all Action Checks is to meet or exceed the TN, negative roll modifiers are considered penalties and positive roll modifiers are considered bonuses. All appropriate modifiers—as determined by the gamemaster—must be applied to the roll result after the Action Check is made. The Action Check Modifiers Table
BASIC ACTION CHECK TABLE Action Check Skill Check (Simple-Basic Skill)
7
Skill Check (Simple-Advanced Skill)
8
Skill Check (Complex-Basic Skill)
8
Skill Check (Complex-Advanced Skill)
9
Attribute Check/Untrained Skill Check (Single-Attribute)
12
Attribute Check/Untrained Skill Check (Double Attribute)
18
shows the modifiers that may apply to any non-combat Action Check based on the action type and the character’s situation. Attribute Checks and Untrained Skills: As described earlier, Attribute Checks (including those made for untrained Skill use) automatically apply the relevant Attribute scores to the roll result, as well as any applicable conditional modifiers the gamemaster deems fit. Skill Checks: Trained Skill Checks automatically apply the Skill Level, any relevant Linked Attribute modifiers, and any conditional modifiers the gamemaster sees fit. Franz Logan, the newest member of Recon Team Four, is trying to sneak up on Ethan Naoko during a training exercise. Under normal conditions, this would be a simple Opposed Skill Action Check pitting Franz’s Stealth Skill against Ethan’s Perception Skill—but Franz actually lacks the Stealth Skill! As a result, the GM determines, Franz must attempt his Stealth check as an untrained Skill. The Stealth Skill uses two Linked Attributes (RFL + INT), and has a TN/C Rating of 8/SA, indicating a target number of 8 and a Complexity Rating of SA (“Simple-Advanced”). Because Franz is untrained, however, he will have to resolve this action as a Double Attribute Check against the Skill’s Linked Attributes. Franz has a RFL Attribute score of 7, and an INT score of 5, and thus faces a TN of 18 with a roll modifier of +12 for his Attributes. It is dusk, and there is some cover, so the
A TIME OF WAR VS. TOTAL WARFARE A Time of War, the BattleTech role-playing game, is designed to mesh as completely as possible with the core rules for the BattleTech war game as described in Total Warfare and the rest of this core game series (including TechManual, Tactical Operations, Strategic Operations and Interstellar Operations). The rules in A Time of War may thus be applied to the Total Warfare tabletop game with minimal disruption to the game play experience of either system. However, for the sake of clarity, some terms and rule descriptions used in this book may seem at odds with the core rules in Total Warfare, particularly the differences between how actions are resolved in the RPG and how they are handled in tabletop play. The chief difference between the Total Warfare approach and that used in A Time of War is this: In Total Warfare, the term “Skill Rating” refers to the target number (TN) to use the Skill under optimal conditions. For example, a MechWarrior with a Gunnery Skill Rating of 3 needs to roll a 3 or better in order to score a hit, if no other modifiers apply. Lower Skill numbers are therefore better, and modifiers applyy to the TN instead of to the roll result (unless stated otherwise). In A Time of War, r a character’s Skill Level
Target Number
i
is a value added to the roll result, not to the TN; therefore, a higher Skill number is better, as it increases the roll result. In essence, the outcome is the same, regardless of the game system used (though the RPG setting allows for a wider range of possibilities for particularly resourceful players and experienced characters). To convert a character’s relevant Gunnery or Piloting Skill in A Time of War over to Total Warfare, simply subtract the character’s Skill Level from the Skill’s Base Target Number as listed on the Basic Action Check Table in this book (for example, a character with a Gunnery/’Mech Skill Level of 4 in A Time of War would have a Total Warfare Gunnery Skill Rating of 4; Base TN 8 – 4 = 4). “Superhuman” Skills: Because Total Warfare does not recognize Skills with a TN of less than 0, any Skills converted from A Time of War that fall below a TN of 0 must be treated as 0 in Total Warfare game play (unless all players agree to allow such “superhuman” abilities in the game). Specialties: At the gamemaster’s discretion, specialty modifiers may also be applied to the character’s applicable rolls in Total Warfare. For clarity’s y sake, these modifiers must applyy to the roll in the same manner as they are applied in the RPG setting.
ACTION CHECK MODIFIERS Attribute Check Modifiers (Attributes and Untrained Skills)
Roll Modifier
Single Attribute
+ Attribute Score
Dual Attribute
+ Sum of Both Attribute Scores
Skill Check Modifiers (Trained Skills Only)
Roll Modifier
All Skill Checks
+ Skill Level
Skill Specialization Skill is not specialized
+0
Skill is specialized (Specialty applies)
+1
Skill is specialized (Specialty does not apply)
–1
Linked Attribute Value 0
–4
1
–2
2–3
–1
4–6
+0
7–9
+1
10
+2
11+
+ (Attribute ÷ 3)*
Action Difficulty and Special Conditions
Roll Modifier
General Action Difficulty (All Checks) Very Easy
+3
Easy
+1
Average
+0
Difficult
–1
Very Difficult
–3
Extremely Difficult
–5
Vision-based Action Checks (Perception Skill)** Target at Point-Blank Range (less than 1 meter)
+1
Target at Short Range (1 to 300 meters)
+0
Target at Medium Range (301 to 600 meters)
–2
Target at Long Range (601 to 900 meters)
–4
Target at Extreme Range (over 900 meters)
–6
Miscellaneous Conditions (All Checks) Character is Injured
– (Injury Modifier; see p. 182)
Character is Fatigued
– (Fatigue Points – WIL, minimum 0)
Planetary Conditions
See p. 230
Good Conditions (unencumbered, no hazards, unhurried)
+1
Poor Conditions (encumbered, minor hazards, rushed)
–1
Bad Conditions (very encumbered, serious hazards, under fire)
–2
*Round down, to a maximum of +5 **Applies pp pprimarilyy to Perception p Skill Checks (other affected actions are at the ggamemaster’s discretion). General Action Difficulty and Miscellaneous Conditions modifiers (for darkness, concealment and so forth) may also apply.
GM decides this makes the attempt somewhat easier, and so an added roll modifier of +1 is applied. Franz is also wearing camouflage clothing appropriate for the environment, adding another +1 to the roll. Franz’s controlling player thus will receive a total roll modifier of +14. He rolls 2D6 and sees a 5 and a 4—for a roll total of 9. Adding the +14, the player finds the final result is 23. This means Franz succeeded in his untrained Stealth efforts by 5 points. Ethan’s Perception Skill, meanwhile, is at level 4. It uses INT as its only Linked Attribute, and has a TN / C Rating of 7 / SB. Ethan’s INT score is 7, and the dusk-time lighting and light cover is making it hard for him to see everything at once. He’s using no visual aids like thermographic sensors. Ethan’s roll modifiers are thus: +4 for his Skill level, +1 for a Linked Attribute score of 7, and a –1 modifier for the dusk-time lighting and cover (GM-assigned modifier—parallel to the one given to Franz for his action check)—for a total roll modifier of +4. Ethan’s controlling player rolls 2D6 and sees a 4 and a 2—for a total roll result of 6. Adding in the +4 roll modifier, for a final result of 10, he finds that Ethan has succeeded with his Perception Skill Check by 3 points (Roll of 10 – TN of 7 = 3). Because Franz’s Margin of Success (MoS) is higher than Ethan’s, Frans slips by Ethan undetected. Fumbles In any Action Check, a natural, unmodified dice roll of 2 represents an automatic failure, even if the modified roll result is higher than the action’s TN (or lower than 2). This reflects a fumble, where—for whatever reason— Murphy’s Law conspires to thwart the player’s action, usually with disastrous (or at least highly embarrassing) results. The dramatic failure a fumble reflects is open to the gamemaster’s interpretation (though care should be taken not to penalize the players too much, as the roll has already failed), but can include effects such as a freak blowout in a race, or an inadvertent insult delivered in the middle of tense negotiations. In addition, the shock of such a dramatic failure can throw off any actions the fumbling character may perform immediately afterward, imposing a –1 roll modifier to any action taken in the 5 to 10 seconds after the fumble was rolled.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
Stunning Successes and Miraculous Feats The flipside of a fumble (but by no means a guarantee of success if the action is particularly success” may occur if difficult), the “stunning stunning success the player’s 2D6 Action Check roll yields an unmodified 12. In this case, the player may roll
41
MARGIN OF SUCCESS/FAILURE TABLE Margin
Result
+7 or more
Spectacular
Example
+5 to +6
Extraordinary
(Acrobatics) Double-flip while diving into a pool six stories below
+3 to +4
Good
(Computers) Hacked the local interweb game server
+1 to +2
It’ll do…
(Surgery) “Well, there will be some scarring…”
Barely made it!
(Acting) Two out of three critics found your performance “forgettable.”
–1 to –2
Almost…
(Driving) Stopped two meters into the intersection at the red light
–3 to –4
Bad
(Cryptography) One in every three words might make sense…
–5 to –6
Terrible
(Stealth) Snap! You found the loudest, driest twig in the sandbox!
–7 or worse
Disastrous
(Security Systems) “Warning! Intruder alert! Release the gas!”
(Perception) Spotted a housefly at 100 meters
1D6 again and add that die roll result to the previous one. If this extra die roll yields a 6, the player may roll the die again, and add that result to the total, continuing in this fashion until the die finally rolls less than a 6, or until a maximum total unmodified roll result of 30 occurs (5 dice coming up 6s in succession). This roll, plus any modifiers, is the Action Check’s final result, and is resolved against the action’s TN as normal. Miraculous Feat: If the maximum stunning success total of 30 is achieved, the character has accomplished a miraculous feat, and automatically succeeds at any attempted action (so long as it is at least physically possible). Quality of Success (or Failure) In many cases, the quality of a character’s success (or failure) during an Action Check may be almost as important as whether the character succeeded or failed at all. The quality of a character’s success refers to the margin by which the character succeeded (or failed) at his Action Check. This outcome is referred to as the character’s Margin of Success (MoS) or Margin of Failure (MoF). When quality of success is important, higher MoS results for an Action Check indicate better results, such as more information from an interrogation, more concessions from a tough negotiator, or a few extra kilometers per hour from a vehicle during a highspeed chase. Conversely, higher MoF results in an Action Check will prove more costly than a simple failure; the interrogation subject can turn to stone or even lapse into a catatonic state, the tough negotiator can stubbornly refuse to haggle or call off the deal entirely, or the speeding car can go into a sudden, uncontrolled spin at the wrong moment. In game play, a character’s Margin of Success (MoS) is recorded as how many points by which his or her Action Check roll succeeded, while the Margin of Failure (MoF) is defined as the number of points by which the roll failed. If a modified roll of 5 is made on an Action Check with a TN of 7, the roll’s MoF is 2 (7 – 5 = 2); if the roll result were 9 instead, the MoS would be 2 (9 – 7 = 2). The Margin of Success/Failure Table provides a rough description of the level of success or failure the character has achieved, based on the number of points by which the roll result succeeded (expressed as positive numbers above the TN) or failed (expressed as negative numbers below the TN). Net Margin of Success When determining the quality of success for an Opposed Action, the character that won the exchange must identify the
Net Margin of Success, based on the combination of his own result and the opponent’s outcome. If the opposing character also had an MoS, the opponent’s MoS is subtracted from the winning character’s MoS to find the winning character’s Net MoS. If the opposing character’s roll failed, the character’s MoF is added (as a positive number) to the winning character’s MoS. During their arm-wrestling match in the bar (an Opposed STR Attribute Check), Busby (with his STR score of 8) and Ethan (STR of 6), each have a TN of 12 to make in order to succeed. The GM has assigned no additional modifiers, so only their respective STR scores may be added to the dice rolls to determine success. Ethan rolls 2D6 and finds his result is 9. Adding +6 for his STR, he attains a final modified roll result of 15. This is 3 points above his TN, so Ethan has succeeded, with a Margin of Success (MoS) of 3. Busby, meanwhile, rolls a 3, adding +8 to the result for his STR for a final result of 11. This means that Busby has actually failed to make his TN, with a Margin of Failure (MoF) of 1 point. Amazingly, Ethan has won his arm-wrestle with Busby, but to find out by how much, Ethan’s controlling player adds his MoS of 3 to Busby’s MoF of 1. This yields a Net MoS of 4 for Ethan. It’s a good victory, all things considered, but had the Net MoS been greater—say, 5 to 6 points or more—the gamemaster could have decided that the victory was so great it left a very stunned Busby with nasty bruises, a sprained wrist, or even a broken arm!
EDGE The Edge (EDG) Attribute represents one of the most powerful tools at a character’s disposal, but also one of the most precarious. Unlike other Attributes, EDG is not linked to any Skill, nor is it generally used as an Attribute Check (though the gamemaster may use it to determine the outcome of a game of chance in which the character might take part). Instead, characters may “burn” EDG in game play to affect the outcome of an Action Check, either modifying the roll result by a number of points or forcing the Check to be rerolled. The maximum number of EDG points a character can burn is equal to the character’s EDG score, after which the character’s EDG is effectively reduced by the number of points burned. EDG can only be regenerated at the gamemaster’s discretion (usually p g good g in return for accomplishing deeds or other such altruism, or simply after an extended period of time). Thus, players should use this special Attribute with caution.
EDG may only be burned to affect an Attribute or Skill Check, and may be burned only once per roll. The roll being modified (or redone) by the burning of EDG points must affect the character burning EDG directly (such as when attempting to change the outcome of one of the character’s own Action Checks, or in the case of an attack made against the character). EDG cannot be burned on behalf of another character, or burned repeatedly to force multiple rerolls on the same Action Check. Burning Edge EDG points can be burned on a roll immediately before it is made or immediately afterward. Depending on when the EDG points are burned, their effect on the roll can vary significantly. Before the Roll: Burning EDG points before a roll is a particular gamble (because there is no guarantee that the Check will succeed or fail without it). Doing so, however, can dramatically increase a character’s chance of success (or his enemy’s chance of failure) by applying a modifier to the roll equal to twice the number of points of EDG spent. These points may be applied as a positive or negative modifier at the EDG-burning player’s discretion, and so can be used as a positive modifier to increase a roll result, or as a negative modifier to decrease it. For instance, a technician character can burn 2 points of EDG before making a Technician Skill roll on a repair job—applying a +4 modifier to his roll—or, when threatened by an enemy commando with a gun, can burn 2 EDG points to apply a –4 modifier to the enemy’s Small Arms Skill Check roll. After the Roll: EDG points burned after a roll can be spent in two ways. The first modifies the outcome of an Action Check in the same manner as EDG burned before the roll, but at a rate of only 1 point per point of EDG burned (so 2 points of EDG burned after the roll can change the Action Check roll result by 2 points, as desired). The second method is to force a reroll, discarding the roll result in favor of a new one. This method costs only 1 EDG point, but may make it possible for an even “better” result to occur than could be possible by adding or subtracting EDG points from the roll itself. EDG-forced rerolls do not apply any EDG modifiers that may have previously been placed on them (such as when using EDG to force an opponent to reroll an Action he already modified with with own EDG). Recovering Edge The loss of EDG points affects the character as any other Attribute reduction might, particularly in those rare instances where EDG-based Attribute Checks are required, or where the character’s life hangs in the balance and EDG is painfully low. Fortunately, however, the loss of Edge through pushing one’s luck is rarely permanent. Over time, Edge may be recovered. The exact methods for a character’s recovery of EDG points can vary with the gamemaster’s discretion. However, as luck in this case might represent a character’s karma, its recovery may be rewarded if the character performs any significant good deeds (the Golden Rule), or suffers a particularly horrible mishap (karmic backlash). Alternatively, characters unwilling to wait that long (or work that hard) may expend Experience Points (XPs) on Edge recovery, effectively “buying buying back” back the expended Edge points (representing a certain degree of “live and learn”). Characters
using the “live and learn” approach must spend 20 XPs to recover each burned Edge point. Regardless of the method chosen, the maximum number of EDG points a character may recover is equal to the character’s original EDG Attribute score prior to spending any EDG points. This means a character starting with an EDG score of 5 cannot recover 6 or more EDG points by natural recovery alone. Recovering from Zero EDG: The “live and learn” method for recovering EDG is mandatory if the character is reduced to an EDG score of 0 in game play. Purchasing additional Edge points beyond the character’s starting EDG Attribute score (and up to the character’s racial maximum—as described in the Phenotype Trait Table on p. 122) qualifies as improving an Attribute, however, and is covered under Experience Points on p. 333. Luella Hildebrand, at the controls of a Karnov UR Transport, has found her VTOL caught up in a heavy windstorm just as she was on final approach to a remote supply base airfield. Her Piloting/VTOL Skill has a Skill level of 4, the Linked Attributes of RFL and DEX, and a TN / C Rating of 8 / SA. The GM identifies the heavy windstorm as a –3 roll penalty, while Luella’s RFL of 7 and DEX of 6 provide a +1 Linked Attributes modifier. This yields a total roll modifier of +2 (+4 for Skill Level, –3 for windstorm, and +1 for Luella’s RFL of 7), meaning that Luella’s controlling player will need to make a roll of 6 or higher to succeed. Confident of success, the player rolls 2D6 and gets a roll result of 3. Combined with the +2 modifier, the final modified result of 5 will mean that Luella crashed the Karnov on the tarmac. To avert this disaster, Luella’s player announces that she will burn 3 points of her EDG Attribute to ensure the Karnov’s safe landing. These points are added directly to the modified roll result, bringing it up to a 8—the minimum result Luella needed to land safely. Jared Travis (DEX 6, INT 8) is attempting to disarm an explosive device using his Demolitions Skill. His Skill level is 3, and the Linked Attributes are DEX and INT. The TN / C for Demolitions is 9 / CA. The device is crude in design, as if hastily thrown together by someone with only a passing understanding of explosives, so the GM declares there will be a +1 roll modifier applied. In addition to the +3 Jared receives for his Skill level, and another +1 for his high INT score, this means Jared’s roll will receive a total modifier of +5. With a TN of 9 to disable the explosives, the player controlling Jared decides to burn 1 point of Edge ahead of the roll. Because he burns the Edge before making the roll, the points burned on the roll are doubled, adding +2 to the roll result modifiers in this case. With a final roll modifier of +7, this means that unless Jared rolls a 2—a natural fumble—his bomb-defusing action will certainly succeed.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
Edge and NPCs In most cases, regular non-player characters (NPCs) will not burn EDG points before or after an Action Check (to avoid bogging down game play). However, gamemasters are encouraged to allow particularly important NPCs (whether friendly or hostile to the player characters) to exercise their own EDG as necessary.
43
KEVIN KILLIANY
DROPSHIP DAVID OUTBOUND TO PIRATE JUMP POINT HESPERUS II SYSTEM, LYRAN ALLIANCE 12 JUNE 3076 Franz ignored the bangs and bustle of the launch bay, studying the flat display of his noteputer intently. The DropShip was decelerating toward the jump point and inertia provided what felt like one-third standard gravity—enough to let him lean against the bulkhead instead of clinging to it. In a few hours, the DropShip would be secured to its JumpShip. And after a long, sickening leap through some sort of non-space that Franz still didn’t understand, they would be deep within the Rochelle system. He was a long way from Mississauga. The planet on the screen was a computer-generated image, toned and shaded to look like a photograph. The not-quite-natural colors indicated surface features, easy to read if you knew the color code. Betting the expanse of blue-gray represented water, Franz guessed the world was mostly ocean. What land there was looked like…well, that depended on whether yellow meant mountains, forest or desert. The top of the sphere, angled toward the virtual camera, was a uniform grey-white. Unless the planet was experiencing an ice age, it was winter in the northern hemisphere. The data box above the image told him there were three moons and a ring of frozen dust orbiting the planet, but they were not displayed. Unessential to the mission, he guessed. The gravity was light; for all its ores and rare earths, Rochelle was
not a dense world. Its atmosphere was oxygen-rich, but tainted by a few centuries’ worth of industrial pollutants. Eye irritants, skin irritants, local plants inedible to off-worlders—the cautions scrolled across the bottom of the screen. Franz tapped the animation key. An amber line appeared, descending toward the north pole from the edge of the screen. The image of the planet expanded, the scale changing as the line curved, following the world’s rotation. The line ended on a narrow sliver of tundra separating a range of jagged mountains from an icy bay. Franz looked up from his noteputer to take in the sleek lines of the Mark VII Landing Craft. It looked sturdy enough: capable, even while secured to its gimbaled launch cradle. But once clear of the DropShip, it would be facing a hostile world alone. With him riding helplessly inside. What he hated about flying was having his life depend on someone else’s skill. Or luck. “Right there is where it goes wrong.” Franz jumped. Ethan Naoko was standing there, his arms crossed, practically at Franz’s elbow. He hadn’t heard the man approach. No surprise there. The Combine ex-pat had been fighting in one military or another longer than Franz had been breathing. “Where?” Franz asked, hoping Ethan had missed his start of surprise. “There.” The older man leaned down to tap the edge of the noteputer screen where the amber line entered the frame. “As soon as we’re committed. That’s when everything will go au diable.”
“No plan survives contact with the enemy.” Franz tried to sound worldly. “No plan survives contact with reality,” Ethan corrected. “There’s no such thing as being ready for everything.” Franz looked back at the noteputer screen. As nearly as he could tell, the scrolling list of biohazards still hadn’t looped. “So, what do you do?” “Did you know this ship is painted black?” “What?” “The Leopard CV around us.” Ethan’s sketchy gesture indicated the launch bay. “DropShips navigate by sensors, passive and aggressive, pinging each other at thousands of kilometers, trading shots at ranges that make no sense at all. They never get close enough to see each other.” “I know that,” Franz bristled. “I graduated—” “Top of your class from the finest military academy in the Inner Sphere, whichever one you think that is.” Ethan dismissed his protest. “So why is our DropShip painted black?” “Huh?” “Purple, pink, green, paisley, or polka dot; what difference does the color of a DropShip make at some ungodly range?” Ethan didn’t wait for an answer. “It makes no difference at all. There is no practical reason for a DropShip to be black, no realistic situation where that would be an advantage. But they painted every centimeter of this bird dead flat black just in case. “What do you do? You do everything you can to be ready for whatever’s going to happen. And you never, ever, let yourself get comfortable thinking you’re ready.” ▲▼▲ “Ready, Doc?” “Grace,” Grace corrected. “And as ready as I’m likely to get, Lieutenant Hildebrand. Rochelle presents a pretty potent mix of pollutants and biotoxins, but I think these prophylactics should carry us through.” “Excuse me?” Grace held up two syringes and a plastic pack of assorted pills. “Broad spectrum antibiotics, mega-doses of vitamins and metabolic enhancers, fast-acting general antiviral vaccines,” she said. “Pretty much the standard mix for a hostile bio-environment, with a couple of tweaks to meet Rochellespecific hazards.” “It’s a wonder the world is inhabited.” “It was a verdant world when humans arrived.” Grace shrugged as she turned back to arranging the medical supplies. “We spent the last few centuries trying to kill the planet; we shouldn’t be surprised it’s fighting back.” Luella opened her mouth, then paused. The medic’s voice was packed with a lot more tension than the conversation justified. “Grace…” She waited until the taller woman was looking at her. “Do you have a concern about this mission?” “Only an idiot wouldn’t have concerns going into combat.” “If things go right, this will not be a battle,” Luella countered. “It’s a recon run.” “We are rendezvousing with elements of the local resistance who will lead us to some sort of never-before-seen Blakist complex that we are supposed to assess and sabotage—destroy if possible,” Grace answered. “To imply this ‘recon run’ will not
involve at least one firefight is disingenuous at best. Lieutenant.” “I meant,” Luella tried again, “the mission parameters are such that we will actively avoid combat whenever possible. We’re gathering data to apprise the fleet of conditions on the ground. Sabotage is secondary to espionage. “And even then, our target is the installation’s hard assets, not its personnel. More a demolition job than a battle.” Grace resumed arranging the medical supplies. Luella noted no two packs of pills were exactly alike. Grace said she had tweaked the doses to meet Rochelle’s needs, but she suspected the medic had tailored each preventative treatment—prophylactic, to use the doctor’s term—to meet the specific medical requirements of each team member. “You’re very good at this.” Grace looked at her sharply, then evidently decided Luella had been sincere. “I take my job seriously.” Luella couldn’t think how to continue that conversational vein and abandoned it for the direct approach. “Doctor, is there something I’ve done to upset or offend?” The medic blinked, then twisted her mouth in a rueful smile. “Sorry, lieutenant—” “Luella.” “Sorry, Luella. It’s what you do and what I do,” she said. “You’re here to kill and I’m here to make sure no one dies.” “I am not a killer.” Luella felt the blood rising to her face, but kept the tension from her voice. “I fight to save people; to set them free.” “That came out wrong,” Grace said. “We’re both here for the same reason, to break the Blakists’ stranglehold on humanity. The difference is, I will not kill. I’ve never even fired a weapon.” Luella opened her mouth, then realized she could think of nothing to say. Hoping she didn’t look too much like a fish, she closed her mouth. “No matter how wrong, how evil I believe a person to be, I can not take their life.” Grace answered the question Luella had not asked. “I do not have that right.” “Then—” Luella paused to gather her thoughts. She had seen Grace Luther’s record. A native of—Callison? Or was it Kalidasa?—the woman had come to Devlin Stone’s service by way of Alys RoussetMarik’s resistance fighters. She had served as medic or comm tech on a half dozen of Rousset-Marik’s most daring raids against Blakist strongholds. There was no reconciling a record like that with the doctor’s declaration of pacifism. “That’s a little difficult to understand,” she said at last. “Try living it,” Grace answered. ▲▼▲ Travis rubbed the inside of his elbow as he entered the hold of the Mark VII. There wasn’t any real pain, but knowing not one but two needles had punctured his flesh, pumping what had felt like a half liter of fluid into his veins, was enough to trigger the absent rubbing. His body reassuring itself that it was still intact. Busby was working, back to the door, evidently arranging items in one of the exterior bins on the team’s ATV.
“Hildebrand is our vehicle expert,” Travis said by way of greeting. “You’re the pilot.” Busby grunted. “I am also the heavy weapons expert and I will check what I need to check.” The half-grin twisting one side of his mouth took the edge off his words. “That, and I worry I forgot something. Easier to inventory small items while we still have gravity.” “Well, hate to interrupt, but you need to see Doc for your pills and shots. They need time to kick in before we get there.” “I was thinking I’d just take my chances with the Rochelle bugs.” “Bad idea. The way I hear it, once you’ve had a year or two to adapt, you’re just hung over. Until then, you’re sick as a dog.” “Lovely.” “I never figured you to be afraid of shots.” “Shots, no. But pills…” The big man shuddered. “My stomach can’t take them in gross lots.” “Doc probably has a pill for that.” Busby grunted again. “Feel this,” he said, lifting a backpack from the rack and handing it to Travis. Travis understood what he was checking before he took the pack. The ripstop fabric was stretched taut and every cinch strap let out to its last hole. It was hard to gauge weight in the one-third gravity of deceleration, but he was willing to bet it pushed the maximum listed capacity. “Hefty,” he commented. “The kid came in a few minutes ago and added about six kilos of stuff,” Busby said. “I was thinking he maybe had some sort of personal special purpose kit he wanted to take along, but he was just stuffing odds and ends. Made no sense.” “Must be counting on Rochelle’s three-quarter gee,” Travis said, re-racking the pack. “Someone should maybe explain inertia.” “Doc’s got pills for muscle aches.” Travis jerked his thumb toward the hatch. “And you need to go get your half-kilo of meds. Now. I don’t want you too sick to fight when we’re on the surface.” Grinning at the departing Tikonov’s colorful complaints, Travis inspected the rest of the team’s backpacks. For all his disparaging the weight of the kid’s pack, Busby’s massed as much as any other two combined. A hard-shell harness for carrying a squad’s worth of heavy weapons, Travis doubted he could lift it in Terran-standard gravity, much less fight with it strapped to his back. Ethan’s ancient pack, on the other hand, was pure Combine, right down to Japanese characters the old fighter insisted were a ward against incoming artillery. He had added the several external pouches—for items found “foraging”—on his own. Luella’s pack was straight regulation, of course, with an additional bandolier of power packs to feed her blazer. Theoretically, the double-barreled laser could take down anything they were likely to come against, but if things got hot and heavy the beast would eat energy packs like popcorn. Doc’s… Well, between the radio and the med kit, her rig had precious little room for anything else. He wasn’t surprised to discover the external bayonet sheath was packed with fiberglass splints. Travis stood for a moment, his hand resting on his own racked
pack, and looked around the landing craft’s crowded hold. Individuals. Competent individuals, but individuals. Not a team. Even the four who had been a team—or part of the team when Recon 4 included Richie and Don—were individuals again. He’d seen it before. When a small unit took losses, it stopped being a unit. Or stopped being the same unit. Even without new blood entering the fold, the survivors had to relearn their reflexes, rethinking what and who they could count on. Which was why you always brought in new blood as soon as practical. You wanted all the pieces in place before the unit reformed its heart. ▲▼▲
DROPSHIP DAVID PIRATE JUMP POINT HESPERUS II SYSTEM, LYRAN ALLIANCE 13 JUNE 3076 “Sir.” Travis looked up from his ‘puter to find Luella hovering in front of the podium. At first blush, the idea of using a podium for lectures in zero-gee made little sense. But then again, assuming it was bolted securely to the deck, a podium provided a secure anchor to keep the speaker from drifting away in the middle of a salient point. Not to mention giving the audience an unmistakable visual cue as to which way they should be oriented. Luella was oriented correctly, without a single unsecured hair to indicate the lack of gravity. Since she was neither obviously clinging to anything nor drifting away, Travis surmised she had one boot snug in a foot-loop as she held the no-gee equivalent of attention. He wondered what, if anything, she had retained of his admonition that she tone down the spit-and-polish in private. Then he noted the others entering the long cabin behind her and toned down his own attitude. She was following protocol, maintaining order and decorum in front of their command. He might think she was a bit too rigid about the regs, but he could hardly justify being pissed at her for following them. “Lieutenant?” he asked mildly. “I had a conversation with Grace Luther.” Luella’s voice was pitched for his ears alone. “And I couldn’t help but have some concerns.” “Because she’s a pacifist?” “You knew?” “I’ve been lying about her martial arts scores to keep her certified as Recon 4’s medic and comm tech for over a year now.” Travis shook his head. “She’s the best argument for conscription I’ve ever seen.” “Conscription?” “At gun point, the way I got the story,” Travis said. “Seems Alys needed a doctor fast and raided a Universalist medical mission.” “How did she become medic in a Stone’s Lament recon unit?” “Same way the rest of us did. Orders.” Travis raised his hand just enough to stop Luella’s next words. “She’s good at her job and she
does it when all hell’s breaking loose. I suggest you table any concerns you might have about Doc.” “Yes, sir.” “Was that all?” Luella visibly considered before shaking her head. Travis was willing to bet someone else had raised a red flag in her by-the-book mind and was glad to see she was learning. The rest of Recon 4 was loosely organized around the cabin with only the new kid looking anywhere near as regulation as his XO. Had he let them go too far? Let them get too informal, too irregular? Perhaps. But just as strict protocols and procedures engendered effective performance under fire, the improvisation that could save a mission—and lives—sprang from knowing what your companions were capable of. It was a thin line. “Everybody reviewed the mission specs?” Travis asked. “Yes, sir.” Franz snapped out a parade ground answer. Luella nodded, Ethan looked comically blank, and neither Busby nor Grace acknowledged the rhetorical question. “What are we after, Naoko?” “Not a clue, sir,” Ethan answered. “That’s why we’re after it. The Robes are dug in on Rochelle for no apparent reason and the local good guys got word out there’s some sort of installation on the north continent. Not big, but probably important.” Franz had his hand up, like he was in grade school. Travis suppressed a smile as he nodded for the boy to speak. “We land just below the arctic circle and link with elements of the Rochelle resistance. We then travel south by ATV, following the Elbe River, before cutting west to the suspected location of the installation. We observe, but do not engage, any Blakist forces en route. If we determine the installation represents a viable threat to the liberation fleet, we neutralize it. Ten days after insertion, we break radio silence and relay all data to the liberation fleet for go/no-go decision.” The kid took a breath. “Sir.” “Essentially correct,” Travis acknowledged. For the next twenty minutes he reviewed the mission, confirming that everyone was familiar with the backup contingencies, alternate routes, secondary and tertiary objectives. His people had done their homework. Questions were sensible and on-target and—no surprise—Ethan and Busby had thought up a couple of new angles. “People,” he said when it was clear all the points had been covered, “we’re going into harm’s way for a real reason this time. There’s a Blakist base that needs destroying. There’s a planet full of people who need setting free. We are the eyes and ears of Stone’s Lament. Just us; no other teams going in. If Rochelle is going to be liberated, it’s up to us to pave the way. “We—all of us—have never gone into fire as a team before. It’s going to be hot; we’re going to get burned. But if we keep our wits, do our jobs, and work as a team, the parts that get burned away will be the ones we don’t need. It’ll hurt, but we’ll come out the other side tempered—sharper, harder and tougher. “We’ve got just under an hour before we jump,” he concluded. “Use that time to do whatever you have to do to get yourself ready. Then be ready. We’re going to hand the Robes their heads and live to tell the tale.”
“There is a hero in each of us. Join the fight against oppression! Contact your local recruiter today!”
OVERVIEW The BattleTech universe is a rich tapestry of factions and cultures embroiled in a state of continuous conflict. For new players and old, the scope can be a little overwhelming at first, but the “organic” process of character creation is designed to remedy this by enabling players to build their characters using blocks of points and statistics called Life Modules. When completed, these modules yield a character whose origins and backstory fit within the fabric of the BattleTech universe while meshing with the player’s unique character concept. This chapter covers the process of creating player characters and unique NPCs for use in A Time of War role-playing campaigns. Additional rules provided at the end of this chapter offer a streamlined, points-only system that can be used to generate minor NPCs, as well as rules for enhancing characters in later game play using Experience Points (XP).
CHOOSING THE CHARACTER CONCEPT A vital first step to character design is for the player to choose a character concept. This concept can be as basic as “a MechWarrior” or as complex as “a noble scion, expelled from the family when she refused to marry against her will, turned mercenary tanker and privateer.” The more details the player can come up with for his character, the more smoothly things will go during the character generation process. Keep in mind that character design is best accomplished by first conferring with the gamemaster, to ensure the best fit for the final character with the other player characters and the game campaign to come. Working With the Gamemaster When working a new player character into a campaign, the player should learn a number of key details from the gamemaster before proceeding. Among the most important are the type of campaign the gamemaster intends to run, its era, and—for the player character party—any affiliation and character type limits. The gamemaster should have worked out all of these factors before character creation, paving the way for the players to create a clear and coherent party. Campaign Type: In this context, a role-playing game’s campaign type reflects the gamemaster’s general plan for the players’ exploits. Is it a short adventure scenario, set to begin and end in just a few sessions when a specific mission goal is met, or is it an open-ended series of adventures with no real pre-defined end? Is it military-themed? Corporate? Police? Mercenary? Clan? Solaris? Is combat expected to be routine or infrequent? Answering these questions can easily fill in the blanks and provide a guide for the player to build at least a basic concept with. Campaign Era: Another major issue for character creation, the era in which the campaign is set establishes a number of limits, which can include affiliations, vehicle and equipment assignments, and Life Modules. Will the adventure be set in the Golden Age of the first Star League, or the darkness of the Age of War that preceded it? Or will it be during the late Succession Wars, when a technological renaissance gradually reintroduced the war-weary Successor States to the wonders of lostech and the birth of the Steiner-Davion legacy? Or perhaps the Clan Invasion era, with its devastating culture clash, or the Word of Blake Jihad with its rampant chaos and the horrors of total war? Though trained for combat and armed for the field, Doctor Maria Staten has sworn an oath to do no harm.
Affiliation Limits: For whatever reason—whether as a key component of the campaign type or a pretext for a subplot—the gamemaster may set affiliation limits on character creation, locking the players into a preset number of originating factions. Character Type Limits: As much of the action in the BattleTech universe happens on the battlefield, most roleplaying campaigns in this setting will likely be military. Based on the gamemaster’s plans for the adventure, however, certain fields of expertise may not fit with the rest of the party. For instance, a campaign centered on an all-BattleMech command may find little use for a character who can only pilot a VTOL.
CHARACTER CREATION BASICS Once a player has determined his character concept (with any necessary aid from the gamemaster), he can build his character. Players can accomplish this in one of two methods outlined below, based on the players’ preferences and the nature of the character being created. Both of these methods are driven by the use of Experience Points (XP) to buy the character’s Attributes, Traits and Skills. The first of these, the Life Modules approach, allows the player to build his character organically by selecting batches of XPs tailored to specific phases of a character’s life experiences. The more Life Modules taken, the older and more experienced the character becomes. The Life Modules method also produces a basic character background, broadly defining his life from birth to the start of his playing adventures. Was he raised on a farm and joined the service to see the universe and protect his home realm from its enemies? Or was he a scion of nobility, sent off to the best preparatory schools and academies to uphold the family’s honor as a MechWarrior? Or was he a drifter, a war orphan who came of age on the streets, and now wanders the Inner Sphere to avoid authorities and somehow find a better life? The points-only approach bypasses Life Modules in favor of a more free-form method where the character’s XP Pool is directly spent on the desired Attributes, Traits and Skills. This approach leaves the definition of the character’s background completely up to the players, and minimizes any quirks that can arise from the use of Life Modules. This approach is best used when time for character design is limited, when the character in question is an NPC, or when the provided Life Modules do not fit the adventure at hand. Once all Attributes, Traits and Skills are set by either method, the player can then spend any currency the character has on starting equipment, while also filling in any additional personal information required (such as physical descriptions, names and other biographical data). The XP Pool All characters in A Time of War are built using XPs, either applied directly to the character’s Attributes, Traits and Skills or spent on Life Modules. The Experience Points made available to the character at the start of character creation constitute the character’s XP Pool. As Life Modules are purchased, their XP costs must be subtracted from the XP Pool and the XPs they award must be distributed among the character statistics indicated by the module module’ss data. A character may not spend more XPs than he receives for his starting allotment (see below) on Life Modules or individual
statistics. However, at the end of the character creation stage—and before the character can enter game play—the controlling player should not have any XPs left over. Starting Allotments All starting characters in A Time of War receive an initial allotment of 5,000 XPs—a value that represents the experience of a normal human character at a baseline of 21 years of age at the start of play (18 years of age for Clan warrior characters). At the gamemaster’s discretion, however, this amount can be adjusted by +100 XPs for every year of age over this baseline, or –100 XPs for every year of age under it. Life Modules: If using the Life Modules system (as opposed to the Points-Only design method described on p. 51), a character’s actual age may not conform to the XPs allotted to his “baseline age”. This is perfectly legal, so long as the allotted XPs are properly accounted for. After all, experience is more than a measure of years. Aging Effects: In addition to the starting allotments, characters who end character creation at an age of 25 or older may receive additional effects from aging. These additional effects are described on pp. 332-333, in the character advancement rules. As they are defined by character advancement rules, rather than part of the creation process, these aging effects are not applied until after character creation in completed, and are not counted as part of the character’s starting allotment. Life Modules Life Modules are the building blocks of organic character design in A Time of War. Each Life Module is identified by a stage number (0 through 4) that reflects its place in the character’s overall development, along with the module’s name and its cost (in XPs). The module’s name roughly defines its general nature at that point in the character’s life (for example, the High School module reflects the period when the character attended a traditional high school). The cost defines how many XPs are spent from the character’s XP Pool when the module is selected. Though the XP Pool defines the character’s hard limit in terms of purchasing Life Modules, most starting characters are ready for play after choosing five Life Modules in total. However, if the gamemaster (and the character’s XP Pool) permits, characters can be created using as many as ten Life Modules or as few as one. In more extreme instances of this, the starting XP Pool may need to be adapted to suit. Following the module’s name and XP cost is a brief description of what the module represents, followed by the bulk of its game data. Prerequisites—which identify any character requirements necessary to take the module—are listed immediately after the description. A listing of fixed XP values then follows, where the module pre-assigns experience to the character’s Attributes, Skills and Traits. Flexible XPs, if listed, may also appear after these pre-assigned XPs, indicating additional points the player can spend as he sees fit. All XPs assigned in a Life Module—including flexible XPs—must be assigned before the character can advance to the next module. Additional notes (if any) may appear after this data, to describe any special requirements or features the module may have. During character design, the player must allocate all of the module’s listed XPs to the character’s sheet, keeping track of
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
49
THE GAMEMASTER’S STAGE TYPICAL CAMPAIGN BASICS FOR A TIME OF WAR Given the size and scope of the BattleTech universe, it’s easy to be overwhelmed by the options available for a potential role-playing campaign. The following are just some of the choices, provided for quick ideas that can be developed for a full campaign or a one-shot pick-up adventure. Popular Campaign Types The campaign type should be pretty clear from the word “go”—a one-sentence description of the adventure’s focus, be it the exploits of a mercenary force (by far one of the most popular campaign types in BattleTech, because it allows player characters to hail from almost any affiliation), the struggles of an upstart MechWarriors’ stable on Solaris VII (emphasizing the intrigue of competing factions, corporations and criminal organizations on the infamous Game World) or the hard-fought campaign of a House military force facing its trial by fire in a new war. Other effective campaign types may focus on the adventures of a corporate security force, police actions on some backwater world, or even a space exploration campaign backed by the likes of ComStar’s Explorer Corps or the Interstellar Expeditions group. The type of campaign can help determine the range of characters that will best fit the party. More military-style groups will likely focus a lot of game time on the soldiers and other combatants, while corporate security and police campaigns will see more interaction with the civil sector (and generally a lot less heavy weaponry). Exploration missions can feature a hodgepodge of character types, with greater emphasis on those with a scientific or diplomatic bent, backed up by some more combat-oriented characters “just in case.” Popular Campaign Eras The BattleTech universe spans a future timeline more than a thousand years from that of present-day Earth. While technically all of that time is playable, the most popular eras are the Age of War and Star League period (collectively called the Star League Era), the Succession Wars and aftermath period (Succession Wars Era), the Clan Invasion period (Clan Invasion Era), the period surrounding the FedCom Civil War (Civil War Era), the Word of Blake Jihad (Jihad Era), and the period after the Jihad through to the 3140s (Dark Age Era). These eras of play each reflect different times where specific technologies and character types may or may not exist (depending on the region of space in which the gamemaster chooses to set the adventure). For example, Clan characters and equipment cannot be used in Inner Sphere or Peripherybased campaigns set in the Succession Wars or Star League eras. Likewise, characters hailing from the Free Rasalhague Republic may not exist in a campaign set during the Star League period (unless the game is specifically set in the time before the original Rasalhague state was conquered by the Draconis Combine).
i
ComStar, Clan and Word of Blake characters and equipment cannot be used in the Star League era anywhere, though ComStar may appear in the Succession Wars (as can the Clans, so long as the adventure is set in the Clan homeworlds and the phenotypes are carefully monitored by the gamemaster). Affiliations Unless the player group in question is irregular in nature (typically mercenary or pirate), there will likely be restrictions on the affiliations that players can choose. A party of House Kurita regulars, for example, would not welcome a character of non-Combine origins, especially those from Houses Steiner or Davion, with whom they warred most often throughout the history of their realm. More multi-national parties, such as mercenaries, pirates, Solaris stables or parties from a large interstellar organization (including mega-corporations like StarCorps, international alliances like Interstellar Expeditions or major international factions like ComStar and Word of Blake), may permit player characters from any background, but gamemasters should be prepared to temper the characters’ allegiances so they can function as a team. Self-avowed Davion supremacists in a party dominated by Capellan-born characters, for example, would cause havoc for an ongoing adventure. Character Types As a war game universe largely centered on giant, walking BattleMechs, it comes as no small surprise that the MechWarrior is a dominant character type for most adventures. However, with so many avenues for adventure, A Time of War supports the full spectrum of character types, from the humblest civilian wage slave to the mightiest MechWarrior champions of Solaris VII. Still, care should be taken in selecting the characters best suited for an adventure. Many characters can be defined by a single class, based on what they do (though A Time of War does not strictly stratify them as such). Warrior characters can range from infantry to vehicle crews to MechWarriors and fighter pilots. Technician types can range from mechanics and computer techs to BattleMech technicians and aerospace engineers. Scouts can range from special infantrymen, fast vehicle drivers and undercover police to more sophisticated international “man of mystery” spies and surveillance experts. If a game is expected to see a lot of combat, warrior types and scouts might be preferred over technicians. Campaigns based on political or corporate intrigue, meanwhile, may emphasize characters with more social and mental skills, like technicians, scientists and diplomats. A good player character mix should be able to partake in most of the adventure’s action at any given time. Too wild a mix, and the campaign can easily exclude one portion of the party while the rest get all the limelight.
the total XPs assigned to each Attribute, Trait and Skill, and applying any flexible XPs either to these Attributes, Traits and Skills, or to any others they decide to add along the way. Once all modules are completed and any additional XPs are applied in the final stage of character design, the total XPs allotted to each Attribute, Trait and Skill will define their final values (if any) at the start of game play. Just as importantly, the modules selected will also provide a short description of the character’s origins and background. This gives the character a firm grounding in the BattleTech universe and potential hooks the gamemaster and player can use for later adventures.
POINTS-ONLY CHARACTER CREATION (OPTIONAL) An alternative to the Life Modules system, recommended mainly for creating NPCs in a hurry, the points-only method allows players to spend XPs directly on the desired Attributes, Traits and Skills. Players using the points-only approach need only determine the character’s starting XP allotment and spend these points as indicated under the standard rules for purchasing Attributes, Traits and Skills (after the Life Modules). Players using the points-only method may proceed directly to Purchasing Attributes, Traits and Skills (p. 81). However, even when using a points-only approach, it is highly recommended that players seeking a more authentic feel for their characters review any Life Modules that could mesh with the chosen character design for ideas on appropriate character features. For example, a points-only character with a Federated Suns background could benefit from purchasing the same Attributes, Traits and Skills found in the FedSuns Stage 0 Life Module. Lisa, a player in Leon’s A Time of War campaign, has opted to create a MechWarrior using the Life Modules system. She receives 5,000 XPs to start with, and will use them to develop her character. Jeff is also creating a character for Leon’s campaign. He knows the campaign will include a combined-arms unit of ‘Mechs and infantry. Since most other players plan on playing MechWarriors, Jeff decides to play a infantry type to be different. Jeff decides to use the points-only method of character generation, so he can get his character up and running a bit faster. Like Lisa, he begins with 5,000 XPs, which will be used to purchase Attributes, Traits and Skills a la carte.
PREREQUISITES AND ACCUMULATING EXPERIENCE During character creation—regardless of the method chosen—players must be mindful of the prerequisites and Experience Points their characters will accumulate. Prerequisites identify any restrictions or requirements the final character design must meet in order to use a particular Life Module, Skill Field or other feature. Accumulating XPs, meanwhile, identifies how developed the character’s Attributes, Traits and Skills will be throughout the character’s progression.
Handling Prerequisites Prerequisites need not be met before a player takes a desired Life Module or Skill Field, but they must be met at the end of the character’s design. For example, a character who enters Intelligence/Covert Operations Training will find that its prerequisites include a minimum INT score of 4, a minimum WIL score of 5 and a minimum of +2 Trait Points (TP) in the Connections Trait. Odds are, these prerequisites will not be met by the time the character reaches this stage, but these minimum requirements must be tracked and fulfilled during the final stages of character design in order to ensure that the character is legal for play. Modified Prerequisites: When using the Life Modules system, or when selecting successive Skill Fields, players may occasionally find that some prerequisites may change for the same Attribute, Trait or Skill. For example, military Basic Training requires a Rank Trait and minimum INT and WIL Attribute scores of 3, while Anti-’Mech Infantry special training requires the Infantry Field and a minimum WIL of 5. Whenever a character encounters a situation like this, the more restrictive prerequisites apply. In the case of Attributes, Skills or positive-TP Trait prerequisites, the higher minimum (or lower maximum) of any such statistics will supersede the lower minimum (or higher maximum) prerequisites. For negative-TP Traits, the higher TP minimum (and the lower TP maximum) applies instead (so a maximum –3 TP Trait would supersede a –2 TP Trait maximum). Conflicting Prerequisites: In some cases, a character may attempt to choose a module or Skill Field that has conflicting prerequisites with another module or Skill Field (such as selecting a module for a different affiliation than the one with which the character was created). In the event of such a conflict, the player cannot take the most recently selected module that conflicts with the older, established one. Gamemaster Arbitration: In the event that the above rules do not mesh with a player’s desired character development, the gamemaster may override the prerequisites for the player’s benefit. Accumulating Experience When selecting Life Modules, XPs are largely assigned to specific Attributes, Traits and Skills. These XPs may be positive (preceded by a plus sign) or negative (preceded by a minus sign), regardless of whether the Attribute, Trait or Skill in question is positive or negative. Players must keep track of these XPs, adding together all the values accumulated from each module for each character statistic (adding a negative value is the same as subtracting a positive number). Flexible XPs: Most modules also allocate XPs to the character as Flexible XP, or allow the player to choose where the Experience Points go from a range of possible Attributes, Traits or Skills. If no specific instructions accompany an allotment of XPs, the player may apply these flexible XP as a lump sum to any desired Attribute, Trait or Skill his character already possesses, add them to a new Trait or Skill, or break up the XP allotment and disperse the points as desired to a selection of both. Subskills: Some XPs are allocated to Skills with largely undefined subskills (ending in “/Any, /Any,” “/Affi /Affiliation,” or similar
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
51
terms). If the Subskill is identified as Affiliation, the character must allocate XPs to the Subskill based on his own affiliation. If the Subskill is less well defined (subskills listed as Any), the player may choose the specific Subskill for the character’s Skill and allocate the XPs to that. If the character already possesses the chosen Subskill, the XPs accumulate as normal.
CHOOSING LIFE MODULES Once a player has a character concept in mind, the next step is to choose the character’s Life Modules. As noted above, Life Modules are identified by stages, which define their placement in a character’s development. Each Life Module comes with an XP cost, which is subtracted from the character’s starting XP Pool during the creation process. A character cannot purchase more Life Modules than his starting XP Pool can afford.
STAGE 0: AFFILIATION Stage 0 reflects the character’s origins, essentially defining his cultural heritage. Establishing the character’s affiliation provides the character with bonuses and features based on this factor, and may also set limits on which Life Modules may or may not be selected for this character later. All characters must select a Stage 0 Life Module. Sub-Affiliation (Optional) In most cases, the various affiliations available to players represent vast stellar empires, which are further divided into regional sub-affiliations. Players interested in greater depth may add a desired sub-affiliation to the main affiliation when completing this stage. Universal Fixed Experience Points Regardless of their original affiliation, all characters in A Time of War must purchase a mandatory universal allotment of fixed XPs in Stage 0 that establishes a minimum level of Attributes, as well as the character’s general awareness of his surroundings and his ability to understand at least one of his home realm’s main languages. Also provided are XPs toward the common tongue of English (which is spoken in virtually all corners of humanoccupied space). Thus, in addition to all XPs awarded from the character’s starting affiliation, all characters using Life Modules must purchase the following (at a cost of 850 XPs): +100 XP to each Attribute, Language/Affiliation Primary or Secondary Language Skill (+20 XP), Language/English Skill (+20 XP) and Perception Skill (+10 XP).
STAGE 1: EARLY CHILDHOOD All characters using Life Modules must choose one—and only one—Stage 1 Life Module, reflecting their early childhood development. Early Childhood is roughly defined as the character’s life from birth through ten years of age.
STAGE 2: LATE CHILDHOOD All characters using Life Modules may choose one—and only one—Stage 2 Life Module, reflecting their critical teenage years and—in most societies—their coming of age. Late Childhood is roughly defined as the character’s life from age 11 through 16 years of age. A Stage 2 module is required if the character will continue his development into stages 3 or 4.
STAGE 3: HIGHER EDUCATION (OPTIONAL) Stage 3 reflects an optional phase in a character’s life: Higher Education. This period covers any enlistment or academy training the character may undertake after achieving maturity, which may include military or police training for a state or local government, civilian colleges and universities, technical or vocational schooling. Stage 3 is a wholly elective part of character development, but required for any character expected to serve in a government or corporate-sponsored military, paramilitary or police field. Also, characters who aim for careers in education, engineering, law, medicine, science or similar “high-level” fields of expertise must possess the proper schooling to back it up. A character may select more than one Stage 3 Life Module, but can never repeat the same Stage 3 Life Module. Stage 3 modules differ from other stages in that they primarily award Skills in batches called Fields, which represent standardized forms of training. A single Stage 3 Life Module may award from 1 to 3 Fields at a time, but as more Fields generally also mean more time spent in this stage, this can produce characters of more advanced age before they enter “real life.” For this reason, gamemasters are encouraged to limit starting characters to no more than two Stage 3 Life Modules during the creation process. Scholastic Options Based on the character’s affiliation (and possibly other factors, such as Childhood Stage choices), a range of options may exist for the controlling player to choose from when selecting a Higher Education Stage Module. These scholastic options represent the different colleges and universities the character may attend, each of which may provide different curricula based on their focus and resources. Fields All Higher Education modules provide Skills to the character in batches called Fields, but based on the nature of the institution, a character may be provided with as few as one Field, and as many as three per module. These Fields are generally described as Basic Training, Advanced Training and Special Training. (A special fourth Field may be offered, called Officer Training, but this is actually treated as a repetition of the Higher Education module even though it takes place concurrently with another associated Stage 3 module.) A minimum of one Field—Basic Training—must be chosen when the character enrolls in one of the schools represented in the Stage 3 modules. At the player’s choice (or as a result of the module’s requirements), this may be followed immediately by an appropriate Advanced Training Field. Only a character who has received both Basic Training and an appropriate Advanced Training Field may select a Special Training Field (if any are offered). Taking a Special Training Field, however, adds to the Stage 3 time requirement and costs additional XPs.
STAGE 4: REAL LIFE (OPTIONAL) The final final stage of character development before game play begins is called Real Life because it reflects the period of the character’s life after all schooling is done and he proceeds into the “real world”—entering the workforce, striking out in search of adventure or serving his state in a tour of duty. Like Stage 3, Stage 4 Life Modules are optional. Stage 4 may even be repeated as desired. However, if a character repeats the same module, he only adds the Skill XPs awarded it; Attribute and Trait XPs are not applied beyond the first time (even though the module’s cost remains the same).
this option does not affect the module’s XP cost, it effectively wastes potential character experience.
UNIVERSAL EXPERIENCE POINTS Remember that, in addition to those provided by affiliation and chosen module, the universal fixed Experience Points mentioned earlier in this chapter must be applied to the character as well at this stage (see p. 52). As noted, these universal XPs automatically subtract 850 XPs from the character’s starting XP Pool.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHANGING AFFILIATIONS Lisa conducts a casual preview of the Life Modules before diving into her character creation process, even though she has a solid idea of her character’s background and general makeup. She decides that her MechWarrior’s development will be fairly typical, tracing the life of a child of common origin (but with a strong military tradition that drives her to serve as a MechWarrior), who comes of age in military school and then ventures off to a MechWarrior academy. Before game play begins, Lisa will also take steps to ensure that her warrior gets seasoned with at least one tour of combat duty in service to the state. Because she is a fan of House Davion, Lisa opts to make her character a citizen of the Federated Suns. With this general plan in mind, Lisa chooses Federated Suns for Stage 0, Blue Collar for Stage 1, Military School for Stage 2, Military Academy for Stage 3 and at least one Tour of Duty module for Stage 4. These choices made, Lisa launches into the modules to see how each one will shape her character.
Most of these affiliations are presented with the presumption that the character will retain his or her ethnic allegiance into adulthood, but circumstances such as capture by a rival Clan or defection to another state can prompt a change in the character’s final allegiance. Players wishing to incorporate such changes into their backstory can do so by selecting two affiliations rather than one. The first affiliation must be the one the character was born into, and the second must be the affiliation with which the character ends the creation process. The controlling player must then divide all XP values (including the purchase XP costs) for both affiliations by 2, rounding any half points down, and apply the XPs for both to all relevant Attributes, Traits and Skills. If either affiliation has restrictions noted, only those of the final affiliation apply.
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
STAGE 0 MODULES: AFFILIATIONS
SPECIAL CASE RULES
“Hey, where did you say you were from again?” A character’s affiliation identifies his or her realm of birth, and is not so much a stage of life as a factor that helps define the character’s ethnic and cultural background. Thus, choosing an affiliation is referred to as Stage 0, and costs a relatively minimal amount of starting XP. The affiliations presented here reflect the major realms, minor states, Clan and independent factions that exist in the BattleTech universe as of the mid-3070s. Sub-Affiliations: Each of the major affiliations presented here includes sub-affiliations, regional or cultural sub-sects of the main affiliation, which reflect a more specific heritage and political inclination. Sub-affiliation XPs are awarded in addition to those associated with the main affiliation and are accounted for in the module’s total cost, so it is most efficient for a character to choose both a primary affiliation and a subaffiliation for their Stage 0 module. Sub-affiliations are ultimately optional, however. If desired, the gamemaster may permit characters to take a more “vanilla” approach and ignore the sub-affiliation XPs—but as
CHARACTER CREATION
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
Knighted by none other than the Captain-General himself, a new applicant proudly joins the ranks of the Knights of the Inner Sphere.
53
CAPELLAN CONFEDERATION (HOUSE LIAO)
DRACONIS COMBINE (HOUSE KURITA)
MODULE COST
MODULE COST
150 XP
House Kurita’s rigid society is patterned strongly on the ideals of feudal Japan and allows for very few exceptions. An overriding belief in the superiority of Combine honor and the destiny of Kurita dominion over all has produced a society that is harsh and distrustful of all gaijin (outsiders), while idolizing principles of decorum and personal honor.
Having suffered badly at the hands of its neighbors for centuries, the Capellan Confederation has become a virtual police state, its people wary of enemies within and without and devoted to survival at any cost. Nearly destroyed by the Steiner-Davion offensive in the Fourth Succession War, the determined Capellan people rallied with fanatical zeal that reached its apex with the ascent of Chancellor Sun-Tzu Liao, whose Xin Sheng (Rebirth) movement revitalized the nation and marked a resurgence of the ancient Chinese culture that now dominates the realm. Primary Language
Mandarin Chinese
Secondary Language
Russian, Cantonese, Vietnamese, English
Fixed XPs
[Attributes] WIL (+50 XP); [Traits] Exceptional Attribute/EDG (+100 XP), Compulsion/Paranoia (–100 XP); [Skills] Language/Any Capellan Secondary (+10 XP), Protocol/Capellan (+10 XP), Martial Arts (+5 XP)
Primary Language
Japanese
Secondary Language
Arabic, English, Swedenese
Fixed XPs
[Attributes] WIL (+50 XP); [Traits] Compulsion/ Xenophobia (–100 XP), Wealth (–50 XP), choose one: Pain Resistance or Combat Sense (+100 XP); [Skills] Arts/Oral Tradition (+15 XP), Martial Arts (+10 XP), Protocol/Combine (+15 XP)
Sub-Affiliations
Liao Commonality
[Attributes] INT (+50 XP); [Traits] Reputation (–25 XP); [Skills] Language/Choose Any FedSuns or Lyran (+15 XP), Protocol/Choose either FedSuns or Lyran (+10 XP), Arts/Any (+10 XP), Martial Arts (+15 XP)
Sian Commonality
[Attributes] WIL (+75 XP); [Traits] Compulsion/ Hatred of Federated Suns (–135 XP), Citizenship (+50 XP), Connections (+50 XP); [Skills] Interest/ Capellan History (+10 XP), Protocol/Capellan (+15 XP), Language/Any Capellan Secondary (+10 XP)
St. Ives Commonality
[Attributes] WIL (+50 XP), EDG (+50 XP); [Traits] Reputation (–100 XP), Wealth (+50 XP); [Skills] Language/Any FedSuns (+15 XP), Protocol/ Capellan (–15 XP), Protocol/FedSuns (+10 XP), Arts/Any (+5 XP), Martial Arts (+10 XP)
Victoria Commonality
[Attributes] WIL (+35 XP); [Traits] Connections (+50 XP), Wealth (–50 XP); [Skills] Language/ Any (+15 XP), Negotiation (+10 XP), Martial Arts (+15 XP)
Flexible XPs
None
Notes: Child labor is legal in the Confederation, so Capellan characters may take the Civilian Job Stage 4 module in place of a Stage 2 module (advancing immediately to age 18 in the process). Capellan characters may not take the Military School Stage 2 module or any Stage 3 module unless they also purchase the Citizenship Trait.
AFFILIATION
[Attributes] EDG (+50 XP); [Traits] Wealth (+15 XP); [Skills] Language/Any FedSuns (+5 XP), Protocol/FedSuns (+5 XP)
Benjamin District
[Traits] Compulsion/Paranoid of Combine Government (–50 XP), Connections (+50 XP), Patient (+25 XP), Wealth (+35 XP); [Skills] Art/ Oral Tradition (+5 XP), Martial Arts (+10 XP), Protocol/Combine (+15 XP), Streetwise/ Combine (+10 XP)
Dieron District
[Attributes] INT (+50 XP), WIL (–50 XP); [Traits] Compulsion/Xenophobia (+50 XP), Connections (+60 XP), Enemy (–100 XP), Wealth (+50 XP); [Skills] Interest/Star League History (+5 XP), Language/Any (+15 XP), Negotiation (+5 XP), Arts/Any (+15 XP)
New Samarkand (Galedon) District
[Attributes] WIL (+100 XP), CHA (–50 XP); [Traits] Compulsion/Hatred of Federated Suns (–50 XP), Connections (+50 XP); [Skills] Interest/Combine History (+10 XP), Melee Weapons (+15 XP), Negotiation (+5 XP), Protocol/Combine (+10 XP), Streetwise/Combine (+10 XP)
Pesht District
[Attributes] WIL (+100 XP), EDG (–25 XP); [Traits] Compulsion/Hatred of Clans (–100 XP), Connections (+20 XP), Wealth (+50 XP); [Skills] Martial Arts (+10 XP), Melee Weapons (+15 XP), Protocol/Combine (+20 XP), Streetwise/ Combine (+10 XP)
Flexible XPs
[Skills] +10 XP to any one of the following Skills: Archery, Melee Weapons or Thrown Weapons
Notes: Child labor is legal in the Draconis Combine, so Combine characters mayy take the Civilian Job Stage g 4 module in place of a Stage 2 module (advancing immediately to age 18 in the process).
AFFILIATION
Azami
[Attributes] WIL (+90 XP); [Traits] Compulsion/ Xenophobia (–50 XP), Equipped (–50 XP), ThickSkinned (+100 XP), Wealth (–25 XP); [Skills] Language/Arabic (+10 XP), Language/Japanese (–10 XP), Martial Arts (+10 XP), Melee Weapons (+10 XP), Riding (+5 XP), Survival/Any (+10 XP)
Sub-Affiliations Capellan Commonality
150 XP
THE UNIVERSE BEFORE YOU
FEDERATED SUNS (HOUSE DAVION) MODULE COST
150 XP BASIC GAMEPLAY
The social and cultural structure of the Federated Suns hails mostly from feudal England, with additional influences from France and other Western European societies. Ever mindful of its political and military situation, the Suns is divided into military sub-states called Marches, where the threat of invasion from nearby realms colors everyday life. This “border culture” is in stark contrast to the realm’s more sophisticated and affluent inner worlds, or the oft-neglected worlds of the Periphery Outback. Primary Language
English
Secondary Language
French, German, Hindi, Russian
Fixed XPs
[Traits] Choose Natural Aptitude/Protocol or Natural Aptitude/Strategy (+100 XP; see Notes below); [Skills] Protocol/FedSuns (+10 XP)
CHARACTER CREATION
TRAITS
SKILLS
Sub-Affiliations
Crucis March
[Attributes] WIL (+50 XP), EDG (–50 XP); [Skills] Arts/Any (+10 XP), Interest/FedSuns History (+15 XP), Protocol/FedSuns (+15 XP)
Draconis March
[Attributes] EDG (+25 XP); [Traits] Connections (+20 XP), Compulsion/Hatred of Draconis Combine (–30 XP); [Skills] Arts/Any (+10 XP), Interest/FedSuns History (+10 XP), Protocol/ FedSuns (+5 XP)
Outback
[Attributes] STR (+50 XP), BOD (+150 XP), WIL (+100 XP), INT (–100 XP); [Traits] Illiterate (–50 XP), Reputation (–50 XP), Wealth (–100 XP); [Skills] Arts/Any or Interest/Any (+10 XP), Streetwise/FedSuns (+10 XP), Survival/Any (+20 XP)
Flexible XPs
None
Notes: A minimum INT score of 4 is required for any FedSuns characters that select Natural Aptitude/Protocol or Natural Aptitude/Strategy in Stage 0.
AFFILIATION
Capellan March
[Attributes] WIL (+40 XP); [Traits] Connections (+25 XP), Compulsion/Hatred of Capellan Confederation (–50 XP); [Skills] Protocol/ FedSuns (+10 XP), Interest/FedSuns History (+10 XP), Language/Choose one from Cantonese, German, Mandarin, Spanish or Russian (+5 XP)
For her character’s Stage 0 Module, Lisa has chosen the Federated Suns as her affiliation, with the Crucis March subaffiliation. This module costs 150 points from the character’s XP Pool, in addition to the 850 XPs spent on the character’s universal Experience Points. After deducting the total of 1,000 points from her character’s XP Pool, she begins to add up the XPs awarded by the module as follows. Lisa places 100 XPs in each of her character’s Attributes from the universal XP allotment. The affiliation does not modify any Attributes, but the Crucis March sub-affiliation adds 50 XPs to the character’s WIL and subtracts 50 XPs from her EDG. No Traits are awarded by the universal XPs, but the Federated Suns module offers 100 XPs to either the Natural Aptitude/Protocol or Natural Aptitude/Strategy Trait, so long as the character has a minimum INT score of 4 at the end of the creation process. Lisa places 100 XPs in Natural Aptitude/Strategy, and notes that her character’s INT now has a minimum score requirement of 4 for later. She is not sure her character will need Natural Aptitude/ Strategy at this point, but it seems most appropriate for one she plans to make into a career MechWarrior. For Skills, Lisa decides to deal with the universal XPs first, and so allocates the required 20 XPs in Language/English and 10 XPs in Perception. Another 20 XPs are slated for one of her affiliation’s primary or secondary Language Skills, which Lisa puts into French (after seeing that language listed as one of the FedSuns’ secondary tongues). The choice of a Federated Suns affiliation places 10 XPs in the Protocol/FedSuns Skill, while the Crucis March sub-affiliation applies 10 XPs toward an Arts Skill of Lisa’s choosing (she decides on painting), as well as 15 XPs in Interest/FedSuns History and another 15 XPs toward the Protocol/FedSuns Skill she already has (giving that Skill a total of 25 XPs by the end of Stage 0). The points p assigned, g , Lisa moves on to Stage g 1 with 4,000 , XP to spend.
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
55
FREE WORLDS LEAGUE (HOUSE MARIK)
LYRAN ALLIANCE (HOUSE STEINER)
MODULE COST
MODULE COST
150 XP
Loosely patterned on feudal Germany, with other Western European influences apparent (most notably Swiss and Scottish), the Lyran Alliance—originally known as the Lyran Commonwealth—is a heavily industrialized and mercantile realm. Many Lyrans see warfare as a dirty business and simply aspire to great wealth or high social standing. As a result, the Lyran military frequently comes off as lackluster, while Lyran merchants and political leaders seem ruthlessly sharp.
A nominal confederation of smaller states long ruled by a single family, the Free Worlds League is riven with deep divisions and a nightmare bureaucracy only recently brought into a semblance of unity centered on the capital world of Atreus. Despite numerous internal conflicts, however, the League is known for its openmindedness and technological savvy, as well as its curiously contradictory distrust of cybernetic enhancements. Primary Language
English
Secondary Language
Greek, Hindi, Italian, Mandarin, Mongolian, Romanian, Slovak, Spanish, Urdu
Fixed XPs
[Skills] Language/Any Secondary (+15 XP), Arts/Any (+10 XP)
Primary Language
German
Secondary Language
English, Italian, Scots Gaelic, Swedish
Fixed XPs
[Attributes] WIL (–50 XP), EDG (–50 XP); [Traits] Equipped (+100 XP), Extra Income (+50 XP), Wealth (+100 XP), Choose either Combat Paralysis or Glass Jaw (–100 XP); [Skills] Negotiation (+15 XP), Appraisal (+10 XP), Protocol/Lyran (+15 XP)
Sub-Affiliations
Duchy of Oriente
[Traits] Reputation (+100 XP); [Skills] Appraisal (+5 XP), Negotiation (+15 XP), Technician/Any (+5 XP)
Duchy of Andurien
[Attributes] WIL (+50 XP); [Traits] Combat Sense (+215 XP), Compulsion/Hatred of House Liao (–100 XP), Compulsion/Atrean Opponent (–50 XP), Reputation (–30 XP); [Skills] Negotiation (+15 XP), Perception (+10 XP), Protocol/Free Worlds (+15 XP)
Other FWL Worlds
Flexible XPs
Sub-Affiliations Alarion Province
[Attributes] CHA (–50 XP); [Traits] Wealth (+70 XP); [Skills] Administration (+10 XP), Interest/Any (+10 XP), Language/Any (+10 XP), Negotiation (+10 XP)
Bolan Province
[Traits] Compulsion/Hatred of House Marik (–50 XP), Connections (+50 XP), Wealth (+25 XP); [Skills] Administration (+5 XP), Negotiation (+15 XP), Protocol/Lyran (+10 XP), Streetwise/ Lyran (+5 XP)
Coventry Province
[Attributes] WIL (+100 XP); [Traits] Compulsion/ Hatred of Clans (–95 XP), Wealth (+25 XP); [Skills] Administration (+10 XP), Negotiation (+10 XP), Protocol/Lyran (+10 XP)
[Traits] Any one (+35 XP); [Skills] Appraisal (+15 XP), Language/Any (+20 XP); Protocol/ Free Worlds (+10 XP), Any two other Skills (+10 XP each); +25 XP to any one Attribute, Trait, or Language Skill
Donegal Province
[Attributes] WIL (+50 XP); [Traits] Compulsion/ Greedy (–75 XP), Connections (+50 XP), Reputation (–50 XP), Wealth (+50 XP); [Skills] Appraisal (+10 XP), Negotiation (+10 XP), Protocol/Lyran (+15 XP)
None
Skye Province
[Attributes] WIL (+100 XP); [Traits] Connections (+85 XP), Reputation (–150 XP); [Skills] Language/Scots Gaelic (+10 XP), Negotiation (+15 XP), Protocol/Lyran (–15 XP), Streetwise/ Lyran (+15 XP)
Flexible XPs
None
Notes: Free Worlds characters that receive an Implant/ Prosthetics Trait automatically receive –100 XPs in the Reputation Trait as well.
AFFILIATION
Principality of Regulus
[Attributes] WIL (+75 XP); [Traits] Gregarious (+75 XP), Compulsion/Atrean Opponent (–50 XP), Reputation (–50 XP); [Skills] Interest/ Regulan History (+20 XP), Negotiation (+25 XP), Perception (+15 XP), Protocol/Free Worlds (+15 XP)
AFFILIATION
Marik Commonwealth
[Traits] Wealth (+100 XP), Equipped (+100 XP), Reputation (–100 XP); [Skills] Appraisal (+5 XP), Negotiation (+10 XP), Protocol/Free Worlds (+10 XP)
150 XP
THE UNIVERSE BEFORE YOU
FREE RASALHAGUE REPUBLIC
MINOR PERIPHERY
MODULE COST
MODULE COST
100 XP
Long ago, the predominantly Scandinavian Rasalhague Republic was invaded and conquered by the Draconis Combine. Though they eventually won their freedom after centuries of occupation, their Free Rasalhague Republic was swiftly crushed mere decades later by the invading Clans. Despite being down, the quasi-democratic Republic is far from out, and even as foreign flags fly over their native worlds, Rasalhagians still cling to their culture and identity. Swedish
Secondary Language
English, Japanese, Swedenese, German
Fixed XPs
[Attributes] WIL (+25 XP), EDG (–25 XP); [Skills] Negotiation (+15 XP), Interest/ Any (+10 XP)
Sub-Affiliations
Clan War Expatriate
Flexible XPs
[Traits] Equipped (+50 XP), Introvert (–25 XP), Reputation (–25 XP); [Skills] Protocol/Clan (Ghost Bear) (+20 XP), Interest/Any (+10 XP), Interest/ Remembrance (+10 XP), Negotiation (+10 XP), Martial Arts (+15 XP), Melee Weapons (+10 XP) None
Notes: Rasalhague-born characters that join a mercenary command automatically receive –100 XP in the Reputation Trait. Rasalhague characters with the Ghost Bear sub-affiliation reflect native (non-Clan) Rasalhagians within the Ghost Bear Dominion and must take only those Stage 1 and 2 modules permitted to Clan freeborns.
Primary Language
English
Secondary Language
Any
Fixed XPs
[Traits] Equipped (–150 XP); [Skills] Perception (+15 XP), Survival (+20 XP)
CHARACTER CREATION
TRAITS
Sub-Affiliations SKILLS
Fiefdom of Randis
[Attributes] BOD (+125 XP), EDG (+50 XP); [Traits] Illiterate (–75 XP), Wealth (–50 XP); [Skills] Martial Arts (+10 XP), Melee Weapons (+10 XP), Negotiation (+10 XP), Streetwise/Periphery (+15 XP), Survival/Any (+20 XP)
COMBAT
Franklin Fiefs
[Attributes] BOD (+150 XP), INT (–100 XP), WIL (+50 XP); [Traits] Equipped (–60 XP), Illiterate (–90 XP), Toughness (+100 XP); [Skills] Martial Arts (+15 XP), Medtech (+10 XP); Protocol/Novo Franklin (+10 XP), Streetwise/Periphery (+10 XP), Survival/Any (+10 XP), (+10 XP to any one of the following: Archery, Melee Weapons or Negotiation)
Mica Majority
[Attributes] BOD (+100 XP), RFL (+100 XP), EDG (–100 XP); [Traits] Equipped (–25 XP), Toughness (+100 XP), Wealth (–100 XP); [Skills] Career/Mining (+10 XP), Language/Japanese (+10 XP), Negotiation (+10 XP), Survival/Arctic (+10 XP)
Niops Association
[Attributes] INT (+125 XP), WIL (–110 XP); [Traits] Equipped (+200 XP), Introvert (–125 XP); [Skills] Interest/Any (+10 XP), Technician/Any (+15 XP)
Rim Collection
[Attributes] CHA (–50 XP), EDG (+100 XP); [Traits] Fit (+75 XP), Wealth (–50 XP); [Skills] Negotiation (+15 XP), Small Arms (+5 XP), Choose two: Animal Handling, Archery, Martial Arts, Melee Weapons, Streetwise/Rim Collection or Survival/Any (+10 XP)
Flexible XPs
+25 XP each to any three Attributes or Traits, or combination thereof.
Notes: Unless otherwise specified, characters from any of the listed Minor Periphery realms may not take the following Life Modules: Preparatory School or Military School (Stage 2); University or Military Academy (Stage 3); Postgraduate Study (Stage 4). Characters with the Franklin Fiefs sub-affiliation that do not purchase the Citizen Trait (reflecting membership in the gentry) may not receive the Title or Property Trait, and may not undergo any military training other than Basic Training, Infantry or Cavalry. Characters from the Mica Majority and Rim Collection sub-affiliations may not take the Nobility Life Modules in Stage 1 or 2, nor may they hold titles within their respective realms.
AFFILIATION
Ghost Bear Dominion
[Attributes] WIL (+125 XP), EDG (+100 XP); [Traits] Compulsion/Hatred of Clans (–150 XP), Wealth (–50 XP); [Skills] Language/Choose Any Lyran or Draconis (+15 XP), Martial Arts (+10 XP), Protocol/Choose either Lyran or Draconis (+10 XP), Small Arms (+15 XP)
BASIC GAMEPLAY
In addition to the larger realms, the Periphery includes an assortment of minor powers. Banded together for mutual protection and trade, some of these realms—like the Fiefdom of Randis and the Franklin Fiefs—are as tiny as a single (but well-armed) world, while others—like the icy mining colonies of the Mica Majority and the democratic realms of the Niops Association and Rim Collection—encompass a handful of worlds.
AFFILIATION
Primary Language
75 XP
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
57
MAJOR PERIPHERY STATE
DEEP PERIPHERY
MODULE COST
MODULE COST
100 XP
Often overlooked and underestimated by their more powerful neighbors in the Inner Sphere, the major nations of the Periphery—particularly the Magistracy of Canopus, the Marian Hegemony, the Outworlds Alliance and the Taurian Concordat—have become miniature Successor States with thriving cultures, governments and economies. Though their technology and military strength may not be enough to stand up to even the smallest Great House in a straight fight, the fiercely independent Periphery States nevertheless reign supreme in their own arena, and collectively stand strong enough that they can no longer be simply ignored. Primary Language
English
Secondary Language
See sub-affiliation
Fixed XPs
Equipped (–50 XP)
Far beyond the borders of the Inner Sphere and its neighboring Periphery realms lies the aptly named Deep Periphery. While many humaninhabited worlds in this expanse are little more than forgotten castaways, at least four significant realms have risen in this void: the mercantile Hanseatic League, the Iberian-influenced Castilian Principalities, the enigmatic Umayyad Caliphate and the merchant families of the JàrnFòlk. Primary Language
See sub-affiliation
Secondary Language
See sub-affiliation
Fixed XPs
[Attributes] WIL (+60 XP); [Traits] Equipped (–80 XP)
Sub-Affiliations
Sub-Affiliations
[Primary Language] Latin; [Secondary Languages] French, German, Greek, Spanish, Swedish; [Attributes] WIL (+100 XP); [Traits] Compulsion/Paranoid (–50 XP), Connections (+25 XP), Reputation (–150 XP), Toughness (+125 XP); [Skills] Interest/Marian History (+15 XP), Interest/Roman History (+10 XP), Language/Latin (+15 XP), Protocol/Marian (+10 XP), Strategy (+5 XP)
Outworlds Alliance
[Secondary Languages] French, Japanese; [Attributes] EDG (+75 XP); [Traits] Equipped (–55 XP), G-Tolerance (+125 XP), Wealth (–75 XP); [Skills] Streetwise/ Outworlds (+10 XP), Survival/Any (+10 XP), Choose one: Martial Arts, MedTech or Small Arms (+15 XP)
Taurian Concordat
[Secondary Languages] French, Spanish; [Attributes]: WIL (+150 XP), EDG (+50 XP); [Traits] Compulsion/ Distrust FedSuns (–75 XP), Compulsion/Stubborn (–75 XP); [Skills] Martial Arts (+10 XP), Negotiation (+10 XP), Small Arms (+15 XP), Streetwise/Taurian (+15 XP), Survival/Any (+5 XP)
Flexible XPs
+15 XP each to any three Attributes, Traits, Skills or combination thereof.
Notes: The Magistracy of Canopus sub-affiliation includes the Fronc Reaches; the Taurian Concordat sub-affiliation includes the Calderon Protectorate. Characters with a Marian Hegemony sub-affiliation must purchase the Citizen Trait (reflecting plebeian or better social standing) or must take the Slave Life Module for Stage 1. Marian characters without the Citizen Trait may not select Military School or Preparatory School in Stage 2, nor may they take any Stage 3 modules.
Hanseatic League
[Primary Language] German; [Secondary Languages] English; [Traits] Citizenship (+30 XP), Compulsion/ Distrust Lyrans (–20 XP); [Skills] Appraisal (+10 XP), Negotiation (+20 XP), Protocol/Hanseatic (+10 XP)
Castilian Principalities
[Primary Language] Spanish; [Secondary Languages] German; [Attributes] DEX (+25 XP); [Traits] Compulsion/ Castilian Honor Code (–20 XP), Compulsion/Hatred of Umayyads (–20 XP); [Skills] Martial Arts/Basic (+15 XP), Melee Weapons (+15 XP), Negotiation (+10 XP), Protocol/Castilian (+25 XP)
Umayyad Caliphate
[Primary Language] Arabic; [Secondary Languages] English; [Attributes] DEX (+20 XP); [Traits] Compulsion/ Xenophobic (–10 XP); [Skills] Art/Any (+10 XP), Interest/ Any (+10 XP), Protocol/Umayyad (+20 XP)
JàrnFòlk
[Primary Language] JàrnFòlk Norse; [Secondary Languages] Danish, English, German, Swedish; [Attributes] RFL (+20 XP); [Traits] Compulsion/ Xenophobic (–10 XP), Natural Aptitude/Martial Arts (+10 XP), Wealth (–10 XP); [Skills] Negotiation (+15 XP), Protocol/JàrnFòlk Families (+15 XP), Choose one: Arts/ Any, Interest/Any or Technician/Any (+10 XP)
Flexible XPs
+10 XP each to any two Attributes, Traits, Skills or combination thereof
Notes: Characters with a Hanseatic League sub-affiliation whose Wealth Trait is reduced to 0 or less lose the Citizenship Trait and become serfs, receiving the following Traits as a result: Reputation (–20 XP) and In For Life (–40 XP). Characters with a Castilian Principalities sub-affiliation may not receive a Rank Trait level higher than their Title Trait level, nor may they take any University Life Modules. Characters with an Umayyad Caliphate sub-affiliation who choose to be warriors of any kind must take the Nobility Stage 1 Life Module, and may not take Officer or MechWarrior Skill Fields without purchasing at least one level of Title Trait. Any Umayyad character that receives the Combat Paralysis Trait also receives Reputation (–10 XP). Characters with a JàrnFòlk sub-affiliation may not select the White Collar, Preparatory School, Military School or Undergraduate Studies modules, nor may they select any Stage 3 module except for Family Training. JàrnFòlk characters may not become MechWarriors or use battle armor unless they first leave the JàrnFòlk.
AFFILIATION
Magistracy of Canopus
[Secondary Languages] Greek, Romanian, Spanish, Urdu; [Attributes] CHA (+100 XP), EDG (+50 XP); [Traits] Gregarious (+50 XP), Illiterate (–25 XP), Reputation (–125 XP), Wealth (+25 XP); [Skills] Streetwise/ Magistracy (+15 XP), (+15 XP to either one of the following: Acting or MedTech)
AFFILIATION
Circinus Federation
[Secondary Languages] German, Spanish; [Attributes] STR (+100 XP), BOD (+75 XP), INT (–100 XP), WIL (+70 XP); [Traits] Illiterate (–75 XP), Reputation (–200 XP), Toughness (+300 XP), Wealth (–125 XP); [Skills] Choose three: Animal Handling, Martial Arts, MedTech, Small Arms, Streetwise, Survival/Any or Tracking/Any (+20 XP each)
Marian Hegemony
50 XP
THE UNIVERSE BEFORE YOU
INVADING CLAN MODULE COST
75 XP
The warrior societies founded by Nicholas Kerensky believe in the ultimate form of “might makes right.” Having ritualized warfare to minimize its devastating impact on their resource-starved societies, the Clans grew more sophisticated and lethal during their centuries in exile until, in 3048, they launched an invasion of the Inner Sphere aimed straight toward Terra. By the mid-3070s, seven of the original twenty warrior Clans laid claim to Inner Sphere worlds, competing against each other for dominance, yet united by a common culture and the dream of one day restoring the Star League in their own image. Primary Language
English
Secondary Language
None
Fixed XPs
[Traits] Compulsion/Arrogance (–50 XP), Compulsion/Distrust of Inner Sphere (–100 XP); [Skills] Interest/Clan Remembrance (+25 XP), Protocol/Clan (+25 XP) Clan characters that fall into the castes (or sub-castes) described on p. 61 receive the following fixed XP. A Clanborn character that does not fit in any of these listed castes is considered Dark Caste and must choose the Pirate subaffiliation under Affiliation: Independent (see p. 63) as if using the Changing Affiliations rule (see p. 53).
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
Sub-Affiliations [Attributes] STR (–45 XP), INT (+25 XP), EDG (–50 XP); [Traits] Connections (+25 XP), Equipped (+25 XP), Wealth (+30 XP); [Skills] Negotiation (+20 XP), Perception (+10 XP), Protocol/Diamond Shark (+10 XP)
Ghost Bear
[Attributes] STR (+25 XP), BOD (+25 XP); [Traits] Compulsion/Hate Hell’s Horses (–25 XP), Exceptional Attribute/Strength (+50 XP), Slow Learner (–50 XP); [Skills] Art/Any (+10 XP), Protocol/Ghost Bear (+10 XP), Streetwise/Rasalhague (+5 XP)
Hell’s Horses
[Attributes] STR (+25 XP), BOD (+25 XP); [Traits] Compulsion/Hate Ghost Bears (–25 XP), Introvert (–30 XP); [Skills] Melee Weapons (+10 XP), Navigation/Ground (+15 XP), Protocol/Hell’s Horses (+15 XP), Survival/Desert (+15 XP)
Jade Falcon
[Attributes] WIL (+25 XP); [Traits] Compulsion/Falcon Pride (–75 XP), Compulsion/Hate Steel Vipers (–50 XP), Reputation (+100 XP); [Skills] Acting/Intimidation (+10 XP), Martial Arts (+15 XP), Protocol/Jade Falcon (+15 XP), Survival/Forests (+10 XP)
Nova Cat
[Attributes] EDG (+120 XP); [Traits] Enemy/The Clans (–100 XP), Enemy/Draconis Combine (–50 XP), Equipped (+50 XP), Reputation (–100 XP), Sixth Sense (+100 XP); [Skills] Interest/Nova Cat Vision Quest (+10 XP), Language/Japanese (+5 XP), Protocol/Draconis Combine (+5 XP), Protocol/Nova Cat (+10 XP)
Snow Raven
[Attributes] INT (+20 XP); [Traits] Compulsion/Raven Pride (–50 XP), Connections (+50 XP); [Skills] Negotiation (+10 XP), Protocol/Snow Raven (+10 XP), Zero-G Operations (+10 XP)
Wolf
[Attributes] INT (+25 XP), WIL (+25 XP); [Traits] Compulsion/Wolf Pride (–50 XP), Equipped (+50 XP), Enemy (–100 XP), Reputation (+70 XP); [Skills] Protocol/Wolf (+10 XP), Choose two: Interest/Any, Leadership, Negotiation, Perception or Strategy (+10 XP)
Flexible XPs
None
SKILLS
AFFILIATION
Diamond Shark
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT Notes: Clan characters may not take the Property or Extra Income Traits; the Title Trait (which reflects a Bloodname in Clan society) is unavailable to any Clan character that does not also take the Trueborn Trait. The Clan Wolf sub-affiliation includes Clan Wolf (in-Exile). Characters with the Ghost Bear sub-affiliation cannot choose the Aerospace Phenotype and must select the MechWarrior Phenotype instead, substituting the MechWarrior Field Aptitude with a Field Aptitude in any one Fighter Pilot Field Skill. Only characters from the Ghost Bear and Hell’s Horses sub-affiliations have access to the Elemental-Advanced sub-caste. Only characters from the Snow Raven Clan with the Aerospace Phenotype have access to the Aerospace-Naval sub-caste. The ProtoMech Warrior sub-caste is not available to any Clan character entering game play prior to 3062, or to any Invading Clan characters entering service after 3075. Characters from Clans Diamond Shark, Ghost Bear, Steel Viper and Wolf—not including Wolf (in-Exile)—may not choose the ProtoMech Warrior sub-caste even if entering service between 3062 and 3075. Jade Falcon characters may only choose the ProtoMech Warrior sub-caste for characters entering service from 3062 to 3068. None of the Warrior sub-castes are available to Steel Viper characters that do not take the Trueborn Trait. Freeborn Clan characters do not require a Phenotype Trait (and use the Normal Human Phenotype if none is selected).
GAMEMASTERING GUIDE
INDEX
59
HOMEWORLD CLAN MODULE COST
50 XP
With their defeat at Tukayyid in 3052 and the Great Refusal in 3060, the Clan invasion faltered and collapsed, ending—at least for now— the threat of a mass Clan migration into the Inner Sphere. The invasion, however, widened the rifts between those Clans who claimed “Spheroid” worlds and those who remained on the resource-poor planets Kerensky’s descendants first called home. Forced to watch as their rival Clans grew ever stronger, the so-called Homeworld Clans console themselves with the knowledge that Inner Sphere contact will only further corrupt their Invading brethren, while they remain free of “barbarian” pollution. Primary Language
English
Secondary Language
None
Fixed XPs
[Traits] Compulsion/Distrust of Inner Sphere (–100 XP), Compulsion/Hate Invading Clans (–100 XP); [Skills] Interest/ Clan Remembrance (+25 XP), Protocol/Clan (+25 XP) Clan characters that fall into the castes (or sub-castes) described on p. 61 receive the same Fixed XP identified there. Any Clan-born character that does not fit in any of those listed castes is considered Dark Caste and must choose the Pirate sub-affiliation under Affiliation: Independent (see p. 63) as if using the Changing Affiliations rule (see p. 53).
Sub-Affiliations
Cloud Cobra
[Attributes] INT (+50 XP), WIL (+50 XP); [Traits] Compulsion/Religious Faith (–75 XP), Equipped (–25 XP), Patient (+100 XP), Reputation (–75 XP); [Skills] Interest/Theology/Any (+20 XP), Protocol/Cloud Cobra (+20 XP), +10 XP to any one other Skill
Coyote
[Attributes] INT (+100 XP), WIL (–60 XP), EDG (+25 XP); [Traits] Equipped (+25 XP), Reputation (–60 XP), Choose one: Custom Vehicle, Natural Aptitude/Computers, Natural Aptitude/Technician/Any or Vehicle Level (+10 XP); [Skills] Interest/Coyote Rituals (+15 XP), Protocol/Coyote (+10 XP), Survival/Any (+10 XP)
Fire Mandrill
[Secondary Languages] Chinese, French, German, Japanese, Russian, Spanish; [Attributes] WIL (+25 XP), +75 XP to any one other Attribute, –20 XP to any one other Attribute; [Traits] Compulsion/Fire Mandrill Fanaticism (–100 XP), Compulsion/Kindraa Fanaticism (–100 XP), Enemy/Rival Kindraa (–25 XP), Reputation (–25 XP), Choose one: Combat Sense, Exceptional Attribute/Any, Fast Learner, Natural Aptitude/Any or Sixth Sense (+150 XP); [Skills] Language/ Secondary (+20 XP), Martial Arts (+15 XP), Protocol/Fire Mandrill (+15 XP), Protocol/Kindraa (+25 XP), Choose two: Leadership, Melee Weapons, Negotiation, Perception or Tactics/Any (+10 XP)
Goliath Scorpion
[Secondary Languages] Goliath Scorpion Battle Language (warrior caste only), Russian; [Attributes] DEX (+50 XP), INT (+50 XP), WIL (–50), EDG (–50 XP); [Traits] Compulsion/Necrosia Addiction (–50 XP), Compulsion/Nostalgic (–50 XP), Fit (+55 XP), Reputation (–25 XP), Choose one: Exceptional Attribute/INT, Natural Aptitude/Gunnery/Any, Natural Aptitude/ Melee Weapons or Natural Aptitude/Interest/Any (+100 XP); [Skills] Interest/Star League History (+20 XP), Melee Weapons (+15 XP), Protocol/Goliath Scorpion (+10 XP)
Ice Hellion
[Attributes] DEX (+75 XP), RFL (+100 XP), WIL (+50 XP), CHA (–75 XP); [Traits] Combat Sense (+50 XP), Impatient (–100 XP), Reputation (–95 XP); [Skills] Interest/Clan Remembrance (+15 XP), Martial Arts (+10 XP), Negotiation (+15 XP), Protocol/Ice Hellion (+10 XP), Swimming (+10 XP), Survival/Arctic (+10 XP)
Star Adder
[Attributes] INT (+50 XP), WIL (+75 XP), CHA (–70 XP); [Traits] Combat Sense (+50 XP), Compulsion/Clan Honor (–50 XP), Equipped (+25 XP), Reputation (+25 XP), Choose one: Compulsion/Adder Arrogance or Compulsion/Burrock Forever! (–60 XP); [Skills] Leadership (+10 XP), Perception (+10 XP), Protocol/Star Adder (+10 XP)
Steel Viper
[Attributes] INT (+75 XP), WIL (+100 XP), CHA (–50 XP); [Traits] Compulsion/Clan Honor (–100 XP), Compulsion/Hate Jade Falcons (–100 XP), Compulsion/Hate Snow Ravens (–50 XP), Connections (+50 XP), Equipped (+50 XP), Reputation (+50 XP); [Skills] Negotiation (+15 XP), Protocol/Steel Viper (+15 XP), Survival/Any (+20 XP)
Flexible XPs
None
Notes: See notes for the Invading Clan affiliation.
AFFILIATION
Blood Spirit
[Attributes] BOD (+25 XP), WIL (+100 XP), CHA (–50 XP); [Traits] Combat Sense (+100 XP), Compulsion/Blood Spirit Fanaticism (–100 XP), Compulsion/Hate Star Adder (–100 XP), Equipped (–65 XP), Exceptional Attribute/WIL (+200 XP), Introvert (–50 XP), Reputation (–50 XP); [Skills] Interest/Clan History (+25 XP), Martial Arts (+15 XP), Small Arms (+15 XP), Protocol/Blood Spirit (+10 XP)
CLAN CASTES Clan Castes [Attributes] DEX (+75 XP), RFL (+75 XL), WIL (+75 XP), CHA (–25 XP), EDG (–50 XP); [Traits] Fit (+25 XP), Impatient (–50 XP)
Elemental
[Attributes] BOD (+125 XP), STR (+125 XP), DEX (–75 XP), CHA (–75 XP); [Skills] Martial Arts (+25 XP)
ElementalAdvanced
[Attributes] BOD (+200 XP), STR (+175 XP), DEX (–100 XP), RFL (–75 XP), CHA (–100 XP), EDG (–100 XP); [Traits] Patient (+25 XP), Reputation (+100 XP)
Aerospace or ProtoMech
[Attributes] BOD (–50 XP), STR (–50 XP), DEX (+150 XP), RFL (+150 XP), CHA (–25 XP), EDG (–25 XP); [Traits] Fit (+25 XP), Impatient (–50 XP)
AerospaceNaval
[Attributes] BOD (–50 XP), STR (–50 XP), DEX (+125 XP), RFL (+125 XP), INT (+50 XP), CHA (–25 XP), EDG (–100 XP); [Traits] Compulsion/Arrogance (–100 XP), Patient (+75 XP), Reputation (+75 XP)
Warrior Caste (Other)
[Attributes] BOD (+75 XP), STR (+50 XP), DEX (+50 XP), RFL (+50 XP), CHA (–25 XP); [Traits] Reputation (–75 XP)
Scientist Caste
[Attributes] STR (–50 XP), INT (+100 XP); [Traits] Compulsion/Arrogance (–25 XP), Patient (+100 XP), Reputation (–25 XP); [Skills] Interest/Any (+10 XP), Science/Any (+15 XP)
Technician Caste
[Attributes] DEX (+100 XP), INT (+20 XP), CHA (–50 XP); [Traits] Patient (+100 XP), Reputation (–75 XP); [Skills] Interest/ Any (+15 XP), Technician/Any (+15 XP)
Merchant Caste
[Attributes] BOD (–50 XP), INT (+25 XP), CHA (+75 XP); [Traits] Gregarious (+100 XP), Reputation (–75 XP); [Skills] Appraisal (+10 XP), Negotiation (+15 XP), Protocol/Any (+10 XP), Streetwise/Clan (+15 XP)
Laborer Caste
[Attributes] BOD (+100 XP), STR (+125 XP), DEX (+50 XP), RFL (+50 XP), INT (–50 XP), CHA (–50 XP); [Traits] Reputation (–125 XP); [Skills] Career/Any (+15 XP), Interest/Any (+10 XP)
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
AFFILIATION
MechWarrior
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
61
During the decline of the Succession Wars, even children learned to become scavengers on the ravaged worlds of the Inner Sphere.
TERRAN MODULE COST
240 XP
In the centuries since humankind took to the stars, Terra has been seen as both benevolent mother and cruel oppressor of the hundreds of worlds humanity now calls home. Yet whatever their histories, every culture in human-settled space can trace its origins to Terra. Though isolated for hundreds of years under the authority of ComStar, Terra—the center of the Inner Sphere, the crown jewel of the Star League, and the most coveted world in all of known space to the Clans— has thrived as an island of high culture and technology. The people of Terra (and their solar system neighbors on Luna, Mars, Venus, Titan and elsewhere) owe their allegiance to no Great House or Clan, and were spared the horrors of the Succession Wars by the grace of their ComStar benefactors. This fact, coupled with Terra’s place as humankind’s ancient home, has engendered a sense of superiority over the “colonials” beyond Terran space. This arrogance and aloofness—born of prosperity, self-perceived enlightenment and a history no other world can possibly match—verges on xenophobia. To the people of the Terran system, the universe has revolved and always will revolve around them. Primary Language
Any
Fixed XPs
[Attributes] INT (+100 XP), EDG (–150 XP), +50 XP each to any two other Attributes; [Traits] Compulsion/Distrust of Non-Terrans (–75 XP), Reputation (+100 XP); [Skills] Language/English (+25 XP), +15 XP to any two other Language Skills
Secondary Language
Any
Sub-Affiliations [Attributes] STR (–25 XP), BOD (–25 XP), +100 XP to any one Attribute except for CHA and EDG; [Traits] Compulsion/Xenophobia (–100 XP), Reputation (–50 XP), Wealth (+50 XP), Choose two: Ambidextrous, Attractive, Exception Attribute/Any, Fast Learner, G-Tolerance, Good Hearing, Good Vision, Implant/Prosthetics, Pain Resistance or Toughness (+50 XP); [Skills] Navigation/Space (+15 XP), Survival (+10 XP), Zero-G Operations (+15 XP), Choose two: Driving, Interest/Any, Language/Any, Medtech, Piloting/Any, Sensor Operations or Technician/Any (+10 XP)
Lunar Citizen
[Attributes] STR (–20 XP), BOD (–25 XP), INT (+50 XP), WIL (+40 XP), EDG (–25 XP); [Traits] Equipped (+25 XP), Poor Vision (–25 XP), ThickSkinned (+25 XP), Wealth (+50 XP); [Skills] Technician/Any (+5 XP), Choose one: Arts/Any, Computers, Interest/Any, Survival/Any or Zero-G Operations (+10 XP)
Martian Citizen
[Attributes] STR (–15 XP), WIL (+50 XP); [Traits] Equipped (+65 XP), Introvert (–25 XP), Poor Vision (–25 XP), Reputation (–25 XP), Thick-Skinned (+25 XP), Wealth (+35 XP); [Skills] Language/Any one previously chosen secondary Language Skill (–10 XP), Negotiation (+10 XP), Survival/ Martian Desert (+10 XP), Choose one: Arts/Any, Computers, Interest/Any, Martial Arts, Medtech, Melee Weapons or Small Arms (+15 XP)
Outer System Citizen
[Attributes] STR (–15 XP), BOD (–15 XP), RFL (+20 XP); [Traits] Equipped (+75 XP), Reputation (–20 XP), Wealth (+25 XP); [Skills] Negotiation (+10 XP), Technician/Any (+10 XP), Choose two: Arts/Any, Computers, Driving, Interest/Any, Martial Arts, Survival/Any or Zero-G Operations (+10 XP)
Terran Citizen
[Attributes] EDG (–100 XP); [Traits] Compulsion/Distrust of Non-Terrans (–75 XP), Connections (+100 XP), Equipped (+100 XP), Impatient (–50 XP), Wealth (+110 XP); [Skills] Interest/Terran History (+10 XP), Perception (–5 XP); +5 XP to any four other Skills
Venusian Citizen
[Attributes] BOD (+35 XP), INT (–25 XP), WIL (+35 XP), [Traits] Equipped (+25 XP), Introvert (–50 XP), Reputation (–25 XP), Thick-Skinned (+75 XP), Wealth (+15 XP); [Skills] Language/Any one previously chosen secondary Language Skill (–10 XP), Survival/Any (+20 XP), Choose one: Arts/Any, Computers, Interest/Any, Martial Arts, MedTech, Melee Weapons or Technician/Any (+15 XP)
Flexible XPs
None
Notes: After 3059, when Venus’ last cities effectively closed (or collapsed), Venusian characters are considered expatriates; no Terran characters born after 3059 may choose a Venusian sub sub-affi affiliation.
AFFILIATION
Belter
INDEPENDENT MODULE COST
50 XP THE UNIVERSE BEFORE YOU
The so-called “independents” are those individuals and worlds that lie scattered throughout human-occupied space, but whose allegiance lies outside the major and minor states of the Inner Sphere, Periphery and Clan dominions. A few noteworthy independents include the lawless worlds and pirate havens of Antallos and Tortuga, as well as the fractured quasi-Arabian caliphates of Astrokaszy. But even mercenaries, pirates and “spacers”—none of whom could ever call a single world “home”—fall into the category of independents. These rogue affiliations attract some of humanity’s most adventurous souls, who may find themselves plying the space lanes for trade or doing battle for causes more personal than any empire’s banner. Primary Language
See sub-affiliation
Secondary Language
See sub-affiliation
Fixed XPs
[Attributes] WIL (+20 XP), EDG (+20 XP); [Traits] Equipped (–20 XP), Reputation (–10 XP), Wealth (–10 XP)
BASIC GAMEPLAY
CHARACTER CREATION
Sub-Affiliations
Astrokaszy
[Primary Language] Arabic; [Secondary Languages] English, German, Greek; [Attributes] BOD (+15 XP), WIL (+10 XP), CHA (–10 XP), EDG (–10 XP); [Traits] Fit (+20 XP), Compulsion/Xenophobic (–20 XP), Illiterate (–20 XP), Reputation (–10 XP), Thick-Skinned (+15 XP); [Skills] Perception (+10 XP), Protocol/Astrokaszy (+10 XP), Streetwise/Periphery (+10 CP), Choose two: Acting, Martial Arts, Melee Weapons, Small Arms, Survival/Desert or Thrown Weapons (+15 XP)
Generic
[Primary Language] Any; [Secondary Languages] Any from nearest state; [Traits] Introvert (–10 XP); [Skills] Interest/ Any (+10 XP), Negotiation (+10 XP), +10 XP to any four other Skills
Mercenary
[Primary Language] English; [Secondary Languages] Any; [Attributes] CHA (–20 XP); [Traits] Equipped (+20 XP), Rank (+20 XP); [Skills] Negotiation (+10 XP), Protocol/Mercenary (+10 XP), +10 XP to any one other Skill
Pirate
[Primary Language] Any; [Secondary Languages] Any from nearest state; [Attributes] BOD (+20 XP), WIL (+10 XP), CHA (–30 XP); [Traits] Pain Resistance (+10 XP), Reputation (–30 XP), Toughness (+10 XP); [Skills] Language/Any (+10 XP), Negotiation (+5 XP), Perception (+15 XP), Choose three: Acting, Escape Artist, Martial Arts, Melee Weapons, Small Arms or Survival/Any (+10 XP)
Spacer
[Primary Language] English; [Secondary Language] Any from nearest state; [Attributes] BOD (–20 XP), STR (–10 XP), DEX (+10 XP), RFL (+10 XP); [Traits] Equipped (+10 XP), G-Tolerance (+20 XP), Introvert (–20 XP), Natural Aptitude/ Zero-G Operations (+20 XP); [Skills] Career/Ship’s Crew (+10 XP), Zero-G Operations (+10 XP), Choose one: Appraisal, Interest/Any, Navigation/Space, Negotiation or Sensor Operations (+10 XP)
Tortuga
[Primary Language] English; [Secondary Languages] Any Taurian or FedSuns Primary or Secondary Language; [Attributes] BOD (+10 XP), STR (+10 XP), WIL (+20 XP), CHA (–40 XP); [Traits] Pain Resistance (+10 XP), Reputation (–50 XP), Toughness (+10 XP); [Skills] Language/Any (+10 XP), Martial Arts (+10 XP), Negotiation (+10 XP), Perception (+10 XP), Streetwise/Periphery (+10 XP), Choose three: Acting, Escape Artist, Melee Weapons, Small Arms or Survival (+10 XP)
Flexible XPs
None
Notes: Characters with an Antallos, Mercenary, Pirate, Spacer or Tortuga sub-affiliation may not take Title Traits. Characters with an Antallos, Pirate or Tortuga sub-affiliation may not take the Nobility, Preparatory School or Military School modules. Characters that take a Mercenary sub-affiliation for Stage 0 are born into the mercenary life. Characters that are not born to the mercenary life but turn mercenary later must choose another affiliation. Characters that take a Spacer sub-affiliation cannot take the TDS (Transit Disorientation Syndrome) Trait.
TRAITS
AFFILIATION
Antallos
[Primary Language] English; [Secondary Languages] Any; [Attributes] BOD (+20 XP), WIL (+10), CHA (–10 XP); [Traits] Illiterate (–20 XP), Pain Resistance (+10 XP), Reputation (–20 XP), Toughness (+10 XP); [Skills] Language/Japanese (+10 XP), Perception (+10 XP), Streetwise/Periphery (+10 XP), Choose two: Acting, Escape Artist, Martial Arts, Melee Weapons, Small Arms or Survival/Desert (+10 XP)
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
63
COMSTAR/WORD OF BLAKE MODULE COST
50 XP + XP cost of “birth” Affiliation
Originally a neutral, interstellar pseudo-corporation that rose from the ashes of the first Star League, ComStar established an unassailable empire based on its complete control of the interstellar HPG communications network. Transforming itself into a quasi-religious order, ComStar monitored and subtly manipulated events across the Inner Sphere while cloaking itself in mystery. Fragmented in the wake of the initial Clan Invasion, however, a reformed ComStar moved to share many of its advantages with the Inner Sphere in defense against the Clans— while the fanatical Word of Blake amassed the terrible forces unleashed in their recent Jihad against all of humankind. English
Secondary Language
Any from nearest state
Fixed XPs
[Traits] Enemy (–100 XP), Equipped (+100 XP), Rank (+50 XP), Reputation (–50 XP); [Skills] Communications/Conventional (+10 XP), Interest/Writings of Jerome Blake (+10 XP), Negotiation (+10 XP)
Sub-Affiliations
ComStar
[Attributes] INT (+25 XP), WIL (–15 XP); [Traits] Connections (+50 XP), Enemy/Word of Blake (–100 XP), Reputation (+20 XP); [Skills] Protocol/Nearest state (+15 XP), Protocol/ ComStar (+15 XP), Technician/Any (+10 XP)
Word of Blake
[Attributes] WIL (+50 XP), CHA (–50 XP); [Traits] Compulsion/Paranoid (–50 XP), Connections (+75 XP), Enemy/ComStar (–100 XP), Equipped (+30 XP); [Skills] Interest/Writings of Jerome Blake (+15 XP), Interest/Writings of the Master (+15 XP), Negotiation (+10 XP), Protocol/ Nearest state (+5 XP), Protocol/Word of Blake (+10 XP), Technician/Any (+10 XP)
Flexible XPs
None
AFFILIATION
Primary Language
Notes: Characters with a ComStar/Word of Blake affiliation may not posses the Extra Income or Property Traits. When choosing this affiliation, the character must also select a second “birth” affiliation (few people are born to either order). Unlike normal Affiliation changes, selecting a ComStar or Word of Blake affiliation does not reduce the XP costs or effects of the character’s “birth” affiliation.
Irritated with another round of inspections, Leutnant Hans von Beckh pauses for a stretch at least as much as his Steiner dress blues will allow. allow stretch—at
STAGE 1 MODULES: EARLY CHILDHOOD “God, I miss those days! All loaded up with optimism and hope… Not a care in the world… At least until dad took that job on Gibson…” In character creation, Stage 1 modules reflect the character’s early childhood, from birth to age 10. Though these modules are cheapest in terms of XP, they represent possibly the most formative stage of character development, as the circumstances and events in a character’s early childhood can strongly influence his options later in life. Age: At the end of Stage 1, all characters are considered to be 10 years old.
BACK WOODS Module Cost: 290 XP Raised in the country (or in other remote parts of human space where amenities are few and far between), the back woods life leaves one hardy, but unrefined and uneducated. Prerequisites: Any affiliation; STR 4+, BOD 5+ Fixed XPs: [Attributes] STR (+100 XP), BOD (+100 XP), RFL (+75 XP), INT (–25 XP), CHA (–50 XP); [Traits] Equipped (–50 XP), Fit (+100 XP), Illiterate (–75 XP), Toughness (+75 XP), Wealth (–75 XP); [Skills] Language/Affiliation (–5 XP), Martial Arts (+10 XP), Melee Weapons (+10 XP), Navigation/Ground (+10 XP), Perception (+5 XP), Running (+10 XP), Survival/Any (+15 XP), Tracking/Wilds (+10 XP) Flexible XPs: +25 XP each to any two Attributes or Traits
BLUE COLLAR Module Cost: 210 XP The common folk of most thriving commercial or industrialized worlds, characters from blue collar families have humble beginnings, but usually receive a solid education and even some vocational insights. Prerequisites: Any affiliation Fixed XPs: [Attributes]: STR (+45 XP), BOD (+50 XP), DEX (+50 XP), INT (+25 XP), WIL (–10 XP), CHA (–10 XP); [Skills] Career/Any (+10 XP), Interest/Any two (+5 XP each) Flexible XPs: +10 XP each to any four Attributes, Traits or Skills For her character’s Stage 1 module, Lisa has settled on Blue Collar, because she envisions her character as “common born” with “humble, yet respectable” beginnings. To the gamemaster, Lisa justifies this as the life of an “army brat” to help set up her later module choices. The Blue Collar module costs 210 points from the character’s XP Pool, and has no prerequisites Lisa needs to worry about. It awards 45 XPs to her character’s STR Attribute, 50 XPs to BOD, 50 XPs to DEX and 25 XPs to INT, but it reduces the character’s WIL and CHA XPs each by 10 points. The character’s Attribute XPs currentlyy are: STR = p 145, BOD = 150, RFL = 100, DEX = 150, INT = 125, WIL = 140, CHA = 90, WIL = 50.
For Traits, the Blue Collar module does not award any XP to Lisa’s character. For Skills, Lisa finds that her character receives 10 XPs to any Career Skill (she selects Soldier, to reinforce the “army brat” background), and +5 to any two Interest Skills. Lisa chooses FedSuns History—a Skill her character already has—for one of those Interests, and BattleMechs for the other, explaining that her character was always fascinated by ’Mechs as a child, and had a collection of several ’Mech figurines she played with all the time (instead of “stupid old dollies”). In addition to these, the Blue Collar module also provides four 10-XP batches as flexible XPs, indicating they may be applied to any four Attributes, Traits or Skills. Lisa puts 10 XPs into her character’s Perception Skill (raising it to 20 XPs), and 10 XPs each into her RFL, INT and EDG Attributes (raising them to 110, 135, and 60 XPs, respectively). The point allocations complete, Lisa moves on to Stage 2 with 3,790 XPs left in her Pool. Her character is currently 10 years old.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
BORN MERCENARY BRAT Module Cost: 270 XP The child born to mercenary parents (or adopted by a passing mercenary command early in life) is an army brat of the most transient nature, whose family travels to distant and foreign realms with regularity, and who knows no true nationality or culture beyond the confines of military DropShips and field bases. Prerequisites: Independent/Mercenary affiliation; STR 4+, BOD 4+, WIL 4+ Fixed XPs: [Attributes] STR (+75 XP), BOD (+50 XP), RFL (+100 XP), WIL (+25 XP), CHA (–25 XP), EDG (+25 XP); [Traits] Equipped (+50 XP), Illiterate (–50 XP), Reputation (–50 XP); [Skills] Career/Soldier (+10 XP), Interest/Military History (+5 XP), Language/Any (+10 XP), Martial Arts (+15 XP), Melee Weapons (+10 XP), Negotiation (+5 XP), Perception (+5 XP), Streetwise/Any (+10 XP)
FARM Module Cost: 275 XP The character raised on a farm faces a childhood of seemingly endless chores in a modest lifestyle. The work is hard, but ultimately rewarding. As not every world in the Inner Sphere can grow its own food, farming families are often highly respected. Prerequisites: Any affiliation Fixed XPs: [Attributes] STR (+100 XP), BOD (+100 XP), DEX (+25 XP), CHA (–50 XP); [Traits] Animal Empathy (+25 XP), Illiterate (–25 XP), Toughness (+50 XP), Wealth (–25 XP); [Skills] Career/Agriculture (+10 XP), Animal Handling (+15 XP), Interest/Any two (+5 XP each) Flexible XPs: +10 XP each, to any four Attributes, Traits or Skills
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
FUGITIVES Module Cost: 225 XP Characters born to a fugitive lifestyle face transient childhoods, constantly on the move as their parents or guardians—wanted for crimes against the state or hunted by
65
criminal overlords—whisk them from one world to another in a desperate effort to elude capture. Prerequisites: Any affiliation Fixed XPs: [Attributes] STR (+25 XP), RFL (+100 XP), WIL (+100 XP), EDG (+100 XP); [Traits] Connections (+75 XP), Dark Secret (–100 XP), Illiterate (–50 XP), Introvert (–100 XP), Wealth (–100 XP), Choose one: Combat Sense, Fit, Good Hearing, Good Vision, Patient, Thick-Skinned or Toughness (+100 XP); [Skills] Acting (+5 XP), Language/Any (+5 XP), Perception (+10 XP), Running (+10 XP), Stealth (+10 XP), Streetwise/Any (+10 XP), Zero-G Operations (+5 XP) Flexible XPs: +5 XP each to any four Attributes, Traits or Skills
NOBILITY Module Cost: 215 XP The noble-born character is blessed with the most privileged of upbringings, receiving upper class status, top-rate education and a luxurious lifestyle where every need and many desires are automatically met. As a result, “bluebloods” often seem cultured, but suffer from the indulgences of their soft lives. Prerequisites: Any non-Clan affiliation; 5+ TP (total) in Title, Wealth or Property Traits Fixed XPs: [Attributes] STR (–75 XP), BOD (–75 XP), RFL (–50 XP), INT (+100 XP), CHA (+100 XP); [Traits] Equipped (+125 XP), Enemy (–200 XP), Glass Jaw (–100 XP), Reputation (+175 XP), Wealth (+150 XP); [Skills] Appraisal (+5 XP), Art/Any (+10 XP), Interest/Any (+10 XP), Language/Affiliation (+10 XP), Protocol/Affiliation (+10 XP) Flexible XPs: +5 XP each to any four Attributes, Traits or Skills
SLAVE Module Cost: 45 XP Characters born to slavery are typically the children of slaves still working off a debt to their masters, or were themselves captured and sold into slavery at a very young age (typically by pirates and such). The young slave’s life can be a harsh one, with few rewards. Prerequisites: Any affiliation; STR 4+, BOD 4+ Fixed XPs: [Attributes] STR (+100 XP), BOD (+75 XP), DEX (+100 XP), INT (–50 XP), WIL (–50); [Traits] Equipped (–100 XP), Illiterate (–90 XP), Patient (+100 XP), Reputation (–100 XP), Wealth (–200 XP), (+90 XP to either of the following Traits: Exceptional Attribute/ Any or Natural Aptitude/Any); [Skills] Language/Affiliation (–5 XP), Career/Any (+15 XP), Interest/Any (+10 XP), Protocol/Affiliation (+15 XP), Stealth (+15 XP), Streetwise/Affiliation (+15 XP), Technician/Any (+5 XP) Flexible XPs: +25 XP each to any four Attributes or Traits
STREET Module Cost: 250 XP The character raised on the streets lives in a dangerous world of lawlessness in the midst of civilization. Lacking the prosperity of the upper classes, such children learn quickly to rely more on cunning and luck than on the kindness of strangers. Prerequisites: Any affiliation Fixed XPs: [Attributes] STR (+25 XP), BOD (–20 XP), RFL (+100 XP), WIL (+100 XP), CHA (–25 XP), EDG (+100 XP); [Traits] Connections (+75 XP), Compulsion/Paranoid (–50 XP), Enemy
(–100 XP), Illiterate (–75 XP), Reputation (–100 XP), Toughness (+200 XP), Wealth (–75 XP); [Skills] Language/Affiliation (–5 XP), Martial Arts (+15 XP), Melee Weapons (+5 XP), Perception (+10 XP), Running (+10 XP), Stealth (+10 XP), Streetwise/Affiliation (+10 XP) Flexible XPs: +10 XP each to any four Attributes, Traits or Skills
TRUEBORN CRÈCHE Module Cost: 300 XP The trueborn Clansman begins life in the constant company of his fellow genetic siblings—sibkin—while simultaneously learning the arts of combat as soon as it is possible to walk. Bred ultimately to rule their Clan as members of its warrior caste, trueborns in the crèche believe in the Clans’ highest law: might makes right. Prerequisites: Clan affiliation; Phenotype and Trueborn Traits required Fixed XPs: [Attributes] STR (+100 XP), BOD (+125 XP), RFL (+125 XP), WIL (+100 XP), CHA (–75 XP); [Traits] Compulsion/Clan Honor (–100 XP), Phenotype (+0 XP; see Notes, below), Slow Learner (–300 XP), Trueborn (+200 XP); [Skills] Interest/Clan Remembrance (+10 XP), Martial Arts (+10 XP), Melee Weapons (+5 XP), Protocol/ Clan (+10 XP), Small Arms (+5 XP), Swimming (+10 XP) Flexible XPs: +15 XP each to any five Attributes, Traits or Skills Notes: Character must choose Aerospace, Elemental or MechWarrior Phenotype.
WAR ORPHAN Module Cost: 170 XP With parents killed by foreign invaders (or friendly fire), the war orphan begins life at a crossroads. War orphan characters often endure a mixture of scorn and pity in their societies, but usually grow stronger and more self-reliant for it. Prerequisites: Any affiliation Fixed XPs: [Attributes] INT (+50 XP), WIL (+100 XP), EDG (+100 XP); [Traits] Compulsion/Traumatic Memories (–100 XP), Illiterate (–25 XP), Introvert (–50 XP), Reputation (–50 XP), Sixth Sense (+150 XP), Wealth (–100 XP); [Skills] Language/Affiliation (–5 XP), Perception (+10 XP), Stealth (+5 XP), Streetwise/Affiliation (+10 XP) Flexible XPs: +25 XP each to any three Attributes or Traits
WHITE COLLAR Module Cost: 170 XP Above the middle class, but still a far cry from nobility, characters hailing from white collar families enjoy a relatively pampered lifestyle and sheltered existence, but hopefully realize this means society will expect more from them in return. Prerequisites: Any affiliation; 3+ TP (total) in Wealth or Property Traits Fixed XPs: [Attributes] STR (–50 XP), BOD (–50 XP), INT (+75 XP), WIL (–50 XP), CHA (+75 XP); [Traits] Equipped (+75 XP), Enemy (–100 XP), Extra Income (+50 XP), Glass Jaw (–50 XP), Reputation (+50 XP), Wealth (+100 XP); [Skills] Art/Any (+10 XP), Interest/Any (+10 XP), Language/Affiliation (+5 XP), Protocol/Affiliation (+5 XP) Flexible XPs: +5 XP each to any three Attributes, Traits or Skills
STAGE 2 MODULES: LATE CHILDHOOD “I don’t know. Those last four years were just a blur, and if it weren’t for Jenny in Stellar Geography, I probably wouldn’t have gotten that scholarship to Chekswa. Thank God for unanswered prayers, huh?” In character creation, Stage 2 modules reflect most of the character’s teenage years, from age 11 through age 16. A key time for most characters, this stage offers more XPs as the characters grow and develop. This is especially true of Clan characters, whose society forces them through more intensive training protocols, accepting only the best and discarding the rest. Flexible XPs: During Stage 2, a character may spend no more than 35 flexible XPs on a single Skill, and no more than 200 flexible XPs on any one Attribute or Trait. Age: At the end of Stage 2, all characters are considered to be 16 years old.
ADOLESCENT WARFARE Module Cost: 500 XP Whether on the mean streets of a gang-ruled town or a warravaged world on some Great House’s front line, a character who spends more teenage years carrying a gun or a knife than school books lives the life of an adolescent warrior. Prerequisites: Any Stage 1 module except Nobility and Trueborn Crèche Fixed XPs: [Attributes] BOD (+40 XP), RFL (+40 XP), WIL (+50 XP), INT (–30 XP); [Traits] Combat Sense (+80 XP), Connections (+30 XP), Compulsion/Paranoid (–20 XP), Enemy (–40 XP), Wealth (–20 XP); [Skills] Language/Affiliation (–25 XP), Leadership (+25 XP), Medtech (+25 XP), Melee Weapons (+25 XP), Negotiation (+15 XP), Perception (+25 XP), Protocol/Affiliation (–10 XP), Running (+40 XP), Small Arms (+20 XP), Stealth (+30 XP), Streetwise/Affiliation (+45 XP), Survival/Any (+25 XP) Flexible XPs: +130 XP
BACK WOODS Module Cost: 500 XP Isolated from the conveniences of modern society, a back woods teenager lives a survivalist’s life, but tends to find interacting with so-called normal society a far greater challenge than any danger on the fringes of human space. Prerequisites: None Fixed XPs: [Attributes] BOD (+60 XP), WIL (+70 XP), INT (–20 XP); [Traits] Animal Empathy (+50 XP), Good Hearing (+40 XP), Introvert (–20 XP), Wealth (–20 XP); [Skills] Climbing (+30 XP), Medtech (+20 XP), Melee Weapons (+20 XP), Perception (+45 XP), Protocol/Affiliation (–15 XP), Small Arms (+20 XP), Stealth (+40 XP), Survival/Forest (+25 XP), Tracking/Wilds (+30 XP) Flexible XPs: +125 XP
CLAN APPRENTICESHIP Module Cost: 500 XP While warriors in Clan society endure a fierce training protocol almost from birth, those relegated to the lower
castes spend their teenage years apprenticed to masters of their designated trades. Characters taking this module must identify their caste in formal Clan society before moving forward, and must adhere to the prerequisites and XP allotments for that caste (for Dark Caste, take the Back Woods or Street modules instead). Experience Points not assigned to any caste are also available to all the apprenticed castes described here. Prerequisites: Clan affiliation, BOD 4+ (Laborer Caste), CHA 4+ (Merchant Caste), INT 4+ (Scientist Caste), DEX 4+ (Technician Caste) Fixed XPs: [Skills] Administration (+35 XP), Computers/Any (+50 XP), Interest/Any (+30 XP), Interest/Clan History (+80 XP). Laborer Caste Only: [Attributes] BOD (+30 XP); [Skills] Career/Any (+50 XP), Computers/Any (+40 XP), Driving/ Ground Vehicle (+20 XP) Merchant Caste Only: [Attributes] CHA (+30 XP); [Skills] Administration (+50 XP), Appraisal (+40 XP), Negotiation (+20 XP) Scientist Caste Only: [Attributes] INT (+30 XP); [Skills] Computers/Any (+30 XP), Interest/Any (+10 XP), MedTech (+20 XP), Science/Any (+50 XP) Technician Caste Only: [Attributes] DEX (+30 XP); [Skills] Computers/Any (+30 XP), Perception (+20 XP), Technician/Any (+30 XP), Technician/Any (+15 XP), Technician/Any (+15 XP) Flexible XPs: +165 XP Notes: Clan civilian caste apprentices must proceed to Stage 3 and select a civilian school appropriate to their caste. Technician and Labor Caste characters may also take Military Enlistment, but only to receive the Basic Training (Naval) and Ship’s Crew Fields.
FARM Module Cost: 400 XP The character that spends his teenage years on a farm learns a host of skills invaluable to one of the Inner Sphere’s most vaunted civilian professions. Prerequisites: None Fixed XPs: [Attributes] BOD (+40 XP), CHA (–20 XP); [Traits] Animal Empathy (+30 XP); [Skills] Administration (+35 XP), Animal Handling (+30 XP), Career/Agriculture (+50 XP), Driving/Ground Vehicle (+30 XP), Interest/Any (+40 XP), Interest/Any (+20 XP), Small Arms (+30 XP) Flexible XPs: +115 XP
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
FREEBORN SIBKO Module Cost: 950 XP Though lacking the sophistication and intensity of the trueborn military regimen, the training cycle for aspiring Clan warriors born outside the iron wombs can be just as brutal in many ways. Characters taking this module must identify their branch of service (aerospace, cavalry, Elemental, infantry or MechWarrior) in the Clan military before moving forward, and must adhere to any prerequisites and XP allotments for that caste. Experience Points not assigned to any branch are also available to all the freeborn branches described here. Prerequisites: Clan affiliation; BOD 3+, DEX 4+, RFL 3+, WIL 4+; must select a Clan-affiliated Stage 4 module next. Fixed XPs: [Attributes] BOD (+50 XP), WIL (+50 XP), CHA (–30 XP); [Traits] Compulsion/Clan Honor (–30 XP), Rank (+100 XP),
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Reputation (–40 XP); [Skills] Career/Soldier (+50 XP), Interest/Clan Remembrance (+20 XP), Negotiation (+50 XP), Clan Basic Training Field* (+180 Total XP, +30 XP per Skill; Rebate: 6 XP per Skill) Aerospace Only: [Traits] Vehicle (+100 XP); [Skills] Clan Aerospace Warrior Field* (+250 Total XP, +50 XP per Skill; Rebate: 10 XP per Skill) Cavalry Only: [Traits] Vehicle (+100 XP); [Skills] Clan Cavalry Field* (+250 Total XP, +50 XP per Skill; Rebate: 10 XP per Skill) Elemental Only: [Traits] Vehicle (+100 XP); [Skills] Clan Elemental Field* (+350 Total XP, +50 XP per Skill; Rebate: 10 XP per Skill) Infantry (non-Elemental) Only: [Traits] Equipped (+100 XP); [Skills] Infantry Field* (+300 Total XP: +50 XP per Skill; Rebate: 10 XP per Skill) MechWarrior Only: [Traits] Vehicle (+100 XP); [Skills] Clan MechWarrior Field* (+300 Total XP, +50 XP per Skill; Rebate: 10 XP per Skill) Flexible XP: +200 XP (aerospace and cavalry only), +100 XP (Elemental only), +150 XP (infantry and MechWarrior only) Notes: *See the Clan Military Skill Fields in the Master Fields List (p. 85; p. 84 for Infantry Field) for prerequisites. Freeborn Clan warriors may ignore Phenotype prerequisites. As described in Stage 3, XP costs for Fields come with a “rebate” that puts XPs back into the character’s XP Pool after Skills have been purchased. Upon completion of this Stage, all Clan warriors must proceed to Stage 4: Real Life. Aerospace warriors may apply their Flexible XPs to the Pilot – DropShip, Pilot – JumpShip, or Pilot – WarShip Fields (ignoring any Pilot – DropShip prerequisites), but must apply a minimum of 20 XPs per Field Skill when doing so, and receive no rebate XPs for this. Furthermore, such characters must increase their age at the end of this Stage by 2 years, and must begin play with a minimum +300 XPs in the Rank Trait.
HIGH SCHOOL Module Cost: 400 XP Common across the Inner Sphere and Periphery—though hardly universal, as different worlds and social classes face different needs—the academic life is typical for most teenagers, preparing them for future careers in the modern work force, military service or perhaps some form of higher education. Prerequisites: Any non-Clan affiliation; may not have Illiterate Trait Fixed XPs: [Attributes] CHA (+25 XP), INT (+25 XP); [Traits] Connections (+20 XP); [Skills] Computers (+20 XP), Interest/Any (+40 XP), Interest/Any (+35 XP), Language/Affiliation (+10 XP), Streetwise/Affiliation (+20 XP), Swimming (+20) Flexible XPs: +185 XP
MERCENARY BRAT Module Cost: 600 XP While most normal kids are in high school, the teenage mercenary brat is seeing more of the universe and picking up the skills of his family’s trade along the way as an able body between missions. Prerequisites: None Fixed XPs: [Attributes] WIL (+35 XP), EDG (+50 XP), INT (–20 XP), CHA (–20 XP); [Traits] Connections (+40 XP); Tech Empathy (+20 XP); [Skills] Career/Soldier (+50 XP), Driving/Ground Vehicle (+15 XP), Interest/Any (+30 XP), Interest/Any (+20 XP), Language/Any (+30 XP), Language/Any (+20 XP), Martial Arts (+30 XP), Medtech
(+10 XP), Negotiation (+50 XP), Perception (+30 XP), Streetwise/ Any (+20 XP), Tactics/Any (+10 XP), Technician/Any (+30 XP) Flexible XPs: +150 XP
MILITARY SCHOOL Module Cost: 500 XP Whether by punishment or as a matter of familial pride, the character that spends his late childhood in military school comes away from the experience with a host of skills and a sense of discipline that can boost any eventual military or political career. Prerequisites: WIL 3+ Fixed XPs: [Attributes] CHA (+50 XP); [Traits] Connections (+15 XP), Fit (+15 XP), Rank (+20 XP); [Skills] Career/Soldier (+25 XP), Computers (+35 XP), Interest/Any (+30 XP), Interest/Military History (+40 XP), Leadership (+20 XP), Martial Arts (+30 XP), Medtech (+10 XP), Melee Weapons (+20 XP), Protocol/Affiliation (+30 XP), Running (+30 XP), Small Arms (+50 XP), Strategy (+10 XP), Swimming (+30 XP) Flexible XPs: +40 XP (may only be applied to Skills) For Stage 2 of her character’s design, Lisa decides on the Military School module. Though not a common path for a kid raised in the middle class, Lisa has established that the character is an army brat, and further adds that her family has maintained a tradition of service for generations, thus making it a matter of familial pride (and possibly discipline) to send their children off to military school. The Military School module costs 500 points from the character’s XP Pool. Its only prerequisite is a WIL score of 3 or higher, so Lisa notes that her character will need a minimum WIL of 3 at the end of character creation. For Attributes, the module awards 50 XPs to the character’s CHA score (raising its XPs to 140). For Traits, the module awards 15 XPs to Connections, 15 to Fit and 20 to Rank. For Skills, the module awards 25 XPs to Career/Soldier (raising that Skill’s XP to 35), 35 XPs to Computers, 30 XPs to any Interest (Lisa decides to add this to the BattleMechs Interest Skill she picked up last stage), 40 XPs to Interest/Military History, 20 XPs in Leadership, 30 XPs in Martial Arts, 10 XPs in Medtech, 20 XPs in Melee Weapons, another 30 XPs in the Protocol Skill of her Affiliation (the FedSuns, of course, now up to 55 XPs), 30 XPs in Running, 50 in Small Arms, 10 in Strategy and 30 in Swimming. In addition, Lisa finds that her character receives 40 flexible XP, which can be allocated only to Skills. She decides to add 5 more XPs each to her two Language Skills (bringing both up to 25 XPs), 10 more to Perception (for a total of 30 XPs), 10 more to Arts/ Painting (for a running total of 20 XPs) and 10 more to Interest/ FedSuns History (bringing it to 30 XPs). This stage complete, Lisa moves on to Stage 3. Her character is now 16 years old, with 3,290 XPs left to spend.
PREPARATORY SCHOOL Module Cost: 500 XP A common alternative to high school for the children of wealthy parents, preparatory (“prep”) school paves a character’s way to many of the Inner Sphere’s most prestigious colleges and universities with an eye toward eventual influential careers in politics, law, medicine and corporate management.
Prerequisites: May not have used Back Woods or Fugitive Stage 1 modules. May not possess the Illiterate Trait. Fixed XPs: [Attributes] CHA (+60 XP); [Traits] Connections (+40 XP), Extra Income (+20 XP), Gregarious (+20 XP); [Skills] Archery (+20 XP), Computers (+25 XP), Interest/Any (+30 XP), Interest/Any (+20), Interest/Any (+20 XP), Language/Any (+20 XP), MedTech (+10 XP), Melee Weapons (+15 XP), Protocol/ Affiliation (+40 XP) Flexible XPs: +160 XP (up to 80 XP may be applied to Traits)
SPACER FAMILY Module Cost: 490 XP The child of a spacer family is raised in the low-gravity and sterilized-atmosphere world of DropShips and JumpShips, rarely setting foot on planets long enough to take root. Characters from this background tend to be a little more insular toward outsiders, but are in their element when out in the “black sea.” Prerequisites: Cannot have the TDS Trait; RFL 4+, DEX 4+, INT 4+; Minimum Zero-G Operations Skill +2 Fixed XPs: [Attributes] RFL (+40 XP), DEX (+30 XP), BOD (–20 XP), STR (–20 XP); [Traits] Equipped (+20 XP), G-Tolerance (+40 XP), Natural Aptitude/Zero-G Operations (+20 XP), Introvert (–25 XP); [Skills] Career/Ship’s Crew (+30 XP), Communications/Conventional (+20 XP), Computers (+20 XP), Gunnery/Spacecraft (+10 XP), Interest/Any (+15 XP), Language/Any (+15 XP), Navigation/Space (+20 XP), Perception (+15 XP), Piloting/Spacecraft (+15 XP), Sensor Operations (+15 XP), Technician/Aeronautics (+20 XP), Technician/Electronic (+20 XP), Zero-G Operations (+15 XP) Flexible XPs: +175 XP (at least 100 XP must be applied to Skills)
STREET Module Cost: 400 XP Life on the streets can get downright dangerous, particularly for kids in their teens. Characters coming from this background have learned to survive by identifying the gangs, evading the authorities and defending themselves (or just running away) when cornered. Prerequisites: None Fixed XPs: [Attributes] BOD (+20 XP), EDG (+40 XP), CHA (–20 XP); [Traits] Combat Sense (+15 XP), Connections (+20 XP), Enemy (–20 XP), Illiterate (–20 XP); Reputation (–20 XP); [Skills] Acting (+20 XP), Climbing (+15 XP), Disguise (+20 XP), Escape Artist (+20 XP), Interest/Any (+20 XP), Interrogation (+20 XP), Martial Arts (+20 XP), Medtech (+10 XP), Melee Weapons (+25 XP), Negotiation (+20 XP), Perception (+25 XP), Running (+25 XP), Scrounge (+10 XP), Small Arms (+20 XP), Stealth (+15 XP), Streetwise/Affiliation (+40 XP) Flexible XPs: +60 XP
TRUEBORN SIBKO Module Cost: 1,600 XP (all non-ProtoMech Warriors); 1,500 (ProtoMech and Advanced ProtoMech Warriors) The intense training regimen of the trueborn Clan warrior has already begun by the time the time he leaves the crèche. Bred for combat and indoctrinated into the ways of the Clans,
young trueborns undergo training at this stage that can literally hone them into warriors or kill them in the process. Characters taking this module must identify their branch of service (aerospace, Elemental, ProtoMech or MechWarrior) in the Clan military before moving forward, and must adhere to any prerequisites and XP allotments for that caste. Experience Points not assigned to any branch are also available to all the trueborn branches described here. Prerequisites: Clan affiliation; Aerospace, Elemental or MechWarrior Phenotype; BOD 3+, DEX 4+, RFL 3+, WIL 3+; ProtoMech warriors may not have Combat Paralysis, Glass Jaw, Lost Limb, Poor Hearing or Poor Vision Traits. Fixed XPs: [Attributes] BOD (+40 XP), DEX (+60 XP), RFL (+50 XP), WIL (+20 XP), CHA (–30 XP); [Traits] Compulsion/Clan Honor (–50 XP), Rank (+200 XP); [Skills] Career/Soldier (+80 XP), Interest/Clan Remembrance (+50 XP), Negotiation (+50 XP), Clan Basic Training Field* (+300 Total XP, +50 XP per Skill; Rebate: 10 XP per Skill) Aerospace Only: [Traits] Custom Vehicle (+200 XP); [Skills] Gunnery/Spacecraft (+20 XP), Piloting/Spacecraft (+20 XP), Navigation/Air (+40 XP), Clan Aerospace Warrior Field* (+400 Total XP, +80 XP per Skill; Rebate: 16 XP per Skill) Elemental Only: [Traits] Vehicle (+120 XP); [Skills] Clan Elemental Field* (+560 Total XP, +80 XP per Skill; Rebate: 16 XP per Skill) Elemental (Advanced)** Only: [Attributes] CHA (–30 XP), EDG (–30 XP); [Traits] Equipped (+50 XP), Vehicle (+185 XP); [Skills] Gunnery/Battlesuit (+15 XP), Piloting/Battlesuit (+10 XP), Swimming (+10 XP), Tactics/Infantry (+10 XP), Clan Elemental Field* (+560 Total XP, +80 XP per Skill; Rebate: 16 XP per Skill) ProtoMech Only: [Traits] Compulsion/Chemical Addiction (–100 XP), Implant/EI Neural Implant (+200 XP), Reputation (–100 XP), Toughness (+100 XP), Vehicle (+100 XP); [Skills] Navigation/Ground (+30 XP), Tactics/Infantry (+30 XP), Tactics/ Land (+30 XP), Clan ProtoMech Warrior Field* (+250 Total XP, +50 XP per Skill; Rebate: 10 XP per Skill) ProtoMech (Advanced) Only**: [Traits] Compulsion/ Chemical Addiction (–100 XP), Implant/EI Neural Implant (+200 XP), Reputation (–100 XP), Toughness (+125 XP), Vehicle (+125 XP); [Skills] Navigation/Ground (+30 XP), Tactics/Infantry (+30 XP), Tactics/Land (+30 XP), Clan ProtoMech Warrior Field* (+375 Total XP, +75 XP per Skill; Rebate: 15 XP per Skill) MechWarrior Only: [Traits] Custom Vehicle (+200 XP), Vehicle (+70 XP); [Skills] Gunnery/’Mech (+15 XP), Piloting/ BattleMech (+15 XP), Clan MechWarrior Field* (+480 Total XP, +80 XP per Skill; Rebate: 16 XP per Skill) Flexible XPs: +150 XP (aerospace and Elemental only), +50 XP (advanced Elemental and MechWarrior only), +190 XP (ProtoMech only), +15 XP (advanced ProtoMech only) Notes: *See the Clan Military Skill Fields in the Master Fields List (p. 85) for prerequisites. As described in Stage 3, XP costs for Fields add a “rebate” that puts XPs back into the character’s XP Pool after the Field Skills have been purchased. **Advanced Elemental training (in place of standard Elemental training) is available only to Ghost Bear and Hell’s Horses Elemental trueborns, with the following minimums: BOD 6+, DEX 4+, RFL 4+, WIL 4+; advanced ProtoMech training is available only to members of Clan Blood Spirit.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
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Clan Steel Viper characters reduce age at the end of this process by 1 year. Upon completion of this Stage, all Clan warriors must proceed to Stage 4: Real Life. Aerospace warriors may apply their Flexible XPs to the Pilot — DropShip, Pilot — JumpShip, or Pilot — WarShip Fields (ignoring any Pilot — DropShip prerequisites), but must apply a minimum of 20 XPs per Field Skill when doing so, and receive no rebate XPs for this. Furthermore, such characters must increase their age at the end of this Stage by 2 years, and must begin play with a minimum +300 XPs in the Rank Trait
STAGE 3 MODULES: HIGHER EDUCATION “All right, you pukes, listen up! Welcome to the Filtvelt Military Academy! I am Sergeant-Major Kevin von Holt, your senior drill instructor, and I will be your patron saint of pain for the duration of your stay in my compound! But you ’Mech lice will address me only as ‘Sergeant-Major’! Do you understand!?” In character creation, Stage 3 modules reflect an optional period in the character’s life focused purely on training or academic advancement, often between late childhood and official entry into the “real world” of adulthood. Based on the character’s starting affiliation, a vast array of schools and training facilities are available, each of which offers its own unique blend of Skills, Fields and other advantages to character design. As a result, this stage in character development follows a slightly different format from the others.
OVERVIEW Higher education offers characters a wealth of improvement in terms of Attributes, Traits and Skills that cannot be matched in any other stage of development. Though there exists a bewildering array of educational options and institutions available to characters, for the purposes of character creation all of them can be narrowed down to a basic set of “master” schools that cover their primary educational functions, and then modified by specifics based on the character’s criteria. Four levels of training are possible for a character in this stage of development: Basic Training, Advanced Training, Special Training and Officer Training. The exact nature of these levels varies from school to school, but each offers a mix of Attribute, Trait and Skill XPs in the same fashion as other paths, as well as special Fields—batches of Skills that are granted to the character, but also incorporate a special XP rebate once taken. By selecting and purchasing a master school and a specific school, characters will complete their higher education requirements and be ready for Stage 4 (Real Life).
CHOOSE YOUR SCHOOLING Each institution of higher education represented here offers a host of programs for its students. Prerequisites in each school,
however, control who has access to what educational options, based on their Attributes, Traits, previous modules and perhaps even their career or faction of choice. A character that wishes to attend a certain school must make sure he meets all requirements listed for that school. (These prerequisites are maintained to the end of character generation unless another module increases them.) Master Schools List As the primary function of all schools in this stage is to award Skill Fields to the character, schools are listed on the Master Schooling List by the Fields that they offer. When the player selects a specific master school, the character automatically purchases all of the Attribute, Trait and Skill XPs awarded as automatic by the school, and then must select two to three of the Fields offered by that master school, with the following restrictions on such selections: • The player must choose one—and only one—Field from the Basic Fields list. • The player must choose at least one Field from the Advanced Fields list. • The player may not choose more than three Fields in total for a school. (Choosing a second Advanced Field is a viable option for a third Field, as is selecting a Special Training Field.) • Finally, for all the Fields chosen, the character must meet the prerequisites as shown on the Master Fields Table (see pp. 82-85) unless the chosen school’s rules indicate otherwise (such as the Solaris Internship’s waiver of Basic Training for MechWarriors). See Fields, below, for rules on how many XPs are received and rebated by selecting a Field. Players and gamemasters should be aware that the Master Schools List defines the educational options available to characters in only the most fundamental ways. Dozens of major military academies exist across the Inner Sphere and Periphery, and thousands of trade schools, technical schools and universities are available to characters from almost any populated world. Specific schools—ranging from prestigious institutions of higher learning like the Lyran Alliance’s University of Tharkad, or the FedSuns’ New Avalon Institute of Science, to major military academies like the Draconis Combine’s Sun Zhang MechWarrior Academy or the Capellans’ Liao Conservatory of Martial Arts—can offer subtle variations whose full rules are beyond the scope of this book. Gamemasters and players seeking to add flavor to their player characters to reflect such institutions may consult the faction’s relevant Handbooks for ideas on how to incorporate additional details into the character’s schooling experience. Officer Training: Officer training is considered a special addition to the standard Stage 3 cycle, and can only be taken by characters who have already taken an Intelligence, Police or Military Master School type. Unlike the other types of training, officer training only provides the Officer Skill Field and access to officer ranks (O1, O2 and so forth) in the character’s Rank Trait. Officer training thus does not have Basic, Advanced or Special Fields. Fields Each school assigns XPs in conventional Attribute/Trait/Skill format and in the form of Skill Fields. Skill Fields are special “package deals” of Skills that cover an entire occupational role (such as MechWarrior, Cavalry, Scientist and so forth). Characters who purchase such Fields must pay a total of +30 XPs for each Skill
in the Field (in addition to the Module’s XP Cost). For this, they receive +30 XPs in each of the Field’s Skills, as well as 6 XPs per Field Skill awarded to their XP Pool as a special “rebate”. This rebate reflects the benefits of the professional training received in the Higher Education Stage. Like schools themselves, Fields have prerequisites. These requirements are listed with the Field’s entry in the Master Fields Table (see p. 82-85). Field Costs: As stated above, the cost for an individual Field is equal to 30 XPs times the number of Skills the Field provides. Thus, when a school listing gives its cost in XPs as (XPs + Field Costs), the player must sum up the XP costs for all Fields chosen under that school and add that value to the school’s base XP cost.
AGE In Stage 3, aging is no longer a set factor, but an accumulation of years based mainly on the number of Fields chosen. Thus, a character that completes this stage will not have a set age upon graduation. Though specific schools may vary quite a bit on how long it takes to graduate, these rules generalize the time this stage takes for simplicity’s sake. The amount of time needed to complete a school’s programs is listed in the statistics for its Fields on the Master Schools List, in parentheses with the Field type. This value applies regardless of the specific Field chosen in that school. For example, an entry of “Basic (+1 year):” indicates that the school’s Basic Field training program runs only 1 year, while an entry of “Advanced (+2 years):” indicates that the school takes two years of the character’s life to train him in an Advanced Field. To find a character’s age at the end of Stage 3, simply add up the years each Field takes and add that sum to the character’s current age.
REPEATING STAGE 3 The Higher Education Stage reflects the totality of the character’s optional “extra learning” in life, and can reflect either conventional pass-through schooling all at once or the culmination of several non-contiguous years spent toward self-improvement. For this reason, a character may not repeat any Stage 3 schooling of the same type during character creation. Characters may, however, opt to repeat this stage if they choose a completely different type of schooling on the Master Schools List. For purposes of these rules, a schooling type is completely different if it does not fall under the same general type of school (Civilian, Intelligence/Police or Military) as the prior school. As shown on the Master Schools List, Civilian type schools include Technical College, Trade School, University and Solaris Internship; the Intelligence/Police type of school includes Police Academy and Intelligence Operative Training; and Military schools include Military Academy, Military Enlistment and Family Training. Officer Training, which is a secondary school type associated with Intelligence/Police and Military school, is not counted against this rule. To ensure that her character becomes a MechWarrior, Lisa must take her through Stage 3 for training. She has already prepared her character for this with the background of an army brat that attended military school. To take it all the way, Lisa selects the Military Academy school option,
as it offers the best education in MechWarrior training a character can receive. Lisa’s character easily meets the prerequisites for prep or military school (thus avoiding the additional Trait and Attribute XPs listed, which mainly reflect someone pulling strings to get her accepted). The academy will cost Lisa at least 830 points from her XP Pool, but the final total depends on how many Fields she opts to take. Per the Stage 3 rules, she must take at least one Field from the school’s Basic Fields list and one from the Advanced Fields list. Lisa decides to assess the cost of these Fields later, after applying the other XPs the module offers. For Attributes, the basic Military Academy awards 50 XPs to STR, 100 to BOD, 125 to RFL and 100 to WIL (raising these Attributes to 195, 250, 235 and 240 XPs, respectively). For Traits, Lisa’s character receives 100 XPs in the Equipped Trait, and 200 XPs in Rank (raising that Trait to 220 XPs). For Skills, she receives 15 more XPs toward Interest/Military History (raising it to 55 XPs), 10 more XPs in Leadership (raising it to 30), 15 more XPs in Protocol/FedSuns (for a running total of 70) and 15 more XPs in Swimming (raising it to 45 XPs). A final 100 flexible XPs are then awarded, which Lisa immediately assigns to a Vehicle Trait, reasoning that her MechWarrior character will need to start earning her ride as soon as possible. Proceeding to the Basic Skill Field at the academy, Lisa looks up Basic Training on the Master Fields List and finds it under Military Skill Fields. There she notices that Basic Training offers five Skills in all, with the prerequisites of a Rank Trait, an INT score of 3 and a WIL score of 3. Lisa notes that she must end character creation with a minimum WIL of 3 (the minimum of 4 for INT that she has had since Stage 0 remains unchanged, since it’s higher than Basic Training’s requirement of 3), as well as at least 1 Trait Point (TP) in Rank. Basic Training has 5 Skills in all—Career/Soldier, Martial Arts, Medtech, Navigation/Ground and Small Arms—and 30 XPs each are awarded to these, costing a total of 150 additional XPs from Lisa’s XP Pool. However, Lisa also receives 6 XPs per Skill in a special rebate, returning 30 XPs to her XP Pool. Once more, she notes this for later accounting. Lisa also notes that Basic Training has added 1 year to her character’s age, bringing her to 17 (though these academy years are not over yet). Proceeding to Advanced Training, Lisa finds her character is ready for MechWarrior training and looks up the MechWarrior Field on the Master Fields List. This time, the requisites are the Basic Training Field (already accomplished), as well as DEX and RFL minimums of 4. Lisa notes that her character must have at least a 4 in both her RFL and DEX scores, and proceeds to apply 30 XPs to each of her MechWarrior Field Skills: Gunnery/’Mech, Piloting/’Mech, Sensor Operations, Tactics/Land and Technician/Any (Roy opts for Technician/Weapons). As with Basic Training, this adds 150 XPs to the module’s cost and returns a total of 30 XPs to the character’s XP Pool in rebate points. This advanced training adds another year to the character’s life as well, for a final age of 18. After some consideration, Lisa decides not to pick up Special Training—the optional third level of courses offered by the Military Academy—nor will she take
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
71
MASTER SCHOOLS LIST CIVILIAN SCHOOLS The following represents schools that focus on non-military endeavors.
Technical College (600 XP + Field Costs) The common technical college (any reasonably populated and industrialized world has dozens of these) is a place where students acquire the skills to operate and maintain the infrastructure, be it by mastering communications or learning to operate or maintain the heavy machinery that makes modern life possible. Technical colleges are open to students from virtually any social strata. Prerequisites: None Automatic: [Attributes] DEX (+100 XP), INT (+100 XP); [Traits] Equipped (+150 XP); [Skills] Computers (+20 XP), Interest/Any (+30 XP); [Flexible XP] (+200 XP) Fields Basic (+1 year): Communications, Pilot/Aerospace (Civilian), Pilot/Aircraft (Civilian), Pilot/DropShip (Civilian), Pilot/Exoskeleton, Technician/Civilian Advanced (+2 years): Cartographer, Engineer, Merchant Marine, Pilot/ IndustrialMech, Pilot/JumpShip, Technician/Aerospace, Technician/’Mech, Technician/Vehicle
Trade School (560 XP + Field Costs) Trade schools are more generalized equivalents to technical colleges (and just as common on any developed world, especially as they represent anything from a local community college to a correspondence school attended via interweb). In a trade school, students can acquire skills vital to a range of non-technical careers, ranging from life sciences and commerce to journalism and management. Like technical colleges, trade schools are open to students from virtually any social strata. Prerequisites: None Automatic: [Attributes] INT (+50 XP), Any one other (+100 XP); [Traits] Connections (+50 XP), Equipped (+100 XP); [Skills] Any three Skills (+20 XP each); [Flexible XP] (+200 XP) Fields Basic (+1 year): General Studies, Merchant Advanced (+2 years): Analysis, Anthropologist, Archaeologist, Cartographer, Communications, HPG Technician*, Journalist, Manager, Medical Assistant, Merchant Marine
University (710 XP + Field Costs) Universities represent the upper crust of higher education among civilians. Many developed worlds have their own universities, but the cream of the crop are those that draw on students from across their native realms, such as House Davion’s prestigious New Avalon Institute of Science or the Lyrans’ University of Tharkad. Universities are expensive, and most have strict entry requirements, but offer students access to the skills for lucrative careers in science, medicine, law and technology. Prerequisites: Minimum INT 4+. Also, if character did not take Preparatory School as a Stage 2 module (or Nobility or White Collar as a Stage 1 module), apply the following: [Attributes] WIL (+100 XP), EDG (–100 XP); [Traits] Connection (+200 XP), Reputation (–100 XP), Wealth (–100 XP) Automatic: [Attributes] INT (+150 XP), WIL (+75 XP), CHA (+25 XP), EDG (+25 XP); [Traits] Connections (+200 XP), Equipped (+50 XP), Reputation (+75 XP), Wealth (–200 XP); [Skills] Computers (+25 XP), Interest/Any (+20 XP), Perception (+25 XP), Protocol/Affiliation (+20 XP); [Flexible XP] (+220 XP) Fields Basic (+1 year): Cartographer, Communications, General Studies, Manager, Scientist, Technician/Civilian
Advanced (+2 years): Analysis, Anthropologist, Archaeologist, Detective, Engineer, HPG Technician*, Planetary Surveyor, Medical Assistant, Politician, Technician/Aerospace, Technician/Vehicle Special (+2 years): Doctor, Lawyer, Military Scientist, Technician/’Mech, Technician/Military
Solaris Internship (700 XP + Field Costs)** The Game World of Solaris practically breaks all the rules when it comes to higher education. Here, anyone able to seize an opportunity—or with the right connections—can find an alternative to conventional schooling by getting in on the “ground floor” with an internship. Internships are informal, and most focus on the games in some aspect, whether learning the ins and outs of stable management, the skills of a BattleMech gladiator (without all that pesky martial discipline), or even the cutthroat world of modern journalism. Of course, the fact that these options only exist on a world rife with crime, treachery and violence has kept far more from exploiting such “opportunities” as have pursued them. Prerequisites: Character must be a resident of Solaris VII and have at least +2 TP or more in the Connections Trait. Automatic: [Attributes] CHA (+150 XP), EDG (+50 XP), Any one other (+50 XP); [Traits] Connections (+100 XP), Enemy (–50 XP), Reputation (+100 XP), Choose: Equipped (+100 XP) or Vehicle (+100 XP); [Skills] Acting (+25 XP), Interest/Solaris Games (+30 XP), Perception (+20 XP), Streetwise/Any (+25 XP); [Flexible XP] (+100 XP) Fields Basic (+2 years): Communications, Manager, Technician/Military Advanced (+2 years): Cavalry, Journalist, MechWarrior, Pilot/Battle Armor, Politician, Technician/’Mech
INTELLIGENCE/POLICE SCHOOLS The following master schools cover the law enforcement and intelligence communities. These schools are paramilitary in nature, but only some stress combat proficiencies.
Police Academy (680 XP + Field Costs) Virtually every inhabited world has a standing police or peacekeeping force dedicated to maintaining order and catching criminals. The standard police academy requires very little of potential law enforcers, but offers the benefits of a career that ideally fosters community stability and respect. Police academies are open to students from virtually any social strata. Prerequisites: None Automatic: [Attributes] RFL (+100 XP), WIL (+100 XP); [Traits] Connections (+50 XP), Rank (+100 XP), Reputation (+100 XP); [Skills] Computers (+15 XP), Driving (+20 XP), Protocol/Affiliation (+25 XP), Streetwise/Affiliation (+30 XP); [Flexible XP] (+140 XP) Fields Basic (+0.5 years): Police Officer Advanced (+1 year): Analysis, Communications, Detective, Intelligence, Technician/Military Special (+2 years): Covert Operations, Police Tactical Officer, Special Forces, Technician/Aerospace, Technician/Vehicle
Intelligence Operative Training (760 XP + Field Costs) Intelligence agencies—whether working for a civilian government or attached to a military force—are by nature secretive and sophisticated institutions. Dedicated to protecting their home realms against threats where police are insufficient but a military response is too overpowering, intelligence groups tend to eschew public training campuses and focus
*This Field Available only to characters affiliated with ComStar, Word of Blake, or the Clans. **Solaris MechWarrior Fields do not require Basic Training. Solaris Trained Battle Armor Pilots do not require Infantry or Basic Training Fields.
MASTER SCHOOLS LIST their training programs where prying eyes cannot see. Intelligence agencies are thus very selective about who they recruit and why. Prerequisites: Minimum INT 4+ and WIL 5+, plus +2 TP or more in the Connections Trait. Automatic: [Attributes] INT (+100 XP), WIL (+150 XP), Any one other (+50 XP); [Traits] Alternate ID (+50 XP), Connections (+200 XP), In For Life (–300 XP), Rank (+250 XP), Wealth (+50 XP); [Skills] Acting (+20 XP), Computers (+20 XP), Protocol/Affiliation (+20 XP); [Flexible XP] (+150 XP) Fields Basic (+1 year): Basic Training Advanced (+1 year): Analysis, Covert Operations, Detective, Intelligence, Police Officer, Scout Special (+2 years): Police Tactical Officer, Special Forces
MILITARY SCHOOLS The following master schools cover military training options available to most factions in A Time of War.
Military Academy (830 XP + Field Costs) Military academies represent the finest in training for career-minded characters in the military. Every major realm boasts at least one interstellar-grade military academy like House Steiner’s Nagelring on Tharkad, or the Draconis Combine’s Sun Zhang MechWarrior Academy. As the place where MechWarriors learn their craft and all recruits are viewed as potential officer candidates, military academies have stricter entry requirements than simple enlistment. Prerequisite: If character did not take Prep School or Military School as a Stage 2 module, apply the following: [Attributes] WIL (+100 XP), EDG (–100 XP); [Traits] Connection (+200 XP), Reputation (–100 XP), Wealth (–100 XP) Automatic: [Attributes] STR (+50 XP), BOD (+100 XP), RFL (+125 XP), WIL (+100 XP); [Traits] Equipped (+100 XP), Rank (+200 XP); [Skills] Interest/Military History (+15 XP), Leadership (+10 XP), Protocol/ Affiliation (+15 XP), Swimming (+15 XP); [Flexible XP] (+100 XP) Fields Basic (+1 year): Basic Training, Basic Training (Naval) Advanced (+1 year): Analysis, Cavalry, Infantry, Marine, MechWarrior, Pilot/Aerospace (Combat), Pilot/Aircraft (Combat), Pilot/DropShip, Scientist, Scout, Ship’s Crew Special (+2 years): Doctor, Infantry/Anti-’Mech, Military Scientist, Pilot/Battle Armor, Pilot/JumpShip, Special Forces
i
Fields Basic (+0.5 years): Basic Training, Basic Training (Naval) Advanced (+1.5 years): Cavalry, Infantry, Marine, Medical Assistant, Police Officer, Scout, Ship’s Crew, Technician/Military Special (+1 years): Police Tactical Officer, Infantry/Anti-’Mech, Special Forces, Technician/Aerospace, Technician/’Mech, Technician/Vehicle
Family Training (570 XP + Field Costs) Sufficiently powerful noble houses and affluent citizens can often circumvent the requirements of academies and service to the state by instead performing their military training “in-house”. This so-called “family training” is particularly common among the minor noble houses of far-flung worlds where the military forces of their nominal rulers are few and far between, leaving such worlds without defense. Given the expense, many noble houses or wealthy families who pursue this effort often present what amounts to a watered-down academy experience due to a lack of regular, qualified instructors or state of the art equipment, yet many nevertheless have turned out warriors competent enough to serve in their homeworlds’ defense. Prerequisite: Character must have taken Preparatory School or Military School as a Stage 2 module, or received a Connections Trait of +1 TP or higher. Automatic: [Attributes] STR (+75 XP), BOD (+75 XP), RFL (+50 XP), WIL (+50 XP); [Traits] Equipped (+50 XP), Rank (+100 XP); [Skills] Driving (+15 XP), Interest/Homeworld History (+20 XP), Protocol/Affiliation (+15 XP), Survival (+20 XP); [Flexible XP] (+100 XP) Fields Basic (+0.5 years): Basic Training, Basic Training (Naval) Advanced (+1.5 years): Cavalry, Infantry, Marine, MechWarrior, Pilot/ Aerospace (Combat), Pilot/Aircraft (Combat), Pilot/DropShip, Scout, Ship’s Crew Special (+2 years): Infantry/Anti-’Mech, Pilot/Battle Armor, Pilot/ JumpShip
OFFICER CANDIDATE SCHOOL Any military, paramilitary or police force operates under a strict chain of command, but only the most qualified can be officers. Officer Candidate School (OCS) is technically a branch of whatever academy or other institution the character is attending, but is paid for as an option after choosing all other Fields, with the following rules:
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Officer Candidate School (550 XP + Field Costs) Military Enlistment (720 XP + Field Costs) Where military academies represent the upper crust of military training, military enlistment represents the much more common standard, employed by interstellar realms and individual worlds alike to train the majority of their ground troops. Focused on conventional forces, such as infantry and cavalry, these training centers—found on any world or in any realm that maintains a standing defense force— lack the sophisticated training programs that turn out MechWarriors and aerospace fighter pilots, but still produce quality support troops for any army. Prerequisites: None Automatic: [Attributes] STR (+125 XP), BOD (+125 XP), RFL (+100 XP), WIL (+100 XP), CHA (–100); [Traits] Equipped (+50 XP), Rank (+100 XP); [Skills] Swimming (+20 XP); [Flexible XP] (+200 XP)
Prerequisite: Character must have used the Intelligence, Police or Military Schools only, and possess at least one Basic and one Advanced Field. Characters require this training to access the officer ranks in the Rank Trait. Automatic: [Attributes] CHA (+100 XP), EDG (–200 XP); [Traits] Connections (+50 XP), Equipped (+50 XP), Rank (+250 XP), Reputation (+50 XP), Wealth (+100 XP); [Skills] Leadership (+10 XP), Protocol/ Affiliation (+25 XP); [Flexible XP] (+115 XP) Fields Basic (+1 year): Officer Training Note: Upon completion, character may select the “O” grades on the General Rank Table (see p. 124)
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Officer Training at this point, because she wants a humble and simple MechWarrior for now. (Still, a quick glance at the Rank Trait establishes that she will need at least a Rank of 5 to be an enlisted-grade MechWarrior; the AFFS doesn’t just hand neurohelmets out to anybody these days!) She thus adds up the final costs for Stage 3: 830 XPs for the Academy itself + 150 for Basic Training + 150 more for MechWarrior training, for a total module cost of 1,130 XPs. This reduces the character’s XP Pool to 2,170, though she receives back a total of 60 XPs in rebates. Lisa ends Stage 3 with a final tally of 2,220 XPs left in his character’s XP Pool (3,290 – 830 – 150 – 150 + 60 = 2,220), while her character is 18 years old and ready to serve on the front lines. With her character fresh from a House Davion military academy, Lisa now proceeds to Stage 4.
STAGE 4 MODULES: REAL LIFE “They sure didn’t teach us anything about this back at the Nagelring!” In character creation, Stage 4 modules reflect the period in the character’s life focused on adulthood after any extra training and academic advancement. In this stage, growth comes from harsh life experiences, whether in the workplace, the mean streets, the unforgiving wilderness or the battlefield.
AGE As with Stage 3, aging is no longer a set factor in Stage 4, but an accumulation of years based on the nature of the Life Module chosen. A character will not have a set age upon completion of a Stage 4 module. The amount of time a Stage 3 Module takes is listed in its Time statistic. To determine a final age at the end of Stage 4, simply add all Stage 3 and Stage 4 time spent to the number 16 (the character’s Stage 2 ending age).
REPEATING STAGE 4 The Real Life stage reflects the character’s experiences after he has achieved adulthood and completed any additional schooling. Because this covers a broad range of possibilities of any length— from short, two-year to combat tours to a virtual lifetime at a humble civilian job—characters may repeat Stage 4 modules of any type, including the module most recently completed. Stage 4 can be repeated either by taking the same module again—if permitted by its rules—or by taking a different Stage 4 module. With the gamemaster’s consent, any number of Stage 4 modules can be repeated in this fashion, subject to the following rules: • If repeating the same module more than once (such as the Tour of Duty module), the character will receive only the Skill and Flexible XP awards for the repeated module. Attribute and Trait XPs are awarded only once per module. (The module’ss XP cost remains unchanged.) module • All prerequisites for the chosen module must be met by the character’s design. If any prerequisites conflict (such
as affiliation prerequisites), the most recently selected conflicting module cannot be taken. Modules with no prerequisites are not considered conflicting. • If any variable-level minimum prerequisites apply that are of a different level than a similar prerequisite the character already has (such as minimum Attribute requirements), the more extreme positive or negative prerequisite applies—for example, the higher of two Attribute minimums or the lower of two otherwise identical negative-TP Traits. • If any variable-level maximum prerequisites apply that are of a different level than a similar prerequisite the character already has (such as maximum Trait requirements), the less extreme positive or negative prerequisite applies—for example, the lower of two Attribute maximums or the higher of two otherwise identical negative-TP Traits. • Time also accumulates with each repeated module, and so aging rules (see p. 332) apply to the character based on the total time spent in in all modules together.
AGITATOR Dedicated to challenging authority by any means necessary, agitators seek to gather disciples and move them against their governments and leaders—whether for a noble cause or personal gain. Unsurprisingly, the agitator’s lifestyle puts him in constant peril. After all, the last thing the monarchies and military juntas of the Inner Sphere and the Clans need is someone who makes waves. Module Cost: 900 XP Prerequisites: None Time: +4 years Fixed XPs: [Attributes] WIL (+75 XP); [Traits] Bloodmark (–50 XP), Gregarious (+80 XP), Toughness (+80 XP), Reputation (–150 XP); [Skills] Acting (+50 XP), Disguise (+75 XP), Driving/Any (+65 XP), Leadership (+60 XP), Negotiation (+80 XP), Perception (+70 XP), Prestidigitation (+100 XP), Small Arms (+75 XP), Streetwise/ Affiliation (+75 XP), Tactics/Infantry (+40 XP), Training (+50 XP) Flexible XPs: +125 XP (maximum of +50 to any Attribute)
CIVILIAN JOB You may not carry a weapon, or hold the fate of worlds in your hand, but you earn a living, and it’s honest work to boot. Whether you’re a career bureaucrat, a cubicle rat, a humble store clerk or a freight loader at the local spaceport, you are part of the vast infrastructure that keeps your town and your society running— even if you occasionally daydream about something more… Module Cost: 600 XP Prerequisites: None. Clan characters from any non-warrior caste except Scientist and Dark Caste use this module. Time: +6 years Fixed XPs: [Skills] Administration (+75 XP), Career/Any Non-Military (+40 XP), Computers (+40 XP), Driving/Any (+60 XP), Interest/Any (+50 XP), Interest/Any (+50 XP), Leadership (+40 XP), Negotiation (+30 XP), Protocol/Affiliation (+50 XP), +80 total additional XP (+20 XP to any four Skills in the character’s chosen career Field—if character has no Field, treat as additional flexible XP) Flexible XPs: +85 XP
CLAN WATCH OPERATIVE Among the Clans, the “honorless” business of spycraft and espionage is considered anathema, but even the most hidebound
of Kerensky’s descendants know better than to completely ignore the advantages of intelligence operations. Though considered ignoble and often assigned to operatives who failed the Clans in some way within their chosen profession, the operatives of the Clan Watch nevertheless strive to catch up to their Spheroid counterparts in the arena of covert ops. Module Cost: 1,200 XP Prerequisites: Any Clan affiliation. Must be a member of the Warrior, Scientist or Technician castes. Time: +3 years Fixed XPs: [Attributes] INT (+70 XP), RFL (+50 XP), CHA (–75 XP); [Traits] Connections (+100 XP), Dark Secret (–50 XP); In For Life (–100 XP), Reputation (–50 XP); [Skills] Acting (+30 XP), Computers (+75 XP), Cryptography (+50 XP), Demolitions (+40 XP), Martial Arts (+75 XP), Perception (+75 XP), Protocol/ Affiliation (+50 XP), Small Arms (+80 XP), Stealth (+50 XP), Streetwise/Affiliation (+50 XP), Tracking/Any (+80 XP) Homeworld Clan Only: [Skills] Career/Soldier (+60 XP), Interrogation (+50 XP), Investigation (+50 XP), Melee Weapons (+40 XP), Protocol/Any Clan (+75 XP), Security Systems (+35 XP), Streetwise/Any Homeworld Clan (+50 XP), Survival/Any (+25 XP), Technician/Any (+40 XP) Invader Clan Only: [Traits] Equipped (+50 XP), Dark Secret (–50 XP); [Skills] Computers/Any (+50 XP), Disguise (+35 XP), Interrogation (+75 XP), Investigation (+75 XP), Negotiation (+40 XP), Perception (+50 XP), Streetwise/Any Invader Clan or Inner Sphere (+50 XP), Survival/Any (+50 XP) Flexible XPs: +175 XP
CLAN WARRIOR WASHOUT Yours was a life filled with promise and glory for the Clan— until something went wrong. Though you survived the failure that led to your dismissal from the warrior training programs, you have been consigned to a lesser caste and must now learn to accept your role in supporting the warrior brethren you might otherwise have joined in battle. Module Cost: 400 XP Prerequisites: Clan affiliation; prior module must be Freeborn Sibko or Trueborn Sibko. Player must choose which caste the washed-out warrior has joined. Do not choose this module if “washing out” to ProtoMech training (see Notes below). Time: +2 years Fixed XPs: [Attributes] CHA (–25 XP), WIL (–50 XP); [Traits] Compulsion/Any (–25 XP), Reputation (–150 XP); [Skills] Career/ Soldier (–30 XP), Computers (+25 XP), Protocol/Affiliation (+80 XP), Survival (+75 XP), –60 total additional XP (–30 XP each to two of the character’s Clan Warrior Field Skills) Scientist Caste Only: [Attributes] INT (+50 XP), RFL (+25 XP); [Traits] Dark Secret (–50 XP); [Skills] Administration (+75 XP), Interest/Any (+50 XP), Investigation (+75 XP), Medtech (+50 XP), Science/Any (+75 XP), Surgery (+25 XP) Technician Caste Only: [Attributes] RFL (+25 XP), STR (+50 XP); [Traits] Impatient (–50 XP); [Skills] Communications/ Any (+75 XP), Interest/Any (+50 XP), Perception (+75 XP), Technician/Any (+75 XP), Technician/Any (+50 XP), Technician/ Any (+25 XP) Merchant Caste Only: [Attributes] WIL (+75 XP); [Traits] Thin-Skinned (–50 XP); [Skills] Acting (+45 XP), Administration (+40 XP), Appraisal (+75 XP), Interest/Any (+40 XP), Interest/
Any (+35 XP), Leadership (+40 XP), Negotiation (+50 XP), Streetwise/Affiliation (+25 XP) Laborer Caste Only: [Attributes] BOD (+75 XP); [Traits] Dependent (–50 XP); [Skills] Career/Any appropriate (+75 XP), Computers (+50 XP), Driving/Any (+75 XP), Interest/Any (+75 XP), Interest/Any (+50 XP), Streetwise/Affiliation (+25 XP) Flexible XPs: +185 XP Notes: This module cannot be repeated. Clan Hell’s Horses washouts may instead opt to take Stage 2: Freeborn Sibko (Cavalry or non-Elemental Infantry sub-modules only) in place of this module, but must pay the cost for that module instead of this one and treat it as +3 years time. Clan Steel Viper washouts may opt to take Stage 2: Freeborn Sibko (non-Elemental Infantry sub-module only) in place of this module, but must pay the cost for that module instead of this one and treat it as +2 years time. Any Clan washouts slated for ProtoMech training may use the Stage 4: ProtoMech Pilot Training Module presented on p. 79 in place of this module, but must pay the cost for that module instead.
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CLOISTER TRAINING The religious Cloisters fostered by Clan Cloud Cobra—a legacy of the Clan’s founding by a former SLDF chaplain—offer a curious mixture of spiritual and martial pursuits. Though stronger in the Homeworlds, the Cloisters include members from virtually every Clan, so even a warrior in the Inner Sphere may explore his faith while simultaneously demonstrating his fierce devotion to the Way of the Clans. Module Cost: 700 XP Prerequisites: Clan (warrior caste) only, WIL 5+; eligible characters outside of Clan Cloud Cobra must also have a minimum +2 TP in the Connections Trait. Time: +3 years Fixed XPs: [Attributes] WIL (+75 XP); [Traits] Connections (+50 XP), In For Life (–75 XP); [Skills] Interest/Clan Remembrance (+80 XP), Interest/Theology (+100 XP), Interest/Any (+75 XP), Melee Weapons (+50 XP), Perception (+35 XP), Training (+85 XP), +75 total additional XP (+25 XP each to any three of the character’s Clan Warrior Fields) Flexible XPs: +150 XP Notes: This module cannot be repeated.
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COMBAT CORRESPONDENT The spirit of front-line journalism remains alive and well even on the ’Mech-heavy battlefields of the thirty-first century. Only there can the combat correspondent—part soldier, part journalist—truly shine. Battlefield journalism isn’t for the faint of heart, but it’s a lot more respectable than being a paparazzi. Module Cost: 700 XP Prerequisites: Any non-Clan affiliation. Must have Journalist Field. Must not have Combat Paralysis Trait. Time: +4 years Fixed XPs: [Attributes] WIL (+50 XP), CHA (+75 XP); [Traits] Extra Income (+40 XP), Reputation (+30 XP); [Skills] Art/ Writing (+35 XP), Career/Journalist (+50 XP), Communications/ Conventional (+30 XP), Computers (+20 XP), Investigation (+35 XP), Language/Affiliation (+50 XP), Language/Any (+30 XP),
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Navigation/Any (+25 XP), Negotiation (+40 XP), Perception (+30 XP), Survival/Any (+35 XP), Technician/Electrical (+35 XP) Flexible XPs: +90 XP
COMSTAR/WORD OF BLAKE SERVICE Though technically more of an international conglomerate than a sacred order, the centuries-old devotion to maintaining the neutrality of Terra and the interstellar communications network of hyperpulse generators spawned a quasi-religious fervor that gave rise to the modern ComStar. Post-3052 ComStar shed much of this mysticism in favor of playing a protector role for the Inner Sphere against the Clan threat, but the schism that resulted when the more fanatical members left created the dangerous and unpredictable Word of Blake. Both organizations, however, retained much of the training and services that made them important to the realms of the Inner Sphere throughout the Succession Wars. Based on their training and background, members of either order can be tasked with anything from technical service on the HPGs, to local telecommunications and mail service, to planetary security and police investigations. Module Cost: 900 XP Prerequisites: ComStar or Word of Blake affiliations only. Cannot have any of the following Traits above the lowest possible level: Lost Limb, Poor Hearing, Poor Vision, TDS. Time: +5 years Fixed XPs: [Attributes] DEX (+50 XP), INT (+50 XP); [Traits] Combat Sense (+75 XP), In For Life (–100 XP), Tech Empathy (+35 XP), Choose one: Equipped, Vehicle or Wealth (+100 XP); [Skills] Administration (+40 XP), Communications/HPG (+55 XP), Communications/Any (+35 XP), Computers (+35 XP), Language/ Any (+25 XP), Martial Arts (+45 XP), Protocol/Affiliation (+35 XP), Protocol/Any (+20 XP) ComStar Only: [Attributes] WIL (+25 XP), EDG (–25 XP); [Traits] Equipped (+80 XP), Rank (+80 XP), Compulsion/Hatred of Word of Blake (–50 XP); [Skills] Communications/HPG (+15 XP), Leadership (+20 XP), Negotiation (+15 XP), Technician/Any (+15 XP), Training (+15 XP), +160 total additional XP (+40 XP each to any four Skills in any Skill Fields the character possesses; if none, raise any four Skills by +40 XP) Word of Blake Only: [Attributes] INT (+25 XP), CHA (–25 XP); [Traits] Equipped (+70 XP), Rank (+70 XP), Compulsion/Hatred of ComStar (–75 XP), Compulsion/Hatred of Clans (–100 XP); [Skills] Communications/Any (+50 XP), Computers (+35 XP), Cryptography (+25 XP), Interest/Writings of Jerome Blake (+50 XP), Interrogation (+40 XP), Perception (+25 XP), +160 total additional XP (+40 XP each to any four Skills in any Skill Fields the character possesses; if none, raise any four Skills by +40 XP) Flexible XPs (ComStar or Word of Blake): +50 XP Note: This module can be used by all branches of service in the ComStar or Word of Blake affiliations. However, ComStar or Word of Blake members trained in intelligence, police or military Skill Fields can choose Covert Operations, To Serve and Protect, and Tour of Duty modules (respectively) instead.
COVERT OPERATIONS Spies, espionage agents, scouts, insurgents or even undercover officers—all are specialists in the shadowy deeds collectively known as covert operations. These operatives are most successful when their deeds are unknown, and many take to the field secure
only in the knowledge that—should they fail—their governments will disavow all knowledge of their existence. Module Cost: 1,000 XP Prerequisites: Inner Sphere or Periphery affiliation only. Must have prior military or intelligence training in a Stage 3 module or at least one Tour of Duty module with a minimum +150 XPs in either the Connections Trait or the Leadership Skill. Character also must not have the Combat Paralysis Trait. Time: +6 years Fixed XPs: [Attributes] Choose two: BOD (+50 XP), RFL (+50 XP), WIL (+50 XP), EDG (+50 XP); [Traits] Alternate ID (+85 XP), Enemy (–25 XP), In For Life (–110 XP), Sixth Sense (+50 XP); [Skills] Acting (+25 XP), Perception (+50 XP), Survival/Any (+75 XP), +150 total additional XP (+25 XP assigned to a maximum of six Skills in the character’s Military or Intelligence/Police Skill Fields) Capellan Confederation Only: [Attributes] DEX (+25 XP); [Traits] Citizenship (+75 XP), Dark Secret (–50 XP), Fit (+25 XP), Reputation (–50 XP); [Skills] Climbing (+50 XP), Demolitions (+60 XP), Escape Artist (+35 XP), Interrogation (+50 XP), Investigation (+15 XP), Martial Arts (+75 XP), Perception (+25 XP), Science/ Chemistry (+40 XP), Stealth (+50 XP), Tactics/Any (+30 XP), Thrown Weapons (+45 XP) ComStar/Word of Blake/Terran Only: [Attributes] INT (+25 XP); [Traits] Combat Sense (+50 XP), Fast Learner (+50 XP), Impatient (–50 XP), Reputation (–50 XP) [Skills] Administration (+50 XP), Communications/Any (+50 XP), Computers (+50 XP), Cryptography (+60 XP), Interrogation (+75 XP), Small Arms (+50 XP), Strategy (+50 XP), Tactics/Any (+40 XP), Technician/Any (+50 XP) Draconis Combine Only: [Attributes] INT (+50 XP), WIL (+50 XP), CHA (–50 XP), EDG (–50 XP); [Traits] Connections (+75 XP), Enemy (–25 XP), Equipped (+50 XP), Reputation (–75 XP), Choose one: Compulsion/Loyalty to House Kurita or Compulsion/Loyalty to Draconis Combine (–50 XP); [Skills] Acrobatics/Gymnastics (+35 XP), Climbing (+50 XP), Computers (+25 XP), Cryptography (+40 XP), Interrogation (+60 XP), Investigation (+25 XP), Leadership (+40 XP), Martial Arts (+55 XP), Melee Weapons (+30 XP), Protocol/ Affiliation (+40 XP), Stealth (+30 XP), Streetwise/Affiliation (+35 XP), Tactics/Any (+35 XP), Training (+25 XP) Federated Suns Only: [Traits] Combat Sense (+50 XP), Compulsion/Any Addiction (–25 XP), Connections (+40 XP), Enemy (–75 XP), Rank (+50 XP); [Skills] Acrobatics/Free-Fall (+20 XP), Climbing (+35 XP), Computers (+45 XP), Cryptography (+30 XP), Driving/Any (+25 XP), Interrogation (+25 XP), Investigation (+65 XP), Leadership (+20 XP), Navigation/Any (+35 XP), Security Systems (+50 XP), Streetwise/Affiliation (+50 XP), Support Weapons (+30 XP), Tactics/Any (+30 XP) Free Worlds League Only: [Traits] Slow Learner (–50 XP), Tech Empathy (+50 XP), Choose one of the following two pairs of Traits: Implant/Prosthetic (+50 XP) and Lost Limb (–50 XP) or Attractive (+50 XP) and Dark Secret (–50 XP); [Skills] Administration (+45 XP), Computers (+30 XP), Disguise (+35 XP), Driving/Any (+35 XP), Forgery (+45 XP), Interrogation (+35 XP), Investigation (+40 XP), Martial Arts (+25 XP), MedTech (+35 XP), Protocol/Affiliation (+60 XP), Swimming (+50 XP), Tracking/Any (+65 XP) Free Rasalhague Only: [Attributes] WIL (+50 XP); [Traits] Alternate ID (+35 XP), Compulsion/Rasalhague Pride (–75 XP), Equipped (+35 XP), Impatient (–25 XP); [Skills] Cryptography (+35 XP), Demolitions (+50 XP), Disguise (+35 XP), Interrogation (+25 XP), Medtech (+50 XP), Melee Weapons (+35 XP), Perception (+25 XP), Security Systems
(+40 XP), Small Arms (+50 XP), Stealth (+50 XP), Tactics/Infantry (+35 XP), Technician/Any (+25 XP), Tracking/Any (+25 XP) Lyran Alliance Only: [Attributes] WIL (+30 XP); [Traits] Connections (+85 XP), Enemy (–45 XP), Introvert (–85 XP), Property (+25 XP), Rank (+85 XP), Reputation (–20 XP); [Skills] Acting (+30 XP), Computers (+50 XP), Cryptography (+35 XP), Driving (+35 XP), Forgery (+20 XP), Investigation (+50 XP), Martial Arts (+40 XP), Negotiation (+50 XP), Strategy (+25 XP), Support Weapons (+25 XP), Tactics/Any (+25 XP), Training (+40 XP) Periphery (Any) Only: [Attributes] BOD (+25 XP), WIL (+50 XP); [Traits] Alternate ID (+50 XP), Compulsion/ Gambling (–35 XP), Connections (+25 XP), Introvert (–35 XP); [Skills] Administration (+50 XP), Driving/Any (+50 XP), Disguise (+35 XP), Interrogation (+65 XP), Melee Weapons (+25 XP), Negotiation (+25 XP), Security Systems (+25 XP), Small Arms (+60 XP), Survival/Any (+50 XP), Throwing Weapons (+35 XP) Independent Affiliations Only: [Attributes] RFL (+75 XP), CHA (–50 XP); [Traits] Bloodmark (–50 XP), Connections (+75 XP), Extra Income (+25 XP), Reputation (–75 XP), Wealth (–50 XP); [Skills] Acting (+50 XP), Climbing (+35 XP), Cryptography (+40 XP), Escape Artist (+75 XP), Interest/Any (+50 XP), Language/Any (+75 XP), Martial Arts (+35 XP), Navigation/ Any (+25 XP), Protocol/Any (+45 XP), Science/Chemistry (+25 XP), Small Arms (+25 XP), Streetwise/Any (+35 XP), Tactics/Any (+35 XP) Flexible XPs: None Notes: For Clan covert operations, see Stage 4: Clan Watch Operative (p. 74). The Independent Affiliations sub-module can be taken by any Inner Sphere or Periphery affiliation in lieu of the submodule for the character’s primary affiliation, but that submodule may not be repeated.
DARK CASTE Though often referred to as the Bandit Caste as well, the Dark Caste is more an outcast fragment of Clan society than a pirate collective. Whether born to it or kicked out of the Clans for some indiscretion, the life of the Dark Caste is that of a drifter or fugitive, driven to the shadows of Clan civilization and often lucky to find any form of passage offworld for a safer haven. Resourceful Dark Casters often form the core of the underworld in Clan society, a rough analog to the organized crime syndicates that plague the realms of the Inner Sphere. Module Cost: 700 XP Prerequisites: Any Clan affiliation, but only after leaving the Clans or washing out of training. Time: +4 years Fixed XPs: [Attributes] BOD (+25 XP), DEX (+25 XP); [Traits] Compulsion/Distrust of Inner Sphere (+75 XP), Reputation (–100 XP), Wealth (–25 XP); [Skills] Acting (+30 XP), Disguise (+50 XP), Escape Artist (+50 XP), Gunnery/Any (+75 XP), Martial Arts (+60 XP), Navigation/Any (+50 XP), Negotiation (+25 XP), Perception (+40 XP), Piloting/Any (+20 XP), Prestidigitation (+25 XP), Protocol/Clan (–25 XP), Running (+30 XP), Stealth (+40 XP), Survival/Any (+45 XP), Technician/Any (+45 XP), Technician/Any (+25 XP) Flexible XPs: +115 XP
EXPLORER For all the thousands of worlds inhabited by humankind in the Inner Sphere and Clan space, there are thousands more waiting to be discovered—or rediscovered, as the case may be. Organizations great and small (and even well-off, thrillseeking individuals and lostech prospectors) have dedicated themselves to exploring these lost or untapped worlds, seeking everything from relics and ruins of the fallen Star League to potential new resources waiting for a colony to exploit them. Module Cost: 900 XP Prerequisites: Inner Sphere affiliations must have at least 150 XP in Connections before finalizing character. Periphery affiliations have no Connections restriction. Clan affiliations must be of the scientist caste only. May not have TDS Trait. Time: +6 years Fixed XPs: [Attributes] BOD (+20 XP), RFL (+30 XP), INT (+30 XP), WIL (+30 XP); [Traits] G-Tolerance (+50 XP), Good Hearing (+35 XP), Vehicle (+35 XP), Introvert (–40 XP), Wealth (–50 XP); [Skills] Appraisal (+35 XP), Climbing (+25 XP), Communications/ Any (+35 XP), Computers (+20 XP), Investigation (+35 XP), Language/Affiliation (+25 XP), Language/Any (+40 XP), Martial Arts (+25 XP), Melee Weapons (+30 XP), Medtech (+15 XP), Navigation/Any (+50 XP), Piloting/Any (+50 XP), Sensor Operations (+55 XP), Survival/Any (+75 XP), Streetwise/Any (+35 XP), Tracking/Any (+25 XP), Zero-G Training (+15 XP) Flexible XPs: +170 XP
GOLIATH SCORPION SEEKER As a general rule, Clan warriors do not practice the indulgence of exploration for its own sake, preferring to leave that “menial” task to the Scientist caste. Long fascinated by their Star League roots, many warriors of Clan Goliath Scorpion have become the exception that proves the rule. Devoted to finding relics of the fallen Star League wherever they may be, these solitary Seekers pursue private quests (with their Clan’s blessing) as far from the Homeworlds as the Inner Sphere itself. Module Cost: 700 XP Prerequisites: Clan Goliath Scorpion affiliation; warrior caste only Time: +4 years Fixed XPs: [Traits] Connections (+75 XP), In For Life (–25 XP); [Skills] Appraisal (+50 XP), Computers (+65 XP), Interest/ Archaeology (+55 XP), Interest/Star League History (+60 XP), Interest/Pre-Star League History (+35 XP), Language/Any (+35 XP), Medtech (+40 XP), Navigation/Space (+35 XP), Perception (+50 XP), Survival/Any (+40 XP), Zero-G Operations (+25 XP) Flexible XPs: +160 XP; at least 100 XP must be applied to Attributes or Traits
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
GUERILLA INSURGENT Fighting for a cause, whether freedom from tyranny or to drive foreign invaders from the homeland, the guerilla insurgent is an outlaw many condemn as a terrorist and many others hail as a patriot. Armed and dangerous—and possibly backed by a foreign government—guerillas are seen as enemy combatants by those they face, even though many of these warriors may be little more than otherwise law-abiding citizens with little formal training.
INDEX
77
Module Cost: 900 XP Prerequisites: Cannot have a Clan affiliation. Time: +6 years Fixed XPs: [Attributes] STR (+100 XP), WIL (+100 XP); [Traits] Bloodmark (–50 XP), Combat Sense (+30 XP), Connections (+50 XP), Equipped (+30 XP), Compulsion/Hatred for Authority (–100 XP), Dependent (–25 XP), Unlucky (–35 XP); [Skills] Computer (+45 XP), Demolitions (+65 XP), Disguise (+40 XP), Escape Artist (+25 XP), Melee Weapons (+20 XP), Perception (+25 XP), Prestidigitation (+50 XP), Security Systems (+25 XP), Small Arms (+35 XP), Support Weapons (+35 XP), Survival/Any (+35 XP) Free Rasalhague Insurgent Only: [Traits] Bloodmark (–35 XP), Combat Sense (+40 XP), Lost Limb (–50 XP), Prosthetic (+50 XP); [Skills] Demolitions (+40 XP), Forgery (+40 XP), Leadership (+35 XP), Protocol/Rasalhague (+35 XP), Streetwise/Rasalhague (+40 XP), Tactics/Any (+25 XP) Guerilla Insurgent (General) Only: [Attributes] EDG (–25 XP); [Traits] Dark Secret (–50 XP), Enemy (–50 XP), Reputation (+25 XP), Toughness (+25 XP); [Skills] Climbing (+40 XP), Driving/Any (+50 XP), Interrogation (+50 XP), Language/Affiliation (+35 XP), Small Arms (+25 XP), Swimming (+45 XP), Tactics/Infantry (+50 XP) Flexible XPs: +180 XP
MERCHANT While most inhabited worlds in the thirty-first century are reasonably self-sufficient, there does exist a need (or merely a fervent desire) for raw materials, manufactured goods and luxuries that can only be found elsewhere. Responding to this need are merchants. The trader’s life involves almost constant JumpShip travel, and includes free traders (independent operators), merchant masters (accomplished traders who often have a corporate backing), Deep Periphery traders (those who travel well beyond the relatively safer borders of the Inner Sphere) and Diamond Shark warrior-merchants (inactive warriors from the Diamond Shark Clan who now seek to further their Clan’s profits and resources through less brutal means). Some merchants maintain a regular route, while others more daring have been known to seek their fortunes on any world their vessels can reach. Module Cost: 900 XP Prerequisites: Merchant Field, or a minimum of +50 XPs each in Negotiation and Administration; Diamond-Shark warriormerchants must have Clan/Diamond Shark affiliation, be of either the warrior or merchant caste, and must not have the TDS Trait. Time: +4 years Fixed XPs: [Attributes] CHA (+50 XP); [Traits] Enemy (–75 XP), Reputation (+50 XP), Wealth (+50 XP); [Skills] Acting (+20 XP), Appraisal (+20 XP), Computers (+15 XP), Interest/Any (+35 XP), Language/Affiliation (+20 XP), Language/Any (+25 XP), Negotiation (+20 XP), Perception (+30 XP), Protocol/Any (+35 XP), Protocol/Any (+15 XP), Zero-G Operations (+10 XP) Free Trader Only: [Attributes] WIL (+50 XP); [Traits] Connections (+50 XP), Extra Income (+50 XP), Gregarious (+25 XP); [Skills] Administration (+25 XP), Appraisal (+15 XP), Leadership (+15 XP), Martial Arts (+15 XP), Melee Weapons (+15 XP), Small Arms (+20 XP), +100 total additional XP (+20 XP each to any five Skills in the Merchant or Merchant Marine Skill Fields, even if the character does not already possess them) Merchant Master Only: [Traits] Connections (+50 XP), Enemy (–125 XP), Extra Income (+75 XP), Reputation (+75 XP); [Skills] Administration (+15 XP), Career/Merchant (+20 XP),
Communications/Conventional (+10 XP), Interest/Antiques (+10 XP), Interest/Any (+25 XP), Language/Any (+25 XP), Negotiation (+15 XP), +210 total additional XP (+35 XP each to any six Skills in the Manager, Merchant or Merchant Marine Skill Fields, even if the character does not already possess them) Deep Periphery Trader Only: [Attributes] BOD (–50 XP), WIL (+75 XP); [Traits] Connections (+20 XP), Enemy (–100 XP), Exceptional Attribute/EDG (+75 XP), G-Tolerance (+75 XP); [Skills] Administration (+20 XP), Language/Any (+25 XP), Leadership (+20 XP), Martial Arts (+25 XP), Melee Weapons (+30 XP), Small Arms (+25 XP), Zero-G Operations (+15 XP), +125 total additional XP (+25 XP each to any five Skills in the Merchant or Merchant Marine Skill Fields even if the character does not already possess them) Diamond Shark Warrior-Merchant Only: [Attributes] WIL (+75 XP), CHA (+25 XP); [Traits] Enemy (–150 XP), G-Tolerance (+50 XP), Reputation (–35 XP), Wealth (+25 XP); [Skills] Administration (+25 XP), Career/Merchant (+20 XP), Communications/Conventional (+25 XP), Computers (+25 XP), Interest/Any (+25 XP), Language/ Any (+25 XP), Navigation/Any (+15 XP), Negotiation (+20 XP), +210 total additional XP (+35 XP each to any six Skills in the Manager, Merchant or Merchant Marine Skill Fields even if the character does not already possess them, or—if the character has any Warrior Skill Fields—to any six Skills in those Fields instead) Flexible XPs: +200 XP
NE’ER-DO-WELL “Aimless” is one way to define the lifestyle of the ne’er-do-well. Committed to no one job or place for very long, this individual is something of a free spirit, either still looking for his place in the world or simply determined to see all there is to see before he settles down on any one course. The Ne’er-Do-Well module is a catch-all category that can be applied to any character who does not fit the other modules. Module Cost: 700 XP Prerequisites: Not available to Clan characters unless they leave the Clans and travel to the Inner Sphere Time: +4 years Fixed XPs: [Attributes] EDG (+75 XP), (+75 to any one other Attribute); [Traits] Extra Income (+75 XP), Reputation (–25 XP), Wealth (–50 XP); [Skills] Acting (+25 XP), Appraisal (+25 XP), Art/ Cooking (+35 XP), Disguise (+15 XP), Escape Artist (+35 XP), Interest/ Any (+40 XP), Interest/Any (+20 XP), Language/Any (+25 XP), Martial Arts (+20 XP), Negotiation (+35 XP), Prestidigitation (+25 XP), Running (+35 XP), Streetwise/Affiliation (+25 XP), Survival/Any (+35 XP), Swimming (+10 XP) Flexible XPs: +145 XP; may not be used on any Traits. Notes: Flexible XP are not awarded during repeats of this module, though the module’s XP cost remains unchanged.
ORGANIZED CRIME In most worlds of the Inner Sphere, they’re known as the mafia, the mob, or (more ominously) the syndicate. In the Draconis Combine, they are typically known as yakuza, and on worlds in and around the Capellan Confederation they are the tongs or the triads. Whatever the name, their goals are the same: to amass wealth and power through any means necessary, legal or otherwise (mostly otherwise). Most organized crime syndicates rule their unofficial territories through a combination of brute force and terror, though many know how to present a benevolent façade when situations
demand it. When their territories are threatened by rival organizations and police, however, the soldiers of organized crime can be as lethal on the street as a MechWarrior on the battlefield. Module Cost: 1,000 XP Prerequisites: Clan-affiliated characters must take at least one Dark Caste module before entering organized crime. When taking the Organized Crime module as a Clan character, do not award the module’s Attribute or Trait XP to the character (though its cost remains unchanged). Time: +5 years Fixed XPs: [Attributes] EDG (+85 XP); [Traits] Alternate ID (+100 XP), In For Life (–150 XP), Choose one: Dark Secret (–85 XP) or Compulsion/Loyalty to Crime Boss (–85 XP; see Notes below); [Skills] Acting (+60 XP), Career/Syndicate* (+100 XP), Computers (+15 XP), Demolitions (+50 XP), Driving/Any (+30 XP), Escape Artist (+35 XP), Forgery (+35 XP), Interest/Any Sport (+55 XP), Interrogation (+85 XP), Language/Syndicate* (+50 XP), Leadership (+25 XP), Martial Arts (+30 XP), Melee Weapons (+45 XP), Negotiation (+35 XP), Perception (+35 XP), Prestidigitation (+35 XP), Protocol/Affiliation (+25 XP), Security Systems (+45 XP), Small Arms (+75 XP), Stealth (+35 XP), Streetwise/Affiliation (+50 XP) Flexible XPs: +100 XP Notes: *The gamemaster may select an affiliation-specific organized crime syndicate, such as the mob, yakuza, tong, Dark Caste and so on. The character may be loyal to the organization in general (higher negative-TP rating) or to the local syndicate head (lower negative-TP rating).
POSTGRADUATE STUDIES For some academics, the scholastic experience does not end when the degree is handed out. Through postgraduate studies, the character takes his recently hard-earned knowledge into the field, rounding out his expensive education with some hands-on experience before entering the workforce proper. Module Cost: 700 XP Prerequisites: University module required. Time: +4 years Fixed XPs: [Attributes] INT (+50 XP), WIL (–50 XP); [Traits] Connections (+75 XP), Extra Income (+25 XP), Wealth (–100 XP); [Skills] Appraisal (+50 XP), Interest/Any Academic (+120 XP), Interest/Any (+85 XP), Language/Affiliation (+85 XP), Language/Any (+50 XP), Survival/Any (+35 XP), Training (+75 XP), Zero-G Operations (+25 XP) Flexible XPs: +175 XP (apply at least 100 XP to a maximum of four Skills in the Skill Fields the character picked up during Stage 3 University) Notes: This module may not be repeated.
PROTOMECH PILOT TRAINING In some Clans, aerospace warriors who wash out of conventional warrior training may get a new lease on life by opting for retraining as a ProtoMech warrior. Though some of these Clans also have conventional ProtoMech training now, the relatively new ProtoMech concept and the race to fill their ranks has prompted many Clans to maintain this “washout backup” program, even though other Clans disdain it. Module Cost: 600 XP
Prerequisites: Clan Blood Spirit, Fire Mandrill, Goliath Scorpion, Hell’s Horses and Snow Raven Affiliations only. Warrior caste only. Must have Aerospace Phenotype and Implant/EI Neural Implant Traits. May not have Combat Paralysis, Glass Jaw, Lost Limb, Poor Hearing, Poor Vision or Slow Learner Traits. Time: +2 years Fixed XPs: [Attributes] RFL (+50 XP); [Traits] Fast Learner (+50 XP), Toughness (+80 XP), Vehicle (+75 XP), Compulsion/ Chemical Addiction (–80 XP), Implant/EI Neural Implant (+150 XP), Reputation (–75 XP); [Skills] Career/Soldier (+15 XP), Escape Artist (+20 XP), Interest/Neural Implants (+15 XP), Martial Arts (+30 XP), Melee Weapons (+15 XP), Tactics/Infantry (+50 XP), Tactics/Land (+50 XP), +125 total additional XP (+25 XP each to all Skills in the Clan ProtoMech Skill Field) Flexible XPs: +30 XP Note: This module cannot be repeated.
SCIENTIST CASTE SERVICE Second only to the warrior caste in power and prestige, the Clan scientist caste has earned its due after centuries of dedicated work on perfecting the warriors’ eugenics program and developing newer and more efficient weaponry to go with them. Despite this, many in the other castes keep a wary eye on the scientists, quietly suspecting that this highly intelligent and resourceful segment of Clan society hides its own ultimate agenda. Module Cost: 1,200 XP Prerequisites: Clan affiliation, scientist caste only Time: +4 years Fixed XPs: [Attributes] INT (+75 XP), WIL (+50 XP), BOD (–75 XP); [Traits] Choose one of the following Trait pairs: Fast Learner (+75 XP) and Combat Paralysis (–75 XP) or Natural Aptitude/ Any Interest or Science Skill (+75 XP) and Dark Secret (–75 XP); [Skills] Acting (+50 XP), Administration (+75 XP), Career/ Scientist (+100 XP), Computers (+70 XP), Cryptography (+50 XP), Interest/Clan Genetics (+85 XP), Interest/Any (+75 XP), Investigation (+95 XP), Language/Any (+45 XP), Leadership (+35 XP), Medtech (+65 XP), Perception (+85 XP), Protocol/ Affiliation (+65 XP), Protocol/Any Clan (+35 XP), Science/Any (+85 XP), Training (+85 XP) Flexible XPs: +50 XP
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
SOLARIS INSIDER Solaris VII may not be the only world where ’Mech-scale tournaments are held, but the famed Game World in the Lyran Alliance is unique in the Inner Sphere for inviting warriors from all over human-occupied space to do battle in the arenas. Whether for fortune, glory or revenge, gladiators clash almost daily in their simulated battlefields, while warrior stables compete for top slots in the Grand Tournament. Solaris insiders can make or break the deals that give hopeful champions a shot at the coveted Top Twenty, conducting a thriving business on a world where the streets overflow with crime, danger, intrigue and treachery. Module Cost: 825 XP Prerequisites: Solaris Stable Internship module required or a minimum of 200 XP in the Connections Trait to take this module. Time: +4 years
GAMEMASTERING GUIDE
INDEX
79
Fixed XPs: [Attributes] WIL (+50 XP), CHA (+45 XP), EDG (+50 XP); [Traits] Compulsion/Gambling (–75 XP), Connections (+150 XP), Enemy (–200 XP), Fit (+50 XP), Property (+75 XP), Reputation (+100 XP), Wealth (+100 XP); [Skills] Administration (+30 XP), Computers/Any (+25 XP), Escape Artist (+15 XP), Forgery (+15 XP), Interest/Solaris Games (+20 XP), Interest/Solaris Night Life (+25 XP), Interest/Any (+15 XP), Prestidigitation (+15 XP), Security Systems/Any (+25 XP), Stealth (+20 XP), Streetwise/Solaris VII (+25 XP), +150 total additional XP (+25 XP each to five Skills from the character’s Solaris Stable Internship Skill Fields; if character does not have any such Fields, choose Skills from the Communications, Manager or Politician Fields only) Flexible XPs: +100 XP Notes: If this module is repeated, the character must also apply –100 XP to the In For Life Trait (reflecting increasing influence by a criminal or intelligence organization). The module’s cost will not change.
SOLARIS VII GAMES Though many “game worlds” exist in the Inner Sphere, Solaris VII is by far and away the best known. Gladiators from all walks of life come to this world to do battle in its arenas for wealth and glory—but few survive Solaris VII’s seamier side, with its intrigues, betrayals and Machiavellian undercurrents. Only the best can be champions; the rest wallow in the mediocrity of their fake battles and shallow followings. Module Cost: 900 XP Prerequisites: Must have taken Solaris Stable Internship, Tour of Duty or any module that incorporates MechWarrior, Cavalry or Battle Armor training. Time: +4 years Fixed XPs: [Attributes] EDG (+100 XP), +100 XP to any other Attribute; [Traits] Bloodmark (–25 XP), Compulsion/Gambling or any other Addiction (–50 XP), Enemy (–250 XP), Reputation (+150 XP), +300 total additional XP (+100 XP each to any three of the following Traits: Custom Vehicle, Design Quirk, Equipped, Extra Income, Property, Tech Empathy or Vehicle); [Skills] Acting (+25 XP), Administration (+10 XP), Computers (+10 XP), Escape Artist (+15 XP), Interest/Solaris Games (+30 XP), Interest/Solaris Night Life (+35 XP), Interest/Any (+10 XP), Martial Arts (+20 XP), Streetwise/Solaris VII (+25 XP), +270 total additional XP (+45 XP each to any six Skills from any Tech or Military Skill Fields the character possesses, except Officer Training) Flexible XPs: +125 XP Notes: If this module is repeated, the character must also apply –150 XPs to the In For Life Trait (reflecting increasing influence by a criminal or intelligence organization). The module’s cost will not change.
THINK TANK Many government, corporate and military organizations commonly employ a handpicked assortment of geniuses whose singular task is to identify problems, propose solutions and project the strategies their employers will need to succeed. Think tanks may not be the most exciting or glamorous places to work, but they are rewarding in many other ways. Module Cost: 900 XP Prerequisites: INT 7+; At least +3 TP in Connections Trait; Character must have one or more of the following Skill Fields: Analysis, Doctor, Engineer or Military Scientist
Time: +4 years Fixed XPs: [Attributes] STR (–75 XP), BOD (–75 XP), INT (+90 XP), WIL (+75 XP); [Traits] Connections (+100 XP), Exceptional Attribute/INT (+75 XP), Rank (+75 XP), Wealth (+100 XP), In For Life (–100 XP); [Skills] Administration (+50 XP), Computers (+50 XP), Interest/Any Academic (+120 XP), Interest/Any (+85 XP), Protocol/ Affiliation (+30 XP), Science/Any (+30 XP), Technician/Any (+30 XP), Training (+50 XP) Flexible XPs: +190 XP (may be spent only on non-military, noncombat Traits and/or Skills)
TOUR OF DUTY In the war-torn BattleTech universe, soldiers and warriors risk their lives every day on the battlefield. Whether they do so for lord or Clan, for country or money, their lives are often spent in long, dull stretches on guard—punctuated by the relentless panic that only incoming fire can bring. Module Cost: 700 XP (Periphery affiliations); 800 XP (Inner Sphere affiliations); 1,000 XP (Clan affiliations) Prerequisites: Must have at least one Military Skill Field. Time: +3 years Fixed XPs: [Traits] Connections (+25 XP), Choose Equipped or Vehicle (+100 XP); [Skills] Career/Soldier (+50 XP), Martial Arts (+40 XP), Navigation/Any (+40 XP), Protocol/Affiliation (+40 XP) Periphery Only: [Attributes] +50 XP to any one Attribute; [Traits] Enemy (–50 XP), Toughness (+50 XP); [Skills] Interest/Any (+20 XP), Leadership (+15 XP), Medtech (+30 XP), Negotiation (+25 XP), Perception (+15 XP), +150 total additional XP (+25 XP each assigned to a maximum of six Skills the character possesses from his Military Fields) Inner Sphere Only: [Attributes] +50 XP each to any two Attributes; [Traits] Rank (+50 XP), Choose Equipped or Vehicle (+50 XP), Choose Compulsion/Any Addiction or Unlucky (–50 XP); [Skills] Language/Affiliation (+15 XP), Leadership (+15 XP), Martial Arts (+10 XP), Medtech (+20 XP) Perception (+20 XP), +175 total additional XP (+25 XP each assigned to a maximum of seven Skills the character possesses from his Military Fields) Clan Only: [Attributes] +75 XP each to any two Attributes; [Traits] Bloodname (+50 XP), Combat Sense (+75 XP), Enemy (–75 XP), Choose Equipped or Vehicle (+75 XP); [Skills] Communications/Any (+15 XP), Computers (+15 XP), Interest/Any (+20 XP), Perception (+20 XP), Technician/Any (+10 XP), +250 total additional XP (+25 XP each assigned to a maximum of ten Skills the character possesses from his Military Fields) Flexible XPs (All Tours of Duty): +100 XP Notes: Inner Sphere affiliations include all Great Houses, Rasalhague, ComStar/Word of Blake and Terran affiliations; Periphery affiliations include all Periphery realms and Independents; Clan affiliations include Homeworld and Invading Clans. Taking her MechWarrior character to the logical conclusion of her training, Lisa chooses a Tour of Duty module for her first foray into Stage 4. Because the character hails from House Davion’s Federated Suns—an Inner Sphere affiliation—this module will cost 800 of the 2,220 points remaining in her XP Pool. The prerequisites for this module require the character to have at least one Military Skill Field. Since Lisa picked up the Basic Training and MechWarrior Fields in Stage 3, her character
qualifies. Because this module covers three different subtypes of Tours of Duty, Lisa must bear in mind that the fixed XPs awarded by the module are further enhanced by those of its appropriate sub-module (in this case, the one noted as “Inner Sphere Only”). For Attributes, the Inner Sphere Tour of Duty awards Lisa’s character 50 XPs each to any two Attributes of her choosing. She elects to put these into DEX and EDG, raising the former to a total of 200 XPs and the latter to a total of 110. For Traits, the Inner Sphere Tour of Duty awards 25 XPs to Connections (which raises Lisa’s character’s Connections Trait to 40 XPs in total), as well as 100 XPs to either the Equipped or Vehicle Traits. Because she wants to secure a fairly decent BattleMech for her character’s use, Lisa puts the 100 XPs into the Vehicle Trait (bringing it to 200 XPs). The character also receives an additional 50 XPs in Rank (for a running total of 270), another 50 XPs to either Equipped or Vehicle (Lisa again picks Vehicle, raising that Trait to 250) and –50 XPs toward her choice of a Compulsion Trait— reflecting an addiction—or the Unlucky Trait. Lisa picks the Compulsion Trait, figuring that the stress of military service may have driven her character to smoke or drink a bit more heavily than is healthy. For Skills, Lisa’s character receives 50 XPs in Career/ Soldier (bringing her total to 115), 40 + 10 XPs in Martial Arts (raising it to 110), 40 XPs in any Navigation Skill (she picks the Navigation/Ground Skill her character already has, bringing that to 70 XPs) and 40 XPs in Protocol/ FedSuns (climbing to 110 total XPs). In addition, Lisa finds another 15 XPs are awarded to one of her affiliation’s Language Skills; she picks English, raising it to a total of 40. She gets another 15 XP in Leadership (for a total of 45), 20 more in MedTech (now up to 60 XPs) and 20 more in Perception (for a running total of 50 XPs). Finally, Lisa is awarded 175 more XPs specifically slated for up to seven of her character’s Military Field Skills in 25-XP groupings. After some thought, she puts two groupings each—for a total of 50 XPs per Skill—into the character’s Piloting and Gunnery Skills (bringing both to 80 XP). She then assigns the remaining three groups of 25 XPs each to her character’s Sensor Operations, Tactics/Land and Technician/Weapons Skills, raising each of them to 55 XPs. Finally, Lisa finds that she has 100 flexible XPs remaining to dole out. Once again, she puts these points into her Vehicle Trait, raising it to a current XP value of 350. Looking over her current scores, Lisa contemplates another pass through Tour of Duty, but decides it may not be worth it since the Attribute and Trait XPs will not repeat. With 1,420 remaining in her XP Pool, Lisa opts to finalize the character’s stats. The Tour of Duty module takes up 3 years of the character’s life, advancing her age to 21 at the end of the character creation process.
TO SERVE AND PROTECT Police or security officers are a common sight on any civilized world. Even when given uncommon titles—such as the “Strategic Locals” of the Lyran Alliance’s federal police, or their “Friendly Persuader” counterparts in the Draconis Combine—those who wear the policeman’s badge command
the respect of the civilian population they are sworn to serve and protect. Module Cost: 900 XP Prerequisites: Police, Police Tactical or Detective Field required Time: +4 years Fixed XPs: [Attributes] BOD (+100 XP), RFL (+100 XP), WIL (+100 XP); [Traits] Connections (+50 XP), Enemy (–75 XP), Choose one of the following Trait pairs: Attractive (+50 XP) and Handicap (–50 XP) or Fit (+50 XP) and Dependent (–50 XP); [Skills] Administration (+25 XP), Computers (+35 XP), Cryptography (+15 XP), Interrogation (+25 XP), Investigation (+25 XP), Leadership (+25 XP), Medtech (+30 XP), Melee Weapons (+45 XP), Navigation/Any (+35 XP), Perception (+45 XP), Protocol/Affiliation (+25 XP), Small Arms (+50 XP), Streetwise/Affiliation (+45 XP), Support Weapons (+15 XP), Tactics/Infantry (+25 XP), Training (+10 XP); +100 total additional XP (+25 each in four of the character’s relevant Police Officer, Police Tactical Officer or Detective Fields) Flexible XPs: +50 XP
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
TRAVEL Sometimes, a person just needs to get away from it all. While not generally an option for most denizens of the Inner Sphere, many intrepid souls nevertheless manage to leave their homeworlds behind and venture among the stars for little more reason than to soothe their own wanderlust. Though it can take years and hoards of cash, interstellar travel can be its own adventure. Module Cost: 700 XP Prerequisites: Cannot have TDS Trait; must have at least +2 TP or more in the Extra Income or Wealth Traits Time: +6 years Fixed XPs: [Attributes] INT (+45 XP), EDG (+45 XP); [Skills] Art/Any (+35 XP), Art/Cooking (+30 XP), Climbing (+35 XP), Driving/Any (+50 XP), Interest/Any (+75 XP), Interest/Any (+45 XP), Interest/Any (+20 XP), Language/Affiliation (+50 XP), Language/Any (+35 XP), Survival/Any (+25 XP), Swimming (+50 XP), Zero-G Operations (+50 XP) Flexible XPs: +110 XP
PURCHASING ATTRIBUTES, TRAITS AND SKILLS Characters in A Time of War develop their capabilities over time, as a result of life experiences. These are reflected by Experience Points (XPs), which are used to purchase (and, in game play, further develop) the character’s Attributes, Traits and Skills. The Experience Point (XP) Costs Table below provides the XPs required to purchase an Attribute, Trait or Skill at any desired level. During character creation and game play, the total amount of XPs applied to each of the character’s Attributes and Skills must be maintained in order to identify
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
81
the character’s development. Any XPs left over from character creation (typically the result of using the Life Modules system, or once game play has started and experience begins to accumulate) must be applied to an appropriate Attribute, Skill or Trait. The player need not spend these points in any particular fashion, but all accumulated XP must be applied somewhere.
DETERMINING FINAL LEVELS Attributes, Traits and Skills are always considered to have the levels that have been fully purchased, so a character with 525 XPs assigned to his STR Attribute is considered to have a STR score of 5 in game play, with 25 XPs left over (or stored toward later advancement to STR 6). Likewise, a character with 232 XPs in
the Small Arms Skill—and who does not possess either the Fast Learner or Slow Learner Traits—is said to have a Skill Level of 6 in Small Arms. Extraneous points can be left as-is or optimized for more efficient character design (see Optimizing Leftover Points, p. 87). Attribute, Trait and Skill Listings As indicated on p. 34 of Basic Game Play, all characters receive the following eight Attributes: STR (Strength), BOD (Body), RFL (Reflexes), DEX (Dexterity), INT (Intelligence), WIL (Willpower), CHA (Charisma) and EDG (Edge). Descriptions of all Traits available in A Time of War—including their Trait Point (TP) values—may be found in the Traits chapter
MASTER FIELDS LIST
i
CIVILIAN SKILL FIELDS Anthropologist Requires: General Studies Field, INT 4 Career/Anthropologist Interest/History (Any one culture) Investigation Language/Any Language/Any Protocol/Any
Archaeologist Requires: General Studies Field, INT 4 Career/Archaeologist Appraisal Interest/Geology Interest/History (any) Navigation/Ground Perception
Cartographer Requires: INT 4 Career/Cartographer Computers Navigation/Air Navigation/Ground Perception Sensor Operations
Communications Requires: INT 4 Acting Career/Communications Comms/Conventional Computers Protocol/Any Sensor Operations
Doctor Requires: Medical Assistant or Scientist Field, DEX 4, INT 5, WIL 3 Administration Career/Doctor MedTech Protocol/Affiliation Surgery/Any
Engineer Requires: Tech – Civilian or Military Fields, INT 4 Appraisal Career/Engineer Perception Technician/Nuclear Technician/Any
General Studies Requires: INT 3, at least one other Skill related to those shown below Career/Any Computers Interest/Any Perception Protocol/Affiliation
HPG Technician Requires: ComStar, Word of Blake or Clan Affil., Communications Field Administration Comms/Conventional Comms/HPG Computers Cryptography
Journalist Requires: INT 3, CHA 4, WIL 4 Acting Art/Writing Career/Journalist Computers Investigation Perception
Lawyer Requires: General Studies Field, INT 4,CHA 4, WIL 5 Acting Administration Career/Lawyer Interest/Law Negotiation Protocol/Any
Manager Requires: INT 5, CHA 5 Administration Career/Management Leadership Negotiation Protocol/Affiliation Training
Medical Assistant Requires: DEX 3, INT 4 Career/Medtech Computers Interest/Pharmacology MedTech Perception
Merchant Requires: CHA 3, WIL 3 Administration Appraisal Career/Merchant Negotiation Protocol/Any Streetwise/Any
Merchant Marine Requires: RFL 3; cannot have TDS Trait Career/Merchant Marine Protocol/Any Technician/Aeronautics Technician/Any Zero-G Operations
Pilot – Aerospace (Civilian) Requires: DEX 3, RFL 4, INT 3 Career/Aerospace Pilot Comms/Conventional Navigation/Air Navigation/Space Piloting/Aerospace Sensor Operations
MASTER FIELDS LIST
i
CIVILIAN SKILL FIELDS
THE UNIVERSE BEFORE YOU
Pilot – Aircraft (Civilian) Requires: DEX 3, RFL 3 Career/Aircraft Pilot Comms/Conventional Navigation/Air Piloting/Aircraft or VTOL Sensor Operations
Pilot – DropShip Requires: DEX 4, INT 3, WIL 3; cannot have TDS Trait Career/DropShip Pilot Comms/Conventional Navigation/Space Piloting/Spacecraft Sensor Operations Zero-G Operations
Pilot – Exoskeleton Requires: STR 5, BOD 5 Piloting/Battlesuit Sensor Operations Technician/Electric Technician/Mechanical Technician/Myomer
Pilot – IndustrialMech Requires: DEX 3, RFL 3 Piloting/’Mech Sensor Operations Technician/Electronic Technician/Mechanical Technician/Myomer
Pilot – JumpShip Requires: DropShip Pilot Field, INT 5; cannot have TDS Trait Administration Computers Navigation/K-F Jump Navigation/Space
Planetary Surveyor Requires: Scientist Field, INT 6 Appraisal Driving/Any Navigation/Ground Survival/Any Tracking/Wilds
Politician Requires: Manager Field, CHA 4 Acting Career/Politician Leadership Negotiation Protocol/Affiliation
Scientist Requires: INT 4 Career/Scientist Computers Interest/Any Investigation Perception Science/Any Training
Technician – Aerospace Requires: Tech – Civilian or Military Field, INT 4 Computers Technician/Aeronautics Technician/Nuclear Technician/Jets Zero-G Operations
Technician – Civilian Requires: INT 3, DEX 3 Appraisal Career/Technician Technician/Electronic Technician/Mechanical Technician/Nuclear
Technician – ’Mech Requires: Tech – Civilian or Military Field, INT 4 Technician/Electronic Technician/Jet Technician/Mechanical Technician/Myomer Technician/Nuclear
Technician – Vehicle Requires: Tech – Civilian or Military Field, INT 4 Computers Technician/Electronic Technician/Mechanical Technician/Nuclear
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
INTELLIGENCE/POLICE FIELDS Analysis Requires: INT 4, WIL 4 (or INT 3, WIL 4 with Police Officer Field) Computers Investigation Language/Any one Language/Any one Sensor Operations Strategy Tactics/Any
Covert Operations Requires: INT 4, WIL 4 (or INT 3, WIL 4 with Police Officer Field) Acting Escape Artist Language/Any one Perception Protocol/Any Streetwise/Any Tracking/Any
Detective Requires: INT 4, WIL 4 (or INT 3, WIL 4 with Police Officer Field) Career/Detective Computers Interrogation Investigation Perception Security Systems Streetwise/Affiliation
Intelligence Requires: INT 4, WIL 4 (or INT 3, WIL 4 with Police Officer Field) Comms/Conventional Computers Cryptography Language/Any Sensor Operations
Police Officer Requires: WIL 3 Acting Career/Police Driving/Any Martial Arts MedTech Small Arms Streetwise/Affiliation
Police Tactical Officer Requires: Police Officer Field, RFL 4 Climbing Demolitions Running Support Weapons Tactics/Infantry Thrown Weapons Tracking/Urban
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
83
MASTER FIELDS LIST
i
MILITARY SKILL FIELDS Basic Training Requires: Rank Trait, INT 3, WIL 3 Career/Soldier Martial Arts MedTech Navigation/Ground Small Arms
Basic Training (Naval) Requires: Rank Trait, INT 4, RFL 3; cannot have TDS Trait Career/Pilot or Ship’s Crew Martial Arts MedTech Navigation/Space Small Arms Zero-G Operations
Cavalry Requires: Basic Training Field, DEX 3 Artillery Driving/Any Gunnery/Any Vehicle Sensor Operations Tactics/Land or Sea Technician/Mechanical
Infantry Requires: Basic Training Field Acrobatics/Free-Fall Artillery Climbing Comms/Conventional Support Weapons Tactics/Infantry
Infantry – Anti-’Mech Requires: Infantry Field, WIL 5 Acrobatics/Gymnastics Demolitions Perception Security Systems/Electronic Technician/Mechanical Technician/Myomer
Marine Requires: Basic Training (Naval) Field; cannot have TDS Trait Acrobatics/Free-Fall Demolitions Gunnery/Spacecraft Security Systems/Any Zero-G Operations
MechWarrior Requires: Basic Training Field, DEX 4, RFL 4 Gunnery/’Mech Piloting/’Mech Sensor Operations Tactics/Land Technician/Any
Military Scientist Requires: Analysis Field, INT 5 Career/Military Scientist Computers Cryptography Interest/Military History Strategy Tactics/Any
Officer Requires: Basic Training or Basic Training (Naval) Field; Rank O1 or higher Administration Leadership Melee Weapons Protocol/Affiliation Training
Pilot – Aerospace (Combat) Requires: Basic Training Field or Basic Training (Naval) Field, DEX 4, RFL 4 Gunnery/Aerospace Navigation/Air Navigation/Space Piloting/Aerospace Sensor Operations Tactics/Space Zero-G Operations
Pilot – Aircraft (Combat) Requires: Basic Training Field or Basic Training (Naval) Field, DEX 4, RFL 3 Gunnery/Air Vehicle Navigation/Air Piloting/Air Vehicle Sensor Operations Tactics/Air
Pilot – Battle Armor Requires: Infantry Field, STR 6, BOD 5 Climbing Gunnery/Battlesuit Martial Arts Piloting/Battlesuit Sensor Operations Tactics/Land
Pilot – WarShip Requires: Pilot – DropShip Field, DEX 4, INT 6, cannot have TDS Trait Computers Leadership Navigation/K-F Jump Navigation/Space Protocol/Affiliation Strategy Tactics/Space
Scout Requires: Basic Training Field, INT 4, WIL 3, cannot have Illiterate Trait Comms/Conventional Disguise Language/Any Security Systems/Any Stealth Streetwise/Any Tracking/Any
Ship’s Crew Requires: Basic Training (Naval) Field, RFL 3, cannot have TDS Trait Career/Ship’s Crew Computers Gunnery/Spacecraft Technician/Any Zero-G Operations
Special Forces Requires: Infantry, MechWarrior or Scout Fields, BOD 4, RFL 4, WIL 5 Acrobatics/Free-Fall Demolitions Small Arms Stealth Survival/Any Tracking/Any
Technician – Military Requires: INT 3, DEX 3 Appraisal Career/Technician Technician/Electronics Technician/Mechanical Technician/Nuclear Technician/Weapons
MASTER FIELDS LIST
i
CLAN MILITARY SKILL FIELDS
THE UNIVERSE BEFORE YOU
Clan Aerospace Warrior Requires: Clan Affiliation, Aerospace Phenotype, DEX 5, RFL 5, WIL 4 Gunnery/Aerospace Navigation/Space Piloting/Aerospace Sensor Operations Tactics/Space
Clan Basic Training Requires: Clan Affiliation Martial Arts MedTech Melee Weapons Navigation/Ground Protocol/Affiliation Small Arms
Clan Cavalry Requires: Clan Affiliation, Basic Training Field Artillery Driving/Any (or Piloting/Air Vehicle) Gunnery/Land, Sea, or Air Vehicle Sensor Operations Tactics/Land (or Air)
Clan Elemental Requires: Clan Affiliation, Elemental Phenotype, BOD 5, DEX 3, RFL 3, WIL 4 Climbing Gunnery/Battlesuit Melee Weapons Piloting/Battlesuit Sensor Operations Small Arms Tactics/Infantry
Clan MechWarrior Requires: Clan Affiliation, MechWarrior Phenotype, BOD 4, DEX 3, RFL 4, WIL 5 Gunnery/’Mech Leadership Navigation/Ground Piloting/’Mech Sensor Operations Tactics/Land
Clan ProtoMech Warrior Requires: Clan Affiliation, Aerospace Phenotype, Implant/EI Neural Implant, DEX 3, RFL 4, WIL 4 Gunnery/ProtoMech Navigation/Ground Piloting/ProtoMech Sensor Operations Tactics/Land
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
(see pp. 106-135). Likewise, descriptions of all Skills available in A Time of War—including a complete listing and descriptions of possible subskills—appears in the Skills chapter (see pp. 140-159). Character Minimums Players must always keep in mind that no character may possess Attribute scores at 0 or lower, nor may they possess Skill levels below 0. Because the choices a player makes when using the Life Modules system may cause the character to inadvertently violate this rule, the following applies in the event a character falls below any required minimums. Attributes: If one or more of a character’s Attributes has fallen to 0 or less at the end of character creation, the Attribute automatically receives a score of 1. This “minimum score reset” must be paid for using XPs. If none are available in the character’s XP Pool, the player must subtract enough XPs from any number of his character’s Skills, positive Traits or Attributes to offset the cost. Skills: Skills reduced below a level of 0 during character creation are lost, and any excess “negative XPs” must be recovered if the player is using the Optimizing Leftover Points rule (see p. 87). Traits: Traits, which may be positive or negative, vary their minimums and maximums case by case. If a Trait has fewer XPs (or, more accurately, more negative XPs) than its minimum Trait Point limit provides, the excess must be recovered if the player is using the Optimizing Leftover Points rule. Character Maximums Attributes, Traits and Skills all have a maximum limit under these rules, though these maximums can vary with the character’s Phenotype and Trait choices. If a character receives more XPs in any Attribute, Trait or Skill than that Attribute, Trait or Skill can support at its maximum level, the excess XPs may be
EXPERIENCE POINT (XP) COSTS TABLE Attribute/
Skill Levels
COMBAT
Level/Score
Trait Level*
Standard Fast Learner Slow Learner
N/A
20
18
22
1
100
30
27
33
2
200
50
45
55
3
300
80
72
88
4
400
120
108
132
5
500
170
153
187
6
600
230
207
253
7
700
300
270
330
8
800
380
342
418
9
900
470
423
517
10
1,000
570
513
627
11+
(Level x 100)
N/A
N/A
N/A
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
*Negative-value Traits provide an equal number of XPs to an equivalent positivevalue Trait’s cost. No character Attribute may be 0 or less. GAMEMASTERING GUIDE
recovered for use elsewhere if the player uses the Optimizing Leftover Points rule (see p. 87). The maximum Attribute score a character may receive is defined by the character’s Phenotype (see pp. 121-122). The maximum number of Trait Points (TPs) a character’s Trait may have is defined in the Master Traits List (see p. 107). The maximum Skill level any character may have in A Time of War is 10.
INDEX
Skill Specialties p Characters mayy add specialties to their Skills at anyy time byy spending 20 XPs on the Skill in question and obtaining the gamemaster’s approval (to ensure that the specialty fits the
85
Skill and does not represent another existing Skill or Subskill). Skills that have been specialized must have their specialty listed in parentheses beside the Skill in question. No Skill can have more than one specialty. Removing Specialties: If a player wishes to remove a Skill specialty later on, he must spend another 20 XPs to “un-specialize”. An un-specialized Skill should be noted on the character sheet with an asterisk or other easily recognized symbol, so that the player can identify the Skill’s variation in XP costs. Once a Skill specialty is removed, the player may “re-specialize” in a new area, using the same rules for purchasing the specialty to start with. Lisa’s MechWarrior, fresh from the Life Modules, has the following XPs allotted to her character sheet: Attributes STR: 195, BOD: 250, RFL: 235, DEX: 200, INT: 135, WIL: 240, CHA: 140, EDG: 110 Traits Compulsion/Smoker: –50, Connections: 40, Equipped: 100, Fit: 15, Rank: 270, Vehicle: 350 Skills Art/Painting: 20, Career/Soldier: 115, Computers: 35, Gunnery/’Mech: 80, Interest/BattleMechs: 35, Interest/ FedSuns History: 30, Interest/Military History: 55, Language/ English: 40, Language/French: 25, Leadership: 45, Martial Arts: 110, MedTech: 60, Melee Weapons: 20, Navigation/Ground: 70, Perception: 50, Pilot/’Mech: 80, Protocol/FedSuns: 110, Running: 30, Sensor Operations: 55, Small Arms: 80, Strategy: 10, Swimming: 45, Tactics/Land: 55, Technician/Weapons: 55 Lisa also notes that she has a minimum requirement of 4 for her character’s RFL, DEX and INT scores, as well as a minimum of 3 for WIL. Her character must have the Rank Trait as well. Consulting the Experience Point (XP) Costs Table, Lisa crossreferences the current XPs in each Attribute, Trait and Skill, and determines the following Attribute scores, Trait Points and Skill levels so far. Because her character has neither the Fast Learner nor Slow Learner Traits, Lisa uses the Standard column when figuring out her Skill levels: Attributes STR: 1, BOD: 2, RFL: 2, DEX: 2, INT: 1, WIL: 2, CHA: 1, EDG: 1 Traits Compulsion/Addict: –0, Connections: 0, Equipped: 1, Fit: 0, Rank: 2, Vehicle: 3 Skills Art/Painting: 0, Career/Soldier: 3, Computer: 1, Gunnery/’Mech: 3, Interest/BattleMechs: 1, Interest/FedSuns History: 1, Interest/Military History: 2, Language/English: 1, Language/French: 0, Leadership: 1, Martial Arts: 3, Medtech: 2, Melee Weapons: 0, Navigation/Ground: 2, Perception: 2, Pilot/’Mech: 3, Protocol/FedSuns: 3, Running: 1, Sensor Operations: 2, Small Arms: 3, Strategy: NA, Swimming: 1, Tactics/Land: 2, Technician/Weapons: 2
Needless to say, Lisa plans to put her leftover XPs to good use upgrading her character’s Attribute scores before game play begins, as they do not even reach the minimums mandated by her Life Modules. She would also like to upgrade his Rank and Vehicle Traits a bit more (in reviewing the Rank Trait, she realized that a Rank of 2 is still too low for a bona fide MechWarrior to have, especially a non-officer). Her Skills, however, she decides are fine, especially for a starting character, so she will likely leave them alone. To make the most of his remaining XPs, Lisa decides to optimize her character’s points.
OPPOSED TRAITS AND CANCELING EXPERIENCE At the end of character creation, the character may possess Traits that are opposed under standard rules (such as Glass Jaw and Toughness). A character who has two opposing Traits must cancel the experience between the two Traits, to identify which remains with the character and which does not. This is done by adding the XPs between the two Traits together. If the result is positive, the negative Trait is canceled out (erased from the character) and the positive one receives the remaining XPs. If the result is negative, the positive Trait is cancelled, and the remaining XPs are assigned to the negative Trait. If the result is zero, both Traits cancel out. Opposed Traits must be resolved in this fashion before the Optimization phase. Consult the Opposed Traits Table to identify which Traits the character may have that are in opposition. Exception (Illiterate Trait): The only exception to the above rules occurs in the case of the Illiterate Trait. Because Illiterate is opposed by Skill Levels and not another Trait, canceling does not occur. Instead, XPs in the Illiterate Trait remain present only as long as the character possesses no Language Skills with a level of 4 or higher. If the character possesses even a single Language Skill with a Skill level of 4+, the Illiterate Trait is erased, but without a corresponding reduction in the character’s Language Skills. Negative Traits with Positive XPs: In rare instances, a normally negative Trait may wind up with a positive number of XPs through Life Modules. If such Traits are found prior to the Optimization phase, the negative Trait is stricken from the character’s record
OPPOSED TRAITS TABLE Positive Trait (TP)
Negative Trait (TP)
Animal Empathy (+1)
Animal Antipathy (–1)
Attractive (+2)
Unattractive (–1)
Combat Sense (+4)
Combat Paralysis (–4)
Fast Learner (+3)
Slow Learner (–3)
Fit (+2)
Handicap (–[1 to 5])
Good Hearing (+1)
Poor Hearing (–[1 to 5])
Good Vision (+1)
Poor Vision (–[1 to 9])
Gregarious (+1)
Introvert (–1)
4+ Levels in a Language Skill
Illiterate (–1)
Patient (+1)
Impatient (–1)
Tech Empathy (+3)
Gremlins (–3)
Thick-Skinned Thick Skinned (+1)
Thin Skinned ((–1) 1)
Toughness (+3)
Glass Jaw (–3)
sheet and any positive XPs that remain must be added to the character’s current XP Pool.
OPTIMIZING LEFTOVER POINTS In many cases, a player may find that the XPs assigned to the various Attributes, Traits and Skills put his character either between levels or beyond any maximum or minimum levels for those statistics at the end of the character creation process. Ordinarily, this simply reflects the fact that a character represents a living human being, who is always in a state of development and growth. However, if the players desire, these “extraneous XPs” may be pooled and reassigned to the various statistics for maximum efficiency. This is referred to as “optimization”. The optimization process must come before attempting to use negative Traits to gain XP under the Buying Additional Experience Points rule (see p. 88). Additional negative Traits may not be purchased to offset the costs of any character improvements before the player begins the optimization phase. Optimization is a points-organizing technique that players may use on a character’s Skills, Traits and Attributes—either all at once or separately, so long as the same category is fully covered. For example, a player may decide to optimize his character’s Traits and Skills only, leaving the Attributes as they are because he plans to merely add the XPs back into that category of statistics. Or the player may decide to simply optimize his character’s Skills alone and use those XPs for both Attributes and Traits. The Optimization Process The optimization process may only be performed in character creation, and primarily focuses on the Life Modules system (as the Points-Only system tends to “self-optimize”). This process simply “shaves off ” the excess XPs a character has attained through Life Modules and reassigns them back to the character’s XP Pool. Points can be shaved from any category of character stats: Attributes, Traits, or Skills, but regardless of the category, the process is always one of subtracting from the category, and addition to the XP Pool. The amount of points that are subtracted are based on the points in excess of the Attribute, Trait, or Skill’s lowest fully-attained level (or score) and its current point value (or, in the case of negative Traits, the negative points needed to attain the next lowest fully-attained “negative level”). A positive Attribute, Trait, or Skill cannot be optimized below its highest fully-attained level or score, while negative Traits must be lowered to their next fully-attained “negative level”. (XPs beyond the highest possible level for an Attribute, positive Trait, or Skill, or below the lowest possible negative Trait level automatically optimize into the character’s XP Pool.) For example, a Skill that has attained a Level of 2 with XPs leftover cannot be optimized to Level 1 to gain extra points. For example, a character with 325 XPs in an Attribute has fully attained a score of 3 in that Attribute, with 25 points extra. When optimized, the Attribute subtracts 25 XP (coming down to 300 XP), and adds 25 XP to the character’s XP Pool. If a character has –125 points in Compulsion—a variable-level negative Trait which is effective at every negative Trait point from –1 to –5—the character must subtract 75 XPs from the
Trait (reducing it to –200 XP and thus “activating” the Trait at the –2 TP level), while adding 75 XP to his Pool. If a character has 200 XPs in Patient—a Trait worth only 1 Trait Point (100 XPs)—the character subtracts 100 XPs from Patient and applies that to his XP Pool. The Optimization process cannot reduce any Attribute, Trait, or Skill to a level of 0 unless said Attribute, Trait, or Skill is a positive-value stat with insufficient XPs to reach its lowest level. At the end of optimization, all affected Attributes, Traits, or Skills must be at a fully-attained level. Negative Traits and Optimization When a character has a “partial” negative Trait at the time he decides to optimize the character, the optimization process adds XPs to the character’s XP Pool by adding negative XPs to the Trait (as opposed to spending positive XP the character may not have to “buy off ” a partial negative Trait). However, this form of optimization is limited to attaining only the nearest “activated” level of the Trait (the point where its negative XPs round off the Trait to its next lowest level of game play effect). For example, if the character has received –125 XP in Glass Jaw—a 3 TP Trait that costs –300 XPs to activate—then it will take an additional –175 points to optimize the Trait, adding 175 XPs to the character’s XP Pool in the process. In the case of a variable-level negative Trait like negative Reputation, however, if such a Trait has a value of –75 XPs, it will optimize to –100 XPs (where it has –1 TP value and game play effects). It will not optimize lower than that (to –200 XPs, for example), as doing so would constitute voluntarily buying added XPs (see Buying Additional Experience Points, below). In preparation for finalizing her character, Lisa decides to optimize her XPs. Starting with Skills, she totals up each Skill’s excess XPs—the points that went above one level, but failed to reach the next. For example, her Career/Soldier Skill, at 115 XPs, easily reaches Level 3 (which costs 80 XPs), but falls 5 points shy of Level 4. Rather than spend XPs to bring it up, Lisa instead shaves away the extraneous 35 XPs over 80 and adds them back to his character’s XP Pool. In the case of the Strategy Skill—so low it failed to even reach 0—the Skill drops off the character sheet, becoming one of the character’s untrained Skills, while its 10 XPs go back into the Pool. After running the numbers, Lisa finds that she has shaved 210 extra XPs in Skills, which she adds back into her XP Pool. Turning her attention to Traits next, Lisa notes that the 100 XPs in Natural Aptitude/Strategy are effectively useless to her character now, as she no longer has the Strategy Skill and 100 XPs are far from enough to activate the Trait. The same can be said of the 40 XPs in her character’s Connections Trait and the 15 XPs in Fit. She shaves away those XPs as well. She also notices that the character’s –50 XP Compulsion Trait is too high to activate. Wiping it out, however, would cost 50 XPs, so she instead decides to subtract another 50 from the Trait, activating the Compulsion at –1 TP, and calls this a nicotine/smoking addiction—ultimately minor, but definitely performanceaffecting if her character ever goes into withdrawal. This essentially adds 50 more XPs to the XP Pool, for a total of
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
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205 XPs shaved from Traits. (Lisa does not shave points from her Rank or Vehicle Traits at this point, because she is certain she will be upgrading those immediately.) Having added the extra XPs from Skills and Traits to his XP Pool, Lisa finds that she has 1,835 XPs left. She wishes to reinvest some of these in his Rank and Vehicle Traits, adding 230 to Rank (for a total of 500 XPs, giving her a 5-TP Rank Trait), and 50 to Vehicle (for a total of 400 XPs, resulting in a 4-TP Vehicle Trait). This leaves her 1,555 XPs to upgrade Attributes, which she decides not to optimize at this time (since that is where she will spend all of her points next. To upgrade her character’s RFL (at 235 XPs), DEX (at 200 XPs), INT (at 135 XPs) and WIL (at 240 XPs) to their minimum required levels (400, 400, 400 and 300 XP, respectively), Lisa would need 690 XPs, which would leave her with 865 XPs remaining. But Lisa wants to do more than just reach the character’s minimum requirements; she actually hopes to have a character with STR 4, BOD 5, RFL 5, DEX 6, INT 4, WIL 4, CHA 4 and EDG 3. Accomplishing that, however, would cost a total of 1,995 XPs based on the current XPs assigned to each Attribute. This means she would need to come up with another 540 XPs (1,555 – 1,995 = –440). Unwilling to compromise so close to her goals, Lisa decides to look for a way to increase her XP Pool further.
BUYING ADDITIONAL EXPERIENCE POINTS (OPTIONAL) During this final phase in character creation (or when using the alternative points-only creation method described on p. 51), a player can opt to increase his character’s XPs by adding (or enhancing) negative Traits to the character’s design. Gamemasters are strongly advised to work closely with players who exercise this option, to ensure that the negative Traits chosen fit the character’s design. The maximum number of XPs that can be gained using this method is equal to 10 percent of the XPs originally allotted to the character’s design, regardless of whether the player is using the points-only or Life Modules method. The affected negative Trait must be purchased at (or enhanced to) a fully-attained level in XPs; a character cannot, for example, pour –299 XPs into the Glass Jaw Trait, and then use the XPs purchased this way to buy Toughness. Additional XPs can only be bought by taking negative Traits. Attributes and Skills cannot be reduced below the levels established after optimization when creating a character using the Life Modules system. Regardless of the number of XPs sought, no negative Traits may be purchased for an amount of XP that would exceed the negative Trait’s maximum negative value. (For example, purchasing the Illiterate Trait at –2 TP to gain 200 XPs is impossible, as the Illiterate Trait has a maximum –1 TP value; likewise, a character may not attempt to pick up 600 XPs through the purchase of a single Lost Limb Trait, which only goes as far as –5 TP.) With 1,555 XPs left to spend on upgrading her character’s Attributes, Lisa finds that she needs at least 1,995 to get her scores where she’d like them to be. This means she needs to come up with 440 XPs somewhere. Since she has already
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optimized her character, and the gamemaster has insisted that she work within the original 5,000 XP Pool she was given, her only real option now is to buy additional XPs through adding negative Traits. With a 5,000-XP starting pool, Lisa knows she can only pick up a total of 500 XPs through negative Traits in this manner (10 percent of 5,000 = 500). Rather than cripple herself with a high-powered negative Trait like Slow Learner (which would give her 400 XPs as a –4 TP Trait, and force her to re-compute her Skill levels), she decides to build some of her background into the Traits she picks. She chooses to take two negative Traits: In For Life (a –3 TP Trait) and a –2 TP Dark Secret Trait. With –5 TP between them, these Traits are worth –500 XPs, which are added to the XP Pool. This allows Lisa to purchase all of her desired Attributes, with 60 XPs left over. Lisa explains these Traits to the gamemaster as a potential plot hook in the character’s past: At some point during her tour of duty, the character committed a crime that a superior officer, high-placed official or local crime boss managed to keep hidden (Dark Secret). The character now owes this individual or organization his services, to be called upon at some undefined later date (In For Life). With the extra 500 XPs in hand, Lisa now has 2,055 XPs to spend. She adds 205 to the 195 in STR, giving her character 400 XPs in STR for a final STR score of 4. She then adds 250 XPs to the 250 in BOD to get 500 XPs in that Attribute for a score of 5. Continuing in this fashion, Lisa ends up spending 1,995 XPs to obtain her desired statistics of STR: 4, BOD: 5, RFL: 5, DEX: 6, INT: 4, WIL: 4, CHA: 4 and EDG: 3. She then applies the 60 leftover XPs toward one new Skill: Streetwise/FedSuns, which Lisa explains to the gamemaster as an adaptation to the needs of maintaining her secret and dealing with the people to whom she owes her career. The 60 XPs are sufficient to buy the Skill at Level 2, with 10 XPs left over. Lisa adds these to her Melee Weapons Skill, bringing its total XPs up to 30, which is enough to upgrade it to a Level 1 Skill. At this point, Lisa’s character is mostly complete and ready to play. To round out the process, she will add finishing touches (like a general description and a name), and purchase equipment the character will need in her future duties. Noting that aging could have an effect on her character, Lisa spares a moment to double-check the aging rules as well, but finds that, at 21 years old, her character will not yet experience any additional XP-worthy impact from her age.
OPTIONAL POINTS-ONLY DESIGN SYSTEM The above rules apply equally to characters designed using Life Modules or the points-only method. In the latter case, however, points are not accumulated through the addition of Life Modules, but bought straight up. As a result, it becomes easy to overlook the minimum or maximum levels a given Attribute, Trait or Skill may require in order for the character to receive and use it. Players using the points-only design approach should ensure the following when completing their character designs.
Attributes The minimum value of any Attribute is 1, unless the character’s affiliation or relevant training require a higher value. Be sure to check out the character’s desired Skill Fields and affiliation prerequisites when assigning the Attribute values for a character developed using the points-only approach. The maximum values for a character’s Attributes are primarily defined by his phenotype (see the Phenotype Trait description, p. 121), unless the character also picks up the Exceptional Attribute Trait to increase a maximum by 1 point. Having opted for the points-only approach, Jeff has bypassed the modules entirely and begins by assigning points to his character’s Attributes. He decides to assign a score of 5 for STR and 6 for BOD, as he wants his character to be strong and tough. He also wants him to be strongwilled, and assigns a score of 6 to WIL. He plans to give his character a gruff disposition, and so he settles on a score of only 3 for his CHA Attribute. For his other Attributes—RFL, INT and EDG—Jeff picks an average value of 4. At 100 XPs per point for each Attribute, Jeff has used 3,700 XPs to assign Attributes (STR 5 + BOD 6 + RFL 4 + DEX 5 + INT 4 + WIL 6 + CHA 3 + EDG 4 = 37 x 100 = 3,700 XP). He has 1,300 XPs left to spend. Traits Under the points-only system, the only Traits absolutely required are the prerequisites for a character’s desired Skill Fields. Additional Traits (positive or negative) can be purchased using XPs as normal. Purchasing negative Traits to add XPs to the character’s XP Pool is permitted under this system (see Buying Additional Experience Points, above). The same 10 percent of the character’s starting XP Pool applies to gaining XPs in this fashion. Next, Jeff assigns Traits. He wants his character to have a fair start in his military career, but also wants some decent combat gear and money to start with. Thus, he gives his character 4 Trait Points (TP) in Rank, 1 TP in Equipped, and 2 TPs in Wealth. This, he feels, will establish his character as solid enlisted soldier (assuming he does not opt for Officer’s Skills to boot), and give him access to a good amount of better-than-average starting gear. At 100 XPs per Trait Point, Jeff spends a total of 700 XPs on these Traits (Rank 4 TP + Equipped 1 TP + Wealth 2 TP = 7 TP x 100 = 700). Though it is tempting to pick up a negative Trait to recover some spent XPs and maybe upgrade his Traits or his weaker Attributes, Jeff decides to avoid any kind of handicaps at this stage. Of the 1,300 XPs he had after purchasing Attributes, Jeff now has only 600 XPs left for Skills. Skills Under the points-only system, the character can cherry-pick the Skills best suited to his role, purchasing them for the cost listed in the Experience Point Cost Table. (If purchasing at the Fast Learner or Slow Learner rates, the character must pay for the relevant Trait in order to do so.) Skill Fields: Skill Fields may be purchased under the pointsonly system as well, but a character using this method is limited
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
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to no more than three Skill Fields, plus the optional Officer Training Field. All Fields remain subject to their listed prerequisites. When purchasing a Skill Field using the points-only method, all Skills in the Field must be purchased at once. The level each Skill receives is up to the player (to a minimum Skill level of +0), but the final XP cost for the Field is that of the entire Field’s component Skills combined. Once this cost is paid, however, the character will receive a rebate of 6 XPs for every Skill in the purchased field. These rebate XPs are then added back to the character’s XP Pool, and may be used to purchase additional Attributes, Traits and Skills. Required Skills: Regardless of the Skills and Fields chosen, all characters must spend at least 20 XPs on a Language Skill for their chosen affiliation’s primary or secondary tongues (see the modules in Stage 0: Affiliations for this information). An additional 20 XPs must be spent on the Language/English Skill, and an additional 10 XPs must be spent on Perception. These mandatory purchases cost 50 XPs altogether, though improvement of any of these Skills can increase this amount. As Jeff decided early on that his character will be infantry, he has already looked at the Skill Fields and identified his requisites. For a proper infantryman, the required Fields are: Basic Training, and Infantry (Jeff has decided his character loves life a bit too much to opt for Anti-BattleMech Training, however.) Looking at the Basic Training Skill Field on the Master Fields List, Jeff notes that his character needs a minimum of the Basic Training Field in order to take the Infantry Field. For Basic Training, he will need a minimum of 1 TP in rank, and a score of 3 in INT and WIL. As he has already met those requirements when assigning Attributes and Traits, Jeff continues. For his Basic Training Field, Jeff decides to apply a +2 Skill level to Career/Soldier and Navigation/Ground, deciding that his trooper will be fairly competent in his profession, with a good feel for direction. For the Martial Arts and Small Arms Skills, Jeff assigns a +3 Skill level, rationalizing that infantry tend to find themselves engaged in combat a lot, and his character should thus be well prepared. For the MedTech Skill, Jeff does not see his character acting as a field medic, so he assigns that a Skill level of +0. In all, these Basic Training Skills will cost Jeff’s character 280 XPs (80 XPs x 2 for the +3 Skills, 50 XPs x 2 for the +2 Skills, 20 XPs for the +0 Skill = 280 total XPs). Normally this would reduce his XP Pool to 320 points, but the fact that he took the Skills as part of the Cavalry Field means that Jeff’s character recovers 30 XPs from his Field rebate (5 Skills x 6 XP = 30 XP). Jeff thus has 350 XPs left to spend on his character (320 + 30 = 350). For his Infantry Field, Jeff decides on a +3 Skill level for Support Weapons (costing 80 XPs), and +2 to Comms/ Conventional and Tactics/Infantry (50 XPs each). The remaining three Infantry Field Skills—Acrobatics/Free-Fall, Artillery and Climbing—receive a +1 Skill level (at 30 XPs each). The final
cost for the Infantry Field will thus be 270 XPs, reducing Jeff’s XP Pool to 80, before the rebate adds 36 XPs back (6 Infantry Field Skills x 6 XPs = 36). Jeff’s character now has 116 XPs left to spend. Jeff notes that he also needs to place at least 20 XPs in one of his affiliation’s primary or secondary Language Skills, 20 XPs in Language/English and 10 XPs in Perception. Jeff has decided to make his trooper a Periphery-born character (from the Circinus Federation, to be exact), and so he decides to consult the Stage 0 module for that affiliation for pointers. Looking over the Federation’s primary and secondary languages, German catches his eye, and so he elects to take a +2 Skill level in German (at a cost of 50 XPs) and a +1 in English (for another 30 XPs)—giving him a character capable of speaking both German and English with a pronounced accent. But suddenly, he realizes that he has a slight problem; he has only 36 XPs left for Perception—enough to have the Skill at a mere +1, which he feels is unacceptable if he’s to survive the modern battlefield. Rather than shuffle XPs he’s already spent, Jeff decides to add some “character” to his character to gain XPs. With a starting allotment of 5,000 XPs, Jeff is clear to take as many as 500 XPs worth of negative Traits to boost his XP Pool. Rather than handicap himself excessively, he simply opts to take 2 –1 TP Traits instead: Unattractive (at –1 TP) and Bloodmark (also at –1 TP). The gamemaster asks what these Traits represent, and Jeff explains that his warrior has abandoned his Periphery buddies for the more lucrative opportunities of a mercenary, and for that he is a wanted renegade with the battle scars to prove it. The GM decides that any Circinian bounty hunters would be far too distant from his campaign to be relevant, and so the Bloodmark would be less appropriate than a negative Reputation (reflecting more the impression that Jeff’s character is a deserter or drifter from the Periphery, and thus less desirable in some circles, but not hunted per se). Jeff agrees, and his Bloodmark becomes a –1 TP Reputation Trait instead. This gives Jeff 200 more XPs to spend, for a total of 236. Armed with these extra XPs, Jeff gives his character a +3 in Perception for 50 XPs, and he picks up both the Melee Weapons and Thrown Weapons Skills at +2 apiece (for another 100 XPs spent). With the remaining 66 XPs, Jeff spends another 20 on his Small Arms Skill to specialize it in Rifles, and then he puts 30 XPs into Running, giving his character a +1 in that Skill. Jeff decides to assign the 26 leftover XPs to his character’s Small Arms Skill, giving him a leg up on future character development once he’s in the campaign. Unused Points Any XPs not used at the end of the points-only rules system must be added as desired to the character’s existing Attributes, Traits and Skills. These leftover points can then later be used in game play to improve those Attributes, Traits and Skills as normal.
THE METRIC SYSTEM The BattleTech universe uses the metric system exclusively, measuring distances in meters or kilometers, weights (or mass) in kilograms and metric tons, volume in liters and kiloliters, and temperatures in Celsius (or Kelvin). Players used to the Imperial System (which uses feet and miles for distance, pounds for weight, gallons for volume and temperatures in Fahrenheit) may wish to convert such measurements to metric, particularly when determining character data such as height and weight. For your convenience, the following conversion formulae are provided: Distance 1 inch (1”) = 2.54 centimeters (cm) 1 foot (1’) = 30.48 centimeters (cm) 1 yard (1 yd.) = 0.914 meters (m) 1 mile (1 mi.) = 1.609 kilometers (km) Weight 1 ounce (1 oz.) = 28.35 grams (g) 1 pound (1 lb.) = 453.59 grams (g) 1 pound (1 lb.) = 0.454 kilograms (kg)
FINAL TOUCHES Once all Attribute, Trait and Skill XPs have been allocated and levels for all statistics tallied, the player may then add finishing touches to the character. This includes defining the character’s appearance and background, and purchasing any equipment the character may own prior to game play.
DEFINING FEATURES Using the lines at the top of the character sheet, the player can provide details of the character’s basic description, including hair color, eye color, height and weight, as well as other personal info such as homeworld and affiliation. The controlling player decides how this information is recorded, but should provide enough details to allow the gamemaster or other players to quickly recognize the character in game play. It is customary to describe character weight in kilograms and character height in centimeters.
CHARACTER BACKGROUND If the player used the Life Modules system, he will have a ready-made biography prepared for the character that roughly defines birth status, childhood, educational and career background (if any) prior to the start of game play. Fine details can then be added to enhance the character’s depth, using any unique Traits and Skills purchased along the way as a reference. Many of these details will likely have been decided when the player first worked out the character’s concept at the start of the creation process, and require little more than imagination (and perhaps a little creative input from the gamemaster and other players).
i
Volume 1 pint (1 pt.) = 0.473 liters (0.473 l) 1 quart (1 qt.) = 0.946 liters (0.946 l) 1 gallon (1 gal.) = 3.785 liters (3.785 l) Temperature Fahrenheit (°F) to Celsius (°C): (°F – 32) x (5/9) = °C Common BattleTech Measures 1 meter (m) = 100 centimeters (cm) 1 kilometer (km) = 1,000 meters (m) 1 gram (g) = 1,000 milligrams (mg) 1 kilogram (kg) = 1,000 grams (g) 1 metric ton (t) = 1,000 kilograms (kg) 1 liter (l) = 1,000 milliliters (ml) 1 kiloliter (kl) = 1,000 liters (l) Celsius (°C) to Kelvin (°K): (°C – 273) = °K*
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
*Kelvin temperatures are mainly used whenever temperatures are derived relative to Absolute Zero (0 °K or –273 °C) SKILLS
Characters created using the points-only method are more open to interpretation, but before game play begins, players controlling such characters are strongly encouraged to create a suitable background that explains where the character came from and how he got where he is now. Though the Life Modules need not be used to define such characters’ backgrounds, players may consult the module descriptions for inspiration (perhaps by asking the simple question, “Which modules would have fit my character best as he grew up?”). Above all, the character’s background should provide a clue as to why the character is where he is now, with the group he is with, and what his motivations may be in future adventures. People don’t usually pop into existence out of thin air, after all, or take on adventures that can risk life and limb “just because.”
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
PURCHASING EQUIPMENT A last “final touch” the player will need to complete before game play can properly begin is the purchasing of any personal equipment, including weapons, armor, clothing, electronics and even lodging (if necessary). Equipment, in this case, does not refer to combat or heavy industrial vehicles (including ’Mechs, battle armor, fighters and so forth) that are covered by the character’s Vehicle Traits (if any), but it may include smaller Support Vehicles such as personal cars and similar transports. To determine how much and what type of equipment a character can purchase, consult the character’s Equipped and Wealth Trait TP values. (If the character does not possess one or both of these Traits, presume a Trait TP of 0.) Wealth: The number of C-bills awarded by the character’s Wealth Trait (see Wealth in the Traits chapter, p. 128) identifies the maximum total value of any equipment the character can purchase at character creation. For example, a character with
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a Wealth Trait TP of +3 can afford to purchase up to 10,000 C-bills’ worth of personal equipment. Any C-bills left unspent after the purchase of equipment are saved and may be used after game play begins. Equipped: The three-letter codes provided by the Equipped Trait (such as D/B/B for a 0-level Equipped Trait) indicate the maximum Tech/Availability/Legality ratings the character’s equipment may possess (see Equipment, starting on p. 254) during the time period in which the character is playing. A starting character may purchase any equipment within his means so long as its letter codes are equal to or lower than those given for his level of the Equipped Trait; higher letters denote items that are harder to come by. However, this applies only if the item is manufactured by the character’s native affiliation (meaning the item has the character’s affiliation code listed in its statistics) or is generic enough for general purchase (indicated by no affiliation code given for the item). If a desired item has an affiliation code outside of the character’s native affiliation, treat the item’s effective Availability and Legality ratings as if they are each 1 level higher than the norm. For example, a Lyran character with a Level 3 Equipped Trait can purchase items with a rating of E/C/D (or lower in each letter category) as long as they have an affiliation code of “LA” or “–”, but must treat items with other affiliation codes as though they are rated at E/D/E. Issued Gear (Optional Rule) Privately, most characters may find that the legality of an item vital to their occupation will put it beyond their reach when purchasing equipment at the start of game play. Examples of this include neurohelmets and cooling vests, which can possess Legality Ratings beyond the normal equipment levels a starting character might have. However, different standards often apply when the character is actively serving with a mercenary, military or state-sponsored organization, essentially making some items available to which the character ordinarily would not have access. This “issued gear” belongs not to the character, but to his employer. Gamemasters wishing to take advantage of this optional rule may allow the character to choose up to two items of equipment, up to a rating of E/D/D for the Inner Sphere or F/D/D for the Clans, so long as they are directly related to the character’s occupation. These items should be the cheapest of the available selection, however, reflecting the fact that most organizations tend to equip their personnel with items purchased from the lowest bidder. After working out physical descriptions and a name, Lisa decides to finish her character off by purchasing her personal equipment. The character has 0 TP in the Wealth Trait and 1 TP in Equipped, which allows her up to 1,000 C-bills worth of equipment rated D/B/C (or lower in one or more categories). Lisa decides first on a sidearm to carry inside the ‘Mech cockpit, so her warrior can defend herself should she be forced to eject in hostile territory. She selects a powerful and reliable Magnum auto pistol (with two magazines for now), at a cost of 75 C-bills for the gun, and 8 C-bills for the 2 magazines. She also MechWarrior Tetsuo Olafson of the Ninth Ghost Regiment takes a moment to reflect on the gravity of his duties to his Coordinator and his oyabun. oyabun
decides to pick up a personal MechWarrior kit—including cooling vest, neurohelmet, shorts, and plasteel boots. The GM agrees to treat the kit as a single purchase, with a price of 1,281 C-bills (200 for cooling vest + 900 for neurohelmet + 6 for shorts + 175 for the boots = 1,281; the GM offers no discounts). With a total cost of 1,364 C-bills, these items are outside of Lisa’s character’s price range. Worse, these two items are both also beyond her maximum allowed equipment rating; the Magnum (with its C/B/D Equipment rating) and the MechWarrior’s kit (with its highest-rated item—the boots—at D/C/A) are both above the D/B/B rating Lisa’s Equipped Trait allows. To circumvent these limits, Lisa gets the GM’s permission to invoke the Issued Gear optional rule, which she uses to override the costs and availability issues. The gamemaster approves this use of the rule, meaning that the character gets these items free, but they are technically issued by her employer and are not her personal property. Keeping the rest of her items utilitarian, Lisa then chooses to buy a military communicator, a basic field kit, a medical kit, two medipatches and eight stimpatches to round out her MechWarrior’s survival gear. The total cost for these items is 394 C-bills, allowing the character to bank the remaining 606 C-bills she starts play with for now. For his character, Jeff decides to go heavy on firepower. Choosing two vibroblades, a standard auto-pistol (with 2 clips), an Imperator AX-22 assault rifle (with 4 clips), 8 standard-size smoke grenades, and a standard Periphery soldier’s kit (consisting of a helmet, jacket, and boots), plus combat fatigues, a military communicator, basic field kit, and medical kit. All told, this equipment will cost him 976 C-bills—well below the 5,000 C-bills his 2-TP Wealth Trait provides—but with an Equipped Trait at only 1 TP, he finds that his Imperator is outside of his normal allowance, thanks to its equipment rating of C/B/D. Like Lisa, Jeff appeals to the GM to have his Imperator classed as Issued Gear, knocking its cost and availability requirements off his shopping list. As a result, he will save 212 C-bills on that purchase and thus banks 4,236 for later in-game use.
COMPLETING THE RECORD SHEET In addition to personal data, the Character Record Sheet used for A Time of War roleplaying provides data blocks where the player must record all of Attribute scores (including Link Attribute modifiers and XPs), Traits (including TPs, rule page references, and XPs), and Skills (including Levels, Link Attributes, TN/C values, and XPs) that the character possesses. (Note: To find an Attribute’s Link Modifier, consult the Action Check Modifiers Table on p. 41.) In addition, a Combat Data block provides a means to record and track damage, fatigue, movement, and other data pertinent to the character’s most likely actions in combat. A full description of how the Combat Data block is used appears on p. 165. On the reverse side of the Record Sheet, the player can also record his character’s Biography and basic notes (for those making use of the Life Modules, the left-hand side can be used to record the specific modules chosen for character
development), as well as his inventory of personal items, and any data that pertains to the character’s owned or assigned vehicles (if any). Squad Combat Record Sheets In addition to the Character Record Sheet, special Squad Combat Record Sheets are also provided with this book. These record sheets are intended to track multiple characters (such as masses of NPCs) in personal and tactical combat, however, and therefore they need not be completed during a character’s creation. It is worth noting, nevertheless, that should players feel the need to track their characters in mass combat, these sheets make use of the same data found in the Combat Data block of the standard Character Record Sheet.
SAMPLE CHARACTERS
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
“Everyone is a little unique. But the completely unique are rare.” SKILLS
OVERVIEW The sample characters shown in the next few pages reflect examples of the kind of character a player can create using the character creation rules presented here. The first five characters—the MechWarrior, Tanker, Aerospace Pilot, Elemental and Scout—were created using Life Modules, while the latter three—the Faceman, Renegade Warrior and Battlefield Technician—were designed using the points-only system. These sample characters were created not only as demonstrations, but also to cover a wide spectrum of specialties and backgrounds, should the players or gamemaster opt to use them to jump-start a campaign. They can be used as-is, either as player characters or as special NPCs. (Regular NPCs can be made using the NPC Templates rules on p. 336.) Adapting Sample Characters for Game Play Each of these sample characters includes a short description based on the character’s design. However, as with their statistics, their descriptions are merely examples. Each is designed to serve as a lead-in for a player to sign on with almost any venture. Gamemasters can use these templates just as they are, or alter the relevant statistics by swapping a desired Skill or Trait for another of equal value, or by adjusting Attribute, Trait or Skill levels (so long as each increased statistic is matched by another statistic’s decrease of equal XP value). For example, the FedSuns MechWarrior can be adjusted to a Lyran character’s liking by trading in all affiliation-specific Skills linked to the FedSuns for identical Skills linked to the Lyran Alliance instead, and perhaps trading the In For Life Trait for an Extra Income Trait of identical TP value (reflecting a monetary debt in place of a life debt). Additionally, a sample character’s Attributes can swap points to suit a player’s desires, such as raising a particularly low RFL score at the expense of an inexplicably high CHA.
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
93
You are one of an elite branch of the military, respected and revered. MechWarriors are feared by their enemies and are the favored protectors of their realms. So you believed as a child, but like so many stories mble beginnings, you find yourself told to the young, these were only half-truths. Because you came from humble nd those of similar background increasingly ostracized by the ‘Mech-owning nobles, who consider you and a threat to their power and wealth. Intrigue is common, and only those skilled in protocol, business or ave yet to be given the chance both can get ahead—unless you are exceptionally gifted, or lucky. You have om than action. A three-month to demonstrate either, as military service so far has included more boredom campaign hunting pirates barely qualified as a proper diversion, and their eventual demise was little more d the yoke of politics and focus than an execution. You yearn deeply for proper action, that you might shed ies. on what you truly love in life: to pilot a BattleMech and destroy your enemies.
ATTRIBUTES STR BOD RFL DEX INT WIL CHA EDG
Score 4 5 5 6 4 4 4 3
Link +0 +0 +0 +0 +0 +0 +0 –1
Traits Compulsion/Smoking (–1) Equipped (1) Rank (5)
Movement (Meters per Turn) Walk: 9 Run: 20 Sprint: 40
Rules See p. 110 See p. 116 See p. 123
Traits Dark Secret (–2) In For Life (–3) Vehicle (4)
Rules See p. 112 See p. 120 See p. 128
RELEVANT SKILLS Skill Art/Painting Career/Soldier Computers Gunnery/’Mech Interest/BattleMechs Interest/FedSuns History Interest/Military History Language/English Language/French Leadership Martial Arts MedTech Melee Weapons Navigation/Ground Perception Piloting/’Mech Protocol/FedSuns Running Sensor Operations Small Arms Streetwise/FedSuns Swimming Tactics/Land Technician/Weapons Equipment Magnum Auto Pistol (2 clips) Cooling Vest Neurohelmet Shorts Plasteel Boots Military Communicator Basic Field Kit Medical M Med e ica cal Kit Medipatch (x2) M Med ipaatch ((x ipatch 2) Stimpatch Stimpa patch ch (x8) (x8) C-bills: C-b bill i s: 606 06
Links DEX INT INT RFL + DEX INT INT INT INT + CHA INT + CHA WIL + CHA RFL INT DEX INT INT RFL + DEX CHA+WIL RFL INT + WIL DEX CHA STR INT + WIL INT + DEX
TN / C 8 / CB 7 / SB 8 / CB 8 / SA 8 / CB 8 / CB 8 / CB 8 / SA 8 / SA 8 / SA 7 / SB 7 / SB 7 / SB 7 / SB 7 / SB 8 / SA 9 / CA 7 / SB 8 / SA 7 / SB 8 / CB 7 / SB 9 / CA 9 / CA
Level +0 +3 +1 +3 +1 +1 +2 +1 +0 +1 +3 +2 +1 +2 +2 +3 +3 +1 +2 +3 +2 +1 +2 +2
Cost 50 (+8) 200 900 9 75 50 10 10 1 0 20 0 16
Weight 0.5 kg 4 kg 6 kg 0.09 kg 3 kg 0.1 kg 5 kg 0.25 0.2 .2 25 kg kg 0 kkg g 0.1 0 1 kkg
Stats see p. 265 see p. 294 see p. 294 see p. 299 see p. 294 see p. 301 see p. 312 313 see ee p. 31 13 see p. p. 313 313 313 see p. 3 13 3
The generous might call you strong-willed. You’ve always had your own way of getting things u many friends, done, and cared little what others might have to say about it. This hasn’t earned you but not many enemies either. Few dispute your capabilities, though you often say it’s better to ated, but a skilled be lucky than good. The artillery branch is often overlooked and underappreciated, commander can use it to turn the tide of battle or cover a retreat, changing it from a rout to a fighting withdrawal. You reside in a realm full of strife and discord where neighbors fight neighbors. It is clear that the realities of the past will not survive into the future. The likelihood of having to fight and kill your fellow countrymen keeps growing. Your skills will be in high demand, butt maybe it’s better to seek your fortune elsewhere. You have always made your own way.
ATTRIBUTES STR BOD RFL DEX INT WIL CHA EDG
Score 5 5 3 3 4 5 3 4
Link +0 +0 –1 –1 +0 +0 –1 +0
Traits Enemy (–1) Fit (2) Rank (2)
Movement (Meters per Turn) Walk: 8 Run: 19 Sprint: 38
Rules See p. 113 See p. 117 See p. 123
Traits Equipped (1) Poor Hearing (–2) Vehicle (4)
Rules See p. 116 See p. 122 See p. 128
RELEVANT SKILLS Skill Artillery Career/Soldier Driving/Ground Gunnery/Ground Language/English Language/Romanian Leadership Martial Arts MedTech Melee Weapons Navigation/Ground Negotiation Perception Protocol/Free Worlds Running Sensor Operations Small Arms Streetwise/Free Worlds Survival/Forest Swimming Tactics/Land Technician/Mechnical Tracking/Wilds
Equipment Submachine Gun (5 clips) Tanker’s Smock Helmet Boots Gloves Fatigues Military Communicator Basic Field Kit C-bills: 557
Links
TN / C
Level
INT INT RFL + DEX RFL + DEX INT + CHA INT + CHA WIL + CHA RFL INT DEX INT CHA INT CHA+WIL HA+WIL RFL INT + WIL DEX CHA BOD + INT STR INT NT + WIL INTT + DEX INTT + WIL
7 / SB 7 / SB 8 / SA 8 / SA 8 / SA 8 / SA 8 / CA 7 / SB 7 / SB 7 / SB 7 / SB 8 / CB 7 / SB 9 / CA 7 / SB 8 / SA 7 / SB 8 / CB 9 / CA 7 / SB 9 / CA 9 / CA 8 / SA
+2 +3 +3 +3 +1 +1 +0 +3 +2 +2 +3 +1 +2 +1 +1 +1 +3 +2 +1 +0 +1 +1 + +0 0
Cost ost stt
Weight Wei eight gh ht
Stats St
80 (+25) +25) 275 75 250 50 48 8 30 30 50 10
0. 0 0.5 .5 kg .5 7.5 7. 5 kkg g 1.0 .0 0 kg kg 3.0 kg 0.5 kg 0.5 kg 0.1 kg 5.0 kg
see ee p. p 265 see see p. 295 see e p. 29 293 93 see see se ee p. p. 293 2 ssee ee e p. p 29 293 93 3 se see ee p p.. 299 299 9 see p. 30 301 01 see p. 312
Born in a realm that celebrates the aerospace arm of its military, y, you y have always y wanted to enced, you are an asset to any reach that pinnacle. Competent, quick to follow orders and experienced, nges as war washes over it. The formation. Your birth nation is in upheaval, undergoing many changes nation that emerges on the other end will not be like the one in which you were born. Will you stay to see these changes through as best you can, or is this thee moment to seek your fortunes elsewhere?
ATTRIBUTES STR BOD RFL DEX INT WIL CHA EDG
Score 2 5 5 5 4 4 5 4
Link –1 +0 +0 +0 +0
Movement (Meters per Turn) Walk: 7 Run: 17 Sprint: 34
+0
+0 +0
Traits Compulsion/Vain (–1) Extra Income (–3) Rank (4)
Rules See p. 110 See p. 116 See p. 123
Traits Connections (1) G-Tolerance (1) Vehicle (4)
Rules See p. 111 1 See p. 118 8 See p. 128 8
RELEVANT SKILLS Skill Career/Pilot Career/Soldier Computers Gunnery/Aerospace Interest/Modern Fashion Interest/Music Language/English Language/Japanese Leadership Martial Arts MedTech Melee Weapons Navigation/Air Navigation/Space Negotiation Perception Piloting/Aerospace Protocol/Outworlds Sensor Operations Small Arms Streetwise/Outworlds Survival/Desert Swimming Tactics/Space Zero-G Operations
Links INT INT INT RFL + DEX INT INT INT + CHA INT + CHA WIL + CHA RFL INT DEX INT INT CHA INT RFL + DEX WIL + CHA INT + WIL DEX CHA BOD + INT STR INT + WIL RFL
TN / C 7 / SB 7 / SB 8 / CB 8 / SA 8 / CB 8 / SB 8 / SA 8 / SA 8 / SA 7 / SB 7 / SB 7 / SB 7 / SB 7 / SB 8 / CB 7 / SB 8 / SA 9 / CA 8 / SA 7 / SB 8 / CB 9 / CA 7 / SB 9 / CA 7 / SB
Level +3 +2 +0 +3 +1 +1 +1 +0 +0 +2 +1 +0 +2 +3 +0 +2 +3 +2 +1 +2 +1 +0 +0 +1 +3
Equipment Needler Pistol (2 clips) Combat Flight Suit Pilot’s Neurohelmet Flight Gloves Boots Jump Suit Light Environmental Suit Leather Boots Respirator Military Milita ary Communicator Com o municator Basic Field B Bas ic Fie eld Kit Medical Med edical Kit SStimpatch Sti mpatch x 10 mpa
Cost 50 (+4) 3000 1200 20 55 24 200 25 50 5 0 50 10 10 2 20
Weight 0.5 kg 7.0 kg 5.0 kg 0.5 kg 3.0 kg 0.3 kg 5.0 kg 0.8 kg 2 kg 2.5 0.1 0. 0 1 kg 5.0 5 .0 kg 0.25 0 .25 kg 0.1 kg
Stats See p. 268 See p. 295 See p. 295 See p. 295 See p. 295 See p. 299 See p. 296 See p. 299 See p. 296 29 96 See p. 301 1 See p. 312 12 See p. 313 See Se ee p. 313 3
C-bills: C-b bill il s: 482 82
Born and bred for combat in excess of any other human, as a Clan Elemental you y our first moment of are expected to die for the betterment of your Clan from your d ancient; you live existence. Your Clan faces its worst enemy yet, both new and in a time when unusual demands may be placed upon you. Are you a part of the front-line force driving at the heart of the Word of Blake, orr have you been relegated to the rear guard? Perhaps your Khan will send you on “special” assignment with your new allies. Whatever the task may be,, you know you have been built to excel and succeed.
ATTRIBUTES STR BOD RFL DEX INT WIL CHA EDG
Score 7 (+2) 6 (+1) 5 6 (–1) 4 4 2 3
Link +1 +1 +0 +0 +0 –1 –1 –1
Movement (Meters per Turn) Walk: 14 Run: 24 Sprint: 48
Traits Compulsion/Arrogant (–2) Compulsion/Clan Honor (–2) Compulsion/Distrust Inner Sphere (–1) Compulsion/Hate Hell’s Horses (–2) Enemy (–2) Equipped (1) Phenotype: Clan Elemental (0) Rank (2) Slow Learner (–3) Toughness (3) Trueborn (2) Vehicle (4)
Rules See p. 110 See p. 110 See p. 110 See p. 110 See p. 113 See p. 116 See p. 121 See p. 123 See p. 125 See p. 127 See p. 109 See p. 128
RELEVANT SKILLS Skill Links Art/Sculpting DEX Career/Soldier INT Climbing DEX Gunnery/Battlesuit RFL + DEX Interest/Clan Remembrance INT + WIL Language/English INT + CHA Martial Arts RFL MedTech INT Melee Weapons RFL + DEX Navigation/Ground INT Negotiation CHA Perception INT Piloting/Battlesuit RFL + DEX Protocol/Clan Ghost Bear WIL + CHA Sensor Operations INT + WIL Small Arms DEX Streetwise/Rasalhague CHA Swimming STR Tactics/Infantry INT + WIL *Field Aptitude: Clan Elemental (see p. 122)
TN / C 8 / CB 7 / SB 6 / SB* 7 / SA* 9 / CA 8 / SA 7 / SB 7 / SB 7 / SA* 7 / SB 8 / CB 7 / SB 7 / SA* 9 / CA 7 / SA* 6 / SB* 8 / CB 7 / SB 8 / CA*
Level vel +1 1 +4 4 +4 4 +4 +4 +3 +3 +2 +4 +3 +3 +1 +4 +4 +3 +4 +1 +0 +3
Equipment Combat Shotgun (5 clips) Fatigues Militaryy Communicator
Weight 4.5 kg 0.5 kg g 0.1 kg
Stats see p. 268 see p. 299 see p p. 301
C-bills: 735
Cost 175 (+10) 30 50
While most military units rely on a variety of machines to augment their reconnaissance ce efforts, ranging from vehicles to BattleMechs to orbiting DropShips, the role of the dismounted scoutt has has not ir supply disappeared, merely changed. You are expected to map out hostile formations and their lines, and just as often you are tasked with infiltrating installations, bases and cities on hostile worlds to get pertinent information—a task no ‘Mech can perform. You do this for the ord future of humankind, to help shape events so that true progress may come, and the Word ur has ensured you are well equipped for your task. Who knows where and to whom your mission will take you? Have the recent events of this so-called Jihad caused a change off heart, or merely strengthened your resolve to have Blake’s Will be done?
ATTRIBUTES STR BOD RFL DEX INT WIL CHA EDG
Score
Link
4 4 4 3 5 5 5 3
+0 +0 +0 –1 +0 +0 +0 –1
Traits Compulsion/Hate Clans (–1) Compulsion/Paranoid (–1) Connections (3) Enemy/ComStar (–1) In For Life (–3) Wealth (2)
Movement (Meters per Turn) Walk: Run: Sprint:
Rules See p. 110 See p. 110 See p. 111 See p. 113 See p. 120 See p. 128
8 19 38
Compulsion/Hate ComStar (–1) See p. 110 Compulsion/Traumatic Memories (–1) See p. 110 Enemy (–2) See p. 113 Equipped (3) See p. 116 Rank (3) See p. 123
RELEVANT SKILLS Skill Acrobatics/Free-Fall Acting Administration Career/Soldier Comms/Conventional Comms/HPG Computers Cryptography Disguise Interest/Blake’s Writings Interest/The Master’s Word Interrogation Language/English Language/Mandarin Language/Russian Leadership Martial Arts MedTech Melee Weapons Navigation/Ground Negotiation Perception Protocol/Capellan Confed. Protocol/Word of Blake Running Security Systems/Electronic Small Arms Stealth Streetwise/Capellan Confed. Survival/Badlands Tracking/Urban
Links RFL CHA INT + WIL INT INT INT INT INT + WIL CHA INT INT WIL + CHA INT + CHA INT + CHA INT + CHA WIL + CHA RFL + DEX INT DEX INT CHA INT WIL + CHA WIL + CHA RFL INT + DEX DEX RFL + INT CHA BOD + INT INT + WIL
TN / C 7 / SB 8 / CB 8 / SA 7 / SB 7 / SB 7 / SB 8 / CB 9 / CA 7 / SB 8 / CB 8 / CB 9 / CA 8 / SA 8 / SA 8 / SA 8 / SA 8 / SA 7 / SB 7 / SB 7 / SB 8 / CB 7 / SB 9 / CA 9 / CA 7 / SB 9 / CA 7 / SB 8 / SA 8 / CB 9 / CA 8 / SA
Level +1 +2 +1 +1 +4 +2 +3 +2 +1 +0 +1 +1 +2 +2 +1 +0 +4 +2 +0 +1 +1 +2 +1 +1 +1 +2 +4 +4 +3 +2 +2
Equipment Pulse Laser Pistol Power Pack (HC) Sneaksuit Camo Fatigues Leather Boots Load Bearing Vest Filter Mask Military Microcommunicator Microcommunicat atto orr Micro-recorder Noteputer
Cost 1000 15 700 7000 0 0 0 30 2 5 25 20 5 2 200 100 00 0 2 20 00 200
Weight 1.0 kg 0.3 kg 4.0 kg 0.5 kg 0.8 kg 0.4 kg 0 .4 kg 0.4 0 kg 0.2 kg 0 .5 kg 0.5
Stats see p. 267 see p. 306 see p. 2 29 7 297 see p. 299 see p. 299 see p. 290 see p. 296 see p. 301 see p. 302 see p. 303
Equipment Rangefinder Binoculars Advanced Fie eld Kit Kit Field Electronic Comp omp pas pass Compass Emergencyy R Ra tiio ions n x 20 Rations Bubble Tent ntt Medical Kitt Medipatch hx2 Stimpatch h x 10 0 C-bills: 3,4 3 ,489 9 3,489
Cost 200 100 30 40 200 10 20 20
Weight 0.5 kg 15.0 kg 0.1 kg 20.0 kg 3.0 kg 0.25 kg 0 kg 0.1 kg
Stats see p. 304 see p. 312 see p. 312 see p. 312 see p. 312 see p. 313 see p. 313 see p. 313
No one will ever rely on you on the battlefield, but new mercenary commands mands that beat the odds byy th weapons. You are the face reaching their first anniversary have learned that not every battle is fought with mies, especially the kind that of the company, not just toward the public, but also to your clients and enemies, ce, contract negotiations or attempt to use the law to fight their battles. Whether during a press conference, mpetent representative in the courtroom, you have made a name for yourself as an experienced and competent of your employer. Will you continue to grow with them, or is the grass greener elsewhere?
ATTRIBUTES STR BOD RFL DEX INT WIL CHA EDG
Score 4 3 3 4 6 5 6 3
Traits Connections (4) Enemy (–3) Dark Secret (–3)
Link +0 –1 –1 +0 +0 +0 +0 –1
Movement (Meters per Turn) Walk: 7 Run: 17 Sprint: 34
Rules See p. 111 See p. 113 See p. 112
Traits Gregarious (1) Extra Income (3) Reputation (2)
Rules See p. 118 See p. 116 See p. 124
RELEVANT SKILLS Skill Acting (Deception) Art/Writing Career/Journalist Career/Lawyer Computers Disguise Interest/Law Investigation Language/English Language/German Martial Arts Negotiation Perception Protocol/Lyran Alliance Protocol/Mercenary Small Arms
Equipment Hold-Out Pistol (4 clips) Flak Vest Coat Jacket Shirt Pants Footwear Noteputer Micro-recorder Civilian Communicator C-bills: 402
Links
TN / C
Level
CHA DEX INT INT INT + DEX CHA INT + WIL INT + WIL INT + CHA INT + CHA RFL CHA INT WIL + CHA WIL + CHA DEX
8 / CB 8 / CB 7 / SB 7 / SB 9 / CA 7 / SB 9 / CA 9 / CA 8 / SA 8 / SA 7 / SB 8 / CB 7 / SB 9 / CA 9 / CA 7 / SB
+3 (+1) +3 +2 +2 +3 +2 +4 +4 +3 +2 +1 +4 +4 +2 +3 +0
Cost
Weight
Stats
20 (+4) 50 55 36 15 23 50 200 100 45
0.2 kg 2.8 kg 1.1 kg 1.5 kg 0.5 kg 1.0 kg 0.8 kg 0.5 kg 0.2 kg 0.1 kg
see p. 265 see p. 288 see p. 299 see p. 299 see p. 299 see p. 299 see p. 299 see p. 303 see p. 302 see p. 301
You have no past you wish to share with anyone. You’re on the run un from what came before, and you have no desire to turn back. Even if you don’t have to worry aboutt your past catching up with you, our competence will keep you in your focus is on the future. You are skilled at what you do, and your ur choice? How discerning can demand with potential employers. How discerning will you be in your you afford to be?
ATTRIBUTES STR BOD RFL DEX INT WIL CHA EDG
Score 5 6 4 5 4 6 3 4
Traits Equipped (1) Reputation (–1) Wealth (2)
Link +0 +0 +0 +0 +0 +0 –1 +0
Movement (Meters per Turn) Walk: 9 Run: 20 Sprint: 40
Rules See p. 116 See p. 124 See p. 128
Traits Rank (4) Unattractive (–1)
Rules See p. 123 See p. 128
RELEVANT SKILLS Skill Acrobatics/Free-Fall Artillery Career/Soldier Climbing Comms/Conventional Language/English Language/German Martial Arts MedTech Melee Weapons Navigation/Ground Perception Running Small Arms (Rifles) Support Weapons Tactics/Infantry Thrown Weapons Equipment Vibroblade x 2 Auto-Pistol (2 clips) Imperator AX-22 (4 clips) Grenade, Smoke x 8 Helmet Jacket Combat Boots Fatigues Military Communicator Basic Field Kit Medical M Me edi d ca call Ki K Kitt C-bills: C-bi Cbiill l s:: 4,236 4,2 ,236 36 36
Links RFL INT + WIL INT DEX INT INT + CHA INT + CHA RFL INT DEX INT INT RFL DEX DEX INT + WIL DEX Cost 200 50 (+4) 200 (+12) 32 180 100 48 30 50 10 10
TN / C 7 / SB 8 / SA 7 / SB 7 / SB 7 / SB 8 / SA 8 / SA 7 / SB 7 / SB 7 / SB 7 / SB 7 / SB 7 / SB 7 / SB 7 / SB 9 / CA 7 / SB
Level +1 +1 +2 +1 +2 +1 +2 +3 +0 +2 +2 +2 +1 +3 (+1) +3 +2 +2
Weight Stats 0.7 kg see p. 264 4 0.5 kg see p. 265 5 3.5 kg see p. 266 6 4.8 kg see pp. 278, 28 284 4 1.8 kg see p. 294 4 5.5 kg see p. 294 4 2.0 kg see p. 294 4 0.5 kg see p. 299 9 0.1 kg see p. 301 1 5.0 kg g see p p. 313 3 0.25 kg g ssee ee p ee p.. 313 3
As you’re not an expert in a particular field, you tend to describe yourself as “versatile.” You can fill in for a wide range of functions, freeing up the specialists es to do what they do best. Your broad knowledge makes plete you a favorite for off-world missions, where an incomplete palette of specialists may leave gaps in expertise that can prove inconvenient when the experts are light-years away. You are ot many can afford not completely defenseless against threats, though not to squander a competent technician carelessly. With your range of skills ult. and experience, finding employment will not be difficult.
ATTRIBUTES STR BOD RFL DEX INT WIL CHA EDG
Score 5 4 3 6 5 4 3 5
Traits Dependents (–2) Handicap (–1) Rank (3) Wealth (2)
Link +0 +0 –1 +0 +0 +0 –1 +0
Movement (Meters ers per Turn) Walk: 8 Run: 18 Sprint: 36
Rules See p. 113 See p. 118 See p. 123 See p. 128
Traits Equipped (2) Introvert (–1) Tech Empathy (3)
Rules ee p. 116 See ee p. 121 See See ee p. 125
RELEVANT SKILLS Skill Administration Appraisal Career/Soldier Career/Technician Language/English Martial Arts MedTech Melee Weapons Navigation/Ground Perception Small Arms Technician/Electronic Technician/Mechanical Technician/Nuclear Technician/Weapons
Equipment Revolver (2 reloads) Flak Jacket Fatigues Jump Suit Work Boots Leather Gloves Filter Mask Satchel Battery Descartes Mk. XXI Deluxe Tool Kit Handheld Laser Torch Military Communicator Basic Field Kit C-bills: 2,898
Links
TN / C
Level
INT + WIL INT INT INT INT + CHA RFL INT DEX INT INT DEX INT + DEX INT + DEX INT + DEX INT + DEX
8 / SA 8 / CB 7 / SB 7 / SB 8 / SA 7 / SB 7 / SB 7 / SB 7 / SB 7 / SB 7 / SB 9 / CA 9 / CA 9 / CA 9 / CA
+2 +1 +1 +2 +3 +1 +0 +1 +0 +2 +2 +4 +4 +4 +4
Cost
Weight
Stats
40 (+2) 75 30 24 36 20 5 20 1000 750 40 50 10
0.5 kg 3.2 kg 0.5 kg 0.5 kg 1.7 kg 0.4 kg 0.4 kg 2.0 kg 7.0 0 kg 50.0 0 kg 1.0 kkg g 0.1 kkg g 5.0 kg
see p. 265 see p. 288 see p. 299 see p. 299 see p. 299 see p. 299 see p. 296 see p. 306 see s p. 303 303 see p. 310 see p. 310 ssee ee p.. 301 see p. 312 3
STEVEN MOHAN, JR.
PIRATE POINT ROCHELLE, WORD OF BLAKE PROTECTORATE 3 JULY 3076 Somewhere in a hidden corner of the Rochelle system, space was empty. Then it wasn’t. A Scout-class JumpShip floated silently through the pirate point. Even before the Scout confirmed its location, an ebony Leopard CV detached from the JumpShip, angled up, and hit her engines in a short, violent burn, shooting above the ecliptic and launching her in a course that would end in a parabolic arc to intersect the system’s only inhabited planet. ▲▼▲ The collision alarm sounded and the modified Mark VII Landing Craft slipped out of the Leopard’s flight deck. Sergeant Busby “Buzzy” Matvey started to sweat; the shuttle’s control stick felt slick beneath his palm. The mission was now literally in his hands. The team behind him was quiet—for once. They seemed to realize the gravity of the moment. And gravity was exactly the right word. He goosed his engines just a touch to give him some downward velocity and then he let the planet’s gravity do the rest. He wouldn’t cut the engines in again until they hit atmosphere. No sense making the job any easier for the Robes. Like a lance falling from the sky, the Mark VII fell toward the silent world. ▲▼▲
Buzzy looked out into the unbroken darkness as he fought the shuttle’s controls. The Mark VII bucked and rolled and jumped and shimmied as he slalomed back and forth, keeping his craft in a shallow dive to cut speed as much as possible, lowering the craft’s heat signature as it fought atmospheric drag. Snow spattered the canopy as he dipped into a high storm, but was OK. Nothing to see, anyway. “Hey!” said Ethan Naoko, stuttering with the craft’s vibration, “This is t-too e-e-easy. Can you sh-shake things up?” “It wasn’t me who chose polar insertion,” Buzzy barked. The night side polar route had been selected to cover the Mark VII’s insertion. Rochelle’s north pole was lightly populated. Even better, charged particles spiraled down along the magnetic lines of force that gathered together at the poles, making radar detection difficult and comms worse. Harder for the Robes to see and report. But it also meant the landing craft had caught a fierce arctic storm coming down. So no one was going to see their descent— even if the shuttle ended up as a string of debris strewn across a hundred kilometers of pristine, blue-white ice. That was called a basic Spec Ops trade-off. “Can you angle us out of the storm?” Captain Travis asked. Buzzy set his jaw. The bulkhead that normally separated pilot from passengers had been removed, which meant he got to hear everyone’s bitching. “Would you like a drink, too?” he asked. “Beverage service will begin in a moment.” “Sergeant,” Luella Hildebrand snapped. The XO was strictly by the book. Didn’t help that she was sitting right next to him in the co-pilot’s chair. “Complaints are a distraction,” Buzzy said, trying to hold his voice level. “If you want down in one piece, please let me fly.”
A jagged shard of lightning slashed past the cockpit, strobing cold actinic light through the shuttle’s canopy, followed by a massive peal of thunder that shook the craft. “Th-thanks,” Ethan said. “That’s m-m-much b-better.” Buzzy swore colorfully in Russian as he wrestled with the Mark VII’s controls. He had half a mind to crash on purpose. Just to shut Ethan up. “You know, Buzzy,” Grace Luther said, “if you shake me apart on the descent, I won’t be able to patch you back up when you get shot.” He muttered something dark and guttural under his breath as he banked, turning the LC on its right side, hurtling past a swirling snowscape until he found the natural trench heading southward. Diving low, ignoring the protests of the others, Buzzy drove the shuttle to within only a few dozen meters of the ground and kept it there as the lands below gradually gave way to open water, grasslands, and finally forested lands after an hour of steady flight. The doctor must’ve seen something, because Buzzy heard her gasp—and then she shouted: “Bogie! Up high, right side.” “Bogie?” Travis snapped. “That can’t be right. How—“ Sudden gee forces choked off his words as Buzzy jerked the stick over and put the shuttle into a steep vertical climb. He stepped on the gas. “What’re you doing?” Travis shouted, his words slurring against the massive acceleration. “Our orders are not to be seen,” Buzzy said through clenched teeth. “It’s not a bogie,” Travis snapped. “Can’t be. Polar approach should’ve covered insertion and we’ve been below radar ever since. Probably civilian. Don’t go back. Don’t go back!” But Buzzy wasn’t listening. He snapped the shuttle over in a barrel roll and came out of it inverted. He didn’t bother to right the craft before screaming heavenward; he felt blood rush from his head as suddenly they were pushing high gees. He was looking out of the cockpit through ever-darkening vision. “Busby!” Travis roared. The pilot leaned over his panel and stabbed a button. An image popped up on the viewscreen that flanked the ferroglass canopy. It showed a sleek aerospace fighter painted ghost-white, streaking over the thick mass of coniferous woodlands. The narrow fuselage flared into swept-back wings, which merged gracefully with rounded horizontal stabilizers. The fighter had no vertical stabilizer. An autocannon was nestled on the fighter’s left side just behind the cockpit, and nastylooking weapon pods hung off its wings. “Shiva,” Travis said. “Nyet,” Buzzy sneered. “I think it’s an airliner. Or maybe a hot air balloon. Or perhaps a crop duster.” Travis bit the words out. “Don’t miss!” On the screen, Buzzy dropped his targeting reticle over the Shiva’s canopy. The dot in the center glowed a fierce gold. He thumbed the trigger, and the shuttle’s cockpit flashed white as a pair of medium lasers stabbed forward. The Shiva juked left, its pilot no doubt hearing the jump tone that warned of enemy targeting radar, but it wasn’t fast enough to avoid the instantaneous blasts of scarlet energy that lashed across the fighter’s canopy, scouring away armor and ferroglass. Two heartbeats later, Buzzy loosed another twin-laser salute. “Heat,” Travis called out.
“Arc tic, ” Buzzy called back, ignoring the secondary monitor that would call him a liar. The Shiva pilot stood his craft on its tail, trying to climb to safety. This time, Buzzy tore into the Blakist’s damaged cockpit with all four of his Kajuka lasers. Ruby light sparked off the fighter’s canopy. “Um,” said Franz Logan, the new kid. “Aren’t you going to pull up?” “Want to fly, meat?” Buzzy asked. “Sergeant,” Luella snapped. This time there was a note of panic in the XO’s voice. “This thing handles like a pig,” Buzzy growled. “The Shiva can outturn me and has better guns. We have one chance. Now. Be. Quiet.” “Sergeant!” This time, Luella shrieked. Buzzy flashed by the Shiva, clearing the fighter’s cockpit by no more than a few meters. The shuttle’s exhaust washed over the fighter’s canopy and turbulence shook the Blakist machine. Plunged into fire and manhandled by angry air, the Shiva dipped toward the ground. “He’s lost the bubble,” Travis said. “Da.” Buzzy threw the Mark VII into a tight turn, loosed yet another pair of mediums, and cut into the Shiva’s cockpit with the nose-mounted smalls. The fighter’s wire-frame had to be showing a lot of yellows and reds by now. The Shiva, trapped in an inverted spin, spiraled downward. Its LB-20X cut through the sky, but missed the shuttle wide. The Blakist pilot still didn’t know where he was, a point that was poignantly demonstrated when Buzzy hit him again and the Robe ejected. Upside down. The pyrotechnics in the Shiva’s cockpit blew the canopy and threw his chair free of his aircraft as safety protocols demanded. Unfortunately, they also smashed the pilot straight into the deck.
The pilot’s death was followed seconds later by that of his Shiva. The fighter plowed into the forest with a horrific concussion, throwing a dark plume of steam and debris into the air. Buzzy jerked his head down in a quick, decisive nod as he threw the shuttle back into level flight. “Now,” he said, “we begin beverage service.” Luella Hildebrand leaned forward and pulled up the mission profile, grimaced. “Your flying is ausgezeichnet, Sergeant Matvey,” she said, staring coldly at him. “But your strategic judgment? Unter aller Sau!” “What are you trying to say, Luella?” Travis asked. “Do you really think the pilot didn’t get a message off ?” she demanded. “Or that no one saw or heard that?” “Intel doesn’t have any bases out here,” Ethan said hopefully. “And no one lives out here.” “So why was the Shiva here?” Luella countered. “Routine patrol?” Corporal Logan said. “Maybe a training exercise?” “By itself?” Travis asked. “No; XO’s right.” “So either our Shiva has a friend out there, or—” Luella began. “–Or intel’s wrong and there’s a base somewhere,” Buzzy finished. “Which we’ll have to make a wide detour to avoid,” Travis concluded. “This encounter shatters our timeline,” Luella said. “We won’t reach the equatorial base on time. And by the time we get there, they’ll be waiting for us. Which means no recon for the main invasion force.” She turned on Buzzy. “How many people will lose their lives to pay for your little stunt back there?” Buzzy swallowed and said nothing, feeling his face burn. “Unless—” Travis said. The XO slowly nodded. “Unless we can find the other base.” ▲▼▲ Buzzy gripped the stick and clenched his jaws as he skimmed the nape of the earth. In flight school this was called “ground hugging” by some. “Stupid” by others. He was hurtling over a forest canopy, flying low to avoid detection. He wiped sweat from his forehead with the back of his arm. If he flew any lower, he’d make a sudden and brief career change from pilot to tree surgeon. They had vectored to a boreal forest farther south of the polar caps, but there was something unsettling about the trees, something different. Since they were going to be down in those trees very soon, it was not quite an academic concern. Rochelle was a poisoned world—there was no telling what might be down there. Buzzy glanced up—and saw something moving high across the horizon. “Bogie,” he snapped. “Don’t shoot it down,” Travis and Luella shouted at the same time. Buzzy growled, but said nothing. “Zero Eight Four,” Travis said. “Maybe, what, twenty thousand meters?” “Twenty-three,” said Buzzy, who had a more practiced eye. “XO, concentrate your search there,” Travis ordered. “Looks like a VTOL,” Buzzy said. “Maybe a Warrior.” “So factor in range.”
Luella kept silent for several long moments. (Thank you, God, Buzzy thought.) “It’s right here,” she finally said. Buzzy watched the XO lean forward and tap her screen. He saw a narrow strip of red among cooler blues and greens. “There’s a heat island effect in the jungle.” “What does that prove?” Grace asked. “Could be hot springs or volcanism or—” “The Leopard took some images on the run-in and downloaded them to us before we launched. I superimposed a recon photo over the thermal map. There’s a cut in the forest right near the thermal bloom. When the DropShip’s Intel officer looked at it, he thought it was a logging road, but now—” “Airstrip,” Buzzy said. Luella nodded. “Ja.” “All right,” Travis said, “I’m about ready to end the aerial portion of the tour now.” “Yes,” said everyone in the shuttle at the same time. Buzzy scowled. “XO, can you give me a distance to target?” Luella nodded curtly. “Yes, Captain. Call it 33, 34 klicks.” Travis nodded, weighing choices. Buzzy knew exactly what he was thinking. Drop in close and there was a good chance they’d be detected. Drop too far, and there was a good chance they’d be picked up by a Blakist patrol. After all, someone was going to notice the missing Shiva sooner or later. “Twenty-five thousand meters,” Travis said finally. “And Buzzy, just this once—” Buzzy glanced back at him. “Yes, Captain?” “Fly quiet.” ▲▼▲ Buzzy scanned the forest canopy for an opening. He could flip the Seven up on its tail and take it down vertical, but he needed a little flat land and that was tough to see through the trees. “Need to make a call,” Travis said, his voice tight. “I know that,” Buzzy snapped, “but the planned LZ was hardpan in the shadow of mountains.” He pounded the flight console with a fist. “This is nothing but trees and trees and trees.” “It’s a broken play,” Travis admitted, “but we still have to—” A shrill jump tone cut him off. Buzzy jerked his stick hard right and back, putting the shuttle in a rising starboard turn. He didn’t know where the missiles were, but he did know where they were going and that it was best not to be there as fast as possible. “Nine o’clock,” Ethan shouted, saying something useful for the first time during the entire flight. Buzzy swung right, settling on a reciprocal course and pushing the Mark VII for all it was worth. Juking right and down, up and left, he tried every trick he knew to break the missiles’ lock. The shrill jump tone sounded again, shattering his concentration. This time he saw them—dead ahead, white contrails rising from the jungle and bending over, while flight after flight of SRMs shot straight toward them along slanted angles. “They were herding us,” Luella hissed. Buzzy jerked back on the stick, throwing the shuttle into a steep climb, hoping the missiles behind them and the missiles ahead would target each other. Two or three explosions dotted the tree canopy below them with orange fire. Too few to make a difference.
Most of the missiles followed them up. And the batteries below were firing still more. Warheads rippled across the landing craft’s belly, exploding with a terrible bass roar that set Buzzy’s ears ringing. The shuttle shook like a toy, and the hits went on and on. It felt like an earthquake. This time, no one made jokes. Buzzy glanced down at his wire-frame schematic. A red-andblack checkerboard marked his lower fuselage. Shattered armor— and worse. Weapons systems damaged. Hydraulic lines cut. Back-up systems vaporized. He’d lost most of his starboard control surfaces and the port wing was a broken stub. The shuttle cart-wheeled down, caught in a flat spin that Buzzy could not stop. He pulled back on his stick, trying to force the craft up—or at least slow its fall. He jerked the stick over, trying to get the starboard wing to bite into the air, trying to get just a little lift. Sweat sheened his forehead. He ground his molars painfully together. The muscles on his arm stood out like steel cables. He fought the dead stick with every trick he knew, every last newton of strength. He used all his skill to try to save his bird. Save his team. But he could not defeat gravity’s determination to finally end the journey it had set them on all those thousands of kilometers above the planet’s north pole. In the infinite black of empty space…
With the eyes of their fellow Clansmen upon them, two Steel Viper MechWarriors battle for personal honor in a Circle of Equals.
“Great Gaffa’s Ghost! How the hell does someone even begin to learn a stunt like that?” “Kid, you don’t learn anything like that. Some things, you’re just born with!” As described in the rules for character creation (see pp. 4893), Traits reflect special abilities that characters may possess beyond the standard Attributes they are born with or Skills they have been trained in. These Traits range from innate abilities like ambidexterity or pain resistance to disabilities like allergies or missing limbs, and may also include more tangible or social characteristics like reputation, wealth or enemies. The following section describes the nature and game play effects of Traits supported by A Time of War.
OVERVIEW Each Trait listed in this chapter comes with a name, its Trait Point (TP) score and a few sentences that roughly identify it, as well as a complete description and game rules. Each listing states whether the Trait is a Character or Vehicle Trait (and whether it is based on a character’s identity, where applicable), as well as the Trait’s type (positive, negative or flexible); whether it can be taken multiple times by the same character or vehicle; and whether it has an opposing Trait or character feature.
TRAIT POINTS Just as Attributes have scores, Traits have point scores that define their level of impact on character design. This information is measured by the Trait Point (TP) score, which appears in brackets in the Trait’s “type” line. Like Attributes, most Trait Point scores can be modified over time by spending XPs (unless the Trait’s rules state otherwise), or they may be modified more directly during
game play. The effects of a given Trait (or a given level of a multilevel Trait) do not apply unless the full XP cost (or value) for that Trait has been reached. For example, a player may decide to invest his character’s XPs in developing the Toughness Trait, which costs 300 XPs as a 3 TP Trait. If the character has only managed to put 250 XPs into Toughness, he may not draw upon the Trait, but must wait until he has spent the remaining 50 XPs to activate it.
CHARACTER AND VEHICLE TRAITS All of the Traits presented here belong to either a character or a vehicle the character possesses. Character Traits define extra features that apply to the character himself, and may be further defined as identity-based (if the character has multiple aliases). Character Traits cannot be assigned to a character’s vehicle. Vehicle Traits apply only to a character’s vehicle (if any), and may not be taken if the character has no vehicle (small civilian vehicles, which may be purchased as equipment, are not counted as worthy of Vehicle Traits). A given Vehicle Trait may apply to only one vehicle in the character’s possession, but a character with multiple vehicles may possess multiples of this Trait to give more than one of his applicable vehicles the same feature.
POSITIVE, NEGATIVE AND FLEXIBLE TRAITS The Trait’s TP score reflects its general level of effect on the character (or one of the character’s vehicles, as appropriate). When a Trait is identified as positive, negative or flexible, it refers to the Trait’s TP score. Virtually all Traits fall into one of these categories; Positive Traits benefit the character (or vehicle) in some way, while Negative Traits hinder the character. Flexible Traits are variable-TP Traits that can have either positive or negative TP scores. During character generation, Traits may be awarded as part of a Life Module, or may be purchased using an appropriate amount of experience. Some may even change during game play from the
expenditure of XPs, though the rules may vary with the nature of the Trait in question and the gamemaster’s approval. Negative Traits and Character Creation: As noted in character creation, a player may elect to take negative Traits for his character as a means of recouping XPs, but may not generate more than 10 percent of his starting XP allotment when doing so.
MULTIPLE TRAITS
descriptions; their TP scores appear as a range rather than a single number. Multiple Traits Variable-level Traits that are also noted as Multiple Traits are unique in that a character may receive multiple Traits of the same type, but different levels. For simplicity, characters may combine Variable-level Multiple Traits (such as consolidating three –1 TP Bloodmarks into one –3 TP Bloodmark), or disperse them among multiple alternative identities (if they have the Alternative Identity Trait, such as assigning one –1 TP Bloodmark to the main identity and a –2 TP Bloodmark to another). However, as long as the Traits are clearly distinguishable (such as a –1 TP Compulsion/Addition to Smoking and a –3 TP Compulsion/Attention Deficit), a character may assign more than one Variable-level Multiple Trait to the same character.
Multiple Traits can be taken more than once per character, with each being treated as a separate Trait. Examples include Compulsions, Connections, Enemies, Handicaps and Implants. Though many Multiple Traits have opposing-value Traits, such opposed Traits do not cancel each other out under the Opposing Traits rule (below) unless the gamemaster specifically allows it. When determining the nature of each Multiple Trait, it is important to identify them with additional descriptions MASTER TRAITS LIST that further define them. In the case of Identity-based Multiple Traits (for characters with Alternate IDs), the Positive Character Traits Negative Character Traits Trait’s name (and TP score, if appropriate) should include which alias the Trait belongs to. Non-identity-based Traits Alternate ID 2 TP Animal Antipathy 1 TP must likewise be described, but players and gamemasters Ambidextrous 2 TP Bloodmark 5 to –1 TP may simply use a descriptive word or two about them in Animal Empathy 1 TP Combat Paralysis 4 TP place of an identity name. Attractive 2 TP Compulsion –5 to –1 TP For example, a character with the Alternate ID Citizenship/Trueborn 2 TP Dark Secret –5 to –1 TP of John Smith—an alias with a price on his head in Combat Sense 4 TP Dependent 2 to –1 TP the form of a –2 TP Bloodmark Trait—would list the Bloodmark Trait as “Bloodmark (–2)/John Smith”. A Connections 1 to 10 TP Enemy 1 to –10 TP character with a severe video game addiction would Exceptional Attribute 2 TP Glass Jaw 3 TP list it as “Compulsion (–2)/Vid Games”, while another Fast Learner 3 TP Gremlins 3 TP with multiple dependents might have “Dependent Fit 2 TP Handicap 5 to –1 TP (–1)/Wife (Barbara)”, “Dependent (–2)/Son (John Jr.)”, G-Tolerance 1 TP Illiterate 1 TP and “Dependent (–2)/Daughter (Ayami)”. Identity-Based Traits In any case where a Trait is listed as identity-based, that Trait is also considered a Multiple Trait for that character, and must be assigned to specific character aliases as appropriate. If the character has no Alternate IDs, the Trait can only be applied to a single identity, and thus may be treated as a Multiple Trait only if its rules allow it.
Good Hearing
1 TP
Impatient
1 TP
Good Vision
1 TP
In For Life
3 TP
Gregarious
1 TP
Introvert
1 TP
Implant/Prosthetic
1 to 6 TP
Lost Limb
5 to –1 TP
Natural Aptitude
3 or 5 TP
Pain Resistance
3 TP
Poor Hearing
5 to –1 TP
Poor Vision
9 to –2 TP
Patient
1 TP
Slow Learner
Phenotype
0 TP
Thin-Skinned
1 TP
OPPOSING TRAITS
Poison Resistance
2 TP
TDS
1 TP
Traits described as opposed have either another Trait or another character feature (such as a Skill) that cancels or reduces their effectiveness when assigned to the same character. The Trait rules description identifies such Traits and describes what will occur if a character receives (or purchases) opposing Traits.
Property
1 to 10 TP
Unattractive
Rank
1 to 15 TP
Unlucky
Sixth Sense
4 TP
Tech Empathy
3 TP
Thick-Skinned Title/Bloodname
VARIABLE-LEVEL TRAITS Variable-level Traits come in a range of TP scores that reflect a greater or lesser impact, based on the Trait’s final TP score. Most such Traits include a reference table to further define the full extent of their impact at each TP level. Variable-level Traits are easily identified in their
Toughness
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
3 TP EQUIPMENT
1 TP 10 to –2 TP GAMEMASTERING GUIDE
1 TP 3 to 10 TP 3 TP INDEX
Flexible Character Traits Equipped
Vehicle Traits Custom Vehicle
1 to 6 TP
–10 to 10 TP
Design Quirk
–5 to 5 TP
Reputation
–5 to 5 TP
Vehicle Level
1 to 12 TP
Wealth
1 to 10 TP
Extra Income
–1 to 8 TP
107
TRAIT DESCRIPTIONS The following descriptions reflect Traits available to characters in A Time of War, provided in alphabetical order for ease of reference.
and an “off ” hand during character generation). Ambidextrous characters ignore the off-hand modifier in game play and in combat. Though this Trait allows the character to carry and use a weapon equally well with either hand in combat, it does not confer the ability to exceed the normal number of actions allowed in a combat turn.
ANIMAL ANTIPATHY [CHARACTER] ALTERNATE ID [CHARACTER (IDENTITY)] Trait Type [TP Score]: Positive, Multiple [+2 TP] “I’m afraid you have me confused for someone else…” A character with the Alternate ID Trait has a well-established alias that he or she can call upon in dire circumstances (such as having a price on one’s head from Tharkad to Solaris). More than a mere name, this alias comes with credentials, resources and even an alternate appearance. A character may possess more than one Alternate ID, with each reflecting a different persona, but if the character has any Identity-dependent Traits, those Traits must be assigned to one of the character’s identities. Identity-dependent Traits are: Alternate ID, Attractive, Bloodmark, Connections, Dark Secret, Dependents, Equipped, In For Life, Property, Rank, Reputation, Vehicle and Wealth. Multiple or Flexible-value Traits may be broken up among the character’s various Identities, but the player should take care to track which identity has which Traits, as tapping the resources of one alias while under another can expose the character to anyone who might dig too deeply into his past. To assume an alternate identity in game play (after one is established, either through lengthy role-playing or through character creation), the character need only spend a day “getting into character” by making the appropriate Acting and Disguise Skill Checks. If the identity is already well established (as determined by the gamemaster), this effort may be accomplished with no dice rolling required—or with a substantial bonus—unless the character is pressed for time or resources. Characters attempting to penetrate an Alternate ID may do so after spending a significant period of time (weeks or even months) researching the character’s background. At the end of this period, the investigator must make an appropriate Skill Check to penetrate the suspect identity, with modifiers assessed based on how much time he spent, how thoroughly he did his research, and whether or not the suspect character said or did anything that could expose the alias (all determined by the gamemaster). This roll is made as an Opposed Double Attribute Check against the subject’s INT and WIL Attributes. If the investigating character’s Net Margin of Success (the sum of the investigator’s MoS minus the subject’s MoS) is 3 or more, the false identity is exposed. If the investigator fails by a margin of 3 or more, not only has he failed to expose an alias, but his activities will tip off the subject to the effort. Any other result means the investigator has failed to expose the alias without tipping off the subject (though if he achieved an MoS of 0 to 2, he has learned enough to merit further research).
AMBIDEXTROUS [CHARACTER] Trait Type [TP Score]: Positive [+2 TP] “I have some bad news for you, my friend: I’m not left-handed either.” A character with the Ambidextrous Trait can use both hands equally well (a character without this Trait must select a primary
Trait Type [TP Score]: Negative, Opposed [–1 TP] “Blake’s Blood, Roger! Did you lose a fight with your girlfriend’s kitten again?” A character with the Animal Antipathy Trait manages to bring out the worst in all creatures, great and small. Whether or not the character feels the same way, something about the character makes animals react far more negatively to his presence than they would otherwise. In game play, Animal Antipathy imposes a –2 modifier to all Skill Checks involving animals, such as Animal Handling, Riding and so forth. This effect also doubles the modifiers for a creature’s Shy or Aggressive Traits whenever said creature must make a Fight or Flight Check in the character’s presence (see Creatures, p. 238). Any creature with the Aggressive Trait will also behave as if it has the Blood Rage Trait while in the character’s presence. If combat ensues, a creature so enraged will attack the nearest character with this Trait first. The Animal Empathy Trait opposes the Animal Antipathy Trait. If a character with Animal Antipathy receives or purchases Animal Empathy (or vice versa), the Traits cancel each other out.
ANIMAL EMPATHY [CHARACTER] Trait Type [TP Score]: Positive, Opposed [+1 TP] “Oh, yeah, I know the Kountze arctic terror looks pretty frightening, but if you know your way around them, they’re really not that hard to handle.” A character with the Animal Empathy Trait has a natural gift with creatures, even those he may ordinarily despise. In game play, Animal Empathy imposes a +2 modifier to all Skill Checks involving animals, such as Animal Handling, Riding and so forth. This effect also halves the modifiers (rounding down) for a creature’s Shy or Aggressive Traits whenever said creature must make a Fight or Flight Check in the character’s presence (see Creatures, p. 238). Creatures without the Aggressive Trait behave as if they have the Shy Trait while in the character’s presence, while creatures with the Shy Trait behave as if Tamed instead. If combat ensues, creatures will attack characters with this Trait last—unless the animal empathic character directly attacks the creature first. The Animal Antipathy Trait opposes the Animal Empathy Trait. If a character with Animal Empathy receives or purchases Animal Antipathy (or vice versa), the Traits cancel each other out.
ATTRACTIVE [CHARACTER (IDENTITY)] Trait Type [TP Score]: Positive, Opposed [+2 TP] “Whoa!” A character with the Attractive Trait has a natural beauty that makes the character more appealing to those attracted to the character’s gender. Characters with this Trait receive a +2 modifier to Skill and Attribute Checks where the character’s CHA Attribute is a factor, if the subject of the roll is attracted to the character’s gender. If the subject is not normally attracted to the character’s gender, a +1 modifier applies, to reflect the disarming charm produced by the character’s comeliness.
The Unattractive Trait opposes the Attractive Trait. If a character with Attractive receives or purchases Unattractive (or vice versa), the Traits cancel each other out unless the Attractive Trait is specifically assigned to one of the character’s aliases (in which case, Attractive is treated as an identity-dependent Trait; see Alternate ID, p. 108).
BLOODMARK [CHARACTER (IDENTITY)]
BLOODMARK TRAIT TABLE Trait TP
Bounty (in C-bills)
Bounty Hunter’s Enemy Level Suggested Encounter Frequency
–1
19,999 or less
1
(1D6 ÷ 3) per 6 months*
–2
20,000 to 74,999
1
(1D6 ÷ 2) per 3 months*
–3
75,000 to 249,999
2
(1D6 ÷ 3) per month*
–4
250,000 to 999,999
2
(1D6 ÷ 2) per month*
1,000,000 and up
3
(1D6) per month
Trait Type [TP Score]: Negative, Multiple [–5 –5 to –1 TP] *Round down “At this time, the Word of Blake is offering a twenty-million C-bill reward to the individual or unit who brings in the fugitive Devlin Stone—alive and reasonably unharmed. Stone and his followers are wanted for numerous acts of terror and piracy against the Protectorate and should be considered armed and extremely dangerous.” A character with the Bloodmark Trait has a price on his head and is being actively hunted by bounty hunters looking to collect. The reason for this bounty may stem from a real transgression on the character’s part, a complete fabrication by an enemy with resources and a grudge, or a case of mistaken identity. Bloodmarks are typically tied to one (or more) of the character’s Enemies (see the Enemies Trait, p. 113), but a character who has this Trait in the absence of an Enemy may simply be unaware of who has targeted them in such a fashion. The Bloodmark Table presents a rough guide to the size of the bounty placed on the character’s head, as well as to the Enemy Level of the bounty hunters who will come looking for the character, and the frequency of possible encounters with bounty hunters that may come with this Trait. Gamemasters should feel free to create NPCs to represent these hunters, based on their experience and influence relative to the Bloodmarked character. The hunters, however, are not truly enemies of the character; they are simply operatives working to bag the character for whoever posted the bounty. In the end, defeating the hunters will not save the character from his Bloodmark Trait. In game play, the only way a character can remove a Bloodmark Trait is to somehow deal with the individual or group that posted the bounty to begin with. Gamemasters should note that the encounter frequencies given on the Bloodmark Trait Table are merely suggestions, and reflect only a rough average number of bounty hunter encounters a character may face during a given period of gameplay time (not counting any long periods spent “off the grid”, such as while in transit). This frequency may increase if the character is particularly prominent or easy to track (such as characters with Dependents, Titles or Reputations). Encounters may include more than one bounty hunter as well, particularly as higher bounties render a character’s capture increasingly lucrative to a broad range of collectors. Bloodmark Traits are identity-based, and so must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). A character that has multiple Bloodmark Traits must distribute them among all aliases as appropriate. A single identity may have only one Bloodmark Trait at a time. Even if the bounty is being placed by multiple sources, the addition of others adds more bounty hunters to the pursuit and effectively raises the Trait’s overall level.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
CITIZENSHIP/TRUEBORN [CHARACTER (IDENTITY)] Trait Type [TP Score]: Positive [+2 TP] In some Inner Sphere states (and among all the Clans), individual rights and privileges are more severely restricted than they are in most other societies. In the Inner Sphere, citizenship is the term most often used to identify those members of society permitted to own land, vote, gain access to higher education, or even follow certain careers. Among the Clans, this stratification is apparent in the divide between those born of the iron wombs—so-called trueborns—and those born through more conventional methods (“freeborns”). Inner Sphere (Citizenship) “Your papers seem to be in order. So, how long will you be staying here on Sian, Citizen Pheng?” An Inner Sphere character that possesses the Citizenship Trait has won the right to be called a citizen in one of the more restrictive realms. Not all realms require this Trait; those Affiliations that have restrictive citizenship requirements are identified in the character creation chapter (see pp. 48-93). Citizenship Traits are identity-based, and so must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). A character that has multiple Citizenship Traits must distribute them among all aliases as appropriate, with a maximum of one Citizenship Trait per alias. Clan Characters (Trueborn) “Out of my way, freebirth!” Among the Clans, only those individuals spawned in the iron wombs can claim to be known as trueborns. Only a trueborn Clan character is eligible to receive a Bloodname Trait (the Clan equivalent of Title; see p. 126), and with it, a voice in Clan politics. Trueborn Clansmen must select a Phenotype Trait as well (see p. 121), and begin life as part of the Warrior Caste (through trueborns can still wash out of training or leave the Warrior Caste through other means). The Trueborn Trait reflects a birth status in the Clans. It cannot be faked, but it can be concealed to some extent if the character takes on any alternate identities. A Clan character with a Trueborn Trait and one or more Alternate ID Traits can assign the Trueborn Trait to only one of these identities, but that identity must be the character’s primary identity (the one he or she was actually born to). Bloodnames do not transfer between aliases.
TRAITS
SKILLS
COMBAT
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SPECIAL CASE RULES
EQUIPMENT
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COMBAT PARALYSIS [CHARACTER] Trait Type [TP Score]: Negative, Opposed [–4 TP] “Please, God! Please, God! I don’t wanna die! I don’t wanna die!” A character with Combat Paralysis tends to freeze up in stressful situations, especially combat. In game play, characters with this Trait roll Initiative using the worst two dice of 3D6. Furthermore, a character afflicted with Combat Paralysis may not seize the initiative, and must therefore act only during his own Action Phase. In Tactical Combat, this Trait has no effect unless the character is in command of a force, or is separated from his force commander under the optional Out-of-Contact rule (see p. 204). In stressful situations outside of combat where quick reactions are vital, the gamemaster may require a character with Combat Paralysis to make a successful WIL Attribute Check to act in a timely manner. Failure on this roll means the character delays for one turn (5 seconds) before acting. The Combat Sense Trait opposes the Combat Paralysis Trait. If a character with Combat Paralysis receives or purchases Combat Sense (or vice versa), the Traits cancel each other out.
COMBAT SENSE [CHARACTER]
A character with a Compulsion Trait has an irrational tendency toward some kind of negative behavior, ranging from a minor quirk like fear of heights or a superstition, to a more serious addiction to drugs or alcohol. In more extreme cases, a compulsion can take the form of madness, where stress can trigger a dramatic and emotional episode. The level of a Compulsion Trait determines how severely detrimental it is to the character’s behavior in game play, but player and gamemaster should thoroughly discuss the cause and nature of each compulsion beforehand to get a feel for what may or may not set it off. The Compulsion Trait Table below provides basic rules and examples of how severely this Trait will affect a character. A character’s compulsion is always considered active, but not necessarily “triggered”. As long as a compulsion is not triggered, the character functions normally, but things that trigger the Compulsion Trait vary with its description. Addiction-type compulsions (such as alcoholism) reflect Compulsions Traits triggered if the character cannot get access to the focus of his addiction for more than 24 hours. Hatred- or fear-based compulsions (such as racism or phobias) are triggered if the focus of the Compulsion Trait is present (and the character knows this). More serious psychoses (such
Trait Type [TP Score]: Positive, Opposed [+4 TP] “Be advised that your target is highly dangerous. Last night, four of Solaris City’s finest tried to apprehend him. In the ensuing COMPULSION TRAIT TABLE melee—which was said to last less than fifteen seconds—the suspect managed to kill three Compulsion Severity WIL Attribute men. Doctors say the fourth will be lucky if he Trait TP (Example) Roll Modifier* Effects ever walks again…” –1 Trivial (Personal quirk) +0 Character suffers –1 modifier to all rolls A character with Combat Sense is in his –2 Significant (serious addiction) –2 Character suffers –3 modifier to all rolls element during stressful situations, especially –3 Major (minor psychosis) –4 See Madness Table combat. In game play, characters with this Trait –4 Severe (major psychosis) –7 See Madness Table roll Initiative using the best two dice of 3D6 (as if Initiative itself were a Natural Aptitude), –5 Extreme (clinical insanity) –10 See Madness Table and reduce the combat modifier for Stun or *Round down Surprise to +1 (from +2). In Tactical Combat, this Trait has no effect unless the character is MADNESS TABLE in command of a force, or is separated from his force commander under the optional Outof-Contact rule (see p. 204). Type Effects In stressful situations outside of Character flies into a rage and attacks nearest person (friend or foe). [Gain combat where quick reactions are vital, Berserker Toughness and Pain Resistance Trait effects; gain +1 Initiative roll modifier, +1 the gamemaster may also apply a +1 roll Melee Skill Check modifier; suffer –1 modifier to all other rolls.] modifier to any Action Check the character Character’s mind shuts down, unable to process anything. [May not act. Character Catatonia performs where stress or fear are a factor is treated as an immobile target.] (such as resisting the intimidation effects of a Confusion Character becomes severely disoriented and lost. [Suffer –2 modifier to all rolls.] creature’s Terror Trait, or disarming a bomb as Character becomes lost in a past event similar to the current situation. [Suffer its timer races through its last 15 seconds). Flashbacks –2 modifier if attempting to act on anything that does not mesh with flashback The Combat Paralysis Trait opposes the events.] Combat Sense Trait. If a character with Character loses emotional coherence. [Roll 1D6 every 2 turns (10 seconds): On Combat Sense receives or purchases Combat Hysteria 1-2, see Berserker; on 3-4, see Confusion; on 5-6, see Paranoia.] Paralysis (or vice versa), the Traits cancel each other out. Character suddenly distrusts everyone and everything. [Suffer Combat Paralysis Paranoia
COMPULSION [CHARACTER] Trait Type [TP Score]: Negative, Multiple [–5 to –1 TP] “What do you want to hear, man? I told you, I can’t help myself! It’s a sickness!”
Regression
Trait effects. Character identifies everyone as hostile.] Character’s personality shifts to a much younger self. [Apply TP score to all Skill and Attribute rolls.]
Character’s personality changes to that of another persona. [Gamemaster p Personalityy should produce p Split an “NPC character” with identical Attributes, but with a different background, Skills and non-Identity Traits for the afflicted character to play.]
as berserker rages, full-blown paranoid delusions and multiple-personality disorders) are triggered under any circumstance the gamemaster deems stressful enough. Triggered compulsions provide game play effects as listed on the Compulsion Trait Table, though the gamemaster may apply additional effects based on the nature of the compulsion (such as doubled roll modifiers over extended periods, or modifiers that apply to a particular Skill). Characters can fight to maintain control in the face of a Compulsion Trait’s effect, but to do so they must make a successful WIL Attribute Check (applying the roll modifier shown on the Compulsion Trait Table). Success allows the character to “hold out” for a number of 5-second turns equal to the roll’s MoS. Failure means the compulsion is triggered as normal. Addiction-based compulsions return to their dormant state once the character gets his “fix,” while hate- or fearbased compulsions subside when the object of their focus is destroyed or no longer present. Madness-type compulsions subside if the character is rendered unconscious, or after a period of minutes equal to twice the Trait’s negative TP score (for example, a –3 TP madness-type Compulsion Trait lasts for 6 minutes), or after the character is successfully “talked down” by a friendly character (which forces another WIL Attribute Check by the character with the compulsion). Characters may have any number of Compulsion Traits, so long as none directly oppose each other (such as an irrational fear of heights and an irrational love of plunging out of perfectly good aircraft).
CONNECTIONS [CHARACTER (IDENTITY)] Trait Type [TP Score]: Positive, Multiple [+1 to +10 TP] “Don’t worry; I know some people on Galatea. If anyone can help us, they can!” A character with the Connections Trait can potentially call upon the aid of contacts and resources, given enough time and a credible means to do so. This Trait’s TP score provides a guide for how powerful such connections are, and how easy it is for a character who has them to find contacts at any given time—as well as how often a character may be able to tap his connections. The Connections Trait can be a powerful tool in the hands of a crafty player character, so gamemasters must balance the character’s process for finding and using this Trait against the character’s situation and demands. For example, a character stationed on a depopulated outpost in the Periphery, without benefit of a working HPG, will be unable to call on his connections to deliver him fine caviar from Tharkad before it spoils. The gamemaster should also determine whether local connections might ask for something in exchange for their services (and what that might be). Connection Traits are regional- and identity-based, and so must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). The region the Connections cover must also be identified, and can be as small as a single city (for Trait TPs of 3 or less), a world (Trait TPs of 5 or less), a realm (Trait TPs of 8 or less), or the entire Inner Sphere (Trait TPs of 9 or 10). A character that has multiple Connection Traits must distribute them among all aliases as appropriate.
Tapping Connections In order to tap a connection, the character must spend 2D6 hours actively searching for a local contact, and may not do so more frequently than indicated by the Check Frequency for the Connection Trait’s TP score. The character must then make an appropriate Skill Check, applying the appropriate Connection Roll modifier to the result, as well as any other modifiers the gamemaster deems appropriate. The Skill used for these checks should vary with the nature of the connection. For underworld connections, the character should use Streetwise; for political, military, or police connections, the recommended Skill is Protocol; for corporate or commercial connections, Negotiation is best. Success on the appropriate Skill Check means the character manages to establish contact with the connection for one or more favors, as determined by the gamemaster (though most connections can provide no more than a few favors at a time). Failure means that the character is unable to establish contact. If the MoF is 3 points or more, he may have even alerted an enemy to the attempt. Connection Resources Depending on the Connection Trait’s TP score, the extent of the resources available to the character will vary. Loosely identified on the Connections Trait Table under “Typical Aid,” these resources may consist of information, money, equipment and manpower—identified on the table as Info, Wealth, Equip and People, respectively. For ease of reference, the level of these resources is also given, with a number range from 1 to 10, in order of their value. Level 1 reflects easy-to-receive information, a small stipend of funds, access to common equipment, or a minor aide; Level 7 reflects substantially more restricted information, greater funds, harder-to-find items, and a squad of well-trained personnel; and so on. Ultimately, the exact value and nature of the resources provided is up to the gamemaster, based on the situation. However, suggested resources in a pinch may include the following: Info: This resource reveals information equal to an appropriate Computers, Interest, Interrogation or Investigation Skill Check with an automatic MoS equal to the Info level. Wealth: The character can access funds up to a Wealth Trait of equal positive TP score to the Wealth level listed (see Wealth, p. 128). These funds, however, typically must be paid back; if he reneges, the character may receive a negative Extra Income Trait (see p. 116) or even a Bloodmark (see p. 109). Equip: The character can access personal gear up to an Equipped Trait of equal positive TP score to the Equip level listed (see Equipped, p. 116). This equipment, however, typically must be returned in working order; the character may receive a negative Extra Income Trait (see p. 116) to pay off any damaged or lost goods, or may even receive a Bloodmark (see p. 109). At the gamemaster’s discretion, the character tapping the connection for equipment may also need to make a Negotiation Check to actually receive a desired item. The Connection Roll modifier applies to this check as well, reflecting the connection’s willingness to hand over the goods. People: The character receives aid from a connection’s representative (perhaps even the local contact himself ) in the form of an NPC with 20 percent more total XP than the
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BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
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character’s current level for every level of People (for example, a listing of “People 5” indicates that the NPC has 100 percent of the character’s XP). Alternatively, this resource may translate to multiple NPCs of lesser XP, if the gamemaster prefers. After rendering their aid, these NPCs (presuming they survive) return to wherever they came from. Gamemasters should remember that any NPC aid obtained through a Connection Trait should possess Skills and abilities relevant to the character’s needs (even if the character doesn’t realize what they will be just yet). These Skills and abilities need not be the NPC’s best assets, however. For example, a character who is simply tapping his connection for a chauffer may get a young lad fresh out of driving school who can barely parallel park or handle a high-speed chase, but who turns out to be a wizard with electronics when the player character realizes he left his passcard key at home.
CONNECTIONS TRAIT TABLE
Trait applies solely to battle armor, ProtoMechs, BattleMechs, IndustrialMechs, Combat Vehicles, Conventional Fighters and Aerospace Fighters. Without a Custom Vehicle Trait, the character’s starting vehicle (if any) is determined randomly using the appropriate Affiliation column and the Random Assignment Tables (see Vehicle Level, p. 128). The Custom Vehicle Trait Table identifies how the TP score of this Trait affects the character’s available selections from the appropriate vehicle type. The Random Assignment Tables referenced here are located on pp. 130-135 and reflect a sampling of “stock” units in the present 3075 era by general Affiliations. Gamemasters interested in reflecting greater depth in their games may wish to research other vehicle designs featured in the various Technical Readouts and assign vehicles by the alternate non-table method noted in the Custom Vehicle Trait Table. A Clan player with no Custom Vehicle Trait will receive a Random FrontLine unit assignment if trueborn, or Second-Line if freeborn.
DARK SECRET [CHARACTER (IDENTITY)]
Trait Type [TP Score]: Negative, Multiple [–1 to –5 TP] “I said I don’t want to talk about it!” Connection Roll A character with the Dark Secret Trait has a major Trait TP Check Frequency Modifier Typical Aid skeleton in his closet—a past deed, relationship or personal truth he’d rather not see brought to light. The TP score for +1 1 per 14 days –2 Info 1 this Trait indicates just how major this secret is, with a –1 TP +2 1 per 14 days –1 Info 2, Wealth 1 score reflecting a fairly minor (but still character-damaging) +3 1 per 10 days +0 Info 3, Wealth 2, Equip 1 secret like lying about one’s political views or academic +4 1 per 7 days +1 Info 4, Wealth 3, Equip 2, People 1 credentials on an application, while a –5 TP secret reflects +5 1 per 4 days +2 Info 5, Wealth 4, Equip 3, People 2 a major act of treachery or a morally reprehensible crime. If +6 1 per 7 days +1 Info 6, Wealth 5, Equip 4, People 3 the secret is ever revealed, the Dark Secret Trait will become a Reputation Trait of equivalent TP score for the character, +7 1 per 10 days +0 info 7, Wealth 6, Equip 5, People 4 and will also reduce any Connections the character has by +8 1 per 14 days –2 Info 8, Wealth 7, Equip 6, People 6 half the Trait’s negative TP score (round up). For example, +9 1 per 30 days –3 Info 9, Wealth 8, Equip 7, People 8 a –3 TP Dark Secret, once revealed, reduces the character’s +10 1 per 60 days –5 Info 10, Wealth 9, Equip 8, People 10 Reputation by 3 TP and his Connections by 2 TP (3 ÷ 2 = 1.5, rounded up to 2). At the gamemaster’s discretion, *Round down a particularly devastating Dark Secret can even lead to additional effects, such as imprisonment, persecution and Bloodmark Traits. A character with a Dark Secret is likely to do CUSTOM VEHICLE [VEHICLE] anything in his power to ensure that the secret remains hidden Trait Type [TP Score]: Positive, Multiple [+1 to +6 TP] forever. “Since when can a Commando jump three hundred meters!?” Any time a character with a Dark Secret faces scrutiny, there A Custom Vehicle Trait applies to only one of the character’s is a chance the secret will be revealed. In such a case, use the vehicles (if any), and varies with the vehicle’s technological rules for revealing an Alternate ID to see if the secret is exposed, sophistication and design uniqueness. The Custom Vehicle with a +3 modifier applied to the investigating party’s roll if the investigator is not specifically looking for anything incriminating (such as a fan researching the life and times CUSTOM VEHICLE TRAIT TABLE of a public hero for his interweb site). Dark Secret Traits are identity-based and must be Trait TP Inner Sphere Vehicle Selection Clan Vehicle Selection assigned to one of the character’s aliases if the character 0 Random Stock (own I.S. Affiliation) N/A has an Alternate ID (see Alternate ID, p. 108). A character +1 Random Stock ( any I.S. Affiliation) N/A with multiple Dark Secret Traits must distribute them +2 Choice of Stock (own I.S. Affiliation) N/A among all aliases as appropriate. The Dark Secret cannot be the character’s alternate identity itself, as the rules for +3 Choice of Stock (any I.S. Affiliation) Random Second-Line Stock that Trait already cover the dangers of exposure. Likewise, +4 Design own Vehicle (I.S. Technology) Random Front-Line Stock the secret cannot be tied to a negative Reputation Trait the +5 N/A Choice of Stock (any Clan) character already has, or to a Bloodmark Trait already on the +6 N/A Design own Vehicle (Clan Technology) character’s head, as both such Traits reflect character flaws Non-Table Method: Random Stock = Gamemaster Gamemaster’ss choice from appropriate affiliations that are already exposed.
A revealed Dark Secret damages the Reputation and Connections of the affected identity only if the alias is also revealed later (in which case, all known connected identities share the same level of effect). Once the Dark Secret is revealed and its effects are resolved, the Dark Secret Trait is removed from the character’s record sheet.
DEPENDENTS [CHARACTER (IDENTITY)] Trait Type [TP Score]: Negative, Multiple [–1 to –2 TP] “We have to go back! My kids are on that ship!” A character with a Dependent Trait has a loved one or family member (usually a spouse or children) who is very important or close to the character—and who cannot defend against being taken captive or threatened by potential enemies. The level of this Trait reflects the dependent’s vulnerability; a –1 TP Dependent might be an adult who is mildly disabled or lacks self-defense Skills, while a –2 TP Dependent reflects a juvenile or severely handicapped individual. A character whose dependent is threatened (and who knows of the threat) cannot function normally until that dependent is out of harm’s way. To reflect this in game play, treat the effects of a threatened dependent as equivalent to a triggered Compulsion Trait of equal TP score (see Compulsion, p. 110). If multiple dependents are threatened, stack any roll modifiers applied to a maximum of –3. Dependent Traits are identity-based and must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). However, unlike other identity-dependent character Traits, the Trait effects noted above can apply to a character regardless of his alias (though an additional +1 roll modifier applies if the threatened dependents are not associated with the character’s currently active alias, reflecting the distance the character feels from his dependents when using his alternate persona).
DESIGN QUIRK [VEHICLE] Trait Type [TP Score]: Flexible, Multiple [–5 to +5 TP] “Oh, yeah, I should’ve warned you about that. For some reason, the HUD flickers out for a few seconds every time you fire the PPCs, and the Warbook software won’t update past the 3025 database, so it keeps identifying everything you see as a Marauder or a Warhammer, but other than that, she runs like a beaut!” The Design Quirk Trait applies to a specific vehicle the character owns, or is assigned to, rather than to the character. This Trait describes extra features or flaws that a vehicle has beyond its combat statistics. These design quirks, listed in the Design Quirks Trait Table (pp. 114-115), refer primarily to those described on pp. 193-199 of Strategic Operations. Gamemasters without access to that rulebook who wish to use this Trait, or who wish to apply similar quirks to unlisted units such as ProtoMechs, may instead devise an appropriate feature or flaw in the character’s vehicle based on the TP score for this Trait. Positive or negative TPs of 1 or 2 reflect fairly minor or limited-effect quirks such as sporadic sensor glitches (negative TP) or small piloting bonuses that apply only in certain conditions (positive TP), and so forth. TPs in the 3 to 5 range reflect increasingly significant quirks like faulty power systems (negative) and enhanced targeting (positive). Any applicable vehicle (BattleMechs, IndustrialMechs, Combat and Support Vehicles, fighters or battle armor) may
receive multiple quirks, each with a range of TP scores, but may only possess one quirk of a given type at a time (for example, a vehicle may not receive the Combat Computer Quirk twice). Gamemasters are also well advised to temper such features within reason. A vehicle should receive no more than 5 positive and 5 negative Design Quirks, and must not have more than 5 TP worth of Design Quirks after adding together the TP scores for all quirks assigned. Design Quirks are assigned only to the vehicle in question and do not transfer if the vehicle is destroyed. Design Quirk/Rumble Seat Trait Type [TP Score]: Positive [+0 TP] Though ‘Mechs, vehicles, and aerospace craft only require seating for their operators alone, some may contain a spare seat in their control areas in which a passenger (or observer/ instructor) may ride. This design quirk—not featured in Strategic Operations—may not be taken by any unit that employs a Small Cockpit or Torso Cockpit, has a Cramped Cockpit Design Quirk, or is classified in the Light or Ultra-Light weight class. In game play, a rumble seat allows the unit to take one passenger in its control section in relative comfort. This passenger may observe the unit’s sensors and (if desired) may even possess a special override switch that can lock down the controls in an emergency (a feature common for instructors on training ’Mechs). Units without a rumble seat may not take passengers unless the unit is designed with weight set aside for sufficient cargo, seating or quarters.
ENEMY [CHARACTER (IDENTITY)] Trait Type [TP Score]: Negative, Multiple [–1 to –10 TP] “Holy crudstunk! Did they send an entire division here just to get you? Whose daughter did you defile?” A character with an Enemy Trait has somehow attracted the ire of a person or organization that has the influence and the will to make the character’s life a living hell. Enemies of this type are far more powerful than a mere childhood or academic rival, though they may start out as such. To be worthy of the Enemy Trait, an enemy must have a level of influence similar to a character’s connections, but working against the character rather than for him. The Trait’s TP score indicates the level of the enemy’s power and influence. Gamemasters should work with the characters in creating the identity and motivations of any enemies, using the Enemy Trait Table as a rough guide. For creating enemies, the table provides the enemy’s relative experience compared to the character (expressed as the enemy’s XP, used when building the enemy as an NPC). For example, a –6 TP Enemy receives 2.4 times the character’s XP when created as an NPC. The table also provides examples of typical enemies at that level of TP, though any such enemies should be tailored to the character (a character who is a major in a merc unit, for example, would not likely see a –2 TP Enemy as a lesserranked captain). In game play, enemies may interfere with the character through any means open to them, ranging from bureaucratic disruptions and misplaced supplies to arranging for the character’s transfer or demotion at an inconvenient time,
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
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DESIGN QUIRKS TRAIT TABLE Trait TP
BattleMech/ IndustrialMech*
Vehicle†
Battle Armor
Fighter/Small Craft††
Positive Quirks Accurate Weapon Anti-Air Targeting Atmospheric Flyer Battle Computer Combat Computer Command BattleMech Cowl Easy Maintenance Easy to Pilot Extended Torso Twist Fast Reloader Hyper-Extending Actuators Improved Cooling Jacket Improved Communications Improved Life Support Improved Sensors Improved Targeting, Short Improved Targeting, Medium Improved Targeting, Long Internal Bomb Bay Modular Weapons Multi-Trac Targeting Narrow/Low Profile Protected Actuators Reinforced Legs Rumble Seat‡ Searchlight Stable Trailer Hitch Variable-Range Targeting VTOL Rotor Arrangement
+Var +Var +3 +5 +3 +2 +4 +1 +2 +3 +1 +1 +1 +2 +1 +3 +3 +4 +5 +3 +1 +2 +3 +1 +1 +0 +1 +2 +1 +Var +1
Yes Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes Yes Yes Yes Yes Yes Yes Yes No Yes No
Yes Yes No Yes No No No Yes No No Yes No No Yes No Yes Yes Yes Yes No Yes No Yes No No Yes Yes No Yes‡‡ No Yes§
Yes No No No No No No Yes Yes Yes Yes No No Yes No No Yes Yes Yes No Yes No No No No No No No No No No
Yes No Yes No Yes No No Yes Yes No Yes No Yes Yes Yes No Yes Yes Yes Yes Yes No No No No Yes No No No No No
Negative Quirks Ammo Feed Problem Atmospheric Flight Instability Bad Reputation Cooling System Flaw Cramped Cockpit Difficult Ejection Difficult Maintenance EM Interference Exposed Actuators Exposed Weapon Linkage
–1 –2 –1 –3 –2 –1 –1 –1 –1 –2
Yes No Yes Yes Yes Yes Yes Yes Yes Yes
Yes No Yes No No No Yes Yes No Yes
Yes No Yes No No No Yes Yes No No
Yes Yes Yes No Yes Yes Yes Yes No No
Design Quirk
*Includes OmniMechs **Applies only to ICE-powered units in this category †Includes Combat Vehicle, Support Vehicle ††Includes Fixed-Wing Support Vehicle ‡Not listed in Strategic Operations (see description) ‡‡Tracked and Wheeled Combat Vehicles only §VTOL Combat and Support Vehicles only
DESIGN QUIRKS TRAIT TABLE, CONT. Design Quirk
Trait TP
BattleMech/ IndustrialMech*
Vehicle†
Battle Armor
Fighter/Small Craft††
THE UNIVERSE BEFORE YOU
Negative Quirks, continued Fragile Fuel Tank
–2
No
Yes**
No
Yes
Gas Hog
–2
Yes**
Yes**
No
Yes
Hard to Pilot
–2
Yes
Yes
Yes
Yes Yes
Inaccurate Weapon
–Var
Yes
Yes
Yes
No/Minimal Arms
–2
Yes
No
No
No
No Cooling Jacket
–2
Yes
No
No
Yes
No Ejection System
–2
Yes
No
No
Yes
No Torso Twist
–2
Yes
No
No
No
Non-Standard Parts
–1
Yes
Yes
Yes
Yes
Poor Cooling Jacket
–1
Yes
No
No
Yes
Poor Performance
–3
Yes
Yes
No
Yes
Poor Targeting, Short
–2
Yes
Yes
Yes
Yes
Poor Targeting, Medium
–3
Yes
Yes
Yes
Yes
Poor Targeting, Long
–4
Yes
Yes
Yes
Yes
Poor Workmanship
–1
Yes
Yes
Yes
Yes
Prototype
–2
Yes
Yes
Yes
Yes
Sensor Ghosts
–2
Yes
Yes
Yes
Yes
Unbalanced
–1
Yes
No
No
No
Un-streamlined
–2
No
No
No
Yes
–Var
Yes
No
No
No
Weak Legs
–1
Yes
No
No
No
Weak Undercarriage
–1
No
No
No
Yes
Weak Head Armor
*Includes OmniMechs **Applies only to ICE-powered units in this category †Includes Combat Vehicle, Support Vehicle ††Includes Fixed-Wing Support Vehicle ‡Not listed in Strategic Operations (see description)
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
ENEMY TRAITS TABLE EQUIPMENT
Trait TP
Check Frequency
Enemy’s XP
–1
1 per 90 days
x1.2
Bounty Hunter, Local Police Chief, Mercenary Captain
–2
1 per 60 days
x1.4
Minor Underworld Lt., Planetary Bureaucrat, Military Captain
–3
1 per 30 days
x1.6
Minor Underworld Boss, Planetary Governor, Mercenary Major
–4
1 per 14 days
x1.8
Minor Terrorist Group, Planetary Corporation, Military Major
–5
1 per 14 days
x2.0
Major Underworld Lt., Minor Noble (Baron), Mercenary Colonel
–6
1 per 7 days
x2.4
Major Underworld Boss, Regional Administrator, Military Colonel
–7
1 per 7 days
x2.8
Interstellar Syndicate, Noble (Count), Mercenary General
–8
1 per 4 days
x3.5
Secret Military Cabal, Interstellar Corporation, Military General
–9
1 per 4 days
x4.0
Major Terrorist Group, March Lord, Military District Marshal
–10
1 per 2 days
x5.0
Government Conspiracy, House Lord, General of the Armies
Typical Enemies (Underworld, Political, Military)
GAMEMASTERING GUIDE
INDEX
115
or even sending hired thugs to attack the character when his guard is down. The frequency of these encounters is up to the gamemaster, but a general guide appears in the Enemy Trait Table as well. Gamemasters may also roll 2D6 periodically to see if a random encounter or event involving an enemy occurs, adding the character’s Reputation Trait score (if any) and the Enemy Trait’s TP score to the result. If the result is 7 or higher, the enemy creates no hassles for the character this time, but may be watching him. Gamemasters should take care not to abuse the Enemy Trait. While enemies can provide a useful hook for adventures, they should not dominate the overall plot line if only one of the players’ characters has aroused such a nemesis. Enemy Traits are identity-based and must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). A character with multiple Enemy Traits must distribute them among all aliases as appropriate. Characters (and their aliases) may have any number of Enemy Traits. Geoff’s character, Richard Kawolski, has a –4 TP Enemy and a +3 Reputation Trait. According to the Enemy Trait Table, Richard’s enemy has 1.8 times his character’s XP (a number revised as often as Richard himself receives XP), and so Richard may encounter interference from this enemy once every two weeks. With the game currently between major events, the gamemaster decides to check for an encounter with this enemy. The 2D6 roll result is 8 + 3 (for Richard’s Reputation) – 4 (Richard’s Enemy’s TP) = 7. Richard is lucky; the gamemaster determines that the enemy takes no overt action against him at this time.
EQUIPPED [CHARACTER (IDENTITY)] Trait Type [TP Score]: Flexible, Multiple [–1 to +8 TP] “Yes, this is a Mauser 1200 Light Support System with an NVR-50 telescope and IR laser sighting. And no, you can’t touch it!” A character with the Equipped Trait has less (or more) restricted access to certain equipment during character creation. Though this Trait is primarily used during character creation, the gamemaster may use this level of equipment access throughout game play
EQUIPPED TRAIT TABLE Maximum Equipment Ratings
as long as the character also has a Connections Trait of equal score. This option allows the character to access the level of gear represented by this Trait in game play, by identifying the related connections as the character’s access to an exclusive supplier. The Equipped Table outlines the character’s level of equipment access based on the Trait’s TP score, reflecting the maximum equipment ratings to which a character may have access when purchasing equipment in terms of Tech Level, Availability and Legality (see Equipment, starting on p. 254, for more information on these codes). The Equipped Trait cannot be used to obtain items covered by the Vehicle Trait (see p. 128). However, personal vehicles and support vehicles may be obtained through this Trait. Equipped Traits are identity-based and must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). A character with multiple Equipped Traits must distribute them among all aliases as appropriate, with no more than one Equipped Trait per alias.
EXCEPTIONAL ATTRIBUTE [CHARACTER] Trait Type [TP Score]: Positive, Multiple [+2 TP] “I never met anybody that could hit that hard, and I’ve fought Elementals on the streets of Harlech!” A character with the Exceptional Attribute Trait may have an Attribute value that is 1 point above the normal maximum for that phenotype (see Character Maximums in the character creation rules, p. 85). This Trait, however, does not actually raise the selected Attribute itself or provide the Attribute at its new maximum value; experience points must still be spent to accomplish that (during character creation or game play). Though Exceptional Attribute may be purchased multiple times, only one Exceptional Attribute Trait may be applied per Attribute.
EXTRA INCOME [CHARACTER (IDENTITY)] Trait Type [TP Score]: Flexible, Multiple [–10 to +10 TP] “Easy enough for you to say when you have cash coming in from your ‘extra-curricular ventures’ every month. Me, I’m in so much debt I had to get a second mortgage on my immortal soul just to make my hovercar payments.”
EXTRA INCOME TRAIT TABLE
Trait TP
Tech Level*
Availability**
Legality**
–1
C
A
B
D
B
B
Trait TP
Monthly Cash (in C-bills)
Trait TP
Monthly Cash (in C-bills)
+1
D
B
C
–10
–5,000
+1
250
+2
D
C
C
–9
–4,000
+2
500
+3
E
C
D
–8
–3,000
+3
750
+4
E
D
D
–7
–2,250
+4
1,000
+5
E
D
E
–6
–1,750
+5
1,500
+6
E
E
E
–5
–1,500
+6
1,750
+7
E
E
F
–4
–1,000
+7
2,250
+8
F
F
F
–3
–750
+8
3,000
–2
–500
+9
4,000
–1
–250
+10
5,000
+0
*For Periphery-affiliated characters, reduce the Tech Level Rating by 1 (to a minimum of B); Clan affiliated characters increase Tech Level ratings by 1 (to a maximum of F). Clan-affi **If purchasing items that have an Affiliation code outside of the character’s native Affiliation (or which are not “neutral”), increase the item’s Availability and Legality ratings by 1 each.
PRESTIGIOUS ACADEMIES
War College of Goshen
Canopian Institute of War
A character with the Extra Income Trait receives (or pays out) money on a monthly basis due to a stipend, low-risk investment or personal debt beyond his current employment. How much money comes in (or goes out) on a monthly basis (always assessed at the start of the month) depends on this Trait’s TP score as defined in the Extra Income Trait Table below. Positive-TP Extra Income Traits reflect a regular income, while negative-TP Extra Income Traits reflect an ongoing debt. The funds are covered electronically, drawing off the character’s savings regardless of his physical location. However, before game play begins, the gamemaster and the player of a character with Extra Income must define all of the character’s Extra Income Traits, to determine what cause and conditions maintain this flow of money. If the Extra Income is a stipend, such funds may come with conditions the character must uphold to continue receiving them. In the case of a debt, a certain total balance may remain outstanding (for which the debt may only be covering the interest). Extra Income Traits are identity-based and must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108), to a maximum of one Extra Income Trait per identity. A character with multiple Extra Income Traits must distribute them among all aliases as appropriate. Some other Traits—specifically, Property and Rank—represent other avenues of regular income the character may receive. Because these Traits incorporate some form of payments already, the Extra Income Trait cannot represent additional income from such Traits. Any funds the character receives for his ingame employment (such as characters serving with a mercenary command, active military service or corporate entity) are likewise not covered by the Extra Income Trait.
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
FAST LEARNER [CHARACTER] Trait Type [TP Score]: Positive, Opposed [+3 TP] “Training manual? I don’t need no malfing training manual!” A character with the Fast Learner Trait can pick up and improve Skills faster than many other characters of equal intelligence. Fast Learner reduces the experience cost for Skills by 10 percent, both during character generation (see p. 85) and Skill advancement (see p. 333). The Slow Learner Trait opposes the Fast Learner Trait. If a character with Fast Learner receives or purchases Slow Learner (or vice versa), the Traits cancel each other out.
FIT [CHARACTER]
Orloff Military Academy
THE UNIVERSE BEFORE YOU
Trait Type [TP Score]: Positive, Opposed [+2 TP] “Rise and shine, flabby! We got us ten kilometers to run before breakfast, and that hill ain’t gonna climb itself!” A character with the Fit Trait—from either a blessed metabolism or a healthy lifestyle of proper diet and exercise—has excellent endurance and physical prowess beyond the norm for a typical character with equivalent Attributes. This Trait confers a +1 roll modifier to any Attribute Check against the character’s BOD or STR scores (but not to Skill Checks involving those as Linked Attributes). The Fit Trait also halves the character’s Fatigue (rounding down) from strenuous activity such as running, sprinting or lifting heavy objects (see Fatigue, p. 189). Finally, characters with this Trait recover an additional 2 points of Fatigue per turn. The Handicap Trait (at any level) opposes the Fit Trait, but unlike most Traits, Fit and Handicap do not cancel each other out in their entirety. Instead, the character must offset any Handicaps by purchasing enough “additional” Fit Traits to balance the negative TP score of all Handicaps (in essence using Fit’s positive TPs to cancel out the negative TPs of Handicap). Only after all such Handicaps are “bought off ” in this fashion can the character receive a Fit Trait (so long as the Fit Trait attains its full TP score of +2). If any of the character’s Handicaps are described as genetic, however, no amount of Fit Trait points will cancel out the disorder, and the character can never receive the Fit Trait.
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
ew Avalon Institute of Science Scienc New
117
G-TOLERANCE [CHARACTER] Trait Type [TP Score]: Positive [+1 TP] “You think that’s bad, ground-pounder? Wait till we hit open space and the captain really opens up the throttle!” A character with the G-Tolerance Trait is less affected by the stresses of variable gravity conditions, including zero-gravity operations and high-gravity maneuvers. Characters with this Trait suffer half the roll modifiers applied from non-standard gravity conditions and acceleration (see Planetary Conditions under Special Case Rules, p. 230), as well as half the Fatigue from such conditions (see Fatigue under Personal Combat, p. 189). G-Tolerant aerospace pilots also apply a +1 modifier to Piloting Skill Rolls when executing high-G maneuvers (such as those described on p. 78 of Total Warfare), and receive a +1 roll modifier to any RFL Attribute Checks made to resist the effects of sudden inertia (such as while onboard a DropShip attempting a sudden maneuver or acceleration).
GLASS JAW [CHARACTER] Trait Type [TP Score]: Negative, Opposed [–3 TP] “…But…I barely even touched him!” A character with the Glass Jaw Trait is far more susceptible to injury than his BOD Attribute may indicate. When sustaining injury of any kind, a character with Glass Jaw multiplies any personal damage sustained by 1.5 (rounding up), and multiplies any Fatigue suffered from combat by 2. The Toughness Trait opposes the Glass Jaw Trait. If a character with Glass Jaw receives or purchases Toughness (or vice versa), the Traits cancel each other out.
GOOD HEARING [CHARACTER] Trait Type [TP Score]: Positive [+1 TP] “What do you mean, ‘Didn’t I hear that?’? Dogs couldn’t even have heard that!” A character with the Good Hearing Trait has better-than-average hearing. This Trait applies a +1 roll modifier to any Perception Skill Checks where hearing is a factor, but has no impact on combat action rolls. The Poor Hearing Trait (at any level) opposes the Good Hearing Trait. If a character with Good Hearing receives or purchases Poor Hearing (or vice versa), the Traits cancel each other out.
A character with the Gregarious Trait has a knack for dealing with people beyond what his normal CHA Attribute might indicate. This Trait applies a +1 roll modifier to any Skill Checks where social interaction is a factor (at the gamemaster’s discretion). The Introvert Trait opposes the Gregarious Trait. If a character with Gregarious receives or purchases Introvert (or vice versa), the Traits cancel each other out.
GREMLINS [CHARACTER] Trait Type [TP Score]: Negative, Opposed [–3 TP] “What the—? ‘Load Ammo Error?’ What does that even mean? This is a Wolfhound!” A character with the Gremlins Trait seems to be incredibly bad with machines, often to the point where anything more sophisticated than a pencil may inexplicably break down or fail on them at a crucial moment. A character with this Trait is so bad with machines that even his attempts to understand technological systems seem to bog down on the intellectual level, resulting in a 10 percent increase to the XP costs for raising or purchasing any Technician Skill. In addition, characters with this Trait receive a –1 roll modifier for using any equipment with a Tech Rating of B or higher, and suffer a fumble result when using any such equipment on a natural roll of 2 or 3. On a natural roll of 2, in fact, the equipment undergoes a breakdown (determined by the gamemaster); weapons that normally fail on such rolls get jammed or fused, requiring repairs before they may be used again. The Tech Empathy Trait opposes the Gremlins Trait. If a character with Gremlins receives or purchases Tech Empathy (or vice versa), the Traits cancel each other out.
HANDICAP [CHARACTER] Trait Type [TP Score]: Negative, Multiple, Opposed [–5 to –1 TP] “Look at this file! Says here he’s an asthmatic; he’s allergic to synthleather; his speech is slurred thanks to a stroke he had at age twelve; and he can’t run half a kilometer without stopping for breath every hundred meters or so. And still they put this guy on the front lines?”
HANDICAP TRAIT TABLE Trait TP
GOOD VISION [CHARACTER] Trait Type [TP Score]: Flexible, Opposed [+1 TP] “It was dark, he was pretty far away, and things happened pretty quickly, but I’m positive the shooter was wearing a Third Division unit insignia.” A character with the Good Vision Trait has better-than-average visual acuity. This Trait applies a +1 roll modifier to any Perception Skill Checks where vision is a factor, but has no impact on combat action rolls. The Poor Vision Trait (at any level) opposes the Good Vision Trait. If a character with Good Vision receives or purchases Poor Vision (or vice versa), the Traits cancel each other out.
Sample Handicap
Sample Handicap Effects
–1
Serious Allergy
–1 to all rolls when Handicap is triggered
–2
Crippling Allergy
–3 to all rolls when Handicap is triggered or +1 Fatigue for strenuous activity (see Fatigue, p. 189)
–3
Minor Disability
No functionality in a small area such as a hand or foot, or +2 Fatigue for strenuous activity (see Fatigue, p. 189)
–4
Major Disability
No functionality in a larger area or system, such as an arm or a lung, or double Fatigue for strenuous activity (see Fatigue, p. 189)
–5
pp g Crippling Disability
Poor functionality throughout the body, such as paralysis or emphysema
GREGARIOUS [CHARACTER] Trait Type [TP Score]: Positive, Opposed [+1 TP] “Janos, you sly dog! Come over here! I want you to meet my new friends! We’re going to start a mercenary company together, and I think you’d be perfect for the command lance!”
A character with the Handicap Trait has some kind of physical or mental impairment that isn’t covered by other Traits (specifically, Traits such as Compulsion, Glass Jaw, Lost Limb, Poor Vision, Poor Hearing, Slow Learner, Thin Skinned or Transit Disorientation Syndrome). The TP score for a Handicap determines how detrimental it is to the character’s behavior and capabilities in game play, but the cause and nature of each Handicap should be thoroughly discussed between player and gamemaster beforehand to get a feel for how extensive and limiting it is. Handicaps with a –1 or –2 TP score, for example, reflect minor afflictions such as allergies or a reduced endurance for strenuous activity, while Handicaps with a –4 or –5 TP score may reflect far more extensive disabilities, like a chronic and mobility-robbing disorder that requires constant medical care to keep in check. The Handicap Trait Table below provides basic rules and examples of how severely this Trait may affect a character, but gamemasters and players should agree to the overall effects before play begins, and may add more specific limitations as well. The Fit Trait opposes all Handicap Traits a character may possess, but unlike most Traits, Fit does not cancel Handicap out in its entirety. Instead, a character with Handicap may not cancel out these negative Traits until he has received an equal or greater number of Trait points from the Fit Trait. If, however, any of the character’s handicaps are described as genetic, no amount of Fit Trait points will cancel out the disorder, and the character can never receive the Fit Trait. Handicap Traits may not be “doubled up” with other physical deficiencies the character suffers from. If a limb or other body function already suffers from the effects of another negative Trait—such as Lost Limb, Glass Jaw or Poor Vision—a Handicap Trait that effectively describes the same malady cannot be applied.
ILLITERATE [CHARACTER] Trait Type [TP Score]: Negative, Opposed [–1 TP] “Right! Hit the button marked ‘Core Dump’! Right!…What does that one look like?” A character with the Illiterate Trait cannot read, despite his level of Language Skills. This may stem from a lack of proper schooling or a mild mental handicap that impairs his ability to easily comprehend the written word. Characters
with this Trait treat all Skills where INT is a Linked Attribute as an untrained Skill in game play, but only if some form of reading is required to complete the action (at the gamemaster’s discretion). Illiterate characters who also lack the Skill in question still determine the action’s TN as normal, but can only resolve it by rolling 3D6 and using the lowest two dice results to complete the action. Furthermore, when purchasing or improving Skills that rely on INT as a Linked Attribute, or which have an Advanced training requirement (CA or SA Skills), the Illiterate Trait adds 10 percent to the Skill’s XP cost (round up). The Illiterate Trait is not opposed by another Trait, but instead is opposed by any Language Skill with a level of 4 or better. If a character with Illiterate receives or improves a Language Skill to level 4 or more, the Illiterate Trait is cancelled out.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
IMPATIENT [CHARACTER] Trait Type [TP Score]: Negative, Opposed [–1 TP] “Okay, people. Like in the drills. On my mark, we—Goddammit, Leon, no! Hold your fire! Hold your fire!” A character with the Impatient Trait suffers from a compulsive inability to wait, even when it might be in the character’s best interests. In game play, characters with this Trait apply a –1 modifier to all rolls for Skill and Attribute Checks that require a significant amount of time and focus (such as any Skill or action classified as Complex). In addition, the character may only accumulate a maximum +2 roll modifier for Careful Aim, and may gain no modifiers for taking extra time on complex tasks. The Patient Trait opposes the Impatient Trait. If a character with Impatient receives or purchases Patient (or vice versa), the Traits cancel each other out.
IMPLANT/PROSTHETIC [CHARACTER] Trait Type [TP Score]: Positive, Multiple [+1 to +6 TP] “Oh, yeah. Lost the arm in ’63, doing some of the Prince’s dirty work. They fixed me up real well, though; can’t hardly tell it’s a fake, can you?” A character with the Implant/Prosthetic Trait has lost a limb or organ, but has managed to secure a replacement before the start of game play. This Trait allows the character to reduce the debilitating effects of a Lost Limb, Poor Hearing, or Poor Vision Trait, but only as well as the Implant/Prosthetic allows (as indicated in the Implant/Prosthetic Trait Table). Furthermore,
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
IMPLANT/PROSTHETIC TRAIT TABLE Trait TP +1 +2 +3 +4 +5 +6 +7
Available Implant/Prosthetic Type 1 Prosthetic (Finger/Hand/Foot/Leg); Hearing Aid (Ear); Corrective Lens Implant (Eye); Cosmetic Surgery (Full Body)* Type 2 Prosthetic (Finger/Hand/Foot/Leg); Hearing Aid (Ear); Corrective Lens Implant (Eye)** Type 3 Prosthetic (Finger/Hand/Foot/Leg); Bionic Replacement (Ear); Corrective Lens Implant (Eye) Type 4 Prosthetic (Finger/Hand/Foot/Leg); Bionic Replacement (Ear); Bionic Replacement (Eye) Type 5 Prosthetic (Finger/Hand/Foot/Leg); Bionic Replacement (Ear); Bionic Replacement (Eye) Type 6 Cloned Replacement (Finger/Hand/Foot/Leg)†; Elective Myomer Replacement (Hand/Foot/Arm/Leg) Type 6 Cloned Replacement (Finger/Hand/Foot/Leg/Ear/Eye)†; Elective Myomer Replacement (Full Body)
GAMEMASTERING GUIDE
INDEX
*Treat Cosmetic Surgery as an Attractive Trait (see Attractive Trait, p. 108). **Clan characters may also purchase an EI Neural Implant (see p. 316) at this Trait level as long as they remain with the Clans. †Clan characters may purchase these Implant/Prosthetics at 1 TP less as long as they remain with the Clans.
119
A Clan War veteran, Captain Pascalin solemnly toasts the comrades he lost on far away Huntress with a sympathetic bartender.
because most prosthetics are mere replacements for the real thing, and may be unplugged or damaged, should any damage befall the character and affect these replacements, the character’s healing process will require both medical and technical aid. For a full explanation of how implants and prosthetics work in game play, consult the rules for such equipment on pp. 314-316 of the Equipment section. This Trait reflects only prosthetics and implants a character may receive as replacements for damaged body parts before the start of game play, not “enhanced” prosthetics with extra features, or prosthetics and implants that may be installed at a later date. Characters may not acquire implants or prosthetics through XP alone. A character may receive multiple Implant/Prosthetic Traits, but only to a maximum of one per limb, plus one for each ear and eye replaced. Any implant described as “full body” applies to all limbs, but not the eyes and ears.
IN FOR LIFE [CHARACTER (IDENTITY)] Trait Type [TP Score]: Negative, Multiple [–3 TP] “Michael-san, the oyabun would like a word with you…”
A character with the In For Life Trait is (or was) a member of a large and secretive organization, or is bound by oath, personal honor or some other intangible means to the will of another individual or group. This obligation may stem from any number of sources, so it is important for the player and the gamemaster to coordinate on the Trait’s origins and nature, as they may warrant the creation of suitable non-player characters to whom the character is beholden. Personal life debts may be tied to one (or more) of the character’s connections (see the Connections Trait, p. 111), for example, while an organization the character feels compelled to obey might actually be represented by an enemy persona (see the Enemy Trait, p. 113). In game play, an organization or individual for whom the character is In For Life may call upon the character for favors, fullblown missions or even a final resolution of his life debt at any time—even one detrimental to the character. The character must obey these missives for as long as the “master” organization or individual considers him so beholden, but unlike a connection, such “masters” may offer the character little in return and may even be unlikely to offer aid or resources for such missions. Nevertheless,
LOST LIMB TRAIT TABLE Trait TP
Missing Limb
Missing Limb Effects
–1
1-2 Fingers (same hand)
–1 to all DEX-related rolls using affected hand
–1
1-3 Toes (total)
–1 to all RFL-related rolls related to balance
–2
3-4 Fingers (same hand)
–2 to all DEX-related rolls using affected hand
–2
4+ Toes (total)
–2 to all RFL-related rolls related to balance; –1 from all movement rates
–3
Hand or Foot
–3 to all DEX-related rolls (Hand)*; –1 RFL and half movement** (Foot)
–4
Hand or Foot
–3 to all DEX-related rolls (Hand)*; –1 RFL and half movement** (Foot)
Arm or Leg
–4 to all DEX-related rolls (Arm)*; half RFL**, quarter walking movement**, and may not run, sprint, evade or jump (Leg)
–5
*Applies to any Complex Actions; any action that requires two hands becomes impossible. **Round down Note: A character that suffers the loss of both arms cannot perform any DEX-related DEX related actions without prosthetic replacements; a character that suffers the loss of both legs cannot move without some form of assistance.
a character’s failure to uphold such an obligation could transform the “master” into an enemy, and could even result in a Bloodmark (see Bloodmark Trait, p. 109) against the character if the “master” has the resources and inclination to do so. In For Life Traits are identity-based and must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). A character with multiple In For Life Traits must distribute them among all aliases as appropriate.
INTROVERT [CHARACTER] Trait Type [TP Score]: Negative, Opposed [–1 TP] “Well, uh, I was wondering. That is, ah, if you’re not busy or anything. Erm, maybe, would, um. Gosh, this is hard. I guess, um, what I’m trying to say is, well, ah…” A character with the Introvert Trait has difficulties dealing with people beyond what his normal CHA Attribute might indicate, because of innate shyness or some other social ineptitude. This Trait applies a –1 roll modifier to any Skill Checks where social interaction is a factor (at the gamemaster’s discretion). The Gregarious Trait opposes the Introvert Trait. If a character with Introvert receives or purchases Gregarious (or vice versa), the Traits cancel each other out.
LOST LIMB [CHARACTER] Trait Type [TP Score]: Negative, Multiple [–5 to –1 TP] “My legs! My legs! Dear God, what happened to my legs!?” A character with a Lost Limb Trait has lost all of—or a significant portion of—one of his limbs through a birth defect or an injury. The TP value of this Trait varies with the extent of the damage, with a –1 or –2 TP Lost Limb reflecting missing fingers or toes, while a –3 to –4 Lost Limb reflects a missing foot or hand, and a –5 TP Lost Limb reflects a missing leg or arm. The Lost Limb Table outlines the game play effects of these missing limbs. A character may possess multiple Lost Limbs. However, any hand that suffers the loss of five fingers should be treated as a missing hand. The Implants/Prosthetics Trait technically opposes the Lost Limb Trait. However, as most prosthetics are easily removable at any time, a Lost Limb Trait is not truly cancelled out by a Prosthetic Trait of equivalent type, unless the prosthetic is classified as a Type 6 (Cloned Replacement Limb) or is otherwise permanent (such as a myomer implant).
NATURAL APTITUDE [CHARACTER] Trait Type [TP Score]: Positive, Multiple [+3 or +5 TP] “Let me give it a try. I have a knack for this kind of thing…” A character with the Natural Aptitude Trait has an affinity for a particular Skill (or, when applicable, a particular Subskill) that goes beyond mere training. Though a character may possess multiple Natural Aptitude Traits, the number of these may not exceed the character’s INT Attribute. The TP score for this Attribute is based on the Skill’s complexity rating, with a +3 TP Natural Aptitude applying to Basic Skills (CB or SB) and +5 TP Natural Aptitude applying to Advanced Skills (CA or SA). In game play, the Skill Check for any Natural Aptitude Skill in which the character has any levels (including Level 0) are rolled using the best two dice of 3D6, rather than a normal 2D6. This same best-of-three rule applies to untrained Skill Checks as well.
PAIN RESISTANCE [CHARACTER] Trait Type [TP Score]: Positive [+3 TP] “Is that all you got!? My mother hits harder than that!” A character with the Pain Resistance Trait has an exceptional ability to ignore more pain than others. While this Trait does not reduce the damage inflicted against the character, it does reduce all Injury modifiers (to Action Checks and movement effects) by 1 point (to a minimum of 0), and allows characters to ignore the Stun effect for any injuries sustained as long as the character has sustained less than his BOD score in standard damage, including those from Fatigue damage points.
PATIENT [CHARACTER] Trait Type [TP Score]: Positive, Opposed [+1 TP] “Hold your hell’s horses, laddie! Do you want it done now, or do you need it done right?” A character with the Patient Trait has better focus and selfcontrol, even in high-pressure situations that might force others to haste. In game play, characters with this Trait apply a +1 modifier to all rolls for Skill and Attribute Checks that require a significant amount of time and focus (such as any Skill or action classified as Complex). In addition, the character may accumulate a maximum +4 roll modifier for Careful Aim, and may double any positive modifiers for taking extra time on complex tasks, reflecting the character’s focus and perseverance. The Impatient Trait opposes the Patient Trait. If a character with Patient receives or purchases Impatient (or vice versa), the Traits cancel each other out.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
PHENOTYPE [CHARACTER] Trait Type [TP Score]: Neutral, Restricted [0 TP] “I don’t care what the biologists say. If you’ve ever seen one of those vat-born freaks, you’d know they aren’t human anymore!” Technically, all characters receive a phenotype upon creation, but unless the character in question is a Clan trueborn, the only option available in A Time of War is defined simply as “normal human”. Trueborn Clansmen, however, have been eugenically bred toward other phenotypes as well, and must select the Aerospace, Elemental or MechWarrior phenotypes for their characters. This Phenotype Trait has no TP score, but all characters must possess one and only one phenotype. If a character has no Phenotype Trait assigned, he or she is presumed to be a normal human. The Phenotype Trait Table identifies the properties of each phenotype. Each phenotype provides free modifiers to the character’s base Attributes, which are applied after the character has spent XP on these Attributes, but which may not exceed the listed Attribute maximums (shown in parentheses) for that phenotype. For example, a trueborn Elemental receives an additional +2 Attribute points in Strength, but cannot exceed STR 9 (10 with an Exceptional Attribute), even with these bonus points. Additional Bonus Traits are provided as well (if any), which cost the character no XPs when taken with the phenotype. Attributes modified by the Phenotype Trait should note their modifiers separately on the Attribute score, to minimize confusion regarding the XP-to-score ratio. For instance, a Clan Elemental’s STR with 600 XPs in the Attribute would list its score as “6 + 2”, and would make rolls as if the Attribute had
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PHENOTYPE TRAIT TABLE Attribute Modifiers (Maximum)* Phenotype Normal Human
STR
BOD
DEX
RFL
INT
WIL
CHA
EDG
Bonus Traits
+0 (8)
+0 (8)
+0 (8)
+0 (8)
+0 (8)
+0 (8)
+0 (9)
+0 (9)
None
Aerospace
–1 (7)
–1 (7)
+2 (9)
+2 (9)
+0 (9)
+0 (8)
+0 (8)
+0 (8)
G-Tolerance, Glass Jaw, Field Aptitude: Clan Fighter Pilot
Elemental
+2 (9)
+1 (9)
–1 (7)
+0 (8)
+0 (8)
+0 (9)
+0 (8)
+0 (8)
Toughness, Field Aptitude: Elemental
MechWarrior
+0 (8)
+0 (8)
+1 (9)
+1 (9)
+0 (8)
+0 (8)
+0 (9)
+0 (8)
Field Aptitude: Clan MechWarrior
*Increase Maximum Attribute value by +1 if the Attribute is modified by the Exceptional Attribute Trait (see p. 116). For example, a character afflicted with a –3 TP Poor Hearing Trait suffers a –3 roll modifier when attempting to hear sounds using his Perception Skill, as well as a –2 modifier to his Initiative roll (–3 ÷ 2 = –1.5, rounded down to –2). At –5 TP, hearing anything becomes impossible. Hearing-based Action Checks automatically fail, and a –3 modifier applies to all Initiative rolls in personal combat. The Good Hearing Trait opposes the Poor Hearing Trait. However, as Poor Hearing can vary in score, reflecting a broad range of hearing disability, Poor Hearing is not cancelled out by a single instance of Good Hearing; instead, it merely loses 1 negative TP. The Poor Hearing Trait is not cancelled out entirely unless a character receives (or purchases) enough points in Good Hearing to negate it.
a score of 8. Attribute maximums still apply to the sum of the Attribute and its Phenotype Trait modifier. Field Aptitude To reflect their intense breeding, upbringing and training, Clan trueborns receive a special “sub-Trait” along with their phenotypes called a Field Aptitude. The Field Aptitude applies to all Skills within the trueborn’s appropriate Training Field (Clan Fighter Pilot, Elemental or MechWarrior), and applies a permanent –1 TN modifier to those Skills. Simple-Basic Skills receive a TN of 6, Simple-Advanced Skills get a TN of 7, Complex-Basic Skills have a TN of 7 and Complex-Advanced have TN 8.
POISON RESISTANCE [CHARACTER] Trait Type [TP Score]: Positive [+2 TP] “I drank what!?” A character with the Poison Resistance Trait is blessed with a metabolism that is particularly resistant to poisons and toxins, including alcohol, narcotics and other chemicals. This Trait applies a +2 modifier to all Attribute Checks made to resist the effects of poisons, drugs and alcohol.
POOR VISION [CHARACTER] Trait Type [TP Score]: Negative, Opposed [–9 to –2 TP] “Son of a branth! That DropShip wasn’t there a moment ago!” A character with the Poor Vision Trait has bad eyesight due to a birth defect or later injury. The severity of this condition varies with the Trait’s TP score; a –2 TP Poor Vision Trait represents minor loss of visual acuity (including night blindness or color blindness), while a –9 TP Poor Vision translates to total blindness (in both eyes). The character with this Trait suffers half its TP
POOR HEARING [CHARACTER] Trait Type [TP Score]: Negative, Opposed [–5 to –1 TP] “What!?” A character with the Poor Hearing Trait suffers from hearing loss due to a birth defect or later injury. The severity of this condition varies with the Trait’s TP score; a –1 TP Poor Hearing Trait represents minor hearing loss, while a –5 TP Poor Hearing translates to complete deafness (in both ears). In game terms, the TP score for this Trait is applied as a roll modifier to any hearingbased Action Checks. The character also suffers a personal combat Initiative roll modifier equal to half the Trait’s score (rounding down), reflecting his difficulty in picking up vital cues in the midst of personal combat.
PROPERTY TRAIT TABLE Trait TP
Average Land Area
Average Annual Personal Income
+1 +2 +3
2 sq. km 4 sq. km 6 sq. km
20,000 C-bills 40,000 C-bills 60,000 C-bills
+4
8 sq. km
80,000 C-bills
+5
10 sq. km
100,000 C-bills
+6 +7 +8 +9 +10 +11*
600 sq. km 1,200 sq. km 6,000 sq. km 20,000 sq. km 120,000 sq. km 600,000 sq. km
200,000 C-bills 400,000 C-bills 800,000 C-bills 1,600,000 C-bills 15,000,000 C-bills 125,000,000 C-bills
Example Landhold Small farm or shop Medium-sized farm or office complex Large agriplex or small factory Major commercial center or small spaceport Major industriplex, town-sized factory, castle or fort Small town or village Large town or city Small continent or large islands Continental land mass Small moon or multiple continents Planet
*Property levels above the +10 TP level cannot be attained during character creation, but may be achieved through advanced game play, if the gamemaster allows it.
score (rounded down) as a modifier to any vision-based Action Checks or personal combat Initiative rolls. For example, a character with a –3 TP Poor Vision Trait suffers a –2 roll modifier (–3 ÷ 2 = –1.5, rounded down to –2) when attempting to make out a target or object details, or roll Initiative in personal combat. At –9 TP, seeing anything becomes impossible. Vision-based Action Checks automatically fail, and a –5 modifier applies to all Initiative rolls in personal combat. Operating any kind of vehicle (including ’Mechs) becomes impossible as well. The Good Vision Trait opposes the Poor Vision Trait. However, as Poor Vision can vary in score, reflecting a broad range of visual disability, the Trait is not cancelled by a single instance of Good Vision. Instead, it merely loses 1 negative TP. The Poor Vision Trait is not cancelled out entirely unless a character receives (or purchases) enough points in Good Vision to negate it.
PROPERTY [CHARACTER (IDENTITY)] Trait Type [TP Score]: Positive, Multiple [+1 to +10 TP] “Be it ever so humble, there’s no place like my winter castle on Tatyana…”
PROPERTY ADMINISTRATION MODIFIERS TABLE Condition
Modifier
Property Status Property near a Clan border
–2
Property near Periphery
–1
Property near other border
–1
Property is water-poor
–1
Property is water-rich
+1
Property is agricultural
+1
Property is lightly industrialized
+1
Property is heavily industrialized
+2
Property-Holder Status Character has no Title Trait Character has Title Trait Character has Reputation
–3 +(Title TP ÷ 3)* +(Reputation TP)
Non-Military Events Natural Disaster (Minor)
–2
Natural Disaster (Major)
–4
Political Scandal (Minor)
–1**
Political Scandal (Major)
–2**
Military Events Property Raided (Lightly)
–2
Property Raided (Heavily)
–3
Property Invaded (and Defended)
–4**
Property Invaded (and Conquered)
–6**
*Round down **An additional –2 applies to the scandals if the property-holder is part of the scandal; an additional +3 applies if the property-holder took an active role in the defense.
A character with the Property Trait holds land (or other real estate) that provides a steady source of income. The amount of land owned by the character depends on the Trait’s TP score as indicated in the Property Trait Table below, which also shows the annual income the property may generate for the character (determined at the end of the year). Note that these are averages only, and can vary wildly from faction to faction and world to world. Any character with at least one level of Wealth may possess a Property Trait up to a score of +5 TP. Above that point, characters may only possess Property Traits with a TP score equal to (or less than) their current Title Trait level (if any). Characters who belong to the Clans—whether trueborn, freeborn or captured from the Inner Sphere—may not possess Property Traits, though Clan characters who leave (or are removed from) the Clans may acquire property later on. In game play, a character’s property is his personal kingdom; while there, the character is effectively in command of the personnel and physical resources present, and may draw upon them as he sees fit. However, various local conditions can affect the income and support the property generates— including the property’s proximity to a hostile border, Clanheld territories, or the Periphery; its level of heavy industry and water resources; the character’s titular status (or lack thereof ); and any military, political or social scandals or disasters that befall the landhold (including natural disasters like earthquakes and floods, as well as military actions, like raids and enemy occupation). To determine how much these factors affect the character’s income from his property, the character must make an annual Administration Skill Check, applying the appropriate modifiers to the roll as indicated in the Property Administration Modifiers Table. If this Action Check succeeds, the property generates 5 percent more revenue than its annual average for every 2 points of MoS (rounding down). If the check fails, the property produces 5 percent less revenue than its annual average per point of MoF. If the check is a fumble, the character’s mismanagement is so severe that the gamemaster may assign additional effects, up to and including the character’s liege invoking an entailment clause, which effectively strips the landhold away from the character (non-titled characters experience this as a hostile takeover from a rival corporation or as expulsion from a company’s board of directors). For more complete rules on administrating a landhold, see Political and Military Power, p. 349-359. Property Traits are identity-based and must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). A character with multiple Property Traits must distribute them among all aliases as appropriate, with a maximum of one Property Trait (of any value) per identity.
RANK [CHARACTER (IDENTITY)]
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Trait Type [TP Score]: Positive, Multiple [+1 to +15 TP] “Don’t you ‘sir’ me, soldier! I’m a sergeant! I work for a living!” A character with the Rank Trait holds an official position in a military, paramilitary, police or intelligence organization. The TP score for this Trait indicates the level of authority the rank carries, with ranks identified by the letter “E” reflecting enlisted ranks (E1, E2, E3 and so forth), and those noted by the
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GENERAL RANK TABLE Command Level Trait TP
Rank
Enlisted (Non-Clan)
Officer (Non-Clan)
Clan
+1
E1
Trainee
Cadet
None
+2
E2
Senior Trainee
Cadet
Point Second
+3
E3
Trooper
MechWarrior/Pilot
Point Cmdr/MechWarrior/ Pilot
+4
E4/O1
Squad Second
Lance Leader
Aerospace/Vehicle Point Cmdr
+5
E5/O2
Squad Second/ MechWarrior/Pilot
Company Second
Star Commander
+6
E6/O3
Squad Leader
Company Commander
Star Commander
+7
E7/O4
Platoon Second
Battalion Commander
Nova Commander
+8
E8/O5
Platoon Leader
Regimental Second
Nova Commander
+9
E9/O6
Lance Second
Regimental Commander
Trinary Commander
+10
E10/O7
Battalion NCO
Brigade Commander
Supernova Commander
+11
E11/O8
Regiment NCO
‘Mech Brigade Cmdr
Cluster Commander
+12
E12/O9
NCO of the Army*
Division Commander
Galaxy Commander
As with Wealth and Equipped, the Rank Trait reflects the character’s present active-duty rank. If the character later leaves the organization or moves to a different one that does not acknowledge the rank structure— such as moving into the civilian sector after military service—the character’s Rank Trait (and all authority and pay that go with it) may be forfeit, reducing this Trait to a value of 0 TPs. Rank Traits are identity-based and must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). A character with multiple Rank Traits must distribute them among all aliases as appropriate.
REPUTATION [CHARACTER (IDENTITY)]
Trait Type [TP Score]: Flexible, Multiple [–5 to +5 TP] +13 O10 N/A Corps Commander saKhan* “Well, bless my soul! It’s Evelyn Czerny, +14 O11 N/A Army Commander Khan* as I live and breathe! I hope you don’t find it presumptuous, but can I shake +15 O12 N/A House Lord* ilKhan* your hand? You’ve been a hero of mine *These ranks are not attainable during character generation, but may be attained through advanced game play, if the gamemaster allows it. since your fight in the Factory back in ’62…I don’t normally do this, but…can letter “O” reflecting officer ranks (O1, O2, O3 and so forth). Officer I have your autograph?” ranks may not be selected by characters that have not also taken A character with a Reputation Trait is famous (or infamous) for the Officer Skill Field. some reason or other, and may be easily recognized far and wide Characters who are not part of a military, paramilitary, police or by admirers and enemies alike. The Reputation Trait Table loosely intelligence group do not ordinarily require a Rank Trait, though defines the extent of a character’s Reputation, based on the Trait’s at the gamemaster’s option, a Rank Trait may be used to denote TP score. Positive-TP Reputations reflect fame and (generally) the character’s position in another workplace or political setting. admiration, while negative-TP Reputations reflect stigmas, infamy A description of the common military ranks used by most of and outright hatred. the factions in the BattleTech universe begins on p. 356, but for This kind of fame or infamy can affect the character’s dealings purposes of determining a ranked character’s level of overall with others in any realms or regions where the Reputation authority, consult the General Rank Table. Trait applies. The character receives a +1 roll modifier to all Players whose characters hold rank through a Rank Trait may be technically in charge in the chain of command, but for the REPUTATION TRAIT TABLE best role-playing experience, gamemasters should temper the authority of the Rank Trait with appropriate responsibilities. For Trait TP Reputation (Region) example, a ranked character may have a superior officer of his own, who constantly checks his work in the name of discipline Effectively unknown (scarcely recognized beyond +0 and fairness; or perhaps the rank carries with it a ubiquitous co-workers, family and friends) paperwork requirement that keeps the ranked character chained Known (usually recognized on a single world or +1 or –1 to his desk for more hours in a day than he’d prefer. (Additional within a minor power) suggestions appear under Political and Military Power, p. 349). Well known (recognized in entire Great House A player may not increase his character’s Rank Trait by spending +2 or –2 region, minor Inner Sphere powers, or in a single XP once game play has started. Instead, whether the character Clan or Periphery state) retains his rank, advances or suffers demotion is entirely up to the Very well known (known across an entire Successor character’s determination and the situations presented to him by +3 or –3 State or across at least two Clan or Periphery states) the gamemaster. A character who is constantly successful in his Extremely well known (recognized in at least two career may advance quickly, while a character who loses battles or +4 or –4 Successor States, or across all Clan or Periphery lacks discipline may get demoted. (Clan characters must requalify states) every year with a Trial of Position, proving the right to retain their Universally known (recognized across the entire rank through ritual combat.) +5 or –5
Inner Sphere, Periphery and Clan space)
Negotiation, Protocol and Streetwise Action Checks if the TP score for this Trait is positive, or a –1 roll modifier to the same Action Checks if the TP score is negative. Reputation scores above or below 0 also impose a –2 roll modifier to Disguise Action Checks—regardless of whether the Trait’s TP score is positive or negative—as the character’s face is well known in the region where his Reputation applies. A +2 modifier also applies to any rolls made by characters investigating or researching the famous or infamous character’s background for Dark Secrets or Alternate IDs (see Alternate ID, p. 108 and Dark Secret, p. 112, respectively). Reputation Traits are region- and identity-based and must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). A character with multiple Reputation Traits must distribute them among all aliases as appropriate, to a maximum of one Reputation Trait per identity. In the case of characters with multiple identities, if a connection is exposed between multiple aliases that have Reputation Traits, the exposed aliases receive the lowest-TP Reputation between them. If multiple connected aliases are exposed at once—each with a different level of Reputation—the lowest of all the exposed aliases will apply to the character. Ben Tsukade is an ISF double agent, currently masquerading as a Lyran shipping magnate named Bjorn MacDuff on Solaris VII. He also has a second Alternate ID: Eric Misato, a FedSuns mercenary liaison from Robinson, allegedly taking a much-needed vacation in the Lyran Alliance. As himself, Ben has a +3 TP Reputation in the Draconis Combine, but his Bjorn MacDuff character— known for crude behavior and a knack for crushing smaller businessmen in search of the almighty kroner—has amassed a –2 TP Reputation (and likely an enemy or two). Eric, in the meantime, has no Reputation to speak of. An enemy of Bjorn, intent on exposing any dirty laundry he can find, gets more than he bargained for when he exposes Ben’s alternate Eric persona while digging through Bjorn’s financial records. Determined to bring Bjorn down, this enemy tips off the Lyran Intelligence Corps, who quickly confirm the connection between Bjorn and Eric. Eric thus suddenly receives Bjorn’s –2 TP Reputation, as the lowest Reputation score of the two exposed aliases, while the LIC issues a warrant for both aliases’ arrest. Though Ben’s ISF persona has not yet been exposed, his dramatic escape from LIC agents at the Solaris Spaceport soon leads the Lyrans to investigate his background further, eventually exposing the link between all three identities. Thoroughly exposed when the Lyrans spam every newsnet in the region with images of all three aliases, all three identities suddenly receive the –2 TP Reputation Trait as known aliases of a Combine spy.
SIXTH SENSE [CHARACTER] Trait Type [TP Score]: Positive [+4 TP] “There’s something in the air tonight; I can feel it! Better tell the squad to lock and load. I think the Robes are making their push tonight!” A character with the Sixth Sense Trait has a special intuition that tends to offer inexplicable insight into unusual or dangerous situations—a gut instinct that goes beyond reason.
Such characters receive a +3 roll modifier to Perception Skill Checks made to determine whether they are surprised, and may also receive further “feelings” of imminent danger at the gamemaster’s discretion. A Sixth Sense feeling isn’t as accurate or well honed as a radar blip, but is instead more of a general sense that something is amiss. If a particularly deadly peril is looming, the gamemaster may allow a character with Sixth Sense to make a Perception Check, with a roll modifier applied based on the relative distance (in time or space) of the approaching danger. A successful roll gives the Sixth Sense character a feeling that “something’s not right,” while a roll with a significant MoS may impress the character with a more accurate sense that the enemy will attack soon (but with no solid idea of how many or from where the assault might come).
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SLOW LEARNER [CHARACTER] Trait Type [TP Score]: Negative, Opposed [–3 TP] “Can you go over that whole procedure one more time? I almost have it now…” A character with the Slow Learner Trait has difficulty picking up and improving Skills compared to other characters of equal intelligence. Slow Learner increases the experience cost for Skills by 10 percent during character generation (see p. 85) and Skill advancement (see p. 333). The Fast Learner Trait opposes the Slow Learner Trait. If a character with Slow Learner receives or purchases Fast Learner (or vice versa), the Traits cancel each other out.
TRAITS
SKILLS
COMBAT
TECH EMPATHY [CHARACTER] Trait Type [TP Score]: Positive, Opposed [+3 TP] “Let’s take a look…Well, this actuator seems nice and tight, but it looks like you have a loose myomer bundle here…Ah, there it goes! Nothing to it!” A character with the Tech Empathy Trait has an intuitive knack for gadgetry that goes beyond mere training. A character with this Trait can grasp the concept of operating technological systems faster than others, resulting in a 10 percent decrease to the XP costs for raising or purchasing any Technician Skill. In addition, characters with this Trait receive a +1 roll modifier for using any equipment with a Tech Rating of B or higher in non-combat situations (such as using the Computers Skill or any Technician Skill when not in the midst of raging crossfire). The Gremlins Trait opposes the Tech Empathy Trait. If a character with Tech Empathy receives or purchases Gremlins (or vice versa), the Traits cancel each other out.
THICK-SKINNED [CHARACTER] Trait Type [TP Score]: Positive, Opposed [+1 TP] “What’s the matter? Too cold for you? And you call yourself a Lyran…” A character with the Thick-Skinned Trait is especially resistant to the effects of extreme temperatures. A character with this Trait who is exposed to extreme temperatures (see Weather Conditions, p. 236) receives an additional 10 degrees of tolerance to extreme temperatures over that of a normal person (and an additional 5 degrees to the extremes of the “comfort zone”). In addition, any modifiers for extreme temperatures that apply are divided by 2 (rounding down).
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Breaking the monotony of extended field maneuvers, Sao-wei Philip Nguyen and his squad enjoy a meal of rice, rations—and a little of Si-ben-bing Stefanio’s “liberated” plum wine.
If a BOD Attribute Check to resist extreme temperature fails, the character suffers damage equal to 1 point of Fatigue times half the roll’s MoF (rounded up). If the character falls unconscious, he suffers 1 point of BOD Attribute reduction for every additional 20 minutes of exposure (rather than 10). The Thin-Skinned Trait opposes the Thick-Skinned Trait. If a character with Thick-Skinned receives or purchases Thin-Skinned (or vice versa), the Traits cancel each other out.
THIN-SKINNED [CHARACTER] Trait Type [TP Score]: Negative, Opposed [–1 TP] “Is it just me, or is it freezing on this DropShip?” A character with the Thin-Skinned Trait is especially susceptible to the effects of extreme temperatures. A character with this Trait who is exposed to extreme temperatures (see Weather Conditions, p. 236) loses 10 degrees of tolerance to extreme temperatures compared to that of a normal person (and also loses 5 degrees from the extremes of the “comfort zone”). In addition, any modifiers for extreme temperatures that apply are multiplied by 2. If a BOD Attribute Check to resist extreme temperature fails, the character suffers damage equal to 2 points of Fatigue times the roll’s MoF (rounded up). If the character falls unconscious, he suffers 1 point of BOD Attribute reduction for every additional 5 minutes of exposure (rather than 10). The Thick-Skinned Trait opposes the Thin-Skinned Trait. If a character with Thin-Skinned receives or purchases Thick-Skinned (or vice versa), the Traits cancel each other out.
TITLE/BLOODNAME [CHARACTER (IDENTITY)] Trait Type [TP Score]: Positive, Multiple [+3 to +10 TP] Most Inner Sphere states acknowledge hereditary peerage that places individuals in the ruling class by accident of birth and breeding rather than merit. While openly disparaging this “nobility,” the Clans also place great stock in the bloodlines of their warrior caste, essentially establishing their own form of familial politics based on ancestry traceable to the Clan founders. For the Inner Sphere and Clans alike, these titles—or Bloodnames—form the basis of power and influence that have dominated the Inner Sphere and Clan homeworlds alike since time immemorial.
Both the Title and Bloodname Traits are identity-based and must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). Inner Sphere characters may take multiple Title Traits, dispersing them among the character’s aliases as desired. Clan characters, however, may possess only one Bloodname, even if the character has somehow gained additional aliases. As not all Titles (or Bloodnames) are considered equal, each one’s value and power is linked to the Trait’s TP score as outlined in the table below. While functionally similar, Titles and Bloodnames have significant differences that are described in detail in the following paragraphs. Inner Sphere (Title) “Welcome aboard, your Highness! My crew and I stand ready to assist you, whatever your needs!” Players whose characters have noble status in the Inner Sphere through a Title Trait may technically hold political power, but for the best role-playing experience, gamemasters should temper this authority with appropriate responsibilities. While titles can be bestowed, many are inherited from generations past, forged in an agreement between the character’s family and their liege lords. A character with a Title Trait will likely have a liege lord to answer to, who constantly checks on the titled character’s activities in the name of familial honor and political control. Conversely, as titles may be revoked for particularly bad performance or treasonous activities, a non-Clan character with a title may face challenges from lesser nobility who covet the character’s status. Titles do not always confer power in the Inner Sphere; many, in fact, may be honorary, with no land grants attached. However, the Title Trait is used to establish the limit of how much land the character might rule over, as described under the rules for the Property Trait (see p. 123). In addition, players may choose a slightly cheaper form of a desired title by choosing to be an heir for that Title Trait instead. This places the character in line for the title without providing the authority or the full honors that come with it…yet. Choosing to be an Heir reduces the Trait’s cost by 1 TP.
GENERAL TITLE TABLE Trait TP
Title (Inner Sphere)
Bloodname (Clan)*
+3
Knight Bachelor*
Lesser Non-Exclusive Reaved Bloodname
+4
Knight Banneret*
Lesser Non-Exclusive Reaved Bloodname
+5
Baronet
Lesser Non-Exclusive General Bloodname
+6
Baron
Lesser Non-Exclusive Phenotype Bloodname
+7
Viscount
Greater Non-Exclusive General Bloodname
+8
Count/Earl
Greater Non-Exclusive Phenotype Bloodname
+9
Marquis
Lesser Exclusive General Bloodname
+10
Duke
Lesser Exclusive Phenotype Bloodname
+11**
Grand Duke**
Greater Exclusive General Bloodname
+12**
Prime Minister**
Greater Exclusive Phenotype Bloodname
+13**
Sovereign**
Kerensky’s Legacy
*This Title Trait (and all Bloodnames) cannot be taken as an Heir. **These titles are not attainable during character generation, but may be attained through advanced game play, if the gamemaster allows it. Note: Bloodnames identified as phenotypes refer to specific lines tied to MechWarrior, Aerospace and Elemental phenotypes. As with the Rank Trait, a player may not increase his character’s Title or Bloodname by spending XP once game play has started. Instead, whether the character retains his title, advances or has his title reduced by an angry liege is entirely up to the character’s determination and the situations presented to him by the gamemaster. A character who demonstrates constant loyalty and competence may improve his titled stature over time, while a character who abuses his vassals or fails to show the proper respect for his liege may suffer penalties up to a loss of his birthright. Titled characters who also have landholds (see the Property Trait, p. 123) also face the additional responsibility of their own holdings, which must be maintained, nurtured and protected, lest a rival or liege find them unworthy and strip away such assets. Clan (Bloodname) “Freeborn filth! How dare you show such disrespect? I am Eulice Winson of Clan Wolf! The honor of the founders flows through my veins! Who are you to oppose the legacy of Kerensky and the founders of our Clan?” Only a Clan trueborn can possess the Bloodname Trait, which grants the character the use of a last name belonging to one of the original founders of the Clans. To earn it, the character is presumed to have fought his way through the Trials of Bloodright, likely defeating several fellow Clansmen in his quest for the right to pass his genetics to future generations. Even though Bloodnames are technically inherited, this Trait cannot be taken as an Heir, nor can Clansmen who attain this Trait benefit from its level in determining whether or not the character may possess property, as Clan characters are forbidden to own property beyond what they have personally conquered. Unlike a title, a Clan trueborn’s Bloodname is permanent, irrevocable, and limited to a maximum of one per Clan character. The Bloodname’s TP score also cannot be raised or lowered once the character receives it, as its status in Clan society is rigid and unyielding.
TOUGHNESS [CHARACTER] Trait Type [TP Score]: Positive, Opposed [+3 TP] “Come to me, little Spheroid! Hit me with your best shot!” A character with the Toughness Trait is even less susceptible to injury than his BOD Attribute may indicate. When sustaining injury of any kind, a character with Toughness multiplies any personal damage sustained by 0.75 (rounding up), and multiplies any Fatigue suffered from combat by 0.5 (rounding normally, .5 rounds up). The Glass Jaw Trait opposes the Toughness Trait. If a character with Toughness receives or purchases Glass Jaw (or vice versa), the Traits cancel each other out.
TDS — TRANSIT DISORIENTATION SYNDROME [CHARACTER] Trait Type [TP Score]: Negative [–1 TP] “Ugh! I think I left my stomach in the last star system…” A character with Transit Disorientation Syndrome (TDS) becomes violently ill after experiencing hyperspace jumps— far more than is normal for most space-faring people in the BattleTech universe. In game terms, the character is treated as Stunned (see Personal Combat, p. 184) for a duration of 20 minutes after the jump (minus the character’s BOD Attribute), and cannot “shake off ” these stun effects until that much time has passed. For an additional 3D6 hours afterward, the character is nauseated, irritable and disoriented, and suffers a –1 roll modifier to all Action Checks performed in this period. If a character with TDS must endure a second hyperspace jump while recovering from the first, the character is knocked out by the second jump for a period equal to the normal stun duration (20 – BOD minutes), followed by another 24 + 4D6 hours of lingering g g nausea and disorientation that apply pp y a –2 roll modifier to all Action Checks performed by the afflicted character within that period.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
127
UNATTRACTIVE [CHARACTER (IDENTITY)]
VEHICLE LEVEL [VEHICLE]
Trait Type [TP Score]: Negative, Opposed [–1 TP] “No, no! I wouldn’t call her ugly, but she did have the kind of face only a trachazoi could love…” A character with the Unattractive Trait is physically repulsive in some way, be it from a deformity, scarring, an obnoxious voice, or even terrible fashion sense. This ugliness makes the character hard for others to stomach. Characters with this Trait receive a –2 modifier to Skill and Attribute rolls where the character’s CHA Attribute is a factor. Unlike Attractiveness, this modifier applies regardless of gender. The Attractive Trait opposes the Unattractive Trait. If a character with Unattractive receives or purchases Attractive (or vice versa), the Traits cancel each other out unless the Unattractive Trait is specifically assigned to one of the character’s aliases (in which case, Unattractive is treated as an identity-dependent Trait; see Alternate ID, p. 108).
Trait Type [TP Score]: Positive, Multiple [+1 to +12 TP] “It may not look like much now, but that Clint has been in my family since the days of the Camerons, and I’d still take it over anything else you’d assign me to…sir.” A character with the Vehicle Trait begins play with an assigned vehicle—a BattleMech, IndustrialMech, Combat Vehicle, Conventional Fighter, Aerospace Fighter, Battlesuit or ProtoMech. (Other vehicles, such as Support Vehicles, may be purchased as equipment at the end of character creation; see Purchasing Equipment, p. 91.) This Trait’s TP score indicates the weight class of vehicle a character receives, as shown in the General Vehicle Trait Table; with an increase of 2 TP, the character can also elect to own the desired vehicle, to reflect a machine he previously purchased outright (before spending C-bills in character creation) or received as an heirloom. The vehicle ownership option is not available to Clan characters who remain in the Clans, as all vehicles belong to the character’s Clan and so can be assigned as the Clan sees fit. The Vehicle Trait does not define the exact model of a character’s vehicle. For that, see the Custom Vehicle Trait (p. 112), or determine the model by using the Random Unit Assignment Table (on pp. 130-135). Vehicle Traits are identity-based and must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). A character with multiple Vehicle Traits must distribute them among all aliases as appropriate, but a given identity can have any number of Vehicle Traits (of any value).
UNLUCKY [CHARACTER] Trait Type [TP Score]: Negative [–10 to –2 TP] “Why does this always happen to me?” A character with the Unlucky Trait seems to have the universe itself as an enemy, cursed with such bad karma that even the most mundane tasks might go horribly awry without warning. In game play, the gamemaster uses the character’s Unlucky Trait as an EDG Trait against the unlucky character, either by forcing the character to reroll an Action Check or modifying the result of an Action Check roll by burning the character’s Unlucky Trait “points” in the same way EDG points are burned (see Edge in Basic Game Play, p. 42). The number of these “anti-EDG” points a character has depends on the Trait’s TP score as shown in the Unlucky Trait Table. These points regenerate every game session, unlike the character’s own EDG, which may take longer to rebuild after use. Gamemasters should be careful not to abuse this Trait, especially when the outcome of a roll could mean the difference between life and death for the character. Use of this Trait must also be restricted to any rolls that affect the unlucky character directly, rather than the fates of his teammates. Finally, if the unlucky character has burned any of his own EDG at the same time the gamemaster uses the Unlucky Trait against him, the unlucky character can make a special Single Attribute Check against his EDG score. If successful, the character instantly regenerates 1 point of EDG as karma attempts to balance itself out.
UNLUCKY TRAIT TABLE Trait TP
Unlucky Points
–2
1
–3 to –4
2
–5 to –6
3
–7 to –8
4
–9 to –10
5
WEALTH [CHARACTER (IDENTITY)] Trait Type [TP Score]: Flexible, Multiple [–1 to +10 TP] “How much did you want for that Avanti Starfire? Really? Well then, sold! And I just happen to have the cash right here…” A character with the Wealth Trait begins play with more—or, in some unfortunate cases, far less—than the 1,000 C-bills of starting cash most characters receive to purchase personal equipment and such at the end of character creation (see Purchasing Equipment, p. 91). The Wealth Trait Table indicates how much starting cash the character receives based on the TP score of this Trait, but does not establish the equipment ratings the character may access, nor does it establish any pay rates or extra income a character may receive during game play. Any unspent money may be carried over into general game play for later use. Wealth Traits are identity-based and must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). A character with multiple Wealth Traits must distribute them among all aliases as appropriate, with a maximum of one Wealth Trait (of any value) per identity.
GENERAL VEHICLE TRAIT TABLE Trait TP
BattleMech/ IndustrialMech
Battle Armor
Combat Vehicle
Aerospace Fighter
Conventional Fighter
ProtoMech
+1
None
PA(L)
Light
None
Light
None
+2
Ultra-Light*
Light
Light
Light
Light
None
+3
Light
Medium
Medium
Light
Medium
Light
+4
Medium
Medium
Medium
Medium
Medium
Light
+5
Medium
Heavy
Heavy
Medium
Medium
Medium
+6
Heavy
Heavy
Heavy
Heavy
Heavy
Medium
+7
Heavy
Assault
Assault
Heavy
Heavy
Medium
+8
Assault
Assault
Assault
Heavy
Heavy
Heavy
+9
Assault
Assault
Assault
Assault
Heavy
Heavy
+10**
Assault
Assault
Assault
Assault
Heavy
Heavy
*For BattleMechs, treat “Ultra-Light” as “Light.” **TP values above +10 are possible, if applying the +2 TP to own said vehicle.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
WEIGHT CLASS KEY Weight Class
BattleMech/ IndustrialMech
Battle Armor
Combat Vehicle
Aerospace Fighter
Conventional Fighter
Ultra-Light
10-15 tons
0-400 kg
N/A
N/A
N/A
N/A
Light
20-35 tons
401-750 kg
0-39 tons
5-45 tons
5-20 tons
2-4 tons
Medium
40-55 tons
751-1,000 kg
40-59 tons
50-70 tons
25-35 tons
5-7 tons
ProtoMech
Heavy
60-75 tons
1,001-1,500 kg
60-79 tons
75-100 tons
40-50 tons
8-9 tons
Assault
80-100 tons
1,501-2,000 kg
80+ tons
100-200 tons*
N/A
N/A
*Assault-class Aerospace Fighters actually represent the entire Small Craft Aerospace unit class.
WEALTH TRAIT TABLE Trait TP
Starting Cash (C-bills)
–1
100
+0
1,000
+1
2,500
+2
5,000
+3
10,000
+4
25,000
+5
50,000
+6
100,000
+7
250,000
+8
500,000
+9
1,000,000
+10
2,000,000
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
129
RANDOM UNIT ASSIGNMENT TABLE (CIRCA 3075) LIGHT BATTLEMECHS 2D6
Capellan Confederation
Draconis Combine
Federated Suns
Free Rasalhague Republic
2
JA-KL-1532 Jackal [30]
3
JR7-D Jenner [35]
Free Worlds League
Lyran Alliance
HM-1 Hitman [30]
RTX1-O Raptor [25]*
NTK-2Q Nighthawk [35]
EGL-2M Eagle [25]
OSR-3D Osiris [30]
SPR-5F Spector [35]
JR7-D Jenner [35]
HNT-171 Hornet [20]
WSP-3S Wasp [20]
ZPH-1A Tarantula [25]
COM-7S Commando [25]
HSR-200-D Hussar [30]
ComStar
4
RVN-3L Raven [35]
OW-1 Owens [35]*
ALM-7D Fireball [20]
JA-KL-1532 Jackal [30]
JA-KL-1532 Jackal [30]
BZK-F3 Hollander [35]
THE-N Thorn [35]
5
UM-R63 UrbanMech [30]
PNT-10K Panther [35]
JVN-10P Javelin [30]
JR7-K Jenner [35]
HER-3S Hermes [30]
SPR-ST Spector [35]
MCY-99 Mercury [20]
6
FS9-S Firestarter [35]
RTX1-O Raptor [25]*
WLF-2 Wolfhound [35]
LCT-3S Locust [20]
SDR-7M Spider [30]
WLF-2 Wolfhound [35]
HER-1S Hermes [30]
7
RVN-3L Raven [35]
RTX1-O Raptor [25]*
JVN-10P Javelin [30]
COM-5S Commando [25]
HMR-3M Hammer [30]
COM-5S Commando [25]
RTX-O Raptor [25]*
8
SDR-5V Spider [30]
SDR-9K Venom [35]
COM-5S Commando [25]
OW-1 Owens [35]
HMR-3M Hammer [30]
FS9-S Firestarter [35]
OW-1 Owens [35]*
9
C-SK1 Cossack [20]
JR7-K Jenner [35]
VLK-QD1 Valkyrie [30]
RTX1-O Raptor [25]*
JR7-D Jenner [35]
NTK-2Q Nighthawk [35]
HM-1 Hitman [30]
10
ZPH-1A Tarantula [25]
SDR-7M Spider [30]
DRT-3S Dart [25]
SDR-7M Spider [30]
HER-3S Hermes [30]
DRT-3S Dart [25]
MON-66 Mongoose [25]
11
JVN-10N Javelin [30]
KBO-7A Kabuto [20]
BH-305 Battle Hawk [35]
PNT-9R Panther [35]
FNHK-9K1B Falcon Hawk [25]
RZK-9S Razorback [30]
C-SK1 Cossack [20]
12
UM-R60 UrbanMech [30]
PNT-9R Panther [35]
SPR-5F Spector [35]
DRT-3S Dart [25]
ZPH-1A Tarantula [25]
TLN-5W Talon [35]
OTT-9CS Ostscout [35]
Free Rasalhague Republic
Free Worlds League
Lyran Alliance
ComStar
MEDIUM BATTLEMECHS 2D6
Capellan Confederation
Draconis Combine
Federated Suns
2 3
BJ2-O Blackjack [50]
KTO-20 Kintaro [55]
ENF-6M Enforcer III [50]
DMO-1K Daimyo [40]
FS9-O Firestarter [45]*
MON-267 Mongoose II [40]
LNX-9Q Lynx [55]]
SYU-2B Sha Yu [40]
BSN-3K Bishamon [45]
FS9-O Firestarter [45]*
SCP-1N Scorpion [55]
APL-1M Apollo [55]
BTZ-3F Blitzkrieg [50]
BJ2-O Blackjack [50]*
4
HUR-WO-R4L Huron Warrior [50]
WFT-1 Wolf Trap [45]
STH-1D Stealth [45]
RJN-101-C Raijin [50]
CDM-3M Cicada [40]
HCT-5S Hatchetman [45]
END-6Q Enfield [50]
5
VND-3L Vindicator [45]
DMO-1K Daimyo [40]
BJ-2 Blackjack [45]
GRF-3M Griffin [55]
HER-2S Hermes II [40]
STH-1D Stealth[45]
MON-266 Mongoose II [40]
6
DV-7D Dervish [55]
BJ2-O Blackjack [50]
WTH-2 Whitworth [40]
CRB-27 Crab [50]
TBT-7M Trebuchet [50]
NGS-4S Nightsky [50]
BEO-12 Beowulf [45]
7
VND-3L Vindicator [45]
FS9-O Firestarter [45]
ENF-5D Enforcer [40]
BEO-12 Beowulf [45]
HER-5S Hermes II [40]
GRF-6S Griffin [55]
BJ-2 Blackjack [45]
8
BJ-2 Blackjack [45]
SR1-O Strider [40]
CN9-D Centurion [50]
KW2-LHW Lineholder [55]
HBK-5M Hunchback [50]
HBK-4G Hunchback [50]
HBK-4G Hunchback [50]
9
CLNT-3U Clint [40]
KIM-2 Komodo [45]
DV-8D Dervish [55]
SHD-7CS Shadow Hawk [55]
B1-HND Bloodhound [45]
UZL-3S Uziel [50]
FS9-O Firestarter [45]*
10
SNK-1V Snake [45]
WFT-1 Wolf Trap [45]
NGS-4S Nightsky [50]
WVR-8K Wolverine [55]
TBT-7M Trebuchet [50]
STY-3C Starslayer [50]
TSN-1C Tessen [50]
11
HUR-WO-R4L Huron Warrior [50]
WVR-8K Wolverine [55]
SNT-O4 Sentry [40]
WVE-9N Wyvern [45]
TR-1 Wraith [55]
CN9-D Centurion [50]
GRM-R-PR29 Grim Reaper [55]
12
MS1-O Men Shen [55]*
LNX-9C Lynx [55]
SR1-O Strider [40]*
VT-5M Vulcan [40]
BJ2-O Blackjack [50]*
SCP-12S Scorpion [55]
DV-6M Dervish [55]
Lyran Alliance
ComStar
HEAVY BATTLEMECHS 2D6
Capellan Confederation
Draconis Combine
Federated Suns
Free Rasalhague Republic
Free Worlds League
2 3
THR-1L Thunder [70]
NJT-2 Ninja-To [65]
TNS-4S Thanatos [75]
DRG-3F Dragon Fire [75]
TDR-9M Thunderbolt [65]
CTS-6Y Cestus [65]
BMB-12D Bombardier [65]
ON1-K Orion [75]
DRG-3F Dragon Fire [75]
OTL-6D Ostol [60]
RFL-7M Rifleman [60]
ANV-3M Anvil [60]
AXM-1N Axman [65]
CHP-3N Champion [60]
4
LHU-2B Lao Hu [75]
AV1-O Avatar [70]*
AXM-1N Axman [65]
BMB-12D Bombardier [65]
GLT-5M Guillotine [70]
CES-3S Caesar [70]
GLT-3N Guillotine [70]
5
TSG-9H Ti Ts’ang [60]
BHKU-O Black Hawk-KU [60]*
CES-4R Caesar [70]
WR-DG-02FC War Dog [75]
TMP-3M Tempest [65]
GAL-1GLS Gallowglas [70]
FLC-8R Falconer [75]
6
JN-G8A Jinggau [65]
DAI-01 Daikyu [75]
PTR-4D Penetrator [75]
CHP-3N Champion [60]
ON1-M Orion [75]
PTR-4D Penetrator [75]
BL-6-KNT Black Knight [75
7
MAD-5L Marauder [75]
DRG-5K Grand Dragon [60]
JM6-DD JagerMech [65]
ARC-3M Archer [70]
ON1-M Orion [75]
FLC-8R Falconer [75]
FLS-8K Flashman [75]
8
GHR-5H Grasshopper [70]
DRG-7K Grand Dragon [60]
FLC-8R Falconer [75]
GHR-5H Grasshopper [70]
CPLT-C1 Catapult [65]
DRG-3F Dragon Fire [75]
AV1-O Avatar [70]*
9
CPLT-C1 Catapult [65]
MTR-5K Maelstrom [75]
JM6-D3 JagerMech III [65]
AV1-O Avatar [70]*
ARC-8M Archer [70]
MTR-5K Maelstrom [75]
HEL-3D Helios [60]
SJA-7D Shugenja [75]
WHM-8D Warhammer [70]
BHKU-O Black Hawk-KU [60]
YMN-6Y Yeoman [65]
BGS-1T Barghest [70]
ST-8A Shootist [70]
10
ANV-3M Anvil [60]
11
OSR-4L Ostroc [60]
CRD-5K Crusader [65]
CTF-3D Cataphract [70]
GLT-3N Guillotine [70]
HRC-LS-9000 Hercules [70]
VR5-R Verfolger [65]
EXT-4D Exterminator [65]
12
HEL-3D Helios [60]
NDA-2K No Dachi [70]
RFL-8D Rifleman [60]
DRG-5K Grand Dragon [60]
P1 Perseus [75]*
TNS-4S Thanatos [75]
EXC-B2 Excalibur [70]
*OmniMech; Omni-units may be selected in any stock configuration when obtained through Random Assignments.
RANDOM UNIT ASSIGNMENT TABLE (CIRCA 3075) ASSAULT BATTLEMECHS 2D6
Capellan Confederation
Draconis Combine
Federated Suns
THE UNIVERSE BEFORE YOU
Free Rasalhague Republic
Free Worlds League
Lyran Alliance
ComStar
2
SRC-3C Sirocco [95]
TSH-7S Tai-sho [85]
DVS-02 Devastator [100]
THG-11E Thug [80]
ALB-3U Albatross [95]
BLR-4S BattleMaster [85]
KGC-000 King Crab [100]
3
AWS-9M Awesome [80]
NG-C3A Naginata [95]
TLR1-O Templar [85]*
CP-11-A Cyclops [90]
CGR-1A1 Charger [80]
BRZ-A3 Berzerker [100]
TIT-N10M Grd. Titan [100]
4
MR-V2 Cerberus [95]
HTM-28T HatamotoChi [80]
AWS-8Q Awesome [80]
CGR-3K Charger [80]
TIT-N10M Grd. Titan [100]
PPR-5S Salamander [80]
AWS-8Q Awesome [80]
5
AS7-K Atlas [100]
SD1-O Sunder [90]*
GUN-1ERD Gunslinger [85]
MAL-1R Mauler [90]
STK-5M Stalker [85]
HA1-O Hauptmann [95]*
THG-11E Thug [80]
6
EMP-6A Emperor [90]
AS7-K Atlas [100]
VTR-9K Victor [80]
KGC-001 King Crab [100]
AS7-D Atlas [100]
AS7-S2 Atlas [100]
HGN-732 Highlander [90]
7
AWS-8Q Awesome [80]
HTM-27T HatamotoChi [80]
VTR-9K Victor [80]
CRK-5003-1 Crockett [85]
AWS-10KM Awesome [80]
ZEU-9S Zeus [80]
AS7-K Atlas [100]
8
STK-5M Stalker [85]
MAL-1R Mauler [90]
AS7-K Atlas [100]
AS7-K Atlas [100]
AWS-9M Awesome [80]
BNC-5S Banshee [95]
MR-V2 Cerberus [95]
9
PLG-3Z Pillager [100]
CRK-5003-2 Katana [80]
VTR-11D Victor [80]
MR-5M Cerberus [95]
AS7-K Atlas [100]
TDK-7X Thunder Hawk [100]
VKG-2F Viking [85]
10
TIT-N10M Grd. Titan [100]
CGR-3K Charger [80]
LGB-12C Longbow [85]
BNC-3S Banshee [95]
MR-V2 Cerberus [95]
GUN-1ERD Gunslinger [85]
PPR-5S Salamander [80]
11
CP-11-A Cyclops [90]
SD1-O Sunder [90]*
BNC-5S Banshee [95]
VKG-2F Viking [85]
LGB-7Q Longbow [85]
FNR-5 Fafnir [100]
STK-5M Stalker [85]
12
Y-H9G Yu Huang [90]
AKU-1X Akuma [90]
SGT-8R Sagittaire [95]
AWS-8Q Awesome [80]
GRN-D04 Grd. Crusader II [80]
BNC-8S Banshee [95]
TDK-7X Thunder Hawk [100]
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
RANDOM UNIT ASSIGNMENT TABLE (CIRCA 3075) LIGHT BATTLEMECHS 2D6
Word of Blake
Mercenary
Major Periphery
Minor Periphery
Deep Periphery/ Pirate
Clan (Front-Line)
Clan (Second-Line)
2
RDS-2A Red Shift [20]
AF1 Artic Fox [30]
STG-5T Stinger [20]
NTK-2Q Night Hawk [35]
SDR-5V Spider [30]
Uller [30]*
Crimson Hawk [25]
3
HSR-200-D Hussar [30]
EGL-2M Eagle [25]
WSP-7MAF Wasp [20]
THE-S Thorn [20]
PNT-9R Panther [35]
Puma [35]*
Baboon 2 [20]
4
MON-66 Mongoose [25]
LCT-5M Locust [20]
JVN-10P Javalin [30]
ABS-3L Anubis [30]
JR7-D Jenner [35]
Hankyu [30]*
Piranha [20]
5
MCY-99 Mercury [20]
DRT-4S Dart [25]
ABS-3L Anubis [30]
PNT-9R Panther [35]
JVN-10F Javelin [30]
Koshi [25]*
Icestorm [25] Pack Hunter [30]
6
SDR-7M Spider [30]
ZPH-1A Tarantula [25]
UM-R63 UrbanMech [30]
JR7-D Jenner [35]
COM-2D Commando [25]
Dasher [20]*
7
NXS2-A Nexus II [25]
BH-K305 Battle Hawk [30]
COM-2D Commando [25]
MON-67 Mongoose [25]
LCT-1V Locust [20]
Puma [35]*
Solitaire [25]
8
HMR-3M Hammer[30]
JA-KL-1532 Jackal [30]
SDR-7M Spider [30]
FS9-H Firestarter [35]
FS9-H Firestarter [30]
Fire Falcon [25]*
Locust IIC 4 [20]
9
EGL-2M Eagle [25]
HMR-3M Hammer[30]
RVN-3L Raven [35]
JVN-10N Javelin [30]
LDT-1 Brigand [25]
Uller [30]*
Peregrine 4 [20]
10
GUR-2G Gurkha [35]
WLF-2 Wolfhound [35]
ZPH-1A Tarantula [25]
STG-5R Stinger [20]
STG-1R Stinger [20]
Hellion [30]*
Ocelot [35]
11
LCT-5M Locust [20]
TLN-5W Talon [35]
ABS-3R Anubis [30]
HMR-3M Hammer [30]
WSP-1A Wasp [20]
Cougar [35]*
Bear Cub [25]
12
C-MK-O Malak [30]
SPR-5F Spector [35]
RTX-1-O Raptor [25]
LDT-1 Brigand [25]
STG-5R Stinger [20]
Dasher [20]*
Koshi [25]*
MEDIUM BATTLEMECHS Major Periphery
Minor Periphery
Deep Periphery/ Pirate
Clan (Front-Line)
BJ2-O Blackjack [50]*
FS9-O Firestarter [45]*
MS1-O Men Shen [55]*
HCT-3F Hatchetman [45]
ASN-23 Assassin [50]
Stooping Hawk [55]*
Fenris [45]*
APL-1M Apollo [55]
VND-5L Vindicator [45]
BJ-3 Blackjack [45]
HBK-4G Hunchback [50]
VL-5S Vulcan [40]
Nabori-Nin [50]*
Hellhound 2 [50]
4
GRMR-PR31 Grim Reaper [55]
CNS-5M Cronus [55]
TBT-5N Trebuchet [50]
DV-6M Dervish [55]
TBT-5S Trebuchet [50]
Grendel [45]*
Clint IIC [40]
5
LGH-4W Lightray [55]
CBR-02 Cobra [45]
VND-3L Vindicator [45]
TBT-5N Trebuchet [50]
CLN-7V Chameleon[50]
Black Lanner [50]*
Shadow Hawk IIC 4 [45]
6
INI-02 Initiate [40]
HBK-5S Hunchback [50]
SHD-2H Shadow Hawk [55]
VT-2T Vulcan [40]
HBK-4G Hunchback[50]
Dragonfly [40]*
Pinion [45]
7
FS9-O Firestarter [45]*
WVR-8K Wolverine [55]
MHL-2L Marshal [55]
WTH-1 Whitworth [40]
CN9-D Centurion [50]
Fenris [45]*
Hunchback IIC [50]
8
HBK-4G Hunchback [50]
SNT-O4 Sentry [40]
ENF-4R Enforcer [50]
HBK-4G Hunchback [50]
VND-1R Vindicator [45]
Black Hawk [50]*
Ursus [50]
Word of Blake
2 3
9
BNC-5W Buccaneer [55]
LNX-9Q Lynx [55]
MHL-X1 Marshal [55]
ASN-21 Assassin [40]
CLNT-2-3T Clint [40]
Ryoken [55]*
Griffin IIC 4 [40]
RJN-200-A Raijin II [50]
STY-3D Starslayer [50]
KW1-LH2 Lineholder [55]
BJ-1 Blackjack [45]
HCT-3F Hatchetman [45]
Shadow Cat [45]*
Arctic Wolf [40]
11
BLF-21 Blue Flame [45]
CDA-3F Cicada [40]
CN9-D Centurion [50]
BJ-1 Blackjack [45]
BJ-1 Blackjack [45]
Pouncer [40]*
Lobo [40]
BJ2-O Blackjack [50]*
HUR-R4L Huron Warrior [50]
MHL-X1 Marshal [55]
WFT-1 Wolftrap [45]
Phantom [40]*
Phantom [40]*
C-PRT-O Preta [45]*
SPECIAL CASE RULES
Clan (Second-Line)
10
12
TACTICAL COMBAT ADDENDUM
EQUIPMENT
Mercenary
2D6
COMBAT
GAMEMASTERING GUIDE
INDEX
*OmniMech; Omni-units Omni units may be selected in any stock configuration configuration when obtained through Random Assignments. Assignments
131
RANDOM UNIT ASSIGNMENT TABLE (CIRCA 3075) HEAVY BATTLEMECHS 2D6
Word of Blake
Mercenary
Major Periphery
Minor Periphery
Deep Periphery/ Pirate
Clan (Front-Line)
Clan (Second-Line)
2
C-DVA-O Deva [70]*
KSC-5I Koschei [65]
HEL-3D Helios [60]
JM6-S JagerMech [65]
ARC-2R Archer [70]
Linebacker [65]*
Thor [70]*
3
YMN-6Y Yeoman [60]
YMN-6Y Yeoman [60]
GHR-5J Grasshopper [70]
QKD-4G Quickdraw [60]
ON1-K Orion [75]
Nova Cat [85]*
Ha Otoko [60] Ryoken II [75]
4
ANV-3M Anvil [60]
HEL-3D Helios [60]
CPLT-C4 Catapult [65]
DRG-1N Dragon [60]
MLN-1B Merlin [60]
Thor [70]*
5
TMP-3M Tempest [65]
RFL-6X Rifleman [60]
ON2-M Orion [75]
BL-7-KNT Black Knight [75]
QKD-4G Quickdraw [60]
Loki [65]*
Arcas [65]
6
FLS-8K Flashman [75]
WHM-8D Warhammer [70]
THR-1L Thunder [70]
MLN-1A Merlin [60]
JM6-S JagerMech [65]
Vulture [60]*
Orion IIC [75]
7
BL-6-KNT Black Knight [75]
ARC-8M Archer [70]
CTF-3L Cataphract [70]
GHR-5H Grasshopper [70]
GHR-5H Grasshopper [70]
Mad Cat [75]*
Rifleman IIC 3 [65]
8
TYM-1A Toyama [75]
TDR-7SE Thunderbolt [65]
RFL-7M Rifleman [60]
GLT-4L Guillotine [70]
GLT-5M Guillotine [70]
Thor [70]*
Grizzly [70]
9
WHF-3B White Flame [75]
MTR-5K Maelstrom [75]
TDR-5S Thunderbolt [65]
ON1-K Orion [75]
QKD-4G Quickdraw [60]
Cauldron-Born [65]*
Thresher [60] Ha Otoko [60]
10
AV1-O Avatar [70]*
CTS-8Y Cestus [65]
WR-DG-02-FC War Dog [75]
CPLT-C1 Catapult [65]
CTF-3D Cataphract [70]
Night Gyr [75]*
11
ARC-8M Archer [70]
BHKU-O Blackhawk [60]*
CTF-4L Cataphract [70]
JM6-S JagerMech [65]
CPLT-K2 Catapult [65]
Mad Cat [75]*
Predator [60]
12
C-GRG-O Grigori [60]*
AV1-O Avatar [70]*
KSC-5MC Koschei [65]
QKD-4G Quickdraw [60]
WHM-6R Warhammer [70]
Vulture [60]*
Mad Cat [75]*
Minor Periphery
Deep Periphery/ Pirate
Clan (Front-Line)
Clan (Second-Line)
ASSAULT BATTLEMECHS Mercenary
Major Periphery
2D6
Word of Blake
2
C-ANG-O Archangel [100]*
SD1-O Sunder [90]
PLG-3Z Pillager [100]
CGR-1A1 Charger [80]
EMP-6A Emperor [90]
Man O’War [80]*
BLR-3S BattleMaster [85]
3
KGC-000 King Crab [100]
SRC-3C Sirocco [95]
BNC-3S Banshee [95]
KGC-0000 King Crab [100]
CP-11-H Cyclops [90]
Daishi [100]*
Man O’War [80]*
4
MR-V2 Cerberus [95]
HGN-732 Highlander [90]
EMP-6A Emperor [90]
HGN-733 Highlander [90]
STC-2C Striker [80]
Gladiator [95]*
Jupiter [100]
5
GRN-D-04 Grd. Crusader II [80]
CP-12-K Cyclops [90]
ZEU-9S Zeus [80]
BNC-3E Banshee [95]
CGR-1A1 Charger [80]
Turkina [95]*
Phoenix Hawk IIC 4 [80]
6
AWS-9M Awesome [80]
VTR-10D Victor [80]
STK-5M Stalker [85]
KGC-001 King Crab [100]
BNC-3E Banshee [95]
Man O’War [80]*
Warhammer IIC 4 [80]
7
THG-11E Thug [80]
MR-V2 Cerberus [95]
AWS-9Q Awesome [80]
AWS-8Q Awesome [80]
STK-3F Stalker [85]
Masakari [85]*
Kodiak [100]
8
VNQ-2A Vanquisher [100]
GUN-1ERD Gunslinger [85]
VTR-9K Victor [80]
CRK-5005-1 Crockett [85]
VTR-9B Victor [80
Daishi [100]*
Supernova [90]
9
LGC-01 Legacy [80]
LGB-12C Longbow [85]
BNC-3MC Banshee [95]
VTR-9B Victor [80]
GOL-1H Goliath [80]
Kingfisher [90]*
Mad Cat Mk. II [90]
10
TIT-N10M Grd. Titan [100]
BKW-7R Black Watch [85]
CGR-1A5 Charger [80]
CP-11-H Cyclops [90]
CGR-1L Charger [80]
Masakari [85]*
Phoenix Hawk IIC [80]
11
ALB-3U Albatross [95]
TIT-N11M Grd. Titan [100]
AS7-D Atlas [100]
GOL-1H Goliath [80]
LGB-7Q Longbow [85]
Gladiator [95]*
Kingfisher [90]*
12
C-SRP-O Seraph [85]*
MAD-4S Marauder II [100]
Y-H9G Yu Huang [90]
AS7-D Atlas [100]
BNC-5S Banshee [95]
Mad Cat Mk. II [90]
Gladiator [95]*
*OmniMech; Omni-units may be selected in any stock configuration when obtained through Random Assignments.
A middleweight brawler, the Ursus is one of the first Clan ’Mechs to be built exclusively by the Ghost Bear Dominion.
RANDOM UNIT ASSIGNMENT TABLE (CIRCA 3075) THE UNIVERSE BEFORE YOU
LIGHT UNITS 2D6
Battle Armor (IS)
Battle Armor (Clan)
Vehicle (IS)
Vehicle (Clan)
Aerospace Fighters (Inner Sphere)
Aerospace Fighters (Clan Front-Line)
Aerospace Fighters (Clan Second-Line)
2
Smoothdavid II
Aerie
Striker Light Tank [35] W
Beagle [15] H
DARO-1 Dagger [45]**
Sulla [45]**
ZRO-115 Zero [35]
Sylph
J. Edgar Light Hover Tank [25] H
Hephaestus [30] **
SPR-7D Sparrowhawk[30]
Avar [35]**
THK-63 Tomahawk [45]
3
Tornado
H
4
Gray Death Scout
Aerie
Scorpion Light Tank [25] T
Odin [20] W
F-11 Cheetah [25]
Vandal [30]**
Issus 2 [40]
5
Achileus
Aerie
Savannah Master [5] H
Zorya [35]T
F-10 Cheetah [25]
Bashkir [20]**
Chaeronea 3 [25]
6
Kage
Sylph
Skulker Wheeled Scout [20] W
Mithras [25] T
SPR-H5 Sparrowhawk[30]
Sulla [45]**
Issus [40]
7
Gray Death Scout
Sylph
Pegasus Scout Tank [35] H
Indra [35] W
SL-21 Shologar [25]
Batu [40]**
Chaeronea [25]
8
Achileus
Sylph
Hunter Light Support Tank [35] T
TR-7 Thrush [25]
Bashkir [20]**
Issus [40] Chaeronea 2 [25]
Svantovit [35] H H
H
9
Kage
Aerie
Saracen Medium Tank [35]
Asshur Spotter[20]
SYD-21 Seydlitz [20]
Sulla [45]**
10
Nighthawk
Aerie
Scimitar Medium Tank [35] H
Shamash [11] H
SYD-Z4 Seydlitz [20]
Vandal [30]**
Issus 3[40]
11
Kobald
Sylph
Saladin Assault Tank [35 ] H
Hephaestus [30] H**
TR-8 Thrush [25]
Avar [35]**
SPD-504 Spad [30]
12
Smoothgoliath II
Aerie
Mobile HQ [25] W
Gabriel [5]H
CRX-O Corax [30]**
Batu [40]**
RGU-133E Rogue [40]
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
MEDIUM UNITS SKILLS 2D6
Battle Armor (IS)
Battle Armor (Clan)
Vehicle (IS)
Vehicle (Clan)
Aerospace Fighters (Inner Sphere)
Aerospace Fighters (Clan Front-Line)
Aerospace Fighters (Clan Second-Line)
2
Purifier
Clan Medium
JES I Tactical Missile Carrier [45]H
Epona [50] H**
S-RSL-O Rusalka [65]**
Tyre [55]
GTHA-500 Gotha [60]
H
Hachiman [50]
T
3
Trinity-Ying Long
Afreet
Fulcrum [50]
CMT-3T Troika [65]
Turk [50]**
HCT-213B Hellcat II [50]
4
Fa Shih
Salamander
Hetzer Wheeled Assault Gun [40] W
Ku [50] W
DFC-O Defiance [55]**
Jagatai [70]**
Ammon [65]
5
Cavalier
Elemental
Drillson Heavy Hover Tank [50] H
Ares [40] T
LCF-R15 Lucifer [65]
Visigoth [60]**
Tyre [55]
6
Infiltrator II-Puma
Afreet
Myrmidon [40] T
Enyo [55] T
CSR-V12 Corair [50]
Turk [50]**
Ammon [65]
7
Inner Sphere Standard
Elemental
Vedette Medium Tank [50] T
Epona [50] H**
TR-10 Transit [50]
Visigoth [60]**
Tyre [55]
8
Gray Death Standard
Salamander
Maxim Heavy Hover Transport [50] H
Tyr [45] H
SL-17 Shilone [55]
Jagatai [70]**
Ammon [65]
Epona [50] H**
F-90 Stingray [60]
Visigoth [60]**
Tyre 2 [55]
LX-2 Lancer [55]
Jagatai [70]**
Ammon [65]
9
Longinus
Elemental
Condor Heavy Hover Tank [50]H
10
Rottweiler*
Undine
Vedette Medium Tank [50] T
Hachiman [50] T
11
Raiden
Clan Medium
Goblin Infantry Tank [45] T
SM-1 Tank Destroyer [50] H
ON-1 Oni [55]
Jagatai [70]**
HCT-214 Hellcat II [50]
Zephyr [40] H
MK-O Tatsu [70]**
Turk [50]**
IRN-SD1 Ironsides [65]
12
Void
Undine
Regulator Hovertank [45]
H
*This is a four-legged BattleArmor. **OmniVehicle or OmniFighter; Omni-units may be selected in any stock configuration when obtained through Random Assignments.
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
133
RANDOM UNIT ASSIGNMENT TABLE (CIRCA 3075) HEAVY UNITS 2D6
Battle Armor (IS)
Battle Armor (Clan)
Vehicle (IS)
Vehicle (Clan)
Aerospace Fighters (Inner Sphere)
Aerospace Fighters (Clan Front-Line)
Aerospace Fighters (Clan Second-Line)
2
Sloth*
Rogue Bear
Padilla Heavy Artillery Tank [75] T
Demon [60] W
SL-15K Slayer [80]
Xerxes [85]
AHB-643 Ahab [90]
3
Sloth*
Corona
SRM Carrier [60] T
Burke [75] T
SHV-O Shiva [85]**
Scytha [90]**
HMR-HD Hammerhead [75]
4
Phalanx
Gnome
Po Heavy Tank [60] T
Shoden [70] W
F-700 Riever [100]
Jengiz [80]**
Hydaspes 2 [95]
5
Sloth*
Rogue Bear
Patton Tank [65] T
Ishtar [65] W
F-100 Riever [100]
Scytha [90]**
Xerxes [85]
6
Phalanx
Corona
Manticore Heavy Tank [60] T
Athena [75] T
TR-13 Transgressor [75]
Sabutai [75]**
Hydaspes [95]
7
Sloth*
Gnome
Von Luckner Heavy Tank [75] T
Oro [60] T
SL-15 Slayer [80]
Jengiz [80]**
Xerxes [85] Hydaspes [95]
T
W
8
Phalanx
Corona
Bulldog Medium Tank [60]
CHP-W5 Chippewa [90]
Kirghiz [100]**
9
Phalanx
Rogue Bear
Rommel Tank [65] T
Athena [75] T
STU-K5 Stuka [100]
Kirghiz [100]**
Xerxes [85]
10
Sloth*
Gnome
Brutus Assault Tank [75] T
Shoden [70] W
HSCL-1-O Huscarl [75]**
Sabutai [75]**
Hydaspes 2 [95]
Ishtar [65]
11
Sloth*
Corona
LRM Carrier [60] T
Oro [60] T
EST-O Eisensturm [95]**
Jengiz [80]**
RPR-100 Rapier [85]
12
Phalanx
Rogue Bear
Pike Support Vehicle [60] T
Magi [70] T
CHP-W8 Chippewa [90]
Hydaspes [95]
AHB-443 Ahab [90]
ASSAULT UNITS 2D6
Battle Armor (IS)
Battle Armor (Clan)
Vehicle (IS)
Vehicle (Clan)
2
Grenadier
Golem
Demolisher II Heavy Tank[80] T
Fenrir*
Golem
T
4
Hauberk
Golem
5
Grenadier
Golem
6
Kanazuchi
Golem
7
Grenadier
8 9
Small Craft (Inner Sphere)
Small Craft (Clan)
Heimdall [95] T**
Lyonesse Escort Craft [175]
Aquarius Escort Craft [200]
Fury [80] T
LC-100 Astrolux Star Yacht [200]
Lyonesse Escort Craft [175]
Sturmfeur [85] T
Rhino [80] T
KR-61 Long-Range Shuttle [100]
KR-61 Long-Range Shuttle [100]
Ontos Heavy Tank [95] T
Mars [100] T
KR-61 Long-Range Shuttle [100]
Mark VII Landing Craft [150]
Schrek PPC Carrier [80] T
Morrigu [80] T
Mark VII Landing Craft [150]
ST-46C Shuttle [100]
Golem
Demolisher Heavy Tank[80] T
Mars [100] T
K-1 DropShuttle [200]
K-1C DropShuttle [200]
Hauberk
Golem
Partisan Air Defense Tank [80] T
Morrigu [80] T
ST-46 Shuttle [100]
KR-61C Long-Range Shuttle [100]
Fenrir*
Golem
DI Morgan [100] T
Alacorn Mk VI Heavy Tank [95] T
S-7A Bus [100]
Mark VII-C Landing Craft [150]
10
Kanazuchi
Golem
Heavy LRM Carrier [80] T
Morrigu [80] T
TiG-15 Tigress Patrol Craft [150]
S-7AC Bus [100]
11
Hauberk
Golem
Challenger X MBT [90] T
Heimdall [95] T**
NL-42 Troop Transport [200]
Aquarius Escort Craft [200]
12
Fenrir*
Golem
Alacorn Mk VI Heavy Tank [95] T
Puma [95] T
Aquarius Escort Craft [200]
Lyonesse Escort Craft [175]
3
Behemoth Heavy Tank [100]
*This is a four-legged BattleArmor. “**OmniVehicle or OmniFighter; Omni-units may be selected in any stock configuration when obtained through Random Assignments.
Even as a Lyran Rottweiler battlesuit rushes his position, Leftenant Labourier unleashes another volley from his Grenadier’s damaged missile rack.
RANDOM UNIT ASSIGNMENT TABLE (CIRCA 3075) LIGHT UNITS
THE UNIVERSE BEFORE YOU
2D6
ProtoMechs
IndustrialMechs
Conventional Fighters
2
Harpy [2]
Patron LoaderMech [15]
Boeing Jump Bomber [20]
3
Harpy 2 [2]
CPK-6 “Copper” SecurityMech [25]
Angel Light Strike Fighter [10]
4
Siren [3]
ED-X4 Crosscut LoggerMech [35]
Boomerang Spotter Plane [5]
5
Orc [4]
WI-DM DemolitonMech [35]
Boeing Jump Bomber [20]
6
Cecerops [3]
SC Powerman LoarderMech [35]
Angel Light Strike Fighter [10]
7
Satyr [4]
CON-7 “Carbine” ConstructionMech [30]
Angel Light Strike Fighter [10]
8
Satyr 2 [4]
RA-4 CattleMaster Herder [25]
Angel Light Strike Fighter [10]
9
Siren 2 [3]
KIC-3 Harvester Ant [20]
Boeing Jump Bomber [20]
10
Orc 2 [4]
HVR-99 Harvester [30]
Boomerang Spotter Plane [5]
11
Erinyes 2 [2]
GM-3A “Pompei” FireMech [15]
Angel Light Strike Fighter [10]
12
Erinyes [2]
MR-8C Marco [30]
Boomerang Spotter Plane [5]
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
MEDIUM UNITS 2D6
ProtoMechs
IndustrialMechs
Conventional Fighters
2
Centaur 2 [5]
QUA-51T Quasit MilitiaMech [45]
Defender Medium Strike Fighter [25]
3
Procyon 2 [5]
AM-PRM-RH7 Rock Hound ProspectorMech [40]
Guardian Fighter [20]
4
Procyon [5]
BC-Buster HaulerMech [50]
Guardian Fighter [20]
5
Chrysaor [6]
Jabberwocky EngineerMech [50]
Defender Medium Strike Fighter [25]
6
Centaur [5]
QUA-51T Quasit MilitiaMech [45]
Guardian Fighter [20]
7
Roc [7]
BC-Buster HaulerMech [50]
Defender Medium Strike Fighter [25]
8
Hydra [6]
Hyena SalvageMech [55]
Guardian Fighter [20]
9
Roc 2 [7]
QUA-51T Quasit MilitiaMech [45]
Defender Medium Strike Fighter [25]
10
Chrysaor 2 [6]
Hyena SalvageMech [55]
Guardian Fighter [20]
11
Basilisk [7]
AM-PRM-SH1 Space Hound ProspectorMech [40]
Guardian Fighter [20]
12
Basilisk 2 [7]
Hyena SalvageMech [55]
Defender Medium Strike Fighter [25]
HEAVY/ASSAULT UNITS 2D6
ProtoMechs
IndustrialMechs
Conventional Fighters
2
Triton 2 [8]
Kiso [100]
Planetlifter Air Transport [50]
3
Gorgon 2 [8]
SC-V-1 “Vampyr” ScavengerMech [80]
Meteor Heavy Strike FIghter [45]
4
Triton [8]
LM-4/C Lumberjack [70]
MSF-42 Bluehawk [50]
5
Delphyne [9]
GUR-2G Gurkha [35]
‘Mechbuster [50]
6
Minotaur 2 [9]
RCL-4 Dig Lord [65]
Planetlifter Air Transport [50]
7
Minotaur [9]
LM-4/C Lumberjack [70]
Meteor Heavy Strike FIghter [45]
8
Gorgon [8]
ATAE-70 “Uni” CargoMech [70]
‘Mechbuster [50]
9
Gorgon 2 [8]
ATAE-70 “Uni” CargoMech [70]
Meteor Heavy Strike FIghter [45]
10
Minotaur 2 [9]
RCL-4 Dig Lord [65]
Planetlifter Air Transport [50]
11
Minotaur 2 [9]
Kiso [100]
ASF-23 Protector [50]
12
Delphyne 2 [9]
SC-V-1 “Vampyr” ScavengerMech [80]
Meteor Heavy Strike FIghter [45]
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
*This is a four-legged ’Mech. AAerodyne HHover SSpheroid TTracked VVTOL WWheeled †If an illegal result occurs (rolling an assault-class weight for a heavy-class Trait, reroll). INDEX
135
PAUL SJARDIJN CRASH SITE CAREDONIAN WIND FOREST, ROCHELLE 3 JULY 3076 Breathing the thick, hot air was a chore that sapped the body, encouraging the humans exposed to its dense blanket to do as little as possible. The experience was made worse by the heavy stench of the fires around the crash site and the chemical smells emitted by the battered Landing Craft. Grace was reasonably sure the forest they’d plowed into had a stink all its own, hinting at what was to come. The crash had been the most unpleasant experience in her life. She’d never been so completely convinced that she was going to die. Until that moment, she had been secure in her apathy toward death. Her intellect allowed her to stay emotionally detached from death’s inevitability. How foolish to worry about something that couldn’t be prevented. She realized now that her detachment lasted as long as death was decades away from her, but when it approached at near-terminal velocity, it became an entirely different being. It was a creature, an animal of sorts, striking at her, desiring to take something away from her that she held dear. It was tangible. It was real. Travis had organized his ambulatory personnel and focused on extracting those who were unconscious so Grace could begin work on them. When they’d withdrawn a safe distance from the shuttle and Busby’s bleeding had been stabilized, Travis said, “All right. They know where we are, and they’ll move to finish the job. We’ll need to set up an ambush site. Ethan, you and I need to buy Grace some time to deal with Busby, Luella and Logan.” “Commander,” Buzzy said. “I can ambush! All better now, see?” Wielding a hand cannon he’d recovered somehow, he blew a hole in an innocent tree. “You don’t move until Grace clears you, or I’ll shoot you in the head,” Travis told him. “Got it?” Busby appeared reluctant, but said, “Yes, sir.” After Travis and Ethan left to take up position, Grace focused on Busby. He was champing at the bit. “Please hurry, Doc. More killing to be done today, and I need to be doing it!” “You are far too eager to end life, Buzzy.” She looked at his face while she tested his joints, and spotted a slight twitch when she bent his left hand back.
“Too eager? Perhaps.” He seemed to contemplate her words. “But I would rather kill two today so that four others may survive tomorrow! Hah!” He chuckled at his own joke while Grace scowled at him. “All right, Buzzy. Apart from that perforation in your upper left arm, you have a small break in your left wrist. Could be a hairline fracture, could be more severe.” “I feel fine!” “Riiight.” Her voice left little doubt that she didn’t believe him. “But you get to look forward to the moment when your adrenaline runs out. Meanwhile, the plastiflesh bandage should buy us some time on the wound. Have fun at your ambush.” “Yes, ma’am!” Busby said cheerfully. He collected several weapons from their supplies that lay strewn about, then headed after Travis and Ethan. ▲▼▲ Grace turned to her other charges. She felt her own adrenaline draining. Her hands shook a little, and her muscles ached. She felt tired and heavy, and wondered if she was going into shock. “Ignorance can be bliss,” she thought, not for the first time. Her broad knowledge of everything that could go wrong with a human body had turned her into a bit of a hypochondriac, and she was quick to presume the worst when she detected symptoms. She cursed the lack of proper diagnostic equipment and flipped a mental coin as to which of her patients required more immediate attention. Luella was bleeding from numerous cuts and would have several impressive bruises before long, but so was the rest of the team. More worrying was her rapid breathing and nosebleed, which could indicate anything from broken cartilage to brain damage. Franz Logan had similar surface wounds, but he was snoring—which could indicate a cold, enlarged adenoids, nasal polyps or an obstruction in his airway. Or maybe he just snored. “Well, at least it isn’t Pickwickian syndrome…” she muttered as she turned toward her potential brain damage victim. Bitterly, she realized there was little she could do. She checked pupil responses—normal—and then settled in to wait. Wait for the bleeding to stop. Wait for the patient to
regain consciousness. Wait for an MRI to combat-drop on the crash site. Wait for the patient to complete her permanent transformation from human being to vegetable. ▲▼▲ She heard gunfire and several explosions, and felt her whole body tighten up. Travis’ voice crackled over her headset. “Grace. We’ve engaged some hostiles, two squads of Robes. Four down, they’re taking cover. Get Luella and Logan on their feet now. We need to leave!” “Yes, sir!” she barked back, sounding more nervous than she felt. “Acknowledged,” she added, with more control. Doing the impossible, immediately, sir! She searched a first-aid kit for smelling salts, ammonia, anything that might snap them out of it. Some slapping might be necessary, she realized, when she came up short. The rookie first, she decided. She was a little afraid of Luella. Or rather, intimidated. That sounded less weak, The first slap was feeble and produced no response. She put more into the second, and Logan stopped snoring. “Ah! Rosy! Not so hard…” he mumbled. Despite the situation, Grace blushed. This was getting ridiculous. She slapped him again, harder, and yelled “Wake up, Logan! Now!” “Whazzat?” Logan shot up and looked at Grace for a split second before fainting. “Damn it!” Probably a concussion, Grace thought. Absolutely lovely. She’d do him a favor by letting him sleep it off as much as possible, but only if it kept him out of a Blakist prison bed. ▲▼▲ She was about to inflict Plan B on Logan when she heard an unfamiliar voice close behind her. “Hands up! Right now!” She yelped in surprise. “I mean it! Hands up, or I put a bunch of holes in you!” Grace put her hands up immediately. Her heart was pounding. She was dreadfully close to panic, she realized. You need to maintain control, Grace! This was all wrong. It wasn’t supposed to be like this. This was going to be another Hesperus. She was supposed to do comm work. They were supposed to do the fighting and the dying. She was supposed to patch them back up! She didn’t think of herself as a coward, but things had gotten all buggered up since that fighter had tried to intercept them. She suddenly realized that the distant shooting had stopped. A feeling of doom deepened her fear. Had her teammates been captured? Or killed? “Good. Now stand up, reeeeal slow. I don’t want to shoot you, but I’m not taking any chances neither, got it?” Grace nodded. He sounded young. “Good! See? We’ll get along just great. OK, on your feet. Real slow.” He sounded like he was calming down a bit. Grace couldn’t say the same. Her heart was racing and her mind churned, trying to come up with a solution. Her eyes darted around, seeking some kind of answer nearby. She spotted Logan’s sidearm. “I ain’t got all day, lady. On. Your. Feet.” This isn’t going to work, she thought. Don’t even try it... From her kneeling position next to Logan, she leaned forward and then stretched out her right leg sideways. Getting up with her hands above her head wasn’t easy. She wobbled back and forth, slightly at first and then severely, before falling forward on top of Logan. She yelled, “Don’t shoot me! Don’t shoot! I fell! Don’t shoot me!” The genuine panic in her voice made her feel small. “It’s OK! Relax, just get your hands back up and we’re good.” There was more compassion in his voice than indifference this time. Or so
Grace hoped. She pushed herself up off of Logan, one hand on his sidearm, and sat back. Before raising her hands, she opened her belt pouch and dropped the gun in. Her heart raced. Did he notice? “There you go. OK, now try again, nice and slow, and keep your hands where I can see them.” Grace got to her feet without incident. “Doing good, little lady. All right, time to turn around. Easy does it. There we go.” He wasn’t as close behind her as she had thought, but the trooper was as young as she’d suspected. He wore the uniform of a Word of Blake Protectorate Militia infantryman. He was handsome, and looked about a decade younger than herself, which would make him in his early twenties. “My name’s Yuri, and you’re my prisoner.” He was trying to sound sure of himself, but his voice and eyes betrayed him. He sounded nervous, and his eyes were darting left and right. “I’m Grace. So, now what happens?” She tried to sound confident herself, but far more fear was audible than she liked. Her voice quivered, for Pete’s sake! What kind of elite commando was she? One who hasn’t killed a single human yet. “Now? When the boys get here, we head back to the firebase and get you guys properly processed. You know, the usual.” He shrugged, and his rifle moved with him. Grace nodded. “Ah? Familiar with ‘the usual’? Not even going to try to tell me how this is all some big mistake, how you’re innocent merchants who panicked when they got attacked by those two big mean fighters?” He laughed. Grace agreed that it would be more than a little ridiculous to feign innocence. Not going to try that. She swallowed, the motion painful to her dry throat. “No sense in lying,” she said. “But this may be a great opportunity for you.” Yuri raised an eyebrow, apparently intrigued. This bolstered her confidence, and she proceeded. “Your buddies will be here soon. Then everything we’ve got here will get divided up, and no doubt the bosses will make sure they get their fair share. Am I right?” Yuri shrugged. “Death and taxes, lady. So?” “So, what if I told you we’ve got a big stash of cash in our ship. All untraceable. We were supposed to use it while on-planet. I could show you where it is, and all you’d have to do is let me go.” There—that sounded entirely reasonable, didn’t it? Yuri considered it briefly. He shifted his weight and shrugged his shoulders again, rolling them, perhaps to loosen the muscles. That gun must be getting heavy... “Yeah, I don’t think so. Thanks for the offer, but odds are I’ll get a pretty decent bonus out of this. Meanwhile, I can guarantee that the spooks’ll be all over this one. The LT might not know about the cash-stash neither, but you just don’t mess around with ROM. They’re like friggin’ mind readers. And they’re not even the worst of the bunch.” He cringed slightly, as if remembering some unspeakable event. “No thanks, not rolling the dice on that one.” Grace’s heart sank. She’d actually started to hope she could pull it off. Now she had nothing to bargain with. Damn it! Why couldn’t it be a stupid trooper? The Guardsman rolled his shoulders again. Then his left hand went to his holstered sidearm. He pulled it free and pointed it at Grace. All the while, the barrel of his rifle barely moved. Once he had his revolver pointing at her, he lowered his rifle and slung it onto his back. Then he swapped hands on his revolver and smiled. “That’s better.” Grace opened her mouth to say
something just as Logan announced his improved state of awareness with a curse. “Ah! Scheisse! My head!” Grace couldn’t see Logan behind her, but heard him stir. Yuri’s attention refocused and sharpened. “Okay, lady. Move three steps to the right, and keep those hands up!” Grace did as she was told, while Yuri walked closer and used both hands to keep his gun aimed. Logan looked tired and in pain, but was trying to sit up. He noticed the guardsman, and his face showed frustration and anger. “Awww, motherfu—“ His curse trailed off as he fainted again. Yuri barked a laugh. “That’s one heck of a concussion! He’s going to regret surviving the crash when he wakes up for real!” He seemed amused, but also concerned, the way men reacted when they saw another man get kicked in the groin. Grace grasped at straws. “Do you have some medical background?” “Nah, just had a concussion once myself. Sucks!” So much for trying to connect on a professional basis. Desperate situations called for desperate thinking. She closed her eyes and came to a decision. She had to do it. It was necessary. “You know—they don’t know where you are yet. They don’t know who you’ve found. For all they know, it’s just these two.” She paused, swallowed, pushing herself along as she motioned to the two unconscious soldiers. “You… could just let me go. I could… really make it worth your while, if you know what I mean.” She tried to smile seductively, but knew she looked desperate. Damn you, Grace. Damn you. Yuri blinked, then smiled. “Gee, I really appreciate the offer. No, seriously. I guess that means you didn’t think we’d rape you—” Grace’s mouth opened in shock. “Which we wouldn’t!” Yuri hurriedly continued. “Sorry. We’re not in to that stuff. Anyway, I couldn’t take you up on the offer. The LT’d cut my balls off one by one with a pair of pliers if I did. Which’d really piss off my girl, I tell you! She’d want to do the de-balling with a bottle-opener for that. I wouldn’t want to deprive her of the opportunity. She might get mean.” He chuckled. “At any rate, you’d probably just stab me in the eye, or break my spine with your legs or something while I was thinking with the little head. So, er, don’t take it personally, OK? You’re not bad-looking. Just not my type.” She’d never felt more rejected—or despairing—in her life. She wanted to cry. He suddenly seemed to remember something. “Oh! Almost forgot!” He pressed and held a button on the side of his helmet. It clicked with the sound of a cracking knuckle. Yuri talked more sternly than he had a second ago. “Seven-Three, this is Seven-Seven. Got three prisoners at crash site, two KO. Please advise.” He paused briefly, while Grace took a moment to consider yet another one of her mistakes. “Roger, Seven-Three, will hold position. Out.” When he let go of the button, he smiled at her. “Thanks for reminding me. That could’ve been bad.” May you die of colon cancer, asshole. ▲▼▲ Grace was losing patience. She ground her teeth as she mulled over insults that would adequately convey her state of mind. Just as she lined up the best she had, she saw something fly at Yuri from behind and to the left of her. It struck him in the shoulder. It looked and sounded heavy, and he cursed.
“Son of a—” Revolver in both his hands again, he aimed toward the source of the projectile. “Grace—now!” Luella yelled. Grace paused for what seemed like an eternity as she tried to figure out what she had to do now. Then she realized, and felt like a tremendous idiot for not understanding it sooner. She reached into her front belt pouch and withdrew the automatic pistol she’d removed from Logan when she “fell” on top of him. She pointed it at Yuri just as he fired his gun. The sound was incredibly loud, and made Grace jump. Behind her, Luella coughed. Grace snapped off the safety and aimed as Yuri began to swing his weapon back toward her. She had never fired a gun before. But what stopped her from shooting was a promise. A promise only to heal, never to harm. Only to save, never to kill. A promise as dear to her as the person she’d made it to. The bullet entered her body above the left clavicle bone, perforated her trapezius muscle, and left her, all in less than twenty milliseconds. It didn’t knock her back like it would in Immortal Warrior. It didn’t hurt that much, either. It did make her fire her own gun. The bullet struck Yuri in the leg. He screamed and fell to his knees, then toppled. He tried to stop his fall with his hands and fired again. The bullet dug into the dirt. He shot me, she thought, and she fired again. She missed, twice. He struggled back to one knee and tried to aim, and promptly got shot in the arm by someone else. Grace hoped it was Luella. He dropped his gun. Grace’s fourth bullet hit him in the gut, and he crumpled forward. Her fifth bullet missed, and she became aware of two people yelling at her to stop. One was ordering her, the other was begging her. She stopped. Only then did she realize she’d broken her very important promise. ▲▼▲ She ran over to Yuri and got there just before Luella caught up and kicked away the revolver. Grace babbled apologies as she rolled the trooper over. Her shoulder definitely hurt now. “Grace! Leave him. We have got to leave now!” “No! No! I shot him! I can’t leave him like this!” Yuri groaned and looked at her, fear plain in his face. “Oh, shit! Am I going to die?” She took several deep breaths, fighting her body’s reaction to her own injury. “No, you’re not going to die. You’ll be OK. I’m a doctor, I know what to do!” Yuri seemed confused. “A doctor?” “Grace! Leave! Now!” She’d never heard Luella that mad before. Something inside her casually knocked aside what little rationality remained, allowing the full river of anger and fear to flow unimpeded by common sense. She bounced to her feet and got in Luella’s face. “NO! I SHOT HIM! HE IS NOT GOING TO DIE!! YOU HEAR ME?!” Never mind that the woman outranked her, and could easily and severely kick her ass. She regretted that her scream came out more like a panicked screech, but she regretted yelling at Luella even more. She was about to apologize when Luella’s glare evaporated. She nodded once and said, “Fine. Hurry.” Grace nodded back and hobbled toward the nearest medkit. Her shoulder hurt worse and worse, and she barely dared move or use her left arm, but she had other priorities. She returned to her charge and put pressure bandages on Yuri’s leg and arm wounds before examining the hole that would likely kill him. She removed the
too-thin body armor that had done him no good, then opened his shirt near his stomach. The hole pulsed dark red blood, almost black. She groaned in regret and frustration as she applied another pressure bandage and added a pain-killer patch. She couldn’t fix this. Not with what she had on hand. Yuri looked up at her. She tried to think of some euphemisms to put him at ease. But she realized he understood. “That’s it, huh? I’m gonna die?” She wanted to say no. “Yes. I can’t… It’s…” He interrupted her. “It’s okay. No, really, it is. I don’t want you… It’s not your fault. You did what you had to, you know? So did I. I’m sorry I shot you, lady.” Part of her felt grateful, most of her did not. She had never hated herself more. What a waste! Why couldn’t he be stupid, or crazy, or evil, and deserve this somehow? “Hey. Look. The others? They’ll be here soon.” He reached feebly for his helmet and tapped the communications switch. Luella spoke up before Grace could say anything. “Then we’ve run out of time. Grace, tend to Logan and head north. I’m right behind you.” Grace felt defeated. She was defeated. There was nothing left to do here. She got to her feet, then stopped. “Hey. If they get here soon, you’ll be all right. Tell them you have severe internal damage to your abdomen, and need to be sent to a hospital immediately.” She wanted to be more specific, but didn’t know how much medical knowledge Yuri’s unit had. “Thanks,” He seemed relieved for a moment. Then his expression sobered. “How much time do I have?” “Not enough to waste it. I can’t tell without better equipment.” But I can tell it won’t be enough. She didn’t want it to be true. The nearest population center wasn’t even remotely close enough. Yuri’s only hope was his firebase. “Grace.” Luella sounded far more urgent this time. “That’s it. We go now. Get Franz.” ▲▼▲ It was all too much. She walked to Logan, half-blinded by tears, and began to drag him to his feet. Harsh pain made her regret it, and she finally took care of her own wound. She hadn’t realized she’d bled that much, and suddenly realized that her faint feeling had a biological reason beyond emotion. Luella took care of Logan herself, dragging a case in her other hand. Grace’s only cargo was the few medkits she’d found. As they staggered north, she knew she was leaving behind a lot more than her blood. She looked at Luella, in need of sympathy. “I’m really sorry I killed him.” It sounded so pathetic and hopeless, but this time she didn’t care. Luella seemed to think for a moment. “No, Grace. We killed him.” Grace didn’t understand why, but it helped a little. ▲▼▲ Some time later, a VTOL flew overhead, heading roughly northwest in a straight line that resembled nothing like a search pattern. Thanks, Grace, Luella thought as she watched the craft take the dead Guardsman away.
The old man seemed like such an easy mark to Nisu—until he dispatched Rohan without even breaking a sweat.
“Four years of academy training, three more of special forces training, and four consecutive tours on the Clan front… You’ve seen the scores from the simulators, and the personnel dossier says the rest. You want someone who knows ’Mech combat, top to bottom, you can pick up any old Solaris jock. You want someone who knows how to fight a war, come see me.”
SKILLS OVERVIEW Skills reflect learned abilities available to all characters in the BattleTech universe. Depending on the level of complexity—both in action and in training—a given Skill may be more difficult to pull off in a given situation. The Skills a character may possess are listed in the Master Skills List Table. This list also includes the Linked Attributes assigned to each Skill, as well as the Skill’s TN and Complexity (TN / C) values, which are vital to determining how players may use the Skill in game play.
USING SKILLS The basics of how to resolve Skill Checks have already been covered in Basic Game Play (p. 39); the following section expands on the fifty-three major Skills covered in A Time of War. In a typical game session, characters will frequently be called upon to use their Skills, though it may not always be clear which Skills they should use and when. When to Use a Skill As a general rule, a character may need to use a Skill to accomplish any task for which he has received the proper training and experience. It is generally the gamemaster’s job to identify if a Skill Check is required for a given situation, based on the nature
of the action being performed. In many cases, an action may be so mundane or basic to a character that no Skill is required (such as opening an unlocked door, or flipping on a light switch), or mere knowledge of the Skill is enough to get by with (such as speaking one’s native tongue or operating a computer without attempting to hack it). Skill Checks, in fact, should only be made when there is a significant (and possibly dangerous) chance that the character performing the action might fail. Piloting Skill Checks, for example, are not required to simply march a BattleMech from one end of an empty tarmac to another. But if the pilot instead attempts to race his machine across the pavement while simultaneously turning to evade enemy fire, he would need to make a Piloting Skill Check to keep the ’Mech from skidding or falling. Choosing the Right Skill The Skills described in this chapter are clearly named and broadly defined to be used in a variety of in-game circumstances, and so selecting the right Skill for the job is typically simple for the gamemaster to accomplish. If the character is confronted by a ticking time bomb, for example, Demolitions is obviously the best Skill for that job. In some cases, however—either because the character lacks that specific Skill or because his controlling player is particularly creative—it may be possible to resolve the action using Skills other than those the gamemaster offers. Once the gamemaster has determined that a Skill Check roll is needed, it is up to him and the player to identify in a timely fashion the Skill that fits the action best.
LINKED ATTRIBUTES All Skills rely on one or more of a character’s Attributes, which reflect physical, mental or social properties that make a character more or less inclined toward certain Skills. These Attributes (called Linked Attributes) are listed for each Skill. Skills with an Advanced
Complexity rating (SA or CA) rely on two Attributes, while Basic Skills (SB or CB) rely on one. Linked Attributes may provide additional roll modifiers toward the use of a Skill if the Attributes in question are particularly good (or bad).
example, a Skill called “Acting (Seduction)” reflects that the character with the Acting Skill specializes in the art of seduction, while a Skill listed as “Gunnery/’Mech (Laser)” indicates that the character’s ’Mech-based Gunnery Skill specializes in laser weaponry, rather than ballistic or missile weapons.
TARGET NUMBERS
TIERED SKILLS
The first half of a Skill’s TN / C Rating, the target number (TN) applies to any effort by the character to use the Skill (so long as the character possesses it to begin with). This TN reflects the use of the Skill at its most elemental level, with no modifiers applied for Skill Level, Linked Attributes or conditions.
Tiered Skills are special type of Skill, which vary in their Linked Attributes and TN / C Ratings once the character passes a certain threshold in Skill proficiency. At or below a Skill Level of 3, these Skills are considered basic, and therefore more accessible to characters without formal training. Once the tiered Skill progresses to Level 4 or higher, it becomes advanced, as the character must now enhance the elementary Skill with more sophisticated training and techniques to improve its effectiveness. Under these rules, Art, Computers, Interest, Martial Arts, Melee Weapons and Prestidigitation are all considered tiered Skills. Below Level 4, each Skill reflects rudimentary knowledge (“freestyle” art, street fighting, or the unrefined use of basic, improvised or crude melee weapons). Above Level 3, the character begins to add more effective techniques through improved training, such as learning the complexities of color and composition in Art, integrating martial arts styles such as karate or tae kwon do for Martial Arts, or developing fencing techniques for Melee Weapons. To identify their Linked Attributes and TN / C Ratings, tiered Skills receive two listings on the Master Skills List, but because they are still the same Skill, they receive only one description.
COMPLEXITY RATING The second half of the TN / C Rating, a Skill’s Complexity Rating is a two-letter code that reflects how involved the Skill is in terms of physical action or concentration and training. A Skill’s action rating can be Simple (S) or Complex (C), while its training rating can be Basic (B) or Advanced (A). For example, a Skill with a “CB” Complexity Rating is “Complex-Basic”. Action Rating: Skills with a Simple action rating (SB or SA) may be executed quickly and with little conscious thought. Complex Skills (CB or CA) are more involved and take more time and concentration to perform. Training Rating: Basic Skills (SB or CB) reflect Skills that require little formal training and come to most characters quickly. Advanced Skills (SA or CA) involve more in-depth instruction and study, often requiring months—or even years—to truly master.
SUBSKILLS Characters who possess a Skill that has subskills must determine which subskill applies to them at the time they pick up the Skill. Subskills indicate Skills that are related to the chosen Skill, but are still different enough from one another that they effectively represent separate disciplines. A character may possess multiple subskills of a given Skill, but each receives its own entry and TN on the character’s Record Sheet. The subskills available to each Skill are generally pre-defined in the rules and listed with the Skill’s description. Examples of subskills include the Aerospace, Battlesuit and ’Mech subskills available for Gunnery and Piloting Skills. When listing a Skill with a subskill, the subskill follows its “parent” Skill after a slash. For example, “Gunnery/’Mech” represents the ’Mech-based subskill of the Gunnery Skill.
AVAILABLE SKILLS The following Skills reflect those available to characters in A Time of War, provided in alphabetical order for ease of reference. In many cases, suggested modifiers (in addition to those described in Basic Game Play) and examples for where the Skill will apply best are provided. However, these modifiers and examples should not be considered exhaustive. As all situations are different, it is ultimately up to the gamemaster (with support from the players) to determine the most effective use of a given Skill, and the most applicable modifiers to it.
ACROBATICS SPECIALTIES Characters may opt to further personalize their Skills by choosing a specialty to focus on. Unlike subskills, specialties are not pre-defined in the Skill’s rules, but are left up to the player’s imagination (and the gamemaster’s permission). Characters attempting to use a Skill within their area of specialty receive a bonus roll modifier to the attempt, while attempts to use the same Skill outside the area of specialty suffer a penalty. Sample specialties include “Lasers” for any Gunnery subskill, or “Human Resources” for Administration. When listing g a Skill with a specialty, p y, the specialty p y follows the name of the Skill (and any subskills) in parentheses. For
“Look, it’s real simple. All you have to do is leap off the bridge and onto that moving monorail. After that, you roll, grab the edge, and flip yourself inside the side windows, and nobody will even see you coming. Piece of cake, right?” Subskills: Free-Fall, Gymnastics The Acrobatics Skill covers the character’s grace, balance and training to handle complex—and generally dangerous— physical movement. Modifiers to typical Acrobatics Skill Checks should include weather and gravity conditions, character encumbrance, terrain difficulty and the distance the character g Acrobatics comes with two main subskills: Free-Fall is moving. and Gymnastics.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
141
MASTER SKILLS LIST Skill Name
Links
TN/C
Skill Name
Links
TN/C
Acrobatics
RFL
7 / SB
MedTech
INT
7 / SB
Acting
CHA
8 / CB
Melee Weapons [Basic Tier]
DEX
7 / SB*
RFL + DEX
8 / SA*
Administration
INT + WIL
8 / SA
Melee Weapons [Advanced Tier]
Animal Handling
WIL
7 / SB
Navigation
INT
7 / SB
Appraisal
INT
8 / CB
Negotiation
CHA
8 / CB
Archery
DEX
7 / SB
Perception
Art [Basic Tier]
DEX
8 / CB*
Piloting
Art [Advanced Tier]
DEX + INT
9 / CA*
Prestidigitation [Basic Tier]
DEX
7 / SB*
Artillery
INT + WIL
8 / SA
Prestidigitation [Advanced Tier]
RFL + DEX
8 / SA* 9 / CA
INT
7 / SB
RFL + DEX
8 / SA
Career
INT
7 / SB
Protocol
WIL + CHA
Climbing
DEX
7 / SB
Running
RFL
7 / SB
Communications
INT
7 / SB
Science
INT + WIL
9 / CA
INT
8 / CB*
Security Systems
DEX + INT
9 / CA
DEX + INT
9 / CA*
Sensor Operations
INT + WIL
8 / SA
Computers [Basic Tier] Computers [Advanced Tier] Cryptography
INT + WIL
9 / CA
Small Arms
DEX
7 / SB
Demolitions
DEX + INT
9 / CA
Stealth
RFL + INT
8 / SA
INT + WIL
9 / CA
CHA
8 / CB
Disguise
CHA
7 / SB
Strategy
Driving
RFL + DEX
8 / SA
Streetwise
Escape Artist
STR + DEX
9 / CA
Support Weapons
DEX
7 / SB
Forgery
DEX + INT
8 / SA
Surgery
DEX + INT
9 / CA
Gunnery
RFL + DEX
8 / SA
Survival
BOD + INT
9 / CA
INT
8 / CB*
Swimming
STR
7 / SB
Interest [Advanced Tier]
INT + WIL
9 / CA*
Tactics
INT + WIL
9 / CA
Interrogation
WIL + CHA
9 / CA
Technician
DEX + INT
9 / CA
Investigation
INT + WIL
9 / CA
Thrown Weapons
DEX
7 / SB
Language
INT + CHA
8 / SA
Tracking
INT + WIL
8 / SA
Leadership
WIL + CHA
8 / SA
Training
INT + CHA
9 / CA
RFL
7 / SB*
Zero-G Operations
RFL
7 / SB
RFL + DEX
8 / SA*
Interest [Basic Tier]
Martial Arts [Basic Tier] Martial Arts [Advanced Tier]
Complexity Codes: CA = Complex-Advanced, CB = Complex-Basic; SA = Simple-Advanced; SB = Simple-Basic *Tiered Skill: Basic Tier has a Skill Level maximum of 3; Advanced Tier has a Skill Level minimum of 4. Free-Fall: Covers all manner of jumping, gliding, unpowered flight and the use of personal jump packs. A successful Acrobatics/ Free-Fall Check represents a safe landing. A failed check represents a crash, with the severity of any damage based on the roll’s Margin of Failure. Gymnastics: Covers general feats of agility, balance and grace. Though commonly used for show, Gymnastics also covers a multitude of situations where the character may be trying to move around complex obstacles, negotiate exceedingly difficult terrain, avoid falls due to poor and unstable footing, or execute short jumps. A successful Acrobatics/Gymnastics Check can help the character pass through difficult terrain better than others (in personal combat, this can effectively reduce the character’s normal movement costs per turn by 1 MP per point of MoS, to a minimum of 1 MP per meter moved), or avoid damage from falls as high as the Skill’s current level (in meters). A failed Acrobatics/Gymnastics g from a stumble that slows the character down,, to Check can range a potentially bone-breaking fall.
ACTING “Look, I don’t care what your orders say! All I know is I have a shipment of Marly-750 main drive components signed for by Precentor Csencsics himself! Don’t ask me why, but if you’re really going to hassle me here, maybe you should get your bosses on the horn and tell them why their DropShips won’t be lifting troops off this rock any time soon!” Subskills: None The Acting Skill covers the character’s ability to use language, projection and personality to entertain, misdirect or just plain charm the socks off someone. Typical Acting Skill Checks should take into account conditions that could harm or help the character’s performance (such as whether he lacks the proper attire or props to present a convincing appearance). However, if the subject is particularly skeptical or wary of the acting character, an Opposed Action Check may be in order to properly resolve the use of this Skill.
Acting has no subskills, though it can cover a range of specialties covering deception (the art of lying), fasttalk (bombarding a subject with enough superfluous information to overwhelm him), intimidation (using body language and strength of will to cow a subject with implied threats and bluffs), performance (general entertainment acting, including impersonations) and seduction (the art of charming a subject). Characters seeking to emphasize one of these aspects over another are advised to select one of those Acting styles as a specialty. The success (or failure) of an Acting Check determines whether or not the Acting character delivered a credible performance.
ADMINISTRATION “Why, no! I have no idea how hard it is to fight a war! My job is to simply make sure all the troops are fed, billeted, clothed, equipped and deployed to the proper drop zones in time for your carefully-laid strategic assault, while also making sure we have enough parts, munitions and medical support available for when you realize just how little forethought you put into the entire operation!” Subskills: None The Administration Skill covers the character’s ability to organize, allocate and track resources for a project— preferably while keeping the entire operation on time and under budget. As this Skill reflects an abstract and generally universal concept, applicable in business, industrial or military logistics, it has no major subskills, but players may consider an area of specialty to reflect a project type or work sector that is more familiar to them (such as military logistics, business administration, human resources, land management and so forth). Characters with Administration and who maintain a landhold or a business interest, or are actively working in the support chain of a military command, may use this Skill in game play once a month, with the gamemaster assigning modifiers to the standard Skill Check based on any applicable conditions (such as time, budgetary or manpower limits, and demands on the character). Characters with landholds or business interests may use Administration to determine their profit margins on a monthly basis (with a general increase of 5 percent per 2 points of MoS, or a loss of 5 percent per MoF point). In all other fields, successful Administration Checks may influence whether or not critical supplies, manpower or salaries are received on time.
ANIMAL HANDLING “Now, what we have here is a rare carcharodontosaurus camlannensis—better known in the League as the Mordred Lizard. This one’s just a baby, but ain’t she a beauty? As terrifying as she looks, this species really isn’t any more dangerous in the wild than a Calloway wildebeest, but that hasn’t stopped hunters from—son of a branth! She bit me!” Subskills: Herding, Riding, Training The ability to control or influence animals, or to interpret their behavior, is governed by the Animal Handling Skill. Modifiers to typical Animal Handling Skill Checks should include the physical and emotional state of the creature being handled, the demeanor of the handler, and any distracting
circumstances such as loud noises or other physical stimulus. Animal Handling comes with three main subskills: Herding, Riding and Training. In addition, characters can have specialties focused on a specific creature or class of creatures. Herding: The Herding subskill is used by breeders and ranchers across known space, and includes knowledge of animal diets, life cycles, habitat, behavior and overall animal husbandry. It includes a rudimentary understanding of the animal’s health and its diseases (though it is still no substitute for a veterinarian), but Skill Checks are typically required simply to ensure that a population of animals under the handler’s control is healthy, stable and otherwise well behaved. Riding: The Riding subskill is used when mounting tamed animals, and includes the ability to interpret the animal’s behavior as well as the knowledge necessary to properly ride the mount. Similar to Piloting or Driving, Animal Handling/ Riding mainly requires Skill Checks when attempting to perform special tasks while mounted, such as avoiding a spill when turning at full speed. Training: The Training subskill is used to tame and train an animal for use as a mount. Checks for this Skill are typically made at the end of a training session with the creature, with success indicating that the animal has learned something and failure indicating that the lessons didn’t stick.
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BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
APPRAISAL “The filigree is exquisite, and the gold inlays within the seams of the Cameron Star clearly suggest it’s from the Modern Chivalrist Period during the reign of Simon Cameron…but I regret to inform you that it’s still a fake.” Subskills: None Appraisal is used to determine the relative value or authenticity of an object, and includes sufficient knowledge of the appropriate market to derive or deduce its monetary value. Appraisal is typically combined with a more academic Interest Skill (see p. 147) and often cannot be obtained without formal education or apprenticeship. Appraisal should be used for objects that have a certain degree of subjective value attached, such as art or historical artifacts, as the value of such objects can be amplified or depressed in a manner separate from normal supply and demand mechanics. For more practical objects—such as electronics, tools and other mechanical or high-tech items—the appropriate Technician Skill is a better choice for identifying value (see p. 157).
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TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
ARCHERY “Electronic decoys, automatic rifles, portable radar sensors— you call yourself a hunter? Give me carbon composite and a little sharpened steel, and point me toward the nearest New Kyotan hunter’s ground. By nightfall, we’ll be eating roast ki-rian without the powder burns!” Subskills: None The Archery Skill covers the use of bows and arrows, archaic ranged weapons that discharge a projectile using mechanical force from a drawn bow and string. When wielding bows or crossbows in personal combat, the Archery Skill is used to make the attack. Though the Archery Skill has no subskills, the differences between hand-drawn bows and crossbows are significant enough to merit specialization, if the player so desires.
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ART “I’ll grant you, Corporal, that every great artist has to express what he feels deep inside, but I’m also pretty sure that painting the Colonel’s likeness—dressed in nothing more than twelve-centimeter stilettos and black garters—as ‘nose art’ on Captain Baker’s Stalker pretty much earned you those four weeks in the stockade.” Subskills: Various media (Dance, Drawing, Music, Painting, Poetry, Sculpture, Songwriting, Writing and so on) The Art Skill reflects an aesthetic talent the character has cultivated purely as a means of creative expression. Born more of creativity and handiwork than mere study and research, the Art Skill reflects a range of potential subskills from dancing and music to painting and sculpture. Art Skill Checks are made at the end of the character’s efforts to create (or perform) a work of art, a process that can take hours, days or even years. Roll modifiers should account for the complexity of the work being attempted, the medium and supplies, and whether or not the artist rushed the job. Success means the character executed the work well, while failure indicates a work that, once completed, may not have been worth the hype. Tiered Skill: To reflect the difference between a casual “hobby” artist and a dedicated professional, Art is represented in A Time of War as a Tiered Skill, progressing from simple training at the lowest four levels (0 through 3) to a more advanced and focused form from which true masterpieces can emerge.
ARTILLERY “Alpha Bravo Two-One-Eight! Check your fire! Check your fire! I need wide area suppression nine-one meters due south of my position! We have non-coms in the area! For the love of Allah, don’t miss!” Subskills: None The Artillery Skill is used to fire and spot for all kinds of artillerytype weapons, from the single-impulse chemical-propelled projectiles of “tube artillery” to self-propelled artillery missiles like the Arrow IV system. Though used primarily on ’Mechs and vehicles, artillery weapons can also be towed into battle by infantry formations, and so are not considered a simple offshoot of the Gunnery Skill. Indeed, certain infantry-carried Support Weapons (such as mortars) also make use of this Skill. Full rules on the use of artillery in tactical combat are found in Tactical Operations, but additional rules applicable to A Time of War are outlined in the combat chapters of this book.
CAREER “What exactly is it that you do here?” Subskills: Various occupations (Examples: Accountant, Cook, Doctor, Soldier and so on) In order to be successful in a given profession, a wide range of skills and knowledge is necessary. The Career Skill is a catch-all that covers the jargon and procedures a character needs to perform the general day-to-day duties of his job such as paperwork, reports to supervisors and the like. Career Skill Checks are used only to resolve tasks that fall within the character’s chosen profession, but that are not adequately represented by the other Skills in this chapter. If the character possesses another Skill that better fits a part of his profession, use that Skill instead (even if it is of a lower level). For example, a MechWarrior with the Career/Soldier Skill at Level 3 cannot use it in place of his Level 2 Gunnery/’Mech Skill.
The gamemaster must ultimately decide if a particular task in the character’s job can be resolved using the Career Skill, or must be resolved with another Skill or Attribute Check.
CLIMBING “Why did I look down…?” Subskills: None The Climbing Skill is necessary when attempting to scale up or down any heights without the benefit of stairs, ladders or elevators. Though formal training isn’t required to climb relatively simple objects like trees and rocks with a decent slope to them, negotiating the steep rock face of a mountain, clambering up the side of a building or swarming a moving BattleMech requires more than a little practice. Possession of the Climbing Skill allows the character to use Climbing movement in personal combat as a Simple Action (without it, Climbing is not only an untrained Skill, but a Complex Action as well). In addition, this Skill covers knowledge of climbing and rappelling gear. Climbing Skill Checks (when required) may be modified based on how treacherous or difficult to climb a surface is, how much weight the character is carrying, and whether or not the character is using any kind of climbing gear suitable for the job. On a successful Climbing Check, a character scales the surface he is climbing; on a failure, he falls. (Merciful gamemasters should consider allowing a failed Climbing Check with a low MoF to represent a momentary slip, on which the character merely loses some distance.)
COMMUNICATIONS “Welcome to the branch of the military where we don’t express ourselves through the use of kinetic weaponry.” Subskills: Black Box, Conventional (EM), Hyperpulse Generator The Communications Skill is used for all methods of organized communication. This Skill gives the character an understanding of how to use local communications networks commonly found on any inhabited world, as well as how to transmit and receive data and messages over such networks. Action Checks for this Skill are used most often to establish or tap into a communications network, detect and receive incoming signals, triangulate the source of an unidentified comm signal, or even attempt to jam enemy communications. Other actions related to communications—such as translating coded messages, hacking into automated systems or repairing damaged comm equipment—all require other Skills (Cryptography, Computers and Technician/Electronics, respectively). Skill modifiers for Communications can include bonuses for the proper equipment (a character cannot use this Skill without some form of communications equipment), and penalties for hostile (or neutral) interference. In some cases, Opposed Communications Checks may even be necessary to resolve an effort to overcome an active enemy jamming effort. Communications comes with three main subskills, each reflecting a different method of communication used in the thirty-first century: Black Box, Conventional EM and Hyperpulse Generator. Black Box: A top-secret interstellar communications device (often also called a fax because it sends and receives messages as simple text-on-paper), the so-called black box represents a peculiar Star League-era experimental technology based
INTELLIGENCE AGENCIES
on older pre-HPG communications tech. Its transmissions are faster than light, but slower and more restrictive than hyperpulse technology. Because it remains classified among the few major powers that have samples of this device, formal training in Communications/Black Box is non-existent. Conventional (EM): Conventional electromagnetic communications—often referred to by the archaic term “radio”—represents the most basic and accessible form of communications. This subskill covers the use of wired and wireless communications devices, from personal communicators and radios to satellite relay systems and C3 networks, including LOS laser and microwave communicators. Hyperpulse Generator: Ever since the heyday of the Star League, virtually all interstellar communications have been handled by the vast network of hyperpulse generators that link nearly every inhabited world together. Essentially a massive energy cannon, designed to “shoot” ultra-compressed signal batches through hyperspace, the hyperpulse generator (HPG) is the most efficient and secure form of interstellar communications known to thirty-first century humankind, even as the stewards of its technological secrets—ComStar and the Word of Blake—wage war against one another. Only ComStar, Word of Blake and the Clans train people in HPG communications, making this Skill only somewhat easier to come by than Communications/Black Box.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
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TRAITS
COMPUTERS “Hold on. This file is much too small. They’ll notice it’s fake. Give me a bit to include some useless code.” Subskills: None The Computers Skill covers the operation or creation of software using computers in the BattleTech universe. While the user interface of most devices is sufficiently simple to operate that it takes no training or Skill to accomplish rudimentary tasks, taking full advantage of a computer’s capabilities to access data, conduct in-depth research or hack into sensitive networks requires some form of the Computers Skill. Action Checks for this Skill apply any time the character attempts to do more than browse the system or use ready-made applications (such as word processors, electronic readers or accessing local GPS and interweb networks). Modifiers may apply if the software is outdated, corrupted or just plain incompatible with the system being used, or if the system has been locked against potential hackers. The Computers Skill has no subskills, but the tiered nature of this Skill helps mark the difference between computer operations and computer programming. Skilled computer operators can take full advantage of the computer’s capabilities, including the ability to quickly navigate the memory and storage devices attached to the computer to find hidden data, hard-to-reach network sites, and even diagnose software and hardware problems. Programmers, meanwhile, can create, alter and manipulate software, or even hack through software security and firewalls to dig up ultra-sensitive data. Tiered Skill: To reflect the difference between casual computer operations and more sophisticated programming and hacking, the Computers Skill is represented in A Time of War as a Tiered Skill, progressing from simple computer operations at the Basic four levels (0 through 3) to more advanced programming levels where the user can create and manipulate programs rather than simply running them, and bypass virtual security.
CRYPTOGRAPHY “I tend to make my ciphers something improbable, like the name of some mundane farm animal in Swahili. There just aren’t many planets where they speak that, and so far my trusty yet ancient dictionary hasn’t let me down.” Subskills: None The techniques and process of coding and decoding data is known as cryptography. The Cryptography Skill enables a character to attempt to create and decode communications and data alike. When using this Skill to encode data, the character’s Margin of Success becomes the modifier used by anyone attempting to decode the message without a cipher. (If the check fails, the transmission or data is not properly encoded, and will be automatically translated by anyone who receives the information.) Attempting to decode a message or data with the proper cipher does not require a Cryptography Skill Check as long as the decoding character also has the Cryptography
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Skill. (If the decoder lacks the Skill, an untrained Skill Check is needed instead.) Encoding or decoding transmissions or data electronically is accomplished within seconds or minutes, depending on the amount of data to be decoded. Encoding or decoding transmissions and data manually can be extremely time-consuming, requiring numerous man-hours.
DEMOLITIONS “But they’re all red!” Subskills: None The ability to rig, use, arm and disarm explosives, as well as determining the best quantity, power and placement of explosive charges, is covered by the Demolitions Skill. While most explosives follow the brute force rule (if it’s not working, you’re not using enough), the safe use of explosives— and, more importantly, the ability to disable them without detonation—requires training. Demolitions Skill Checks are needed any time a character attempts to set up or disable an explosive device. Modifiers for setting up explosives include difficulty modifiers for less than ideal placement or insufficient explosive materials, or for working with particularly crude or unstable components. The Margin of Success on a successful explosives setup check will translate into the penalty modifier for anyone attempting to disable the device. There is little margin for error when handling or disarming explosives, which should be reflected by the dire consequences of a failed Demolitions Skill Check. If the character fails to set up an explosive by a MoF of 5 or more, the explosives prematurely detonate, immediately doing their maximum damage to the character. The same result occurs if a character fails a disarming Demolitions Skill Check with any MoF of 3 or more. Any other failed result simply means that the device fails to arm or disarm, respectively.
DISGUISE “Good lord. I’m never dressing up like a woman again.” Subskills: None The Disguise Skill is used to adjust one’s own appearance to avoid recognition (or to be taken for someone else). Modifiers apply to Action Checks for this Skill based on the equipment (or lack thereof ) that the disguising character has on hand to make the change, as well as on what features and changes the character is attempting to accomplish and how. The gamemaster should define the possible modifiers for such an Action Check up front, based on how radically the character is making his change. If successful, the disguising character’s MoS applies as a penalty against any Perception Skill Checks to see through the ruse. (If the perceiving character also has Disguise, however, his own Disguise Skill level can be applied as a bonus to the Perception Check, since he will more likely recognize the tricks of the trade.) A failed Disguise Check means the altered look is simply too obvious to work with.
Although the Thor possesses superior technology, even its Clan-made armor is no match for Hauptmann David Hawthorne’s ace gunnery skills and his ’Mechs’ hulking autocannon.
A successful Acting Skill Check can further enhance the effectiveness of a good disguise. If a character successfully makes both a Disguise and an Acting Skill Check, the MoS for both Skills will apply to the perceiving character’s Perception Check to penetrate the disguise.
DRIVING “I remember saying that as long as it has wheels, I’d drive it, but it’s clear now I need to amend that statement by also insisting on propulsion and a steering wheel. I apologize for not being more specific.” Subskills: Ground Vehicles, Rail Vehicles, Sea Vehicles The ability to operate and drive surface-based vehicles and vessels is determined by the Driving Skill. In general, Driving focuses on vehicles designed to be piloted by a single driver, but larger units that require multiple pilots still rely on a single navigator/master driver who directs the unit’s overall motion. Because all vehicles tend to vary, gamemasters may apply penalties to Driving Skill Checks if the character finds himself operating a vehicle or vessel that he is not accustomed to,
especially if the vehicle has radically different performance specs from his regular ride (such as attempting to drive an ultra-swift, ultra-light Savannah Master hovercraft after long years behind the wheel of a large and lumbering Demolisher assault tank). Because vehicles can be regarded as tactical units, more detailed rules for their operation may be found under the relevant movement rules chapters in Total Warfare, Tactical Operations and Strategic Operations. The Driving Skill broadly covers two main classes of vehicles in A Time of War with the following two subskills: Ground Vehicles and Sea Vehicles. Ground Vehicles: Ground Vehicles include any vehicle designed to operate primarily on land (or just above it), and includes Combat and Support Vehicles with wheeled, tracked or hover-based motive systems. Rail Vehicles: This specialized subskill covers all rail vehicles, including conventional trains and magnetic levitation (maglev) vehicles. Sea Vehicles: Sea Vehicles includes displacement hull, hydrofoil and submersible vessels designed for operation on (or under) water, and therefore covers all Combat and Support Vehicles with such motive systems.
ESCAPE ARTIST “You left her in here with only handcuffs and a straightjacket on? I left specific instructions to encase her in ferrocrete the moment she was captured!” Subskills: None The Escape Artist Skill is used to defeat restraints placed on the character’s person. (Locks and other devices established to trap a character in—or keep the character out of—a room are defeated using the Security Systems Skill.) Gamemasters may modify any Escape Artist roll based on the sophistication of the restraints that bind the character, as well as any tools or other aids the character may be resourceful enough to obtain.
FORGERY “I’m good, but I’m going to need a little more than this notepad to get you in to that HPG compound. Here’s my list.” Subskills: None Most modern official documents contain a number of devices intended to prevent them being copied without being identifiable as a copy or new product (the most effective being the DNA-triggered verigraph, which is often used to validate ComStar documents). Yet despite these efforts, the methods and means to falsify such documents have also evolved, and their use is covered under the Forgery Skill. When attempting to create a copy of official documents, a character uses Forgery Skill, with a difficulty modifier based on the sophistication of the document’s verification devices and the tools at the character’s disposal. For example, simple handwritten signatures—fairly easy to reproduce—apply a minimal modifier of +0 to –1 to reproduce by hand (an electronic replication may even give the character a bonus), while efforts to reproduce a verigraph may apply a more extreme –4 to –6 penalty to pull off, even with sophisticated electronic equipment at the forger’s disposal. When attempting to determine whether a document has been forged, the MoS of the forger is used as a penalty against the opposing character’s Perception or Investigation
Skill Checks. If the perceiving character has the Forgery Skill himself, that Skill’s modifier may be applied to the effort to detect the fraud. Without the Skill, however, or any other tools to penetrate the ruse, additional penalties may apply to the Perception or Investigation Check.
THE UNIVERSE BEFORE YOU
GUNNERY “And I wasn’t even aiming for the head…” Subskills: Aerospace, Air Vehicle, Battlesuit, Ground Vehicle, ’Mech, ProtoMech, Sea Vehicle, Spacecraft, Turret The Gunnery Skill is used by operators of most Combat Vehicles, ’Mechs, battlesuits, and aerospace units to aim and fire the unit’s onboard weaponry in combat. The modifiers that apply to these Skills are described in the relevant combat chapters for Total Warfare, Tactical Operations and Strategic Operations (though it is important to remember that such modifiers are applied to the roll TNs in those rulebooks, while A Time of War inverts the same modifiers and applies them to the Skill Check for the same outcomes). The Gunnery Skill reflects the use of weapons mounted directly on a broad range of units, many of which have very different functional interfaces. As a result, Gunnery has a number of subskills, which must be specified at character creation. Aerospace: Gunnery/Aerospace covers the use of all weapons mounted on small aerospace units, including aerospace fighters, Small Craft and Satellite Support Vehicles. Air Vehicle: Gunnery/Air Vehicle covers the use of all weapons mounted on atmospheric-only units, including Airship Support Vehicles, conventional fighters, VTOLs and WiGE vehicles. Battlesuit: Gunnery/Battlesuit covers the use of weapons mounted on battle armor, power armor (light), and exoskeletons. (For smaller weapons carried by the suit’s manipulators or armored gloves, the appropriate Small Arms or Support Weapons Skill applies instead.) Ground Vehicle: Gunnery/Ground Vehicle applies to the use of all weapons mounted on Combat and Support Vehicles with a wheeled, tracked or hover motive system. ’Mech: Gunnery/’Mech covers the use of all weapons mounted on BattleMechs and IndustrialMechs. ProtoMech: Gunnery/ProtoMech applies to the use of all weapons mounted on ProtoMech units. Sea Vehicle: Gunnery/Sea Vehicle applies to the use of all weapons mounted on Combat and Support Vehicles with a displacement hull, hydrofoil or submersible naval vessel motive system. Spacecraft: Gunnery/Spacecraft applies to the use of all weapons mounted on large spacecraft, including DropShips, JumpShips, WarShips and Space Stations. Turret: Gunnery/Turret applies to the use of all weapons mounted directly on fixed defense turrets and structures (including Mobile Structures), as well as weapons mounted on fixed-movement units (Rail Vehicles).
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CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
INTEREST “It would truly make me happy if we could divert ourselves from all the gore and bloodshed for a moment in order to complete this football pool. How about it, men?” Subskills: Any academic or cultural pursuit or hobby (History, Literature, Holo-Games, Sports Statistics and so on).
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The Interest Skill is another great catchall Skill that includes any specific area of study or specialized knowledge a character possesses that is not covered by any other Skill on the character’s record sheet. Interest Skill Checks are used only to resolve tasks that fall within the character’s area of interest, but are not adequately represented by other Skills within this chapter. If the character possesses another Skill that better fits a given situation, use that Skill instead (even if it is at a lower level). For example, a technician with the Interest/BattleMechs Skill at Level 4 cannot use it in place of his Level 2 Technician/Nuclear Skill. The gamemaster ultimately decides if a particular task in the character’s job can be resolved using the Interest Skill, or must be resolved with another Skill or Attribute Check. Tiered Skill: To reflect the difference between casual “hobbylevel” interests and a dedicated expert in a subject, Interest is represented in A Time of War as a Tiered Skill, progressing from simple training at the lowest four levels (0 through 3) to a more advanced and focused form common among specialists and consultants.
Skill), and should apply modifiers based on the amount of evidence gathered so far, balanced against the actual suspect’s efforts to cover his tracks (if any). The process can take hours or days depending on the investigator’s meticulousness, the suspect’s caution, and pure dumb luck, with every successful roll made after that period either eliminating one or more suspects or adding one or more bits of significant evidence—after which, the process begins again. Failed Investigation Checks turn out to be dead ends or false leads, wasting valuable resources and time the investigator simply may not have. The Investigation Skill has no subskills, but characters may specialize in forensics (the analysis of physical evidence) or research (the analysis of records and media) as a focus for their evidence gathering. Gamemasters should take great care, however; it can be all too tempting for a player to roll his character’s way to the conclusion of an investigation using this Skill.
LANGUAGE
“I wanted you to realize that, after tonight, your life will be forever changed. Toward that end, I cut off your hand. How much further change you undergo depends entirely on your degree of cooperation. I will now ask the first question.” Subskills: None The Interrogation Skill covers the ability to extract information from an individual who is unwilling to yield any. Beyond simple torture, intimidation and persuasiveness, this Skill includes the ability to determine (within reason) whether a subject is telling the truth or lying. (Whether the subject is correct or not is a different matter entirely.) Modifiers to an Interrogation Skill Check must include the subject’s WIL (subtracted from the roll, as a penalty), and may account for additional effects, such as the subject’s health (injured or fatigued subjects are easier to break), the interrogator’s methods (chemicals, force or the old “good interrogator/bad interrogator” routine may provide varying effects) and the amount of time taken (longer periods can wear a subject down as the prospect of escape or rescue wanes, producing a bonus). A successful Interrogation Check can reveal as much as one critical or useful piece of information per point of MoS; a failed check can translate to learning nothing, or—if violence or torture is involved—the subject’s injury or death at the interrogator’s hand.
“Bless him. Speaks four dead languages, and two words of English. ‘Beer’ and ‘bread’. Quite the mess when the poor lad needed to use the facilities.” Subskills: Any specific language A wide variety of languages exists within the BattleTech universe. While standard English is spoken on almost every inhabited world, most realms—and their member worlds—have also developed layers of their own languages, dialects and terminology (some dating back to pre-Exodus Terra) that combine to make interstellar travel an enlightening experience in cultural diversity. A character’s Language Skill identifies the languages he can speak, understand and (usually) read, with each Language subskill identifying one language in the character’s repertoire. Language Skill Checks are almost never necessary in game play; the character is generally considered to be automatically successful at understanding any language for which he has a Skill Level of 0 (though he will speak it with a pronounced local accent), and with basic reading comprehension possible at Level 1 (unless the character has the Illiterate Trait; see p. 119). At Level 2, the character attains enough ability in the language that he can be understood by another character who has only recently learned the words himself (effectively eradicating the worst of his accent), while a character at Level 3 is considered fluent. At a Skill Level of 4 or higher, the character’s command of the language is considered excellent, with an expanded vocabulary and clear enough enunciation to be easily understood anywhere the language is spoken.
INVESTIGATION
LEADERSHIP
“All right, let’s get one of those fingers to the lab for analysis.” Subskills: None The Investigation Skill is used to gather evidence toward the solution of a particular mystery, and is a favored Skill among police detectives, private security and intelligence operatives. Using a structured approach toward information gathering, characters skilled in Investigation can identify what avenues and sequences of research will most likely produce results, and can tap a broad range of sources for information and evidence pertaining to a particular crime or other past action. Investigation Skill Checks focus on hard evidence and research (gathering evidence from witnesses falls under the Interrogation
“If one more person quotes Machiavelli, Sun-Tzu or Jerome Blake to me, so help me, I’m going to show him what a leader worthy of the name Davion can do!” Subskills: None The Leadership Skill is used to inspire and motivate subordinates to follow the character’s commands, and is a common Skill among military and political leaders (for obvious reasons). A Leadership Skill Check is typically not required in normal game play, but may be called for when attempting to exhort NPCs to do something questionable or potentially suicidal (in which case, a penalty modifier should be applied that reflects the relative danger presented by following the command).
INTERROGATION
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
Whether Clan or Spheroid, few men can hope to exceed the legacy of Wolf’s Dragoons’ Jamie Wolf.
The Leadership Skill can also provide an Initiative bonus to a team of characters during personal combat (see p. 166) as long as the character using the Skill is, in fact, in command of the team and able to communicate with them during the battle. Leadership can also provide an Initiative bonus in tactical combat (see p. 204) at the gamemaster’s discretion (as it means the enemy’s Leadership Skill should also be applied).
MARTIAL ARTS “The ultimate goal is to win without fighting. But I can settle for you kids being undefeated and surrounded by a pile of broken bodies.” Subskills: None At its most basic levels, the Martial Arts Skill represents the character’s prowess in unarmed (or virtually unarmed) melee combat. With this Skill, the character’s fists and feet are weapons, though not until he achieves higher levels of expertise can the character exchange brute force, adrenaline and fury with the skilled focus of a true fighter. The rules for using the Martial Arts Skill in personal combat appear on pp. 175-177. Specialties exist that encompass the various styles of martial arts available (such as boxing, gung fu, karate and the like), but in A Time of War, these specialties merely reflect the potential attained in advanced Martial Arts Skill levels. Though each style has its strengths and weaknesses, the basic rules remain the same in standard game play. Tiered Skill: To reflect the difference between crude street fighting and the skills of a honed hand-to-hand killer, Martial Arts is represented in A Time of War as a Tiered Skill, progressing from simple training at the lowest four levels (0 through 3) to a more advanced and sophisticated style available only through dedicated training and experience. Even though a character may spend all of his martial arts training career learning judo, karate and other specialized fighting forms, it is only after reaching advanced levels (4 and up) that these styles truly take hold and enable the character to deliver stronger and more precise blows in combat.
MEDTECH “Stop fussing and just bite down on that rag! You don’t have to be conscious for me to suture these wounds!” Subskills: General, Veterinary The MedTech Skill represents basic medical training, including everything from first aid (Skill Level 0) to basic pharmacology and other “field medicine.” A skilled MedTech can stabilize wounded characters in combat, treat characters who have undergone surgery and who are in recovery, and perform all duties and procedures that might be asked of a nurse or a clinical doctor, but falls just shy of being able to perform major surgery. Additional rules covering the use of MedTech Skills in game play are described under Healing and Recovery in the Personal Combat chapter (see pp. 192-195). MedTech has two main subskills: General and Veterinary. General: MedTech/General is the subskill used to treat human patients in A Time of War. Veterinary: The MedTech/Veterinary subskill is used in the treatment of animals. However, given the sheer diversity of life in the BattleTech universe, veterinary MedTechs should further define their area of expertise with a specialty species or class of species (examples might include Avians, Terrestrial Mammals or Trachzoi).
MELEE WEAPONS “And that’s when I hit him in the naughty bits with my warhammer, your honor.” Subskills: None Similar to Martial Arts, the Melee Weapons Skill has two effective levels of sophistication. At its most basic, the Melee Weapons Skill represents the character’s ability to use a variety of close-quarters weapons, from knives and clubs to whips and staves. Using this Skill grants the character some effectiveness with such basic weaponry, but only at higher levels of expertise does the character abandon the wild swings and over-powered lunges of basic knife-fighting in favor of the finesse of swordfighting.
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Point Commander Anton gestures to a close-flying wingman as he readies his attack run against a Jade Falcon ’Mech column.
The rules for using the Melee Weapons Skill in personal combat appear on pp. 175-177. Though melee weapons vary greatly, specialties—rather than subskills—are recommended to emphasize the character’s greater expertise with any one class of melee weapon. Recommended specialties include Blades (covering weapons like daggers, shivs, swords and most vibroweapons), Blunt Weapons (covering clubs, maces and staves) and Whips (covering non-rigid melee weapons such as chains, flails, nunchaku and lashes). Tiered Skill: To reflect the difference between rudimentary knife-fighting and the skills of a close-in weapons master, Melee Weapons is represented in A Time of War as a Tiered Skill, progressing from simple training at the lowest four levels (0 through 3), to more advanced and sophisticated techniques available only through dedicated training and experience.
NAVIGATION “No, I’m not lost, and I will not ask for directions.” Subskills: Ground, Air, Sea, Space, K-F Jump Travelling to a specific destination is impossible without luck, signs or the Navigation Skill. A character with this Skill can use various tools, such as maps, compasses, electronic navigational instruments and so on to determine his location, and how to get wherever he wants to go. A Navigation Skill Check isn’t necessary every time a character tries to go somewhere, especially if he is already familiar with traveling to and from the location in question, but it may be used periodically in unfamiliar territories, or when lost behind enemy lines. Navigation has five main subskills, each based on a different traveling medium: Air, Ground, K-F Jump, Sea and Space. Air: Navigation/Air is the Skill used to plot an aircraft’s course through a planetary atmosphere, identifying the safest and most efficient routes around weather phenomena, locating emergency landing sites in the event of danger, and finding one’s way with
the aid of anything from local starlight and compass readings to state-of-the-art sensors and air-traffic control input. Ground: The Navigation/Ground Skill covers finding one’s way on highways and byways, as well as in the deep wilderness on foot. K-F Jump: The Navigation/K-F Jump Skill is used to plot safe jump points and identify the most efficient interstellar routes for JumpShips and WarShips traveling between worlds. Use of this Skill relies heavily on the vessel’s computers and a wealth of astronomical data, enabling the navigator to plot courses using either the conventional “safe” destinations of solar zenith and nadir jump points, or the far more unpredictable and risky pirate points that dot every planetary system. Sea: The Navigation/Sea Skill is used to guide water-based vessels at (and under) sea, using any aids available from the placement of stars in the night sky and simple compasses to the latest in GPS technology. Space: The Navigation/Space Skill is used to pilot spacecraft in deep space, using magnetic cues, electronic signs and the like to guide a spacecraft safely between distant points (such as from a star system’s zenith recharge station to its primary planet).
NEGOTIATION “Let’s talk.” Subskills: None At its simplest, the Negotiation Skill is used to reach a compromise between two or more parties, be it for political, commercial or legal reasons. As a Skill, Negotiation requires no roll if the haggling characters are all player characters; it should be simple enough for two players to role-play their way through a discussion among themselves rather than let the dice decide for them. To resolve a negotiation with an NPC, however, this Skill becomes almost paramount, as the negotiating player character must now pit his Negotiation Skill (if any) against that of the subject
in a straight Opposed Action Check. At the gamemaster’s discretion, additional modifiers may be applied to the player character’s roll, to reflect stubbornness or reluctance on the opposing NPC’s part. A successful negotiation on the player character’s part will earn him some concessions from the NPC. If the negotiation is about money or other quantifiable resources, it can reduce an asking price by up to 5 percent per point of net MoS (or force the NPC to accept a price up to 5 percent higher than he wished for, per net MoS point). If the discussion is about politics, the NPC may concede a key point or promise some degree of political support. If legal, the NPC will plea bargain more in the player character’s favor. A failed negotiation means the NPC does not budge; if the roll is bad enough, it can even represent a walk-out in the midst of the negotiations as the NPC decides to break off talks. The Negotiation Skill has no subskills, but characters may specialize in commercial, legal or political negotiations if they are in a profession that could benefit from such specialization. Commercial Negotiation Skills cover the terms and conditions surrounding the procurement and pricing of goods and services; legal Negotiation Skills focus on litigation and determining guilt or innocence in accordance with local laws. Finally, political Negotiation Skills cover public debates, policy discussions, the winning over of allies and/or the placating of enemies.
PERCEPTION “So. When did you become aware that your date was, in fact, no longer alive?” Subskills: None
Perception determines a character’s awareness of his surroundings, and is one of the most commonly used Skills in A Time of War. With this Skill, the character uses all his senses (not just his eyes and ears) to spot signs of danger or clues to a puzzle in his immediate environment, though modifiers may apply based on darkness, weather conditions, atmospheric taints and other sensory-affecting conditions. Whether attempting to spot an unusual shadow or movement that could be a hidden sniper, or picking up on the non-verbal signals given off by other people trying to convey a message, Perception Skill Checks can be made any time the character decides to scrutinize his environment and other individuals around him. Searching a location requires a Perception Check, as does conducting surveillance or eavesdropping on a conversation. Yet for all its applications, gamemasters and players should be careful not to overuse the Perception Skill, as constant dice rolling to sniff out signs and clues can leave the character totally unprepared to deal with the dangers he’s overlooked.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
PILOTING “We will begin this course with some examples of deconstructive lithobraking. This 30-minute holofilm is titled ‘When the Ground Isn’t Your Friend.’” Subskills: Aerospace, Air Vehicle, Battlesuit, Ground Vehicle, ’Mech, ProtoMech, Rail Vehicle, Sea Vehicle, Spacecraft The Piloting Skill is used by operators of most Combat and Support Vehicles, ’Mechs, battlesuits and aerospace units to control and maneuver their vehicles in and out of combat. The modifiers that apply to these Skills are described in the
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Clan training regimens are notoriously brutal, but effective. As a result, Clan MechWarriors are infamous for their superior combat skills.
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Newly arrived in the Draconis Combine, Vernon Frederick, an emissary of the Free Worlds League, hopes to convey respect with an awkward bow.
relevant combat chapters for Total Warfare, Tactical Operations and Strategic Operations (though it is important to remember that such modifiers are applied to the roll TNs in those rulebooks, while A Time of War inverts the modifiers and applies them to the Skill Check for the same outcomes). Given the wide range of vehicles and other units available in the thirty-first century universe, a correspondingly wide range of subskills exists for Piloting, which must be specified at character creation. Aerospace: Piloting/Aerospace covers control and flight systems used by small aerospace units, including aerospace fighters, Small Craft and Satellite Support Vehicles. Air Vehicle: Piloting/Air Vehicle covers control and flight systems used by atmospheric-only units, including Airship Support Vehicles, conventional fighters, VTOLs and WiGE vehicles. Battlesuit: Piloting/Battlesuit covers control and operation of battle armor, power armor (light) and exoskeletons. Though such suits are more worn than “driven” by their operators, this Skill covers their operation, whether designed with humanoid chassis or as four-legged. Ground Vehicle: This subskill is covered under the Driving Skill. ’Mech: Piloting/’Mech covers control and operation of BattleMechs and IndustrialMechs, including biped and four-legged chassis and the use of any non-ranged industrial equipment and melee combat weapons if necessary. ProtoMech: Piloting/ProtoMech applies to control and operation of ProtoMechs. Rail Vehicle: This subskill is covered under the Driving Skill. Sea Vehicle: This subskill is covered under the Driving Skill. Spacecraft: Piloting/Spacecraft applies to control and flight systems used by larger aerospace units, including DropShips, JumpShips, WarShips and Space Stations.
PRESTIDIGITATION “So, where did you pull that pistol from, exactly?” Subskills: Pick Pocket, Quickdraw, Sleight of Hand Characters skilled in Prestidigitation have trained their manual dexterity to an exceptional degree. They are capable of manual feats in excess of the average person, even those who are naturally very dexterous.
This Skill can be used in a variety of ways, each identified as a subskill below. Pick Pocket: Prestidigitation/Pick Pocket is used to surreptitiously remove items from a person. To determine if the victim remains unaware of the event, the pick-pocketing character and his victim should roll an Opposed Action Check, pitting the pickpocket’s Prestidigitation against the victim’s Perception. If the pickpocket fails, he’s caught red-handed. If not, he can slide back into the shadows undetected (and likely somewhat richer for the effort.) Quickdraw: This subskill is used to quickly prepare a small weapon for use, hopefully before the character’s would-be opponent can react. A successful Prestidigitation/Quickdraw Check gives the player character a free action to prepare his weapons before others can act. Failure means the character’s move is so clumsy and awkward that he loses the element of surprise, or he fumbles and drops the weapon. Sleight of Hand: Prestidigitation/Sleight of Hand reflects the ability to produce (or make disappear) small objects with a dexterous flair. Characters can use this Skill to pilfer objects kept in plain sight, or to entertain others with feats of wonder. Tiered Skill: To reflect the difference between casual “hobbylevel” prestidigitation and the skills of a dedicated professional, Prestidigitation is represented in A Time of War as a Tiered Skill, progressing from simple training at the lowest four levels (0 through 3) to a more advanced and focused form that separates the magicians from the simple tricksters.
PROTOCOL “If I file the paperwork for a safety inspection of his Lordship’s crate of Timbiqui Dark, to be executed by your person, I’d stand to expect a fifty percent cut of any ‘failed specimens’, right?” Subskills: By Affiliation A Character skilled in Protocol is aware of the formalities, bylaws, quirks and red tape associated with a particular faction’s political rulers and high society. A successful roll using this Skill can help the character navigate the bureaucracy and get things done through the proper channels. Career officers and businessmen are often strong in Protocol, and in some nations it affects promotion to a greater degree than competence.
A typical Protocol Skill Check is used whenever the character seeks to cash in a favor or hook up with a contact in the local government or military apparatus. The difficulty of this effort depends on the character’s relative importance, how busy his local connections may be, and what resources he’s willing to trade to gain an audience. A successful Protocol Check can also help the character avoid embarrassing slips by identifying the important people at a local political or social event, and recognize any quirks in local customs necessary to win respect and minimize offense. Subskills: As social, legal and bureaucratic customs vary greatly between realms and Clans, the Protocol Skill employs the Affiliation of its use as a subskill. A character with the Protocol/ Lyran Alliance Skill, for example, would be completely out of his element in the Draconis Combine (though he could later pick up Protocol/Draconis Combine to circumvent that).
RUNNING “A hundred meter dash in 30 seconds with full kit? Oh, yeah! With an Atlas charging after me, I’d do it in 10!” Subskills: None Except for the handicapped, virtually all characters in A Time of War can run, but characters with the Running Skill have trained themselves to run farther, faster and longer than the average Joe. A Running Skill Check in game play is virtually unheard of, but characters with this Skill can add its level to their Running MP in personal combat (see Movement, p. 167), thereby gaining a real advantage.
Subskills: Electronic, Mechanical The Security Systems Skill is used to analyze and—if necessary—defeat locks, locking mechanisms, sensors and other instruments designed to protect a facility against intrusion, or to keep prisoners trapped inside. (This Skill is not used to install such systems; installation is covered by the appropriate Technician Skill instead.) Modifiers to a Security Systems Check apply based on the complexity of the locking mechanisms and any tools the character has on hand to defeat them. A successful roll will disable or destroy an offending lock mechanism, sensor or similar security system, while failed rolls either leave them intact and active or trigger an alarm that can summon hostile guards in moments. The Security Systems Skill has two main subskills: Electronic and Mechanical. Electronic: The Security Systems/Electronic Skill is used primarily to defeat electronic locking mechanisms such as code-key accessed devices and electro-magnetic safety locks. It can also be used to interrupt, disable or scramble sensor feeds, though such efforts may set off alarms if the local guards are alert enough. Mechanical: Mechanical security systems generally use simple manual controls and other low-tech means that cannot be hacked or otherwise compromised electronically. In general, a combination of brute force and finesse can overcome most mechanical locks and primitive mechanical sensors (such as tripwires and other crude booby traps), though the skilled Security Systems master often carries personal lock-picking equipment for just such an emergency.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
SCIENCE “…and finally, I believe my work on an exothermic blistering agent for my previous employer makes me ideally suited for this position.” Subskills: Any major scientific field (examples: Biology, Chemistry, Mathematics, Physics and so on) In the warlike future of the thirty-first century, scientific advancement may have slowed to a crawl, but humankind’s understanding of the sciences was never truly lost. The Science Skill reflects extensive academic and hands-on knowledge of a particular field of major science such as Biology, Chemistry, Metallurgy and so on, that is not covered by an existing Technician Skill. Science Skill Checks are used only to resolve tasks that fall within the character’s field of scientific study, but that are not adequately represented by the other Skills in this chapter. As with Career and Interest Skills, if the character possesses another Skill that better fits a given situation, use that Skill instead (even if it is of a lower level). For example, a doctor confronted with a badly injured patient cannot use his Level 3 Science/Biology Skill in place of his Level 1 Surgery Skill. On the other hand, a doctor may use Science/Chemistry to identify the nature of a toxin found in his patient’s bloodstream during a routine exam. The gamemaster ultimately decides if a particular task can be resolved using the Science Skill, or must be resolved with another Skill or Attribute Check.
SECURITY SYSTEMS “Well, the big obvious wall-mounted camera is to keep people from noticing the one that looks like the doorbell. It actually does work, and yes, so does the doorbell.”
SENSOR OPERATIONS “So, when the yellow blip goes ‘boop’, is that a good thing? Yes? No? Gonna throw me a bone?” Subskills: None The operation of sensor suites (as found in most Combat Vehicles and all spacecraft) requires the use of the Sensor Operations skill. When piloting a vehicle in combat, this Skill generally acts as a second Perception Skill (see p. 151), but covers targets that can be detected by artificial sensors rather than by visual sighting alone. When attempting to spot a target using motion detectors or radar, seismic, magnetic or infrared sensors and their like, use the Sensor Operations Skill. In tactical game play, Skill Checks are not generally required for using sensors, but gamemasters can add flavor by allowing characters to make sensor sweeps for specific searches or when attempting to uncover booby traps and ambushes, assigning modifiers based on the potential targets and the character’s familiarity with the sensor suite. The use of any specialty or advanced sensor equipment can further enhance the character’s effectiveness, translating to bonus modifiers on the Sensor Operations Skill Check.
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GAMEMASTERING GUIDE
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“Honestly, do you need a gun from every single world we visit? Your collection already outweighs a Wasp!” Subskills: None This skill covers handheld weapons of various types, and is used to execute any ranged weapon attack delivered by a firearm or energy weapon not covered by the Archery, Support Weapons or Thrown Weapons Skills. The Small Arms Skill does
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not use subskills as such, but the sheer variety of such weapons can encourage player characters to specialize. Recommended specializations include slug-throwers (ballistic weaponry), lasers (energy-based handheld weapons), burst weapons (including submachine guns and pulse lasers), shotguns (a category that also covers flechette weapons like needlers), Gauss weapons (magneticprojectile weapons), rifles (long-barreled firearms designed for greater range) and gyrojets (self-propelled mini-rocket weapons). Full rules for the use of small arms in personal combat may be found under Ranged Combat Resolution (see pp. 171-175) in the Personal Combat chapter.
STEALTH “Did that box move?” Subskills: None The Stealth Skill governs the character’s ability to sneak past people and to camouflage other objects or persons against detection. Modifiers to a Stealth Check may be applied based on the stealth equipment available to the character, local conditions that affect visibility and sensors, and whatever possible means observers might be using to detect intruders. How much or how fast the stealthy character moves can also affect the Stealth Check. With these modifiers combined, the character’s Stealth Check may be pitted in an Opposed Action Check against the opponent’s Perception or Sensor Operations Check (as appropriate). If more successful than the observer, the stealthy character remains undetected. Failure may mean anything from the character’s stealth arousing suspicion to his being completely revealed.
STRATEGY “Make no mistake here, Captain. Those facilities on Rochelle are crucial to the enemy’s war effort. If you don’t neutralize your target there within 48 hours of landfall, every soldier on the line from Phecda to Stewart will be at risk.” Subskills: None Where the Tactics Skill (p. 156) deals with the execution and direction of combat actions in the immediate area, the Strategy
Skill tracks the grander scale of planetary and interstellar warfare. Concerned with the movement and direction of large forces, the neutralization or capture of major objectives, and the maintenance of supply chains, strategic planning aims to win wars, where tactical planning focuses on the battles that make them up. Characters may make Strategy Skill Checks to help identify the overall goals for a major campaign, and to perceive clues about any flaws in an enemy’s campaign strategy. Modifiers may apply based on a lack of reliable intelligence or communications, leading to flawed analyses (and correspondingly bad planning). A successful roll can enable a character to know where a critical flaw exists in a current campaign plan, or even sniff out whether and where an enemy army might be planning its next major offensive. But while superior strategy can win wars, gamemasters should never allow a simple roll using this Skill to provide all the answers for a campaign planner. The Strategy Skill has no subskills per se, but characters may specialize as desired at the planetary or interstellar levels to focus their strategic acumen on winning worlds individually, or managing the space lanes and brigades of troops in multi-world warfare.
STREETWISE “What do you mean, how did I know about this place? Forget about it! There’s one on every planet!” Subskills: By Affiliation The Streetwise Skill represents the seamy underside of the Protocol Skill in A Time of War. Where Protocol reflects the customs and formalities of law-abiding society (see p. 152), Streetwise covers life outside the boundaries of governmental or noble control. Streetwise characters use this Skill to find opportunities, gain contacts with persons of interest in less legitimate (or merely less reputable) areas of human endeavor, or simply to circumvent “the system” to obtain information, help or items that would normally be unavailable. A typical Streetwise Skill Check is used whenever the character seeks to tap into the local underground scene or hook up with a contact amid the local crime syndicates or counterculture. The difficulty of this effort depends on the character’s familiarity with the local scene, how cautious his contacts may be, and what resources he’s willing to trade to gain an audience. A successful Streetwise Check can also help the character avoid dangerous missteps by identifying the important people among the criminal element and which of them might be an undercover law enforcement agent (or worse). Subskills: As a mirror of the society they feed off of, the customs and practices of the underground tend to fall into similar themes throughout major realms and Clans, and so the Streetwise Skill employs the Affiliation of its use as its subskill. A character with the Streetwise/Federated Suns Skill would be fairly good at navigating the underbelly of a city on a Davion world, but virtually useless in the back alleys of the Outworlds Alliance (unless he also picked up the Streetwise/Outworlds Alliance Skill).
SUPPORT WEAPONS “This weapon is designed to defeat ‘Mech-grade armor. However, when used in an anti-personnel capacity, it will not disappoint… unless you dislike overpenetration. If so, this weapon will bring you much grief.” Subskills: None The strategic masters of the Federated Suns leave little to chance when planning any offensive.
The Support Weapons Skill covers the use of heavy personal combat weapons of various types (typically referred to as medium weapons in vehicle design, or support weapons among infantry). Characters use the Support Weapons Skill to execute any ranged weapon attack delivered by such weapons not already covered by the Archery, Small Arms or Thrown Weapons Skills. The Support Weapons Skill does not use subskills as such, but the sheer variety of such weapons can encourage player characters to specialize. Recommended specializations include missiles (including LRMs, SRMs, and rockets), lasers (energybased support weapons, including particle cannons), burst weapons (including machine guns and personal autocannons), flamers (incendiary weapons), Gauss weapons (magneticprojectile weapons) and recoilless weapons (long-barreled, direct-fire rockets and gyrojet weapons). Full rules for the use of Support Weapons in personal combat may be found under Ranged Combat Resolution (see pp. 171-175) in the Personal Combat chapter.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
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SURGERY
So, you think the battlefield is dangerous? Try Port Krin on a Saturday night!
“All right, let’s get this spleen yanked out, and then I’ll get started on your gunshot wounds! We could probably dispense with anesthetics, but you seem to have a negative personality; let’s give you some so you can’t bring me down.” Subskills: General, Veterinary The Surgery Skill follows roughly the same rules as the MedTech Skill, but pertains more to cutting open a patient and dealing with serious problems like vital organ damage, cancers and physical reconstruction. A character with the Surgery Skill but no MedTech Skill can perform all of the actions appropriate to MedTech without having to make an untrained Skill Check. However, such efforts suffer a –2 roll modifier to reflect the surgeon’s reduced experience with such run-of-the-mill medical tasks. For more on how to perform surgery in game play, consult the Healing and Recovery rules in the Basic Combat chapter (pp. 192195). As a general rule of thumb, the Surgery Skill should not be used on characters who have suffered less than half of their total number of hit points in damage, or who have sustained any single injury greater than half the character’s BOD score (rounded down, if individual injuries are being tracked). Surgery often takes hours to resolve, and patient recovery can take weeks due to the invasiveness of most surgical procedures. Surgery can also be extremely risky for the patient; any failed Surgery Skill Check can cause greater damage to the character, extending his convalescence or even killing him. Subskills and Specialties: Surgery Skill modifiers can be based on the equipment and facilities at the surgeon’s disposal, the extent of any injuries, and the surgeon’s familiarity with the specific procedure. As with MedTech, Surgery also breaks down into two subskills—General for human patients and Veterinary for animal patients. Players should consider additional specialties for fields of surgical expertise, such as Cardiopulmonary (pertaining to the heart and lungs), Cosmetic (plastic surgery and reconstruction), Gastroenterologic (pertaining to digestive systems), Neurological (pertaining to the brain and nervous systems), Oncological (pertaining to cancer treatment) and Transplants (pertaining to organ replacement and cybernetic implantations). These specialties apply to both subskills.
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SURVIVAL “Well. You either just ate one of the most poisonous plants on this sub-continent, or a fairly harmless one known for promoting flatulence. Guess we’ll find out, won’t we?” Subskills: By Environment (arctic, desert, forest, ocean, mountain, jungle and so on) The Survival Skill is used to help the character endure the challenges and dangers of a particular natural environment. Though this Skill includes basic knowledge of flora and fauna, and the means to identify what can and cannot be eaten, the extreme diversity found on the hundreds of inhabited planets usually prevents someone from being an expert in a particular environment on more than one world. (To reflect this, a character should tie his Survival Skill to a specific planet.) A character may need to make a Survival Skill Check once per day while in the wild for extended periods. If successful, the character remains healthy and establishes or maintains a food supply. If not, the character may suffer damage from those elements that can inflict physical harm, or from lingering Fatigue, or even have his Attributes reduced over time. (The gamemaster should determine the specifics of such deterioration based on present conditions, taking into account issues such as hunger, food poisoning, illness and the like; for random animal attacks, the character must rely on other Skills to cope). Subskills: Even if the character does not specialize his Survival Skill to a given world, Survival subskills are restricted to general environment types. Examples include arctic, jungle, tundra and mountain environments, though gamemasters and players may be able to describe other locales worthy of this Skill.
SWIMMING “Off you go, lads. And never you mind that the water looks brown. I’m confident there’s not a sewer pipe, regardless of the suspicious odor.” Subskills: None The Swimming Skill enables the character to swim, tread water and essentially deal with all-liquid terrain. A character with Swimming Skill generally must make no Skill Checks if he is treading water (swimming in place) or simply moving from one point to another on the surface. Deep dives and maneuvering through tight underwater confines may require a Skill Check to resolve. Possession of the Swimming Skill allows the character to use Swimming movement in personal combat as a Simple Action (without it, Swimming is not only an untrained Skill, but a Complex Action as well). In addition, this Skill covers knowledge of diving and SCUBA gear. Swimming Skill Checks (when required) may be modified based on the nature of the liquid in which the character is swimming, how much weight the character is carrying, what weather and current conditions exist, and whether or not the character is using any kind of swimming gear suitable for the job. A successful Swimming Skill Check to enter the water, for example, means that a character successfully slides in and executes a deep dive without wasting breath and motion. Swimming underwater without gear also requires Skill Checks to determine when a character may need to surface. Failure means the character either needs to try again or may begin to drown while still too deep to break the
surface. (Drowning is often reflected by delivering continuous Fatigue damage points to the character’s combat monitor.)
TACTICS “Flank them? In my Atlas? That’ll take all day!” Subskills: Infantry, Land, Sea, Air, Space The Tactics Skill focuses on the execution and direction of battles in an immediate combat area, typically one with which the tactical officer is directly involved—be it from the cockpit of his own BattleMech, as commander of an infantry squad, or from a nearby HQ vehicle. Concerned with victory conditions and the state of the troops involved in the action, the Tactics Skill aims at winning the current battle more than the campaign of which it may be only a small part. Characters may make Tactics Skill Checks to help identify the overall goals for a current or upcoming battle, and to perceive clues about any potential flaws in the enemy’s combat tactics. Modifiers may apply based on a lack of local intelligence or communications, leading to flawed analyses (and correspondingly bad planning). A successful roll can enable a character to know where a critical flaw exists in an enemy’s defenses or attack plans, or even sniff out whether an enemy ambush or flanking force might be lying in wait. But while superior Tactics can win wars, gamemasters should never allow a simple roll using this Skill to provide all the answers a field commander may want. As an added benefit, a character’s Tactics Skill may beef up his Initiative in personal or tactical combat if the following conditions are met: a) the character is the team’s commander or tactical officer; b) the team has reliable and uninterrupted communications during the turn; and c) the players agree to using Team Initiative rather than individual Initiative. For every turn where all of these conditions apply and the Tactics Skill user can communicate with his team, the level of this Skill may be applied to the team’s Initiative roll as a bonus. The Tactics Skill has four primary subskills, each focused on a distinct class of modern combat: Infantry, Land, Sea and Air. Infantry: This subskill covers tactics where the primary forces are non-vehicular ground units such as infantry, mounted infantry and battle armor. Land: This subskill covers tactics where the primary forces are vehicular (though non-vehicle forces may be a component of the battle). It specifically covers battles where vehicles and ’Mechs are the dominant factor. Sea: This subskill covers tactics where the primary forces are water-based vehicles (though amphibious units, such as SCUBA infantry, may be a component). It especially focuses on surface and submersible naval vessels. Air: This subskill covers tactics where the dominant factor is air power, including VTOLs, airships and fighters in atmospheric combat, but where a minimum of other forces appear. (For air-support missions, the relevant ground-based or spacebased tactics are more appropriate, as air power is relegated to supporting roles in such instances.) Space: This subskill covers tactics in the dark vacuum of space that involve aerospace fighters, Small Craft, DropShips and other large spacecraft, though Marine boarding actions may be a vital component of such combat.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
With mere hours to go before enemy DropShips arrive, technicians scramble to make every possible machine ready for battle. TRAITS
TECHNICIAN “There’s your problem.” Subskills: Aeronautics, Cybernetics, Electronic, Jets, Mechanical, Myomer, Nuclear, Weapons The Technician Skill covers the ability and knowledge to repair and maintain equipment. As these Skills are most commonly used in BattleTech to repair damaged vehicles and BattleMechs, their use is fully detailed in the Maintenance, Repair and Salvage rules starting on p. 166 of Strategic Operations. Note: For gamemasters and players adapting these rules, remember that Strategic Operations—like Total Warfare—uses modifiers that apply to target numbers rather than Action Checks. Therefore, any prescribed modifiers mentioned for Technician Skill use should be subtracted from the dice roll made when using A Time of War rules, rather than added. Remember also to employ the most applicable Technician subskills for each roll. Prescribed repair times remain the same. The Technician Skill has eight primary subskills, each focused on a distinct class of modern technology. Gamemasters and players should be aware that while a fair degree of overlap can exist between the subskills, the most appropriate one should always be used to make an Action Check, even if the character has a lower level in it. Aeronautics: This subskill covers components and mechanisms specifically designed for aircraft and aerospace designs, and is used when servicing basic aeronautical control and support systems. Cybernetics: The Cybernetics subskill covers technologies designed to mimic or replace functions of the human body, including prosthetic limbs, bionic implants and artificial organs. The Technician/Cybernetics Skill cannot be used to implant such equipment; that is the job of a character with a proper Surgery Skill. Electronic: This subskill covers the repair and design of electronic components, ranging from simple wiring and power management systems to computer hardware and robotic control systems. Jets: This subskill covers the design and repair of thrust-based propulsion systems, and includes everything from ’Mech-based jump jets to maneuvering and drive thrusters on fighters, DropShips and WarShips. Mechanics: A general-purpose Technician subskill, Technician/Mechanics covers the basics of vehicular and structural design and basic mechanical systems. Conventional internal-combustion and other non-nuclear engines also fall under this category. Myomer: This subskill covers technologies based on myomer pseudomuscle, including small-scale medical myomer technologies (such as
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Major Kevin Balkend didn’t consider a training session complete until his students are begging for mercy.
those used in elective myomer implants or artificial limb design) and large-scale BattleMech musculature and actuator systems. Nuclear: This subskill covers the technologies of nuclear and atomic power systems and engines, including military, industrial and commercial fission and fusion engines, as well as their cooling systems. (Heat sinks, however, fall under the category of the Mechanics subskill.) Weapons: This Technician subskill covers the broad array of ranged combat weapons used by modern militaries, including lasers, particle cannons, ballistic weapons (conventional of magnetic-propelled) and missile technologies. Given this range, it is not uncommon for this subskill to be further specialized, including small arms and heavy weapons within a given category. Melee weapon types are better served by the Mechanics subskill.
THROWN WEAPONS “McPherson. Stop striking the enemy in the groin with your grenades. It’s uncivilized.” Subskills: Blades, Blunt Weapons This skill covers the use of handheld weapons weighted and g g and often indirect attack in balanced for throwing—a ranged personal combat that includes bladed weapons such as shuriken
and darts, blunt objects like rocks, and explosives like grenades and bomb satchels. The Thrown Weapons Skill uses the following subskills in game play: Blades: This subskill covers the use of sharp thrown objects, such as shuriken, throwing daggers and darts. Such weapons are generally balanced for throwing and accurate placement. Blunt Weapons: This subskill covers everything from improvised weapons like rocks and debris to balls and even grenades.
TRACKING “OK. The good news is, we’re gaining on him. But so are the wolves.” Subskills: Urban, Wilds The Tracking Skill enables a character to follow a person or animal based on the scant signs and evidence they leave behind. This Skill is commonly used by scout troops patrolling built-up areas for intruders, or by game hunters tracking wild game for food or sport, but it can also be used to foil hostile trackers by covering one’s traces. A successful Tracking roll can yield clues to where the tracker’s quarry may have gone and how long ago it passed through an area where the tracker is searching searching—and, and, if close enough by, can even identify the quarry’s most likely location. Modifiers to
a Tracking roll depend on the subject’s size and intelligence, the preponderance of clues it may leave in its wake, and environmental factors. (Tracking humans across a broken tundra with minimal weather is likely to be extremely difficult, while following a wild elephant through a muddy jungle may be quite a bit easier.) If a character uses his Tracking Skill to thwart enemy trackers, it counts as a Complex Action and reduces the character to one-third of his usual movement rates. On the plus side, it also applies half the character’s Tracking Skill level (rounded up) as a penalty modifier to the opposing tracker’s Tracking Skill. Tracking has two primary subskills: Urban and Wilds. Urban: This subskill covers pursuing a target through “civilized” areas, and includes the ability to spot physical signs of a target’s passing. Such evidence may be anything from disturbed debris and telltale property damage to quick queries among the locals as to whether they’ve seen anything matching the quarry’s description. In an urban setting, humans are often the game. Wilds: A more common venue for tracking, the Wilds subskill covers any environment beyond the urban (or suburban) sprawl, from desert sands and frozen tundras to temperate forests and tropical jungles. In the wilds, the most common game is non-human.
TRAINING “It is my job to teach you mudheads enough to extend the amount of time you survive on the battlefield. Make no mistake, you pathetic rejects, you will all still die, but—by Blake—the skills you learn in my camp will enable you to take plenty of the enemy with you by the time that glorious day comes!” Subskills: None The Training Skill enables a character to share his expertise with other characters. This Skill is particularly valuable, as the further development of any Advanced Skill (SA or CA) requires a trainer. A successful Training Check can impart to the lucky recipients bonus XP toward the addition and improvement of any Skill the trainer has and wishes to pass on (see p. 334). To train another character in a Skill, the trainer must possess a Training Skill level equal to or higher than the Skill he is teaching. That Skill must also be in the trainer’s own repertoire, and its recipient must be at least one level below the trainer in expertise to benefit from the trainer’s instruction. If all of these criteria are met, the training character can make a Training Skill Check at the end of a week’s instruction time, applying the trainee’s INT Linked Attribute modifier to the roll result in addition to all other normal Skill modifiers. If the Training Check is successful, the trainer awards 1 XP point (2, if the Skill is Basic) to the trainee, multiplied by the Training Skill Check’s Margin of Success. These XPs are applied directly to the Skill the trainer is teaching the trainee, and are in turn combined with any XP the trainee has already invested in advancing the Skill to its next level. (Thus, training effectively reduces the Skill’s cost). If the Training roll fails, the trainer must repeat the week’s instruction and try again. While Training Skill Checks are optional for Basic (SB or CB) Skills, Advanced (SA or CA) Skills can only be raised after a successful Training Skill Check (even if the trainee already has enough XP invested in the Skill to advance).
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
The maximum level a Skill can be raised to with the Training Skill is equal to the level the trainer has in the Skill being taught, or the Trainer’s Training Skill level, whichever is lower. For example, if a trainer with a Technician Skill level of 5 and a Training Skill level of 3 were to instruct a student in the use of the Technician Skill, the highest level the trainer can provide XPs for would be 3; even though his practical knowledge is more developed, his ability to pass that information along is hindered by his lower Training Skill level.
ZERO-G OPERATIONS “Damn you, Leon! I told you once, I told you a hundred times: Gauss rifles do have a recoil!” Subskills: None The ability to function effectively in micro-gravity is the primary purpose for the Zero-G Operations Skill. Skill Checks are not generally required for Zero-G Operations, but each level of this Skill the character possesses will reduce the penalties a character may suffer for operating in low or zero gravity (gravity ratings under 1.0 G; see High/ Low Gravity under Special Conditions, p. 237) by 1 point (to a minimum modifier of 0). This penalty reduction does not apply to inertia-based modifiers, as they are affected by the G-Tolerance Trait (see p. 118). A character may make a Zero-G Operations Skill Check to resist additional side effects from micro-gravity at the gamemaster’s discretion, such as knockdown effects from recoil when using kinetic weapons in zero gravity. In such cases, a successful Zero-G Operations Skill Check allows the character to ignore those effects. The Zero-G Operations Skill may also be used in place of Acrobatics/Free-Fall, but only as long as the character is operating in micro-gravity or zero gravity.
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KEVIN KILLIANY CAREDONIAN WIND FOREST ROCHELLE 5 JULY 3076 Luella tried to ignore the scaly scrape of her collar against the flaky rash that was spreading across her throat. And maybe down her chest and back as well. Not that she was going to open her suit to check. With airborne pollutants peeling away her epithelials, keeping skin exposure to a minimum was a priority. At least she hoped it was pollution. The possibility of some mutated fungus or microbe getting past the mega doses of meds and vitamins Doc Luther had given them—of something feeding on her skin—was more than she wanted to consider. With an effort, Luella ignored what she hoped was the imaginary sensation of flakes of her skin sloughing off, and focused on her infrared goggles. No heat signatures. She would have felt better about that if she didn’t know her own jumpsuit blocked eighty percent of her body heat. Luella turned her head slowly, carefully quartering her assigned arc. According to their topo maps, a dismal swamp lay between them and their objective, but for now the unit was in a forest of sorts. The fluted boles of yorkwoods—giant trees some fifteen meters across at the base—rose like celestial columns to disappear into the mists above their heads. Enough sunlight forced its way through whatever canopy the giants formed to support trees of more familiar scale. The underbrush was composed mostly of fronded plants—spiked halfcircles of brittle green or sickly yellow that bobbed and rattled
in the faint breeze—with islands of more conventional bushes. The good news was that the waving fronds obscured their movements while the rustling rattle covered any sound they might make. The bad news: the waving fronds also obscured the movements of any Blakists, and the rattling rustle covered any sound they might make. “Got something.” Luella slowly turned her head in the direction Ethan was facing. Nothing. Then fronds moving against the wind. Bringing her hand to the edge of her goggles, she clicked to visible light. Something was definitely moving through the underbrush. Two somethings, human-sized. Luella clicked her throat mic twice. An answering click assured her Travis and the others had taken cover. The Blakist patrol was moving across their intended path. Unless the Robes changed course, they would pass at about thirty meters. If the patrol saw them… . Luella stepped up the goggles’ magnification and turned her head slowly, sweeping back along the approaching patrol’s backtrail. It took her twenty seconds to decide the patrol had no backup. That we can see, she amended. Even if they don’t get off a message when the shooting starts, the shooting will bring in all the fire support they need. “Here.” Luella turned toward the sound of Ethan’s voice. Ethan’s hand was extended, a civilian-grade slug gun across his palm. It was flat and black and angular, but its clean lines were
ruined by the sausage of a suppressor—maybe twenty centimeters long and five thick—screwed to the muzzle. “Where the hell did you get that?” “It was a wedding gift from my mother,” Ethan deadpanned. “Twelve mil, subsonic.” “Against body armor?” Luella didn’t reach for the gun. “You need high velocity and narrow cross section. A seven, maybe a nine.” “Fast bullets make sonic booms; no way to silence a gun like that,” Ethan said. “And you saw those jokers at the LZ—these Robes let the accounting department pick their armor.” “So why are you handing it to me?” “You’re a better shot.” Luella shook her head. “We don’t know if these two are part of the net trying to catch us or if they’re guarding something they want us to keep away from,” she said. “Either way, they’re on a search pattern because their brass doesn’t know where we are. If they don’t show up where they’re supposed to, that’s going to change—and not in a good way.” Ethan shrugged, conceding the point, and closed his hand around the gun. But he didn’t put it away. “They didn’t walk all the way out here,” Ethan murmured when the patrol had passed them. “Agreed,” Luella said. “But they have been this way before. They moved like men following a set path, not scouts picking their way.” “Defensive patrol, then.” Ethan raised his head slightly, tapping his goggle’s zoom toggle as he looked back along the Blakists’ path. “What do you suppose they’re guarding?” ▲▼▲ Travis nodded as he rose from cover. Luella returned the a ck n ow l e d gm e nt , h e r eyes on Franz Logan as the youngest member of the team picked his way through the fronds toward their position. He moved steadily, with no sign of the weaving he’d been doing the first day after the crash. Whatever Grace had doped him with was working. But Luella could see the extra care he took in placing his feet, the momentary hesitations as he changed direction—the kid was having to work at that steadiness. She glanced at Grace and saw the medic gauging her erstwhile patient as sharply as she. The shoulder and sleeve of Grace’s jumpsuit were rust brown with dried blood; the forest green stickpatches covering the bullet holes looked incongruously bright in contrast. Grace moved like her arm hurt—no surprise there, a bullet had gone through her shoulder. Through being the operative word. The wound, a clean channel front to back, had managed to miss all joints and bones— though Luella wouldn’t be
surprised if after-action X-rays found the medico’s scapula had been nicked. Grace had kept the arm moving as they marched, rotating it to keep the muscles from freezing up. That had cost them a couple of pauses to replace slipped and saturated pressure bandages, but it ensured she could still use her arm. Her eyes met Luella’s, then slid away. The more serious wound was on the inside. Busby brought up the rear. The big man looked like a tank, particularly with his broad pack stuffed with every weapon he could carry, but he managed to move silently between the rattling vanes of the frond plants. Making noise wasn’t the only danger the plants offered. The dry fronds were brittle, and a trail of broken ones would tell the Blakists where they’d been. “We need a vehicle,” Busby said, his voice pitched low to stay within the group. “I’ll call ahead for a rental,” Travis said. “Something fast enough to outrun the Robes, you think? Or something with enough punch to fight them off ?” “I’ve been following those guys.” He indicated Grace and Logan with a nod. “They need to be riding, not walking. Hoof it much farther, they’ll be no good when we get there.” Logan dismissed the assessment with a curse and Grace stood a little taller when Travis looked her way. Nonetheless, Luella had to concede Busby’s point. They were not in top shape. She was a little surprised when Travis turned his calculating gaze her way. It took her a moment to remember she’d been knocked unconscious in the crash. She was as much walking wounded as Logan and Grace. Luella raised her chin slightly. Nothing wrong with me but a little diaper rash on tadalafil, she thought toward her captain “A VTOL would be good.” Busby’s Tikonov accent rhymed the acronym with beetle. “But anything is better than nothing.” Travis shook his head. “Making a side trip to steal a vehicle from the Robes—assuming we could find one and snatch it—is out of the question. We’re too far behind schedule to waste the time.” “What if they parked one right in our line of march?” Luella asked. “Meaning?” “What I came back to report,” Luella said. “Ethan and I came across a patrol. Not a search party, defensive perimeter.” “Guards? What would they be guarding in the middle of nowhere?” “The thing about the middle of nowhere is that it’s usually halfway between somewheres.” “You found a resupply depot?” “Maybe no more than a convenient cache.” Luella shrugged. “We didn’t get close enough to find out. Left Ethan watching the watchers, timing their rounds just in case, and came back here to report. My first thought was to map the extent of their patrols and take us around, but if we’re looking for a ride, there’s bound to be vehicles there.” Travis nodded. “We’ll move up to the patrol perimeter. You and Ethan go in. We’ll see what we got, then see what we do.” ▲▼▲ “We’ve got a compound,” Luella murmured, knowing the laser comm in her helmet carried her voice clearly to Travis. Or it should, if she’d lined the narrow beam up right. Travis couldn’t answer, of course. Even with narrow beam, his signal would have washed past her and into the Blakists’ broadspectrum scanners. She doubted the Robes could break their
encryption protocols, but the enemy didn’t need to know what they were saying, just where they were saying it. “Looks like a light-weight fire base.” She rose slightly from her crouch, counting on the waving fronds to cover her movement as she continued her report. “Cleared area for VTOL; comm hut; big spread of canvas, could be a vehicle tent, but I can’t see inside from this angle; double row of definitely barracks tents for maybe forty troops—” Ethan’s warning hand on her shoulder stopped her mid-word. She let his firm pressure bring her back to her low crouch. Luella didn’t have to ask what had alerted him—the rhythmic impact vibrations rising through her boots told her a BattleMech was stalking their way. She tried to determine its vector from the seismic thumps. Impossible, but just as impossible not to try. She hoped it hadn’t been in line of sight to Travis while she was broadcasting. Counting on Ethan to follow, she crept backwards, angling toward a spreading oak tree. At least it looked like a spreading oak tree, even if the scale of the cloud-scraping yorkwoods reduced it to underbrush. The fronds protecting them from troops on the ground would be no obstacle to a ‘Mech jockey atop a ten-metertall weapons platform. Another tree, maybe two hundred meters to their left, shuddered and bent. Giving up on reaching their tree, Luella threw herself flat among the roots of the frond bushes. “Merde,” Ethan muttered. “Damned buttons keep me too far off the ground.” Luella wondered if that tired bit of trench humor had ever been funny. The vibrations continued—seven, ten, twelve—without getting more intense. The ‘Mech was not coming their way. Luella chanced a slow push-up. Nothing—the sickly yellow fans were too tall. She drew her knees up under her and rose into a low crouch. Not ten meters high; more like eight. The BattleMech was a Malak—a thirty-ton Omni with a low center of gravity and broad shoulders. She’d never seen one in the flesh and didn’t know enough to recognize this configuration, beyond what looked like a jagged machete retracted along its left forearm. As she watched, the machine stopped just short of the earthworks surrounding the small firebase and reversed itself, turning in place until its back was to the compound. Luella expected it to head out on a new vector, but it simply stood, as though on sentry duty. From this new perspective she could make out the double snout of a twin-barreled missile launcher protruding like a name badge from its left chest. “Okay, that’s wrong,” Ethan said. Luella wasn’t surprised to see the older man crouching beside her. “What?” “Malak.” He indicated the stationary machine with a nod. “Super high-tech scout ‘Mech used only by the Blakist elite. Domini or whatever.” “So?” “So have you noticed anything elite about the jokers we’ve been fighting? A ‘Mech like that with these boys makes no sense at all.” “A lot about this setup makes no sense,” Luella agreed. “We don’t have all the pieces.” “So let’s get more pieces.” Creeping where they dared, belly-crawling where they had to, the pair spiraled in toward the compound, getting as much of the curved earthworks between themselves and the ‘Mech standing sentry as they could. “Sloppy.”
Luella nodded her agreement. There should have been a clear fire field around the camp’s fence—bare earth stretching out at least a hundred meters. Instead there was a band of stunted frond plants and bushes less than fifty meters wide. As though the garrison had made a minimal attempt, then left the cleared area to overgrow. The uneven growths were nearly a meter tall. She didn’t know how quickly the local plants grew, but it had to have been weeks since the fire field was last cleared. Brittle rattle behind her. Luella rolled right, fronds clattering beneath her, as she swung her laser around and down. Barrel between her knees, she lined up— Her finger froze on the trigger as Travis’ face registered. “That was supposed to be a subtle warning I was approaching,” the captain said. “Effective.” Luella was surprised at how matter-of-fact her voice sounded. “Next time, you might try a bit less subtle,” Ethan suggested as he lowered his carbine. “Noted.” Travis belly crawled to join them at the edge of the clear fire field. “What have we got?” “Definitely vehicles under the canvas; I make it two tanks.” Luella pointed to the two sets of treads visible beneath the edge of the fabric. “It’s framed high, so I’m betting it keeps the rain off BattleMechs as well.” “That might be ‘Mech feet.” Ethan pointed. Luella thought the block of shadow looked more like stacked crates, but didn’t offer an opinion. They’d know soon enough. “Something doesn’t look right,” she said instead. “This whole setup is unbalanced.” “Not enough people,” Travis agreed. “And not the right people. Ethan said it before; we’ve got a Domini OmniMech working with infantry from a second-string planetary militia. Any other time, the Domini wouldn’t acknowledge these guys exist.” Travis grunted, acknowledging the point. For a long moment the three scanned the all but deserted compound, each searching for the key that would unlock the puzzle. A man in a tanker’s field rig ducked under the edge of the canvas shielding the vehicles and strode toward what appeared to be the comm hut, focused more on the noteputer in his hand than where he was going. Luella followed him with her eyes. Definitely planetary militia, though she didn’t recognize the color combination. Rochelle or brought in from off-world? Ground shock. Another. The Malak, out of sight on the other side of the camp, was moving. The third impact felt slightly fainter than the first. By the sixth step, the three soldiers relaxed. The machine was moving away. “I got it,” Ethan announced. “Got what?” “What we’re looking at.” The grizzled sergeant pointed. “Skeleton crew, third string militia, guarding what? A secondary or tertiary supply dump. The Domini would never guard a place like this, but the first string militia would.” “You’re not making sense,” Travis said a beat before Luella. “Sure I am,” Ethan countered. “The Domini know we’re on planet. But they don’t know exactly who we are, how many we are or where we are, right?” He paused, looking back and forth between the two offi cers with an expectant expression. Luella realized he wasn’t going to continue unless they indicated they were following his argument. “Right.” “So the Domini are looking for us,” Ethan said. “But maybe there’s not enough of them to throw out a tight enough net. So
they draft the best of the locals, the elite of the planetary militia, to fill in the gaps—maybe beat the bushes to drive us toward the Domini guns.” “Leaving the third string to guard caches like this one,” Travis finished. “Right. These are the traffic cops and truant officers and weekend warriors,” Ethan said. “The Domini just send an Omni by every so often to make sure they haven’t fallen asleep or accidently shot themselves in the ass.” “Makes sense.” Luella nodded reluctantly. It did make sense. But that didn’t mean it was the right answer. “I’m making no movement by the tank tent,” Travis said. “You think you could hotwire one of those rides, Lieutenant?” “In my sleep.” “Naoko, you cover. I’m heading back to round up the troops.” He looked back at Luella. “When you make the tank, give a double click on your mic. Then wait five minutes to make your break. Bear east-southeast, we’ll circle to meet you.” “Don’t slow down for me,” Ethan added. “I’ll hop on when you run me over.” ▲▼▲ Luella placed her hand carefully. Pressing the dry frond into the soft soil, she muffled its dry crunch with her palm. The ground beneath the stunted frond plants and bushes of the not-so-clear fire band was covered with dry fronds and withered branches. Even using all her stealth to bring her knee forward, the crackle of desiccated detritus sounded like a barrage of small-arms fire to her ears. She moved on her stomach, always aware of the blazer strapped across her back and the fact that her cover was barely a meter high. She gripped Ethan’s silenced gun, using the butt and heel of her shooting hand to support her weight as she pulled herself forward. She still was not convinced of the slug thrower’s effectiveness, but it was better than nothing—and less likely to be noticed than her double-barreled laser. As long as she didn’t run into anyone wearing real body armor, it should be fine. Her other hand came down in tar. Surprised, she pulled her hand back. It was coated in a viscous amber liquid; caked in dirt and crumbled frond fragments. Sap? A terrible suspicion formed in the pit of her stomach. Slowly, making no sudden, eye-catching movements, Luella raised herself up until she could see the top of the frond plant in front of her. The spiny trunk ended in a ragged gash that oozed a thick flow of sap. Turning her head slightly, she saw the next plant had also been hacked. The plants in the clear fire field hadn’t grown up to a meter high. They’d been cut down to a meter. Luella keyed her throat mic. “Ambush!” she broadcast with as much force as she could without shouting. “Trap! Bug out!” From somewhere behind her came the staccato rattle of Ethan’s carbine. A rage of heavier weapons answered. Too late. Dropping the useless pistol, Luella struggled to unlimber her blazer. The ground before her exploded.
Neither Keiko Marita nor her team of commandos are interested in negotiating when lives on the line.
“Six of you against two of us, huh? This is so unfair… You guys are going to need more people…”
OVERVIEW In A Time of War, combat is practically a part of daily life, especially for those who make it their business. Personal combat in this setting is a special extension of the basic game play system, but is far more structured, with all actions resolved in brief, fivesecond intervals called turns. This turn-based system is designed to reflect the time-intensive nature of the situation. The following personal combat rules expand on those featured in Basic Game Play (see pp. 34-43). All characters or creatures involved in combat under these rules are referred to as characters.
THE COMBAT TURN Each turn in personal combat reflects a five-second period of time that follows a set sequence of three phases, beginning with the Initiative Phase (where turn order is determined), continuing through the Action Phase (where characters move and carry out actions) and ending with the appropriately named End Phase (where the outcome of many actions is resolved). Until combat is resolved, the End Phase of each turn is followed immediately by the Initiative Phase of the next.
INITIATIVE PHASE The Initiative Phase always begins the personal combat turn. In this p phase,, the p players y and g gamemaster roll to determine the order in which the characters act. Initiative may be performed
individually (where each character has its own initiative) or at the team level (where an entire side is combined into a single unit that acts as one—ideal for faster play in larger battles).
ACTION PHASE In the Action Phase, the characters can navigate and interact with the battlefield as desired (in accordance with their Initiative order). The number of actions that a character may perform is limited by the relative complexity of the actions being chosen.
END PHASE In the End Phase of the personal combat turn, any unresolved events completed in the turn are resolved, including any continuous damage, ongoing operations, environmental effects or other factors that can have an impact on the characters’ fatigue or consciousness. As its name implies, the End Phase always indicates the end of a combat turn.
INITIATIVE PHASE During the Initiative Phase, each player rolls 2D6 to determine the order in which the characters will act. The character who had the highest Initiative roll result acts first, followed by the character with the next-highest result, and so on until the character with the lowest roll result acts last. Unlike tactical combat (or personal combat using the Tactical Combat Addendum rules beginning on p. 200), personal combat actions are resolved immediately, rather than simultaneously, so a character who wins the Initiative roll can execute and resolve an attack before his opponent has acted. In the event of a tie, the tied character with the highest RFL Attribute score (or the highest WIL score, plus Leadership level, if
COMBAT SCALE
i
The BattleTech universe offers a broad range of scales at which combat can be resolved. The rules covered in this chapter focus on personal combat, the smallest of these scales, but have been designed with respect for the scale of combat described in Total Warfare (which is referred to in this book as tactical combat; see pp. 200-225). Players familiar with tactical combat will doubtless notice some differences, because the greater emphasis on personal combat and role-playing take precedence here over the more abstracted effects of larger-scale game play.
MAPS AND MINIATURES VS. FREEFORM PLAY For effective game play, these combat rules rely heavily on knowing the environment, terrain and distances between characters. For best results, it is therefore recommended that maps, counters and/or miniatures be used to track the characters’ whereabouts. The players need to set a fixed scale to determine the distances involved, and the characters’ markers should indicate which direction they are facing at any given time. Hex maps—similar to those used in Total Warfare, for example—may be used with a game scale of 1 hex per 5 meters, while a gridless map or miniature terrain could establish a game scale of 1 inch per meter of distance. If personal combat involves a small number of characters (generally ten or less), it may be resolved more abstractly, so long as the gamemaster and players are meticulous about tracking the characters’ movement, local terrain and other factors that can influence combat resolution. Resolving combat using such freeform play requires no maps, counters or miniatures, but otherwise uses the rules given in this chapter.
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
CHARACTER AND SQUAD RECORD SHEET COMBAT DATA
i
For speed of play, all the information pertinent to a character in combat is consolidated in a single block on the Character Record Sheet called the Combat Data block. Located on the right-hand side of the first page on the character sheet, this area is used to record the following vital statistics. Note that this same data is also used in the standard (non-battle armor) Squad Combat Record Sheet, which can be used to track multiple characters as troopers without worrying about extraneous non-combat Skills, Traits, and so forth. For massed combat involving multiple characters and NPCs, the Squad Record Sheet may be considered a more efficient option to the Character Record Sheet’s Combat Data block. Condition Monitor: A series of bubbles is used to track the Standard Damage and Fatigue Damage that a character may sustain in combat, as well as whether or not the character is rendered Stunned or Unconscious. A completely undamaged character should show twice his BOD in open Standard Damage bubbles (with all extra damage bubbles blacked out), twice his WIL in open Fatigue Damage bubbles (again, with all extra Fatigue bubbles blacked out), and an open Stunned and Unconscious bubble. Movement: This area tracks the number of meters per turn the character can move in combat, covering basic movement rates (Walk, Run, Sprint) as well as special movement rates (Climb, Crawl, Evade and Swim). See Movement Actions, p. 167, for information on finding these values. Personal Armor: This area tracks the types of armor the character is wearing, including its body location, type and BAR values across the four Standard damage types (Melee/Ballistic/Energy/Explosive). If advanced Hit Location rules are not in play, only the armor worn on the character’s torso applies to resolving damage, and so the first line of this area already identifies “Torso” as the location. See Personal Equipment, starting on p. 254, for information on the character’s personal armor. Weapons: This area lists up to three weapons the character may possess in combat, in addition to his Martial Arts Skill. Because all characters are presumed to have rudimentary hand-to-hand fighting ability, Martial Arts is listed first. If the character is Untrained, the letters “UT” should replace the Skill’s level. See Personal Equipment, starting on p. 254, for statistics on the various weapons; for unarmed combat and additional melee weapon damage effects, see Melee Combat Resolution, p. 175.
squad or team Initiative are used) acts first. If these scores are also identical, make a second roll to resolve Initiative between the tied characters.
INDIVIDUAL VS. SQUAD AND TEAM INITIATIVE Depending on the number of characters involved, the players and gamemaster may decide to use Individual Initiative, Squad Initiative or Team Initiative. Individual Initiative: Under Individual Initiative, each character rolls separately for Initiative order, with RFL used as the tie-breaking Attribute score. This method works best for smallscale fights with no more than ten total characters in play. Squad Initiative: Under Squad Initiative, characters are grouped into squads of four or more characters apiece, with one member of each squad designated the squad’s leader. The q p leader then rolls for his squad’s place in the Initiative order, when the entire squad will resolve its actions at once. The sum
of each squad leader’s WIL Attribute score and Leadership Skill levels is used as the tie-breaker in Team Initiative. This method works best for fights involving more than ten characters, or when vehicles are in play. Team Initiative: Under Team Initiative, a designated leader on each side makes an Initiative roll for the entire side in a fight. As with Squad Initiative, the sum of each leader’s WIL Attribute score and Leadership Skill levels is used as the tiebreaker. At this level of play, however, the winning team must alternate the actions of its various sub-units against those of the other teams in play, with each side moving parts of their total force as proportionately as possible. (For example, a team that outnumbers its enemy 3-to-1 and wins Initiative would have three squad-sized units move and act before the opposing team may even move one.) This method works best for large involving g combat sequences q g fiftyy or more characters and vehicles.
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
165
INITIATIVE MODIFIERS
INITIATIVE TABLE
The Initiative roll is not an Action Check per se, and so is not typically rolled against a character’s Skills or Attributes directly, as it reflects an overall combination of awareness, timing, reflexes and pure luck. Injuries and fatigue do not affect an Initiative roll, but other conditions may, such as certain character Traits (Combat Paralysis and Combat Sense) or special Skills (Tactics and Leadership). These effects are described in the Initiative Table.
Base Initiative Roll
Individual
Basic Initiative
Base: 2D6
Combat Paralysis
Base: 3D6 (worst 2D6)
Combat Sense
Base: 3D6 (best 2D6)
HOLDING ACTION
Additional Conditions*
Individual
In rare instances, a character with a higher Initiative may not wish to act at his point in the Initiative order, because he is waiting for another character to make a move first. In such an event, the character may declare—on his normal Initiative—that he is “holding action.” The character who holds his action is then treated as if he rolled a lower Initiative for purposes of game play, but with the choice to act at any point from the moment he “held action” until the end of the turn. A character who is holding his action may act at any point in the sequence on or after his initiative roll, even in the middle of another character’s action, but must resolve all of his actions at that time. Afterward, the rest of the turn sequence resumes normally. Held actions do not carry over to the next turn. If a character holding his action does nothing by the end of the turn, he has effectively taken no action for that turn (and is considered to have stood still).
Tactics Skill
+Skill level
Leadership Skill (Squad Leaders only)
+Skill level
Josef and Robert are two player characters, each with a RFL score of 6 (though Robert also has the Combat Paralysis Trait). While slumming in the streets of Solaris VII, the two are menaced by a trio of knife-wielding thugs (all of whom have a RFL score of 5, with their leader also sporting a Leadership Skill level of 2). Announcing the start of personal combat, the gamemaster calls for an Initiative roll, and rolls for his three thugs while Josef’s and Robert’s controlling players make their own rolls. Josef’s player rolls 2D6 and gets a result of 5. Robert, thanks to his Combat Paralysis, must roll 3D6 and take the worst two dice, but lucks out with a final result of 8 in spite of this handicap. For the thugs, the GM rolls a 7 for the leader, a 4 for Thug #2 and a 6 for Thug #3. Adding in the thug leader’s ability to command his people—there’s nothing at present to stop him from barking orders—raises the thugs’ Initiatives to 9, 6 and 8, respectively. The Initiative sequence is thus the Thug Leader at 9, Robert and Thug #3 at 8, Thug #2 at 6 and Josef on 5. Because they have tied, the gamemaster compares Robert’s RFL score with that of Thug #3. Finding Robert’s RFL of 6 higher than Thug #2’s RFL of 5, the gamemaster determines that Robert can act right after the thug leader, followed by Thug #3.
ACTION PHASE In the Action Phase, characters can navigate and interact with the battlefield as desired (in accordance with their Initiative order). The number of actions a character may perform is limited, however, based on the actions’ general complexity and the physical or mental concentration required. The personal
*To use Skill modifiers, Squad or Team Initiative rules must be in play. For Tactics, the appropriate Subskill is required; For both, the squad leader must be present, active and able to communicate with his troops to apply the modifier.
combat system presented here recognizes four main types of actions: Incidental Actions, Simple Actions, Complex Actions and Movement Actions. All four are described more fully below and shown in the Action Complexity Table. Incidental Actions Incidental Actions require little to no physical movement or concentration, and can be resolved within a second’s time or less. Examples of this include yelling out a single-word warning, defending against a melee attack or dropping to the ground. A character may perform up to five Incidental Actions per turn, regardless of any other actions being performed. Simple Actions Simple Actions require some concentration and effort, but can be resolved quickly, such as firing a weapon, delivering a melee attack, operating a vehicle or using a Simple Skill that the character possesses. A character may perform up to two Simple Actions per turn, but may not combine them with Complex Actions in the same turn. All rolls required to perform a Simple Action must be resolved immediately. Complex Actions Complex Actions require full concentration and serious effort on the character’s part, and may take one or more full turns to resolve. Examples include using a Complex Skill the character possesses, attempting any Skill in which the character lacks training or using a complex device. A character may perform only 1 Complex Action per turn, and may not perform a Complex Action in conjunction with any other action type (except Incidental Actions). Movement Actions As the name suggests, Movement Actions describe the character’s movement during a combat turn, and can range from standing still or walking to running, sprinting or executing special movements like crawling, climbing and swimming. Any character not unconscious (or otherwise rendered completely immobile) must declare what movement type he is using every turn. If none is specified, the character is treated as stationary and may not willingly move during the combat turn.
ACTION COMPLEXITY TABLE Incidental Actions Non-Movement Crouch
Drop Object
Drop Prone
Gesture
Leaping (Downward)
Melee Defense (except Break Grapple)
Observe Quickly (No Perception Skill)
Sit Down
Speak (Single Word)
Stand Up
Movement No Movement
Walking
Simple Actions Non-Movement Lead Team
Leaping (Upward or Horizontaly)
Load Weapon
Melee Attack
Melee Defense (Break Grapple)
Observe in Detail (Perception Skill)
Pick Up/Put Down Object
Ranged Attack (other than Suppression Fire)
Ready/Draw Non-Crewed Weapon/Small Equipment
Recover From Stun
Speak (Brief Phrase)
Stow (Sheath Equipment)
Use Simple Object
Use Simple Skill (Trained)
How far a character can move in combat (measured in meters) is based primarily on the character’s STR and RFL Attribute scores, as well as any Skills the character has relevant to the movement being performed. Terrain and other obstacles can reduce these movement rates, reflecting the added time spent getting around (or plowing through) such obstructions. Movement Actions also count as Incidental, Simple or Complex Actions, depending on the type of movement desired. Regardless of their complexity, a character must use one—and only one—movement type per turn, and so players must balance their characters’ Movement Actions accordingly. For example, a character that uses Running Movement (a Simple Action) may execute a single additional Simple Action in the Action Phase, rather than two Simple Actions, because the Movement Action used up one of the character’s Simple Actions for the turn.
SKILLS
Extinguish Fire
Ranged Attack (Suppression Fire)
Ready Large Equipment/ Crewed Weapon
MOVEMENT MODES AND MANEUVERS
Recover Fatigue
Speak (Conversation)
Spot for Indirect Fire
Use Complex Object
Use Complex Skill
Use Untrained Skill
Crawling
Running
Swimming (with Swimming Skill)
Complex Actions Non-Movement
Movement Climbing (without Climbing Skill)
Evading
Sprinting
Swimming (without Swimming Skill)
CHARACTER CREATION
MOVEMENT ACTIONS
Careful Aim
Climbing (with Climbing Skill)
BASIC GAMEPLAY
TRAITS
In terms of meters moved per turn, the Movement Rates and Costs Table shows the base movement rates that each character receives under these rules. The movement rates are further described below, including their impact on the character’s Action Phase. Maps and Miniatures: When using maps and/or miniatures to track and resolve movement, it is important to remember the agreed-upon map scale and convert the characters’ MPs accordingly. For example, if playing on a hex map that uses a 5-meters-per-hex scale, characters must divide their number of MPs by 5, rounding up, to determine their movement rates in hexes. Battle Armor and Vehicular Units: If battle armor and/or vehicular units (including ’Mechs) are present in the combat scenario, their normal movement rates must be converted to the same game scale as the characters before play begins. On the tactical scale used in Total Warfare, each MP a battle armor or vehicular unit possesses translates to a speed of 10.8 kilometers per hour (or 15 meters per 5-second combat turn).
Movement
THE UNIVERSE BEFORE YOU
In personal combat, there are three primary and four special movement modes a character may use, each with a distinct movement rate. There is also an assortment of maneuvers that can be executed as part of a character’s movement. Walking The most conventional movement mode, walking uses little energy or concentration, and is considered an Incidental Action. Walking is the only movement mode a character may perform in reverse.
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
Running In combat, running tends to be the more common movement mode. It takes more concentration and exertion than walking, and is considered a Simple Action. Though it technically requires no Skill to run, characters with the
167
MOVEMENT RATES AND COSTS TABLE MOVEMENT RATES Movement Mode
Base MPs (Meters per Turn)
Walk
(STR + RFL)
Run
10 + (STR + RFL) + (Running Skill Level)
Sprint
(Running MPs) x 2*
Running Skill have improved their natural running rate through significant training, and can therefore move somewhat faster or longer than those without the Skill. Sprinting Sprinting reflects a flat-out, nothing-else-matters movement mode that counts as a Complex Action and therefore cannot be combined with any other action types. Speed is paramount here, making this movement mode barely more effective against enemy attacks than running—but when a character needs to escape or reach a friend in a hurry, sprinting may be the only option. Because a sprinting character is pouring full effort into the action, every turn of sprinting movement increases the character’s Fatigue by 1 point.
Special Movement Modes [(Walking MP) ÷ 2]** + (Climbing Skill Level)†
Climb Crawl
[(Walking MP) ÷ 4]**
Evade
Running MP
Swim
(Walking MP) + (Swimming Skill Level)†
Turn in Place
0††
*Sprinting creates fatigue each turn (see Fatigue, p. 189) **Round up †Half movement (rounding down), if the character lacks the indicated Skill ††Turning in place is a movement rate in which the character moves a negligible distance and thus spends no MPs.
MOVEMENT COSTS Terrain/Situation
MP Cost (per meter)
Clear Terrain
1
Rough Terrain
+1
Difficult Terrain
+3
Blocking Terrain
Impassable
Change Elevations
+1 per meter of elevation
Maneuvers Crouching/Sitting
+1
Dropping Prone
+0
Turning (0-120 degrees)
+0
Turning (each 60 degrees over 120)*
+1
Leaping Up/Horizontal
+2
Leaping Down
+1
Standing Up
+2
Encumbrance Encumbered Very Encumbered Overloaded
*Or fraction thereof
x2 x3 1 MP Maximum
Special Movement Modes In addition to walking, running and sprinting, characters may need to carry out alternative movement actions, such as jumping, crawling or climbing. These special movement modes are described below. Climbing: Climbing movement refers to the rate and proficiency with which the character can climb vertical objects, such as ladders, trees, cliffs and buildings. (When climbing stairs, slopes or over objects under a meter in height, normal walking, running and sprinting modes apply, but at a reduced rate to represent the extra effort of getting up or over something.) Climbing is considered a Simple Action if the character is scaling a ladder or has the Climbing Skill, but a Complex Action if the character is climbing a non-ladder surface without Climbing Skill. If climbing a surface specifically made for that activity—such as a ladder—a successful Climbing Skill Check is not required. If the surface is not made for climbing—such as a rock wall, cliff face or the side of a building—the action requires a successful Climbing Skill roll, even if the character must attempt the climb untrained. Failure results in a fall from the height the character was at when he began his climbing movement for the turn (see Falling Damage under Damage Resolution, pp. 181-182.) Crawling: Crawling, the slowest and typically stealthiest movement mode, consists of essentially moving while prone. Crawling movement is counted as a Simple Action in the Action Phase, and makes the character harder to attack at range. Evading: Evasive movement represents a modified run in which the character adds dodging and weaving maneuvers in an effort to present a more difficult target. Evading is treated as a Complex Action for Action Phase purposes, but does not automatically fatigue the character. Swimming: Swimming movement refers to the rate and proficiency with which the character can move through water and water-like liquids deeper than waist level. Swimming is considered a Simple Action if the character has the Swimming Skill, but a Complex Action if the character lacks the Swimming Skill. A character with the Swimming Skill does not need to make a Swimming Skill Check when swimming on the surface or treading water, but may require one when diving without equipment to determine how far he can move before having to come up for air (the gamemaster must assign an increasing modifier of –2 to the roll for every turn spent submerged without a breathing apparatus). If a character lacks the Swimming Skill, he can only tread water, moving at half the speed of a character with
Swimming Skill, and must make a roll every time his head goes below water. Failure on this untrained Swimming Check results in drowning damage if the character lacks breathing apparatus (see Continuous Damage, p. 180), which continues until the character makes a successful Swimming Skill Check in a subsequent turn and returns to the water’s surface. Turning in Place: A character performing no other movement except to turn in place may do so as an Incidental Action that expends 0 MPs and is counted as negligible movement for attacker and target movement modifiers. Maneuvers Maneuvers are actions that—while technically movements—are treated in game play as either part of a character’s movement or a special-case alternative. The most common maneuvers are as follows: Crouching, Going Prone, Sitting or Standing Up: Dropping prone, crouching, sitting or standing up are all considered maneuvers. Each may be performed as part of an appropriate movement action (determined at the gamemaster’s discretion, when in doubt) at a nominal cost in MPs. Dropping prone costs 0 MPs, while crouching or sitting costs 1 MP and standing up costs 2 MPs. All of these maneuvers are treated as Incidental Actions. Flying, Gliding or Jumping (Assisted): Though normally the purview of avian creatures, characters with appropriate equipment (such as jump packs, parachutes or a hangglider) can use a special flying movement mode in specific circumstances. Unlike other maneuvers, the assisted jump, glide or flight cannot be combined with another movement mode, but instead replaces the normal walk, run and sprint options from take-off to landing. The movement rates for flying, gliding or assisted jumping equipment may be found in the rules for the necessary equipment, and so are not listed in the Movement Rates Table. Unless the rules for the appropriate equipment specify otherwise, operating flying, gliding or assisted jumping devices counts as a Simple Movement Action. Leaping: Similar to crouching, dropping prone, sitting and standing up, leaping maneuvers (not to be confused with jumping via jump packs and the like) is considered a part of a Movement Action, rather than a separate movement mode. A character can make an unassisted leap vertically or horizontally across a distance of 1 meter (plus an extra 0.1 meters per level of Acrobatics Skill) at any point during his Movement Action, or downward (without injury) a distance of 2 meters (plus 1 meter per extra level of Acrobatics Skill). It costs 2 MPs to make an upward or horizontal leap, regardless of the distance covered, but only 1 MP to leap downward. (A character who attempts to leap downward without MPs, or attempts to leap down a greater distance than he safely can, must make a successful Acrobatics Skill Check to avoid damage from the fall; see Falling Damage, pp. 181-182.) Turning: Changing direction or facing while in motion is a maneuver that is considered part of the character’s movement, and not a separate action. To reflect the character’s momentum, turning costs a certain number of MPs based on how sharply the character makes his turn within the span of a meter’s meter s movement. The first 120 degrees of turning (enough to change up to two hexsides’ worth of facing on
a hex-gridded map) is considered free for MP purposes, but each additional 60 degrees (or fraction thereof ) costs 1 extra MP. For example, making an about-face (a 180-degree turn) within a meter’s worth of movement would cost the character +1 MP (0 for the first 120 degrees turned, +1 for the additional 60 degrees turned).
THE UNIVERSE BEFORE YOU
TERRAIN AND ENCUMBRANCE Terrain and encumbrance can affect how well a character handles himself in combat. Because the specifics can vary greatly, the rules below simplify the nature of any terrain for speed of play. If special circumstances warrant, gamemasters may impose additional effects based on local conditions such as weather, atmosphere and unusual terrain features (see the Special Case Rules chapter, beginning on p. 230, for examples). In general, however, terrain effects for characters in combat work as described below and as shown on the Movement Rates and Costs Table.
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
Clear Terrain Clear terrain includes pavement, open flooring, packed snow or soil, and other generally dry, firm and flat open areas. Clear terrain has no negative effect on a character’s movement. SKILLS
Rough Terrain Rough terrain covers high grass, occasional rocks, gravel, scattered rubble or furniture, and other terrain types that would otherwise be clear. Each meter of rough terrain costs 1 more MP to pass through than a meter of clear terrain. Difficult Terrain Difficult terrain reflects thick foliage, large concentrations of rubble, furniture and other natural or man-made obstructions, as well as any particularly soft, wet or boggy surfaces. Each meter of difficult terrain costs 3 more MPs to pass through than a meter of clear terrain. Blocking Terrain Blocking terrain is any large walls, sheer cliffs or obstructions that a character cannot easily surmount without special Skills or equipment. Blocking terrain can also include large bodies of water, walls of flame or other hazards a character simply cannot cross. Characters may pass through some types of blocking terrain if they possess the proper Skills and/or gear to do so, but will suffer a drastic reduction in MPs when attempting such movement, leaving them unable to perform other actions or avoid attacks in the process. Changing Elevations In personal combat at the scale handled by these rules, a level of height equates to a meter’s worth of raised or lowered surface, which may be accessed by steps or slopes—as opposed to more gradual shifts in the ground that can be treated as rough terrain. Climbing up or down a level change of more than 1 meter per meter of forward movement— without using the Climbing Skill or appropriate climbing gear (including ladders or climbing/rappelling equipment)—costs additional MPs. Maximum Slope: For game play purposes, sharp elevation changes—such as cliffs or walls—must be treated as blocking
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
169
terrain, rather than elevation changes. If the angle of a slope changes its height by more than five meters upward or downward within five meters of forward movement, the slope is too steep and Climbing Skills may be required. Encumbrance Characters equipped with heavy armor and/or weapons, or otherwise laden with excessive weight, are said to be encumbered, as are any characters carrying equipment specifically noted as having encumbering effects. Unless such characters are piloting battle armor or vehicles, or are equipped with some kind of harness or load-bearing equipment that mitigates these effects, they suffer movement penalties as a result. The Encumbrance Table defines what weight limits cause encumbrance, based on the character’s STR score. A character is considered encumbered if he carries as much or more weight than is listed under the Encumbered column on the table; he is considered very encumbered if he carries as much or more weight than is listed under the Very Encumbered column. A character is considered overloaded if he attempts to carry as much or more weight than the value listed in the Overloaded column. Characters defined as encumbered double their MP costs for every turn they remain encumbered and suffer 1 additional point of fatigue at the end of any turn in which they use sprinting movement or engage in melee combat while encumbered. Characters identified as very encumbered triple their MP costs every turn they remain very encumbered and suffer 1 point of fatigue at the end of any turn in which they use any movement mode other than walking or crawling, or are engaged in melee combat. Characters defined as overloaded may be unable to move at all. If the gamemaster permits, such characters may be able to drag themselves and their excessive cargo around at a rate of 1 MP per turn, treating this movement as a crawl. Encumbering Items: A character already encumbered by weight limit issues who in turn carries encumbering equipment raises his encumbrance factor by one level. For example, if a character with a STR of 5 is carrying more than 30 kg of gear, he is considered encumbered; if he also is wearing a suit of ballistic plate armor (noted as an encumbering item in its statistics), the character is treated as if very encumbered. His squad gunned down by an unseen sniper while out in the wilderness, Kevin—a FedSuns trooper—wants to get behind a large boulder he’s spotted for some cover. Though he cannot see his attacker, he knows the direction from which the weapons fire is coming, and plots his route to the boulder, which is 11 meters away. The 11-meter distance means Kevin will spend a base 11 MPs getting to it. On the map the gamemaster has made of the area, Kevin sees that 2 of the 11 meters are light gravel, rough terrain that adds 1 MP per meter to move through. Another meter of the terrain ahead is a thick clump of low brush and the remains of a tree, which the gamemaster has identified as difficult terrain; moving through that meter will cost an extra 3 MPs. Kevin also sees that the boulder is on a hillock that rises up 1 meter (+1 MP), and though he does not need to turn by more than 120 degrees at any point while rushing to the boulder, he does plan to turn around once he gets behind it, adding +1 MP for the turning maneuver. Kevin therefore needs a total of 18
ENCUMBRANCE TABLE STR
Encumbered Very Encumbered
Overloaded
0.1 kg
0.5 kg
1 kg
1
5 kg
10 kg
15 kg
2
10 kg
20 kg
25 kg
3
15 kg
30 kg
50 kg
4
20 kg
40 kg
75 kg
5
30 kg
60 kg
100 kg
6
40 kg
80 kg
125 kg
7
55 kg
110 kg
150 kg
8
70 kg
140 kg
200 kg 250 kg
9
85 kg
170 kg
10
100 kg
200 kg
300 kg
11+
(STR x 15) kg
(STR x 30) kg
(STR x 45 kg)
Note: When computing the weight a character is carrying, round up to the nearest kg for STR of 1+. MPs to traverse the 11 meters to his destination, get behind his boulder and turn around (11 base MP +2 [2 meters of rough terrain] +3 [1 meter of difficult terrain] +1 [increasing elevation] +1 [turning 180 degrees]). Kevin is also Encumbered, doubling this total MP cost to 36. Kevin has a RFL score of 6, a STR score of 4 and a Running Skill level of 3. This means that at a run, he has 10 + (6 + 4) + 3 = 23 MP, well short of the 36 MP needed. Kevin doesn’t like any of the spots he could get to this turn, as none will provide him with cover. He decides to drop his backpack, a Simple Action that reduces the total weight of his inventory below 20 kg and relieves him of the Encumbered effects. This gives him the mobility to easily cover the required distance.
MOVEMENT FROM PREVIOUS TURN For purposes of determining modifiers against moving targets, any character that has not yet acted in the current turn should be considered still moving at the same movement rate used in the previous turn. If, however, the character has become encumbered, been wounded, is grappled or otherwise unable to use the previous movement rate due to other actions, the gamemaster may declare that the target is using its next-fastest possible movement rate. If combat begins without defining the prior movement rates of any characters, presume that all potential targets begin combat as stationary targets.
COMMAND COHESION When employing Squad or Team Initiative, squads of characters must move as a single unit. To further reflect their unity, squad mates must not move to a position more than 10 meters away from their nearest squad mate. If—through attrition or other circumstances—any squad members become separated from the nearest squad mate by more than 10 meters, the breakaway portion of the squad must function as a separate unit for Initiative and action purposes, or rejoin its squad to restore command cohesion.
RESOLVING ACTIONS IN PERSONAL COMBAT In personal combat, resolving most actions works just as it does in standard game play. For most actions—particularly Incidental Actions, movement and speech—no rolling is generally required. Skill use and Attribute Checks may still occur as needed, especially if the character is attempting an attack or attempting to defend against a melee attack. If a Skill or Attribute Check is required for non-combat actions (such as the use of a non-combat Skill like Computers), the Action Check roll works just as it does under standard game play rules, though it may take more than one combat turn to resolve whatever the character is attempting to do. The gamemaster may also assign additional difficulty modifiers to the roll, to reflect the added chaos and stress of trying to perform while under fire. Combat-specific actions—such as ranged weapon and melee attacks—receive a more structured set of modifiers and rules, described below. As with non-combat game play, attempts to use a Skill the character does not possess must be treated as an appropriate Attribute Check instead.
RANGED COMBAT RESOLUTION Any attack made against a target a meter or more away from the attacking character is referred to as a ranged attack. Ranged attacks are typically made using ranged combat weapons such as bows, firearms and support weapons, but thrown weapons such as shuriken and grenades also fall into this category. Ranged attacks are resolved by the attacking character as a Skill-based Action Check appropriate to the weapon being used. For example, a character attempting to shoot an opponent using a pistol would use his Small Arms Skill, while a character attempting to hit his target with a throwing knife would use the Thrown Weapons Skill.
RANGED ATTACK ROLL The ranged attack roll uses the same target numbers as appropriate for the Skill, and applies the same relevant modifiers for Linked Attributes and Skill levels as a standard Skill Check. The roll must also include modifiers for range, target and attacker movement, and any appropriate terrain and environmental conditions. These modifiers are identified in the Combat Modifiers Table (see p. 178), and explained in more detail below. As with all Skill Checks, if the modified roll meets or exceeds its TN, the attack succeeds and the target suffers damage. Otherwise, the shot misses. Whether or not the attack succeeds, executing a ranged p gy which should be attack will expend ammunition or energy, tracked at all times.
RANGE AND LINE OF SIGHT (LOS) For most ranged attacks, the attacker must be able to see the target (Blind Fire and Indirect Fire are notable exceptions; see Special Ranged Attack Effects, pp. 172-175), and the target must be within range of the weapon used. Various factors—terrain and other obstructions—can greatly affect a character’s line of sight (LoS), while weapon ranges vary with their design. The effects of range and terrain are described below. Because situations can vary greatly, these rules simplify range and terrain effects for speed of game play. If special circumstances warrant, gamemasters may impose additional modifiers and game effects based on local conditions such as weather, atmosphere and unusual terrain features (for examples, see the Special Case Rules chapter, beginning on p. 230). Range Modifiers Each ranged combat weapon receives values that represent its range (in meters) across four broad classes: Short, Medium, Long and Extreme. These range classes reflect the weapon’s relative ability to hit and inflict damage against targets over distance. For most weapons, range modifiers increase over farther distances (though some weapons may replace these modifiers based on quirks of their manufacture). Out of Range: Attacks may not be initiated against targets that lie beyond a weapon’s listed Extreme range. Point-Blank Range: Any target that lies within 1 meter of an attacker is considered to be at Point-Blank range for a ranged weapon attack. If the attacker and the target are engaged in melee combat, however, Melee Combat rules apply instead (see Melee Combat Resolution, p. 175). Cover Modifiers Terrain that affects a character’s line of sight can include anything large enough to conceal or partially conceal an attacker’s view of his target. Whether the cover is trees and shrubs, curtains, rocks, hills, furniture or anything else that the target is not wearing or carrying (such as armor or shields), the overall effect on line of sight is the same. In abstract game play (without maps or miniatures) the degree of cover a target receives must consider all obstructions between the attacker and the target, and choose a final modifier based on those obstructions. If map sheets and/or miniatures are used, determining what level of cover applies will be a simple matter of identifying the modifier for each obstruction or cluster of obstructions along the way, and summing up the total. In such a case, however, obstructions should be averaged across 30-meter spans (the equivalent of a single hex in Total Warfare-scale play). For example, if a target is standing behind an overturned table, two chairs and a tattered curtain blowing, the gamemaster may determine that the target is receiving moderate cover from all these obstructions combined, as half his body remains visible through all of them. The same effect can be achieved on a map simply by considering all of the obstructions across 30 meters of terrain as moderate cover. The following paragraphs define the basic levels of cover that may affect an attack roll in abstracted personal combat. For map-based combat, these modifiers may be applied to 30-meter expanses as indicated above and under the terrain rules in Special Case Rules (see pp. 230-238):
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• Light Cover: Light cover conceals up to a quarter of the target’s mass. Examples of this kind of cover may include a narrow doorway, light foliage, bare trees, wrought-iron bars and sheer curtains (where the target’s silhouette is clearly visible). • Medium Cover: Medium cover conceals up to half the target’s mass. Examples include a window opening in a wall, desks, podiums, counters and thick leaves or bushes. • Heavy Cover: Heavy cover conceals up to three-quarters of the target’s mass. Examples include hills, walls, large rocks and dense jungle foliage. • Full Cover: Full cover conceals up to 100 percent of the target’s body mass. Examples include wide tree trunks, walls, large boulders and so forth. Targets under full cover that leave nothing exposed to the attacker may still be attacked using the Blind Fire or Indirect Fire rules, while targets that leave as little as 5 percent of their body mass (such as a single hand) exposed may be attacked with a significant modifier. • Other Characters: While not cover in and of themselves (because they are presumed to be in motion as well), the presence of other characters between an attacker and target will affect LoS enough to present an additional attack modifier. This modifier applies only once, in addition to any modifiers from cover, regardless of how many characters lie between the attacker and the target.
OTHER COMBAT MODIFIERS Additional combat modifiers that can affect the accuracy of a character’s ranged attacks are also shown in the Combat Modifiers Table on p. 178. These include modifiers for movement, target size, attacker actions and conditions, miscellaneous conditions, aimed shots and other special ranged attack modifiers. Movement Modifiers: Movement modifiers apply to the roll based on the attacker’s movement mode and a combination of the target’s movement distance and movement mode. Target Size Modifiers: Unique to dismounted characters in personal or tactical combat, target size attack roll modifiers reflect the target’s physical size. Attacker Actions and Conditions: These roll modifiers reflect special attacker-based conditions such as the attacker’s level of encumbrance, whether the attacker is striking at a secondary target in the same turn as the primary target, using an off-hand to deliver the attack, or suffering from Fatigue or Injury effects (see Damage Effects, pp. 182-184). Miscellaneous Condition Modifiers: These roll modifiers apply for any special environmental conditions (see Special Case Rules, starting on p. 230), if the target is stunned or surprised, if the attack is coming from behind or if the attacker is using his off-hand. Aimed Shot Modifiers: These roll modifiers apply when the attacker aims at specific hit locations on the target, and thus may only be used with Hit Locations rules (see p. 190). Additional Ranged Attack Modifiers: These roll modifiers describe additional situations that only apply to ranged attacks, and include special weapon effects such as taking careful aim, firing on a target with a friendly character engaging that target in melee, burst-fire and splash attacks, indirect fire and blind shooting.
Portia is a Word of Blake soldier providing overwatch with her sniper rifle. Having already taken down five members of a FedSuns infantry squad crossing through the wilderness, she is left with one target who just darted behind the excellent cover of a large boulder. The base target number (TN) for Portia’s Small Arms (Rifles) Skill is 7. Her Skill level is 5, which adds a +5 modifier to the roll (plus, she has the Rifles specialization, which adds an additional +1). Her DEX is 7, which provides a Link Attribute modifier of +1. Between her Skill, specialization and Attributes, Portia’s attack roll modifier is already +7 (+5 for Skill level +1 for Rifles specialization +1 for the DEX Link modifier = +7). Portia’s target is at Medium range, which adds a –2 attack roll modifier. The gamemaster has indicated that the target’s position behind a large boulder provides heavy cover from Portia’s angle, imposing an additional –3 modifier. The target character is a normal, medium-sized human (+0). Portia has not moved, but her target has just scrambled 11 meters to get behind his rock, adding a –1 target-movement modifier. Portia dropped her equipment next to her before she began to snipe, and thus is unencumbered. Though she is fatigued from previous fighting, her 2 current Fatigue points are well below her WIL of 4, and so no fatigue modifier applies, but she was injured by one of the soldiers she gunned down—enough for an additional –1 Injury roll modifier. This means Portia’s attack receives a –7 modifier, negating the +7 for her Skill, specialization and DEX modifiers (+7 – 7 = 0). Portia would need a roll result of 7 or more to make the shot (TN of 7 + 0 = 7). To increase her chances, Portia decides to spend her turn taking Careful Aim, applying a +1 modifier. In the next turn, rather than step into the open, her target remains stationary, eliminating the target movement modifier—but then drops to the ground, applying a –1 modifier to Portia’s attack. This combination of actions ultimately adds a net +1 to Portia’s roll, so she would only need a result of 6 to hit her target (6 + 1 = 7). Rather than take the chance of her target bolting in the next turn, Portia rolls her attack and gets a 6—just enough to strike her target!
SPECIAL RANGED ATTACK EFFECTS Many of the attacks possible in ranged combat include special options based on the weapons fired or other battle conditions. The rules for these more common special effects are described below. Area-Effect (Blast) Weapons Area-effect weapons (also known as blast weapons) are a special class of weapon that includes rocket launchers, grenades and mortars. These weapons—identified by an “A” in their Base Damage (BD) codes—deliver their damage by spreading it out over a wider area than standard ranged weaponry. The attack roll for these weapons reflects where the center of the blast will occur, and may be directed against a character or a target area (the latter is considered an immobile target, with no size modifier). Because of the area-effect weapon’s wider “footprint,” it receives a +2 attack roll modifier when resolving fire. Damage to a target from area-effect or blast weapons is based on the target’s proximity to the impact point (see Area-Effect Damage, p. 179). All targets within the blast area of an area-effect weapon are considered hit by the attack unless they are protected
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With the spotting assistance of a mercenary infantry unit, friendly artillery quickly destroys a Blakist fortification on Rochelle. TRAITS
by an obstruction that offers full cover and can hold up under the damage. (For example, a low wall between a character and the center of a grenade explosion may protect the character from the blast if the character is crouched behind the wall and the wall’s AP and damage capacity are enough to withstand the grenade’s damage.) If in doubt, the gamemaster may determine whether any such cover exists. Blind Fire Blind fire refers to any ranged direct-fire attack where the attacker has no direct line of sight to the target but can potentially attack anyway. This can include firing at a target through a door, or in complete darkness, or while blindfolded. Blind fire imposes the standard attack modifiers for full target cover, in addition to all standard modifiers for movement and range. However, Blind Fire attacks may not be used to deliver an Aimed Shot, nor can they take advantage of Careful Aim modifiers, as the attacking character cannot physically see his target. Firing through Barriers: If a Blind Fire attack is made against a target through a barrier, damage for any successful attacks must be resolved using the rules described under Armor and Barrier Effects (see pp. 185-189). Burst Fire Weapons with burst-fire capability (such as machine guns, submachine guns and pulse lasers, or any weapon identified by a “B” in its Base Damage codes) can fire more than one shot per attack. This allows them to increase their damage potential, but at a significant loss in accuracy. Burst Fire weapons receive two key statistics that standard weapons do not: a Recoil modifier, and a Burst rating. The Recoil modifier is applied to the burst-firing weapon’s attack roll any time it fires more than one shot per attack; the Burst rating indicates the maximum number of shots a Burst Fire attack can deliver in a single attack. Unless the weapon’s rules specifically declare otherwise, the attacker using Burst Fire g anyy number of shots up p to the can declare that he is firing weapon’s Burst rating in a single attack.
Aimed Shots and Controlled Bursts: Burst Fire attacks are notoriously inaccurate. As a result, they normally cannot be used to deliver Aimed Shots, even if Hit Location rules are in effect (see pp. 190-191). However, if an attacker using burst fire opts for a special “controlled burst” (in which the weapon is used to deliver 2 to 3 shots or less per attack), the attacker can declare that he is making an Aimed Shot against the target. An Aimed Shot made using a “controlled burst” applies an additional –1 modifier to the attack roll, however, as the weapon’s burst is still less accurate than a single shot. Suppression Fire: Weapons capable of burst fire attacks may also use this feature to deliver a special attack called suppression fire. See Suppression Fire, pp. 174-175 for more information. The notes for a Gunther MP-20 submachine gun indicate that it has a Recoil modifier of –1 and a Burst rating of 10. The Burst rating indicates that the MP-20 may fire up to 10 shots in a single attack, but the Recoil modifier means that firing more than 1 shot at a time from the weapon will apply an additional –1 roll modifier to the weapon’s attack. Crewed Weapons Some weapons—typically heavy support weapons—require a crew in order to operate effectively in combat (even though the main components for such weapons are generally carried by one member of a combat squad). Crewed weapons are identified by a special note in the weapon’s statistics that also indicates the number of crewmen required, such as Crew: 3. In combat, crewed weapons cannot be used to deliver an attack unless the required number of crew (identified in the weapon’s notes) are located within 1 meter of the weapon and the weapon has been properly set up to fire. Likewise, a crewed support weapon cannot be moved unless it has been torn down. Setting up (or tearing down) a crewed weapon requires no roll, but counts as a Complex Action undertaken by all members of the weapon’s crew. g g weapon p operator p Regardless of the crew size,, onlyy a single makes the attack roll.
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DF
DK
A member of the fearsome Draconis Elite Strike Teams patrols the wilderness of a far-flung planet. Indirect Fire Indirect fire is similar in many ways to blind fire, except that weapons with Indirect Fire capabilities—identified by a note of “Indirect” in the weapon’s statistics—can only attack targets that are not somehow shielded by terrain or structures from above (such as roofs and the like). Indirect Fire attacks do not require a line of sight, but may be made against a target the attacker can see, one within line of sight of a friendly spotting character (who can communicate with the attacker) or against an entirely unseen target. An Indirect Fire attack applies all the same modifiers as a Blind Fire attack, but receives an additional +2 roll modifier if the attacker—or a friendly character spotting for the attacker—has line of sight to the target. Unlike a Blind Fire attack, missed shots scatter away from the intended target by a number of meters equal to the attack’s MoF. The direction of this scatter is randomly determined. A recommended method is to use 1D6 to determine the direction, with a 1 indicating scatter directly away from the attacker, and each subsequent number representing a direction 60 degrees further clockwise from that angle. Most Indirect Fire attacks use area-effect (blast) weaponry. The attack modifiers and damage effects of such weaponry will apply to the Indirect Fire attack. Spotting for Indirect Fire: Spotting for an Indirect Fire attack is a Complex Action that uses the Artillery Skill, but does not require an Action Check as long as the spotting character has a valid line of sight to the target area and unobstructed communications with the firing unit. If either of these conditions is in doubt due to terrain or interference, Perception and Communications Checks may be needed as appropriate. A successful spotting action allows
the attacker to receive the +2 roll modifier mentioned above, but must be accomplished in the same turn the attack is made. Suppression Fire Also known as “walking fire” or “sweeping fire,” suppression fire is a special attack that can only be performed by weapons capable of burst fire (identified by a “B” in their Base Damage codes). In a suppression fire attack, a line of shots is directed across an area without actually aiming at a specific target. To execute a suppression fire attack, the attacker must trace a line of adjacent 1-meter hexes (or spaces 1 meter in diameter), while firing at least one shot (and up to 5) into each one. Each space must receive the same number of shots. The attack roll for suppression fire is made for each target within the affected spaces, as well as each target that attempts to pass through the affected spaces for the remainder of the turn, but each roll receives a modifier equal to –6 plus the number of shots fired per meter. Thus, a suppression-fire spread that places 1 shot per meter suffers a –5 modifier on each attack roll (–6 + 1 = –5), while a spread that pumps the maximum of 5 shots per meter suffers an attack roll modifier of only –1 (–6 + 5 = –1). Other modifiers for recoil, range, terrain, movement and so forth apply as well. A suppression fire attack is considered a Complex Action that uses a number of shots equal to twice the weapon’s listed Burst rating (representing two full bursts fired in rapid succession). If the weapon does not have the energy or ammunition to fire this many shots, the suppression fire line will continue as planned until the weapon is exhausted.
Because the suppression fire attack reflects a single, long pull of the trigger, only the first attack roll made in the line of fire in subject to jamming in the event of a fumble (if the weapon has such a feature listed in its notes). Otherwise, fumble effects will reflect a bizarre shot trajectory in the midst of an otherwise normal burst. Although a successful suppression fire attack can only be delivered using weapons acting in a Burst Fire mode, any target hit by a successful suppression fire attack roll suffers damage as if struck by a standard (non-burst) weapon attack for purposes of determining additional MoS damage (see Damage Resolution, p. 177-182). Splash Weapons Weapons with a Splash attack—identified by an “S” in their Base Damage (BD) codes—deliver damage by spraying their target with a cloud of flechettes, shrapnel, flaming or caustic liquids, and so forth. This effect provides such weapons with a +2 attack roll modifier, while also enabling them to seek weak points in the target’s armor (for more details, see Damage Resolution, pp. 177-182). Subduing Attack Some ranged weapons—identified by a “D” in their Base Damage (BD) codes—are designed to stun or subdue a target rather than to inflict harm. Subduing attacks delivered by ranged weapons are resolved in the same fashion as a standard ranged attacks of the same type, and receive no special modifiers, but their damage is resolved as Fatigue rather than Standard damage points (see Damage Resolution, pp. 177-182).
MELEE COMBAT RESOLUTION Melee combat refers to combat at very close quarters—the point where swords, fists and feet tend to come into play. Like ranged combat, melee combat is resolved using Skill-based Action Checks, but such actions are always made as Opposed Checks between the attacking character and his target (the defender). As with ranged combat, melee combat uses a more structured resolution than standard Skill use.
MELEE COMBAT ROLLS Every melee combat attack requires two Skill rolls: one from the attacking character (called the melee attack roll), and one from the defender (called the melee defense roll). The Skills used for both must be appropriate to the action, but need not be the same Skill. For example, an attacker using a sword against his unarmed opponent would attack using his Melee Weapons Skill, while his opponent would defend with Martial Arts Skill. Because melee combat is an Opposed Skill Check, the Margin of Success between the opposing combatants is much more important to the result than in ranged combat. If the target of a melee attack is an inanimate object or otherwise incapable of making a melee defense roll, the target is automatically considered to have failed its roll by a margin of 3.
To determine the success of a melee attack, compare the results of the attacker’s and defender’s rolls. Damage inflicted depends on the following outcomes: • If the attacker’s roll succeeds and the attacker’s MoS is equal to or greater than the defender’s, the attacker successfully delivers melee damage to his opponent. • If the attacker’s roll succeeds, but his MoS does not exceed the defender’s MoS, both attacker and defender suffer damage. • If the attacker’s roll fails and the defender’s succeeds, the attacker suffers damage from the defender’s counterstrike. • If the attacker’s and defender’s rolls fail, neither combatant’s assault connects, and neither suffers damage.
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MELEE COMBAT LIMITS No more than four attackers can make a melee attack against the same target in a single turn. Also, because each melee attack forces the target to make a corresponding melee defense roll, these defense rolls (except rolls to break a grapple) are considered Incidental Actions during the Action Phase, and do not impede the defender’s ability to attempt a melee attack during his own Initiative.
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RANGE AND LINE OF SIGHT Melee combat reflects fighting at point-blank range, and so range and line of sight have minimal impact on resolving these actions. (Blind fighting, a rare exception, is described below.) Therefore, when resolving melee combat rolls, the Range and Cover modifiers shown on the Combat Modifiers Table do not apply.
OTHER COMBAT MODIFIERS The Combat Modifiers Table also shows additional combat modifiers that can affect a character’s melee performance. As with ranged combat, these include modifiers for movement, target size, attacker actions and conditions, miscellaneous conditions, Aimed Shots and other special melee combat modifiers. In melee combat, however, both the attacker and the defender must apply modifiers to their rolls, with each treating himself as the “attacker” and his opponent as the “defender” regardless of who initiates the attack and who is on its receiving end. Movement Modifiers: Movement modifiers apply to both melee rolls based on both combatants’ Movement Actions. These modifiers are applied to the attacker’s roll normally (with the attacker’s movement modifier and the defender’s target movement modifier applied to the attacker’s roll). Target Size Modifiers: As with ranged combat, size modifiers are unique to dismounted characters in personal or tactical combat. Attacker Actions and Conditions: These roll modifiers reflect special attacker-based conditions such as level of encumbrance, whether the attacker is striking at a secondary target in the same turn as his primary target, using an off-hand to deliver the attack or suffering from Fatigue or Injury effects (see Damage Effects, pp. 182-184). The defender in a melee applies the attacker-based modifiers to his own roll and treats his opponent as the “defender,” but if
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the defending character did not initiate the attack, the secondary target modifier applies to this roll. Miscellaneous Condition Modifiers: These roll modifiers apply for any special environmental conditions (see Special Case Rules, starting on p. 230), if the target is stunned or surprised, if the attack is coming from behind or if the attacker is using his off-hand. Aimed Shot Modifiers: These modifiers apply when the attacker aims at specific hit locations on the target, and thus may only be used with Hit Locations rules (see p. 190). Aimed Shot modifiers typically apply to melee attack rolls only; the defending character in such cases need not worry about Aimed Shot effects unless he is trying to direct any potential damage caused by his defense to a particular part of the attacking character’s body. Additional Melee Attack Modifiers: These modifiers describe additional situations that only apply to melee actions, and include special melee attacks such as making and maintaining grapples, attempting a melee action while stunned or surprised (typically when defending against an attack), and attempting to attack a target with a friendly character already engaging him in melee combat.
SPECIAL MELEE EFFECTS Many melee combat attacks include special options based on the nature of the attack or other battle conditions. The rules for these special effects are described below. Blind Fighting Blind fighting is the melee analog to blind firing in ranged combat. Blind fighting refers to any melee attack where the attacker has no direct line of sight to his target but can attack anyway. Examples include jabbing a sword at a target through a heavy curtain or a thin door, or in complete darkness, or while blindfolded. Like blind firing, blind fighting imposes the standard attack modifiers for full target cover, in addition to all standard modifiers for movement and range. Blind-fighting attacks may not be used to deliver an Aimed Shot, as the attacking character cannot see his target; however, if the defender can see the attacker, his defensive roll may be executed as normal. Striking Through Barriers: If a Blind Fighting attack is made against a target through a barrier, damage for any success must be resolved using the rules given under Armor and Barrier Effects (see pp. 185-189). Melee attacks with an AP of 0 may not be executed through any barrier with a BAR of 1 or higher. Grapple A grapple is a special melee attack that reflects an attempt by an attacker to restrain the defender, rather than to inflict damage. Grapple attacks are slightly more difficult to execute than standard melee attacks (receiving a –1 roll modifier), but are otherwise resolved in the same manner as standard melee combat. A grapple must be declared before any melee rolls are made. If the attacker attempting a grapple succeeds in his attack roll and the defender’s roll fails, the attacker inflicts no damage to the defender, but does restrain him. If the attacker’s roll fails and the defender’s roll succeeds, the defender reverses the grapple, effectively restraining the attacker instead. On any other result, the combatants are engaged in melee, but neither one is damaged or grappled.
Once a grapple attack succeeds (or is successfully reversed), the character who restrains his opponent becomes the grappler, while his opponent is referred to as the grappled. The grappled character is restrained, but receives no damage unless another attacker—or the grappling character—opts to deliver another melee attack in subsequent actions. While grappling, the two characters are considered to occupy the same space. Melee Combat While Grappling: While grappling, it is easier for the two combatants to strike one another. To reflect this, all melee actions by the grappled character against his grappler receive a +1 roll modifier, while all melee actions by the grappler against the grappled character receive a +2 roll modifier. This covers all melee actions between the grappling characters, including attempts to break the grapple (see below). Characters friendly to the grappler also receive a +2 roll modifier to melee attacks against a grappled target (but the grappled character receives no such advantage in defense, unless these characters are also grappling the grappled character). Ranged Attacks Against Grappling Characters: Because the grappling characters occupy the same space, any ranged attacks against a character involved in a grapple may randomly strike either the grappler or the grappling character. Maintaining or Breaking a Grapple: Maintaining a grapple is an action that must be repeated every turn the grappler wishes to maintain his restraint of the grappled character. This is a Simple Action—delivered in place of a normal melee attack—that requires the grappler to succeed in an Opposed STR Attribute Check against the grappled character. This check is modified by the characters’ respective Martial Arts Skill levels, Injury modifiers and any other appropriate modifiers for grappling characters versus grappled characters (or vice versa). If the grappler rolls a failure, or the grappled character receives a higher MoS than the grappler, the grapple is broken, and the grappled character is free to escape using his Walking movement rate. Otherwise, the grapple is maintained. Unlike other defensive melee combat rolls, the effort to break from a grapple is considered a Simple Action on the grappled character’s part. If more than one grappler is holding the grappled character, the effort to break from the grapple requires rolls against all grapplers, but the entire action is still considered a single Simple Action. Moving While Grappling: If both characters are on their feet and one possesses a higher STR score than the other, the character with the higher STR can attempt to move, but effectively drags the other character along for the ride. This movement—treated as a walk—has a rate equal to the stronger character’s STR + RFL scores, minus the weaker character’s BOD score. If neither character is on his feet, or their STR scores are identical, neither character may move while grappling. Ranged Weapons in Melee Combat If a character in melee combat attempts to use a ranged weapon—such as firing a pistol while wrestling an opponent— the action is treated in the same fashion as a normal melee combat Opposed Action Check, except that it pits the appropriate weapon Skill for the attacker’s ranged weapon against the defender’s melee combat Skill. The weapon’s attack roll receives the Point-Blank range modifier for a ranged weapon, but does not suffer modifiers for cover.
Subduing Attack As with similar ranged weapons, melee weapons identified with a “D” in their Base Damage codes (as well as all unarmed and unaugmented hand-to-hand attacks) are specifically designed to subdue a target rather than to inflict lasting harm. Such subduing attacks are delivered using the same rules as an appropriate standard melee attack, but inflict Fatigue points in place of Standard damage. Characters using melee weapons that do not ordinarily inflict Subduing damage (such as swords and knives) can still execute subduing attacks with such weapons if they possess a Melee Weapons Skill level of 2 or more. This reflects striking the target with the handle of the weapon, or the flat of its blade, rather than with the parts intended to break skin or shatter bone. Having stumbled upon Ivan, a turncoat among his team, in the midst of sabotaging a ’Mech, Satosh attempts to flee to alert his comrades. Determined to keep Satosh quiet, Ivan draws a combat knife and charges after him, initiating melee combat. Ivan has a Melee Weapons Skill of +3, while Satosh is an accomplished hand-to-hand fighter with a Martial Arts Skill of +6. As an advancedlevel Skill, the TN for Satosh’s Martial Arts is 8, while Ivan’s basic-level Melee Weapons Skill has a TN of 7. For this first round of combat, Ivan wins Initiative, acting first. Even though Satosh attempted to run from Ivan, his fully loaded backpack has weighed him down. Ivan still needs to run to intercept Satosh (a Simple Action that imposes a –2 modifier to his melee attack), and will hit him from behind (for an added +1 modifier). No other modifiers affect the attack (Satosh is a normal human-sized target and not under any form of cover; his mere 7 meters of movement produced no target movement modifier; visibility and weather are fine; Ivan is not attempting any special attacks, and his average Attributes are not producing any Link modifiers). Combined with his Skill modifier, Ivan receives a final roll modifier of +2 (+3 for Skill level – 2 for attacker running + 1 for his attack from behind). He rolls a 10, achieving a MoS of 5 (10 + 2 = 12; 12 – TN of 7 = MoS of 5). Because this is a melee attack, Satosh gets a defense roll. He finds he is encumbered (–1), he has run (–2), his Attribute provides no Link modifiers, he is defending against a melee (–1), and Ivan’s movement—at 9 meters, tops—is not enough for a target movement modifier. Combined with his Skill of +6, Satosh receives a +2 roll modifier (+6 for Skill level – 1 for Encumbered – 2 for Attacker running – 1 for defending against melee). Satosh rolls a 9, achieving a MoS of 3 (9 + 2 = 11; 11 – TN of 8 = MoS of 3). Because his MoS was greater than Satosh’s, Ivan successfully delivers damage in this melee. In the next turn, Satosh wins Initiative and gets to act first. Ivan’s blade inflicted 3 points of Standard damage and left Satosh stunned. Because of this, he is no longer considered to be running, and he has received a –1 Injury modifier. Satosh spends a Simple Action to shake off the stun and an Incidental Action to turn in place (to face Ivan). His second Simple Action is to attack before Ivan strikes again.
BASIC COMBAT TARGET NUMBERS Combat Action Check
Target Number (TN)
Ranged Attack
Appropriate Ranged Weapon Attack Skill TN
Melee Weapons Attack (and Defense)
Appropriate Melee Weapon Attack Skill TN
Martial Arts Attack (and Defense)
Appropriate Martial Arts Skill TN
Maintain / Disengage from Grapple
Appropriate Martial Arts Skill TNs*
*Opposed Action Check. Only made after successful melee grapple. Satosh is still encumbered, but his movement is negligible, and he has sustained an injury that imposes a modifier of –2 to his actions. Ivan, meanwhile, has also stopped moving, and has created no other modifiers. Combined with his Skill level of 6, this gives Satosh a Martial Arts attack roll modifier of +3 (6 Skill level – 1 for Encumbered – 2 for Injury = 3). Ivan, meanwhile, receives a modifier of +2 to his Melee Weapons defense roll (+3 for his Skill – 1 for defending against a melee attack). Satosh’s attack roll is 8, yielding a final result of 11 for a MoS of 3 (8 + 3 = 11; 11 – TN of 8 = 3). Ivan rolls a 6, claiming a MoS of 1 (6 + 2 = 8; 8 – TN of 7 = 1). Ivan loses this melee action and takes damage. If Satosh is lucky resolving this damage, Ivan may be stunned, forcing him to spend an action shaking off his stun before he can attack again.
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TRAITS
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DAMAGE RESOLUTION
TACTICAL COMBAT ADDENDUM
Once an attack is successfully delivered, damage is applied to the target, the nature and extent of which varies with the weapon and the level of the attack’s success. These rules presume that the character suffers damage as a result of combat, but characters in non-combat situations are just as susceptible to damage from other sources (such as falling), and so these rules also apply to non-combat situations as appropriate.
SPECIAL CASE RULES
EQUIPMENT
DAMAGE NOTATION All damage a character may sustain is described with two values, separated by a slash, which consist of a combination of numbers and letter codes. The first value—the Armor Penetration (AP) factor—appears to the left of the slash and reflects the damage’s armor-defeating capability as well as its basic damage type (in a single letter code). The second value—the Base Damage (BD) factor—is shown to the right of the slash, and indicates the base number of damage points the weapon delivers on a successful attack, as well as any special weapon effects (in one or more letter codes). All weapons receive these basic values in their statistics (see Personal Equipment, t starting on p. 254), while other damage sources (such as unarmed melee combat and falling damage)
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BASIC COMBAT MODIFIERS Conditional Modifiers
Roll Modifier
Range (Ranged Combat Only)
Conditional Modifiers
Roll Modifier
Attacker Actions/Conditions (Ranged and Melee Combat)
Point-Blank Range
+1
Attacker Encumbered
–1
Short Range
+0
Attacker Very Encumbered
–2
Medium Range
–2
Attacker Overloaded
–3
Long Range
–4
Attacking Secondary Target/ Defending vs. Melee
–1
Extreme Range
–6
Attacking with Off-hand
–1
Attacker is Fatigued (see Damage Effects)
–(Fatigue points – WIL)
Target’s Cover (Ranged Combat Only) Light Cover (Target 5-25% concealed)
–1
Moderate Cover (Target 26-50% concealed)
–2
Heavy Cover (Target 51-75% concealed)
–3
Environmental Conditions
See pp. 230-238
Full Cover (Target 76-100% concealed)
–4
Target Stunned/Surprised
+2
Other Characters in Line of Fire
–1
Attacking from Behind
+1
Using Off-Hand
–1
Movement (Ranged and Melee Combat)
Attacker is Injured (see Damage Effects)
–(Injury Modifier, see p. 182)*
Miscellaneous Conditions (Ranged and Melee Combat)
Attacker Walking/Treading Water
–1
Attacker Running/Crawling/ Swimming
–2
Chest
–2
Attacker Jumping/Gliding/Flying
–3
Arm, Leg, Abdomen (Wing/Fin)
–3
Target Moved 10-45 meters
–1
Head, Hand, Foot (Tail)
–5
Target Moved 46-75 meters
–2
Target Moved 76-105 meters
–3
Attacker Taking Careful Aim
+(1 per Careful Aim Action, max +3)
–4
Friendly Character in Melee with Target
–2
Target Moved 106-150 meters Target Moved 151+ meters Target Evading
–5 –(Target’s Acrobatics Skill, Max –4)
Aimed Shot** (Ranged and Melee Combat)
Additional Ranged Attack Modifiers (Ranged Combat Only)
Burst-Fire Attack
–Recoil Modifier
Splash or Area-Effect (Blast) Attack
+2
Target Jumping/Gliding/Flying
–2
Suppression Fire Attack
–1
Target Crawling/Prone
–1
Indirect Attack (with Spotter)
–2
+4
Blind Fire/Indirect Attack (without Spotter)
–4†
Target Immobile Target Size (Ranged and Melee Combat) Monstrous (Ex: Whale, DropShip)
Additional Melee Combat Modifiers (Melee Combat Only) +5
Attacker Stunned/Surprised
–6
Very Large (Ex: Elephant, BattleMech)
+3
Friendly Character in Melee with Target
+2
Large (Ex: Horse, battle armor, ground car)
+1
Crawling/Prone Target in Melee Range
+2
Medium (Ex: Adult human, refrigerator)
+0
Using Ranged Weapon in Melee Combat
–2
Small (Ex: Young child, coffee table)
–1
Attempting Grapple (Attacker Only)
–1
Very Small (Ex: Dog, desktop computer)
–2
Grappling Attacker vs. Grappled Target
+2
Extremely Small (Ex: Cat, book)
–3
Grappled Target vs. Grappling Attacker
+1
Tiny (Ex: Mouse, micro-communicator)
–4
*If Hit Location rules are in use, do not apply general Injury modifiers to actions. **Only if Hit Location rules are in use. †Do not apply Full Cover modifier when using Blind Fire or Indirect Fire (without spotter)
receive their own damage notation based on the situation. The Damage Notation Table defines the various damage codes that may appear in the AP and BD factors for various weapons and other damage-causing sources. The damage from a Gunther MP-20 Submachine Gun is listed as 4B/3B. The AP factor—4B—identifies the MP-20 as having an Armor Penetration rating of 4 as a ballistic weapon (B). The BD factor—3B—indicates that the weapon delivers 3 points of base damage, but is also capable of burst fire (B) attacks. The Automatic Shotgun, meanwhile, has an AP/BD listing of 1B/5BS, which describes an AP 1, ballistic (B) weapon that delivers a base damage of 5 points, with burst-fire and splash damage (BS) effects. The Man-Portable Plasma Rifle, listed as 5E/10CS, is an AP 5 energy-damage (E) weapon that can deliver base damage of 10 points with continuous and splash damage effects (CS).
DAMAGE NOTATION TABLE Armor Penetration Factor
Base Damage Factor
Code
Effect
Code
Effect
B
Ballistic
A
Area-Effect
E
Energy
B
Burst-Fire
M
Melee
C
Continuous Damage
S
Special
D
Subduing/Disabling Damage
X
Explosive
S
Splash Damage
STANDARD DAMAGE VS. FATIGUE In personal combat, damage comes in two primary forms: Standard damage and Fatigue. Standard damage reflects actual physical—and potentially lethal—injuries. Fatigue represents exhaustion, exertion, minor bruising and other non-lethal injuries (including Subduing damage). Unless an attack or weapon specifies otherwise, all damage sustained in personal combat is presumed to be Standard damage. Recording Damage Standard and Fatigue damage are both found in the Condition Monitor on the right-hand side of the Character Record Sheet, with both values represented by open bubbles that the player crosses out (in pencil) as his character suffers damage. An uninjured character with no Fatigue should have a number of open Standard damage bubbles equal to twice his BOD score, and a number of open Fatigue damage bubbles equal to twice his WIL score. As a character suffers Standard damage, the player must mark off the same number of bubbles from the character’s Standard damage lines. As the character suffers Fatigue damage, the player must mark off the same number of bubbles from the Fatigue damage lines.
If a character suffers more Standard damage than he has damage bubbles to record it, the character dies. If a character suffers more Fatigue damage than he has Fatigue bubbles to record it, the character automatically falls unconscious and any excess Fatigue points transfer to Standard damage. Stun and Unconscious: If a character is stunned or unconscious, the player must mark the appropriate bubbles. These marks are erased once the character shakes off the stun or wakes up (as appropriate).
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STANDARD RANGED ATTACK DAMAGE The damage delivered by a successful ranged weapon attack is based on the weapon’s BD factor. This damage may be increased by a Margin of Success (MoS) factor based on the weapon type used, or decreased by armor values above the weapon’s listed AP factor. Standard Damage: Unless the weapon has the BurstFire code in its BD factor (and is fired in burst-fire mode), it increases its damage by 0.25 points per point of MoS (with any final fractions rounded down to the nearest whole point). Burst-fire weapons fired in Suppression Fire mode deliver damage in accordance with these rules as well. Area-Effect (Blast) Damage: Regardless of the attack roll result, the MoS for all attacks delivered by an area-effect (blast) weapon is considered 0 when assessing damage. This is because the damage automatically affects all targets within that radius unless an obstruction strong enough to absorb the damage is present between the point of impact and the target. As the damage radiates outward from an area-effect weapon’s point of impact—unless the weapon’s rules state otherwise—the attack’s AP and BD factors decrease by 1 for each meter of distance (to a minimum of 0). Burst-Fire Damage: Burst-fire weapons fired in Burst-Fire mode inflict 1 point of additional damage for every point of MoS on a successful attack, up to the maximum number of shots fired in the attack. The maximum number of shots a burst-fire weapon can fire is found in the weapon’s Burst rating (in the weapon’s Notes). Continuous Damage: Unless otherwise specified by the rules for the weapon or situation, damage from any weapon with the Continuous Damage feature occurs over and over during the End Phase after the weapon first hits its target. The initial damage at the time of the first successful attack is resolved per a Standard damage attack (unless other features, such as Splash damage, indicate otherwise), but in the next End Phase after that (and in subsequent End Phases, as long as the Continuous Damage effects linger), the character suffers additional damage points that receive no added MoS effects. For more information, see Continuous Damage (p. 180). Subduing Damage: Subduing damage inflicted by a ranged weapon follows the same rules as standard ranged attack damage, but all damage points are assigned as Fatigue rather than Standard damage. Splash Damage: If the optional Hit Locations rules are not in effect, weapons with Splash damage increase their AP ratings by 1 point (to a maximum of 10) against other characters. Aside from any other damage features (such as Continuous damage effects), Splash damage is resolved as a normal attack.
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179
Ranged Damage and Fatigue Any time a character sustains Standard damage from an attack, he also suffers 1 point of Fatigue. Attacks that already deliver Fatigue points (such as Subduing damage) do not add this Fatigue point. Ranged Attacks and Armor Unless otherwise noted, damage from a ranged attack is affected by any armor the target is wearing (see Armor Effects, pp. 185-189). Extreme Range: Unless otherwise noted (such as with Gyrojet weapons), all ranged weapons reduce their AP values by 1 when attacking targets at Extreme Range. Ranged Attacks and Stun Any time a character suffers damage from a ranged attack, he also suffers Stun effects (see Stun, p. 184). The Gunther MP-20 has a damage notation of 4B/3B and its notes show a Burst rating of 10. This means it can fire up to 10 shots in a single Burst Fire attack. If a soldier using an MP-20 in Burst-Fire mode fires a 3-shot burst at a target and scores a hit with a 4-point Margin of Success, the attack delivers 3 damage points to the target, plus an extra 3 damage points for the attack’s MoS (to the maximum number of shots fired in the burst). If the shooter had instead tried to fire an 8-shot burst, but achieved a MoS of only 5, the damage inflicted would be 3 points plus 5 extra points for the MoS. If a character armed with a Magna Laser Rifle (Damage 3E/5, no burst-fire capability) hits his target with a MoS of 5, the attack delivers 5 damage points from the weapon, plus 1 point from the attack’s MoS (MoS 5 x 0.25 = 1.25, round down to 1).
STANDARD MELEE ATTACK DAMAGE The damage delivered by a successful melee attack (including damage from melee weapons, unless the weapon’s data states otherwise) is equal to 1 point for every 4 points of the attacking character’s STR score (rounded up), plus the damage value of any melee weapons used in the attack. As with ranged attack damage, this damage may be increased by a Margin of Success (MoS) factor or decreased by armor values above the attack’s AP factor. Because melee attacks are Opposed Action Checks, the MoS of a successful melee attack is affected by the MoS (or MoF) of the defender’s melee defense roll. If the defender’s roll succeeds (but is not high enough to defeat the attack), the defender’s MoS is subtracted from the attacker’s MoS; if the defender’s roll fails, the defender’s Margin of Failure (MoF) is added to the attacker’s MoS. The amount of additional damage delivered by a melee attack’s MoS is equal to 0.25 damage points per point of MoS (with any final fractions rounded up to the nearest whole point). Unarmed Melee Damage: Unless otherwise specified (such as when the attacker is wearing special gloves), the AP factor for any unarmed melee attack is presumed to be 0M. Damage inflicted in unarmed melee combat is treated as Subduing damage (see below). Armed Melee Damage: If a melee weapon or special gloves/ manipulators are used, apply the AP factor for the melee weapon as appropriate, in addition to the MoS effects described above. Also, unless the melee weapon specifies otherwise, the character’s STR also factors into the attack’s damage as described above.
Grapple Damage: Under these rules, a successful grapple attack inflicts no damage to either character. Subduing Damage: Subduing damage inflicted by a melee attack follows the same rules as standard melee attack damage, but all damage points are assigned as Fatigue rather than as Standard damage. Knockdown: As an optional rule, a successful non-grappling melee attack with a MoS of 3+ may also knock the opponent to the ground. (For more information, see Knockdown under Optional Rules, p. 192.) Melee Damage and Fatigue Any time a character sustains Standard damage from an attack, he also suffers 1 point of Fatigue. Attacks that already deliver Fatigue (such as Subduing damage) do not add 1 more Fatigue point. Melee Attacks and Armor Unless otherwise noted, the damage from a melee attack is affected by any armor the target is wearing (see Armor Effects, pp. 185-189). Melee Attacks and Stun Any time a character suffers damage from a melee attack, he also suffers Stun effects (see Stun, p. 184). Because a grapple attack delivers no damage, a character is not stunned by a grapple. Connor, an unarmed soldier with STR 6, successfully strikes his opponent with a Martial Arts Skill MoS of 4, while his opponent rolls a MoS of 1. This means Connor will deliver 2 points of damage from his STR (STR 6 ÷ 4 = 1.5, round up to 2) plus 1 additional point for his MoS (attacker’s MoS of 4 – defender’s MoS of 1 = 3; 3 x 0.25 = 0.75, rounded up to 1). Because this is an unarmed attack, this damage receives an AP factor of 0M and is treated as Subduing damage, inflicting its 3 damage points as Fatigue rather than Standard damage. Rayne, a katana-wielding DEST trooper, brings his weapon to bear in a fight with a Black Dragon insurgent. His katana’s weapon damage is 1M/2, and Rayne himself has a STR score of 5. His Melee Weapons Skill roll succeeds with a 4-point MoS, while the insurgent’s defense roll fails by 2. This means the katana delivers 2 damage points (from the sword’s BD), plus 2 points for Rayne’s STR (5 ÷ 4 = 1.25, rounded up to 2), plus 2 additional points for the sum of Rayne’s MoS and his opponent’s MoF (attacker’s MoS of 4 + defender’s MoF of 2 = 6; 6 x 0.25 = 1.5, rounded up to 2), or 6 points total. As this is an armed melee attack, using a weapon not specified as Subduing, and as Rayne’s controlling player has not specified his intention to deliver this attack as a Subduing strike (DEST rarely takes prisoners), this damage receives an AP factor of 1M (from the katana’s statistics) and is applied as Standard damage rather than as Fatigue.
CONTINUOUS DAMAGE In some cases, a character may receive lingering damage that simulates bleeding, fire, acid or toxins. Except in the case of a weapon attack, Continuous damage is not resolved in the same Action Phase as the attack that delivers it, but in the End Phase of each turn that follows the initial attack (or exposure).
Characters may attempt to stop Continuous damage during their Action Phase, though the means will vary with the damage type. For example, Continuous damage from bleeding may only be stopped by successful use of a MedTech Skill (with modifiers based on the extent and nature of the injury, as described under Damage Effects, pp. 182-184), while attempts to extinguish a fire would require appropriate actions such as dousing the victim in water or sand, or otherwise attempting to smother the flames. If a character suffers damage that results in Continuous damage effects, the effect is treated as a successful attack with a MoS of 0. The amount of Continuous damage and the effects of any armor will vary according to the type of attack. Unless otherwise stated, the following rules define Continuous damage effects, based on the situation. Bleeding: A bleeding character (see Bleeding Effect, p. 184) suffers 1 point of Standard damage per turn. This effect can only be halted by a successful MedTech Skill roll for the bleeding location, modified as normal for the character’s injuries. Drowning/Suffocation: A drowning or suffocating character sustains 2 points of Fatigue damage per turn, unless he can reach a breathable air supply. Atmospheric Toxins: Atmospheric taints or toxins inflict Continuous damage on any character exposed to them. Unlike bleeding and drowning, inhaled toxins and poisons possess an AP and a BD value, just like a weapon attack. (The AP receives a Special [S] code.) Special filters and other life support gear provide a BAR against inhaled toxins and poisons. If the BAR of a functioning filter or piece of life support equipment used by the character is higher than the AP for the airborne toxin or poison, the character is unaffected. Otherwise, the character suffers Continuous damage based on the strength and toxicity of the airborne agents. These can range from a simple irritant with an AP/BD of 1S/1CD (AP 1, Special; BD 1 Continuous, Subduing), to an extremely caustic chemical reaction with an AP/BD of 9S/8C. Conventional armor that does not provide breathing assistance has no effect on Continuous damage from atmospheric toxins. Poisons: Regardless of the vector chosen, the Continuous damage effects of poisonous agents (unlike environmental toxins) have a finite lifespan. Though they, too, receive special AP and BD values, any poison with Continuous damage effects also has a Duration value. Characters exposed to a poison (inhaled, ingested, injected or contact), suffer Continuous damage equal to half the poison’s Strength value for a number of turns equal to the poison’s Duration value. (See Drugs and Poisons in the Personal Equipment chapter, pp. 317-321, for more information.) Unless special rules indicate otherwise, armor does not protect against the Continuous damage inflicted by a successful poison attack. Vacuum: A character exposed to vacuum without benefit of an undamaged spacesuit, aerospace flight suit or similar pressurized full-coverage suit sustains 5 points of Standard damage per turn. Suffocation effects may also apply if the character lacks a breathable air supply. Only a pressurized suit that has not been compromised (has no BAR values reduced to 0) can avert this damage. Continuous Inferno Weapon Damage: A character struck by a weapon that inflicts Continuous damage using incendiary gel (such as infernos) suffers the weapon’s full
damage effects when initially struck in combat. Starting in the following End Phase, the character suffers half the weapon’s rated BD (but at the same AP factor) to a minimum AP/BD of 5E/4C. This damage continues every turn until the fire is extinguished, and affects any armor the character is wearing as well. Continuous Non-Inferno Weapon Damage: A character struck by a weapon that inflicts Continuous damage not derived from inferno munitions (or similar incendiary gels) suffers the weapon’s full damage effects when initially struck in combat. Starting in the following End Phase, the character suffers half the weapon’s rated BD (but at the same AP factor). In each subsequent End Phase, this Continuous damage BD halves again (rounding up) while retaining the same AP factor, until it is reduced to a BD of 1 point (inflicted as the last turn of the weapon’s Continuous damage). Unless this damage is delivered by a toxin or poison (see above), it also affects any armor the character is wearing. Normal Fire: A character set ablaze by means other than incendiary gels or an incendiary weapon attack suffers 3E/2C Continuous damage in the End Phase of every turn until the fire is extinguished. Fire damage also affects any armor the character is wearing.
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Continuous Damage and Fatigue Each turn a character sustains Standard damage from Continuous damage effects, he also suffers 1 point of Fatigue. Continuous damage that already delivers Fatigue does not add 1 more Fatigue point. Continuous Damage and Armor As noted above, armor has no effect on Continuous damage that results from bleeding, drowning, suffocation or successful poison attacks. (For a poison attack to be successful, it must somehow enter the character’s system via its chosen vector; inhaled poisons must be inhaled, injected poisons must inflict damage to reflect that they have pierced skin, contact poisons must touch skin and ingested poisons must be consumed). Armor does affect Continuous damage that results from weapon damage or normal fire. Against atmospheric toxins and inhaled poisons, “armor” means the BAR of any breathing filters and equipment. Such equipment is fully effective if the filter’s BAR exceeds that of the toxin, negating the Continuous damage; otherwise, the damage affects the character. Against vacuum, only a pressurized suit that has not been compromised will protect against Continuous damage effects. If the suit is compromised, or the character is not wearing a properly sealed and pressurized suit, the Continuous damage occurs as normal. Continuous Damage and Stun Characters do not suffer Stun effects from Continuous damage (see Stun, p. 184).
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FALLING DAMAGE Falling represents a special kind of attack against the character that can occur in a multitude of circumstances, from a failed Climbing or Acrobatics Skill Check to being thrown off a building. Falling damage has the following rules:
181
• A character that falls 5 meters or less will suffer no significant damage, but if the fall resulted from a Failed Action Check or was otherwise outside the falling character’s control (such as being thrown), the character suffers Stun effects (see below). • Falling damage is resolved as a successful attack against the character with an effective MoS of 0. • The AP factor for a fall of more than 5 meters equals 0.1 times the number of meters fallen (rounded normally, with .5 rounding up), and is always treated as Melee (M) damage. The maximum AP factor for a fall is 10M. • The BD factor for a fall of more than 5 meters equals 0.2 times the number of meters fallen (rounded up). This is treated as Standard damage, with no special effects. There is no maximum BD for a fall. • If the character falls into or onto something particularly soft (such as an air mattress or water), divide the AP and BD factors for the fall by 2 (rounding up). • If the optional Hit Locations rules are being used (see Hit Locations, pp. 190-191), roll one hit location for every 5 points of damage sustained and apply that damage to the rolled location, modifying the damage as appropriate for the location of the hit and any armor present. Falling Damage and Fatigue Each turn a character sustains Standard damage from a fall, he also suffers 1 point of Fatigue. Falling Damage and Armor Unless otherwise noted, the damage from a fall is affected by any armor the target is wearing (see Armor Effects, pp. 185-189). Falling Damage and Stun Any time a character suffers an unintentional fall, he also suffers Stun effects (see Stun, p. 184).
STANDARD DAMAGE TABLE
FATIGUE Fatigue damage represents minor wounds, exhaustion and other factors that—while far from lethal—can potentially take a character out of action. As it represents a host of possible conditions, Fatigue damage may be recorded as the result of an attack, or at the End Phase of a turn as a result of exhaustion. Fatigue from Standard Damage and Falls: A character suffers 1 point of Fatigue damage any time he takes Standard damage from an attack or a fall. Fatigue from Subduing Attacks: If the character is hit by a Subduing attack, all damage sustained will be Fatigue points from the attack itself. Fatigue from Exertion and Continuous Damage: Additional Fatigue effects from Continuous damage, physical exhaustion and the like are applied and resolved in the End Phase of each combat turn (see End Phase, p. 189). Fatigue Damage and Armor If delivered by an attack (rather than the result of exertion or encumbrance), Fatigue damage is affected by any armor the target is wearing as for a normal attack (see Armor Effects, p. 185). Fatigue from exhaustion or exertion is not affected by armor. Fatigue Damage and Stun A character only suffers Stun effects from Fatigue points delivered by an attack (see Stun, p. 184). Recovering Fatigue Characters may recover Fatigue points as a special action in combat. See the Fatigue rules in the End Phase section (p. 189).
DAMAGE EFFECTS As characters suffer damage, their injuries reduce their effectiveness in battle and increase their chances of falling unconscious or dying. The following rules govern these effects as they occur in combat.
Attack Type
Standard Damage Value
INJURY MODIFIERS
Ranged (Standard)*
Weapon Damage + (Attacker’s MoS x 0.25)**
The general decline in effectiveness caused by damage is referred to as a character’s Injury modifier, and is based primarily on the amount of Standard damage he has sustained, relative to his total damage capacity. Base Injury Modifiers: The base Injury modifier for a character equals –1 for every 25 percent (or fraction thereof ) of the character’s total Standard damage capacity that has been used up. Injury Modifiers and Actions: The base Injury modifier is applied to all rolls affected by the character’s injuries, including physical Action Checks, Consciousness and Knockdown checks. (If there is some question as to whether a character’s injury may affect an action, the gamemaster may decide the outcome based on the specific circumstances.) In addition, a character’s Injury modifier is applied to any MedTech and Surgery Action Checks performed on the character. Injury Modifiers and Movement: In addition to acting as a roll modifier, Injury modifiers affect all of the character’s movement rates. To determine this effect, treat the character’s Injury modifier
Ranged (Burst-Fire)
Weapon Damage + (Attacker’s MoS)
Melee (Unarmed)
(Winner’s STR ÷ 4)† + (Winner’s MoS x 0.25)†
Melee (Armed)
(Weapon Damage) + (Winner’s STR ÷ 4)† + (Winner’s MoS x 0.25)†
Falling (Hard Surface)
0.2 x (Falling Distance in meters)††
Falling (Soft Surface)
0.1 x (Falling Distance in meters)††
Area-Effect
Weapon Damage – (Distance from Impact in meters)**
*Also for burst-fire weapon used as suppression fire **Round down; area-effect damage AP is reduced by 1 per meter of distance, also rounded down. †Round up; For net MoS, subtract loser’s MoS from winner’s if both succeeded (or add loser’s MoF to winner’s MoS) ††Round up; Damage AP = (0.1 x falling distance, rounded normally; 0.5 rounds up)
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Cornered and outnumbered by enemy troops, Leutnant Lawrence Thomas and his squad grimly face down the charging hordes with a barrage of laser rifle fire.
as a modifier to his Walking and Running MP rates, and recalculate all other rates as indicated in the Movement Rates and Costs Table (see p. 168). If Injury modifiers reduce a character to 0 Walking MPs or less, the character cannot move (except to turn in place), but is not considered immobile unless he is also rendered unconscious or killed. Hit Location Effects: If using the optional Hit Location rules, do not apply Injury modifiers to actions and movement effects. Instead, use the Specific Wound Effects rules described under Hit Locations (p. 190). Injury modifiers still apply, however, to any Consciousness, Knockdown and healing checks.) Oscar—a character with a BOD of 6 (and thus a Damage Capacity of 12), a Walking rate of 11 meters and a Running rate of 21 meters—would suffer a –1 Base Injury Modifier for every 3 points of total Standard damage sustained (12 x 0.25 = 3). After sustaining 5 total damage points (for a –2 Injury Modifier), Oscar finds he has been reduced to Walking and Running rates of 9 and 19 meters, respectively (11 Walking – 2 Injury Modifier = 9 Walking; 21 Running – 2 Injury Modifier = 19 Running). This means his Sprinting rate—equal to twice his Running rate—will be 38 meters, while his Crawling rate will be 3 (Walking rate of 9 ÷ 4 = 2.25, rounded up to 3). Jaylen, a character with a BOD of 3 (Damage Capacity 6), a Walking rate of 8 meters and a Running rate of 18 meters,
would suffer a –1 Base Injury Modifier if he sustained 1 point of damage, because 1 point is less than 25 percent of his total capacity (6 x 0.25 = 1.5). However, at 2 and 3 points, Jaylen’s Base Injury Modifier would be –2, because the damage at 2 and 3 points exceeds 25 percent and is less than or equal to 50 percent. At 1 point, Jaylen’s Walking and Running rates would fall to 7 and 17 meters, respectively; at 3 points, he must contend with –3 MPs, for rates of 5 and 15 meters, respectively.
FATIGUE MODIFIERS In addition to modifiers from physical damage, the character’s level of fatigue applies its own kind of Injury modifier known as a Fatigue modifier. A character’s Fatigue modifier is equal to –1 times the number of Fatigue points the character has accumulated beyond his WIL score. Thus, a character with a WIL of 4 suffers no Fatigue modifiers until he accumulates 5 Fatigue points or more. Fatigue modifiers are applied to all Action Checks the character may attempt, but they do not affect any MedTech Checks made by attending medics and such, nor do they affect the character’s movement rates as standard Injury modifiers do. Finally, Fatigue modifiers are not doubled when making Consciousness Checks. Hit Location Effects: Regardless of whether the Hit Locations rules are in effect, Fatigue damage modifiers apply as indicated above.
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Teddy—a combat correspondent with a WIL of 4—spent the last turn running through a battle-ravaged city with an encumbering load strapped to his back and has sustained a single point of Fatigue. Because this 1 point is well below his WIL score, no Fatigue effects apply to any of his Action Checks (yet). Suddenly, Teddy is hit by a blast from an enemy soldier wielding a Ceres Arms Crowdbuster (AP/BD: 0S/5D). Because he lacks even basic protection against this weapon, Teddy feels its full effect and suffers 5 points of Fatigue damage, increasing his Fatigue to 6. This puts Teddy’s Fatigue 2 points past his WIL score, and he therefore suffers a Fatigue Modifier of –2 to all actions, including Consciousness Checks. His movement rates are unaffected.
CONSCIOUSNESS CHECK A Consciousness Check is required any time a character suffers Standard damage or is struck by a successful Subduing damage attack. This roll is made as a standard WIL Single Attribute Check, but adds the character’s BOD score to the roll result, as well as the character’s Injury and Fatigue modifiers. If successful, the character remains conscious. Gavin, a corporate security guard with a BOD of 5 and a WIL of 4, has found himself in the midst of a mercenary attack on his outpost. At one point in the firefight, he gets shot by an enemy pistol and takes 3 Standard damage points, and must now make a Consciousness roll. As a Single Attribute Check, the roll has a TN of 12, but Gavin applies a +5 to the roll for his BOD in addition to the +4 from his WIL score. The 3 points of Standard damage from the pistol is over Gavin’s 25 percent Damage Capacity threshold, but less than 50 percent, so a Base Injury Modifier of –2 applies. The single point of Fatigue Gavin sustained does not affect his Injury modifier, because the 1 point is well below his WIL of 4. This leaves a final roll modifier of +7 (+5 [BOD] +4 [WIL] –2 [Injury Modifer at 50 percent] = +7). To stay conscious, Gavin needs to roll a 5 or better.
BLEEDING EFFECT Under some circumstances, a character may be injured severely enough to suffer major bleeding (which may be external, like a sliced artery, or internal). Bleeding is a special form of Continuous damage that can occur any time a character suffers Standard damage (but not Fatigue damage). To determine if a character is bleeding after an attack, every time he suffers Standard damage in excess of half his BOD score (rounded up), the character must make an unmodified BOD Attribute Check. If successful, the character does not bleed. Otherwise, the character is bleeding. Though it is realistically possible to bleed from multiple injuries, for the sake of simplicity, a character may only be bleeding or not bleeding under these rules (as with Stun effects). Once a character fails a Bleeding Check, no further checks are necessary unless the character receives medical aid to stop the bleeding. Once a character begins to bleed, he sustains Bleeding damage as a Continuous damage effect during every End Phase after the bleeding injury occurred, until the blood flow is stopped.
Stopping Bleeding To successfully stop a character’s blood loss, a friendly character—or the wounded character himself, if able—must spend an entire turn tending to the wound without movement, and execute a successful MedTech Skill Check during the Action Phase. The wounded character’s base Injury modifier is applied to this roll result, along with any other modifiers appropriate to the circumstances. If a MedTech Skill Check fails to stop the bleeding in the current turn, the bleeding continues in the corresponding End Phase as normal.
DEATH Any character that suffers more than 2 times his BOD score in Standard damage points (not Fatigue points) is killed.
TACTICAL KILL If, during particularly large combat scenarios, a character is rendered unconscious from damage, Fatigue, or both, the character may be considered a “tactical kill”and removed from play. If the character was simply rendered unconscious and suffered no bleeding, he may be revived after the battle. Otherwise, the character must make a successful BOD Single Attribute Check roll—using his last known Injury modifier—to survive.
STUN Any time a character suffers Standard damage—or Fatigue damage delivered by an attack—the character is stunned. A stunned character may take no actions until he shakes off the Stun effect, which requires a Simple Action (but no Action Check). Characters may only be stunned or not stunned. Additional attacks delivered to a stunned character produce no further Stun effects.
TRAITS AND DAMAGE EFFECTS Some Traits a character may possess—particularly Glass Jaw and Toughness—can affect how the character sustains damage. Though these are discussed in full in the Traits section (starting on p. 106), their most direct impact in damage resolution is described below. Fit: Multiply all Fatigue points sustained from exertion and Continuous damage (but not from Standard damage or Subduing attacks) by 0.5 and round down. Glass Jaw: Multiply all physical damage points sustained by 1.5 and round up. Multiply all Fatigue points by 2. Handicap: Multiply all Fatigue points sustained from exertion and Continuous damage (but not from Standard damage or Subduing attacks) by 2. Toughness: Multiply all physical damage sustained by 0.75 and round up. Multiply all Fatigue points by 0.5 and round up. Pain Resistance: The Pain Resistant Trait does not modify damage, but it does apply a +1 modifier to any of the character’s rolls or actions (including movement) that are affected by Injury modifiers (see Injury Modifiers, p. 182), and allows the character to ignore all Stun effects as long as the amount of damage sustained—Standard or Fatigue—is less than the character’s BOD score.
ARMOR AND BARRIER EFFECTS Armor and other barriers may block an attack or impede damage a character would otherwise sustain. Once a character suffers damage, any armor or barriers that the attack must pass through may reduce that damage based on the armor ratings of such obstructions.
ARMOR AND BARRIER TYPES Three main types of armor or barriers apply in combat: personal armor, tactical armor and barrier armor. Personal Armor Personal armor refers to any armor worn by the character as clothing, except for armor that uses Tactical Armor points (such as vehicles and battle armor). This armor is considered part of the character and is essentially targeted with him. Creatures with a Natural Armor value treat this natural armor as personal armor. Personal armor is tracked by BAR values alone, with four values under standard play. Tactical Armor Tactical armor refers to the armor (or structure) of vehicles and other battlefield or support units that track damage in points (including battle armor, even though battlesuit armor is more of a middle ground between personal armor and vehicle-grade protection). Tactical armor receives a BAR value and a number of points that reflects the armor’s resilience and overall thickness. As tactical armor reflects vehicular-grade protection, characters are generally not considered to be wearing tactical armor as much as operating a unit protected by such armor from the inside. This means that characters protected by tactical armor may not be targeted directly unless some part of their body is visible to outside characters (such as through an open and clear window or port in a typical civilian ground car). Characters so protected remain immune to armor-defeating damage, as such damage applies to the tactical armor instead. Battle Armor: Battle armor—including exoskeletons and PA(L) suits—is considered a hybrid of vehicle-grade combat armor and personal armor. Unlike a vehicle, a battlesuit’s operator wears the suit close to his body, and is thus vulnerable to more incidental damage than a vehicle driver or MechWarrior. Against vehicular-scale weapons, with their wider impact, battle armor tends to suffer tactical armor damage only, but against enemy infantry, BAR values help to account for the suit’s greater weaknesses at joints that are far more vulnerable to smaller weapons and a steady aim. Barrier Armor Barrier armor is a catchall term that covers the protection a character may receive from obstacles in the line of fire and the general resilience of other objects that can themselves be targets of an attack. Like tactical armor, barrier armor is rated in BAR and armor points, but the armor points a barrier receives reflect its general size and integrity as an impediment
to damage, rather than its ability to take damage on a targeted character’s behalf. Consequently, characters may be attacked through such barriers, with both the barrier and the target character taking any damage that penetrates.
THE UNIVERSE BEFORE YOU
AP VS. BAR The damage a character receives is only reduced by armor that is superior to the Armor Penetration (AP) rating of the damage inflicted. For all armor and barriers, this is indicated by a Barrier Armor Rating (BAR) that can range from 0 to 10. Personal armor (as opposed to tactical armor), receives four BAR values separated by slashes. These four values indicate the armor’s effectiveness against Melee, Ballistic, Energy and Explosive damage types (respectively), which may be degraded as damage occurs. Tactical armor and barriers generally receive only one BAR value, which remains equally effective against all damage types as long as the armor has tactical armor points. If a given armor or barrier type only has a single BAR number, presume that it falls into the tactical armor category. Battle armor—a notable exception—occupies a special hybrid category where the armor tracks its damage in tactical armor points, but also receives a four-value BAR to reflect its effectiveness against various personal combat weapons. If a character suffers damage that has an AP equal to or greater than the BAR value of any personal armor or barriers (other than tactical armor) between the damage source and the character, the armor or barrier will not affect the damage result. For example, if a weapon with an AP/BD of 4M/3 hits armor with a BAR of 2 versus Melee damage (the first value in a four-value BAR notation), the weapon’s damage of 3 will not be reduced by the inferior armor. If a character suffers damage that has an AP below the applicable BAR of the armor or barrier (other than tactical armor) between the damage source and the character, the armor reduces the final AP and BD of the attack (including all modifiers for MoS and STR, as applicable) by the difference between the armor’s BAR and the attack’s AP. For example, if a weapon with an AP/BD of 5B/6 hits armor with a BAR of 6 against Ballistic damage (the second value in the four-value BAR notation), the superior armor reduces the weapon’s AP/ BD from 5B/6 to 4B/5 (AP 5 – BAR 6 = –1 to AP and BD). Regardless of the attack’s nature or the armor’s strength, an attack’s AP and BD may not be reduced below 0. Personal Armor and Barriers: Any remaining damage that passes through personal armor or barriers (other than tactical armor) is applied as damage to the targeted character. Tactical Armor: If an attack must pass through tactical armor, its damage is reduced as described above for AP values below the armor’s BAR. Any damage inflicted beyond the armor’s damage-reducing effect will apply only to the armor and structure points of the tactical armor itself, rather than to any characters within. See Tactical Armor Degradation, below.
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
If a Gunther MP-20 (AP 4B) scores a hit against a target wearing personal armor that has a Ballistic BAR of 6, and the resulting damage is 6 points (thanks to a solid hit while using burst-fire mode), the 2-point superiority of the target’s BAR reduces the damage to 4 points (6 – 2 = 4).
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Alternatively, if an attacker with a STR score of 6 uses a sword (AP/BD: 1M/2) to strike a target through a barrier with a BAR of 3, and the attack receives a MoS of 5, the normal damage—6 points (2 for the weapon, 2 for STR and 2 for the MoS)—would be reduced to 4 points by the barrier (6 points damage – 2 points of difference between AP 1 and the barrier’s BAR of 3). Finally, if an attacker with a Heavy Support Laser (7E/12) successfully hits a vehicular target with a BAR of 8 and 4 tactical armor points on the location struck, the weapon’s BD of 12 would be reduced to 11 by the target’s superior armor by (AP 7 – BAR 8 = –1; BD 12 – 1 = 11). This modified BD value will likely inflict a loss in armor points to the unit, as described under tactical armor degradation.
ARMOR DEGRADATION As armor sustains damage, it generally loses effectiveness over time. For personal armor, this effect is recorded as an overall loss in BAR values. Barriers and tactical armor (such as that found on vehicles, battle armor and ’Mechs) record this effect as a loss of tactical armor points protecting the hit location. Personal Armor Degradation Personal armor may degrade every time the armor is struck, but fails to absorb or deflect all of the incoming damage. If an attack that delivers standard damage (not Fatigue-only damage) penetrates armor to deliver 5 or more points of damage, personal armor will degrade. When this occurs—regardless of the type of attack (be it a melee weapon, a ballistic, energy beam, or explosive)—all four of the armor’s BAR values are reduced by 1 point, to a minimum of 0. Personal armor reduced in this fashion remains repairable (but increasingly ineffective) until all four BAR values fall to 0, at which point the armor is effectively destroyed and offers no protection whatsoever. Tactical Armor (and Structure) Degradation Vehicles, battle armor and similar tactical units use armor points rather than a reducible BAR value to track their overall effectiveness. Thus, tactical armor (and internal structure) retains its full BAR until every point is destroyed in the location hit, even if this BAR fails to reduce the damage from an attack to 0. Indeed, any attack that delivers damage after accounting for the tactical armor’s BAR will reduce the location’s Tactical Armor value by an amount equal to the number of Standard damage points the weapon inflicts, divided by the armor’s BAR (rounding normally). Attacks that deliver Subduing damage or that otherwise deliver only Fatigue damage do no harm to tactical armor. Hit Locations: Even though hit location rules are considered optional when attacking creatures and other characters, attacks against any tactical unit (including vehicles, ProtoMechs, BattleMechs and so on) require a hit location roll per such units’ standard rules. Full coverage of these units and their hit location tables (depending on type) appear in Total Warfare, Tactical Operations and Strategic Operations. Tactical Armor vs. Internal Structure: These rules also consider a tactical unit’s internal structure identical to tactical armor. Unless the unit is a battle armor suit (see below) or its design notes state otherwise, the BAR value for any tactical unit’s internal structure is presumed to be identical to that of its exterior armor. Battle Armor and Exoskeletons: The tactical armor used on battle armor and exoskeletons reflects a middle ground between
Star Captain Vaness Carns, a Wolf Clan Elemental, unleashes the hellish firepower of her “Toad” battlesuit during the fighting on Radstadt.
full-scale vehicle armor and personal armor. This armor has special effects in standard play, including multiple BAR values (as defined in the Battle Armor BAR Table), based on the armor’s starting number of tactical armor points. If the target of an attack is a character wearing battle armor, a Power Armor (Light) suit or an exoskeleton, any damage that reduces the suit’s tactical armor points will also affect the character within. If, after accounting for BAR effects, a battlesuit or exoskeleton suffers more than 1 point of damage to its tactical armor, each additional point of tactical armor damage also delivers 1 Standard damage point to the character within. Triple this penetrating damage (to 3 points of Standard damage per point of tactical damage) if the suit is an exoskeleton. Even if using the optional hit location rules, weapons that inflict splash damage effects do not receive the +1 AP effect of such weapons if the target is wearing battle armor. In a textbook case of road rage, Casey opens fire on a civilian ground car with a BAR of 4 using her Magnum revolver (an AP/BD 4B/5 weapon). Because her weapon’s AP is equal to or greater than the BAR of the attacked vehicle, the damage is unmodified, so 5 points of personal armor damage are inflicted on the vehicle. When converted to tactical armor damage, the attack reduces the ground car’s armor in the location struck by 1 point [5 BD ÷ (4 BAR) = 1.25, rounded down to 1]. Facing down a Word of Blake Phalanx battlesuit with an Energy BAR of 6, Peter’s team opens up with a blast from their support pp pparticle cannon (AP/BD: ( / 5E/14S), / ), and manages g a MoS of +4. Against the suit’s tactical armor, the damage of 14S
(with +1 damage due to the MoS of 4) is reduced to 14S by the suit’s 1 point of BAR over the weapon’s AP, and is then divided by the suit’s BAR of 6. This produces a result of 2.333 points, which rounds down to 2. As the suit sustains this damage, its wearer is also hit by 1 point of damage from the attack (2 points of tactical damage – 1 = 1).
BATTLE ARMOR BAR TABLE
The Barrier Armor Table below offers a guide to the nature of a potential barrier or object under this rule, including the suggested BAR and integrity points for a range of possible obstructions. For example, an easily shattered barrier (like a glass window) would have only 0 or 1 points of barrier integrity before shattering, with a BAR of 0 or 1 that virtually ensures its near-effortless destruction. By contrast, a section of residential wall may receive a BAR of 2, but can sustain 4 to 5 points of BAR-defeating damage before losing its effectiveness as potential cover.
Tactical Armor
BAR (Clan)
BAR (Inner Sphere)
1
4/4/5/4
4/4/5/4
2
5/5/6/5
4/5/6/5
BAR
3
6/5/6/5
5/5/6/5
Paper/Cloth Banner; Paperback Book; Keycard
4
7/6/6/6
6/6/6/5
5
7/7/6/6
7/7/6/6
1
Window, Standard Glass; Hardcover Book; Compad
6
8/7/6/6
8/7/6/6
2
7
8/7/7/7
8/7/6/6
Window, Safety Glass; Interior Wall/Door, Residential/Commercial; Personal Computer
8
9/7/7/7
9/7/7/7
3
Interior Wall/Door, Industrial/Military/ Shipboard; Particleboard Table/Desk
4
Exterior Wall/Door, Wood/Sheet Metal; Solid Wood Table/Desk
5
Window, Ship’s Viewport; Cement Patio Furniture
6
Armored Window, Industrial/Military; Commercial Power Generators
7
Exterior Wall, Industrial/Military; Industrial Power Generators
8
Reinforced Exterior Wall, Industrial/Military; Military Power Generators
9
Armored Wall; Vault Door/Wall; BattleMech Canopy Armor
10
Ship’s External Bulkhead; BattleMech Armor; Solid Rock
9
9/8/7/7
9/8/7/7
10
9/8/8/8
9/8/8/7
11
9/9/8/8
9/8/8/8
12
10/9/8/8
9/9/8/8
13
10/9/9/8
10/9/8/8
14
10/9/9/8
10/9/9/8
15
10/9/9/9
10/9/9/9
16
10/10/9/9
10/10/9/9
17
10/10/9/9
10/10/9/9
18
10/10/9/9
10/10/9/9
Fire-Resistant Armor: Fire-resistant armor provides a BAR of 10 vs. any Incendiary damage. Exoskeletons: Unless the extended life support system is installed, lower all BAR values for exoskeletons by 2 (to a minimum of 0) to reflect their open construction.
Barrier Armor Degradation As with tactical armor, barriers other than personal armor also do not suffer BAR reduction when taking damage. However, such barriers can represent a broad range of potential obstacles, and so they react to damage effects in varying ways as well. When attempting to determine the effects of an attack against (or through) a barrier, the rules for tactical armor degradation apply. The barrier receives a special “barrier integrity” value that reflects how easily it may be shattered (or destroyed for cover and barrier purposes) by the resulting damage. This value—determined by the gamemaster based on the nature of the barrier—does not necessarily translate to the same resilience as the kind of armor carried by battlefield vehicles. Instead, this value reflects the barrier’s overall ability to maintain enough structural integrity to present an obstacle.
BARRIER ARMOR TABLE
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
Sample Barrier/Object
BARRIER INTEGRITY TABLE Points
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
Example
0-1
Easily shattered (crystal, glass or paper construction)
2-3
Flimsy (interior doors, light furniture, tree branch/sapling)
4-5
Modest (interior walls, exterior doors, heavy furniture, tree trunk)
6-10
Tough (exterior walls, industrial equipment)
11-20
Ironclad (reinforced walls, airlock hatches, military equipment)
21-50+
Impregnable (armored walls, solid rock)
GAMEMASTERING GUIDE
INDEX
187
While his Ebon Magistrate team stakes out the office of a possible subversive, Darrin Collins listens intently for the signal to attack.
BAR Zero Barriers: Any object or barrier with a BAR of 0 is considered instantly destroyed on any attack made against it that inflicts damage. Nick bravely decides to use his vibroaxe to chop down a cherry tree. The vibroaxe has an AP/BD of 6M/4. The gamemaster determines that the cherry tree is a BAR 4 object with 5 points of barrier integrity. Nick’s melee “attack” on the cherry tree receives a net MoS of 8 (because of the tree’s immobility and lack of self-defense), and his STR is 5. This yields a Damage Value of 8 [4 + (8 MoS x 0.25 = 2) + (5 STR ÷ 4 = 1.25, rounded up to 2) = 8]. The tree’s AP of 4 translates this to 2 points of integrity damage (8 ÷ 4 = 2). Given the tree’s 5 integrity points, Nick will likely make short work of it really soon…
STACKED ARMOR Whenever an attack must pass through more than one armor type (such as when firing through a barrier to hit an armored target, or through multiple layers of personal armor), resolve the damage to the first barrier (or layer of armor) struck and then to each additional barrier or layer of armor inward toward the intended target. If any of the various barriers or armor layers possess BAR values higher than that of the original attack’s AP, the armor reduces the remaining damage accordingly, and reduces the attack’s AP by an amount equal to the difference between the armor or barrier’s BAR and the attack’s AP. If the damage absorbed by the various barriers and/or armor layers between the attacker and his target reduces the weapon’s BD to 0, the attack is negated before it can reach its target. Resolve armor degradation and damage as normal for any layers that are penetrated by the attack. Stacking Personal Armor Under these rules, if a character decides to “stack” armor on himself (by wearing one layer of personal armor over another),
each layer added increases his Encumbrance factor by one level, rendering an unencumbered character Encumbered, an Encumbered character Very Encumbered, and a Very Encumbered character Overloaded. A character may not wear more than three layers of personal armor. Shannon is wearing two layers of personal body armor on her torso—a flak armor vest over a neo-chain jacket—and standing behind a large pane of glass when she is hit by a round from an enemy gunman’s Sternsnacht Claymore, with a MoS of 4 on the attack roll. The Claymore has an AP/BD of 3B/6; the window is standard glass, with a BAR of 1 and a barrier integrity of 2 points; the flak vest has a BAR of 1/5/1/3; and the neo-chain jacket has a BAR of 3/3/2/2. As the attack roll has a MoS of 4, the Sternsnacht’s normal BD of 6 is raised to 7. The first obstacle the shot hits is the window, and so damage effects are resolved against the window first. At a BAR of 1, however, the window cannot hope to slow or impede the shot’s AP 3B effects. The window suffers the full 7 points of damage to its BAR (7 BD ÷ 1 BAR = 7). As this is well above the window’s 2-point barrier integrity, the window shatters, and the damage continues unimpeded. The next obstacle is Shannon’s flak vest. Against the AP 3B Claymore shot, her 1/5/1/3 armor actually has 2 BAR points more than the shot’s AP in ballistic damage (5 BAR – 3B AP = 2). This reduces the AP and BD of the attack by 2 points each, so it drops from an AP/BD of 3B/7 to 1B/5 (3B – 2 = 1B; 7 – 2 = 5). Because the damage penetrating the flak vest is 5 or more standard damage points, that layer of armor degrades by 1 point across all BARs, to 0/4/0/2. This leaves 1B/5 damage to hit the neo-chain beneath, which has a BAR of 3/3/2/2. The neo-chain’s BAR 3 against ballistics is now 2 points above the 1B AP factor the Claymore round has left, reducing its AP/BD values again by 2 points each (3 BAR – 1B AP = 2). This reduces the AP/BD of the shot to 0B/3 (1B – 2 = –1B, minimum of 0B; 5 – 2 = 3). Though the damage still passes through the armor, the neo-chain’s BAR values are not
reduced, because only 3 points of standard damage has passed through. With no more barriers to travel through, the remaining damage—AP/BD of 0B/3—hits Shannon.
END PHASE In the End Phase of a combat turn, any continuous actions, Continuous damage, fatigue and morale effects are resolved.
BLEEDING AND CONTINUOUS DAMAGE During the End Phase, any Continuous damage from bleeding, poisons, fire or incendiary/caustic chemical weapons takes effect. The damage points inflicted per turn by these various Continuous damage sources are described under the Continuous damage rules in Damage Resolution (see p. 180). Any Consciousness Checks required must be made after all applicable Continuous damage effects are resolved.
FATIGUE As noted under Damage Resolution, Fatigue represents a character’s level of physical exhaustion as well as damage sustained in combat. In addition to sustaining Fatigue damage from Subduing attacks, or as a side effect of Standard damage, additional fatigue may apply from general exertion and other activities that cannot be resolved during the Action Phase. The Fatigue Accumulation Table sums up the conditions under which a character will develop and accumulate Fatigue points. Damage-based fatigue, as noted under Damage Resolution (see p. 182), accumulates whenever the damage
FATIGUE ACCUMULATION TABLE Situation
Fatigue Accumulation
occurs (typically during the Action Phase), and is modified as indicated by the Fatigue effect multipliers. All other applicable Fatigue effects must be accounted for during the End Phase, to determine the character’s final condition at the end of the turn. Recovering Fatigue Fatigue remains with a character until the character can rest and recuperate, or recover with the aid of special equipment such as stimpatches (see p. 313). In combat, however, a character can also reduce his total fatigue by a number of points equal to his BOD by spending a full turn doing so. Fatigue recovery in combat is considered a Complex Action, so the character recovering fatigue in this manner may make no further actions, including any movement other than walking. An unconscious character will also recover his BOD score in Fatigue points during the End Phase of each turn he remains unconscious.
Many particularly complicated actions—such as performing battlefield repairs or hacking into a computer system—may take far longer to complete than a single five-second turn allows. During the End Phase, the gamemaster may determine whether or not such extended actions require a Skill Check roll or other action to complete (or merely to offset possible interruption from combat). If rolls are required, they must be made as normal during the character’s next Action Phase. Also in this part of the combat turn, the gamemaster can resolve or describe any neutral or automatic events that occur by the end of the turn, upon which the character’s actions may not have had any immediate effect. Examples include the ticking down of a bomb’s timer, or the movement of an elevator another level or two toward its destination.
+1 per Hit +(Weapon Damage) per Hit
Subduing Melee Damage
+(Melee Attack Damage) per Hit
Continuous Movement Fatigue* +1 per BOD Minutes
Running/Crawling
+3 per BOD Minutes
Swimming/Climbing
+1 per BOD Turns
Sprinting/Jumping
+1 per Turn
Encumbered Movement
+1 per BOD Minutes
Exertion Character Requires STR Attribute Check
+1 per Turn
Fatigue Effect Multipliers High/Low Gravity**
x Gravity (G) Rating†
Glass Jaw/Handicap Trait
x 2†
Toughness/Fit Trait
x 0.5†
CHARACTER CREATION
TRAITS
Subduing Weapon Damage
Walking
BASIC GAMEPLAY
RESOLVING EXTENDED ACTIONS AND AUTOMATIC EVENTS
Damage-Based Fatigue Non-Subduing Damage
THE UNIVERSE BEFORE YOU
OPTIONAL PERSONAL COMBAT RULES The following additional rules present options for enhancing the depth and detail of personal combat in game play.
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
MORALE CHECKS When this optional rule is in effect, the gamemaster may demand a special Morale Check from one, some or all of the characters in response to certain events. Because their
INDEX
*Applies only if character spends full time period using the listed movement rate (or a faster one) without rest. **Applies only to Continuous movement, Sprinting/Jumping movement and Exertion Fatigue; halve this modifier (rounding normally) if character has the G-Tolerance Trait †Round normally (.5 rounds up)
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nature can vary, Morale Checks may occur once or many times during a session—or not at all. Examples of events that may require a Morale Check include the sudden arrival of enemy reinforcements, the death or incapacitation of one or more friendly characters in combat, or anything else that might shock or dismay the characters on an emotional rather than physical level. A Morale Check is made as a WIL Single Attribute Check. If Squad or Team Initiative rules are in play, the Leadership Skill of the character’s commander can be added to this roll, along with any other modifiers the gamemaster might find applicable (such as negative modifiers for particularly frightening or demoralizing events, like the loss of a friend, the sudden roar of a particularly terrifying creature, or the flash and thunder of an autocannon burst that missed the character by less than half a meter—or positive modifiers for a rousing pre-battle speech, the arrival of friendly reinforcements, or the fall of the enemy commander). If the Morale Check fails, the character becomes demoralized. While demoralized, the character suffers all the effects of the Combat Paralysis Trait (see p. 110). If the character has Combat Sense, this effect negates that positive Trait instead; but if the character already has Combat Paralysis, his condition worsens and he automatically fails any situation that requires a WIL Attribute Check for as long as he is demoralized. Multiple Morale Check failures are cumulative to this maximum negative effect; if a character with Combat Sense fails his Morale Check three times in a row, he loses his Combat Sense abilities and becomes so demoralized that every WIL Check automatically fails until the demoralization effect wears off. Recovering Morale Once a Morale Check has failed, a successful Leadership Skill Check is required in a subsequent Action Phase to undo the effect. This is a Simple Action that requires a commander who is not demoralized to be able to communicate with the demoralized character and convince him to rally. (If desired, the commander may make this a Complex Action and apply an additional +2 modifier to the Action Check roll.) If no such commander or means of communications exists, the demoralized character will remain so until the end of the combat event, or until something occurs that could snap him out of it (as determined by the gamemaster). Such events may include anything that would provide a major positive modifier to a Morale Check, or perhaps even a sudden rage-inducing effect akin to a berserker moment.
HIT LOCATIONS Basic personal combat rules presume that all characters aim their attacks at the target’s center of mass, and so any damage done is generalized. If the players and gamemaster agree, however, the characters may instead opt to determine the actual hit locations for every successful attack. This option provides for more detailed and realistic combat results, but can also slow down game play somewhat and make personal combat more deadly. When a target is struck by an attack using this rule, the attacker must roll 2D6 to determine the body location struck using the Hit Locations Table below. This location roll may be modified (or rolled again for further clarity) based on the direction of the attack, as indicated by the Angle of Attack modifiers. The hit location then determines how to modify the damage and what specific wound effects may occur.
HIT LOCATIONS TABLE ANGLE OF ATTACK MODIFIERS Attack Direction
Modifer
From Left Side
–1
From Right Side
+1
From Front or Back
+0
From Above
Reroll Leg Results*
From Below
Reroll Head Results*
*Second location result stands, even if it is identical
HIT LOCATION ROLL Roll (2D6)
Location
2 or less
Head
3
Left Foot
4
Left Hand
5
Left Arm
6
Torso*
7
Legs**
8
Torso*
9
Right Arm
10
Right Hand
11
Right Foot
12 or more
Head
*Roll 1D6: 1-4 = Chest; 5-6 = Abdomen **Roll 1D6 and add Angle of Attack Modifier: 3 or less = Left Leg; 4 or more = Right Leg
Damage Multipliers: When using hit locations, characters continue to track their total level of damage using the Damage Tracker as normal. However, the amount of damage sustained from a successful attack must first be modified based on the location struck. The Location Effects Table provides this modification as a damage multiplier. Whenever a character suffers damage using the Hit Locations rule, multiply the damage sustained—after applying all armor effects—by the damage multiplier appropriate to the location struck. This damage is then modified for any other relevant Traits such as Glass Jaw or Toughness, rounding the final damage values up to the nearest whole number. Armor Effects: When using hit locations, the BAR of any personal armor must be that of the armor in the specific body location struck, rather than the character’s overall BAR. A character wearing no armor beyond a flak vest, for example, would receive none of the vest’s BAR benefits if he is shot in the arm. Melee and Splash Weapons: To reflect their need for a more direct hit, reduce the AP values for all melee weapons and weapons with splash effects (including incendiary and blast weapons) by 1 when using Hit Location rules (to a minimum AP of 0). Because splash weapons apply their damage over a larger area of the body, y theyy use the lowest BAR value of all bodyy locations adjacent to the location struck when determining their armor effects and such.
Specific Wound Effects: When using Hit Location rules, the normal Injury modifiers (but not Fatigue modifiers) described under standard rules apply only for Consciousness, Knockdown and healing checks, but not for general Action Checks or movement effects. In those cases, normal Injury modifiers are replaced by the specific effects of the wounded location, as indicated on the Location Effects Table. Any rolls required to determine these wound effects must be made by the attacking character. Healing and Recovery: If Hit Location rules are used, the players must also use the Surgery rules under Healing and Recovery (see p. 193-195). In the thick of a raid on a Jade Falcon base, Logan—a Lyran commando with a BOD and WIL of 7, a RFL of 8, a Walking rate of 14 and a Running rate of 24—takes fire from a dismounted Jade Falcon MechWarrior. The Falcon MechWarrior is using a Clan ER Laser Pistol (AP/ BD: 4E/3), and scores a hit with a MoS of 5, for a BD of 4 (3 + 1 [MoS of 5 x 0.25 = 1.25, rounded down to 1] = 4). Logan is wearing a standard LAAF infantry armor kit. After determining that his shot has hit, the Falcon’s player rolls for location, applying a –1 roll modifier because he is attacking Logan from the left side. The roll result is 8, which is modified to 7, indicating a leg hit. The attacker rolls 1D6 again to determine which leg, applying a –1 modifier for attack direction. The result is a 2, meaning Logan is struck in the left leg. As LAAF infantry attire has no armor there, the damage is not modified for armor. According to the Location Effects Table, the 5-point hit from the Falcon’s weapon is reduced to 4 points against Logan’s leg (5 BD x 0.75 Leg hit multiplier = 3.75, rounded up to 4). Marking these damage points on his Condition Monitor, Logan finds he has suffered damage equal to more than 25 percent of his total damage capacity, but less than 50 percent, giving him an Injury Modifier of –2. Because the players are using Hit Location rules, this modifier only affects Logan’s Consciousness Checks and any healing checks such as MedTech and Surgery. Because the hit delivered Standard damage, Logan also receives 1 Fatigue point, and he is Stunned. Because he took the hit to his leg, Logan also faces a Knockdown Check and a loss of 2 meters of movement per turn. This reduces his Walking rate to 12 and his Running rate to 22. For his Knockdown Check, Logan must make a RFL Single Attribute Check with the –2 Injury Modifier applied. Against the TN of 12, he rolls a 5 and adds his RFL of 8 plus the Injury modifier of –2, for a final result of 11. This means Logan is knocked down by the hit. Logan must also make a Consciousness Check, because he took Standard damage (not Fatigue). This roll—a WIL Single Attribute Check that adds his BOD score and the Injury modifier—also has a TN of 12. Logan rolls a 5 and adds his WIL of 7, his BOD of 7 and his Injury Modifier of –2, for a final roll result of 17. As this equals or exceeds the TN of 12, Logan remains conscious. He can shake off the Stun effect in his next action before getting up and moving (albeit at a reduced rate) to continue the fight.
LOCATION EFFECTS TABLE Location
Damage Multiplier
Combat Effects
Head
x2
Roll 1D6: 1-4 = Dazed; 5 = Deafened; 6 = Blinded
Chest
x1
Roll 1D6: 1-3 = No added effect; 4 = Dazed; 5 = Knockdown; 6 = Internal Damage
Abdomen
x1
Roll 1D6: 1-2 = No added effect; 3-4 = Dazed; 5 = Knockdown; 6 = Internal Damage
Arm
x0.5
All actions using affected arm suffer –1 roll modifier (max –2)†
Leg
x0.75
Knockdown; reduce all movement by 2 meters/turn (to a min. of 0 meters/turn)†
Hand*
x0.25
All actions using affected hand suffer –2 roll modifier (max –4)†
Foot
x0.25
Knockdown; reduce all movement by 1 meter/turn (to a min. of 0 meters/turn)†
*If the affected hand is holding an object or grappling, the wounded character must make an immediate DEX Attribute Check (applying all Injury and Wound Effect modifiers) to avoid releasing the held object. †Any hits to a limb that would otherwise exceed the maximum listed effects (such as an arm-based roll modifier of –3 or a reduction of the character’s Walking MP to less than 0) render the limb Shattered (see below).
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TACTICAL COMBAT ADDENDUM
SPECIFIC WOUND EFFECTS TABLE Effect
Description
Dazed
Character suffers 1D6 additional Fatigue damage points
Deafened
Character suffers critical damage to ear equal to Level 3 Poor Hearing (see p. 122)*
Blinded
Character suffers critical damage to eye equal to Level 3 Poor Vision (see p. 122)*
Internal Damage
Character suffers 1D6 additional Standard damage points (check for bleeding)*
Knockdown
Character must make a RFL Attribute Check to avoid falling, applying Injury modifiers
Shattered Limb
Character cannot use the affected limb (check for bleeding)*
*Surgery Skill required to stabilize/repair this wound type; apply a –2 modifier to all Surgery Checks
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
191
KNOCKDOWN CHECKS Most commonly due to wounding, but also a potential outcome from a successful melee attack, Knockdown Checks are made to determine whether or not an attack has knocked the character down. Knockdown Checks are most often made whenever the character suffers a Knockdown effect using the Hit Location rules (see p. 190), or when an opposing character delivers a successful non-grappling attack with a MoS of 3 or better using Martial Arts or Melee Weapon skills. Characters may not deliberately topple themselves (such an action is treated as going prone), nor does an already prone character need to make a Knockdown Check. Gamemasters may determine other instances where a character may require a Knockdown Check (such as environmental hazards, like ice), as well as any additional modifiers that may apply to such checks (such as the Disability or Lost Limb traits). A character’s Knockdown Check is a simple RFL Single Attribute Check, applying the character’s current Injury and Fatigue modifiers to the roll result. If successful, the character does not fall. If unsuccessful, the character has fallen and immediately suffers Stun, but takes no further damage (unless the character is on perilous footing, where a fall can have more dire consequences).
LETHALITY REDUCTION As presented, these personal combat rules can rack up casualties quickly, or render player characters unable to take part in a fast-paced adventure thanks to extensive injuries. To mitigate this, gamemasters can opt to reduce the deadliness of personal combat by using one or both of the methods described below. If applied, however, the rule must be applied to all characters in the game, including friendly and hostile NPCs, as well as any creatures the characters may encounter. Increased Damage Capacity Under standard rules, a character receives a number of standard damage capacity points equal to 2 times his BOD score, and a number of Fatigue points equal to 2 times his WIL score. With the Increased Damage Capacity rule, the GM may use a multiplier of 3 or 4 for both damage capacities instead, essentially boosting both damage capacity values by 50% and 100% respectively. As this is intended to boost character survivability, any damage the characters sustain in gameplay will not be affected or modified in any way, and Injury and Fatigue Modifiers will remain based on their existing rules. Increased Armor Effectiveness A more indirect method of handling lethality is to address the issue of personal armor. Under standard gameplay, any standard damage that the character receives after armor reduction (presuming the armor has sufficient BAR to do so) is applied as normal standard damage. To boost armor effectiveness, gamemasters opting for this lethality-reducing rule would translate any standard damage that penetrates personal armor into Fatigue damage instead. (Fatigue-inducing attacks remain unchanged.) Remember, however, that this effect only occurs when an attack is made that penetrates the character’s personal armor. If the AP of the attack is equal to or greater than the armor’s BAR, it penetrates without effect and remains lethal.
HEALING AND RECOVERY Wars may never end, but battles always do. After the shooting stops and one side stands victorious, fresh wounds and major trauma may leave many survivors in desperate need of medical attention. The following rules govern healing and recovery from combat injuries and the like, but can also be applied to damage sustained from other sources such as foreign toxins, accidents and illness.
GENERAL HEALING RULES Healing from injuries in A Time of War takes one of two forms: normal (unassisted) healing and assisted healing. Normal healing requires little more than rest in a clean, safe area, with bland food and plenty of fluids. Given time, normal healing can contain blood loss, fight infections and allow characters to recover from most non-specific injuries. This type of healing is gradual, however, and cannot repair more extensive injuries such as major organ damage, shattered bones, severed limbs and the like. In essence, if major surgery would be required, or if the character’s Standard damage exceeds 75 percent of his normal Damage Capacity, the character cannot use normal healing. When in doubt, the gamemaster decides whether normal healing can be used. Assisted healing requires adequate medical facilities, access to modern medicines, and perhaps even surgical technology and techniques, but also represents a faster healing rate thanks to the continuous care the character receives. Assisted healing is needed when the damage includes lost limbs, organ damage, major bleeding, poisons or any other injury that requires surgical procedures to repair. As a character heals, any marked-off Standard and Fatigue damage bubbles will be cleared at the prescribed rate by the end of the healing cycle. Specific injuries that require surgery may also be removed or modified based on the outcome of the Surgery Check made against them, but the full effects of any surgical healing will not apply until the character has recovered all of his damage points. (See Surgery, below, for more information.) Regardless of the healing method used, a character may not recover more damage or Fatigue points than his maximum capacities prior to sustaining any injuries or fatigue. Stabilizing a Character These rules presume that a character undergoing a healing process has been stabilized prior to any necessary procedures. Stabilizing a character includes stopping blood loss, splinting damaged limbs and otherwise making it possible to safely move the wounded character to medical facilities. This process uses the same rules as stopping blood loss (see Bleeding Effect, p. 184), but applies an additional +2 to the MedTech Skill roll if the character performing the roll is not in combat. Once a character is properly stabilized, he may undergo the healing processes outlined below.
Specific Wound Effects: If the character has suffered specific wounds under the Hit Location rules, the presence of these wounds adds a –2 modifier to the MedTech Skill Check to stabilize the character.
NORMAL (UNASSISTED) HEALING When unassisted healing is used, an injured character recovers 1 Standard damage point for every week spent resting. Double this healing time if the conditions of the character’s convalescence are unhealthy (lacking in clean water, shelter, nutrition and proper sanitary facilities). If the injured character possesses the Fit or Toughness traits, the base healing cycle of 7 days will be reduced by 1 day (per Trait). If the injured character possesses the Handicap Trait, that Trait adds 1 day per –1 TP value to the character’s healing cycle. An injured character who performs any actions more strenuous than walking short distances, reading or using a computer while undergoing normal healing also adds a day to each weeklong healing cycle before recovering any damage. Unassisted Fatigue Recovery A character who is active (but not overly exerting himself ) recovers Fatigue damage at a rate equal to his BOD score per minute. If resting to recover Fatigue, the character reclaims Fatigue points at a rate equal to his BOD score per 5-second turn.
ASSISTED HEALING Assisted healing uses the same basic rules as normal healing, but requires access to proper medical facilities and the ministrations of an attending physician who sees to the character’s medical needs at least twice a day. A character who follows these instructions—including performing no actions more strenuous than short walks, reading or computer use— recovers damage equal to half his BOD score (rounded up) per week of convalescence. If for any reason the character loses access to medical support while undergoing assisted healing, or attempts to perform strenuous actions of any kind, the character is subject to normal healing rules.
SURGERY When specific wound effects marked as requiring surgery to stabilize or repair occur in personal combat, a successful Surgery Skill Check is required to repair (or contain) the damage before healing can begin. Only a single Surgery Check may be performed per day on an injured character, and only a single specific injury may be tended to. Remember that performing surgery on a major specific wound adds an additional –2 modifier to the MedTech Skill Check, due to the extreme damage. The surgical process requires a number of hours equal to 12 minus the surgeon’s Surgery Skill level, the wounded character’s Injury modifier and any specific wound effect modifiers (to a minimum of 2 hours). Double this time if the surgery must be performed at any facilities short of a fully stocked hospital. (Surgery may not be performed at all if the surgeon has only a medkit or less to work with.)
To determine the level of success in repairing the damage from a specific wound, the character performing the surgery must make his Surgery Skill roll and consult the Surgery Success/Failure Table. Even a failed Surgery Skill Check—so long as it fails by less than 6 points—will stabilize a specific wound location and allow for normal healing, even though the character may suffer lasting effects. Regardless of the success level of the surgery performed, a character will not return to his former level of functionality until he has recovered all of his marked-off damage points. Until that time, all of the character’s specific wounds are presumed to be at the levels that existed before surgery. Surgery Success Levels The following rules define the outcomes listed on the Surgery Success/Failure Table. If a Surgery Check results in a Fumble, assume it achieved a MoF of 6. These rules suggest what can result at various grades of surgical success (or failure) on a major specific injury. At the gamemaster’s discretion, any negative permanent effect may be swapped for one of equal value (for example, a –1 TP Handicap can be swapped for a level of the Unattractive Trait, reflecting extensive scarring). Any lingering damage effects from less-than-full recovery will become permanent once the character finishes healing up all damage bubbles. Full Recovery: On full recovery, the effect of the critical damage most recently sustained will be erased as soon as the character regains his total damage points. Partial Recovery: Once the character restores all damage bubbles, the specific injury that achieves partial recovery will return to functionality with minor lasting effects. Injuries that inflict deafness or blindness result in a permanent –1 TP Poor Hearing or Poor Vision Trait (as appropriate), while an internal injury imposes a lasting –1 TP Handicap Trait appropriate to the injury sustained (diminished lung capacity, restricted diet, chronic pain and so forth). For shattered limbs, partial recovery translates to a permanent –1 Attribute modifier to DEX (for hand/arm injuries) or RFL (leg/foot injuries). Limited Functionality: Once the character restores all damage bubbles, a surgical result that yields limited functionality leaves lasting and significant effects in the affected area. For deafness or blindness, the character receives a permanent –2 TP Poor Hearing or Poor Vision Trait (as appropriate), while an internal injury imposes a lasting –2 TP Handicap Trait appropriate to the injury sustained. For shattered limbs, limited functionality translates into a permanent –2 Attribute modifier to DEX (hand/arm injuries) g j or RFL (leg/foot injuries).
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
SURGERY SUCCESS/FAILURE TABLE Surgery MoS
Injury Recovery Level
+3 or better
Full Recovery
+0 to +2
Partial Recovery
–1 to –2
Limited Functionality
–3 to –5
Permanent Effect
–6 or lower
Patient suffers additional 1D6 damage from bleeding*
INDEX
*Surgery Check must be repeated immediately
193
Despite the tight confines, Lydia manages to duck under a would-be pirate’s shot to deliver a deadly strike with her bone-slicing vibrosword.
Permanent Effect: Once the character recovers all damage bubbles, a surgical result that yields a permanent effect fails to restore any of the damage to the affected area. For Deafness or Blindness, the character receives a permanent –3 TP Poor Hearing or Poor Vision Trait (as appropriate). Internal injuries with permanent effects impose a lasting –3 TP Handicap Trait appropriate to the injury sustained, as well as a permanent –2 TP Compulsion/Medical Addiction that reflects the character’s lifelong need for medicines to stave off the pain or other ill effects his internal injuries left him with. For shattered limbs, the outcome is an appropriate Lost Limb Trait, as the surgeon finds he has no choice but to amputate. Corrective Surgery If the result of surgery is less than optimal, the surgeon may make one attempt to “correct” the previous procedure by putting the patient under the knife again (unless EDG is used to re-roll). This second surgery applies all the modifiers and time requirements of the first, but uses the patient’s Injury modifier at the time the second surgery takes place (which need not be immediate). This second result stands, even if it is worse than the first (unless the result is a MoF of 6+, which requires an immediate repeat roll to stabilize the character all over again). For surgery required by a MoF of 6+, corrective surgical procedures must be performed immediately, as this represents a dire situation on the operating table. Arthur, a FedSuns tanker lucky to have survived the last battle, has a BOD of 5, the Toughness Trait, and suffered 7 points of Standard damage under the general damage rules. As a 7 translates to more than 50 percent (and less than 75 percent) of his full Damage Capacity, he has an Injury Modifier of –3, which is applied to the roll for a field medic’s MedTech Check when stabilizing him. Thankfully, the battle is over, and the MedTech Check receives a +2 modifier in addition to the medic’s Skill and equipment. Arthur is successfully stabilized.
Lacking specific wound effects, the gamemaster determines that surgery is not required. Arthur may immediately begin to recover damage points through normal or assisted healing. Using the normal healing process, Arthur would need 42 days of strict bed rest to fully recover from his injuries, healing 1 point of damage every 6 days (7 days base healing rate – 1 day for Toughness = 6 days; 6 days x 7 points = 42 days). Alternatively, Arthur could receive assisted healing, and stay holed up in a hospital bed while a doctor tends to his injuries at least twice a day. In that case—so long as he behaves—Arthur will recover 3 points of damage every 6 days (1 week – 1 day for Toughness), and will thus restore 6 of the 7 damage points he took in just 12 days. At that point, the gamemaster may allow him to switch to normal healing (outpatient care), so that he can complete his healing in one more week—23 days faster than the normal healing process. In a game that used the Hit Location rules, Charles is a mercenary scout who ran afoul of Capellan soldiers. He has a BOD of 6, a WIL of 5 and several injuries—the worst of which was internal damage from a shot in the abdomen, and a blast to his arm that shattered it. He has suffered a grand total of 10 damage points out of his Damage Capacity of 12—some of that from bleeding effects. He also has suffered 7 points of Fatigue damage. Miraculously, he is conscious. At 10 points of damage, Charles is over 75 percent of his damage capacity. He must apply a –4 Injury modifier to any medical rolls, as well as another –2 for the presence of specific wound effects. His Fatigue modifier, which does not affect the MedTech Skill roll, will clear out within a couple turns, as he had opted to sit and recover Fatigue while waiting for the medic once the fight was over. The battlefield medic, with excellent MedTech Skill and equipment, manages to stabilize Charles enough fort transport, and he is whisked to a field hospital. There, the attending surgeon decides that the gut shot— complete with internal organ damage—is the priority for
the first day of surgery. The surgeon has a Skill level of 6. Combined with Charles’ –4 Injury Modifier, and the –2 modifier for the specific wound effect, this gives a total modifier of 0. Given the fact that they are not in a fully stocked hospital, this value determines that it will take 24 hours to properly treat Charles’ internal injuries from the abdominal hit (12 base + 0 for Injury Modifier, specific wound and Skill modifiers = 12 x 2 for less-than-fullystocked hospital = 24). The Surgery Check for the gut shot has a TN of 9 and the following modifiers: +6 (surgeon’s Skill), –4 (Charles’ Injury modifier), –2 (specific wound effect), –2 (gamemastersupplied modifier for the inadequately stocked field hospital) and +1 (the surgeon has a Field Surgery Kit)—for a total roll modifier of –1. Rolling a 10 and applying this modifier, the surgeon achieves a MoS of 0 (10 – 1 = 9; 9 – TN of 9 = 0). This is sufficient for partial recovery, which the gamemaster translates into a –1 TP Handicap, reflecting chronic pain from the war wound. Because Charles suffers from another surgerydependent injury, he still cannot heal after this first round of surgery. Instead, the surgeon must return later to work on his shattered arm. Because Charles is stable, his damage points do not change and so his Injury modifiers remain as they are. The surgeon—a dedicated fellow—returns the next day to start work on the arm. Because all modifiers are the same, this means Charles will spend another 24 hours under the knife. The modifiers are the same, the TN is 9 and the roll modifier is –1. This time, however, the surgeon rolls a 4, which is modified to 3—a MoF of 6. According to the Surgery Success/Failure Table, this means that Charles’ arm is shattered badly enough to make amputation likely, and he also will suffer an additional 1D6 damage—in fact, he could very likely die on the operating table! Deciding this is unacceptable, the surgeon burns his EDG on a re-roll, but this time the roll is 6, which modifies to 5. This MoF of 4 still
leaves the arm permanently useless, but at least Charles hasn’t died in the bargain. Knowing he can attempt corrective surgery once more before Charles heals completely, the doctor opts not to amputate; instead, he simply closes Charles up. Because this is considered a completed surgery, it allows Charles to start healing normally. Given the extent of his injuries, the doctor orders a hospital stay, meaning that Charles will benefit from assisted care. At a BOD of 6, he will recover 3 damage points every 2 weeks. The doctor sets surgery up for six weeks from now, to maximize the chances of fixing Charles’ arm before he is fully recovered. Six weeks later, Charles has recovered 9 of his 10 damage points, reducing his Injury modifier to a mere –1. In that time, the surgeon has also managed to get Charles moved to a proper hospital and restocked his Field Surgery Kit. Given these changes, the modifiers to work on his shattered arm are now +4 (+6 for surgeon’s Skill, –1 for Charles’ Injury Modifier, –2 for the specific wound effect, +0 for well-stocked hospital and +1 for the Field Surgical Kit = 4). Moreover, the surgery time required will be only 9 hours (12 –[6 for surgeon’s Skill –1 for Charles’ Injury modifier –2 for the specific wound effect] = 9 x 1 [adequate hospital facilities] = 9). This time, the surgeon rolls a 9, and applies the +4 modifier for a final result of 13—a MoS of +4. Charles’ arm will make a full recovery. The surgeon briefly considers attempting corrective surgery on Charles’ abdominal wound as well, now that the odds are better, but after hearing the prognosis (that the surgeon would need at least an 8 to accomplish such a feat), Charles waives further surgery. With the last of his injuries’ tended to, Charles can heal at a normal rate, recovering his last damage point over the course of the next week in bed rest alone. Good thing, too, because the Colonel has another mission for him…
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
195
JASON HARDY CAREDONIAN WIND FOREST ROCHELLE 5 JULY 3076 Some of the trees stretched upward forever. Tall and straight, not a single branch or leaf interrupted their grooved brown surface as they rose twenty meters, thirty meters, more, piercing the jungle canopy and finding the sun. Much of the jungle below them was new, but the trees seemed as if they had grown here forever and would continue to rise for decades or even centuries. Except for the ones that were getting blown up. “What the hell was that?” Franz Logan screamed. Buzzy ran ahead of him and didn’t turn around. Franz watched the fire burn a giant yorkwood tree, carving a black archway in the mammoth trunk. Then there was another explosion behind Franz, another wave of heat. There were no straight lines in the jungle. Buzzy went left around a smaller tree, then right past a thick collection of underbrush, then dove to his left for no apparent reason. Half a second later, Franz did the same. A rocket streaked by and slammed into a yorkwood tree, spreading more smoke. Buzzy was on his feet already. His mouth was moving, but Franz couldn’t hear any words. He heard the crackle of fire, the clatter of bullets, and the constant brush-brush of Wobbies moving through the jungle to find him, but he didn’t hear anything Buzzy said. He hoped it wasn’t important.
More noise, more explosions, came from farther away. Part of Franz wanted to turn toward the sounds, face his pursuers and take them down. Sure, they outnumbered him, but wasn’t that how every good war story started? I was outnumbered, four to one, maybe five to one, but that didn’t scare me… But Buzzy didn’t seem ready to stand and fight, and Franz thought it would be best to stick with the only member of his unit that was anywhere nearby. Gunfire clattered, like marbles falling on linoleum, only louder, and leaves and flowers fell apart. A yellow petal drifted in front of Franz and grazed his cheek. Their aim was getting better. Then he heard a siren. An echoing wail, rising and falling everywhere. He could feel the sides of his face vibrating with its highest note. Buzzy turned and looked at Franz. His face was red, his mouth wide, and he was yelling something. The words were lost in the siren’s sound, but Franz didn’t need to hear them to know that Buzzy was yelling, “MOVE!” Franz moved. They ran to the right until they passed a yorkwood tree. Then Buzzy took them back left and ran straight, using the tree to block the Wobbies’ view of them. If the Wobbies were still watching. They ran for a long time, pulling through thick-tendriled plants that snagged their ankles, nearly tripping a dozen times, until Franz abruptly realized that he could hear his own footsteps. Dead leaves under the ground cover rustled and crackled. The calls of a few birds sheltered high in the canopy echoed. And he
could hear them. There wasn’t any gunfire, explosions, or shouting. The wail was gone, too. “Hot damn,” Franz said, and a wide smile crossed his face. “Keep moving, rookie,” Buzzy said without turning around. “Good to get some space ‘tween them and us while we got a chance.” “Okay,” Franz said, though part of him thought that if the Blakists had turned away from them, it was a good opportunity to go from pursued to pursuer. But maybe Buzzy needed a rest first. Then he noticed the spatters of red on the plants in front of him. And that Buzzy kept his right arm clenched to his side and was leaning forward as he walked. “Buzzy?” “Just keep walking,’” Buzzy said. “Find someplace dry and dark.” ▲▼▲ Some of the yorkwood tree hollows were bigger than a lot of military dorms. It didn’t take long to get Buzzy sheltered and out of sight inside one of the trees. A Blakist armor-piercing round had hit his side, ripping his vest and taking a chunk of him with it. Franz couldn’t decide if Buzzy was lucky he’d only been hit in the side or unlucky that an armor-piercing round had found him. He helped Buzzy put a medipatch on the wound and made sure the big man was comfortable, then he left. He’d made a persuasive case about the need for recon and trying to find the others, but the truth was, he couldn’t just sit in the middle of rotting wood while there was fighting to be done. So now he was sneaking through the jungle on his own, avoiding Blakists, and it was awesome. He held his auto-pistol near his cheek and peered around trees. When the coast was clear, he’d run forward until he found shelter again. Once or twice he went into a rolling dive before he reached cover, just because he could. For a while he didn’t see anyone else, and he started to wonder if he was traveling in the right direction. He didn’t hear much, either, other than birdcalls. Then he saw movement. With the poor visibility in the jungle, he didn’t spot the Blakists until he was almost on top of them. Something was monopolizing their attention, though, so they didn’t notice his approach. He stayed low, peering over the gnarled, spiny ground cover, watching the Blakists. He saw three of them off the bat, then two more. They all had rifles, held ready. Then he saw more movement—a two-legged vehicle, walking toward him. His heart raced, his hands dug into the ground, but he didn’t run. It was small, it had to be, or he would’ve seen it sooner. Probably just some ForestryMech or something, not a military one. The ‘Mech had stopped. It stood quietly as the Blakists moved toward it. Franz took a deep breath and crept forward. His progress was slow, his hands covered with dirt and insect bites, but he remained undetected. The ‘Mech ahead of him loomed larger, and the Blakists kept going toward it.
There were more Blakists out there, walking toward the ‘Mech from the other side, which meant they were looking in Franz’s direction. He dropped to his belly. Now he couldn’t see anything but purplish, thorny plants. He took a few breaths, then slowly raised his head. He didn’t have a clear enough view to count all of them, but there had to be at least a dozen Blakists. They formed a loose circle near the feet of the ‘Mech, and something was in the middle of them. Franz squinted, then remembered he had binoculars in his helmet. He lowered the lenses over his eyes and looked again. The “something” in the midst of the Blakists was actually three somethings. The light in the jungle and the binoculars let Franz see them clearly. Travis, Hildebrand, and Naoko, on their knees, their hands on the backs of their heads. Strangely enough, the sight of their faces calmed Franz down. Every great war story starts with the hero outnumbered, he thought, and his friends in trouble. ▲▼▲ “I don’t know how much help I’ll be,” Buzzy said. “I won’t be too fast, but I can provide cover fire and move around at my own pace.” Franz nodded. He’d stayed with the Blakists long enough to see where they were taking the others, then he’d returned to the tree. “So how do I get the others?” he asked. “You don’t,” Buzzy said. “You’re not gonna just waltz into a Blakist camp and steal away some prisoners. You find a way to divert the Wobbies, and I’ll find the others.” “But you just said you’ll be slow! You’ll take forever to find them and get them out!” “Then your distraction better be pretty damn good,” Buzzy said. Franz nodded. Tough mission, long odds—perfect. ▲▼▲ The one thing Franz had figured out by the time he got to the Blakist camp was that he needed a ride. He had a pistol and, if he borrowed one from Buzzy, a rifle. That wouldn’t be enough to give Buzzy even half a minute to find the others. But if he had armor around him and wheels—or legs—beneath him, it would be a different story. He could cause a royal fuss then. So as he circled the camp, goggles down, infrared sensors on, he wasn’t looking for Travis and the others. He was looking for a garage. It wasn’t hard to find, even though it wasn’t a full structure. The Blakists had put up a canvas roof to keep rain off, but that was it. Two vehicles were parked next to each other—one was a tank, big and heavy, with a revolving turret bristling with laser barrels. An Ontos. A handful of lasers, a good collection of missiles—plenty of ways to cause a distraction. But next to it—once Franz saw what was next to it, the Ontos might as well not have existed. This was no ForestryMech, no industrial pretender to God of War status. This was an honest-togod BattleMech, the real deal. It stood tall, with a large barrel on its right arm and a missile launcher on its shoulder. It was a Griffin, and Franz could have recited its specs off the top of his head. It was a balanced machine, medium weight, good speed, armor and weapons that could pack a punch at range. It was beautiful.
Franz looked at the two vehicles and knew which one he should take. The Ontos was a good forty tons heavier than the Griffin and had more weapons and armor. It was considerably slower, true, but Franz didn’t need a vehicle to help him run away—the Blakists would have an easier time chasing the Ontos, which would make it better for a diversion. Plus, ‘Mechs were always better secured than tanks, meaning the Ontos would probably be easier to steal. But the Griffin was a ‘Mech—how could he not take it? Not that it would be easy. People didn’t just leave ‘Mechs sitting around with the engine running, waiting for anyone who felt like it to jump in the cockpit. But being part of a covert ops unit had its privileges. If Franz could keep out of sight as he approached the ‘Mech, he’d find out if the forged codes on the chip in his pocket were worth anything. He spoke quietly into his comm. “Buzzy, are you in position?” “’Course,” Buzzy said. “Okay, I need you to move about a hundred meters east. Then spray some fire into the camp and move your ass.” “Okay. Anywhere in particular you think my ass should end up?” “Anywhere but their cages.” “Roger that. Hope what you got in mind works.” “Me too,” Franz said, but not into the comm. ▲▼▲ Against human feet, the twisted greenery on the ground seemed thick, but with feet that were part of a fifty-five ton metal machine, the plants were not a factor. Franz might as well have been marching on ferrocrete. The view from the Griffin’s cockpit was intoxicating. While he was still nowhere near the top of the yorkwood trees, he stood taller than almost everything else around, including the ForestryMech that remained motionless in the middle of the Blakist camp. The Griffin was responsive to every move he made—a slight twitch on the joystick and an arm swung out, a light nudge on the throttle put it into a smooth walk. And if he stomped on the pedals, jump jets would shoot him into the air, maybe into the canopy above. He still couldn’t believe it had worked—his slow approach through the noxious plants, the sudden movement following Buzzy’s barrage, the dash to the Griffin, and the success of his fake codes. He had done it—he was riding a ‘Mech into battle, and everything was perfect. Once the Griffin was moving, Franz laid down some weapons fire. He swung the right arm back and forth, squeezing out PPC fire, watching blue energy race away from him. He would have loved to level the camp, to smother it with missiles and PPC fire until there was nothing left but a charred black circle in the jungle. The others were still in there, though. He had to be a little cautious. He’d taken out the Ontos when he stole the Griffin; no point to leaving it there, ready to give chase. He had left it with smoke rising from its twisted, melted turret. He hadn’t been able to put the Griffin into a run yet in the thick jungle, but its long-legged trot was quite satisfying. He moved back and forth along the north end of the Blakist camp, pacing like a wolf or a tiger or whatever predators lived in this freakish forest. The Blakists were pretty good at finding cover, but whenever he caught sight of them, they were running, and he liked the way that looked.
“Buzzy, how are you doing?” he said over their squad’s comm channel. “Be better if you keep those PPCs a little farther from me,” Buzzy said. “Makin’ progress. Prison’s dead center, so keep your fire on the edges.” “Roger,” Franz said, then swung the arm and sent a few blasts toward the spot where he’d last seen some Blakists. He loved the way the PPCs left a trail of burnt, smoldering leaves. Then lights started flashing, alarms sounded and alerts went off all around. Franz didn’t know what they were telling him. He froze. He knew he should look at every alert, learn everything that was going on with his machine, but he couldn’t. He wasn’t moving. He was in someone’s sights and not moving. And he was taking fire. That was bad. He kicked the ‘Mech into motion and turned it right, running near the camp. More alarms went off. He’d been hit again. The armor on his back was vanishing. He cursed. He’d been fighting like an infantryman, looking with his own eyes, not letting the ‘Mech’s sensors work for him. Now that he looked at the sensors, he could clearly see something coming from behind him. He should have seen it sooner. Damn Blakist must have been laughing at him, wondering why he didn’t move as the Blakist closed on his six. But he saw the enemy now, and he’d show him what he could do. He got his arm around first, firing a bolt toward his pursuer to slow it down, then turning the rest of his body so he could fire a few missile rounds. He recognized the enemy ‘Mech as soon as it came into view—it was the same damn Malak that had annoyed them before. This time, though, Franz had what he needed to take it down. He had to think quickly. The Malak was smaller than him. Strategies and tactics ran through his mind, and he knew he must have heard what a heavier ‘Mech should do against a smaller one, but he couldn’t think, it was like all those other times, all those other tests, when his mind had gone blank and he’d fallen back on instincts that, sadly, turned out to be wrong. But instinct was the only thing he had right now, so he followed it. He charged, weapons firing. Most of the shots went wild, hitting yorkwood trees. The Malak responded in kind, and more trees caught fire. A few missiles hit Franz, but the armor on the Griffin’s front was thicker than on the back. He could absorb some blows. “Logan, Logan, I’ve got ‘em!” Buzzy said over the comm. “We’re moving out and—holy hell, Logan, what are you doing?” “Don’t worry about me!” Franz said. “Just get them out of here!” “Logan, don’t charge that thing! For God’s sake, don’t charge!” Buzzy sounded exactly like Franz’s old instructors, which was not helpful. “Shut up! Get out of here!” He turned the comm off so he could focus on the Malak. It stood right in front of him, flames shooting out of its right arm, the large blade on its left slashing x’s in the air. Franz wasn’t worried, though. He had a fifteen, maybe twenty-ton weight advantage on the Blakist ‘Mech. It couldn’t out-brawl him. He pulled the left joystick out so he’d be ready to sweep in with a crushing blow and beat the crap out of the spindly ‘Mech. But the Malak was dancing, moving to the side, leading with the blade on its left arm. The blade scored the Griffin’s chest, and even more sensors went off. Franz brought his arm around
to deliver a smack, but he was too slow and only managed a glancing blow. The Malak’s flamer, meanwhile, burned the Griffin’s front. Sweat poured down Franz’s forehead, and his hands shook on the joystick. His feet twitched, almost stomping the pedals and sending himself into the air, until he remembered that he’d be totally vulnerable while he flew up. He tried to move to the side instead, tracking the Malak, but he was too slow. He couldn’t get a clean shot off, and the Malak kept roasting him with its flamers. He’d made a mistake. He’d gotten into his first real ‘Mech battle, and he was getting creamed. He was too close to a faster ‘Mech, and he couldn’t get away. His LRMs weren’t very effective at this close range, so Franz flailed away with his arms. He kept his feet moving, hoping the Malak would stumble or fall back or do something that would let him put some space between it and him. Smoke thickened as trees and plants and Franz’s Griffin burned. The Malak’s lasers shone through the smoke, finding Franz’s ‘Mech way too often. He hadn’t watched his alarms much throughout the fight, and now he couldn’t even if he wanted to because there were too many of them. His weight advantage over the Malak had been completely negated. The Griffin was dying. A noise came from outside. Franz didn’t know if he had his external mic on, or if it was still functional, but he heard a continuous crash, like the charge of an elephant. He checked his scanners to see if anything was approaching, but nothing registered. They must be broken, because something was out there, and it was coming fast. He couldn’t locate the noise, didn’t know where it was, didn’t know how to avoid it. The Malak didn’t care; it was still pressing Franz, so all he could do was move backward and hope the source of the noise wasn’t behind him. The noise grew louder, a shuddering rustle. Then came a brief moment of silence, followed by the loudest crash of all as metal screamed. Then there was a heavy thunk. Franz retreated for a full ten seconds before he realized he wasn’t being pursued any more. There were no more lasers. Smoke swirled in front of him, and the Malak wasn’t there. He checked his scanner—no sign of the Blakist ‘Mech. He stood still, not trusting this development, waiting for the Malak to emerge. But it didn’t. He stepped cautiously through the smoldering jungle, scanning back and forth, looking for something that would tell him what happened. And then he saw it. It was a yorkwood tree, about seven meters thick. It had fallen, and now its huge trunk blocked his way. But he could see over it, to where most of the Malak lay motionless against another tree. Its lights were off and its right leg had been ripped away. The Blakist MechWarrior hadn’t known where the noise was coming from either, or how to avoid it. He’d tried to dodge the falling giant and came up short. Franz knew he couldn’t stay here long, but he took a moment to preserve the mental image of the fallen Malak. His first kill as a MechWarrior. Some might quibble and insist that the tree actually delivered the killing blow—but it was Franz’s fight, and he was the one left standing at the end of it. That’s how his story would go. A win, after all, is a win.
Storming an underground base, Corporal Jean-Rene Le Bris and his squad blunder into close-quarters combat with a platoon of Blake Protectorate troops.
“Kings of the battlefield? They’re just big targets to me …”
OVERVIEW In a universe of endless warfare like BattleTech, combat is often a part of daily life, especially for those who make it their business. In most cases, battles may be resolved using either the personal combat rules found in this book, or—at larger scales—by the use of other core rulebooks, such as Total Warfare, Tactical Operations and so forth. Closest to the personal combat scale presented in this rulebook is vehicle-scale combat. This scale of combat is primarily represented by the core rules in Total Warfare, the first of this rulebook series, and the basis of most warfare in the thirty-first century. Where personal combat is generally used for battles on the small infantry scale—generally involving up to ten characters per side with no vehicular presence—Total Warfare rules are used to resolve battles where vehicles, BattleMechs and similar armored units come into play (but they may be used to resolve large-scale infantry battles as well). If, through the course of an adventure, characters find themselves in a battle where personal combat becomes cumbersome and Total Warfare offers a more streamlined solution, the players can either convert their characters directly over to Total Warfare statistics and play using that rulebook, or use the hybrid rules presented here, which are referred to as tactical combat. The tactical combat rules offer additional options that can enhance game play on the vehicular battle scale for a campaign primarily centered on role-playing. For players familiar with Total Warfare and Tactical Operations, these rules are considered advanced. They are tailored more for A Time of War than for Total Warfare, but borrow heavily from both systems. Conflicts Between Total Warfare and Tactical Combat The tactical combat system borrows heavily from and adds to
Total Warfare’s game play rules, with which A Time of War strives to maintain compatibility. Despite this, some rules may clash between the two game systems as a result of the shifting scales of play. The gamemaster and players should agree which rules will take precedence at such moments in the manner that best fosters speedy game play. Remember that the object of any game is to have fun, first and foremost. Tactical Scale While standard Total Warfare rules can cover engagements of any size, from a one-on-one duel between units to a regimentalscale engagement, the tactical combat rules addendum presented here provides far more detailed engagements that can bog down play. These rules are therefore best recommended when the tactical battle includes no more than 1 lance of vehicles or ’Mechs per side, and the players want to add another layer of play to regular Total Warfare games using A Time of War characters. Players should realize that it is extremely difficult for a small infantry formation or other group of “dismounted” characters to survive an encounter with a vehicle or ‘Mech. Indeed, at the basic level of game play involving infantry-level characters—the rules from Total Warfare—infantry may be readily eliminated with just a few attacks from a heavy anti-infantry weapon system. Maps and Terrain Where in personal combat, players may be able to abstractly track the positions and facings of the various characters involved in a fight without maps or other visual aids, the tactical combat system can quickly outpace the players’ ability to resolve things abstractly. It is strongly recommended that players use maps or terrain to track the whereabouts and facings of all combatants. This can be accomplished by using standard mapsheets, miniature terrain or something else like a hand-drawn map, with miniatures,
counters, or even coins and bottle caps used to represent units and characters. Whatever the method, bear in mind that any map or terrain system representing the battle area must use a consistent scale. Recommended scales include 5 meters per 1 hex (or square), or 1 meter per inch (on terrain). Personal Hit Locations In the interests of speeding up game play, use of optional personal combat hit locations for characters is discouraged at the tactical combat scale. Unless a situation specifically calls for a character to know the exact location of his injuries, any personal damage a player character or important NPC received may be randomly distributed after the combat scenario ends. Squad Combat Record Sheets For tactical-scale combat that uses significant amounts of infantry or battle armor, special simplified record sheets have been provided that use a modified form of the Combat Data block used in the Character Record Sheet. Both Squad Record Sheets (see pp. 392-393) can be used to track each character’s damage and fatigue, as well as movement, armor, and combat capability with their carried (or, in the case of battlesuits, mounted) weapons. As both sheets are intended to interface with the scale of play used in A Time of War, care should be taken to use the movement, damage and range values associated with A Time of War when using these sheets. The conversions for battle armor movement and weapons are discussed throughout this chapter.
VEHICULAR VS. INFANTRY UNITS Under the tactical combat rules, references will frequently be made to vehicular or infantry units. For the purposes of these rules, the term “vehicular units” refers to all Combat and Support Vehicles (regardless of motive type), fighters (including conventional and aerospace), ’Mechs, ProtoMechs, Small Craft, space vessels of every type and Mobile Structures. The term infantry, meanwhile, refers to characters, conventional infantry troopers (whether operating individually or organized into squads or platoons), creatures and characters mounted on creatures. In general, vehicular units that engage other vehicular units use the standard game rules prescribed by Total Warfare and Tactical Operations, with all relevant changes made to accommodate tactical combat rules (including adjustment to the 5-second turn scale and the conversion of skills and modifiers). Meanwhile, infantry units that engage other infantry units may use the personal combat rules, or take the more abstract approach of Total Warfare and Tactical Operations. Battle Armor: Under these rules, battle armor—including PA(L) suits and exoskeletons—occupies a middle ground in the vehicular versus infantry divide. Battle armor uses vehicular rules when attacking or being attacked by another vehicular unit (including opposing battle armor). When attacking or being attacked by infantry units, however, personal combat rules are recommended instead. Warriors Tactical combat uses the same Skill Action Checks to resolve attacks, based on the Skills and Attributes most appropriate
to the unit in question. These Skills—Gunnery, Piloting and Driving—are directly analogous to the Skills presented in Total Warfare. However, on the level of vehicles and infantry squads—which can have multiple crew or troopers—the rules in Total Warfare present more of a unit-wide average of Skills and an abstraction of their functions. To identify the appropriate Skill conversion (and, where applicable, Skill user) for a tactical combat unit, consult the Skill Class Conversions sub-table in the Tactical Skills Table below. To determine which warrior in a unit comprised of multiple warriors (including vehicle crews) is responsible for that unit’s various actions in game play, refer to the Tactical Skill Users sub-table. In tactical combat, the warrior who performs a given action is the one indicated by the Tactical Skill Users sub-table, using the appropriate character Skill that matches the unit’s Piloting and Gunnery Skills in the Skill Class Conversions sub-table. Infantry Cohesion (including Battle Armor): The tactical combat rules assume that infantry units may operate as individual troopers in game play, but as a means of simplifying their actions, the players may instead agree to maintain squad or platoon cohesion in tactical combat. Under infantry cohesion rules, the members of the infantry squad or platoon may spread out no farther apart than an area 30 meters across. If infantry cohesion rules are maintained, the leader of the squad or platoon resolves the unit’s Actions, with all Gunnery and Anti-’Mech Skills derived from the average levels of all squad/ platoon members (rounded normally, with .5 rounding up), and delivered in a single attack (per averaged Skill) against a target. If the players choose not to use infantry cohesion rules, the individual troopers may move farther apart and deliver attacks against multiple targets, but they still must resolve all of their actions at the same time during a turn, as their squad/platoon is still counted as a single “unit” in the turn order. If required to roll for initiative in tactical combat, only the infantry unit’s designated squad or platoon leader may make the roll. Converting Skills As noted in the sidebar A Time of War vs. Total Warfare (see p. 40), character Skills in A Time of War convert easily and directly into Total Warfare Skill ratings by simply subtracting the character’s relevant A Time of War Skill level from the Skill’s TN. For example, an Inner Sphere MechWarrior character with a Gunnery/’Mech Skill level of +4 would subtract that number from the Skill’s TN of 8 to receive a Total Warfare Gunnery Skill of 4 (8 – 4 = 4). These tactical combat rules, however, presume the players will instead continue to resolve actions using the rules presented in this book. Thus, instead of converting Skills from A Time of War to Total Warfare, the players should instead convert from Total Warfare to A Time of War. They may do so simply by subtracting the relevant Total Warfare Skill from the TN of its appropriate A Time of War Skill equivalent. For example, in the case of the Inner Sphere MechWarrior referenced above, the player would convert the MechWarrior’s Total Warfare Gunnery Skill of 4 to a Gunnery/’Mech Skill level of +4 in A Time of War (8 [Gunnery/’Mech’s A Time of War TN] – 4 [TW Skill] = 4). Attributes and Traits: If for any reason a unit unit’ss Total Warfare Skill is known but the Attributes or Traits of its pilot(s) are not,
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
201
presume the unit’s pilot(s) to have a score of 6 in any relevant Attribute and presume said pilot(s) to have no Traits that affect the unit’s combat Skills. Converting Skill Modifiers As with Skills themselves, the modifiers that apply in Total Warfare are also reversed in A Time of War. This distinction is important because the modifiers in A Time of War (and those presented here for tactical combat) are applied to the Action Check’s roll, rather than to the target number for the action. To adapt any relevant Action modifiers from Total Warfare to A Time of War, simply subtract the Total Warfare modifier from the Action Check roll, rather than adding it to the target number. For example, the Total Warfare modifier for weapon attacks that pass through 30 meters of Light Woods is +1, so that modifier is subtracted from its equivalent A Time of War Action Check. Meanwhile, the Total Warfare modifier for attacking an immobile target is –4; thus, the equivalent A Time of War modifier adds +4 to the roll result, because the subtraction of a negative value is equal to the adding of a positive number of equal value. During an A Time of War adventure, a party of player characters from Kevin’s gaming group is assigned as the crew of a Danai Support Vehicle, a 45-ton wheeled vehicle armed with two ER medium lasers and a Thumper artillery piece. The vehicle has a crew of 3—one commander, one driver and one gunner. The gunner is Matt, who has a Gunnery/Ground Vehicle Skill of +4; the commander (Josh) has the Artillery Skill at +2; and the driver (Kate) has a +3 in Driving/Ground Vehicle. Thus, in tactical combat, Josh rolls initiative and makes any attacks that involve the vehicle’s Thumper, Kate moves the vehicle and makes all Driving Skill Checks, and Matt uses the vehicle’s lasers. During another adventure, Jacob’s squad of battle armored infantry finds itself facing an enemy in a modified LM4/C Lumberjack IndustrialMech. His squad consists of himself (Gunnery/Battlesuit Level +4, Pilot/Battlesuit Level +3), Ricky (Gunnery/Battlesuit +5, Piloting/Battlesuit +4), Jen (Gunnery/ Battlesuit +4, Piloting/Battlesuit +2) and Pat (Gunnery/ Battlesuit +3, Piloting/Battlesuit +4). After the squad’s players agree to use infantry cohesion rules, Jacob—as the squad leader—is identified as the one who will roll initiative as necessary, move the squad and direct their fire throughout the fight. However, the Gunnery and Anti’Mech Skills for his squad will be the average of its component members, and thus will have Skill modifiers of +4 and +3, respectively ([4 + 5 + 4 + 3] = 16 ÷ 4 = 4 for Gunnery; [3 + 4 + 2 + 4] = 13 ÷ 4 = 3.25, round down to 3 for Piloting/Anti-’Mech).
THE COMBAT TURN Under these tactical combat rules, each turn represents a 5-second time-span (so as to maintain compatibility with the personal combat scale) and uses the same basic action sequence presented in personal combat: Initiative, Action and End Phase. However, tactical combat under the Total Warfare rules system
CHOOSE YOUR COMPLEXITY
i
For conventional infantry and characters not surrounded by tactical armor (including battle armor and vehicles), the scale of game play chosen to resolve combat can have dramatic consequences. This often stems from the playability factors involved at each scale, which each set of rules is intended to optimize. At the personal combat scale of A Time of War, for example, a character’s BOD and WIL scores help to determine how much damage he can sustain in battle, which is excellent when dealing with damage done by the most common dangers, such as small arms and hand-to-hand combat. But at the Total Warfare scale of game play—where damage is delivered by multi-ton weaponry designed to shatter tactical armor—each trooper in an infantry formation is represented by a single point of tactical-scale damage, which is considered enough to render the trooper a “tactical kill”. In tactical combat, these two systems collide, throwing characters and infantry on the field with their A Time of War attributes and abilities, while the heavy weaponry common to Total Warfare units makes its presence known. The tactical combat rules serve to mesh combat in Total Warfare and A Time of War. Yet even with rules aimed at simplifying massed infantry units (such as the infantry cohesion rule), tactical combat can suffer from a level of complexity that makes resolving even a fairly simple battle a long and difficult process. Players may therefore consider using straight Total Warfare rules in cases where the battle seems too big or complex to resolve otherwise. Doing so requires a simple Skill conversion for vehicular pilots and crews (as noted under the Converting Skills rules; see p. 201), while battle armor squads containing player characters or key NPCs simply need to designate which battlesuits in the squad are operated by which characters. For conventional infantry units that contain player characters or key NPCs, every active character in the platoon must make an EDG Attribute Check every time the platoon takes Total Warfarescale damage, subtracting 1 from the result for every 10 percent of casualties the platoon has taken (rounded up, meaning a typical 28-man platoon would apply a –1 roll modifier for every 3 troopers hit; 28 x .10 = 2.8, rounded up to 3). If the roll fails, the character is among those hit in the attack. If more characters are struck than the platoon has actually suffered in Total Warfare damage points, each character hit must roll 2D6 and apply no modifiers to the result. The number of lowest-rolling characters up to the unit’s amount of Total Warfare damage points is hit by the attack. For example, if a platoon with six characters takes 3 points of Total Warfare damage, and four of the six characters fail their EDG Attribute Check, those four each roll 2D6; the characters who make the lowest three rolls are struck by the damage). Remember, however, that this damage represents a “tactical kill” that may not necessarily kill the character. To determine the character’s actual condition after the attack, convert the damage as described in the Weapon Damage Conversion rules (see p. 211).
uses 10-second turn lengths, so two combat turns under these rules will technically occur in a turn played under strict Total Warfare rules. Furthermore, because movement in A Time of War is tracked in meters rather than hexes, the movement points (MPs) used by any battle armor or vehicular unit in Total Warfare play must be multiplied by 15 to find the number of meters per turn they may move (determined from the center of the unit’s “footprint”; see Stacking and Size, below). Finally, while combat resolutions will differ little from the rules presented in A Time of War for personal combat, the actual outcome of all actions in a tactical combat turn are resolved simultaneously. This means a unit that is destroyed in a tactical combat turn can deliver damage to its opponent, even if the unit would ordinarily act later in the turn.
TACTICAL SKILLS TABLE Action
Single Warrior
Multiple Warriors
Initiative
Driver/Pilot
Commander
Movement
Driver/Pilot
Driver/Pilot
Ranged Combat Action
Driver/Pilot
Gunner*
Artillery Fire
Driver/Pilot
Gunner or Commander
Melee Combat Action
Driver/Pilot
Driver
N/A
Squad/Platoon Leader**
Non-Infantry Units
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
Infantry Units All Actions
*If the unit has multiple weapons, it may have one gunner for each. **Applies if using infantry cohesion rules only. Though the squad/platoon leader makes all rolls, the Skill ratings for the unit must be the average (rounded normally, with .5 rounded up) of all troopers in the squad/platoon.
SKILL CLASS CONVERSIONS Unit Type
Gunnery Skill
Piloting Skill*
Aerospace Fighter, Small Craft, Satellite
Gunnery/Aerospace
Piloting/Aerospace
Aircraft, Airship, Conventional Fighter
Gunnery/Air Vehicle
Piloting/Air Vehicle
Artillery Weapon
Artillery**
As Unit Type
Battle Armor, Power Armor, Exoskeleton
Gunnery/Battlesuit†
Piloting/Battlesuit†
BattleMech, IndustrialMech
Gunnery/’Mech
Piloting/’Mech
Ground Vehicle (Wheeled, Tracked, Hover)
Gunnery/Ground Vehicle
Driving/Ground Vehicle
Infantry
Small Arms†
Climbing†
Naval Vehicle (Surface, Hydrofoil, Submarine)
Gunnery/Sea Vehicle
Driving/Sea Vehicle
ProtoMech
Gunnery/ProtoMech
Piloting/ProtoMech
Rail Vehicle
Gunnery/Turret
Driving/Rail Vehicle
Spacecraft (DropShip, JumpShip, WarShip)
Gunnery/Space
Piloting/Spacecraft
Space Station
Gunnery/Space
Piloting/Spacecraft
Turret (Fixed)
Gunnery/Turret
None (Not Applicable)
VTOL or WiGE Vehicle
Gunnery/Air Vehicle
Driving/Air Vehicle
*In Total Warfare play, all Combat and Support Vehicles refer to their Piloting Skill as Driving. Infantry (including conventional and battle armor) also do not use a Piloting Skill, but possess a rough equivalent called Anti-’Mech Skill, which covers their ability to scale an active unit to plant charges and execute attacks. For battle armor, this is the Pilot/Battlesuit Skill; for conventional infantry, this is reflected by the Climbing Skill. **Artillery weapons may be employed by virtually any unit type, but differ significantly from other weapon types. When using any artillery weapon, the Artillery Skill replaces the unit’s normal Gunnery Skill. The appropriate Piloting Skill for an artillery-equipped unit is therefore whatever is appropriate for the unit that carries the artillery weapon. †When acting as a squad or platoon under one commander, the Skill level used for an infantry unit must be the average score (rounded normally, .5 rounds up) of all combined troopers in the squad or platoon. Also, battle armor units using non-mounted infantry weapons (such as a rifle held in armored gloves) must use the relevant Small Arms or Support Weapons Skill instead of Gunnery.
CHARACTER CREATION
TRAITS
SKILLS
COMBAT
TACTICAL COMBAT ADDENDUM
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
203
DF
SL
Lyran infantrymen patrol the perimeter of a classified installation.
INITIATIVE PHASE Initiative in tactical combat is resolved differently from personal combat, and is designed to take into account the momentum of heavy war machines or large groups of combatants in action, while still providing reasonably swift game play.
ROLLING TACTICAL INITIATIVE Tactical combat Initiative differs from the approach used in personal combat by resolving instead as it does in Total Warfare, with a single commander per side rolling for the Initiative order of his entire force. These Initiative rolls may be modified by the commander’s Tactics and Leadership Skills in the same fashion as is done under personal combat; apply the standard effects of the Combat Sense or Combat Paralysis Traits, if needed. If the modified Initiative results are equal, both sides re-roll. Out of Contact (Optional Rule) If for any reason (unfriendly ECM, lack of communications ability and so forth) members of a force are cut off from their commander’s leadership, the following out-of-contact rule may be applied to reflect the chaos that can result as force cohesion breaks down. Unless stated otherwise, these rules apply only to the members of the force who are out of contact.
First, if out-of-contact rules are in use, all Initiative rolls made by a commander whose force includes characters with Combat Paralysis and/or Combat Sense Traits must include a 3D6, with one of the three dice separated from the others (even if the commander himself lacks either Trait). Second, all members of the force who are cut off from the commander will use the commander’s base 2D6 dice roll (not counting the separated third die), but must apply a –4 modifier to the result. Third, any out-of-contact force members who possess the Combat Sense Trait will take the best two dice of all three the commander rolled for their Initiative, while any out-of-contact characters with Combat Paralysis take the worst two of the same 3D6. Finally, if any part of an out-of-contact force ties its final Initiative result with that of another force not out-of-contact, the out-of-contact unit(s) automatically lose the tie. Jacob commands a force that includes 10 units in all (4 BattleMechs, 2 vehicles and 4 infantry squads). Jacob has Combat Sense, a Leadership Skill of +3 and a Tactics/Land Skill of +4. This allows him to roll 3D6 for Tactical Initiative, and apply a +7 to the roll result (+3 for Leadership +4 for Tactics = +7). He rolls a 5 and a 1 for his first 2D6, and a 4 on the third die. His Combat Sense Trait means he applies the +7 modifier to the best two dice results (the 5 and 4) for a final Initiative roll result of 16. His opponent’s modified Initiative result is 12, and so Jacob’s force wins the Initiative roll under the standard tactical Initiative rules.
VEHICULAR ACTION COMPLEXITY TABLE Incidental Actions
Simple Actions
Complex Action
Non-Movement
Non-Movement
Non-Movement
Activate/Deactivate AMS
Bracing (see p. 84, TO)
Activate/Deactivate Electronics
Careful Aim
Physical Defense/Shielding
Activate/Deactivate Heat Sink(s)
Ejection (Manual)
Restart Shutdown Vehicle
Activate/Deactivate MASC
Execute a Physical Attack (Excluding Charge, Ram and Death from Above)†
Speak (Conversation)
Dodge**
Avoid Shutdown
Execute Ranged Attack (using one or more weapons)
Spot for Indirect Fire
Drop Prone
Hull Down (Quad ‘Mechs and vehicles only; see p. 21, TO)
Use Complex Skill
Dump Ammunition
Observe in Detail (Perception Skill)
Movement*
Eject (Automatic)
Sensor Lock
Charge/Ram/Death From Above
Observe (Quickly)
Speak (Long Sentence)
Climb (see p. 22, TO)
Pick Up/Put Down Object Select Ammunition Type
Use Simple Skill Movement*
Select Fire Mode
Crawl (see p. 20, TO)
Sensor Sweep
Jump Movement
Speak (Brief Phrase)
Leap (see p. 22, TO)
Standing Up from Prone
Run/Flank/Max Thrust
THE UNIVERSE BEFORE YOU
BASIC GAMEPLAY
CHARACTER CREATION
Evade (see p. 18, TO) Sprint (see p. 18, TO)
TRAITS
SKILLS
Torso Twist/Rotate Twist Movement* No Movement Walk/Cruise/Safe Thrust
COMBAT
Note: This table reflects actions performed while operating battle armor or vehicular units in tactical combat. For dismounted characters or conventional infantry, consult the Action Complexity Table in Personal Combat (see p. 167). References to TO indicate rules found in the Tactical Operations rulebook. *Vehicles may use only one Movement Type per tactical combat turn. **Only possible if the character has the Dodge Maneuver Advanced Pilot Ability. †Certain special attacks may be classified as Complex Actions. Jacob’s gamemaster, however, is opting to use the out-of-contact optional rule for this engagement, and has noted that half of Jacob’s force—1 BattleMech, both vehicles and 2 infantry squads—are inside the bubble of a hostile and active ECM. Unfortunately for Jacob, the MechWarrior cut off from his command is Michael, who suffers from Combat Paralysis. Given Jacob’s Initiative roll as described above, this means all five of the units cut off from Jacob’s command will suffer a –4 roll result modifier, making their Initiative result a 12. (As this ties with the opposing force’s roll, and the opposing force is not suffering from out-of-contact effects, the opposing force effectively wins Initiative over the out-of-contact units.) Moreover, MechWarrior Michael must determine his Initiative by taking Jacob’s worst two dice to find his Initiative result, and still applies the –4 modifier to the result for being out of contact. Jacob’s worst two dice were a 4 and a 1, for a total result of 5, plus Jacob’s Skill modifiers of +7. After applying the out-of-contact modifier of –4, Michael’s final Initiative result is a mere 8 (5 for the roll result, +7 for Jacob’s Skills, –4 for being out-of-contact = 8).
TACTICAL COMBAT ADDENDUM
TACTICAL ACTION SEQUENCE Once Initiative is determined, the lowest Initiative roller moves a portion of his side’s units first, followed by the next lowest Initiative roller, and so on until the last units moved are those of the highest Initiative roller. (Under these rules, each vehicle, fighter, ’Mech or infantry squad is treated as a single unit.) As prescribed in Total Warfare, the number of units moved by each side should be proportionate to the number of units each side has in the battle, with each side moving their units in portions until all teams have moved. For example, if a team consisting of a BattleMech and two battle armor squads rolls Initiative against another team with three vehicles and three infantry squads, the vehicle-andinfantry team—which enjoys a 2-to-1 advantage in numbers over the BattleMech-and-battlesuit team—would have to move two units before the opposing force moved one.
TACTICAL ACTION RESOLUTION
SPECIAL CASE RULES
EQUIPMENT
GAMEMASTERING GUIDE
INDEX
As in Total Warfare, all weapons fire and physical attacks are resolved simultaneously in tactical combat (with weapon attacks factored before physical combat actions; this means a unit destroyed or crippled before it can attack in the current turn may tu ay still st act before be o e the t e tu turn’ss end). e d).
205
ACTION PHASE In tactical combat, infantry may continue to move and act as they would normally under personal combat rules or—if using the infantry cohesion rules—move as a close-knit unit for maximum integrity. The presence of vehicular units (including battle armor, ProtoMechs, Combat Vehicles and ’Mechs) adds further complexities that are addressed here.
ACTION SEQUENCE As with personal combat, tactical combat resolves movement and combat in a single Action Phase (as opposed to Total Warfare’s breakdown of Movement, Combat and Physical Attack phases). This allows players familiar with the personal combat rules in A Time of War to more easily transition to the larger scale of vehicular combat and resolve actions immediately, though the simultaneous-effects aspect of tactical combat maintains integrity with Total Warfare game play. Infantry units continue to follow the standard rules limiting the number of Incidental, Simple and Complex actions they may perform in a given tactical combat turn (though such units operating under infantry cohesion rules do so as a unit). Vehicular units, however, present a more expanded list of action complexities, detailed in the Vehicular Action Complexity Table. Combat Paralysis and Actions If any unit in tactical combat (other than the force’s Initiativerolling commander) is controlled by a character with the Combat Paralysis Trait, the character must make a WIL Attribute Check every turn before taking any actions. If this check fails, the character suffers a –2 roll modifier to all Action Checks performed during that turn. If the character with this Trait is not in command of the unit—such as when serving as the non-ranking trooper in an infantry squad, or as the non-commander member of a combat vehicle crew—his Combat Paralysis has no effect on the unit.
MOVEMENT ACTIONS To convert the movement rate of a battlesuit, ’Mech or other vehicle from Total Warfare MPs to A Time of War movement rates, simply multiply all of the unit’s listed MPs by 15. This yields the number of meters per turn such units can move. For example, a BattleMech with Walking MP 4, Running MP 6 and Jumping MP 3 could walk 60 meters, run 90 meters and jump 45 meters per turn in A Time of War using tactical combat rules. Velocity and Thrust Points: For aerospace units such as conventional and aerospace fighters, Small Craft, DropShips and other units that use Thrust Points (which do not measure speed, but acceleration and deceleration), movement in tactical combat is typically a moot point; such units can overfly a ground combat area in less than 5 seconds. For reference, however, a point of velocity at low altitude (18,000 meters or less) is roughly equal to 250 meters per 5-second turn, with all aircraft restricted to a maximum speed of 500 meters per 5-second turn. In space, where atmospheric drag is no longer a factor, 1 Velocity Point is equal to 1,500 meters per 5-second turn, and aerospace units can effectively accumulate velocity by applying constant thrust. Infantry Movement: Infantry units observing the infantry cohesion rules mayy onlyy move as fast as their slowest member,,
as the entire unit must remain in the 30-meter diameter area. If not using the infantry cohesion rules, the infantry unit’s members still move at the same time, but each member can move at his own rate. Unit Movement Sequence Though they may technically move at the same point in a turn, given the size, flexibility and momentum of the various unit types that can appear in tactical combat, the actual movement sequence of units with the same Initiative will vary. This can be especially important for determining unit placement after movement. The standard unit movement sequence in tactical combat— from the first unit moved at a given point in Initiative to the last— is as follows: • All rail vehicles in motion • All airborne DropShips and Large spacecraft • All airborne aerospace fighters, conventional fighters, FixedWing Support Vehicles and Small Craft • All airborne VTOLs • All airborne Airships • All non-human creatures • All battle armored infantry • All conventional infantry (and dismounted characters) • All ProtoMechs and ground or naval Combat and Support Vehicles under 5 tons • All BattleMechs • All IndustrialMechs and Medium-sized ground or naval Combat and Support Vehicles • All Large-sized ground or naval Combat and Support Vehicles • All Mobile Structures • Any remaining mobile units Movement Costs The movement costs described in personal combat (p. 167) still apply to infantry units and battle armor in tactical combat, but for other vehicular units, specific terrain restrictions and movement effects apply instead as shown in the Vehicular Movement Costs Table. (This table is a modified form of the standard Ground Movement Tables shown in Total Warfare, but adds some details to account for the meters-based movement scale of tactical combat. More detailed and advanced rules that cover vehicular and aerospace movement can be found in Total Warfare and Tactical Operations.) Aerospace Movement Costs: For players interested in faster play regarding units that maneuver using Thrust Points, such units can be handled much more abstractly in tactical combat. In the lower atmosphere, all aircraft capable of expending at least 2 Thrust Points may do so to perform one of the following maneuvers per 5-second combat turn: take off, land, hover in place (if VTOL-capable), fly up to 500 meters in one direction, climb 250 meters while flying forward 250 meters, dive 500 meters while flying forward 250 meters, or fly 250 meters while turning up to 90 degrees left or right. VTOL-capable aircraft can also hover in place for one turn by spending 2 Thrust Points per turn. Of these movements, only takeoff and landing are classified as Complex Actions, allowing all armed aircraft to deliver an attack in the same turn as they execute such maneuvers.
VEHICULAR MOVEMENT COSTS TABLE Movement Action or Underlying Terrain
Cost per Meter Moved (meters spent)
Prohibited Units
Standard Movement Cost
1
—
Clear, Paved, Bridge, Road
+0
Naval*
Rough
+1
Wheeled, Naval
Light
+1
Wheeled, Hover, VTOL, WiGE, Naval**
Heavy
+2
Ground Vehicles, Naval**
(up to 2 meters deep)
+0
Naval*
(2 to 6 meters deep)
+1
Ground Vehicles†
(7+ meters deep)
+2
Ground Vehicles†
Light Construction (CF 0–15)
+1
VTOL, WiGE, Naval††
Medium Construction (CF 16–40)
+2
VTOL, WiGE, Naval††
Heavy Construction (CF 41–90)
+3
VTOL, WiGE, Naval††
Hardened Construction (CF 91–150)
+4
VTOL, WiGE, Naval††
Rubble
+1
Wheeled, Naval‡
Elevation Change (+/– 6 meters over 30 meters)
+15
Surface Naval§
Elevation Change (+/– 12 meters over 30 meters)
+30
Ground Vehicles, Surface Naval§§
Eleva