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MECHWARRIOR: CALL TO HONOR

MECHWARRIOR: CALL TO HONOR is a variant rule set to use with the miniatures available from the Mechwarrior: Dark
Age and Mechwarrior: Age of Destruction Games. Call to Honor is an epic in scale, science fiction war game that takes
place within the Battletech universe. The goal of this rule set is to provide a way to stage large scale Mechwarrior
battles that move quickly and have a realistic feel. These rules were written using the Mechwarrior: Age of Destruction
rule book as a template and variant changes replace those rules in the necessary areas. These rules are unofficial and
intended for non-profit personnel use only. All pictures and Mechwarrior: Age of Destruction texts are property of their
respective copyright holders. All Variant Rules and ideas presented here are the property of Ryan Morgan.

FOUNDATION
At the heart of each game of Mechwarrior are the miniatures and they are called units. Each unit belongs to one of
several different factions, each with a unique faction symbol on its base to identify it. Here are some (not all):

If a unit has no faction symbol on its base, it is a Mercenary unit. Mercenary units are soldiers for hire that have been
paid to fight for your army. Mercenary units may also be composed into an army unto its self, as if they were their own
faction.
Mechwarrior: Call to Honor is designed to be played with two-opposing sides composed of as many players and armies
as you wish. When you and your friends get together for a Mechwarrior: Call to Honor game, you each build an army
composed from your own collection of units. You can build your army many different ways, using units from a single
faction or mixing units from several factions.
Mechwarrior Units
There are three different unit types in Mechwarrior: Mechs, infantry, and vehicles. Each type has a different base. Each
unit has at least three main components: the figure (the three-dimensional representation of the unit), the base, and
the combat dial. Mechs also have a fourth component called a heat dial. The base, combat dial and heat dial are
described below.
The Combat Dial
The combat dial is a unique feature that sets Mechwarrior apart from all other science fiction miniatures games. The
combat dial is the rotating disk found under each units base. It is printed with numerical values that are viewed
through the units stat slot. Each time your unit is damaged, turn its combat dial clockwise to the next set of numbers;
this usually reduces the units effectiveness. When your unit is repaired of damage, turn its combat dial
counterclockwise; this usually improves the units effectiveness.
The Heat Dial
The heat dial is a tumbler dial adjacent to a Mechs stat slot. As a Mech operates, it heats up and often becomes
harder to pilot. The heat dial is printed with colored squares and numbers that tell you how the Mechs accumulated

heat is affecting it. When a Mech gains heat, click its heat dial counterclockwise; when it loses heat, click its heat dial
clockwise.

Combat Values
Combat values are numbers that tell you how well your unit completes certain actions. They appear in a units stat slot
and on its base.
Infantry and vehicles each have six combat values. Four of these values appear in the stat slot and change as the unit
is dealt or repaired of damage: damage, speed, attack, and defense. The other two values are printed on each units
base and do not change as the unit is dealt or repaired of damage: minimum range and maximum range. Each value
appears next to its symbol. Mechs have ten combat values. Five of these values appear in the stat slot: primary
damage, secondary damage, speed, attack, and defense. The other five values are printed on each units base:
minimum range and maximum range (for the primary damage value and secondary damage value) and vent rating.

Each unit also has a green starting marker (green arrow) and may have one or more black repair markers (black

arrow) on its combat dial. Starting markers show the starting position of each units combat dial (how the dial should
be oriented to begin the game), and repair markers represent how difficult a units repairs are.
Items Required For Play
Mechwarrior: Call to Honor is a strong departure from Mechwarrior: Age of Destruction in regards to the amount of
resources recommended for play. Call to Honor is specifically designed for play between large armies. It is
recommended that players build armies with a build total consisting of at least 1500 points. What this means is that
you will need a mandatory 20+ units to field a Call to Honor army.
In addition to your MechWarrior units and these rules, you will need the following items to play: a tape measure
marked in 1 increments that measures at least 8 and three six-sided attack dice (two of one color and one of
another) for each player. In addition, you will need a plentiful amount of coins, beads, or poker chips to use as effect
tokens during the game (pos and neg heat, damage, venting, unconsciousness, TSEMP, etc). You also need an area to
play on. While the game can be played on any area, the minimum recommended area is 4X6 and the optimal area is
6x 8. Also, the game can be played with no terrain, but it is strongly recommended that at minimum you collect some
simple items to use as terrain such as books, sheets of paper, or salt shakers. A collection of terrain can be a large
part of the hobby and more elaborate forms of terrain can also be used (see Terrain, p. 34).
GETTING STARTED
Building Your Army
All players must agree on the games build total. The build total dictates how many points worth of units each player
may use to create his or her army. Each MechWarrior unit has a point value printed on its base. Choose units for your
army whose point values add up to, but do not exceed, the agreed-upon build total. You may choose units that add up
to less than the build total.
Build totals are always in multiples of 500 points. For your first play, while you are learning the game, use a 500-point
build total. Once your comfortable with the rules, it will be easy to play with build totals of 1,500, 2,000, or more
points. A standard game usually has a 1500-point build total.
Example. Kevin is creating an army for a game with a 500-point build total. Hes looking for some fast units, so he
chooses two Veteran Zibler Fast Strike Tanks (50 pts. each) for their speed. Kevin then selects two Elite Dasher II
Mechs (144 pts.) for their short and long range capabilities. Finally, Kevin chooses six Veteran Fenrir Battle Armors (17
pts. each) to support his tanks and Mechs.
The total point value of Kevins units is 490 points (100 + 102 + 288 = 490). Kevins units add up to less than the
500-point build total, which is fine. A build total of 501 or more points would not have been allowed unless it is agreed
upon by his opponent (s).
Your army may contain multiple copies of the same unit, unless that unit is Unique (has the star rank symbol). The
same Unique may appear in opposing armies during the same game.
Prepare the Scenario
In Mechwarrior: Call to Honor all games are scenario based or at the very least prepared with an objective in mind.
The scenarios and objectives are left to you to generate before the battlefield is prepared. A simple scenario could be
the defense of a critical area or the objective of the game could be to destroy the opposing force. No matter what the
scenario or objective is, it should be agreed upon by all players and firmly established before the battlefield is
prepared. For more complex scenarios see the Mission Cards and Ending the Game sections below.
Ending the game
The game ends at the resolution of any order when any one of the following conditions is met:
Either one or no player has an able unit on the battlefield; OR
A predetermined time or turn limit for the game is reached; OR
All remaining players agree to end the game.
An able unit is one that is not a captive and does not have the Demoralized / Salvage special equipment. After the
game, all players retrieve the units they own.
Victory!
In MechWarrior: Age of Destruction, eliminating opposing units, controlling the battlefield, and controlling your
opponents deployment zone are the three keys to success in battle. The winner of a game is the player who wins the
majority of these three victory conditions. Special victory conditions may be agreed upon by both players, when
creating the scenario.
Victory condition 1: eliminating opposing units
Victory condition 1 rewards a player for eliminating opposing units.
Each opposing unit eliminated during the game is worth a number of victory points equal to its point value to the
player who eliminated it. Score and record these points during the game as units are eliminated.

Victory condition 2: controlling the battlefield


Victory condition 2 rewards a player for dominating a contested area.
Each able unit in your battleforce that remains on the battlefield when the game ends is worth a number of victory
points to you equal to its point value; these are surviving units. If you have no surviving units, you get no points for
this victory condition.
Each captive you control that occupies your deployment zone when the game ends is worth a number of victory points
to you equal to double its point value. You get no points for infantry and vehicle captives you control that do not
occupy your deployment zone. You always receive points for a Mech captive you control, even if it does not end the
game in your deployment zone.
Each opposing unit with Salvage special equipment that is not in its controllers deployment zone when the game ends
is worth a number of victory points to you equal to its point value.
To summarize, points gained from victory condition 2 equal the following:
double the points of captured opposing infantry and vehicles in your deployment zone, PLUS
double the points of captured opposing Mechs, PLUS
points of surviving units, PLUS
points of opposing units with Salvage special equipment not in their controllers deployment zone.
Victory condition 3: controlling your opponents deployment zone
Supply lines, ammunition stockpiles, and rear-line communications are all essential to successful futuristic combat.
Victory condition 3 represents a players ability to disrupt an opponents logistics through occupation of his or her
deployment zone.
Score 1 victory point at the beginning of each of your turns for each unit you control that occupies an opponents
deployment zone.
Victory condition 4: Missions
The use of Mission Cards may be elected as an additional Victory Condition at the creation of the scenario. Decided
when setting up: each player randomly gets 1 Mission Card (preferred), or each player selects 1 Mission Card. The
cards are to be kept secret. Some Mission cards state to be put face-up into play and can be completed by any player.
The player that receives this Mission card draws a new Mission card after playing the Mission card. Each player may
play only one Mission Card per game. Mission cards are identified by the M in their collectors numbers. The card
contains instructions on how to complete the mission. The number of victory conditions in the game is increased by
the number of mission cards played (see below). Only you may complete the mission card you play. You play your
mission card face down after terrain has been placed and battlefield condition cards have been played, but before
forces are deployed.
At the end of the game (or earlier if indicated by the card) the mission cards are revealed, and players determine if
they completed their mission. If a player does, he or she wins the victory condition for that card. Ties are resolved as
covered in the Rules of Warfare. Each mission card adds an additional victory condition to the game. This victory
condition can be won only by the player who put the mission into play, unless the mission states otherwise. Some
missions have requirements that must be met before they can be played; any additional requirements for a mission
card will be printed on the card. A mission is put into play face-down next to the battlefield after terrain has been
placed and battlefield conditions have been played but before battleforces are deployed. Only the player who puts a
mission into play knows what the mission is. A mission is not revealed until the end of the game or until as indicated
on the card. When the game ends, all players reveal any unrevealed mission cards and determine if the mission
indicated on each card has been completed. If missions are used in a game, the number of victory conditions for that
game increases by one for each mission card played, regardless of whether the mission is completed. If a player
completes a mission (as indicated on the mission card), he or she has won that victory condition.
Determining the winner
Score victory points for each victory condition separately. The player with the highest point total for a victory condition
wins that victory condition, and the player who wins the most victory conditions wins the game.
If players tie for points for a particular victory condition, no one wins that victory condition. If two or more players tie
for winning the most victory conditions, the player who scored the most victory condition 2 points wins. If this total is
also tied, the player who scored the most victory condition 1 points wins. If this total is also tied, the player who rolls
highest on a six-sided die wins.
Withdrawing
During your turn and before the game ends, you may leave the battlefield. This is called withdrawing.
If you withdraw, your opponents retain the victory points for any of your units that they eliminated during the game. If
one of your units is a captive when you withdraw, the player who controls it receives victory points as if he or she had
eliminated it. You remove all of your units from the battlefield. Any captives you control cease being captives.
PREPARING THE BATTLEFIELD
Find a flat area about 4 wide and 6 long. Populate this area with as much terrain as desirable. Place at least: 3 pieces
of blocking terrain and 3 pieces of hindering terrain, All players should agree on the layout of the area. Each player

then selects one edge of the battlefield to be his or her starting edge.
Next, each player rolls three six-sided dice and adds together the results; re-roll ties. Whoever rolls the highest total is
called the first player.
After terrain has been placed and starting edges have been determined, each player turns his or her units combat
dials so that the starting marker (green arrow) shows in the stat slot of each unit. Mechs must have their heat dials
turned so that three green squares are showing. This is the Mechs heat starting position. Now its time to deploy your
army.
The First player deploys his or her army first. Each unit moves on to the table from the players starting edge. Each
unit must end this move with its base entirely on the table. Units need not move their entire move value. After the
first player is finished deploying, the player to the left of the first player deploys his or her army as stated above. If
there are more than two players, continue this process clockwise around the battlefield. When all units have been
deployed, the battle is ready to begin.
HOW TO PLAY
Players alternate moving their units and attacking opposing units to win the battle.
Turns, Phases, and Segments
The game is played in a series of turns. The first player and his teammates take the first turn. The second player and
his teammates take the next turn, and play alternates back and forth.
Each Turn is divided into three phases and the second phase of each turn is divided into six segments. The turn is laid
out thusly:
PLAYER 1 Turn
Phase A: Player 1 removes move markers, next moves and marks all of his forces
Phase B: Combat
Segment 1: Player 1 makes additional VTOL moves, adds move marker
Segment 2: player 2 resolves artillery fire and directly applies its effects
Segment 3: Player 1 fires or engages in close combat with all able units
Segment 4: Player 2 fires or engages in close combat with all able units
Segment 5: Player 1 places artillery markers
Segment 6: All players apply all combat effects & heat
Phase C: Player 1 removes move markers, next moves and marks his forces or removes any Vent orders
PLAYER 2 Turn
Phase A: Player 2 removes move markers, next moves and marks all of his forces
Phase B: Combat
Segment 1: Player 2 makes additional VTOL moves, adds move marker
Segment 2: Player 1 resolves artillery fire and directly applies its effects
Segment 3: Player 2 fires or engages in close combat with all able units
Segment 4: Player 1 fires or engages in close combat with all able units
Segment 5: Player 2 places artillery markers
Segment 6: All players apply all combat effects & heat
Phase C: Player 2 removes move markers, next moves and marks his forces or removes any Vent orders
IMPORTANT GAME CONCEPTS
Base Contact
A unit is in base contact with another unit if their bases are touching. A unit can also be in base contact with a terrain
feature or other item if its base is touching and/or overlapping it.
Facing
The position of a units front arc relative to the battlefield indicates its facing. When you move a unit, you determine its
facing at the end of movement. A units facing is important because it may make ranged or close combat attacks only
through its front arc. Infantry have no facing.
Friendly and opposing units
Friendly units are units you control in the game or units controlled by an allied teammate. Opposing units are any
units controlled by an opponent. Friendly and opposing status is set at the beginning of the game but may change
during the game.
Measuring
When measuring distances, such as for setup, movement, and ranged combat, always measure from the edge of a

units base to the edge of a units base over the line that passes through both (virtual) base center dots. You may not
pre-measure any combat ranges during the game. There can be no target switching after measuring.
Modifiers
Combat values may be altered during the game. Numbers that alter combat values are called modifiers. A modifier can
be either positive or negative, adding to or subtracting from the value to which it is applied. Special equipment,
combat enhancement cards, and terrain are among the game effects that can modify combat values.
A combat value cannot be negative. If a modifier would cause a value to be negative, the value is 0 instead.
Always use a units modified (if applicable) combat values unless a rule or special equipment specifically states that the
units unmodified combat value should be used. If an effect says to double or halve an unmodified combat value,
modifiers should be applied only after the increase or decrease is made.
A single attack affecting multiple targets can have separate modifiers specific to each target.
Effect Tokens
Since all combat takes place simultaneously effect tokens are used to track certain combat effects during Phase B of
any given turn. Some examples of effects that the tokens can track are movement, damage taken, heat received and
venting in progress. When the rules call for an effect token to be placed or state that an effect is dealt to a unit,
simply place a token that corresponds to the effect next to the unit that received it. It is a good idea to have many
different types or colors of tokens. For example you may want to have an assortment of change such as pennies,
nickels, and dimes or different colored poker chips.
Replacement Values
Some game effects tell you to use a specific value in place of a combat value, such as when one value becomes or is
used instead of another value; this new value is a replacement value. The original combat value does not apply while
the replacement value applies.
Rounding
Some game effects tell you to divide (usually halve) a number. If such division results in a fraction, always round up.
Special Equipment
Colored areas might appear in a units stat slot, associated with a particular combat value. These colored areas
represent special equipment that your unit possesses. These areas are usually shaped like squares, though they may
also be shaped like circles (see below). Special equipment is lost or comes into operation as your unit is dealt or
repaired of damage. Special equipment rules are printed on the Mechwarrior special equipment section (SES) of this
document. Special equipment rules take precedence over game rules, except where noted.
Special equipment is able to affect game play only while it appears in a units stat slot. If special equipment is
described as optional, it is assumed to be in effect unless it is canceled. A player may cancel any of his or her units
special equipment at any time prior to rolling dice. The special equipment remains canceled until the end of that turn.
At the beginning of the next turn, it is in effect again.
Optional special equipment is used when a player elects to use it or does not cancel it and the requirements for that
special equipment are met. Special equipment that is not optional is used when the requirements for that special
equipment are met.
Unless stated otherwise, special equipment that appears on a Mechs primary or secondary damage values may be
used only when resolving attacks using the Mechs primary or secondary damage value, respectively.
Special equipment as circles
Special equipment colors shaped like circles are the same as squares, except that the unit using that special
equipment is dealt 1 damage after the action resolves.
MOVEMENT
A units speed value appears on its combat dial. This is the number of inches you may move that unit
During Phases A and C of your turn you may move all of the units in your army. When you move a unit, place the ruler
on the battlefield, and measure from the edge of the units base to the desired destination.
When a unit moves it may not cross any enemy units base and may not pass between two or more friendly and
enemy units in base contact. There must be room for the moving units base to rest completely on the battlefield at
the end of its movement path. You determine the units facing after the move. Mark the unit with a 'Move' marker.
Breaking away

If you give a move order to a unit that is in base contact with one or more opposing units, that unit must attempt to
break away safely. Roll one six-sided die. Units with the Jump Jets SE add +1 to the roll result.
Infantry and vehicles fail to break away safely on results of 13. Mechs fail to break away safely on results of 1 or 2,
though you may still change their facing if they are in contact with a non-Mech unit. Units that fail the check roll get to
choose: either don't move, or receive 1 damage token (regardless of armor) and move normally.
A unit may move without needing to check for safely breaking away if the only opposing unit it is in base contact with
is a shutdown Mech or a unit with Salvage special equipment.
Free spin
If a unit ends its movement in base contact with one or more opposing units, those opposing units may change their
facing. Mechs with the Quad Mech speed mode and vehicles may not make free spins.
Speed modes
The following speed mode entries are characterized primarily by how they interact with terrain. All terrain types are
described in Terrain, p. 34.

FOOT
A unit with the foot speed mode exists at NOE (nape of the earth) level. NOE level is any point on the battlefield that is
not elevated. It interacts with all terrain types per the rules for those types.

AQUATIC
A unit with the aquatic speed mode exists at NOE level. It interacts with all terrain types per the rules for those types
except that this unit treats level 2 water terrain as clear terrain for movement purposes and level 3 water terrain as
difficult ground for movement purposes. If it occupies level 2 or 3 water terrain, it is submerged.

HOVER
A unit with the hover speed mode exists at NOE level. It interacts with all terrain types per the rules for those types
except that it treats all water terrain as clear terrain and all hindering terrain as blocking terrain for movement
purposes. If it occupies water terrain, it is not submerged. It fails to break away only on a die roll result of 1.

TRACKED
A unit with the tracked speed mode exists at NOE level. It interacts with all terrain types per the rules for those types
except that it treats all hindering terrain as clear terrain for movement purposes.

WHEELED
A unit with the wheeled speed mode exists at NOE level. It interacts with all terrain types per the rules for those types
except that this unit treats level 2 and 3 water terrain as blocking terrain for movement purposes

MECH
A unit with the Mech speed mode exists at NOE level. It interacts with all terrain types per the rules for those types
except that it treats level 1 water terrain as clear terrain and level 2 + water terrain as difficult terrain for movement
purposes. If this unit occupies level 3 water terrain it is submerged. This units movement path may cross enemy
infantry bases, and it deals 1 damage to any opposing infantry in base contact with it when it successfully breaks
away.
Run option. A unit with the Mech speed mode can use the run option when moving; this allows the unit to take a
second move action this phase. You must declare that the Mech will run before attempting to move it. Running causes
the unit to gain 1 heat. If a Mech given a move order to run fails a break away roll it may re-roll the roll, it gains 1
heat regardless of the result. This action may be combined with the jump jets special ability and the Mech gains 2 heat
instead of the normal 1. When a Mech gains Heat, resolve the heat (= turn dial) right after finishing the action, instead
of during Phase B segment 6, when normally Heat is resolved. Mechs may not run while submerged.

QUAD MECH

A unit with the Quad Mech speed mode exists at NOE level. It interacts with all terrain types per the rules for those
types except that it treats level 1 water terrain as clear terrain and level 2+ water terrain as hindering terrain for
movement purposes. It this unit occupies level 3 water terrain it is submerged. It gets +1 defense in Hindering terrain
(= hull down).
A Mech with the quad Mech speed mode
ignores infantry bases when moving
can use the run option when moving
need not make a break away roll to move away from opposing infantry
cannot change its facing if it fails a break away roll
cannot make free spins.

VTOL
A unit with the VTOL speed mode can exist on the battlefield at two different levels: NOE and cruising. It may exist at
only one level at a time. At NOE level, this unit is treated as if it has the hover speed mode.
A unit with the VTOL speed mode can change levels as part of resolving its movement. Each change between levels
requires 2 of the units movement for that order. You may change levels at any time during the resolution of this
units move, as long as the unit has at least 2 of movement remaining to make the change. Use the adjustable stand
on the units base to indicate the level of the unit: up is cruising, down is NOE. A unit with the VTOL speed mode may
begin the game at either level.
A unit with the VTOL speed mode
cannot be a member of a formation,
cannot be the passenger of a transport
must immediately be moved to NOE level if it gains the Demoralized special equipment
Cruising. A unit at cruising level does not interact with or occupy any terrain type. Its base does not block lines of
fire. Only units with the jump jets special ability are ever considered to be in base contact with a unit at cruising level,
even if their bases are touching. Lines of fire drawn to or from a unit at cruising level ignore blocking terrain and unit
bases. Lines of fire drawn to or from a unit at cruising level ignore hindering terrain unless the target or attacker
occupies hindering terrain. A unit at cruising level ignores terrain and unit bases for movement path purposes, but it
cannot end its movement overlapping another units base.
Height-advantage modifier. A unit at cruising level gets +1 to its defense value when it is the target of a ranged
combat attack originating from NOE level. A Unit at cruising level also gets +1 to its defense value when it is the
target of a close combat attack originating from a unit with jump jets.
Additional movement. VTOLs may make an additional move before combat in Phase B, segment 1. This move may
not be used to board/disembark units.
Transports and passengers
Units may be carried into battle by armored personnel carriers known as transports. Transports increase the mobility
of other units by permitting them to be moved using the transports speed value and move order.
A unit is a transport if it has a Capacity Value on its base above the stat slot. This number indicates how many total
units the transport can carry. A transport can carry only infantry and vehicles; each infantry counts as one unit and
each vehicle counts as three units.

Each transport has a number of transport shells equal to its capacity value. Transport shells are the opaque covers that
are packaged with infantry. Identify a transports transport shells by writing the units collectors number on the shells.
If you have more than one transport with the same collectors number in your Army, label slips of paper 1, 2, and
so on and place them under each transport; mark their transport shells in the same way. Place the transport shells off
to the side of the battlefield.
Only infantry and vehicles may become passengers of a transport; transports cannot become passengers of other
transports.
Passengers are not counted toward formation size limits and may not participate in Phase B while being transported.
Passengers do not count toward victory conditions and cannot use any of their special equipment.
Passengers of an eliminated transport are eliminated. Otherwise, passengers are not affected by any attacks that

affect their transport.


Boarding. In order for a friendly infantry or vehicle unit to board a friendly transport that unit must end its move in
base contact with a friendly transport, that has available capacity, and remove the unit from the battlefield. Infantry
and vehicle units removed in this way should be placed in or near its corresponding transport shells. If the transport
has not yet moved in that phase reduce its speed value by half for that phase.
If a transport is a Mech, it can use this move order to run.
Disembarking. To disembark any number of passengers from a transport, declare that you are disembarking
passengers and place the disembarking unit in base contact with the transport's rear arc. Passengers who have
disembarked may move up to half their speed value this phase. A transport may move before or after it disembarks
passengers. When disembarking a passenger its base must rest completely on the battlefield. If the base of a
disembarking passenger cannot rest completely on the battlefield (due to terrain or a lack of space on the battlefield),
it is eliminated. The transports controller decides which passengers to eliminate.
A transport with Demoralized special equipment cannot board units. If a transport gains Demoralized when it already
has passengers, all of its passengers must disembark in the next move Phase. If a transport becomes an enemy unit
as a result of the bypass special ability, all of its passengers immediately disembark, and each disembarked passenger
is dealt 1damage.
VTOL transports. A transport with the VTOL speed mode at cruising level can board and disembark only passengers
with Jump Jets special equipment. If a VTOL transport at cruising level gains demoralized and has a speed value of 0,
any of its passengers are eliminated unless they have Jump Jets. A transport with the VTOL speed mode at NOE level
boards and disembarks units normally.
Towing, transporting vehicles
Only vehicles with the towed in their name, which have a speed of zero, or have been salvaged can be towed.
Vehicles towed by a non-VTOL transport remain on the board and may be the target of an attack. While being towed,
place a marker on the vehicle to indicate its towed status. Towed units start and end each move in contact with the
rear arc of a non-VTOL transport. Both non-VTOL transport and towed vehicle share the speed mode restrictions of
both units while towing. However, the transport may deploy the towed vehicle into any terrain the towed vehicle may
legally occupy. A towed vehicle may not receive an order and is not required to break away. A vehicle towed by nonVTOL transport is deployed immediately and receives one click of damage if the transport is destroyed. This damage
may not be prevented. Vehicles captured while being towed are no longer considered towed.
Vehicles deployed by any transport may not receive an order on the turn they are deployed. Your vehicle deployed on
an opponents turn may receive an order on your turn.
COMBAT
There are two kinds of combat in Call to Honor: ranged combat and close combat. All units in your army may be given
one of these combat orders during their corresponding Segment in Phase B of the turn. During this order they are the
attacker. The unit against which the attack is being made is the target.
Important combat concepts
The following general rules apply to combat. They use some terms that are further explained in the ranged and close
combat sections.
Range types
There are three range types: ballistic
, energy
, and melee
. A units range type appears next to its
damage value and can affect how that units attacks are resolved and how its damage is scored against different
targets. Infantry and vehicles each have only one range type. Mechs may have up to two different range types, and
Mechs are the only units with the melee range type.
A successful attack
To see if an attack succeeds, make an attack roll. To make an attack roll, roll the attack dice (The three dice of two
different colors) and add the attackers attack value; this total is the attack result. If the attack result is equal to or
greater than the targets defense value, the attack succeeds.
Damage
When an attacker succeeds at an attack, the damage scored to the target is equal to the units damage value, affected
by any modifiers. All damage in CtH is applied simultaneously in Phase B, Segment 6; that is no one will click their
units until Segment 5 of Phase B. Because of this when damage is scored to a target or dealt to a target a number of
effect tokens equaling the damage received should be placed next to the effected unit as a reminder until Phase B,
segment 5. A unit may have multiple effect tokens placed on it during the course of phase B.
Hitting a Mech or vehicle in the rear arc does +1 damage.

Mech damage
In general, Mechs score damage according to the rules above. Mechs, however, have three special features that affect
the way they resolve combat: a primary damage value, a secondary damage value, and the melee range type.
Ranged combat damage. When a Mech makes a ranged combat attack, its controller must announce prior to rolling
the attack dice or measuring the range whether the primary or secondary damage value will be used. This
announcement also determines the range type of the attack (ballistic or energy). If the controller does not make this
announcement, the attack uses the primary damage value and its associated range type by default. If the ranged
combat attack is not possible using the primary damage value, the attack is canceled and the order lost.
Damage from ranged Energy attacks against infantry does only 1 point of damage (although damage modifiers apply).
Close combat damage. When a Mech makes a close combat attack, it usually must use its primary damage value. If,
however, the Mechs secondary damage value has the melee range type, its controller may choose to use the
secondary damage value instead. This decision must be announced prior to rolling the attack dice. On some units, the
melee range type might be associated with the primary damage value; these units may use only their primary damage
values to resolve close combat attacks.
If a Mech with the Quad-Mech speed mode doesnt have the melee range type associated with either of its damage
values, its primary damage value becomes 1 for that close combat attack.
Targeting friendly units
Friendly units may not target each other with damaging attacks. Additionally, a unit may never target itself with any
attack or special equipment that scores or repairs damage.
Eliminating units
As soon as three bullet hole symbols
from the game.

appear in a units stat slot, that unit is eliminated and must be removed

Critical hits and misses


When making an attack roll as part of resolving a ranged or close combat attack, if the two dice with matching colors
comes up with a result of 6, the attack automatically succeeds; this is a critical hit. If the attack was meant to score
damage or repair damage, the critical hit scores or repairs +1 damage against each target of the attack.
If the two dice with matching colors comes up with a result of 1, the attack automatically fails; this is a critical miss
(backfire). Your unit is dealt 1 damage after a critical miss. If you roll a critical miss when trying to repair a target of
damage, the repair attempt automatically fails and the target is dealt 1 damage.
Hint. Even if you need an attack roll higher than 18 to hit a target or lower than 3 to hit a target, roll anyway; a
critical hit or miss may change the results.
Unconscious pilots
(rule does not apply to infantry) When is critical hit has been rolled, also check the third, differently coloured, die. On
a 5 or 6, the cockpit is hit, rendering the pilot inside temporarily dizzy, confused or unconscious.
A unit with an unconscious pilot cant be given orders, except for a cool order in Phase A.
Any unit attacking a shutdown Mech gets +4 to its attack value for that attack.
A unit with an unconscious pilot is susceptible to units using the Bypass SE.
If you have a unit with an unconscious pilot, you can attempt to revive that pilot at the beginning of each phase (yours
and opponent's) and each time that unit is declared the target of an attack. If the attempt is at the beginning of a
phase, this attempt happens before any other actions, game effects, or orders. Roll a d6 and add any defense
modifiers provided by the pilot. If the result is 4 or more, the pilot regains consciousness. Continue with the phase or
attack.
Repairing damage
The Repair special equipment allows you to repair a unit of damage. Repairs are treated like Damage in that they are
applied simultaneously during Phase B, Segment 6. When a unit successfully makes a repair roll place a number of
effect markers equal to the amount of damage repaired next to the appropriate unit.
When a unit is repaired of damage during Phase B, Segment 6, turn its combat dial once counterclockwise for each 1
damage repaired; never turn past a units starting marker. Always apply this repair 1 damage at a time; you must stop
repairing a unit of damage if a black repair marker (black arrow) shows on its combat dial, even if more damage could
be repaired. If a unit has a black repair marker showing on its combat dial during the first click of repair, it cost 2
repair damage to click past the black marker, that is if you were to repair 3 clicks of damage this turn and a black
arrow is showing you would only repair 2 clicks of damage because the cost of passing the black arrow is 2 clicks of
repair damage.

Attack types. There are three attack types associated with the repair special ability: crosshairs

, triage

and wrench
. Attack types come into play only when repairing units of damage; see the Repair special
equipment in the SES.
HEAT
Gaining heat
Mechs are the Dreadnoughts of the Battlefield able to unleash mass amount of firepower and complete fierce close
combat actions that are unmatched by any other unit in the game. But in order to complete such actions they must
pay a potentially terrible price in the form of Heat build up. Infantry and vehicles may only be given 1 combat order
per segment but Mechs may be given 2 at the cost of 1 heat for the second order. When a Mech receives Heat place a
number of effect tokens equal to the amount of heat received next to the Mech as a reminder that it is to be resolved
during Phase B, Segment 6. As most Mechs receive heat their performance decreases.
To apply Heat received during Phase B, Segment 6; turn a Mechs heat dial counterclockwise once for each 1 heat
effect token next to the mech. As it gains or loses heat, numbers or colored squares might appear on its heat dial. If
there are more heat effect tokens than clicks left in the heat dial, each heat token in excess will be taken as damage
on the mech.
These numbers and squares are called heat effects. You can find descriptions of all heat effects in the SES. If a Mechs
heat dial shows a number or heat effect in a location corresponding to its primary damage value, secondary damage
value, or speed value, that combat value is affected by that heat effect or modified by that number.
When a unit gains (or loses) heat, apply the total amount of heat gained (or lost) before making any die rolls required
as a result of that heat gain; you must make these rolls immediately after the heat is applied. Some die rolls may
result in additional heat gain. Apply any new heat gain immediately, and then make any new die rolls required as a
result of these heat effects. Continue this process until the Mech either does not gain additional heat or becomes
shutdown. Heat effects that do not require a die roll always apply while they appear on the heat dial.
Example. Kim Decided to give her Jade Hawk an additional Combat order for 1 heat. This turn she also gave it a move
order to run, which will cause it to gain 1 heat. So this turn the Jade Hawk has 2 heat effect tokens placed next to it.
During Phase B, Segment 6 Kim applies the 2 heat to her Jade Hawk BEFORE she checks to see if any heat effects
require her to make heat effect rolls.

In some cases, multiple heat effects may appear on the dial at the same time; if they do, roll a separate die for each
heat effect and apply the results to the Mech at the same time. For example, if a Mech gains heat and both the Avoid
Shutdown and Avoid Ammunition Explosion heat effects appear on the heat dial, you must roll for both effects and
apply the results separately. Thus, it is possible to have the Mech shut down from a failed Avoid Shutdown roll and also
be dealt damage from a failed Avoid Ammunition Explosion roll.
Example. Kevins Mangonel has seen a lot of action in this battle! Its heat dial shows two 1 modifiers: one applying to
the Mangonels secondary damage value and one applying to its speed value. If Kevin needs to refer to the secondary
damage or speed values for this Mech, each will be reduced by 1.
Losing heat
Mechs lose heat in four ways:
1. Cooling down by inactivity. If a 'mech skips its Phase A (not C), and thus will not move that phase, place a single
negative Heat effect token next to the Mech.
2. Venting. Vent orders are the primary way of dispersing heat in Call to Honor. During Phase B a Mech may be given a
vent order (place a Vent token) IN PLACE OF its first combat order. To complete a vent order place a number of
negative Heat effect tokens, equal to the Mechs vent rating, next to the Mech. If a vent order is given to a Mech
during Phase B it may not move during its next available move phase (Phase C), instead remove the vent token. A
Mech may have both positive and negative heat effect tokens placed on it during a turn.

Mechs that vent when in (any level) water gain +1 to their vent rating.
3. Mechs that occupy Level 3 Water Terrain: any Mech you control that began and ended the turn occupying level 3
water terrain may immediately reduce its heat dial by 1 heat without spending a vent action.
4. Coolant flush. See the corresponding SE.
Example. During his corresponding segment of Phase B, Tony gives his arbalest a vent order to cool. Its vent rating is
2, so he places 2 negative heat effect markers near his Mech. During Phase B, segment 6 he turns its heat dial
clockwise twice. After applying this heat loss, the Avoid Shutdown heat effect appears on the heat dial, so he rolls a
six-sided die and succeeds.
*Note* that when a unit loses heat, heat effects may reappear on its heat dial. Like when a unit gains heat, when a
unit loses heat apply the total amount of heat lost before making any die rolls required because of heat effects; make
these rolls immediately after applying the total heat lost.
Shutdown
Shutdown occurs when a Mechs onboard systems decide its internal heat level is too high to continue operation.
Shutdown automatically occurs when three radioactive symbols
appear on the heat dial. A shutdown Mech
cannot gain more heat. Shutdown can also occur if you fail a heat effect roll that shuts down your Mech. If a Mech
becomes shutdown because of a failed heat effect roll, do not turn its heat dial to the three radioactive symbols.
A shutdown Mech may not move during Phase A or C and may be given a cool order in Phase A and may only be given
a vent order during Phase B. Optional special equipment on a shutdown Mech is canceled until the unit restarts. A
shutdown Mech cannot make free spins. Any unit attacking a shutdown Mech gets +4 to its attack value for that
attack.
Restarting
A shutdown unit automatically restarts when the heat starting position appears on its heat dial. Restarting might also
occur because of a successful heat effect roll.
When a shutdown Mech restarts it may participate in the next applicable phase. If the Mech restarts because of a
successful heat effect roll, do not turn its heat dial to the heat starting position.
A Mech that restarts because of a successful heat effect roll does not roll for any other heat effects that might be
present on the heat dial on that turn.
RANGED COMBAT
To make a ranged combat attack, a unit must be given a ranged combat order during Phase B. A ranged combat attack
has either the Ballistic or Energy range type; a damage value with the Melee range type will have range values of 0
and so may never be used to resolve a ranged combat attack.
Range values. Your unit has two basic range values separated by a slash printed on its base. The number to the left
of the slash is the minimum range value; the number to the right is the maximum range value. A units maximum
range value and attack value must both be greater than 0 in order for it to make a ranged combat attack.
Short, Medium, and Long Range. A units printed maximum range value is called short range. A unit may multiply
its maximum range by 2 for a medium range value. And a unit may multiply its maximum range by 3 for a long range
value.
An attack that measures under the short range is considered a short ranged attack and has no modifiers.
An attack that measures over the short range but not farther than medium range is considered to be a medium
range attack and has a modifier of -1 to the attack value.
An attack that measures over medium range but not farther than the maximum long range of a unit is considered to
be a long range attack and has a modifier of -2 to the attack value. An attacking 'Mech may choose to take only a -1
attack value modifier, combined with a -1 damage modifier.
Critical Hits and Misses are not affected by range modifiers.
Line of fire. To make a ranged combat attack, declare the target and place one end of the tape measure at the edge
of the attackers front arc and draw it in a straight line to the edge of the targets base. A virtual extension of the line
must pass through the centre dots of both units' bases. This is called the line of fire. It cannot exceed the attackers
maximum long range value or be less than the attackers minimum range value. If the line of fire does not pass
through the attacker's front arc, the line of fire is not clear. If the line of fire exceeds long range, the attack is
considered a miss and is complete (= attack ends). The attacker may make a ranged combat attack targeting a unit
that is in base contact with it if these conditions are met.
If the line of fire is clear, the ranged combat attack may be made. A clear line of fire might be hindered by hindering

terrain (see Terrain) or have a range modifier (See Short, Medium, and Long Range).
If the line of fire is blocked, a new target must be chosen (when no measuring has been done) or the attack is
considered a miss.
If a non-Mech unit targets a Mech, the line of fire is blocked if it crosses any part of another Mech figure.
If a non-Mech unit targets another non-Mech unit, the line of fire is blocked if it crosses any other units figure.
If a Mech unit targets a Mech unit, the line of fire is blocked if it crosses another Mechs base.
Blocking terrain might also block a units line of fire.
Bases of units at cruising level never block line of fire. You may visually check a potential line of fire at any time, but
you may never pre-measure a line of fire.
If a non-Mech attacker is in base contact with any number of opposing units, it may not make a ranged combat
attack targeting opposing units not in base contact with itself.
If a Mech Attacker is in base contact with any number of opposing non-Mech units, it may make a ranged combat
attack targeting opposing units not in base contact with itself.
An Attacker may not make a range combat attack against a target in base contact with a friendly unit.
Called-shot modifier. If a Mech attacker, which is in base contact with one or more opposing units, targets an
opposing unit with which it is not in base contact, the target gets +2 to its defense value; this is the called-shot
modifier.
Ranged combat against multiple targets
Some units can target two or more opposing units with a single ranged combat attack. You may never, however, target
a unit more than once per ranged combat attack.
A unit must show two or more Ballistic or Energy range type symbols next to its range values in order to resolve the
ranged combat against two or more targets. The number of symbols is the maximum number of different units your
unit may target with a single ranged combat attack. You do not have to target as many units as the unit has range
type symbols. You must be able to draw a clear line of fire to each target you wish to attack.
Declare the amount of damage you will be dividing between the units you are targeting.
Roll the attack dice once and compare the attack result to each targets defense value. Each target of a multiple
ranged combat attack applies the modifiers specific to its condition. It is possible for the attack to succeed against
some targets but fail against others.
If a multiple ranged combat attack succeeds against one or more targets deal the previously declared damage against
each target that was successfully attacked. Any targets that were unsuccessfully attacked are not damaged and the
damage value previously declared to that target is lost.
Example. Mike Has a unit with three Ballistic range type symbols and his unit has a damage value of 5. Mike has
drawn a clear line of fire to three enemy units and declares that he will be dividing the damage thusly: the first unit
will be dealt 1 damage, the second unit will be dealt 2 damage, and the third unit will be dealt 2 damage. Mike makes
the attack roll and succeeds at damaging the first and third targets. Mikes opponent places 1 damage effect token on
the first target and 2 damage effect tokens on the third target. The damage that mike declared against the second
target is lost because the attack was unsuccessful.
Indirect-fire ranged combat
When its line of fire would be blocked, a unit can use a Ballistic ranged combat attack to make an indirect-fire ranged
combat attack against a single target; the target may not be in base contact with a unit friendly to the attacker.
Another friendly unit must act as spotter: there must be a clear line of fire to the target (may be out of spotter's
range). In order to make an indirect-fire ranged combat attack, the attacking unit must
have a maximum range value greater than 0,
not be in base contact with an opposing unit,
use a damage value with the Ballistic range type, and
have an attack value greater than 0.
Draw a line of fire just as you would for a ranged combat attack; the line ignores unit bases and terrain. The target of
the indirect-fire ranged combat attack gets +3 to its defense value. If the attack succeeds, score damage to the target
equal to the attackers damage value -1. Use of formations is allowed.
Anti-Aircraft units
A unit with the AA abbreviation in its name is an anti-aircraft unit. AA units have two effects against targets at
cruising level:
The ballistic maximum range value is doubled.
An AA units ranged combat attacks affect the target VTOL and any other VTOLs, friend or foe, within 3 of said
target. First, make one attack roll and compare the attack result to the defense value of the target VTOL. Score
damage per the rules to target. Then compare the attack result to the defense value of any other VTOLs within 3 of
the targets. Score 1 damage to each VTOL against which the attack succeeds. This ability can only be used if the
primary target is a VTOL.
Artillery units

A unit is an artillery unit if it has a number in parentheses printed after its maximum range value. Apart from making
normal direct or indirect ranged attacks, artillery units are capable of long-range bombardment on the battlefield.
Artillery Range. The printed range value in parenthesis is called the artillery range value. Using the artillery range
value, an artillery unit can make an artillery attack, calculating its short, medium and long range for the attack just
like a normal attack. Use range modifiers as normal (medium range: -1 to attack value; long range: -2).
Each artillery unit has its own artillery marker, or pog, as illustrated. This marker is used in the game to show the
location of an artillery attack. An artillery attack scores damage against units within the attacks blast radius.
In order to make an artillery attack, declare an artillery order for its attack during Phase B, Segment 5 in either
players turn. The unit may not have attacked earlier this turn.
The attacker may not be in base contact with an opposing unit. The line of fire for the artillery attack is measured from
the edge of the attacker's front arc, and it must be greater than the attackers minimum range value but less than or
equal to its short, medium, or long artillery range values. The line of fire need not be clear in order to make an artillery
attack. Select any spot on the battlefield. The attacker gets +2 to its attack value if the line of fire to the marker is not
blocked.
Another friendly unit on the battlefield that is able to draw a clear line of fire to this spot (may exceed spotter's range)
may act as spotter. The spotter may not be in base contact with an opposing unit. Artillery attacks without both
spotter and a clear line of fire get an additional -2 attack value modifier.
Place the attackers artillery marker on the designated spot, with the markers arrow pointing in the direction of
artillery units forward facing. While an artillery units marker is on the battlefield the artillery unit may not move.
During the next Phase B, resolve the attack by giving the artillery unit another artillery order and making an attack
roll, adding the attackers attack value plus any range modifiers (keep the result of the non-matching color attack die;
you may need it later). If the attacker has been destroyed between placing the marker and rolling for the artillery
attack, use the markers attack and damage values instead of the attackers'. Compare the attack result to the markers
target value; if the result is greater than or equal to the target value, the attack succeeds against the marker. Score
damage equal to the attackers damage value to every unit within the blast radius, measured from the center dot of
the artillery marker to the edge of any affected units base. After resolving the attack, remove the artillery marker
from the battlefield.
Drift. If the attack fails against the marker, the marker drifts. Drift numbers, labeled 16, ring the marker. Find the
drift number that corresponds to the result of the non-matching color attack die from the attack roll; the marker drifts
in that direction. To determine the distance of the drift, compare the attack result to the markers attack result ranges;
the range the attack value falls in uses that ranges drift distance. Measure the drift distance from the markers center
dot through the drift point, and then place the markers center dot at the new position. Score damage equal to the
attackers damage value to every unit within the new positions blast radius. After resolving the attack, remove the
artillery marker from the battlefield. If the markers center dot drifts off of the battlefield, the artillery attack affects no
units.
If an artillery unit has Demoralized / Salvage special equipment at the moment you resolve its artillery attack, use
the attack and damage values listed on its artillery marker to resolve the attack instead of using the artillery units
attack and damage values.
Multiple ranged combat artillery attacks. Artillery units capable of multiple ranged combat attacks may place a
number of artillery markers up to the number of targets they can attack, where the blast radius of each new marker
must touch or overlap the blast radius of the previous placed marker. Make an attack roll for each separate marker.
Resolve the drift direction and distance, if any, for each marker. Score damage equal to the attackers damage value to
every unit within the blast radius of each marker. Units in overlapping blast radii may suffer multiple hits.
Critical hits and misses. If an artillery attack results in a critical hit, the attack automatically succeeds without drift,
and it scores +1 damage to each unit affected by the attack (roll for unconsciousness for each non-infantry unit). If an
artillery attack results in a critical miss, the attacker is dealt 1 damage, and all other units ignore the attack.
CLOSE COMBAT
To make a close combat attack, a unit must be given a close combat order and have a minimum range value of 0. Only

infantry and Mechs can make close combat attacks. In order to make a close combat attack against a target, the
attackers front arc must be in base contact with the target. A Mech with the Quad-Mech speed mode can make a close
combat attack against a target if any part of its base is in base contact with the target. A close combat attack uses
neither the ballistic or energy range types; it uses either no range type or the Melee range type.
Trample
Mechs with attack values greater than 0 can make a special close combat attack against vehicles called Trample.
Resolve a normal close combat attack, where the 'mech may use the Close Combat Weapon SE.
Sweep
Mechs with attack values greater than 0 can make a special close combat attack against infantry called Sweep. After
declaring the Sweep attack, resolve a single close combat attack against all infantry units in base contact, even those
out of the 'mech's front arc. Each successfully hit infantry unit gets 1 damage counter and is immediately moved out
of base contact, over a distance that equals the 'mech's (close combat) damage value. Infantry that hit blocking
terrain because of being swept are dealt a second damage counter. After the attack, the 'mech gets a free spin.
Charge
Mechs with attack values greater than 0 can make a special attack called charge.
The Charge is announced before the unit moves in Phase A. Draw a line of fire from the attacker to the target; this line
of fire does not have to pass through the attackers front arc, and it ignores the hindering terrain modifier. If the line of
fire crosses any non-water terrain feature or other non-infantry units base, the target gets +2 to its defense value for
the attack. Give the attacker a move order to Run (at +1 heat); it must end the move in base contact with the target.
The target is allowed a free spin, if able, unless the attackers line of fire passed through the targets rear arc and the
attacker ends its move in base contact with the targets rear arc.
To resolve the attack, make an attack roll and add the attackers attack value. If the attack result is equal to or greater
than the targets defense value, the attack succeeds. The attacker scores impact damage to the target equal to its
primary damage value +1. If the attackers line of fire passed through the targets rear arc and the attacker ended its
move in base contact with the targets rear arc, the attacker gets +1 damage to the attack as normal.
After resolving the attack, the attacker is dealt damage equal to half of its primary damage value, minimum 1,
regardless of whether the attack succeeds. The attacker also gains 1 heat from the attack (and 1 heat from the run
move), in addition to any other heat generated by the order.
Death from Above
Mechs with attack values greater than 0 and with Jump Jets special equipment may make a special attack called death
from above. Give the attacker a move order using Jump Jets special equipment. The target gets +2 to its defense
value against this attack.
To resolve the attack, make an attack roll and add the result to the attackers attack value. If the attack result is equal
to or greater than the targets defense value, the attack succeeds. The attacker scores damage to the target equal to
its primary damage value +2. The attacker is dealt 1 damage after the attack resolves. If the death from above attack
fails, the attacker is dealt 2 damage.
(when using Falling rules:) Check for falling: on a success, the target checks; on a fail, the attacker checks (against
damage that would have been dealt on a success).
Capturing
(also see the Bypass SE)
Infantry with the Foot mode may make a close combat attack to capture a target opposing unit instead of damage it.
You must declare the capture attempt before rolling the attack dice. A target gets +3 to its defense value against a
capture attempt. If the attack succeeds, the target is captured instead of damaged. If the attack fails, the attacker is
dealt 1 damage. A captured unit is called a captive. A unit controlling a captive is called a captor. Units with the VTOL
speed mode are eliminated instead of captured if they are the target of a successful capture attempt.
Captives have the following traits:
They may not be given orders.
They do not count as friendly or opposing units to any player.
They do not count toward the unit limit for movement formations.
All units ignore their special equipment.
Captors have the following traits:
They may be assigned only move orders.
They may not get rid of their captives.
They may not be moved such that their captives cannot be placed in base contact with them.
They may not be the target of capture attempts or ranged combat attacks (they may, however, be targeted
by close combat attacks).
A unit may have only one captive at a time. Show this by keeping the two units in base contact. Captives may not be
targeted for any purpose. A captive ignores all damage.

Captive Mechs may not be moved or have their facings changed. A captive Mech loses heat at the end of each turn of
the player who previously controlled it, if applicable.
A captive infantry or vehicle always moves with its captor, using the lower of their two speed values; a captive must be
in base contact with its captor both before and after moving. Any speed special equipment possessed by a captor may
be used by the captive. If either the captor or captive cannot occupy a terrain feature, then neither unit may occupy
that feature. The captors controller determines the captives facing and location on the battlefield; this determination
must be made after the captor resolves a move order.
If a captor is eliminated, the captive ceases being a captive and may be given orders normally. If a captive occupies
blocking terrain when it ceases being a captive, it is eliminated, and the player who had most recently captured it
receives victory points for eliminating it.
Some game effects can cause a captive to cease being a captive (such as the Bypass special equipment). In these
cases, its captor ceases being a captor and may be given orders normally.
ATTACK SEQUENCE
Use the following sequence of events to resolve a ranged or close combat attack, regardless of whether or not you are
using a formation. If a step or part of a step is not applicable to the attack, ignore it.
1. Declare the target(s) of the attack and type of attack.
2. The attacker chooses which of its optional special equipment to cancel and determines any modifiers to its attack
value.
3. The target chooses which of its optional special equipment to cancel and determines any modifiers to its defense
value.
4. Make an attack roll and determine if the attack succeeds.
5. Calculate the damage scored:
a. Apply the attackers current heat effects to its damage value.
b. Modify the damage scored based on the attackers special equipment and faction abilities.
c. If the attack is a critical hit, increase the damage scored by 1.
d. Reduce the damage scored because of the affected units special equipment and faction abilities.
e. Damage scored is dealt to the affected units. Place the appropriate number of effect tokens on the
target(s).
7. Determine any heat gained to the attacker and target. Place the appropriate effect tokens.
FORMATIONS
A combat order given to one of your units may be shared among other friendly units by using formations. Using
formations is optional, and a formation exists only for the duration of a combat order. Players may declare a formation
when the proper conditions exist. A unit that is part of a formation is called a member. All members of a formation
must be from the same faction (determined by its faction symbol) or have an alliance (see below) with each other.
Mercenary units may create formations with any other faction, though Mercenaries do not allow members that are not
of the same or allied faction to create formations with each other. Mercenaries may create formations among
themselves also.
Alliances.
There are three alliance types: situational alliances (not used in Call to Honor), House Alliances, and Grand Alliances.
House Alliances are alliances between two factions. The following House Alliances are always in effect:
Clan Wolf - Steel Wolves
Clan Nova Cat - Spirit Cats
Clan Jade Falcon (none)
Clan Ghost Bear - Rasalhague
Republic of the Sphere Highlanders (although these are preferably played apart)
Federated Suns (House Davion) - Swordsworn
Lyran Alliance (House Steiner) - Stormhammers
Draconis Combine (House Kurita) - Dragon's Fury
Capellan Confederation (House Liao) - Bannson's Raiders (although these are preferably played apart)
Wolf Hunters are mercenaries
Units from splinter factions (that are not mentioned above) in MW:AoD may be treated as mercenaries / gunslingers
(e.a. Comstar).
Ranged combat formations
Any two or three of your units, with line of site to the same target, may be designated as a ranged combat formation.
Only units eligible to receive ranged combat orders may be members of ranged combat formations. When you give a
ranged combat order to all the members, all members contribute to one attack. Ranged combat formations may be
used to attack and damage only a single opposing target unit. The member to which you will be using its damage and
attack value is called the primary attacker. Each member must be able to draw a clear line of fire to the target and
share the same or greater Range as the primary member.

To resolve the attack, use the primary attackers attack and damage values. Each other member of the formation may
then add +2 to the attack value or +1 to the damage value, which must be determined before the attack is made. The
Range modifiers are determined using the greatest modifier of the formation.
If you roll a critical miss on a ranged combat formation attack, only the primary attacker is dealt 1 damage.
If you roll a critical hit on a ranged combat formation 1 extra damage may be allocated to 1 of the available target
units, commanders choice.
If the primary attacker is given an order that allows it to make two ranged, you may use a ranged combat formation
only for the first attackthe primary attacker gets no bonuses to subsequent attacks generated by the order.
Artillery units. Artillery units follow the rules for ranged combat formations, with the following exceptions:
All members must be artillery units.
The primary attackers artillery marker must be placed within an artillery range value that is equal to or lesser than
every other member of the formation.
A spotter must still establish line of sight.
Use only the primary attackers artillery marker.
Example. Joe has three units in base contact. Unit one has a range of 12, unit two has a range of 8 and unit three
has a range of 14. The Line of fire established is 24. Unit 1 is the primary attacker. Because both units two and three
are also within range they may create a ranged combat formation. If unit three had been the primary member and the
line of fire 48 then they could not have been a formation because they do not share an equal or greater range. Also
the range modifier for the attack will be -2 because unit two is at long range.
Close combat formations
If two or three of your infantry and/or Mechs have their front arcs in base contact with the same single opposing
target unit, you may designate them a close combat formation. Only units eligible to receive close combat orders may
be members of close combat formations. Members of a close combat formation do not have to be in base contact with
each other. You must give a close combat order to all members; all members contribute to the attack. Close combat
formations may be used to attack and damage only a single target opposing unit. The member from whom you are
using the attack and damage values is called the primary attacker.
To resolve the attack, use the primary attackers attack value and damage values. Each other member of the formation
may add either +2 attack or +1 damage.
If you roll a critical miss on a close combat formation attack, only the primary attacker is dealt 1 damage.
TERRAIN
You do not have to use terrain when you fight a MechWarrior battle, but adding terrain will make your games more
challenging and interesting.
There are four types of terrain: clear, hindering, blocking, and water. These categories effects may be combined
with each other. These terrain types can exist at NOE level, or they can be elevated. A piece of terrain placed on the
battlefield is called a terrain feature. A unit occupies a terrain feature if its center dot is in the terrain.
Terrain impacts the game in two ways: moving and drawing lines of fire. Some terrain types affect movement and lines
of fire differently. For example, some units have speed modes that allow them to bypass some terrain restrictions.
Movement
When adjusting movement for the following terrain types it is important to note that movement penalties are to be
considered active from the beginning of the units move. That is to say a unit that is anticipating moving through or
into terrain that will affect its move must adjust its movement value accordingly at the beginning of the turn.
Example: Player one's mech has a movement value of ten and is planning on entering a wooded area from clear
terrain. The area is difficult terrain and halves the movement of all units. Player one must halve the movement of the
mech now even though it is in clear terrain.
Clear terrain
Clear terrain represents anything from a grassy plain to a city square. The entire battlefield is considered to be clear
terrain, except in those areas where hindering, blocking, or water terrain is placed. Clear terrain has no effect on
movement or drawing lines of fire.
Hindering terrain
Hindering terrain consists of three categories; difficult ground, Soft Cover, and Hard Cover. A unit whose base is within
hindering terrain 50% or more is considered to be occupying hindering terrain. soft or hard
Difficult ground. Difficult ground is areas of the battlefield that offer no cover but are difficult to move through. Some
examples of difficult ground are Moving up hill, marshes, rubble, and dense woods. Difficult ground has a movement

penalty of Half the unit's move.


Soft Cover. Soft Cover is an area of the battlefield that offers some defense against the enemy. Some examples of
soft cover are Debris, Woods, Wooden or concrete structures, and brush. A unit that is occupying soft cover receives a
defense modifier of +1. A Line of Fire that passes through soft cover grants a defense modifier of +1 to the target; for
more than 1 piece of terrain this modifier is cumulative.
Hard Cover. Hard cover is an area of the battlefield that provides excellent defense against the enemy. Some
examples of hard cover are Bunkers, redoubts, fortified areas, and reinforced structures. A unit occupying hard cover
receives a defense modifier of +2. A Line of Fire that passes through soft hard cover grants a defense modifier of +2
to the target; for more than 1 piece of terrain this modifier is cumulative.
An attacker that occupies hindering terrain may not be penalized by the hindering terrain modifier if its target is
outside of the hindering terrain the attacker is in. If the line of fire does not cross any hindering terrain except beneath
the attackers base, the hindering terrain modifier does not apply to that attack. This is true even if the target is at
cruising level. This represents the attackers ability to fire from the edge of hindering terrain, protected but not
penalized by it.
Blocking terrain
Some examples of blocking terrain include large boulders, high walls, and sealed buildings. No part of a units
movement path may cross blocking terrain. No part of a units base may overlap blocking terrain at the end of its
movement or during deployment. Blocking terrain blocks any line of fire crossing it. For ranged combat, when being
targeted, a unit whose base is touching, but behind, blocking terrain less than 50% is considered to be occupying hard
cover hindering terrain (partial cover).
Water terrain
Water has three levels that differ in effect.
Level 1 Water Terrain. Level 1 water terrain is shallow water. It can be likened to streams and creaks. It is
considered to be difficult ground.
Level 2 Water Terrain. Level 2 water terrain is deeper water such as rivers and lakes. Level 2 Water Terrain is
blocking terrain for movement purposes and clear terrain for ranged combat purposes.
Level 3 Water Terrain. Level 3 Water terrain is very deep water. The ocean and seas would be level 3 water terrain.
Level 3 Water terrain is blocking terrain for movement purposes and clear terrain for ranged combat purposes.
Submerged. A unit that is submerged cannot make or be the target of ranged combat attacks, and it cannot be the
target of close combat attacks unless the attacker is also submerged in the same feature. The bases of submerged
units do not block line of fire for units that are not submerged.
Elevated terrain
Clear, hindering, and blocking terrain may be elevated to form hills and low plateaus. Elevated terrain does not
necessarily represent the same level of height above the battlefield.
When any unit moves uphill it is considered to be difficult ground. Elevated terrain features block line of fire if neither
the attacker nor the target occupies that elevated terrain feature.
If the attacker and target both occupy same height elevated clear terrain feature, line of fire is affected only by terrain
on that elevated terrain feature or by bases of other units on that elevated terrain feature.
If the attacker or target is on an elevated terrain feature, but the other is not, line of fire is blocked under the following
circumstances:
This line of fire passes through hindering terrain and a unit base, but because the attacker is elevated, the
intervening terrain is ignored.
The line of fire crosses a unit base on the elevated terrain feature.
The line of fire crosses a different elevated terrain feature.
The line of fire crosses a blocking terrain feature, elevated or non-elevated.
Hindering terrain affects line of fire only if either the attacker or target occupies hindering terrain or the hindering
terrain is elevated; otherwise, it has no effect.
Units on different elevations separated by more than 1 may not make close combat attacks against each other and
may not create formations with each other.
Height-advantage modifier. When a unit not occupying elevated terrain makes a ranged or close combat attack
against a target occupying elevated terrain, the target gets +1 to its defense value against that attack; this is the
height-advantage modifier.
In attack formations, only the primary attacker is subject to the height-advantage modifier.
Abrupt elevated terrain. Flat rooftops and plateaus flanked by cliffs are examples of abrupt elevated terrain. Abrupt

elevated terrain is treated like elevated terrain, with the following exceptions:
Infantry and Mech units may move vertically up an abrupt elevated terrain feature the distance of their total
movement value.
Units with Jump Jets may move onto and off of abrupt elevated terrain without penalty.
A unit cannot make a close combat attack against another unit if one of them is on abrupt elevated terrain and the
other is not.
Mechwarrior: Call to Honor Special Equipment Chart
See separate chart.
RULES TO BRING MECHWARRIOR CLOSER TO BATTLETECH (optional, agree upon use before starting a game)
Movement modifiers
Units with Speed values of 8 and above get +1 to their defense value.
Units that didn't move in their preceding Movement phase get +1 to their attack value.
Piloting Skill Roll & Falling Down
When a Mech takes damage equal to or more than its current Move value, the pilot must make a Piloting Skill Roll to
check for falling. Also, a Death from Above attack may dictate a Piloting Skill Roll. Add the result of a 1d6 roll to the
current Attack value of the Mech (including heat, gear and pilot effects). When the result of the roll is equals 10 or is
below 10, the Mech falls down. Several SEs modify the roll result. If there is more than 1 applicable SE, choose the
single best SE:
Agility (Melee SE):
+2 to Piloting Skill Roll
Evade (Speed SE):
+2 to Piloting Skill Roll
Infiltrate (Speed SE):
+1 Piloting Skill Roll
Reconnaissance (Speed SE):
+1 Piloting Skill Roll
Demoralized / Salvage (Attack SE):
-2 Piloting Skill Roll
Shutdown Mechs and Mechs with an unconscious pilot automatically fall down when damaged.
Mechs on the ground may only stand up, cool or vent. Mechs on the ground get -2 defense when being attacked and
receive +1 damage (rear arc bonus). Mechs can move away from fallen Mechs without checking for a breakaway
action.
Standing up is automatically done by spending a Move action. Upon successfully standing up, your Mech can change
its facing.
FACTION ABILITIES
Some MechWarrior: Age of Destruction and Mechwarrior: Dark age factions have special abilities associated with them.
These faction abilities are incorporated into Mechwarrior: Call to Honor and are optional and can be canceled. However,
they must be either entirely used throughout the game or entirely canceled throughout the game.
HOUSE LIAO
All House Liao units possess the following faction abilities.
Awe. At the beginning of your Phase A, you may choose an opponent. At the beginning of that opponents next turn,
you may roll one six-sided die for each full 500 points in the games build total. For each result of 6, your opponent
must choose 1 unit that may not move in Phase A and C. Use this ability only if at least half of the build total of your
army at the start of the game is composed of Elite-rank House Liao units.
Fanaticism. If an opposing figure eliminates any of your House Liao units, each friendly House Liao unit within 8 of
your eliminated House Liao unit may repair 1 damage.
Ruthlessness. When this unit succeeds at an attack targeting a single Green-rank opposing figure, it gets +1 to its
damage value for that attack; unless this unit is in base contact with another opposing unit. Any subsequent attack
made by this unit must target the same Green figure until that figure is eliminated or becomes a passenger.
JADE FALCON
All Jade Falcon units possess the following faction abilities.
Zellbrigen. When this unit succeeds at an attack targeting a single opposing Elite-rank figure, it gets +1 to its
damage value for that attack, unless this unit is in base contact with another opposing unit. Any subsequent attack
made by this unit must target the same Elite figure until that unit is eliminated or becomes a passenger.
Merciless. When this unit makes a death from above attack, roll one six-sided die and add the result to this units
attack value for that attack. This unit is dealt 1 damage when it fails a death from above attack and 0 damage when it
succeeds at a death from above attack.

Enhanced Imaging. When this unit makes a ranged combat attack targeting a single opposing figure, roll one sixsided die. On results of 46, the following two effects apply to the attack: (1) This units line of fire ignores hindering
terrain and (2) the target treats hindering terrain as clear terrain.
SEA FOX
All Sea Fox units possess the following faction abilities.
Renegade. Sea Fox units cannot be members of formations.
Scavenger. When this unit eliminates an opposing figure with the demoralized special equipment, this unit is repaired
2 damage.
Predator. This unit may make 1 free attack against a unit with the demoralized special equipment showing, in
addition to any other attacks it makes. This attack generates no heat.
COMBAT ENHANCEMENT CARDS
Combat enhancement cards are not recommended for play with Mechwarrior: Call to Honor. With that said you may
use them if you wish and your opponent agrees. They will most likely need to be modified for play within this variant
system. The rules for CECs are not included here and you will need a copy of Mechwarrior: Age of Destruction for
information on how to incorporate them into play.
Pilots
These are applicable in CtH as far as they enhance stats, less applicable for text enhancement.
Most pilot requirements show which Mech class or classes those pilots may be assigned to. For example, the Robinson
Battle Academy Graduate can pilot only light Mechs. Some pilots have additional requirements.
There are three types of pilots: common pilots, legendary pilots, and gunslinger pilots.
There are limits in adding pilot cards. The attack value may never exceed 12 and the defense value cannot go above
24. Only ranked pilots and university graduates are allowed on unique mechs (symboling training and rank promotion.
Common pilots, whose collectors numbers begin with P, may be assigned to any Mech as long as the Mech
meets the pilots requirements. The Mech gets the modifiers printed on the pilots card.
Legendary and gunslinger pilots, whose collectors numbers begin with L and GS, respectively, are Unique. It is
better not to use those in CtH.
Pilots add to the point value of a Mech. If a Mech with a pilot is eliminated, the player who eliminated it gains a
number of victory points equal to the Mechs point value, plus the point value used for its pilot (including recruitment
cost, if any).
Gear
It's better not to use Gear CECs, but if you do, restrict the use to gear that adds Ses from the SE chart; no gear with additional text.

Mechwarrior: Call to Honor Etiquette


Mechwarrior: Call to Honor games lack the restricted environment of Mechwarrior: Age of Destruction and
Mechwarrior: Dark Age games. This is good, because you can play friendly games that will move very quickly and
produce satisfying results. On the other hand, situations may arise that are not covered by these rules. While I have
attempted to write rules that flow similarly to other Mechwarrior and Battletech games, it is inevitable that players will
run into a disagreement over who can do what. To avoid or resolve arguments, I suggest the following points of
etiquette:
Players should never click the combat or heat dials of any units being used in the game unless those units are
damaged or repaired or gain or lose heat. At those times, players should turn the dials only the required numbers of
times in the proper direction dont turn through combat or heat dials just to see whats coming up. Unless asked to
do so, players should turn only their own units combat and heat dialsnever another players.
You will constantly pick up your units during a game to adjust their dials. This game already plays with many tokens
and it would be silly to ask you to get more so you can mark positions while clicking your figures. Instead, I would ask
that players be as honest as possible when picking up figures during Phase B.
Because weapons, arms, and other bits of units stick out from their bases, it is sometimes difficult to get a clean base
contact between two units. If you cannot get two unit bases to touch, agree that the units are in base contact until one
of them moves away.
Ambiguous situations will arise. For example, a line of fire might or might not be nicking an intervening units base.
There might or might not be enough room between two units to allow a third to stand between them. Players will
reasonably disagree in situations like these. In all such instances, roll off and let fate decide who is right.
*************************
Faction Traits

Bannson's Raiders: few or no repair markers, shorter dial length


Clan Jade Falcon: above average speed, above average attacks, below average ranges, below average defenses
Clan Nova Cat, Spirit Cats: good heat dials, above average energy range and damage, below average ballistic range
and damage, limited Ses, longest dials
Clan Sea Fox: few or no repair markers
Davion, Swordsworn: bad heat dials, high damage
Dragons Fury: above average speed, below average ranges, above average attack, below average defense
Kurita: increasing attack throughout the dial, long ballistic ranges, ballistic damage drops to 0 before salvage, little to
no salvage
Highlanders: high defense, low attack, long dials
Liao: above average attack, above average defense, little to no salvage
Rasalhague Dominion: increasing attack and damage throughout the dial
Republic of the Sphere: above average attack, above average defense, average ranges
Steiner, Stormhammers: above average attacks, high damage, average defense, below average speeds, bad heat dials
Wolf Hunters, Steel Wolves: berserker dials (=getting better after 1 or 2 clicks of damage), below average energy
range and damage, above average ballistic range and damage
Weight classes
Light
Medium
Heavy
Assault

20
40
60
80

35
55
75
100

Mech

Tonnage

Anubis
Arbalest
Atlas
Avalanche
Battlemaster
Black Hawk
Black Knight
Blade
Cadaver
Catapult
Cave Lion
Centurion
Cougar
Crimson Hawk
Cuirass
Cyclops
Cygnus
Daishi
Dasher II
Eisenfaust
Enforcer III
Exhumer
Eyrie
Firestarter
Gambit
Ghost
Goshawk
Gravedigger
Griffin
Gyrfalcon
Hatchetman
Havoc
Hellion
Hellstar

30
30
100
50
85
50
75
35
30
65
75
50
35
35
40
90
95
100
40
45
50
55
35
35
25
50
55
50
55
55
45
35
30
95

Sources
3067
dossiers
3025, 3025 Revised, 3050, 3050 Revised, 3050
Vanguard sneak peek
3025, 3050, 3050 Upgraded, Project Phoenix
3050, 3050 Revised, 3050 Upgrade
2750, 3050, 3025 Revised, 3050 Revised, 3050
dossiers
BrickCommander
3025, 3025 Revised, 3050, 3050 Revised, 3050
heavy
3025, 3025 Revised, 3050, 3050 Revised, 3050
3060
3075
medium
3025, 3025 Revised, 3050, 3050 Revised, 3050
3075
3050, 3050 Revised, 3050 Upgrade
dossiers
medium
3060
BrickCommander
dossiers
3025, 3025 Revised, 3050, 3050 Revised, 3050
light
Vanguard sneak peek
dossiers
3055, 3055 Revised, 3055: Upgrade
BrickCommander
3025, 3050, Project Phoenix
dossiers
3025, 3025 Revised, 3050, 3050 Revised, 3050
Evan Kaiple's PDA
3067
dossiers

Upgrade

Upgrade
Upgrade
Upgrade

Upgraded

Upgrade

Upgrade

Hitotsune Kozo 55
Jackalope
30
Jade Hawk
75
Jaguar
35
Jupiter
100
Karhu
65
King Crab
100
Kodiak
100
Koshi
25
Legionnaire
50
Locust
20
Loki
65
Longbow
85
Mad Cat II
90
Mad Cat III
55
Madcat Mk IV
75
Malice
100
Mangonel
70
Marauder II
100
Marauder IIC
90
Mjolnir
25
Mongoose
25
Mongoose II
40
Mongrel
50
Morrigan
35
Mortis
75
Neanderthal
75
Night Stalker
40
Nova Cat
7
Nyx
30
Ocelot
35
Osiris
30
Pack Hunter
30
Panther
35
Phoenix Hawk
45
Phoenix Hawk L 35
Phoenix Hawk IIC 80
Raider
50
Raider MkII
50
Raptor II
40
Raven
35
Rifleman
60
Rokurokubi
35
Ryoken II
75
Scourge
65
Shadow Cat II
60
Shadow Cat
45
Shadow Hawk IIC 45
Shen Yi
65
Shiro
75
Shockwave
50
Shrike
95
Solitaire
25
Sphinx
75
Spider
30
Stalking Spider 50
Stinger
20
Storm Raider
35
Sun Cobra
55
Targe
40
Templar
85
Thor
70
Thunder Fox
55
Thunderbolt
65
Ti Ts'ang
60
Tian-zong
75
Tiburon
35
Tundra Wolf
75
Ursa
65
Violator
45
Vixen (=Incubus) 30
Vulture
60
Warwolf
75
Wulfen
30

medium
Linknet
Evan Kaiple's PDA
Firepower sneak peek
3075
heavy
2750, 3025 Revised, 3050 Revised
3058
3050, 3050 Revised, 3050 Upgrade
3075
3025, 3050, Project Phoenix
3050, 3050 Revised
3058, Project Phoenix
3067
dossiers
heavy
Deandra Lowe's PDA
heavy
3050, Project Phoenix
3055, Project Phoenix
light
2750, 3025 Revised, 3050 Revised
3075
BrickCommander
light
heavy
Deandra Lowe's PDA
Deandra Lowe's PDA
0
3060
light
3075
3067
3060
3025, 3025 Revised, 3050, 3050 Revised
3025, 3050, Project Phoenix
light
3055, Project Phoenix
unknown
unknown
Blake's Documents
3050, 3050 Revised, 3050 Upgrade
3025, 3050, Project Phoenix
light
3075
Deandra Lowe's PDA
dossiers
3058
3055, Project Phoenix
dossiers
Evan Kaiple's PDA
dossiers
dossiers
3067
dossiers
3025, 3025 Revised, 3050, 3050 Revised, 3050 Upgrade
3060
3025, 3050, Project Phoenix
dossiers
3075
dossiers
3067
3050, 3050 Revised, 3050 Upgrade
medium
3025, 3050, Project Phoenix
3060
dossiers
dossiers
dossiers

Xanthos
Zeus

100
80

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