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Battlemaster’s Guide
v.3.5
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Credits –
Images from: Heavy Metal Pro, Light, Vee, Aero. Also from various TRO’s
and Google Searches
Gear effects origionally from the Mechwarrior: AoD game mechanics, and
various gear cards
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Mechwarrior,Classic BattleTech,BattleTech, and Battlemech are trademarks of WizKids, Inc in the United
States and/or other countries. ©2004 WizKids, Inc. All rights reserved. Used without permission.
Table of Contents –
Weather 4
Jumpship Rules 12
Awards 14
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Weather
Weather is a random item, generated by dice rolls at the beginning of
a new day. The following tables should be used in order, added up, and
then written down so that the players may know what effects are in
play.
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Precipitation
1 Heavy
2-3 Medium
4-5 Light
6 None
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Visibility –
1 Dense
2-3 Thick
4-5 Hazy
6 Clear
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Temperature-
1 Hot
2-3 Warm
4-5 Tepid
6 Frigid
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Enemy NPC Tables and Rules
Enemy Recon Force –
Roll 1d6 to see total recon force
Recon/Initial Forces-
1 150
2 200
3 235
4 260
5 300
6 325
Each turn fighting against this group, BM rolls 1d6 and on a 6, the
recon force has sent a message to the main force. If this roll
happens, roll 1d6 to see what the enemy sends on the battleforce
table.
Enemy Battleforce –
Roll 1d6 to see how much comes onto the field.
Battleforce -
1 200
2 250
3 300
4 350
5 400
6 450
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Enemy Reinforcements-
When enemy battleforce is under half of what they started with, roll
id6, if the result is 4-6 then roll again to see how much is sent to
reinforce the battleforce. If first result is 1-3, then wait two
turns and roll again.
2nd roll
1 100
2 150
3 200
4 250
5 300
6 350
Hidden Forces-
Every time a player goes within 4” of a blocking terrain roll 1d6 on a
1 or a 2 place 200 pts worth of non mech units around the blocking
terrain
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Enemy Bases and Indoor Fighting –
Enemy Base Random Encounter Table – Use this table to pick encounters
that the players may come across in an enemy base.
1 Armed Soldiers
2 Dogs
3 Guards
4 Hidden Alarm
5 Motion Sensors
6 Friendly Worker that will help
1 20
2 25
3 30
4 35
5 40
6 45
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Automatic Fixed Turrets -
These turrets are pop up turrets that initiate at the enterance of
units into it’s zone of fire. All turrets have a 21 defense and an 11
attack. All turrets go dead if the turret command console is
destroyed. Console is normally hidden underground and has a 15
defense if found. If building holding console is destroyed roll 1d6,
if a 1 is rolled, the console is still operational.
Anti-Mech - This Turret has a 14” range and fires two weapons at
once, one Energy and one ballistic, each doing 4 damage. Unit may
target up to three targets. One single roll is used to see if both
hit. System retracts underground after firing so cannot be fired upon
Anti-Infantry – This Turret has a 16” range and does 5 damage with
anti-personel, and can only target infantry.
Anti-Tank – This Turret has a 14” range and does 5 Armor Piercing, and
can only target vehicles.
Anti-Air – This turret has a 45” range and may only target airborn
VTOLs, airborn Dropships and any other airborn unit that may be in
play. This turret causes either 5 damage to a Vtol or other,and 6
damage per turret to a dropship, and causes it to crash land.
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Jumpship Rules –
Jumpships make the Inner Sphere go round, they are the reason man
jumped out to the stars and colonized what is now the Inner Sphere.
Since the Star League, many things have happened and wars raged to the
point that jumpships are in high demand, but almost impossible to
produce.
Jumpships cost more than any mere mercenary will normally ever be able
to afford. But if a group of characters capture, or are given a
jumpship they will follow these rules and tables
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Maintaining a Jumpship – Jumpships can only be repaired in certain
shipyards that are in orbit around a very few planets
Repairs:
Hull Repairs Reduces chance of air 800 cbills
leaks to 0
Electrical Reduces chance of false 650 cbills
Repairs alarm to 0
Anti-Fire Reduces chance of Fire to 800 cbills
System Upgrade 0
Engine Repair Reduces chance of Power 1200 cbills
Outage to 0
Repairs can wear off, and will if combat or rough situations arise.
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Awards–
After completing missions, C-bills should be given to players to
spend in towns, rebuild, buy gear… etc.
The game may also bring situations where players find gear and
equipment, as such occasions arise, use fitting CEC cards and allow
the players to apply how they wish.
C-bills - For the last 400 years, Comstar has been the neutral entity
throughout the Inner Sphere, because of such they’re currency is used
throughout the whole Inner Sphere.
On average, a mission should give about 1000 cbills to the party, but
may vary upon difficulty, or employer.
2 c-bill = 1 Point in mech, gear…etc
Experience - As players progress through battles, they should improve,
so use the following table to give modifiers to the pilot character.
Players may also earn experience as they associate with NPC’s and
complete tasks that don’t involve combat, Give appropriate Experience
for these tasks
(Example: Player takes down several mechs with point values adding up
to 1024; they may add a +1 to their attack, defense, movement, etc…)
(Level) (Points) (Modifiers)
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Mech Upgrades and Modifications –
This section for battlemasters to allow modifications to
different mechs in the RPG. All items in this book may cost
differently on various planets, and as always… everything is up to the
battlemaster. So the battlemaster may use this book to base things
off of, and to use abilities. Some gear have changes that make them
slightly different than they are in the “Rules of Warfare” due to
balance issues with the different type of gameplay that an RPG offers.
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Gear -
Only one gear may be equipped on a mech at a time, and it will
cost 1000 cbills to install any one gear at a facility. Players may
have a technician install gear if their technician passes a knowledge
check. Point conversion still goes as it does in the Mechwarrior 3130
RPG Player’s Handbook where 1 point = 2 cbills.
Ablative Armor – Unit ignores armor piercing gear.
Additional Heat Sinks – This unit fails a heat roll only on a 1, and
fails critical heat rolls only on a 1 or a 2.
BattleMech Jump Pack – This gear allows mechs to ignore terrain for
all movement purposes. Mech may not run with this gear in effect.
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Brawling - +1 Damage to all melee attacks.
Decoy – When unit is target of attack, attacker must roll attack, and
succeed twice before damage is dealt.
Evade –This unit gets +2 to its defense value against ranged combat
attacks. It fails to break away only on a result of 1. This mech
only gains heat on a run if it is pushing.
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Harjel II Auto-Repair System – Unless a black repair marker or the
green starting marker shows on this unit’s combat dial, when this unit
is given an order, repair it of 1 damage after the order resolves.
Homing Beacon – This unit gets +2 to attack while using this gear
against a single opposing unit. When attack succeeds line of fire for
friendly units is always clear when using ballistic damage type.
Improved Targeting – This unit may reroll 1 dice when making an attack
roll. Units may not roll into a crit hit or crit fail.
PPC Capacitor – When unit attacks a single opposing figure, player may
choose to take an extra heat to deal 1.5x damage when using energy
ranged weapon.
Pulse – When unit attacks a single opposing unit with this gear, if it
succeeds, it may make a second attack. When making a second attack,
the target gets a +2 to its defense.
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Reflective Armor – Decrease Energy damage dealt to unit by 2.
Stealth Armor – This armor renders a mech invisible to other units and
characters.
TSEMP – Give unit a ranged combat order against a single unit, deal
damage, and add another order token to the targeted unit. Remove
tokens at end of turn.
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